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 static void PlaySoundLevel(int, int, int);
109 static void PlaySoundLevelNearest(int, int, int);
110 static void PlaySoundLevelAction(int, int, int);
111 static void PlaySoundLevelElementAction(int, int, int, int);
113 static void MapGameButtons();
114 static void HandleGameButtons(struct GadgetInfo *);
116 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
118 #define IS_ANIMATED(g) (graphic_info[g].anim_frames > 1)
119 #define IS_LOOP_SOUND(s) (sound_info[s].loop)
122 /* ------------------------------------------------------------------------- */
123 /* definition of elements that automatically change to other elements after */
124 /* a specified time, eventually calling a function when changing */
125 /* ------------------------------------------------------------------------- */
127 /* forward declaration for changer functions */
128 static void InitBuggyBase(int x, int y);
129 static void WarnBuggyBase(int x, int y);
131 static void InitTrap(int x, int y);
132 static void ActivateTrap(int x, int y);
133 static void ChangeActiveTrap(int x, int y);
135 static void InitRobotWheel(int x, int y);
136 static void RunRobotWheel(int x, int y);
137 static void StopRobotWheel(int x, int y);
139 static void InitTimegateWheel(int x, int y);
140 static void RunTimegateWheel(int x, int y);
142 struct ChangingElementInfo
147 void (*pre_change_function)(int x, int y);
148 void (*change_function)(int x, int y);
149 void (*post_change_function)(int x, int y);
152 static struct ChangingElementInfo changing_element_list[] =
154 { EL_NUT_CRACKING, EL_EMERALD, 6, NULL, NULL, NULL },
155 { EL_PEARL_BREAKING, EL_EMPTY, 8, NULL, NULL, NULL },
156 { EL_EXIT_OPENING, EL_EXIT_OPEN, 29, NULL, NULL, NULL },
158 { EL_SWITCHGATE_OPENING, EL_SWITCHGATE_OPEN, 29, NULL, NULL, NULL },
159 { EL_SWITCHGATE_CLOSING, EL_SWITCHGATE_CLOSED, 29, NULL, NULL, NULL },
161 { EL_TIMEGATE_OPENING, EL_TIMEGATE_OPEN, 29, NULL, NULL, NULL },
162 { EL_TIMEGATE_CLOSING, EL_TIMEGATE_CLOSED, 29, NULL, NULL, NULL },
164 { EL_ACID_SPLASH_LEFT, EL_EMPTY, 8, NULL, NULL, NULL },
165 { EL_ACID_SPLASH_RIGHT, EL_EMPTY, 8, NULL, NULL, NULL },
167 { EL_SP_BUGGY_BASE, EL_SP_BUGGY_BASE_ACTIVATING, 0,
168 InitBuggyBase, NULL, NULL },
169 { EL_SP_BUGGY_BASE_ACTIVATING,EL_SP_BUGGY_BASE_ACTIVE, 0,
170 InitBuggyBase, NULL, NULL },
171 { EL_SP_BUGGY_BASE_ACTIVE, EL_SP_BUGGY_BASE, 0,
172 InitBuggyBase, WarnBuggyBase, NULL },
174 { EL_TRAP, EL_TRAP_ACTIVE, 0,
175 InitTrap, NULL, ActivateTrap },
176 { EL_TRAP_ACTIVE, EL_TRAP, 31,
177 NULL, ChangeActiveTrap, NULL },
179 { EL_ROBOT_WHEEL_ACTIVE, EL_ROBOT_WHEEL, 0,
180 InitRobotWheel, RunRobotWheel, StopRobotWheel },
182 { EL_TIMEGATE_SWITCH_ACTIVE, EL_TIMEGATE_SWITCH, 0,
183 InitTimegateWheel, RunTimegateWheel, NULL },
185 { EL_UNDEFINED, EL_UNDEFINED, -1, NULL }
188 static struct ChangingElementInfo changing_element[MAX_NUM_ELEMENTS];
190 #define IS_AUTO_CHANGING(e) (changing_element[e].base_element != EL_UNDEFINED)
193 void GetPlayerConfig()
195 if (!audio.sound_available)
198 if (!audio.loops_available)
199 setup.sound_loops = FALSE;
201 if (!audio.music_available)
202 setup.sound_music = FALSE;
204 if (!video.fullscreen_available)
205 setup.fullscreen = FALSE;
207 setup.sound_simple = setup.sound;
209 SetAudioMode(setup.sound);
213 static int getBeltNrFromBeltElement(int element)
215 return (element < EL_CONVEYOR_BELT2_LEFT ? 0 :
216 element < EL_CONVEYOR_BELT3_LEFT ? 1 :
217 element < EL_CONVEYOR_BELT4_LEFT ? 2 : 3);
220 static int getBeltNrFromBeltActiveElement(int element)
222 return (element < EL_CONVEYOR_BELT2_LEFT_ACTIVE ? 0 :
223 element < EL_CONVEYOR_BELT3_LEFT_ACTIVE ? 1 :
224 element < EL_CONVEYOR_BELT4_LEFT_ACTIVE ? 2 : 3);
227 static int getBeltNrFromBeltSwitchElement(int element)
229 return (element < EL_CONVEYOR_BELT2_SWITCH_LEFT ? 0 :
230 element < EL_CONVEYOR_BELT3_SWITCH_LEFT ? 1 :
231 element < EL_CONVEYOR_BELT4_SWITCH_LEFT ? 2 : 3);
234 static int getBeltDirNrFromBeltSwitchElement(int element)
236 static int belt_base_element[4] =
238 EL_CONVEYOR_BELT1_SWITCH_LEFT,
239 EL_CONVEYOR_BELT2_SWITCH_LEFT,
240 EL_CONVEYOR_BELT3_SWITCH_LEFT,
241 EL_CONVEYOR_BELT4_SWITCH_LEFT
244 int belt_nr = getBeltNrFromBeltSwitchElement(element);
245 int belt_dir_nr = element - belt_base_element[belt_nr];
247 return (belt_dir_nr % 3);
250 static int getBeltDirFromBeltSwitchElement(int element)
252 static int belt_move_dir[3] =
259 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
261 return belt_move_dir[belt_dir_nr];
264 static void InitField(int x, int y, boolean init_game)
271 if (stored_player[0].present)
273 Feld[x][y] = EL_SP_MURPHY_CLONE;
277 Feld[x][y] = EL_PLAYER1;
286 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER1];
287 int jx = player->jx, jy = player->jy;
289 player->present = TRUE;
291 if (!options.network || player->connected)
293 player->active = TRUE;
295 /* remove potentially duplicate players */
296 if (StorePlayer[jx][jy] == Feld[x][y])
297 StorePlayer[jx][jy] = 0;
299 StorePlayer[x][y] = Feld[x][y];
303 printf("Player %d activated.\n", player->element_nr);
304 printf("[Local player is %d and currently %s.]\n",
305 local_player->element_nr,
306 local_player->active ? "active" : "not active");
310 Feld[x][y] = EL_EMPTY;
311 player->jx = player->last_jx = x;
312 player->jy = player->last_jy = y;
317 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
318 Feld[x][y] = EL_ACIDPOOL_TOPLEFT;
319 else if (x > 0 && Feld[x-1][y] == EL_ACID)
320 Feld[x][y] = EL_ACIDPOOL_TOPRIGHT;
321 else if (y > 0 && Feld[x][y-1] == EL_ACIDPOOL_TOPLEFT)
322 Feld[x][y] = EL_ACIDPOOL_BOTTOMLEFT;
323 else if (y > 0 && Feld[x][y-1] == EL_ACID)
324 Feld[x][y] = EL_ACIDPOOL_BOTTOM;
325 else if (y > 0 && Feld[x][y-1] == EL_ACIDPOOL_TOPRIGHT)
326 Feld[x][y] = EL_ACIDPOOL_BOTTOMRIGHT;
334 case EL_SPACESHIP_RIGHT:
335 case EL_SPACESHIP_UP:
336 case EL_SPACESHIP_LEFT:
337 case EL_SPACESHIP_DOWN:
339 case EL_BD_BUTTERFLY_RIGHT:
340 case EL_BD_BUTTERFLY_UP:
341 case EL_BD_BUTTERFLY_LEFT:
342 case EL_BD_BUTTERFLY_DOWN:
343 case EL_BD_BUTTERFLY:
344 case EL_BD_FIREFLY_RIGHT:
345 case EL_BD_FIREFLY_UP:
346 case EL_BD_FIREFLY_LEFT:
347 case EL_BD_FIREFLY_DOWN:
349 case EL_PACMAN_RIGHT:
373 if (y == lev_fieldy - 1)
375 Feld[x][y] = EL_AMOEBA_CREATING;
376 Store[x][y] = EL_AMOEBA_WET;
380 case EL_DYNAMITE_ACTIVE:
385 local_player->lights_still_needed++;
388 case EL_SOKOBAN_FIELD_EMPTY:
389 local_player->sokobanfields_still_needed++;
393 local_player->friends_still_needed++;
398 MovDir[x][y] = 1 << RND(4);
402 Feld[x][y] = EL_EMPTY;
405 case EL_EM_KEY1_FILE:
406 Feld[x][y] = EL_EM_KEY1;
408 case EL_EM_KEY2_FILE:
409 Feld[x][y] = EL_EM_KEY2;
411 case EL_EM_KEY3_FILE:
412 Feld[x][y] = EL_EM_KEY3;
414 case EL_EM_KEY4_FILE:
415 Feld[x][y] = EL_EM_KEY4;
418 case EL_CONVEYOR_BELT1_SWITCH_LEFT:
419 case EL_CONVEYOR_BELT1_SWITCH_MIDDLE:
420 case EL_CONVEYOR_BELT1_SWITCH_RIGHT:
421 case EL_CONVEYOR_BELT2_SWITCH_LEFT:
422 case EL_CONVEYOR_BELT2_SWITCH_MIDDLE:
423 case EL_CONVEYOR_BELT2_SWITCH_RIGHT:
424 case EL_CONVEYOR_BELT3_SWITCH_LEFT:
425 case EL_CONVEYOR_BELT3_SWITCH_MIDDLE:
426 case EL_CONVEYOR_BELT3_SWITCH_RIGHT:
427 case EL_CONVEYOR_BELT4_SWITCH_LEFT:
428 case EL_CONVEYOR_BELT4_SWITCH_MIDDLE:
429 case EL_CONVEYOR_BELT4_SWITCH_RIGHT:
432 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
433 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
434 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
436 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
438 game.belt_dir[belt_nr] = belt_dir;
439 game.belt_dir_nr[belt_nr] = belt_dir_nr;
441 else /* more than one switch -- set it like the first switch */
443 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
448 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
450 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
453 case EL_LIGHT_SWITCH_ACTIVE:
455 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
463 void DrawGameDoorValues()
467 for (i=0; i<MAX_PLAYERS; i++)
469 if (stored_player[i].key[j])
470 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
473 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
474 int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
475 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
476 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
477 DrawText(DX + XX_SCORE, DY + YY_SCORE,
478 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
479 DrawText(DX + XX_TIME, DY + YY_TIME,
480 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
485 =============================================================================
487 -----------------------------------------------------------------------------
488 initialize game engine due to level / tape version number
489 =============================================================================
492 static void InitGameEngine()
496 game.engine_version = (tape.playing ? tape.engine_version :
500 printf("level %d: level version == %06d\n", level_nr, level.game_version);
501 printf(" tape version == %06d [%s] [file: %06d]\n",
502 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
504 printf(" => game.engine_version == %06d\n", game.engine_version);
507 /* dynamically adjust player properties according to game engine version */
508 game.initial_move_delay =
509 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
510 INITIAL_MOVE_DELAY_OFF);
512 /* dynamically adjust player properties according to level information */
513 game.initial_move_delay_value =
514 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
516 /* dynamically adjust element properties according to game engine version */
518 static int ep_em_slippery_wall[] =
527 static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall);
529 for (i=0; i<ep_em_slippery_wall_num; i++)
531 if (level.em_slippery_gems) /* special EM style gems behaviour */
532 Properties2[ep_em_slippery_wall[i]] |=
533 EP_BIT_EM_SLIPPERY_WALL;
535 Properties2[ep_em_slippery_wall[i]] &=
536 ~EP_BIT_EM_SLIPPERY_WALL;
539 /* "EL_WALL_GROWING_ACTIVE" wasn't slippery for EM gems in version 2.0.1 */
540 if (level.em_slippery_gems && game.engine_version > VERSION_IDENT(2,0,1))
541 Properties2[EL_WALL_GROWING_ACTIVE] |= EP_BIT_EM_SLIPPERY_WALL;
543 Properties2[EL_WALL_GROWING_ACTIVE] &=~EP_BIT_EM_SLIPPERY_WALL;
546 /* initialize changing elements information */
547 for (i=0; i<MAX_NUM_ELEMENTS; i++)
549 changing_element[i].base_element = EL_UNDEFINED;
550 changing_element[i].next_element = EL_UNDEFINED;
551 changing_element[i].change_delay = -1;
552 changing_element[i].pre_change_function = NULL;
553 changing_element[i].change_function = NULL;
554 changing_element[i].post_change_function = NULL;
558 while (changing_element_list[i].base_element != EL_UNDEFINED)
560 struct ChangingElementInfo *ce = &changing_element_list[i];
561 int element = ce->base_element;
563 changing_element[element].base_element = ce->base_element;
564 changing_element[element].next_element = ce->next_element;
565 changing_element[element].change_delay = ce->change_delay;
566 changing_element[element].pre_change_function = ce->pre_change_function;
567 changing_element[element].change_function = ce->change_function;
568 changing_element[element].post_change_function = ce->post_change_function;
576 =============================================================================
578 -----------------------------------------------------------------------------
579 initialize and start new game
580 =============================================================================
585 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
586 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
587 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
594 #if USE_NEW_AMOEBA_CODE
595 printf("Using new amoeba code.\n");
597 printf("Using old amoeba code.\n");
602 /* don't play tapes over network */
603 network_playing = (options.network && !tape.playing);
605 for (i=0; i<MAX_PLAYERS; i++)
607 struct PlayerInfo *player = &stored_player[i];
609 player->index_nr = i;
610 player->element_nr = EL_PLAYER1 + i;
612 player->present = FALSE;
613 player->active = FALSE;
616 player->effective_action = 0;
617 player->programmed_action = 0;
620 player->gems_still_needed = level.gems_needed;
621 player->sokobanfields_still_needed = 0;
622 player->lights_still_needed = 0;
623 player->friends_still_needed = 0;
626 player->key[j] = FALSE;
628 player->dynamite = 0;
629 player->dynabomb_count = 0;
630 player->dynabomb_size = 1;
631 player->dynabombs_left = 0;
632 player->dynabomb_xl = FALSE;
634 player->MovDir = MV_NO_MOVING;
636 player->Pushing = FALSE;
637 player->Switching = FALSE;
641 player->actual_frame_counter = 0;
643 player->frame_reset_delay = 0;
645 player->last_move_dir = MV_NO_MOVING;
646 player->is_moving = FALSE;
648 player->move_delay = game.initial_move_delay;
649 player->move_delay_value = game.initial_move_delay_value;
651 player->push_delay = 0;
652 player->push_delay_value = 5;
654 player->snapped = FALSE;
656 player->last_jx = player->last_jy = 0;
657 player->jx = player->jy = 0;
659 player->shield_normal_time_left = 0;
660 player->shield_deadly_time_left = 0;
662 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
663 SnapField(player, 0, 0);
665 player->LevelSolved = FALSE;
666 player->GameOver = FALSE;
669 network_player_action_received = FALSE;
671 #if defined(PLATFORM_UNIX)
672 /* initial null action */
674 SendToServer_MovePlayer(MV_NO_MOVING);
682 TimeLeft = level.time;
684 ScreenMovDir = MV_NO_MOVING;
688 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
690 AllPlayersGone = FALSE;
692 game.yam_content_nr = 0;
693 game.magic_wall_active = FALSE;
694 game.magic_wall_time_left = 0;
695 game.light_time_left = 0;
696 game.timegate_time_left = 0;
697 game.switchgate_pos = 0;
698 game.balloon_dir = MV_NO_MOVING;
699 game.explosions_delayed = TRUE;
703 game.belt_dir[i] = MV_NO_MOVING;
704 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
707 for (i=0; i<MAX_NUM_AMOEBA; i++)
708 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
710 for (x=0; x<lev_fieldx; x++)
712 for (y=0; y<lev_fieldy; y++)
714 Feld[x][y] = Ur[x][y];
715 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
716 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
718 JustStopped[x][y] = 0;
720 ExplodePhase[x][y] = 0;
721 ExplodeField[x][y] = EX_NO_EXPLOSION;
724 GfxAction[x][y] = ACTION_DEFAULT;
725 GfxRandom[x][y] = SimpleRND(1000000);
729 for(y=0; y<lev_fieldy; y++)
731 for(x=0; x<lev_fieldx; x++)
733 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
735 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
737 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
740 InitField(x, y, TRUE);
746 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
747 emulate_sb ? EMU_SOKOBAN :
748 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
750 /* correct non-moving belts to start moving left */
752 if (game.belt_dir[i] == MV_NO_MOVING)
753 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
755 /* check if any connected player was not found in playfield */
756 for (i=0; i<MAX_PLAYERS; i++)
758 struct PlayerInfo *player = &stored_player[i];
760 if (player->connected && !player->present)
762 for (j=0; j<MAX_PLAYERS; j++)
764 struct PlayerInfo *some_player = &stored_player[j];
765 int jx = some_player->jx, jy = some_player->jy;
767 /* assign first free player found that is present in the playfield */
768 if (some_player->present && !some_player->connected)
770 player->present = TRUE;
771 player->active = TRUE;
772 some_player->present = FALSE;
774 StorePlayer[jx][jy] = player->element_nr;
775 player->jx = player->last_jx = jx;
776 player->jy = player->last_jy = jy;
786 /* when playing a tape, eliminate all players who do not participate */
788 for (i=0; i<MAX_PLAYERS; i++)
790 if (stored_player[i].active && !tape.player_participates[i])
792 struct PlayerInfo *player = &stored_player[i];
793 int jx = player->jx, jy = player->jy;
795 player->active = FALSE;
796 StorePlayer[jx][jy] = 0;
797 Feld[jx][jy] = EL_EMPTY;
801 else if (!options.network && !setup.team_mode) /* && !tape.playing */
803 /* when in single player mode, eliminate all but the first active player */
805 for (i=0; i<MAX_PLAYERS; i++)
807 if (stored_player[i].active)
809 for (j=i+1; j<MAX_PLAYERS; j++)
811 if (stored_player[j].active)
813 struct PlayerInfo *player = &stored_player[j];
814 int jx = player->jx, jy = player->jy;
816 player->active = FALSE;
817 StorePlayer[jx][jy] = 0;
818 Feld[jx][jy] = EL_EMPTY;
825 /* when recording the game, store which players take part in the game */
828 for (i=0; i<MAX_PLAYERS; i++)
829 if (stored_player[i].active)
830 tape.player_participates[i] = TRUE;
835 for (i=0; i<MAX_PLAYERS; i++)
837 struct PlayerInfo *player = &stored_player[i];
839 printf("Player %d: present == %d, connected == %d, active == %d.\n",
844 if (local_player == player)
845 printf("Player %d is local player.\n", i+1);
849 if (BorderElement == EL_EMPTY)
852 SBX_Right = lev_fieldx - SCR_FIELDX;
854 SBY_Lower = lev_fieldy - SCR_FIELDY;
859 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
861 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
864 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
865 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
867 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
868 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
871 scroll_y = SBY_Upper;
872 if (local_player->jx >= SBX_Left + MIDPOSX)
873 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
874 local_player->jx - MIDPOSX :
876 if (local_player->jy >= SBY_Upper + MIDPOSY)
