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 #define INIT_GFX_RANDOM() (SimpleRND(1000000))
94 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
95 RND(element_info[e].push_delay_random))
96 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
97 RND(element_info[e].move_delay_random))
99 /* game button identifiers */
100 #define GAME_CTRL_ID_STOP 0
101 #define GAME_CTRL_ID_PAUSE 1
102 #define GAME_CTRL_ID_PLAY 2
103 #define SOUND_CTRL_ID_MUSIC 3
104 #define SOUND_CTRL_ID_LOOPS 4
105 #define SOUND_CTRL_ID_SIMPLE 5
107 #define NUM_GAME_BUTTONS 6
110 /* forward declaration for internal use */
112 static void InitBeltMovement(void);
113 static void CloseAllOpenTimegates(void);
114 static void CheckGravityMovement(struct PlayerInfo *);
115 static void KillHeroUnlessProtected(int, int);
117 static void ChangeElementDoIt(int, int, int);
119 static void PlaySoundLevel(int, int, int);
120 static void PlaySoundLevelNearest(int, int, int);
121 static void PlaySoundLevelAction(int, int, int);
122 static void PlaySoundLevelElementAction(int, int, int, int);
123 static void PlaySoundLevelActionIfLoop(int, int, int);
124 static void StopSoundLevelActionIfLoop(int, int, int);
126 static void MapGameButtons();
127 static void HandleGameButtons(struct GadgetInfo *);
129 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
132 /* ------------------------------------------------------------------------- */
133 /* definition of elements that automatically change to other elements after */
134 /* a specified time, eventually calling a function when changing */
135 /* ------------------------------------------------------------------------- */
137 /* forward declaration for changer functions */
138 static void InitBuggyBase(int x, int y);
139 static void WarnBuggyBase(int x, int y);
141 static void InitTrap(int x, int y);
142 static void ActivateTrap(int x, int y);
143 static void ChangeActiveTrap(int x, int y);
145 static void InitRobotWheel(int x, int y);
146 static void RunRobotWheel(int x, int y);
147 static void StopRobotWheel(int x, int y);
149 static void InitTimegateWheel(int x, int y);
150 static void RunTimegateWheel(int x, int y);
152 struct ChangingElementInfo
157 void (*pre_change_function)(int x, int y);
158 void (*change_function)(int x, int y);
159 void (*post_change_function)(int x, int y);
162 static struct ChangingElementInfo changing_element_list[] =
189 EL_SWITCHGATE_OPENING,
197 EL_SWITCHGATE_CLOSING,
198 EL_SWITCHGATE_CLOSED,
230 EL_ACID_SPLASH_RIGHT,
239 EL_SP_BUGGY_BASE_ACTIVATING,
246 EL_SP_BUGGY_BASE_ACTIVATING,
247 EL_SP_BUGGY_BASE_ACTIVE,
254 EL_SP_BUGGY_BASE_ACTIVE,
278 EL_ROBOT_WHEEL_ACTIVE,
286 EL_TIMEGATE_SWITCH_ACTIVE,
304 static struct ChangingElementInfo changing_element[MAX_NUM_ELEMENTS];
305 static unsigned long trigger_events[MAX_NUM_ELEMENTS];
307 #define IS_AUTO_CHANGING(e) (changing_element[e].base_element != EL_UNDEFINED)
308 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
309 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
310 IS_JUST_CHANGING(x, y))
311 #define TRIGGERS_BY_COLLECTING(e) (trigger_events[e] & CE_OTHER_COLLECTING)
314 void GetPlayerConfig()
316 if (!audio.sound_available)
319 if (!audio.loops_available)
320 setup.sound_loops = FALSE;
322 if (!audio.music_available)
323 setup.sound_music = FALSE;
325 if (!video.fullscreen_available)
326 setup.fullscreen = FALSE;
328 setup.sound_simple = setup.sound;
330 SetAudioMode(setup.sound);
334 static int getBeltNrFromBeltElement(int element)
336 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
337 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
338 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
341 static int getBeltNrFromBeltActiveElement(int element)
343 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
344 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
345 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
348 static int getBeltNrFromBeltSwitchElement(int element)
350 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
351 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
352 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
355 static int getBeltDirNrFromBeltSwitchElement(int element)
357 static int belt_base_element[4] =
359 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
360 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
361 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
362 EL_CONVEYOR_BELT_4_SWITCH_LEFT
365 int belt_nr = getBeltNrFromBeltSwitchElement(element);
366 int belt_dir_nr = element - belt_base_element[belt_nr];
368 return (belt_dir_nr % 3);
371 static int getBeltDirFromBeltSwitchElement(int element)
373 static int belt_move_dir[3] =
380 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
382 return belt_move_dir[belt_dir_nr];
385 static void InitField(int x, int y, boolean init_game)
387 int element = Feld[x][y];
394 if (stored_player[0].present)
396 Feld[x][y] = EL_SP_MURPHY_CLONE;
401 stored_player[0].use_murphy_graphic = TRUE;
404 Feld[x][y] = EL_PLAYER_1;
413 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
414 int jx = player->jx, jy = player->jy;
416 player->present = TRUE;
418 if (!options.network || player->connected)
420 player->active = TRUE;
422 /* remove potentially duplicate players */
423 if (StorePlayer[jx][jy] == Feld[x][y])
424 StorePlayer[jx][jy] = 0;
426 StorePlayer[x][y] = Feld[x][y];
430 printf("Player %d activated.\n", player->element_nr);
431 printf("[Local player is %d and currently %s.]\n",
432 local_player->element_nr,
433 local_player->active ? "active" : "not active");
437 Feld[x][y] = EL_EMPTY;
438 player->jx = player->last_jx = x;
439 player->jy = player->last_jy = y;
444 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
445 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
446 else if (x > 0 && Feld[x-1][y] == EL_ACID)
447 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
448 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
449 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
450 else if (y > 0 && Feld[x][y-1] == EL_ACID)
451 Feld[x][y] = EL_ACID_POOL_BOTTOM;
452 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
453 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
461 case EL_SPACESHIP_RIGHT:
462 case EL_SPACESHIP_UP:
463 case EL_SPACESHIP_LEFT:
464 case EL_SPACESHIP_DOWN:
466 case EL_BD_BUTTERFLY_RIGHT:
467 case EL_BD_BUTTERFLY_UP:
468 case EL_BD_BUTTERFLY_LEFT:
469 case EL_BD_BUTTERFLY_DOWN:
470 case EL_BD_BUTTERFLY:
471 case EL_BD_FIREFLY_RIGHT:
472 case EL_BD_FIREFLY_UP:
473 case EL_BD_FIREFLY_LEFT:
474 case EL_BD_FIREFLY_DOWN:
476 case EL_PACMAN_RIGHT:
500 if (y == lev_fieldy - 1)
502 Feld[x][y] = EL_AMOEBA_GROWING;
503 Store[x][y] = EL_AMOEBA_WET;
507 case EL_DYNAMITE_ACTIVE:
512 local_player->lights_still_needed++;
515 case EL_SOKOBAN_FIELD_EMPTY:
516 local_player->sokobanfields_still_needed++;
520 local_player->friends_still_needed++;
525 MovDir[x][y] = 1 << RND(4);
529 Feld[x][y] = EL_EMPTY;
532 case EL_EM_KEY_1_FILE:
533 Feld[x][y] = EL_EM_KEY_1;
535 case EL_EM_KEY_2_FILE:
536 Feld[x][y] = EL_EM_KEY_2;
538 case EL_EM_KEY_3_FILE:
539 Feld[x][y] = EL_EM_KEY_3;
541 case EL_EM_KEY_4_FILE:
542 Feld[x][y] = EL_EM_KEY_4;
545 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
546 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
547 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
548 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
549 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
550 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
551 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
552 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
553 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
554 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
555 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
556 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
559 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
560 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
561 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
563 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
565 game.belt_dir[belt_nr] = belt_dir;
566 game.belt_dir_nr[belt_nr] = belt_dir_nr;
568 else /* more than one switch -- set it like the first switch */
570 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
575 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
577 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
580 case EL_LIGHT_SWITCH_ACTIVE:
582 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
586 if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
592 void DrawGameDoorValues()
596 for (i=0; i<MAX_PLAYERS; i++)
598 if (stored_player[i].key[j])
599 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
600 el2edimg(EL_KEY_1 + j));
602 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
603 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
604 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
605 int2str(local_player->dynamite, 3), FONT_TEXT_2);
606 DrawText(DX + XX_SCORE, DY + YY_SCORE,
607 int2str(local_player->score, 5), FONT_TEXT_2);
608 DrawText(DX + XX_TIME, DY + YY_TIME,
609 int2str(TimeLeft, 3), FONT_TEXT_2);
614 =============================================================================
616 -----------------------------------------------------------------------------
617 initialize game engine due to level / tape version number
618 =============================================================================
621 static void InitGameEngine()
625 /* set game engine from tape file when re-playing, else from level file */
626 game.engine_version = (tape.playing ? tape.engine_version :
629 /* dynamically adjust element properties according to game engine version */
630 InitElementPropertiesEngine(game.engine_version);
633 printf("level %d: level version == %06d\n", level_nr, level.game_version);
634 printf(" tape version == %06d [%s] [file: %06d]\n",
635 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
637 printf(" => game.engine_version == %06d\n", game.engine_version);
640 /* dynamically adjust player properties according to game engine version */
641 game.initial_move_delay =
642 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
643 INITIAL_MOVE_DELAY_OFF);
645 /* dynamically adjust player properties according to level information */
646 game.initial_move_delay_value =
647 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
649 /* initialize changing elements information */
650 for (i=0; i<MAX_NUM_ELEMENTS; i++)
652 changing_element[i].base_element = EL_UNDEFINED;
653 changing_element[i].next_element = EL_UNDEFINED;
654 changing_element[i].change_delay = -1;
655 changing_element[i].pre_change_function = NULL;
656 changing_element[i].change_function = NULL;
657 changing_element[i].post_change_function = NULL;
660 /* add changing elements from pre-defined list */
662 while (changing_element_list[i].base_element != EL_UNDEFINED)
664 struct ChangingElementInfo *ce = &changing_element_list[i];
665 int element = ce->base_element;
667 changing_element[element].base_element = ce->base_element;
668 changing_element[element].next_element = ce->next_element;
669 changing_element[element].change_delay = ce->change_delay;
670 changing_element[element].pre_change_function = ce->pre_change_function;
671 changing_element[element].change_function = ce->change_function;
672 changing_element[element].post_change_function = ce->post_change_function;
677 /* add changing elements from custom element configuration */
678 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
680 int element = EL_CUSTOM_START + i;
681 struct ElementChangeInfo *change = &element_info[element].change;
683 /* only add custom elements that change after fixed/random frame delay */
684 if (!CAN_CHANGE(element) || !HAS_CHANGE_EVENT(element, CE_DELAY))
687 changing_element[element].base_element = element;
688 changing_element[element].next_element = change->successor;
689 changing_element[element].change_delay = (change->delay_fixed *
690 change->delay_frames);
693 /* initialize trigger events information */
694 for (i=0; i<MAX_NUM_ELEMENTS; i++)
695 trigger_events[i] = EP_BITMASK_DEFAULT;
697 /* add trigger events from element change event properties */
698 for (i=0; i<MAX_NUM_ELEMENTS; i++)
699 if (HAS_CHANGE_EVENT(i, CE_BY_OTHER))
700 trigger_events[element_info[i].change.trigger] |=
701 element_info[i].change.events;
706 =============================================================================
708 -----------------------------------------------------------------------------
709 initialize and start new game
710 =============================================================================
715 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
716 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
717 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
724 #if USE_NEW_AMOEBA_CODE
725 printf("Using new amoeba code.\n");
727 printf("Using old amoeba code.\n");
732 /* don't play tapes over network */
733 network_playing = (options.network && !tape.playing);
735 for (i=0; i<MAX_PLAYERS; i++)
737 struct PlayerInfo *player = &stored_player[i];
739 player->index_nr = i;
740 player->element_nr = EL_PLAYER_1 + i;
742 player->present = FALSE;
743 player->active = FALSE;
746 player->effective_action = 0;
747 player->programmed_action = 0;
750 player->gems_still_needed = level.gems_needed;
751 player->sokobanfields_still_needed = 0;
752 player->lights_still_needed = 0;
753 player->friends_still_needed = 0;
756 player->key[j] = FALSE;
758 player->dynamite = 0;
759 player->dynabomb_count = 0;
760 player->dynabomb_size = 1;
761 player->dynabombs_left = 0;
762 player->dynabomb_xl = FALSE;
764 player->MovDir = MV_NO_MOVING;
766 player->Pushing = FALSE;
767 player->Switching = FALSE;
769 player->GfxDir = MV_NO_MOVING;
770 player->GfxAction = ACTION_DEFAULT;
772 player->StepFrame = 0;
774 player->use_murphy_graphic = FALSE;
775 player->use_disk_red_graphic = FALSE;
777 player->actual_frame_counter = 0;
779 player->last_move_dir = MV_NO_MOVING;
780 player->is_moving = FALSE;
782 player->is_moving = FALSE;
783 player->is_waiting = FALSE;
784 player->is_digging = FALSE;
785 player->is_collecting = FALSE;
787 player->move_delay = game.initial_move_delay;
788 player->move_delay_value = game.initial_move_delay_value;
790 player->push_delay = 0;
791 player->push_delay_value = 5;
793 player->snapped = FALSE;
795 player->last_jx = player->last_jy = 0;
796 player->jx = player->jy = 0;
798 player->shield_normal_time_left = 0;
799 player->shield_deadly_time_left = 0;
801 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
802 SnapField(player, 0, 0);
804 player->LevelSolved = FALSE;
805 player->GameOver = FALSE;
808 network_player_action_received = FALSE;
810 #if defined(PLATFORM_UNIX)
811 /* initial null action */
813 SendToServer_MovePlayer(MV_NO_MOVING);
821 TimeLeft = level.time;
823 ScreenMovDir = MV_NO_MOVING;
827 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
829 AllPlayersGone = FALSE;
831 game.yamyam_content_nr = 0;
832 game.magic_wall_active = FALSE;
833 game.magic_wall_time_left = 0;
834 game.light_time_left = 0;
835 game.timegate_time_left = 0;
836 game.switchgate_pos = 0;
837 game.balloon_dir = MV_NO_MOVING;
838 game.explosions_delayed = TRUE;
842 game.belt_dir[i] = MV_NO_MOVING;
843 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
846 for (i=0; i<MAX_NUM_AMOEBA; i++)
847 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
849 for (x=0; x<lev_fieldx; x++)
851 for (y=0; y<lev_fieldy; y++)
853 Feld[x][y] = Ur[x][y];
854 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
855 ChangeDelay[x][y] = 0;
856 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
858 JustStopped[x][y] = 0;
860 ExplodePhase[x][y] = 0;
861 ExplodeField[x][y] = EX_NO_EXPLOSION;
864 GfxAction[x][y] = ACTION_DEFAULT;
865 GfxRandom[x][y] = INIT_GFX_RANDOM();
866 GfxElement[x][y] = EL_UNDEFINED;
870 for(y=0; y<lev_fieldy; y++)
872 for(x=0; x<lev_fieldx; x++)
874 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
876 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
878 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
881 InitField(x, y, TRUE);
887 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
888 emulate_sb ? EMU_SOKOBAN :
889 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
891 /* correct non-moving belts to start moving left */
893 if (game.belt_dir[i] == MV_NO_MOVING)
894 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
896 /* check if any connected player was not found in playfield */
897 for (i=0; i<MAX_PLAYERS; i++)
899 struct PlayerInfo *player = &stored_player[i];
901 if (player->connected && !player->present)
903 for (j=0; j<MAX_PLAYERS; j++)
905 struct PlayerInfo *some_player = &stored_player[j];
906 int jx = some_player->jx, jy = some_player->jy;
908 /* assign first free player found that is present in the playfield */
909 if (some_player->present && !some_player->connected)
911 player->present = TRUE;
912 player->active = TRUE;
913 some_player->present = FALSE;
915 StorePlayer[jx][jy] = player->element_nr;
916 player->jx = player->last_jx = jx;
917 player->jy = player->last_jy = jy;
927 /* when playing a tape, eliminate all players who do not participate */
929 for (i=0; i<MAX_PLAYERS; i++)
931 if (stored_player[i].active && !tape.player_participates[i])
933 struct PlayerInfo *player = &stored_player[i];
934 int jx = player->jx, jy = player->jy;
936 player->active = FALSE;
937 StorePlayer[jx][jy] = 0;
938 Feld[jx][jy] = EL_EMPTY;
942 else if (!options.network && !setup.team_mode) /* && !tape.playing */
944 /* when in single player mode, eliminate all but the first active player */
946 for (i=0; i<MAX_PLAYERS; i++)
948 if (stored_player[i].active)
950 for (j=i+1; j<MAX_PLAYERS; j++)
952 if (stored_player[j].active)
954 struct PlayerInfo *player = &stored_player[j];
955 int jx = player->jx, jy = player->jy;
957 player->active = FALSE;
958 StorePlayer[jx][jy] = 0;
959 Feld[jx][jy] = EL_EMPTY;
966 /* when recording the game, store which players take part in the game */
969 for (i=0; i<MAX_PLAYERS; i++)
970 if (stored_player[i].active)
971 tape.player_participates[i] = TRUE;
976 for (i=0; i<MAX_PLAYERS; i++)
978 struct PlayerInfo *player = &stored_player[i];
980 printf("Player %d: present == %d, connected == %d, active == %d.\n",
985 if (local_player == player)
986 printf("Player %d is local player.\n", i+1);
990 if (BorderElement == EL_EMPTY)
993 SBX_Right = lev_fieldx - SCR_FIELDX;
995 SBY_Lower = lev_fieldy - SCR_FIELDY;
1000 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
1002 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
1005 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
1006 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
1008 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
1009 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
1011 scroll_x = SBX_Left;
1012 scroll_y = SBY_Upper;
1013 if (local_player->jx >= SBX_Left + MIDPOSX)
1014 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
1015 local_player->jx - MIDPOSX :
1017 if (local_player->jy >= SBY_Upper + MIDPOSY)
1018 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
1019 local_player->jy - MIDPOSY :
1022 CloseDoor(DOOR_CLOSE_1);
1027 /* after drawing the level, correct some elements */
1028 if (game.timegate_time_left == 0)
1029 CloseAllOpenTimegates();
1031 if (setup.soft_scrolling)
1032 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
1034 redraw_mask |= REDRAW_FROM_BACKBUFFER;
1037 /* copy default game door content to main double buffer */
1038 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
1039 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
1042 DrawText(DX + XX_LEVEL, DY + YY_LEVEL, int2str(level_nr, 2), FONT_TEXT_2);
1045 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
1046 int2str(level_nr, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
1047 BlitBitmap(drawto, drawto,
1048 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
1049 getFontWidth(FONT_LEVEL_NUMBER) * 3,
1050 getFontHeight(FONT_LEVEL_NUMBER) - 1,
1051 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
1054 DrawGameDoorValues();
1058 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
1059 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
1060 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
1064 /* copy actual game door content to door double buffer for OpenDoor() */
1065 BlitBitmap(drawto, bitmap_db_door,
1066 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
1068 OpenDoor(DOOR_OPEN_ALL);
1070 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
1071 if (setup.sound_music)
1072 PlayMusic(level_nr);
1074 KeyboardAutoRepeatOffUnlessAutoplay();
1079 printf("Player %d %sactive.\n",
1080 i + 1, (stored_player[i].active ? "" : "not "));
1084 void InitMovDir(int x, int y)
1086 int i, element = Feld[x][y];
1087 static int xy[4][2] =
1094 static int direction[3][4] =
1096 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1097 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1098 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1107 Feld[x][y] = EL_BUG;
1108 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
1111 case EL_SPACESHIP_RIGHT:
1112 case EL_SPACESHIP_UP:
1113 case EL_SPACESHIP_LEFT:
1114 case EL_SPACESHIP_DOWN:
1115 Feld[x][y] = EL_SPACESHIP;
1116 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
1119 case EL_BD_BUTTERFLY_RIGHT:
1120 case EL_BD_BUTTERFLY_UP:
1121 case EL_BD_BUTTERFLY_LEFT:
1122 case EL_BD_BUTTERFLY_DOWN:
1123 Feld[x][y] = EL_BD_BUTTERFLY;
1124 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
1127 case EL_BD_FIREFLY_RIGHT:
1128 case EL_BD_FIREFLY_UP:
1129 case EL_BD_FIREFLY_LEFT:
1130 case EL_BD_FIREFLY_DOWN:
1131 Feld[x][y] = EL_BD_FIREFLY;
1132 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1135 case EL_PACMAN_RIGHT:
1137 case EL_PACMAN_LEFT:
1138 case EL_PACMAN_DOWN:
1139 Feld[x][y] = EL_PACMAN;
1140 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1143 case EL_SP_SNIKSNAK:
1144 MovDir[x][y] = MV_UP;
1147 case EL_SP_ELECTRON:
1148 MovDir[x][y] = MV_LEFT;
1155 Feld[x][y] = EL_MOLE;
1156 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1160 if (IS_CUSTOM_ELEMENT(element))
1162 if (element_info[element].move_direction_initial != MV_NO_MOVING)
1163 MovDir[x][y] = element_info[element].move_direction_initial;
1164 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS)
1165 MovDir[x][y] = 1 << RND(4);
1166 else if (element_info[element].move_pattern == MV_HORIZONTAL)
1167 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
1168 else if (element_info[element].move_pattern == MV_VERTICAL)
1169 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
1170 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
1171 MovDir[x][y] = element_info[element].move_pattern;
1172 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE ||
1173 element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1177 int x1 = x + xy[i][0];
1178 int y1 = y + xy[i][1];
1180 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1182 if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1183 MovDir[x][y] = direction[0][i];
