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 InitBeltMovement(void);
104 static void CloseAllOpenTimegates(void);
105 static void CheckGravityMovement(struct PlayerInfo *);
106 static void KillHeroUnlessProtected(int, int);
108 void PlaySoundLevel(int, int, int);
109 void PlaySoundLevelAction(int, int, int);
110 void PlaySoundLevelElementAction(int, int, int, int);
112 static void MapGameButtons();
113 static void HandleGameButtons(struct GadgetInfo *);
115 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
118 /* ------------------------------------------------------------------------- */
119 /* sound definitions */
120 /* ------------------------------------------------------------------------- */
122 #define SND_ACTION_UNKNOWN 0
123 #define SND_ACTION_WAITING 1
124 #define SND_ACTION_MOVING 2
125 #define SND_ACTION_DIGGING 3
126 #define SND_ACTION_COLLECTING 4
127 #define SND_ACTION_PASSING 5
128 #define SND_ACTION_IMPACT 6
129 #define SND_ACTION_PUSHING 7
130 #define SND_ACTION_ACTIVATING 8
131 #define SND_ACTION_ACTIVE 9
133 #define NUM_SND_ACTIONS 10
140 } sound_action_properties[] =
142 /* insert _all_ loop sound actions here */
143 { ".waiting", SND_ACTION_WAITING, TRUE },
144 { ".moving", SND_ACTION_MOVING, TRUE }, /* continuos moving */
145 { ".active", SND_ACTION_ACTIVE, TRUE },
146 { ".growing", SND_ACTION_UNKNOWN, TRUE },
147 { ".attacking", SND_ACTION_UNKNOWN, TRUE },
149 /* other (non-loop) sound actions are optional */
150 { ".stepping", SND_ACTION_MOVING, FALSE }, /* discrete moving */
151 { ".digging", SND_ACTION_DIGGING, FALSE },
152 { ".collecting", SND_ACTION_COLLECTING, FALSE },
153 { ".passing", SND_ACTION_PASSING, FALSE },
154 { ".impact", SND_ACTION_IMPACT, FALSE },
155 { ".pushing", SND_ACTION_PUSHING, FALSE },
156 { ".activating", SND_ACTION_ACTIVATING, FALSE },
159 static int element_action_sound[MAX_NUM_ELEMENTS][NUM_SND_ACTIONS];
160 static boolean is_loop_sound[NUM_SOUND_FILES];
162 #define IS_LOOP_SOUND(x) (is_loop_sound[x])
165 /* -------------------------------------------------------------------------
166 definition of elements that automatically change to other elements after
167 a specified time, eventually calling a function when changing
168 ------------------------------------------------------------------------- */
170 struct ChangingElementInfo
175 void (*pre_change_function)(int x, int y);
176 void (*change_function)(int x, int y);
177 void (*post_change_function)(int x, int y);
180 static struct ChangingElementInfo changing_element_list[] =
182 { EL_NUT_CRACKING, EL_EMERALD, 6, NULL, NULL, NULL },
183 { EL_PEARL_BREAKING, EL_EMPTY, 8, NULL, NULL, NULL },
184 { EL_EXIT_OPENING, EL_EXIT_OPEN, 29, NULL, NULL, NULL },
185 { EL_SWITCHGATE_OPENING, EL_SWITCHGATE_OPEN, 29, NULL, NULL, NULL },
186 { EL_SWITCHGATE_CLOSING, EL_SWITCHGATE_CLOSED, 29, NULL, NULL, NULL },
187 { EL_TIMEGATE_OPENING, EL_TIMEGATE_OPEN, 29, NULL, NULL, NULL },
188 { EL_TIMEGATE_CLOSING, EL_TIMEGATE_CLOSED, 29, NULL, NULL, NULL },
190 { EL_UNDEFINED, EL_UNDEFINED, -1, NULL }
193 static struct ChangingElementInfo changing_element[MAX_NUM_ELEMENTS];
195 #define IS_AUTO_CHANGING(e) (changing_element[e].base_element != EL_UNDEFINED)
201 static unsigned int getStateCheckSum(int counter)
204 unsigned int mult = 1;
205 unsigned int checksum = 0;
207 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
209 static boolean first_game = TRUE;
211 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
217 lastFeld[x][y] = Feld[x][y];
218 else if (lastFeld[x][y] != Feld[x][y])
219 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
220 x, y, lastFeld[x][y], Feld[x][y]);
224 checksum += mult++ * Ur[x][y];
225 checksum += mult++ * Feld[x][y];
228 checksum += mult++ * MovPos[x][y];
229 checksum += mult++ * MovDir[x][y];
230 checksum += mult++ * MovDelay[x][y];
231 checksum += mult++ * Store[x][y];
232 checksum += mult++ * Store2[x][y];
233 checksum += mult++ * StorePlayer[x][y];
234 checksum += mult++ * ExplodePhase[x][y];
235 checksum += mult++ * AmoebaNr[x][y];
236 checksum += mult++ * JustStopped[x][y];
237 checksum += mult++ * Stop[x][y];
241 if (counter == 3 && first_game)
252 void GetPlayerConfig()
254 if (!audio.sound_available)
257 if (!audio.loops_available)
258 setup.sound_loops = FALSE;
260 if (!audio.music_available)
261 setup.sound_music = FALSE;
263 if (!video.fullscreen_available)
264 setup.fullscreen = FALSE;
266 setup.sound_simple = setup.sound;
268 SetAudioMode(setup.sound);
272 static int getBeltNrFromBeltElement(int element)
274 return (element < EL_CONVEYOR_BELT2_LEFT ? 0 :
275 element < EL_CONVEYOR_BELT3_LEFT ? 1 :
276 element < EL_CONVEYOR_BELT4_LEFT ? 2 : 3);
279 static int getBeltNrFromBeltActiveElement(int element)
281 return (element < EL_CONVEYOR_BELT2_LEFT_ACTIVE ? 0 :
282 element < EL_CONVEYOR_BELT3_LEFT_ACTIVE ? 1 :
283 element < EL_CONVEYOR_BELT4_LEFT_ACTIVE ? 2 : 3);
286 static int getBeltNrFromBeltSwitchElement(int element)
288 return (element < EL_CONVEYOR_BELT2_SWITCH_LEFT ? 0 :
289 element < EL_CONVEYOR_BELT3_SWITCH_LEFT ? 1 :
290 element < EL_CONVEYOR_BELT4_SWITCH_LEFT ? 2 : 3);
293 static int getBeltDirNrFromBeltSwitchElement(int element)
295 static int belt_base_element[4] =
297 EL_CONVEYOR_BELT1_SWITCH_LEFT,
298 EL_CONVEYOR_BELT2_SWITCH_LEFT,
299 EL_CONVEYOR_BELT3_SWITCH_LEFT,
300 EL_CONVEYOR_BELT4_SWITCH_LEFT
303 int belt_nr = getBeltNrFromBeltSwitchElement(element);
304 int belt_dir_nr = element - belt_base_element[belt_nr];
306 return (belt_dir_nr % 3);
309 static int getBeltDirFromBeltSwitchElement(int element)
311 static int belt_move_dir[3] =
318 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
320 return belt_move_dir[belt_dir_nr];
323 static void InitField(int x, int y, boolean init_game)
330 if (stored_player[0].present)
332 Feld[x][y] = EL_SP_MURPHY_CLONE;
336 Feld[x][y] = EL_PLAYER1;
345 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER1];
346 int jx = player->jx, jy = player->jy;
348 player->present = TRUE;
350 if (!options.network || player->connected)
352 player->active = TRUE;
354 /* remove potentially duplicate players */
355 if (StorePlayer[jx][jy] == Feld[x][y])
356 StorePlayer[jx][jy] = 0;
358 StorePlayer[x][y] = Feld[x][y];
362 printf("Player %d activated.\n", player->element_nr);
363 printf("[Local player is %d and currently %s.]\n",
364 local_player->element_nr,
365 local_player->active ? "active" : "not active");
369 Feld[x][y] = EL_EMPTY;
370 player->jx = player->last_jx = x;
371 player->jy = player->last_jy = y;
376 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
377 Feld[x][y] = EL_ACIDPOOL_TOPLEFT;
378 else if (x > 0 && Feld[x-1][y] == EL_ACID)
379 Feld[x][y] = EL_ACIDPOOL_TOPRIGHT;
380 else if (y > 0 && Feld[x][y-1] == EL_ACIDPOOL_TOPLEFT)
381 Feld[x][y] = EL_ACIDPOOL_BOTTOMLEFT;
382 else if (y > 0 && Feld[x][y-1] == EL_ACID)
383 Feld[x][y] = EL_ACIDPOOL_BOTTOM;
384 else if (y > 0 && Feld[x][y-1] == EL_ACIDPOOL_TOPRIGHT)
385 Feld[x][y] = EL_ACIDPOOL_BOTTOMRIGHT;
393 case EL_SPACESHIP_RIGHT:
394 case EL_SPACESHIP_UP:
395 case EL_SPACESHIP_LEFT:
396 case EL_SPACESHIP_DOWN:
398 case EL_BD_BUTTERFLY_RIGHT:
399 case EL_BD_BUTTERFLY_UP:
400 case EL_BD_BUTTERFLY_LEFT:
401 case EL_BD_BUTTERFLY_DOWN:
402 case EL_BD_BUTTERFLY:
403 case EL_BD_FIREFLY_RIGHT:
404 case EL_BD_FIREFLY_UP:
405 case EL_BD_FIREFLY_LEFT:
406 case EL_BD_FIREFLY_DOWN:
408 case EL_PACMAN_RIGHT:
432 if (y == lev_fieldy - 1)
434 Feld[x][y] = EL_AMOEBA_CREATING;
435 Store[x][y] = EL_AMOEBA_WET;
439 case EL_DYNAMITE_ACTIVE:
444 local_player->lights_still_needed++;
447 case EL_SOKOBAN_FIELD_EMPTY:
448 local_player->sokobanfields_still_needed++;
452 local_player->friends_still_needed++;
457 MovDir[x][y] = 1 << RND(4);
461 Feld[x][y] = EL_EMPTY;
464 case EL_EM_KEY1_FILE:
465 Feld[x][y] = EL_EM_KEY1;
467 case EL_EM_KEY2_FILE:
468 Feld[x][y] = EL_EM_KEY2;
470 case EL_EM_KEY3_FILE:
471 Feld[x][y] = EL_EM_KEY3;
473 case EL_EM_KEY4_FILE:
474 Feld[x][y] = EL_EM_KEY4;
477 case EL_CONVEYOR_BELT1_SWITCH_LEFT:
478 case EL_CONVEYOR_BELT1_SWITCH_MIDDLE:
479 case EL_CONVEYOR_BELT1_SWITCH_RIGHT:
480 case EL_CONVEYOR_BELT2_SWITCH_LEFT:
481 case EL_CONVEYOR_BELT2_SWITCH_MIDDLE:
482 case EL_CONVEYOR_BELT2_SWITCH_RIGHT:
483 case EL_CONVEYOR_BELT3_SWITCH_LEFT:
484 case EL_CONVEYOR_BELT3_SWITCH_MIDDLE:
485 case EL_CONVEYOR_BELT3_SWITCH_RIGHT:
486 case EL_CONVEYOR_BELT4_SWITCH_LEFT:
487 case EL_CONVEYOR_BELT4_SWITCH_MIDDLE:
488 case EL_CONVEYOR_BELT4_SWITCH_RIGHT:
491 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
492 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
493 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
495 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
497 game.belt_dir[belt_nr] = belt_dir;
498 game.belt_dir_nr[belt_nr] = belt_dir_nr;
500 else /* more than one switch -- set it like the first switch */
502 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
507 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
509 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
512 case EL_LIGHT_SWITCH_ACTIVE:
514 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
522 void DrawGameDoorValues()
526 for (i=0; i<MAX_PLAYERS; i++)
528 if (stored_player[i].key[j])
529 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
532 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
533 int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
534 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
535 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
536 DrawText(DX + XX_SCORE, DY + YY_SCORE,
537 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
538 DrawText(DX + XX_TIME, DY + YY_TIME,
539 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
544 =============================================================================
546 -----------------------------------------------------------------------------
547 initialize sound effect lookup table for element actions
548 =============================================================================
553 int sound_effect_properties[NUM_SOUND_FILES];
557 debug_print_timestamp(0, NULL);
560 /* initialize sound effect for all elements to "no sound" */
561 for (i=0; i<MAX_NUM_ELEMENTS; i++)
562 for (j=0; j<NUM_SND_ACTIONS; j++)
563 element_action_sound[i][j] = -1;
565 for (i=0; i<NUM_SOUND_FILES; i++)
567 int len_effect_text = strlen(sound_files[i].token);
569 sound_effect_properties[i] = SND_ACTION_UNKNOWN;
570 is_loop_sound[i] = FALSE;
572 /* determine all loop sounds and identify certain sound classes */
574 for (j=0; sound_action_properties[j].text; j++)
576 int len_action_text = strlen(sound_action_properties[j].text);
578 if (len_action_text < len_effect_text &&
579 strcmp(&sound_files[i].token[len_effect_text - len_action_text],
580 sound_action_properties[j].text) == 0)
582 sound_effect_properties[i] = sound_action_properties[j].value;
584 if (sound_action_properties[j].is_loop)
585 is_loop_sound[i] = TRUE;
589 /* associate elements and some selected sound actions */
591 for (j=0; j<MAX_NUM_ELEMENTS; j++)
593 if (element_info[j].sound_class_name)
595 int len_class_text = strlen(element_info[j].sound_class_name);
597 if (len_class_text + 1 < len_effect_text &&
598 strncmp(sound_files[i].token,
599 element_info[j].sound_class_name, len_class_text) == 0 &&
600 sound_files[i].token[len_class_text] == '.')
602 int sound_action_value = sound_effect_properties[i];
604 element_action_sound[j][sound_action_value] = i;
611 debug_print_timestamp(0, "InitGameEngine");
617 int element = EL_SAND;
618 int sound_action = SND_ACTION_DIGGING;
621 while (sound_action_properties[j].text)
623 if (sound_action_properties[j].value == sound_action)
624 printf("element %d, sound action '%s' == %d\n",
625 element, sound_action_properties[j].text,
626 element_action_sound[element][sound_action]);
635 =============================================================================
637 -----------------------------------------------------------------------------
638 initialize game engine due to level / tape version number
639 =============================================================================
642 static void InitGameEngine()
646 game.engine_version = (tape.playing ? tape.engine_version :
650 printf("level %d: level version == %06d\n", level_nr, level.game_version);
651 printf(" tape version == %06d [%s] [file: %06d]\n",
652 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
654 printf(" => game.engine_version == %06d\n", game.engine_version);
657 /* dynamically adjust player properties according to game engine version */
658 game.initial_move_delay =
659 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
660 INITIAL_MOVE_DELAY_OFF);
662 /* dynamically adjust player properties according to level information */
663 game.initial_move_delay_value =
664 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
666 /* dynamically adjust element properties according to game engine version */
668 static int ep_em_slippery_wall[] =
677 static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall);
679 for (i=0; i<ep_em_slippery_wall_num; i++)
681 if (level.em_slippery_gems) /* special EM style gems behaviour */
682 Properties2[ep_em_slippery_wall[i]] |=
683 EP_BIT_EM_SLIPPERY_WALL;
685 Properties2[ep_em_slippery_wall[i]] &=
686 ~EP_BIT_EM_SLIPPERY_WALL;
689 /* "EL_WALL_GROWING_ACTIVE" wasn't slippery for EM gems in version 2.0.1 */
690 if (level.em_slippery_gems && game.engine_version > VERSION_IDENT(2,0,1))
691 Properties2[EL_WALL_GROWING_ACTIVE] |= EP_BIT_EM_SLIPPERY_WALL;
693 Properties2[EL_WALL_GROWING_ACTIVE] &=~EP_BIT_EM_SLIPPERY_WALL;
696 /* initialize changing elements information */
697 for (i=0; i<MAX_NUM_ELEMENTS; i++)
699 changing_element[i].base_element = EL_UNDEFINED;
700 changing_element[i].next_element = EL_UNDEFINED;
701 changing_element[i].change_delay = -1;
702 changing_element[i].pre_change_function = NULL;
703 changing_element[i].change_function = NULL;
704 changing_element[i].post_change_function = NULL;
708 while (changing_element_list[i].base_element != EL_UNDEFINED)
710 struct ChangingElementInfo *ce = &changing_element_list[i];
711 int element = ce->base_element;
713 changing_element[element].base_element = ce->base_element;
714 changing_element[element].next_element = ce->next_element;
715 changing_element[element].change_delay = ce->change_delay;
716 changing_element[element].pre_change_function = ce->pre_change_function;
717 changing_element[element].change_function = ce->change_function;
718 changing_element[element].post_change_function = ce->post_change_function;
726 =============================================================================
728 -----------------------------------------------------------------------------
729 initialize and start new game
730 =============================================================================
735 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
736 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
737 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
744 #if USE_NEW_AMOEBA_CODE
745 printf("Using new amoeba code.\n");
747 printf("Using old amoeba code.\n");
752 /* don't play tapes over network */
753 network_playing = (options.network && !tape.playing);
755 for (i=0; i<MAX_PLAYERS; i++)
757 struct PlayerInfo *player = &stored_player[i];
759 player->index_nr = i;
760 player->element_nr = EL_PLAYER1 + i;
762 player->present = FALSE;
763 player->active = FALSE;
766 player->effective_action = 0;
767 player->programmed_action = 0;
770 player->gems_still_needed = level.gems_needed;
771 player->sokobanfields_still_needed = 0;
772 player->lights_still_needed = 0;
773 player->friends_still_needed = 0;
776 player->key[j] = FALSE;
778 player->dynamite = 0;
779 player->dynabomb_count = 0;
780 player->dynabomb_size = 1;
781 player->dynabombs_left = 0;
782 player->dynabomb_xl = FALSE;
784 player->MovDir = MV_NO_MOVING;
786 player->Pushing = FALSE;
787 player->Switching = FALSE;
791 player->actual_frame_counter = 0;
793 player->frame_reset_delay = 0;
795 player->last_move_dir = MV_NO_MOVING;
796 player->is_moving = FALSE;
798 player->move_delay = game.initial_move_delay;
799 player->move_delay_value = game.initial_move_delay_value;
801 player->push_delay = 0;
802 player->push_delay_value = 5;
804 player->snapped = FALSE;
806 player->last_jx = player->last_jy = 0;
807 player->jx = player->jy = 0;
809 player->shield_normal_time_left = 0;
810 player->shield_deadly_time_left = 0;
812 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
813 SnapField(player, 0, 0);
815 player->LevelSolved = FALSE;
816 player->GameOver = FALSE;
819 network_player_action_received = FALSE;
821 #if defined(PLATFORM_UNIX)
822 /* initial null action */
824 SendToServer_MovePlayer(MV_NO_MOVING);
832 TimeLeft = level.time;
834 ScreenMovDir = MV_NO_MOVING;
838 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
840 AllPlayersGone = FALSE;
842 game.yam_content_nr = 0;
843 game.magic_wall_active = FALSE;
844 game.magic_wall_time_left = 0;
845 game.light_time_left = 0;
846 game.timegate_time_left = 0;
847 game.switchgate_pos = 0;
848 game.balloon_dir = MV_NO_MOVING;
849 game.explosions_delayed = TRUE;
853 game.belt_dir[i] = MV_NO_MOVING;
854 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
857 for (i=0; i<MAX_NUM_AMOEBA; i++)
858 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
860 for (x=0; x<lev_fieldx; x++)
862 for (y=0; y<lev_fieldy; y++)
864 Feld[x][y] = Ur[x][y];
865 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
866 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
868 JustStopped[x][y] = 0;
870 ExplodePhase[x][y] = 0;
871 ExplodeField[x][y] = EX_NO_EXPLOSION;
874 GfxAction[x][y] = GFX_ACTION_DEFAULT;
878 for(y=0; y<lev_fieldy; y++)
880 for(x=0; x<lev_fieldx; x++)
882 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
884 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
886 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
889 InitField(x, y, TRUE);
895 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
896 emulate_sb ? EMU_SOKOBAN :
897 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
899 /* correct non-moving belts to start moving left */
901 if (game.belt_dir[i] == MV_NO_MOVING)
902 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
904 /* check if any connected player was not found in playfield */
905 for (i=0; i<MAX_PLAYERS; i++)
907 struct PlayerInfo *player = &stored_player[i];
909 if (player->connected && !player->present)
911 for (j=0; j<MAX_PLAYERS; j++)
913 struct PlayerInfo *some_player = &stored_player[j];
914 int jx = some_player->jx, jy = some_player->jy;
916 /* assign first free player found that is present in the playfield */
917 if (some_player->present && !some_player->connected)
919 player->present = TRUE;
920 player->active = TRUE;
921 some_player->present = FALSE;
923 StorePlayer[jx][jy] = player->element_nr;
924 player->jx = player->last_jx = jx;
925 player->jy = player->last_jy = jy;
935 /* when playing a tape, eliminate all players who do not participate */
937 for (i=0; i<MAX_PLAYERS; i++)
939 if (stored_player[i].active && !tape.player_participates[i])
941 struct PlayerInfo *player = &stored_player[i];
942 int jx = player->jx, jy = player->jy;
944 player->active = FALSE;
945 StorePlayer[jx][jy] = 0;
946 Feld[jx][jy] = EL_EMPTY;
950 else if (!options.network && !setup.team_mode) /* && !tape.playing */
952 /* when in single player mode, eliminate all but the first active player */