877 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
878 local_player->jy - MIDPOSY :
881 CloseDoor(DOOR_CLOSE_1);
886 /* after drawing the level, correct some elements */
887 if (game.timegate_time_left == 0)
888 CloseAllOpenTimegates();
890 if (setup.soft_scrolling)
891 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
893 redraw_mask |= REDRAW_FROM_BACKBUFFER;
896 /* copy default game door content to main double buffer */
897 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
898 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
901 DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
902 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
905 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
906 int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3, FONT_OPAQUE);
907 BlitBitmap(drawto, drawto,
908 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
909 FONT5_XSIZE * 3, FONT5_YSIZE - 1,
910 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
913 DrawGameDoorValues();
917 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
918 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
919 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
923 /* copy actual game door content to door double buffer for OpenDoor() */
924 BlitBitmap(drawto, bitmap_db_door,
925 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
927 OpenDoor(DOOR_OPEN_ALL);
929 PlaySoundStereo(SND_GAME_STARTING, SOUND_MAX_RIGHT);
930 if (setup.sound_music)
933 KeyboardAutoRepeatOff();
938 printf("Player %d %sactive.\n",
939 i + 1, (stored_player[i].active ? "" : "not "));
943 void InitMovDir(int x, int y)
945 int i, element = Feld[x][y];
946 static int xy[4][2] =
953 static int direction[3][4] =
955 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
956 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
957 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
967 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
970 case EL_SPACESHIP_RIGHT:
971 case EL_SPACESHIP_UP:
972 case EL_SPACESHIP_LEFT:
973 case EL_SPACESHIP_DOWN:
974 Feld[x][y] = EL_SPACESHIP;
975 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
978 case EL_BD_BUTTERFLY_RIGHT:
979 case EL_BD_BUTTERFLY_UP:
980 case EL_BD_BUTTERFLY_LEFT:
981 case EL_BD_BUTTERFLY_DOWN:
982 Feld[x][y] = EL_BD_BUTTERFLY;
983 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
986 case EL_BD_FIREFLY_RIGHT:
987 case EL_BD_FIREFLY_UP:
988 case EL_BD_FIREFLY_LEFT:
989 case EL_BD_FIREFLY_DOWN:
990 Feld[x][y] = EL_BD_FIREFLY;
991 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
994 case EL_PACMAN_RIGHT:
998 Feld[x][y] = EL_PACMAN;
999 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1002 case EL_SP_SNIKSNAK:
1003 MovDir[x][y] = MV_UP;
1006 case EL_SP_ELECTRON:
1007 MovDir[x][y] = MV_LEFT;
1014 Feld[x][y] = EL_MOLE;
1015 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1019 MovDir[x][y] = 1 << RND(4);
1020 if (element != EL_BUG &&
1021 element != EL_SPACESHIP &&
1022 element != EL_BD_BUTTERFLY &&
1023 element != EL_BD_FIREFLY)
1028 int x1 = x + xy[i][0];
1029 int y1 = y + xy[i][1];
1031 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1033 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1035 MovDir[x][y] = direction[0][i];
1038 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1039 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1041 MovDir[x][y] = direction[1][i];
1050 void InitAmoebaNr(int x, int y)
1053 int group_nr = AmoebeNachbarNr(x, y);
1057 for (i=1; i<MAX_NUM_AMOEBA; i++)
1059 if (AmoebaCnt[i] == 0)
1067 AmoebaNr[x][y] = group_nr;
1068 AmoebaCnt[group_nr]++;
1069 AmoebaCnt2[group_nr]++;
1075 boolean raise_level = FALSE;
1077 if (local_player->MovPos)
1080 if (tape.playing && tape.auto_play)
1081 tape.auto_play_level_solved = TRUE;
1083 local_player->LevelSolved = FALSE;
1085 PlaySoundStereo(SND_GAME_WINNING, SOUND_MAX_RIGHT);
1089 if (!tape.playing && setup.sound_loops)
1090 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1091 SND_CTRL_PLAY_LOOP);
1093 while (TimeLeft > 0)
1095 if (!tape.playing && !setup.sound_loops)
1096 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1097 if (TimeLeft > 0 && !(TimeLeft % 10))
1098 RaiseScore(level.score[SC_ZEITBONUS]);
1099 if (TimeLeft > 100 && !(TimeLeft % 10))
1103 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
1110 if (!tape.playing && setup.sound_loops)
1111 StopSound(SND_GAME_LEVELTIME_BONUS);
1113 else if (level.time == 0) /* level without time limit */
1115 if (!tape.playing && setup.sound_loops)
1116 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1117 SND_CTRL_PLAY_LOOP);
1119 while (TimePlayed < 999)
1121 if (!tape.playing && !setup.sound_loops)
1122 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1123 if (TimePlayed < 999 && !(TimePlayed % 10))
1124 RaiseScore(level.score[SC_ZEITBONUS]);
1125 if (TimePlayed < 900 && !(TimePlayed % 10))
1129 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
1136 if (!tape.playing && setup.sound_loops)
1137 StopSound(SND_GAME_LEVELTIME_BONUS);
1144 /* Hero disappears */
1145 DrawLevelField(ExitX, ExitY);
1151 CloseDoor(DOOR_CLOSE_1);
1156 SaveTape(tape.level_nr); /* Ask to save tape */
1159 if (level_nr == leveldir_current->handicap_level)
1161 leveldir_current->handicap_level++;
1162 SaveLevelSetup_SeriesInfo();
1165 if (level_editor_test_game)
1166 local_player->score = -1; /* no highscore when playing from editor */
1167 else if (level_nr < leveldir_current->last_level)
1168 raise_level = TRUE; /* advance to next level */
1170 if ((hi_pos = NewHiScore()) >= 0)
1172 game_status = HALLOFFAME;
1173 DrawHallOfFame(hi_pos);
1182 game_status = MAINMENU;
1199 LoadScore(level_nr);
1201 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1202 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1205 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1207 if (local_player->score > highscore[k].Score)
1209 /* player has made it to the hall of fame */
1211 if (k < MAX_SCORE_ENTRIES - 1)
1213 int m = MAX_SCORE_ENTRIES - 1;
1216 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1217 if (!strcmp(setup.player_name, highscore[l].Name))
1219 if (m == k) /* player's new highscore overwrites his old one */
1225 strcpy(highscore[l].Name, highscore[l - 1].Name);
1226 highscore[l].Score = highscore[l - 1].Score;
1233 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1234 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1235 highscore[k].Score = local_player->score;
1241 else if (!strncmp(setup.player_name, highscore[k].Name,
1242 MAX_PLAYER_NAME_LEN))
1243 break; /* player already there with a higher score */
1249 SaveScore(level_nr);
1254 void InitMovingField(int x, int y, int direction)
1256 int element = Feld[x][y];
1257 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1258 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1260 if (!JustStopped[x][y] || direction != MovDir[x][y])
1263 MovDir[x][y] = direction;
1264 MovDir[newx][newy] = direction;
1266 if (Feld[newx][newy] == EL_EMPTY)
1267 Feld[newx][newy] = EL_BLOCKED;
1269 if (direction == MV_DOWN && CAN_FALL(element))
1270 GfxAction[x][y] = ACTION_FALLING;
1272 GfxAction[x][y] = ACTION_MOVING;
1275 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1277 int direction = MovDir[x][y];
1278 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1279 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1285 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1287 int oldx = x, oldy = y;
1288 int direction = MovDir[x][y];
1290 if (direction == MV_LEFT)
1292 else if (direction == MV_RIGHT)
1294 else if (direction == MV_UP)
1296 else if (direction == MV_DOWN)
1299 *comes_from_x = oldx;
1300 *comes_from_y = oldy;
1303 int MovingOrBlocked2Element(int x, int y)
1305 int element = Feld[x][y];
1307 if (element == EL_BLOCKED)
1311 Blocked2Moving(x, y, &oldx, &oldy);
1312 return Feld[oldx][oldy];
1318 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1320 /* like MovingOrBlocked2Element(), but if element is moving
1321 and (x,y) is the field the moving element is just leaving,
1322 return EL_BLOCKED instead of the element value */
1323 int element = Feld[x][y];
1325 if (IS_MOVING(x, y))
1327 if (element == EL_BLOCKED)
1331 Blocked2Moving(x, y, &oldx, &oldy);
1332 return Feld[oldx][oldy];
1341 static void RemoveField(int x, int y)
1343 Feld[x][y] = EL_EMPTY;
1349 void RemoveMovingField(int x, int y)
1351 int oldx = x, oldy = y, newx = x, newy = y;
1353 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1356 if (IS_MOVING(x, y))
1358 Moving2Blocked(x, y, &newx, &newy);
1359 if (Feld[newx][newy] != EL_BLOCKED)
1362 else if (Feld[x][y] == EL_BLOCKED)
1364 Blocked2Moving(x, y, &oldx, &oldy);
1365 if (!IS_MOVING(oldx, oldy))
1369 if (Feld[x][y] == EL_BLOCKED &&
1370 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1371 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1372 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1373 Feld[oldx][oldy] == EL_AMOEBA_DRIPPING))
1374 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1376 Feld[oldx][oldy] = EL_EMPTY;
1378 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1380 Feld[newx][newy] = EL_EMPTY;
1381 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1382 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1383 GfxAction[oldx][oldy] = GfxAction[newx][newy] = ACTION_DEFAULT;
1385 DrawLevelField(oldx, oldy);
1386 DrawLevelField(newx, newy);
1389 void DrawDynamite(int x, int y)
1391 int sx = SCREENX(x), sy = SCREENY(y);
1392 int graphic = el2img(Feld[x][y]);
1395 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1399 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
1401 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
1403 if (game.emulation == EMU_SUPAPLEX)
1404 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
1405 else if (Store[x][y])
1406 DrawGraphicThruMask(sx, sy, graphic, frame);
1408 DrawGraphic(sx, sy, graphic, frame);
1411 void CheckDynamite(int x, int y)
1414 int element = Feld[x][y];
1417 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
1421 if (MovDelay[x][y] != 0)
1424 if (checkDrawLevelGraphicAnimation(x, y, el2img(element)))
1428 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
1434 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1435 StopSound(SND_DYNAMITE_ACTIVE);
1437 StopSound(SND_DYNABOMB_ACTIVE);
1442 void Explode(int ex, int ey, int phase, int mode)
1446 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1447 int last_phase = num_phase * delay;
1448 int half_phase = (num_phase / 2) * delay;
1449 int first_phase_after_start = EX_PHASE_START + 1;
1451 if (game.explosions_delayed)
1453 ExplodeField[ex][ey] = mode;
1457 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1459 int center_element = Feld[ex][ey];
1461 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1463 /* put moving element to center field (and let it explode there) */
1464 center_element = MovingOrBlocked2Element(ex, ey);
1465 RemoveMovingField(ex, ey);
1466 Feld[ex][ey] = center_element;
1469 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1473 if (!IN_LEV_FIELD(x, y) ||
1474 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
1475 (x != ex || y != ey)))
1478 element = Feld[x][y];
1480 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1482 element = MovingOrBlocked2Element(x, y);
1483 RemoveMovingField(x, y);
1486 if (IS_MASSIVE(element) || element == EL_FLAMES)
1489 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1491 if (IS_ACTIVE_BOMB(element))
1493 /* re-activate things under the bomb like gate or penguin */
1494 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
1501 if (element == EL_EXPLOSION)
1502 element = Store2[x][y];
1504 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1506 switch(StorePlayer[ex][ey])
1509 Store[x][y] = EL_EMERALD_RED;
1512 Store[x][y] = EL_EMERALD;
1515 Store[x][y] = EL_EMERALD_PURPLE;
1519 Store[x][y] = EL_EMERALD_YELLOW;
1523 if (game.emulation == EMU_SUPAPLEX)
1524 Store[x][y] = EL_EMPTY;
1526 else if (center_element == EL_MOLE)
1527 Store[x][y] = EL_EMERALD_RED;
1528 else if (center_element == EL_PENGUIN)
1529 Store[x][y] = EL_EMERALD_PURPLE;
1530 else if (center_element == EL_BUG)
1531 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
1532 else if (center_element == EL_BD_BUTTERFLY)
1533 Store[x][y] = EL_BD_DIAMOND;
1534 else if (center_element == EL_SP_ELECTRON)
1535 Store[x][y] = EL_SP_INFOTRON;
1536 else if (center_element == EL_YAMYAM)
1537 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1538 else if (center_element == EL_AMOEBA_TO_DIAMOND)
1539 Store[x][y] = level.amoeba_content;
1540 else if (element == EL_WALL_EMERALD)
1541 Store[x][y] = EL_EMERALD;
1542 else if (element == EL_WALL_DIAMOND)
1543 Store[x][y] = EL_DIAMOND;
1544 else if (element == EL_WALL_BD_DIAMOND)
1545 Store[x][y] = EL_BD_DIAMOND;
1546 else if (element == EL_WALL_EMERALD_YELLOW)
1547 Store[x][y] = EL_EMERALD_YELLOW;
1548 else if (element == EL_WALL_EMERALD_RED)
1549 Store[x][y] = EL_EMERALD_RED;
1550 else if (element == EL_WALL_EMERALD_PURPLE)
1551 Store[x][y] = EL_EMERALD_PURPLE;
1552 else if (element == EL_WALL_PEARL)
1553 Store[x][y] = EL_PEARL;
1554 else if (element == EL_WALL_CRYSTAL)
1555 Store[x][y] = EL_CRYSTAL;
1556 else if (!IS_PFORTE(Store[x][y]))
1557 Store[x][y] = EL_EMPTY;
1559 if (x != ex || y != ey ||
1560 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
1561 Store2[x][y] = element;
1563 if (AmoebaNr[x][y] &&
1564 (element == EL_AMOEBA_FULL ||
1565 element == EL_BD_AMOEBA ||
1566 element == EL_AMOEBA_CREATING))
1568 AmoebaCnt[AmoebaNr[x][y]]--;
1569 AmoebaCnt2[AmoebaNr[x][y]]--;
1572 Feld[x][y] = EL_EXPLOSION;
1573 MovDir[x][y] = MovPos[x][y] = 0;
1575 ExplodePhase[x][y] = 1;
1579 if (center_element == EL_YAMYAM)
1580 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1591 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
1593 if (phase == first_phase_after_start)
1595 int element = Store2[x][y];
1597 if (element == EL_BLACK_ORB)
1599 Feld[x][y] = Store2[x][y];
1604 else if (phase == half_phase)
1606 int element = Store2[x][y];
1608 if (IS_PLAYER(x, y))
1609 KillHeroUnlessProtected(x, y);
1610 else if (IS_EXPLOSIVE(element))
1612 Feld[x][y] = Store2[x][y];
1616 else if (element == EL_AMOEBA_TO_DIAMOND)
1617 AmoebeUmwandeln(x, y);
1620 if (phase == last_phase)
1624 element = Feld[x][y] = Store[x][y];
1625 Store[x][y] = Store2[x][y] = 0;
1626 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1627 InitField(x, y, FALSE);
1628 if (CAN_MOVE(element) || COULD_MOVE(element))
1630 DrawLevelField(x, y);
1632 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1633 StorePlayer[x][y] = 0;
1635 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1637 int stored = Store[x][y];
1638 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
1639 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
1641 int frame = getGraphicAnimationFrame(graphic, phase - delay);
1644 DrawCrumbledSand(SCREENX(x), SCREENY(y));
1646 if (IS_PFORTE(Store[x][y]))
1648 DrawLevelElement(x, y, Store[x][y]);
1649 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
1652 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1656 void DynaExplode(int ex, int ey)
1659 int dynabomb_size = 1;
1660 boolean dynabomb_xl = FALSE;
1661 struct PlayerInfo *player;
1662 static int xy[4][2] =
1670 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1672 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER1_ACTIVE];
1673 dynabomb_size = player->dynabomb_size;
1674 dynabomb_xl = player->dynabomb_xl;
1675 player->dynabombs_left++;
1678 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1682 for (j=1; j<=dynabomb_size; j++)
1684 int x = ex + j * xy[i % 4][0];
1685 int y = ey + j * xy[i % 4][1];
1688 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1691 element = Feld[x][y];
1693 /* do not restart explosions of fields with active bombs */
1694 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
1697 Explode(x, y, EX_PHASE_START, EX_BORDER);
1699 if (element != EL_EMPTY &&
1700 element != EL_SAND &&
1701 element != EL_EXPLOSION &&
1708 void Bang(int x, int y)
1710 int element = Feld[x][y];
1712 if (game.emulation == EMU_SUPAPLEX)
1713 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
1715 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
1718 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1726 case EL_BD_BUTTERFLY:
1729 case EL_DARK_YAMYAM:
1733 RaiseScoreElement(element);
1734 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1736 case EL_DYNABOMB_PLAYER1_ACTIVE:
1737 case EL_DYNABOMB_PLAYER2_ACTIVE:
1738 case EL_DYNABOMB_PLAYER3_ACTIVE:
1739 case EL_DYNABOMB_PLAYER4_ACTIVE:
1740 case EL_DYNABOMB_NR:
1741 case EL_DYNABOMB_SZ:
1742 case EL_DYNABOMB_XL:
1747 case EL_LAMP_ACTIVE:
1748 if (IS_PLAYER(x, y))
1749 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1751 Explode(x, y, EX_PHASE_START, EX_CENTER);
1754 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1759 void SplashAcid(int x, int y)
1761 int element = Feld[x][y];
1763 if (element != EL_ACID_SPLASH_LEFT &&
1764 element != EL_ACID_SPLASH_RIGHT)
1766 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
1768 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1769 (!IN_LEV_FIELD(x-1, y-1) ||
1770 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1771 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
1773 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1774 (!IN_LEV_FIELD(x+1, y-1) ||
1775 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1776 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
1782 int graphic = (element == EL_ACID_SPLASH_LEFT ?
