1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MoveFigure() */
36 #define MF_NO_ACTION 0
40 /* for ScrollFigure() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_NO_EXPLOSION 0
51 /* special positions in the game control window (relative to control window) */
54 #define XX_EMERALDS 29
55 #define YY_EMERALDS 54
56 #define XX_DYNAMITE 29
57 #define YY_DYNAMITE 89
65 /* special positions in the game control window (relative to main window) */
66 #define DX_LEVEL (DX + XX_LEVEL)
67 #define DY_LEVEL (DY + YY_LEVEL)
68 #define DX_EMERALDS (DX + XX_EMERALDS)
69 #define DY_EMERALDS (DY + YY_EMERALDS)
70 #define DX_DYNAMITE (DX + XX_DYNAMITE)
71 #define DY_DYNAMITE (DY + YY_DYNAMITE)
72 #define DX_KEYS (DX + XX_KEYS)
73 #define DY_KEYS (DY + YY_KEYS)
74 #define DX_SCORE (DX + XX_SCORE)
75 #define DY_SCORE (DY + YY_SCORE)
76 #define DX_TIME (DX + XX_TIME)
77 #define DY_TIME (DY + YY_TIME)
79 /* values for initial player move delay (initial delay counter value) */
80 #define INITIAL_MOVE_DELAY_OFF -1
81 #define INITIAL_MOVE_DELAY_ON 0
83 /* values for player movement speed (which is in fact a delay value) */
84 #define MOVE_DELAY_NORMAL_SPEED 8
85 #define MOVE_DELAY_HIGH_SPEED 4
87 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
88 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
89 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
90 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
92 /* game button identifiers */
93 #define GAME_CTRL_ID_STOP 0
94 #define GAME_CTRL_ID_PAUSE 1
95 #define GAME_CTRL_ID_PLAY 2
96 #define SOUND_CTRL_ID_MUSIC 3
97 #define SOUND_CTRL_ID_LOOPS 4
98 #define SOUND_CTRL_ID_SIMPLE 5
100 #define NUM_GAME_BUTTONS 6
102 /* forward declaration for internal use */
103 static void InitBeltMovement(void);
104 static void CloseAllOpenTimegates(void);
105 static void CheckGravityMovement(struct PlayerInfo *);
106 static void KillHeroUnlessProtected(int, int);
108 void PlaySoundLevel(int, int, int);
109 void PlaySoundLevelAction(int, int, int);
110 void PlaySoundLevelElementAction(int, int, int, int);
112 static void MapGameButtons();
113 static void HandleGameButtons(struct GadgetInfo *);
115 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
117 #define SND_ACTION_UNKNOWN 0
118 #define SND_ACTION_WAITING 1
119 #define SND_ACTION_MOVING 2
120 #define SND_ACTION_DIGGING 3
121 #define SND_ACTION_COLLECTING 4
122 #define SND_ACTION_PASSING 5
123 #define SND_ACTION_IMPACT 6
124 #define SND_ACTION_PUSHING 7
125 #define SND_ACTION_ACTIVATING 8
126 #define SND_ACTION_ACTIVE 9
128 #define NUM_SND_ACTIONS 10
135 } sound_action_properties[] =
137 /* insert _all_ loop sound actions here */
138 { ".waiting", SND_ACTION_WAITING, TRUE },
139 { ".moving", SND_ACTION_MOVING, TRUE }, /* continuos moving */
140 { ".active", SND_ACTION_ACTIVE, TRUE },
141 { ".growing", SND_ACTION_UNKNOWN, TRUE },
142 { ".attacking", SND_ACTION_UNKNOWN, TRUE },
144 /* other (non-loop) sound actions are optional */
145 { ".stepping", SND_ACTION_MOVING, FALSE }, /* discrete moving */
146 { ".digging", SND_ACTION_DIGGING, FALSE },
147 { ".collecting", SND_ACTION_COLLECTING, FALSE },
148 { ".passing", SND_ACTION_PASSING, FALSE },
149 { ".impact", SND_ACTION_IMPACT, FALSE },
150 { ".pushing", SND_ACTION_PUSHING, FALSE },
151 { ".activating", SND_ACTION_ACTIVATING, FALSE },
154 static int element_action_sound[MAX_NUM_ELEMENTS][NUM_SND_ACTIONS];
155 static boolean is_loop_sound[NUM_SOUND_FILES];
157 #define IS_LOOP_SOUND(x) (is_loop_sound[x])
162 static unsigned int getStateCheckSum(int counter)
165 unsigned int mult = 1;
166 unsigned int checksum = 0;
168 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
170 static boolean first_game = TRUE;
172 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
178 lastFeld[x][y] = Feld[x][y];
179 else if (lastFeld[x][y] != Feld[x][y])
180 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
181 x, y, lastFeld[x][y], Feld[x][y]);
185 checksum += mult++ * Ur[x][y];
186 checksum += mult++ * Feld[x][y];
189 checksum += mult++ * MovPos[x][y];
190 checksum += mult++ * MovDir[x][y];
191 checksum += mult++ * MovDelay[x][y];
192 checksum += mult++ * Store[x][y];
193 checksum += mult++ * Store2[x][y];
194 checksum += mult++ * StorePlayer[x][y];
195 checksum += mult++ * ExplodePhase[x][y];
196 checksum += mult++ * AmoebaNr[x][y];
197 checksum += mult++ * JustStopped[x][y];
198 checksum += mult++ * Stop[x][y];
202 if (counter == 3 && first_game)
213 void GetPlayerConfig()
215 if (!audio.sound_available)
218 if (!audio.loops_available)
219 setup.sound_loops = FALSE;
221 if (!audio.music_available)
222 setup.sound_music = FALSE;
224 if (!video.fullscreen_available)
225 setup.fullscreen = FALSE;
227 setup.sound_simple = setup.sound;
229 SetAudioMode(setup.sound);
233 static int getBeltNrFromBeltElement(int element)
235 return (element < EL_CONVEYOR_BELT2_LEFT ? 0 :
236 element < EL_CONVEYOR_BELT3_LEFT ? 1 :
237 element < EL_CONVEYOR_BELT4_LEFT ? 2 : 3);
240 static int getBeltNrFromBeltActiveElement(int element)
242 return (element < EL_CONVEYOR_BELT2_LEFT_ACTIVE ? 0 :
243 element < EL_CONVEYOR_BELT3_LEFT_ACTIVE ? 1 :
244 element < EL_CONVEYOR_BELT4_LEFT_ACTIVE ? 2 : 3);
247 static int getBeltNrFromBeltSwitchElement(int element)
249 return (element < EL_CONVEYOR_BELT2_SWITCH_LEFT ? 0 :
250 element < EL_CONVEYOR_BELT3_SWITCH_LEFT ? 1 :
251 element < EL_CONVEYOR_BELT4_SWITCH_LEFT ? 2 : 3);
254 static int getBeltDirNrFromBeltSwitchElement(int element)
256 static int belt_base_element[4] =
258 EL_CONVEYOR_BELT1_SWITCH_LEFT,
259 EL_CONVEYOR_BELT2_SWITCH_LEFT,
260 EL_CONVEYOR_BELT3_SWITCH_LEFT,
261 EL_CONVEYOR_BELT4_SWITCH_LEFT
264 int belt_nr = getBeltNrFromBeltSwitchElement(element);
265 int belt_dir_nr = element - belt_base_element[belt_nr];
267 return (belt_dir_nr % 3);
270 static int getBeltDirFromBeltSwitchElement(int element)
272 static int belt_move_dir[3] =
279 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
281 return belt_move_dir[belt_dir_nr];
284 static void InitField(int x, int y, boolean init_game)
291 if (stored_player[0].present)
293 Feld[x][y] = EL_SP_MURPHY_CLONE;
297 Feld[x][y] = EL_PLAYER1;
306 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER1];
307 int jx = player->jx, jy = player->jy;
309 player->present = TRUE;
311 if (!options.network || player->connected)
313 player->active = TRUE;
315 /* remove potentially duplicate players */
316 if (StorePlayer[jx][jy] == Feld[x][y])
317 StorePlayer[jx][jy] = 0;
319 StorePlayer[x][y] = Feld[x][y];
323 printf("Player %d activated.\n", player->element_nr);
324 printf("[Local player is %d and currently %s.]\n",
325 local_player->element_nr,
326 local_player->active ? "active" : "not active");
330 Feld[x][y] = EL_EMPTY;
331 player->jx = player->last_jx = x;
332 player->jy = player->last_jy = y;
337 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
338 Feld[x][y] = EL_ACIDPOOL_TOPLEFT;
339 else if (x > 0 && Feld[x-1][y] == EL_ACID)
340 Feld[x][y] = EL_ACIDPOOL_TOPRIGHT;
341 else if (y > 0 && Feld[x][y-1] == EL_ACIDPOOL_TOPLEFT)
342 Feld[x][y] = EL_ACIDPOOL_BOTTOMLEFT;
343 else if (y > 0 && Feld[x][y-1] == EL_ACID)
344 Feld[x][y] = EL_ACIDPOOL_BOTTOM;
345 else if (y > 0 && Feld[x][y-1] == EL_ACIDPOOL_TOPRIGHT)
346 Feld[x][y] = EL_ACIDPOOL_BOTTOMRIGHT;
354 case EL_SPACESHIP_RIGHT:
355 case EL_SPACESHIP_UP:
356 case EL_SPACESHIP_LEFT:
357 case EL_SPACESHIP_DOWN:
359 case EL_BD_BUTTERFLY_RIGHT:
360 case EL_BD_BUTTERFLY_UP:
361 case EL_BD_BUTTERFLY_LEFT:
362 case EL_BD_BUTTERFLY_DOWN:
363 case EL_BD_BUTTERFLY:
364 case EL_BD_FIREFLY_RIGHT:
365 case EL_BD_FIREFLY_UP:
366 case EL_BD_FIREFLY_LEFT:
367 case EL_BD_FIREFLY_DOWN:
369 case EL_PACMAN_RIGHT:
393 if (y == lev_fieldy - 1)
395 Feld[x][y] = EL_AMOEBA_CREATING;
396 Store[x][y] = EL_AMOEBA_WET;
400 case EL_DYNAMITE_ACTIVE:
405 local_player->lights_still_needed++;
408 case EL_SOKOBAN_FIELD_EMPTY:
409 local_player->sokobanfields_still_needed++;
413 local_player->friends_still_needed++;
418 MovDir[x][y] = 1 << RND(4);
422 Feld[x][y] = EL_EMPTY;
425 case EL_EM_KEY1_FILE:
426 Feld[x][y] = EL_EM_KEY1;
428 case EL_EM_KEY2_FILE:
429 Feld[x][y] = EL_EM_KEY2;
431 case EL_EM_KEY3_FILE:
432 Feld[x][y] = EL_EM_KEY3;
434 case EL_EM_KEY4_FILE:
435 Feld[x][y] = EL_EM_KEY4;
438 case EL_CONVEYOR_BELT1_SWITCH_LEFT:
439 case EL_CONVEYOR_BELT1_SWITCH_MIDDLE:
440 case EL_CONVEYOR_BELT1_SWITCH_RIGHT:
441 case EL_CONVEYOR_BELT2_SWITCH_LEFT:
442 case EL_CONVEYOR_BELT2_SWITCH_MIDDLE:
443 case EL_CONVEYOR_BELT2_SWITCH_RIGHT:
444 case EL_CONVEYOR_BELT3_SWITCH_LEFT:
445 case EL_CONVEYOR_BELT3_SWITCH_MIDDLE:
446 case EL_CONVEYOR_BELT3_SWITCH_RIGHT:
447 case EL_CONVEYOR_BELT4_SWITCH_LEFT:
448 case EL_CONVEYOR_BELT4_SWITCH_MIDDLE:
449 case EL_CONVEYOR_BELT4_SWITCH_RIGHT:
452 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
453 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
454 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
456 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
458 game.belt_dir[belt_nr] = belt_dir;
459 game.belt_dir_nr[belt_nr] = belt_dir_nr;
461 else /* more than one switch -- set it like the first switch */
463 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
468 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
470 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
473 case EL_LIGHT_SWITCH_ACTIVE:
475 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
483 void DrawGameDoorValues()
487 for (i=0; i<MAX_PLAYERS; i++)
489 if (stored_player[i].key[j])
490 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
493 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
494 int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
495 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
496 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
497 DrawText(DX + XX_SCORE, DY + YY_SCORE,
498 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
499 DrawText(DX + XX_TIME, DY + YY_TIME,
500 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
505 =============================================================================
507 -----------------------------------------------------------------------------
508 initialize sound effect lookup table for element actions
509 =============================================================================
514 int sound_effect_properties[NUM_SOUND_FILES];
518 debug_print_timestamp(0, NULL);
521 for (i=0; i<MAX_NUM_ELEMENTS; i++)
522 for (j=0; j<NUM_SND_ACTIONS; j++)
523 element_action_sound[i][j] = -1;
525 for (i=0; i<NUM_SOUND_FILES; i++)
527 int len_effect_text = strlen(sound_files[i].token);
529 sound_effect_properties[i] = SND_ACTION_UNKNOWN;
530 is_loop_sound[i] = FALSE;
532 /* determine all loop sounds and identify certain sound classes */
534 for (j=0; sound_action_properties[j].text; j++)
536 int len_action_text = strlen(sound_action_properties[j].text);
538 if (len_action_text < len_effect_text &&
539 strcmp(&sound_files[i].token[len_effect_text - len_action_text],
540 sound_action_properties[j].text) == 0)
542 sound_effect_properties[i] = sound_action_properties[j].value;
544 if (sound_action_properties[j].is_loop)
545 is_loop_sound[i] = TRUE;
549 /* associate elements and some selected sound actions */
551 for (j=0; j<MAX_NUM_ELEMENTS; j++)
553 if (element_info[j].sound_class_name)
555 int len_class_text = strlen(element_info[j].sound_class_name);
557 if (len_class_text + 1 < len_effect_text &&
558 strncmp(sound_files[i].token,
559 element_info[j].sound_class_name, len_class_text) == 0 &&
560 sound_files[i].token[len_class_text] == '.')
