1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MoveFigure() */
36 #define MF_NO_ACTION 0
40 /* for ScrollFigure() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_NO_EXPLOSION 0
51 /* special positions in the game control window (relative to control window) */
54 #define XX_EMERALDS 29
55 #define YY_EMERALDS 54
56 #define XX_DYNAMITE 29
57 #define YY_DYNAMITE 89
65 /* special positions in the game control window (relative to main window) */
66 #define DX_LEVEL (DX + XX_LEVEL)
67 #define DY_LEVEL (DY + YY_LEVEL)
68 #define DX_EMERALDS (DX + XX_EMERALDS)
69 #define DY_EMERALDS (DY + YY_EMERALDS)
70 #define DX_DYNAMITE (DX + XX_DYNAMITE)
71 #define DY_DYNAMITE (DY + YY_DYNAMITE)
72 #define DX_KEYS (DX + XX_KEYS)
73 #define DY_KEYS (DY + YY_KEYS)
74 #define DX_SCORE (DX + XX_SCORE)
75 #define DY_SCORE (DY + YY_SCORE)
76 #define DX_TIME (DX + XX_TIME)
77 #define DY_TIME (DY + YY_TIME)
79 /* values for initial player move delay (initial delay counter value) */
80 #define INITIAL_MOVE_DELAY_OFF -1
81 #define INITIAL_MOVE_DELAY_ON 0
83 /* values for player movement speed (which is in fact a delay value) */
84 #define MOVE_DELAY_NORMAL_SPEED 8
85 #define MOVE_DELAY_HIGH_SPEED 4
87 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
88 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
89 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
90 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
92 /* game button identifiers */
93 #define GAME_CTRL_ID_STOP 0
94 #define GAME_CTRL_ID_PAUSE 1
95 #define GAME_CTRL_ID_PLAY 2
96 #define SOUND_CTRL_ID_MUSIC 3
97 #define SOUND_CTRL_ID_LOOPS 4
98 #define SOUND_CTRL_ID_SIMPLE 5
100 #define NUM_GAME_BUTTONS 6
102 /* forward declaration for internal use */
103 static void CloseAllOpenTimegates(void);
104 static void CheckGravityMovement(struct PlayerInfo *);
105 static void KillHeroUnlessProtected(int, int);
107 void PlaySoundLevel(int, int, int);
108 void PlaySoundLevelAction(int, int, int);
109 void PlaySoundLevelElementAction(int, int, int, int);
111 static void MapGameButtons();
112 static void HandleGameButtons(struct GadgetInfo *);
114 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
116 #define SND_ACTION_UNKNOWN 0
117 #define SND_ACTION_WAITING 1
118 #define SND_ACTION_MOVING 2
119 #define SND_ACTION_DIGGING 3
120 #define SND_ACTION_COLLECTING 4
121 #define SND_ACTION_PASSING 5
122 #define SND_ACTION_IMPACT 6
123 #define SND_ACTION_PUSHING 7
124 #define SND_ACTION_ACTIVATING 8
125 #define SND_ACTION_ACTIVE 9
127 #define NUM_SND_ACTIONS 10
134 } sound_action_properties[] =
136 /* insert _all_ loop sound actions here */
137 { ".waiting", SND_ACTION_WAITING, TRUE },
138 { ".moving", SND_ACTION_MOVING, TRUE }, /* continuos moving */
139 { ".active", SND_ACTION_ACTIVE, TRUE },
140 { ".growing", SND_ACTION_UNKNOWN, TRUE },
141 { ".attacking", SND_ACTION_UNKNOWN, TRUE },
143 /* other (non-loop) sound actions are optional */
144 { ".stepping", SND_ACTION_MOVING, FALSE }, /* discrete moving */
145 { ".digging", SND_ACTION_DIGGING, FALSE },
146 { ".collecting", SND_ACTION_COLLECTING, FALSE },
147 { ".passing", SND_ACTION_PASSING, FALSE },
148 { ".impact", SND_ACTION_IMPACT, FALSE },
149 { ".pushing", SND_ACTION_PUSHING, FALSE },
150 { ".activating", SND_ACTION_ACTIVATING, FALSE },
153 static int element_action_sound[MAX_NUM_ELEMENTS][NUM_SND_ACTIONS];
154 static boolean is_loop_sound[NUM_SOUND_FILES];
156 #define IS_LOOP_SOUND(x) (is_loop_sound[x])
161 static unsigned int getStateCheckSum(int counter)
164 unsigned int mult = 1;
165 unsigned int checksum = 0;
167 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
169 static boolean first_game = TRUE;
171 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
177 lastFeld[x][y] = Feld[x][y];
178 else if (lastFeld[x][y] != Feld[x][y])
179 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
180 x, y, lastFeld[x][y], Feld[x][y]);
184 checksum += mult++ * Ur[x][y];
185 checksum += mult++ * Feld[x][y];
188 checksum += mult++ * MovPos[x][y];
189 checksum += mult++ * MovDir[x][y];
190 checksum += mult++ * MovDelay[x][y];
191 checksum += mult++ * Store[x][y];
192 checksum += mult++ * Store2[x][y];
193 checksum += mult++ * StorePlayer[x][y];
194 checksum += mult++ * Frame[x][y];
195 checksum += mult++ * AmoebaNr[x][y];
196 checksum += mult++ * JustStopped[x][y];
197 checksum += mult++ * Stop[x][y];
201 if (counter == 3 && first_game)
212 void GetPlayerConfig()
214 if (!audio.sound_available)
217 if (!audio.loops_available)
218 setup.sound_loops = FALSE;
220 if (!audio.music_available)
221 setup.sound_music = FALSE;
223 if (!video.fullscreen_available)
224 setup.fullscreen = FALSE;
226 setup.sound_simple = setup.sound;
228 SetAudioMode(setup.sound);
232 static int getBeltNrFromBeltElement(int element)
234 return (element < EL_CONVEYOR_BELT2_LEFT ? 0 :
235 element < EL_CONVEYOR_BELT3_LEFT ? 1 :
236 element < EL_CONVEYOR_BELT4_LEFT ? 2 : 3);
239 static int getBeltNrFromBeltActiveElement(int element)
241 return (element < EL_CONVEYOR_BELT2_LEFT_ACTIVE ? 0 :
242 element < EL_CONVEYOR_BELT3_LEFT_ACTIVE ? 1 :
243 element < EL_CONVEYOR_BELT4_LEFT_ACTIVE ? 2 : 3);
246 static int getBeltNrFromBeltSwitchElement(int element)
248 return (element < EL_CONVEYOR_BELT2_SWITCH_LEFT ? 0 :
249 element < EL_CONVEYOR_BELT3_SWITCH_LEFT ? 1 :
250 element < EL_CONVEYOR_BELT4_SWITCH_LEFT ? 2 : 3);
253 static int getBeltDirNrFromBeltSwitchElement(int element)
255 static int belt_base_element[4] =
257 EL_CONVEYOR_BELT1_SWITCH_LEFT,
258 EL_CONVEYOR_BELT2_SWITCH_LEFT,
259 EL_CONVEYOR_BELT3_SWITCH_LEFT,
260 EL_CONVEYOR_BELT4_SWITCH_LEFT
263 int belt_nr = getBeltNrFromBeltSwitchElement(element);
264 int belt_dir_nr = element - belt_base_element[belt_nr];
266 return (belt_dir_nr % 3);
269 static int getBeltDirFromBeltSwitchElement(int element)
271 static int belt_move_dir[3] =
278 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
280 return belt_move_dir[belt_dir_nr];
283 static void InitField(int x, int y, boolean init_game)
290 if (stored_player[0].present)
292 Feld[x][y] = EL_SP_MURPHY_CLONE;
303 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER1];
304 int jx = player->jx, jy = player->jy;
306 player->present = TRUE;
308 if (!options.network || player->connected)
310 player->active = TRUE;
312 /* remove potentially duplicate players */
313 if (StorePlayer[jx][jy] == Feld[x][y])
314 StorePlayer[jx][jy] = 0;
316 StorePlayer[x][y] = Feld[x][y];
320 printf("Player %d activated.\n", player->element_nr);
321 printf("[Local player is %d and currently %s.]\n",
322 local_player->element_nr,
323 local_player->active ? "active" : "not active");
327 Feld[x][y] = EL_EMPTY;
328 player->jx = player->last_jx = x;
329 player->jy = player->last_jy = y;
334 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
335 Feld[x][y] = EL_ACIDPOOL_TOPLEFT;
336 else if (x > 0 && Feld[x-1][y] == EL_ACID)
337 Feld[x][y] = EL_ACIDPOOL_TOPRIGHT;
338 else if (y > 0 && Feld[x][y-1] == EL_ACIDPOOL_TOPLEFT)
339 Feld[x][y] = EL_ACIDPOOL_BOTTOMLEFT;
340 else if (y > 0 && Feld[x][y-1] == EL_ACID)
341 Feld[x][y] = EL_ACIDPOOL_BOTTOM;
342 else if (y > 0 && Feld[x][y-1] == EL_ACIDPOOL_TOPRIGHT)
343 Feld[x][y] = EL_ACIDPOOL_BOTTOMRIGHT;
351 case EL_SPACESHIP_RIGHT:
352 case EL_SPACESHIP_UP:
353 case EL_SPACESHIP_LEFT:
354 case EL_SPACESHIP_DOWN:
356 case EL_BD_BUTTERFLY_RIGHT:
357 case EL_BD_BUTTERFLY_UP:
358 case EL_BD_BUTTERFLY_LEFT:
359 case EL_BD_BUTTERFLY_DOWN:
360 case EL_BD_BUTTERFLY:
361 case EL_BD_FIREFLY_RIGHT:
362 case EL_BD_FIREFLY_UP:
363 case EL_BD_FIREFLY_LEFT:
364 case EL_BD_FIREFLY_DOWN:
366 case EL_PACMAN_RIGHT:
390 if (y == lev_fieldy - 1)
392 Feld[x][y] = EL_AMOEBA_CREATING;
393 Store[x][y] = EL_AMOEBA_WET;
397 case EL_DYNAMITE_ACTIVE:
402 local_player->lights_still_needed++;
405 case EL_SOKOBAN_FIELD_EMPTY:
406 local_player->sokobanfields_still_needed++;
410 local_player->friends_still_needed++;
415 MovDir[x][y] = 1 << RND(4);
419 Feld[x][y] = EL_EMPTY;
422 case EL_EM_KEY1_FILE:
423 Feld[x][y] = EL_EM_KEY1;
425 case EL_EM_KEY2_FILE:
426 Feld[x][y] = EL_EM_KEY2;
428 case EL_EM_KEY3_FILE:
429 Feld[x][y] = EL_EM_KEY3;
431 case EL_EM_KEY4_FILE:
432 Feld[x][y] = EL_EM_KEY4;
435 case EL_CONVEYOR_BELT1_SWITCH_LEFT:
436 case EL_CONVEYOR_BELT1_SWITCH_MIDDLE:
437 case EL_CONVEYOR_BELT1_SWITCH_RIGHT:
438 case EL_CONVEYOR_BELT2_SWITCH_LEFT:
439 case EL_CONVEYOR_BELT2_SWITCH_MIDDLE:
440 case EL_CONVEYOR_BELT2_SWITCH_RIGHT:
441 case EL_CONVEYOR_BELT3_SWITCH_LEFT:
442 case EL_CONVEYOR_BELT3_SWITCH_MIDDLE:
443 case EL_CONVEYOR_BELT3_SWITCH_RIGHT:
444 case EL_CONVEYOR_BELT4_SWITCH_LEFT:
445 case EL_CONVEYOR_BELT4_SWITCH_MIDDLE:
446 case EL_CONVEYOR_BELT4_SWITCH_RIGHT:
449 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
450 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
451 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
453 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
455 game.belt_dir[belt_nr] = belt_dir;
456 game.belt_dir_nr[belt_nr] = belt_dir_nr;
458 else /* more than one switch -- set it like the first switch */
460 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
465 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
467 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
470 case EL_LIGHT_SWITCH_ACTIVE:
472 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
480 void DrawGameDoorValues()
484 for (i=0; i<MAX_PLAYERS; i++)
486 if (stored_player[i].key[j])
487 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
488 GFX_SCHLUESSEL1 + j);
490 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
491 int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
492 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
493 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
494 DrawText(DX + XX_SCORE, DY + YY_SCORE,
495 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
496 DrawText(DX + XX_TIME, DY + YY_TIME,
497 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
502 =============================================================================
504 -----------------------------------------------------------------------------
505 initialize sound effect lookup table for element actions
506 =============================================================================
511 int sound_effect_properties[NUM_SOUND_FILES];
515 debug_print_timestamp(0, NULL);
518 for (i=0; i<MAX_NUM_ELEMENTS; i++)
519 for (j=0; j<NUM_SND_ACTIONS; j++)
520 element_action_sound[i][j] = -1;
522 for (i=0; i<NUM_SOUND_FILES; i++)
524 int len_effect_text = strlen(sound_files[i].token);
526 sound_effect_properties[i] = SND_ACTION_UNKNOWN;
527 is_loop_sound[i] = FALSE;
529 /* determine all loop sounds and identify certain sound classes */
531 for (j=0; sound_action_properties[j].text; j++)
533 int len_action_text = strlen(sound_action_properties[j].text);
535 if (len_action_text < len_effect_text &&
536 strcmp(&sound_files[i].token[len_effect_text - len_action_text],
537 sound_action_properties[j].text) == 0)
539 sound_effect_properties[i] = sound_action_properties[j].value;
541 if (sound_action_properties[j].is_loop)
542 is_loop_sound[i] = TRUE;
546 /* associate elements and some selected sound actions */
548 for (j=0; j<MAX_NUM_ELEMENTS; j++)
550 if (element_info[j].sound_class_name)
552 int len_class_text = strlen(element_info[j].sound_class_name);
554 if (len_class_text + 1 < len_effect_text &&
555 strncmp(sound_files[i].token,
556 element_info[j].sound_class_name, len_class_text) == 0 &&
557 sound_files[i].token[len_class_text] == '.')
