1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MoveFigure() */
36 #define MF_NO_ACTION 0
40 /* for ScrollFigure() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_NO_EXPLOSION 0
51 /* special positions in the game control window (relative to control window) */
54 #define XX_EMERALDS 29
55 #define YY_EMERALDS 54
56 #define XX_DYNAMITE 29
57 #define YY_DYNAMITE 89
65 /* special positions in the game control window (relative to main window) */
66 #define DX_LEVEL (DX + XX_LEVEL)
67 #define DY_LEVEL (DY + YY_LEVEL)
68 #define DX_EMERALDS (DX + XX_EMERALDS)
69 #define DY_EMERALDS (DY + YY_EMERALDS)
70 #define DX_DYNAMITE (DX + XX_DYNAMITE)
71 #define DY_DYNAMITE (DY + YY_DYNAMITE)
72 #define DX_KEYS (DX + XX_KEYS)
73 #define DY_KEYS (DY + YY_KEYS)
74 #define DX_SCORE (DX + XX_SCORE)
75 #define DY_SCORE (DY + YY_SCORE)
76 #define DX_TIME (DX + XX_TIME)
77 #define DY_TIME (DY + YY_TIME)
79 /* values for initial player move delay (initial delay counter value) */
80 #define INITIAL_MOVE_DELAY_OFF -1
81 #define INITIAL_MOVE_DELAY_ON 0
83 /* values for player movement speed (which is in fact a delay value) */
84 #define MOVE_DELAY_NORMAL_SPEED 8
85 #define MOVE_DELAY_HIGH_SPEED 4
87 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
88 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
89 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
90 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
92 /* game button identifiers */
93 #define GAME_CTRL_ID_STOP 0
94 #define GAME_CTRL_ID_PAUSE 1
95 #define GAME_CTRL_ID_PLAY 2
96 #define SOUND_CTRL_ID_MUSIC 3
97 #define SOUND_CTRL_ID_LOOPS 4
98 #define SOUND_CTRL_ID_SIMPLE 5
100 #define NUM_GAME_BUTTONS 6
102 /* forward declaration for internal use */
103 static void InitBeltMovement(void);
104 static void CloseAllOpenTimegates(void);
105 static void CheckGravityMovement(struct PlayerInfo *);
106 static void KillHeroUnlessProtected(int, int);
108 void PlaySoundLevel(int, int, int);
109 void PlaySoundLevelAction(int, int, int);
110 void PlaySoundLevelElementAction(int, int, int, int);
112 static void MapGameButtons();
113 static void HandleGameButtons(struct GadgetInfo *);
115 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
118 /* ------------------------------------------------------------------------- */
119 /* sound definitions */
120 /* ------------------------------------------------------------------------- */
122 #define SND_ACTION_UNKNOWN 0
123 #define SND_ACTION_WAITING 1
124 #define SND_ACTION_MOVING 2
125 #define SND_ACTION_DIGGING 3
126 #define SND_ACTION_COLLECTING 4
127 #define SND_ACTION_PASSING 5
128 #define SND_ACTION_IMPACT 6
129 #define SND_ACTION_PUSHING 7
130 #define SND_ACTION_ACTIVATING 8
131 #define SND_ACTION_ACTIVE 9
133 #define NUM_SND_ACTIONS 10
140 } sound_action_properties[] =
142 /* insert _all_ loop sound actions here */
143 { ".waiting", SND_ACTION_WAITING, TRUE },
144 { ".moving", SND_ACTION_MOVING, TRUE }, /* continuos moving */
145 { ".active", SND_ACTION_ACTIVE, TRUE },
146 { ".growing", SND_ACTION_UNKNOWN, TRUE },
147 { ".attacking", SND_ACTION_UNKNOWN, TRUE },
149 /* other (non-loop) sound actions are optional */
150 { ".stepping", SND_ACTION_MOVING, FALSE }, /* discrete moving */
151 { ".digging", SND_ACTION_DIGGING, FALSE },
152 { ".collecting", SND_ACTION_COLLECTING, FALSE },
153 { ".passing", SND_ACTION_PASSING, FALSE },
154 { ".impact", SND_ACTION_IMPACT, FALSE },
155 { ".pushing", SND_ACTION_PUSHING, FALSE },
156 { ".activating", SND_ACTION_ACTIVATING, FALSE },
159 static int element_action_sound[MAX_NUM_ELEMENTS][NUM_SND_ACTIONS];
160 static boolean is_loop_sound[NUM_SOUND_FILES];
162 #define IS_LOOP_SOUND(x) (is_loop_sound[x])
165 /* -------------------------------------------------------------------------
166 definition of elements that automatically change to other elements after
167 a specified time, eventually calling a function when changing
168 ------------------------------------------------------------------------- */
170 struct ChangingElementInfo
175 void (*changer_function)(int x, int y);
178 static struct ChangingElementInfo changing_element_list[] =
180 { EL_NUT_CRACKING, EL_EMERALD, 6, NULL },
181 { EL_PEARL_BREAKING, EL_EMPTY, 8, NULL },
182 { EL_UNDEFINED, EL_UNDEFINED, -1, NULL }
185 static struct ChangingElementInfo changing_element[MAX_NUM_ELEMENTS];
187 #define IS_AUTO_CHANGING(e) (changing_element[e].base_element != EL_UNDEFINED)
193 static unsigned int getStateCheckSum(int counter)
196 unsigned int mult = 1;
197 unsigned int checksum = 0;
199 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
201 static boolean first_game = TRUE;
203 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
209 lastFeld[x][y] = Feld[x][y];
210 else if (lastFeld[x][y] != Feld[x][y])
211 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
212 x, y, lastFeld[x][y], Feld[x][y]);
216 checksum += mult++ * Ur[x][y];
217 checksum += mult++ * Feld[x][y];
220 checksum += mult++ * MovPos[x][y];
221 checksum += mult++ * MovDir[x][y];
222 checksum += mult++ * MovDelay[x][y];
223 checksum += mult++ * Store[x][y];
224 checksum += mult++ * Store2[x][y];
225 checksum += mult++ * StorePlayer[x][y];
226 checksum += mult++ * ExplodePhase[x][y];
227 checksum += mult++ * AmoebaNr[x][y];
228 checksum += mult++ * JustStopped[x][y];
229 checksum += mult++ * Stop[x][y];
233 if (counter == 3 && first_game)
244 void GetPlayerConfig()
246 if (!audio.sound_available)
249 if (!audio.loops_available)
250 setup.sound_loops = FALSE;
252 if (!audio.music_available)
253 setup.sound_music = FALSE;
255 if (!video.fullscreen_available)
256 setup.fullscreen = FALSE;
258 setup.sound_simple = setup.sound;
260 SetAudioMode(setup.sound);
264 static int getBeltNrFromBeltElement(int element)
266 return (element < EL_CONVEYOR_BELT2_LEFT ? 0 :
267 element < EL_CONVEYOR_BELT3_LEFT ? 1 :
268 element < EL_CONVEYOR_BELT4_LEFT ? 2 : 3);
271 static int getBeltNrFromBeltActiveElement(int element)
273 return (element < EL_CONVEYOR_BELT2_LEFT_ACTIVE ? 0 :
274 element < EL_CONVEYOR_BELT3_LEFT_ACTIVE ? 1 :
275 element < EL_CONVEYOR_BELT4_LEFT_ACTIVE ? 2 : 3);
278 static int getBeltNrFromBeltSwitchElement(int element)
280 return (element < EL_CONVEYOR_BELT2_SWITCH_LEFT ? 0 :
281 element < EL_CONVEYOR_BELT3_SWITCH_LEFT ? 1 :
282 element < EL_CONVEYOR_BELT4_SWITCH_LEFT ? 2 : 3);
285 static int getBeltDirNrFromBeltSwitchElement(int element)
287 static int belt_base_element[4] =
289 EL_CONVEYOR_BELT1_SWITCH_LEFT,
290 EL_CONVEYOR_BELT2_SWITCH_LEFT,
291 EL_CONVEYOR_BELT3_SWITCH_LEFT,
292 EL_CONVEYOR_BELT4_SWITCH_LEFT
295 int belt_nr = getBeltNrFromBeltSwitchElement(element);
296 int belt_dir_nr = element - belt_base_element[belt_nr];
298 return (belt_dir_nr % 3);
301 static int getBeltDirFromBeltSwitchElement(int element)
303 static int belt_move_dir[3] =
310 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
312 return belt_move_dir[belt_dir_nr];
315 static void InitField(int x, int y, boolean init_game)
322 if (stored_player[0].present)
324 Feld[x][y] = EL_SP_MURPHY_CLONE;
328 Feld[x][y] = EL_PLAYER1;
337 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER1];
338 int jx = player->jx, jy = player->jy;
340 player->present = TRUE;
342 if (!options.network || player->connected)
344 player->active = TRUE;
346 /* remove potentially duplicate players */
347 if (StorePlayer[jx][jy] == Feld[x][y])
348 StorePlayer[jx][jy] = 0;
350 StorePlayer[x][y] = Feld[x][y];
354 printf("Player %d activated.\n", player->element_nr);
355 printf("[Local player is %d and currently %s.]\n",
356 local_player->element_nr,
357 local_player->active ? "active" : "not active");
361 Feld[x][y] = EL_EMPTY;
362 player->jx = player->last_jx = x;
363 player->jy = player->last_jy = y;
368 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
369 Feld[x][y] = EL_ACIDPOOL_TOPLEFT;
370 else if (x > 0 && Feld[x-1][y] == EL_ACID)
371 Feld[x][y] = EL_ACIDPOOL_TOPRIGHT;
372 else if (y > 0 && Feld[x][y-1] == EL_ACIDPOOL_TOPLEFT)
373 Feld[x][y] = EL_ACIDPOOL_BOTTOMLEFT;
374 else if (y > 0 && Feld[x][y-1] == EL_ACID)
375 Feld[x][y] = EL_ACIDPOOL_BOTTOM;
376 else if (y > 0 && Feld[x][y-1] == EL_ACIDPOOL_TOPRIGHT)
377 Feld[x][y] = EL_ACIDPOOL_BOTTOMRIGHT;
385 case EL_SPACESHIP_RIGHT:
386 case EL_SPACESHIP_UP:
387 case EL_SPACESHIP_LEFT:
388 case EL_SPACESHIP_DOWN:
390 case EL_BD_BUTTERFLY_RIGHT:
391 case EL_BD_BUTTERFLY_UP:
392 case EL_BD_BUTTERFLY_LEFT:
393 case EL_BD_BUTTERFLY_DOWN:
394 case EL_BD_BUTTERFLY:
395 case EL_BD_FIREFLY_RIGHT:
396 case EL_BD_FIREFLY_UP:
397 case EL_BD_FIREFLY_LEFT:
398 case EL_BD_FIREFLY_DOWN:
400 case EL_PACMAN_RIGHT:
424 if (y == lev_fieldy - 1)
426 Feld[x][y] = EL_AMOEBA_CREATING;
427 Store[x][y] = EL_AMOEBA_WET;
431 case EL_DYNAMITE_ACTIVE:
436 local_player->lights_still_needed++;
439 case EL_SOKOBAN_FIELD_EMPTY:
440 local_player->sokobanfields_still_needed++;
444 local_player->friends_still_needed++;
449 MovDir[x][y] = 1 << RND(4);
453 Feld[x][y] = EL_EMPTY;
456 case EL_EM_KEY1_FILE:
457 Feld[x][y] = EL_EM_KEY1;
459 case EL_EM_KEY2_FILE:
460 Feld[x][y] = EL_EM_KEY2;
462 case EL_EM_KEY3_FILE:
463 Feld[x][y] = EL_EM_KEY3;
465 case EL_EM_KEY4_FILE:
466 Feld[x][y] = EL_EM_KEY4;
469 case EL_CONVEYOR_BELT1_SWITCH_LEFT:
470 case EL_CONVEYOR_BELT1_SWITCH_MIDDLE:
471 case EL_CONVEYOR_BELT1_SWITCH_RIGHT:
472 case EL_CONVEYOR_BELT2_SWITCH_LEFT:
473 case EL_CONVEYOR_BELT2_SWITCH_MIDDLE:
474 case EL_CONVEYOR_BELT2_SWITCH_RIGHT:
475 case EL_CONVEYOR_BELT3_SWITCH_LEFT:
476 case EL_CONVEYOR_BELT3_SWITCH_MIDDLE:
477 case EL_CONVEYOR_BELT3_SWITCH_RIGHT:
478 case EL_CONVEYOR_BELT4_SWITCH_LEFT:
479 case EL_CONVEYOR_BELT4_SWITCH_MIDDLE:
480 case EL_CONVEYOR_BELT4_SWITCH_RIGHT:
483 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
484 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
485 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
487 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
489 game.belt_dir[belt_nr] = belt_dir;
490 game.belt_dir_nr[belt_nr] = belt_dir_nr;
492 else /* more than one switch -- set it like the first switch */
494 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
499 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
501 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
504 case EL_LIGHT_SWITCH_ACTIVE:
506 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
514 void DrawGameDoorValues()
518 for (i=0; i<MAX_PLAYERS; i++)
520 if (stored_player[i].key[j])
521 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
524 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
525 int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
526 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
527 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
528 DrawText(DX + XX_SCORE, DY + YY_SCORE,
529 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
530 DrawText(DX + XX_TIME, DY + YY_TIME,
531 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
536 =============================================================================
538 -----------------------------------------------------------------------------
539 initialize sound effect lookup table for element actions
540 =============================================================================
545 int sound_effect_properties[NUM_SOUND_FILES];
549 debug_print_timestamp(0, NULL);
552 /* initialize sound effect for all elements to "no sound" */
553 for (i=0; i<MAX_NUM_ELEMENTS; i++)
554 for (j=0; j<NUM_SND_ACTIONS; j++)
555 element_action_sound[i][j] = -1;
557 for (i=0; i<NUM_SOUND_FILES; i++)
559 int len_effect_text = strlen(sound_files[i].token);
561 sound_effect_properties[i] = SND_ACTION_UNKNOWN;
562 is_loop_sound[i] = FALSE;
564 /* determine all loop sounds and identify certain sound classes */
566 for (j=0; sound_action_properties[j].text; j++)
568 int len_action_text = strlen(sound_action_properties[j].text);
570 if (len_action_text < len_effect_text &&
571 strcmp(&sound_files[i].token[len_effect_text - len_action_text],
572 sound_action_properties[j].text) == 0)
574 sound_effect_properties[i] = sound_action_properties[j].value;
576 if (sound_action_properties[j].is_loop)
577 is_loop_sound[i] = TRUE;
581 /* associate elements and some selected sound actions */
583 for (j=0; j<MAX_NUM_ELEMENTS; j++)
585 if (element_info[j].sound_class_name)
587 int len_class_text = strlen(element_info[j].sound_class_name);
589 if (len_class_text + 1 < len_effect_text &&
590 strncmp(sound_files[i].token,
591 element_info[j].sound_class_name, len_class_text) == 0 &&
592 sound_files[i].token[len_class_text] == '.')
