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];
306 #define IS_AUTO_CHANGING(e) (changing_element[e].base_element != EL_UNDEFINED)
309 void GetPlayerConfig()
311 if (!audio.sound_available)
314 if (!audio.loops_available)
315 setup.sound_loops = FALSE;
317 if (!audio.music_available)
318 setup.sound_music = FALSE;
320 if (!video.fullscreen_available)
321 setup.fullscreen = FALSE;
323 setup.sound_simple = setup.sound;
325 SetAudioMode(setup.sound);
329 static int getBeltNrFromBeltElement(int element)
331 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
332 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
333 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
336 static int getBeltNrFromBeltActiveElement(int element)
338 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
339 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
340 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
343 static int getBeltNrFromBeltSwitchElement(int element)
345 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
346 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
347 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
350 static int getBeltDirNrFromBeltSwitchElement(int element)
352 static int belt_base_element[4] =
354 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
355 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
356 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
357 EL_CONVEYOR_BELT_4_SWITCH_LEFT
360 int belt_nr = getBeltNrFromBeltSwitchElement(element);
361 int belt_dir_nr = element - belt_base_element[belt_nr];
363 return (belt_dir_nr % 3);
366 static int getBeltDirFromBeltSwitchElement(int element)
368 static int belt_move_dir[3] =
375 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
377 return belt_move_dir[belt_dir_nr];
380 static void InitField(int x, int y, boolean init_game)
382 int element = Feld[x][y];
389 if (stored_player[0].present)
391 Feld[x][y] = EL_SP_MURPHY_CLONE;
396 stored_player[0].use_murphy_graphic = TRUE;
399 Feld[x][y] = EL_PLAYER_1;
408 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
409 int jx = player->jx, jy = player->jy;
411 player->present = TRUE;
413 if (!options.network || player->connected)
415 player->active = TRUE;
417 /* remove potentially duplicate players */
418 if (StorePlayer[jx][jy] == Feld[x][y])
419 StorePlayer[jx][jy] = 0;
421 StorePlayer[x][y] = Feld[x][y];
425 printf("Player %d activated.\n", player->element_nr);
426 printf("[Local player is %d and currently %s.]\n",
427 local_player->element_nr,
428 local_player->active ? "active" : "not active");
432 Feld[x][y] = EL_EMPTY;
433 player->jx = player->last_jx = x;
434 player->jy = player->last_jy = y;
439 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
440 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
441 else if (x > 0 && Feld[x-1][y] == EL_ACID)
442 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
443 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
444 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
445 else if (y > 0 && Feld[x][y-1] == EL_ACID)
446 Feld[x][y] = EL_ACID_POOL_BOTTOM;
447 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
448 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
456 case EL_SPACESHIP_RIGHT:
457 case EL_SPACESHIP_UP:
458 case EL_SPACESHIP_LEFT:
459 case EL_SPACESHIP_DOWN:
461 case EL_BD_BUTTERFLY_RIGHT:
462 case EL_BD_BUTTERFLY_UP:
463 case EL_BD_BUTTERFLY_LEFT:
464 case EL_BD_BUTTERFLY_DOWN:
465 case EL_BD_BUTTERFLY:
466 case EL_BD_FIREFLY_RIGHT:
467 case EL_BD_FIREFLY_UP:
468 case EL_BD_FIREFLY_LEFT:
469 case EL_BD_FIREFLY_DOWN:
471 case EL_PACMAN_RIGHT:
495 if (y == lev_fieldy - 1)
497 Feld[x][y] = EL_AMOEBA_GROWING;
498 Store[x][y] = EL_AMOEBA_WET;
502 case EL_DYNAMITE_ACTIVE:
507 local_player->lights_still_needed++;
510 case EL_SOKOBAN_FIELD_EMPTY:
511 local_player->sokobanfields_still_needed++;
515 local_player->friends_still_needed++;
520 MovDir[x][y] = 1 << RND(4);
524 Feld[x][y] = EL_EMPTY;
527 case EL_EM_KEY_1_FILE:
528 Feld[x][y] = EL_EM_KEY_1;
530 case EL_EM_KEY_2_FILE:
531 Feld[x][y] = EL_EM_KEY_2;
533 case EL_EM_KEY_3_FILE:
534 Feld[x][y] = EL_EM_KEY_3;
536 case EL_EM_KEY_4_FILE:
537 Feld[x][y] = EL_EM_KEY_4;
540 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
541 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
542 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
543 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
544 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
545 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
546 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
547 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
548 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
549 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
550 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
551 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
554 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
555 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
556 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
558 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
560 game.belt_dir[belt_nr] = belt_dir;
561 game.belt_dir_nr[belt_nr] = belt_dir_nr;
563 else /* more than one switch -- set it like the first switch */
565 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
570 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
572 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
575 case EL_LIGHT_SWITCH_ACTIVE:
577 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
581 if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
587 void DrawGameDoorValues()
591 for (i=0; i<MAX_PLAYERS; i++)
593 if (stored_player[i].key[j])
594 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
595 el2edimg(EL_KEY_1 + j));
597 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
598 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
599 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
600 int2str(local_player->dynamite, 3), FONT_TEXT_2);
601 DrawText(DX + XX_SCORE, DY + YY_SCORE,
602 int2str(local_player->score, 5), FONT_TEXT_2);
603 DrawText(DX + XX_TIME, DY + YY_TIME,
604 int2str(TimeLeft, 3), FONT_TEXT_2);
609 =============================================================================
611 -----------------------------------------------------------------------------
612 initialize game engine due to level / tape version number
613 =============================================================================
616 static void InitGameEngine()
620 /* set game engine from tape file when re-playing, else from level file */
621 game.engine_version = (tape.playing ? tape.engine_version :
624 /* dynamically adjust element properties according to game engine version */
625 InitElementPropertiesEngine(game.engine_version);
628 printf("level %d: level version == %06d\n", level_nr, level.game_version);
629 printf(" tape version == %06d [%s] [file: %06d]\n",
630 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
632 printf(" => game.engine_version == %06d\n", game.engine_version);
635 /* dynamically adjust player properties according to game engine version */
636 game.initial_move_delay =
637 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
638 INITIAL_MOVE_DELAY_OFF);
640 /* dynamically adjust player properties according to level information */
641 game.initial_move_delay_value =
642 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
644 /* initialize changing elements information */
645 for (i=0; i<MAX_NUM_ELEMENTS; i++)
647 changing_element[i].base_element = EL_UNDEFINED;
648 changing_element[i].next_element = EL_UNDEFINED;
649 changing_element[i].change_delay = -1;
650 changing_element[i].pre_change_function = NULL;
651 changing_element[i].change_function = NULL;
652 changing_element[i].post_change_function = NULL;
655 /* add changing elements from pre-defined list */
657 while (changing_element_list[i].base_element != EL_UNDEFINED)
659 struct ChangingElementInfo *ce = &changing_element_list[i];
660 int element = ce->base_element;
662 changing_element[element].base_element = ce->base_element;
663 changing_element[element].next_element = ce->next_element;
664 changing_element[element].change_delay = ce->change_delay;
665 changing_element[element].pre_change_function = ce->pre_change_function;
666 changing_element[element].change_function = ce->change_function;
667 changing_element[element].post_change_function = ce->post_change_function;
672 /* add changing elements from custom element configuration */
673 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
675 int element = EL_CUSTOM_START + i;
676 struct ElementChangeInfo *change = &element_info[element].change;
678 /* only add custom elements that change after fixed/random frame delay */
679 if (!CAN_CHANGE(element) || !HAS_CHANGE_EVENT(element, CE_DELAY))
682 changing_element[element].base_element = element;
683 changing_element[element].next_element = change->successor;
684 changing_element[element].change_delay = (change->delay_fixed *
685 change->delay_frames);
691 =============================================================================
693 -----------------------------------------------------------------------------
694 initialize and start new game
695 =============================================================================
700 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
701 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
702 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
709 #if USE_NEW_AMOEBA_CODE
710 printf("Using new amoeba code.\n");
712 printf("Using old amoeba code.\n");
717 /* don't play tapes over network */
718 network_playing = (options.network && !tape.playing);
720 for (i=0; i<MAX_PLAYERS; i++)
722 struct PlayerInfo *player = &stored_player[i];
724 player->index_nr = i;
725 player->element_nr = EL_PLAYER_1 + i;
727 player->present = FALSE;
728 player->active = FALSE;
731 player->effective_action = 0;
732 player->programmed_action = 0;
735 player->gems_still_needed = level.gems_needed;
736 player->sokobanfields_still_needed = 0;
737 player->lights_still_needed = 0;
738 player->friends_still_needed = 0;
741 player->key[j] = FALSE;
743 player->dynamite = 0;
744 player->dynabomb_count = 0;
745 player->dynabomb_size = 1;
746 player->dynabombs_left = 0;
747 player->dynabomb_xl = FALSE;
749 player->MovDir = MV_NO_MOVING;
751 player->Pushing = FALSE;
752 player->Switching = FALSE;
754 player->GfxDir = MV_NO_MOVING;
755 player->GfxAction = ACTION_DEFAULT;
757 player->StepFrame = 0;
759 player->use_murphy_graphic = FALSE;
760 player->use_disk_red_graphic = FALSE;
762 player->actual_frame_counter = 0;
764 player->last_move_dir = MV_NO_MOVING;
765 player->is_moving = FALSE;
767 player->is_moving = FALSE;
768 player->is_waiting = FALSE;
769 player->is_digging = FALSE;
770 player->is_collecting = FALSE;
772 player->move_delay = game.initial_move_delay;
773 player->move_delay_value = game.initial_move_delay_value;
775 player->push_delay = 0;
776 player->push_delay_value = 5;
778 player->snapped = FALSE;
780 player->last_jx = player->last_jy = 0;
781 player->jx = player->jy = 0;
783 player->shield_normal_time_left = 0;
784 player->shield_deadly_time_left = 0;
786 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
787 SnapField(player, 0, 0);
789 player->LevelSolved = FALSE;
790 player->GameOver = FALSE;
793 network_player_action_received = FALSE;
795 #if defined(PLATFORM_UNIX)
796 /* initial null action */
798 SendToServer_MovePlayer(MV_NO_MOVING);
806 TimeLeft = level.time;
808 ScreenMovDir = MV_NO_MOVING;
812 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
814 AllPlayersGone = FALSE;
816 game.yamyam_content_nr = 0;
817 game.magic_wall_active = FALSE;
818 game.magic_wall_time_left = 0;
819 game.light_time_left = 0;
820 game.timegate_time_left = 0;
821 game.switchgate_pos = 0;
822 game.balloon_dir = MV_NO_MOVING;
823 game.explosions_delayed = TRUE;
827 game.belt_dir[i] = MV_NO_MOVING;
828 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
831 for (i=0; i<MAX_NUM_AMOEBA; i++)
832 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
834 for (x=0; x<lev_fieldx; x++)
836 for (y=0; y<lev_fieldy; y++)
838 Feld[x][y] = Ur[x][y];
839 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
840 ChangeDelay[x][y] = 0;
841 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
843 JustStopped[x][y] = 0;
845 ExplodePhase[x][y] = 0;
846 ExplodeField[x][y] = EX_NO_EXPLOSION;
849 GfxAction[x][y] = ACTION_DEFAULT;
850 GfxRandom[x][y] = INIT_GFX_RANDOM();
851 GfxElement[x][y] = EL_UNDEFINED;
855 for(y=0; y<lev_fieldy; y++)
857 for(x=0; x<lev_fieldx; x++)
859 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
861 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
863 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
866 InitField(x, y, TRUE);
872 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
873 emulate_sb ? EMU_SOKOBAN :
874 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
876 /* correct non-moving belts to start moving left */
878 if (game.belt_dir[i] == MV_NO_MOVING)
879 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
881 /* check if any connected player was not found in playfield */
882 for (i=0; i<MAX_PLAYERS; i++)
884 struct PlayerInfo *player = &stored_player[i];
886 if (player->connected && !player->present)
888 for (j=0; j<MAX_PLAYERS; j++)
890 struct PlayerInfo *some_player = &stored_player[j];
891 int jx = some_player->jx, jy = some_player->jy;
893 /* assign first free player found that is present in the playfield */
894 if (some_player->present && !some_player->connected)
896 player->present = TRUE;
897 player->active = TRUE;
898 some_player->present = FALSE;
900 StorePlayer[jx][jy] = player->element_nr;
901 player->jx = player->last_jx = jx;
902 player->jy = player->last_jy = jy;
912 /* when playing a tape, eliminate all players who do not participate */
914 for (i=0; i<MAX_PLAYERS; i++)
916 if (stored_player[i].active && !tape.player_participates[i])
918 struct PlayerInfo *player = &stored_player[i];
919 int jx = player->jx, jy = player->jy;
921 player->active = FALSE;
922 StorePlayer[jx][jy] = 0;
923 Feld[jx][jy] = EL_EMPTY;
927 else if (!options.network && !setup.team_mode) /* && !tape.playing */
929 /* when in single player mode, eliminate all but the first active player */
931 for (i=0; i<MAX_PLAYERS; i++)
933 if (stored_player[i].active)
935 for (j=i+1; j<MAX_PLAYERS; j++)
937 if (stored_player[j].active)
939 struct PlayerInfo *player = &stored_player[j];
940 int jx = player->jx, jy = player->jy;
942 player->active = FALSE;
943 StorePlayer[jx][jy] = 0;
944 Feld[jx][jy] = EL_EMPTY;
951 /* when recording the game, store which players take part in the game */
954 for (i=0; i<MAX_PLAYERS; i++)
955 if (stored_player[i].active)
956 tape.player_participates[i] = TRUE;
961 for (i=0; i<MAX_PLAYERS; i++)
963 struct PlayerInfo *player = &stored_player[i];
965 printf("Player %d: present == %d, connected == %d, active == %d.\n",
970 if (local_player == player)
971 printf("Player %d is local player.\n", i+1);
975 if (BorderElement == EL_EMPTY)
978 SBX_Right = lev_fieldx - SCR_FIELDX;
980 SBY_Lower = lev_fieldy - SCR_FIELDY;
985 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
987 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
990 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
991 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
993 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
994 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
997 scroll_y = SBY_Upper;
998 if (local_player->jx >= SBX_Left + MIDPOSX)
999 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
1000 local_player->jx - MIDPOSX :
1002 if (local_player->jy >= SBY_Upper + MIDPOSY)
1003 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
1004 local_player->jy - MIDPOSY :
1007 CloseDoor(DOOR_CLOSE_1);
1012 /* after drawing the level, correct some elements */
1013 if (game.timegate_time_left == 0)
1014 CloseAllOpenTimegates();
1016 if (setup.soft_scrolling)
1017 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
1019 redraw_mask |= REDRAW_FROM_BACKBUFFER;
1022 /* copy default game door content to main double buffer */
1023 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
1024 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
1027 DrawText(DX + XX_LEVEL, DY + YY_LEVEL, int2str(level_nr, 2), FONT_TEXT_2);
1030 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
1031 int2str(level_nr, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
1032 BlitBitmap(drawto, drawto,
1033 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
1034 getFontWidth(FONT_LEVEL_NUMBER) * 3,
1035 getFontHeight(FONT_LEVEL_NUMBER) - 1,
1036 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
1039 DrawGameDoorValues();
1043 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
1044 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
1045 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
1049 /* copy actual game door content to door double buffer for OpenDoor() */
1050 BlitBitmap(drawto, bitmap_db_door,
1051 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
1053 OpenDoor(DOOR_OPEN_ALL);
1055 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
1056 if (setup.sound_music)
1057 PlayMusic(level_nr);
1059 KeyboardAutoRepeatOffUnlessAutoplay();
1064 printf("Player %d %sactive.\n",
1065 i + 1, (stored_player[i].active ? "" : "not "));
1069 void InitMovDir(int x, int y)
1071 int i, element = Feld[x][y];
1072 static int xy[4][2] =
1079 static int direction[3][4] =
1081 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1082 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1083 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1092 Feld[x][y] = EL_BUG;
1093 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
1096 case EL_SPACESHIP_RIGHT:
1097 case EL_SPACESHIP_UP:
1098 case EL_SPACESHIP_LEFT:
1099 case EL_SPACESHIP_DOWN:
1100 Feld[x][y] = EL_SPACESHIP;
1101 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
1104 case EL_BD_BUTTERFLY_RIGHT:
1105 case EL_BD_BUTTERFLY_UP:
1106 case EL_BD_BUTTERFLY_LEFT:
1107 case EL_BD_BUTTERFLY_DOWN:
1108 Feld[x][y] = EL_BD_BUTTERFLY;
1109 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
1112 case EL_BD_FIREFLY_RIGHT:
1113 case EL_BD_FIREFLY_UP:
1114 case EL_BD_FIREFLY_LEFT:
1115 case EL_BD_FIREFLY_DOWN:
1116 Feld[x][y] = EL_BD_FIREFLY;
1117 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1120 case EL_PACMAN_RIGHT:
1122 case EL_PACMAN_LEFT:
1123 case EL_PACMAN_DOWN:
1124 Feld[x][y] = EL_PACMAN;
1125 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1128 case EL_SP_SNIKSNAK:
1129 MovDir[x][y] = MV_UP;
1132 case EL_SP_ELECTRON:
1133 MovDir[x][y] = MV_LEFT;
1140 Feld[x][y] = EL_MOLE;
1141 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1145 if (IS_CUSTOM_ELEMENT(element))
1147 if (element_info[element].move_direction_initial != MV_NO_MOVING)
1148 MovDir[x][y] = element_info[element].move_direction_initial;
1149 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS)
1150 MovDir[x][y] = 1 << RND(4);
1151 else if (element_info[element].move_pattern == MV_HORIZONTAL)
1152 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
1153 else if (element_info[element].move_pattern == MV_VERTICAL)
1154 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
1155 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
1156 MovDir[x][y] = element_info[element].move_pattern;
1157 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE ||
1158 element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1162 int x1 = x + xy[i][0];
1163 int y1 = y + xy[i][1];
1165 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1167 if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1168 MovDir[x][y] = direction[0][i];
1170 MovDir[x][y] = direction[1][i];
1179 MovDir[x][y] = 1 << RND(4);
1181 if (element != EL_BUG &&
1182 element != EL_SPACESHIP &&
1183 element != EL_BD_BUTTERFLY &&
1184 element != EL_BD_FIREFLY)
1189 int x1 = x + xy[i][0];
1190 int y1 = y + xy[i][1];
1192 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1194 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1196 MovDir[x][y] = direction[0][i];
1199 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1200 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1202 MovDir[x][y] = direction[1][i];
1212 void InitAmoebaNr(int x, int y)
1215 int group_nr = AmoebeNachbarNr(x, y);
1219 for (i=1; i<MAX_NUM_AMOEBA; i++)
1221 if (AmoebaCnt[i] == 0)
1229 AmoebaNr[x][y] = group_nr;
1230 AmoebaCnt[group_nr]++;
1231 AmoebaCnt2[group_nr]++;
1237 boolean raise_level = FALSE;
1239 if (local_player->MovPos)
1242 if (tape.playing && tape.auto_play)
1243 tape.auto_play_level_solved = TRUE;
1245 local_player->LevelSolved = FALSE;
1247 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
1251 if (!tape.playing && setup.sound_loops)
1252 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1253 SND_CTRL_PLAY_LOOP);
1255 while (TimeLeft > 0)
1257 if (!tape.playing && !setup.sound_loops)
1258 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1259 if (TimeLeft > 0 && !(TimeLeft % 10))
1260 RaiseScore(level.score[SC_TIME_BONUS]);
1261 if (TimeLeft > 100 && !(TimeLeft % 10))
1265 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
1272 if (!tape.playing && setup.sound_loops)
1273 StopSound(SND_GAME_LEVELTIME_BONUS);
1275 else if (level.time == 0) /* level without time limit */
1277 if (!tape.playing && setup.sound_loops)
