1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MoveFigure() */
36 #define MF_NO_ACTION 0
40 /* for ScrollFigure() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_NO_EXPLOSION 0
51 /* special positions in the game control window (relative to control window) */
54 #define XX_EMERALDS 29
55 #define YY_EMERALDS 54
56 #define XX_DYNAMITE 29
57 #define YY_DYNAMITE 89
65 /* special positions in the game control window (relative to main window) */
66 #define DX_LEVEL (DX + XX_LEVEL)
67 #define DY_LEVEL (DY + YY_LEVEL)
68 #define DX_EMERALDS (DX + XX_EMERALDS)
69 #define DY_EMERALDS (DY + YY_EMERALDS)
70 #define DX_DYNAMITE (DX + XX_DYNAMITE)
71 #define DY_DYNAMITE (DY + YY_DYNAMITE)
72 #define DX_KEYS (DX + XX_KEYS)
73 #define DY_KEYS (DY + YY_KEYS)
74 #define DX_SCORE (DX + XX_SCORE)
75 #define DY_SCORE (DY + YY_SCORE)
76 #define DX_TIME (DX + XX_TIME)
77 #define DY_TIME (DY + YY_TIME)
79 /* values for initial player move delay (initial delay counter value) */
80 #define INITIAL_MOVE_DELAY_OFF -1
81 #define INITIAL_MOVE_DELAY_ON 0
83 /* values for player movement speed (which is in fact a delay value) */
84 #define MOVE_DELAY_NORMAL_SPEED 8
85 #define MOVE_DELAY_HIGH_SPEED 4
87 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
88 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
89 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
90 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
92 /* game button identifiers */
93 #define GAME_CTRL_ID_STOP 0
94 #define GAME_CTRL_ID_PAUSE 1
95 #define GAME_CTRL_ID_PLAY 2
96 #define SOUND_CTRL_ID_MUSIC 3
97 #define SOUND_CTRL_ID_LOOPS 4
98 #define SOUND_CTRL_ID_SIMPLE 5
100 #define NUM_GAME_BUTTONS 6
102 /* forward declaration for internal use */
103 static void CloseAllOpenTimegates(void);
104 static void CheckGravityMovement(struct PlayerInfo *);
105 static void KillHeroUnlessProtected(int, int);
107 void PlaySoundLevel(int, int, int);
108 void PlaySoundLevelAction(int, int, int);
109 void PlaySoundLevelElementAction(int, int, int, int);
111 static void MapGameButtons();
112 static void HandleGameButtons(struct GadgetInfo *);
114 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
116 #define SND_ACTION_UNKNOWN 0
117 #define SND_ACTION_WAITING 1
118 #define SND_ACTION_MOVING 2
119 #define SND_ACTION_DIGGING 3
120 #define SND_ACTION_COLLECTING 4
121 #define SND_ACTION_PASSING 5
122 #define SND_ACTION_IMPACT 6
123 #define SND_ACTION_PUSHING 7
124 #define SND_ACTION_ACTIVATING 8
125 #define SND_ACTION_ACTIVE 9
127 #define NUM_SND_ACTIONS 10
134 } sound_action_properties[] =
136 /* insert _all_ loop sound actions here */
137 { ".waiting", SND_ACTION_WAITING, TRUE },
138 { ".moving", SND_ACTION_MOVING, TRUE }, /* continuos moving */
139 { ".active", SND_ACTION_ACTIVE, TRUE },
140 { ".growing", SND_ACTION_UNKNOWN, TRUE },
141 { ".attacking", SND_ACTION_UNKNOWN, TRUE },
143 /* other (non-loop) sound actions are optional */
144 { ".stepping", SND_ACTION_MOVING, FALSE }, /* discrete moving */
145 { ".digging", SND_ACTION_DIGGING, FALSE },
146 { ".collecting", SND_ACTION_COLLECTING, FALSE },
147 { ".passing", SND_ACTION_PASSING, FALSE },
148 { ".impact", SND_ACTION_IMPACT, FALSE },
149 { ".pushing", SND_ACTION_PUSHING, FALSE },
150 { ".activating", SND_ACTION_ACTIVATING, FALSE },
153 static int element_action_sound[MAX_NUM_ELEMENTS][NUM_SND_ACTIONS];
154 static boolean is_loop_sound[NUM_SOUND_FILES];
156 #define IS_LOOP_SOUND(x) (is_loop_sound[x])
161 static unsigned int getStateCheckSum(int counter)
164 unsigned int mult = 1;
165 unsigned int checksum = 0;
167 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
169 static boolean first_game = TRUE;
171 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
177 lastFeld[x][y] = Feld[x][y];
178 else if (lastFeld[x][y] != Feld[x][y])
179 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
180 x, y, lastFeld[x][y], Feld[x][y]);
184 checksum += mult++ * Ur[x][y];
185 checksum += mult++ * Feld[x][y];
188 checksum += mult++ * MovPos[x][y];
189 checksum += mult++ * MovDir[x][y];
190 checksum += mult++ * MovDelay[x][y];
191 checksum += mult++ * Store[x][y];
192 checksum += mult++ * Store2[x][y];
193 checksum += mult++ * StorePlayer[x][y];
194 checksum += mult++ * Frame[x][y];
195 checksum += mult++ * AmoebaNr[x][y];
196 checksum += mult++ * JustStopped[x][y];
197 checksum += mult++ * Stop[x][y];
201 if (counter == 3 && first_game)
212 void GetPlayerConfig()
214 if (!audio.sound_available)
217 if (!audio.loops_available)
218 setup.sound_loops = FALSE;
220 if (!audio.music_available)
221 setup.sound_music = FALSE;
223 if (!video.fullscreen_available)
224 setup.fullscreen = FALSE;
226 setup.sound_simple = setup.sound;
228 SetAudioMode(setup.sound);
232 static int getBeltNrFromBeltElement(int element)
234 return (element < EL_CONVEYOR_BELT2_LEFT ? 0 :
235 element < EL_CONVEYOR_BELT3_LEFT ? 1 :
236 element < EL_CONVEYOR_BELT4_LEFT ? 2 : 3);
239 static int getBeltNrFromBeltActiveElement(int element)
241 return (element < EL_CONVEYOR_BELT2_LEFT_ACTIVE ? 0 :
242 element < EL_CONVEYOR_BELT3_LEFT_ACTIVE ? 1 :
243 element < EL_CONVEYOR_BELT4_LEFT_ACTIVE ? 2 : 3);
246 static int getBeltNrFromBeltSwitchElement(int element)
248 return (element < EL_CONVEYOR_BELT2_SWITCH_LEFT ? 0 :
249 element < EL_CONVEYOR_BELT3_SWITCH_LEFT ? 1 :
250 element < EL_CONVEYOR_BELT4_SWITCH_LEFT ? 2 : 3);
253 static int getBeltDirNrFromBeltSwitchElement(int element)
255 static int belt_base_element[4] =
257 EL_CONVEYOR_BELT1_SWITCH_LEFT,
258 EL_CONVEYOR_BELT2_SWITCH_LEFT,
259 EL_CONVEYOR_BELT3_SWITCH_LEFT,
260 EL_CONVEYOR_BELT4_SWITCH_LEFT
263 int belt_nr = getBeltNrFromBeltSwitchElement(element);
264 int belt_dir_nr = element - belt_base_element[belt_nr];
266 return (belt_dir_nr % 3);
269 static int getBeltDirFromBeltSwitchElement(int element)
271 static int belt_move_dir[3] =
278 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
280 return belt_move_dir[belt_dir_nr];
283 static void InitField(int x, int y, boolean init_game)
290 if (stored_player[0].present)
292 Feld[x][y] = EL_SP_MURPHY_CLONE;
303 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER1];
304 int jx = player->jx, jy = player->jy;
306 player->present = TRUE;
308 if (!options.network || player->connected)
310 player->active = TRUE;
312 /* remove potentially duplicate players */
313 if (StorePlayer[jx][jy] == Feld[x][y])
314 StorePlayer[jx][jy] = 0;
316 StorePlayer[x][y] = Feld[x][y];
320 printf("Player %d activated.\n", player->element_nr);
321 printf("[Local player is %d and currently %s.]\n",
322 local_player->element_nr,
323 local_player->active ? "active" : "not active");
327 Feld[x][y] = EL_EMPTY;
328 player->jx = player->last_jx = x;
329 player->jy = player->last_jy = y;
334 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
335 Feld[x][y] = EL_ACIDPOOL_TOPLEFT;
336 else if (x > 0 && Feld[x-1][y] == EL_ACID)
337 Feld[x][y] = EL_ACIDPOOL_TOPRIGHT;
338 else if (y > 0 && Feld[x][y-1] == EL_ACIDPOOL_TOPLEFT)
339 Feld[x][y] = EL_ACIDPOOL_BOTTOMLEFT;
340 else if (y > 0 && Feld[x][y-1] == EL_ACID)
341 Feld[x][y] = EL_ACIDPOOL_BOTTOM;
342 else if (y > 0 && Feld[x][y-1] == EL_ACIDPOOL_TOPRIGHT)
343 Feld[x][y] = EL_ACIDPOOL_BOTTOMRIGHT;
351 case EL_SPACESHIP_RIGHT:
352 case EL_SPACESHIP_UP:
353 case EL_SPACESHIP_LEFT:
354 case EL_SPACESHIP_DOWN:
356 case EL_BD_BUTTERFLY_RIGHT:
357 case EL_BD_BUTTERFLY_UP:
358 case EL_BD_BUTTERFLY_LEFT:
359 case EL_BD_BUTTERFLY_DOWN:
360 case EL_BD_BUTTERFLY:
361 case EL_BD_FIREFLY_RIGHT:
362 case EL_BD_FIREFLY_UP:
363 case EL_BD_FIREFLY_LEFT:
364 case EL_BD_FIREFLY_DOWN:
366 case EL_PACMAN_RIGHT:
390 if (y == lev_fieldy - 1)
392 Feld[x][y] = EL_AMOEBA_CREATING;
393 Store[x][y] = EL_AMOEBA_WET;
397 case EL_DYNAMITE_ACTIVE:
402 local_player->lights_still_needed++;
405 case EL_SOKOBAN_FIELD_EMPTY:
406 local_player->sokobanfields_still_needed++;
410 local_player->friends_still_needed++;
415 MovDir[x][y] = 1 << RND(4);
419 Feld[x][y] = EL_EMPTY;
422 case EL_EM_KEY1_FILE:
423 Feld[x][y] = EL_EM_KEY1;
425 case EL_EM_KEY2_FILE:
426 Feld[x][y] = EL_EM_KEY2;
428 case EL_EM_KEY3_FILE:
429 Feld[x][y] = EL_EM_KEY3;
431 case EL_EM_KEY4_FILE:
432 Feld[x][y] = EL_EM_KEY4;
435 case EL_CONVEYOR_BELT1_SWITCH_LEFT:
436 case EL_CONVEYOR_BELT1_SWITCH_MIDDLE:
437 case EL_CONVEYOR_BELT1_SWITCH_RIGHT:
438 case EL_CONVEYOR_BELT2_SWITCH_LEFT:
439 case EL_CONVEYOR_BELT2_SWITCH_MIDDLE:
440 case EL_CONVEYOR_BELT2_SWITCH_RIGHT:
441 case EL_CONVEYOR_BELT3_SWITCH_LEFT:
442 case EL_CONVEYOR_BELT3_SWITCH_MIDDLE:
443 case EL_CONVEYOR_BELT3_SWITCH_RIGHT:
444 case EL_CONVEYOR_BELT4_SWITCH_LEFT:
445 case EL_CONVEYOR_BELT4_SWITCH_MIDDLE:
446 case EL_CONVEYOR_BELT4_SWITCH_RIGHT:
449 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
450 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
451 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
453 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
455 game.belt_dir[belt_nr] = belt_dir;
456 game.belt_dir_nr[belt_nr] = belt_dir_nr;
458 else /* more than one switch -- set it like the first switch */
460 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
465 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
467 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
470 case EL_LIGHT_SWITCH_ACTIVE:
472 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
480 void DrawGameDoorValues()
484 for (i=0; i<MAX_PLAYERS; i++)
486 if (stored_player[i].key[j])
487 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
488 GFX_SCHLUESSEL1 + j);
490 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
491 int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
492 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
493 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
494 DrawText(DX + XX_SCORE, DY + YY_SCORE,
495 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
496 DrawText(DX + XX_TIME, DY + YY_TIME,
497 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
502 =============================================================================
504 -----------------------------------------------------------------------------
505 initialize sound effect lookup table for element actions
506 =============================================================================
511 int sound_effect_properties[NUM_SOUND_FILES];
515 debug_print_timestamp(0, NULL);
518 for (i=0; i<MAX_NUM_ELEMENTS; i++)
519 for (j=0; j<NUM_SND_ACTIONS; j++)
520 element_action_sound[i][j] = -1;
522 for (i=0; i<NUM_SOUND_FILES; i++)
524 int len_effect_text = strlen(sound_files[i].token);
526 sound_effect_properties[i] = SND_ACTION_UNKNOWN;
527 is_loop_sound[i] = FALSE;
529 /* determine all loop sounds and identify certain sound classes */
531 for (j=0; sound_action_properties[j].text; j++)
533 int len_action_text = strlen(sound_action_properties[j].text);
535 if (len_action_text < len_effect_text &&
536 strcmp(&sound_files[i].token[len_effect_text - len_action_text],
537 sound_action_properties[j].text) == 0)
539 sound_effect_properties[i] = sound_action_properties[j].value;
541 if (sound_action_properties[j].is_loop)
542 is_loop_sound[i] = TRUE;
546 /* associate elements and some selected sound actions */
548 for (j=0; j<MAX_NUM_ELEMENTS; j++)
550 if (element_info[j].sound_class_name)
552 int len_class_text = strlen(element_info[j].sound_class_name);
554 if (len_class_text + 1 < len_effect_text &&
555 strncmp(sound_files[i].token,
556 element_info[j].sound_class_name, len_class_text) == 0 &&
557 sound_files[i].token[len_class_text] == '.')