1185 MovDir[x][y] = direction[1][i];
1194 MovDir[x][y] = 1 << RND(4);
1196 if (element != EL_BUG &&
1197 element != EL_SPACESHIP &&
1198 element != EL_BD_BUTTERFLY &&
1199 element != EL_BD_FIREFLY)
1204 int x1 = x + xy[i][0];
1205 int y1 = y + xy[i][1];
1207 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1209 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1211 MovDir[x][y] = direction[0][i];
1214 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1215 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1217 MovDir[x][y] = direction[1][i];
1227 void InitAmoebaNr(int x, int y)
1230 int group_nr = AmoebeNachbarNr(x, y);
1234 for (i=1; i<MAX_NUM_AMOEBA; i++)
1236 if (AmoebaCnt[i] == 0)
1244 AmoebaNr[x][y] = group_nr;
1245 AmoebaCnt[group_nr]++;
1246 AmoebaCnt2[group_nr]++;
1252 boolean raise_level = FALSE;
1254 if (local_player->MovPos)
1257 if (tape.playing && tape.auto_play)
1258 tape.auto_play_level_solved = TRUE;
1260 local_player->LevelSolved = FALSE;
1262 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
1266 if (!tape.playing && setup.sound_loops)
1267 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1268 SND_CTRL_PLAY_LOOP);
1270 while (TimeLeft > 0)
1272 if (!tape.playing && !setup.sound_loops)
1273 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1274 if (TimeLeft > 0 && !(TimeLeft % 10))
1275 RaiseScore(level.score[SC_TIME_BONUS]);
1276 if (TimeLeft > 100 && !(TimeLeft % 10))
1280 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
1287 if (!tape.playing && setup.sound_loops)
1288 StopSound(SND_GAME_LEVELTIME_BONUS);
1290 else if (level.time == 0) /* level without time limit */
1292 if (!tape.playing && setup.sound_loops)
1293 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1294 SND_CTRL_PLAY_LOOP);
1296 while (TimePlayed < 999)
1298 if (!tape.playing && !setup.sound_loops)
1299 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1300 if (TimePlayed < 999 && !(TimePlayed % 10))
1301 RaiseScore(level.score[SC_TIME_BONUS]);
1302 if (TimePlayed < 900 && !(TimePlayed % 10))
1306 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
1313 if (!tape.playing && setup.sound_loops)
1314 StopSound(SND_GAME_LEVELTIME_BONUS);
1317 /* Hero disappears */
1318 DrawLevelField(ExitX, ExitY);
1324 CloseDoor(DOOR_CLOSE_1);
1329 SaveTape(tape.level_nr); /* Ask to save tape */
1332 if (level_nr == leveldir_current->handicap_level)
1334 leveldir_current->handicap_level++;
1335 SaveLevelSetup_SeriesInfo();
1338 if (level_editor_test_game)
1339 local_player->score = -1; /* no highscore when playing from editor */
1340 else if (level_nr < leveldir_current->last_level)
1341 raise_level = TRUE; /* advance to next level */
1343 if ((hi_pos = NewHiScore()) >= 0)
1345 game_status = GAME_MODE_SCORES;
1346 DrawHallOfFame(hi_pos);
1355 game_status = GAME_MODE_MAIN;
1372 LoadScore(level_nr);
1374 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1375 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1378 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1380 if (local_player->score > highscore[k].Score)
1382 /* player has made it to the hall of fame */
1384 if (k < MAX_SCORE_ENTRIES - 1)
1386 int m = MAX_SCORE_ENTRIES - 1;
1389 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1390 if (!strcmp(setup.player_name, highscore[l].Name))
1392 if (m == k) /* player's new highscore overwrites his old one */
1398 strcpy(highscore[l].Name, highscore[l - 1].Name);
1399 highscore[l].Score = highscore[l - 1].Score;
1406 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1407 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1408 highscore[k].Score = local_player->score;
1414 else if (!strncmp(setup.player_name, highscore[k].Name,
1415 MAX_PLAYER_NAME_LEN))
1416 break; /* player already there with a higher score */
1422 SaveScore(level_nr);
1427 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
1429 if (player->GfxAction != action || player->GfxDir != dir)
1432 printf("Player frame reset! (%d => %d, %d => %d)\n",
1433 player->GfxAction, action, player->GfxDir, dir);
1436 player->GfxAction = action;
1437 player->GfxDir = dir;
1439 player->StepFrame = 0;
1443 static void ResetRandomAnimationValue(int x, int y)
1445 GfxRandom[x][y] = INIT_GFX_RANDOM();
1448 static void ResetGfxAnimation(int x, int y)
1451 GfxAction[x][y] = ACTION_DEFAULT;
1454 void InitMovingField(int x, int y, int direction)
1456 int element = Feld[x][y];
1457 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1458 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1460 if (!JustStopped[x][y] || direction != MovDir[x][y])
1461 ResetGfxAnimation(x, y);
1463 MovDir[newx][newy] = MovDir[x][y] = direction;
1465 if (Feld[newx][newy] == EL_EMPTY)
1466 Feld[newx][newy] = EL_BLOCKED;
1468 if (direction == MV_DOWN && CAN_FALL(element))
1469 GfxAction[x][y] = ACTION_FALLING;
1471 GfxAction[x][y] = ACTION_MOVING;
1473 GfxFrame[newx][newy] = GfxFrame[x][y];
1474 GfxAction[newx][newy] = GfxAction[x][y];
1475 GfxRandom[newx][newy] = GfxRandom[x][y];
1478 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1480 int direction = MovDir[x][y];
1481 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1482 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1488 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1490 int oldx = x, oldy = y;
1491 int direction = MovDir[x][y];
1493 if (direction == MV_LEFT)
1495 else if (direction == MV_RIGHT)
1497 else if (direction == MV_UP)
1499 else if (direction == MV_DOWN)
1502 *comes_from_x = oldx;
1503 *comes_from_y = oldy;
1506 int MovingOrBlocked2Element(int x, int y)
1508 int element = Feld[x][y];
1510 if (element == EL_BLOCKED)
1514 Blocked2Moving(x, y, &oldx, &oldy);
1515 return Feld[oldx][oldy];
1521 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1523 /* like MovingOrBlocked2Element(), but if element is moving
1524 and (x,y) is the field the moving element is just leaving,
1525 return EL_BLOCKED instead of the element value */
1526 int element = Feld[x][y];
1528 if (IS_MOVING(x, y))
1530 if (element == EL_BLOCKED)
1534 Blocked2Moving(x, y, &oldx, &oldy);
1535 return Feld[oldx][oldy];
1544 static void RemoveField(int x, int y)
1546 Feld[x][y] = EL_EMPTY;
1547 GfxElement[x][y] = EL_UNDEFINED;
1551 ChangeDelay[x][y] = 0;
1554 void RemoveMovingField(int x, int y)
1556 int oldx = x, oldy = y, newx = x, newy = y;
1558 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1561 if (IS_MOVING(x, y))
1563 Moving2Blocked(x, y, &newx, &newy);
1564 if (Feld[newx][newy] != EL_BLOCKED)
1567 else if (Feld[x][y] == EL_BLOCKED)
1569 Blocked2Moving(x, y, &oldx, &oldy);
1570 if (!IS_MOVING(oldx, oldy))
1574 if (Feld[x][y] == EL_BLOCKED &&
1575 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1576 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1577 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1578 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
1579 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1581 Feld[oldx][oldy] = EL_EMPTY;
1583 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1585 Feld[newx][newy] = EL_EMPTY;
1586 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1587 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1588 ChangeDelay[oldx][oldy] = ChangeDelay[newx][newy] = 0;
1589 GfxAction[oldx][oldy] = GfxAction[newx][newy] = ACTION_DEFAULT;
1591 DrawLevelField(oldx, oldy);
1592 DrawLevelField(newx, newy);
1595 void DrawDynamite(int x, int y)
1597 int sx = SCREENX(x), sy = SCREENY(y);
1598 int graphic = el2img(Feld[x][y]);
1601 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1604 if (IS_WALKABLE_INSIDE(Back[x][y]))
1608 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
1609 else if (Store[x][y])
1610 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
1612 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
1615 if (Back[x][y] || Store[x][y])
1616 DrawGraphicThruMask(sx, sy, graphic, frame);
1618 DrawGraphic(sx, sy, graphic, frame);
1620 if (game.emulation == EMU_SUPAPLEX)
1621 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
1622 else if (Store[x][y])
1623 DrawGraphicThruMask(sx, sy, graphic, frame);
1625 DrawGraphic(sx, sy, graphic, frame);
1629 void CheckDynamite(int x, int y)
1631 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
1635 if (MovDelay[x][y] != 0)
1638 PlaySoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1645 StopSoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1647 if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
1648 Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
1649 StopSound(SND_DYNAMITE_ACTIVE);
1651 StopSound(SND_DYNABOMB_ACTIVE);
1657 void Explode(int ex, int ey, int phase, int mode)
1661 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1662 int last_phase = num_phase * delay;
1663 int half_phase = (num_phase / 2) * delay;
1664 int first_phase_after_start = EX_PHASE_START + 1;
1666 if (game.explosions_delayed)
1668 ExplodeField[ex][ey] = mode;
1672 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1674 int center_element = Feld[ex][ey];
1676 /* remove things displayed in background while burning dynamite */
1677 if (!IS_INDESTRUCTIBLE(Back[ex][ey]))
1680 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1682 /* put moving element to center field (and let it explode there) */
1683 center_element = MovingOrBlocked2Element(ex, ey);
1684 RemoveMovingField(ex, ey);
1685 Feld[ex][ey] = center_element;
1688 for (y = ey - 1; y <= ey + 1; y++) for(x = ex - 1; x <= ex + 1; x++)
1692 if (!IN_LEV_FIELD(x, y) ||
1693 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
1694 (x != ex || y != ey)))
1697 element = Feld[x][y];
1699 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1701 element = MovingOrBlocked2Element(x, y);
1702 RemoveMovingField(x, y);
1706 if (IS_EXPLOSION_PROOF(element))
1709 if ((IS_INDESTRUCTIBLE(element) &&
1710 (game.engine_version < VERSION_IDENT(2,2,0) ||
1711 (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
1712 element == EL_FLAMES)
1716 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1718 if (IS_ACTIVE_BOMB(element))
1720 /* re-activate things under the bomb like gate or penguin */
1721 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
1728 /* save walkable background elements while explosion on same tile */
1729 if (IS_INDESTRUCTIBLE(element))
1730 Back[x][y] = element;
1732 /* ignite explodable elements reached by other explosion */
1733 if (element == EL_EXPLOSION)
1734 element = Store2[x][y];
1736 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1738 switch(StorePlayer[ex][ey])
1741 Store[x][y] = EL_EMERALD_RED;
1744 Store[x][y] = EL_EMERALD;
1747 Store[x][y] = EL_EMERALD_PURPLE;
1751 Store[x][y] = EL_EMERALD_YELLOW;
1755 if (game.emulation == EMU_SUPAPLEX)
1756 Store[x][y] = EL_EMPTY;
1758 else if (center_element == EL_MOLE)
1759 Store[x][y] = EL_EMERALD_RED;
1760 else if (center_element == EL_PENGUIN)
1761 Store[x][y] = EL_EMERALD_PURPLE;
1762 else if (center_element == EL_BUG)
1763 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
1764 else if (center_element == EL_BD_BUTTERFLY)
1765 Store[x][y] = EL_BD_DIAMOND;
1766 else if (center_element == EL_SP_ELECTRON)
1767 Store[x][y] = EL_SP_INFOTRON;
1768 else if (center_element == EL_AMOEBA_TO_DIAMOND)
1769 Store[x][y] = level.amoeba_content;
1770 else if (center_element == EL_YAMYAM)
1772 level.yamyam_content[game.yamyam_content_nr][x - ex + 1][y - ey + 1];
1773 else if (IS_CUSTOM_ELEMENT(center_element))
1775 element_info[center_element].content[x - ex + 1][y - ey + 1];
1776 else if (element == EL_WALL_EMERALD)
1777 Store[x][y] = EL_EMERALD;
1778 else if (element == EL_WALL_DIAMOND)
1779 Store[x][y] = EL_DIAMOND;
1780 else if (element == EL_WALL_BD_DIAMOND)
1781 Store[x][y] = EL_BD_DIAMOND;
1782 else if (element == EL_WALL_EMERALD_YELLOW)
1783 Store[x][y] = EL_EMERALD_YELLOW;
1784 else if (element == EL_WALL_EMERALD_RED)
1785 Store[x][y] = EL_EMERALD_RED;
1786 else if (element == EL_WALL_EMERALD_PURPLE)
1787 Store[x][y] = EL_EMERALD_PURPLE;
1788 else if (element == EL_WALL_PEARL)
1789 Store[x][y] = EL_PEARL;
1790 else if (element == EL_WALL_CRYSTAL)
1791 Store[x][y] = EL_CRYSTAL;
1793 Store[x][y] = EL_EMPTY;
1795 if (x != ex || y != ey ||
1796 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
1797 Store2[x][y] = element;
1799 if (AmoebaNr[x][y] &&
1800 (element == EL_AMOEBA_FULL ||
1801 element == EL_BD_AMOEBA ||
1802 element == EL_AMOEBA_GROWING))
1804 AmoebaCnt[AmoebaNr[x][y]]--;
1805 AmoebaCnt2[AmoebaNr[x][y]]--;
1808 Feld[x][y] = EL_EXPLOSION;
1810 GfxElement[x][y] = center_element;
1812 GfxElement[x][y] = EL_UNDEFINED;
1814 MovDir[x][y] = MovPos[x][y] = 0;
1816 ExplodePhase[x][y] = 1;
1820 if (center_element == EL_YAMYAM)
1821 game.yamyam_content_nr =
1822 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
1833 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
1835 if (phase == first_phase_after_start)
1837 int element = Store2[x][y];
1839 if (element == EL_BLACK_ORB)
1841 Feld[x][y] = Store2[x][y];
1846 else if (phase == half_phase)
1848 int element = Store2[x][y];
1850 if (IS_PLAYER(x, y))
1851 KillHeroUnlessProtected(x, y);
1852 else if (CAN_EXPLODE_BY_FIRE(element))
1854 Feld[x][y] = Store2[x][y];
1858 else if (element == EL_AMOEBA_TO_DIAMOND)
1859 AmoebeUmwandeln(x, y);
1862 if (phase == last_phase)
1866 element = Feld[x][y] = Store[x][y];
1867 Store[x][y] = Store2[x][y] = 0;
1868 GfxElement[x][y] = EL_UNDEFINED;
1870 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
1871 element = Feld[x][y] = Back[x][y];
1874 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = ChangeDelay[x][y] = 0;
1875 InitField(x, y, FALSE);
1876 if (CAN_MOVE(element))
1878 DrawLevelField(x, y);
1880 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1881 StorePlayer[x][y] = 0;
1883 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1886 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
1888 int stored = Store[x][y];
1889 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
1890 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
1893 int frame = getGraphicAnimationFrame(graphic, phase - delay);
1896 DrawLevelFieldCrumbledSand(x, y);
1898 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
1900 DrawLevelElement(x, y, Back[x][y]);
1901 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
1903 else if (IS_WALKABLE_UNDER(Back[x][y]))
1905 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1906 DrawLevelElementThruMask(x, y, Back[x][y]);
1908 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
1909 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1913 void DynaExplode(int ex, int ey)
1916 int dynabomb_size = 1;
1917 boolean dynabomb_xl = FALSE;
1918 struct PlayerInfo *player;
1919 static int xy[4][2] =
1927 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1929 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER_1_ACTIVE];
1930 dynabomb_size = player->dynabomb_size;
1931 dynabomb_xl = player->dynabomb_xl;
1932 player->dynabombs_left++;
1935 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1939 for (j=1; j<=dynabomb_size; j++)
1941 int x = ex + j * xy[i % 4][0];
1942 int y = ey + j * xy[i % 4][1];
1945 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
1948 element = Feld[x][y];
1950 /* do not restart explosions of fields with active bombs */
1951 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
1954 Explode(x, y, EX_PHASE_START, EX_BORDER);
1956 if (element != EL_EMPTY &&
1957 element != EL_SAND &&
1958 element != EL_EXPLOSION &&
1965 void Bang(int x, int y)
1967 int element = Feld[x][y];
1969 if (IS_PLAYER(x, y))
1971 struct PlayerInfo *player = PLAYERINFO(x, y);
1973 element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
1974 player->element_nr);
1978 PlaySoundLevelAction(x, y, ACTION_EXPLODING);
1980 if (game.emulation == EMU_SUPAPLEX)
1981 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
1983 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
1987 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1995 case EL_BD_BUTTERFLY:
1998 case EL_DARK_YAMYAM:
2002 RaiseScoreElement(element);
2003 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2005 case EL_DYNABOMB_PLAYER_1_ACTIVE:
2006 case EL_DYNABOMB_PLAYER_2_ACTIVE:
2007 case EL_DYNABOMB_PLAYER_3_ACTIVE:
2008 case EL_DYNABOMB_PLAYER_4_ACTIVE:
2009 case EL_DYNABOMB_INCREASE_NUMBER:
2010 case EL_DYNABOMB_INCREASE_SIZE:
2011 case EL_DYNABOMB_INCREASE_POWER:
2016 case EL_LAMP_ACTIVE:
2017 if (IS_PLAYER(x, y))
2018 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2020 Explode(x, y, EX_PHASE_START, EX_CENTER);
2023 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2028 void SplashAcid(int x, int y)
2030 int element = Feld[x][y];
2032 if (element != EL_ACID_SPLASH_LEFT &&
2033 element != EL_ACID_SPLASH_RIGHT)
2035 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
2037 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
2038 (!IN_LEV_FIELD(x-1, y-1) ||
2039 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
2040 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
2042 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
2043 (!IN_LEV_FIELD(x+1, y-1) ||
2044 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
2045 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
2049 static void InitBeltMovement()
2051 static int belt_base_element[4] =
2053 EL_CONVEYOR_BELT_1_LEFT,
2054 EL_CONVEYOR_BELT_2_LEFT,
2055 EL_CONVEYOR_BELT_3_LEFT,
2056 EL_CONVEYOR_BELT_4_LEFT
2058 static int belt_base_active_element[4] =
2060 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2061 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2062 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2063 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2068 /* set frame order for belt animation graphic according to belt direction */
2075 int element = belt_base_active_element[belt_nr] + j;
2076 int graphic = el2img(element);
2078 if (game.belt_dir[i] == MV_LEFT)
2079 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2081 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2085 for(y=0; y<lev_fieldy; y++)
2087 for(x=0; x<lev_fieldx; x++)
2089 int element = Feld[x][y];
2093 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
2095 int e_belt_nr = getBeltNrFromBeltElement(element);
2098 if (e_belt_nr == belt_nr)
2100 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
2102 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
2110 static void ToggleBeltSwitch(int x, int y)
2112 static int belt_base_element[4] =
2114 EL_CONVEYOR_BELT_1_LEFT,
2115 EL_CONVEYOR_BELT_2_LEFT,
2116 EL_CONVEYOR_BELT_3_LEFT,
2117 EL_CONVEYOR_BELT_4_LEFT
2119 static int belt_base_active_element[4] =
2121 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2122 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2123 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2124 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2126 static int belt_base_switch_element[4] =
2128 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
2129 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
2130 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
2131 EL_CONVEYOR_BELT_4_SWITCH_LEFT
2133 static int belt_move_dir[4] =
2141 int element = Feld[x][y];
2142 int belt_nr = getBeltNrFromBeltSwitchElement(element);
2143 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
2144 int belt_dir = belt_move_dir[belt_dir_nr];
2147 if (!IS_BELT_SWITCH(element))
2150 game.belt_dir_nr[belt_nr] = belt_dir_nr;
2151 game.belt_dir[belt_nr] = belt_dir;
2153 if (belt_dir_nr == 3)
2156 /* set frame order for belt animation graphic according to belt direction */
2159 int element = belt_base_active_element[belt_nr] + i;
2160 int graphic = el2img(element);
2162 if (belt_dir == MV_LEFT)
2163 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2165 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2168 for (yy=0; yy<lev_fieldy; yy++)
2170 for (xx=0; xx<lev_fieldx; xx++)
2172 int element = Feld[xx][yy];
2174 if (IS_BELT_SWITCH(element))
2176 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
2178 if (e_belt_nr == belt_nr)
2180 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
2181 DrawLevelField(xx, yy);
2184 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
2186 int e_belt_nr = getBeltNrFromBeltElement(element);
2188 if (e_belt_nr == belt_nr)
2190 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
2192 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
2193 DrawLevelField(xx, yy);
2196 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
2198 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
2200 if (e_belt_nr == belt_nr)
2202 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
2204 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
2205 DrawLevelField(xx, yy);
2212 static void ToggleSwitchgateSwitch(int x, int y)
2216 game.switchgate_pos = !game.switchgate_pos;
2218 for (yy=0; yy<lev_fieldy; yy++)
2220 for (xx=0; xx<lev_fieldx; xx++)
2222 int element = Feld[xx][yy];
2224 if (element == EL_SWITCHGATE_SWITCH_UP ||
2225 element == EL_SWITCHGATE_SWITCH_DOWN)
2227 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2228 DrawLevelField(xx, yy);
2230 else if (element == EL_SWITCHGATE_OPEN ||
2231 element == EL_SWITCHGATE_OPENING)
2233 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2235 PlaySoundLevelAction(xx, yy, ACTION_CLOSING);
2237 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2240 else if (element == EL_SWITCHGATE_CLOSED ||
2241 element == EL_SWITCHGATE_CLOSING)
2243 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2245 PlaySoundLevelAction(xx, yy, ACTION_OPENING);
2247 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2254 static int getInvisibleActiveFromInvisibleElement(int element)
2256 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2257 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2258 EL_INVISIBLE_SAND_ACTIVE);
2261 static int getInvisibleFromInvisibleActiveElement(int element)
2263 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2264 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2268 static void RedrawAllLightSwitchesAndInvisibleElements()
2272 for (y=0; y<lev_fieldy; y++)
2274 for (x=0; x<lev_fieldx; x++)
2276 int element = Feld[x][y];
2278 if (element == EL_LIGHT_SWITCH &&
2279 game.light_time_left > 0)
2281 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2282 DrawLevelField(x, y);
2284 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2285 game.light_time_left == 0)
2287 Feld[x][y] = EL_LIGHT_SWITCH;
2288 DrawLevelField(x, y);
2290 else if (element == EL_INVISIBLE_STEELWALL ||
2291 element == EL_INVISIBLE_WALL ||
2292 element == EL_INVISIBLE_SAND)
2294 if (game.light_time_left > 0)
2295 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2297 DrawLevelField(x, y);
2299 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2300 element == EL_INVISIBLE_WALL_ACTIVE ||
2301 element == EL_INVISIBLE_SAND_ACTIVE)
2303 if (game.light_time_left == 0)
2304 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2306 DrawLevelField(x, y);
2312 static void ToggleLightSwitch(int x, int y)
2314 int element = Feld[x][y];
2316 game.light_time_left =
2317 (element == EL_LIGHT_SWITCH ?