559 int sound_action_value = sound_effect_properties[i];
561 element_action_sound[j][sound_action_value] = i;
568 debug_print_timestamp(0, "InitGameEngine");
574 int element = EL_SAND;
575 int sound_action = SND_ACTION_DIGGING;
578 while (sound_action_properties[j].text)
580 if (sound_action_properties[j].value == sound_action)
581 printf("element %d, sound action '%s' == %d\n",
582 element, sound_action_properties[j].text,
583 element_action_sound[element][sound_action]);
592 =============================================================================
594 -----------------------------------------------------------------------------
595 initialize game engine due to level / tape version number
596 =============================================================================
599 static void InitGameEngine()
603 game.engine_version = (tape.playing ? tape.engine_version :
607 printf("level %d: level version == %06d\n", level_nr, level.game_version);
608 printf(" tape version == %06d [%s] [file: %06d]\n",
609 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
611 printf(" => game.engine_version == %06d\n", game.engine_version);
614 /* dynamically adjust player properties according to game engine version */
615 game.initial_move_delay =
616 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
617 INITIAL_MOVE_DELAY_OFF);
619 /* dynamically adjust player properties according to level information */
620 game.initial_move_delay_value =
621 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
623 /* dynamically adjust element properties according to game engine version */
625 static int ep_em_slippery_wall[] =
634 static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall);
636 for (i=0; i<ep_em_slippery_wall_num; i++)
638 if (level.em_slippery_gems) /* special EM style gems behaviour */
639 Elementeigenschaften2[ep_em_slippery_wall[i]] |=
640 EP_BIT_EM_SLIPPERY_WALL;
642 Elementeigenschaften2[ep_em_slippery_wall[i]] &=
643 ~EP_BIT_EM_SLIPPERY_WALL;
646 /* "EL_WALL_GROWING_ACTIVE" wasn't slippery for EM gems in version 2.0.1 */
647 if (level.em_slippery_gems && game.engine_version > VERSION_IDENT(2,0,1))
648 Elementeigenschaften2[EL_WALL_GROWING_ACTIVE] |= EP_BIT_EM_SLIPPERY_WALL;
650 Elementeigenschaften2[EL_WALL_GROWING_ACTIVE] &=~EP_BIT_EM_SLIPPERY_WALL;
656 =============================================================================
658 -----------------------------------------------------------------------------
659 initialize and start new game
660 =============================================================================
665 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
666 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
667 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
674 #if USE_NEW_AMOEBA_CODE
675 printf("Using new amoeba code.\n");
677 printf("Using old amoeba code.\n");
682 /* don't play tapes over network */
683 network_playing = (options.network && !tape.playing);
685 for (i=0; i<MAX_PLAYERS; i++)
687 struct PlayerInfo *player = &stored_player[i];
689 player->index_nr = i;
690 player->element_nr = EL_PLAYER1 + i;
692 player->present = FALSE;
693 player->active = FALSE;
696 player->effective_action = 0;
697 player->programmed_action = 0;
700 player->gems_still_needed = level.gems_needed;
701 player->sokobanfields_still_needed = 0;
702 player->lights_still_needed = 0;
703 player->friends_still_needed = 0;
706 player->key[j] = FALSE;
708 player->dynamite = 0;
709 player->dynabomb_count = 0;
710 player->dynabomb_size = 1;
711 player->dynabombs_left = 0;
712 player->dynabomb_xl = FALSE;
714 player->MovDir = MV_NO_MOVING;
716 player->Pushing = FALSE;
717 player->Switching = FALSE;
721 player->actual_frame_counter = 0;
723 player->frame_reset_delay = 0;
725 player->last_move_dir = MV_NO_MOVING;
726 player->is_moving = FALSE;
728 player->move_delay = game.initial_move_delay;
729 player->move_delay_value = game.initial_move_delay_value;
731 player->push_delay = 0;
732 player->push_delay_value = 5;
734 player->snapped = FALSE;
736 player->last_jx = player->last_jy = 0;
737 player->jx = player->jy = 0;
739 player->shield_passive_time_left = 0;
740 player->shield_active_time_left = 0;
742 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
743 SnapField(player, 0, 0);
745 player->LevelSolved = FALSE;
746 player->GameOver = FALSE;
749 network_player_action_received = FALSE;
751 #if defined(PLATFORM_UNIX)
752 /* initial null action */
754 SendToServer_MovePlayer(MV_NO_MOVING);
762 TimeLeft = level.time;
764 ScreenMovDir = MV_NO_MOVING;
768 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
770 AllPlayersGone = FALSE;
772 game.yam_content_nr = 0;
773 game.magic_wall_active = FALSE;
774 game.magic_wall_time_left = 0;
775 game.light_time_left = 0;
776 game.timegate_time_left = 0;
777 game.switchgate_pos = 0;
778 game.balloon_dir = MV_NO_MOVING;
779 game.explosions_delayed = TRUE;
783 game.belt_dir[i] = MV_NO_MOVING;
784 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
787 for (i=0; i<MAX_NUM_AMOEBA; i++)
788 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
790 for (x=0; x<lev_fieldx; x++)
792 for (y=0; y<lev_fieldy; y++)
794 Feld[x][y] = Ur[x][y];
795 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
796 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
798 GfxAction[x][y] = GFX_ACTION_DEFAULT;
800 JustStopped[x][y] = 0;
802 ExplodeField[x][y] = EX_NO_EXPLOSION;
806 for(y=0; y<lev_fieldy; y++)
808 for(x=0; x<lev_fieldx; x++)
810 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
812 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
814 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
817 InitField(x, y, TRUE);
821 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
822 emulate_sb ? EMU_SOKOBAN :
823 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
825 /* correct non-moving belts to start moving left */
827 if (game.belt_dir[i] == MV_NO_MOVING)
828 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
830 /* check if any connected player was not found in playfield */
831 for (i=0; i<MAX_PLAYERS; i++)
833 struct PlayerInfo *player = &stored_player[i];
835 if (player->connected && !player->present)
837 for (j=0; j<MAX_PLAYERS; j++)
839 struct PlayerInfo *some_player = &stored_player[j];
840 int jx = some_player->jx, jy = some_player->jy;
842 /* assign first free player found that is present in the playfield */
843 if (some_player->present && !some_player->connected)
845 player->present = TRUE;
846 player->active = TRUE;
847 some_player->present = FALSE;
849 StorePlayer[jx][jy] = player->element_nr;
850 player->jx = player->last_jx = jx;
851 player->jy = player->last_jy = jy;
861 /* when playing a tape, eliminate all players who do not participate */
863 for (i=0; i<MAX_PLAYERS; i++)
865 if (stored_player[i].active && !tape.player_participates[i])
867 struct PlayerInfo *player = &stored_player[i];
868 int jx = player->jx, jy = player->jy;
870 player->active = FALSE;
871 StorePlayer[jx][jy] = 0;
872 Feld[jx][jy] = EL_EMPTY;
876 else if (!options.network && !setup.team_mode) /* && !tape.playing */
878 /* when in single player mode, eliminate all but the first active player */
880 for (i=0; i<MAX_PLAYERS; i++)
882 if (stored_player[i].active)
884 for (j=i+1; j<MAX_PLAYERS; j++)
886 if (stored_player[j].active)
888 struct PlayerInfo *player = &stored_player[j];
889 int jx = player->jx, jy = player->jy;
891 player->active = FALSE;
892 StorePlayer[jx][jy] = 0;
893 Feld[jx][jy] = EL_EMPTY;
900 /* when recording the game, store which players take part in the game */
903 for (i=0; i<MAX_PLAYERS; i++)
904 if (stored_player[i].active)
905 tape.player_participates[i] = TRUE;
910 for (i=0; i<MAX_PLAYERS; i++)
912 struct PlayerInfo *player = &stored_player[i];
914 printf("Player %d: present == %d, connected == %d, active == %d.\n",
919 if (local_player == player)
920 printf("Player %d is local player.\n", i+1);
924 if (BorderElement == EL_EMPTY)
927 SBX_Right = lev_fieldx - SCR_FIELDX;
929 SBY_Lower = lev_fieldy - SCR_FIELDY;
934 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
936 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
939 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
940 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
942 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
943 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
946 scroll_y = SBY_Upper;
947 if (local_player->jx >= SBX_Left + MIDPOSX)
948 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
949 local_player->jx - MIDPOSX :
951 if (local_player->jy >= SBY_Upper + MIDPOSY)
952 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
953 local_player->jy - MIDPOSY :
956 CloseDoor(DOOR_CLOSE_1);
962 /* after drawing the level, correct some elements */
963 if (game.timegate_time_left == 0)
964 CloseAllOpenTimegates();
966 if (setup.soft_scrolling)
967 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
969 redraw_mask |= REDRAW_FROM_BACKBUFFER;
971 /* copy default game door content to main double buffer */
972 BlitBitmap(pix[PIX_DOOR], drawto,
973 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
976 DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
977 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
980 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
981 int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3);
982 BlitBitmap(drawto, drawto,
983 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
984 FONT5_XSIZE * 3, FONT5_YSIZE - 1,
985 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
988 DrawGameDoorValues();
992 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
993 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
994 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
998 /* copy actual game door content to door double buffer for OpenDoor() */
999 BlitBitmap(drawto, pix[PIX_DB_DOOR],
1000 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
1002 OpenDoor(DOOR_OPEN_ALL);
1004 PlaySoundStereo(SND_GAME_STARTING, SOUND_MAX_RIGHT);
1005 if (setup.sound_music)
1006 PlayMusic(level_nr);
1008 KeyboardAutoRepeatOff();
1013 printf("Player %d %sactive.\n",
1014 i + 1, (stored_player[i].active ? "" : "not "));
1018 void InitMovDir(int x, int y)
1020 int i, element = Feld[x][y];
1021 static int xy[4][2] =
1028 static int direction[3][4] =
1030 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1031 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1032 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1041 Feld[x][y] = EL_BUG;
1042 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
1045 case EL_SPACESHIP_RIGHT:
1046 case EL_SPACESHIP_UP:
1047 case EL_SPACESHIP_LEFT:
1048 case EL_SPACESHIP_DOWN:
1049 Feld[x][y] = EL_SPACESHIP;
1050 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
1053 case EL_BD_BUTTERFLY_RIGHT:
1054 case EL_BD_BUTTERFLY_UP:
1055 case EL_BD_BUTTERFLY_LEFT:
1056 case EL_BD_BUTTERFLY_DOWN:
1057 Feld[x][y] = EL_BD_BUTTERFLY;
1058 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
1061 case EL_BD_FIREFLY_RIGHT:
1062 case EL_BD_FIREFLY_UP:
1063 case EL_BD_FIREFLY_LEFT:
1064 case EL_BD_FIREFLY_DOWN:
1065 Feld[x][y] = EL_BD_FIREFLY;
1066 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1069 case EL_PACMAN_RIGHT:
1071 case EL_PACMAN_LEFT:
1072 case EL_PACMAN_DOWN:
1073 Feld[x][y] = EL_PACMAN;
1074 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1077 case EL_SP_SNIKSNAK:
1078 MovDir[x][y] = MV_UP;
1081 case EL_SP_ELECTRON:
1082 MovDir[x][y] = MV_LEFT;
1089 Feld[x][y] = EL_MOLE;
1090 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1094 MovDir[x][y] = 1 << RND(4);
1095 if (element != EL_BUG &&
1096 element != EL_SPACESHIP &&
1097 element != EL_BD_BUTTERFLY &&
1098 element != EL_BD_FIREFLY)
1103 int x1 = x + xy[i][0];
1104 int y1 = y + xy[i][1];
1106 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1108 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1110 MovDir[x][y] = direction[0][i];
1113 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1114 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1116 MovDir[x][y] = direction[1][i];
1125 void InitAmoebaNr(int x, int y)
1128 int group_nr = AmoebeNachbarNr(x, y);
1132 for (i=1; i<MAX_NUM_AMOEBA; i++)
1134 if (AmoebaCnt[i] == 0)
1142 AmoebaNr[x][y] = group_nr;
1143 AmoebaCnt[group_nr]++;
1144 AmoebaCnt2[group_nr]++;
1150 boolean raise_level = FALSE;
1152 if (local_player->MovPos)
1155 local_player->LevelSolved = FALSE;
1157 PlaySoundStereo(SND_GAME_WINNING, SOUND_MAX_RIGHT);
1161 if (!tape.playing && setup.sound_loops)
1162 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1163 SND_CTRL_PLAY_LOOP);
1165 while (TimeLeft > 0)
1167 if (!tape.playing && !setup.sound_loops)
1168 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1169 if (TimeLeft > 0 && !(TimeLeft % 10))
1170 RaiseScore(level.score[SC_ZEITBONUS]);
1171 if (TimeLeft > 100 && !(TimeLeft % 10))
1175 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
1182 if (!tape.playing && setup.sound_loops)
1183 StopSound(SND_GAME_LEVELTIME_BONUS);
1185 else if (level.time == 0) /* level without time limit */
1187 if (!tape.playing && setup.sound_loops)
1188 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1189 SND_CTRL_PLAY_LOOP);
1191 while (TimePlayed < 999)
1193 if (!tape.playing && !setup.sound_loops)
1194 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1195 if (TimePlayed < 999 && !(TimePlayed % 10))
1196 RaiseScore(level.score[SC_ZEITBONUS]);
1197 if (TimePlayed < 900 && !(TimePlayed % 10))
1201 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
1208 if (!tape.playing && setup.sound_loops)
1209 StopSound(SND_GAME_LEVELTIME_BONUS);
1216 /* Hero disappears */
1217 DrawNewLevelField(ExitX, ExitY);
1223 CloseDoor(DOOR_CLOSE_1);
1228 SaveTape(tape.level_nr); /* Ask to save tape */
1231 if (level_nr == leveldir_current->handicap_level)
1233 leveldir_current->handicap_level++;
1234 SaveLevelSetup_SeriesInfo();
1237 if (level_editor_test_game)
1238 local_player->score = -1; /* no highscore when playing from editor */
1239 else if (level_nr < leveldir_current->last_level)
1240 raise_level = TRUE; /* advance to next level */
1242 if ((hi_pos = NewHiScore()) >= 0)
1244 game_status = HALLOFFAME;
1245 DrawHallOfFame(hi_pos);
1254 game_status = MAINMENU;
1271 LoadScore(level_nr);
1273 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1274 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1277 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1279 if (local_player->score > highscore[k].Score)
1281 /* player has made it to the hall of fame */
1283 if (k < MAX_SCORE_ENTRIES - 1)
1285 int m = MAX_SCORE_ENTRIES - 1;
1288 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1289 if (!strcmp(setup.player_name, highscore[l].Name))
1291 if (m == k) /* player's new highscore overwrites his old one */
1297 strcpy(highscore[l].Name, highscore[l - 1].Name);
1298 highscore[l].Score = highscore[l - 1].Score;
1305 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1306 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1307 highscore[k].Score = local_player->score;
1313 else if (!strncmp(setup.player_name, highscore[k].Name,
1314 MAX_PLAYER_NAME_LEN))
1315 break; /* player already there with a higher score */
1321 SaveScore(level_nr);
1326 void InitMovingField(int x, int y, int direction)
1328 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1329 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1331 MovDir[x][y] = direction;
1332 MovDir[newx][newy] = direction;
1334 if (Feld[newx][newy] == EL_EMPTY)
1335 Feld[newx][newy] = EL_BLOCKED;
1337 GfxAction[x][y] = GFX_ACTION_MOVING;
1340 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1342 int direction = MovDir[x][y];
1343 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1344 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1350 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1352 int oldx = x, oldy = y;
1353 int direction = MovDir[x][y];
1355 if (direction == MV_LEFT)
1357 else if (direction == MV_RIGHT)
1359 else if (direction == MV_UP)
1361 else if (direction == MV_DOWN)
1364 *comes_from_x = oldx;
1365 *comes_from_y = oldy;
1368 int MovingOrBlocked2Element(int x, int y)
1370 int element = Feld[x][y];
1372 if (element == EL_BLOCKED)
1376 Blocked2Moving(x, y, &oldx, &oldy);
1377 return Feld[oldx][oldy];
1383 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1385 /* like MovingOrBlocked2Element(), but if element is moving
1386 and (x,y) is the field the moving element is just leaving,
1387 return EL_BLOCKED instead of the element value */
1388 int element = Feld[x][y];
1390 if (IS_MOVING(x, y))
1392 if (element == EL_BLOCKED)
1396 Blocked2Moving(x, y, &oldx, &oldy);
1397 return Feld[oldx][oldy];
1406 static void RemoveField(int x, int y)
1408 Feld[x][y] = EL_EMPTY;
1414 void RemoveMovingField(int x, int y)
1416 int oldx = x, oldy = y, newx = x, newy = y;
1418 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1421 if (IS_MOVING(x, y))
1423 Moving2Blocked(x, y, &newx, &newy);
1424 if (Feld[newx][newy] != EL_BLOCKED)
1427 else if (Feld[x][y] == EL_BLOCKED)
1429 Blocked2Moving(x, y, &oldx, &oldy);
1430 if (!IS_MOVING(oldx, oldy))
1434 if (Feld[x][y] == EL_BLOCKED &&
1435 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1436 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1437 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1438 Feld[oldx][oldy] == EL_AMOEBA_DRIPPING))
1439 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1441 Feld[oldx][oldy] = EL_EMPTY;
1443 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1445 Feld[newx][newy] = EL_EMPTY;
1446 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1447 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1448 GfxAction[oldx][oldy] = GfxAction[newx][newy] = GFX_ACTION_DEFAULT;
1450 DrawNewLevelField(oldx, oldy);
1451 DrawNewLevelField(newx, newy);
1454 void DrawDynamite(int x, int y)
1456 int sx = SCREENX(x), sy = SCREENY(y);
1458 int graphic = el2gfx(Feld[x][y]);
1460 int graphic = el2img(Feld[x][y]);
1464 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1469 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
1471 DrawNewGraphic(sx, sy, el2img(Store[x][y]), 0);
1474 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1476 if ((frame = (96 - MovDelay[x][y]) / 12) > 6)
1481 if ((frame = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
1486 frame = getNewGraphicAnimationFrame(graphic, 96 - MovDelay[x][y]);
1490 printf("-> %d: %d [%d]\n", graphic, frame, MovDelay[x][y]);
1494 if (game.emulation == EMU_SUPAPLEX)
1495 DrawGraphic(sx, sy, GFX_SP_DISK_RED);
1496 else if (Store[x][y])
1497 DrawGraphicThruMask(sx, sy, graphic + frame);
1499 DrawGraphic(sx, sy, graphic + frame);
1501 if (game.emulation == EMU_SUPAPLEX)
1502 DrawNewGraphic(sx, sy, IMG_SP_DISK_RED, 0);
1503 else if (Store[x][y])
1504 DrawNewGraphicThruMask(sx, sy, graphic, frame);
1506 DrawNewGraphic(sx, sy, graphic, frame);
1510 void CheckDynamite(int x, int y)
1512 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1517 if (!(MovDelay[x][y] % 6))
1518 PlaySoundLevelAction(x, y, SND_ACTION_ACTIVE);
1520 if (IS_ACTIVE_BOMB(Feld[x][y]))
1522 int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6);
1524 if (!(MovDelay[x][y] % delay))
1532 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1533 StopSound(SND_DYNAMITE_ACTIVE);
1535 StopSound(SND_DYNABOMB_ACTIVE);
1540 void Explode(int ex, int ey, int phase, int mode)
1544 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1545 int last_phase = num_phase * delay;
1546 int half_phase = (num_phase / 2) * delay;
1547 int first_phase_after_start = EX_PHASE_START + 1;
1549 if (game.explosions_delayed)
1551 ExplodeField[ex][ey] = mode;
1555 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1557 int center_element = Feld[ex][ey];
1559 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1561 /* put moving element to center field (and let it explode there) */
1562 center_element = MovingOrBlocked2Element(ex, ey);
1563 RemoveMovingField(ex, ey);
1564 Feld[ex][ey] = center_element;
1567 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1571 if (!IN_LEV_FIELD(x, y) ||
1572 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
1573 (x != ex || y != ey)))
1576 element = Feld[x][y];
1578 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1580 element = MovingOrBlocked2Element(x, y);
1581 RemoveMovingField(x, y);
1584 if (IS_MASSIVE(element) || element == EL_FLAMES)
1587 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1589 if (IS_ACTIVE_BOMB(element))
1591 /* re-activate things under the bomb like gate or penguin */
1592 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
1599 if (element == EL_EXPLOSION)
1600 element = Store2[x][y];
1602 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1604 switch(StorePlayer[ex][ey])
1607 Store[x][y] = EL_EMERALD_RED;
1610 Store[x][y] = EL_EMERALD;
1613 Store[x][y] = EL_EMERALD_PURPLE;
1617 Store[x][y] = EL_EMERALD_YELLOW;
1621 if (game.emulation == EMU_SUPAPLEX)
1622 Store[x][y] = EL_EMPTY;
1624 else if (center_element == EL_MOLE)
1625 Store[x][y] = EL_EMERALD_RED;
1626 else if (center_element == EL_PENGUIN)
1627 Store[x][y] = EL_EMERALD_PURPLE;
1628 else if (center_element == EL_BUG)
1629 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
1630 else if (center_element == EL_BD_BUTTERFLY)
1631 Store[x][y] = EL_BD_DIAMOND;
1632 else if (center_element == EL_SP_ELECTRON)
1633 Store[x][y] = EL_SP_INFOTRON;
1634 else if (center_element == EL_YAMYAM)
1635 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1636 else if (center_element == EL_AMOEBA_TO_DIAMOND)
1637 Store[x][y] = level.amoeba_content;
1638 else if (element == EL_WALL_EMERALD)
1639 Store[x][y] = EL_EMERALD;
1640 else if (element == EL_WALL_DIAMOND)
1641 Store[x][y] = EL_DIAMOND;
1642 else if (element == EL_WALL_BD_DIAMOND)
1643 Store[x][y] = EL_BD_DIAMOND;
1644 else if (element == EL_WALL_EMERALD_YELLOW)
1645 Store[x][y] = EL_EMERALD_YELLOW;
1646 else if (element == EL_WALL_EMERALD_RED)
1647 Store[x][y] = EL_EMERALD_RED;
1648 else if (element == EL_WALL_EMERALD_PURPLE)
1649 Store[x][y] = EL_EMERALD_PURPLE;
1650 else if (element == EL_WALL_PEARL)
1651 Store[x][y] = EL_PEARL;
1652 else if (element == EL_WALL_CRYSTAL)
1653 Store[x][y] = EL_CRYSTAL;
1654 else if (!IS_PFORTE(Store[x][y]))
1655 Store[x][y] = EL_EMPTY;
1657 if (x != ex || y != ey ||
1658 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
1659 Store2[x][y] = element;
1661 if (AmoebaNr[x][y] &&
1662 (element == EL_AMOEBA_FULL ||
1663 element == EL_BD_AMOEBA ||
1664 element == EL_AMOEBA_CREATING))
1666 AmoebaCnt[AmoebaNr[x][y]]--;
1667 AmoebaCnt2[AmoebaNr[x][y]]--;
1670 Feld[x][y] = EL_EXPLOSION;
1671 MovDir[x][y] = MovPos[x][y] = 0;
1677 if (center_element == EL_YAMYAM)
1678 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1689 Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
1691 if (phase == first_phase_after_start)
1693 int element = Store2[x][y];
1695 if (element == EL_BLACK_ORB)
1697 Feld[x][y] = Store2[x][y];
1702 else if (phase == half_phase)
1704 int element = Store2[x][y];
1706 if (IS_PLAYER(x, y))
1707 KillHeroUnlessProtected(x, y);
1708 else if (IS_EXPLOSIVE(element))
1710 Feld[x][y] = Store2[x][y];
1714 else if (element == EL_AMOEBA_TO_DIAMOND)
1715 AmoebeUmwandeln(x, y);
1718 if (phase == last_phase)
1722 element = Feld[x][y] = Store[x][y];
1723 Store[x][y] = Store2[x][y] = 0;
1724 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1725 InitField(x, y, FALSE);
1726 if (CAN_MOVE(element) || COULD_MOVE(element))
1728 DrawNewLevelField(x, y);
1730 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1731 StorePlayer[x][y] = 0;
1733 else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1735 int graphic = GFX_EXPLOSION;
1737 if (game.emulation == EMU_SUPAPLEX)
1738 graphic = (Store[x][y] == EL_SP_INFOTRON ?