562 int sound_action_value = sound_effect_properties[i];
564 element_action_sound[j][sound_action_value] = i;
571 debug_print_timestamp(0, "InitGameEngine");
577 int element = EL_SAND;
578 int sound_action = SND_ACTION_DIGGING;
581 while (sound_action_properties[j].text)
583 if (sound_action_properties[j].value == sound_action)
584 printf("element %d, sound action '%s' == %d\n",
585 element, sound_action_properties[j].text,
586 element_action_sound[element][sound_action]);
595 =============================================================================
597 -----------------------------------------------------------------------------
598 initialize game engine due to level / tape version number
599 =============================================================================
602 static void InitGameEngine()
606 game.engine_version = (tape.playing ? tape.engine_version :
610 printf("level %d: level version == %06d\n", level_nr, level.game_version);
611 printf(" tape version == %06d [%s] [file: %06d]\n",
612 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
614 printf(" => game.engine_version == %06d\n", game.engine_version);
617 /* dynamically adjust player properties according to game engine version */
618 game.initial_move_delay =
619 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
620 INITIAL_MOVE_DELAY_OFF);
622 /* dynamically adjust player properties according to level information */
623 game.initial_move_delay_value =
624 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
626 /* dynamically adjust element properties according to game engine version */
628 static int ep_em_slippery_wall[] =
637 static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall);
639 for (i=0; i<ep_em_slippery_wall_num; i++)
641 if (level.em_slippery_gems) /* special EM style gems behaviour */
642 Elementeigenschaften2[ep_em_slippery_wall[i]] |=
643 EP_BIT_EM_SLIPPERY_WALL;
645 Elementeigenschaften2[ep_em_slippery_wall[i]] &=
646 ~EP_BIT_EM_SLIPPERY_WALL;
649 /* "EL_WALL_GROWING_ACTIVE" wasn't slippery for EM gems in version 2.0.1 */
650 if (level.em_slippery_gems && game.engine_version > VERSION_IDENT(2,0,1))
651 Elementeigenschaften2[EL_WALL_GROWING_ACTIVE] |= EP_BIT_EM_SLIPPERY_WALL;
653 Elementeigenschaften2[EL_WALL_GROWING_ACTIVE] &=~EP_BIT_EM_SLIPPERY_WALL;
659 =============================================================================
661 -----------------------------------------------------------------------------
662 initialize and start new game
663 =============================================================================
668 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
669 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
670 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
677 #if USE_NEW_AMOEBA_CODE
678 printf("Using new amoeba code.\n");
680 printf("Using old amoeba code.\n");
685 /* don't play tapes over network */
686 network_playing = (options.network && !tape.playing);
688 for (i=0; i<MAX_PLAYERS; i++)
690 struct PlayerInfo *player = &stored_player[i];
692 player->index_nr = i;
693 player->element_nr = EL_PLAYER1 + i;
695 player->present = FALSE;
696 player->active = FALSE;
699 player->effective_action = 0;
700 player->programmed_action = 0;
703 player->gems_still_needed = level.gems_needed;
704 player->sokobanfields_still_needed = 0;
705 player->lights_still_needed = 0;
706 player->friends_still_needed = 0;
709 player->key[j] = FALSE;
711 player->dynamite = 0;
712 player->dynabomb_count = 0;
713 player->dynabomb_size = 1;
714 player->dynabombs_left = 0;
715 player->dynabomb_xl = FALSE;
717 player->MovDir = MV_NO_MOVING;
719 player->Pushing = FALSE;
720 player->Switching = FALSE;
724 player->actual_frame_counter = 0;
726 player->frame_reset_delay = 0;
728 player->last_move_dir = MV_NO_MOVING;
729 player->is_moving = FALSE;
731 player->move_delay = game.initial_move_delay;
732 player->move_delay_value = game.initial_move_delay_value;
734 player->push_delay = 0;
735 player->push_delay_value = 5;
737 player->snapped = FALSE;
739 player->last_jx = player->last_jy = 0;
740 player->jx = player->jy = 0;
742 player->shield_normal_time_left = 0;
743 player->shield_deadly_time_left = 0;
745 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
746 SnapField(player, 0, 0);
748 player->LevelSolved = FALSE;
749 player->GameOver = FALSE;
752 network_player_action_received = FALSE;
754 #if defined(PLATFORM_UNIX)
755 /* initial null action */
757 SendToServer_MovePlayer(MV_NO_MOVING);
765 TimeLeft = level.time;
767 ScreenMovDir = MV_NO_MOVING;
771 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
773 AllPlayersGone = FALSE;
775 game.yam_content_nr = 0;
776 game.magic_wall_active = FALSE;
777 game.magic_wall_time_left = 0;
778 game.light_time_left = 0;
779 game.timegate_time_left = 0;
780 game.switchgate_pos = 0;
781 game.balloon_dir = MV_NO_MOVING;
782 game.explosions_delayed = TRUE;
786 game.belt_dir[i] = MV_NO_MOVING;
787 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
790 for (i=0; i<MAX_NUM_AMOEBA; i++)
791 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
793 for (x=0; x<lev_fieldx; x++)
795 for (y=0; y<lev_fieldy; y++)
797 Feld[x][y] = Ur[x][y];
798 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
799 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
801 JustStopped[x][y] = 0;
803 ExplodePhase[x][y] = 0;
804 ExplodeField[x][y] = EX_NO_EXPLOSION;
807 GfxAction[x][y] = GFX_ACTION_DEFAULT;
811 for(y=0; y<lev_fieldy; y++)
813 for(x=0; x<lev_fieldx; x++)
815 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
817 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
819 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
822 InitField(x, y, TRUE);
828 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
829 emulate_sb ? EMU_SOKOBAN :
830 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
832 /* correct non-moving belts to start moving left */
834 if (game.belt_dir[i] == MV_NO_MOVING)
835 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
837 /* check if any connected player was not found in playfield */
838 for (i=0; i<MAX_PLAYERS; i++)
840 struct PlayerInfo *player = &stored_player[i];
842 if (player->connected && !player->present)
844 for (j=0; j<MAX_PLAYERS; j++)
846 struct PlayerInfo *some_player = &stored_player[j];
847 int jx = some_player->jx, jy = some_player->jy;
849 /* assign first free player found that is present in the playfield */
850 if (some_player->present && !some_player->connected)
852 player->present = TRUE;
853 player->active = TRUE;
854 some_player->present = FALSE;
856 StorePlayer[jx][jy] = player->element_nr;
857 player->jx = player->last_jx = jx;
858 player->jy = player->last_jy = jy;
868 /* when playing a tape, eliminate all players who do not participate */
870 for (i=0; i<MAX_PLAYERS; i++)
872 if (stored_player[i].active && !tape.player_participates[i])
874 struct PlayerInfo *player = &stored_player[i];
875 int jx = player->jx, jy = player->jy;
877 player->active = FALSE;
878 StorePlayer[jx][jy] = 0;
879 Feld[jx][jy] = EL_EMPTY;
883 else if (!options.network && !setup.team_mode) /* && !tape.playing */
885 /* when in single player mode, eliminate all but the first active player */
887 for (i=0; i<MAX_PLAYERS; i++)
889 if (stored_player[i].active)
891 for (j=i+1; j<MAX_PLAYERS; j++)
893 if (stored_player[j].active)
895 struct PlayerInfo *player = &stored_player[j];
896 int jx = player->jx, jy = player->jy;
898 player->active = FALSE;
899 StorePlayer[jx][jy] = 0;
900 Feld[jx][jy] = EL_EMPTY;
907 /* when recording the game, store which players take part in the game */
910 for (i=0; i<MAX_PLAYERS; i++)
911 if (stored_player[i].active)
912 tape.player_participates[i] = TRUE;
917 for (i=0; i<MAX_PLAYERS; i++)
919 struct PlayerInfo *player = &stored_player[i];
921 printf("Player %d: present == %d, connected == %d, active == %d.\n",
926 if (local_player == player)
927 printf("Player %d is local player.\n", i+1);
931 if (BorderElement == EL_EMPTY)
934 SBX_Right = lev_fieldx - SCR_FIELDX;
936 SBY_Lower = lev_fieldy - SCR_FIELDY;
941 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
943 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
946 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
947 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
949 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
950 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
953 scroll_y = SBY_Upper;
954 if (local_player->jx >= SBX_Left + MIDPOSX)
955 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
956 local_player->jx - MIDPOSX :
958 if (local_player->jy >= SBY_Upper + MIDPOSY)
959 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
960 local_player->jy - MIDPOSY :
963 CloseDoor(DOOR_CLOSE_1);
968 /* after drawing the level, correct some elements */
969 if (game.timegate_time_left == 0)
970 CloseAllOpenTimegates();
972 if (setup.soft_scrolling)
973 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
975 redraw_mask |= REDRAW_FROM_BACKBUFFER;
978 /* copy default game door content to main double buffer */
979 BlitBitmap(new_graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
980 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
983 DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
984 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
987 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
988 int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3, FONT_OPAQUE);
989 BlitBitmap(drawto, drawto,
990 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
991 FONT5_XSIZE * 3, FONT5_YSIZE - 1,
992 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
995 DrawGameDoorValues();
999 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
1000 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
1001 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
1005 /* copy actual game door content to door double buffer for OpenDoor() */
1006 BlitBitmap(drawto, bitmap_db_door,
1007 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
1009 OpenDoor(DOOR_OPEN_ALL);
1011 PlaySoundStereo(SND_GAME_STARTING, SOUND_MAX_RIGHT);
1012 if (setup.sound_music)
1013 PlayMusic(level_nr);
1015 KeyboardAutoRepeatOff();
1020 printf("Player %d %sactive.\n",
1021 i + 1, (stored_player[i].active ? "" : "not "));
1025 void InitMovDir(int x, int y)
1027 int i, element = Feld[x][y];
1028 static int xy[4][2] =
1035 static int direction[3][4] =
1037 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1038 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1039 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1048 Feld[x][y] = EL_BUG;
1049 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
1052 case EL_SPACESHIP_RIGHT:
1053 case EL_SPACESHIP_UP:
1054 case EL_SPACESHIP_LEFT:
1055 case EL_SPACESHIP_DOWN:
1056 Feld[x][y] = EL_SPACESHIP;
1057 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
1060 case EL_BD_BUTTERFLY_RIGHT:
1061 case EL_BD_BUTTERFLY_UP:
1062 case EL_BD_BUTTERFLY_LEFT:
1063 case EL_BD_BUTTERFLY_DOWN:
1064 Feld[x][y] = EL_BD_BUTTERFLY;
1065 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
1068 case EL_BD_FIREFLY_RIGHT:
1069 case EL_BD_FIREFLY_UP:
1070 case EL_BD_FIREFLY_LEFT:
1071 case EL_BD_FIREFLY_DOWN:
1072 Feld[x][y] = EL_BD_FIREFLY;
1073 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1076 case EL_PACMAN_RIGHT:
1078 case EL_PACMAN_LEFT:
1079 case EL_PACMAN_DOWN:
1080 Feld[x][y] = EL_PACMAN;
1081 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1084 case EL_SP_SNIKSNAK:
1085 MovDir[x][y] = MV_UP;
1088 case EL_SP_ELECTRON:
1089 MovDir[x][y] = MV_LEFT;
1096 Feld[x][y] = EL_MOLE;
1097 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1101 MovDir[x][y] = 1 << RND(4);
1102 if (element != EL_BUG &&
1103 element != EL_SPACESHIP &&
1104 element != EL_BD_BUTTERFLY &&
1105 element != EL_BD_FIREFLY)
1110 int x1 = x + xy[i][0];
1111 int y1 = y + xy[i][1];
1113 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1115 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1117 MovDir[x][y] = direction[0][i];
1120 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1121 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1123 MovDir[x][y] = direction[1][i];
1132 void InitAmoebaNr(int x, int y)
1135 int group_nr = AmoebeNachbarNr(x, y);
1139 for (i=1; i<MAX_NUM_AMOEBA; i++)
1141 if (AmoebaCnt[i] == 0)
1149 AmoebaNr[x][y] = group_nr;
1150 AmoebaCnt[group_nr]++;
1151 AmoebaCnt2[group_nr]++;
1157 boolean raise_level = FALSE;
1159 if (local_player->MovPos)
1162 if (tape.playing && tape.auto_play)
1163 tape.auto_play_level_solved = TRUE;
1165 local_player->LevelSolved = FALSE;
1167 PlaySoundStereo(SND_GAME_WINNING, SOUND_MAX_RIGHT);
1171 if (!tape.playing && setup.sound_loops)
1172 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1173 SND_CTRL_PLAY_LOOP);
1175 while (TimeLeft > 0)
1177 if (!tape.playing && !setup.sound_loops)
1178 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1179 if (TimeLeft > 0 && !(TimeLeft % 10))
1180 RaiseScore(level.score[SC_ZEITBONUS]);
1181 if (TimeLeft > 100 && !(TimeLeft % 10))
1185 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
1192 if (!tape.playing && setup.sound_loops)
1193 StopSound(SND_GAME_LEVELTIME_BONUS);
1195 else if (level.time == 0) /* level without time limit */
1197 if (!tape.playing && setup.sound_loops)
1198 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1199 SND_CTRL_PLAY_LOOP);
1201 while (TimePlayed < 999)
1203 if (!tape.playing && !setup.sound_loops)
1204 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1205 if (TimePlayed < 999 && !(TimePlayed % 10))
1206 RaiseScore(level.score[SC_ZEITBONUS]);
1207 if (TimePlayed < 900 && !(TimePlayed % 10))
1211 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
1218 if (!tape.playing && setup.sound_loops)
1219 StopSound(SND_GAME_LEVELTIME_BONUS);
1226 /* Hero disappears */
1227 DrawLevelField(ExitX, ExitY);
1233 CloseDoor(DOOR_CLOSE_1);
1238 SaveTape(tape.level_nr); /* Ask to save tape */
1241 if (level_nr == leveldir_current->handicap_level)
1243 leveldir_current->handicap_level++;
1244 SaveLevelSetup_SeriesInfo();
1247 if (level_editor_test_game)
1248 local_player->score = -1; /* no highscore when playing from editor */
1249 else if (level_nr < leveldir_current->last_level)
1250 raise_level = TRUE; /* advance to next level */
1252 if ((hi_pos = NewHiScore()) >= 0)
1254 game_status = HALLOFFAME;
1255 DrawHallOfFame(hi_pos);
1264 game_status = MAINMENU;
1281 LoadScore(level_nr);
1283 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1284 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1287 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1289 if (local_player->score > highscore[k].Score)
1291 /* player has made it to the hall of fame */
1293 if (k < MAX_SCORE_ENTRIES - 1)
1295 int m = MAX_SCORE_ENTRIES - 1;
1298 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1299 if (!strcmp(setup.player_name, highscore[l].Name))
1301 if (m == k) /* player's new highscore overwrites his old one */
1307 strcpy(highscore[l].Name, highscore[l - 1].Name);
1308 highscore[l].Score = highscore[l - 1].Score;
1315 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1316 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1317 highscore[k].Score = local_player->score;
1323 else if (!strncmp(setup.player_name, highscore[k].Name,
1324 MAX_PLAYER_NAME_LEN))
1325 break; /* player already there with a higher score */
1331 SaveScore(level_nr);
1336 void InitMovingField(int x, int y, int direction)
1338 int element = Feld[x][y];
1339 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1340 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1342 if (!JustStopped[x][y] || direction != MovDir[x][y])
1345 MovDir[x][y] = direction;
1346 MovDir[newx][newy] = direction;
1348 if (Feld[newx][newy] == EL_EMPTY)
1349 Feld[newx][newy] = EL_BLOCKED;
1351 if (direction == MV_DOWN && CAN_FALL(element))
1352 GfxAction[x][y] = GFX_ACTION_FALLING;
1354 GfxAction[x][y] = GFX_ACTION_MOVING;
1357 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1359 int direction = MovDir[x][y];
1360 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1361 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1367 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1369 int oldx = x, oldy = y;
1370 int direction = MovDir[x][y];
1372 if (direction == MV_LEFT)
1374 else if (direction == MV_RIGHT)
1376 else if (direction == MV_UP)
1378 else if (direction == MV_DOWN)
1381 *comes_from_x = oldx;
1382 *comes_from_y = oldy;
1385 int MovingOrBlocked2Element(int x, int y)
1387 int element = Feld[x][y];
1389 if (element == EL_BLOCKED)
1393 Blocked2Moving(x, y, &oldx, &oldy);
1394 return Feld[oldx][oldy];
1400 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1402 /* like MovingOrBlocked2Element(), but if element is moving
1403 and (x,y) is the field the moving element is just leaving,
1404 return EL_BLOCKED instead of the element value */
1405 int element = Feld[x][y];
1407 if (IS_MOVING(x, y))
1409 if (element == EL_BLOCKED)
1413 Blocked2Moving(x, y, &oldx, &oldy);
1414 return Feld[oldx][oldy];
1423 static void RemoveField(int x, int y)
1425 Feld[x][y] = EL_EMPTY;
1431 void RemoveMovingField(int x, int y)
1433 int oldx = x, oldy = y, newx = x, newy = y;
1435 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1438 if (IS_MOVING(x, y))
1440 Moving2Blocked(x, y, &newx, &newy);
1441 if (Feld[newx][newy] != EL_BLOCKED)
1444 else if (Feld[x][y] == EL_BLOCKED)
1446 Blocked2Moving(x, y, &oldx, &oldy);
1447 if (!IS_MOVING(oldx, oldy))
1451 if (Feld[x][y] == EL_BLOCKED &&
1452 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1453 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1454 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1455 Feld[oldx][oldy] == EL_AMOEBA_DRIPPING))
1456 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1458 Feld[oldx][oldy] = EL_EMPTY;
1460 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1462 Feld[newx][newy] = EL_EMPTY;
1463 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1464 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1465 GfxAction[oldx][oldy] = GfxAction[newx][newy] = GFX_ACTION_DEFAULT;
1467 DrawLevelField(oldx, oldy);
1468 DrawLevelField(newx, newy);
1471 void DrawDynamite(int x, int y)
1473 int sx = SCREENX(x), sy = SCREENY(y);
1474 int graphic = el2img(Feld[x][y]);
1477 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1481 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
1483 frame = getGraphicAnimationFrame(graphic, 96 - MovDelay[x][y]);
1486 printf("-> %d: %d [%d]\n", graphic, frame, MovDelay[x][y]);
1489 if (game.emulation == EMU_SUPAPLEX)
1490 DrawGraphic(sx, sy, IMG_SP_DISK_RED, 0);
1491 else if (Store[x][y])
1492 DrawGraphicThruMask(sx, sy, graphic, frame);
1494 DrawGraphic(sx, sy, graphic, frame);
1497 void CheckDynamite(int x, int y)
1499 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1504 if (!(MovDelay[x][y] % 6))
1505 PlaySoundLevelAction(x, y, SND_ACTION_ACTIVE);
1507 if (IS_ACTIVE_BOMB(Feld[x][y]))
1509 int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6);
1511 if (!(MovDelay[x][y] % delay))
1519 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1520 StopSound(SND_DYNAMITE_ACTIVE);
1522 StopSound(SND_DYNABOMB_ACTIVE);
1527 void Explode(int ex, int ey, int phase, int mode)
1531 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1532 int last_phase = num_phase * delay;
1533 int half_phase = (num_phase / 2) * delay;
1534 int first_phase_after_start = EX_PHASE_START + 1;
1536 if (game.explosions_delayed)
1538 ExplodeField[ex][ey] = mode;
1542 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1544 int center_element = Feld[ex][ey];
1546 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1548 /* put moving element to center field (and let it explode there) */
1549 center_element = MovingOrBlocked2Element(ex, ey);
1550 RemoveMovingField(ex, ey);
1551 Feld[ex][ey] = center_element;
1554 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1558 if (!IN_LEV_FIELD(x, y) ||
1559 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
1560 (x != ex || y != ey)))
1563 element = Feld[x][y];
1565 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1567 element = MovingOrBlocked2Element(x, y);
1568 RemoveMovingField(x, y);
1571 if (IS_MASSIVE(element) || element == EL_FLAMES)
1574 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1576 if (IS_ACTIVE_BOMB(element))
1578 /* re-activate things under the bomb like gate or penguin */
1579 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
1586 if (element == EL_EXPLOSION)
1587 element = Store2[x][y];
1589 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1591 switch(StorePlayer[ex][ey])
1594 Store[x][y] = EL_EMERALD_RED;
1597 Store[x][y] = EL_EMERALD;
1600 Store[x][y] = EL_EMERALD_PURPLE;
1604 Store[x][y] = EL_EMERALD_YELLOW;
1608 if (game.emulation == EMU_SUPAPLEX)
1609 Store[x][y] = EL_EMPTY;
1611 else if (center_element == EL_MOLE)
1612 Store[x][y] = EL_EMERALD_RED;
1613 else if (center_element == EL_PENGUIN)
1614 Store[x][y] = EL_EMERALD_PURPLE;
1615 else if (center_element == EL_BUG)
1616 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
1617 else if (center_element == EL_BD_BUTTERFLY)
1618 Store[x][y] = EL_BD_DIAMOND;
1619 else if (center_element == EL_SP_ELECTRON)
1620 Store[x][y] = EL_SP_INFOTRON;
1621 else if (center_element == EL_YAMYAM)
1622 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1623 else if (center_element == EL_AMOEBA_TO_DIAMOND)
1624 Store[x][y] = level.amoeba_content;
1625 else if (element == EL_WALL_EMERALD)
1626 Store[x][y] = EL_EMERALD;
1627 else if (element == EL_WALL_DIAMOND)
1628 Store[x][y] = EL_DIAMOND;
1629 else if (element == EL_WALL_BD_DIAMOND)
1630 Store[x][y] = EL_BD_DIAMOND;
1631 else if (element == EL_WALL_EMERALD_YELLOW)
1632 Store[x][y] = EL_EMERALD_YELLOW;
1633 else if (element == EL_WALL_EMERALD_RED)
1634 Store[x][y] = EL_EMERALD_RED;
1635 else if (element == EL_WALL_EMERALD_PURPLE)
1636 Store[x][y] = EL_EMERALD_PURPLE;
1637 else if (element == EL_WALL_PEARL)
1638 Store[x][y] = EL_PEARL;
1639 else if (element == EL_WALL_CRYSTAL)
1640 Store[x][y] = EL_CRYSTAL;
1641 else if (!IS_PFORTE(Store[x][y]))
1642 Store[x][y] = EL_EMPTY;
1644 if (x != ex || y != ey ||
1645 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
1646 Store2[x][y] = element;
1648 if (AmoebaNr[x][y] &&
1649 (element == EL_AMOEBA_FULL ||
1650 element == EL_BD_AMOEBA ||
1651 element == EL_AMOEBA_CREATING))
1653 AmoebaCnt[AmoebaNr[x][y]]--;
1654 AmoebaCnt2[AmoebaNr[x][y]]--;
1657 Feld[x][y] = EL_EXPLOSION;
1658 MovDir[x][y] = MovPos[x][y] = 0;
1660 ExplodePhase[x][y] = 1;
1664 if (center_element == EL_YAMYAM)
1665 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1676 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
1678 if (phase == first_phase_after_start)
1680 int element = Store2[x][y];
1682 if (element == EL_BLACK_ORB)
1684 Feld[x][y] = Store2[x][y];
1689 else if (phase == half_phase)
1691 int element = Store2[x][y];
1693 if (IS_PLAYER(x, y))
1694 KillHeroUnlessProtected(x, y);
1695 else if (IS_EXPLOSIVE(element))
1697 Feld[x][y] = Store2[x][y];
1701 else if (element == EL_AMOEBA_TO_DIAMOND)
1702 AmoebeUmwandeln(x, y);
1705 if (phase == last_phase)
1709 element = Feld[x][y] = Store[x][y];
1710 Store[x][y] = Store2[x][y] = 0;
1711 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1712 InitField(x, y, FALSE);
1713 if (CAN_MOVE(element) || COULD_MOVE(element))
1715 DrawLevelField(x, y);
1717 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1718 StorePlayer[x][y] = 0;
1720 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1722 int stored = Store[x][y];
1723 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
1724 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
1726 int frame = getGraphicAnimationFrame(graphic, phase - delay);
1729 DrawCrumbledSand(SCREENX(x), SCREENY(y));
1731 if (IS_PFORTE(Store[x][y]))
1733 DrawLevelElement(x, y, Store[x][y]);
1734 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
1737 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1741 void DynaExplode(int ex, int ey)
1744 int dynabomb_size = 1;
1745 boolean dynabomb_xl = FALSE;
1746 struct PlayerInfo *player;
1747 static int xy[4][2] =
1755 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1757 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER1_ACTIVE];
1758 dynabomb_size = player->dynabomb_size;
1759 dynabomb_xl = player->dynabomb_xl;
1760 player->dynabombs_left++;
1763 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1767 for (j=1; j<=dynabomb_size; j++)
1769 int x = ex + j * xy[i % 4][0];
1770 int y = ey + j * xy[i % 4][1];
1773 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1776 element = Feld[x][y];
1778 /* do not restart explosions of fields with active bombs */
1779 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
1782 Explode(x, y, EX_PHASE_START, EX_BORDER);
1784 if (element != EL_EMPTY &&
1785 element != EL_SAND &&
1786 element != EL_EXPLOSION &&
1793 void Bang(int x, int y)
1795 int element = Feld[x][y];
1797 if (game.emulation == EMU_SUPAPLEX)
1798 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
1800 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
1803 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1811 case EL_BD_BUTTERFLY:
1814 case EL_DARK_YAMYAM:
1818 RaiseScoreElement(element);
1819 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1821 case EL_DYNABOMB_PLAYER1_ACTIVE:
1822 case EL_DYNABOMB_PLAYER2_ACTIVE:
1823 case EL_DYNABOMB_PLAYER3_ACTIVE:
1824 case EL_DYNABOMB_PLAYER4_ACTIVE:
1825 case EL_DYNABOMB_NR:
1826 case EL_DYNABOMB_SZ:
1827 case EL_DYNABOMB_XL:
1832 case EL_LAMP_ACTIVE:
1833 if (IS_PLAYER(x, y))
1834 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1836 Explode(x, y, EX_PHASE_START, EX_CENTER);
1839 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1844 void Blurb(int x, int y)
1846 int element = Feld[x][y];
1848 if (element != EL_ACID_SPLASH_LEFT &&
1849 element != EL_ACID_SPLASH_RIGHT) /* start */
1851 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
1852 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1853 (!IN_LEV_FIELD(x-1, y-1) ||
1854 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1856 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
1858 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1859 (!IN_LEV_FIELD(x+1, y-1) ||
1860 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1862 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
1867 int graphic = (element == EL_ACID_SPLASH_LEFT ?