1278 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1279 SND_CTRL_PLAY_LOOP);
1281 while (TimePlayed < 999)
1283 if (!tape.playing && !setup.sound_loops)
1284 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1285 if (TimePlayed < 999 && !(TimePlayed % 10))
1286 RaiseScore(level.score[SC_TIME_BONUS]);
1287 if (TimePlayed < 900 && !(TimePlayed % 10))
1291 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
1298 if (!tape.playing && setup.sound_loops)
1299 StopSound(SND_GAME_LEVELTIME_BONUS);
1302 /* Hero disappears */
1303 DrawLevelField(ExitX, ExitY);
1309 CloseDoor(DOOR_CLOSE_1);
1314 SaveTape(tape.level_nr); /* Ask to save tape */
1317 if (level_nr == leveldir_current->handicap_level)
1319 leveldir_current->handicap_level++;
1320 SaveLevelSetup_SeriesInfo();
1323 if (level_editor_test_game)
1324 local_player->score = -1; /* no highscore when playing from editor */
1325 else if (level_nr < leveldir_current->last_level)
1326 raise_level = TRUE; /* advance to next level */
1328 if ((hi_pos = NewHiScore()) >= 0)
1330 game_status = GAME_MODE_SCORES;
1331 DrawHallOfFame(hi_pos);
1340 game_status = GAME_MODE_MAIN;
1357 LoadScore(level_nr);
1359 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1360 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1363 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1365 if (local_player->score > highscore[k].Score)
1367 /* player has made it to the hall of fame */
1369 if (k < MAX_SCORE_ENTRIES - 1)
1371 int m = MAX_SCORE_ENTRIES - 1;
1374 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1375 if (!strcmp(setup.player_name, highscore[l].Name))
1377 if (m == k) /* player's new highscore overwrites his old one */
1383 strcpy(highscore[l].Name, highscore[l - 1].Name);
1384 highscore[l].Score = highscore[l - 1].Score;
1391 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1392 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1393 highscore[k].Score = local_player->score;
1399 else if (!strncmp(setup.player_name, highscore[k].Name,
1400 MAX_PLAYER_NAME_LEN))
1401 break; /* player already there with a higher score */
1407 SaveScore(level_nr);
1412 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
1414 if (player->GfxAction != action || player->GfxDir != dir)
1417 printf("Player frame reset! (%d => %d, %d => %d)\n",
1418 player->GfxAction, action, player->GfxDir, dir);
1421 player->GfxAction = action;
1422 player->GfxDir = dir;
1424 player->StepFrame = 0;
1428 static void ResetRandomAnimationValue(int x, int y)
1430 GfxRandom[x][y] = INIT_GFX_RANDOM();
1433 static void ResetGfxAnimation(int x, int y)
1436 GfxAction[x][y] = ACTION_DEFAULT;
1439 void InitMovingField(int x, int y, int direction)
1441 int element = Feld[x][y];
1442 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1443 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1445 if (!JustStopped[x][y] || direction != MovDir[x][y])
1446 ResetGfxAnimation(x, y);
1448 MovDir[newx][newy] = MovDir[x][y] = direction;
1450 if (Feld[newx][newy] == EL_EMPTY)
1451 Feld[newx][newy] = EL_BLOCKED;
1453 if (direction == MV_DOWN && CAN_FALL(element))
1454 GfxAction[x][y] = ACTION_FALLING;
1456 GfxAction[x][y] = ACTION_MOVING;
1458 GfxFrame[newx][newy] = GfxFrame[x][y];
1459 GfxAction[newx][newy] = GfxAction[x][y];
1460 GfxRandom[newx][newy] = GfxRandom[x][y];
1463 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1465 int direction = MovDir[x][y];
1466 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1467 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1473 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1475 int oldx = x, oldy = y;
1476 int direction = MovDir[x][y];
1478 if (direction == MV_LEFT)
1480 else if (direction == MV_RIGHT)
1482 else if (direction == MV_UP)
1484 else if (direction == MV_DOWN)
1487 *comes_from_x = oldx;
1488 *comes_from_y = oldy;
1491 int MovingOrBlocked2Element(int x, int y)
1493 int element = Feld[x][y];
1495 if (element == EL_BLOCKED)
1499 Blocked2Moving(x, y, &oldx, &oldy);
1500 return Feld[oldx][oldy];
1506 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1508 /* like MovingOrBlocked2Element(), but if element is moving
1509 and (x,y) is the field the moving element is just leaving,
1510 return EL_BLOCKED instead of the element value */
1511 int element = Feld[x][y];
1513 if (IS_MOVING(x, y))
1515 if (element == EL_BLOCKED)
1519 Blocked2Moving(x, y, &oldx, &oldy);
1520 return Feld[oldx][oldy];
1529 static void RemoveField(int x, int y)
1531 Feld[x][y] = EL_EMPTY;
1532 GfxElement[x][y] = EL_UNDEFINED;
1536 ChangeDelay[x][y] = 0;
1539 void RemoveMovingField(int x, int y)
1541 int oldx = x, oldy = y, newx = x, newy = y;
1543 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1546 if (IS_MOVING(x, y))
1548 Moving2Blocked(x, y, &newx, &newy);
1549 if (Feld[newx][newy] != EL_BLOCKED)
1552 else if (Feld[x][y] == EL_BLOCKED)
1554 Blocked2Moving(x, y, &oldx, &oldy);
1555 if (!IS_MOVING(oldx, oldy))
1559 if (Feld[x][y] == EL_BLOCKED &&
1560 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1561 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1562 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1563 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
1564 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1566 Feld[oldx][oldy] = EL_EMPTY;
1568 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1570 Feld[newx][newy] = EL_EMPTY;
1571 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1572 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1573 ChangeDelay[oldx][oldy] = ChangeDelay[newx][newy] = 0;
1574 GfxAction[oldx][oldy] = GfxAction[newx][newy] = ACTION_DEFAULT;
1576 DrawLevelField(oldx, oldy);
1577 DrawLevelField(newx, newy);
1580 void DrawDynamite(int x, int y)
1582 int sx = SCREENX(x), sy = SCREENY(y);
1583 int graphic = el2img(Feld[x][y]);
1586 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1589 if (IS_WALKABLE_INSIDE(Back[x][y]))
1593 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
1594 else if (Store[x][y])
1595 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
1597 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
1600 if (Back[x][y] || Store[x][y])
1601 DrawGraphicThruMask(sx, sy, graphic, frame);
1603 DrawGraphic(sx, sy, graphic, frame);
1605 if (game.emulation == EMU_SUPAPLEX)
1606 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
1607 else if (Store[x][y])
1608 DrawGraphicThruMask(sx, sy, graphic, frame);
1610 DrawGraphic(sx, sy, graphic, frame);
1614 void CheckDynamite(int x, int y)
1616 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
1620 if (MovDelay[x][y] != 0)
1623 PlaySoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1630 StopSoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1632 if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
1633 Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
1634 StopSound(SND_DYNAMITE_ACTIVE);
1636 StopSound(SND_DYNABOMB_ACTIVE);
1642 void Explode(int ex, int ey, int phase, int mode)
1646 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1647 int last_phase = num_phase * delay;
1648 int half_phase = (num_phase / 2) * delay;
1649 int first_phase_after_start = EX_PHASE_START + 1;
1651 if (game.explosions_delayed)
1653 ExplodeField[ex][ey] = mode;
1657 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1659 int center_element = Feld[ex][ey];
1661 /* remove things displayed in background while burning dynamite */
1662 if (!IS_INDESTRUCTIBLE(Back[ex][ey]))
1665 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1667 /* put moving element to center field (and let it explode there) */
1668 center_element = MovingOrBlocked2Element(ex, ey);
1669 RemoveMovingField(ex, ey);
1670 Feld[ex][ey] = center_element;
1673 for (y = ey - 1; y <= ey + 1; y++) for(x = ex - 1; x <= ex + 1; x++)
1677 if (!IN_LEV_FIELD(x, y) ||
1678 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
1679 (x != ex || y != ey)))
1682 element = Feld[x][y];
1684 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1686 element = MovingOrBlocked2Element(x, y);
1687 RemoveMovingField(x, y);
1691 if (IS_EXPLOSION_PROOF(element))
1694 if ((IS_INDESTRUCTIBLE(element) &&
1695 (game.engine_version < VERSION_IDENT(2,2,0) ||
1696 (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
1697 element == EL_FLAMES)
1701 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1703 if (IS_ACTIVE_BOMB(element))
1705 /* re-activate things under the bomb like gate or penguin */
1706 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
1713 /* save walkable background elements while explosion on same tile */
1714 if (IS_INDESTRUCTIBLE(element))
1715 Back[x][y] = element;
1717 /* ignite explodable elements reached by other explosion */
1718 if (element == EL_EXPLOSION)
1719 element = Store2[x][y];
1721 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1723 switch(StorePlayer[ex][ey])
1726 Store[x][y] = EL_EMERALD_RED;
1729 Store[x][y] = EL_EMERALD;
1732 Store[x][y] = EL_EMERALD_PURPLE;
1736 Store[x][y] = EL_EMERALD_YELLOW;
1740 if (game.emulation == EMU_SUPAPLEX)
1741 Store[x][y] = EL_EMPTY;
1743 else if (center_element == EL_MOLE)
1744 Store[x][y] = EL_EMERALD_RED;
1745 else if (center_element == EL_PENGUIN)
1746 Store[x][y] = EL_EMERALD_PURPLE;
1747 else if (center_element == EL_BUG)
1748 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
1749 else if (center_element == EL_BD_BUTTERFLY)
1750 Store[x][y] = EL_BD_DIAMOND;
1751 else if (center_element == EL_SP_ELECTRON)
1752 Store[x][y] = EL_SP_INFOTRON;
1753 else if (center_element == EL_AMOEBA_TO_DIAMOND)
1754 Store[x][y] = level.amoeba_content;
1755 else if (center_element == EL_YAMYAM)
1757 level.yamyam_content[game.yamyam_content_nr][x - ex + 1][y - ey + 1];
1758 else if (IS_CUSTOM_ELEMENT(center_element))
1760 element_info[center_element].content[x - ex + 1][y - ey + 1];
1761 else if (element == EL_WALL_EMERALD)
1762 Store[x][y] = EL_EMERALD;
1763 else if (element == EL_WALL_DIAMOND)
1764 Store[x][y] = EL_DIAMOND;
1765 else if (element == EL_WALL_BD_DIAMOND)
1766 Store[x][y] = EL_BD_DIAMOND;
1767 else if (element == EL_WALL_EMERALD_YELLOW)
1768 Store[x][y] = EL_EMERALD_YELLOW;
1769 else if (element == EL_WALL_EMERALD_RED)
1770 Store[x][y] = EL_EMERALD_RED;
1771 else if (element == EL_WALL_EMERALD_PURPLE)
1772 Store[x][y] = EL_EMERALD_PURPLE;
1773 else if (element == EL_WALL_PEARL)
1774 Store[x][y] = EL_PEARL;
1775 else if (element == EL_WALL_CRYSTAL)
1776 Store[x][y] = EL_CRYSTAL;
1778 Store[x][y] = EL_EMPTY;
1780 if (x != ex || y != ey ||
1781 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
1782 Store2[x][y] = element;
1784 if (AmoebaNr[x][y] &&
1785 (element == EL_AMOEBA_FULL ||
1786 element == EL_BD_AMOEBA ||
1787 element == EL_AMOEBA_GROWING))
1789 AmoebaCnt[AmoebaNr[x][y]]--;
1790 AmoebaCnt2[AmoebaNr[x][y]]--;
1793 Feld[x][y] = EL_EXPLOSION;
1795 GfxElement[x][y] = center_element;
1797 GfxElement[x][y] = EL_UNDEFINED;
1799 MovDir[x][y] = MovPos[x][y] = 0;
1801 ExplodePhase[x][y] = 1;
1805 if (center_element == EL_YAMYAM)
1806 game.yamyam_content_nr =
1807 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
1818 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
1820 if (phase == first_phase_after_start)
1822 int element = Store2[x][y];
1824 if (element == EL_BLACK_ORB)
1826 Feld[x][y] = Store2[x][y];
1831 else if (phase == half_phase)
1833 int element = Store2[x][y];
1835 if (IS_PLAYER(x, y))
1836 KillHeroUnlessProtected(x, y);
1837 else if (CAN_EXPLODE_BY_FIRE(element))
1839 Feld[x][y] = Store2[x][y];
1843 else if (element == EL_AMOEBA_TO_DIAMOND)
1844 AmoebeUmwandeln(x, y);
1847 if (phase == last_phase)
1851 element = Feld[x][y] = Store[x][y];
1852 Store[x][y] = Store2[x][y] = 0;
1853 GfxElement[x][y] = EL_UNDEFINED;
1855 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
1856 element = Feld[x][y] = Back[x][y];
1859 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = ChangeDelay[x][y] = 0;
1860 InitField(x, y, FALSE);
1861 if (CAN_MOVE(element))
1863 DrawLevelField(x, y);
1865 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1866 StorePlayer[x][y] = 0;
1868 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1871 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
1873 int stored = Store[x][y];
1874 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
1875 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
1878 int frame = getGraphicAnimationFrame(graphic, phase - delay);
1881 DrawLevelFieldCrumbledSand(x, y);
1883 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
1885 DrawLevelElement(x, y, Back[x][y]);
1886 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
1888 else if (IS_WALKABLE_UNDER(Back[x][y]))
1890 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1891 DrawLevelElementThruMask(x, y, Back[x][y]);
1893 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
1894 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1898 void DynaExplode(int ex, int ey)
1901 int dynabomb_size = 1;
1902 boolean dynabomb_xl = FALSE;
1903 struct PlayerInfo *player;
1904 static int xy[4][2] =
1912 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1914 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER_1_ACTIVE];
1915 dynabomb_size = player->dynabomb_size;
1916 dynabomb_xl = player->dynabomb_xl;
1917 player->dynabombs_left++;
1920 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1924 for (j=1; j<=dynabomb_size; j++)
1926 int x = ex + j * xy[i % 4][0];
1927 int y = ey + j * xy[i % 4][1];
1930 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
1933 element = Feld[x][y];
1935 /* do not restart explosions of fields with active bombs */
1936 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
1939 Explode(x, y, EX_PHASE_START, EX_BORDER);
1941 if (element != EL_EMPTY &&
1942 element != EL_SAND &&
1943 element != EL_EXPLOSION &&
1950 void Bang(int x, int y)
1952 int element = Feld[x][y];
1954 if (IS_PLAYER(x, y))
1956 struct PlayerInfo *player = PLAYERINFO(x, y);
1958 element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
1959 player->element_nr);
1963 PlaySoundLevelAction(x, y, ACTION_EXPLODING);
1965 if (game.emulation == EMU_SUPAPLEX)
1966 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
1968 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
1972 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1980 case EL_BD_BUTTERFLY:
1983 case EL_DARK_YAMYAM:
1987 RaiseScoreElement(element);
1988 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1990 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1991 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1992 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1993 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1994 case EL_DYNABOMB_INCREASE_NUMBER:
1995 case EL_DYNABOMB_INCREASE_SIZE:
1996 case EL_DYNABOMB_INCREASE_POWER:
2001 case EL_LAMP_ACTIVE:
2002 if (IS_PLAYER(x, y))
2003 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2005 Explode(x, y, EX_PHASE_START, EX_CENTER);
2008 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2013 void SplashAcid(int x, int y)
2015 int element = Feld[x][y];
2017 if (element != EL_ACID_SPLASH_LEFT &&
2018 element != EL_ACID_SPLASH_RIGHT)
2020 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
2022 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
2023 (!IN_LEV_FIELD(x-1, y-1) ||
2024 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
2025 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
2027 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
2028 (!IN_LEV_FIELD(x+1, y-1) ||
2029 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
2030 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
2034 static void InitBeltMovement()
2036 static int belt_base_element[4] =
2038 EL_CONVEYOR_BELT_1_LEFT,
2039 EL_CONVEYOR_BELT_2_LEFT,
2040 EL_CONVEYOR_BELT_3_LEFT,
2041 EL_CONVEYOR_BELT_4_LEFT
2043 static int belt_base_active_element[4] =
2045 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2046 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2047 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2048 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2053 /* set frame order for belt animation graphic according to belt direction */
2060 int element = belt_base_active_element[belt_nr] + j;
2061 int graphic = el2img(element);
2063 if (game.belt_dir[i] == MV_LEFT)
2064 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2066 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2070 for(y=0; y<lev_fieldy; y++)
2072 for(x=0; x<lev_fieldx; x++)
2074 int element = Feld[x][y];
2078 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
2080 int e_belt_nr = getBeltNrFromBeltElement(element);
2083 if (e_belt_nr == belt_nr)
2085 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
2087 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
2095 static void ToggleBeltSwitch(int x, int y)
2097 static int belt_base_element[4] =
2099 EL_CONVEYOR_BELT_1_LEFT,
2100 EL_CONVEYOR_BELT_2_LEFT,
2101 EL_CONVEYOR_BELT_3_LEFT,
2102 EL_CONVEYOR_BELT_4_LEFT
2104 static int belt_base_active_element[4] =
2106 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2107 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2108 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2109 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2111 static int belt_base_switch_element[4] =
2113 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
2114 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
2115 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
2116 EL_CONVEYOR_BELT_4_SWITCH_LEFT
2118 static int belt_move_dir[4] =
2126 int element = Feld[x][y];
2127 int belt_nr = getBeltNrFromBeltSwitchElement(element);
2128 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
2129 int belt_dir = belt_move_dir[belt_dir_nr];
2132 if (!IS_BELT_SWITCH(element))
2135 game.belt_dir_nr[belt_nr] = belt_dir_nr;
2136 game.belt_dir[belt_nr] = belt_dir;
2138 if (belt_dir_nr == 3)
2141 /* set frame order for belt animation graphic according to belt direction */
2144 int element = belt_base_active_element[belt_nr] + i;
2145 int graphic = el2img(element);
2147 if (belt_dir == MV_LEFT)
2148 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2150 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2153 for (yy=0; yy<lev_fieldy; yy++)
2155 for (xx=0; xx<lev_fieldx; xx++)
2157 int element = Feld[xx][yy];
2159 if (IS_BELT_SWITCH(element))
2161 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
2163 if (e_belt_nr == belt_nr)
2165 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
2166 DrawLevelField(xx, yy);
2169 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
2171 int e_belt_nr = getBeltNrFromBeltElement(element);
2173 if (e_belt_nr == belt_nr)
2175 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
2177 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
2178 DrawLevelField(xx, yy);
2181 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
2183 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
2185 if (e_belt_nr == belt_nr)
2187 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
2189 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
2190 DrawLevelField(xx, yy);
2197 static void ToggleSwitchgateSwitch(int x, int y)
2201 game.switchgate_pos = !game.switchgate_pos;
2203 for (yy=0; yy<lev_fieldy; yy++)
2205 for (xx=0; xx<lev_fieldx; xx++)
2207 int element = Feld[xx][yy];
2209 if (element == EL_SWITCHGATE_SWITCH_UP ||
2210 element == EL_SWITCHGATE_SWITCH_DOWN)
2212 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2213 DrawLevelField(xx, yy);
2215 else if (element == EL_SWITCHGATE_OPEN ||
2216 element == EL_SWITCHGATE_OPENING)
2218 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2220 PlaySoundLevelAction(xx, yy, ACTION_CLOSING);
2222 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2225 else if (element == EL_SWITCHGATE_CLOSED ||
2226 element == EL_SWITCHGATE_CLOSING)
2228 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2230 PlaySoundLevelAction(xx, yy, ACTION_OPENING);
2232 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2239 static int getInvisibleActiveFromInvisibleElement(int element)
2241 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2242 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2243 EL_INVISIBLE_SAND_ACTIVE);
2246 static int getInvisibleFromInvisibleActiveElement(int element)
2248 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2249 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2253 static void RedrawAllLightSwitchesAndInvisibleElements()
2257 for (y=0; y<lev_fieldy; y++)
2259 for (x=0; x<lev_fieldx; x++)
2261 int element = Feld[x][y];
2263 if (element == EL_LIGHT_SWITCH &&
2264 game.light_time_left > 0)
2266 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2267 DrawLevelField(x, y);
2269 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2270 game.light_time_left == 0)
2272 Feld[x][y] = EL_LIGHT_SWITCH;
2273 DrawLevelField(x, y);
2275 else if (element == EL_INVISIBLE_STEELWALL ||
2276 element == EL_INVISIBLE_WALL ||
2277 element == EL_INVISIBLE_SAND)
2279 if (game.light_time_left > 0)
2280 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2282 DrawLevelField(x, y);
2284 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2285 element == EL_INVISIBLE_WALL_ACTIVE ||
2286 element == EL_INVISIBLE_SAND_ACTIVE)
2288 if (game.light_time_left == 0)
2289 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2291 DrawLevelField(x, y);
2297 static void ToggleLightSwitch(int x, int y)
2299 int element = Feld[x][y];
2301 game.light_time_left =
2302 (element == EL_LIGHT_SWITCH ?
