1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MoveFigure() */
36 #define MF_NO_ACTION 0
40 /* for ScrollFigure() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_NO_EXPLOSION 0
51 /* special positions in the game control window (relative to control window) */
54 #define XX_EMERALDS 29
55 #define YY_EMERALDS 54
56 #define XX_DYNAMITE 29
57 #define YY_DYNAMITE 89
65 /* special positions in the game control window (relative to main window) */
66 #define DX_LEVEL (DX + XX_LEVEL)
67 #define DY_LEVEL (DY + YY_LEVEL)
68 #define DX_EMERALDS (DX + XX_EMERALDS)
69 #define DY_EMERALDS (DY + YY_EMERALDS)
70 #define DX_DYNAMITE (DX + XX_DYNAMITE)
71 #define DY_DYNAMITE (DY + YY_DYNAMITE)
72 #define DX_KEYS (DX + XX_KEYS)
73 #define DY_KEYS (DY + YY_KEYS)
74 #define DX_SCORE (DX + XX_SCORE)
75 #define DY_SCORE (DY + YY_SCORE)
76 #define DX_TIME (DX + XX_TIME)
77 #define DY_TIME (DY + YY_TIME)
79 /* values for initial player move delay (initial delay counter value) */
80 #define INITIAL_MOVE_DELAY_OFF -1
81 #define INITIAL_MOVE_DELAY_ON 0
83 /* values for player movement speed (which is in fact a delay value) */
84 #define MOVE_DELAY_NORMAL_SPEED 8
85 #define MOVE_DELAY_HIGH_SPEED 4
87 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
88 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
89 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
90 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
92 /* game button identifiers */
93 #define GAME_CTRL_ID_STOP 0
94 #define GAME_CTRL_ID_PAUSE 1
95 #define GAME_CTRL_ID_PLAY 2
96 #define SOUND_CTRL_ID_MUSIC 3
97 #define SOUND_CTRL_ID_LOOPS 4
98 #define SOUND_CTRL_ID_SIMPLE 5
100 #define NUM_GAME_BUTTONS 6
102 /* forward declaration for internal use */
103 static void CloseAllOpenTimegates(void);
104 static void CheckGravityMovement(struct PlayerInfo *);
105 static void KillHeroUnlessProtected(int, int);
107 void PlaySoundLevel(int, int, int);
108 void PlaySoundLevelAction(int, int, int);
109 void PlaySoundLevelElementAction(int, int, int, int);
111 static void MapGameButtons();
112 static void HandleGameButtons(struct GadgetInfo *);
114 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
116 #define SND_ACTION_UNKNOWN 0
117 #define SND_ACTION_WAITING 1
118 #define SND_ACTION_MOVING 2
119 #define SND_ACTION_DIGGING 3
120 #define SND_ACTION_COLLECTING 4
121 #define SND_ACTION_PASSING 5
122 #define SND_ACTION_IMPACT 6
123 #define SND_ACTION_PUSHING 7
124 #define SND_ACTION_ACTIVATING 8
125 #define SND_ACTION_ACTIVE 9
127 #define NUM_SND_ACTIONS 10
134 } sound_action_properties[] =
136 /* insert _all_ loop sound actions here */
137 { ".waiting", SND_ACTION_WAITING, TRUE },
138 { ".moving", SND_ACTION_MOVING, TRUE }, /* continuos moving */
139 { ".active", SND_ACTION_ACTIVE, TRUE },
140 { ".growing", SND_ACTION_UNKNOWN, TRUE },
141 { ".attacking", SND_ACTION_UNKNOWN, TRUE },
143 /* other (non-loop) sound actions are optional */
144 { ".stepping", SND_ACTION_MOVING, FALSE }, /* discrete moving */
145 { ".digging", SND_ACTION_DIGGING, FALSE },
146 { ".collecting", SND_ACTION_COLLECTING, FALSE },
147 { ".passing", SND_ACTION_PASSING, FALSE },
148 { ".impact", SND_ACTION_IMPACT, FALSE },
149 { ".pushing", SND_ACTION_PUSHING, FALSE },
150 { ".activating", SND_ACTION_ACTIVATING, FALSE },
153 static int element_action_sound[MAX_NUM_ELEMENTS][NUM_SND_ACTIONS];
154 static boolean is_loop_sound[NUM_SOUND_FILES];
156 #define IS_LOOP_SOUND(x) (is_loop_sound[x])
161 static unsigned int getStateCheckSum(int counter)
164 unsigned int mult = 1;
165 unsigned int checksum = 0;
167 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
169 static boolean first_game = TRUE;
171 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
177 lastFeld[x][y] = Feld[x][y];
178 else if (lastFeld[x][y] != Feld[x][y])
179 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
180 x, y, lastFeld[x][y], Feld[x][y]);
184 checksum += mult++ * Ur[x][y];
185 checksum += mult++ * Feld[x][y];
188 checksum += mult++ * MovPos[x][y];
189 checksum += mult++ * MovDir[x][y];
190 checksum += mult++ * MovDelay[x][y];
191 checksum += mult++ * Store[x][y];
192 checksum += mult++ * Store2[x][y];
193 checksum += mult++ * StorePlayer[x][y];
194 checksum += mult++ * Frame[x][y];
195 checksum += mult++ * AmoebaNr[x][y];
196 checksum += mult++ * JustStopped[x][y];
197 checksum += mult++ * Stop[x][y];
201 if (counter == 3 && first_game)
212 void GetPlayerConfig()
214 if (!audio.sound_available)
217 if (!audio.loops_available)
218 setup.sound_loops = FALSE;
220 if (!audio.music_available)
221 setup.sound_music = FALSE;
223 if (!video.fullscreen_available)
224 setup.fullscreen = FALSE;
226 setup.sound_simple = setup.sound;
228 SetAudioMode(setup.sound);
232 static int getBeltNrFromElement(int element)
234 return (element < EL_CONVEYOR_BELT2_LEFT ? 0 :
235 element < EL_CONVEYOR_BELT3_LEFT ? 1 :
236 element < EL_CONVEYOR_BELT4_LEFT ? 2 : 3);
239 static int getBeltNrFromSwitchElement(int element)
241 return (element < EL_CONVEYOR_BELT2_SWITCH_LEFT ? 0 :
242 element < EL_CONVEYOR_BELT3_SWITCH_LEFT ? 1 :
243 element < EL_CONVEYOR_BELT4_SWITCH_LEFT ? 2 : 3);
246 static int getBeltDirNrFromSwitchElement(int element)
248 static int belt_base_element[4] =
250 EL_CONVEYOR_BELT1_SWITCH_LEFT,
251 EL_CONVEYOR_BELT2_SWITCH_LEFT,
252 EL_CONVEYOR_BELT3_SWITCH_LEFT,
253 EL_CONVEYOR_BELT4_SWITCH_LEFT
256 int belt_nr = getBeltNrFromSwitchElement(element);
257 int belt_dir_nr = element - belt_base_element[belt_nr];
259 return (belt_dir_nr % 3);
262 static int getBeltDirFromSwitchElement(int element)
264 static int belt_move_dir[3] =
271 int belt_dir_nr = getBeltDirNrFromSwitchElement(element);
273 return belt_move_dir[belt_dir_nr];
276 static void InitField(int x, int y, boolean init_game)
283 if (stored_player[0].present)
285 Feld[x][y] = EL_SP_MURPHY_CLONE;
292 Feld[x][y] = EL_PLAYER1;
300 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER1];
301 int jx = player->jx, jy = player->jy;
303 player->present = TRUE;
305 if (!options.network || player->connected)
307 player->active = TRUE;
309 /* remove potentially duplicate players */
310 if (StorePlayer[jx][jy] == Feld[x][y])
311 StorePlayer[jx][jy] = 0;
313 StorePlayer[x][y] = Feld[x][y];
317 printf("Player %d activated.\n", player->element_nr);
318 printf("[Local player is %d and currently %s.]\n",
319 local_player->element_nr,
320 local_player->active ? "active" : "not active");
324 Feld[x][y] = EL_EMPTY;
325 player->jx = player->last_jx = x;
326 player->jy = player->last_jy = y;
331 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
332 Feld[x][y] = EL_ACIDPOOL_TOPLEFT;
333 else if (x > 0 && Feld[x-1][y] == EL_ACID)
334 Feld[x][y] = EL_ACIDPOOL_TOPRIGHT;
335 else if (y > 0 && Feld[x][y-1] == EL_ACIDPOOL_TOPLEFT)
336 Feld[x][y] = EL_ACIDPOOL_BOTTOMLEFT;
337 else if (y > 0 && Feld[x][y-1] == EL_ACID)
338 Feld[x][y] = EL_ACIDPOOL_BOTTOM;
339 else if (y > 0 && Feld[x][y-1] == EL_ACIDPOOL_TOPRIGHT)
340 Feld[x][y] = EL_ACIDPOOL_BOTTOMRIGHT;
348 case EL_SPACESHIP_RIGHT:
349 case EL_SPACESHIP_UP:
350 case EL_SPACESHIP_LEFT:
351 case EL_SPACESHIP_DOWN:
353 case EL_BUTTERFLY_RIGHT:
354 case EL_BUTTERFLY_UP:
355 case EL_BUTTERFLY_LEFT:
356 case EL_BUTTERFLY_DOWN:
358 case EL_FIREFLY_RIGHT:
360 case EL_FIREFLY_LEFT:
361 case EL_FIREFLY_DOWN:
363 case EL_PACMAN_RIGHT:
387 if (y == lev_fieldy - 1)
389 Feld[x][y] = EL_AMOEBING;
390 Store[x][y] = EL_AMOEBA_WET;
394 case EL_DYNAMITE_ACTIVE:
399 local_player->lights_still_needed++;
402 case EL_SOKOBAN_FELD_LEER:
403 local_player->sokobanfields_still_needed++;
407 local_player->friends_still_needed++;
412 MovDir[x][y] = 1 << RND(4);
416 Feld[x][y] = EL_EMPTY;
419 case EL_EM_KEY1_FILE:
420 Feld[x][y] = EL_EM_KEY1;
422 case EL_EM_KEY2_FILE:
423 Feld[x][y] = EL_EM_KEY2;
425 case EL_EM_KEY3_FILE:
426 Feld[x][y] = EL_EM_KEY3;
428 case EL_EM_KEY4_FILE:
429 Feld[x][y] = EL_EM_KEY4;
432 case EL_CONVEYOR_BELT1_SWITCH_LEFT:
433 case EL_CONVEYOR_BELT1_SWITCH_MIDDLE:
434 case EL_CONVEYOR_BELT1_SWITCH_RIGHT:
435 case EL_CONVEYOR_BELT2_SWITCH_LEFT:
436 case EL_CONVEYOR_BELT2_SWITCH_MIDDLE:
437 case EL_CONVEYOR_BELT2_SWITCH_RIGHT:
438 case EL_CONVEYOR_BELT3_SWITCH_LEFT:
439 case EL_CONVEYOR_BELT3_SWITCH_MIDDLE:
440 case EL_CONVEYOR_BELT3_SWITCH_RIGHT:
441 case EL_CONVEYOR_BELT4_SWITCH_LEFT:
442 case EL_CONVEYOR_BELT4_SWITCH_MIDDLE:
443 case EL_CONVEYOR_BELT4_SWITCH_RIGHT:
446 int belt_nr = getBeltNrFromSwitchElement(Feld[x][y]);
447 int belt_dir = getBeltDirFromSwitchElement(Feld[x][y]);
448 int belt_dir_nr = getBeltDirNrFromSwitchElement(Feld[x][y]);
450 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
452 game.belt_dir[belt_nr] = belt_dir;
453 game.belt_dir_nr[belt_nr] = belt_dir_nr;
455 else /* more than one switch -- set it like the first switch */
457 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
462 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
464 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
467 case EL_LIGHT_SWITCH_ACTIVE:
469 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
477 void DrawGameDoorValues()
481 for (i=0; i<MAX_PLAYERS; i++)
483 if (stored_player[i].key[j])
484 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
485 GFX_SCHLUESSEL1 + j);
487 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
488 int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
489 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
490 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
491 DrawText(DX + XX_SCORE, DY + YY_SCORE,
492 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
493 DrawText(DX + XX_TIME, DY + YY_TIME,
494 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
499 =============================================================================
501 -----------------------------------------------------------------------------
502 initialize sound effect lookup table for element actions
503 =============================================================================
508 int sound_effect_properties[NUM_SOUND_FILES];
512 debug_print_timestamp(0, NULL);
515 for (i=0; i<MAX_NUM_ELEMENTS; i++)
516 for (j=0; j<NUM_SND_ACTIONS; j++)
517 element_action_sound[i][j] = -1;
519 for (i=0; i<NUM_SOUND_FILES; i++)
521 int len_effect_text = strlen(sound_files[i].token);
523 sound_effect_properties[i] = SND_ACTION_UNKNOWN;
524 is_loop_sound[i] = FALSE;
526 /* determine all loop sounds and identify certain sound classes */
528 for (j=0; sound_action_properties[j].text; j++)
530 int len_action_text = strlen(sound_action_properties[j].text);
532 if (len_action_text < len_effect_text &&
533 strcmp(&sound_files[i].token[len_effect_text - len_action_text],
534 sound_action_properties[j].text) == 0)
536 sound_effect_properties[i] = sound_action_properties[j].value;
538 if (sound_action_properties[j].is_loop)
539 is_loop_sound[i] = TRUE;
543 /* associate elements and some selected sound actions */
545 for (j=0; j<MAX_NUM_ELEMENTS; j++)
547 if (element_info[j].sound_class_name)
549 int len_class_text = strlen(element_info[j].sound_class_name);
551 if (len_class_text + 1 < len_effect_text &&
552 strncmp(sound_files[i].token,
553 element_info[j].sound_class_name, len_class_text) == 0 &&
554 sound_files[i].token[len_class_text] == '.')