559 int sound_action_value = sound_effect_properties[i];
561 element_action_sound[j][sound_action_value] = i;
568 debug_print_timestamp(0, "InitGameEngine");
574 int element = EL_SAND;
575 int sound_action = SND_ACTION_DIGGING;
578 while (sound_action_properties[j].text)
580 if (sound_action_properties[j].value == sound_action)
581 printf("element %d, sound action '%s' == %d\n",
582 element, sound_action_properties[j].text,
583 element_action_sound[element][sound_action]);
592 =============================================================================
594 -----------------------------------------------------------------------------
595 initialize game engine due to level / tape version number
596 =============================================================================
599 static void InitGameEngine()
603 game.engine_version = (tape.playing ? tape.engine_version :
607 printf("level %d: level version == %06d\n", level_nr, level.game_version);
608 printf(" tape version == %06d [%s] [file: %06d]\n",
609 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
611 printf(" => game.engine_version == %06d\n", game.engine_version);
614 /* dynamically adjust player properties according to game engine version */
615 game.initial_move_delay =
616 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
617 INITIAL_MOVE_DELAY_OFF);
619 /* dynamically adjust player properties according to level information */
620 game.initial_move_delay_value =
621 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
623 /* dynamically adjust element properties according to game engine version */
625 static int ep_em_slippery_wall[] =
634 static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall);
636 for (i=0; i<ep_em_slippery_wall_num; i++)
638 if (level.em_slippery_gems) /* special EM style gems behaviour */
639 Elementeigenschaften2[ep_em_slippery_wall[i]] |=
640 EP_BIT_EM_SLIPPERY_WALL;
642 Elementeigenschaften2[ep_em_slippery_wall[i]] &=
643 ~EP_BIT_EM_SLIPPERY_WALL;
646 /* "EL_WALL_GROWING_ACTIVE" wasn't slippery for EM gems in version 2.0.1 */
647 if (level.em_slippery_gems && game.engine_version > VERSION_IDENT(2,0,1))
648 Elementeigenschaften2[EL_WALL_GROWING_ACTIVE] |= EP_BIT_EM_SLIPPERY_WALL;
650 Elementeigenschaften2[EL_WALL_GROWING_ACTIVE] &=~EP_BIT_EM_SLIPPERY_WALL;
656 =============================================================================
658 -----------------------------------------------------------------------------
659 initialize and start new game
660 =============================================================================
665 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
666 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
667 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
674 #if USE_NEW_AMOEBA_CODE
675 printf("Using new amoeba code.\n");
677 printf("Using old amoeba code.\n");
682 /* don't play tapes over network */
683 network_playing = (options.network && !tape.playing);
685 for (i=0; i<MAX_PLAYERS; i++)
687 struct PlayerInfo *player = &stored_player[i];
689 player->index_nr = i;
690 player->element_nr = EL_PLAYER1 + i;
692 player->present = FALSE;
693 player->active = FALSE;
696 player->effective_action = 0;
697 player->programmed_action = 0;
700 player->gems_still_needed = level.gems_needed;
701 player->sokobanfields_still_needed = 0;
702 player->lights_still_needed = 0;
703 player->friends_still_needed = 0;
706 player->key[j] = FALSE;
708 player->dynamite = 0;
709 player->dynabomb_count = 0;
710 player->dynabomb_size = 1;
711 player->dynabombs_left = 0;
712 player->dynabomb_xl = FALSE;
714 player->MovDir = MV_NO_MOVING;
716 player->Pushing = FALSE;
717 player->Switching = FALSE;
721 player->actual_frame_counter = 0;
723 player->frame_reset_delay = 0;
725 player->last_move_dir = MV_NO_MOVING;
726 player->is_moving = FALSE;
728 player->move_delay = game.initial_move_delay;
729 player->move_delay_value = game.initial_move_delay_value;
731 player->push_delay = 0;
732 player->push_delay_value = 5;
734 player->snapped = FALSE;
736 player->last_jx = player->last_jy = 0;
737 player->jx = player->jy = 0;
739 player->shield_normal_time_left = 0;
740 player->shield_deadly_time_left = 0;
742 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
743 SnapField(player, 0, 0);
745 player->LevelSolved = FALSE;
746 player->GameOver = FALSE;
749 network_player_action_received = FALSE;
751 #if defined(PLATFORM_UNIX)
752 /* initial null action */
754 SendToServer_MovePlayer(MV_NO_MOVING);
762 TimeLeft = level.time;
764 ScreenMovDir = MV_NO_MOVING;
768 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
770 AllPlayersGone = FALSE;
772 game.yam_content_nr = 0;
773 game.magic_wall_active = FALSE;
774 game.magic_wall_time_left = 0;
775 game.light_time_left = 0;
776 game.timegate_time_left = 0;
777 game.switchgate_pos = 0;
778 game.balloon_dir = MV_NO_MOVING;
779 game.explosions_delayed = TRUE;
783 game.belt_dir[i] = MV_NO_MOVING;
784 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
787 for (i=0; i<MAX_NUM_AMOEBA; i++)
788 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
790 for (x=0; x<lev_fieldx; x++)
792 for (y=0; y<lev_fieldy; y++)
794 Feld[x][y] = Ur[x][y];
795 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
796 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
798 GfxAction[x][y] = GFX_ACTION_DEFAULT;
800 JustStopped[x][y] = 0;
802 ExplodeField[x][y] = EX_NO_EXPLOSION;
806 for(y=0; y<lev_fieldy; y++)
808 for(x=0; x<lev_fieldx; x++)
810 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
812 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
814 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
817 InitField(x, y, TRUE);
821 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
822 emulate_sb ? EMU_SOKOBAN :
823 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
825 /* correct non-moving belts to start moving left */
827 if (game.belt_dir[i] == MV_NO_MOVING)
828 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
830 /* check if any connected player was not found in playfield */
831 for (i=0; i<MAX_PLAYERS; i++)
833 struct PlayerInfo *player = &stored_player[i];
835 if (player->connected && !player->present)
837 for (j=0; j<MAX_PLAYERS; j++)
839 struct PlayerInfo *some_player = &stored_player[j];
840 int jx = some_player->jx, jy = some_player->jy;
842 /* assign first free player found that is present in the playfield */
843 if (some_player->present && !some_player->connected)
845 player->present = TRUE;
846 player->active = TRUE;
847 some_player->present = FALSE;
849 StorePlayer[jx][jy] = player->element_nr;
850 player->jx = player->last_jx = jx;
851 player->jy = player->last_jy = jy;
861 /* when playing a tape, eliminate all players who do not participate */
863 for (i=0; i<MAX_PLAYERS; i++)
865 if (stored_player[i].active && !tape.player_participates[i])
867 struct PlayerInfo *player = &stored_player[i];
868 int jx = player->jx, jy = player->jy;
870 player->active = FALSE;
871 StorePlayer[jx][jy] = 0;
872 Feld[jx][jy] = EL_EMPTY;
876 else if (!options.network && !setup.team_mode) /* && !tape.playing */
878 /* when in single player mode, eliminate all but the first active player */
880 for (i=0; i<MAX_PLAYERS; i++)
882 if (stored_player[i].active)
884 for (j=i+1; j<MAX_PLAYERS; j++)
886 if (stored_player[j].active)
888 struct PlayerInfo *player = &stored_player[j];
889 int jx = player->jx, jy = player->jy;
891 player->active = FALSE;
892 StorePlayer[jx][jy] = 0;
893 Feld[jx][jy] = EL_EMPTY;
900 /* when recording the game, store which players take part in the game */
903 for (i=0; i<MAX_PLAYERS; i++)
904 if (stored_player[i].active)
905 tape.player_participates[i] = TRUE;
910 for (i=0; i<MAX_PLAYERS; i++)
912 struct PlayerInfo *player = &stored_player[i];
914 printf("Player %d: present == %d, connected == %d, active == %d.\n",
919 if (local_player == player)
920 printf("Player %d is local player.\n", i+1);
924 if (BorderElement == EL_EMPTY)
927 SBX_Right = lev_fieldx - SCR_FIELDX;
929 SBY_Lower = lev_fieldy - SCR_FIELDY;
934 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
936 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
939 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
940 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
942 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
943 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
946 scroll_y = SBY_Upper;
947 if (local_player->jx >= SBX_Left + MIDPOSX)
948 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
949 local_player->jx - MIDPOSX :
951 if (local_player->jy >= SBY_Upper + MIDPOSY)
952 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
953 local_player->jy - MIDPOSY :
956 CloseDoor(DOOR_CLOSE_1);
962 /* after drawing the level, correct some elements */
963 if (game.timegate_time_left == 0)
964 CloseAllOpenTimegates();
966 if (setup.soft_scrolling)
967 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
969 redraw_mask |= REDRAW_FROM_BACKBUFFER;
971 /* copy default game door content to main double buffer */
972 BlitBitmap(pix[PIX_DOOR], drawto,
973 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
976 DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
977 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
980 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
981 int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3);
982 BlitBitmap(drawto, drawto,
983 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
984 FONT5_XSIZE * 3, FONT5_YSIZE - 1,
985 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
988 DrawGameDoorValues();
992 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
993 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
994 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
998 /* copy actual game door content to door double buffer for OpenDoor() */
999 BlitBitmap(drawto, pix[PIX_DB_DOOR],
1000 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
1002 OpenDoor(DOOR_OPEN_ALL);
1004 PlaySoundStereo(SND_GAME_STARTING, SOUND_MAX_RIGHT);
1005 if (setup.sound_music)
1006 PlayMusic(level_nr);
1008 KeyboardAutoRepeatOff();
1013 printf("Player %d %sactive.\n",
1014 i + 1, (stored_player[i].active ? "" : "not "));
1018 void InitMovDir(int x, int y)
1020 int i, element = Feld[x][y];
1021 static int xy[4][2] =
1028 static int direction[3][4] =
1030 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1031 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1032 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1041 Feld[x][y] = EL_BUG;
1042 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
1045 case EL_SPACESHIP_RIGHT:
1046 case EL_SPACESHIP_UP:
1047 case EL_SPACESHIP_LEFT:
1048 case EL_SPACESHIP_DOWN:
1049 Feld[x][y] = EL_SPACESHIP;
1050 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
1053 case EL_BD_BUTTERFLY_RIGHT:
1054 case EL_BD_BUTTERFLY_UP:
1055 case EL_BD_BUTTERFLY_LEFT:
1056 case EL_BD_BUTTERFLY_DOWN:
1057 Feld[x][y] = EL_BD_BUTTERFLY;
1058 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
1061 case EL_BD_FIREFLY_RIGHT:
1062 case EL_BD_FIREFLY_UP:
1063 case EL_BD_FIREFLY_LEFT:
1064 case EL_BD_FIREFLY_DOWN:
1065 Feld[x][y] = EL_BD_FIREFLY;
1066 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1069 case EL_PACMAN_RIGHT:
1071 case EL_PACMAN_LEFT:
1072 case EL_PACMAN_DOWN:
1073 Feld[x][y] = EL_PACMAN;
1074 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1077 case EL_SP_SNIKSNAK:
1078 MovDir[x][y] = MV_UP;
1081 case EL_SP_ELECTRON:
1082 MovDir[x][y] = MV_LEFT;
1089 Feld[x][y] = EL_MOLE;
1090 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1094 MovDir[x][y] = 1 << RND(4);
1095 if (element != EL_BUG &&
1096 element != EL_SPACESHIP &&
1097 element != EL_BD_BUTTERFLY &&
1098 element != EL_BD_FIREFLY)
1103 int x1 = x + xy[i][0];
1104 int y1 = y + xy[i][1];
1106 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1108 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1110 MovDir[x][y] = direction[0][i];
1113 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1114 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1116 MovDir[x][y] = direction[1][i];
1125 void InitAmoebaNr(int x, int y)
1128 int group_nr = AmoebeNachbarNr(x, y);
1132 for (i=1; i<MAX_NUM_AMOEBA; i++)
1134 if (AmoebaCnt[i] == 0)
1142 AmoebaNr[x][y] = group_nr;
1143 AmoebaCnt[group_nr]++;
1144 AmoebaCnt2[group_nr]++;
1150 boolean raise_level = FALSE;
1152 if (local_player->MovPos)
1155 local_player->LevelSolved = FALSE;
1157 PlaySoundStereo(SND_GAME_WINNING, SOUND_MAX_RIGHT);
1161 if (!tape.playing && setup.sound_loops)
1162 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1163 SND_CTRL_PLAY_LOOP);
1165 while (TimeLeft > 0)
1167 if (!tape.playing && !setup.sound_loops)
1168 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1169 if (TimeLeft > 0 && !(TimeLeft % 10))
1170 RaiseScore(level.score[SC_ZEITBONUS]);
1171 if (TimeLeft > 100 && !(TimeLeft % 10))
1175 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
1182 if (!tape.playing && setup.sound_loops)
1183 StopSound(SND_GAME_LEVELTIME_BONUS);
1185 else if (level.time == 0) /* level without time limit */
1187 if (!tape.playing && setup.sound_loops)
1188 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1189 SND_CTRL_PLAY_LOOP);
1191 while (TimePlayed < 999)
1193 if (!tape.playing && !setup.sound_loops)
1194 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1195 if (TimePlayed < 999 && !(TimePlayed % 10))
1196 RaiseScore(level.score[SC_ZEITBONUS]);
1197 if (TimePlayed < 900 && !(TimePlayed % 10))
1201 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
1208 if (!tape.playing && setup.sound_loops)
1209 StopSound(SND_GAME_LEVELTIME_BONUS);
1216 /* Hero disappears */
1217 DrawLevelField(ExitX, ExitY);
1223 CloseDoor(DOOR_CLOSE_1);
1228 SaveTape(tape.level_nr); /* Ask to save tape */
1231 if (level_nr == leveldir_current->handicap_level)
1233 leveldir_current->handicap_level++;
1234 SaveLevelSetup_SeriesInfo();
1237 if (level_editor_test_game)
1238 local_player->score = -1; /* no highscore when playing from editor */
1239 else if (level_nr < leveldir_current->last_level)
1240 raise_level = TRUE; /* advance to next level */
1242 if ((hi_pos = NewHiScore()) >= 0)
1244 game_status = HALLOFFAME;
1245 DrawHallOfFame(hi_pos);
1254 game_status = MAINMENU;
1271 LoadScore(level_nr);
1273 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1274 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1277 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1279 if (local_player->score > highscore[k].Score)
1281 /* player has made it to the hall of fame */
1283 if (k < MAX_SCORE_ENTRIES - 1)
1285 int m = MAX_SCORE_ENTRIES - 1;
1288 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1289 if (!strcmp(setup.player_name, highscore[l].Name))
1291 if (m == k) /* player's new highscore overwrites his old one */
1297 strcpy(highscore[l].Name, highscore[l - 1].Name);
1298 highscore[l].Score = highscore[l - 1].Score;
1305 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1306 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1307 highscore[k].Score = local_player->score;
1313 else if (!strncmp(setup.player_name, highscore[k].Name,
1314 MAX_PLAYER_NAME_LEN))
1315 break; /* player already there with a higher score */
1321 SaveScore(level_nr);
1326 void InitMovingField(int x, int y, int direction)
1328 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1329 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1331 MovDir[x][y] = direction;
1332 MovDir[newx][newy] = direction;
1334 if (Feld[newx][newy] == EL_EMPTY)
1335 Feld[newx][newy] = EL_BLOCKED;
1337 GfxAction[x][y] = GFX_ACTION_MOVING;
1340 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1342 int direction = MovDir[x][y];
1343 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1344 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1350 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1352 int oldx = x, oldy = y;
1353 int direction = MovDir[x][y];
1355 if (direction == MV_LEFT)
1357 else if (direction == MV_RIGHT)
1359 else if (direction == MV_UP)
1361 else if (direction == MV_DOWN)
1364 *comes_from_x = oldx;
1365 *comes_from_y = oldy;
1368 int MovingOrBlocked2Element(int x, int y)
1370 int element = Feld[x][y];
1372 if (element == EL_BLOCKED)
1376 Blocked2Moving(x, y, &oldx, &oldy);
1377 return Feld[oldx][oldy];
1383 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1385 /* like MovingOrBlocked2Element(), but if element is moving
1386 and (x,y) is the field the moving element is just leaving,
1387 return EL_BLOCKED instead of the element value */
1388 int element = Feld[x][y];
1390 if (IS_MOVING(x, y))
1392 if (element == EL_BLOCKED)
1396 Blocked2Moving(x, y, &oldx, &oldy);
1397 return Feld[oldx][oldy];
1406 static void RemoveField(int x, int y)
1408 Feld[x][y] = EL_EMPTY;
1414 void RemoveMovingField(int x, int y)
1416 int oldx = x, oldy = y, newx = x, newy = y;
1418 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1421 if (IS_MOVING(x, y))
1423 Moving2Blocked(x, y, &newx, &newy);
1424 if (Feld[newx][newy] != EL_BLOCKED)
1427 else if (Feld[x][y] == EL_BLOCKED)
1429 Blocked2Moving(x, y, &oldx, &oldy);
1430 if (!IS_MOVING(oldx, oldy))
1434 if (Feld[x][y] == EL_BLOCKED &&
1435 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1436 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1437 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1438 Feld[oldx][oldy] == EL_AMOEBA_DRIPPING))
1439 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1441 Feld[oldx][oldy] = EL_EMPTY;
1443 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1445 Feld[newx][newy] = EL_EMPTY;
1446 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1447 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1448 GfxAction[oldx][oldy] = GfxAction[newx][newy] = GFX_ACTION_DEFAULT;
1450 DrawLevelField(oldx, oldy);
1451 DrawLevelField(newx, newy);
1454 void DrawDynamite(int x, int y)
1456 int sx = SCREENX(x), sy = SCREENY(y);
1457 int graphic = el2img(Feld[x][y]);
1460 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1464 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
1466 frame = getGraphicAnimationFrame(graphic, 96 - MovDelay[x][y]);
1469 printf("-> %d: %d [%d]\n", graphic, frame, MovDelay[x][y]);
1472 if (game.emulation == EMU_SUPAPLEX)
1473 DrawGraphic(sx, sy, IMG_SP_DISK_RED, 0);
1474 else if (Store[x][y])
1475 DrawGraphicThruMask(sx, sy, graphic, frame);
1477 DrawGraphic(sx, sy, graphic, frame);
1480 void CheckDynamite(int x, int y)
1482 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1487 if (!(MovDelay[x][y] % 6))
1488 PlaySoundLevelAction(x, y, SND_ACTION_ACTIVE);
1490 if (IS_ACTIVE_BOMB(Feld[x][y]))
1492 int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6);
1494 if (!(MovDelay[x][y] % delay))
1502 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1503 StopSound(SND_DYNAMITE_ACTIVE);
1505 StopSound(SND_DYNABOMB_ACTIVE);
1510 void Explode(int ex, int ey, int phase, int mode)
1514 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1515 int last_phase = num_phase * delay;
1516 int half_phase = (num_phase / 2) * delay;
1517 int first_phase_after_start = EX_PHASE_START + 1;
1519 if (game.explosions_delayed)
1521 ExplodeField[ex][ey] = mode;
1525 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1527 int center_element = Feld[ex][ey];
1529 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1531 /* put moving element to center field (and let it explode there) */
1532 center_element = MovingOrBlocked2Element(ex, ey);
1533 RemoveMovingField(ex, ey);
1534 Feld[ex][ey] = center_element;
1537 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1541 if (!IN_LEV_FIELD(x, y) ||
1542 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
1543 (x != ex || y != ey)))
1546 element = Feld[x][y];
1548 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1550 element = MovingOrBlocked2Element(x, y);
1551 RemoveMovingField(x, y);
1554 if (IS_MASSIVE(element) || element == EL_FLAMES)
1557 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1559 if (IS_ACTIVE_BOMB(element))
1561 /* re-activate things under the bomb like gate or penguin */
1562 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
1569 if (element == EL_EXPLOSION)
1570 element = Store2[x][y];
1572 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1574 switch(StorePlayer[ex][ey])
1577 Store[x][y] = EL_EMERALD_RED;
1580 Store[x][y] = EL_EMERALD;
1583 Store[x][y] = EL_EMERALD_PURPLE;
1587 Store[x][y] = EL_EMERALD_YELLOW;
1591 if (game.emulation == EMU_SUPAPLEX)
1592 Store[x][y] = EL_EMPTY;
1594 else if (center_element == EL_MOLE)
1595 Store[x][y] = EL_EMERALD_RED;
1596 else if (center_element == EL_PENGUIN)
1597 Store[x][y] = EL_EMERALD_PURPLE;
1598 else if (center_element == EL_BUG)
1599 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
1600 else if (center_element == EL_BD_BUTTERFLY)
1601 Store[x][y] = EL_BD_DIAMOND;
1602 else if (center_element == EL_SP_ELECTRON)
1603 Store[x][y] = EL_SP_INFOTRON;
1604 else if (center_element == EL_YAMYAM)
1605 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1606 else if (center_element == EL_AMOEBA_TO_DIAMOND)
1607 Store[x][y] = level.amoeba_content;
1608 else if (element == EL_WALL_EMERALD)
1609 Store[x][y] = EL_EMERALD;
1610 else if (element == EL_WALL_DIAMOND)
1611 Store[x][y] = EL_DIAMOND;
1612 else if (element == EL_WALL_BD_DIAMOND)
1613 Store[x][y] = EL_BD_DIAMOND;
1614 else if (element == EL_WALL_EMERALD_YELLOW)
1615 Store[x][y] = EL_EMERALD_YELLOW;
1616 else if (element == EL_WALL_EMERALD_RED)
1617 Store[x][y] = EL_EMERALD_RED;
1618 else if (element == EL_WALL_EMERALD_PURPLE)
1619 Store[x][y] = EL_EMERALD_PURPLE;
1620 else if (element == EL_WALL_PEARL)
1621 Store[x][y] = EL_PEARL;
1622 else if (element == EL_WALL_CRYSTAL)
1623 Store[x][y] = EL_CRYSTAL;
1624 else if (!IS_PFORTE(Store[x][y]))
1625 Store[x][y] = EL_EMPTY;
1627 if (x != ex || y != ey ||
1628 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
1629 Store2[x][y] = element;
1631 if (AmoebaNr[x][y] &&
1632 (element == EL_AMOEBA_FULL ||
1633 element == EL_BD_AMOEBA ||
1634 element == EL_AMOEBA_CREATING))
1636 AmoebaCnt[AmoebaNr[x][y]]--;
1637 AmoebaCnt2[AmoebaNr[x][y]]--;
1640 Feld[x][y] = EL_EXPLOSION;
1641 MovDir[x][y] = MovPos[x][y] = 0;
1647 if (center_element == EL_YAMYAM)
1648 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1659 Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
1661 if (phase == first_phase_after_start)
1663 int element = Store2[x][y];
1665 if (element == EL_BLACK_ORB)
1667 Feld[x][y] = Store2[x][y];
1672 else if (phase == half_phase)
1674 int element = Store2[x][y];
1676 if (IS_PLAYER(x, y))
1677 KillHeroUnlessProtected(x, y);
1678 else if (IS_EXPLOSIVE(element))
1680 Feld[x][y] = Store2[x][y];
1684 else if (element == EL_AMOEBA_TO_DIAMOND)
1685 AmoebeUmwandeln(x, y);
1688 if (phase == last_phase)
1692 element = Feld[x][y] = Store[x][y];
1693 Store[x][y] = Store2[x][y] = 0;
1694 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1695 InitField(x, y, FALSE);
1696 if (CAN_MOVE(element) || COULD_MOVE(element))
1698 DrawLevelField(x, y);
1700 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1701 StorePlayer[x][y] = 0;
1703 else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1705 int graphic = IMG_EXPLOSION;
1706 int frame = (phase / delay - 1);
1708 if (game.emulation == EMU_SUPAPLEX)
1709 graphic = (Store[x][y] == EL_SP_INFOTRON ?
