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 CloseAllOpenTimegates(void);
104 static void CheckGravityMovement(struct PlayerInfo *);
105 static void KillHeroUnlessProtected(int, int);
107 void PlaySoundLevel(int, int, int);
108 void PlaySoundLevelAction(int, int, int);
109 void PlaySoundLevelElementAction(int, int, int, int);
111 static void MapGameButtons();
112 static void HandleGameButtons(struct GadgetInfo *);
114 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
116 #define SND_ACTION_UNKNOWN 0
117 #define SND_ACTION_WAITING 1
118 #define SND_ACTION_MOVING 2
119 #define SND_ACTION_DIGGING 3
120 #define SND_ACTION_COLLECTING 4
121 #define SND_ACTION_PASSING 5
122 #define SND_ACTION_IMPACT 6
123 #define SND_ACTION_PUSHING 7
124 #define SND_ACTION_ACTIVATING 8
125 #define SND_ACTION_ACTIVE 9
127 #define NUM_SND_ACTIONS 10
134 } sound_action_properties[] =
136 /* insert _all_ loop sound actions here */
137 { ".waiting", SND_ACTION_WAITING, TRUE },
138 { ".moving", SND_ACTION_MOVING, TRUE }, /* continuos moving */
139 { ".active", SND_ACTION_ACTIVE, TRUE },
140 { ".growing", SND_ACTION_UNKNOWN, TRUE },
141 { ".attacking", SND_ACTION_UNKNOWN, TRUE },
143 /* other (non-loop) sound actions are optional */
144 { ".stepping", SND_ACTION_MOVING, FALSE }, /* discrete moving */
145 { ".digging", SND_ACTION_DIGGING, FALSE },
146 { ".collecting", SND_ACTION_COLLECTING, FALSE },
147 { ".passing", SND_ACTION_PASSING, FALSE },
148 { ".impact", SND_ACTION_IMPACT, FALSE },
149 { ".pushing", SND_ACTION_PUSHING, FALSE },
150 { ".activating", SND_ACTION_ACTIVATING, FALSE },
153 static int element_action_sound[MAX_NUM_ELEMENTS][NUM_SND_ACTIONS];
154 static boolean is_loop_sound[NUM_SOUND_FILES];
156 #define IS_LOOP_SOUND(x) (is_loop_sound[x])
161 static unsigned int getStateCheckSum(int counter)
164 unsigned int mult = 1;
165 unsigned int checksum = 0;
167 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
169 static boolean first_game = TRUE;
171 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
177 lastFeld[x][y] = Feld[x][y];
178 else if (lastFeld[x][y] != Feld[x][y])
179 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
180 x, y, lastFeld[x][y], Feld[x][y]);
184 checksum += mult++ * Ur[x][y];
185 checksum += mult++ * Feld[x][y];
188 checksum += mult++ * MovPos[x][y];
189 checksum += mult++ * MovDir[x][y];
190 checksum += mult++ * MovDelay[x][y];
191 checksum += mult++ * Store[x][y];
192 checksum += mult++ * Store2[x][y];
193 checksum += mult++ * StorePlayer[x][y];
194 checksum += mult++ * Frame[x][y];
195 checksum += mult++ * AmoebaNr[x][y];
196 checksum += mult++ * JustStopped[x][y];
197 checksum += mult++ * Stop[x][y];
201 if (counter == 3 && first_game)
212 void GetPlayerConfig()
214 if (!audio.sound_available)
217 if (!audio.loops_available)
218 setup.sound_loops = FALSE;
220 if (!audio.music_available)
221 setup.sound_music = FALSE;
223 if (!video.fullscreen_available)
224 setup.fullscreen = FALSE;
226 setup.sound_simple = setup.sound;
228 SetAudioMode(setup.sound);
232 static int getBeltNrFromBeltElement(int element)
234 return (element < EL_CONVEYOR_BELT2_LEFT ? 0 :
235 element < EL_CONVEYOR_BELT3_LEFT ? 1 :
236 element < EL_CONVEYOR_BELT4_LEFT ? 2 : 3);
239 static int getBeltNrFromBeltActiveElement(int element)
241 return (element < EL_CONVEYOR_BELT2_LEFT_ACTIVE ? 0 :
242 element < EL_CONVEYOR_BELT3_LEFT_ACTIVE ? 1 :
243 element < EL_CONVEYOR_BELT4_LEFT_ACTIVE ? 2 : 3);
246 static int getBeltNrFromBeltSwitchElement(int element)
248 return (element < EL_CONVEYOR_BELT2_SWITCH_LEFT ? 0 :
249 element < EL_CONVEYOR_BELT3_SWITCH_LEFT ? 1 :
250 element < EL_CONVEYOR_BELT4_SWITCH_LEFT ? 2 : 3);
253 static int getBeltDirNrFromBeltSwitchElement(int element)
255 static int belt_base_element[4] =
257 EL_CONVEYOR_BELT1_SWITCH_LEFT,
258 EL_CONVEYOR_BELT2_SWITCH_LEFT,
259 EL_CONVEYOR_BELT3_SWITCH_LEFT,
260 EL_CONVEYOR_BELT4_SWITCH_LEFT
263 int belt_nr = getBeltNrFromBeltSwitchElement(element);
264 int belt_dir_nr = element - belt_base_element[belt_nr];
266 return (belt_dir_nr % 3);
269 static int getBeltDirFromBeltSwitchElement(int element)
271 static int belt_move_dir[3] =
278 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
280 return belt_move_dir[belt_dir_nr];
283 static void InitField(int x, int y, boolean init_game)
290 if (stored_player[0].present)
292 Feld[x][y] = EL_SP_MURPHY_CLONE;
303 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER1];
304 int jx = player->jx, jy = player->jy;
306 player->present = TRUE;
308 if (!options.network || player->connected)
310 player->active = TRUE;
312 /* remove potentially duplicate players */
313 if (StorePlayer[jx][jy] == Feld[x][y])
314 StorePlayer[jx][jy] = 0;
316 StorePlayer[x][y] = Feld[x][y];
320 printf("Player %d activated.\n", player->element_nr);
321 printf("[Local player is %d and currently %s.]\n",
322 local_player->element_nr,
323 local_player->active ? "active" : "not active");
327 Feld[x][y] = EL_EMPTY;
328 player->jx = player->last_jx = x;
329 player->jy = player->last_jy = y;
334 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
335 Feld[x][y] = EL_ACIDPOOL_TOPLEFT;
336 else if (x > 0 && Feld[x-1][y] == EL_ACID)
337 Feld[x][y] = EL_ACIDPOOL_TOPRIGHT;
338 else if (y > 0 && Feld[x][y-1] == EL_ACIDPOOL_TOPLEFT)
339 Feld[x][y] = EL_ACIDPOOL_BOTTOMLEFT;
340 else if (y > 0 && Feld[x][y-1] == EL_ACID)
341 Feld[x][y] = EL_ACIDPOOL_BOTTOM;
342 else if (y > 0 && Feld[x][y-1] == EL_ACIDPOOL_TOPRIGHT)
343 Feld[x][y] = EL_ACIDPOOL_BOTTOMRIGHT;
351 case EL_SPACESHIP_RIGHT:
352 case EL_SPACESHIP_UP:
353 case EL_SPACESHIP_LEFT:
354 case EL_SPACESHIP_DOWN:
356 case EL_BD_BUTTERFLY_RIGHT:
357 case EL_BD_BUTTERFLY_UP:
358 case EL_BD_BUTTERFLY_LEFT:
359 case EL_BD_BUTTERFLY_DOWN:
360 case EL_BD_BUTTERFLY:
361 case EL_BD_FIREFLY_RIGHT:
362 case EL_BD_FIREFLY_UP:
363 case EL_BD_FIREFLY_LEFT:
364 case EL_BD_FIREFLY_DOWN:
366 case EL_PACMAN_RIGHT:
390 if (y == lev_fieldy - 1)
392 Feld[x][y] = EL_AMOEBA_CREATING;
393 Store[x][y] = EL_AMOEBA_WET;
397 case EL_DYNAMITE_ACTIVE:
402 local_player->lights_still_needed++;
405 case EL_SOKOBAN_FIELD_EMPTY:
406 local_player->sokobanfields_still_needed++;
410 local_player->friends_still_needed++;
415 MovDir[x][y] = 1 << RND(4);
419 Feld[x][y] = EL_EMPTY;
422 case EL_EM_KEY1_FILE:
423 Feld[x][y] = EL_EM_KEY1;
425 case EL_EM_KEY2_FILE:
426 Feld[x][y] = EL_EM_KEY2;
428 case EL_EM_KEY3_FILE:
429 Feld[x][y] = EL_EM_KEY3;
431 case EL_EM_KEY4_FILE:
432 Feld[x][y] = EL_EM_KEY4;
435 case EL_CONVEYOR_BELT1_SWITCH_LEFT:
436 case EL_CONVEYOR_BELT1_SWITCH_MIDDLE:
437 case EL_CONVEYOR_BELT1_SWITCH_RIGHT:
438 case EL_CONVEYOR_BELT2_SWITCH_LEFT:
439 case EL_CONVEYOR_BELT2_SWITCH_MIDDLE:
440 case EL_CONVEYOR_BELT2_SWITCH_RIGHT:
441 case EL_CONVEYOR_BELT3_SWITCH_LEFT:
442 case EL_CONVEYOR_BELT3_SWITCH_MIDDLE:
443 case EL_CONVEYOR_BELT3_SWITCH_RIGHT:
444 case EL_CONVEYOR_BELT4_SWITCH_LEFT:
445 case EL_CONVEYOR_BELT4_SWITCH_MIDDLE:
446 case EL_CONVEYOR_BELT4_SWITCH_RIGHT:
449 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
450 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
451 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
453 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
455 game.belt_dir[belt_nr] = belt_dir;
456 game.belt_dir_nr[belt_nr] = belt_dir_nr;
458 else /* more than one switch -- set it like the first switch */
460 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
465 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
467 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
470 case EL_LIGHT_SWITCH_ACTIVE:
472 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
480 void DrawGameDoorValues()
484 for (i=0; i<MAX_PLAYERS; i++)
486 if (stored_player[i].key[j])
487 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
488 GFX_SCHLUESSEL1 + j);
490 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
491 int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
492 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
493 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
494 DrawText(DX + XX_SCORE, DY + YY_SCORE,
495 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
496 DrawText(DX + XX_TIME, DY + YY_TIME,
497 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
502 =============================================================================
504 -----------------------------------------------------------------------------
505 initialize sound effect lookup table for element actions
506 =============================================================================
511 int sound_effect_properties[NUM_SOUND_FILES];
515 debug_print_timestamp(0, NULL);
518 for (i=0; i<MAX_NUM_ELEMENTS; i++)
519 for (j=0; j<NUM_SND_ACTIONS; j++)
520 element_action_sound[i][j] = -1;
522 for (i=0; i<NUM_SOUND_FILES; i++)
524 int len_effect_text = strlen(sound_files[i].token);
526 sound_effect_properties[i] = SND_ACTION_UNKNOWN;
527 is_loop_sound[i] = FALSE;
529 /* determine all loop sounds and identify certain sound classes */
531 for (j=0; sound_action_properties[j].text; j++)
533 int len_action_text = strlen(sound_action_properties[j].text);
535 if (len_action_text < len_effect_text &&
536 strcmp(&sound_files[i].token[len_effect_text - len_action_text],
537 sound_action_properties[j].text) == 0)
539 sound_effect_properties[i] = sound_action_properties[j].value;
541 if (sound_action_properties[j].is_loop)
542 is_loop_sound[i] = TRUE;
546 /* associate elements and some selected sound actions */
548 for (j=0; j<MAX_NUM_ELEMENTS; j++)
550 if (element_info[j].sound_class_name)
552 int len_class_text = strlen(element_info[j].sound_class_name);
554 if (len_class_text + 1 < len_effect_text &&
555 strncmp(sound_files[i].token,
556 element_info[j].sound_class_name, len_class_text) == 0 &&
557 sound_files[i].token[len_class_text] == '.')
559 int sound_action_value = sound_effect_properties[i];
561 element_action_sound[j][sound_action_value] = i;
568 debug_print_timestamp(0, "InitGameEngine");
574 int element = EL_SAND;
575 int sound_action = SND_ACTION_DIGGING;
578 while (sound_action_properties[j].text)
580 if (sound_action_properties[j].value == sound_action)
581 printf("element %d, sound action '%s' == %d\n",
582 element, sound_action_properties[j].text,
583 element_action_sound[element][sound_action]);
592 =============================================================================
594 -----------------------------------------------------------------------------
595 initialize game engine due to level / tape version number
596 =============================================================================
599 static void InitGameEngine()
603 game.engine_version = (tape.playing ? tape.engine_version :
607 printf("level %d: level version == %06d\n", level_nr, level.game_version);
608 printf(" tape version == %06d [%s] [file: %06d]\n",
609 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
611 printf(" => game.engine_version == %06d\n", game.engine_version);
614 /* dynamically adjust player properties according to game engine version */
615 game.initial_move_delay =
616 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
617 INITIAL_MOVE_DELAY_OFF);
619 /* dynamically adjust player properties according to level information */
620 game.initial_move_delay_value =
621 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
623 /* dynamically adjust element properties according to game engine version */
625 static int ep_em_slippery_wall[] =
634 static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall);
636 for (i=0; i<ep_em_slippery_wall_num; i++)
638 if (level.em_slippery_gems) /* special EM style gems behaviour */
639 Elementeigenschaften2[ep_em_slippery_wall[i]] |=
640 EP_BIT_EM_SLIPPERY_WALL;
642 Elementeigenschaften2[ep_em_slippery_wall[i]] &=
643 ~EP_BIT_EM_SLIPPERY_WALL;
646 /* "EL_WALL_GROWING_ACTIVE" wasn't slippery for EM gems in version 2.0.1 */
647 if (level.em_slippery_gems && game.engine_version > VERSION_IDENT(2,0,1))
648 Elementeigenschaften2[EL_WALL_GROWING_ACTIVE] |= EP_BIT_EM_SLIPPERY_WALL;
650 Elementeigenschaften2[EL_WALL_GROWING_ACTIVE] &=~EP_BIT_EM_SLIPPERY_WALL;
656 =============================================================================
658 -----------------------------------------------------------------------------
659 initialize and start new game
660 =============================================================================
665 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
666 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
667 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
674 #if USE_NEW_AMOEBA_CODE
675 printf("Using new amoeba code.\n");
677 printf("Using old amoeba code.\n");
682 /* don't play tapes over network */
683 network_playing = (options.network && !tape.playing);
685 for (i=0; i<MAX_PLAYERS; i++)
687 struct PlayerInfo *player = &stored_player[i];
689 player->index_nr = i;
690 player->element_nr = EL_PLAYER1 + i;
692 player->present = FALSE;
693 player->active = FALSE;
696 player->effective_action = 0;
697 player->programmed_action = 0;
700 player->gems_still_needed = level.gems_needed;
701 player->sokobanfields_still_needed = 0;
702 player->lights_still_needed = 0;
703 player->friends_still_needed = 0;
706 player->key[j] = FALSE;
708 player->dynamite = 0;
709 player->dynabomb_count = 0;
710 player->dynabomb_size = 1;
711 player->dynabombs_left = 0;
712 player->dynabomb_xl = FALSE;
714 player->MovDir = MV_NO_MOVING;
716 player->Pushing = FALSE;
717 player->Switching = FALSE;
721 player->actual_frame_counter = 0;
723 player->frame_reset_delay = 0;
725 player->last_move_dir = MV_NO_MOVING;
726 player->is_moving = FALSE;
728 player->move_delay = game.initial_move_delay;
729 player->move_delay_value = game.initial_move_delay_value;
731 player->push_delay = 0;
732 player->push_delay_value = 5;
734 player->snapped = FALSE;
736 player->last_jx = player->last_jy = 0;
737 player->jx = player->jy = 0;
739 player->shield_passive_time_left = 0;
740 player->shield_active_time_left = 0;
742 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
743 SnapField(player, 0, 0);
745 player->LevelSolved = FALSE;
746 player->GameOver = FALSE;
749 network_player_action_received = FALSE;
751 #if defined(PLATFORM_UNIX)
752 /* initial null action */
754 SendToServer_MovePlayer(MV_NO_MOVING);
762 TimeLeft = level.time;
764 ScreenMovDir = MV_NO_MOVING;
768 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
770 AllPlayersGone = FALSE;
772 game.yam_content_nr = 0;
773 game.magic_wall_active = FALSE;
774 game.magic_wall_time_left = 0;
775 game.light_time_left = 0;
776 game.timegate_time_left = 0;
777 game.switchgate_pos = 0;
778 game.balloon_dir = MV_NO_MOVING;
779 game.explosions_delayed = TRUE;
783 game.belt_dir[i] = MV_NO_MOVING;
784 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
787 for (i=0; i<MAX_NUM_AMOEBA; i++)
788 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
790 for (x=0; x<lev_fieldx; x++)
792 for (y=0; y<lev_fieldy; y++)
794 Feld[x][y] = Ur[x][y];
795 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
796 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
799 JustStopped[x][y] = 0;
801 ExplodeField[x][y] = EX_NO_EXPLOSION;
805 for(y=0; y<lev_fieldy; y++)
807 for(x=0; x<lev_fieldx; x++)
809 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
811 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
813 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
816 InitField(x, y, TRUE);
820 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
821 emulate_sb ? EMU_SOKOBAN :
822 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
824 /* correct non-moving belts to start moving left */
826 if (game.belt_dir[i] == MV_NO_MOVING)
827 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
829 /* check if any connected player was not found in playfield */
830 for (i=0; i<MAX_PLAYERS; i++)
832 struct PlayerInfo *player = &stored_player[i];
834 if (player->connected && !player->present)
836 for (j=0; j<MAX_PLAYERS; j++)
838 struct PlayerInfo *some_player = &stored_player[j];
839 int jx = some_player->jx, jy = some_player->jy;
841 /* assign first free player found that is present in the playfield */
842 if (some_player->present && !some_player->connected)
844 player->present = TRUE;
845 player->active = TRUE;
846 some_player->present = FALSE;
848 StorePlayer[jx][jy] = player->element_nr;
849 player->jx = player->last_jx = jx;
850 player->jy = player->last_jy = jy;
860 /* when playing a tape, eliminate all players who do not participate */
862 for (i=0; i<MAX_PLAYERS; i++)