1739 GFX_SP_EXPLODE_INFOTRON :
1740 GFX_SP_EXPLODE_EMPTY);
1743 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1745 graphic += (phase / delay - 1);
1747 if (IS_PFORTE(Store[x][y]))
1749 DrawNewLevelElement(x, y, Store[x][y]);
1750 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic);
1753 DrawGraphic(SCREENX(x), SCREENY(y), graphic);
1757 void DynaExplode(int ex, int ey)
1760 int dynabomb_size = 1;
1761 boolean dynabomb_xl = FALSE;
1762 struct PlayerInfo *player;
1763 static int xy[4][2] =
1771 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1773 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER1_ACTIVE];
1774 dynabomb_size = player->dynabomb_size;
1775 dynabomb_xl = player->dynabomb_xl;
1776 player->dynabombs_left++;
1779 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1783 for (j=1; j<=dynabomb_size; j++)
1785 int x = ex + j * xy[i % 4][0];
1786 int y = ey + j * xy[i % 4][1];
1789 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1792 element = Feld[x][y];
1794 /* do not restart explosions of fields with active bombs */
1795 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
1798 Explode(x, y, EX_PHASE_START, EX_BORDER);
1800 if (element != EL_EMPTY &&
1801 element != EL_SAND &&
1802 element != EL_EXPLOSION &&
1809 void Bang(int x, int y)
1811 int element = Feld[x][y];
1813 if (game.emulation == EMU_SUPAPLEX)
1814 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
1816 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
1819 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1827 case EL_BD_BUTTERFLY:
1830 case EL_DARK_YAMYAM:
1834 RaiseScoreElement(element);
1835 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1837 case EL_DYNABOMB_PLAYER1_ACTIVE:
1838 case EL_DYNABOMB_PLAYER2_ACTIVE:
1839 case EL_DYNABOMB_PLAYER3_ACTIVE:
1840 case EL_DYNABOMB_PLAYER4_ACTIVE:
1841 case EL_DYNABOMB_NR:
1842 case EL_DYNABOMB_SZ:
1843 case EL_DYNABOMB_XL:
1848 case EL_LAMP_ACTIVE:
1849 if (IS_PLAYER(x, y))
1850 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1852 Explode(x, y, EX_PHASE_START, EX_CENTER);
1855 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1860 void Blurb(int x, int y)
1862 int element = Feld[x][y];
1864 if (element != EL_ACID_SPLASHING_LEFT &&
1865 element != EL_ACID_SPLASHING_RIGHT) /* start */
1867 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
1868 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1869 (!IN_LEV_FIELD(x-1, y-1) ||
1870 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1872 Feld[x-1][y] = EL_ACID_SPLASHING_LEFT;
1874 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1875 (!IN_LEV_FIELD(x+1, y-1) ||
1876 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1878 Feld[x+1][y] = EL_ACID_SPLASHING_RIGHT;
1884 (element == EL_ACID_SPLASHING_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1886 if (!MovDelay[x][y]) /* initialize animation counter */
1889 if (MovDelay[x][y]) /* continue animation */
1892 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1893 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1895 if (!MovDelay[x][y])
1897 Feld[x][y] = EL_EMPTY;
1898 DrawLevelField(x, y);
1904 static void ToggleBeltSwitch(int x, int y)
1906 static int belt_base_element[4] =
1908 EL_CONVEYOR_BELT1_LEFT,
1909 EL_CONVEYOR_BELT2_LEFT,
1910 EL_CONVEYOR_BELT3_LEFT,
1911 EL_CONVEYOR_BELT4_LEFT
1913 static int belt_base_active_element[4] =
1915 EL_CONVEYOR_BELT1_LEFT_ACTIVE,
1916 EL_CONVEYOR_BELT2_LEFT_ACTIVE,
1917 EL_CONVEYOR_BELT3_LEFT_ACTIVE,
1918 EL_CONVEYOR_BELT4_LEFT_ACTIVE
1920 static int belt_base_switch_element[4] =
1922 EL_CONVEYOR_BELT1_SWITCH_LEFT,
1923 EL_CONVEYOR_BELT2_SWITCH_LEFT,
1924 EL_CONVEYOR_BELT3_SWITCH_LEFT,
1925 EL_CONVEYOR_BELT4_SWITCH_LEFT
1927 static int belt_move_dir[4] =
1935 int element = Feld[x][y];
1936 int belt_nr = getBeltNrFromBeltSwitchElement(element);
1937 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1938 int belt_dir = belt_move_dir[belt_dir_nr];
1941 if (!IS_BELT_SWITCH(element))
1944 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1945 game.belt_dir[belt_nr] = belt_dir;
1947 if (belt_dir_nr == 3)
1950 for (yy=0; yy<lev_fieldy; yy++)
1952 for (xx=0; xx<lev_fieldx; xx++)
1954 int element = Feld[xx][yy];
1956 if (IS_BELT_SWITCH(element))
1958 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
1960 if (e_belt_nr == belt_nr)
1962 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
1963 DrawLevelField(xx, yy);
1966 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
1968 int e_belt_nr = getBeltNrFromBeltElement(element);
1970 if (e_belt_nr == belt_nr)
1972 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
1974 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
1975 DrawLevelField(xx, yy);
1978 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
1980 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
1982 if (e_belt_nr == belt_nr)
1984 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
1986 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
1987 DrawLevelField(xx, yy);
1994 static void ToggleSwitchgateSwitch(int x, int y)
1998 game.switchgate_pos = !game.switchgate_pos;
2000 for (yy=0; yy<lev_fieldy; yy++)
2002 for (xx=0; xx<lev_fieldx; xx++)
2004 int element = Feld[xx][yy];
2006 if (element == EL_SWITCHGATE_SWITCH_UP ||
2007 element == EL_SWITCHGATE_SWITCH_DOWN)
2009 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2010 DrawLevelField(xx, yy);
2012 else if (element == EL_SWITCHGATE_OPEN ||
2013 element == EL_SWITCHGATE_OPENING)
2015 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2016 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2018 else if (element == EL_SWITCHGATE_CLOSED ||
2019 element == EL_SWITCHGATE_CLOSING)
2021 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2022 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2028 static int getInvisibleActiveFromInvisibleElement(int element)
2030 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2031 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2032 EL_INVISIBLE_SAND_ACTIVE);
2035 static int getInvisibleFromInvisibleActiveElement(int element)
2037 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2038 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2042 static void RedrawAllLightSwitchesAndInvisibleElements()
2046 for (y=0; y<lev_fieldy; y++)
2048 for (x=0; x<lev_fieldx; x++)
2050 int element = Feld[x][y];
2052 if (element == EL_LIGHT_SWITCH &&
2053 game.light_time_left > 0)
2055 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2056 DrawLevelField(x, y);
2058 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2059 game.light_time_left == 0)
2061 Feld[x][y] = EL_LIGHT_SWITCH;
2062 DrawLevelField(x, y);
2064 else if (element == EL_INVISIBLE_STEELWALL ||
2065 element == EL_INVISIBLE_WALL ||
2066 element == EL_INVISIBLE_SAND)
2068 if (game.light_time_left > 0)
2069 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2071 DrawLevelField(x, y);
2073 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2074 element == EL_INVISIBLE_WALL_ACTIVE ||
2075 element == EL_INVISIBLE_SAND_ACTIVE)
2077 if (game.light_time_left == 0)
2078 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2080 DrawLevelField(x, y);
2086 static void ToggleLightSwitch(int x, int y)
2088 int element = Feld[x][y];
2090 game.light_time_left =
2091 (element == EL_LIGHT_SWITCH ?
2092 level.time_light * FRAMES_PER_SECOND : 0);
2094 RedrawAllLightSwitchesAndInvisibleElements();
2097 static void ActivateTimegateSwitch(int x, int y)
2101 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2103 for (yy=0; yy<lev_fieldy; yy++)
2105 for (xx=0; xx<lev_fieldx; xx++)
2107 int element = Feld[xx][yy];
2109 if (element == EL_TIMEGATE_CLOSED ||
2110 element == EL_TIMEGATE_CLOSING)
2112 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2113 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2117 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2119 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2120 DrawLevelField(xx, yy);
2127 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2130 void Impact(int x, int y)
2132 boolean lastline = (y == lev_fieldy-1);
2133 boolean object_hit = FALSE;
2134 int element = Feld[x][y];
2137 if (!lastline) /* check if element below was hit */
2139 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
2142 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
2143 MovDir[x][y+1]!=MV_DOWN ||
2144 MovPos[x][y+1]<=TILEY/2));
2146 smashed = MovingOrBlocked2Element(x, y+1);
2149 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2155 if ((element == EL_BOMB ||
2156 element == EL_SP_DISK_ORANGE ||
2157 element == EL_DX_SUPABOMB) &&
2158 (lastline || object_hit)) /* element is bomb */
2163 else if (element == EL_PEARL)
2165 Feld[x][y] = EL_PEARL_BREAKING;
2166 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2170 if (element == EL_AMOEBA_DROP && (lastline || object_hit))
2172 if (object_hit && IS_PLAYER(x, y+1))
2173 KillHeroUnlessProtected(x, y+1);
2174 else if (object_hit && smashed == EL_PENGUIN)
2178 Feld[x][y] = EL_AMOEBA_CREATING;
2179 Store[x][y] = EL_AMOEBA_WET;
2184 if (!lastline && object_hit) /* check which object was hit */
2186 if (CAN_CHANGE(element) &&
2187 (smashed == EL_MAGIC_WALL || smashed == EL_BD_MAGIC_WALL))
2190 int activated_magic_wall =
2191 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2192 EL_BD_MAGIC_WALL_ACTIVE);
2194 /* activate magic wall / mill */
2195 for (yy=0; yy<lev_fieldy; yy++)
2196 for (xx=0; xx<lev_fieldx; xx++)
2197 if (Feld[xx][yy] == smashed)
2198 Feld[xx][yy] = activated_magic_wall;
2200 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2201 game.magic_wall_active = TRUE;
2203 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2204 SND_MAGIC_WALL_ACTIVATING :
2205 SND_BD_MAGIC_WALL_ACTIVATING));
2208 if (IS_PLAYER(x, y+1))
2210 KillHeroUnlessProtected(x, y+1);
2213 else if (smashed == EL_PENGUIN)
2218 else if (element == EL_BD_DIAMOND)
2220 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2226 else if ((element == EL_SP_INFOTRON || element == EL_SP_ZONK) &&
2227 (smashed == EL_SP_SNIKSNAK || smashed == EL_SP_ELECTRON ||
2228 smashed == EL_SP_DISK_ORANGE))
2233 else if (element == EL_ROCK ||
2234 element == EL_SP_ZONK ||
2235 element == EL_BD_ROCK)
2237 if (IS_ENEMY(smashed) ||
2238 smashed == EL_BOMB || smashed == EL_SP_DISK_ORANGE ||
2239 smashed == EL_DX_SUPABOMB ||
2240 smashed == EL_SATELLITE || smashed == EL_PIG ||
2241 smashed == EL_DRAGON || smashed == EL_MOLE)
2246 else if (!IS_MOVING(x, y+1))
2248 if (smashed == EL_LAMP || smashed == EL_LAMP_ACTIVE)
2253 else if (smashed == EL_NUT)
2255 Feld[x][y+1] = EL_CRACKINGNUT;
2256 PlaySoundLevel(x, y, SND_NUT_CRACKING);
2257 RaiseScoreElement(EL_NUT);
2260 else if (smashed == EL_PEARL)
2262 Feld[x][y+1] = EL_PEARL_BREAKING;
2263 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2266 else if (smashed == EL_DIAMOND)
2268 Feld[x][y+1] = EL_EMPTY;
2269 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2272 else if (IS_BELT_SWITCH(smashed))
2274 ToggleBeltSwitch(x, y+1);
2276 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
2277 smashed == EL_SWITCHGATE_SWITCH_DOWN)
2279 ToggleSwitchgateSwitch(x, y+1);
2281 else if (smashed == EL_LIGHT_SWITCH ||
2282 smashed == EL_LIGHT_SWITCH_ACTIVE)
2284 ToggleLightSwitch(x, y+1);
2290 /* play sound of magic wall / mill */
2292 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2293 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2295 if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2296 PlaySoundLevel(x, y, SND_MAGIC_WALL_CHANGING);
2297 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2298 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_CHANGING);
2303 /* play sound of object that hits the ground */
2304 if (lastline || object_hit)
2305 PlaySoundLevelElementAction(x, y, element, SND_ACTION_IMPACT);
2308 void TurnRound(int x, int y)
2320 { 0, 0 }, { 0, 0 }, { 0, 0 },
2325 int left, right, back;
2329 { MV_DOWN, MV_UP, MV_RIGHT },
2330 { MV_UP, MV_DOWN, MV_LEFT },
2332 { MV_LEFT, MV_RIGHT, MV_DOWN },
2333 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2334 { MV_RIGHT, MV_LEFT, MV_UP }
2337 int element = Feld[x][y];
2338 int old_move_dir = MovDir[x][y];
2339 int left_dir = turn[old_move_dir].left;
2340 int right_dir = turn[old_move_dir].right;
2341 int back_dir = turn[old_move_dir].back;
2343 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2344 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2345 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2346 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2348 int left_x = x+left_dx, left_y = y+left_dy;
2349 int right_x = x+right_dx, right_y = y+right_dy;
2350 int move_x = x+move_dx, move_y = y+move_dy;
2352 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2354 TestIfBadThingTouchesOtherBadThing(x, y);
2356 if (IN_LEV_FIELD(right_x, right_y) &&
2357 IS_FREE(right_x, right_y))
2358 MovDir[x][y] = right_dir;
2359 else if (!IN_LEV_FIELD(move_x, move_y) ||
2360 !IS_FREE(move_x, move_y))
2361 MovDir[x][y] = left_dir;
2363 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
2365 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2368 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2369 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2371 TestIfBadThingTouchesOtherBadThing(x, y);
2373 if (IN_LEV_FIELD(left_x, left_y) &&
2374 IS_FREE(left_x, left_y))
2375 MovDir[x][y] = left_dir;
2376 else if (!IN_LEV_FIELD(move_x, move_y) ||
2377 !IS_FREE(move_x, move_y))
2378 MovDir[x][y] = right_dir;
2380 if ((element == EL_SPACESHIP ||
2381 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2382 && MovDir[x][y] != old_move_dir)
2384 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
2387 else if (element == EL_YAMYAM)
2389 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2391 if (IN_LEV_FIELD(left_x, left_y) &&
2392 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2393 Feld[left_x][left_y] == EL_DIAMOND))
2394 can_turn_left = TRUE;
2395 if (IN_LEV_FIELD(right_x, right_y) &&
2396 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2397 Feld[right_x][right_y] == EL_DIAMOND))
2398 can_turn_right = TRUE;
2400 if (can_turn_left && can_turn_right)
2401 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2402 else if (can_turn_left)
2403 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2404 else if (can_turn_right)
2405 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2407 MovDir[x][y] = back_dir;
2409 MovDelay[x][y] = 16+16*RND(3);
2411 else if (element == EL_DARK_YAMYAM)
2413 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2415 if (IN_LEV_FIELD(left_x, left_y) &&
2416 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2417 IS_MAMPF2(Feld[left_x][left_y])))
2418 can_turn_left = TRUE;
2419 if (IN_LEV_FIELD(right_x, right_y) &&
2420 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2421 IS_MAMPF2(Feld[right_x][right_y])))
2422 can_turn_right = TRUE;
2424 if (can_turn_left && can_turn_right)
2425 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2426 else if (can_turn_left)
2427 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2428 else if (can_turn_right)
2429 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2431 MovDir[x][y] = back_dir;
2433 MovDelay[x][y] = 16+16*RND(3);
2435 else if (element == EL_PACMAN)
2437 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2439 if (IN_LEV_FIELD(left_x, left_y) &&
2440 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2441 IS_AMOEBOID(Feld[left_x][left_y])))
2442 can_turn_left = TRUE;
2443 if (IN_LEV_FIELD(right_x, right_y) &&
2444 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2445 IS_AMOEBOID(Feld[right_x][right_y])))
2446 can_turn_right = TRUE;
2448 if (can_turn_left && can_turn_right)
2449 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2450 else if (can_turn_left)
2451 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2452 else if (can_turn_right)
2453 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2455 MovDir[x][y] = back_dir;
2457 MovDelay[x][y] = 6+RND(40);
2459 else if (element == EL_PIG)
2461 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2462 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2463 boolean should_move_on = FALSE;
2465 int rnd = RND(rnd_value);
2467 if (IN_LEV_FIELD(left_x, left_y) &&
2468 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2469 can_turn_left = TRUE;
2470 if (IN_LEV_FIELD(right_x, right_y) &&
2471 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2472 can_turn_right = TRUE;
2473 if (IN_LEV_FIELD(move_x, move_y) &&
2474 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2477 if (can_turn_left &&
2479 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2480 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2481 should_turn_left = TRUE;
2482 if (can_turn_right &&
2484 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2485 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2486 should_turn_right = TRUE;
2488 (!can_turn_left || !can_turn_right ||
2489 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2490 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2491 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2492 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2493 should_move_on = TRUE;
2495 if (should_turn_left || should_turn_right || should_move_on)
2497 if (should_turn_left && should_turn_right && should_move_on)
2498 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2499 rnd < 2*rnd_value/3 ? right_dir :
2501 else if (should_turn_left && should_turn_right)
2502 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2503 else if (should_turn_left && should_move_on)
2504 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2505 else if (should_turn_right && should_move_on)
2506 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2507 else if (should_turn_left)
2508 MovDir[x][y] = left_dir;
2509 else if (should_turn_right)
2510 MovDir[x][y] = right_dir;
2511 else if (should_move_on)
2512 MovDir[x][y] = old_move_dir;
2514 else if (can_move_on && rnd > rnd_value/8)
2515 MovDir[x][y] = old_move_dir;
2516 else if (can_turn_left && can_turn_right)
2517 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2518 else if (can_turn_left && rnd > rnd_value/8)
2519 MovDir[x][y] = left_dir;
2520 else if (can_turn_right && rnd > rnd_value/8)
2521 MovDir[x][y] = right_dir;
2523 MovDir[x][y] = back_dir;
2525 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2526 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2527 MovDir[x][y] = old_move_dir;
2531 else if (element == EL_DRAGON)
2533 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2535 int rnd = RND(rnd_value);
2537 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2538 can_turn_left = TRUE;
2539 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2540 can_turn_right = TRUE;
2541 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2544 if (can_move_on && rnd > rnd_value/8)
2545 MovDir[x][y] = old_move_dir;
2546 else if (can_turn_left && can_turn_right)
2547 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2548 else if (can_turn_left && rnd > rnd_value/8)
2549 MovDir[x][y] = left_dir;
2550 else if (can_turn_right && rnd > rnd_value/8)
2551 MovDir[x][y] = right_dir;
2553 MovDir[x][y] = back_dir;
2555 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2556 MovDir[x][y] = old_move_dir;
2560 else if (element == EL_MOLE)
2562 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2564 if (IN_LEV_FIELD(move_x, move_y) &&
2565 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2566 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING))
2571 if (IN_LEV_FIELD(left_x, left_y) &&
2572 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2573 can_turn_left = TRUE;
2574 if (IN_LEV_FIELD(right_x, right_y) &&
2575 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2576 can_turn_right = TRUE;
2578 if (can_turn_left && can_turn_right)
2579 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2580 else if (can_turn_left)
2581 MovDir[x][y] = left_dir;
2583 MovDir[x][y] = right_dir;
2586 if (MovDir[x][y] != old_move_dir)
2589 else if (element == EL_BALLOON)
2591 MovDir[x][y] = game.balloon_dir;
2594 else if (element == EL_SPRING_MOVING)
2596 if (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2597 (IN_LEV_FIELD(x, y+1) && IS_FREE(x, y+1)))
2599 Feld[x][y] = EL_SPRING;
2600 MovDir[x][y] = MV_NO_MOVING;