556 int sound_action_value = sound_effect_properties[i];
558 element_action_sound[j][sound_action_value] = i;
565 debug_print_timestamp(0, "InitGameEngine");
571 int element = EL_SAND;
572 int sound_action = SND_ACTION_DIGGING;
575 while (sound_action_properties[j].text)
577 if (sound_action_properties[j].value == sound_action)
578 printf("element %d, sound action '%s' == %d\n",
579 element, sound_action_properties[j].text,
580 element_action_sound[element][sound_action]);
589 =============================================================================
591 -----------------------------------------------------------------------------
592 initialize game engine due to level / tape version number
593 =============================================================================
596 static void InitGameEngine()
600 game.engine_version = (tape.playing ? tape.engine_version :
604 printf("level %d: level version == %06d\n", level_nr, level.game_version);
605 printf(" tape version == %06d [%s] [file: %06d]\n",
606 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
608 printf(" => game.engine_version == %06d\n", game.engine_version);
611 /* dynamically adjust player properties according to game engine version */
612 game.initial_move_delay =
613 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
614 INITIAL_MOVE_DELAY_OFF);
616 /* dynamically adjust player properties according to level information */
617 game.initial_move_delay_value =
618 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
620 /* dynamically adjust element properties according to game engine version */
622 static int ep_em_slippery_wall[] =
631 static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall);
633 for (i=0; i<ep_em_slippery_wall_num; i++)
635 if (level.em_slippery_gems) /* special EM style gems behaviour */
636 Elementeigenschaften2[ep_em_slippery_wall[i]] |=
637 EP_BIT_EM_SLIPPERY_WALL;
639 Elementeigenschaften2[ep_em_slippery_wall[i]] &=
640 ~EP_BIT_EM_SLIPPERY_WALL;
643 /* "EL_MAUERND" was not slippery for EM gems in version 2.0.1 */
644 if (level.em_slippery_gems && game.engine_version > VERSION_IDENT(2,0,1))
645 Elementeigenschaften2[EL_MAUERND] |= EP_BIT_EM_SLIPPERY_WALL;
647 Elementeigenschaften2[EL_MAUERND] &= ~EP_BIT_EM_SLIPPERY_WALL;
653 =============================================================================
655 -----------------------------------------------------------------------------
656 initialize and start new game
657 =============================================================================
662 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
663 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
664 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
670 #if USE_NEW_AMOEBA_CODE
671 printf("Using new amoeba code.\n");
673 printf("Using old amoeba code.\n");
677 /* don't play tapes over network */
678 network_playing = (options.network && !tape.playing);
680 for (i=0; i<MAX_PLAYERS; i++)
682 struct PlayerInfo *player = &stored_player[i];
684 player->index_nr = i;
685 player->element_nr = EL_PLAYER1 + i;
687 player->present = FALSE;
688 player->active = FALSE;
691 player->effective_action = 0;
692 player->programmed_action = 0;
695 player->gems_still_needed = level.gems_needed;
696 player->sokobanfields_still_needed = 0;
697 player->lights_still_needed = 0;
698 player->friends_still_needed = 0;
701 player->key[j] = FALSE;
703 player->dynamite = 0;
704 player->dynabomb_count = 0;
705 player->dynabomb_size = 1;
706 player->dynabombs_left = 0;
707 player->dynabomb_xl = FALSE;
709 player->MovDir = MV_NO_MOVING;
711 player->Pushing = FALSE;
712 player->Switching = FALSE;
716 player->actual_frame_counter = 0;
718 player->frame_reset_delay = 0;
720 player->last_move_dir = MV_NO_MOVING;
721 player->is_moving = FALSE;
723 player->move_delay = game.initial_move_delay;
724 player->move_delay_value = game.initial_move_delay_value;
726 player->push_delay = 0;
727 player->push_delay_value = 5;
729 player->snapped = FALSE;
731 player->last_jx = player->last_jy = 0;
732 player->jx = player->jy = 0;
734 player->shield_passive_time_left = 0;
735 player->shield_active_time_left = 0;
737 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
738 SnapField(player, 0, 0);
740 player->LevelSolved = FALSE;
741 player->GameOver = FALSE;
744 network_player_action_received = FALSE;
746 #if defined(PLATFORM_UNIX)
747 /* initial null action */
749 SendToServer_MovePlayer(MV_NO_MOVING);
757 TimeLeft = level.time;
759 ScreenMovDir = MV_NO_MOVING;
763 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
765 AllPlayersGone = FALSE;
767 game.yam_content_nr = 0;
768 game.magic_wall_active = FALSE;
769 game.magic_wall_time_left = 0;
770 game.light_time_left = 0;
771 game.timegate_time_left = 0;
772 game.switchgate_pos = 0;
773 game.balloon_dir = MV_NO_MOVING;
774 game.explosions_delayed = TRUE;
778 game.belt_dir[i] = MV_NO_MOVING;
779 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
782 for (i=0; i<MAX_NUM_AMOEBA; i++)
783 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
785 for (x=0; x<lev_fieldx; x++)
787 for (y=0; y<lev_fieldy; y++)
789 Feld[x][y] = Ur[x][y];
790 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
791 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
794 JustStopped[x][y] = 0;
796 ExplodeField[x][y] = EX_NO_EXPLOSION;
800 for(y=0; y<lev_fieldy; y++)
802 for(x=0; x<lev_fieldx; x++)
804 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
806 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
808 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
811 InitField(x, y, TRUE);
815 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
816 emulate_sb ? EMU_SOKOBAN :
817 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
819 /* correct non-moving belts to start moving left */
821 if (game.belt_dir[i] == MV_NO_MOVING)
822 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
824 /* check if any connected player was not found in playfield */
825 for (i=0; i<MAX_PLAYERS; i++)
827 struct PlayerInfo *player = &stored_player[i];
829 if (player->connected && !player->present)
831 for (j=0; j<MAX_PLAYERS; j++)
833 struct PlayerInfo *some_player = &stored_player[j];
834 int jx = some_player->jx, jy = some_player->jy;
836 /* assign first free player found that is present in the playfield */
837 if (some_player->present && !some_player->connected)
839 player->present = TRUE;
840 player->active = TRUE;
841 some_player->present = FALSE;
843 StorePlayer[jx][jy] = player->element_nr;
844 player->jx = player->last_jx = jx;
845 player->jy = player->last_jy = jy;
855 /* when playing a tape, eliminate all players who do not participate */
857 for (i=0; i<MAX_PLAYERS; i++)
859 if (stored_player[i].active && !tape.player_participates[i])
861 struct PlayerInfo *player = &stored_player[i];
862 int jx = player->jx, jy = player->jy;
864 player->active = FALSE;
865 StorePlayer[jx][jy] = 0;
866 Feld[jx][jy] = EL_EMPTY;
870 else if (!options.network && !setup.team_mode) /* && !tape.playing */
872 /* when in single player mode, eliminate all but the first active player */
874 for (i=0; i<MAX_PLAYERS; i++)
876 if (stored_player[i].active)
878 for (j=i+1; j<MAX_PLAYERS; j++)
880 if (stored_player[j].active)
882 struct PlayerInfo *player = &stored_player[j];
883 int jx = player->jx, jy = player->jy;
885 player->active = FALSE;
886 StorePlayer[jx][jy] = 0;
887 Feld[jx][jy] = EL_EMPTY;
894 /* when recording the game, store which players take part in the game */
897 for (i=0; i<MAX_PLAYERS; i++)
898 if (stored_player[i].active)
899 tape.player_participates[i] = TRUE;
904 for (i=0; i<MAX_PLAYERS; i++)
906 struct PlayerInfo *player = &stored_player[i];
908 printf("Player %d: present == %d, connected == %d, active == %d.\n",
913 if (local_player == player)
914 printf("Player %d is local player.\n", i+1);
918 if (BorderElement == EL_EMPTY)
921 SBX_Right = lev_fieldx - SCR_FIELDX;
923 SBY_Lower = lev_fieldy - SCR_FIELDY;
928 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
930 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
933 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
934 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
936 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
937 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
940 scroll_y = SBY_Upper;
941 if (local_player->jx >= SBX_Left + MIDPOSX)
942 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
943 local_player->jx - MIDPOSX :
945 if (local_player->jy >= SBY_Upper + MIDPOSY)
946 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
947 local_player->jy - MIDPOSY :
950 CloseDoor(DOOR_CLOSE_1);
956 /* after drawing the level, correct some elements */
957 if (game.timegate_time_left == 0)
958 CloseAllOpenTimegates();
960 if (setup.soft_scrolling)
961 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
963 redraw_mask |= REDRAW_FROM_BACKBUFFER;
965 /* copy default game door content to main double buffer */
966 BlitBitmap(pix[PIX_DOOR], drawto,
967 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
970 DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
971 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
974 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
975 int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3);
976 BlitBitmap(drawto, drawto,
977 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
978 FONT5_XSIZE * 3, FONT5_YSIZE - 1,
979 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
982 DrawGameDoorValues();
986 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
987 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
988 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
992 /* copy actual game door content to door double buffer for OpenDoor() */
993 BlitBitmap(drawto, pix[PIX_DB_DOOR],
994 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
996 OpenDoor(DOOR_OPEN_ALL);
998 PlaySoundStereo(SND_GAME_STARTING, SOUND_MAX_RIGHT);
999 if (setup.sound_music)
1000 PlayMusic(level_nr);
1002 KeyboardAutoRepeatOff();
1007 printf("Player %d %sactive.\n",
1008 i + 1, (stored_player[i].active ? "" : "not "));
1012 void InitMovDir(int x, int y)
1014 int i, element = Feld[x][y];
1015 static int xy[4][2] =
1022 static int direction[3][4] =
1024 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1025 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1026 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1035 Feld[x][y] = EL_BUG;
1036 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
1039 case EL_SPACESHIP_RIGHT:
1040 case EL_SPACESHIP_UP:
1041 case EL_SPACESHIP_LEFT:
1042 case EL_SPACESHIP_DOWN:
1043 Feld[x][y] = EL_SPACESHIP;
1044 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
1047 case EL_BUTTERFLY_RIGHT:
1048 case EL_BUTTERFLY_UP:
1049 case EL_BUTTERFLY_LEFT:
1050 case EL_BUTTERFLY_DOWN:
1051 Feld[x][y] = EL_BUTTERFLY;
1052 MovDir[x][y] = direction[0][element - EL_BUTTERFLY_RIGHT];
1055 case EL_FIREFLY_RIGHT:
1057 case EL_FIREFLY_LEFT:
1058 case EL_FIREFLY_DOWN:
1059 Feld[x][y] = EL_FIREFLY;
1060 MovDir[x][y] = direction[0][element - EL_FIREFLY_RIGHT];
1063 case EL_PACMAN_RIGHT:
1065 case EL_PACMAN_LEFT:
1066 case EL_PACMAN_DOWN:
1067 Feld[x][y] = EL_PACMAN;
1068 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1071 case EL_SP_SNIKSNAK:
1072 MovDir[x][y] = MV_UP;
1075 case EL_SP_ELECTRON:
1076 MovDir[x][y] = MV_LEFT;
1083 Feld[x][y] = EL_MOLE;
1084 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1088 MovDir[x][y] = 1 << RND(4);
1089 if (element != EL_BUG &&
1090 element != EL_SPACESHIP &&
1091 element != EL_BUTTERFLY &&
1092 element != EL_FIREFLY)
1097 int x1 = x + xy[i][0];
1098 int y1 = y + xy[i][1];
1100 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1102 if (element == EL_BUG || element == EL_BUTTERFLY)
1104 MovDir[x][y] = direction[0][i];
1107 else if (element == EL_SPACESHIP || element == EL_FIREFLY ||
1108 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1110 MovDir[x][y] = direction[1][i];
1119 void InitAmoebaNr(int x, int y)
1122 int group_nr = AmoebeNachbarNr(x, y);
1126 for (i=1; i<MAX_NUM_AMOEBA; i++)
1128 if (AmoebaCnt[i] == 0)
1136 AmoebaNr[x][y] = group_nr;
1137 AmoebaCnt[group_nr]++;
1138 AmoebaCnt2[group_nr]++;
1144 boolean raise_level = FALSE;
1146 if (local_player->MovPos)
1149 local_player->LevelSolved = FALSE;
1151 PlaySoundStereo(SND_GAME_WINNING, SOUND_MAX_RIGHT);
1155 if (!tape.playing && setup.sound_loops)
1156 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1157 SND_CTRL_PLAY_LOOP);
1159 while (TimeLeft > 0)
1161 if (!tape.playing && !setup.sound_loops)
1162 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1163 if (TimeLeft > 0 && !(TimeLeft % 10))
1164 RaiseScore(level.score[SC_ZEITBONUS]);
1165 if (TimeLeft > 100 && !(TimeLeft % 10))
1169 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
1176 if (!tape.playing && setup.sound_loops)
1177 StopSound(SND_GAME_LEVELTIME_BONUS);
1179 else if (level.time == 0) /* level without time limit */
1181 if (!tape.playing && setup.sound_loops)
1182 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1183 SND_CTRL_PLAY_LOOP);
1185 while (TimePlayed < 999)
1187 if (!tape.playing && !setup.sound_loops)
1188 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1189 if (TimePlayed < 999 && !(TimePlayed % 10))
1190 RaiseScore(level.score[SC_ZEITBONUS]);
1191 if (TimePlayed < 900 && !(TimePlayed % 10))
1195 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
1202 if (!tape.playing && setup.sound_loops)
1203 StopSound(SND_GAME_LEVELTIME_BONUS);
1210 /* Hero disappears */
1211 DrawLevelField(ExitX, ExitY);
1217 CloseDoor(DOOR_CLOSE_1);
1222 SaveTape(tape.level_nr); /* Ask to save tape */
1225 if (level_nr == leveldir_current->handicap_level)
1227 leveldir_current->handicap_level++;
1228 SaveLevelSetup_SeriesInfo();
1231 if (level_editor_test_game)
1232 local_player->score = -1; /* no highscore when playing from editor */
1233 else if (level_nr < leveldir_current->last_level)
1234 raise_level = TRUE; /* advance to next level */
1236 if ((hi_pos = NewHiScore()) >= 0)
1238 game_status = HALLOFFAME;
1239 DrawHallOfFame(hi_pos);
1248 game_status = MAINMENU;
1265 LoadScore(level_nr);
1267 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1268 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1271 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1273 if (local_player->score > highscore[k].Score)
1275 /* player has made it to the hall of fame */
1277 if (k < MAX_SCORE_ENTRIES - 1)
1279 int m = MAX_SCORE_ENTRIES - 1;
1282 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1283 if (!strcmp(setup.player_name, highscore[l].Name))
1285 if (m == k) /* player's new highscore overwrites his old one */
1291 strcpy(highscore[l].Name, highscore[l - 1].Name);
1292 highscore[l].Score = highscore[l - 1].Score;
1299 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1300 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1301 highscore[k].Score = local_player->score;
1307 else if (!strncmp(setup.player_name, highscore[k].Name,
1308 MAX_PLAYER_NAME_LEN))
1309 break; /* player already there with a higher score */
1315 SaveScore(level_nr);
1320 void InitMovingField(int x, int y, int direction)
1322 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1323 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1325 MovDir[x][y] = direction;
1326 MovDir[newx][newy] = direction;
1327 if (Feld[newx][newy] == EL_EMPTY)
1328 Feld[newx][newy] = EL_BLOCKED;
1331 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1333 int direction = MovDir[x][y];
1334 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1335 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1341 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1343 int oldx = x, oldy = y;
1344 int direction = MovDir[x][y];
1346 if (direction == MV_LEFT)
1348 else if (direction == MV_RIGHT)
1350 else if (direction == MV_UP)
1352 else if (direction == MV_DOWN)
1355 *comes_from_x = oldx;
1356 *comes_from_y = oldy;
1359 int MovingOrBlocked2Element(int x, int y)
1361 int element = Feld[x][y];
1363 if (element == EL_BLOCKED)
1367 Blocked2Moving(x, y, &oldx, &oldy);
1368 return Feld[oldx][oldy];
1374 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1376 /* like MovingOrBlocked2Element(), but if element is moving
1377 and (x,y) is the field the moving element is just leaving,
1378 return EL_BLOCKED instead of the element value */
1379 int element = Feld[x][y];
1381 if (IS_MOVING(x, y))
1383 if (element == EL_BLOCKED)
1387 Blocked2Moving(x, y, &oldx, &oldy);
1388 return Feld[oldx][oldy];
1397 static void RemoveField(int x, int y)
1399 Feld[x][y] = EL_EMPTY;
1405 void RemoveMovingField(int x, int y)
1407 int oldx = x, oldy = y, newx = x, newy = y;
1409 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1412 if (IS_MOVING(x, y))
1414 Moving2Blocked(x, y, &newx, &newy);
1415 if (Feld[newx][newy] != EL_BLOCKED)
1418 else if (Feld[x][y] == EL_BLOCKED)
1420 Blocked2Moving(x, y, &oldx, &oldy);
1421 if (!IS_MOVING(oldx, oldy))
1425 if (Feld[x][y] == EL_BLOCKED &&
1426 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1427 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1428 Feld[oldx][oldy] == EL_MAGIC_WALL_BD_EMPTYING ||
1429 Feld[oldx][oldy] == EL_AMOEBA_DRIPPING))
1430 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1432 Feld[oldx][oldy] = EL_EMPTY;
1434 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1436 Feld[newx][newy] = EL_EMPTY;
1437 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1438 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1440 DrawLevelField(oldx, oldy);
1441 DrawLevelField(newx, newy);
1444 void DrawDynamite(int x, int y)
1446 int sx = SCREENX(x), sy = SCREENY(y);
1447 int graphic = el2gfx(Feld[x][y]);
1450 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1454 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
1456 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1458 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
1463 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
1467 if (game.emulation == EMU_SUPAPLEX)
1468 DrawGraphic(sx, sy, GFX_SP_DISK_RED);
1469 else if (Store[x][y])
1470 DrawGraphicThruMask(sx, sy, graphic + phase);
1472 DrawGraphic(sx, sy, graphic + phase);
1475 void CheckDynamite(int x, int y)
1477 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1482 if (!(MovDelay[x][y] % 6))
1483 PlaySoundLevelAction(x, y, SND_ACTION_ACTIVE);
1485 if (IS_ACTIVE_BOMB(Feld[x][y]))
1487 int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6);
1489 if (!(MovDelay[x][y] % delay))
1497 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1498 StopSound(SND_DYNAMITE_ACTIVE);
1500 StopSound(SND_DYNABOMB_ACTIVE);
1505 void Explode(int ex, int ey, int phase, int mode)
1508 int num_phase = 9, delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1509 int last_phase = num_phase * delay;
1510 int half_phase = (num_phase / 2) * delay;
1511 int first_phase_after_start = EX_PHASE_START + 1;
1513 if (game.explosions_delayed)
1515 ExplodeField[ex][ey] = mode;
1519 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1521 int center_element = Feld[ex][ey];
1523 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1525 /* put moving element to center field (and let it explode there) */
1526 center_element = MovingOrBlocked2Element(ex, ey);
1527 RemoveMovingField(ex, ey);
1528 Feld[ex][ey] = center_element;
1531 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1535 if (!IN_LEV_FIELD(x, y) ||
1536 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
1537 (x != ex || y != ey)))
1540 element = Feld[x][y];
1542 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1544 element = MovingOrBlocked2Element(x, y);
1545 RemoveMovingField(x, y);
1548 if (IS_MASSIVE(element) || element == EL_BURNING)
1551 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1553 if (IS_ACTIVE_BOMB(element))
1555 /* re-activate things under the bomb like gate or penguin */
1556 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
1563 if (element == EL_EXPLODING)
1564 element = Store2[x][y];
1566 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1568 switch(StorePlayer[ex][ey])
1571 Store[x][y] = EL_EMERALD_RED;
1574 Store[x][y] = EL_EMERALD;
1577 Store[x][y] = EL_EMERALD_PURPLE;
1581 Store[x][y] = EL_EMERALD_YELLOW;
1585 if (game.emulation == EMU_SUPAPLEX)
1586 Store[x][y] = EL_EMPTY;
1588 else if (center_element == EL_MOLE)
1589 Store[x][y] = EL_EMERALD_RED;
1590 else if (center_element == EL_PENGUIN)
1591 Store[x][y] = EL_EMERALD_PURPLE;
1592 else if (center_element == EL_BUG)
1593 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
1594 else if (center_element == EL_BUTTERFLY)
1595 Store[x][y] = EL_BD_DIAMOND;
1596 else if (center_element == EL_SP_ELECTRON)
1597 Store[x][y] = EL_SP_INFOTRON;
1598 else if (center_element == EL_YAMYAM)
1599 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1600 else if (center_element == EL_AMOEBA_TO_DIAMOND)
1601 Store[x][y] = level.amoeba_content;
1602 else if (element == EL_WALL_EMERALD)
1603 Store[x][y] = EL_EMERALD;
1604 else if (element == EL_WALL_DIAMOND)
1605 Store[x][y] = EL_DIAMOND;
1606 else if (element == EL_WALL_BD_DIAMOND)
1607 Store[x][y] = EL_BD_DIAMOND;
1608 else if (element == EL_WALL_EMERALD_YELLOW)
1609 Store[x][y] = EL_EMERALD_YELLOW;
1610 else if (element == EL_WALL_EMERALD_RED)
1611 Store[x][y] = EL_EMERALD_RED;
1612 else if (element == EL_WALL_EMERALD_PURPLE)
1613 Store[x][y] = EL_EMERALD_PURPLE;
1614 else if (element == EL_WALL_PEARL)
1615 Store[x][y] = EL_PEARL;
1616 else if (element == EL_WALL_CRYSTAL)
1617 Store[x][y] = EL_CRYSTAL;
1618 else if (!IS_PFORTE(Store[x][y]))
1619 Store[x][y] = EL_EMPTY;
1621 if (x != ex || y != ey ||
1622 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
1623 Store2[x][y] = element;
1625 if (AmoebaNr[x][y] &&
1626 (element == EL_AMOEBA_FULL ||
1627 element == EL_BD_AMOEBA ||
1628 element == EL_AMOEBING))
1630 AmoebaCnt[AmoebaNr[x][y]]--;
1631 AmoebaCnt2[AmoebaNr[x][y]]--;
1634 Feld[x][y] = EL_EXPLODING;
1635 MovDir[x][y] = MovPos[x][y] = 0;
1641 if (center_element == EL_YAMYAM)
1642 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1653 Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
1655 if (phase == first_phase_after_start)
1657 int element = Store2[x][y];
1659 if (element == EL_BLACK_ORB)
1661 Feld[x][y] = Store2[x][y];
1666 else if (phase == half_phase)
1668 int element = Store2[x][y];
1670 if (IS_PLAYER(x, y))
1671 KillHeroUnlessProtected(x, y);
1672 else if (IS_EXPLOSIVE(element))
1674 Feld[x][y] = Store2[x][y];
1678 else if (element == EL_AMOEBA_TO_DIAMOND)
1679 AmoebeUmwandeln(x, y);
1682 if (phase == last_phase)
1686 element = Feld[x][y] = Store[x][y];
1687 Store[x][y] = Store2[x][y] = 0;
1688 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1689 InitField(x, y, FALSE);
1690 if (CAN_MOVE(element) || COULD_MOVE(element))
1692 DrawLevelField(x, y);
1694 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1695 StorePlayer[x][y] = 0;
1697 else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1699 int graphic = GFX_EXPLOSION;
1701 if (game.emulation == EMU_SUPAPLEX)
1702 graphic = (Store[x][y] == EL_SP_INFOTRON ?