864 if (stored_player[i].active && !tape.player_participates[i])
866 struct PlayerInfo *player = &stored_player[i];
867 int jx = player->jx, jy = player->jy;
869 player->active = FALSE;
870 StorePlayer[jx][jy] = 0;
871 Feld[jx][jy] = EL_EMPTY;
875 else if (!options.network && !setup.team_mode) /* && !tape.playing */
877 /* when in single player mode, eliminate all but the first active player */
879 for (i=0; i<MAX_PLAYERS; i++)
881 if (stored_player[i].active)
883 for (j=i+1; j<MAX_PLAYERS; j++)
885 if (stored_player[j].active)
887 struct PlayerInfo *player = &stored_player[j];
888 int jx = player->jx, jy = player->jy;
890 player->active = FALSE;
891 StorePlayer[jx][jy] = 0;
892 Feld[jx][jy] = EL_EMPTY;
899 /* when recording the game, store which players take part in the game */
902 for (i=0; i<MAX_PLAYERS; i++)
903 if (stored_player[i].active)
904 tape.player_participates[i] = TRUE;
909 for (i=0; i<MAX_PLAYERS; i++)
911 struct PlayerInfo *player = &stored_player[i];
913 printf("Player %d: present == %d, connected == %d, active == %d.\n",
918 if (local_player == player)
919 printf("Player %d is local player.\n", i+1);
923 if (BorderElement == EL_EMPTY)
926 SBX_Right = lev_fieldx - SCR_FIELDX;
928 SBY_Lower = lev_fieldy - SCR_FIELDY;
933 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
935 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
938 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
939 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
941 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
942 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
945 scroll_y = SBY_Upper;
946 if (local_player->jx >= SBX_Left + MIDPOSX)
947 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
948 local_player->jx - MIDPOSX :
950 if (local_player->jy >= SBY_Upper + MIDPOSY)
951 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
952 local_player->jy - MIDPOSY :
955 CloseDoor(DOOR_CLOSE_1);
961 /* after drawing the level, correct some elements */
962 if (game.timegate_time_left == 0)
963 CloseAllOpenTimegates();
965 if (setup.soft_scrolling)
966 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
968 redraw_mask |= REDRAW_FROM_BACKBUFFER;
970 /* copy default game door content to main double buffer */
971 BlitBitmap(pix[PIX_DOOR], drawto,
972 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
975 DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
976 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
979 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
980 int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3);
981 BlitBitmap(drawto, drawto,
982 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
983 FONT5_XSIZE * 3, FONT5_YSIZE - 1,
984 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
987 DrawGameDoorValues();
991 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
992 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
993 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
997 /* copy actual game door content to door double buffer for OpenDoor() */
998 BlitBitmap(drawto, pix[PIX_DB_DOOR],
999 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
1001 OpenDoor(DOOR_OPEN_ALL);
1003 PlaySoundStereo(SND_GAME_STARTING, SOUND_MAX_RIGHT);
1004 if (setup.sound_music)
1005 PlayMusic(level_nr);
1007 KeyboardAutoRepeatOff();
1012 printf("Player %d %sactive.\n",
1013 i + 1, (stored_player[i].active ? "" : "not "));
1017 void InitMovDir(int x, int y)
1019 int i, element = Feld[x][y];
1020 static int xy[4][2] =
1027 static int direction[3][4] =
1029 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1030 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1031 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1040 Feld[x][y] = EL_BUG;
1041 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
1044 case EL_SPACESHIP_RIGHT:
1045 case EL_SPACESHIP_UP:
1046 case EL_SPACESHIP_LEFT:
1047 case EL_SPACESHIP_DOWN:
1048 Feld[x][y] = EL_SPACESHIP;
1049 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
1052 case EL_BD_BUTTERFLY_RIGHT:
1053 case EL_BD_BUTTERFLY_UP:
1054 case EL_BD_BUTTERFLY_LEFT:
1055 case EL_BD_BUTTERFLY_DOWN:
1056 Feld[x][y] = EL_BD_BUTTERFLY;
1057 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
1060 case EL_BD_FIREFLY_RIGHT:
1061 case EL_BD_FIREFLY_UP:
1062 case EL_BD_FIREFLY_LEFT:
1063 case EL_BD_FIREFLY_DOWN:
1064 Feld[x][y] = EL_BD_FIREFLY;
1065 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1068 case EL_PACMAN_RIGHT:
1070 case EL_PACMAN_LEFT:
1071 case EL_PACMAN_DOWN:
1072 Feld[x][y] = EL_PACMAN;
1073 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1076 case EL_SP_SNIKSNAK:
1077 MovDir[x][y] = MV_UP;
1080 case EL_SP_ELECTRON:
1081 MovDir[x][y] = MV_LEFT;
1088 Feld[x][y] = EL_MOLE;
1089 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1093 MovDir[x][y] = 1 << RND(4);
1094 if (element != EL_BUG &&
1095 element != EL_SPACESHIP &&
1096 element != EL_BD_BUTTERFLY &&
1097 element != EL_BD_FIREFLY)
1102 int x1 = x + xy[i][0];
1103 int y1 = y + xy[i][1];
1105 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1107 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1109 MovDir[x][y] = direction[0][i];
1112 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1113 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1115 MovDir[x][y] = direction[1][i];
1124 void InitAmoebaNr(int x, int y)
1127 int group_nr = AmoebeNachbarNr(x, y);
1131 for (i=1; i<MAX_NUM_AMOEBA; i++)
1133 if (AmoebaCnt[i] == 0)
1141 AmoebaNr[x][y] = group_nr;
1142 AmoebaCnt[group_nr]++;
1143 AmoebaCnt2[group_nr]++;
1149 boolean raise_level = FALSE;
1151 if (local_player->MovPos)
1154 local_player->LevelSolved = FALSE;
1156 PlaySoundStereo(SND_GAME_WINNING, SOUND_MAX_RIGHT);
1160 if (!tape.playing && setup.sound_loops)
1161 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1162 SND_CTRL_PLAY_LOOP);
1164 while (TimeLeft > 0)
1166 if (!tape.playing && !setup.sound_loops)
1167 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1168 if (TimeLeft > 0 && !(TimeLeft % 10))
1169 RaiseScore(level.score[SC_ZEITBONUS]);
1170 if (TimeLeft > 100 && !(TimeLeft % 10))
1174 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
1181 if (!tape.playing && setup.sound_loops)
1182 StopSound(SND_GAME_LEVELTIME_BONUS);
1184 else if (level.time == 0) /* level without time limit */
1186 if (!tape.playing && setup.sound_loops)
1187 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1188 SND_CTRL_PLAY_LOOP);
1190 while (TimePlayed < 999)
1192 if (!tape.playing && !setup.sound_loops)
1193 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1194 if (TimePlayed < 999 && !(TimePlayed % 10))
1195 RaiseScore(level.score[SC_ZEITBONUS]);
1196 if (TimePlayed < 900 && !(TimePlayed % 10))
1200 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
1207 if (!tape.playing && setup.sound_loops)
1208 StopSound(SND_GAME_LEVELTIME_BONUS);
1215 /* Hero disappears */
1216 DrawLevelField(ExitX, ExitY);
1222 CloseDoor(DOOR_CLOSE_1);
1227 SaveTape(tape.level_nr); /* Ask to save tape */
1230 if (level_nr == leveldir_current->handicap_level)
1232 leveldir_current->handicap_level++;
1233 SaveLevelSetup_SeriesInfo();
1236 if (level_editor_test_game)
1237 local_player->score = -1; /* no highscore when playing from editor */
1238 else if (level_nr < leveldir_current->last_level)
1239 raise_level = TRUE; /* advance to next level */
1241 if ((hi_pos = NewHiScore()) >= 0)
1243 game_status = HALLOFFAME;
1244 DrawHallOfFame(hi_pos);
1253 game_status = MAINMENU;
1270 LoadScore(level_nr);
1272 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1273 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1276 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1278 if (local_player->score > highscore[k].Score)
1280 /* player has made it to the hall of fame */
1282 if (k < MAX_SCORE_ENTRIES - 1)
1284 int m = MAX_SCORE_ENTRIES - 1;
1287 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1288 if (!strcmp(setup.player_name, highscore[l].Name))
1290 if (m == k) /* player's new highscore overwrites his old one */
1296 strcpy(highscore[l].Name, highscore[l - 1].Name);
1297 highscore[l].Score = highscore[l - 1].Score;
1304 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1305 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1306 highscore[k].Score = local_player->score;
1312 else if (!strncmp(setup.player_name, highscore[k].Name,
1313 MAX_PLAYER_NAME_LEN))
1314 break; /* player already there with a higher score */
1320 SaveScore(level_nr);
1325 void InitMovingField(int x, int y, int direction)
1327 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1328 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1330 MovDir[x][y] = direction;
1331 MovDir[newx][newy] = direction;
1332 if (Feld[newx][newy] == EL_EMPTY)
1333 Feld[newx][newy] = EL_BLOCKED;
1336 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1338 int direction = MovDir[x][y];
1339 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1340 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1346 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1348 int oldx = x, oldy = y;
1349 int direction = MovDir[x][y];
1351 if (direction == MV_LEFT)
1353 else if (direction == MV_RIGHT)
1355 else if (direction == MV_UP)
1357 else if (direction == MV_DOWN)
1360 *comes_from_x = oldx;
1361 *comes_from_y = oldy;
1364 int MovingOrBlocked2Element(int x, int y)
1366 int element = Feld[x][y];
1368 if (element == EL_BLOCKED)
1372 Blocked2Moving(x, y, &oldx, &oldy);
1373 return Feld[oldx][oldy];
1379 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1381 /* like MovingOrBlocked2Element(), but if element is moving
1382 and (x,y) is the field the moving element is just leaving,
1383 return EL_BLOCKED instead of the element value */
1384 int element = Feld[x][y];
1386 if (IS_MOVING(x, y))
1388 if (element == EL_BLOCKED)
1392 Blocked2Moving(x, y, &oldx, &oldy);
1393 return Feld[oldx][oldy];
1402 static void RemoveField(int x, int y)
1404 Feld[x][y] = EL_EMPTY;
1410 void RemoveMovingField(int x, int y)
1412 int oldx = x, oldy = y, newx = x, newy = y;
1414 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1417 if (IS_MOVING(x, y))
1419 Moving2Blocked(x, y, &newx, &newy);
1420 if (Feld[newx][newy] != EL_BLOCKED)
1423 else if (Feld[x][y] == EL_BLOCKED)
1425 Blocked2Moving(x, y, &oldx, &oldy);
1426 if (!IS_MOVING(oldx, oldy))
1430 if (Feld[x][y] == EL_BLOCKED &&
1431 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1432 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1433 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1434 Feld[oldx][oldy] == EL_AMOEBA_DRIPPING))
1435 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1437 Feld[oldx][oldy] = EL_EMPTY;
1439 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1441 Feld[newx][newy] = EL_EMPTY;
1442 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1443 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1445 DrawLevelField(oldx, oldy);
1446 DrawLevelField(newx, newy);
1449 void DrawDynamite(int x, int y)
1451 int sx = SCREENX(x), sy = SCREENY(y);
1452 int graphic = el2gfx(Feld[x][y]);
1455 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1459 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
1461 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1463 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
1468 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
1472 if (game.emulation == EMU_SUPAPLEX)
1473 DrawGraphic(sx, sy, GFX_SP_DISK_RED);
1474 else if (Store[x][y])
1475 DrawGraphicThruMask(sx, sy, graphic + phase);
1477 DrawGraphic(sx, sy, graphic + phase);
1480 void CheckDynamite(int x, int y)
1482 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1487 if (!(MovDelay[x][y] % 6))
1488 PlaySoundLevelAction(x, y, SND_ACTION_ACTIVE);
1490 if (IS_ACTIVE_BOMB(Feld[x][y]))
1492 int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6);
1494 if (!(MovDelay[x][y] % delay))
1502 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1503 StopSound(SND_DYNAMITE_ACTIVE);
1505 StopSound(SND_DYNABOMB_ACTIVE);
1510 void Explode(int ex, int ey, int phase, int mode)
1513 int num_phase = 9, delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1514 int last_phase = num_phase * delay;
1515 int half_phase = (num_phase / 2) * delay;
1516 int first_phase_after_start = EX_PHASE_START + 1;
1518 if (game.explosions_delayed)
1520 ExplodeField[ex][ey] = mode;
1524 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1526 int center_element = Feld[ex][ey];
1528 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1530 /* put moving element to center field (and let it explode there) */
1531 center_element = MovingOrBlocked2Element(ex, ey);
1532 RemoveMovingField(ex, ey);
1533 Feld[ex][ey] = center_element;
1536 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1540 if (!IN_LEV_FIELD(x, y) ||
1541 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
1542 (x != ex || y != ey)))
1545 element = Feld[x][y];
1547 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1549 element = MovingOrBlocked2Element(x, y);
1550 RemoveMovingField(x, y);
1553 if (IS_MASSIVE(element) || element == EL_FLAMES)
1556 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1558 if (IS_ACTIVE_BOMB(element))
1560 /* re-activate things under the bomb like gate or penguin */
1561 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
1568 if (element == EL_EXPLOSION)
1569 element = Store2[x][y];
1571 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1573 switch(StorePlayer[ex][ey])
1576 Store[x][y] = EL_EMERALD_RED;
1579 Store[x][y] = EL_EMERALD;
1582 Store[x][y] = EL_EMERALD_PURPLE;
1586 Store[x][y] = EL_EMERALD_YELLOW;
1590 if (game.emulation == EMU_SUPAPLEX)
1591 Store[x][y] = EL_EMPTY;
1593 else if (center_element == EL_MOLE)
1594 Store[x][y] = EL_EMERALD_RED;
1595 else if (center_element == EL_PENGUIN)
1596 Store[x][y] = EL_EMERALD_PURPLE;
1597 else if (center_element == EL_BUG)
1598 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
1599 else if (center_element == EL_BD_BUTTERFLY)
1600 Store[x][y] = EL_BD_DIAMOND;
1601 else if (center_element == EL_SP_ELECTRON)
1602 Store[x][y] = EL_SP_INFOTRON;
1603 else if (center_element == EL_YAMYAM)
1604 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1605 else if (center_element == EL_AMOEBA_TO_DIAMOND)
1606 Store[x][y] = level.amoeba_content;
1607 else if (element == EL_WALL_EMERALD)
1608 Store[x][y] = EL_EMERALD;
1609 else if (element == EL_WALL_DIAMOND)
1610 Store[x][y] = EL_DIAMOND;
1611 else if (element == EL_WALL_BD_DIAMOND)
1612 Store[x][y] = EL_BD_DIAMOND;
1613 else if (element == EL_WALL_EMERALD_YELLOW)
1614 Store[x][y] = EL_EMERALD_YELLOW;
1615 else if (element == EL_WALL_EMERALD_RED)
1616 Store[x][y] = EL_EMERALD_RED;
1617 else if (element == EL_WALL_EMERALD_PURPLE)
1618 Store[x][y] = EL_EMERALD_PURPLE;
1619 else if (element == EL_WALL_PEARL)
1620 Store[x][y] = EL_PEARL;
1621 else if (element == EL_WALL_CRYSTAL)
1622 Store[x][y] = EL_CRYSTAL;
1623 else if (!IS_PFORTE(Store[x][y]))
1624 Store[x][y] = EL_EMPTY;
1626 if (x != ex || y != ey ||
1627 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
1628 Store2[x][y] = element;
1630 if (AmoebaNr[x][y] &&
1631 (element == EL_AMOEBA_FULL ||
1632 element == EL_BD_AMOEBA ||
1633 element == EL_AMOEBA_CREATING))
1635 AmoebaCnt[AmoebaNr[x][y]]--;
1636 AmoebaCnt2[AmoebaNr[x][y]]--;
1639 Feld[x][y] = EL_EXPLOSION;
1640 MovDir[x][y] = MovPos[x][y] = 0;
1646 if (center_element == EL_YAMYAM)
1647 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1658 Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
1660 if (phase == first_phase_after_start)
1662 int element = Store2[x][y];
1664 if (element == EL_BLACK_ORB)
1666 Feld[x][y] = Store2[x][y];
1671 else if (phase == half_phase)
1673 int element = Store2[x][y];
1675 if (IS_PLAYER(x, y))
1676 KillHeroUnlessProtected(x, y);
1677 else if (IS_EXPLOSIVE(element))
1679 Feld[x][y] = Store2[x][y];
1683 else if (element == EL_AMOEBA_TO_DIAMOND)
1684 AmoebeUmwandeln(x, y);
1687 if (phase == last_phase)
1691 element = Feld[x][y] = Store[x][y];
1692 Store[x][y] = Store2[x][y] = 0;
1693 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1694 InitField(x, y, FALSE);
1695 if (CAN_MOVE(element) || COULD_MOVE(element))
1697 DrawLevelField(x, y);
1699 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1700 StorePlayer[x][y] = 0;
1702 else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1704 int graphic = GFX_EXPLOSION;
1706 if (game.emulation == EMU_SUPAPLEX)
1707 graphic = (Store[x][y] == EL_SP_INFOTRON ?