594 int sound_action_value = sound_effect_properties[i];
596 element_action_sound[j][sound_action_value] = i;
603 debug_print_timestamp(0, "InitGameEngine");
609 int element = EL_SAND;
610 int sound_action = SND_ACTION_DIGGING;
613 while (sound_action_properties[j].text)
615 if (sound_action_properties[j].value == sound_action)
616 printf("element %d, sound action '%s' == %d\n",
617 element, sound_action_properties[j].text,
618 element_action_sound[element][sound_action]);
627 =============================================================================
629 -----------------------------------------------------------------------------
630 initialize game engine due to level / tape version number
631 =============================================================================
634 static void InitGameEngine()
638 game.engine_version = (tape.playing ? tape.engine_version :
642 printf("level %d: level version == %06d\n", level_nr, level.game_version);
643 printf(" tape version == %06d [%s] [file: %06d]\n",
644 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
646 printf(" => game.engine_version == %06d\n", game.engine_version);
649 /* dynamically adjust player properties according to game engine version */
650 game.initial_move_delay =
651 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
652 INITIAL_MOVE_DELAY_OFF);
654 /* dynamically adjust player properties according to level information */
655 game.initial_move_delay_value =
656 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
658 /* dynamically adjust element properties according to game engine version */
660 static int ep_em_slippery_wall[] =
669 static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall);
671 for (i=0; i<ep_em_slippery_wall_num; i++)
673 if (level.em_slippery_gems) /* special EM style gems behaviour */
674 Properties2[ep_em_slippery_wall[i]] |=
675 EP_BIT_EM_SLIPPERY_WALL;
677 Properties2[ep_em_slippery_wall[i]] &=
678 ~EP_BIT_EM_SLIPPERY_WALL;
681 /* "EL_WALL_GROWING_ACTIVE" wasn't slippery for EM gems in version 2.0.1 */
682 if (level.em_slippery_gems && game.engine_version > VERSION_IDENT(2,0,1))
683 Properties2[EL_WALL_GROWING_ACTIVE] |= EP_BIT_EM_SLIPPERY_WALL;
685 Properties2[EL_WALL_GROWING_ACTIVE] &=~EP_BIT_EM_SLIPPERY_WALL;
688 /* initialize changing elements information */
689 for (i=0; i<MAX_NUM_ELEMENTS; i++)
691 changing_element[i].base_element = EL_UNDEFINED;
692 changing_element[i].next_element = EL_UNDEFINED;
693 changing_element[i].change_delay = -1;
694 changing_element[i].changer_function = NULL;
698 while (changing_element_list[i].base_element != EL_UNDEFINED)
700 struct ChangingElementInfo *ce = &changing_element_list[i];
701 int element = ce->base_element;
703 changing_element[element].base_element = ce->base_element;
704 changing_element[element].next_element = ce->next_element;
705 changing_element[element].change_delay = ce->change_delay;
706 changing_element[element].changer_function = ce->changer_function;
714 =============================================================================
716 -----------------------------------------------------------------------------
717 initialize and start new game
718 =============================================================================
723 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
724 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
725 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
732 #if USE_NEW_AMOEBA_CODE
733 printf("Using new amoeba code.\n");
735 printf("Using old amoeba code.\n");
740 /* don't play tapes over network */
741 network_playing = (options.network && !tape.playing);
743 for (i=0; i<MAX_PLAYERS; i++)
745 struct PlayerInfo *player = &stored_player[i];
747 player->index_nr = i;
748 player->element_nr = EL_PLAYER1 + i;
750 player->present = FALSE;
751 player->active = FALSE;
754 player->effective_action = 0;
755 player->programmed_action = 0;
758 player->gems_still_needed = level.gems_needed;
759 player->sokobanfields_still_needed = 0;
760 player->lights_still_needed = 0;
761 player->friends_still_needed = 0;
764 player->key[j] = FALSE;
766 player->dynamite = 0;
767 player->dynabomb_count = 0;
768 player->dynabomb_size = 1;
769 player->dynabombs_left = 0;
770 player->dynabomb_xl = FALSE;
772 player->MovDir = MV_NO_MOVING;
774 player->Pushing = FALSE;
775 player->Switching = FALSE;
779 player->actual_frame_counter = 0;
781 player->frame_reset_delay = 0;
783 player->last_move_dir = MV_NO_MOVING;
784 player->is_moving = FALSE;
786 player->move_delay = game.initial_move_delay;
787 player->move_delay_value = game.initial_move_delay_value;
789 player->push_delay = 0;
790 player->push_delay_value = 5;
792 player->snapped = FALSE;
794 player->last_jx = player->last_jy = 0;
795 player->jx = player->jy = 0;
797 player->shield_normal_time_left = 0;
798 player->shield_deadly_time_left = 0;
800 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
801 SnapField(player, 0, 0);
803 player->LevelSolved = FALSE;
804 player->GameOver = FALSE;
807 network_player_action_received = FALSE;
809 #if defined(PLATFORM_UNIX)
810 /* initial null action */
812 SendToServer_MovePlayer(MV_NO_MOVING);
820 TimeLeft = level.time;
822 ScreenMovDir = MV_NO_MOVING;
826 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
828 AllPlayersGone = FALSE;
830 game.yam_content_nr = 0;
831 game.magic_wall_active = FALSE;
832 game.magic_wall_time_left = 0;
833 game.light_time_left = 0;
834 game.timegate_time_left = 0;
835 game.switchgate_pos = 0;
836 game.balloon_dir = MV_NO_MOVING;
837 game.explosions_delayed = TRUE;
841 game.belt_dir[i] = MV_NO_MOVING;
842 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
845 for (i=0; i<MAX_NUM_AMOEBA; i++)
846 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
848 for (x=0; x<lev_fieldx; x++)
850 for (y=0; y<lev_fieldy; y++)
852 Feld[x][y] = Ur[x][y];
853 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
854 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
856 JustStopped[x][y] = 0;
858 ExplodePhase[x][y] = 0;
859 ExplodeField[x][y] = EX_NO_EXPLOSION;
862 GfxAction[x][y] = GFX_ACTION_DEFAULT;
866 for(y=0; y<lev_fieldy; y++)
868 for(x=0; x<lev_fieldx; x++)
870 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
872 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
874 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
877 InitField(x, y, TRUE);
883 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
884 emulate_sb ? EMU_SOKOBAN :
885 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
887 /* correct non-moving belts to start moving left */
889 if (game.belt_dir[i] == MV_NO_MOVING)
890 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
892 /* check if any connected player was not found in playfield */
893 for (i=0; i<MAX_PLAYERS; i++)
895 struct PlayerInfo *player = &stored_player[i];
897 if (player->connected && !player->present)
899 for (j=0; j<MAX_PLAYERS; j++)
901 struct PlayerInfo *some_player = &stored_player[j];
902 int jx = some_player->jx, jy = some_player->jy;
904 /* assign first free player found that is present in the playfield */
905 if (some_player->present && !some_player->connected)
907 player->present = TRUE;
908 player->active = TRUE;
909 some_player->present = FALSE;
911 StorePlayer[jx][jy] = player->element_nr;
912 player->jx = player->last_jx = jx;
913 player->jy = player->last_jy = jy;
923 /* when playing a tape, eliminate all players who do not participate */
925 for (i=0; i<MAX_PLAYERS; i++)
927 if (stored_player[i].active && !tape.player_participates[i])
929 struct PlayerInfo *player = &stored_player[i];
930 int jx = player->jx, jy = player->jy;
932 player->active = FALSE;
933 StorePlayer[jx][jy] = 0;
934 Feld[jx][jy] = EL_EMPTY;
938 else if (!options.network && !setup.team_mode) /* && !tape.playing */
940 /* when in single player mode, eliminate all but the first active player */
942 for (i=0; i<MAX_PLAYERS; i++)
944 if (stored_player[i].active)
946 for (j=i+1; j<MAX_PLAYERS; j++)
948 if (stored_player[j].active)
950 struct PlayerInfo *player = &stored_player[j];
951 int jx = player->jx, jy = player->jy;
953 player->active = FALSE;
954 StorePlayer[jx][jy] = 0;
955 Feld[jx][jy] = EL_EMPTY;
962 /* when recording the game, store which players take part in the game */
965 for (i=0; i<MAX_PLAYERS; i++)
966 if (stored_player[i].active)
967 tape.player_participates[i] = TRUE;
972 for (i=0; i<MAX_PLAYERS; i++)
974 struct PlayerInfo *player = &stored_player[i];
976 printf("Player %d: present == %d, connected == %d, active == %d.\n",
981 if (local_player == player)
982 printf("Player %d is local player.\n", i+1);
986 if (BorderElement == EL_EMPTY)
989 SBX_Right = lev_fieldx - SCR_FIELDX;
991 SBY_Lower = lev_fieldy - SCR_FIELDY;
996 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
998 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
1001 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
1002 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
1004 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
1005 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
1007 scroll_x = SBX_Left;
1008 scroll_y = SBY_Upper;
1009 if (local_player->jx >= SBX_Left + MIDPOSX)
1010 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
1011 local_player->jx - MIDPOSX :
1013 if (local_player->jy >= SBY_Upper + MIDPOSY)
1014 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
1015 local_player->jy - MIDPOSY :
1018 CloseDoor(DOOR_CLOSE_1);
1023 /* after drawing the level, correct some elements */
1024 if (game.timegate_time_left == 0)
1025 CloseAllOpenTimegates();
1027 if (setup.soft_scrolling)
1028 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
1030 redraw_mask |= REDRAW_FROM_BACKBUFFER;
1033 /* copy default game door content to main double buffer */
1034 BlitBitmap(new_graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
1035 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
1038 DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
1039 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
1042 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
1043 int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3, FONT_OPAQUE);
1044 BlitBitmap(drawto, drawto,
1045 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
1046 FONT5_XSIZE * 3, FONT5_YSIZE - 1,
1047 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
1050 DrawGameDoorValues();
1054 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
1055 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
1056 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
1060 /* copy actual game door content to door double buffer for OpenDoor() */
1061 BlitBitmap(drawto, bitmap_db_door,
1062 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
1064 OpenDoor(DOOR_OPEN_ALL);
1066 PlaySoundStereo(SND_GAME_STARTING, SOUND_MAX_RIGHT);
1067 if (setup.sound_music)
1068 PlayMusic(level_nr);
1070 KeyboardAutoRepeatOff();
1075 printf("Player %d %sactive.\n",
1076 i + 1, (stored_player[i].active ? "" : "not "));
1080 void InitMovDir(int x, int y)
1082 int i, element = Feld[x][y];
1083 static int xy[4][2] =
1090 static int direction[3][4] =
1092 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1093 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1094 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1103 Feld[x][y] = EL_BUG;
1104 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
1107 case EL_SPACESHIP_RIGHT:
1108 case EL_SPACESHIP_UP:
1109 case EL_SPACESHIP_LEFT:
1110 case EL_SPACESHIP_DOWN:
1111 Feld[x][y] = EL_SPACESHIP;
1112 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
1115 case EL_BD_BUTTERFLY_RIGHT:
1116 case EL_BD_BUTTERFLY_UP:
1117 case EL_BD_BUTTERFLY_LEFT:
1118 case EL_BD_BUTTERFLY_DOWN:
1119 Feld[x][y] = EL_BD_BUTTERFLY;
1120 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
1123 case EL_BD_FIREFLY_RIGHT:
1124 case EL_BD_FIREFLY_UP:
1125 case EL_BD_FIREFLY_LEFT:
1126 case EL_BD_FIREFLY_DOWN:
1127 Feld[x][y] = EL_BD_FIREFLY;
1128 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1131 case EL_PACMAN_RIGHT:
1133 case EL_PACMAN_LEFT:
1134 case EL_PACMAN_DOWN:
1135 Feld[x][y] = EL_PACMAN;
1136 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1139 case EL_SP_SNIKSNAK:
1140 MovDir[x][y] = MV_UP;
1143 case EL_SP_ELECTRON:
1144 MovDir[x][y] = MV_LEFT;
1151 Feld[x][y] = EL_MOLE;
1152 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1156 MovDir[x][y] = 1 << RND(4);
1157 if (element != EL_BUG &&
1158 element != EL_SPACESHIP &&
1159 element != EL_BD_BUTTERFLY &&
1160 element != EL_BD_FIREFLY)
1165 int x1 = x + xy[i][0];
1166 int y1 = y + xy[i][1];
1168 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1170 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1172 MovDir[x][y] = direction[0][i];
1175 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1176 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1178 MovDir[x][y] = direction[1][i];
1187 void InitAmoebaNr(int x, int y)
1190 int group_nr = AmoebeNachbarNr(x, y);
1194 for (i=1; i<MAX_NUM_AMOEBA; i++)
1196 if (AmoebaCnt[i] == 0)
1204 AmoebaNr[x][y] = group_nr;
1205 AmoebaCnt[group_nr]++;
1206 AmoebaCnt2[group_nr]++;
1212 boolean raise_level = FALSE;
1214 if (local_player->MovPos)
1217 if (tape.playing && tape.auto_play)
1218 tape.auto_play_level_solved = TRUE;
1220 local_player->LevelSolved = FALSE;
1222 PlaySoundStereo(SND_GAME_WINNING, SOUND_MAX_RIGHT);
1226 if (!tape.playing && setup.sound_loops)
1227 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1228 SND_CTRL_PLAY_LOOP);
1230 while (TimeLeft > 0)
1232 if (!tape.playing && !setup.sound_loops)
1233 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1234 if (TimeLeft > 0 && !(TimeLeft % 10))
1235 RaiseScore(level.score[SC_ZEITBONUS]);
1236 if (TimeLeft > 100 && !(TimeLeft % 10))
1240 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
1247 if (!tape.playing && setup.sound_loops)
1248 StopSound(SND_GAME_LEVELTIME_BONUS);
1250 else if (level.time == 0) /* level without time limit */
1252 if (!tape.playing && setup.sound_loops)
1253 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1254 SND_CTRL_PLAY_LOOP);
1256 while (TimePlayed < 999)
1258 if (!tape.playing && !setup.sound_loops)
1259 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1260 if (TimePlayed < 999 && !(TimePlayed % 10))
1261 RaiseScore(level.score[SC_ZEITBONUS]);
1262 if (TimePlayed < 900 && !(TimePlayed % 10))
1266 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
1273 if (!tape.playing && setup.sound_loops)
1274 StopSound(SND_GAME_LEVELTIME_BONUS);
1281 /* Hero disappears */
1282 DrawLevelField(ExitX, ExitY);
1288 CloseDoor(DOOR_CLOSE_1);
1293 SaveTape(tape.level_nr); /* Ask to save tape */
1296 if (level_nr == leveldir_current->handicap_level)
1298 leveldir_current->handicap_level++;
1299 SaveLevelSetup_SeriesInfo();
1302 if (level_editor_test_game)
1303 local_player->score = -1; /* no highscore when playing from editor */
1304 else if (level_nr < leveldir_current->last_level)
1305 raise_level = TRUE; /* advance to next level */
1307 if ((hi_pos = NewHiScore()) >= 0)
1309 game_status = HALLOFFAME;
1310 DrawHallOfFame(hi_pos);
1319 game_status = MAINMENU;
1336 LoadScore(level_nr);
1338 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1339 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1342 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1344 if (local_player->score > highscore[k].Score)
1346 /* player has made it to the hall of fame */
1348 if (k < MAX_SCORE_ENTRIES - 1)
1350 int m = MAX_SCORE_ENTRIES - 1;
1353 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1354 if (!strcmp(setup.player_name, highscore[l].Name))
1356 if (m == k) /* player's new highscore overwrites his old one */
1362 strcpy(highscore[l].Name, highscore[l - 1].Name);
1363 highscore[l].Score = highscore[l - 1].Score;
1370 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1371 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1372 highscore[k].Score = local_player->score;
1378 else if (!strncmp(setup.player_name, highscore[k].Name,
1379 MAX_PLAYER_NAME_LEN))
1380 break; /* player already there with a higher score */
1386 SaveScore(level_nr);
1391 void InitMovingField(int x, int y, int direction)
1393 int element = Feld[x][y];
1394 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1395 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1397 if (!JustStopped[x][y] || direction != MovDir[x][y])
1400 MovDir[x][y] = direction;
1401 MovDir[newx][newy] = direction;
1403 if (Feld[newx][newy] == EL_EMPTY)
1404 Feld[newx][newy] = EL_BLOCKED;
1406 if (direction == MV_DOWN && CAN_FALL(element))
1407 GfxAction[x][y] = GFX_ACTION_FALLING;
1409 GfxAction[x][y] = GFX_ACTION_MOVING;
1412 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1414 int direction = MovDir[x][y];
1415 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1416 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1422 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1424 int oldx = x, oldy = y;
1425 int direction = MovDir[x][y];
1427 if (direction == MV_LEFT)
1429 else if (direction == MV_RIGHT)
1431 else if (direction == MV_UP)
1433 else if (direction == MV_DOWN)
1436 *comes_from_x = oldx;
1437 *comes_from_y = oldy;
1440 int MovingOrBlocked2Element(int x, int y)
1442 int element = Feld[x][y];
1444 if (element == EL_BLOCKED)
1448 Blocked2Moving(x, y, &oldx, &oldy);
1449 return Feld[oldx][oldy];
1455 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1457 /* like MovingOrBlocked2Element(), but if element is moving
1458 and (x,y) is the field the moving element is just leaving,
1459 return EL_BLOCKED instead of the element value */
1460 int element = Feld[x][y];
1462 if (IS_MOVING(x, y))
1464 if (element == EL_BLOCKED)
1468 Blocked2Moving(x, y, &oldx, &oldy);
1469 return Feld[oldx][oldy];
1478 static void RemoveField(int x, int y)
1480 Feld[x][y] = EL_EMPTY;
1486 void RemoveMovingField(int x, int y)
1488 int oldx = x, oldy = y, newx = x, newy = y;
1490 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1493 if (IS_MOVING(x, y))
1495 Moving2Blocked(x, y, &newx, &newy);
1496 if (Feld[newx][newy] != EL_BLOCKED)
1499 else if (Feld[x][y] == EL_BLOCKED)
1501 Blocked2Moving(x, y, &oldx, &oldy);
1502 if (!IS_MOVING(oldx, oldy))
1506 if (Feld[x][y] == EL_BLOCKED &&
1507 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1508 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1509 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1510 Feld[oldx][oldy] == EL_AMOEBA_DRIPPING))
1511 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1513 Feld[oldx][oldy] = EL_EMPTY;
1515 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1517 Feld[newx][newy] = EL_EMPTY;
1518 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1519 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1520 GfxAction[oldx][oldy] = GfxAction[newx][newy] = GFX_ACTION_DEFAULT;
1522 DrawLevelField(oldx, oldy);
1523 DrawLevelField(newx, newy);
1526 void DrawDynamite(int x, int y)
1528 int sx = SCREENX(x), sy = SCREENY(y);
1529 int graphic = el2img(Feld[x][y]);
1532 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1536 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
1538 frame = getGraphicAnimationFrame(graphic, 96 - MovDelay[x][y]);
1541 printf("-> %d: %d [%d]\n", graphic, frame, MovDelay[x][y]);
1544 if (game.emulation == EMU_SUPAPLEX)
1545 DrawGraphic(sx, sy, IMG_SP_DISK_RED, 0);
1546 else if (Store[x][y])
1547 DrawGraphicThruMask(sx, sy, graphic, frame);
1549 DrawGraphic(sx, sy, graphic, frame);
1552 void CheckDynamite(int x, int y)
1554 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1559 if (!(MovDelay[x][y] % 6))
1560 PlaySoundLevelAction(x, y, SND_ACTION_ACTIVE);
1562 if (IS_ACTIVE_BOMB(Feld[x][y]))
1564 int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6);
1566 if (!(MovDelay[x][y] % delay))
1574 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1575 StopSound(SND_DYNAMITE_ACTIVE);
1577 StopSound(SND_DYNABOMB_ACTIVE);
1582 void Explode(int ex, int ey, int phase, int mode)
1586 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1587 int last_phase = num_phase * delay;
1588 int half_phase = (num_phase / 2) * delay;
1589 int first_phase_after_start = EX_PHASE_START + 1;
1591 if (game.explosions_delayed)
1593 ExplodeField[ex][ey] = mode;
1597 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1599 int center_element = Feld[ex][ey];
1601 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1603 /* put moving element to center field (and let it explode there) */
1604 center_element = MovingOrBlocked2Element(ex, ey);
1605 RemoveMovingField(ex, ey);
1606 Feld[ex][ey] = center_element;
1609 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1613 if (!IN_LEV_FIELD(x, y) ||
1614 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
1615 (x != ex || y != ey)))
1618 element = Feld[x][y];
1620 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1622 element = MovingOrBlocked2Element(x, y);
1623 RemoveMovingField(x, y);
1626 if (IS_MASSIVE(element) || element == EL_FLAMES)
1629 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1631 if (IS_ACTIVE_BOMB(element))
1633 /* re-activate things under the bomb like gate or penguin */
1634 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
1641 if (element == EL_EXPLOSION)
1642 element = Store2[x][y];
1644 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1646 switch(StorePlayer[ex][ey])
1649 Store[x][y] = EL_EMERALD_RED;
1652 Store[x][y] = EL_EMERALD;
1655 Store[x][y] = EL_EMERALD_PURPLE;
1659 Store[x][y] = EL_EMERALD_YELLOW;
1663 if (game.emulation == EMU_SUPAPLEX)
1664 Store[x][y] = EL_EMPTY;
1666 else if (center_element == EL_MOLE)
1667 Store[x][y] = EL_EMERALD_RED;
1668 else if (center_element == EL_PENGUIN)
1669 Store[x][y] = EL_EMERALD_PURPLE;
1670 else if (center_element == EL_BUG)
1671 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
1672 else if (center_element == EL_BD_BUTTERFLY)
1673 Store[x][y] = EL_BD_DIAMOND;
1674 else if (center_element == EL_SP_ELECTRON)
1675 Store[x][y] = EL_SP_INFOTRON;
1676 else if (center_element == EL_YAMYAM)
1677 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1678 else if (center_element == EL_AMOEBA_TO_DIAMOND)
1679 Store[x][y] = level.amoeba_content;
1680 else if (element == EL_WALL_EMERALD)
1681 Store[x][y] = EL_EMERALD;
1682 else if (element == EL_WALL_DIAMOND)
1683 Store[x][y] = EL_DIAMOND;
1684 else if (element == EL_WALL_BD_DIAMOND)
1685 Store[x][y] = EL_BD_DIAMOND;
1686 else if (element == EL_WALL_EMERALD_YELLOW)
1687 Store[x][y] = EL_EMERALD_YELLOW;
1688 else if (element == EL_WALL_EMERALD_RED)
1689 Store[x][y] = EL_EMERALD_RED;
1690 else if (element == EL_WALL_EMERALD_PURPLE)
1691 Store[x][y] = EL_EMERALD_PURPLE;
1692 else if (element == EL_WALL_PEARL)
1693 Store[x][y] = EL_PEARL;
1694 else if (element == EL_WALL_CRYSTAL)
1695 Store[x][y] = EL_CRYSTAL;
1696 else if (!IS_PFORTE(Store[x][y]))
1697 Store[x][y] = EL_EMPTY;
1699 if (x != ex || y != ey ||
1700 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
1701 Store2[x][y] = element;
1703 if (AmoebaNr[x][y] &&
1704 (element == EL_AMOEBA_FULL ||
1705 element == EL_BD_AMOEBA ||
1706 element == EL_AMOEBA_CREATING))
1708 AmoebaCnt[AmoebaNr[x][y]]--;
1709 AmoebaCnt2[AmoebaNr[x][y]]--;
1712 Feld[x][y] = EL_EXPLOSION;
1713 MovDir[x][y] = MovPos[x][y] = 0;
1715 ExplodePhase[x][y] = 1;
1719 if (center_element == EL_YAMYAM)
1720 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1731 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
1733 if (phase == first_phase_after_start)
1735 int element = Store2[x][y];
1737 if (element == EL_BLACK_ORB)
1739 Feld[x][y] = Store2[x][y];
1744 else if (phase == half_phase)
1746 int element = Store2[x][y];
1748 if (IS_PLAYER(x, y))
1749 KillHeroUnlessProtected(x, y);
1750 else if (IS_EXPLOSIVE(element))
1752 Feld[x][y] = Store2[x][y];
1756 else if (element == EL_AMOEBA_TO_DIAMOND)
1757 AmoebeUmwandeln(x, y);
1760 if (phase == last_phase)
1764 element = Feld[x][y] = Store[x][y];
1765 Store[x][y] = Store2[x][y] = 0;
1766 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1767 InitField(x, y, FALSE);
1768 if (CAN_MOVE(element) || COULD_MOVE(element))
1770 DrawLevelField(x, y);
1772 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1773 StorePlayer[x][y] = 0;
1775 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1777 int stored = Store[x][y];
1778 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
1779 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
1781 int frame = getGraphicAnimationFrame(graphic, phase - delay);
1784 DrawCrumbledSand(SCREENX(x), SCREENY(y));
1786 if (IS_PFORTE(Store[x][y]))
1788 DrawLevelElement(x, y, Store[x][y]);
1789 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
1792 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1796 void DynaExplode(int ex, int ey)
1799 int dynabomb_size = 1;
1800 boolean dynabomb_xl = FALSE;
1801 struct PlayerInfo *player;
1802 static int xy[4][2] =
1810 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1812 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER1_ACTIVE];
1813 dynabomb_size = player->dynabomb_size;
1814 dynabomb_xl = player->dynabomb_xl;
1815 player->dynabombs_left++;
1818 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1822 for (j=1; j<=dynabomb_size; j++)
1824 int x = ex + j * xy[i % 4][0];
1825 int y = ey + j * xy[i % 4][1];
1828 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1831 element = Feld[x][y];
1833 /* do not restart explosions of fields with active bombs */
1834 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
1837 Explode(x, y, EX_PHASE_START, EX_BORDER);
1839 if (element != EL_EMPTY &&
1840 element != EL_SAND &&
1841 element != EL_EXPLOSION &&
1848 void Bang(int x, int y)
1850 int element = Feld[x][y];
1852 if (game.emulation == EMU_SUPAPLEX)
1853 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
1855 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
1858 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1866 case EL_BD_BUTTERFLY:
1869 case EL_DARK_YAMYAM:
1873 RaiseScoreElement(element);
1874 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1876 case EL_DYNABOMB_PLAYER1_ACTIVE:
1877 case EL_DYNABOMB_PLAYER2_ACTIVE:
1878 case EL_DYNABOMB_PLAYER3_ACTIVE:
1879 case EL_DYNABOMB_PLAYER4_ACTIVE:
1880 case EL_DYNABOMB_NR:
1881 case EL_DYNABOMB_SZ:
1882 case EL_DYNABOMB_XL:
1887 case EL_LAMP_ACTIVE:
1888 if (IS_PLAYER(x, y))
1889 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1891 Explode(x, y, EX_PHASE_START, EX_CENTER);
1894 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1899 void Blurb(int x, int y)
1901 int element = Feld[x][y];
1903 if (element != EL_ACID_SPLASH_LEFT &&
1904 element != EL_ACID_SPLASH_RIGHT) /* start */
1906 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
1907 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1908 (!IN_LEV_FIELD(x-1, y-1) ||
1909 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1911 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
1913 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1914 (!IN_LEV_FIELD(x+1, y-1) ||
1915 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1917 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
1922 int graphic = (element == EL_ACID_SPLASH_LEFT ?