2318 level.time_light * FRAMES_PER_SECOND : 0);
2320 RedrawAllLightSwitchesAndInvisibleElements();
2323 static void ActivateTimegateSwitch(int x, int y)
2327 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2329 for (yy=0; yy<lev_fieldy; yy++)
2331 for (xx=0; xx<lev_fieldx; xx++)
2333 int element = Feld[xx][yy];
2335 if (element == EL_TIMEGATE_CLOSED ||
2336 element == EL_TIMEGATE_CLOSING)
2338 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2339 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2343 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2345 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2346 DrawLevelField(xx, yy);
2353 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2356 void Impact(int x, int y)
2358 boolean lastline = (y == lev_fieldy-1);
2359 boolean object_hit = FALSE;
2360 boolean impact = (lastline || object_hit);
2361 int element = Feld[x][y];
2362 int smashed = EL_UNDEFINED;
2364 if (!lastline) /* check if element below was hit */
2366 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
2369 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
2370 MovDir[x][y + 1] != MV_DOWN ||
2371 MovPos[x][y + 1] <= TILEY / 2));
2373 smashed = MovingOrBlocked2Element(x, y + 1);
2375 impact = (lastline || object_hit);
2378 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2386 ResetGfxAnimation(x, y);
2387 DrawLevelField(x, y);
2391 if (impact && CAN_EXPLODE_IMPACT(element))
2393 if ((element == EL_BOMB ||
2394 element == EL_SP_DISK_ORANGE ||
2395 element == EL_DX_SUPABOMB) &&
2396 (lastline || object_hit)) /* element is bomb */
2402 else if (impact && element == EL_PEARL)
2404 Feld[x][y] = EL_PEARL_BREAKING;
2405 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2408 else if (impact && CAN_CHANGE(element) &&
2409 HAS_CHANGE_EVENT(element, CE_IMPACT))
2411 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2413 ChangeElementDoIt(x, y, element_info[element].change.successor);
2418 if (impact && element == EL_AMOEBA_DROP)
2420 if (object_hit && IS_PLAYER(x, y + 1))
2421 KillHeroUnlessProtected(x, y + 1);
2422 else if (object_hit && smashed == EL_PENGUIN)
2426 Feld[x][y] = EL_AMOEBA_GROWING;
2427 Store[x][y] = EL_AMOEBA_WET;
2429 ResetRandomAnimationValue(x, y);
2435 if (object_hit) /* check which object was hit */
2437 if (!lastline && object_hit) /* check which object was hit */
2440 if (CAN_PASS_MAGIC_WALL(element) &&
2441 (smashed == EL_MAGIC_WALL ||
2442 smashed == EL_BD_MAGIC_WALL))
2445 int activated_magic_wall =
2446 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2447 EL_BD_MAGIC_WALL_ACTIVE);
2449 /* activate magic wall / mill */
2450 for (yy=0; yy<lev_fieldy; yy++)
2451 for (xx=0; xx<lev_fieldx; xx++)
2452 if (Feld[xx][yy] == smashed)
2453 Feld[xx][yy] = activated_magic_wall;
2455 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2456 game.magic_wall_active = TRUE;
2458 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2459 SND_MAGIC_WALL_ACTIVATING :
2460 SND_BD_MAGIC_WALL_ACTIVATING));
2463 if (IS_PLAYER(x, y + 1))
2465 if (CAN_SMASH_PLAYER(element))
2467 KillHeroUnlessProtected(x, y + 1);
2471 else if (smashed == EL_PENGUIN)
2473 if (CAN_SMASH_PLAYER(element))
2479 else if (element == EL_BD_DIAMOND)
2481 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2487 else if ((element == EL_SP_INFOTRON ||
2488 element == EL_SP_ZONK) &&
2489 (smashed == EL_SP_SNIKSNAK ||
2490 smashed == EL_SP_ELECTRON ||
2491 smashed == EL_SP_DISK_ORANGE))
2497 else if (CAN_SMASH_EVERYTHING(element))
2499 else if (element == EL_ROCK ||
2500 element == EL_SP_ZONK ||
2501 element == EL_BD_ROCK)
2504 if (IS_CLASSIC_ENEMY(smashed) ||
2506 CAN_EXPLODE_SMASHED(smashed))
2508 smashed == EL_BOMB ||
2509 smashed == EL_SP_DISK_ORANGE ||
2510 smashed == EL_DX_SUPABOMB ||
2511 smashed == EL_SATELLITE ||
2512 smashed == EL_PIG ||
2513 smashed == EL_DRAGON ||
2521 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
2523 else if (!IS_MOVING(x, y + 1))
2526 if (smashed == EL_LAMP ||
2527 smashed == EL_LAMP_ACTIVE)
2532 else if (smashed == EL_NUT)
2534 Feld[x][y + 1] = EL_NUT_BREAKING;
2535 PlaySoundLevel(x, y, SND_NUT_BREAKING);
2536 RaiseScoreElement(EL_NUT);
2539 else if (smashed == EL_PEARL)
2541 Feld[x][y + 1] = EL_PEARL_BREAKING;
2542 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2545 else if (smashed == EL_DIAMOND)
2548 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
2550 Feld[x][y + 1] = EL_EMPTY;
2552 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2555 else if (IS_BELT_SWITCH(smashed))
2557 ToggleBeltSwitch(x, y + 1);
2559 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
2560 smashed == EL_SWITCHGATE_SWITCH_DOWN)
2562 ToggleSwitchgateSwitch(x, y + 1);
2564 else if (smashed == EL_LIGHT_SWITCH ||
2565 smashed == EL_LIGHT_SWITCH_ACTIVE)
2567 ToggleLightSwitch(x, y + 1);
2569 else if (CAN_CHANGE(smashed) &&
2570 HAS_CHANGE_EVENT(smashed, CE_SMASHED))
2572 ChangeElementDoIt(x, y + 1, element_info[smashed].change.successor);
2578 /* play sound of magic wall / mill */
2580 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
2581 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
2583 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
2584 PlaySoundLevel(x, y, SND_MAGIC_WALL_FILLING);
2585 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
2586 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_FILLING);
2591 /* play sound of object that hits the ground */
2592 if (lastline || object_hit)
2593 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2596 void TurnRound(int x, int y)
2608 { 0, 0 }, { 0, 0 }, { 0, 0 },
2613 int left, right, back;
2617 { MV_DOWN, MV_UP, MV_RIGHT },
2618 { MV_UP, MV_DOWN, MV_LEFT },
2620 { MV_LEFT, MV_RIGHT, MV_DOWN },
2621 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2622 { MV_RIGHT, MV_LEFT, MV_UP }
2625 int element = Feld[x][y];
2626 int old_move_dir = MovDir[x][y];
2627 int left_dir = turn[old_move_dir].left;
2628 int right_dir = turn[old_move_dir].right;
2629 int back_dir = turn[old_move_dir].back;
2631 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2632 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2633 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2634 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2636 int left_x = x + left_dx, left_y = y + left_dy;
2637 int right_x = x + right_dx, right_y = y + right_dy;
2638 int move_x = x + move_dx, move_y = y + move_dy;
2640 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2642 TestIfBadThingTouchesOtherBadThing(x, y);
2644 if (IN_LEV_FIELD(right_x, right_y) &&
2645 IS_FREE(right_x, right_y))
2646 MovDir[x][y] = right_dir;
2647 else if (!IN_LEV_FIELD(move_x, move_y) ||
2648 !IS_FREE(move_x, move_y))
2649 MovDir[x][y] = left_dir;
2651 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
2653 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2656 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2657 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2659 TestIfBadThingTouchesOtherBadThing(x, y);
2661 if (IN_LEV_FIELD(left_x, left_y) &&
2662 IS_FREE(left_x, left_y))
2663 MovDir[x][y] = left_dir;
2664 else if (!IN_LEV_FIELD(move_x, move_y) ||
2665 !IS_FREE(move_x, move_y))
2666 MovDir[x][y] = right_dir;
2668 if ((element == EL_SPACESHIP ||
2669 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2670 && MovDir[x][y] != old_move_dir)
2672 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
2675 else if (element == EL_YAMYAM)
2677 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2679 if (IN_LEV_FIELD(left_x, left_y) &&
2680 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2681 Feld[left_x][left_y] == EL_DIAMOND))
2682 can_turn_left = TRUE;
2683 if (IN_LEV_FIELD(right_x, right_y) &&
2684 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2685 Feld[right_x][right_y] == EL_DIAMOND))
2686 can_turn_right = TRUE;
2688 if (can_turn_left && can_turn_right)
2689 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2690 else if (can_turn_left)
2691 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2692 else if (can_turn_right)
2693 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2695 MovDir[x][y] = back_dir;
2697 MovDelay[x][y] = 16+16*RND(3);
2699 else if (element == EL_DARK_YAMYAM)
2701 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2703 if (IN_LEV_FIELD(left_x, left_y) &&
2704 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2705 IS_FOOD_DARK_YAMYAM(Feld[left_x][left_y])))
2706 can_turn_left = TRUE;
2707 if (IN_LEV_FIELD(right_x, right_y) &&
2708 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2709 IS_FOOD_DARK_YAMYAM(Feld[right_x][right_y])))
2710 can_turn_right = TRUE;
2712 if (can_turn_left && can_turn_right)
2713 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2714 else if (can_turn_left)
2715 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2716 else if (can_turn_right)
2717 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2719 MovDir[x][y] = back_dir;
2721 MovDelay[x][y] = 16+16*RND(3);
2723 else if (element == EL_PACMAN)
2725 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2727 if (IN_LEV_FIELD(left_x, left_y) &&
2728 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2729 IS_AMOEBOID(Feld[left_x][left_y])))
2730 can_turn_left = TRUE;
2731 if (IN_LEV_FIELD(right_x, right_y) &&
2732 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2733 IS_AMOEBOID(Feld[right_x][right_y])))
2734 can_turn_right = TRUE;
2736 if (can_turn_left && can_turn_right)
2737 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2738 else if (can_turn_left)
2739 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2740 else if (can_turn_right)
2741 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2743 MovDir[x][y] = back_dir;
2745 MovDelay[x][y] = 6+RND(40);
2747 else if (element == EL_PIG)
2749 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2750 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2751 boolean should_move_on = FALSE;
2753 int rnd = RND(rnd_value);
2755 if (IN_LEV_FIELD(left_x, left_y) &&
2756 (IS_FREE(left_x, left_y) || IS_FOOD_PIG(Feld[left_x][left_y])))
2757 can_turn_left = TRUE;
2758 if (IN_LEV_FIELD(right_x, right_y) &&
2759 (IS_FREE(right_x, right_y) || IS_FOOD_PIG(Feld[right_x][right_y])))
2760 can_turn_right = TRUE;
2761 if (IN_LEV_FIELD(move_x, move_y) &&
2762 (IS_FREE(move_x, move_y) || IS_FOOD_PIG(Feld[move_x][move_y])))
2765 if (can_turn_left &&
2767 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2768 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2769 should_turn_left = TRUE;
2770 if (can_turn_right &&
2772 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2773 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2774 should_turn_right = TRUE;
2776 (!can_turn_left || !can_turn_right ||
2777 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2778 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2779 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2780 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2781 should_move_on = TRUE;
2783 if (should_turn_left || should_turn_right || should_move_on)
2785 if (should_turn_left && should_turn_right && should_move_on)
2786 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2787 rnd < 2*rnd_value/3 ? right_dir :
2789 else if (should_turn_left && should_turn_right)
2790 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2791 else if (should_turn_left && should_move_on)
2792 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2793 else if (should_turn_right && should_move_on)
2794 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2795 else if (should_turn_left)
2796 MovDir[x][y] = left_dir;
2797 else if (should_turn_right)
2798 MovDir[x][y] = right_dir;
2799 else if (should_move_on)
2800 MovDir[x][y] = old_move_dir;
2802 else if (can_move_on && rnd > rnd_value/8)
2803 MovDir[x][y] = old_move_dir;
2804 else if (can_turn_left && can_turn_right)
2805 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2806 else if (can_turn_left && rnd > rnd_value/8)
2807 MovDir[x][y] = left_dir;
2808 else if (can_turn_right && rnd > rnd_value/8)
2809 MovDir[x][y] = right_dir;
2811 MovDir[x][y] = back_dir;
2813 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2814 !IS_FOOD_PIG(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2815 MovDir[x][y] = old_move_dir;
2819 else if (element == EL_DRAGON)
2821 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2823 int rnd = RND(rnd_value);
2825 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2826 can_turn_left = TRUE;
2827 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2828 can_turn_right = TRUE;
2829 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2832 if (can_move_on && rnd > rnd_value/8)
2833 MovDir[x][y] = old_move_dir;
2834 else if (can_turn_left && can_turn_right)
2835 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2836 else if (can_turn_left && rnd > rnd_value/8)
2837 MovDir[x][y] = left_dir;
2838 else if (can_turn_right && rnd > rnd_value/8)
2839 MovDir[x][y] = right_dir;
2841 MovDir[x][y] = back_dir;
2843 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2844 MovDir[x][y] = old_move_dir;
2848 else if (element == EL_MOLE)
2850 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2852 if (IN_LEV_FIELD(move_x, move_y) &&
2853 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2854 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING))
2859 if (IN_LEV_FIELD(left_x, left_y) &&
2860 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2861 can_turn_left = TRUE;
2862 if (IN_LEV_FIELD(right_x, right_y) &&
2863 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2864 can_turn_right = TRUE;
2866 if (can_turn_left && can_turn_right)
2867 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2868 else if (can_turn_left)
2869 MovDir[x][y] = left_dir;
2871 MovDir[x][y] = right_dir;
2874 if (MovDir[x][y] != old_move_dir)
2877 else if (element == EL_BALLOON)
2879 MovDir[x][y] = game.balloon_dir;
2882 else if (element == EL_SPRING)
2884 if ((MovDir[x][y] == MV_LEFT || MovDir[x][y] == MV_RIGHT) &&
2885 (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2886 (IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))
2887 MovDir[x][y] = MV_NO_MOVING;
2891 else if (element == EL_ROBOT ||
2892 element == EL_SATELLITE ||
2893 element == EL_PENGUIN)
2895 int attr_x = -1, attr_y = -1;
2906 for (i=0; i<MAX_PLAYERS; i++)
2908 struct PlayerInfo *player = &stored_player[i];
2909 int jx = player->jx, jy = player->jy;
2911 if (!player->active)
2914 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2922 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
2928 if (element == EL_PENGUIN)
2931 static int xy[4][2] =
2941 int ex = x + xy[i % 4][0];
2942 int ey = y + xy[i % 4][1];
2944 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
2953 MovDir[x][y] = MV_NO_MOVING;
2955 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2956 else if (attr_x > x)
2957 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2959 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2960 else if (attr_y > y)
2961 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2963 if (element == EL_ROBOT)
2967 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
2968 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
2969 Moving2Blocked(x, y, &newx, &newy);
2971 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2972 MovDelay[x][y] = 8+8*!RND(3);
2974 MovDelay[x][y] = 16;
2982 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
2984 boolean first_horiz = RND(2);
2985 int new_move_dir = MovDir[x][y];
2988 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
2989 Moving2Blocked(x, y, &newx, &newy);
2991 if (IN_LEV_FIELD(newx, newy) &&
2992 (IS_FREE(newx, newy) ||
2993 Feld[newx][newy] == EL_ACID ||
2994 (element == EL_PENGUIN &&
2995 (Feld[newx][newy] == EL_EXIT_OPEN ||
2996 IS_FOOD_PENGUIN(Feld[newx][newy])))))
3000 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3001 Moving2Blocked(x, y, &newx, &newy);
3003 if (IN_LEV_FIELD(newx, newy) &&
3004 (IS_FREE(newx, newy) ||
3005 Feld[newx][newy] == EL_ACID ||
3006 (element == EL_PENGUIN &&
3007 (Feld[newx][newy] == EL_EXIT_OPEN ||
3008 IS_FOOD_PENGUIN(Feld[newx][newy])))))
3011 MovDir[x][y] = old_move_dir;
3016 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS)
3018 boolean can_turn_left = FALSE, can_turn_right = FALSE;
3020 if (IN_LEV_FIELD(left_x, left_y) &&
3021 (IS_FREE(left_x, left_y) ||
3022 (DONT_COLLIDE_WITH(element) && IS_FREE_OR_PLAYER(left_x, left_y))))
3023 can_turn_left = TRUE;
3024 if (IN_LEV_FIELD(right_x, right_y) &&
3025 (IS_FREE(right_x, right_y) ||
3026 (DONT_COLLIDE_WITH(element) && IS_FREE_OR_PLAYER(right_x, right_y))))
3027 can_turn_right = TRUE;
3029 if (can_turn_left && can_turn_right)
3030 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3031 else if (can_turn_left)
3032 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3033 else if (can_turn_right)
3034 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3036 MovDir[x][y] = back_dir;
3038 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3040 else if (element_info[element].move_pattern == MV_HORIZONTAL ||
3041 element_info[element].move_pattern == MV_VERTICAL)
3043 if (element_info[element].move_pattern & old_move_dir)
3044 MovDir[x][y] = back_dir;
3045 else if (element_info[element].move_pattern == MV_HORIZONTAL)
3046 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
3047 else if (element_info[element].move_pattern == MV_VERTICAL)
3048 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
3050 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3052 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
3054 MovDir[x][y] = element_info[element].move_pattern;
3055 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3057 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE)
3059 if (IN_LEV_FIELD(left_x, left_y) &&
3060 (IS_FREE(left_x, left_y) ||
3061 (DONT_COLLIDE_WITH(element) && IS_FREE_OR_PLAYER(left_x, left_y))))
3062 MovDir[x][y] = left_dir;
3063 else if (!IN_LEV_FIELD(move_x, move_y) ||
3064 (!IS_FREE(move_x, move_y) &&
3065 (!DONT_COLLIDE_WITH(element) || !IS_FREE_OR_PLAYER(move_x, move_y))))
3066 MovDir[x][y] = right_dir;
3068 if (MovDir[x][y] != old_move_dir)