1710 IMG_SP_EXPLOSION_INFOTRON :
1714 DrawCrumbledSand(SCREENX(x), SCREENY(y));
1716 if (IS_PFORTE(Store[x][y]))
1718 DrawLevelElement(x, y, Store[x][y]);
1719 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
1722 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1726 void DynaExplode(int ex, int ey)
1729 int dynabomb_size = 1;
1730 boolean dynabomb_xl = FALSE;
1731 struct PlayerInfo *player;
1732 static int xy[4][2] =
1740 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1742 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER1_ACTIVE];
1743 dynabomb_size = player->dynabomb_size;
1744 dynabomb_xl = player->dynabomb_xl;
1745 player->dynabombs_left++;
1748 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1752 for (j=1; j<=dynabomb_size; j++)
1754 int x = ex + j * xy[i % 4][0];
1755 int y = ey + j * xy[i % 4][1];
1758 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1761 element = Feld[x][y];
1763 /* do not restart explosions of fields with active bombs */
1764 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
1767 Explode(x, y, EX_PHASE_START, EX_BORDER);
1769 if (element != EL_EMPTY &&
1770 element != EL_SAND &&
1771 element != EL_EXPLOSION &&
1778 void Bang(int x, int y)
1780 int element = Feld[x][y];
1782 if (game.emulation == EMU_SUPAPLEX)
1783 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
1785 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
1788 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1796 case EL_BD_BUTTERFLY:
1799 case EL_DARK_YAMYAM:
1803 RaiseScoreElement(element);
1804 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1806 case EL_DYNABOMB_PLAYER1_ACTIVE:
1807 case EL_DYNABOMB_PLAYER2_ACTIVE:
1808 case EL_DYNABOMB_PLAYER3_ACTIVE:
1809 case EL_DYNABOMB_PLAYER4_ACTIVE:
1810 case EL_DYNABOMB_NR:
1811 case EL_DYNABOMB_SZ:
1812 case EL_DYNABOMB_XL:
1817 case EL_LAMP_ACTIVE:
1818 if (IS_PLAYER(x, y))
1819 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1821 Explode(x, y, EX_PHASE_START, EX_CENTER);
1824 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1829 void Blurb(int x, int y)
1831 int element = Feld[x][y];
1833 if (element != EL_ACID_SPLASH_LEFT &&
1834 element != EL_ACID_SPLASH_RIGHT) /* start */
1836 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
1837 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1838 (!IN_LEV_FIELD(x-1, y-1) ||
1839 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1841 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
1843 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1844 (!IN_LEV_FIELD(x+1, y-1) ||
1845 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1847 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
1852 int graphic = (element == EL_ACID_SPLASH_LEFT ?
1853 IMG_ACID_SPLASH_LEFT :
1854 IMG_ACID_SPLASH_RIGHT);
1856 if (!MovDelay[x][y]) /* initialize animation counter */
1859 if (MovDelay[x][y]) /* continue animation */
1862 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1864 int frame = getGraphicAnimationFrame(graphic, 8 - MovDelay[x][y]);
1866 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1869 if (!MovDelay[x][y])
1871 Feld[x][y] = EL_EMPTY;
1872 DrawLevelField(x, y);
1878 static void ToggleBeltSwitch(int x, int y)
1880 static int belt_base_element[4] =
1882 EL_CONVEYOR_BELT1_LEFT,
1883 EL_CONVEYOR_BELT2_LEFT,
1884 EL_CONVEYOR_BELT3_LEFT,
1885 EL_CONVEYOR_BELT4_LEFT
1887 static int belt_base_active_element[4] =
1889 EL_CONVEYOR_BELT1_LEFT_ACTIVE,
1890 EL_CONVEYOR_BELT2_LEFT_ACTIVE,
1891 EL_CONVEYOR_BELT3_LEFT_ACTIVE,
1892 EL_CONVEYOR_BELT4_LEFT_ACTIVE
1894 static int belt_base_switch_element[4] =
1896 EL_CONVEYOR_BELT1_SWITCH_LEFT,
1897 EL_CONVEYOR_BELT2_SWITCH_LEFT,
1898 EL_CONVEYOR_BELT3_SWITCH_LEFT,
1899 EL_CONVEYOR_BELT4_SWITCH_LEFT
1901 static int belt_move_dir[4] =
1909 int element = Feld[x][y];
1910 int belt_nr = getBeltNrFromBeltSwitchElement(element);
1911 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1912 int belt_dir = belt_move_dir[belt_dir_nr];
1915 if (!IS_BELT_SWITCH(element))
1918 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1919 game.belt_dir[belt_nr] = belt_dir;
1921 if (belt_dir_nr == 3)
1924 /* set frame order for belt animation graphic according to belt direction */
1927 int element = belt_base_active_element[belt_nr] + i;
1928 int graphic = el2img(element);
1930 if (belt_dir == MV_LEFT)
1931 new_graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
1933 new_graphic_info[graphic].anim_mode |= ANIM_REVERSE;
1936 for (yy=0; yy<lev_fieldy; yy++)
1938 for (xx=0; xx<lev_fieldx; xx++)
1940 int element = Feld[xx][yy];
1942 if (IS_BELT_SWITCH(element))
1944 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
1946 if (e_belt_nr == belt_nr)
1948 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
1949 DrawLevelField(xx, yy);
1952 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
1954 int e_belt_nr = getBeltNrFromBeltElement(element);
1956 if (e_belt_nr == belt_nr)
1958 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
1960 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
1961 DrawLevelField(xx, yy);
1964 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
1966 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
1968 if (e_belt_nr == belt_nr)
1970 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
1972 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
1973 DrawLevelField(xx, yy);
1980 static void ToggleSwitchgateSwitch(int x, int y)
1984 game.switchgate_pos = !game.switchgate_pos;
1986 for (yy=0; yy<lev_fieldy; yy++)
1988 for (xx=0; xx<lev_fieldx; xx++)
1990 int element = Feld[xx][yy];
1992 if (element == EL_SWITCHGATE_SWITCH_UP ||
1993 element == EL_SWITCHGATE_SWITCH_DOWN)
1995 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
1996 DrawLevelField(xx, yy);
1998 else if (element == EL_SWITCHGATE_OPEN ||
1999 element == EL_SWITCHGATE_OPENING)
2001 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2002 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2004 else if (element == EL_SWITCHGATE_CLOSED ||
2005 element == EL_SWITCHGATE_CLOSING)
2007 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2008 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2014 static int getInvisibleActiveFromInvisibleElement(int element)
2016 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2017 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2018 EL_INVISIBLE_SAND_ACTIVE);
2021 static int getInvisibleFromInvisibleActiveElement(int element)
2023 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2024 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2028 static void RedrawAllLightSwitchesAndInvisibleElements()
2032 for (y=0; y<lev_fieldy; y++)
2034 for (x=0; x<lev_fieldx; x++)
2036 int element = Feld[x][y];
2038 if (element == EL_LIGHT_SWITCH &&
2039 game.light_time_left > 0)
2041 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2042 DrawLevelField(x, y);
2044 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2045 game.light_time_left == 0)
2047 Feld[x][y] = EL_LIGHT_SWITCH;
2048 DrawLevelField(x, y);
2050 else if (element == EL_INVISIBLE_STEELWALL ||
2051 element == EL_INVISIBLE_WALL ||
2052 element == EL_INVISIBLE_SAND)
2054 if (game.light_time_left > 0)
2055 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2057 DrawLevelField(x, y);
2059 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2060 element == EL_INVISIBLE_WALL_ACTIVE ||
2061 element == EL_INVISIBLE_SAND_ACTIVE)
2063 if (game.light_time_left == 0)
2064 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2066 DrawLevelField(x, y);
2072 static void ToggleLightSwitch(int x, int y)
2074 int element = Feld[x][y];
2076 game.light_time_left =
2077 (element == EL_LIGHT_SWITCH ?
2078 level.time_light * FRAMES_PER_SECOND : 0);
2080 RedrawAllLightSwitchesAndInvisibleElements();
2083 static void ActivateTimegateSwitch(int x, int y)
2087 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2089 for (yy=0; yy<lev_fieldy; yy++)
2091 for (xx=0; xx<lev_fieldx; xx++)
2093 int element = Feld[xx][yy];
2095 if (element == EL_TIMEGATE_CLOSED ||
2096 element == EL_TIMEGATE_CLOSING)
2098 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2099 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2103 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2105 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2106 DrawLevelField(xx, yy);
2113 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2116 void Impact(int x, int y)
2118 boolean lastline = (y == lev_fieldy-1);
2119 boolean object_hit = FALSE;
2120 int element = Feld[x][y];
2123 if (!lastline) /* check if element below was hit */
2125 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
2128 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
2129 MovDir[x][y+1]!=MV_DOWN ||
2130 MovPos[x][y+1]<=TILEY/2));
2132 smashed = MovingOrBlocked2Element(x, y+1);
2135 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2141 if ((element == EL_BOMB ||
2142 element == EL_SP_DISK_ORANGE ||
2143 element == EL_DX_SUPABOMB) &&
2144 (lastline || object_hit)) /* element is bomb */
2149 else if (element == EL_PEARL)
2151 Feld[x][y] = EL_PEARL_BREAKING;
2152 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2156 if (element == EL_AMOEBA_DROP && (lastline || object_hit))
2158 if (object_hit && IS_PLAYER(x, y+1))
2159 KillHeroUnlessProtected(x, y+1);
2160 else if (object_hit && smashed == EL_PENGUIN)
2164 Feld[x][y] = EL_AMOEBA_CREATING;
2165 Store[x][y] = EL_AMOEBA_WET;
2170 if (!lastline && object_hit) /* check which object was hit */
2172 if (CAN_CHANGE(element) &&
2173 (smashed == EL_MAGIC_WALL || smashed == EL_BD_MAGIC_WALL))
2176 int activated_magic_wall =
2177 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2178 EL_BD_MAGIC_WALL_ACTIVE);
2180 /* activate magic wall / mill */
2181 for (yy=0; yy<lev_fieldy; yy++)
2182 for (xx=0; xx<lev_fieldx; xx++)
2183 if (Feld[xx][yy] == smashed)
2184 Feld[xx][yy] = activated_magic_wall;
2186 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2187 game.magic_wall_active = TRUE;
2189 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2190 SND_MAGIC_WALL_ACTIVATING :
2191 SND_BD_MAGIC_WALL_ACTIVATING));
2194 if (IS_PLAYER(x, y+1))
2196 KillHeroUnlessProtected(x, y+1);
2199 else if (smashed == EL_PENGUIN)
2204 else if (element == EL_BD_DIAMOND)
2206 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2212 else if ((element == EL_SP_INFOTRON || element == EL_SP_ZONK) &&
2213 (smashed == EL_SP_SNIKSNAK || smashed == EL_SP_ELECTRON ||
2214 smashed == EL_SP_DISK_ORANGE))
2219 else if (element == EL_ROCK ||
2220 element == EL_SP_ZONK ||
2221 element == EL_BD_ROCK)
2223 if (IS_ENEMY(smashed) ||
2224 smashed == EL_BOMB || smashed == EL_SP_DISK_ORANGE ||
2225 smashed == EL_DX_SUPABOMB ||
2226 smashed == EL_SATELLITE || smashed == EL_PIG ||
2227 smashed == EL_DRAGON || smashed == EL_MOLE)
2232 else if (!IS_MOVING(x, y+1))
2234 if (smashed == EL_LAMP || smashed == EL_LAMP_ACTIVE)
2239 else if (smashed == EL_NUT)
2241 Feld[x][y+1] = EL_NUT_CRACKING;
2242 PlaySoundLevel(x, y, SND_NUT_CRACKING);
2243 RaiseScoreElement(EL_NUT);
2246 else if (smashed == EL_PEARL)
2248 Feld[x][y+1] = EL_PEARL_BREAKING;
2249 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2252 else if (smashed == EL_DIAMOND)
2254 Feld[x][y+1] = EL_EMPTY;
2255 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2258 else if (IS_BELT_SWITCH(smashed))
2260 ToggleBeltSwitch(x, y+1);
2262 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
2263 smashed == EL_SWITCHGATE_SWITCH_DOWN)
2265 ToggleSwitchgateSwitch(x, y+1);
2267 else if (smashed == EL_LIGHT_SWITCH ||
2268 smashed == EL_LIGHT_SWITCH_ACTIVE)
2270 ToggleLightSwitch(x, y+1);
2276 /* play sound of magic wall / mill */
2278 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2279 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2281 if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2282 PlaySoundLevel(x, y, SND_MAGIC_WALL_CHANGING);
2283 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2284 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_CHANGING);
2289 /* play sound of object that hits the ground */
2290 if (lastline || object_hit)
2291 PlaySoundLevelElementAction(x, y, element, SND_ACTION_IMPACT);
2294 void TurnRound(int x, int y)
2306 { 0, 0 }, { 0, 0 }, { 0, 0 },
2311 int left, right, back;
2315 { MV_DOWN, MV_UP, MV_RIGHT },
2316 { MV_UP, MV_DOWN, MV_LEFT },
2318 { MV_LEFT, MV_RIGHT, MV_DOWN },
2319 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2320 { MV_RIGHT, MV_LEFT, MV_UP }
2323 int element = Feld[x][y];
2324 int old_move_dir = MovDir[x][y];
2325 int left_dir = turn[old_move_dir].left;
2326 int right_dir = turn[old_move_dir].right;
2327 int back_dir = turn[old_move_dir].back;
2329 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2330 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2331 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2332 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2334 int left_x = x+left_dx, left_y = y+left_dy;
2335 int right_x = x+right_dx, right_y = y+right_dy;
2336 int move_x = x+move_dx, move_y = y+move_dy;
2338 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2340 TestIfBadThingTouchesOtherBadThing(x, y);
2342 if (IN_LEV_FIELD(right_x, right_y) &&
2343 IS_FREE(right_x, right_y))
2344 MovDir[x][y] = right_dir;
2345 else if (!IN_LEV_FIELD(move_x, move_y) ||
2346 !IS_FREE(move_x, move_y))
2347 MovDir[x][y] = left_dir;
2349 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
2351 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2354 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2355 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2357 TestIfBadThingTouchesOtherBadThing(x, y);
2359 if (IN_LEV_FIELD(left_x, left_y) &&
2360 IS_FREE(left_x, left_y))
2361 MovDir[x][y] = left_dir;
2362 else if (!IN_LEV_FIELD(move_x, move_y) ||
2363 !IS_FREE(move_x, move_y))
2364 MovDir[x][y] = right_dir;
2366 if ((element == EL_SPACESHIP ||
2367 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2368 && MovDir[x][y] != old_move_dir)
2370 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
2373 else if (element == EL_YAMYAM)
2375 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2377 if (IN_LEV_FIELD(left_x, left_y) &&
2378 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2379 Feld[left_x][left_y] == EL_DIAMOND))
2380 can_turn_left = TRUE;
2381 if (IN_LEV_FIELD(right_x, right_y) &&
2382 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2383 Feld[right_x][right_y] == EL_DIAMOND))
2384 can_turn_right = TRUE;
2386 if (can_turn_left && can_turn_right)
2387 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2388 else if (can_turn_left)
2389 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2390 else if (can_turn_right)
2391 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2393 MovDir[x][y] = back_dir;
2395 MovDelay[x][y] = 16+16*RND(3);
2397 else if (element == EL_DARK_YAMYAM)
2399 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2401 if (IN_LEV_FIELD(left_x, left_y) &&
2402 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2403 IS_MAMPF2(Feld[left_x][left_y])))
2404 can_turn_left = TRUE;
2405 if (IN_LEV_FIELD(right_x, right_y) &&
2406 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2407 IS_MAMPF2(Feld[right_x][right_y])))
2408 can_turn_right = TRUE;
2410 if (can_turn_left && can_turn_right)
2411 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2412 else if (can_turn_left)
2413 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2414 else if (can_turn_right)
2415 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2417 MovDir[x][y] = back_dir;
2419 MovDelay[x][y] = 16+16*RND(3);
2421 else if (element == EL_PACMAN)
2423 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2425 if (IN_LEV_FIELD(left_x, left_y) &&
2426 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2427 IS_AMOEBOID(Feld[left_x][left_y])))
2428 can_turn_left = TRUE;
2429 if (IN_LEV_FIELD(right_x, right_y) &&
2430 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2431 IS_AMOEBOID(Feld[right_x][right_y])))
2432 can_turn_right = TRUE;
2434 if (can_turn_left && can_turn_right)
2435 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2436 else if (can_turn_left)
2437 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2438 else if (can_turn_right)
2439 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2441 MovDir[x][y] = back_dir;
2443 MovDelay[x][y] = 6+RND(40);
2445 else if (element == EL_PIG)
2447 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2448 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2449 boolean should_move_on = FALSE;
2451 int rnd = RND(rnd_value);
2453 if (IN_LEV_FIELD(left_x, left_y) &&
2454 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2455 can_turn_left = TRUE;
2456 if (IN_LEV_FIELD(right_x, right_y) &&
2457 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2458 can_turn_right = TRUE;
2459 if (IN_LEV_FIELD(move_x, move_y) &&
2460 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2463 if (can_turn_left &&
2465 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2466 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2467 should_turn_left = TRUE;
2468 if (can_turn_right &&
2470 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2471 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2472 should_turn_right = TRUE;
2474 (!can_turn_left || !can_turn_right ||
2475 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2476 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2477 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2478 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2479 should_move_on = TRUE;
2481 if (should_turn_left || should_turn_right || should_move_on)
2483 if (should_turn_left && should_turn_right && should_move_on)
2484 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2485 rnd < 2*rnd_value/3 ? right_dir :
2487 else if (should_turn_left && should_turn_right)
2488 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2489 else if (should_turn_left && should_move_on)
2490 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2491 else if (should_turn_right && should_move_on)
2492 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2493 else if (should_turn_left)
2494 MovDir[x][y] = left_dir;
2495 else if (should_turn_right)
2496 MovDir[x][y] = right_dir;
2497 else if (should_move_on)
2498 MovDir[x][y] = old_move_dir;
2500 else if (can_move_on && rnd > rnd_value/8)
2501 MovDir[x][y] = old_move_dir;
2502 else if (can_turn_left && can_turn_right)
2503 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2504 else if (can_turn_left && rnd > rnd_value/8)
2505 MovDir[x][y] = left_dir;
2506 else if (can_turn_right && rnd > rnd_value/8)
2507 MovDir[x][y] = right_dir;
2509 MovDir[x][y] = back_dir;