1923 IMG_ACID_SPLASH_LEFT :
1924 IMG_ACID_SPLASH_RIGHT);
1926 if (!MovDelay[x][y]) /* initialize animation counter */
1929 if (MovDelay[x][y]) /* continue animation */
1932 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1934 int frame = getGraphicAnimationFrame(graphic, 8 - MovDelay[x][y]);
1936 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1939 if (!MovDelay[x][y])
1941 Feld[x][y] = EL_EMPTY;
1942 DrawLevelField(x, y);
1948 static void InitBeltMovement()
1950 static int belt_base_element[4] =
1952 EL_CONVEYOR_BELT1_LEFT,
1953 EL_CONVEYOR_BELT2_LEFT,
1954 EL_CONVEYOR_BELT3_LEFT,
1955 EL_CONVEYOR_BELT4_LEFT
1957 static int belt_base_active_element[4] =
1959 EL_CONVEYOR_BELT1_LEFT_ACTIVE,
1960 EL_CONVEYOR_BELT2_LEFT_ACTIVE,
1961 EL_CONVEYOR_BELT3_LEFT_ACTIVE,
1962 EL_CONVEYOR_BELT4_LEFT_ACTIVE
1967 /* set frame order for belt animation graphic according to belt direction */
1974 int element = belt_base_active_element[belt_nr] + j;
1975 int graphic = el2img(element);
1977 if (game.belt_dir[i] == MV_LEFT)
1978 new_graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
1980 new_graphic_info[graphic].anim_mode |= ANIM_REVERSE;
1984 for(y=0; y<lev_fieldy; y++)
1986 for(x=0; x<lev_fieldx; x++)
1988 int element = Feld[x][y];
1992 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
1994 int e_belt_nr = getBeltNrFromBeltElement(element);
1997 if (e_belt_nr == belt_nr)
1999 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
2001 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
2009 static void ToggleBeltSwitch(int x, int y)
2011 static int belt_base_element[4] =
2013 EL_CONVEYOR_BELT1_LEFT,
2014 EL_CONVEYOR_BELT2_LEFT,
2015 EL_CONVEYOR_BELT3_LEFT,
2016 EL_CONVEYOR_BELT4_LEFT
2018 static int belt_base_active_element[4] =
2020 EL_CONVEYOR_BELT1_LEFT_ACTIVE,
2021 EL_CONVEYOR_BELT2_LEFT_ACTIVE,
2022 EL_CONVEYOR_BELT3_LEFT_ACTIVE,
2023 EL_CONVEYOR_BELT4_LEFT_ACTIVE
2025 static int belt_base_switch_element[4] =
2027 EL_CONVEYOR_BELT1_SWITCH_LEFT,
2028 EL_CONVEYOR_BELT2_SWITCH_LEFT,
2029 EL_CONVEYOR_BELT3_SWITCH_LEFT,
2030 EL_CONVEYOR_BELT4_SWITCH_LEFT
2032 static int belt_move_dir[4] =
2040 int element = Feld[x][y];
2041 int belt_nr = getBeltNrFromBeltSwitchElement(element);
2042 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
2043 int belt_dir = belt_move_dir[belt_dir_nr];
2046 if (!IS_BELT_SWITCH(element))
2049 game.belt_dir_nr[belt_nr] = belt_dir_nr;
2050 game.belt_dir[belt_nr] = belt_dir;
2052 if (belt_dir_nr == 3)
2055 /* set frame order for belt animation graphic according to belt direction */
2058 int element = belt_base_active_element[belt_nr] + i;
2059 int graphic = el2img(element);
2061 if (belt_dir == MV_LEFT)
2062 new_graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2064 new_graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2067 for (yy=0; yy<lev_fieldy; yy++)
2069 for (xx=0; xx<lev_fieldx; xx++)
2071 int element = Feld[xx][yy];
2073 if (IS_BELT_SWITCH(element))
2075 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
2077 if (e_belt_nr == belt_nr)
2079 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
2080 DrawLevelField(xx, yy);
2083 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
2085 int e_belt_nr = getBeltNrFromBeltElement(element);
2087 if (e_belt_nr == belt_nr)
2089 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
2091 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
2092 DrawLevelField(xx, yy);
2095 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
2097 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
2099 if (e_belt_nr == belt_nr)
2101 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
2103 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
2104 DrawLevelField(xx, yy);
2111 static void ToggleSwitchgateSwitch(int x, int y)
2115 game.switchgate_pos = !game.switchgate_pos;
2117 for (yy=0; yy<lev_fieldy; yy++)
2119 for (xx=0; xx<lev_fieldx; xx++)
2121 int element = Feld[xx][yy];
2123 if (element == EL_SWITCHGATE_SWITCH_UP ||
2124 element == EL_SWITCHGATE_SWITCH_DOWN)
2126 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2127 DrawLevelField(xx, yy);
2129 else if (element == EL_SWITCHGATE_OPEN ||
2130 element == EL_SWITCHGATE_OPENING)
2132 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2133 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2135 else if (element == EL_SWITCHGATE_CLOSED ||
2136 element == EL_SWITCHGATE_CLOSING)
2138 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2139 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2145 static int getInvisibleActiveFromInvisibleElement(int element)
2147 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2148 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2149 EL_INVISIBLE_SAND_ACTIVE);
2152 static int getInvisibleFromInvisibleActiveElement(int element)
2154 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2155 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2159 static void RedrawAllLightSwitchesAndInvisibleElements()
2163 for (y=0; y<lev_fieldy; y++)
2165 for (x=0; x<lev_fieldx; x++)
2167 int element = Feld[x][y];
2169 if (element == EL_LIGHT_SWITCH &&
2170 game.light_time_left > 0)
2172 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2173 DrawLevelField(x, y);
2175 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2176 game.light_time_left == 0)
2178 Feld[x][y] = EL_LIGHT_SWITCH;
2179 DrawLevelField(x, y);
2181 else if (element == EL_INVISIBLE_STEELWALL ||
2182 element == EL_INVISIBLE_WALL ||
2183 element == EL_INVISIBLE_SAND)
2185 if (game.light_time_left > 0)
2186 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2188 DrawLevelField(x, y);
2190 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2191 element == EL_INVISIBLE_WALL_ACTIVE ||
2192 element == EL_INVISIBLE_SAND_ACTIVE)
2194 if (game.light_time_left == 0)
2195 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2197 DrawLevelField(x, y);
2203 static void ToggleLightSwitch(int x, int y)
2205 int element = Feld[x][y];
2207 game.light_time_left =
2208 (element == EL_LIGHT_SWITCH ?
2209 level.time_light * FRAMES_PER_SECOND : 0);
2211 RedrawAllLightSwitchesAndInvisibleElements();
2214 static void ActivateTimegateSwitch(int x, int y)
2218 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2220 for (yy=0; yy<lev_fieldy; yy++)
2222 for (xx=0; xx<lev_fieldx; xx++)
2224 int element = Feld[xx][yy];
2226 if (element == EL_TIMEGATE_CLOSED ||
2227 element == EL_TIMEGATE_CLOSING)
2229 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2230 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2234 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2236 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2237 DrawLevelField(xx, yy);
2244 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2247 void Impact(int x, int y)
2249 boolean lastline = (y == lev_fieldy-1);
2250 boolean object_hit = FALSE;
2251 int element = Feld[x][y];
2254 if (!lastline) /* check if element below was hit */
2256 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
2259 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
2260 MovDir[x][y+1]!=MV_DOWN ||
2261 MovPos[x][y+1]<=TILEY/2));
2263 smashed = MovingOrBlocked2Element(x, y+1);
2266 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2272 if ((element == EL_BOMB ||
2273 element == EL_SP_DISK_ORANGE ||
2274 element == EL_DX_SUPABOMB) &&
2275 (lastline || object_hit)) /* element is bomb */
2280 else if (element == EL_PEARL)
2282 Feld[x][y] = EL_PEARL_BREAKING;
2283 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2287 if (element == EL_AMOEBA_DROP && (lastline || object_hit))
2289 if (object_hit && IS_PLAYER(x, y+1))
2290 KillHeroUnlessProtected(x, y+1);
2291 else if (object_hit && smashed == EL_PENGUIN)
2295 Feld[x][y] = EL_AMOEBA_CREATING;
2296 Store[x][y] = EL_AMOEBA_WET;
2301 if (!lastline && object_hit) /* check which object was hit */
2303 if (CAN_CHANGE(element) &&
2304 (smashed == EL_MAGIC_WALL || smashed == EL_BD_MAGIC_WALL))
2307 int activated_magic_wall =
2308 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2309 EL_BD_MAGIC_WALL_ACTIVE);
2311 /* activate magic wall / mill */
2312 for (yy=0; yy<lev_fieldy; yy++)
2313 for (xx=0; xx<lev_fieldx; xx++)
2314 if (Feld[xx][yy] == smashed)
2315 Feld[xx][yy] = activated_magic_wall;
2317 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2318 game.magic_wall_active = TRUE;
2320 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2321 SND_MAGIC_WALL_ACTIVATING :
2322 SND_BD_MAGIC_WALL_ACTIVATING));
2325 if (IS_PLAYER(x, y+1))
2327 KillHeroUnlessProtected(x, y+1);
2330 else if (smashed == EL_PENGUIN)
2335 else if (element == EL_BD_DIAMOND)
2337 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2343 else if ((element == EL_SP_INFOTRON || element == EL_SP_ZONK) &&
2344 (smashed == EL_SP_SNIKSNAK || smashed == EL_SP_ELECTRON ||
2345 smashed == EL_SP_DISK_ORANGE))
2350 else if (element == EL_ROCK ||
2351 element == EL_SP_ZONK ||
2352 element == EL_BD_ROCK)
2354 if (IS_ENEMY(smashed) ||
2355 smashed == EL_BOMB || smashed == EL_SP_DISK_ORANGE ||
2356 smashed == EL_DX_SUPABOMB ||
2357 smashed == EL_SATELLITE || smashed == EL_PIG ||
2358 smashed == EL_DRAGON || smashed == EL_MOLE)
2363 else if (!IS_MOVING(x, y+1))
2365 if (smashed == EL_LAMP || smashed == EL_LAMP_ACTIVE)
2370 else if (smashed == EL_NUT)
2372 Feld[x][y+1] = EL_NUT_CRACKING;
2373 PlaySoundLevel(x, y, SND_NUT_CRACKING);
2374 RaiseScoreElement(EL_NUT);
2377 else if (smashed == EL_PEARL)
2379 Feld[x][y+1] = EL_PEARL_BREAKING;
2380 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2383 else if (smashed == EL_DIAMOND)
2385 Feld[x][y+1] = EL_EMPTY;
2386 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2389 else if (IS_BELT_SWITCH(smashed))
2391 ToggleBeltSwitch(x, y+1);
2393 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
2394 smashed == EL_SWITCHGATE_SWITCH_DOWN)
2396 ToggleSwitchgateSwitch(x, y+1);
2398 else if (smashed == EL_LIGHT_SWITCH ||
2399 smashed == EL_LIGHT_SWITCH_ACTIVE)
2401 ToggleLightSwitch(x, y+1);
2407 /* play sound of magic wall / mill */
2409 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2410 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2412 if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2413 PlaySoundLevel(x, y, SND_MAGIC_WALL_CHANGING);
2414 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2415 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_CHANGING);
2420 /* play sound of object that hits the ground */
2421 if (lastline || object_hit)
2422 PlaySoundLevelElementAction(x, y, element, SND_ACTION_IMPACT);
2425 void TurnRound(int x, int y)
2437 { 0, 0 }, { 0, 0 }, { 0, 0 },
2442 int left, right, back;
2446 { MV_DOWN, MV_UP, MV_RIGHT },
2447 { MV_UP, MV_DOWN, MV_LEFT },
2449 { MV_LEFT, MV_RIGHT, MV_DOWN },
2450 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2451 { MV_RIGHT, MV_LEFT, MV_UP }
2454 int element = Feld[x][y];
2455 int old_move_dir = MovDir[x][y];
2456 int left_dir = turn[old_move_dir].left;
2457 int right_dir = turn[old_move_dir].right;
2458 int back_dir = turn[old_move_dir].back;
2460 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2461 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2462 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2463 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2465 int left_x = x + left_dx, left_y = y + left_dy;
2466 int right_x = x + right_dx, right_y = y + right_dy;
2467 int move_x = x + move_dx, move_y = y + move_dy;
2469 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2471 TestIfBadThingTouchesOtherBadThing(x, y);
2473 if (IN_LEV_FIELD(right_x, right_y) &&
2474 IS_FREE(right_x, right_y))
2475 MovDir[x][y] = right_dir;
2476 else if (!IN_LEV_FIELD(move_x, move_y) ||
2477 !IS_FREE(move_x, move_y))
2478 MovDir[x][y] = left_dir;
2480 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
2482 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2485 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2486 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2488 TestIfBadThingTouchesOtherBadThing(x, y);
2490 if (IN_LEV_FIELD(left_x, left_y) &&
2491 IS_FREE(left_x, left_y))
2492 MovDir[x][y] = left_dir;
2493 else if (!IN_LEV_FIELD(move_x, move_y) ||
2494 !IS_FREE(move_x, move_y))
2495 MovDir[x][y] = right_dir;
2497 if ((element == EL_SPACESHIP ||
2498 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2499 && MovDir[x][y] != old_move_dir)
2501 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
2504 else if (element == EL_YAMYAM)
2506 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2508 if (IN_LEV_FIELD(left_x, left_y) &&
2509 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2510 Feld[left_x][left_y] == EL_DIAMOND))
2511 can_turn_left = TRUE;
2512 if (IN_LEV_FIELD(right_x, right_y) &&
2513 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2514 Feld[right_x][right_y] == EL_DIAMOND))
2515 can_turn_right = TRUE;
2517 if (can_turn_left && can_turn_right)
2518 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2519 else if (can_turn_left)
2520 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2521 else if (can_turn_right)
2522 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2524 MovDir[x][y] = back_dir;
2526 MovDelay[x][y] = 16+16*RND(3);
2528 else if (element == EL_DARK_YAMYAM)
2530 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2532 if (IN_LEV_FIELD(left_x, left_y) &&
2533 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2534 IS_MAMPF2(Feld[left_x][left_y])))
2535 can_turn_left = TRUE;
2536 if (IN_LEV_FIELD(right_x, right_y) &&
2537 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2538 IS_MAMPF2(Feld[right_x][right_y])))
2539 can_turn_right = TRUE;
2541 if (can_turn_left && can_turn_right)
2542 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2543 else if (can_turn_left)
2544 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2545 else if (can_turn_right)
2546 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2548 MovDir[x][y] = back_dir;
2550 MovDelay[x][y] = 16+16*RND(3);
2552 else if (element == EL_PACMAN)
2554 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2556 if (IN_LEV_FIELD(left_x, left_y) &&
2557 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2558 IS_AMOEBOID(Feld[left_x][left_y])))
2559 can_turn_left = TRUE;
2560 if (IN_LEV_FIELD(right_x, right_y) &&
2561 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2562 IS_AMOEBOID(Feld[right_x][right_y])))
2563 can_turn_right = TRUE;
2565 if (can_turn_left && can_turn_right)
2566 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2567 else if (can_turn_left)
2568 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2569 else if (can_turn_right)
2570 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2572 MovDir[x][y] = back_dir;
2574 MovDelay[x][y] = 6+RND(40);
2576 else if (element == EL_PIG)
2578 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2579 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2580 boolean should_move_on = FALSE;
2582 int rnd = RND(rnd_value);
2584 if (IN_LEV_FIELD(left_x, left_y) &&
2585 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2586 can_turn_left = TRUE;
2587 if (IN_LEV_FIELD(right_x, right_y) &&
2588 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2589 can_turn_right = TRUE;
2590 if (IN_LEV_FIELD(move_x, move_y) &&
2591 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2594 if (can_turn_left &&
2596 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2597 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2598 should_turn_left = TRUE;
2599 if (can_turn_right &&
2601 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2602 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2603 should_turn_right = TRUE;
2605 (!can_turn_left || !can_turn_right ||
2606 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2607 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2608 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2609 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2610 should_move_on = TRUE;
2612 if (should_turn_left || should_turn_right || should_move_on)
2614 if (should_turn_left && should_turn_right && should_move_on)
2615 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2616 rnd < 2*rnd_value/3 ? right_dir :
2618 else if (should_turn_left && should_turn_right)
2619 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2620 else if (should_turn_left && should_move_on)
2621 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2622 else if (should_turn_right && should_move_on)
2623 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2624 else if (should_turn_left)
2625 MovDir[x][y] = left_dir;
2626 else if (should_turn_right)
2627 MovDir[x][y] = right_dir;
2628 else if (should_move_on)
2629 MovDir[x][y] = old_move_dir;
2631 else if (can_move_on && rnd > rnd_value/8)
2632 MovDir[x][y] = old_move_dir;
2633 else if (can_turn_left && can_turn_right)
2634 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2635 else if (can_turn_left && rnd > rnd_value/8)
2636 MovDir[x][y] = left_dir;
2637 else if (can_turn_right && rnd > rnd_value/8)
2638 MovDir[x][y] = right_dir;
2640 MovDir[x][y] = back_dir;
2642 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2643 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2644 MovDir[x][y] = old_move_dir;
2648 else if (element == EL_DRAGON)
2650 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2652 int rnd = RND(rnd_value);
2654 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2655 can_turn_left = TRUE;
2656 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2657 can_turn_right = TRUE;
2658 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2661 if (can_move_on && rnd > rnd_value/8)
2662 MovDir[x][y] = old_move_dir;
2663 else if (can_turn_left && can_turn_right)
2664 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2665 else if (can_turn_left && rnd > rnd_value/8)
2666 MovDir[x][y] = left_dir;
2667 else if (can_turn_right && rnd > rnd_value/8)
2668 MovDir[x][y] = right_dir;
2670 MovDir[x][y] = back_dir;
2672 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2673 MovDir[x][y] = old_move_dir;
2677 else if (element == EL_MOLE)
2679 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2681 if (IN_LEV_FIELD(move_x, move_y) &&
2682 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2683 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING))
2688 if (IN_LEV_FIELD(left_x, left_y) &&
2689 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2690 can_turn_left = TRUE;
2691 if (IN_LEV_FIELD(right_x, right_y) &&
2692 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2693 can_turn_right = TRUE;
2695 if (can_turn_left && can_turn_right)
2696 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2697 else if (can_turn_left)
2698 MovDir[x][y] = left_dir;
2700 MovDir[x][y] = right_dir;
2703 if (MovDir[x][y] != old_move_dir)