3069 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3071 else if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
3073 if (IN_LEV_FIELD(right_x, right_y) &&
3074 (IS_FREE(right_x, right_y) ||
3075 (DONT_COLLIDE_WITH(element) && IS_FREE_OR_PLAYER(right_x, right_y))))
3076 MovDir[x][y] = right_dir;
3077 else if (!IN_LEV_FIELD(move_x, move_y) ||
3078 (!IS_FREE(move_x, move_y) &&
3079 (!DONT_COLLIDE_WITH(element) || !IS_FREE_OR_PLAYER(move_x, move_y))))
3080 MovDir[x][y] = left_dir;
3082 if (MovDir[x][y] != old_move_dir)
3083 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3085 else if (element_info[element].move_pattern == MV_TOWARDS_PLAYER ||
3086 element_info[element].move_pattern == MV_AWAY_FROM_PLAYER)
3088 int attr_x = -1, attr_y = -1;
3091 (element_info[element].move_pattern == MV_AWAY_FROM_PLAYER);
3102 for (i=0; i<MAX_PLAYERS; i++)
3104 struct PlayerInfo *player = &stored_player[i];
3105 int jx = player->jx, jy = player->jy;
3107 if (!player->active)
3110 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
3118 MovDir[x][y] = MV_NO_MOVING;
3120 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
3121 else if (attr_x > x)
3122 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
3124 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
3125 else if (attr_y > y)
3126 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
3128 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3130 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3132 boolean first_horiz = RND(2);
3133 int new_move_dir = MovDir[x][y];
3136 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3137 Moving2Blocked(x, y, &newx, &newy);
3139 if (IN_LEV_FIELD(newx, newy) && (IS_FREE(newx, newy) ||
3140 (DONT_COLLIDE_WITH(element) &&
3141 IS_FREE_OR_PLAYER(newx, newy)) ||
3142 Feld[newx][newy] == EL_ACID))
3146 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3147 Moving2Blocked(x, y, &newx, &newy);
3149 if (IN_LEV_FIELD(newx, newy) && (IS_FREE(newx, newy) ||
3150 (DONT_COLLIDE_WITH(element) &&
3151 IS_FREE_OR_PLAYER(newx, newy)) ||
3152 Feld[newx][newy] == EL_ACID))
3155 MovDir[x][y] = old_move_dir;
3160 static boolean JustBeingPushed(int x, int y)
3164 for (i=0; i<MAX_PLAYERS; i++)
3166 struct PlayerInfo *player = &stored_player[i];
3168 if (player->active && player->Pushing && player->MovPos)
3170 int next_jx = player->jx + (player->jx - player->last_jx);
3171 int next_jy = player->jy + (player->jy - player->last_jy);
3173 if (x == next_jx && y == next_jy)
3181 void StartMoving(int x, int y)
3183 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
3184 boolean started_moving = FALSE; /* some elements can fall _and_ move */
3185 int element = Feld[x][y];
3190 GfxAction[x][y] = ACTION_DEFAULT;
3192 if (CAN_FALL(element) && y < lev_fieldy - 1)
3194 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
3195 if (JustBeingPushed(x, y))
3198 if (element == EL_QUICKSAND_FULL)
3200 if (IS_FREE(x, y + 1))
3202 InitMovingField(x, y, MV_DOWN);
3203 started_moving = TRUE;
3205 Feld[x][y] = EL_QUICKSAND_EMPTYING;
3206 Store[x][y] = EL_ROCK;
3208 PlaySoundLevelAction(x, y, ACTION_EMPTYING);
3210 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
3213 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3215 if (!MovDelay[x][y])
3216 MovDelay[x][y] = TILEY + 1;
3225 Feld[x][y] = EL_QUICKSAND_EMPTY;
3226 Feld[x][y + 1] = EL_QUICKSAND_FULL;
3227 Store[x][y + 1] = Store[x][y];
3230 PlaySoundLevelAction(x, y, ACTION_FILLING);
3232 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3236 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
3237 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3239 InitMovingField(x, y, MV_DOWN);
3240 started_moving = TRUE;
3242 Feld[x][y] = EL_QUICKSAND_FILLING;
3243 Store[x][y] = element;
3245 PlaySoundLevelAction(x, y, ACTION_FILLING);
3247 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3250 else if (element == EL_MAGIC_WALL_FULL)
3252 if (IS_FREE(x, y + 1))
3254 InitMovingField(x, y, MV_DOWN);
3255 started_moving = TRUE;
3257 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
3258 Store[x][y] = EL_CHANGED(Store[x][y]);
3260 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3262 if (!MovDelay[x][y])
3263 MovDelay[x][y] = TILEY/4 + 1;
3272 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
3273 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
3274 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
3278 else if (element == EL_BD_MAGIC_WALL_FULL)
3280 if (IS_FREE(x, y + 1))
3282 InitMovingField(x, y, MV_DOWN);
3283 started_moving = TRUE;
3285 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
3286 Store[x][y] = EL_CHANGED2(Store[x][y]);
3288 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3290 if (!MovDelay[x][y])
3291 MovDelay[x][y] = TILEY/4 + 1;
3300 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
3301 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
3302 Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
3306 else if (CAN_PASS_MAGIC_WALL(element) &&
3307 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3308 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3310 InitMovingField(x, y, MV_DOWN);
3311 started_moving = TRUE;
3314 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
3315 EL_BD_MAGIC_WALL_FILLING);
3316 Store[x][y] = element;
3319 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID)
3321 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
3326 InitMovingField(x, y, MV_DOWN);
3327 started_moving = TRUE;
3329 Store[x][y] = EL_ACID;
3331 /* !!! TEST !!! better use "_FALLING" etc. !!! */
3332 GfxAction[x][y + 1] = ACTION_ACTIVE;
3335 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3340 else if (IS_FREE(x, y + 1) && element == EL_SPRING && use_spring_bug)
3342 if (MovDir[x][y] == MV_NO_MOVING)
3344 InitMovingField(x, y, MV_DOWN);
3345 started_moving = TRUE;
3348 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
3350 if (JustStopped[x][y]) /* prevent animation from being restarted */
3351 MovDir[x][y] = MV_DOWN;
3353 InitMovingField(x, y, MV_DOWN);
3354 started_moving = TRUE;
3356 else if (element == EL_AMOEBA_DROP)
3358 Feld[x][y] = EL_AMOEBA_GROWING;
3359 Store[x][y] = EL_AMOEBA_WET;
3361 /* Store[x][y + 1] must be zero, because:
3362 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY
3365 #if OLD_GAME_BEHAVIOUR
3366 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1])
3368 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] &&
3369 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3370 element != EL_DX_SUPABOMB)
3373 else if ((IS_SLIPPERY(Feld[x][y + 1]) ||
3374 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
3375 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3376 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
3379 boolean left = (x>0 && IS_FREE(x-1, y) &&
3380 (IS_FREE(x-1, y + 1) || Feld[x-1][y + 1] == EL_ACID));
3381 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
3382 (IS_FREE(x+1, y + 1) || Feld[x+1][y + 1] == EL_ACID));
3386 if (left && right &&
3387 (game.emulation != EMU_BOULDERDASH &&
3388 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
3389 left = !(right = RND(2));
3391 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
3392 started_moving = TRUE;
3395 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
3397 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
3398 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
3399 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
3400 int belt_dir = game.belt_dir[belt_nr];
3402 if ((belt_dir == MV_LEFT && left_is_free) ||
3403 (belt_dir == MV_RIGHT && right_is_free))
3405 InitMovingField(x, y, belt_dir);
3406 started_moving = TRUE;
3408 GfxAction[x][y] = ACTION_DEFAULT;
3413 /* not "else if" because of EL_SPRING */
3414 if (CAN_MOVE(element) && !started_moving)
3418 if ((element == EL_SATELLITE ||
3419 element == EL_BALLOON ||
3420 element == EL_SPRING)
3421 && JustBeingPushed(x, y))
3426 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
3427 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
3429 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
3431 Moving2Blocked(x, y, &newx, &newy);
3432 if (Feld[newx][newy] == EL_BLOCKED)
3433 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
3438 if (!MovDelay[x][y]) /* start new movement phase */
3440 /* all objects that can change their move direction after each step
3441 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
3443 if (element != EL_YAMYAM &&
3444 element != EL_DARK_YAMYAM &&
3445 element != EL_PACMAN &&
3446 !(element_info[element].move_pattern & MV_ANY_DIRECTION))
3450 if (MovDelay[x][y] && (element == EL_BUG ||
3451 element == EL_SPACESHIP ||
3452 element == EL_SP_SNIKSNAK ||
3453 element == EL_SP_ELECTRON ||
3454 element == EL_MOLE))
3455 DrawLevelField(x, y);
3459 if (MovDelay[x][y]) /* wait some time before next movement */
3464 if (element == EL_YAMYAM)
3467 el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT));
3468 DrawLevelElementAnimation(x, y, element);
3472 if (MovDelay[x][y]) /* element still has to wait some time */
3475 /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
3476 ResetGfxAnimation(x, y);
3478 GfxAction[x][y] = ACTION_WAITING;
3481 if (element == EL_ROBOT ||
3483 element == EL_PACMAN ||
3485 element == EL_YAMYAM ||
3486 element == EL_DARK_YAMYAM)
3489 DrawLevelElementAnimation(x, y, element);
3491 DrawLevelElementAnimationIfNeeded(x, y, element);
3493 PlaySoundLevelAction(x, y, ACTION_WAITING);
3495 else if (element == EL_SP_ELECTRON)
3496 DrawLevelElementAnimationIfNeeded(x, y, element);
3497 else if (element == EL_DRAGON)
3500 int dir = MovDir[x][y];
3501 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
3502 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
3503 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
3504 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
3505 dir == MV_UP ? IMG_FLAMES_1_UP :
3506 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
3507 int frame = getGraphicAnimationFrame(graphic, -1);
3509 for (i=1; i<=3; i++)
3511 int xx = x + i*dx, yy = y + i*dy;
3512 int sx = SCREENX(xx), sy = SCREENY(yy);
3513 int flame_graphic = graphic + (i - 1);
3515 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
3520 int flamed = MovingOrBlocked2Element(xx, yy);
3522 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_FIRE(flamed))
3525 RemoveMovingField(xx, yy);
3527 Feld[xx][yy] = EL_FLAMES;
3528 if (IN_SCR_FIELD(sx, sy))
3529 DrawGraphic(sx, sy, flame_graphic, frame);
3533 if (Feld[xx][yy] == EL_FLAMES)
3534 Feld[xx][yy] = EL_EMPTY;
3535 DrawLevelField(xx, yy);
3540 if (MovDelay[x][y]) /* element still has to wait some time */
3542 PlaySoundLevelAction(x, y, ACTION_WAITING);
3547 GfxAction[x][y] = ACTION_MOVING;
3550 /* now make next step */
3552 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
3554 if (DONT_COLLIDE_WITH(element) && IS_PLAYER(newx, newy) &&
3555 !PLAYER_PROTECTED(newx, newy))
3558 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
3561 /* player killed by element which is deadly when colliding with */
3563 KillHero(PLAYERINFO(newx, newy));
3568 else if ((element == EL_PENGUIN ||
3569 element == EL_ROBOT ||
3570 element == EL_SATELLITE ||
3571 element == EL_BALLOON ||
3572 IS_CUSTOM_ELEMENT(element)) &&
3573 IN_LEV_FIELD(newx, newy) &&
3574 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
3577 Store[x][y] = EL_ACID;
3579 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
3581 if (Feld[newx][newy] == EL_EXIT_OPEN)
3583 Feld[x][y] = EL_EMPTY;
3584 DrawLevelField(x, y);
3586 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING);
3587 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
3588 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
3590 local_player->friends_still_needed--;
3591 if (!local_player->friends_still_needed &&
3592 !local_player->GameOver && AllPlayersGone)
3593 local_player->LevelSolved = local_player->GameOver = TRUE;
3597 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
3599 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
3600 DrawLevelField(newx, newy);
3602 MovDir[x][y] = MV_NO_MOVING;
3604 else if (!IS_FREE(newx, newy))
3606 GfxAction[x][y] = ACTION_WAITING;
3608 if (IS_PLAYER(x, y))
3609 DrawPlayerField(x, y);
3611 DrawLevelField(x, y);
3615 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
3617 if (IS_FOOD_PIG(Feld[newx][newy]))
3619 if (IS_MOVING(newx, newy))
3620 RemoveMovingField(newx, newy);
3623 Feld[newx][newy] = EL_EMPTY;
3624 DrawLevelField(newx, newy);
3627 PlaySoundLevel(x, y, SND_PIG_DIGGING);
3629 else if (!IS_FREE(newx, newy))
3631 if (IS_PLAYER(x, y))
3632 DrawPlayerField(x, y);
3634 DrawLevelField(x, y);
3638 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
3640 if (!IS_FREE(newx, newy))
3642 if (IS_PLAYER(x, y))
3643 DrawPlayerField(x, y);
3645 DrawLevelField(x, y);
3650 boolean wanna_flame = !RND(10);
3651 int dx = newx - x, dy = newy - y;
3652 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3653 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3654 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3655 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
3656 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3657 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
3660 IS_CLASSIC_ENEMY(element1) ||
3661 IS_CLASSIC_ENEMY(element2)) &&
3662 element1 != EL_DRAGON && element2 != EL_DRAGON &&
3663 element1 != EL_FLAMES && element2 != EL_FLAMES)
3665 if (IS_PLAYER(x, y))
3666 DrawPlayerField(x, y);
3668 DrawLevelField(x, y);
3670 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3672 MovDelay[x][y] = 50;
3673 Feld[newx][newy] = EL_FLAMES;
3674 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
3675 Feld[newx1][newy1] = EL_FLAMES;
3676 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
3677 Feld[newx2][newy2] = EL_FLAMES;
3682 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3683 Feld[newx][newy] == EL_DIAMOND)
3685 if (IS_MOVING(newx, newy))
3686 RemoveMovingField(newx, newy);
3689 Feld[newx][newy] = EL_EMPTY;
3690 DrawLevelField(newx, newy);
3693 PlaySoundLevel(x, y, SND_YAMYAM_DIGGING);
3695 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3696 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
3698 if (AmoebaNr[newx][newy])
3700 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3701 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3702 Feld[newx][newy] == EL_BD_AMOEBA)
3703 AmoebaCnt[AmoebaNr[newx][newy]]--;
3706 if (IS_MOVING(newx, newy))
3707 RemoveMovingField(newx, newy);
3710 Feld[newx][newy] = EL_EMPTY;
3711 DrawLevelField(newx, newy);
3714 PlaySoundLevel(x, y, SND_DARK_YAMYAM_DIGGING);
3716 else if ((element == EL_PACMAN || element == EL_MOLE)
3717 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3719 if (AmoebaNr[newx][newy])
3721 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3722 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3723 Feld[newx][newy] == EL_BD_AMOEBA)
3724 AmoebaCnt[AmoebaNr[newx][newy]]--;
3727 if (element == EL_MOLE)
3729 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
3730 PlaySoundLevel(x, y, SND_MOLE_DIGGING);
3731 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
3732 return; /* wait for shrinking amoeba */
3734 else /* element == EL_PACMAN */
3736 Feld[newx][newy] = EL_EMPTY;
3737 DrawLevelField(newx, newy);
3738 PlaySoundLevel(x, y, SND_PACMAN_DIGGING);
3741 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
3742 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
3743 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
3745 /* wait for shrinking amoeba to completely disappear */
3748 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3750 /* object was running against a wall */
3755 DrawLevelElementAnimation(x, y, element);
3757 if (element == EL_BUG ||
3758 element == EL_SPACESHIP ||
3759 element == EL_SP_SNIKSNAK)
3760 DrawLevelField(x, y);
3761 else if (element == EL_MOLE)
3762 DrawLevelField(x, y);
3763 else if (element == EL_BD_BUTTERFLY ||
3764 element == EL_BD_FIREFLY)
3765 DrawLevelElementAnimationIfNeeded(x, y, element);
3766 else if (element == EL_SATELLITE)
3767 DrawLevelElementAnimationIfNeeded(x, y, element);
3768 else if (element == EL_SP_ELECTRON)
3769 DrawLevelElementAnimationIfNeeded(x, y, element);
3772 if (DONT_TOUCH(element))
3773 TestIfBadThingTouchesHero(x, y);
3776 PlaySoundLevelAction(x, y, ACTION_WAITING);
3782 InitMovingField(x, y, MovDir[x][y]);
3784 PlaySoundLevelAction(x, y, ACTION_MOVING);
3788 ContinueMoving(x, y);
3791 void ContinueMoving(int x, int y)
3793 int element = Feld[x][y];
3794 int direction = MovDir[x][y];
3795 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3796 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3797 int horiz_move = (dx != 0);
3798 int newx = x + dx, newy = y + dy;
3799 int step = (horiz_move ? dx : dy) * TILEX / MOVE_DELAY_NORMAL_SPEED;
3801 if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DROPPING)
3803 else if (element == EL_QUICKSAND_FILLING ||
3804 element == EL_QUICKSAND_EMPTYING)
3806 else if (element == EL_MAGIC_WALL_FILLING ||
3807 element == EL_BD_MAGIC_WALL_FILLING ||
3808 element == EL_MAGIC_WALL_EMPTYING ||
3809 element == EL_BD_MAGIC_WALL_EMPTYING)
3811 else if (CAN_FALL(element) && horiz_move &&
3812 y < lev_fieldy-1 && IS_BELT_ACTIVE(Feld[x][y+1]))
3814 else if (element == EL_SPRING && horiz_move)
3816 else if (IS_CUSTOM_ELEMENT(element))
3817 step = SIGN(step) * element_info[element].move_stepsize;
3819 #if OLD_GAME_BEHAVIOUR
3820 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3824 MovPos[x][y] += step;
3826 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
3828 Feld[x][y] = EL_EMPTY;
3829 Feld[newx][newy] = element;
3830 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
3832 if (element == EL_MOLE)
3835 static int xy[4][2] =
3843 Feld[x][y] = EL_SAND;
3844 DrawLevelField(x, y);
3853 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND)
3854 DrawLevelField(xx, yy); /* for "crumbled sand" */
3858 if (element == EL_QUICKSAND_FILLING)
3860 element = Feld[newx][newy] = get_next_element(element);
3861 Store[newx][newy] = Store[x][y];
3863 else if (element == EL_QUICKSAND_EMPTYING)
3865 Feld[x][y] = get_next_element(element);
3866 element = Feld[newx][newy] = Store[x][y];
