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++ * Frame[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 GfxAction[x][y] = GFX_ACTION_DEFAULT;
803 JustStopped[x][y] = 0;
805 ExplodeField[x][y] = EX_NO_EXPLOSION;
809 for(y=0; y<lev_fieldy; y++)
811 for(x=0; x<lev_fieldx; x++)
813 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
815 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
817 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
820 InitField(x, y, TRUE);
826 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
827 emulate_sb ? EMU_SOKOBAN :
828 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
830 /* correct non-moving belts to start moving left */
832 if (game.belt_dir[i] == MV_NO_MOVING)
833 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
835 /* check if any connected player was not found in playfield */
836 for (i=0; i<MAX_PLAYERS; i++)
838 struct PlayerInfo *player = &stored_player[i];
840 if (player->connected && !player->present)
842 for (j=0; j<MAX_PLAYERS; j++)
844 struct PlayerInfo *some_player = &stored_player[j];
845 int jx = some_player->jx, jy = some_player->jy;
847 /* assign first free player found that is present in the playfield */
848 if (some_player->present && !some_player->connected)
850 player->present = TRUE;
851 player->active = TRUE;
852 some_player->present = FALSE;
854 StorePlayer[jx][jy] = player->element_nr;
855 player->jx = player->last_jx = jx;
856 player->jy = player->last_jy = jy;
866 /* when playing a tape, eliminate all players who do not participate */
868 for (i=0; i<MAX_PLAYERS; i++)
870 if (stored_player[i].active && !tape.player_participates[i])
872 struct PlayerInfo *player = &stored_player[i];
873 int jx = player->jx, jy = player->jy;
875 player->active = FALSE;
876 StorePlayer[jx][jy] = 0;
877 Feld[jx][jy] = EL_EMPTY;
881 else if (!options.network && !setup.team_mode) /* && !tape.playing */
883 /* when in single player mode, eliminate all but the first active player */
885 for (i=0; i<MAX_PLAYERS; i++)
887 if (stored_player[i].active)
889 for (j=i+1; j<MAX_PLAYERS; j++)
891 if (stored_player[j].active)
893 struct PlayerInfo *player = &stored_player[j];
894 int jx = player->jx, jy = player->jy;
896 player->active = FALSE;
897 StorePlayer[jx][jy] = 0;
898 Feld[jx][jy] = EL_EMPTY;
905 /* when recording the game, store which players take part in the game */
908 for (i=0; i<MAX_PLAYERS; i++)
909 if (stored_player[i].active)
910 tape.player_participates[i] = TRUE;
915 for (i=0; i<MAX_PLAYERS; i++)
917 struct PlayerInfo *player = &stored_player[i];
919 printf("Player %d: present == %d, connected == %d, active == %d.\n",
924 if (local_player == player)
925 printf("Player %d is local player.\n", i+1);
929 if (BorderElement == EL_EMPTY)
932 SBX_Right = lev_fieldx - SCR_FIELDX;
934 SBY_Lower = lev_fieldy - SCR_FIELDY;
939 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
941 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
944 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
945 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
947 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
948 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
951 scroll_y = SBY_Upper;
952 if (local_player->jx >= SBX_Left + MIDPOSX)
953 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
954 local_player->jx - MIDPOSX :
956 if (local_player->jy >= SBY_Upper + MIDPOSY)
957 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
958 local_player->jy - MIDPOSY :
961 CloseDoor(DOOR_CLOSE_1);
967 /* after drawing the level, correct some elements */
968 if (game.timegate_time_left == 0)
969 CloseAllOpenTimegates();
971 if (setup.soft_scrolling)
972 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
974 redraw_mask |= REDRAW_FROM_BACKBUFFER;
976 /* copy default game door content to main double buffer */
977 BlitBitmap(new_graphic_info[IMG_MENU_DOOR].bitmap, drawto,
978 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
981 DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
982 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
985 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
986 int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3);
987 BlitBitmap(drawto, drawto,
988 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
989 FONT5_XSIZE * 3, FONT5_YSIZE - 1,
990 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
993 DrawGameDoorValues();
997 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
998 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
999 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
1003 /* copy actual game door content to door double buffer for OpenDoor() */
1004 BlitBitmap(drawto, bitmap_db_door,
1005 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
1007 OpenDoor(DOOR_OPEN_ALL);
1009 PlaySoundStereo(SND_GAME_STARTING, SOUND_MAX_RIGHT);
1010 if (setup.sound_music)
1011 PlayMusic(level_nr);
1013 KeyboardAutoRepeatOff();
1018 printf("Player %d %sactive.\n",
1019 i + 1, (stored_player[i].active ? "" : "not "));
1023 void InitMovDir(int x, int y)
1025 int i, element = Feld[x][y];
1026 static int xy[4][2] =
1033 static int direction[3][4] =
1035 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1036 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1037 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1046 Feld[x][y] = EL_BUG;
1047 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
1050 case EL_SPACESHIP_RIGHT:
1051 case EL_SPACESHIP_UP:
1052 case EL_SPACESHIP_LEFT:
1053 case EL_SPACESHIP_DOWN:
1054 Feld[x][y] = EL_SPACESHIP;
1055 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
1058 case EL_BD_BUTTERFLY_RIGHT:
1059 case EL_BD_BUTTERFLY_UP:
1060 case EL_BD_BUTTERFLY_LEFT:
1061 case EL_BD_BUTTERFLY_DOWN:
1062 Feld[x][y] = EL_BD_BUTTERFLY;
1063 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
1066 case EL_BD_FIREFLY_RIGHT:
1067 case EL_BD_FIREFLY_UP:
1068 case EL_BD_FIREFLY_LEFT:
1069 case EL_BD_FIREFLY_DOWN:
1070 Feld[x][y] = EL_BD_FIREFLY;
1071 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1074 case EL_PACMAN_RIGHT:
1076 case EL_PACMAN_LEFT:
1077 case EL_PACMAN_DOWN:
1078 Feld[x][y] = EL_PACMAN;
1079 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1082 case EL_SP_SNIKSNAK:
1083 MovDir[x][y] = MV_UP;
1086 case EL_SP_ELECTRON:
1087 MovDir[x][y] = MV_LEFT;
1094 Feld[x][y] = EL_MOLE;
1095 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1099 MovDir[x][y] = 1 << RND(4);
1100 if (element != EL_BUG &&
1101 element != EL_SPACESHIP &&
1102 element != EL_BD_BUTTERFLY &&
1103 element != EL_BD_FIREFLY)
1108 int x1 = x + xy[i][0];
1109 int y1 = y + xy[i][1];
1111 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1113 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1115 MovDir[x][y] = direction[0][i];
1118 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1119 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1121 MovDir[x][y] = direction[1][i];
1130 void InitAmoebaNr(int x, int y)
1133 int group_nr = AmoebeNachbarNr(x, y);
1137 for (i=1; i<MAX_NUM_AMOEBA; i++)
1139 if (AmoebaCnt[i] == 0)
1147 AmoebaNr[x][y] = group_nr;
1148 AmoebaCnt[group_nr]++;
1149 AmoebaCnt2[group_nr]++;
1155 boolean raise_level = FALSE;
1157 if (local_player->MovPos)
1160 if (tape.playing && tape.auto_play)
1161 tape.auto_play_level_solved = TRUE;
1163 local_player->LevelSolved = FALSE;
1165 PlaySoundStereo(SND_GAME_WINNING, SOUND_MAX_RIGHT);
1169 if (!tape.playing && setup.sound_loops)
1170 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1171 SND_CTRL_PLAY_LOOP);
1173 while (TimeLeft > 0)
1175 if (!tape.playing && !setup.sound_loops)
1176 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1177 if (TimeLeft > 0 && !(TimeLeft % 10))
1178 RaiseScore(level.score[SC_ZEITBONUS]);
1179 if (TimeLeft > 100 && !(TimeLeft % 10))
1183 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
1190 if (!tape.playing && setup.sound_loops)
1191 StopSound(SND_GAME_LEVELTIME_BONUS);
1193 else if (level.time == 0) /* level without time limit */
1195 if (!tape.playing && setup.sound_loops)
1196 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1197 SND_CTRL_PLAY_LOOP);
1199 while (TimePlayed < 999)
1201 if (!tape.playing && !setup.sound_loops)
1202 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1203 if (TimePlayed < 999 && !(TimePlayed % 10))
1204 RaiseScore(level.score[SC_ZEITBONUS]);
1205 if (TimePlayed < 900 && !(TimePlayed % 10))
1209 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
1216 if (!tape.playing && setup.sound_loops)
1217 StopSound(SND_GAME_LEVELTIME_BONUS);
1224 /* Hero disappears */
1225 DrawLevelField(ExitX, ExitY);
1231 CloseDoor(DOOR_CLOSE_1);
1236 SaveTape(tape.level_nr); /* Ask to save tape */
1239 if (level_nr == leveldir_current->handicap_level)
1241 leveldir_current->handicap_level++;
1242 SaveLevelSetup_SeriesInfo();
1245 if (level_editor_test_game)
1246 local_player->score = -1; /* no highscore when playing from editor */
1247 else if (level_nr < leveldir_current->last_level)
1248 raise_level = TRUE; /* advance to next level */
1250 if ((hi_pos = NewHiScore()) >= 0)
1252 game_status = HALLOFFAME;
1253 DrawHallOfFame(hi_pos);
1262 game_status = MAINMENU;
1279 LoadScore(level_nr);
1281 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1282 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1285 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1287 if (local_player->score > highscore[k].Score)
1289 /* player has made it to the hall of fame */
1291 if (k < MAX_SCORE_ENTRIES - 1)
1293 int m = MAX_SCORE_ENTRIES - 1;
1296 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1297 if (!strcmp(setup.player_name, highscore[l].Name))
1299 if (m == k) /* player's new highscore overwrites his old one */
1305 strcpy(highscore[l].Name, highscore[l - 1].Name);
1306 highscore[l].Score = highscore[l - 1].Score;
1313 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1314 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1315 highscore[k].Score = local_player->score;
1321 else if (!strncmp(setup.player_name, highscore[k].Name,
1322 MAX_PLAYER_NAME_LEN))
1323 break; /* player already there with a higher score */
1329 SaveScore(level_nr);
1334 void InitMovingField(int x, int y, int direction)
1336 int element = Feld[x][y];
1337 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1338 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1340 MovDir[x][y] = direction;
1341 MovDir[newx][newy] = direction;
1343 if (Feld[newx][newy] == EL_EMPTY)
1344 Feld[newx][newy] = EL_BLOCKED;
1346 if (direction == MV_DOWN && CAN_FALL(element))
1347 GfxAction[x][y] = GFX_ACTION_FALLING;
1349 GfxAction[x][y] = GFX_ACTION_MOVING;
1352 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1354 int direction = MovDir[x][y];
1355 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1356 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1362 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1364 int oldx = x, oldy = y;
1365 int direction = MovDir[x][y];
1367 if (direction == MV_LEFT)
1369 else if (direction == MV_RIGHT)
1371 else if (direction == MV_UP)
1373 else if (direction == MV_DOWN)
1376 *comes_from_x = oldx;
1377 *comes_from_y = oldy;
1380 int MovingOrBlocked2Element(int x, int y)
1382 int element = Feld[x][y];
1384 if (element == EL_BLOCKED)
1388 Blocked2Moving(x, y, &oldx, &oldy);
1389 return Feld[oldx][oldy];
1395 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1397 /* like MovingOrBlocked2Element(), but if element is moving
1398 and (x,y) is the field the moving element is just leaving,
1399 return EL_BLOCKED instead of the element value */
1400 int element = Feld[x][y];
1402 if (IS_MOVING(x, y))
1404 if (element == EL_BLOCKED)
1408 Blocked2Moving(x, y, &oldx, &oldy);
1409 return Feld[oldx][oldy];
1418 static void RemoveField(int x, int y)
1420 Feld[x][y] = EL_EMPTY;
1426 void RemoveMovingField(int x, int y)
1428 int oldx = x, oldy = y, newx = x, newy = y;
1430 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1433 if (IS_MOVING(x, y))
1435 Moving2Blocked(x, y, &newx, &newy);
1436 if (Feld[newx][newy] != EL_BLOCKED)
1439 else if (Feld[x][y] == EL_BLOCKED)
1441 Blocked2Moving(x, y, &oldx, &oldy);
1442 if (!IS_MOVING(oldx, oldy))
1446 if (Feld[x][y] == EL_BLOCKED &&
1447 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1448 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1449 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1450 Feld[oldx][oldy] == EL_AMOEBA_DRIPPING))
1451 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1453 Feld[oldx][oldy] = EL_EMPTY;
1455 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1457 Feld[newx][newy] = EL_EMPTY;
1458 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1459 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1460 GfxAction[oldx][oldy] = GfxAction[newx][newy] = GFX_ACTION_DEFAULT;
1462 DrawLevelField(oldx, oldy);
1463 DrawLevelField(newx, newy);
1466 void DrawDynamite(int x, int y)
1468 int sx = SCREENX(x), sy = SCREENY(y);
1469 int graphic = el2img(Feld[x][y]);
1472 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1476 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
1478 frame = getGraphicAnimationFrame(graphic, 96 - MovDelay[x][y]);
1481 printf("-> %d: %d [%d]\n", graphic, frame, MovDelay[x][y]);
1484 if (game.emulation == EMU_SUPAPLEX)
1485 DrawGraphic(sx, sy, IMG_SP_DISK_RED, 0);
1486 else if (Store[x][y])
1487 DrawGraphicThruMask(sx, sy, graphic, frame);
1489 DrawGraphic(sx, sy, graphic, frame);
1492 void CheckDynamite(int x, int y)
1494 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1499 if (!(MovDelay[x][y] % 6))
1500 PlaySoundLevelAction(x, y, SND_ACTION_ACTIVE);
1502 if (IS_ACTIVE_BOMB(Feld[x][y]))
1504 int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6);
1506 if (!(MovDelay[x][y] % delay))
1514 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1515 StopSound(SND_DYNAMITE_ACTIVE);
1517 StopSound(SND_DYNABOMB_ACTIVE);
1522 void Explode(int ex, int ey, int phase, int mode)
1526 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1527 int last_phase = num_phase * delay;
1528 int half_phase = (num_phase / 2) * delay;
1529 int first_phase_after_start = EX_PHASE_START + 1;
1531 if (game.explosions_delayed)
1533 ExplodeField[ex][ey] = mode;
1537 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1539 int center_element = Feld[ex][ey];
1541 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1543 /* put moving element to center field (and let it explode there) */
1544 center_element = MovingOrBlocked2Element(ex, ey);
1545 RemoveMovingField(ex, ey);
1546 Feld[ex][ey] = center_element;
1549 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1553 if (!IN_LEV_FIELD(x, y) ||
1554 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
1555 (x != ex || y != ey)))
1558 element = Feld[x][y];
1560 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1562 element = MovingOrBlocked2Element(x, y);
1563 RemoveMovingField(x, y);
1566 if (IS_MASSIVE(element) || element == EL_FLAMES)
1569 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1571 if (IS_ACTIVE_BOMB(element))
1573 /* re-activate things under the bomb like gate or penguin */
1574 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
1581 if (element == EL_EXPLOSION)
1582 element = Store2[x][y];
1584 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1586 switch(StorePlayer[ex][ey])
1589 Store[x][y] = EL_EMERALD_RED;
1592 Store[x][y] = EL_EMERALD;
1595 Store[x][y] = EL_EMERALD_PURPLE;
1599 Store[x][y] = EL_EMERALD_YELLOW;
1603 if (game.emulation == EMU_SUPAPLEX)
1604 Store[x][y] = EL_EMPTY;
1606 else if (center_element == EL_MOLE)
1607 Store[x][y] = EL_EMERALD_RED;
1608 else if (center_element == EL_PENGUIN)
1609 Store[x][y] = EL_EMERALD_PURPLE;
1610 else if (center_element == EL_BUG)
1611 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
1612 else if (center_element == EL_BD_BUTTERFLY)
1613 Store[x][y] = EL_BD_DIAMOND;
1614 else if (center_element == EL_SP_ELECTRON)
1615 Store[x][y] = EL_SP_INFOTRON;
1616 else if (center_element == EL_YAMYAM)
1617 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1618 else if (center_element == EL_AMOEBA_TO_DIAMOND)
1619 Store[x][y] = level.amoeba_content;
1620 else if (element == EL_WALL_EMERALD)
1621 Store[x][y] = EL_EMERALD;
1622 else if (element == EL_WALL_DIAMOND)
1623 Store[x][y] = EL_DIAMOND;
1624 else if (element == EL_WALL_BD_DIAMOND)
1625 Store[x][y] = EL_BD_DIAMOND;
1626 else if (element == EL_WALL_EMERALD_YELLOW)
1627 Store[x][y] = EL_EMERALD_YELLOW;
1628 else if (element == EL_WALL_EMERALD_RED)
1629 Store[x][y] = EL_EMERALD_RED;
1630 else if (element == EL_WALL_EMERALD_PURPLE)
1631 Store[x][y] = EL_EMERALD_PURPLE;
1632 else if (element == EL_WALL_PEARL)
1633 Store[x][y] = EL_PEARL;
1634 else if (element == EL_WALL_CRYSTAL)
1635 Store[x][y] = EL_CRYSTAL;
1636 else if (!IS_PFORTE(Store[x][y]))
1637 Store[x][y] = EL_EMPTY;
1639 if (x != ex || y != ey ||
1640 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
1641 Store2[x][y] = element;
1643 if (AmoebaNr[x][y] &&
1644 (element == EL_AMOEBA_FULL ||
1645 element == EL_BD_AMOEBA ||
1646 element == EL_AMOEBA_CREATING))
1648 AmoebaCnt[AmoebaNr[x][y]]--;
1649 AmoebaCnt2[AmoebaNr[x][y]]--;
1652 Feld[x][y] = EL_EXPLOSION;
1653 MovDir[x][y] = MovPos[x][y] = 0;
1659 if (center_element == EL_YAMYAM)
1660 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1671 Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
1673 if (phase == first_phase_after_start)
1675 int element = Store2[x][y];
1677 if (element == EL_BLACK_ORB)
1679 Feld[x][y] = Store2[x][y];
1684 else if (phase == half_phase)
1686 int element = Store2[x][y];
1688 if (IS_PLAYER(x, y))
1689 KillHeroUnlessProtected(x, y);
1690 else if (IS_EXPLOSIVE(element))
1692 Feld[x][y] = Store2[x][y];
1696 else if (element == EL_AMOEBA_TO_DIAMOND)
1697 AmoebeUmwandeln(x, y);
1700 if (phase == last_phase)
1704 element = Feld[x][y] = Store[x][y];
1705 Store[x][y] = Store2[x][y] = 0;
1706 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1707 InitField(x, y, FALSE);
1708 if (CAN_MOVE(element) || COULD_MOVE(element))
1710 DrawLevelField(x, y);
1712 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1713 StorePlayer[x][y] = 0;
1715 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1717 int stored = Store[x][y];
1718 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
1719 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
1721 int frame = getGraphicAnimationFrame(graphic, phase - delay);
1724 DrawCrumbledSand(SCREENX(x), SCREENY(y));
1726 if (IS_PFORTE(Store[x][y]))
1728 DrawLevelElement(x, y, Store[x][y]);
1729 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
1732 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1736 void DynaExplode(int ex, int ey)
1739 int dynabomb_size = 1;
1740 boolean dynabomb_xl = FALSE;
1741 struct PlayerInfo *player;
1742 static int xy[4][2] =
1750 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1752 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER1_ACTIVE];
1753 dynabomb_size = player->dynabomb_size;
1754 dynabomb_xl = player->dynabomb_xl;
1755 player->dynabombs_left++;
1758 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1762 for (j=1; j<=dynabomb_size; j++)
1764 int x = ex + j * xy[i % 4][0];
1765 int y = ey + j * xy[i % 4][1];
1768 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1771 element = Feld[x][y];
1773 /* do not restart explosions of fields with active bombs */
1774 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
1777 Explode(x, y, EX_PHASE_START, EX_BORDER);
1779 if (element != EL_EMPTY &&
1780 element != EL_SAND &&
1781 element != EL_EXPLOSION &&
1788 void Bang(int x, int y)
1790 int element = Feld[x][y];
1792 if (game.emulation == EMU_SUPAPLEX)
1793 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
1795 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
1798 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1806 case EL_BD_BUTTERFLY:
1809 case EL_DARK_YAMYAM:
1813 RaiseScoreElement(element);
1814 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1816 case EL_DYNABOMB_PLAYER1_ACTIVE:
1817 case EL_DYNABOMB_PLAYER2_ACTIVE:
1818 case EL_DYNABOMB_PLAYER3_ACTIVE:
1819 case EL_DYNABOMB_PLAYER4_ACTIVE:
1820 case EL_DYNABOMB_NR:
1821 case EL_DYNABOMB_SZ:
1822 case EL_DYNABOMB_XL:
1827 case EL_LAMP_ACTIVE:
1828 if (IS_PLAYER(x, y))
1829 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1831 Explode(x, y, EX_PHASE_START, EX_CENTER);
1834 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1839 void Blurb(int x, int y)
1841 int element = Feld[x][y];
1843 if (element != EL_ACID_SPLASH_LEFT &&
1844 element != EL_ACID_SPLASH_RIGHT) /* start */
1846 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
1847 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1848 (!IN_LEV_FIELD(x-1, y-1) ||
1849 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1851 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
1853 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1854 (!IN_LEV_FIELD(x+1, y-1) ||
1855 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1857 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
1862 int graphic = (element == EL_ACID_SPLASH_LEFT ?