1708 GFX_SP_EXPLODE_INFOTRON :
1709 GFX_SP_EXPLODE_EMPTY);
1712 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1714 graphic += (phase / delay - 1);
1716 if (IS_PFORTE(Store[x][y]))
1718 DrawLevelElement(x, y, Store[x][y]);
1719 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic);
1722 DrawGraphic(SCREENX(x), SCREENY(y), graphic);
1726 void DynaExplode(int ex, int ey)
1729 int dynabomb_size = 1;
1730 boolean dynabomb_xl = FALSE;
1731 struct PlayerInfo *player;
1732 static int xy[4][2] =
1740 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1742 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER1_ACTIVE];
1743 dynabomb_size = player->dynabomb_size;
1744 dynabomb_xl = player->dynabomb_xl;
1745 player->dynabombs_left++;
1748 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1752 for (j=1; j<=dynabomb_size; j++)
1754 int x = ex + j * xy[i % 4][0];
1755 int y = ey + j * xy[i % 4][1];
1758 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1761 element = Feld[x][y];
1763 /* do not restart explosions of fields with active bombs */
1764 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
1767 Explode(x, y, EX_PHASE_START, EX_BORDER);
1769 if (element != EL_EMPTY &&
1770 element != EL_SAND &&
1771 element != EL_EXPLOSION &&
1778 void Bang(int x, int y)
1780 int element = Feld[x][y];
1782 if (game.emulation == EMU_SUPAPLEX)
1783 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
1785 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
1788 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1796 case EL_BD_BUTTERFLY:
1799 case EL_DARK_YAMYAM:
1803 RaiseScoreElement(element);
1804 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1806 case EL_DYNABOMB_PLAYER1_ACTIVE:
1807 case EL_DYNABOMB_PLAYER2_ACTIVE:
1808 case EL_DYNABOMB_PLAYER3_ACTIVE:
1809 case EL_DYNABOMB_PLAYER4_ACTIVE:
1810 case EL_DYNABOMB_NR:
1811 case EL_DYNABOMB_SZ:
1812 case EL_DYNABOMB_XL:
1817 case EL_LAMP_ACTIVE:
1818 if (IS_PLAYER(x, y))
1819 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1821 Explode(x, y, EX_PHASE_START, EX_CENTER);
1824 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1829 void Blurb(int x, int y)
1831 int element = Feld[x][y];
1833 if (element != EL_ACID_SPLASHING_LEFT &&
1834 element != EL_ACID_SPLASHING_RIGHT) /* start */
1836 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
1837 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1838 (!IN_LEV_FIELD(x-1, y-1) ||
1839 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1841 Feld[x-1][y] = EL_ACID_SPLASHING_LEFT;
1843 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1844 (!IN_LEV_FIELD(x+1, y-1) ||
1845 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1847 Feld[x+1][y] = EL_ACID_SPLASHING_RIGHT;
1853 (element == EL_ACID_SPLASHING_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1855 if (!MovDelay[x][y]) /* initialize animation counter */
1858 if (MovDelay[x][y]) /* continue animation */
1861 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1862 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1864 if (!MovDelay[x][y])
1866 Feld[x][y] = EL_EMPTY;
1867 DrawLevelField(x, y);
1873 static void ToggleBeltSwitch(int x, int y)
1875 static int belt_base_element[4] =
1877 EL_CONVEYOR_BELT1_LEFT,
1878 EL_CONVEYOR_BELT2_LEFT,
1879 EL_CONVEYOR_BELT3_LEFT,
1880 EL_CONVEYOR_BELT4_LEFT
1882 static int belt_base_active_element[4] =
1884 EL_CONVEYOR_BELT1_LEFT_ACTIVE,
1885 EL_CONVEYOR_BELT2_LEFT_ACTIVE,
1886 EL_CONVEYOR_BELT3_LEFT_ACTIVE,
1887 EL_CONVEYOR_BELT4_LEFT_ACTIVE
1889 static int belt_base_switch_element[4] =
1891 EL_CONVEYOR_BELT1_SWITCH_LEFT,
1892 EL_CONVEYOR_BELT2_SWITCH_LEFT,
1893 EL_CONVEYOR_BELT3_SWITCH_LEFT,
1894 EL_CONVEYOR_BELT4_SWITCH_LEFT
1896 static int belt_move_dir[4] =
1904 int element = Feld[x][y];
1905 int belt_nr = getBeltNrFromBeltSwitchElement(element);
1906 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1907 int belt_dir = belt_move_dir[belt_dir_nr];
1910 if (!IS_BELT_SWITCH(element))
1913 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1914 game.belt_dir[belt_nr] = belt_dir;
1916 if (belt_dir_nr == 3)
1919 for (yy=0; yy<lev_fieldy; yy++)
1921 for (xx=0; xx<lev_fieldx; xx++)
1923 int element = Feld[xx][yy];
1925 if (IS_BELT_SWITCH(element))
1927 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
1929 if (e_belt_nr == belt_nr)
1931 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
1932 DrawLevelField(xx, yy);
1935 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
1937 int e_belt_nr = getBeltNrFromBeltElement(element);
1939 if (e_belt_nr == belt_nr)
1941 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
1943 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
1944 DrawLevelField(xx, yy);
1947 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
1949 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
1951 if (e_belt_nr == belt_nr)
1953 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
1955 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
1956 DrawLevelField(xx, yy);
1963 static void ToggleSwitchgateSwitch(int x, int y)
1967 game.switchgate_pos = !game.switchgate_pos;
1969 for (yy=0; yy<lev_fieldy; yy++)
1971 for (xx=0; xx<lev_fieldx; xx++)
1973 int element = Feld[xx][yy];
1975 if (element == EL_SWITCHGATE_SWITCH_UP ||
1976 element == EL_SWITCHGATE_SWITCH_DOWN)
1978 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
1979 DrawLevelField(xx, yy);
1981 else if (element == EL_SWITCHGATE_OPEN ||
1982 element == EL_SWITCHGATE_OPENING)
1984 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
1985 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
1987 else if (element == EL_SWITCHGATE_CLOSED ||
1988 element == EL_SWITCHGATE_CLOSING)
1990 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
1991 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
1997 static int getInvisibleActiveFromInvisibleElement(int element)
1999 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2000 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2001 EL_INVISIBLE_SAND_ACTIVE);
2004 static int getInvisibleFromInvisibleActiveElement(int element)
2006 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2007 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2011 static void RedrawAllLightSwitchesAndInvisibleElements()
2015 for (y=0; y<lev_fieldy; y++)
2017 for (x=0; x<lev_fieldx; x++)
2019 int element = Feld[x][y];
2021 if (element == EL_LIGHT_SWITCH &&
2022 game.light_time_left > 0)
2024 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2025 DrawLevelField(x, y);
2027 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2028 game.light_time_left == 0)
2030 Feld[x][y] = EL_LIGHT_SWITCH;
2031 DrawLevelField(x, y);
2033 else if (element == EL_INVISIBLE_STEELWALL ||
2034 element == EL_INVISIBLE_WALL ||
2035 element == EL_INVISIBLE_SAND)
2037 if (game.light_time_left > 0)
2038 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2040 DrawLevelField(x, y);
2042 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2043 element == EL_INVISIBLE_WALL_ACTIVE ||
2044 element == EL_INVISIBLE_SAND_ACTIVE)
2046 if (game.light_time_left == 0)
2047 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2049 DrawLevelField(x, y);
2055 static void ToggleLightSwitch(int x, int y)
2057 int element = Feld[x][y];
2059 game.light_time_left =
2060 (element == EL_LIGHT_SWITCH ?
2061 level.time_light * FRAMES_PER_SECOND : 0);
2063 RedrawAllLightSwitchesAndInvisibleElements();
2066 static void ActivateTimegateSwitch(int x, int y)
2070 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2072 for (yy=0; yy<lev_fieldy; yy++)
2074 for (xx=0; xx<lev_fieldx; xx++)
2076 int element = Feld[xx][yy];
2078 if (element == EL_TIMEGATE_CLOSED ||
2079 element == EL_TIMEGATE_CLOSING)
2081 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2082 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2086 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2088 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2089 DrawLevelField(xx, yy);
2096 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2099 void Impact(int x, int y)
2101 boolean lastline = (y == lev_fieldy-1);
2102 boolean object_hit = FALSE;
2103 int element = Feld[x][y];
2106 if (!lastline) /* check if element below was hit */
2108 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
2111 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
2112 MovDir[x][y+1]!=MV_DOWN ||
2113 MovPos[x][y+1]<=TILEY/2));
2115 smashed = MovingOrBlocked2Element(x, y+1);
2118 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2124 if ((element == EL_BOMB ||
2125 element == EL_SP_DISK_ORANGE ||
2126 element == EL_DX_SUPABOMB) &&
2127 (lastline || object_hit)) /* element is bomb */
2132 else if (element == EL_PEARL)
2134 Feld[x][y] = EL_PEARL_BREAKING;
2135 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2139 if (element == EL_AMOEBA_DROP && (lastline || object_hit))
2141 if (object_hit && IS_PLAYER(x, y+1))
2142 KillHeroUnlessProtected(x, y+1);
2143 else if (object_hit && smashed == EL_PENGUIN)
2147 Feld[x][y] = EL_AMOEBA_CREATING;
2148 Store[x][y] = EL_AMOEBA_WET;
2153 if (!lastline && object_hit) /* check which object was hit */
2155 if (CAN_CHANGE(element) &&
2156 (smashed == EL_MAGIC_WALL || smashed == EL_BD_MAGIC_WALL))
2159 int activated_magic_wall =
2160 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2161 EL_BD_MAGIC_WALL_ACTIVE);
2163 /* activate magic wall / mill */
2164 for (yy=0; yy<lev_fieldy; yy++)
2165 for (xx=0; xx<lev_fieldx; xx++)
2166 if (Feld[xx][yy] == smashed)
2167 Feld[xx][yy] = activated_magic_wall;
2169 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2170 game.magic_wall_active = TRUE;
2172 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2173 SND_MAGIC_WALL_ACTIVATING :
2174 SND_BD_MAGIC_WALL_ACTIVATING));
2177 if (IS_PLAYER(x, y+1))
2179 KillHeroUnlessProtected(x, y+1);
2182 else if (smashed == EL_PENGUIN)
2187 else if (element == EL_BD_DIAMOND)
2189 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2195 else if ((element == EL_SP_INFOTRON || element == EL_SP_ZONK) &&
2196 (smashed == EL_SP_SNIKSNAK || smashed == EL_SP_ELECTRON ||
2197 smashed == EL_SP_DISK_ORANGE))
2202 else if (element == EL_ROCK ||
2203 element == EL_SP_ZONK ||
2204 element == EL_BD_ROCK)
2206 if (IS_ENEMY(smashed) ||
2207 smashed == EL_BOMB || smashed == EL_SP_DISK_ORANGE ||
2208 smashed == EL_DX_SUPABOMB ||
2209 smashed == EL_SATELLITE || smashed == EL_PIG ||
2210 smashed == EL_DRAGON || smashed == EL_MOLE)
2215 else if (!IS_MOVING(x, y+1))
2217 if (smashed == EL_LAMP || smashed == EL_LAMP_ACTIVE)
2222 else if (smashed == EL_NUT)
2224 Feld[x][y+1] = EL_CRACKINGNUT;
2225 PlaySoundLevel(x, y, SND_NUT_CRACKING);
2226 RaiseScoreElement(EL_NUT);
2229 else if (smashed == EL_PEARL)
2231 Feld[x][y+1] = EL_PEARL_BREAKING;
2232 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2235 else if (smashed == EL_DIAMOND)
2237 Feld[x][y+1] = EL_EMPTY;
2238 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2241 else if (IS_BELT_SWITCH(smashed))
2243 ToggleBeltSwitch(x, y+1);
2245 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
2246 smashed == EL_SWITCHGATE_SWITCH_DOWN)
2248 ToggleSwitchgateSwitch(x, y+1);
2250 else if (smashed == EL_LIGHT_SWITCH ||
2251 smashed == EL_LIGHT_SWITCH_ACTIVE)
2253 ToggleLightSwitch(x, y+1);
2259 /* play sound of magic wall / mill */
2261 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2262 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2264 if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2265 PlaySoundLevel(x, y, SND_MAGIC_WALL_CHANGING);
2266 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2267 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_CHANGING);
2272 /* play sound of object that hits the ground */
2273 if (lastline || object_hit)
2274 PlaySoundLevelElementAction(x, y, element, SND_ACTION_IMPACT);
2277 void TurnRound(int x, int y)
2289 { 0, 0 }, { 0, 0 }, { 0, 0 },
2294 int left, right, back;
2298 { MV_DOWN, MV_UP, MV_RIGHT },
2299 { MV_UP, MV_DOWN, MV_LEFT },
2301 { MV_LEFT, MV_RIGHT, MV_DOWN },
2302 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2303 { MV_RIGHT, MV_LEFT, MV_UP }
2306 int element = Feld[x][y];
2307 int old_move_dir = MovDir[x][y];
2308 int left_dir = turn[old_move_dir].left;
2309 int right_dir = turn[old_move_dir].right;
2310 int back_dir = turn[old_move_dir].back;
2312 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2313 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2314 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2315 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2317 int left_x = x+left_dx, left_y = y+left_dy;
2318 int right_x = x+right_dx, right_y = y+right_dy;
2319 int move_x = x+move_dx, move_y = y+move_dy;
2321 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2323 TestIfBadThingTouchesOtherBadThing(x, y);
2325 if (IN_LEV_FIELD(right_x, right_y) &&
2326 IS_FREE(right_x, right_y))
2327 MovDir[x][y] = right_dir;
2328 else if (!IN_LEV_FIELD(move_x, move_y) ||
2329 !IS_FREE(move_x, move_y))
2330 MovDir[x][y] = left_dir;
2332 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
2334 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2337 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2338 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2340 TestIfBadThingTouchesOtherBadThing(x, y);
2342 if (IN_LEV_FIELD(left_x, left_y) &&
2343 IS_FREE(left_x, left_y))
2344 MovDir[x][y] = left_dir;
2345 else if (!IN_LEV_FIELD(move_x, move_y) ||
2346 !IS_FREE(move_x, move_y))
2347 MovDir[x][y] = right_dir;
2349 if ((element == EL_SPACESHIP ||
2350 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2351 && MovDir[x][y] != old_move_dir)
2353 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
2356 else if (element == EL_YAMYAM)
2358 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2360 if (IN_LEV_FIELD(left_x, left_y) &&
2361 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2362 Feld[left_x][left_y] == EL_DIAMOND))
2363 can_turn_left = TRUE;
2364 if (IN_LEV_FIELD(right_x, right_y) &&
2365 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2366 Feld[right_x][right_y] == EL_DIAMOND))
2367 can_turn_right = TRUE;
2369 if (can_turn_left && can_turn_right)
2370 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2371 else if (can_turn_left)
2372 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2373 else if (can_turn_right)
2374 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2376 MovDir[x][y] = back_dir;
2378 MovDelay[x][y] = 16+16*RND(3);
2380 else if (element == EL_DARK_YAMYAM)
2382 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2384 if (IN_LEV_FIELD(left_x, left_y) &&
2385 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2386 IS_MAMPF2(Feld[left_x][left_y])))
2387 can_turn_left = TRUE;
2388 if (IN_LEV_FIELD(right_x, right_y) &&
2389 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2390 IS_MAMPF2(Feld[right_x][right_y])))
2391 can_turn_right = TRUE;
2393 if (can_turn_left && can_turn_right)
2394 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2395 else if (can_turn_left)
2396 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2397 else if (can_turn_right)
2398 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2400 MovDir[x][y] = back_dir;
2402 MovDelay[x][y] = 16+16*RND(3);
2404 else if (element == EL_PACMAN)
2406 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2408 if (IN_LEV_FIELD(left_x, left_y) &&
2409 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2410 IS_AMOEBOID(Feld[left_x][left_y])))
2411 can_turn_left = TRUE;
2412 if (IN_LEV_FIELD(right_x, right_y) &&
2413 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2414 IS_AMOEBOID(Feld[right_x][right_y])))
2415 can_turn_right = TRUE;
2417 if (can_turn_left && can_turn_right)
2418 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2419 else if (can_turn_left)
2420 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2421 else if (can_turn_right)
2422 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2424 MovDir[x][y] = back_dir;
2426 MovDelay[x][y] = 6+RND(40);
2428 else if (element == EL_PIG)
2430 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2431 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2432 boolean should_move_on = FALSE;
2434 int rnd = RND(rnd_value);
2436 if (IN_LEV_FIELD(left_x, left_y) &&
2437 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2438 can_turn_left = TRUE;
2439 if (IN_LEV_FIELD(right_x, right_y) &&
2440 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2441 can_turn_right = TRUE;
2442 if (IN_LEV_FIELD(move_x, move_y) &&
2443 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2446 if (can_turn_left &&
2448 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2449 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2450 should_turn_left = TRUE;
2451 if (can_turn_right &&
2453 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2454 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2455 should_turn_right = TRUE;
2457 (!can_turn_left || !can_turn_right ||
2458 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2459 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2460 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2461 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2462 should_move_on = TRUE;
2464 if (should_turn_left || should_turn_right || should_move_on)
2466 if (should_turn_left && should_turn_right && should_move_on)
2467 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2468 rnd < 2*rnd_value/3 ? right_dir :
2470 else if (should_turn_left && should_turn_right)
2471 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2472 else if (should_turn_left && should_move_on)
2473 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2474 else if (should_turn_right && should_move_on)
2475 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2476 else if (should_turn_left)
2477 MovDir[x][y] = left_dir;
2478 else if (should_turn_right)
2479 MovDir[x][y] = right_dir;
2480 else if (should_move_on)
2481 MovDir[x][y] = old_move_dir;
2483 else if (can_move_on && rnd > rnd_value/8)
2484 MovDir[x][y] = old_move_dir;
2485 else if (can_turn_left && can_turn_right)
2486 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2487 else if (can_turn_left && rnd > rnd_value/8)
2488 MovDir[x][y] = left_dir;
2489 else if (can_turn_right && rnd > rnd_value/8)
2490 MovDir[x][y] = right_dir;
2492 MovDir[x][y] = back_dir;
2494 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2495 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2496 MovDir[x][y] = old_move_dir;
2500 else if (element == EL_DRAGON)
2502 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2504 int rnd = RND(rnd_value);
2506 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2507 can_turn_left = TRUE;
2508 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2509 can_turn_right = TRUE;
2510 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2513 if (can_move_on && rnd > rnd_value/8)
2514 MovDir[x][y] = old_move_dir;
2515 else if (can_turn_left && can_turn_right)
2516 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2517 else if (can_turn_left && rnd > rnd_value/8)
2518 MovDir[x][y] = left_dir;
2519 else if (can_turn_right && rnd > rnd_value/8)
2520 MovDir[x][y] = right_dir;
2522 MovDir[x][y] = back_dir;
2524 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2525 MovDir[x][y] = old_move_dir;
2529 else if (element == EL_MOLE)
2531 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2533 if (IN_LEV_FIELD(move_x, move_y) &&
2534 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2535 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING))
2540 if (IN_LEV_FIELD(left_x, left_y) &&
2541 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2542 can_turn_left = TRUE;
2543 if (IN_LEV_FIELD(right_x, right_y) &&
2544 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2545 can_turn_right = TRUE;
2547 if (can_turn_left && can_turn_right)
2548 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2549 else if (can_turn_left)
2550 MovDir[x][y] = left_dir;
2552 MovDir[x][y] = right_dir;
2555 if (MovDir[x][y] != old_move_dir)
2558 else if (element == EL_BALLOON)
2560 MovDir[x][y] = game.balloon_dir;
2563 else if (element == EL_SPRING_MOVING)
2565 if (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2566 (IN_LEV_FIELD(x, y+1) && IS_FREE(x, y+1)))
2568 Feld[x][y] = EL_SPRING;
2569 MovDir[x][y] = MV_NO_MOVING;
