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;
1794 GfxElement[x][y] = EL_UNDEFINED;
1795 MovDir[x][y] = MovPos[x][y] = 0;
1797 ExplodePhase[x][y] = 1;
1801 if (center_element == EL_YAMYAM)
1802 game.yamyam_content_nr =
1803 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
1814 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
1816 if (phase == first_phase_after_start)
1818 int element = Store2[x][y];
1820 if (element == EL_BLACK_ORB)
1822 Feld[x][y] = Store2[x][y];
1827 else if (phase == half_phase)
1829 int element = Store2[x][y];
1831 if (IS_PLAYER(x, y))
1832 KillHeroUnlessProtected(x, y);
1833 else if (CAN_EXPLODE_BY_FIRE(element))
1835 Feld[x][y] = Store2[x][y];
1839 else if (element == EL_AMOEBA_TO_DIAMOND)
1840 AmoebeUmwandeln(x, y);
1843 if (phase == last_phase)
1847 element = Feld[x][y] = Store[x][y];
1848 Store[x][y] = Store2[x][y] = 0;
1850 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
1851 element = Feld[x][y] = Back[x][y];
1854 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = ChangeDelay[x][y] = 0;
1855 InitField(x, y, FALSE);
1856 if (CAN_MOVE(element))
1858 DrawLevelField(x, y);
1860 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1861 StorePlayer[x][y] = 0;
1863 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1865 int stored = Store[x][y];
1866 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
1867 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
1869 int frame = getGraphicAnimationFrame(graphic, phase - delay);
1872 DrawLevelFieldCrumbledSand(x, y);
1874 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
1876 DrawLevelElement(x, y, Back[x][y]);
1877 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
1879 else if (IS_WALKABLE_UNDER(Back[x][y]))
1881 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1882 DrawLevelElementThruMask(x, y, Back[x][y]);
1884 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
1885 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1889 void DynaExplode(int ex, int ey)
1892 int dynabomb_size = 1;
1893 boolean dynabomb_xl = FALSE;
1894 struct PlayerInfo *player;
1895 static int xy[4][2] =
1903 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1905 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER_1_ACTIVE];
1906 dynabomb_size = player->dynabomb_size;
1907 dynabomb_xl = player->dynabomb_xl;
1908 player->dynabombs_left++;
1911 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1915 for (j=1; j<=dynabomb_size; j++)
1917 int x = ex + j * xy[i % 4][0];
1918 int y = ey + j * xy[i % 4][1];
1921 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
1924 element = Feld[x][y];
1926 /* do not restart explosions of fields with active bombs */
1927 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
1930 Explode(x, y, EX_PHASE_START, EX_BORDER);
1932 if (element != EL_EMPTY &&
1933 element != EL_SAND &&
1934 element != EL_EXPLOSION &&
1941 void Bang(int x, int y)
1943 int element = Feld[x][y];
1945 if (game.emulation == EMU_SUPAPLEX)
1946 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
1948 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
1951 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1959 case EL_BD_BUTTERFLY:
1962 case EL_DARK_YAMYAM:
1966 RaiseScoreElement(element);
1967 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1969 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1970 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1971 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1972 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1973 case EL_DYNABOMB_INCREASE_NUMBER:
1974 case EL_DYNABOMB_INCREASE_SIZE:
1975 case EL_DYNABOMB_INCREASE_POWER:
1980 case EL_LAMP_ACTIVE:
1981 if (IS_PLAYER(x, y))
1982 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1984 Explode(x, y, EX_PHASE_START, EX_CENTER);
1987 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1992 void SplashAcid(int x, int y)
1994 int element = Feld[x][y];
1996 if (element != EL_ACID_SPLASH_LEFT &&
1997 element != EL_ACID_SPLASH_RIGHT)
1999 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
2001 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
2002 (!IN_LEV_FIELD(x-1, y-1) ||
2003 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
2004 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
2006 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
2007 (!IN_LEV_FIELD(x+1, y-1) ||
2008 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
2009 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
2013 static void InitBeltMovement()
2015 static int belt_base_element[4] =
2017 EL_CONVEYOR_BELT_1_LEFT,
2018 EL_CONVEYOR_BELT_2_LEFT,
2019 EL_CONVEYOR_BELT_3_LEFT,
2020 EL_CONVEYOR_BELT_4_LEFT
2022 static int belt_base_active_element[4] =
2024 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2025 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2026 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2027 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2032 /* set frame order for belt animation graphic according to belt direction */
2039 int element = belt_base_active_element[belt_nr] + j;
2040 int graphic = el2img(element);
2042 if (game.belt_dir[i] == MV_LEFT)
2043 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2045 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2049 for(y=0; y<lev_fieldy; y++)
2051 for(x=0; x<lev_fieldx; x++)
2053 int element = Feld[x][y];
2057 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
2059 int e_belt_nr = getBeltNrFromBeltElement(element);
2062 if (e_belt_nr == belt_nr)
2064 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
2066 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
2074 static void ToggleBeltSwitch(int x, int y)
2076 static int belt_base_element[4] =
2078 EL_CONVEYOR_BELT_1_LEFT,
2079 EL_CONVEYOR_BELT_2_LEFT,
2080 EL_CONVEYOR_BELT_3_LEFT,
2081 EL_CONVEYOR_BELT_4_LEFT
2083 static int belt_base_active_element[4] =
2085 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2086 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2087 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2088 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2090 static int belt_base_switch_element[4] =
2092 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
2093 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
2094 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
2095 EL_CONVEYOR_BELT_4_SWITCH_LEFT
2097 static int belt_move_dir[4] =
2105 int element = Feld[x][y];
2106 int belt_nr = getBeltNrFromBeltSwitchElement(element);
2107 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
2108 int belt_dir = belt_move_dir[belt_dir_nr];
2111 if (!IS_BELT_SWITCH(element))
2114 game.belt_dir_nr[belt_nr] = belt_dir_nr;
2115 game.belt_dir[belt_nr] = belt_dir;
2117 if (belt_dir_nr == 3)
2120 /* set frame order for belt animation graphic according to belt direction */
2123 int element = belt_base_active_element[belt_nr] + i;
2124 int graphic = el2img(element);
2126 if (belt_dir == MV_LEFT)
2127 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2129 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2132 for (yy=0; yy<lev_fieldy; yy++)
2134 for (xx=0; xx<lev_fieldx; xx++)
2136 int element = Feld[xx][yy];
2138 if (IS_BELT_SWITCH(element))
2140 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
2142 if (e_belt_nr == belt_nr)
2144 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
2145 DrawLevelField(xx, yy);
2148 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
2150 int e_belt_nr = getBeltNrFromBeltElement(element);
2152 if (e_belt_nr == belt_nr)
2154 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
2156 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
2157 DrawLevelField(xx, yy);
2160 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
2162 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
2164 if (e_belt_nr == belt_nr)
2166 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
2168 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
2169 DrawLevelField(xx, yy);
2176 static void ToggleSwitchgateSwitch(int x, int y)
2180 game.switchgate_pos = !game.switchgate_pos;
2182 for (yy=0; yy<lev_fieldy; yy++)
2184 for (xx=0; xx<lev_fieldx; xx++)
2186 int element = Feld[xx][yy];
2188 if (element == EL_SWITCHGATE_SWITCH_UP ||
2189 element == EL_SWITCHGATE_SWITCH_DOWN)
2191 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2192 DrawLevelField(xx, yy);
2194 else if (element == EL_SWITCHGATE_OPEN ||
2195 element == EL_SWITCHGATE_OPENING)
2197 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2199 PlaySoundLevelAction(xx, yy, ACTION_CLOSING);
2201 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2204 else if (element == EL_SWITCHGATE_CLOSED ||
2205 element == EL_SWITCHGATE_CLOSING)
2207 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2209 PlaySoundLevelAction(xx, yy, ACTION_OPENING);
2211 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2218 static int getInvisibleActiveFromInvisibleElement(int element)
2220 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2221 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2222 EL_INVISIBLE_SAND_ACTIVE);
2225 static int getInvisibleFromInvisibleActiveElement(int element)
2227 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2228 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2232 static void RedrawAllLightSwitchesAndInvisibleElements()
2236 for (y=0; y<lev_fieldy; y++)
2238 for (x=0; x<lev_fieldx; x++)
2240 int element = Feld[x][y];
2242 if (element == EL_LIGHT_SWITCH &&
2243 game.light_time_left > 0)
2245 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2246 DrawLevelField(x, y);
2248 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2249 game.light_time_left == 0)
2251 Feld[x][y] = EL_LIGHT_SWITCH;
2252 DrawLevelField(x, y);
2254 else if (element == EL_INVISIBLE_STEELWALL ||
2255 element == EL_INVISIBLE_WALL ||
2256 element == EL_INVISIBLE_SAND)
2258 if (game.light_time_left > 0)
2259 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2261 DrawLevelField(x, y);
2263 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2264 element == EL_INVISIBLE_WALL_ACTIVE ||
2265 element == EL_INVISIBLE_SAND_ACTIVE)
2267 if (game.light_time_left == 0)
2268 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2270 DrawLevelField(x, y);
2276 static void ToggleLightSwitch(int x, int y)
2278 int element = Feld[x][y];
2280 game.light_time_left =
2281 (element == EL_LIGHT_SWITCH ?