1863 IMG_ACID_SPLASH_LEFT :
1864 IMG_ACID_SPLASH_RIGHT);
1866 if (!MovDelay[x][y]) /* initialize animation counter */
1869 if (MovDelay[x][y]) /* continue animation */
1872 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1874 int frame = getGraphicAnimationFrame(graphic, 8 - MovDelay[x][y]);
1876 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1879 if (!MovDelay[x][y])
1881 Feld[x][y] = EL_EMPTY;
1882 DrawLevelField(x, y);
1888 static void InitBeltMovement()
1890 static int belt_base_element[4] =
1892 EL_CONVEYOR_BELT1_LEFT,
1893 EL_CONVEYOR_BELT2_LEFT,
1894 EL_CONVEYOR_BELT3_LEFT,
1895 EL_CONVEYOR_BELT4_LEFT
1897 static int belt_base_active_element[4] =
1899 EL_CONVEYOR_BELT1_LEFT_ACTIVE,
1900 EL_CONVEYOR_BELT2_LEFT_ACTIVE,
1901 EL_CONVEYOR_BELT3_LEFT_ACTIVE,
1902 EL_CONVEYOR_BELT4_LEFT_ACTIVE
1907 /* set frame order for belt animation graphic according to belt direction */
1914 int element = belt_base_active_element[belt_nr] + j;
1915 int graphic = el2img(element);
1917 if (game.belt_dir[i] == MV_LEFT)
1918 new_graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
1920 new_graphic_info[graphic].anim_mode |= ANIM_REVERSE;
1924 for(y=0; y<lev_fieldy; y++)
1926 for(x=0; x<lev_fieldx; x++)
1928 int element = Feld[x][y];
1932 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
1934 int e_belt_nr = getBeltNrFromBeltElement(element);
1937 if (e_belt_nr == belt_nr)
1939 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
1941 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
1949 static void ToggleBeltSwitch(int x, int y)
1951 static int belt_base_element[4] =
1953 EL_CONVEYOR_BELT1_LEFT,
1954 EL_CONVEYOR_BELT2_LEFT,
1955 EL_CONVEYOR_BELT3_LEFT,
1956 EL_CONVEYOR_BELT4_LEFT
1958 static int belt_base_active_element[4] =
1960 EL_CONVEYOR_BELT1_LEFT_ACTIVE,
1961 EL_CONVEYOR_BELT2_LEFT_ACTIVE,
1962 EL_CONVEYOR_BELT3_LEFT_ACTIVE,
1963 EL_CONVEYOR_BELT4_LEFT_ACTIVE
1965 static int belt_base_switch_element[4] =
1967 EL_CONVEYOR_BELT1_SWITCH_LEFT,
1968 EL_CONVEYOR_BELT2_SWITCH_LEFT,
1969 EL_CONVEYOR_BELT3_SWITCH_LEFT,
1970 EL_CONVEYOR_BELT4_SWITCH_LEFT
1972 static int belt_move_dir[4] =
1980 int element = Feld[x][y];
1981 int belt_nr = getBeltNrFromBeltSwitchElement(element);
1982 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1983 int belt_dir = belt_move_dir[belt_dir_nr];
1986 if (!IS_BELT_SWITCH(element))
1989 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1990 game.belt_dir[belt_nr] = belt_dir;
1992 if (belt_dir_nr == 3)
1995 /* set frame order for belt animation graphic according to belt direction */
1998 int element = belt_base_active_element[belt_nr] + i;
1999 int graphic = el2img(element);
2001 if (belt_dir == MV_LEFT)
2002 new_graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2004 new_graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2007 for (yy=0; yy<lev_fieldy; yy++)
2009 for (xx=0; xx<lev_fieldx; xx++)
2011 int element = Feld[xx][yy];
2013 if (IS_BELT_SWITCH(element))
2015 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
2017 if (e_belt_nr == belt_nr)
2019 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
2020 DrawLevelField(xx, yy);
2023 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
2025 int e_belt_nr = getBeltNrFromBeltElement(element);
2027 if (e_belt_nr == belt_nr)
2029 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
2031 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
2032 DrawLevelField(xx, yy);
2035 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
2037 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
2039 if (e_belt_nr == belt_nr)
2041 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
2043 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
2044 DrawLevelField(xx, yy);
2051 static void ToggleSwitchgateSwitch(int x, int y)
2055 game.switchgate_pos = !game.switchgate_pos;
2057 for (yy=0; yy<lev_fieldy; yy++)
2059 for (xx=0; xx<lev_fieldx; xx++)
2061 int element = Feld[xx][yy];
2063 if (element == EL_SWITCHGATE_SWITCH_UP ||
2064 element == EL_SWITCHGATE_SWITCH_DOWN)
2066 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2067 DrawLevelField(xx, yy);
2069 else if (element == EL_SWITCHGATE_OPEN ||
2070 element == EL_SWITCHGATE_OPENING)
2072 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2073 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2075 else if (element == EL_SWITCHGATE_CLOSED ||
2076 element == EL_SWITCHGATE_CLOSING)
2078 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2079 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2085 static int getInvisibleActiveFromInvisibleElement(int element)
2087 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2088 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2089 EL_INVISIBLE_SAND_ACTIVE);
2092 static int getInvisibleFromInvisibleActiveElement(int element)
2094 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2095 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2099 static void RedrawAllLightSwitchesAndInvisibleElements()
2103 for (y=0; y<lev_fieldy; y++)
2105 for (x=0; x<lev_fieldx; x++)
2107 int element = Feld[x][y];
2109 if (element == EL_LIGHT_SWITCH &&
2110 game.light_time_left > 0)
2112 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2113 DrawLevelField(x, y);
2115 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2116 game.light_time_left == 0)
2118 Feld[x][y] = EL_LIGHT_SWITCH;
2119 DrawLevelField(x, y);
2121 else if (element == EL_INVISIBLE_STEELWALL ||
2122 element == EL_INVISIBLE_WALL ||
2123 element == EL_INVISIBLE_SAND)
2125 if (game.light_time_left > 0)
2126 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2128 DrawLevelField(x, y);
2130 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2131 element == EL_INVISIBLE_WALL_ACTIVE ||
2132 element == EL_INVISIBLE_SAND_ACTIVE)
2134 if (game.light_time_left == 0)
2135 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2137 DrawLevelField(x, y);
2143 static void ToggleLightSwitch(int x, int y)
2145 int element = Feld[x][y];
2147 game.light_time_left =
2148 (element == EL_LIGHT_SWITCH ?
2149 level.time_light * FRAMES_PER_SECOND : 0);
2151 RedrawAllLightSwitchesAndInvisibleElements();
2154 static void ActivateTimegateSwitch(int x, int y)
2158 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2160 for (yy=0; yy<lev_fieldy; yy++)
2162 for (xx=0; xx<lev_fieldx; xx++)
2164 int element = Feld[xx][yy];
2166 if (element == EL_TIMEGATE_CLOSED ||
2167 element == EL_TIMEGATE_CLOSING)
2169 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2170 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2174 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2176 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2177 DrawLevelField(xx, yy);
2184 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2187 void Impact(int x, int y)
2189 boolean lastline = (y == lev_fieldy-1);
2190 boolean object_hit = FALSE;
2191 int element = Feld[x][y];
2194 if (!lastline) /* check if element below was hit */
2196 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
2199 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
2200 MovDir[x][y+1]!=MV_DOWN ||
2201 MovPos[x][y+1]<=TILEY/2));
2203 smashed = MovingOrBlocked2Element(x, y+1);
2206 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2212 if ((element == EL_BOMB ||
2213 element == EL_SP_DISK_ORANGE ||
2214 element == EL_DX_SUPABOMB) &&
2215 (lastline || object_hit)) /* element is bomb */
2220 else if (element == EL_PEARL)
2222 Feld[x][y] = EL_PEARL_BREAKING;
2223 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2227 if (element == EL_AMOEBA_DROP && (lastline || object_hit))
2229 if (object_hit && IS_PLAYER(x, y+1))
2230 KillHeroUnlessProtected(x, y+1);
2231 else if (object_hit && smashed == EL_PENGUIN)
2235 Feld[x][y] = EL_AMOEBA_CREATING;
2236 Store[x][y] = EL_AMOEBA_WET;
2241 if (!lastline && object_hit) /* check which object was hit */
2243 if (CAN_CHANGE(element) &&
2244 (smashed == EL_MAGIC_WALL || smashed == EL_BD_MAGIC_WALL))
2247 int activated_magic_wall =
2248 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2249 EL_BD_MAGIC_WALL_ACTIVE);
2251 /* activate magic wall / mill */
2252 for (yy=0; yy<lev_fieldy; yy++)
2253 for (xx=0; xx<lev_fieldx; xx++)
2254 if (Feld[xx][yy] == smashed)
2255 Feld[xx][yy] = activated_magic_wall;
2257 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2258 game.magic_wall_active = TRUE;
2260 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2261 SND_MAGIC_WALL_ACTIVATING :
2262 SND_BD_MAGIC_WALL_ACTIVATING));
2265 if (IS_PLAYER(x, y+1))
2267 KillHeroUnlessProtected(x, y+1);
2270 else if (smashed == EL_PENGUIN)
2275 else if (element == EL_BD_DIAMOND)
2277 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2283 else if ((element == EL_SP_INFOTRON || element == EL_SP_ZONK) &&
2284 (smashed == EL_SP_SNIKSNAK || smashed == EL_SP_ELECTRON ||
2285 smashed == EL_SP_DISK_ORANGE))
2290 else if (element == EL_ROCK ||
2291 element == EL_SP_ZONK ||
2292 element == EL_BD_ROCK)
2294 if (IS_ENEMY(smashed) ||
2295 smashed == EL_BOMB || smashed == EL_SP_DISK_ORANGE ||
2296 smashed == EL_DX_SUPABOMB ||
2297 smashed == EL_SATELLITE || smashed == EL_PIG ||
2298 smashed == EL_DRAGON || smashed == EL_MOLE)
2303 else if (!IS_MOVING(x, y+1))
2305 if (smashed == EL_LAMP || smashed == EL_LAMP_ACTIVE)
2310 else if (smashed == EL_NUT)
2312 Feld[x][y+1] = EL_NUT_CRACKING;
2313 PlaySoundLevel(x, y, SND_NUT_CRACKING);
2314 RaiseScoreElement(EL_NUT);
2317 else if (smashed == EL_PEARL)
2319 Feld[x][y+1] = EL_PEARL_BREAKING;
2320 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2323 else if (smashed == EL_DIAMOND)
2325 Feld[x][y+1] = EL_EMPTY;
2326 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2329 else if (IS_BELT_SWITCH(smashed))
2331 ToggleBeltSwitch(x, y+1);
2333 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
2334 smashed == EL_SWITCHGATE_SWITCH_DOWN)
2336 ToggleSwitchgateSwitch(x, y+1);
2338 else if (smashed == EL_LIGHT_SWITCH ||
2339 smashed == EL_LIGHT_SWITCH_ACTIVE)
2341 ToggleLightSwitch(x, y+1);
2347 /* play sound of magic wall / mill */
2349 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2350 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2352 if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2353 PlaySoundLevel(x, y, SND_MAGIC_WALL_CHANGING);
2354 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2355 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_CHANGING);
2360 /* play sound of object that hits the ground */
2361 if (lastline || object_hit)
2362 PlaySoundLevelElementAction(x, y, element, SND_ACTION_IMPACT);
2365 void TurnRound(int x, int y)
2377 { 0, 0 }, { 0, 0 }, { 0, 0 },
2382 int left, right, back;
2386 { MV_DOWN, MV_UP, MV_RIGHT },
2387 { MV_UP, MV_DOWN, MV_LEFT },
2389 { MV_LEFT, MV_RIGHT, MV_DOWN },
2390 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2391 { MV_RIGHT, MV_LEFT, MV_UP }
2394 int element = Feld[x][y];
2395 int old_move_dir = MovDir[x][y];
2396 int left_dir = turn[old_move_dir].left;
2397 int right_dir = turn[old_move_dir].right;
2398 int back_dir = turn[old_move_dir].back;
2400 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2401 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2402 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2403 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2405 int left_x = x + left_dx, left_y = y + left_dy;
2406 int right_x = x + right_dx, right_y = y + right_dy;
2407 int move_x = x + move_dx, move_y = y + move_dy;
2409 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2411 TestIfBadThingTouchesOtherBadThing(x, y);
2413 if (IN_LEV_FIELD(right_x, right_y) &&
2414 IS_FREE(right_x, right_y))
2415 MovDir[x][y] = right_dir;
2416 else if (!IN_LEV_FIELD(move_x, move_y) ||
2417 !IS_FREE(move_x, move_y))
2418 MovDir[x][y] = left_dir;
2420 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
2422 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2425 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2426 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2428 TestIfBadThingTouchesOtherBadThing(x, y);
2430 if (IN_LEV_FIELD(left_x, left_y) &&
2431 IS_FREE(left_x, left_y))
2432 MovDir[x][y] = left_dir;
2433 else if (!IN_LEV_FIELD(move_x, move_y) ||
2434 !IS_FREE(move_x, move_y))
2435 MovDir[x][y] = right_dir;
2437 if ((element == EL_SPACESHIP ||
2438 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2439 && MovDir[x][y] != old_move_dir)
2441 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
2444 else if (element == EL_YAMYAM)
2446 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2448 if (IN_LEV_FIELD(left_x, left_y) &&
2449 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2450 Feld[left_x][left_y] == EL_DIAMOND))
2451 can_turn_left = TRUE;
2452 if (IN_LEV_FIELD(right_x, right_y) &&
2453 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2454 Feld[right_x][right_y] == EL_DIAMOND))
2455 can_turn_right = TRUE;
2457 if (can_turn_left && can_turn_right)
2458 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2459 else if (can_turn_left)
2460 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2461 else if (can_turn_right)
2462 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2464 MovDir[x][y] = back_dir;
2466 MovDelay[x][y] = 16+16*RND(3);
2468 else if (element == EL_DARK_YAMYAM)
2470 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2472 if (IN_LEV_FIELD(left_x, left_y) &&
2473 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2474 IS_MAMPF2(Feld[left_x][left_y])))
2475 can_turn_left = TRUE;
2476 if (IN_LEV_FIELD(right_x, right_y) &&
2477 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2478 IS_MAMPF2(Feld[right_x][right_y])))
2479 can_turn_right = TRUE;
2481 if (can_turn_left && can_turn_right)
2482 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2483 else if (can_turn_left)
2484 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2485 else if (can_turn_right)
2486 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2488 MovDir[x][y] = back_dir;
2490 MovDelay[x][y] = 16+16*RND(3);
2492 else if (element == EL_PACMAN)
2494 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2496 if (IN_LEV_FIELD(left_x, left_y) &&
2497 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2498 IS_AMOEBOID(Feld[left_x][left_y])))
2499 can_turn_left = TRUE;
2500 if (IN_LEV_FIELD(right_x, right_y) &&
2501 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2502 IS_AMOEBOID(Feld[right_x][right_y])))
2503 can_turn_right = TRUE;
2505 if (can_turn_left && can_turn_right)
2506 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2507 else if (can_turn_left)
2508 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2509 else if (can_turn_right)
2510 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2512 MovDir[x][y] = back_dir;
2514 MovDelay[x][y] = 6+RND(40);
2516 else if (element == EL_PIG)
2518 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2519 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2520 boolean should_move_on = FALSE;
2522 int rnd = RND(rnd_value);
2524 if (IN_LEV_FIELD(left_x, left_y) &&
2525 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2526 can_turn_left = TRUE;
2527 if (IN_LEV_FIELD(right_x, right_y) &&
2528 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2529 can_turn_right = TRUE;
2530 if (IN_LEV_FIELD(move_x, move_y) &&