1868 IMG_ACID_SPLASH_LEFT :
1869 IMG_ACID_SPLASH_RIGHT);
1871 if (!MovDelay[x][y]) /* initialize animation counter */
1874 if (MovDelay[x][y]) /* continue animation */
1877 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1879 int frame = getGraphicAnimationFrame(graphic, 8 - MovDelay[x][y]);
1881 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1884 if (!MovDelay[x][y])
1886 Feld[x][y] = EL_EMPTY;
1887 DrawLevelField(x, y);
1893 static void InitBeltMovement()
1895 static int belt_base_element[4] =
1897 EL_CONVEYOR_BELT1_LEFT,
1898 EL_CONVEYOR_BELT2_LEFT,
1899 EL_CONVEYOR_BELT3_LEFT,
1900 EL_CONVEYOR_BELT4_LEFT
1902 static int belt_base_active_element[4] =
1904 EL_CONVEYOR_BELT1_LEFT_ACTIVE,
1905 EL_CONVEYOR_BELT2_LEFT_ACTIVE,
1906 EL_CONVEYOR_BELT3_LEFT_ACTIVE,
1907 EL_CONVEYOR_BELT4_LEFT_ACTIVE
1912 /* set frame order for belt animation graphic according to belt direction */
1919 int element = belt_base_active_element[belt_nr] + j;
1920 int graphic = el2img(element);
1922 if (game.belt_dir[i] == MV_LEFT)
1923 new_graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
1925 new_graphic_info[graphic].anim_mode |= ANIM_REVERSE;
1929 for(y=0; y<lev_fieldy; y++)
1931 for(x=0; x<lev_fieldx; x++)
1933 int element = Feld[x][y];
1937 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
1939 int e_belt_nr = getBeltNrFromBeltElement(element);
1942 if (e_belt_nr == belt_nr)
1944 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
1946 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
1954 static void ToggleBeltSwitch(int x, int y)
1956 static int belt_base_element[4] =
1958 EL_CONVEYOR_BELT1_LEFT,
1959 EL_CONVEYOR_BELT2_LEFT,
1960 EL_CONVEYOR_BELT3_LEFT,
1961 EL_CONVEYOR_BELT4_LEFT
1963 static int belt_base_active_element[4] =
1965 EL_CONVEYOR_BELT1_LEFT_ACTIVE,
1966 EL_CONVEYOR_BELT2_LEFT_ACTIVE,
1967 EL_CONVEYOR_BELT3_LEFT_ACTIVE,
1968 EL_CONVEYOR_BELT4_LEFT_ACTIVE
1970 static int belt_base_switch_element[4] =
1972 EL_CONVEYOR_BELT1_SWITCH_LEFT,
1973 EL_CONVEYOR_BELT2_SWITCH_LEFT,
1974 EL_CONVEYOR_BELT3_SWITCH_LEFT,
1975 EL_CONVEYOR_BELT4_SWITCH_LEFT
1977 static int belt_move_dir[4] =
1985 int element = Feld[x][y];
1986 int belt_nr = getBeltNrFromBeltSwitchElement(element);
1987 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1988 int belt_dir = belt_move_dir[belt_dir_nr];
1991 if (!IS_BELT_SWITCH(element))
1994 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1995 game.belt_dir[belt_nr] = belt_dir;
1997 if (belt_dir_nr == 3)
2000 /* set frame order for belt animation graphic according to belt direction */
2003 int element = belt_base_active_element[belt_nr] + i;
2004 int graphic = el2img(element);
2006 if (belt_dir == MV_LEFT)
2007 new_graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2009 new_graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2012 for (yy=0; yy<lev_fieldy; yy++)
2014 for (xx=0; xx<lev_fieldx; xx++)
2016 int element = Feld[xx][yy];
2018 if (IS_BELT_SWITCH(element))
2020 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
2022 if (e_belt_nr == belt_nr)
2024 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
2025 DrawLevelField(xx, yy);
2028 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
2030 int e_belt_nr = getBeltNrFromBeltElement(element);
2032 if (e_belt_nr == belt_nr)
2034 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
2036 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
2037 DrawLevelField(xx, yy);
2040 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
2042 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
2044 if (e_belt_nr == belt_nr)
2046 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
2048 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
2049 DrawLevelField(xx, yy);
2056 static void ToggleSwitchgateSwitch(int x, int y)
2060 game.switchgate_pos = !game.switchgate_pos;
2062 for (yy=0; yy<lev_fieldy; yy++)
2064 for (xx=0; xx<lev_fieldx; xx++)
2066 int element = Feld[xx][yy];
2068 if (element == EL_SWITCHGATE_SWITCH_UP ||
2069 element == EL_SWITCHGATE_SWITCH_DOWN)
2071 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2072 DrawLevelField(xx, yy);
2074 else if (element == EL_SWITCHGATE_OPEN ||
2075 element == EL_SWITCHGATE_OPENING)
2077 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2078 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2080 else if (element == EL_SWITCHGATE_CLOSED ||
2081 element == EL_SWITCHGATE_CLOSING)
2083 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2084 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2090 static int getInvisibleActiveFromInvisibleElement(int element)
2092 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2093 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2094 EL_INVISIBLE_SAND_ACTIVE);
2097 static int getInvisibleFromInvisibleActiveElement(int element)
2099 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2100 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2104 static void RedrawAllLightSwitchesAndInvisibleElements()
2108 for (y=0; y<lev_fieldy; y++)
2110 for (x=0; x<lev_fieldx; x++)
2112 int element = Feld[x][y];
2114 if (element == EL_LIGHT_SWITCH &&
2115 game.light_time_left > 0)
2117 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2118 DrawLevelField(x, y);
2120 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2121 game.light_time_left == 0)
2123 Feld[x][y] = EL_LIGHT_SWITCH;
2124 DrawLevelField(x, y);
2126 else if (element == EL_INVISIBLE_STEELWALL ||
2127 element == EL_INVISIBLE_WALL ||
2128 element == EL_INVISIBLE_SAND)
2130 if (game.light_time_left > 0)
2131 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2133 DrawLevelField(x, y);
2135 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2136 element == EL_INVISIBLE_WALL_ACTIVE ||
2137 element == EL_INVISIBLE_SAND_ACTIVE)
2139 if (game.light_time_left == 0)
2140 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2142 DrawLevelField(x, y);
2148 static void ToggleLightSwitch(int x, int y)
2150 int element = Feld[x][y];
2152 game.light_time_left =
2153 (element == EL_LIGHT_SWITCH ?
2154 level.time_light * FRAMES_PER_SECOND : 0);
2156 RedrawAllLightSwitchesAndInvisibleElements();
2159 static void ActivateTimegateSwitch(int x, int y)
2163 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2165 for (yy=0; yy<lev_fieldy; yy++)
2167 for (xx=0; xx<lev_fieldx; xx++)
2169 int element = Feld[xx][yy];
2171 if (element == EL_TIMEGATE_CLOSED ||
2172 element == EL_TIMEGATE_CLOSING)
2174 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2175 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2179 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2181 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2182 DrawLevelField(xx, yy);
2189 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2192 void Impact(int x, int y)
2194 boolean lastline = (y == lev_fieldy-1);
2195 boolean object_hit = FALSE;
2196 int element = Feld[x][y];
2199 if (!lastline) /* check if element below was hit */
2201 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
2204 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
2205 MovDir[x][y+1]!=MV_DOWN ||
2206 MovPos[x][y+1]<=TILEY/2));
2208 smashed = MovingOrBlocked2Element(x, y+1);
2211 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2217 if ((element == EL_BOMB ||
2218 element == EL_SP_DISK_ORANGE ||
2219 element == EL_DX_SUPABOMB) &&
2220 (lastline || object_hit)) /* element is bomb */
2225 else if (element == EL_PEARL)
2227 Feld[x][y] = EL_PEARL_BREAKING;
2228 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2232 if (element == EL_AMOEBA_DROP && (lastline || object_hit))
2234 if (object_hit && IS_PLAYER(x, y+1))
2235 KillHeroUnlessProtected(x, y+1);
2236 else if (object_hit && smashed == EL_PENGUIN)
2240 Feld[x][y] = EL_AMOEBA_CREATING;
2241 Store[x][y] = EL_AMOEBA_WET;
2246 if (!lastline && object_hit) /* check which object was hit */
2248 if (CAN_CHANGE(element) &&
2249 (smashed == EL_MAGIC_WALL || smashed == EL_BD_MAGIC_WALL))
2252 int activated_magic_wall =
2253 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2254 EL_BD_MAGIC_WALL_ACTIVE);
2256 /* activate magic wall / mill */
2257 for (yy=0; yy<lev_fieldy; yy++)
2258 for (xx=0; xx<lev_fieldx; xx++)
2259 if (Feld[xx][yy] == smashed)
2260 Feld[xx][yy] = activated_magic_wall;
2262 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2263 game.magic_wall_active = TRUE;
2265 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2266 SND_MAGIC_WALL_ACTIVATING :
2267 SND_BD_MAGIC_WALL_ACTIVATING));
2270 if (IS_PLAYER(x, y+1))
2272 KillHeroUnlessProtected(x, y+1);
2275 else if (smashed == EL_PENGUIN)
2280 else if (element == EL_BD_DIAMOND)
2282 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2288 else if ((element == EL_SP_INFOTRON || element == EL_SP_ZONK) &&
2289 (smashed == EL_SP_SNIKSNAK || smashed == EL_SP_ELECTRON ||
2290 smashed == EL_SP_DISK_ORANGE))
2295 else if (element == EL_ROCK ||
2296 element == EL_SP_ZONK ||
2297 element == EL_BD_ROCK)
2299 if (IS_ENEMY(smashed) ||
2300 smashed == EL_BOMB || smashed == EL_SP_DISK_ORANGE ||
2301 smashed == EL_DX_SUPABOMB ||
2302 smashed == EL_SATELLITE || smashed == EL_PIG ||
2303 smashed == EL_DRAGON || smashed == EL_MOLE)
2308 else if (!IS_MOVING(x, y+1))
2310 if (smashed == EL_LAMP || smashed == EL_LAMP_ACTIVE)
2315 else if (smashed == EL_NUT)
2317 Feld[x][y+1] = EL_NUT_CRACKING;
2318 PlaySoundLevel(x, y, SND_NUT_CRACKING);
2319 RaiseScoreElement(EL_NUT);
2322 else if (smashed == EL_PEARL)
2324 Feld[x][y+1] = EL_PEARL_BREAKING;
2325 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2328 else if (smashed == EL_DIAMOND)
2330 Feld[x][y+1] = EL_EMPTY;
2331 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2334 else if (IS_BELT_SWITCH(smashed))
2336 ToggleBeltSwitch(x, y+1);
2338 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
2339 smashed == EL_SWITCHGATE_SWITCH_DOWN)
2341 ToggleSwitchgateSwitch(x, y+1);
2343 else if (smashed == EL_LIGHT_SWITCH ||
2344 smashed == EL_LIGHT_SWITCH_ACTIVE)
2346 ToggleLightSwitch(x, y+1);
2352 /* play sound of magic wall / mill */
2354 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2355 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2357 if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2358 PlaySoundLevel(x, y, SND_MAGIC_WALL_CHANGING);
2359 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2360 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_CHANGING);
2365 /* play sound of object that hits the ground */
2366 if (lastline || object_hit)
2367 PlaySoundLevelElementAction(x, y, element, SND_ACTION_IMPACT);
2370 void TurnRound(int x, int y)
2382 { 0, 0 }, { 0, 0 }, { 0, 0 },
2387 int left, right, back;
2391 { MV_DOWN, MV_UP, MV_RIGHT },
2392 { MV_UP, MV_DOWN, MV_LEFT },
2394 { MV_LEFT, MV_RIGHT, MV_DOWN },
2395 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2396 { MV_RIGHT, MV_LEFT, MV_UP }
2399 int element = Feld[x][y];
2400 int old_move_dir = MovDir[x][y];
2401 int left_dir = turn[old_move_dir].left;
2402 int right_dir = turn[old_move_dir].right;
2403 int back_dir = turn[old_move_dir].back;
2405 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2406 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2407 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2408 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2410 int left_x = x + left_dx, left_y = y + left_dy;
2411 int right_x = x + right_dx, right_y = y + right_dy;
2412 int move_x = x + move_dx, move_y = y + move_dy;
2414 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2416 TestIfBadThingTouchesOtherBadThing(x, y);
2418 if (IN_LEV_FIELD(right_x, right_y) &&
2419 IS_FREE(right_x, right_y))
2420 MovDir[x][y] = right_dir;
2421 else if (!IN_LEV_FIELD(move_x, move_y) ||
2422 !IS_FREE(move_x, move_y))
2423 MovDir[x][y] = left_dir;
2425 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
2427 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2430 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2431 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2433 TestIfBadThingTouchesOtherBadThing(x, y);
2435 if (IN_LEV_FIELD(left_x, left_y) &&
2436 IS_FREE(left_x, left_y))
2437 MovDir[x][y] = left_dir;
2438 else if (!IN_LEV_FIELD(move_x, move_y) ||
2439 !IS_FREE(move_x, move_y))
2440 MovDir[x][y] = right_dir;
2442 if ((element == EL_SPACESHIP ||
2443 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2444 && MovDir[x][y] != old_move_dir)
2446 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
2449 else if (element == EL_YAMYAM)
2451 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2453 if (IN_LEV_FIELD(left_x, left_y) &&
2454 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2455 Feld[left_x][left_y] == EL_DIAMOND))
2456 can_turn_left = TRUE;
2457 if (IN_LEV_FIELD(right_x, right_y) &&
2458 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2459 Feld[right_x][right_y] == EL_DIAMOND))
2460 can_turn_right = TRUE;
2462 if (can_turn_left && can_turn_right)
2463 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2464 else if (can_turn_left)
2465 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2466 else if (can_turn_right)
2467 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2469 MovDir[x][y] = back_dir;
2471 MovDelay[x][y] = 16+16*RND(3);
2473 else if (element == EL_DARK_YAMYAM)
2475 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2477 if (IN_LEV_FIELD(left_x, left_y) &&
2478 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2479 IS_MAMPF2(Feld[left_x][left_y])))
2480 can_turn_left = TRUE;
2481 if (IN_LEV_FIELD(right_x, right_y) &&
2482 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2483 IS_MAMPF2(Feld[right_x][right_y])))
2484 can_turn_right = TRUE;
2486 if (can_turn_left && can_turn_right)
2487 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2488 else if (can_turn_left)
2489 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2490 else if (can_turn_right)
2491 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2493 MovDir[x][y] = back_dir;
2495 MovDelay[x][y] = 16+16*RND(3);
2497 else if (element == EL_PACMAN)
2499 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2501 if (IN_LEV_FIELD(left_x, left_y) &&
2502 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2503 IS_AMOEBOID(Feld[left_x][left_y])))
2504 can_turn_left = TRUE;
2505 if (IN_LEV_FIELD(right_x, right_y) &&
2506 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2507 IS_AMOEBOID(Feld[right_x][right_y])))
2508 can_turn_right = TRUE;
2510 if (can_turn_left && can_turn_right)
2511 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2512 else if (can_turn_left)
2513 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2514 else if (can_turn_right)
2515 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2517 MovDir[x][y] = back_dir;
2519 MovDelay[x][y] = 6+RND(40);
2521 else if (element == EL_PIG)
2523 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2524 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2525 boolean should_move_on = FALSE;
2527 int rnd = RND(rnd_value);
2529 if (IN_LEV_FIELD(left_x, left_y) &&
2530 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2531 can_turn_left = TRUE;
2532 if (IN_LEV_FIELD(right_x, right_y) &&
2533 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2534 can_turn_right = TRUE;
2535 if (IN_LEV_FIELD(move_x, move_y) &&
2536 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2539 if (can_turn_left &&
2541 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2542 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2543 should_turn_left = TRUE;
2544 if (can_turn_right &&
2546 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2547 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2548 should_turn_right = TRUE;
2550 (!can_turn_left || !can_turn_right ||
2551 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2552 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2553 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2554 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2555 should_move_on = TRUE;
2557 if (should_turn_left || should_turn_right || should_move_on)
2559 if (should_turn_left && should_turn_right && should_move_on)
2560 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2561 rnd < 2*rnd_value/3 ? right_dir :
2563 else if (should_turn_left && should_turn_right)
2564 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2565 else if (should_turn_left && should_move_on)
2566 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2567 else if (should_turn_right && should_move_on)
2568 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2569 else if (should_turn_left)
2570 MovDir[x][y] = left_dir;
2571 else if (should_turn_right)
2572 MovDir[x][y] = right_dir;
2573 else if (should_move_on)
2574 MovDir[x][y] = old_move_dir;
2576 else if (can_move_on && rnd > rnd_value/8)
2577 MovDir[x][y] = old_move_dir;
2578 else if (can_turn_left && can_turn_right)
2579 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2580 else if (can_turn_left && rnd > rnd_value/8)
2581 MovDir[x][y] = left_dir;
2582 else if (can_turn_right && rnd > rnd_value/8)
2583 MovDir[x][y] = right_dir;
2585 MovDir[x][y] = back_dir;
2587 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2588 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2589 MovDir[x][y] = old_move_dir;
2593 else if (element == EL_DRAGON)
2595 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2597 int rnd = RND(rnd_value);
2599 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2600 can_turn_left = TRUE;
2601 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2602 can_turn_right = TRUE;
2603 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2606 if (can_move_on && rnd > rnd_value/8)
2607 MovDir[x][y] = old_move_dir;
2608 else if (can_turn_left && can_turn_right)
2609 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2610 else if (can_turn_left && rnd > rnd_value/8)
2611 MovDir[x][y] = left_dir;
2612 else if (can_turn_right && rnd > rnd_value/8)
2613 MovDir[x][y] = right_dir;
2615 MovDir[x][y] = back_dir;
2617 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2618 MovDir[x][y] = old_move_dir;
2622 else if (element == EL_MOLE)
2624 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2626 if (IN_LEV_FIELD(move_x, move_y) &&
2627 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2628 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING))
2633 if (IN_LEV_FIELD(left_x, left_y) &&
2634 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2635 can_turn_left = TRUE;
2636 if (IN_LEV_FIELD(right_x, right_y) &&
2637 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2638 can_turn_right = TRUE;
2640 if (can_turn_left && can_turn_right)
2641 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2642 else if (can_turn_left)