1783 IMG_ACID_SPLASH_LEFT :
1784 IMG_ACID_SPLASH_RIGHT);
1786 if (!MovDelay[x][y]) /* initialize animation counter */
1789 if (MovDelay[x][y]) /* continue animation */
1792 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1794 int frame = getGraphicAnimationFrame(graphic, 8 - MovDelay[x][y]);
1796 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1799 if (!MovDelay[x][y])
1801 Feld[x][y] = EL_EMPTY;
1802 DrawLevelField(x, y);
1809 static void InitBeltMovement()
1811 static int belt_base_element[4] =
1813 EL_CONVEYOR_BELT1_LEFT,
1814 EL_CONVEYOR_BELT2_LEFT,
1815 EL_CONVEYOR_BELT3_LEFT,
1816 EL_CONVEYOR_BELT4_LEFT
1818 static int belt_base_active_element[4] =
1820 EL_CONVEYOR_BELT1_LEFT_ACTIVE,
1821 EL_CONVEYOR_BELT2_LEFT_ACTIVE,
1822 EL_CONVEYOR_BELT3_LEFT_ACTIVE,
1823 EL_CONVEYOR_BELT4_LEFT_ACTIVE
1828 /* set frame order for belt animation graphic according to belt direction */
1835 int element = belt_base_active_element[belt_nr] + j;
1836 int graphic = el2img(element);
1838 if (game.belt_dir[i] == MV_LEFT)
1839 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
1841 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
1845 for(y=0; y<lev_fieldy; y++)
1847 for(x=0; x<lev_fieldx; x++)
1849 int element = Feld[x][y];
1853 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
1855 int e_belt_nr = getBeltNrFromBeltElement(element);
1858 if (e_belt_nr == belt_nr)
1860 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
1862 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
1870 static void ToggleBeltSwitch(int x, int y)
1872 static int belt_base_element[4] =
1874 EL_CONVEYOR_BELT1_LEFT,
1875 EL_CONVEYOR_BELT2_LEFT,
1876 EL_CONVEYOR_BELT3_LEFT,
1877 EL_CONVEYOR_BELT4_LEFT
1879 static int belt_base_active_element[4] =
1881 EL_CONVEYOR_BELT1_LEFT_ACTIVE,
1882 EL_CONVEYOR_BELT2_LEFT_ACTIVE,
1883 EL_CONVEYOR_BELT3_LEFT_ACTIVE,
1884 EL_CONVEYOR_BELT4_LEFT_ACTIVE
1886 static int belt_base_switch_element[4] =
1888 EL_CONVEYOR_BELT1_SWITCH_LEFT,
1889 EL_CONVEYOR_BELT2_SWITCH_LEFT,
1890 EL_CONVEYOR_BELT3_SWITCH_LEFT,
1891 EL_CONVEYOR_BELT4_SWITCH_LEFT
1893 static int belt_move_dir[4] =
1901 int element = Feld[x][y];
1902 int belt_nr = getBeltNrFromBeltSwitchElement(element);
1903 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1904 int belt_dir = belt_move_dir[belt_dir_nr];
1907 if (!IS_BELT_SWITCH(element))
1910 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1911 game.belt_dir[belt_nr] = belt_dir;
1913 if (belt_dir_nr == 3)
1916 /* set frame order for belt animation graphic according to belt direction */
1919 int element = belt_base_active_element[belt_nr] + i;
1920 int graphic = el2img(element);
1922 if (belt_dir == MV_LEFT)
1923 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
1925 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
1928 for (yy=0; yy<lev_fieldy; yy++)
1930 for (xx=0; xx<lev_fieldx; xx++)
1932 int element = Feld[xx][yy];
1934 if (IS_BELT_SWITCH(element))
1936 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
1938 if (e_belt_nr == belt_nr)
1940 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
1941 DrawLevelField(xx, yy);
1944 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
1946 int e_belt_nr = getBeltNrFromBeltElement(element);
1948 if (e_belt_nr == belt_nr)
1950 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
1952 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
1953 DrawLevelField(xx, yy);
1956 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
1958 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
1960 if (e_belt_nr == belt_nr)
1962 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
1964 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
1965 DrawLevelField(xx, yy);
1972 static void ToggleSwitchgateSwitch(int x, int y)
1976 game.switchgate_pos = !game.switchgate_pos;
1978 for (yy=0; yy<lev_fieldy; yy++)
1980 for (xx=0; xx<lev_fieldx; xx++)
1982 int element = Feld[xx][yy];
1984 if (element == EL_SWITCHGATE_SWITCH_UP ||
1985 element == EL_SWITCHGATE_SWITCH_DOWN)
1987 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
1988 DrawLevelField(xx, yy);
1990 else if (element == EL_SWITCHGATE_OPEN ||
1991 element == EL_SWITCHGATE_OPENING)
1993 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
1994 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
1996 else if (element == EL_SWITCHGATE_CLOSED ||
1997 element == EL_SWITCHGATE_CLOSING)
1999 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2000 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2006 static int getInvisibleActiveFromInvisibleElement(int element)
2008 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2009 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2010 EL_INVISIBLE_SAND_ACTIVE);
2013 static int getInvisibleFromInvisibleActiveElement(int element)
2015 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2016 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2020 static void RedrawAllLightSwitchesAndInvisibleElements()
2024 for (y=0; y<lev_fieldy; y++)
2026 for (x=0; x<lev_fieldx; x++)
2028 int element = Feld[x][y];
2030 if (element == EL_LIGHT_SWITCH &&
2031 game.light_time_left > 0)
2033 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2034 DrawLevelField(x, y);
2036 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2037 game.light_time_left == 0)
2039 Feld[x][y] = EL_LIGHT_SWITCH;
2040 DrawLevelField(x, y);
2042 else if (element == EL_INVISIBLE_STEELWALL ||
2043 element == EL_INVISIBLE_WALL ||
2044 element == EL_INVISIBLE_SAND)
2046 if (game.light_time_left > 0)
2047 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2049 DrawLevelField(x, y);
2051 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2052 element == EL_INVISIBLE_WALL_ACTIVE ||
2053 element == EL_INVISIBLE_SAND_ACTIVE)
2055 if (game.light_time_left == 0)
2056 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2058 DrawLevelField(x, y);
2064 static void ToggleLightSwitch(int x, int y)
2066 int element = Feld[x][y];
2068 game.light_time_left =
2069 (element == EL_LIGHT_SWITCH ?
2070 level.time_light * FRAMES_PER_SECOND : 0);
2072 RedrawAllLightSwitchesAndInvisibleElements();
2075 static void ActivateTimegateSwitch(int x, int y)
2079 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2081 for (yy=0; yy<lev_fieldy; yy++)
2083 for (xx=0; xx<lev_fieldx; xx++)
2085 int element = Feld[xx][yy];
2087 if (element == EL_TIMEGATE_CLOSED ||
2088 element == EL_TIMEGATE_CLOSING)
2090 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2091 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2095 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2097 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2098 DrawLevelField(xx, yy);
2105 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2108 void Impact(int x, int y)
2110 boolean lastline = (y == lev_fieldy-1);
2111 boolean object_hit = FALSE;
2112 int element = Feld[x][y];
2115 if (!lastline) /* check if element below was hit */
2117 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
2120 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
2121 MovDir[x][y+1]!=MV_DOWN ||
2122 MovPos[x][y+1]<=TILEY/2));
2124 smashed = MovingOrBlocked2Element(x, y+1);
2127 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2133 if ((element == EL_BOMB ||
2134 element == EL_SP_DISK_ORANGE ||
2135 element == EL_DX_SUPABOMB) &&
2136 (lastline || object_hit)) /* element is bomb */
2141 else if (element == EL_PEARL)
2143 Feld[x][y] = EL_PEARL_BREAKING;
2144 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2148 if (element == EL_AMOEBA_DROP && (lastline || object_hit))
2150 if (object_hit && IS_PLAYER(x, y+1))
2151 KillHeroUnlessProtected(x, y+1);
2152 else if (object_hit && smashed == EL_PENGUIN)
2156 Feld[x][y] = EL_AMOEBA_CREATING;
2157 Store[x][y] = EL_AMOEBA_WET;
2162 if (!lastline && object_hit) /* check which object was hit */
2164 if (CAN_CHANGE(element) &&
2165 (smashed == EL_MAGIC_WALL ||
2166 smashed == EL_BD_MAGIC_WALL))
2169 int activated_magic_wall =
2170 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2171 EL_BD_MAGIC_WALL_ACTIVE);
2173 /* activate magic wall / mill */
2174 for (yy=0; yy<lev_fieldy; yy++)
2175 for (xx=0; xx<lev_fieldx; xx++)
2176 if (Feld[xx][yy] == smashed)
2177 Feld[xx][yy] = activated_magic_wall;
2179 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2180 game.magic_wall_active = TRUE;
2182 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2183 SND_MAGIC_WALL_ACTIVATING :
2184 SND_BD_MAGIC_WALL_ACTIVATING));
2187 if (IS_PLAYER(x, y + 1))
2189 KillHeroUnlessProtected(x, y+1);
2192 else if (smashed == EL_PENGUIN)
2197 else if (element == EL_BD_DIAMOND)
2199 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2205 else if ((element == EL_SP_INFOTRON ||
2206 element == EL_SP_ZONK) &&
2207 (smashed == EL_SP_SNIKSNAK ||
2208 smashed == EL_SP_ELECTRON ||
2209 smashed == EL_SP_DISK_ORANGE))
2214 else if (element == EL_ROCK ||
2215 element == EL_SP_ZONK ||
2216 element == EL_BD_ROCK)
2218 if (IS_ENEMY(smashed) ||
2219 smashed == EL_BOMB ||
2220 smashed == EL_SP_DISK_ORANGE ||
2221 smashed == EL_DX_SUPABOMB ||
2222 smashed == EL_SATELLITE ||
2223 smashed == EL_PIG ||
2224 smashed == EL_DRAGON ||
2230 else if (!IS_MOVING(x, y + 1))
2232 if (smashed == EL_LAMP ||
2233 smashed == EL_LAMP_ACTIVE)
2238 else if (smashed == EL_NUT)
2240 Feld[x][y+1] = EL_NUT_CRACKING;
2241 PlaySoundLevel(x, y, SND_NUT_CRACKING);
2242 RaiseScoreElement(EL_NUT);
2245 else if (smashed == EL_PEARL)
2247 Feld[x][y+1] = EL_PEARL_BREAKING;
2248 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2251 else if (smashed == EL_DIAMOND)
2253 Feld[x][y+1] = EL_EMPTY;
2254 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2257 else if (IS_BELT_SWITCH(smashed))
2259 ToggleBeltSwitch(x, y+1);
2261 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
2262 smashed == EL_SWITCHGATE_SWITCH_DOWN)
2264 ToggleSwitchgateSwitch(x, y+1);
2266 else if (smashed == EL_LIGHT_SWITCH ||
2267 smashed == EL_LIGHT_SWITCH_ACTIVE)
2269 ToggleLightSwitch(x, y+1);
2275 /* play sound of magic wall / mill */
2277 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2278 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2280 if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2281 PlaySoundLevel(x, y, SND_MAGIC_WALL_CHANGING);
2282 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2283 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_CHANGING);
2288 /* play sound of object that hits the ground */
2289 if (lastline || object_hit)
2290 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2293 void TurnRound(int x, int y)
2305 { 0, 0 }, { 0, 0 }, { 0, 0 },
2310 int left, right, back;
2314 { MV_DOWN, MV_UP, MV_RIGHT },
2315 { MV_UP, MV_DOWN, MV_LEFT },
2317 { MV_LEFT, MV_RIGHT, MV_DOWN },
2318 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2319 { MV_RIGHT, MV_LEFT, MV_UP }
2322 int element = Feld[x][y];
2323 int old_move_dir = MovDir[x][y];
2324 int left_dir = turn[old_move_dir].left;
2325 int right_dir = turn[old_move_dir].right;
2326 int back_dir = turn[old_move_dir].back;
2328 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2329 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2330 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2331 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2333 int left_x = x + left_dx, left_y = y + left_dy;
2334 int right_x = x + right_dx, right_y = y + right_dy;
2335 int move_x = x + move_dx, move_y = y + move_dy;
2337 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2339 TestIfBadThingTouchesOtherBadThing(x, y);
2341 if (IN_LEV_FIELD(right_x, right_y) &&
2342 IS_FREE(right_x, right_y))
2343 MovDir[x][y] = right_dir;
2344 else if (!IN_LEV_FIELD(move_x, move_y) ||
2345 !IS_FREE(move_x, move_y))
2346 MovDir[x][y] = left_dir;
2348 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
2350 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2353 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2354 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2356 TestIfBadThingTouchesOtherBadThing(x, y);
2358 if (IN_LEV_FIELD(left_x, left_y) &&
2359 IS_FREE(left_x, left_y))
2360 MovDir[x][y] = left_dir;
2361 else if (!IN_LEV_FIELD(move_x, move_y) ||
2362 !IS_FREE(move_x, move_y))
2363 MovDir[x][y] = right_dir;
2365 if ((element == EL_SPACESHIP ||
2366 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2367 && MovDir[x][y] != old_move_dir)
2369 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
2372 else if (element == EL_YAMYAM)
2374 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2376 if (IN_LEV_FIELD(left_x, left_y) &&
2377 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2378 Feld[left_x][left_y] == EL_DIAMOND))
2379 can_turn_left = TRUE;
2380 if (IN_LEV_FIELD(right_x, right_y) &&
2381 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2382 Feld[right_x][right_y] == EL_DIAMOND))
2383 can_turn_right = TRUE;
2385 if (can_turn_left && can_turn_right)
2386 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2387 else if (can_turn_left)
2388 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2389 else if (can_turn_right)
2390 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2392 MovDir[x][y] = back_dir;
2394 MovDelay[x][y] = 16+16*RND(3);
2396 else if (element == EL_DARK_YAMYAM)
2398 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2400 if (IN_LEV_FIELD(left_x, left_y) &&
2401 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2402 IS_MAMPF2(Feld[left_x][left_y])))
2403 can_turn_left = TRUE;
2404 if (IN_LEV_FIELD(right_x, right_y) &&
2405 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2406 IS_MAMPF2(Feld[right_x][right_y])))
2407 can_turn_right = TRUE;
2409 if (can_turn_left && can_turn_right)
2410 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2411 else if (can_turn_left)
2412 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2413 else if (can_turn_right)
2414 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2416 MovDir[x][y] = back_dir;
2418 MovDelay[x][y] = 16+16*RND(3);
2420 else if (element == EL_PACMAN)
2422 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2424 if (IN_LEV_FIELD(left_x, left_y) &&
2425 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2426 IS_AMOEBOID(Feld[left_x][left_y])))
2427 can_turn_left = TRUE;
2428 if (IN_LEV_FIELD(right_x, right_y) &&
2429 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2430 IS_AMOEBOID(Feld[right_x][right_y])))
2431 can_turn_right = TRUE;
2433 if (can_turn_left && can_turn_right)
2434 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2435 else if (can_turn_left)
2436 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2437 else if (can_turn_right)
2438 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2440 MovDir[x][y] = back_dir;
2442 MovDelay[x][y] = 6+RND(40);
2444 else if (element == EL_PIG)
2446 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2447 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2448 boolean should_move_on = FALSE;
2450 int rnd = RND(rnd_value);
2452 if (IN_LEV_FIELD(left_x, left_y) &&
2453 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2454 can_turn_left = TRUE;
2455 if (IN_LEV_FIELD(right_x, right_y) &&
2456 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2457 can_turn_right = TRUE;
2458 if (IN_LEV_FIELD(move_x, move_y) &&
2459 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2462 if (can_turn_left &&
2464 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2465 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2466 should_turn_left = TRUE;
2467 if (can_turn_right &&
2469 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2470 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2471 should_turn_right = TRUE;
2473 (!can_turn_left || !can_turn_right ||
2474 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2475 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2476 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2477 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2478 should_move_on = TRUE;
2480 if (should_turn_left || should_turn_right || should_move_on)
2482 if (should_turn_left && should_turn_right && should_move_on)
2483 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2484 rnd < 2*rnd_value/3 ? right_dir :
2486 else if (should_turn_left && should_turn_right)
2487 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2488 else if (should_turn_left && should_move_on)
2489 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2490 else if (should_turn_right && should_move_on)
2491 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2492 else if (should_turn_left)
2493 MovDir[x][y] = left_dir;
2494 else if (should_turn_right)
2495 MovDir[x][y] = right_dir;
2496 else if (should_move_on)
2497 MovDir[x][y] = old_move_dir;
2499 else if (can_move_on && rnd > rnd_value/8)
2500 MovDir[x][y] = old_move_dir;
2501 else if (can_turn_left && can_turn_right)
2502 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2503 else if (can_turn_left && rnd > rnd_value/8)
2504 MovDir[x][y] = left_dir;
2505 else if (can_turn_right && rnd > rnd_value/8)
2506 MovDir[x][y] = right_dir;
2508 MovDir[x][y] = back_dir;
2510 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2511 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2512 MovDir[x][y] = old_move_dir;
2516 else if (element == EL_DRAGON)
2518 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2520 int rnd = RND(rnd_value);
2522 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2523 can_turn_left = TRUE;
2524 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2525 can_turn_right = TRUE;
2526 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2529 if (can_move_on && rnd > rnd_value/8)
2530 MovDir[x][y] = old_move_dir;
2531 else if (can_turn_left && can_turn_right)
2532 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2533 else if (can_turn_left && rnd > rnd_value/8)
2534 MovDir[x][y] = left_dir;
2535 else if (can_turn_right && rnd > rnd_value/8)