2531 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2534 if (can_turn_left &&
2536 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2537 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2538 should_turn_left = TRUE;
2539 if (can_turn_right &&
2541 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2542 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2543 should_turn_right = TRUE;
2545 (!can_turn_left || !can_turn_right ||
2546 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2547 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2548 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2549 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2550 should_move_on = TRUE;
2552 if (should_turn_left || should_turn_right || should_move_on)
2554 if (should_turn_left && should_turn_right && should_move_on)
2555 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2556 rnd < 2*rnd_value/3 ? right_dir :
2558 else if (should_turn_left && should_turn_right)
2559 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2560 else if (should_turn_left && should_move_on)
2561 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2562 else if (should_turn_right && should_move_on)
2563 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2564 else if (should_turn_left)
2565 MovDir[x][y] = left_dir;
2566 else if (should_turn_right)
2567 MovDir[x][y] = right_dir;
2568 else if (should_move_on)
2569 MovDir[x][y] = old_move_dir;
2571 else if (can_move_on && rnd > rnd_value/8)
2572 MovDir[x][y] = old_move_dir;
2573 else if (can_turn_left && can_turn_right)
2574 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2575 else if (can_turn_left && rnd > rnd_value/8)
2576 MovDir[x][y] = left_dir;
2577 else if (can_turn_right && rnd > rnd_value/8)
2578 MovDir[x][y] = right_dir;
2580 MovDir[x][y] = back_dir;
2582 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2583 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2584 MovDir[x][y] = old_move_dir;
2588 else if (element == EL_DRAGON)
2590 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2592 int rnd = RND(rnd_value);
2594 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2595 can_turn_left = TRUE;
2596 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2597 can_turn_right = TRUE;
2598 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2601 if (can_move_on && rnd > rnd_value/8)
2602 MovDir[x][y] = old_move_dir;
2603 else if (can_turn_left && can_turn_right)
2604 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2605 else if (can_turn_left && rnd > rnd_value/8)
2606 MovDir[x][y] = left_dir;
2607 else if (can_turn_right && rnd > rnd_value/8)
2608 MovDir[x][y] = right_dir;
2610 MovDir[x][y] = back_dir;
2612 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2613 MovDir[x][y] = old_move_dir;
2617 else if (element == EL_MOLE)
2619 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2621 if (IN_LEV_FIELD(move_x, move_y) &&
2622 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2623 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING))
2628 if (IN_LEV_FIELD(left_x, left_y) &&
2629 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2630 can_turn_left = TRUE;
2631 if (IN_LEV_FIELD(right_x, right_y) &&
2632 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2633 can_turn_right = TRUE;
2635 if (can_turn_left && can_turn_right)
2636 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2637 else if (can_turn_left)
2638 MovDir[x][y] = left_dir;
2640 MovDir[x][y] = right_dir;
2643 if (MovDir[x][y] != old_move_dir)
2646 else if (element == EL_BALLOON)
2648 MovDir[x][y] = game.balloon_dir;
2651 else if (element == EL_SPRING)
2653 if ((MovDir[x][y] == MV_LEFT || MovDir[x][y] == MV_RIGHT) &&
2654 (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2655 (IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))
2656 MovDir[x][y] = MV_NO_MOVING;
2660 else if (element == EL_ROBOT ||
2661 element == EL_SATELLITE ||
2662 element == EL_PENGUIN)
2664 int attr_x = -1, attr_y = -1;
2675 for (i=0; i<MAX_PLAYERS; i++)
2677 struct PlayerInfo *player = &stored_player[i];
2678 int jx = player->jx, jy = player->jy;
2680 if (!player->active)
2683 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2691 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
2697 if (element == EL_PENGUIN)
2700 static int xy[4][2] =
2710 int ex = x + xy[i%4][0];
2711 int ey = y + xy[i%4][1];
2713 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
2722 MovDir[x][y] = MV_NO_MOVING;
2724 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2726 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2728 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2730 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2732 if (element == EL_ROBOT)
2736 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2737 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2738 Moving2Blocked(x, y, &newx, &newy);
2740 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2741 MovDelay[x][y] = 8+8*!RND(3);
2743 MovDelay[x][y] = 16;
2751 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2753 boolean first_horiz = RND(2);
2754 int new_move_dir = MovDir[x][y];
2757 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2758 Moving2Blocked(x, y, &newx, &newy);
2760 if (IN_LEV_FIELD(newx, newy) &&
2761 (IS_FREE(newx, newy) ||
2762 Feld[newx][newy] == EL_ACID ||
2763 (element == EL_PENGUIN &&
2764 (Feld[newx][newy] == EL_EXIT_OPEN ||
2765 IS_MAMPF3(Feld[newx][newy])))))
2769 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2770 Moving2Blocked(x, y, &newx, &newy);
2772 if (IN_LEV_FIELD(newx, newy) &&
2773 (IS_FREE(newx, newy) ||
2774 Feld[newx][newy] == EL_ACID ||
2775 (element == EL_PENGUIN &&
2776 (Feld[newx][newy] == EL_EXIT_OPEN ||
2777 IS_MAMPF3(Feld[newx][newy])))))
2780 MovDir[x][y] = old_move_dir;
2787 static boolean JustBeingPushed(int x, int y)
2791 for (i=0; i<MAX_PLAYERS; i++)
2793 struct PlayerInfo *player = &stored_player[i];
2795 if (player->active && player->Pushing && player->MovPos)
2797 int next_jx = player->jx + (player->jx - player->last_jx);
2798 int next_jy = player->jy + (player->jy - player->last_jy);
2800 if (x == next_jx && y == next_jy)
2808 void StartMoving(int x, int y)
2810 int element = Feld[x][y];
2815 GfxAction[x][y] = GFX_ACTION_DEFAULT;
2817 if (CAN_FALL(element) && y<lev_fieldy-1)
2819 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2820 if (JustBeingPushed(x, y))
2823 if (element == EL_QUICKSAND_FULL)
2825 if (IS_FREE(x, y+1))
2827 InitMovingField(x, y, MV_DOWN);
2828 Feld[x][y] = EL_QUICKSAND_EMPTYING;
2829 Store[x][y] = EL_ROCK;
2830 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
2832 else if (Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2834 if (!MovDelay[x][y])
2835 MovDelay[x][y] = TILEY + 1;
2844 Feld[x][y] = EL_QUICKSAND_EMPTY;
2845 Feld[x][y+1] = EL_QUICKSAND_FULL;
2846 Store[x][y+1] = Store[x][y];
2848 PlaySoundLevel(x, y, SND_QUICKSAND_SLIPPING);
2851 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
2852 Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2854 InitMovingField(x, y, MV_DOWN);
2855 Feld[x][y] = EL_QUICKSAND_FILLING;
2856 Store[x][y] = element;
2857 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
2859 else if (element == EL_MAGIC_WALL_FULL)
2861 if (IS_FREE(x, y+1))
2863 InitMovingField(x, y, MV_DOWN);
2864 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
2865 Store[x][y] = EL_CHANGED(Store[x][y]);
2867 else if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2869 if (!MovDelay[x][y])
2870 MovDelay[x][y] = TILEY/4 + 1;
2879 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
2880 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
2881 Store[x][y+1] = EL_CHANGED(Store[x][y]);
2885 else if (element == EL_BD_MAGIC_WALL_FULL)
2887 if (IS_FREE(x, y+1))
2889 InitMovingField(x, y, MV_DOWN);
2890 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
2891 Store[x][y] = EL_CHANGED2(Store[x][y]);
2893 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2895 if (!MovDelay[x][y])
2896 MovDelay[x][y] = TILEY/4 + 1;
2905 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
2906 Feld[x][y+1] = EL_BD_MAGIC_WALL_FULL;
2907 Store[x][y+1] = EL_CHANGED2(Store[x][y]);
2911 else if (CAN_CHANGE(element) &&
2912 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2913 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2915 InitMovingField(x, y, MV_DOWN);
2917 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
2918 EL_BD_MAGIC_WALL_FILLING);
2919 Store[x][y] = element;
2921 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_ACID)
2924 InitMovingField(x, y, MV_DOWN);
2925 Store[x][y] = EL_ACID;
2927 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2932 else if (IS_FREE(x, y+1))
2934 InitMovingField(x, y, MV_DOWN);
2936 else if (element == EL_AMOEBA_DROP)
2938 Feld[x][y] = EL_AMOEBA_CREATING;
2939 Store[x][y] = EL_AMOEBA_WET;
2941 /* Store[x][y+1] must be zero, because:
2942 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y+1] == EL_QUICKSAND_EMPTY
2945 #if OLD_GAME_BEHAVIOUR
2946 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2948 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2949 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2950 element != EL_DX_SUPABOMB)
2953 else if ((IS_SLIPPERY(Feld[x][y+1]) ||
2954 (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
2955 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2956 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
2959 boolean left = (x>0 && IS_FREE(x-1, y) &&
2960 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_ACID));
2961 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2962 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_ACID));
2966 if (left && right &&
2967 (game.emulation != EMU_BOULDERDASH &&
2968 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
2969 left = !(right = RND(2));
2971 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2974 else if (IS_BELT_ACTIVE(Feld[x][y+1]))
2976 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
2977 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
2978 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y+1]);
2979 int belt_dir = game.belt_dir[belt_nr];
2981 if ((belt_dir == MV_LEFT && left_is_free) ||
2982 (belt_dir == MV_RIGHT && right_is_free))
2984 InitMovingField(x, y, belt_dir);
2985 GfxAction[x][y] = GFX_ACTION_DEFAULT;
2990 if (CAN_MOVE(element)) /* not "else if" because of EL_SPRING */
2994 if ((element == EL_SATELLITE ||
2995 element == EL_BALLOON ||
2996 element == EL_SPRING)
2997 && JustBeingPushed(x, y))
3000 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
3001 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
3003 if (!MovDelay[x][y]) /* start new movement phase */
3005 /* all objects that can change their move direction after each step */
3006 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
3008 if (element != EL_YAMYAM &&
3009 element != EL_DARK_YAMYAM &&
3010 element != EL_PACMAN)
3013 if (element == EL_SPRING)
3014 printf("1--> %d\n", MovDir[x][y]);
3018 if (element == EL_SPRING)
3019 printf("2--> %d\n", MovDir[x][y]);
3021 if (MovDelay[x][y] && (element == EL_BUG ||
3022 element == EL_SPACESHIP ||
3023 element == EL_SP_SNIKSNAK ||
3024 element == EL_SP_ELECTRON ||
3025 element == EL_MOLE))
3026 DrawLevelField(x, y);
3030 if (MovDelay[x][y]) /* wait some time before next movement */
3034 if (element == EL_ROBOT ||
3035 element == EL_YAMYAM || element == EL_DARK_YAMYAM)
3037 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3039 int graphic = el2img(element);
3040 int frame = getGraphicAnimationFrame(graphic, MovDelay[x][y] % 8);
3042 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
3045 if (MovDelay[x][y] % 4 == 3)
3047 if (element == EL_YAMYAM)
3048 PlaySoundLevel(x, y, SND_YAMYAM_WAITING);
3049 else if (element == EL_DARK_YAMYAM)
3050 PlaySoundLevel(x, y, SND_DARK_YAMYAM_WAITING);
3053 else if (element == EL_SP_ELECTRON)
3054 DrawGraphicAnimation(SCREENX(x), SCREENY(y), IMG_SP_ELECTRON);
3055 else if (element == EL_DRAGON)
3058 int dir = MovDir[x][y];
3059 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
3060 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
3061 int graphic = (dir == MV_LEFT ? IMG_FLAMES_LEFT1 :
3062 dir == MV_RIGHT ? IMG_FLAMES_RIGHT1 :
3063 dir == MV_UP ? IMG_FLAMES_UP1 :
3064 dir == MV_DOWN ? IMG_FLAMES_DOWN1 : IMG_EMPTY);
3065 int frame = getGraphicAnimationFrame(graphic, -1);
3067 for (i=1; i<=3; i++)
3069 int xx = x + i*dx, yy = y + i*dy;
3070 int sx = SCREENX(xx), sy = SCREENY(yy);
3071 int flame_graphic = graphic + (i - 1);
3073 if (!IN_LEV_FIELD(xx, yy) ||
3074 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLOSION)
3079 int flamed = MovingOrBlocked2Element(xx, yy);
3081 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
3084 RemoveMovingField(xx, yy);
3086 Feld[xx][yy] = EL_FLAMES;
3087 if (IN_SCR_FIELD(sx, sy))
3088 DrawGraphic(sx, sy, flame_graphic, frame);
3092 if (Feld[xx][yy] == EL_FLAMES)
3093 Feld[xx][yy] = EL_EMPTY;
3094 DrawLevelField(xx, yy);
3099 if (MovDelay[x][y]) /* element still has to wait some time */
3101 PlaySoundLevelAction(x, y, SND_ACTION_WAITING);
3107 /* now make next step */
3109 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
3111 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
3112 !PLAYER_PROTECTED(newx, newy))
3116 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
3119 /* enemy got the player */
3121 KillHero(PLAYERINFO(newx, newy));
3126 else if ((element == EL_PENGUIN || element == EL_ROBOT ||
3127 element == EL_SATELLITE || element == EL_BALLOON) &&
3128 IN_LEV_FIELD(newx, newy) &&
3129 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
3132 Store[x][y] = EL_ACID;
3134 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
3136 if (Feld[newx][newy] == EL_EXIT_OPEN)
3138 Feld[x][y] = EL_EMPTY;
3139 DrawLevelField(x, y);
3141 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING_EXIT);
3142 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
3143 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
3145 local_player->friends_still_needed--;
3146 if (!local_player->friends_still_needed &&
3147 !local_player->GameOver && AllPlayersGone)
3148 local_player->LevelSolved = local_player->GameOver = TRUE;
3152 else if (IS_MAMPF3(Feld[newx][newy]))
3154 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
3155 DrawLevelField(newx, newy);
3157 MovDir[x][y] = MV_NO_MOVING;
3159 else if (!IS_FREE(newx, newy))
3161 if (IS_PLAYER(x, y))
3162 DrawPlayerField(x, y);
3164 DrawLevelField(x, y);
3168 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
3170 if (IS_GEM(Feld[newx][newy]))
3172 if (IS_MOVING(newx, newy))
3173 RemoveMovingField(newx, newy);
3176 Feld[newx][newy] = EL_EMPTY;
3177 DrawLevelField(newx, newy);
3180 PlaySoundLevel(x, y, SND_PIG_EATING);
3182 else if (!IS_FREE(newx, newy))
3184 if (IS_PLAYER(x, y))
3185 DrawPlayerField(x, y);
3187 DrawLevelField(x, y);
3191 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
3193 if (!IS_FREE(newx, newy))
3195 if (IS_PLAYER(x, y))
3196 DrawPlayerField(x, y);
3198 DrawLevelField(x, y);
3203 boolean wanna_flame = !RND(10);
3204 int dx = newx - x, dy = newy - y;
3205 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3206 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3207 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3208 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