954 for (i=0; i<MAX_PLAYERS; i++)
956 if (stored_player[i].active)
958 for (j=i+1; j<MAX_PLAYERS; j++)
960 if (stored_player[j].active)
962 struct PlayerInfo *player = &stored_player[j];
963 int jx = player->jx, jy = player->jy;
965 player->active = FALSE;
966 StorePlayer[jx][jy] = 0;
967 Feld[jx][jy] = EL_EMPTY;
974 /* when recording the game, store which players take part in the game */
977 for (i=0; i<MAX_PLAYERS; i++)
978 if (stored_player[i].active)
979 tape.player_participates[i] = TRUE;
984 for (i=0; i<MAX_PLAYERS; i++)
986 struct PlayerInfo *player = &stored_player[i];
988 printf("Player %d: present == %d, connected == %d, active == %d.\n",
993 if (local_player == player)
994 printf("Player %d is local player.\n", i+1);
998 if (BorderElement == EL_EMPTY)
1001 SBX_Right = lev_fieldx - SCR_FIELDX;
1003 SBY_Lower = lev_fieldy - SCR_FIELDY;
1008 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
1010 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
1013 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
1014 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
1016 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
1017 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
1019 scroll_x = SBX_Left;
1020 scroll_y = SBY_Upper;
1021 if (local_player->jx >= SBX_Left + MIDPOSX)
1022 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
1023 local_player->jx - MIDPOSX :
1025 if (local_player->jy >= SBY_Upper + MIDPOSY)
1026 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
1027 local_player->jy - MIDPOSY :
1030 CloseDoor(DOOR_CLOSE_1);
1035 /* after drawing the level, correct some elements */
1036 if (game.timegate_time_left == 0)
1037 CloseAllOpenTimegates();
1039 if (setup.soft_scrolling)
1040 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
1042 redraw_mask |= REDRAW_FROM_BACKBUFFER;
1045 /* copy default game door content to main double buffer */
1046 BlitBitmap(new_graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
1047 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
1050 DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
1051 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
1054 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
1055 int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3, FONT_OPAQUE);
1056 BlitBitmap(drawto, drawto,
1057 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
1058 FONT5_XSIZE * 3, FONT5_YSIZE - 1,
1059 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
1062 DrawGameDoorValues();
1066 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
1067 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
1068 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
1072 /* copy actual game door content to door double buffer for OpenDoor() */
1073 BlitBitmap(drawto, bitmap_db_door,
1074 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
1076 OpenDoor(DOOR_OPEN_ALL);
1078 PlaySoundStereo(SND_GAME_STARTING, SOUND_MAX_RIGHT);
1079 if (setup.sound_music)
1080 PlayMusic(level_nr);
1082 KeyboardAutoRepeatOff();
1087 printf("Player %d %sactive.\n",
1088 i + 1, (stored_player[i].active ? "" : "not "));
1092 void InitMovDir(int x, int y)
1094 int i, element = Feld[x][y];
1095 static int xy[4][2] =
1102 static int direction[3][4] =
1104 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1105 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1106 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1115 Feld[x][y] = EL_BUG;
1116 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
1119 case EL_SPACESHIP_RIGHT:
1120 case EL_SPACESHIP_UP:
1121 case EL_SPACESHIP_LEFT:
1122 case EL_SPACESHIP_DOWN:
1123 Feld[x][y] = EL_SPACESHIP;
1124 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
1127 case EL_BD_BUTTERFLY_RIGHT:
1128 case EL_BD_BUTTERFLY_UP:
1129 case EL_BD_BUTTERFLY_LEFT:
1130 case EL_BD_BUTTERFLY_DOWN:
1131 Feld[x][y] = EL_BD_BUTTERFLY;
1132 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
1135 case EL_BD_FIREFLY_RIGHT:
1136 case EL_BD_FIREFLY_UP:
1137 case EL_BD_FIREFLY_LEFT:
1138 case EL_BD_FIREFLY_DOWN:
1139 Feld[x][y] = EL_BD_FIREFLY;
1140 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1143 case EL_PACMAN_RIGHT:
1145 case EL_PACMAN_LEFT:
1146 case EL_PACMAN_DOWN:
1147 Feld[x][y] = EL_PACMAN;
1148 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1151 case EL_SP_SNIKSNAK:
1152 MovDir[x][y] = MV_UP;
1155 case EL_SP_ELECTRON:
1156 MovDir[x][y] = MV_LEFT;
1163 Feld[x][y] = EL_MOLE;
1164 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1168 MovDir[x][y] = 1 << RND(4);
1169 if (element != EL_BUG &&
1170 element != EL_SPACESHIP &&
1171 element != EL_BD_BUTTERFLY &&
1172 element != EL_BD_FIREFLY)
1177 int x1 = x + xy[i][0];
1178 int y1 = y + xy[i][1];
1180 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1182 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1184 MovDir[x][y] = direction[0][i];
1187 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1188 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1190 MovDir[x][y] = direction[1][i];
1199 void InitAmoebaNr(int x, int y)
1202 int group_nr = AmoebeNachbarNr(x, y);
1206 for (i=1; i<MAX_NUM_AMOEBA; i++)
1208 if (AmoebaCnt[i] == 0)
1216 AmoebaNr[x][y] = group_nr;
1217 AmoebaCnt[group_nr]++;
1218 AmoebaCnt2[group_nr]++;
1224 boolean raise_level = FALSE;
1226 if (local_player->MovPos)
1229 if (tape.playing && tape.auto_play)
1230 tape.auto_play_level_solved = TRUE;
1232 local_player->LevelSolved = FALSE;
1234 PlaySoundStereo(SND_GAME_WINNING, SOUND_MAX_RIGHT);
1238 if (!tape.playing && setup.sound_loops)
1239 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1240 SND_CTRL_PLAY_LOOP);
1242 while (TimeLeft > 0)
1244 if (!tape.playing && !setup.sound_loops)
1245 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1246 if (TimeLeft > 0 && !(TimeLeft % 10))
1247 RaiseScore(level.score[SC_ZEITBONUS]);
1248 if (TimeLeft > 100 && !(TimeLeft % 10))
1252 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
1259 if (!tape.playing && setup.sound_loops)
1260 StopSound(SND_GAME_LEVELTIME_BONUS);
1262 else if (level.time == 0) /* level without time limit */
1264 if (!tape.playing && setup.sound_loops)
1265 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1266 SND_CTRL_PLAY_LOOP);
1268 while (TimePlayed < 999)
1270 if (!tape.playing && !setup.sound_loops)
1271 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1272 if (TimePlayed < 999 && !(TimePlayed % 10))
1273 RaiseScore(level.score[SC_ZEITBONUS]);
1274 if (TimePlayed < 900 && !(TimePlayed % 10))
1278 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
1285 if (!tape.playing && setup.sound_loops)
1286 StopSound(SND_GAME_LEVELTIME_BONUS);
1293 /* Hero disappears */
1294 DrawLevelField(ExitX, ExitY);
1300 CloseDoor(DOOR_CLOSE_1);
1305 SaveTape(tape.level_nr); /* Ask to save tape */
1308 if (level_nr == leveldir_current->handicap_level)
1310 leveldir_current->handicap_level++;
1311 SaveLevelSetup_SeriesInfo();
1314 if (level_editor_test_game)
1315 local_player->score = -1; /* no highscore when playing from editor */
1316 else if (level_nr < leveldir_current->last_level)
1317 raise_level = TRUE; /* advance to next level */
1319 if ((hi_pos = NewHiScore()) >= 0)
1321 game_status = HALLOFFAME;
1322 DrawHallOfFame(hi_pos);
1331 game_status = MAINMENU;
1348 LoadScore(level_nr);
1350 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1351 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1354 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1356 if (local_player->score > highscore[k].Score)
1358 /* player has made it to the hall of fame */
1360 if (k < MAX_SCORE_ENTRIES - 1)
1362 int m = MAX_SCORE_ENTRIES - 1;
1365 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1366 if (!strcmp(setup.player_name, highscore[l].Name))
1368 if (m == k) /* player's new highscore overwrites his old one */
1374 strcpy(highscore[l].Name, highscore[l - 1].Name);
1375 highscore[l].Score = highscore[l - 1].Score;
1382 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1383 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1384 highscore[k].Score = local_player->score;
1390 else if (!strncmp(setup.player_name, highscore[k].Name,
1391 MAX_PLAYER_NAME_LEN))
1392 break; /* player already there with a higher score */
1398 SaveScore(level_nr);
1403 void InitMovingField(int x, int y, int direction)
1405 int element = Feld[x][y];
1406 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1407 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1409 if (!JustStopped[x][y] || direction != MovDir[x][y])
1412 MovDir[x][y] = direction;
1413 MovDir[newx][newy] = direction;
1415 if (Feld[newx][newy] == EL_EMPTY)
1416 Feld[newx][newy] = EL_BLOCKED;
1418 if (direction == MV_DOWN && CAN_FALL(element))
1419 GfxAction[x][y] = GFX_ACTION_FALLING;
1421 GfxAction[x][y] = GFX_ACTION_MOVING;
1424 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1426 int direction = MovDir[x][y];
1427 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1428 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1434 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1436 int oldx = x, oldy = y;
1437 int direction = MovDir[x][y];
1439 if (direction == MV_LEFT)
1441 else if (direction == MV_RIGHT)
1443 else if (direction == MV_UP)
1445 else if (direction == MV_DOWN)
1448 *comes_from_x = oldx;
1449 *comes_from_y = oldy;
1452 int MovingOrBlocked2Element(int x, int y)
1454 int element = Feld[x][y];
1456 if (element == EL_BLOCKED)
1460 Blocked2Moving(x, y, &oldx, &oldy);
1461 return Feld[oldx][oldy];
1467 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1469 /* like MovingOrBlocked2Element(), but if element is moving
1470 and (x,y) is the field the moving element is just leaving,
1471 return EL_BLOCKED instead of the element value */
1472 int element = Feld[x][y];
1474 if (IS_MOVING(x, y))
1476 if (element == EL_BLOCKED)
1480 Blocked2Moving(x, y, &oldx, &oldy);
1481 return Feld[oldx][oldy];
1490 static void RemoveField(int x, int y)
1492 Feld[x][y] = EL_EMPTY;
1498 void RemoveMovingField(int x, int y)
1500 int oldx = x, oldy = y, newx = x, newy = y;
1502 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1505 if (IS_MOVING(x, y))
1507 Moving2Blocked(x, y, &newx, &newy);
1508 if (Feld[newx][newy] != EL_BLOCKED)
1511 else if (Feld[x][y] == EL_BLOCKED)
1513 Blocked2Moving(x, y, &oldx, &oldy);
1514 if (!IS_MOVING(oldx, oldy))
1518 if (Feld[x][y] == EL_BLOCKED &&
1519 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1520 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1521 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1522 Feld[oldx][oldy] == EL_AMOEBA_DRIPPING))
1523 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1525 Feld[oldx][oldy] = EL_EMPTY;
1527 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1529 Feld[newx][newy] = EL_EMPTY;
1530 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1531 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1532 GfxAction[oldx][oldy] = GfxAction[newx][newy] = GFX_ACTION_DEFAULT;
1534 DrawLevelField(oldx, oldy);
1535 DrawLevelField(newx, newy);
1538 void DrawDynamite(int x, int y)
1540 int sx = SCREENX(x), sy = SCREENY(y);
1541 int graphic = el2img(Feld[x][y]);
1544 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1548 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
1550 frame = getGraphicAnimationFrame(graphic, 96 - MovDelay[x][y]);
1553 printf("-> %d: %d [%d]\n", graphic, frame, MovDelay[x][y]);
1556 if (game.emulation == EMU_SUPAPLEX)
1557 DrawGraphic(sx, sy, IMG_SP_DISK_RED, 0);
1558 else if (Store[x][y])
1559 DrawGraphicThruMask(sx, sy, graphic, frame);
1561 DrawGraphic(sx, sy, graphic, frame);
1564 void CheckDynamite(int x, int y)
1566 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1571 if (!(MovDelay[x][y] % 6))
1572 PlaySoundLevelAction(x, y, SND_ACTION_ACTIVE);
1574 if (IS_ACTIVE_BOMB(Feld[x][y]))
1576 int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6);
1578 if (!(MovDelay[x][y] % delay))
1586 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1587 StopSound(SND_DYNAMITE_ACTIVE);
1589 StopSound(SND_DYNABOMB_ACTIVE);
1594 void Explode(int ex, int ey, int phase, int mode)
1598 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1599 int last_phase = num_phase * delay;
1600 int half_phase = (num_phase / 2) * delay;
1601 int first_phase_after_start = EX_PHASE_START + 1;
1603 if (game.explosions_delayed)
1605 ExplodeField[ex][ey] = mode;
1609 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1611 int center_element = Feld[ex][ey];
1613 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1615 /* put moving element to center field (and let it explode there) */
1616 center_element = MovingOrBlocked2Element(ex, ey);
1617 RemoveMovingField(ex, ey);
1618 Feld[ex][ey] = center_element;
1621 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1625 if (!IN_LEV_FIELD(x, y) ||
1626 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
1627 (x != ex || y != ey)))
1630 element = Feld[x][y];
1632 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1634 element = MovingOrBlocked2Element(x, y);
1635 RemoveMovingField(x, y);
1638 if (IS_MASSIVE(element) || element == EL_FLAMES)
1641 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1643 if (IS_ACTIVE_BOMB(element))
1645 /* re-activate things under the bomb like gate or penguin */
1646 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
1653 if (element == EL_EXPLOSION)
1654 element = Store2[x][y];
1656 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1658 switch(StorePlayer[ex][ey])
1661 Store[x][y] = EL_EMERALD_RED;
1664 Store[x][y] = EL_EMERALD;
1667 Store[x][y] = EL_EMERALD_PURPLE;
1671 Store[x][y] = EL_EMERALD_YELLOW;
1675 if (game.emulation == EMU_SUPAPLEX)
1676 Store[x][y] = EL_EMPTY;
1678 else if (center_element == EL_MOLE)
1679 Store[x][y] = EL_EMERALD_RED;
1680 else if (center_element == EL_PENGUIN)
1681 Store[x][y] = EL_EMERALD_PURPLE;
1682 else if (center_element == EL_BUG)
1683 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
1684 else if (center_element == EL_BD_BUTTERFLY)
1685 Store[x][y] = EL_BD_DIAMOND;
1686 else if (center_element == EL_SP_ELECTRON)
1687 Store[x][y] = EL_SP_INFOTRON;
1688 else if (center_element == EL_YAMYAM)
1689 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1690 else if (center_element == EL_AMOEBA_TO_DIAMOND)
1691 Store[x][y] = level.amoeba_content;
1692 else if (element == EL_WALL_EMERALD)
1693 Store[x][y] = EL_EMERALD;
1694 else if (element == EL_WALL_DIAMOND)
1695 Store[x][y] = EL_DIAMOND;
1696 else if (element == EL_WALL_BD_DIAMOND)
1697 Store[x][y] = EL_BD_DIAMOND;
1698 else if (element == EL_WALL_EMERALD_YELLOW)
1699 Store[x][y] = EL_EMERALD_YELLOW;
1700 else if (element == EL_WALL_EMERALD_RED)
1701 Store[x][y] = EL_EMERALD_RED;
1702 else if (element == EL_WALL_EMERALD_PURPLE)
1703 Store[x][y] = EL_EMERALD_PURPLE;
1704 else if (element == EL_WALL_PEARL)
1705 Store[x][y] = EL_PEARL;
1706 else if (element == EL_WALL_CRYSTAL)
1707 Store[x][y] = EL_CRYSTAL;
1708 else if (!IS_PFORTE(Store[x][y]))
1709 Store[x][y] = EL_EMPTY;
1711 if (x != ex || y != ey ||
1712 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
1713 Store2[x][y] = element;
1715 if (AmoebaNr[x][y] &&
1716 (element == EL_AMOEBA_FULL ||
1717 element == EL_BD_AMOEBA ||
1718 element == EL_AMOEBA_CREATING))
1720 AmoebaCnt[AmoebaNr[x][y]]--;
1721 AmoebaCnt2[AmoebaNr[x][y]]--;
1724 Feld[x][y] = EL_EXPLOSION;
1725 MovDir[x][y] = MovPos[x][y] = 0;
1727 ExplodePhase[x][y] = 1;
1731 if (center_element == EL_YAMYAM)
1732 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1743 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
1745 if (phase == first_phase_after_start)
1747 int element = Store2[x][y];
1749 if (element == EL_BLACK_ORB)
1751 Feld[x][y] = Store2[x][y];
1756 else if (phase == half_phase)
1758 int element = Store2[x][y];
1760 if (IS_PLAYER(x, y))
1761 KillHeroUnlessProtected(x, y);
1762 else if (IS_EXPLOSIVE(element))
1764 Feld[x][y] = Store2[x][y];
1768 else if (element == EL_AMOEBA_TO_DIAMOND)
1769 AmoebeUmwandeln(x, y);
1772 if (phase == last_phase)
1776 element = Feld[x][y] = Store[x][y];
1777 Store[x][y] = Store2[x][y] = 0;
1778 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1779 InitField(x, y, FALSE);
1780 if (CAN_MOVE(element) || COULD_MOVE(element))
1782 DrawLevelField(x, y);
1784 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1785 StorePlayer[x][y] = 0;
1787 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1789 int stored = Store[x][y];
1790 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
1791 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
1793 int frame = getGraphicAnimationFrame(graphic, phase - delay);
1796 DrawCrumbledSand(SCREENX(x), SCREENY(y));
1798 if (IS_PFORTE(Store[x][y]))
1800 DrawLevelElement(x, y, Store[x][y]);
1801 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
1804 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1808 void DynaExplode(int ex, int ey)
1811 int dynabomb_size = 1;
1812 boolean dynabomb_xl = FALSE;
1813 struct PlayerInfo *player;
1814 static int xy[4][2] =
1822 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1824 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER1_ACTIVE];
1825 dynabomb_size = player->dynabomb_size;
1826 dynabomb_xl = player->dynabomb_xl;
1827 player->dynabombs_left++;
1830 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1834 for (j=1; j<=dynabomb_size; j++)
1836 int x = ex + j * xy[i % 4][0];
1837 int y = ey + j * xy[i % 4][1];
1840 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1843 element = Feld[x][y];
1845 /* do not restart explosions of fields with active bombs */
1846 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
1849 Explode(x, y, EX_PHASE_START, EX_BORDER);
1851 if (element != EL_EMPTY &&
1852 element != EL_SAND &&
1853 element != EL_EXPLOSION &&
1860 void Bang(int x, int y)
1862 int element = Feld[x][y];
1864 if (game.emulation == EMU_SUPAPLEX)
1865 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
1867 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
1870 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1878 case EL_BD_BUTTERFLY:
1881 case EL_DARK_YAMYAM:
1885 RaiseScoreElement(element);
1886 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1888 case EL_DYNABOMB_PLAYER1_ACTIVE:
1889 case EL_DYNABOMB_PLAYER2_ACTIVE:
1890 case EL_DYNABOMB_PLAYER3_ACTIVE:
1891 case EL_DYNABOMB_PLAYER4_ACTIVE:
1892 case EL_DYNABOMB_NR:
1893 case EL_DYNABOMB_SZ:
1894 case EL_DYNABOMB_XL:
1899 case EL_LAMP_ACTIVE:
1900 if (IS_PLAYER(x, y))
1901 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1903 Explode(x, y, EX_PHASE_START, EX_CENTER);
1906 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1911 void Blurb(int x, int y)
1913 int element = Feld[x][y];
1915 if (element != EL_ACID_SPLASH_LEFT &&
1916 element != EL_ACID_SPLASH_RIGHT) /* start */
1918 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
1919 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1920 (!IN_LEV_FIELD(x-1, y-1) ||
1921 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1923 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
1925 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1926 (!IN_LEV_FIELD(x+1, y-1) ||
1927 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1929 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
1934 int graphic = (element == EL_ACID_SPLASH_LEFT ?