2573 else if (element == EL_ROBOT || element == EL_SATELLITE || element == EL_PENGUIN)
2575 int attr_x = -1, attr_y = -1;
2586 for (i=0; i<MAX_PLAYERS; i++)
2588 struct PlayerInfo *player = &stored_player[i];
2589 int jx = player->jx, jy = player->jy;
2591 if (!player->active)
2594 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2602 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
2608 if (element == EL_PENGUIN)
2611 static int xy[4][2] =
2621 int ex = x + xy[i%4][0];
2622 int ey = y + xy[i%4][1];
2624 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
2633 MovDir[x][y] = MV_NO_MOVING;
2635 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2637 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2639 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2641 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2643 if (element == EL_ROBOT)
2647 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2648 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2649 Moving2Blocked(x, y, &newx, &newy);
2651 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2652 MovDelay[x][y] = 8+8*!RND(3);
2654 MovDelay[x][y] = 16;
2662 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2664 boolean first_horiz = RND(2);
2665 int new_move_dir = MovDir[x][y];
2668 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2669 Moving2Blocked(x, y, &newx, &newy);
2671 if (IN_LEV_FIELD(newx, newy) &&
2672 (IS_FREE(newx, newy) ||
2673 Feld[newx][newy] == EL_ACID ||
2674 (element == EL_PENGUIN &&
2675 (Feld[newx][newy] == EL_EXIT_OPEN ||
2676 IS_MAMPF3(Feld[newx][newy])))))
2680 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2681 Moving2Blocked(x, y, &newx, &newy);
2683 if (IN_LEV_FIELD(newx, newy) &&
2684 (IS_FREE(newx, newy) ||
2685 Feld[newx][newy] == EL_ACID ||
2686 (element == EL_PENGUIN &&
2687 (Feld[newx][newy] == EL_EXIT_OPEN ||
2688 IS_MAMPF3(Feld[newx][newy])))))
2691 MovDir[x][y] = old_move_dir;
2698 static boolean JustBeingPushed(int x, int y)
2702 for (i=0; i<MAX_PLAYERS; i++)
2704 struct PlayerInfo *player = &stored_player[i];
2706 if (player->active && player->Pushing && player->MovPos)
2708 int next_jx = player->jx + (player->jx - player->last_jx);
2709 int next_jy = player->jy + (player->jy - player->last_jy);
2711 if (x == next_jx && y == next_jy)
2719 void StartMoving(int x, int y)
2721 int element = Feld[x][y];
2726 if (CAN_FALL(element) && y<lev_fieldy-1)
2728 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2729 if (JustBeingPushed(x, y))
2732 if (element == EL_QUICKSAND_FULL)
2734 if (IS_FREE(x, y+1))
2736 InitMovingField(x, y, MV_DOWN);
2737 Feld[x][y] = EL_QUICKSAND_EMPTYING;
2738 Store[x][y] = EL_ROCK;
2739 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
2741 else if (Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2743 if (!MovDelay[x][y])
2744 MovDelay[x][y] = TILEY + 1;
2753 Feld[x][y] = EL_QUICKSAND_EMPTY;
2754 Feld[x][y+1] = EL_QUICKSAND_FULL;
2755 Store[x][y+1] = Store[x][y];
2757 PlaySoundLevel(x, y, SND_QUICKSAND_SLIPPING);
2760 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
2761 Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2763 InitMovingField(x, y, MV_DOWN);
2764 Feld[x][y] = EL_QUICKSAND_FILLING;
2765 Store[x][y] = element;
2766 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
2768 else if (element == EL_MAGIC_WALL_FULL)
2770 if (IS_FREE(x, y+1))
2772 InitMovingField(x, y, MV_DOWN);
2773 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
2774 Store[x][y] = EL_CHANGED(Store[x][y]);
2776 else if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2778 if (!MovDelay[x][y])
2779 MovDelay[x][y] = TILEY/4 + 1;
2788 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
2789 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
2790 Store[x][y+1] = EL_CHANGED(Store[x][y]);
2794 else if (element == EL_BD_MAGIC_WALL_FULL)
2796 if (IS_FREE(x, y+1))
2798 InitMovingField(x, y, MV_DOWN);
2799 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
2800 Store[x][y] = EL_CHANGED2(Store[x][y]);
2802 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2804 if (!MovDelay[x][y])
2805 MovDelay[x][y] = TILEY/4 + 1;
2814 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
2815 Feld[x][y+1] = EL_BD_MAGIC_WALL_FULL;
2816 Store[x][y+1] = EL_CHANGED2(Store[x][y]);
2820 else if (CAN_CHANGE(element) &&
2821 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2822 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2824 InitMovingField(x, y, MV_DOWN);
2826 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
2827 EL_BD_MAGIC_WALL_FILLING);
2828 Store[x][y] = element;
2830 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_ACID)
2833 InitMovingField(x, y, MV_DOWN);
2834 Store[x][y] = EL_ACID;
2836 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2841 else if (IS_FREE(x, y+1))
2843 InitMovingField(x, y, MV_DOWN);
2845 else if (element == EL_AMOEBA_DROP)
2847 Feld[x][y] = EL_AMOEBA_CREATING;
2848 Store[x][y] = EL_AMOEBA_WET;
2850 /* Store[x][y+1] must be zero, because:
2851 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y+1] == EL_QUICKSAND_EMPTY
2854 #if OLD_GAME_BEHAVIOUR
2855 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2857 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2858 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2859 element != EL_DX_SUPABOMB)
2862 else if ((IS_SLIPPERY(Feld[x][y+1]) ||
2863 (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
2864 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2865 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
2868 boolean left = (x>0 && IS_FREE(x-1, y) &&
2869 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_ACID));
2870 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2871 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_ACID));
2875 if (left && right &&
2876 (game.emulation != EMU_BOULDERDASH &&
2877 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
2878 left = !(right = RND(2));
2880 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2883 else if (IS_BELT_ACTIVE(Feld[x][y+1]))
2885 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
2886 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
2887 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y+1]);
2888 int belt_dir = game.belt_dir[belt_nr];
2890 if ((belt_dir == MV_LEFT && left_is_free) ||
2891 (belt_dir == MV_RIGHT && right_is_free))
2892 InitMovingField(x, y, belt_dir);
2895 else if (CAN_MOVE(element))
2899 if ((element == EL_SATELLITE || element == EL_BALLOON ||
2900 element == EL_SPRING_MOVING)
2901 && JustBeingPushed(x, y))
2904 if (!MovDelay[x][y]) /* start new movement phase */
2906 /* all objects that can change their move direction after each step */
2907 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2909 if (element!=EL_YAMYAM && element!=EL_DARK_YAMYAM && element!=EL_PACMAN)
2913 if (MovDelay[x][y] && (element == EL_BUG ||
2914 element == EL_SPACESHIP ||
2915 element == EL_SP_SNIKSNAK ||
2916 element == EL_SP_ELECTRON))
2917 DrawNewLevelField(x, y);
2918 else if (MovDelay[x][y] && (element == EL_BUG ||
2919 element == EL_SPACESHIP ||
2920 element == EL_SP_SNIKSNAK ||
2921 element == EL_SP_ELECTRON ||
2922 element == EL_MOLE))
2923 DrawLevelField(x, y);
2927 if (MovDelay[x][y]) /* wait some time before next movement */
2931 if (element == EL_ROBOT ||
2932 element == EL_YAMYAM || element == EL_DARK_YAMYAM)
2934 int phase = MovDelay[x][y] % 8;
2939 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2940 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element) + phase);
2942 if (MovDelay[x][y] % 4 == 3)
2944 if (element == EL_YAMYAM)
2945 PlaySoundLevel(x, y, SND_YAMYAM_WAITING);
2946 else if (element == EL_DARK_YAMYAM)
2947 PlaySoundLevel(x, y, SND_DARK_YAMYAM_WAITING);
2950 else if (element == EL_SP_ELECTRON)
2951 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2952 else if (element == EL_DRAGON)
2955 int dir = MovDir[x][y];
2956 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2957 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2958 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
2959 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
2960 dir == MV_UP ? GFX_FLAMMEN_UP :
2961 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
2962 int phase = FrameCounter % 2;
2964 for (i=1; i<=3; i++)
2966 int xx = x + i*dx, yy = y + i*dy;
2967 int sx = SCREENX(xx), sy = SCREENY(yy);
2969 if (!IN_LEV_FIELD(xx, yy) ||
2970 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLOSION)
2975 int flamed = MovingOrBlocked2Element(xx, yy);
2977 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
2980 RemoveMovingField(xx, yy);
2982 Feld[xx][yy] = EL_FLAMES;
2983 if (IN_SCR_FIELD(sx, sy))
2984 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
2988 if (Feld[xx][yy] == EL_FLAMES)
2989 Feld[xx][yy] = EL_EMPTY;
2990 DrawLevelField(xx, yy);
2995 if (MovDelay[x][y]) /* element still has to wait some time */
2997 PlaySoundLevelAction(x, y, SND_ACTION_WAITING);
3003 /* now make next step */
3005 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
3007 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
3008 !PLAYER_PROTECTED(newx, newy))
3012 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
3015 /* enemy got the player */
3017 KillHero(PLAYERINFO(newx, newy));
3022 else if ((element == EL_PENGUIN || element == EL_ROBOT ||
3023 element == EL_SATELLITE || element == EL_BALLOON) &&
3024 IN_LEV_FIELD(newx, newy) &&
3025 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
3028 Store[x][y] = EL_ACID;
3030 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
3032 if (Feld[newx][newy] == EL_EXIT_OPEN)
3034 Feld[x][y] = EL_EMPTY;
3035 DrawLevelField(x, y);
3037 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING_EXIT);
3038 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
3039 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
3041 local_player->friends_still_needed--;
3042 if (!local_player->friends_still_needed &&
3043 !local_player->GameOver && AllPlayersGone)
3044 local_player->LevelSolved = local_player->GameOver = TRUE;
3048 else if (IS_MAMPF3(Feld[newx][newy]))
3050 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
3051 DrawLevelField(newx, newy);
3053 MovDir[x][y] = MV_NO_MOVING;
3055 else if (!IS_FREE(newx, newy))
3057 if (IS_PLAYER(x, y))
3058 DrawPlayerField(x, y);
3060 DrawLevelField(x, y);
3064 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
3066 if (IS_GEM(Feld[newx][newy]))
3068 if (IS_MOVING(newx, newy))
3069 RemoveMovingField(newx, newy);
3072 Feld[newx][newy] = EL_EMPTY;
3073 DrawLevelField(newx, newy);
3076 PlaySoundLevel(x, y, SND_PIG_EATING);
3078 else if (!IS_FREE(newx, newy))
3080 if (IS_PLAYER(x, y))
3081 DrawPlayerField(x, y);
3083 DrawLevelField(x, y);
3087 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
3089 if (!IS_FREE(newx, newy))
3091 if (IS_PLAYER(x, y))
3092 DrawPlayerField(x, y);
3094 DrawLevelField(x, y);
3099 boolean wanna_flame = !RND(10);
3100 int dx = newx - x, dy = newy - y;
3101 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3102 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3103 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3104 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
3105 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3106 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
3108 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
3109 element1 != EL_DRAGON && element2 != EL_DRAGON &&
3110 element1 != EL_FLAMES && element2 != EL_FLAMES)
3112 if (IS_PLAYER(x, y))
3113 DrawPlayerField(x, y);
3115 DrawLevelField(x, y);
3117 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3119 MovDelay[x][y] = 50;
3120 Feld[newx][newy] = EL_FLAMES;
3121 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
3122 Feld[newx1][newy1] = EL_FLAMES;
3123 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
3124 Feld[newx2][newy2] = EL_FLAMES;
3129 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3130 Feld[newx][newy] == EL_DIAMOND)
3132 if (IS_MOVING(newx, newy))
3133 RemoveMovingField(newx, newy);
3136 Feld[newx][newy] = EL_EMPTY;
3137 DrawNewLevelField(newx, newy);
3140 PlaySoundLevel(x, y, SND_YAMYAM_EATING);
3142 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3143 IS_MAMPF2(Feld[newx][newy]))
3145 if (AmoebaNr[newx][newy])
3147 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3148 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3149 Feld[newx][newy] == EL_BD_AMOEBA)
3150 AmoebaCnt[AmoebaNr[newx][newy]]--;
3153 if (IS_MOVING(newx, newy))
3154 RemoveMovingField(newx, newy);
3157 Feld[newx][newy] = EL_EMPTY;
3158 DrawNewLevelField(newx, newy);
3161 PlaySoundLevel(x, y, SND_DARK_YAMYAM_EATING);
3163 else if ((element == EL_PACMAN || element == EL_MOLE)
3164 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3166 if (AmoebaNr[newx][newy])
3168 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3169 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3170 Feld[newx][newy] == EL_BD_AMOEBA)
3171 AmoebaCnt[AmoebaNr[newx][newy]]--;
3174 if (element == EL_MOLE)
3176 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
3177 PlaySoundLevel(x, y, SND_MOLE_EATING);
3178 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
3179 return; /* wait for shrinking amoeba */
3181 else /* element == EL_PACMAN */
3183 Feld[newx][newy] = EL_EMPTY;
3184 DrawNewLevelField(newx, newy);
3185 PlaySoundLevel(x, y, SND_PACMAN_EATING);
3188 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
3189 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
3190 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
3192 /* wait for shrinking amoeba to completely disappear */
3195 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3197 /* object was running against a wall */
3201 if (element == EL_BUG || element == EL_SPACESHIP ||
3202 element == EL_SP_SNIKSNAK)
3204 DrawLevelField(x, y);
3206 DrawNewLevelField(x, y);
3208 else if (element == EL_BUG || element == EL_SPACESHIP ||
3209 element == EL_SP_SNIKSNAK || element == EL_MOLE)
3211 DrawLevelField(x, y);
3213 DrawNewLevelField(x, y);
3215 else if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
3217 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
3219 DrawNewGraphicAnimation(x, y, el2img(element));
3221 else if (element == EL_SATELLITE)
3223 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
3225 DrawNewGraphicAnimation(x, y, IMG_SATELLITE);
3227 else if (element == EL_SP_ELECTRON)
3229 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
3231 DrawNewGraphicAnimation(x, y, IMG_SP_ELECTRON);
3234 if (DONT_TOUCH(element))
3235 TestIfBadThingTouchesHero(x, y);
3237 PlaySoundLevelAction(x, y, SND_ACTION_WAITING);
3242 InitMovingField(x, y, MovDir[x][y]);
3244 PlaySoundLevelAction(x, y, SND_ACTION_MOVING);
3248 ContinueMoving(x, y);
3251 void ContinueMoving(int x, int y)
3253 int element = Feld[x][y];
3254 int direction = MovDir[x][y];
3255 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3256 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3257 int horiz_move = (dx!=0);
3258 int newx = x + dx, newy = y + dy;
3259 int step = (horiz_move ? dx : dy) * TILEX / 8;
3261 if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DRIPPING)
3263 else if (element == EL_QUICKSAND_FILLING ||
3264 element == EL_QUICKSAND_EMPTYING)
3266 else if (element == EL_MAGIC_WALL_FILLING ||
3267 element == EL_BD_MAGIC_WALL_FILLING ||
3268 element == EL_MAGIC_WALL_EMPTYING ||
3269 element == EL_BD_MAGIC_WALL_EMPTYING)
3271 else if (CAN_FALL(element) && horiz_move &&
3272 y < lev_fieldy-1 && IS_BELT_ACTIVE(Feld[x][y+1]))
3274 else if (element == EL_SPRING_MOVING)
3277 #if OLD_GAME_BEHAVIOUR
3278 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3282 MovPos[x][y] += step;
3284 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
3286 Feld[x][y] = EL_EMPTY;
3287 Feld[newx][newy] = element;
3289 if (element == EL_MOLE)
3292 static int xy[4][2] =
3300 Feld[x][y] = EL_SAND;
3301 DrawNewLevelField(x, y);
3310 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND)
3311 DrawNewLevelField(xx, yy); /* for "ErdreichAnbroeckeln()" */
3315 if (element == EL_QUICKSAND_FILLING)
3317 element = Feld[newx][newy] = get_next_element(element);
3318 Store[newx][newy] = Store[x][y];
3320 else if (element == EL_QUICKSAND_EMPTYING)
3322 Feld[x][y] = get_next_element(element);
3323 element = Feld[newx][newy] = Store[x][y];
3325 else if (element == EL_MAGIC_WALL_FILLING)
3327 element = Feld[newx][newy] = get_next_element(element);
3328 if (!game.magic_wall_active)
3329 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3330 Store[newx][newy] = Store[x][y];
3332 else if (element == EL_MAGIC_WALL_EMPTYING)
3334 Feld[x][y] = get_next_element(element);
3335 if (!game.magic_wall_active)
3336 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3337 element = Feld[newx][newy] = Store[x][y];
3339 else if (element == EL_BD_MAGIC_WALL_FILLING)
3341 element = Feld[newx][newy] = get_next_element(element);
3342 if (!game.magic_wall_active)
3343 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
3344 Store[newx][newy] = Store[x][y];
3346 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
3348 Feld[x][y] = get_next_element(element);
3349 if (!game.magic_wall_active)
3350 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
3351 element = Feld[newx][newy] = Store[x][y];
3353 else if (element == EL_AMOEBA_DRIPPING)
3355 Feld[x][y] = get_next_element(element);
3356 element = Feld[newx][newy] = Store[x][y];
3358 else if (Store[x][y] == EL_ACID)
3360 element = Feld[newx][newy] = EL_ACID;
3364 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3365 MovDelay[newx][newy] = 0;
3367 if (!CAN_MOVE(element))
3368 MovDir[newx][newy] = 0;
3370 DrawNewLevelField(x, y);
3371 DrawNewLevelField(newx, newy);
3373 Stop[newx][newy] = TRUE;
3374 JustStopped[newx][newy] = 3;
3376 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3378 TestIfBadThingTouchesHero(newx, newy);
3379 TestIfBadThingTouchesFriend(newx, newy);
3380 TestIfBadThingTouchesOtherBadThing(newx, newy);
3382 else if (element == EL_PENGUIN)
3383 TestIfFriendTouchesBadThing(newx, newy);
3385 if (CAN_SMASH(element) && direction == MV_DOWN &&
3386 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3389 else /* still moving on */
3391 DrawNewLevelField(x, y);
3395 int AmoebeNachbarNr(int ax, int ay)
3398 int element = Feld[ax][ay];
3400 static int xy[4][2] =
3410 int x = ax + xy[i][0];
3411 int y = ay + xy[i][1];
3413 if (!IN_LEV_FIELD(x, y))
3416 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3417 group_nr = AmoebaNr[x][y];
3423 void AmoebenVereinigen(int ax, int ay)
3425 int i, x, y, xx, yy;
3426 int new_group_nr = AmoebaNr[ax][ay];
3427 static int xy[4][2] =
3435 if (new_group_nr == 0)
3443 if (!IN_LEV_FIELD(x, y))
3446 if ((Feld[x][y] == EL_AMOEBA_FULL ||
3447 Feld[x][y] == EL_BD_AMOEBA ||
3448 Feld[x][y] == EL_AMOEBA_DEAD) &&
3449 AmoebaNr[x][y] != new_group_nr)
3451 int old_group_nr = AmoebaNr[x][y];
3453 if (old_group_nr == 0)
3456 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3457 AmoebaCnt[old_group_nr] = 0;
3458 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3459 AmoebaCnt2[old_group_nr] = 0;
3461 for (yy=0; yy<lev_fieldy; yy++)
3463 for (xx=0; xx<lev_fieldx; xx++)
3465 if (AmoebaNr[xx][yy] == old_group_nr)
3466 AmoebaNr[xx][yy] = new_group_nr;
3473 void AmoebeUmwandeln(int ax, int ay)
3477 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
3479 int group_nr = AmoebaNr[ax][ay];
3484 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3485 printf("AmoebeUmwandeln(): This should never happen!\n");
3490 for (y=0; y<lev_fieldy; y++)
3492 for (x=0; x<lev_fieldx; x++)
3494 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
3497 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
3501 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
3502 SND_AMOEBA_TURNING_TO_GEM :
3503 SND_AMOEBA_TURNING_TO_ROCK));
3508 static int xy[4][2] =
3521 if (!IN_LEV_FIELD(x, y))
3524 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
3526 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
3527 SND_AMOEBA_TURNING_TO_GEM :
3528 SND_AMOEBA_TURNING_TO_ROCK));
3535 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3538 int group_nr = AmoebaNr[ax][ay];
3539 boolean done = FALSE;
3544 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3545 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3550 for (y=0; y<lev_fieldy; y++)
3552 for (x=0; x<lev_fieldx; x++)