3209 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3210 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
3212 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
3213 element1 != EL_DRAGON && element2 != EL_DRAGON &&
3214 element1 != EL_FLAMES && element2 != EL_FLAMES)
3216 if (IS_PLAYER(x, y))
3217 DrawPlayerField(x, y);
3219 DrawLevelField(x, y);
3221 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3223 MovDelay[x][y] = 50;
3224 Feld[newx][newy] = EL_FLAMES;
3225 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
3226 Feld[newx1][newy1] = EL_FLAMES;
3227 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
3228 Feld[newx2][newy2] = EL_FLAMES;
3233 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3234 Feld[newx][newy] == EL_DIAMOND)
3236 if (IS_MOVING(newx, newy))
3237 RemoveMovingField(newx, newy);
3240 Feld[newx][newy] = EL_EMPTY;
3241 DrawLevelField(newx, newy);
3244 PlaySoundLevel(x, y, SND_YAMYAM_EATING);
3246 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3247 IS_MAMPF2(Feld[newx][newy]))
3249 if (AmoebaNr[newx][newy])
3251 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3252 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3253 Feld[newx][newy] == EL_BD_AMOEBA)
3254 AmoebaCnt[AmoebaNr[newx][newy]]--;
3257 if (IS_MOVING(newx, newy))
3258 RemoveMovingField(newx, newy);
3261 Feld[newx][newy] = EL_EMPTY;
3262 DrawLevelField(newx, newy);
3265 PlaySoundLevel(x, y, SND_DARK_YAMYAM_EATING);
3267 else if ((element == EL_PACMAN || element == EL_MOLE)
3268 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3270 if (AmoebaNr[newx][newy])
3272 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3273 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3274 Feld[newx][newy] == EL_BD_AMOEBA)
3275 AmoebaCnt[AmoebaNr[newx][newy]]--;
3278 if (element == EL_MOLE)
3280 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
3281 PlaySoundLevel(x, y, SND_MOLE_EATING);
3282 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
3283 return; /* wait for shrinking amoeba */
3285 else /* element == EL_PACMAN */
3287 Feld[newx][newy] = EL_EMPTY;
3288 DrawLevelField(newx, newy);
3289 PlaySoundLevel(x, y, SND_PACMAN_EATING);
3292 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
3293 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
3294 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
3296 /* wait for shrinking amoeba to completely disappear */
3299 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3301 /* object was running against a wall */
3305 if (element == EL_BUG || element == EL_SPACESHIP ||
3306 element == EL_SP_SNIKSNAK)
3307 DrawLevelField(x, y);
3308 else if (element == EL_BUG || element == EL_SPACESHIP ||
3309 element == EL_SP_SNIKSNAK || element == EL_MOLE)
3310 DrawLevelField(x, y);
3311 else if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
3312 DrawGraphicAnimation(SCREENX(x), SCREENY(y), el2img(element));
3313 else if (element == EL_SATELLITE)
3314 DrawGraphicAnimation(SCREENX(x), SCREENY(y), IMG_SATELLITE);
3315 else if (element == EL_SP_ELECTRON)
3316 DrawGraphicAnimation(SCREENX(x), SCREENY(y), IMG_SP_ELECTRON);
3318 if (DONT_TOUCH(element))
3319 TestIfBadThingTouchesHero(x, y);
3321 PlaySoundLevelAction(x, y, SND_ACTION_WAITING);
3326 InitMovingField(x, y, MovDir[x][y]);
3328 PlaySoundLevelAction(x, y, SND_ACTION_MOVING);
3332 ContinueMoving(x, y);
3335 void ContinueMoving(int x, int y)
3337 int element = Feld[x][y];
3338 int direction = MovDir[x][y];
3339 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3340 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3341 int horiz_move = (dx != 0);
3342 int newx = x + dx, newy = y + dy;
3343 int step = (horiz_move ? dx : dy) * TILEX / 8;
3345 if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DRIPPING)
3347 else if (element == EL_QUICKSAND_FILLING ||
3348 element == EL_QUICKSAND_EMPTYING)
3350 else if (element == EL_MAGIC_WALL_FILLING ||
3351 element == EL_BD_MAGIC_WALL_FILLING ||
3352 element == EL_MAGIC_WALL_EMPTYING ||
3353 element == EL_BD_MAGIC_WALL_EMPTYING)
3355 else if (CAN_FALL(element) && horiz_move &&
3356 y < lev_fieldy-1 && IS_BELT_ACTIVE(Feld[x][y+1]))
3358 else if (element == EL_SPRING && horiz_move)
3361 #if OLD_GAME_BEHAVIOUR
3362 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3366 MovPos[x][y] += step;
3368 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
3370 Feld[x][y] = EL_EMPTY;
3371 Feld[newx][newy] = element;
3373 if (element == EL_MOLE)
3376 static int xy[4][2] =
3384 Feld[x][y] = EL_SAND;
3385 DrawLevelField(x, y);
3394 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND)
3395 DrawLevelField(xx, yy); /* for "DrawCrumbledSand()" */
3399 if (element == EL_QUICKSAND_FILLING)
3401 element = Feld[newx][newy] = get_next_element(element);
3402 Store[newx][newy] = Store[x][y];
3404 else if (element == EL_QUICKSAND_EMPTYING)
3406 Feld[x][y] = get_next_element(element);
3407 element = Feld[newx][newy] = Store[x][y];
3409 else if (element == EL_MAGIC_WALL_FILLING)
3411 element = Feld[newx][newy] = get_next_element(element);
3412 if (!game.magic_wall_active)
3413 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3414 Store[newx][newy] = Store[x][y];
3416 else if (element == EL_MAGIC_WALL_EMPTYING)
3418 Feld[x][y] = get_next_element(element);
3419 if (!game.magic_wall_active)
3420 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3421 element = Feld[newx][newy] = Store[x][y];
3423 else if (element == EL_BD_MAGIC_WALL_FILLING)
3425 element = Feld[newx][newy] = get_next_element(element);
3426 if (!game.magic_wall_active)
3427 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
3428 Store[newx][newy] = Store[x][y];
3430 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
3432 Feld[x][y] = get_next_element(element);
3433 if (!game.magic_wall_active)
3434 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
3435 element = Feld[newx][newy] = Store[x][y];
3437 else if (element == EL_AMOEBA_DRIPPING)
3439 Feld[x][y] = get_next_element(element);
3440 element = Feld[newx][newy] = Store[x][y];
3442 else if (Store[x][y] == EL_ACID)
3444 element = Feld[newx][newy] = EL_ACID;
3448 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3449 MovDelay[newx][newy] = 0;
3451 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
3452 GfxAction[x][y] = GFX_ACTION_DEFAULT;
3455 if (!CAN_MOVE(element))
3456 MovDir[newx][newy] = 0;
3459 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
3460 MovDir[newx][newy] = 0;
3463 if (!CAN_MOVE(element) ||
3464 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
3465 MovDir[newx][newy] = 0;
3468 DrawLevelField(x, y);
3469 DrawLevelField(newx, newy);
3471 Stop[newx][newy] = TRUE;
3472 JustStopped[newx][newy] = 3;
3474 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3476 TestIfBadThingTouchesHero(newx, newy);
3477 TestIfBadThingTouchesFriend(newx, newy);
3478 TestIfBadThingTouchesOtherBadThing(newx, newy);
3480 else if (element == EL_PENGUIN)
3481 TestIfFriendTouchesBadThing(newx, newy);
3483 if (CAN_SMASH(element) && direction == MV_DOWN &&
3484 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3487 else /* still moving on */
3490 if (GfxAction[x][y] == GFX_ACTION_DEFAULT)
3492 printf("reset GfxAction...\n");
3494 GfxAction[x][y] = GFX_ACTION_MOVING;
3498 DrawLevelField(x, y);
3502 int AmoebeNachbarNr(int ax, int ay)
3505 int element = Feld[ax][ay];
3507 static int xy[4][2] =
3517 int x = ax + xy[i][0];
3518 int y = ay + xy[i][1];
3520 if (!IN_LEV_FIELD(x, y))
3523 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3524 group_nr = AmoebaNr[x][y];
3530 void AmoebenVereinigen(int ax, int ay)
3532 int i, x, y, xx, yy;
3533 int new_group_nr = AmoebaNr[ax][ay];
3534 static int xy[4][2] =
3542 if (new_group_nr == 0)
3550 if (!IN_LEV_FIELD(x, y))
3553 if ((Feld[x][y] == EL_AMOEBA_FULL ||
3554 Feld[x][y] == EL_BD_AMOEBA ||
3555 Feld[x][y] == EL_AMOEBA_DEAD) &&
3556 AmoebaNr[x][y] != new_group_nr)
3558 int old_group_nr = AmoebaNr[x][y];
3560 if (old_group_nr == 0)
3563 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3564 AmoebaCnt[old_group_nr] = 0;
3565 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3566 AmoebaCnt2[old_group_nr] = 0;
3568 for (yy=0; yy<lev_fieldy; yy++)
3570 for (xx=0; xx<lev_fieldx; xx++)
3572 if (AmoebaNr[xx][yy] == old_group_nr)
3573 AmoebaNr[xx][yy] = new_group_nr;
3580 void AmoebeUmwandeln(int ax, int ay)
3584 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
3586 int group_nr = AmoebaNr[ax][ay];
3591 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3592 printf("AmoebeUmwandeln(): This should never happen!\n");
3597 for (y=0; y<lev_fieldy; y++)
3599 for (x=0; x<lev_fieldx; x++)
3601 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
3604 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
3608 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
3609 SND_AMOEBA_TURNING_TO_GEM :
3610 SND_AMOEBA_TURNING_TO_ROCK));
3615 static int xy[4][2] =
3628 if (!IN_LEV_FIELD(x, y))
3631 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
3633 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
3634 SND_AMOEBA_TURNING_TO_GEM :
3635 SND_AMOEBA_TURNING_TO_ROCK));
3642 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3645 int group_nr = AmoebaNr[ax][ay];
3646 boolean done = FALSE;
3651 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3652 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3657 for (y=0; y<lev_fieldy; y++)
3659 for (x=0; x<lev_fieldx; x++)
3661 if (AmoebaNr[x][y] == group_nr &&
3662 (Feld[x][y] == EL_AMOEBA_DEAD ||
3663 Feld[x][y] == EL_BD_AMOEBA ||
3664 Feld[x][y] == EL_AMOEBA_CREATING))
3667 Feld[x][y] = new_element;
3668 InitField(x, y, FALSE);
3669 DrawLevelField(x, y);
3676 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
3677 SND_BD_AMOEBA_TURNING_TO_ROCK :
3678 SND_BD_AMOEBA_TURNING_TO_GEM));
3681 void AmoebeWaechst(int x, int y)
3683 static unsigned long sound_delay = 0;
3684 static unsigned long sound_delay_value = 0;
3686 if (!MovDelay[x][y]) /* start new growing cycle */
3690 if (DelayReached(&sound_delay, sound_delay_value))
3692 if (Store[x][y] == EL_BD_AMOEBA)
3693 PlaySoundLevel(x, y, SND_BD_AMOEBA_CREATING);
3695 PlaySoundLevel(x, y, SND_AMOEBA_CREATING);
3696 sound_delay_value = 30;
3700 if (MovDelay[x][y]) /* wait some time before growing bigger */
3703 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3705 int frame = getGraphicAnimationFrame(IMG_AMOEBA_CREATING,
3706 6 - MovDelay[x][y]);
3708 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_CREATING, frame);
3711 if (!MovDelay[x][y])
3713 Feld[x][y] = Store[x][y];
3715 DrawLevelField(x, y);
3720 void AmoebaDisappearing(int x, int y)
3722 static unsigned long sound_delay = 0;
3723 static unsigned long sound_delay_value = 0;
3725 if (!MovDelay[x][y]) /* start new shrinking cycle */
3729 if (DelayReached(&sound_delay, sound_delay_value))
3730 sound_delay_value = 30;
3733 if (MovDelay[x][y]) /* wait some time before shrinking */
3736 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3738 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
3739 6 - MovDelay[x][y]);
3741 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
3744 if (!MovDelay[x][y])
3746 Feld[x][y] = EL_EMPTY;
3747 DrawLevelField(x, y);
3749 /* don't let mole enter this field in this cycle;
3750 (give priority to objects falling to this field from above) */
3756 void AmoebeAbleger(int ax, int ay)
3759 int element = Feld[ax][ay];
3760 int newax = ax, neway = ay;
3761 static int xy[4][2] =
3769 if (!level.amoeba_speed)
3771 Feld[ax][ay] = EL_AMOEBA_DEAD;
3772 DrawLevelField(ax, ay);
3776 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3777 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3779 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3782 if (MovDelay[ax][ay])
3786 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
3789 int x = ax + xy[start][0];
3790 int y = ay + xy[start][1];
3792 if (!IN_LEV_FIELD(x, y))
3795 if (IS_FREE(x, y) ||
3796 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3802 if (newax == ax && neway == ay)
3805 else /* normal or "filled" (BD style) amoeba */
3808 boolean waiting_for_player = FALSE;
3812 int j = (start + i) % 4;
3813 int x = ax + xy[j][0];
3814 int y = ay + xy[j][1];
3816 if (!IN_LEV_FIELD(x, y))
3819 if (IS_FREE(x, y) ||
3820 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3826 else if (IS_PLAYER(x, y))
3827 waiting_for_player = TRUE;
3830 if (newax == ax && neway == ay) /* amoeba cannot grow */
3832 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3834 Feld[ax][ay] = EL_AMOEBA_DEAD;
3835 DrawLevelField(ax, ay);
3836 AmoebaCnt[AmoebaNr[ax][ay]]--;
3838 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3840 if (element == EL_AMOEBA_FULL)
3841 AmoebeUmwandeln(ax, ay);
3842 else if (element == EL_BD_AMOEBA)
3843 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3848 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
3850 /* amoeba gets larger by growing in some direction */
3852 int new_group_nr = AmoebaNr[ax][ay];
3855 if (new_group_nr == 0)
3857 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3858 printf("AmoebeAbleger(): This should never happen!\n");
3863 AmoebaNr[newax][neway] = new_group_nr;
3864 AmoebaCnt[new_group_nr]++;
3865 AmoebaCnt2[new_group_nr]++;
3867 /* if amoeba touches other amoeba(s) after growing, unify them */
3868 AmoebenVereinigen(newax, neway);
3870 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
3872 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
3878 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
3879 (neway == lev_fieldy - 1 && newax != ax))
3881 Feld[newax][neway] = EL_AMOEBA_CREATING; /* creation of new amoeba */
3882 Store[newax][neway] = element;
3884 else if (neway == ay)
3886 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
3887 PlaySoundLevel(newax, neway, SND_AMOEBA_DROP_CREATING);
3891 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
3892 Feld[ax][ay] = EL_AMOEBA_DRIPPING;
3893 Store[ax][ay] = EL_AMOEBA_DROP;
3894 ContinueMoving(ax, ay);
3898 DrawLevelField(newax, neway);
3901 void Life(int ax, int ay)
3904 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3906 int element = Feld[ax][ay];
3907 boolean changed = FALSE;
3912 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3913 MovDelay[ax][ay] = life_time;
3915 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3918 if (MovDelay[ax][ay])
3922 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3924 int xx = ax+x1, yy = ay+y1;
3927 if (!IN_LEV_FIELD(xx, yy))
3930 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3932 int x = xx+x2, y = yy+y2;
3934 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3937 if (((Feld[x][y] == element ||
3938 (element == EL_GAMEOFLIFE && IS_PLAYER(x, y))) &&
3940 (IS_FREE(x, y) && Stop[x][y]))
3944 if (xx == ax && yy == ay) /* field in the middle */
3946 if (nachbarn < life[0] || nachbarn > life[1])
3948 Feld[xx][yy] = EL_EMPTY;
3950 DrawLevelField(xx, yy);
3951 Stop[xx][yy] = TRUE;
3955 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
3956 { /* free border field */
3957 if (nachbarn >= life[2] && nachbarn <= life[3])
3959 Feld[xx][yy] = element;
3960 MovDelay[xx][yy] = (element == EL_GAMEOFLIFE ? 0 : life_time-1);