1935 IMG_ACID_SPLASH_LEFT :
1936 IMG_ACID_SPLASH_RIGHT);
1938 if (!MovDelay[x][y]) /* initialize animation counter */
1941 if (MovDelay[x][y]) /* continue animation */
1944 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1946 int frame = getGraphicAnimationFrame(graphic, 8 - MovDelay[x][y]);
1948 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1951 if (!MovDelay[x][y])
1953 Feld[x][y] = EL_EMPTY;
1954 DrawLevelField(x, y);
1960 static void InitBeltMovement()
1962 static int belt_base_element[4] =
1964 EL_CONVEYOR_BELT1_LEFT,
1965 EL_CONVEYOR_BELT2_LEFT,
1966 EL_CONVEYOR_BELT3_LEFT,
1967 EL_CONVEYOR_BELT4_LEFT
1969 static int belt_base_active_element[4] =
1971 EL_CONVEYOR_BELT1_LEFT_ACTIVE,
1972 EL_CONVEYOR_BELT2_LEFT_ACTIVE,
1973 EL_CONVEYOR_BELT3_LEFT_ACTIVE,
1974 EL_CONVEYOR_BELT4_LEFT_ACTIVE
1979 /* set frame order for belt animation graphic according to belt direction */
1986 int element = belt_base_active_element[belt_nr] + j;
1987 int graphic = el2img(element);
1989 if (game.belt_dir[i] == MV_LEFT)
1990 new_graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
1992 new_graphic_info[graphic].anim_mode |= ANIM_REVERSE;
1996 for(y=0; y<lev_fieldy; y++)
1998 for(x=0; x<lev_fieldx; x++)
2000 int element = Feld[x][y];
2004 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
2006 int e_belt_nr = getBeltNrFromBeltElement(element);
2009 if (e_belt_nr == belt_nr)
2011 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
2013 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
2021 static void ToggleBeltSwitch(int x, int y)
2023 static int belt_base_element[4] =
2025 EL_CONVEYOR_BELT1_LEFT,
2026 EL_CONVEYOR_BELT2_LEFT,
2027 EL_CONVEYOR_BELT3_LEFT,
2028 EL_CONVEYOR_BELT4_LEFT
2030 static int belt_base_active_element[4] =
2032 EL_CONVEYOR_BELT1_LEFT_ACTIVE,
2033 EL_CONVEYOR_BELT2_LEFT_ACTIVE,
2034 EL_CONVEYOR_BELT3_LEFT_ACTIVE,
2035 EL_CONVEYOR_BELT4_LEFT_ACTIVE
2037 static int belt_base_switch_element[4] =
2039 EL_CONVEYOR_BELT1_SWITCH_LEFT,
2040 EL_CONVEYOR_BELT2_SWITCH_LEFT,
2041 EL_CONVEYOR_BELT3_SWITCH_LEFT,
2042 EL_CONVEYOR_BELT4_SWITCH_LEFT
2044 static int belt_move_dir[4] =
2052 int element = Feld[x][y];
2053 int belt_nr = getBeltNrFromBeltSwitchElement(element);
2054 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
2055 int belt_dir = belt_move_dir[belt_dir_nr];
2058 if (!IS_BELT_SWITCH(element))
2061 game.belt_dir_nr[belt_nr] = belt_dir_nr;
2062 game.belt_dir[belt_nr] = belt_dir;
2064 if (belt_dir_nr == 3)
2067 /* set frame order for belt animation graphic according to belt direction */
2070 int element = belt_base_active_element[belt_nr] + i;
2071 int graphic = el2img(element);
2073 if (belt_dir == MV_LEFT)
2074 new_graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2076 new_graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2079 for (yy=0; yy<lev_fieldy; yy++)
2081 for (xx=0; xx<lev_fieldx; xx++)
2083 int element = Feld[xx][yy];
2085 if (IS_BELT_SWITCH(element))
2087 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
2089 if (e_belt_nr == belt_nr)
2091 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
2092 DrawLevelField(xx, yy);
2095 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
2097 int e_belt_nr = getBeltNrFromBeltElement(element);
2099 if (e_belt_nr == belt_nr)
2101 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
2103 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
2104 DrawLevelField(xx, yy);
2107 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
2109 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
2111 if (e_belt_nr == belt_nr)
2113 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
2115 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
2116 DrawLevelField(xx, yy);
2123 static void ToggleSwitchgateSwitch(int x, int y)
2127 game.switchgate_pos = !game.switchgate_pos;
2129 for (yy=0; yy<lev_fieldy; yy++)
2131 for (xx=0; xx<lev_fieldx; xx++)
2133 int element = Feld[xx][yy];
2135 if (element == EL_SWITCHGATE_SWITCH_UP ||
2136 element == EL_SWITCHGATE_SWITCH_DOWN)
2138 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2139 DrawLevelField(xx, yy);
2141 else if (element == EL_SWITCHGATE_OPEN ||
2142 element == EL_SWITCHGATE_OPENING)
2144 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2145 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2147 else if (element == EL_SWITCHGATE_CLOSED ||
2148 element == EL_SWITCHGATE_CLOSING)
2150 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2151 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2157 static int getInvisibleActiveFromInvisibleElement(int element)
2159 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2160 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2161 EL_INVISIBLE_SAND_ACTIVE);
2164 static int getInvisibleFromInvisibleActiveElement(int element)
2166 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2167 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2171 static void RedrawAllLightSwitchesAndInvisibleElements()
2175 for (y=0; y<lev_fieldy; y++)
2177 for (x=0; x<lev_fieldx; x++)
2179 int element = Feld[x][y];
2181 if (element == EL_LIGHT_SWITCH &&
2182 game.light_time_left > 0)
2184 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2185 DrawLevelField(x, y);
2187 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2188 game.light_time_left == 0)
2190 Feld[x][y] = EL_LIGHT_SWITCH;
2191 DrawLevelField(x, y);
2193 else if (element == EL_INVISIBLE_STEELWALL ||
2194 element == EL_INVISIBLE_WALL ||
2195 element == EL_INVISIBLE_SAND)
2197 if (game.light_time_left > 0)
2198 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2200 DrawLevelField(x, y);
2202 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2203 element == EL_INVISIBLE_WALL_ACTIVE ||
2204 element == EL_INVISIBLE_SAND_ACTIVE)
2206 if (game.light_time_left == 0)
2207 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2209 DrawLevelField(x, y);
2215 static void ToggleLightSwitch(int x, int y)
2217 int element = Feld[x][y];
2219 game.light_time_left =
2220 (element == EL_LIGHT_SWITCH ?
2221 level.time_light * FRAMES_PER_SECOND : 0);
2223 RedrawAllLightSwitchesAndInvisibleElements();
2226 static void ActivateTimegateSwitch(int x, int y)
2230 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2232 for (yy=0; yy<lev_fieldy; yy++)
2234 for (xx=0; xx<lev_fieldx; xx++)
2236 int element = Feld[xx][yy];
2238 if (element == EL_TIMEGATE_CLOSED ||
2239 element == EL_TIMEGATE_CLOSING)
2241 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2242 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2246 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2248 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2249 DrawLevelField(xx, yy);
2256 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2259 void Impact(int x, int y)
2261 boolean lastline = (y == lev_fieldy-1);
2262 boolean object_hit = FALSE;
2263 int element = Feld[x][y];
2266 if (!lastline) /* check if element below was hit */
2268 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
2271 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
2272 MovDir[x][y+1]!=MV_DOWN ||
2273 MovPos[x][y+1]<=TILEY/2));
2275 smashed = MovingOrBlocked2Element(x, y+1);
2278 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2284 if ((element == EL_BOMB ||
2285 element == EL_SP_DISK_ORANGE ||
2286 element == EL_DX_SUPABOMB) &&
2287 (lastline || object_hit)) /* element is bomb */
2292 else if (element == EL_PEARL)
2294 Feld[x][y] = EL_PEARL_BREAKING;
2295 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2299 if (element == EL_AMOEBA_DROP && (lastline || object_hit))
2301 if (object_hit && IS_PLAYER(x, y+1))
2302 KillHeroUnlessProtected(x, y+1);
2303 else if (object_hit && smashed == EL_PENGUIN)
2307 Feld[x][y] = EL_AMOEBA_CREATING;
2308 Store[x][y] = EL_AMOEBA_WET;
2313 if (!lastline && object_hit) /* check which object was hit */
2315 if (CAN_CHANGE(element) &&
2316 (smashed == EL_MAGIC_WALL || smashed == EL_BD_MAGIC_WALL))
2319 int activated_magic_wall =
2320 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2321 EL_BD_MAGIC_WALL_ACTIVE);
2323 /* activate magic wall / mill */
2324 for (yy=0; yy<lev_fieldy; yy++)
2325 for (xx=0; xx<lev_fieldx; xx++)
2326 if (Feld[xx][yy] == smashed)
2327 Feld[xx][yy] = activated_magic_wall;
2329 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2330 game.magic_wall_active = TRUE;
2332 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2333 SND_MAGIC_WALL_ACTIVATING :
2334 SND_BD_MAGIC_WALL_ACTIVATING));
2337 if (IS_PLAYER(x, y+1))
2339 KillHeroUnlessProtected(x, y+1);
2342 else if (smashed == EL_PENGUIN)
2347 else if (element == EL_BD_DIAMOND)
2349 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2355 else if ((element == EL_SP_INFOTRON || element == EL_SP_ZONK) &&
2356 (smashed == EL_SP_SNIKSNAK || smashed == EL_SP_ELECTRON ||
2357 smashed == EL_SP_DISK_ORANGE))
2362 else if (element == EL_ROCK ||
2363 element == EL_SP_ZONK ||
2364 element == EL_BD_ROCK)
2366 if (IS_ENEMY(smashed) ||
2367 smashed == EL_BOMB || smashed == EL_SP_DISK_ORANGE ||
2368 smashed == EL_DX_SUPABOMB ||
2369 smashed == EL_SATELLITE || smashed == EL_PIG ||
2370 smashed == EL_DRAGON || smashed == EL_MOLE)
2375 else if (!IS_MOVING(x, y+1))
2377 if (smashed == EL_LAMP || smashed == EL_LAMP_ACTIVE)
2382 else if (smashed == EL_NUT)
2384 Feld[x][y+1] = EL_NUT_CRACKING;
2385 PlaySoundLevel(x, y, SND_NUT_CRACKING);
2386 RaiseScoreElement(EL_NUT);
2389 else if (smashed == EL_PEARL)
2391 Feld[x][y+1] = EL_PEARL_BREAKING;
2392 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2395 else if (smashed == EL_DIAMOND)
2397 Feld[x][y+1] = EL_EMPTY;
2398 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2401 else if (IS_BELT_SWITCH(smashed))
2403 ToggleBeltSwitch(x, y+1);
2405 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
2406 smashed == EL_SWITCHGATE_SWITCH_DOWN)
2408 ToggleSwitchgateSwitch(x, y+1);
2410 else if (smashed == EL_LIGHT_SWITCH ||
2411 smashed == EL_LIGHT_SWITCH_ACTIVE)
2413 ToggleLightSwitch(x, y+1);
2419 /* play sound of magic wall / mill */
2421 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2422 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2424 if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2425 PlaySoundLevel(x, y, SND_MAGIC_WALL_CHANGING);
2426 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2427 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_CHANGING);
2432 /* play sound of object that hits the ground */
2433 if (lastline || object_hit)
2434 PlaySoundLevelElementAction(x, y, element, SND_ACTION_IMPACT);
2437 void TurnRound(int x, int y)
2449 { 0, 0 }, { 0, 0 }, { 0, 0 },
2454 int left, right, back;
2458 { MV_DOWN, MV_UP, MV_RIGHT },
2459 { MV_UP, MV_DOWN, MV_LEFT },
2461 { MV_LEFT, MV_RIGHT, MV_DOWN },
2462 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2463 { MV_RIGHT, MV_LEFT, MV_UP }
2466 int element = Feld[x][y];
2467 int old_move_dir = MovDir[x][y];
2468 int left_dir = turn[old_move_dir].left;
2469 int right_dir = turn[old_move_dir].right;
2470 int back_dir = turn[old_move_dir].back;
2472 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2473 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2474 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2475 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2477 int left_x = x + left_dx, left_y = y + left_dy;
2478 int right_x = x + right_dx, right_y = y + right_dy;
2479 int move_x = x + move_dx, move_y = y + move_dy;
2481 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2483 TestIfBadThingTouchesOtherBadThing(x, y);
2485 if (IN_LEV_FIELD(right_x, right_y) &&
2486 IS_FREE(right_x, right_y))
2487 MovDir[x][y] = right_dir;
2488 else if (!IN_LEV_FIELD(move_x, move_y) ||
2489 !IS_FREE(move_x, move_y))
2490 MovDir[x][y] = left_dir;
2492 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
2494 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2497 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2498 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2500 TestIfBadThingTouchesOtherBadThing(x, y);
2502 if (IN_LEV_FIELD(left_x, left_y) &&
2503 IS_FREE(left_x, left_y))
2504 MovDir[x][y] = left_dir;
2505 else if (!IN_LEV_FIELD(move_x, move_y) ||
2506 !IS_FREE(move_x, move_y))
2507 MovDir[x][y] = right_dir;
2509 if ((element == EL_SPACESHIP ||
2510 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2511 && MovDir[x][y] != old_move_dir)
2513 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
2516 else if (element == EL_YAMYAM)
2518 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2520 if (IN_LEV_FIELD(left_x, left_y) &&
2521 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2522 Feld[left_x][left_y] == EL_DIAMOND))
2523 can_turn_left = TRUE;
2524 if (IN_LEV_FIELD(right_x, right_y) &&
2525 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2526 Feld[right_x][right_y] == EL_DIAMOND))
2527 can_turn_right = TRUE;
2529 if (can_turn_left && can_turn_right)
2530 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2531 else if (can_turn_left)
2532 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2533 else if (can_turn_right)
2534 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2536 MovDir[x][y] = back_dir;
2538 MovDelay[x][y] = 16+16*RND(3);
2540 else if (element == EL_DARK_YAMYAM)
2542 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2544 if (IN_LEV_FIELD(left_x, left_y) &&
2545 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2546 IS_MAMPF2(Feld[left_x][left_y])))
2547 can_turn_left = TRUE;
2548 if (IN_LEV_FIELD(right_x, right_y) &&
2549 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2550 IS_MAMPF2(Feld[right_x][right_y])))
2551 can_turn_right = TRUE;
2553 if (can_turn_left && can_turn_right)
2554 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2555 else if (can_turn_left)
2556 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2557 else if (can_turn_right)
2558 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2560 MovDir[x][y] = back_dir;
2562 MovDelay[x][y] = 16+16*RND(3);
2564 else if (element == EL_PACMAN)
2566 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2568 if (IN_LEV_FIELD(left_x, left_y) &&
2569 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2570 IS_AMOEBOID(Feld[left_x][left_y])))
2571 can_turn_left = TRUE;
2572 if (IN_LEV_FIELD(right_x, right_y) &&
2573 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2574 IS_AMOEBOID(Feld[right_x][right_y])))
2575 can_turn_right = TRUE;
2577 if (can_turn_left && can_turn_right)
2578 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2579 else if (can_turn_left)
2580 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2581 else if (can_turn_right)
2582 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2584 MovDir[x][y] = back_dir;
2586 MovDelay[x][y] = 6+RND(40);
2588 else if (element == EL_PIG)
2590 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2591 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2592 boolean should_move_on = FALSE;
2594 int rnd = RND(rnd_value);
2596 if (IN_LEV_FIELD(left_x, left_y) &&
2597 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2598 can_turn_left = TRUE;
2599 if (IN_LEV_FIELD(right_x, right_y) &&
2600 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2601 can_turn_right = TRUE;
2602 if (IN_LEV_FIELD(move_x, move_y) &&
2603 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2606 if (can_turn_left &&
2608 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2609 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2610 should_turn_left = TRUE;
2611 if (can_turn_right &&
2613 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2614 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2615 should_turn_right = TRUE;
2617 (!can_turn_left || !can_turn_right ||
2618 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2619 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2620 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2621 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2622 should_move_on = TRUE;
2624 if (should_turn_left || should_turn_right || should_move_on)
2626 if (should_turn_left && should_turn_right && should_move_on)
2627 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2628 rnd < 2*rnd_value/3 ? right_dir :
2630 else if (should_turn_left && should_turn_right)
2631 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2632 else if (should_turn_left && should_move_on)
2633 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2634 else if (should_turn_right && should_move_on)
2635 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2636 else if (should_turn_left)
2637 MovDir[x][y] = left_dir;
2638 else if (should_turn_right)
2639 MovDir[x][y] = right_dir;
2640 else if (should_move_on)
2641 MovDir[x][y] = old_move_dir;
2643 else if (can_move_on && rnd > rnd_value/8)
2644 MovDir[x][y] = old_move_dir;
2645 else if (can_turn_left && can_turn_right)
2646 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2647 else if (can_turn_left && rnd > rnd_value/8)
2648 MovDir[x][y] = left_dir;
2649 else if (can_turn_right && rnd > rnd_value/8)
2650 MovDir[x][y] = right_dir;
2652 MovDir[x][y] = back_dir;
2654 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2655 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2656 MovDir[x][y] = old_move_dir;
2660 else if (element == EL_DRAGON)
2662 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2664 int rnd = RND(rnd_value);
2666 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2667 can_turn_left = TRUE;
2668 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2669 can_turn_right = TRUE;
2670 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2673 if (can_move_on && rnd > rnd_value/8)
2674 MovDir[x][y] = old_move_dir;
2675 else if (can_turn_left && can_turn_right)
2676 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2677 else if (can_turn_left && rnd > rnd_value/8)
2678 MovDir[x][y] = left_dir;
2679 else if (can_turn_right && rnd > rnd_value/8)
2680 MovDir[x][y] = right_dir;
2682 MovDir[x][y] = back_dir;
2684 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2685 MovDir[x][y] = old_move_dir;
2689 else if (element == EL_MOLE)
2691 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2693 if (IN_LEV_FIELD(move_x, move_y) &&
2694 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2695 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING))
2700 if (IN_LEV_FIELD(left_x, left_y) &&
2701 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2702 can_turn_left = TRUE;
2703 if (IN_LEV_FIELD(right_x, right_y) &&
2704 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2705 can_turn_right = TRUE;
2707 if (can_turn_left && can_turn_right)
2708 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2709 else if (can_turn_left)
2710 MovDir[x][y] = left_dir;
2712 MovDir[x][y] = right_dir;
2715 if (MovDir[x][y] != old_move_dir)
2718 else if (element == EL_BALLOON)
2720 MovDir[x][y] = game.balloon_dir;
2723 else if (element == EL_SPRING)
2725 if ((MovDir[x][y] == MV_LEFT || MovDir[x][y] == MV_RIGHT) &&
2726 (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2727 (IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))
2728 MovDir[x][y] = MV_NO_MOVING;
2732 else if (element == EL_ROBOT ||
2733 element == EL_SATELLITE ||
2734 element == EL_PENGUIN)
2736 int attr_x = -1, attr_y = -1;
2747 for (i=0; i<MAX_PLAYERS; i++)