3868 else if (element == EL_MAGIC_WALL_FILLING)
3870 element = Feld[newx][newy] = get_next_element(element);
3871 if (!game.magic_wall_active)
3872 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3873 Store[newx][newy] = Store[x][y];
3875 else if (element == EL_MAGIC_WALL_EMPTYING)
3877 Feld[x][y] = get_next_element(element);
3878 if (!game.magic_wall_active)
3879 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3880 element = Feld[newx][newy] = Store[x][y];
3882 else if (element == EL_BD_MAGIC_WALL_FILLING)
3884 element = Feld[newx][newy] = get_next_element(element);
3885 if (!game.magic_wall_active)
3886 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
3887 Store[newx][newy] = Store[x][y];
3889 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
3891 Feld[x][y] = get_next_element(element);
3892 if (!game.magic_wall_active)
3893 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
3894 element = Feld[newx][newy] = Store[x][y];
3896 else if (element == EL_AMOEBA_DROPPING)
3898 Feld[x][y] = get_next_element(element);
3899 element = Feld[newx][newy] = Store[x][y];
3901 else if (Store[x][y] == EL_ACID)
3903 element = Feld[newx][newy] = EL_ACID;
3907 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3908 MovDelay[newx][newy] = 0;
3910 /* copy element change control values to new field */
3911 ChangeDelay[newx][newy] = ChangeDelay[x][y];
3913 /* copy animation control values to new field */
3914 GfxFrame[newx][newy] = GfxFrame[x][y];
3915 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
3916 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
3918 ResetGfxAnimation(x, y); /* reset animation values for old field */
3922 if (!CAN_MOVE(element))
3923 MovDir[newx][newy] = 0;
3926 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
3927 MovDir[newx][newy] = 0;
3930 if (!CAN_MOVE(element) ||
3931 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
3932 MovDir[newx][newy] = 0;
3936 DrawLevelField(x, y);
3937 DrawLevelField(newx, newy);
3939 Stop[newx][newy] = TRUE;
3940 JustStopped[newx][newy] = 3;
3942 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3944 TestIfBadThingTouchesHero(newx, newy);
3945 TestIfBadThingTouchesFriend(newx, newy);
3946 TestIfBadThingTouchesOtherBadThing(newx, newy);
3948 else if (element == EL_PENGUIN)
3949 TestIfFriendTouchesBadThing(newx, newy);
3952 if (CAN_FALL(element) && direction == MV_DOWN &&
3953 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
3956 if (CAN_SMASH(element) && direction == MV_DOWN &&
3957 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
3961 else /* still moving on */
3963 DrawLevelField(x, y);
3967 int AmoebeNachbarNr(int ax, int ay)
3970 int element = Feld[ax][ay];
3972 static int xy[4][2] =
3982 int x = ax + xy[i][0];
3983 int y = ay + xy[i][1];
3985 if (!IN_LEV_FIELD(x, y))
3988 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3989 group_nr = AmoebaNr[x][y];
3995 void AmoebenVereinigen(int ax, int ay)
3997 int i, x, y, xx, yy;
3998 int new_group_nr = AmoebaNr[ax][ay];
3999 static int xy[4][2] =
4007 if (new_group_nr == 0)
4015 if (!IN_LEV_FIELD(x, y))
4018 if ((Feld[x][y] == EL_AMOEBA_FULL ||
4019 Feld[x][y] == EL_BD_AMOEBA ||
4020 Feld[x][y] == EL_AMOEBA_DEAD) &&
4021 AmoebaNr[x][y] != new_group_nr)
4023 int old_group_nr = AmoebaNr[x][y];
4025 if (old_group_nr == 0)
4028 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
4029 AmoebaCnt[old_group_nr] = 0;
4030 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
4031 AmoebaCnt2[old_group_nr] = 0;
4033 for (yy=0; yy<lev_fieldy; yy++)
4035 for (xx=0; xx<lev_fieldx; xx++)
4037 if (AmoebaNr[xx][yy] == old_group_nr)
4038 AmoebaNr[xx][yy] = new_group_nr;
4045 void AmoebeUmwandeln(int ax, int ay)
4049 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
4051 int group_nr = AmoebaNr[ax][ay];
4056 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
4057 printf("AmoebeUmwandeln(): This should never happen!\n");
4062 for (y=0; y<lev_fieldy; y++)
4064 for (x=0; x<lev_fieldx; x++)
4066 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
4069 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
4073 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
4074 SND_AMOEBA_TURNING_TO_GEM :
4075 SND_AMOEBA_TURNING_TO_ROCK));
4080 static int xy[4][2] =
4093 if (!IN_LEV_FIELD(x, y))
4096 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
4098 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
4099 SND_AMOEBA_TURNING_TO_GEM :
4100 SND_AMOEBA_TURNING_TO_ROCK));
4107 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
4110 int group_nr = AmoebaNr[ax][ay];
4111 boolean done = FALSE;
4116 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
4117 printf("AmoebeUmwandelnBD(): This should never happen!\n");
4122 for (y=0; y<lev_fieldy; y++)
4124 for (x=0; x<lev_fieldx; x++)
4126 if (AmoebaNr[x][y] == group_nr &&
4127 (Feld[x][y] == EL_AMOEBA_DEAD ||
4128 Feld[x][y] == EL_BD_AMOEBA ||
4129 Feld[x][y] == EL_AMOEBA_GROWING))
4132 Feld[x][y] = new_element;
4133 InitField(x, y, FALSE);
4134 DrawLevelField(x, y);
4141 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
4142 SND_BD_AMOEBA_TURNING_TO_ROCK :
4143 SND_BD_AMOEBA_TURNING_TO_GEM));
4146 void AmoebeWaechst(int x, int y)
4148 static unsigned long sound_delay = 0;
4149 static unsigned long sound_delay_value = 0;
4151 if (!MovDelay[x][y]) /* start new growing cycle */
4155 if (DelayReached(&sound_delay, sound_delay_value))
4158 PlaySoundLevelElementAction(x, y, Store[x][y], ACTION_GROWING);
4160 if (Store[x][y] == EL_BD_AMOEBA)
4161 PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
4163 PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
4165 sound_delay_value = 30;
4169 if (MovDelay[x][y]) /* wait some time before growing bigger */
4172 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4174 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
4175 6 - MovDelay[x][y]);
4177 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
4180 if (!MovDelay[x][y])
4182 Feld[x][y] = Store[x][y];
4184 DrawLevelField(x, y);
4189 void AmoebaDisappearing(int x, int y)
4191 static unsigned long sound_delay = 0;
4192 static unsigned long sound_delay_value = 0;
4194 if (!MovDelay[x][y]) /* start new shrinking cycle */
4198 if (DelayReached(&sound_delay, sound_delay_value))
4199 sound_delay_value = 30;
4202 if (MovDelay[x][y]) /* wait some time before shrinking */
4205 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4207 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
4208 6 - MovDelay[x][y]);
4210 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
4213 if (!MovDelay[x][y])
4215 Feld[x][y] = EL_EMPTY;
4216 DrawLevelField(x, y);
4218 /* don't let mole enter this field in this cycle;
4219 (give priority to objects falling to this field from above) */
4225 void AmoebeAbleger(int ax, int ay)
4228 int element = Feld[ax][ay];
4229 int graphic = el2img(element);
4230 int newax = ax, neway = ay;
4231 static int xy[4][2] =
4239 if (!level.amoeba_speed)
4241 Feld[ax][ay] = EL_AMOEBA_DEAD;
4242 DrawLevelField(ax, ay);
4246 if (IS_ANIMATED(graphic))
4247 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4249 if (!MovDelay[ax][ay]) /* start making new amoeba field */
4250 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
4252 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
4255 if (MovDelay[ax][ay])
4259 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
4262 int x = ax + xy[start][0];
4263 int y = ay + xy[start][1];
4265 if (!IN_LEV_FIELD(x, y))
4268 if (IS_FREE(x, y) ||
4269 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4275 if (newax == ax && neway == ay)
4278 else /* normal or "filled" (BD style) amoeba */
4281 boolean waiting_for_player = FALSE;
4285 int j = (start + i) % 4;
4286 int x = ax + xy[j][0];
4287 int y = ay + xy[j][1];
4289 if (!IN_LEV_FIELD(x, y))
4292 if (IS_FREE(x, y) ||
4293 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4299 else if (IS_PLAYER(x, y))
4300 waiting_for_player = TRUE;
4303 if (newax == ax && neway == ay) /* amoeba cannot grow */
4305 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
4307 Feld[ax][ay] = EL_AMOEBA_DEAD;
4308 DrawLevelField(ax, ay);
4309 AmoebaCnt[AmoebaNr[ax][ay]]--;
4311 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
4313 if (element == EL_AMOEBA_FULL)
4314 AmoebeUmwandeln(ax, ay);
4315 else if (element == EL_BD_AMOEBA)
4316 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
4321 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
4323 /* amoeba gets larger by growing in some direction */
4325 int new_group_nr = AmoebaNr[ax][ay];
4328 if (new_group_nr == 0)
4330 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
4331 printf("AmoebeAbleger(): This should never happen!\n");
4336 AmoebaNr[newax][neway] = new_group_nr;
4337 AmoebaCnt[new_group_nr]++;
4338 AmoebaCnt2[new_group_nr]++;
4340 /* if amoeba touches other amoeba(s) after growing, unify them */
4341 AmoebenVereinigen(newax, neway);
4343 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
4345 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
4351 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
4352 (neway == lev_fieldy - 1 && newax != ax))
4354 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
4355 Store[newax][neway] = element;
4357 else if (neway == ay)
4359 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
4361 PlaySoundLevelAction(newax, neway, ACTION_GROWING);
4363 PlaySoundLevel(newax, neway, SND_AMOEBA_GROWING);
4368 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
4369 Feld[ax][ay] = EL_AMOEBA_DROPPING;
4370 Store[ax][ay] = EL_AMOEBA_DROP;
4371 ContinueMoving(ax, ay);
4375 DrawLevelField(newax, neway);
4378 void Life(int ax, int ay)
4381 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
4383 int element = Feld[ax][ay];
4384 int graphic = el2img(element);
4385 boolean changed = FALSE;
4387 if (IS_ANIMATED(graphic))
4388 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4393 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
4394 MovDelay[ax][ay] = life_time;
4396 if (MovDelay[ax][ay]) /* wait some time before next cycle */
4399 if (MovDelay[ax][ay])
4403 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
4405 int xx = ax+x1, yy = ay+y1;
4408 if (!IN_LEV_FIELD(xx, yy))
4411 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
4413 int x = xx+x2, y = yy+y2;
4415 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
4418 if (((Feld[x][y] == element ||
4419 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
4421 (IS_FREE(x, y) && Stop[x][y]))
4425 if (xx == ax && yy == ay) /* field in the middle */
4427 if (nachbarn < life[0] || nachbarn > life[1])
4429 Feld[xx][yy] = EL_EMPTY;
4431 DrawLevelField(xx, yy);
4432 Stop[xx][yy] = TRUE;
4436 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
4437 { /* free border field */
4438 if (nachbarn >= life[2] && nachbarn <= life[3])
4440 Feld[xx][yy] = element;
4441 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
4443 DrawLevelField(xx, yy);
4444 Stop[xx][yy] = TRUE;
4451 PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
4452 SND_GAME_OF_LIFE_GROWING);
4455 static void InitRobotWheel(int x, int y)
4457 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4460 static void RunRobotWheel(int x, int y)
4462 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
4465 static void StopRobotWheel(int x, int y)
4467 if (ZX == x && ZY == y)
4471 static void InitTimegateWheel(int x, int y)
4473 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4476 static void RunTimegateWheel(int x, int y)
4478 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
4481 void CheckExit(int x, int y)
4483 if (local_player->gems_still_needed > 0 ||
4484 local_player->sokobanfields_still_needed > 0 ||
4485 local_player->lights_still_needed > 0)
4487 int element = Feld[x][y];
4488 int graphic = el2img(element);
4490 if (IS_ANIMATED(graphic))
4491 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4496 Feld[x][y] = EL_EXIT_OPENING;
4498 PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING);
4501 void CheckExitSP(int x, int y)
4503 if (local_player->gems_still_needed > 0)
4505 int element = Feld[x][y];
4506 int graphic = el2img(element);
4508 if (IS_ANIMATED(graphic))
4509 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4514 Feld[x][y] = EL_SP_EXIT_OPEN;
4516 PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
4519 static void CloseAllOpenTimegates()
4523 for (y=0; y<lev_fieldy; y++)
4525 for (x=0; x<lev_fieldx; x++)
4527 int element = Feld[x][y];
4529 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4531 Feld[x][y] = EL_TIMEGATE_CLOSING;
4533 PlaySoundLevelAction(x, y, ACTION_CLOSING);
4535 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4542 void EdelsteinFunkeln(int x, int y)
4544 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4547 if (Feld[x][y] == EL_BD_DIAMOND)
4550 if (MovDelay[x][y] == 0) /* next animation frame */
4551 MovDelay[x][y] = 11 * !SimpleRND(500);
4553 if (MovDelay[x][y] != 0) /* wait some time before next frame */
4557 if (setup.direct_draw && MovDelay[x][y])
4558 SetDrawtoField(DRAW_BUFFERED);
4560 DrawLevelElementAnimation(x, y, Feld[x][y]);
4562 if (MovDelay[x][y] != 0)
4564 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
4565 10 - MovDelay[x][y]);
4567 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
4569 if (setup.direct_draw)
4573 dest_x = FX + SCREENX(x) * TILEX;
4574 dest_y = FY + SCREENY(y) * TILEY;
4576 BlitBitmap(drawto_field, window,
4577 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4578 SetDrawtoField(DRAW_DIRECT);
4584 void MauerWaechst(int x, int y)
4588 if (!MovDelay[x][y]) /* next animation frame */
4589 MovDelay[x][y] = 3 * delay;
4591 if (MovDelay[x][y]) /* wait some time before next frame */
4595 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4597 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
4598 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
4600 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4603 if (!MovDelay[x][y])
4605 if (MovDir[x][y] == MV_LEFT)
4607 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
4608 DrawLevelField(x - 1, y);
4610 else if (MovDir[x][y] == MV_RIGHT)
4612 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
4613 DrawLevelField(x + 1, y);
4615 else if (MovDir[x][y] == MV_UP)
4617 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
4618 DrawLevelField(x, y - 1);
4622 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
4623 DrawLevelField(x, y + 1);
4626 Feld[x][y] = Store[x][y];
4628 MovDir[x][y] = MV_NO_MOVING;
4629 DrawLevelField(x, y);
4634 void MauerAbleger(int ax, int ay)
4636 int element = Feld[ax][ay];
4637 int graphic = el2img(element);
4638 boolean oben_frei = FALSE, unten_frei = FALSE;
4639 boolean links_frei = FALSE, rechts_frei = FALSE;
4640 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4641 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4642 boolean new_wall = FALSE;
4644 if (IS_ANIMATED(graphic))
4645 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4647 if (!MovDelay[ax][ay]) /* start building new wall */
4648 MovDelay[ax][ay] = 6;
4650 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4653 if (MovDelay[ax][ay])
4657 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4659 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4661 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4663 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4666 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
4667 element == EL_EXPANDABLE_WALL_ANY)
4671 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
4672 Store[ax][ay-1] = element;
4673 MovDir[ax][ay-1] = MV_UP;
4674 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4675 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
4676 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
4681 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
4682 Store[ax][ay+1] = element;
4683 MovDir[ax][ay+1] = MV_DOWN;
4684 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4685 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
4686 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
4691 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4692 element == EL_EXPANDABLE_WALL_ANY ||
4693 element == EL_EXPANDABLE_WALL)
4697 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
4698 Store[ax-1][ay] = element;
4699 MovDir[ax-1][ay] = MV_LEFT;
4700 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4701 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
4702 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
4708 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
4709 Store[ax+1][ay] = element;
4710 MovDir[ax+1][ay] = MV_RIGHT;
4711 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4712 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
4713 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
4718 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
4719 DrawLevelField(ax, ay);
4721 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
4723 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
4724 unten_massiv = TRUE;
4725 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
4726 links_massiv = TRUE;
4727 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
4728 rechts_massiv = TRUE;
4730 if (((oben_massiv && unten_massiv) ||
4731 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4732 element == EL_EXPANDABLE_WALL) &&
4733 ((links_massiv && rechts_massiv) ||
4734 element == EL_EXPANDABLE_WALL_VERTICAL))
4735 Feld[ax][ay] = EL_WALL;
4739 PlaySoundLevelAction(ax, ay, ACTION_GROWING);
4741 PlaySoundLevel(ax, ay, SND_EXPANDABLE_WALL_GROWING);
4745 void CheckForDragon(int x, int y)
4748 boolean dragon_found = FALSE;
4749 static int xy[4][2] =
4761 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4763 if (IN_LEV_FIELD(xx, yy) &&
4764 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
4766 if (Feld[xx][yy] == EL_DRAGON)
4767 dragon_found = TRUE;
4780 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4782 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
4784 Feld[xx][yy] = EL_EMPTY;
4785 DrawLevelField(xx, yy);
4794 static void InitBuggyBase(int x, int y)
4796 int element = Feld[x][y];
4797 int activating_delay = FRAMES_PER_SECOND / 4;
4800 (element == EL_SP_BUGGY_BASE ?