2604 else if (element == EL_ROBOT || element == EL_SATELLITE || element == EL_PENGUIN)
2606 int attr_x = -1, attr_y = -1;
2617 for (i=0; i<MAX_PLAYERS; i++)
2619 struct PlayerInfo *player = &stored_player[i];
2620 int jx = player->jx, jy = player->jy;
2622 if (!player->active)
2625 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2633 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
2639 if (element == EL_PENGUIN)
2642 static int xy[4][2] =
2652 int ex = x + xy[i%4][0];
2653 int ey = y + xy[i%4][1];
2655 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
2664 MovDir[x][y] = MV_NO_MOVING;
2666 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2668 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2670 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2672 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2674 if (element == EL_ROBOT)
2678 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2679 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2680 Moving2Blocked(x, y, &newx, &newy);
2682 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2683 MovDelay[x][y] = 8+8*!RND(3);
2685 MovDelay[x][y] = 16;
2693 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2695 boolean first_horiz = RND(2);
2696 int new_move_dir = MovDir[x][y];
2699 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2700 Moving2Blocked(x, y, &newx, &newy);
2702 if (IN_LEV_FIELD(newx, newy) &&
2703 (IS_FREE(newx, newy) ||
2704 Feld[newx][newy] == EL_ACID ||
2705 (element == EL_PENGUIN &&
2706 (Feld[newx][newy] == EL_EXIT_OPEN ||
2707 IS_MAMPF3(Feld[newx][newy])))))
2711 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2712 Moving2Blocked(x, y, &newx, &newy);
2714 if (IN_LEV_FIELD(newx, newy) &&
2715 (IS_FREE(newx, newy) ||
2716 Feld[newx][newy] == EL_ACID ||
2717 (element == EL_PENGUIN &&
2718 (Feld[newx][newy] == EL_EXIT_OPEN ||
2719 IS_MAMPF3(Feld[newx][newy])))))
2722 MovDir[x][y] = old_move_dir;
2729 static boolean JustBeingPushed(int x, int y)
2733 for (i=0; i<MAX_PLAYERS; i++)
2735 struct PlayerInfo *player = &stored_player[i];
2737 if (player->active && player->Pushing && player->MovPos)
2739 int next_jx = player->jx + (player->jx - player->last_jx);
2740 int next_jy = player->jy + (player->jy - player->last_jy);
2742 if (x == next_jx && y == next_jy)
2750 void StartMoving(int x, int y)
2752 int element = Feld[x][y];
2757 GfxAction[x][y] = GFX_ACTION_DEFAULT;
2759 if (CAN_FALL(element) && y<lev_fieldy-1)
2761 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2762 if (JustBeingPushed(x, y))
2765 if (element == EL_QUICKSAND_FULL)
2767 if (IS_FREE(x, y+1))
2769 InitMovingField(x, y, MV_DOWN);
2770 Feld[x][y] = EL_QUICKSAND_EMPTYING;
2771 Store[x][y] = EL_ROCK;
2772 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
2774 else if (Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2776 if (!MovDelay[x][y])
2777 MovDelay[x][y] = TILEY + 1;
2786 Feld[x][y] = EL_QUICKSAND_EMPTY;
2787 Feld[x][y+1] = EL_QUICKSAND_FULL;
2788 Store[x][y+1] = Store[x][y];
2790 PlaySoundLevel(x, y, SND_QUICKSAND_SLIPPING);
2793 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
2794 Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2796 InitMovingField(x, y, MV_DOWN);
2797 Feld[x][y] = EL_QUICKSAND_FILLING;
2798 Store[x][y] = element;
2799 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
2801 else if (element == EL_MAGIC_WALL_FULL)
2803 if (IS_FREE(x, y+1))
2805 InitMovingField(x, y, MV_DOWN);
2806 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
2807 Store[x][y] = EL_CHANGED(Store[x][y]);
2809 else if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2811 if (!MovDelay[x][y])
2812 MovDelay[x][y] = TILEY/4 + 1;
2821 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
2822 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
2823 Store[x][y+1] = EL_CHANGED(Store[x][y]);
2827 else if (element == EL_BD_MAGIC_WALL_FULL)
2829 if (IS_FREE(x, y+1))
2831 InitMovingField(x, y, MV_DOWN);
2832 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
2833 Store[x][y] = EL_CHANGED2(Store[x][y]);
2835 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2837 if (!MovDelay[x][y])
2838 MovDelay[x][y] = TILEY/4 + 1;
2847 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
2848 Feld[x][y+1] = EL_BD_MAGIC_WALL_FULL;
2849 Store[x][y+1] = EL_CHANGED2(Store[x][y]);
2853 else if (CAN_CHANGE(element) &&
2854 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2855 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2857 InitMovingField(x, y, MV_DOWN);
2859 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
2860 EL_BD_MAGIC_WALL_FILLING);
2861 Store[x][y] = element;
2863 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_ACID)
2866 InitMovingField(x, y, MV_DOWN);
2867 Store[x][y] = EL_ACID;
2869 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2874 else if (IS_FREE(x, y+1))
2876 InitMovingField(x, y, MV_DOWN);
2878 else if (element == EL_AMOEBA_DROP)
2880 Feld[x][y] = EL_AMOEBA_CREATING;
2881 Store[x][y] = EL_AMOEBA_WET;
2883 /* Store[x][y+1] must be zero, because:
2884 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y+1] == EL_QUICKSAND_EMPTY
2887 #if OLD_GAME_BEHAVIOUR
2888 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2890 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2891 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2892 element != EL_DX_SUPABOMB)
2895 else if ((IS_SLIPPERY(Feld[x][y+1]) ||
2896 (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
2897 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2898 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
2901 boolean left = (x>0 && IS_FREE(x-1, y) &&
2902 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_ACID));
2903 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2904 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_ACID));
2908 if (left && right &&
2909 (game.emulation != EMU_BOULDERDASH &&
2910 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
2911 left = !(right = RND(2));
2913 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2916 else if (IS_BELT_ACTIVE(Feld[x][y+1]))
2918 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
2919 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
2920 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y+1]);
2921 int belt_dir = game.belt_dir[belt_nr];
2923 if ((belt_dir == MV_LEFT && left_is_free) ||
2924 (belt_dir == MV_RIGHT && right_is_free))
2925 InitMovingField(x, y, belt_dir);
2928 else if (CAN_MOVE(element))
2932 if ((element == EL_SATELLITE || element == EL_BALLOON ||
2933 element == EL_SPRING_MOVING)
2934 && JustBeingPushed(x, y))
2937 if (!MovDelay[x][y]) /* start new movement phase */
2939 /* all objects that can change their move direction after each step */
2940 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2942 if (element!=EL_YAMYAM && element!=EL_DARK_YAMYAM && element!=EL_PACMAN)
2946 if (MovDelay[x][y] && (element == EL_BUG ||
2947 element == EL_SPACESHIP ||
2948 element == EL_SP_SNIKSNAK ||
2949 element == EL_SP_ELECTRON ||
2950 element == EL_MOLE))
2951 DrawNewLevelField(x, y);
2955 if (MovDelay[x][y]) /* wait some time before next movement */
2959 if (element == EL_ROBOT ||
2960 element == EL_YAMYAM || element == EL_DARK_YAMYAM)
2962 int phase = MovDelay[x][y] % 8;
2967 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2968 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element) + phase);
2970 if (MovDelay[x][y] % 4 == 3)
2972 if (element == EL_YAMYAM)
2973 PlaySoundLevel(x, y, SND_YAMYAM_WAITING);
2974 else if (element == EL_DARK_YAMYAM)
2975 PlaySoundLevel(x, y, SND_DARK_YAMYAM_WAITING);
2978 else if (element == EL_SP_ELECTRON)
2979 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_LOOP);
2980 else if (element == EL_DRAGON)
2983 int dir = MovDir[x][y];
2984 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2985 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2986 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
2987 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
2988 dir == MV_UP ? GFX_FLAMMEN_UP :
2989 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
2990 int phase = FrameCounter % 2;
2992 for (i=1; i<=3; i++)
2994 int xx = x + i*dx, yy = y + i*dy;
2995 int sx = SCREENX(xx), sy = SCREENY(yy);
2997 if (!IN_LEV_FIELD(xx, yy) ||
2998 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLOSION)
3003 int flamed = MovingOrBlocked2Element(xx, yy);
3005 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
3008 RemoveMovingField(xx, yy);
3010 Feld[xx][yy] = EL_FLAMES;
3011 if (IN_SCR_FIELD(sx, sy))
3012 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
3016 if (Feld[xx][yy] == EL_FLAMES)
3017 Feld[xx][yy] = EL_EMPTY;
3018 DrawLevelField(xx, yy);
3023 if (MovDelay[x][y]) /* element still has to wait some time */
3025 PlaySoundLevelAction(x, y, SND_ACTION_WAITING);
3031 /* now make next step */
3033 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
3035 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
3036 !PLAYER_PROTECTED(newx, newy))
3040 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
3043 /* enemy got the player */
3045 KillHero(PLAYERINFO(newx, newy));
3050 else if ((element == EL_PENGUIN || element == EL_ROBOT ||
3051 element == EL_SATELLITE || element == EL_BALLOON) &&
3052 IN_LEV_FIELD(newx, newy) &&
3053 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
3056 Store[x][y] = EL_ACID;
3058 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
3060 if (Feld[newx][newy] == EL_EXIT_OPEN)
3062 Feld[x][y] = EL_EMPTY;
3063 DrawNewLevelField(x, y);
3065 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING_EXIT);
3066 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
3067 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
3069 local_player->friends_still_needed--;
3070 if (!local_player->friends_still_needed &&
3071 !local_player->GameOver && AllPlayersGone)
3072 local_player->LevelSolved = local_player->GameOver = TRUE;
3076 else if (IS_MAMPF3(Feld[newx][newy]))
3078 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
3079 DrawNewLevelField(newx, newy);
3081 MovDir[x][y] = MV_NO_MOVING;
3083 else if (!IS_FREE(newx, newy))
3085 if (IS_PLAYER(x, y))
3086 DrawPlayerField(x, y);
3088 DrawNewLevelField(x, y);
3092 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
3094 if (IS_GEM(Feld[newx][newy]))
3096 if (IS_MOVING(newx, newy))
3097 RemoveMovingField(newx, newy);
3100 Feld[newx][newy] = EL_EMPTY;
3101 DrawNewLevelField(newx, newy);
3104 PlaySoundLevel(x, y, SND_PIG_EATING);
3106 else if (!IS_FREE(newx, newy))
3108 if (IS_PLAYER(x, y))
3109 DrawPlayerField(x, y);
3111 DrawNewLevelField(x, y);
3115 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
3117 if (!IS_FREE(newx, newy))
3119 if (IS_PLAYER(x, y))
3120 DrawPlayerField(x, y);
3122 DrawNewLevelField(x, y);
3127 boolean wanna_flame = !RND(10);
3128 int dx = newx - x, dy = newy - y;
3129 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3130 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3131 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3132 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
3133 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3134 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
3136 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
3137 element1 != EL_DRAGON && element2 != EL_DRAGON &&
3138 element1 != EL_FLAMES && element2 != EL_FLAMES)
3140 if (IS_PLAYER(x, y))
3141 DrawPlayerField(x, y);
3143 DrawNewLevelField(x, y);
3145 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3147 MovDelay[x][y] = 50;
3148 Feld[newx][newy] = EL_FLAMES;
3149 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
3150 Feld[newx1][newy1] = EL_FLAMES;
3151 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
3152 Feld[newx2][newy2] = EL_FLAMES;
3157 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3158 Feld[newx][newy] == EL_DIAMOND)
3160 if (IS_MOVING(newx, newy))
3161 RemoveMovingField(newx, newy);
3164 Feld[newx][newy] = EL_EMPTY;
3165 DrawNewLevelField(newx, newy);
3168 PlaySoundLevel(x, y, SND_YAMYAM_EATING);
3170 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3171 IS_MAMPF2(Feld[newx][newy]))
3173 if (AmoebaNr[newx][newy])
3175 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3176 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3177 Feld[newx][newy] == EL_BD_AMOEBA)
3178 AmoebaCnt[AmoebaNr[newx][newy]]--;
3181 if (IS_MOVING(newx, newy))
3182 RemoveMovingField(newx, newy);
3185 Feld[newx][newy] = EL_EMPTY;
3186 DrawNewLevelField(newx, newy);
3189 PlaySoundLevel(x, y, SND_DARK_YAMYAM_EATING);
3191 else if ((element == EL_PACMAN || element == EL_MOLE)
3192 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3194 if (AmoebaNr[newx][newy])
3196 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3197 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3198 Feld[newx][newy] == EL_BD_AMOEBA)
3199 AmoebaCnt[AmoebaNr[newx][newy]]--;
3202 if (element == EL_MOLE)
3204 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
3205 PlaySoundLevel(x, y, SND_MOLE_EATING);
3206 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
3207 return; /* wait for shrinking amoeba */
3209 else /* element == EL_PACMAN */
3211 Feld[newx][newy] = EL_EMPTY;
3212 DrawNewLevelField(newx, newy);
3213 PlaySoundLevel(x, y, SND_PACMAN_EATING);
3216 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
3217 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
3218 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
3220 /* wait for shrinking amoeba to completely disappear */
3223 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3225 /* object was running against a wall */
3229 if (element == EL_BUG || element == EL_SPACESHIP ||
3230 element == EL_SP_SNIKSNAK)
3232 DrawLevelField(x, y);
3234 DrawNewLevelField(x, y);
3236 else if (element == EL_BUG || element == EL_SPACESHIP ||
3237 element == EL_SP_SNIKSNAK || element == EL_MOLE)
3239 DrawLevelField(x, y);
3241 DrawNewLevelField(x, y);
3243 else if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
3245 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_LOOP);
3247 DrawNewGraphicAnimation(x, y, el2img(element));
3249 else if (element == EL_SATELLITE)
3251 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_LOOP);
3253 DrawNewGraphicAnimation(x, y, IMG_SATELLITE);
3255 else if (element == EL_SP_ELECTRON)
3257 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_LOOP);
3259 DrawNewGraphicAnimation(x, y, IMG_SP_ELECTRON);
3262 if (DONT_TOUCH(element))
3263 TestIfBadThingTouchesHero(x, y);
3265 PlaySoundLevelAction(x, y, SND_ACTION_WAITING);
3270 InitMovingField(x, y, MovDir[x][y]);
3272 PlaySoundLevelAction(x, y, SND_ACTION_MOVING);
3276 ContinueMoving(x, y);
3279 void ContinueMoving(int x, int y)
3281 int element = Feld[x][y];
3282 int direction = MovDir[x][y];
3283 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3284 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3285 int horiz_move = (dx!=0);
3286 int newx = x + dx, newy = y + dy;
3287 int step = (horiz_move ? dx : dy) * TILEX / 8;
3289 if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DRIPPING)
3291 else if (element == EL_QUICKSAND_FILLING ||
3292 element == EL_QUICKSAND_EMPTYING)
3294 else if (element == EL_MAGIC_WALL_FILLING ||
3295 element == EL_BD_MAGIC_WALL_FILLING ||
3296 element == EL_MAGIC_WALL_EMPTYING ||
3297 element == EL_BD_MAGIC_WALL_EMPTYING)
3299 else if (CAN_FALL(element) && horiz_move &&
3300 y < lev_fieldy-1 && IS_BELT_ACTIVE(Feld[x][y+1]))
3302 else if (element == EL_SPRING_MOVING)
3305 #if OLD_GAME_BEHAVIOUR
3306 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3310 MovPos[x][y] += step;
3312 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
3314 Feld[x][y] = EL_EMPTY;
3315 Feld[newx][newy] = element;
3317 if (element == EL_MOLE)
3320 static int xy[4][2] =
3328 Feld[x][y] = EL_SAND;
3329 DrawNewLevelField(x, y);
3338 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND)
3339 DrawNewLevelField(xx, yy); /* for "ErdreichAnbroeckeln()" */
3343 if (element == EL_QUICKSAND_FILLING)
3345 element = Feld[newx][newy] = get_next_element(element);
3346 Store[newx][newy] = Store[x][y];
3348 else if (element == EL_QUICKSAND_EMPTYING)
3350 Feld[x][y] = get_next_element(element);
3351 element = Feld[newx][newy] = Store[x][y];
3353 else if (element == EL_MAGIC_WALL_FILLING)
3355 element = Feld[newx][newy] = get_next_element(element);
3356 if (!game.magic_wall_active)
3357 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3358 Store[newx][newy] = Store[x][y];
3360 else if (element == EL_MAGIC_WALL_EMPTYING)
3362 Feld[x][y] = get_next_element(element);
3363 if (!game.magic_wall_active)
3364 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3365 element = Feld[newx][newy] = Store[x][y];
3367 else if (element == EL_BD_MAGIC_WALL_FILLING)
3369 element = Feld[newx][newy] = get_next_element(element);
3370 if (!game.magic_wall_active)
3371 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
3372 Store[newx][newy] = Store[x][y];
3374 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
3376 Feld[x][y] = get_next_element(element);
3377 if (!game.magic_wall_active)
3378 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
3379 element = Feld[newx][newy] = Store[x][y];
3381 else if (element == EL_AMOEBA_DRIPPING)
3383 Feld[x][y] = get_next_element(element);
3384 element = Feld[newx][newy] = Store[x][y];
3386 else if (Store[x][y] == EL_ACID)
3388 element = Feld[newx][newy] = EL_ACID;
3392 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3393 MovDelay[newx][newy] = 0;
3395 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
3396 GfxAction[x][y] = GFX_ACTION_DEFAULT;
3398 if (!CAN_MOVE(element))
3399 MovDir[newx][newy] = 0;
3401 DrawNewLevelField(x, y);
3402 DrawNewLevelField(newx, newy);
3404 Stop[newx][newy] = TRUE;
3405 JustStopped[newx][newy] = 3;
3407 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3409 TestIfBadThingTouchesHero(newx, newy);
3410 TestIfBadThingTouchesFriend(newx, newy);
3411 TestIfBadThingTouchesOtherBadThing(newx, newy);
3413 else if (element == EL_PENGUIN)
3414 TestIfFriendTouchesBadThing(newx, newy);
3416 if (CAN_SMASH(element) && direction == MV_DOWN &&
3417 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3420 else /* still moving on */
3422 if (GfxAction[x][y] == GFX_ACTION_DEFAULT)
3423 GfxAction[x][y] = GFX_ACTION_MOVING;
3425 DrawNewLevelField(x, y);
3429 int AmoebeNachbarNr(int ax, int ay)
3432 int element = Feld[ax][ay];
3434 static int xy[4][2] =
3444 int x = ax + xy[i][0];
3445 int y = ay + xy[i][1];
3447 if (!IN_LEV_FIELD(x, y))
3450 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3451 group_nr = AmoebaNr[x][y];
3457 void AmoebenVereinigen(int ax, int ay)
3459 int i, x, y, xx, yy;
3460 int new_group_nr = AmoebaNr[ax][ay];
3461 static int xy[4][2] =
3469 if (new_group_nr == 0)
3477 if (!IN_LEV_FIELD(x, y))
3480 if ((Feld[x][y] == EL_AMOEBA_FULL ||
3481 Feld[x][y] == EL_BD_AMOEBA ||
3482 Feld[x][y] == EL_AMOEBA_DEAD) &&
3483 AmoebaNr[x][y] != new_group_nr)
3485 int old_group_nr = AmoebaNr[x][y];
3487 if (old_group_nr == 0)
3490 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3491 AmoebaCnt[old_group_nr] = 0;
3492 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3493 AmoebaCnt2[old_group_nr] = 0;
3495 for (yy=0; yy<lev_fieldy; yy++)
3497 for (xx=0; xx<lev_fieldx; xx++)
3499 if (AmoebaNr[xx][yy] == old_group_nr)
3500 AmoebaNr[xx][yy] = new_group_nr;
3507 void AmoebeUmwandeln(int ax, int ay)
3511 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
3513 int group_nr = AmoebaNr[ax][ay];
3518 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3519 printf("AmoebeUmwandeln(): This should never happen!\n");
3524 for (y=0; y<lev_fieldy; y++)
3526 for (x=0; x<lev_fieldx; x++)
3528 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
3531 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
3535 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
3536 SND_AMOEBA_TURNING_TO_GEM :
3537 SND_AMOEBA_TURNING_TO_ROCK));
3542 static int xy[4][2] =
3555 if (!IN_LEV_FIELD(x, y))
3558 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
3560 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
3561 SND_AMOEBA_TURNING_TO_GEM :
3562 SND_AMOEBA_TURNING_TO_ROCK));
3569 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3572 int group_nr = AmoebaNr[ax][ay];
3573 boolean done = FALSE;