2643 MovDir[x][y] = left_dir;
2645 MovDir[x][y] = right_dir;
2648 if (MovDir[x][y] != old_move_dir)
2651 else if (element == EL_BALLOON)
2653 MovDir[x][y] = game.balloon_dir;
2656 else if (element == EL_SPRING)
2658 if ((MovDir[x][y] == MV_LEFT || MovDir[x][y] == MV_RIGHT) &&
2659 (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2660 (IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))
2661 MovDir[x][y] = MV_NO_MOVING;
2665 else if (element == EL_ROBOT ||
2666 element == EL_SATELLITE ||
2667 element == EL_PENGUIN)
2669 int attr_x = -1, attr_y = -1;
2680 for (i=0; i<MAX_PLAYERS; i++)
2682 struct PlayerInfo *player = &stored_player[i];
2683 int jx = player->jx, jy = player->jy;
2685 if (!player->active)
2688 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2696 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
2702 if (element == EL_PENGUIN)
2705 static int xy[4][2] =
2715 int ex = x + xy[i%4][0];
2716 int ey = y + xy[i%4][1];
2718 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
2727 MovDir[x][y] = MV_NO_MOVING;
2729 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2731 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2733 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2735 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2737 if (element == EL_ROBOT)
2741 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2742 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2743 Moving2Blocked(x, y, &newx, &newy);
2745 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2746 MovDelay[x][y] = 8+8*!RND(3);
2748 MovDelay[x][y] = 16;
2756 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2758 boolean first_horiz = RND(2);
2759 int new_move_dir = MovDir[x][y];
2762 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2763 Moving2Blocked(x, y, &newx, &newy);
2765 if (IN_LEV_FIELD(newx, newy) &&
2766 (IS_FREE(newx, newy) ||
2767 Feld[newx][newy] == EL_ACID ||
2768 (element == EL_PENGUIN &&
2769 (Feld[newx][newy] == EL_EXIT_OPEN ||
2770 IS_MAMPF3(Feld[newx][newy])))))
2774 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2775 Moving2Blocked(x, y, &newx, &newy);
2777 if (IN_LEV_FIELD(newx, newy) &&
2778 (IS_FREE(newx, newy) ||
2779 Feld[newx][newy] == EL_ACID ||
2780 (element == EL_PENGUIN &&
2781 (Feld[newx][newy] == EL_EXIT_OPEN ||
2782 IS_MAMPF3(Feld[newx][newy])))))
2785 MovDir[x][y] = old_move_dir;
2792 static boolean JustBeingPushed(int x, int y)
2796 for (i=0; i<MAX_PLAYERS; i++)
2798 struct PlayerInfo *player = &stored_player[i];
2800 if (player->active && player->Pushing && player->MovPos)
2802 int next_jx = player->jx + (player->jx - player->last_jx);
2803 int next_jy = player->jy + (player->jy - player->last_jy);
2805 if (x == next_jx && y == next_jy)
2813 void StartMoving(int x, int y)
2815 static boolean use_spring_bug = TRUE;
2816 boolean started_moving = FALSE; /* some elements can fall _and_ move */
2817 int element = Feld[x][y];
2822 GfxAction[x][y] = GFX_ACTION_DEFAULT;
2824 if (CAN_FALL(element) && y < lev_fieldy - 1)
2826 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2827 if (JustBeingPushed(x, y))
2830 if (element == EL_QUICKSAND_FULL)
2832 if (IS_FREE(x, y+1))
2834 InitMovingField(x, y, MV_DOWN);
2835 started_moving = TRUE;
2837 Feld[x][y] = EL_QUICKSAND_EMPTYING;
2838 Store[x][y] = EL_ROCK;
2839 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
2841 else if (Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2843 if (!MovDelay[x][y])
2844 MovDelay[x][y] = TILEY + 1;
2853 Feld[x][y] = EL_QUICKSAND_EMPTY;
2854 Feld[x][y+1] = EL_QUICKSAND_FULL;
2855 Store[x][y+1] = Store[x][y];
2857 PlaySoundLevel(x, y, SND_QUICKSAND_SLIPPING);
2860 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
2861 Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2863 InitMovingField(x, y, MV_DOWN);
2864 started_moving = TRUE;
2866 Feld[x][y] = EL_QUICKSAND_FILLING;
2867 Store[x][y] = element;
2868 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
2870 else if (element == EL_MAGIC_WALL_FULL)
2872 if (IS_FREE(x, y+1))
2874 InitMovingField(x, y, MV_DOWN);
2875 started_moving = TRUE;
2877 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
2878 Store[x][y] = EL_CHANGED(Store[x][y]);
2880 else if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2882 if (!MovDelay[x][y])
2883 MovDelay[x][y] = TILEY/4 + 1;
2892 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
2893 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
2894 Store[x][y+1] = EL_CHANGED(Store[x][y]);
2898 else if (element == EL_BD_MAGIC_WALL_FULL)
2900 if (IS_FREE(x, y+1))
2902 InitMovingField(x, y, MV_DOWN);
2903 started_moving = TRUE;
2905 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
2906 Store[x][y] = EL_CHANGED2(Store[x][y]);
2908 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2910 if (!MovDelay[x][y])
2911 MovDelay[x][y] = TILEY/4 + 1;
2920 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
2921 Feld[x][y+1] = EL_BD_MAGIC_WALL_FULL;
2922 Store[x][y+1] = EL_CHANGED2(Store[x][y]);
2926 else if (CAN_CHANGE(element) &&
2927 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2928 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2930 InitMovingField(x, y, MV_DOWN);
2931 started_moving = TRUE;
2934 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
2935 EL_BD_MAGIC_WALL_FILLING);
2936 Store[x][y] = element;
2938 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_ACID)
2942 InitMovingField(x, y, MV_DOWN);
2943 started_moving = TRUE;
2945 Store[x][y] = EL_ACID;
2947 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2952 else if (IS_FREE(x, y+1) && element == EL_SPRING && use_spring_bug)
2954 if (MovDir[x][y] == MV_NO_MOVING)
2956 InitMovingField(x, y, MV_DOWN);
2957 started_moving = TRUE;
2960 else if (IS_FREE(x, y+1))
2962 InitMovingField(x, y, MV_DOWN);
2963 started_moving = TRUE;
2965 else if (element == EL_AMOEBA_DROP)
2967 Feld[x][y] = EL_AMOEBA_CREATING;
2968 Store[x][y] = EL_AMOEBA_WET;
2970 /* Store[x][y+1] must be zero, because:
2971 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y+1] == EL_QUICKSAND_EMPTY
2974 #if OLD_GAME_BEHAVIOUR
2975 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2977 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2978 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2979 element != EL_DX_SUPABOMB)
2982 else if ((IS_SLIPPERY(Feld[x][y+1]) ||
2983 (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
2984 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2985 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
2988 boolean left = (x>0 && IS_FREE(x-1, y) &&
2989 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_ACID));
2990 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2991 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_ACID));
2995 if (left && right &&
2996 (game.emulation != EMU_BOULDERDASH &&
2997 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
2998 left = !(right = RND(2));
3000 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
3001 started_moving = TRUE;
3004 else if (IS_BELT_ACTIVE(Feld[x][y+1]))
3006 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
3007 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
3008 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y+1]);
3009 int belt_dir = game.belt_dir[belt_nr];
3011 if ((belt_dir == MV_LEFT && left_is_free) ||
3012 (belt_dir == MV_RIGHT && right_is_free))
3014 InitMovingField(x, y, belt_dir);
3015 started_moving = TRUE;
3017 GfxAction[x][y] = GFX_ACTION_DEFAULT;
3022 /* not "else if" because of EL_SPRING */
3023 if (CAN_MOVE(element) && !started_moving)
3027 if ((element == EL_SATELLITE ||
3028 element == EL_BALLOON ||
3029 element == EL_SPRING)
3030 && JustBeingPushed(x, y))
3035 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
3036 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
3038 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
3040 Moving2Blocked(x, y, &newx, &newy);
3041 if (Feld[newx][newy] == EL_BLOCKED)
3042 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
3047 if (!MovDelay[x][y]) /* start new movement phase */
3049 /* all objects that can change their move direction after each step */
3050 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
3052 if (element != EL_YAMYAM &&
3053 element != EL_DARK_YAMYAM &&
3054 element != EL_PACMAN)
3057 if (element == EL_SPRING)
3058 printf("1--> %d\n", MovDir[x][y]);
3062 if (element == EL_SPRING)
3063 printf("2--> %d\n", MovDir[x][y]);
3065 if (MovDelay[x][y] && (element == EL_BUG ||
3066 element == EL_SPACESHIP ||
3067 element == EL_SP_SNIKSNAK ||
3068 element == EL_SP_ELECTRON ||
3069 element == EL_MOLE))
3070 DrawLevelField(x, y);
3074 if (MovDelay[x][y]) /* wait some time before next movement */
3078 if (element == EL_ROBOT ||
3079 element == EL_YAMYAM || element == EL_DARK_YAMYAM)
3081 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3083 int graphic = el2img(element);
3084 int frame = getGraphicAnimationFrame(graphic, MovDelay[x][y] % 8);
3086 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
3089 if (MovDelay[x][y] % 4 == 3)
3091 if (element == EL_YAMYAM)
3092 PlaySoundLevel(x, y, SND_YAMYAM_WAITING);
3093 else if (element == EL_DARK_YAMYAM)
3094 PlaySoundLevel(x, y, SND_DARK_YAMYAM_WAITING);
3097 else if (element == EL_SP_ELECTRON)
3098 DrawGraphicAnimation(SCREENX(x), SCREENY(y), IMG_SP_ELECTRON);
3099 else if (element == EL_DRAGON)
3102 int dir = MovDir[x][y];
3103 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
3104 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
3105 int graphic = (dir == MV_LEFT ? IMG_FLAMES_LEFT1 :
3106 dir == MV_RIGHT ? IMG_FLAMES_RIGHT1 :
3107 dir == MV_UP ? IMG_FLAMES_UP1 :
3108 dir == MV_DOWN ? IMG_FLAMES_DOWN1 : IMG_EMPTY);
3109 int frame = getGraphicAnimationFrame(graphic, -1);
3111 for (i=1; i<=3; i++)
3113 int xx = x + i*dx, yy = y + i*dy;
3114 int sx = SCREENX(xx), sy = SCREENY(yy);
3115 int flame_graphic = graphic + (i - 1);
3117 if (!IN_LEV_FIELD(xx, yy) ||
3118 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLOSION)
3123 int flamed = MovingOrBlocked2Element(xx, yy);
3125 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
3128 RemoveMovingField(xx, yy);
3130 Feld[xx][yy] = EL_FLAMES;
3131 if (IN_SCR_FIELD(sx, sy))
3132 DrawGraphic(sx, sy, flame_graphic, frame);
3136 if (Feld[xx][yy] == EL_FLAMES)
3137 Feld[xx][yy] = EL_EMPTY;
3138 DrawLevelField(xx, yy);
3143 if (MovDelay[x][y]) /* element still has to wait some time */
3145 PlaySoundLevelAction(x, y, SND_ACTION_WAITING);
3151 /* now make next step */
3153 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
3155 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
3156 !PLAYER_PROTECTED(newx, newy))
3160 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
3163 /* enemy got the player */
3165 KillHero(PLAYERINFO(newx, newy));
3170 else if ((element == EL_PENGUIN || element == EL_ROBOT ||
3171 element == EL_SATELLITE || element == EL_BALLOON) &&
3172 IN_LEV_FIELD(newx, newy) &&
3173 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
3176 Store[x][y] = EL_ACID;
3178 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
3180 if (Feld[newx][newy] == EL_EXIT_OPEN)
3182 Feld[x][y] = EL_EMPTY;
3183 DrawLevelField(x, y);
3185 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING_EXIT);
3186 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
3187 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
3189 local_player->friends_still_needed--;
3190 if (!local_player->friends_still_needed &&
3191 !local_player->GameOver && AllPlayersGone)
3192 local_player->LevelSolved = local_player->GameOver = TRUE;
3196 else if (IS_MAMPF3(Feld[newx][newy]))
3198 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
3199 DrawLevelField(newx, newy);
3201 MovDir[x][y] = MV_NO_MOVING;
3203 else if (!IS_FREE(newx, newy))
3205 if (IS_PLAYER(x, y))
3206 DrawPlayerField(x, y);
3208 DrawLevelField(x, y);
3212 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
3214 if (IS_GEM(Feld[newx][newy]))
3216 if (IS_MOVING(newx, newy))
3217 RemoveMovingField(newx, newy);
3220 Feld[newx][newy] = EL_EMPTY;
3221 DrawLevelField(newx, newy);
3224 PlaySoundLevel(x, y, SND_PIG_EATING);
3226 else if (!IS_FREE(newx, newy))
3228 if (IS_PLAYER(x, y))
3229 DrawPlayerField(x, y);
3231 DrawLevelField(x, y);
3235 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
3237 if (!IS_FREE(newx, newy))
3239 if (IS_PLAYER(x, y))
3240 DrawPlayerField(x, y);
3242 DrawLevelField(x, y);
3247 boolean wanna_flame = !RND(10);
3248 int dx = newx - x, dy = newy - y;
3249 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3250 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3251 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3252 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
3253 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3254 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
3256 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
3257 element1 != EL_DRAGON && element2 != EL_DRAGON &&
3258 element1 != EL_FLAMES && element2 != EL_FLAMES)
3260 if (IS_PLAYER(x, y))
3261 DrawPlayerField(x, y);
3263 DrawLevelField(x, y);
3265 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3267 MovDelay[x][y] = 50;
3268 Feld[newx][newy] = EL_FLAMES;
3269 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
3270 Feld[newx1][newy1] = EL_FLAMES;
3271 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
3272 Feld[newx2][newy2] = EL_FLAMES;
3277 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3278 Feld[newx][newy] == EL_DIAMOND)
3280 if (IS_MOVING(newx, newy))
3281 RemoveMovingField(newx, newy);
3284 Feld[newx][newy] = EL_EMPTY;
3285 DrawLevelField(newx, newy);
3288 PlaySoundLevel(x, y, SND_YAMYAM_EATING);
3290 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3291 IS_MAMPF2(Feld[newx][newy]))
3293 if (AmoebaNr[newx][newy])
3295 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3296 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3297 Feld[newx][newy] == EL_BD_AMOEBA)
3298 AmoebaCnt[AmoebaNr[newx][newy]]--;
3301 if (IS_MOVING(newx, newy))
3302 RemoveMovingField(newx, newy);
3305 Feld[newx][newy] = EL_EMPTY;
3306 DrawLevelField(newx, newy);
3309 PlaySoundLevel(x, y, SND_DARK_YAMYAM_EATING);
3311 else if ((element == EL_PACMAN || element == EL_MOLE)
3312 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3314 if (AmoebaNr[newx][newy])
3316 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3317 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3318 Feld[newx][newy] == EL_BD_AMOEBA)
3319 AmoebaCnt[AmoebaNr[newx][newy]]--;
3322 if (element == EL_MOLE)
3324 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
3325 PlaySoundLevel(x, y, SND_MOLE_EATING);
3326 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
3327 return; /* wait for shrinking amoeba */
3329 else /* element == EL_PACMAN */
3331 Feld[newx][newy] = EL_EMPTY;
3332 DrawLevelField(newx, newy);
3333 PlaySoundLevel(x, y, SND_PACMAN_EATING);
3336 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
3337 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
3338 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
3340 /* wait for shrinking amoeba to completely disappear */
3343 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3345 /* object was running against a wall */
3349 if (element == EL_BUG || element == EL_SPACESHIP ||
3350 element == EL_SP_SNIKSNAK)
3351 DrawLevelField(x, y);
3352 else if (element == EL_BUG || element == EL_SPACESHIP ||
3353 element == EL_SP_SNIKSNAK || element == EL_MOLE)
3354 DrawLevelField(x, y);
3355 else if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
3356 DrawGraphicAnimation(SCREENX(x), SCREENY(y), el2img(element));
3357 else if (element == EL_SATELLITE)
3358 DrawGraphicAnimation(SCREENX(x), SCREENY(y), IMG_SATELLITE);
3359 else if (element == EL_SP_ELECTRON)
3360 DrawGraphicAnimation(SCREENX(x), SCREENY(y), IMG_SP_ELECTRON);
3362 if (DONT_TOUCH(element))
3363 TestIfBadThingTouchesHero(x, y);
3365 PlaySoundLevelAction(x, y, SND_ACTION_WAITING);
3370 InitMovingField(x, y, MovDir[x][y]);
3372 PlaySoundLevelAction(x, y, SND_ACTION_MOVING);
3376 ContinueMoving(x, y);
3379 void ContinueMoving(int x, int y)
3381 int element = Feld[x][y];
3382 int direction = MovDir[x][y];
3383 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3384 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3385 int horiz_move = (dx != 0);
3386 int newx = x + dx, newy = y + dy;
3387 int step = (horiz_move ? dx : dy) * TILEX / 8;
3389 if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DRIPPING)
3391 else if (element == EL_QUICKSAND_FILLING ||
3392 element == EL_QUICKSAND_EMPTYING)
3394 else if (element == EL_MAGIC_WALL_FILLING ||
3395 element == EL_BD_MAGIC_WALL_FILLING ||
3396 element == EL_MAGIC_WALL_EMPTYING ||
3397 element == EL_BD_MAGIC_WALL_EMPTYING)
3399 else if (CAN_FALL(element) && horiz_move &&
3400 y < lev_fieldy-1 && IS_BELT_ACTIVE(Feld[x][y+1]))
3402 else if (element == EL_SPRING && horiz_move)
3405 #if OLD_GAME_BEHAVIOUR
3406 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3410 MovPos[x][y] += step;
3412 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
3414 Feld[x][y] = EL_EMPTY;
3415 Feld[newx][newy] = element;
3417 if (element == EL_MOLE)
3420 static int xy[4][2] =
3428 Feld[x][y] = EL_SAND;
3429 DrawLevelField(x, y);
3438 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND)
3439 DrawLevelField(xx, yy); /* for "DrawCrumbledSand()" */
3443 if (element == EL_QUICKSAND_FILLING)
3445 element = Feld[newx][newy] = get_next_element(element);
3446 Store[newx][newy] = Store[x][y];
3448 else if (element == EL_QUICKSAND_EMPTYING)
3450 Feld[x][y] = get_next_element(element);
3451 element = Feld[newx][newy] = Store[x][y];
3453 else if (element == EL_MAGIC_WALL_FILLING)
3455 element = Feld[newx][newy] = get_next_element(element);
3456 if (!game.magic_wall_active)
3457 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3458 Store[newx][newy] = Store[x][y];
3460 else if (element == EL_MAGIC_WALL_EMPTYING)
3462 Feld[x][y] = get_next_element(element);
3463 if (!game.magic_wall_active)
3464 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3465 element = Feld[newx][newy] = Store[x][y];
3467 else if (element == EL_BD_MAGIC_WALL_FILLING)
3469 element = Feld[newx][newy] = get_next_element(element);
3470 if (!game.magic_wall_active)
3471 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
3472 Store[newx][newy] = Store[x][y];
3474 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
3476 Feld[x][y] = get_next_element(element);
3477 if (!game.magic_wall_active)
3478 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
3479 element = Feld[newx][newy] = Store[x][y];
3481 else if (element == EL_AMOEBA_DRIPPING)