2749 struct PlayerInfo *player = &stored_player[i];
2750 int jx = player->jx, jy = player->jy;
2752 if (!player->active)
2755 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2763 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
2769 if (element == EL_PENGUIN)
2772 static int xy[4][2] =
2782 int ex = x + xy[i%4][0];
2783 int ey = y + xy[i%4][1];
2785 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
2794 MovDir[x][y] = MV_NO_MOVING;
2796 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2798 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2800 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2802 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2804 if (element == EL_ROBOT)
2808 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2809 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2810 Moving2Blocked(x, y, &newx, &newy);
2812 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2813 MovDelay[x][y] = 8+8*!RND(3);
2815 MovDelay[x][y] = 16;
2823 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2825 boolean first_horiz = RND(2);
2826 int new_move_dir = MovDir[x][y];
2829 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2830 Moving2Blocked(x, y, &newx, &newy);
2832 if (IN_LEV_FIELD(newx, newy) &&
2833 (IS_FREE(newx, newy) ||
2834 Feld[newx][newy] == EL_ACID ||
2835 (element == EL_PENGUIN &&
2836 (Feld[newx][newy] == EL_EXIT_OPEN ||
2837 IS_MAMPF3(Feld[newx][newy])))))
2841 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2842 Moving2Blocked(x, y, &newx, &newy);
2844 if (IN_LEV_FIELD(newx, newy) &&
2845 (IS_FREE(newx, newy) ||
2846 Feld[newx][newy] == EL_ACID ||
2847 (element == EL_PENGUIN &&
2848 (Feld[newx][newy] == EL_EXIT_OPEN ||
2849 IS_MAMPF3(Feld[newx][newy])))))
2852 MovDir[x][y] = old_move_dir;
2859 static boolean JustBeingPushed(int x, int y)
2863 for (i=0; i<MAX_PLAYERS; i++)
2865 struct PlayerInfo *player = &stored_player[i];
2867 if (player->active && player->Pushing && player->MovPos)
2869 int next_jx = player->jx + (player->jx - player->last_jx);
2870 int next_jy = player->jy + (player->jy - player->last_jy);
2872 if (x == next_jx && y == next_jy)
2880 void StartMoving(int x, int y)
2882 static boolean use_spring_bug = TRUE;
2883 boolean started_moving = FALSE; /* some elements can fall _and_ move */
2884 int element = Feld[x][y];
2889 GfxAction[x][y] = GFX_ACTION_DEFAULT;
2891 if (CAN_FALL(element) && y < lev_fieldy - 1)
2893 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2894 if (JustBeingPushed(x, y))
2897 if (element == EL_QUICKSAND_FULL)
2899 if (IS_FREE(x, y+1))
2901 InitMovingField(x, y, MV_DOWN);
2902 started_moving = TRUE;
2904 Feld[x][y] = EL_QUICKSAND_EMPTYING;
2905 Store[x][y] = EL_ROCK;
2906 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
2908 else if (Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2910 if (!MovDelay[x][y])
2911 MovDelay[x][y] = TILEY + 1;
2920 Feld[x][y] = EL_QUICKSAND_EMPTY;
2921 Feld[x][y+1] = EL_QUICKSAND_FULL;
2922 Store[x][y+1] = Store[x][y];
2924 PlaySoundLevel(x, y, SND_QUICKSAND_SLIPPING);
2927 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
2928 Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2930 InitMovingField(x, y, MV_DOWN);
2931 started_moving = TRUE;
2933 Feld[x][y] = EL_QUICKSAND_FILLING;
2934 Store[x][y] = element;
2935 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
2937 else if (element == EL_MAGIC_WALL_FULL)
2939 if (IS_FREE(x, y+1))
2941 InitMovingField(x, y, MV_DOWN);
2942 started_moving = TRUE;
2944 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
2945 Store[x][y] = EL_CHANGED(Store[x][y]);
2947 else if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2949 if (!MovDelay[x][y])
2950 MovDelay[x][y] = TILEY/4 + 1;
2959 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
2960 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
2961 Store[x][y+1] = EL_CHANGED(Store[x][y]);
2965 else if (element == EL_BD_MAGIC_WALL_FULL)
2967 if (IS_FREE(x, y+1))
2969 InitMovingField(x, y, MV_DOWN);
2970 started_moving = TRUE;
2972 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
2973 Store[x][y] = EL_CHANGED2(Store[x][y]);
2975 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2977 if (!MovDelay[x][y])
2978 MovDelay[x][y] = TILEY/4 + 1;
2987 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
2988 Feld[x][y+1] = EL_BD_MAGIC_WALL_FULL;
2989 Store[x][y+1] = EL_CHANGED2(Store[x][y]);
2993 else if (CAN_CHANGE(element) &&
2994 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2995 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2997 InitMovingField(x, y, MV_DOWN);
2998 started_moving = TRUE;
3001 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
3002 EL_BD_MAGIC_WALL_FILLING);
3003 Store[x][y] = element;
3005 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_ACID)
3009 InitMovingField(x, y, MV_DOWN);
3010 started_moving = TRUE;
3012 Store[x][y] = EL_ACID;
3014 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
3019 else if (IS_FREE(x, y+1) && element == EL_SPRING && use_spring_bug)
3021 if (MovDir[x][y] == MV_NO_MOVING)
3023 InitMovingField(x, y, MV_DOWN);
3024 started_moving = TRUE;
3027 else if (IS_FREE(x, y+1))
3029 InitMovingField(x, y, MV_DOWN);
3030 started_moving = TRUE;
3032 else if (element == EL_AMOEBA_DROP)
3034 Feld[x][y] = EL_AMOEBA_CREATING;
3035 Store[x][y] = EL_AMOEBA_WET;
3037 /* Store[x][y+1] must be zero, because:
3038 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y+1] == EL_QUICKSAND_EMPTY
3041 #if OLD_GAME_BEHAVIOUR
3042 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
3044 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
3045 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
3046 element != EL_DX_SUPABOMB)
3049 else if ((IS_SLIPPERY(Feld[x][y+1]) ||
3050 (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
3051 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
3052 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
3055 boolean left = (x>0 && IS_FREE(x-1, y) &&
3056 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_ACID));
3057 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
3058 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_ACID));
3062 if (left && right &&
3063 (game.emulation != EMU_BOULDERDASH &&
3064 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
3065 left = !(right = RND(2));
3067 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
3068 started_moving = TRUE;
3071 else if (IS_BELT_ACTIVE(Feld[x][y+1]))
3073 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
3074 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
3075 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y+1]);
3076 int belt_dir = game.belt_dir[belt_nr];
3078 if ((belt_dir == MV_LEFT && left_is_free) ||
3079 (belt_dir == MV_RIGHT && right_is_free))
3081 InitMovingField(x, y, belt_dir);
3082 started_moving = TRUE;
3084 GfxAction[x][y] = GFX_ACTION_DEFAULT;
3089 /* not "else if" because of EL_SPRING */
3090 if (CAN_MOVE(element) && !started_moving)
3094 if ((element == EL_SATELLITE ||
3095 element == EL_BALLOON ||
3096 element == EL_SPRING)
3097 && JustBeingPushed(x, y))
3102 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
3103 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
3105 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
3107 Moving2Blocked(x, y, &newx, &newy);
3108 if (Feld[newx][newy] == EL_BLOCKED)
3109 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
3114 if (!MovDelay[x][y]) /* start new movement phase */
3116 /* all objects that can change their move direction after each step */
3117 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
3119 if (element != EL_YAMYAM &&
3120 element != EL_DARK_YAMYAM &&
3121 element != EL_PACMAN)
3124 if (element == EL_SPRING)
3125 printf("1--> %d\n", MovDir[x][y]);
3129 if (element == EL_SPRING)
3130 printf("2--> %d\n", MovDir[x][y]);
3132 if (MovDelay[x][y] && (element == EL_BUG ||
3133 element == EL_SPACESHIP ||
3134 element == EL_SP_SNIKSNAK ||
3135 element == EL_SP_ELECTRON ||
3136 element == EL_MOLE))
3137 DrawLevelField(x, y);
3141 if (MovDelay[x][y]) /* wait some time before next movement */
3145 if (element == EL_ROBOT ||
3146 element == EL_YAMYAM || element == EL_DARK_YAMYAM)
3148 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3150 int graphic = el2img(element);
3151 int frame = getGraphicAnimationFrame(graphic, MovDelay[x][y] % 8);
3153 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
3156 if (MovDelay[x][y] % 4 == 3)
3158 if (element == EL_YAMYAM)
3159 PlaySoundLevel(x, y, SND_YAMYAM_WAITING);
3160 else if (element == EL_DARK_YAMYAM)
3161 PlaySoundLevel(x, y, SND_DARK_YAMYAM_WAITING);
3164 else if (element == EL_SP_ELECTRON)
3165 DrawLevelElementAnimation(x, y, element);
3166 else if (element == EL_DRAGON)
3169 int dir = MovDir[x][y];
3170 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
3171 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
3172 int graphic = (dir == MV_LEFT ? IMG_FLAMES_LEFT1 :
3173 dir == MV_RIGHT ? IMG_FLAMES_RIGHT1 :
3174 dir == MV_UP ? IMG_FLAMES_UP1 :
3175 dir == MV_DOWN ? IMG_FLAMES_DOWN1 : IMG_EMPTY);
3176 int frame = getGraphicAnimationFrame(graphic, -1);
3178 for (i=1; i<=3; i++)
3180 int xx = x + i*dx, yy = y + i*dy;
3181 int sx = SCREENX(xx), sy = SCREENY(yy);
3182 int flame_graphic = graphic + (i - 1);
3184 if (!IN_LEV_FIELD(xx, yy) ||
3185 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLOSION)
3190 int flamed = MovingOrBlocked2Element(xx, yy);
3192 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
3195 RemoveMovingField(xx, yy);
3197 Feld[xx][yy] = EL_FLAMES;
3198 if (IN_SCR_FIELD(sx, sy))
3199 DrawGraphic(sx, sy, flame_graphic, frame);
3203 if (Feld[xx][yy] == EL_FLAMES)
3204 Feld[xx][yy] = EL_EMPTY;
3205 DrawLevelField(xx, yy);
3210 if (MovDelay[x][y]) /* element still has to wait some time */
3212 PlaySoundLevelAction(x, y, SND_ACTION_WAITING);
3218 /* now make next step */
3220 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
3222 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
3223 !PLAYER_PROTECTED(newx, newy))
3227 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
3230 /* enemy got the player */
3232 KillHero(PLAYERINFO(newx, newy));
3237 else if ((element == EL_PENGUIN || element == EL_ROBOT ||
3238 element == EL_SATELLITE || element == EL_BALLOON) &&
3239 IN_LEV_FIELD(newx, newy) &&
3240 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
3243 Store[x][y] = EL_ACID;
3245 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
3247 if (Feld[newx][newy] == EL_EXIT_OPEN)
3249 Feld[x][y] = EL_EMPTY;
3250 DrawLevelField(x, y);
3252 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING_EXIT);
3253 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
3254 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
3256 local_player->friends_still_needed--;
3257 if (!local_player->friends_still_needed &&
3258 !local_player->GameOver && AllPlayersGone)
3259 local_player->LevelSolved = local_player->GameOver = TRUE;
3263 else if (IS_MAMPF3(Feld[newx][newy]))
3265 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
3266 DrawLevelField(newx, newy);
3268 MovDir[x][y] = MV_NO_MOVING;
3270 else if (!IS_FREE(newx, newy))
3272 if (IS_PLAYER(x, y))
3273 DrawPlayerField(x, y);
3275 DrawLevelField(x, y);
3279 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
3281 if (IS_GEM(Feld[newx][newy]))
3283 if (IS_MOVING(newx, newy))
3284 RemoveMovingField(newx, newy);
3287 Feld[newx][newy] = EL_EMPTY;
3288 DrawLevelField(newx, newy);
3291 PlaySoundLevel(x, y, SND_PIG_EATING);
3293 else if (!IS_FREE(newx, newy))
3295 if (IS_PLAYER(x, y))
3296 DrawPlayerField(x, y);
3298 DrawLevelField(x, y);
3302 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
3304 if (!IS_FREE(newx, newy))
3306 if (IS_PLAYER(x, y))
3307 DrawPlayerField(x, y);
3309 DrawLevelField(x, y);
3314 boolean wanna_flame = !RND(10);
3315 int dx = newx - x, dy = newy - y;
3316 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3317 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3318 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3319 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
3320 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3321 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
3323 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
3324 element1 != EL_DRAGON && element2 != EL_DRAGON &&
3325 element1 != EL_FLAMES && element2 != EL_FLAMES)
3327 if (IS_PLAYER(x, y))
3328 DrawPlayerField(x, y);
3330 DrawLevelField(x, y);
3332 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3334 MovDelay[x][y] = 50;
3335 Feld[newx][newy] = EL_FLAMES;
3336 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
3337 Feld[newx1][newy1] = EL_FLAMES;
3338 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
3339 Feld[newx2][newy2] = EL_FLAMES;
3344 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3345 Feld[newx][newy] == EL_DIAMOND)
3347 if (IS_MOVING(newx, newy))
3348 RemoveMovingField(newx, newy);
3351 Feld[newx][newy] = EL_EMPTY;
3352 DrawLevelField(newx, newy);
3355 PlaySoundLevel(x, y, SND_YAMYAM_EATING);
3357 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3358 IS_MAMPF2(Feld[newx][newy]))
3360 if (AmoebaNr[newx][newy])
3362 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3363 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3364 Feld[newx][newy] == EL_BD_AMOEBA)
3365 AmoebaCnt[AmoebaNr[newx][newy]]--;
3368 if (IS_MOVING(newx, newy))
3369 RemoveMovingField(newx, newy);
3372 Feld[newx][newy] = EL_EMPTY;
3373 DrawLevelField(newx, newy);
3376 PlaySoundLevel(x, y, SND_DARK_YAMYAM_EATING);
3378 else if ((element == EL_PACMAN || element == EL_MOLE)
3379 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3381 if (AmoebaNr[newx][newy])
3383 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3384 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3385 Feld[newx][newy] == EL_BD_AMOEBA)
3386 AmoebaCnt[AmoebaNr[newx][newy]]--;
3389 if (element == EL_MOLE)
3391 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
3392 PlaySoundLevel(x, y, SND_MOLE_EATING);
3393 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
3394 return; /* wait for shrinking amoeba */
3396 else /* element == EL_PACMAN */
3398 Feld[newx][newy] = EL_EMPTY;
3399 DrawLevelField(newx, newy);
3400 PlaySoundLevel(x, y, SND_PACMAN_EATING);
3403 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
3404 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
3405 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
3407 /* wait for shrinking amoeba to completely disappear */
3410 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3412 /* object was running against a wall */
3416 if (element == EL_BUG || element == EL_SPACESHIP ||
3417 element == EL_SP_SNIKSNAK)
3418 DrawLevelField(x, y);
3419 else if (element == EL_BUG || element == EL_SPACESHIP ||
3420 element == EL_SP_SNIKSNAK || element == EL_MOLE)
3421 DrawLevelField(x, y);
3422 else if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
3423 DrawLevelElementAnimation(x, y, element);
3424 else if (element == EL_SATELLITE)
3425 DrawLevelElementAnimation(x, y, element);
3426 else if (element == EL_SP_ELECTRON)
3427 DrawLevelElementAnimation(x, y, element);
3429 if (DONT_TOUCH(element))
3430 TestIfBadThingTouchesHero(x, y);
3432 PlaySoundLevelAction(x, y, SND_ACTION_WAITING);
3437 InitMovingField(x, y, MovDir[x][y]);
3439 PlaySoundLevelAction(x, y, SND_ACTION_MOVING);
3443 ContinueMoving(x, y);
3446 void ContinueMoving(int x, int y)
3448 int element = Feld[x][y];
3449 int direction = MovDir[x][y];
3450 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3451 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3452 int horiz_move = (dx != 0);
3453 int newx = x + dx, newy = y + dy;
3454 int step = (horiz_move ? dx : dy) * TILEX / 8;
3456 if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DRIPPING)
3458 else if (element == EL_QUICKSAND_FILLING ||
3459 element == EL_QUICKSAND_EMPTYING)
3461 else if (element == EL_MAGIC_WALL_FILLING ||
3462 element == EL_BD_MAGIC_WALL_FILLING ||
3463 element == EL_MAGIC_WALL_EMPTYING ||
3464 element == EL_BD_MAGIC_WALL_EMPTYING)
3466 else if (CAN_FALL(element) && horiz_move &&
3467 y < lev_fieldy-1 && IS_BELT_ACTIVE(Feld[x][y+1]))
3469 else if (element == EL_SPRING && horiz_move)
3472 #if OLD_GAME_BEHAVIOUR
3473 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3477 MovPos[x][y] += step;
3479 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
3481 Feld[x][y] = EL_EMPTY;
3482 Feld[newx][newy] = element;
3484 if (element == EL_MOLE)
3487 static int xy[4][2] =
3495 Feld[x][y] = EL_SAND;
3496 DrawLevelField(x, y);
3505 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND)
3506 DrawLevelField(xx, yy); /* for "DrawCrumbledSand()" */
3510 if (element == EL_QUICKSAND_FILLING)
3512 element = Feld[newx][newy] = get_next_element(element);
3513 Store[newx][newy] = Store[x][y];
3515 else if (element == EL_QUICKSAND_EMPTYING)
3517 Feld[x][y] = get_next_element(element);
3518 element = Feld[newx][newy] = Store[x][y];
3520 else if (element == EL_MAGIC_WALL_FILLING)
3522 element = Feld[newx][newy] = get_next_element(element);
3523 if (!game.magic_wall_active)
3524 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3525 Store[newx][newy] = Store[x][y];
3527 else if (element == EL_MAGIC_WALL_EMPTYING)
3529 Feld[x][y] = get_next_element(element);
3530 if (!game.magic_wall_active)
3531 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3532 element = Feld[newx][newy] = Store[x][y];
3534 else if (element == EL_BD_MAGIC_WALL_FILLING)
3536 element = Feld[newx][newy] = get_next_element(element);
3537 if (!game.magic_wall_active)
3538 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
3539 Store[newx][newy] = Store[x][y];
3541 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
3543 Feld[x][y] = get_next_element(element);
3544 if (!game.magic_wall_active)
3545 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
3546 element = Feld[newx][newy] = Store[x][y];
3548 else if (element == EL_AMOEBA_DRIPPING)
3550 Feld[x][y] = get_next_element(element);
3551 element = Feld[newx][newy] = Store[x][y];
3553 else if (Store[x][y] == EL_ACID)
3555 element = Feld[newx][newy] = EL_ACID;
3559 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3560 MovDelay[newx][newy] = 0;
3562 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
3563 GfxAction[x][y] = GFX_ACTION_DEFAULT;
3566 if (!CAN_MOVE(element))
3567 MovDir[newx][newy] = 0;
3570 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
3571 MovDir[newx][newy] = 0;
3574 if (!CAN_MOVE(element) ||
3575 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
3576 MovDir[newx][newy] = 0;
3579 DrawLevelField(x, y);
3580 DrawLevelField(newx, newy);
3582 Stop[newx][newy] = TRUE;
3583 JustStopped[newx][newy] = 3;
3585 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3587 TestIfBadThingTouchesHero(newx, newy);
3588 TestIfBadThingTouchesFriend(newx, newy);
3589 TestIfBadThingTouchesOtherBadThing(newx, newy);
3591 else if (element == EL_PENGUIN)
3592 TestIfFriendTouchesBadThing(newx, newy);
3594 if (CAN_SMASH(element) && direction == MV_DOWN &&
3595 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3598 else /* still moving on */
3601 if (GfxAction[x][y] == GFX_ACTION_DEFAULT)
3603 printf("reset GfxAction...\n");