3554 if (AmoebaNr[x][y] == group_nr &&
3555 (Feld[x][y] == EL_AMOEBA_DEAD ||
3556 Feld[x][y] == EL_BD_AMOEBA ||
3557 Feld[x][y] == EL_AMOEBA_CREATING))
3560 Feld[x][y] = new_element;
3561 InitField(x, y, FALSE);
3562 DrawLevelField(x, y);
3569 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
3570 SND_BD_AMOEBA_TURNING_TO_ROCK :
3571 SND_BD_AMOEBA_TURNING_TO_GEM));
3574 void AmoebeWaechst(int x, int y)
3576 static unsigned long sound_delay = 0;
3577 static unsigned long sound_delay_value = 0;
3579 if (!MovDelay[x][y]) /* start new growing cycle */
3583 if (DelayReached(&sound_delay, sound_delay_value))
3585 if (Store[x][y] == EL_BD_AMOEBA)
3586 PlaySoundLevel(x, y, SND_BD_AMOEBA_CREATING);
3588 PlaySoundLevel(x, y, SND_AMOEBA_CREATING);
3589 sound_delay_value = 30;
3593 if (MovDelay[x][y]) /* wait some time before growing bigger */
3596 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3597 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
3599 if (!MovDelay[x][y])
3601 Feld[x][y] = Store[x][y];
3603 DrawLevelField(x, y);
3608 void AmoebaDisappearing(int x, int y)
3610 static unsigned long sound_delay = 0;
3611 static unsigned long sound_delay_value = 0;
3613 if (!MovDelay[x][y]) /* start new shrinking cycle */
3617 if (DelayReached(&sound_delay, sound_delay_value))
3618 sound_delay_value = 30;
3621 if (MovDelay[x][y]) /* wait some time before shrinking */
3624 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3625 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + MovDelay[x][y]/2);
3627 if (!MovDelay[x][y])
3629 Feld[x][y] = EL_EMPTY;
3630 DrawLevelField(x, y);
3632 /* don't let mole enter this field in this cycle;
3633 (give priority to objects falling to this field from above) */
3639 void AmoebeAbleger(int ax, int ay)
3642 int element = Feld[ax][ay];
3643 int newax = ax, neway = ay;
3644 static int xy[4][2] =
3652 if (!level.amoeba_speed)
3654 Feld[ax][ay] = EL_AMOEBA_DEAD;
3655 DrawLevelField(ax, ay);
3659 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3660 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3662 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3665 if (MovDelay[ax][ay])
3669 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
3672 int x = ax + xy[start][0];
3673 int y = ay + xy[start][1];
3675 if (!IN_LEV_FIELD(x, y))
3678 if (IS_FREE(x, y) ||
3679 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3685 if (newax == ax && neway == ay)
3688 else /* normal or "filled" (BD style) amoeba */
3691 boolean waiting_for_player = FALSE;
3695 int j = (start + i) % 4;
3696 int x = ax + xy[j][0];
3697 int y = ay + xy[j][1];
3699 if (!IN_LEV_FIELD(x, y))
3702 if (IS_FREE(x, y) ||
3703 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3709 else if (IS_PLAYER(x, y))
3710 waiting_for_player = TRUE;
3713 if (newax == ax && neway == ay) /* amoeba cannot grow */
3715 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3717 Feld[ax][ay] = EL_AMOEBA_DEAD;
3718 DrawLevelField(ax, ay);
3719 AmoebaCnt[AmoebaNr[ax][ay]]--;
3721 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3723 if (element == EL_AMOEBA_FULL)
3724 AmoebeUmwandeln(ax, ay);
3725 else if (element == EL_BD_AMOEBA)
3726 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3731 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
3733 /* amoeba gets larger by growing in some direction */
3735 int new_group_nr = AmoebaNr[ax][ay];
3738 if (new_group_nr == 0)
3740 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3741 printf("AmoebeAbleger(): This should never happen!\n");
3746 AmoebaNr[newax][neway] = new_group_nr;
3747 AmoebaCnt[new_group_nr]++;
3748 AmoebaCnt2[new_group_nr]++;
3750 /* if amoeba touches other amoeba(s) after growing, unify them */
3751 AmoebenVereinigen(newax, neway);
3753 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
3755 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
3761 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
3762 (neway == lev_fieldy - 1 && newax != ax))
3764 Feld[newax][neway] = EL_AMOEBA_CREATING; /* creation of new amoeba */
3765 Store[newax][neway] = element;
3767 else if (neway == ay)
3769 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
3770 PlaySoundLevel(newax, neway, SND_AMOEBA_DROP_CREATING);
3774 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
3775 Feld[ax][ay] = EL_AMOEBA_DRIPPING;
3776 Store[ax][ay] = EL_AMOEBA_DROP;
3777 ContinueMoving(ax, ay);
3781 DrawLevelField(newax, neway);
3784 void Life(int ax, int ay)
3787 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3789 int element = Feld[ax][ay];
3790 boolean changed = FALSE;
3795 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3796 MovDelay[ax][ay] = life_time;
3798 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3801 if (MovDelay[ax][ay])
3805 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3807 int xx = ax+x1, yy = ay+y1;
3810 if (!IN_LEV_FIELD(xx, yy))
3813 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3815 int x = xx+x2, y = yy+y2;
3817 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3820 if (((Feld[x][y] == element ||
3821 (element == EL_GAMEOFLIFE && IS_PLAYER(x, y))) &&
3823 (IS_FREE(x, y) && Stop[x][y]))
3827 if (xx == ax && yy == ay) /* field in the middle */
3829 if (nachbarn < life[0] || nachbarn > life[1])
3831 Feld[xx][yy] = EL_EMPTY;
3833 DrawLevelField(xx, yy);
3834 Stop[xx][yy] = TRUE;
3838 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
3839 { /* free border field */
3840 if (nachbarn >= life[2] && nachbarn <= life[3])
3842 Feld[xx][yy] = element;
3843 MovDelay[xx][yy] = (element == EL_GAMEOFLIFE ? 0 : life_time-1);
3845 DrawLevelField(xx, yy);
3846 Stop[xx][yy] = TRUE;
3853 PlaySoundLevel(ax, ay, element == EL_GAMEOFLIFE ? SND_GAMEOFLIFE_CREATING :
3854 SND_BIOMAZE_CREATING);
3857 void RobotWheel(int x, int y)
3859 if (!MovDelay[x][y]) /* next animation frame */
3860 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3862 if (MovDelay[x][y]) /* wait some time before next frame */
3867 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3868 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
3869 if (!(MovDelay[x][y]%4))
3870 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
3875 Feld[x][y] = EL_ROBOT_WHEEL;
3876 DrawLevelField(x, y);
3877 if (ZX == x && ZY == y)
3881 void TimegateWheel(int x, int y)
3883 if (!MovDelay[x][y]) /* next animation frame */
3884 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3886 if (MovDelay[x][y]) /* wait some time before next frame */
3891 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3892 DrawGraphic(SCREENX(x), SCREENY(y),
3893 GFX_TIMEGATE_SWITCH + MovDelay[x][y]%4);
3894 if (!(MovDelay[x][y]%4))
3895 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
3900 Feld[x][y] = EL_TIMEGATE_SWITCH;
3901 DrawLevelField(x, y);
3902 if (ZX == x && ZY == y)
3906 void Blubber(int x, int y)
3908 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
3909 DrawLevelField(x, y-1);
3911 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
3914 void NussKnacken(int x, int y)
3916 if (!MovDelay[x][y]) /* next animation frame */
3919 if (MovDelay[x][y]) /* wait some time before next frame */
3922 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3923 DrawGraphic(SCREENX(x), SCREENY(y),
3924 GFX_CRACKINGNUT + 3 - MovDelay[x][y]/2);
3926 if (!MovDelay[x][y])
3928 Feld[x][y] = EL_EMERALD;
3929 DrawLevelField(x, y);
3934 void BreakingPearl(int x, int y)
3936 if (!MovDelay[x][y]) /* next animation frame */
3939 if (MovDelay[x][y]) /* wait some time before next frame */
3942 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3943 DrawGraphic(SCREENX(x), SCREENY(y),
3944 GFX_PEARL_BREAKING + 4 - MovDelay[x][y]/2);
3946 if (!MovDelay[x][y])
3948 Feld[x][y] = EL_EMPTY;
3949 DrawLevelField(x, y);
3954 void SiebAktivieren(int x, int y, int typ)
3956 int graphic = (typ == 1 ? GFX_MAGIC_WALL_FULL : GFX_MAGIC_WALL_BD_FULL) + 3;
3958 DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
3961 void AusgangstuerPruefen(int x, int y)
3963 if (local_player->gems_still_needed > 0 ||
3964 local_player->sokobanfields_still_needed > 0 ||
3965 local_player->lights_still_needed > 0)
3968 Feld[x][y] = EL_EXIT_OPENING;
3970 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
3971 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
3972 y < LEVELY(BY1) ? LEVELY(BY1) :
3973 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
3977 void AusgangstuerPruefen_SP(int x, int y)
3979 if (local_player->gems_still_needed > 0)
3982 Feld[x][y] = EL_SP_EXIT_OPEN;
3984 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
3985 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
3986 y < LEVELY(BY1) ? LEVELY(BY1) :
3987 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
3988 SND_SP_EXIT_OPENING);
3991 void AusgangstuerOeffnen(int x, int y)
3995 if (!MovDelay[x][y]) /* next animation frame */
3996 MovDelay[x][y] = 5*delay;
3998 if (MovDelay[x][y]) /* wait some time before next frame */
4003 tuer = MovDelay[x][y]/delay;
4004 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4005 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
4007 if (!MovDelay[x][y])
4009 Feld[x][y] = EL_EXIT_OPEN;
4010 DrawLevelField(x, y);
4015 void AusgangstuerBlinken(int x, int y)
4017 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_PINGPONG);
4020 void OpenSwitchgate(int x, int y)
4024 if (!MovDelay[x][y]) /* next animation frame */
4025 MovDelay[x][y] = 5 * delay;
4027 if (MovDelay[x][y]) /* wait some time before next frame */
4032 phase = MovDelay[x][y] / delay;
4033 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4034 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_OPEN - phase);
4036 if (!MovDelay[x][y])
4038 Feld[x][y] = EL_SWITCHGATE_OPEN;
4039 DrawLevelField(x, y);
4044 void CloseSwitchgate(int x, int y)
4048 if (!MovDelay[x][y]) /* next animation frame */
4049 MovDelay[x][y] = 5 * delay;
4051 if (MovDelay[x][y]) /* wait some time before next frame */
4056 phase = MovDelay[x][y] / delay;
4057 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4058 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_CLOSED + phase);
4060 if (!MovDelay[x][y])
4062 Feld[x][y] = EL_SWITCHGATE_CLOSED;
4063 DrawLevelField(x, y);
4068 void OpenTimegate(int x, int y)
4072 if (!MovDelay[x][y]) /* next animation frame */
4073 MovDelay[x][y] = 5 * delay;
4075 if (MovDelay[x][y]) /* wait some time before next frame */
4080 phase = MovDelay[x][y] / delay;
4081 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4082 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_OPEN - phase);
4084 if (!MovDelay[x][y])
4086 Feld[x][y] = EL_TIMEGATE_OPEN;
4087 DrawLevelField(x, y);
4092 void CloseTimegate(int x, int y)
4096 if (!MovDelay[x][y]) /* next animation frame */
4097 MovDelay[x][y] = 5 * delay;
4099 if (MovDelay[x][y]) /* wait some time before next frame */
4104 phase = MovDelay[x][y] / delay;
4105 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4106 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_CLOSED + phase);
4108 if (!MovDelay[x][y])
4110 Feld[x][y] = EL_TIMEGATE_CLOSED;
4111 DrawLevelField(x, y);
4116 static void CloseAllOpenTimegates()
4120 for (y=0; y<lev_fieldy; y++)
4122 for (x=0; x<lev_fieldx; x++)
4124 int element = Feld[x][y];
4126 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4128 Feld[x][y] = EL_TIMEGATE_CLOSING;
4129 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4135 void EdelsteinFunkeln(int x, int y)
4137 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4140 if (Feld[x][y] == EL_BD_DIAMOND)
4141 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
4144 if (!MovDelay[x][y]) /* next animation frame */
4145 MovDelay[x][y] = 11 * !SimpleRND(500);
4147 if (MovDelay[x][y]) /* wait some time before next frame */
4151 if (setup.direct_draw && MovDelay[x][y])
4152 SetDrawtoField(DRAW_BUFFERED);
4154 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
4158 int phase = (MovDelay[x][y]-1)/2;
4163 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
4165 if (setup.direct_draw)
4169 dest_x = FX + SCREENX(x)*TILEX;
4170 dest_y = FY + SCREENY(y)*TILEY;
4172 BlitBitmap(drawto_field, window,
4173 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4174 SetDrawtoField(DRAW_DIRECT);
4181 void MauerWaechst(int x, int y)
4185 if (!MovDelay[x][y]) /* next animation frame */
4186 MovDelay[x][y] = 3*delay;
4188 if (MovDelay[x][y]) /* wait some time before next frame */
4193 phase = 2-MovDelay[x][y]/delay;
4194 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4195 DrawGraphic(SCREENX(x), SCREENY(y),
4196 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
4197 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
4198 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
4199 GFX_MAUER_DOWN ) + phase);
4201 if (!MovDelay[x][y])
4203 if (MovDir[x][y] == MV_LEFT)
4205 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
4206 DrawLevelField(x-1, y);
4208 else if (MovDir[x][y] == MV_RIGHT)
4210 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
4211 DrawLevelField(x+1, y);
4213 else if (MovDir[x][y] == MV_UP)
4215 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
4216 DrawLevelField(x, y-1);
4220 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
4221 DrawLevelField(x, y+1);
4224 Feld[x][y] = Store[x][y];
4226 MovDir[x][y] = MV_NO_MOVING;
4227 DrawLevelField(x, y);
4232 void MauerAbleger(int ax, int ay)
4234 int element = Feld[ax][ay];
4235 boolean oben_frei = FALSE, unten_frei = FALSE;
4236 boolean links_frei = FALSE, rechts_frei = FALSE;
4237 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4238 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4239 boolean new_wall = FALSE;
4241 if (!MovDelay[ax][ay]) /* start building new wall */
4242 MovDelay[ax][ay] = 6;
4244 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4247 if (MovDelay[ax][ay])
4251 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4253 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4255 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4257 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4260 if (element == EL_WALL_GROWING_Y || element == EL_WALL_GROWING_XY)
4264 Feld[ax][ay-1] = EL_WALL_GROWING_ACTIVE;
4265 Store[ax][ay-1] = element;
4266 MovDir[ax][ay-1] = MV_UP;
4267 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4268 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
4273 Feld[ax][ay+1] = EL_WALL_GROWING_ACTIVE;
4274 Store[ax][ay+1] = element;
4275 MovDir[ax][ay+1] = MV_DOWN;
4276 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4277 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
4282 if (element == EL_WALL_GROWING_X || element == EL_WALL_GROWING_XY ||
4283 element == EL_WALL_GROWING)
4287 Feld[ax-1][ay] = EL_WALL_GROWING_ACTIVE;
4288 Store[ax-1][ay] = element;
4289 MovDir[ax-1][ay] = MV_LEFT;
4290 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4291 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
4297 Feld[ax+1][ay] = EL_WALL_GROWING_ACTIVE;
4298 Store[ax+1][ay] = element;
4299 MovDir[ax+1][ay] = MV_RIGHT;
4300 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4301 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
4306 if (element == EL_WALL_GROWING && (links_frei || rechts_frei))
4307 DrawLevelField(ax, ay);
4309 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
4311 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
4312 unten_massiv = TRUE;
4313 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
4314 links_massiv = TRUE;
4315 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
4316 rechts_massiv = TRUE;
4318 if (((oben_massiv && unten_massiv) ||
4319 element == EL_WALL_GROWING_X || element == EL_WALL_GROWING) &&
4320 ((links_massiv && rechts_massiv) ||
4321 element == EL_WALL_GROWING_Y))
4322 Feld[ax][ay] = EL_WALL;
4325 PlaySoundLevel(ax, ay, SND_WALL_GROWING);
4328 void CheckForDragon(int x, int y)
4331 boolean dragon_found = FALSE;
4332 static int xy[4][2] =
4344 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4346 if (IN_LEV_FIELD(xx, yy) &&
4347 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
4349 if (Feld[xx][yy] == EL_DRAGON)
4350 dragon_found = TRUE;
4363 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4365 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
4367 Feld[xx][yy] = EL_EMPTY;
4368 DrawLevelField(xx, yy);
4377 static void CheckBuggyBase(int x, int y)
4379 int element = Feld[x][y];
4381 if (element == EL_SP_BUGGY_BASE)
4383 if (!MovDelay[x][y]) /* wait some time before activating base */
4384 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4389 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4390 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
4394 Feld[x][y] = EL_SP_BUGGY_BASE_ACTIVE;
4397 else if (element == EL_SP_BUGGY_BASE_ACTIVE)
4399 if (!MovDelay[x][y]) /* start activating buggy base */
4400 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
4408 static int xy[4][2] =
4416 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4417 DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
4421 int xx = x + xy[i][0], yy = y + xy[i][1];
4423 if (IS_PLAYER(xx, yy))
4425 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
4433 Feld[x][y] = EL_SP_BUGGY_BASE;
4434 DrawLevelField(x, y);
4439 static void CheckTrap(int x, int y)
4441 int element = Feld[x][y];
4443 if (element == EL_TRAP)
4445 if (!MovDelay[x][y]) /* wait some time before activating trap */
4446 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4454 Feld[x][y] = EL_TRAP_ACTIVE;
4455 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
4458 else if (element == EL_TRAP_ACTIVE)
4463 if (!MovDelay[x][y]) /* start activating trap */
4464 MovDelay[x][y] = num_frames * delay;
4472 if (!(MovDelay[x][y] % delay))
4474 int phase = MovDelay[x][y]/delay;
4476 if (phase >= num_frames/2)
4477 phase = num_frames - phase;
4479 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4481 DrawGraphic(SCREENX(x),SCREENY(y), GFX_TRAP_INACTIVE + phase - 1);
4482 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
4489 Feld[x][y] = EL_TRAP;
4490 DrawLevelField(x, y);
4495 static void DrawBeltAnimation(int x, int y, int element)
4497 int belt_nr = getBeltNrFromBeltActiveElement(element);
4498 int belt_dir = game.belt_dir[belt_nr];
4500 if (belt_dir != MV_NO_MOVING)
4503 int mode = (belt_dir == MV_LEFT ? ANIM_NORMAL : ANIM_REVERSE);
4504 int graphic = el2gfx(element) + (belt_dir == MV_LEFT ? 0 : 7);
4506 DrawGraphicAnimation(x, y, graphic, 8, delay, mode);
4508 if (!(FrameCounter % 2))
4509 PlaySoundLevel(x, y, SND_CONVEYOR_BELT_ACTIVE);
4513 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4515 static byte stored_player_action[MAX_PLAYERS];
4516 static int num_stored_actions = 0;
4518 static boolean save_tape_entry = FALSE;
4520 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4521 int left = player_action & JOY_LEFT;
4522 int right = player_action & JOY_RIGHT;
4523 int up = player_action & JOY_UP;
4524 int down = player_action & JOY_DOWN;
4525 int button1 = player_action & JOY_BUTTON_1;
4526 int button2 = player_action & JOY_BUTTON_2;
4527 int dx = (left ? -1 : right ? 1 : 0);
4528 int dy = (up ? -1 : down ? 1 : 0);
4530 stored_player_action[player->index_nr] = 0;
4531 num_stored_actions++;
4533 if (!player->active || tape.pausing)
4539 save_tape_entry = TRUE;
4541 player->frame_reset_delay = 0;
4544 snapped = SnapField(player, dx, dy);
4548 bombed = PlaceBomb(player);
4549 moved = MoveFigure(player, dx, dy);
4552 if (tape.single_step && tape.recording && !tape.pausing)
4554 if (button1 || (bombed && !moved))
4556 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
4557 SnapField(player, 0, 0); /* stop snapping */
4562 if (tape.recording && (moved || snapped || bombed))
4564 if (bombed && !moved)
4565 player_action &= JOY_BUTTON;
4567 stored_player_action[player->index_nr] = player_action;
4568 save_tape_entry = TRUE;
4570 else if (tape.playing && snapped)
4571 SnapField(player, 0, 0); /* stop snapping */
4573 stored_player_action[player->index_nr] = player_action;
4578 /* no actions for this player (no input at player's configured device) */
4580 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4581 SnapField(player, 0, 0);
4582 CheckGravityMovement(player);
4585 if (player->MovPos == 0) /* needed for tape.playing */
4586 player->is_moving = FALSE;
4589 if (player->MovPos == 0) /* needed for tape.playing */
4590 player->last_move_dir = MV_NO_MOVING;
4592 /* !!! CHECK THIS AGAIN !!!