2303 level.time_light * FRAMES_PER_SECOND : 0);
2305 RedrawAllLightSwitchesAndInvisibleElements();
2308 static void ActivateTimegateSwitch(int x, int y)
2312 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2314 for (yy=0; yy<lev_fieldy; yy++)
2316 for (xx=0; xx<lev_fieldx; xx++)
2318 int element = Feld[xx][yy];
2320 if (element == EL_TIMEGATE_CLOSED ||
2321 element == EL_TIMEGATE_CLOSING)
2323 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2324 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2328 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2330 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2331 DrawLevelField(xx, yy);
2338 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2341 void Impact(int x, int y)
2343 boolean lastline = (y == lev_fieldy-1);
2344 boolean object_hit = FALSE;
2345 boolean impact = (lastline || object_hit);
2346 int element = Feld[x][y];
2347 int smashed = EL_UNDEFINED;
2349 if (!lastline) /* check if element below was hit */
2351 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
2354 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
2355 MovDir[x][y + 1] != MV_DOWN ||
2356 MovPos[x][y + 1] <= TILEY / 2));
2358 smashed = MovingOrBlocked2Element(x, y + 1);
2360 impact = (lastline || object_hit);
2363 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2371 ResetGfxAnimation(x, y);
2372 DrawLevelField(x, y);
2376 if (impact && CAN_EXPLODE_IMPACT(element))
2378 if ((element == EL_BOMB ||
2379 element == EL_SP_DISK_ORANGE ||
2380 element == EL_DX_SUPABOMB) &&
2381 (lastline || object_hit)) /* element is bomb */
2387 else if (impact && element == EL_PEARL)
2389 Feld[x][y] = EL_PEARL_BREAKING;
2390 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2393 else if (impact && CAN_CHANGE(element) &&
2394 HAS_CHANGE_EVENT(element, CE_IMPACT))
2396 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2398 ChangeElementDoIt(x, y, element_info[element].change.successor);
2403 if (impact && element == EL_AMOEBA_DROP)
2405 if (object_hit && IS_PLAYER(x, y + 1))
2406 KillHeroUnlessProtected(x, y + 1);
2407 else if (object_hit && smashed == EL_PENGUIN)
2411 Feld[x][y] = EL_AMOEBA_GROWING;
2412 Store[x][y] = EL_AMOEBA_WET;
2414 ResetRandomAnimationValue(x, y);
2420 if (object_hit) /* check which object was hit */
2422 if (!lastline && object_hit) /* check which object was hit */
2425 if (CAN_PASS_MAGIC_WALL(element) &&
2426 (smashed == EL_MAGIC_WALL ||
2427 smashed == EL_BD_MAGIC_WALL))
2430 int activated_magic_wall =
2431 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2432 EL_BD_MAGIC_WALL_ACTIVE);
2434 /* activate magic wall / mill */
2435 for (yy=0; yy<lev_fieldy; yy++)
2436 for (xx=0; xx<lev_fieldx; xx++)
2437 if (Feld[xx][yy] == smashed)
2438 Feld[xx][yy] = activated_magic_wall;
2440 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2441 game.magic_wall_active = TRUE;
2443 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2444 SND_MAGIC_WALL_ACTIVATING :
2445 SND_BD_MAGIC_WALL_ACTIVATING));
2448 if (IS_PLAYER(x, y + 1))
2450 if (CAN_SMASH_PLAYER(element))
2452 KillHeroUnlessProtected(x, y + 1);
2456 else if (smashed == EL_PENGUIN)
2458 if (CAN_SMASH_PLAYER(element))
2464 else if (element == EL_BD_DIAMOND)
2466 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2472 else if ((element == EL_SP_INFOTRON ||
2473 element == EL_SP_ZONK) &&
2474 (smashed == EL_SP_SNIKSNAK ||
2475 smashed == EL_SP_ELECTRON ||
2476 smashed == EL_SP_DISK_ORANGE))
2482 else if (CAN_SMASH_EVERYTHING(element))
2484 else if (element == EL_ROCK ||
2485 element == EL_SP_ZONK ||
2486 element == EL_BD_ROCK)
2489 if (IS_CLASSIC_ENEMY(smashed) ||
2491 CAN_EXPLODE_SMASHED(smashed))
2493 smashed == EL_BOMB ||
2494 smashed == EL_SP_DISK_ORANGE ||
2495 smashed == EL_DX_SUPABOMB ||
2496 smashed == EL_SATELLITE ||
2497 smashed == EL_PIG ||
2498 smashed == EL_DRAGON ||
2506 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
2508 else if (!IS_MOVING(x, y + 1))
2511 if (smashed == EL_LAMP ||
2512 smashed == EL_LAMP_ACTIVE)
2517 else if (smashed == EL_NUT)
2519 Feld[x][y + 1] = EL_NUT_BREAKING;
2520 PlaySoundLevel(x, y, SND_NUT_BREAKING);
2521 RaiseScoreElement(EL_NUT);
2524 else if (smashed == EL_PEARL)
2526 Feld[x][y + 1] = EL_PEARL_BREAKING;
2527 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2530 else if (smashed == EL_DIAMOND)
2533 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
2535 Feld[x][y + 1] = EL_EMPTY;
2537 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2540 else if (IS_BELT_SWITCH(smashed))
2542 ToggleBeltSwitch(x, y + 1);
2544 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
2545 smashed == EL_SWITCHGATE_SWITCH_DOWN)
2547 ToggleSwitchgateSwitch(x, y + 1);
2549 else if (smashed == EL_LIGHT_SWITCH ||
2550 smashed == EL_LIGHT_SWITCH_ACTIVE)
2552 ToggleLightSwitch(x, y + 1);
2554 else if (CAN_CHANGE(smashed) &&
2555 HAS_CHANGE_EVENT(smashed, CE_SMASHED))
2557 ChangeElementDoIt(x, y + 1, element_info[smashed].change.successor);
2563 /* play sound of magic wall / mill */
2565 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
2566 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
2568 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
2569 PlaySoundLevel(x, y, SND_MAGIC_WALL_FILLING);
2570 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
2571 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_FILLING);
2576 /* play sound of object that hits the ground */
2577 if (lastline || object_hit)
2578 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2581 void TurnRound(int x, int y)
2593 { 0, 0 }, { 0, 0 }, { 0, 0 },
2598 int left, right, back;
2602 { MV_DOWN, MV_UP, MV_RIGHT },
2603 { MV_UP, MV_DOWN, MV_LEFT },
2605 { MV_LEFT, MV_RIGHT, MV_DOWN },
2606 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2607 { MV_RIGHT, MV_LEFT, MV_UP }
2610 int element = Feld[x][y];
2611 int old_move_dir = MovDir[x][y];
2612 int left_dir = turn[old_move_dir].left;
2613 int right_dir = turn[old_move_dir].right;
2614 int back_dir = turn[old_move_dir].back;
2616 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2617 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2618 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2619 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2621 int left_x = x + left_dx, left_y = y + left_dy;
2622 int right_x = x + right_dx, right_y = y + right_dy;
2623 int move_x = x + move_dx, move_y = y + move_dy;
2625 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2627 TestIfBadThingTouchesOtherBadThing(x, y);
2629 if (IN_LEV_FIELD(right_x, right_y) &&
2630 IS_FREE(right_x, right_y))
2631 MovDir[x][y] = right_dir;
2632 else if (!IN_LEV_FIELD(move_x, move_y) ||
2633 !IS_FREE(move_x, move_y))
2634 MovDir[x][y] = left_dir;
2636 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
2638 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2641 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2642 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2644 TestIfBadThingTouchesOtherBadThing(x, y);
2646 if (IN_LEV_FIELD(left_x, left_y) &&
2647 IS_FREE(left_x, left_y))
2648 MovDir[x][y] = left_dir;
2649 else if (!IN_LEV_FIELD(move_x, move_y) ||
2650 !IS_FREE(move_x, move_y))
2651 MovDir[x][y] = right_dir;
2653 if ((element == EL_SPACESHIP ||
2654 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2655 && MovDir[x][y] != old_move_dir)
2657 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
2660 else if (element == EL_YAMYAM)
2662 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2664 if (IN_LEV_FIELD(left_x, left_y) &&
2665 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2666 Feld[left_x][left_y] == EL_DIAMOND))
2667 can_turn_left = TRUE;
2668 if (IN_LEV_FIELD(right_x, right_y) &&
2669 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2670 Feld[right_x][right_y] == EL_DIAMOND))
2671 can_turn_right = TRUE;
2673 if (can_turn_left && can_turn_right)
2674 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2675 else if (can_turn_left)
2676 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2677 else if (can_turn_right)
2678 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2680 MovDir[x][y] = back_dir;
2682 MovDelay[x][y] = 16+16*RND(3);
2684 else if (element == EL_DARK_YAMYAM)
2686 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2688 if (IN_LEV_FIELD(left_x, left_y) &&
2689 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2690 IS_FOOD_DARK_YAMYAM(Feld[left_x][left_y])))
2691 can_turn_left = TRUE;
2692 if (IN_LEV_FIELD(right_x, right_y) &&
2693 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2694 IS_FOOD_DARK_YAMYAM(Feld[right_x][right_y])))
2695 can_turn_right = TRUE;
2697 if (can_turn_left && can_turn_right)
2698 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2699 else if (can_turn_left)
2700 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2701 else if (can_turn_right)
2702 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2704 MovDir[x][y] = back_dir;
2706 MovDelay[x][y] = 16+16*RND(3);
2708 else if (element == EL_PACMAN)
2710 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2712 if (IN_LEV_FIELD(left_x, left_y) &&
2713 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2714 IS_AMOEBOID(Feld[left_x][left_y])))
2715 can_turn_left = TRUE;
2716 if (IN_LEV_FIELD(right_x, right_y) &&
2717 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2718 IS_AMOEBOID(Feld[right_x][right_y])))
2719 can_turn_right = TRUE;
2721 if (can_turn_left && can_turn_right)
2722 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2723 else if (can_turn_left)
2724 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2725 else if (can_turn_right)
2726 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2728 MovDir[x][y] = back_dir;
2730 MovDelay[x][y] = 6+RND(40);
2732 else if (element == EL_PIG)
2734 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2735 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2736 boolean should_move_on = FALSE;
2738 int rnd = RND(rnd_value);
2740 if (IN_LEV_FIELD(left_x, left_y) &&
2741 (IS_FREE(left_x, left_y) || IS_FOOD_PIG(Feld[left_x][left_y])))
2742 can_turn_left = TRUE;
2743 if (IN_LEV_FIELD(right_x, right_y) &&
2744 (IS_FREE(right_x, right_y) || IS_FOOD_PIG(Feld[right_x][right_y])))
2745 can_turn_right = TRUE;
2746 if (IN_LEV_FIELD(move_x, move_y) &&
2747 (IS_FREE(move_x, move_y) || IS_FOOD_PIG(Feld[move_x][move_y])))
2750 if (can_turn_left &&
2752 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2753 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2754 should_turn_left = TRUE;
2755 if (can_turn_right &&
2757 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2758 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2759 should_turn_right = TRUE;
2761 (!can_turn_left || !can_turn_right ||
2762 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2763 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2764 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2765 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2766 should_move_on = TRUE;
2768 if (should_turn_left || should_turn_right || should_move_on)
2770 if (should_turn_left && should_turn_right && should_move_on)
2771 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2772 rnd < 2*rnd_value/3 ? right_dir :
2774 else if (should_turn_left && should_turn_right)
2775 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2776 else if (should_turn_left && should_move_on)
2777 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2778 else if (should_turn_right && should_move_on)
2779 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2780 else if (should_turn_left)
2781 MovDir[x][y] = left_dir;
2782 else if (should_turn_right)
2783 MovDir[x][y] = right_dir;
2784 else if (should_move_on)
2785 MovDir[x][y] = old_move_dir;
2787 else if (can_move_on && rnd > rnd_value/8)
2788 MovDir[x][y] = old_move_dir;
2789 else if (can_turn_left && can_turn_right)
2790 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2791 else if (can_turn_left && rnd > rnd_value/8)
2792 MovDir[x][y] = left_dir;
2793 else if (can_turn_right && rnd > rnd_value/8)
2794 MovDir[x][y] = right_dir;
2796 MovDir[x][y] = back_dir;
2798 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2799 !IS_FOOD_PIG(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2800 MovDir[x][y] = old_move_dir;
2804 else if (element == EL_DRAGON)
2806 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2808 int rnd = RND(rnd_value);
2810 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2811 can_turn_left = TRUE;
2812 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2813 can_turn_right = TRUE;
2814 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2817 if (can_move_on && rnd > rnd_value/8)
2818 MovDir[x][y] = old_move_dir;
2819 else if (can_turn_left && can_turn_right)
2820 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2821 else if (can_turn_left && rnd > rnd_value/8)
2822 MovDir[x][y] = left_dir;
2823 else if (can_turn_right && rnd > rnd_value/8)
2824 MovDir[x][y] = right_dir;
2826 MovDir[x][y] = back_dir;
2828 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2829 MovDir[x][y] = old_move_dir;
2833 else if (element == EL_MOLE)
2835 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2837 if (IN_LEV_FIELD(move_x, move_y) &&
2838 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2839 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING))
2844 if (IN_LEV_FIELD(left_x, left_y) &&
2845 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2846 can_turn_left = TRUE;
2847 if (IN_LEV_FIELD(right_x, right_y) &&
2848 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2849 can_turn_right = TRUE;
2851 if (can_turn_left && can_turn_right)
2852 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2853 else if (can_turn_left)
2854 MovDir[x][y] = left_dir;
2856 MovDir[x][y] = right_dir;
2859 if (MovDir[x][y] != old_move_dir)
2862 else if (element == EL_BALLOON)
2864 MovDir[x][y] = game.balloon_dir;
2867 else if (element == EL_SPRING)
2869 if ((MovDir[x][y] == MV_LEFT || MovDir[x][y] == MV_RIGHT) &&
2870 (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2871 (IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))
2872 MovDir[x][y] = MV_NO_MOVING;
2876 else if (element == EL_ROBOT ||
2877 element == EL_SATELLITE ||
2878 element == EL_PENGUIN)
2880 int attr_x = -1, attr_y = -1;
2891 for (i=0; i<MAX_PLAYERS; i++)
2893 struct PlayerInfo *player = &stored_player[i];
2894 int jx = player->jx, jy = player->jy;
2896 if (!player->active)
2899 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2907 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
2913 if (element == EL_PENGUIN)
2916 static int xy[4][2] =
2926 int ex = x + xy[i % 4][0];
2927 int ey = y + xy[i % 4][1];
2929 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
2938 MovDir[x][y] = MV_NO_MOVING;
2940 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2941 else if (attr_x > x)
2942 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2944 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2945 else if (attr_y > y)
2946 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2948 if (element == EL_ROBOT)
2952 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
2953 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
2954 Moving2Blocked(x, y, &newx, &newy);
2956 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2957 MovDelay[x][y] = 8+8*!RND(3);
2959 MovDelay[x][y] = 16;
2967 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
2969 boolean first_horiz = RND(2);
2970 int new_move_dir = MovDir[x][y];
2973 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
2974 Moving2Blocked(x, y, &newx, &newy);
2976 if (IN_LEV_FIELD(newx, newy) &&
2977 (IS_FREE(newx, newy) ||
2978 Feld[newx][newy] == EL_ACID ||
2979 (element == EL_PENGUIN &&
2980 (Feld[newx][newy] == EL_EXIT_OPEN ||
2981 IS_FOOD_PENGUIN(Feld[newx][newy])))))
2985 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
2986 Moving2Blocked(x, y, &newx, &newy);
2988 if (IN_LEV_FIELD(newx, newy) &&
2989 (IS_FREE(newx, newy) ||
2990 Feld[newx][newy] == EL_ACID ||
2991 (element == EL_PENGUIN &&
2992 (Feld[newx][newy] == EL_EXIT_OPEN ||
2993 IS_FOOD_PENGUIN(Feld[newx][newy])))))
2996 MovDir[x][y] = old_move_dir;
3001 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS)
3003 boolean can_turn_left = FALSE, can_turn_right = FALSE;
3005 if (IN_LEV_FIELD(left_x, left_y) &&
3006 (IS_FREE(left_x, left_y) ||
3007 (DONT_COLLIDE_WITH(element) && IS_FREE_OR_PLAYER(left_x, left_y))))
3008 can_turn_left = TRUE;
3009 if (IN_LEV_FIELD(right_x, right_y) &&
3010 (IS_FREE(right_x, right_y) ||
3011 (DONT_COLLIDE_WITH(element) && IS_FREE_OR_PLAYER(right_x, right_y))))
3012 can_turn_right = TRUE;
3014 if (can_turn_left && can_turn_right)
3015 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3016 else if (can_turn_left)
3017 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3018 else if (can_turn_right)
3019 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3021 MovDir[x][y] = back_dir;
3023 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3025 else if (element_info[element].move_pattern == MV_HORIZONTAL ||
3026 element_info[element].move_pattern == MV_VERTICAL)
3028 if (element_info[element].move_pattern & old_move_dir)
3029 MovDir[x][y] = back_dir;
3030 else if (element_info[element].move_pattern == MV_HORIZONTAL)
3031 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
3032 else if (element_info[element].move_pattern == MV_VERTICAL)
3033 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
3035 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3037 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
3039 MovDir[x][y] = element_info[element].move_pattern;
3040 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3042 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE)
3044 if (IN_LEV_FIELD(left_x, left_y) &&
3045 (IS_FREE(left_x, left_y) ||
3046 (DONT_COLLIDE_WITH(element) && IS_FREE_OR_PLAYER(left_x, left_y))))
3047 MovDir[x][y] = left_dir;
3048 else if (!IN_LEV_FIELD(move_x, move_y) ||
3049 (!IS_FREE(move_x, move_y) &&
3050 (!DONT_COLLIDE_WITH(element) || !IS_FREE_OR_PLAYER(move_x, move_y))))
3051 MovDir[x][y] = right_dir;
3053 if (MovDir[x][y] != old_move_dir)
3054 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3056 else if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