3962 DrawLevelField(xx, yy);
3963 Stop[xx][yy] = TRUE;
3970 PlaySoundLevel(ax, ay, element == EL_GAMEOFLIFE ? SND_GAMEOFLIFE_CREATING :
3971 SND_BIOMAZE_CREATING);
3974 void RobotWheel(int x, int y)
3976 if (!MovDelay[x][y]) /* next animation frame */
3977 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3979 if (MovDelay[x][y]) /* wait some time before next frame */
3984 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3986 int frame = getGraphicAnimationFrame(IMG_ROBOT_WHEEL_ACTIVE, -1);
3988 DrawGraphic(SCREENX(x), SCREENY(y), IMG_ROBOT_WHEEL_ACTIVE, frame);
3991 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
3997 Feld[x][y] = EL_ROBOT_WHEEL;
3998 DrawLevelField(x, y);
4000 if (ZX == x && ZY == y)
4004 void TimegateWheel(int x, int y)
4006 if (!MovDelay[x][y]) /* next animation frame */
4007 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4009 if (MovDelay[x][y]) /* wait some time before next frame */
4014 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4016 int frame = getGraphicAnimationFrame(IMG_TIMEGATE_SWITCH_ACTIVE, -1);
4018 DrawGraphic(SCREENX(x), SCREENY(y), IMG_TIMEGATE_SWITCH_ACTIVE, frame);
4021 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
4027 Feld[x][y] = EL_TIMEGATE_SWITCH;
4028 DrawLevelField(x, y);
4030 /* !!! THIS LOOKS WRONG !!! */
4031 if (ZX == x && ZY == y)
4035 void NussKnacken(int x, int y)
4037 if (!MovDelay[x][y]) /* next animation frame */
4040 if (MovDelay[x][y]) /* wait some time before next frame */
4045 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4047 int frame = getGraphicAnimationFrame(IMG_NUT_CRACKING,
4048 6 - MovDelay[x][y]);
4050 DrawGraphic(SCREENX(x), SCREENY(y), IMG_NUT_CRACKING, frame);
4057 Feld[x][y] = EL_EMERALD;
4058 DrawLevelField(x, y);
4061 void BreakingPearl(int x, int y)
4063 if (!MovDelay[x][y]) /* next animation frame */
4066 if (MovDelay[x][y]) /* wait some time before next frame */
4071 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4073 int frame = getGraphicAnimationFrame(IMG_PEARL_BREAKING,
4074 8 - MovDelay[x][y]);
4076 DrawGraphic(SCREENX(x), SCREENY(y), IMG_PEARL_BREAKING, frame);
4083 Feld[x][y] = EL_EMPTY;
4084 DrawLevelField(x, y);
4087 void SiebAktivieren(int x, int y, int type)
4089 int graphic = (type == 1 ? IMG_MAGIC_WALL_FULL : IMG_BD_MAGIC_WALL_FULL);
4091 DrawGraphicAnimation(SCREENX(x), SCREENY(y), graphic);
4094 void AusgangstuerPruefen(int x, int y)
4096 if (local_player->gems_still_needed > 0 ||
4097 local_player->sokobanfields_still_needed > 0 ||
4098 local_player->lights_still_needed > 0)
4101 Feld[x][y] = EL_EXIT_OPENING;
4103 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
4104 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
4105 y < LEVELY(BY1) ? LEVELY(BY1) :
4106 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
4110 void AusgangstuerPruefen_SP(int x, int y)
4112 if (local_player->gems_still_needed > 0)
4115 Feld[x][y] = EL_SP_EXIT_OPEN;
4117 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
4118 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
4119 y < LEVELY(BY1) ? LEVELY(BY1) :
4120 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
4121 SND_SP_EXIT_OPENING);
4124 void AusgangstuerOeffnen(int x, int y)
4128 if (!MovDelay[x][y]) /* next animation frame */
4129 MovDelay[x][y] = 5 * delay;
4131 if (MovDelay[x][y]) /* wait some time before next frame */
4136 tuer = MovDelay[x][y] / delay;
4138 if (!(MovDelay[x][y] % delay))
4140 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4142 int frame = getGraphicAnimationFrame(IMG_EXIT_OPENING,
4143 29 - MovDelay[x][y]);
4145 DrawGraphic(SCREENX(x), SCREENY(y), IMG_EXIT_OPENING, frame);
4153 Feld[x][y] = EL_EXIT_OPEN;
4154 DrawLevelField(x, y);
4157 void OpenSwitchgate(int x, int y)
4161 if (!MovDelay[x][y]) /* next animation frame */
4162 MovDelay[x][y] = 5 * delay;
4164 if (MovDelay[x][y]) /* wait some time before next frame */
4168 if (!(MovDelay[x][y] % delay))
4170 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4172 int frame = getGraphicAnimationFrame(IMG_SWITCHGATE_OPENING,
4173 29 - MovDelay[x][y]);
4175 DrawGraphic(SCREENX(x), SCREENY(y), IMG_SWITCHGATE_OPENING, frame);
4183 Feld[x][y] = EL_SWITCHGATE_OPEN;
4184 DrawLevelField(x, y);
4187 void CloseSwitchgate(int x, int y)
4191 if (!MovDelay[x][y]) /* next animation frame */
4192 MovDelay[x][y] = 5 * delay;
4194 if (MovDelay[x][y]) /* wait some time before next frame */
4198 if (!(MovDelay[x][y] % delay))
4200 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4202 int frame = getGraphicAnimationFrame(IMG_SWITCHGATE_CLOSING,
4203 29 - MovDelay[x][y]);
4205 DrawGraphic(SCREENX(x), SCREENY(y), IMG_SWITCHGATE_CLOSING, frame);
4213 Feld[x][y] = EL_SWITCHGATE_CLOSED;
4214 DrawLevelField(x, y);
4217 void OpenTimegate(int x, int y)
4221 if (!MovDelay[x][y]) /* next animation frame */
4222 MovDelay[x][y] = 5 * delay;
4224 if (MovDelay[x][y]) /* wait some time before next frame */
4228 if (!(MovDelay[x][y] % delay))
4230 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4232 int frame = getGraphicAnimationFrame(IMG_TIMEGATE_OPENING,
4233 29 - MovDelay[x][y]);
4235 DrawGraphic(SCREENX(x), SCREENY(y), IMG_TIMEGATE_OPENING, frame);
4243 Feld[x][y] = EL_TIMEGATE_OPEN;
4244 DrawLevelField(x, y);
4247 void CloseTimegate(int x, int y)
4251 if (!MovDelay[x][y]) /* next animation frame */
4252 MovDelay[x][y] = 5 * delay;
4254 if (MovDelay[x][y]) /* wait some time before next frame */
4258 if (!(MovDelay[x][y] % delay))
4260 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4262 int frame = getGraphicAnimationFrame(IMG_TIMEGATE_CLOSING,
4263 29 - MovDelay[x][y]);
4265 DrawGraphic(SCREENX(x), SCREENY(y), IMG_TIMEGATE_CLOSING, frame);
4273 Feld[x][y] = EL_TIMEGATE_CLOSED;
4274 DrawLevelField(x, y);
4277 static void CloseAllOpenTimegates()
4281 for (y=0; y<lev_fieldy; y++)
4283 for (x=0; x<lev_fieldx; x++)
4285 int element = Feld[x][y];
4287 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4289 Feld[x][y] = EL_TIMEGATE_CLOSING;
4290 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4296 void EdelsteinFunkeln(int x, int y)
4298 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4301 if (Feld[x][y] == EL_BD_DIAMOND)
4302 DrawGraphicAnimation(SCREENX(x), SCREENY(y), IMG_BD_DIAMOND);
4305 if (!MovDelay[x][y]) /* next animation frame */
4306 MovDelay[x][y] = 11 * !SimpleRND(500);
4308 if (MovDelay[x][y]) /* wait some time before next frame */
4312 if (setup.direct_draw && MovDelay[x][y])
4313 SetDrawtoField(DRAW_BUFFERED);
4316 DrawGraphic(SCREENX(x), SCREENY(y), el2img(Feld[x][y]), 0);
4318 DrawGraphicAnimation(SCREENX(x), SCREENY(y), el2img(Feld[x][y]));
4323 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
4324 10 - MovDelay[x][y]);
4326 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
4328 if (setup.direct_draw)
4332 dest_x = FX + SCREENX(x) * TILEX;
4333 dest_y = FY + SCREENY(y) * TILEY;
4335 BlitBitmap(drawto_field, window,
4336 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4337 SetDrawtoField(DRAW_DIRECT);
4344 void MauerWaechst(int x, int y)
4348 if (!MovDelay[x][y]) /* next animation frame */
4349 MovDelay[x][y] = 3 * delay;
4351 if (MovDelay[x][y]) /* wait some time before next frame */
4355 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4357 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
4358 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
4360 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4363 if (!MovDelay[x][y])
4365 if (MovDir[x][y] == MV_LEFT)
4367 if (IN_LEV_FIELD(x - 1, y) && IS_MAUER(Feld[x - 1][y]))
4368 DrawLevelField(x - 1, y);
4370 else if (MovDir[x][y] == MV_RIGHT)
4372 if (IN_LEV_FIELD(x + 1, y) && IS_MAUER(Feld[x + 1][y]))
4373 DrawLevelField(x + 1, y);
4375 else if (MovDir[x][y] == MV_UP)
4377 if (IN_LEV_FIELD(x, y - 1) && IS_MAUER(Feld[x][y - 1]))
4378 DrawLevelField(x, y - 1);
4382 if (IN_LEV_FIELD(x, y + 1) && IS_MAUER(Feld[x][y + 1]))
4383 DrawLevelField(x, y + 1);
4386 Feld[x][y] = Store[x][y];
4388 MovDir[x][y] = MV_NO_MOVING;
4389 DrawLevelField(x, y);
4394 void MauerAbleger(int ax, int ay)
4396 int element = Feld[ax][ay];
4397 boolean oben_frei = FALSE, unten_frei = FALSE;
4398 boolean links_frei = FALSE, rechts_frei = FALSE;
4399 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4400 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4401 boolean new_wall = FALSE;
4403 if (!MovDelay[ax][ay]) /* start building new wall */
4404 MovDelay[ax][ay] = 6;
4406 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4409 if (MovDelay[ax][ay])
4413 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4415 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4417 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4419 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4422 if (element == EL_WALL_GROWING_Y || element == EL_WALL_GROWING_XY)
4426 Feld[ax][ay-1] = EL_WALL_GROWING_ACTIVE;
4427 Store[ax][ay-1] = element;
4428 MovDir[ax][ay-1] = MV_UP;
4429 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4430 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
4431 IMG_WALL_GROWING_ACTIVE_UP, 0);
4436 Feld[ax][ay+1] = EL_WALL_GROWING_ACTIVE;
4437 Store[ax][ay+1] = element;
4438 MovDir[ax][ay+1] = MV_DOWN;
4439 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4440 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
4441 IMG_WALL_GROWING_ACTIVE_DOWN, 0);
4446 if (element == EL_WALL_GROWING_X || element == EL_WALL_GROWING_XY ||
4447 element == EL_WALL_GROWING)
4451 Feld[ax-1][ay] = EL_WALL_GROWING_ACTIVE;
4452 Store[ax-1][ay] = element;
4453 MovDir[ax-1][ay] = MV_LEFT;
4454 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4455 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
4456 IMG_WALL_GROWING_ACTIVE_LEFT, 0);
4462 Feld[ax+1][ay] = EL_WALL_GROWING_ACTIVE;
4463 Store[ax+1][ay] = element;
4464 MovDir[ax+1][ay] = MV_RIGHT;
4465 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4466 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
4467 IMG_WALL_GROWING_ACTIVE_RIGHT, 0);
4472 if (element == EL_WALL_GROWING && (links_frei || rechts_frei))
4473 DrawLevelField(ax, ay);
4475 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
4477 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
4478 unten_massiv = TRUE;
4479 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
4480 links_massiv = TRUE;
4481 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
4482 rechts_massiv = TRUE;
4484 if (((oben_massiv && unten_massiv) ||
4485 element == EL_WALL_GROWING_X || element == EL_WALL_GROWING) &&
4486 ((links_massiv && rechts_massiv) ||
4487 element == EL_WALL_GROWING_Y))
4488 Feld[ax][ay] = EL_WALL;
4491 PlaySoundLevel(ax, ay, SND_WALL_GROWING);
4494 void CheckForDragon(int x, int y)
4497 boolean dragon_found = FALSE;
4498 static int xy[4][2] =
4510 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4512 if (IN_LEV_FIELD(xx, yy) &&
4513 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
4515 if (Feld[xx][yy] == EL_DRAGON)
4516 dragon_found = TRUE;
4529 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4531 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
4533 Feld[xx][yy] = EL_EMPTY;
4534 DrawLevelField(xx, yy);
4543 static void CheckBuggyBase(int x, int y)
4545 int element = Feld[x][y];
4547 if (element == EL_SP_BUGGY_BASE)
4549 if (!MovDelay[x][y]) /* wait some time before activating base */
4550 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4555 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4556 DrawGraphic(SCREENX(x), SCREENY(y), IMG_SP_BUGGY_BASE, 0);
4560 Feld[x][y] = EL_SP_BUGGY_BASE_ACTIVE;
4563 else if (element == EL_SP_BUGGY_BASE_ACTIVE)
4565 if (!MovDelay[x][y]) /* start activating buggy base */
4566 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
4574 static int xy[4][2] =
4582 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4584 int graphic = IMG_SP_BUGGY_BASE_ACTIVE;
4585 int frame = getGraphicAnimationFrame(graphic, SimpleRND(100));
4587 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4592 int xx = x + xy[i][0], yy = y + xy[i][1];
4594 if (IS_PLAYER(xx, yy))
4596 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
4604 Feld[x][y] = EL_SP_BUGGY_BASE;
4605 DrawLevelField(x, y);
4610 static void CheckTrap(int x, int y)
4612 int element = Feld[x][y];
4614 if (element == EL_TRAP)
4616 if (!MovDelay[x][y]) /* wait some time before activating trap */
4617 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4625 Feld[x][y] = EL_TRAP_ACTIVE;
4626 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
4629 else if (element == EL_TRAP_ACTIVE)
4634 if (!MovDelay[x][y]) /* start activating trap */
4635 MovDelay[x][y] = num_frames * delay;
4643 if (!(MovDelay[x][y] % delay))
4645 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4647 int graphic = IMG_TRAP_ACTIVE;
4648 int frame = getGraphicAnimationFrame(graphic, 31 - MovDelay[x][y]);
4650 DrawGraphic(SCREENX(x),SCREENY(y), graphic, frame);
4651 DrawCrumbledSand(SCREENX(x), SCREENY(y));
4658 Feld[x][y] = EL_TRAP;
4659 DrawLevelField(x, y);
4664 static void DrawBeltAnimation(int x, int y, int element)
4666 int belt_nr = getBeltNrFromBeltActiveElement(element);
4667 int belt_dir = game.belt_dir[belt_nr];
4669 if (belt_dir != MV_NO_MOVING)
4671 int graphic = el2img(element);
4673 DrawGraphicAnimation(SCREENX(x), SCREENY(y), graphic);
4675 if (!(FrameCounter % 2))
4676 PlaySoundLevel(x, y, SND_CONVEYOR_BELT_ACTIVE);
4680 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4682 static byte stored_player_action[MAX_PLAYERS];
4683 static int num_stored_actions = 0;
4685 static boolean save_tape_entry = FALSE;
4687 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4688 int left = player_action & JOY_LEFT;
4689 int right = player_action & JOY_RIGHT;
4690 int up = player_action & JOY_UP;
4691 int down = player_action & JOY_DOWN;
4692 int button1 = player_action & JOY_BUTTON_1;
4693 int button2 = player_action & JOY_BUTTON_2;
4694 int dx = (left ? -1 : right ? 1 : 0);
4695 int dy = (up ? -1 : down ? 1 : 0);
4697 stored_player_action[player->index_nr] = 0;
4698 num_stored_actions++;
4700 if (!player->active || tape.pausing)
4706 save_tape_entry = TRUE;
4708 player->frame_reset_delay = 0;
4711 snapped = SnapField(player, dx, dy);
4715 bombed = PlaceBomb(player);
4716 moved = MoveFigure(player, dx, dy);
4719 if (tape.single_step && tape.recording && !tape.pausing)
4721 if (button1 || (bombed && !moved))
4723 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
4724 SnapField(player, 0, 0); /* stop snapping */
4729 if (tape.recording && (moved || snapped || bombed))
4731 if (bombed && !moved)
4732 player_action &= JOY_BUTTON;
4734 stored_player_action[player->index_nr] = player_action;
4735 save_tape_entry = TRUE;
4737 else if (tape.playing && snapped)
4738 SnapField(player, 0, 0); /* stop snapping */
4740 stored_player_action[player->index_nr] = player_action;
4745 /* no actions for this player (no input at player's configured device) */
4747 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4748 SnapField(player, 0, 0);
4749 CheckGravityMovement(player);
4752 if (player->MovPos == 0) /* needed for tape.playing */
4753 player->is_moving = FALSE;
4756 if (player->MovPos == 0) /* needed for tape.playing */
4757 player->last_move_dir = MV_NO_MOVING;
4759 /* !!! CHECK THIS AGAIN !!!