2282 level.time_light * FRAMES_PER_SECOND : 0);
2284 RedrawAllLightSwitchesAndInvisibleElements();
2287 static void ActivateTimegateSwitch(int x, int y)
2291 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2293 for (yy=0; yy<lev_fieldy; yy++)
2295 for (xx=0; xx<lev_fieldx; xx++)
2297 int element = Feld[xx][yy];
2299 if (element == EL_TIMEGATE_CLOSED ||
2300 element == EL_TIMEGATE_CLOSING)
2302 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2303 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2307 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2309 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2310 DrawLevelField(xx, yy);
2317 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2320 void Impact(int x, int y)
2322 boolean lastline = (y == lev_fieldy-1);
2323 boolean object_hit = FALSE;
2324 boolean impact = (lastline || object_hit);
2325 int element = Feld[x][y];
2326 int smashed = EL_UNDEFINED;
2328 if (!lastline) /* check if element below was hit */
2330 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
2333 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
2334 MovDir[x][y + 1] != MV_DOWN ||
2335 MovPos[x][y + 1] <= TILEY / 2));
2337 smashed = MovingOrBlocked2Element(x, y + 1);
2339 impact = (lastline || object_hit);
2342 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2350 ResetGfxAnimation(x, y);
2351 DrawLevelField(x, y);
2355 if (impact && CAN_EXPLODE_IMPACT(element))
2357 if ((element == EL_BOMB ||
2358 element == EL_SP_DISK_ORANGE ||
2359 element == EL_DX_SUPABOMB) &&
2360 (lastline || object_hit)) /* element is bomb */
2366 else if (impact && element == EL_PEARL)
2368 Feld[x][y] = EL_PEARL_BREAKING;
2369 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2372 else if (impact && CAN_CHANGE(element) &&
2373 HAS_CHANGE_EVENT(element, CE_IMPACT))
2375 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2377 ChangeElementDoIt(x, y, element_info[element].change.successor);
2382 if (impact && element == EL_AMOEBA_DROP)
2384 if (object_hit && IS_PLAYER(x, y + 1))
2385 KillHeroUnlessProtected(x, y + 1);
2386 else if (object_hit && smashed == EL_PENGUIN)
2390 Feld[x][y] = EL_AMOEBA_GROWING;
2391 Store[x][y] = EL_AMOEBA_WET;
2393 ResetRandomAnimationValue(x, y);
2399 if (object_hit) /* check which object was hit */
2401 if (!lastline && object_hit) /* check which object was hit */
2404 if (CAN_PASS_MAGIC_WALL(element) &&
2405 (smashed == EL_MAGIC_WALL ||
2406 smashed == EL_BD_MAGIC_WALL))
2409 int activated_magic_wall =
2410 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2411 EL_BD_MAGIC_WALL_ACTIVE);
2413 /* activate magic wall / mill */
2414 for (yy=0; yy<lev_fieldy; yy++)
2415 for (xx=0; xx<lev_fieldx; xx++)
2416 if (Feld[xx][yy] == smashed)
2417 Feld[xx][yy] = activated_magic_wall;
2419 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2420 game.magic_wall_active = TRUE;
2422 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2423 SND_MAGIC_WALL_ACTIVATING :
2424 SND_BD_MAGIC_WALL_ACTIVATING));
2427 if (IS_PLAYER(x, y + 1))
2429 if (CAN_SMASH_PLAYER(element))
2431 KillHeroUnlessProtected(x, y + 1);
2435 else if (smashed == EL_PENGUIN)
2437 if (CAN_SMASH_PLAYER(element))
2443 else if (element == EL_BD_DIAMOND)
2445 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2451 else if ((element == EL_SP_INFOTRON ||
2452 element == EL_SP_ZONK) &&
2453 (smashed == EL_SP_SNIKSNAK ||
2454 smashed == EL_SP_ELECTRON ||
2455 smashed == EL_SP_DISK_ORANGE))
2461 else if (CAN_SMASH_EVERYTHING(element))
2463 else if (element == EL_ROCK ||
2464 element == EL_SP_ZONK ||
2465 element == EL_BD_ROCK)
2468 if (IS_CLASSIC_ENEMY(smashed) ||
2470 CAN_EXPLODE_SMASHED(smashed))
2472 smashed == EL_BOMB ||
2473 smashed == EL_SP_DISK_ORANGE ||
2474 smashed == EL_DX_SUPABOMB ||
2475 smashed == EL_SATELLITE ||
2476 smashed == EL_PIG ||
2477 smashed == EL_DRAGON ||
2485 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
2487 else if (!IS_MOVING(x, y + 1))
2490 if (smashed == EL_LAMP ||
2491 smashed == EL_LAMP_ACTIVE)
2496 else if (smashed == EL_NUT)
2498 Feld[x][y + 1] = EL_NUT_BREAKING;
2499 PlaySoundLevel(x, y, SND_NUT_BREAKING);
2500 RaiseScoreElement(EL_NUT);
2503 else if (smashed == EL_PEARL)
2505 Feld[x][y + 1] = EL_PEARL_BREAKING;
2506 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2509 else if (smashed == EL_DIAMOND)
2512 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
2514 Feld[x][y + 1] = EL_EMPTY;
2516 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2519 else if (IS_BELT_SWITCH(smashed))
2521 ToggleBeltSwitch(x, y + 1);
2523 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
2524 smashed == EL_SWITCHGATE_SWITCH_DOWN)
2526 ToggleSwitchgateSwitch(x, y + 1);
2528 else if (smashed == EL_LIGHT_SWITCH ||
2529 smashed == EL_LIGHT_SWITCH_ACTIVE)
2531 ToggleLightSwitch(x, y + 1);
2533 else if (CAN_CHANGE(smashed) &&
2534 HAS_CHANGE_EVENT(smashed, CE_SMASHED))
2536 ChangeElementDoIt(x, y + 1, element_info[smashed].change.successor);
2542 /* play sound of magic wall / mill */
2544 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
2545 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
2547 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
2548 PlaySoundLevel(x, y, SND_MAGIC_WALL_FILLING);
2549 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
2550 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_FILLING);
2555 /* play sound of object that hits the ground */
2556 if (lastline || object_hit)
2557 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2560 void TurnRound(int x, int y)
2572 { 0, 0 }, { 0, 0 }, { 0, 0 },
2577 int left, right, back;
2581 { MV_DOWN, MV_UP, MV_RIGHT },
2582 { MV_UP, MV_DOWN, MV_LEFT },
2584 { MV_LEFT, MV_RIGHT, MV_DOWN },
2585 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2586 { MV_RIGHT, MV_LEFT, MV_UP }
2589 int element = Feld[x][y];
2590 int old_move_dir = MovDir[x][y];
2591 int left_dir = turn[old_move_dir].left;
2592 int right_dir = turn[old_move_dir].right;
2593 int back_dir = turn[old_move_dir].back;
2595 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2596 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2597 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2598 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2600 int left_x = x + left_dx, left_y = y + left_dy;
2601 int right_x = x + right_dx, right_y = y + right_dy;
2602 int move_x = x + move_dx, move_y = y + move_dy;
2604 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2606 TestIfBadThingTouchesOtherBadThing(x, y);
2608 if (IN_LEV_FIELD(right_x, right_y) &&
2609 IS_FREE(right_x, right_y))
2610 MovDir[x][y] = right_dir;
2611 else if (!IN_LEV_FIELD(move_x, move_y) ||
2612 !IS_FREE(move_x, move_y))
2613 MovDir[x][y] = left_dir;
2615 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
2617 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2620 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2621 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2623 TestIfBadThingTouchesOtherBadThing(x, y);
2625 if (IN_LEV_FIELD(left_x, left_y) &&
2626 IS_FREE(left_x, left_y))
2627 MovDir[x][y] = left_dir;
2628 else if (!IN_LEV_FIELD(move_x, move_y) ||
2629 !IS_FREE(move_x, move_y))
2630 MovDir[x][y] = right_dir;
2632 if ((element == EL_SPACESHIP ||
2633 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2634 && MovDir[x][y] != old_move_dir)
2636 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
2639 else if (element == EL_YAMYAM)
2641 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2643 if (IN_LEV_FIELD(left_x, left_y) &&
2644 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2645 Feld[left_x][left_y] == EL_DIAMOND))
2646 can_turn_left = TRUE;
2647 if (IN_LEV_FIELD(right_x, right_y) &&
2648 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2649 Feld[right_x][right_y] == EL_DIAMOND))
2650 can_turn_right = TRUE;
2652 if (can_turn_left && can_turn_right)
2653 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2654 else if (can_turn_left)
2655 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2656 else if (can_turn_right)
2657 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2659 MovDir[x][y] = back_dir;
2661 MovDelay[x][y] = 16+16*RND(3);
2663 else if (element == EL_DARK_YAMYAM)
2665 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2667 if (IN_LEV_FIELD(left_x, left_y) &&
2668 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2669 IS_FOOD_DARK_YAMYAM(Feld[left_x][left_y])))
2670 can_turn_left = TRUE;
2671 if (IN_LEV_FIELD(right_x, right_y) &&
2672 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2673 IS_FOOD_DARK_YAMYAM(Feld[right_x][right_y])))
2674 can_turn_right = TRUE;
2676 if (can_turn_left && can_turn_right)
2677 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2678 else if (can_turn_left)
2679 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2680 else if (can_turn_right)
2681 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2683 MovDir[x][y] = back_dir;
2685 MovDelay[x][y] = 16+16*RND(3);
2687 else if (element == EL_PACMAN)
2689 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2691 if (IN_LEV_FIELD(left_x, left_y) &&
2692 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2693 IS_AMOEBOID(Feld[left_x][left_y])))
2694 can_turn_left = TRUE;
2695 if (IN_LEV_FIELD(right_x, right_y) &&
2696 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2697 IS_AMOEBOID(Feld[right_x][right_y])))
2698 can_turn_right = TRUE;
2700 if (can_turn_left && can_turn_right)
2701 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2702 else if (can_turn_left)
2703 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2704 else if (can_turn_right)
2705 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2707 MovDir[x][y] = back_dir;
2709 MovDelay[x][y] = 6+RND(40);
2711 else if (element == EL_PIG)
2713 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2714 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2715 boolean should_move_on = FALSE;
2717 int rnd = RND(rnd_value);
2719 if (IN_LEV_FIELD(left_x, left_y) &&
2720 (IS_FREE(left_x, left_y) || IS_FOOD_PIG(Feld[left_x][left_y])))
2721 can_turn_left = TRUE;
2722 if (IN_LEV_FIELD(right_x, right_y) &&
2723 (IS_FREE(right_x, right_y) || IS_FOOD_PIG(Feld[right_x][right_y])))
2724 can_turn_right = TRUE;
2725 if (IN_LEV_FIELD(move_x, move_y) &&
2726 (IS_FREE(move_x, move_y) || IS_FOOD_PIG(Feld[move_x][move_y])))
2729 if (can_turn_left &&
2731 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2732 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2733 should_turn_left = TRUE;
2734 if (can_turn_right &&
2736 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2737 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2738 should_turn_right = TRUE;
2740 (!can_turn_left || !can_turn_right ||
2741 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2742 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2743 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2744 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2745 should_move_on = TRUE;
2747 if (should_turn_left || should_turn_right || should_move_on)
2749 if (should_turn_left && should_turn_right && should_move_on)
2750 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2751 rnd < 2*rnd_value/3 ? right_dir :
2753 else if (should_turn_left && should_turn_right)
2754 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2755 else if (should_turn_left && should_move_on)
2756 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2757 else if (should_turn_right && should_move_on)
2758 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2759 else if (should_turn_left)
2760 MovDir[x][y] = left_dir;
2761 else if (should_turn_right)
2762 MovDir[x][y] = right_dir;
2763 else if (should_move_on)
2764 MovDir[x][y] = old_move_dir;
2766 else if (can_move_on && rnd > rnd_value/8)
2767 MovDir[x][y] = old_move_dir;
2768 else if (can_turn_left && can_turn_right)
2769 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2770 else if (can_turn_left && rnd > rnd_value/8)
2771 MovDir[x][y] = left_dir;
2772 else if (can_turn_right && rnd > rnd_value/8)
2773 MovDir[x][y] = right_dir;