3058 if (IN_LEV_FIELD(right_x, right_y) &&
3059 (IS_FREE(right_x, right_y) ||
3060 (DONT_COLLIDE_WITH(element) && IS_FREE_OR_PLAYER(right_x, right_y))))
3061 MovDir[x][y] = right_dir;
3062 else if (!IN_LEV_FIELD(move_x, move_y) ||
3063 (!IS_FREE(move_x, move_y) &&
3064 (!DONT_COLLIDE_WITH(element) || !IS_FREE_OR_PLAYER(move_x, move_y))))
3065 MovDir[x][y] = left_dir;
3067 if (MovDir[x][y] != old_move_dir)
3068 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3070 else if (element_info[element].move_pattern == MV_TOWARDS_PLAYER ||
3071 element_info[element].move_pattern == MV_AWAY_FROM_PLAYER)
3073 int attr_x = -1, attr_y = -1;
3076 (element_info[element].move_pattern == MV_AWAY_FROM_PLAYER);
3087 for (i=0; i<MAX_PLAYERS; i++)
3089 struct PlayerInfo *player = &stored_player[i];
3090 int jx = player->jx, jy = player->jy;
3092 if (!player->active)
3095 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
3103 MovDir[x][y] = MV_NO_MOVING;
3105 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
3106 else if (attr_x > x)
3107 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
3109 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
3110 else if (attr_y > y)
3111 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
3113 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3115 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3117 boolean first_horiz = RND(2);
3118 int new_move_dir = MovDir[x][y];
3121 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3122 Moving2Blocked(x, y, &newx, &newy);
3124 if (IN_LEV_FIELD(newx, newy) && (IS_FREE(newx, newy) ||
3125 (DONT_COLLIDE_WITH(element) &&
3126 IS_FREE_OR_PLAYER(newx, newy)) ||
3127 Feld[newx][newy] == EL_ACID))
3131 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3132 Moving2Blocked(x, y, &newx, &newy);
3134 if (IN_LEV_FIELD(newx, newy) && (IS_FREE(newx, newy) ||
3135 (DONT_COLLIDE_WITH(element) &&
3136 IS_FREE_OR_PLAYER(newx, newy)) ||
3137 Feld[newx][newy] == EL_ACID))
3140 MovDir[x][y] = old_move_dir;
3145 static boolean JustBeingPushed(int x, int y)
3149 for (i=0; i<MAX_PLAYERS; i++)
3151 struct PlayerInfo *player = &stored_player[i];
3153 if (player->active && player->Pushing && player->MovPos)
3155 int next_jx = player->jx + (player->jx - player->last_jx);
3156 int next_jy = player->jy + (player->jy - player->last_jy);
3158 if (x == next_jx && y == next_jy)
3166 void StartMoving(int x, int y)
3168 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
3169 boolean started_moving = FALSE; /* some elements can fall _and_ move */
3170 int element = Feld[x][y];
3175 GfxAction[x][y] = ACTION_DEFAULT;
3177 if (CAN_FALL(element) && y < lev_fieldy - 1)
3179 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
3180 if (JustBeingPushed(x, y))
3183 if (element == EL_QUICKSAND_FULL)
3185 if (IS_FREE(x, y + 1))
3187 InitMovingField(x, y, MV_DOWN);
3188 started_moving = TRUE;
3190 Feld[x][y] = EL_QUICKSAND_EMPTYING;
3191 Store[x][y] = EL_ROCK;
3193 PlaySoundLevelAction(x, y, ACTION_EMPTYING);
3195 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
3198 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3200 if (!MovDelay[x][y])
3201 MovDelay[x][y] = TILEY + 1;
3210 Feld[x][y] = EL_QUICKSAND_EMPTY;
3211 Feld[x][y + 1] = EL_QUICKSAND_FULL;
3212 Store[x][y + 1] = Store[x][y];
3215 PlaySoundLevelAction(x, y, ACTION_FILLING);
3217 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3221 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
3222 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3224 InitMovingField(x, y, MV_DOWN);
3225 started_moving = TRUE;
3227 Feld[x][y] = EL_QUICKSAND_FILLING;
3228 Store[x][y] = element;
3230 PlaySoundLevelAction(x, y, ACTION_FILLING);
3232 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3235 else if (element == EL_MAGIC_WALL_FULL)
3237 if (IS_FREE(x, y + 1))
3239 InitMovingField(x, y, MV_DOWN);
3240 started_moving = TRUE;
3242 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
3243 Store[x][y] = EL_CHANGED(Store[x][y]);
3245 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3247 if (!MovDelay[x][y])
3248 MovDelay[x][y] = TILEY/4 + 1;
3257 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
3258 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
3259 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
3263 else if (element == EL_BD_MAGIC_WALL_FULL)
3265 if (IS_FREE(x, y + 1))
3267 InitMovingField(x, y, MV_DOWN);
3268 started_moving = TRUE;
3270 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
3271 Store[x][y] = EL_CHANGED2(Store[x][y]);
3273 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3275 if (!MovDelay[x][y])
3276 MovDelay[x][y] = TILEY/4 + 1;
3285 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
3286 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
3287 Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
3291 else if (CAN_PASS_MAGIC_WALL(element) &&
3292 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3293 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3295 InitMovingField(x, y, MV_DOWN);
3296 started_moving = TRUE;
3299 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
3300 EL_BD_MAGIC_WALL_FILLING);
3301 Store[x][y] = element;
3304 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID)
3306 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
3311 InitMovingField(x, y, MV_DOWN);
3312 started_moving = TRUE;
3314 Store[x][y] = EL_ACID;
3316 /* !!! TEST !!! better use "_FALLING" etc. !!! */
3317 GfxAction[x][y + 1] = ACTION_ACTIVE;
3320 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3325 else if (IS_FREE(x, y + 1) && element == EL_SPRING && use_spring_bug)
3327 if (MovDir[x][y] == MV_NO_MOVING)
3329 InitMovingField(x, y, MV_DOWN);
3330 started_moving = TRUE;
3333 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
3335 if (JustStopped[x][y]) /* prevent animation from being restarted */
3336 MovDir[x][y] = MV_DOWN;
3338 InitMovingField(x, y, MV_DOWN);
3339 started_moving = TRUE;
3341 else if (element == EL_AMOEBA_DROP)
3343 Feld[x][y] = EL_AMOEBA_GROWING;
3344 Store[x][y] = EL_AMOEBA_WET;
3346 /* Store[x][y + 1] must be zero, because:
3347 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY
3350 #if OLD_GAME_BEHAVIOUR
3351 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1])
3353 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] &&
3354 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3355 element != EL_DX_SUPABOMB)
3358 else if ((IS_SLIPPERY(Feld[x][y + 1]) ||
3359 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
3360 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3361 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
3364 boolean left = (x>0 && IS_FREE(x-1, y) &&
3365 (IS_FREE(x-1, y + 1) || Feld[x-1][y + 1] == EL_ACID));
3366 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
3367 (IS_FREE(x+1, y + 1) || Feld[x+1][y + 1] == EL_ACID));
3371 if (left && right &&
3372 (game.emulation != EMU_BOULDERDASH &&
3373 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
3374 left = !(right = RND(2));
3376 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
3377 started_moving = TRUE;
3380 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
3382 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
3383 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
3384 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
3385 int belt_dir = game.belt_dir[belt_nr];
3387 if ((belt_dir == MV_LEFT && left_is_free) ||
3388 (belt_dir == MV_RIGHT && right_is_free))
3390 InitMovingField(x, y, belt_dir);
3391 started_moving = TRUE;
3393 GfxAction[x][y] = ACTION_DEFAULT;
3398 /* not "else if" because of EL_SPRING */
3399 if (CAN_MOVE(element) && !started_moving)
3403 if ((element == EL_SATELLITE ||
3404 element == EL_BALLOON ||
3405 element == EL_SPRING)
3406 && JustBeingPushed(x, y))
3411 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
3412 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
3414 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
3416 Moving2Blocked(x, y, &newx, &newy);
3417 if (Feld[newx][newy] == EL_BLOCKED)
3418 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
3423 if (!MovDelay[x][y]) /* start new movement phase */
3425 /* all objects that can change their move direction after each step
3426 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
3428 if (element != EL_YAMYAM &&
3429 element != EL_DARK_YAMYAM &&
3430 element != EL_PACMAN &&
3431 !(element_info[element].move_pattern & MV_ANY_DIRECTION))
3435 if (MovDelay[x][y] && (element == EL_BUG ||
3436 element == EL_SPACESHIP ||
3437 element == EL_SP_SNIKSNAK ||
3438 element == EL_SP_ELECTRON ||
3439 element == EL_MOLE))
3440 DrawLevelField(x, y);
3444 if (MovDelay[x][y]) /* wait some time before next movement */
3449 if (element == EL_YAMYAM)
3452 el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT));
3453 DrawLevelElementAnimation(x, y, element);
3457 if (MovDelay[x][y]) /* element still has to wait some time */
3460 /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
3461 ResetGfxAnimation(x, y);
3463 GfxAction[x][y] = ACTION_WAITING;
3466 if (element == EL_ROBOT ||
3468 element == EL_PACMAN ||
3470 element == EL_YAMYAM ||
3471 element == EL_DARK_YAMYAM)
3474 DrawLevelElementAnimation(x, y, element);
3476 DrawLevelElementAnimationIfNeeded(x, y, element);
3478 PlaySoundLevelAction(x, y, ACTION_WAITING);
3480 else if (element == EL_SP_ELECTRON)
3481 DrawLevelElementAnimationIfNeeded(x, y, element);
3482 else if (element == EL_DRAGON)
3485 int dir = MovDir[x][y];
3486 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
3487 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
3488 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
3489 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
3490 dir == MV_UP ? IMG_FLAMES_1_UP :
3491 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
3492 int frame = getGraphicAnimationFrame(graphic, -1);
3494 for (i=1; i<=3; i++)
3496 int xx = x + i*dx, yy = y + i*dy;
3497 int sx = SCREENX(xx), sy = SCREENY(yy);
3498 int flame_graphic = graphic + (i - 1);
3500 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
3505 int flamed = MovingOrBlocked2Element(xx, yy);
3507 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_FIRE(flamed))
3510 RemoveMovingField(xx, yy);
3512 Feld[xx][yy] = EL_FLAMES;
3513 if (IN_SCR_FIELD(sx, sy))
3514 DrawGraphic(sx, sy, flame_graphic, frame);
3518 if (Feld[xx][yy] == EL_FLAMES)
3519 Feld[xx][yy] = EL_EMPTY;
3520 DrawLevelField(xx, yy);
3525 if (MovDelay[x][y]) /* element still has to wait some time */
3527 PlaySoundLevelAction(x, y, ACTION_WAITING);
3532 GfxAction[x][y] = ACTION_MOVING;
3535 /* now make next step */
3537 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
3539 if (DONT_COLLIDE_WITH(element) && IS_PLAYER(newx, newy) &&
3540 !PLAYER_PROTECTED(newx, newy))
3543 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
3546 /* player killed by element which is deadly when colliding with */
3548 KillHero(PLAYERINFO(newx, newy));
3553 else if ((element == EL_PENGUIN ||
3554 element == EL_ROBOT ||
3555 element == EL_SATELLITE ||
3556 element == EL_BALLOON ||
3557 IS_CUSTOM_ELEMENT(element)) &&
3558 IN_LEV_FIELD(newx, newy) &&
3559 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
3562 Store[x][y] = EL_ACID;
3564 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
3566 if (Feld[newx][newy] == EL_EXIT_OPEN)
3568 Feld[x][y] = EL_EMPTY;
3569 DrawLevelField(x, y);
3571 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING);
3572 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
3573 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
3575 local_player->friends_still_needed--;
3576 if (!local_player->friends_still_needed &&
3577 !local_player->GameOver && AllPlayersGone)
3578 local_player->LevelSolved = local_player->GameOver = TRUE;
3582 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
3584 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
3585 DrawLevelField(newx, newy);
3587 MovDir[x][y] = MV_NO_MOVING;
3589 else if (!IS_FREE(newx, newy))
3591 GfxAction[x][y] = ACTION_WAITING;
3593 if (IS_PLAYER(x, y))
3594 DrawPlayerField(x, y);
3596 DrawLevelField(x, y);
3600 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
3602 if (IS_FOOD_PIG(Feld[newx][newy]))
3604 if (IS_MOVING(newx, newy))
3605 RemoveMovingField(newx, newy);
3608 Feld[newx][newy] = EL_EMPTY;
3609 DrawLevelField(newx, newy);
3612 PlaySoundLevel(x, y, SND_PIG_DIGGING);
3614 else if (!IS_FREE(newx, newy))
3616 if (IS_PLAYER(x, y))
3617 DrawPlayerField(x, y);
3619 DrawLevelField(x, y);
3623 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
3625 if (!IS_FREE(newx, newy))
3627 if (IS_PLAYER(x, y))
3628 DrawPlayerField(x, y);
3630 DrawLevelField(x, y);
3635 boolean wanna_flame = !RND(10);
3636 int dx = newx - x, dy = newy - y;
3637 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3638 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3639 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3640 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
3641 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3642 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
3645 IS_CLASSIC_ENEMY(element1) ||
3646 IS_CLASSIC_ENEMY(element2)) &&
3647 element1 != EL_DRAGON && element2 != EL_DRAGON &&
3648 element1 != EL_FLAMES && element2 != EL_FLAMES)
3650 if (IS_PLAYER(x, y))
3651 DrawPlayerField(x, y);
3653 DrawLevelField(x, y);
3655 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3657 MovDelay[x][y] = 50;
3658 Feld[newx][newy] = EL_FLAMES;
3659 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
3660 Feld[newx1][newy1] = EL_FLAMES;
3661 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
3662 Feld[newx2][newy2] = EL_FLAMES;
3667 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3668 Feld[newx][newy] == EL_DIAMOND)
3670 if (IS_MOVING(newx, newy))
3671 RemoveMovingField(newx, newy);
3674 Feld[newx][newy] = EL_EMPTY;
3675 DrawLevelField(newx, newy);
3678 PlaySoundLevel(x, y, SND_YAMYAM_DIGGING);
3680 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3681 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
3683 if (AmoebaNr[newx][newy])
3685 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3686 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3687 Feld[newx][newy] == EL_BD_AMOEBA)
3688 AmoebaCnt[AmoebaNr[newx][newy]]--;
3691 if (IS_MOVING(newx, newy))
3692 RemoveMovingField(newx, newy);
3695 Feld[newx][newy] = EL_EMPTY;
3696 DrawLevelField(newx, newy);
3699 PlaySoundLevel(x, y, SND_DARK_YAMYAM_DIGGING);
3701 else if ((element == EL_PACMAN || element == EL_MOLE)
3702 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3704 if (AmoebaNr[newx][newy])
3706 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3707 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3708 Feld[newx][newy] == EL_BD_AMOEBA)
3709 AmoebaCnt[AmoebaNr[newx][newy]]--;
3712 if (element == EL_MOLE)
3714 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
3715 PlaySoundLevel(x, y, SND_MOLE_DIGGING);
3716 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
3717 return; /* wait for shrinking amoeba */
3719 else /* element == EL_PACMAN */
3721 Feld[newx][newy] = EL_EMPTY;
3722 DrawLevelField(newx, newy);
3723 PlaySoundLevel(x, y, SND_PACMAN_DIGGING);
3726 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
3727 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
3728 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
3730 /* wait for shrinking amoeba to completely disappear */
3733 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3735 /* object was running against a wall */
3740 DrawLevelElementAnimation(x, y, element);
3742 if (element == EL_BUG ||
3743 element == EL_SPACESHIP ||
3744 element == EL_SP_SNIKSNAK)
3745 DrawLevelField(x, y);
3746 else if (element == EL_MOLE)
3747 DrawLevelField(x, y);
3748 else if (element == EL_BD_BUTTERFLY ||
3749 element == EL_BD_FIREFLY)
3750 DrawLevelElementAnimationIfNeeded(x, y, element);
3751 else if (element == EL_SATELLITE)
3752 DrawLevelElementAnimationIfNeeded(x, y, element);
3753 else if (element == EL_SP_ELECTRON)
3754 DrawLevelElementAnimationIfNeeded(x, y, element);
3757 if (DONT_TOUCH(element))
3758 TestIfBadThingTouchesHero(x, y);
3761 PlaySoundLevelAction(x, y, ACTION_WAITING);
3767 InitMovingField(x, y, MovDir[x][y]);
3769 PlaySoundLevelAction(x, y, ACTION_MOVING);
3773 ContinueMoving(x, y);
3776 void ContinueMoving(int x, int y)
3778 int element = Feld[x][y];
3779 int direction = MovDir[x][y];
3780 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3781 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3782 int horiz_move = (dx != 0);
3783 int newx = x + dx, newy = y + dy;
3784 int step = (horiz_move ? dx : dy) * TILEX / MOVE_DELAY_NORMAL_SPEED;
3786 if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DROPPING)
3788 else if (element == EL_QUICKSAND_FILLING ||
3789 element == EL_QUICKSAND_EMPTYING)
3791 else if (element == EL_MAGIC_WALL_FILLING ||
3792 element == EL_BD_MAGIC_WALL_FILLING ||
3793 element == EL_MAGIC_WALL_EMPTYING ||
3794 element == EL_BD_MAGIC_WALL_EMPTYING)
3796 else if (CAN_FALL(element) && horiz_move &&
3797 y < lev_fieldy-1 && IS_BELT_ACTIVE(Feld[x][y+1]))
3799 else if (element == EL_SPRING && horiz_move)
3801 else if (IS_CUSTOM_ELEMENT(element))
3802 step = SIGN(step) * element_info[element].move_stepsize;
3804 #if OLD_GAME_BEHAVIOUR
3805 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3809 MovPos[x][y] += step;
3811 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
3813 Feld[x][y] = EL_EMPTY;
3814 Feld[newx][newy] = element;
3815 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
3817 if (element == EL_MOLE)
3820 static int xy[4][2] =
3828 Feld[x][y] = EL_SAND;
3829 DrawLevelField(x, y);
3838 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND)
3839 DrawLevelField(xx, yy); /* for "crumbled sand" */
3843 if (element == EL_QUICKSAND_FILLING)
3845 element = Feld[newx][newy] = get_next_element(element);
3846 Store[newx][newy] = Store[x][y];
3848 else if (element == EL_QUICKSAND_EMPTYING)
3850 Feld[x][y] = get_next_element(element);
3851 element = Feld[newx][newy] = Store[x][y];
3853 else if (element == EL_MAGIC_WALL_FILLING)
3855 element = Feld[newx][newy] = get_next_element(element);