4760 (Seems to be needed for some EL_ROBOT stuff, but breaks
4761 tapes when walking through pipes!)
4764 /* it seems that "player->last_move_dir" is misused as some sort of
4765 "player->is_just_moving_in_this_moment", which is needed for the
4766 robot stuff (robots don't kill players when they are moving)
4770 /* if the player does not move for some time, reset animation to start */
4771 if (++player->frame_reset_delay > player->move_delay_value)
4776 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
4778 TapeRecordAction(stored_player_action);
4779 num_stored_actions = 0;
4780 save_tape_entry = FALSE;
4783 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
4785 TapeRecordAction(stored_player_action);
4786 num_stored_actions = 0;
4791 if (tape.playing && !tape.pausing && !player_action &&
4792 tape.counter < tape.length)
4794 int jx = player->jx, jy = player->jy;
4796 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
4798 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
4799 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
4801 int dx = (next_joy == JOY_LEFT ? -1 : +1);
4803 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
4805 int el = Feld[jx+dx][jy];
4806 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SATELLITE ? 2 :
4807 (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10);
4809 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
4811 player->MovDir = next_joy;
4812 player->Frame = FrameCounter % 4;
4813 player->Pushing = TRUE;
4823 static unsigned long action_delay = 0;
4824 unsigned long action_delay_value;
4825 int sieb_x = 0, sieb_y = 0;
4826 int i, x, y, element, graphic;
4827 byte *recorded_player_action;
4828 byte summarized_player_action = 0;
4830 if (game_status != PLAYING)
4833 action_delay_value =
4834 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4836 if (tape.playing && tape.index_search && !tape.pausing)
4837 action_delay_value = 0;
4839 /* ---------- main game synchronization point ---------- */
4841 WaitUntilDelayReached(&action_delay, action_delay_value);
4843 if (network_playing && !network_player_action_received)
4847 printf("DEBUG: try to get network player actions in time\n");
4851 #if defined(PLATFORM_UNIX)
4852 /* last chance to get network player actions without main loop delay */
4856 if (game_status != PLAYING)
4859 if (!network_player_action_received)
4863 printf("DEBUG: failed to get network player actions in time\n");
4873 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4875 for (i=0; i<MAX_PLAYERS; i++)
4877 summarized_player_action |= stored_player[i].action;
4879 if (!network_playing)
4880 stored_player[i].effective_action = stored_player[i].action;
4883 #if defined(PLATFORM_UNIX)
4884 if (network_playing)
4885 SendToServer_MovePlayer(summarized_player_action);
4888 if (!options.network && !setup.team_mode)
4889 local_player->effective_action = summarized_player_action;
4891 for (i=0; i<MAX_PLAYERS; i++)
4893 int actual_player_action = stored_player[i].effective_action;
4895 if (stored_player[i].programmed_action)
4896 actual_player_action = stored_player[i].programmed_action;
4898 if (recorded_player_action)
4899 actual_player_action = recorded_player_action[i];
4901 PlayerActions(&stored_player[i], actual_player_action);
4902 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4905 network_player_action_received = FALSE;
4907 ScrollScreen(NULL, SCROLL_GO_ON);
4913 if (TimeFrames == 0 && local_player->active)
4915 extern unsigned int last_RND();
4917 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
4918 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
4925 if (GameFrameDelay >= 500)
4926 printf("FrameCounter == %d\n", FrameCounter);
4935 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4938 if (JustStopped[x][y] > 0)
4939 JustStopped[x][y]--;
4942 if (IS_BLOCKED(x, y))
4946 Blocked2Moving(x, y, &oldx, &oldy);
4947 if (!IS_MOVING(oldx, oldy))
4949 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4950 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4951 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4952 printf("GameActions(): This should never happen!\n");
4958 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4960 element = Feld[x][y];
4961 graphic = el2img(element);
4963 if (IS_INACTIVE(element))
4967 if (new_graphic_info[graphic].anim_frames > 1)
4968 DrawGraphicAnimation(SCREENX(x), SCREENY(y), graphic);
4974 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4979 if (Feld[x][y] == EL_EMERALD &&
4980 new_graphic_info[graphic].anim_frames > 1 &&
4982 DrawGraphicAnimation(SCREENX(x), SCREENY(y), graphic);
4985 if (IS_GEM(element) || element == EL_SP_INFOTRON)
4986 EdelsteinFunkeln(x, y);
4990 else if ((element == EL_ACID ||
4991 element == EL_EXIT_OPEN ||
4992 element == EL_SP_EXIT_OPEN ||
4993 element == EL_SP_TERMINAL ||
4994 element == EL_SP_TERMINAL_ACTIVE ||
4995 element == EL_EXTRA_TIME ||
4996 element == EL_SHIELD_NORMAL ||
4997 element == EL_SHIELD_DEADLY) &&
4998 new_graphic_info[graphic].anim_frames > 1)
4999 DrawGraphicAnimation(SCREENX(x), SCREENY(y), graphic);
5002 else if (IS_MOVING(x, y))
5003 ContinueMoving(x, y);
5004 else if (IS_ACTIVE_BOMB(element))
5005 CheckDynamite(x, y);
5007 else if (element == EL_EXPLOSION && !game.explosions_delayed)
5008 Explode(x, y, Frame[x][y], EX_NORMAL);
5010 else if (element == EL_AMOEBA_CREATING)
5011 AmoebeWaechst(x, y);
5012 else if (element == EL_AMOEBA_SHRINKING)
5013 AmoebaDisappearing(x, y);
5015 #if !USE_NEW_AMOEBA_CODE
5016 else if (IS_AMOEBALIVE(element))
5017 AmoebeAbleger(x, y);
5020 else if (element == EL_GAMEOFLIFE || element == EL_BIOMAZE)
5022 else if (element == EL_ROBOT_WHEEL_ACTIVE)
5024 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
5025 TimegateWheel(x, y);
5026 else if (element == EL_ACID_SPLASH_LEFT ||
5027 element == EL_ACID_SPLASH_RIGHT)
5029 else if (element == EL_NUT_CRACKING)
5031 else if (element == EL_PEARL_BREAKING)
5032 BreakingPearl(x, y);
5033 else if (element == EL_EXIT_CLOSED)
5034 AusgangstuerPruefen(x, y);
5035 else if (element == EL_SP_EXIT_CLOSED)
5036 AusgangstuerPruefen_SP(x, y);
5037 else if (element == EL_EXIT_OPENING)
5038 AusgangstuerOeffnen(x, y);
5039 else if (element == EL_WALL_GROWING_ACTIVE)
5041 else if (element == EL_WALL_GROWING ||
5042 element == EL_WALL_GROWING_X ||
5043 element == EL_WALL_GROWING_Y ||
5044 element == EL_WALL_GROWING_XY)
5046 else if (element == EL_FLAMES)
5047 CheckForDragon(x, y);
5048 else if (element == EL_SP_BUGGY_BASE || element == EL_SP_BUGGY_BASE_ACTIVE)
5049 CheckBuggyBase(x, y);
5050 else if (element == EL_TRAP || element == EL_TRAP_ACTIVE)
5052 else if (IS_BELT_ACTIVE(element))
5053 DrawBeltAnimation(x, y, element);
5054 else if (element == EL_SWITCHGATE_OPENING)
5055 OpenSwitchgate(x, y);
5056 else if (element == EL_SWITCHGATE_CLOSING)
5057 CloseSwitchgate(x, y);
5058 else if (element == EL_TIMEGATE_OPENING)
5060 else if (element == EL_TIMEGATE_CLOSING)
5061 CloseTimegate(x, y);
5064 else if (new_graphic_info[graphic].anim_frames > 1)
5065 DrawGraphicAnimation(SCREENX(x), SCREENY(y), graphic);
5068 if (game.magic_wall_active)
5070 boolean sieb = FALSE;
5071 int jx = local_player->jx, jy = local_player->jy;
5073 if (element == EL_MAGIC_WALL_FULL ||
5074 element == EL_MAGIC_WALL_ACTIVE ||
5075 element == EL_MAGIC_WALL_EMPTYING)
5077 SiebAktivieren(x, y, 1);
5080 else if (element == EL_BD_MAGIC_WALL_FULL ||
5081 element == EL_BD_MAGIC_WALL_ACTIVE ||
5082 element == EL_BD_MAGIC_WALL_EMPTYING)
5084 SiebAktivieren(x, y, 2);
5088 /* play the element sound at the position nearest to the player */
5089 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
5097 #if USE_NEW_AMOEBA_CODE
5098 /* new experimental amoeba growth stuff */
5100 if (!(FrameCounter % 8))
5103 static unsigned long random = 1684108901;
5105 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
5108 x = (random >> 10) % lev_fieldx;
5109 y = (random >> 20) % lev_fieldy;
5111 x = RND(lev_fieldx);
5112 y = RND(lev_fieldy);
5114 element = Feld[x][y];
5116 if (!IS_PLAYER(x,y) &&
5117 (element == EL_EMPTY ||
5118 element == EL_SAND ||
5119 element == EL_QUICKSAND_EMPTY ||
5120 element == EL_ACID_SPLASH_LEFT ||
5121 element == EL_ACID_SPLASH_RIGHT))
5123 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
5124 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
5125 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
5126 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
5127 Feld[x][y] = EL_AMOEBA_DROP;
5130 random = random * 129 + 1;
5136 if (game.explosions_delayed)
5139 game.explosions_delayed = FALSE;
5141 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5143 element = Feld[x][y];
5145 if (ExplodeField[x][y])
5146 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
5147 else if (element == EL_EXPLOSION)
5148 Explode(x, y, Frame[x][y], EX_NORMAL);
5150 ExplodeField[x][y] = EX_NO_EXPLOSION;
5153 game.explosions_delayed = TRUE;
5156 if (game.magic_wall_active)
5158 if (!(game.magic_wall_time_left % 4))
5160 int element = Feld[sieb_x][sieb_y];
5162 if (element == EL_BD_MAGIC_WALL_FULL ||
5163 element == EL_BD_MAGIC_WALL_ACTIVE ||
5164 element == EL_BD_MAGIC_WALL_EMPTYING)
5165 PlaySoundLevel(sieb_x, sieb_y, SND_BD_MAGIC_WALL_ACTIVE);
5167 PlaySoundLevel(sieb_x, sieb_y, SND_MAGIC_WALL_ACTIVE);
5170 if (game.magic_wall_time_left > 0)
5172 game.magic_wall_time_left--;
5173 if (!game.magic_wall_time_left)
5175 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5177 element = Feld[x][y];
5179 if (element == EL_MAGIC_WALL_ACTIVE ||
5180 element == EL_MAGIC_WALL_FULL)
5182 Feld[x][y] = EL_MAGIC_WALL_DEAD;
5183 DrawLevelField(x, y);
5185 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
5186 element == EL_BD_MAGIC_WALL_FULL)
5188 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
5189 DrawLevelField(x, y);
5193 game.magic_wall_active = FALSE;
5198 if (game.light_time_left > 0)
5200 game.light_time_left--;
5202 if (game.light_time_left == 0)
5203 RedrawAllLightSwitchesAndInvisibleElements();
5206 if (game.timegate_time_left > 0)
5208 game.timegate_time_left--;
5210 if (game.timegate_time_left == 0)
5211 CloseAllOpenTimegates();
5214 for (i=0; i<MAX_PLAYERS; i++)
5216 struct PlayerInfo *player = &stored_player[i];
5218 if (SHIELD_ON(player))
5220 if (player->shield_deadly_time_left)
5221 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
5222 else if (player->shield_normal_time_left)
5223 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
5227 if (TimeFrames >= (1000 / GameFrameDelay))
5232 for (i=0; i<MAX_PLAYERS; i++)
5234 struct PlayerInfo *player = &stored_player[i];
5236 if (SHIELD_ON(player))
5238 player->shield_normal_time_left--;
5240 if (player->shield_deadly_time_left > 0)
5241 player->shield_deadly_time_left--;
5245 if (tape.recording || tape.playing)
5246 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
5252 if (TimeLeft <= 10 && setup.time_limit)
5253 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MAX_RIGHT);
5255 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5257 if (!TimeLeft && setup.time_limit)
5258 for (i=0; i<MAX_PLAYERS; i++)
5259 KillHero(&stored_player[i]);
5261 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
5262 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
5267 if (options.debug) /* calculate frames per second */
5269 static unsigned long fps_counter = 0;
5270 static int fps_frames = 0;
5271 unsigned long fps_delay_ms = Counter() - fps_counter;
5275 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
5277 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
5280 fps_counter = Counter();
5283 redraw_mask |= REDRAW_FPS;
5287 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
5289 int min_x = x, min_y = y, max_x = x, max_y = y;
5292 for (i=0; i<MAX_PLAYERS; i++)
5294 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5296 if (!stored_player[i].active || &stored_player[i] == player)
5299 min_x = MIN(min_x, jx);
5300 min_y = MIN(min_y, jy);
5301 max_x = MAX(max_x, jx);
5302 max_y = MAX(max_y, jy);
5305 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
5308 static boolean AllPlayersInVisibleScreen()
5312 for (i=0; i<MAX_PLAYERS; i++)
5314 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5316 if (!stored_player[i].active)
5319 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5326 void ScrollLevel(int dx, int dy)
5328 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
5331 BlitBitmap(drawto_field, drawto_field,
5332 FX + TILEX*(dx == -1) - softscroll_offset,
5333 FY + TILEY*(dy == -1) - softscroll_offset,
5334 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
5335 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
5336 FX + TILEX*(dx == 1) - softscroll_offset,
5337 FY + TILEY*(dy == 1) - softscroll_offset);
5341 x = (dx == 1 ? BX1 : BX2);
5342 for (y=BY1; y<=BY2; y++)
5343 DrawScreenField(x, y);
5348 y = (dy == 1 ? BY1 : BY2);
5349 for (x=BX1; x<=BX2; x++)
5350 DrawScreenField(x, y);
5353 redraw_mask |= REDRAW_FIELD;
5356 static void CheckGravityMovement(struct PlayerInfo *player)
5358 if (level.gravity && !player->programmed_action)
5360 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
5361 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
5363 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
5364 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
5365 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
5366 int jx = player->jx, jy = player->jy;
5367 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
5368 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
5369 int new_jx = jx + dx, new_jy = jy + dy;
5370 boolean field_under_player_is_free =
5371 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
5372 boolean player_is_moving_to_valid_field =
5373 (IN_LEV_FIELD(new_jx, new_jy) &&
5374 (Feld[new_jx][new_jy] == EL_SP_BASE ||
5375 Feld[new_jx][new_jy] == EL_SAND));
5377 if (field_under_player_is_free &&
5378 !player_is_moving_to_valid_field &&
5379 !IS_TUBE(Feld[jx][jy]))
5380 player->programmed_action = MV_DOWN;
5384 boolean MoveFigureOneStep(struct PlayerInfo *player,
5385 int dx, int dy, int real_dx, int real_dy)
5387 int jx = player->jx, jy = player->jy;
5388 int new_jx = jx+dx, new_jy = jy+dy;
5392 if (!player->active || (!dx && !dy))
5393 return MF_NO_ACTION;
5395 player->MovDir = (dx < 0 ? MV_LEFT :
5398 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5400 if (!IN_LEV_FIELD(new_jx, new_jy))
5401 return MF_NO_ACTION;
5403 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
5404 return MF_NO_ACTION;
5407 element = MovingOrBlocked2Element(new_jx, new_jy);
5409 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
5412 if (DONT_GO_TO(element))
5414 if (element == EL_ACID && dx == 0 && dy == 1)
5417 Feld[jx][jy] = EL_PLAYER1;
5418 InitMovingField(jx, jy, MV_DOWN);
5419 Store[jx][jy] = EL_ACID;
5420 ContinueMoving(jx, jy);
5424 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
5429 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
5430 if (can_move != MF_MOVING)
5433 StorePlayer[jx][jy] = 0;
5434 player->last_jx = jx;
5435 player->last_jy = jy;
5436 jx = player->jx = new_jx;
5437 jy = player->jy = new_jy;
5438 StorePlayer[jx][jy] = player->element_nr;
5441 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
5443 ScrollFigure(player, SCROLL_INIT);
5448 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
5450 int jx = player->jx, jy = player->jy;
5451 int old_jx = jx, old_jy = jy;
5452 int moved = MF_NO_ACTION;
5454 if (!player->active || (!dx && !dy))
5458 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5462 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5463 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
5467 /* remove the last programmed player action */
5468 player->programmed_action = 0;
5472 /* should only happen if pre-1.2 tape recordings are played */
5473 /* this is only for backward compatibility */
5475 int original_move_delay_value = player->move_delay_value;
5478 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
5481 /* scroll remaining steps with finest movement resolution */
5482 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
5484 while (player->MovPos)
5486 ScrollFigure(player, SCROLL_GO_ON);
5487 ScrollScreen(NULL, SCROLL_GO_ON);
5493 player->move_delay_value = original_move_delay_value;
5496 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
5498 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
5499 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5503 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5504 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5510 if (moved & MF_MOVING && !ScreenMovPos &&
5511 (player == local_player || !options.network))