3578 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3579 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3584 for (y=0; y<lev_fieldy; y++)
3586 for (x=0; x<lev_fieldx; x++)
3588 if (AmoebaNr[x][y] == group_nr &&
3589 (Feld[x][y] == EL_AMOEBA_DEAD ||
3590 Feld[x][y] == EL_BD_AMOEBA ||
3591 Feld[x][y] == EL_AMOEBA_CREATING))
3594 Feld[x][y] = new_element;
3595 InitField(x, y, FALSE);
3596 DrawLevelField(x, y);
3603 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
3604 SND_BD_AMOEBA_TURNING_TO_ROCK :
3605 SND_BD_AMOEBA_TURNING_TO_GEM));
3608 void AmoebeWaechst(int x, int y)
3610 static unsigned long sound_delay = 0;
3611 static unsigned long sound_delay_value = 0;
3613 if (!MovDelay[x][y]) /* start new growing cycle */
3617 if (DelayReached(&sound_delay, sound_delay_value))
3619 if (Store[x][y] == EL_BD_AMOEBA)
3620 PlaySoundLevel(x, y, SND_BD_AMOEBA_CREATING);
3622 PlaySoundLevel(x, y, SND_AMOEBA_CREATING);
3623 sound_delay_value = 30;
3627 if (MovDelay[x][y]) /* wait some time before growing bigger */
3630 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3631 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
3633 if (!MovDelay[x][y])
3635 Feld[x][y] = Store[x][y];
3637 DrawLevelField(x, y);
3642 void AmoebaDisappearing(int x, int y)
3644 static unsigned long sound_delay = 0;
3645 static unsigned long sound_delay_value = 0;
3647 if (!MovDelay[x][y]) /* start new shrinking cycle */
3651 if (DelayReached(&sound_delay, sound_delay_value))
3652 sound_delay_value = 30;
3655 if (MovDelay[x][y]) /* wait some time before shrinking */
3658 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3659 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + MovDelay[x][y]/2);
3661 if (!MovDelay[x][y])
3663 Feld[x][y] = EL_EMPTY;
3664 DrawLevelField(x, y);
3666 /* don't let mole enter this field in this cycle;
3667 (give priority to objects falling to this field from above) */
3673 void AmoebeAbleger(int ax, int ay)
3676 int element = Feld[ax][ay];
3677 int newax = ax, neway = ay;
3678 static int xy[4][2] =
3686 if (!level.amoeba_speed)
3688 Feld[ax][ay] = EL_AMOEBA_DEAD;
3689 DrawLevelField(ax, ay);
3693 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3694 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3696 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3699 if (MovDelay[ax][ay])
3703 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
3706 int x = ax + xy[start][0];
3707 int y = ay + xy[start][1];
3709 if (!IN_LEV_FIELD(x, y))
3712 if (IS_FREE(x, y) ||
3713 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3719 if (newax == ax && neway == ay)
3722 else /* normal or "filled" (BD style) amoeba */
3725 boolean waiting_for_player = FALSE;
3729 int j = (start + i) % 4;
3730 int x = ax + xy[j][0];
3731 int y = ay + xy[j][1];
3733 if (!IN_LEV_FIELD(x, y))
3736 if (IS_FREE(x, y) ||
3737 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3743 else if (IS_PLAYER(x, y))
3744 waiting_for_player = TRUE;
3747 if (newax == ax && neway == ay) /* amoeba cannot grow */
3749 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3751 Feld[ax][ay] = EL_AMOEBA_DEAD;
3752 DrawLevelField(ax, ay);
3753 AmoebaCnt[AmoebaNr[ax][ay]]--;
3755 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3757 if (element == EL_AMOEBA_FULL)
3758 AmoebeUmwandeln(ax, ay);
3759 else if (element == EL_BD_AMOEBA)
3760 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3765 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
3767 /* amoeba gets larger by growing in some direction */
3769 int new_group_nr = AmoebaNr[ax][ay];
3772 if (new_group_nr == 0)
3774 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3775 printf("AmoebeAbleger(): This should never happen!\n");
3780 AmoebaNr[newax][neway] = new_group_nr;
3781 AmoebaCnt[new_group_nr]++;
3782 AmoebaCnt2[new_group_nr]++;
3784 /* if amoeba touches other amoeba(s) after growing, unify them */
3785 AmoebenVereinigen(newax, neway);
3787 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
3789 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
3795 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
3796 (neway == lev_fieldy - 1 && newax != ax))
3798 Feld[newax][neway] = EL_AMOEBA_CREATING; /* creation of new amoeba */
3799 Store[newax][neway] = element;
3801 else if (neway == ay)
3803 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
3804 PlaySoundLevel(newax, neway, SND_AMOEBA_DROP_CREATING);
3808 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
3809 Feld[ax][ay] = EL_AMOEBA_DRIPPING;
3810 Store[ax][ay] = EL_AMOEBA_DROP;
3811 ContinueMoving(ax, ay);
3815 DrawLevelField(newax, neway);
3818 void Life(int ax, int ay)
3821 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3823 int element = Feld[ax][ay];
3824 boolean changed = FALSE;
3829 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3830 MovDelay[ax][ay] = life_time;
3832 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3835 if (MovDelay[ax][ay])
3839 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3841 int xx = ax+x1, yy = ay+y1;
3844 if (!IN_LEV_FIELD(xx, yy))
3847 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3849 int x = xx+x2, y = yy+y2;
3851 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3854 if (((Feld[x][y] == element ||
3855 (element == EL_GAMEOFLIFE && IS_PLAYER(x, y))) &&
3857 (IS_FREE(x, y) && Stop[x][y]))
3861 if (xx == ax && yy == ay) /* field in the middle */
3863 if (nachbarn < life[0] || nachbarn > life[1])
3865 Feld[xx][yy] = EL_EMPTY;
3867 DrawLevelField(xx, yy);
3868 Stop[xx][yy] = TRUE;
3872 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
3873 { /* free border field */
3874 if (nachbarn >= life[2] && nachbarn <= life[3])
3876 Feld[xx][yy] = element;
3877 MovDelay[xx][yy] = (element == EL_GAMEOFLIFE ? 0 : life_time-1);
3879 DrawLevelField(xx, yy);
3880 Stop[xx][yy] = TRUE;
3887 PlaySoundLevel(ax, ay, element == EL_GAMEOFLIFE ? SND_GAMEOFLIFE_CREATING :
3888 SND_BIOMAZE_CREATING);
3891 void RobotWheel(int x, int y)
3893 if (!MovDelay[x][y]) /* next animation frame */
3894 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3896 if (MovDelay[x][y]) /* wait some time before next frame */
3901 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3902 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
3903 if (!(MovDelay[x][y]%4))
3904 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
3909 Feld[x][y] = EL_ROBOT_WHEEL;
3910 DrawLevelField(x, y);
3911 if (ZX == x && ZY == y)
3915 void TimegateWheel(int x, int y)
3917 if (!MovDelay[x][y]) /* next animation frame */
3918 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3920 if (MovDelay[x][y]) /* wait some time before next frame */
3925 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3926 DrawGraphic(SCREENX(x), SCREENY(y),
3927 GFX_TIMEGATE_SWITCH + MovDelay[x][y]%4);
3928 if (!(MovDelay[x][y]%4))
3929 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
3934 Feld[x][y] = EL_TIMEGATE_SWITCH;
3935 DrawLevelField(x, y);
3936 if (ZX == x && ZY == y)
3940 void Blubber(int x, int y)
3942 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
3943 DrawLevelField(x, y-1);
3945 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_LOOP);
3948 void NussKnacken(int x, int y)
3950 if (!MovDelay[x][y]) /* next animation frame */
3953 if (MovDelay[x][y]) /* wait some time before next frame */
3956 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3957 DrawGraphic(SCREENX(x), SCREENY(y),
3958 GFX_CRACKINGNUT + 3 - MovDelay[x][y]/2);
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)))
3977 DrawGraphic(SCREENX(x), SCREENY(y),
3978 GFX_PEARL_BREAKING + 4 - MovDelay[x][y]/2);
3980 if (!MovDelay[x][y])
3982 Feld[x][y] = EL_EMPTY;
3983 DrawLevelField(x, y);
3988 void SiebAktivieren(int x, int y, int typ)
3990 int graphic = (typ == 1 ? GFX_MAGIC_WALL_FULL : GFX_MAGIC_WALL_BD_FULL) + 3;
3992 DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
3995 void AusgangstuerPruefen(int x, int y)
3997 if (local_player->gems_still_needed > 0 ||
3998 local_player->sokobanfields_still_needed > 0 ||
3999 local_player->lights_still_needed > 0)
4002 Feld[x][y] = EL_EXIT_OPENING;
4004 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
4005 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
4006 y < LEVELY(BY1) ? LEVELY(BY1) :
4007 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
4011 void AusgangstuerPruefen_SP(int x, int y)
4013 if (local_player->gems_still_needed > 0)
4016 Feld[x][y] = EL_SP_EXIT_OPEN;
4018 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
4019 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
4020 y < LEVELY(BY1) ? LEVELY(BY1) :
4021 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
4022 SND_SP_EXIT_OPENING);
4025 void AusgangstuerOeffnen(int x, int y)
4029 if (!MovDelay[x][y]) /* next animation frame */
4030 MovDelay[x][y] = 5*delay;
4032 if (MovDelay[x][y]) /* wait some time before next frame */
4037 tuer = MovDelay[x][y]/delay;
4038 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4039 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
4041 if (!MovDelay[x][y])
4043 Feld[x][y] = EL_EXIT_OPEN;
4044 DrawLevelField(x, y);
4049 void AusgangstuerBlinken(int x, int y)
4051 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_PINGPONG);
4054 void OpenSwitchgate(int x, int y)
4058 if (!MovDelay[x][y]) /* next animation frame */
4059 MovDelay[x][y] = 5 * delay;
4061 if (MovDelay[x][y]) /* wait some time before next frame */
4066 phase = MovDelay[x][y] / delay;
4067 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4068 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_OPEN - phase);
4070 if (!MovDelay[x][y])
4072 Feld[x][y] = EL_SWITCHGATE_OPEN;
4073 DrawLevelField(x, y);
4078 void CloseSwitchgate(int x, int y)
4082 if (!MovDelay[x][y]) /* next animation frame */
4083 MovDelay[x][y] = 5 * delay;
4085 if (MovDelay[x][y]) /* wait some time before next frame */
4090 phase = MovDelay[x][y] / delay;
4091 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4092 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_CLOSED + phase);
4094 if (!MovDelay[x][y])
4096 Feld[x][y] = EL_SWITCHGATE_CLOSED;
4097 DrawLevelField(x, y);
4102 void OpenTimegate(int x, int y)
4106 if (!MovDelay[x][y]) /* next animation frame */
4107 MovDelay[x][y] = 5 * delay;
4109 if (MovDelay[x][y]) /* wait some time before next frame */
4114 phase = MovDelay[x][y] / delay;
4115 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4116 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_OPEN - phase);
4118 if (!MovDelay[x][y])
4120 Feld[x][y] = EL_TIMEGATE_OPEN;
4121 DrawLevelField(x, y);
4126 void CloseTimegate(int x, int y)
4130 if (!MovDelay[x][y]) /* next animation frame */
4131 MovDelay[x][y] = 5 * delay;
4133 if (MovDelay[x][y]) /* wait some time before next frame */
4138 phase = MovDelay[x][y] / delay;
4139 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4140 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_CLOSED + phase);
4142 if (!MovDelay[x][y])
4144 Feld[x][y] = EL_TIMEGATE_CLOSED;
4145 DrawLevelField(x, y);
4150 static void CloseAllOpenTimegates()
4154 for (y=0; y<lev_fieldy; y++)
4156 for (x=0; x<lev_fieldx; x++)
4158 int element = Feld[x][y];
4160 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4162 Feld[x][y] = EL_TIMEGATE_CLOSING;
4163 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4169 void EdelsteinFunkeln(int x, int y)
4171 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4174 if (Feld[x][y] == EL_BD_DIAMOND)
4175 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
4178 if (!MovDelay[x][y]) /* next animation frame */
4179 MovDelay[x][y] = 11 * !SimpleRND(500);
4181 if (MovDelay[x][y]) /* wait some time before next frame */
4185 if (setup.direct_draw && MovDelay[x][y])
4186 SetDrawtoField(DRAW_BUFFERED);
4188 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
4192 int phase = (MovDelay[x][y]-1)/2;
4197 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
4199 if (setup.direct_draw)
4203 dest_x = FX + SCREENX(x)*TILEX;
4204 dest_y = FY + SCREENY(y)*TILEY;
4206 BlitBitmap(drawto_field, window,
4207 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4208 SetDrawtoField(DRAW_DIRECT);
4215 void MauerWaechst(int x, int y)
4219 if (!MovDelay[x][y]) /* next animation frame */
4220 MovDelay[x][y] = 3*delay;
4222 if (MovDelay[x][y]) /* wait some time before next frame */
4227 phase = 2-MovDelay[x][y]/delay;
4228 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4229 DrawGraphic(SCREENX(x), SCREENY(y),
4230 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
4231 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
4232 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
4233 GFX_MAUER_DOWN ) + phase);
4235 if (!MovDelay[x][y])
4237 if (MovDir[x][y] == MV_LEFT)
4239 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
4240 DrawLevelField(x-1, y);
4242 else if (MovDir[x][y] == MV_RIGHT)
4244 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
4245 DrawLevelField(x+1, y);
4247 else if (MovDir[x][y] == MV_UP)
4249 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
4250 DrawLevelField(x, y-1);
4254 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
4255 DrawLevelField(x, y+1);
4258 Feld[x][y] = Store[x][y];
4260 MovDir[x][y] = MV_NO_MOVING;
4261 DrawLevelField(x, y);
4266 void MauerAbleger(int ax, int ay)
4268 int element = Feld[ax][ay];
4269 boolean oben_frei = FALSE, unten_frei = FALSE;
4270 boolean links_frei = FALSE, rechts_frei = FALSE;
4271 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4272 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4273 boolean new_wall = FALSE;
4275 if (!MovDelay[ax][ay]) /* start building new wall */
4276 MovDelay[ax][ay] = 6;
4278 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4281 if (MovDelay[ax][ay])
4285 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4287 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4289 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4291 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4294 if (element == EL_WALL_GROWING_Y || element == EL_WALL_GROWING_XY)
4298 Feld[ax][ay-1] = EL_WALL_GROWING_ACTIVE;
4299 Store[ax][ay-1] = element;
4300 MovDir[ax][ay-1] = MV_UP;
4301 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4302 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
4307 Feld[ax][ay+1] = EL_WALL_GROWING_ACTIVE;
4308 Store[ax][ay+1] = element;
4309 MovDir[ax][ay+1] = MV_DOWN;
4310 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4311 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
4316 if (element == EL_WALL_GROWING_X || element == EL_WALL_GROWING_XY ||
4317 element == EL_WALL_GROWING)
4321 Feld[ax-1][ay] = EL_WALL_GROWING_ACTIVE;
4322 Store[ax-1][ay] = element;
4323 MovDir[ax-1][ay] = MV_LEFT;
4324 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4325 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
4331 Feld[ax+1][ay] = EL_WALL_GROWING_ACTIVE;
4332 Store[ax+1][ay] = element;
4333 MovDir[ax+1][ay] = MV_RIGHT;
4334 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4335 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
4340 if (element == EL_WALL_GROWING && (links_frei || rechts_frei))
4341 DrawLevelField(ax, ay);
4343 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
4345 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
4346 unten_massiv = TRUE;
4347 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
4348 links_massiv = TRUE;
4349 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
4350 rechts_massiv = TRUE;
4352 if (((oben_massiv && unten_massiv) ||
4353 element == EL_WALL_GROWING_X || element == EL_WALL_GROWING) &&
4354 ((links_massiv && rechts_massiv) ||
4355 element == EL_WALL_GROWING_Y))
4356 Feld[ax][ay] = EL_WALL;
4359 PlaySoundLevel(ax, ay, SND_WALL_GROWING);
4362 void CheckForDragon(int x, int y)
4365 boolean dragon_found = FALSE;
4366 static int xy[4][2] =
4378 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4380 if (IN_LEV_FIELD(xx, yy) &&
4381 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
4383 if (Feld[xx][yy] == EL_DRAGON)
4384 dragon_found = TRUE;
4397 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4399 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
4401 Feld[xx][yy] = EL_EMPTY;
4402 DrawLevelField(xx, yy);
4411 static void CheckBuggyBase(int x, int y)
4413 int element = Feld[x][y];
4415 if (element == EL_SP_BUGGY_BASE)
4417 if (!MovDelay[x][y]) /* wait some time before activating base */
4418 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4423 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4424 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
4428 Feld[x][y] = EL_SP_BUGGY_BASE_ACTIVE;
4431 else if (element == EL_SP_BUGGY_BASE_ACTIVE)
4433 if (!MovDelay[x][y]) /* start activating buggy base */
4434 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
4442 static int xy[4][2] =
4450 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4451 DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
4455 int xx = x + xy[i][0], yy = y + xy[i][1];
4457 if (IS_PLAYER(xx, yy))
4459 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
4467 Feld[x][y] = EL_SP_BUGGY_BASE;
4468 DrawLevelField(x, y);
4473 static void CheckTrap(int x, int y)
4475 int element = Feld[x][y];
4477 if (element == EL_TRAP)
4479 if (!MovDelay[x][y]) /* wait some time before activating trap */
4480 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4488 Feld[x][y] = EL_TRAP_ACTIVE;
4489 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
4492 else if (element == EL_TRAP_ACTIVE)
4497 if (!MovDelay[x][y]) /* start activating trap */
4498 MovDelay[x][y] = num_frames * delay;
4506 if (!(MovDelay[x][y] % delay))
4508 int phase = MovDelay[x][y]/delay;
4510 if (phase >= num_frames/2)
4511 phase = num_frames - phase;
4513 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4515 DrawGraphic(SCREENX(x),SCREENY(y), GFX_TRAP_INACTIVE + phase - 1);
4516 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
4523 Feld[x][y] = EL_TRAP;
4524 DrawLevelField(x, y);
4529 static void DrawBeltAnimation(int x, int y, int element)
4531 int belt_nr = getBeltNrFromBeltActiveElement(element);
4532 int belt_dir = game.belt_dir[belt_nr];
4534 if (belt_dir != MV_NO_MOVING)
4537 int mode = ANIM_LOOP | (belt_dir == MV_LEFT ? 0 : ANIM_REVERSE);
4538 int graphic = el2gfx(element) + (belt_dir == MV_LEFT ? 0 : 7);
4540 DrawGraphicAnimation(x, y, graphic, 8, delay, mode);
4542 if (!(FrameCounter % 2))
4543 PlaySoundLevel(x, y, SND_CONVEYOR_BELT_ACTIVE);
4547 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4549 static byte stored_player_action[MAX_PLAYERS];
4550 static int num_stored_actions = 0;
4552 static boolean save_tape_entry = FALSE;
4554 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4555 int left = player_action & JOY_LEFT;
4556 int right = player_action & JOY_RIGHT;
4557 int up = player_action & JOY_UP;
4558 int down = player_action & JOY_DOWN;
4559 int button1 = player_action & JOY_BUTTON_1;
4560 int button2 = player_action & JOY_BUTTON_2;
4561 int dx = (left ? -1 : right ? 1 : 0);
4562 int dy = (up ? -1 : down ? 1 : 0);
4564 stored_player_action[player->index_nr] = 0;
4565 num_stored_actions++;
4567 if (!player->active || tape.pausing)
4573 save_tape_entry = TRUE;
4575 player->frame_reset_delay = 0;
4578 snapped = SnapField(player, dx, dy);
4582 bombed = PlaceBomb(player);
4583 moved = MoveFigure(player, dx, dy);
4586 if (tape.single_step && tape.recording && !tape.pausing)
4588 if (button1 || (bombed && !moved))
4590 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
4591 SnapField(player, 0, 0); /* stop snapping */
4596 if (tape.recording && (moved || snapped || bombed))
4598 if (bombed && !moved)
4599 player_action &= JOY_BUTTON;
4601 stored_player_action[player->index_nr] = player_action;
4602 save_tape_entry = TRUE;
4604 else if (tape.playing && snapped)
4605 SnapField(player, 0, 0); /* stop snapping */
4607 stored_player_action[player->index_nr] = player_action;
4612 /* no actions for this player (no input at player's configured device) */
4614 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4615 SnapField(player, 0, 0);
4616 CheckGravityMovement(player);
4619 if (player->MovPos == 0) /* needed for tape.playing */
4620 player->is_moving = FALSE;
4623 if (player->MovPos == 0) /* needed for tape.playing */
4624 player->last_move_dir = MV_NO_MOVING;
4626 /* !!! CHECK THIS AGAIN !!!