4801 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
4802 element == EL_SP_BUGGY_BASE_ACTIVATING ?
4804 element == EL_SP_BUGGY_BASE_ACTIVE ?
4805 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
4808 static void WarnBuggyBase(int x, int y)
4811 static int xy[4][2] =
4821 int xx = x + xy[i][0], yy = y + xy[i][1];
4823 if (IS_PLAYER(xx, yy))
4825 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
4832 static void InitTrap(int x, int y)
4834 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4837 static void ActivateTrap(int x, int y)
4839 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
4842 static void ChangeActiveTrap(int x, int y)
4844 int graphic = IMG_TRAP_ACTIVE;
4846 /* if new animation frame was drawn, correct crumbled sand border */
4847 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
4848 DrawLevelFieldCrumbledSand(x, y);
4851 static void ChangeElementDoIt(int x, int y, int element)
4854 Feld[x][y] = element;
4856 ResetGfxAnimation(x, y);
4857 ResetRandomAnimationValue(x, y);
4859 InitField(x, y, FALSE);
4860 if (CAN_MOVE(Feld[x][y]))
4863 DrawLevelField(x, y);
4865 if (CAN_BE_CRUMBLED(Feld[x][y]))
4867 int sx = SCREENX(x), sy = SCREENY(y);
4868 static int xy[4][2] =
4879 int xx = x + xy[i][0];
4880 int yy = y + xy[i][1];
4881 int sxx = sx + xy[i][0];
4882 int syy = sy + xy[i][1];
4884 if (!IN_LEV_FIELD(xx, yy) ||
4885 !IN_SCR_FIELD(sxx, syy) ||
4886 !CAN_BE_CRUMBLED(Feld[xx][yy]) ||
4890 DrawLevelField(xx, yy);
4895 static void ChangeElement(int x, int y)
4897 int element = Feld[x][y];
4899 if (ChangeDelay[x][y] == 0) /* initialize element change */
4901 ChangeDelay[x][y] = changing_element[element].change_delay + 1;
4903 if (IS_CUSTOM_ELEMENT(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
4905 int max_random_delay = element_info[element].change.delay_random;
4906 int delay_frames = element_info[element].change.delay_frames;
4908 ChangeDelay[x][y] += RND(max_random_delay * delay_frames);
4911 ResetGfxAnimation(x, y);
4912 ResetRandomAnimationValue(x, y);
4914 if (changing_element[element].pre_change_function)
4915 changing_element[element].pre_change_function(x, y);
4918 ChangeDelay[x][y]--;
4920 if (ChangeDelay[x][y] != 0) /* continue element change */
4922 int graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
4924 if (IS_ANIMATED(graphic))
4925 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4927 if (changing_element[element].change_function)
4928 changing_element[element].change_function(x, y);
4930 else /* finish element change */
4932 int next_element = changing_element[element].next_element;
4934 if (IS_MOVING(x, y)) /* never change a running system ;-) */
4936 ChangeDelay[x][y] = 1; /* try change after next move step */
4941 if (next_element != EL_UNDEFINED)
4942 ChangeElementDoIt(x, y, next_element);
4944 ChangeElementDoIt(x, y, element_info[element].change.successor);
4946 if (changing_element[element].post_change_function)
4947 changing_element[element].post_change_function(x, y);
4951 static void CheckTriggeredElementChange(int trigger_element, int trigger_event)
4955 if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
4958 for (i=0; i<MAX_NUM_ELEMENTS; i++)
4960 if (!HAS_CHANGE_EVENT(i, trigger_event) ||
4961 element_info[i].change.trigger != trigger_element)
4964 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4966 if (Feld[x][y] == i)
4968 ChangeDelay[x][y] = 1;
4969 ChangeElement(x, y);
4975 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4977 static byte stored_player_action[MAX_PLAYERS];
4978 static int num_stored_actions = 0;
4979 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4980 int left = player_action & JOY_LEFT;
4981 int right = player_action & JOY_RIGHT;
4982 int up = player_action & JOY_UP;
4983 int down = player_action & JOY_DOWN;
4984 int button1 = player_action & JOY_BUTTON_1;
4985 int button2 = player_action & JOY_BUTTON_2;
4986 int dx = (left ? -1 : right ? 1 : 0);
4987 int dy = (up ? -1 : down ? 1 : 0);
4989 stored_player_action[player->index_nr] = 0;
4990 num_stored_actions++;
4992 if (!player->active || tape.pausing)
4998 snapped = SnapField(player, dx, dy);
5002 bombed = PlaceBomb(player);
5003 moved = MoveFigure(player, dx, dy);
5006 if (tape.single_step && tape.recording && !tape.pausing)
5008 if (button1 || (bombed && !moved))
5010 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5011 SnapField(player, 0, 0); /* stop snapping */
5015 stored_player_action[player->index_nr] = player_action;
5019 /* no actions for this player (no input at player's configured device) */
5021 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
5022 SnapField(player, 0, 0);
5023 CheckGravityMovement(player);
5025 if (player->MovPos == 0)
5028 printf("Trying... Player frame reset\n");
5031 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
5034 if (player->MovPos == 0) /* needed for tape.playing */
5035 player->is_moving = FALSE;
5038 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
5040 TapeRecordAction(stored_player_action);
5041 num_stored_actions = 0;
5047 static unsigned long action_delay = 0;
5048 unsigned long action_delay_value;
5049 int magic_wall_x = 0, magic_wall_y = 0;
5050 int i, x, y, element, graphic;
5051 byte *recorded_player_action;
5052 byte summarized_player_action = 0;
5054 if (game_status != GAME_MODE_PLAYING)
5057 action_delay_value =
5058 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
5060 if (tape.playing && tape.index_search && !tape.pausing)
5061 action_delay_value = 0;
5063 /* ---------- main game synchronization point ---------- */
5065 WaitUntilDelayReached(&action_delay, action_delay_value);
5067 if (network_playing && !network_player_action_received)
5071 printf("DEBUG: try to get network player actions in time\n");
5075 #if defined(PLATFORM_UNIX)
5076 /* last chance to get network player actions without main loop delay */
5080 if (game_status != GAME_MODE_PLAYING)
5083 if (!network_player_action_received)
5087 printf("DEBUG: failed to get network player actions in time\n");
5097 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
5099 for (i=0; i<MAX_PLAYERS; i++)
5101 summarized_player_action |= stored_player[i].action;
5103 if (!network_playing)
5104 stored_player[i].effective_action = stored_player[i].action;
5107 #if defined(PLATFORM_UNIX)
5108 if (network_playing)
5109 SendToServer_MovePlayer(summarized_player_action);
5112 if (!options.network && !setup.team_mode)
5113 local_player->effective_action = summarized_player_action;
5115 for (i=0; i<MAX_PLAYERS; i++)
5117 int actual_player_action = stored_player[i].effective_action;
5119 if (stored_player[i].programmed_action)
5120 actual_player_action = stored_player[i].programmed_action;
5122 if (recorded_player_action)
5123 actual_player_action = recorded_player_action[i];
5125 PlayerActions(&stored_player[i], actual_player_action);
5126 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
5129 network_player_action_received = FALSE;
5131 ScrollScreen(NULL, SCROLL_GO_ON);
5137 for (i=0; i<MAX_PLAYERS; i++)
5138 stored_player[i].Frame++;
5141 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5144 if (JustStopped[x][y] > 0)
5145 JustStopped[x][y]--;
5150 if (IS_BLOCKED(x, y))
5154 Blocked2Moving(x, y, &oldx, &oldy);
5155 if (!IS_MOVING(oldx, oldy))
5157 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
5158 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
5159 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
5160 printf("GameActions(): This should never happen!\n");
5166 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5168 element = Feld[x][y];
5170 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5172 graphic = el2img(element);
5178 printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
5180 element = graphic = 0;
5184 if (graphic_info[graphic].anim_global_sync)
5185 GfxFrame[x][y] = FrameCounter;
5187 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
5188 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
5189 ResetRandomAnimationValue(x, y);
5191 SetRandomAnimationValue(x, y);
5194 PlaySoundLevelActionIfLoop(x, y, GfxAction[x][y]);
5197 if (IS_INACTIVE(element))
5199 if (IS_ANIMATED(graphic))
5200 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5206 /* this may take place after moving, so 'element' may have changed */
5207 if (IS_CHANGING(x, y))
5209 ChangeElement(x, y);
5210 element = Feld[x][y];
5211 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5215 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
5220 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5222 if (element == EL_PACMAN)
5223 printf("::: %d, %d, %d\n",
5224 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
5227 if (element == EL_YAMYAM)
5228 printf("::: %d, %d, %d\n",
5229 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
5233 if (IS_ANIMATED(graphic) &&
5237 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5240 if (element == EL_YAMYAM)
5241 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
5245 if (IS_GEM(element) || element == EL_SP_INFOTRON)
5246 EdelsteinFunkeln(x, y);
5248 else if ((element == EL_ACID ||
5249 element == EL_EXIT_OPEN ||
5250 element == EL_SP_EXIT_OPEN ||
5251 element == EL_SP_TERMINAL ||
5252 element == EL_SP_TERMINAL_ACTIVE ||
5253 element == EL_EXTRA_TIME ||
5254 element == EL_SHIELD_NORMAL ||
5255 element == EL_SHIELD_DEADLY) &&
5256 IS_ANIMATED(graphic))
5257 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5258 else if (IS_MOVING(x, y))
5259 ContinueMoving(x, y);
5260 else if (IS_ACTIVE_BOMB(element))
5261 CheckDynamite(x, y);
5263 else if (element == EL_EXPLOSION && !game.explosions_delayed)
5264 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
5266 else if (element == EL_AMOEBA_GROWING)
5267 AmoebeWaechst(x, y);
5268 else if (element == EL_AMOEBA_SHRINKING)
5269 AmoebaDisappearing(x, y);
5271 #if !USE_NEW_AMOEBA_CODE
5272 else if (IS_AMOEBALIVE(element))
5273 AmoebeAbleger(x, y);
5276 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
5278 else if (element == EL_EXIT_CLOSED)
5280 else if (element == EL_SP_EXIT_CLOSED)
5282 else if (element == EL_EXPANDABLE_WALL_GROWING)
5284 else if (element == EL_EXPANDABLE_WALL ||
5285 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5286 element == EL_EXPANDABLE_WALL_VERTICAL ||
5287 element == EL_EXPANDABLE_WALL_ANY)
5289 else if (element == EL_FLAMES)
5290 CheckForDragon(x, y);
5292 else if (IS_AUTO_CHANGING(element))
5293 ChangeElement(x, y);
5295 else if (element == EL_EXPLOSION)
5296 ; /* drawing of correct explosion animation is handled separately */
5297 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
5298 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5301 /* this may take place after moving, so 'element' may have changed */
5302 if (IS_AUTO_CHANGING(Feld[x][y]))
5303 ChangeElement(x, y);
5306 if (IS_BELT_ACTIVE(element))
5307 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
5309 if (game.magic_wall_active)
5311 int jx = local_player->jx, jy = local_player->jy;
5313 /* play the element sound at the position nearest to the player */
5314 if ((element == EL_MAGIC_WALL_FULL ||
5315 element == EL_MAGIC_WALL_ACTIVE ||
5316 element == EL_MAGIC_WALL_EMPTYING ||
5317 element == EL_BD_MAGIC_WALL_FULL ||
5318 element == EL_BD_MAGIC_WALL_ACTIVE ||
5319 element == EL_BD_MAGIC_WALL_EMPTYING) &&
5320 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
5328 #if USE_NEW_AMOEBA_CODE
5329 /* new experimental amoeba growth stuff */
5331 if (!(FrameCounter % 8))
5334 static unsigned long random = 1684108901;
5336 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
5339 x = (random >> 10) % lev_fieldx;
5340 y = (random >> 20) % lev_fieldy;
5342 x = RND(lev_fieldx);
5343 y = RND(lev_fieldy);
5345 element = Feld[x][y];
5347 if (!IS_PLAYER(x,y) &&
5348 (element == EL_EMPTY ||
5349 element == EL_SAND ||
5350 element == EL_QUICKSAND_EMPTY ||
5351 element == EL_ACID_SPLASH_LEFT ||
5352 element == EL_ACID_SPLASH_RIGHT))
5354 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
5355 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
5356 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
5357 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
5358 Feld[x][y] = EL_AMOEBA_DROP;
5361 random = random * 129 + 1;
5367 if (game.explosions_delayed)
5370 game.explosions_delayed = FALSE;
5372 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5374 element = Feld[x][y];
5376 if (ExplodeField[x][y])
5377 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
5378 else if (element == EL_EXPLOSION)
5379 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
5381 ExplodeField[x][y] = EX_NO_EXPLOSION;
5384 game.explosions_delayed = TRUE;
5387 if (game.magic_wall_active)
5389 if (!(game.magic_wall_time_left % 4))
5391 int element = Feld[magic_wall_x][magic_wall_y];
5393 if (element == EL_BD_MAGIC_WALL_FULL ||
5394 element == EL_BD_MAGIC_WALL_ACTIVE ||
5395 element == EL_BD_MAGIC_WALL_EMPTYING)
5396 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
5398 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
5401 if (game.magic_wall_time_left > 0)
5403 game.magic_wall_time_left--;
5404 if (!game.magic_wall_time_left)
5406 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5408 element = Feld[x][y];
5410 if (element == EL_MAGIC_WALL_ACTIVE ||
5411 element == EL_MAGIC_WALL_FULL)
5413 Feld[x][y] = EL_MAGIC_WALL_DEAD;
5414 DrawLevelField(x, y);
5416 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
5417 element == EL_BD_MAGIC_WALL_FULL)
5419 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
5420 DrawLevelField(x, y);
5424 game.magic_wall_active = FALSE;
5429 if (game.light_time_left > 0)
5431 game.light_time_left--;
5433 if (game.light_time_left == 0)
5434 RedrawAllLightSwitchesAndInvisibleElements();
5437 if (game.timegate_time_left > 0)
5439 game.timegate_time_left--;
5441 if (game.timegate_time_left == 0)
5442 CloseAllOpenTimegates();
5445 for (i=0; i<MAX_PLAYERS; i++)
5447 struct PlayerInfo *player = &stored_player[i];
5449 if (SHIELD_ON(player))
5451 if (player->shield_deadly_time_left)
5452 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
5453 else if (player->shield_normal_time_left)
5454 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
5458 if (TimeFrames >= (1000 / GameFrameDelay))
5463 for (i=0; i<MAX_PLAYERS; i++)
5465 struct PlayerInfo *player = &stored_player[i];
5467 if (SHIELD_ON(player))
5469 player->shield_normal_time_left--;
5471 if (player->shield_deadly_time_left > 0)
5472 player->shield_deadly_time_left--;
5476 if (tape.recording || tape.playing)
5477 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
5483 if (TimeLeft <= 10 && setup.time_limit)
5484 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
5486 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
5488 if (!TimeLeft && setup.time_limit)
5489 for (i=0; i<MAX_PLAYERS; i++)
5490 KillHero(&stored_player[i]);
5492 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
5493 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
5498 if (options.debug) /* calculate frames per second */
5500 static unsigned long fps_counter = 0;
5501 static int fps_frames = 0;
5502 unsigned long fps_delay_ms = Counter() - fps_counter;
5506 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
5508 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
5511 fps_counter = Counter();
5514 redraw_mask |= REDRAW_FPS;
5518 if (stored_player[0].jx != stored_player[0].last_jx ||
5519 stored_player[0].jy != stored_player[0].last_jy)
5520 printf("::: %d, %d, %d, %d, %d\n",
5521 stored_player[0].MovDir,
5522 stored_player[0].MovPos,
5523 stored_player[0].GfxPos,
5524 stored_player[0].Frame,
5525 stored_player[0].StepFrame);
5532 for (i=0; i<MAX_PLAYERS; i++)
5535 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
5537 stored_player[i].Frame += move_frames;
5539 if (stored_player[i].MovPos != 0)
5540 stored_player[i].StepFrame += move_frames;
5545 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
5547 int min_x = x, min_y = y, max_x = x, max_y = y;
5550 for (i=0; i<MAX_PLAYERS; i++)
5552 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5554 if (!stored_player[i].active || &stored_player[i] == player)
5557 min_x = MIN(min_x, jx);
5558 min_y = MIN(min_y, jy);
5559 max_x = MAX(max_x, jx);
5560 max_y = MAX(max_y, jy);
5563 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
5566 static boolean AllPlayersInVisibleScreen()
5570 for (i=0; i<MAX_PLAYERS; i++)
5572 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5574 if (!stored_player[i].active)
5577 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5584 void ScrollLevel(int dx, int dy)
5586 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
5589 BlitBitmap(drawto_field, drawto_field,
5590 FX + TILEX*(dx == -1) - softscroll_offset,
5591 FY + TILEY*(dy == -1) - softscroll_offset,
5592 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
5593 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
5594 FX + TILEX*(dx == 1) - softscroll_offset,
5595 FY + TILEY*(dy == 1) - softscroll_offset);
5599 x = (dx == 1 ? BX1 : BX2);
5600 for (y=BY1; y<=BY2; y++)
5601 DrawScreenField(x, y);
5606 y = (dy == 1 ? BY1 : BY2);
5607 for (x=BX1; x<=BX2; x++)
5608 DrawScreenField(x, y);
5611 redraw_mask |= REDRAW_FIELD;
5614 static void CheckGravityMovement(struct PlayerInfo *player)
5616 if (level.gravity && !player->programmed_action)
5618 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
5619 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
5621 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
5622 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
5623 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
5624 int jx = player->jx, jy = player->jy;
5625 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
5626 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
5627 int new_jx = jx + dx, new_jy = jy + dy;
5628 boolean field_under_player_is_free =
5629 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
5630 boolean player_is_moving_to_valid_field =
5631 (IN_LEV_FIELD(new_jx, new_jy) &&
5632 (Feld[new_jx][new_jy] == EL_SP_BASE ||
5633 Feld[new_jx][new_jy] == EL_SAND));
5635 if (field_under_player_is_free &&
5636 !player_is_moving_to_valid_field &&
5637 !IS_WALKABLE_INSIDE(Feld[jx][jy]))
5638 player->programmed_action = MV_DOWN;
5644 -----------------------------------------------------------------------------
5645 dx, dy: direction (non-diagonal) to try to move the player to
5646 real_dx, real_dy: direction as read from input device (can be diagonal)
5649 boolean MoveFigureOneStep(struct PlayerInfo *player,
5650 int dx, int dy, int real_dx, int real_dy)
5652 int jx = player->jx, jy = player->jy;
5653 int new_jx = jx+dx, new_jy = jy+dy;
5657 if (!player->active || (!dx && !dy))
5658 return MF_NO_ACTION;
5660 player->MovDir = (dx < 0 ? MV_LEFT :
5663 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5665 if (!IN_LEV_FIELD(new_jx, new_jy))
5666 return MF_NO_ACTION;
5668 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
5669 return MF_NO_ACTION;
5672 element = MovingOrBlocked2Element(new_jx, new_jy);
5674 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
5677 if (DONT_RUN_INTO(element))
5679 if (element == EL_ACID && dx == 0 && dy == 1)
5682 Feld[jx][jy] = EL_PLAYER_1;
5683 InitMovingField(jx, jy, MV_DOWN);
5684 Store[jx][jy] = EL_ACID;
5685 ContinueMoving(jx, jy);
5689 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
5694 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
5695 if (can_move != MF_MOVING)
5698 StorePlayer[jx][jy] = 0;
5699 player->last_jx = jx;
5700 player->last_jy = jy;
5701 jx = player->jx = new_jx;
5702 jy = player->jy = new_jy;
5703 StorePlayer[jx][jy] = player->element_nr;
5706 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
5708 ScrollFigure(player, SCROLL_INIT);
5713 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
5715 int jx = player->jx, jy = player->jy;
5716 int old_jx = jx, old_jy = jy;
5717 int moved = MF_NO_ACTION;
5719 if (!player->active || (!dx && !dy))
5723 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5727 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5728 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
5732 /* remove the last programmed player action */
5733 player->programmed_action = 0;
5737 /* should only happen if pre-1.2 tape recordings are played */
5738 /* this is only for backward compatibility */
5740 int original_move_delay_value = player->move_delay_value;
5743 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
5747 /* scroll remaining steps with finest movement resolution */
5748 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
5750 while (player->MovPos)
5752 ScrollFigure(player, SCROLL_GO_ON);
5753 ScrollScreen(NULL, SCROLL_GO_ON);
5759 player->move_delay_value = original_move_delay_value;