2706 else if (element == EL_BALLOON)
2708 MovDir[x][y] = game.balloon_dir;
2711 else if (element == EL_SPRING)
2713 if ((MovDir[x][y] == MV_LEFT || MovDir[x][y] == MV_RIGHT) &&
2714 (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2715 (IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))
2716 MovDir[x][y] = MV_NO_MOVING;
2720 else if (element == EL_ROBOT ||
2721 element == EL_SATELLITE ||
2722 element == EL_PENGUIN)
2724 int attr_x = -1, attr_y = -1;
2735 for (i=0; i<MAX_PLAYERS; i++)
2737 struct PlayerInfo *player = &stored_player[i];
2738 int jx = player->jx, jy = player->jy;
2740 if (!player->active)
2743 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2751 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
2757 if (element == EL_PENGUIN)
2760 static int xy[4][2] =
2770 int ex = x + xy[i%4][0];
2771 int ey = y + xy[i%4][1];
2773 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
2782 MovDir[x][y] = MV_NO_MOVING;
2784 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2786 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2788 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2790 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2792 if (element == EL_ROBOT)
2796 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2797 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2798 Moving2Blocked(x, y, &newx, &newy);
2800 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2801 MovDelay[x][y] = 8+8*!RND(3);
2803 MovDelay[x][y] = 16;
2811 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2813 boolean first_horiz = RND(2);
2814 int new_move_dir = MovDir[x][y];
2817 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2818 Moving2Blocked(x, y, &newx, &newy);
2820 if (IN_LEV_FIELD(newx, newy) &&
2821 (IS_FREE(newx, newy) ||
2822 Feld[newx][newy] == EL_ACID ||
2823 (element == EL_PENGUIN &&
2824 (Feld[newx][newy] == EL_EXIT_OPEN ||
2825 IS_MAMPF3(Feld[newx][newy])))))
2829 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2830 Moving2Blocked(x, y, &newx, &newy);
2832 if (IN_LEV_FIELD(newx, newy) &&
2833 (IS_FREE(newx, newy) ||
2834 Feld[newx][newy] == EL_ACID ||
2835 (element == EL_PENGUIN &&
2836 (Feld[newx][newy] == EL_EXIT_OPEN ||
2837 IS_MAMPF3(Feld[newx][newy])))))
2840 MovDir[x][y] = old_move_dir;
2847 static boolean JustBeingPushed(int x, int y)
2851 for (i=0; i<MAX_PLAYERS; i++)
2853 struct PlayerInfo *player = &stored_player[i];
2855 if (player->active && player->Pushing && player->MovPos)
2857 int next_jx = player->jx + (player->jx - player->last_jx);
2858 int next_jy = player->jy + (player->jy - player->last_jy);
2860 if (x == next_jx && y == next_jy)
2868 void StartMoving(int x, int y)
2870 static boolean use_spring_bug = TRUE;
2871 boolean started_moving = FALSE; /* some elements can fall _and_ move */
2872 int element = Feld[x][y];
2877 GfxAction[x][y] = GFX_ACTION_DEFAULT;
2879 if (CAN_FALL(element) && y < lev_fieldy - 1)
2881 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2882 if (JustBeingPushed(x, y))
2885 if (element == EL_QUICKSAND_FULL)
2887 if (IS_FREE(x, y+1))
2889 InitMovingField(x, y, MV_DOWN);
2890 started_moving = TRUE;
2892 Feld[x][y] = EL_QUICKSAND_EMPTYING;
2893 Store[x][y] = EL_ROCK;
2894 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
2896 else if (Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2898 if (!MovDelay[x][y])
2899 MovDelay[x][y] = TILEY + 1;
2908 Feld[x][y] = EL_QUICKSAND_EMPTY;
2909 Feld[x][y+1] = EL_QUICKSAND_FULL;
2910 Store[x][y+1] = Store[x][y];
2912 PlaySoundLevel(x, y, SND_QUICKSAND_SLIPPING);
2915 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
2916 Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2918 InitMovingField(x, y, MV_DOWN);
2919 started_moving = TRUE;
2921 Feld[x][y] = EL_QUICKSAND_FILLING;
2922 Store[x][y] = element;
2923 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
2925 else if (element == EL_MAGIC_WALL_FULL)
2927 if (IS_FREE(x, y+1))
2929 InitMovingField(x, y, MV_DOWN);
2930 started_moving = TRUE;
2932 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
2933 Store[x][y] = EL_CHANGED(Store[x][y]);
2935 else if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2937 if (!MovDelay[x][y])
2938 MovDelay[x][y] = TILEY/4 + 1;
2947 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
2948 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
2949 Store[x][y+1] = EL_CHANGED(Store[x][y]);
2953 else if (element == EL_BD_MAGIC_WALL_FULL)
2955 if (IS_FREE(x, y+1))
2957 InitMovingField(x, y, MV_DOWN);
2958 started_moving = TRUE;
2960 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
2961 Store[x][y] = EL_CHANGED2(Store[x][y]);
2963 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2965 if (!MovDelay[x][y])
2966 MovDelay[x][y] = TILEY/4 + 1;
2975 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
2976 Feld[x][y+1] = EL_BD_MAGIC_WALL_FULL;
2977 Store[x][y+1] = EL_CHANGED2(Store[x][y]);
2981 else if (CAN_CHANGE(element) &&
2982 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2983 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2985 InitMovingField(x, y, MV_DOWN);
2986 started_moving = TRUE;
2989 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
2990 EL_BD_MAGIC_WALL_FILLING);
2991 Store[x][y] = element;
2993 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_ACID)
2997 InitMovingField(x, y, MV_DOWN);
2998 started_moving = TRUE;
3000 Store[x][y] = EL_ACID;
3002 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
3007 else if (IS_FREE(x, y+1) && element == EL_SPRING && use_spring_bug)
3009 if (MovDir[x][y] == MV_NO_MOVING)
3011 InitMovingField(x, y, MV_DOWN);
3012 started_moving = TRUE;
3015 else if (IS_FREE(x, y+1))
3017 InitMovingField(x, y, MV_DOWN);
3018 started_moving = TRUE;
3020 else if (element == EL_AMOEBA_DROP)
3022 Feld[x][y] = EL_AMOEBA_CREATING;
3023 Store[x][y] = EL_AMOEBA_WET;
3025 /* Store[x][y+1] must be zero, because:
3026 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y+1] == EL_QUICKSAND_EMPTY
3029 #if OLD_GAME_BEHAVIOUR
3030 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
3032 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
3033 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
3034 element != EL_DX_SUPABOMB)
3037 else if ((IS_SLIPPERY(Feld[x][y+1]) ||
3038 (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
3039 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
3040 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
3043 boolean left = (x>0 && IS_FREE(x-1, y) &&
3044 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_ACID));
3045 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
3046 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_ACID));
3050 if (left && right &&
3051 (game.emulation != EMU_BOULDERDASH &&
3052 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
3053 left = !(right = RND(2));
3055 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
3056 started_moving = TRUE;
3059 else if (IS_BELT_ACTIVE(Feld[x][y+1]))
3061 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
3062 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
3063 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y+1]);
3064 int belt_dir = game.belt_dir[belt_nr];
3066 if ((belt_dir == MV_LEFT && left_is_free) ||
3067 (belt_dir == MV_RIGHT && right_is_free))
3069 InitMovingField(x, y, belt_dir);
3070 started_moving = TRUE;
3072 GfxAction[x][y] = GFX_ACTION_DEFAULT;
3077 /* not "else if" because of EL_SPRING */
3078 if (CAN_MOVE(element) && !started_moving)
3082 if ((element == EL_SATELLITE ||
3083 element == EL_BALLOON ||
3084 element == EL_SPRING)
3085 && JustBeingPushed(x, y))
3090 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
3091 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
3093 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
3095 Moving2Blocked(x, y, &newx, &newy);
3096 if (Feld[newx][newy] == EL_BLOCKED)
3097 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
3102 if (!MovDelay[x][y]) /* start new movement phase */
3104 /* all objects that can change their move direction after each step */
3105 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
3107 if (element != EL_YAMYAM &&
3108 element != EL_DARK_YAMYAM &&
3109 element != EL_PACMAN)
3112 if (element == EL_SPRING)
3113 printf("1--> %d\n", MovDir[x][y]);
3117 if (element == EL_SPRING)
3118 printf("2--> %d\n", MovDir[x][y]);
3120 if (MovDelay[x][y] && (element == EL_BUG ||
3121 element == EL_SPACESHIP ||
3122 element == EL_SP_SNIKSNAK ||
3123 element == EL_SP_ELECTRON ||
3124 element == EL_MOLE))
3125 DrawLevelField(x, y);
3129 if (MovDelay[x][y]) /* wait some time before next movement */
3133 if (element == EL_ROBOT ||
3134 element == EL_YAMYAM || element == EL_DARK_YAMYAM)
3136 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3138 int graphic = el2img(element);
3139 int frame = getGraphicAnimationFrame(graphic, MovDelay[x][y] % 8);
3141 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
3144 if (MovDelay[x][y] % 4 == 3)
3146 if (element == EL_YAMYAM)
3147 PlaySoundLevel(x, y, SND_YAMYAM_WAITING);
3148 else if (element == EL_DARK_YAMYAM)
3149 PlaySoundLevel(x, y, SND_DARK_YAMYAM_WAITING);
3152 else if (element == EL_SP_ELECTRON)
3153 DrawLevelElementAnimation(x, y, element);
3154 else if (element == EL_DRAGON)
3157 int dir = MovDir[x][y];
3158 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
3159 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
3160 int graphic = (dir == MV_LEFT ? IMG_FLAMES_LEFT1 :
3161 dir == MV_RIGHT ? IMG_FLAMES_RIGHT1 :
3162 dir == MV_UP ? IMG_FLAMES_UP1 :
3163 dir == MV_DOWN ? IMG_FLAMES_DOWN1 : IMG_EMPTY);
3164 int frame = getGraphicAnimationFrame(graphic, -1);
3166 for (i=1; i<=3; i++)
3168 int xx = x + i*dx, yy = y + i*dy;
3169 int sx = SCREENX(xx), sy = SCREENY(yy);
3170 int flame_graphic = graphic + (i - 1);
3172 if (!IN_LEV_FIELD(xx, yy) ||
3173 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLOSION)
3178 int flamed = MovingOrBlocked2Element(xx, yy);
3180 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
3183 RemoveMovingField(xx, yy);
3185 Feld[xx][yy] = EL_FLAMES;
3186 if (IN_SCR_FIELD(sx, sy))
3187 DrawGraphic(sx, sy, flame_graphic, frame);
3191 if (Feld[xx][yy] == EL_FLAMES)
3192 Feld[xx][yy] = EL_EMPTY;
3193 DrawLevelField(xx, yy);
3198 if (MovDelay[x][y]) /* element still has to wait some time */
3200 PlaySoundLevelAction(x, y, SND_ACTION_WAITING);
3206 /* now make next step */
3208 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
3210 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
3211 !PLAYER_PROTECTED(newx, newy))
3215 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
3218 /* enemy got the player */
3220 KillHero(PLAYERINFO(newx, newy));
3225 else if ((element == EL_PENGUIN || element == EL_ROBOT ||
3226 element == EL_SATELLITE || element == EL_BALLOON) &&
3227 IN_LEV_FIELD(newx, newy) &&
3228 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
3231 Store[x][y] = EL_ACID;
3233 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
3235 if (Feld[newx][newy] == EL_EXIT_OPEN)
3237 Feld[x][y] = EL_EMPTY;
3238 DrawLevelField(x, y);
3240 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING_EXIT);
3241 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
3242 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
3244 local_player->friends_still_needed--;
3245 if (!local_player->friends_still_needed &&
3246 !local_player->GameOver && AllPlayersGone)
3247 local_player->LevelSolved = local_player->GameOver = TRUE;
3251 else if (IS_MAMPF3(Feld[newx][newy]))
3253 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
3254 DrawLevelField(newx, newy);
3256 MovDir[x][y] = MV_NO_MOVING;
3258 else if (!IS_FREE(newx, newy))
3260 if (IS_PLAYER(x, y))
3261 DrawPlayerField(x, y);
3263 DrawLevelField(x, y);
3267 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
3269 if (IS_GEM(Feld[newx][newy]))
3271 if (IS_MOVING(newx, newy))
3272 RemoveMovingField(newx, newy);
3275 Feld[newx][newy] = EL_EMPTY;
3276 DrawLevelField(newx, newy);
3279 PlaySoundLevel(x, y, SND_PIG_EATING);
3281 else if (!IS_FREE(newx, newy))
3283 if (IS_PLAYER(x, y))
3284 DrawPlayerField(x, y);
3286 DrawLevelField(x, y);
3290 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
3292 if (!IS_FREE(newx, newy))
3294 if (IS_PLAYER(x, y))
3295 DrawPlayerField(x, y);
3297 DrawLevelField(x, y);
3302 boolean wanna_flame = !RND(10);
3303 int dx = newx - x, dy = newy - y;
3304 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3305 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3306 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3307 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
3308 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3309 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
3311 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
3312 element1 != EL_DRAGON && element2 != EL_DRAGON &&
3313 element1 != EL_FLAMES && element2 != EL_FLAMES)
3315 if (IS_PLAYER(x, y))
3316 DrawPlayerField(x, y);
3318 DrawLevelField(x, y);
3320 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3322 MovDelay[x][y] = 50;
3323 Feld[newx][newy] = EL_FLAMES;
3324 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
3325 Feld[newx1][newy1] = EL_FLAMES;
3326 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
3327 Feld[newx2][newy2] = EL_FLAMES;
3332 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3333 Feld[newx][newy] == EL_DIAMOND)
3335 if (IS_MOVING(newx, newy))
3336 RemoveMovingField(newx, newy);
3339 Feld[newx][newy] = EL_EMPTY;
3340 DrawLevelField(newx, newy);
3343 PlaySoundLevel(x, y, SND_YAMYAM_EATING);
3345 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3346 IS_MAMPF2(Feld[newx][newy]))
3348 if (AmoebaNr[newx][newy])
3350 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3351 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3352 Feld[newx][newy] == EL_BD_AMOEBA)
3353 AmoebaCnt[AmoebaNr[newx][newy]]--;
3356 if (IS_MOVING(newx, newy))
3357 RemoveMovingField(newx, newy);
3360 Feld[newx][newy] = EL_EMPTY;
3361 DrawLevelField(newx, newy);
3364 PlaySoundLevel(x, y, SND_DARK_YAMYAM_EATING);
3366 else if ((element == EL_PACMAN || element == EL_MOLE)
3367 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3369 if (AmoebaNr[newx][newy])
3371 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3372 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3373 Feld[newx][newy] == EL_BD_AMOEBA)
3374 AmoebaCnt[AmoebaNr[newx][newy]]--;
3377 if (element == EL_MOLE)
3379 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
3380 PlaySoundLevel(x, y, SND_MOLE_EATING);
3381 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
3382 return; /* wait for shrinking amoeba */
3384 else /* element == EL_PACMAN */
3386 Feld[newx][newy] = EL_EMPTY;
3387 DrawLevelField(newx, newy);
3388 PlaySoundLevel(x, y, SND_PACMAN_EATING);
3391 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
3392 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
3393 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
3395 /* wait for shrinking amoeba to completely disappear */
3398 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3400 /* object was running against a wall */
3404 if (element == EL_BUG || element == EL_SPACESHIP ||
3405 element == EL_SP_SNIKSNAK)
3406 DrawLevelField(x, y);
3407 else if (element == EL_BUG || element == EL_SPACESHIP ||
3408 element == EL_SP_SNIKSNAK || element == EL_MOLE)
3409 DrawLevelField(x, y);
3410 else if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
3411 DrawLevelElementAnimation(x, y, element);
3412 else if (element == EL_SATELLITE)
3413 DrawLevelElementAnimation(x, y, element);
3414 else if (element == EL_SP_ELECTRON)
3415 DrawLevelElementAnimation(x, y, element);
3417 if (DONT_TOUCH(element))
3418 TestIfBadThingTouchesHero(x, y);
3420 PlaySoundLevelAction(x, y, SND_ACTION_WAITING);
3425 InitMovingField(x, y, MovDir[x][y]);
3427 PlaySoundLevelAction(x, y, SND_ACTION_MOVING);
3431 ContinueMoving(x, y);
3434 void ContinueMoving(int x, int y)
3436 int element = Feld[x][y];
3437 int direction = MovDir[x][y];
3438 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3439 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3440 int horiz_move = (dx != 0);
3441 int newx = x + dx, newy = y + dy;
3442 int step = (horiz_move ? dx : dy) * TILEX / 8;
3444 if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DRIPPING)
3446 else if (element == EL_QUICKSAND_FILLING ||
3447 element == EL_QUICKSAND_EMPTYING)
3449 else if (element == EL_MAGIC_WALL_FILLING ||
3450 element == EL_BD_MAGIC_WALL_FILLING ||
3451 element == EL_MAGIC_WALL_EMPTYING ||
3452 element == EL_BD_MAGIC_WALL_EMPTYING)
3454 else if (CAN_FALL(element) && horiz_move &&
3455 y < lev_fieldy-1 && IS_BELT_ACTIVE(Feld[x][y+1]))
3457 else if (element == EL_SPRING && horiz_move)
3460 #if OLD_GAME_BEHAVIOUR
3461 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3465 MovPos[x][y] += step;
3467 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
3469 Feld[x][y] = EL_EMPTY;
3470 Feld[newx][newy] = element;
3472 if (element == EL_MOLE)
3475 static int xy[4][2] =
3483 Feld[x][y] = EL_SAND;
3484 DrawLevelField(x, y);
3493 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND)
3494 DrawLevelField(xx, yy); /* for "DrawCrumbledSand()" */
3498 if (element == EL_QUICKSAND_FILLING)
3500 element = Feld[newx][newy] = get_next_element(element);
3501 Store[newx][newy] = Store[x][y];
3503 else if (element == EL_QUICKSAND_EMPTYING)
3505 Feld[x][y] = get_next_element(element);
3506 element = Feld[newx][newy] = Store[x][y];
3508 else if (element == EL_MAGIC_WALL_FILLING)
3510 element = Feld[newx][newy] = get_next_element(element);
3511 if (!game.magic_wall_active)
3512 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3513 Store[newx][newy] = Store[x][y];
3515 else if (element == EL_MAGIC_WALL_EMPTYING)
3517 Feld[x][y] = get_next_element(element);
3518 if (!game.magic_wall_active)
3519 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3520 element = Feld[newx][newy] = Store[x][y];
3522 else if (element == EL_BD_MAGIC_WALL_FILLING)
3524 element = Feld[newx][newy] = get_next_element(element);
3525 if (!game.magic_wall_active)
3526 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
3527 Store[newx][newy] = Store[x][y];
3529 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
3531 Feld[x][y] = get_next_element(element);
3532 if (!game.magic_wall_active)
3533 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
3534 element = Feld[newx][newy] = Store[x][y];
3536 else if (element == EL_AMOEBA_DRIPPING)
3538 Feld[x][y] = get_next_element(element);
3539 element = Feld[newx][newy] = Store[x][y];
3541 else if (Store[x][y] == EL_ACID)
3543 element = Feld[newx][newy] = EL_ACID;
3547 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3548 MovDelay[newx][newy] = 0;