3856 if (!game.magic_wall_active)
3857 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3858 Store[newx][newy] = Store[x][y];
3860 else if (element == EL_MAGIC_WALL_EMPTYING)
3862 Feld[x][y] = get_next_element(element);
3863 if (!game.magic_wall_active)
3864 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3865 element = Feld[newx][newy] = Store[x][y];
3867 else if (element == EL_BD_MAGIC_WALL_FILLING)
3869 element = Feld[newx][newy] = get_next_element(element);
3870 if (!game.magic_wall_active)
3871 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
3872 Store[newx][newy] = Store[x][y];
3874 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
3876 Feld[x][y] = get_next_element(element);
3877 if (!game.magic_wall_active)
3878 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
3879 element = Feld[newx][newy] = Store[x][y];
3881 else if (element == EL_AMOEBA_DROPPING)
3883 Feld[x][y] = get_next_element(element);
3884 element = Feld[newx][newy] = Store[x][y];
3886 else if (Store[x][y] == EL_ACID)
3888 element = Feld[newx][newy] = EL_ACID;
3892 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3893 MovDelay[newx][newy] = 0;
3895 /* copy element change control values to new field */
3896 ChangeDelay[newx][newy] = ChangeDelay[x][y];
3898 /* copy animation control values to new field */
3899 GfxFrame[newx][newy] = GfxFrame[x][y];
3900 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
3901 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
3903 ResetGfxAnimation(x, y); /* reset animation values for old field */
3907 if (!CAN_MOVE(element))
3908 MovDir[newx][newy] = 0;
3911 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
3912 MovDir[newx][newy] = 0;
3915 if (!CAN_MOVE(element) ||
3916 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
3917 MovDir[newx][newy] = 0;
3921 DrawLevelField(x, y);
3922 DrawLevelField(newx, newy);
3924 Stop[newx][newy] = TRUE;
3925 JustStopped[newx][newy] = 3;
3927 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3929 TestIfBadThingTouchesHero(newx, newy);
3930 TestIfBadThingTouchesFriend(newx, newy);
3931 TestIfBadThingTouchesOtherBadThing(newx, newy);
3933 else if (element == EL_PENGUIN)
3934 TestIfFriendTouchesBadThing(newx, newy);
3937 if (CAN_FALL(element) && direction == MV_DOWN &&
3938 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
3941 if (CAN_SMASH(element) && direction == MV_DOWN &&
3942 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
3946 else /* still moving on */
3948 DrawLevelField(x, y);
3952 int AmoebeNachbarNr(int ax, int ay)
3955 int element = Feld[ax][ay];
3957 static int xy[4][2] =
3967 int x = ax + xy[i][0];
3968 int y = ay + xy[i][1];
3970 if (!IN_LEV_FIELD(x, y))
3973 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3974 group_nr = AmoebaNr[x][y];
3980 void AmoebenVereinigen(int ax, int ay)
3982 int i, x, y, xx, yy;
3983 int new_group_nr = AmoebaNr[ax][ay];
3984 static int xy[4][2] =
3992 if (new_group_nr == 0)
4000 if (!IN_LEV_FIELD(x, y))
4003 if ((Feld[x][y] == EL_AMOEBA_FULL ||
4004 Feld[x][y] == EL_BD_AMOEBA ||
4005 Feld[x][y] == EL_AMOEBA_DEAD) &&
4006 AmoebaNr[x][y] != new_group_nr)
4008 int old_group_nr = AmoebaNr[x][y];
4010 if (old_group_nr == 0)
4013 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
4014 AmoebaCnt[old_group_nr] = 0;
4015 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
4016 AmoebaCnt2[old_group_nr] = 0;
4018 for (yy=0; yy<lev_fieldy; yy++)
4020 for (xx=0; xx<lev_fieldx; xx++)
4022 if (AmoebaNr[xx][yy] == old_group_nr)
4023 AmoebaNr[xx][yy] = new_group_nr;
4030 void AmoebeUmwandeln(int ax, int ay)
4034 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
4036 int group_nr = AmoebaNr[ax][ay];
4041 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
4042 printf("AmoebeUmwandeln(): This should never happen!\n");
4047 for (y=0; y<lev_fieldy; y++)
4049 for (x=0; x<lev_fieldx; x++)
4051 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
4054 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
4058 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
4059 SND_AMOEBA_TURNING_TO_GEM :
4060 SND_AMOEBA_TURNING_TO_ROCK));
4065 static int xy[4][2] =
4078 if (!IN_LEV_FIELD(x, y))
4081 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
4083 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
4084 SND_AMOEBA_TURNING_TO_GEM :
4085 SND_AMOEBA_TURNING_TO_ROCK));
4092 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
4095 int group_nr = AmoebaNr[ax][ay];
4096 boolean done = FALSE;
4101 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
4102 printf("AmoebeUmwandelnBD(): This should never happen!\n");
4107 for (y=0; y<lev_fieldy; y++)
4109 for (x=0; x<lev_fieldx; x++)
4111 if (AmoebaNr[x][y] == group_nr &&
4112 (Feld[x][y] == EL_AMOEBA_DEAD ||
4113 Feld[x][y] == EL_BD_AMOEBA ||
4114 Feld[x][y] == EL_AMOEBA_GROWING))
4117 Feld[x][y] = new_element;
4118 InitField(x, y, FALSE);
4119 DrawLevelField(x, y);
4126 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
4127 SND_BD_AMOEBA_TURNING_TO_ROCK :
4128 SND_BD_AMOEBA_TURNING_TO_GEM));
4131 void AmoebeWaechst(int x, int y)
4133 static unsigned long sound_delay = 0;
4134 static unsigned long sound_delay_value = 0;
4136 if (!MovDelay[x][y]) /* start new growing cycle */
4140 if (DelayReached(&sound_delay, sound_delay_value))
4143 PlaySoundLevelElementAction(x, y, Store[x][y], ACTION_GROWING);
4145 if (Store[x][y] == EL_BD_AMOEBA)
4146 PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
4148 PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
4150 sound_delay_value = 30;
4154 if (MovDelay[x][y]) /* wait some time before growing bigger */
4157 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4159 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
4160 6 - MovDelay[x][y]);
4162 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
4165 if (!MovDelay[x][y])
4167 Feld[x][y] = Store[x][y];
4169 DrawLevelField(x, y);
4174 void AmoebaDisappearing(int x, int y)
4176 static unsigned long sound_delay = 0;
4177 static unsigned long sound_delay_value = 0;
4179 if (!MovDelay[x][y]) /* start new shrinking cycle */
4183 if (DelayReached(&sound_delay, sound_delay_value))
4184 sound_delay_value = 30;
4187 if (MovDelay[x][y]) /* wait some time before shrinking */
4190 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4192 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
4193 6 - MovDelay[x][y]);
4195 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
4198 if (!MovDelay[x][y])
4200 Feld[x][y] = EL_EMPTY;
4201 DrawLevelField(x, y);
4203 /* don't let mole enter this field in this cycle;
4204 (give priority to objects falling to this field from above) */
4210 void AmoebeAbleger(int ax, int ay)
4213 int element = Feld[ax][ay];
4214 int graphic = el2img(element);
4215 int newax = ax, neway = ay;
4216 static int xy[4][2] =
4224 if (!level.amoeba_speed)
4226 Feld[ax][ay] = EL_AMOEBA_DEAD;
4227 DrawLevelField(ax, ay);
4231 if (IS_ANIMATED(graphic))
4232 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4234 if (!MovDelay[ax][ay]) /* start making new amoeba field */
4235 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
4237 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
4240 if (MovDelay[ax][ay])
4244 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
4247 int x = ax + xy[start][0];
4248 int y = ay + xy[start][1];
4250 if (!IN_LEV_FIELD(x, y))
4253 if (IS_FREE(x, y) ||
4254 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4260 if (newax == ax && neway == ay)
4263 else /* normal or "filled" (BD style) amoeba */
4266 boolean waiting_for_player = FALSE;
4270 int j = (start + i) % 4;
4271 int x = ax + xy[j][0];
4272 int y = ay + xy[j][1];
4274 if (!IN_LEV_FIELD(x, y))
4277 if (IS_FREE(x, y) ||
4278 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4284 else if (IS_PLAYER(x, y))
4285 waiting_for_player = TRUE;
4288 if (newax == ax && neway == ay) /* amoeba cannot grow */
4290 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
4292 Feld[ax][ay] = EL_AMOEBA_DEAD;
4293 DrawLevelField(ax, ay);
4294 AmoebaCnt[AmoebaNr[ax][ay]]--;
4296 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
4298 if (element == EL_AMOEBA_FULL)
4299 AmoebeUmwandeln(ax, ay);
4300 else if (element == EL_BD_AMOEBA)
4301 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
4306 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
4308 /* amoeba gets larger by growing in some direction */
4310 int new_group_nr = AmoebaNr[ax][ay];
4313 if (new_group_nr == 0)
4315 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
4316 printf("AmoebeAbleger(): This should never happen!\n");
4321 AmoebaNr[newax][neway] = new_group_nr;
4322 AmoebaCnt[new_group_nr]++;
4323 AmoebaCnt2[new_group_nr]++;
4325 /* if amoeba touches other amoeba(s) after growing, unify them */
4326 AmoebenVereinigen(newax, neway);
4328 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
4330 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
4336 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
4337 (neway == lev_fieldy - 1 && newax != ax))
4339 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
4340 Store[newax][neway] = element;
4342 else if (neway == ay)
4344 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
4346 PlaySoundLevelAction(newax, neway, ACTION_GROWING);
4348 PlaySoundLevel(newax, neway, SND_AMOEBA_GROWING);
4353 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
4354 Feld[ax][ay] = EL_AMOEBA_DROPPING;
4355 Store[ax][ay] = EL_AMOEBA_DROP;
4356 ContinueMoving(ax, ay);
4360 DrawLevelField(newax, neway);
4363 void Life(int ax, int ay)
4366 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
4368 int element = Feld[ax][ay];
4369 int graphic = el2img(element);
4370 boolean changed = FALSE;
4372 if (IS_ANIMATED(graphic))
4373 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4378 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
4379 MovDelay[ax][ay] = life_time;
4381 if (MovDelay[ax][ay]) /* wait some time before next cycle */
4384 if (MovDelay[ax][ay])
4388 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
4390 int xx = ax+x1, yy = ay+y1;
4393 if (!IN_LEV_FIELD(xx, yy))
4396 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
4398 int x = xx+x2, y = yy+y2;
4400 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
4403 if (((Feld[x][y] == element ||
4404 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
4406 (IS_FREE(x, y) && Stop[x][y]))
4410 if (xx == ax && yy == ay) /* field in the middle */
4412 if (nachbarn < life[0] || nachbarn > life[1])
4414 Feld[xx][yy] = EL_EMPTY;
4416 DrawLevelField(xx, yy);
4417 Stop[xx][yy] = TRUE;
4421 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
4422 { /* free border field */
4423 if (nachbarn >= life[2] && nachbarn <= life[3])
4425 Feld[xx][yy] = element;
4426 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
4428 DrawLevelField(xx, yy);
4429 Stop[xx][yy] = TRUE;
4436 PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
4437 SND_GAME_OF_LIFE_GROWING);
4440 static void InitRobotWheel(int x, int y)
4442 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4445 static void RunRobotWheel(int x, int y)
4447 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
4450 static void StopRobotWheel(int x, int y)
4452 if (ZX == x && ZY == y)
4456 static void InitTimegateWheel(int x, int y)
4458 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4461 static void RunTimegateWheel(int x, int y)
4463 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
4466 void CheckExit(int x, int y)
4468 if (local_player->gems_still_needed > 0 ||
4469 local_player->sokobanfields_still_needed > 0 ||
4470 local_player->lights_still_needed > 0)
4472 int element = Feld[x][y];
4473 int graphic = el2img(element);
4475 if (IS_ANIMATED(graphic))
4476 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4481 Feld[x][y] = EL_EXIT_OPENING;
4483 PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING);
4486 void CheckExitSP(int x, int y)
4488 if (local_player->gems_still_needed > 0)
4490 int element = Feld[x][y];
4491 int graphic = el2img(element);
4493 if (IS_ANIMATED(graphic))
4494 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4499 Feld[x][y] = EL_SP_EXIT_OPEN;
4501 PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
4504 static void CloseAllOpenTimegates()
4508 for (y=0; y<lev_fieldy; y++)
4510 for (x=0; x<lev_fieldx; x++)
4512 int element = Feld[x][y];
4514 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4516 Feld[x][y] = EL_TIMEGATE_CLOSING;
4518 PlaySoundLevelAction(x, y, ACTION_CLOSING);
4520 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4527 void EdelsteinFunkeln(int x, int y)
4529 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4532 if (Feld[x][y] == EL_BD_DIAMOND)
4535 if (MovDelay[x][y] == 0) /* next animation frame */
4536 MovDelay[x][y] = 11 * !SimpleRND(500);
4538 if (MovDelay[x][y] != 0) /* wait some time before next frame */
4542 if (setup.direct_draw && MovDelay[x][y])
4543 SetDrawtoField(DRAW_BUFFERED);
4545 DrawLevelElementAnimation(x, y, Feld[x][y]);
4547 if (MovDelay[x][y] != 0)
4549 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
4550 10 - MovDelay[x][y]);
4552 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
4554 if (setup.direct_draw)
4558 dest_x = FX + SCREENX(x) * TILEX;
4559 dest_y = FY + SCREENY(y) * TILEY;
4561 BlitBitmap(drawto_field, window,
4562 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4563 SetDrawtoField(DRAW_DIRECT);
4569 void MauerWaechst(int x, int y)
4573 if (!MovDelay[x][y]) /* next animation frame */
4574 MovDelay[x][y] = 3 * delay;
4576 if (MovDelay[x][y]) /* wait some time before next frame */
4580 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4582 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
4583 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
4585 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4588 if (!MovDelay[x][y])
4590 if (MovDir[x][y] == MV_LEFT)
4592 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
4593 DrawLevelField(x - 1, y);
4595 else if (MovDir[x][y] == MV_RIGHT)
4597 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
4598 DrawLevelField(x + 1, y);
4600 else if (MovDir[x][y] == MV_UP)
4602 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
4603 DrawLevelField(x, y - 1);
4607 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
4608 DrawLevelField(x, y + 1);
4611 Feld[x][y] = Store[x][y];
4613 MovDir[x][y] = MV_NO_MOVING;
4614 DrawLevelField(x, y);
4619 void MauerAbleger(int ax, int ay)
4621 int element = Feld[ax][ay];
4622 int graphic = el2img(element);
4623 boolean oben_frei = FALSE, unten_frei = FALSE;
4624 boolean links_frei = FALSE, rechts_frei = FALSE;
4625 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4626 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4627 boolean new_wall = FALSE;
4629 if (IS_ANIMATED(graphic))
4630 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4632 if (!MovDelay[ax][ay]) /* start building new wall */
4633 MovDelay[ax][ay] = 6;
4635 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4638 if (MovDelay[ax][ay])
4642 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4644 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4646 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4648 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4651 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
4652 element == EL_EXPANDABLE_WALL_ANY)
4656 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
4657 Store[ax][ay-1] = element;
4658 MovDir[ax][ay-1] = MV_UP;
4659 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4660 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
4661 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
4666 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
4667 Store[ax][ay+1] = element;
4668 MovDir[ax][ay+1] = MV_DOWN;
4669 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4670 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
4671 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
4676 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4677 element == EL_EXPANDABLE_WALL_ANY ||
4678 element == EL_EXPANDABLE_WALL)
4682 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
4683 Store[ax-1][ay] = element;
4684 MovDir[ax-1][ay] = MV_LEFT;
4685 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4686 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
4687 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
4693 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
4694 Store[ax+1][ay] = element;
4695 MovDir[ax+1][ay] = MV_RIGHT;
4696 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4697 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
4698 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
4703 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
4704 DrawLevelField(ax, ay);
4706 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
4708 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
4709 unten_massiv = TRUE;
4710 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
4711 links_massiv = TRUE;
4712 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
4713 rechts_massiv = TRUE;
4715 if (((oben_massiv && unten_massiv) ||
4716 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4717 element == EL_EXPANDABLE_WALL) &&
4718 ((links_massiv && rechts_massiv) ||
4719 element == EL_EXPANDABLE_WALL_VERTICAL))
4720 Feld[ax][ay] = EL_WALL;
4724 PlaySoundLevelAction(ax, ay, ACTION_GROWING);
4726 PlaySoundLevel(ax, ay, SND_EXPANDABLE_WALL_GROWING);
4730 void CheckForDragon(int x, int y)
4733 boolean dragon_found = FALSE;
4734 static int xy[4][2] =
4746 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4748 if (IN_LEV_FIELD(xx, yy) &&
4749 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
4751 if (Feld[xx][yy] == EL_DRAGON)
4752 dragon_found = TRUE;
4765 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4767 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
4769 Feld[xx][yy] = EL_EMPTY;
4770 DrawLevelField(xx, yy);
4779 static void InitBuggyBase(int x, int y)
4781 int element = Feld[x][y];
4782 int activating_delay = FRAMES_PER_SECOND / 4;
4785 (element == EL_SP_BUGGY_BASE ?
4786 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
4787 element == EL_SP_BUGGY_BASE_ACTIVATING ?
4789 element == EL_SP_BUGGY_BASE_ACTIVE ?