4627 (Seems to be needed for some EL_ROBOT stuff, but breaks
4628 tapes when walking through pipes!)
4631 /* it seems that "player->last_move_dir" is misused as some sort of
4632 "player->is_just_moving_in_this_moment", which is needed for the
4633 robot stuff (robots don't kill players when they are moving)
4637 if (++player->frame_reset_delay > player->move_delay_value)
4642 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
4644 TapeRecordAction(stored_player_action);
4645 num_stored_actions = 0;
4646 save_tape_entry = FALSE;
4649 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
4651 TapeRecordAction(stored_player_action);
4652 num_stored_actions = 0;
4657 if (tape.playing && !tape.pausing && !player_action &&
4658 tape.counter < tape.length)
4660 int jx = player->jx, jy = player->jy;
4662 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
4664 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
4665 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
4667 int dx = (next_joy == JOY_LEFT ? -1 : +1);
4669 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
4671 int el = Feld[jx+dx][jy];
4672 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SATELLITE ? 2 :
4673 (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10);
4675 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
4677 player->MovDir = next_joy;
4678 player->Frame = FrameCounter % 4;
4679 player->Pushing = TRUE;
4689 static unsigned long action_delay = 0;
4690 unsigned long action_delay_value;
4691 int sieb_x = 0, sieb_y = 0;
4692 int i, x, y, element;
4693 byte *recorded_player_action;
4694 byte summarized_player_action = 0;
4696 if (game_status != PLAYING)
4699 action_delay_value =
4700 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4702 if (tape.playing && tape.index_search && !tape.pausing)
4703 action_delay_value = 0;
4705 /* ---------- main game synchronization point ---------- */
4707 WaitUntilDelayReached(&action_delay, action_delay_value);
4709 if (network_playing && !network_player_action_received)
4713 printf("DEBUG: try to get network player actions in time\n");
4717 #if defined(PLATFORM_UNIX)
4718 /* last chance to get network player actions without main loop delay */
4722 if (game_status != PLAYING)
4725 if (!network_player_action_received)
4729 printf("DEBUG: failed to get network player actions in time\n");
4739 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4741 for (i=0; i<MAX_PLAYERS; i++)
4743 summarized_player_action |= stored_player[i].action;
4745 if (!network_playing)
4746 stored_player[i].effective_action = stored_player[i].action;
4749 #if defined(PLATFORM_UNIX)
4750 if (network_playing)
4751 SendToServer_MovePlayer(summarized_player_action);
4754 if (!options.network && !setup.team_mode)
4755 local_player->effective_action = summarized_player_action;
4757 for (i=0; i<MAX_PLAYERS; i++)
4759 int actual_player_action = stored_player[i].effective_action;
4761 if (stored_player[i].programmed_action)
4762 actual_player_action = stored_player[i].programmed_action;
4764 if (recorded_player_action)
4765 actual_player_action = recorded_player_action[i];
4767 PlayerActions(&stored_player[i], actual_player_action);
4768 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4771 network_player_action_received = FALSE;
4773 ScrollScreen(NULL, SCROLL_GO_ON);
4779 if (TimeFrames == 0 && local_player->active)
4781 extern unsigned int last_RND();
4783 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
4784 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
4791 if (GameFrameDelay >= 500)
4792 printf("FrameCounter == %d\n", FrameCounter);
4801 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4804 if (JustStopped[x][y] > 0)
4805 JustStopped[x][y]--;
4808 if (IS_BLOCKED(x, y))
4812 Blocked2Moving(x, y, &oldx, &oldy);
4813 if (!IS_MOVING(oldx, oldy))
4815 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4816 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4817 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4818 printf("GameActions(): This should never happen!\n");
4824 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4826 element = Feld[x][y];
4828 if (IS_INACTIVE(element))
4831 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4835 if (IS_GEM(element) || element == EL_SP_INFOTRON)
4836 EdelsteinFunkeln(x, y);
4838 else if (IS_MOVING(x, y))
4839 ContinueMoving(x, y);
4840 else if (IS_ACTIVE_BOMB(element))
4841 CheckDynamite(x, y);
4843 else if (element == EL_EXPLOSION && !game.explosions_delayed)
4844 Explode(x, y, Frame[x][y], EX_NORMAL);
4846 else if (element == EL_AMOEBA_CREATING)
4847 AmoebeWaechst(x, y);
4848 else if (element == EL_AMOEBA_SHRINKING)
4849 AmoebaDisappearing(x, y);
4851 #if !USE_NEW_AMOEBA_CODE
4852 else if (IS_AMOEBALIVE(element))
4853 AmoebeAbleger(x, y);
4856 else if (element == EL_GAMEOFLIFE || element == EL_BIOMAZE)
4858 else if (element == EL_ROBOT_WHEEL_ACTIVE)
4860 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
4861 TimegateWheel(x, y);
4862 else if (element == EL_ACID)
4864 else if (element == EL_ACID_SPLASHING_LEFT ||
4865 element == EL_ACID_SPLASHING_RIGHT)
4867 else if (element == EL_CRACKINGNUT)
4869 else if (element == EL_PEARL_BREAKING)
4870 BreakingPearl(x, y);
4871 else if (element == EL_EXIT_CLOSED)
4872 AusgangstuerPruefen(x, y);
4873 else if (element == EL_SP_EXIT_CLOSED)
4874 AusgangstuerPruefen_SP(x, y);
4875 else if (element == EL_EXIT_OPENING)
4876 AusgangstuerOeffnen(x, y);
4877 else if (element == EL_EXIT_OPEN)
4878 AusgangstuerBlinken(x, y);
4879 else if (element == EL_SP_EXIT_OPEN)
4880 ; /* !!! ADD SOME (OPTIONAL) ANIMATIONS HERE !!! */
4881 else if (element == EL_WALL_GROWING_ACTIVE)
4883 else if (element == EL_WALL_GROWING ||
4884 element == EL_WALL_GROWING_X ||
4885 element == EL_WALL_GROWING_Y ||
4886 element == EL_WALL_GROWING_XY)
4888 else if (element == EL_FLAMES)
4889 CheckForDragon(x, y);
4890 else if (element == EL_SP_BUGGY_BASE || element == EL_SP_BUGGY_BASE_ACTIVE)
4891 CheckBuggyBase(x, y);
4892 else if (element == EL_TRAP || element == EL_TRAP_ACTIVE)
4894 else if (element == EL_SP_TERMINAL)
4895 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_LOOP);
4896 else if (element == EL_SP_TERMINAL_ACTIVE)
4898 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_LOOP);
4900 if (!(FrameCounter % 4))
4901 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVE);
4904 else if (IS_BELT_ACTIVE(element))
4905 DrawBeltAnimation(x, y, element);
4906 else if (element == EL_SWITCHGATE_OPENING)
4907 OpenSwitchgate(x, y);
4908 else if (element == EL_SWITCHGATE_CLOSING)
4909 CloseSwitchgate(x, y);
4910 else if (element == EL_TIMEGATE_OPENING)
4912 else if (element == EL_TIMEGATE_CLOSING)
4913 CloseTimegate(x, y);
4914 else if (element == EL_EXTRA_TIME)
4915 DrawGraphicAnimation(x, y, GFX_EXTRA_TIME, 6, 4, ANIM_LOOP);
4916 else if (element == EL_SHIELD_NORMAL)
4918 DrawGraphicAnimation(x, y, GFX_SHIELD_PASSIVE, 6, 4, ANIM_LOOP);
4920 if (!(FrameCounter % 4))
4921 PlaySoundLevel(x, y, SND_SHIELD_PASSIVE_ACTIVATED);
4924 else if (element == EL_SHIELD_DEADLY)
4926 DrawGraphicAnimation(x, y, GFX_SHIELD_ACTIVE, 6, 4, ANIM_LOOP);
4928 if (!(FrameCounter % 4))
4929 PlaySoundLevel(x, y, SND_SHIELD_DEADLY_ACTIVE);
4933 if (game.magic_wall_active)
4935 boolean sieb = FALSE;
4936 int jx = local_player->jx, jy = local_player->jy;
4938 if (element == EL_MAGIC_WALL_FULL ||
4939 element == EL_MAGIC_WALL_ACTIVE ||
4940 element == EL_MAGIC_WALL_EMPTYING)
4942 SiebAktivieren(x, y, 1);
4945 else if (element == EL_BD_MAGIC_WALL_FULL ||
4946 element == EL_BD_MAGIC_WALL_ACTIVE ||
4947 element == EL_BD_MAGIC_WALL_EMPTYING)
4949 SiebAktivieren(x, y, 2);
4953 /* play the element sound at the position nearest to the player */
4954 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
4962 #if USE_NEW_AMOEBA_CODE
4963 /* new experimental amoeba growth stuff */
4965 if (!(FrameCounter % 8))
4968 static unsigned long random = 1684108901;
4970 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
4973 x = (random >> 10) % lev_fieldx;
4974 y = (random >> 20) % lev_fieldy;
4976 x = RND(lev_fieldx);
4977 y = RND(lev_fieldy);
4979 element = Feld[x][y];
4981 if (!IS_PLAYER(x,y) &&
4982 (element == EL_EMPTY ||
4983 element == EL_SAND ||
4984 element == EL_QUICKSAND_EMPTY ||
4985 element == EL_ACID_SPLASHING_LEFT ||
4986 element == EL_ACID_SPLASHING_RIGHT))
4988 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
4989 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
4990 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
4991 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
4992 Feld[x][y] = EL_AMOEBA_DROP;
4995 random = random * 129 + 1;
5001 if (game.explosions_delayed)
5004 game.explosions_delayed = FALSE;
5006 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5008 element = Feld[x][y];
5010 if (ExplodeField[x][y])
5011 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
5012 else if (element == EL_EXPLOSION)
5013 Explode(x, y, Frame[x][y], EX_NORMAL);
5015 ExplodeField[x][y] = EX_NO_EXPLOSION;
5018 game.explosions_delayed = TRUE;
5021 if (game.magic_wall_active)
5023 if (!(game.magic_wall_time_left % 4))
5025 int element = Feld[sieb_x][sieb_y];
5027 if (element == EL_BD_MAGIC_WALL_FULL ||
5028 element == EL_BD_MAGIC_WALL_ACTIVE ||
5029 element == EL_BD_MAGIC_WALL_EMPTYING)
5030 PlaySoundLevel(sieb_x, sieb_y, SND_BD_MAGIC_WALL_ACTIVE);
5032 PlaySoundLevel(sieb_x, sieb_y, SND_MAGIC_WALL_ACTIVE);
5035 if (game.magic_wall_time_left > 0)
5037 game.magic_wall_time_left--;
5038 if (!game.magic_wall_time_left)
5040 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5042 element = Feld[x][y];
5044 if (element == EL_MAGIC_WALL_ACTIVE ||
5045 element == EL_MAGIC_WALL_FULL)
5047 Feld[x][y] = EL_MAGIC_WALL_DEAD;
5048 DrawLevelField(x, y);
5050 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
5051 element == EL_BD_MAGIC_WALL_FULL)
5053 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
5054 DrawLevelField(x, y);
5058 game.magic_wall_active = FALSE;
5063 if (game.light_time_left > 0)
5065 game.light_time_left--;
5067 if (game.light_time_left == 0)
5068 RedrawAllLightSwitchesAndInvisibleElements();
5071 if (game.timegate_time_left > 0)
5073 game.timegate_time_left--;
5075 if (game.timegate_time_left == 0)
5076 CloseAllOpenTimegates();
5079 for (i=0; i<MAX_PLAYERS; i++)
5081 struct PlayerInfo *player = &stored_player[i];
5083 if (SHIELD_ON(player))
5085 if (player->shield_active_time_left)
5086 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
5087 else if (player->shield_passive_time_left)
5088 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
5092 if (TimeFrames >= (1000 / GameFrameDelay))
5097 for (i=0; i<MAX_PLAYERS; i++)
5099 struct PlayerInfo *player = &stored_player[i];
5101 if (SHIELD_ON(player))
5103 player->shield_passive_time_left--;
5105 if (player->shield_active_time_left > 0)
5106 player->shield_active_time_left--;
5110 if (tape.recording || tape.playing)
5111 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
5117 if (TimeLeft <= 10 && setup.time_limit)
5118 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MAX_RIGHT);
5120 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5122 if (!TimeLeft && setup.time_limit)
5123 for (i=0; i<MAX_PLAYERS; i++)
5124 KillHero(&stored_player[i]);
5126 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
5127 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
5132 if (options.debug) /* calculate frames per second */
5134 static unsigned long fps_counter = 0;
5135 static int fps_frames = 0;
5136 unsigned long fps_delay_ms = Counter() - fps_counter;
5140 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
5142 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
5145 fps_counter = Counter();
5148 redraw_mask |= REDRAW_FPS;
5152 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
5154 int min_x = x, min_y = y, max_x = x, max_y = y;
5157 for (i=0; i<MAX_PLAYERS; i++)
5159 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5161 if (!stored_player[i].active || &stored_player[i] == player)
5164 min_x = MIN(min_x, jx);
5165 min_y = MIN(min_y, jy);
5166 max_x = MAX(max_x, jx);
5167 max_y = MAX(max_y, jy);
5170 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
5173 static boolean AllPlayersInVisibleScreen()
5177 for (i=0; i<MAX_PLAYERS; i++)
5179 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5181 if (!stored_player[i].active)
5184 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5191 void ScrollLevel(int dx, int dy)
5193 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
5196 BlitBitmap(drawto_field, drawto_field,
5197 FX + TILEX*(dx == -1) - softscroll_offset,
5198 FY + TILEY*(dy == -1) - softscroll_offset,
5199 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
5200 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
5201 FX + TILEX*(dx == 1) - softscroll_offset,
5202 FY + TILEY*(dy == 1) - softscroll_offset);
5206 x = (dx == 1 ? BX1 : BX2);
5207 for (y=BY1; y<=BY2; y++)
5208 DrawScreenField(x, y);
5212 y = (dy == 1 ? BY1 : BY2);
5213 for (x=BX1; x<=BX2; x++)
5214 DrawScreenField(x, y);
5217 redraw_mask |= REDRAW_FIELD;
5220 static void CheckGravityMovement(struct PlayerInfo *player)
5222 if (level.gravity && !player->programmed_action)
5224 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
5225 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
5227 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
5228 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
5229 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
5230 int jx = player->jx, jy = player->jy;
5231 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
5232 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
5233 int new_jx = jx + dx, new_jy = jy + dy;
5234 boolean field_under_player_is_free =
5235 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
5236 boolean player_is_moving_to_valid_field =
5237 (IN_LEV_FIELD(new_jx, new_jy) &&
5238 (Feld[new_jx][new_jy] == EL_SP_BASE ||
5239 Feld[new_jx][new_jy] == EL_SAND));
5241 if (field_under_player_is_free &&
5242 !player_is_moving_to_valid_field &&
5243 !IS_TUBE(Feld[jx][jy]))
5244 player->programmed_action = MV_DOWN;
5248 boolean MoveFigureOneStep(struct PlayerInfo *player,
5249 int dx, int dy, int real_dx, int real_dy)
5251 int jx = player->jx, jy = player->jy;
5252 int new_jx = jx+dx, new_jy = jy+dy;
5256 if (!player->active || (!dx && !dy))
5257 return MF_NO_ACTION;
5259 player->MovDir = (dx < 0 ? MV_LEFT :
5262 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5264 if (!IN_LEV_FIELD(new_jx, new_jy))
5265 return MF_NO_ACTION;
5267 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
5268 return MF_NO_ACTION;
5271 element = MovingOrBlocked2Element(new_jx, new_jy);
5273 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
5276 if (DONT_GO_TO(element))
5278 if (element == EL_ACID && dx == 0 && dy == 1)
5281 Feld[jx][jy] = EL_PLAYER1;
5282 InitMovingField(jx, jy, MV_DOWN);
5283 Store[jx][jy] = EL_ACID;
5284 ContinueMoving(jx, jy);
5288 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
5293 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
5294 if (can_move != MF_MOVING)
5297 StorePlayer[jx][jy] = 0;
5298 player->last_jx = jx;
5299 player->last_jy = jy;
5300 jx = player->jx = new_jx;
5301 jy = player->jy = new_jy;
5302 StorePlayer[jx][jy] = player->element_nr;
5305 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
5307 ScrollFigure(player, SCROLL_INIT);
5312 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
5314 int jx = player->jx, jy = player->jy;
5315 int old_jx = jx, old_jy = jy;
5316 int moved = MF_NO_ACTION;
5318 if (!player->active || (!dx && !dy))
5322 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5326 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5327 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
5331 /* remove the last programmed player action */
5332 player->programmed_action = 0;
5336 /* should only happen if pre-1.2 tape recordings are played */
5337 /* this is only for backward compatibility */
5339 int original_move_delay_value = player->move_delay_value;
5342 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
5345 /* scroll remaining steps with finest movement resolution */
5346 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
5348 while (player->MovPos)
5350 ScrollFigure(player, SCROLL_GO_ON);
5351 ScrollScreen(NULL, SCROLL_GO_ON);
5357 player->move_delay_value = original_move_delay_value;
5360 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
5362 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
5363 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5367 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5368 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5374 if (moved & MF_MOVING && !ScreenMovPos &&
