1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MoveFigure() */
36 #define MF_NO_ACTION 0
40 /* for ScrollFigure() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_NO_EXPLOSION 0
51 /* special positions in the game control window (relative to control window) */
54 #define XX_EMERALDS 29
55 #define YY_EMERALDS 54
56 #define XX_DYNAMITE 29
57 #define YY_DYNAMITE 89
65 /* special positions in the game control window (relative to main window) */
66 #define DX_LEVEL (DX + XX_LEVEL)
67 #define DY_LEVEL (DY + YY_LEVEL)
68 #define DX_EMERALDS (DX + XX_EMERALDS)
69 #define DY_EMERALDS (DY + YY_EMERALDS)
70 #define DX_DYNAMITE (DX + XX_DYNAMITE)
71 #define DY_DYNAMITE (DY + YY_DYNAMITE)
72 #define DX_KEYS (DX + XX_KEYS)
73 #define DY_KEYS (DY + YY_KEYS)
74 #define DX_SCORE (DX + XX_SCORE)
75 #define DY_SCORE (DY + YY_SCORE)
76 #define DX_TIME (DX + XX_TIME)
77 #define DY_TIME (DY + YY_TIME)
79 /* values for initial player move delay (initial delay counter value) */
80 #define INITIAL_MOVE_DELAY_OFF -1
81 #define INITIAL_MOVE_DELAY_ON 0
83 /* values for player movement speed (which is in fact a delay value) */
84 #define MOVE_DELAY_NORMAL_SPEED 8
85 #define MOVE_DELAY_HIGH_SPEED 4
87 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
88 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
89 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
90 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
92 /* game button identifiers */
93 #define GAME_CTRL_ID_STOP 0
94 #define GAME_CTRL_ID_PAUSE 1
95 #define GAME_CTRL_ID_PLAY 2
96 #define SOUND_CTRL_ID_MUSIC 3
97 #define SOUND_CTRL_ID_LOOPS 4
98 #define SOUND_CTRL_ID_SIMPLE 5
100 #define NUM_GAME_BUTTONS 6
102 /* forward declaration for internal use */
103 static void CloseAllOpenTimegates(void);
104 static void CheckGravityMovement(struct PlayerInfo *);
105 static void KillHeroUnlessProtected(int, int);
107 void PlaySoundLevel(int, int, int);
108 void PlaySoundLevelAction(int, int, int);
109 void PlaySoundLevelElementAction(int, int, int, int);
111 static void MapGameButtons();
112 static void HandleGameButtons(struct GadgetInfo *);
114 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
116 #define SND_ACTION_UNKNOWN 0
117 #define SND_ACTION_WAITING 1
118 #define SND_ACTION_MOVING 2
119 #define SND_ACTION_DIGGING 3
120 #define SND_ACTION_COLLECTING 4
121 #define SND_ACTION_PASSING 5
122 #define SND_ACTION_IMPACT 6
123 #define SND_ACTION_PUSHING 7
124 #define SND_ACTION_ACTIVATING 8
125 #define SND_ACTION_ACTIVE 9
127 #define NUM_SND_ACTIONS 10
134 } sound_action_properties[] =
136 /* insert _all_ loop sound actions here */
137 { ".waiting", SND_ACTION_WAITING, TRUE },
138 { ".moving", SND_ACTION_MOVING, TRUE }, /* continuos moving */
139 { ".active", SND_ACTION_ACTIVE, TRUE },
140 { ".growing", SND_ACTION_UNKNOWN, TRUE },
141 { ".attacking", SND_ACTION_UNKNOWN, TRUE },
143 /* other (non-loop) sound actions are optional */
144 { ".stepping", SND_ACTION_MOVING, FALSE }, /* discrete moving */
145 { ".digging", SND_ACTION_DIGGING, FALSE },
146 { ".collecting", SND_ACTION_COLLECTING, FALSE },
147 { ".passing", SND_ACTION_PASSING, FALSE },
148 { ".impact", SND_ACTION_IMPACT, FALSE },
149 { ".pushing", SND_ACTION_PUSHING, FALSE },
150 { ".activating", SND_ACTION_ACTIVATING, FALSE },
153 static int element_action_sound[MAX_NUM_ELEMENTS][NUM_SND_ACTIONS];
154 static boolean is_loop_sound[NUM_SOUND_FILES];
156 #define IS_LOOP_SOUND(x) (is_loop_sound[x])
161 static unsigned int getStateCheckSum(int counter)
164 unsigned int mult = 1;
165 unsigned int checksum = 0;
167 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
169 static boolean first_game = TRUE;
171 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
177 lastFeld[x][y] = Feld[x][y];
178 else if (lastFeld[x][y] != Feld[x][y])
179 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
180 x, y, lastFeld[x][y], Feld[x][y]);
184 checksum += mult++ * Ur[x][y];
185 checksum += mult++ * Feld[x][y];
188 checksum += mult++ * MovPos[x][y];
189 checksum += mult++ * MovDir[x][y];
190 checksum += mult++ * MovDelay[x][y];
191 checksum += mult++ * Store[x][y];
192 checksum += mult++ * Store2[x][y];
193 checksum += mult++ * StorePlayer[x][y];
194 checksum += mult++ * Frame[x][y];
195 checksum += mult++ * AmoebaNr[x][y];
196 checksum += mult++ * JustStopped[x][y];
197 checksum += mult++ * Stop[x][y];
201 if (counter == 3 && first_game)
212 void GetPlayerConfig()
214 if (!audio.sound_available)
217 if (!audio.loops_available)
218 setup.sound_loops = FALSE;
220 if (!audio.music_available)
221 setup.sound_music = FALSE;
223 if (!video.fullscreen_available)
224 setup.fullscreen = FALSE;
226 setup.sound_simple = setup.sound;
228 SetAudioMode(setup.sound);
232 static int getBeltNrFromBeltElement(int element)
234 return (element < EL_CONVEYOR_BELT2_LEFT ? 0 :
235 element < EL_CONVEYOR_BELT3_LEFT ? 1 :
236 element < EL_CONVEYOR_BELT4_LEFT ? 2 : 3);
239 static int getBeltNrFromBeltActiveElement(int element)
241 return (element < EL_CONVEYOR_BELT2_LEFT_ACTIVE ? 0 :
242 element < EL_CONVEYOR_BELT3_LEFT_ACTIVE ? 1 :
243 element < EL_CONVEYOR_BELT4_LEFT_ACTIVE ? 2 : 3);
246 static int getBeltNrFromBeltSwitchElement(int element)
248 return (element < EL_CONVEYOR_BELT2_SWITCH_LEFT ? 0 :
249 element < EL_CONVEYOR_BELT3_SWITCH_LEFT ? 1 :
250 element < EL_CONVEYOR_BELT4_SWITCH_LEFT ? 2 : 3);
253 static int getBeltDirNrFromBeltSwitchElement(int element)
255 static int belt_base_element[4] =
257 EL_CONVEYOR_BELT1_SWITCH_LEFT,
258 EL_CONVEYOR_BELT2_SWITCH_LEFT,
259 EL_CONVEYOR_BELT3_SWITCH_LEFT,
260 EL_CONVEYOR_BELT4_SWITCH_LEFT
263 int belt_nr = getBeltNrFromBeltSwitchElement(element);
264 int belt_dir_nr = element - belt_base_element[belt_nr];
266 return (belt_dir_nr % 3);
269 static int getBeltDirFromBeltSwitchElement(int element)
271 static int belt_move_dir[3] =
278 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
280 return belt_move_dir[belt_dir_nr];
283 static void InitField(int x, int y, boolean init_game)
290 if (stored_player[0].present)
292 Feld[x][y] = EL_SP_MURPHY_CLONE;
299 Feld[x][y] = EL_PLAYER1;
307 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER1];
308 int jx = player->jx, jy = player->jy;
310 player->present = TRUE;
312 if (!options.network || player->connected)
314 player->active = TRUE;
316 /* remove potentially duplicate players */
317 if (StorePlayer[jx][jy] == Feld[x][y])
318 StorePlayer[jx][jy] = 0;
320 StorePlayer[x][y] = Feld[x][y];
324 printf("Player %d activated.\n", player->element_nr);
325 printf("[Local player is %d and currently %s.]\n",
326 local_player->element_nr,
327 local_player->active ? "active" : "not active");
331 Feld[x][y] = EL_EMPTY;
332 player->jx = player->last_jx = x;
333 player->jy = player->last_jy = y;
338 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
339 Feld[x][y] = EL_ACIDPOOL_TOPLEFT;
340 else if (x > 0 && Feld[x-1][y] == EL_ACID)
341 Feld[x][y] = EL_ACIDPOOL_TOPRIGHT;
342 else if (y > 0 && Feld[x][y-1] == EL_ACIDPOOL_TOPLEFT)
343 Feld[x][y] = EL_ACIDPOOL_BOTTOMLEFT;
344 else if (y > 0 && Feld[x][y-1] == EL_ACID)
345 Feld[x][y] = EL_ACIDPOOL_BOTTOM;
346 else if (y > 0 && Feld[x][y-1] == EL_ACIDPOOL_TOPRIGHT)
347 Feld[x][y] = EL_ACIDPOOL_BOTTOMRIGHT;
355 case EL_SPACESHIP_RIGHT:
356 case EL_SPACESHIP_UP:
357 case EL_SPACESHIP_LEFT:
358 case EL_SPACESHIP_DOWN:
360 case EL_BD_BUTTERFLY_RIGHT:
361 case EL_BD_BUTTERFLY_UP:
362 case EL_BD_BUTTERFLY_LEFT:
363 case EL_BD_BUTTERFLY_DOWN:
364 case EL_BD_BUTTERFLY:
365 case EL_BD_FIREFLY_RIGHT:
366 case EL_BD_FIREFLY_UP:
367 case EL_BD_FIREFLY_LEFT:
368 case EL_BD_FIREFLY_DOWN:
370 case EL_PACMAN_RIGHT:
394 if (y == lev_fieldy - 1)
396 Feld[x][y] = EL_AMOEBA_CREATING;
397 Store[x][y] = EL_AMOEBA_WET;
401 case EL_DYNAMITE_ACTIVE:
406 local_player->lights_still_needed++;
409 case EL_SOKOBAN_FIELD_EMPTY:
410 local_player->sokobanfields_still_needed++;
414 local_player->friends_still_needed++;
419 MovDir[x][y] = 1 << RND(4);
423 Feld[x][y] = EL_EMPTY;
426 case EL_EM_KEY1_FILE:
427 Feld[x][y] = EL_EM_KEY1;
429 case EL_EM_KEY2_FILE:
430 Feld[x][y] = EL_EM_KEY2;
432 case EL_EM_KEY3_FILE:
433 Feld[x][y] = EL_EM_KEY3;
435 case EL_EM_KEY4_FILE:
436 Feld[x][y] = EL_EM_KEY4;
439 case EL_CONVEYOR_BELT1_SWITCH_LEFT:
440 case EL_CONVEYOR_BELT1_SWITCH_MIDDLE:
441 case EL_CONVEYOR_BELT1_SWITCH_RIGHT:
442 case EL_CONVEYOR_BELT2_SWITCH_LEFT:
443 case EL_CONVEYOR_BELT2_SWITCH_MIDDLE:
444 case EL_CONVEYOR_BELT2_SWITCH_RIGHT:
445 case EL_CONVEYOR_BELT3_SWITCH_LEFT:
446 case EL_CONVEYOR_BELT3_SWITCH_MIDDLE:
447 case EL_CONVEYOR_BELT3_SWITCH_RIGHT:
448 case EL_CONVEYOR_BELT4_SWITCH_LEFT:
449 case EL_CONVEYOR_BELT4_SWITCH_MIDDLE:
450 case EL_CONVEYOR_BELT4_SWITCH_RIGHT:
453 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
454 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
455 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
457 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
459 game.belt_dir[belt_nr] = belt_dir;
460 game.belt_dir_nr[belt_nr] = belt_dir_nr;
462 else /* more than one switch -- set it like the first switch */
464 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
469 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
471 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
474 case EL_LIGHT_SWITCH_ACTIVE:
476 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
484 void DrawGameDoorValues()
488 for (i=0; i<MAX_PLAYERS; i++)
490 if (stored_player[i].key[j])
491 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
492 GFX_SCHLUESSEL1 + j);
494 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
495 int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
496 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
497 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
498 DrawText(DX + XX_SCORE, DY + YY_SCORE,
499 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
500 DrawText(DX + XX_TIME, DY + YY_TIME,
501 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
506 =============================================================================
508 -----------------------------------------------------------------------------
509 initialize sound effect lookup table for element actions
510 =============================================================================
515 int sound_effect_properties[NUM_SOUND_FILES];
519 debug_print_timestamp(0, NULL);
522 for (i=0; i<MAX_NUM_ELEMENTS; i++)
523 for (j=0; j<NUM_SND_ACTIONS; j++)
524 element_action_sound[i][j] = -1;
526 for (i=0; i<NUM_SOUND_FILES; i++)
528 int len_effect_text = strlen(sound_files[i].token);
530 sound_effect_properties[i] = SND_ACTION_UNKNOWN;
531 is_loop_sound[i] = FALSE;
533 /* determine all loop sounds and identify certain sound classes */
535 for (j=0; sound_action_properties[j].text; j++)
537 int len_action_text = strlen(sound_action_properties[j].text);
539 if (len_action_text < len_effect_text &&
540 strcmp(&sound_files[i].token[len_effect_text - len_action_text],
541 sound_action_properties[j].text) == 0)
543 sound_effect_properties[i] = sound_action_properties[j].value;
545 if (sound_action_properties[j].is_loop)
546 is_loop_sound[i] = TRUE;
550 /* associate elements and some selected sound actions */
552 for (j=0; j<MAX_NUM_ELEMENTS; j++)
554 if (element_info[j].sound_class_name)
556 int len_class_text = strlen(element_info[j].sound_class_name);
558 if (len_class_text + 1 < len_effect_text &&
559 strncmp(sound_files[i].token,
560 element_info[j].sound_class_name, len_class_text) == 0 &&
561 sound_files[i].token[len_class_text] == '.')