2775 MovDir[x][y] = back_dir;
2777 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2778 !IS_FOOD_PIG(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2779 MovDir[x][y] = old_move_dir;
2783 else if (element == EL_DRAGON)
2785 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2787 int rnd = RND(rnd_value);
2789 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2790 can_turn_left = TRUE;
2791 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2792 can_turn_right = TRUE;
2793 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2796 if (can_move_on && rnd > rnd_value/8)
2797 MovDir[x][y] = old_move_dir;
2798 else if (can_turn_left && can_turn_right)
2799 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2800 else if (can_turn_left && rnd > rnd_value/8)
2801 MovDir[x][y] = left_dir;
2802 else if (can_turn_right && rnd > rnd_value/8)
2803 MovDir[x][y] = right_dir;
2805 MovDir[x][y] = back_dir;
2807 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2808 MovDir[x][y] = old_move_dir;
2812 else if (element == EL_MOLE)
2814 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2816 if (IN_LEV_FIELD(move_x, move_y) &&
2817 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2818 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING))
2823 if (IN_LEV_FIELD(left_x, left_y) &&
2824 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2825 can_turn_left = TRUE;
2826 if (IN_LEV_FIELD(right_x, right_y) &&
2827 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2828 can_turn_right = TRUE;
2830 if (can_turn_left && can_turn_right)
2831 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2832 else if (can_turn_left)
2833 MovDir[x][y] = left_dir;
2835 MovDir[x][y] = right_dir;
2838 if (MovDir[x][y] != old_move_dir)
2841 else if (element == EL_BALLOON)
2843 MovDir[x][y] = game.balloon_dir;
2846 else if (element == EL_SPRING)
2848 if ((MovDir[x][y] == MV_LEFT || MovDir[x][y] == MV_RIGHT) &&
2849 (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2850 (IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))
2851 MovDir[x][y] = MV_NO_MOVING;
2855 else if (element == EL_ROBOT ||
2856 element == EL_SATELLITE ||
2857 element == EL_PENGUIN)
2859 int attr_x = -1, attr_y = -1;
2870 for (i=0; i<MAX_PLAYERS; i++)
2872 struct PlayerInfo *player = &stored_player[i];
2873 int jx = player->jx, jy = player->jy;
2875 if (!player->active)
2878 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2886 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
2892 if (element == EL_PENGUIN)
2895 static int xy[4][2] =
2905 int ex = x + xy[i % 4][0];
2906 int ey = y + xy[i % 4][1];
2908 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
2917 MovDir[x][y] = MV_NO_MOVING;
2919 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2920 else if (attr_x > x)
2921 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2923 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2924 else if (attr_y > y)
2925 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2927 if (element == EL_ROBOT)
2931 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
2932 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
2933 Moving2Blocked(x, y, &newx, &newy);
2935 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2936 MovDelay[x][y] = 8+8*!RND(3);
2938 MovDelay[x][y] = 16;
2946 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
2948 boolean first_horiz = RND(2);
2949 int new_move_dir = MovDir[x][y];
2952 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
2953 Moving2Blocked(x, y, &newx, &newy);
2955 if (IN_LEV_FIELD(newx, newy) &&
2956 (IS_FREE(newx, newy) ||
2957 Feld[newx][newy] == EL_ACID ||
2958 (element == EL_PENGUIN &&
2959 (Feld[newx][newy] == EL_EXIT_OPEN ||
2960 IS_FOOD_PENGUIN(Feld[newx][newy])))))
2964 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
2965 Moving2Blocked(x, y, &newx, &newy);
2967 if (IN_LEV_FIELD(newx, newy) &&
2968 (IS_FREE(newx, newy) ||
2969 Feld[newx][newy] == EL_ACID ||
2970 (element == EL_PENGUIN &&
2971 (Feld[newx][newy] == EL_EXIT_OPEN ||
2972 IS_FOOD_PENGUIN(Feld[newx][newy])))))
2975 MovDir[x][y] = old_move_dir;
2980 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS)
2982 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2984 if (IN_LEV_FIELD(left_x, left_y) &&
2985 (IS_FREE(left_x, left_y) ||
2986 (DONT_COLLIDE_WITH(element) && IS_FREE_OR_PLAYER(left_x, left_y))))
2987 can_turn_left = TRUE;
2988 if (IN_LEV_FIELD(right_x, right_y) &&
2989 (IS_FREE(right_x, right_y) ||
2990 (DONT_COLLIDE_WITH(element) && IS_FREE_OR_PLAYER(right_x, right_y))))
2991 can_turn_right = TRUE;
2993 if (can_turn_left && can_turn_right)
2994 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2995 else if (can_turn_left)
2996 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2997 else if (can_turn_right)
2998 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3000 MovDir[x][y] = back_dir;
3002 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3004 else if (element_info[element].move_pattern == MV_HORIZONTAL ||
3005 element_info[element].move_pattern == MV_VERTICAL)
3007 if (element_info[element].move_pattern & old_move_dir)
3008 MovDir[x][y] = back_dir;
3009 else if (element_info[element].move_pattern == MV_HORIZONTAL)
3010 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
3011 else if (element_info[element].move_pattern == MV_VERTICAL)
3012 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
3014 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3016 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
3018 MovDir[x][y] = element_info[element].move_pattern;
3019 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3021 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE)
3023 if (IN_LEV_FIELD(left_x, left_y) &&
3024 (IS_FREE(left_x, left_y) ||
3025 (DONT_COLLIDE_WITH(element) && IS_FREE_OR_PLAYER(left_x, left_y))))
3026 MovDir[x][y] = left_dir;
3027 else if (!IN_LEV_FIELD(move_x, move_y) ||
3028 (!IS_FREE(move_x, move_y) &&
3029 (!DONT_COLLIDE_WITH(element) || !IS_FREE_OR_PLAYER(move_x, move_y))))
3030 MovDir[x][y] = right_dir;
3032 if (MovDir[x][y] != old_move_dir)
3033 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3035 else if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
3037 if (IN_LEV_FIELD(right_x, right_y) &&
3038 (IS_FREE(right_x, right_y) ||
3039 (DONT_COLLIDE_WITH(element) && IS_FREE_OR_PLAYER(right_x, right_y))))
3040 MovDir[x][y] = right_dir;
3041 else if (!IN_LEV_FIELD(move_x, move_y) ||
3042 (!IS_FREE(move_x, move_y) &&
3043 (!DONT_COLLIDE_WITH(element) || !IS_FREE_OR_PLAYER(move_x, move_y))))
3044 MovDir[x][y] = left_dir;
3046 if (MovDir[x][y] != old_move_dir)
3047 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3049 else if (element_info[element].move_pattern == MV_TOWARDS_PLAYER ||
3050 element_info[element].move_pattern == MV_AWAY_FROM_PLAYER)
3052 int attr_x = -1, attr_y = -1;
3055 (element_info[element].move_pattern == MV_AWAY_FROM_PLAYER);
3066 for (i=0; i<MAX_PLAYERS; i++)
3068 struct PlayerInfo *player = &stored_player[i];
3069 int jx = player->jx, jy = player->jy;
3071 if (!player->active)
3074 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
3082 MovDir[x][y] = MV_NO_MOVING;
3084 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
3085 else if (attr_x > x)
3086 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
3088 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
3089 else if (attr_y > y)
3090 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
3092 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3094 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3096 boolean first_horiz = RND(2);
3097 int new_move_dir = MovDir[x][y];
3100 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3101 Moving2Blocked(x, y, &newx, &newy);
3103 if (IN_LEV_FIELD(newx, newy) && (IS_FREE(newx, newy) ||
3104 (DONT_COLLIDE_WITH(element) &&
3105 IS_FREE_OR_PLAYER(newx, newy)) ||
3106 Feld[newx][newy] == EL_ACID))
3110 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3111 Moving2Blocked(x, y, &newx, &newy);
3113 if (IN_LEV_FIELD(newx, newy) && (IS_FREE(newx, newy) ||
3114 (DONT_COLLIDE_WITH(element) &&
3115 IS_FREE_OR_PLAYER(newx, newy)) ||
3116 Feld[newx][newy] == EL_ACID))
3119 MovDir[x][y] = old_move_dir;
3124 static boolean JustBeingPushed(int x, int y)
3128 for (i=0; i<MAX_PLAYERS; i++)
3130 struct PlayerInfo *player = &stored_player[i];
3132 if (player->active && player->Pushing && player->MovPos)
3134 int next_jx = player->jx + (player->jx - player->last_jx);
3135 int next_jy = player->jy + (player->jy - player->last_jy);
3137 if (x == next_jx && y == next_jy)
3145 void StartMoving(int x, int y)
3147 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
3148 boolean started_moving = FALSE; /* some elements can fall _and_ move */
3149 int element = Feld[x][y];
3154 GfxAction[x][y] = ACTION_DEFAULT;
3156 if (CAN_FALL(element) && y < lev_fieldy - 1)
3158 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
3159 if (JustBeingPushed(x, y))
3162 if (element == EL_QUICKSAND_FULL)
3164 if (IS_FREE(x, y + 1))
3166 InitMovingField(x, y, MV_DOWN);
3167 started_moving = TRUE;
3169 Feld[x][y] = EL_QUICKSAND_EMPTYING;
3170 Store[x][y] = EL_ROCK;
3172 PlaySoundLevelAction(x, y, ACTION_EMPTYING);
3174 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
3177 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3179 if (!MovDelay[x][y])
3180 MovDelay[x][y] = TILEY + 1;
3189 Feld[x][y] = EL_QUICKSAND_EMPTY;
3190 Feld[x][y + 1] = EL_QUICKSAND_FULL;
3191 Store[x][y + 1] = Store[x][y];
3194 PlaySoundLevelAction(x, y, ACTION_FILLING);
3196 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3200 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
3201 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3203 InitMovingField(x, y, MV_DOWN);
3204 started_moving = TRUE;
3206 Feld[x][y] = EL_QUICKSAND_FILLING;
3207 Store[x][y] = element;
3209 PlaySoundLevelAction(x, y, ACTION_FILLING);
3211 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3214 else if (element == EL_MAGIC_WALL_FULL)
3216 if (IS_FREE(x, y + 1))
3218 InitMovingField(x, y, MV_DOWN);
3219 started_moving = TRUE;
3221 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
3222 Store[x][y] = EL_CHANGED(Store[x][y]);
3224 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3226 if (!MovDelay[x][y])
3227 MovDelay[x][y] = TILEY/4 + 1;
3236 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
3237 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
3238 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
3242 else if (element == EL_BD_MAGIC_WALL_FULL)
3244 if (IS_FREE(x, y + 1))
3246 InitMovingField(x, y, MV_DOWN);
3247 started_moving = TRUE;
3249 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
3250 Store[x][y] = EL_CHANGED2(Store[x][y]);
3252 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3254 if (!MovDelay[x][y])
3255 MovDelay[x][y] = TILEY/4 + 1;
3264 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
3265 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
3266 Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
3270 else if (CAN_PASS_MAGIC_WALL(element) &&
3271 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3272 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3274 InitMovingField(x, y, MV_DOWN);
3275 started_moving = TRUE;
3278 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
3279 EL_BD_MAGIC_WALL_FILLING);
3280 Store[x][y] = element;
3283 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID)
3285 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
3290 InitMovingField(x, y, MV_DOWN);
3291 started_moving = TRUE;
3293 Store[x][y] = EL_ACID;
3295 /* !!! TEST !!! better use "_FALLING" etc. !!! */
3296 GfxAction[x][y + 1] = ACTION_ACTIVE;
3299 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3304 else if (IS_FREE(x, y + 1) && element == EL_SPRING && use_spring_bug)
3306 if (MovDir[x][y] == MV_NO_MOVING)
3308 InitMovingField(x, y, MV_DOWN);
3309 started_moving = TRUE;
3312 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
3314 if (JustStopped[x][y]) /* prevent animation from being restarted */
3315 MovDir[x][y] = MV_DOWN;