2536 MovDir[x][y] = right_dir;
2538 MovDir[x][y] = back_dir;
2540 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2541 MovDir[x][y] = old_move_dir;
2545 else if (element == EL_MOLE)
2547 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2549 if (IN_LEV_FIELD(move_x, move_y) &&
2550 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2551 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING))
2556 if (IN_LEV_FIELD(left_x, left_y) &&
2557 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2558 can_turn_left = TRUE;
2559 if (IN_LEV_FIELD(right_x, right_y) &&
2560 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2561 can_turn_right = TRUE;
2563 if (can_turn_left && can_turn_right)
2564 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2565 else if (can_turn_left)
2566 MovDir[x][y] = left_dir;
2568 MovDir[x][y] = right_dir;
2571 if (MovDir[x][y] != old_move_dir)
2574 else if (element == EL_BALLOON)
2576 MovDir[x][y] = game.balloon_dir;
2579 else if (element == EL_SPRING)
2581 if ((MovDir[x][y] == MV_LEFT || MovDir[x][y] == MV_RIGHT) &&
2582 (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2583 (IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))
2584 MovDir[x][y] = MV_NO_MOVING;
2588 else if (element == EL_ROBOT ||
2589 element == EL_SATELLITE ||
2590 element == EL_PENGUIN)
2592 int attr_x = -1, attr_y = -1;
2603 for (i=0; i<MAX_PLAYERS; i++)
2605 struct PlayerInfo *player = &stored_player[i];
2606 int jx = player->jx, jy = player->jy;
2608 if (!player->active)
2611 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2619 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
2625 if (element == EL_PENGUIN)
2628 static int xy[4][2] =
2638 int ex = x + xy[i%4][0];
2639 int ey = y + xy[i%4][1];
2641 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
2650 MovDir[x][y] = MV_NO_MOVING;
2652 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2654 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2656 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2658 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2660 if (element == EL_ROBOT)
2664 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2665 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2666 Moving2Blocked(x, y, &newx, &newy);
2668 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2669 MovDelay[x][y] = 8+8*!RND(3);
2671 MovDelay[x][y] = 16;
2679 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2681 boolean first_horiz = RND(2);
2682 int new_move_dir = MovDir[x][y];
2685 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2686 Moving2Blocked(x, y, &newx, &newy);
2688 if (IN_LEV_FIELD(newx, newy) &&
2689 (IS_FREE(newx, newy) ||
2690 Feld[newx][newy] == EL_ACID ||
2691 (element == EL_PENGUIN &&
2692 (Feld[newx][newy] == EL_EXIT_OPEN ||
2693 IS_MAMPF3(Feld[newx][newy])))))
2697 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2698 Moving2Blocked(x, y, &newx, &newy);
2700 if (IN_LEV_FIELD(newx, newy) &&
2701 (IS_FREE(newx, newy) ||
2702 Feld[newx][newy] == EL_ACID ||
2703 (element == EL_PENGUIN &&
2704 (Feld[newx][newy] == EL_EXIT_OPEN ||
2705 IS_MAMPF3(Feld[newx][newy])))))
2708 MovDir[x][y] = old_move_dir;
2715 static boolean JustBeingPushed(int x, int y)
2719 for (i=0; i<MAX_PLAYERS; i++)
2721 struct PlayerInfo *player = &stored_player[i];
2723 if (player->active && player->Pushing && player->MovPos)
2725 int next_jx = player->jx + (player->jx - player->last_jx);
2726 int next_jy = player->jy + (player->jy - player->last_jy);
2728 if (x == next_jx && y == next_jy)
2736 void StartMoving(int x, int y)
2738 static boolean use_spring_bug = TRUE;
2739 boolean started_moving = FALSE; /* some elements can fall _and_ move */
2740 int element = Feld[x][y];
2745 GfxAction[x][y] = ACTION_DEFAULT;
2747 if (CAN_FALL(element) && y < lev_fieldy - 1)
2749 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2750 if (JustBeingPushed(x, y))
2753 if (element == EL_QUICKSAND_FULL)
2755 if (IS_FREE(x, y+1))
2757 InitMovingField(x, y, MV_DOWN);
2758 started_moving = TRUE;
2760 Feld[x][y] = EL_QUICKSAND_EMPTYING;
2761 Store[x][y] = EL_ROCK;
2762 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
2764 else if (Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2766 if (!MovDelay[x][y])
2767 MovDelay[x][y] = TILEY + 1;
2776 Feld[x][y] = EL_QUICKSAND_EMPTY;
2777 Feld[x][y+1] = EL_QUICKSAND_FULL;
2778 Store[x][y+1] = Store[x][y];
2780 PlaySoundLevel(x, y, SND_QUICKSAND_SLIPPING);
2783 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
2784 Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2786 InitMovingField(x, y, MV_DOWN);
2787 started_moving = TRUE;
2789 Feld[x][y] = EL_QUICKSAND_FILLING;
2790 Store[x][y] = element;
2791 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
2793 else if (element == EL_MAGIC_WALL_FULL)
2795 if (IS_FREE(x, y+1))
2797 InitMovingField(x, y, MV_DOWN);
2798 started_moving = TRUE;
2800 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
2801 Store[x][y] = EL_CHANGED(Store[x][y]);
2803 else if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2805 if (!MovDelay[x][y])
2806 MovDelay[x][y] = TILEY/4 + 1;
2815 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
2816 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
2817 Store[x][y+1] = EL_CHANGED(Store[x][y]);
2821 else if (element == EL_BD_MAGIC_WALL_FULL)
2823 if (IS_FREE(x, y+1))
2825 InitMovingField(x, y, MV_DOWN);
2826 started_moving = TRUE;
2828 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
2829 Store[x][y] = EL_CHANGED2(Store[x][y]);
2831 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2833 if (!MovDelay[x][y])
2834 MovDelay[x][y] = TILEY/4 + 1;
2843 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
2844 Feld[x][y+1] = EL_BD_MAGIC_WALL_FULL;
2845 Store[x][y+1] = EL_CHANGED2(Store[x][y]);
2849 else if (CAN_CHANGE(element) &&
2850 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2851 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2853 InitMovingField(x, y, MV_DOWN);
2854 started_moving = TRUE;
2857 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
2858 EL_BD_MAGIC_WALL_FILLING);
2859 Store[x][y] = element;
2861 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_ACID)
2865 InitMovingField(x, y, MV_DOWN);
2866 started_moving = TRUE;
2868 Store[x][y] = EL_ACID;
2870 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2875 else if (IS_FREE(x, y+1) && element == EL_SPRING && use_spring_bug)
2877 if (MovDir[x][y] == MV_NO_MOVING)
2879 InitMovingField(x, y, MV_DOWN);
2880 started_moving = TRUE;
2883 else if (IS_FREE(x, y+1))
2885 InitMovingField(x, y, MV_DOWN);
2886 started_moving = TRUE;
2888 else if (element == EL_AMOEBA_DROP)
2890 Feld[x][y] = EL_AMOEBA_CREATING;
2891 Store[x][y] = EL_AMOEBA_WET;
2893 /* Store[x][y+1] must be zero, because:
2894 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y+1] == EL_QUICKSAND_EMPTY
2897 #if OLD_GAME_BEHAVIOUR
2898 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2900 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2901 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2902 element != EL_DX_SUPABOMB)
2905 else if ((IS_SLIPPERY(Feld[x][y+1]) ||
2906 (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
2907 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2908 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
2911 boolean left = (x>0 && IS_FREE(x-1, y) &&
2912 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_ACID));
2913 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2914 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_ACID));
2918 if (left && right &&
2919 (game.emulation != EMU_BOULDERDASH &&
2920 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
2921 left = !(right = RND(2));
2923 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2924 started_moving = TRUE;
2927 else if (IS_BELT_ACTIVE(Feld[x][y+1]))
2929 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
2930 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
2931 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y+1]);
2932 int belt_dir = game.belt_dir[belt_nr];
2934 if ((belt_dir == MV_LEFT && left_is_free) ||
2935 (belt_dir == MV_RIGHT && right_is_free))
2937 InitMovingField(x, y, belt_dir);
2938 started_moving = TRUE;
2940 GfxAction[x][y] = ACTION_DEFAULT;
2945 /* not "else if" because of EL_SPRING */
2946 if (CAN_MOVE(element) && !started_moving)
2950 if ((element == EL_SATELLITE ||
2951 element == EL_BALLOON ||
2952 element == EL_SPRING)
2953 && JustBeingPushed(x, y))
2958 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
2959 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
2961 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
2963 Moving2Blocked(x, y, &newx, &newy);
2964 if (Feld[newx][newy] == EL_BLOCKED)
2965 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
2970 if (!MovDelay[x][y]) /* start new movement phase */
2972 /* all objects that can change their move direction after each step */
2973 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2975 if (element != EL_YAMYAM &&
2976 element != EL_DARK_YAMYAM &&
2977 element != EL_PACMAN)
2980 if (element == EL_SPRING)
2981 printf("1--> %d\n", MovDir[x][y]);
2985 if (element == EL_SPRING)
2986 printf("2--> %d\n", MovDir[x][y]);
2988 if (MovDelay[x][y] && (element == EL_BUG ||
2989 element == EL_SPACESHIP ||
2990 element == EL_SP_SNIKSNAK ||
2991 element == EL_SP_ELECTRON ||
2992 element == EL_MOLE))
2993 DrawLevelField(x, y);
2997 if (MovDelay[x][y]) /* wait some time before next movement */
3001 if (element == EL_ROBOT ||
3002 element == EL_YAMYAM ||
3003 element == EL_DARK_YAMYAM)
3006 ContinueLevelElementAnimation(x, y, element);
3008 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3010 int graphic = el2img(element);
3011 int frame = getGraphicAnimationFrame(graphic, MovDelay[x][y] % 8);
3013 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
3018 PlaySoundLevelAction(x, y, ACTION_WAITING);
3020 if (MovDelay[x][y] % 4 == 3)
3022 if (element == EL_YAMYAM)
3023 PlaySoundLevel(x, y, SND_YAMYAM_WAITING);
3024 else if (element == EL_DARK_YAMYAM)
3025 PlaySoundLevel(x, y, SND_DARK_YAMYAM_WAITING);
3029 else if (element == EL_SP_ELECTRON)
3030 ContinueLevelElementAnimation(x, y, element);
3031 else if (element == EL_DRAGON)
3034 int dir = MovDir[x][y];
3035 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
3036 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
3037 int graphic = (dir == MV_LEFT ? IMG_FLAMES1_LEFT :
3038 dir == MV_RIGHT ? IMG_FLAMES1_RIGHT :
3039 dir == MV_UP ? IMG_FLAMES1_UP :
3040 dir == MV_DOWN ? IMG_FLAMES1_DOWN : IMG_EMPTY);
3041 int frame = getGraphicAnimationFrame(graphic, -1);
3043 for (i=1; i<=3; i++)
3045 int xx = x + i*dx, yy = y + i*dy;
3046 int sx = SCREENX(xx), sy = SCREENY(yy);
3047 int flame_graphic = graphic + (i - 1);
3049 if (!IN_LEV_FIELD(xx, yy) ||
3050 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLOSION)
3055 int flamed = MovingOrBlocked2Element(xx, yy);
3057 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
3060 RemoveMovingField(xx, yy);
3062 Feld[xx][yy] = EL_FLAMES;
3063 if (IN_SCR_FIELD(sx, sy))
3064 DrawGraphic(sx, sy, flame_graphic, frame);
3068 if (Feld[xx][yy] == EL_FLAMES)
3069 Feld[xx][yy] = EL_EMPTY;
3070 DrawLevelField(xx, yy);
3075 if (MovDelay[x][y]) /* element still has to wait some time */
3077 PlaySoundLevelAction(x, y, ACTION_WAITING);
3083 /* now make next step */
3085 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
3087 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
3088 !PLAYER_PROTECTED(newx, newy))
3092 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
3095 /* enemy got the player */
3097 KillHero(PLAYERINFO(newx, newy));
3102 else if ((element == EL_PENGUIN || element == EL_ROBOT ||
3103 element == EL_SATELLITE || element == EL_BALLOON) &&
3104 IN_LEV_FIELD(newx, newy) &&
3105 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
3108 Store[x][y] = EL_ACID;
3110 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
3112 if (Feld[newx][newy] == EL_EXIT_OPEN)
3114 Feld[x][y] = EL_EMPTY;
3115 DrawLevelField(x, y);
3117 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING_EXIT);
3118 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
3119 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
3121 local_player->friends_still_needed--;
3122 if (!local_player->friends_still_needed &&
3123 !local_player->GameOver && AllPlayersGone)
3124 local_player->LevelSolved = local_player->GameOver = TRUE;
3128 else if (IS_MAMPF3(Feld[newx][newy]))
3130 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
3131 DrawLevelField(newx, newy);
3133 MovDir[x][y] = MV_NO_MOVING;
3135 else if (!IS_FREE(newx, newy))
3137 if (IS_PLAYER(x, y))
3138 DrawPlayerField(x, y);
3140 DrawLevelField(x, y);
3144 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
3146 if (IS_GEM(Feld[newx][newy]))
3148 if (IS_MOVING(newx, newy))
3149 RemoveMovingField(newx, newy);
3152 Feld[newx][newy] = EL_EMPTY;
3153 DrawLevelField(newx, newy);
3156 PlaySoundLevel(x, y, SND_PIG_EATING);
3158 else if (!IS_FREE(newx, newy))
3160 if (IS_PLAYER(x, y))
3161 DrawPlayerField(x, y);
3163 DrawLevelField(x, y);
3167 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
3169 if (!IS_FREE(newx, newy))
3171 if (IS_PLAYER(x, y))
3172 DrawPlayerField(x, y);
3174 DrawLevelField(x, y);
3179 boolean wanna_flame = !RND(10);
3180 int dx = newx - x, dy = newy - y;
3181 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3182 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3183 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3184 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
3185 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3186 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
3188 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
3189 element1 != EL_DRAGON && element2 != EL_DRAGON &&
3190 element1 != EL_FLAMES && element2 != EL_FLAMES)
3192 if (IS_PLAYER(x, y))
3193 DrawPlayerField(x, y);
3195 DrawLevelField(x, y);
3197 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3199 MovDelay[x][y] = 50;
3200 Feld[newx][newy] = EL_FLAMES;
3201 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
3202 Feld[newx1][newy1] = EL_FLAMES;
3203 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
3204 Feld[newx2][newy2] = EL_FLAMES;
3209 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3210 Feld[newx][newy] == EL_DIAMOND)
3212 if (IS_MOVING(newx, newy))
3213 RemoveMovingField(newx, newy);
3216 Feld[newx][newy] = EL_EMPTY;
3217 DrawLevelField(newx, newy);
3220 PlaySoundLevel(x, y, SND_YAMYAM_EATING);
3222 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3223 IS_MAMPF2(Feld[newx][newy]))
3225 if (AmoebaNr[newx][newy])
3227 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3228 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3229 Feld[newx][newy] == EL_BD_AMOEBA)
3230 AmoebaCnt[AmoebaNr[newx][newy]]--;
3233 if (IS_MOVING(newx, newy))
3234 RemoveMovingField(newx, newy);
3237 Feld[newx][newy] = EL_EMPTY;
3238 DrawLevelField(newx, newy);
3241 PlaySoundLevel(x, y, SND_DARK_YAMYAM_EATING);
3243 else if ((element == EL_PACMAN || element == EL_MOLE)
3244 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3246 if (AmoebaNr[newx][newy])
3248 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3249 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3250 Feld[newx][newy] == EL_BD_AMOEBA)
3251 AmoebaCnt[AmoebaNr[newx][newy]]--;
3254 if (element == EL_MOLE)
3256 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
3257 PlaySoundLevel(x, y, SND_MOLE_EATING);
3258 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
3259 return; /* wait for shrinking amoeba */
3261 else /* element == EL_PACMAN */
3263 Feld[newx][newy] = EL_EMPTY;
3264 DrawLevelField(newx, newy);
3265 PlaySoundLevel(x, y, SND_PACMAN_EATING);
3268 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
3269 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
3270 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
3272 /* wait for shrinking amoeba to completely disappear */
3275 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3277 /* object was running against a wall */
3281 if (element == EL_BUG || element == EL_SPACESHIP ||
3282 element == EL_SP_SNIKSNAK)
3283 DrawLevelField(x, y);
3284 else if (element == EL_BUG || element == EL_SPACESHIP ||
3285 element == EL_SP_SNIKSNAK || element == EL_MOLE)
3286 DrawLevelField(x, y);
3287 else if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
3288 ContinueLevelElementAnimation(x, y, element);
3289 else if (element == EL_SATELLITE)
3290 ContinueLevelElementAnimation(x, y, element);
3291 else if (element == EL_SP_ELECTRON)
3292 ContinueLevelElementAnimation(x, y, element);
3294 if (DONT_TOUCH(element))
3295 TestIfBadThingTouchesHero(x, y);
3297 PlaySoundLevelAction(x, y, ACTION_WAITING);
3302 InitMovingField(x, y, MovDir[x][y]);
3304 PlaySoundLevelAction(x, y, ACTION_MOVING);
3308 ContinueMoving(x, y);
3311 void ContinueMoving(int x, int y)
3313 int element = Feld[x][y];
3314 int direction = MovDir[x][y];
3315 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3316 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3317 int horiz_move = (dx != 0);
3318 int newx = x + dx, newy = y + dy;
3319 int step = (horiz_move ? dx : dy) * TILEX / 8;
3321 if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DRIPPING)
3323 else if (element == EL_QUICKSAND_FILLING ||
3324 element == EL_QUICKSAND_EMPTYING)
3326 else if (element == EL_MAGIC_WALL_FILLING ||
3327 element == EL_BD_MAGIC_WALL_FILLING ||
3328 element == EL_MAGIC_WALL_EMPTYING ||
3329 element == EL_BD_MAGIC_WALL_EMPTYING)
3331 else if (CAN_FALL(element) && horiz_move &&
3332 y < lev_fieldy-1 && IS_BELT_ACTIVE(Feld[x][y+1]))
3334 else if (element == EL_SPRING && horiz_move)
3337 #if OLD_GAME_BEHAVIOUR
3338 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3342 MovPos[x][y] += step;