1703 GFX_SP_EXPLODE_INFOTRON :
1704 GFX_SP_EXPLODE_EMPTY);
1707 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1709 graphic += (phase / delay - 1);
1711 if (IS_PFORTE(Store[x][y]))
1713 DrawLevelElement(x, y, Store[x][y]);
1714 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic);
1717 DrawGraphic(SCREENX(x), SCREENY(y), graphic);
1721 void DynaExplode(int ex, int ey)
1724 int dynabomb_size = 1;
1725 boolean dynabomb_xl = FALSE;
1726 struct PlayerInfo *player;
1727 static int xy[4][2] =
1735 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1737 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_ACTIVE_1];
1738 dynabomb_size = player->dynabomb_size;
1739 dynabomb_xl = player->dynabomb_xl;
1740 player->dynabombs_left++;
1743 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1747 for (j=1; j<=dynabomb_size; j++)
1749 int x = ex + j * xy[i % 4][0];
1750 int y = ey + j * xy[i % 4][1];
1753 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1756 element = Feld[x][y];
1758 /* do not restart explosions of fields with active bombs */
1759 if (element == EL_EXPLODING && IS_ACTIVE_BOMB(Store2[x][y]))
1762 Explode(x, y, EX_PHASE_START, EX_BORDER);
1764 if (element != EL_EMPTY &&
1765 element != EL_SAND &&
1766 element != EL_EXPLODING &&
1773 void Bang(int x, int y)
1775 int element = Feld[x][y];
1777 if (game.emulation == EMU_SUPAPLEX)
1778 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
1780 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
1783 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1794 case EL_DARK_YAMYAM:
1798 RaiseScoreElement(element);
1799 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1801 case EL_DYNABOMB_ACTIVE_1:
1802 case EL_DYNABOMB_ACTIVE_2:
1803 case EL_DYNABOMB_ACTIVE_3:
1804 case EL_DYNABOMB_ACTIVE_4:
1805 case EL_DYNABOMB_NR:
1806 case EL_DYNABOMB_SZ:
1807 case EL_DYNABOMB_XL:
1812 case EL_LAMP_ACTIVE:
1813 if (IS_PLAYER(x, y))
1814 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1816 Explode(x, y, EX_PHASE_START, EX_CENTER);
1819 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1824 void Blurb(int x, int y)
1826 int element = Feld[x][y];
1828 if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
1830 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
1831 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1832 (!IN_LEV_FIELD(x-1, y-1) ||
1833 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1835 Feld[x-1][y] = EL_BLURB_LEFT;
1837 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1838 (!IN_LEV_FIELD(x+1, y-1) ||
1839 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1841 Feld[x+1][y] = EL_BLURB_RIGHT;
1846 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1848 if (!MovDelay[x][y]) /* initialize animation counter */
1851 if (MovDelay[x][y]) /* continue animation */
1854 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1855 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1857 if (!MovDelay[x][y])
1859 Feld[x][y] = EL_EMPTY;
1860 DrawLevelField(x, y);
1866 static void ToggleBeltSwitch(int x, int y)
1868 static int belt_base_element[4] =
1870 EL_CONVEYOR_BELT1_SWITCH_LEFT,
1871 EL_CONVEYOR_BELT2_SWITCH_LEFT,
1872 EL_CONVEYOR_BELT3_SWITCH_LEFT,
1873 EL_CONVEYOR_BELT4_SWITCH_LEFT
1875 static int belt_move_dir[4] =
1883 int element = Feld[x][y];
1884 int belt_nr = getBeltNrFromSwitchElement(element);
1885 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1886 int belt_dir = belt_move_dir[belt_dir_nr];
1889 if (!IS_BELT_SWITCH(element))
1892 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1893 game.belt_dir[belt_nr] = belt_dir;
1895 if (belt_dir_nr == 3)
1898 for (yy=0; yy<lev_fieldy; yy++)
1900 for (xx=0; xx<lev_fieldx; xx++)
1902 int element = Feld[xx][yy];
1904 if (IS_BELT_SWITCH(element))
1906 int e_belt_nr = getBeltNrFromSwitchElement(element);
1908 if (e_belt_nr == belt_nr)
1910 Feld[xx][yy] = belt_base_element[belt_nr] + belt_dir_nr;
1911 DrawLevelField(xx, yy);
1914 else if (belt_dir == MV_NO_MOVING && IS_BELT(element))
1916 int e_belt_nr = getBeltNrFromElement(element);
1918 if (e_belt_nr == belt_nr)
1919 DrawLevelField(xx, yy); /* set belt to parking position */
1925 static void ToggleSwitchgateSwitch(int x, int y)
1929 game.switchgate_pos = !game.switchgate_pos;
1931 for (yy=0; yy<lev_fieldy; yy++)
1933 for (xx=0; xx<lev_fieldx; xx++)
1935 int element = Feld[xx][yy];
1937 if (element == EL_SWITCHGATE_SWITCH_UP ||
1938 element == EL_SWITCHGATE_SWITCH_DOWN)
1940 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
1941 DrawLevelField(xx, yy);
1943 else if (element == EL_SWITCHGATE_OPEN ||
1944 element == EL_SWITCHGATE_OPENING)
1946 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
1947 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
1949 else if (element == EL_SWITCHGATE_CLOSED ||
1950 element == EL_SWITCHGATE_CLOSING)
1952 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
1953 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
1959 static void RedrawAllLightSwitchesAndInvisibleElements()
1963 for (y=0; y<lev_fieldy; y++)
1965 for (x=0; x<lev_fieldx; x++)
1967 int element = Feld[x][y];
1969 if (element == EL_LIGHT_SWITCH &&
1970 game.light_time_left > 0)
1972 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
1973 DrawLevelField(x, y);
1975 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
1976 game.light_time_left == 0)
1978 Feld[x][y] = EL_LIGHT_SWITCH;
1979 DrawLevelField(x, y);
1982 if (element == EL_INVISIBLE_STEELWALL ||
1983 element == EL_INVISIBLE_WALL ||
1984 element == EL_SAND_INVISIBLE)
1985 DrawLevelField(x, y);
1990 static void ToggleLightSwitch(int x, int y)
1992 int element = Feld[x][y];
1994 game.light_time_left =
1995 (element == EL_LIGHT_SWITCH ?
1996 level.time_light * FRAMES_PER_SECOND : 0);
1998 RedrawAllLightSwitchesAndInvisibleElements();
2001 static void ActivateTimegateSwitch(int x, int y)
2005 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2007 for (yy=0; yy<lev_fieldy; yy++)
2009 for (xx=0; xx<lev_fieldx; xx++)
2011 int element = Feld[xx][yy];
2013 if (element == EL_TIMEGATE_CLOSED ||
2014 element == EL_TIMEGATE_CLOSING)
2016 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2017 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2021 else if (element == EL_TIMEGATE_SWITCH_ON)
2023 Feld[xx][yy] = EL_TIMEGATE_SWITCH_OFF;
2024 DrawLevelField(xx, yy);
2031 Feld[x][y] = EL_TIMEGATE_SWITCH_ON;
2034 void Impact(int x, int y)
2036 boolean lastline = (y == lev_fieldy-1);
2037 boolean object_hit = FALSE;
2038 int element = Feld[x][y];
2041 if (!lastline) /* check if element below was hit */
2043 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
2046 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
2047 MovDir[x][y+1]!=MV_DOWN ||
2048 MovPos[x][y+1]<=TILEY/2));
2050 smashed = MovingOrBlocked2Element(x, y+1);
2053 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2059 if ((element == EL_BOMB ||
2060 element == EL_SP_DISK_ORANGE ||
2061 element == EL_DX_SUPABOMB) &&
2062 (lastline || object_hit)) /* element is bomb */
2067 else if (element == EL_PEARL)
2069 Feld[x][y] = EL_PEARL_BREAKING;
2070 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2074 if (element == EL_AMOEBA_DROP && (lastline || object_hit))
2076 if (object_hit && IS_PLAYER(x, y+1))
2077 KillHeroUnlessProtected(x, y+1);
2078 else if (object_hit && smashed == EL_PENGUIN)
2082 Feld[x][y] = EL_AMOEBING;
2083 Store[x][y] = EL_AMOEBA_WET;
2088 if (!lastline && object_hit) /* check which object was hit */
2090 if (CAN_CHANGE(element) &&
2091 (smashed == EL_MAGIC_WALL || smashed == EL_MAGIC_WALL_BD_OFF))
2094 int activated_magic_wall =
2095 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_EMPTY :
2096 EL_MAGIC_WALL_BD_EMPTY);
2098 /* activate magic wall / mill */
2099 for (yy=0; yy<lev_fieldy; yy++)
2100 for (xx=0; xx<lev_fieldx; xx++)
2101 if (Feld[xx][yy] == smashed)
2102 Feld[xx][yy] = activated_magic_wall;
2104 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2105 game.magic_wall_active = TRUE;
2107 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2108 SND_MAGIC_WALL_ACTIVATING :
2109 SND_BD_MAGIC_WALL_ACTIVATING));
2112 if (IS_PLAYER(x, y+1))
2114 KillHeroUnlessProtected(x, y+1);
2117 else if (smashed == EL_PENGUIN)
2122 else if (element == EL_BD_DIAMOND)
2124 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2130 else if ((element == EL_SP_INFOTRON || element == EL_SP_ZONK) &&
2131 (smashed == EL_SP_SNIKSNAK || smashed == EL_SP_ELECTRON ||
2132 smashed == EL_SP_DISK_ORANGE))
2137 else if (element == EL_ROCK ||
2138 element == EL_SP_ZONK ||
2139 element == EL_BD_ROCK)
2141 if (IS_ENEMY(smashed) ||
2142 smashed == EL_BOMB || smashed == EL_SP_DISK_ORANGE ||
2143 smashed == EL_DX_SUPABOMB ||
2144 smashed == EL_SATELLITE || smashed == EL_PIG ||
2145 smashed == EL_DRAGON || smashed == EL_MOLE)
2150 else if (!IS_MOVING(x, y+1))
2152 if (smashed == EL_LAMP || smashed == EL_LAMP_ACTIVE)
2157 else if (smashed == EL_NUT)
2159 Feld[x][y+1] = EL_CRACKINGNUT;
2160 PlaySoundLevel(x, y, SND_NUT_CRACKING);
2161 RaiseScoreElement(EL_NUT);
2164 else if (smashed == EL_PEARL)
2166 Feld[x][y+1] = EL_PEARL_BREAKING;
2167 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2170 else if (smashed == EL_DIAMOND)
2172 Feld[x][y+1] = EL_EMPTY;
2173 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2176 else if (IS_BELT_SWITCH(smashed))
2178 ToggleBeltSwitch(x, y+1);
2180 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
2181 smashed == EL_SWITCHGATE_SWITCH_DOWN)
2183 ToggleSwitchgateSwitch(x, y+1);
2185 else if (smashed == EL_LIGHT_SWITCH ||
2186 smashed == EL_LIGHT_SWITCH_ACTIVE)
2188 ToggleLightSwitch(x, y+1);
2194 /* play sound of magic wall / mill */
2196 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
2197 Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
2199 if (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY)
2200 PlaySoundLevel(x, y, SND_MAGIC_WALL_CHANGING);
2201 else if (Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY)
2202 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_CHANGING);
2207 /* play sound of object that hits the ground */
2208 if (lastline || object_hit)
2209 PlaySoundLevelElementAction(x, y, element, SND_ACTION_IMPACT);
2212 void TurnRound(int x, int y)
2224 { 0, 0 }, { 0, 0 }, { 0, 0 },
2229 int left, right, back;
2233 { MV_DOWN, MV_UP, MV_RIGHT },
2234 { MV_UP, MV_DOWN, MV_LEFT },
2236 { MV_LEFT, MV_RIGHT, MV_DOWN },
2237 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2238 { MV_RIGHT, MV_LEFT, MV_UP }
2241 int element = Feld[x][y];
2242 int old_move_dir = MovDir[x][y];
2243 int left_dir = turn[old_move_dir].left;
2244 int right_dir = turn[old_move_dir].right;
2245 int back_dir = turn[old_move_dir].back;
2247 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2248 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2249 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2250 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2252 int left_x = x+left_dx, left_y = y+left_dy;
2253 int right_x = x+right_dx, right_y = y+right_dy;
2254 int move_x = x+move_dx, move_y = y+move_dy;
2256 if (element == EL_BUG || element == EL_BUTTERFLY)
2258 TestIfBadThingTouchesOtherBadThing(x, y);
2260 if (IN_LEV_FIELD(right_x, right_y) &&
2261 IS_FREE(right_x, right_y))
2262 MovDir[x][y] = right_dir;
2263 else if (!IN_LEV_FIELD(move_x, move_y) ||
2264 !IS_FREE(move_x, move_y))
2265 MovDir[x][y] = left_dir;
2267 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
2269 else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2272 else if (element == EL_SPACESHIP || element == EL_FIREFLY ||
2273 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2275 TestIfBadThingTouchesOtherBadThing(x, y);
2277 if (IN_LEV_FIELD(left_x, left_y) &&
2278 IS_FREE(left_x, left_y))
2279 MovDir[x][y] = left_dir;
2280 else if (!IN_LEV_FIELD(move_x, move_y) ||
2281 !IS_FREE(move_x, move_y))
2282 MovDir[x][y] = right_dir;
2284 if ((element == EL_SPACESHIP ||
2285 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2286 && MovDir[x][y] != old_move_dir)
2288 else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
2291 else if (element == EL_YAMYAM)
2293 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2295 if (IN_LEV_FIELD(left_x, left_y) &&
2296 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2297 Feld[left_x][left_y] == EL_DIAMOND))
2298 can_turn_left = TRUE;
2299 if (IN_LEV_FIELD(right_x, right_y) &&
2300 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2301 Feld[right_x][right_y] == EL_DIAMOND))
2302 can_turn_right = TRUE;
2304 if (can_turn_left && can_turn_right)
2305 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2306 else if (can_turn_left)
2307 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2308 else if (can_turn_right)
2309 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2311 MovDir[x][y] = back_dir;
2313 MovDelay[x][y] = 16+16*RND(3);
2315 else if (element == EL_DARK_YAMYAM)
2317 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2319 if (IN_LEV_FIELD(left_x, left_y) &&
2320 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2321 IS_MAMPF2(Feld[left_x][left_y])))
2322 can_turn_left = TRUE;
2323 if (IN_LEV_FIELD(right_x, right_y) &&
2324 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2325 IS_MAMPF2(Feld[right_x][right_y])))
2326 can_turn_right = TRUE;
2328 if (can_turn_left && can_turn_right)
2329 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2330 else if (can_turn_left)
2331 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2332 else if (can_turn_right)
2333 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2335 MovDir[x][y] = back_dir;
2337 MovDelay[x][y] = 16+16*RND(3);
2339 else if (element == EL_PACMAN)
2341 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2343 if (IN_LEV_FIELD(left_x, left_y) &&
2344 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2345 IS_AMOEBOID(Feld[left_x][left_y])))
2346 can_turn_left = TRUE;
2347 if (IN_LEV_FIELD(right_x, right_y) &&
2348 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2349 IS_AMOEBOID(Feld[right_x][right_y])))
2350 can_turn_right = TRUE;
2352 if (can_turn_left && can_turn_right)
2353 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2354 else if (can_turn_left)
2355 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2356 else if (can_turn_right)
2357 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2359 MovDir[x][y] = back_dir;
2361 MovDelay[x][y] = 6+RND(40);
2363 else if (element == EL_PIG)
2365 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2366 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2367 boolean should_move_on = FALSE;
2369 int rnd = RND(rnd_value);
2371 if (IN_LEV_FIELD(left_x, left_y) &&
2372 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2373 can_turn_left = TRUE;
2374 if (IN_LEV_FIELD(right_x, right_y) &&
2375 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2376 can_turn_right = TRUE;
2377 if (IN_LEV_FIELD(move_x, move_y) &&
2378 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2381 if (can_turn_left &&
2383 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2384 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2385 should_turn_left = TRUE;
2386 if (can_turn_right &&
2388 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2389 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2390 should_turn_right = TRUE;
2392 (!can_turn_left || !can_turn_right ||
2393 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2394 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2395 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2396 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2397 should_move_on = TRUE;
2399 if (should_turn_left || should_turn_right || should_move_on)
2401 if (should_turn_left && should_turn_right && should_move_on)
2402 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2403 rnd < 2*rnd_value/3 ? right_dir :
2405 else if (should_turn_left && should_turn_right)
2406 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2407 else if (should_turn_left && should_move_on)
2408 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2409 else if (should_turn_right && should_move_on)
2410 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2411 else if (should_turn_left)
2412 MovDir[x][y] = left_dir;
2413 else if (should_turn_right)
2414 MovDir[x][y] = right_dir;
2415 else if (should_move_on)
2416 MovDir[x][y] = old_move_dir;
2418 else if (can_move_on && rnd > rnd_value/8)
2419 MovDir[x][y] = old_move_dir;
2420 else if (can_turn_left && can_turn_right)
2421 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2422 else if (can_turn_left && rnd > rnd_value/8)
2423 MovDir[x][y] = left_dir;
2424 else if (can_turn_right && rnd > rnd_value/8)
2425 MovDir[x][y] = right_dir;
2427 MovDir[x][y] = back_dir;
2429 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2430 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2431 MovDir[x][y] = old_move_dir;
2435 else if (element == EL_DRAGON)
2437 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2439 int rnd = RND(rnd_value);
2441 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2442 can_turn_left = TRUE;
2443 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2444 can_turn_right = TRUE;
2445 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2448 if (can_move_on && rnd > rnd_value/8)
2449 MovDir[x][y] = old_move_dir;
2450 else if (can_turn_left && can_turn_right)
2451 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2452 else if (can_turn_left && rnd > rnd_value/8)
2453 MovDir[x][y] = left_dir;
2454 else if (can_turn_right && rnd > rnd_value/8)
2455 MovDir[x][y] = right_dir;
2457 MovDir[x][y] = back_dir;
2459 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2460 MovDir[x][y] = old_move_dir;
2464 else if (element == EL_MOLE)
2466 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2468 if (IN_LEV_FIELD(move_x, move_y) &&
2469 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2470 Feld[move_x][move_y] == EL_DEAMOEBING))
2475 if (IN_LEV_FIELD(left_x, left_y) &&
2476 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2477 can_turn_left = TRUE;
2478 if (IN_LEV_FIELD(right_x, right_y) &&
2479 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2480 can_turn_right = TRUE;
2482 if (can_turn_left && can_turn_right)
2483 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2484 else if (can_turn_left)
2485 MovDir[x][y] = left_dir;
2487 MovDir[x][y] = right_dir;
2490 if (MovDir[x][y] != old_move_dir)
2493 else if (element == EL_BALLOON)
2495 MovDir[x][y] = game.balloon_dir;
2498 else if (element == EL_SPRING_MOVING)
2500 if (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2501 (IN_LEV_FIELD(x, y+1) && IS_FREE(x, y+1)))
2503 Feld[x][y] = EL_SPRING;
2504 MovDir[x][y] = MV_NO_MOVING;
2508 else if (element == EL_ROBOT || element == EL_SATELLITE || element == EL_PENGUIN)
2510 int attr_x = -1, attr_y = -1;
2521 for (i=0; i<MAX_PLAYERS; i++)
2523 struct PlayerInfo *player = &stored_player[i];
2524 int jx = player->jx, jy = player->jy;
2526 if (!player->active)
2529 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2537 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
2543 if (element == EL_PENGUIN)
2546 static int xy[4][2] =
2556 int ex = x + xy[i%4][0];
2557 int ey = y + xy[i%4][1];
2559 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
2568 MovDir[x][y] = MV_NO_MOVING;
2570 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2572 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2574 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2576 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2578 if (element == EL_ROBOT)
2582 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2583 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2584 Moving2Blocked(x, y, &newx, &newy);
2586 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2587 MovDelay[x][y] = 8+8*!RND(3);
2589 MovDelay[x][y] = 16;
2597 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2599 boolean first_horiz = RND(2);
