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 #define INIT_GFX_RANDOM() (SimpleRND(1000000))
94 /* game button identifiers */
95 #define GAME_CTRL_ID_STOP 0
96 #define GAME_CTRL_ID_PAUSE 1
97 #define GAME_CTRL_ID_PLAY 2
98 #define SOUND_CTRL_ID_MUSIC 3
99 #define SOUND_CTRL_ID_LOOPS 4
100 #define SOUND_CTRL_ID_SIMPLE 5
102 #define NUM_GAME_BUTTONS 6
104 /* forward declaration for internal use */
105 static void ResetGfxAnimation(int, int);
107 static void InitBeltMovement(void);
108 static void CloseAllOpenTimegates(void);
109 static void CheckGravityMovement(struct PlayerInfo *);
110 static void KillHeroUnlessProtected(int, int);
112 static void PlaySoundLevel(int, int, int);
113 static void PlaySoundLevelNearest(int, int, int);
114 static void PlaySoundLevelAction(int, int, int);
115 static void PlaySoundLevelElementAction(int, int, int, int);
117 static void MapGameButtons();
118 static void HandleGameButtons(struct GadgetInfo *);
120 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
123 /* ------------------------------------------------------------------------- */
124 /* definition of elements that automatically change to other elements after */
125 /* a specified time, eventually calling a function when changing */
126 /* ------------------------------------------------------------------------- */
128 /* forward declaration for changer functions */
129 static void InitBuggyBase(int x, int y);
130 static void WarnBuggyBase(int x, int y);
132 static void InitTrap(int x, int y);
133 static void ActivateTrap(int x, int y);
134 static void ChangeActiveTrap(int x, int y);
136 static void InitRobotWheel(int x, int y);
137 static void RunRobotWheel(int x, int y);
138 static void StopRobotWheel(int x, int y);
140 static void InitTimegateWheel(int x, int y);
141 static void RunTimegateWheel(int x, int y);
143 struct ChangingElementInfo
148 void (*pre_change_function)(int x, int y);
149 void (*change_function)(int x, int y);
150 void (*post_change_function)(int x, int y);
153 static struct ChangingElementInfo changing_element_list[] =
155 { EL_NUT_CRACKING, EL_EMERALD, 6, NULL, NULL, NULL },
156 { EL_PEARL_BREAKING, EL_EMPTY, 8, NULL, NULL, NULL },
157 { EL_EXIT_OPENING, EL_EXIT_OPEN, 29, NULL, NULL, NULL },
159 { EL_SWITCHGATE_OPENING, EL_SWITCHGATE_OPEN, 29, NULL, NULL, NULL },
160 { EL_SWITCHGATE_CLOSING, EL_SWITCHGATE_CLOSED, 29, NULL, NULL, NULL },
162 { EL_TIMEGATE_OPENING, EL_TIMEGATE_OPEN, 29, NULL, NULL, NULL },
163 { EL_TIMEGATE_CLOSING, EL_TIMEGATE_CLOSED, 29, NULL, NULL, NULL },
165 { EL_ACID_SPLASH_LEFT, EL_EMPTY, 8, NULL, NULL, NULL },
166 { EL_ACID_SPLASH_RIGHT, EL_EMPTY, 8, NULL, NULL, NULL },
168 { EL_SP_BUGGY_BASE, EL_SP_BUGGY_BASE_ACTIVATING, 0,
169 InitBuggyBase, NULL, NULL },
170 { EL_SP_BUGGY_BASE_ACTIVATING,EL_SP_BUGGY_BASE_ACTIVE, 0,
171 InitBuggyBase, NULL, NULL },
172 { EL_SP_BUGGY_BASE_ACTIVE, EL_SP_BUGGY_BASE, 0,
173 InitBuggyBase, WarnBuggyBase, NULL },
175 { EL_TRAP, EL_TRAP_ACTIVE, 0,
176 InitTrap, NULL, ActivateTrap },
177 { EL_TRAP_ACTIVE, EL_TRAP, 31,
178 NULL, ChangeActiveTrap, NULL },
180 { EL_ROBOT_WHEEL_ACTIVE, EL_ROBOT_WHEEL, 0,
181 InitRobotWheel, RunRobotWheel, StopRobotWheel },
183 { EL_TIMEGATE_SWITCH_ACTIVE, EL_TIMEGATE_SWITCH, 0,
184 InitTimegateWheel, RunTimegateWheel, NULL },
186 { EL_UNDEFINED, EL_UNDEFINED, -1, NULL }
189 static struct ChangingElementInfo changing_element[MAX_NUM_ELEMENTS];
191 #define IS_AUTO_CHANGING(e) (changing_element[e].base_element != EL_UNDEFINED)
194 void GetPlayerConfig()
196 if (!audio.sound_available)
199 if (!audio.loops_available)
200 setup.sound_loops = FALSE;
202 if (!audio.music_available)
203 setup.sound_music = FALSE;
205 if (!video.fullscreen_available)
206 setup.fullscreen = FALSE;
208 setup.sound_simple = setup.sound;
210 SetAudioMode(setup.sound);
214 static int getBeltNrFromBeltElement(int element)
216 return (element < EL_CONVEYOR_BELT2_LEFT ? 0 :
217 element < EL_CONVEYOR_BELT3_LEFT ? 1 :
218 element < EL_CONVEYOR_BELT4_LEFT ? 2 : 3);
221 static int getBeltNrFromBeltActiveElement(int element)
223 return (element < EL_CONVEYOR_BELT2_LEFT_ACTIVE ? 0 :
224 element < EL_CONVEYOR_BELT3_LEFT_ACTIVE ? 1 :
225 element < EL_CONVEYOR_BELT4_LEFT_ACTIVE ? 2 : 3);
228 static int getBeltNrFromBeltSwitchElement(int element)
230 return (element < EL_CONVEYOR_BELT2_SWITCH_LEFT ? 0 :
231 element < EL_CONVEYOR_BELT3_SWITCH_LEFT ? 1 :
232 element < EL_CONVEYOR_BELT4_SWITCH_LEFT ? 2 : 3);
235 static int getBeltDirNrFromBeltSwitchElement(int element)
237 static int belt_base_element[4] =
239 EL_CONVEYOR_BELT1_SWITCH_LEFT,
240 EL_CONVEYOR_BELT2_SWITCH_LEFT,
241 EL_CONVEYOR_BELT3_SWITCH_LEFT,
242 EL_CONVEYOR_BELT4_SWITCH_LEFT
245 int belt_nr = getBeltNrFromBeltSwitchElement(element);
246 int belt_dir_nr = element - belt_base_element[belt_nr];
248 return (belt_dir_nr % 3);
251 static int getBeltDirFromBeltSwitchElement(int element)
253 static int belt_move_dir[3] =
260 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
262 return belt_move_dir[belt_dir_nr];
265 static void InitField(int x, int y, boolean init_game)
272 if (stored_player[0].present)
274 Feld[x][y] = EL_SP_MURPHY_CLONE;
278 Feld[x][y] = EL_PLAYER1;
287 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER1];
288 int jx = player->jx, jy = player->jy;
290 player->present = TRUE;
292 if (!options.network || player->connected)
294 player->active = TRUE;
296 /* remove potentially duplicate players */
297 if (StorePlayer[jx][jy] == Feld[x][y])
298 StorePlayer[jx][jy] = 0;
300 StorePlayer[x][y] = Feld[x][y];
304 printf("Player %d activated.\n", player->element_nr);
305 printf("[Local player is %d and currently %s.]\n",
306 local_player->element_nr,
307 local_player->active ? "active" : "not active");
311 Feld[x][y] = EL_EMPTY;
312 player->jx = player->last_jx = x;
313 player->jy = player->last_jy = y;
318 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
319 Feld[x][y] = EL_ACIDPOOL_TOPLEFT;
320 else if (x > 0 && Feld[x-1][y] == EL_ACID)
321 Feld[x][y] = EL_ACIDPOOL_TOPRIGHT;
322 else if (y > 0 && Feld[x][y-1] == EL_ACIDPOOL_TOPLEFT)
323 Feld[x][y] = EL_ACIDPOOL_BOTTOMLEFT;
324 else if (y > 0 && Feld[x][y-1] == EL_ACID)
325 Feld[x][y] = EL_ACIDPOOL_BOTTOM;
326 else if (y > 0 && Feld[x][y-1] == EL_ACIDPOOL_TOPRIGHT)
327 Feld[x][y] = EL_ACIDPOOL_BOTTOMRIGHT;
335 case EL_SPACESHIP_RIGHT:
336 case EL_SPACESHIP_UP:
337 case EL_SPACESHIP_LEFT:
338 case EL_SPACESHIP_DOWN:
340 case EL_BD_BUTTERFLY_RIGHT:
341 case EL_BD_BUTTERFLY_UP:
342 case EL_BD_BUTTERFLY_LEFT:
343 case EL_BD_BUTTERFLY_DOWN:
344 case EL_BD_BUTTERFLY:
345 case EL_BD_FIREFLY_RIGHT:
346 case EL_BD_FIREFLY_UP:
347 case EL_BD_FIREFLY_LEFT:
348 case EL_BD_FIREFLY_DOWN:
350 case EL_PACMAN_RIGHT:
374 if (y == lev_fieldy - 1)
376 Feld[x][y] = EL_AMOEBA_CREATING;
377 Store[x][y] = EL_AMOEBA_WET;
381 case EL_DYNAMITE_ACTIVE:
386 local_player->lights_still_needed++;
389 case EL_SOKOBAN_FIELD_EMPTY:
390 local_player->sokobanfields_still_needed++;
394 local_player->friends_still_needed++;
399 MovDir[x][y] = 1 << RND(4);
403 Feld[x][y] = EL_EMPTY;
406 case EL_EM_KEY1_FILE:
407 Feld[x][y] = EL_EM_KEY1;
409 case EL_EM_KEY2_FILE:
410 Feld[x][y] = EL_EM_KEY2;
412 case EL_EM_KEY3_FILE:
413 Feld[x][y] = EL_EM_KEY3;
415 case EL_EM_KEY4_FILE:
416 Feld[x][y] = EL_EM_KEY4;
419 case EL_CONVEYOR_BELT1_SWITCH_LEFT:
420 case EL_CONVEYOR_BELT1_SWITCH_MIDDLE:
421 case EL_CONVEYOR_BELT1_SWITCH_RIGHT:
422 case EL_CONVEYOR_BELT2_SWITCH_LEFT:
423 case EL_CONVEYOR_BELT2_SWITCH_MIDDLE:
424 case EL_CONVEYOR_BELT2_SWITCH_RIGHT:
425 case EL_CONVEYOR_BELT3_SWITCH_LEFT:
426 case EL_CONVEYOR_BELT3_SWITCH_MIDDLE:
427 case EL_CONVEYOR_BELT3_SWITCH_RIGHT:
428 case EL_CONVEYOR_BELT4_SWITCH_LEFT:
429 case EL_CONVEYOR_BELT4_SWITCH_MIDDLE:
430 case EL_CONVEYOR_BELT4_SWITCH_RIGHT:
433 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
434 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
435 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
437 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
439 game.belt_dir[belt_nr] = belt_dir;
440 game.belt_dir_nr[belt_nr] = belt_dir_nr;
442 else /* more than one switch -- set it like the first switch */
444 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
449 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
451 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
454 case EL_LIGHT_SWITCH_ACTIVE:
456 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
464 void DrawGameDoorValues()
468 for (i=0; i<MAX_PLAYERS; i++)
470 if (stored_player[i].key[j])
471 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
474 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
475 int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
476 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
477 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
478 DrawText(DX + XX_SCORE, DY + YY_SCORE,
479 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
480 DrawText(DX + XX_TIME, DY + YY_TIME,
481 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
486 =============================================================================
488 -----------------------------------------------------------------------------
489 initialize game engine due to level / tape version number
490 =============================================================================
493 static void InitGameEngine()
497 game.engine_version = (tape.playing ? tape.engine_version :
501 printf("level %d: level version == %06d\n", level_nr, level.game_version);
502 printf(" tape version == %06d [%s] [file: %06d]\n",
503 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
505 printf(" => game.engine_version == %06d\n", game.engine_version);
508 /* dynamically adjust player properties according to game engine version */
509 game.initial_move_delay =
510 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
511 INITIAL_MOVE_DELAY_OFF);
513 /* dynamically adjust player properties according to level information */
514 game.initial_move_delay_value =
515 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
517 /* dynamically adjust element properties according to game engine version */
519 static int ep_em_slippery_wall[] =
528 static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall);
530 for (i=0; i<ep_em_slippery_wall_num; i++)
532 if (level.em_slippery_gems) /* special EM style gems behaviour */
533 Properties2[ep_em_slippery_wall[i]] |=
534 EP_BIT_EM_SLIPPERY_WALL;
536 Properties2[ep_em_slippery_wall[i]] &=
537 ~EP_BIT_EM_SLIPPERY_WALL;
540 /* "EL_WALL_GROWING_ACTIVE" wasn't slippery for EM gems in version 2.0.1 */
541 if (level.em_slippery_gems && game.engine_version > VERSION_IDENT(2,0,1))
542 Properties2[EL_WALL_GROWING_ACTIVE] |= EP_BIT_EM_SLIPPERY_WALL;
544 Properties2[EL_WALL_GROWING_ACTIVE] &=~EP_BIT_EM_SLIPPERY_WALL;
547 /* initialize changing elements information */
548 for (i=0; i<MAX_NUM_ELEMENTS; i++)
550 changing_element[i].base_element = EL_UNDEFINED;
551 changing_element[i].next_element = EL_UNDEFINED;
552 changing_element[i].change_delay = -1;
553 changing_element[i].pre_change_function = NULL;
554 changing_element[i].change_function = NULL;
555 changing_element[i].post_change_function = NULL;
559 while (changing_element_list[i].base_element != EL_UNDEFINED)
561 struct ChangingElementInfo *ce = &changing_element_list[i];
562 int element = ce->base_element;
564 changing_element[element].base_element = ce->base_element;
565 changing_element[element].next_element = ce->next_element;
566 changing_element[element].change_delay = ce->change_delay;
567 changing_element[element].pre_change_function = ce->pre_change_function;
568 changing_element[element].change_function = ce->change_function;
569 changing_element[element].post_change_function = ce->post_change_function;
577 =============================================================================
579 -----------------------------------------------------------------------------
580 initialize and start new game
581 =============================================================================
586 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
587 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
588 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
595 #if USE_NEW_AMOEBA_CODE
596 printf("Using new amoeba code.\n");
598 printf("Using old amoeba code.\n");
603 /* don't play tapes over network */
604 network_playing = (options.network && !tape.playing);
606 for (i=0; i<MAX_PLAYERS; i++)
608 struct PlayerInfo *player = &stored_player[i];
610 player->index_nr = i;
611 player->element_nr = EL_PLAYER1 + i;
613 player->present = FALSE;
614 player->active = FALSE;
617 player->effective_action = 0;
618 player->programmed_action = 0;
621 player->gems_still_needed = level.gems_needed;
622 player->sokobanfields_still_needed = 0;
623 player->lights_still_needed = 0;
624 player->friends_still_needed = 0;
627 player->key[j] = FALSE;
629 player->dynamite = 0;
630 player->dynabomb_count = 0;
631 player->dynabomb_size = 1;
632 player->dynabombs_left = 0;
633 player->dynabomb_xl = FALSE;
635 player->MovDir = MV_NO_MOVING;
637 player->Pushing = FALSE;
638 player->Switching = FALSE;
642 player->actual_frame_counter = 0;
644 player->frame_reset_delay = 0;
646 player->last_move_dir = MV_NO_MOVING;
647 player->is_moving = FALSE;
649 player->move_delay = game.initial_move_delay;
650 player->move_delay_value = game.initial_move_delay_value;
652 player->push_delay = 0;
653 player->push_delay_value = 5;
655 player->snapped = FALSE;
657 player->last_jx = player->last_jy = 0;
658 player->jx = player->jy = 0;
660 player->shield_normal_time_left = 0;
661 player->shield_deadly_time_left = 0;
663 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
664 SnapField(player, 0, 0);
666 player->LevelSolved = FALSE;
667 player->GameOver = FALSE;
670 network_player_action_received = FALSE;
672 #if defined(PLATFORM_UNIX)
673 /* initial null action */
675 SendToServer_MovePlayer(MV_NO_MOVING);
683 TimeLeft = level.time;
685 ScreenMovDir = MV_NO_MOVING;
689 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
691 AllPlayersGone = FALSE;
693 game.yam_content_nr = 0;
694 game.magic_wall_active = FALSE;
695 game.magic_wall_time_left = 0;
696 game.light_time_left = 0;
697 game.timegate_time_left = 0;
698 game.switchgate_pos = 0;
699 game.balloon_dir = MV_NO_MOVING;
700 game.explosions_delayed = TRUE;
704 game.belt_dir[i] = MV_NO_MOVING;
705 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
708 for (i=0; i<MAX_NUM_AMOEBA; i++)
709 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
711 for (x=0; x<lev_fieldx; x++)
713 for (y=0; y<lev_fieldy; y++)
715 Feld[x][y] = Ur[x][y];
716 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
717 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
719 JustStopped[x][y] = 0;
721 ExplodePhase[x][y] = 0;
722 ExplodeField[x][y] = EX_NO_EXPLOSION;
725 GfxAction[x][y] = ACTION_DEFAULT;
726 GfxRandom[x][y] = INIT_GFX_RANDOM();
730 for(y=0; y<lev_fieldy; y++)
732 for(x=0; x<lev_fieldx; x++)
734 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
736 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
738 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
741 InitField(x, y, TRUE);
747 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
748 emulate_sb ? EMU_SOKOBAN :
749 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
751 /* correct non-moving belts to start moving left */
753 if (game.belt_dir[i] == MV_NO_MOVING)
754 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
756 /* check if any connected player was not found in playfield */
757 for (i=0; i<MAX_PLAYERS; i++)
759 struct PlayerInfo *player = &stored_player[i];
761 if (player->connected && !player->present)
763 for (j=0; j<MAX_PLAYERS; j++)
765 struct PlayerInfo *some_player = &stored_player[j];
766 int jx = some_player->jx, jy = some_player->jy;
768 /* assign first free player found that is present in the playfield */
769 if (some_player->present && !some_player->connected)
771 player->present = TRUE;
772 player->active = TRUE;
773 some_player->present = FALSE;
775 StorePlayer[jx][jy] = player->element_nr;
776 player->jx = player->last_jx = jx;
777 player->jy = player->last_jy = jy;
787 /* when playing a tape, eliminate all players who do not participate */
789 for (i=0; i<MAX_PLAYERS; i++)
791 if (stored_player[i].active && !tape.player_participates[i])
793 struct PlayerInfo *player = &stored_player[i];
794 int jx = player->jx, jy = player->jy;
796 player->active = FALSE;
797 StorePlayer[jx][jy] = 0;
798 Feld[jx][jy] = EL_EMPTY;
802 else if (!options.network && !setup.team_mode) /* && !tape.playing */
804 /* when in single player mode, eliminate all but the first active player */
806 for (i=0; i<MAX_PLAYERS; i++)
808 if (stored_player[i].active)
810 for (j=i+1; j<MAX_PLAYERS; j++)
812 if (stored_player[j].active)
814 struct PlayerInfo *player = &stored_player[j];
815 int jx = player->jx, jy = player->jy;
817 player->active = FALSE;
818 StorePlayer[jx][jy] = 0;
819 Feld[jx][jy] = EL_EMPTY;
826 /* when recording the game, store which players take part in the game */
829 for (i=0; i<MAX_PLAYERS; i++)
830 if (stored_player[i].active)
831 tape.player_participates[i] = TRUE;
836 for (i=0; i<MAX_PLAYERS; i++)
838 struct PlayerInfo *player = &stored_player[i];
840 printf("Player %d: present == %d, connected == %d, active == %d.\n",
845 if (local_player == player)
846 printf("Player %d is local player.\n", i+1);
850 if (BorderElement == EL_EMPTY)
853 SBX_Right = lev_fieldx - SCR_FIELDX;
855 SBY_Lower = lev_fieldy - SCR_FIELDY;
860 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
862 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
865 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
866 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
868 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
869 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
872 scroll_y = SBY_Upper;
873 if (local_player->jx >= SBX_Left + MIDPOSX)
874 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
875 local_player->jx - MIDPOSX :
877 if (local_player->jy >= SBY_Upper + MIDPOSY)
878 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
879 local_player->jy - MIDPOSY :