3317 InitMovingField(x, y, MV_DOWN);
3318 started_moving = TRUE;
3320 else if (element == EL_AMOEBA_DROP)
3322 Feld[x][y] = EL_AMOEBA_GROWING;
3323 Store[x][y] = EL_AMOEBA_WET;
3325 /* Store[x][y + 1] must be zero, because:
3326 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY
3329 #if OLD_GAME_BEHAVIOUR
3330 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1])
3332 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] &&
3333 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3334 element != EL_DX_SUPABOMB)
3337 else if ((IS_SLIPPERY(Feld[x][y + 1]) ||
3338 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
3339 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3340 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
3343 boolean left = (x>0 && IS_FREE(x-1, y) &&
3344 (IS_FREE(x-1, y + 1) || Feld[x-1][y + 1] == EL_ACID));
3345 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
3346 (IS_FREE(x+1, y + 1) || Feld[x+1][y + 1] == EL_ACID));
3350 if (left && right &&
3351 (game.emulation != EMU_BOULDERDASH &&
3352 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
3353 left = !(right = RND(2));
3355 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
3356 started_moving = TRUE;
3359 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
3361 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
3362 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
3363 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
3364 int belt_dir = game.belt_dir[belt_nr];
3366 if ((belt_dir == MV_LEFT && left_is_free) ||
3367 (belt_dir == MV_RIGHT && right_is_free))
3369 InitMovingField(x, y, belt_dir);
3370 started_moving = TRUE;
3372 GfxAction[x][y] = ACTION_DEFAULT;
3377 /* not "else if" because of EL_SPRING */
3378 if (CAN_MOVE(element) && !started_moving)
3382 if ((element == EL_SATELLITE ||
3383 element == EL_BALLOON ||
3384 element == EL_SPRING)
3385 && JustBeingPushed(x, y))
3390 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
3391 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
3393 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
3395 Moving2Blocked(x, y, &newx, &newy);
3396 if (Feld[newx][newy] == EL_BLOCKED)
3397 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
3402 if (!MovDelay[x][y]) /* start new movement phase */
3404 /* all objects that can change their move direction after each step
3405 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
3407 if (element != EL_YAMYAM &&
3408 element != EL_DARK_YAMYAM &&
3409 element != EL_PACMAN &&
3410 !(element_info[element].move_pattern & MV_ANY_DIRECTION))
3414 if (MovDelay[x][y] && (element == EL_BUG ||
3415 element == EL_SPACESHIP ||
3416 element == EL_SP_SNIKSNAK ||
3417 element == EL_SP_ELECTRON ||
3418 element == EL_MOLE))
3419 DrawLevelField(x, y);
3423 if (MovDelay[x][y]) /* wait some time before next movement */
3428 if (element == EL_YAMYAM)
3431 el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT));
3432 DrawLevelElementAnimation(x, y, element);
3436 if (MovDelay[x][y]) /* element still has to wait some time */
3439 /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
3440 ResetGfxAnimation(x, y);
3442 GfxAction[x][y] = ACTION_WAITING;
3445 if (element == EL_ROBOT ||
3447 element == EL_PACMAN ||
3449 element == EL_YAMYAM ||
3450 element == EL_DARK_YAMYAM)
3453 DrawLevelElementAnimation(x, y, element);
3455 DrawLevelElementAnimationIfNeeded(x, y, element);
3457 PlaySoundLevelAction(x, y, ACTION_WAITING);
3459 else if (element == EL_SP_ELECTRON)
3460 DrawLevelElementAnimationIfNeeded(x, y, element);
3461 else if (element == EL_DRAGON)
3464 int dir = MovDir[x][y];
3465 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
3466 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
3467 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
3468 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
3469 dir == MV_UP ? IMG_FLAMES_1_UP :
3470 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
3471 int frame = getGraphicAnimationFrame(graphic, -1);
3473 for (i=1; i<=3; i++)
3475 int xx = x + i*dx, yy = y + i*dy;
3476 int sx = SCREENX(xx), sy = SCREENY(yy);
3477 int flame_graphic = graphic + (i - 1);
3479 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
3484 int flamed = MovingOrBlocked2Element(xx, yy);
3486 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_FIRE(flamed))
3489 RemoveMovingField(xx, yy);
3491 Feld[xx][yy] = EL_FLAMES;
3492 if (IN_SCR_FIELD(sx, sy))
3493 DrawGraphic(sx, sy, flame_graphic, frame);
3497 if (Feld[xx][yy] == EL_FLAMES)
3498 Feld[xx][yy] = EL_EMPTY;
3499 DrawLevelField(xx, yy);
3504 if (MovDelay[x][y]) /* element still has to wait some time */
3506 PlaySoundLevelAction(x, y, ACTION_WAITING);
3511 GfxAction[x][y] = ACTION_MOVING;
3514 /* now make next step */
3516 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
3518 if (DONT_COLLIDE_WITH(element) && IS_PLAYER(newx, newy) &&
3519 !PLAYER_PROTECTED(newx, newy))
3522 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
3525 /* player killed by element which is deadly when colliding with */
3527 KillHero(PLAYERINFO(newx, newy));
3532 else if ((element == EL_PENGUIN ||
3533 element == EL_ROBOT ||
3534 element == EL_SATELLITE ||
3535 element == EL_BALLOON ||
3536 IS_CUSTOM_ELEMENT(element)) &&
3537 IN_LEV_FIELD(newx, newy) &&
3538 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
3541 Store[x][y] = EL_ACID;
3543 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
3545 if (Feld[newx][newy] == EL_EXIT_OPEN)
3547 Feld[x][y] = EL_EMPTY;
3548 DrawLevelField(x, y);
3550 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING);
3551 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
3552 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
3554 local_player->friends_still_needed--;
3555 if (!local_player->friends_still_needed &&
3556 !local_player->GameOver && AllPlayersGone)
3557 local_player->LevelSolved = local_player->GameOver = TRUE;
3561 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
3563 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
3564 DrawLevelField(newx, newy);
3566 MovDir[x][y] = MV_NO_MOVING;
3568 else if (!IS_FREE(newx, newy))
3570 GfxAction[x][y] = ACTION_WAITING;
3572 if (IS_PLAYER(x, y))
3573 DrawPlayerField(x, y);
3575 DrawLevelField(x, y);
3579 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
3581 if (IS_FOOD_PIG(Feld[newx][newy]))
3583 if (IS_MOVING(newx, newy))
3584 RemoveMovingField(newx, newy);
3587 Feld[newx][newy] = EL_EMPTY;
3588 DrawLevelField(newx, newy);
3591 PlaySoundLevel(x, y, SND_PIG_DIGGING);
3593 else if (!IS_FREE(newx, newy))
3595 if (IS_PLAYER(x, y))
3596 DrawPlayerField(x, y);
3598 DrawLevelField(x, y);
3602 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
3604 if (!IS_FREE(newx, newy))
3606 if (IS_PLAYER(x, y))
3607 DrawPlayerField(x, y);
3609 DrawLevelField(x, y);
3614 boolean wanna_flame = !RND(10);
3615 int dx = newx - x, dy = newy - y;
3616 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3617 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3618 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3619 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
3620 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3621 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
3624 IS_CLASSIC_ENEMY(element1) ||
3625 IS_CLASSIC_ENEMY(element2)) &&
3626 element1 != EL_DRAGON && element2 != EL_DRAGON &&
3627 element1 != EL_FLAMES && element2 != EL_FLAMES)
3629 if (IS_PLAYER(x, y))
3630 DrawPlayerField(x, y);
3632 DrawLevelField(x, y);
3634 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3636 MovDelay[x][y] = 50;
3637 Feld[newx][newy] = EL_FLAMES;
3638 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
3639 Feld[newx1][newy1] = EL_FLAMES;
3640 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
3641 Feld[newx2][newy2] = EL_FLAMES;
3646 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3647 Feld[newx][newy] == EL_DIAMOND)
3649 if (IS_MOVING(newx, newy))
3650 RemoveMovingField(newx, newy);
3653 Feld[newx][newy] = EL_EMPTY;
3654 DrawLevelField(newx, newy);
3657 PlaySoundLevel(x, y, SND_YAMYAM_DIGGING);
3659 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3660 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
3662 if (AmoebaNr[newx][newy])
3664 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3665 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3666 Feld[newx][newy] == EL_BD_AMOEBA)
3667 AmoebaCnt[AmoebaNr[newx][newy]]--;
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_DARK_YAMYAM_DIGGING);
3680 else if ((element == EL_PACMAN || element == EL_MOLE)
3681 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(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 (element == EL_MOLE)
3693 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
3694 PlaySoundLevel(x, y, SND_MOLE_DIGGING);
3695 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
3696 return; /* wait for shrinking amoeba */
3698 else /* element == EL_PACMAN */
3700 Feld[newx][newy] = EL_EMPTY;
3701 DrawLevelField(newx, newy);
3702 PlaySoundLevel(x, y, SND_PACMAN_DIGGING);
3705 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
3706 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
3707 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
3709 /* wait for shrinking amoeba to completely disappear */
3712 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3714 /* object was running against a wall */
3719 DrawLevelElementAnimation(x, y, element);
3721 if (element == EL_BUG ||
3722 element == EL_SPACESHIP ||
3723 element == EL_SP_SNIKSNAK)
3724 DrawLevelField(x, y);
3725 else if (element == EL_MOLE)
3726 DrawLevelField(x, y);
3727 else if (element == EL_BD_BUTTERFLY ||
3728 element == EL_BD_FIREFLY)
3729 DrawLevelElementAnimationIfNeeded(x, y, element);
3730 else if (element == EL_SATELLITE)
3731 DrawLevelElementAnimationIfNeeded(x, y, element);
3732 else if (element == EL_SP_ELECTRON)
3733 DrawLevelElementAnimationIfNeeded(x, y, element);
3736 if (DONT_TOUCH(element))
3737 TestIfBadThingTouchesHero(x, y);
3740 PlaySoundLevelAction(x, y, ACTION_WAITING);
3746 InitMovingField(x, y, MovDir[x][y]);
3748 PlaySoundLevelAction(x, y, ACTION_MOVING);
3752 ContinueMoving(x, y);
3755 void ContinueMoving(int x, int y)
3757 int element = Feld[x][y];
3758 int direction = MovDir[x][y];
3759 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3760 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3761 int horiz_move = (dx != 0);
3762 int newx = x + dx, newy = y + dy;
3763 int step = (horiz_move ? dx : dy) * TILEX / MOVE_DELAY_NORMAL_SPEED;
3765 if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DROPPING)
3767 else if (element == EL_QUICKSAND_FILLING ||
3768 element == EL_QUICKSAND_EMPTYING)
3770 else if (element == EL_MAGIC_WALL_FILLING ||
3771 element == EL_BD_MAGIC_WALL_FILLING ||
3772 element == EL_MAGIC_WALL_EMPTYING ||
3773 element == EL_BD_MAGIC_WALL_EMPTYING)
3775 else if (CAN_FALL(element) && horiz_move &&
3776 y < lev_fieldy-1 && IS_BELT_ACTIVE(Feld[x][y+1]))
3778 else if (element == EL_SPRING && horiz_move)
3780 else if (IS_CUSTOM_ELEMENT(element))
3781 step = SIGN(step) * element_info[element].move_stepsize;
3783 #if OLD_GAME_BEHAVIOUR
3784 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3788 MovPos[x][y] += step;
3790 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
3792 Feld[x][y] = EL_EMPTY;
3793 Feld[newx][newy] = element;
3794 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
3796 if (element == EL_MOLE)
3799 static int xy[4][2] =
3807 Feld[x][y] = EL_SAND;
3808 DrawLevelField(x, y);
3817 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND)
3818 DrawLevelField(xx, yy); /* for "crumbled sand" */
3822 if (element == EL_QUICKSAND_FILLING)
3824 element = Feld[newx][newy] = get_next_element(element);
3825 Store[newx][newy] = Store[x][y];
3827 else if (element == EL_QUICKSAND_EMPTYING)
3829 Feld[x][y] = get_next_element(element);
3830 element = Feld[newx][newy] = Store[x][y];
3832 else if (element == EL_MAGIC_WALL_FILLING)
3834 element = Feld[newx][newy] = get_next_element(element);
3835 if (!game.magic_wall_active)