2511 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2512 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2513 MovDir[x][y] = old_move_dir;
2517 else if (element == EL_DRAGON)
2519 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2521 int rnd = RND(rnd_value);
2523 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2524 can_turn_left = TRUE;
2525 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2526 can_turn_right = TRUE;
2527 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2530 if (can_move_on && rnd > rnd_value/8)
2531 MovDir[x][y] = old_move_dir;
2532 else if (can_turn_left && can_turn_right)
2533 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2534 else if (can_turn_left && rnd > rnd_value/8)
2535 MovDir[x][y] = left_dir;
2536 else if (can_turn_right && rnd > rnd_value/8)
2537 MovDir[x][y] = right_dir;
2539 MovDir[x][y] = back_dir;
2541 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2542 MovDir[x][y] = old_move_dir;
2546 else if (element == EL_MOLE)
2548 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2550 if (IN_LEV_FIELD(move_x, move_y) &&
2551 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2552 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING))
2557 if (IN_LEV_FIELD(left_x, left_y) &&
2558 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2559 can_turn_left = TRUE;
2560 if (IN_LEV_FIELD(right_x, right_y) &&
2561 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2562 can_turn_right = TRUE;
2564 if (can_turn_left && can_turn_right)
2565 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2566 else if (can_turn_left)
2567 MovDir[x][y] = left_dir;
2569 MovDir[x][y] = right_dir;
2572 if (MovDir[x][y] != old_move_dir)
2575 else if (element == EL_BALLOON)
2577 MovDir[x][y] = game.balloon_dir;
2580 else if (element == EL_SPRING_MOVING)
2582 if (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2583 (IN_LEV_FIELD(x, y+1) && IS_FREE(x, y+1)))
2585 Feld[x][y] = EL_SPRING;
2586 MovDir[x][y] = MV_NO_MOVING;
2590 else if (element == EL_ROBOT || element == EL_SATELLITE || element == EL_PENGUIN)
2592 int attr_x = -1, attr_y = -1;
2603 for (i=0; i<MAX_PLAYERS; i++)
2605 struct PlayerInfo *player = &stored_player[i];
2606 int jx = player->jx, jy = player->jy;
2608 if (!player->active)
2611 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2619 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
2625 if (element == EL_PENGUIN)
2628 static int xy[4][2] =
2638 int ex = x + xy[i%4][0];
2639 int ey = y + xy[i%4][1];
2641 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
2650 MovDir[x][y] = MV_NO_MOVING;
2652 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2654 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2656 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2658 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2660 if (element == EL_ROBOT)
2664 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2665 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2666 Moving2Blocked(x, y, &newx, &newy);
2668 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2669 MovDelay[x][y] = 8+8*!RND(3);
2671 MovDelay[x][y] = 16;
2679 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2681 boolean first_horiz = RND(2);
2682 int new_move_dir = MovDir[x][y];
2685 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2686 Moving2Blocked(x, y, &newx, &newy);
2688 if (IN_LEV_FIELD(newx, newy) &&
2689 (IS_FREE(newx, newy) ||
2690 Feld[newx][newy] == EL_ACID ||
2691 (element == EL_PENGUIN &&
2692 (Feld[newx][newy] == EL_EXIT_OPEN ||
2693 IS_MAMPF3(Feld[newx][newy])))))
2697 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2698 Moving2Blocked(x, y, &newx, &newy);
2700 if (IN_LEV_FIELD(newx, newy) &&
2701 (IS_FREE(newx, newy) ||
2702 Feld[newx][newy] == EL_ACID ||
2703 (element == EL_PENGUIN &&
2704 (Feld[newx][newy] == EL_EXIT_OPEN ||
2705 IS_MAMPF3(Feld[newx][newy])))))
2708 MovDir[x][y] = old_move_dir;
2715 static boolean JustBeingPushed(int x, int y)
2719 for (i=0; i<MAX_PLAYERS; i++)
2721 struct PlayerInfo *player = &stored_player[i];
2723 if (player->active && player->Pushing && player->MovPos)
2725 int next_jx = player->jx + (player->jx - player->last_jx);
2726 int next_jy = player->jy + (player->jy - player->last_jy);
2728 if (x == next_jx && y == next_jy)
2736 void StartMoving(int x, int y)
2738 int element = Feld[x][y];
2743 GfxAction[x][y] = GFX_ACTION_DEFAULT;
2745 if (CAN_FALL(element) && y<lev_fieldy-1)
2747 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2748 if (JustBeingPushed(x, y))
2751 if (element == EL_QUICKSAND_FULL)
2753 if (IS_FREE(x, y+1))
2755 InitMovingField(x, y, MV_DOWN);
2756 Feld[x][y] = EL_QUICKSAND_EMPTYING;
2757 Store[x][y] = EL_ROCK;
2758 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
2760 else if (Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2762 if (!MovDelay[x][y])
2763 MovDelay[x][y] = TILEY + 1;
2772 Feld[x][y] = EL_QUICKSAND_EMPTY;
2773 Feld[x][y+1] = EL_QUICKSAND_FULL;
2774 Store[x][y+1] = Store[x][y];
2776 PlaySoundLevel(x, y, SND_QUICKSAND_SLIPPING);
2779 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
2780 Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2782 InitMovingField(x, y, MV_DOWN);
2783 Feld[x][y] = EL_QUICKSAND_FILLING;
2784 Store[x][y] = element;
2785 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
2787 else if (element == EL_MAGIC_WALL_FULL)
2789 if (IS_FREE(x, y+1))
2791 InitMovingField(x, y, MV_DOWN);
2792 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
2793 Store[x][y] = EL_CHANGED(Store[x][y]);
2795 else if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2797 if (!MovDelay[x][y])
2798 MovDelay[x][y] = TILEY/4 + 1;
2807 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
2808 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
2809 Store[x][y+1] = EL_CHANGED(Store[x][y]);
2813 else if (element == EL_BD_MAGIC_WALL_FULL)
2815 if (IS_FREE(x, y+1))
2817 InitMovingField(x, y, MV_DOWN);
2818 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
2819 Store[x][y] = EL_CHANGED2(Store[x][y]);
2821 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2823 if (!MovDelay[x][y])
2824 MovDelay[x][y] = TILEY/4 + 1;
2833 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
2834 Feld[x][y+1] = EL_BD_MAGIC_WALL_FULL;
2835 Store[x][y+1] = EL_CHANGED2(Store[x][y]);
2839 else if (CAN_CHANGE(element) &&
2840 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2841 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2843 InitMovingField(x, y, MV_DOWN);
2845 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
2846 EL_BD_MAGIC_WALL_FILLING);
2847 Store[x][y] = element;
2849 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_ACID)
2852 InitMovingField(x, y, MV_DOWN);
2853 Store[x][y] = EL_ACID;
2855 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2860 else if (IS_FREE(x, y+1))
2862 InitMovingField(x, y, MV_DOWN);
2864 else if (element == EL_AMOEBA_DROP)
2866 Feld[x][y] = EL_AMOEBA_CREATING;
2867 Store[x][y] = EL_AMOEBA_WET;
2869 /* Store[x][y+1] must be zero, because:
2870 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y+1] == EL_QUICKSAND_EMPTY
2873 #if OLD_GAME_BEHAVIOUR
2874 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2876 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2877 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2878 element != EL_DX_SUPABOMB)
2881 else if ((IS_SLIPPERY(Feld[x][y+1]) ||
2882 (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
2883 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2884 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
2887 boolean left = (x>0 && IS_FREE(x-1, y) &&
2888 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_ACID));
2889 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2890 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_ACID));
2894 if (left && right &&
2895 (game.emulation != EMU_BOULDERDASH &&
2896 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
2897 left = !(right = RND(2));
2899 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2902 else if (IS_BELT_ACTIVE(Feld[x][y+1]))
2904 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
2905 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
2906 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y+1]);
2907 int belt_dir = game.belt_dir[belt_nr];
2909 if ((belt_dir == MV_LEFT && left_is_free) ||
2910 (belt_dir == MV_RIGHT && right_is_free))
2911 InitMovingField(x, y, belt_dir);
2914 else if (CAN_MOVE(element))
2918 if ((element == EL_SATELLITE || element == EL_BALLOON ||
2919 element == EL_SPRING_MOVING)
2920 && JustBeingPushed(x, y))
2923 if (!MovDelay[x][y]) /* start new movement phase */
2925 /* all objects that can change their move direction after each step */
2926 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2928 if (element!=EL_YAMYAM && element!=EL_DARK_YAMYAM && element!=EL_PACMAN)
2932 if (MovDelay[x][y] && (element == EL_BUG ||
2933 element == EL_SPACESHIP ||
2934 element == EL_SP_SNIKSNAK ||
2935 element == EL_SP_ELECTRON ||
2936 element == EL_MOLE))
2937 DrawLevelField(x, y);
2941 if (MovDelay[x][y]) /* wait some time before next movement */
2945 if (element == EL_ROBOT ||
2946 element == EL_YAMYAM || element == EL_DARK_YAMYAM)
2948 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2950 int graphic = el2img(element);
2951 int frame = getGraphicAnimationFrame(graphic, MovDelay[x][y] % 8);
2953 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
2956 if (MovDelay[x][y] % 4 == 3)
2958 if (element == EL_YAMYAM)
2959 PlaySoundLevel(x, y, SND_YAMYAM_WAITING);
2960 else if (element == EL_DARK_YAMYAM)
2961 PlaySoundLevel(x, y, SND_DARK_YAMYAM_WAITING);
2964 else if (element == EL_SP_ELECTRON)
2965 DrawGraphicAnimation(x, y, IMG_SP_ELECTRON);
2966 else if (element == EL_DRAGON)
2969 int dir = MovDir[x][y];
2970 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2971 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2972 int graphic = (dir == MV_LEFT ? IMG_FLAMES_LEFT1 :
2973 dir == MV_RIGHT ? IMG_FLAMES_RIGHT1 :
2974 dir == MV_UP ? IMG_FLAMES_UP1 :
2975 dir == MV_DOWN ? IMG_FLAMES_DOWN1 : IMG_EMPTY);
2976 int frame = getGraphicAnimationFrame(graphic, -1);
2978 for (i=1; i<=3; i++)
2980 int xx = x + i*dx, yy = y + i*dy;
2981 int sx = SCREENX(xx), sy = SCREENY(yy);
2982 int flame_graphic = graphic + (i - 1);
2984 if (!IN_LEV_FIELD(xx, yy) ||
2985 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLOSION)
2990 int flamed = MovingOrBlocked2Element(xx, yy);
2992 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
2995 RemoveMovingField(xx, yy);
2997 Feld[xx][yy] = EL_FLAMES;
2998 if (IN_SCR_FIELD(sx, sy))
2999 DrawGraphic(sx, sy, flame_graphic, frame);
3003 if (Feld[xx][yy] == EL_FLAMES)
3004 Feld[xx][yy] = EL_EMPTY;
3005 DrawLevelField(xx, yy);
3010 if (MovDelay[x][y]) /* element still has to wait some time */
3012 PlaySoundLevelAction(x, y, SND_ACTION_WAITING);
3018 /* now make next step */
3020 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
3022 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
3023 !PLAYER_PROTECTED(newx, newy))
3027 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
3030 /* enemy got the player */
3032 KillHero(PLAYERINFO(newx, newy));
3037 else if ((element == EL_PENGUIN || element == EL_ROBOT ||
3038 element == EL_SATELLITE || element == EL_BALLOON) &&
3039 IN_LEV_FIELD(newx, newy) &&
3040 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
3043 Store[x][y] = EL_ACID;
3045 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
3047 if (Feld[newx][newy] == EL_EXIT_OPEN)
3049 Feld[x][y] = EL_EMPTY;
3050 DrawLevelField(x, y);
3052 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING_EXIT);
3053 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
3054 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
3056 local_player->friends_still_needed--;
3057 if (!local_player->friends_still_needed &&
3058 !local_player->GameOver && AllPlayersGone)
3059 local_player->LevelSolved = local_player->GameOver = TRUE;
3063 else if (IS_MAMPF3(Feld[newx][newy]))
3065 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
3066 DrawLevelField(newx, newy);
3068 MovDir[x][y] = MV_NO_MOVING;
3070 else if (!IS_FREE(newx, newy))
3072 if (IS_PLAYER(x, y))
3073 DrawPlayerField(x, y);
3075 DrawLevelField(x, y);
3079 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
3081 if (IS_GEM(Feld[newx][newy]))
3083 if (IS_MOVING(newx, newy))
3084 RemoveMovingField(newx, newy);
3087 Feld[newx][newy] = EL_EMPTY;
3088 DrawLevelField(newx, newy);
3091 PlaySoundLevel(x, y, SND_PIG_EATING);
3093 else if (!IS_FREE(newx, newy))
3095 if (IS_PLAYER(x, y))
3096 DrawPlayerField(x, y);
3098 DrawLevelField(x, y);
3102 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
3104 if (!IS_FREE(newx, newy))
3106 if (IS_PLAYER(x, y))
3107 DrawPlayerField(x, y);
3109 DrawLevelField(x, y);
3114 boolean wanna_flame = !RND(10);
3115 int dx = newx - x, dy = newy - y;
3116 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3117 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3118 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3119 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
3120 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3121 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
3123 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
3124 element1 != EL_DRAGON && element2 != EL_DRAGON &&
3125 element1 != EL_FLAMES && element2 != EL_FLAMES)
3127 if (IS_PLAYER(x, y))
3128 DrawPlayerField(x, y);
3130 DrawLevelField(x, y);
3132 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3134 MovDelay[x][y] = 50;
3135 Feld[newx][newy] = EL_FLAMES;
3136 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
3137 Feld[newx1][newy1] = EL_FLAMES;
3138 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
3139 Feld[newx2][newy2] = EL_FLAMES;
3144 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3145 Feld[newx][newy] == EL_DIAMOND)
3147 if (IS_MOVING(newx, newy))
3148 RemoveMovingField(newx, newy);
3151 Feld[newx][newy] = EL_EMPTY;
3152 DrawLevelField(newx, newy);
3155 PlaySoundLevel(x, y, SND_YAMYAM_EATING);
3157 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3158 IS_MAMPF2(Feld[newx][newy]))
3160 if (AmoebaNr[newx][newy])
3162 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3163 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3164 Feld[newx][newy] == EL_BD_AMOEBA)
3165 AmoebaCnt[AmoebaNr[newx][newy]]--;
3168 if (IS_MOVING(newx, newy))
3169 RemoveMovingField(newx, newy);
3172 Feld[newx][newy] = EL_EMPTY;
3173 DrawLevelField(newx, newy);
3176 PlaySoundLevel(x, y, SND_DARK_YAMYAM_EATING);
3178 else if ((element == EL_PACMAN || element == EL_MOLE)
3179 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3181 if (AmoebaNr[newx][newy])
3183 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3184 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3185 Feld[newx][newy] == EL_BD_AMOEBA)
3186 AmoebaCnt[AmoebaNr[newx][newy]]--;
3189 if (element == EL_MOLE)
3191 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
3192 PlaySoundLevel(x, y, SND_MOLE_EATING);
3193 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
3194 return; /* wait for shrinking amoeba */
3196 else /* element == EL_PACMAN */
3198 Feld[newx][newy] = EL_EMPTY;
3199 DrawLevelField(newx, newy);
3200 PlaySoundLevel(x, y, SND_PACMAN_EATING);
3203 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
3204 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
3205 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
3207 /* wait for shrinking amoeba to completely disappear */
3210 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3212 /* object was running against a wall */
3216 if (element == EL_BUG || element == EL_SPACESHIP ||
3217 element == EL_SP_SNIKSNAK)
3218 DrawLevelField(x, y);
3219 else if (element == EL_BUG || element == EL_SPACESHIP ||
3220 element == EL_SP_SNIKSNAK || element == EL_MOLE)
3221 DrawLevelField(x, y);
3222 else if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
3223 DrawGraphicAnimation(x, y, el2img(element));
3224 else if (element == EL_SATELLITE)
3225 DrawGraphicAnimation(x, y, IMG_SATELLITE);
3226 else if (element == EL_SP_ELECTRON)
3227 DrawGraphicAnimation(x, y, IMG_SP_ELECTRON);
3229 if (DONT_TOUCH(element))
3230 TestIfBadThingTouchesHero(x, y);
3232 PlaySoundLevelAction(x, y, SND_ACTION_WAITING);
3237 InitMovingField(x, y, MovDir[x][y]);
3239 PlaySoundLevelAction(x, y, SND_ACTION_MOVING);
3243 ContinueMoving(x, y);
3246 void ContinueMoving(int x, int y)
3248 int element = Feld[x][y];
3249 int direction = MovDir[x][y];
3250 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3251 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3252 int horiz_move = (dx!=0);
3253 int newx = x + dx, newy = y + dy;
3254 int step = (horiz_move ? dx : dy) * TILEX / 8;
3256 if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DRIPPING)
3258 else if (element == EL_QUICKSAND_FILLING ||
3259 element == EL_QUICKSAND_EMPTYING)
3261 else if (element == EL_MAGIC_WALL_FILLING ||
3262 element == EL_BD_MAGIC_WALL_FILLING ||
3263 element == EL_MAGIC_WALL_EMPTYING ||
3264 element == EL_BD_MAGIC_WALL_EMPTYING)
3266 else if (CAN_FALL(element) && horiz_move &&
3267 y < lev_fieldy-1 && IS_BELT_ACTIVE(Feld[x][y+1]))
3269 else if (element == EL_SPRING_MOVING)
3272 #if OLD_GAME_BEHAVIOUR
3273 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3277 MovPos[x][y] += step;
3279 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
3281 Feld[x][y] = EL_EMPTY;
3282 Feld[newx][newy] = element;
3284 if (element == EL_MOLE)
3287 static int xy[4][2] =
3295 Feld[x][y] = EL_SAND;
3296 DrawLevelField(x, y);
3305 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND)
3306 DrawLevelField(xx, yy); /* for "DrawCrumbledSand()" */
3310 if (element == EL_QUICKSAND_FILLING)
3312 element = Feld[newx][newy] = get_next_element(element);
3313 Store[newx][newy] = Store[x][y];
3315 else if (element == EL_QUICKSAND_EMPTYING)
3317 Feld[x][y] = get_next_element(element);
3318 element = Feld[newx][newy] = Store[x][y];
3320 else if (element == EL_MAGIC_WALL_FILLING)
3322 element = Feld[newx][newy] = get_next_element(element);
3323 if (!game.magic_wall_active)
3324 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3325 Store[newx][newy] = Store[x][y];
3327 else if (element == EL_MAGIC_WALL_EMPTYING)
3329 Feld[x][y] = get_next_element(element);
3330 if (!game.magic_wall_active)
3331 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3332 element = Feld[newx][newy] = Store[x][y];
3334 else if (element == EL_BD_MAGIC_WALL_FILLING)
3336 element = Feld[newx][newy] = get_next_element(element);
3337 if (!game.magic_wall_active)
3338 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
3339 Store[newx][newy] = Store[x][y];