3550 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
3551 GfxAction[x][y] = GFX_ACTION_DEFAULT;
3554 if (!CAN_MOVE(element))
3555 MovDir[newx][newy] = 0;
3558 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
3559 MovDir[newx][newy] = 0;
3562 if (!CAN_MOVE(element) ||
3563 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
3564 MovDir[newx][newy] = 0;
3567 DrawLevelField(x, y);
3568 DrawLevelField(newx, newy);
3570 Stop[newx][newy] = TRUE;
3571 JustStopped[newx][newy] = 3;
3573 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3575 TestIfBadThingTouchesHero(newx, newy);
3576 TestIfBadThingTouchesFriend(newx, newy);
3577 TestIfBadThingTouchesOtherBadThing(newx, newy);
3579 else if (element == EL_PENGUIN)
3580 TestIfFriendTouchesBadThing(newx, newy);
3582 if (CAN_SMASH(element) && direction == MV_DOWN &&
3583 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3586 else /* still moving on */
3589 if (GfxAction[x][y] == GFX_ACTION_DEFAULT)
3591 printf("reset GfxAction...\n");
3593 GfxAction[x][y] = GFX_ACTION_MOVING;
3597 DrawLevelField(x, y);
3601 int AmoebeNachbarNr(int ax, int ay)
3604 int element = Feld[ax][ay];
3606 static int xy[4][2] =
3616 int x = ax + xy[i][0];
3617 int y = ay + xy[i][1];
3619 if (!IN_LEV_FIELD(x, y))
3622 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3623 group_nr = AmoebaNr[x][y];
3629 void AmoebenVereinigen(int ax, int ay)
3631 int i, x, y, xx, yy;
3632 int new_group_nr = AmoebaNr[ax][ay];
3633 static int xy[4][2] =
3641 if (new_group_nr == 0)
3649 if (!IN_LEV_FIELD(x, y))
3652 if ((Feld[x][y] == EL_AMOEBA_FULL ||
3653 Feld[x][y] == EL_BD_AMOEBA ||
3654 Feld[x][y] == EL_AMOEBA_DEAD) &&
3655 AmoebaNr[x][y] != new_group_nr)
3657 int old_group_nr = AmoebaNr[x][y];
3659 if (old_group_nr == 0)
3662 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3663 AmoebaCnt[old_group_nr] = 0;
3664 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3665 AmoebaCnt2[old_group_nr] = 0;
3667 for (yy=0; yy<lev_fieldy; yy++)
3669 for (xx=0; xx<lev_fieldx; xx++)
3671 if (AmoebaNr[xx][yy] == old_group_nr)
3672 AmoebaNr[xx][yy] = new_group_nr;
3679 void AmoebeUmwandeln(int ax, int ay)
3683 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
3685 int group_nr = AmoebaNr[ax][ay];
3690 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3691 printf("AmoebeUmwandeln(): This should never happen!\n");
3696 for (y=0; y<lev_fieldy; y++)
3698 for (x=0; x<lev_fieldx; x++)
3700 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
3703 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
3707 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
3708 SND_AMOEBA_TURNING_TO_GEM :
3709 SND_AMOEBA_TURNING_TO_ROCK));
3714 static int xy[4][2] =
3727 if (!IN_LEV_FIELD(x, y))
3730 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
3732 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
3733 SND_AMOEBA_TURNING_TO_GEM :
3734 SND_AMOEBA_TURNING_TO_ROCK));
3741 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3744 int group_nr = AmoebaNr[ax][ay];
3745 boolean done = FALSE;
3750 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3751 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3756 for (y=0; y<lev_fieldy; y++)
3758 for (x=0; x<lev_fieldx; x++)
3760 if (AmoebaNr[x][y] == group_nr &&
3761 (Feld[x][y] == EL_AMOEBA_DEAD ||
3762 Feld[x][y] == EL_BD_AMOEBA ||
3763 Feld[x][y] == EL_AMOEBA_CREATING))
3766 Feld[x][y] = new_element;
3767 InitField(x, y, FALSE);
3768 DrawLevelField(x, y);
3775 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
3776 SND_BD_AMOEBA_TURNING_TO_ROCK :
3777 SND_BD_AMOEBA_TURNING_TO_GEM));
3780 void AmoebeWaechst(int x, int y)
3782 static unsigned long sound_delay = 0;
3783 static unsigned long sound_delay_value = 0;
3785 if (!MovDelay[x][y]) /* start new growing cycle */
3789 if (DelayReached(&sound_delay, sound_delay_value))
3791 if (Store[x][y] == EL_BD_AMOEBA)
3792 PlaySoundLevel(x, y, SND_BD_AMOEBA_CREATING);
3794 PlaySoundLevel(x, y, SND_AMOEBA_CREATING);
3795 sound_delay_value = 30;
3799 if (MovDelay[x][y]) /* wait some time before growing bigger */
3802 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3804 int frame = getGraphicAnimationFrame(IMG_AMOEBA_CREATING,
3805 6 - MovDelay[x][y]);
3807 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_CREATING, frame);
3810 if (!MovDelay[x][y])
3812 Feld[x][y] = Store[x][y];
3814 DrawLevelField(x, y);
3819 void AmoebaDisappearing(int x, int y)
3821 static unsigned long sound_delay = 0;
3822 static unsigned long sound_delay_value = 0;
3824 if (!MovDelay[x][y]) /* start new shrinking cycle */
3828 if (DelayReached(&sound_delay, sound_delay_value))
3829 sound_delay_value = 30;
3832 if (MovDelay[x][y]) /* wait some time before shrinking */
3835 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3837 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
3838 6 - MovDelay[x][y]);
3840 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
3843 if (!MovDelay[x][y])
3845 Feld[x][y] = EL_EMPTY;
3846 DrawLevelField(x, y);
3848 /* don't let mole enter this field in this cycle;
3849 (give priority to objects falling to this field from above) */
3855 void AmoebeAbleger(int ax, int ay)
3858 int element = Feld[ax][ay];
3859 int newax = ax, neway = ay;
3860 static int xy[4][2] =
3868 if (!level.amoeba_speed)
3870 Feld[ax][ay] = EL_AMOEBA_DEAD;
3871 DrawLevelField(ax, ay);
3875 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3876 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3878 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3881 if (MovDelay[ax][ay])
3885 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
3888 int x = ax + xy[start][0];
3889 int y = ay + xy[start][1];
3891 if (!IN_LEV_FIELD(x, y))
3894 if (IS_FREE(x, y) ||
3895 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3901 if (newax == ax && neway == ay)
3904 else /* normal or "filled" (BD style) amoeba */
3907 boolean waiting_for_player = FALSE;
3911 int j = (start + i) % 4;
3912 int x = ax + xy[j][0];
3913 int y = ay + xy[j][1];
3915 if (!IN_LEV_FIELD(x, y))
3918 if (IS_FREE(x, y) ||
3919 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3925 else if (IS_PLAYER(x, y))
3926 waiting_for_player = TRUE;
3929 if (newax == ax && neway == ay) /* amoeba cannot grow */
3931 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3933 Feld[ax][ay] = EL_AMOEBA_DEAD;
3934 DrawLevelField(ax, ay);
3935 AmoebaCnt[AmoebaNr[ax][ay]]--;
3937 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3939 if (element == EL_AMOEBA_FULL)
3940 AmoebeUmwandeln(ax, ay);
3941 else if (element == EL_BD_AMOEBA)
3942 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3947 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
3949 /* amoeba gets larger by growing in some direction */
3951 int new_group_nr = AmoebaNr[ax][ay];
3954 if (new_group_nr == 0)
3956 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3957 printf("AmoebeAbleger(): This should never happen!\n");
3962 AmoebaNr[newax][neway] = new_group_nr;
3963 AmoebaCnt[new_group_nr]++;
3964 AmoebaCnt2[new_group_nr]++;
3966 /* if amoeba touches other amoeba(s) after growing, unify them */
3967 AmoebenVereinigen(newax, neway);
3969 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
3971 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
3977 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
3978 (neway == lev_fieldy - 1 && newax != ax))
3980 Feld[newax][neway] = EL_AMOEBA_CREATING; /* creation of new amoeba */
3981 Store[newax][neway] = element;
3983 else if (neway == ay)
3985 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
3986 PlaySoundLevel(newax, neway, SND_AMOEBA_DROP_CREATING);
3990 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
3991 Feld[ax][ay] = EL_AMOEBA_DRIPPING;
3992 Store[ax][ay] = EL_AMOEBA_DROP;
3993 ContinueMoving(ax, ay);
3997 DrawLevelField(newax, neway);
4000 void Life(int ax, int ay)
4003 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
4005 int element = Feld[ax][ay];
4006 boolean changed = FALSE;
4011 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
4012 MovDelay[ax][ay] = life_time;
4014 if (MovDelay[ax][ay]) /* wait some time before next cycle */
4017 if (MovDelay[ax][ay])
4021 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
4023 int xx = ax+x1, yy = ay+y1;
4026 if (!IN_LEV_FIELD(xx, yy))
4029 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
4031 int x = xx+x2, y = yy+y2;
4033 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
4036 if (((Feld[x][y] == element ||
4037 (element == EL_GAMEOFLIFE && IS_PLAYER(x, y))) &&
4039 (IS_FREE(x, y) && Stop[x][y]))
4043 if (xx == ax && yy == ay) /* field in the middle */
4045 if (nachbarn < life[0] || nachbarn > life[1])
4047 Feld[xx][yy] = EL_EMPTY;
4049 DrawLevelField(xx, yy);
4050 Stop[xx][yy] = TRUE;
4054 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
4055 { /* free border field */
4056 if (nachbarn >= life[2] && nachbarn <= life[3])
4058 Feld[xx][yy] = element;
4059 MovDelay[xx][yy] = (element == EL_GAMEOFLIFE ? 0 : life_time-1);
4061 DrawLevelField(xx, yy);
4062 Stop[xx][yy] = TRUE;
4069 PlaySoundLevel(ax, ay, element == EL_GAMEOFLIFE ? SND_GAMEOFLIFE_CREATING :
4070 SND_BIOMAZE_CREATING);
4073 void RobotWheel(int x, int y)
4075 if (!MovDelay[x][y]) /* next animation frame */
4076 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4078 if (MovDelay[x][y]) /* wait some time before next frame */
4083 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4085 int frame = getGraphicAnimationFrame(IMG_ROBOT_WHEEL_ACTIVE, -1);
4087 DrawGraphic(SCREENX(x), SCREENY(y), IMG_ROBOT_WHEEL_ACTIVE, frame);
4090 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
4096 Feld[x][y] = EL_ROBOT_WHEEL;
4097 DrawLevelField(x, y);
4099 if (ZX == x && ZY == y)
4103 void TimegateWheel(int x, int y)
4105 if (!MovDelay[x][y]) /* next animation frame */
4106 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4108 if (MovDelay[x][y]) /* wait some time before next frame */
4113 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4115 int frame = getGraphicAnimationFrame(IMG_TIMEGATE_SWITCH_ACTIVE, -1);
4117 DrawGraphic(SCREENX(x), SCREENY(y), IMG_TIMEGATE_SWITCH_ACTIVE, frame);
4120 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
4126 Feld[x][y] = EL_TIMEGATE_SWITCH;
4127 DrawLevelField(x, y);
4129 /* !!! THIS LOOKS WRONG !!! */
4130 if (ZX == x && ZY == y)
4134 void NussKnacken(int x, int y)
4136 if (!MovDelay[x][y]) /* next animation frame */
4139 if (MovDelay[x][y]) /* wait some time before next frame */
4144 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4146 int frame = getGraphicAnimationFrame(IMG_NUT_CRACKING,
4147 6 - MovDelay[x][y]);
4149 DrawGraphic(SCREENX(x), SCREENY(y), IMG_NUT_CRACKING, frame);
4156 Feld[x][y] = EL_EMERALD;
4157 DrawLevelField(x, y);
4160 void BreakingPearl(int x, int y)
4162 if (!MovDelay[x][y]) /* next animation frame */
4165 if (MovDelay[x][y]) /* wait some time before next frame */
4170 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4172 int frame = getGraphicAnimationFrame(IMG_PEARL_BREAKING,
4173 8 - MovDelay[x][y]);
4175 DrawGraphic(SCREENX(x), SCREENY(y), IMG_PEARL_BREAKING, frame);
4182 Feld[x][y] = EL_EMPTY;
4183 DrawLevelField(x, y);
4186 void SiebAktivieren(int x, int y, int type)
4188 int graphic = (type == 1 ? IMG_MAGIC_WALL_FULL : IMG_BD_MAGIC_WALL_FULL);
4190 DrawLevelGraphicAnimation(x, y, graphic);
4193 void AusgangstuerPruefen(int x, int y)
4195 if (local_player->gems_still_needed > 0 ||
4196 local_player->sokobanfields_still_needed > 0 ||
4197 local_player->lights_still_needed > 0)
4200 Feld[x][y] = EL_EXIT_OPENING;
4202 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
4203 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
4204 y < LEVELY(BY1) ? LEVELY(BY1) :
4205 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
4209 void AusgangstuerPruefen_SP(int x, int y)
4211 if (local_player->gems_still_needed > 0)
4214 Feld[x][y] = EL_SP_EXIT_OPEN;
4216 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
4217 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
4218 y < LEVELY(BY1) ? LEVELY(BY1) :
4219 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
4220 SND_SP_EXIT_OPENING);
4223 void AusgangstuerOeffnen(int x, int y)
4227 if (!MovDelay[x][y]) /* next animation frame */
4228 MovDelay[x][y] = 5 * delay;
4230 if (MovDelay[x][y]) /* wait some time before next frame */
4235 tuer = MovDelay[x][y] / delay;
4237 if (!(MovDelay[x][y] % delay))
4239 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4241 int frame = getGraphicAnimationFrame(IMG_EXIT_OPENING,
4242 29 - MovDelay[x][y]);
4244 DrawGraphic(SCREENX(x), SCREENY(y), IMG_EXIT_OPENING, frame);
4252 Feld[x][y] = EL_EXIT_OPEN;
4253 DrawLevelField(x, y);
4256 void OpenSwitchgate(int x, int y)
4260 if (!MovDelay[x][y]) /* next animation frame */
4261 MovDelay[x][y] = 5 * delay;
4263 if (MovDelay[x][y]) /* wait some time before next frame */
4267 if (!(MovDelay[x][y] % delay))
4269 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4271 int frame = getGraphicAnimationFrame(IMG_SWITCHGATE_OPENING,
4272 29 - MovDelay[x][y]);
4274 DrawGraphic(SCREENX(x), SCREENY(y), IMG_SWITCHGATE_OPENING, frame);
4282 Feld[x][y] = EL_SWITCHGATE_OPEN;
4283 DrawLevelField(x, y);
4286 void CloseSwitchgate(int x, int y)
4290 if (!MovDelay[x][y]) /* next animation frame */
4291 MovDelay[x][y] = 5 * delay;
4293 if (MovDelay[x][y]) /* wait some time before next frame */
4297 if (!(MovDelay[x][y] % delay))
4299 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4301 int frame = getGraphicAnimationFrame(IMG_SWITCHGATE_CLOSING,
4302 29 - MovDelay[x][y]);
4304 DrawGraphic(SCREENX(x), SCREENY(y), IMG_SWITCHGATE_CLOSING, frame);
4312 Feld[x][y] = EL_SWITCHGATE_CLOSED;
4313 DrawLevelField(x, y);
4316 void OpenTimegate(int x, int y)
4320 if (!MovDelay[x][y]) /* next animation frame */
4321 MovDelay[x][y] = 5 * delay;
4323 if (MovDelay[x][y]) /* wait some time before next frame */
4327 if (!(MovDelay[x][y] % delay))
4329 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4331 int frame = getGraphicAnimationFrame(IMG_TIMEGATE_OPENING,
4332 29 - MovDelay[x][y]);
4334 DrawGraphic(SCREENX(x), SCREENY(y), IMG_TIMEGATE_OPENING, frame);
4342 Feld[x][y] = EL_TIMEGATE_OPEN;
4343 DrawLevelField(x, y);
4346 void CloseTimegate(int x, int y)
4350 if (!MovDelay[x][y]) /* next animation frame */
4351 MovDelay[x][y] = 5 * delay;
4353 if (MovDelay[x][y]) /* wait some time before next frame */
4357 if (!(MovDelay[x][y] % delay))
4359 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4361 int frame = getGraphicAnimationFrame(IMG_TIMEGATE_CLOSING,
4362 29 - MovDelay[x][y]);
4364 DrawGraphic(SCREENX(x), SCREENY(y), IMG_TIMEGATE_CLOSING, frame);
4372 Feld[x][y] = EL_TIMEGATE_CLOSED;
4373 DrawLevelField(x, y);
4376 static void CloseAllOpenTimegates()
4380 for (y=0; y<lev_fieldy; y++)
4382 for (x=0; x<lev_fieldx; x++)
4384 int element = Feld[x][y];
4386 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4388 Feld[x][y] = EL_TIMEGATE_CLOSING;
4389 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4395 void EdelsteinFunkeln(int x, int y)
4397 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4400 if (Feld[x][y] == EL_BD_DIAMOND)
4401 DrawLevelElementAnimation(x, y, el2img(Feld[x][y]));
4404 if (!MovDelay[x][y]) /* next animation frame */
4405 MovDelay[x][y] = 11 * !SimpleRND(500);
4407 if (MovDelay[x][y]) /* wait some time before next frame */
4411 if (setup.direct_draw && MovDelay[x][y])
4412 SetDrawtoField(DRAW_BUFFERED);
4415 DrawGraphic(SCREENX(x), SCREENY(y), el2img(Feld[x][y]), 0);
4417 DrawLevelElementAnimation(x, y, Feld[x][y]);
4422 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
4423 10 - MovDelay[x][y]);
4425 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
4427 if (setup.direct_draw)
4431 dest_x = FX + SCREENX(x) * TILEX;
4432 dest_y = FY + SCREENY(y) * TILEY;
4434 BlitBitmap(drawto_field, window,
4435 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4436 SetDrawtoField(DRAW_DIRECT);
4443 void MauerWaechst(int x, int y)
4447 if (!MovDelay[x][y]) /* next animation frame */
4448 MovDelay[x][y] = 3 * delay;
4450 if (MovDelay[x][y]) /* wait some time before next frame */
4454 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4456 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
4457 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
4459 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4462 if (!MovDelay[x][y])
4464 if (MovDir[x][y] == MV_LEFT)
4466 if (IN_LEV_FIELD(x - 1, y) && IS_MAUER(Feld[x - 1][y]))
4467 DrawLevelField(x - 1, y);
4469 else if (MovDir[x][y] == MV_RIGHT)
4471 if (IN_LEV_FIELD(x + 1, y) && IS_MAUER(Feld[x + 1][y]))
4472 DrawLevelField(x + 1, y);
4474 else if (MovDir[x][y] == MV_UP)
4476 if (IN_LEV_FIELD(x, y - 1) && IS_MAUER(Feld[x][y - 1]))
4477 DrawLevelField(x, y - 1);
4481 if (IN_LEV_FIELD(x, y + 1) && IS_MAUER(Feld[x][y + 1]))
4482 DrawLevelField(x, y + 1);
4485 Feld[x][y] = Store[x][y];
4487 MovDir[x][y] = MV_NO_MOVING;
4488 DrawLevelField(x, y);
4493 void MauerAbleger(int ax, int ay)
4495 int element = Feld[ax][ay];
4496 boolean oben_frei = FALSE, unten_frei = FALSE;
4497 boolean links_frei = FALSE, rechts_frei = FALSE;
4498 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4499 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4500 boolean new_wall = FALSE;
4502 if (!MovDelay[ax][ay]) /* start building new wall */
4503 MovDelay[ax][ay] = 6;
4505 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4508 if (MovDelay[ax][ay])
4512 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4514 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4516 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4518 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4521 if (element == EL_WALL_GROWING_Y || element == EL_WALL_GROWING_XY)
4525 Feld[ax][ay-1] = EL_WALL_GROWING_ACTIVE;
4526 Store[ax][ay-1] = element;
4527 MovDir[ax][ay-1] = MV_UP;
4528 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4529 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
4530 IMG_WALL_GROWING_ACTIVE_UP, 0);
4535 Feld[ax][ay+1] = EL_WALL_GROWING_ACTIVE;
4536 Store[ax][ay+1] = element;
4537 MovDir[ax][ay+1] = MV_DOWN;
4538 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4539 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
4540 IMG_WALL_GROWING_ACTIVE_DOWN, 0);
4545 if (element == EL_WALL_GROWING_X || element == EL_WALL_GROWING_XY ||
4546 element == EL_WALL_GROWING)
4550 Feld[ax-1][ay] = EL_WALL_GROWING_ACTIVE;
4551 Store[ax-1][ay] = element;
4552 MovDir[ax-1][ay] = MV_LEFT;
4553 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4554 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
4555 IMG_WALL_GROWING_ACTIVE_LEFT, 0);
4561 Feld[ax+1][ay] = EL_WALL_GROWING_ACTIVE;
4562 Store[ax+1][ay] = element;