3836 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3837 Store[newx][newy] = Store[x][y];
3839 else if (element == EL_MAGIC_WALL_EMPTYING)
3841 Feld[x][y] = get_next_element(element);
3842 if (!game.magic_wall_active)
3843 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3844 element = Feld[newx][newy] = Store[x][y];
3846 else if (element == EL_BD_MAGIC_WALL_FILLING)
3848 element = Feld[newx][newy] = get_next_element(element);
3849 if (!game.magic_wall_active)
3850 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
3851 Store[newx][newy] = Store[x][y];
3853 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
3855 Feld[x][y] = get_next_element(element);
3856 if (!game.magic_wall_active)
3857 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
3858 element = Feld[newx][newy] = Store[x][y];
3860 else if (element == EL_AMOEBA_DROPPING)
3862 Feld[x][y] = get_next_element(element);
3863 element = Feld[newx][newy] = Store[x][y];
3865 else if (Store[x][y] == EL_ACID)
3867 element = Feld[newx][newy] = EL_ACID;
3871 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3872 MovDelay[newx][newy] = 0;
3874 /* copy element change control values to new field */
3875 ChangeDelay[newx][newy] = ChangeDelay[x][y];
3877 /* copy animation control values to new field */
3878 GfxFrame[newx][newy] = GfxFrame[x][y];
3879 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
3880 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
3882 ResetGfxAnimation(x, y); /* reset animation values for old field */
3886 if (!CAN_MOVE(element))
3887 MovDir[newx][newy] = 0;
3890 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
3891 MovDir[newx][newy] = 0;
3894 if (!CAN_MOVE(element) ||
3895 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
3896 MovDir[newx][newy] = 0;
3900 DrawLevelField(x, y);
3901 DrawLevelField(newx, newy);
3903 Stop[newx][newy] = TRUE;
3904 JustStopped[newx][newy] = 3;
3906 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3908 TestIfBadThingTouchesHero(newx, newy);
3909 TestIfBadThingTouchesFriend(newx, newy);
3910 TestIfBadThingTouchesOtherBadThing(newx, newy);
3912 else if (element == EL_PENGUIN)
3913 TestIfFriendTouchesBadThing(newx, newy);
3916 if (CAN_FALL(element) && direction == MV_DOWN &&
3917 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
3920 if (CAN_SMASH(element) && direction == MV_DOWN &&
3921 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
3925 else /* still moving on */
3927 DrawLevelField(x, y);
3931 int AmoebeNachbarNr(int ax, int ay)
3934 int element = Feld[ax][ay];
3936 static int xy[4][2] =
3946 int x = ax + xy[i][0];
3947 int y = ay + xy[i][1];
3949 if (!IN_LEV_FIELD(x, y))
3952 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3953 group_nr = AmoebaNr[x][y];
3959 void AmoebenVereinigen(int ax, int ay)
3961 int i, x, y, xx, yy;
3962 int new_group_nr = AmoebaNr[ax][ay];
3963 static int xy[4][2] =
3971 if (new_group_nr == 0)
3979 if (!IN_LEV_FIELD(x, y))
3982 if ((Feld[x][y] == EL_AMOEBA_FULL ||
3983 Feld[x][y] == EL_BD_AMOEBA ||
3984 Feld[x][y] == EL_AMOEBA_DEAD) &&
3985 AmoebaNr[x][y] != new_group_nr)
3987 int old_group_nr = AmoebaNr[x][y];
3989 if (old_group_nr == 0)
3992 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3993 AmoebaCnt[old_group_nr] = 0;
3994 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3995 AmoebaCnt2[old_group_nr] = 0;
3997 for (yy=0; yy<lev_fieldy; yy++)
3999 for (xx=0; xx<lev_fieldx; xx++)
4001 if (AmoebaNr[xx][yy] == old_group_nr)
4002 AmoebaNr[xx][yy] = new_group_nr;
4009 void AmoebeUmwandeln(int ax, int ay)
4013 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
4015 int group_nr = AmoebaNr[ax][ay];
4020 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
4021 printf("AmoebeUmwandeln(): This should never happen!\n");
4026 for (y=0; y<lev_fieldy; y++)
4028 for (x=0; x<lev_fieldx; x++)
4030 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
4033 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
4037 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
4038 SND_AMOEBA_TURNING_TO_GEM :
4039 SND_AMOEBA_TURNING_TO_ROCK));
4044 static int xy[4][2] =
4057 if (!IN_LEV_FIELD(x, y))
4060 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
4062 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
4063 SND_AMOEBA_TURNING_TO_GEM :
4064 SND_AMOEBA_TURNING_TO_ROCK));
4071 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
4074 int group_nr = AmoebaNr[ax][ay];
4075 boolean done = FALSE;
4080 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
4081 printf("AmoebeUmwandelnBD(): This should never happen!\n");
4086 for (y=0; y<lev_fieldy; y++)
4088 for (x=0; x<lev_fieldx; x++)
4090 if (AmoebaNr[x][y] == group_nr &&
4091 (Feld[x][y] == EL_AMOEBA_DEAD ||
4092 Feld[x][y] == EL_BD_AMOEBA ||
4093 Feld[x][y] == EL_AMOEBA_GROWING))
4096 Feld[x][y] = new_element;
4097 InitField(x, y, FALSE);
4098 DrawLevelField(x, y);
4105 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
4106 SND_BD_AMOEBA_TURNING_TO_ROCK :
4107 SND_BD_AMOEBA_TURNING_TO_GEM));
4110 void AmoebeWaechst(int x, int y)
4112 static unsigned long sound_delay = 0;
4113 static unsigned long sound_delay_value = 0;
4115 if (!MovDelay[x][y]) /* start new growing cycle */
4119 if (DelayReached(&sound_delay, sound_delay_value))
4122 PlaySoundLevelElementAction(x, y, Store[x][y], ACTION_GROWING);
4124 if (Store[x][y] == EL_BD_AMOEBA)
4125 PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
4127 PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
4129 sound_delay_value = 30;
4133 if (MovDelay[x][y]) /* wait some time before growing bigger */
4136 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4138 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
4139 6 - MovDelay[x][y]);
4141 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
4144 if (!MovDelay[x][y])
4146 Feld[x][y] = Store[x][y];
4148 DrawLevelField(x, y);
4153 void AmoebaDisappearing(int x, int y)
4155 static unsigned long sound_delay = 0;
4156 static unsigned long sound_delay_value = 0;
4158 if (!MovDelay[x][y]) /* start new shrinking cycle */
4162 if (DelayReached(&sound_delay, sound_delay_value))
4163 sound_delay_value = 30;
4166 if (MovDelay[x][y]) /* wait some time before shrinking */
4169 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4171 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
4172 6 - MovDelay[x][y]);
4174 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
4177 if (!MovDelay[x][y])
4179 Feld[x][y] = EL_EMPTY;
4180 DrawLevelField(x, y);
4182 /* don't let mole enter this field in this cycle;
4183 (give priority to objects falling to this field from above) */
4189 void AmoebeAbleger(int ax, int ay)
4192 int element = Feld[ax][ay];
4193 int graphic = el2img(element);
4194 int newax = ax, neway = ay;
4195 static int xy[4][2] =
4203 if (!level.amoeba_speed)
4205 Feld[ax][ay] = EL_AMOEBA_DEAD;
4206 DrawLevelField(ax, ay);
4210 if (IS_ANIMATED(graphic))
4211 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4213 if (!MovDelay[ax][ay]) /* start making new amoeba field */
4214 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
4216 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
4219 if (MovDelay[ax][ay])
4223 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
4226 int x = ax + xy[start][0];
4227 int y = ay + xy[start][1];
4229 if (!IN_LEV_FIELD(x, y))
4232 if (IS_FREE(x, y) ||
4233 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4239 if (newax == ax && neway == ay)
4242 else /* normal or "filled" (BD style) amoeba */
4245 boolean waiting_for_player = FALSE;
4249 int j = (start + i) % 4;
4250 int x = ax + xy[j][0];
4251 int y = ay + xy[j][1];
4253 if (!IN_LEV_FIELD(x, y))
4256 if (IS_FREE(x, y) ||
4257 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4263 else if (IS_PLAYER(x, y))
4264 waiting_for_player = TRUE;
4267 if (newax == ax && neway == ay) /* amoeba cannot grow */
4269 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
4271 Feld[ax][ay] = EL_AMOEBA_DEAD;
4272 DrawLevelField(ax, ay);
4273 AmoebaCnt[AmoebaNr[ax][ay]]--;
4275 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
4277 if (element == EL_AMOEBA_FULL)
4278 AmoebeUmwandeln(ax, ay);
4279 else if (element == EL_BD_AMOEBA)
4280 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
4285 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
4287 /* amoeba gets larger by growing in some direction */
4289 int new_group_nr = AmoebaNr[ax][ay];
4292 if (new_group_nr == 0)
4294 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
4295 printf("AmoebeAbleger(): This should never happen!\n");
4300 AmoebaNr[newax][neway] = new_group_nr;
4301 AmoebaCnt[new_group_nr]++;
4302 AmoebaCnt2[new_group_nr]++;
4304 /* if amoeba touches other amoeba(s) after growing, unify them */
4305 AmoebenVereinigen(newax, neway);
4307 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
4309 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
4315 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
4316 (neway == lev_fieldy - 1 && newax != ax))
4318 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
4319 Store[newax][neway] = element;
4321 else if (neway == ay)
4323 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
4325 PlaySoundLevelAction(newax, neway, ACTION_GROWING);
4327 PlaySoundLevel(newax, neway, SND_AMOEBA_GROWING);
4332 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
4333 Feld[ax][ay] = EL_AMOEBA_DROPPING;
4334 Store[ax][ay] = EL_AMOEBA_DROP;
4335 ContinueMoving(ax, ay);
4339 DrawLevelField(newax, neway);
4342 void Life(int ax, int ay)
4345 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
4347 int element = Feld[ax][ay];
4348 int graphic = el2img(element);
4349 boolean changed = FALSE;
4351 if (IS_ANIMATED(graphic))
4352 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4357 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
4358 MovDelay[ax][ay] = life_time;
4360 if (MovDelay[ax][ay]) /* wait some time before next cycle */
4363 if (MovDelay[ax][ay])
4367 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
4369 int xx = ax+x1, yy = ay+y1;
4372 if (!IN_LEV_FIELD(xx, yy))
4375 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
4377 int x = xx+x2, y = yy+y2;
4379 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
4382 if (((Feld[x][y] == element ||
4383 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
4385 (IS_FREE(x, y) && Stop[x][y]))
4389 if (xx == ax && yy == ay) /* field in the middle */
4391 if (nachbarn < life[0] || nachbarn > life[1])
4393 Feld[xx][yy] = EL_EMPTY;
4395 DrawLevelField(xx, yy);
4396 Stop[xx][yy] = TRUE;
4400 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
4401 { /* free border field */
4402 if (nachbarn >= life[2] && nachbarn <= life[3])
4404 Feld[xx][yy] = element;
4405 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
4407 DrawLevelField(xx, yy);
4408 Stop[xx][yy] = TRUE;
4415 PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
4416 SND_GAME_OF_LIFE_GROWING);
4419 static void InitRobotWheel(int x, int y)
4421 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4424 static void RunRobotWheel(int x, int y)
4426 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
4429 static void StopRobotWheel(int x, int y)
4431 if (ZX == x && ZY == y)
4435 static void InitTimegateWheel(int x, int y)
4437 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4440 static void RunTimegateWheel(int x, int y)
4442 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
4445 void CheckExit(int x, int y)
4447 if (local_player->gems_still_needed > 0 ||
4448 local_player->sokobanfields_still_needed > 0 ||
4449 local_player->lights_still_needed > 0)
4451 int element = Feld[x][y];
4452 int graphic = el2img(element);
4454 if (IS_ANIMATED(graphic))
4455 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4460 Feld[x][y] = EL_EXIT_OPENING;
4462 PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING);
4465 void CheckExitSP(int x, int y)
4467 if (local_player->gems_still_needed > 0)
4469 int element = Feld[x][y];
4470 int graphic = el2img(element);
4472 if (IS_ANIMATED(graphic))
4473 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4478 Feld[x][y] = EL_SP_EXIT_OPEN;