882 CloseDoor(DOOR_CLOSE_1);
887 /* after drawing the level, correct some elements */
888 if (game.timegate_time_left == 0)
889 CloseAllOpenTimegates();
891 if (setup.soft_scrolling)
892 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
894 redraw_mask |= REDRAW_FROM_BACKBUFFER;
897 /* copy default game door content to main double buffer */
898 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
899 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
902 DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
903 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
906 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
907 int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3, FONT_OPAQUE);
908 BlitBitmap(drawto, drawto,
909 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
910 FONT5_XSIZE * 3, FONT5_YSIZE - 1,
911 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
914 DrawGameDoorValues();
918 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
919 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
920 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
924 /* copy actual game door content to door double buffer for OpenDoor() */
925 BlitBitmap(drawto, bitmap_db_door,
926 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
928 OpenDoor(DOOR_OPEN_ALL);
930 PlaySoundStereo(SND_GAME_STARTING, SOUND_MAX_RIGHT);
931 if (setup.sound_music)
934 KeyboardAutoRepeatOff();
939 printf("Player %d %sactive.\n",
940 i + 1, (stored_player[i].active ? "" : "not "));
944 void InitMovDir(int x, int y)
946 int i, element = Feld[x][y];
947 static int xy[4][2] =
954 static int direction[3][4] =
956 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
957 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
958 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
968 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
971 case EL_SPACESHIP_RIGHT:
972 case EL_SPACESHIP_UP:
973 case EL_SPACESHIP_LEFT:
974 case EL_SPACESHIP_DOWN:
975 Feld[x][y] = EL_SPACESHIP;
976 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
979 case EL_BD_BUTTERFLY_RIGHT:
980 case EL_BD_BUTTERFLY_UP:
981 case EL_BD_BUTTERFLY_LEFT:
982 case EL_BD_BUTTERFLY_DOWN:
983 Feld[x][y] = EL_BD_BUTTERFLY;
984 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
987 case EL_BD_FIREFLY_RIGHT:
988 case EL_BD_FIREFLY_UP:
989 case EL_BD_FIREFLY_LEFT:
990 case EL_BD_FIREFLY_DOWN:
991 Feld[x][y] = EL_BD_FIREFLY;
992 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
995 case EL_PACMAN_RIGHT:
999 Feld[x][y] = EL_PACMAN;
1000 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1003 case EL_SP_SNIKSNAK:
1004 MovDir[x][y] = MV_UP;
1007 case EL_SP_ELECTRON:
1008 MovDir[x][y] = MV_LEFT;
1015 Feld[x][y] = EL_MOLE;
1016 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1020 MovDir[x][y] = 1 << RND(4);
1021 if (element != EL_BUG &&
1022 element != EL_SPACESHIP &&
1023 element != EL_BD_BUTTERFLY &&
1024 element != EL_BD_FIREFLY)
1029 int x1 = x + xy[i][0];
1030 int y1 = y + xy[i][1];
1032 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1034 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1036 MovDir[x][y] = direction[0][i];
1039 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1040 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1042 MovDir[x][y] = direction[1][i];
1051 void InitAmoebaNr(int x, int y)
1054 int group_nr = AmoebeNachbarNr(x, y);
1058 for (i=1; i<MAX_NUM_AMOEBA; i++)
1060 if (AmoebaCnt[i] == 0)
1068 AmoebaNr[x][y] = group_nr;
1069 AmoebaCnt[group_nr]++;
1070 AmoebaCnt2[group_nr]++;
1076 boolean raise_level = FALSE;
1078 if (local_player->MovPos)
1081 if (tape.playing && tape.auto_play)
1082 tape.auto_play_level_solved = TRUE;
1084 local_player->LevelSolved = FALSE;
1086 PlaySoundStereo(SND_GAME_WINNING, SOUND_MAX_RIGHT);
1090 if (!tape.playing && setup.sound_loops)
1091 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1092 SND_CTRL_PLAY_LOOP);
1094 while (TimeLeft > 0)
1096 if (!tape.playing && !setup.sound_loops)
1097 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1098 if (TimeLeft > 0 && !(TimeLeft % 10))
1099 RaiseScore(level.score[SC_ZEITBONUS]);
1100 if (TimeLeft > 100 && !(TimeLeft % 10))
1104 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
1111 if (!tape.playing && setup.sound_loops)
1112 StopSound(SND_GAME_LEVELTIME_BONUS);
1114 else if (level.time == 0) /* level without time limit */
1116 if (!tape.playing && setup.sound_loops)
1117 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1118 SND_CTRL_PLAY_LOOP);
1120 while (TimePlayed < 999)
1122 if (!tape.playing && !setup.sound_loops)
1123 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1124 if (TimePlayed < 999 && !(TimePlayed % 10))
1125 RaiseScore(level.score[SC_ZEITBONUS]);
1126 if (TimePlayed < 900 && !(TimePlayed % 10))
1130 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
1137 if (!tape.playing && setup.sound_loops)
1138 StopSound(SND_GAME_LEVELTIME_BONUS);
1145 /* Hero disappears */
1146 DrawLevelField(ExitX, ExitY);
1152 CloseDoor(DOOR_CLOSE_1);
1157 SaveTape(tape.level_nr); /* Ask to save tape */
1160 if (level_nr == leveldir_current->handicap_level)
1162 leveldir_current->handicap_level++;
1163 SaveLevelSetup_SeriesInfo();
1166 if (level_editor_test_game)
1167 local_player->score = -1; /* no highscore when playing from editor */
1168 else if (level_nr < leveldir_current->last_level)
1169 raise_level = TRUE; /* advance to next level */
1171 if ((hi_pos = NewHiScore()) >= 0)
1173 game_status = HALLOFFAME;
1174 DrawHallOfFame(hi_pos);
1183 game_status = MAINMENU;
1200 LoadScore(level_nr);
1202 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1203 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1206 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1208 if (local_player->score > highscore[k].Score)
1210 /* player has made it to the hall of fame */
1212 if (k < MAX_SCORE_ENTRIES - 1)
1214 int m = MAX_SCORE_ENTRIES - 1;
1217 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1218 if (!strcmp(setup.player_name, highscore[l].Name))
1220 if (m == k) /* player's new highscore overwrites his old one */
1226 strcpy(highscore[l].Name, highscore[l - 1].Name);
1227 highscore[l].Score = highscore[l - 1].Score;
1234 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1235 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1236 highscore[k].Score = local_player->score;
1242 else if (!strncmp(setup.player_name, highscore[k].Name,
1243 MAX_PLAYER_NAME_LEN))
1244 break; /* player already there with a higher score */
1250 SaveScore(level_nr);
1255 static void ResetRandomAnimationValue(int x, int y)
1257 int element = Feld[x][y];
1258 int graphic = el2img(element);
1260 /* reset random value not until one full delay cycle has reached */
1261 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
1262 GfxFrame[x][y] > ANIM_DELAY(graphic))
1263 GfxRandom[x][y] = INIT_GFX_RANDOM();
1266 static void ResetGfxAnimation(int x, int y)
1268 ResetRandomAnimationValue(x, y);
1271 GfxAction[x][y] = ACTION_DEFAULT;
1274 if (Feld[x][y] == EL_ROCK)
1275 printf("ResetGfxAnimation: EL_ROCK [%d, %d]\n",
1276 JustStopped[x][y], MovDir[x][y]);
1280 void InitMovingField(int x, int y, int direction)
1282 int element = Feld[x][y];
1283 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1284 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1286 if (!JustStopped[x][y] || direction != MovDir[x][y])
1287 ResetGfxAnimation(x, y);
1289 MovDir[newx][newy] = MovDir[x][y] = direction;
1291 if (Feld[newx][newy] == EL_EMPTY)
1292 Feld[newx][newy] = EL_BLOCKED;
1294 if (direction == MV_DOWN && CAN_FALL(element))
1295 GfxAction[x][y] = ACTION_FALLING;
1297 GfxAction[x][y] = ACTION_MOVING;
1299 GfxFrame[newx][newy] = GfxFrame[x][y];
1300 GfxAction[newx][newy] = GfxAction[x][y];
1301 GfxRandom[newx][newy] = GfxRandom[x][y];
1304 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1306 int direction = MovDir[x][y];
1307 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1308 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1314 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1316 int oldx = x, oldy = y;
1317 int direction = MovDir[x][y];
1319 if (direction == MV_LEFT)
1321 else if (direction == MV_RIGHT)
1323 else if (direction == MV_UP)
1325 else if (direction == MV_DOWN)
1328 *comes_from_x = oldx;
1329 *comes_from_y = oldy;
1332 int MovingOrBlocked2Element(int x, int y)
1334 int element = Feld[x][y];
1336 if (element == EL_BLOCKED)
1340 Blocked2Moving(x, y, &oldx, &oldy);
1341 return Feld[oldx][oldy];
1347 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1349 /* like MovingOrBlocked2Element(), but if element is moving
1350 and (x,y) is the field the moving element is just leaving,
1351 return EL_BLOCKED instead of the element value */
1352 int element = Feld[x][y];
1354 if (IS_MOVING(x, y))
1356 if (element == EL_BLOCKED)
1360 Blocked2Moving(x, y, &oldx, &oldy);
1361 return Feld[oldx][oldy];
1370 static void RemoveField(int x, int y)
1372 Feld[x][y] = EL_EMPTY;
1378 void RemoveMovingField(int x, int y)
1380 int oldx = x, oldy = y, newx = x, newy = y;
1382 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1385 if (IS_MOVING(x, y))
1387 Moving2Blocked(x, y, &newx, &newy);
1388 if (Feld[newx][newy] != EL_BLOCKED)
1391 else if (Feld[x][y] == EL_BLOCKED)
1393 Blocked2Moving(x, y, &oldx, &oldy);
1394 if (!IS_MOVING(oldx, oldy))
1398 if (Feld[x][y] == EL_BLOCKED &&
1399 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1400 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1401 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1402 Feld[oldx][oldy] == EL_AMOEBA_DRIPPING))
1403 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1405 Feld[oldx][oldy] = EL_EMPTY;
1407 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1409 Feld[newx][newy] = EL_EMPTY;
1410 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1411 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1412 GfxAction[oldx][oldy] = GfxAction[newx][newy] = ACTION_DEFAULT;
1414 DrawLevelField(oldx, oldy);
1415 DrawLevelField(newx, newy);
1418 void DrawDynamite(int x, int y)
1420 int sx = SCREENX(x), sy = SCREENY(y);
1421 int graphic = el2img(Feld[x][y]);
1424 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1428 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
1430 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
1432 if (game.emulation == EMU_SUPAPLEX)
1433 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
1434 else if (Store[x][y])
1435 DrawGraphicThruMask(sx, sy, graphic, frame);
1437 DrawGraphic(sx, sy, graphic, frame);
1440 void CheckDynamite(int x, int y)
1442 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
1446 if (MovDelay[x][y] != 0)
1450 /* !!! correct: "PlaySoundLevelActionIfLoop" etc. !!! */
1451 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
1457 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1458 StopSound(SND_DYNAMITE_ACTIVE);
1460 StopSound(SND_DYNABOMB_ACTIVE);
1465 void Explode(int ex, int ey, int phase, int mode)
1469 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1470 int last_phase = num_phase * delay;
1471 int half_phase = (num_phase / 2) * delay;
1472 int first_phase_after_start = EX_PHASE_START + 1;
1474 if (game.explosions_delayed)
1476 ExplodeField[ex][ey] = mode;
1480 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1482 int center_element = Feld[ex][ey];
1484 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1486 /* put moving element to center field (and let it explode there) */
1487 center_element = MovingOrBlocked2Element(ex, ey);
1488 RemoveMovingField(ex, ey);
1489 Feld[ex][ey] = center_element;
1492 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1496 if (!IN_LEV_FIELD(x, y) ||
1497 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
1498 (x != ex || y != ey)))
1501 element = Feld[x][y];
1503 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1505 element = MovingOrBlocked2Element(x, y);
1506 RemoveMovingField(x, y);
1509 if (IS_MASSIVE(element) || element == EL_FLAMES)
1512 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1514 if (IS_ACTIVE_BOMB(element))
1516 /* re-activate things under the bomb like gate or penguin */
1517 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
1524 if (element == EL_EXPLOSION)
1525 element = Store2[x][y];
1527 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1529 switch(StorePlayer[ex][ey])
1532 Store[x][y] = EL_EMERALD_RED;
1535 Store[x][y] = EL_EMERALD;
1538 Store[x][y] = EL_EMERALD_PURPLE;
1542 Store[x][y] = EL_EMERALD_YELLOW;
1546 if (game.emulation == EMU_SUPAPLEX)
1547 Store[x][y] = EL_EMPTY;
1549 else if (center_element == EL_MOLE)
1550 Store[x][y] = EL_EMERALD_RED;
1551 else if (center_element == EL_PENGUIN)
1552 Store[x][y] = EL_EMERALD_PURPLE;
1553 else if (center_element == EL_BUG)
1554 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
1555 else if (center_element == EL_BD_BUTTERFLY)
1556 Store[x][y] = EL_BD_DIAMOND;
1557 else if (center_element == EL_SP_ELECTRON)
1558 Store[x][y] = EL_SP_INFOTRON;
1559 else if (center_element == EL_YAMYAM)
1560 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1561 else if (center_element == EL_AMOEBA_TO_DIAMOND)
1562 Store[x][y] = level.amoeba_content;
1563 else if (element == EL_WALL_EMERALD)
1564 Store[x][y] = EL_EMERALD;
1565 else if (element == EL_WALL_DIAMOND)
1566 Store[x][y] = EL_DIAMOND;
1567 else if (element == EL_WALL_BD_DIAMOND)
1568 Store[x][y] = EL_BD_DIAMOND;
1569 else if (element == EL_WALL_EMERALD_YELLOW)
1570 Store[x][y] = EL_EMERALD_YELLOW;
1571 else if (element == EL_WALL_EMERALD_RED)
1572 Store[x][y] = EL_EMERALD_RED;
1573 else if (element == EL_WALL_EMERALD_PURPLE)
1574 Store[x][y] = EL_EMERALD_PURPLE;
1575 else if (element == EL_WALL_PEARL)
1576 Store[x][y] = EL_PEARL;
1577 else if (element == EL_WALL_CRYSTAL)
1578 Store[x][y] = EL_CRYSTAL;
1579 else if (!IS_PFORTE(Store[x][y]))
1580 Store[x][y] = EL_EMPTY;
1582 if (x != ex || y != ey ||
1583 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
1584 Store2[x][y] = element;
1586 if (AmoebaNr[x][y] &&
1587 (element == EL_AMOEBA_FULL ||
1588 element == EL_BD_AMOEBA ||
1589 element == EL_AMOEBA_CREATING))
1591 AmoebaCnt[AmoebaNr[x][y]]--;
1592 AmoebaCnt2[AmoebaNr[x][y]]--;
1595 Feld[x][y] = EL_EXPLOSION;
1596 MovDir[x][y] = MovPos[x][y] = 0;
1598 ExplodePhase[x][y] = 1;
1602 if (center_element == EL_YAMYAM)
1603 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1614 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
1616 if (phase == first_phase_after_start)
1618 int element = Store2[x][y];
1620 if (element == EL_BLACK_ORB)
1622 Feld[x][y] = Store2[x][y];
1627 else if (phase == half_phase)
1629 int element = Store2[x][y];
1631 if (IS_PLAYER(x, y))
1632 KillHeroUnlessProtected(x, y);
1633 else if (IS_EXPLOSIVE(element))
1635 Feld[x][y] = Store2[x][y];
1639 else if (element == EL_AMOEBA_TO_DIAMOND)
1640 AmoebeUmwandeln(x, y);
1643 if (phase == last_phase)
1647 element = Feld[x][y] = Store[x][y];
1648 Store[x][y] = Store2[x][y] = 0;
1649 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1650 InitField(x, y, FALSE);
1651 if (CAN_MOVE(element) || COULD_MOVE(element))
1653 DrawLevelField(x, y);
1655 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1656 StorePlayer[x][y] = 0;
1658 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1660 int stored = Store[x][y];
1661 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
1662 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
1664 int frame = getGraphicAnimationFrame(graphic, phase - delay);
1667 DrawCrumbledSand(SCREENX(x), SCREENY(y));
1669 if (IS_PFORTE(Store[x][y]))
1671 DrawLevelElement(x, y, Store[x][y]);
1672 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
1675 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1679 void DynaExplode(int ex, int ey)
1682 int dynabomb_size = 1;
1683 boolean dynabomb_xl = FALSE;
1684 struct PlayerInfo *player;
1685 static int xy[4][2] =
1693 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1695 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER1_ACTIVE];
1696 dynabomb_size = player->dynabomb_size;
1697 dynabomb_xl = player->dynabomb_xl;
1698 player->dynabombs_left++;
1701 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1705 for (j=1; j<=dynabomb_size; j++)
1707 int x = ex + j * xy[i % 4][0];
1708 int y = ey + j * xy[i % 4][1];
1711 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1714 element = Feld[x][y];
1716 /* do not restart explosions of fields with active bombs */
1717 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
1720 Explode(x, y, EX_PHASE_START, EX_BORDER);
1722 if (element != EL_EMPTY &&
1723 element != EL_SAND &&
1724 element != EL_EXPLOSION &&
1731 void Bang(int x, int y)
1733 int element = Feld[x][y];
1735 if (game.emulation == EMU_SUPAPLEX)
1736 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
1738 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
1741 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1749 case EL_BD_BUTTERFLY:
1752 case EL_DARK_YAMYAM:
1756 RaiseScoreElement(element);
1757 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1759 case EL_DYNABOMB_PLAYER1_ACTIVE:
1760 case EL_DYNABOMB_PLAYER2_ACTIVE:
1761 case EL_DYNABOMB_PLAYER3_ACTIVE:
1762 case EL_DYNABOMB_PLAYER4_ACTIVE:
1763 case EL_DYNABOMB_NR:
1764 case EL_DYNABOMB_SZ:
1765 case EL_DYNABOMB_XL:
1770 case EL_LAMP_ACTIVE:
1771 if (IS_PLAYER(x, y))
1772 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1774 Explode(x, y, EX_PHASE_START, EX_CENTER);
1777 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1782 void SplashAcid(int x, int y)
1784 int element = Feld[x][y];
1786 if (element != EL_ACID_SPLASH_LEFT &&
1787 element != EL_ACID_SPLASH_RIGHT)
1789 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
1791 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1792 (!IN_LEV_FIELD(x-1, y-1) ||
1793 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1794 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
1796 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1797 (!IN_LEV_FIELD(x+1, y-1) ||
1798 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1799 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
1805 int graphic = (element == EL_ACID_SPLASH_LEFT ?