5762 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
5764 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
5765 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5769 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5770 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5776 if (moved & MF_MOVING && !ScreenMovPos &&
5777 (player == local_player || !options.network))
5779 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5780 int offset = (setup.scroll_delay ? 3 : 0);
5782 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5784 /* actual player has left the screen -- scroll in that direction */
5785 if (jx != old_jx) /* player has moved horizontally */
5786 scroll_x += (jx - old_jx);
5787 else /* player has moved vertically */
5788 scroll_y += (jy - old_jy);
5792 if (jx != old_jx) /* player has moved horizontally */
5794 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5795 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5796 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5798 /* don't scroll over playfield boundaries */
5799 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5800 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5802 /* don't scroll more than one field at a time */
5803 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5805 /* don't scroll against the player's moving direction */
5806 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5807 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5808 scroll_x = old_scroll_x;
5810 else /* player has moved vertically */
5812 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5813 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5814 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5816 /* don't scroll over playfield boundaries */
5817 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5818 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5820 /* don't scroll more than one field at a time */
5821 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5823 /* don't scroll against the player's moving direction */
5824 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5825 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5826 scroll_y = old_scroll_y;
5830 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5832 if (!options.network && !AllPlayersInVisibleScreen())
5834 scroll_x = old_scroll_x;
5835 scroll_y = old_scroll_y;
5839 ScrollScreen(player, SCROLL_INIT);
5840 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5847 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
5849 if (!(moved & MF_MOVING) && !player->Pushing)
5854 player->StepFrame = 0;
5856 if (moved & MF_MOVING)
5858 if (old_jx != jx && old_jy == jy)
5859 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5860 else if (old_jx == jx && old_jy != jy)
5861 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5863 DrawLevelField(jx, jy); /* for "crumbled sand" */
5865 player->last_move_dir = player->MovDir;
5866 player->is_moving = TRUE;
5870 CheckGravityMovement(player);
5873 player->last_move_dir = MV_NO_MOVING;
5875 player->is_moving = FALSE;
5878 TestIfHeroTouchesBadThing(jx, jy);
5880 if (!player->active)
5886 void ScrollFigure(struct PlayerInfo *player, int mode)
5888 int jx = player->jx, jy = player->jy;
5889 int last_jx = player->last_jx, last_jy = player->last_jy;
5890 int move_stepsize = TILEX / player->move_delay_value;
5892 if (!player->active || !player->MovPos)
5895 if (mode == SCROLL_INIT)
5897 player->actual_frame_counter = FrameCounter;
5898 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5900 if (Feld[last_jx][last_jy] == EL_EMPTY)
5901 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5906 else if (!FrameReached(&player->actual_frame_counter, 1))
5909 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5910 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5912 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5913 Feld[last_jx][last_jy] = EL_EMPTY;
5915 /* before DrawPlayer() to draw correct player graphic for this case */
5916 if (player->MovPos == 0)
5917 CheckGravityMovement(player);
5921 if (player->MovPos == 0)
5923 if (IS_PASSABLE(Feld[last_jx][last_jy]))
5925 /* continue with normal speed after quickly moving through gate */
5926 HALVE_PLAYER_SPEED(player);
5928 /* be able to make the next move without delay */
5929 player->move_delay = 0;
5932 player->last_jx = jx;
5933 player->last_jy = jy;
5935 if (Feld[jx][jy] == EL_EXIT_OPEN ||
5936 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5940 if (local_player->friends_still_needed == 0 ||
5941 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5942 player->LevelSolved = player->GameOver = TRUE;
5945 if (tape.single_step && tape.recording && !tape.pausing &&
5946 !player->programmed_action)
5947 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5951 void ScrollScreen(struct PlayerInfo *player, int mode)
5953 static unsigned long screen_frame_counter = 0;
5955 if (mode == SCROLL_INIT)
5957 /* set scrolling step size according to actual player's moving speed */
5958 ScrollStepSize = TILEX / player->move_delay_value;
5960 screen_frame_counter = FrameCounter;
5961 ScreenMovDir = player->MovDir;
5962 ScreenMovPos = player->MovPos;
5963 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5966 else if (!FrameReached(&screen_frame_counter, 1))
5971 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5972 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5973 redraw_mask |= REDRAW_FIELD;
5976 ScreenMovDir = MV_NO_MOVING;
5979 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
5981 int i, kill_x = -1, kill_y = -1;
5982 static int test_xy[4][2] =
5989 static int test_dir[4] =
5999 int test_x, test_y, test_move_dir, test_element;
6001 test_x = good_x + test_xy[i][0];
6002 test_y = good_y + test_xy[i][1];
6003 if (!IN_LEV_FIELD(test_x, test_y))
6007 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
6010 test_element = Feld[test_x][test_y];
6012 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
6015 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
6016 2nd case: DONT_TOUCH style bad thing does not move away from good thing
6018 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
6019 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
6027 if (kill_x != -1 || kill_y != -1)
6029 if (IS_PLAYER(good_x, good_y))
6031 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
6033 if (player->shield_deadly_time_left > 0)
6034 Bang(kill_x, kill_y);
6035 else if (!PLAYER_PROTECTED(good_x, good_y))
6039 Bang(good_x, good_y);
6043 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
6045 int i, kill_x = -1, kill_y = -1;
6046 int bad_element = Feld[bad_x][bad_y];
6047 static int test_xy[4][2] =
6054 static int test_dir[4] =
6062 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
6067 int test_x, test_y, test_move_dir, test_element;
6069 test_x = bad_x + test_xy[i][0];
6070 test_y = bad_y + test_xy[i][1];
6071 if (!IN_LEV_FIELD(test_x, test_y))
6075 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
6077 test_element = Feld[test_x][test_y];
6079 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
6080 2nd case: DONT_TOUCH style bad thing does not move away from good thing
6082 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
6083 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
6085 /* good thing is player or penguin that does not move away */
6086 if (IS_PLAYER(test_x, test_y))
6088 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
6090 if (bad_element == EL_ROBOT && player->is_moving)
6091 continue; /* robot does not kill player if he is moving */
6097 else if (test_element == EL_PENGUIN)
6106 if (kill_x != -1 || kill_y != -1)
6108 if (IS_PLAYER(kill_x, kill_y))
6110 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
6113 int dir = player->MovDir;
6114 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
6115 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
6117 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
6118 newx != bad_x && newy != bad_y)
6119 ; /* robot does not kill player if he is moving */
6121 printf("-> %d\n", player->MovDir);
6123 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
6124 newx != bad_x && newy != bad_y)
6125 ; /* robot does not kill player if he is moving */
6130 if (player->shield_deadly_time_left > 0)
6132 else if (!PLAYER_PROTECTED(kill_x, kill_y))
6136 Bang(kill_x, kill_y);
6140 void TestIfHeroTouchesBadThing(int x, int y)
6142 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
6145 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
6147 TestIfGoodThingHitsBadThing(x, y, move_dir);
6150 void TestIfBadThingTouchesHero(int x, int y)
6152 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
6155 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
6157 TestIfBadThingHitsGoodThing(x, y, move_dir);
6160 void TestIfFriendTouchesBadThing(int x, int y)
6162 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
6165 void TestIfBadThingTouchesFriend(int x, int y)
6167 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
6170 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
6172 int i, kill_x = bad_x, kill_y = bad_y;
6173 static int xy[4][2] =
6185 x = bad_x + xy[i][0];
6186 y = bad_y + xy[i][1];
6187 if (!IN_LEV_FIELD(x, y))
6190 element = Feld[x][y];
6191 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
6192 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
6200 if (kill_x != bad_x || kill_y != bad_y)
6204 void KillHero(struct PlayerInfo *player)
6206 int jx = player->jx, jy = player->jy;
6208 if (!player->active)
6211 /* remove accessible field at the player's position */
6212 Feld[jx][jy] = EL_EMPTY;
6214 /* deactivate shield (else Bang()/Explode() would not work right) */
6215 player->shield_normal_time_left = 0;
6216 player->shield_deadly_time_left = 0;
6222 static void KillHeroUnlessProtected(int x, int y)
6224 if (!PLAYER_PROTECTED(x, y))
6225 KillHero(PLAYERINFO(x, y));
6228 void BuryHero(struct PlayerInfo *player)
6230 int jx = player->jx, jy = player->jy;
6232 if (!player->active)
6236 PlaySoundLevelElementAction(jx, jy, player->element_nr, ACTION_DYING);
6238 PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING);
6240 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
6242 player->GameOver = TRUE;
6246 void RemoveHero(struct PlayerInfo *player)
6248 int jx = player->jx, jy = player->jy;
6249 int i, found = FALSE;
6251 player->present = FALSE;
6252 player->active = FALSE;
6254 if (!ExplodeField[jx][jy])
6255 StorePlayer[jx][jy] = 0;
6257 for (i=0; i<MAX_PLAYERS; i++)
6258 if (stored_player[i].active)
6262 AllPlayersGone = TRUE;
6269 checkDiagonalPushing()
6270 -----------------------------------------------------------------------------
6271 check if diagonal input device direction results in pushing of object
6272 (by checking if the alternative direction is walkable, diggable, ...)
6275 static boolean checkDiagonalPushing(struct PlayerInfo *player,
6276 int x, int y, int real_dx, int real_dy)
6278 int jx, jy, dx, dy, xx, yy;
6280 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
6283 /* diagonal direction: check alternative direction */
6288 xx = jx + (dx == 0 ? real_dx : 0);
6289 yy = jy + (dy == 0 ? real_dy : 0);
6291 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
6296 -----------------------------------------------------------------------------
6297 x, y: field next to player (non-diagonal) to try to dig to
6298 real_dx, real_dy: direction as read from input device (can be diagonal)
6301 int DigField(struct PlayerInfo *player,
6302 int x, int y, int real_dx, int real_dy, int mode)
6304 int jx = player->jx, jy = player->jy;
6305 int dx = x - jx, dy = y - jy;
6306 int move_direction = (dx == -1 ? MV_LEFT :
6307 dx == +1 ? MV_RIGHT :
6309 dy == +1 ? MV_DOWN : MV_NO_MOVING);
6312 if (player->MovPos == 0)
6314 player->is_digging = FALSE;
6315 player->is_collecting = FALSE;
6318 if (player->MovPos == 0) /* last pushing move finished */
6319 player->Pushing = FALSE;
6321 if (mode == DF_NO_PUSH) /* player just stopped pushing */
6323 player->Switching = FALSE;
6324 player->push_delay = 0;
6326 return MF_NO_ACTION;
6329 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
6330 return MF_NO_ACTION;
6333 if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
6335 if (IS_TUBE(Feld[jx][jy]) ||
6336 (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0)))
6340 int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
6341 int tube_leave_directions[][2] =
6343 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6344 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6345 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6346 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
6347 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
6348 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
6349 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
6350 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
6351 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
6352 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
6353 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
6354 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
6357 while (tube_leave_directions[i][0] != tube_element)
6360 if (tube_leave_directions[i][0] == -1) /* should not happen */
6364 if (!(tube_leave_directions[i][1] & move_direction))
6365 return MF_NO_ACTION; /* tube has no opening in this direction */
6368 element = Feld[x][y];
6371 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
6372 game.engine_version >= VERSION_IDENT(2,2,0))
6373 return MF_NO_ACTION;
6380 case EL_INVISIBLE_SAND:
6381 case EL_INVISIBLE_SAND_ACTIVE:
6384 case EL_SP_BUGGY_BASE:
6385 case EL_SP_BUGGY_BASE_ACTIVATING:
6388 if (mode != DF_SNAP && element != EL_EMPTY)
6390 GfxElement[x][y] = (CAN_BE_CRUMBLED(element) ? EL_SAND : element);
6391 player->is_digging = TRUE;
6394 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
6399 case EL_EMERALD_YELLOW:
6400 case EL_EMERALD_RED:
6401 case EL_EMERALD_PURPLE:
6403 case EL_SP_INFOTRON:
6408 if (mode != DF_SNAP)
6410 GfxElement[x][y] = element;
6411 player->is_collecting = TRUE;
6414 local_player->gems_still_needed -= (element == EL_DIAMOND ? 3 :
6415 element == EL_PEARL ? 5 :
6416 element == EL_CRYSTAL ? 8 : 1);
6417 if (local_player->gems_still_needed < 0)
6418 local_player->gems_still_needed = 0;
6419 RaiseScoreElement(element);
6420 DrawText(DX_EMERALDS, DY_EMERALDS,
6421 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
6422 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6423 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6428 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
6430 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6432 PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
6434 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6438 Feld[x][y] = EL_EMPTY;
6440 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6442 PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
6444 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6452 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
6455 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6457 PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MIDDLE);
6459 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6462 case EL_SHIELD_NORMAL:
6464 player->shield_normal_time_left += 10;
6466 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6468 PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING);
6470 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6473 case EL_SHIELD_DEADLY:
6475 player->shield_normal_time_left += 10;
6476 player->shield_deadly_time_left += 10;
6478 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6480 PlaySoundLevel(x, y, SND_SHIELD_DEADLY_COLLECTING);
6482 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6486 case EL_SP_DISK_RED:
6489 player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
6490 RaiseScoreElement(EL_DYNAMITE);
6491 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6493 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6494 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6497 case EL_DYNABOMB_INCREASE_NUMBER:
6499 player->dynabomb_count++;
6500 player->dynabombs_left++;
6501 RaiseScoreElement(EL_DYNAMITE);
6503 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6505 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_NUMBER_COLLECTING);
6507 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6510 case EL_DYNABOMB_INCREASE_SIZE:
6512 player->dynabomb_size++;
6513 RaiseScoreElement(EL_DYNAMITE);
6515 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6517 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_SIZE_COLLECTING);
6519 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6522 case EL_DYNABOMB_INCREASE_POWER:
6524 player->dynabomb_xl = TRUE;
6525 RaiseScoreElement(EL_DYNAMITE);
6527 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6529 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_POWER_COLLECTING);
6531 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6539 int key_nr = element - EL_KEY_1;
6540 int graphic = el2edimg(element);
6543 player->key[key_nr] = TRUE;
6544 RaiseScoreElement(element);
6545 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6547 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6550 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6552 PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING);
6554 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6563 int key_nr = element - EL_EM_KEY_1;
6564 int graphic = el2edimg(EL_KEY_1 + key_nr);
6567 player->key[key_nr] = TRUE;
6568 RaiseScoreElement(element);
6569 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6571 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6574 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6576 PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING);
6578 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6582 case EL_ROBOT_WHEEL:
6583 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
6586 DrawLevelField(x, y);
6587 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
6591 case EL_SP_TERMINAL:
6595 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
6597 for (yy=0; yy<lev_fieldy; yy++)
6599 for (xx=0; xx<lev_fieldx; xx++)
6601 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
6603 else if (Feld[xx][yy] == EL_SP_TERMINAL)
6604 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
6612 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
6613 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
6614 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
6615 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
6616 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
6617 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
6618 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
6619 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
6620 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
6621 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
6622 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
6623 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
6624 if (!player->Switching)
6626 player->Switching = TRUE;
6627 ToggleBeltSwitch(x, y);
6628 PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
6633 case EL_SWITCHGATE_SWITCH_UP:
6634 case EL_SWITCHGATE_SWITCH_DOWN:
6635 if (!player->Switching)
6637 player->Switching = TRUE;
6638 ToggleSwitchgateSwitch(x, y);
6639 PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
6644 case EL_LIGHT_SWITCH:
6645 case EL_LIGHT_SWITCH_ACTIVE:
6646 if (!player->Switching)
6648 player->Switching = TRUE;
6649 ToggleLightSwitch(x, y);
6650 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
6651 SND_LIGHT_SWITCH_ACTIVATING :
6652 SND_LIGHT_SWITCH_DEACTIVATING);
6657 case EL_TIMEGATE_SWITCH:
6658 ActivateTimegateSwitch(x, y);
6659 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
6664 case EL_BALLOON_SWITCH_LEFT:
6665 case EL_BALLOON_SWITCH_RIGHT:
6666 case EL_BALLOON_SWITCH_UP:
6667 case EL_BALLOON_SWITCH_DOWN:
6668 case EL_BALLOON_SWITCH_ANY:
6669 if (element == EL_BALLOON_SWITCH_ANY)
6670 game.balloon_dir = move_direction;
6672 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
6673 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
6674 element == EL_BALLOON_SWITCH_UP ? MV_UP :
6675 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
6677 PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING);
6682 /* the following elements cannot be pushed by "snapping" */
6685 case EL_DX_SUPABOMB:
6687 case EL_TIME_ORB_EMPTY:
6689 case EL_SP_DISK_ORANGE:
6691 if (mode == DF_SNAP)
6692 return MF_NO_ACTION;
6694 /* no "break" -- fall through to next case */
6696 /* the following elements can be pushed by "snapping" */
6699 return MF_NO_ACTION;