2600 int new_move_dir = MovDir[x][y];
2603 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2604 Moving2Blocked(x, y, &newx, &newy);
2606 if (IN_LEV_FIELD(newx, newy) &&
2607 (IS_FREE(newx, newy) ||
2608 Feld[newx][newy] == EL_ACID ||
2609 (element == EL_PENGUIN &&
2610 (Feld[newx][newy] == EL_EXIT_OPEN ||
2611 IS_MAMPF3(Feld[newx][newy])))))
2615 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2616 Moving2Blocked(x, y, &newx, &newy);
2618 if (IN_LEV_FIELD(newx, newy) &&
2619 (IS_FREE(newx, newy) ||
2620 Feld[newx][newy] == EL_ACID ||
2621 (element == EL_PENGUIN &&
2622 (Feld[newx][newy] == EL_EXIT_OPEN ||
2623 IS_MAMPF3(Feld[newx][newy])))))
2626 MovDir[x][y] = old_move_dir;
2633 static boolean JustBeingPushed(int x, int y)
2637 for (i=0; i<MAX_PLAYERS; i++)
2639 struct PlayerInfo *player = &stored_player[i];
2641 if (player->active && player->Pushing && player->MovPos)
2643 int next_jx = player->jx + (player->jx - player->last_jx);
2644 int next_jy = player->jy + (player->jy - player->last_jy);
2646 if (x == next_jx && y == next_jy)
2654 void StartMoving(int x, int y)
2656 int element = Feld[x][y];
2661 if (CAN_FALL(element) && y<lev_fieldy-1)
2663 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2664 if (JustBeingPushed(x, y))
2667 if (element == EL_QUICKSAND_FULL)
2669 if (IS_FREE(x, y+1))
2671 InitMovingField(x, y, MV_DOWN);
2672 Feld[x][y] = EL_QUICKSAND_EMPTYING;
2673 Store[x][y] = EL_ROCK;
2674 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
2676 else if (Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2678 if (!MovDelay[x][y])
2679 MovDelay[x][y] = TILEY + 1;
2688 Feld[x][y] = EL_QUICKSAND_EMPTY;
2689 Feld[x][y+1] = EL_QUICKSAND_FULL;
2690 Store[x][y+1] = Store[x][y];
2692 PlaySoundLevel(x, y, SND_QUICKSAND_SLIPPING);
2695 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
2696 Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2698 InitMovingField(x, y, MV_DOWN);
2699 Feld[x][y] = EL_QUICKSAND_FILLING;
2700 Store[x][y] = element;
2701 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
2703 else if (element == EL_MAGIC_WALL_FULL)
2705 if (IS_FREE(x, y+1))
2707 InitMovingField(x, y, MV_DOWN);
2708 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
2709 Store[x][y] = EL_CHANGED(Store[x][y]);
2711 else if (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY)
2713 if (!MovDelay[x][y])
2714 MovDelay[x][y] = TILEY/4 + 1;
2723 Feld[x][y] = EL_MAGIC_WALL_EMPTY;
2724 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
2725 Store[x][y+1] = EL_CHANGED(Store[x][y]);
2729 else if (element == EL_MAGIC_WALL_BD_FULL)
2731 if (IS_FREE(x, y+1))
2733 InitMovingField(x, y, MV_DOWN);
2734 Feld[x][y] = EL_MAGIC_WALL_BD_EMPTYING;
2735 Store[x][y] = EL_CHANGED2(Store[x][y]);
2737 else if (Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY)
2739 if (!MovDelay[x][y])
2740 MovDelay[x][y] = TILEY/4 + 1;
2749 Feld[x][y] = EL_MAGIC_WALL_BD_EMPTY;
2750 Feld[x][y+1] = EL_MAGIC_WALL_BD_FULL;
2751 Store[x][y+1] = EL_CHANGED2(Store[x][y]);
2755 else if (CAN_CHANGE(element) &&
2756 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
2757 Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
2759 InitMovingField(x, y, MV_DOWN);
2761 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ? EL_MAGIC_WALL_FILLING :
2762 EL_MAGIC_WALL_BD_FILLING);
2763 Store[x][y] = element;
2765 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_ACID)
2768 InitMovingField(x, y, MV_DOWN);
2769 Store[x][y] = EL_ACID;
2771 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2776 else if (IS_FREE(x, y+1))
2778 InitMovingField(x, y, MV_DOWN);
2780 else if (element == EL_AMOEBA_DROP)
2782 Feld[x][y] = EL_AMOEBING;
2783 Store[x][y] = EL_AMOEBA_WET;
2785 /* Store[x][y+1] must be zero, because:
2786 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y+1] == EL_QUICKSAND_EMPTY
2789 #if OLD_GAME_BEHAVIOUR
2790 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2792 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2793 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2794 element != EL_DX_SUPABOMB)
2797 else if ((IS_SLIPPERY(Feld[x][y+1]) ||
2798 (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
2799 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2800 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
2803 boolean left = (x>0 && IS_FREE(x-1, y) &&
2804 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_ACID));
2805 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2806 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_ACID));
2810 if (left && right &&
2811 (game.emulation != EMU_BOULDERDASH &&
2812 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
2813 left = !(right = RND(2));
2815 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2818 else if (IS_BELT(Feld[x][y+1]))
2820 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
2821 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
2822 int belt_nr = getBeltNrFromElement(Feld[x][y+1]);
2823 int belt_dir = game.belt_dir[belt_nr];
2825 if ((belt_dir == MV_LEFT && left_is_free) ||
2826 (belt_dir == MV_RIGHT && right_is_free))
2827 InitMovingField(x, y, belt_dir);
2830 else if (CAN_MOVE(element))
2834 if ((element == EL_SATELLITE || element == EL_BALLOON ||
2835 element == EL_SPRING_MOVING)
2836 && JustBeingPushed(x, y))
2839 if (!MovDelay[x][y]) /* start new movement phase */
2841 /* all objects that can change their move direction after each step */
2842 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2844 if (element!=EL_YAMYAM && element!=EL_DARK_YAMYAM && element!=EL_PACMAN)
2848 if (MovDelay[x][y] && (element == EL_BUG ||
2849 element == EL_SPACESHIP ||
2850 element == EL_SP_SNIKSNAK ||
2851 element == EL_SP_ELECTRON))
2852 DrawNewLevelField(x, y);
2853 else if (MovDelay[x][y] && (element == EL_BUG ||
2854 element == EL_SPACESHIP ||
2855 element == EL_SP_SNIKSNAK ||
2856 element == EL_SP_ELECTRON ||
2857 element == EL_MOLE))
2858 DrawLevelField(x, y);
2862 if (MovDelay[x][y]) /* wait some time before next movement */
2866 if (element == EL_ROBOT ||
2867 element == EL_YAMYAM || element == EL_DARK_YAMYAM)
2869 int phase = MovDelay[x][y] % 8;
2874 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2875 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element) + phase);
2877 if (MovDelay[x][y] % 4 == 3)
2879 if (element == EL_YAMYAM)
2880 PlaySoundLevel(x, y, SND_YAMYAM_WAITING);
2881 else if (element == EL_DARK_YAMYAM)
2882 PlaySoundLevel(x, y, SND_DARK_YAMYAM_WAITING);
2885 else if (element == EL_SP_ELECTRON)
2886 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2887 else if (element == EL_DRAGON)
2890 int dir = MovDir[x][y];
2891 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2892 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2893 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
2894 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
2895 dir == MV_UP ? GFX_FLAMMEN_UP :
2896 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
2897 int phase = FrameCounter % 2;
2899 for (i=1; i<=3; i++)
2901 int xx = x + i*dx, yy = y + i*dy;
2902 int sx = SCREENX(xx), sy = SCREENY(yy);
2904 if (!IN_LEV_FIELD(xx, yy) ||
2905 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
2910 int flamed = MovingOrBlocked2Element(xx, yy);
2912 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
2915 RemoveMovingField(xx, yy);
2917 Feld[xx][yy] = EL_BURNING;
2918 if (IN_SCR_FIELD(sx, sy))
2919 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
2923 if (Feld[xx][yy] == EL_BURNING)
2924 Feld[xx][yy] = EL_EMPTY;
2925 DrawLevelField(xx, yy);
2930 if (MovDelay[x][y]) /* element still has to wait some time */
2932 PlaySoundLevelAction(x, y, SND_ACTION_WAITING);
2938 /* now make next step */
2940 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
2942 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
2943 !PLAYER_PROTECTED(newx, newy))
2947 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
2950 /* enemy got the player */
2952 KillHero(PLAYERINFO(newx, newy));
2957 else if ((element == EL_PENGUIN || element == EL_ROBOT ||
2958 element == EL_SATELLITE || element == EL_BALLOON) &&
2959 IN_LEV_FIELD(newx, newy) &&
2960 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
2963 Store[x][y] = EL_ACID;
2965 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
2967 if (Feld[newx][newy] == EL_EXIT_OPEN)
2969 Feld[x][y] = EL_EMPTY;
2970 DrawLevelField(x, y);
2972 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING_EXIT);
2973 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
2974 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
2976 local_player->friends_still_needed--;
2977 if (!local_player->friends_still_needed &&
2978 !local_player->GameOver && AllPlayersGone)
2979 local_player->LevelSolved = local_player->GameOver = TRUE;
2983 else if (IS_MAMPF3(Feld[newx][newy]))
2985 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
2986 DrawLevelField(newx, newy);
2988 MovDir[x][y] = MV_NO_MOVING;
2990 else if (!IS_FREE(newx, newy))
2992 if (IS_PLAYER(x, y))
2993 DrawPlayerField(x, y);
2995 DrawLevelField(x, y);
2999 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
3001 if (IS_GEM(Feld[newx][newy]))
3003 if (IS_MOVING(newx, newy))
3004 RemoveMovingField(newx, newy);
3007 Feld[newx][newy] = EL_EMPTY;
3008 DrawLevelField(newx, newy);
3011 PlaySoundLevel(x, y, SND_PIG_EATING);
3013 else if (!IS_FREE(newx, newy))
3015 if (IS_PLAYER(x, y))
3016 DrawPlayerField(x, y);
3018 DrawLevelField(x, y);
3022 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
3024 if (!IS_FREE(newx, newy))
3026 if (IS_PLAYER(x, y))
3027 DrawPlayerField(x, y);
3029 DrawLevelField(x, y);
3034 boolean wanna_flame = !RND(10);
3035 int dx = newx - x, dy = newy - y;
3036 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3037 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3038 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3039 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
3040 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3041 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
3043 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
3044 element1 != EL_DRAGON && element2 != EL_DRAGON &&
3045 element1 != EL_BURNING && element2 != EL_BURNING)
3047 if (IS_PLAYER(x, y))
3048 DrawPlayerField(x, y);
3050 DrawLevelField(x, y);
3052 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3054 MovDelay[x][y] = 50;
3055 Feld[newx][newy] = EL_BURNING;
3056 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
3057 Feld[newx1][newy1] = EL_BURNING;
3058 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
3059 Feld[newx2][newy2] = EL_BURNING;
3064 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3065 Feld[newx][newy] == EL_DIAMOND)
3067 if (IS_MOVING(newx, newy))
3068 RemoveMovingField(newx, newy);
3071 Feld[newx][newy] = EL_EMPTY;
3072 DrawLevelField(newx, newy);
3075 PlaySoundLevel(x, y, SND_YAMYAM_EATING);
3077 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3078 IS_MAMPF2(Feld[newx][newy]))
3080 if (AmoebaNr[newx][newy])
3082 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3083 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3084 Feld[newx][newy] == EL_BD_AMOEBA)
3085 AmoebaCnt[AmoebaNr[newx][newy]]--;
3088 if (IS_MOVING(newx, newy))
3089 RemoveMovingField(newx, newy);
3092 Feld[newx][newy] = EL_EMPTY;
3093 DrawLevelField(newx, newy);
3096 PlaySoundLevel(x, y, SND_DARK_YAMYAM_EATING);
3098 else if ((element == EL_PACMAN || element == EL_MOLE)
3099 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3101 if (AmoebaNr[newx][newy])
3103 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3104 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3105 Feld[newx][newy] == EL_BD_AMOEBA)
3106 AmoebaCnt[AmoebaNr[newx][newy]]--;
3109 if (element == EL_MOLE)
3111 Feld[newx][newy] = EL_DEAMOEBING;
3112 PlaySoundLevel(x, y, SND_MOLE_EATING);
3113 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
3114 return; /* wait for shrinking amoeba */
3116 else /* element == EL_PACMAN */
3118 Feld[newx][newy] = EL_EMPTY;
3119 DrawNewLevelField(newx, newy);
3120 PlaySoundLevel(x, y, SND_PACMAN_EATING);
3123 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
3124 (Feld[newx][newy] == EL_DEAMOEBING ||
3125 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
3127 /* wait for shrinking amoeba to completely disappear */
3130 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3132 /* object was running against a wall */
3136 if (element == EL_BUG || element == EL_SPACESHIP ||
3137 element == EL_SP_SNIKSNAK)
3139 DrawLevelField(x, y);
3141 DrawNewLevelField(x, y);
3143 else if (element == EL_BUG || element == EL_SPACESHIP ||
3144 element == EL_SP_SNIKSNAK || element == EL_MOLE)
3146 DrawLevelField(x, y);
3148 DrawNewLevelField(x, y);
3150 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
3152 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
3154 DrawNewGraphicAnimation(x, y, el2img(element));
3156 else if (element == EL_SATELLITE)
3158 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
3160 DrawNewGraphicAnimation(x, y, IMG_SATELLITE);
3162 else if (element == EL_SP_ELECTRON)
3164 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
3166 DrawNewGraphicAnimation(x, y, IMG_SP_ELECTRON);
3169 if (DONT_TOUCH(element))
3170 TestIfBadThingTouchesHero(x, y);
3172 PlaySoundLevelAction(x, y, SND_ACTION_WAITING);
3177 InitMovingField(x, y, MovDir[x][y]);
3179 PlaySoundLevelAction(x, y, SND_ACTION_MOVING);
3183 ContinueMoving(x, y);
3186 void ContinueMoving(int x, int y)
3188 int element = Feld[x][y];
3189 int direction = MovDir[x][y];
3190 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3191 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3192 int horiz_move = (dx!=0);
3193 int newx = x + dx, newy = y + dy;
3194 int step = (horiz_move ? dx : dy) * TILEX / 8;
3196 if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DRIPPING)
3198 else if (element == EL_QUICKSAND_FILLING ||
3199 element == EL_QUICKSAND_EMPTYING)
3201 else if (element == EL_MAGIC_WALL_FILLING ||
3202 element == EL_MAGIC_WALL_BD_FILLING ||
3203 element == EL_MAGIC_WALL_EMPTYING ||
3204 element == EL_MAGIC_WALL_BD_EMPTYING)
3206 else if (CAN_FALL(element) && horiz_move &&
3207 y < lev_fieldy-1 && IS_BELT(Feld[x][y+1]))
3209 else if (element == EL_SPRING_MOVING)
3212 #if OLD_GAME_BEHAVIOUR
3213 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3217 MovPos[x][y] += step;
3219 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
3221 Feld[x][y] = EL_EMPTY;
3222 Feld[newx][newy] = element;
3224 if (element == EL_MOLE)
3227 static int xy[4][2] =
3235 Feld[x][y] = EL_SAND;
3236 DrawLevelField(x, y);
3245 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND)
3246 DrawLevelField(xx, yy); /* for "ErdreichAnbroeckeln()" */
3250 if (element == EL_QUICKSAND_FILLING)
3252 element = Feld[newx][newy] = get_next_element(element);
3253 Store[newx][newy] = Store[x][y];
3255 else if (element == EL_QUICKSAND_EMPTYING)
3257 Feld[x][y] = get_next_element(element);
3258 element = Feld[newx][newy] = Store[x][y];
3260 else if (element == EL_MAGIC_WALL_FILLING)
3262 element = Feld[newx][newy] = get_next_element(element);
3263 if (!game.magic_wall_active)
3264 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3265 Store[newx][newy] = Store[x][y];
3267 else if (element == EL_MAGIC_WALL_EMPTYING)
3269 Feld[x][y] = get_next_element(element);
3270 if (!game.magic_wall_active)
3271 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3272 element = Feld[newx][newy] = Store[x][y];
3274 else if (element == EL_MAGIC_WALL_BD_FILLING)
3276 element = Feld[newx][newy] = get_next_element(element);
3277 if (!game.magic_wall_active)
3278 element = Feld[newx][newy] = EL_MAGIC_WALL_BD_DEAD;
3279 Store[newx][newy] = Store[x][y];
3281 else if (element == EL_MAGIC_WALL_BD_EMPTYING)
3283 Feld[x][y] = get_next_element(element);
3284 if (!game.magic_wall_active)
3285 Feld[x][y] = EL_MAGIC_WALL_BD_DEAD;
3286 element = Feld[newx][newy] = Store[x][y];
3288 else if (element == EL_AMOEBA_DRIPPING)
3290 Feld[x][y] = get_next_element(element);
3291 element = Feld[newx][newy] = Store[x][y];
3293 else if (Store[x][y] == EL_ACID)
3295 element = Feld[newx][newy] = EL_ACID;
3299 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3300 MovDelay[newx][newy] = 0;
3302 if (!CAN_MOVE(element))
3303 MovDir[newx][newy] = 0;
3305 if (element == EL_BUG || element == EL_SPACESHIP ||
3306 element == EL_SP_SNIKSNAK || element == EL_PACMAN ||
3307 element == EL_SP_ELECTRON)
3309 DrawNewLevelField(x, y);
3310 DrawNewLevelField(newx, newy);
3314 DrawLevelField(x, y);
3315 DrawLevelField(newx, newy);
3318 Stop[newx][newy] = TRUE;
3319 JustStopped[newx][newy] = 3;
3321 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3323 TestIfBadThingTouchesHero(newx, newy);
3324 TestIfBadThingTouchesFriend(newx, newy);
3325 TestIfBadThingTouchesOtherBadThing(newx, newy);
3327 else if (element == EL_PENGUIN)
3328 TestIfFriendTouchesBadThing(newx, newy);
3330 if (CAN_SMASH(element) && direction == MV_DOWN &&
3331 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3334 else /* still moving on */
3336 if (element == EL_BUG || element == EL_SPACESHIP ||
3337 element == EL_SP_SNIKSNAK || element == EL_PACMAN ||
3338 element == EL_SP_ELECTRON)
3339 DrawNewLevelField(x, y);
3341 DrawLevelField(x, y);
3345 int AmoebeNachbarNr(int ax, int ay)
3348 int element = Feld[ax][ay];
3350 static int xy[4][2] =
3360 int x = ax + xy[i][0];
3361 int y = ay + xy[i][1];
3363 if (!IN_LEV_FIELD(x, y))
3366 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3367 group_nr = AmoebaNr[x][y];
3373 void AmoebenVereinigen(int ax, int ay)
3375 int i, x, y, xx, yy;
3376 int new_group_nr = AmoebaNr[ax][ay];
3377 static int xy[4][2] =
3385 if (new_group_nr == 0)
3393 if (!IN_LEV_FIELD(x, y))
3396 if ((Feld[x][y] == EL_AMOEBA_FULL ||
3397 Feld[x][y] == EL_BD_AMOEBA ||
3398 Feld[x][y] == EL_AMOEBA_DEAD) &&
3399 AmoebaNr[x][y] != new_group_nr)
3401 int old_group_nr = AmoebaNr[x][y];
3403 if (old_group_nr == 0)
3406 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3407 AmoebaCnt[old_group_nr] = 0;
3408 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3409 AmoebaCnt2[old_group_nr] = 0;
3411 for (yy=0; yy<lev_fieldy; yy++)
3413 for (xx=0; xx<lev_fieldx; xx++)
3415 if (AmoebaNr[xx][yy] == old_group_nr)
3416 AmoebaNr[xx][yy] = new_group_nr;
3423 void AmoebeUmwandeln(int ax, int ay)
3427 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
3429 int group_nr = AmoebaNr[ax][ay];
3434 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3435 printf("AmoebeUmwandeln(): This should never happen!\n");
3440 for (y=0; y<lev_fieldy; y++)
3442 for (x=0; x<lev_fieldx; x++)
3444 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
3447 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
3451 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
3452 SND_AMOEBA_TURNING_TO_GEM :
3453 SND_AMOEBA_TURNING_TO_ROCK));
3458 static int xy[4][2] =
3471 if (!IN_LEV_FIELD(x, y))
3474 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
3476 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
3477 SND_AMOEBA_TURNING_TO_GEM :
3478 SND_AMOEBA_TURNING_TO_ROCK));
3485 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3488 int group_nr = AmoebaNr[ax][ay];
3489 boolean done = FALSE;
3494 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3495 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3500 for (y=0; y<lev_fieldy; y++)
3502 for (x=0; x<lev_fieldx; x++)
3504 if (AmoebaNr[x][y] == group_nr &&
3505 (Feld[x][y] == EL_AMOEBA_DEAD ||
3506 Feld[x][y] == EL_BD_AMOEBA ||
3507 Feld[x][y] == EL_AMOEBING))
3510 Feld[x][y] = new_element;
3511 InitField(x, y, FALSE);
3512 DrawLevelField(x, y);
3519 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
3520 SND_BD_AMOEBA_TURNING_TO_ROCK :
3521 SND_BD_AMOEBA_TURNING_TO_GEM));
3524 void AmoebeWaechst(int x, int y)
3526 static unsigned long sound_delay = 0;