1806 IMG_ACID_SPLASH_LEFT :
1807 IMG_ACID_SPLASH_RIGHT);
1809 if (!MovDelay[x][y]) /* initialize animation counter */
1812 if (MovDelay[x][y]) /* continue animation */
1815 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1817 int frame = getGraphicAnimationFrame(graphic, 8 - MovDelay[x][y]);
1819 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1822 if (!MovDelay[x][y])
1824 Feld[x][y] = EL_EMPTY;
1825 DrawLevelField(x, y);
1832 static void InitBeltMovement()
1834 static int belt_base_element[4] =
1836 EL_CONVEYOR_BELT1_LEFT,
1837 EL_CONVEYOR_BELT2_LEFT,
1838 EL_CONVEYOR_BELT3_LEFT,
1839 EL_CONVEYOR_BELT4_LEFT
1841 static int belt_base_active_element[4] =
1843 EL_CONVEYOR_BELT1_LEFT_ACTIVE,
1844 EL_CONVEYOR_BELT2_LEFT_ACTIVE,
1845 EL_CONVEYOR_BELT3_LEFT_ACTIVE,
1846 EL_CONVEYOR_BELT4_LEFT_ACTIVE
1851 /* set frame order for belt animation graphic according to belt direction */
1858 int element = belt_base_active_element[belt_nr] + j;
1859 int graphic = el2img(element);
1861 if (game.belt_dir[i] == MV_LEFT)
1862 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
1864 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
1868 for(y=0; y<lev_fieldy; y++)
1870 for(x=0; x<lev_fieldx; x++)
1872 int element = Feld[x][y];
1876 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
1878 int e_belt_nr = getBeltNrFromBeltElement(element);
1881 if (e_belt_nr == belt_nr)
1883 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
1885 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
1893 static void ToggleBeltSwitch(int x, int y)
1895 static int belt_base_element[4] =
1897 EL_CONVEYOR_BELT1_LEFT,
1898 EL_CONVEYOR_BELT2_LEFT,
1899 EL_CONVEYOR_BELT3_LEFT,
1900 EL_CONVEYOR_BELT4_LEFT
1902 static int belt_base_active_element[4] =
1904 EL_CONVEYOR_BELT1_LEFT_ACTIVE,
1905 EL_CONVEYOR_BELT2_LEFT_ACTIVE,
1906 EL_CONVEYOR_BELT3_LEFT_ACTIVE,
1907 EL_CONVEYOR_BELT4_LEFT_ACTIVE
1909 static int belt_base_switch_element[4] =
1911 EL_CONVEYOR_BELT1_SWITCH_LEFT,
1912 EL_CONVEYOR_BELT2_SWITCH_LEFT,
1913 EL_CONVEYOR_BELT3_SWITCH_LEFT,
1914 EL_CONVEYOR_BELT4_SWITCH_LEFT
1916 static int belt_move_dir[4] =
1924 int element = Feld[x][y];
1925 int belt_nr = getBeltNrFromBeltSwitchElement(element);
1926 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1927 int belt_dir = belt_move_dir[belt_dir_nr];
1930 if (!IS_BELT_SWITCH(element))
1933 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1934 game.belt_dir[belt_nr] = belt_dir;
1936 if (belt_dir_nr == 3)
1939 /* set frame order for belt animation graphic according to belt direction */
1942 int element = belt_base_active_element[belt_nr] + i;
1943 int graphic = el2img(element);
1945 if (belt_dir == MV_LEFT)
1946 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
1948 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
1951 for (yy=0; yy<lev_fieldy; yy++)
1953 for (xx=0; xx<lev_fieldx; xx++)
1955 int element = Feld[xx][yy];
1957 if (IS_BELT_SWITCH(element))
1959 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
1961 if (e_belt_nr == belt_nr)
1963 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
1964 DrawLevelField(xx, yy);
1967 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
1969 int e_belt_nr = getBeltNrFromBeltElement(element);
1971 if (e_belt_nr == belt_nr)
1973 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
1975 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
1976 DrawLevelField(xx, yy);
1979 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
1981 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
1983 if (e_belt_nr == belt_nr)
1985 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
1987 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
1988 DrawLevelField(xx, yy);
1995 static void ToggleSwitchgateSwitch(int x, int y)
1999 game.switchgate_pos = !game.switchgate_pos;
2001 for (yy=0; yy<lev_fieldy; yy++)
2003 for (xx=0; xx<lev_fieldx; xx++)
2005 int element = Feld[xx][yy];
2007 if (element == EL_SWITCHGATE_SWITCH_UP ||
2008 element == EL_SWITCHGATE_SWITCH_DOWN)
2010 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2011 DrawLevelField(xx, yy);
2013 else if (element == EL_SWITCHGATE_OPEN ||
2014 element == EL_SWITCHGATE_OPENING)
2016 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2017 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2019 else if (element == EL_SWITCHGATE_CLOSED ||
2020 element == EL_SWITCHGATE_CLOSING)
2022 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2023 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2029 static int getInvisibleActiveFromInvisibleElement(int element)
2031 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2032 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2033 EL_INVISIBLE_SAND_ACTIVE);
2036 static int getInvisibleFromInvisibleActiveElement(int element)
2038 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2039 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2043 static void RedrawAllLightSwitchesAndInvisibleElements()
2047 for (y=0; y<lev_fieldy; y++)
2049 for (x=0; x<lev_fieldx; x++)
2051 int element = Feld[x][y];
2053 if (element == EL_LIGHT_SWITCH &&
2054 game.light_time_left > 0)
2056 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2057 DrawLevelField(x, y);
2059 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2060 game.light_time_left == 0)
2062 Feld[x][y] = EL_LIGHT_SWITCH;
2063 DrawLevelField(x, y);
2065 else if (element == EL_INVISIBLE_STEELWALL ||
2066 element == EL_INVISIBLE_WALL ||
2067 element == EL_INVISIBLE_SAND)
2069 if (game.light_time_left > 0)
2070 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2072 DrawLevelField(x, y);
2074 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2075 element == EL_INVISIBLE_WALL_ACTIVE ||
2076 element == EL_INVISIBLE_SAND_ACTIVE)
2078 if (game.light_time_left == 0)
2079 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2081 DrawLevelField(x, y);
2087 static void ToggleLightSwitch(int x, int y)
2089 int element = Feld[x][y];
2091 game.light_time_left =
2092 (element == EL_LIGHT_SWITCH ?
2093 level.time_light * FRAMES_PER_SECOND : 0);
2095 RedrawAllLightSwitchesAndInvisibleElements();
2098 static void ActivateTimegateSwitch(int x, int y)
2102 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2104 for (yy=0; yy<lev_fieldy; yy++)
2106 for (xx=0; xx<lev_fieldx; xx++)
2108 int element = Feld[xx][yy];
2110 if (element == EL_TIMEGATE_CLOSED ||
2111 element == EL_TIMEGATE_CLOSING)
2113 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2114 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2118 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2120 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2121 DrawLevelField(xx, yy);
2128 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2131 void Impact(int x, int y)
2133 boolean lastline = (y == lev_fieldy-1);
2134 boolean object_hit = FALSE;
2135 int element = Feld[x][y];
2138 if (!lastline) /* check if element below was hit */
2140 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
2143 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
2144 MovDir[x][y+1] != MV_DOWN ||
2145 MovPos[x][y+1] <= TILEY / 2));
2147 smashed = MovingOrBlocked2Element(x, y+1);
2150 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2157 if (lastline || object_hit)
2162 ResetGfxAnimation(x, y);
2163 DrawLevelField(x, y);
2167 if ((element == EL_BOMB ||
2168 element == EL_SP_DISK_ORANGE ||
2169 element == EL_DX_SUPABOMB) &&
2170 (lastline || object_hit)) /* element is bomb */
2175 else if (element == EL_PEARL)
2177 Feld[x][y] = EL_PEARL_BREAKING;
2178 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2182 if (element == EL_AMOEBA_DROP && (lastline || object_hit))
2184 if (object_hit && IS_PLAYER(x, y+1))
2185 KillHeroUnlessProtected(x, y+1);
2186 else if (object_hit && smashed == EL_PENGUIN)
2190 Feld[x][y] = EL_AMOEBA_CREATING;
2191 Store[x][y] = EL_AMOEBA_WET;
2196 if (!lastline && object_hit) /* check which object was hit */
2198 if (CAN_CHANGE(element) &&
2199 (smashed == EL_MAGIC_WALL ||
2200 smashed == EL_BD_MAGIC_WALL))
2203 int activated_magic_wall =
2204 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2205 EL_BD_MAGIC_WALL_ACTIVE);
2207 /* activate magic wall / mill */
2208 for (yy=0; yy<lev_fieldy; yy++)
2209 for (xx=0; xx<lev_fieldx; xx++)
2210 if (Feld[xx][yy] == smashed)
2211 Feld[xx][yy] = activated_magic_wall;
2213 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2214 game.magic_wall_active = TRUE;
2216 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2217 SND_MAGIC_WALL_ACTIVATING :
2218 SND_BD_MAGIC_WALL_ACTIVATING));
2221 if (IS_PLAYER(x, y + 1))
2223 KillHeroUnlessProtected(x, y+1);
2226 else if (smashed == EL_PENGUIN)
2231 else if (element == EL_BD_DIAMOND)
2233 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2239 else if ((element == EL_SP_INFOTRON ||
2240 element == EL_SP_ZONK) &&
2241 (smashed == EL_SP_SNIKSNAK ||
2242 smashed == EL_SP_ELECTRON ||
2243 smashed == EL_SP_DISK_ORANGE))
2248 else if (element == EL_ROCK ||
2249 element == EL_SP_ZONK ||
2250 element == EL_BD_ROCK)
2252 if (IS_ENEMY(smashed) ||
2253 smashed == EL_BOMB ||
2254 smashed == EL_SP_DISK_ORANGE ||
2255 smashed == EL_DX_SUPABOMB ||
2256 smashed == EL_SATELLITE ||
2257 smashed == EL_PIG ||
2258 smashed == EL_DRAGON ||
2264 else if (!IS_MOVING(x, y + 1))
2266 if (smashed == EL_LAMP ||
2267 smashed == EL_LAMP_ACTIVE)
2272 else if (smashed == EL_NUT)
2274 Feld[x][y+1] = EL_NUT_CRACKING;
2275 PlaySoundLevel(x, y, SND_NUT_CRACKING);
2276 RaiseScoreElement(EL_NUT);
2279 else if (smashed == EL_PEARL)
2281 Feld[x][y+1] = EL_PEARL_BREAKING;
2282 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2285 else if (smashed == EL_DIAMOND)
2287 Feld[x][y+1] = EL_EMPTY;
2288 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2291 else if (IS_BELT_SWITCH(smashed))
2293 ToggleBeltSwitch(x, y+1);
2295 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
2296 smashed == EL_SWITCHGATE_SWITCH_DOWN)
2298 ToggleSwitchgateSwitch(x, y+1);
2300 else if (smashed == EL_LIGHT_SWITCH ||
2301 smashed == EL_LIGHT_SWITCH_ACTIVE)
2303 ToggleLightSwitch(x, y+1);
2309 /* play sound of magic wall / mill */
2311 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2312 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2314 if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2315 PlaySoundLevel(x, y, SND_MAGIC_WALL_CHANGING);
2316 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2317 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_CHANGING);
2322 /* play sound of object that hits the ground */
2323 if (lastline || object_hit)
2324 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2327 void TurnRound(int x, int y)
2339 { 0, 0 }, { 0, 0 }, { 0, 0 },
2344 int left, right, back;
2348 { MV_DOWN, MV_UP, MV_RIGHT },
2349 { MV_UP, MV_DOWN, MV_LEFT },
2351 { MV_LEFT, MV_RIGHT, MV_DOWN },
2352 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2353 { MV_RIGHT, MV_LEFT, MV_UP }
2356 int element = Feld[x][y];
2357 int old_move_dir = MovDir[x][y];
2358 int left_dir = turn[old_move_dir].left;
2359 int right_dir = turn[old_move_dir].right;
2360 int back_dir = turn[old_move_dir].back;
2362 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2363 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2364 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2365 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2367 int left_x = x + left_dx, left_y = y + left_dy;
2368 int right_x = x + right_dx, right_y = y + right_dy;
2369 int move_x = x + move_dx, move_y = y + move_dy;
2371 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2373 TestIfBadThingTouchesOtherBadThing(x, y);
2375 if (IN_LEV_FIELD(right_x, right_y) &&
2376 IS_FREE(right_x, right_y))
2377 MovDir[x][y] = right_dir;
2378 else if (!IN_LEV_FIELD(move_x, move_y) ||
2379 !IS_FREE(move_x, move_y))
2380 MovDir[x][y] = left_dir;
2382 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
2384 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2387 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2388 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2390 TestIfBadThingTouchesOtherBadThing(x, y);
2392 if (IN_LEV_FIELD(left_x, left_y) &&
2393 IS_FREE(left_x, left_y))
2394 MovDir[x][y] = left_dir;
2395 else if (!IN_LEV_FIELD(move_x, move_y) ||
2396 !IS_FREE(move_x, move_y))
2397 MovDir[x][y] = right_dir;
2399 if ((element == EL_SPACESHIP ||
2400 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2401 && MovDir[x][y] != old_move_dir)
2403 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
2406 else if (element == EL_YAMYAM)
2408 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2410 if (IN_LEV_FIELD(left_x, left_y) &&
2411 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2412 Feld[left_x][left_y] == EL_DIAMOND))
2413 can_turn_left = TRUE;
2414 if (IN_LEV_FIELD(right_x, right_y) &&
2415 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2416 Feld[right_x][right_y] == EL_DIAMOND))
2417 can_turn_right = TRUE;
2419 if (can_turn_left && can_turn_right)
2420 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2421 else if (can_turn_left)
2422 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2423 else if (can_turn_right)
2424 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2426 MovDir[x][y] = back_dir;
2428 MovDelay[x][y] = 16+16*RND(3);
2430 else if (element == EL_DARK_YAMYAM)
2432 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2434 if (IN_LEV_FIELD(left_x, left_y) &&
2435 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2436 IS_MAMPF2(Feld[left_x][left_y])))
2437 can_turn_left = TRUE;
2438 if (IN_LEV_FIELD(right_x, right_y) &&
2439 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2440 IS_MAMPF2(Feld[right_x][right_y])))
2441 can_turn_right = TRUE;
2443 if (can_turn_left && can_turn_right)
2444 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2445 else if (can_turn_left)
2446 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2447 else if (can_turn_right)
2448 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2450 MovDir[x][y] = back_dir;
2452 MovDelay[x][y] = 16+16*RND(3);
2454 else if (element == EL_PACMAN)
2456 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2458 if (IN_LEV_FIELD(left_x, left_y) &&
2459 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2460 IS_AMOEBOID(Feld[left_x][left_y])))
2461 can_turn_left = TRUE;
2462 if (IN_LEV_FIELD(right_x, right_y) &&
2463 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2464 IS_AMOEBOID(Feld[right_x][right_y])))
2465 can_turn_right = TRUE;
2467 if (can_turn_left && can_turn_right)
2468 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2469 else if (can_turn_left)
2470 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2471 else if (can_turn_right)
2472 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2474 MovDir[x][y] = back_dir;
2476 MovDelay[x][y] = 6+RND(40);
2478 else if (element == EL_PIG)
2480 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2481 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2482 boolean should_move_on = FALSE;
2484 int rnd = RND(rnd_value);
2486 if (IN_LEV_FIELD(left_x, left_y) &&
2487 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2488 can_turn_left = TRUE;
2489 if (IN_LEV_FIELD(right_x, right_y) &&
2490 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2491 can_turn_right = TRUE;
2492 if (IN_LEV_FIELD(move_x, move_y) &&
2493 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2496 if (can_turn_left &&
2498 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2499 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2500 should_turn_left = TRUE;
2501 if (can_turn_right &&
2503 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2504 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2505 should_turn_right = TRUE;
2507 (!can_turn_left || !can_turn_right ||
2508 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2509 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2510 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2511 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2512 should_move_on = TRUE;
2514 if (should_turn_left || should_turn_right || should_move_on)
2516 if (should_turn_left && should_turn_right && should_move_on)
2517 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2518 rnd < 2*rnd_value/3 ? right_dir :
2520 else if (should_turn_left && should_turn_right)
2521 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2522 else if (should_turn_left && should_move_on)
2523 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2524 else if (should_turn_right && should_move_on)
2525 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2526 else if (should_turn_left)
2527 MovDir[x][y] = left_dir;
2528 else if (should_turn_right)
2529 MovDir[x][y] = right_dir;
2530 else if (should_move_on)
2531 MovDir[x][y] = old_move_dir;
2533 else if (can_move_on && rnd > rnd_value/8)
2534 MovDir[x][y] = old_move_dir;
2535 else if (can_turn_left && can_turn_right)
2536 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2537 else if (can_turn_left && rnd > rnd_value/8)
2538 MovDir[x][y] = left_dir;
2539 else if (can_turn_right && rnd > rnd_value/8)
2540 MovDir[x][y] = right_dir;
2542 MovDir[x][y] = back_dir;
2544 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2545 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2546 MovDir[x][y] = old_move_dir;
2550 else if (element == EL_DRAGON)
2552 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2554 int rnd = RND(rnd_value);
2556 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2557 can_turn_left = TRUE;
2558 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2559 can_turn_right = TRUE;
2560 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2563 if (can_move_on && rnd > rnd_value/8)
2564 MovDir[x][y] = old_move_dir;
2565 else if (can_turn_left && can_turn_right)
2566 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2567 else if (can_turn_left && rnd > rnd_value/8)
2568 MovDir[x][y] = left_dir;