4790 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
4793 static void WarnBuggyBase(int x, int y)
4796 static int xy[4][2] =
4806 int xx = x + xy[i][0], yy = y + xy[i][1];
4808 if (IS_PLAYER(xx, yy))
4810 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
4817 static void InitTrap(int x, int y)
4819 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4822 static void ActivateTrap(int x, int y)
4824 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
4827 static void ChangeActiveTrap(int x, int y)
4829 int graphic = IMG_TRAP_ACTIVE;
4831 /* if new animation frame was drawn, correct crumbled sand border */
4832 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
4833 DrawLevelFieldCrumbledSand(x, y);
4836 static void ChangeElementDoIt(int x, int y, int element)
4839 Feld[x][y] = element;
4841 ResetGfxAnimation(x, y);
4842 ResetRandomAnimationValue(x, y);
4844 InitField(x, y, FALSE);
4845 if (CAN_MOVE(Feld[x][y]))
4848 DrawLevelField(x, y);
4850 if (CAN_BE_CRUMBLED(Feld[x][y]))
4852 int sx = SCREENX(x), sy = SCREENY(y);
4853 static int xy[4][2] =
4864 int xx = x + xy[i][0];
4865 int yy = y + xy[i][1];
4866 int sxx = sx + xy[i][0];
4867 int syy = sy + xy[i][1];
4869 if (!IN_LEV_FIELD(xx, yy) ||
4870 !IN_SCR_FIELD(sxx, syy) ||
4871 !CAN_BE_CRUMBLED(Feld[xx][yy]) ||
4875 DrawLevelField(xx, yy);
4880 static void ChangeElement(int x, int y)
4882 int element = Feld[x][y];
4884 if (ChangeDelay[x][y] == 0) /* initialize element change */
4886 ChangeDelay[x][y] = changing_element[element].change_delay + 1;
4888 if (IS_CUSTOM_ELEMENT(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
4890 int max_random_delay = element_info[element].change.delay_random;
4891 int delay_frames = element_info[element].change.delay_frames;
4893 ChangeDelay[x][y] += RND(max_random_delay * delay_frames);
4896 ResetGfxAnimation(x, y);
4897 ResetRandomAnimationValue(x, y);
4899 if (changing_element[element].pre_change_function)
4900 changing_element[element].pre_change_function(x, y);
4903 ChangeDelay[x][y]--;
4905 if (ChangeDelay[x][y] != 0) /* continue element change */
4907 int graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
4909 if (IS_ANIMATED(graphic))
4910 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4912 if (changing_element[element].change_function)
4913 changing_element[element].change_function(x, y);
4915 else /* finish element change */
4917 if (IS_MOVING(x, y)) /* never change a running system ;-) */
4919 ChangeDelay[x][y] = 1; /* try change after next move step */
4925 ChangeElementDoIt(x, y, changing_element[element].next_element);
4928 Feld[x][y] = changing_element[element].next_element;
4930 ResetGfxAnimation(x, y);
4931 ResetRandomAnimationValue(x, y);
4933 InitField(x, y, FALSE);
4934 if (CAN_MOVE(Feld[x][y]))
4937 DrawLevelField(x, y);
4939 if (CAN_BE_CRUMBLED(Feld[x][y]))
4941 int sx = SCREENX(x), sy = SCREENY(y);
4942 static int xy[4][2] =
4953 int xx = x + xy[i][0];
4954 int yy = y + xy[i][1];
4955 int sxx = sx + xy[i][0];
4956 int syy = sy + xy[i][1];
4958 if (!IN_LEV_FIELD(xx, yy) ||
4959 !IN_SCR_FIELD(sxx, syy) ||
4960 !CAN_BE_CRUMBLED(Feld[xx][yy]) ||
4964 DrawLevelField(xx, yy);
4969 if (changing_element[element].post_change_function)
4970 changing_element[element].post_change_function(x, y);
4974 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4976 static byte stored_player_action[MAX_PLAYERS];
4977 static int num_stored_actions = 0;
4978 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4979 int left = player_action & JOY_LEFT;
4980 int right = player_action & JOY_RIGHT;
4981 int up = player_action & JOY_UP;
4982 int down = player_action & JOY_DOWN;
4983 int button1 = player_action & JOY_BUTTON_1;
4984 int button2 = player_action & JOY_BUTTON_2;
4985 int dx = (left ? -1 : right ? 1 : 0);
4986 int dy = (up ? -1 : down ? 1 : 0);
4988 stored_player_action[player->index_nr] = 0;
4989 num_stored_actions++;
4991 if (!player->active || tape.pausing)
4997 snapped = SnapField(player, dx, dy);
5001 bombed = PlaceBomb(player);
5002 moved = MoveFigure(player, dx, dy);
5005 if (tape.single_step && tape.recording && !tape.pausing)
5007 if (button1 || (bombed && !moved))
5009 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5010 SnapField(player, 0, 0); /* stop snapping */
5014 stored_player_action[player->index_nr] = player_action;
5018 /* no actions for this player (no input at player's configured device) */
5020 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
5021 SnapField(player, 0, 0);
5022 CheckGravityMovement(player);
5024 if (player->MovPos == 0)
5027 printf("Trying... Player frame reset\n");
5030 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
5033 if (player->MovPos == 0) /* needed for tape.playing */
5034 player->is_moving = FALSE;
5037 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
5039 TapeRecordAction(stored_player_action);
5040 num_stored_actions = 0;
5046 static unsigned long action_delay = 0;
5047 unsigned long action_delay_value;
5048 int magic_wall_x = 0, magic_wall_y = 0;
5049 int i, x, y, element, graphic;
5050 byte *recorded_player_action;
5051 byte summarized_player_action = 0;
5053 if (game_status != GAME_MODE_PLAYING)
5056 action_delay_value =
5057 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
5059 if (tape.playing && tape.index_search && !tape.pausing)
5060 action_delay_value = 0;
5062 /* ---------- main game synchronization point ---------- */
5064 WaitUntilDelayReached(&action_delay, action_delay_value);
5066 if (network_playing && !network_player_action_received)
5070 printf("DEBUG: try to get network player actions in time\n");
5074 #if defined(PLATFORM_UNIX)
5075 /* last chance to get network player actions without main loop delay */
5079 if (game_status != GAME_MODE_PLAYING)
5082 if (!network_player_action_received)
5086 printf("DEBUG: failed to get network player actions in time\n");
5096 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
5098 for (i=0; i<MAX_PLAYERS; i++)
5100 summarized_player_action |= stored_player[i].action;
5102 if (!network_playing)
5103 stored_player[i].effective_action = stored_player[i].action;
5106 #if defined(PLATFORM_UNIX)
5107 if (network_playing)
5108 SendToServer_MovePlayer(summarized_player_action);
5111 if (!options.network && !setup.team_mode)
5112 local_player->effective_action = summarized_player_action;
5114 for (i=0; i<MAX_PLAYERS; i++)
5116 int actual_player_action = stored_player[i].effective_action;
5118 if (stored_player[i].programmed_action)
5119 actual_player_action = stored_player[i].programmed_action;
5121 if (recorded_player_action)
5122 actual_player_action = recorded_player_action[i];
5124 PlayerActions(&stored_player[i], actual_player_action);
5125 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
5128 network_player_action_received = FALSE;
5130 ScrollScreen(NULL, SCROLL_GO_ON);
5136 for (i=0; i<MAX_PLAYERS; i++)
5137 stored_player[i].Frame++;
5140 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5143 if (JustStopped[x][y] > 0)
5144 JustStopped[x][y]--;
5149 if (IS_BLOCKED(x, y))
5153 Blocked2Moving(x, y, &oldx, &oldy);
5154 if (!IS_MOVING(oldx, oldy))
5156 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
5157 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
5158 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
5159 printf("GameActions(): This should never happen!\n");
5165 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5167 element = Feld[x][y];
5169 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5171 graphic = el2img(element);
5177 printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
5179 element = graphic = 0;
5183 if (graphic_info[graphic].anim_global_sync)
5184 GfxFrame[x][y] = FrameCounter;
5186 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
5187 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
5188 ResetRandomAnimationValue(x, y);
5190 SetRandomAnimationValue(x, y);
5193 PlaySoundLevelActionIfLoop(x, y, GfxAction[x][y]);
5196 if (IS_INACTIVE(element))
5198 if (IS_ANIMATED(graphic))
5199 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5205 /* this may take place after moving, so 'element' may have changed */
5206 if (IS_AUTO_CHANGING(element))
5208 ChangeElement(x, y);
5209 element = Feld[x][y];
5210 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5214 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
5219 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5221 if (element == EL_PACMAN)
5222 printf("::: %d, %d, %d\n",
5223 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
5226 if (element == EL_YAMYAM)
5227 printf("::: %d, %d, %d\n",
5228 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
5232 if (IS_ANIMATED(graphic) &&
5236 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5239 if (element == EL_YAMYAM)
5240 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
5244 if (IS_GEM(element) || element == EL_SP_INFOTRON)
5245 EdelsteinFunkeln(x, y);
5247 else if ((element == EL_ACID ||
5248 element == EL_EXIT_OPEN ||
5249 element == EL_SP_EXIT_OPEN ||
5250 element == EL_SP_TERMINAL ||
5251 element == EL_SP_TERMINAL_ACTIVE ||
5252 element == EL_EXTRA_TIME ||
5253 element == EL_SHIELD_NORMAL ||
5254 element == EL_SHIELD_DEADLY) &&
5255 IS_ANIMATED(graphic))
5256 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5257 else if (IS_MOVING(x, y))
5258 ContinueMoving(x, y);
5259 else if (IS_ACTIVE_BOMB(element))
5260 CheckDynamite(x, y);
5262 else if (element == EL_EXPLOSION && !game.explosions_delayed)
5263 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
5265 else if (element == EL_AMOEBA_GROWING)
5266 AmoebeWaechst(x, y);
5267 else if (element == EL_AMOEBA_SHRINKING)
5268 AmoebaDisappearing(x, y);
5270 #if !USE_NEW_AMOEBA_CODE
5271 else if (IS_AMOEBALIVE(element))
5272 AmoebeAbleger(x, y);
5275 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
5277 else if (element == EL_EXIT_CLOSED)
5279 else if (element == EL_SP_EXIT_CLOSED)
5281 else if (element == EL_EXPANDABLE_WALL_GROWING)
5283 else if (element == EL_EXPANDABLE_WALL ||
5284 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5285 element == EL_EXPANDABLE_WALL_VERTICAL ||
5286 element == EL_EXPANDABLE_WALL_ANY)
5288 else if (element == EL_FLAMES)
5289 CheckForDragon(x, y);
5291 else if (IS_AUTO_CHANGING(element))
5292 ChangeElement(x, y);
5294 else if (element == EL_EXPLOSION)
5295 ; /* drawing of correct explosion animation is handled separately */
5296 else if (IS_ANIMATED(graphic) && !IS_AUTO_CHANGING(element))
5297 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5300 /* this may take place after moving, so 'element' may have changed */
5301 if (IS_AUTO_CHANGING(Feld[x][y]))
5302 ChangeElement(x, y);
5305 if (IS_BELT_ACTIVE(element))
5306 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
5308 if (game.magic_wall_active)
5310 int jx = local_player->jx, jy = local_player->jy;
5312 /* play the element sound at the position nearest to the player */
5313 if ((element == EL_MAGIC_WALL_FULL ||
5314 element == EL_MAGIC_WALL_ACTIVE ||
5315 element == EL_MAGIC_WALL_EMPTYING ||
5316 element == EL_BD_MAGIC_WALL_FULL ||
5317 element == EL_BD_MAGIC_WALL_ACTIVE ||
5318 element == EL_BD_MAGIC_WALL_EMPTYING) &&
5319 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
5327 #if USE_NEW_AMOEBA_CODE
5328 /* new experimental amoeba growth stuff */
5330 if (!(FrameCounter % 8))
5333 static unsigned long random = 1684108901;
5335 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
5338 x = (random >> 10) % lev_fieldx;
5339 y = (random >> 20) % lev_fieldy;
5341 x = RND(lev_fieldx);
5342 y = RND(lev_fieldy);
5344 element = Feld[x][y];
5346 if (!IS_PLAYER(x,y) &&
5347 (element == EL_EMPTY ||
5348 element == EL_SAND ||
5349 element == EL_QUICKSAND_EMPTY ||
5350 element == EL_ACID_SPLASH_LEFT ||
5351 element == EL_ACID_SPLASH_RIGHT))
5353 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
5354 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
5355 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
5356 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
5357 Feld[x][y] = EL_AMOEBA_DROP;
5360 random = random * 129 + 1;
5366 if (game.explosions_delayed)
5369 game.explosions_delayed = FALSE;
5371 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5373 element = Feld[x][y];
5375 if (ExplodeField[x][y])
5376 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
5377 else if (element == EL_EXPLOSION)
5378 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
5380 ExplodeField[x][y] = EX_NO_EXPLOSION;
5383 game.explosions_delayed = TRUE;
5386 if (game.magic_wall_active)
5388 if (!(game.magic_wall_time_left % 4))
5390 int element = Feld[magic_wall_x][magic_wall_y];
5392 if (element == EL_BD_MAGIC_WALL_FULL ||
5393 element == EL_BD_MAGIC_WALL_ACTIVE ||
5394 element == EL_BD_MAGIC_WALL_EMPTYING)
5395 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
5397 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
5400 if (game.magic_wall_time_left > 0)
5402 game.magic_wall_time_left--;
5403 if (!game.magic_wall_time_left)
5405 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5407 element = Feld[x][y];
5409 if (element == EL_MAGIC_WALL_ACTIVE ||
5410 element == EL_MAGIC_WALL_FULL)
5412 Feld[x][y] = EL_MAGIC_WALL_DEAD;
5413 DrawLevelField(x, y);
5415 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
5416 element == EL_BD_MAGIC_WALL_FULL)
5418 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
5419 DrawLevelField(x, y);
5423 game.magic_wall_active = FALSE;
5428 if (game.light_time_left > 0)
5430 game.light_time_left--;
5432 if (game.light_time_left == 0)
5433 RedrawAllLightSwitchesAndInvisibleElements();
5436 if (game.timegate_time_left > 0)
5438 game.timegate_time_left--;
5440 if (game.timegate_time_left == 0)
5441 CloseAllOpenTimegates();
5444 for (i=0; i<MAX_PLAYERS; i++)
5446 struct PlayerInfo *player = &stored_player[i];
5448 if (SHIELD_ON(player))
5450 if (player->shield_deadly_time_left)
5451 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
5452 else if (player->shield_normal_time_left)
5453 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
5457 if (TimeFrames >= (1000 / GameFrameDelay))
5462 for (i=0; i<MAX_PLAYERS; i++)
5464 struct PlayerInfo *player = &stored_player[i];
5466 if (SHIELD_ON(player))
5468 player->shield_normal_time_left--;
5470 if (player->shield_deadly_time_left > 0)
5471 player->shield_deadly_time_left--;
5475 if (tape.recording || tape.playing)
5476 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
5482 if (TimeLeft <= 10 && setup.time_limit)
5483 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
5485 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
5487 if (!TimeLeft && setup.time_limit)
5488 for (i=0; i<MAX_PLAYERS; i++)
5489 KillHero(&stored_player[i]);
5491 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
5492 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
5497 if (options.debug) /* calculate frames per second */
5499 static unsigned long fps_counter = 0;
5500 static int fps_frames = 0;
5501 unsigned long fps_delay_ms = Counter() - fps_counter;
5505 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
5507 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
5510 fps_counter = Counter();
5513 redraw_mask |= REDRAW_FPS;
5517 if (stored_player[0].jx != stored_player[0].last_jx ||
5518 stored_player[0].jy != stored_player[0].last_jy)
5519 printf("::: %d, %d, %d, %d, %d\n",
5520 stored_player[0].MovDir,
5521 stored_player[0].MovPos,
5522 stored_player[0].GfxPos,
5523 stored_player[0].Frame,
5524 stored_player[0].StepFrame);
5531 for (i=0; i<MAX_PLAYERS; i++)
5534 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
5536 stored_player[i].Frame += move_frames;
5538 if (stored_player[i].MovPos != 0)
5539 stored_player[i].StepFrame += move_frames;
5544 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
5546 int min_x = x, min_y = y, max_x = x, max_y = y;
5549 for (i=0; i<MAX_PLAYERS; i++)
5551 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5553 if (!stored_player[i].active || &stored_player[i] == player)
5556 min_x = MIN(min_x, jx);
5557 min_y = MIN(min_y, jy);
5558 max_x = MAX(max_x, jx);
5559 max_y = MAX(max_y, jy);
5562 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
5565 static boolean AllPlayersInVisibleScreen()
5569 for (i=0; i<MAX_PLAYERS; i++)
5571 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5573 if (!stored_player[i].active)
5576 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5583 void ScrollLevel(int dx, int dy)
5585 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
5588 BlitBitmap(drawto_field, drawto_field,
5589 FX + TILEX*(dx == -1) - softscroll_offset,
5590 FY + TILEY*(dy == -1) - softscroll_offset,
5591 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
5592 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
5593 FX + TILEX*(dx == 1) - softscroll_offset,
5594 FY + TILEY*(dy == 1) - softscroll_offset);
5598 x = (dx == 1 ? BX1 : BX2);
5599 for (y=BY1; y<=BY2; y++)
5600 DrawScreenField(x, y);
5605 y = (dy == 1 ? BY1 : BY2);
5606 for (x=BX1; x<=BX2; x++)
5607 DrawScreenField(x, y);
5610 redraw_mask |= REDRAW_FIELD;
5613 static void CheckGravityMovement(struct PlayerInfo *player)
5615 if (level.gravity && !player->programmed_action)
5617 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
5618 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
5620 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
5621 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
5622 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
5623 int jx = player->jx, jy = player->jy;
5624 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
5625 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
5626 int new_jx = jx + dx, new_jy = jy + dy;
5627 boolean field_under_player_is_free =
5628 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
5629 boolean player_is_moving_to_valid_field =
5630 (IN_LEV_FIELD(new_jx, new_jy) &&
5631 (Feld[new_jx][new_jy] == EL_SP_BASE ||
5632 Feld[new_jx][new_jy] == EL_SAND));
5634 if (field_under_player_is_free &&
5635 !player_is_moving_to_valid_field &&
5636 !IS_WALKABLE_INSIDE(Feld[jx][jy]))
5637 player->programmed_action = MV_DOWN;
5643 -----------------------------------------------------------------------------
5644 dx, dy: direction (non-diagonal) to try to move the player to
5645 real_dx, real_dy: direction as read from input device (can be diagonal)
5648 boolean MoveFigureOneStep(struct PlayerInfo *player,
5649 int dx, int dy, int real_dx, int real_dy)
5651 int jx = player->jx, jy = player->jy;
5652 int new_jx = jx+dx, new_jy = jy+dy;
5656 if (!player->active || (!dx && !dy))
5657 return MF_NO_ACTION;
5659 player->MovDir = (dx < 0 ? MV_LEFT :
5662 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5664 if (!IN_LEV_FIELD(new_jx, new_jy))
5665 return MF_NO_ACTION;
5667 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
5668 return MF_NO_ACTION;
5671 element = MovingOrBlocked2Element(new_jx, new_jy);
5673 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
5676 if (DONT_RUN_INTO(element))
5678 if (element == EL_ACID && dx == 0 && dy == 1)
5681 Feld[jx][jy] = EL_PLAYER_1;
5682 InitMovingField(jx, jy, MV_DOWN);
5683 Store[jx][jy] = EL_ACID;
5684 ContinueMoving(jx, jy);
5688 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
5693 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
5694 if (can_move != MF_MOVING)
5697 StorePlayer[jx][jy] = 0;
5698 player->last_jx = jx;
5699 player->last_jy = jy;
5700 jx = player->jx = new_jx;
5701 jy = player->jy = new_jy;
5702 StorePlayer[jx][jy] = player->element_nr;
5705 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
5707 ScrollFigure(player, SCROLL_INIT);
5712 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
5714 int jx = player->jx, jy = player->jy;
5715 int old_jx = jx, old_jy = jy;
5716 int moved = MF_NO_ACTION;
5718 if (!player->active || (!dx && !dy))
5722 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5726 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5727 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
5731 /* remove the last programmed player action */
5732 player->programmed_action = 0;
5736 /* should only happen if pre-1.2 tape recordings are played */
5737 /* this is only for backward compatibility */
5739 int original_move_delay_value = player->move_delay_value;