4480 PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
4483 static void CloseAllOpenTimegates()
4487 for (y=0; y<lev_fieldy; y++)
4489 for (x=0; x<lev_fieldx; x++)
4491 int element = Feld[x][y];
4493 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4495 Feld[x][y] = EL_TIMEGATE_CLOSING;
4497 PlaySoundLevelAction(x, y, ACTION_CLOSING);
4499 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4506 void EdelsteinFunkeln(int x, int y)
4508 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4511 if (Feld[x][y] == EL_BD_DIAMOND)
4514 if (MovDelay[x][y] == 0) /* next animation frame */
4515 MovDelay[x][y] = 11 * !SimpleRND(500);
4517 if (MovDelay[x][y] != 0) /* wait some time before next frame */
4521 if (setup.direct_draw && MovDelay[x][y])
4522 SetDrawtoField(DRAW_BUFFERED);
4524 DrawLevelElementAnimation(x, y, Feld[x][y]);
4526 if (MovDelay[x][y] != 0)
4528 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
4529 10 - MovDelay[x][y]);
4531 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
4533 if (setup.direct_draw)
4537 dest_x = FX + SCREENX(x) * TILEX;
4538 dest_y = FY + SCREENY(y) * TILEY;
4540 BlitBitmap(drawto_field, window,
4541 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4542 SetDrawtoField(DRAW_DIRECT);
4548 void MauerWaechst(int x, int y)
4552 if (!MovDelay[x][y]) /* next animation frame */
4553 MovDelay[x][y] = 3 * delay;
4555 if (MovDelay[x][y]) /* wait some time before next frame */
4559 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4561 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
4562 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
4564 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4567 if (!MovDelay[x][y])
4569 if (MovDir[x][y] == MV_LEFT)
4571 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
4572 DrawLevelField(x - 1, y);
4574 else if (MovDir[x][y] == MV_RIGHT)
4576 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
4577 DrawLevelField(x + 1, y);
4579 else if (MovDir[x][y] == MV_UP)
4581 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
4582 DrawLevelField(x, y - 1);
4586 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
4587 DrawLevelField(x, y + 1);
4590 Feld[x][y] = Store[x][y];
4592 MovDir[x][y] = MV_NO_MOVING;
4593 DrawLevelField(x, y);
4598 void MauerAbleger(int ax, int ay)
4600 int element = Feld[ax][ay];
4601 int graphic = el2img(element);
4602 boolean oben_frei = FALSE, unten_frei = FALSE;
4603 boolean links_frei = FALSE, rechts_frei = FALSE;
4604 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4605 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4606 boolean new_wall = FALSE;
4608 if (IS_ANIMATED(graphic))
4609 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4611 if (!MovDelay[ax][ay]) /* start building new wall */
4612 MovDelay[ax][ay] = 6;
4614 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4617 if (MovDelay[ax][ay])
4621 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4623 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4625 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4627 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4630 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
4631 element == EL_EXPANDABLE_WALL_ANY)
4635 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
4636 Store[ax][ay-1] = element;
4637 MovDir[ax][ay-1] = MV_UP;
4638 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4639 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
4640 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
4645 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
4646 Store[ax][ay+1] = element;
4647 MovDir[ax][ay+1] = MV_DOWN;
4648 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4649 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
4650 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
4655 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4656 element == EL_EXPANDABLE_WALL_ANY ||
4657 element == EL_EXPANDABLE_WALL)
4661 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
4662 Store[ax-1][ay] = element;
4663 MovDir[ax-1][ay] = MV_LEFT;
4664 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4665 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
4666 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
4672 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
4673 Store[ax+1][ay] = element;
4674 MovDir[ax+1][ay] = MV_RIGHT;
4675 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4676 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
4677 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
4682 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
4683 DrawLevelField(ax, ay);
4685 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
4687 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
4688 unten_massiv = TRUE;
4689 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
4690 links_massiv = TRUE;
4691 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
4692 rechts_massiv = TRUE;
4694 if (((oben_massiv && unten_massiv) ||
4695 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4696 element == EL_EXPANDABLE_WALL) &&
4697 ((links_massiv && rechts_massiv) ||
4698 element == EL_EXPANDABLE_WALL_VERTICAL))
4699 Feld[ax][ay] = EL_WALL;
4703 PlaySoundLevelAction(ax, ay, ACTION_GROWING);
4705 PlaySoundLevel(ax, ay, SND_EXPANDABLE_WALL_GROWING);
4709 void CheckForDragon(int x, int y)
4712 boolean dragon_found = FALSE;
4713 static int xy[4][2] =
4725 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4727 if (IN_LEV_FIELD(xx, yy) &&
4728 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
4730 if (Feld[xx][yy] == EL_DRAGON)
4731 dragon_found = TRUE;
4744 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4746 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
4748 Feld[xx][yy] = EL_EMPTY;
4749 DrawLevelField(xx, yy);
4758 static void InitBuggyBase(int x, int y)
4760 int element = Feld[x][y];
4761 int activating_delay = FRAMES_PER_SECOND / 4;
4764 (element == EL_SP_BUGGY_BASE ?
4765 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
4766 element == EL_SP_BUGGY_BASE_ACTIVATING ?
4768 element == EL_SP_BUGGY_BASE_ACTIVE ?
4769 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
4772 static void WarnBuggyBase(int x, int y)
4775 static int xy[4][2] =
4785 int xx = x + xy[i][0], yy = y + xy[i][1];
4787 if (IS_PLAYER(xx, yy))
4789 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
4796 static void InitTrap(int x, int y)
4798 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4801 static void ActivateTrap(int x, int y)
4803 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
4806 static void ChangeActiveTrap(int x, int y)
4808 int graphic = IMG_TRAP_ACTIVE;
4810 /* if new animation frame was drawn, correct crumbled sand border */
4811 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
4812 DrawLevelFieldCrumbledSand(x, y);
4815 static void ChangeElementDoIt(int x, int y, int element)
4818 Feld[x][y] = element;
4820 ResetGfxAnimation(x, y);
4821 ResetRandomAnimationValue(x, y);
4823 InitField(x, y, FALSE);
4824 if (CAN_MOVE(Feld[x][y]))
4827 DrawLevelField(x, y);
4829 if (CAN_BE_CRUMBLED(Feld[x][y]))
4831 int sx = SCREENX(x), sy = SCREENY(y);
4832 static int xy[4][2] =
4843 int xx = x + xy[i][0];
4844 int yy = y + xy[i][1];
4845 int sxx = sx + xy[i][0];
4846 int syy = sy + xy[i][1];
4848 if (!IN_LEV_FIELD(xx, yy) ||
4849 !IN_SCR_FIELD(sxx, syy) ||
4850 !CAN_BE_CRUMBLED(Feld[xx][yy]) ||
4854 DrawLevelField(xx, yy);
4859 static void ChangeElement(int x, int y)
4861 int element = Feld[x][y];
4863 if (ChangeDelay[x][y] == 0) /* initialize element change */
4865 ChangeDelay[x][y] = changing_element[element].change_delay + 1;
4867 if (IS_CUSTOM_ELEMENT(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
4869 int max_random_delay = element_info[element].change.delay_random;
4870 int delay_frames = element_info[element].change.delay_frames;
4872 ChangeDelay[x][y] += RND(max_random_delay * delay_frames);
4875 ResetGfxAnimation(x, y);
4876 ResetRandomAnimationValue(x, y);
4878 if (changing_element[element].pre_change_function)
4879 changing_element[element].pre_change_function(x, y);
4882 ChangeDelay[x][y]--;
4884 if (ChangeDelay[x][y] != 0) /* continue element change */
4886 int graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
4888 if (IS_ANIMATED(graphic))
4889 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4891 if (changing_element[element].change_function)
4892 changing_element[element].change_function(x, y);
4894 else /* finish element change */
4896 if (IS_MOVING(x, y)) /* never change a running system ;-) */
4898 ChangeDelay[x][y] = 1; /* try change after next move step */
4904 ChangeElementDoIt(x, y, changing_element[element].next_element);
4907 Feld[x][y] = changing_element[element].next_element;
4909 ResetGfxAnimation(x, y);
4910 ResetRandomAnimationValue(x, y);
4912 InitField(x, y, FALSE);
4913 if (CAN_MOVE(Feld[x][y]))
4916 DrawLevelField(x, y);
4918 if (CAN_BE_CRUMBLED(Feld[x][y]))
4920 int sx = SCREENX(x), sy = SCREENY(y);
4921 static int xy[4][2] =
4932 int xx = x + xy[i][0];
4933 int yy = y + xy[i][1];
4934 int sxx = sx + xy[i][0];
4935 int syy = sy + xy[i][1];
4937 if (!IN_LEV_FIELD(xx, yy) ||
4938 !IN_SCR_FIELD(sxx, syy) ||
4939 !CAN_BE_CRUMBLED(Feld[xx][yy]) ||
4943 DrawLevelField(xx, yy);
4948 if (changing_element[element].post_change_function)
4949 changing_element[element].post_change_function(x, y);
4953 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4955 static byte stored_player_action[MAX_PLAYERS];
4956 static int num_stored_actions = 0;
4957 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4958 int left = player_action & JOY_LEFT;
4959 int right = player_action & JOY_RIGHT;
4960 int up = player_action & JOY_UP;
4961 int down = player_action & JOY_DOWN;
4962 int button1 = player_action & JOY_BUTTON_1;
4963 int button2 = player_action & JOY_BUTTON_2;
4964 int dx = (left ? -1 : right ? 1 : 0);
4965 int dy = (up ? -1 : down ? 1 : 0);
4967 stored_player_action[player->index_nr] = 0;
4968 num_stored_actions++;
4970 if (!player->active || tape.pausing)
4976 snapped = SnapField(player, dx, dy);
4980 bombed = PlaceBomb(player);
4981 moved = MoveFigure(player, dx, dy);
4984 if (tape.single_step && tape.recording && !tape.pausing)
4986 if (button1 || (bombed && !moved))
4988 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
4989 SnapField(player, 0, 0); /* stop snapping */
4993 stored_player_action[player->index_nr] = player_action;
4997 /* no actions for this player (no input at player's configured device) */
4999 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
5000 SnapField(player, 0, 0);
5001 CheckGravityMovement(player);
5003 if (player->MovPos == 0)
5006 printf("Trying... Player frame reset\n");
5009 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
5012 if (player->MovPos == 0) /* needed for tape.playing */
5013 player->is_moving = FALSE;
5016 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
5018 TapeRecordAction(stored_player_action);
5019 num_stored_actions = 0;
5025 static unsigned long action_delay = 0;
5026 unsigned long action_delay_value;
5027 int magic_wall_x = 0, magic_wall_y = 0;
5028 int i, x, y, element, graphic;
5029 byte *recorded_player_action;
5030 byte summarized_player_action = 0;
5032 if (game_status != GAME_MODE_PLAYING)
5035 action_delay_value =
5036 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
5038 if (tape.playing && tape.index_search && !tape.pausing)
5039 action_delay_value = 0;
5041 /* ---------- main game synchronization point ---------- */
5043 WaitUntilDelayReached(&action_delay, action_delay_value);
5045 if (network_playing && !network_player_action_received)
5049 printf("DEBUG: try to get network player actions in time\n");
5053 #if defined(PLATFORM_UNIX)
5054 /* last chance to get network player actions without main loop delay */
5058 if (game_status != GAME_MODE_PLAYING)
5061 if (!network_player_action_received)
5065 printf("DEBUG: failed to get network player actions in time\n");
5075 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
5077 for (i=0; i<MAX_PLAYERS; i++)