3341 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
3343 Feld[x][y] = get_next_element(element);
3344 if (!game.magic_wall_active)
3345 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
3346 element = Feld[newx][newy] = Store[x][y];
3348 else if (element == EL_AMOEBA_DRIPPING)
3350 Feld[x][y] = get_next_element(element);
3351 element = Feld[newx][newy] = Store[x][y];
3353 else if (Store[x][y] == EL_ACID)
3355 element = Feld[newx][newy] = EL_ACID;
3359 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3360 MovDelay[newx][newy] = 0;
3362 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
3363 GfxAction[x][y] = GFX_ACTION_DEFAULT;
3365 if (!CAN_MOVE(element))
3366 MovDir[newx][newy] = 0;
3368 DrawLevelField(x, y);
3369 DrawLevelField(newx, newy);
3371 Stop[newx][newy] = TRUE;
3372 JustStopped[newx][newy] = 3;
3374 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3376 TestIfBadThingTouchesHero(newx, newy);
3377 TestIfBadThingTouchesFriend(newx, newy);
3378 TestIfBadThingTouchesOtherBadThing(newx, newy);
3380 else if (element == EL_PENGUIN)
3381 TestIfFriendTouchesBadThing(newx, newy);
3383 if (CAN_SMASH(element) && direction == MV_DOWN &&
3384 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3387 else /* still moving on */
3389 if (GfxAction[x][y] == GFX_ACTION_DEFAULT)
3390 GfxAction[x][y] = GFX_ACTION_MOVING;
3392 DrawLevelField(x, y);
3396 int AmoebeNachbarNr(int ax, int ay)
3399 int element = Feld[ax][ay];
3401 static int xy[4][2] =
3411 int x = ax + xy[i][0];
3412 int y = ay + xy[i][1];
3414 if (!IN_LEV_FIELD(x, y))
3417 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3418 group_nr = AmoebaNr[x][y];
3424 void AmoebenVereinigen(int ax, int ay)
3426 int i, x, y, xx, yy;
3427 int new_group_nr = AmoebaNr[ax][ay];
3428 static int xy[4][2] =
3436 if (new_group_nr == 0)
3444 if (!IN_LEV_FIELD(x, y))
3447 if ((Feld[x][y] == EL_AMOEBA_FULL ||
3448 Feld[x][y] == EL_BD_AMOEBA ||
3449 Feld[x][y] == EL_AMOEBA_DEAD) &&
3450 AmoebaNr[x][y] != new_group_nr)
3452 int old_group_nr = AmoebaNr[x][y];
3454 if (old_group_nr == 0)
3457 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3458 AmoebaCnt[old_group_nr] = 0;
3459 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3460 AmoebaCnt2[old_group_nr] = 0;
3462 for (yy=0; yy<lev_fieldy; yy++)
3464 for (xx=0; xx<lev_fieldx; xx++)
3466 if (AmoebaNr[xx][yy] == old_group_nr)
3467 AmoebaNr[xx][yy] = new_group_nr;
3474 void AmoebeUmwandeln(int ax, int ay)
3478 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
3480 int group_nr = AmoebaNr[ax][ay];
3485 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3486 printf("AmoebeUmwandeln(): This should never happen!\n");
3491 for (y=0; y<lev_fieldy; y++)
3493 for (x=0; x<lev_fieldx; x++)
3495 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
3498 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
3502 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
3503 SND_AMOEBA_TURNING_TO_GEM :
3504 SND_AMOEBA_TURNING_TO_ROCK));
3509 static int xy[4][2] =
3522 if (!IN_LEV_FIELD(x, y))
3525 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
3527 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
3528 SND_AMOEBA_TURNING_TO_GEM :
3529 SND_AMOEBA_TURNING_TO_ROCK));
3536 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3539 int group_nr = AmoebaNr[ax][ay];
3540 boolean done = FALSE;
3545 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3546 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3551 for (y=0; y<lev_fieldy; y++)
3553 for (x=0; x<lev_fieldx; x++)
3555 if (AmoebaNr[x][y] == group_nr &&
3556 (Feld[x][y] == EL_AMOEBA_DEAD ||
3557 Feld[x][y] == EL_BD_AMOEBA ||
3558 Feld[x][y] == EL_AMOEBA_CREATING))
3561 Feld[x][y] = new_element;
3562 InitField(x, y, FALSE);
3563 DrawLevelField(x, y);
3570 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
3571 SND_BD_AMOEBA_TURNING_TO_ROCK :
3572 SND_BD_AMOEBA_TURNING_TO_GEM));
3575 void AmoebeWaechst(int x, int y)
3577 static unsigned long sound_delay = 0;
3578 static unsigned long sound_delay_value = 0;
3580 if (!MovDelay[x][y]) /* start new growing cycle */
3584 if (DelayReached(&sound_delay, sound_delay_value))
3586 if (Store[x][y] == EL_BD_AMOEBA)
3587 PlaySoundLevel(x, y, SND_BD_AMOEBA_CREATING);
3589 PlaySoundLevel(x, y, SND_AMOEBA_CREATING);
3590 sound_delay_value = 30;
3594 if (MovDelay[x][y]) /* wait some time before growing bigger */
3597 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3599 int frame = getGraphicAnimationFrame(IMG_AMOEBA_CREATING,
3600 6 - MovDelay[x][y]);
3602 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_CREATING, frame);
3605 if (!MovDelay[x][y])
3607 Feld[x][y] = Store[x][y];
3609 DrawLevelField(x, y);
3614 void AmoebaDisappearing(int x, int y)
3616 static unsigned long sound_delay = 0;
3617 static unsigned long sound_delay_value = 0;
3619 if (!MovDelay[x][y]) /* start new shrinking cycle */
3623 if (DelayReached(&sound_delay, sound_delay_value))
3624 sound_delay_value = 30;
3627 if (MovDelay[x][y]) /* wait some time before shrinking */
3630 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3632 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
3633 6 - MovDelay[x][y]);
3635 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
3638 if (!MovDelay[x][y])
3640 Feld[x][y] = EL_EMPTY;
3641 DrawLevelField(x, y);
3643 /* don't let mole enter this field in this cycle;
3644 (give priority to objects falling to this field from above) */
3650 void AmoebeAbleger(int ax, int ay)
3653 int element = Feld[ax][ay];
3654 int newax = ax, neway = ay;
3655 static int xy[4][2] =
3663 if (!level.amoeba_speed)
3665 Feld[ax][ay] = EL_AMOEBA_DEAD;
3666 DrawLevelField(ax, ay);
3670 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3671 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3673 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3676 if (MovDelay[ax][ay])
3680 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
3683 int x = ax + xy[start][0];
3684 int y = ay + xy[start][1];
3686 if (!IN_LEV_FIELD(x, y))
3689 if (IS_FREE(x, y) ||
3690 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3696 if (newax == ax && neway == ay)
3699 else /* normal or "filled" (BD style) amoeba */
3702 boolean waiting_for_player = FALSE;
3706 int j = (start + i) % 4;
3707 int x = ax + xy[j][0];
3708 int y = ay + xy[j][1];
3710 if (!IN_LEV_FIELD(x, y))
3713 if (IS_FREE(x, y) ||
3714 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3720 else if (IS_PLAYER(x, y))
3721 waiting_for_player = TRUE;
3724 if (newax == ax && neway == ay) /* amoeba cannot grow */
3726 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3728 Feld[ax][ay] = EL_AMOEBA_DEAD;
3729 DrawLevelField(ax, ay);
3730 AmoebaCnt[AmoebaNr[ax][ay]]--;
3732 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3734 if (element == EL_AMOEBA_FULL)
3735 AmoebeUmwandeln(ax, ay);
3736 else if (element == EL_BD_AMOEBA)
3737 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3742 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
3744 /* amoeba gets larger by growing in some direction */
3746 int new_group_nr = AmoebaNr[ax][ay];
3749 if (new_group_nr == 0)
3751 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3752 printf("AmoebeAbleger(): This should never happen!\n");
3757 AmoebaNr[newax][neway] = new_group_nr;
3758 AmoebaCnt[new_group_nr]++;
3759 AmoebaCnt2[new_group_nr]++;
3761 /* if amoeba touches other amoeba(s) after growing, unify them */
3762 AmoebenVereinigen(newax, neway);
3764 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
3766 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
3772 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
3773 (neway == lev_fieldy - 1 && newax != ax))
3775 Feld[newax][neway] = EL_AMOEBA_CREATING; /* creation of new amoeba */
3776 Store[newax][neway] = element;
3778 else if (neway == ay)
3780 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
3781 PlaySoundLevel(newax, neway, SND_AMOEBA_DROP_CREATING);
3785 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
3786 Feld[ax][ay] = EL_AMOEBA_DRIPPING;
3787 Store[ax][ay] = EL_AMOEBA_DROP;
3788 ContinueMoving(ax, ay);
3792 DrawLevelField(newax, neway);
3795 void Life(int ax, int ay)
3798 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3800 int element = Feld[ax][ay];
3801 boolean changed = FALSE;
3806 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3807 MovDelay[ax][ay] = life_time;
3809 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3812 if (MovDelay[ax][ay])
3816 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3818 int xx = ax+x1, yy = ay+y1;
3821 if (!IN_LEV_FIELD(xx, yy))
3824 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3826 int x = xx+x2, y = yy+y2;
3828 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3831 if (((Feld[x][y] == element ||
3832 (element == EL_GAMEOFLIFE && IS_PLAYER(x, y))) &&
3834 (IS_FREE(x, y) && Stop[x][y]))
3838 if (xx == ax && yy == ay) /* field in the middle */
3840 if (nachbarn < life[0] || nachbarn > life[1])
3842 Feld[xx][yy] = EL_EMPTY;
3844 DrawLevelField(xx, yy);
3845 Stop[xx][yy] = TRUE;
3849 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
3850 { /* free border field */
3851 if (nachbarn >= life[2] && nachbarn <= life[3])
3853 Feld[xx][yy] = element;
3854 MovDelay[xx][yy] = (element == EL_GAMEOFLIFE ? 0 : life_time-1);
3856 DrawLevelField(xx, yy);
3857 Stop[xx][yy] = TRUE;
3864 PlaySoundLevel(ax, ay, element == EL_GAMEOFLIFE ? SND_GAMEOFLIFE_CREATING :
3865 SND_BIOMAZE_CREATING);
3868 void RobotWheel(int x, int y)
3870 if (!MovDelay[x][y]) /* next animation frame */
3871 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3873 if (MovDelay[x][y]) /* wait some time before next frame */
3878 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3880 int frame = getGraphicAnimationFrame(IMG_ROBOT_WHEEL_ACTIVE, -1);
3882 DrawGraphic(SCREENX(x), SCREENY(y), IMG_ROBOT_WHEEL_ACTIVE, frame);
3885 if (!(MovDelay[x][y]%4))
3886 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
3891 Feld[x][y] = EL_ROBOT_WHEEL;
3892 DrawLevelField(x, y);
3893 if (ZX == x && ZY == y)
3897 void TimegateWheel(int x, int y)
3899 if (!MovDelay[x][y]) /* next animation frame */
3900 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3902 if (MovDelay[x][y]) /* wait some time before next frame */
3907 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3909 int frame = getGraphicAnimationFrame(IMG_TIMEGATE_SWITCH_ACTIVE, -1);
3911 DrawGraphic(SCREENX(x), SCREENY(y), IMG_TIMEGATE_SWITCH_ACTIVE, frame);
3914 if (!(MovDelay[x][y]%4))
3915 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
3920 Feld[x][y] = EL_TIMEGATE_SWITCH;
3921 DrawLevelField(x, y);
3922 if (ZX == x && ZY == y)
3926 void Blubber(int x, int y)
3928 DrawGraphicAnimation(x, y, IMG_ACID);
3931 void NussKnacken(int x, int y)
3933 if (!MovDelay[x][y]) /* next animation frame */
3936 if (MovDelay[x][y]) /* wait some time before next frame */
3939 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3941 int frame = getGraphicAnimationFrame(IMG_NUT_CRACKING,
3942 6 - MovDelay[x][y]);
3944 DrawGraphic(SCREENX(x), SCREENY(y), IMG_NUT_CRACKING, frame);
3947 if (!MovDelay[x][y])
3949 Feld[x][y] = EL_EMERALD;
3950 DrawLevelField(x, y);
3955 void BreakingPearl(int x, int y)
3957 if (!MovDelay[x][y]) /* next animation frame */
3960 if (MovDelay[x][y]) /* wait some time before next frame */
3963 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3965 int frame = getGraphicAnimationFrame(IMG_PEARL_BREAKING,
3966 8 - MovDelay[x][y]);
3968 DrawGraphic(SCREENX(x), SCREENY(y), IMG_PEARL_BREAKING, frame);
3971 if (!MovDelay[x][y])
3973 Feld[x][y] = EL_EMPTY;
3974 DrawLevelField(x, y);
3979 void SiebAktivieren(int x, int y, int type)
3981 int graphic = (type == 1 ? IMG_MAGIC_WALL_FULL : IMG_BD_MAGIC_WALL_FULL);
3983 DrawGraphicAnimation(x, y, graphic);
3986 void AusgangstuerPruefen(int x, int y)
3988 if (local_player->gems_still_needed > 0 ||
3989 local_player->sokobanfields_still_needed > 0 ||
3990 local_player->lights_still_needed > 0)
3993 Feld[x][y] = EL_EXIT_OPENING;
3995 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
3996 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
3997 y < LEVELY(BY1) ? LEVELY(BY1) :
3998 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
4002 void AusgangstuerPruefen_SP(int x, int y)
4004 if (local_player->gems_still_needed > 0)
4007 Feld[x][y] = EL_SP_EXIT_OPEN;
4009 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
4010 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
4011 y < LEVELY(BY1) ? LEVELY(BY1) :
4012 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
4013 SND_SP_EXIT_OPENING);
4016 void AusgangstuerOeffnen(int x, int y)
4020 if (!MovDelay[x][y]) /* next animation frame */
4021 MovDelay[x][y] = 5 * delay;
4023 if (MovDelay[x][y]) /* wait some time before next frame */
4028 tuer = MovDelay[x][y]/delay;
4029 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4031 int frame = getGraphicAnimationFrame(IMG_EXIT_OPENING,
4032 29 - MovDelay[x][y]);
4034 DrawGraphic(SCREENX(x), SCREENY(y), IMG_EXIT_OPENING, frame);
4037 if (!MovDelay[x][y])
4039 Feld[x][y] = EL_EXIT_OPEN;
4040 DrawLevelField(x, y);
4045 void AusgangstuerBlinken(int x, int y)
4047 DrawGraphicAnimation(x, y, IMG_EXIT_OPEN);
4050 void OpenSwitchgate(int x, int y)
4054 if (!MovDelay[x][y]) /* next animation frame */
4055 MovDelay[x][y] = 5 * delay;
4057 if (MovDelay[x][y]) /* wait some time before next frame */
4061 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4063 int frame = getGraphicAnimationFrame(IMG_SWITCHGATE_OPENING,
4064 29 - MovDelay[x][y]);
4066 DrawGraphic(SCREENX(x), SCREENY(y), IMG_SWITCHGATE_OPENING, frame);
4069 if (!MovDelay[x][y])
4071 Feld[x][y] = EL_SWITCHGATE_OPEN;
4072 DrawLevelField(x, y);
4077 void CloseSwitchgate(int x, int y)
4081 if (!MovDelay[x][y]) /* next animation frame */
4082 MovDelay[x][y] = 5 * delay;
4084 if (MovDelay[x][y]) /* wait some time before next frame */
4088 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4090 int frame = getGraphicAnimationFrame(IMG_SWITCHGATE_CLOSING,
4091 29 - MovDelay[x][y]);
4093 DrawGraphic(SCREENX(x), SCREENY(y), IMG_SWITCHGATE_CLOSING, frame);
4096 if (!MovDelay[x][y])
4098 Feld[x][y] = EL_SWITCHGATE_CLOSED;
4099 DrawLevelField(x, y);
4104 void OpenTimegate(int x, int y)
4108 if (!MovDelay[x][y]) /* next animation frame */
4109 MovDelay[x][y] = 5 * delay;
4111 if (MovDelay[x][y]) /* wait some time before next frame */
4115 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4117 int frame = getGraphicAnimationFrame(IMG_TIMEGATE_OPENING,
4118 29 - MovDelay[x][y]);
4120 DrawGraphic(SCREENX(x), SCREENY(y), IMG_TIMEGATE_OPENING, frame);
4123 if (!MovDelay[x][y])
4125 Feld[x][y] = EL_TIMEGATE_OPEN;
4126 DrawLevelField(x, y);
4131 void CloseTimegate(int x, int y)
4135 if (!MovDelay[x][y]) /* next animation frame */
4136 MovDelay[x][y] = 5 * delay;
4138 if (MovDelay[x][y]) /* wait some time before next frame */
4142 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4144 int frame = getGraphicAnimationFrame(IMG_TIMEGATE_CLOSING,
4145 29 - MovDelay[x][y]);
4147 DrawGraphic(SCREENX(x), SCREENY(y), IMG_TIMEGATE_CLOSING, frame);
4150 if (!MovDelay[x][y])
4152 Feld[x][y] = EL_TIMEGATE_CLOSED;
4153 DrawLevelField(x, y);
4158 static void CloseAllOpenTimegates()
4162 for (y=0; y<lev_fieldy; y++)
4164 for (x=0; x<lev_fieldx; x++)
4166 int element = Feld[x][y];
4168 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4170 Feld[x][y] = EL_TIMEGATE_CLOSING;
4171 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4177 void EdelsteinFunkeln(int x, int y)
4179 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4182 if (Feld[x][y] == EL_BD_DIAMOND)
4183 DrawGraphicAnimation(x, y, IMG_BD_DIAMOND);
4186 if (!MovDelay[x][y]) /* next animation frame */
4187 MovDelay[x][y] = 11 * !SimpleRND(500);
4189 if (MovDelay[x][y]) /* wait some time before next frame */
4193 if (setup.direct_draw && MovDelay[x][y])
4194 SetDrawtoField(DRAW_BUFFERED);
4196 DrawGraphic(SCREENX(x), SCREENY(y), el2img(Feld[x][y]), 0);
4200 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
4201 10 - MovDelay[x][y]);
4203 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
4205 if (setup.direct_draw)
4209 dest_x = FX + SCREENX(x) * TILEX;
4210 dest_y = FY + SCREENY(y) * TILEY;
4212 BlitBitmap(drawto_field, window,
4213 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4214 SetDrawtoField(DRAW_DIRECT);
4221 void MauerWaechst(int x, int y)
4225 if (!MovDelay[x][y]) /* next animation frame */
4226 MovDelay[x][y] = 3 * delay;
4228 if (MovDelay[x][y]) /* wait some time before next frame */
4232 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4234 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
4235 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
4237 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4240 if (!MovDelay[x][y])
4242 if (MovDir[x][y] == MV_LEFT)
4244 if (IN_LEV_FIELD(x - 1, y) && IS_MAUER(Feld[x - 1][y]))
4245 DrawLevelField(x - 1, y);
4247 else if (MovDir[x][y] == MV_RIGHT)
4249 if (IN_LEV_FIELD(x + 1, y) && IS_MAUER(Feld[x + 1][y]))
4250 DrawLevelField(x + 1, y);
4252 else if (MovDir[x][y] == MV_UP)
4254 if (IN_LEV_FIELD(x, y - 1) && IS_MAUER(Feld[x][y - 1]))
4255 DrawLevelField(x, y - 1);
4259 if (IN_LEV_FIELD(x, y + 1) && IS_MAUER(Feld[x][y + 1]))
4260 DrawLevelField(x, y + 1);
4263 Feld[x][y] = Store[x][y];
4265 MovDir[x][y] = MV_NO_MOVING;
4266 DrawLevelField(x, y);
4271 void MauerAbleger(int ax, int ay)
4273 int element = Feld[ax][ay];
4274 boolean oben_frei = FALSE, unten_frei = FALSE;
4275 boolean links_frei = FALSE, rechts_frei = FALSE;
4276 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4277 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4278 boolean new_wall = FALSE;
4280 if (!MovDelay[ax][ay]) /* start building new wall */
4281 MovDelay[ax][ay] = 6;
4283 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4286 if (MovDelay[ax][ay])
4290 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4292 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4294 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4296 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4299 if (element == EL_WALL_GROWING_Y || element == EL_WALL_GROWING_XY)
4303 Feld[ax][ay-1] = EL_WALL_GROWING_ACTIVE;
4304 Store[ax][ay-1] = element;
4305 MovDir[ax][ay-1] = MV_UP;
4306 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4307 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
4308 IMG_WALL_GROWING_ACTIVE_UP, 0);
4313 Feld[ax][ay+1] = EL_WALL_GROWING_ACTIVE;
4314 Store[ax][ay+1] = element;
4315 MovDir[ax][ay+1] = MV_DOWN;
4316 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4317 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
4318 IMG_WALL_GROWING_ACTIVE_DOWN, 0);