2569 else if (can_turn_right && rnd > rnd_value/8)
2570 MovDir[x][y] = right_dir;
2572 MovDir[x][y] = back_dir;
2574 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2575 MovDir[x][y] = old_move_dir;
2579 else if (element == EL_MOLE)
2581 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2583 if (IN_LEV_FIELD(move_x, move_y) &&
2584 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2585 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING))
2590 if (IN_LEV_FIELD(left_x, left_y) &&
2591 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2592 can_turn_left = TRUE;
2593 if (IN_LEV_FIELD(right_x, right_y) &&
2594 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2595 can_turn_right = TRUE;
2597 if (can_turn_left && can_turn_right)
2598 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2599 else if (can_turn_left)
2600 MovDir[x][y] = left_dir;
2602 MovDir[x][y] = right_dir;
2605 if (MovDir[x][y] != old_move_dir)
2608 else if (element == EL_BALLOON)
2610 MovDir[x][y] = game.balloon_dir;
2613 else if (element == EL_SPRING)
2615 if ((MovDir[x][y] == MV_LEFT || MovDir[x][y] == MV_RIGHT) &&
2616 (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2617 (IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))
2618 MovDir[x][y] = MV_NO_MOVING;
2622 else if (element == EL_ROBOT ||
2623 element == EL_SATELLITE ||
2624 element == EL_PENGUIN)
2626 int attr_x = -1, attr_y = -1;
2637 for (i=0; i<MAX_PLAYERS; i++)
2639 struct PlayerInfo *player = &stored_player[i];
2640 int jx = player->jx, jy = player->jy;
2642 if (!player->active)
2645 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2653 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
2659 if (element == EL_PENGUIN)
2662 static int xy[4][2] =
2672 int ex = x + xy[i%4][0];
2673 int ey = y + xy[i%4][1];
2675 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
2684 MovDir[x][y] = MV_NO_MOVING;
2686 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2688 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2690 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2692 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2694 if (element == EL_ROBOT)
2698 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2699 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2700 Moving2Blocked(x, y, &newx, &newy);
2702 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2703 MovDelay[x][y] = 8+8*!RND(3);
2705 MovDelay[x][y] = 16;
2713 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2715 boolean first_horiz = RND(2);
2716 int new_move_dir = MovDir[x][y];
2719 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2720 Moving2Blocked(x, y, &newx, &newy);
2722 if (IN_LEV_FIELD(newx, newy) &&
2723 (IS_FREE(newx, newy) ||
2724 Feld[newx][newy] == EL_ACID ||
2725 (element == EL_PENGUIN &&
2726 (Feld[newx][newy] == EL_EXIT_OPEN ||
2727 IS_MAMPF3(Feld[newx][newy])))))
2731 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2732 Moving2Blocked(x, y, &newx, &newy);
2734 if (IN_LEV_FIELD(newx, newy) &&
2735 (IS_FREE(newx, newy) ||
2736 Feld[newx][newy] == EL_ACID ||
2737 (element == EL_PENGUIN &&
2738 (Feld[newx][newy] == EL_EXIT_OPEN ||
2739 IS_MAMPF3(Feld[newx][newy])))))
2742 MovDir[x][y] = old_move_dir;
2749 static boolean JustBeingPushed(int x, int y)
2753 for (i=0; i<MAX_PLAYERS; i++)
2755 struct PlayerInfo *player = &stored_player[i];
2757 if (player->active && player->Pushing && player->MovPos)
2759 int next_jx = player->jx + (player->jx - player->last_jx);
2760 int next_jy = player->jy + (player->jy - player->last_jy);
2762 if (x == next_jx && y == next_jy)
2770 void StartMoving(int x, int y)
2772 static boolean use_spring_bug = TRUE;
2773 boolean started_moving = FALSE; /* some elements can fall _and_ move */
2774 int element = Feld[x][y];
2779 GfxAction[x][y] = ACTION_DEFAULT;
2781 if (CAN_FALL(element) && y < lev_fieldy - 1)
2783 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2784 if (JustBeingPushed(x, y))
2787 if (element == EL_QUICKSAND_FULL)
2789 if (IS_FREE(x, y+1))
2791 InitMovingField(x, y, MV_DOWN);
2792 started_moving = TRUE;
2794 Feld[x][y] = EL_QUICKSAND_EMPTYING;
2795 Store[x][y] = EL_ROCK;
2796 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
2798 else if (Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2800 if (!MovDelay[x][y])
2801 MovDelay[x][y] = TILEY + 1;
2810 Feld[x][y] = EL_QUICKSAND_EMPTY;
2811 Feld[x][y+1] = EL_QUICKSAND_FULL;
2812 Store[x][y+1] = Store[x][y];
2814 PlaySoundLevel(x, y, SND_QUICKSAND_SLIPPING);
2817 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
2818 Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2820 InitMovingField(x, y, MV_DOWN);
2821 started_moving = TRUE;
2823 Feld[x][y] = EL_QUICKSAND_FILLING;
2824 Store[x][y] = element;
2825 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
2827 else if (element == EL_MAGIC_WALL_FULL)
2829 if (IS_FREE(x, y+1))
2831 InitMovingField(x, y, MV_DOWN);
2832 started_moving = TRUE;
2834 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
2835 Store[x][y] = EL_CHANGED(Store[x][y]);
2837 else if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2839 if (!MovDelay[x][y])
2840 MovDelay[x][y] = TILEY/4 + 1;
2849 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
2850 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
2851 Store[x][y+1] = EL_CHANGED(Store[x][y]);
2855 else if (element == EL_BD_MAGIC_WALL_FULL)
2857 if (IS_FREE(x, y+1))
2859 InitMovingField(x, y, MV_DOWN);
2860 started_moving = TRUE;
2862 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
2863 Store[x][y] = EL_CHANGED2(Store[x][y]);
2865 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2867 if (!MovDelay[x][y])
2868 MovDelay[x][y] = TILEY/4 + 1;
2877 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
2878 Feld[x][y+1] = EL_BD_MAGIC_WALL_FULL;
2879 Store[x][y+1] = EL_CHANGED2(Store[x][y]);
2883 else if (CAN_CHANGE(element) &&
2884 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2885 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2887 InitMovingField(x, y, MV_DOWN);
2888 started_moving = TRUE;
2891 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
2892 EL_BD_MAGIC_WALL_FILLING);
2893 Store[x][y] = element;
2895 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_ACID)
2899 InitMovingField(x, y, MV_DOWN);
2900 started_moving = TRUE;
2902 Store[x][y] = EL_ACID;
2904 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2909 else if (IS_FREE(x, y+1) && element == EL_SPRING && use_spring_bug)
2911 if (MovDir[x][y] == MV_NO_MOVING)
2913 InitMovingField(x, y, MV_DOWN);
2914 started_moving = TRUE;
2917 else if (IS_FREE(x, y+1))
2919 if (JustStopped[x][y]) /* prevent animation from being restarted */
2920 MovDir[x][y] = MV_DOWN;
2922 InitMovingField(x, y, MV_DOWN);
2923 started_moving = TRUE;
2925 else if (element == EL_AMOEBA_DROP)
2927 Feld[x][y] = EL_AMOEBA_CREATING;
2928 Store[x][y] = EL_AMOEBA_WET;
2930 /* Store[x][y+1] must be zero, because:
2931 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y+1] == EL_QUICKSAND_EMPTY
2934 #if OLD_GAME_BEHAVIOUR
2935 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2937 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2938 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2939 element != EL_DX_SUPABOMB)
2942 else if ((IS_SLIPPERY(Feld[x][y+1]) ||
2943 (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
2944 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2945 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
2948 boolean left = (x>0 && IS_FREE(x-1, y) &&
2949 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_ACID));
2950 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2951 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_ACID));
2955 if (left && right &&
2956 (game.emulation != EMU_BOULDERDASH &&
2957 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
2958 left = !(right = RND(2));
2960 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2961 started_moving = TRUE;
2964 else if (IS_BELT_ACTIVE(Feld[x][y+1]))
2966 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
2967 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
2968 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y+1]);
2969 int belt_dir = game.belt_dir[belt_nr];
2971 if ((belt_dir == MV_LEFT && left_is_free) ||
2972 (belt_dir == MV_RIGHT && right_is_free))
2974 InitMovingField(x, y, belt_dir);
2975 started_moving = TRUE;
2977 GfxAction[x][y] = ACTION_DEFAULT;
2982 /* not "else if" because of EL_SPRING */
2983 if (CAN_MOVE(element) && !started_moving)
2987 if ((element == EL_SATELLITE ||
2988 element == EL_BALLOON ||
2989 element == EL_SPRING)
2990 && JustBeingPushed(x, y))
2995 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
2996 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
2998 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
3000 Moving2Blocked(x, y, &newx, &newy);
3001 if (Feld[newx][newy] == EL_BLOCKED)
3002 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
3007 if (!MovDelay[x][y]) /* start new movement phase */
3009 /* all objects that can change their move direction after each step */
3010 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
3012 if (element != EL_YAMYAM &&
3013 element != EL_DARK_YAMYAM &&
3014 element != EL_PACMAN)
3017 if (element == EL_SPRING)
3018 printf("1--> %d\n", MovDir[x][y]);
3022 if (element == EL_SPRING)
3023 printf("2--> %d\n", MovDir[x][y]);
3025 if (MovDelay[x][y] && (element == EL_BUG ||
3026 element == EL_SPACESHIP ||
3027 element == EL_SP_SNIKSNAK ||
3028 element == EL_SP_ELECTRON ||
3029 element == EL_MOLE))
3030 DrawLevelField(x, y);
3034 if (MovDelay[x][y]) /* wait some time before next movement */
3038 if (element == EL_ROBOT ||
3039 element == EL_YAMYAM ||
3040 element == EL_DARK_YAMYAM)
3043 DrawLevelElementAnimationIfNeeded(x, y, element);
3045 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3047 int graphic = el2img(element);
3048 int frame = getGraphicAnimationFrame(graphic, MovDelay[x][y] % 8);
3050 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
3055 PlaySoundLevelAction(x, y, ACTION_WAITING);
3057 if (MovDelay[x][y] % 4 == 3)
3059 if (element == EL_YAMYAM)
3060 PlaySoundLevel(x, y, SND_YAMYAM_WAITING);
3061 else if (element == EL_DARK_YAMYAM)
3062 PlaySoundLevel(x, y, SND_DARK_YAMYAM_WAITING);
3066 else if (element == EL_SP_ELECTRON)
3067 DrawLevelElementAnimationIfNeeded(x, y, element);
3068 else if (element == EL_DRAGON)
3071 int dir = MovDir[x][y];
3072 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
3073 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
3074 int graphic = (dir == MV_LEFT ? IMG_FLAMES1_LEFT :
3075 dir == MV_RIGHT ? IMG_FLAMES1_RIGHT :
3076 dir == MV_UP ? IMG_FLAMES1_UP :
3077 dir == MV_DOWN ? IMG_FLAMES1_DOWN : IMG_EMPTY);
3078 int frame = getGraphicAnimationFrame(graphic, -1);
3080 for (i=1; i<=3; i++)
3082 int xx = x + i*dx, yy = y + i*dy;
3083 int sx = SCREENX(xx), sy = SCREENY(yy);
3084 int flame_graphic = graphic + (i - 1);
3086 if (!IN_LEV_FIELD(xx, yy) ||
3087 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLOSION)
3092 int flamed = MovingOrBlocked2Element(xx, yy);
3094 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
3097 RemoveMovingField(xx, yy);
3099 Feld[xx][yy] = EL_FLAMES;
3100 if (IN_SCR_FIELD(sx, sy))
3101 DrawGraphic(sx, sy, flame_graphic, frame);
3105 if (Feld[xx][yy] == EL_FLAMES)
3106 Feld[xx][yy] = EL_EMPTY;
3107 DrawLevelField(xx, yy);
3112 if (MovDelay[x][y]) /* element still has to wait some time */
3114 PlaySoundLevelAction(x, y, ACTION_WAITING);
3120 /* now make next step */
3122 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
3124 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
3125 !PLAYER_PROTECTED(newx, newy))
3129 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
3132 /* enemy got the player */
3134 KillHero(PLAYERINFO(newx, newy));
3139 else if ((element == EL_PENGUIN || element == EL_ROBOT ||
3140 element == EL_SATELLITE || element == EL_BALLOON) &&
3141 IN_LEV_FIELD(newx, newy) &&
3142 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
3145 Store[x][y] = EL_ACID;
3147 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
3149 if (Feld[newx][newy] == EL_EXIT_OPEN)
3151 Feld[x][y] = EL_EMPTY;
3152 DrawLevelField(x, y);
3154 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING_EXIT);
3155 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
3156 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
3158 local_player->friends_still_needed--;
3159 if (!local_player->friends_still_needed &&
3160 !local_player->GameOver && AllPlayersGone)
3161 local_player->LevelSolved = local_player->GameOver = TRUE;
3165 else if (IS_MAMPF3(Feld[newx][newy]))
3167 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
3168 DrawLevelField(newx, newy);
3170 MovDir[x][y] = MV_NO_MOVING;
3172 else if (!IS_FREE(newx, newy))
3174 if (IS_PLAYER(x, y))
3175 DrawPlayerField(x, y);
3177 DrawLevelField(x, y);
3181 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
3183 if (IS_GEM(Feld[newx][newy]))
3185 if (IS_MOVING(newx, newy))
3186 RemoveMovingField(newx, newy);
3189 Feld[newx][newy] = EL_EMPTY;
3190 DrawLevelField(newx, newy);
3193 PlaySoundLevel(x, y, SND_PIG_EATING);
3195 else if (!IS_FREE(newx, newy))
3197 if (IS_PLAYER(x, y))
3198 DrawPlayerField(x, y);
3200 DrawLevelField(x, y);
3204 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
3206 if (!IS_FREE(newx, newy))
3208 if (IS_PLAYER(x, y))
3209 DrawPlayerField(x, y);
3211 DrawLevelField(x, y);
3216 boolean wanna_flame = !RND(10);
3217 int dx = newx - x, dy = newy - y;
3218 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3219 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3220 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3221 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
3222 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3223 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
3225 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
3226 element1 != EL_DRAGON && element2 != EL_DRAGON &&
3227 element1 != EL_FLAMES && element2 != EL_FLAMES)
3229 if (IS_PLAYER(x, y))
3230 DrawPlayerField(x, y);
3232 DrawLevelField(x, y);
3234 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3236 MovDelay[x][y] = 50;
3237 Feld[newx][newy] = EL_FLAMES;
3238 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
3239 Feld[newx1][newy1] = EL_FLAMES;
3240 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
3241 Feld[newx2][newy2] = EL_FLAMES;
3246 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3247 Feld[newx][newy] == EL_DIAMOND)
3249 if (IS_MOVING(newx, newy))
3250 RemoveMovingField(newx, newy);
3253 Feld[newx][newy] = EL_EMPTY;
3254 DrawLevelField(newx, newy);
3257 PlaySoundLevel(x, y, SND_YAMYAM_EATING);
3259 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3260 IS_MAMPF2(Feld[newx][newy]))
3262 if (AmoebaNr[newx][newy])
3264 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3265 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3266 Feld[newx][newy] == EL_BD_AMOEBA)
3267 AmoebaCnt[AmoebaNr[newx][newy]]--;
3270 if (IS_MOVING(newx, newy))
3271 RemoveMovingField(newx, newy);
3274 Feld[newx][newy] = EL_EMPTY;
3275 DrawLevelField(newx, newy);
3278 PlaySoundLevel(x, y, SND_DARK_YAMYAM_EATING);
3280 else if ((element == EL_PACMAN || element == EL_MOLE)
3281 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3283 if (AmoebaNr[newx][newy])
3285 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3286 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3287 Feld[newx][newy] == EL_BD_AMOEBA)
3288 AmoebaCnt[AmoebaNr[newx][newy]]--;
3291 if (element == EL_MOLE)
3293 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
3294 PlaySoundLevel(x, y, SND_MOLE_EATING);
3295 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
3296 return; /* wait for shrinking amoeba */
3298 else /* element == EL_PACMAN */
3300 Feld[newx][newy] = EL_EMPTY;
3301 DrawLevelField(newx, newy);
3302 PlaySoundLevel(x, y, SND_PACMAN_EATING);
3305 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
3306 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
3307 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
3309 /* wait for shrinking amoeba to completely disappear */
3312 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3314 /* object was running against a wall */
3318 if (element == EL_BUG || element == EL_SPACESHIP ||
3319 element == EL_SP_SNIKSNAK)
3320 DrawLevelField(x, y);
3321 else if (element == EL_BUG || element == EL_SPACESHIP ||
3322 element == EL_SP_SNIKSNAK || element == EL_MOLE)
3323 DrawLevelField(x, y);
3324 else if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
3325 DrawLevelElementAnimationIfNeeded(x, y, element);
3326 else if (element == EL_SATELLITE)
3327 DrawLevelElementAnimationIfNeeded(x, y, element);
3328 else if (element == EL_SP_ELECTRON)
3329 DrawLevelElementAnimationIfNeeded(x, y, element);
3331 if (DONT_TOUCH(element))
3332 TestIfBadThingTouchesHero(x, y);
3334 PlaySoundLevelAction(x, y, ACTION_WAITING);
3339 InitMovingField(x, y, MovDir[x][y]);
3341 PlaySoundLevelAction(x, y, ACTION_MOVING);
3345 ContinueMoving(x, y);
3348 void ContinueMoving(int x, int y)
3350 int element = Feld[x][y];
3351 int direction = MovDir[x][y];
3352 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3353 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3354 int horiz_move = (dx != 0);
3355 int newx = x + dx, newy = y + dy;
3356 int step = (horiz_move ? dx : dy) * TILEX / 8;
3358 if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DRIPPING)
3360 else if (element == EL_QUICKSAND_FILLING ||
3361 element == EL_QUICKSAND_EMPTYING)
3363 else if (element == EL_MAGIC_WALL_FILLING ||
3364 element == EL_BD_MAGIC_WALL_FILLING ||
3365 element == EL_MAGIC_WALL_EMPTYING ||
3366 element == EL_BD_MAGIC_WALL_EMPTYING)
3368 else if (CAN_FALL(element) && horiz_move &&
3369 y < lev_fieldy-1 && IS_BELT_ACTIVE(Feld[x][y+1]))
3371 else if (element == EL_SPRING && horiz_move)
3374 #if OLD_GAME_BEHAVIOUR