5742 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
5746 /* scroll remaining steps with finest movement resolution */
5747 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
5749 while (player->MovPos)
5751 ScrollFigure(player, SCROLL_GO_ON);
5752 ScrollScreen(NULL, SCROLL_GO_ON);
5758 player->move_delay_value = original_move_delay_value;
5761 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
5763 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
5764 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5768 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5769 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5775 if (moved & MF_MOVING && !ScreenMovPos &&
5776 (player == local_player || !options.network))
5778 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5779 int offset = (setup.scroll_delay ? 3 : 0);
5781 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5783 /* actual player has left the screen -- scroll in that direction */
5784 if (jx != old_jx) /* player has moved horizontally */
5785 scroll_x += (jx - old_jx);
5786 else /* player has moved vertically */
5787 scroll_y += (jy - old_jy);
5791 if (jx != old_jx) /* player has moved horizontally */
5793 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5794 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5795 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5797 /* don't scroll over playfield boundaries */
5798 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5799 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5801 /* don't scroll more than one field at a time */
5802 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5804 /* don't scroll against the player's moving direction */
5805 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5806 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5807 scroll_x = old_scroll_x;
5809 else /* player has moved vertically */
5811 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5812 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5813 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5815 /* don't scroll over playfield boundaries */
5816 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5817 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5819 /* don't scroll more than one field at a time */
5820 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5822 /* don't scroll against the player's moving direction */
5823 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5824 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5825 scroll_y = old_scroll_y;
5829 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5831 if (!options.network && !AllPlayersInVisibleScreen())
5833 scroll_x = old_scroll_x;
5834 scroll_y = old_scroll_y;
5838 ScrollScreen(player, SCROLL_INIT);
5839 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5846 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
5848 if (!(moved & MF_MOVING) && !player->Pushing)
5853 player->StepFrame = 0;
5855 if (moved & MF_MOVING)
5857 if (old_jx != jx && old_jy == jy)
5858 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5859 else if (old_jx == jx && old_jy != jy)
5860 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5862 DrawLevelField(jx, jy); /* for "crumbled sand" */
5864 player->last_move_dir = player->MovDir;
5865 player->is_moving = TRUE;
5869 CheckGravityMovement(player);
5872 player->last_move_dir = MV_NO_MOVING;
5874 player->is_moving = FALSE;
5877 TestIfHeroTouchesBadThing(jx, jy);
5879 if (!player->active)
5885 void ScrollFigure(struct PlayerInfo *player, int mode)
5887 int jx = player->jx, jy = player->jy;
5888 int last_jx = player->last_jx, last_jy = player->last_jy;
5889 int move_stepsize = TILEX / player->move_delay_value;
5891 if (!player->active || !player->MovPos)
5894 if (mode == SCROLL_INIT)
5896 player->actual_frame_counter = FrameCounter;
5897 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5899 if (Feld[last_jx][last_jy] == EL_EMPTY)
5900 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5905 else if (!FrameReached(&player->actual_frame_counter, 1))
5908 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5909 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5911 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5912 Feld[last_jx][last_jy] = EL_EMPTY;
5914 /* before DrawPlayer() to draw correct player graphic for this case */
5915 if (player->MovPos == 0)
5916 CheckGravityMovement(player);
5920 if (player->MovPos == 0)
5922 if (IS_PASSABLE(Feld[last_jx][last_jy]))
5924 /* continue with normal speed after quickly moving through gate */
5925 HALVE_PLAYER_SPEED(player);
5927 /* be able to make the next move without delay */
5928 player->move_delay = 0;
5931 player->last_jx = jx;
5932 player->last_jy = jy;
5934 if (Feld[jx][jy] == EL_EXIT_OPEN ||
5935 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5939 if (local_player->friends_still_needed == 0 ||
5940 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5941 player->LevelSolved = player->GameOver = TRUE;
5944 if (tape.single_step && tape.recording && !tape.pausing &&
5945 !player->programmed_action)
5946 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5950 void ScrollScreen(struct PlayerInfo *player, int mode)
5952 static unsigned long screen_frame_counter = 0;
5954 if (mode == SCROLL_INIT)
5956 /* set scrolling step size according to actual player's moving speed */
5957 ScrollStepSize = TILEX / player->move_delay_value;
5959 screen_frame_counter = FrameCounter;
5960 ScreenMovDir = player->MovDir;
5961 ScreenMovPos = player->MovPos;
5962 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5965 else if (!FrameReached(&screen_frame_counter, 1))
5970 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5971 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5972 redraw_mask |= REDRAW_FIELD;
5975 ScreenMovDir = MV_NO_MOVING;
5978 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
5980 int i, kill_x = -1, kill_y = -1;
5981 static int test_xy[4][2] =
5988 static int test_dir[4] =
5998 int test_x, test_y, test_move_dir, test_element;
6000 test_x = good_x + test_xy[i][0];
6001 test_y = good_y + test_xy[i][1];
6002 if (!IN_LEV_FIELD(test_x, test_y))
6006 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
6009 test_element = Feld[test_x][test_y];
6011 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
6014 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
6015 2nd case: DONT_TOUCH style bad thing does not move away from good thing
6017 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
6018 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
6026 if (kill_x != -1 || kill_y != -1)
6028 if (IS_PLAYER(good_x, good_y))
6030 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
6032 if (player->shield_deadly_time_left > 0)
6033 Bang(kill_x, kill_y);
6034 else if (!PLAYER_PROTECTED(good_x, good_y))
6038 Bang(good_x, good_y);
6042 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
6044 int i, kill_x = -1, kill_y = -1;
6045 int bad_element = Feld[bad_x][bad_y];
6046 static int test_xy[4][2] =
6053 static int test_dir[4] =
6061 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
6066 int test_x, test_y, test_move_dir, test_element;
6068 test_x = bad_x + test_xy[i][0];
6069 test_y = bad_y + test_xy[i][1];
6070 if (!IN_LEV_FIELD(test_x, test_y))
6074 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
6076 test_element = Feld[test_x][test_y];
6078 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
6079 2nd case: DONT_TOUCH style bad thing does not move away from good thing
6081 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
6082 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
6084 /* good thing is player or penguin that does not move away */
6085 if (IS_PLAYER(test_x, test_y))
6087 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
6089 if (bad_element == EL_ROBOT && player->is_moving)
6090 continue; /* robot does not kill player if he is moving */
6096 else if (test_element == EL_PENGUIN)
6105 if (kill_x != -1 || kill_y != -1)
6107 if (IS_PLAYER(kill_x, kill_y))
6109 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
6112 int dir = player->MovDir;
6113 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
6114 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
6116 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
6117 newx != bad_x && newy != bad_y)
6118 ; /* robot does not kill player if he is moving */
6120 printf("-> %d\n", player->MovDir);
6122 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
6123 newx != bad_x && newy != bad_y)
6124 ; /* robot does not kill player if he is moving */
6129 if (player->shield_deadly_time_left > 0)
6131 else if (!PLAYER_PROTECTED(kill_x, kill_y))
6135 Bang(kill_x, kill_y);
6139 void TestIfHeroTouchesBadThing(int x, int y)
6141 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
6144 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
6146 TestIfGoodThingHitsBadThing(x, y, move_dir);
6149 void TestIfBadThingTouchesHero(int x, int y)
6151 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
6154 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
6156 TestIfBadThingHitsGoodThing(x, y, move_dir);
6159 void TestIfFriendTouchesBadThing(int x, int y)
6161 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
6164 void TestIfBadThingTouchesFriend(int x, int y)
6166 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
6169 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
6171 int i, kill_x = bad_x, kill_y = bad_y;
6172 static int xy[4][2] =
6184 x = bad_x + xy[i][0];
6185 y = bad_y + xy[i][1];
6186 if (!IN_LEV_FIELD(x, y))
6189 element = Feld[x][y];
6190 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
6191 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
6199 if (kill_x != bad_x || kill_y != bad_y)
6203 void KillHero(struct PlayerInfo *player)
6205 int jx = player->jx, jy = player->jy;
6207 if (!player->active)
6210 /* remove accessible field at the player's position */
6211 Feld[jx][jy] = EL_EMPTY;
6213 /* deactivate shield (else Bang()/Explode() would not work right) */
6214 player->shield_normal_time_left = 0;
6215 player->shield_deadly_time_left = 0;
6221 static void KillHeroUnlessProtected(int x, int y)
6223 if (!PLAYER_PROTECTED(x, y))
6224 KillHero(PLAYERINFO(x, y));
6227 void BuryHero(struct PlayerInfo *player)
6229 int jx = player->jx, jy = player->jy;
6231 if (!player->active)
6235 PlaySoundLevelElementAction(jx, jy, player->element_nr, ACTION_DYING);
6237 PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING);
6239 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
6241 player->GameOver = TRUE;
6245 void RemoveHero(struct PlayerInfo *player)
6247 int jx = player->jx, jy = player->jy;
6248 int i, found = FALSE;
6250 player->present = FALSE;
6251 player->active = FALSE;
6253 if (!ExplodeField[jx][jy])
6254 StorePlayer[jx][jy] = 0;
6256 for (i=0; i<MAX_PLAYERS; i++)
6257 if (stored_player[i].active)
6261 AllPlayersGone = TRUE;
6268 checkDiagonalPushing()
6269 -----------------------------------------------------------------------------
6270 check if diagonal input device direction results in pushing of object
6271 (by checking if the alternative direction is walkable, diggable, ...)
6274 static boolean checkDiagonalPushing(struct PlayerInfo *player,
6275 int x, int y, int real_dx, int real_dy)
6277 int jx, jy, dx, dy, xx, yy;
6279 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
6282 /* diagonal direction: check alternative direction */
6287 xx = jx + (dx == 0 ? real_dx : 0);
6288 yy = jy + (dy == 0 ? real_dy : 0);
6290 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
6295 -----------------------------------------------------------------------------
6296 x, y: field next to player (non-diagonal) to try to dig to
6297 real_dx, real_dy: direction as read from input device (can be diagonal)
6300 int DigField(struct PlayerInfo *player,
6301 int x, int y, int real_dx, int real_dy, int mode)
6303 int jx = player->jx, jy = player->jy;
6304 int dx = x - jx, dy = y - jy;
6305 int move_direction = (dx == -1 ? MV_LEFT :
6306 dx == +1 ? MV_RIGHT :
6308 dy == +1 ? MV_DOWN : MV_NO_MOVING);
6311 if (player->MovPos == 0)
6313 player->is_digging = FALSE;
6314 player->is_collecting = FALSE;
6317 if (player->MovPos == 0) /* last pushing move finished */
6318 player->Pushing = FALSE;
6320 if (mode == DF_NO_PUSH) /* player just stopped pushing */
6322 player->Switching = FALSE;
6323 player->push_delay = 0;
6325 return MF_NO_ACTION;
6328 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
6329 return MF_NO_ACTION;
6332 if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
6334 if (IS_TUBE(Feld[jx][jy]) ||
6335 (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0)))
6339 int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
6340 int tube_leave_directions[][2] =
6342 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6343 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6344 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6345 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
6346 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
6347 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
6348 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
6349 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
6350 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
6351 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
6352 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
6353 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
6356 while (tube_leave_directions[i][0] != tube_element)
6359 if (tube_leave_directions[i][0] == -1) /* should not happen */
6363 if (!(tube_leave_directions[i][1] & move_direction))
6364 return MF_NO_ACTION; /* tube has no opening in this direction */
6367 element = Feld[x][y];
6370 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
6371 game.engine_version >= VERSION_IDENT(2,2,0))
6372 return MF_NO_ACTION;
6379 case EL_INVISIBLE_SAND:
6380 case EL_INVISIBLE_SAND_ACTIVE:
6383 case EL_SP_BUGGY_BASE:
6384 case EL_SP_BUGGY_BASE_ACTIVATING:
6387 if (mode != DF_SNAP && element != EL_EMPTY)
6389 GfxElement[x][y] = (CAN_BE_CRUMBLED(element) ? EL_SAND : element);
6390 player->is_digging = TRUE;
6393 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
6398 case EL_EMERALD_YELLOW:
6399 case EL_EMERALD_RED:
6400 case EL_EMERALD_PURPLE:
6402 case EL_SP_INFOTRON:
6407 if (mode != DF_SNAP)
6409 GfxElement[x][y] = element;
6410 player->is_collecting = TRUE;
6413 local_player->gems_still_needed -= (element == EL_DIAMOND ? 3 :
6414 element == EL_PEARL ? 5 :
6415 element == EL_CRYSTAL ? 8 : 1);
6416 if (local_player->gems_still_needed < 0)
6417 local_player->gems_still_needed = 0;
6418 RaiseScoreElement(element);
6419 DrawText(DX_EMERALDS, DY_EMERALDS,
6420 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
6421 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6426 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
6427 PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
6431 Feld[x][y] = EL_EMPTY;
6432 PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
6440 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
6442 PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MIDDLE);
6445 case EL_SHIELD_NORMAL:
6447 player->shield_normal_time_left += 10;
6448 PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING);
6451 case EL_SHIELD_DEADLY:
6453 player->shield_normal_time_left += 10;
6454 player->shield_deadly_time_left += 10;
6455 PlaySoundLevel(x, y, SND_SHIELD_DEADLY_COLLECTING);
6459 case EL_SP_DISK_RED:
6462 player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
6463 RaiseScoreElement(EL_DYNAMITE);
6464 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6466 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6469 case EL_DYNABOMB_INCREASE_NUMBER:
6471 player->dynabomb_count++;
6472 player->dynabombs_left++;
6473 RaiseScoreElement(EL_DYNAMITE);
6474 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_NUMBER_COLLECTING);
6477 case EL_DYNABOMB_INCREASE_SIZE:
6479 player->dynabomb_size++;
6480 RaiseScoreElement(EL_DYNAMITE);
6481 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_SIZE_COLLECTING);
6484 case EL_DYNABOMB_INCREASE_POWER:
6486 player->dynabomb_xl = TRUE;
6487 RaiseScoreElement(EL_DYNAMITE);
6488 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_POWER_COLLECTING);
6496 int key_nr = element - EL_KEY_1;
6497 int graphic = el2edimg(element);
6500 player->key[key_nr] = TRUE;
6501 RaiseScoreElement(element);
6502 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6504 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6506 PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING);
6515 int key_nr = element - EL_EM_KEY_1;
6516 int graphic = el2edimg(EL_KEY_1 + key_nr);
6519 player->key[key_nr] = TRUE;
6520 RaiseScoreElement(element);
6521 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6523 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6525 PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING);
6529 case EL_ROBOT_WHEEL:
6530 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
6533 DrawLevelField(x, y);
6534 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
6538 case EL_SP_TERMINAL:
6542 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
6544 for (yy=0; yy<lev_fieldy; yy++)
6546 for (xx=0; xx<lev_fieldx; xx++)
6548 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
6550 else if (Feld[xx][yy] == EL_SP_TERMINAL)
6551 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
6559 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
6560 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
6561 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
6562 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
6563 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
6564 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
6565 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
6566 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
6567 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
6568 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
6569 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
6570 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
6571 if (!player->Switching)
6573 player->Switching = TRUE;
6574 ToggleBeltSwitch(x, y);
6575 PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
6580 case EL_SWITCHGATE_SWITCH_UP:
6581 case EL_SWITCHGATE_SWITCH_DOWN:
6582 if (!player->Switching)
6584 player->Switching = TRUE;
6585 ToggleSwitchgateSwitch(x, y);
6586 PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
6591 case EL_LIGHT_SWITCH:
6592 case EL_LIGHT_SWITCH_ACTIVE:
6593 if (!player->Switching)
6595 player->Switching = TRUE;
6596 ToggleLightSwitch(x, y);
6597 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
6598 SND_LIGHT_SWITCH_ACTIVATING :
6599 SND_LIGHT_SWITCH_DEACTIVATING);
6604 case EL_TIMEGATE_SWITCH:
6605 ActivateTimegateSwitch(x, y);
6606 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
6611 case EL_BALLOON_SWITCH_LEFT:
6612 case EL_BALLOON_SWITCH_RIGHT:
6613 case EL_BALLOON_SWITCH_UP:
6614 case EL_BALLOON_SWITCH_DOWN:
6615 case EL_BALLOON_SWITCH_ANY:
6616 if (element == EL_BALLOON_SWITCH_ANY)
6617 game.balloon_dir = move_direction;
6619 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
6620 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
6621 element == EL_BALLOON_SWITCH_UP ? MV_UP :
6622 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
6624 PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING);
6629 /* the following elements cannot be pushed by "snapping" */
6632 case EL_DX_SUPABOMB:
6634 case EL_TIME_ORB_EMPTY:
6636 case EL_SP_DISK_ORANGE:
6638 if (mode == DF_SNAP)
6639 return MF_NO_ACTION;
6641 /* no "break" -- fall through to next case */
6643 /* the following elements can be pushed by "snapping" */
6646 return MF_NO_ACTION;
6648 player->Pushing = TRUE;
6651 if (element == EL_ROCK)
6652 printf("::: wanna push [%d] [%d]\n",
6653 FrameCounter, player->push_delay_value);
6656 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6657 return MF_NO_ACTION;
6659 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
6660 return MF_NO_ACTION;
6662 if (player->push_delay == 0)
6663 player->push_delay = FrameCounter;