4323 if (element == EL_WALL_GROWING_X || element == EL_WALL_GROWING_XY ||
4324 element == EL_WALL_GROWING)
4328 Feld[ax-1][ay] = EL_WALL_GROWING_ACTIVE;
4329 Store[ax-1][ay] = element;
4330 MovDir[ax-1][ay] = MV_LEFT;
4331 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4332 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
4333 IMG_WALL_GROWING_ACTIVE_LEFT, 0);
4339 Feld[ax+1][ay] = EL_WALL_GROWING_ACTIVE;
4340 Store[ax+1][ay] = element;
4341 MovDir[ax+1][ay] = MV_RIGHT;
4342 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4343 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
4344 IMG_WALL_GROWING_ACTIVE_RIGHT, 0);
4349 if (element == EL_WALL_GROWING && (links_frei || rechts_frei))
4350 DrawLevelField(ax, ay);
4352 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
4354 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
4355 unten_massiv = TRUE;
4356 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
4357 links_massiv = TRUE;
4358 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
4359 rechts_massiv = TRUE;
4361 if (((oben_massiv && unten_massiv) ||
4362 element == EL_WALL_GROWING_X || element == EL_WALL_GROWING) &&
4363 ((links_massiv && rechts_massiv) ||
4364 element == EL_WALL_GROWING_Y))
4365 Feld[ax][ay] = EL_WALL;
4368 PlaySoundLevel(ax, ay, SND_WALL_GROWING);
4371 void CheckForDragon(int x, int y)
4374 boolean dragon_found = FALSE;
4375 static int xy[4][2] =
4387 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4389 if (IN_LEV_FIELD(xx, yy) &&
4390 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
4392 if (Feld[xx][yy] == EL_DRAGON)
4393 dragon_found = TRUE;
4406 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4408 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
4410 Feld[xx][yy] = EL_EMPTY;
4411 DrawLevelField(xx, yy);
4420 static void CheckBuggyBase(int x, int y)
4422 int element = Feld[x][y];
4424 if (element == EL_SP_BUGGY_BASE)
4426 if (!MovDelay[x][y]) /* wait some time before activating base */
4427 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4432 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4433 DrawGraphic(SCREENX(x), SCREENY(y), IMG_SP_BUGGY_BASE, 0);
4437 Feld[x][y] = EL_SP_BUGGY_BASE_ACTIVE;
4440 else if (element == EL_SP_BUGGY_BASE_ACTIVE)
4442 if (!MovDelay[x][y]) /* start activating buggy base */
4443 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
4451 static int xy[4][2] =
4459 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4461 int graphic = IMG_SP_BUGGY_BASE_ACTIVE;
4462 int frame = getGraphicAnimationFrame(graphic, SimpleRND(100));
4464 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4469 int xx = x + xy[i][0], yy = y + xy[i][1];
4471 if (IS_PLAYER(xx, yy))
4473 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
4481 Feld[x][y] = EL_SP_BUGGY_BASE;
4482 DrawLevelField(x, y);
4487 static void CheckTrap(int x, int y)
4489 int element = Feld[x][y];
4491 if (element == EL_TRAP)
4493 if (!MovDelay[x][y]) /* wait some time before activating trap */
4494 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4502 Feld[x][y] = EL_TRAP_ACTIVE;
4503 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
4506 else if (element == EL_TRAP_ACTIVE)
4511 if (!MovDelay[x][y]) /* start activating trap */
4512 MovDelay[x][y] = num_frames * delay;
4520 if (!(MovDelay[x][y] % delay))
4522 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4524 int graphic = IMG_TRAP_ACTIVE;
4525 int frame = getGraphicAnimationFrame(graphic, 31 - MovDelay[x][y]);
4527 DrawGraphic(SCREENX(x),SCREENY(y), graphic, frame);
4528 DrawCrumbledSand(SCREENX(x), SCREENY(y));
4535 Feld[x][y] = EL_TRAP;
4536 DrawLevelField(x, y);
4541 static void DrawBeltAnimation(int x, int y, int element)
4543 int belt_nr = getBeltNrFromBeltActiveElement(element);
4544 int belt_dir = game.belt_dir[belt_nr];
4546 if (belt_dir != MV_NO_MOVING)
4548 int graphic = el2img(element);
4550 DrawGraphicAnimation(x, y, graphic);
4552 if (!(FrameCounter % 2))
4553 PlaySoundLevel(x, y, SND_CONVEYOR_BELT_ACTIVE);
4557 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4559 static byte stored_player_action[MAX_PLAYERS];
4560 static int num_stored_actions = 0;
4562 static boolean save_tape_entry = FALSE;
4564 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4565 int left = player_action & JOY_LEFT;
4566 int right = player_action & JOY_RIGHT;
4567 int up = player_action & JOY_UP;
4568 int down = player_action & JOY_DOWN;
4569 int button1 = player_action & JOY_BUTTON_1;
4570 int button2 = player_action & JOY_BUTTON_2;
4571 int dx = (left ? -1 : right ? 1 : 0);
4572 int dy = (up ? -1 : down ? 1 : 0);
4574 stored_player_action[player->index_nr] = 0;
4575 num_stored_actions++;
4577 if (!player->active || tape.pausing)
4583 save_tape_entry = TRUE;
4585 player->frame_reset_delay = 0;
4588 snapped = SnapField(player, dx, dy);
4592 bombed = PlaceBomb(player);
4593 moved = MoveFigure(player, dx, dy);
4596 if (tape.single_step && tape.recording && !tape.pausing)
4598 if (button1 || (bombed && !moved))
4600 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
4601 SnapField(player, 0, 0); /* stop snapping */
4606 if (tape.recording && (moved || snapped || bombed))
4608 if (bombed && !moved)
4609 player_action &= JOY_BUTTON;
4611 stored_player_action[player->index_nr] = player_action;
4612 save_tape_entry = TRUE;
4614 else if (tape.playing && snapped)
4615 SnapField(player, 0, 0); /* stop snapping */
4617 stored_player_action[player->index_nr] = player_action;
4622 /* no actions for this player (no input at player's configured device) */
4624 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4625 SnapField(player, 0, 0);
4626 CheckGravityMovement(player);
4629 if (player->MovPos == 0) /* needed for tape.playing */
4630 player->is_moving = FALSE;
4633 if (player->MovPos == 0) /* needed for tape.playing */
4634 player->last_move_dir = MV_NO_MOVING;
4636 /* !!! CHECK THIS AGAIN !!!
4637 (Seems to be needed for some EL_ROBOT stuff, but breaks
4638 tapes when walking through pipes!)
4641 /* it seems that "player->last_move_dir" is misused as some sort of
4642 "player->is_just_moving_in_this_moment", which is needed for the
4643 robot stuff (robots don't kill players when they are moving)
4647 /* if the player does not move for some time, reset animation to start */
4648 if (++player->frame_reset_delay > player->move_delay_value)
4653 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
4655 TapeRecordAction(stored_player_action);
4656 num_stored_actions = 0;
4657 save_tape_entry = FALSE;
4660 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
4662 TapeRecordAction(stored_player_action);
4663 num_stored_actions = 0;
4668 if (tape.playing && !tape.pausing && !player_action &&
4669 tape.counter < tape.length)
4671 int jx = player->jx, jy = player->jy;
4673 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
4675 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
4676 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
4678 int dx = (next_joy == JOY_LEFT ? -1 : +1);
4680 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
4682 int el = Feld[jx+dx][jy];
4683 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SATELLITE ? 2 :
4684 (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10);
4686 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
4688 player->MovDir = next_joy;
4689 player->Frame = FrameCounter % 4;
4690 player->Pushing = TRUE;
4700 static unsigned long action_delay = 0;
4701 unsigned long action_delay_value;
4702 int sieb_x = 0, sieb_y = 0;
4703 int i, x, y, element;
4704 byte *recorded_player_action;
4705 byte summarized_player_action = 0;
4707 if (game_status != PLAYING)
4710 action_delay_value =
4711 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4713 if (tape.playing && tape.index_search && !tape.pausing)
4714 action_delay_value = 0;
4716 /* ---------- main game synchronization point ---------- */
4718 WaitUntilDelayReached(&action_delay, action_delay_value);
4720 if (network_playing && !network_player_action_received)
4724 printf("DEBUG: try to get network player actions in time\n");
4728 #if defined(PLATFORM_UNIX)
4729 /* last chance to get network player actions without main loop delay */
4733 if (game_status != PLAYING)
4736 if (!network_player_action_received)
4740 printf("DEBUG: failed to get network player actions in time\n");
4750 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4752 for (i=0; i<MAX_PLAYERS; i++)
4754 summarized_player_action |= stored_player[i].action;
4756 if (!network_playing)
4757 stored_player[i].effective_action = stored_player[i].action;
4760 #if defined(PLATFORM_UNIX)
4761 if (network_playing)
4762 SendToServer_MovePlayer(summarized_player_action);
4765 if (!options.network && !setup.team_mode)
4766 local_player->effective_action = summarized_player_action;
4768 for (i=0; i<MAX_PLAYERS; i++)
4770 int actual_player_action = stored_player[i].effective_action;
4772 if (stored_player[i].programmed_action)
4773 actual_player_action = stored_player[i].programmed_action;
4775 if (recorded_player_action)
4776 actual_player_action = recorded_player_action[i];
4778 PlayerActions(&stored_player[i], actual_player_action);
4779 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4782 network_player_action_received = FALSE;
4784 ScrollScreen(NULL, SCROLL_GO_ON);
4790 if (TimeFrames == 0 && local_player->active)
4792 extern unsigned int last_RND();
4794 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
4795 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
4802 if (GameFrameDelay >= 500)
4803 printf("FrameCounter == %d\n", FrameCounter);
4812 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4815 if (JustStopped[x][y] > 0)
4816 JustStopped[x][y]--;
4819 if (IS_BLOCKED(x, y))
4823 Blocked2Moving(x, y, &oldx, &oldy);
4824 if (!IS_MOVING(oldx, oldy))
4826 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4827 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4828 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4829 printf("GameActions(): This should never happen!\n");
4835 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4837 element = Feld[x][y];
4839 if (IS_INACTIVE(element))
4842 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4846 if (IS_GEM(element) || element == EL_SP_INFOTRON)
4847 EdelsteinFunkeln(x, y);
4849 else if (IS_MOVING(x, y))
4850 ContinueMoving(x, y);
4851 else if (IS_ACTIVE_BOMB(element))
4852 CheckDynamite(x, y);
4854 else if (element == EL_EXPLOSION && !game.explosions_delayed)
4855 Explode(x, y, Frame[x][y], EX_NORMAL);
4857 else if (element == EL_AMOEBA_CREATING)
4858 AmoebeWaechst(x, y);
4859 else if (element == EL_AMOEBA_SHRINKING)
4860 AmoebaDisappearing(x, y);
4862 #if !USE_NEW_AMOEBA_CODE
4863 else if (IS_AMOEBALIVE(element))
4864 AmoebeAbleger(x, y);
4867 else if (element == EL_GAMEOFLIFE || element == EL_BIOMAZE)
4869 else if (element == EL_ROBOT_WHEEL_ACTIVE)
4871 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
4872 TimegateWheel(x, y);
4873 else if (element == EL_ACID)
4875 else if (element == EL_ACID_SPLASH_LEFT ||
4876 element == EL_ACID_SPLASH_RIGHT)
4878 else if (element == EL_NUT_CRACKING)
4880 else if (element == EL_PEARL_BREAKING)
4881 BreakingPearl(x, y);
4882 else if (element == EL_EXIT_CLOSED)
4883 AusgangstuerPruefen(x, y);
4884 else if (element == EL_SP_EXIT_CLOSED)
4885 AusgangstuerPruefen_SP(x, y);
4886 else if (element == EL_EXIT_OPENING)
4887 AusgangstuerOeffnen(x, y);
4888 else if (element == EL_EXIT_OPEN)
4889 AusgangstuerBlinken(x, y);
4890 else if (element == EL_SP_EXIT_OPEN)
4891 ; /* !!! ADD SOME (OPTIONAL) ANIMATIONS HERE !!! */
4892 else if (element == EL_WALL_GROWING_ACTIVE)
4894 else if (element == EL_WALL_GROWING ||
4895 element == EL_WALL_GROWING_X ||
4896 element == EL_WALL_GROWING_Y ||
4897 element == EL_WALL_GROWING_XY)
4899 else if (element == EL_FLAMES)
4900 CheckForDragon(x, y);
4901 else if (element == EL_SP_BUGGY_BASE || element == EL_SP_BUGGY_BASE_ACTIVE)
4902 CheckBuggyBase(x, y);
4903 else if (element == EL_TRAP || element == EL_TRAP_ACTIVE)
4905 else if (element == EL_SP_TERMINAL)
4906 DrawGraphicAnimation(x, y, IMG_SP_TERMINAL);
4907 else if (element == EL_SP_TERMINAL_ACTIVE)
4909 DrawGraphicAnimation(x, y, IMG_SP_TERMINAL_ACTIVE);
4912 if (!(FrameCounter % 4))
4913 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVE);
4916 else if (IS_BELT_ACTIVE(element))
4917 DrawBeltAnimation(x, y, element);
4918 else if (element == EL_SWITCHGATE_OPENING)
4919 OpenSwitchgate(x, y);
4920 else if (element == EL_SWITCHGATE_CLOSING)
4921 CloseSwitchgate(x, y);
4922 else if (element == EL_TIMEGATE_OPENING)
4924 else if (element == EL_TIMEGATE_CLOSING)
4925 CloseTimegate(x, y);
4926 else if (element == EL_EXTRA_TIME)
4927 DrawGraphicAnimation(x, y, IMG_EXTRA_TIME);
4928 else if (element == EL_SHIELD_NORMAL)
4930 DrawGraphicAnimation(x, y, IMG_SHIELD_NORMAL);
4933 if (!(FrameCounter % 4))
4934 PlaySoundLevel(x, y, SND_SHIELD_PASSIVE_ACTIVATED);
4937 else if (element == EL_SHIELD_DEADLY)
4939 DrawGraphicAnimation(x, y, IMG_SHIELD_DEADLY);
4942 if (!(FrameCounter % 4))
4943 PlaySoundLevel(x, y, SND_SHIELD_DEADLY_ACTIVE);
4947 if (game.magic_wall_active)
4949 boolean sieb = FALSE;
4950 int jx = local_player->jx, jy = local_player->jy;
4952 if (element == EL_MAGIC_WALL_FULL ||
4953 element == EL_MAGIC_WALL_ACTIVE ||
4954 element == EL_MAGIC_WALL_EMPTYING)
4956 SiebAktivieren(x, y, 1);
4959 else if (element == EL_BD_MAGIC_WALL_FULL ||
4960 element == EL_BD_MAGIC_WALL_ACTIVE ||
4961 element == EL_BD_MAGIC_WALL_EMPTYING)
4963 SiebAktivieren(x, y, 2);
4967 /* play the element sound at the position nearest to the player */
4968 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
4976 #if USE_NEW_AMOEBA_CODE
4977 /* new experimental amoeba growth stuff */
4979 if (!(FrameCounter % 8))
4982 static unsigned long random = 1684108901;
4984 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
4987 x = (random >> 10) % lev_fieldx;
4988 y = (random >> 20) % lev_fieldy;
4990 x = RND(lev_fieldx);
4991 y = RND(lev_fieldy);
4993 element = Feld[x][y];
4995 if (!IS_PLAYER(x,y) &&
4996 (element == EL_EMPTY ||
4997 element == EL_SAND ||
4998 element == EL_QUICKSAND_EMPTY ||
4999 element == EL_ACID_SPLASH_LEFT ||
5000 element == EL_ACID_SPLASH_RIGHT))
5002 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
5003 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
5004 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
5005 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
5006 Feld[x][y] = EL_AMOEBA_DROP;
5009 random = random * 129 + 1;
5015 if (game.explosions_delayed)
5018 game.explosions_delayed = FALSE;
5020 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5022 element = Feld[x][y];
5024 if (ExplodeField[x][y])
5025 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
5026 else if (element == EL_EXPLOSION)
5027 Explode(x, y, Frame[x][y], EX_NORMAL);
5029 ExplodeField[x][y] = EX_NO_EXPLOSION;
5032 game.explosions_delayed = TRUE;
5035 if (game.magic_wall_active)
5037 if (!(game.magic_wall_time_left % 4))
5039 int element = Feld[sieb_x][sieb_y];
5041 if (element == EL_BD_MAGIC_WALL_FULL ||
5042 element == EL_BD_MAGIC_WALL_ACTIVE ||
5043 element == EL_BD_MAGIC_WALL_EMPTYING)
5044 PlaySoundLevel(sieb_x, sieb_y, SND_BD_MAGIC_WALL_ACTIVE);
5046 PlaySoundLevel(sieb_x, sieb_y, SND_MAGIC_WALL_ACTIVE);
5049 if (game.magic_wall_time_left > 0)
5051 game.magic_wall_time_left--;
5052 if (!game.magic_wall_time_left)
5054 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5056 element = Feld[x][y];
5058 if (element == EL_MAGIC_WALL_ACTIVE ||
5059 element == EL_MAGIC_WALL_FULL)
5061 Feld[x][y] = EL_MAGIC_WALL_DEAD;
5062 DrawLevelField(x, y);
5064 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
5065 element == EL_BD_MAGIC_WALL_FULL)
5067 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
5068 DrawLevelField(x, y);
5072 game.magic_wall_active = FALSE;
5077 if (game.light_time_left > 0)
5079 game.light_time_left--;
5081 if (game.light_time_left == 0)
5082 RedrawAllLightSwitchesAndInvisibleElements();
5085 if (game.timegate_time_left > 0)
5087 game.timegate_time_left--;
5089 if (game.timegate_time_left == 0)
5090 CloseAllOpenTimegates();
5093 for (i=0; i<MAX_PLAYERS; i++)
5095 struct PlayerInfo *player = &stored_player[i];
5097 if (SHIELD_ON(player))
5099 if (player->shield_deadly_time_left)
5100 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
5101 else if (player->shield_normal_time_left)
5102 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
5106 if (TimeFrames >= (1000 / GameFrameDelay))
5111 for (i=0; i<MAX_PLAYERS; i++)
5113 struct PlayerInfo *player = &stored_player[i];
5115 if (SHIELD_ON(player))
5117 player->shield_normal_time_left--;
5119 if (player->shield_deadly_time_left > 0)
5120 player->shield_deadly_time_left--;
5124 if (tape.recording || tape.playing)
5125 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
5131 if (TimeLeft <= 10 && setup.time_limit)
5132 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MAX_RIGHT);
5134 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5136 if (!TimeLeft && setup.time_limit)
5137 for (i=0; i<MAX_PLAYERS; i++)
5138 KillHero(&stored_player[i]);
5140 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
5141 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
5146 if (options.debug) /* calculate frames per second */
5148 static unsigned long fps_counter = 0;
5149 static int fps_frames = 0;
5150 unsigned long fps_delay_ms = Counter() - fps_counter;
5154 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
5156 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
5159 fps_counter = Counter();
5162 redraw_mask |= REDRAW_FPS;
5166 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
5168 int min_x = x, min_y = y, max_x = x, max_y = y;
5171 for (i=0; i<MAX_PLAYERS; i++)
5173 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5175 if (!stored_player[i].active || &stored_player[i] == player)
5178 min_x = MIN(min_x, jx);
5179 min_y = MIN(min_y, jy);
5180 max_x = MAX(max_x, jx);
5181 max_y = MAX(max_y, jy);
5184 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
5187 static boolean AllPlayersInVisibleScreen()
5191 for (i=0; i<MAX_PLAYERS; i++)
5193 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5195 if (!stored_player[i].active)
5198 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5205 void ScrollLevel(int dx, int dy)
5207 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
5210 BlitBitmap(drawto_field, drawto_field,
5211 FX + TILEX*(dx == -1) - softscroll_offset,
5212 FY + TILEY*(dy == -1) - softscroll_offset,
5213 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
5214 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
5215 FX + TILEX*(dx == 1) - softscroll_offset,
5216 FY + TILEY*(dy == 1) - softscroll_offset);