3483 Feld[x][y] = get_next_element(element);
3484 element = Feld[newx][newy] = Store[x][y];
3486 else if (Store[x][y] == EL_ACID)
3488 element = Feld[newx][newy] = EL_ACID;
3492 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3493 MovDelay[newx][newy] = 0;
3495 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
3496 GfxAction[x][y] = GFX_ACTION_DEFAULT;
3499 if (!CAN_MOVE(element))
3500 MovDir[newx][newy] = 0;
3503 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
3504 MovDir[newx][newy] = 0;
3507 if (!CAN_MOVE(element) ||
3508 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
3509 MovDir[newx][newy] = 0;
3512 DrawLevelField(x, y);
3513 DrawLevelField(newx, newy);
3515 Stop[newx][newy] = TRUE;
3516 JustStopped[newx][newy] = 3;
3518 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3520 TestIfBadThingTouchesHero(newx, newy);
3521 TestIfBadThingTouchesFriend(newx, newy);
3522 TestIfBadThingTouchesOtherBadThing(newx, newy);
3524 else if (element == EL_PENGUIN)
3525 TestIfFriendTouchesBadThing(newx, newy);
3527 if (CAN_SMASH(element) && direction == MV_DOWN &&
3528 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3531 else /* still moving on */
3534 if (GfxAction[x][y] == GFX_ACTION_DEFAULT)
3536 printf("reset GfxAction...\n");
3538 GfxAction[x][y] = GFX_ACTION_MOVING;
3542 DrawLevelField(x, y);
3546 int AmoebeNachbarNr(int ax, int ay)
3549 int element = Feld[ax][ay];
3551 static int xy[4][2] =
3561 int x = ax + xy[i][0];
3562 int y = ay + xy[i][1];
3564 if (!IN_LEV_FIELD(x, y))
3567 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3568 group_nr = AmoebaNr[x][y];
3574 void AmoebenVereinigen(int ax, int ay)
3576 int i, x, y, xx, yy;
3577 int new_group_nr = AmoebaNr[ax][ay];
3578 static int xy[4][2] =
3586 if (new_group_nr == 0)
3594 if (!IN_LEV_FIELD(x, y))
3597 if ((Feld[x][y] == EL_AMOEBA_FULL ||
3598 Feld[x][y] == EL_BD_AMOEBA ||
3599 Feld[x][y] == EL_AMOEBA_DEAD) &&
3600 AmoebaNr[x][y] != new_group_nr)
3602 int old_group_nr = AmoebaNr[x][y];
3604 if (old_group_nr == 0)
3607 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3608 AmoebaCnt[old_group_nr] = 0;
3609 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3610 AmoebaCnt2[old_group_nr] = 0;
3612 for (yy=0; yy<lev_fieldy; yy++)
3614 for (xx=0; xx<lev_fieldx; xx++)
3616 if (AmoebaNr[xx][yy] == old_group_nr)
3617 AmoebaNr[xx][yy] = new_group_nr;
3624 void AmoebeUmwandeln(int ax, int ay)
3628 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
3630 int group_nr = AmoebaNr[ax][ay];
3635 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3636 printf("AmoebeUmwandeln(): This should never happen!\n");
3641 for (y=0; y<lev_fieldy; y++)
3643 for (x=0; x<lev_fieldx; x++)
3645 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
3648 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
3652 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
3653 SND_AMOEBA_TURNING_TO_GEM :
3654 SND_AMOEBA_TURNING_TO_ROCK));
3659 static int xy[4][2] =
3672 if (!IN_LEV_FIELD(x, y))
3675 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
3677 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
3678 SND_AMOEBA_TURNING_TO_GEM :
3679 SND_AMOEBA_TURNING_TO_ROCK));
3686 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3689 int group_nr = AmoebaNr[ax][ay];
3690 boolean done = FALSE;
3695 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3696 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3701 for (y=0; y<lev_fieldy; y++)
3703 for (x=0; x<lev_fieldx; x++)
3705 if (AmoebaNr[x][y] == group_nr &&
3706 (Feld[x][y] == EL_AMOEBA_DEAD ||
3707 Feld[x][y] == EL_BD_AMOEBA ||
3708 Feld[x][y] == EL_AMOEBA_CREATING))
3711 Feld[x][y] = new_element;
3712 InitField(x, y, FALSE);
3713 DrawLevelField(x, y);
3720 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
3721 SND_BD_AMOEBA_TURNING_TO_ROCK :
3722 SND_BD_AMOEBA_TURNING_TO_GEM));
3725 void AmoebeWaechst(int x, int y)
3727 static unsigned long sound_delay = 0;
3728 static unsigned long sound_delay_value = 0;
3730 if (!MovDelay[x][y]) /* start new growing cycle */
3734 if (DelayReached(&sound_delay, sound_delay_value))
3736 if (Store[x][y] == EL_BD_AMOEBA)
3737 PlaySoundLevel(x, y, SND_BD_AMOEBA_CREATING);
3739 PlaySoundLevel(x, y, SND_AMOEBA_CREATING);
3740 sound_delay_value = 30;
3744 if (MovDelay[x][y]) /* wait some time before growing bigger */
3747 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3749 int frame = getGraphicAnimationFrame(IMG_AMOEBA_CREATING,
3750 6 - MovDelay[x][y]);
3752 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_CREATING, frame);
3755 if (!MovDelay[x][y])
3757 Feld[x][y] = Store[x][y];
3759 DrawLevelField(x, y);
3764 void AmoebaDisappearing(int x, int y)
3766 static unsigned long sound_delay = 0;
3767 static unsigned long sound_delay_value = 0;
3769 if (!MovDelay[x][y]) /* start new shrinking cycle */
3773 if (DelayReached(&sound_delay, sound_delay_value))
3774 sound_delay_value = 30;
3777 if (MovDelay[x][y]) /* wait some time before shrinking */
3780 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3782 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
3783 6 - MovDelay[x][y]);
3785 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
3788 if (!MovDelay[x][y])
3790 Feld[x][y] = EL_EMPTY;
3791 DrawLevelField(x, y);
3793 /* don't let mole enter this field in this cycle;
3794 (give priority to objects falling to this field from above) */
3800 void AmoebeAbleger(int ax, int ay)
3803 int element = Feld[ax][ay];
3804 int newax = ax, neway = ay;
3805 static int xy[4][2] =
3813 if (!level.amoeba_speed)
3815 Feld[ax][ay] = EL_AMOEBA_DEAD;
3816 DrawLevelField(ax, ay);
3820 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3821 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3823 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3826 if (MovDelay[ax][ay])
3830 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
3833 int x = ax + xy[start][0];
3834 int y = ay + xy[start][1];
3836 if (!IN_LEV_FIELD(x, y))
3839 if (IS_FREE(x, y) ||
3840 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3846 if (newax == ax && neway == ay)
3849 else /* normal or "filled" (BD style) amoeba */
3852 boolean waiting_for_player = FALSE;
3856 int j = (start + i) % 4;
3857 int x = ax + xy[j][0];
3858 int y = ay + xy[j][1];
3860 if (!IN_LEV_FIELD(x, y))
3863 if (IS_FREE(x, y) ||
3864 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3870 else if (IS_PLAYER(x, y))
3871 waiting_for_player = TRUE;
3874 if (newax == ax && neway == ay) /* amoeba cannot grow */
3876 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3878 Feld[ax][ay] = EL_AMOEBA_DEAD;
3879 DrawLevelField(ax, ay);
3880 AmoebaCnt[AmoebaNr[ax][ay]]--;
3882 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3884 if (element == EL_AMOEBA_FULL)
3885 AmoebeUmwandeln(ax, ay);
3886 else if (element == EL_BD_AMOEBA)
3887 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3892 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
3894 /* amoeba gets larger by growing in some direction */
3896 int new_group_nr = AmoebaNr[ax][ay];
3899 if (new_group_nr == 0)
3901 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3902 printf("AmoebeAbleger(): This should never happen!\n");
3907 AmoebaNr[newax][neway] = new_group_nr;
3908 AmoebaCnt[new_group_nr]++;
3909 AmoebaCnt2[new_group_nr]++;
3911 /* if amoeba touches other amoeba(s) after growing, unify them */
3912 AmoebenVereinigen(newax, neway);
3914 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
3916 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
3922 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
3923 (neway == lev_fieldy - 1 && newax != ax))
3925 Feld[newax][neway] = EL_AMOEBA_CREATING; /* creation of new amoeba */
3926 Store[newax][neway] = element;
3928 else if (neway == ay)
3930 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
3931 PlaySoundLevel(newax, neway, SND_AMOEBA_DROP_CREATING);
3935 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
3936 Feld[ax][ay] = EL_AMOEBA_DRIPPING;
3937 Store[ax][ay] = EL_AMOEBA_DROP;
3938 ContinueMoving(ax, ay);
3942 DrawLevelField(newax, neway);
3945 void Life(int ax, int ay)
3948 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3950 int element = Feld[ax][ay];
3951 boolean changed = FALSE;
3956 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3957 MovDelay[ax][ay] = life_time;
3959 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3962 if (MovDelay[ax][ay])
3966 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3968 int xx = ax+x1, yy = ay+y1;
3971 if (!IN_LEV_FIELD(xx, yy))
3974 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3976 int x = xx+x2, y = yy+y2;
3978 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3981 if (((Feld[x][y] == element ||
3982 (element == EL_GAMEOFLIFE && IS_PLAYER(x, y))) &&
3984 (IS_FREE(x, y) && Stop[x][y]))
3988 if (xx == ax && yy == ay) /* field in the middle */
3990 if (nachbarn < life[0] || nachbarn > life[1])
3992 Feld[xx][yy] = EL_EMPTY;
3994 DrawLevelField(xx, yy);
3995 Stop[xx][yy] = TRUE;
3999 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
4000 { /* free border field */
4001 if (nachbarn >= life[2] && nachbarn <= life[3])
4003 Feld[xx][yy] = element;
4004 MovDelay[xx][yy] = (element == EL_GAMEOFLIFE ? 0 : life_time-1);
4006 DrawLevelField(xx, yy);
4007 Stop[xx][yy] = TRUE;
4014 PlaySoundLevel(ax, ay, element == EL_GAMEOFLIFE ? SND_GAMEOFLIFE_CREATING :
4015 SND_BIOMAZE_CREATING);
4018 void RobotWheel(int x, int y)
4020 if (!MovDelay[x][y]) /* next animation frame */
4021 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4023 if (MovDelay[x][y]) /* wait some time before next frame */
4028 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4030 int frame = getGraphicAnimationFrame(IMG_ROBOT_WHEEL_ACTIVE, -1);
4032 DrawGraphic(SCREENX(x), SCREENY(y), IMG_ROBOT_WHEEL_ACTIVE, frame);
4035 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
4041 Feld[x][y] = EL_ROBOT_WHEEL;
4042 DrawLevelField(x, y);
4044 if (ZX == x && ZY == y)
4048 void TimegateWheel(int x, int y)
4050 if (!MovDelay[x][y]) /* next animation frame */
4051 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4053 if (MovDelay[x][y]) /* wait some time before next frame */
4058 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4060 int frame = getGraphicAnimationFrame(IMG_TIMEGATE_SWITCH_ACTIVE, -1);
4062 DrawGraphic(SCREENX(x), SCREENY(y), IMG_TIMEGATE_SWITCH_ACTIVE, frame);
4065 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
4071 Feld[x][y] = EL_TIMEGATE_SWITCH;
4072 DrawLevelField(x, y);
4074 /* !!! THIS LOOKS WRONG !!! */
4075 if (ZX == x && ZY == y)
4079 void NussKnacken(int x, int y)
4081 if (!MovDelay[x][y]) /* next animation frame */
4084 if (MovDelay[x][y]) /* wait some time before next frame */
4089 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4091 int frame = getGraphicAnimationFrame(IMG_NUT_CRACKING,
4092 6 - MovDelay[x][y]);
4094 DrawGraphic(SCREENX(x), SCREENY(y), IMG_NUT_CRACKING, frame);
4101 Feld[x][y] = EL_EMERALD;
4102 DrawLevelField(x, y);
4105 void BreakingPearl(int x, int y)
4107 if (!MovDelay[x][y]) /* next animation frame */
4110 if (MovDelay[x][y]) /* wait some time before next frame */
4115 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4117 int frame = getGraphicAnimationFrame(IMG_PEARL_BREAKING,
4118 8 - MovDelay[x][y]);
4120 DrawGraphic(SCREENX(x), SCREENY(y), IMG_PEARL_BREAKING, frame);
4127 Feld[x][y] = EL_EMPTY;
4128 DrawLevelField(x, y);
4131 void SiebAktivieren(int x, int y, int type)
4133 int graphic = (type == 1 ? IMG_MAGIC_WALL_FULL : IMG_BD_MAGIC_WALL_FULL);
4135 DrawGraphicAnimation(SCREENX(x), SCREENY(y), graphic);
4138 void AusgangstuerPruefen(int x, int y)
4140 if (local_player->gems_still_needed > 0 ||
4141 local_player->sokobanfields_still_needed > 0 ||
4142 local_player->lights_still_needed > 0)
4145 Feld[x][y] = EL_EXIT_OPENING;
4147 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
4148 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
4149 y < LEVELY(BY1) ? LEVELY(BY1) :
4150 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
4154 void AusgangstuerPruefen_SP(int x, int y)
4156 if (local_player->gems_still_needed > 0)
4159 Feld[x][y] = EL_SP_EXIT_OPEN;
4161 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
4162 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
4163 y < LEVELY(BY1) ? LEVELY(BY1) :
4164 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
4165 SND_SP_EXIT_OPENING);
4168 void AusgangstuerOeffnen(int x, int y)
4172 if (!MovDelay[x][y]) /* next animation frame */
4173 MovDelay[x][y] = 5 * delay;
4175 if (MovDelay[x][y]) /* wait some time before next frame */
4180 tuer = MovDelay[x][y] / delay;
4182 if (!(MovDelay[x][y] % delay))
4184 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4186 int frame = getGraphicAnimationFrame(IMG_EXIT_OPENING,
4187 29 - MovDelay[x][y]);
4189 DrawGraphic(SCREENX(x), SCREENY(y), IMG_EXIT_OPENING, frame);
4197 Feld[x][y] = EL_EXIT_OPEN;
4198 DrawLevelField(x, y);
4201 void OpenSwitchgate(int x, int y)
4205 if (!MovDelay[x][y]) /* next animation frame */
4206 MovDelay[x][y] = 5 * delay;
4208 if (MovDelay[x][y]) /* wait some time before next frame */
4212 if (!(MovDelay[x][y] % delay))
4214 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4216 int frame = getGraphicAnimationFrame(IMG_SWITCHGATE_OPENING,
4217 29 - MovDelay[x][y]);
4219 DrawGraphic(SCREENX(x), SCREENY(y), IMG_SWITCHGATE_OPENING, frame);
4227 Feld[x][y] = EL_SWITCHGATE_OPEN;
4228 DrawLevelField(x, y);
4231 void CloseSwitchgate(int x, int y)
4235 if (!MovDelay[x][y]) /* next animation frame */
4236 MovDelay[x][y] = 5 * delay;
4238 if (MovDelay[x][y]) /* wait some time before next frame */
4242 if (!(MovDelay[x][y] % delay))
4244 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4246 int frame = getGraphicAnimationFrame(IMG_SWITCHGATE_CLOSING,
4247 29 - MovDelay[x][y]);
4249 DrawGraphic(SCREENX(x), SCREENY(y), IMG_SWITCHGATE_CLOSING, frame);
4257 Feld[x][y] = EL_SWITCHGATE_CLOSED;
4258 DrawLevelField(x, y);
4261 void OpenTimegate(int x, int y)
4265 if (!MovDelay[x][y]) /* next animation frame */
4266 MovDelay[x][y] = 5 * delay;
4268 if (MovDelay[x][y]) /* wait some time before next frame */
4272 if (!(MovDelay[x][y] % delay))
4274 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4276 int frame = getGraphicAnimationFrame(IMG_TIMEGATE_OPENING,
4277 29 - MovDelay[x][y]);
4279 DrawGraphic(SCREENX(x), SCREENY(y), IMG_TIMEGATE_OPENING, frame);
4287 Feld[x][y] = EL_TIMEGATE_OPEN;
4288 DrawLevelField(x, y);
4291 void CloseTimegate(int x, int y)
4295 if (!MovDelay[x][y]) /* next animation frame */
4296 MovDelay[x][y] = 5 * delay;
4298 if (MovDelay[x][y]) /* wait some time before next frame */
4302 if (!(MovDelay[x][y] % delay))
4304 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4306 int frame = getGraphicAnimationFrame(IMG_TIMEGATE_CLOSING,
4307 29 - MovDelay[x][y]);
4309 DrawGraphic(SCREENX(x), SCREENY(y), IMG_TIMEGATE_CLOSING, frame);
4317 Feld[x][y] = EL_TIMEGATE_CLOSED;
4318 DrawLevelField(x, y);
4321 static void CloseAllOpenTimegates()
4325 for (y=0; y<lev_fieldy; y++)
4327 for (x=0; x<lev_fieldx; x++)
4329 int element = Feld[x][y];
4331 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4333 Feld[x][y] = EL_TIMEGATE_CLOSING;
4334 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4340 void EdelsteinFunkeln(int x, int y)
4342 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4345 if (Feld[x][y] == EL_BD_DIAMOND)
4346 DrawGraphicAnimation(SCREENX(x), SCREENY(y), IMG_BD_DIAMOND);
4349 if (!MovDelay[x][y]) /* next animation frame */
4350 MovDelay[x][y] = 11 * !SimpleRND(500);
4352 if (MovDelay[x][y]) /* wait some time before next frame */
4356 if (setup.direct_draw && MovDelay[x][y])
4357 SetDrawtoField(DRAW_BUFFERED);
4360 DrawGraphic(SCREENX(x), SCREENY(y), el2img(Feld[x][y]), 0);
4362 DrawGraphicAnimation(SCREENX(x), SCREENY(y), el2img(Feld[x][y]));
4367 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
4368 10 - MovDelay[x][y]);
4370 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
4372 if (setup.direct_draw)
4376 dest_x = FX + SCREENX(x) * TILEX;
4377 dest_y = FY + SCREENY(y) * TILEY;
4379 BlitBitmap(drawto_field, window,
4380 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4381 SetDrawtoField(DRAW_DIRECT);
4388 void MauerWaechst(int x, int y)
4392 if (!MovDelay[x][y]) /* next animation frame */
4393 MovDelay[x][y] = 3 * delay;
4395 if (MovDelay[x][y]) /* wait some time before next frame */
4399 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4401 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
4402 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
4404 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4407 if (!MovDelay[x][y])
4409 if (MovDir[x][y] == MV_LEFT)
4411 if (IN_LEV_FIELD(x - 1, y) && IS_MAUER(Feld[x - 1][y]))
4412 DrawLevelField(x - 1, y);
4414 else if (MovDir[x][y] == MV_RIGHT)
4416 if (IN_LEV_FIELD(x + 1, y) && IS_MAUER(Feld[x + 1][y]))
4417 DrawLevelField(x + 1, y);
4419 else if (MovDir[x][y] == MV_UP)
4421 if (IN_LEV_FIELD(x, y - 1) && IS_MAUER(Feld[x][y - 1]))
4422 DrawLevelField(x, y - 1);
4426 if (IN_LEV_FIELD(x, y + 1) && IS_MAUER(Feld[x][y + 1]))
4427 DrawLevelField(x, y + 1);
4430 Feld[x][y] = Store[x][y];
4432 MovDir[x][y] = MV_NO_MOVING;
4433 DrawLevelField(x, y);
4438 void MauerAbleger(int ax, int ay)
4440 int element = Feld[ax][ay];
4441 boolean oben_frei = FALSE, unten_frei = FALSE;
4442 boolean links_frei = FALSE, rechts_frei = FALSE;
4443 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4444 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4445 boolean new_wall = FALSE;
4447 if (!MovDelay[ax][ay]) /* start building new wall */
4448 MovDelay[ax][ay] = 6;
4450 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4453 if (MovDelay[ax][ay])
4457 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4459 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4461 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4463 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4466 if (element == EL_WALL_GROWING_Y || element == EL_WALL_GROWING_XY)
4470 Feld[ax][ay-1] = EL_WALL_GROWING_ACTIVE;
4471 Store[ax][ay-1] = element;
4472 MovDir[ax][ay-1] = MV_UP;
4473 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4474 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
4475 IMG_WALL_GROWING_ACTIVE_UP, 0);
4480 Feld[ax][ay+1] = EL_WALL_GROWING_ACTIVE;
4481 Store[ax][ay+1] = element;
4482 MovDir[ax][ay+1] = MV_DOWN;
4483 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4484 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
4485 IMG_WALL_GROWING_ACTIVE_DOWN, 0);
4490 if (element == EL_WALL_GROWING_X || element == EL_WALL_GROWING_XY ||
4491 element == EL_WALL_GROWING)