4563 MovDir[ax+1][ay] = MV_RIGHT;
4564 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4565 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
4566 IMG_WALL_GROWING_ACTIVE_RIGHT, 0);
4571 if (element == EL_WALL_GROWING && (links_frei || rechts_frei))
4572 DrawLevelField(ax, ay);
4574 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
4576 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
4577 unten_massiv = TRUE;
4578 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
4579 links_massiv = TRUE;
4580 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
4581 rechts_massiv = TRUE;
4583 if (((oben_massiv && unten_massiv) ||
4584 element == EL_WALL_GROWING_X || element == EL_WALL_GROWING) &&
4585 ((links_massiv && rechts_massiv) ||
4586 element == EL_WALL_GROWING_Y))
4587 Feld[ax][ay] = EL_WALL;
4590 PlaySoundLevel(ax, ay, SND_WALL_GROWING);
4593 void CheckForDragon(int x, int y)
4596 boolean dragon_found = FALSE;
4597 static int xy[4][2] =
4609 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4611 if (IN_LEV_FIELD(xx, yy) &&
4612 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
4614 if (Feld[xx][yy] == EL_DRAGON)
4615 dragon_found = TRUE;
4628 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4630 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
4632 Feld[xx][yy] = EL_EMPTY;
4633 DrawLevelField(xx, yy);
4642 static void CheckBuggyBase(int x, int y)
4644 int element = Feld[x][y];
4646 if (element == EL_SP_BUGGY_BASE)
4648 if (!MovDelay[x][y]) /* wait some time before activating base */
4649 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4654 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4655 DrawGraphic(SCREENX(x), SCREENY(y), IMG_SP_BUGGY_BASE, 0);
4659 Feld[x][y] = EL_SP_BUGGY_BASE_ACTIVE;
4662 else if (element == EL_SP_BUGGY_BASE_ACTIVE)
4664 if (!MovDelay[x][y]) /* start activating buggy base */
4665 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
4673 static int xy[4][2] =
4681 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4683 int graphic = IMG_SP_BUGGY_BASE_ACTIVE;
4684 int frame = getGraphicAnimationFrame(graphic, SimpleRND(100));
4686 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4691 int xx = x + xy[i][0], yy = y + xy[i][1];
4693 if (IS_PLAYER(xx, yy))
4695 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
4703 Feld[x][y] = EL_SP_BUGGY_BASE;
4704 DrawLevelField(x, y);
4709 static void CheckTrap(int x, int y)
4711 int element = Feld[x][y];
4713 if (element == EL_TRAP)
4715 if (!MovDelay[x][y]) /* wait some time before activating trap */
4716 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4724 Feld[x][y] = EL_TRAP_ACTIVE;
4725 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
4728 else if (element == EL_TRAP_ACTIVE)
4733 if (!MovDelay[x][y]) /* start activating trap */
4734 MovDelay[x][y] = num_frames * delay;
4742 if (!(MovDelay[x][y] % delay))
4744 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4746 int graphic = IMG_TRAP_ACTIVE;
4747 int frame = getGraphicAnimationFrame(graphic, 31 - MovDelay[x][y]);
4749 DrawGraphic(SCREENX(x),SCREENY(y), graphic, frame);
4750 DrawCrumbledSand(SCREENX(x), SCREENY(y));
4757 Feld[x][y] = EL_TRAP;
4758 DrawLevelField(x, y);
4763 static void DrawBeltAnimation(int x, int y, int element)
4765 int belt_nr = getBeltNrFromBeltActiveElement(element);
4766 int belt_dir = game.belt_dir[belt_nr];
4768 if (belt_dir != MV_NO_MOVING)
4770 DrawLevelElementAnimation(x, y, element);
4772 if (!(FrameCounter % 2))
4773 PlaySoundLevelAction(x, y, SND_ACTION_ACTIVE);
4777 static void ChangeElement(int x, int y)
4779 int element = Feld[x][y];
4780 int change_delay = changing_element[element].change_delay;
4782 if (!MovDelay[x][y]) /* next animation frame */
4784 MovDelay[x][y] = change_delay + 1;
4788 if (MovDelay[x][y]) /* wait some time before next frame */
4794 DrawLevelElementAnimation(x, y, element);
4800 Feld[x][y] = changing_element[element].next_element;
4801 DrawLevelField(x, y);
4803 if (changing_element[element].changer_function)
4804 changing_element[element].changer_function(x, y);
4807 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4809 static byte stored_player_action[MAX_PLAYERS];
4810 static int num_stored_actions = 0;
4812 static boolean save_tape_entry = FALSE;
4814 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4815 int left = player_action & JOY_LEFT;
4816 int right = player_action & JOY_RIGHT;
4817 int up = player_action & JOY_UP;
4818 int down = player_action & JOY_DOWN;
4819 int button1 = player_action & JOY_BUTTON_1;
4820 int button2 = player_action & JOY_BUTTON_2;
4821 int dx = (left ? -1 : right ? 1 : 0);
4822 int dy = (up ? -1 : down ? 1 : 0);
4824 stored_player_action[player->index_nr] = 0;
4825 num_stored_actions++;
4827 if (!player->active || tape.pausing)
4833 save_tape_entry = TRUE;
4835 player->frame_reset_delay = 0;
4838 snapped = SnapField(player, dx, dy);
4842 bombed = PlaceBomb(player);
4843 moved = MoveFigure(player, dx, dy);
4846 if (tape.single_step && tape.recording && !tape.pausing)
4848 if (button1 || (bombed && !moved))
4850 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
4851 SnapField(player, 0, 0); /* stop snapping */
4856 if (tape.recording && (moved || snapped || bombed))
4858 if (bombed && !moved)
4859 player_action &= JOY_BUTTON;
4861 stored_player_action[player->index_nr] = player_action;
4862 save_tape_entry = TRUE;
4864 else if (tape.playing && snapped)
4865 SnapField(player, 0, 0); /* stop snapping */
4867 stored_player_action[player->index_nr] = player_action;
4872 /* no actions for this player (no input at player's configured device) */
4874 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4875 SnapField(player, 0, 0);
4876 CheckGravityMovement(player);
4879 if (player->MovPos == 0) /* needed for tape.playing */
4880 player->is_moving = FALSE;
4883 if (player->MovPos == 0) /* needed for tape.playing */
4884 player->last_move_dir = MV_NO_MOVING;
4886 /* !!! CHECK THIS AGAIN !!!
4887 (Seems to be needed for some EL_ROBOT stuff, but breaks
4888 tapes when walking through pipes!)
4891 /* it seems that "player->last_move_dir" is misused as some sort of
4892 "player->is_just_moving_in_this_moment", which is needed for the
4893 robot stuff (robots don't kill players when they are moving)
4897 /* if the player does not move for some time, reset animation to start */
4898 if (++player->frame_reset_delay > player->move_delay_value)
4903 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
4905 TapeRecordAction(stored_player_action);
4906 num_stored_actions = 0;
4907 save_tape_entry = FALSE;
4910 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
4912 TapeRecordAction(stored_player_action);
4913 num_stored_actions = 0;
4918 if (tape.playing && !tape.pausing && !player_action &&
4919 tape.counter < tape.length)
4921 int jx = player->jx, jy = player->jy;
4923 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
4925 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
4926 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
4928 int dx = (next_joy == JOY_LEFT ? -1 : +1);
4930 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
4932 int el = Feld[jx+dx][jy];
4933 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SATELLITE ? 2 :
4934 (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10);
4936 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
4938 player->MovDir = next_joy;
4939 player->Frame = FrameCounter % 4;
4940 player->Pushing = TRUE;
4950 static unsigned long action_delay = 0;
4951 unsigned long action_delay_value;
4952 int sieb_x = 0, sieb_y = 0;
4953 int i, x, y, element, graphic;
4954 byte *recorded_player_action;
4955 byte summarized_player_action = 0;
4957 if (game_status != PLAYING)
4960 action_delay_value =
4961 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4963 if (tape.playing && tape.index_search && !tape.pausing)
4964 action_delay_value = 0;
4966 /* ---------- main game synchronization point ---------- */
4968 WaitUntilDelayReached(&action_delay, action_delay_value);
4970 if (network_playing && !network_player_action_received)
4974 printf("DEBUG: try to get network player actions in time\n");
4978 #if defined(PLATFORM_UNIX)
4979 /* last chance to get network player actions without main loop delay */
4983 if (game_status != PLAYING)
4986 if (!network_player_action_received)
4990 printf("DEBUG: failed to get network player actions in time\n");
5000 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
5002 for (i=0; i<MAX_PLAYERS; i++)
5004 summarized_player_action |= stored_player[i].action;
5006 if (!network_playing)
5007 stored_player[i].effective_action = stored_player[i].action;
5010 #if defined(PLATFORM_UNIX)
5011 if (network_playing)
5012 SendToServer_MovePlayer(summarized_player_action);
5015 if (!options.network && !setup.team_mode)
5016 local_player->effective_action = summarized_player_action;
5018 for (i=0; i<MAX_PLAYERS; i++)
5020 int actual_player_action = stored_player[i].effective_action;
5022 if (stored_player[i].programmed_action)
5023 actual_player_action = stored_player[i].programmed_action;
5025 if (recorded_player_action)
5026 actual_player_action = recorded_player_action[i];
5028 PlayerActions(&stored_player[i], actual_player_action);
5029 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
5032 network_player_action_received = FALSE;
5034 ScrollScreen(NULL, SCROLL_GO_ON);
5040 if (TimeFrames == 0 && local_player->active)
5042 extern unsigned int last_RND();
5044 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
5045 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
5052 if (GameFrameDelay >= 500)
5053 printf("FrameCounter == %d\n", FrameCounter);
5060 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5063 if (JustStopped[x][y] > 0)
5064 JustStopped[x][y]--;
5069 if (IS_BLOCKED(x, y))
5073 Blocked2Moving(x, y, &oldx, &oldy);
5074 if (!IS_MOVING(oldx, oldy))
5076 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
5077 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
5078 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
5079 printf("GameActions(): This should never happen!\n");
5085 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5087 element = Feld[x][y];
5088 graphic = el2img(element);
5090 if (IS_INACTIVE(element))
5094 if (new_graphic_info[graphic].anim_frames > 1)
5095 DrawLevelGraphicAnimation(x, y, graphic);
5101 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
5106 if (Feld[x][y] == EL_EMERALD &&
5107 new_graphic_info[graphic].anim_frames > 1 &&
5109 DrawLevelGraphicAnimation(x, y, graphic);
5112 if (IS_GEM(element) || element == EL_SP_INFOTRON)
5113 EdelsteinFunkeln(x, y);
5117 else if ((element == EL_ACID ||
5118 element == EL_EXIT_OPEN ||
5119 element == EL_SP_EXIT_OPEN ||
5120 element == EL_SP_TERMINAL ||
5121 element == EL_SP_TERMINAL_ACTIVE ||
5122 element == EL_EXTRA_TIME ||
5123 element == EL_SHIELD_NORMAL ||
5124 element == EL_SHIELD_DEADLY) &&
5125 new_graphic_info[graphic].anim_frames > 1)
5126 DrawLevelGraphicAnimation(x, y, graphic);
5129 else if (IS_MOVING(x, y))
5130 ContinueMoving(x, y);
5131 else if (IS_ACTIVE_BOMB(element))
5132 CheckDynamite(x, y);
5134 else if (element == EL_EXPLOSION && !game.explosions_delayed)
5135 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
5137 else if (element == EL_AMOEBA_CREATING)
5138 AmoebeWaechst(x, y);
5139 else if (element == EL_AMOEBA_SHRINKING)
5140 AmoebaDisappearing(x, y);
5142 #if !USE_NEW_AMOEBA_CODE
5143 else if (IS_AMOEBALIVE(element))
5144 AmoebeAbleger(x, y);
5147 else if (element == EL_GAMEOFLIFE || element == EL_BIOMAZE)
5149 else if (element == EL_ROBOT_WHEEL_ACTIVE)
5151 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
5152 TimegateWheel(x, y);
5153 else if (element == EL_ACID_SPLASH_LEFT ||
5154 element == EL_ACID_SPLASH_RIGHT)
5157 else if (element == EL_NUT_CRACKING)
5159 else if (element == EL_PEARL_BREAKING)
5160 BreakingPearl(x, y);
5162 else if (element == EL_EXIT_CLOSED)
5163 AusgangstuerPruefen(x, y);
5164 else if (element == EL_SP_EXIT_CLOSED)
5165 AusgangstuerPruefen_SP(x, y);
5166 else if (element == EL_EXIT_OPENING)
5167 AusgangstuerOeffnen(x, y);
5168 else if (element == EL_WALL_GROWING_ACTIVE)
5170 else if (element == EL_WALL_GROWING ||
5171 element == EL_WALL_GROWING_X ||
5172 element == EL_WALL_GROWING_Y ||
5173 element == EL_WALL_GROWING_XY)
5175 else if (element == EL_FLAMES)
5176 CheckForDragon(x, y);
5177 else if (element == EL_SP_BUGGY_BASE || element == EL_SP_BUGGY_BASE_ACTIVE)
5178 CheckBuggyBase(x, y);
5179 else if (element == EL_TRAP || element == EL_TRAP_ACTIVE)
5182 else if (IS_BELT_ACTIVE(element))
5183 DrawBeltAnimation(x, y, element);
5185 else if (element == EL_SWITCHGATE_OPENING)
5186 OpenSwitchgate(x, y);
5187 else if (element == EL_SWITCHGATE_CLOSING)
5188 CloseSwitchgate(x, y);
5189 else if (element == EL_TIMEGATE_OPENING)
5191 else if (element == EL_TIMEGATE_CLOSING)
5192 CloseTimegate(x, y);
5194 else if (IS_AUTO_CHANGING(element))
5195 ChangeElement(x, y);
5198 else if (new_graphic_info[graphic].anim_frames > 1)
5199 DrawLevelGraphicAnimation(x, y, graphic);
5202 if (IS_BELT_ACTIVE(element))
5203 PlaySoundLevelAction(x, y, SND_ACTION_ACTIVE);
5205 if (game.magic_wall_active)
5207 boolean sieb = FALSE;
5208 int jx = local_player->jx, jy = local_player->jy;
5210 if (element == EL_MAGIC_WALL_FULL ||
5211 element == EL_MAGIC_WALL_ACTIVE ||
5212 element == EL_MAGIC_WALL_EMPTYING)
5214 SiebAktivieren(x, y, 1);
5217 else if (element == EL_BD_MAGIC_WALL_FULL ||
5218 element == EL_BD_MAGIC_WALL_ACTIVE ||
5219 element == EL_BD_MAGIC_WALL_EMPTYING)
5221 SiebAktivieren(x, y, 2);
5225 /* play the element sound at the position nearest to the player */
5226 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
5234 #if USE_NEW_AMOEBA_CODE
5235 /* new experimental amoeba growth stuff */
5237 if (!(FrameCounter % 8))
5240 static unsigned long random = 1684108901;
5242 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
5245 x = (random >> 10) % lev_fieldx;
5246 y = (random >> 20) % lev_fieldy;
5248 x = RND(lev_fieldx);
5249 y = RND(lev_fieldy);
5251 element = Feld[x][y];
5253 if (!IS_PLAYER(x,y) &&
5254 (element == EL_EMPTY ||
5255 element == EL_SAND ||
5256 element == EL_QUICKSAND_EMPTY ||
5257 element == EL_ACID_SPLASH_LEFT ||
5258 element == EL_ACID_SPLASH_RIGHT))
5260 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
5261 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
5262 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
5263 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
5264 Feld[x][y] = EL_AMOEBA_DROP;
5267 random = random * 129 + 1;
5273 if (game.explosions_delayed)
5276 game.explosions_delayed = FALSE;
5278 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5280 element = Feld[x][y];
5282 if (ExplodeField[x][y])
5283 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
5284 else if (element == EL_EXPLOSION)
5285 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
5287 ExplodeField[x][y] = EX_NO_EXPLOSION;
5290 game.explosions_delayed = TRUE;
5293 if (game.magic_wall_active)
5295 if (!(game.magic_wall_time_left % 4))
5297 int element = Feld[sieb_x][sieb_y];
5299 if (element == EL_BD_MAGIC_WALL_FULL ||
5300 element == EL_BD_MAGIC_WALL_ACTIVE ||
5301 element == EL_BD_MAGIC_WALL_EMPTYING)
5302 PlaySoundLevel(sieb_x, sieb_y, SND_BD_MAGIC_WALL_ACTIVE);
5304 PlaySoundLevel(sieb_x, sieb_y, SND_MAGIC_WALL_ACTIVE);
5307 if (game.magic_wall_time_left > 0)
5309 game.magic_wall_time_left--;
5310 if (!game.magic_wall_time_left)
5312 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5314 element = Feld[x][y];
5316 if (element == EL_MAGIC_WALL_ACTIVE ||
5317 element == EL_MAGIC_WALL_FULL)
5319 Feld[x][y] = EL_MAGIC_WALL_DEAD;
5320 DrawLevelField(x, y);
5322 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
5323 element == EL_BD_MAGIC_WALL_FULL)
5325 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
5326 DrawLevelField(x, y);
5330 game.magic_wall_active = FALSE;
5335 if (game.light_time_left > 0)
5337 game.light_time_left--;
5339 if (game.light_time_left == 0)
5340 RedrawAllLightSwitchesAndInvisibleElements();
5343 if (game.timegate_time_left > 0)
5345 game.timegate_time_left--;
5347 if (game.timegate_time_left == 0)
5348 CloseAllOpenTimegates();
5351 for (i=0; i<MAX_PLAYERS; i++)
5353 struct PlayerInfo *player = &stored_player[i];
5355 if (SHIELD_ON(player))
5357 if (player->shield_deadly_time_left)
5358 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
5359 else if (player->shield_normal_time_left)
5360 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
5364 if (TimeFrames >= (1000 / GameFrameDelay))
5369 for (i=0; i<MAX_PLAYERS; i++)
5371 struct PlayerInfo *player = &stored_player[i];
5373 if (SHIELD_ON(player))
5375 player->shield_normal_time_left--;
5377 if (player->shield_deadly_time_left > 0)
5378 player->shield_deadly_time_left--;
5382 if (tape.recording || tape.playing)
5383 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
5389 if (TimeLeft <= 10 && setup.time_limit)
5390 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MAX_RIGHT);
5392 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5394 if (!TimeLeft && setup.time_limit)
5395 for (i=0; i<MAX_PLAYERS; i++)
5396 KillHero(&stored_player[i]);
5398 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
5399 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
5404 if (options.debug) /* calculate frames per second */
5406 static unsigned long fps_counter = 0;
5407 static int fps_frames = 0;
5408 unsigned long fps_delay_ms = Counter() - fps_counter;
5412 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
5414 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
5417 fps_counter = Counter();
5420 redraw_mask |= REDRAW_FPS;
5424 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
5426 int min_x = x, min_y = y, max_x = x, max_y = y;
5429 for (i=0; i<MAX_PLAYERS; i++)
5431 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5433 if (!stored_player[i].active || &stored_player[i] == player)
5436 min_x = MIN(min_x, jx);
5437 min_y = MIN(min_y, jy);
5438 max_x = MAX(max_x, jx);
5439 max_y = MAX(max_y, jy);
5442 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
5445 static boolean AllPlayersInVisibleScreen()
5449 for (i=0; i<MAX_PLAYERS; i++)
5451 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5453 if (!stored_player[i].active)
5456 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5463 void ScrollLevel(int dx, int dy)
5465 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
5468 BlitBitmap(drawto_field, drawto_field,
5469 FX + TILEX*(dx == -1) - softscroll_offset,
5470 FY + TILEY*(dy == -1) - softscroll_offset,
5471 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
5472 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
5473 FX + TILEX*(dx == 1) - softscroll_offset,