3605 GfxAction[x][y] = GFX_ACTION_MOVING;
3609 DrawLevelField(x, y);
3613 int AmoebeNachbarNr(int ax, int ay)
3616 int element = Feld[ax][ay];
3618 static int xy[4][2] =
3628 int x = ax + xy[i][0];
3629 int y = ay + xy[i][1];
3631 if (!IN_LEV_FIELD(x, y))
3634 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3635 group_nr = AmoebaNr[x][y];
3641 void AmoebenVereinigen(int ax, int ay)
3643 int i, x, y, xx, yy;
3644 int new_group_nr = AmoebaNr[ax][ay];
3645 static int xy[4][2] =
3653 if (new_group_nr == 0)
3661 if (!IN_LEV_FIELD(x, y))
3664 if ((Feld[x][y] == EL_AMOEBA_FULL ||
3665 Feld[x][y] == EL_BD_AMOEBA ||
3666 Feld[x][y] == EL_AMOEBA_DEAD) &&
3667 AmoebaNr[x][y] != new_group_nr)
3669 int old_group_nr = AmoebaNr[x][y];
3671 if (old_group_nr == 0)
3674 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3675 AmoebaCnt[old_group_nr] = 0;
3676 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3677 AmoebaCnt2[old_group_nr] = 0;
3679 for (yy=0; yy<lev_fieldy; yy++)
3681 for (xx=0; xx<lev_fieldx; xx++)
3683 if (AmoebaNr[xx][yy] == old_group_nr)
3684 AmoebaNr[xx][yy] = new_group_nr;
3691 void AmoebeUmwandeln(int ax, int ay)
3695 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
3697 int group_nr = AmoebaNr[ax][ay];
3702 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3703 printf("AmoebeUmwandeln(): This should never happen!\n");
3708 for (y=0; y<lev_fieldy; y++)
3710 for (x=0; x<lev_fieldx; x++)
3712 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
3715 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
3719 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
3720 SND_AMOEBA_TURNING_TO_GEM :
3721 SND_AMOEBA_TURNING_TO_ROCK));
3726 static int xy[4][2] =
3739 if (!IN_LEV_FIELD(x, y))
3742 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
3744 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
3745 SND_AMOEBA_TURNING_TO_GEM :
3746 SND_AMOEBA_TURNING_TO_ROCK));
3753 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3756 int group_nr = AmoebaNr[ax][ay];
3757 boolean done = FALSE;
3762 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3763 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3768 for (y=0; y<lev_fieldy; y++)
3770 for (x=0; x<lev_fieldx; x++)
3772 if (AmoebaNr[x][y] == group_nr &&
3773 (Feld[x][y] == EL_AMOEBA_DEAD ||
3774 Feld[x][y] == EL_BD_AMOEBA ||
3775 Feld[x][y] == EL_AMOEBA_CREATING))
3778 Feld[x][y] = new_element;
3779 InitField(x, y, FALSE);
3780 DrawLevelField(x, y);
3787 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
3788 SND_BD_AMOEBA_TURNING_TO_ROCK :
3789 SND_BD_AMOEBA_TURNING_TO_GEM));
3792 void AmoebeWaechst(int x, int y)
3794 static unsigned long sound_delay = 0;
3795 static unsigned long sound_delay_value = 0;
3797 if (!MovDelay[x][y]) /* start new growing cycle */
3801 if (DelayReached(&sound_delay, sound_delay_value))
3803 if (Store[x][y] == EL_BD_AMOEBA)
3804 PlaySoundLevel(x, y, SND_BD_AMOEBA_CREATING);
3806 PlaySoundLevel(x, y, SND_AMOEBA_CREATING);
3807 sound_delay_value = 30;
3811 if (MovDelay[x][y]) /* wait some time before growing bigger */
3814 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3816 int frame = getGraphicAnimationFrame(IMG_AMOEBA_CREATING,
3817 6 - MovDelay[x][y]);
3819 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_CREATING, frame);
3822 if (!MovDelay[x][y])
3824 Feld[x][y] = Store[x][y];
3826 DrawLevelField(x, y);
3831 void AmoebaDisappearing(int x, int y)
3833 static unsigned long sound_delay = 0;
3834 static unsigned long sound_delay_value = 0;
3836 if (!MovDelay[x][y]) /* start new shrinking cycle */
3840 if (DelayReached(&sound_delay, sound_delay_value))
3841 sound_delay_value = 30;
3844 if (MovDelay[x][y]) /* wait some time before shrinking */
3847 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3849 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
3850 6 - MovDelay[x][y]);
3852 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
3855 if (!MovDelay[x][y])
3857 Feld[x][y] = EL_EMPTY;
3858 DrawLevelField(x, y);
3860 /* don't let mole enter this field in this cycle;
3861 (give priority to objects falling to this field from above) */
3867 void AmoebeAbleger(int ax, int ay)
3870 int element = Feld[ax][ay];
3871 int newax = ax, neway = ay;
3872 static int xy[4][2] =
3880 if (!level.amoeba_speed)
3882 Feld[ax][ay] = EL_AMOEBA_DEAD;
3883 DrawLevelField(ax, ay);
3887 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3888 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3890 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3893 if (MovDelay[ax][ay])
3897 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
3900 int x = ax + xy[start][0];
3901 int y = ay + xy[start][1];
3903 if (!IN_LEV_FIELD(x, y))
3906 if (IS_FREE(x, y) ||
3907 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3913 if (newax == ax && neway == ay)
3916 else /* normal or "filled" (BD style) amoeba */
3919 boolean waiting_for_player = FALSE;
3923 int j = (start + i) % 4;
3924 int x = ax + xy[j][0];
3925 int y = ay + xy[j][1];
3927 if (!IN_LEV_FIELD(x, y))
3930 if (IS_FREE(x, y) ||
3931 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3937 else if (IS_PLAYER(x, y))
3938 waiting_for_player = TRUE;
3941 if (newax == ax && neway == ay) /* amoeba cannot grow */
3943 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3945 Feld[ax][ay] = EL_AMOEBA_DEAD;
3946 DrawLevelField(ax, ay);
3947 AmoebaCnt[AmoebaNr[ax][ay]]--;
3949 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3951 if (element == EL_AMOEBA_FULL)
3952 AmoebeUmwandeln(ax, ay);
3953 else if (element == EL_BD_AMOEBA)
3954 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3959 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
3961 /* amoeba gets larger by growing in some direction */
3963 int new_group_nr = AmoebaNr[ax][ay];
3966 if (new_group_nr == 0)
3968 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3969 printf("AmoebeAbleger(): This should never happen!\n");
3974 AmoebaNr[newax][neway] = new_group_nr;
3975 AmoebaCnt[new_group_nr]++;
3976 AmoebaCnt2[new_group_nr]++;
3978 /* if amoeba touches other amoeba(s) after growing, unify them */
3979 AmoebenVereinigen(newax, neway);
3981 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
3983 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
3989 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
3990 (neway == lev_fieldy - 1 && newax != ax))
3992 Feld[newax][neway] = EL_AMOEBA_CREATING; /* creation of new amoeba */
3993 Store[newax][neway] = element;
3995 else if (neway == ay)
3997 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
3998 PlaySoundLevel(newax, neway, SND_AMOEBA_DROP_CREATING);
4002 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
4003 Feld[ax][ay] = EL_AMOEBA_DRIPPING;
4004 Store[ax][ay] = EL_AMOEBA_DROP;
4005 ContinueMoving(ax, ay);
4009 DrawLevelField(newax, neway);
4012 void Life(int ax, int ay)
4015 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
4017 int element = Feld[ax][ay];
4018 boolean changed = FALSE;
4023 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
4024 MovDelay[ax][ay] = life_time;
4026 if (MovDelay[ax][ay]) /* wait some time before next cycle */
4029 if (MovDelay[ax][ay])
4033 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
4035 int xx = ax+x1, yy = ay+y1;
4038 if (!IN_LEV_FIELD(xx, yy))
4041 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
4043 int x = xx+x2, y = yy+y2;
4045 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
4048 if (((Feld[x][y] == element ||
4049 (element == EL_GAMEOFLIFE && IS_PLAYER(x, y))) &&
4051 (IS_FREE(x, y) && Stop[x][y]))
4055 if (xx == ax && yy == ay) /* field in the middle */
4057 if (nachbarn < life[0] || nachbarn > life[1])
4059 Feld[xx][yy] = EL_EMPTY;
4061 DrawLevelField(xx, yy);
4062 Stop[xx][yy] = TRUE;
4066 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
4067 { /* free border field */
4068 if (nachbarn >= life[2] && nachbarn <= life[3])
4070 Feld[xx][yy] = element;
4071 MovDelay[xx][yy] = (element == EL_GAMEOFLIFE ? 0 : life_time-1);
4073 DrawLevelField(xx, yy);
4074 Stop[xx][yy] = TRUE;
4081 PlaySoundLevel(ax, ay, element == EL_GAMEOFLIFE ? SND_GAMEOFLIFE_CREATING :
4082 SND_BIOMAZE_CREATING);
4085 void RobotWheel(int x, int y)
4087 if (!MovDelay[x][y]) /* next animation frame */
4088 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4090 if (MovDelay[x][y]) /* wait some time before next frame */
4095 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4097 int frame = getGraphicAnimationFrame(IMG_ROBOT_WHEEL_ACTIVE, -1);
4099 DrawGraphic(SCREENX(x), SCREENY(y), IMG_ROBOT_WHEEL_ACTIVE, frame);
4102 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
4108 Feld[x][y] = EL_ROBOT_WHEEL;
4109 DrawLevelField(x, y);
4111 if (ZX == x && ZY == y)
4115 void TimegateWheel(int x, int y)
4117 if (!MovDelay[x][y]) /* next animation frame */
4118 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4120 if (MovDelay[x][y]) /* wait some time before next frame */
4125 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4127 int frame = getGraphicAnimationFrame(IMG_TIMEGATE_SWITCH_ACTIVE, -1);
4129 DrawGraphic(SCREENX(x), SCREENY(y), IMG_TIMEGATE_SWITCH_ACTIVE, frame);
4132 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
4138 Feld[x][y] = EL_TIMEGATE_SWITCH;
4139 DrawLevelField(x, y);
4141 /* !!! THIS LOOKS WRONG !!! */
4142 if (ZX == x && ZY == y)
4146 void NussKnacken(int x, int y)
4148 if (!MovDelay[x][y]) /* next animation frame */
4151 if (MovDelay[x][y]) /* wait some time before next frame */
4156 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4158 int frame = getGraphicAnimationFrame(IMG_NUT_CRACKING,
4159 6 - MovDelay[x][y]);
4161 DrawGraphic(SCREENX(x), SCREENY(y), IMG_NUT_CRACKING, frame);
4168 Feld[x][y] = EL_EMERALD;
4169 DrawLevelField(x, y);
4172 void BreakingPearl(int x, int y)
4174 if (!MovDelay[x][y]) /* next animation frame */
4177 if (MovDelay[x][y]) /* wait some time before next frame */
4182 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4184 int frame = getGraphicAnimationFrame(IMG_PEARL_BREAKING,
4185 8 - MovDelay[x][y]);
4187 DrawGraphic(SCREENX(x), SCREENY(y), IMG_PEARL_BREAKING, frame);
4194 Feld[x][y] = EL_EMPTY;
4195 DrawLevelField(x, y);
4198 void SiebAktivieren(int x, int y, int type)
4200 int graphic = (type == 1 ? IMG_MAGIC_WALL_FULL : IMG_BD_MAGIC_WALL_FULL);
4202 DrawLevelGraphicAnimation(x, y, graphic);
4205 void AusgangstuerPruefen(int x, int y)
4207 if (local_player->gems_still_needed > 0 ||
4208 local_player->sokobanfields_still_needed > 0 ||
4209 local_player->lights_still_needed > 0)
4212 Feld[x][y] = EL_EXIT_OPENING;
4214 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
4215 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
4216 y < LEVELY(BY1) ? LEVELY(BY1) :
4217 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
4221 void AusgangstuerPruefen_SP(int x, int y)
4223 if (local_player->gems_still_needed > 0)
4226 Feld[x][y] = EL_SP_EXIT_OPEN;
4228 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
4229 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
4230 y < LEVELY(BY1) ? LEVELY(BY1) :
4231 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
4232 SND_SP_EXIT_OPENING);
4235 void AusgangstuerOeffnen(int x, int y)
4239 if (!MovDelay[x][y]) /* next animation frame */
4240 MovDelay[x][y] = 5 * delay;
4242 if (MovDelay[x][y]) /* wait some time before next frame */
4247 tuer = MovDelay[x][y] / delay;
4249 if (!(MovDelay[x][y] % delay))
4251 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4253 int frame = getGraphicAnimationFrame(IMG_EXIT_OPENING,
4254 29 - MovDelay[x][y]);
4256 DrawGraphic(SCREENX(x), SCREENY(y), IMG_EXIT_OPENING, frame);
4264 Feld[x][y] = EL_EXIT_OPEN;
4265 DrawLevelField(x, y);
4268 void OpenSwitchgate(int x, int y)
4272 if (!MovDelay[x][y]) /* next animation frame */
4273 MovDelay[x][y] = 5 * delay;
4275 if (MovDelay[x][y]) /* wait some time before next frame */
4279 if (!(MovDelay[x][y] % delay))
4281 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4283 int frame = getGraphicAnimationFrame(IMG_SWITCHGATE_OPENING,
4284 29 - MovDelay[x][y]);
4286 DrawGraphic(SCREENX(x), SCREENY(y), IMG_SWITCHGATE_OPENING, frame);
4294 Feld[x][y] = EL_SWITCHGATE_OPEN;
4295 DrawLevelField(x, y);
4298 void CloseSwitchgate(int x, int y)
4302 if (!MovDelay[x][y]) /* next animation frame */
4303 MovDelay[x][y] = 5 * delay;
4305 if (MovDelay[x][y]) /* wait some time before next frame */
4309 if (!(MovDelay[x][y] % delay))
4311 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4313 int frame = getGraphicAnimationFrame(IMG_SWITCHGATE_CLOSING,
4314 29 - MovDelay[x][y]);
4316 DrawGraphic(SCREENX(x), SCREENY(y), IMG_SWITCHGATE_CLOSING, frame);
4324 Feld[x][y] = EL_SWITCHGATE_CLOSED;
4325 DrawLevelField(x, y);
4328 void OpenTimegate(int x, int y)
4332 if (!MovDelay[x][y]) /* next animation frame */
4333 MovDelay[x][y] = 5 * delay;
4335 if (MovDelay[x][y]) /* wait some time before next frame */
4339 if (!(MovDelay[x][y] % delay))
4341 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4343 int frame = getGraphicAnimationFrame(IMG_TIMEGATE_OPENING,
4344 29 - MovDelay[x][y]);
4346 DrawGraphic(SCREENX(x), SCREENY(y), IMG_TIMEGATE_OPENING, frame);
4354 Feld[x][y] = EL_TIMEGATE_OPEN;
4355 DrawLevelField(x, y);
4358 void CloseTimegate(int x, int y)
4362 if (!MovDelay[x][y]) /* next animation frame */
4363 MovDelay[x][y] = 5 * delay;
4365 if (MovDelay[x][y]) /* wait some time before next frame */
4369 if (!(MovDelay[x][y] % delay))
4371 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4373 int frame = getGraphicAnimationFrame(IMG_TIMEGATE_CLOSING,
4374 29 - MovDelay[x][y]);
4376 DrawGraphic(SCREENX(x), SCREENY(y), IMG_TIMEGATE_CLOSING, frame);
4384 Feld[x][y] = EL_TIMEGATE_CLOSED;
4385 DrawLevelField(x, y);
4388 static void CloseAllOpenTimegates()
4392 for (y=0; y<lev_fieldy; y++)
4394 for (x=0; x<lev_fieldx; x++)
4396 int element = Feld[x][y];
4398 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4400 Feld[x][y] = EL_TIMEGATE_CLOSING;
4401 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4407 void EdelsteinFunkeln(int x, int y)
4409 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4412 if (Feld[x][y] == EL_BD_DIAMOND)
4413 DrawLevelElementAnimation(x, y, el2img(Feld[x][y]));
4416 if (!MovDelay[x][y]) /* next animation frame */
4417 MovDelay[x][y] = 11 * !SimpleRND(500);
4419 if (MovDelay[x][y]) /* wait some time before next frame */
4423 if (setup.direct_draw && MovDelay[x][y])
4424 SetDrawtoField(DRAW_BUFFERED);
4427 DrawGraphic(SCREENX(x), SCREENY(y), el2img(Feld[x][y]), 0);
4429 DrawLevelElementAnimation(x, y, Feld[x][y]);
4434 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
4435 10 - MovDelay[x][y]);
4437 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
4439 if (setup.direct_draw)
4443 dest_x = FX + SCREENX(x) * TILEX;
4444 dest_y = FY + SCREENY(y) * TILEY;
4446 BlitBitmap(drawto_field, window,
4447 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4448 SetDrawtoField(DRAW_DIRECT);
4455 void MauerWaechst(int x, int y)
4459 if (!MovDelay[x][y]) /* next animation frame */
4460 MovDelay[x][y] = 3 * delay;
4462 if (MovDelay[x][y]) /* wait some time before next frame */
4466 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4468 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
4469 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
4471 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4474 if (!MovDelay[x][y])
4476 if (MovDir[x][y] == MV_LEFT)
4478 if (IN_LEV_FIELD(x - 1, y) && IS_MAUER(Feld[x - 1][y]))
4479 DrawLevelField(x - 1, y);
4481 else if (MovDir[x][y] == MV_RIGHT)
4483 if (IN_LEV_FIELD(x + 1, y) && IS_MAUER(Feld[x + 1][y]))
4484 DrawLevelField(x + 1, y);
4486 else if (MovDir[x][y] == MV_UP)
4488 if (IN_LEV_FIELD(x, y - 1) && IS_MAUER(Feld[x][y - 1]))
4489 DrawLevelField(x, y - 1);
4493 if (IN_LEV_FIELD(x, y + 1) && IS_MAUER(Feld[x][y + 1]))
4494 DrawLevelField(x, y + 1);
4497 Feld[x][y] = Store[x][y];
4499 MovDir[x][y] = MV_NO_MOVING;
4500 DrawLevelField(x, y);
4505 void MauerAbleger(int ax, int ay)
4507 int element = Feld[ax][ay];
4508 boolean oben_frei = FALSE, unten_frei = FALSE;
4509 boolean links_frei = FALSE, rechts_frei = FALSE;
4510 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4511 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4512 boolean new_wall = FALSE;
4514 if (!MovDelay[ax][ay]) /* start building new wall */
4515 MovDelay[ax][ay] = 6;
4517 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4520 if (MovDelay[ax][ay])
4524 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4526 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4528 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4530 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4533 if (element == EL_WALL_GROWING_Y || element == EL_WALL_GROWING_XY)
4537 Feld[ax][ay-1] = EL_WALL_GROWING_ACTIVE;
4538 Store[ax][ay-1] = element;
4539 MovDir[ax][ay-1] = MV_UP;
4540 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4541 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
4542 IMG_WALL_GROWING_ACTIVE_UP, 0);
4547 Feld[ax][ay+1] = EL_WALL_GROWING_ACTIVE;
4548 Store[ax][ay+1] = element;
4549 MovDir[ax][ay+1] = MV_DOWN;
4550 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4551 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
4552 IMG_WALL_GROWING_ACTIVE_DOWN, 0);
4557 if (element == EL_WALL_GROWING_X || element == EL_WALL_GROWING_XY ||
4558 element == EL_WALL_GROWING)
4562 Feld[ax-1][ay] = EL_WALL_GROWING_ACTIVE;
4563 Store[ax-1][ay] = element;
4564 MovDir[ax-1][ay] = MV_LEFT;
4565 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4566 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
4567 IMG_WALL_GROWING_ACTIVE_LEFT, 0);
4573 Feld[ax+1][ay] = EL_WALL_GROWING_ACTIVE;
4574 Store[ax+1][ay] = element;
4575 MovDir[ax+1][ay] = MV_RIGHT;
4576 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4577 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
4578 IMG_WALL_GROWING_ACTIVE_RIGHT, 0);
4583 if (element == EL_WALL_GROWING && (links_frei || rechts_frei))
4584 DrawLevelField(ax, ay);
4586 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
4588 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
4589 unten_massiv = TRUE;
4590 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
4591 links_massiv = TRUE;
4592 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
4593 rechts_massiv = TRUE;
4595 if (((oben_massiv && unten_massiv) ||
4596 element == EL_WALL_GROWING_X || element == EL_WALL_GROWING) &&
4597 ((links_massiv && rechts_massiv) ||
4598 element == EL_WALL_GROWING_Y))
4599 Feld[ax][ay] = EL_WALL;
4602 PlaySoundLevel(ax, ay, SND_WALL_GROWING);
4605 void CheckForDragon(int x, int y)
4608 boolean dragon_found = FALSE;
4609 static int xy[4][2] =
4621 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4623 if (IN_LEV_FIELD(xx, yy) &&
4624 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
4626 if (Feld[xx][yy] == EL_DRAGON)
4627 dragon_found = TRUE;
4640 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4642 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
4644 Feld[xx][yy] = EL_EMPTY;
4645 DrawLevelField(xx, yy);
4654 static void InitBuggyBase(int x, int y)
4656 int element = Feld[x][y];
4657 int activating_delay = FRAMES_PER_SECOND / 4;
4660 (element == EL_SP_BUGGY_BASE ?