3527 static unsigned long sound_delay_value = 0;
3529 if (!MovDelay[x][y]) /* start new growing cycle */
3533 if (DelayReached(&sound_delay, sound_delay_value))
3535 if (Store[x][y] == EL_BD_AMOEBA)
3536 PlaySoundLevel(x, y, SND_BD_AMOEBA_CREATING);
3538 PlaySoundLevel(x, y, SND_AMOEBA_CREATING);
3539 sound_delay_value = 30;
3543 if (MovDelay[x][y]) /* wait some time before growing bigger */
3546 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3547 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
3549 if (!MovDelay[x][y])
3551 Feld[x][y] = Store[x][y];
3553 DrawLevelField(x, y);
3558 void AmoebaDisappearing(int x, int y)
3560 static unsigned long sound_delay = 0;
3561 static unsigned long sound_delay_value = 0;
3563 if (!MovDelay[x][y]) /* start new shrinking cycle */
3567 if (DelayReached(&sound_delay, sound_delay_value))
3568 sound_delay_value = 30;
3571 if (MovDelay[x][y]) /* wait some time before shrinking */
3574 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3575 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + MovDelay[x][y]/2);
3577 if (!MovDelay[x][y])
3579 Feld[x][y] = EL_EMPTY;
3580 DrawLevelField(x, y);
3582 /* don't let mole enter this field in this cycle;
3583 (give priority to objects falling to this field from above) */
3589 void AmoebeAbleger(int ax, int ay)
3592 int element = Feld[ax][ay];
3593 int newax = ax, neway = ay;
3594 static int xy[4][2] =
3602 if (!level.amoeba_speed)
3604 Feld[ax][ay] = EL_AMOEBA_DEAD;
3605 DrawLevelField(ax, ay);
3609 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3610 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3612 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3615 if (MovDelay[ax][ay])
3619 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
3622 int x = ax + xy[start][0];
3623 int y = ay + xy[start][1];
3625 if (!IN_LEV_FIELD(x, y))
3628 if (IS_FREE(x, y) ||
3629 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3635 if (newax == ax && neway == ay)
3638 else /* normal or "filled" (BD style) amoeba */
3641 boolean waiting_for_player = FALSE;
3645 int j = (start + i) % 4;
3646 int x = ax + xy[j][0];
3647 int y = ay + xy[j][1];
3649 if (!IN_LEV_FIELD(x, y))
3652 if (IS_FREE(x, y) ||
3653 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3659 else if (IS_PLAYER(x, y))
3660 waiting_for_player = TRUE;
3663 if (newax == ax && neway == ay) /* amoeba cannot grow */
3665 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3667 Feld[ax][ay] = EL_AMOEBA_DEAD;
3668 DrawLevelField(ax, ay);
3669 AmoebaCnt[AmoebaNr[ax][ay]]--;
3671 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3673 if (element == EL_AMOEBA_FULL)
3674 AmoebeUmwandeln(ax, ay);
3675 else if (element == EL_BD_AMOEBA)
3676 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3681 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
3683 /* amoeba gets larger by growing in some direction */
3685 int new_group_nr = AmoebaNr[ax][ay];
3688 if (new_group_nr == 0)
3690 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3691 printf("AmoebeAbleger(): This should never happen!\n");
3696 AmoebaNr[newax][neway] = new_group_nr;
3697 AmoebaCnt[new_group_nr]++;
3698 AmoebaCnt2[new_group_nr]++;
3700 /* if amoeba touches other amoeba(s) after growing, unify them */
3701 AmoebenVereinigen(newax, neway);
3703 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
3705 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
3711 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
3712 (neway == lev_fieldy - 1 && newax != ax))
3714 Feld[newax][neway] = EL_AMOEBING; /* simple growth of new amoeba tile */
3715 Store[newax][neway] = element;
3717 else if (neway == ay)
3719 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left or right from amoeba */
3720 PlaySoundLevel(newax, neway, SND_AMOEBA_DROP_CREATING);
3724 InitMovingField(ax, ay, MV_DOWN); /* drop dripping out of amoeba */
3725 Feld[ax][ay] = EL_AMOEBA_DRIPPING;
3726 Store[ax][ay] = EL_AMOEBA_DROP;
3727 ContinueMoving(ax, ay);
3731 DrawLevelField(newax, neway);
3734 void Life(int ax, int ay)
3737 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3739 int element = Feld[ax][ay];
3740 boolean changed = FALSE;
3745 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3746 MovDelay[ax][ay] = life_time;
3748 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3751 if (MovDelay[ax][ay])
3755 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3757 int xx = ax+x1, yy = ay+y1;
3760 if (!IN_LEV_FIELD(xx, yy))
3763 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3765 int x = xx+x2, y = yy+y2;
3767 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3770 if (((Feld[x][y] == element ||
3771 (element == EL_GAMEOFLIFE && IS_PLAYER(x, y))) &&
3773 (IS_FREE(x, y) && Stop[x][y]))
3777 if (xx == ax && yy == ay) /* field in the middle */
3779 if (nachbarn < life[0] || nachbarn > life[1])
3781 Feld[xx][yy] = EL_EMPTY;
3783 DrawLevelField(xx, yy);
3784 Stop[xx][yy] = TRUE;
3788 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
3789 { /* free border field */
3790 if (nachbarn >= life[2] && nachbarn <= life[3])
3792 Feld[xx][yy] = element;
3793 MovDelay[xx][yy] = (element == EL_GAMEOFLIFE ? 0 : life_time-1);
3795 DrawLevelField(xx, yy);
3796 Stop[xx][yy] = TRUE;
3803 PlaySoundLevel(ax, ay, element == EL_GAMEOFLIFE ? SND_GAMEOFLIFE_CREATING :
3804 SND_BIOMAZE_CREATING);
3807 void RobotWheel(int x, int y)
3809 if (!MovDelay[x][y]) /* next animation frame */
3810 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3812 if (MovDelay[x][y]) /* wait some time before next frame */
3817 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3818 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
3819 if (!(MovDelay[x][y]%4))
3820 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
3825 Feld[x][y] = EL_ROBOT_WHEEL;
3826 DrawLevelField(x, y);
3827 if (ZX == x && ZY == y)
3831 void TimegateWheel(int x, int y)
3833 if (!MovDelay[x][y]) /* next animation frame */
3834 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3836 if (MovDelay[x][y]) /* wait some time before next frame */
3841 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3842 DrawGraphic(SCREENX(x), SCREENY(y),
3843 GFX_TIMEGATE_SWITCH + MovDelay[x][y]%4);
3844 if (!(MovDelay[x][y]%4))
3845 PlaySoundLevel(x, y, SND_TIMEGATE_WHEEL_ACTIVE);
3850 Feld[x][y] = EL_TIMEGATE_SWITCH_OFF;
3851 DrawLevelField(x, y);
3852 if (ZX == x && ZY == y)
3856 void Blubber(int x, int y)
3858 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
3859 DrawLevelField(x, y-1);
3861 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
3864 void NussKnacken(int x, int y)
3866 if (!MovDelay[x][y]) /* next animation frame */
3869 if (MovDelay[x][y]) /* wait some time before next frame */
3872 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3873 DrawGraphic(SCREENX(x), SCREENY(y),
3874 GFX_CRACKINGNUT + 3 - MovDelay[x][y]/2);
3876 if (!MovDelay[x][y])
3878 Feld[x][y] = EL_EMERALD;
3879 DrawLevelField(x, y);
3884 void BreakingPearl(int x, int y)
3886 if (!MovDelay[x][y]) /* next animation frame */
3889 if (MovDelay[x][y]) /* wait some time before next frame */
3892 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3893 DrawGraphic(SCREENX(x), SCREENY(y),
3894 GFX_PEARL_BREAKING + 4 - MovDelay[x][y]/2);
3896 if (!MovDelay[x][y])
3898 Feld[x][y] = EL_EMPTY;
3899 DrawLevelField(x, y);
3904 void SiebAktivieren(int x, int y, int typ)
3906 int graphic = (typ == 1 ? GFX_MAGIC_WALL_FULL : GFX_MAGIC_WALL_BD_FULL) + 3;
3908 DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
3911 void AusgangstuerPruefen(int x, int y)
3913 if (local_player->gems_still_needed > 0 ||
3914 local_player->sokobanfields_still_needed > 0 ||
3915 local_player->lights_still_needed > 0)
3918 Feld[x][y] = EL_AUSGANG_ACT;
3920 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
3921 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
3922 y < LEVELY(BY1) ? LEVELY(BY1) :
3923 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
3927 void AusgangstuerPruefen_SP(int x, int y)
3929 if (local_player->gems_still_needed > 0)
3932 Feld[x][y] = EL_SP_EXIT_OPEN;
3934 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
3935 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
3936 y < LEVELY(BY1) ? LEVELY(BY1) :
3937 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
3938 SND_SP_EXIT_OPENING);
3941 void AusgangstuerOeffnen(int x, int y)
3945 if (!MovDelay[x][y]) /* next animation frame */
3946 MovDelay[x][y] = 5*delay;
3948 if (MovDelay[x][y]) /* wait some time before next frame */
3953 tuer = MovDelay[x][y]/delay;
3954 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3955 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
3957 if (!MovDelay[x][y])
3959 Feld[x][y] = EL_EXIT_OPEN;
3960 DrawLevelField(x, y);
3965 void AusgangstuerBlinken(int x, int y)
3967 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_PINGPONG);
3970 void OpenSwitchgate(int x, int y)
3974 if (!MovDelay[x][y]) /* next animation frame */
3975 MovDelay[x][y] = 5 * delay;
3977 if (MovDelay[x][y]) /* wait some time before next frame */
3982 phase = MovDelay[x][y] / delay;
3983 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3984 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_OPEN - phase);
3986 if (!MovDelay[x][y])
3988 Feld[x][y] = EL_SWITCHGATE_OPEN;
3989 DrawLevelField(x, y);
3994 void CloseSwitchgate(int x, int y)
3998 if (!MovDelay[x][y]) /* next animation frame */
3999 MovDelay[x][y] = 5 * delay;
4001 if (MovDelay[x][y]) /* wait some time before next frame */
4006 phase = MovDelay[x][y] / delay;
4007 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4008 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_CLOSED + phase);
4010 if (!MovDelay[x][y])
4012 Feld[x][y] = EL_SWITCHGATE_CLOSED;
4013 DrawLevelField(x, y);
4018 void OpenTimegate(int x, int y)
4022 if (!MovDelay[x][y]) /* next animation frame */
4023 MovDelay[x][y] = 5 * delay;
4025 if (MovDelay[x][y]) /* wait some time before next frame */
4030 phase = MovDelay[x][y] / delay;
4031 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4032 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_OPEN - phase);
4034 if (!MovDelay[x][y])
4036 Feld[x][y] = EL_TIMEGATE_OPEN;
4037 DrawLevelField(x, y);
4042 void CloseTimegate(int x, int y)
4046 if (!MovDelay[x][y]) /* next animation frame */
4047 MovDelay[x][y] = 5 * delay;
4049 if (MovDelay[x][y]) /* wait some time before next frame */
4054 phase = MovDelay[x][y] / delay;
4055 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4056 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_CLOSED + phase);
4058 if (!MovDelay[x][y])
4060 Feld[x][y] = EL_TIMEGATE_CLOSED;
4061 DrawLevelField(x, y);
4066 static void CloseAllOpenTimegates()
4070 for (y=0; y<lev_fieldy; y++)
4072 for (x=0; x<lev_fieldx; x++)
4074 int element = Feld[x][y];
4076 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4078 Feld[x][y] = EL_TIMEGATE_CLOSING;
4079 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4085 void EdelsteinFunkeln(int x, int y)
4087 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4090 if (Feld[x][y] == EL_BD_DIAMOND)
4091 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
4094 if (!MovDelay[x][y]) /* next animation frame */
4095 MovDelay[x][y] = 11 * !SimpleRND(500);
4097 if (MovDelay[x][y]) /* wait some time before next frame */
4101 if (setup.direct_draw && MovDelay[x][y])
4102 SetDrawtoField(DRAW_BUFFERED);
4104 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
4108 int phase = (MovDelay[x][y]-1)/2;
4113 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
4115 if (setup.direct_draw)
4119 dest_x = FX + SCREENX(x)*TILEX;
4120 dest_y = FY + SCREENY(y)*TILEY;
4122 BlitBitmap(drawto_field, window,
4123 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4124 SetDrawtoField(DRAW_DIRECT);
4131 void MauerWaechst(int x, int y)
4135 if (!MovDelay[x][y]) /* next animation frame */
4136 MovDelay[x][y] = 3*delay;
4138 if (MovDelay[x][y]) /* wait some time before next frame */
4143 phase = 2-MovDelay[x][y]/delay;
4144 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4145 DrawGraphic(SCREENX(x), SCREENY(y),
4146 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
4147 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
4148 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
4149 GFX_MAUER_DOWN ) + phase);
4151 if (!MovDelay[x][y])
4153 if (MovDir[x][y] == MV_LEFT)
4155 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
4156 DrawLevelField(x-1, y);
4158 else if (MovDir[x][y] == MV_RIGHT)
4160 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
4161 DrawLevelField(x+1, y);
4163 else if (MovDir[x][y] == MV_UP)
4165 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
4166 DrawLevelField(x, y-1);
4170 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
4171 DrawLevelField(x, y+1);
4174 Feld[x][y] = Store[x][y];
4176 MovDir[x][y] = MV_NO_MOVING;
4177 DrawLevelField(x, y);
4182 void MauerAbleger(int ax, int ay)
4184 int element = Feld[ax][ay];
4185 boolean oben_frei = FALSE, unten_frei = FALSE;
4186 boolean links_frei = FALSE, rechts_frei = FALSE;
4187 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4188 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4189 boolean new_wall = FALSE;
4191 if (!MovDelay[ax][ay]) /* start building new wall */
4192 MovDelay[ax][ay] = 6;
4194 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4197 if (MovDelay[ax][ay])
4201 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4203 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4205 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4207 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4210 if (element == EL_WALL_GROWING_Y || element == EL_WALL_GROWING_XY)
4214 Feld[ax][ay-1] = EL_MAUERND;
4215 Store[ax][ay-1] = element;
4216 MovDir[ax][ay-1] = MV_UP;
4217 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4218 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
4223 Feld[ax][ay+1] = EL_MAUERND;
4224 Store[ax][ay+1] = element;
4225 MovDir[ax][ay+1] = MV_DOWN;
4226 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4227 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
4232 if (element == EL_WALL_GROWING_X || element == EL_WALL_GROWING_XY ||
4233 element == EL_WALL_GROWING)
4237 Feld[ax-1][ay] = EL_MAUERND;
4238 Store[ax-1][ay] = element;
4239 MovDir[ax-1][ay] = MV_LEFT;
4240 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4241 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
4247 Feld[ax+1][ay] = EL_MAUERND;
4248 Store[ax+1][ay] = element;
4249 MovDir[ax+1][ay] = MV_RIGHT;
4250 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4251 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
4256 if (element == EL_WALL_GROWING && (links_frei || rechts_frei))
4257 DrawLevelField(ax, ay);
4259 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
4261 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
4262 unten_massiv = TRUE;
4263 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
4264 links_massiv = TRUE;
4265 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
4266 rechts_massiv = TRUE;
4268 if (((oben_massiv && unten_massiv) ||
4269 element == EL_WALL_GROWING_X || element == EL_WALL_GROWING) &&
4270 ((links_massiv && rechts_massiv) ||
4271 element == EL_WALL_GROWING_Y))
4272 Feld[ax][ay] = EL_WALL;
4275 PlaySoundLevel(ax, ay, SND_WALL_GROWING);
4278 void CheckForDragon(int x, int y)
4281 boolean dragon_found = FALSE;
4282 static int xy[4][2] =
4294 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4296 if (IN_LEV_FIELD(xx, yy) &&
4297 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRAGON))
4299 if (Feld[xx][yy] == EL_DRAGON)
4300 dragon_found = TRUE;
4313 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4315 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
4317 Feld[xx][yy] = EL_EMPTY;
4318 DrawLevelField(xx, yy);
4327 static void CheckBuggyBase(int x, int y)
4329 int element = Feld[x][y];
4331 if (element == EL_SP_BUG)
4333 if (!MovDelay[x][y]) /* wait some time before activating base */
4334 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4339 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4340 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
4344 Feld[x][y] = EL_SP_BUG_ACTIVE;
4347 else if (element == EL_SP_BUG_ACTIVE)
4349 if (!MovDelay[x][y]) /* start activating buggy base */
4350 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
4358 static int xy[4][2] =
4366 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4367 DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
4371 int xx = x + xy[i][0], yy = y + xy[i][1];
4373 if (IS_PLAYER(xx, yy))
4375 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVATING);
4383 Feld[x][y] = EL_SP_BUG;
4384 DrawLevelField(x, y);
4389 static void CheckTrap(int x, int y)
4391 int element = Feld[x][y];
4393 if (element == EL_TRAP_INACTIVE)
4395 if (!MovDelay[x][y]) /* wait some time before activating trap */
4396 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4404 Feld[x][y] = EL_TRAP_ACTIVE;
4405 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
4408 else if (element == EL_TRAP_ACTIVE)
4413 if (!MovDelay[x][y]) /* start activating trap */
4414 MovDelay[x][y] = num_frames * delay;
4422 if (!(MovDelay[x][y] % delay))
4424 int phase = MovDelay[x][y]/delay;
4426 if (phase >= num_frames/2)
4427 phase = num_frames - phase;
4429 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4431 DrawGraphic(SCREENX(x),SCREENY(y), GFX_TRAP_INACTIVE + phase - 1);
4432 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
4439 Feld[x][y] = EL_TRAP_INACTIVE;
4440 DrawLevelField(x, y);
4445 static void DrawBeltAnimation(int x, int y, int element)
4447 int belt_nr = getBeltNrFromElement(element);
4448 int belt_dir = game.belt_dir[belt_nr];
4450 if (belt_dir != MV_NO_MOVING)
4453 int mode = (belt_dir == MV_LEFT ? ANIM_NORMAL : ANIM_REVERSE);
4454 int graphic = el2gfx(element) + (belt_dir == MV_LEFT ? 0 : 7);
4456 DrawGraphicAnimation(x, y, graphic, 8, delay, mode);
4458 if (!(FrameCounter % 2))
4459 PlaySoundLevel(x, y, SND_CONVEYOR_BELT_ACTIVE);
4463 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4465 static byte stored_player_action[MAX_PLAYERS];
4466 static int num_stored_actions = 0;
4468 static boolean save_tape_entry = FALSE;
4470 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4471 int left = player_action & JOY_LEFT;
4472 int right = player_action & JOY_RIGHT;
4473 int up = player_action & JOY_UP;
4474 int down = player_action & JOY_DOWN;
4475 int button1 = player_action & JOY_BUTTON_1;
4476 int button2 = player_action & JOY_BUTTON_2;
4477 int dx = (left ? -1 : right ? 1 : 0);
4478 int dy = (up ? -1 : down ? 1 : 0);
4480 stored_player_action[player->index_nr] = 0;
4481 num_stored_actions++;
4483 if (!player->active || tape.pausing)
4489 save_tape_entry = TRUE;
4491 player->frame_reset_delay = 0;
4494 snapped = SnapField(player, dx, dy);
4498 bombed = PlaceBomb(player);
4499 moved = MoveFigure(player, dx, dy);
4502 if (tape.single_step && tape.recording && !tape.pausing)
4504 if (button1 || (bombed && !moved))
4506 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
4507 SnapField(player, 0, 0); /* stop snapping */
4512 if (tape.recording && (moved || snapped || bombed))
4514 if (bombed && !moved)
4515 player_action &= JOY_BUTTON;
4517 stored_player_action[player->index_nr] = player_action;
4518 save_tape_entry = TRUE;
4520 else if (tape.playing && snapped)
4521 SnapField(player, 0, 0); /* stop snapping */
4523 stored_player_action[player->index_nr] = player_action;
4528 /* no actions for this player (no input at player's configured device) */
4530 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4531 SnapField(player, 0, 0);
4532 CheckGravityMovement(player);
4535 if (player->MovPos == 0) /* needed for tape.playing */
4536 player->is_moving = FALSE;
4539 if (player->MovPos == 0) /* needed for tape.playing */
4540 player->last_move_dir = MV_NO_MOVING;
4542 /* !!! CHECK THIS AGAIN !!!