4495 Feld[ax-1][ay] = EL_WALL_GROWING_ACTIVE;
4496 Store[ax-1][ay] = element;
4497 MovDir[ax-1][ay] = MV_LEFT;
4498 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4499 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
4500 IMG_WALL_GROWING_ACTIVE_LEFT, 0);
4506 Feld[ax+1][ay] = EL_WALL_GROWING_ACTIVE;
4507 Store[ax+1][ay] = element;
4508 MovDir[ax+1][ay] = MV_RIGHT;
4509 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4510 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
4511 IMG_WALL_GROWING_ACTIVE_RIGHT, 0);
4516 if (element == EL_WALL_GROWING && (links_frei || rechts_frei))
4517 DrawLevelField(ax, ay);
4519 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
4521 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
4522 unten_massiv = TRUE;
4523 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
4524 links_massiv = TRUE;
4525 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
4526 rechts_massiv = TRUE;
4528 if (((oben_massiv && unten_massiv) ||
4529 element == EL_WALL_GROWING_X || element == EL_WALL_GROWING) &&
4530 ((links_massiv && rechts_massiv) ||
4531 element == EL_WALL_GROWING_Y))
4532 Feld[ax][ay] = EL_WALL;
4535 PlaySoundLevel(ax, ay, SND_WALL_GROWING);
4538 void CheckForDragon(int x, int y)
4541 boolean dragon_found = FALSE;
4542 static int xy[4][2] =
4554 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4556 if (IN_LEV_FIELD(xx, yy) &&
4557 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
4559 if (Feld[xx][yy] == EL_DRAGON)
4560 dragon_found = TRUE;
4573 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4575 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
4577 Feld[xx][yy] = EL_EMPTY;
4578 DrawLevelField(xx, yy);
4587 static void CheckBuggyBase(int x, int y)
4589 int element = Feld[x][y];
4591 if (element == EL_SP_BUGGY_BASE)
4593 if (!MovDelay[x][y]) /* wait some time before activating base */
4594 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4599 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4600 DrawGraphic(SCREENX(x), SCREENY(y), IMG_SP_BUGGY_BASE, 0);
4604 Feld[x][y] = EL_SP_BUGGY_BASE_ACTIVE;
4607 else if (element == EL_SP_BUGGY_BASE_ACTIVE)
4609 if (!MovDelay[x][y]) /* start activating buggy base */
4610 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
4618 static int xy[4][2] =
4626 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4628 int graphic = IMG_SP_BUGGY_BASE_ACTIVE;
4629 int frame = getGraphicAnimationFrame(graphic, SimpleRND(100));
4631 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4636 int xx = x + xy[i][0], yy = y + xy[i][1];
4638 if (IS_PLAYER(xx, yy))
4640 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
4648 Feld[x][y] = EL_SP_BUGGY_BASE;
4649 DrawLevelField(x, y);
4654 static void CheckTrap(int x, int y)
4656 int element = Feld[x][y];
4658 if (element == EL_TRAP)
4660 if (!MovDelay[x][y]) /* wait some time before activating trap */
4661 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4669 Feld[x][y] = EL_TRAP_ACTIVE;
4670 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
4673 else if (element == EL_TRAP_ACTIVE)
4678 if (!MovDelay[x][y]) /* start activating trap */
4679 MovDelay[x][y] = num_frames * delay;
4687 if (!(MovDelay[x][y] % delay))
4689 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4691 int graphic = IMG_TRAP_ACTIVE;
4692 int frame = getGraphicAnimationFrame(graphic, 31 - MovDelay[x][y]);
4694 DrawGraphic(SCREENX(x),SCREENY(y), graphic, frame);
4695 DrawCrumbledSand(SCREENX(x), SCREENY(y));
4702 Feld[x][y] = EL_TRAP;
4703 DrawLevelField(x, y);
4708 static void DrawBeltAnimation(int x, int y, int element)
4710 int belt_nr = getBeltNrFromBeltActiveElement(element);
4711 int belt_dir = game.belt_dir[belt_nr];
4713 if (belt_dir != MV_NO_MOVING)
4715 int graphic = el2img(element);
4717 DrawGraphicAnimation(SCREENX(x), SCREENY(y), graphic);
4719 if (!(FrameCounter % 2))
4720 PlaySoundLevel(x, y, SND_CONVEYOR_BELT_ACTIVE);
4724 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4726 static byte stored_player_action[MAX_PLAYERS];
4727 static int num_stored_actions = 0;
4729 static boolean save_tape_entry = FALSE;
4731 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4732 int left = player_action & JOY_LEFT;
4733 int right = player_action & JOY_RIGHT;
4734 int up = player_action & JOY_UP;
4735 int down = player_action & JOY_DOWN;
4736 int button1 = player_action & JOY_BUTTON_1;
4737 int button2 = player_action & JOY_BUTTON_2;
4738 int dx = (left ? -1 : right ? 1 : 0);
4739 int dy = (up ? -1 : down ? 1 : 0);
4741 stored_player_action[player->index_nr] = 0;
4742 num_stored_actions++;
4744 if (!player->active || tape.pausing)
4750 save_tape_entry = TRUE;
4752 player->frame_reset_delay = 0;
4755 snapped = SnapField(player, dx, dy);
4759 bombed = PlaceBomb(player);
4760 moved = MoveFigure(player, dx, dy);
4763 if (tape.single_step && tape.recording && !tape.pausing)
4765 if (button1 || (bombed && !moved))
4767 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
4768 SnapField(player, 0, 0); /* stop snapping */
4773 if (tape.recording && (moved || snapped || bombed))
4775 if (bombed && !moved)
4776 player_action &= JOY_BUTTON;
4778 stored_player_action[player->index_nr] = player_action;
4779 save_tape_entry = TRUE;
4781 else if (tape.playing && snapped)
4782 SnapField(player, 0, 0); /* stop snapping */
4784 stored_player_action[player->index_nr] = player_action;
4789 /* no actions for this player (no input at player's configured device) */
4791 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4792 SnapField(player, 0, 0);
4793 CheckGravityMovement(player);
4796 if (player->MovPos == 0) /* needed for tape.playing */
4797 player->is_moving = FALSE;
4800 if (player->MovPos == 0) /* needed for tape.playing */
4801 player->last_move_dir = MV_NO_MOVING;
4803 /* !!! CHECK THIS AGAIN !!!
4804 (Seems to be needed for some EL_ROBOT stuff, but breaks
4805 tapes when walking through pipes!)
4808 /* it seems that "player->last_move_dir" is misused as some sort of
4809 "player->is_just_moving_in_this_moment", which is needed for the
4810 robot stuff (robots don't kill players when they are moving)
4814 /* if the player does not move for some time, reset animation to start */
4815 if (++player->frame_reset_delay > player->move_delay_value)
4820 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
4822 TapeRecordAction(stored_player_action);
4823 num_stored_actions = 0;
4824 save_tape_entry = FALSE;
4827 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
4829 TapeRecordAction(stored_player_action);
4830 num_stored_actions = 0;
4835 if (tape.playing && !tape.pausing && !player_action &&
4836 tape.counter < tape.length)
4838 int jx = player->jx, jy = player->jy;
4840 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
4842 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
4843 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
4845 int dx = (next_joy == JOY_LEFT ? -1 : +1);
4847 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
4849 int el = Feld[jx+dx][jy];
4850 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SATELLITE ? 2 :
4851 (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10);
4853 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
4855 player->MovDir = next_joy;
4856 player->Frame = FrameCounter % 4;
4857 player->Pushing = TRUE;
4867 static unsigned long action_delay = 0;
4868 unsigned long action_delay_value;
4869 int sieb_x = 0, sieb_y = 0;
4870 int i, x, y, element, graphic;
4871 byte *recorded_player_action;
4872 byte summarized_player_action = 0;
4874 if (game_status != PLAYING)
4877 action_delay_value =
4878 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4880 if (tape.playing && tape.index_search && !tape.pausing)
4881 action_delay_value = 0;
4883 /* ---------- main game synchronization point ---------- */
4885 WaitUntilDelayReached(&action_delay, action_delay_value);
4887 if (network_playing && !network_player_action_received)
4891 printf("DEBUG: try to get network player actions in time\n");
4895 #if defined(PLATFORM_UNIX)
4896 /* last chance to get network player actions without main loop delay */
4900 if (game_status != PLAYING)
4903 if (!network_player_action_received)
4907 printf("DEBUG: failed to get network player actions in time\n");
4917 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4919 for (i=0; i<MAX_PLAYERS; i++)
4921 summarized_player_action |= stored_player[i].action;
4923 if (!network_playing)
4924 stored_player[i].effective_action = stored_player[i].action;
4927 #if defined(PLATFORM_UNIX)
4928 if (network_playing)
4929 SendToServer_MovePlayer(summarized_player_action);
4932 if (!options.network && !setup.team_mode)
4933 local_player->effective_action = summarized_player_action;
4935 for (i=0; i<MAX_PLAYERS; i++)
4937 int actual_player_action = stored_player[i].effective_action;
4939 if (stored_player[i].programmed_action)
4940 actual_player_action = stored_player[i].programmed_action;
4942 if (recorded_player_action)
4943 actual_player_action = recorded_player_action[i];
4945 PlayerActions(&stored_player[i], actual_player_action);
4946 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4949 network_player_action_received = FALSE;
4951 ScrollScreen(NULL, SCROLL_GO_ON);
4957 if (TimeFrames == 0 && local_player->active)
4959 extern unsigned int last_RND();
4961 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
4962 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
4969 if (GameFrameDelay >= 500)
4970 printf("FrameCounter == %d\n", FrameCounter);
4977 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4980 if (JustStopped[x][y] > 0)
4981 JustStopped[x][y]--;
4986 if (IS_BLOCKED(x, y))
4990 Blocked2Moving(x, y, &oldx, &oldy);
4991 if (!IS_MOVING(oldx, oldy))
4993 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4994 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4995 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4996 printf("GameActions(): This should never happen!\n");
5002 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5004 element = Feld[x][y];
5005 graphic = el2img(element);
5007 if (IS_INACTIVE(element))
5011 if (new_graphic_info[graphic].anim_frames > 1)
5012 DrawGraphicAnimation(SCREENX(x), SCREENY(y), graphic);
5018 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
5023 if (Feld[x][y] == EL_EMERALD &&
5024 new_graphic_info[graphic].anim_frames > 1 &&
5026 DrawGraphicAnimation(SCREENX(x), SCREENY(y), graphic);
5029 if (IS_GEM(element) || element == EL_SP_INFOTRON)
5030 EdelsteinFunkeln(x, y);
5034 else if ((element == EL_ACID ||
5035 element == EL_EXIT_OPEN ||
5036 element == EL_SP_EXIT_OPEN ||
5037 element == EL_SP_TERMINAL ||
5038 element == EL_SP_TERMINAL_ACTIVE ||
5039 element == EL_EXTRA_TIME ||
5040 element == EL_SHIELD_NORMAL ||
5041 element == EL_SHIELD_DEADLY) &&
5042 new_graphic_info[graphic].anim_frames > 1)
5043 DrawGraphicAnimation(SCREENX(x), SCREENY(y), graphic);
5046 else if (IS_MOVING(x, y))
5047 ContinueMoving(x, y);
5048 else if (IS_ACTIVE_BOMB(element))
5049 CheckDynamite(x, y);
5051 else if (element == EL_EXPLOSION && !game.explosions_delayed)
5052 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
5054 else if (element == EL_AMOEBA_CREATING)
5055 AmoebeWaechst(x, y);
5056 else if (element == EL_AMOEBA_SHRINKING)
5057 AmoebaDisappearing(x, y);
5059 #if !USE_NEW_AMOEBA_CODE
5060 else if (IS_AMOEBALIVE(element))
5061 AmoebeAbleger(x, y);
5064 else if (element == EL_GAMEOFLIFE || element == EL_BIOMAZE)
5066 else if (element == EL_ROBOT_WHEEL_ACTIVE)
5068 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
5069 TimegateWheel(x, y);
5070 else if (element == EL_ACID_SPLASH_LEFT ||
5071 element == EL_ACID_SPLASH_RIGHT)
5073 else if (element == EL_NUT_CRACKING)
5075 else if (element == EL_PEARL_BREAKING)
5076 BreakingPearl(x, y);
5077 else if (element == EL_EXIT_CLOSED)
5078 AusgangstuerPruefen(x, y);
5079 else if (element == EL_SP_EXIT_CLOSED)
5080 AusgangstuerPruefen_SP(x, y);
5081 else if (element == EL_EXIT_OPENING)
5082 AusgangstuerOeffnen(x, y);
5083 else if (element == EL_WALL_GROWING_ACTIVE)
5085 else if (element == EL_WALL_GROWING ||
5086 element == EL_WALL_GROWING_X ||
5087 element == EL_WALL_GROWING_Y ||
5088 element == EL_WALL_GROWING_XY)
5090 else if (element == EL_FLAMES)
5091 CheckForDragon(x, y);
5092 else if (element == EL_SP_BUGGY_BASE || element == EL_SP_BUGGY_BASE_ACTIVE)
5093 CheckBuggyBase(x, y);
5094 else if (element == EL_TRAP || element == EL_TRAP_ACTIVE)
5096 else if (IS_BELT_ACTIVE(element))
5097 DrawBeltAnimation(x, y, element);
5098 else if (element == EL_SWITCHGATE_OPENING)
5099 OpenSwitchgate(x, y);
5100 else if (element == EL_SWITCHGATE_CLOSING)
5101 CloseSwitchgate(x, y);
5102 else if (element == EL_TIMEGATE_OPENING)
5104 else if (element == EL_TIMEGATE_CLOSING)
5105 CloseTimegate(x, y);
5108 else if (new_graphic_info[graphic].anim_frames > 1)
5109 DrawGraphicAnimation(SCREENX(x), SCREENY(y), graphic);
5112 if (game.magic_wall_active)
5114 boolean sieb = FALSE;
5115 int jx = local_player->jx, jy = local_player->jy;
5117 if (element == EL_MAGIC_WALL_FULL ||
5118 element == EL_MAGIC_WALL_ACTIVE ||
5119 element == EL_MAGIC_WALL_EMPTYING)
5121 SiebAktivieren(x, y, 1);
5124 else if (element == EL_BD_MAGIC_WALL_FULL ||
5125 element == EL_BD_MAGIC_WALL_ACTIVE ||
5126 element == EL_BD_MAGIC_WALL_EMPTYING)
5128 SiebAktivieren(x, y, 2);
5132 /* play the element sound at the position nearest to the player */
5133 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
5141 #if USE_NEW_AMOEBA_CODE
5142 /* new experimental amoeba growth stuff */
5144 if (!(FrameCounter % 8))
5147 static unsigned long random = 1684108901;
5149 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
5152 x = (random >> 10) % lev_fieldx;
5153 y = (random >> 20) % lev_fieldy;
5155 x = RND(lev_fieldx);
5156 y = RND(lev_fieldy);
5158 element = Feld[x][y];
5160 if (!IS_PLAYER(x,y) &&
5161 (element == EL_EMPTY ||
5162 element == EL_SAND ||
5163 element == EL_QUICKSAND_EMPTY ||
5164 element == EL_ACID_SPLASH_LEFT ||
5165 element == EL_ACID_SPLASH_RIGHT))
5167 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
5168 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
5169 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
5170 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
5171 Feld[x][y] = EL_AMOEBA_DROP;
5174 random = random * 129 + 1;
5180 if (game.explosions_delayed)
5183 game.explosions_delayed = FALSE;
5185 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5187 element = Feld[x][y];
5189 if (ExplodeField[x][y])
5190 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
5191 else if (element == EL_EXPLOSION)
5192 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
5194 ExplodeField[x][y] = EX_NO_EXPLOSION;
5197 game.explosions_delayed = TRUE;
5200 if (game.magic_wall_active)
5202 if (!(game.magic_wall_time_left % 4))
5204 int element = Feld[sieb_x][sieb_y];
5206 if (element == EL_BD_MAGIC_WALL_FULL ||
5207 element == EL_BD_MAGIC_WALL_ACTIVE ||
5208 element == EL_BD_MAGIC_WALL_EMPTYING)
5209 PlaySoundLevel(sieb_x, sieb_y, SND_BD_MAGIC_WALL_ACTIVE);
5211 PlaySoundLevel(sieb_x, sieb_y, SND_MAGIC_WALL_ACTIVE);
5214 if (game.magic_wall_time_left > 0)
5216 game.magic_wall_time_left--;
5217 if (!game.magic_wall_time_left)
5219 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5221 element = Feld[x][y];
5223 if (element == EL_MAGIC_WALL_ACTIVE ||
5224 element == EL_MAGIC_WALL_FULL)
5226 Feld[x][y] = EL_MAGIC_WALL_DEAD;
5227 DrawLevelField(x, y);
5229 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
5230 element == EL_BD_MAGIC_WALL_FULL)
5232 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
5233 DrawLevelField(x, y);
5237 game.magic_wall_active = FALSE;
5242 if (game.light_time_left > 0)
5244 game.light_time_left--;
5246 if (game.light_time_left == 0)
5247 RedrawAllLightSwitchesAndInvisibleElements();
5250 if (game.timegate_time_left > 0)
5252 game.timegate_time_left--;
5254 if (game.timegate_time_left == 0)
5255 CloseAllOpenTimegates();
5258 for (i=0; i<MAX_PLAYERS; i++)
5260 struct PlayerInfo *player = &stored_player[i];
5262 if (SHIELD_ON(player))
5264 if (player->shield_deadly_time_left)
5265 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
5266 else if (player->shield_normal_time_left)
5267 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
5271 if (TimeFrames >= (1000 / GameFrameDelay))
5276 for (i=0; i<MAX_PLAYERS; i++)
5278 struct PlayerInfo *player = &stored_player[i];
5280 if (SHIELD_ON(player))
5282 player->shield_normal_time_left--;
5284 if (player->shield_deadly_time_left > 0)
5285 player->shield_deadly_time_left--;
5289 if (tape.recording || tape.playing)
5290 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
5296 if (TimeLeft <= 10 && setup.time_limit)
5297 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MAX_RIGHT);
5299 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5301 if (!TimeLeft && setup.time_limit)
5302 for (i=0; i<MAX_PLAYERS; i++)
5303 KillHero(&stored_player[i]);
5305 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
5306 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
5311 if (options.debug) /* calculate frames per second */
5313 static unsigned long fps_counter = 0;
5314 static int fps_frames = 0;
5315 unsigned long fps_delay_ms = Counter() - fps_counter;
5319 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
5321 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
5324 fps_counter = Counter();
5327 redraw_mask |= REDRAW_FPS;
5331 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
5333 int min_x = x, min_y = y, max_x = x, max_y = y;
5336 for (i=0; i<MAX_PLAYERS; i++)
5338 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5340 if (!stored_player[i].active || &stored_player[i] == player)
5343 min_x = MIN(min_x, jx);
5344 min_y = MIN(min_y, jy);
5345 max_x = MAX(max_x, jx);
5346 max_y = MAX(max_y, jy);
5349 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
5352 static boolean AllPlayersInVisibleScreen()
5356 for (i=0; i<MAX_PLAYERS; i++)
5358 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5360 if (!stored_player[i].active)
5363 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5370 void ScrollLevel(int dx, int dy)
5372 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
5375 BlitBitmap(drawto_field, drawto_field,
5376 FX + TILEX*(dx == -1) - softscroll_offset,
5377 FY + TILEY*(dy == -1) - softscroll_offset,
5378 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
5379 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
5380 FX + TILEX*(dx == 1) - softscroll_offset,
5381 FY + TILEY*(dy == 1) - softscroll_offset);
5385 x = (dx == 1 ? BX1 : BX2);
5386 for (y=BY1; y<=BY2; y++)
5387 DrawScreenField(x, y);