563 int sound_action_value = sound_effect_properties[i];
565 element_action_sound[j][sound_action_value] = i;
572 debug_print_timestamp(0, "InitGameEngine");
578 int element = EL_SAND;
579 int sound_action = SND_ACTION_DIGGING;
582 while (sound_action_properties[j].text)
584 if (sound_action_properties[j].value == sound_action)
585 printf("element %d, sound action '%s' == %d\n",
586 element, sound_action_properties[j].text,
587 element_action_sound[element][sound_action]);
596 =============================================================================
598 -----------------------------------------------------------------------------
599 initialize game engine due to level / tape version number
600 =============================================================================
603 static void InitGameEngine()
607 game.engine_version = (tape.playing ? tape.engine_version :
611 printf("level %d: level version == %06d\n", level_nr, level.game_version);
612 printf(" tape version == %06d [%s] [file: %06d]\n",
613 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
615 printf(" => game.engine_version == %06d\n", game.engine_version);
618 /* dynamically adjust player properties according to game engine version */
619 game.initial_move_delay =
620 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
621 INITIAL_MOVE_DELAY_OFF);
623 /* dynamically adjust player properties according to level information */
624 game.initial_move_delay_value =
625 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
627 /* dynamically adjust element properties according to game engine version */
629 static int ep_em_slippery_wall[] =
638 static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall);
640 for (i=0; i<ep_em_slippery_wall_num; i++)
642 if (level.em_slippery_gems) /* special EM style gems behaviour */
643 Elementeigenschaften2[ep_em_slippery_wall[i]] |=
644 EP_BIT_EM_SLIPPERY_WALL;
646 Elementeigenschaften2[ep_em_slippery_wall[i]] &=
647 ~EP_BIT_EM_SLIPPERY_WALL;
650 /* "EL_WALL_GROWING_ACTIVE" wasn't slippery for EM gems in version 2.0.1 */
651 if (level.em_slippery_gems && game.engine_version > VERSION_IDENT(2,0,1))
652 Elementeigenschaften2[EL_WALL_GROWING_ACTIVE] |= EP_BIT_EM_SLIPPERY_WALL;
654 Elementeigenschaften2[EL_WALL_GROWING_ACTIVE] &=~EP_BIT_EM_SLIPPERY_WALL;
660 =============================================================================
662 -----------------------------------------------------------------------------
663 initialize and start new game
664 =============================================================================
669 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
670 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
671 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
677 #if USE_NEW_AMOEBA_CODE
678 printf("Using new amoeba code.\n");
680 printf("Using old amoeba code.\n");
684 /* don't play tapes over network */
685 network_playing = (options.network && !tape.playing);
687 for (i=0; i<MAX_PLAYERS; i++)
689 struct PlayerInfo *player = &stored_player[i];
691 player->index_nr = i;
692 player->element_nr = EL_PLAYER1 + i;
694 player->present = FALSE;
695 player->active = FALSE;
698 player->effective_action = 0;
699 player->programmed_action = 0;
702 player->gems_still_needed = level.gems_needed;
703 player->sokobanfields_still_needed = 0;
704 player->lights_still_needed = 0;
705 player->friends_still_needed = 0;
708 player->key[j] = FALSE;
710 player->dynamite = 0;
711 player->dynabomb_count = 0;
712 player->dynabomb_size = 1;
713 player->dynabombs_left = 0;
714 player->dynabomb_xl = FALSE;
716 player->MovDir = MV_NO_MOVING;
718 player->Pushing = FALSE;
719 player->Switching = FALSE;
723 player->actual_frame_counter = 0;
725 player->frame_reset_delay = 0;
727 player->last_move_dir = MV_NO_MOVING;
728 player->is_moving = FALSE;
730 player->move_delay = game.initial_move_delay;
731 player->move_delay_value = game.initial_move_delay_value;
733 player->push_delay = 0;
734 player->push_delay_value = 5;
736 player->snapped = FALSE;
738 player->last_jx = player->last_jy = 0;
739 player->jx = player->jy = 0;
741 player->shield_passive_time_left = 0;
742 player->shield_active_time_left = 0;
744 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
745 SnapField(player, 0, 0);
747 player->LevelSolved = FALSE;
748 player->GameOver = FALSE;
751 network_player_action_received = FALSE;
753 #if defined(PLATFORM_UNIX)
754 /* initial null action */
756 SendToServer_MovePlayer(MV_NO_MOVING);
764 TimeLeft = level.time;
766 ScreenMovDir = MV_NO_MOVING;
770 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
772 AllPlayersGone = FALSE;
774 game.yam_content_nr = 0;
775 game.magic_wall_active = FALSE;
776 game.magic_wall_time_left = 0;
777 game.light_time_left = 0;
778 game.timegate_time_left = 0;
779 game.switchgate_pos = 0;
780 game.balloon_dir = MV_NO_MOVING;
781 game.explosions_delayed = TRUE;
785 game.belt_dir[i] = MV_NO_MOVING;
786 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
789 for (i=0; i<MAX_NUM_AMOEBA; i++)
790 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
792 for (x=0; x<lev_fieldx; x++)
794 for (y=0; y<lev_fieldy; y++)
796 Feld[x][y] = Ur[x][y];
797 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
798 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
801 JustStopped[x][y] = 0;
803 ExplodeField[x][y] = EX_NO_EXPLOSION;
807 for(y=0; y<lev_fieldy; y++)
809 for(x=0; x<lev_fieldx; x++)
811 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
813 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
815 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
818 InitField(x, y, TRUE);
822 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
823 emulate_sb ? EMU_SOKOBAN :
824 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
826 /* correct non-moving belts to start moving left */
828 if (game.belt_dir[i] == MV_NO_MOVING)
829 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
831 /* check if any connected player was not found in playfield */
832 for (i=0; i<MAX_PLAYERS; i++)
834 struct PlayerInfo *player = &stored_player[i];
836 if (player->connected && !player->present)
838 for (j=0; j<MAX_PLAYERS; j++)
840 struct PlayerInfo *some_player = &stored_player[j];
841 int jx = some_player->jx, jy = some_player->jy;
843 /* assign first free player found that is present in the playfield */
844 if (some_player->present && !some_player->connected)
846 player->present = TRUE;
847 player->active = TRUE;
848 some_player->present = FALSE;
850 StorePlayer[jx][jy] = player->element_nr;
851 player->jx = player->last_jx = jx;
852 player->jy = player->last_jy = jy;
862 /* when playing a tape, eliminate all players who do not participate */
864 for (i=0; i<MAX_PLAYERS; i++)
866 if (stored_player[i].active && !tape.player_participates[i])
868 struct PlayerInfo *player = &stored_player[i];
869 int jx = player->jx, jy = player->jy;
871 player->active = FALSE;
872 StorePlayer[jx][jy] = 0;
873 Feld[jx][jy] = EL_EMPTY;
877 else if (!options.network && !setup.team_mode) /* && !tape.playing */
879 /* when in single player mode, eliminate all but the first active player */
881 for (i=0; i<MAX_PLAYERS; i++)
883 if (stored_player[i].active)
885 for (j=i+1; j<MAX_PLAYERS; j++)
887 if (stored_player[j].active)
889 struct PlayerInfo *player = &stored_player[j];
890 int jx = player->jx, jy = player->jy;
892 player->active = FALSE;
893 StorePlayer[jx][jy] = 0;
894 Feld[jx][jy] = EL_EMPTY;
901 /* when recording the game, store which players take part in the game */
904 for (i=0; i<MAX_PLAYERS; i++)
905 if (stored_player[i].active)
906 tape.player_participates[i] = TRUE;
911 for (i=0; i<MAX_PLAYERS; i++)
913 struct PlayerInfo *player = &stored_player[i];
915 printf("Player %d: present == %d, connected == %d, active == %d.\n",
920 if (local_player == player)
921 printf("Player %d is local player.\n", i+1);
925 if (BorderElement == EL_EMPTY)
928 SBX_Right = lev_fieldx - SCR_FIELDX;
930 SBY_Lower = lev_fieldy - SCR_FIELDY;
935 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
937 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
940 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
941 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
943 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
944 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
947 scroll_y = SBY_Upper;
948 if (local_player->jx >= SBX_Left + MIDPOSX)
949 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
950 local_player->jx - MIDPOSX :
952 if (local_player->jy >= SBY_Upper + MIDPOSY)
953 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
954 local_player->jy - MIDPOSY :
957 CloseDoor(DOOR_CLOSE_1);
963 /* after drawing the level, correct some elements */
964 if (game.timegate_time_left == 0)
965 CloseAllOpenTimegates();
967 if (setup.soft_scrolling)
968 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
970 redraw_mask |= REDRAW_FROM_BACKBUFFER;
972 /* copy default game door content to main double buffer */
973 BlitBitmap(pix[PIX_DOOR], drawto,
974 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
977 DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
978 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
981 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
982 int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3);
983 BlitBitmap(drawto, drawto,
984 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
985 FONT5_XSIZE * 3, FONT5_YSIZE - 1,
986 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
989 DrawGameDoorValues();
993 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
994 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
995 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
999 /* copy actual game door content to door double buffer for OpenDoor() */
1000 BlitBitmap(drawto, pix[PIX_DB_DOOR],
1001 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
1003 OpenDoor(DOOR_OPEN_ALL);
1005 PlaySoundStereo(SND_GAME_STARTING, SOUND_MAX_RIGHT);
1006 if (setup.sound_music)
1007 PlayMusic(level_nr);
1009 KeyboardAutoRepeatOff();
1014 printf("Player %d %sactive.\n",
1015 i + 1, (stored_player[i].active ? "" : "not "));
1019 void InitMovDir(int x, int y)
1021 int i, element = Feld[x][y];
1022 static int xy[4][2] =
1029 static int direction[3][4] =
1031 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1032 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1033 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1042 Feld[x][y] = EL_BUG;
1043 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
1046 case EL_SPACESHIP_RIGHT:
1047 case EL_SPACESHIP_UP:
1048 case EL_SPACESHIP_LEFT:
1049 case EL_SPACESHIP_DOWN:
1050 Feld[x][y] = EL_SPACESHIP;
1051 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
1054 case EL_BD_BUTTERFLY_RIGHT:
1055 case EL_BD_BUTTERFLY_UP:
1056 case EL_BD_BUTTERFLY_LEFT:
1057 case EL_BD_BUTTERFLY_DOWN:
1058 Feld[x][y] = EL_BD_BUTTERFLY;
1059 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
1062 case EL_BD_FIREFLY_RIGHT:
1063 case EL_BD_FIREFLY_UP:
1064 case EL_BD_FIREFLY_LEFT:
1065 case EL_BD_FIREFLY_DOWN:
1066 Feld[x][y] = EL_BD_FIREFLY;
1067 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1070 case EL_PACMAN_RIGHT:
1072 case EL_PACMAN_LEFT:
1073 case EL_PACMAN_DOWN:
1074 Feld[x][y] = EL_PACMAN;
1075 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1078 case EL_SP_SNIKSNAK:
1079 MovDir[x][y] = MV_UP;
1082 case EL_SP_ELECTRON:
1083 MovDir[x][y] = MV_LEFT;
1090 Feld[x][y] = EL_MOLE;
1091 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1095 MovDir[x][y] = 1 << RND(4);
1096 if (element != EL_BUG &&
1097 element != EL_SPACESHIP &&
1098 element != EL_BD_BUTTERFLY &&
1099 element != EL_BD_FIREFLY)
1104 int x1 = x + xy[i][0];
1105 int y1 = y + xy[i][1];
1107 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1109 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1111 MovDir[x][y] = direction[0][i];
1114 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1115 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1117 MovDir[x][y] = direction[1][i];
1126 void InitAmoebaNr(int x, int y)
1129 int group_nr = AmoebeNachbarNr(x, y);
1133 for (i=1; i<MAX_NUM_AMOEBA; i++)
1135 if (AmoebaCnt[i] == 0)
1143 AmoebaNr[x][y] = group_nr;
1144 AmoebaCnt[group_nr]++;
1145 AmoebaCnt2[group_nr]++;
1151 boolean raise_level = FALSE;
1153 if (local_player->MovPos)
1156 local_player->LevelSolved = FALSE;
1158 PlaySoundStereo(SND_GAME_WINNING, SOUND_MAX_RIGHT);
1162 if (!tape.playing && setup.sound_loops)
1163 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1164 SND_CTRL_PLAY_LOOP);
1166 while (TimeLeft > 0)
1168 if (!tape.playing && !setup.sound_loops)
1169 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1170 if (TimeLeft > 0 && !(TimeLeft % 10))
1171 RaiseScore(level.score[SC_ZEITBONUS]);
1172 if (TimeLeft > 100 && !(TimeLeft % 10))
1176 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
1183 if (!tape.playing && setup.sound_loops)
1184 StopSound(SND_GAME_LEVELTIME_BONUS);
1186 else if (level.time == 0) /* level without time limit */
1188 if (!tape.playing && setup.sound_loops)
1189 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1190 SND_CTRL_PLAY_LOOP);
1192 while (TimePlayed < 999)
1194 if (!tape.playing && !setup.sound_loops)
1195 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1196 if (TimePlayed < 999 && !(TimePlayed % 10))
1197 RaiseScore(level.score[SC_ZEITBONUS]);
1198 if (TimePlayed < 900 && !(TimePlayed % 10))
1202 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
1209 if (!tape.playing && setup.sound_loops)
1210 StopSound(SND_GAME_LEVELTIME_BONUS);
1217 /* Hero disappears */
1218 DrawLevelField(ExitX, ExitY);
1224 CloseDoor(DOOR_CLOSE_1);
1229 SaveTape(tape.level_nr); /* Ask to save tape */
1232 if (level_nr == leveldir_current->handicap_level)
1234 leveldir_current->handicap_level++;
1235 SaveLevelSetup_SeriesInfo();
1238 if (level_editor_test_game)
1239 local_player->score = -1; /* no highscore when playing from editor */
1240 else if (level_nr < leveldir_current->last_level)
1241 raise_level = TRUE; /* advance to next level */
1243 if ((hi_pos = NewHiScore()) >= 0)
1245 game_status = HALLOFFAME;
1246 DrawHallOfFame(hi_pos);
1255 game_status = MAINMENU;
1272 LoadScore(level_nr);
1274 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1275 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1278 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1280 if (local_player->score > highscore[k].Score)
1282 /* player has made it to the hall of fame */
1284 if (k < MAX_SCORE_ENTRIES - 1)
1286 int m = MAX_SCORE_ENTRIES - 1;
1289 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1290 if (!strcmp(setup.player_name, highscore[l].Name))
1292 if (m == k) /* player's new highscore overwrites his old one */
1298 strcpy(highscore[l].Name, highscore[l - 1].Name);
1299 highscore[l].Score = highscore[l - 1].Score;
1306 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1307 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1308 highscore[k].Score = local_player->score;
1314 else if (!strncmp(setup.player_name, highscore[k].Name,
1315 MAX_PLAYER_NAME_LEN))
1316 break; /* player already there with a higher score */
1322 SaveScore(level_nr);
1327 void InitMovingField(int x, int y, int direction)
1329 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1330 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1332 MovDir[x][y] = direction;
1333 MovDir[newx][newy] = direction;
1334 if (Feld[newx][newy] == EL_EMPTY)
1335 Feld[newx][newy] = EL_BLOCKED;
1338 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1340 int direction = MovDir[x][y];
1341 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1342 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1348 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1350 int oldx = x, oldy = y;
1351 int direction = MovDir[x][y];
1353 if (direction == MV_LEFT)
1355 else if (direction == MV_RIGHT)
1357 else if (direction == MV_UP)
1359 else if (direction == MV_DOWN)
1362 *comes_from_x = oldx;
1363 *comes_from_y = oldy;
1366 int MovingOrBlocked2Element(int x, int y)
1368 int element = Feld[x][y];
1370 if (element == EL_BLOCKED)
1374 Blocked2Moving(x, y, &oldx, &oldy);
1375 return Feld[oldx][oldy];
1381 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1383 /* like MovingOrBlocked2Element(), but if element is moving
1384 and (x,y) is the field the moving element is just leaving,
1385 return EL_BLOCKED instead of the element value */
1386 int element = Feld[x][y];
1388 if (IS_MOVING(x, y))
1390 if (element == EL_BLOCKED)
1394 Blocked2Moving(x, y, &oldx, &oldy);
1395 return Feld[oldx][oldy];
1404 static void RemoveField(int x, int y)
1406 Feld[x][y] = EL_EMPTY;
1412 void RemoveMovingField(int x, int y)
1414 int oldx = x, oldy = y, newx = x, newy = y;
1416 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1419 if (IS_MOVING(x, y))
1421 Moving2Blocked(x, y, &newx, &newy);
1422 if (Feld[newx][newy] != EL_BLOCKED)
1425 else if (Feld[x][y] == EL_BLOCKED)
1427 Blocked2Moving(x, y, &oldx, &oldy);
1428 if (!IS_MOVING(oldx, oldy))
1432 if (Feld[x][y] == EL_BLOCKED &&
1433 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1434 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1435 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1436 Feld[oldx][oldy] == EL_AMOEBA_DRIPPING))
1437 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1439 Feld[oldx][oldy] = EL_EMPTY;
1441 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1443 Feld[newx][newy] = EL_EMPTY;
1444 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1445 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1447 DrawLevelField(oldx, oldy);
1448 DrawLevelField(newx, newy);
1451 void DrawDynamite(int x, int y)
1453 int sx = SCREENX(x), sy = SCREENY(y);
1454 int graphic = el2gfx(Feld[x][y]);
1457 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1461 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
1463 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1465 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
1470 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
1474 if (game.emulation == EMU_SUPAPLEX)
1475 DrawGraphic(sx, sy, GFX_SP_DISK_RED);
1476 else if (Store[x][y])
1477 DrawGraphicThruMask(sx, sy, graphic + phase);
1479 DrawGraphic(sx, sy, graphic + phase);
1482 void CheckDynamite(int x, int y)
1484 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1489 if (!(MovDelay[x][y] % 6))
1490 PlaySoundLevelAction(x, y, SND_ACTION_ACTIVE);
1492 if (IS_ACTIVE_BOMB(Feld[x][y]))
1494 int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6);
1496 if (!(MovDelay[x][y] % delay))
1504 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1505 StopSound(SND_DYNAMITE_ACTIVE);
1507 StopSound(SND_DYNABOMB_ACTIVE);
1512 void Explode(int ex, int ey, int phase, int mode)
1515 int num_phase = 9, delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1516 int last_phase = num_phase * delay;
1517 int half_phase = (num_phase / 2) * delay;
1518 int first_phase_after_start = EX_PHASE_START + 1;
1520 if (game.explosions_delayed)
1522 ExplodeField[ex][ey] = mode;
1526 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1528 int center_element = Feld[ex][ey];
1530 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1532 /* put moving element to center field (and let it explode there) */
1533 center_element = MovingOrBlocked2Element(ex, ey);
1534 RemoveMovingField(ex, ey);
1535 Feld[ex][ey] = center_element;
1538 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1542 if (!IN_LEV_FIELD(x, y) ||
1543 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
1544 (x != ex || y != ey)))
1547 element = Feld[x][y];
1549 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1551 element = MovingOrBlocked2Element(x, y);
1552 RemoveMovingField(x, y);
1555 if (IS_MASSIVE(element) || element == EL_DRAGON_FIRE)
1558 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1560 if (IS_ACTIVE_BOMB(element))
1562 /* re-activate things under the bomb like gate or penguin */
1563 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
1570 if (element == EL_EXPLOSION)
1571 element = Store2[x][y];
1573 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1575 switch(StorePlayer[ex][ey])
1578 Store[x][y] = EL_EMERALD_RED;
1581 Store[x][y] = EL_EMERALD;
1584 Store[x][y] = EL_EMERALD_PURPLE;
1588 Store[x][y] = EL_EMERALD_YELLOW;
1592 if (game.emulation == EMU_SUPAPLEX)
1593 Store[x][y] = EL_EMPTY;
1595 else if (center_element == EL_MOLE)
1596 Store[x][y] = EL_EMERALD_RED;
1597 else if (center_element == EL_PENGUIN)
1598 Store[x][y] = EL_EMERALD_PURPLE;
1599 else if (center_element == EL_BUG)
1600 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
1601 else if (center_element == EL_BD_BUTTERFLY)
1602 Store[x][y] = EL_BD_DIAMOND;
1603 else if (center_element == EL_SP_ELECTRON)
1604 Store[x][y] = EL_SP_INFOTRON;
1605 else if (center_element == EL_YAMYAM)
1606 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1607 else if (center_element == EL_AMOEBA_TO_DIAMOND)
1608 Store[x][y] = level.amoeba_content;
1609 else if (element == EL_WALL_EMERALD)
1610 Store[x][y] = EL_EMERALD;
1611 else if (element == EL_WALL_DIAMOND)
1612 Store[x][y] = EL_DIAMOND;
1613 else if (element == EL_WALL_BD_DIAMOND)
1614 Store[x][y] = EL_BD_DIAMOND;
1615 else if (element == EL_WALL_EMERALD_YELLOW)
1616 Store[x][y] = EL_EMERALD_YELLOW;
1617 else if (element == EL_WALL_EMERALD_RED)
1618 Store[x][y] = EL_EMERALD_RED;
1619 else if (element == EL_WALL_EMERALD_PURPLE)
1620 Store[x][y] = EL_EMERALD_PURPLE;
1621 else if (element == EL_WALL_PEARL)
1622 Store[x][y] = EL_PEARL;
1623 else if (element == EL_WALL_CRYSTAL)
1624 Store[x][y] = EL_CRYSTAL;
1625 else if (!IS_PFORTE(Store[x][y]))
1626 Store[x][y] = EL_EMPTY;
1628 if (x != ex || y != ey ||
1629 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
1630 Store2[x][y] = element;
1632 if (AmoebaNr[x][y] &&
1633 (element == EL_AMOEBA_FULL ||
1634 element == EL_BD_AMOEBA ||
1635 element == EL_AMOEBA_CREATING))
1637 AmoebaCnt[AmoebaNr[x][y]]--;
1638 AmoebaCnt2[AmoebaNr[x][y]]--;
1641 Feld[x][y] = EL_EXPLOSION;
1642 MovDir[x][y] = MovPos[x][y] = 0;
1648 if (center_element == EL_YAMYAM)
1649 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1660 Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
1662 if (phase == first_phase_after_start)
1664 int element = Store2[x][y];
1666 if (element == EL_BLACK_ORB)
1668 Feld[x][y] = Store2[x][y];
1673 else if (phase == half_phase)
1675 int element = Store2[x][y];
1677 if (IS_PLAYER(x, y))
1678 KillHeroUnlessProtected(x, y);
1679 else if (IS_EXPLOSIVE(element))
1681 Feld[x][y] = Store2[x][y];
1685 else if (element == EL_AMOEBA_TO_DIAMOND)
1686 AmoebeUmwandeln(x, y);
1689 if (phase == last_phase)
1693 element = Feld[x][y] = Store[x][y];
1694 Store[x][y] = Store2[x][y] = 0;
1695 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1696 InitField(x, y, FALSE);
1697 if (CAN_MOVE(element) || COULD_MOVE(element))
1699 DrawLevelField(x, y);
1701 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1702 StorePlayer[x][y] = 0;
1704 else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1706 int graphic = GFX_EXPLOSION;
1708 if (game.emulation == EMU_SUPAPLEX)
1709 graphic = (Store[x][y] == EL_SP_INFOTRON ?