3375 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3379 MovPos[x][y] += step;
3381 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
3383 Feld[x][y] = EL_EMPTY;
3384 Feld[newx][newy] = element;
3386 if (element == EL_MOLE)
3389 static int xy[4][2] =
3397 Feld[x][y] = EL_SAND;
3398 DrawLevelField(x, y);
3407 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND)
3408 DrawLevelField(xx, yy); /* for "DrawCrumbledSand()" */
3412 if (element == EL_QUICKSAND_FILLING)
3414 element = Feld[newx][newy] = get_next_element(element);
3415 Store[newx][newy] = Store[x][y];
3417 else if (element == EL_QUICKSAND_EMPTYING)
3419 Feld[x][y] = get_next_element(element);
3420 element = Feld[newx][newy] = Store[x][y];
3422 else if (element == EL_MAGIC_WALL_FILLING)
3424 element = Feld[newx][newy] = get_next_element(element);
3425 if (!game.magic_wall_active)
3426 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3427 Store[newx][newy] = Store[x][y];
3429 else if (element == EL_MAGIC_WALL_EMPTYING)
3431 Feld[x][y] = get_next_element(element);
3432 if (!game.magic_wall_active)
3433 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3434 element = Feld[newx][newy] = Store[x][y];
3436 else if (element == EL_BD_MAGIC_WALL_FILLING)
3438 element = Feld[newx][newy] = get_next_element(element);
3439 if (!game.magic_wall_active)
3440 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
3441 Store[newx][newy] = Store[x][y];
3443 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
3445 Feld[x][y] = get_next_element(element);
3446 if (!game.magic_wall_active)
3447 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
3448 element = Feld[newx][newy] = Store[x][y];
3450 else if (element == EL_AMOEBA_DRIPPING)
3452 Feld[x][y] = get_next_element(element);
3453 element = Feld[newx][newy] = Store[x][y];
3455 else if (Store[x][y] == EL_ACID)
3457 element = Feld[newx][newy] = EL_ACID;
3461 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3462 MovDelay[newx][newy] = 0;
3465 /* all done in "InitMovingField()" */
3466 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
3467 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
3470 /* copy animation control values to new field */
3471 GfxFrame[newx][newy] = GfxFrame[x][y];
3472 GfxAction[newx][newy] = GfxAction[x][y];
3473 GfxRandom[newx][newy] = GfxRandom[x][y];
3475 ResetGfxAnimation(x, y); /* reset animation values for old field */
3479 if (!CAN_MOVE(element))
3480 MovDir[newx][newy] = 0;
3483 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
3484 MovDir[newx][newy] = 0;
3487 if (!CAN_MOVE(element) ||
3488 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
3489 MovDir[newx][newy] = 0;
3493 DrawLevelField(x, y);
3494 DrawLevelField(newx, newy);
3496 Stop[newx][newy] = TRUE;
3497 JustStopped[newx][newy] = 3;
3499 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3501 TestIfBadThingTouchesHero(newx, newy);
3502 TestIfBadThingTouchesFriend(newx, newy);
3503 TestIfBadThingTouchesOtherBadThing(newx, newy);
3505 else if (element == EL_PENGUIN)
3506 TestIfFriendTouchesBadThing(newx, newy);
3508 if (CAN_SMASH(element) && direction == MV_DOWN &&
3509 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3512 else /* still moving on */
3515 if (GfxAction[x][y] == ACTION_DEFAULT)
3517 printf("reset GfxAction...\n");
3519 GfxAction[x][y] = ACTION_MOVING;
3523 DrawLevelField(x, y);
3527 int AmoebeNachbarNr(int ax, int ay)
3530 int element = Feld[ax][ay];
3532 static int xy[4][2] =
3542 int x = ax + xy[i][0];
3543 int y = ay + xy[i][1];
3545 if (!IN_LEV_FIELD(x, y))
3548 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3549 group_nr = AmoebaNr[x][y];
3555 void AmoebenVereinigen(int ax, int ay)
3557 int i, x, y, xx, yy;
3558 int new_group_nr = AmoebaNr[ax][ay];
3559 static int xy[4][2] =
3567 if (new_group_nr == 0)
3575 if (!IN_LEV_FIELD(x, y))
3578 if ((Feld[x][y] == EL_AMOEBA_FULL ||
3579 Feld[x][y] == EL_BD_AMOEBA ||
3580 Feld[x][y] == EL_AMOEBA_DEAD) &&
3581 AmoebaNr[x][y] != new_group_nr)
3583 int old_group_nr = AmoebaNr[x][y];
3585 if (old_group_nr == 0)
3588 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3589 AmoebaCnt[old_group_nr] = 0;
3590 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3591 AmoebaCnt2[old_group_nr] = 0;
3593 for (yy=0; yy<lev_fieldy; yy++)
3595 for (xx=0; xx<lev_fieldx; xx++)
3597 if (AmoebaNr[xx][yy] == old_group_nr)
3598 AmoebaNr[xx][yy] = new_group_nr;
3605 void AmoebeUmwandeln(int ax, int ay)
3609 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
3611 int group_nr = AmoebaNr[ax][ay];
3616 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3617 printf("AmoebeUmwandeln(): This should never happen!\n");
3622 for (y=0; y<lev_fieldy; y++)
3624 for (x=0; x<lev_fieldx; x++)
3626 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
3629 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
3633 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
3634 SND_AMOEBA_TURNING_TO_GEM :
3635 SND_AMOEBA_TURNING_TO_ROCK));
3640 static int xy[4][2] =
3653 if (!IN_LEV_FIELD(x, y))
3656 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
3658 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
3659 SND_AMOEBA_TURNING_TO_GEM :
3660 SND_AMOEBA_TURNING_TO_ROCK));
3667 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3670 int group_nr = AmoebaNr[ax][ay];
3671 boolean done = FALSE;
3676 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3677 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3682 for (y=0; y<lev_fieldy; y++)
3684 for (x=0; x<lev_fieldx; x++)
3686 if (AmoebaNr[x][y] == group_nr &&
3687 (Feld[x][y] == EL_AMOEBA_DEAD ||
3688 Feld[x][y] == EL_BD_AMOEBA ||
3689 Feld[x][y] == EL_AMOEBA_CREATING))
3692 Feld[x][y] = new_element;
3693 InitField(x, y, FALSE);
3694 DrawLevelField(x, y);
3701 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
3702 SND_BD_AMOEBA_TURNING_TO_ROCK :
3703 SND_BD_AMOEBA_TURNING_TO_GEM));
3706 void AmoebeWaechst(int x, int y)
3708 static unsigned long sound_delay = 0;
3709 static unsigned long sound_delay_value = 0;
3711 if (!MovDelay[x][y]) /* start new growing cycle */
3715 if (DelayReached(&sound_delay, sound_delay_value))
3717 if (Store[x][y] == EL_BD_AMOEBA)
3718 PlaySoundLevel(x, y, SND_BD_AMOEBA_CREATING);
3720 PlaySoundLevel(x, y, SND_AMOEBA_CREATING);
3721 sound_delay_value = 30;
3725 if (MovDelay[x][y]) /* wait some time before growing bigger */
3728 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3730 int frame = getGraphicAnimationFrame(IMG_AMOEBA_CREATING,
3731 6 - MovDelay[x][y]);
3733 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_CREATING, frame);
3736 if (!MovDelay[x][y])
3738 Feld[x][y] = Store[x][y];
3740 DrawLevelField(x, y);
3745 void AmoebaDisappearing(int x, int y)
3747 static unsigned long sound_delay = 0;
3748 static unsigned long sound_delay_value = 0;
3750 if (!MovDelay[x][y]) /* start new shrinking cycle */
3754 if (DelayReached(&sound_delay, sound_delay_value))
3755 sound_delay_value = 30;
3758 if (MovDelay[x][y]) /* wait some time before shrinking */
3761 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3763 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
3764 6 - MovDelay[x][y]);
3766 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
3769 if (!MovDelay[x][y])
3771 Feld[x][y] = EL_EMPTY;
3772 DrawLevelField(x, y);
3774 /* don't let mole enter this field in this cycle;
3775 (give priority to objects falling to this field from above) */
3781 void AmoebeAbleger(int ax, int ay)
3784 int element = Feld[ax][ay];
3785 int newax = ax, neway = ay;
3786 static int xy[4][2] =
3794 if (!level.amoeba_speed)
3796 Feld[ax][ay] = EL_AMOEBA_DEAD;
3797 DrawLevelField(ax, ay);
3801 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3802 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3804 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3807 if (MovDelay[ax][ay])
3811 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
3814 int x = ax + xy[start][0];
3815 int y = ay + xy[start][1];
3817 if (!IN_LEV_FIELD(x, y))
3820 if (IS_FREE(x, y) ||
3821 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3827 if (newax == ax && neway == ay)
3830 else /* normal or "filled" (BD style) amoeba */
3833 boolean waiting_for_player = FALSE;
3837 int j = (start + i) % 4;
3838 int x = ax + xy[j][0];
3839 int y = ay + xy[j][1];
3841 if (!IN_LEV_FIELD(x, y))
3844 if (IS_FREE(x, y) ||
3845 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3851 else if (IS_PLAYER(x, y))
3852 waiting_for_player = TRUE;
3855 if (newax == ax && neway == ay) /* amoeba cannot grow */
3857 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3859 Feld[ax][ay] = EL_AMOEBA_DEAD;
3860 DrawLevelField(ax, ay);
3861 AmoebaCnt[AmoebaNr[ax][ay]]--;
3863 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3865 if (element == EL_AMOEBA_FULL)
3866 AmoebeUmwandeln(ax, ay);
3867 else if (element == EL_BD_AMOEBA)
3868 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3873 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
3875 /* amoeba gets larger by growing in some direction */
3877 int new_group_nr = AmoebaNr[ax][ay];
3880 if (new_group_nr == 0)
3882 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3883 printf("AmoebeAbleger(): This should never happen!\n");
3888 AmoebaNr[newax][neway] = new_group_nr;
3889 AmoebaCnt[new_group_nr]++;
3890 AmoebaCnt2[new_group_nr]++;
3892 /* if amoeba touches other amoeba(s) after growing, unify them */
3893 AmoebenVereinigen(newax, neway);
3895 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
3897 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
3903 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
3904 (neway == lev_fieldy - 1 && newax != ax))
3906 Feld[newax][neway] = EL_AMOEBA_CREATING; /* creation of new amoeba */
3907 Store[newax][neway] = element;
3909 else if (neway == ay)
3911 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
3912 PlaySoundLevel(newax, neway, SND_AMOEBA_DROP_CREATING);
3916 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
3917 Feld[ax][ay] = EL_AMOEBA_DRIPPING;
3918 Store[ax][ay] = EL_AMOEBA_DROP;
3919 ContinueMoving(ax, ay);
3923 DrawLevelField(newax, neway);
3926 void Life(int ax, int ay)
3929 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3931 int element = Feld[ax][ay];
3932 boolean changed = FALSE;
3937 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3938 MovDelay[ax][ay] = life_time;
3940 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3943 if (MovDelay[ax][ay])
3947 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3949 int xx = ax+x1, yy = ay+y1;
3952 if (!IN_LEV_FIELD(xx, yy))
3955 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3957 int x = xx+x2, y = yy+y2;
3959 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3962 if (((Feld[x][y] == element ||
3963 (element == EL_GAMEOFLIFE && IS_PLAYER(x, y))) &&
3965 (IS_FREE(x, y) && Stop[x][y]))
3969 if (xx == ax && yy == ay) /* field in the middle */
3971 if (nachbarn < life[0] || nachbarn > life[1])
3973 Feld[xx][yy] = EL_EMPTY;
3975 DrawLevelField(xx, yy);
3976 Stop[xx][yy] = TRUE;
3980 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
3981 { /* free border field */
3982 if (nachbarn >= life[2] && nachbarn <= life[3])
3984 Feld[xx][yy] = element;
3985 MovDelay[xx][yy] = (element == EL_GAMEOFLIFE ? 0 : life_time-1);
3987 DrawLevelField(xx, yy);
3988 Stop[xx][yy] = TRUE;
3995 PlaySoundLevel(ax, ay, element == EL_GAMEOFLIFE ? SND_GAMEOFLIFE_CREATING :
3996 SND_BIOMAZE_CREATING);
3999 static void InitRobotWheel(int x, int y)
4001 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4004 static void RunRobotWheel(int x, int y)
4006 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
4009 static void StopRobotWheel(int x, int y)
4011 if (ZX == x && ZY == y)
4015 static void InitTimegateWheel(int x, int y)
4017 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4020 static void RunTimegateWheel(int x, int y)
4022 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
4025 void CheckExit(int x, int y)
4027 if (local_player->gems_still_needed > 0 ||
4028 local_player->sokobanfields_still_needed > 0 ||
4029 local_player->lights_still_needed > 0)
4032 Feld[x][y] = EL_EXIT_OPENING;
4034 PlaySoundLevelNearest(x, y, SND_EXIT_OPENING);
4037 void CheckExitSP(int x, int y)
4039 if (local_player->gems_still_needed > 0)
4042 Feld[x][y] = EL_SP_EXIT_OPEN;
4044 PlaySoundLevelNearest(x, y, SND_SP_EXIT_OPENING);
4047 static void CloseAllOpenTimegates()
4051 for (y=0; y<lev_fieldy; y++)
4053 for (x=0; x<lev_fieldx; x++)
4055 int element = Feld[x][y];
4057 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4059 Feld[x][y] = EL_TIMEGATE_CLOSING;
4060 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4066 void EdelsteinFunkeln(int x, int y)
4068 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4071 if (Feld[x][y] == EL_BD_DIAMOND)
4073 DrawLevelElementAnimation(x, y, el2img(Feld[x][y]));
4079 if (MovDelay[x][y] == 0) /* next animation frame */
4080 MovDelay[x][y] = 11 * !SimpleRND(500);
4082 if (MovDelay[x][y] != 0) /* wait some time before next frame */
4086 if (setup.direct_draw && MovDelay[x][y])
4087 SetDrawtoField(DRAW_BUFFERED);
4090 DrawGraphic(SCREENX(x), SCREENY(y), el2img(Feld[x][y]), 0);
4092 DrawLevelElementAnimation(x, y, Feld[x][y]);
4095 if (MovDelay[x][y] != 0)
4097 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
4098 10 - MovDelay[x][y]);
4100 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
4102 if (setup.direct_draw)
4106 dest_x = FX + SCREENX(x) * TILEX;
4107 dest_y = FY + SCREENY(y) * TILEY;
4109 BlitBitmap(drawto_field, window,
4110 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4111 SetDrawtoField(DRAW_DIRECT);
4118 void MauerWaechst(int x, int y)
4122 if (!MovDelay[x][y]) /* next animation frame */
4123 MovDelay[x][y] = 3 * delay;
4125 if (MovDelay[x][y]) /* wait some time before next frame */
4129 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4131 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
4132 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
4134 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4137 if (!MovDelay[x][y])
4139 if (MovDir[x][y] == MV_LEFT)
4141 if (IN_LEV_FIELD(x - 1, y) && IS_MAUER(Feld[x - 1][y]))
4142 DrawLevelField(x - 1, y);
4144 else if (MovDir[x][y] == MV_RIGHT)
4146 if (IN_LEV_FIELD(x + 1, y) && IS_MAUER(Feld[x + 1][y]))
4147 DrawLevelField(x + 1, y);
4149 else if (MovDir[x][y] == MV_UP)
4151 if (IN_LEV_FIELD(x, y - 1) && IS_MAUER(Feld[x][y - 1]))
4152 DrawLevelField(x, y - 1);
4156 if (IN_LEV_FIELD(x, y + 1) && IS_MAUER(Feld[x][y + 1]))
4157 DrawLevelField(x, y + 1);
4160 Feld[x][y] = Store[x][y];
4162 MovDir[x][y] = MV_NO_MOVING;
4163 DrawLevelField(x, y);
4168 void MauerAbleger(int ax, int ay)
4170 int element = Feld[ax][ay];
4171 boolean oben_frei = FALSE, unten_frei = FALSE;
4172 boolean links_frei = FALSE, rechts_frei = FALSE;
4173 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4174 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4175 boolean new_wall = FALSE;
4177 if (!MovDelay[ax][ay]) /* start building new wall */
4178 MovDelay[ax][ay] = 6;
4180 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4183 if (MovDelay[ax][ay])
4187 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4189 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4191 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4193 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4196 if (element == EL_WALL_GROWING_Y || element == EL_WALL_GROWING_XY)
4200 Feld[ax][ay-1] = EL_WALL_GROWING_ACTIVE;
4201 Store[ax][ay-1] = element;
4202 MovDir[ax][ay-1] = MV_UP;
4203 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4204 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
4205 IMG_WALL_GROWING_ACTIVE_UP, 0);
4210 Feld[ax][ay+1] = EL_WALL_GROWING_ACTIVE;
4211 Store[ax][ay+1] = element;
4212 MovDir[ax][ay+1] = MV_DOWN;
4213 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4214 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
4215 IMG_WALL_GROWING_ACTIVE_DOWN, 0);
4220 if (element == EL_WALL_GROWING_X || element == EL_WALL_GROWING_XY ||
4221 element == EL_WALL_GROWING)
4225 Feld[ax-1][ay] = EL_WALL_GROWING_ACTIVE;
4226 Store[ax-1][ay] = element;
4227 MovDir[ax-1][ay] = MV_LEFT;
4228 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4229 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
4230 IMG_WALL_GROWING_ACTIVE_LEFT, 0);
4236 Feld[ax+1][ay] = EL_WALL_GROWING_ACTIVE;
4237 Store[ax+1][ay] = element;
4238 MovDir[ax+1][ay] = MV_RIGHT;
4239 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4240 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
4241 IMG_WALL_GROWING_ACTIVE_RIGHT, 0);
4246 if (element == EL_WALL_GROWING && (links_frei || rechts_frei))
4247 DrawLevelField(ax, ay);
4249 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
4251 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
4252 unten_massiv = TRUE;
4253 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
4254 links_massiv = TRUE;
4255 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
4256 rechts_massiv = TRUE;
4258 if (((oben_massiv && unten_massiv) ||
4259 element == EL_WALL_GROWING_X || element == EL_WALL_GROWING) &&
4260 ((links_massiv && rechts_massiv) ||
4261 element == EL_WALL_GROWING_Y))
4262 Feld[ax][ay] = EL_WALL;
4265 PlaySoundLevel(ax, ay, SND_WALL_GROWING);
4268 void CheckForDragon(int x, int y)
4271 boolean dragon_found = FALSE;
4272 static int xy[4][2] =
4284 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4286 if (IN_LEV_FIELD(xx, yy) &&
4287 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
4289 if (Feld[xx][yy] == EL_DRAGON)
4290 dragon_found = TRUE;
4303 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4305 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
4307 Feld[xx][yy] = EL_EMPTY;
4308 DrawLevelField(xx, yy);
4317 static void InitBuggyBase(int x, int y)
4319 int element = Feld[x][y];
4320 int activating_delay = FRAMES_PER_SECOND / 4;
4323 (element == EL_SP_BUGGY_BASE ?