4543 (Seems to be needed for some EL_ROBOT stuff, but breaks
4544 tapes when walking through pipes!)
4547 /* it seems that "player->last_move_dir" is misused as some sort of
4548 "player->is_just_moving_in_this_moment", which is needed for the
4549 robot stuff (robots don't kill players when they are moving)
4553 if (++player->frame_reset_delay > player->move_delay_value)
4558 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
4560 TapeRecordAction(stored_player_action);
4561 num_stored_actions = 0;
4562 save_tape_entry = FALSE;
4565 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
4567 TapeRecordAction(stored_player_action);
4568 num_stored_actions = 0;
4573 if (tape.playing && !tape.pausing && !player_action &&
4574 tape.counter < tape.length)
4576 int jx = player->jx, jy = player->jy;
4578 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
4580 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
4581 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
4583 int dx = (next_joy == JOY_LEFT ? -1 : +1);
4585 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
4587 int el = Feld[jx+dx][jy];
4588 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SATELLITE ? 2 :
4589 (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10);
4591 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
4593 player->MovDir = next_joy;
4594 player->Frame = FrameCounter % 4;
4595 player->Pushing = TRUE;
4605 static unsigned long action_delay = 0;
4606 unsigned long action_delay_value;
4607 int sieb_x = 0, sieb_y = 0;
4608 int i, x, y, element;
4609 byte *recorded_player_action;
4610 byte summarized_player_action = 0;
4612 if (game_status != PLAYING)
4615 action_delay_value =
4616 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4618 if (tape.playing && tape.index_search && !tape.pausing)
4619 action_delay_value = 0;
4621 /* ---------- main game synchronization point ---------- */
4623 WaitUntilDelayReached(&action_delay, action_delay_value);
4625 if (network_playing && !network_player_action_received)
4629 printf("DEBUG: try to get network player actions in time\n");
4633 #if defined(PLATFORM_UNIX)
4634 /* last chance to get network player actions without main loop delay */
4638 if (game_status != PLAYING)
4641 if (!network_player_action_received)
4645 printf("DEBUG: failed to get network player actions in time\n");
4655 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4657 for (i=0; i<MAX_PLAYERS; i++)
4659 summarized_player_action |= stored_player[i].action;
4661 if (!network_playing)
4662 stored_player[i].effective_action = stored_player[i].action;
4665 #if defined(PLATFORM_UNIX)
4666 if (network_playing)
4667 SendToServer_MovePlayer(summarized_player_action);
4670 if (!options.network && !setup.team_mode)
4671 local_player->effective_action = summarized_player_action;
4673 for (i=0; i<MAX_PLAYERS; i++)
4675 int actual_player_action = stored_player[i].effective_action;
4677 if (stored_player[i].programmed_action)
4678 actual_player_action = stored_player[i].programmed_action;
4680 if (recorded_player_action)
4681 actual_player_action = recorded_player_action[i];
4683 PlayerActions(&stored_player[i], actual_player_action);
4684 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4687 network_player_action_received = FALSE;
4689 ScrollScreen(NULL, SCROLL_GO_ON);
4695 if (TimeFrames == 0 && local_player->active)
4697 extern unsigned int last_RND();
4699 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
4700 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
4707 if (GameFrameDelay >= 500)
4708 printf("FrameCounter == %d\n", FrameCounter);
4717 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4720 if (JustStopped[x][y] > 0)
4721 JustStopped[x][y]--;
4724 if (IS_BLOCKED(x, y))
4728 Blocked2Moving(x, y, &oldx, &oldy);
4729 if (!IS_MOVING(oldx, oldy))
4731 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4732 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4733 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4734 printf("GameActions(): This should never happen!\n");
4740 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4742 element = Feld[x][y];
4744 if (IS_INACTIVE(element))
4747 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4751 if (IS_GEM(element) || element == EL_SP_INFOTRON)
4752 EdelsteinFunkeln(x, y);
4754 else if (IS_MOVING(x, y))
4755 ContinueMoving(x, y);
4756 else if (IS_ACTIVE_BOMB(element))
4757 CheckDynamite(x, y);
4759 else if (element == EL_EXPLODING && !game.explosions_delayed)
4760 Explode(x, y, Frame[x][y], EX_NORMAL);
4762 else if (element == EL_AMOEBING)
4763 AmoebeWaechst(x, y);
4764 else if (element == EL_DEAMOEBING)
4765 AmoebaDisappearing(x, y);
4767 #if !USE_NEW_AMOEBA_CODE
4768 else if (IS_AMOEBALIVE(element))
4769 AmoebeAbleger(x, y);
4772 else if (element == EL_GAMEOFLIFE || element == EL_BIOMAZE)
4774 else if (element == EL_ROBOT_WHEEL_ACTIVE)
4776 else if (element == EL_TIMEGATE_SWITCH_ON)
4777 TimegateWheel(x, y);
4778 else if (element == EL_ACID)
4780 else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
4782 else if (element == EL_CRACKINGNUT)
4784 else if (element == EL_PEARL_BREAKING)
4785 BreakingPearl(x, y);
4786 else if (element == EL_EXIT_CLOSED)
4787 AusgangstuerPruefen(x, y);
4788 else if (element == EL_SP_EXIT_CLOSED)
4789 AusgangstuerPruefen_SP(x, y);
4790 else if (element == EL_AUSGANG_ACT)
4791 AusgangstuerOeffnen(x, y);
4792 else if (element == EL_EXIT_OPEN)
4793 AusgangstuerBlinken(x, y);
4794 else if (element == EL_SP_EXIT_OPEN)
4795 ; /* !!! ADD SOME (OPTIONAL) ANIMATIONS HERE !!! */
4796 else if (element == EL_MAUERND)
4798 else if (element == EL_WALL_GROWING ||
4799 element == EL_WALL_GROWING_X ||
4800 element == EL_WALL_GROWING_Y ||
4801 element == EL_WALL_GROWING_XY)
4803 else if (element == EL_BURNING)
4804 CheckForDragon(x, y);
4805 else if (element == EL_SP_BUG || element == EL_SP_BUG_ACTIVE)
4806 CheckBuggyBase(x, y);
4807 else if (element == EL_TRAP_INACTIVE || element == EL_TRAP_ACTIVE)
4809 else if (element == EL_SP_TERMINAL)
4810 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL);
4811 else if (element == EL_SP_TERMINAL_ACTIVE)
4813 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
4815 if (!(FrameCounter % 4))
4816 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVE);
4819 else if (IS_BELT(element))
4820 DrawBeltAnimation(x, y, element);
4821 else if (element == EL_SWITCHGATE_OPENING)
4822 OpenSwitchgate(x, y);
4823 else if (element == EL_SWITCHGATE_CLOSING)
4824 CloseSwitchgate(x, y);
4825 else if (element == EL_TIMEGATE_OPENING)
4827 else if (element == EL_TIMEGATE_CLOSING)
4828 CloseTimegate(x, y);
4829 else if (element == EL_EXTRA_TIME)
4830 DrawGraphicAnimation(x, y, GFX_EXTRA_TIME, 6, 4, ANIM_NORMAL);
4831 else if (element == EL_SHIELD_NORMAL)
4833 DrawGraphicAnimation(x, y, GFX_SHIELD_PASSIVE, 6, 4, ANIM_NORMAL);
4835 if (!(FrameCounter % 4))
4836 PlaySoundLevel(x, y, SND_SHIELD_PASSIVE_ACTIVATED);
4839 else if (element == EL_SHIELD_ACTIVE)
4841 DrawGraphicAnimation(x, y, GFX_SHIELD_ACTIVE, 6, 4, ANIM_NORMAL);
4843 if (!(FrameCounter % 4))
4844 PlaySoundLevel(x, y, SND_SHIELD_DEADLY_ACTIVE);
4848 if (game.magic_wall_active)
4850 boolean sieb = FALSE;
4851 int jx = local_player->jx, jy = local_player->jy;
4853 if (element == EL_MAGIC_WALL_FULL ||
4854 element == EL_MAGIC_WALL_EMPTY ||
4855 element == EL_MAGIC_WALL_EMPTYING)
4857 SiebAktivieren(x, y, 1);
4860 else if (element == EL_MAGIC_WALL_BD_FULL ||
4861 element == EL_MAGIC_WALL_BD_EMPTY ||
4862 element == EL_MAGIC_WALL_BD_EMPTYING)
4864 SiebAktivieren(x, y, 2);
4868 /* play the element sound at the position nearest to the player */
4869 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
4877 #if USE_NEW_AMOEBA_CODE
4878 /* new experimental amoeba growth stuff */
4880 if (!(FrameCounter % 8))
4883 static unsigned long random = 1684108901;
4885 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
4888 x = (random >> 10) % lev_fieldx;
4889 y = (random >> 20) % lev_fieldy;
4891 x = RND(lev_fieldx);
4892 y = RND(lev_fieldy);
4894 element = Feld[x][y];
4896 if (!IS_PLAYER(x,y) &&
4897 (element == EL_EMPTY ||
4898 element == EL_SAND ||
4899 element == EL_QUICKSAND_EMPTY ||
4900 element == EL_BLURB_LEFT ||
4901 element == EL_BLURB_RIGHT))
4903 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
4904 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
4905 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
4906 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
4907 Feld[x][y] = EL_AMOEBA_DROP;
4910 random = random * 129 + 1;
4916 if (game.explosions_delayed)
4919 game.explosions_delayed = FALSE;
4921 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4923 element = Feld[x][y];
4925 if (ExplodeField[x][y])
4926 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
4927 else if (element == EL_EXPLODING)
4928 Explode(x, y, Frame[x][y], EX_NORMAL);
4930 ExplodeField[x][y] = EX_NO_EXPLOSION;
4933 game.explosions_delayed = TRUE;
4936 if (game.magic_wall_active)
4938 if (!(game.magic_wall_time_left % 4))
4940 int element = Feld[sieb_x][sieb_y];
4942 if (element == EL_MAGIC_WALL_BD_FULL ||
4943 element == EL_MAGIC_WALL_BD_EMPTY ||
4944 element == EL_MAGIC_WALL_BD_EMPTYING)
4945 PlaySoundLevel(sieb_x, sieb_y, SND_BD_MAGIC_WALL_ACTIVE);
4947 PlaySoundLevel(sieb_x, sieb_y, SND_MAGIC_WALL_ACTIVE);
4950 if (game.magic_wall_time_left > 0)
4952 game.magic_wall_time_left--;
4953 if (!game.magic_wall_time_left)
4955 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4957 element = Feld[x][y];
4959 if (element == EL_MAGIC_WALL_EMPTY ||
4960 element == EL_MAGIC_WALL_FULL)
4962 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4963 DrawLevelField(x, y);
4965 else if (element == EL_MAGIC_WALL_BD_EMPTY ||
4966 element == EL_MAGIC_WALL_BD_FULL)
4968 Feld[x][y] = EL_MAGIC_WALL_BD_DEAD;
4969 DrawLevelField(x, y);
4973 game.magic_wall_active = FALSE;
4978 if (game.light_time_left > 0)
4980 game.light_time_left--;
4982 if (game.light_time_left == 0)
4984 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4986 element = Feld[x][y];
4988 if (element == EL_LIGHT_SWITCH_ACTIVE)
4990 Feld[x][y] = EL_LIGHT_SWITCH;
4991 DrawLevelField(x, y);
4993 else if (element == EL_INVISIBLE_STEELWALL ||
4994 element == EL_INVISIBLE_WALL ||
4995 element == EL_SAND_INVISIBLE)
4996 DrawLevelField(x, y);
5001 if (game.timegate_time_left > 0)
5003 game.timegate_time_left--;
5005 if (game.timegate_time_left == 0)
5006 CloseAllOpenTimegates();
5009 for (i=0; i<MAX_PLAYERS; i++)
5011 struct PlayerInfo *player = &stored_player[i];
5013 if (SHIELD_ON(player))
5015 if (player->shield_active_time_left)
5016 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
5017 else if (player->shield_passive_time_left)
5018 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
5022 if (TimeFrames >= (1000 / GameFrameDelay))
5027 for (i=0; i<MAX_PLAYERS; i++)
5029 struct PlayerInfo *player = &stored_player[i];
5031 if (SHIELD_ON(player))
5033 player->shield_passive_time_left--;
5035 if (player->shield_active_time_left > 0)
5036 player->shield_active_time_left--;
5040 if (tape.recording || tape.playing)
5041 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
5047 if (TimeLeft <= 10 && setup.time_limit)
5048 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MAX_RIGHT);
5050 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5052 if (!TimeLeft && setup.time_limit)
5053 for (i=0; i<MAX_PLAYERS; i++)
5054 KillHero(&stored_player[i]);
5056 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
5057 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
5062 if (options.debug) /* calculate frames per second */
5064 static unsigned long fps_counter = 0;
5065 static int fps_frames = 0;
5066 unsigned long fps_delay_ms = Counter() - fps_counter;
5070 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
5072 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
5075 fps_counter = Counter();
5078 redraw_mask |= REDRAW_FPS;
5082 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
5084 int min_x = x, min_y = y, max_x = x, max_y = y;
5087 for (i=0; i<MAX_PLAYERS; i++)
5089 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5091 if (!stored_player[i].active || &stored_player[i] == player)
5094 min_x = MIN(min_x, jx);
5095 min_y = MIN(min_y, jy);
5096 max_x = MAX(max_x, jx);
5097 max_y = MAX(max_y, jy);
5100 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
5103 static boolean AllPlayersInVisibleScreen()
5107 for (i=0; i<MAX_PLAYERS; i++)
5109 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5111 if (!stored_player[i].active)
5114 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5121 void ScrollLevel(int dx, int dy)
5123 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
5126 BlitBitmap(drawto_field, drawto_field,
5127 FX + TILEX*(dx == -1) - softscroll_offset,
5128 FY + TILEY*(dy == -1) - softscroll_offset,
5129 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
5130 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
5131 FX + TILEX*(dx == 1) - softscroll_offset,
5132 FY + TILEY*(dy == 1) - softscroll_offset);
5136 x = (dx == 1 ? BX1 : BX2);
5137 for (y=BY1; y<=BY2; y++)
5138 DrawScreenField(x, y);
5142 y = (dy == 1 ? BY1 : BY2);
5143 for (x=BX1; x<=BX2; x++)
5144 DrawScreenField(x, y);
5147 redraw_mask |= REDRAW_FIELD;
5150 static void CheckGravityMovement(struct PlayerInfo *player)
5152 if (level.gravity && !player->programmed_action)
5154 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
5155 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
5157 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
5158 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
5159 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
5160 int jx = player->jx, jy = player->jy;
5161 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
5162 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
5163 int new_jx = jx + dx, new_jy = jy + dy;
5164 boolean field_under_player_is_free =
5165 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
5166 boolean player_is_moving_to_valid_field =
5167 (IN_LEV_FIELD(new_jx, new_jy) &&
5168 (Feld[new_jx][new_jy] == EL_SP_BASE ||
5169 Feld[new_jx][new_jy] == EL_SAND));
5171 if (field_under_player_is_free &&
5172 !player_is_moving_to_valid_field &&
5173 !IS_TUBE(Feld[jx][jy]))
5174 player->programmed_action = MV_DOWN;
5178 boolean MoveFigureOneStep(struct PlayerInfo *player,
5179 int dx, int dy, int real_dx, int real_dy)
5181 int jx = player->jx, jy = player->jy;
5182 int new_jx = jx+dx, new_jy = jy+dy;
5186 if (!player->active || (!dx && !dy))
5187 return MF_NO_ACTION;
5189 player->MovDir = (dx < 0 ? MV_LEFT :
5192 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5194 if (!IN_LEV_FIELD(new_jx, new_jy))
5195 return MF_NO_ACTION;
5197 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
5198 return MF_NO_ACTION;
5201 element = MovingOrBlocked2Element(new_jx, new_jy);
5203 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
5206 if (DONT_GO_TO(element))
5208 if (element == EL_ACID && dx == 0 && dy == 1)
5211 Feld[jx][jy] = EL_PLAYER;
5212 InitMovingField(jx, jy, MV_DOWN);
5213 Store[jx][jy] = EL_ACID;
5214 ContinueMoving(jx, jy);
5218 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
5223 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
5224 if (can_move != MF_MOVING)
5227 StorePlayer[jx][jy] = 0;
5228 player->last_jx = jx;
5229 player->last_jy = jy;
5230 jx = player->jx = new_jx;
5231 jy = player->jy = new_jy;
5232 StorePlayer[jx][jy] = player->element_nr;
5235 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
5237 ScrollFigure(player, SCROLL_INIT);
5242 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
5244 int jx = player->jx, jy = player->jy;
5245 int old_jx = jx, old_jy = jy;
5246 int moved = MF_NO_ACTION;
5248 if (!player->active || (!dx && !dy))
5252 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5256 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5257 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
5261 /* remove the last programmed player action */
5262 player->programmed_action = 0;
5266 /* should only happen if pre-1.2 tape recordings are played */
5267 /* this is only for backward compatibility */
5269 int original_move_delay_value = player->move_delay_value;
5272 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
5275 /* scroll remaining steps with finest movement resolution */
5276 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
5278 while (player->MovPos)
5280 ScrollFigure(player, SCROLL_GO_ON);
5281 ScrollScreen(NULL, SCROLL_GO_ON);
5287 player->move_delay_value = original_move_delay_value;
5290 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
5292 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