4661 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
4662 element == EL_SP_BUGGY_BASE_ACTIVATING ?
4664 element == EL_SP_BUGGY_BASE_ACTIVE ?
4665 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
4668 static void WarnBuggyBase(int x, int y)
4671 static int xy[4][2] =
4681 int xx = x + xy[i][0], yy = y + xy[i][1];
4683 if (IS_PLAYER(xx, yy))
4685 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
4692 static void CheckBuggyBase(int x, int y)
4694 int element = Feld[x][y];
4696 if (element == EL_SP_BUGGY_BASE)
4698 if (MovDelay[x][y] == 0) /* wait some time before activating base */
4702 InitBuggyBase(x, y);
4707 if (MovDelay[x][y] != 0)
4709 DrawLevelElementAnimation(x, y, element);
4713 Feld[x][y] = EL_SP_BUGGY_BASE_ACTIVATING;
4714 DrawLevelField(x, y);
4717 else if (element == EL_SP_BUGGY_BASE_ACTIVATING)
4719 if (MovDelay[x][y] == 0) /* display activation warning of buggy base */
4723 InitBuggyBase(x, y);
4728 if (MovDelay[x][y] != 0)
4730 DrawLevelElementAnimation(x, y, element);
4734 Feld[x][y] = EL_SP_BUGGY_BASE_ACTIVE;
4735 DrawLevelField(x, y);
4738 else if (element == EL_SP_BUGGY_BASE_ACTIVE)
4740 if (MovDelay[x][y] == 0) /* start activating buggy base */
4744 InitBuggyBase(x, y);
4749 if (MovDelay[x][y] != 0)
4751 DrawLevelElementAnimation(x, y, element);
4753 WarnBuggyBase(x, y);
4757 Feld[x][y] = EL_SP_BUGGY_BASE;
4758 DrawLevelField(x, y);
4763 static void CheckTrap(int x, int y)
4765 int element = Feld[x][y];
4767 if (element == EL_TRAP)
4769 if (MovDelay[x][y] == 0) /* wait some time before activating trap */
4770 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4774 if (MovDelay[x][y] != 0)
4776 /* do nothing while waiting */
4780 Feld[x][y] = EL_TRAP_ACTIVE;
4781 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
4784 else if (element == EL_TRAP_ACTIVE)
4789 if (MovDelay[x][y] == 0) /* start activating trap */
4791 MovDelay[x][y] = num_frames * delay;
4797 if (MovDelay[x][y] != 0)
4799 if (DrawLevelElementAnimation(x, y, element))
4800 DrawCrumbledSand(SCREENX(x), SCREENY(y));
4804 Feld[x][y] = EL_TRAP;
4805 DrawLevelField(x, y);
4811 static void DrawBeltAnimation(int x, int y, int element)
4813 int belt_nr = getBeltNrFromBeltActiveElement(element);
4814 int belt_dir = game.belt_dir[belt_nr];
4816 if (belt_dir != MV_NO_MOVING)
4818 DrawLevelElementAnimation(x, y, element);
4820 if (!(FrameCounter % 2))
4821 PlaySoundLevelAction(x, y, SND_ACTION_ACTIVE);
4826 static void ChangeElement(int x, int y)
4828 int element = Feld[x][y];
4830 if (MovDelay[x][y] == 0) /* initialize element change */
4832 MovDelay[x][y] = changing_element[element].change_delay + 1;
4835 if (changing_element[element].pre_change_function)
4836 changing_element[element].pre_change_function(x, y);
4841 if (MovDelay[x][y] != 0) /* continue element change */
4843 DrawLevelElementAnimation(x, y, element);
4845 if (changing_element[element].change_function)
4846 changing_element[element].change_function(x, y);
4848 else /* finish element change */
4850 Feld[x][y] = changing_element[element].next_element;
4851 DrawLevelField(x, y);
4853 if (changing_element[element].post_change_function)
4854 changing_element[element].post_change_function(x, y);
4858 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4860 static byte stored_player_action[MAX_PLAYERS];
4861 static int num_stored_actions = 0;
4863 static boolean save_tape_entry = FALSE;
4865 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4866 int left = player_action & JOY_LEFT;
4867 int right = player_action & JOY_RIGHT;
4868 int up = player_action & JOY_UP;
4869 int down = player_action & JOY_DOWN;
4870 int button1 = player_action & JOY_BUTTON_1;
4871 int button2 = player_action & JOY_BUTTON_2;
4872 int dx = (left ? -1 : right ? 1 : 0);
4873 int dy = (up ? -1 : down ? 1 : 0);
4875 stored_player_action[player->index_nr] = 0;
4876 num_stored_actions++;
4878 if (!player->active || tape.pausing)
4884 save_tape_entry = TRUE;
4886 player->frame_reset_delay = 0;
4889 snapped = SnapField(player, dx, dy);
4893 bombed = PlaceBomb(player);
4894 moved = MoveFigure(player, dx, dy);
4897 if (tape.single_step && tape.recording && !tape.pausing)
4899 if (button1 || (bombed && !moved))
4901 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
4902 SnapField(player, 0, 0); /* stop snapping */
4907 if (tape.recording && (moved || snapped || bombed))
4909 if (bombed && !moved)
4910 player_action &= JOY_BUTTON;
4912 stored_player_action[player->index_nr] = player_action;
4913 save_tape_entry = TRUE;
4915 else if (tape.playing && snapped)
4916 SnapField(player, 0, 0); /* stop snapping */
4918 stored_player_action[player->index_nr] = player_action;
4923 /* no actions for this player (no input at player's configured device) */
4925 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4926 SnapField(player, 0, 0);
4927 CheckGravityMovement(player);
4930 if (player->MovPos == 0) /* needed for tape.playing */
4931 player->is_moving = FALSE;
4934 if (player->MovPos == 0) /* needed for tape.playing */
4935 player->last_move_dir = MV_NO_MOVING;
4937 /* !!! CHECK THIS AGAIN !!!
4938 (Seems to be needed for some EL_ROBOT stuff, but breaks
4939 tapes when walking through pipes!)
4942 /* it seems that "player->last_move_dir" is misused as some sort of
4943 "player->is_just_moving_in_this_moment", which is needed for the
4944 robot stuff (robots don't kill players when they are moving)
4948 /* if the player does not move for some time, reset animation to start */
4949 if (++player->frame_reset_delay > player->move_delay_value)
4954 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
4956 TapeRecordAction(stored_player_action);
4957 num_stored_actions = 0;
4958 save_tape_entry = FALSE;
4961 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
4963 TapeRecordAction(stored_player_action);
4964 num_stored_actions = 0;
4969 if (tape.playing && !tape.pausing && !player_action &&
4970 tape.counter < tape.length)
4972 int jx = player->jx, jy = player->jy;
4974 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
4976 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
4977 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
4979 int dx = (next_joy == JOY_LEFT ? -1 : +1);
4981 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
4983 int el = Feld[jx+dx][jy];
4984 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SATELLITE ? 2 :
4985 (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10);
4987 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
4989 player->MovDir = next_joy;
4990 player->Frame = FrameCounter % 4;
4991 player->Pushing = TRUE;
5001 static unsigned long action_delay = 0;
5002 unsigned long action_delay_value;
5003 int sieb_x = 0, sieb_y = 0;
5004 int i, x, y, element, graphic;
5005 byte *recorded_player_action;
5006 byte summarized_player_action = 0;
5008 if (game_status != PLAYING)
5011 action_delay_value =
5012 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
5014 if (tape.playing && tape.index_search && !tape.pausing)
5015 action_delay_value = 0;
5017 /* ---------- main game synchronization point ---------- */
5019 WaitUntilDelayReached(&action_delay, action_delay_value);
5021 if (network_playing && !network_player_action_received)
5025 printf("DEBUG: try to get network player actions in time\n");
5029 #if defined(PLATFORM_UNIX)
5030 /* last chance to get network player actions without main loop delay */
5034 if (game_status != PLAYING)
5037 if (!network_player_action_received)
5041 printf("DEBUG: failed to get network player actions in time\n");
5051 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
5053 for (i=0; i<MAX_PLAYERS; i++)
5055 summarized_player_action |= stored_player[i].action;
5057 if (!network_playing)
5058 stored_player[i].effective_action = stored_player[i].action;
5061 #if defined(PLATFORM_UNIX)
5062 if (network_playing)
5063 SendToServer_MovePlayer(summarized_player_action);
5066 if (!options.network && !setup.team_mode)
5067 local_player->effective_action = summarized_player_action;
5069 for (i=0; i<MAX_PLAYERS; i++)
5071 int actual_player_action = stored_player[i].effective_action;
5073 if (stored_player[i].programmed_action)
5074 actual_player_action = stored_player[i].programmed_action;
5076 if (recorded_player_action)
5077 actual_player_action = recorded_player_action[i];
5079 PlayerActions(&stored_player[i], actual_player_action);
5080 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
5083 network_player_action_received = FALSE;
5085 ScrollScreen(NULL, SCROLL_GO_ON);
5091 if (TimeFrames == 0 && local_player->active)
5093 extern unsigned int last_RND();
5095 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
5096 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
5103 if (GameFrameDelay >= 500)
5104 printf("FrameCounter == %d\n", FrameCounter);
5111 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5114 if (JustStopped[x][y] > 0)
5115 JustStopped[x][y]--;
5120 if (IS_BLOCKED(x, y))
5124 Blocked2Moving(x, y, &oldx, &oldy);
5125 if (!IS_MOVING(oldx, oldy))
5127 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
5128 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
5129 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
5130 printf("GameActions(): This should never happen!\n");
5136 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5138 element = Feld[x][y];
5139 graphic = el2img(element);
5141 if (IS_INACTIVE(element))
5145 if (new_graphic_info[graphic].anim_frames > 1)
5146 DrawLevelGraphicAnimation(x, y, graphic);
5152 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
5157 if (Feld[x][y] == EL_EMERALD &&
5158 new_graphic_info[graphic].anim_frames > 1 &&
5160 DrawLevelGraphicAnimation(x, y, graphic);
5163 if (IS_GEM(element) || element == EL_SP_INFOTRON)
5164 EdelsteinFunkeln(x, y);
5168 else if ((element == EL_ACID ||
5169 element == EL_EXIT_OPEN ||
5170 element == EL_SP_EXIT_OPEN ||
5171 element == EL_SP_TERMINAL ||
5172 element == EL_SP_TERMINAL_ACTIVE ||
5173 element == EL_EXTRA_TIME ||
5174 element == EL_SHIELD_NORMAL ||
5175 element == EL_SHIELD_DEADLY) &&
5176 new_graphic_info[graphic].anim_frames > 1)
5177 DrawLevelGraphicAnimation(x, y, graphic);
5180 else if (IS_MOVING(x, y))
5181 ContinueMoving(x, y);
5182 else if (IS_ACTIVE_BOMB(element))
5183 CheckDynamite(x, y);
5185 else if (element == EL_EXPLOSION && !game.explosions_delayed)
5186 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
5188 else if (element == EL_AMOEBA_CREATING)
5189 AmoebeWaechst(x, y);
5190 else if (element == EL_AMOEBA_SHRINKING)
5191 AmoebaDisappearing(x, y);
5193 #if !USE_NEW_AMOEBA_CODE
5194 else if (IS_AMOEBALIVE(element))
5195 AmoebeAbleger(x, y);
5198 else if (element == EL_GAMEOFLIFE || element == EL_BIOMAZE)
5200 else if (element == EL_ROBOT_WHEEL_ACTIVE)
5202 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
5203 TimegateWheel(x, y);
5204 else if (element == EL_ACID_SPLASH_LEFT ||
5205 element == EL_ACID_SPLASH_RIGHT)
5208 else if (element == EL_NUT_CRACKING)
5210 else if (element == EL_PEARL_BREAKING)
5211 BreakingPearl(x, y);
5213 else if (element == EL_EXIT_CLOSED)
5214 AusgangstuerPruefen(x, y);
5215 else if (element == EL_SP_EXIT_CLOSED)
5216 AusgangstuerPruefen_SP(x, y);
5218 else if (element == EL_EXIT_OPENING)
5219 AusgangstuerOeffnen(x, y);
5221 else if (element == EL_WALL_GROWING_ACTIVE)
5223 else if (element == EL_WALL_GROWING ||
5224 element == EL_WALL_GROWING_X ||
5225 element == EL_WALL_GROWING_Y ||
5226 element == EL_WALL_GROWING_XY)
5228 else if (element == EL_FLAMES)
5229 CheckForDragon(x, y);
5230 else if (element == EL_SP_BUGGY_BASE ||
5231 element == EL_SP_BUGGY_BASE_ACTIVATING ||
5232 element == EL_SP_BUGGY_BASE_ACTIVE)
5233 CheckBuggyBase(x, y);
5234 else if (element == EL_TRAP || element == EL_TRAP_ACTIVE)
5237 else if (IS_BELT_ACTIVE(element))
5238 DrawBeltAnimation(x, y, element);
5239 else if (element == EL_SWITCHGATE_OPENING)
5240 OpenSwitchgate(x, y);
5241 else if (element == EL_SWITCHGATE_CLOSING)
5242 CloseSwitchgate(x, y);
5243 else if (element == EL_TIMEGATE_OPENING)
5245 else if (element == EL_TIMEGATE_CLOSING)
5246 CloseTimegate(x, y);
5249 else if (IS_AUTO_CHANGING(element))
5250 ChangeElement(x, y);
5253 else if (new_graphic_info[graphic].anim_frames > 1)
5254 DrawLevelGraphicAnimation(x, y, graphic);
5257 if (IS_BELT_ACTIVE(element))
5258 PlaySoundLevelAction(x, y, SND_ACTION_ACTIVE);
5260 if (game.magic_wall_active)
5262 boolean sieb = FALSE;
5263 int jx = local_player->jx, jy = local_player->jy;
5265 if (element == EL_MAGIC_WALL_FULL ||
5266 element == EL_MAGIC_WALL_ACTIVE ||
5267 element == EL_MAGIC_WALL_EMPTYING)
5269 SiebAktivieren(x, y, 1);
5272 else if (element == EL_BD_MAGIC_WALL_FULL ||
5273 element == EL_BD_MAGIC_WALL_ACTIVE ||
5274 element == EL_BD_MAGIC_WALL_EMPTYING)
5276 SiebAktivieren(x, y, 2);
5280 /* play the element sound at the position nearest to the player */
5281 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
5289 #if USE_NEW_AMOEBA_CODE
5290 /* new experimental amoeba growth stuff */
5292 if (!(FrameCounter % 8))
5295 static unsigned long random = 1684108901;
5297 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
5300 x = (random >> 10) % lev_fieldx;
5301 y = (random >> 20) % lev_fieldy;
5303 x = RND(lev_fieldx);
5304 y = RND(lev_fieldy);
5306 element = Feld[x][y];
5308 if (!IS_PLAYER(x,y) &&
5309 (element == EL_EMPTY ||
5310 element == EL_SAND ||
5311 element == EL_QUICKSAND_EMPTY ||
5312 element == EL_ACID_SPLASH_LEFT ||
5313 element == EL_ACID_SPLASH_RIGHT))
5315 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
5316 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
5317 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
5318 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
5319 Feld[x][y] = EL_AMOEBA_DROP;
5322 random = random * 129 + 1;
5328 if (game.explosions_delayed)
5331 game.explosions_delayed = FALSE;
5333 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5335 element = Feld[x][y];
5337 if (ExplodeField[x][y])
5338 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
5339 else if (element == EL_EXPLOSION)
5340 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
5342 ExplodeField[x][y] = EX_NO_EXPLOSION;
5345 game.explosions_delayed = TRUE;
5348 if (game.magic_wall_active)
5350 if (!(game.magic_wall_time_left % 4))
5352 int element = Feld[sieb_x][sieb_y];
5354 if (element == EL_BD_MAGIC_WALL_FULL ||
5355 element == EL_BD_MAGIC_WALL_ACTIVE ||
5356 element == EL_BD_MAGIC_WALL_EMPTYING)
5357 PlaySoundLevel(sieb_x, sieb_y, SND_BD_MAGIC_WALL_ACTIVE);
5359 PlaySoundLevel(sieb_x, sieb_y, SND_MAGIC_WALL_ACTIVE);
5362 if (game.magic_wall_time_left > 0)
5364 game.magic_wall_time_left--;
5365 if (!game.magic_wall_time_left)
5367 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5369 element = Feld[x][y];
5371 if (element == EL_MAGIC_WALL_ACTIVE ||
5372 element == EL_MAGIC_WALL_FULL)
5374 Feld[x][y] = EL_MAGIC_WALL_DEAD;
5375 DrawLevelField(x, y);
5377 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
5378 element == EL_BD_MAGIC_WALL_FULL)
5380 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
5381 DrawLevelField(x, y);
5385 game.magic_wall_active = FALSE;
5390 if (game.light_time_left > 0)
5392 game.light_time_left--;
5394 if (game.light_time_left == 0)
5395 RedrawAllLightSwitchesAndInvisibleElements();
5398 if (game.timegate_time_left > 0)
5400 game.timegate_time_left--;
5402 if (game.timegate_time_left == 0)
5403 CloseAllOpenTimegates();
5406 for (i=0; i<MAX_PLAYERS; i++)
5408 struct PlayerInfo *player = &stored_player[i];
5410 if (SHIELD_ON(player))
5412 if (player->shield_deadly_time_left)
5413 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
5414 else if (player->shield_normal_time_left)
5415 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
5419 if (TimeFrames >= (1000 / GameFrameDelay))
5424 for (i=0; i<MAX_PLAYERS; i++)
5426 struct PlayerInfo *player = &stored_player[i];
5428 if (SHIELD_ON(player))
5430 player->shield_normal_time_left--;
5432 if (player->shield_deadly_time_left > 0)
5433 player->shield_deadly_time_left--;
5437 if (tape.recording || tape.playing)
5438 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
5444 if (TimeLeft <= 10 && setup.time_limit)
5445 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MAX_RIGHT);
5447 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5449 if (!TimeLeft && setup.time_limit)
5450 for (i=0; i<MAX_PLAYERS; i++)
5451 KillHero(&stored_player[i]);
5453 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
5454 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
5459 if (options.debug) /* calculate frames per second */
5461 static unsigned long fps_counter = 0;
5462 static int fps_frames = 0;
5463 unsigned long fps_delay_ms = Counter() - fps_counter;
5467 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
5469 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
5472 fps_counter = Counter();
5475 redraw_mask |= REDRAW_FPS;
5479 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
5481 int min_x = x, min_y = y, max_x = x, max_y = y;
5484 for (i=0; i<MAX_PLAYERS; i++)
5486 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5488 if (!stored_player[i].active || &stored_player[i] == player)
5491 min_x = MIN(min_x, jx);
5492 min_y = MIN(min_y, jy);
5493 max_x = MAX(max_x, jx);
5494 max_y = MAX(max_y, jy);
5497 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
5500 static boolean AllPlayersInVisibleScreen()
5504 for (i=0; i<MAX_PLAYERS; i++)
5506 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5508 if (!stored_player[i].active)
5511 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5518 void ScrollLevel(int dx, int dy)
5520 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
5523 BlitBitmap(drawto_field, drawto_field,
5524 FX + TILEX*(dx == -1) - softscroll_offset,
5525 FY + TILEY*(dy == -1) - softscroll_offset,
5526 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
5527 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
5528 FX + TILEX*(dx == 1) - softscroll_offset,
5529 FY + TILEY*(dy == 1) - softscroll_offset);
5533 x = (dx == 1 ? BX1 : BX2);
5534 for (y=BY1; y<=BY2; y++)
5535 DrawScreenField(x, y);
5540 y = (dy == 1 ? BY1 : BY2);
5541 for (x=BX1; x<=BX2; x++)
5542 DrawScreenField(x, y);
5545 redraw_mask |= REDRAW_FIELD;
5548 static void CheckGravityMovement(struct PlayerInfo *player)
5550 if (level.gravity && !player->programmed_action)
5552 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
5553 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
5555 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