1710 GFX_SP_EXPLODE_INFOTRON :
1711 GFX_SP_EXPLODE_EMPTY);
1714 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1716 graphic += (phase / delay - 1);
1718 if (IS_PFORTE(Store[x][y]))
1720 DrawLevelElement(x, y, Store[x][y]);
1721 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic);
1724 DrawGraphic(SCREENX(x), SCREENY(y), graphic);
1728 void DynaExplode(int ex, int ey)
1731 int dynabomb_size = 1;
1732 boolean dynabomb_xl = FALSE;
1733 struct PlayerInfo *player;
1734 static int xy[4][2] =
1742 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1744 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_ACTIVE_1];
1745 dynabomb_size = player->dynabomb_size;
1746 dynabomb_xl = player->dynabomb_xl;
1747 player->dynabombs_left++;
1750 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1754 for (j=1; j<=dynabomb_size; j++)
1756 int x = ex + j * xy[i % 4][0];
1757 int y = ey + j * xy[i % 4][1];
1760 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1763 element = Feld[x][y];
1765 /* do not restart explosions of fields with active bombs */
1766 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
1769 Explode(x, y, EX_PHASE_START, EX_BORDER);
1771 if (element != EL_EMPTY &&
1772 element != EL_SAND &&
1773 element != EL_EXPLOSION &&
1780 void Bang(int x, int y)
1782 int element = Feld[x][y];
1784 if (game.emulation == EMU_SUPAPLEX)
1785 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
1787 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
1790 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1798 case EL_BD_BUTTERFLY:
1801 case EL_DARK_YAMYAM:
1805 RaiseScoreElement(element);
1806 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1808 case EL_DYNABOMB_ACTIVE_1:
1809 case EL_DYNABOMB_ACTIVE_2:
1810 case EL_DYNABOMB_ACTIVE_3:
1811 case EL_DYNABOMB_ACTIVE_4:
1812 case EL_DYNABOMB_NR:
1813 case EL_DYNABOMB_SZ:
1814 case EL_DYNABOMB_XL:
1819 case EL_LAMP_ACTIVE:
1820 if (IS_PLAYER(x, y))
1821 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1823 Explode(x, y, EX_PHASE_START, EX_CENTER);
1826 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1831 void Blurb(int x, int y)
1833 int element = Feld[x][y];
1835 if (element != EL_ACID_SPLASHING_LEFT &&
1836 element != EL_ACID_SPLASHING_RIGHT) /* start */
1838 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
1839 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1840 (!IN_LEV_FIELD(x-1, y-1) ||
1841 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1843 Feld[x-1][y] = EL_ACID_SPLASHING_LEFT;
1845 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1846 (!IN_LEV_FIELD(x+1, y-1) ||
1847 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1849 Feld[x+1][y] = EL_ACID_SPLASHING_RIGHT;
1855 (element == EL_ACID_SPLASHING_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1857 if (!MovDelay[x][y]) /* initialize animation counter */
1860 if (MovDelay[x][y]) /* continue animation */
1863 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1864 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1866 if (!MovDelay[x][y])
1868 Feld[x][y] = EL_EMPTY;
1869 DrawLevelField(x, y);
1875 static void ToggleBeltSwitch(int x, int y)
1877 static int belt_base_element[4] =
1879 EL_CONVEYOR_BELT1_LEFT,
1880 EL_CONVEYOR_BELT2_LEFT,
1881 EL_CONVEYOR_BELT3_LEFT,
1882 EL_CONVEYOR_BELT4_LEFT
1884 static int belt_base_active_element[4] =
1886 EL_CONVEYOR_BELT1_LEFT_ACTIVE,
1887 EL_CONVEYOR_BELT2_LEFT_ACTIVE,
1888 EL_CONVEYOR_BELT3_LEFT_ACTIVE,
1889 EL_CONVEYOR_BELT4_LEFT_ACTIVE
1891 static int belt_base_switch_element[4] =
1893 EL_CONVEYOR_BELT1_SWITCH_LEFT,
1894 EL_CONVEYOR_BELT2_SWITCH_LEFT,
1895 EL_CONVEYOR_BELT3_SWITCH_LEFT,
1896 EL_CONVEYOR_BELT4_SWITCH_LEFT
1898 static int belt_move_dir[4] =
1906 int element = Feld[x][y];
1907 int belt_nr = getBeltNrFromBeltSwitchElement(element);
1908 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1909 int belt_dir = belt_move_dir[belt_dir_nr];
1912 if (!IS_BELT_SWITCH(element))
1915 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1916 game.belt_dir[belt_nr] = belt_dir;
1918 if (belt_dir_nr == 3)
1921 for (yy=0; yy<lev_fieldy; yy++)
1923 for (xx=0; xx<lev_fieldx; xx++)
1925 int element = Feld[xx][yy];
1927 if (IS_BELT_SWITCH(element))
1929 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
1931 if (e_belt_nr == belt_nr)
1933 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
1934 DrawLevelField(xx, yy);
1937 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
1939 int e_belt_nr = getBeltNrFromBeltElement(element);
1941 if (e_belt_nr == belt_nr)
1943 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
1945 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
1946 DrawLevelField(xx, yy);
1949 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
1951 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
1953 if (e_belt_nr == belt_nr)
1955 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
1957 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
1958 DrawLevelField(xx, yy);
1965 static void ToggleSwitchgateSwitch(int x, int y)
1969 game.switchgate_pos = !game.switchgate_pos;
1971 for (yy=0; yy<lev_fieldy; yy++)
1973 for (xx=0; xx<lev_fieldx; xx++)
1975 int element = Feld[xx][yy];
1977 if (element == EL_SWITCHGATE_SWITCH_UP ||
1978 element == EL_SWITCHGATE_SWITCH_DOWN)
1980 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
1981 DrawLevelField(xx, yy);
1983 else if (element == EL_SWITCHGATE_OPEN ||
1984 element == EL_SWITCHGATE_OPENING)
1986 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
1987 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
1989 else if (element == EL_SWITCHGATE_CLOSED ||
1990 element == EL_SWITCHGATE_CLOSING)
1992 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
1993 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
1999 static void RedrawAllLightSwitchesAndInvisibleElements()
2003 for (y=0; y<lev_fieldy; y++)
2005 for (x=0; x<lev_fieldx; x++)
2007 int element = Feld[x][y];
2009 if (element == EL_LIGHT_SWITCH &&
2010 game.light_time_left > 0)
2012 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2013 DrawLevelField(x, y);
2015 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2016 game.light_time_left == 0)
2018 Feld[x][y] = EL_LIGHT_SWITCH;
2019 DrawLevelField(x, y);
2022 if (element == EL_INVISIBLE_STEELWALL ||
2023 element == EL_INVISIBLE_WALL ||
2024 element == EL_INVISIBLE_SAND)
2025 DrawLevelField(x, y);
2030 static void ToggleLightSwitch(int x, int y)
2032 int element = Feld[x][y];
2034 game.light_time_left =
2035 (element == EL_LIGHT_SWITCH ?
2036 level.time_light * FRAMES_PER_SECOND : 0);
2038 RedrawAllLightSwitchesAndInvisibleElements();
2041 static void ActivateTimegateSwitch(int x, int y)
2045 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2047 for (yy=0; yy<lev_fieldy; yy++)
2049 for (xx=0; xx<lev_fieldx; xx++)
2051 int element = Feld[xx][yy];
2053 if (element == EL_TIMEGATE_CLOSED ||
2054 element == EL_TIMEGATE_CLOSING)
2056 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2057 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2061 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2063 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2064 DrawLevelField(xx, yy);
2071 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2074 void Impact(int x, int y)
2076 boolean lastline = (y == lev_fieldy-1);
2077 boolean object_hit = FALSE;
2078 int element = Feld[x][y];
2081 if (!lastline) /* check if element below was hit */
2083 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
2086 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
2087 MovDir[x][y+1]!=MV_DOWN ||
2088 MovPos[x][y+1]<=TILEY/2));
2090 smashed = MovingOrBlocked2Element(x, y+1);
2093 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2099 if ((element == EL_BOMB ||
2100 element == EL_SP_DISK_ORANGE ||
2101 element == EL_DX_SUPABOMB) &&
2102 (lastline || object_hit)) /* element is bomb */
2107 else if (element == EL_PEARL)
2109 Feld[x][y] = EL_PEARL_BREAKING;
2110 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2114 if (element == EL_AMOEBA_DROP && (lastline || object_hit))
2116 if (object_hit && IS_PLAYER(x, y+1))
2117 KillHeroUnlessProtected(x, y+1);
2118 else if (object_hit && smashed == EL_PENGUIN)
2122 Feld[x][y] = EL_AMOEBA_CREATING;
2123 Store[x][y] = EL_AMOEBA_WET;
2128 if (!lastline && object_hit) /* check which object was hit */
2130 if (CAN_CHANGE(element) &&
2131 (smashed == EL_MAGIC_WALL || smashed == EL_BD_MAGIC_WALL))
2134 int activated_magic_wall =
2135 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2136 EL_BD_MAGIC_WALL_ACTIVE);
2138 /* activate magic wall / mill */
2139 for (yy=0; yy<lev_fieldy; yy++)
2140 for (xx=0; xx<lev_fieldx; xx++)
2141 if (Feld[xx][yy] == smashed)
2142 Feld[xx][yy] = activated_magic_wall;
2144 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2145 game.magic_wall_active = TRUE;
2147 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2148 SND_MAGIC_WALL_ACTIVATING :
2149 SND_BD_MAGIC_WALL_ACTIVATING));
2152 if (IS_PLAYER(x, y+1))
2154 KillHeroUnlessProtected(x, y+1);
2157 else if (smashed == EL_PENGUIN)
2162 else if (element == EL_BD_DIAMOND)
2164 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2170 else if ((element == EL_SP_INFOTRON || element == EL_SP_ZONK) &&
2171 (smashed == EL_SP_SNIKSNAK || smashed == EL_SP_ELECTRON ||
2172 smashed == EL_SP_DISK_ORANGE))
2177 else if (element == EL_ROCK ||
2178 element == EL_SP_ZONK ||
2179 element == EL_BD_ROCK)
2181 if (IS_ENEMY(smashed) ||
2182 smashed == EL_BOMB || smashed == EL_SP_DISK_ORANGE ||
2183 smashed == EL_DX_SUPABOMB ||
2184 smashed == EL_SATELLITE || smashed == EL_PIG ||
2185 smashed == EL_DRAGON || smashed == EL_MOLE)
2190 else if (!IS_MOVING(x, y+1))
2192 if (smashed == EL_LAMP || smashed == EL_LAMP_ACTIVE)
2197 else if (smashed == EL_NUT)
2199 Feld[x][y+1] = EL_CRACKINGNUT;
2200 PlaySoundLevel(x, y, SND_NUT_CRACKING);
2201 RaiseScoreElement(EL_NUT);
2204 else if (smashed == EL_PEARL)
2206 Feld[x][y+1] = EL_PEARL_BREAKING;
2207 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2210 else if (smashed == EL_DIAMOND)
2212 Feld[x][y+1] = EL_EMPTY;
2213 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2216 else if (IS_BELT_SWITCH(smashed))
2218 ToggleBeltSwitch(x, y+1);
2220 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
2221 smashed == EL_SWITCHGATE_SWITCH_DOWN)
2223 ToggleSwitchgateSwitch(x, y+1);
2225 else if (smashed == EL_LIGHT_SWITCH ||
2226 smashed == EL_LIGHT_SWITCH_ACTIVE)
2228 ToggleLightSwitch(x, y+1);
2234 /* play sound of magic wall / mill */
2236 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2237 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2239 if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2240 PlaySoundLevel(x, y, SND_MAGIC_WALL_CHANGING);
2241 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2242 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_CHANGING);
2247 /* play sound of object that hits the ground */
2248 if (lastline || object_hit)
2249 PlaySoundLevelElementAction(x, y, element, SND_ACTION_IMPACT);
2252 void TurnRound(int x, int y)
2264 { 0, 0 }, { 0, 0 }, { 0, 0 },
2269 int left, right, back;
2273 { MV_DOWN, MV_UP, MV_RIGHT },
2274 { MV_UP, MV_DOWN, MV_LEFT },
2276 { MV_LEFT, MV_RIGHT, MV_DOWN },
2277 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2278 { MV_RIGHT, MV_LEFT, MV_UP }
2281 int element = Feld[x][y];
2282 int old_move_dir = MovDir[x][y];
2283 int left_dir = turn[old_move_dir].left;
2284 int right_dir = turn[old_move_dir].right;
2285 int back_dir = turn[old_move_dir].back;
2287 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2288 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2289 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2290 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2292 int left_x = x+left_dx, left_y = y+left_dy;
2293 int right_x = x+right_dx, right_y = y+right_dy;
2294 int move_x = x+move_dx, move_y = y+move_dy;
2296 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2298 TestIfBadThingTouchesOtherBadThing(x, y);
2300 if (IN_LEV_FIELD(right_x, right_y) &&
2301 IS_FREE(right_x, right_y))
2302 MovDir[x][y] = right_dir;
2303 else if (!IN_LEV_FIELD(move_x, move_y) ||
2304 !IS_FREE(move_x, move_y))
2305 MovDir[x][y] = left_dir;
2307 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
2309 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2312 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2313 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2315 TestIfBadThingTouchesOtherBadThing(x, y);
2317 if (IN_LEV_FIELD(left_x, left_y) &&
2318 IS_FREE(left_x, left_y))
2319 MovDir[x][y] = left_dir;
2320 else if (!IN_LEV_FIELD(move_x, move_y) ||
2321 !IS_FREE(move_x, move_y))
2322 MovDir[x][y] = right_dir;
2324 if ((element == EL_SPACESHIP ||
2325 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2326 && MovDir[x][y] != old_move_dir)
2328 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
2331 else if (element == EL_YAMYAM)
2333 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2335 if (IN_LEV_FIELD(left_x, left_y) &&
2336 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2337 Feld[left_x][left_y] == EL_DIAMOND))
2338 can_turn_left = TRUE;
2339 if (IN_LEV_FIELD(right_x, right_y) &&
2340 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2341 Feld[right_x][right_y] == EL_DIAMOND))
2342 can_turn_right = TRUE;
2344 if (can_turn_left && can_turn_right)
2345 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2346 else if (can_turn_left)
2347 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2348 else if (can_turn_right)
2349 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2351 MovDir[x][y] = back_dir;
2353 MovDelay[x][y] = 16+16*RND(3);
2355 else if (element == EL_DARK_YAMYAM)
2357 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2359 if (IN_LEV_FIELD(left_x, left_y) &&
2360 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2361 IS_MAMPF2(Feld[left_x][left_y])))
2362 can_turn_left = TRUE;
2363 if (IN_LEV_FIELD(right_x, right_y) &&
2364 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2365 IS_MAMPF2(Feld[right_x][right_y])))
2366 can_turn_right = TRUE;
2368 if (can_turn_left && can_turn_right)
2369 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2370 else if (can_turn_left)
2371 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2372 else if (can_turn_right)
2373 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2375 MovDir[x][y] = back_dir;
2377 MovDelay[x][y] = 16+16*RND(3);
2379 else if (element == EL_PACMAN)
2381 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2383 if (IN_LEV_FIELD(left_x, left_y) &&
2384 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2385 IS_AMOEBOID(Feld[left_x][left_y])))
2386 can_turn_left = TRUE;
2387 if (IN_LEV_FIELD(right_x, right_y) &&
2388 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2389 IS_AMOEBOID(Feld[right_x][right_y])))
2390 can_turn_right = TRUE;
2392 if (can_turn_left && can_turn_right)
2393 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2394 else if (can_turn_left)
2395 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2396 else if (can_turn_right)
2397 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2399 MovDir[x][y] = back_dir;
2401 MovDelay[x][y] = 6+RND(40);
2403 else if (element == EL_PIG)
2405 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2406 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2407 boolean should_move_on = FALSE;
2409 int rnd = RND(rnd_value);
2411 if (IN_LEV_FIELD(left_x, left_y) &&
2412 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2413 can_turn_left = TRUE;
2414 if (IN_LEV_FIELD(right_x, right_y) &&
2415 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2416 can_turn_right = TRUE;
2417 if (IN_LEV_FIELD(move_x, move_y) &&
2418 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2421 if (can_turn_left &&
2423 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2424 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2425 should_turn_left = TRUE;
2426 if (can_turn_right &&
2428 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2429 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2430 should_turn_right = TRUE;
2432 (!can_turn_left || !can_turn_right ||
2433 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2434 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2435 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2436 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2437 should_move_on = TRUE;
2439 if (should_turn_left || should_turn_right || should_move_on)
2441 if (should_turn_left && should_turn_right && should_move_on)
2442 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2443 rnd < 2*rnd_value/3 ? right_dir :
2445 else if (should_turn_left && should_turn_right)
2446 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2447 else if (should_turn_left && should_move_on)
2448 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2449 else if (should_turn_right && should_move_on)
2450 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2451 else if (should_turn_left)
2452 MovDir[x][y] = left_dir;
2453 else if (should_turn_right)
2454 MovDir[x][y] = right_dir;
2455 else if (should_move_on)
2456 MovDir[x][y] = old_move_dir;
2458 else if (can_move_on && rnd > rnd_value/8)
2459 MovDir[x][y] = old_move_dir;
2460 else if (can_turn_left && can_turn_right)
2461 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2462 else if (can_turn_left && rnd > rnd_value/8)
2463 MovDir[x][y] = left_dir;
2464 else if (can_turn_right && rnd > rnd_value/8)
2465 MovDir[x][y] = right_dir;
2467 MovDir[x][y] = back_dir;
2469 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2470 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2471 MovDir[x][y] = old_move_dir;
2475 else if (element == EL_DRAGON)
2477 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2479 int rnd = RND(rnd_value);
2481 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2482 can_turn_left = TRUE;
2483 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2484 can_turn_right = TRUE;
2485 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2488 if (can_move_on && rnd > rnd_value/8)
2489 MovDir[x][y] = old_move_dir;
2490 else if (can_turn_left && can_turn_right)
2491 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2492 else if (can_turn_left && rnd > rnd_value/8)
2493 MovDir[x][y] = left_dir;
2494 else if (can_turn_right && rnd > rnd_value/8)
2495 MovDir[x][y] = right_dir;
2497 MovDir[x][y] = back_dir;
2499 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2500 MovDir[x][y] = old_move_dir;
2504 else if (element == EL_MOLE)
2506 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2508 if (IN_LEV_FIELD(move_x, move_y) &&
2509 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2510 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING))
2515 if (IN_LEV_FIELD(left_x, left_y) &&
2516 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2517 can_turn_left = TRUE;
2518 if (IN_LEV_FIELD(right_x, right_y) &&
2519 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2520 can_turn_right = TRUE;
2522 if (can_turn_left && can_turn_right)
2523 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2524 else if (can_turn_left)
2525 MovDir[x][y] = left_dir;
2527 MovDir[x][y] = right_dir;
2530 if (MovDir[x][y] != old_move_dir)
2533 else if (element == EL_BALLOON)
2535 MovDir[x][y] = game.balloon_dir;
2538 else if (element == EL_SPRING_MOVING)
2540 if (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2541 (IN_LEV_FIELD(x, y+1) && IS_FREE(x, y+1)))
2543 Feld[x][y] = EL_SPRING;
2544 MovDir[x][y] = MV_NO_MOVING;
2548 else if (element == EL_ROBOT || element == EL_SATELLITE || element == EL_PENGUIN)
2550 int attr_x = -1, attr_y = -1;
2561 for (i=0; i<MAX_PLAYERS; i++)
2563 struct PlayerInfo *player = &stored_player[i];
2564 int jx = player->jx, jy = player->jy;
2566 if (!player->active)
2569 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2577 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
2583 if (element == EL_PENGUIN)
2586 static int xy[4][2] =
2596 int ex = x + xy[i%4][0];
2597 int ey = y + xy[i%4][1];
2599 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
2608 MovDir[x][y] = MV_NO_MOVING;