5375 (player == local_player || !options.network))
5377 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5378 int offset = (setup.scroll_delay ? 3 : 0);
5380 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5382 /* actual player has left the screen -- scroll in that direction */
5383 if (jx != old_jx) /* player has moved horizontally */
5384 scroll_x += (jx - old_jx);
5385 else /* player has moved vertically */
5386 scroll_y += (jy - old_jy);
5390 if (jx != old_jx) /* player has moved horizontally */
5392 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5393 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5394 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5396 /* don't scroll over playfield boundaries */
5397 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5398 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5400 /* don't scroll more than one field at a time */
5401 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5403 /* don't scroll against the player's moving direction */
5404 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5405 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5406 scroll_x = old_scroll_x;
5408 else /* player has moved vertically */
5410 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5411 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5412 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5414 /* don't scroll over playfield boundaries */
5415 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5416 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5418 /* don't scroll more than one field at a time */
5419 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5421 /* don't scroll against the player's moving direction */
5422 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5423 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5424 scroll_y = old_scroll_y;
5428 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5430 if (!options.network && !AllPlayersInVisibleScreen())
5432 scroll_x = old_scroll_x;
5433 scroll_y = old_scroll_y;
5437 ScrollScreen(player, SCROLL_INIT);
5438 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5443 if (!(moved & MF_MOVING) && !player->Pushing)
5446 player->Frame = (player->Frame + 1) % 4;
5448 if (moved & MF_MOVING)
5450 if (old_jx != jx && old_jy == jy)
5451 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5452 else if (old_jx == jx && old_jy != jy)
5453 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5455 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
5457 player->last_move_dir = player->MovDir;
5458 player->is_moving = TRUE;
5462 CheckGravityMovement(player);
5465 player->last_move_dir = MV_NO_MOVING;
5467 player->is_moving = FALSE;
5470 TestIfHeroTouchesBadThing(jx, jy);
5472 if (!player->active)
5478 void ScrollFigure(struct PlayerInfo *player, int mode)
5480 int jx = player->jx, jy = player->jy;
5481 int last_jx = player->last_jx, last_jy = player->last_jy;
5482 int move_stepsize = TILEX / player->move_delay_value;
5484 if (!player->active || !player->MovPos)
5487 if (mode == SCROLL_INIT)
5489 player->actual_frame_counter = FrameCounter;
5490 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5492 if (Feld[last_jx][last_jy] == EL_EMPTY)
5493 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5498 else if (!FrameReached(&player->actual_frame_counter, 1))
5501 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5502 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5504 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5505 Feld[last_jx][last_jy] = EL_EMPTY;
5507 /* before DrawPlayer() to draw correct player graphic for this case */
5508 if (player->MovPos == 0)
5509 CheckGravityMovement(player);
5513 if (player->MovPos == 0)
5515 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
5517 /* continue with normal speed after quickly moving through gate */
5518 HALVE_PLAYER_SPEED(player);
5520 /* be able to make the next move without delay */
5521 player->move_delay = 0;
5524 player->last_jx = jx;
5525 player->last_jy = jy;
5527 if (Feld[jx][jy] == EL_EXIT_OPEN ||
5528 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5532 if (local_player->friends_still_needed == 0 ||
5533 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5534 player->LevelSolved = player->GameOver = TRUE;
5537 if (tape.single_step && tape.recording && !tape.pausing &&
5538 !player->programmed_action)
5539 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5543 void ScrollScreen(struct PlayerInfo *player, int mode)
5545 static unsigned long screen_frame_counter = 0;
5547 if (mode == SCROLL_INIT)
5549 /* set scrolling step size according to actual player's moving speed */
5550 ScrollStepSize = TILEX / player->move_delay_value;
5552 screen_frame_counter = FrameCounter;
5553 ScreenMovDir = player->MovDir;
5554 ScreenMovPos = player->MovPos;
5555 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5558 else if (!FrameReached(&screen_frame_counter, 1))
5563 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5564 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5565 redraw_mask |= REDRAW_FIELD;
5568 ScreenMovDir = MV_NO_MOVING;
5571 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
5573 int i, kill_x = -1, kill_y = -1;
5574 static int test_xy[4][2] =
5581 static int test_dir[4] =
5591 int test_x, test_y, test_move_dir, test_element;
5593 test_x = good_x + test_xy[i][0];
5594 test_y = good_y + test_xy[i][1];
5595 if (!IN_LEV_FIELD(test_x, test_y))
5599 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5602 test_element = Feld[test_x][test_y];
5604 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
5607 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5608 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5610 if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) ||
5611 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
5619 if (kill_x != -1 || kill_y != -1)
5621 if (IS_PLAYER(good_x, good_y))
5623 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
5625 if (player->shield_active_time_left > 0)
5626 Bang(kill_x, kill_y);
5627 else if (!PLAYER_PROTECTED(good_x, good_y))
5631 Bang(good_x, good_y);
5635 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
5637 int i, kill_x = -1, kill_y = -1;
5638 int bad_element = Feld[bad_x][bad_y];
5639 static int test_xy[4][2] =
5646 static int test_dir[4] =
5654 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
5659 int test_x, test_y, test_move_dir, test_element;
5661 test_x = bad_x + test_xy[i][0];
5662 test_y = bad_y + test_xy[i][1];
5663 if (!IN_LEV_FIELD(test_x, test_y))
5667 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5669 test_element = Feld[test_x][test_y];
5671 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5672 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5674 if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) ||
5675 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
5677 /* good thing is player or penguin that does not move away */
5678 if (IS_PLAYER(test_x, test_y))
5680 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
5682 if (bad_element == EL_ROBOT && player->is_moving)
5683 continue; /* robot does not kill player if he is moving */
5689 else if (test_element == EL_PENGUIN)
5698 if (kill_x != -1 || kill_y != -1)
5700 if (IS_PLAYER(kill_x, kill_y))
5702 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
5705 int dir = player->MovDir;
5706 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5707 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5709 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5710 newx != bad_x && newy != bad_y)
5711 ; /* robot does not kill player if he is moving */
5713 printf("-> %d\n", player->MovDir);
5715 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5716 newx != bad_x && newy != bad_y)
5717 ; /* robot does not kill player if he is moving */
5722 if (player->shield_active_time_left > 0)
5724 else if (!PLAYER_PROTECTED(kill_x, kill_y))
5728 Bang(kill_x, kill_y);
5732 void TestIfHeroTouchesBadThing(int x, int y)
5734 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5737 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
5739 TestIfGoodThingHitsBadThing(x, y, move_dir);
5742 void TestIfBadThingTouchesHero(int x, int y)
5744 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5747 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
5749 TestIfBadThingHitsGoodThing(x, y, move_dir);
5752 void TestIfFriendTouchesBadThing(int x, int y)
5754 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5757 void TestIfBadThingTouchesFriend(int x, int y)
5759 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5762 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
5764 int i, kill_x = bad_x, kill_y = bad_y;
5765 static int xy[4][2] =
5777 x = bad_x + xy[i][0];
5778 y = bad_y + xy[i][1];
5779 if (!IN_LEV_FIELD(x, y))
5782 element = Feld[x][y];
5783 if (IS_AMOEBOID(element) || element == EL_GAMEOFLIFE ||
5784 element == EL_AMOEBA_CREATING || element == EL_AMOEBA_DROP)
5792 if (kill_x != bad_x || kill_y != bad_y)
5796 void KillHero(struct PlayerInfo *player)
5798 int jx = player->jx, jy = player->jy;
5800 if (!player->active)
5803 if (IS_PFORTE(Feld[jx][jy]))
5804 Feld[jx][jy] = EL_EMPTY;
5806 /* deactivate shield (else Bang()/Explode() would not work right) */
5807 player->shield_passive_time_left = 0;
5808 player->shield_active_time_left = 0;
5814 static void KillHeroUnlessProtected(int x, int y)
5816 if (!PLAYER_PROTECTED(x, y))
5817 KillHero(PLAYERINFO(x, y));
5820 void BuryHero(struct PlayerInfo *player)
5822 int jx = player->jx, jy = player->jy;
5824 if (!player->active)
5827 PlaySoundLevel(jx, jy, SND_PLAYER_DYING);
5828 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
5830 player->GameOver = TRUE;
5834 void RemoveHero(struct PlayerInfo *player)
5836 int jx = player->jx, jy = player->jy;
5837 int i, found = FALSE;
5839 player->present = FALSE;
5840 player->active = FALSE;
5842 if (!ExplodeField[jx][jy])
5843 StorePlayer[jx][jy] = 0;
5845 for (i=0; i<MAX_PLAYERS; i++)
5846 if (stored_player[i].active)
5850 AllPlayersGone = TRUE;
5856 int DigField(struct PlayerInfo *player,
5857 int x, int y, int real_dx, int real_dy, int mode)
5859 int jx = player->jx, jy = player->jy;
5860 int dx = x - jx, dy = y - jy;
5861 int move_direction = (dx == -1 ? MV_LEFT :
5862 dx == +1 ? MV_RIGHT :
5864 dy == +1 ? MV_DOWN : MV_NO_MOVING);
5867 if (player->MovPos == 0)
5868 player->Pushing = FALSE;
5870 if (mode == DF_NO_PUSH)
5872 player->Switching = FALSE;
5873 player->push_delay = 0;
5874 return MF_NO_ACTION;
5877 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
5878 return MF_NO_ACTION;
5880 if (IS_TUBE(Feld[jx][jy]))
5883 int tube_leave_directions[][2] =
5885 { EL_TUBE_ALL, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5886 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5887 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5888 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
5889 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
5890 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
5891 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
5892 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
5893 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
5894 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
5895 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
5896 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
5899 while (tube_leave_directions[i][0] != Feld[jx][jy])
5902 if (tube_leave_directions[i][0] == -1) /* should not happen */
5906 if (!(tube_leave_directions[i][1] & move_direction))
5907 return MF_NO_ACTION; /* tube has no opening in this direction */
5910 element = Feld[x][y];
5916 case EL_INVISIBLE_SAND:
5917 case EL_INVISIBLE_SAND_ACTIVE:
5920 case EL_SP_BUGGY_BASE:
5922 PlaySoundLevelElementAction(x, y, element, SND_ACTION_DIGGING);
5927 case EL_EMERALD_YELLOW:
5928 case EL_EMERALD_RED:
5929 case EL_EMERALD_PURPLE:
5931 case EL_SP_INFOTRON:
5935 local_player->gems_still_needed -= (element == EL_DIAMOND ? 3 :
5936 element == EL_PEARL ? 5 :
5937 element == EL_CRYSTAL ? 8 : 1);
5938 if (local_player->gems_still_needed < 0)
5939 local_player->gems_still_needed = 0;
5940 RaiseScoreElement(element);
5941 DrawText(DX_EMERALDS, DY_EMERALDS,
5942 int2str(local_player->gems_still_needed, 3),
5943 FS_SMALL, FC_YELLOW);
5944 PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING);
5949 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
5950 PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
5954 Feld[x][y] = EL_EMPTY;
5955 PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
5963 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5965 PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MAX_RIGHT);
5968 case EL_SHIELD_NORMAL:
5970 player->shield_passive_time_left += 10;
5971 PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING);
5974 case EL_SHIELD_DEADLY:
5976 player->shield_passive_time_left += 10;
5977 player->shield_active_time_left += 10;
5978 PlaySoundLevel(x, y, SND_SHIELD_DEADLY_COLLECTING);
5982 case EL_SP_DISK_RED:
5985 RaiseScoreElement(EL_DYNAMITE);
5986 DrawText(DX_DYNAMITE, DY_DYNAMITE,
5987 int2str(local_player->dynamite, 3),
5988 FS_SMALL, FC_YELLOW);
5989 PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING);
5992 case EL_DYNABOMB_NR:
5994 player->dynabomb_count++;
5995 player->dynabombs_left++;
5996 RaiseScoreElement(EL_DYNAMITE);
5997 PlaySoundLevel(x, y, SND_DYNABOMB_NR_COLLECTING);
6000 case EL_DYNABOMB_SZ:
6002 player->dynabomb_size++;
6003 RaiseScoreElement(EL_DYNAMITE);
6004 PlaySoundLevel(x, y, SND_DYNABOMB_SZ_COLLECTING);
6007 case EL_DYNABOMB_XL:
6009 player->dynabomb_xl = TRUE;
6010 RaiseScoreElement(EL_DYNAMITE);
6011 PlaySoundLevel(x, y, SND_DYNABOMB_XL_COLLECTING);
6019 int key_nr = element - EL_KEY1;
6022 player->key[key_nr] = TRUE;
6023 RaiseScoreElement(element);
6024 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6025 GFX_SCHLUESSEL1 + key_nr);
6026 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6027 GFX_SCHLUESSEL1 + key_nr);
6028 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
6037 int key_nr = element - EL_EM_KEY1;
6040 player->key[key_nr] = TRUE;
6041 RaiseScoreElement(element);
6042 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6043 GFX_SCHLUESSEL1 + key_nr);
6044 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6045 GFX_SCHLUESSEL1 + key_nr);
6046 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
6050 case EL_ROBOT_WHEEL:
6051 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
6054 DrawLevelField(x, y);
6055 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
6059 case EL_SP_TERMINAL:
6063 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
6065 for (yy=0; yy<lev_fieldy; yy++)
6067 for (xx=0; xx<lev_fieldx; xx++)
6069 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
6071 else if (Feld[xx][yy] == EL_SP_TERMINAL)
6072 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
6080 case EL_CONVEYOR_BELT1_SWITCH_LEFT:
6081 case EL_CONVEYOR_BELT1_SWITCH_MIDDLE:
6082 case EL_CONVEYOR_BELT1_SWITCH_RIGHT:
6083 case EL_CONVEYOR_BELT2_SWITCH_LEFT:
6084 case EL_CONVEYOR_BELT2_SWITCH_MIDDLE:
6085 case EL_CONVEYOR_BELT2_SWITCH_RIGHT:
6086 case EL_CONVEYOR_BELT3_SWITCH_LEFT:
6087 case EL_CONVEYOR_BELT3_SWITCH_MIDDLE:
6088 case EL_CONVEYOR_BELT3_SWITCH_RIGHT:
6089 case EL_CONVEYOR_BELT4_SWITCH_LEFT:
6090 case EL_CONVEYOR_BELT4_SWITCH_MIDDLE:
6091 case EL_CONVEYOR_BELT4_SWITCH_RIGHT:
6092 if (!player->Switching)
6094 player->Switching = TRUE;
6095 ToggleBeltSwitch(x, y);
6096 PlaySoundLevel(x, y, SND_CONVEYOR_BELT_SWITCH_ACTIVATING);
6101 case EL_SWITCHGATE_SWITCH_UP:
6102 case EL_SWITCHGATE_SWITCH_DOWN:
6103 if (!player->Switching)
6105 player->Switching = TRUE;
6106 ToggleSwitchgateSwitch(x, y);
6107 PlaySoundLevel(x, y, SND_SWITCHGATE_SWITCH_ACTIVATING);
6112 case EL_LIGHT_SWITCH:
6113 case EL_LIGHT_SWITCH_ACTIVE:
6114 if (!player->Switching)
6116 player->Switching = TRUE;
6117 ToggleLightSwitch(x, y);
6118 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
6119 SND_LIGHT_SWITCH_ACTIVATING :
6120 SND_LIGHT_SWITCH_DEACTIVATING);
6125 case EL_TIMEGATE_SWITCH:
6126 ActivateTimegateSwitch(x, y);
6127 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
6132 case EL_BALLOON_SEND_LEFT:
6133 case EL_BALLOON_SEND_RIGHT:
6134 case EL_BALLOON_SEND_UP:
6135 case EL_BALLOON_SEND_DOWN:
6136 case EL_BALLOON_SEND_ANY_DIRECTION:
6137 if (element == EL_BALLOON_SEND_ANY_DIRECTION)
6138 game.balloon_dir = move_direction;
6140 game.balloon_dir = (element == EL_BALLOON_SEND_LEFT ? MV_LEFT :
6141 element == EL_BALLOON_SEND_RIGHT ? MV_RIGHT :
6142 element == EL_BALLOON_SEND_UP ? MV_UP :
6143 element == EL_BALLOON_SEND_DOWN ? MV_DOWN :
6145 PlaySoundLevel(x, y, SND_BALLOON_SWITCH_ACTIVATING);