5293 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5297 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5298 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5304 if (moved & MF_MOVING && !ScreenMovPos &&
5305 (player == local_player || !options.network))
5307 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5308 int offset = (setup.scroll_delay ? 3 : 0);
5310 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5312 /* actual player has left the screen -- scroll in that direction */
5313 if (jx != old_jx) /* player has moved horizontally */
5314 scroll_x += (jx - old_jx);
5315 else /* player has moved vertically */
5316 scroll_y += (jy - old_jy);
5320 if (jx != old_jx) /* player has moved horizontally */
5322 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5323 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5324 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5326 /* don't scroll over playfield boundaries */
5327 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5328 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5330 /* don't scroll more than one field at a time */
5331 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5333 /* don't scroll against the player's moving direction */
5334 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5335 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5336 scroll_x = old_scroll_x;
5338 else /* player has moved vertically */
5340 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5341 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5342 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5344 /* don't scroll over playfield boundaries */
5345 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5346 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5348 /* don't scroll more than one field at a time */
5349 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5351 /* don't scroll against the player's moving direction */
5352 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5353 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5354 scroll_y = old_scroll_y;
5358 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5360 if (!options.network && !AllPlayersInVisibleScreen())
5362 scroll_x = old_scroll_x;
5363 scroll_y = old_scroll_y;
5367 ScrollScreen(player, SCROLL_INIT);
5368 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5373 if (!(moved & MF_MOVING) && !player->Pushing)
5376 player->Frame = (player->Frame + 1) % 4;
5378 if (moved & MF_MOVING)
5380 if (old_jx != jx && old_jy == jy)
5381 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5382 else if (old_jx == jx && old_jy != jy)
5383 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5385 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
5387 player->last_move_dir = player->MovDir;
5388 player->is_moving = TRUE;
5392 CheckGravityMovement(player);
5395 player->last_move_dir = MV_NO_MOVING;
5397 player->is_moving = FALSE;
5400 TestIfHeroTouchesBadThing(jx, jy);
5402 if (!player->active)
5408 void ScrollFigure(struct PlayerInfo *player, int mode)
5410 int jx = player->jx, jy = player->jy;
5411 int last_jx = player->last_jx, last_jy = player->last_jy;
5412 int move_stepsize = TILEX / player->move_delay_value;
5414 if (!player->active || !player->MovPos)
5417 if (mode == SCROLL_INIT)
5419 player->actual_frame_counter = FrameCounter;
5420 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5422 if (Feld[last_jx][last_jy] == EL_EMPTY)
5423 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5428 else if (!FrameReached(&player->actual_frame_counter, 1))
5431 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5432 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5434 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5435 Feld[last_jx][last_jy] = EL_EMPTY;
5437 /* before DrawPlayer() to draw correct player graphic for this case */
5438 if (player->MovPos == 0)
5439 CheckGravityMovement(player);
5443 if (player->MovPos == 0)
5445 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
5447 /* continue with normal speed after quickly moving through gate */
5448 HALVE_PLAYER_SPEED(player);
5450 /* be able to make the next move without delay */
5451 player->move_delay = 0;
5454 player->last_jx = jx;
5455 player->last_jy = jy;
5457 if (Feld[jx][jy] == EL_EXIT_OPEN ||
5458 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5462 if (local_player->friends_still_needed == 0 ||
5463 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5464 player->LevelSolved = player->GameOver = TRUE;
5467 if (tape.single_step && tape.recording && !tape.pausing &&
5468 !player->programmed_action)
5469 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5473 void ScrollScreen(struct PlayerInfo *player, int mode)
5475 static unsigned long screen_frame_counter = 0;
5477 if (mode == SCROLL_INIT)
5479 /* set scrolling step size according to actual player's moving speed */
5480 ScrollStepSize = TILEX / player->move_delay_value;
5482 screen_frame_counter = FrameCounter;
5483 ScreenMovDir = player->MovDir;
5484 ScreenMovPos = player->MovPos;
5485 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5488 else if (!FrameReached(&screen_frame_counter, 1))
5493 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5494 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5495 redraw_mask |= REDRAW_FIELD;
5498 ScreenMovDir = MV_NO_MOVING;
5501 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
5503 int i, kill_x = -1, kill_y = -1;
5504 static int test_xy[4][2] =
5511 static int test_dir[4] =
5521 int test_x, test_y, test_move_dir, test_element;
5523 test_x = good_x + test_xy[i][0];
5524 test_y = good_y + test_xy[i][1];
5525 if (!IN_LEV_FIELD(test_x, test_y))
5529 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5532 test_element = Feld[test_x][test_y];
5534 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
5537 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5538 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5540 if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) ||
5541 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
5549 if (kill_x != -1 || kill_y != -1)
5551 if (IS_PLAYER(good_x, good_y))
5553 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
5555 if (player->shield_active_time_left > 0)
5556 Bang(kill_x, kill_y);
5557 else if (!PLAYER_PROTECTED(good_x, good_y))
5561 Bang(good_x, good_y);
5565 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
5567 int i, kill_x = -1, kill_y = -1;
5568 int bad_element = Feld[bad_x][bad_y];
5569 static int test_xy[4][2] =
5576 static int test_dir[4] =
5584 if (bad_element == EL_EXPLODING) /* skip just exploding bad things */
5589 int test_x, test_y, test_move_dir, test_element;
5591 test_x = bad_x + test_xy[i][0];
5592 test_y = bad_y + test_xy[i][1];
5593 if (!IN_LEV_FIELD(test_x, test_y))
5597 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5599 test_element = Feld[test_x][test_y];
5601 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5602 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5604 if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) ||
5605 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
5607 /* good thing is player or penguin that does not move away */
5608 if (IS_PLAYER(test_x, test_y))
5610 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
5612 if (bad_element == EL_ROBOT && player->is_moving)
5613 continue; /* robot does not kill player if he is moving */
5619 else if (test_element == EL_PENGUIN)
5628 if (kill_x != -1 || kill_y != -1)
5630 if (IS_PLAYER(kill_x, kill_y))
5632 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
5635 int dir = player->MovDir;
5636 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5637 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5639 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5640 newx != bad_x && newy != bad_y)
5641 ; /* robot does not kill player if he is moving */
5643 printf("-> %d\n", player->MovDir);
5645 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5646 newx != bad_x && newy != bad_y)
5647 ; /* robot does not kill player if he is moving */
5652 if (player->shield_active_time_left > 0)
5654 else if (!PLAYER_PROTECTED(kill_x, kill_y))
5658 Bang(kill_x, kill_y);
5662 void TestIfHeroTouchesBadThing(int x, int y)
5664 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5667 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
5669 TestIfGoodThingHitsBadThing(x, y, move_dir);
5672 void TestIfBadThingTouchesHero(int x, int y)
5674 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5677 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
5679 TestIfBadThingHitsGoodThing(x, y, move_dir);
5682 void TestIfFriendTouchesBadThing(int x, int y)
5684 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5687 void TestIfBadThingTouchesFriend(int x, int y)
5689 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5692 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
5694 int i, kill_x = bad_x, kill_y = bad_y;
5695 static int xy[4][2] =
5707 x = bad_x + xy[i][0];
5708 y = bad_y + xy[i][1];
5709 if (!IN_LEV_FIELD(x, y))
5712 element = Feld[x][y];
5713 if (IS_AMOEBOID(element) || element == EL_GAMEOFLIFE ||
5714 element == EL_AMOEBING || element == EL_AMOEBA_DROP)
5722 if (kill_x != bad_x || kill_y != bad_y)
5726 void KillHero(struct PlayerInfo *player)
5728 int jx = player->jx, jy = player->jy;
5730 if (!player->active)
5733 if (IS_PFORTE(Feld[jx][jy]))
5734 Feld[jx][jy] = EL_EMPTY;
5736 /* deactivate shield (else Bang()/Explode() would not work right) */
5737 player->shield_passive_time_left = 0;
5738 player->shield_active_time_left = 0;
5744 static void KillHeroUnlessProtected(int x, int y)
5746 if (!PLAYER_PROTECTED(x, y))
5747 KillHero(PLAYERINFO(x, y));
5750 void BuryHero(struct PlayerInfo *player)
5752 int jx = player->jx, jy = player->jy;
5754 if (!player->active)
5757 PlaySoundLevel(jx, jy, SND_PLAYER_DYING);
5758 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
5760 player->GameOver = TRUE;
5764 void RemoveHero(struct PlayerInfo *player)
5766 int jx = player->jx, jy = player->jy;
5767 int i, found = FALSE;
5769 player->present = FALSE;
5770 player->active = FALSE;
5772 if (!ExplodeField[jx][jy])
5773 StorePlayer[jx][jy] = 0;
5775 for (i=0; i<MAX_PLAYERS; i++)
5776 if (stored_player[i].active)
5780 AllPlayersGone = TRUE;
5786 int DigField(struct PlayerInfo *player,
5787 int x, int y, int real_dx, int real_dy, int mode)
5789 int jx = player->jx, jy = player->jy;
5790 int dx = x - jx, dy = y - jy;
5791 int move_direction = (dx == -1 ? MV_LEFT :
5792 dx == +1 ? MV_RIGHT :
5794 dy == +1 ? MV_DOWN : MV_NO_MOVING);
5797 if (player->MovPos == 0)
5798 player->Pushing = FALSE;
5800 if (mode == DF_NO_PUSH)
5802 player->Switching = FALSE;
5803 player->push_delay = 0;
5804 return MF_NO_ACTION;
5807 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
5808 return MF_NO_ACTION;
5810 if (IS_TUBE(Feld[jx][jy]))
5813 int tube_leave_directions[][2] =
5815 { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5816 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5817 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5818 { EL_TUBE_VERT_LEFT, MV_LEFT | MV_UP | MV_DOWN },
5819 { EL_TUBE_VERT_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
5820 { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_UP },
5821 { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
5822 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
5823 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
5824 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
5825 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
5826 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
5829 while (tube_leave_directions[i][0] != Feld[jx][jy])
5832 if (tube_leave_directions[i][0] == -1) /* should not happen */
5836 if (!(tube_leave_directions[i][1] & move_direction))
5837 return MF_NO_ACTION; /* tube has no opening in this direction */
5840 element = Feld[x][y];
5846 case EL_SAND_INVISIBLE:
5847 case EL_TRAP_INACTIVE:
5851 PlaySoundLevelElementAction(x, y, element, SND_ACTION_DIGGING);
5856 case EL_EMERALD_YELLOW:
5857 case EL_EMERALD_RED:
5858 case EL_EMERALD_PURPLE:
5860 case EL_SP_INFOTRON:
5864 local_player->gems_still_needed -= (element == EL_DIAMOND ? 3 :
5865 element == EL_PEARL ? 5 :
5866 element == EL_CRYSTAL ? 8 : 1);
5867 if (local_player->gems_still_needed < 0)
5868 local_player->gems_still_needed = 0;
5869 RaiseScoreElement(element);
5870 DrawText(DX_EMERALDS, DY_EMERALDS,
5871 int2str(local_player->gems_still_needed, 3),
5872 FS_SMALL, FC_YELLOW);
5873 PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING);
5878 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
5879 PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
5883 Feld[x][y] = EL_EMPTY;
5884 PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
5892 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5894 PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MAX_RIGHT);
5897 case EL_SHIELD_NORMAL:
5899 player->shield_passive_time_left += 10;
5900 PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING);
5903 case EL_SHIELD_ACTIVE:
5905 player->shield_passive_time_left += 10;
5906 player->shield_active_time_left += 10;
5907 PlaySoundLevel(x, y, SND_SHIELD_DEADLY_COLLECTING);
5911 case EL_SP_DISK_RED:
5914 RaiseScoreElement(EL_DYNAMITE);
5915 DrawText(DX_DYNAMITE, DY_DYNAMITE,
5916 int2str(local_player->dynamite, 3),
5917 FS_SMALL, FC_YELLOW);
5918 PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING);
5921 case EL_DYNABOMB_NR:
5923 player->dynabomb_count++;
5924 player->dynabombs_left++;
5925 RaiseScoreElement(EL_DYNAMITE);
5926 PlaySoundLevel(x, y, SND_DYNABOMB_NR_COLLECTING);
5929 case EL_DYNABOMB_SZ:
5931 player->dynabomb_size++;
5932 RaiseScoreElement(EL_DYNAMITE);
5933 PlaySoundLevel(x, y, SND_DYNABOMB_SZ_COLLECTING);
5936 case EL_DYNABOMB_XL:
5938 player->dynabomb_xl = TRUE;
5939 RaiseScoreElement(EL_DYNAMITE);
5940 PlaySoundLevel(x, y, SND_DYNABOMB_XL_COLLECTING);
5948 int key_nr = element - EL_KEY1;
5951 player->key[key_nr] = TRUE;
5952 RaiseScoreElement(EL_KEY);
5953 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5954 GFX_SCHLUESSEL1 + key_nr);
5955 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5956 GFX_SCHLUESSEL1 + key_nr);
5957 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
5966 int key_nr = element - EL_EM_KEY1;
5969 player->key[key_nr] = TRUE;
5970 RaiseScoreElement(EL_KEY);
5971 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5972 GFX_SCHLUESSEL1 + key_nr);
5973 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5974 GFX_SCHLUESSEL1 + key_nr);
5975 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
5979 case EL_ROBOT_WHEEL:
5980 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
5983 DrawLevelField(x, y);
5984 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
5988 case EL_SP_TERMINAL:
5992 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
5994 for (yy=0; yy<lev_fieldy; yy++)
5996 for (xx=0; xx<lev_fieldx; xx++)
5998 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
6000 else if (Feld[xx][yy] == EL_SP_TERMINAL)
6001 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
6009 case EL_CONVEYOR_BELT1_SWITCH_LEFT:
6010 case EL_CONVEYOR_BELT1_SWITCH_MIDDLE:
6011 case EL_CONVEYOR_BELT1_SWITCH_RIGHT:
6012 case EL_CONVEYOR_BELT2_SWITCH_LEFT:
6013 case EL_CONVEYOR_BELT2_SWITCH_MIDDLE:
6014 case EL_CONVEYOR_BELT2_SWITCH_RIGHT:
6015 case EL_CONVEYOR_BELT3_SWITCH_LEFT:
6016 case EL_CONVEYOR_BELT3_SWITCH_MIDDLE:
6017 case EL_CONVEYOR_BELT3_SWITCH_RIGHT:
6018 case EL_CONVEYOR_BELT4_SWITCH_LEFT:
6019 case EL_CONVEYOR_BELT4_SWITCH_MIDDLE:
6020 case EL_CONVEYOR_BELT4_SWITCH_RIGHT:
6021 if (!player->Switching)
6023 player->Switching = TRUE;
6024 ToggleBeltSwitch(x, y);
6025 PlaySoundLevel(x, y, SND_CONVEYOR_BELT_SWITCH_ACTIVATING);
6030 case EL_SWITCHGATE_SWITCH_UP:
6031 case EL_SWITCHGATE_SWITCH_DOWN:
6032 if (!player->Switching)
6034 player->Switching = TRUE;
6035 ToggleSwitchgateSwitch(x, y);
6036 PlaySoundLevel(x, y, SND_SWITCHGATE_SWITCH_ACTIVATING);
6041 case EL_LIGHT_SWITCH:
6042 case EL_LIGHT_SWITCH_ACTIVE:
6043 if (!player->Switching)
6045 player->Switching = TRUE;
6046 ToggleLightSwitch(x, y);
6047 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
6048 SND_LIGHT_SWITCH_ACTIVATING :
6049 SND_LIGHT_SWITCH_DEACTIVATING);
6054 case EL_TIMEGATE_SWITCH_OFF:
6055 ActivateTimegateSwitch(x, y);
6056 PlaySoundLevel(x, y, SND_TIMEGATE_WHEEL_ACTIVATING);
6061 case EL_BALLOON_SEND_LEFT:
6062 case EL_BALLOON_SEND_RIGHT:
6063 case EL_BALLOON_SEND_UP:
6064 case EL_BALLOON_SEND_DOWN:
6065 case EL_BALLOON_SEND_ANY:
6066 if (element == EL_BALLOON_SEND_ANY)
6067 game.balloon_dir = move_direction;
6069 game.balloon_dir = (element == EL_BALLOON_SEND_LEFT ? MV_LEFT :
6070 element == EL_BALLOON_SEND_RIGHT ? MV_RIGHT :
6071 element == EL_BALLOON_SEND_UP ? MV_UP :
6072 element == EL_BALLOON_SEND_DOWN ? MV_DOWN :