3344 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
3346 Feld[x][y] = EL_EMPTY;
3347 Feld[newx][newy] = element;
3349 if (element == EL_MOLE)
3352 static int xy[4][2] =
3360 Feld[x][y] = EL_SAND;
3361 DrawLevelField(x, y);
3370 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND)
3371 DrawLevelField(xx, yy); /* for "DrawCrumbledSand()" */
3375 if (element == EL_QUICKSAND_FILLING)
3377 element = Feld[newx][newy] = get_next_element(element);
3378 Store[newx][newy] = Store[x][y];
3380 else if (element == EL_QUICKSAND_EMPTYING)
3382 Feld[x][y] = get_next_element(element);
3383 element = Feld[newx][newy] = Store[x][y];
3385 else if (element == EL_MAGIC_WALL_FILLING)
3387 element = Feld[newx][newy] = get_next_element(element);
3388 if (!game.magic_wall_active)
3389 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3390 Store[newx][newy] = Store[x][y];
3392 else if (element == EL_MAGIC_WALL_EMPTYING)
3394 Feld[x][y] = get_next_element(element);
3395 if (!game.magic_wall_active)
3396 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3397 element = Feld[newx][newy] = Store[x][y];
3399 else if (element == EL_BD_MAGIC_WALL_FILLING)
3401 element = Feld[newx][newy] = get_next_element(element);
3402 if (!game.magic_wall_active)
3403 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
3404 Store[newx][newy] = Store[x][y];
3406 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
3408 Feld[x][y] = get_next_element(element);
3409 if (!game.magic_wall_active)
3410 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
3411 element = Feld[newx][newy] = Store[x][y];
3413 else if (element == EL_AMOEBA_DRIPPING)
3415 Feld[x][y] = get_next_element(element);
3416 element = Feld[newx][newy] = Store[x][y];
3418 else if (Store[x][y] == EL_ACID)
3420 element = Feld[newx][newy] = EL_ACID;
3424 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3425 MovDelay[newx][newy] = 0;
3427 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
3428 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
3429 GfxAction[x][y] = ACTION_DEFAULT;
3432 if (!CAN_MOVE(element))
3433 MovDir[newx][newy] = 0;
3436 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
3437 MovDir[newx][newy] = 0;
3440 if (!CAN_MOVE(element) ||
3441 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
3442 MovDir[newx][newy] = 0;
3445 DrawLevelField(x, y);
3446 DrawLevelField(newx, newy);
3448 Stop[newx][newy] = TRUE;
3449 JustStopped[newx][newy] = 3;
3451 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3453 TestIfBadThingTouchesHero(newx, newy);
3454 TestIfBadThingTouchesFriend(newx, newy);
3455 TestIfBadThingTouchesOtherBadThing(newx, newy);
3457 else if (element == EL_PENGUIN)
3458 TestIfFriendTouchesBadThing(newx, newy);
3460 if (CAN_SMASH(element) && direction == MV_DOWN &&
3461 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3464 else /* still moving on */
3467 if (GfxAction[x][y] == ACTION_DEFAULT)
3469 printf("reset GfxAction...\n");
3471 GfxAction[x][y] = ACTION_MOVING;
3475 DrawLevelField(x, y);
3479 int AmoebeNachbarNr(int ax, int ay)
3482 int element = Feld[ax][ay];
3484 static int xy[4][2] =
3494 int x = ax + xy[i][0];
3495 int y = ay + xy[i][1];
3497 if (!IN_LEV_FIELD(x, y))
3500 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3501 group_nr = AmoebaNr[x][y];
3507 void AmoebenVereinigen(int ax, int ay)
3509 int i, x, y, xx, yy;
3510 int new_group_nr = AmoebaNr[ax][ay];
3511 static int xy[4][2] =
3519 if (new_group_nr == 0)
3527 if (!IN_LEV_FIELD(x, y))
3530 if ((Feld[x][y] == EL_AMOEBA_FULL ||
3531 Feld[x][y] == EL_BD_AMOEBA ||
3532 Feld[x][y] == EL_AMOEBA_DEAD) &&
3533 AmoebaNr[x][y] != new_group_nr)
3535 int old_group_nr = AmoebaNr[x][y];
3537 if (old_group_nr == 0)
3540 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3541 AmoebaCnt[old_group_nr] = 0;
3542 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3543 AmoebaCnt2[old_group_nr] = 0;
3545 for (yy=0; yy<lev_fieldy; yy++)
3547 for (xx=0; xx<lev_fieldx; xx++)
3549 if (AmoebaNr[xx][yy] == old_group_nr)
3550 AmoebaNr[xx][yy] = new_group_nr;
3557 void AmoebeUmwandeln(int ax, int ay)
3561 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
3563 int group_nr = AmoebaNr[ax][ay];
3568 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3569 printf("AmoebeUmwandeln(): This should never happen!\n");
3574 for (y=0; y<lev_fieldy; y++)
3576 for (x=0; x<lev_fieldx; x++)
3578 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
3581 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
3585 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
3586 SND_AMOEBA_TURNING_TO_GEM :
3587 SND_AMOEBA_TURNING_TO_ROCK));
3592 static int xy[4][2] =
3605 if (!IN_LEV_FIELD(x, y))
3608 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
3610 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
3611 SND_AMOEBA_TURNING_TO_GEM :
3612 SND_AMOEBA_TURNING_TO_ROCK));
3619 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3622 int group_nr = AmoebaNr[ax][ay];
3623 boolean done = FALSE;
3628 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3629 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3634 for (y=0; y<lev_fieldy; y++)
3636 for (x=0; x<lev_fieldx; x++)
3638 if (AmoebaNr[x][y] == group_nr &&
3639 (Feld[x][y] == EL_AMOEBA_DEAD ||
3640 Feld[x][y] == EL_BD_AMOEBA ||
3641 Feld[x][y] == EL_AMOEBA_CREATING))
3644 Feld[x][y] = new_element;
3645 InitField(x, y, FALSE);
3646 DrawLevelField(x, y);
3653 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
3654 SND_BD_AMOEBA_TURNING_TO_ROCK :
3655 SND_BD_AMOEBA_TURNING_TO_GEM));
3658 void AmoebeWaechst(int x, int y)
3660 static unsigned long sound_delay = 0;
3661 static unsigned long sound_delay_value = 0;
3663 if (!MovDelay[x][y]) /* start new growing cycle */
3667 if (DelayReached(&sound_delay, sound_delay_value))
3669 if (Store[x][y] == EL_BD_AMOEBA)
3670 PlaySoundLevel(x, y, SND_BD_AMOEBA_CREATING);
3672 PlaySoundLevel(x, y, SND_AMOEBA_CREATING);
3673 sound_delay_value = 30;
3677 if (MovDelay[x][y]) /* wait some time before growing bigger */
3680 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3682 int frame = getGraphicAnimationFrame(IMG_AMOEBA_CREATING,
3683 6 - MovDelay[x][y]);
3685 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_CREATING, frame);
3688 if (!MovDelay[x][y])
3690 Feld[x][y] = Store[x][y];
3692 DrawLevelField(x, y);
3697 void AmoebaDisappearing(int x, int y)
3699 static unsigned long sound_delay = 0;
3700 static unsigned long sound_delay_value = 0;
3702 if (!MovDelay[x][y]) /* start new shrinking cycle */
3706 if (DelayReached(&sound_delay, sound_delay_value))
3707 sound_delay_value = 30;
3710 if (MovDelay[x][y]) /* wait some time before shrinking */
3713 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3715 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
3716 6 - MovDelay[x][y]);
3718 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
3721 if (!MovDelay[x][y])
3723 Feld[x][y] = EL_EMPTY;
3724 DrawLevelField(x, y);
3726 /* don't let mole enter this field in this cycle;
3727 (give priority to objects falling to this field from above) */
3733 void AmoebeAbleger(int ax, int ay)
3736 int element = Feld[ax][ay];
3737 int newax = ax, neway = ay;
3738 static int xy[4][2] =
3746 if (!level.amoeba_speed)
3748 Feld[ax][ay] = EL_AMOEBA_DEAD;
3749 DrawLevelField(ax, ay);
3753 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3754 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3756 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3759 if (MovDelay[ax][ay])
3763 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
3766 int x = ax + xy[start][0];
3767 int y = ay + xy[start][1];
3769 if (!IN_LEV_FIELD(x, y))
3772 if (IS_FREE(x, y) ||
3773 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3779 if (newax == ax && neway == ay)
3782 else /* normal or "filled" (BD style) amoeba */
3785 boolean waiting_for_player = FALSE;
3789 int j = (start + i) % 4;
3790 int x = ax + xy[j][0];
3791 int y = ay + xy[j][1];
3793 if (!IN_LEV_FIELD(x, y))
3796 if (IS_FREE(x, y) ||
3797 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3803 else if (IS_PLAYER(x, y))
3804 waiting_for_player = TRUE;
3807 if (newax == ax && neway == ay) /* amoeba cannot grow */
3809 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3811 Feld[ax][ay] = EL_AMOEBA_DEAD;
3812 DrawLevelField(ax, ay);
3813 AmoebaCnt[AmoebaNr[ax][ay]]--;
3815 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3817 if (element == EL_AMOEBA_FULL)
3818 AmoebeUmwandeln(ax, ay);
3819 else if (element == EL_BD_AMOEBA)
3820 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3825 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
3827 /* amoeba gets larger by growing in some direction */
3829 int new_group_nr = AmoebaNr[ax][ay];
3832 if (new_group_nr == 0)
3834 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3835 printf("AmoebeAbleger(): This should never happen!\n");
3840 AmoebaNr[newax][neway] = new_group_nr;
3841 AmoebaCnt[new_group_nr]++;
3842 AmoebaCnt2[new_group_nr]++;
3844 /* if amoeba touches other amoeba(s) after growing, unify them */
3845 AmoebenVereinigen(newax, neway);
3847 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
3849 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
3855 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
3856 (neway == lev_fieldy - 1 && newax != ax))
3858 Feld[newax][neway] = EL_AMOEBA_CREATING; /* creation of new amoeba */
3859 Store[newax][neway] = element;
3861 else if (neway == ay)
3863 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
3864 PlaySoundLevel(newax, neway, SND_AMOEBA_DROP_CREATING);
3868 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
3869 Feld[ax][ay] = EL_AMOEBA_DRIPPING;
3870 Store[ax][ay] = EL_AMOEBA_DROP;
3871 ContinueMoving(ax, ay);
3875 DrawLevelField(newax, neway);
3878 void Life(int ax, int ay)
3881 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3883 int element = Feld[ax][ay];
3884 boolean changed = FALSE;
3889 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3890 MovDelay[ax][ay] = life_time;
3892 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3895 if (MovDelay[ax][ay])
3899 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3901 int xx = ax+x1, yy = ay+y1;
3904 if (!IN_LEV_FIELD(xx, yy))
3907 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3909 int x = xx+x2, y = yy+y2;
3911 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3914 if (((Feld[x][y] == element ||
3915 (element == EL_GAMEOFLIFE && IS_PLAYER(x, y))) &&
3917 (IS_FREE(x, y) && Stop[x][y]))
3921 if (xx == ax && yy == ay) /* field in the middle */
3923 if (nachbarn < life[0] || nachbarn > life[1])
3925 Feld[xx][yy] = EL_EMPTY;
3927 DrawLevelField(xx, yy);
3928 Stop[xx][yy] = TRUE;
3932 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
3933 { /* free border field */
3934 if (nachbarn >= life[2] && nachbarn <= life[3])
3936 Feld[xx][yy] = element;
3937 MovDelay[xx][yy] = (element == EL_GAMEOFLIFE ? 0 : life_time-1);
3939 DrawLevelField(xx, yy);
3940 Stop[xx][yy] = TRUE;
3947 PlaySoundLevel(ax, ay, element == EL_GAMEOFLIFE ? SND_GAMEOFLIFE_CREATING :
3948 SND_BIOMAZE_CREATING);
3951 static void InitRobotWheel(int x, int y)
3953 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3956 static void RunRobotWheel(int x, int y)
3958 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
3961 static void StopRobotWheel(int x, int y)
3963 if (ZX == x && ZY == y)
3967 static void InitTimegateWheel(int x, int y)
3969 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3972 static void RunTimegateWheel(int x, int y)
3974 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
3977 void SiebAktivieren(int x, int y, int type)
3979 int graphic = (type == 1 ? IMG_MAGIC_WALL_FULL : IMG_BD_MAGIC_WALL_FULL);
3981 ContinueLevelGraphicAnimation(x, y, graphic);
3984 void CheckExit(int x, int y)
3986 if (local_player->gems_still_needed > 0 ||
3987 local_player->sokobanfields_still_needed > 0 ||
3988 local_player->lights_still_needed > 0)
3991 Feld[x][y] = EL_EXIT_OPENING;
3993 PlaySoundLevelNearest(x, y, SND_EXIT_OPENING);
3996 void CheckExitSP(int x, int y)
3998 if (local_player->gems_still_needed > 0)
4001 Feld[x][y] = EL_SP_EXIT_OPEN;
4003 PlaySoundLevelNearest(x, y, SND_SP_EXIT_OPENING);
4006 static void CloseAllOpenTimegates()
4010 for (y=0; y<lev_fieldy; y++)
4012 for (x=0; x<lev_fieldx; x++)
4014 int element = Feld[x][y];
4016 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4018 Feld[x][y] = EL_TIMEGATE_CLOSING;
4019 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4025 void EdelsteinFunkeln(int x, int y)
4027 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4030 if (Feld[x][y] == EL_BD_DIAMOND)
4032 DrawLevelElementAnimation(x, y, el2img(Feld[x][y]));
4038 if (MovDelay[x][y] == 0) /* next animation frame */
4039 MovDelay[x][y] = 11 * !SimpleRND(500);
4041 if (MovDelay[x][y] != 0) /* wait some time before next frame */
4045 if (setup.direct_draw && MovDelay[x][y])
4046 SetDrawtoField(DRAW_BUFFERED);
4049 DrawGraphic(SCREENX(x), SCREENY(y), el2img(Feld[x][y]), 0);
4051 DrawLevelElementAnimation(x, y, Feld[x][y]);
4054 if (MovDelay[x][y] != 0)
4056 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
4057 10 - MovDelay[x][y]);
4059 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
4061 if (setup.direct_draw)
4065 dest_x = FX + SCREENX(x) * TILEX;
4066 dest_y = FY + SCREENY(y) * TILEY;
4068 BlitBitmap(drawto_field, window,
4069 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4070 SetDrawtoField(DRAW_DIRECT);
4077 void MauerWaechst(int x, int y)
4081 if (!MovDelay[x][y]) /* next animation frame */
4082 MovDelay[x][y] = 3 * delay;
4084 if (MovDelay[x][y]) /* wait some time before next frame */
4088 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4090 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
4091 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
4093 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4096 if (!MovDelay[x][y])
4098 if (MovDir[x][y] == MV_LEFT)
4100 if (IN_LEV_FIELD(x - 1, y) && IS_MAUER(Feld[x - 1][y]))
4101 DrawLevelField(x - 1, y);
4103 else if (MovDir[x][y] == MV_RIGHT)
4105 if (IN_LEV_FIELD(x + 1, y) && IS_MAUER(Feld[x + 1][y]))
4106 DrawLevelField(x + 1, y);
4108 else if (MovDir[x][y] == MV_UP)
4110 if (IN_LEV_FIELD(x, y - 1) && IS_MAUER(Feld[x][y - 1]))
4111 DrawLevelField(x, y - 1);
4115 if (IN_LEV_FIELD(x, y + 1) && IS_MAUER(Feld[x][y + 1]))
4116 DrawLevelField(x, y + 1);
4119 Feld[x][y] = Store[x][y];
4121 MovDir[x][y] = MV_NO_MOVING;
4122 DrawLevelField(x, y);
4127 void MauerAbleger(int ax, int ay)
4129 int element = Feld[ax][ay];
4130 boolean oben_frei = FALSE, unten_frei = FALSE;
4131 boolean links_frei = FALSE, rechts_frei = FALSE;
4132 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4133 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4134 boolean new_wall = FALSE;
4136 if (!MovDelay[ax][ay]) /* start building new wall */
4137 MovDelay[ax][ay] = 6;
4139 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4142 if (MovDelay[ax][ay])
4146 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4148 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4150 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4152 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4155 if (element == EL_WALL_GROWING_Y || element == EL_WALL_GROWING_XY)
4159 Feld[ax][ay-1] = EL_WALL_GROWING_ACTIVE;
4160 Store[ax][ay-1] = element;
4161 MovDir[ax][ay-1] = MV_UP;
4162 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4163 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
4164 IMG_WALL_GROWING_ACTIVE_UP, 0);
4169 Feld[ax][ay+1] = EL_WALL_GROWING_ACTIVE;
4170 Store[ax][ay+1] = element;
4171 MovDir[ax][ay+1] = MV_DOWN;
4172 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4173 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
4174 IMG_WALL_GROWING_ACTIVE_DOWN, 0);
4179 if (element == EL_WALL_GROWING_X || element == EL_WALL_GROWING_XY ||
4180 element == EL_WALL_GROWING)
4184 Feld[ax-1][ay] = EL_WALL_GROWING_ACTIVE;
4185 Store[ax-1][ay] = element;
4186 MovDir[ax-1][ay] = MV_LEFT;
4187 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4188 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
4189 IMG_WALL_GROWING_ACTIVE_LEFT, 0);
4195 Feld[ax+1][ay] = EL_WALL_GROWING_ACTIVE;
4196 Store[ax+1][ay] = element;
4197 MovDir[ax+1][ay] = MV_RIGHT;
4198 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4199 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
4200 IMG_WALL_GROWING_ACTIVE_RIGHT, 0);
4205 if (element == EL_WALL_GROWING && (links_frei || rechts_frei))
4206 DrawLevelField(ax, ay);
4208 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
4210 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
4211 unten_massiv = TRUE;
4212 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
4213 links_massiv = TRUE;
4214 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
4215 rechts_massiv = TRUE;
4217 if (((oben_massiv && unten_massiv) ||
4218 element == EL_WALL_GROWING_X || element == EL_WALL_GROWING) &&
4219 ((links_massiv && rechts_massiv) ||
4220 element == EL_WALL_GROWING_Y))
4221 Feld[ax][ay] = EL_WALL;
4224 PlaySoundLevel(ax, ay, SND_WALL_GROWING);
4227 void CheckForDragon(int x, int y)
4230 boolean dragon_found = FALSE;
4231 static int xy[4][2] =
4243 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4245 if (IN_LEV_FIELD(xx, yy) &&
4246 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
4248 if (Feld[xx][yy] == EL_DRAGON)
4249 dragon_found = TRUE;
4262 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4264 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
4266 Feld[xx][yy] = EL_EMPTY;
4267 DrawLevelField(xx, yy);
4276 static void InitBuggyBase(int x, int y)
4278 int element = Feld[x][y];
4279 int activating_delay = FRAMES_PER_SECOND / 4;
4282 (element == EL_SP_BUGGY_BASE ?
4283 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
4284 element == EL_SP_BUGGY_BASE_ACTIVATING ?