2610 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2612 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2614 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2616 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2618 if (element == EL_ROBOT)
2622 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2623 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2624 Moving2Blocked(x, y, &newx, &newy);
2626 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2627 MovDelay[x][y] = 8+8*!RND(3);
2629 MovDelay[x][y] = 16;
2637 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2639 boolean first_horiz = RND(2);
2640 int new_move_dir = MovDir[x][y];
2643 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2644 Moving2Blocked(x, y, &newx, &newy);
2646 if (IN_LEV_FIELD(newx, newy) &&
2647 (IS_FREE(newx, newy) ||
2648 Feld[newx][newy] == EL_ACID ||
2649 (element == EL_PENGUIN &&
2650 (Feld[newx][newy] == EL_EXIT_OPEN ||
2651 IS_MAMPF3(Feld[newx][newy])))))
2655 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2656 Moving2Blocked(x, y, &newx, &newy);
2658 if (IN_LEV_FIELD(newx, newy) &&
2659 (IS_FREE(newx, newy) ||
2660 Feld[newx][newy] == EL_ACID ||
2661 (element == EL_PENGUIN &&
2662 (Feld[newx][newy] == EL_EXIT_OPEN ||
2663 IS_MAMPF3(Feld[newx][newy])))))
2666 MovDir[x][y] = old_move_dir;
2673 static boolean JustBeingPushed(int x, int y)
2677 for (i=0; i<MAX_PLAYERS; i++)
2679 struct PlayerInfo *player = &stored_player[i];
2681 if (player->active && player->Pushing && player->MovPos)
2683 int next_jx = player->jx + (player->jx - player->last_jx);
2684 int next_jy = player->jy + (player->jy - player->last_jy);
2686 if (x == next_jx && y == next_jy)
2694 void StartMoving(int x, int y)
2696 int element = Feld[x][y];
2701 if (CAN_FALL(element) && y<lev_fieldy-1)
2703 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2704 if (JustBeingPushed(x, y))
2707 if (element == EL_QUICKSAND_FULL)
2709 if (IS_FREE(x, y+1))
2711 InitMovingField(x, y, MV_DOWN);
2712 Feld[x][y] = EL_QUICKSAND_EMPTYING;
2713 Store[x][y] = EL_ROCK;
2714 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
2716 else if (Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2718 if (!MovDelay[x][y])
2719 MovDelay[x][y] = TILEY + 1;
2728 Feld[x][y] = EL_QUICKSAND_EMPTY;
2729 Feld[x][y+1] = EL_QUICKSAND_FULL;
2730 Store[x][y+1] = Store[x][y];
2732 PlaySoundLevel(x, y, SND_QUICKSAND_SLIPPING);
2735 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
2736 Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2738 InitMovingField(x, y, MV_DOWN);
2739 Feld[x][y] = EL_QUICKSAND_FILLING;
2740 Store[x][y] = element;
2741 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
2743 else if (element == EL_MAGIC_WALL_FULL)
2745 if (IS_FREE(x, y+1))
2747 InitMovingField(x, y, MV_DOWN);
2748 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
2749 Store[x][y] = EL_CHANGED(Store[x][y]);
2751 else if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2753 if (!MovDelay[x][y])
2754 MovDelay[x][y] = TILEY/4 + 1;
2763 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
2764 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
2765 Store[x][y+1] = EL_CHANGED(Store[x][y]);
2769 else if (element == EL_BD_MAGIC_WALL_FULL)
2771 if (IS_FREE(x, y+1))
2773 InitMovingField(x, y, MV_DOWN);
2774 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
2775 Store[x][y] = EL_CHANGED2(Store[x][y]);
2777 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2779 if (!MovDelay[x][y])
2780 MovDelay[x][y] = TILEY/4 + 1;
2789 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
2790 Feld[x][y+1] = EL_BD_MAGIC_WALL_FULL;
2791 Store[x][y+1] = EL_CHANGED2(Store[x][y]);
2795 else if (CAN_CHANGE(element) &&
2796 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2797 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2799 InitMovingField(x, y, MV_DOWN);
2801 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
2802 EL_BD_MAGIC_WALL_FILLING);
2803 Store[x][y] = element;
2805 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_ACID)
2808 InitMovingField(x, y, MV_DOWN);
2809 Store[x][y] = EL_ACID;
2811 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2816 else if (IS_FREE(x, y+1))
2818 InitMovingField(x, y, MV_DOWN);
2820 else if (element == EL_AMOEBA_DROP)
2822 Feld[x][y] = EL_AMOEBA_CREATING;
2823 Store[x][y] = EL_AMOEBA_WET;
2825 /* Store[x][y+1] must be zero, because:
2826 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y+1] == EL_QUICKSAND_EMPTY
2829 #if OLD_GAME_BEHAVIOUR
2830 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2832 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2833 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2834 element != EL_DX_SUPABOMB)
2837 else if ((IS_SLIPPERY(Feld[x][y+1]) ||
2838 (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
2839 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2840 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
2843 boolean left = (x>0 && IS_FREE(x-1, y) &&
2844 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_ACID));
2845 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2846 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_ACID));
2850 if (left && right &&
2851 (game.emulation != EMU_BOULDERDASH &&
2852 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
2853 left = !(right = RND(2));
2855 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2858 else if (IS_BELT_ACTIVE(Feld[x][y+1]))
2860 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
2861 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
2862 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y+1]);
2863 int belt_dir = game.belt_dir[belt_nr];
2865 if ((belt_dir == MV_LEFT && left_is_free) ||
2866 (belt_dir == MV_RIGHT && right_is_free))
2867 InitMovingField(x, y, belt_dir);
2870 else if (CAN_MOVE(element))
2874 if ((element == EL_SATELLITE || element == EL_BALLOON ||
2875 element == EL_SPRING_MOVING)
2876 && JustBeingPushed(x, y))
2879 if (!MovDelay[x][y]) /* start new movement phase */
2881 /* all objects that can change their move direction after each step */
2882 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2884 if (element!=EL_YAMYAM && element!=EL_DARK_YAMYAM && element!=EL_PACMAN)
2888 if (MovDelay[x][y] && (element == EL_BUG ||
2889 element == EL_SPACESHIP ||
2890 element == EL_SP_SNIKSNAK ||
2891 element == EL_SP_ELECTRON))
2892 DrawNewLevelField(x, y);
2893 else if (MovDelay[x][y] && (element == EL_BUG ||
2894 element == EL_SPACESHIP ||
2895 element == EL_SP_SNIKSNAK ||
2896 element == EL_SP_ELECTRON ||
2897 element == EL_MOLE))
2898 DrawLevelField(x, y);
2902 if (MovDelay[x][y]) /* wait some time before next movement */
2906 if (element == EL_ROBOT ||
2907 element == EL_YAMYAM || element == EL_DARK_YAMYAM)
2909 int phase = MovDelay[x][y] % 8;
2914 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2915 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element) + phase);
2917 if (MovDelay[x][y] % 4 == 3)
2919 if (element == EL_YAMYAM)
2920 PlaySoundLevel(x, y, SND_YAMYAM_WAITING);
2921 else if (element == EL_DARK_YAMYAM)
2922 PlaySoundLevel(x, y, SND_DARK_YAMYAM_WAITING);
2925 else if (element == EL_SP_ELECTRON)
2926 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2927 else if (element == EL_DRAGON)
2930 int dir = MovDir[x][y];
2931 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2932 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2933 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
2934 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
2935 dir == MV_UP ? GFX_FLAMMEN_UP :
2936 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
2937 int phase = FrameCounter % 2;
2939 for (i=1; i<=3; i++)
2941 int xx = x + i*dx, yy = y + i*dy;
2942 int sx = SCREENX(xx), sy = SCREENY(yy);
2944 if (!IN_LEV_FIELD(xx, yy) ||
2945 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLOSION)
2950 int flamed = MovingOrBlocked2Element(xx, yy);
2952 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
2955 RemoveMovingField(xx, yy);
2957 Feld[xx][yy] = EL_DRAGON_FIRE;
2958 if (IN_SCR_FIELD(sx, sy))
2959 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
2963 if (Feld[xx][yy] == EL_DRAGON_FIRE)
2964 Feld[xx][yy] = EL_EMPTY;
2965 DrawLevelField(xx, yy);
2970 if (MovDelay[x][y]) /* element still has to wait some time */
2972 PlaySoundLevelAction(x, y, SND_ACTION_WAITING);
2978 /* now make next step */
2980 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
2982 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
2983 !PLAYER_PROTECTED(newx, newy))
2987 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
2990 /* enemy got the player */
2992 KillHero(PLAYERINFO(newx, newy));
2997 else if ((element == EL_PENGUIN || element == EL_ROBOT ||
2998 element == EL_SATELLITE || element == EL_BALLOON) &&
2999 IN_LEV_FIELD(newx, newy) &&
3000 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
3003 Store[x][y] = EL_ACID;
3005 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
3007 if (Feld[newx][newy] == EL_EXIT_OPEN)
3009 Feld[x][y] = EL_EMPTY;
3010 DrawLevelField(x, y);
3012 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING_EXIT);
3013 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
3014 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
3016 local_player->friends_still_needed--;
3017 if (!local_player->friends_still_needed &&
3018 !local_player->GameOver && AllPlayersGone)
3019 local_player->LevelSolved = local_player->GameOver = TRUE;
3023 else if (IS_MAMPF3(Feld[newx][newy]))
3025 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
3026 DrawLevelField(newx, newy);
3028 MovDir[x][y] = MV_NO_MOVING;
3030 else if (!IS_FREE(newx, newy))
3032 if (IS_PLAYER(x, y))
3033 DrawPlayerField(x, y);
3035 DrawLevelField(x, y);
3039 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
3041 if (IS_GEM(Feld[newx][newy]))
3043 if (IS_MOVING(newx, newy))
3044 RemoveMovingField(newx, newy);
3047 Feld[newx][newy] = EL_EMPTY;
3048 DrawLevelField(newx, newy);
3051 PlaySoundLevel(x, y, SND_PIG_EATING);
3053 else if (!IS_FREE(newx, newy))
3055 if (IS_PLAYER(x, y))
3056 DrawPlayerField(x, y);
3058 DrawLevelField(x, y);
3062 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
3064 if (!IS_FREE(newx, newy))
3066 if (IS_PLAYER(x, y))
3067 DrawPlayerField(x, y);
3069 DrawLevelField(x, y);
3074 boolean wanna_flame = !RND(10);
3075 int dx = newx - x, dy = newy - y;
3076 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3077 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3078 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3079 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
3080 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3081 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
3083 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
3084 element1 != EL_DRAGON && element2 != EL_DRAGON &&
3085 element1 != EL_DRAGON_FIRE && element2 != EL_DRAGON_FIRE)
3087 if (IS_PLAYER(x, y))
3088 DrawPlayerField(x, y);
3090 DrawLevelField(x, y);
3092 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3094 MovDelay[x][y] = 50;
3095 Feld[newx][newy] = EL_DRAGON_FIRE;
3096 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
3097 Feld[newx1][newy1] = EL_DRAGON_FIRE;
3098 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
3099 Feld[newx2][newy2] = EL_DRAGON_FIRE;
3104 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3105 Feld[newx][newy] == EL_DIAMOND)
3107 if (IS_MOVING(newx, newy))
3108 RemoveMovingField(newx, newy);
3111 Feld[newx][newy] = EL_EMPTY;
3112 DrawLevelField(newx, newy);
3115 PlaySoundLevel(x, y, SND_YAMYAM_EATING);
3117 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3118 IS_MAMPF2(Feld[newx][newy]))
3120 if (AmoebaNr[newx][newy])
3122 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3123 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3124 Feld[newx][newy] == EL_BD_AMOEBA)
3125 AmoebaCnt[AmoebaNr[newx][newy]]--;
3128 if (IS_MOVING(newx, newy))
3129 RemoveMovingField(newx, newy);
3132 Feld[newx][newy] = EL_EMPTY;
3133 DrawLevelField(newx, newy);
3136 PlaySoundLevel(x, y, SND_DARK_YAMYAM_EATING);
3138 else if ((element == EL_PACMAN || element == EL_MOLE)
3139 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3141 if (AmoebaNr[newx][newy])
3143 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3144 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3145 Feld[newx][newy] == EL_BD_AMOEBA)
3146 AmoebaCnt[AmoebaNr[newx][newy]]--;
3149 if (element == EL_MOLE)
3151 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
3152 PlaySoundLevel(x, y, SND_MOLE_EATING);
3153 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
3154 return; /* wait for shrinking amoeba */
3156 else /* element == EL_PACMAN */
3158 Feld[newx][newy] = EL_EMPTY;
3159 DrawNewLevelField(newx, newy);
3160 PlaySoundLevel(x, y, SND_PACMAN_EATING);
3163 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
3164 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
3165 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
3167 /* wait for shrinking amoeba to completely disappear */
3170 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3172 /* object was running against a wall */
3176 if (element == EL_BUG || element == EL_SPACESHIP ||
3177 element == EL_SP_SNIKSNAK)
3179 DrawLevelField(x, y);
3181 DrawNewLevelField(x, y);
3183 else if (element == EL_BUG || element == EL_SPACESHIP ||
3184 element == EL_SP_SNIKSNAK || element == EL_MOLE)
3186 DrawLevelField(x, y);
3188 DrawNewLevelField(x, y);
3190 else if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
3192 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
3194 DrawNewGraphicAnimation(x, y, el2img(element));
3196 else if (element == EL_SATELLITE)
3198 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
3200 DrawNewGraphicAnimation(x, y, IMG_SATELLITE);
3202 else if (element == EL_SP_ELECTRON)
3204 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
3206 DrawNewGraphicAnimation(x, y, IMG_SP_ELECTRON);
3209 if (DONT_TOUCH(element))
3210 TestIfBadThingTouchesHero(x, y);
3212 PlaySoundLevelAction(x, y, SND_ACTION_WAITING);
3217 InitMovingField(x, y, MovDir[x][y]);
3219 PlaySoundLevelAction(x, y, SND_ACTION_MOVING);
3223 ContinueMoving(x, y);
3226 void ContinueMoving(int x, int y)
3228 int element = Feld[x][y];
3229 int direction = MovDir[x][y];
3230 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3231 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3232 int horiz_move = (dx!=0);
3233 int newx = x + dx, newy = y + dy;
3234 int step = (horiz_move ? dx : dy) * TILEX / 8;
3236 if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DRIPPING)
3238 else if (element == EL_QUICKSAND_FILLING ||
3239 element == EL_QUICKSAND_EMPTYING)
3241 else if (element == EL_MAGIC_WALL_FILLING ||
3242 element == EL_BD_MAGIC_WALL_FILLING ||
3243 element == EL_MAGIC_WALL_EMPTYING ||
3244 element == EL_BD_MAGIC_WALL_EMPTYING)
3246 else if (CAN_FALL(element) && horiz_move &&
3247 y < lev_fieldy-1 && IS_BELT_ACTIVE(Feld[x][y+1]))
3249 else if (element == EL_SPRING_MOVING)
3252 #if OLD_GAME_BEHAVIOUR
3253 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3257 MovPos[x][y] += step;
3259 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
3261 Feld[x][y] = EL_EMPTY;
3262 Feld[newx][newy] = element;
3264 if (element == EL_MOLE)
3267 static int xy[4][2] =
3275 Feld[x][y] = EL_SAND;
3276 DrawLevelField(x, y);
3285 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND)
3286 DrawLevelField(xx, yy); /* for "ErdreichAnbroeckeln()" */
3290 if (element == EL_QUICKSAND_FILLING)
3292 element = Feld[newx][newy] = get_next_element(element);
3293 Store[newx][newy] = Store[x][y];
3295 else if (element == EL_QUICKSAND_EMPTYING)
3297 Feld[x][y] = get_next_element(element);
3298 element = Feld[newx][newy] = Store[x][y];
3300 else if (element == EL_MAGIC_WALL_FILLING)
3302 element = Feld[newx][newy] = get_next_element(element);
3303 if (!game.magic_wall_active)
3304 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3305 Store[newx][newy] = Store[x][y];
3307 else if (element == EL_MAGIC_WALL_EMPTYING)
3309 Feld[x][y] = get_next_element(element);
3310 if (!game.magic_wall_active)
3311 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3312 element = Feld[newx][newy] = Store[x][y];
3314 else if (element == EL_BD_MAGIC_WALL_FILLING)
3316 element = Feld[newx][newy] = get_next_element(element);
3317 if (!game.magic_wall_active)
3318 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
3319 Store[newx][newy] = Store[x][y];
3321 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
3323 Feld[x][y] = get_next_element(element);
3324 if (!game.magic_wall_active)
3325 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
3326 element = Feld[newx][newy] = Store[x][y];
3328 else if (element == EL_AMOEBA_DRIPPING)
3330 Feld[x][y] = get_next_element(element);
3331 element = Feld[newx][newy] = Store[x][y];
3333 else if (Store[x][y] == EL_ACID)
3335 element = Feld[newx][newy] = EL_ACID;
3339 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3340 MovDelay[newx][newy] = 0;
3342 if (!CAN_MOVE(element))
3343 MovDir[newx][newy] = 0;
3345 if (element == EL_BUG || element == EL_SPACESHIP ||
3346 element == EL_SP_SNIKSNAK || element == EL_PACMAN ||
3347 element == EL_SP_ELECTRON)
3349 DrawNewLevelField(x, y);
3350 DrawNewLevelField(newx, newy);
3354 DrawLevelField(x, y);
3355 DrawLevelField(newx, newy);
3358 Stop[newx][newy] = TRUE;
3359 JustStopped[newx][newy] = 3;
3361 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3363 TestIfBadThingTouchesHero(newx, newy);
3364 TestIfBadThingTouchesFriend(newx, newy);
3365 TestIfBadThingTouchesOtherBadThing(newx, newy);
3367 else if (element == EL_PENGUIN)
3368 TestIfFriendTouchesBadThing(newx, newy);
3370 if (CAN_SMASH(element) && direction == MV_DOWN &&
3371 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3374 else /* still moving on */
3376 if (element == EL_BUG || element == EL_SPACESHIP ||
3377 element == EL_SP_SNIKSNAK || element == EL_PACMAN ||
3378 element == EL_SP_ELECTRON)
3379 DrawNewLevelField(x, y);
3381 DrawLevelField(x, y);
3385 int AmoebeNachbarNr(int ax, int ay)
3388 int element = Feld[ax][ay];
3390 static int xy[4][2] =
3400 int x = ax + xy[i][0];
3401 int y = ay + xy[i][1];
3403 if (!IN_LEV_FIELD(x, y))
3406 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3407 group_nr = AmoebaNr[x][y];
3413 void AmoebenVereinigen(int ax, int ay)
3415 int i, x, y, xx, yy;
3416 int new_group_nr = AmoebaNr[ax][ay];
3417 static int xy[4][2] =
3425 if (new_group_nr == 0)
3433 if (!IN_LEV_FIELD(x, y))
3436 if ((Feld[x][y] == EL_AMOEBA_FULL ||
3437 Feld[x][y] == EL_BD_AMOEBA ||
3438 Feld[x][y] == EL_AMOEBA_DEAD) &&
3439 AmoebaNr[x][y] != new_group_nr)
3441 int old_group_nr = AmoebaNr[x][y];
3443 if (old_group_nr == 0)
3446 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3447 AmoebaCnt[old_group_nr] = 0;
3448 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3449 AmoebaCnt2[old_group_nr] = 0;
3451 for (yy=0; yy<lev_fieldy; yy++)
3453 for (xx=0; xx<lev_fieldx; xx++)
3455 if (AmoebaNr[xx][yy] == old_group_nr)
3456 AmoebaNr[xx][yy] = new_group_nr;
3463 void AmoebeUmwandeln(int ax, int ay)
3467 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
3469 int group_nr = AmoebaNr[ax][ay];
3474 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3475 printf("AmoebeUmwandeln(): This should never happen!\n");
3480 for (y=0; y<lev_fieldy; y++)
3482 for (x=0; x<lev_fieldx; x++)
3484 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
3487 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
3491 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
3492 SND_AMOEBA_TURNING_TO_GEM :
3493 SND_AMOEBA_TURNING_TO_ROCK));
3498 static int xy[4][2] =
3511 if (!IN_LEV_FIELD(x, y))
3514 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
3516 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
3517 SND_AMOEBA_TURNING_TO_GEM :
3518 SND_AMOEBA_TURNING_TO_ROCK));
3525 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3528 int group_nr = AmoebaNr[ax][ay];
3529 boolean done = FALSE;
3534 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3535 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3540 for (y=0; y<lev_fieldy; y++)
3542 for (x=0; x<lev_fieldx; x++)
3544 if (AmoebaNr[x][y] == group_nr &&
3545 (Feld[x][y] == EL_AMOEBA_DEAD ||
3546 Feld[x][y] == EL_BD_AMOEBA ||
3547 Feld[x][y] == EL_AMOEBA_CREATING))