5220 x = (dx == 1 ? BX1 : BX2);
5221 for (y=BY1; y<=BY2; y++)
5222 DrawScreenField(x, y);
5227 y = (dy == 1 ? BY1 : BY2);
5228 for (x=BX1; x<=BX2; x++)
5229 DrawScreenField(x, y);
5232 redraw_mask |= REDRAW_FIELD;
5235 static void CheckGravityMovement(struct PlayerInfo *player)
5237 if (level.gravity && !player->programmed_action)
5239 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
5240 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
5242 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
5243 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
5244 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
5245 int jx = player->jx, jy = player->jy;
5246 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
5247 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
5248 int new_jx = jx + dx, new_jy = jy + dy;
5249 boolean field_under_player_is_free =
5250 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
5251 boolean player_is_moving_to_valid_field =
5252 (IN_LEV_FIELD(new_jx, new_jy) &&
5253 (Feld[new_jx][new_jy] == EL_SP_BASE ||
5254 Feld[new_jx][new_jy] == EL_SAND));
5256 if (field_under_player_is_free &&
5257 !player_is_moving_to_valid_field &&
5258 !IS_TUBE(Feld[jx][jy]))
5259 player->programmed_action = MV_DOWN;
5263 boolean MoveFigureOneStep(struct PlayerInfo *player,
5264 int dx, int dy, int real_dx, int real_dy)
5266 int jx = player->jx, jy = player->jy;
5267 int new_jx = jx+dx, new_jy = jy+dy;
5271 if (!player->active || (!dx && !dy))
5272 return MF_NO_ACTION;
5274 player->MovDir = (dx < 0 ? MV_LEFT :
5277 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5279 if (!IN_LEV_FIELD(new_jx, new_jy))
5280 return MF_NO_ACTION;
5282 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
5283 return MF_NO_ACTION;
5286 element = MovingOrBlocked2Element(new_jx, new_jy);
5288 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
5291 if (DONT_GO_TO(element))
5293 if (element == EL_ACID && dx == 0 && dy == 1)
5296 Feld[jx][jy] = EL_PLAYER1;
5297 InitMovingField(jx, jy, MV_DOWN);
5298 Store[jx][jy] = EL_ACID;
5299 ContinueMoving(jx, jy);
5303 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
5308 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
5309 if (can_move != MF_MOVING)
5312 StorePlayer[jx][jy] = 0;
5313 player->last_jx = jx;
5314 player->last_jy = jy;
5315 jx = player->jx = new_jx;
5316 jy = player->jy = new_jy;
5317 StorePlayer[jx][jy] = player->element_nr;
5320 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
5322 ScrollFigure(player, SCROLL_INIT);
5327 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
5329 int jx = player->jx, jy = player->jy;
5330 int old_jx = jx, old_jy = jy;
5331 int moved = MF_NO_ACTION;
5333 if (!player->active || (!dx && !dy))
5337 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5341 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5342 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
5346 /* remove the last programmed player action */
5347 player->programmed_action = 0;
5351 /* should only happen if pre-1.2 tape recordings are played */
5352 /* this is only for backward compatibility */
5354 int original_move_delay_value = player->move_delay_value;
5357 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
5360 /* scroll remaining steps with finest movement resolution */
5361 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
5363 while (player->MovPos)
5365 ScrollFigure(player, SCROLL_GO_ON);
5366 ScrollScreen(NULL, SCROLL_GO_ON);
5372 player->move_delay_value = original_move_delay_value;
5375 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
5377 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
5378 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5382 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5383 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5389 if (moved & MF_MOVING && !ScreenMovPos &&
5390 (player == local_player || !options.network))
5392 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5393 int offset = (setup.scroll_delay ? 3 : 0);
5395 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5397 /* actual player has left the screen -- scroll in that direction */
5398 if (jx != old_jx) /* player has moved horizontally */
5399 scroll_x += (jx - old_jx);
5400 else /* player has moved vertically */
5401 scroll_y += (jy - old_jy);
5405 if (jx != old_jx) /* player has moved horizontally */
5407 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5408 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5409 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5411 /* don't scroll over playfield boundaries */
5412 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5413 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5415 /* don't scroll more than one field at a time */
5416 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5418 /* don't scroll against the player's moving direction */
5419 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5420 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5421 scroll_x = old_scroll_x;
5423 else /* player has moved vertically */
5425 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5426 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5427 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5429 /* don't scroll over playfield boundaries */
5430 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5431 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5433 /* don't scroll more than one field at a time */
5434 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5436 /* don't scroll against the player's moving direction */
5437 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5438 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5439 scroll_y = old_scroll_y;
5443 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5445 if (!options.network && !AllPlayersInVisibleScreen())
5447 scroll_x = old_scroll_x;
5448 scroll_y = old_scroll_y;
5452 ScrollScreen(player, SCROLL_INIT);
5453 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5458 if (!(moved & MF_MOVING) && !player->Pushing)
5462 player->Frame = (player->Frame + 1) % 4;
5464 player->Frame += 1 * 0;
5467 if (moved & MF_MOVING)
5469 if (old_jx != jx && old_jy == jy)
5470 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5471 else if (old_jx == jx && old_jy != jy)
5472 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5474 DrawLevelField(jx, jy); /* for "DrawCrumbledSand()" */
5476 player->last_move_dir = player->MovDir;
5477 player->is_moving = TRUE;
5481 CheckGravityMovement(player);
5484 player->last_move_dir = MV_NO_MOVING;
5486 player->is_moving = FALSE;
5489 TestIfHeroTouchesBadThing(jx, jy);
5491 if (!player->active)
5497 void ScrollFigure(struct PlayerInfo *player, int mode)
5499 int jx = player->jx, jy = player->jy;
5500 int last_jx = player->last_jx, last_jy = player->last_jy;
5501 int move_stepsize = TILEX / player->move_delay_value;
5503 if (!player->active || !player->MovPos)
5506 if (mode == SCROLL_INIT)
5508 player->actual_frame_counter = FrameCounter;
5509 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5513 if (Feld[last_jx][last_jy] == EL_EMPTY)
5514 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5519 else if (!FrameReached(&player->actual_frame_counter, 1))
5522 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5523 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5526 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5527 Feld[last_jx][last_jy] = EL_EMPTY;
5529 /* before DrawPlayer() to draw correct player graphic for this case */
5530 if (player->MovPos == 0)
5531 CheckGravityMovement(player);
5535 if (player->MovPos == 0)
5537 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
5539 /* continue with normal speed after quickly moving through gate */
5540 HALVE_PLAYER_SPEED(player);
5542 /* be able to make the next move without delay */
5543 player->move_delay = 0;
5546 player->last_jx = jx;
5547 player->last_jy = jy;
5549 if (Feld[jx][jy] == EL_EXIT_OPEN ||
5550 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5554 if (local_player->friends_still_needed == 0 ||
5555 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5556 player->LevelSolved = player->GameOver = TRUE;
5559 if (tape.single_step && tape.recording && !tape.pausing &&
5560 !player->programmed_action)
5561 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5565 void ScrollScreen(struct PlayerInfo *player, int mode)
5567 static unsigned long screen_frame_counter = 0;
5569 if (mode == SCROLL_INIT)
5571 /* set scrolling step size according to actual player's moving speed */
5572 ScrollStepSize = TILEX / player->move_delay_value;
5574 screen_frame_counter = FrameCounter;
5575 ScreenMovDir = player->MovDir;
5576 ScreenMovPos = player->MovPos;
5577 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5580 else if (!FrameReached(&screen_frame_counter, 1))
5585 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5586 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5587 redraw_mask |= REDRAW_FIELD;
5590 ScreenMovDir = MV_NO_MOVING;
5593 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
5595 int i, kill_x = -1, kill_y = -1;
5596 static int test_xy[4][2] =
5603 static int test_dir[4] =
5613 int test_x, test_y, test_move_dir, test_element;
5615 test_x = good_x + test_xy[i][0];
5616 test_y = good_y + test_xy[i][1];
5617 if (!IN_LEV_FIELD(test_x, test_y))
5621 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5624 test_element = Feld[test_x][test_y];
5626 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
5629 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5630 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5632 if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) ||
5633 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
5641 if (kill_x != -1 || kill_y != -1)
5643 if (IS_PLAYER(good_x, good_y))
5645 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
5647 if (player->shield_deadly_time_left > 0)
5648 Bang(kill_x, kill_y);
5649 else if (!PLAYER_PROTECTED(good_x, good_y))
5653 Bang(good_x, good_y);
5657 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
5659 int i, kill_x = -1, kill_y = -1;
5660 int bad_element = Feld[bad_x][bad_y];
5661 static int test_xy[4][2] =
5668 static int test_dir[4] =
5676 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
5681 int test_x, test_y, test_move_dir, test_element;
5683 test_x = bad_x + test_xy[i][0];
5684 test_y = bad_y + test_xy[i][1];
5685 if (!IN_LEV_FIELD(test_x, test_y))
5689 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5691 test_element = Feld[test_x][test_y];
5693 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5694 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5696 if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) ||
5697 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
5699 /* good thing is player or penguin that does not move away */
5700 if (IS_PLAYER(test_x, test_y))
5702 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
5704 if (bad_element == EL_ROBOT && player->is_moving)
5705 continue; /* robot does not kill player if he is moving */
5711 else if (test_element == EL_PENGUIN)
5720 if (kill_x != -1 || kill_y != -1)
5722 if (IS_PLAYER(kill_x, kill_y))
5724 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
5727 int dir = player->MovDir;
5728 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5729 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5731 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5732 newx != bad_x && newy != bad_y)
5733 ; /* robot does not kill player if he is moving */
5735 printf("-> %d\n", player->MovDir);
5737 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5738 newx != bad_x && newy != bad_y)
5739 ; /* robot does not kill player if he is moving */
5744 if (player->shield_deadly_time_left > 0)
5746 else if (!PLAYER_PROTECTED(kill_x, kill_y))
5750 Bang(kill_x, kill_y);
5754 void TestIfHeroTouchesBadThing(int x, int y)
5756 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5759 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
5761 TestIfGoodThingHitsBadThing(x, y, move_dir);
5764 void TestIfBadThingTouchesHero(int x, int y)
5766 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5769 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
5771 TestIfBadThingHitsGoodThing(x, y, move_dir);
5774 void TestIfFriendTouchesBadThing(int x, int y)
5776 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5779 void TestIfBadThingTouchesFriend(int x, int y)
5781 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5784 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
5786 int i, kill_x = bad_x, kill_y = bad_y;
5787 static int xy[4][2] =
5799 x = bad_x + xy[i][0];
5800 y = bad_y + xy[i][1];
5801 if (!IN_LEV_FIELD(x, y))
5804 element = Feld[x][y];
5805 if (IS_AMOEBOID(element) || element == EL_GAMEOFLIFE ||
5806 element == EL_AMOEBA_CREATING || element == EL_AMOEBA_DROP)
5814 if (kill_x != bad_x || kill_y != bad_y)
5818 void KillHero(struct PlayerInfo *player)
5820 int jx = player->jx, jy = player->jy;
5822 if (!player->active)
5825 if (IS_PFORTE(Feld[jx][jy]))
5826 Feld[jx][jy] = EL_EMPTY;
5828 /* deactivate shield (else Bang()/Explode() would not work right) */
5829 player->shield_normal_time_left = 0;
5830 player->shield_deadly_time_left = 0;
5836 static void KillHeroUnlessProtected(int x, int y)
5838 if (!PLAYER_PROTECTED(x, y))
5839 KillHero(PLAYERINFO(x, y));
5842 void BuryHero(struct PlayerInfo *player)
5844 int jx = player->jx, jy = player->jy;
5846 if (!player->active)
5849 PlaySoundLevel(jx, jy, SND_PLAYER_DYING);
5850 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
5852 player->GameOver = TRUE;
5856 void RemoveHero(struct PlayerInfo *player)
5858 int jx = player->jx, jy = player->jy;
5859 int i, found = FALSE;
5861 player->present = FALSE;
5862 player->active = FALSE;
5864 if (!ExplodeField[jx][jy])
5865 StorePlayer[jx][jy] = 0;
5867 for (i=0; i<MAX_PLAYERS; i++)
5868 if (stored_player[i].active)
5872 AllPlayersGone = TRUE;
5878 int DigField(struct PlayerInfo *player,
5879 int x, int y, int real_dx, int real_dy, int mode)
5881 int jx = player->jx, jy = player->jy;
5882 int dx = x - jx, dy = y - jy;
5883 int move_direction = (dx == -1 ? MV_LEFT :
5884 dx == +1 ? MV_RIGHT :
5886 dy == +1 ? MV_DOWN : MV_NO_MOVING);
5889 if (player->MovPos == 0)
5890 player->Pushing = FALSE;
5892 if (mode == DF_NO_PUSH)
5894 player->Switching = FALSE;
5895 player->push_delay = 0;
5896 return MF_NO_ACTION;
5899 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
5900 return MF_NO_ACTION;
5902 if (IS_TUBE(Feld[jx][jy]))
5905 int tube_leave_directions[][2] =
5907 { EL_TUBE_ALL, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5908 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5909 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5910 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
5911 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
5912 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
5913 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
5914 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
5915 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
5916 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
5917 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
5918 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
5921 while (tube_leave_directions[i][0] != Feld[jx][jy])
5924 if (tube_leave_directions[i][0] == -1) /* should not happen */
5928 if (!(tube_leave_directions[i][1] & move_direction))
5929 return MF_NO_ACTION; /* tube has no opening in this direction */
5932 element = Feld[x][y];
5938 case EL_INVISIBLE_SAND:
5939 case EL_INVISIBLE_SAND_ACTIVE:
5942 case EL_SP_BUGGY_BASE:
5944 PlaySoundLevelElementAction(x, y, element, SND_ACTION_DIGGING);
5949 case EL_EMERALD_YELLOW:
5950 case EL_EMERALD_RED:
5951 case EL_EMERALD_PURPLE:
5953 case EL_SP_INFOTRON:
5957 local_player->gems_still_needed -= (element == EL_DIAMOND ? 3 :
5958 element == EL_PEARL ? 5 :
5959 element == EL_CRYSTAL ? 8 : 1);
5960 if (local_player->gems_still_needed < 0)
5961 local_player->gems_still_needed = 0;
5962 RaiseScoreElement(element);
5963 DrawText(DX_EMERALDS, DY_EMERALDS,
5964 int2str(local_player->gems_still_needed, 3),
5965 FS_SMALL, FC_YELLOW);
5966 PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING);
5971 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
5972 PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
5976 Feld[x][y] = EL_EMPTY;
5977 PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
5985 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5987 PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MAX_RIGHT);
5990 case EL_SHIELD_NORMAL:
5992 player->shield_normal_time_left += 10;
5993 PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING);
5996 case EL_SHIELD_DEADLY:
5998 player->shield_normal_time_left += 10;
5999 player->shield_deadly_time_left += 10;
6000 PlaySoundLevel(x, y, SND_SHIELD_DEADLY_COLLECTING);
6004 case EL_SP_DISK_RED:
6007 RaiseScoreElement(EL_DYNAMITE);
6008 DrawText(DX_DYNAMITE, DY_DYNAMITE,
6009 int2str(local_player->dynamite, 3),
6010 FS_SMALL, FC_YELLOW);
6011 PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING);
6014 case EL_DYNABOMB_NR:
6016 player->dynabomb_count++;
6017 player->dynabombs_left++;
6018 RaiseScoreElement(EL_DYNAMITE);
6019 PlaySoundLevel(x, y, SND_DYNABOMB_NR_COLLECTING);
6022 case EL_DYNABOMB_SZ:
6024 player->dynabomb_size++;
6025 RaiseScoreElement(EL_DYNAMITE);
6026 PlaySoundLevel(x, y, SND_DYNABOMB_SZ_COLLECTING);
6029 case EL_DYNABOMB_XL:
6031 player->dynabomb_xl = TRUE;
6032 RaiseScoreElement(EL_DYNAMITE);
6033 PlaySoundLevel(x, y, SND_DYNABOMB_XL_COLLECTING);
6041 int key_nr = element - EL_KEY1;
6044 player->key[key_nr] = TRUE;
6045 RaiseScoreElement(element);
6046 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6047 GFX_SCHLUESSEL1 + key_nr);
6048 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6049 GFX_SCHLUESSEL1 + key_nr);
6050 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
6059 int key_nr = element - EL_EM_KEY1;
6062 player->key[key_nr] = TRUE;
6063 RaiseScoreElement(element);
6064 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6065 GFX_SCHLUESSEL1 + key_nr);
6066 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6067 GFX_SCHLUESSEL1 + key_nr);
6068 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
6072 case EL_ROBOT_WHEEL:
6073 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
6076 DrawLevelField(x, y);
6077 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
6081 case EL_SP_TERMINAL:
6085 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
6087 for (yy=0; yy<lev_fieldy; yy++)
6089 for (xx=0; xx<lev_fieldx; xx++)
6091 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