5392 y = (dy == 1 ? BY1 : BY2);
5393 for (x=BX1; x<=BX2; x++)
5394 DrawScreenField(x, y);
5397 redraw_mask |= REDRAW_FIELD;
5400 static void CheckGravityMovement(struct PlayerInfo *player)
5402 if (level.gravity && !player->programmed_action)
5404 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
5405 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
5407 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
5408 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
5409 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
5410 int jx = player->jx, jy = player->jy;
5411 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
5412 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
5413 int new_jx = jx + dx, new_jy = jy + dy;
5414 boolean field_under_player_is_free =
5415 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
5416 boolean player_is_moving_to_valid_field =
5417 (IN_LEV_FIELD(new_jx, new_jy) &&
5418 (Feld[new_jx][new_jy] == EL_SP_BASE ||
5419 Feld[new_jx][new_jy] == EL_SAND));
5421 if (field_under_player_is_free &&
5422 !player_is_moving_to_valid_field &&
5423 !IS_TUBE(Feld[jx][jy]))
5424 player->programmed_action = MV_DOWN;
5428 boolean MoveFigureOneStep(struct PlayerInfo *player,
5429 int dx, int dy, int real_dx, int real_dy)
5431 int jx = player->jx, jy = player->jy;
5432 int new_jx = jx+dx, new_jy = jy+dy;
5436 if (!player->active || (!dx && !dy))
5437 return MF_NO_ACTION;
5439 player->MovDir = (dx < 0 ? MV_LEFT :
5442 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5444 if (!IN_LEV_FIELD(new_jx, new_jy))
5445 return MF_NO_ACTION;
5447 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
5448 return MF_NO_ACTION;
5451 element = MovingOrBlocked2Element(new_jx, new_jy);
5453 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
5456 if (DONT_GO_TO(element))
5458 if (element == EL_ACID && dx == 0 && dy == 1)
5461 Feld[jx][jy] = EL_PLAYER1;
5462 InitMovingField(jx, jy, MV_DOWN);
5463 Store[jx][jy] = EL_ACID;
5464 ContinueMoving(jx, jy);
5468 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
5473 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
5474 if (can_move != MF_MOVING)
5477 StorePlayer[jx][jy] = 0;
5478 player->last_jx = jx;
5479 player->last_jy = jy;
5480 jx = player->jx = new_jx;
5481 jy = player->jy = new_jy;
5482 StorePlayer[jx][jy] = player->element_nr;
5485 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
5487 ScrollFigure(player, SCROLL_INIT);
5492 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
5494 int jx = player->jx, jy = player->jy;
5495 int old_jx = jx, old_jy = jy;
5496 int moved = MF_NO_ACTION;
5498 if (!player->active || (!dx && !dy))
5502 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5506 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5507 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
5511 /* remove the last programmed player action */
5512 player->programmed_action = 0;
5516 /* should only happen if pre-1.2 tape recordings are played */
5517 /* this is only for backward compatibility */
5519 int original_move_delay_value = player->move_delay_value;
5522 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
5526 /* scroll remaining steps with finest movement resolution */
5527 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
5529 while (player->MovPos)
5531 ScrollFigure(player, SCROLL_GO_ON);
5532 ScrollScreen(NULL, SCROLL_GO_ON);
5538 player->move_delay_value = original_move_delay_value;
5541 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
5543 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
5544 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5548 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5549 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5555 if (moved & MF_MOVING && !ScreenMovPos &&
5556 (player == local_player || !options.network))
5558 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5559 int offset = (setup.scroll_delay ? 3 : 0);
5561 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5563 /* actual player has left the screen -- scroll in that direction */
5564 if (jx != old_jx) /* player has moved horizontally */
5565 scroll_x += (jx - old_jx);
5566 else /* player has moved vertically */
5567 scroll_y += (jy - old_jy);
5571 if (jx != old_jx) /* player has moved horizontally */
5573 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5574 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5575 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5577 /* don't scroll over playfield boundaries */
5578 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5579 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5581 /* don't scroll more than one field at a time */
5582 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5584 /* don't scroll against the player's moving direction */
5585 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5586 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5587 scroll_x = old_scroll_x;
5589 else /* player has moved vertically */
5591 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5592 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5593 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5595 /* don't scroll over playfield boundaries */
5596 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5597 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5599 /* don't scroll more than one field at a time */
5600 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5602 /* don't scroll against the player's moving direction */
5603 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5604 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5605 scroll_y = old_scroll_y;
5609 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5611 if (!options.network && !AllPlayersInVisibleScreen())
5613 scroll_x = old_scroll_x;
5614 scroll_y = old_scroll_y;
5618 ScrollScreen(player, SCROLL_INIT);
5619 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5624 if (!(moved & MF_MOVING) && !player->Pushing)
5628 player->Frame = (player->Frame + 1) % 4;
5630 player->Frame += 1 * 0;
5633 if (moved & MF_MOVING)
5635 if (old_jx != jx && old_jy == jy)
5636 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5637 else if (old_jx == jx && old_jy != jy)
5638 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5640 DrawLevelField(jx, jy); /* for "DrawCrumbledSand()" */
5642 player->last_move_dir = player->MovDir;
5643 player->is_moving = TRUE;
5647 CheckGravityMovement(player);
5650 player->last_move_dir = MV_NO_MOVING;
5652 player->is_moving = FALSE;
5655 TestIfHeroTouchesBadThing(jx, jy);
5657 if (!player->active)
5663 void ScrollFigure(struct PlayerInfo *player, int mode)
5665 int jx = player->jx, jy = player->jy;
5666 int last_jx = player->last_jx, last_jy = player->last_jy;
5667 int move_stepsize = TILEX / player->move_delay_value;
5669 if (!player->active || !player->MovPos)
5672 if (mode == SCROLL_INIT)
5674 player->actual_frame_counter = FrameCounter;
5675 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5679 if (Feld[last_jx][last_jy] == EL_EMPTY)
5680 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5685 else if (!FrameReached(&player->actual_frame_counter, 1))
5688 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5689 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5692 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5693 Feld[last_jx][last_jy] = EL_EMPTY;
5695 /* before DrawPlayer() to draw correct player graphic for this case */
5696 if (player->MovPos == 0)
5697 CheckGravityMovement(player);
5701 if (player->MovPos == 0)
5703 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
5705 /* continue with normal speed after quickly moving through gate */
5706 HALVE_PLAYER_SPEED(player);
5708 /* be able to make the next move without delay */
5709 player->move_delay = 0;
5712 player->last_jx = jx;
5713 player->last_jy = jy;
5715 if (Feld[jx][jy] == EL_EXIT_OPEN ||
5716 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5720 if (local_player->friends_still_needed == 0 ||
5721 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5722 player->LevelSolved = player->GameOver = TRUE;
5725 if (tape.single_step && tape.recording && !tape.pausing &&
5726 !player->programmed_action)
5727 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5731 void ScrollScreen(struct PlayerInfo *player, int mode)
5733 static unsigned long screen_frame_counter = 0;
5735 if (mode == SCROLL_INIT)
5737 /* set scrolling step size according to actual player's moving speed */
5738 ScrollStepSize = TILEX / player->move_delay_value;
5740 screen_frame_counter = FrameCounter;
5741 ScreenMovDir = player->MovDir;
5742 ScreenMovPos = player->MovPos;
5743 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5746 else if (!FrameReached(&screen_frame_counter, 1))
5751 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5752 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5753 redraw_mask |= REDRAW_FIELD;
5756 ScreenMovDir = MV_NO_MOVING;
5759 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
5761 int i, kill_x = -1, kill_y = -1;
5762 static int test_xy[4][2] =
5769 static int test_dir[4] =
5779 int test_x, test_y, test_move_dir, test_element;
5781 test_x = good_x + test_xy[i][0];
5782 test_y = good_y + test_xy[i][1];
5783 if (!IN_LEV_FIELD(test_x, test_y))
5787 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5790 test_element = Feld[test_x][test_y];
5792 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
5795 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5796 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5798 if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) ||
5799 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
5807 if (kill_x != -1 || kill_y != -1)
5809 if (IS_PLAYER(good_x, good_y))
5811 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
5813 if (player->shield_deadly_time_left > 0)
5814 Bang(kill_x, kill_y);
5815 else if (!PLAYER_PROTECTED(good_x, good_y))
5819 Bang(good_x, good_y);
5823 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
5825 int i, kill_x = -1, kill_y = -1;
5826 int bad_element = Feld[bad_x][bad_y];
5827 static int test_xy[4][2] =
5834 static int test_dir[4] =
5842 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
5847 int test_x, test_y, test_move_dir, test_element;
5849 test_x = bad_x + test_xy[i][0];
5850 test_y = bad_y + test_xy[i][1];
5851 if (!IN_LEV_FIELD(test_x, test_y))
5855 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5857 test_element = Feld[test_x][test_y];
5859 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5860 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5862 if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) ||
5863 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
5865 /* good thing is player or penguin that does not move away */
5866 if (IS_PLAYER(test_x, test_y))
5868 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
5870 if (bad_element == EL_ROBOT && player->is_moving)
5871 continue; /* robot does not kill player if he is moving */
5877 else if (test_element == EL_PENGUIN)
5886 if (kill_x != -1 || kill_y != -1)
5888 if (IS_PLAYER(kill_x, kill_y))
5890 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
5893 int dir = player->MovDir;
5894 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5895 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5897 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5898 newx != bad_x && newy != bad_y)
5899 ; /* robot does not kill player if he is moving */
5901 printf("-> %d\n", player->MovDir);
5903 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5904 newx != bad_x && newy != bad_y)
5905 ; /* robot does not kill player if he is moving */
5910 if (player->shield_deadly_time_left > 0)
5912 else if (!PLAYER_PROTECTED(kill_x, kill_y))
5916 Bang(kill_x, kill_y);
5920 void TestIfHeroTouchesBadThing(int x, int y)
5922 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5925 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
5927 TestIfGoodThingHitsBadThing(x, y, move_dir);
5930 void TestIfBadThingTouchesHero(int x, int y)
5932 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5935 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
5937 TestIfBadThingHitsGoodThing(x, y, move_dir);
5940 void TestIfFriendTouchesBadThing(int x, int y)
5942 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5945 void TestIfBadThingTouchesFriend(int x, int y)
5947 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5950 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
5952 int i, kill_x = bad_x, kill_y = bad_y;
5953 static int xy[4][2] =
5965 x = bad_x + xy[i][0];
5966 y = bad_y + xy[i][1];
5967 if (!IN_LEV_FIELD(x, y))
5970 element = Feld[x][y];
5971 if (IS_AMOEBOID(element) || element == EL_GAMEOFLIFE ||
5972 element == EL_AMOEBA_CREATING || element == EL_AMOEBA_DROP)
5980 if (kill_x != bad_x || kill_y != bad_y)
5984 void KillHero(struct PlayerInfo *player)
5986 int jx = player->jx, jy = player->jy;
5988 if (!player->active)
5991 if (IS_PFORTE(Feld[jx][jy]))
5992 Feld[jx][jy] = EL_EMPTY;
5994 /* deactivate shield (else Bang()/Explode() would not work right) */
5995 player->shield_normal_time_left = 0;
5996 player->shield_deadly_time_left = 0;
6002 static void KillHeroUnlessProtected(int x, int y)
6004 if (!PLAYER_PROTECTED(x, y))
6005 KillHero(PLAYERINFO(x, y));
6008 void BuryHero(struct PlayerInfo *player)
6010 int jx = player->jx, jy = player->jy;
6012 if (!player->active)
6015 PlaySoundLevel(jx, jy, SND_PLAYER_DYING);
6016 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
6018 player->GameOver = TRUE;
6022 void RemoveHero(struct PlayerInfo *player)
6024 int jx = player->jx, jy = player->jy;
6025 int i, found = FALSE;
6027 player->present = FALSE;
6028 player->active = FALSE;
6030 if (!ExplodeField[jx][jy])
6031 StorePlayer[jx][jy] = 0;
6033 for (i=0; i<MAX_PLAYERS; i++)
6034 if (stored_player[i].active)
6038 AllPlayersGone = TRUE;
6044 int DigField(struct PlayerInfo *player,
6045 int x, int y, int real_dx, int real_dy, int mode)
6047 int jx = player->jx, jy = player->jy;
6048 int dx = x - jx, dy = y - jy;
6049 int move_direction = (dx == -1 ? MV_LEFT :
6050 dx == +1 ? MV_RIGHT :
6052 dy == +1 ? MV_DOWN : MV_NO_MOVING);
6055 if (player->MovPos == 0)
6056 player->Pushing = FALSE;
6058 if (mode == DF_NO_PUSH)
6060 player->Switching = FALSE;
6061 player->push_delay = 0;
6062 return MF_NO_ACTION;
6065 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
6066 return MF_NO_ACTION;
6068 if (IS_TUBE(Feld[jx][jy]))
6071 int tube_leave_directions[][2] =
6073 { EL_TUBE_ALL, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6074 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6075 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6076 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
6077 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
6078 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
6079 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
6080 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
6081 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
6082 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
6083 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
6084 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
6087 while (tube_leave_directions[i][0] != Feld[jx][jy])
6090 if (tube_leave_directions[i][0] == -1) /* should not happen */
6094 if (!(tube_leave_directions[i][1] & move_direction))
6095 return MF_NO_ACTION; /* tube has no opening in this direction */
6098 element = Feld[x][y];
6104 case EL_INVISIBLE_SAND:
6105 case EL_INVISIBLE_SAND_ACTIVE:
6108 case EL_SP_BUGGY_BASE:
6110 PlaySoundLevelElementAction(x, y, element, SND_ACTION_DIGGING);
6115 case EL_EMERALD_YELLOW:
6116 case EL_EMERALD_RED:
6117 case EL_EMERALD_PURPLE:
6119 case EL_SP_INFOTRON:
6123 local_player->gems_still_needed -= (element == EL_DIAMOND ? 3 :
6124 element == EL_PEARL ? 5 :
6125 element == EL_CRYSTAL ? 8 : 1);
6126 if (local_player->gems_still_needed < 0)
6127 local_player->gems_still_needed = 0;
6128 RaiseScoreElement(element);
6129 DrawText(DX_EMERALDS, DY_EMERALDS,
6130 int2str(local_player->gems_still_needed, 3),
6131 FS_SMALL, FC_YELLOW);
6132 PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING);
6137 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
6138 PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
6142 Feld[x][y] = EL_EMPTY;
6143 PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
6151 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
6153 PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MAX_RIGHT);
6156 case EL_SHIELD_NORMAL:
6158 player->shield_normal_time_left += 10;
6159 PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING);
6162 case EL_SHIELD_DEADLY:
6164 player->shield_normal_time_left += 10;
6165 player->shield_deadly_time_left += 10;
6166 PlaySoundLevel(x, y, SND_SHIELD_DEADLY_COLLECTING);
6170 case EL_SP_DISK_RED:
6173 RaiseScoreElement(EL_DYNAMITE);
6174 DrawText(DX_DYNAMITE, DY_DYNAMITE,
6175 int2str(local_player->dynamite, 3),
6176 FS_SMALL, FC_YELLOW);
6177 PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING);
6180 case EL_DYNABOMB_NR:
6182 player->dynabomb_count++;
6183 player->dynabombs_left++;
6184 RaiseScoreElement(EL_DYNAMITE);
6185 PlaySoundLevel(x, y, SND_DYNABOMB_NR_COLLECTING);
6188 case EL_DYNABOMB_SZ:
6190 player->dynabomb_size++;
6191 RaiseScoreElement(EL_DYNAMITE);
6192 PlaySoundLevel(x, y, SND_DYNABOMB_SZ_COLLECTING);
6195 case EL_DYNABOMB_XL:
6197 player->dynabomb_xl = TRUE;
6198 RaiseScoreElement(EL_DYNAMITE);
6199 PlaySoundLevel(x, y, SND_DYNABOMB_XL_COLLECTING);
6207 int key_nr = element - EL_KEY1;
6210 player->key[key_nr] = TRUE;
6211 RaiseScoreElement(element);
6212 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6214 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6216 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
6225 int key_nr = element - EL_EM_KEY1;
6228 player->key[key_nr] = TRUE;
6229 RaiseScoreElement(element);
6230 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6232 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6234 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
6238 case EL_ROBOT_WHEEL:
6239 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
6242 DrawLevelField(x, y);
6243 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
6247 case EL_SP_TERMINAL:
6251 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
6253 for (yy=0; yy<lev_fieldy; yy++)
6255 for (xx=0; xx<lev_fieldx; xx++)
6257 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
6259 else if (Feld[xx][yy] == EL_SP_TERMINAL)
6260 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
6268 case EL_CONVEYOR_BELT1_SWITCH_LEFT:
6269 case EL_CONVEYOR_BELT1_SWITCH_MIDDLE:
6270 case EL_CONVEYOR_BELT1_SWITCH_RIGHT:
6271 case EL_CONVEYOR_BELT2_SWITCH_LEFT:
6272 case EL_CONVEYOR_BELT2_SWITCH_MIDDLE:
6273 case EL_CONVEYOR_BELT2_SWITCH_RIGHT:
6274 case EL_CONVEYOR_BELT3_SWITCH_LEFT:
6275 case EL_CONVEYOR_BELT3_SWITCH_MIDDLE:
6276 case EL_CONVEYOR_BELT3_SWITCH_RIGHT:
6277 case EL_CONVEYOR_BELT4_SWITCH_LEFT:
6278 case EL_CONVEYOR_BELT4_SWITCH_MIDDLE:
6279 case EL_CONVEYOR_BELT4_SWITCH_RIGHT:
6280 if (!player->Switching)
6282 player->Switching = TRUE;
6283 ToggleBeltSwitch(x, y);
6284 PlaySoundLevel(x, y, SND_CONVEYOR_BELT_SWITCH_ACTIVATING);
6289 case EL_SWITCHGATE_SWITCH_UP:
6290 case EL_SWITCHGATE_SWITCH_DOWN:
6291 if (!player->Switching)
6293 player->Switching = TRUE;
6294 ToggleSwitchgateSwitch(x, y);
6295 PlaySoundLevel(x, y, SND_SWITCHGATE_SWITCH_ACTIVATING);
6300 case EL_LIGHT_SWITCH:
6301 case EL_LIGHT_SWITCH_ACTIVE:
6302 if (!player->Switching)
6304 player->Switching = TRUE;
6305 ToggleLightSwitch(x, y);
6306 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
6307 SND_LIGHT_SWITCH_ACTIVATING :
6308 SND_LIGHT_SWITCH_DEACTIVATING);
6313 case EL_TIMEGATE_SWITCH:
6314 ActivateTimegateSwitch(x, y);
6315 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
6320 case EL_BALLOON_SEND_LEFT:
6321 case EL_BALLOON_SEND_RIGHT:
6322 case EL_BALLOON_SEND_UP:
6323 case EL_BALLOON_SEND_DOWN:
6324 case EL_BALLOON_SEND_ANY_DIRECTION:
6325 if (element == EL_BALLOON_SEND_ANY_DIRECTION)
6326 game.balloon_dir = move_direction;
6328 game.balloon_dir = (element == EL_BALLOON_SEND_LEFT ? MV_LEFT :
6329 element == EL_BALLOON_SEND_RIGHT ? MV_RIGHT :
6330 element == EL_BALLOON_SEND_UP ? MV_UP :
6331 element == EL_BALLOON_SEND_DOWN ? MV_DOWN :
6333 PlaySoundLevel(x, y, SND_BALLOON_SWITCH_ACTIVATING);
6338 /* the following elements cannot be pushed by "snapping" */
6341 case EL_DX_SUPABOMB:
6343 case EL_TIME_ORB_EMPTY:
6345 case EL_SP_DISK_ORANGE:
6347 if (mode == DF_SNAP)
6348 return MF_NO_ACTION;
6349 /* no "break" -- fall through to next case */
6350 /* the following elements can be pushed by "snapping" */
6353 return MF_NO_ACTION;
6355 player->Pushing = TRUE;
6357 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6358 return MF_NO_ACTION;
6362 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6363 return MF_NO_ACTION;
6366 if (player->push_delay == 0)
6367 player->push_delay = FrameCounter;
6369 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6370 !tape.playing && element != EL_SPRING)
6371 return MF_NO_ACTION;
6373 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6374 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6375 element != EL_SPRING)
6376 return MF_NO_ACTION;
6379 if (mode == DF_SNAP)
6381 InitMovingField(x, y, move_direction);
6382 ContinueMoving(x, y);
6387 Feld[x + dx][y + dy] = element;
6390 if (element == EL_SPRING)
6392 Feld[x + dx][y + dy] = EL_SPRING;
6393 MovDir[x + dx][y + dy] = move_direction;
6396 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
6398 DrawLevelField(x + dx, y + dy);
6399 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING);
6406 if (!player->key[element - EL_GATE1])
6407 return MF_NO_ACTION;
6414 if (!player->key[element - EL_GATE1_GRAY])
6415 return MF_NO_ACTION;
6422 if (!player->key[element - EL_EM_GATE1])
6423 return MF_NO_ACTION;
6424 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6425 return MF_NO_ACTION;
6427 /* automatically move to the next field with double speed */
6428 player->programmed_action = move_direction;
6429 DOUBLE_PLAYER_SPEED(player);
6431 PlaySoundLevel(x, y, SND_GATE_PASSING);
6434 case EL_EM_GATE1_GRAY:
6435 case EL_EM_GATE2_GRAY:
6436 case EL_EM_GATE3_GRAY:
6437 case EL_EM_GATE4_GRAY:
6438 if (!player->key[element - EL_EM_GATE1_GRAY])
6439 return MF_NO_ACTION;
6440 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6441 return MF_NO_ACTION;
6443 /* automatically move to the next field with double speed */
6444 player->programmed_action = move_direction;
6445 DOUBLE_PLAYER_SPEED(player);
6447 PlaySoundLevel(x, y, SND_GATE_PASSING);
6450 case EL_SWITCHGATE_OPEN:
6451 case EL_TIMEGATE_OPEN:
6452 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6453 return MF_NO_ACTION;
6455 /* automatically move to the next field with double speed */
6456 player->programmed_action = move_direction;
6457 DOUBLE_PLAYER_SPEED(player);
6459 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PASSING);
6462 case EL_SP_PORT1_LEFT:
6463 case EL_SP_PORT2_LEFT:
6464 case EL_SP_PORT1_RIGHT:
6465 case EL_SP_PORT2_RIGHT:
6466 case EL_SP_PORT1_UP:
6467 case EL_SP_PORT2_UP:
6468 case EL_SP_PORT1_DOWN:
6469 case EL_SP_PORT2_DOWN:
6474 element != EL_SP_PORT1_LEFT &&
6475 element != EL_SP_PORT2_LEFT &&
6476 element != EL_SP_PORT_X &&
6477 element != EL_SP_PORT_XY) ||
6479 element != EL_SP_PORT1_RIGHT &&
6480 element != EL_SP_PORT2_RIGHT &&
6481 element != EL_SP_PORT_X &&
6482 element != EL_SP_PORT_XY) ||
6484 element != EL_SP_PORT1_UP &&
6485 element != EL_SP_PORT2_UP &&
6486 element != EL_SP_PORT_Y &&
6487 element != EL_SP_PORT_XY) ||
6489 element != EL_SP_PORT1_DOWN &&
6490 element != EL_SP_PORT2_DOWN &&
6491 element != EL_SP_PORT_Y &&
6492 element != EL_SP_PORT_XY) ||
6493 !IN_LEV_FIELD(x + dx, y + dy) ||
6494 !IS_FREE(x + dx, y + dy))
6495 return MF_NO_ACTION;
6497 /* automatically move to the next field with double speed */
6498 player->programmed_action = move_direction;
6499 DOUBLE_PLAYER_SPEED(player);
6501 PlaySoundLevel(x, y, SND_SP_PORT_PASSING);
6505 case EL_TUBE_VERTICAL:
6506 case EL_TUBE_HORIZONTAL:
6507 case EL_TUBE_VERTICAL_LEFT:
6508 case EL_TUBE_VERTICAL_RIGHT:
6509 case EL_TUBE_HORIZONTAL_UP:
6510 case EL_TUBE_HORIZONTAL_DOWN:
6511 case EL_TUBE_LEFT_UP:
6512 case EL_TUBE_LEFT_DOWN:
6513 case EL_TUBE_RIGHT_UP:
6514 case EL_TUBE_RIGHT_DOWN:
6517 int tube_enter_directions[][2] =
6519 { EL_TUBE_ALL, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6520 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6521 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6522 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
6523 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
6524 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
6525 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
6526 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
6527 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
6528 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
6529 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
6530 { -1, MV_NO_MOVING }
6533 while (tube_enter_directions[i][0] != element)
6536 if (tube_enter_directions[i][0] == -1) /* should not happen */
6540 if (!(tube_enter_directions[i][1] & move_direction))
6541 return MF_NO_ACTION; /* tube has no opening in this direction */
6543 PlaySoundLevel(x, y, SND_TUBE_PASSING);
6547 case EL_EXIT_CLOSED:
6548 case EL_SP_EXIT_CLOSED:
6549 case EL_EXIT_OPENING:
6550 return MF_NO_ACTION;
6554 case EL_SP_EXIT_OPEN:
6555 if (mode == DF_SNAP)
6556 return MF_NO_ACTION;
6558 if (element == EL_EXIT_OPEN)
6559 PlaySoundLevel(x, y, SND_EXIT_PASSING);
6561 PlaySoundLevel(x, y, SND_SP_EXIT_PASSING);
6566 Feld[x][y] = EL_LAMP_ACTIVE;
6567 local_player->lights_still_needed--;
6568 DrawLevelField(x, y);
6569 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
6573 case EL_TIME_ORB_FULL:
6574 Feld[x][y] = EL_TIME_ORB_EMPTY;
6576 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
6577 DrawLevelField(x, y);
6578 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MAX_RIGHT);
6582 case EL_SOKOBAN_FIELD_EMPTY:
6585 case EL_SOKOBAN_OBJECT:
6586 case EL_SOKOBAN_FIELD_FULL:
6588 case EL_SP_DISK_YELLOW:
6590 if (mode == DF_SNAP)
6591 return MF_NO_ACTION;
6593 player->Pushing = TRUE;
6595 if (!IN_LEV_FIELD(x+dx, y+dy)
6596 || (!IS_FREE(x+dx, y+dy)
6597 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FIELD_EMPTY
6598 || !IS_SB_ELEMENT(element))))
6599 return MF_NO_ACTION;
6603 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6604 return MF_NO_ACTION;
6606 else if (dy && real_dx)
6608 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
6609 return MF_NO_ACTION;
6612 if (player->push_delay == 0)
6613 player->push_delay = FrameCounter;
6615 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6616 !tape.playing && element != EL_BALLOON)
6617 return MF_NO_ACTION;
6619 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6620 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6621 element != EL_BALLOON)
6622 return MF_NO_ACTION;
6625 if (IS_SB_ELEMENT(element))
6627 if (element == EL_SOKOBAN_FIELD_FULL)
6629 Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
6630 local_player->sokobanfields_still_needed++;
6635 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FIELD_EMPTY)
6637 Feld[x+dx][y+dy] = EL_SOKOBAN_FIELD_FULL;
6638 local_player->sokobanfields_still_needed--;
6639 if (element == EL_SOKOBAN_OBJECT)
6640 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_FILLING);
6642 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6646 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJECT;
6647 if (element == EL_SOKOBAN_FIELD_FULL)
6648 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_EMPTYING);
6650 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6656 Feld[x+dx][y+dy] = element;
6657 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING);
6660 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
6662 DrawLevelField(x, y);
6663 DrawLevelField(x + dx, y + dy);
6665 if (IS_SB_ELEMENT(element) &&
6666 local_player->sokobanfields_still_needed == 0 &&
6667 game.emulation == EMU_SOKOBAN)
6669 player->LevelSolved = player->GameOver = TRUE;
6670 PlaySoundLevel(x, y, SND_SOKOBAN_GAME_SOLVING);
6681 return MF_NO_ACTION;
6684 player->push_delay = 0;
6689 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
6691 int jx = player->jx, jy = player->jy;
6692 int x = jx + dx, y = jy + dy;
6694 if (!player->active || !IN_LEV_FIELD(x, y))
6702 if (player->MovPos == 0)
6703 player->Pushing = FALSE;
6705 player->snapped = FALSE;
6709 if (player->snapped)
6712 player->MovDir = (dx < 0 ? MV_LEFT :
6715 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6717 if (!DigField(player, x, y, 0, 0, DF_SNAP))
6720 player->snapped = TRUE;
6721 DrawLevelField(x, y);
6727 boolean PlaceBomb(struct PlayerInfo *player)
6729 int jx = player->jx, jy = player->jy;
6732 if (!player->active || player->MovPos)
6735 element = Feld[jx][jy];
6737 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
6738 IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
6741 if (element != EL_EMPTY)
6742 Store[jx][jy] = element;
6744 if (player->dynamite)
6746 Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
6747 MovDelay[jx][jy] = 96;
6749 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6750 FS_SMALL, FC_YELLOW);
6751 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6753 if (game.emulation == EMU_SUPAPLEX)
6754 DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0);
6756 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0);
6759 PlaySoundLevel(jx, jy, SND_DYNAMITE_DROPPING);
6764 EL_DYNABOMB_PLAYER1_ACTIVE + (player->element_nr - EL_PLAYER1);
6765 MovDelay[jx][jy] = 96;
6766 player->dynabombs_left--;
6767 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6768 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
6770 PlaySoundLevel(jx, jy, SND_DYNABOMB_DROPPING);
6776 void PlaySoundLevel(int x, int y, int nr)
6778 static int loop_sound_frame[NUM_SOUND_FILES];
6779 static int loop_sound_volume[NUM_SOUND_FILES];
6780 int sx = SCREENX(x), sy = SCREENY(y);
6781 int volume, stereo_position;
6782 int max_distance = 8;
6783 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
6785 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
6786 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
6789 if (!IN_LEV_FIELD(x, y) ||
6790 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
6791 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
6794 volume = SOUND_MAX_VOLUME;
6796 if (!IN_SCR_FIELD(sx, sy))
6798 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
6799 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
6801 volume -= volume * (dx > dy ? dx : dy) / max_distance;
6804 stereo_position = (SOUND_MAX_LEFT +
6805 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
6806 (SCR_FIELDX + 2 * max_distance));
6808 if (IS_LOOP_SOUND(nr))
6810 /* This assures that quieter loop sounds do not overwrite louder ones,
6811 while restarting sound volume comparison with each new game frame. */
6813 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
6816 loop_sound_volume[nr] = volume;
6817 loop_sound_frame[nr] = FrameCounter;
6820 PlaySoundExt(nr, volume, stereo_position, type);
6823 void PlaySoundLevelAction(int x, int y, int sound_action)
6825 PlaySoundLevelElementAction(x, y, Feld[x][y], sound_action);
6828 void PlaySoundLevelElementAction(int x, int y, int element, int sound_action)
6830 int sound_effect = element_action_sound[element][sound_action];
6832 if (sound_effect != -1)
6833 PlaySoundLevel(x, y, sound_effect);
6836 void RaiseScore(int value)
6838 local_player->score += value;
6839 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
6840 FS_SMALL, FC_YELLOW);
6843 void RaiseScoreElement(int element)
6849 case EL_EMERALD_YELLOW:
6850 case EL_EMERALD_RED:
6851 case EL_EMERALD_PURPLE:
6852 RaiseScore(level.score[SC_EDELSTEIN]);
6855 RaiseScore(level.score[SC_DIAMANT]);
6858 case EL_BD_BUTTERFLY:
6859 RaiseScore(level.score[SC_KAEFER]);
6863 RaiseScore(level.score[SC_FLIEGER]);
6866 case EL_DARK_YAMYAM:
6867 RaiseScore(level.score[SC_MAMPFER]);
6870 RaiseScore(level.score[SC_ROBOT]);
6873 RaiseScore(level.score[SC_PACMAN]);
6876 RaiseScore(level.score[SC_KOKOSNUSS]);
6879 RaiseScore(level.score[SC_DYNAMIT]);
6885 RaiseScore(level.score[SC_SCHLUESSEL]);
6892 void RequestQuitGame(boolean ask_if_really_quit)
6894 if (AllPlayersGone ||
6895 !ask_if_really_quit ||
6896 level_editor_test_game ||
6897 Request("Do you really want to quit the game ?",
6898 REQ_ASK | REQ_STAY_CLOSED))
6900 #if defined(PLATFORM_UNIX)
6901 if (options.network)
6902 SendToServer_StopPlaying();
6906 game_status = MAINMENU;
6912 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
6917 /* ---------- new game button stuff ---------------------------------------- */
6919 /* graphic position values for game buttons */
6920 #define GAME_BUTTON_XSIZE 30
6921 #define GAME_BUTTON_YSIZE 30
6922 #define GAME_BUTTON_XPOS 5
6923 #define GAME_BUTTON_YPOS 215
6924 #define SOUND_BUTTON_XPOS 5
6925 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
6927 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6928 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6929 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6930 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6931 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6932 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6939 } gamebutton_info[NUM_GAME_BUTTONS] =
6942 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
6947 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
6952 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
6957 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
6958 SOUND_CTRL_ID_MUSIC,
6959 "background music on/off"
6962 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
6963 SOUND_CTRL_ID_LOOPS,
6964 "sound loops on/off"
6967 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
6968 SOUND_CTRL_ID_SIMPLE,
6969 "normal sounds on/off"
6973 void CreateGameButtons()
6977 for (i=0; i<NUM_GAME_BUTTONS; i++)
6979 Bitmap *gd_bitmap = new_graphic_info[IMG_GLOBAL_DOOR].bitmap;
6980 struct GadgetInfo *gi;
6983 unsigned long event_mask;
6984 int gd_xoffset, gd_yoffset;
6985 int gd_x1, gd_x2, gd_y1, gd_y2;
6988 gd_xoffset = gamebutton_info[i].x;
6989 gd_yoffset = gamebutton_info[i].y;
6990 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
6991 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
6993 if (id == GAME_CTRL_ID_STOP ||
6994 id == GAME_CTRL_ID_PAUSE ||
6995 id == GAME_CTRL_ID_PLAY)
6997 button_type = GD_TYPE_NORMAL_BUTTON;
6999 event_mask = GD_EVENT_RELEASED;
7000 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7001 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7005 button_type = GD_TYPE_CHECK_BUTTON;
7007 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
7008 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
7009 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
7010 event_mask = GD_EVENT_PRESSED;
7011 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
7012 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7015 gi = CreateGadget(GDI_CUSTOM_ID, id,
7016 GDI_INFO_TEXT, gamebutton_info[i].infotext,
7017 GDI_X, DX + gd_xoffset,
7018 GDI_Y, DY + gd_yoffset,
7019 GDI_WIDTH, GAME_BUTTON_XSIZE,
7020 GDI_HEIGHT, GAME_BUTTON_YSIZE,
7021 GDI_TYPE, button_type,
7022 GDI_STATE, GD_BUTTON_UNPRESSED,
7023 GDI_CHECKED, checked,
7024 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
7025 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
7026 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
7027 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
7028 GDI_EVENT_MASK, event_mask,
7029 GDI_CALLBACK_ACTION, HandleGameButtons,
7033 Error(ERR_EXIT, "cannot create gadget");
7035 game_gadget[id] = gi;
7039 void FreeGameButtons()
7043 for (i=0; i<NUM_GAME_BUTTONS; i++)
7044 FreeGadget(game_gadget[i]);
7047 static void MapGameButtons()
7051 for (i=0; i<NUM_GAME_BUTTONS; i++)
7052 MapGadget(game_gadget[i]);
7055 void UnmapGameButtons()
7059 for (i=0; i<NUM_GAME_BUTTONS; i++)
7060 UnmapGadget(game_gadget[i]);
7063 static void HandleGameButtons(struct GadgetInfo *gi)
7065 int id = gi->custom_id;
7067 if (game_status != PLAYING)
7072 case GAME_CTRL_ID_STOP:
7073 RequestQuitGame(TRUE);
7076 case GAME_CTRL_ID_PAUSE:
7077 if (options.network)
7079 #if defined(PLATFORM_UNIX)
7081 SendToServer_ContinuePlaying();
7083 SendToServer_PausePlaying();
7087 TapeTogglePause(TAPE_TOGGLE_MANUAL);
7090 case GAME_CTRL_ID_PLAY:
7093 #if defined(PLATFORM_UNIX)
7094 if (options.network)
7095 SendToServer_ContinuePlaying();
7099 tape.pausing = FALSE;
7100 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
7105 case SOUND_CTRL_ID_MUSIC:
7106 if (setup.sound_music)
7108 setup.sound_music = FALSE;
7111 else if (audio.music_available)
7113 setup.sound = setup.sound_music = TRUE;
7114 PlayMusic(level_nr);
7118 case SOUND_CTRL_ID_LOOPS:
7119 if (setup.sound_loops)
7120 setup.sound_loops = FALSE;
7121 else if (audio.loops_available)
7122 setup.sound = setup.sound_loops = TRUE;
7125 case SOUND_CTRL_ID_SIMPLE:
7126 if (setup.sound_simple)
7127 setup.sound_simple = FALSE;
7128 else if (audio.sound_available)
7129 setup.sound = setup.sound_simple = TRUE;