3550 Feld[x][y] = new_element;
3551 InitField(x, y, FALSE);
3552 DrawLevelField(x, y);
3559 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
3560 SND_BD_AMOEBA_TURNING_TO_ROCK :
3561 SND_BD_AMOEBA_TURNING_TO_GEM));
3564 void AmoebeWaechst(int x, int y)
3566 static unsigned long sound_delay = 0;
3567 static unsigned long sound_delay_value = 0;
3569 if (!MovDelay[x][y]) /* start new growing cycle */
3573 if (DelayReached(&sound_delay, sound_delay_value))
3575 if (Store[x][y] == EL_BD_AMOEBA)
3576 PlaySoundLevel(x, y, SND_BD_AMOEBA_CREATING);
3578 PlaySoundLevel(x, y, SND_AMOEBA_CREATING);
3579 sound_delay_value = 30;
3583 if (MovDelay[x][y]) /* wait some time before growing bigger */
3586 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3587 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
3589 if (!MovDelay[x][y])
3591 Feld[x][y] = Store[x][y];
3593 DrawLevelField(x, y);
3598 void AmoebaDisappearing(int x, int y)
3600 static unsigned long sound_delay = 0;
3601 static unsigned long sound_delay_value = 0;
3603 if (!MovDelay[x][y]) /* start new shrinking cycle */
3607 if (DelayReached(&sound_delay, sound_delay_value))
3608 sound_delay_value = 30;
3611 if (MovDelay[x][y]) /* wait some time before shrinking */
3614 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3615 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + MovDelay[x][y]/2);
3617 if (!MovDelay[x][y])
3619 Feld[x][y] = EL_EMPTY;
3620 DrawLevelField(x, y);
3622 /* don't let mole enter this field in this cycle;
3623 (give priority to objects falling to this field from above) */
3629 void AmoebeAbleger(int ax, int ay)
3632 int element = Feld[ax][ay];
3633 int newax = ax, neway = ay;
3634 static int xy[4][2] =
3642 if (!level.amoeba_speed)
3644 Feld[ax][ay] = EL_AMOEBA_DEAD;
3645 DrawLevelField(ax, ay);
3649 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3650 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3652 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3655 if (MovDelay[ax][ay])
3659 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
3662 int x = ax + xy[start][0];
3663 int y = ay + xy[start][1];
3665 if (!IN_LEV_FIELD(x, y))
3668 if (IS_FREE(x, y) ||
3669 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3675 if (newax == ax && neway == ay)
3678 else /* normal or "filled" (BD style) amoeba */
3681 boolean waiting_for_player = FALSE;
3685 int j = (start + i) % 4;
3686 int x = ax + xy[j][0];
3687 int y = ay + xy[j][1];
3689 if (!IN_LEV_FIELD(x, y))
3692 if (IS_FREE(x, y) ||
3693 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3699 else if (IS_PLAYER(x, y))
3700 waiting_for_player = TRUE;
3703 if (newax == ax && neway == ay) /* amoeba cannot grow */
3705 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3707 Feld[ax][ay] = EL_AMOEBA_DEAD;
3708 DrawLevelField(ax, ay);
3709 AmoebaCnt[AmoebaNr[ax][ay]]--;
3711 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3713 if (element == EL_AMOEBA_FULL)
3714 AmoebeUmwandeln(ax, ay);
3715 else if (element == EL_BD_AMOEBA)
3716 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3721 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
3723 /* amoeba gets larger by growing in some direction */
3725 int new_group_nr = AmoebaNr[ax][ay];
3728 if (new_group_nr == 0)
3730 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3731 printf("AmoebeAbleger(): This should never happen!\n");
3736 AmoebaNr[newax][neway] = new_group_nr;
3737 AmoebaCnt[new_group_nr]++;
3738 AmoebaCnt2[new_group_nr]++;
3740 /* if amoeba touches other amoeba(s) after growing, unify them */
3741 AmoebenVereinigen(newax, neway);
3743 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
3745 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
3751 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
3752 (neway == lev_fieldy - 1 && newax != ax))
3754 Feld[newax][neway] = EL_AMOEBA_CREATING; /* creation of new amoeba */
3755 Store[newax][neway] = element;
3757 else if (neway == ay)
3759 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
3760 PlaySoundLevel(newax, neway, SND_AMOEBA_DROP_CREATING);
3764 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
3765 Feld[ax][ay] = EL_AMOEBA_DRIPPING;
3766 Store[ax][ay] = EL_AMOEBA_DROP;
3767 ContinueMoving(ax, ay);
3771 DrawLevelField(newax, neway);
3774 void Life(int ax, int ay)
3777 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3779 int element = Feld[ax][ay];
3780 boolean changed = FALSE;
3785 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3786 MovDelay[ax][ay] = life_time;
3788 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3791 if (MovDelay[ax][ay])
3795 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3797 int xx = ax+x1, yy = ay+y1;
3800 if (!IN_LEV_FIELD(xx, yy))
3803 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3805 int x = xx+x2, y = yy+y2;
3807 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3810 if (((Feld[x][y] == element ||
3811 (element == EL_GAMEOFLIFE && IS_PLAYER(x, y))) &&
3813 (IS_FREE(x, y) && Stop[x][y]))
3817 if (xx == ax && yy == ay) /* field in the middle */
3819 if (nachbarn < life[0] || nachbarn > life[1])
3821 Feld[xx][yy] = EL_EMPTY;
3823 DrawLevelField(xx, yy);
3824 Stop[xx][yy] = TRUE;
3828 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
3829 { /* free border field */
3830 if (nachbarn >= life[2] && nachbarn <= life[3])
3832 Feld[xx][yy] = element;
3833 MovDelay[xx][yy] = (element == EL_GAMEOFLIFE ? 0 : life_time-1);
3835 DrawLevelField(xx, yy);
3836 Stop[xx][yy] = TRUE;
3843 PlaySoundLevel(ax, ay, element == EL_GAMEOFLIFE ? SND_GAMEOFLIFE_CREATING :
3844 SND_BIOMAZE_CREATING);
3847 void RobotWheel(int x, int y)
3849 if (!MovDelay[x][y]) /* next animation frame */
3850 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3852 if (MovDelay[x][y]) /* wait some time before next frame */
3857 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3858 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
3859 if (!(MovDelay[x][y]%4))
3860 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
3865 Feld[x][y] = EL_ROBOT_WHEEL;
3866 DrawLevelField(x, y);
3867 if (ZX == x && ZY == y)
3871 void TimegateWheel(int x, int y)
3873 if (!MovDelay[x][y]) /* next animation frame */
3874 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3876 if (MovDelay[x][y]) /* wait some time before next frame */
3881 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3882 DrawGraphic(SCREENX(x), SCREENY(y),
3883 GFX_TIMEGATE_SWITCH + MovDelay[x][y]%4);
3884 if (!(MovDelay[x][y]%4))
3885 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
3890 Feld[x][y] = EL_TIMEGATE_SWITCH;
3891 DrawLevelField(x, y);
3892 if (ZX == x && ZY == y)
3896 void Blubber(int x, int y)
3898 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
3899 DrawLevelField(x, y-1);
3901 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
3904 void NussKnacken(int x, int y)
3906 if (!MovDelay[x][y]) /* next animation frame */
3909 if (MovDelay[x][y]) /* wait some time before next frame */
3912 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3913 DrawGraphic(SCREENX(x), SCREENY(y),
3914 GFX_CRACKINGNUT + 3 - MovDelay[x][y]/2);
3916 if (!MovDelay[x][y])
3918 Feld[x][y] = EL_EMERALD;
3919 DrawLevelField(x, y);
3924 void BreakingPearl(int x, int y)
3926 if (!MovDelay[x][y]) /* next animation frame */
3929 if (MovDelay[x][y]) /* wait some time before next frame */
3932 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3933 DrawGraphic(SCREENX(x), SCREENY(y),
3934 GFX_PEARL_BREAKING + 4 - MovDelay[x][y]/2);
3936 if (!MovDelay[x][y])
3938 Feld[x][y] = EL_EMPTY;
3939 DrawLevelField(x, y);
3944 void SiebAktivieren(int x, int y, int typ)
3946 int graphic = (typ == 1 ? GFX_MAGIC_WALL_FULL : GFX_MAGIC_WALL_BD_FULL) + 3;
3948 DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
3951 void AusgangstuerPruefen(int x, int y)
3953 if (local_player->gems_still_needed > 0 ||
3954 local_player->sokobanfields_still_needed > 0 ||
3955 local_player->lights_still_needed > 0)
3958 Feld[x][y] = EL_EXIT_OPENING;
3960 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
3961 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
3962 y < LEVELY(BY1) ? LEVELY(BY1) :
3963 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
3967 void AusgangstuerPruefen_SP(int x, int y)
3969 if (local_player->gems_still_needed > 0)
3972 Feld[x][y] = EL_SP_EXIT_OPEN;
3974 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
3975 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
3976 y < LEVELY(BY1) ? LEVELY(BY1) :
3977 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
3978 SND_SP_EXIT_OPENING);
3981 void AusgangstuerOeffnen(int x, int y)
3985 if (!MovDelay[x][y]) /* next animation frame */
3986 MovDelay[x][y] = 5*delay;
3988 if (MovDelay[x][y]) /* wait some time before next frame */
3993 tuer = MovDelay[x][y]/delay;
3994 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3995 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
3997 if (!MovDelay[x][y])
3999 Feld[x][y] = EL_EXIT_OPEN;
4000 DrawLevelField(x, y);
4005 void AusgangstuerBlinken(int x, int y)
4007 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_PINGPONG);
4010 void OpenSwitchgate(int x, int y)
4014 if (!MovDelay[x][y]) /* next animation frame */
4015 MovDelay[x][y] = 5 * delay;
4017 if (MovDelay[x][y]) /* wait some time before next frame */
4022 phase = MovDelay[x][y] / delay;
4023 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4024 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_OPEN - phase);
4026 if (!MovDelay[x][y])
4028 Feld[x][y] = EL_SWITCHGATE_OPEN;
4029 DrawLevelField(x, y);
4034 void CloseSwitchgate(int x, int y)
4038 if (!MovDelay[x][y]) /* next animation frame */
4039 MovDelay[x][y] = 5 * delay;
4041 if (MovDelay[x][y]) /* wait some time before next frame */
4046 phase = MovDelay[x][y] / delay;
4047 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4048 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_CLOSED + phase);
4050 if (!MovDelay[x][y])
4052 Feld[x][y] = EL_SWITCHGATE_CLOSED;
4053 DrawLevelField(x, y);
4058 void OpenTimegate(int x, int y)
4062 if (!MovDelay[x][y]) /* next animation frame */
4063 MovDelay[x][y] = 5 * delay;
4065 if (MovDelay[x][y]) /* wait some time before next frame */
4070 phase = MovDelay[x][y] / delay;
4071 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4072 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_OPEN - phase);
4074 if (!MovDelay[x][y])
4076 Feld[x][y] = EL_TIMEGATE_OPEN;
4077 DrawLevelField(x, y);
4082 void CloseTimegate(int x, int y)
4086 if (!MovDelay[x][y]) /* next animation frame */
4087 MovDelay[x][y] = 5 * delay;
4089 if (MovDelay[x][y]) /* wait some time before next frame */
4094 phase = MovDelay[x][y] / delay;
4095 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4096 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_CLOSED + phase);
4098 if (!MovDelay[x][y])
4100 Feld[x][y] = EL_TIMEGATE_CLOSED;
4101 DrawLevelField(x, y);
4106 static void CloseAllOpenTimegates()
4110 for (y=0; y<lev_fieldy; y++)
4112 for (x=0; x<lev_fieldx; x++)
4114 int element = Feld[x][y];
4116 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4118 Feld[x][y] = EL_TIMEGATE_CLOSING;
4119 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4125 void EdelsteinFunkeln(int x, int y)
4127 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4130 if (Feld[x][y] == EL_BD_DIAMOND)
4131 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
4134 if (!MovDelay[x][y]) /* next animation frame */
4135 MovDelay[x][y] = 11 * !SimpleRND(500);
4137 if (MovDelay[x][y]) /* wait some time before next frame */
4141 if (setup.direct_draw && MovDelay[x][y])
4142 SetDrawtoField(DRAW_BUFFERED);
4144 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
4148 int phase = (MovDelay[x][y]-1)/2;
4153 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
4155 if (setup.direct_draw)
4159 dest_x = FX + SCREENX(x)*TILEX;
4160 dest_y = FY + SCREENY(y)*TILEY;
4162 BlitBitmap(drawto_field, window,
4163 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4164 SetDrawtoField(DRAW_DIRECT);
4171 void MauerWaechst(int x, int y)
4175 if (!MovDelay[x][y]) /* next animation frame */
4176 MovDelay[x][y] = 3*delay;
4178 if (MovDelay[x][y]) /* wait some time before next frame */
4183 phase = 2-MovDelay[x][y]/delay;
4184 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4185 DrawGraphic(SCREENX(x), SCREENY(y),
4186 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
4187 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
4188 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
4189 GFX_MAUER_DOWN ) + phase);
4191 if (!MovDelay[x][y])
4193 if (MovDir[x][y] == MV_LEFT)
4195 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
4196 DrawLevelField(x-1, y);
4198 else if (MovDir[x][y] == MV_RIGHT)
4200 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
4201 DrawLevelField(x+1, y);
4203 else if (MovDir[x][y] == MV_UP)
4205 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
4206 DrawLevelField(x, y-1);
4210 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
4211 DrawLevelField(x, y+1);
4214 Feld[x][y] = Store[x][y];
4216 MovDir[x][y] = MV_NO_MOVING;
4217 DrawLevelField(x, y);
4222 void MauerAbleger(int ax, int ay)
4224 int element = Feld[ax][ay];
4225 boolean oben_frei = FALSE, unten_frei = FALSE;
4226 boolean links_frei = FALSE, rechts_frei = FALSE;
4227 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4228 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4229 boolean new_wall = FALSE;
4231 if (!MovDelay[ax][ay]) /* start building new wall */
4232 MovDelay[ax][ay] = 6;
4234 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4237 if (MovDelay[ax][ay])
4241 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4243 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4245 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4247 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4250 if (element == EL_WALL_GROWING_Y || element == EL_WALL_GROWING_XY)
4254 Feld[ax][ay-1] = EL_WALL_GROWING_ACTIVE;
4255 Store[ax][ay-1] = element;
4256 MovDir[ax][ay-1] = MV_UP;
4257 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4258 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
4263 Feld[ax][ay+1] = EL_WALL_GROWING_ACTIVE;
4264 Store[ax][ay+1] = element;
4265 MovDir[ax][ay+1] = MV_DOWN;
4266 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4267 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
4272 if (element == EL_WALL_GROWING_X || element == EL_WALL_GROWING_XY ||
4273 element == EL_WALL_GROWING)
4277 Feld[ax-1][ay] = EL_WALL_GROWING_ACTIVE;
4278 Store[ax-1][ay] = element;
4279 MovDir[ax-1][ay] = MV_LEFT;
4280 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4281 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
4287 Feld[ax+1][ay] = EL_WALL_GROWING_ACTIVE;
4288 Store[ax+1][ay] = element;
4289 MovDir[ax+1][ay] = MV_RIGHT;
4290 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4291 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
4296 if (element == EL_WALL_GROWING && (links_frei || rechts_frei))
4297 DrawLevelField(ax, ay);
4299 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
4301 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
4302 unten_massiv = TRUE;
4303 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
4304 links_massiv = TRUE;
4305 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
4306 rechts_massiv = TRUE;
4308 if (((oben_massiv && unten_massiv) ||
4309 element == EL_WALL_GROWING_X || element == EL_WALL_GROWING) &&
4310 ((links_massiv && rechts_massiv) ||
4311 element == EL_WALL_GROWING_Y))
4312 Feld[ax][ay] = EL_WALL;
4315 PlaySoundLevel(ax, ay, SND_WALL_GROWING);
4318 void CheckForDragon(int x, int y)
4321 boolean dragon_found = FALSE;
4322 static int xy[4][2] =
4334 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4336 if (IN_LEV_FIELD(xx, yy) &&
4337 (Feld[xx][yy] == EL_DRAGON_FIRE || Feld[xx][yy] == EL_DRAGON))
4339 if (Feld[xx][yy] == EL_DRAGON)
4340 dragon_found = TRUE;
4353 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4355 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_DRAGON_FIRE)
4357 Feld[xx][yy] = EL_EMPTY;
4358 DrawLevelField(xx, yy);
4367 static void CheckBuggyBase(int x, int y)
4369 int element = Feld[x][y];
4371 if (element == EL_SP_BUGGY_BASE)
4373 if (!MovDelay[x][y]) /* wait some time before activating base */
4374 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4379 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4380 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
4384 Feld[x][y] = EL_SP_BUGGY_BASE_ACTIVE;
4387 else if (element == EL_SP_BUGGY_BASE_ACTIVE)
4389 if (!MovDelay[x][y]) /* start activating buggy base */
4390 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
4398 static int xy[4][2] =
4406 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4407 DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
4411 int xx = x + xy[i][0], yy = y + xy[i][1];
4413 if (IS_PLAYER(xx, yy))
4415 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
4423 Feld[x][y] = EL_SP_BUGGY_BASE;
4424 DrawLevelField(x, y);
4429 static void CheckTrap(int x, int y)
4431 int element = Feld[x][y];
4433 if (element == EL_TRAP)
4435 if (!MovDelay[x][y]) /* wait some time before activating trap */
4436 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4444 Feld[x][y] = EL_TRAP_ACTIVE;
4445 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
4448 else if (element == EL_TRAP_ACTIVE)
4453 if (!MovDelay[x][y]) /* start activating trap */
4454 MovDelay[x][y] = num_frames * delay;
4462 if (!(MovDelay[x][y] % delay))
4464 int phase = MovDelay[x][y]/delay;
4466 if (phase >= num_frames/2)
4467 phase = num_frames - phase;
4469 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4471 DrawGraphic(SCREENX(x),SCREENY(y), GFX_TRAP_INACTIVE + phase - 1);
4472 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
4479 Feld[x][y] = EL_TRAP;
4480 DrawLevelField(x, y);
4485 static void DrawBeltAnimation(int x, int y, int element)
4487 int belt_nr = getBeltNrFromBeltActiveElement(element);
4488 int belt_dir = game.belt_dir[belt_nr];
4490 if (belt_dir != MV_NO_MOVING)
4493 int mode = (belt_dir == MV_LEFT ? ANIM_NORMAL : ANIM_REVERSE);
4494 int graphic = el2gfx(element) + (belt_dir == MV_LEFT ? 0 : 7);
4496 DrawGraphicAnimation(x, y, graphic, 8, delay, mode);
4498 if (!(FrameCounter % 2))
4499 PlaySoundLevel(x, y, SND_CONVEYOR_BELT_ACTIVE);
4503 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4505 static byte stored_player_action[MAX_PLAYERS];
4506 static int num_stored_actions = 0;
4508 static boolean save_tape_entry = FALSE;
4510 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4511 int left = player_action & JOY_LEFT;
4512 int right = player_action & JOY_RIGHT;
4513 int up = player_action & JOY_UP;
4514 int down = player_action & JOY_DOWN;
4515 int button1 = player_action & JOY_BUTTON_1;
4516 int button2 = player_action & JOY_BUTTON_2;
4517 int dx = (left ? -1 : right ? 1 : 0);
4518 int dy = (up ? -1 : down ? 1 : 0);
4520 stored_player_action[player->index_nr] = 0;
4521 num_stored_actions++;
4523 if (!player->active || tape.pausing)
4529 save_tape_entry = TRUE;
4531 player->frame_reset_delay = 0;
4534 snapped = SnapField(player, dx, dy);
4538 bombed = PlaceBomb(player);
4539 moved = MoveFigure(player, dx, dy);
4542 if (tape.single_step && tape.recording && !tape.pausing)
4544 if (button1 || (bombed && !moved))
4546 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
4547 SnapField(player, 0, 0); /* stop snapping */
4552 if (tape.recording && (moved || snapped || bombed))
4554 if (bombed && !moved)
4555 player_action &= JOY_BUTTON;
4557 stored_player_action[player->index_nr] = player_action;
4558 save_tape_entry = TRUE;
4560 else if (tape.playing && snapped)
4561 SnapField(player, 0, 0); /* stop snapping */
4563 stored_player_action[player->index_nr] = player_action;
4568 /* no actions for this player (no input at player's configured device) */
4570 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4571 SnapField(player, 0, 0);
4572 CheckGravityMovement(player);
4575 if (player->MovPos == 0) /* needed for tape.playing */
4576 player->is_moving = FALSE;
4579 if (player->MovPos == 0) /* needed for tape.playing */
4580 player->last_move_dir = MV_NO_MOVING;
4582 /* !!! CHECK THIS AGAIN !!!