5513 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5514 int offset = (setup.scroll_delay ? 3 : 0);
5516 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5518 /* actual player has left the screen -- scroll in that direction */
5519 if (jx != old_jx) /* player has moved horizontally */
5520 scroll_x += (jx - old_jx);
5521 else /* player has moved vertically */
5522 scroll_y += (jy - old_jy);
5526 if (jx != old_jx) /* player has moved horizontally */
5528 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5529 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5530 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5532 /* don't scroll over playfield boundaries */
5533 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5534 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5536 /* don't scroll more than one field at a time */
5537 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5539 /* don't scroll against the player's moving direction */
5540 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5541 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5542 scroll_x = old_scroll_x;
5544 else /* player has moved vertically */
5546 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5547 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5548 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5550 /* don't scroll over playfield boundaries */
5551 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5552 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5554 /* don't scroll more than one field at a time */
5555 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5557 /* don't scroll against the player's moving direction */
5558 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5559 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5560 scroll_y = old_scroll_y;
5564 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5566 if (!options.network && !AllPlayersInVisibleScreen())
5568 scroll_x = old_scroll_x;
5569 scroll_y = old_scroll_y;
5573 ScrollScreen(player, SCROLL_INIT);
5574 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5579 if (!(moved & MF_MOVING) && !player->Pushing)
5583 player->Frame = (player->Frame + 1) % 4;
5585 player->Frame += 1 * 0;
5588 if (moved & MF_MOVING)
5590 if (old_jx != jx && old_jy == jy)
5591 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5592 else if (old_jx == jx && old_jy != jy)
5593 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5595 DrawLevelField(jx, jy); /* for "DrawCrumbledSand()" */
5597 player->last_move_dir = player->MovDir;
5598 player->is_moving = TRUE;
5602 CheckGravityMovement(player);
5605 player->last_move_dir = MV_NO_MOVING;
5607 player->is_moving = FALSE;
5610 TestIfHeroTouchesBadThing(jx, jy);
5612 if (!player->active)
5618 void ScrollFigure(struct PlayerInfo *player, int mode)
5620 int jx = player->jx, jy = player->jy;
5621 int last_jx = player->last_jx, last_jy = player->last_jy;
5622 int move_stepsize = TILEX / player->move_delay_value;
5624 if (!player->active || !player->MovPos)
5627 if (mode == SCROLL_INIT)
5629 player->actual_frame_counter = FrameCounter;
5630 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5634 if (Feld[last_jx][last_jy] == EL_EMPTY)
5635 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5640 else if (!FrameReached(&player->actual_frame_counter, 1))
5643 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5644 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5647 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5648 Feld[last_jx][last_jy] = EL_EMPTY;
5650 /* before DrawPlayer() to draw correct player graphic for this case */
5651 if (player->MovPos == 0)
5652 CheckGravityMovement(player);
5656 if (player->MovPos == 0)
5658 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
5660 /* continue with normal speed after quickly moving through gate */
5661 HALVE_PLAYER_SPEED(player);
5663 /* be able to make the next move without delay */
5664 player->move_delay = 0;
5667 player->last_jx = jx;
5668 player->last_jy = jy;
5670 if (Feld[jx][jy] == EL_EXIT_OPEN ||
5671 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5675 if (local_player->friends_still_needed == 0 ||
5676 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5677 player->LevelSolved = player->GameOver = TRUE;
5680 if (tape.single_step && tape.recording && !tape.pausing &&
5681 !player->programmed_action)
5682 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5686 void ScrollScreen(struct PlayerInfo *player, int mode)
5688 static unsigned long screen_frame_counter = 0;
5690 if (mode == SCROLL_INIT)
5692 /* set scrolling step size according to actual player's moving speed */
5693 ScrollStepSize = TILEX / player->move_delay_value;
5695 screen_frame_counter = FrameCounter;
5696 ScreenMovDir = player->MovDir;
5697 ScreenMovPos = player->MovPos;
5698 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5701 else if (!FrameReached(&screen_frame_counter, 1))
5706 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5707 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5708 redraw_mask |= REDRAW_FIELD;
5711 ScreenMovDir = MV_NO_MOVING;
5714 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
5716 int i, kill_x = -1, kill_y = -1;
5717 static int test_xy[4][2] =
5724 static int test_dir[4] =
5734 int test_x, test_y, test_move_dir, test_element;
5736 test_x = good_x + test_xy[i][0];
5737 test_y = good_y + test_xy[i][1];
5738 if (!IN_LEV_FIELD(test_x, test_y))
5742 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5745 test_element = Feld[test_x][test_y];
5747 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
5750 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5751 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5753 if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) ||
5754 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
5762 if (kill_x != -1 || kill_y != -1)
5764 if (IS_PLAYER(good_x, good_y))
5766 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
5768 if (player->shield_deadly_time_left > 0)
5769 Bang(kill_x, kill_y);
5770 else if (!PLAYER_PROTECTED(good_x, good_y))
5774 Bang(good_x, good_y);
5778 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
5780 int i, kill_x = -1, kill_y = -1;
5781 int bad_element = Feld[bad_x][bad_y];
5782 static int test_xy[4][2] =
5789 static int test_dir[4] =
5797 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
5802 int test_x, test_y, test_move_dir, test_element;
5804 test_x = bad_x + test_xy[i][0];
5805 test_y = bad_y + test_xy[i][1];
5806 if (!IN_LEV_FIELD(test_x, test_y))
5810 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5812 test_element = Feld[test_x][test_y];
5814 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5815 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5817 if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) ||
5818 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
5820 /* good thing is player or penguin that does not move away */
5821 if (IS_PLAYER(test_x, test_y))
5823 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
5825 if (bad_element == EL_ROBOT && player->is_moving)
5826 continue; /* robot does not kill player if he is moving */
5832 else if (test_element == EL_PENGUIN)
5841 if (kill_x != -1 || kill_y != -1)
5843 if (IS_PLAYER(kill_x, kill_y))
5845 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
5848 int dir = player->MovDir;
5849 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5850 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5852 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5853 newx != bad_x && newy != bad_y)
5854 ; /* robot does not kill player if he is moving */
5856 printf("-> %d\n", player->MovDir);
5858 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5859 newx != bad_x && newy != bad_y)
5860 ; /* robot does not kill player if he is moving */
5865 if (player->shield_deadly_time_left > 0)
5867 else if (!PLAYER_PROTECTED(kill_x, kill_y))
5871 Bang(kill_x, kill_y);
5875 void TestIfHeroTouchesBadThing(int x, int y)
5877 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5880 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
5882 TestIfGoodThingHitsBadThing(x, y, move_dir);
5885 void TestIfBadThingTouchesHero(int x, int y)
5887 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5890 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
5892 TestIfBadThingHitsGoodThing(x, y, move_dir);
5895 void TestIfFriendTouchesBadThing(int x, int y)
5897 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5900 void TestIfBadThingTouchesFriend(int x, int y)
5902 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5905 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
5907 int i, kill_x = bad_x, kill_y = bad_y;
5908 static int xy[4][2] =
5920 x = bad_x + xy[i][0];
5921 y = bad_y + xy[i][1];
5922 if (!IN_LEV_FIELD(x, y))
5925 element = Feld[x][y];
5926 if (IS_AMOEBOID(element) || element == EL_GAMEOFLIFE ||
5927 element == EL_AMOEBA_CREATING || element == EL_AMOEBA_DROP)
5935 if (kill_x != bad_x || kill_y != bad_y)
5939 void KillHero(struct PlayerInfo *player)
5941 int jx = player->jx, jy = player->jy;
5943 if (!player->active)
5946 if (IS_PFORTE(Feld[jx][jy]))
5947 Feld[jx][jy] = EL_EMPTY;
5949 /* deactivate shield (else Bang()/Explode() would not work right) */
5950 player->shield_normal_time_left = 0;
5951 player->shield_deadly_time_left = 0;
5957 static void KillHeroUnlessProtected(int x, int y)
5959 if (!PLAYER_PROTECTED(x, y))
5960 KillHero(PLAYERINFO(x, y));
5963 void BuryHero(struct PlayerInfo *player)
5965 int jx = player->jx, jy = player->jy;
5967 if (!player->active)
5970 PlaySoundLevel(jx, jy, SND_PLAYER_DYING);
5971 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
5973 player->GameOver = TRUE;
5977 void RemoveHero(struct PlayerInfo *player)
5979 int jx = player->jx, jy = player->jy;
5980 int i, found = FALSE;
5982 player->present = FALSE;
5983 player->active = FALSE;
5985 if (!ExplodeField[jx][jy])
5986 StorePlayer[jx][jy] = 0;
5988 for (i=0; i<MAX_PLAYERS; i++)
5989 if (stored_player[i].active)
5993 AllPlayersGone = TRUE;
5999 int DigField(struct PlayerInfo *player,
6000 int x, int y, int real_dx, int real_dy, int mode)
6002 int jx = player->jx, jy = player->jy;
6003 int dx = x - jx, dy = y - jy;
6004 int move_direction = (dx == -1 ? MV_LEFT :
6005 dx == +1 ? MV_RIGHT :
6007 dy == +1 ? MV_DOWN : MV_NO_MOVING);
6010 if (player->MovPos == 0)
6011 player->Pushing = FALSE;
6013 if (mode == DF_NO_PUSH)
6015 player->Switching = FALSE;
6016 player->push_delay = 0;
6017 return MF_NO_ACTION;
6020 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
6021 return MF_NO_ACTION;
6023 if (IS_TUBE(Feld[jx][jy]))
6026 int tube_leave_directions[][2] =
6028 { EL_TUBE_ALL, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6029 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6030 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6031 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
6032 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
6033 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
6034 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
6035 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
6036 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
6037 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
6038 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
6039 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
6042 while (tube_leave_directions[i][0] != Feld[jx][jy])
6045 if (tube_leave_directions[i][0] == -1) /* should not happen */
6049 if (!(tube_leave_directions[i][1] & move_direction))
6050 return MF_NO_ACTION; /* tube has no opening in this direction */
6053 element = Feld[x][y];
6059 case EL_INVISIBLE_SAND:
6060 case EL_INVISIBLE_SAND_ACTIVE:
6063 case EL_SP_BUGGY_BASE:
6065 PlaySoundLevelElementAction(x, y, element, SND_ACTION_DIGGING);
6070 case EL_EMERALD_YELLOW:
6071 case EL_EMERALD_RED:
6072 case EL_EMERALD_PURPLE:
6074 case EL_SP_INFOTRON:
6078 local_player->gems_still_needed -= (element == EL_DIAMOND ? 3 :
6079 element == EL_PEARL ? 5 :
6080 element == EL_CRYSTAL ? 8 : 1);
6081 if (local_player->gems_still_needed < 0)
6082 local_player->gems_still_needed = 0;
6083 RaiseScoreElement(element);
6084 DrawText(DX_EMERALDS, DY_EMERALDS,
6085 int2str(local_player->gems_still_needed, 3),
6086 FS_SMALL, FC_YELLOW);
6087 PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING);
6092 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
6093 PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
6097 Feld[x][y] = EL_EMPTY;
6098 PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
6106 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
6108 PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MAX_RIGHT);
6111 case EL_SHIELD_NORMAL:
6113 player->shield_normal_time_left += 10;
6114 PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING);
6117 case EL_SHIELD_DEADLY:
6119 player->shield_normal_time_left += 10;
6120 player->shield_deadly_time_left += 10;
6121 PlaySoundLevel(x, y, SND_SHIELD_DEADLY_COLLECTING);
6125 case EL_SP_DISK_RED:
6128 RaiseScoreElement(EL_DYNAMITE);
6129 DrawText(DX_DYNAMITE, DY_DYNAMITE,
6130 int2str(local_player->dynamite, 3),
6131 FS_SMALL, FC_YELLOW);
6132 PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING);
6135 case EL_DYNABOMB_NR:
6137 player->dynabomb_count++;
6138 player->dynabombs_left++;
6139 RaiseScoreElement(EL_DYNAMITE);
6140 PlaySoundLevel(x, y, SND_DYNABOMB_NR_COLLECTING);
6143 case EL_DYNABOMB_SZ:
6145 player->dynabomb_size++;
6146 RaiseScoreElement(EL_DYNAMITE);
6147 PlaySoundLevel(x, y, SND_DYNABOMB_SZ_COLLECTING);
6150 case EL_DYNABOMB_XL:
6152 player->dynabomb_xl = TRUE;
6153 RaiseScoreElement(EL_DYNAMITE);
6154 PlaySoundLevel(x, y, SND_DYNABOMB_XL_COLLECTING);
6162 int key_nr = element - EL_KEY1;
6165 player->key[key_nr] = TRUE;
6166 RaiseScoreElement(element);
6167 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6169 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6171 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
6180 int key_nr = element - EL_EM_KEY1;
6183 player->key[key_nr] = TRUE;
6184 RaiseScoreElement(element);
6185 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6187 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6189 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
6193 case EL_ROBOT_WHEEL:
6194 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
6197 DrawLevelField(x, y);
6198 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
6202 case EL_SP_TERMINAL:
6206 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
6208 for (yy=0; yy<lev_fieldy; yy++)
6210 for (xx=0; xx<lev_fieldx; xx++)
6212 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
6214 else if (Feld[xx][yy] == EL_SP_TERMINAL)
6215 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
6223 case EL_CONVEYOR_BELT1_SWITCH_LEFT:
6224 case EL_CONVEYOR_BELT1_SWITCH_MIDDLE:
6225 case EL_CONVEYOR_BELT1_SWITCH_RIGHT:
6226 case EL_CONVEYOR_BELT2_SWITCH_LEFT:
6227 case EL_CONVEYOR_BELT2_SWITCH_MIDDLE:
6228 case EL_CONVEYOR_BELT2_SWITCH_RIGHT:
6229 case EL_CONVEYOR_BELT3_SWITCH_LEFT:
6230 case EL_CONVEYOR_BELT3_SWITCH_MIDDLE:
6231 case EL_CONVEYOR_BELT3_SWITCH_RIGHT:
6232 case EL_CONVEYOR_BELT4_SWITCH_LEFT:
6233 case EL_CONVEYOR_BELT4_SWITCH_MIDDLE:
6234 case EL_CONVEYOR_BELT4_SWITCH_RIGHT:
6235 if (!player->Switching)
6237 player->Switching = TRUE;
6238 ToggleBeltSwitch(x, y);
6239 PlaySoundLevel(x, y, SND_CONVEYOR_BELT_SWITCH_ACTIVATING);
6244 case EL_SWITCHGATE_SWITCH_UP:
6245 case EL_SWITCHGATE_SWITCH_DOWN:
6246 if (!player->Switching)
6248 player->Switching = TRUE;
6249 ToggleSwitchgateSwitch(x, y);
6250 PlaySoundLevel(x, y, SND_SWITCHGATE_SWITCH_ACTIVATING);
6255 case EL_LIGHT_SWITCH:
6256 case EL_LIGHT_SWITCH_ACTIVE:
6257 if (!player->Switching)
6259 player->Switching = TRUE;
6260 ToggleLightSwitch(x, y);
6261 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
6262 SND_LIGHT_SWITCH_ACTIVATING :
6263 SND_LIGHT_SWITCH_DEACTIVATING);
6268 case EL_TIMEGATE_SWITCH:
6269 ActivateTimegateSwitch(x, y);
6270 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
6275 case EL_BALLOON_SEND_LEFT:
6276 case EL_BALLOON_SEND_RIGHT:
6277 case EL_BALLOON_SEND_UP:
6278 case EL_BALLOON_SEND_DOWN:
6279 case EL_BALLOON_SEND_ANY_DIRECTION:
6280 if (element == EL_BALLOON_SEND_ANY_DIRECTION)
6281 game.balloon_dir = move_direction;
6283 game.balloon_dir = (element == EL_BALLOON_SEND_LEFT ? MV_LEFT :
6284 element == EL_BALLOON_SEND_RIGHT ? MV_RIGHT :
6285 element == EL_BALLOON_SEND_UP ? MV_UP :
6286 element == EL_BALLOON_SEND_DOWN ? MV_DOWN :
6288 PlaySoundLevel(x, y, SND_BALLOON_SWITCH_ACTIVATING);
6293 /* the following elements cannot be pushed by "snapping" */
6296 case EL_DX_SUPABOMB:
6298 case EL_TIME_ORB_EMPTY:
6300 case EL_SP_DISK_ORANGE:
6302 if (mode == DF_SNAP)
6303 return MF_NO_ACTION;
6304 /* no "break" -- fall through to next case */
6305 /* the following elements can be pushed by "snapping" */
6308 return MF_NO_ACTION;
6310 player->Pushing = TRUE;
6312 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6313 return MF_NO_ACTION;
6317 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6318 return MF_NO_ACTION;
6321 if (player->push_delay == 0)
6322 player->push_delay = FrameCounter;
6324 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6325 !tape.playing && element != EL_SPRING)
6326 return MF_NO_ACTION;
6328 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6329 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6330 element != EL_SPRING)
6331 return MF_NO_ACTION;
6334 if (mode == DF_SNAP)
6336 InitMovingField(x, y, move_direction);
6337 ContinueMoving(x, y);
6342 Feld[x + dx][y + dy] = element;
6345 if (element == EL_SPRING)
6347 Feld[x + dx][y + dy] = EL_SPRING;
6348 MovDir[x + dx][y + dy] = move_direction;
6351 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
6353 DrawLevelField(x + dx, y + dy);
6354 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING);
6361 if (!player->key[element - EL_GATE1])
6362 return MF_NO_ACTION;
6369 if (!player->key[element - EL_GATE1_GRAY])
6370 return MF_NO_ACTION;
6377 if (!player->key[element - EL_EM_GATE1])
6378 return MF_NO_ACTION;
6379 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6380 return MF_NO_ACTION;
6382 /* automatically move to the next field with double speed */
6383 player->programmed_action = move_direction;
6384 DOUBLE_PLAYER_SPEED(player);
6386 PlaySoundLevel(x, y, SND_GATE_PASSING);
6389 case EL_EM_GATE1_GRAY:
6390 case EL_EM_GATE2_GRAY:
6391 case EL_EM_GATE3_GRAY:
6392 case EL_EM_GATE4_GRAY:
6393 if (!player->key[element - EL_EM_GATE1_GRAY])
6394 return MF_NO_ACTION;
6395 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6396 return MF_NO_ACTION;
6398 /* automatically move to the next field with double speed */
6399 player->programmed_action = move_direction;
6400 DOUBLE_PLAYER_SPEED(player);
6402 PlaySoundLevel(x, y, SND_GATE_PASSING);
6405 case EL_SWITCHGATE_OPEN:
6406 case EL_TIMEGATE_OPEN:
6407 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6408 return MF_NO_ACTION;
6410 /* automatically move to the next field with double speed */
6411 player->programmed_action = move_direction;
6412 DOUBLE_PLAYER_SPEED(player);
6414 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PASSING);
6417 case EL_SP_PORT1_LEFT:
6418 case EL_SP_PORT2_LEFT:
6419 case EL_SP_PORT1_RIGHT:
6420 case EL_SP_PORT2_RIGHT:
6421 case EL_SP_PORT1_UP:
6422 case EL_SP_PORT2_UP:
6423 case EL_SP_PORT1_DOWN:
6424 case EL_SP_PORT2_DOWN:
6429 element != EL_SP_PORT1_LEFT &&
6430 element != EL_SP_PORT2_LEFT &&
6431 element != EL_SP_PORT_X &&
6432 element != EL_SP_PORT_XY) ||
6434 element != EL_SP_PORT1_RIGHT &&
6435 element != EL_SP_PORT2_RIGHT &&
6436 element != EL_SP_PORT_X &&
6437 element != EL_SP_PORT_XY) ||
6439 element != EL_SP_PORT1_UP &&
6440 element != EL_SP_PORT2_UP &&
6441 element != EL_SP_PORT_Y &&
6442 element != EL_SP_PORT_XY) ||
6444 element != EL_SP_PORT1_DOWN &&
6445 element != EL_SP_PORT2_DOWN &&
6446 element != EL_SP_PORT_Y &&
6447 element != EL_SP_PORT_XY) ||
6448 !IN_LEV_FIELD(x + dx, y + dy) ||
6449 !IS_FREE(x + dx, y + dy))
6450 return MF_NO_ACTION;
6452 /* automatically move to the next field with double speed */
6453 player->programmed_action = move_direction;
6454 DOUBLE_PLAYER_SPEED(player);
6456 PlaySoundLevel(x, y, SND_SP_PORT_PASSING);
6460 case EL_TUBE_VERTICAL:
6461 case EL_TUBE_HORIZONTAL:
6462 case EL_TUBE_VERTICAL_LEFT:
6463 case EL_TUBE_VERTICAL_RIGHT:
6464 case EL_TUBE_HORIZONTAL_UP:
6465 case EL_TUBE_HORIZONTAL_DOWN:
6466 case EL_TUBE_LEFT_UP:
6467 case EL_TUBE_LEFT_DOWN:
6468 case EL_TUBE_RIGHT_UP:
6469 case EL_TUBE_RIGHT_DOWN:
6472 int tube_enter_directions[][2] =
6474 { EL_TUBE_ALL, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6475 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6476 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6477 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
6478 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
6479 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
6480 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
6481 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
6482 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
6483 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
6484 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
6485 { -1, MV_NO_MOVING }
6488 while (tube_enter_directions[i][0] != element)
6491 if (tube_enter_directions[i][0] == -1) /* should not happen */
6495 if (!(tube_enter_directions[i][1] & move_direction))
6496 return MF_NO_ACTION; /* tube has no opening in this direction */
6498 PlaySoundLevel(x, y, SND_TUBE_PASSING);
6502 case EL_EXIT_CLOSED:
6503 case EL_SP_EXIT_CLOSED:
6504 case EL_EXIT_OPENING:
6505 return MF_NO_ACTION;
6509 case EL_SP_EXIT_OPEN:
6510 if (mode == DF_SNAP)
6511 return MF_NO_ACTION;
6513 if (element == EL_EXIT_OPEN)
6514 PlaySoundLevel(x, y, SND_EXIT_PASSING);
6516 PlaySoundLevel(x, y, SND_SP_EXIT_PASSING);
6521 Feld[x][y] = EL_LAMP_ACTIVE;
6522 local_player->lights_still_needed--;
6523 DrawLevelField(x, y);
6524 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
6528 case EL_TIME_ORB_FULL:
6529 Feld[x][y] = EL_TIME_ORB_EMPTY;
6531 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
6532 DrawLevelField(x, y);
6533 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MAX_RIGHT);
6537 case EL_SOKOBAN_FIELD_EMPTY:
6540 case EL_SOKOBAN_OBJECT:
6541 case EL_SOKOBAN_FIELD_FULL:
6543 case EL_SP_DISK_YELLOW:
6545 if (mode == DF_SNAP)
6546 return MF_NO_ACTION;
6548 player->Pushing = TRUE;
6550 if (!IN_LEV_FIELD(x+dx, y+dy)
6551 || (!IS_FREE(x+dx, y+dy)
6552 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FIELD_EMPTY
6553 || !IS_SB_ELEMENT(element))))
6554 return MF_NO_ACTION;
6558 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6559 return MF_NO_ACTION;
6561 else if (dy && real_dx)
6563 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
6564 return MF_NO_ACTION;
6567 if (player->push_delay == 0)
6568 player->push_delay = FrameCounter;
6570 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6571 !tape.playing && element != EL_BALLOON)
6572 return MF_NO_ACTION;
6574 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6575 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6576 element != EL_BALLOON)
6577 return MF_NO_ACTION;
6580 if (IS_SB_ELEMENT(element))
6582 if (element == EL_SOKOBAN_FIELD_FULL)
6584 Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
6585 local_player->sokobanfields_still_needed++;
6590 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FIELD_EMPTY)
6592 Feld[x+dx][y+dy] = EL_SOKOBAN_FIELD_FULL;
6593 local_player->sokobanfields_still_needed--;
6594 if (element == EL_SOKOBAN_OBJECT)
6595 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_FILLING);
6597 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6601 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJECT;
6602 if (element == EL_SOKOBAN_FIELD_FULL)
6603 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_EMPTYING);
6605 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6611 Feld[x+dx][y+dy] = element;
6612 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING);
6615 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
6617 DrawLevelField(x, y);
6618 DrawLevelField(x + dx, y + dy);
6620 if (IS_SB_ELEMENT(element) &&
6621 local_player->sokobanfields_still_needed == 0 &&
6622 game.emulation == EMU_SOKOBAN)
6624 player->LevelSolved = player->GameOver = TRUE;
6625 PlaySoundLevel(x, y, SND_SOKOBAN_GAME_SOLVING);
6636 return MF_NO_ACTION;
6639 player->push_delay = 0;
6644 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
6646 int jx = player->jx, jy = player->jy;
6647 int x = jx + dx, y = jy + dy;
6649 if (!player->active || !IN_LEV_FIELD(x, y))
6657 if (player->MovPos == 0)
6658 player->Pushing = FALSE;
6660 player->snapped = FALSE;
6664 if (player->snapped)
6667 player->MovDir = (dx < 0 ? MV_LEFT :
6670 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6672 if (!DigField(player, x, y, 0, 0, DF_SNAP))
6675 player->snapped = TRUE;
6676 DrawLevelField(x, y);
6682 boolean PlaceBomb(struct PlayerInfo *player)
6684 int jx = player->jx, jy = player->jy;
6687 if (!player->active || player->MovPos)
6690 element = Feld[jx][jy];
6692 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
6693 IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
6696 if (element != EL_EMPTY)
6697 Store[jx][jy] = element;
6699 if (player->dynamite)
6701 Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
6702 MovDelay[jx][jy] = 96;
6704 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6705 FS_SMALL, FC_YELLOW);
6706 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6708 if (game.emulation == EMU_SUPAPLEX)
6709 DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0);
6711 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0);
6714 PlaySoundLevel(jx, jy, SND_DYNAMITE_DROPPING);
6719 EL_DYNABOMB_PLAYER1_ACTIVE + (player->element_nr - EL_PLAYER1);
6720 MovDelay[jx][jy] = 96;
6721 player->dynabombs_left--;
6722 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6723 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
6725 PlaySoundLevel(jx, jy, SND_DYNABOMB_DROPPING);
6731 void PlaySoundLevel(int x, int y, int nr)
6733 static int loop_sound_frame[NUM_SOUND_FILES];
6734 static int loop_sound_volume[NUM_SOUND_FILES];
6735 int sx = SCREENX(x), sy = SCREENY(y);
6736 int volume, stereo_position;
6737 int max_distance = 8;
6738 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
6740 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
6741 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
6744 if (!IN_LEV_FIELD(x, y) ||
6745 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
6746 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
6749 volume = SOUND_MAX_VOLUME;
6751 if (!IN_SCR_FIELD(sx, sy))
6753 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
6754 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
6756 volume -= volume * (dx > dy ? dx : dy) / max_distance;
6759 stereo_position = (SOUND_MAX_LEFT +
6760 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
6761 (SCR_FIELDX + 2 * max_distance));
6763 if (IS_LOOP_SOUND(nr))
6765 /* This assures that quieter loop sounds do not overwrite louder ones,
6766 while restarting sound volume comparison with each new game frame. */
6768 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
6771 loop_sound_volume[nr] = volume;
6772 loop_sound_frame[nr] = FrameCounter;
6775 PlaySoundExt(nr, volume, stereo_position, type);
6778 void PlaySoundLevelAction(int x, int y, int sound_action)
6780 PlaySoundLevelElementAction(x, y, Feld[x][y], sound_action);
6783 void PlaySoundLevelElementAction(int x, int y, int element, int sound_action)
6785 int sound_effect = element_action_sound[element][sound_action];
6787 if (sound_effect != -1)
6788 PlaySoundLevel(x, y, sound_effect);
6791 void RaiseScore(int value)
6793 local_player->score += value;
6794 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
6795 FS_SMALL, FC_YELLOW);
6798 void RaiseScoreElement(int element)
6804 case EL_EMERALD_YELLOW:
6805 case EL_EMERALD_RED:
6806 case EL_EMERALD_PURPLE:
6807 RaiseScore(level.score[SC_EDELSTEIN]);
6810 RaiseScore(level.score[SC_DIAMANT]);
6813 case EL_BD_BUTTERFLY:
6814 RaiseScore(level.score[SC_KAEFER]);
6818 RaiseScore(level.score[SC_FLIEGER]);
6821 case EL_DARK_YAMYAM:
6822 RaiseScore(level.score[SC_MAMPFER]);
6825 RaiseScore(level.score[SC_ROBOT]);
6828 RaiseScore(level.score[SC_PACMAN]);
6831 RaiseScore(level.score[SC_KOKOSNUSS]);
6834 RaiseScore(level.score[SC_DYNAMIT]);
6840 RaiseScore(level.score[SC_SCHLUESSEL]);
6847 void RequestQuitGame(boolean ask_if_really_quit)
6849 if (AllPlayersGone ||
6850 !ask_if_really_quit ||
6851 level_editor_test_game ||
6852 Request("Do you really want to quit the game ?",
6853 REQ_ASK | REQ_STAY_CLOSED))
6855 #if defined(PLATFORM_UNIX)
6856 if (options.network)
6857 SendToServer_StopPlaying();
6861 game_status = MAINMENU;
6867 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
6872 /* ---------- new game button stuff ---------------------------------------- */
6874 /* graphic position values for game buttons */
6875 #define GAME_BUTTON_XSIZE 30
6876 #define GAME_BUTTON_YSIZE 30
6877 #define GAME_BUTTON_XPOS 5
6878 #define GAME_BUTTON_YPOS 215
6879 #define SOUND_BUTTON_XPOS 5
6880 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
6882 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6883 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6884 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6885 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6886 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6887 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6894 } gamebutton_info[NUM_GAME_BUTTONS] =
6897 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
6902 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
6907 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
6912 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
6913 SOUND_CTRL_ID_MUSIC,
6914 "background music on/off"
6917 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
6918 SOUND_CTRL_ID_LOOPS,
6919 "sound loops on/off"
6922 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
6923 SOUND_CTRL_ID_SIMPLE,
6924 "normal sounds on/off"
6928 void CreateGameButtons()
6932 for (i=0; i<NUM_GAME_BUTTONS; i++)
6934 Bitmap *gd_bitmap = new_graphic_info[IMG_MENU_DOOR].bitmap;
6935 struct GadgetInfo *gi;
6938 unsigned long event_mask;
6939 int gd_xoffset, gd_yoffset;
6940 int gd_x1, gd_x2, gd_y1, gd_y2;
6943 gd_xoffset = gamebutton_info[i].x;
6944 gd_yoffset = gamebutton_info[i].y;
6945 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
6946 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
6948 if (id == GAME_CTRL_ID_STOP ||
6949 id == GAME_CTRL_ID_PAUSE ||
6950 id == GAME_CTRL_ID_PLAY)
6952 button_type = GD_TYPE_NORMAL_BUTTON;
6954 event_mask = GD_EVENT_RELEASED;
6955 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6956 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6960 button_type = GD_TYPE_CHECK_BUTTON;
6962 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
6963 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
6964 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
6965 event_mask = GD_EVENT_PRESSED;
6966 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
6967 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6970 gi = CreateGadget(GDI_CUSTOM_ID, id,
6971 GDI_INFO_TEXT, gamebutton_info[i].infotext,
6972 GDI_X, DX + gd_xoffset,
6973 GDI_Y, DY + gd_yoffset,
6974 GDI_WIDTH, GAME_BUTTON_XSIZE,
6975 GDI_HEIGHT, GAME_BUTTON_YSIZE,
6976 GDI_TYPE, button_type,
6977 GDI_STATE, GD_BUTTON_UNPRESSED,
6978 GDI_CHECKED, checked,
6979 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
6980 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
6981 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
6982 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
6983 GDI_EVENT_MASK, event_mask,
6984 GDI_CALLBACK_ACTION, HandleGameButtons,
6988 Error(ERR_EXIT, "cannot create gadget");
6990 game_gadget[id] = gi;
6994 static void MapGameButtons()
6998 for (i=0; i<NUM_GAME_BUTTONS; i++)
6999 MapGadget(game_gadget[i]);
7002 void UnmapGameButtons()
7006 for (i=0; i<NUM_GAME_BUTTONS; i++)
7007 UnmapGadget(game_gadget[i]);
7010 static void HandleGameButtons(struct GadgetInfo *gi)
7012 int id = gi->custom_id;
7014 if (game_status != PLAYING)
7019 case GAME_CTRL_ID_STOP:
7020 RequestQuitGame(TRUE);
7023 case GAME_CTRL_ID_PAUSE:
7024 if (options.network)
7026 #if defined(PLATFORM_UNIX)
7028 SendToServer_ContinuePlaying();
7030 SendToServer_PausePlaying();
7034 TapeTogglePause(TAPE_TOGGLE_MANUAL);
7037 case GAME_CTRL_ID_PLAY:
7040 #if defined(PLATFORM_UNIX)
7041 if (options.network)
7042 SendToServer_ContinuePlaying();
7046 tape.pausing = FALSE;
7047 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
7052 case SOUND_CTRL_ID_MUSIC:
7053 if (setup.sound_music)
7055 setup.sound_music = FALSE;
7058 else if (audio.music_available)
7060 setup.sound = setup.sound_music = TRUE;
7061 PlayMusic(level_nr);
7065 case SOUND_CTRL_ID_LOOPS:
7066 if (setup.sound_loops)
7067 setup.sound_loops = FALSE;
7068 else if (audio.loops_available)
7069 setup.sound = setup.sound_loops = TRUE;
7072 case SOUND_CTRL_ID_SIMPLE:
7073 if (setup.sound_simple)
7074 setup.sound_simple = FALSE;
7075 else if (audio.sound_available)
7076 setup.sound = setup.sound_simple = TRUE;