5079 summarized_player_action |= stored_player[i].action;
5081 if (!network_playing)
5082 stored_player[i].effective_action = stored_player[i].action;
5085 #if defined(PLATFORM_UNIX)
5086 if (network_playing)
5087 SendToServer_MovePlayer(summarized_player_action);
5090 if (!options.network && !setup.team_mode)
5091 local_player->effective_action = summarized_player_action;
5093 for (i=0; i<MAX_PLAYERS; i++)
5095 int actual_player_action = stored_player[i].effective_action;
5097 if (stored_player[i].programmed_action)
5098 actual_player_action = stored_player[i].programmed_action;
5100 if (recorded_player_action)
5101 actual_player_action = recorded_player_action[i];
5103 PlayerActions(&stored_player[i], actual_player_action);
5104 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
5107 network_player_action_received = FALSE;
5109 ScrollScreen(NULL, SCROLL_GO_ON);
5115 for (i=0; i<MAX_PLAYERS; i++)
5116 stored_player[i].Frame++;
5119 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5122 if (JustStopped[x][y] > 0)
5123 JustStopped[x][y]--;
5128 if (IS_BLOCKED(x, y))
5132 Blocked2Moving(x, y, &oldx, &oldy);
5133 if (!IS_MOVING(oldx, oldy))
5135 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
5136 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
5137 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
5138 printf("GameActions(): This should never happen!\n");
5144 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5146 element = Feld[x][y];
5148 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5150 graphic = el2img(element);
5156 printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
5158 element = graphic = 0;
5162 if (graphic_info[graphic].anim_global_sync)
5163 GfxFrame[x][y] = FrameCounter;
5165 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
5166 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
5167 ResetRandomAnimationValue(x, y);
5169 SetRandomAnimationValue(x, y);
5172 PlaySoundLevelActionIfLoop(x, y, GfxAction[x][y]);
5175 if (IS_INACTIVE(element))
5177 if (IS_ANIMATED(graphic))
5178 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5184 /* this may take place after moving, so 'element' may have changed */
5185 if (IS_AUTO_CHANGING(element))
5187 ChangeElement(x, y);
5188 element = Feld[x][y];
5189 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5193 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
5198 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5200 if (element == EL_PACMAN)
5201 printf("::: %d, %d, %d\n",
5202 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
5205 if (element == EL_YAMYAM)
5206 printf("::: %d, %d, %d\n",
5207 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
5211 if (IS_ANIMATED(graphic) &&
5215 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5218 if (element == EL_YAMYAM)
5219 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
5223 if (IS_GEM(element) || element == EL_SP_INFOTRON)
5224 EdelsteinFunkeln(x, y);
5226 else if ((element == EL_ACID ||
5227 element == EL_EXIT_OPEN ||
5228 element == EL_SP_EXIT_OPEN ||
5229 element == EL_SP_TERMINAL ||
5230 element == EL_SP_TERMINAL_ACTIVE ||
5231 element == EL_EXTRA_TIME ||
5232 element == EL_SHIELD_NORMAL ||
5233 element == EL_SHIELD_DEADLY) &&
5234 IS_ANIMATED(graphic))
5235 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5236 else if (IS_MOVING(x, y))
5237 ContinueMoving(x, y);
5238 else if (IS_ACTIVE_BOMB(element))
5239 CheckDynamite(x, y);
5241 else if (element == EL_EXPLOSION && !game.explosions_delayed)
5242 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
5244 else if (element == EL_AMOEBA_GROWING)
5245 AmoebeWaechst(x, y);
5246 else if (element == EL_AMOEBA_SHRINKING)
5247 AmoebaDisappearing(x, y);
5249 #if !USE_NEW_AMOEBA_CODE
5250 else if (IS_AMOEBALIVE(element))
5251 AmoebeAbleger(x, y);
5254 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
5256 else if (element == EL_EXIT_CLOSED)
5258 else if (element == EL_SP_EXIT_CLOSED)
5260 else if (element == EL_EXPANDABLE_WALL_GROWING)
5262 else if (element == EL_EXPANDABLE_WALL ||
5263 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5264 element == EL_EXPANDABLE_WALL_VERTICAL ||
5265 element == EL_EXPANDABLE_WALL_ANY)
5267 else if (element == EL_FLAMES)
5268 CheckForDragon(x, y);
5270 else if (IS_AUTO_CHANGING(element))
5271 ChangeElement(x, y);
5273 else if (element == EL_EXPLOSION)
5274 ; /* drawing of correct explosion animation is handled separately */
5275 else if (IS_ANIMATED(graphic) && !IS_AUTO_CHANGING(element))
5276 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5279 /* this may take place after moving, so 'element' may have changed */
5280 if (IS_AUTO_CHANGING(Feld[x][y]))
5281 ChangeElement(x, y);
5284 if (IS_BELT_ACTIVE(element))
5285 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
5287 if (game.magic_wall_active)
5289 int jx = local_player->jx, jy = local_player->jy;
5291 /* play the element sound at the position nearest to the player */
5292 if ((element == EL_MAGIC_WALL_FULL ||
5293 element == EL_MAGIC_WALL_ACTIVE ||
5294 element == EL_MAGIC_WALL_EMPTYING ||
5295 element == EL_BD_MAGIC_WALL_FULL ||
5296 element == EL_BD_MAGIC_WALL_ACTIVE ||
5297 element == EL_BD_MAGIC_WALL_EMPTYING) &&
5298 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
5306 #if USE_NEW_AMOEBA_CODE
5307 /* new experimental amoeba growth stuff */
5309 if (!(FrameCounter % 8))
5312 static unsigned long random = 1684108901;
5314 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
5317 x = (random >> 10) % lev_fieldx;
5318 y = (random >> 20) % lev_fieldy;
5320 x = RND(lev_fieldx);
5321 y = RND(lev_fieldy);
5323 element = Feld[x][y];
5325 if (!IS_PLAYER(x,y) &&
5326 (element == EL_EMPTY ||
5327 element == EL_SAND ||
5328 element == EL_QUICKSAND_EMPTY ||
5329 element == EL_ACID_SPLASH_LEFT ||
5330 element == EL_ACID_SPLASH_RIGHT))
5332 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
5333 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
5334 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
5335 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
5336 Feld[x][y] = EL_AMOEBA_DROP;
5339 random = random * 129 + 1;
5345 if (game.explosions_delayed)
5348 game.explosions_delayed = FALSE;
5350 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5352 element = Feld[x][y];
5354 if (ExplodeField[x][y])
5355 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
5356 else if (element == EL_EXPLOSION)
5357 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
5359 ExplodeField[x][y] = EX_NO_EXPLOSION;
5362 game.explosions_delayed = TRUE;
5365 if (game.magic_wall_active)
5367 if (!(game.magic_wall_time_left % 4))
5369 int element = Feld[magic_wall_x][magic_wall_y];
5371 if (element == EL_BD_MAGIC_WALL_FULL ||
5372 element == EL_BD_MAGIC_WALL_ACTIVE ||
5373 element == EL_BD_MAGIC_WALL_EMPTYING)
5374 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
5376 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
5379 if (game.magic_wall_time_left > 0)
5381 game.magic_wall_time_left--;
5382 if (!game.magic_wall_time_left)
5384 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5386 element = Feld[x][y];
5388 if (element == EL_MAGIC_WALL_ACTIVE ||
5389 element == EL_MAGIC_WALL_FULL)
5391 Feld[x][y] = EL_MAGIC_WALL_DEAD;
5392 DrawLevelField(x, y);
5394 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
5395 element == EL_BD_MAGIC_WALL_FULL)
5397 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
5398 DrawLevelField(x, y);
5402 game.magic_wall_active = FALSE;
5407 if (game.light_time_left > 0)
5409 game.light_time_left--;
5411 if (game.light_time_left == 0)
5412 RedrawAllLightSwitchesAndInvisibleElements();
5415 if (game.timegate_time_left > 0)
5417 game.timegate_time_left--;
5419 if (game.timegate_time_left == 0)
5420 CloseAllOpenTimegates();
5423 for (i=0; i<MAX_PLAYERS; i++)
5425 struct PlayerInfo *player = &stored_player[i];
5427 if (SHIELD_ON(player))
5429 if (player->shield_deadly_time_left)
5430 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
5431 else if (player->shield_normal_time_left)
5432 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
5436 if (TimeFrames >= (1000 / GameFrameDelay))
5441 for (i=0; i<MAX_PLAYERS; i++)
5443 struct PlayerInfo *player = &stored_player[i];
5445 if (SHIELD_ON(player))
5447 player->shield_normal_time_left--;
5449 if (player->shield_deadly_time_left > 0)
5450 player->shield_deadly_time_left--;
5454 if (tape.recording || tape.playing)
5455 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
5461 if (TimeLeft <= 10 && setup.time_limit)
5462 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
5464 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
5466 if (!TimeLeft && setup.time_limit)
5467 for (i=0; i<MAX_PLAYERS; i++)
5468 KillHero(&stored_player[i]);
5470 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
5471 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
5476 if (options.debug) /* calculate frames per second */
5478 static unsigned long fps_counter = 0;
5479 static int fps_frames = 0;
5480 unsigned long fps_delay_ms = Counter() - fps_counter;
5484 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
5486 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
5489 fps_counter = Counter();
5492 redraw_mask |= REDRAW_FPS;
5496 if (stored_player[0].jx != stored_player[0].last_jx ||
5497 stored_player[0].jy != stored_player[0].last_jy)
5498 printf("::: %d, %d, %d, %d, %d\n",
5499 stored_player[0].MovDir,
5500 stored_player[0].MovPos,
5501 stored_player[0].GfxPos,
5502 stored_player[0].Frame,
5503 stored_player[0].StepFrame);
5510 for (i=0; i<MAX_PLAYERS; i++)
5513 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
5515 stored_player[i].Frame += move_frames;
5517 if (stored_player[i].MovPos != 0)
5518 stored_player[i].StepFrame += move_frames;
5523 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
5525 int min_x = x, min_y = y, max_x = x, max_y = y;
5528 for (i=0; i<MAX_PLAYERS; i++)
5530 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5532 if (!stored_player[i].active || &stored_player[i] == player)
5535 min_x = MIN(min_x, jx);
5536 min_y = MIN(min_y, jy);
5537 max_x = MAX(max_x, jx);
5538 max_y = MAX(max_y, jy);
5541 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
5544 static boolean AllPlayersInVisibleScreen()
5548 for (i=0; i<MAX_PLAYERS; i++)
5550 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5552 if (!stored_player[i].active)
5555 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5562 void ScrollLevel(int dx, int dy)
5564 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
5567 BlitBitmap(drawto_field, drawto_field,
5568 FX + TILEX*(dx == -1) - softscroll_offset,
5569 FY + TILEY*(dy == -1) - softscroll_offset,
5570 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
5571 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
5572 FX + TILEX*(dx == 1) - softscroll_offset,
5573 FY + TILEY*(dy == 1) - softscroll_offset);
5577 x = (dx == 1 ? BX1 : BX2);
5578 for (y=BY1; y<=BY2; y++)
5579 DrawScreenField(x, y);
5584 y = (dy == 1 ? BY1 : BY2);
5585 for (x=BX1; x<=BX2; x++)
5586 DrawScreenField(x, y);
5589 redraw_mask |= REDRAW_FIELD;
5592 static void CheckGravityMovement(struct PlayerInfo *player)
5594 if (level.gravity && !player->programmed_action)
5596 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
5597 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
5599 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
5600 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
5601 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
5602 int jx = player->jx, jy = player->jy;
5603 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
5604 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
5605 int new_jx = jx + dx, new_jy = jy + dy;
5606 boolean field_under_player_is_free =
5607 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
5608 boolean player_is_moving_to_valid_field =
5609 (IN_LEV_FIELD(new_jx, new_jy) &&
5610 (Feld[new_jx][new_jy] == EL_SP_BASE ||
5611 Feld[new_jx][new_jy] == EL_SAND));
5613 if (field_under_player_is_free &&
5614 !player_is_moving_to_valid_field &&