4324 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
4325 element == EL_SP_BUGGY_BASE_ACTIVATING ?
4327 element == EL_SP_BUGGY_BASE_ACTIVE ?
4328 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
4331 static void WarnBuggyBase(int x, int y)
4334 static int xy[4][2] =
4344 int xx = x + xy[i][0], yy = y + xy[i][1];
4346 if (IS_PLAYER(xx, yy))
4348 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
4355 static void InitTrap(int x, int y)
4357 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4360 static void ActivateTrap(int x, int y)
4362 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
4365 static void ChangeActiveTrap(int x, int y)
4367 int graphic = IMG_TRAP_ACTIVE;
4369 /* if new animation frame was drawn, correct crumbled sand border */
4370 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
4371 DrawCrumbledSand(SCREENX(x), SCREENY(y));
4374 static void ChangeElement(int x, int y)
4376 int element = Feld[x][y];
4378 if (MovDelay[x][y] == 0) /* initialize element change */
4380 MovDelay[x][y] = changing_element[element].change_delay + 1;
4382 ResetGfxAnimation(x, y);
4384 if (changing_element[element].pre_change_function)
4385 changing_element[element].pre_change_function(x, y);
4390 if (MovDelay[x][y] != 0) /* continue element change */
4392 if (IS_ANIMATED(el2img(element)))
4393 DrawLevelElementAnimationIfNeeded(x, y, element);
4395 if (changing_element[element].change_function)
4396 changing_element[element].change_function(x, y);
4398 else /* finish element change */
4400 Feld[x][y] = changing_element[element].next_element;
4402 ResetGfxAnimation(x, y);
4404 DrawLevelField(x, y);
4406 if (changing_element[element].post_change_function)
4407 changing_element[element].post_change_function(x, y);
4411 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4413 static byte stored_player_action[MAX_PLAYERS];
4414 static int num_stored_actions = 0;
4416 static boolean save_tape_entry = FALSE;
4418 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4419 int left = player_action & JOY_LEFT;
4420 int right = player_action & JOY_RIGHT;
4421 int up = player_action & JOY_UP;
4422 int down = player_action & JOY_DOWN;
4423 int button1 = player_action & JOY_BUTTON_1;
4424 int button2 = player_action & JOY_BUTTON_2;
4425 int dx = (left ? -1 : right ? 1 : 0);
4426 int dy = (up ? -1 : down ? 1 : 0);
4428 stored_player_action[player->index_nr] = 0;
4429 num_stored_actions++;
4431 if (!player->active || tape.pausing)
4437 save_tape_entry = TRUE;
4439 player->frame_reset_delay = 0;
4442 snapped = SnapField(player, dx, dy);
4446 bombed = PlaceBomb(player);
4447 moved = MoveFigure(player, dx, dy);
4450 if (tape.single_step && tape.recording && !tape.pausing)
4452 if (button1 || (bombed && !moved))
4454 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
4455 SnapField(player, 0, 0); /* stop snapping */
4460 if (tape.recording && (moved || snapped || bombed))
4462 if (bombed && !moved)
4463 player_action &= JOY_BUTTON;
4465 stored_player_action[player->index_nr] = player_action;
4466 save_tape_entry = TRUE;
4468 else if (tape.playing && snapped)
4469 SnapField(player, 0, 0); /* stop snapping */
4471 stored_player_action[player->index_nr] = player_action;
4476 /* no actions for this player (no input at player's configured device) */
4478 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4479 SnapField(player, 0, 0);
4480 CheckGravityMovement(player);
4483 if (player->MovPos == 0) /* needed for tape.playing */
4484 player->is_moving = FALSE;
4487 if (player->MovPos == 0) /* needed for tape.playing */
4488 player->last_move_dir = MV_NO_MOVING;
4490 /* !!! CHECK THIS AGAIN !!!
4491 (Seems to be needed for some EL_ROBOT stuff, but breaks
4492 tapes when walking through pipes!)
4495 /* it seems that "player->last_move_dir" is misused as some sort of
4496 "player->is_just_moving_in_this_moment", which is needed for the
4497 robot stuff (robots don't kill players when they are moving)
4501 /* if the player does not move for some time, reset animation to start */
4502 if (++player->frame_reset_delay > player->move_delay_value)
4507 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
4509 TapeRecordAction(stored_player_action);
4510 num_stored_actions = 0;
4511 save_tape_entry = FALSE;
4514 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
4516 TapeRecordAction(stored_player_action);
4517 num_stored_actions = 0;
4522 if (tape.playing && !tape.pausing && !player_action &&
4523 tape.counter < tape.length)
4525 int jx = player->jx, jy = player->jy;
4527 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
4529 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
4530 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
4532 int dx = (next_joy == JOY_LEFT ? -1 : +1);
4534 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
4536 int el = Feld[jx+dx][jy];
4537 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SATELLITE ? 2 :
4538 (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10);
4540 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
4542 player->MovDir = next_joy;
4543 player->Frame = FrameCounter % 4;
4544 player->Pushing = TRUE;
4554 static unsigned long action_delay = 0;
4555 unsigned long action_delay_value;
4556 int magic_wall_x = 0, magic_wall_y = 0;
4557 int i, x, y, element, graphic;
4558 byte *recorded_player_action;
4559 byte summarized_player_action = 0;
4561 if (game_status != PLAYING)
4564 action_delay_value =
4565 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4567 if (tape.playing && tape.index_search && !tape.pausing)
4568 action_delay_value = 0;
4570 /* ---------- main game synchronization point ---------- */
4572 WaitUntilDelayReached(&action_delay, action_delay_value);
4574 if (network_playing && !network_player_action_received)
4578 printf("DEBUG: try to get network player actions in time\n");
4582 #if defined(PLATFORM_UNIX)
4583 /* last chance to get network player actions without main loop delay */
4587 if (game_status != PLAYING)
4590 if (!network_player_action_received)
4594 printf("DEBUG: failed to get network player actions in time\n");
4604 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4606 for (i=0; i<MAX_PLAYERS; i++)
4608 summarized_player_action |= stored_player[i].action;
4610 if (!network_playing)
4611 stored_player[i].effective_action = stored_player[i].action;
4614 #if defined(PLATFORM_UNIX)
4615 if (network_playing)
4616 SendToServer_MovePlayer(summarized_player_action);
4619 if (!options.network && !setup.team_mode)
4620 local_player->effective_action = summarized_player_action;
4622 for (i=0; i<MAX_PLAYERS; i++)
4624 int actual_player_action = stored_player[i].effective_action;
4626 if (stored_player[i].programmed_action)
4627 actual_player_action = stored_player[i].programmed_action;
4629 if (recorded_player_action)
4630 actual_player_action = recorded_player_action[i];
4632 PlayerActions(&stored_player[i], actual_player_action);
4633 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4636 network_player_action_received = FALSE;
4638 ScrollScreen(NULL, SCROLL_GO_ON);
4644 if (TimeFrames == 0 && local_player->active)
4646 extern unsigned int last_RND();
4648 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
4649 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
4656 if (GameFrameDelay >= 500)
4657 printf("FrameCounter == %d\n", FrameCounter);
4664 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4667 if (JustStopped[x][y] > 0)
4668 JustStopped[x][y]--;
4673 if (IS_BLOCKED(x, y))
4677 Blocked2Moving(x, y, &oldx, &oldy);
4678 if (!IS_MOVING(oldx, oldy))
4680 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4681 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4682 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4683 printf("GameActions(): This should never happen!\n");
4689 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4691 element = Feld[x][y];
4692 graphic = el2img(element);
4695 if (graphic_info[graphic].anim_global_sync)
4696 GfxFrame[x][y] = FrameCounter;
4699 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
4700 IS_NEW_FRAME(GfxFrame[x][y], graphic))
4701 ResetRandomAnimationValue(x, y);
4703 SetRandomAnimationValue(x, y);
4705 if (IS_INACTIVE(element))
4709 if (IS_ANIMATED(graphic))
4710 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4716 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4720 if (IS_ANIMATED(graphic) &&
4723 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4725 if (IS_GEM(element) || element == EL_SP_INFOTRON)
4726 EdelsteinFunkeln(x, y);
4730 else if ((element == EL_ACID ||
4731 element == EL_EXIT_OPEN ||
4732 element == EL_SP_EXIT_OPEN ||
4733 element == EL_SP_TERMINAL ||
4734 element == EL_SP_TERMINAL_ACTIVE ||
4735 element == EL_EXTRA_TIME ||
4736 element == EL_SHIELD_NORMAL ||
4737 element == EL_SHIELD_DEADLY) &&
4738 IS_ANIMATED(graphic))
4739 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4742 else if (IS_MOVING(x, y))
4743 ContinueMoving(x, y);
4744 else if (IS_ACTIVE_BOMB(element))
4745 CheckDynamite(x, y);
4747 else if (element == EL_EXPLOSION && !game.explosions_delayed)
4748 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
4750 else if (element == EL_AMOEBA_CREATING)
4751 AmoebeWaechst(x, y);
4752 else if (element == EL_AMOEBA_SHRINKING)
4753 AmoebaDisappearing(x, y);
4755 #if !USE_NEW_AMOEBA_CODE
4756 else if (IS_AMOEBALIVE(element))
4757 AmoebeAbleger(x, y);
4760 else if (element == EL_GAMEOFLIFE || element == EL_BIOMAZE)
4763 else if (element == EL_ROBOT_WHEEL_ACTIVE)
4765 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
4766 TimegateWheel(x, y);
4769 else if (element == EL_ACID_SPLASH_LEFT ||
4770 element == EL_ACID_SPLASH_RIGHT)
4774 else if (element == EL_NUT_CRACKING)
4776 else if (element == EL_PEARL_BREAKING)
4777 BreakingPearl(x, y);
4779 else if (element == EL_EXIT_CLOSED)
4781 else if (element == EL_SP_EXIT_CLOSED)
4784 else if (element == EL_EXIT_OPENING)
4785 AusgangstuerOeffnen(x, y);
4787 else if (element == EL_WALL_GROWING_ACTIVE)
4789 else if (element == EL_WALL_GROWING ||
4790 element == EL_WALL_GROWING_X ||
4791 element == EL_WALL_GROWING_Y ||
4792 element == EL_WALL_GROWING_XY)
4794 else if (element == EL_FLAMES)
4795 CheckForDragon(x, y);
4797 else if (element == EL_SP_BUGGY_BASE ||
4798 element == EL_SP_BUGGY_BASE_ACTIVATING ||
4799 element == EL_SP_BUGGY_BASE_ACTIVE)
4800 CheckBuggyBase(x, y);
4801 else if (element == EL_TRAP ||
4802 element == EL_TRAP_ACTIVE)
4804 else if (IS_BELT_ACTIVE(element))
4805 DrawBeltAnimation(x, y, element);
4806 else if (element == EL_SWITCHGATE_OPENING)
4807 OpenSwitchgate(x, y);
4808 else if (element == EL_SWITCHGATE_CLOSING)
4809 CloseSwitchgate(x, y);
4810 else if (element == EL_TIMEGATE_OPENING)
4812 else if (element == EL_TIMEGATE_CLOSING)
4813 CloseTimegate(x, y);
4816 else if (IS_AUTO_CHANGING(element))
4817 ChangeElement(x, y);
4820 else if (element == EL_EXPLOSION)
4821 ; /* drawing of correct explosion animation is handled separately */
4822 else if (IS_ANIMATED(graphic))
4823 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4826 if (IS_BELT_ACTIVE(element))
4827 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
4829 if (game.magic_wall_active)
4831 int jx = local_player->jx, jy = local_player->jy;
4833 /* play the element sound at the position nearest to the player */
4834 if ((element == EL_MAGIC_WALL_FULL ||
4835 element == EL_MAGIC_WALL_ACTIVE ||
4836 element == EL_MAGIC_WALL_EMPTYING ||
4837 element == EL_BD_MAGIC_WALL_FULL ||
4838 element == EL_BD_MAGIC_WALL_ACTIVE ||
4839 element == EL_BD_MAGIC_WALL_EMPTYING) &&
4840 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
4848 #if USE_NEW_AMOEBA_CODE
4849 /* new experimental amoeba growth stuff */
4851 if (!(FrameCounter % 8))
4854 static unsigned long random = 1684108901;
4856 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
4859 x = (random >> 10) % lev_fieldx;
4860 y = (random >> 20) % lev_fieldy;
4862 x = RND(lev_fieldx);
4863 y = RND(lev_fieldy);
4865 element = Feld[x][y];
4867 if (!IS_PLAYER(x,y) &&
4868 (element == EL_EMPTY ||
4869 element == EL_SAND ||
4870 element == EL_QUICKSAND_EMPTY ||
4871 element == EL_ACID_SPLASH_LEFT ||
4872 element == EL_ACID_SPLASH_RIGHT))
4874 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
4875 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
4876 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
4877 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
4878 Feld[x][y] = EL_AMOEBA_DROP;
4881 random = random * 129 + 1;
4887 if (game.explosions_delayed)
4890 game.explosions_delayed = FALSE;
4892 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4894 element = Feld[x][y];
4896 if (ExplodeField[x][y])
4897 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
4898 else if (element == EL_EXPLOSION)
4899 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
4901 ExplodeField[x][y] = EX_NO_EXPLOSION;
4904 game.explosions_delayed = TRUE;
4907 if (game.magic_wall_active)
4909 if (!(game.magic_wall_time_left % 4))
4911 int element = Feld[magic_wall_x][magic_wall_y];
4913 if (element == EL_BD_MAGIC_WALL_FULL ||
4914 element == EL_BD_MAGIC_WALL_ACTIVE ||
4915 element == EL_BD_MAGIC_WALL_EMPTYING)
4916 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
4918 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
4921 if (game.magic_wall_time_left > 0)
4923 game.magic_wall_time_left--;
4924 if (!game.magic_wall_time_left)
4926 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4928 element = Feld[x][y];
4930 if (element == EL_MAGIC_WALL_ACTIVE ||
4931 element == EL_MAGIC_WALL_FULL)
4933 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4934 DrawLevelField(x, y);
4936 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
4937 element == EL_BD_MAGIC_WALL_FULL)
4939 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
4940 DrawLevelField(x, y);
4944 game.magic_wall_active = FALSE;
4949 if (game.light_time_left > 0)
4951 game.light_time_left--;
4953 if (game.light_time_left == 0)
4954 RedrawAllLightSwitchesAndInvisibleElements();
4957 if (game.timegate_time_left > 0)
4959 game.timegate_time_left--;
4961 if (game.timegate_time_left == 0)
4962 CloseAllOpenTimegates();
4965 for (i=0; i<MAX_PLAYERS; i++)
4967 struct PlayerInfo *player = &stored_player[i];
4969 if (SHIELD_ON(player))
4971 if (player->shield_deadly_time_left)
4972 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
4973 else if (player->shield_normal_time_left)
4974 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
4978 if (TimeFrames >= (1000 / GameFrameDelay))
4983 for (i=0; i<MAX_PLAYERS; i++)
4985 struct PlayerInfo *player = &stored_player[i];
4987 if (SHIELD_ON(player))
4989 player->shield_normal_time_left--;
4991 if (player->shield_deadly_time_left > 0)
4992 player->shield_deadly_time_left--;
4996 if (tape.recording || tape.playing)
4997 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
5003 if (TimeLeft <= 10 && setup.time_limit)
5004 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MAX_RIGHT);
5006 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5008 if (!TimeLeft && setup.time_limit)
5009 for (i=0; i<MAX_PLAYERS; i++)
5010 KillHero(&stored_player[i]);
5012 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
5013 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
5018 if (options.debug) /* calculate frames per second */
5020 static unsigned long fps_counter = 0;
5021 static int fps_frames = 0;
5022 unsigned long fps_delay_ms = Counter() - fps_counter;
5026 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
5028 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
5031 fps_counter = Counter();
5034 redraw_mask |= REDRAW_FPS;
5038 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
5040 int min_x = x, min_y = y, max_x = x, max_y = y;
5043 for (i=0; i<MAX_PLAYERS; i++)
5045 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5047 if (!stored_player[i].active || &stored_player[i] == player)
5050 min_x = MIN(min_x, jx);
5051 min_y = MIN(min_y, jy);
5052 max_x = MAX(max_x, jx);
5053 max_y = MAX(max_y, jy);
5056 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
5059 static boolean AllPlayersInVisibleScreen()
5063 for (i=0; i<MAX_PLAYERS; i++)
5065 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5067 if (!stored_player[i].active)
5070 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5077 void ScrollLevel(int dx, int dy)
5079 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
5082 BlitBitmap(drawto_field, drawto_field,
5083 FX + TILEX*(dx == -1) - softscroll_offset,
5084 FY + TILEY*(dy == -1) - softscroll_offset,
5085 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
5086 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
5087 FX + TILEX*(dx == 1) - softscroll_offset,
5088 FY + TILEY*(dy == 1) - softscroll_offset);
5092 x = (dx == 1 ? BX1 : BX2);
5093 for (y=BY1; y<=BY2; y++)
5094 DrawScreenField(x, y);
5099 y = (dy == 1 ? BY1 : BY2);
5100 for (x=BX1; x<=BX2; x++)
5101 DrawScreenField(x, y);
5104 redraw_mask |= REDRAW_FIELD;
5107 static void CheckGravityMovement(struct PlayerInfo *player)
5109 if (level.gravity && !player->programmed_action)
5111 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
5112 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
5114 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
5115 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
5116 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
5117 int jx = player->jx, jy = player->jy;
5118 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
5119 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
5120 int new_jx = jx + dx, new_jy = jy + dy;
5121 boolean field_under_player_is_free =
5122 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
5123 boolean player_is_moving_to_valid_field =
5124 (IN_LEV_FIELD(new_jx, new_jy) &&
5125 (Feld[new_jx][new_jy] == EL_SP_BASE ||
5126 Feld[new_jx][new_jy] == EL_SAND));
5128 if (field_under_player_is_free &&
5129 !player_is_moving_to_valid_field &&
5130 !IS_TUBE(Feld[jx][jy]))
5131 player->programmed_action = MV_DOWN;
5135 boolean MoveFigureOneStep(struct PlayerInfo *player,
5136 int dx, int dy, int real_dx, int real_dy)
5138 int jx = player->jx, jy = player->jy;
5139 int new_jx = jx+dx, new_jy = jy+dy;
5143 if (!player->active || (!dx && !dy))
5144 return MF_NO_ACTION;
5146 player->MovDir = (dx < 0 ? MV_LEFT :