4583 (Seems to be needed for some EL_ROBOT stuff, but breaks
4584 tapes when walking through pipes!)
4587 /* it seems that "player->last_move_dir" is misused as some sort of
4588 "player->is_just_moving_in_this_moment", which is needed for the
4589 robot stuff (robots don't kill players when they are moving)
4593 if (++player->frame_reset_delay > player->move_delay_value)
4598 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
4600 TapeRecordAction(stored_player_action);
4601 num_stored_actions = 0;
4602 save_tape_entry = FALSE;
4605 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
4607 TapeRecordAction(stored_player_action);
4608 num_stored_actions = 0;
4613 if (tape.playing && !tape.pausing && !player_action &&
4614 tape.counter < tape.length)
4616 int jx = player->jx, jy = player->jy;
4618 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
4620 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
4621 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
4623 int dx = (next_joy == JOY_LEFT ? -1 : +1);
4625 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
4627 int el = Feld[jx+dx][jy];
4628 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SATELLITE ? 2 :
4629 (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10);
4631 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
4633 player->MovDir = next_joy;
4634 player->Frame = FrameCounter % 4;
4635 player->Pushing = TRUE;
4645 static unsigned long action_delay = 0;
4646 unsigned long action_delay_value;
4647 int sieb_x = 0, sieb_y = 0;
4648 int i, x, y, element;
4649 byte *recorded_player_action;
4650 byte summarized_player_action = 0;
4652 if (game_status != PLAYING)
4655 action_delay_value =
4656 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4658 if (tape.playing && tape.index_search && !tape.pausing)
4659 action_delay_value = 0;
4661 /* ---------- main game synchronization point ---------- */
4663 WaitUntilDelayReached(&action_delay, action_delay_value);
4665 if (network_playing && !network_player_action_received)
4669 printf("DEBUG: try to get network player actions in time\n");
4673 #if defined(PLATFORM_UNIX)
4674 /* last chance to get network player actions without main loop delay */
4678 if (game_status != PLAYING)
4681 if (!network_player_action_received)
4685 printf("DEBUG: failed to get network player actions in time\n");
4695 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4697 for (i=0; i<MAX_PLAYERS; i++)
4699 summarized_player_action |= stored_player[i].action;
4701 if (!network_playing)
4702 stored_player[i].effective_action = stored_player[i].action;
4705 #if defined(PLATFORM_UNIX)
4706 if (network_playing)
4707 SendToServer_MovePlayer(summarized_player_action);
4710 if (!options.network && !setup.team_mode)
4711 local_player->effective_action = summarized_player_action;
4713 for (i=0; i<MAX_PLAYERS; i++)
4715 int actual_player_action = stored_player[i].effective_action;
4717 if (stored_player[i].programmed_action)
4718 actual_player_action = stored_player[i].programmed_action;
4720 if (recorded_player_action)
4721 actual_player_action = recorded_player_action[i];
4723 PlayerActions(&stored_player[i], actual_player_action);
4724 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4727 network_player_action_received = FALSE;
4729 ScrollScreen(NULL, SCROLL_GO_ON);
4735 if (TimeFrames == 0 && local_player->active)
4737 extern unsigned int last_RND();
4739 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
4740 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
4747 if (GameFrameDelay >= 500)
4748 printf("FrameCounter == %d\n", FrameCounter);
4757 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4760 if (JustStopped[x][y] > 0)
4761 JustStopped[x][y]--;
4764 if (IS_BLOCKED(x, y))
4768 Blocked2Moving(x, y, &oldx, &oldy);
4769 if (!IS_MOVING(oldx, oldy))
4771 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4772 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4773 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4774 printf("GameActions(): This should never happen!\n");
4780 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4782 element = Feld[x][y];
4784 if (IS_INACTIVE(element))
4787 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4791 if (IS_GEM(element) || element == EL_SP_INFOTRON)
4792 EdelsteinFunkeln(x, y);
4794 else if (IS_MOVING(x, y))
4795 ContinueMoving(x, y);
4796 else if (IS_ACTIVE_BOMB(element))
4797 CheckDynamite(x, y);
4799 else if (element == EL_EXPLOSION && !game.explosions_delayed)
4800 Explode(x, y, Frame[x][y], EX_NORMAL);
4802 else if (element == EL_AMOEBA_CREATING)
4803 AmoebeWaechst(x, y);
4804 else if (element == EL_AMOEBA_SHRINKING)
4805 AmoebaDisappearing(x, y);
4807 #if !USE_NEW_AMOEBA_CODE
4808 else if (IS_AMOEBALIVE(element))
4809 AmoebeAbleger(x, y);
4812 else if (element == EL_GAMEOFLIFE || element == EL_BIOMAZE)
4814 else if (element == EL_ROBOT_WHEEL_ACTIVE)
4816 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
4817 TimegateWheel(x, y);
4818 else if (element == EL_ACID)
4820 else if (element == EL_ACID_SPLASHING_LEFT ||
4821 element == EL_ACID_SPLASHING_RIGHT)
4823 else if (element == EL_CRACKINGNUT)
4825 else if (element == EL_PEARL_BREAKING)
4826 BreakingPearl(x, y);
4827 else if (element == EL_EXIT_CLOSED)
4828 AusgangstuerPruefen(x, y);
4829 else if (element == EL_SP_EXIT_CLOSED)
4830 AusgangstuerPruefen_SP(x, y);
4831 else if (element == EL_EXIT_OPENING)
4832 AusgangstuerOeffnen(x, y);
4833 else if (element == EL_EXIT_OPEN)
4834 AusgangstuerBlinken(x, y);
4835 else if (element == EL_SP_EXIT_OPEN)
4836 ; /* !!! ADD SOME (OPTIONAL) ANIMATIONS HERE !!! */
4837 else if (element == EL_WALL_GROWING_ACTIVE)
4839 else if (element == EL_WALL_GROWING ||
4840 element == EL_WALL_GROWING_X ||
4841 element == EL_WALL_GROWING_Y ||
4842 element == EL_WALL_GROWING_XY)
4844 else if (element == EL_DRAGON_FIRE)
4845 CheckForDragon(x, y);
4846 else if (element == EL_SP_BUGGY_BASE || element == EL_SP_BUGGY_BASE_ACTIVE)
4847 CheckBuggyBase(x, y);
4848 else if (element == EL_TRAP || element == EL_TRAP_ACTIVE)
4850 else if (element == EL_SP_TERMINAL)
4851 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL);
4852 else if (element == EL_SP_TERMINAL_ACTIVE)
4854 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
4856 if (!(FrameCounter % 4))
4857 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVE);
4860 else if (IS_BELT_ACTIVE(element))
4861 DrawBeltAnimation(x, y, element);
4862 else if (element == EL_SWITCHGATE_OPENING)
4863 OpenSwitchgate(x, y);
4864 else if (element == EL_SWITCHGATE_CLOSING)
4865 CloseSwitchgate(x, y);
4866 else if (element == EL_TIMEGATE_OPENING)
4868 else if (element == EL_TIMEGATE_CLOSING)
4869 CloseTimegate(x, y);
4870 else if (element == EL_EXTRA_TIME)
4871 DrawGraphicAnimation(x, y, GFX_EXTRA_TIME, 6, 4, ANIM_NORMAL);
4872 else if (element == EL_SHIELD_NORMAL)
4874 DrawGraphicAnimation(x, y, GFX_SHIELD_PASSIVE, 6, 4, ANIM_NORMAL);
4876 if (!(FrameCounter % 4))
4877 PlaySoundLevel(x, y, SND_SHIELD_PASSIVE_ACTIVATED);
4880 else if (element == EL_SHIELD_DEADLY)
4882 DrawGraphicAnimation(x, y, GFX_SHIELD_ACTIVE, 6, 4, ANIM_NORMAL);
4884 if (!(FrameCounter % 4))
4885 PlaySoundLevel(x, y, SND_SHIELD_DEADLY_ACTIVE);
4889 if (game.magic_wall_active)
4891 boolean sieb = FALSE;
4892 int jx = local_player->jx, jy = local_player->jy;
4894 if (element == EL_MAGIC_WALL_FULL ||
4895 element == EL_MAGIC_WALL_ACTIVE ||
4896 element == EL_MAGIC_WALL_EMPTYING)
4898 SiebAktivieren(x, y, 1);
4901 else if (element == EL_BD_MAGIC_WALL_FULL ||
4902 element == EL_BD_MAGIC_WALL_ACTIVE ||
4903 element == EL_BD_MAGIC_WALL_EMPTYING)
4905 SiebAktivieren(x, y, 2);
4909 /* play the element sound at the position nearest to the player */
4910 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
4918 #if USE_NEW_AMOEBA_CODE
4919 /* new experimental amoeba growth stuff */
4921 if (!(FrameCounter % 8))
4924 static unsigned long random = 1684108901;
4926 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
4929 x = (random >> 10) % lev_fieldx;
4930 y = (random >> 20) % lev_fieldy;
4932 x = RND(lev_fieldx);
4933 y = RND(lev_fieldy);
4935 element = Feld[x][y];
4937 if (!IS_PLAYER(x,y) &&
4938 (element == EL_EMPTY ||
4939 element == EL_SAND ||
4940 element == EL_QUICKSAND_EMPTY ||
4941 element == EL_ACID_SPLASHING_LEFT ||
4942 element == EL_ACID_SPLASHING_RIGHT))
4944 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
4945 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
4946 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
4947 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
4948 Feld[x][y] = EL_AMOEBA_DROP;
4951 random = random * 129 + 1;
4957 if (game.explosions_delayed)
4960 game.explosions_delayed = FALSE;
4962 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4964 element = Feld[x][y];
4966 if (ExplodeField[x][y])
4967 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
4968 else if (element == EL_EXPLOSION)
4969 Explode(x, y, Frame[x][y], EX_NORMAL);
4971 ExplodeField[x][y] = EX_NO_EXPLOSION;
4974 game.explosions_delayed = TRUE;
4977 if (game.magic_wall_active)
4979 if (!(game.magic_wall_time_left % 4))
4981 int element = Feld[sieb_x][sieb_y];
4983 if (element == EL_BD_MAGIC_WALL_FULL ||
4984 element == EL_BD_MAGIC_WALL_ACTIVE ||
4985 element == EL_BD_MAGIC_WALL_EMPTYING)
4986 PlaySoundLevel(sieb_x, sieb_y, SND_BD_MAGIC_WALL_ACTIVE);
4988 PlaySoundLevel(sieb_x, sieb_y, SND_MAGIC_WALL_ACTIVE);
4991 if (game.magic_wall_time_left > 0)
4993 game.magic_wall_time_left--;
4994 if (!game.magic_wall_time_left)
4996 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4998 element = Feld[x][y];
5000 if (element == EL_MAGIC_WALL_ACTIVE ||
5001 element == EL_MAGIC_WALL_FULL)
5003 Feld[x][y] = EL_MAGIC_WALL_DEAD;
5004 DrawLevelField(x, y);
5006 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
5007 element == EL_BD_MAGIC_WALL_FULL)
5009 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
5010 DrawLevelField(x, y);
5014 game.magic_wall_active = FALSE;
5019 if (game.light_time_left > 0)
5021 game.light_time_left--;
5023 if (game.light_time_left == 0)
5025 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5027 element = Feld[x][y];
5029 if (element == EL_LIGHT_SWITCH_ACTIVE)
5031 Feld[x][y] = EL_LIGHT_SWITCH;
5032 DrawLevelField(x, y);
5034 else if (element == EL_INVISIBLE_STEELWALL ||
5035 element == EL_INVISIBLE_WALL ||
5036 element == EL_INVISIBLE_SAND)
5037 DrawLevelField(x, y);
5042 if (game.timegate_time_left > 0)
5044 game.timegate_time_left--;
5046 if (game.timegate_time_left == 0)
5047 CloseAllOpenTimegates();
5050 for (i=0; i<MAX_PLAYERS; i++)
5052 struct PlayerInfo *player = &stored_player[i];
5054 if (SHIELD_ON(player))
5056 if (player->shield_active_time_left)
5057 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
5058 else if (player->shield_passive_time_left)
5059 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
5063 if (TimeFrames >= (1000 / GameFrameDelay))
5068 for (i=0; i<MAX_PLAYERS; i++)
5070 struct PlayerInfo *player = &stored_player[i];
5072 if (SHIELD_ON(player))
5074 player->shield_passive_time_left--;
5076 if (player->shield_active_time_left > 0)
5077 player->shield_active_time_left--;
5081 if (tape.recording || tape.playing)
5082 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
5088 if (TimeLeft <= 10 && setup.time_limit)
5089 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MAX_RIGHT);
5091 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5093 if (!TimeLeft && setup.time_limit)
5094 for (i=0; i<MAX_PLAYERS; i++)
5095 KillHero(&stored_player[i]);
5097 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
5098 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
5103 if (options.debug) /* calculate frames per second */
5105 static unsigned long fps_counter = 0;
5106 static int fps_frames = 0;
5107 unsigned long fps_delay_ms = Counter() - fps_counter;
5111 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
5113 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
5116 fps_counter = Counter();
5119 redraw_mask |= REDRAW_FPS;
5123 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
5125 int min_x = x, min_y = y, max_x = x, max_y = y;
5128 for (i=0; i<MAX_PLAYERS; i++)
5130 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5132 if (!stored_player[i].active || &stored_player[i] == player)
5135 min_x = MIN(min_x, jx);
5136 min_y = MIN(min_y, jy);
5137 max_x = MAX(max_x, jx);
5138 max_y = MAX(max_y, jy);
5141 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
5144 static boolean AllPlayersInVisibleScreen()
5148 for (i=0; i<MAX_PLAYERS; i++)
5150 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5152 if (!stored_player[i].active)
5155 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5162 void ScrollLevel(int dx, int dy)
5164 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
5167 BlitBitmap(drawto_field, drawto_field,
5168 FX + TILEX*(dx == -1) - softscroll_offset,
5169 FY + TILEY*(dy == -1) - softscroll_offset,
5170 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
5171 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
5172 FX + TILEX*(dx == 1) - softscroll_offset,
5173 FY + TILEY*(dy == 1) - softscroll_offset);
5177 x = (dx == 1 ? BX1 : BX2);
5178 for (y=BY1; y<=BY2; y++)
5179 DrawScreenField(x, y);
5183 y = (dy == 1 ? BY1 : BY2);
5184 for (x=BX1; x<=BX2; x++)
5185 DrawScreenField(x, y);
5188 redraw_mask |= REDRAW_FIELD;
5191 static void CheckGravityMovement(struct PlayerInfo *player)
5193 if (level.gravity && !player->programmed_action)
5195 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
5196 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
5198 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
5199 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
5200 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
5201 int jx = player->jx, jy = player->jy;
5202 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
5203 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
5204 int new_jx = jx + dx, new_jy = jy + dy;
5205 boolean field_under_player_is_free =
5206 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
5207 boolean player_is_moving_to_valid_field =
5208 (IN_LEV_FIELD(new_jx, new_jy) &&
5209 (Feld[new_jx][new_jy] == EL_SP_BASE ||
5210 Feld[new_jx][new_jy] == EL_SAND));
5212 if (field_under_player_is_free &&
5213 !player_is_moving_to_valid_field &&
5214 !IS_TUBE(Feld[jx][jy]))
5215 player->programmed_action = MV_DOWN;
5219 boolean MoveFigureOneStep(struct PlayerInfo *player,
5220 int dx, int dy, int real_dx, int real_dy)
5222 int jx = player->jx, jy = player->jy;
5223 int new_jx = jx+dx, new_jy = jy+dy;
5227 if (!player->active || (!dx && !dy))
5228 return MF_NO_ACTION;
5230 player->MovDir = (dx < 0 ? MV_LEFT :
5233 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5235 if (!IN_LEV_FIELD(new_jx, new_jy))
5236 return MF_NO_ACTION;
5238 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
5239 return MF_NO_ACTION;
5242 element = MovingOrBlocked2Element(new_jx, new_jy);
5244 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
5247 if (DONT_GO_TO(element))
5249 if (element == EL_ACID && dx == 0 && dy == 1)
5252 Feld[jx][jy] = EL_PLAYER;
5253 InitMovingField(jx, jy, MV_DOWN);
5254 Store[jx][jy] = EL_ACID;
5255 ContinueMoving(jx, jy);
5259 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
5264 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
5265 if (can_move != MF_MOVING)
5268 StorePlayer[jx][jy] = 0;
5269 player->last_jx = jx;
5270 player->last_jy = jy;
5271 jx = player->jx = new_jx;
5272 jy = player->jy = new_jy;
5273 StorePlayer[jx][jy] = player->element_nr;
5276 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
5278 ScrollFigure(player, SCROLL_INIT);
5283 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
5285 int jx = player->jx, jy = player->jy;
5286 int old_jx = jx, old_jy = jy;
5287 int moved = MF_NO_ACTION;
5289 if (!player->active || (!dx && !dy))
5293 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5297 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5298 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
5302 /* remove the last programmed player action */
5303 player->programmed_action = 0;
5307 /* should only happen if pre-1.2 tape recordings are played */
5308 /* this is only for backward compatibility */
5310 int original_move_delay_value = player->move_delay_value;
5313 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
5316 /* scroll remaining steps with finest movement resolution */
5317 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
5319 while (player->MovPos)
5321 ScrollFigure(player, SCROLL_GO_ON);
5322 ScrollScreen(NULL, SCROLL_GO_ON);
5328 player->move_delay_value = original_move_delay_value;
5331 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
5333 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