4593 (Seems to be needed for some EL_ROBOT stuff, but breaks
4594 tapes when walking through pipes!)
4597 /* it seems that "player->last_move_dir" is misused as some sort of
4598 "player->is_just_moving_in_this_moment", which is needed for the
4599 robot stuff (robots don't kill players when they are moving)
4603 if (++player->frame_reset_delay > player->move_delay_value)
4608 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
4610 TapeRecordAction(stored_player_action);
4611 num_stored_actions = 0;
4612 save_tape_entry = FALSE;
4615 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
4617 TapeRecordAction(stored_player_action);
4618 num_stored_actions = 0;
4623 if (tape.playing && !tape.pausing && !player_action &&
4624 tape.counter < tape.length)
4626 int jx = player->jx, jy = player->jy;
4628 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
4630 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
4631 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
4633 int dx = (next_joy == JOY_LEFT ? -1 : +1);
4635 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
4637 int el = Feld[jx+dx][jy];
4638 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SATELLITE ? 2 :
4639 (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10);
4641 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
4643 player->MovDir = next_joy;
4644 player->Frame = FrameCounter % 4;
4645 player->Pushing = TRUE;
4655 static unsigned long action_delay = 0;
4656 unsigned long action_delay_value;
4657 int sieb_x = 0, sieb_y = 0;
4658 int i, x, y, element;
4659 byte *recorded_player_action;
4660 byte summarized_player_action = 0;
4662 if (game_status != PLAYING)
4665 action_delay_value =
4666 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4668 if (tape.playing && tape.index_search && !tape.pausing)
4669 action_delay_value = 0;
4671 /* ---------- main game synchronization point ---------- */
4673 WaitUntilDelayReached(&action_delay, action_delay_value);
4675 if (network_playing && !network_player_action_received)
4679 printf("DEBUG: try to get network player actions in time\n");
4683 #if defined(PLATFORM_UNIX)
4684 /* last chance to get network player actions without main loop delay */
4688 if (game_status != PLAYING)
4691 if (!network_player_action_received)
4695 printf("DEBUG: failed to get network player actions in time\n");
4705 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4707 for (i=0; i<MAX_PLAYERS; i++)
4709 summarized_player_action |= stored_player[i].action;
4711 if (!network_playing)
4712 stored_player[i].effective_action = stored_player[i].action;
4715 #if defined(PLATFORM_UNIX)
4716 if (network_playing)
4717 SendToServer_MovePlayer(summarized_player_action);
4720 if (!options.network && !setup.team_mode)
4721 local_player->effective_action = summarized_player_action;
4723 for (i=0; i<MAX_PLAYERS; i++)
4725 int actual_player_action = stored_player[i].effective_action;
4727 if (stored_player[i].programmed_action)
4728 actual_player_action = stored_player[i].programmed_action;
4730 if (recorded_player_action)
4731 actual_player_action = recorded_player_action[i];
4733 PlayerActions(&stored_player[i], actual_player_action);
4734 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4737 network_player_action_received = FALSE;
4739 ScrollScreen(NULL, SCROLL_GO_ON);
4745 if (TimeFrames == 0 && local_player->active)
4747 extern unsigned int last_RND();
4749 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
4750 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
4757 if (GameFrameDelay >= 500)
4758 printf("FrameCounter == %d\n", FrameCounter);
4767 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4770 if (JustStopped[x][y] > 0)
4771 JustStopped[x][y]--;
4774 if (IS_BLOCKED(x, y))
4778 Blocked2Moving(x, y, &oldx, &oldy);
4779 if (!IS_MOVING(oldx, oldy))
4781 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4782 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4783 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4784 printf("GameActions(): This should never happen!\n");
4790 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4792 element = Feld[x][y];
4794 if (IS_INACTIVE(element))
4797 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4801 if (IS_GEM(element) || element == EL_SP_INFOTRON)
4802 EdelsteinFunkeln(x, y);
4804 else if (IS_MOVING(x, y))
4805 ContinueMoving(x, y);
4806 else if (IS_ACTIVE_BOMB(element))
4807 CheckDynamite(x, y);
4809 else if (element == EL_EXPLOSION && !game.explosions_delayed)
4810 Explode(x, y, Frame[x][y], EX_NORMAL);
4812 else if (element == EL_AMOEBA_CREATING)
4813 AmoebeWaechst(x, y);
4814 else if (element == EL_AMOEBA_SHRINKING)
4815 AmoebaDisappearing(x, y);
4817 #if !USE_NEW_AMOEBA_CODE
4818 else if (IS_AMOEBALIVE(element))
4819 AmoebeAbleger(x, y);
4822 else if (element == EL_GAMEOFLIFE || element == EL_BIOMAZE)
4824 else if (element == EL_ROBOT_WHEEL_ACTIVE)
4826 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
4827 TimegateWheel(x, y);
4828 else if (element == EL_ACID)
4830 else if (element == EL_ACID_SPLASHING_LEFT ||
4831 element == EL_ACID_SPLASHING_RIGHT)
4833 else if (element == EL_CRACKINGNUT)
4835 else if (element == EL_PEARL_BREAKING)
4836 BreakingPearl(x, y);
4837 else if (element == EL_EXIT_CLOSED)
4838 AusgangstuerPruefen(x, y);
4839 else if (element == EL_SP_EXIT_CLOSED)
4840 AusgangstuerPruefen_SP(x, y);
4841 else if (element == EL_EXIT_OPENING)
4842 AusgangstuerOeffnen(x, y);
4843 else if (element == EL_EXIT_OPEN)
4844 AusgangstuerBlinken(x, y);
4845 else if (element == EL_SP_EXIT_OPEN)
4846 ; /* !!! ADD SOME (OPTIONAL) ANIMATIONS HERE !!! */
4847 else if (element == EL_WALL_GROWING_ACTIVE)
4849 else if (element == EL_WALL_GROWING ||
4850 element == EL_WALL_GROWING_X ||
4851 element == EL_WALL_GROWING_Y ||
4852 element == EL_WALL_GROWING_XY)
4854 else if (element == EL_FLAMES)
4855 CheckForDragon(x, y);
4856 else if (element == EL_SP_BUGGY_BASE || element == EL_SP_BUGGY_BASE_ACTIVE)
4857 CheckBuggyBase(x, y);
4858 else if (element == EL_TRAP || element == EL_TRAP_ACTIVE)
4860 else if (element == EL_SP_TERMINAL)
4861 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL);
4862 else if (element == EL_SP_TERMINAL_ACTIVE)
4864 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
4866 if (!(FrameCounter % 4))
4867 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVE);
4870 else if (IS_BELT_ACTIVE(element))
4871 DrawBeltAnimation(x, y, element);
4872 else if (element == EL_SWITCHGATE_OPENING)
4873 OpenSwitchgate(x, y);
4874 else if (element == EL_SWITCHGATE_CLOSING)
4875 CloseSwitchgate(x, y);
4876 else if (element == EL_TIMEGATE_OPENING)
4878 else if (element == EL_TIMEGATE_CLOSING)
4879 CloseTimegate(x, y);
4880 else if (element == EL_EXTRA_TIME)
4881 DrawGraphicAnimation(x, y, GFX_EXTRA_TIME, 6, 4, ANIM_NORMAL);
4882 else if (element == EL_SHIELD_NORMAL)
4884 DrawGraphicAnimation(x, y, GFX_SHIELD_PASSIVE, 6, 4, ANIM_NORMAL);
4886 if (!(FrameCounter % 4))
4887 PlaySoundLevel(x, y, SND_SHIELD_PASSIVE_ACTIVATED);
4890 else if (element == EL_SHIELD_DEADLY)
4892 DrawGraphicAnimation(x, y, GFX_SHIELD_ACTIVE, 6, 4, ANIM_NORMAL);
4894 if (!(FrameCounter % 4))
4895 PlaySoundLevel(x, y, SND_SHIELD_DEADLY_ACTIVE);
4899 if (game.magic_wall_active)
4901 boolean sieb = FALSE;
4902 int jx = local_player->jx, jy = local_player->jy;
4904 if (element == EL_MAGIC_WALL_FULL ||
4905 element == EL_MAGIC_WALL_ACTIVE ||
4906 element == EL_MAGIC_WALL_EMPTYING)
4908 SiebAktivieren(x, y, 1);
4911 else if (element == EL_BD_MAGIC_WALL_FULL ||
4912 element == EL_BD_MAGIC_WALL_ACTIVE ||
4913 element == EL_BD_MAGIC_WALL_EMPTYING)
4915 SiebAktivieren(x, y, 2);
4919 /* play the element sound at the position nearest to the player */
4920 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
4928 #if USE_NEW_AMOEBA_CODE
4929 /* new experimental amoeba growth stuff */
4931 if (!(FrameCounter % 8))
4934 static unsigned long random = 1684108901;
4936 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
4939 x = (random >> 10) % lev_fieldx;
4940 y = (random >> 20) % lev_fieldy;
4942 x = RND(lev_fieldx);
4943 y = RND(lev_fieldy);
4945 element = Feld[x][y];
4947 if (!IS_PLAYER(x,y) &&
4948 (element == EL_EMPTY ||
4949 element == EL_SAND ||
4950 element == EL_QUICKSAND_EMPTY ||
4951 element == EL_ACID_SPLASHING_LEFT ||
4952 element == EL_ACID_SPLASHING_RIGHT))
4954 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
4955 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
4956 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
4957 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
4958 Feld[x][y] = EL_AMOEBA_DROP;
4961 random = random * 129 + 1;
4967 if (game.explosions_delayed)
4970 game.explosions_delayed = FALSE;
4972 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4974 element = Feld[x][y];
4976 if (ExplodeField[x][y])
4977 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
4978 else if (element == EL_EXPLOSION)
4979 Explode(x, y, Frame[x][y], EX_NORMAL);
4981 ExplodeField[x][y] = EX_NO_EXPLOSION;
4984 game.explosions_delayed = TRUE;
4987 if (game.magic_wall_active)
4989 if (!(game.magic_wall_time_left % 4))
4991 int element = Feld[sieb_x][sieb_y];
4993 if (element == EL_BD_MAGIC_WALL_FULL ||
4994 element == EL_BD_MAGIC_WALL_ACTIVE ||
4995 element == EL_BD_MAGIC_WALL_EMPTYING)
4996 PlaySoundLevel(sieb_x, sieb_y, SND_BD_MAGIC_WALL_ACTIVE);
4998 PlaySoundLevel(sieb_x, sieb_y, SND_MAGIC_WALL_ACTIVE);
5001 if (game.magic_wall_time_left > 0)
5003 game.magic_wall_time_left--;
5004 if (!game.magic_wall_time_left)
5006 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5008 element = Feld[x][y];
5010 if (element == EL_MAGIC_WALL_ACTIVE ||
5011 element == EL_MAGIC_WALL_FULL)
5013 Feld[x][y] = EL_MAGIC_WALL_DEAD;
5014 DrawLevelField(x, y);
5016 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
5017 element == EL_BD_MAGIC_WALL_FULL)
5019 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
5020 DrawLevelField(x, y);
5024 game.magic_wall_active = FALSE;
5029 if (game.light_time_left > 0)
5031 game.light_time_left--;
5033 if (game.light_time_left == 0)
5034 RedrawAllLightSwitchesAndInvisibleElements();
5037 if (game.timegate_time_left > 0)
5039 game.timegate_time_left--;
5041 if (game.timegate_time_left == 0)
5042 CloseAllOpenTimegates();
5045 for (i=0; i<MAX_PLAYERS; i++)
5047 struct PlayerInfo *player = &stored_player[i];
5049 if (SHIELD_ON(player))
5051 if (player->shield_active_time_left)
5052 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
5053 else if (player->shield_passive_time_left)
5054 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
5058 if (TimeFrames >= (1000 / GameFrameDelay))
5063 for (i=0; i<MAX_PLAYERS; i++)
5065 struct PlayerInfo *player = &stored_player[i];
5067 if (SHIELD_ON(player))
5069 player->shield_passive_time_left--;
5071 if (player->shield_active_time_left > 0)
5072 player->shield_active_time_left--;
5076 if (tape.recording || tape.playing)
5077 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
5083 if (TimeLeft <= 10 && setup.time_limit)
5084 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MAX_RIGHT);
5086 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5088 if (!TimeLeft && setup.time_limit)
5089 for (i=0; i<MAX_PLAYERS; i++)
5090 KillHero(&stored_player[i]);
5092 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
5093 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
5098 if (options.debug) /* calculate frames per second */
5100 static unsigned long fps_counter = 0;
5101 static int fps_frames = 0;
5102 unsigned long fps_delay_ms = Counter() - fps_counter;
5106 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
5108 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
5111 fps_counter = Counter();
5114 redraw_mask |= REDRAW_FPS;
5118 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
5120 int min_x = x, min_y = y, max_x = x, max_y = y;
5123 for (i=0; i<MAX_PLAYERS; i++)
5125 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5127 if (!stored_player[i].active || &stored_player[i] == player)
5130 min_x = MIN(min_x, jx);
5131 min_y = MIN(min_y, jy);
5132 max_x = MAX(max_x, jx);
5133 max_y = MAX(max_y, jy);
5136 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
5139 static boolean AllPlayersInVisibleScreen()
5143 for (i=0; i<MAX_PLAYERS; i++)
5145 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5147 if (!stored_player[i].active)
5150 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5157 void ScrollLevel(int dx, int dy)
5159 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
5162 BlitBitmap(drawto_field, drawto_field,
5163 FX + TILEX*(dx == -1) - softscroll_offset,
5164 FY + TILEY*(dy == -1) - softscroll_offset,
5165 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
5166 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
5167 FX + TILEX*(dx == 1) - softscroll_offset,
5168 FY + TILEY*(dy == 1) - softscroll_offset);
5172 x = (dx == 1 ? BX1 : BX2);
5173 for (y=BY1; y<=BY2; y++)
5174 DrawScreenField(x, y);
5178 y = (dy == 1 ? BY1 : BY2);
5179 for (x=BX1; x<=BX2; x++)
5180 DrawScreenField(x, y);
5183 redraw_mask |= REDRAW_FIELD;
5186 static void CheckGravityMovement(struct PlayerInfo *player)
5188 if (level.gravity && !player->programmed_action)
5190 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
5191 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
5193 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
5194 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
5195 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
5196 int jx = player->jx, jy = player->jy;
5197 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
5198 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
5199 int new_jx = jx + dx, new_jy = jy + dy;
5200 boolean field_under_player_is_free =
5201 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
5202 boolean player_is_moving_to_valid_field =
5203 (IN_LEV_FIELD(new_jx, new_jy) &&
5204 (Feld[new_jx][new_jy] == EL_SP_BASE ||
5205 Feld[new_jx][new_jy] == EL_SAND));
5207 if (field_under_player_is_free &&
5208 !player_is_moving_to_valid_field &&
5209 !IS_TUBE(Feld[jx][jy]))
5210 player->programmed_action = MV_DOWN;
5214 boolean MoveFigureOneStep(struct PlayerInfo *player,
5215 int dx, int dy, int real_dx, int real_dy)
5217 int jx = player->jx, jy = player->jy;
5218 int new_jx = jx+dx, new_jy = jy+dy;
5222 if (!player->active || (!dx && !dy))
5223 return MF_NO_ACTION;
5225 player->MovDir = (dx < 0 ? MV_LEFT :
5228 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5230 if (!IN_LEV_FIELD(new_jx, new_jy))
5231 return MF_NO_ACTION;
5233 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
5234 return MF_NO_ACTION;
5237 element = MovingOrBlocked2Element(new_jx, new_jy);
5239 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
5242 if (DONT_GO_TO(element))
5244 if (element == EL_ACID && dx == 0 && dy == 1)
5247 Feld[jx][jy] = EL_PLAYER1;
5248 InitMovingField(jx, jy, MV_DOWN);
5249 Store[jx][jy] = EL_ACID;
5250 ContinueMoving(jx, jy);
5254 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
5259 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
5260 if (can_move != MF_MOVING)
5263 StorePlayer[jx][jy] = 0;
5264 player->last_jx = jx;
5265 player->last_jy = jy;
5266 jx = player->jx = new_jx;
5267 jy = player->jy = new_jy;
5268 StorePlayer[jx][jy] = player->element_nr;
5271 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
5273 ScrollFigure(player, SCROLL_INIT);
5278 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
5280 int jx = player->jx, jy = player->jy;
5281 int old_jx = jx, old_jy = jy;
5282 int moved = MF_NO_ACTION;
5284 if (!player->active || (!dx && !dy))
5288 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5292 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5293 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
5297 /* remove the last programmed player action */
5298 player->programmed_action = 0;
5302 /* should only happen if pre-1.2 tape recordings are played */
5303 /* this is only for backward compatibility */
5305 int original_move_delay_value = player->move_delay_value;
5308 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
5311 /* scroll remaining steps with finest movement resolution */
5312 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
5314 while (player->MovPos)
5316 ScrollFigure(player, SCROLL_GO_ON);
5317 ScrollScreen(NULL, SCROLL_GO_ON);
5323 player->move_delay_value = original_move_delay_value;
5326 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
5328 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
5329 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5333 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5334 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5340 if (moved & MF_MOVING && !ScreenMovPos &&