6150 /* the following elements cannot be pushed by "snapping" */
6153 case EL_DX_SUPABOMB:
6155 case EL_TIME_ORB_EMPTY:
6157 case EL_SP_DISK_ORANGE:
6159 if (mode == DF_SNAP)
6160 return MF_NO_ACTION;
6161 /* no "break" -- fall through to next case */
6162 /* the following elements can be pushed by "snapping" */
6165 return MF_NO_ACTION;
6167 player->Pushing = TRUE;
6169 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6170 return MF_NO_ACTION;
6174 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6175 return MF_NO_ACTION;
6178 if (player->push_delay == 0)
6179 player->push_delay = FrameCounter;
6181 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6182 !tape.playing && element != EL_SPRING)
6183 return MF_NO_ACTION;
6185 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6186 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6187 element != EL_SPRING)
6188 return MF_NO_ACTION;
6191 if (mode == DF_SNAP)
6193 InitMovingField(x, y, move_direction);
6194 ContinueMoving(x, y);
6199 Feld[x+dx][y+dy] = element;
6202 if (element == EL_SPRING)
6204 Feld[x+dx][y+dy] = EL_SPRING_MOVING;
6205 MovDir[x+dx][y+dy] = move_direction;
6208 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
6210 DrawLevelField(x+dx, y+dy);
6211 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING);
6218 if (!player->key[element - EL_GATE1])
6219 return MF_NO_ACTION;
6226 if (!player->key[element - EL_GATE1_GRAY])
6227 return MF_NO_ACTION;
6234 if (!player->key[element - EL_EM_GATE1])
6235 return MF_NO_ACTION;
6236 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6237 return MF_NO_ACTION;
6239 /* automatically move to the next field with double speed */
6240 player->programmed_action = move_direction;
6241 DOUBLE_PLAYER_SPEED(player);
6243 PlaySoundLevel(x, y, SND_GATE_PASSING);
6246 case EL_EM_GATE1_GRAY:
6247 case EL_EM_GATE2_GRAY:
6248 case EL_EM_GATE3_GRAY:
6249 case EL_EM_GATE4_GRAY:
6250 if (!player->key[element - EL_EM_GATE1_GRAY])
6251 return MF_NO_ACTION;
6252 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6253 return MF_NO_ACTION;
6255 /* automatically move to the next field with double speed */
6256 player->programmed_action = move_direction;
6257 DOUBLE_PLAYER_SPEED(player);
6259 PlaySoundLevel(x, y, SND_GATE_PASSING);
6262 case EL_SWITCHGATE_OPEN:
6263 case EL_TIMEGATE_OPEN:
6264 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6265 return MF_NO_ACTION;
6267 /* automatically move to the next field with double speed */
6268 player->programmed_action = move_direction;
6269 DOUBLE_PLAYER_SPEED(player);
6271 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PASSING);
6274 case EL_SP_PORT1_LEFT:
6275 case EL_SP_PORT2_LEFT:
6276 case EL_SP_PORT1_RIGHT:
6277 case EL_SP_PORT2_RIGHT:
6278 case EL_SP_PORT1_UP:
6279 case EL_SP_PORT2_UP:
6280 case EL_SP_PORT1_DOWN:
6281 case EL_SP_PORT2_DOWN:
6286 element != EL_SP_PORT1_LEFT &&
6287 element != EL_SP_PORT2_LEFT &&
6288 element != EL_SP_PORT_X &&
6289 element != EL_SP_PORT_XY) ||
6291 element != EL_SP_PORT1_RIGHT &&
6292 element != EL_SP_PORT2_RIGHT &&
6293 element != EL_SP_PORT_X &&
6294 element != EL_SP_PORT_XY) ||
6296 element != EL_SP_PORT1_UP &&
6297 element != EL_SP_PORT2_UP &&
6298 element != EL_SP_PORT_Y &&
6299 element != EL_SP_PORT_XY) ||
6301 element != EL_SP_PORT1_DOWN &&
6302 element != EL_SP_PORT2_DOWN &&
6303 element != EL_SP_PORT_Y &&
6304 element != EL_SP_PORT_XY) ||
6305 !IN_LEV_FIELD(x + dx, y + dy) ||
6306 !IS_FREE(x + dx, y + dy))
6307 return MF_NO_ACTION;
6309 /* automatically move to the next field with double speed */
6310 player->programmed_action = move_direction;
6311 DOUBLE_PLAYER_SPEED(player);
6313 PlaySoundLevel(x, y, SND_SP_PORT_PASSING);
6317 case EL_TUBE_VERTICAL:
6318 case EL_TUBE_HORIZONTAL:
6319 case EL_TUBE_VERTICAL_LEFT:
6320 case EL_TUBE_VERTICAL_RIGHT:
6321 case EL_TUBE_HORIZONTAL_UP:
6322 case EL_TUBE_HORIZONTAL_DOWN:
6323 case EL_TUBE_LEFT_UP:
6324 case EL_TUBE_LEFT_DOWN:
6325 case EL_TUBE_RIGHT_UP:
6326 case EL_TUBE_RIGHT_DOWN:
6329 int tube_enter_directions[][2] =
6331 { EL_TUBE_ALL, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6332 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6333 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6334 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
6335 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
6336 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
6337 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
6338 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
6339 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
6340 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
6341 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
6342 { -1, MV_NO_MOVING }
6345 while (tube_enter_directions[i][0] != element)
6348 if (tube_enter_directions[i][0] == -1) /* should not happen */
6352 if (!(tube_enter_directions[i][1] & move_direction))
6353 return MF_NO_ACTION; /* tube has no opening in this direction */
6355 PlaySoundLevel(x, y, SND_TUBE_PASSING);
6359 case EL_EXIT_CLOSED:
6360 case EL_SP_EXIT_CLOSED:
6361 case EL_EXIT_OPENING:
6362 return MF_NO_ACTION;
6366 case EL_SP_EXIT_OPEN:
6367 if (mode == DF_SNAP)
6368 return MF_NO_ACTION;
6370 if (element == EL_EXIT_OPEN)
6371 PlaySoundLevel(x, y, SND_EXIT_PASSING);
6373 PlaySoundLevel(x, y, SND_SP_EXIT_PASSING);
6378 Feld[x][y] = EL_LAMP_ACTIVE;
6379 local_player->lights_still_needed--;
6380 DrawLevelField(x, y);
6381 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
6385 case EL_TIME_ORB_FULL:
6386 Feld[x][y] = EL_TIME_ORB_EMPTY;
6388 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
6389 DrawLevelField(x, y);
6390 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MAX_RIGHT);
6394 case EL_SOKOBAN_FIELD_EMPTY:
6397 case EL_SOKOBAN_OBJECT:
6398 case EL_SOKOBAN_FIELD_FULL:
6400 case EL_SP_DISK_YELLOW:
6402 if (mode == DF_SNAP)
6403 return MF_NO_ACTION;
6405 player->Pushing = TRUE;
6407 if (!IN_LEV_FIELD(x+dx, y+dy)
6408 || (!IS_FREE(x+dx, y+dy)
6409 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FIELD_EMPTY
6410 || !IS_SB_ELEMENT(element))))
6411 return MF_NO_ACTION;
6415 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6416 return MF_NO_ACTION;
6418 else if (dy && real_dx)
6420 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
6421 return MF_NO_ACTION;
6424 if (player->push_delay == 0)
6425 player->push_delay = FrameCounter;
6427 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6428 !tape.playing && element != EL_BALLOON)
6429 return MF_NO_ACTION;
6431 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6432 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6433 element != EL_BALLOON)
6434 return MF_NO_ACTION;
6437 if (IS_SB_ELEMENT(element))
6439 if (element == EL_SOKOBAN_FIELD_FULL)
6441 Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
6442 local_player->sokobanfields_still_needed++;
6447 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FIELD_EMPTY)
6449 Feld[x+dx][y+dy] = EL_SOKOBAN_FIELD_FULL;
6450 local_player->sokobanfields_still_needed--;
6451 if (element == EL_SOKOBAN_OBJECT)
6452 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_FILLING);
6454 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6458 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJECT;
6459 if (element == EL_SOKOBAN_FIELD_FULL)
6460 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_EMPTYING);
6462 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6468 Feld[x+dx][y+dy] = element;
6469 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING);
6472 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
6474 DrawLevelField(x, y);
6475 DrawLevelField(x+dx, y+dy);
6477 if (IS_SB_ELEMENT(element) &&
6478 local_player->sokobanfields_still_needed == 0 &&
6479 game.emulation == EMU_SOKOBAN)
6481 player->LevelSolved = player->GameOver = TRUE;
6482 PlaySoundLevel(x, y, SND_SOKOBAN_GAME_SOLVING);
6493 return MF_NO_ACTION;
6496 player->push_delay = 0;
6501 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
6503 int jx = player->jx, jy = player->jy;
6504 int x = jx + dx, y = jy + dy;
6506 if (!player->active || !IN_LEV_FIELD(x, y))
6514 if (player->MovPos == 0)
6515 player->Pushing = FALSE;
6517 player->snapped = FALSE;
6521 if (player->snapped)
6524 player->MovDir = (dx < 0 ? MV_LEFT :
6527 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6529 if (!DigField(player, x, y, 0, 0, DF_SNAP))
6532 player->snapped = TRUE;
6533 DrawLevelField(x, y);
6539 boolean PlaceBomb(struct PlayerInfo *player)
6541 int jx = player->jx, jy = player->jy;
6544 if (!player->active || player->MovPos)
6547 element = Feld[jx][jy];
6549 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
6550 IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
6553 if (element != EL_EMPTY)
6554 Store[jx][jy] = element;
6556 if (player->dynamite)
6558 Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
6559 MovDelay[jx][jy] = 96;
6561 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6562 FS_SMALL, FC_YELLOW);
6563 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6565 if (game.emulation == EMU_SUPAPLEX)
6566 DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
6568 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
6571 PlaySoundLevel(jx, jy, SND_DYNAMITE_DROPPING);
6576 EL_DYNABOMB_PLAYER1_ACTIVE + (player->element_nr - EL_PLAYER1);
6577 MovDelay[jx][jy] = 96;
6578 player->dynabombs_left--;
6579 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6580 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
6582 PlaySoundLevel(jx, jy, SND_DYNABOMB_DROPPING);
6588 void PlaySoundLevel(int x, int y, int nr)
6590 static int loop_sound_frame[NUM_SOUND_FILES];
6591 static int loop_sound_volume[NUM_SOUND_FILES];
6592 int sx = SCREENX(x), sy = SCREENY(y);
6593 int volume, stereo_position;
6594 int max_distance = 8;
6595 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
6597 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
6598 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
6601 if (!IN_LEV_FIELD(x, y) ||
6602 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
6603 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
6606 volume = SOUND_MAX_VOLUME;
6608 if (!IN_SCR_FIELD(sx, sy))
6610 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
6611 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
6613 volume -= volume * (dx > dy ? dx : dy) / max_distance;
6616 stereo_position = (SOUND_MAX_LEFT +
6617 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
6618 (SCR_FIELDX + 2 * max_distance));
6620 if (IS_LOOP_SOUND(nr))
6622 /* This assures that quieter loop sounds do not overwrite louder ones,
6623 while restarting sound volume comparison with each new game frame. */
6625 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
6628 loop_sound_volume[nr] = volume;
6629 loop_sound_frame[nr] = FrameCounter;
6632 PlaySoundExt(nr, volume, stereo_position, type);
6635 void PlaySoundLevelAction(int x, int y, int sound_action)
6637 PlaySoundLevelElementAction(x, y, Feld[x][y], sound_action);
6640 void PlaySoundLevelElementAction(int x, int y, int element, int sound_action)
6642 int sound_effect = element_action_sound[element][sound_action];
6644 if (sound_effect != -1)
6645 PlaySoundLevel(x, y, sound_effect);
6648 void RaiseScore(int value)
6650 local_player->score += value;
6651 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
6652 FS_SMALL, FC_YELLOW);
6655 void RaiseScoreElement(int element)
6661 case EL_EMERALD_YELLOW:
6662 case EL_EMERALD_RED:
6663 case EL_EMERALD_PURPLE:
6664 RaiseScore(level.score[SC_EDELSTEIN]);
6667 RaiseScore(level.score[SC_DIAMANT]);
6670 case EL_BD_BUTTERFLY:
6671 RaiseScore(level.score[SC_KAEFER]);
6675 RaiseScore(level.score[SC_FLIEGER]);
6678 case EL_DARK_YAMYAM:
6679 RaiseScore(level.score[SC_MAMPFER]);
6682 RaiseScore(level.score[SC_ROBOT]);
6685 RaiseScore(level.score[SC_PACMAN]);
6688 RaiseScore(level.score[SC_KOKOSNUSS]);
6691 RaiseScore(level.score[SC_DYNAMIT]);
6697 RaiseScore(level.score[SC_SCHLUESSEL]);
6704 void RequestQuitGame(boolean ask_if_really_quit)
6706 if (AllPlayersGone ||
6707 !ask_if_really_quit ||
6708 level_editor_test_game ||
6709 Request("Do you really want to quit the game ?",
6710 REQ_ASK | REQ_STAY_CLOSED))
6712 #if defined(PLATFORM_UNIX)
6713 if (options.network)
6714 SendToServer_StopPlaying();
6718 game_status = MAINMENU;
6724 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
6729 /* ---------- new game button stuff ---------------------------------------- */
6731 /* graphic position values for game buttons */
6732 #define GAME_BUTTON_XSIZE 30
6733 #define GAME_BUTTON_YSIZE 30
6734 #define GAME_BUTTON_XPOS 5
6735 #define GAME_BUTTON_YPOS 215
6736 #define SOUND_BUTTON_XPOS 5
6737 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
6739 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6740 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6741 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6742 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6743 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6744 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6751 } gamebutton_info[NUM_GAME_BUTTONS] =
6754 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
6759 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
6764 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
6769 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
6770 SOUND_CTRL_ID_MUSIC,
6771 "background music on/off"
6774 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
6775 SOUND_CTRL_ID_LOOPS,
6776 "sound loops on/off"
6779 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
6780 SOUND_CTRL_ID_SIMPLE,
6781 "normal sounds on/off"
6785 void CreateGameButtons()
6789 for (i=0; i<NUM_GAME_BUTTONS; i++)
6791 Bitmap *gd_bitmap = pix[PIX_DOOR];
6792 struct GadgetInfo *gi;
6795 unsigned long event_mask;
6796 int gd_xoffset, gd_yoffset;
6797 int gd_x1, gd_x2, gd_y1, gd_y2;
6800 gd_xoffset = gamebutton_info[i].x;
6801 gd_yoffset = gamebutton_info[i].y;
6802 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
6803 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
6805 if (id == GAME_CTRL_ID_STOP ||
6806 id == GAME_CTRL_ID_PAUSE ||
6807 id == GAME_CTRL_ID_PLAY)
6809 button_type = GD_TYPE_NORMAL_BUTTON;
6811 event_mask = GD_EVENT_RELEASED;
6812 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6813 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6817 button_type = GD_TYPE_CHECK_BUTTON;
6819 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
6820 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
6821 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
6822 event_mask = GD_EVENT_PRESSED;
6823 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
6824 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6827 gi = CreateGadget(GDI_CUSTOM_ID, id,
6828 GDI_INFO_TEXT, gamebutton_info[i].infotext,
6829 GDI_X, DX + gd_xoffset,
6830 GDI_Y, DY + gd_yoffset,
6831 GDI_WIDTH, GAME_BUTTON_XSIZE,
6832 GDI_HEIGHT, GAME_BUTTON_YSIZE,
6833 GDI_TYPE, button_type,
6834 GDI_STATE, GD_BUTTON_UNPRESSED,
6835 GDI_CHECKED, checked,
6836 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
6837 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
6838 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
6839 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
6840 GDI_EVENT_MASK, event_mask,
6841 GDI_CALLBACK_ACTION, HandleGameButtons,
6845 Error(ERR_EXIT, "cannot create gadget");
6847 game_gadget[id] = gi;
6851 static void MapGameButtons()
6855 for (i=0; i<NUM_GAME_BUTTONS; i++)
6856 MapGadget(game_gadget[i]);
6859 void UnmapGameButtons()
6863 for (i=0; i<NUM_GAME_BUTTONS; i++)
6864 UnmapGadget(game_gadget[i]);
6867 static void HandleGameButtons(struct GadgetInfo *gi)
6869 int id = gi->custom_id;
6871 if (game_status != PLAYING)
6876 case GAME_CTRL_ID_STOP:
6877 RequestQuitGame(TRUE);
6880 case GAME_CTRL_ID_PAUSE:
6881 if (options.network)
6883 #if defined(PLATFORM_UNIX)
6885 SendToServer_ContinuePlaying();
6887 SendToServer_PausePlaying();
6891 TapeTogglePause(TAPE_TOGGLE_MANUAL);
6894 case GAME_CTRL_ID_PLAY:
6897 #if defined(PLATFORM_UNIX)
6898 if (options.network)
6899 SendToServer_ContinuePlaying();
6903 tape.pausing = FALSE;
6904 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
6909 case SOUND_CTRL_ID_MUSIC:
6910 if (setup.sound_music)
6912 setup.sound_music = FALSE;
6915 else if (audio.music_available)
6917 setup.sound = setup.sound_music = TRUE;
6918 PlayMusic(level_nr);
6922 case SOUND_CTRL_ID_LOOPS:
6923 if (setup.sound_loops)
6924 setup.sound_loops = FALSE;
6925 else if (audio.loops_available)
6926 setup.sound = setup.sound_loops = TRUE;
6929 case SOUND_CTRL_ID_SIMPLE:
6930 if (setup.sound_simple)
6931 setup.sound_simple = FALSE;
6932 else if (audio.sound_available)
6933 setup.sound = setup.sound_simple = TRUE;