5334 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5338 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5339 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5345 if (moved & MF_MOVING && !ScreenMovPos &&
5346 (player == local_player || !options.network))
5348 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5349 int offset = (setup.scroll_delay ? 3 : 0);
5351 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5353 /* actual player has left the screen -- scroll in that direction */
5354 if (jx != old_jx) /* player has moved horizontally */
5355 scroll_x += (jx - old_jx);
5356 else /* player has moved vertically */
5357 scroll_y += (jy - old_jy);
5361 if (jx != old_jx) /* player has moved horizontally */
5363 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5364 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5365 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5367 /* don't scroll over playfield boundaries */
5368 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5369 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5371 /* don't scroll more than one field at a time */
5372 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5374 /* don't scroll against the player's moving direction */
5375 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5376 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5377 scroll_x = old_scroll_x;
5379 else /* player has moved vertically */
5381 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5382 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5383 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5385 /* don't scroll over playfield boundaries */
5386 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5387 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5389 /* don't scroll more than one field at a time */
5390 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5392 /* don't scroll against the player's moving direction */
5393 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5394 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5395 scroll_y = old_scroll_y;
5399 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5401 if (!options.network && !AllPlayersInVisibleScreen())
5403 scroll_x = old_scroll_x;
5404 scroll_y = old_scroll_y;
5408 ScrollScreen(player, SCROLL_INIT);
5409 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5414 if (!(moved & MF_MOVING) && !player->Pushing)
5417 player->Frame = (player->Frame + 1) % 4;
5419 if (moved & MF_MOVING)
5421 if (old_jx != jx && old_jy == jy)
5422 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5423 else if (old_jx == jx && old_jy != jy)
5424 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5426 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
5428 player->last_move_dir = player->MovDir;
5429 player->is_moving = TRUE;
5433 CheckGravityMovement(player);
5436 player->last_move_dir = MV_NO_MOVING;
5438 player->is_moving = FALSE;
5441 TestIfHeroTouchesBadThing(jx, jy);
5443 if (!player->active)
5449 void ScrollFigure(struct PlayerInfo *player, int mode)
5451 int jx = player->jx, jy = player->jy;
5452 int last_jx = player->last_jx, last_jy = player->last_jy;
5453 int move_stepsize = TILEX / player->move_delay_value;
5455 if (!player->active || !player->MovPos)
5458 if (mode == SCROLL_INIT)
5460 player->actual_frame_counter = FrameCounter;
5461 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5463 if (Feld[last_jx][last_jy] == EL_EMPTY)
5464 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5469 else if (!FrameReached(&player->actual_frame_counter, 1))
5472 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5473 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5475 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5476 Feld[last_jx][last_jy] = EL_EMPTY;
5478 /* before DrawPlayer() to draw correct player graphic for this case */
5479 if (player->MovPos == 0)
5480 CheckGravityMovement(player);
5484 if (player->MovPos == 0)
5486 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
5488 /* continue with normal speed after quickly moving through gate */
5489 HALVE_PLAYER_SPEED(player);
5491 /* be able to make the next move without delay */
5492 player->move_delay = 0;
5495 player->last_jx = jx;
5496 player->last_jy = jy;
5498 if (Feld[jx][jy] == EL_EXIT_OPEN ||
5499 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5503 if (local_player->friends_still_needed == 0 ||
5504 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5505 player->LevelSolved = player->GameOver = TRUE;
5508 if (tape.single_step && tape.recording && !tape.pausing &&
5509 !player->programmed_action)
5510 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5514 void ScrollScreen(struct PlayerInfo *player, int mode)
5516 static unsigned long screen_frame_counter = 0;
5518 if (mode == SCROLL_INIT)
5520 /* set scrolling step size according to actual player's moving speed */
5521 ScrollStepSize = TILEX / player->move_delay_value;
5523 screen_frame_counter = FrameCounter;
5524 ScreenMovDir = player->MovDir;
5525 ScreenMovPos = player->MovPos;
5526 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5529 else if (!FrameReached(&screen_frame_counter, 1))
5534 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5535 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5536 redraw_mask |= REDRAW_FIELD;
5539 ScreenMovDir = MV_NO_MOVING;
5542 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
5544 int i, kill_x = -1, kill_y = -1;
5545 static int test_xy[4][2] =
5552 static int test_dir[4] =
5562 int test_x, test_y, test_move_dir, test_element;
5564 test_x = good_x + test_xy[i][0];
5565 test_y = good_y + test_xy[i][1];
5566 if (!IN_LEV_FIELD(test_x, test_y))
5570 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5573 test_element = Feld[test_x][test_y];
5575 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
5578 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5579 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5581 if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) ||
5582 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
5590 if (kill_x != -1 || kill_y != -1)
5592 if (IS_PLAYER(good_x, good_y))
5594 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
5596 if (player->shield_active_time_left > 0)
5597 Bang(kill_x, kill_y);
5598 else if (!PLAYER_PROTECTED(good_x, good_y))
5602 Bang(good_x, good_y);
5606 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
5608 int i, kill_x = -1, kill_y = -1;
5609 int bad_element = Feld[bad_x][bad_y];
5610 static int test_xy[4][2] =
5617 static int test_dir[4] =
5625 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
5630 int test_x, test_y, test_move_dir, test_element;
5632 test_x = bad_x + test_xy[i][0];
5633 test_y = bad_y + test_xy[i][1];
5634 if (!IN_LEV_FIELD(test_x, test_y))
5638 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5640 test_element = Feld[test_x][test_y];
5642 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5643 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5645 if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) ||
5646 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
5648 /* good thing is player or penguin that does not move away */
5649 if (IS_PLAYER(test_x, test_y))
5651 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
5653 if (bad_element == EL_ROBOT && player->is_moving)
5654 continue; /* robot does not kill player if he is moving */
5660 else if (test_element == EL_PENGUIN)
5669 if (kill_x != -1 || kill_y != -1)
5671 if (IS_PLAYER(kill_x, kill_y))
5673 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
5676 int dir = player->MovDir;
5677 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5678 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5680 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5681 newx != bad_x && newy != bad_y)
5682 ; /* robot does not kill player if he is moving */
5684 printf("-> %d\n", player->MovDir);
5686 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5687 newx != bad_x && newy != bad_y)
5688 ; /* robot does not kill player if he is moving */
5693 if (player->shield_active_time_left > 0)
5695 else if (!PLAYER_PROTECTED(kill_x, kill_y))
5699 Bang(kill_x, kill_y);
5703 void TestIfHeroTouchesBadThing(int x, int y)
5705 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5708 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
5710 TestIfGoodThingHitsBadThing(x, y, move_dir);
5713 void TestIfBadThingTouchesHero(int x, int y)
5715 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5718 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
5720 TestIfBadThingHitsGoodThing(x, y, move_dir);
5723 void TestIfFriendTouchesBadThing(int x, int y)
5725 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5728 void TestIfBadThingTouchesFriend(int x, int y)
5730 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5733 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
5735 int i, kill_x = bad_x, kill_y = bad_y;
5736 static int xy[4][2] =
5748 x = bad_x + xy[i][0];
5749 y = bad_y + xy[i][1];
5750 if (!IN_LEV_FIELD(x, y))
5753 element = Feld[x][y];
5754 if (IS_AMOEBOID(element) || element == EL_GAMEOFLIFE ||
5755 element == EL_AMOEBA_CREATING || element == EL_AMOEBA_DROP)
5763 if (kill_x != bad_x || kill_y != bad_y)
5767 void KillHero(struct PlayerInfo *player)
5769 int jx = player->jx, jy = player->jy;
5771 if (!player->active)
5774 if (IS_PFORTE(Feld[jx][jy]))
5775 Feld[jx][jy] = EL_EMPTY;
5777 /* deactivate shield (else Bang()/Explode() would not work right) */
5778 player->shield_passive_time_left = 0;
5779 player->shield_active_time_left = 0;
5785 static void KillHeroUnlessProtected(int x, int y)
5787 if (!PLAYER_PROTECTED(x, y))
5788 KillHero(PLAYERINFO(x, y));
5791 void BuryHero(struct PlayerInfo *player)
5793 int jx = player->jx, jy = player->jy;
5795 if (!player->active)
5798 PlaySoundLevel(jx, jy, SND_PLAYER_DYING);
5799 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
5801 player->GameOver = TRUE;
5805 void RemoveHero(struct PlayerInfo *player)
5807 int jx = player->jx, jy = player->jy;
5808 int i, found = FALSE;
5810 player->present = FALSE;
5811 player->active = FALSE;
5813 if (!ExplodeField[jx][jy])
5814 StorePlayer[jx][jy] = 0;
5816 for (i=0; i<MAX_PLAYERS; i++)
5817 if (stored_player[i].active)
5821 AllPlayersGone = TRUE;
5827 int DigField(struct PlayerInfo *player,
5828 int x, int y, int real_dx, int real_dy, int mode)
5830 int jx = player->jx, jy = player->jy;
5831 int dx = x - jx, dy = y - jy;
5832 int move_direction = (dx == -1 ? MV_LEFT :
5833 dx == +1 ? MV_RIGHT :
5835 dy == +1 ? MV_DOWN : MV_NO_MOVING);
5838 if (player->MovPos == 0)
5839 player->Pushing = FALSE;
5841 if (mode == DF_NO_PUSH)
5843 player->Switching = FALSE;
5844 player->push_delay = 0;
5845 return MF_NO_ACTION;
5848 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
5849 return MF_NO_ACTION;
5851 if (IS_TUBE(Feld[jx][jy]))
5854 int tube_leave_directions[][2] =
5856 { EL_TUBE_ALL, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5857 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5858 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5859 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
5860 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
5861 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
5862 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
5863 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
5864 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
5865 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
5866 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
5867 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
5870 while (tube_leave_directions[i][0] != Feld[jx][jy])
5873 if (tube_leave_directions[i][0] == -1) /* should not happen */
5877 if (!(tube_leave_directions[i][1] & move_direction))
5878 return MF_NO_ACTION; /* tube has no opening in this direction */
5881 element = Feld[x][y];
5887 case EL_INVISIBLE_SAND:
5890 case EL_SP_BUGGY_BASE:
5892 PlaySoundLevelElementAction(x, y, element, SND_ACTION_DIGGING);
5897 case EL_EMERALD_YELLOW:
5898 case EL_EMERALD_RED:
5899 case EL_EMERALD_PURPLE:
5901 case EL_SP_INFOTRON:
5905 local_player->gems_still_needed -= (element == EL_DIAMOND ? 3 :
5906 element == EL_PEARL ? 5 :
5907 element == EL_CRYSTAL ? 8 : 1);
5908 if (local_player->gems_still_needed < 0)
5909 local_player->gems_still_needed = 0;
5910 RaiseScoreElement(element);
5911 DrawText(DX_EMERALDS, DY_EMERALDS,
5912 int2str(local_player->gems_still_needed, 3),
5913 FS_SMALL, FC_YELLOW);
5914 PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING);
5919 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
5920 PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
5924 Feld[x][y] = EL_EMPTY;
5925 PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
5933 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5935 PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MAX_RIGHT);
5938 case EL_SHIELD_NORMAL:
5940 player->shield_passive_time_left += 10;
5941 PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING);
5944 case EL_SHIELD_DEADLY:
5946 player->shield_passive_time_left += 10;
5947 player->shield_active_time_left += 10;
5948 PlaySoundLevel(x, y, SND_SHIELD_DEADLY_COLLECTING);
5952 case EL_SP_DISK_RED:
5955 RaiseScoreElement(EL_DYNAMITE);
5956 DrawText(DX_DYNAMITE, DY_DYNAMITE,
5957 int2str(local_player->dynamite, 3),
5958 FS_SMALL, FC_YELLOW);
5959 PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING);
5962 case EL_DYNABOMB_NR:
5964 player->dynabomb_count++;
5965 player->dynabombs_left++;
5966 RaiseScoreElement(EL_DYNAMITE);
5967 PlaySoundLevel(x, y, SND_DYNABOMB_NR_COLLECTING);
5970 case EL_DYNABOMB_SZ:
5972 player->dynabomb_size++;
5973 RaiseScoreElement(EL_DYNAMITE);
5974 PlaySoundLevel(x, y, SND_DYNABOMB_SZ_COLLECTING);
5977 case EL_DYNABOMB_XL:
5979 player->dynabomb_xl = TRUE;
5980 RaiseScoreElement(EL_DYNAMITE);
5981 PlaySoundLevel(x, y, SND_DYNABOMB_XL_COLLECTING);
5989 int key_nr = element - EL_KEY1;
5992 player->key[key_nr] = TRUE;
5993 RaiseScoreElement(element);
5994 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5995 GFX_SCHLUESSEL1 + key_nr);
5996 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5997 GFX_SCHLUESSEL1 + key_nr);
5998 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
6007 int key_nr = element - EL_EM_KEY1;
6010 player->key[key_nr] = TRUE;
6011 RaiseScoreElement(element);
6012 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6013 GFX_SCHLUESSEL1 + key_nr);
6014 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6015 GFX_SCHLUESSEL1 + key_nr);
6016 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
6020 case EL_ROBOT_WHEEL:
6021 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
6024 DrawLevelField(x, y);
6025 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
6029 case EL_SP_TERMINAL:
6033 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
6035 for (yy=0; yy<lev_fieldy; yy++)
6037 for (xx=0; xx<lev_fieldx; xx++)
6039 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
6041 else if (Feld[xx][yy] == EL_SP_TERMINAL)
6042 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
6050 case EL_CONVEYOR_BELT1_SWITCH_LEFT:
6051 case EL_CONVEYOR_BELT1_SWITCH_MIDDLE:
6052 case EL_CONVEYOR_BELT1_SWITCH_RIGHT:
6053 case EL_CONVEYOR_BELT2_SWITCH_LEFT:
6054 case EL_CONVEYOR_BELT2_SWITCH_MIDDLE:
6055 case EL_CONVEYOR_BELT2_SWITCH_RIGHT:
6056 case EL_CONVEYOR_BELT3_SWITCH_LEFT:
6057 case EL_CONVEYOR_BELT3_SWITCH_MIDDLE:
6058 case EL_CONVEYOR_BELT3_SWITCH_RIGHT:
6059 case EL_CONVEYOR_BELT4_SWITCH_LEFT:
6060 case EL_CONVEYOR_BELT4_SWITCH_MIDDLE:
6061 case EL_CONVEYOR_BELT4_SWITCH_RIGHT:
6062 if (!player->Switching)
6064 player->Switching = TRUE;
6065 ToggleBeltSwitch(x, y);
6066 PlaySoundLevel(x, y, SND_CONVEYOR_BELT_SWITCH_ACTIVATING);
6071 case EL_SWITCHGATE_SWITCH_UP:
6072 case EL_SWITCHGATE_SWITCH_DOWN:
6073 if (!player->Switching)
6075 player->Switching = TRUE;
6076 ToggleSwitchgateSwitch(x, y);
6077 PlaySoundLevel(x, y, SND_SWITCHGATE_SWITCH_ACTIVATING);
6082 case EL_LIGHT_SWITCH:
6083 case EL_LIGHT_SWITCH_ACTIVE:
6084 if (!player->Switching)
6086 player->Switching = TRUE;
6087 ToggleLightSwitch(x, y);
6088 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
6089 SND_LIGHT_SWITCH_ACTIVATING :
6090 SND_LIGHT_SWITCH_DEACTIVATING);
6095 case EL_TIMEGATE_SWITCH:
6096 ActivateTimegateSwitch(x, y);
6097 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
6102 case EL_BALLOON_SEND_LEFT:
6103 case EL_BALLOON_SEND_RIGHT:
6104 case EL_BALLOON_SEND_UP:
6105 case EL_BALLOON_SEND_DOWN:
6106 case EL_BALLOON_SEND_ANY_DIRECTION:
6107 if (element == EL_BALLOON_SEND_ANY_DIRECTION)
6108 game.balloon_dir = move_direction;
6110 game.balloon_dir = (element == EL_BALLOON_SEND_LEFT ? MV_LEFT :
6111 element == EL_BALLOON_SEND_RIGHT ? MV_RIGHT :
6112 element == EL_BALLOON_SEND_UP ? MV_UP :
6113 element == EL_BALLOON_SEND_DOWN ? MV_DOWN :