5149 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5151 if (!IN_LEV_FIELD(new_jx, new_jy))
5152 return MF_NO_ACTION;
5154 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
5155 return MF_NO_ACTION;
5158 element = MovingOrBlocked2Element(new_jx, new_jy);
5160 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
5163 if (DONT_GO_TO(element))
5165 if (element == EL_ACID && dx == 0 && dy == 1)
5168 Feld[jx][jy] = EL_PLAYER1;
5169 InitMovingField(jx, jy, MV_DOWN);
5170 Store[jx][jy] = EL_ACID;
5171 ContinueMoving(jx, jy);
5175 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
5180 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
5181 if (can_move != MF_MOVING)
5184 StorePlayer[jx][jy] = 0;
5185 player->last_jx = jx;
5186 player->last_jy = jy;
5187 jx = player->jx = new_jx;
5188 jy = player->jy = new_jy;
5189 StorePlayer[jx][jy] = player->element_nr;
5192 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
5194 ScrollFigure(player, SCROLL_INIT);
5199 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
5201 int jx = player->jx, jy = player->jy;
5202 int old_jx = jx, old_jy = jy;
5203 int moved = MF_NO_ACTION;
5205 if (!player->active || (!dx && !dy))
5209 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5213 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5214 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
5218 /* remove the last programmed player action */
5219 player->programmed_action = 0;
5223 /* should only happen if pre-1.2 tape recordings are played */
5224 /* this is only for backward compatibility */
5226 int original_move_delay_value = player->move_delay_value;
5229 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
5233 /* scroll remaining steps with finest movement resolution */
5234 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
5236 while (player->MovPos)
5238 ScrollFigure(player, SCROLL_GO_ON);
5239 ScrollScreen(NULL, SCROLL_GO_ON);
5245 player->move_delay_value = original_move_delay_value;
5248 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
5250 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
5251 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5255 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5256 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5262 if (moved & MF_MOVING && !ScreenMovPos &&
5263 (player == local_player || !options.network))
5265 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5266 int offset = (setup.scroll_delay ? 3 : 0);
5268 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5270 /* actual player has left the screen -- scroll in that direction */
5271 if (jx != old_jx) /* player has moved horizontally */
5272 scroll_x += (jx - old_jx);
5273 else /* player has moved vertically */
5274 scroll_y += (jy - old_jy);
5278 if (jx != old_jx) /* player has moved horizontally */
5280 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5281 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5282 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5284 /* don't scroll over playfield boundaries */
5285 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5286 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5288 /* don't scroll more than one field at a time */
5289 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5291 /* don't scroll against the player's moving direction */
5292 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5293 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5294 scroll_x = old_scroll_x;
5296 else /* player has moved vertically */
5298 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5299 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5300 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5302 /* don't scroll over playfield boundaries */
5303 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5304 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5306 /* don't scroll more than one field at a time */
5307 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5309 /* don't scroll against the player's moving direction */
5310 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5311 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5312 scroll_y = old_scroll_y;
5316 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5318 if (!options.network && !AllPlayersInVisibleScreen())
5320 scroll_x = old_scroll_x;
5321 scroll_y = old_scroll_y;
5325 ScrollScreen(player, SCROLL_INIT);
5326 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5331 if (!(moved & MF_MOVING) && !player->Pushing)
5335 player->Frame = (player->Frame + 1) % 4;
5337 player->Frame += 1 * 0;
5340 if (moved & MF_MOVING)
5342 if (old_jx != jx && old_jy == jy)
5343 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5344 else if (old_jx == jx && old_jy != jy)
5345 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5347 DrawLevelField(jx, jy); /* for "DrawCrumbledSand()" */
5349 player->last_move_dir = player->MovDir;
5350 player->is_moving = TRUE;
5354 CheckGravityMovement(player);
5357 player->last_move_dir = MV_NO_MOVING;
5359 player->is_moving = FALSE;
5362 TestIfHeroTouchesBadThing(jx, jy);
5364 if (!player->active)
5370 void ScrollFigure(struct PlayerInfo *player, int mode)
5372 int jx = player->jx, jy = player->jy;
5373 int last_jx = player->last_jx, last_jy = player->last_jy;
5374 int move_stepsize = TILEX / player->move_delay_value;
5376 if (!player->active || !player->MovPos)
5379 if (mode == SCROLL_INIT)
5381 player->actual_frame_counter = FrameCounter;
5382 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5386 if (Feld[last_jx][last_jy] == EL_EMPTY)
5387 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5392 else if (!FrameReached(&player->actual_frame_counter, 1))
5395 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5396 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5399 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5400 Feld[last_jx][last_jy] = EL_EMPTY;
5402 /* before DrawPlayer() to draw correct player graphic for this case */
5403 if (player->MovPos == 0)
5404 CheckGravityMovement(player);
5408 if (player->MovPos == 0)
5410 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
5412 /* continue with normal speed after quickly moving through gate */
5413 HALVE_PLAYER_SPEED(player);
5415 /* be able to make the next move without delay */
5416 player->move_delay = 0;
5419 player->last_jx = jx;
5420 player->last_jy = jy;
5422 if (Feld[jx][jy] == EL_EXIT_OPEN ||
5423 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5427 if (local_player->friends_still_needed == 0 ||
5428 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5429 player->LevelSolved = player->GameOver = TRUE;
5432 if (tape.single_step && tape.recording && !tape.pausing &&
5433 !player->programmed_action)
5434 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5438 void ScrollScreen(struct PlayerInfo *player, int mode)
5440 static unsigned long screen_frame_counter = 0;
5442 if (mode == SCROLL_INIT)
5444 /* set scrolling step size according to actual player's moving speed */
5445 ScrollStepSize = TILEX / player->move_delay_value;
5447 screen_frame_counter = FrameCounter;
5448 ScreenMovDir = player->MovDir;
5449 ScreenMovPos = player->MovPos;
5450 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5453 else if (!FrameReached(&screen_frame_counter, 1))
5458 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5459 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5460 redraw_mask |= REDRAW_FIELD;
5463 ScreenMovDir = MV_NO_MOVING;
5466 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
5468 int i, kill_x = -1, kill_y = -1;
5469 static int test_xy[4][2] =
5476 static int test_dir[4] =
5486 int test_x, test_y, test_move_dir, test_element;
5488 test_x = good_x + test_xy[i][0];
5489 test_y = good_y + test_xy[i][1];
5490 if (!IN_LEV_FIELD(test_x, test_y))
5494 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5497 test_element = Feld[test_x][test_y];
5499 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
5502 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5503 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5505 if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) ||
5506 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
5514 if (kill_x != -1 || kill_y != -1)
5516 if (IS_PLAYER(good_x, good_y))
5518 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
5520 if (player->shield_deadly_time_left > 0)
5521 Bang(kill_x, kill_y);
5522 else if (!PLAYER_PROTECTED(good_x, good_y))
5526 Bang(good_x, good_y);
5530 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
5532 int i, kill_x = -1, kill_y = -1;
5533 int bad_element = Feld[bad_x][bad_y];
5534 static int test_xy[4][2] =
5541 static int test_dir[4] =
5549 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
5554 int test_x, test_y, test_move_dir, test_element;
5556 test_x = bad_x + test_xy[i][0];
5557 test_y = bad_y + test_xy[i][1];
5558 if (!IN_LEV_FIELD(test_x, test_y))
5562 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5564 test_element = Feld[test_x][test_y];
5566 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5567 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5569 if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) ||
5570 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
5572 /* good thing is player or penguin that does not move away */
5573 if (IS_PLAYER(test_x, test_y))
5575 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
5577 if (bad_element == EL_ROBOT && player->is_moving)
5578 continue; /* robot does not kill player if he is moving */
5584 else if (test_element == EL_PENGUIN)
5593 if (kill_x != -1 || kill_y != -1)
5595 if (IS_PLAYER(kill_x, kill_y))
5597 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
5600 int dir = player->MovDir;
5601 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5602 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5604 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5605 newx != bad_x && newy != bad_y)
5606 ; /* robot does not kill player if he is moving */
5608 printf("-> %d\n", player->MovDir);
5610 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5611 newx != bad_x && newy != bad_y)
5612 ; /* robot does not kill player if he is moving */
5617 if (player->shield_deadly_time_left > 0)
5619 else if (!PLAYER_PROTECTED(kill_x, kill_y))
5623 Bang(kill_x, kill_y);
5627 void TestIfHeroTouchesBadThing(int x, int y)
5629 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5632 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
5634 TestIfGoodThingHitsBadThing(x, y, move_dir);
5637 void TestIfBadThingTouchesHero(int x, int y)
5639 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5642 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
5644 TestIfBadThingHitsGoodThing(x, y, move_dir);
5647 void TestIfFriendTouchesBadThing(int x, int y)
5649 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5652 void TestIfBadThingTouchesFriend(int x, int y)
5654 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5657 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
5659 int i, kill_x = bad_x, kill_y = bad_y;
5660 static int xy[4][2] =
5672 x = bad_x + xy[i][0];
5673 y = bad_y + xy[i][1];
5674 if (!IN_LEV_FIELD(x, y))
5677 element = Feld[x][y];
5678 if (IS_AMOEBOID(element) || element == EL_GAMEOFLIFE ||
5679 element == EL_AMOEBA_CREATING || element == EL_AMOEBA_DROP)
5687 if (kill_x != bad_x || kill_y != bad_y)
5691 void KillHero(struct PlayerInfo *player)
5693 int jx = player->jx, jy = player->jy;
5695 if (!player->active)
5698 if (IS_PFORTE(Feld[jx][jy]))
5699 Feld[jx][jy] = EL_EMPTY;
5701 /* deactivate shield (else Bang()/Explode() would not work right) */
5702 player->shield_normal_time_left = 0;
5703 player->shield_deadly_time_left = 0;
5709 static void KillHeroUnlessProtected(int x, int y)
5711 if (!PLAYER_PROTECTED(x, y))
5712 KillHero(PLAYERINFO(x, y));
5715 void BuryHero(struct PlayerInfo *player)
5717 int jx = player->jx, jy = player->jy;
5719 if (!player->active)
5722 PlaySoundLevel(jx, jy, SND_PLAYER_DYING);
5723 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
5725 player->GameOver = TRUE;
5729 void RemoveHero(struct PlayerInfo *player)
5731 int jx = player->jx, jy = player->jy;
5732 int i, found = FALSE;
5734 player->present = FALSE;
5735 player->active = FALSE;
5737 if (!ExplodeField[jx][jy])
5738 StorePlayer[jx][jy] = 0;
5740 for (i=0; i<MAX_PLAYERS; i++)
5741 if (stored_player[i].active)
5745 AllPlayersGone = TRUE;
5751 int DigField(struct PlayerInfo *player,
5752 int x, int y, int real_dx, int real_dy, int mode)
5754 int jx = player->jx, jy = player->jy;
5755 int dx = x - jx, dy = y - jy;
5756 int move_direction = (dx == -1 ? MV_LEFT :
5757 dx == +1 ? MV_RIGHT :
5759 dy == +1 ? MV_DOWN : MV_NO_MOVING);
5762 if (player->MovPos == 0)
5763 player->Pushing = FALSE;
5765 if (mode == DF_NO_PUSH)
5767 player->Switching = FALSE;
5768 player->push_delay = 0;
5769 return MF_NO_ACTION;
5772 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
5773 return MF_NO_ACTION;
5775 if (IS_TUBE(Feld[jx][jy]))
5778 int tube_leave_directions[][2] =
5780 { EL_TUBE_ALL, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5781 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5782 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5783 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
5784 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
5785 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
5786 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
5787 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
5788 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
5789 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
5790 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
5791 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
5794 while (tube_leave_directions[i][0] != Feld[jx][jy])
5797 if (tube_leave_directions[i][0] == -1) /* should not happen */
5801 if (!(tube_leave_directions[i][1] & move_direction))
5802 return MF_NO_ACTION; /* tube has no opening in this direction */
5805 element = Feld[x][y];
5811 case EL_INVISIBLE_SAND:
5812 case EL_INVISIBLE_SAND_ACTIVE:
5815 case EL_SP_BUGGY_BASE:
5816 case EL_SP_BUGGY_BASE_ACTIVATING:
5818 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
5823 case EL_EMERALD_YELLOW:
5824 case EL_EMERALD_RED:
5825 case EL_EMERALD_PURPLE:
5827 case EL_SP_INFOTRON:
5831 local_player->gems_still_needed -= (element == EL_DIAMOND ? 3 :
5832 element == EL_PEARL ? 5 :
5833 element == EL_CRYSTAL ? 8 : 1);
5834 if (local_player->gems_still_needed < 0)
5835 local_player->gems_still_needed = 0;
5836 RaiseScoreElement(element);
5837 DrawText(DX_EMERALDS, DY_EMERALDS,
5838 int2str(local_player->gems_still_needed, 3),
5839 FS_SMALL, FC_YELLOW);
5840 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
5845 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
5846 PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
5850 Feld[x][y] = EL_EMPTY;
5851 PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
5859 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5861 PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MAX_RIGHT);
5864 case EL_SHIELD_NORMAL:
5866 player->shield_normal_time_left += 10;
5867 PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING);
5870 case EL_SHIELD_DEADLY:
5872 player->shield_normal_time_left += 10;
5873 player->shield_deadly_time_left += 10;
5874 PlaySoundLevel(x, y, SND_SHIELD_DEADLY_COLLECTING);
5878 case EL_SP_DISK_RED:
5881 RaiseScoreElement(EL_DYNAMITE);
5882 DrawText(DX_DYNAMITE, DY_DYNAMITE,
5883 int2str(local_player->dynamite, 3),
5884 FS_SMALL, FC_YELLOW);
5885 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
5888 case EL_DYNABOMB_NR:
5890 player->dynabomb_count++;
5891 player->dynabombs_left++;
5892 RaiseScoreElement(EL_DYNAMITE);
5893 PlaySoundLevel(x, y, SND_DYNABOMB_NR_COLLECTING);
5896 case EL_DYNABOMB_SZ:
5898 player->dynabomb_size++;
5899 RaiseScoreElement(EL_DYNAMITE);
5900 PlaySoundLevel(x, y, SND_DYNABOMB_SZ_COLLECTING);
5903 case EL_DYNABOMB_XL:
5905 player->dynabomb_xl = TRUE;
5906 RaiseScoreElement(EL_DYNAMITE);
5907 PlaySoundLevel(x, y, SND_DYNABOMB_XL_COLLECTING);
5915 int key_nr = element - EL_KEY1;
5918 player->key[key_nr] = TRUE;
5919 RaiseScoreElement(element);
5920 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5922 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5924 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
5933 int key_nr = element - EL_EM_KEY1;
5936 player->key[key_nr] = TRUE;
5937 RaiseScoreElement(element);
5938 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5940 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5942 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
5946 case EL_ROBOT_WHEEL:
5947 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
5950 DrawLevelField(x, y);
5951 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
5955 case EL_SP_TERMINAL:
5959 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
5961 for (yy=0; yy<lev_fieldy; yy++)
5963 for (xx=0; xx<lev_fieldx; xx++)
5965 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
5967 else if (Feld[xx][yy] == EL_SP_TERMINAL)
5968 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
5976 case EL_CONVEYOR_BELT1_SWITCH_LEFT:
5977 case EL_CONVEYOR_BELT1_SWITCH_MIDDLE:
5978 case EL_CONVEYOR_BELT1_SWITCH_RIGHT:
5979 case EL_CONVEYOR_BELT2_SWITCH_LEFT:
5980 case EL_CONVEYOR_BELT2_SWITCH_MIDDLE:
5981 case EL_CONVEYOR_BELT2_SWITCH_RIGHT:
5982 case EL_CONVEYOR_BELT3_SWITCH_LEFT:
5983 case EL_CONVEYOR_BELT3_SWITCH_MIDDLE:
5984 case EL_CONVEYOR_BELT3_SWITCH_RIGHT:
5985 case EL_CONVEYOR_BELT4_SWITCH_LEFT:
5986 case EL_CONVEYOR_BELT4_SWITCH_MIDDLE:
5987 case EL_CONVEYOR_BELT4_SWITCH_RIGHT:
5988 if (!player->Switching)
5990 player->Switching = TRUE;
5991 ToggleBeltSwitch(x, y);
5992 PlaySoundLevel(x, y, SND_CONVEYOR_BELT_SWITCH_ACTIVATING);
5997 case EL_SWITCHGATE_SWITCH_UP:
5998 case EL_SWITCHGATE_SWITCH_DOWN:
5999 if (!player->Switching)
6001 player->Switching = TRUE;
6002 ToggleSwitchgateSwitch(x, y);
6003 PlaySoundLevel(x, y, SND_SWITCHGATE_SWITCH_ACTIVATING);
6008 case EL_LIGHT_SWITCH:
6009 case EL_LIGHT_SWITCH_ACTIVE:
6010 if (!player->Switching)
6012 player->Switching = TRUE;
6013 ToggleLightSwitch(x, y);
6014 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
6015 SND_LIGHT_SWITCH_ACTIVATING :
6016 SND_LIGHT_SWITCH_DEACTIVATING);