5556 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
5557 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
5558 int jx = player->jx, jy = player->jy;
5559 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
5560 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
5561 int new_jx = jx + dx, new_jy = jy + dy;
5562 boolean field_under_player_is_free =
5563 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
5564 boolean player_is_moving_to_valid_field =
5565 (IN_LEV_FIELD(new_jx, new_jy) &&
5566 (Feld[new_jx][new_jy] == EL_SP_BASE ||
5567 Feld[new_jx][new_jy] == EL_SAND));
5569 if (field_under_player_is_free &&
5570 !player_is_moving_to_valid_field &&
5571 !IS_TUBE(Feld[jx][jy]))
5572 player->programmed_action = MV_DOWN;
5576 boolean MoveFigureOneStep(struct PlayerInfo *player,
5577 int dx, int dy, int real_dx, int real_dy)
5579 int jx = player->jx, jy = player->jy;
5580 int new_jx = jx+dx, new_jy = jy+dy;
5584 if (!player->active || (!dx && !dy))
5585 return MF_NO_ACTION;
5587 player->MovDir = (dx < 0 ? MV_LEFT :
5590 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5592 if (!IN_LEV_FIELD(new_jx, new_jy))
5593 return MF_NO_ACTION;
5595 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
5596 return MF_NO_ACTION;
5599 element = MovingOrBlocked2Element(new_jx, new_jy);
5601 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
5604 if (DONT_GO_TO(element))
5606 if (element == EL_ACID && dx == 0 && dy == 1)
5609 Feld[jx][jy] = EL_PLAYER1;
5610 InitMovingField(jx, jy, MV_DOWN);
5611 Store[jx][jy] = EL_ACID;
5612 ContinueMoving(jx, jy);
5616 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
5621 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
5622 if (can_move != MF_MOVING)
5625 StorePlayer[jx][jy] = 0;
5626 player->last_jx = jx;
5627 player->last_jy = jy;
5628 jx = player->jx = new_jx;
5629 jy = player->jy = new_jy;
5630 StorePlayer[jx][jy] = player->element_nr;
5633 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
5635 ScrollFigure(player, SCROLL_INIT);
5640 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
5642 int jx = player->jx, jy = player->jy;
5643 int old_jx = jx, old_jy = jy;
5644 int moved = MF_NO_ACTION;
5646 if (!player->active || (!dx && !dy))
5650 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5654 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5655 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
5659 /* remove the last programmed player action */
5660 player->programmed_action = 0;
5664 /* should only happen if pre-1.2 tape recordings are played */
5665 /* this is only for backward compatibility */
5667 int original_move_delay_value = player->move_delay_value;
5670 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
5674 /* scroll remaining steps with finest movement resolution */
5675 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
5677 while (player->MovPos)
5679 ScrollFigure(player, SCROLL_GO_ON);
5680 ScrollScreen(NULL, SCROLL_GO_ON);
5686 player->move_delay_value = original_move_delay_value;
5689 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
5691 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
5692 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5696 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5697 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5703 if (moved & MF_MOVING && !ScreenMovPos &&
5704 (player == local_player || !options.network))
5706 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5707 int offset = (setup.scroll_delay ? 3 : 0);
5709 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5711 /* actual player has left the screen -- scroll in that direction */
5712 if (jx != old_jx) /* player has moved horizontally */
5713 scroll_x += (jx - old_jx);
5714 else /* player has moved vertically */
5715 scroll_y += (jy - old_jy);
5719 if (jx != old_jx) /* player has moved horizontally */
5721 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5722 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5723 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5725 /* don't scroll over playfield boundaries */
5726 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5727 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5729 /* don't scroll more than one field at a time */
5730 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5732 /* don't scroll against the player's moving direction */
5733 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5734 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5735 scroll_x = old_scroll_x;
5737 else /* player has moved vertically */
5739 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5740 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5741 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5743 /* don't scroll over playfield boundaries */
5744 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5745 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5747 /* don't scroll more than one field at a time */
5748 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5750 /* don't scroll against the player's moving direction */
5751 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5752 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5753 scroll_y = old_scroll_y;
5757 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5759 if (!options.network && !AllPlayersInVisibleScreen())
5761 scroll_x = old_scroll_x;
5762 scroll_y = old_scroll_y;
5766 ScrollScreen(player, SCROLL_INIT);
5767 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5772 if (!(moved & MF_MOVING) && !player->Pushing)
5776 player->Frame = (player->Frame + 1) % 4;
5778 player->Frame += 1 * 0;
5781 if (moved & MF_MOVING)
5783 if (old_jx != jx && old_jy == jy)
5784 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5785 else if (old_jx == jx && old_jy != jy)
5786 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5788 DrawLevelField(jx, jy); /* for "DrawCrumbledSand()" */
5790 player->last_move_dir = player->MovDir;
5791 player->is_moving = TRUE;
5795 CheckGravityMovement(player);
5798 player->last_move_dir = MV_NO_MOVING;
5800 player->is_moving = FALSE;
5803 TestIfHeroTouchesBadThing(jx, jy);
5805 if (!player->active)
5811 void ScrollFigure(struct PlayerInfo *player, int mode)
5813 int jx = player->jx, jy = player->jy;
5814 int last_jx = player->last_jx, last_jy = player->last_jy;
5815 int move_stepsize = TILEX / player->move_delay_value;
5817 if (!player->active || !player->MovPos)
5820 if (mode == SCROLL_INIT)
5822 player->actual_frame_counter = FrameCounter;
5823 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5827 if (Feld[last_jx][last_jy] == EL_EMPTY)
5828 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5833 else if (!FrameReached(&player->actual_frame_counter, 1))
5836 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5837 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5840 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5841 Feld[last_jx][last_jy] = EL_EMPTY;
5843 /* before DrawPlayer() to draw correct player graphic for this case */
5844 if (player->MovPos == 0)
5845 CheckGravityMovement(player);
5849 if (player->MovPos == 0)
5851 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
5853 /* continue with normal speed after quickly moving through gate */
5854 HALVE_PLAYER_SPEED(player);
5856 /* be able to make the next move without delay */
5857 player->move_delay = 0;
5860 player->last_jx = jx;
5861 player->last_jy = jy;
5863 if (Feld[jx][jy] == EL_EXIT_OPEN ||
5864 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5868 if (local_player->friends_still_needed == 0 ||
5869 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5870 player->LevelSolved = player->GameOver = TRUE;
5873 if (tape.single_step && tape.recording && !tape.pausing &&
5874 !player->programmed_action)
5875 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5879 void ScrollScreen(struct PlayerInfo *player, int mode)
5881 static unsigned long screen_frame_counter = 0;
5883 if (mode == SCROLL_INIT)
5885 /* set scrolling step size according to actual player's moving speed */
5886 ScrollStepSize = TILEX / player->move_delay_value;
5888 screen_frame_counter = FrameCounter;
5889 ScreenMovDir = player->MovDir;
5890 ScreenMovPos = player->MovPos;
5891 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5894 else if (!FrameReached(&screen_frame_counter, 1))
5899 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5900 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5901 redraw_mask |= REDRAW_FIELD;
5904 ScreenMovDir = MV_NO_MOVING;
5907 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
5909 int i, kill_x = -1, kill_y = -1;
5910 static int test_xy[4][2] =
5917 static int test_dir[4] =
5927 int test_x, test_y, test_move_dir, test_element;
5929 test_x = good_x + test_xy[i][0];
5930 test_y = good_y + test_xy[i][1];
5931 if (!IN_LEV_FIELD(test_x, test_y))
5935 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5938 test_element = Feld[test_x][test_y];
5940 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
5943 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5944 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5946 if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) ||
5947 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
5955 if (kill_x != -1 || kill_y != -1)
5957 if (IS_PLAYER(good_x, good_y))
5959 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
5961 if (player->shield_deadly_time_left > 0)
5962 Bang(kill_x, kill_y);
5963 else if (!PLAYER_PROTECTED(good_x, good_y))
5967 Bang(good_x, good_y);
5971 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
5973 int i, kill_x = -1, kill_y = -1;
5974 int bad_element = Feld[bad_x][bad_y];
5975 static int test_xy[4][2] =
5982 static int test_dir[4] =
5990 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
5995 int test_x, test_y, test_move_dir, test_element;
5997 test_x = bad_x + test_xy[i][0];
5998 test_y = bad_y + test_xy[i][1];
5999 if (!IN_LEV_FIELD(test_x, test_y))
6003 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
6005 test_element = Feld[test_x][test_y];
6007 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
6008 2nd case: DONT_TOUCH style bad thing does not move away from good thing
6010 if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) ||
6011 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
6013 /* good thing is player or penguin that does not move away */
6014 if (IS_PLAYER(test_x, test_y))
6016 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
6018 if (bad_element == EL_ROBOT && player->is_moving)
6019 continue; /* robot does not kill player if he is moving */
6025 else if (test_element == EL_PENGUIN)
6034 if (kill_x != -1 || kill_y != -1)
6036 if (IS_PLAYER(kill_x, kill_y))
6038 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
6041 int dir = player->MovDir;
6042 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
6043 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
6045 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
6046 newx != bad_x && newy != bad_y)
6047 ; /* robot does not kill player if he is moving */
6049 printf("-> %d\n", player->MovDir);
6051 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
6052 newx != bad_x && newy != bad_y)
6053 ; /* robot does not kill player if he is moving */
6058 if (player->shield_deadly_time_left > 0)
6060 else if (!PLAYER_PROTECTED(kill_x, kill_y))
6064 Bang(kill_x, kill_y);
6068 void TestIfHeroTouchesBadThing(int x, int y)
6070 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
6073 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
6075 TestIfGoodThingHitsBadThing(x, y, move_dir);
6078 void TestIfBadThingTouchesHero(int x, int y)
6080 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
6083 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
6085 TestIfBadThingHitsGoodThing(x, y, move_dir);
6088 void TestIfFriendTouchesBadThing(int x, int y)
6090 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
6093 void TestIfBadThingTouchesFriend(int x, int y)
6095 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
6098 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
6100 int i, kill_x = bad_x, kill_y = bad_y;
6101 static int xy[4][2] =
6113 x = bad_x + xy[i][0];
6114 y = bad_y + xy[i][1];
6115 if (!IN_LEV_FIELD(x, y))
6118 element = Feld[x][y];
6119 if (IS_AMOEBOID(element) || element == EL_GAMEOFLIFE ||
6120 element == EL_AMOEBA_CREATING || element == EL_AMOEBA_DROP)
6128 if (kill_x != bad_x || kill_y != bad_y)
6132 void KillHero(struct PlayerInfo *player)
6134 int jx = player->jx, jy = player->jy;
6136 if (!player->active)
6139 if (IS_PFORTE(Feld[jx][jy]))
6140 Feld[jx][jy] = EL_EMPTY;
6142 /* deactivate shield (else Bang()/Explode() would not work right) */
6143 player->shield_normal_time_left = 0;
6144 player->shield_deadly_time_left = 0;
6150 static void KillHeroUnlessProtected(int x, int y)
6152 if (!PLAYER_PROTECTED(x, y))
6153 KillHero(PLAYERINFO(x, y));
6156 void BuryHero(struct PlayerInfo *player)
6158 int jx = player->jx, jy = player->jy;
6160 if (!player->active)
6163 PlaySoundLevel(jx, jy, SND_PLAYER_DYING);
6164 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
6166 player->GameOver = TRUE;
6170 void RemoveHero(struct PlayerInfo *player)
6172 int jx = player->jx, jy = player->jy;
6173 int i, found = FALSE;
6175 player->present = FALSE;
6176 player->active = FALSE;
6178 if (!ExplodeField[jx][jy])
6179 StorePlayer[jx][jy] = 0;
6181 for (i=0; i<MAX_PLAYERS; i++)
6182 if (stored_player[i].active)
6186 AllPlayersGone = TRUE;
6192 int DigField(struct PlayerInfo *player,
6193 int x, int y, int real_dx, int real_dy, int mode)
6195 int jx = player->jx, jy = player->jy;
6196 int dx = x - jx, dy = y - jy;
6197 int move_direction = (dx == -1 ? MV_LEFT :
6198 dx == +1 ? MV_RIGHT :
6200 dy == +1 ? MV_DOWN : MV_NO_MOVING);
6203 if (player->MovPos == 0)
6204 player->Pushing = FALSE;
6206 if (mode == DF_NO_PUSH)
6208 player->Switching = FALSE;
6209 player->push_delay = 0;
6210 return MF_NO_ACTION;
6213 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
6214 return MF_NO_ACTION;
6216 if (IS_TUBE(Feld[jx][jy]))
6219 int tube_leave_directions[][2] =
6221 { EL_TUBE_ALL, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6222 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6223 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6224 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
6225 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
6226 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
6227 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
6228 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
6229 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
6230 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
6231 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
6232 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
6235 while (tube_leave_directions[i][0] != Feld[jx][jy])
6238 if (tube_leave_directions[i][0] == -1) /* should not happen */
6242 if (!(tube_leave_directions[i][1] & move_direction))
6243 return MF_NO_ACTION; /* tube has no opening in this direction */
6246 element = Feld[x][y];
6252 case EL_INVISIBLE_SAND:
6253 case EL_INVISIBLE_SAND_ACTIVE:
6256 case EL_SP_BUGGY_BASE:
6257 case EL_SP_BUGGY_BASE_ACTIVATING:
6259 PlaySoundLevelElementAction(x, y, element, SND_ACTION_DIGGING);
6264 case EL_EMERALD_YELLOW:
6265 case EL_EMERALD_RED:
6266 case EL_EMERALD_PURPLE:
6268 case EL_SP_INFOTRON:
6272 local_player->gems_still_needed -= (element == EL_DIAMOND ? 3 :
6273 element == EL_PEARL ? 5 :
6274 element == EL_CRYSTAL ? 8 : 1);
6275 if (local_player->gems_still_needed < 0)
6276 local_player->gems_still_needed = 0;
6277 RaiseScoreElement(element);
6278 DrawText(DX_EMERALDS, DY_EMERALDS,
6279 int2str(local_player->gems_still_needed, 3),
6280 FS_SMALL, FC_YELLOW);
6281 PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING);
6286 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
6287 PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
6291 Feld[x][y] = EL_EMPTY;
6292 PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
6300 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
6302 PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MAX_RIGHT);
6305 case EL_SHIELD_NORMAL:
6307 player->shield_normal_time_left += 10;
6308 PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING);
6311 case EL_SHIELD_DEADLY:
6313 player->shield_normal_time_left += 10;
6314 player->shield_deadly_time_left += 10;
6315 PlaySoundLevel(x, y, SND_SHIELD_DEADLY_COLLECTING);
6319 case EL_SP_DISK_RED:
6322 RaiseScoreElement(EL_DYNAMITE);
6323 DrawText(DX_DYNAMITE, DY_DYNAMITE,
6324 int2str(local_player->dynamite, 3),
6325 FS_SMALL, FC_YELLOW);
6326 PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING);
6329 case EL_DYNABOMB_NR:
6331 player->dynabomb_count++;
6332 player->dynabombs_left++;
6333 RaiseScoreElement(EL_DYNAMITE);
6334 PlaySoundLevel(x, y, SND_DYNABOMB_NR_COLLECTING);
6337 case EL_DYNABOMB_SZ:
6339 player->dynabomb_size++;
6340 RaiseScoreElement(EL_DYNAMITE);
6341 PlaySoundLevel(x, y, SND_DYNABOMB_SZ_COLLECTING);
6344 case EL_DYNABOMB_XL:
6346 player->dynabomb_xl = TRUE;
6347 RaiseScoreElement(EL_DYNAMITE);
6348 PlaySoundLevel(x, y, SND_DYNABOMB_XL_COLLECTING);
6356 int key_nr = element - EL_KEY1;
6359 player->key[key_nr] = TRUE;
6360 RaiseScoreElement(element);
6361 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6363 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6365 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
6374 int key_nr = element - EL_EM_KEY1;
6377 player->key[key_nr] = TRUE;
6378 RaiseScoreElement(element);
6379 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6381 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6383 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
6387 case EL_ROBOT_WHEEL:
6388 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
6391 DrawLevelField(x, y);
6392 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
6396 case EL_SP_TERMINAL:
6400 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
6402 for (yy=0; yy<lev_fieldy; yy++)
6404 for (xx=0; xx<lev_fieldx; xx++)
6406 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
6408 else if (Feld[xx][yy] == EL_SP_TERMINAL)
6409 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
6417 case EL_CONVEYOR_BELT1_SWITCH_LEFT:
6418 case EL_CONVEYOR_BELT1_SWITCH_MIDDLE:
6419 case EL_CONVEYOR_BELT1_SWITCH_RIGHT:
6420 case EL_CONVEYOR_BELT2_SWITCH_LEFT:
6421 case EL_CONVEYOR_BELT2_SWITCH_MIDDLE:
6422 case EL_CONVEYOR_BELT2_SWITCH_RIGHT:
6423 case EL_CONVEYOR_BELT3_SWITCH_LEFT:
6424 case EL_CONVEYOR_BELT3_SWITCH_MIDDLE:
6425 case EL_CONVEYOR_BELT3_SWITCH_RIGHT:
6426 case EL_CONVEYOR_BELT4_SWITCH_LEFT:
6427 case EL_CONVEYOR_BELT4_SWITCH_MIDDLE:
6428 case EL_CONVEYOR_BELT4_SWITCH_RIGHT:
6429 if (!player->Switching)
6431 player->Switching = TRUE;
6432 ToggleBeltSwitch(x, y);
6433 PlaySoundLevel(x, y, SND_CONVEYOR_BELT_SWITCH_ACTIVATING);
6438 case EL_SWITCHGATE_SWITCH_UP:
6439 case EL_SWITCHGATE_SWITCH_DOWN:
6440 if (!player->Switching)
6442 player->Switching = TRUE;
6443 ToggleSwitchgateSwitch(x, y);
6444 PlaySoundLevel(x, y, SND_SWITCHGATE_SWITCH_ACTIVATING);
6449 case EL_LIGHT_SWITCH:
6450 case EL_LIGHT_SWITCH_ACTIVE:
6451 if (!player->Switching)
6453 player->Switching = TRUE;
6454 ToggleLightSwitch(x, y);
6455 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
6456 SND_LIGHT_SWITCH_ACTIVATING :
6457 SND_LIGHT_SWITCH_DEACTIVATING);
6462 case EL_TIMEGATE_SWITCH:
6463 ActivateTimegateSwitch(x, y);
6464 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
6469 case EL_BALLOON_SEND_LEFT:
6470 case EL_BALLOON_SEND_RIGHT:
6471 case EL_BALLOON_SEND_UP:
6472 case EL_BALLOON_SEND_DOWN:
6473 case EL_BALLOON_SEND_ANY_DIRECTION:
6474 if (element == EL_BALLOON_SEND_ANY_DIRECTION)
6475 game.balloon_dir = move_direction;
6477 game.balloon_dir = (element == EL_BALLOON_SEND_LEFT ? MV_LEFT :
6478 element == EL_BALLOON_SEND_RIGHT ? MV_RIGHT :
6479 element == EL_BALLOON_SEND_UP ? MV_UP :
6480 element == EL_BALLOON_SEND_DOWN ? MV_DOWN :
6482 PlaySoundLevel(x, y, SND_BALLOON_SWITCH_ACTIVATING);
6487 /* the following elements cannot be pushed by "snapping" */
6490 case EL_DX_SUPABOMB:
6492 case EL_TIME_ORB_EMPTY:
6494 case EL_SP_DISK_ORANGE:
6496 if (mode == DF_SNAP)
6497 return MF_NO_ACTION;
6498 /* no "break" -- fall through to next case */
6499 /* the following elements can be pushed by "snapping" */
6502 return MF_NO_ACTION;
6504 player->Pushing = TRUE;
6506 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6507 return MF_NO_ACTION;
6511 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6512 return MF_NO_ACTION;
6515 if (player->push_delay == 0)
6516 player->push_delay = FrameCounter;
6518 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6519 !tape.playing && element != EL_SPRING)
6520 return MF_NO_ACTION;
6522 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6523 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6524 element != EL_SPRING)
6525 return MF_NO_ACTION;
6528 if (mode == DF_SNAP)
6530 InitMovingField(x, y, move_direction);
6531 ContinueMoving(x, y);
6536 Feld[x + dx][y + dy] = element;
6539 if (element == EL_SPRING)
6541 Feld[x + dx][y + dy] = EL_SPRING;
6542 MovDir[x + dx][y + dy] = move_direction;
6545 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
6547 DrawLevelField(x + dx, y + dy);
6548 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING);
6555 if (!player->key[element - EL_GATE1])
6556 return MF_NO_ACTION;
6563 if (!player->key[element - EL_GATE1_GRAY])
6564 return MF_NO_ACTION;
6571 if (!player->key[element - EL_EM_GATE1])
6572 return MF_NO_ACTION;
6573 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6574 return MF_NO_ACTION;
6576 /* automatically move to the next field with double speed */
6577 player->programmed_action = move_direction;
6578 DOUBLE_PLAYER_SPEED(player);
6580 PlaySoundLevel(x, y, SND_GATE_PASSING);
6583 case EL_EM_GATE1_GRAY:
6584 case EL_EM_GATE2_GRAY:
6585 case EL_EM_GATE3_GRAY:
6586 case EL_EM_GATE4_GRAY:
6587 if (!player->key[element - EL_EM_GATE1_GRAY])
6588 return MF_NO_ACTION;
6589 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6590 return MF_NO_ACTION;
6592 /* automatically move to the next field with double speed */
6593 player->programmed_action = move_direction;
6594 DOUBLE_PLAYER_SPEED(player);
6596 PlaySoundLevel(x, y, SND_GATE_PASSING);
6599 case EL_SWITCHGATE_OPEN:
6600 case EL_TIMEGATE_OPEN:
6601 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6602 return MF_NO_ACTION;
6604 /* automatically move to the next field with double speed */
6605 player->programmed_action = move_direction;
6606 DOUBLE_PLAYER_SPEED(player);
6608 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PASSING);
6611 case EL_SP_PORT1_LEFT:
6612 case EL_SP_PORT2_LEFT:
6613 case EL_SP_PORT1_RIGHT:
6614 case EL_SP_PORT2_RIGHT:
6615 case EL_SP_PORT1_UP:
6616 case EL_SP_PORT2_UP:
6617 case EL_SP_PORT1_DOWN:
6618 case EL_SP_PORT2_DOWN:
6623 element != EL_SP_PORT1_LEFT &&
6624 element != EL_SP_PORT2_LEFT &&
6625 element != EL_SP_PORT_X &&
6626 element != EL_SP_PORT_XY) ||
6628 element != EL_SP_PORT1_RIGHT &&
6629 element != EL_SP_PORT2_RIGHT &&
6630 element != EL_SP_PORT_X &&
6631 element != EL_SP_PORT_XY) ||
6633 element != EL_SP_PORT1_UP &&
6634 element != EL_SP_PORT2_UP &&
6635 element != EL_SP_PORT_Y &&
6636 element != EL_SP_PORT_XY) ||
6638 element != EL_SP_PORT1_DOWN &&
6639 element != EL_SP_PORT2_DOWN &&
6640 element != EL_SP_PORT_Y &&
6641 element != EL_SP_PORT_XY) ||
6642 !IN_LEV_FIELD(x + dx, y + dy) ||
6643 !IS_FREE(x + dx, y + dy))
6644 return MF_NO_ACTION;
6646 /* automatically move to the next field with double speed */
6647 player->programmed_action = move_direction;
6648 DOUBLE_PLAYER_SPEED(player);
6650 PlaySoundLevel(x, y, SND_SP_PORT_PASSING);
6654 case EL_TUBE_VERTICAL:
6655 case EL_TUBE_HORIZONTAL:
6656 case EL_TUBE_VERTICAL_LEFT:
6657 case EL_TUBE_VERTICAL_RIGHT:
6658 case EL_TUBE_HORIZONTAL_UP:
6659 case EL_TUBE_HORIZONTAL_DOWN:
6660 case EL_TUBE_LEFT_UP:
6661 case EL_TUBE_LEFT_DOWN:
6662 case EL_TUBE_RIGHT_UP:
6663 case EL_TUBE_RIGHT_DOWN:
6666 int tube_enter_directions[][2] =
6668 { EL_TUBE_ALL, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6669 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6670 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6671 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
6672 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
6673 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
6674 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
6675 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
6676 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
6677 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
6678 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
6679 { -1, MV_NO_MOVING }
6682 while (tube_enter_directions[i][0] != element)
6685 if (tube_enter_directions[i][0] == -1) /* should not happen */
6689 if (!(tube_enter_directions[i][1] & move_direction))
6690 return MF_NO_ACTION; /* tube has no opening in this direction */
6692 PlaySoundLevel(x, y, SND_TUBE_PASSING);
6696 case EL_EXIT_CLOSED:
6697 case EL_SP_EXIT_CLOSED:
6698 case EL_EXIT_OPENING:
6699 return MF_NO_ACTION;
6703 case EL_SP_EXIT_OPEN:
6704 if (mode == DF_SNAP)
6705 return MF_NO_ACTION;
6707 if (element == EL_EXIT_OPEN)
6708 PlaySoundLevel(x, y, SND_EXIT_PASSING);
6710 PlaySoundLevel(x, y, SND_SP_EXIT_PASSING);
6715 Feld[x][y] = EL_LAMP_ACTIVE;
6716 local_player->lights_still_needed--;
6717 DrawLevelField(x, y);
6718 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
6722 case EL_TIME_ORB_FULL:
6723 Feld[x][y] = EL_TIME_ORB_EMPTY;
6725 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
6726 DrawLevelField(x, y);
6727 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MAX_RIGHT);
6731 case EL_SOKOBAN_FIELD_EMPTY:
6734 case EL_SOKOBAN_OBJECT:
6735 case EL_SOKOBAN_FIELD_FULL:
6737 case EL_SP_DISK_YELLOW:
6739 if (mode == DF_SNAP)
6740 return MF_NO_ACTION;
6742 player->Pushing = TRUE;
6744 if (!IN_LEV_FIELD(x+dx, y+dy)
6745 || (!IS_FREE(x+dx, y+dy)
6746 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FIELD_EMPTY
6747 || !IS_SB_ELEMENT(element))))
6748 return MF_NO_ACTION;
6752 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6753 return MF_NO_ACTION;
6755 else if (dy && real_dx)
6757 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
6758 return MF_NO_ACTION;
6761 if (player->push_delay == 0)
6762 player->push_delay = FrameCounter;
6764 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6765 !tape.playing && element != EL_BALLOON)
6766 return MF_NO_ACTION;
6768 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6769 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6770 element != EL_BALLOON)
6771 return MF_NO_ACTION;
6774 if (IS_SB_ELEMENT(element))
6776 if (element == EL_SOKOBAN_FIELD_FULL)
6778 Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
6779 local_player->sokobanfields_still_needed++;
6784 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FIELD_EMPTY)
6786 Feld[x+dx][y+dy] = EL_SOKOBAN_FIELD_FULL;
6787 local_player->sokobanfields_still_needed--;
6788 if (element == EL_SOKOBAN_OBJECT)
6789 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_FILLING);
6791 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6795 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJECT;
6796 if (element == EL_SOKOBAN_FIELD_FULL)
6797 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_EMPTYING);
6799 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6805 Feld[x+dx][y+dy] = element;
6806 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING);
6809 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
6811 DrawLevelField(x, y);
6812 DrawLevelField(x + dx, y + dy);
6814 if (IS_SB_ELEMENT(element) &&
6815 local_player->sokobanfields_still_needed == 0 &&
6816 game.emulation == EMU_SOKOBAN)
6818 player->LevelSolved = player->GameOver = TRUE;
6819 PlaySoundLevel(x, y, SND_SOKOBAN_GAME_SOLVING);
6830 return MF_NO_ACTION;
6833 player->push_delay = 0;
6838 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
6840 int jx = player->jx, jy = player->jy;
6841 int x = jx + dx, y = jy + dy;
6843 if (!player->active || !IN_LEV_FIELD(x, y))
6851 if (player->MovPos == 0)
6852 player->Pushing = FALSE;
6854 player->snapped = FALSE;
6858 if (player->snapped)
6861 player->MovDir = (dx < 0 ? MV_LEFT :
6864 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6866 if (!DigField(player, x, y, 0, 0, DF_SNAP))
6869 player->snapped = TRUE;
6870 DrawLevelField(x, y);
6876 boolean PlaceBomb(struct PlayerInfo *player)
6878 int jx = player->jx, jy = player->jy;
6881 if (!player->active || player->MovPos)
6884 element = Feld[jx][jy];
6886 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
6887 IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
6890 if (element != EL_EMPTY)
6891 Store[jx][jy] = element;
6893 if (player->dynamite)
6895 Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
6896 MovDelay[jx][jy] = 96;
6898 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6899 FS_SMALL, FC_YELLOW);
6900 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6902 if (game.emulation == EMU_SUPAPLEX)
6903 DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0);
6905 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0);
6908 PlaySoundLevel(jx, jy, SND_DYNAMITE_DROPPING);
6913 EL_DYNABOMB_PLAYER1_ACTIVE + (player->element_nr - EL_PLAYER1);
6914 MovDelay[jx][jy] = 96;
6915 player->dynabombs_left--;
6916 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6917 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
6919 PlaySoundLevel(jx, jy, SND_DYNABOMB_DROPPING);
6925 void PlaySoundLevel(int x, int y, int nr)
6927 static int loop_sound_frame[NUM_SOUND_FILES];
6928 static int loop_sound_volume[NUM_SOUND_FILES];
6929 int sx = SCREENX(x), sy = SCREENY(y);
6930 int volume, stereo_position;
6931 int max_distance = 8;
6932 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
6934 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
6935 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
6938 if (!IN_LEV_FIELD(x, y) ||
6939 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
6940 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
6943 volume = SOUND_MAX_VOLUME;
6945 if (!IN_SCR_FIELD(sx, sy))
6947 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
6948 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
6950 volume -= volume * (dx > dy ? dx : dy) / max_distance;
6953 stereo_position = (SOUND_MAX_LEFT +
6954 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
6955 (SCR_FIELDX + 2 * max_distance));
6957 if (IS_LOOP_SOUND(nr))
6959 /* This assures that quieter loop sounds do not overwrite louder ones,
6960 while restarting sound volume comparison with each new game frame. */
6962 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
6965 loop_sound_volume[nr] = volume;
6966 loop_sound_frame[nr] = FrameCounter;
6969 PlaySoundExt(nr, volume, stereo_position, type);
6972 void PlaySoundLevelAction(int x, int y, int sound_action)
6974 PlaySoundLevelElementAction(x, y, Feld[x][y], sound_action);
6977 void PlaySoundLevelElementAction(int x, int y, int element, int sound_action)
6979 int sound_effect = element_action_sound[element][sound_action];
6981 if (sound_effect != -1)
6982 PlaySoundLevel(x, y, sound_effect);
6985 void RaiseScore(int value)
6987 local_player->score += value;
6988 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
6989 FS_SMALL, FC_YELLOW);
6992 void RaiseScoreElement(int element)
6998 case EL_EMERALD_YELLOW:
6999 case EL_EMERALD_RED:
7000 case EL_EMERALD_PURPLE:
7001 RaiseScore(level.score[SC_EDELSTEIN]);
7004 RaiseScore(level.score[SC_DIAMANT]);
7007 case EL_BD_BUTTERFLY:
7008 RaiseScore(level.score[SC_KAEFER]);
7012 RaiseScore(level.score[SC_FLIEGER]);
7015 case EL_DARK_YAMYAM:
7016 RaiseScore(level.score[SC_MAMPFER]);
7019 RaiseScore(level.score[SC_ROBOT]);
7022 RaiseScore(level.score[SC_PACMAN]);
7025 RaiseScore(level.score[SC_KOKOSNUSS]);
7028 RaiseScore(level.score[SC_DYNAMIT]);
7034 RaiseScore(level.score[SC_SCHLUESSEL]);
7041 void RequestQuitGame(boolean ask_if_really_quit)
7043 if (AllPlayersGone ||
7044 !ask_if_really_quit ||
7045 level_editor_test_game ||
7046 Request("Do you really want to quit the game ?",
7047 REQ_ASK | REQ_STAY_CLOSED))
7049 #if defined(PLATFORM_UNIX)
7050 if (options.network)
7051 SendToServer_StopPlaying();
7055 game_status = MAINMENU;
7061 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
7066 /* ---------- new game button stuff ---------------------------------------- */
7068 /* graphic position values for game buttons */
7069 #define GAME_BUTTON_XSIZE 30
7070 #define GAME_BUTTON_YSIZE 30
7071 #define GAME_BUTTON_XPOS 5
7072 #define GAME_BUTTON_YPOS 215
7073 #define SOUND_BUTTON_XPOS 5
7074 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
7076 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
7077 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
7078 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
7079 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
7080 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
7081 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
7088 } gamebutton_info[NUM_GAME_BUTTONS] =
7091 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
7096 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
7101 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
7106 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
7107 SOUND_CTRL_ID_MUSIC,
7108 "background music on/off"
7111 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
7112 SOUND_CTRL_ID_LOOPS,
7113 "sound loops on/off"
7116 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
7117 SOUND_CTRL_ID_SIMPLE,
7118 "normal sounds on/off"
7122 void CreateGameButtons()
7126 for (i=0; i<NUM_GAME_BUTTONS; i++)
7128 Bitmap *gd_bitmap = new_graphic_info[IMG_GLOBAL_DOOR].bitmap;
7129 struct GadgetInfo *gi;
7132 unsigned long event_mask;
7133 int gd_xoffset, gd_yoffset;
7134 int gd_x1, gd_x2, gd_y1, gd_y2;
7137 gd_xoffset = gamebutton_info[i].x;
7138 gd_yoffset = gamebutton_info[i].y;
7139 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
7140 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
7142 if (id == GAME_CTRL_ID_STOP ||
7143 id == GAME_CTRL_ID_PAUSE ||
7144 id == GAME_CTRL_ID_PLAY)
7146 button_type = GD_TYPE_NORMAL_BUTTON;
7148 event_mask = GD_EVENT_RELEASED;
7149 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7150 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7154 button_type = GD_TYPE_CHECK_BUTTON;
7156 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
7157 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
7158 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
7159 event_mask = GD_EVENT_PRESSED;
7160 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
7161 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7164 gi = CreateGadget(GDI_CUSTOM_ID, id,
7165 GDI_INFO_TEXT, gamebutton_info[i].infotext,
7166 GDI_X, DX + gd_xoffset,
7167 GDI_Y, DY + gd_yoffset,
7168 GDI_WIDTH, GAME_BUTTON_XSIZE,
7169 GDI_HEIGHT, GAME_BUTTON_YSIZE,
7170 GDI_TYPE, button_type,
7171 GDI_STATE, GD_BUTTON_UNPRESSED,
7172 GDI_CHECKED, checked,
7173 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
7174 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
7175 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
7176 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
7177 GDI_EVENT_MASK, event_mask,
7178 GDI_CALLBACK_ACTION, HandleGameButtons,
7182 Error(ERR_EXIT, "cannot create gadget");
7184 game_gadget[id] = gi;
7188 void FreeGameButtons()
7192 for (i=0; i<NUM_GAME_BUTTONS; i++)
7193 FreeGadget(game_gadget[i]);
7196 static void MapGameButtons()
7200 for (i=0; i<NUM_GAME_BUTTONS; i++)
7201 MapGadget(game_gadget[i]);
7204 void UnmapGameButtons()
7208 for (i=0; i<NUM_GAME_BUTTONS; i++)
7209 UnmapGadget(game_gadget[i]);
7212 static void HandleGameButtons(struct GadgetInfo *gi)
7214 int id = gi->custom_id;
7216 if (game_status != PLAYING)
7221 case GAME_CTRL_ID_STOP:
7222 RequestQuitGame(TRUE);
7225 case GAME_CTRL_ID_PAUSE:
7226 if (options.network)
7228 #if defined(PLATFORM_UNIX)
7230 SendToServer_ContinuePlaying();
7232 SendToServer_PausePlaying();
7236 TapeTogglePause(TAPE_TOGGLE_MANUAL);
7239 case GAME_CTRL_ID_PLAY:
7242 #if defined(PLATFORM_UNIX)
7243 if (options.network)
7244 SendToServer_ContinuePlaying();
7248 tape.pausing = FALSE;
7249 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
7254 case SOUND_CTRL_ID_MUSIC:
7255 if (setup.sound_music)
7257 setup.sound_music = FALSE;
7260 else if (audio.music_available)
7262 setup.sound = setup.sound_music = TRUE;
7263 PlayMusic(level_nr);
7267 case SOUND_CTRL_ID_LOOPS:
7268 if (setup.sound_loops)
7269 setup.sound_loops = FALSE;
7270 else if (audio.loops_available)
7271 setup.sound = setup.sound_loops = TRUE;
7274 case SOUND_CTRL_ID_SIMPLE:
7275 if (setup.sound_simple)
7276 setup.sound_simple = FALSE;
7277 else if (audio.sound_available)
7278 setup.sound = setup.sound_simple = TRUE;