6115 PlaySoundLevel(x, y, SND_BALLOON_SWITCH_ACTIVATING);
6120 /* the following elements cannot be pushed by "snapping" */
6123 case EL_DX_SUPABOMB:
6125 case EL_TIME_ORB_EMPTY:
6127 case EL_SP_DISK_ORANGE:
6129 if (mode == DF_SNAP)
6130 return MF_NO_ACTION;
6131 /* no "break" -- fall through to next case */
6132 /* the following elements can be pushed by "snapping" */
6135 return MF_NO_ACTION;
6137 player->Pushing = TRUE;
6139 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6140 return MF_NO_ACTION;
6144 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6145 return MF_NO_ACTION;
6148 if (player->push_delay == 0)
6149 player->push_delay = FrameCounter;
6151 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6152 !tape.playing && element != EL_SPRING)
6153 return MF_NO_ACTION;
6155 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6156 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6157 element != EL_SPRING)
6158 return MF_NO_ACTION;
6161 if (mode == DF_SNAP)
6163 InitMovingField(x, y, move_direction);
6164 ContinueMoving(x, y);
6169 Feld[x+dx][y+dy] = element;
6172 if (element == EL_SPRING)
6174 Feld[x+dx][y+dy] = EL_SPRING_MOVING;
6175 MovDir[x+dx][y+dy] = move_direction;
6178 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
6180 DrawLevelField(x+dx, y+dy);
6181 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING);
6188 if (!player->key[element - EL_GATE1])
6189 return MF_NO_ACTION;
6196 if (!player->key[element - EL_GATE1_GRAY])
6197 return MF_NO_ACTION;
6204 if (!player->key[element - EL_EM_GATE1])
6205 return MF_NO_ACTION;
6206 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6207 return MF_NO_ACTION;
6209 /* automatically move to the next field with double speed */
6210 player->programmed_action = move_direction;
6211 DOUBLE_PLAYER_SPEED(player);
6213 PlaySoundLevel(x, y, SND_GATE_PASSING);
6216 case EL_EM_GATE1_GRAY:
6217 case EL_EM_GATE2_GRAY:
6218 case EL_EM_GATE3_GRAY:
6219 case EL_EM_GATE4_GRAY:
6220 if (!player->key[element - EL_EM_GATE1_GRAY])
6221 return MF_NO_ACTION;
6222 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6223 return MF_NO_ACTION;
6225 /* automatically move to the next field with double speed */
6226 player->programmed_action = move_direction;
6227 DOUBLE_PLAYER_SPEED(player);
6229 PlaySoundLevel(x, y, SND_GATE_PASSING);
6232 case EL_SWITCHGATE_OPEN:
6233 case EL_TIMEGATE_OPEN:
6234 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6235 return MF_NO_ACTION;
6237 /* automatically move to the next field with double speed */
6238 player->programmed_action = move_direction;
6239 DOUBLE_PLAYER_SPEED(player);
6241 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PASSING);
6244 case EL_SP_PORT1_LEFT:
6245 case EL_SP_PORT2_LEFT:
6246 case EL_SP_PORT1_RIGHT:
6247 case EL_SP_PORT2_RIGHT:
6248 case EL_SP_PORT1_UP:
6249 case EL_SP_PORT2_UP:
6250 case EL_SP_PORT1_DOWN:
6251 case EL_SP_PORT2_DOWN:
6256 element != EL_SP_PORT1_LEFT &&
6257 element != EL_SP_PORT2_LEFT &&
6258 element != EL_SP_PORT_X &&
6259 element != EL_SP_PORT_XY) ||
6261 element != EL_SP_PORT1_RIGHT &&
6262 element != EL_SP_PORT2_RIGHT &&
6263 element != EL_SP_PORT_X &&
6264 element != EL_SP_PORT_XY) ||
6266 element != EL_SP_PORT1_UP &&
6267 element != EL_SP_PORT2_UP &&
6268 element != EL_SP_PORT_Y &&
6269 element != EL_SP_PORT_XY) ||
6271 element != EL_SP_PORT1_DOWN &&
6272 element != EL_SP_PORT2_DOWN &&
6273 element != EL_SP_PORT_Y &&
6274 element != EL_SP_PORT_XY) ||
6275 !IN_LEV_FIELD(x + dx, y + dy) ||
6276 !IS_FREE(x + dx, y + dy))
6277 return MF_NO_ACTION;
6279 /* automatically move to the next field with double speed */
6280 player->programmed_action = move_direction;
6281 DOUBLE_PLAYER_SPEED(player);
6283 PlaySoundLevel(x, y, SND_SP_PORT_PASSING);
6287 case EL_TUBE_VERTICAL:
6288 case EL_TUBE_HORIZONTAL:
6289 case EL_TUBE_VERTICAL_LEFT:
6290 case EL_TUBE_VERTICAL_RIGHT:
6291 case EL_TUBE_HORIZONTAL_UP:
6292 case EL_TUBE_HORIZONTAL_DOWN:
6293 case EL_TUBE_LEFT_UP:
6294 case EL_TUBE_LEFT_DOWN:
6295 case EL_TUBE_RIGHT_UP:
6296 case EL_TUBE_RIGHT_DOWN:
6299 int tube_enter_directions[][2] =
6301 { EL_TUBE_ALL, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6302 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6303 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6304 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
6305 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
6306 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
6307 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
6308 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
6309 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
6310 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
6311 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
6312 { -1, MV_NO_MOVING }
6315 while (tube_enter_directions[i][0] != element)
6318 if (tube_enter_directions[i][0] == -1) /* should not happen */
6322 if (!(tube_enter_directions[i][1] & move_direction))
6323 return MF_NO_ACTION; /* tube has no opening in this direction */
6325 PlaySoundLevel(x, y, SND_TUBE_PASSING);
6329 case EL_EXIT_CLOSED:
6330 case EL_SP_EXIT_CLOSED:
6331 case EL_EXIT_OPENING:
6332 return MF_NO_ACTION;
6336 case EL_SP_EXIT_OPEN:
6337 if (mode == DF_SNAP)
6338 return MF_NO_ACTION;
6340 if (element == EL_EXIT_OPEN)
6341 PlaySoundLevel(x, y, SND_EXIT_PASSING);
6343 PlaySoundLevel(x, y, SND_SP_EXIT_PASSING);
6348 Feld[x][y] = EL_LAMP_ACTIVE;
6349 local_player->lights_still_needed--;
6350 DrawLevelField(x, y);
6351 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
6355 case EL_TIME_ORB_FULL:
6356 Feld[x][y] = EL_TIME_ORB_EMPTY;
6358 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
6359 DrawLevelField(x, y);
6360 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MAX_RIGHT);
6364 case EL_SOKOBAN_FIELD_EMPTY:
6367 case EL_SOKOBAN_OBJECT:
6368 case EL_SOKOBAN_FIELD_FULL:
6370 case EL_SP_DISK_YELLOW:
6372 if (mode == DF_SNAP)
6373 return MF_NO_ACTION;
6375 player->Pushing = TRUE;
6377 if (!IN_LEV_FIELD(x+dx, y+dy)
6378 || (!IS_FREE(x+dx, y+dy)
6379 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FIELD_EMPTY
6380 || !IS_SB_ELEMENT(element))))
6381 return MF_NO_ACTION;
6385 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6386 return MF_NO_ACTION;
6388 else if (dy && real_dx)
6390 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
6391 return MF_NO_ACTION;
6394 if (player->push_delay == 0)
6395 player->push_delay = FrameCounter;
6397 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6398 !tape.playing && element != EL_BALLOON)
6399 return MF_NO_ACTION;
6401 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6402 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6403 element != EL_BALLOON)
6404 return MF_NO_ACTION;
6407 if (IS_SB_ELEMENT(element))
6409 if (element == EL_SOKOBAN_FIELD_FULL)
6411 Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
6412 local_player->sokobanfields_still_needed++;
6417 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FIELD_EMPTY)
6419 Feld[x+dx][y+dy] = EL_SOKOBAN_FIELD_FULL;
6420 local_player->sokobanfields_still_needed--;
6421 if (element == EL_SOKOBAN_OBJECT)
6422 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_FILLING);
6424 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6428 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJECT;
6429 if (element == EL_SOKOBAN_FIELD_FULL)
6430 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_EMPTYING);
6432 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6438 Feld[x+dx][y+dy] = element;
6439 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING);
6442 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
6444 DrawLevelField(x, y);
6445 DrawLevelField(x+dx, y+dy);
6447 if (IS_SB_ELEMENT(element) &&
6448 local_player->sokobanfields_still_needed == 0 &&
6449 game.emulation == EMU_SOKOBAN)
6451 player->LevelSolved = player->GameOver = TRUE;
6452 PlaySoundLevel(x, y, SND_SOKOBAN_GAME_SOLVING);
6463 return MF_NO_ACTION;
6466 player->push_delay = 0;
6471 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
6473 int jx = player->jx, jy = player->jy;
6474 int x = jx + dx, y = jy + dy;
6476 if (!player->active || !IN_LEV_FIELD(x, y))
6484 if (player->MovPos == 0)
6485 player->Pushing = FALSE;
6487 player->snapped = FALSE;
6491 if (player->snapped)
6494 player->MovDir = (dx < 0 ? MV_LEFT :
6497 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6499 if (!DigField(player, x, y, 0, 0, DF_SNAP))
6502 player->snapped = TRUE;
6503 DrawLevelField(x, y);
6509 boolean PlaceBomb(struct PlayerInfo *player)
6511 int jx = player->jx, jy = player->jy;
6514 if (!player->active || player->MovPos)
6517 element = Feld[jx][jy];
6519 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
6520 IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
6523 if (element != EL_EMPTY)
6524 Store[jx][jy] = element;
6526 if (player->dynamite)
6528 Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
6529 MovDelay[jx][jy] = 96;
6531 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6532 FS_SMALL, FC_YELLOW);
6533 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6535 if (game.emulation == EMU_SUPAPLEX)
6536 DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
6538 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
6541 PlaySoundLevel(jx, jy, SND_DYNAMITE_DROPPING);
6545 Feld[jx][jy] = EL_DYNABOMB_ACTIVE_1 + (player->element_nr - EL_PLAYER1);
6546 MovDelay[jx][jy] = 96;
6547 player->dynabombs_left--;
6548 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6549 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
6551 PlaySoundLevel(jx, jy, SND_DYNABOMB_DROPPING);
6557 void PlaySoundLevel(int x, int y, int nr)
6559 static int loop_sound_frame[NUM_SOUND_FILES];
6560 static int loop_sound_volume[NUM_SOUND_FILES];
6561 int sx = SCREENX(x), sy = SCREENY(y);
6562 int volume, stereo_position;
6563 int max_distance = 8;
6564 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
6566 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
6567 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
6570 if (!IN_LEV_FIELD(x, y) ||
6571 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
6572 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
6575 volume = SOUND_MAX_VOLUME;
6577 if (!IN_SCR_FIELD(sx, sy))
6579 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
6580 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
6582 volume -= volume * (dx > dy ? dx : dy) / max_distance;
6585 stereo_position = (SOUND_MAX_LEFT +
6586 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
6587 (SCR_FIELDX + 2 * max_distance));
6589 if (IS_LOOP_SOUND(nr))
6591 /* This assures that quieter loop sounds do not overwrite louder ones,
6592 while restarting sound volume comparison with each new game frame. */
6594 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
6597 loop_sound_volume[nr] = volume;
6598 loop_sound_frame[nr] = FrameCounter;
6601 PlaySoundExt(nr, volume, stereo_position, type);
6604 void PlaySoundLevelAction(int x, int y, int sound_action)
6606 PlaySoundLevelElementAction(x, y, Feld[x][y], sound_action);
6609 void PlaySoundLevelElementAction(int x, int y, int element, int sound_action)
6611 int sound_effect = element_action_sound[element][sound_action];
6613 if (sound_effect != -1)
6614 PlaySoundLevel(x, y, sound_effect);
6617 void RaiseScore(int value)
6619 local_player->score += value;
6620 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
6621 FS_SMALL, FC_YELLOW);
6624 void RaiseScoreElement(int element)
6630 case EL_EMERALD_YELLOW:
6631 case EL_EMERALD_RED:
6632 case EL_EMERALD_PURPLE:
6633 RaiseScore(level.score[SC_EDELSTEIN]);
6636 RaiseScore(level.score[SC_DIAMANT]);
6639 case EL_BD_BUTTERFLY:
6640 RaiseScore(level.score[SC_KAEFER]);
6644 RaiseScore(level.score[SC_FLIEGER]);
6647 case EL_DARK_YAMYAM:
6648 RaiseScore(level.score[SC_MAMPFER]);
6651 RaiseScore(level.score[SC_ROBOT]);
6654 RaiseScore(level.score[SC_PACMAN]);
6657 RaiseScore(level.score[SC_KOKOSNUSS]);
6660 RaiseScore(level.score[SC_DYNAMIT]);
6666 RaiseScore(level.score[SC_SCHLUESSEL]);
6673 void RequestQuitGame(boolean ask_if_really_quit)
6675 if (AllPlayersGone ||
6676 !ask_if_really_quit ||
6677 level_editor_test_game ||
6678 Request("Do you really want to quit the game ?",
6679 REQ_ASK | REQ_STAY_CLOSED))
6681 #if defined(PLATFORM_UNIX)
6682 if (options.network)
6683 SendToServer_StopPlaying();
6687 game_status = MAINMENU;
6693 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
6698 /* ---------- new game button stuff ---------------------------------------- */
6700 /* graphic position values for game buttons */
6701 #define GAME_BUTTON_XSIZE 30
6702 #define GAME_BUTTON_YSIZE 30
6703 #define GAME_BUTTON_XPOS 5
6704 #define GAME_BUTTON_YPOS 215
6705 #define SOUND_BUTTON_XPOS 5
6706 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
6708 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6709 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6710 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6711 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6712 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6713 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6720 } gamebutton_info[NUM_GAME_BUTTONS] =
6723 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
6728 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
6733 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
6738 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
6739 SOUND_CTRL_ID_MUSIC,
6740 "background music on/off"
6743 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
6744 SOUND_CTRL_ID_LOOPS,
6745 "sound loops on/off"
6748 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
6749 SOUND_CTRL_ID_SIMPLE,
6750 "normal sounds on/off"
6754 void CreateGameButtons()
6758 for (i=0; i<NUM_GAME_BUTTONS; i++)
6760 Bitmap *gd_bitmap = pix[PIX_DOOR];
6761 struct GadgetInfo *gi;
6764 unsigned long event_mask;
6765 int gd_xoffset, gd_yoffset;
6766 int gd_x1, gd_x2, gd_y1, gd_y2;
6769 gd_xoffset = gamebutton_info[i].x;
6770 gd_yoffset = gamebutton_info[i].y;
6771 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
6772 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
6774 if (id == GAME_CTRL_ID_STOP ||
6775 id == GAME_CTRL_ID_PAUSE ||
6776 id == GAME_CTRL_ID_PLAY)
6778 button_type = GD_TYPE_NORMAL_BUTTON;
6780 event_mask = GD_EVENT_RELEASED;
6781 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6782 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6786 button_type = GD_TYPE_CHECK_BUTTON;
6788 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
6789 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
6790 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
6791 event_mask = GD_EVENT_PRESSED;
6792 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
6793 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6796 gi = CreateGadget(GDI_CUSTOM_ID, id,
6797 GDI_INFO_TEXT, gamebutton_info[i].infotext,
6798 GDI_X, DX + gd_xoffset,
6799 GDI_Y, DY + gd_yoffset,
6800 GDI_WIDTH, GAME_BUTTON_XSIZE,
6801 GDI_HEIGHT, GAME_BUTTON_YSIZE,
6802 GDI_TYPE, button_type,
6803 GDI_STATE, GD_BUTTON_UNPRESSED,
6804 GDI_CHECKED, checked,
6805 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
6806 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
6807 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
6808 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
6809 GDI_EVENT_MASK, event_mask,
6810 GDI_CALLBACK_ACTION, HandleGameButtons,
6814 Error(ERR_EXIT, "cannot create gadget");
6816 game_gadget[id] = gi;
6820 static void MapGameButtons()
6824 for (i=0; i<NUM_GAME_BUTTONS; i++)
6825 MapGadget(game_gadget[i]);
6828 void UnmapGameButtons()
6832 for (i=0; i<NUM_GAME_BUTTONS; i++)
6833 UnmapGadget(game_gadget[i]);
6836 static void HandleGameButtons(struct GadgetInfo *gi)
6838 int id = gi->custom_id;
6840 if (game_status != PLAYING)
6845 case GAME_CTRL_ID_STOP:
6846 RequestQuitGame(TRUE);
6849 case GAME_CTRL_ID_PAUSE:
6850 if (options.network)
6852 #if defined(PLATFORM_UNIX)
6854 SendToServer_ContinuePlaying();
6856 SendToServer_PausePlaying();
6860 TapeTogglePause(TAPE_TOGGLE_MANUAL);
6863 case GAME_CTRL_ID_PLAY:
6866 #if defined(PLATFORM_UNIX)
6867 if (options.network)
6868 SendToServer_ContinuePlaying();
6872 tape.pausing = FALSE;
6873 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
6878 case SOUND_CTRL_ID_MUSIC:
6879 if (setup.sound_music)
6881 setup.sound_music = FALSE;
6884 else if (audio.music_available)
6886 setup.sound = setup.sound_music = TRUE;
6887 PlayMusic(level_nr);
6891 case SOUND_CTRL_ID_LOOPS:
6892 if (setup.sound_loops)
6893 setup.sound_loops = FALSE;
6894 else if (audio.loops_available)
6895 setup.sound = setup.sound_loops = TRUE;
6898 case SOUND_CTRL_ID_SIMPLE:
6899 if (setup.sound_simple)
6900 setup.sound_simple = FALSE;
6901 else if (audio.sound_available)
6902 setup.sound = setup.sound_simple = TRUE;