5474 FY + TILEY*(dy == 1) - softscroll_offset);
5478 x = (dx == 1 ? BX1 : BX2);
5479 for (y=BY1; y<=BY2; y++)
5480 DrawScreenField(x, y);
5485 y = (dy == 1 ? BY1 : BY2);
5486 for (x=BX1; x<=BX2; x++)
5487 DrawScreenField(x, y);
5490 redraw_mask |= REDRAW_FIELD;
5493 static void CheckGravityMovement(struct PlayerInfo *player)
5495 if (level.gravity && !player->programmed_action)
5497 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
5498 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
5500 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
5501 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
5502 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
5503 int jx = player->jx, jy = player->jy;
5504 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
5505 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
5506 int new_jx = jx + dx, new_jy = jy + dy;
5507 boolean field_under_player_is_free =
5508 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
5509 boolean player_is_moving_to_valid_field =
5510 (IN_LEV_FIELD(new_jx, new_jy) &&
5511 (Feld[new_jx][new_jy] == EL_SP_BASE ||
5512 Feld[new_jx][new_jy] == EL_SAND));
5514 if (field_under_player_is_free &&
5515 !player_is_moving_to_valid_field &&
5516 !IS_TUBE(Feld[jx][jy]))
5517 player->programmed_action = MV_DOWN;
5521 boolean MoveFigureOneStep(struct PlayerInfo *player,
5522 int dx, int dy, int real_dx, int real_dy)
5524 int jx = player->jx, jy = player->jy;
5525 int new_jx = jx+dx, new_jy = jy+dy;
5529 if (!player->active || (!dx && !dy))
5530 return MF_NO_ACTION;
5532 player->MovDir = (dx < 0 ? MV_LEFT :
5535 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5537 if (!IN_LEV_FIELD(new_jx, new_jy))
5538 return MF_NO_ACTION;
5540 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
5541 return MF_NO_ACTION;
5544 element = MovingOrBlocked2Element(new_jx, new_jy);
5546 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
5549 if (DONT_GO_TO(element))
5551 if (element == EL_ACID && dx == 0 && dy == 1)
5554 Feld[jx][jy] = EL_PLAYER1;
5555 InitMovingField(jx, jy, MV_DOWN);
5556 Store[jx][jy] = EL_ACID;
5557 ContinueMoving(jx, jy);
5561 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
5566 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
5567 if (can_move != MF_MOVING)
5570 StorePlayer[jx][jy] = 0;
5571 player->last_jx = jx;
5572 player->last_jy = jy;
5573 jx = player->jx = new_jx;
5574 jy = player->jy = new_jy;
5575 StorePlayer[jx][jy] = player->element_nr;
5578 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
5580 ScrollFigure(player, SCROLL_INIT);
5585 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
5587 int jx = player->jx, jy = player->jy;
5588 int old_jx = jx, old_jy = jy;
5589 int moved = MF_NO_ACTION;
5591 if (!player->active || (!dx && !dy))
5595 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5599 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5600 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
5604 /* remove the last programmed player action */
5605 player->programmed_action = 0;
5609 /* should only happen if pre-1.2 tape recordings are played */
5610 /* this is only for backward compatibility */
5612 int original_move_delay_value = player->move_delay_value;
5615 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
5619 /* scroll remaining steps with finest movement resolution */
5620 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
5622 while (player->MovPos)
5624 ScrollFigure(player, SCROLL_GO_ON);
5625 ScrollScreen(NULL, SCROLL_GO_ON);
5631 player->move_delay_value = original_move_delay_value;
5634 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
5636 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
5637 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5641 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5642 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5648 if (moved & MF_MOVING && !ScreenMovPos &&
5649 (player == local_player || !options.network))
5651 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5652 int offset = (setup.scroll_delay ? 3 : 0);
5654 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5656 /* actual player has left the screen -- scroll in that direction */
5657 if (jx != old_jx) /* player has moved horizontally */
5658 scroll_x += (jx - old_jx);
5659 else /* player has moved vertically */
5660 scroll_y += (jy - old_jy);
5664 if (jx != old_jx) /* player has moved horizontally */
5666 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5667 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5668 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5670 /* don't scroll over playfield boundaries */
5671 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5672 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5674 /* don't scroll more than one field at a time */
5675 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5677 /* don't scroll against the player's moving direction */
5678 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5679 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5680 scroll_x = old_scroll_x;
5682 else /* player has moved vertically */
5684 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5685 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5686 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5688 /* don't scroll over playfield boundaries */
5689 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5690 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5692 /* don't scroll more than one field at a time */
5693 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5695 /* don't scroll against the player's moving direction */
5696 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5697 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5698 scroll_y = old_scroll_y;
5702 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5704 if (!options.network && !AllPlayersInVisibleScreen())
5706 scroll_x = old_scroll_x;
5707 scroll_y = old_scroll_y;
5711 ScrollScreen(player, SCROLL_INIT);
5712 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5717 if (!(moved & MF_MOVING) && !player->Pushing)
5721 player->Frame = (player->Frame + 1) % 4;
5723 player->Frame += 1 * 0;
5726 if (moved & MF_MOVING)
5728 if (old_jx != jx && old_jy == jy)
5729 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5730 else if (old_jx == jx && old_jy != jy)
5731 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5733 DrawLevelField(jx, jy); /* for "DrawCrumbledSand()" */
5735 player->last_move_dir = player->MovDir;
5736 player->is_moving = TRUE;
5740 CheckGravityMovement(player);
5743 player->last_move_dir = MV_NO_MOVING;
5745 player->is_moving = FALSE;
5748 TestIfHeroTouchesBadThing(jx, jy);
5750 if (!player->active)
5756 void ScrollFigure(struct PlayerInfo *player, int mode)
5758 int jx = player->jx, jy = player->jy;
5759 int last_jx = player->last_jx, last_jy = player->last_jy;
5760 int move_stepsize = TILEX / player->move_delay_value;
5762 if (!player->active || !player->MovPos)
5765 if (mode == SCROLL_INIT)
5767 player->actual_frame_counter = FrameCounter;
5768 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5772 if (Feld[last_jx][last_jy] == EL_EMPTY)
5773 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5778 else if (!FrameReached(&player->actual_frame_counter, 1))
5781 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5782 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5785 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5786 Feld[last_jx][last_jy] = EL_EMPTY;
5788 /* before DrawPlayer() to draw correct player graphic for this case */
5789 if (player->MovPos == 0)
5790 CheckGravityMovement(player);
5794 if (player->MovPos == 0)
5796 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
5798 /* continue with normal speed after quickly moving through gate */
5799 HALVE_PLAYER_SPEED(player);
5801 /* be able to make the next move without delay */
5802 player->move_delay = 0;
5805 player->last_jx = jx;
5806 player->last_jy = jy;
5808 if (Feld[jx][jy] == EL_EXIT_OPEN ||
5809 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5813 if (local_player->friends_still_needed == 0 ||
5814 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5815 player->LevelSolved = player->GameOver = TRUE;
5818 if (tape.single_step && tape.recording && !tape.pausing &&
5819 !player->programmed_action)
5820 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5824 void ScrollScreen(struct PlayerInfo *player, int mode)
5826 static unsigned long screen_frame_counter = 0;
5828 if (mode == SCROLL_INIT)
5830 /* set scrolling step size according to actual player's moving speed */
5831 ScrollStepSize = TILEX / player->move_delay_value;
5833 screen_frame_counter = FrameCounter;
5834 ScreenMovDir = player->MovDir;
5835 ScreenMovPos = player->MovPos;
5836 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5839 else if (!FrameReached(&screen_frame_counter, 1))
5844 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5845 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5846 redraw_mask |= REDRAW_FIELD;
5849 ScreenMovDir = MV_NO_MOVING;
5852 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
5854 int i, kill_x = -1, kill_y = -1;
5855 static int test_xy[4][2] =
5862 static int test_dir[4] =
5872 int test_x, test_y, test_move_dir, test_element;
5874 test_x = good_x + test_xy[i][0];
5875 test_y = good_y + test_xy[i][1];
5876 if (!IN_LEV_FIELD(test_x, test_y))
5880 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5883 test_element = Feld[test_x][test_y];
5885 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
5888 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5889 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5891 if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) ||
5892 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
5900 if (kill_x != -1 || kill_y != -1)
5902 if (IS_PLAYER(good_x, good_y))
5904 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
5906 if (player->shield_deadly_time_left > 0)
5907 Bang(kill_x, kill_y);
5908 else if (!PLAYER_PROTECTED(good_x, good_y))
5912 Bang(good_x, good_y);
5916 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
5918 int i, kill_x = -1, kill_y = -1;
5919 int bad_element = Feld[bad_x][bad_y];
5920 static int test_xy[4][2] =
5927 static int test_dir[4] =
5935 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
5940 int test_x, test_y, test_move_dir, test_element;
5942 test_x = bad_x + test_xy[i][0];
5943 test_y = bad_y + test_xy[i][1];
5944 if (!IN_LEV_FIELD(test_x, test_y))
5948 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5950 test_element = Feld[test_x][test_y];
5952 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5953 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5955 if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) ||
5956 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
5958 /* good thing is player or penguin that does not move away */
5959 if (IS_PLAYER(test_x, test_y))
5961 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
5963 if (bad_element == EL_ROBOT && player->is_moving)
5964 continue; /* robot does not kill player if he is moving */
5970 else if (test_element == EL_PENGUIN)
5979 if (kill_x != -1 || kill_y != -1)
5981 if (IS_PLAYER(kill_x, kill_y))
5983 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
5986 int dir = player->MovDir;
5987 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5988 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5990 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5991 newx != bad_x && newy != bad_y)
5992 ; /* robot does not kill player if he is moving */
5994 printf("-> %d\n", player->MovDir);
5996 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5997 newx != bad_x && newy != bad_y)
5998 ; /* robot does not kill player if he is moving */
6003 if (player->shield_deadly_time_left > 0)
6005 else if (!PLAYER_PROTECTED(kill_x, kill_y))
6009 Bang(kill_x, kill_y);
6013 void TestIfHeroTouchesBadThing(int x, int y)
6015 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
6018 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
6020 TestIfGoodThingHitsBadThing(x, y, move_dir);
6023 void TestIfBadThingTouchesHero(int x, int y)
6025 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
6028 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
6030 TestIfBadThingHitsGoodThing(x, y, move_dir);
6033 void TestIfFriendTouchesBadThing(int x, int y)
6035 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
6038 void TestIfBadThingTouchesFriend(int x, int y)
6040 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
6043 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
6045 int i, kill_x = bad_x, kill_y = bad_y;
6046 static int xy[4][2] =
6058 x = bad_x + xy[i][0];
6059 y = bad_y + xy[i][1];
6060 if (!IN_LEV_FIELD(x, y))
6063 element = Feld[x][y];
6064 if (IS_AMOEBOID(element) || element == EL_GAMEOFLIFE ||
6065 element == EL_AMOEBA_CREATING || element == EL_AMOEBA_DROP)
6073 if (kill_x != bad_x || kill_y != bad_y)
6077 void KillHero(struct PlayerInfo *player)
6079 int jx = player->jx, jy = player->jy;
6081 if (!player->active)
6084 if (IS_PFORTE(Feld[jx][jy]))
6085 Feld[jx][jy] = EL_EMPTY;
6087 /* deactivate shield (else Bang()/Explode() would not work right) */
6088 player->shield_normal_time_left = 0;
6089 player->shield_deadly_time_left = 0;
6095 static void KillHeroUnlessProtected(int x, int y)
6097 if (!PLAYER_PROTECTED(x, y))
6098 KillHero(PLAYERINFO(x, y));
6101 void BuryHero(struct PlayerInfo *player)
6103 int jx = player->jx, jy = player->jy;
6105 if (!player->active)
6108 PlaySoundLevel(jx, jy, SND_PLAYER_DYING);
6109 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
6111 player->GameOver = TRUE;
6115 void RemoveHero(struct PlayerInfo *player)
6117 int jx = player->jx, jy = player->jy;
6118 int i, found = FALSE;
6120 player->present = FALSE;
6121 player->active = FALSE;
6123 if (!ExplodeField[jx][jy])
6124 StorePlayer[jx][jy] = 0;
6126 for (i=0; i<MAX_PLAYERS; i++)
6127 if (stored_player[i].active)
6131 AllPlayersGone = TRUE;
6137 int DigField(struct PlayerInfo *player,
6138 int x, int y, int real_dx, int real_dy, int mode)
6140 int jx = player->jx, jy = player->jy;
6141 int dx = x - jx, dy = y - jy;
6142 int move_direction = (dx == -1 ? MV_LEFT :
6143 dx == +1 ? MV_RIGHT :
6145 dy == +1 ? MV_DOWN : MV_NO_MOVING);
6148 if (player->MovPos == 0)
6149 player->Pushing = FALSE;
6151 if (mode == DF_NO_PUSH)
6153 player->Switching = FALSE;
6154 player->push_delay = 0;
6155 return MF_NO_ACTION;
6158 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
6159 return MF_NO_ACTION;
6161 if (IS_TUBE(Feld[jx][jy]))
6164 int tube_leave_directions[][2] =
6166 { EL_TUBE_ALL, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6167 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6168 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6169 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
6170 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
6171 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
6172 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
6173 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
6174 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
6175 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
6176 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
6177 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
6180 while (tube_leave_directions[i][0] != Feld[jx][jy])
6183 if (tube_leave_directions[i][0] == -1) /* should not happen */
6187 if (!(tube_leave_directions[i][1] & move_direction))
6188 return MF_NO_ACTION; /* tube has no opening in this direction */
6191 element = Feld[x][y];
6197 case EL_INVISIBLE_SAND:
6198 case EL_INVISIBLE_SAND_ACTIVE:
6201 case EL_SP_BUGGY_BASE:
6203 PlaySoundLevelElementAction(x, y, element, SND_ACTION_DIGGING);
6208 case EL_EMERALD_YELLOW:
6209 case EL_EMERALD_RED:
6210 case EL_EMERALD_PURPLE:
6212 case EL_SP_INFOTRON:
6216 local_player->gems_still_needed -= (element == EL_DIAMOND ? 3 :
6217 element == EL_PEARL ? 5 :
6218 element == EL_CRYSTAL ? 8 : 1);
6219 if (local_player->gems_still_needed < 0)
6220 local_player->gems_still_needed = 0;
6221 RaiseScoreElement(element);
6222 DrawText(DX_EMERALDS, DY_EMERALDS,
6223 int2str(local_player->gems_still_needed, 3),
6224 FS_SMALL, FC_YELLOW);
6225 PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING);
6230 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
6231 PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
6235 Feld[x][y] = EL_EMPTY;
6236 PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
6244 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
6246 PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MAX_RIGHT);
6249 case EL_SHIELD_NORMAL:
6251 player->shield_normal_time_left += 10;
6252 PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING);
6255 case EL_SHIELD_DEADLY:
6257 player->shield_normal_time_left += 10;
6258 player->shield_deadly_time_left += 10;
6259 PlaySoundLevel(x, y, SND_SHIELD_DEADLY_COLLECTING);
6263 case EL_SP_DISK_RED:
6266 RaiseScoreElement(EL_DYNAMITE);
6267 DrawText(DX_DYNAMITE, DY_DYNAMITE,
6268 int2str(local_player->dynamite, 3),
6269 FS_SMALL, FC_YELLOW);
6270 PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING);
6273 case EL_DYNABOMB_NR:
6275 player->dynabomb_count++;
6276 player->dynabombs_left++;
6277 RaiseScoreElement(EL_DYNAMITE);
6278 PlaySoundLevel(x, y, SND_DYNABOMB_NR_COLLECTING);
6281 case EL_DYNABOMB_SZ:
6283 player->dynabomb_size++;
6284 RaiseScoreElement(EL_DYNAMITE);
6285 PlaySoundLevel(x, y, SND_DYNABOMB_SZ_COLLECTING);
6288 case EL_DYNABOMB_XL:
6290 player->dynabomb_xl = TRUE;
6291 RaiseScoreElement(EL_DYNAMITE);
6292 PlaySoundLevel(x, y, SND_DYNABOMB_XL_COLLECTING);
6300 int key_nr = element - EL_KEY1;
6303 player->key[key_nr] = TRUE;
6304 RaiseScoreElement(element);
6305 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6307 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6309 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
6318 int key_nr = element - EL_EM_KEY1;
6321 player->key[key_nr] = TRUE;
6322 RaiseScoreElement(element);
6323 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6325 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6327 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
6331 case EL_ROBOT_WHEEL:
6332 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
6335 DrawLevelField(x, y);
6336 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
6340 case EL_SP_TERMINAL:
6344 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
6346 for (yy=0; yy<lev_fieldy; yy++)
6348 for (xx=0; xx<lev_fieldx; xx++)
6350 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
6352 else if (Feld[xx][yy] == EL_SP_TERMINAL)
6353 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