6021 case EL_TIMEGATE_SWITCH:
6022 ActivateTimegateSwitch(x, y);
6023 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
6028 case EL_BALLOON_SEND_LEFT:
6029 case EL_BALLOON_SEND_RIGHT:
6030 case EL_BALLOON_SEND_UP:
6031 case EL_BALLOON_SEND_DOWN:
6032 case EL_BALLOON_SEND_ANY_DIRECTION:
6033 if (element == EL_BALLOON_SEND_ANY_DIRECTION)
6034 game.balloon_dir = move_direction;
6036 game.balloon_dir = (element == EL_BALLOON_SEND_LEFT ? MV_LEFT :
6037 element == EL_BALLOON_SEND_RIGHT ? MV_RIGHT :
6038 element == EL_BALLOON_SEND_UP ? MV_UP :
6039 element == EL_BALLOON_SEND_DOWN ? MV_DOWN :
6041 PlaySoundLevel(x, y, SND_BALLOON_SWITCH_ACTIVATING);
6046 /* the following elements cannot be pushed by "snapping" */
6049 case EL_DX_SUPABOMB:
6051 case EL_TIME_ORB_EMPTY:
6053 case EL_SP_DISK_ORANGE:
6055 if (mode == DF_SNAP)
6056 return MF_NO_ACTION;
6057 /* no "break" -- fall through to next case */
6058 /* the following elements can be pushed by "snapping" */
6061 return MF_NO_ACTION;
6063 player->Pushing = TRUE;
6065 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6066 return MF_NO_ACTION;
6070 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6071 return MF_NO_ACTION;
6074 if (player->push_delay == 0)
6075 player->push_delay = FrameCounter;
6077 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6078 !tape.playing && element != EL_SPRING)
6079 return MF_NO_ACTION;
6081 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6082 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6083 element != EL_SPRING)
6084 return MF_NO_ACTION;
6087 if (mode == DF_SNAP)
6089 InitMovingField(x, y, move_direction);
6090 ContinueMoving(x, y);
6095 Feld[x + dx][y + dy] = element;
6098 if (element == EL_SPRING)
6100 Feld[x + dx][y + dy] = EL_SPRING;
6101 MovDir[x + dx][y + dy] = move_direction;
6104 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
6106 DrawLevelField(x + dx, y + dy);
6107 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6114 if (!player->key[element - EL_GATE1])
6115 return MF_NO_ACTION;
6122 if (!player->key[element - EL_GATE1_GRAY])
6123 return MF_NO_ACTION;
6130 if (!player->key[element - EL_EM_GATE1])
6131 return MF_NO_ACTION;
6132 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6133 return MF_NO_ACTION;
6135 /* automatically move to the next field with double speed */
6136 player->programmed_action = move_direction;
6137 DOUBLE_PLAYER_SPEED(player);
6139 PlaySoundLevel(x, y, SND_GATE_PASSING);
6142 case EL_EM_GATE1_GRAY:
6143 case EL_EM_GATE2_GRAY:
6144 case EL_EM_GATE3_GRAY:
6145 case EL_EM_GATE4_GRAY:
6146 if (!player->key[element - EL_EM_GATE1_GRAY])
6147 return MF_NO_ACTION;
6148 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6149 return MF_NO_ACTION;
6151 /* automatically move to the next field with double speed */
6152 player->programmed_action = move_direction;
6153 DOUBLE_PLAYER_SPEED(player);
6155 PlaySoundLevel(x, y, SND_GATE_PASSING);
6158 case EL_SWITCHGATE_OPEN:
6159 case EL_TIMEGATE_OPEN:
6160 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6161 return MF_NO_ACTION;
6163 /* automatically move to the next field with double speed */
6164 player->programmed_action = move_direction;
6165 DOUBLE_PLAYER_SPEED(player);
6167 PlaySoundLevelElementAction(x, y, element, ACTION_PASSING);
6170 case EL_SP_PORT1_LEFT:
6171 case EL_SP_PORT2_LEFT:
6172 case EL_SP_PORT1_RIGHT:
6173 case EL_SP_PORT2_RIGHT:
6174 case EL_SP_PORT1_UP:
6175 case EL_SP_PORT2_UP:
6176 case EL_SP_PORT1_DOWN:
6177 case EL_SP_PORT2_DOWN:
6182 element != EL_SP_PORT1_LEFT &&
6183 element != EL_SP_PORT2_LEFT &&
6184 element != EL_SP_PORT_X &&
6185 element != EL_SP_PORT_XY) ||
6187 element != EL_SP_PORT1_RIGHT &&
6188 element != EL_SP_PORT2_RIGHT &&
6189 element != EL_SP_PORT_X &&
6190 element != EL_SP_PORT_XY) ||
6192 element != EL_SP_PORT1_UP &&
6193 element != EL_SP_PORT2_UP &&
6194 element != EL_SP_PORT_Y &&
6195 element != EL_SP_PORT_XY) ||
6197 element != EL_SP_PORT1_DOWN &&
6198 element != EL_SP_PORT2_DOWN &&
6199 element != EL_SP_PORT_Y &&
6200 element != EL_SP_PORT_XY) ||
6201 !IN_LEV_FIELD(x + dx, y + dy) ||
6202 !IS_FREE(x + dx, y + dy))
6203 return MF_NO_ACTION;
6205 /* automatically move to the next field with double speed */
6206 player->programmed_action = move_direction;
6207 DOUBLE_PLAYER_SPEED(player);
6209 PlaySoundLevel(x, y, SND_SP_PORT_PASSING);
6213 case EL_TUBE_VERTICAL:
6214 case EL_TUBE_HORIZONTAL:
6215 case EL_TUBE_VERTICAL_LEFT:
6216 case EL_TUBE_VERTICAL_RIGHT:
6217 case EL_TUBE_HORIZONTAL_UP:
6218 case EL_TUBE_HORIZONTAL_DOWN:
6219 case EL_TUBE_LEFT_UP:
6220 case EL_TUBE_LEFT_DOWN:
6221 case EL_TUBE_RIGHT_UP:
6222 case EL_TUBE_RIGHT_DOWN:
6225 int tube_enter_directions[][2] =
6227 { EL_TUBE_ALL, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6228 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6229 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6230 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
6231 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
6232 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
6233 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
6234 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
6235 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
6236 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
6237 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
6238 { -1, MV_NO_MOVING }
6241 while (tube_enter_directions[i][0] != element)
6244 if (tube_enter_directions[i][0] == -1) /* should not happen */
6248 if (!(tube_enter_directions[i][1] & move_direction))
6249 return MF_NO_ACTION; /* tube has no opening in this direction */
6251 PlaySoundLevel(x, y, SND_TUBE_PASSING);
6255 case EL_EXIT_CLOSED:
6256 case EL_SP_EXIT_CLOSED:
6257 case EL_EXIT_OPENING:
6258 return MF_NO_ACTION;
6262 case EL_SP_EXIT_OPEN:
6263 if (mode == DF_SNAP)
6264 return MF_NO_ACTION;
6266 if (element == EL_EXIT_OPEN)
6267 PlaySoundLevel(x, y, SND_EXIT_PASSING);
6269 PlaySoundLevel(x, y, SND_SP_EXIT_PASSING);
6274 Feld[x][y] = EL_LAMP_ACTIVE;
6275 local_player->lights_still_needed--;
6276 DrawLevelField(x, y);
6277 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
6281 case EL_TIME_ORB_FULL:
6282 Feld[x][y] = EL_TIME_ORB_EMPTY;
6284 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
6285 DrawLevelField(x, y);
6286 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MAX_RIGHT);
6290 case EL_SOKOBAN_FIELD_EMPTY:
6293 case EL_SOKOBAN_OBJECT:
6294 case EL_SOKOBAN_FIELD_FULL:
6296 case EL_SP_DISK_YELLOW:
6298 if (mode == DF_SNAP)
6299 return MF_NO_ACTION;
6301 player->Pushing = TRUE;
6303 if (!IN_LEV_FIELD(x+dx, y+dy)
6304 || (!IS_FREE(x+dx, y+dy)
6305 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FIELD_EMPTY
6306 || !IS_SB_ELEMENT(element))))
6307 return MF_NO_ACTION;
6311 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6312 return MF_NO_ACTION;
6314 else if (dy && real_dx)
6316 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
6317 return MF_NO_ACTION;
6320 if (player->push_delay == 0)
6321 player->push_delay = FrameCounter;
6323 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6324 !tape.playing && element != EL_BALLOON)
6325 return MF_NO_ACTION;
6327 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6328 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6329 element != EL_BALLOON)
6330 return MF_NO_ACTION;
6333 if (IS_SB_ELEMENT(element))
6335 if (element == EL_SOKOBAN_FIELD_FULL)
6337 Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
6338 local_player->sokobanfields_still_needed++;
6343 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FIELD_EMPTY)
6345 Feld[x+dx][y+dy] = EL_SOKOBAN_FIELD_FULL;
6346 local_player->sokobanfields_still_needed--;
6347 if (element == EL_SOKOBAN_OBJECT)
6348 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_FILLING);
6350 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6354 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJECT;
6355 if (element == EL_SOKOBAN_FIELD_FULL)
6356 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_EMPTYING);
6358 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6364 Feld[x+dx][y+dy] = element;
6365 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6368 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
6370 DrawLevelField(x, y);
6371 DrawLevelField(x + dx, y + dy);
6373 if (IS_SB_ELEMENT(element) &&
6374 local_player->sokobanfields_still_needed == 0 &&
6375 game.emulation == EMU_SOKOBAN)
6377 player->LevelSolved = player->GameOver = TRUE;
6378 PlaySoundLevel(x, y, SND_SOKOBAN_GAME_SOLVING);
6389 return MF_NO_ACTION;
6392 player->push_delay = 0;
6397 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
6399 int jx = player->jx, jy = player->jy;
6400 int x = jx + dx, y = jy + dy;
6402 if (!player->active || !IN_LEV_FIELD(x, y))
6410 if (player->MovPos == 0)
6411 player->Pushing = FALSE;
6413 player->snapped = FALSE;
6417 if (player->snapped)
6420 player->MovDir = (dx < 0 ? MV_LEFT :
6423 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6425 if (!DigField(player, x, y, 0, 0, DF_SNAP))
6428 player->snapped = TRUE;
6429 DrawLevelField(x, y);
6435 boolean PlaceBomb(struct PlayerInfo *player)
6437 int jx = player->jx, jy = player->jy;
6440 if (!player->active || player->MovPos)
6443 element = Feld[jx][jy];
6445 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
6446 IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
6449 if (element != EL_EMPTY)
6450 Store[jx][jy] = element;
6452 MovDelay[jx][jy] = 96;
6454 ResetGfxAnimation(jx, jy);
6456 if (player->dynamite)
6458 Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
6461 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6462 FS_SMALL, FC_YELLOW);
6463 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6465 if (game.emulation == EMU_SUPAPLEX)
6466 DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0);
6468 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0);
6471 PlaySoundLevel(jx, jy, SND_DYNAMITE_DROPPING);
6476 EL_DYNABOMB_PLAYER1_ACTIVE + (player->element_nr - EL_PLAYER1);
6477 player->dynabombs_left--;
6479 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6480 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
6482 PlaySoundLevel(jx, jy, SND_DYNABOMB_DROPPING);
6488 /* ------------------------------------------------------------------------- */
6489 /* game sound playing functions */
6490 /* ------------------------------------------------------------------------- */
6492 static int *loop_sound_frame = NULL;
6493 static int *loop_sound_volume = NULL;
6495 void InitPlaySoundLevel()
6497 int num_sounds = getSoundListSize();
6499 if (loop_sound_frame != NULL)
6500 free(loop_sound_frame);
6502 if (loop_sound_volume != NULL)
6503 free(loop_sound_volume);
6505 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
6506 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
6509 static void PlaySoundLevel(int x, int y, int nr)
6511 int sx = SCREENX(x), sy = SCREENY(y);
6512 int volume, stereo_position;
6513 int max_distance = 8;
6514 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
6516 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
6517 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
6520 if (!IN_LEV_FIELD(x, y) ||
6521 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
6522 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
6525 volume = SOUND_MAX_VOLUME;
6527 if (!IN_SCR_FIELD(sx, sy))
6529 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
6530 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
6532 volume -= volume * (dx > dy ? dx : dy) / max_distance;
6535 stereo_position = (SOUND_MAX_LEFT +
6536 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
6537 (SCR_FIELDX + 2 * max_distance));
6539 if (IS_LOOP_SOUND(nr))
6541 /* This assures that quieter loop sounds do not overwrite louder ones,
6542 while restarting sound volume comparison with each new game frame. */
6544 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
6547 loop_sound_volume[nr] = volume;
6548 loop_sound_frame[nr] = FrameCounter;
6551 PlaySoundExt(nr, volume, stereo_position, type);
6554 static void PlaySoundLevelNearest(int x, int y, int sound_action)
6556 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
6557 x > LEVELX(BX2) ? LEVELX(BX2) : x,
6558 y < LEVELY(BY1) ? LEVELY(BY1) :
6559 y > LEVELY(BY2) ? LEVELY(BY2) : y,
6563 static void PlaySoundLevelAction(int x, int y, int sound_action)
6565 PlaySoundLevelElementAction(x, y, Feld[x][y], sound_action);
6568 static void PlaySoundLevelElementAction(int x, int y, int element,
6571 int sound_effect = element_info[element].sound[sound_action];
6573 if (sound_effect != SND_UNDEFINED)
6574 PlaySoundLevel(x, y, sound_effect);
6577 void RaiseScore(int value)
6579 local_player->score += value;
6580 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
6581 FS_SMALL, FC_YELLOW);
6584 void RaiseScoreElement(int element)
6590 case EL_EMERALD_YELLOW:
6591 case EL_EMERALD_RED:
6592 case EL_EMERALD_PURPLE:
6593 RaiseScore(level.score[SC_EDELSTEIN]);
6596 RaiseScore(level.score[SC_DIAMANT]);
6599 case EL_BD_BUTTERFLY:
6600 RaiseScore(level.score[SC_KAEFER]);
6604 RaiseScore(level.score[SC_FLIEGER]);
6607 case EL_DARK_YAMYAM:
6608 RaiseScore(level.score[SC_MAMPFER]);
6611 RaiseScore(level.score[SC_ROBOT]);
6614 RaiseScore(level.score[SC_PACMAN]);
6617 RaiseScore(level.score[SC_KOKOSNUSS]);
6620 RaiseScore(level.score[SC_DYNAMIT]);
6626 RaiseScore(level.score[SC_SCHLUESSEL]);
6633 void RequestQuitGame(boolean ask_if_really_quit)
6635 if (AllPlayersGone ||
6636 !ask_if_really_quit ||
6637 level_editor_test_game ||
6638 Request("Do you really want to quit the game ?",
6639 REQ_ASK | REQ_STAY_CLOSED))
6641 #if defined(PLATFORM_UNIX)
6642 if (options.network)
6643 SendToServer_StopPlaying();
6647 game_status = MAINMENU;
6653 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
6658 /* ---------- new game button stuff ---------------------------------------- */
6660 /* graphic position values for game buttons */
6661 #define GAME_BUTTON_XSIZE 30
6662 #define GAME_BUTTON_YSIZE 30
6663 #define GAME_BUTTON_XPOS 5
6664 #define GAME_BUTTON_YPOS 215
6665 #define SOUND_BUTTON_XPOS 5
6666 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
6668 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6669 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6670 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6671 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6672 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6673 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6680 } gamebutton_info[NUM_GAME_BUTTONS] =
6683 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
6688 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
6693 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
6698 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
6699 SOUND_CTRL_ID_MUSIC,
6700 "background music on/off"
6703 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
6704 SOUND_CTRL_ID_LOOPS,
6705 "sound loops on/off"
6708 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
6709 SOUND_CTRL_ID_SIMPLE,
6710 "normal sounds on/off"
6714 void CreateGameButtons()
6718 for (i=0; i<NUM_GAME_BUTTONS; i++)
6720 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
6721 struct GadgetInfo *gi;
6724 unsigned long event_mask;
6725 int gd_xoffset, gd_yoffset;
6726 int gd_x1, gd_x2, gd_y1, gd_y2;
6729 gd_xoffset = gamebutton_info[i].x;
6730 gd_yoffset = gamebutton_info[i].y;
6731 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
6732 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
6734 if (id == GAME_CTRL_ID_STOP ||
6735 id == GAME_CTRL_ID_PAUSE ||
6736 id == GAME_CTRL_ID_PLAY)
6738 button_type = GD_TYPE_NORMAL_BUTTON;
6740 event_mask = GD_EVENT_RELEASED;
6741 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6742 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6746 button_type = GD_TYPE_CHECK_BUTTON;
6748 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
6749 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
6750 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
6751 event_mask = GD_EVENT_PRESSED;
6752 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
6753 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6756 gi = CreateGadget(GDI_CUSTOM_ID, id,
6757 GDI_INFO_TEXT, gamebutton_info[i].infotext,
6758 GDI_X, DX + gd_xoffset,
6759 GDI_Y, DY + gd_yoffset,
6760 GDI_WIDTH, GAME_BUTTON_XSIZE,
6761 GDI_HEIGHT, GAME_BUTTON_YSIZE,
6762 GDI_TYPE, button_type,
6763 GDI_STATE, GD_BUTTON_UNPRESSED,
6764 GDI_CHECKED, checked,
6765 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
6766 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
6767 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
6768 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
6769 GDI_EVENT_MASK, event_mask,
6770 GDI_CALLBACK_ACTION, HandleGameButtons,
6774 Error(ERR_EXIT, "cannot create gadget");
6776 game_gadget[id] = gi;
6780 void FreeGameButtons()
6784 for (i=0; i<NUM_GAME_BUTTONS; i++)
6785 FreeGadget(game_gadget[i]);
6788 static void MapGameButtons()
6792 for (i=0; i<NUM_GAME_BUTTONS; i++)
6793 MapGadget(game_gadget[i]);
6796 void UnmapGameButtons()
6800 for (i=0; i<NUM_GAME_BUTTONS; i++)
6801 UnmapGadget(game_gadget[i]);
6804 static void HandleGameButtons(struct GadgetInfo *gi)
6806 int id = gi->custom_id;
6808 if (game_status != PLAYING)
6813 case GAME_CTRL_ID_STOP:
6814 RequestQuitGame(TRUE);
6817 case GAME_CTRL_ID_PAUSE:
6818 if (options.network)
6820 #if defined(PLATFORM_UNIX)
6822 SendToServer_ContinuePlaying();
6824 SendToServer_PausePlaying();
6828 TapeTogglePause(TAPE_TOGGLE_MANUAL);
6831 case GAME_CTRL_ID_PLAY:
6834 #if defined(PLATFORM_UNIX)
6835 if (options.network)
6836 SendToServer_ContinuePlaying();
6840 tape.pausing = FALSE;
6841 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
6846 case SOUND_CTRL_ID_MUSIC:
6847 if (setup.sound_music)
6849 setup.sound_music = FALSE;
6852 else if (audio.music_available)
6854 setup.sound = setup.sound_music = TRUE;
6855 PlayMusic(level_nr);
6859 case SOUND_CTRL_ID_LOOPS:
6860 if (setup.sound_loops)
6861 setup.sound_loops = FALSE;
6862 else if (audio.loops_available)
6863 setup.sound = setup.sound_loops = TRUE;
6866 case SOUND_CTRL_ID_SIMPLE:
6867 if (setup.sound_simple)
6868 setup.sound_simple = FALSE;
6869 else if (audio.sound_available)
6870 setup.sound = setup.sound_simple = TRUE;