6074 PlaySoundLevel(x, y, SND_BALLOON_SWITCH_ACTIVATING);
6079 /* the following elements cannot be pushed by "snapping" */
6082 case EL_DX_SUPABOMB:
6084 case EL_TIME_ORB_EMPTY:
6086 case EL_SP_DISK_ORANGE:
6088 if (mode == DF_SNAP)
6089 return MF_NO_ACTION;
6090 /* no "break" -- fall through to next case */
6091 /* the following elements can be pushed by "snapping" */
6094 return MF_NO_ACTION;
6096 player->Pushing = TRUE;
6098 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6099 return MF_NO_ACTION;
6103 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6104 return MF_NO_ACTION;
6107 if (player->push_delay == 0)
6108 player->push_delay = FrameCounter;
6110 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6111 !tape.playing && element != EL_SPRING)
6112 return MF_NO_ACTION;
6114 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6115 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6116 element != EL_SPRING)
6117 return MF_NO_ACTION;
6120 if (mode == DF_SNAP)
6122 InitMovingField(x, y, move_direction);
6123 ContinueMoving(x, y);
6128 Feld[x+dx][y+dy] = element;
6131 if (element == EL_SPRING)
6133 Feld[x+dx][y+dy] = EL_SPRING_MOVING;
6134 MovDir[x+dx][y+dy] = move_direction;
6137 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
6139 DrawLevelField(x+dx, y+dy);
6140 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING);
6147 if (!player->key[element - EL_GATE1])
6148 return MF_NO_ACTION;
6155 if (!player->key[element - EL_GATE1_GRAY])
6156 return MF_NO_ACTION;
6163 if (!player->key[element - EL_EM_GATE1])
6164 return MF_NO_ACTION;
6165 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6166 return MF_NO_ACTION;
6168 /* automatically move to the next field with double speed */
6169 player->programmed_action = move_direction;
6170 DOUBLE_PLAYER_SPEED(player);
6172 PlaySoundLevel(x, y, SND_GATE_PASSING);
6175 case EL_EM_GATE1_GRAY:
6176 case EL_EM_GATE2_GRAY:
6177 case EL_EM_GATE3_GRAY:
6178 case EL_EM_GATE4_GRAY:
6179 if (!player->key[element - EL_EM_GATE1_GRAY])
6180 return MF_NO_ACTION;
6181 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6182 return MF_NO_ACTION;
6184 /* automatically move to the next field with double speed */
6185 player->programmed_action = move_direction;
6186 DOUBLE_PLAYER_SPEED(player);
6188 PlaySoundLevel(x, y, SND_GATE_PASSING);
6191 case EL_SWITCHGATE_OPEN:
6192 case EL_TIMEGATE_OPEN:
6193 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6194 return MF_NO_ACTION;
6196 /* automatically move to the next field with double speed */
6197 player->programmed_action = move_direction;
6198 DOUBLE_PLAYER_SPEED(player);
6200 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PASSING);
6203 case EL_SP_PORT1_LEFT:
6204 case EL_SP_PORT2_LEFT:
6205 case EL_SP_PORT1_RIGHT:
6206 case EL_SP_PORT2_RIGHT:
6207 case EL_SP_PORT1_UP:
6208 case EL_SP_PORT2_UP:
6209 case EL_SP_PORT1_DOWN:
6210 case EL_SP_PORT2_DOWN:
6215 element != EL_SP_PORT1_LEFT &&
6216 element != EL_SP_PORT2_LEFT &&
6217 element != EL_SP_PORT_X &&
6218 element != EL_SP_PORT_XY) ||
6220 element != EL_SP_PORT1_RIGHT &&
6221 element != EL_SP_PORT2_RIGHT &&
6222 element != EL_SP_PORT_X &&
6223 element != EL_SP_PORT_XY) ||
6225 element != EL_SP_PORT1_UP &&
6226 element != EL_SP_PORT2_UP &&
6227 element != EL_SP_PORT_Y &&
6228 element != EL_SP_PORT_XY) ||
6230 element != EL_SP_PORT1_DOWN &&
6231 element != EL_SP_PORT2_DOWN &&
6232 element != EL_SP_PORT_Y &&
6233 element != EL_SP_PORT_XY) ||
6234 !IN_LEV_FIELD(x + dx, y + dy) ||
6235 !IS_FREE(x + dx, y + dy))
6236 return MF_NO_ACTION;
6238 /* automatically move to the next field with double speed */
6239 player->programmed_action = move_direction;
6240 DOUBLE_PLAYER_SPEED(player);
6242 PlaySoundLevel(x, y, SND_SP_PORT_PASSING);
6246 case EL_TUBE_VERTICAL:
6247 case EL_TUBE_HORIZONTAL:
6248 case EL_TUBE_VERT_LEFT:
6249 case EL_TUBE_VERT_RIGHT:
6250 case EL_TUBE_HORIZ_UP:
6251 case EL_TUBE_HORIZ_DOWN:
6252 case EL_TUBE_LEFT_UP:
6253 case EL_TUBE_LEFT_DOWN:
6254 case EL_TUBE_RIGHT_UP:
6255 case EL_TUBE_RIGHT_DOWN:
6258 int tube_enter_directions[][2] =
6260 { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6261 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6262 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6263 { EL_TUBE_VERT_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
6264 { EL_TUBE_VERT_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
6265 { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
6266 { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
6267 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
6268 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
6269 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
6270 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
6271 { -1, MV_NO_MOVING }
6274 while (tube_enter_directions[i][0] != element)
6277 if (tube_enter_directions[i][0] == -1) /* should not happen */
6281 if (!(tube_enter_directions[i][1] & move_direction))
6282 return MF_NO_ACTION; /* tube has no opening in this direction */
6284 PlaySoundLevel(x, y, SND_TUBE_PASSING);
6288 case EL_EXIT_CLOSED:
6289 case EL_SP_EXIT_CLOSED:
6290 case EL_AUSGANG_ACT:
6291 return MF_NO_ACTION;
6295 case EL_SP_EXIT_OPEN:
6296 if (mode == DF_SNAP)
6297 return MF_NO_ACTION;
6299 if (element == EL_EXIT_OPEN)
6300 PlaySoundLevel(x, y, SND_EXIT_PASSING);
6302 PlaySoundLevel(x, y, SND_SP_EXIT_PASSING);
6307 Feld[x][y] = EL_LAMP_ACTIVE;
6308 local_player->lights_still_needed--;
6309 DrawLevelField(x, y);
6310 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
6314 case EL_TIME_ORB_FULL:
6315 Feld[x][y] = EL_TIME_ORB_EMPTY;
6317 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
6318 DrawLevelField(x, y);
6319 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MAX_RIGHT);
6323 case EL_SOKOBAN_FELD_LEER:
6326 case EL_SOKOBAN_OBJEKT:
6327 case EL_SOKOBAN_FELD_VOLL:
6329 case EL_SP_DISK_YELLOW:
6331 if (mode == DF_SNAP)
6332 return MF_NO_ACTION;
6334 player->Pushing = TRUE;
6336 if (!IN_LEV_FIELD(x+dx, y+dy)
6337 || (!IS_FREE(x+dx, y+dy)
6338 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
6339 || !IS_SB_ELEMENT(element))))
6340 return MF_NO_ACTION;
6344 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6345 return MF_NO_ACTION;
6347 else if (dy && real_dx)
6349 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
6350 return MF_NO_ACTION;
6353 if (player->push_delay == 0)
6354 player->push_delay = FrameCounter;
6356 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6357 !tape.playing && element != EL_BALLOON)
6358 return MF_NO_ACTION;
6360 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6361 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6362 element != EL_BALLOON)
6363 return MF_NO_ACTION;
6366 if (IS_SB_ELEMENT(element))
6368 if (element == EL_SOKOBAN_FELD_VOLL)
6370 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
6371 local_player->sokobanfields_still_needed++;
6376 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
6378 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
6379 local_player->sokobanfields_still_needed--;
6380 if (element == EL_SOKOBAN_OBJEKT)
6381 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_FILLING);
6383 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6387 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
6388 if (element == EL_SOKOBAN_FELD_VOLL)
6389 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_EMPTYING);
6391 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6397 Feld[x+dx][y+dy] = element;
6398 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING);
6401 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
6403 DrawLevelField(x, y);
6404 DrawLevelField(x+dx, y+dy);
6406 if (IS_SB_ELEMENT(element) &&
6407 local_player->sokobanfields_still_needed == 0 &&
6408 game.emulation == EMU_SOKOBAN)
6410 player->LevelSolved = player->GameOver = TRUE;
6411 PlaySoundLevel(x, y, SND_SOKOBAN_GAME_SOLVING);
6422 return MF_NO_ACTION;
6425 player->push_delay = 0;
6430 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
6432 int jx = player->jx, jy = player->jy;
6433 int x = jx + dx, y = jy + dy;
6435 if (!player->active || !IN_LEV_FIELD(x, y))
6443 if (player->MovPos == 0)
6444 player->Pushing = FALSE;
6446 player->snapped = FALSE;
6450 if (player->snapped)
6453 player->MovDir = (dx < 0 ? MV_LEFT :
6456 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6458 if (!DigField(player, x, y, 0, 0, DF_SNAP))
6461 player->snapped = TRUE;
6462 DrawLevelField(x, y);
6468 boolean PlaceBomb(struct PlayerInfo *player)
6470 int jx = player->jx, jy = player->jy;
6473 if (!player->active || player->MovPos)
6476 element = Feld[jx][jy];
6478 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
6479 IS_ACTIVE_BOMB(element) || element == EL_EXPLODING)
6482 if (element != EL_EMPTY)
6483 Store[jx][jy] = element;
6485 if (player->dynamite)
6487 Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
6488 MovDelay[jx][jy] = 96;
6490 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6491 FS_SMALL, FC_YELLOW);
6492 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6494 if (game.emulation == EMU_SUPAPLEX)
6495 DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
6497 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
6500 PlaySoundLevel(jx, jy, SND_DYNAMITE_DROPPING);
6504 Feld[jx][jy] = EL_DYNABOMB_ACTIVE_1 + (player->element_nr - EL_PLAYER1);
6505 MovDelay[jx][jy] = 96;
6506 player->dynabombs_left--;
6507 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6508 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
6510 PlaySoundLevel(jx, jy, SND_DYNABOMB_DROPPING);
6516 void PlaySoundLevel(int x, int y, int nr)
6518 static int loop_sound_frame[NUM_SOUND_FILES];
6519 static int loop_sound_volume[NUM_SOUND_FILES];
6520 int sx = SCREENX(x), sy = SCREENY(y);
6521 int volume, stereo_position;
6522 int max_distance = 8;
6523 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
6525 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
6526 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
6529 if (!IN_LEV_FIELD(x, y) ||
6530 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
6531 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
6534 volume = SOUND_MAX_VOLUME;
6536 if (!IN_SCR_FIELD(sx, sy))
6538 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
6539 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
6541 volume -= volume * (dx > dy ? dx : dy) / max_distance;
6544 stereo_position = (SOUND_MAX_LEFT +
6545 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
6546 (SCR_FIELDX + 2 * max_distance));
6548 if (IS_LOOP_SOUND(nr))
6550 /* This assures that quieter loop sounds do not overwrite louder ones,
6551 while restarting sound volume comparison with each new game frame. */
6553 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
6556 loop_sound_volume[nr] = volume;
6557 loop_sound_frame[nr] = FrameCounter;
6560 PlaySoundExt(nr, volume, stereo_position, type);
6563 void PlaySoundLevelAction(int x, int y, int sound_action)
6565 PlaySoundLevelElementAction(x, y, Feld[x][y], sound_action);
6568 void PlaySoundLevelElementAction(int x, int y, int element, int sound_action)
6570 int sound_effect = element_action_sound[element][sound_action];
6572 if (sound_effect != -1)
6573 PlaySoundLevel(x, y, sound_effect);
6576 void RaiseScore(int value)
6578 local_player->score += value;
6579 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
6580 FS_SMALL, FC_YELLOW);
6583 void RaiseScoreElement(int element)
6589 case EL_EMERALD_YELLOW:
6590 case EL_EMERALD_RED:
6591 case EL_EMERALD_PURPLE:
6592 RaiseScore(level.score[SC_EDELSTEIN]);
6595 RaiseScore(level.score[SC_DIAMANT]);
6599 RaiseScore(level.score[SC_KAEFER]);
6603 RaiseScore(level.score[SC_FLIEGER]);
6606 case EL_DARK_YAMYAM:
6607 RaiseScore(level.score[SC_MAMPFER]);
6610 RaiseScore(level.score[SC_ROBOT]);
6613 RaiseScore(level.score[SC_PACMAN]);
6616 RaiseScore(level.score[SC_KOKOSNUSS]);
6619 RaiseScore(level.score[SC_DYNAMIT]);
6622 RaiseScore(level.score[SC_SCHLUESSEL]);
6629 void RequestQuitGame(boolean ask_if_really_quit)
6631 if (AllPlayersGone ||
6632 !ask_if_really_quit ||
6633 level_editor_test_game ||
6634 Request("Do you really want to quit the game ?",
6635 REQ_ASK | REQ_STAY_CLOSED))
6637 #if defined(PLATFORM_UNIX)
6638 if (options.network)
6639 SendToServer_StopPlaying();
6643 game_status = MAINMENU;
6649 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
6654 /* ---------- new game button stuff ---------------------------------------- */
6656 /* graphic position values for game buttons */
6657 #define GAME_BUTTON_XSIZE 30
6658 #define GAME_BUTTON_YSIZE 30
6659 #define GAME_BUTTON_XPOS 5
6660 #define GAME_BUTTON_YPOS 215
6661 #define SOUND_BUTTON_XPOS 5
6662 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
6664 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6665 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6666 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6667 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6668 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6669 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6676 } gamebutton_info[NUM_GAME_BUTTONS] =
6679 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
6684 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
6689 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
6694 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
6695 SOUND_CTRL_ID_MUSIC,
6696 "background music on/off"
6699 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
6700 SOUND_CTRL_ID_LOOPS,
6701 "sound loops on/off"
6704 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
6705 SOUND_CTRL_ID_SIMPLE,
6706 "normal sounds on/off"
6710 void CreateGameButtons()
6714 for (i=0; i<NUM_GAME_BUTTONS; i++)
6716 Bitmap *gd_bitmap = pix[PIX_DOOR];
6717 struct GadgetInfo *gi;
6720 unsigned long event_mask;
6721 int gd_xoffset, gd_yoffset;
6722 int gd_x1, gd_x2, gd_y1, gd_y2;
6725 gd_xoffset = gamebutton_info[i].x;
6726 gd_yoffset = gamebutton_info[i].y;
6727 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
6728 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
6730 if (id == GAME_CTRL_ID_STOP ||
6731 id == GAME_CTRL_ID_PAUSE ||
6732 id == GAME_CTRL_ID_PLAY)
6734 button_type = GD_TYPE_NORMAL_BUTTON;
6736 event_mask = GD_EVENT_RELEASED;
6737 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6738 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6742 button_type = GD_TYPE_CHECK_BUTTON;
6744 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
6745 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
6746 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
6747 event_mask = GD_EVENT_PRESSED;
6748 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
6749 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6752 gi = CreateGadget(GDI_CUSTOM_ID, id,
6753 GDI_INFO_TEXT, gamebutton_info[i].infotext,
6754 GDI_X, DX + gd_xoffset,
6755 GDI_Y, DY + gd_yoffset,
6756 GDI_WIDTH, GAME_BUTTON_XSIZE,
6757 GDI_HEIGHT, GAME_BUTTON_YSIZE,
6758 GDI_TYPE, button_type,
6759 GDI_STATE, GD_BUTTON_UNPRESSED,
6760 GDI_CHECKED, checked,
6761 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
6762 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
6763 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
6764 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
6765 GDI_EVENT_MASK, event_mask,
6766 GDI_CALLBACK_ACTION, HandleGameButtons,
6770 Error(ERR_EXIT, "cannot create gadget");
6772 game_gadget[id] = gi;
6776 static void MapGameButtons()
6780 for (i=0; i<NUM_GAME_BUTTONS; i++)
6781 MapGadget(game_gadget[i]);
6784 void UnmapGameButtons()
6788 for (i=0; i<NUM_GAME_BUTTONS; i++)
6789 UnmapGadget(game_gadget[i]);
6792 static void HandleGameButtons(struct GadgetInfo *gi)
6794 int id = gi->custom_id;
6796 if (game_status != PLAYING)
6801 case GAME_CTRL_ID_STOP:
6802 RequestQuitGame(TRUE);
6805 case GAME_CTRL_ID_PAUSE:
6806 if (options.network)
6808 #if defined(PLATFORM_UNIX)
6810 SendToServer_ContinuePlaying();
6812 SendToServer_PausePlaying();
6816 TapeTogglePause(TAPE_TOGGLE_MANUAL);
6819 case GAME_CTRL_ID_PLAY:
6822 #if defined(PLATFORM_UNIX)
6823 if (options.network)
6824 SendToServer_ContinuePlaying();
6828 tape.pausing = FALSE;
6829 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
6834 case SOUND_CTRL_ID_MUSIC:
6835 if (setup.sound_music)
6837 setup.sound_music = FALSE;
6840 else if (audio.music_available)
6842 setup.sound = setup.sound_music = TRUE;
6843 PlayMusic(level_nr);
6847 case SOUND_CTRL_ID_LOOPS:
6848 if (setup.sound_loops)
6849 setup.sound_loops = FALSE;
6850 else if (audio.loops_available)
6851 setup.sound = setup.sound_loops = TRUE;
6854 case SOUND_CTRL_ID_SIMPLE:
6855 if (setup.sound_simple)
6856 setup.sound_simple = FALSE;
6857 else if (audio.sound_available)
6858 setup.sound = setup.sound_simple = TRUE;