6701 player->Pushing = TRUE;
6704 if (element == EL_ROCK)
6705 printf("::: wanna push [%d] [%d]\n",
6706 FrameCounter, player->push_delay_value);
6709 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6710 return MF_NO_ACTION;
6712 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
6713 return MF_NO_ACTION;
6715 if (player->push_delay == 0)
6716 player->push_delay = FrameCounter;
6718 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6720 element != EL_SPRING)
6721 return MF_NO_ACTION;
6723 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6724 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6725 element != EL_SPRING)
6726 return MF_NO_ACTION;
6729 if (mode == DF_SNAP)
6731 InitMovingField(x, y, move_direction);
6732 ContinueMoving(x, y);
6737 Feld[x + dx][y + dy] = element;
6740 if (element == EL_SPRING)
6742 Feld[x + dx][y + dy] = EL_SPRING;
6743 MovDir[x + dx][y + dy] = move_direction;
6746 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
6748 DrawLevelField(x + dx, y + dy);
6749 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6756 if (!player->key[element - EL_GATE_1])
6757 return MF_NO_ACTION;
6760 case EL_GATE_1_GRAY:
6761 case EL_GATE_2_GRAY:
6762 case EL_GATE_3_GRAY:
6763 case EL_GATE_4_GRAY:
6764 if (!player->key[element - EL_GATE_1_GRAY])
6765 return MF_NO_ACTION;
6772 if (!player->key[element - EL_EM_GATE_1])
6773 return MF_NO_ACTION;
6774 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6775 return MF_NO_ACTION;
6777 /* automatically move to the next field with double speed */
6778 player->programmed_action = move_direction;
6779 DOUBLE_PLAYER_SPEED(player);
6781 PlaySoundLevel(x, y, SND_CLASS_GATE_PASSING);
6784 case EL_EM_GATE_1_GRAY:
6785 case EL_EM_GATE_2_GRAY:
6786 case EL_EM_GATE_3_GRAY:
6787 case EL_EM_GATE_4_GRAY:
6788 if (!player->key[element - EL_EM_GATE_1_GRAY])
6789 return MF_NO_ACTION;
6790 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6791 return MF_NO_ACTION;
6793 /* automatically move to the next field with double speed */
6794 player->programmed_action = move_direction;
6795 DOUBLE_PLAYER_SPEED(player);
6798 PlaySoundLevelAction(x, y, ACTION_PASSING);
6800 PlaySoundLevel(x, y, SND_GATE_PASSING);
6804 case EL_SWITCHGATE_OPEN:
6805 case EL_TIMEGATE_OPEN:
6806 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6807 return MF_NO_ACTION;
6809 /* automatically move to the next field with double speed */
6810 player->programmed_action = move_direction;
6811 DOUBLE_PLAYER_SPEED(player);
6813 PlaySoundLevelElementAction(x, y, element, ACTION_PASSING);
6816 case EL_SP_PORT_LEFT:
6817 case EL_SP_PORT_RIGHT:
6819 case EL_SP_PORT_DOWN:
6820 case EL_SP_PORT_HORIZONTAL:
6821 case EL_SP_PORT_VERTICAL:
6822 case EL_SP_PORT_ANY:
6823 case EL_SP_GRAVITY_PORT_LEFT:
6824 case EL_SP_GRAVITY_PORT_RIGHT:
6825 case EL_SP_GRAVITY_PORT_UP:
6826 case EL_SP_GRAVITY_PORT_DOWN:
6828 element != EL_SP_PORT_LEFT &&
6829 element != EL_SP_GRAVITY_PORT_LEFT &&
6830 element != EL_SP_PORT_HORIZONTAL &&
6831 element != EL_SP_PORT_ANY) ||
6833 element != EL_SP_PORT_RIGHT &&
6834 element != EL_SP_GRAVITY_PORT_RIGHT &&
6835 element != EL_SP_PORT_HORIZONTAL &&
6836 element != EL_SP_PORT_ANY) ||
6838 element != EL_SP_PORT_UP &&
6839 element != EL_SP_GRAVITY_PORT_UP &&
6840 element != EL_SP_PORT_VERTICAL &&
6841 element != EL_SP_PORT_ANY) ||
6843 element != EL_SP_PORT_DOWN &&
6844 element != EL_SP_GRAVITY_PORT_DOWN &&
6845 element != EL_SP_PORT_VERTICAL &&
6846 element != EL_SP_PORT_ANY) ||
6847 !IN_LEV_FIELD(x + dx, y + dy) ||
6848 !IS_FREE(x + dx, y + dy))
6849 return MF_NO_ACTION;
6851 /* automatically move to the next field with double speed */
6852 player->programmed_action = move_direction;
6853 DOUBLE_PLAYER_SPEED(player);
6855 PlaySoundLevel(x, y, SND_CLASS_SP_PORT_PASSING);
6859 case EL_TUBE_VERTICAL:
6860 case EL_TUBE_HORIZONTAL:
6861 case EL_TUBE_VERTICAL_LEFT:
6862 case EL_TUBE_VERTICAL_RIGHT:
6863 case EL_TUBE_HORIZONTAL_UP:
6864 case EL_TUBE_HORIZONTAL_DOWN:
6865 case EL_TUBE_LEFT_UP:
6866 case EL_TUBE_LEFT_DOWN:
6867 case EL_TUBE_RIGHT_UP:
6868 case EL_TUBE_RIGHT_DOWN:
6871 int tube_enter_directions[][2] =
6873 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6874 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6875 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6876 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
6877 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
6878 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
6879 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
6880 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
6881 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
6882 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
6883 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
6884 { -1, MV_NO_MOVING }
6887 while (tube_enter_directions[i][0] != element)
6890 if (tube_enter_directions[i][0] == -1) /* should not happen */
6894 if (!(tube_enter_directions[i][1] & move_direction))
6895 return MF_NO_ACTION; /* tube has no opening in this direction */
6897 PlaySoundLevel(x, y, SND_CLASS_TUBE_PASSING);
6901 case EL_EXIT_CLOSED:
6902 case EL_SP_EXIT_CLOSED:
6903 case EL_EXIT_OPENING:
6904 return MF_NO_ACTION;
6908 case EL_SP_EXIT_OPEN:
6909 if (mode == DF_SNAP)
6910 return MF_NO_ACTION;
6912 if (element == EL_EXIT_OPEN)
6913 PlaySoundLevel(x, y, SND_CLASS_EXIT_PASSING);
6915 PlaySoundLevel(x, y, SND_CLASS_SP_EXIT_PASSING);
6920 Feld[x][y] = EL_LAMP_ACTIVE;
6921 local_player->lights_still_needed--;
6922 DrawLevelField(x, y);
6923 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
6927 case EL_TIME_ORB_FULL:
6928 Feld[x][y] = EL_TIME_ORB_EMPTY;
6930 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
6931 DrawLevelField(x, y);
6932 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
6936 case EL_SOKOBAN_FIELD_EMPTY:
6939 case EL_SOKOBAN_OBJECT:
6940 case EL_SOKOBAN_FIELD_FULL:
6942 case EL_SP_DISK_YELLOW:
6944 if (mode == DF_SNAP)
6945 return MF_NO_ACTION;
6947 player->Pushing = TRUE;
6949 if (!IN_LEV_FIELD(x+dx, y+dy)
6950 || (!IS_FREE(x+dx, y+dy)
6951 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FIELD_EMPTY
6952 || !IS_SB_ELEMENT(element))))
6953 return MF_NO_ACTION;
6955 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
6956 return MF_NO_ACTION;
6958 if (player->push_delay == 0)
6959 player->push_delay = FrameCounter;
6961 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6962 !tape.playing && element != EL_BALLOON)
6963 return MF_NO_ACTION;
6965 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6966 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6967 element != EL_BALLOON)
6968 return MF_NO_ACTION;
6971 if (IS_SB_ELEMENT(element))
6973 if (element == EL_SOKOBAN_FIELD_FULL)
6975 Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
6976 local_player->sokobanfields_still_needed++;
6981 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FIELD_EMPTY)
6983 Feld[x+dx][y+dy] = EL_SOKOBAN_FIELD_FULL;
6984 local_player->sokobanfields_still_needed--;
6985 if (element == EL_SOKOBAN_OBJECT)
6987 PlaySoundLevelAction(x+dx, y+dy, ACTION_FILLING);
6989 PlaySoundLevel(x, y, SND_CLASS_SOKOBAN_FIELD_FILLING);
6993 PlaySoundLevelAction(x+dx, y+dy, ACTION_PUSHING);
6995 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
7000 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJECT;
7001 if (element == EL_SOKOBAN_FIELD_FULL)
7003 PlaySoundLevelAction(x+dx, y+dy, ACTION_EMPTYING);
7005 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_EMPTYING);
7009 PlaySoundLevelAction(x+dx, y+dy, ACTION_PUSHING);
7011 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
7018 Feld[x+dx][y+dy] = element;
7019 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
7022 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
7024 DrawLevelField(x, y);
7025 DrawLevelField(x + dx, y + dy);
7027 if (IS_SB_ELEMENT(element) &&
7028 local_player->sokobanfields_still_needed == 0 &&
7029 game.emulation == EMU_SOKOBAN)
7031 player->LevelSolved = player->GameOver = TRUE;
7032 PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
7044 if (IS_WALKABLE(element))
7048 else if (IS_DIGGABLE(element))
7052 if (mode != DF_SNAP)
7055 (CAN_BE_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
7056 player->is_digging = TRUE;
7059 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
7063 else if (IS_COLLECTIBLE(element))
7067 if (mode != DF_SNAP)
7069 GfxElement[x][y] = element;
7070 player->is_collecting = TRUE;
7073 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
7075 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
7079 else if (IS_PUSHABLE(element))
7081 if (mode == DF_SNAP)
7082 return MF_NO_ACTION;
7084 if (CAN_FALL(element) && dy)
7085 return MF_NO_ACTION;
7087 if (!player->Pushing &&
7088 game.engine_version >= RELEASE_IDENT(2,2,0,7))
7089 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7091 player->Pushing = TRUE;
7093 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
7094 return MF_NO_ACTION;
7096 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
7097 return MF_NO_ACTION;
7099 if (player->push_delay == 0) /* new pushing; restart delay */
7100 player->push_delay = FrameCounter;
7102 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
7103 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
7104 return MF_NO_ACTION;
7107 Feld[x + dx][y + dy] = element;
7110 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
7111 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7113 player->push_delay_value = 2 + RND(8);
7116 DrawLevelField(x + dx, y + dy);
7117 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
7122 return MF_NO_ACTION;
7125 player->push_delay = 0;
7127 if (Feld[x][y] != element) /* really digged/collected something */
7128 player->is_collecting = !player->is_digging;
7133 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
7135 int jx = player->jx, jy = player->jy;
7136 int x = jx + dx, y = jy + dy;
7138 if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0))
7141 if (!player->active || !IN_LEV_FIELD(x, y))
7149 if (player->MovPos == 0)
7150 player->Pushing = FALSE;
7152 player->snapped = FALSE;
7154 if (player->MovPos == 0)
7156 player->is_digging = FALSE;
7157 player->is_collecting = FALSE;
7163 if (player->snapped)
7166 player->MovDir = (dx < 0 ? MV_LEFT :
7169 dy > 0 ? MV_DOWN : MV_NO_MOVING);
7171 if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
7174 player->snapped = TRUE;
7175 player->is_digging = FALSE;
7176 player->is_collecting = FALSE;
7178 DrawLevelField(x, y);
7184 boolean PlaceBomb(struct PlayerInfo *player)
7186 int jx = player->jx, jy = player->jy;
7189 if (!player->active || player->MovPos)
7192 element = Feld[jx][jy];
7194 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
7195 IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
7199 if (element != EL_EMPTY)
7203 if (element != EL_EMPTY)
7206 Store[jx][jy] = element;
7208 Back[jx][jy] = element;
7212 MovDelay[jx][jy] = 96;
7214 ResetGfxAnimation(jx, jy);
7215 ResetRandomAnimationValue(jx, jy);
7217 if (player->dynamite)
7219 Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
7220 EL_DYNAMITE_ACTIVE);
7223 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
7225 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
7228 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
7230 if (game.emulation == EMU_SUPAPLEX)
7231 DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0);
7233 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0);
7237 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
7242 EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1);
7243 player->dynabombs_left--;
7245 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
7246 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
7248 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
7254 /* ------------------------------------------------------------------------- */
7255 /* game sound playing functions */
7256 /* ------------------------------------------------------------------------- */
7258 static int *loop_sound_frame = NULL;
7259 static int *loop_sound_volume = NULL;
7261 void InitPlaySoundLevel()
7263 int num_sounds = getSoundListSize();
7265 if (loop_sound_frame != NULL)
7266 free(loop_sound_frame);
7268 if (loop_sound_volume != NULL)
7269 free(loop_sound_volume);
7271 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
7272 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
7275 static void PlaySoundLevel(int x, int y, int nr)
7277 int sx = SCREENX(x), sy = SCREENY(y);
7278 int volume, stereo_position;
7279 int max_distance = 8;
7280 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
7282 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
7283 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
7286 if (!IN_LEV_FIELD(x, y) ||
7287 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
7288 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
7291 volume = SOUND_MAX_VOLUME;
7293 if (!IN_SCR_FIELD(sx, sy))
7295 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
7296 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
7298 volume -= volume * (dx > dy ? dx : dy) / max_distance;
7301 stereo_position = (SOUND_MAX_LEFT +
7302 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
7303 (SCR_FIELDX + 2 * max_distance));
7305 if (IS_LOOP_SOUND(nr))
7307 /* This assures that quieter loop sounds do not overwrite louder ones,
7308 while restarting sound volume comparison with each new game frame. */
7310 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
7313 loop_sound_volume[nr] = volume;
7314 loop_sound_frame[nr] = FrameCounter;
7317 PlaySoundExt(nr, volume, stereo_position, type);
7320 static void PlaySoundLevelNearest(int x, int y, int sound_action)
7322 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
7323 x > LEVELX(BX2) ? LEVELX(BX2) : x,
7324 y < LEVELY(BY1) ? LEVELY(BY1) :
7325 y > LEVELY(BY2) ? LEVELY(BY2) : y,
7329 static void PlaySoundLevelAction(int x, int y, int action)
7331 PlaySoundLevelElementAction(x, y, Feld[x][y], action);
7334 static void PlaySoundLevelElementAction(int x, int y, int element, int action)
7336 int sound_effect = element_info[element].sound[action];
7338 if (sound_effect != SND_UNDEFINED)
7339 PlaySoundLevel(x, y, sound_effect);
7342 static void PlaySoundLevelActionIfLoop(int x, int y, int action)
7344 int sound_effect = element_info[Feld[x][y]].sound[action];
7346 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
7347 PlaySoundLevel(x, y, sound_effect);
7350 static void StopSoundLevelActionIfLoop(int x, int y, int action)
7352 int sound_effect = element_info[Feld[x][y]].sound[action];
7354 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
7355 StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND);
7358 void RaiseScore(int value)
7360 local_player->score += value;
7361 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2);
7364 void RaiseScoreElement(int element)
7370 case EL_EMERALD_YELLOW:
7371 case EL_EMERALD_RED:
7372 case EL_EMERALD_PURPLE:
7373 case EL_SP_INFOTRON:
7374 RaiseScore(level.score[SC_EMERALD]);
7377 RaiseScore(level.score[SC_DIAMOND]);
7380 RaiseScore(level.score[SC_CRYSTAL]);
7383 RaiseScore(level.score[SC_PEARL]);
7386 case EL_BD_BUTTERFLY:
7387 case EL_SP_ELECTRON:
7388 RaiseScore(level.score[SC_BUG]);
7392 case EL_SP_SNIKSNAK:
7393 RaiseScore(level.score[SC_SPACESHIP]);
7396 case EL_DARK_YAMYAM:
7397 RaiseScore(level.score[SC_YAMYAM]);
7400 RaiseScore(level.score[SC_ROBOT]);
7403 RaiseScore(level.score[SC_PACMAN]);
7406 RaiseScore(level.score[SC_NUT]);
7409 case EL_DYNABOMB_INCREASE_NUMBER:
7410 case EL_DYNABOMB_INCREASE_SIZE:
7411 case EL_DYNABOMB_INCREASE_POWER:
7412 RaiseScore(level.score[SC_DYNAMITE]);
7414 case EL_SHIELD_NORMAL:
7415 case EL_SHIELD_DEADLY:
7416 RaiseScore(level.score[SC_SHIELD]);
7419 RaiseScore(level.score[SC_TIME_BONUS]);
7425 RaiseScore(level.score[SC_KEY]);
7432 void RequestQuitGame(boolean ask_if_really_quit)
7434 if (AllPlayersGone ||
7435 !ask_if_really_quit ||
7436 level_editor_test_game ||
7437 Request("Do you really want to quit the game ?",
7438 REQ_ASK | REQ_STAY_CLOSED))
7440 #if defined(PLATFORM_UNIX)
7441 if (options.network)
7442 SendToServer_StopPlaying();
7446 game_status = GAME_MODE_MAIN;
7452 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
7457 /* ---------- new game button stuff ---------------------------------------- */
7459 /* graphic position values for game buttons */
7460 #define GAME_BUTTON_XSIZE 30
7461 #define GAME_BUTTON_YSIZE 30
7462 #define GAME_BUTTON_XPOS 5
7463 #define GAME_BUTTON_YPOS 215
7464 #define SOUND_BUTTON_XPOS 5
7465 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
7467 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
7468 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
7469 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
7470 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
7471 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
7472 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
7479 } gamebutton_info[NUM_GAME_BUTTONS] =
7482 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
7487 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
7492 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
7497 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
7498 SOUND_CTRL_ID_MUSIC,
7499 "background music on/off"
7502 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
7503 SOUND_CTRL_ID_LOOPS,
7504 "sound loops on/off"
7507 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
7508 SOUND_CTRL_ID_SIMPLE,
7509 "normal sounds on/off"
7513 void CreateGameButtons()
7517 for (i=0; i<NUM_GAME_BUTTONS; i++)
7519 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
7520 struct GadgetInfo *gi;
7523 unsigned long event_mask;
7524 int gd_xoffset, gd_yoffset;
7525 int gd_x1, gd_x2, gd_y1, gd_y2;
7528 gd_xoffset = gamebutton_info[i].x;
7529 gd_yoffset = gamebutton_info[i].y;
7530 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
7531 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
7533 if (id == GAME_CTRL_ID_STOP ||
7534 id == GAME_CTRL_ID_PAUSE ||
7535 id == GAME_CTRL_ID_PLAY)
7537 button_type = GD_TYPE_NORMAL_BUTTON;
7539 event_mask = GD_EVENT_RELEASED;
7540 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7541 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7545 button_type = GD_TYPE_CHECK_BUTTON;
7547 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
7548 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
7549 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
7550 event_mask = GD_EVENT_PRESSED;
7551 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
7552 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7555 gi = CreateGadget(GDI_CUSTOM_ID, id,
7556 GDI_INFO_TEXT, gamebutton_info[i].infotext,
7557 GDI_X, DX + gd_xoffset,
7558 GDI_Y, DY + gd_yoffset,
7559 GDI_WIDTH, GAME_BUTTON_XSIZE,
7560 GDI_HEIGHT, GAME_BUTTON_YSIZE,
7561 GDI_TYPE, button_type,
7562 GDI_STATE, GD_BUTTON_UNPRESSED,
7563 GDI_CHECKED, checked,
7564 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
7565 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
7566 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
7567 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
7568 GDI_EVENT_MASK, event_mask,
7569 GDI_CALLBACK_ACTION, HandleGameButtons,
7573 Error(ERR_EXIT, "cannot create gadget");
7575 game_gadget[id] = gi;
7579 void FreeGameButtons()
7583 for (i=0; i<NUM_GAME_BUTTONS; i++)
7584 FreeGadget(game_gadget[i]);
7587 static void MapGameButtons()
7591 for (i=0; i<NUM_GAME_BUTTONS; i++)
7592 MapGadget(game_gadget[i]);
7595 void UnmapGameButtons()
7599 for (i=0; i<NUM_GAME_BUTTONS; i++)
7600 UnmapGadget(game_gadget[i]);
7603 static void HandleGameButtons(struct GadgetInfo *gi)
7605 int id = gi->custom_id;
7607 if (game_status != GAME_MODE_PLAYING)
7612 case GAME_CTRL_ID_STOP:
7613 RequestQuitGame(TRUE);
7616 case GAME_CTRL_ID_PAUSE:
7617 if (options.network)
7619 #if defined(PLATFORM_UNIX)
7621 SendToServer_ContinuePlaying();
7623 SendToServer_PausePlaying();
7627 TapeTogglePause(TAPE_TOGGLE_MANUAL);
7630 case GAME_CTRL_ID_PLAY:
7633 #if defined(PLATFORM_UNIX)
7634 if (options.network)
7635 SendToServer_ContinuePlaying();
7639 tape.pausing = FALSE;
7640 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
7645 case SOUND_CTRL_ID_MUSIC:
7646 if (setup.sound_music)
7648 setup.sound_music = FALSE;
7651 else if (audio.music_available)
7653 setup.sound = setup.sound_music = TRUE;
7654 PlayMusic(level_nr);
7658 case SOUND_CTRL_ID_LOOPS:
7659 if (setup.sound_loops)
7660 setup.sound_loops = FALSE;
7661 else if (audio.loops_available)
7662 setup.sound = setup.sound_loops = TRUE;
7665 case SOUND_CTRL_ID_SIMPLE:
7666 if (setup.sound_simple)
7667 setup.sound_simple = FALSE;
7668 else if (audio.sound_available)
7669 setup.sound = setup.sound_simple = TRUE;