5341 (player == local_player || !options.network))
5343 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5344 int offset = (setup.scroll_delay ? 3 : 0);
5346 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5348 /* actual player has left the screen -- scroll in that direction */
5349 if (jx != old_jx) /* player has moved horizontally */
5350 scroll_x += (jx - old_jx);
5351 else /* player has moved vertically */
5352 scroll_y += (jy - old_jy);
5356 if (jx != old_jx) /* player has moved horizontally */
5358 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5359 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5360 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5362 /* don't scroll over playfield boundaries */
5363 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5364 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5366 /* don't scroll more than one field at a time */
5367 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5369 /* don't scroll against the player's moving direction */
5370 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5371 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5372 scroll_x = old_scroll_x;
5374 else /* player has moved vertically */
5376 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5377 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5378 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5380 /* don't scroll over playfield boundaries */
5381 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5382 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5384 /* don't scroll more than one field at a time */
5385 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5387 /* don't scroll against the player's moving direction */
5388 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5389 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5390 scroll_y = old_scroll_y;
5394 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5396 if (!options.network && !AllPlayersInVisibleScreen())
5398 scroll_x = old_scroll_x;
5399 scroll_y = old_scroll_y;
5403 ScrollScreen(player, SCROLL_INIT);
5404 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5409 if (!(moved & MF_MOVING) && !player->Pushing)
5412 player->Frame = (player->Frame + 1) % 4;
5414 if (moved & MF_MOVING)
5416 if (old_jx != jx && old_jy == jy)
5417 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5418 else if (old_jx == jx && old_jy != jy)
5419 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5421 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
5423 player->last_move_dir = player->MovDir;
5424 player->is_moving = TRUE;
5428 CheckGravityMovement(player);
5431 player->last_move_dir = MV_NO_MOVING;
5433 player->is_moving = FALSE;
5436 TestIfHeroTouchesBadThing(jx, jy);
5438 if (!player->active)
5444 void ScrollFigure(struct PlayerInfo *player, int mode)
5446 int jx = player->jx, jy = player->jy;
5447 int last_jx = player->last_jx, last_jy = player->last_jy;
5448 int move_stepsize = TILEX / player->move_delay_value;
5450 if (!player->active || !player->MovPos)
5453 if (mode == SCROLL_INIT)
5455 player->actual_frame_counter = FrameCounter;
5456 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5458 if (Feld[last_jx][last_jy] == EL_EMPTY)
5459 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5464 else if (!FrameReached(&player->actual_frame_counter, 1))
5467 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5468 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5470 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5471 Feld[last_jx][last_jy] = EL_EMPTY;
5473 /* before DrawPlayer() to draw correct player graphic for this case */
5474 if (player->MovPos == 0)
5475 CheckGravityMovement(player);
5479 if (player->MovPos == 0)
5481 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
5483 /* continue with normal speed after quickly moving through gate */
5484 HALVE_PLAYER_SPEED(player);
5486 /* be able to make the next move without delay */
5487 player->move_delay = 0;
5490 player->last_jx = jx;
5491 player->last_jy = jy;
5493 if (Feld[jx][jy] == EL_EXIT_OPEN ||
5494 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5498 if (local_player->friends_still_needed == 0 ||
5499 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5500 player->LevelSolved = player->GameOver = TRUE;
5503 if (tape.single_step && tape.recording && !tape.pausing &&
5504 !player->programmed_action)
5505 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5509 void ScrollScreen(struct PlayerInfo *player, int mode)
5511 static unsigned long screen_frame_counter = 0;
5513 if (mode == SCROLL_INIT)
5515 /* set scrolling step size according to actual player's moving speed */
5516 ScrollStepSize = TILEX / player->move_delay_value;
5518 screen_frame_counter = FrameCounter;
5519 ScreenMovDir = player->MovDir;
5520 ScreenMovPos = player->MovPos;
5521 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5524 else if (!FrameReached(&screen_frame_counter, 1))
5529 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5530 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5531 redraw_mask |= REDRAW_FIELD;
5534 ScreenMovDir = MV_NO_MOVING;
5537 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
5539 int i, kill_x = -1, kill_y = -1;
5540 static int test_xy[4][2] =
5547 static int test_dir[4] =
5557 int test_x, test_y, test_move_dir, test_element;
5559 test_x = good_x + test_xy[i][0];
5560 test_y = good_y + test_xy[i][1];
5561 if (!IN_LEV_FIELD(test_x, test_y))
5565 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5568 test_element = Feld[test_x][test_y];
5570 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
5573 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5574 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5576 if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) ||
5577 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
5585 if (kill_x != -1 || kill_y != -1)
5587 if (IS_PLAYER(good_x, good_y))
5589 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
5591 if (player->shield_active_time_left > 0)
5592 Bang(kill_x, kill_y);
5593 else if (!PLAYER_PROTECTED(good_x, good_y))
5597 Bang(good_x, good_y);
5601 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
5603 int i, kill_x = -1, kill_y = -1;
5604 int bad_element = Feld[bad_x][bad_y];
5605 static int test_xy[4][2] =
5612 static int test_dir[4] =
5620 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
5625 int test_x, test_y, test_move_dir, test_element;
5627 test_x = bad_x + test_xy[i][0];
5628 test_y = bad_y + test_xy[i][1];
5629 if (!IN_LEV_FIELD(test_x, test_y))
5633 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5635 test_element = Feld[test_x][test_y];
5637 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5638 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5640 if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) ||
5641 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
5643 /* good thing is player or penguin that does not move away */
5644 if (IS_PLAYER(test_x, test_y))
5646 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
5648 if (bad_element == EL_ROBOT && player->is_moving)
5649 continue; /* robot does not kill player if he is moving */
5655 else if (test_element == EL_PENGUIN)
5664 if (kill_x != -1 || kill_y != -1)
5666 if (IS_PLAYER(kill_x, kill_y))
5668 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
5671 int dir = player->MovDir;
5672 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5673 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5675 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5676 newx != bad_x && newy != bad_y)
5677 ; /* robot does not kill player if he is moving */
5679 printf("-> %d\n", player->MovDir);
5681 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5682 newx != bad_x && newy != bad_y)
5683 ; /* robot does not kill player if he is moving */
5688 if (player->shield_active_time_left > 0)
5690 else if (!PLAYER_PROTECTED(kill_x, kill_y))
5694 Bang(kill_x, kill_y);
5698 void TestIfHeroTouchesBadThing(int x, int y)
5700 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5703 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
5705 TestIfGoodThingHitsBadThing(x, y, move_dir);
5708 void TestIfBadThingTouchesHero(int x, int y)
5710 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5713 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
5715 TestIfBadThingHitsGoodThing(x, y, move_dir);
5718 void TestIfFriendTouchesBadThing(int x, int y)
5720 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5723 void TestIfBadThingTouchesFriend(int x, int y)
5725 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5728 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
5730 int i, kill_x = bad_x, kill_y = bad_y;
5731 static int xy[4][2] =
5743 x = bad_x + xy[i][0];
5744 y = bad_y + xy[i][1];
5745 if (!IN_LEV_FIELD(x, y))
5748 element = Feld[x][y];
5749 if (IS_AMOEBOID(element) || element == EL_GAMEOFLIFE ||
5750 element == EL_AMOEBA_CREATING || element == EL_AMOEBA_DROP)
5758 if (kill_x != bad_x || kill_y != bad_y)
5762 void KillHero(struct PlayerInfo *player)
5764 int jx = player->jx, jy = player->jy;
5766 if (!player->active)
5769 if (IS_PFORTE(Feld[jx][jy]))
5770 Feld[jx][jy] = EL_EMPTY;
5772 /* deactivate shield (else Bang()/Explode() would not work right) */
5773 player->shield_passive_time_left = 0;
5774 player->shield_active_time_left = 0;
5780 static void KillHeroUnlessProtected(int x, int y)
5782 if (!PLAYER_PROTECTED(x, y))
5783 KillHero(PLAYERINFO(x, y));
5786 void BuryHero(struct PlayerInfo *player)
5788 int jx = player->jx, jy = player->jy;
5790 if (!player->active)
5793 PlaySoundLevel(jx, jy, SND_PLAYER_DYING);
5794 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
5796 player->GameOver = TRUE;
5800 void RemoveHero(struct PlayerInfo *player)
5802 int jx = player->jx, jy = player->jy;
5803 int i, found = FALSE;
5805 player->present = FALSE;
5806 player->active = FALSE;
5808 if (!ExplodeField[jx][jy])
5809 StorePlayer[jx][jy] = 0;
5811 for (i=0; i<MAX_PLAYERS; i++)
5812 if (stored_player[i].active)
5816 AllPlayersGone = TRUE;
5822 int DigField(struct PlayerInfo *player,
5823 int x, int y, int real_dx, int real_dy, int mode)
5825 int jx = player->jx, jy = player->jy;
5826 int dx = x - jx, dy = y - jy;
5827 int move_direction = (dx == -1 ? MV_LEFT :
5828 dx == +1 ? MV_RIGHT :
5830 dy == +1 ? MV_DOWN : MV_NO_MOVING);
5833 if (player->MovPos == 0)
5834 player->Pushing = FALSE;
5836 if (mode == DF_NO_PUSH)
5838 player->Switching = FALSE;
5839 player->push_delay = 0;
5840 return MF_NO_ACTION;
5843 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
5844 return MF_NO_ACTION;
5846 if (IS_TUBE(Feld[jx][jy]))
5849 int tube_leave_directions[][2] =
5851 { EL_TUBE_ALL, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5852 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5853 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5854 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
5855 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
5856 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
5857 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
5858 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
5859 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
5860 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
5861 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
5862 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
5865 while (tube_leave_directions[i][0] != Feld[jx][jy])
5868 if (tube_leave_directions[i][0] == -1) /* should not happen */
5872 if (!(tube_leave_directions[i][1] & move_direction))
5873 return MF_NO_ACTION; /* tube has no opening in this direction */
5876 element = Feld[x][y];
5882 case EL_INVISIBLE_SAND:
5883 case EL_INVISIBLE_SAND_ACTIVE:
5886 case EL_SP_BUGGY_BASE:
5888 PlaySoundLevelElementAction(x, y, element, SND_ACTION_DIGGING);
5893 case EL_EMERALD_YELLOW:
5894 case EL_EMERALD_RED:
5895 case EL_EMERALD_PURPLE:
5897 case EL_SP_INFOTRON:
5901 local_player->gems_still_needed -= (element == EL_DIAMOND ? 3 :
5902 element == EL_PEARL ? 5 :
5903 element == EL_CRYSTAL ? 8 : 1);
5904 if (local_player->gems_still_needed < 0)
5905 local_player->gems_still_needed = 0;
5906 RaiseScoreElement(element);
5907 DrawText(DX_EMERALDS, DY_EMERALDS,
5908 int2str(local_player->gems_still_needed, 3),
5909 FS_SMALL, FC_YELLOW);
5910 PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING);
5915 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
5916 PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
5920 Feld[x][y] = EL_EMPTY;
5921 PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
5929 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5931 PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MAX_RIGHT);
5934 case EL_SHIELD_NORMAL:
5936 player->shield_passive_time_left += 10;
5937 PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING);
5940 case EL_SHIELD_DEADLY:
5942 player->shield_passive_time_left += 10;
5943 player->shield_active_time_left += 10;
5944 PlaySoundLevel(x, y, SND_SHIELD_DEADLY_COLLECTING);
5948 case EL_SP_DISK_RED:
5951 RaiseScoreElement(EL_DYNAMITE);
5952 DrawText(DX_DYNAMITE, DY_DYNAMITE,
5953 int2str(local_player->dynamite, 3),
5954 FS_SMALL, FC_YELLOW);
5955 PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING);
5958 case EL_DYNABOMB_NR:
5960 player->dynabomb_count++;
5961 player->dynabombs_left++;
5962 RaiseScoreElement(EL_DYNAMITE);
5963 PlaySoundLevel(x, y, SND_DYNABOMB_NR_COLLECTING);
5966 case EL_DYNABOMB_SZ:
5968 player->dynabomb_size++;
5969 RaiseScoreElement(EL_DYNAMITE);
5970 PlaySoundLevel(x, y, SND_DYNABOMB_SZ_COLLECTING);
5973 case EL_DYNABOMB_XL:
5975 player->dynabomb_xl = TRUE;
5976 RaiseScoreElement(EL_DYNAMITE);
5977 PlaySoundLevel(x, y, SND_DYNABOMB_XL_COLLECTING);
5985 int key_nr = element - EL_KEY1;
5988 player->key[key_nr] = TRUE;
5989 RaiseScoreElement(element);
5990 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5991 GFX_SCHLUESSEL1 + key_nr);
5992 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5993 GFX_SCHLUESSEL1 + key_nr);
5994 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
6003 int key_nr = element - EL_EM_KEY1;
6006 player->key[key_nr] = TRUE;
6007 RaiseScoreElement(element);
6008 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6009 GFX_SCHLUESSEL1 + key_nr);
6010 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6011 GFX_SCHLUESSEL1 + key_nr);
6012 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
6016 case EL_ROBOT_WHEEL:
6017 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
6020 DrawLevelField(x, y);
6021 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
6025 case EL_SP_TERMINAL:
6029 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
6031 for (yy=0; yy<lev_fieldy; yy++)
6033 for (xx=0; xx<lev_fieldx; xx++)
6035 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
6037 else if (Feld[xx][yy] == EL_SP_TERMINAL)
6038 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
6046 case EL_CONVEYOR_BELT1_SWITCH_LEFT:
6047 case EL_CONVEYOR_BELT1_SWITCH_MIDDLE:
6048 case EL_CONVEYOR_BELT1_SWITCH_RIGHT:
6049 case EL_CONVEYOR_BELT2_SWITCH_LEFT:
6050 case EL_CONVEYOR_BELT2_SWITCH_MIDDLE:
6051 case EL_CONVEYOR_BELT2_SWITCH_RIGHT:
6052 case EL_CONVEYOR_BELT3_SWITCH_LEFT:
6053 case EL_CONVEYOR_BELT3_SWITCH_MIDDLE:
6054 case EL_CONVEYOR_BELT3_SWITCH_RIGHT:
6055 case EL_CONVEYOR_BELT4_SWITCH_LEFT:
6056 case EL_CONVEYOR_BELT4_SWITCH_MIDDLE:
6057 case EL_CONVEYOR_BELT4_SWITCH_RIGHT:
6058 if (!player->Switching)
6060 player->Switching = TRUE;
6061 ToggleBeltSwitch(x, y);
6062 PlaySoundLevel(x, y, SND_CONVEYOR_BELT_SWITCH_ACTIVATING);
6067 case EL_SWITCHGATE_SWITCH_UP:
6068 case EL_SWITCHGATE_SWITCH_DOWN:
6069 if (!player->Switching)
6071 player->Switching = TRUE;
6072 ToggleSwitchgateSwitch(x, y);
6073 PlaySoundLevel(x, y, SND_SWITCHGATE_SWITCH_ACTIVATING);
6078 case EL_LIGHT_SWITCH:
6079 case EL_LIGHT_SWITCH_ACTIVE:
6080 if (!player->Switching)
6082 player->Switching = TRUE;
6083 ToggleLightSwitch(x, y);
6084 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
6085 SND_LIGHT_SWITCH_ACTIVATING :
6086 SND_LIGHT_SWITCH_DEACTIVATING);
6091 case EL_TIMEGATE_SWITCH:
6092 ActivateTimegateSwitch(x, y);
6093 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
6098 case EL_BALLOON_SEND_LEFT:
6099 case EL_BALLOON_SEND_RIGHT:
6100 case EL_BALLOON_SEND_UP:
6101 case EL_BALLOON_SEND_DOWN:
6102 case EL_BALLOON_SEND_ANY_DIRECTION:
6103 if (element == EL_BALLOON_SEND_ANY_DIRECTION)
6104 game.balloon_dir = move_direction;
6106 game.balloon_dir = (element == EL_BALLOON_SEND_LEFT ? MV_LEFT :
6107 element == EL_BALLOON_SEND_RIGHT ? MV_RIGHT :
6108 element == EL_BALLOON_SEND_UP ? MV_UP :
6109 element == EL_BALLOON_SEND_DOWN ? MV_DOWN :
6111 PlaySoundLevel(x, y, SND_BALLOON_SWITCH_ACTIVATING);