4286 element == EL_SP_BUGGY_BASE_ACTIVE ?
4287 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
4290 static void WarnBuggyBase(int x, int y)
4293 static int xy[4][2] =
4303 int xx = x + xy[i][0], yy = y + xy[i][1];
4305 if (IS_PLAYER(xx, yy))
4307 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
4314 static void InitTrap(int x, int y)
4316 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4319 static void ActivateTrap(int x, int y)
4321 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
4324 static void ChangeActiveTrap(int x, int y)
4326 int graphic = IMG_TRAP_ACTIVE;
4328 /* if animation frame already drawn, correct crumbled sand border */
4329 if (IS_ANIMATED(graphic))
4330 if (checkDrawLevelGraphicAnimation(x, y, graphic))
4331 DrawCrumbledSand(SCREENX(x), SCREENY(y));
4334 static void ChangeElement(int x, int y)
4336 int element = Feld[x][y];
4338 if (MovDelay[x][y] == 0) /* initialize element change */
4340 MovDelay[x][y] = changing_element[element].change_delay + 1;
4343 if (changing_element[element].pre_change_function)
4344 changing_element[element].pre_change_function(x, y);
4349 if (MovDelay[x][y] != 0) /* continue element change */
4351 if (IS_ANIMATED(el2img(element)))
4352 ContinueLevelElementAnimation(x, y, element);
4354 if (changing_element[element].change_function)
4355 changing_element[element].change_function(x, y);
4357 else /* finish element change */
4359 Feld[x][y] = changing_element[element].next_element;
4362 DrawLevelField(x, y);
4364 if (changing_element[element].post_change_function)
4365 changing_element[element].post_change_function(x, y);
4369 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4371 static byte stored_player_action[MAX_PLAYERS];
4372 static int num_stored_actions = 0;
4374 static boolean save_tape_entry = FALSE;
4376 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4377 int left = player_action & JOY_LEFT;
4378 int right = player_action & JOY_RIGHT;
4379 int up = player_action & JOY_UP;
4380 int down = player_action & JOY_DOWN;
4381 int button1 = player_action & JOY_BUTTON_1;
4382 int button2 = player_action & JOY_BUTTON_2;
4383 int dx = (left ? -1 : right ? 1 : 0);
4384 int dy = (up ? -1 : down ? 1 : 0);
4386 stored_player_action[player->index_nr] = 0;
4387 num_stored_actions++;
4389 if (!player->active || tape.pausing)
4395 save_tape_entry = TRUE;
4397 player->frame_reset_delay = 0;
4400 snapped = SnapField(player, dx, dy);
4404 bombed = PlaceBomb(player);
4405 moved = MoveFigure(player, dx, dy);
4408 if (tape.single_step && tape.recording && !tape.pausing)
4410 if (button1 || (bombed && !moved))
4412 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
4413 SnapField(player, 0, 0); /* stop snapping */
4418 if (tape.recording && (moved || snapped || bombed))
4420 if (bombed && !moved)
4421 player_action &= JOY_BUTTON;
4423 stored_player_action[player->index_nr] = player_action;
4424 save_tape_entry = TRUE;
4426 else if (tape.playing && snapped)
4427 SnapField(player, 0, 0); /* stop snapping */
4429 stored_player_action[player->index_nr] = player_action;
4434 /* no actions for this player (no input at player's configured device) */
4436 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4437 SnapField(player, 0, 0);
4438 CheckGravityMovement(player);
4441 if (player->MovPos == 0) /* needed for tape.playing */
4442 player->is_moving = FALSE;
4445 if (player->MovPos == 0) /* needed for tape.playing */
4446 player->last_move_dir = MV_NO_MOVING;
4448 /* !!! CHECK THIS AGAIN !!!
4449 (Seems to be needed for some EL_ROBOT stuff, but breaks
4450 tapes when walking through pipes!)
4453 /* it seems that "player->last_move_dir" is misused as some sort of
4454 "player->is_just_moving_in_this_moment", which is needed for the
4455 robot stuff (robots don't kill players when they are moving)
4459 /* if the player does not move for some time, reset animation to start */
4460 if (++player->frame_reset_delay > player->move_delay_value)
4465 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
4467 TapeRecordAction(stored_player_action);
4468 num_stored_actions = 0;
4469 save_tape_entry = FALSE;
4472 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
4474 TapeRecordAction(stored_player_action);
4475 num_stored_actions = 0;
4480 if (tape.playing && !tape.pausing && !player_action &&
4481 tape.counter < tape.length)
4483 int jx = player->jx, jy = player->jy;
4485 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
4487 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
4488 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
4490 int dx = (next_joy == JOY_LEFT ? -1 : +1);
4492 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
4494 int el = Feld[jx+dx][jy];
4495 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SATELLITE ? 2 :
4496 (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10);
4498 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
4500 player->MovDir = next_joy;
4501 player->Frame = FrameCounter % 4;
4502 player->Pushing = TRUE;
4512 static unsigned long action_delay = 0;
4513 unsigned long action_delay_value;
4514 int sieb_x = 0, sieb_y = 0;
4515 int i, x, y, element, graphic;
4516 byte *recorded_player_action;
4517 byte summarized_player_action = 0;
4519 if (game_status != PLAYING)
4522 action_delay_value =
4523 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4525 if (tape.playing && tape.index_search && !tape.pausing)
4526 action_delay_value = 0;
4528 /* ---------- main game synchronization point ---------- */
4530 WaitUntilDelayReached(&action_delay, action_delay_value);
4532 if (network_playing && !network_player_action_received)
4536 printf("DEBUG: try to get network player actions in time\n");
4540 #if defined(PLATFORM_UNIX)
4541 /* last chance to get network player actions without main loop delay */
4545 if (game_status != PLAYING)
4548 if (!network_player_action_received)
4552 printf("DEBUG: failed to get network player actions in time\n");
4562 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4564 for (i=0; i<MAX_PLAYERS; i++)
4566 summarized_player_action |= stored_player[i].action;
4568 if (!network_playing)
4569 stored_player[i].effective_action = stored_player[i].action;
4572 #if defined(PLATFORM_UNIX)
4573 if (network_playing)
4574 SendToServer_MovePlayer(summarized_player_action);
4577 if (!options.network && !setup.team_mode)
4578 local_player->effective_action = summarized_player_action;
4580 for (i=0; i<MAX_PLAYERS; i++)
4582 int actual_player_action = stored_player[i].effective_action;
4584 if (stored_player[i].programmed_action)
4585 actual_player_action = stored_player[i].programmed_action;
4587 if (recorded_player_action)
4588 actual_player_action = recorded_player_action[i];
4590 PlayerActions(&stored_player[i], actual_player_action);
4591 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4594 network_player_action_received = FALSE;
4596 ScrollScreen(NULL, SCROLL_GO_ON);
4602 if (TimeFrames == 0 && local_player->active)
4604 extern unsigned int last_RND();
4606 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
4607 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
4614 if (GameFrameDelay >= 500)
4615 printf("FrameCounter == %d\n", FrameCounter);
4622 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4625 if (JustStopped[x][y] > 0)
4626 JustStopped[x][y]--;
4631 if (IS_BLOCKED(x, y))
4635 Blocked2Moving(x, y, &oldx, &oldy);
4636 if (!IS_MOVING(oldx, oldy))
4638 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4639 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4640 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4641 printf("GameActions(): This should never happen!\n");
4647 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4649 element = Feld[x][y];
4650 graphic = el2img(element);
4652 SetRandomAnimationValue(x, y);
4654 if (IS_INACTIVE(element))
4658 if (IS_ANIMATED(graphic))
4659 ContinueLevelGraphicAnimation(x, y, graphic);
4665 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4671 if (Feld[x][y] == EL_EMERALD &&
4672 IS_ANIMATED(graphic) &&
4674 ContinueLevelGraphicAnimation(x, y, graphic);
4676 if (IS_ANIMATED(graphic) &&
4678 ContinueLevelGraphicAnimation(x, y, graphic);
4682 if (IS_GEM(element) || element == EL_SP_INFOTRON)
4683 EdelsteinFunkeln(x, y);
4687 else if ((element == EL_ACID ||
4688 element == EL_EXIT_OPEN ||
4689 element == EL_SP_EXIT_OPEN ||
4690 element == EL_SP_TERMINAL ||
4691 element == EL_SP_TERMINAL_ACTIVE ||
4692 element == EL_EXTRA_TIME ||
4693 element == EL_SHIELD_NORMAL ||
4694 element == EL_SHIELD_DEADLY) &&
4695 IS_ANIMATED(graphic))
4696 ContinueLevelGraphicAnimation(x, y, graphic);
4699 else if (IS_MOVING(x, y))
4700 ContinueMoving(x, y);
4701 else if (IS_ACTIVE_BOMB(element))
4702 CheckDynamite(x, y);
4704 else if (element == EL_EXPLOSION && !game.explosions_delayed)
4705 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
4707 else if (element == EL_AMOEBA_CREATING)
4708 AmoebeWaechst(x, y);
4709 else if (element == EL_AMOEBA_SHRINKING)
4710 AmoebaDisappearing(x, y);
4712 #if !USE_NEW_AMOEBA_CODE
4713 else if (IS_AMOEBALIVE(element))
4714 AmoebeAbleger(x, y);
4717 else if (element == EL_GAMEOFLIFE || element == EL_BIOMAZE)
4720 else if (element == EL_ROBOT_WHEEL_ACTIVE)
4722 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
4723 TimegateWheel(x, y);
4726 else if (element == EL_ACID_SPLASH_LEFT ||
4727 element == EL_ACID_SPLASH_RIGHT)
4731 else if (element == EL_NUT_CRACKING)
4733 else if (element == EL_PEARL_BREAKING)
4734 BreakingPearl(x, y);
4736 else if (element == EL_EXIT_CLOSED)
4738 else if (element == EL_SP_EXIT_CLOSED)
4741 else if (element == EL_EXIT_OPENING)
4742 AusgangstuerOeffnen(x, y);
4744 else if (element == EL_WALL_GROWING_ACTIVE)
4746 else if (element == EL_WALL_GROWING ||
4747 element == EL_WALL_GROWING_X ||
4748 element == EL_WALL_GROWING_Y ||
4749 element == EL_WALL_GROWING_XY)
4751 else if (element == EL_FLAMES)
4752 CheckForDragon(x, y);
4754 else if (element == EL_SP_BUGGY_BASE ||
4755 element == EL_SP_BUGGY_BASE_ACTIVATING ||
4756 element == EL_SP_BUGGY_BASE_ACTIVE)
4757 CheckBuggyBase(x, y);
4758 else if (element == EL_TRAP ||
4759 element == EL_TRAP_ACTIVE)
4761 else if (IS_BELT_ACTIVE(element))
4762 DrawBeltAnimation(x, y, element);
4763 else if (element == EL_SWITCHGATE_OPENING)
4764 OpenSwitchgate(x, y);
4765 else if (element == EL_SWITCHGATE_CLOSING)
4766 CloseSwitchgate(x, y);
4767 else if (element == EL_TIMEGATE_OPENING)
4769 else if (element == EL_TIMEGATE_CLOSING)
4770 CloseTimegate(x, y);
4773 else if (IS_AUTO_CHANGING(element))
4774 ChangeElement(x, y);
4777 else if (element == EL_EXPLOSION)
4778 ; /* drawing of correct explosion animation is handled separately */
4779 else if (IS_ANIMATED(graphic))
4780 ContinueLevelGraphicAnimation(x, y, graphic);
4783 if (IS_BELT_ACTIVE(element))
4784 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
4786 if (game.magic_wall_active)
4788 boolean sieb = FALSE;
4789 int jx = local_player->jx, jy = local_player->jy;
4791 if (element == EL_MAGIC_WALL_FULL ||
4792 element == EL_MAGIC_WALL_ACTIVE ||
4793 element == EL_MAGIC_WALL_EMPTYING)
4795 SiebAktivieren(x, y, 1);
4798 else if (element == EL_BD_MAGIC_WALL_FULL ||
4799 element == EL_BD_MAGIC_WALL_ACTIVE ||
4800 element == EL_BD_MAGIC_WALL_EMPTYING)
4802 SiebAktivieren(x, y, 2);
4806 /* play the element sound at the position nearest to the player */
4807 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
4815 #if USE_NEW_AMOEBA_CODE
4816 /* new experimental amoeba growth stuff */
4818 if (!(FrameCounter % 8))
4821 static unsigned long random = 1684108901;
4823 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
4826 x = (random >> 10) % lev_fieldx;
4827 y = (random >> 20) % lev_fieldy;
4829 x = RND(lev_fieldx);
4830 y = RND(lev_fieldy);
4832 element = Feld[x][y];
4834 if (!IS_PLAYER(x,y) &&
4835 (element == EL_EMPTY ||
4836 element == EL_SAND ||
4837 element == EL_QUICKSAND_EMPTY ||
4838 element == EL_ACID_SPLASH_LEFT ||
4839 element == EL_ACID_SPLASH_RIGHT))
4841 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
4842 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
4843 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
4844 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
4845 Feld[x][y] = EL_AMOEBA_DROP;
4848 random = random * 129 + 1;
4854 if (game.explosions_delayed)
4857 game.explosions_delayed = FALSE;
4859 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4861 element = Feld[x][y];
4863 if (ExplodeField[x][y])
4864 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
4865 else if (element == EL_EXPLOSION)
4866 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
4868 ExplodeField[x][y] = EX_NO_EXPLOSION;
4871 game.explosions_delayed = TRUE;
4874 if (game.magic_wall_active)
4876 if (!(game.magic_wall_time_left % 4))
4878 int element = Feld[sieb_x][sieb_y];
4880 if (element == EL_BD_MAGIC_WALL_FULL ||
4881 element == EL_BD_MAGIC_WALL_ACTIVE ||
4882 element == EL_BD_MAGIC_WALL_EMPTYING)
4883 PlaySoundLevel(sieb_x, sieb_y, SND_BD_MAGIC_WALL_ACTIVE);
4885 PlaySoundLevel(sieb_x, sieb_y, SND_MAGIC_WALL_ACTIVE);
4888 if (game.magic_wall_time_left > 0)
4890 game.magic_wall_time_left--;
4891 if (!game.magic_wall_time_left)
4893 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4895 element = Feld[x][y];
4897 if (element == EL_MAGIC_WALL_ACTIVE ||
4898 element == EL_MAGIC_WALL_FULL)
4900 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4901 DrawLevelField(x, y);
4903 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
4904 element == EL_BD_MAGIC_WALL_FULL)
4906 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
4907 DrawLevelField(x, y);
4911 game.magic_wall_active = FALSE;
4916 if (game.light_time_left > 0)
4918 game.light_time_left--;
4920 if (game.light_time_left == 0)
4921 RedrawAllLightSwitchesAndInvisibleElements();
4924 if (game.timegate_time_left > 0)
4926 game.timegate_time_left--;
4928 if (game.timegate_time_left == 0)
4929 CloseAllOpenTimegates();
4932 for (i=0; i<MAX_PLAYERS; i++)
4934 struct PlayerInfo *player = &stored_player[i];
4936 if (SHIELD_ON(player))
4938 if (player->shield_deadly_time_left)
4939 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
4940 else if (player->shield_normal_time_left)
4941 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
4945 if (TimeFrames >= (1000 / GameFrameDelay))
4950 for (i=0; i<MAX_PLAYERS; i++)
4952 struct PlayerInfo *player = &stored_player[i];
4954 if (SHIELD_ON(player))
4956 player->shield_normal_time_left--;
4958 if (player->shield_deadly_time_left > 0)
4959 player->shield_deadly_time_left--;
4963 if (tape.recording || tape.playing)
4964 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
4970 if (TimeLeft <= 10 && setup.time_limit)
4971 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MAX_RIGHT);
4973 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
4975 if (!TimeLeft && setup.time_limit)
4976 for (i=0; i<MAX_PLAYERS; i++)
4977 KillHero(&stored_player[i]);
4979 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
4980 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
4985 if (options.debug) /* calculate frames per second */
4987 static unsigned long fps_counter = 0;
4988 static int fps_frames = 0;
4989 unsigned long fps_delay_ms = Counter() - fps_counter;
4993 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
4995 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
4998 fps_counter = Counter();
5001 redraw_mask |= REDRAW_FPS;
5005 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
5007 int min_x = x, min_y = y, max_x = x, max_y = y;
5010 for (i=0; i<MAX_PLAYERS; i++)
5012 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5014 if (!stored_player[i].active || &stored_player[i] == player)
5017 min_x = MIN(min_x, jx);
5018 min_y = MIN(min_y, jy);
5019 max_x = MAX(max_x, jx);
5020 max_y = MAX(max_y, jy);
5023 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
5026 static boolean AllPlayersInVisibleScreen()
5030 for (i=0; i<MAX_PLAYERS; i++)
5032 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5034 if (!stored_player[i].active)
5037 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5044 void ScrollLevel(int dx, int dy)
5046 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
5049 BlitBitmap(drawto_field, drawto_field,
5050 FX + TILEX*(dx == -1) - softscroll_offset,
5051 FY + TILEY*(dy == -1) - softscroll_offset,
5052 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
5053 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
5054 FX + TILEX*(dx == 1) - softscroll_offset,
5055 FY + TILEY*(dy == 1) - softscroll_offset);
5059 x = (dx == 1 ? BX1 : BX2);
5060 for (y=BY1; y<=BY2; y++)
5061 DrawScreenField(x, y);
5066 y = (dy == 1 ? BY1 : BY2);
5067 for (x=BX1; x<=BX2; x++)
5068 DrawScreenField(x, y);
5071 redraw_mask |= REDRAW_FIELD;
5074 static void CheckGravityMovement(struct PlayerInfo *player)
5076 if (level.gravity && !player->programmed_action)
5078 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
5079 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
5081 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
5082 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
5083 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
5084 int jx = player->jx, jy = player->jy;
5085 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
5086 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
5087 int new_jx = jx + dx, new_jy = jy + dy;
5088 boolean field_under_player_is_free =
5089 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
5090 boolean player_is_moving_to_valid_field =
5091 (IN_LEV_FIELD(new_jx, new_jy) &&
5092 (Feld[new_jx][new_jy] == EL_SP_BASE ||
5093 Feld[new_jx][new_jy] == EL_SAND));
5095 if (field_under_player_is_free &&
5096 !player_is_moving_to_valid_field &&
5097 !IS_TUBE(Feld[jx][jy]))
5098 player->programmed_action = MV_DOWN;
5102 boolean MoveFigureOneStep(struct PlayerInfo *player,
5103 int dx, int dy, int real_dx, int real_dy)
5105 int jx = player->jx, jy = player->jy;
5106 int new_jx = jx+dx, new_jy = jy+dy;
5110 if (!player->active || (!dx && !dy))
5111 return MF_NO_ACTION;
5113 player->MovDir = (dx < 0 ? MV_LEFT :
5116 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5118 if (!IN_LEV_FIELD(new_jx, new_jy))
5119 return MF_NO_ACTION;
5121 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