6093 else if (Feld[xx][yy] == EL_SP_TERMINAL)
6094 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
6102 case EL_CONVEYOR_BELT1_SWITCH_LEFT:
6103 case EL_CONVEYOR_BELT1_SWITCH_MIDDLE:
6104 case EL_CONVEYOR_BELT1_SWITCH_RIGHT:
6105 case EL_CONVEYOR_BELT2_SWITCH_LEFT:
6106 case EL_CONVEYOR_BELT2_SWITCH_MIDDLE:
6107 case EL_CONVEYOR_BELT2_SWITCH_RIGHT:
6108 case EL_CONVEYOR_BELT3_SWITCH_LEFT:
6109 case EL_CONVEYOR_BELT3_SWITCH_MIDDLE:
6110 case EL_CONVEYOR_BELT3_SWITCH_RIGHT:
6111 case EL_CONVEYOR_BELT4_SWITCH_LEFT:
6112 case EL_CONVEYOR_BELT4_SWITCH_MIDDLE:
6113 case EL_CONVEYOR_BELT4_SWITCH_RIGHT:
6114 if (!player->Switching)
6116 player->Switching = TRUE;
6117 ToggleBeltSwitch(x, y);
6118 PlaySoundLevel(x, y, SND_CONVEYOR_BELT_SWITCH_ACTIVATING);
6123 case EL_SWITCHGATE_SWITCH_UP:
6124 case EL_SWITCHGATE_SWITCH_DOWN:
6125 if (!player->Switching)
6127 player->Switching = TRUE;
6128 ToggleSwitchgateSwitch(x, y);
6129 PlaySoundLevel(x, y, SND_SWITCHGATE_SWITCH_ACTIVATING);
6134 case EL_LIGHT_SWITCH:
6135 case EL_LIGHT_SWITCH_ACTIVE:
6136 if (!player->Switching)
6138 player->Switching = TRUE;
6139 ToggleLightSwitch(x, y);
6140 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
6141 SND_LIGHT_SWITCH_ACTIVATING :
6142 SND_LIGHT_SWITCH_DEACTIVATING);
6147 case EL_TIMEGATE_SWITCH:
6148 ActivateTimegateSwitch(x, y);
6149 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
6154 case EL_BALLOON_SEND_LEFT:
6155 case EL_BALLOON_SEND_RIGHT:
6156 case EL_BALLOON_SEND_UP:
6157 case EL_BALLOON_SEND_DOWN:
6158 case EL_BALLOON_SEND_ANY_DIRECTION:
6159 if (element == EL_BALLOON_SEND_ANY_DIRECTION)
6160 game.balloon_dir = move_direction;
6162 game.balloon_dir = (element == EL_BALLOON_SEND_LEFT ? MV_LEFT :
6163 element == EL_BALLOON_SEND_RIGHT ? MV_RIGHT :
6164 element == EL_BALLOON_SEND_UP ? MV_UP :
6165 element == EL_BALLOON_SEND_DOWN ? MV_DOWN :
6167 PlaySoundLevel(x, y, SND_BALLOON_SWITCH_ACTIVATING);
6172 /* the following elements cannot be pushed by "snapping" */
6175 case EL_DX_SUPABOMB:
6177 case EL_TIME_ORB_EMPTY:
6179 case EL_SP_DISK_ORANGE:
6181 if (mode == DF_SNAP)
6182 return MF_NO_ACTION;
6183 /* no "break" -- fall through to next case */
6184 /* the following elements can be pushed by "snapping" */
6187 return MF_NO_ACTION;
6189 player->Pushing = TRUE;
6191 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6192 return MF_NO_ACTION;
6196 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6197 return MF_NO_ACTION;
6200 if (player->push_delay == 0)
6201 player->push_delay = FrameCounter;
6203 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6204 !tape.playing && element != EL_SPRING)
6205 return MF_NO_ACTION;
6207 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6208 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6209 element != EL_SPRING)
6210 return MF_NO_ACTION;
6213 if (mode == DF_SNAP)
6215 InitMovingField(x, y, move_direction);
6216 ContinueMoving(x, y);
6221 Feld[x+dx][y+dy] = element;
6224 if (element == EL_SPRING)
6226 Feld[x+dx][y+dy] = EL_SPRING_MOVING;
6227 MovDir[x+dx][y+dy] = move_direction;
6230 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
6232 DrawLevelField(x + dx, y + dy);
6233 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING);
6240 if (!player->key[element - EL_GATE1])
6241 return MF_NO_ACTION;
6248 if (!player->key[element - EL_GATE1_GRAY])
6249 return MF_NO_ACTION;
6256 if (!player->key[element - EL_EM_GATE1])
6257 return MF_NO_ACTION;
6258 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6259 return MF_NO_ACTION;
6261 /* automatically move to the next field with double speed */
6262 player->programmed_action = move_direction;
6263 DOUBLE_PLAYER_SPEED(player);
6265 PlaySoundLevel(x, y, SND_GATE_PASSING);
6268 case EL_EM_GATE1_GRAY:
6269 case EL_EM_GATE2_GRAY:
6270 case EL_EM_GATE3_GRAY:
6271 case EL_EM_GATE4_GRAY:
6272 if (!player->key[element - EL_EM_GATE1_GRAY])
6273 return MF_NO_ACTION;
6274 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6275 return MF_NO_ACTION;
6277 /* automatically move to the next field with double speed */
6278 player->programmed_action = move_direction;
6279 DOUBLE_PLAYER_SPEED(player);
6281 PlaySoundLevel(x, y, SND_GATE_PASSING);
6284 case EL_SWITCHGATE_OPEN:
6285 case EL_TIMEGATE_OPEN:
6286 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6287 return MF_NO_ACTION;
6289 /* automatically move to the next field with double speed */
6290 player->programmed_action = move_direction;
6291 DOUBLE_PLAYER_SPEED(player);
6293 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PASSING);
6296 case EL_SP_PORT1_LEFT:
6297 case EL_SP_PORT2_LEFT:
6298 case EL_SP_PORT1_RIGHT:
6299 case EL_SP_PORT2_RIGHT:
6300 case EL_SP_PORT1_UP:
6301 case EL_SP_PORT2_UP:
6302 case EL_SP_PORT1_DOWN:
6303 case EL_SP_PORT2_DOWN:
6308 element != EL_SP_PORT1_LEFT &&
6309 element != EL_SP_PORT2_LEFT &&
6310 element != EL_SP_PORT_X &&
6311 element != EL_SP_PORT_XY) ||
6313 element != EL_SP_PORT1_RIGHT &&
6314 element != EL_SP_PORT2_RIGHT &&
6315 element != EL_SP_PORT_X &&
6316 element != EL_SP_PORT_XY) ||
6318 element != EL_SP_PORT1_UP &&
6319 element != EL_SP_PORT2_UP &&
6320 element != EL_SP_PORT_Y &&
6321 element != EL_SP_PORT_XY) ||
6323 element != EL_SP_PORT1_DOWN &&
6324 element != EL_SP_PORT2_DOWN &&
6325 element != EL_SP_PORT_Y &&
6326 element != EL_SP_PORT_XY) ||
6327 !IN_LEV_FIELD(x + dx, y + dy) ||
6328 !IS_FREE(x + dx, y + dy))
6329 return MF_NO_ACTION;
6331 /* automatically move to the next field with double speed */
6332 player->programmed_action = move_direction;
6333 DOUBLE_PLAYER_SPEED(player);
6335 PlaySoundLevel(x, y, SND_SP_PORT_PASSING);
6339 case EL_TUBE_VERTICAL:
6340 case EL_TUBE_HORIZONTAL:
6341 case EL_TUBE_VERTICAL_LEFT:
6342 case EL_TUBE_VERTICAL_RIGHT:
6343 case EL_TUBE_HORIZONTAL_UP:
6344 case EL_TUBE_HORIZONTAL_DOWN:
6345 case EL_TUBE_LEFT_UP:
6346 case EL_TUBE_LEFT_DOWN:
6347 case EL_TUBE_RIGHT_UP:
6348 case EL_TUBE_RIGHT_DOWN:
6351 int tube_enter_directions[][2] =
6353 { EL_TUBE_ALL, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6354 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6355 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6356 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
6357 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
6358 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
6359 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
6360 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
6361 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
6362 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
6363 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
6364 { -1, MV_NO_MOVING }
6367 while (tube_enter_directions[i][0] != element)
6370 if (tube_enter_directions[i][0] == -1) /* should not happen */
6374 if (!(tube_enter_directions[i][1] & move_direction))
6375 return MF_NO_ACTION; /* tube has no opening in this direction */
6377 PlaySoundLevel(x, y, SND_TUBE_PASSING);
6381 case EL_EXIT_CLOSED:
6382 case EL_SP_EXIT_CLOSED:
6383 case EL_EXIT_OPENING:
6384 return MF_NO_ACTION;
6388 case EL_SP_EXIT_OPEN:
6389 if (mode == DF_SNAP)
6390 return MF_NO_ACTION;
6392 if (element == EL_EXIT_OPEN)
6393 PlaySoundLevel(x, y, SND_EXIT_PASSING);
6395 PlaySoundLevel(x, y, SND_SP_EXIT_PASSING);
6400 Feld[x][y] = EL_LAMP_ACTIVE;
6401 local_player->lights_still_needed--;
6402 DrawLevelField(x, y);
6403 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
6407 case EL_TIME_ORB_FULL:
6408 Feld[x][y] = EL_TIME_ORB_EMPTY;
6410 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
6411 DrawLevelField(x, y);
6412 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MAX_RIGHT);
6416 case EL_SOKOBAN_FIELD_EMPTY:
6419 case EL_SOKOBAN_OBJECT:
6420 case EL_SOKOBAN_FIELD_FULL:
6422 case EL_SP_DISK_YELLOW:
6424 if (mode == DF_SNAP)
6425 return MF_NO_ACTION;
6427 player->Pushing = TRUE;
6429 if (!IN_LEV_FIELD(x+dx, y+dy)
6430 || (!IS_FREE(x+dx, y+dy)
6431 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FIELD_EMPTY
6432 || !IS_SB_ELEMENT(element))))
6433 return MF_NO_ACTION;
6437 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6438 return MF_NO_ACTION;
6440 else if (dy && real_dx)
6442 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
6443 return MF_NO_ACTION;
6446 if (player->push_delay == 0)
6447 player->push_delay = FrameCounter;
6449 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6450 !tape.playing && element != EL_BALLOON)
6451 return MF_NO_ACTION;
6453 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6454 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6455 element != EL_BALLOON)
6456 return MF_NO_ACTION;
6459 if (IS_SB_ELEMENT(element))
6461 if (element == EL_SOKOBAN_FIELD_FULL)
6463 Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
6464 local_player->sokobanfields_still_needed++;
6469 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FIELD_EMPTY)
6471 Feld[x+dx][y+dy] = EL_SOKOBAN_FIELD_FULL;
6472 local_player->sokobanfields_still_needed--;
6473 if (element == EL_SOKOBAN_OBJECT)
6474 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_FILLING);
6476 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6480 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJECT;
6481 if (element == EL_SOKOBAN_FIELD_FULL)
6482 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_EMPTYING);
6484 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6490 Feld[x+dx][y+dy] = element;
6491 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING);
6494 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
6496 DrawLevelField(x, y);
6497 DrawLevelField(x + dx, y + dy);
6499 if (IS_SB_ELEMENT(element) &&
6500 local_player->sokobanfields_still_needed == 0 &&
6501 game.emulation == EMU_SOKOBAN)
6503 player->LevelSolved = player->GameOver = TRUE;
6504 PlaySoundLevel(x, y, SND_SOKOBAN_GAME_SOLVING);
6515 return MF_NO_ACTION;
6518 player->push_delay = 0;
6523 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
6525 int jx = player->jx, jy = player->jy;
6526 int x = jx + dx, y = jy + dy;
6528 if (!player->active || !IN_LEV_FIELD(x, y))
6536 if (player->MovPos == 0)
6537 player->Pushing = FALSE;
6539 player->snapped = FALSE;
6543 if (player->snapped)
6546 player->MovDir = (dx < 0 ? MV_LEFT :
6549 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6551 if (!DigField(player, x, y, 0, 0, DF_SNAP))
6554 player->snapped = TRUE;
6555 DrawLevelField(x, y);
6561 boolean PlaceBomb(struct PlayerInfo *player)
6563 int jx = player->jx, jy = player->jy;
6566 if (!player->active || player->MovPos)
6569 element = Feld[jx][jy];
6571 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
6572 IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
6575 if (element != EL_EMPTY)
6576 Store[jx][jy] = element;
6578 if (player->dynamite)
6580 Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
6581 MovDelay[jx][jy] = 96;
6583 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6584 FS_SMALL, FC_YELLOW);
6585 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6587 if (game.emulation == EMU_SUPAPLEX)
6588 DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0);
6590 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0);
6593 PlaySoundLevel(jx, jy, SND_DYNAMITE_DROPPING);
6598 EL_DYNABOMB_PLAYER1_ACTIVE + (player->element_nr - EL_PLAYER1);
6599 MovDelay[jx][jy] = 96;
6600 player->dynabombs_left--;
6601 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6602 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
6604 PlaySoundLevel(jx, jy, SND_DYNABOMB_DROPPING);
6610 void PlaySoundLevel(int x, int y, int nr)
6612 static int loop_sound_frame[NUM_SOUND_FILES];
6613 static int loop_sound_volume[NUM_SOUND_FILES];
6614 int sx = SCREENX(x), sy = SCREENY(y);
6615 int volume, stereo_position;
6616 int max_distance = 8;
6617 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
6619 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
6620 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
6623 if (!IN_LEV_FIELD(x, y) ||
6624 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
6625 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
6628 volume = SOUND_MAX_VOLUME;
6630 if (!IN_SCR_FIELD(sx, sy))
6632 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
6633 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
6635 volume -= volume * (dx > dy ? dx : dy) / max_distance;
6638 stereo_position = (SOUND_MAX_LEFT +
6639 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
6640 (SCR_FIELDX + 2 * max_distance));
6642 if (IS_LOOP_SOUND(nr))
6644 /* This assures that quieter loop sounds do not overwrite louder ones,
6645 while restarting sound volume comparison with each new game frame. */
6647 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
6650 loop_sound_volume[nr] = volume;
6651 loop_sound_frame[nr] = FrameCounter;
6654 PlaySoundExt(nr, volume, stereo_position, type);
6657 void PlaySoundLevelAction(int x, int y, int sound_action)
6659 PlaySoundLevelElementAction(x, y, Feld[x][y], sound_action);
6662 void PlaySoundLevelElementAction(int x, int y, int element, int sound_action)
6664 int sound_effect = element_action_sound[element][sound_action];
6666 if (sound_effect != -1)
6667 PlaySoundLevel(x, y, sound_effect);
6670 void RaiseScore(int value)
6672 local_player->score += value;
6673 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
6674 FS_SMALL, FC_YELLOW);
6677 void RaiseScoreElement(int element)
6683 case EL_EMERALD_YELLOW:
6684 case EL_EMERALD_RED:
6685 case EL_EMERALD_PURPLE:
6686 RaiseScore(level.score[SC_EDELSTEIN]);
6689 RaiseScore(level.score[SC_DIAMANT]);
6692 case EL_BD_BUTTERFLY:
6693 RaiseScore(level.score[SC_KAEFER]);
6697 RaiseScore(level.score[SC_FLIEGER]);
6700 case EL_DARK_YAMYAM:
6701 RaiseScore(level.score[SC_MAMPFER]);
6704 RaiseScore(level.score[SC_ROBOT]);
6707 RaiseScore(level.score[SC_PACMAN]);
6710 RaiseScore(level.score[SC_KOKOSNUSS]);
6713 RaiseScore(level.score[SC_DYNAMIT]);
6719 RaiseScore(level.score[SC_SCHLUESSEL]);
6726 void RequestQuitGame(boolean ask_if_really_quit)
6728 if (AllPlayersGone ||
6729 !ask_if_really_quit ||
6730 level_editor_test_game ||
6731 Request("Do you really want to quit the game ?",
6732 REQ_ASK | REQ_STAY_CLOSED))
6734 #if defined(PLATFORM_UNIX)
6735 if (options.network)
6736 SendToServer_StopPlaying();
6740 game_status = MAINMENU;
6746 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
6751 /* ---------- new game button stuff ---------------------------------------- */
6753 /* graphic position values for game buttons */
6754 #define GAME_BUTTON_XSIZE 30
6755 #define GAME_BUTTON_YSIZE 30
6756 #define GAME_BUTTON_XPOS 5
6757 #define GAME_BUTTON_YPOS 215
6758 #define SOUND_BUTTON_XPOS 5
6759 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
6761 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6762 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6763 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6764 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6765 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6766 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6773 } gamebutton_info[NUM_GAME_BUTTONS] =
6776 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
6781 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
6786 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
6791 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
6792 SOUND_CTRL_ID_MUSIC,
6793 "background music on/off"
6796 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
6797 SOUND_CTRL_ID_LOOPS,
6798 "sound loops on/off"
6801 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
6802 SOUND_CTRL_ID_SIMPLE,
6803 "normal sounds on/off"
6807 void CreateGameButtons()
6811 for (i=0; i<NUM_GAME_BUTTONS; i++)
6813 Bitmap *gd_bitmap = pix[PIX_DOOR];
6814 struct GadgetInfo *gi;
6817 unsigned long event_mask;
6818 int gd_xoffset, gd_yoffset;
6819 int gd_x1, gd_x2, gd_y1, gd_y2;
6822 gd_xoffset = gamebutton_info[i].x;
6823 gd_yoffset = gamebutton_info[i].y;
6824 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
6825 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
6827 if (id == GAME_CTRL_ID_STOP ||
6828 id == GAME_CTRL_ID_PAUSE ||
6829 id == GAME_CTRL_ID_PLAY)
6831 button_type = GD_TYPE_NORMAL_BUTTON;
6833 event_mask = GD_EVENT_RELEASED;
6834 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6835 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6839 button_type = GD_TYPE_CHECK_BUTTON;
6841 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
6842 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
6843 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
6844 event_mask = GD_EVENT_PRESSED;
6845 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
6846 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6849 gi = CreateGadget(GDI_CUSTOM_ID, id,
6850 GDI_INFO_TEXT, gamebutton_info[i].infotext,
6851 GDI_X, DX + gd_xoffset,
6852 GDI_Y, DY + gd_yoffset,
6853 GDI_WIDTH, GAME_BUTTON_XSIZE,
6854 GDI_HEIGHT, GAME_BUTTON_YSIZE,
6855 GDI_TYPE, button_type,
6856 GDI_STATE, GD_BUTTON_UNPRESSED,
6857 GDI_CHECKED, checked,
6858 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
6859 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
6860 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
6861 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
6862 GDI_EVENT_MASK, event_mask,
6863 GDI_CALLBACK_ACTION, HandleGameButtons,
6867 Error(ERR_EXIT, "cannot create gadget");
6869 game_gadget[id] = gi;
6873 static void MapGameButtons()
6877 for (i=0; i<NUM_GAME_BUTTONS; i++)
6878 MapGadget(game_gadget[i]);
6881 void UnmapGameButtons()
6885 for (i=0; i<NUM_GAME_BUTTONS; i++)
6886 UnmapGadget(game_gadget[i]);
6889 static void HandleGameButtons(struct GadgetInfo *gi)
6891 int id = gi->custom_id;
6893 if (game_status != PLAYING)
6898 case GAME_CTRL_ID_STOP:
6899 RequestQuitGame(TRUE);
6902 case GAME_CTRL_ID_PAUSE:
6903 if (options.network)
6905 #if defined(PLATFORM_UNIX)
6907 SendToServer_ContinuePlaying();
6909 SendToServer_PausePlaying();
6913 TapeTogglePause(TAPE_TOGGLE_MANUAL);
6916 case GAME_CTRL_ID_PLAY:
6919 #if defined(PLATFORM_UNIX)
6920 if (options.network)
6921 SendToServer_ContinuePlaying();
6925 tape.pausing = FALSE;
6926 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
6931 case SOUND_CTRL_ID_MUSIC:
6932 if (setup.sound_music)
6934 setup.sound_music = FALSE;
6937 else if (audio.music_available)
6939 setup.sound = setup.sound_music = TRUE;
6940 PlayMusic(level_nr);
6944 case SOUND_CTRL_ID_LOOPS:
6945 if (setup.sound_loops)
6946 setup.sound_loops = FALSE;
6947 else if (audio.loops_available)
6948 setup.sound = setup.sound_loops = TRUE;
6951 case SOUND_CTRL_ID_SIMPLE:
6952 if (setup.sound_simple)
6953 setup.sound_simple = FALSE;
6954 else if (audio.sound_available)
6955 setup.sound = setup.sound_simple = TRUE;