6116 /* the following elements cannot be pushed by "snapping" */
6119 case EL_DX_SUPABOMB:
6121 case EL_TIME_ORB_EMPTY:
6123 case EL_SP_DISK_ORANGE:
6125 if (mode == DF_SNAP)
6126 return MF_NO_ACTION;
6127 /* no "break" -- fall through to next case */
6128 /* the following elements can be pushed by "snapping" */
6131 return MF_NO_ACTION;
6133 player->Pushing = TRUE;
6135 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6136 return MF_NO_ACTION;
6140 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6141 return MF_NO_ACTION;
6144 if (player->push_delay == 0)
6145 player->push_delay = FrameCounter;
6147 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6148 !tape.playing && element != EL_SPRING)
6149 return MF_NO_ACTION;
6151 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6152 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6153 element != EL_SPRING)
6154 return MF_NO_ACTION;
6157 if (mode == DF_SNAP)
6159 InitMovingField(x, y, move_direction);
6160 ContinueMoving(x, y);
6165 Feld[x+dx][y+dy] = element;
6168 if (element == EL_SPRING)
6170 Feld[x+dx][y+dy] = EL_SPRING_MOVING;
6171 MovDir[x+dx][y+dy] = move_direction;
6174 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
6176 DrawLevelField(x+dx, y+dy);
6177 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING);
6184 if (!player->key[element - EL_GATE1])
6185 return MF_NO_ACTION;
6192 if (!player->key[element - EL_GATE1_GRAY])
6193 return MF_NO_ACTION;
6200 if (!player->key[element - EL_EM_GATE1])
6201 return MF_NO_ACTION;
6202 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6203 return MF_NO_ACTION;
6205 /* automatically move to the next field with double speed */
6206 player->programmed_action = move_direction;
6207 DOUBLE_PLAYER_SPEED(player);
6209 PlaySoundLevel(x, y, SND_GATE_PASSING);
6212 case EL_EM_GATE1_GRAY:
6213 case EL_EM_GATE2_GRAY:
6214 case EL_EM_GATE3_GRAY:
6215 case EL_EM_GATE4_GRAY:
6216 if (!player->key[element - EL_EM_GATE1_GRAY])
6217 return MF_NO_ACTION;
6218 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6219 return MF_NO_ACTION;
6221 /* automatically move to the next field with double speed */
6222 player->programmed_action = move_direction;
6223 DOUBLE_PLAYER_SPEED(player);
6225 PlaySoundLevel(x, y, SND_GATE_PASSING);
6228 case EL_SWITCHGATE_OPEN:
6229 case EL_TIMEGATE_OPEN:
6230 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6231 return MF_NO_ACTION;
6233 /* automatically move to the next field with double speed */
6234 player->programmed_action = move_direction;
6235 DOUBLE_PLAYER_SPEED(player);
6237 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PASSING);
6240 case EL_SP_PORT1_LEFT:
6241 case EL_SP_PORT2_LEFT:
6242 case EL_SP_PORT1_RIGHT:
6243 case EL_SP_PORT2_RIGHT:
6244 case EL_SP_PORT1_UP:
6245 case EL_SP_PORT2_UP:
6246 case EL_SP_PORT1_DOWN:
6247 case EL_SP_PORT2_DOWN:
6252 element != EL_SP_PORT1_LEFT &&
6253 element != EL_SP_PORT2_LEFT &&
6254 element != EL_SP_PORT_X &&
6255 element != EL_SP_PORT_XY) ||
6257 element != EL_SP_PORT1_RIGHT &&
6258 element != EL_SP_PORT2_RIGHT &&
6259 element != EL_SP_PORT_X &&
6260 element != EL_SP_PORT_XY) ||
6262 element != EL_SP_PORT1_UP &&
6263 element != EL_SP_PORT2_UP &&
6264 element != EL_SP_PORT_Y &&
6265 element != EL_SP_PORT_XY) ||
6267 element != EL_SP_PORT1_DOWN &&
6268 element != EL_SP_PORT2_DOWN &&
6269 element != EL_SP_PORT_Y &&
6270 element != EL_SP_PORT_XY) ||
6271 !IN_LEV_FIELD(x + dx, y + dy) ||
6272 !IS_FREE(x + dx, y + dy))
6273 return MF_NO_ACTION;
6275 /* automatically move to the next field with double speed */
6276 player->programmed_action = move_direction;
6277 DOUBLE_PLAYER_SPEED(player);
6279 PlaySoundLevel(x, y, SND_SP_PORT_PASSING);
6283 case EL_TUBE_VERTICAL:
6284 case EL_TUBE_HORIZONTAL:
6285 case EL_TUBE_VERTICAL_LEFT:
6286 case EL_TUBE_VERTICAL_RIGHT:
6287 case EL_TUBE_HORIZONTAL_UP:
6288 case EL_TUBE_HORIZONTAL_DOWN:
6289 case EL_TUBE_LEFT_UP:
6290 case EL_TUBE_LEFT_DOWN:
6291 case EL_TUBE_RIGHT_UP:
6292 case EL_TUBE_RIGHT_DOWN:
6295 int tube_enter_directions[][2] =
6297 { EL_TUBE_ALL, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6298 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6299 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6300 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
6301 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
6302 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
6303 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
6304 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
6305 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
6306 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
6307 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
6308 { -1, MV_NO_MOVING }
6311 while (tube_enter_directions[i][0] != element)
6314 if (tube_enter_directions[i][0] == -1) /* should not happen */
6318 if (!(tube_enter_directions[i][1] & move_direction))
6319 return MF_NO_ACTION; /* tube has no opening in this direction */
6321 PlaySoundLevel(x, y, SND_TUBE_PASSING);
6325 case EL_EXIT_CLOSED:
6326 case EL_SP_EXIT_CLOSED:
6327 case EL_EXIT_OPENING:
6328 return MF_NO_ACTION;
6332 case EL_SP_EXIT_OPEN:
6333 if (mode == DF_SNAP)
6334 return MF_NO_ACTION;
6336 if (element == EL_EXIT_OPEN)
6337 PlaySoundLevel(x, y, SND_EXIT_PASSING);
6339 PlaySoundLevel(x, y, SND_SP_EXIT_PASSING);
6344 Feld[x][y] = EL_LAMP_ACTIVE;
6345 local_player->lights_still_needed--;
6346 DrawLevelField(x, y);
6347 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
6351 case EL_TIME_ORB_FULL:
6352 Feld[x][y] = EL_TIME_ORB_EMPTY;
6354 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
6355 DrawLevelField(x, y);
6356 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MAX_RIGHT);
6360 case EL_SOKOBAN_FIELD_EMPTY:
6363 case EL_SOKOBAN_OBJECT:
6364 case EL_SOKOBAN_FIELD_FULL:
6366 case EL_SP_DISK_YELLOW:
6368 if (mode == DF_SNAP)
6369 return MF_NO_ACTION;
6371 player->Pushing = TRUE;
6373 if (!IN_LEV_FIELD(x+dx, y+dy)
6374 || (!IS_FREE(x+dx, y+dy)
6375 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FIELD_EMPTY
6376 || !IS_SB_ELEMENT(element))))
6377 return MF_NO_ACTION;
6381 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6382 return MF_NO_ACTION;
6384 else if (dy && real_dx)
6386 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
6387 return MF_NO_ACTION;
6390 if (player->push_delay == 0)
6391 player->push_delay = FrameCounter;
6393 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6394 !tape.playing && element != EL_BALLOON)
6395 return MF_NO_ACTION;
6397 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6398 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6399 element != EL_BALLOON)
6400 return MF_NO_ACTION;
6403 if (IS_SB_ELEMENT(element))
6405 if (element == EL_SOKOBAN_FIELD_FULL)
6407 Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
6408 local_player->sokobanfields_still_needed++;
6413 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FIELD_EMPTY)
6415 Feld[x+dx][y+dy] = EL_SOKOBAN_FIELD_FULL;
6416 local_player->sokobanfields_still_needed--;
6417 if (element == EL_SOKOBAN_OBJECT)
6418 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_FILLING);
6420 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6424 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJECT;
6425 if (element == EL_SOKOBAN_FIELD_FULL)
6426 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_EMPTYING);
6428 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6434 Feld[x+dx][y+dy] = element;
6435 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING);
6438 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
6440 DrawLevelField(x, y);
6441 DrawLevelField(x+dx, y+dy);
6443 if (IS_SB_ELEMENT(element) &&
6444 local_player->sokobanfields_still_needed == 0 &&
6445 game.emulation == EMU_SOKOBAN)
6447 player->LevelSolved = player->GameOver = TRUE;
6448 PlaySoundLevel(x, y, SND_SOKOBAN_GAME_SOLVING);
6459 return MF_NO_ACTION;
6462 player->push_delay = 0;
6467 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
6469 int jx = player->jx, jy = player->jy;
6470 int x = jx + dx, y = jy + dy;
6472 if (!player->active || !IN_LEV_FIELD(x, y))
6480 if (player->MovPos == 0)
6481 player->Pushing = FALSE;
6483 player->snapped = FALSE;
6487 if (player->snapped)
6490 player->MovDir = (dx < 0 ? MV_LEFT :
6493 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6495 if (!DigField(player, x, y, 0, 0, DF_SNAP))
6498 player->snapped = TRUE;
6499 DrawLevelField(x, y);
6505 boolean PlaceBomb(struct PlayerInfo *player)
6507 int jx = player->jx, jy = player->jy;
6510 if (!player->active || player->MovPos)
6513 element = Feld[jx][jy];
6515 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
6516 IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
6519 if (element != EL_EMPTY)
6520 Store[jx][jy] = element;
6522 if (player->dynamite)
6524 Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
6525 MovDelay[jx][jy] = 96;
6527 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6528 FS_SMALL, FC_YELLOW);
6529 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6531 if (game.emulation == EMU_SUPAPLEX)
6532 DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
6534 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
6537 PlaySoundLevel(jx, jy, SND_DYNAMITE_DROPPING);
6542 EL_DYNABOMB_PLAYER1_ACTIVE + (player->element_nr - EL_PLAYER1);
6543 MovDelay[jx][jy] = 96;
6544 player->dynabombs_left--;
6545 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6546 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
6548 PlaySoundLevel(jx, jy, SND_DYNABOMB_DROPPING);
6554 void PlaySoundLevel(int x, int y, int nr)
6556 static int loop_sound_frame[NUM_SOUND_FILES];
6557 static int loop_sound_volume[NUM_SOUND_FILES];
6558 int sx = SCREENX(x), sy = SCREENY(y);
6559 int volume, stereo_position;
6560 int max_distance = 8;
6561 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
6563 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
6564 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
6567 if (!IN_LEV_FIELD(x, y) ||
6568 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
6569 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
6572 volume = SOUND_MAX_VOLUME;
6574 if (!IN_SCR_FIELD(sx, sy))
6576 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
6577 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
6579 volume -= volume * (dx > dy ? dx : dy) / max_distance;
6582 stereo_position = (SOUND_MAX_LEFT +
6583 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
6584 (SCR_FIELDX + 2 * max_distance));
6586 if (IS_LOOP_SOUND(nr))
6588 /* This assures that quieter loop sounds do not overwrite louder ones,
6589 while restarting sound volume comparison with each new game frame. */
6591 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
6594 loop_sound_volume[nr] = volume;
6595 loop_sound_frame[nr] = FrameCounter;
6598 PlaySoundExt(nr, volume, stereo_position, type);
6601 void PlaySoundLevelAction(int x, int y, int sound_action)
6603 PlaySoundLevelElementAction(x, y, Feld[x][y], sound_action);
6606 void PlaySoundLevelElementAction(int x, int y, int element, int sound_action)
6608 int sound_effect = element_action_sound[element][sound_action];
6610 if (sound_effect != -1)
6611 PlaySoundLevel(x, y, sound_effect);
6614 void RaiseScore(int value)
6616 local_player->score += value;
6617 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
6618 FS_SMALL, FC_YELLOW);
6621 void RaiseScoreElement(int element)
6627 case EL_EMERALD_YELLOW:
6628 case EL_EMERALD_RED:
6629 case EL_EMERALD_PURPLE:
6630 RaiseScore(level.score[SC_EDELSTEIN]);
6633 RaiseScore(level.score[SC_DIAMANT]);
6636 case EL_BD_BUTTERFLY:
6637 RaiseScore(level.score[SC_KAEFER]);
6641 RaiseScore(level.score[SC_FLIEGER]);
6644 case EL_DARK_YAMYAM:
6645 RaiseScore(level.score[SC_MAMPFER]);
6648 RaiseScore(level.score[SC_ROBOT]);
6651 RaiseScore(level.score[SC_PACMAN]);
6654 RaiseScore(level.score[SC_KOKOSNUSS]);
6657 RaiseScore(level.score[SC_DYNAMIT]);
6663 RaiseScore(level.score[SC_SCHLUESSEL]);
6670 void RequestQuitGame(boolean ask_if_really_quit)
6672 if (AllPlayersGone ||
6673 !ask_if_really_quit ||
6674 level_editor_test_game ||
6675 Request("Do you really want to quit the game ?",
6676 REQ_ASK | REQ_STAY_CLOSED))
6678 #if defined(PLATFORM_UNIX)
6679 if (options.network)
6680 SendToServer_StopPlaying();
6684 game_status = MAINMENU;
6690 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
6695 /* ---------- new game button stuff ---------------------------------------- */
6697 /* graphic position values for game buttons */
6698 #define GAME_BUTTON_XSIZE 30
6699 #define GAME_BUTTON_YSIZE 30
6700 #define GAME_BUTTON_XPOS 5
6701 #define GAME_BUTTON_YPOS 215
6702 #define SOUND_BUTTON_XPOS 5
6703 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
6705 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6706 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6707 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6708 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6709 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6710 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6717 } gamebutton_info[NUM_GAME_BUTTONS] =
6720 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
6725 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
6730 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
6735 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
6736 SOUND_CTRL_ID_MUSIC,
6737 "background music on/off"
6740 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
6741 SOUND_CTRL_ID_LOOPS,
6742 "sound loops on/off"
6745 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
6746 SOUND_CTRL_ID_SIMPLE,
6747 "normal sounds on/off"
6751 void CreateGameButtons()
6755 for (i=0; i<NUM_GAME_BUTTONS; i++)
6757 Bitmap *gd_bitmap = pix[PIX_DOOR];
6758 struct GadgetInfo *gi;
6761 unsigned long event_mask;
6762 int gd_xoffset, gd_yoffset;
6763 int gd_x1, gd_x2, gd_y1, gd_y2;
6766 gd_xoffset = gamebutton_info[i].x;
6767 gd_yoffset = gamebutton_info[i].y;
6768 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
6769 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
6771 if (id == GAME_CTRL_ID_STOP ||
6772 id == GAME_CTRL_ID_PAUSE ||
6773 id == GAME_CTRL_ID_PLAY)
6775 button_type = GD_TYPE_NORMAL_BUTTON;
6777 event_mask = GD_EVENT_RELEASED;
6778 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6779 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6783 button_type = GD_TYPE_CHECK_BUTTON;
6785 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
6786 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
6787 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
6788 event_mask = GD_EVENT_PRESSED;
6789 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
6790 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6793 gi = CreateGadget(GDI_CUSTOM_ID, id,
6794 GDI_INFO_TEXT, gamebutton_info[i].infotext,
6795 GDI_X, DX + gd_xoffset,
6796 GDI_Y, DY + gd_yoffset,
6797 GDI_WIDTH, GAME_BUTTON_XSIZE,
6798 GDI_HEIGHT, GAME_BUTTON_YSIZE,
6799 GDI_TYPE, button_type,
6800 GDI_STATE, GD_BUTTON_UNPRESSED,
6801 GDI_CHECKED, checked,
6802 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
6803 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
6804 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
6805 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
6806 GDI_EVENT_MASK, event_mask,
6807 GDI_CALLBACK_ACTION, HandleGameButtons,
6811 Error(ERR_EXIT, "cannot create gadget");
6813 game_gadget[id] = gi;
6817 static void MapGameButtons()
6821 for (i=0; i<NUM_GAME_BUTTONS; i++)
6822 MapGadget(game_gadget[i]);
6825 void UnmapGameButtons()
6829 for (i=0; i<NUM_GAME_BUTTONS; i++)
6830 UnmapGadget(game_gadget[i]);
6833 static void HandleGameButtons(struct GadgetInfo *gi)
6835 int id = gi->custom_id;
6837 if (game_status != PLAYING)
6842 case GAME_CTRL_ID_STOP:
6843 RequestQuitGame(TRUE);
6846 case GAME_CTRL_ID_PAUSE:
6847 if (options.network)
6849 #if defined(PLATFORM_UNIX)
6851 SendToServer_ContinuePlaying();
6853 SendToServer_PausePlaying();
6857 TapeTogglePause(TAPE_TOGGLE_MANUAL);
6860 case GAME_CTRL_ID_PLAY:
6863 #if defined(PLATFORM_UNIX)
6864 if (options.network)
6865 SendToServer_ContinuePlaying();
6869 tape.pausing = FALSE;
6870 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
6875 case SOUND_CTRL_ID_MUSIC:
6876 if (setup.sound_music)
6878 setup.sound_music = FALSE;
6881 else if (audio.music_available)
6883 setup.sound = setup.sound_music = TRUE;
6884 PlayMusic(level_nr);
6888 case SOUND_CTRL_ID_LOOPS:
6889 if (setup.sound_loops)
6890 setup.sound_loops = FALSE;
6891 else if (audio.loops_available)
6892 setup.sound = setup.sound_loops = TRUE;
6895 case SOUND_CTRL_ID_SIMPLE:
6896 if (setup.sound_simple)
6897 setup.sound_simple = FALSE;
6898 else if (audio.sound_available)
6899 setup.sound = setup.sound_simple = TRUE;