5122 return MF_NO_ACTION;
5125 element = MovingOrBlocked2Element(new_jx, new_jy);
5127 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
5130 if (DONT_GO_TO(element))
5132 if (element == EL_ACID && dx == 0 && dy == 1)
5135 Feld[jx][jy] = EL_PLAYER1;
5136 InitMovingField(jx, jy, MV_DOWN);
5137 Store[jx][jy] = EL_ACID;
5138 ContinueMoving(jx, jy);
5142 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
5147 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
5148 if (can_move != MF_MOVING)
5151 StorePlayer[jx][jy] = 0;
5152 player->last_jx = jx;
5153 player->last_jy = jy;
5154 jx = player->jx = new_jx;
5155 jy = player->jy = new_jy;
5156 StorePlayer[jx][jy] = player->element_nr;
5159 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
5161 ScrollFigure(player, SCROLL_INIT);
5166 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
5168 int jx = player->jx, jy = player->jy;
5169 int old_jx = jx, old_jy = jy;
5170 int moved = MF_NO_ACTION;
5172 if (!player->active || (!dx && !dy))
5176 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5180 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5181 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
5185 /* remove the last programmed player action */
5186 player->programmed_action = 0;
5190 /* should only happen if pre-1.2 tape recordings are played */
5191 /* this is only for backward compatibility */
5193 int original_move_delay_value = player->move_delay_value;
5196 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
5200 /* scroll remaining steps with finest movement resolution */
5201 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
5203 while (player->MovPos)
5205 ScrollFigure(player, SCROLL_GO_ON);
5206 ScrollScreen(NULL, SCROLL_GO_ON);
5212 player->move_delay_value = original_move_delay_value;
5215 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
5217 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
5218 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5222 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5223 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5229 if (moved & MF_MOVING && !ScreenMovPos &&
5230 (player == local_player || !options.network))
5232 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5233 int offset = (setup.scroll_delay ? 3 : 0);
5235 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5237 /* actual player has left the screen -- scroll in that direction */
5238 if (jx != old_jx) /* player has moved horizontally */
5239 scroll_x += (jx - old_jx);
5240 else /* player has moved vertically */
5241 scroll_y += (jy - old_jy);
5245 if (jx != old_jx) /* player has moved horizontally */
5247 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5248 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5249 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5251 /* don't scroll over playfield boundaries */
5252 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5253 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5255 /* don't scroll more than one field at a time */
5256 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5258 /* don't scroll against the player's moving direction */
5259 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5260 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5261 scroll_x = old_scroll_x;
5263 else /* player has moved vertically */
5265 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5266 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5267 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5269 /* don't scroll over playfield boundaries */
5270 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5271 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5273 /* don't scroll more than one field at a time */
5274 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5276 /* don't scroll against the player's moving direction */
5277 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5278 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5279 scroll_y = old_scroll_y;
5283 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5285 if (!options.network && !AllPlayersInVisibleScreen())
5287 scroll_x = old_scroll_x;
5288 scroll_y = old_scroll_y;
5292 ScrollScreen(player, SCROLL_INIT);
5293 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5298 if (!(moved & MF_MOVING) && !player->Pushing)
5302 player->Frame = (player->Frame + 1) % 4;
5304 player->Frame += 1 * 0;
5307 if (moved & MF_MOVING)
5309 if (old_jx != jx && old_jy == jy)
5310 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5311 else if (old_jx == jx && old_jy != jy)
5312 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5314 DrawLevelField(jx, jy); /* for "DrawCrumbledSand()" */
5316 player->last_move_dir = player->MovDir;
5317 player->is_moving = TRUE;
5321 CheckGravityMovement(player);
5324 player->last_move_dir = MV_NO_MOVING;
5326 player->is_moving = FALSE;
5329 TestIfHeroTouchesBadThing(jx, jy);
5331 if (!player->active)
5337 void ScrollFigure(struct PlayerInfo *player, int mode)
5339 int jx = player->jx, jy = player->jy;
5340 int last_jx = player->last_jx, last_jy = player->last_jy;
5341 int move_stepsize = TILEX / player->move_delay_value;
5343 if (!player->active || !player->MovPos)
5346 if (mode == SCROLL_INIT)
5348 player->actual_frame_counter = FrameCounter;
5349 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5353 if (Feld[last_jx][last_jy] == EL_EMPTY)
5354 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5359 else if (!FrameReached(&player->actual_frame_counter, 1))
5362 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5363 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5366 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5367 Feld[last_jx][last_jy] = EL_EMPTY;
5369 /* before DrawPlayer() to draw correct player graphic for this case */
5370 if (player->MovPos == 0)
5371 CheckGravityMovement(player);
5375 if (player->MovPos == 0)
5377 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
5379 /* continue with normal speed after quickly moving through gate */
5380 HALVE_PLAYER_SPEED(player);
5382 /* be able to make the next move without delay */
5383 player->move_delay = 0;
5386 player->last_jx = jx;
5387 player->last_jy = jy;
5389 if (Feld[jx][jy] == EL_EXIT_OPEN ||
5390 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5394 if (local_player->friends_still_needed == 0 ||
5395 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5396 player->LevelSolved = player->GameOver = TRUE;
5399 if (tape.single_step && tape.recording && !tape.pausing &&
5400 !player->programmed_action)
5401 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5405 void ScrollScreen(struct PlayerInfo *player, int mode)
5407 static unsigned long screen_frame_counter = 0;
5409 if (mode == SCROLL_INIT)
5411 /* set scrolling step size according to actual player's moving speed */
5412 ScrollStepSize = TILEX / player->move_delay_value;
5414 screen_frame_counter = FrameCounter;
5415 ScreenMovDir = player->MovDir;
5416 ScreenMovPos = player->MovPos;
5417 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5420 else if (!FrameReached(&screen_frame_counter, 1))
5425 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5426 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5427 redraw_mask |= REDRAW_FIELD;
5430 ScreenMovDir = MV_NO_MOVING;
5433 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
5435 int i, kill_x = -1, kill_y = -1;
5436 static int test_xy[4][2] =
5443 static int test_dir[4] =
5453 int test_x, test_y, test_move_dir, test_element;
5455 test_x = good_x + test_xy[i][0];
5456 test_y = good_y + test_xy[i][1];
5457 if (!IN_LEV_FIELD(test_x, test_y))
5461 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5464 test_element = Feld[test_x][test_y];
5466 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
5469 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5470 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5472 if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) ||
5473 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
5481 if (kill_x != -1 || kill_y != -1)
5483 if (IS_PLAYER(good_x, good_y))
5485 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
5487 if (player->shield_deadly_time_left > 0)
5488 Bang(kill_x, kill_y);
5489 else if (!PLAYER_PROTECTED(good_x, good_y))
5493 Bang(good_x, good_y);
5497 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
5499 int i, kill_x = -1, kill_y = -1;
5500 int bad_element = Feld[bad_x][bad_y];
5501 static int test_xy[4][2] =
5508 static int test_dir[4] =
5516 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
5521 int test_x, test_y, test_move_dir, test_element;
5523 test_x = bad_x + test_xy[i][0];
5524 test_y = bad_y + test_xy[i][1];
5525 if (!IN_LEV_FIELD(test_x, test_y))
5529 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5531 test_element = Feld[test_x][test_y];
5533 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5534 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5536 if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) ||
5537 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
5539 /* good thing is player or penguin that does not move away */
5540 if (IS_PLAYER(test_x, test_y))
5542 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
5544 if (bad_element == EL_ROBOT && player->is_moving)
5545 continue; /* robot does not kill player if he is moving */
5551 else if (test_element == EL_PENGUIN)
5560 if (kill_x != -1 || kill_y != -1)
5562 if (IS_PLAYER(kill_x, kill_y))
5564 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
5567 int dir = player->MovDir;
5568 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5569 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5571 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5572 newx != bad_x && newy != bad_y)
5573 ; /* robot does not kill player if he is moving */
5575 printf("-> %d\n", player->MovDir);
5577 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5578 newx != bad_x && newy != bad_y)
5579 ; /* robot does not kill player if he is moving */
5584 if (player->shield_deadly_time_left > 0)
5586 else if (!PLAYER_PROTECTED(kill_x, kill_y))
5590 Bang(kill_x, kill_y);
5594 void TestIfHeroTouchesBadThing(int x, int y)
5596 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5599 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
5601 TestIfGoodThingHitsBadThing(x, y, move_dir);
5604 void TestIfBadThingTouchesHero(int x, int y)
5606 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5609 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
5611 TestIfBadThingHitsGoodThing(x, y, move_dir);
5614 void TestIfFriendTouchesBadThing(int x, int y)
5616 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5619 void TestIfBadThingTouchesFriend(int x, int y)
5621 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5624 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
5626 int i, kill_x = bad_x, kill_y = bad_y;
5627 static int xy[4][2] =
5639 x = bad_x + xy[i][0];
5640 y = bad_y + xy[i][1];
5641 if (!IN_LEV_FIELD(x, y))
5644 element = Feld[x][y];
5645 if (IS_AMOEBOID(element) || element == EL_GAMEOFLIFE ||
5646 element == EL_AMOEBA_CREATING || element == EL_AMOEBA_DROP)
5654 if (kill_x != bad_x || kill_y != bad_y)
5658 void KillHero(struct PlayerInfo *player)
5660 int jx = player->jx, jy = player->jy;
5662 if (!player->active)
5665 if (IS_PFORTE(Feld[jx][jy]))
5666 Feld[jx][jy] = EL_EMPTY;
5668 /* deactivate shield (else Bang()/Explode() would not work right) */
5669 player->shield_normal_time_left = 0;
5670 player->shield_deadly_time_left = 0;
5676 static void KillHeroUnlessProtected(int x, int y)
5678 if (!PLAYER_PROTECTED(x, y))
5679 KillHero(PLAYERINFO(x, y));
5682 void BuryHero(struct PlayerInfo *player)
5684 int jx = player->jx, jy = player->jy;
5686 if (!player->active)
5689 PlaySoundLevel(jx, jy, SND_PLAYER_DYING);
5690 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
5692 player->GameOver = TRUE;
5696 void RemoveHero(struct PlayerInfo *player)
5698 int jx = player->jx, jy = player->jy;
5699 int i, found = FALSE;
5701 player->present = FALSE;
5702 player->active = FALSE;
5704 if (!ExplodeField[jx][jy])
5705 StorePlayer[jx][jy] = 0;
5707 for (i=0; i<MAX_PLAYERS; i++)
5708 if (stored_player[i].active)
5712 AllPlayersGone = TRUE;
5718 int DigField(struct PlayerInfo *player,
5719 int x, int y, int real_dx, int real_dy, int mode)
5721 int jx = player->jx, jy = player->jy;
5722 int dx = x - jx, dy = y - jy;
5723 int move_direction = (dx == -1 ? MV_LEFT :
5724 dx == +1 ? MV_RIGHT :
5726 dy == +1 ? MV_DOWN : MV_NO_MOVING);
5729 if (player->MovPos == 0)
5730 player->Pushing = FALSE;
5732 if (mode == DF_NO_PUSH)
5734 player->Switching = FALSE;
5735 player->push_delay = 0;
5736 return MF_NO_ACTION;
5739 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
5740 return MF_NO_ACTION;
5742 if (IS_TUBE(Feld[jx][jy]))
5745 int tube_leave_directions[][2] =
5747 { EL_TUBE_ALL, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5748 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5749 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5750 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
5751 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
5752 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
5753 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
5754 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
5755 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
5756 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
5757 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
5758 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
5761 while (tube_leave_directions[i][0] != Feld[jx][jy])
5764 if (tube_leave_directions[i][0] == -1) /* should not happen */
5768 if (!(tube_leave_directions[i][1] & move_direction))
5769 return MF_NO_ACTION; /* tube has no opening in this direction */
5772 element = Feld[x][y];
5778 case EL_INVISIBLE_SAND:
5779 case EL_INVISIBLE_SAND_ACTIVE:
5782 case EL_SP_BUGGY_BASE:
5783 case EL_SP_BUGGY_BASE_ACTIVATING:
5785 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
5790 case EL_EMERALD_YELLOW:
5791 case EL_EMERALD_RED:
5792 case EL_EMERALD_PURPLE:
5794 case EL_SP_INFOTRON:
5798 local_player->gems_still_needed -= (element == EL_DIAMOND ? 3 :
5799 element == EL_PEARL ? 5 :
5800 element == EL_CRYSTAL ? 8 : 1);
5801 if (local_player->gems_still_needed < 0)
5802 local_player->gems_still_needed = 0;
5803 RaiseScoreElement(element);
5804 DrawText(DX_EMERALDS, DY_EMERALDS,
5805 int2str(local_player->gems_still_needed, 3),
5806 FS_SMALL, FC_YELLOW);
5807 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
5812 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
5813 PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
5817 Feld[x][y] = EL_EMPTY;
5818 PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
5826 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5828 PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MAX_RIGHT);
5831 case EL_SHIELD_NORMAL:
5833 player->shield_normal_time_left += 10;
5834 PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING);
5837 case EL_SHIELD_DEADLY:
5839 player->shield_normal_time_left += 10;
5840 player->shield_deadly_time_left += 10;
5841 PlaySoundLevel(x, y, SND_SHIELD_DEADLY_COLLECTING);
5845 case EL_SP_DISK_RED:
5848 RaiseScoreElement(EL_DYNAMITE);
5849 DrawText(DX_DYNAMITE, DY_DYNAMITE,
5850 int2str(local_player->dynamite, 3),
5851 FS_SMALL, FC_YELLOW);
5852 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
5855 case EL_DYNABOMB_NR:
5857 player->dynabomb_count++;
5858 player->dynabombs_left++;
5859 RaiseScoreElement(EL_DYNAMITE);
5860 PlaySoundLevel(x, y, SND_DYNABOMB_NR_COLLECTING);
5863 case EL_DYNABOMB_SZ:
5865 player->dynabomb_size++;
5866 RaiseScoreElement(EL_DYNAMITE);
5867 PlaySoundLevel(x, y, SND_DYNABOMB_SZ_COLLECTING);
5870 case EL_DYNABOMB_XL:
5872 player->dynabomb_xl = TRUE;
5873 RaiseScoreElement(EL_DYNAMITE);
5874 PlaySoundLevel(x, y, SND_DYNABOMB_XL_COLLECTING);
5882 int key_nr = element - EL_KEY1;
5885 player->key[key_nr] = TRUE;
5886 RaiseScoreElement(element);
5887 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5889 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5891 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
5900 int key_nr = element - EL_EM_KEY1;
5903 player->key[key_nr] = TRUE;
5904 RaiseScoreElement(element);
5905 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5907 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5909 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
5913 case EL_ROBOT_WHEEL:
5914 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
5917 DrawLevelField(x, y);
5918 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
5922 case EL_SP_TERMINAL:
5926 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
5928 for (yy=0; yy<lev_fieldy; yy++)
5930 for (xx=0; xx<lev_fieldx; xx++)
5932 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
5934 else if (Feld[xx][yy] == EL_SP_TERMINAL)
5935 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
5943 case EL_CONVEYOR_BELT1_SWITCH_LEFT:
5944 case EL_CONVEYOR_BELT1_SWITCH_MIDDLE:
5945 case EL_CONVEYOR_BELT1_SWITCH_RIGHT:
5946 case EL_CONVEYOR_BELT2_SWITCH_LEFT:
5947 case EL_CONVEYOR_BELT2_SWITCH_MIDDLE:
5948 case EL_CONVEYOR_BELT2_SWITCH_RIGHT:
5949 case EL_CONVEYOR_BELT3_SWITCH_LEFT:
5950 case EL_CONVEYOR_BELT3_SWITCH_MIDDLE:
5951 case EL_CONVEYOR_BELT3_SWITCH_RIGHT:
5952 case EL_CONVEYOR_BELT4_SWITCH_LEFT:
5953 case EL_CONVEYOR_BELT4_SWITCH_MIDDLE:
5954 case EL_CONVEYOR_BELT4_SWITCH_RIGHT:
5955 if (!player->Switching)
5957 player->Switching = TRUE;
5958 ToggleBeltSwitch(x, y);
5959 PlaySoundLevel(x, y, SND_CONVEYOR_BELT_SWITCH_ACTIVATING);
5964 case EL_SWITCHGATE_SWITCH_UP:
5965 case EL_SWITCHGATE_SWITCH_DOWN:
5966 if (!player->Switching)
5968 player->Switching = TRUE;
5969 ToggleSwitchgateSwitch(x, y);
5970 PlaySoundLevel(x, y, SND_SWITCHGATE_SWITCH_ACTIVATING);
5975 case EL_LIGHT_SWITCH:
5976 case EL_LIGHT_SWITCH_ACTIVE:
5977 if (!player->Switching)
5979 player->Switching = TRUE;
5980 ToggleLightSwitch(x, y);
5981 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
5982 SND_LIGHT_SWITCH_ACTIVATING :
5983 SND_LIGHT_SWITCH_DEACTIVATING);
5988 case EL_TIMEGATE_SWITCH:
5989 ActivateTimegateSwitch(x, y);