6361 case EL_CONVEYOR_BELT1_SWITCH_LEFT:
6362 case EL_CONVEYOR_BELT1_SWITCH_MIDDLE:
6363 case EL_CONVEYOR_BELT1_SWITCH_RIGHT:
6364 case EL_CONVEYOR_BELT2_SWITCH_LEFT:
6365 case EL_CONVEYOR_BELT2_SWITCH_MIDDLE:
6366 case EL_CONVEYOR_BELT2_SWITCH_RIGHT:
6367 case EL_CONVEYOR_BELT3_SWITCH_LEFT:
6368 case EL_CONVEYOR_BELT3_SWITCH_MIDDLE:
6369 case EL_CONVEYOR_BELT3_SWITCH_RIGHT:
6370 case EL_CONVEYOR_BELT4_SWITCH_LEFT:
6371 case EL_CONVEYOR_BELT4_SWITCH_MIDDLE:
6372 case EL_CONVEYOR_BELT4_SWITCH_RIGHT:
6373 if (!player->Switching)
6375 player->Switching = TRUE;
6376 ToggleBeltSwitch(x, y);
6377 PlaySoundLevel(x, y, SND_CONVEYOR_BELT_SWITCH_ACTIVATING);
6382 case EL_SWITCHGATE_SWITCH_UP:
6383 case EL_SWITCHGATE_SWITCH_DOWN:
6384 if (!player->Switching)
6386 player->Switching = TRUE;
6387 ToggleSwitchgateSwitch(x, y);
6388 PlaySoundLevel(x, y, SND_SWITCHGATE_SWITCH_ACTIVATING);
6393 case EL_LIGHT_SWITCH:
6394 case EL_LIGHT_SWITCH_ACTIVE:
6395 if (!player->Switching)
6397 player->Switching = TRUE;
6398 ToggleLightSwitch(x, y);
6399 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
6400 SND_LIGHT_SWITCH_ACTIVATING :
6401 SND_LIGHT_SWITCH_DEACTIVATING);
6406 case EL_TIMEGATE_SWITCH:
6407 ActivateTimegateSwitch(x, y);
6408 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
6413 case EL_BALLOON_SEND_LEFT:
6414 case EL_BALLOON_SEND_RIGHT:
6415 case EL_BALLOON_SEND_UP:
6416 case EL_BALLOON_SEND_DOWN:
6417 case EL_BALLOON_SEND_ANY_DIRECTION:
6418 if (element == EL_BALLOON_SEND_ANY_DIRECTION)
6419 game.balloon_dir = move_direction;
6421 game.balloon_dir = (element == EL_BALLOON_SEND_LEFT ? MV_LEFT :
6422 element == EL_BALLOON_SEND_RIGHT ? MV_RIGHT :
6423 element == EL_BALLOON_SEND_UP ? MV_UP :
6424 element == EL_BALLOON_SEND_DOWN ? MV_DOWN :
6426 PlaySoundLevel(x, y, SND_BALLOON_SWITCH_ACTIVATING);
6431 /* the following elements cannot be pushed by "snapping" */
6434 case EL_DX_SUPABOMB:
6436 case EL_TIME_ORB_EMPTY:
6438 case EL_SP_DISK_ORANGE:
6440 if (mode == DF_SNAP)
6441 return MF_NO_ACTION;
6442 /* no "break" -- fall through to next case */
6443 /* the following elements can be pushed by "snapping" */
6446 return MF_NO_ACTION;
6448 player->Pushing = TRUE;
6450 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6451 return MF_NO_ACTION;
6455 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6456 return MF_NO_ACTION;
6459 if (player->push_delay == 0)
6460 player->push_delay = FrameCounter;
6462 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6463 !tape.playing && element != EL_SPRING)
6464 return MF_NO_ACTION;
6466 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6467 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6468 element != EL_SPRING)
6469 return MF_NO_ACTION;
6472 if (mode == DF_SNAP)
6474 InitMovingField(x, y, move_direction);
6475 ContinueMoving(x, y);
6480 Feld[x + dx][y + dy] = element;
6483 if (element == EL_SPRING)
6485 Feld[x + dx][y + dy] = EL_SPRING;
6486 MovDir[x + dx][y + dy] = move_direction;
6489 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
6491 DrawLevelField(x + dx, y + dy);
6492 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING);
6499 if (!player->key[element - EL_GATE1])
6500 return MF_NO_ACTION;
6507 if (!player->key[element - EL_GATE1_GRAY])
6508 return MF_NO_ACTION;
6515 if (!player->key[element - EL_EM_GATE1])
6516 return MF_NO_ACTION;
6517 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6518 return MF_NO_ACTION;
6520 /* automatically move to the next field with double speed */
6521 player->programmed_action = move_direction;
6522 DOUBLE_PLAYER_SPEED(player);
6524 PlaySoundLevel(x, y, SND_GATE_PASSING);
6527 case EL_EM_GATE1_GRAY:
6528 case EL_EM_GATE2_GRAY:
6529 case EL_EM_GATE3_GRAY:
6530 case EL_EM_GATE4_GRAY:
6531 if (!player->key[element - EL_EM_GATE1_GRAY])
6532 return MF_NO_ACTION;
6533 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6534 return MF_NO_ACTION;
6536 /* automatically move to the next field with double speed */
6537 player->programmed_action = move_direction;
6538 DOUBLE_PLAYER_SPEED(player);
6540 PlaySoundLevel(x, y, SND_GATE_PASSING);
6543 case EL_SWITCHGATE_OPEN:
6544 case EL_TIMEGATE_OPEN:
6545 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6546 return MF_NO_ACTION;
6548 /* automatically move to the next field with double speed */
6549 player->programmed_action = move_direction;
6550 DOUBLE_PLAYER_SPEED(player);
6552 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PASSING);
6555 case EL_SP_PORT1_LEFT:
6556 case EL_SP_PORT2_LEFT:
6557 case EL_SP_PORT1_RIGHT:
6558 case EL_SP_PORT2_RIGHT:
6559 case EL_SP_PORT1_UP:
6560 case EL_SP_PORT2_UP:
6561 case EL_SP_PORT1_DOWN:
6562 case EL_SP_PORT2_DOWN:
6567 element != EL_SP_PORT1_LEFT &&
6568 element != EL_SP_PORT2_LEFT &&
6569 element != EL_SP_PORT_X &&
6570 element != EL_SP_PORT_XY) ||
6572 element != EL_SP_PORT1_RIGHT &&
6573 element != EL_SP_PORT2_RIGHT &&
6574 element != EL_SP_PORT_X &&
6575 element != EL_SP_PORT_XY) ||
6577 element != EL_SP_PORT1_UP &&
6578 element != EL_SP_PORT2_UP &&
6579 element != EL_SP_PORT_Y &&
6580 element != EL_SP_PORT_XY) ||
6582 element != EL_SP_PORT1_DOWN &&
6583 element != EL_SP_PORT2_DOWN &&
6584 element != EL_SP_PORT_Y &&
6585 element != EL_SP_PORT_XY) ||
6586 !IN_LEV_FIELD(x + dx, y + dy) ||
6587 !IS_FREE(x + dx, y + dy))
6588 return MF_NO_ACTION;
6590 /* automatically move to the next field with double speed */
6591 player->programmed_action = move_direction;
6592 DOUBLE_PLAYER_SPEED(player);
6594 PlaySoundLevel(x, y, SND_SP_PORT_PASSING);
6598 case EL_TUBE_VERTICAL:
6599 case EL_TUBE_HORIZONTAL:
6600 case EL_TUBE_VERTICAL_LEFT:
6601 case EL_TUBE_VERTICAL_RIGHT:
6602 case EL_TUBE_HORIZONTAL_UP:
6603 case EL_TUBE_HORIZONTAL_DOWN:
6604 case EL_TUBE_LEFT_UP:
6605 case EL_TUBE_LEFT_DOWN:
6606 case EL_TUBE_RIGHT_UP:
6607 case EL_TUBE_RIGHT_DOWN:
6610 int tube_enter_directions[][2] =
6612 { EL_TUBE_ALL, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6613 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6614 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6615 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
6616 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
6617 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
6618 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
6619 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
6620 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
6621 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
6622 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
6623 { -1, MV_NO_MOVING }
6626 while (tube_enter_directions[i][0] != element)
6629 if (tube_enter_directions[i][0] == -1) /* should not happen */
6633 if (!(tube_enter_directions[i][1] & move_direction))
6634 return MF_NO_ACTION; /* tube has no opening in this direction */
6636 PlaySoundLevel(x, y, SND_TUBE_PASSING);
6640 case EL_EXIT_CLOSED:
6641 case EL_SP_EXIT_CLOSED:
6642 case EL_EXIT_OPENING:
6643 return MF_NO_ACTION;
6647 case EL_SP_EXIT_OPEN:
6648 if (mode == DF_SNAP)
6649 return MF_NO_ACTION;
6651 if (element == EL_EXIT_OPEN)
6652 PlaySoundLevel(x, y, SND_EXIT_PASSING);
6654 PlaySoundLevel(x, y, SND_SP_EXIT_PASSING);
6659 Feld[x][y] = EL_LAMP_ACTIVE;
6660 local_player->lights_still_needed--;
6661 DrawLevelField(x, y);
6662 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
6666 case EL_TIME_ORB_FULL:
6667 Feld[x][y] = EL_TIME_ORB_EMPTY;
6669 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
6670 DrawLevelField(x, y);
6671 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MAX_RIGHT);
6675 case EL_SOKOBAN_FIELD_EMPTY:
6678 case EL_SOKOBAN_OBJECT:
6679 case EL_SOKOBAN_FIELD_FULL:
6681 case EL_SP_DISK_YELLOW:
6683 if (mode == DF_SNAP)
6684 return MF_NO_ACTION;
6686 player->Pushing = TRUE;
6688 if (!IN_LEV_FIELD(x+dx, y+dy)
6689 || (!IS_FREE(x+dx, y+dy)
6690 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FIELD_EMPTY
6691 || !IS_SB_ELEMENT(element))))
6692 return MF_NO_ACTION;
6696 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6697 return MF_NO_ACTION;
6699 else if (dy && real_dx)
6701 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
6702 return MF_NO_ACTION;
6705 if (player->push_delay == 0)
6706 player->push_delay = FrameCounter;
6708 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6709 !tape.playing && element != EL_BALLOON)
6710 return MF_NO_ACTION;
6712 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6713 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6714 element != EL_BALLOON)
6715 return MF_NO_ACTION;
6718 if (IS_SB_ELEMENT(element))
6720 if (element == EL_SOKOBAN_FIELD_FULL)
6722 Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
6723 local_player->sokobanfields_still_needed++;
6728 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FIELD_EMPTY)
6730 Feld[x+dx][y+dy] = EL_SOKOBAN_FIELD_FULL;
6731 local_player->sokobanfields_still_needed--;
6732 if (element == EL_SOKOBAN_OBJECT)
6733 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_FILLING);
6735 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6739 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJECT;
6740 if (element == EL_SOKOBAN_FIELD_FULL)
6741 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_EMPTYING);
6743 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6749 Feld[x+dx][y+dy] = element;
6750 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING);
6753 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
6755 DrawLevelField(x, y);
6756 DrawLevelField(x + dx, y + dy);
6758 if (IS_SB_ELEMENT(element) &&
6759 local_player->sokobanfields_still_needed == 0 &&
6760 game.emulation == EMU_SOKOBAN)
6762 player->LevelSolved = player->GameOver = TRUE;
6763 PlaySoundLevel(x, y, SND_SOKOBAN_GAME_SOLVING);
6774 return MF_NO_ACTION;
6777 player->push_delay = 0;
6782 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
6784 int jx = player->jx, jy = player->jy;
6785 int x = jx + dx, y = jy + dy;
6787 if (!player->active || !IN_LEV_FIELD(x, y))
6795 if (player->MovPos == 0)
6796 player->Pushing = FALSE;
6798 player->snapped = FALSE;
6802 if (player->snapped)
6805 player->MovDir = (dx < 0 ? MV_LEFT :
6808 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6810 if (!DigField(player, x, y, 0, 0, DF_SNAP))
6813 player->snapped = TRUE;
6814 DrawLevelField(x, y);
6820 boolean PlaceBomb(struct PlayerInfo *player)
6822 int jx = player->jx, jy = player->jy;
6825 if (!player->active || player->MovPos)
6828 element = Feld[jx][jy];
6830 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
6831 IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
6834 if (element != EL_EMPTY)
6835 Store[jx][jy] = element;
6837 if (player->dynamite)
6839 Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
6840 MovDelay[jx][jy] = 96;
6842 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6843 FS_SMALL, FC_YELLOW);
6844 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6846 if (game.emulation == EMU_SUPAPLEX)
6847 DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0);
6849 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0);
6852 PlaySoundLevel(jx, jy, SND_DYNAMITE_DROPPING);
6857 EL_DYNABOMB_PLAYER1_ACTIVE + (player->element_nr - EL_PLAYER1);
6858 MovDelay[jx][jy] = 96;
6859 player->dynabombs_left--;
6860 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6861 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
6863 PlaySoundLevel(jx, jy, SND_DYNABOMB_DROPPING);
6869 void PlaySoundLevel(int x, int y, int nr)
6871 static int loop_sound_frame[NUM_SOUND_FILES];
6872 static int loop_sound_volume[NUM_SOUND_FILES];
6873 int sx = SCREENX(x), sy = SCREENY(y);
6874 int volume, stereo_position;
6875 int max_distance = 8;
6876 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
6878 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
6879 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
6882 if (!IN_LEV_FIELD(x, y) ||
6883 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
6884 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
6887 volume = SOUND_MAX_VOLUME;
6889 if (!IN_SCR_FIELD(sx, sy))
6891 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
6892 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
6894 volume -= volume * (dx > dy ? dx : dy) / max_distance;
6897 stereo_position = (SOUND_MAX_LEFT +
6898 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
6899 (SCR_FIELDX + 2 * max_distance));
6901 if (IS_LOOP_SOUND(nr))
6903 /* This assures that quieter loop sounds do not overwrite louder ones,
6904 while restarting sound volume comparison with each new game frame. */
6906 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
6909 loop_sound_volume[nr] = volume;
6910 loop_sound_frame[nr] = FrameCounter;
6913 PlaySoundExt(nr, volume, stereo_position, type);
6916 void PlaySoundLevelAction(int x, int y, int sound_action)
6918 PlaySoundLevelElementAction(x, y, Feld[x][y], sound_action);
6921 void PlaySoundLevelElementAction(int x, int y, int element, int sound_action)
6923 int sound_effect = element_action_sound[element][sound_action];
6925 if (sound_effect != -1)
6926 PlaySoundLevel(x, y, sound_effect);
6929 void RaiseScore(int value)
6931 local_player->score += value;
6932 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
6933 FS_SMALL, FC_YELLOW);
6936 void RaiseScoreElement(int element)
6942 case EL_EMERALD_YELLOW:
6943 case EL_EMERALD_RED:
6944 case EL_EMERALD_PURPLE:
6945 RaiseScore(level.score[SC_EDELSTEIN]);
6948 RaiseScore(level.score[SC_DIAMANT]);
6951 case EL_BD_BUTTERFLY:
6952 RaiseScore(level.score[SC_KAEFER]);
6956 RaiseScore(level.score[SC_FLIEGER]);
6959 case EL_DARK_YAMYAM:
6960 RaiseScore(level.score[SC_MAMPFER]);
6963 RaiseScore(level.score[SC_ROBOT]);
6966 RaiseScore(level.score[SC_PACMAN]);
6969 RaiseScore(level.score[SC_KOKOSNUSS]);
6972 RaiseScore(level.score[SC_DYNAMIT]);
6978 RaiseScore(level.score[SC_SCHLUESSEL]);
6985 void RequestQuitGame(boolean ask_if_really_quit)
6987 if (AllPlayersGone ||
6988 !ask_if_really_quit ||
6989 level_editor_test_game ||
6990 Request("Do you really want to quit the game ?",
6991 REQ_ASK | REQ_STAY_CLOSED))
6993 #if defined(PLATFORM_UNIX)
6994 if (options.network)
6995 SendToServer_StopPlaying();
6999 game_status = MAINMENU;
7005 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
7010 /* ---------- new game button stuff ---------------------------------------- */
7012 /* graphic position values for game buttons */
7013 #define GAME_BUTTON_XSIZE 30
7014 #define GAME_BUTTON_YSIZE 30
7015 #define GAME_BUTTON_XPOS 5
7016 #define GAME_BUTTON_YPOS 215
7017 #define SOUND_BUTTON_XPOS 5
7018 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
7020 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
7021 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
7022 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
7023 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
7024 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
7025 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
7032 } gamebutton_info[NUM_GAME_BUTTONS] =
7035 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
7040 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
7045 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
7050 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
7051 SOUND_CTRL_ID_MUSIC,
7052 "background music on/off"
7055 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
7056 SOUND_CTRL_ID_LOOPS,
7057 "sound loops on/off"
7060 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
7061 SOUND_CTRL_ID_SIMPLE,
7062 "normal sounds on/off"
7066 void CreateGameButtons()
7070 for (i=0; i<NUM_GAME_BUTTONS; i++)
7072 Bitmap *gd_bitmap = new_graphic_info[IMG_GLOBAL_DOOR].bitmap;
7073 struct GadgetInfo *gi;
7076 unsigned long event_mask;
7077 int gd_xoffset, gd_yoffset;
7078 int gd_x1, gd_x2, gd_y1, gd_y2;
7081 gd_xoffset = gamebutton_info[i].x;
7082 gd_yoffset = gamebutton_info[i].y;
7083 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
7084 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
7086 if (id == GAME_CTRL_ID_STOP ||
7087 id == GAME_CTRL_ID_PAUSE ||
7088 id == GAME_CTRL_ID_PLAY)
7090 button_type = GD_TYPE_NORMAL_BUTTON;
7092 event_mask = GD_EVENT_RELEASED;
7093 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7094 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7098 button_type = GD_TYPE_CHECK_BUTTON;
7100 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
7101 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
7102 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
7103 event_mask = GD_EVENT_PRESSED;
7104 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
7105 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7108 gi = CreateGadget(GDI_CUSTOM_ID, id,
7109 GDI_INFO_TEXT, gamebutton_info[i].infotext,
7110 GDI_X, DX + gd_xoffset,
7111 GDI_Y, DY + gd_yoffset,
7112 GDI_WIDTH, GAME_BUTTON_XSIZE,
7113 GDI_HEIGHT, GAME_BUTTON_YSIZE,
7114 GDI_TYPE, button_type,
7115 GDI_STATE, GD_BUTTON_UNPRESSED,
7116 GDI_CHECKED, checked,
7117 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
7118 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
7119 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
7120 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
7121 GDI_EVENT_MASK, event_mask,
7122 GDI_CALLBACK_ACTION, HandleGameButtons,
7126 Error(ERR_EXIT, "cannot create gadget");
7128 game_gadget[id] = gi;
7132 void FreeGameButtons()
7136 for (i=0; i<NUM_GAME_BUTTONS; i++)
7137 FreeGadget(game_gadget[i]);
7140 static void MapGameButtons()
7144 for (i=0; i<NUM_GAME_BUTTONS; i++)
7145 MapGadget(game_gadget[i]);
7148 void UnmapGameButtons()
7152 for (i=0; i<NUM_GAME_BUTTONS; i++)
7153 UnmapGadget(game_gadget[i]);
7156 static void HandleGameButtons(struct GadgetInfo *gi)
7158 int id = gi->custom_id;
7160 if (game_status != PLAYING)
7165 case GAME_CTRL_ID_STOP:
7166 RequestQuitGame(TRUE);
7169 case GAME_CTRL_ID_PAUSE:
7170 if (options.network)
7172 #if defined(PLATFORM_UNIX)
7174 SendToServer_ContinuePlaying();
7176 SendToServer_PausePlaying();
7180 TapeTogglePause(TAPE_TOGGLE_MANUAL);
7183 case GAME_CTRL_ID_PLAY:
7186 #if defined(PLATFORM_UNIX)
7187 if (options.network)
7188 SendToServer_ContinuePlaying();
7192 tape.pausing = FALSE;
7193 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
7198 case SOUND_CTRL_ID_MUSIC:
7199 if (setup.sound_music)
7201 setup.sound_music = FALSE;
7204 else if (audio.music_available)
7206 setup.sound = setup.sound_music = TRUE;
7207 PlayMusic(level_nr);
7211 case SOUND_CTRL_ID_LOOPS:
7212 if (setup.sound_loops)
7213 setup.sound_loops = FALSE;
7214 else if (audio.loops_available)
7215 setup.sound = setup.sound_loops = TRUE;
7218 case SOUND_CTRL_ID_SIMPLE:
7219 if (setup.sound_simple)
7220 setup.sound_simple = FALSE;
7221 else if (audio.sound_available)
7222 setup.sound = setup.sound_simple = TRUE;