6665 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6667 element != EL_SPRING)
6668 return MF_NO_ACTION;
6670 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6671 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6672 element != EL_SPRING)
6673 return MF_NO_ACTION;
6676 if (mode == DF_SNAP)
6678 InitMovingField(x, y, move_direction);
6679 ContinueMoving(x, y);
6684 Feld[x + dx][y + dy] = element;
6687 if (element == EL_SPRING)
6689 Feld[x + dx][y + dy] = EL_SPRING;
6690 MovDir[x + dx][y + dy] = move_direction;
6693 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
6695 DrawLevelField(x + dx, y + dy);
6696 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6703 if (!player->key[element - EL_GATE_1])
6704 return MF_NO_ACTION;
6707 case EL_GATE_1_GRAY:
6708 case EL_GATE_2_GRAY:
6709 case EL_GATE_3_GRAY:
6710 case EL_GATE_4_GRAY:
6711 if (!player->key[element - EL_GATE_1_GRAY])
6712 return MF_NO_ACTION;
6719 if (!player->key[element - EL_EM_GATE_1])
6720 return MF_NO_ACTION;
6721 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6722 return MF_NO_ACTION;
6724 /* automatically move to the next field with double speed */
6725 player->programmed_action = move_direction;
6726 DOUBLE_PLAYER_SPEED(player);
6728 PlaySoundLevel(x, y, SND_CLASS_GATE_PASSING);
6731 case EL_EM_GATE_1_GRAY:
6732 case EL_EM_GATE_2_GRAY:
6733 case EL_EM_GATE_3_GRAY:
6734 case EL_EM_GATE_4_GRAY:
6735 if (!player->key[element - EL_EM_GATE_1_GRAY])
6736 return MF_NO_ACTION;
6737 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6738 return MF_NO_ACTION;
6740 /* automatically move to the next field with double speed */
6741 player->programmed_action = move_direction;
6742 DOUBLE_PLAYER_SPEED(player);
6745 PlaySoundLevelAction(x, y, ACTION_PASSING);
6747 PlaySoundLevel(x, y, SND_GATE_PASSING);
6751 case EL_SWITCHGATE_OPEN:
6752 case EL_TIMEGATE_OPEN:
6753 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6754 return MF_NO_ACTION;
6756 /* automatically move to the next field with double speed */
6757 player->programmed_action = move_direction;
6758 DOUBLE_PLAYER_SPEED(player);
6760 PlaySoundLevelElementAction(x, y, element, ACTION_PASSING);
6763 case EL_SP_PORT_LEFT:
6764 case EL_SP_PORT_RIGHT:
6766 case EL_SP_PORT_DOWN:
6767 case EL_SP_PORT_HORIZONTAL:
6768 case EL_SP_PORT_VERTICAL:
6769 case EL_SP_PORT_ANY:
6770 case EL_SP_GRAVITY_PORT_LEFT:
6771 case EL_SP_GRAVITY_PORT_RIGHT:
6772 case EL_SP_GRAVITY_PORT_UP:
6773 case EL_SP_GRAVITY_PORT_DOWN:
6775 element != EL_SP_PORT_LEFT &&
6776 element != EL_SP_GRAVITY_PORT_LEFT &&
6777 element != EL_SP_PORT_HORIZONTAL &&
6778 element != EL_SP_PORT_ANY) ||
6780 element != EL_SP_PORT_RIGHT &&
6781 element != EL_SP_GRAVITY_PORT_RIGHT &&
6782 element != EL_SP_PORT_HORIZONTAL &&
6783 element != EL_SP_PORT_ANY) ||
6785 element != EL_SP_PORT_UP &&
6786 element != EL_SP_GRAVITY_PORT_UP &&
6787 element != EL_SP_PORT_VERTICAL &&
6788 element != EL_SP_PORT_ANY) ||
6790 element != EL_SP_PORT_DOWN &&
6791 element != EL_SP_GRAVITY_PORT_DOWN &&
6792 element != EL_SP_PORT_VERTICAL &&
6793 element != EL_SP_PORT_ANY) ||
6794 !IN_LEV_FIELD(x + dx, y + dy) ||
6795 !IS_FREE(x + dx, y + dy))
6796 return MF_NO_ACTION;
6798 /* automatically move to the next field with double speed */
6799 player->programmed_action = move_direction;
6800 DOUBLE_PLAYER_SPEED(player);
6802 PlaySoundLevel(x, y, SND_CLASS_SP_PORT_PASSING);
6806 case EL_TUBE_VERTICAL:
6807 case EL_TUBE_HORIZONTAL:
6808 case EL_TUBE_VERTICAL_LEFT:
6809 case EL_TUBE_VERTICAL_RIGHT:
6810 case EL_TUBE_HORIZONTAL_UP:
6811 case EL_TUBE_HORIZONTAL_DOWN:
6812 case EL_TUBE_LEFT_UP:
6813 case EL_TUBE_LEFT_DOWN:
6814 case EL_TUBE_RIGHT_UP:
6815 case EL_TUBE_RIGHT_DOWN:
6818 int tube_enter_directions[][2] =
6820 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6821 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6822 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6823 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
6824 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
6825 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
6826 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
6827 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
6828 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
6829 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
6830 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
6831 { -1, MV_NO_MOVING }
6834 while (tube_enter_directions[i][0] != element)
6837 if (tube_enter_directions[i][0] == -1) /* should not happen */
6841 if (!(tube_enter_directions[i][1] & move_direction))
6842 return MF_NO_ACTION; /* tube has no opening in this direction */
6844 PlaySoundLevel(x, y, SND_CLASS_TUBE_PASSING);
6848 case EL_EXIT_CLOSED:
6849 case EL_SP_EXIT_CLOSED:
6850 case EL_EXIT_OPENING:
6851 return MF_NO_ACTION;
6855 case EL_SP_EXIT_OPEN:
6856 if (mode == DF_SNAP)
6857 return MF_NO_ACTION;
6859 if (element == EL_EXIT_OPEN)
6860 PlaySoundLevel(x, y, SND_CLASS_EXIT_PASSING);
6862 PlaySoundLevel(x, y, SND_CLASS_SP_EXIT_PASSING);
6867 Feld[x][y] = EL_LAMP_ACTIVE;
6868 local_player->lights_still_needed--;
6869 DrawLevelField(x, y);
6870 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
6874 case EL_TIME_ORB_FULL:
6875 Feld[x][y] = EL_TIME_ORB_EMPTY;
6877 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
6878 DrawLevelField(x, y);
6879 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
6883 case EL_SOKOBAN_FIELD_EMPTY:
6886 case EL_SOKOBAN_OBJECT:
6887 case EL_SOKOBAN_FIELD_FULL:
6889 case EL_SP_DISK_YELLOW:
6891 if (mode == DF_SNAP)
6892 return MF_NO_ACTION;
6894 player->Pushing = TRUE;
6896 if (!IN_LEV_FIELD(x+dx, y+dy)
6897 || (!IS_FREE(x+dx, y+dy)
6898 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FIELD_EMPTY
6899 || !IS_SB_ELEMENT(element))))
6900 return MF_NO_ACTION;
6902 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
6903 return MF_NO_ACTION;
6905 if (player->push_delay == 0)
6906 player->push_delay = FrameCounter;
6908 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6909 !tape.playing && element != EL_BALLOON)
6910 return MF_NO_ACTION;
6912 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6913 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6914 element != EL_BALLOON)
6915 return MF_NO_ACTION;
6918 if (IS_SB_ELEMENT(element))
6920 if (element == EL_SOKOBAN_FIELD_FULL)
6922 Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
6923 local_player->sokobanfields_still_needed++;
6928 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FIELD_EMPTY)
6930 Feld[x+dx][y+dy] = EL_SOKOBAN_FIELD_FULL;
6931 local_player->sokobanfields_still_needed--;
6932 if (element == EL_SOKOBAN_OBJECT)
6934 PlaySoundLevelAction(x+dx, y+dy, ACTION_FILLING);
6936 PlaySoundLevel(x, y, SND_CLASS_SOKOBAN_FIELD_FILLING);
6940 PlaySoundLevelAction(x+dx, y+dy, ACTION_PUSHING);
6942 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6947 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJECT;
6948 if (element == EL_SOKOBAN_FIELD_FULL)
6950 PlaySoundLevelAction(x+dx, y+dy, ACTION_EMPTYING);
6952 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_EMPTYING);
6956 PlaySoundLevelAction(x+dx, y+dy, ACTION_PUSHING);
6958 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6965 Feld[x+dx][y+dy] = element;
6966 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6969 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
6971 DrawLevelField(x, y);
6972 DrawLevelField(x + dx, y + dy);
6974 if (IS_SB_ELEMENT(element) &&
6975 local_player->sokobanfields_still_needed == 0 &&
6976 game.emulation == EMU_SOKOBAN)
6978 player->LevelSolved = player->GameOver = TRUE;
6979 PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
6991 if (IS_WALKABLE(element))
6995 else if (IS_DIGGABLE(element))
6999 if (mode != DF_SNAP)
7002 (CAN_BE_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
7003 player->is_digging = TRUE;
7006 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
7010 else if (IS_COLLECTIBLE(element))
7014 if (mode != DF_SNAP)
7016 GfxElement[x][y] = element;
7017 player->is_collecting = TRUE;
7020 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
7024 else if (IS_PUSHABLE(element))
7026 if (mode == DF_SNAP)
7027 return MF_NO_ACTION;
7029 if (CAN_FALL(element) && dy)
7030 return MF_NO_ACTION;
7032 if (!player->Pushing &&
7033 game.engine_version >= RELEASE_IDENT(2,2,0,7))
7034 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7036 player->Pushing = TRUE;
7038 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
7039 return MF_NO_ACTION;
7041 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
7042 return MF_NO_ACTION;
7044 if (player->push_delay == 0) /* new pushing; restart delay */
7045 player->push_delay = FrameCounter;
7047 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
7048 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
7049 return MF_NO_ACTION;
7052 Feld[x + dx][y + dy] = element;
7055 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
7056 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7058 player->push_delay_value = 2 + RND(8);
7061 DrawLevelField(x + dx, y + dy);
7062 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
7067 return MF_NO_ACTION;
7070 player->push_delay = 0;
7072 if (Feld[x][y] != element) /* really digged/collected something */
7073 player->is_collecting = !player->is_digging;
7078 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
7080 int jx = player->jx, jy = player->jy;
7081 int x = jx + dx, y = jy + dy;
7083 if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0))
7086 if (!player->active || !IN_LEV_FIELD(x, y))
7094 if (player->MovPos == 0)
7095 player->Pushing = FALSE;
7097 player->snapped = FALSE;
7099 if (player->MovPos == 0)
7101 player->is_digging = FALSE;
7102 player->is_collecting = FALSE;
7108 if (player->snapped)
7111 player->MovDir = (dx < 0 ? MV_LEFT :
7114 dy > 0 ? MV_DOWN : MV_NO_MOVING);
7116 if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
7119 player->snapped = TRUE;
7120 player->is_digging = FALSE;
7121 player->is_collecting = FALSE;
7123 DrawLevelField(x, y);
7129 boolean PlaceBomb(struct PlayerInfo *player)
7131 int jx = player->jx, jy = player->jy;
7134 if (!player->active || player->MovPos)
7137 element = Feld[jx][jy];
7139 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
7140 IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
7144 if (element != EL_EMPTY)
7148 if (element != EL_EMPTY)
7151 Store[jx][jy] = element;
7153 Back[jx][jy] = element;
7157 MovDelay[jx][jy] = 96;
7159 ResetGfxAnimation(jx, jy);
7160 ResetRandomAnimationValue(jx, jy);
7162 if (player->dynamite)
7164 Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
7165 EL_DYNAMITE_ACTIVE);
7168 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
7170 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
7173 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
7175 if (game.emulation == EMU_SUPAPLEX)
7176 DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0);
7178 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0);
7182 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
7187 EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1);
7188 player->dynabombs_left--;
7190 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
7191 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
7193 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
7199 /* ------------------------------------------------------------------------- */
7200 /* game sound playing functions */
7201 /* ------------------------------------------------------------------------- */
7203 static int *loop_sound_frame = NULL;
7204 static int *loop_sound_volume = NULL;
7206 void InitPlaySoundLevel()
7208 int num_sounds = getSoundListSize();
7210 if (loop_sound_frame != NULL)
7211 free(loop_sound_frame);
7213 if (loop_sound_volume != NULL)
7214 free(loop_sound_volume);
7216 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
7217 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
7220 static void PlaySoundLevel(int x, int y, int nr)
7222 int sx = SCREENX(x), sy = SCREENY(y);
7223 int volume, stereo_position;
7224 int max_distance = 8;
7225 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
7227 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
7228 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
7231 if (!IN_LEV_FIELD(x, y) ||
7232 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
7233 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
7236 volume = SOUND_MAX_VOLUME;
7238 if (!IN_SCR_FIELD(sx, sy))
7240 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
7241 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
7243 volume -= volume * (dx > dy ? dx : dy) / max_distance;
7246 stereo_position = (SOUND_MAX_LEFT +
7247 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
7248 (SCR_FIELDX + 2 * max_distance));
7250 if (IS_LOOP_SOUND(nr))
7252 /* This assures that quieter loop sounds do not overwrite louder ones,
7253 while restarting sound volume comparison with each new game frame. */
7255 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
7258 loop_sound_volume[nr] = volume;
7259 loop_sound_frame[nr] = FrameCounter;
7262 PlaySoundExt(nr, volume, stereo_position, type);
7265 static void PlaySoundLevelNearest(int x, int y, int sound_action)
7267 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
7268 x > LEVELX(BX2) ? LEVELX(BX2) : x,
7269 y < LEVELY(BY1) ? LEVELY(BY1) :
7270 y > LEVELY(BY2) ? LEVELY(BY2) : y,
7274 static void PlaySoundLevelAction(int x, int y, int action)
7276 PlaySoundLevelElementAction(x, y, Feld[x][y], action);
7279 static void PlaySoundLevelElementAction(int x, int y, int element, int action)
7281 int sound_effect = element_info[element].sound[action];
7283 if (sound_effect != SND_UNDEFINED)
7284 PlaySoundLevel(x, y, sound_effect);
7287 static void PlaySoundLevelActionIfLoop(int x, int y, int action)
7289 int sound_effect = element_info[Feld[x][y]].sound[action];
7291 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
7292 PlaySoundLevel(x, y, sound_effect);
7295 static void StopSoundLevelActionIfLoop(int x, int y, int action)
7297 int sound_effect = element_info[Feld[x][y]].sound[action];
7299 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
7300 StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND);
7303 void RaiseScore(int value)
7305 local_player->score += value;
7306 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2);
7309 void RaiseScoreElement(int element)
7315 case EL_EMERALD_YELLOW:
7316 case EL_EMERALD_RED:
7317 case EL_EMERALD_PURPLE:
7318 case EL_SP_INFOTRON:
7319 RaiseScore(level.score[SC_EMERALD]);
7322 RaiseScore(level.score[SC_DIAMOND]);
7325 RaiseScore(level.score[SC_CRYSTAL]);
7328 RaiseScore(level.score[SC_PEARL]);
7331 case EL_BD_BUTTERFLY:
7332 case EL_SP_ELECTRON:
7333 RaiseScore(level.score[SC_BUG]);
7337 case EL_SP_SNIKSNAK:
7338 RaiseScore(level.score[SC_SPACESHIP]);
7341 case EL_DARK_YAMYAM:
7342 RaiseScore(level.score[SC_YAMYAM]);
7345 RaiseScore(level.score[SC_ROBOT]);
7348 RaiseScore(level.score[SC_PACMAN]);
7351 RaiseScore(level.score[SC_NUT]);
7354 case EL_DYNABOMB_INCREASE_NUMBER:
7355 case EL_DYNABOMB_INCREASE_SIZE:
7356 case EL_DYNABOMB_INCREASE_POWER:
7357 RaiseScore(level.score[SC_DYNAMITE]);
7359 case EL_SHIELD_NORMAL:
7360 case EL_SHIELD_DEADLY:
7361 RaiseScore(level.score[SC_SHIELD]);
7364 RaiseScore(level.score[SC_TIME_BONUS]);
7370 RaiseScore(level.score[SC_KEY]);
7377 void RequestQuitGame(boolean ask_if_really_quit)
7379 if (AllPlayersGone ||
7380 !ask_if_really_quit ||
7381 level_editor_test_game ||
7382 Request("Do you really want to quit the game ?",
7383 REQ_ASK | REQ_STAY_CLOSED))
7385 #if defined(PLATFORM_UNIX)
7386 if (options.network)
7387 SendToServer_StopPlaying();
7391 game_status = GAME_MODE_MAIN;
7397 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
7402 /* ---------- new game button stuff ---------------------------------------- */
7404 /* graphic position values for game buttons */
7405 #define GAME_BUTTON_XSIZE 30
7406 #define GAME_BUTTON_YSIZE 30
7407 #define GAME_BUTTON_XPOS 5
7408 #define GAME_BUTTON_YPOS 215
7409 #define SOUND_BUTTON_XPOS 5
7410 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
7412 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
7413 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
7414 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
7415 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
7416 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
7417 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
7424 } gamebutton_info[NUM_GAME_BUTTONS] =
7427 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
7432 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
7437 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
7442 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
7443 SOUND_CTRL_ID_MUSIC,
7444 "background music on/off"
7447 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
7448 SOUND_CTRL_ID_LOOPS,
7449 "sound loops on/off"
7452 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
7453 SOUND_CTRL_ID_SIMPLE,
7454 "normal sounds on/off"
7458 void CreateGameButtons()
7462 for (i=0; i<NUM_GAME_BUTTONS; i++)
7464 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
7465 struct GadgetInfo *gi;
7468 unsigned long event_mask;
7469 int gd_xoffset, gd_yoffset;
7470 int gd_x1, gd_x2, gd_y1, gd_y2;
7473 gd_xoffset = gamebutton_info[i].x;
7474 gd_yoffset = gamebutton_info[i].y;
7475 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
7476 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
7478 if (id == GAME_CTRL_ID_STOP ||
7479 id == GAME_CTRL_ID_PAUSE ||
7480 id == GAME_CTRL_ID_PLAY)
7482 button_type = GD_TYPE_NORMAL_BUTTON;
7484 event_mask = GD_EVENT_RELEASED;
7485 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7486 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7490 button_type = GD_TYPE_CHECK_BUTTON;
7492 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
7493 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
7494 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
7495 event_mask = GD_EVENT_PRESSED;
7496 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
7497 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7500 gi = CreateGadget(GDI_CUSTOM_ID, id,
7501 GDI_INFO_TEXT, gamebutton_info[i].infotext,
7502 GDI_X, DX + gd_xoffset,
7503 GDI_Y, DY + gd_yoffset,
7504 GDI_WIDTH, GAME_BUTTON_XSIZE,
7505 GDI_HEIGHT, GAME_BUTTON_YSIZE,
7506 GDI_TYPE, button_type,
7507 GDI_STATE, GD_BUTTON_UNPRESSED,
7508 GDI_CHECKED, checked,
7509 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
7510 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
7511 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
7512 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
7513 GDI_EVENT_MASK, event_mask,
7514 GDI_CALLBACK_ACTION, HandleGameButtons,
7518 Error(ERR_EXIT, "cannot create gadget");
7520 game_gadget[id] = gi;
7524 void FreeGameButtons()
7528 for (i=0; i<NUM_GAME_BUTTONS; i++)
7529 FreeGadget(game_gadget[i]);
7532 static void MapGameButtons()
7536 for (i=0; i<NUM_GAME_BUTTONS; i++)
7537 MapGadget(game_gadget[i]);
7540 void UnmapGameButtons()
7544 for (i=0; i<NUM_GAME_BUTTONS; i++)
7545 UnmapGadget(game_gadget[i]);
7548 static void HandleGameButtons(struct GadgetInfo *gi)
7550 int id = gi->custom_id;
7552 if (game_status != GAME_MODE_PLAYING)
7557 case GAME_CTRL_ID_STOP:
7558 RequestQuitGame(TRUE);
7561 case GAME_CTRL_ID_PAUSE:
7562 if (options.network)
7564 #if defined(PLATFORM_UNIX)
7566 SendToServer_ContinuePlaying();
7568 SendToServer_PausePlaying();
7572 TapeTogglePause(TAPE_TOGGLE_MANUAL);
7575 case GAME_CTRL_ID_PLAY:
7578 #if defined(PLATFORM_UNIX)
7579 if (options.network)
7580 SendToServer_ContinuePlaying();
7584 tape.pausing = FALSE;
7585 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
7590 case SOUND_CTRL_ID_MUSIC:
7591 if (setup.sound_music)
7593 setup.sound_music = FALSE;
7596 else if (audio.music_available)
7598 setup.sound = setup.sound_music = TRUE;
7599 PlayMusic(level_nr);
7603 case SOUND_CTRL_ID_LOOPS:
7604 if (setup.sound_loops)
7605 setup.sound_loops = FALSE;
7606 else if (audio.loops_available)
7607 setup.sound = setup.sound_loops = TRUE;
7610 case SOUND_CTRL_ID_SIMPLE:
7611 if (setup.sound_simple)
7612 setup.sound_simple = FALSE;
7613 else if (audio.sound_available)
7614 setup.sound = setup.sound_simple = TRUE;