5990 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
5995 case EL_BALLOON_SEND_LEFT:
5996 case EL_BALLOON_SEND_RIGHT:
5997 case EL_BALLOON_SEND_UP:
5998 case EL_BALLOON_SEND_DOWN:
5999 case EL_BALLOON_SEND_ANY_DIRECTION:
6000 if (element == EL_BALLOON_SEND_ANY_DIRECTION)
6001 game.balloon_dir = move_direction;
6003 game.balloon_dir = (element == EL_BALLOON_SEND_LEFT ? MV_LEFT :
6004 element == EL_BALLOON_SEND_RIGHT ? MV_RIGHT :
6005 element == EL_BALLOON_SEND_UP ? MV_UP :
6006 element == EL_BALLOON_SEND_DOWN ? MV_DOWN :
6008 PlaySoundLevel(x, y, SND_BALLOON_SWITCH_ACTIVATING);
6013 /* the following elements cannot be pushed by "snapping" */
6016 case EL_DX_SUPABOMB:
6018 case EL_TIME_ORB_EMPTY:
6020 case EL_SP_DISK_ORANGE:
6022 if (mode == DF_SNAP)
6023 return MF_NO_ACTION;
6024 /* no "break" -- fall through to next case */
6025 /* the following elements can be pushed by "snapping" */
6028 return MF_NO_ACTION;
6030 player->Pushing = TRUE;
6032 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6033 return MF_NO_ACTION;
6037 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6038 return MF_NO_ACTION;
6041 if (player->push_delay == 0)
6042 player->push_delay = FrameCounter;
6044 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6045 !tape.playing && element != EL_SPRING)
6046 return MF_NO_ACTION;
6048 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6049 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6050 element != EL_SPRING)
6051 return MF_NO_ACTION;
6054 if (mode == DF_SNAP)
6056 InitMovingField(x, y, move_direction);
6057 ContinueMoving(x, y);
6062 Feld[x + dx][y + dy] = element;
6065 if (element == EL_SPRING)
6067 Feld[x + dx][y + dy] = EL_SPRING;
6068 MovDir[x + dx][y + dy] = move_direction;
6071 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
6073 DrawLevelField(x + dx, y + dy);
6074 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6081 if (!player->key[element - EL_GATE1])
6082 return MF_NO_ACTION;
6089 if (!player->key[element - EL_GATE1_GRAY])
6090 return MF_NO_ACTION;
6097 if (!player->key[element - EL_EM_GATE1])
6098 return MF_NO_ACTION;
6099 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6100 return MF_NO_ACTION;
6102 /* automatically move to the next field with double speed */
6103 player->programmed_action = move_direction;
6104 DOUBLE_PLAYER_SPEED(player);
6106 PlaySoundLevel(x, y, SND_GATE_PASSING);
6109 case EL_EM_GATE1_GRAY:
6110 case EL_EM_GATE2_GRAY:
6111 case EL_EM_GATE3_GRAY:
6112 case EL_EM_GATE4_GRAY:
6113 if (!player->key[element - EL_EM_GATE1_GRAY])
6114 return MF_NO_ACTION;
6115 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6116 return MF_NO_ACTION;
6118 /* automatically move to the next field with double speed */
6119 player->programmed_action = move_direction;
6120 DOUBLE_PLAYER_SPEED(player);
6122 PlaySoundLevel(x, y, SND_GATE_PASSING);
6125 case EL_SWITCHGATE_OPEN:
6126 case EL_TIMEGATE_OPEN:
6127 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6128 return MF_NO_ACTION;
6130 /* automatically move to the next field with double speed */
6131 player->programmed_action = move_direction;
6132 DOUBLE_PLAYER_SPEED(player);
6134 PlaySoundLevelElementAction(x, y, element, ACTION_PASSING);
6137 case EL_SP_PORT1_LEFT:
6138 case EL_SP_PORT2_LEFT:
6139 case EL_SP_PORT1_RIGHT:
6140 case EL_SP_PORT2_RIGHT:
6141 case EL_SP_PORT1_UP:
6142 case EL_SP_PORT2_UP:
6143 case EL_SP_PORT1_DOWN:
6144 case EL_SP_PORT2_DOWN:
6149 element != EL_SP_PORT1_LEFT &&
6150 element != EL_SP_PORT2_LEFT &&
6151 element != EL_SP_PORT_X &&
6152 element != EL_SP_PORT_XY) ||
6154 element != EL_SP_PORT1_RIGHT &&
6155 element != EL_SP_PORT2_RIGHT &&
6156 element != EL_SP_PORT_X &&
6157 element != EL_SP_PORT_XY) ||
6159 element != EL_SP_PORT1_UP &&
6160 element != EL_SP_PORT2_UP &&
6161 element != EL_SP_PORT_Y &&
6162 element != EL_SP_PORT_XY) ||
6164 element != EL_SP_PORT1_DOWN &&
6165 element != EL_SP_PORT2_DOWN &&
6166 element != EL_SP_PORT_Y &&
6167 element != EL_SP_PORT_XY) ||
6168 !IN_LEV_FIELD(x + dx, y + dy) ||
6169 !IS_FREE(x + dx, y + dy))
6170 return MF_NO_ACTION;
6172 /* automatically move to the next field with double speed */
6173 player->programmed_action = move_direction;
6174 DOUBLE_PLAYER_SPEED(player);
6176 PlaySoundLevel(x, y, SND_SP_PORT_PASSING);
6180 case EL_TUBE_VERTICAL:
6181 case EL_TUBE_HORIZONTAL:
6182 case EL_TUBE_VERTICAL_LEFT:
6183 case EL_TUBE_VERTICAL_RIGHT:
6184 case EL_TUBE_HORIZONTAL_UP:
6185 case EL_TUBE_HORIZONTAL_DOWN:
6186 case EL_TUBE_LEFT_UP:
6187 case EL_TUBE_LEFT_DOWN:
6188 case EL_TUBE_RIGHT_UP:
6189 case EL_TUBE_RIGHT_DOWN:
6192 int tube_enter_directions[][2] =
6194 { EL_TUBE_ALL, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6195 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6196 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6197 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
6198 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
6199 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
6200 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
6201 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
6202 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
6203 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
6204 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
6205 { -1, MV_NO_MOVING }
6208 while (tube_enter_directions[i][0] != element)
6211 if (tube_enter_directions[i][0] == -1) /* should not happen */
6215 if (!(tube_enter_directions[i][1] & move_direction))
6216 return MF_NO_ACTION; /* tube has no opening in this direction */
6218 PlaySoundLevel(x, y, SND_TUBE_PASSING);
6222 case EL_EXIT_CLOSED:
6223 case EL_SP_EXIT_CLOSED:
6224 case EL_EXIT_OPENING:
6225 return MF_NO_ACTION;
6229 case EL_SP_EXIT_OPEN:
6230 if (mode == DF_SNAP)
6231 return MF_NO_ACTION;
6233 if (element == EL_EXIT_OPEN)
6234 PlaySoundLevel(x, y, SND_EXIT_PASSING);
6236 PlaySoundLevel(x, y, SND_SP_EXIT_PASSING);
6241 Feld[x][y] = EL_LAMP_ACTIVE;
6242 local_player->lights_still_needed--;
6243 DrawLevelField(x, y);
6244 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
6248 case EL_TIME_ORB_FULL:
6249 Feld[x][y] = EL_TIME_ORB_EMPTY;
6251 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
6252 DrawLevelField(x, y);
6253 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MAX_RIGHT);
6257 case EL_SOKOBAN_FIELD_EMPTY:
6260 case EL_SOKOBAN_OBJECT:
6261 case EL_SOKOBAN_FIELD_FULL:
6263 case EL_SP_DISK_YELLOW:
6265 if (mode == DF_SNAP)
6266 return MF_NO_ACTION;
6268 player->Pushing = TRUE;
6270 if (!IN_LEV_FIELD(x+dx, y+dy)
6271 || (!IS_FREE(x+dx, y+dy)
6272 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FIELD_EMPTY
6273 || !IS_SB_ELEMENT(element))))
6274 return MF_NO_ACTION;
6278 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6279 return MF_NO_ACTION;
6281 else if (dy && real_dx)
6283 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
6284 return MF_NO_ACTION;
6287 if (player->push_delay == 0)
6288 player->push_delay = FrameCounter;
6290 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6291 !tape.playing && element != EL_BALLOON)
6292 return MF_NO_ACTION;
6294 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6295 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6296 element != EL_BALLOON)
6297 return MF_NO_ACTION;
6300 if (IS_SB_ELEMENT(element))
6302 if (element == EL_SOKOBAN_FIELD_FULL)
6304 Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
6305 local_player->sokobanfields_still_needed++;
6310 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FIELD_EMPTY)
6312 Feld[x+dx][y+dy] = EL_SOKOBAN_FIELD_FULL;
6313 local_player->sokobanfields_still_needed--;
6314 if (element == EL_SOKOBAN_OBJECT)
6315 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_FILLING);
6317 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6321 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJECT;
6322 if (element == EL_SOKOBAN_FIELD_FULL)
6323 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_EMPTYING);
6325 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6331 Feld[x+dx][y+dy] = element;
6332 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6335 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
6337 DrawLevelField(x, y);
6338 DrawLevelField(x + dx, y + dy);
6340 if (IS_SB_ELEMENT(element) &&
6341 local_player->sokobanfields_still_needed == 0 &&
6342 game.emulation == EMU_SOKOBAN)
6344 player->LevelSolved = player->GameOver = TRUE;
6345 PlaySoundLevel(x, y, SND_SOKOBAN_GAME_SOLVING);
6356 return MF_NO_ACTION;
6359 player->push_delay = 0;
6364 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
6366 int jx = player->jx, jy = player->jy;
6367 int x = jx + dx, y = jy + dy;
6369 if (!player->active || !IN_LEV_FIELD(x, y))
6377 if (player->MovPos == 0)
6378 player->Pushing = FALSE;
6380 player->snapped = FALSE;
6384 if (player->snapped)
6387 player->MovDir = (dx < 0 ? MV_LEFT :
6390 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6392 if (!DigField(player, x, y, 0, 0, DF_SNAP))
6395 player->snapped = TRUE;
6396 DrawLevelField(x, y);
6402 boolean PlaceBomb(struct PlayerInfo *player)
6404 int jx = player->jx, jy = player->jy;
6407 if (!player->active || player->MovPos)
6410 element = Feld[jx][jy];
6412 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
6413 IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
6416 if (element != EL_EMPTY)
6417 Store[jx][jy] = element;
6419 MovDelay[jx][jy] = 96;
6420 GfxFrame[jx][jy] = 0;
6422 if (player->dynamite)
6424 Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
6427 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6428 FS_SMALL, FC_YELLOW);
6429 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6431 if (game.emulation == EMU_SUPAPLEX)
6432 DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0);
6434 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0);
6437 PlaySoundLevel(jx, jy, SND_DYNAMITE_DROPPING);
6442 EL_DYNABOMB_PLAYER1_ACTIVE + (player->element_nr - EL_PLAYER1);
6443 player->dynabombs_left--;
6445 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6446 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
6448 PlaySoundLevel(jx, jy, SND_DYNABOMB_DROPPING);
6454 /* ------------------------------------------------------------------------- */
6455 /* game sound playing functions */
6456 /* ------------------------------------------------------------------------- */
6458 static int *loop_sound_frame = NULL;
6459 static int *loop_sound_volume = NULL;
6461 void InitPlaySoundLevel()
6463 int num_sounds = getSoundListSize();
6465 if (loop_sound_frame != NULL)
6466 free(loop_sound_frame);
6468 if (loop_sound_volume != NULL)
6469 free(loop_sound_volume);
6471 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
6472 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
6475 static void PlaySoundLevel(int x, int y, int nr)
6477 int sx = SCREENX(x), sy = SCREENY(y);
6478 int volume, stereo_position;
6479 int max_distance = 8;
6480 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
6482 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
6483 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
6486 if (!IN_LEV_FIELD(x, y) ||
6487 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
6488 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
6491 volume = SOUND_MAX_VOLUME;
6493 if (!IN_SCR_FIELD(sx, sy))
6495 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
6496 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
6498 volume -= volume * (dx > dy ? dx : dy) / max_distance;
6501 stereo_position = (SOUND_MAX_LEFT +
6502 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
6503 (SCR_FIELDX + 2 * max_distance));
6505 if (IS_LOOP_SOUND(nr))
6507 /* This assures that quieter loop sounds do not overwrite louder ones,
6508 while restarting sound volume comparison with each new game frame. */
6510 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
6513 loop_sound_volume[nr] = volume;
6514 loop_sound_frame[nr] = FrameCounter;
6517 PlaySoundExt(nr, volume, stereo_position, type);
6520 static void PlaySoundLevelNearest(int x, int y, int sound_action)
6522 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
6523 x > LEVELX(BX2) ? LEVELX(BX2) : x,
6524 y < LEVELY(BY1) ? LEVELY(BY1) :
6525 y > LEVELY(BY2) ? LEVELY(BY2) : y,
6529 static void PlaySoundLevelAction(int x, int y, int sound_action)
6531 PlaySoundLevelElementAction(x, y, Feld[x][y], sound_action);
6534 static void PlaySoundLevelElementAction(int x, int y, int element,
6537 int sound_effect = element_info[element].sound[sound_action];
6539 if (sound_effect != SND_UNDEFINED)
6540 PlaySoundLevel(x, y, sound_effect);
6543 void RaiseScore(int value)
6545 local_player->score += value;
6546 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
6547 FS_SMALL, FC_YELLOW);
6550 void RaiseScoreElement(int element)
6556 case EL_EMERALD_YELLOW:
6557 case EL_EMERALD_RED:
6558 case EL_EMERALD_PURPLE:
6559 RaiseScore(level.score[SC_EDELSTEIN]);
6562 RaiseScore(level.score[SC_DIAMANT]);
6565 case EL_BD_BUTTERFLY:
6566 RaiseScore(level.score[SC_KAEFER]);
6570 RaiseScore(level.score[SC_FLIEGER]);
6573 case EL_DARK_YAMYAM:
6574 RaiseScore(level.score[SC_MAMPFER]);
6577 RaiseScore(level.score[SC_ROBOT]);
6580 RaiseScore(level.score[SC_PACMAN]);
6583 RaiseScore(level.score[SC_KOKOSNUSS]);
6586 RaiseScore(level.score[SC_DYNAMIT]);
6592 RaiseScore(level.score[SC_SCHLUESSEL]);
6599 void RequestQuitGame(boolean ask_if_really_quit)
6601 if (AllPlayersGone ||
6602 !ask_if_really_quit ||
6603 level_editor_test_game ||
6604 Request("Do you really want to quit the game ?",
6605 REQ_ASK | REQ_STAY_CLOSED))
6607 #if defined(PLATFORM_UNIX)
6608 if (options.network)
6609 SendToServer_StopPlaying();
6613 game_status = MAINMENU;
6619 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
6624 /* ---------- new game button stuff ---------------------------------------- */
6626 /* graphic position values for game buttons */
6627 #define GAME_BUTTON_XSIZE 30
6628 #define GAME_BUTTON_YSIZE 30
6629 #define GAME_BUTTON_XPOS 5
6630 #define GAME_BUTTON_YPOS 215
6631 #define SOUND_BUTTON_XPOS 5
6632 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
6634 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6635 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6636 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6637 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6638 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6639 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6646 } gamebutton_info[NUM_GAME_BUTTONS] =
6649 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
6654 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
6659 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
6664 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
6665 SOUND_CTRL_ID_MUSIC,
6666 "background music on/off"
6669 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
6670 SOUND_CTRL_ID_LOOPS,
6671 "sound loops on/off"
6674 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
6675 SOUND_CTRL_ID_SIMPLE,
6676 "normal sounds on/off"
6680 void CreateGameButtons()
6684 for (i=0; i<NUM_GAME_BUTTONS; i++)
6686 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
6687 struct GadgetInfo *gi;
6690 unsigned long event_mask;
6691 int gd_xoffset, gd_yoffset;
6692 int gd_x1, gd_x2, gd_y1, gd_y2;
6695 gd_xoffset = gamebutton_info[i].x;
6696 gd_yoffset = gamebutton_info[i].y;
6697 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
6698 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
6700 if (id == GAME_CTRL_ID_STOP ||
6701 id == GAME_CTRL_ID_PAUSE ||
6702 id == GAME_CTRL_ID_PLAY)
6704 button_type = GD_TYPE_NORMAL_BUTTON;
6706 event_mask = GD_EVENT_RELEASED;
6707 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6708 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6712 button_type = GD_TYPE_CHECK_BUTTON;
6714 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
6715 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
6716 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
6717 event_mask = GD_EVENT_PRESSED;
6718 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
6719 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6722 gi = CreateGadget(GDI_CUSTOM_ID, id,
6723 GDI_INFO_TEXT, gamebutton_info[i].infotext,
6724 GDI_X, DX + gd_xoffset,
6725 GDI_Y, DY + gd_yoffset,
6726 GDI_WIDTH, GAME_BUTTON_XSIZE,
6727 GDI_HEIGHT, GAME_BUTTON_YSIZE,
6728 GDI_TYPE, button_type,
6729 GDI_STATE, GD_BUTTON_UNPRESSED,
6730 GDI_CHECKED, checked,
6731 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
6732 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
6733 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
6734 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
6735 GDI_EVENT_MASK, event_mask,
6736 GDI_CALLBACK_ACTION, HandleGameButtons,
6740 Error(ERR_EXIT, "cannot create gadget");
6742 game_gadget[id] = gi;
6746 void FreeGameButtons()
6750 for (i=0; i<NUM_GAME_BUTTONS; i++)
6751 FreeGadget(game_gadget[i]);
6754 static void MapGameButtons()
6758 for (i=0; i<NUM_GAME_BUTTONS; i++)
6759 MapGadget(game_gadget[i]);
6762 void UnmapGameButtons()
6766 for (i=0; i<NUM_GAME_BUTTONS; i++)
6767 UnmapGadget(game_gadget[i]);
6770 static void HandleGameButtons(struct GadgetInfo *gi)
6772 int id = gi->custom_id;
6774 if (game_status != PLAYING)
6779 case GAME_CTRL_ID_STOP:
6780 RequestQuitGame(TRUE);
6783 case GAME_CTRL_ID_PAUSE:
6784 if (options.network)
6786 #if defined(PLATFORM_UNIX)
6788 SendToServer_ContinuePlaying();
6790 SendToServer_PausePlaying();
6794 TapeTogglePause(TAPE_TOGGLE_MANUAL);
6797 case GAME_CTRL_ID_PLAY:
6800 #if defined(PLATFORM_UNIX)
6801 if (options.network)
6802 SendToServer_ContinuePlaying();
6806 tape.pausing = FALSE;
6807 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
6812 case SOUND_CTRL_ID_MUSIC:
6813 if (setup.sound_music)
6815 setup.sound_music = FALSE;
6818 else if (audio.music_available)
6820 setup.sound = setup.sound_music = TRUE;
6821 PlayMusic(level_nr);
6825 case SOUND_CTRL_ID_LOOPS:
6826 if (setup.sound_loops)
6827 setup.sound_loops = FALSE;
6828 else if (audio.loops_available)
6829 setup.sound = setup.sound_loops = TRUE;
6832 case SOUND_CTRL_ID_SIMPLE:
6833 if (setup.sound_simple)
6834 setup.sound_simple = FALSE;
6835 else if (audio.sound_available)
6836 setup.sound = setup.sound_simple = TRUE;