5615 !IS_WALKABLE_INSIDE(Feld[jx][jy]))
5616 player->programmed_action = MV_DOWN;
5622 -----------------------------------------------------------------------------
5623 dx, dy: direction (non-diagonal) to try to move the player to
5624 real_dx, real_dy: direction as read from input device (can be diagonal)
5627 boolean MoveFigureOneStep(struct PlayerInfo *player,
5628 int dx, int dy, int real_dx, int real_dy)
5630 int jx = player->jx, jy = player->jy;
5631 int new_jx = jx+dx, new_jy = jy+dy;
5635 if (!player->active || (!dx && !dy))
5636 return MF_NO_ACTION;
5638 player->MovDir = (dx < 0 ? MV_LEFT :
5641 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5643 if (!IN_LEV_FIELD(new_jx, new_jy))
5644 return MF_NO_ACTION;
5646 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
5647 return MF_NO_ACTION;
5650 element = MovingOrBlocked2Element(new_jx, new_jy);
5652 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
5655 if (DONT_RUN_INTO(element))
5657 if (element == EL_ACID && dx == 0 && dy == 1)
5660 Feld[jx][jy] = EL_PLAYER_1;
5661 InitMovingField(jx, jy, MV_DOWN);
5662 Store[jx][jy] = EL_ACID;
5663 ContinueMoving(jx, jy);
5667 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
5672 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
5673 if (can_move != MF_MOVING)
5676 StorePlayer[jx][jy] = 0;
5677 player->last_jx = jx;
5678 player->last_jy = jy;
5679 jx = player->jx = new_jx;
5680 jy = player->jy = new_jy;
5681 StorePlayer[jx][jy] = player->element_nr;
5684 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
5686 ScrollFigure(player, SCROLL_INIT);
5691 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
5693 int jx = player->jx, jy = player->jy;
5694 int old_jx = jx, old_jy = jy;
5695 int moved = MF_NO_ACTION;
5697 if (!player->active || (!dx && !dy))
5701 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5705 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5706 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
5710 /* remove the last programmed player action */
5711 player->programmed_action = 0;
5715 /* should only happen if pre-1.2 tape recordings are played */
5716 /* this is only for backward compatibility */
5718 int original_move_delay_value = player->move_delay_value;
5721 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
5725 /* scroll remaining steps with finest movement resolution */
5726 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
5728 while (player->MovPos)
5730 ScrollFigure(player, SCROLL_GO_ON);
5731 ScrollScreen(NULL, SCROLL_GO_ON);
5737 player->move_delay_value = original_move_delay_value;
5740 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
5742 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
5743 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5747 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5748 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5754 if (moved & MF_MOVING && !ScreenMovPos &&
5755 (player == local_player || !options.network))
5757 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5758 int offset = (setup.scroll_delay ? 3 : 0);
5760 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5762 /* actual player has left the screen -- scroll in that direction */
5763 if (jx != old_jx) /* player has moved horizontally */
5764 scroll_x += (jx - old_jx);
5765 else /* player has moved vertically */
5766 scroll_y += (jy - old_jy);
5770 if (jx != old_jx) /* player has moved horizontally */
5772 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5773 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5774 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5776 /* don't scroll over playfield boundaries */
5777 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5778 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5780 /* don't scroll more than one field at a time */
5781 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5783 /* don't scroll against the player's moving direction */
5784 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5785 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5786 scroll_x = old_scroll_x;
5788 else /* player has moved vertically */
5790 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5791 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5792 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5794 /* don't scroll over playfield boundaries */
5795 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5796 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5798 /* don't scroll more than one field at a time */
5799 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5801 /* don't scroll against the player's moving direction */
5802 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5803 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5804 scroll_y = old_scroll_y;
5808 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5810 if (!options.network && !AllPlayersInVisibleScreen())
5812 scroll_x = old_scroll_x;
5813 scroll_y = old_scroll_y;
5817 ScrollScreen(player, SCROLL_INIT);
5818 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5825 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
5827 if (!(moved & MF_MOVING) && !player->Pushing)
5832 player->StepFrame = 0;
5834 if (moved & MF_MOVING)
5836 if (old_jx != jx && old_jy == jy)
5837 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5838 else if (old_jx == jx && old_jy != jy)
5839 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5841 DrawLevelField(jx, jy); /* for "crumbled sand" */
5843 player->last_move_dir = player->MovDir;
5844 player->is_moving = TRUE;
5848 CheckGravityMovement(player);
5851 player->last_move_dir = MV_NO_MOVING;
5853 player->is_moving = FALSE;
5856 TestIfHeroTouchesBadThing(jx, jy);
5858 if (!player->active)
5864 void ScrollFigure(struct PlayerInfo *player, int mode)
5866 int jx = player->jx, jy = player->jy;
5867 int last_jx = player->last_jx, last_jy = player->last_jy;
5868 int move_stepsize = TILEX / player->move_delay_value;
5870 if (!player->active || !player->MovPos)
5873 if (mode == SCROLL_INIT)
5875 player->actual_frame_counter = FrameCounter;
5876 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5878 if (Feld[last_jx][last_jy] == EL_EMPTY)
5879 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5884 else if (!FrameReached(&player->actual_frame_counter, 1))
5887 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5888 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5890 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5891 Feld[last_jx][last_jy] = EL_EMPTY;
5893 /* before DrawPlayer() to draw correct player graphic for this case */
5894 if (player->MovPos == 0)
5895 CheckGravityMovement(player);
5899 if (player->MovPos == 0)
5901 if (IS_PASSABLE(Feld[last_jx][last_jy]))
5903 /* continue with normal speed after quickly moving through gate */
5904 HALVE_PLAYER_SPEED(player);
5906 /* be able to make the next move without delay */
5907 player->move_delay = 0;
5910 player->last_jx = jx;
5911 player->last_jy = jy;
5913 if (Feld[jx][jy] == EL_EXIT_OPEN ||
5914 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5918 if (local_player->friends_still_needed == 0 ||
5919 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5920 player->LevelSolved = player->GameOver = TRUE;
5923 if (tape.single_step && tape.recording && !tape.pausing &&
5924 !player->programmed_action)
5925 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5929 void ScrollScreen(struct PlayerInfo *player, int mode)
5931 static unsigned long screen_frame_counter = 0;
5933 if (mode == SCROLL_INIT)
5935 /* set scrolling step size according to actual player's moving speed */
5936 ScrollStepSize = TILEX / player->move_delay_value;
5938 screen_frame_counter = FrameCounter;
5939 ScreenMovDir = player->MovDir;
5940 ScreenMovPos = player->MovPos;
5941 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5944 else if (!FrameReached(&screen_frame_counter, 1))
5949 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5950 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5951 redraw_mask |= REDRAW_FIELD;
5954 ScreenMovDir = MV_NO_MOVING;
5957 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
5959 int i, kill_x = -1, kill_y = -1;
5960 static int test_xy[4][2] =
5967 static int test_dir[4] =
5977 int test_x, test_y, test_move_dir, test_element;
5979 test_x = good_x + test_xy[i][0];
5980 test_y = good_y + test_xy[i][1];
5981 if (!IN_LEV_FIELD(test_x, test_y))
5985 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5988 test_element = Feld[test_x][test_y];
5990 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
5993 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
5994 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5996 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
5997 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
6005 if (kill_x != -1 || kill_y != -1)
6007 if (IS_PLAYER(good_x, good_y))
6009 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
6011 if (player->shield_deadly_time_left > 0)
6012 Bang(kill_x, kill_y);
6013 else if (!PLAYER_PROTECTED(good_x, good_y))
6017 Bang(good_x, good_y);
6021 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
6023 int i, kill_x = -1, kill_y = -1;
6024 int bad_element = Feld[bad_x][bad_y];
6025 static int test_xy[4][2] =
6032 static int test_dir[4] =
6040 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
6045 int test_x, test_y, test_move_dir, test_element;
6047 test_x = bad_x + test_xy[i][0];
6048 test_y = bad_y + test_xy[i][1];
6049 if (!IN_LEV_FIELD(test_x, test_y))
6053 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
6055 test_element = Feld[test_x][test_y];
6057 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
6058 2nd case: DONT_TOUCH style bad thing does not move away from good thing
6060 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
6061 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
6063 /* good thing is player or penguin that does not move away */
6064 if (IS_PLAYER(test_x, test_y))
6066 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
6068 if (bad_element == EL_ROBOT && player->is_moving)
6069 continue; /* robot does not kill player if he is moving */
6075 else if (test_element == EL_PENGUIN)
6084 if (kill_x != -1 || kill_y != -1)
6086 if (IS_PLAYER(kill_x, kill_y))
6088 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
6091 int dir = player->MovDir;
6092 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
6093 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
6095 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
6096 newx != bad_x && newy != bad_y)
6097 ; /* robot does not kill player if he is moving */
6099 printf("-> %d\n", player->MovDir);
6101 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
6102 newx != bad_x && newy != bad_y)
6103 ; /* robot does not kill player if he is moving */
6108 if (player->shield_deadly_time_left > 0)
6110 else if (!PLAYER_PROTECTED(kill_x, kill_y))
6114 Bang(kill_x, kill_y);
6118 void TestIfHeroTouchesBadThing(int x, int y)
6120 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
6123 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
6125 TestIfGoodThingHitsBadThing(x, y, move_dir);
6128 void TestIfBadThingTouchesHero(int x, int y)
6130 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
6133 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
6135 TestIfBadThingHitsGoodThing(x, y, move_dir);
6138 void TestIfFriendTouchesBadThing(int x, int y)
6140 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
6143 void TestIfBadThingTouchesFriend(int x, int y)
6145 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
6148 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
6150 int i, kill_x = bad_x, kill_y = bad_y;
6151 static int xy[4][2] =
6163 x = bad_x + xy[i][0];
6164 y = bad_y + xy[i][1];
6165 if (!IN_LEV_FIELD(x, y))
6168 element = Feld[x][y];
6169 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
6170 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
6178 if (kill_x != bad_x || kill_y != bad_y)
6182 void KillHero(struct PlayerInfo *player)
6184 int jx = player->jx, jy = player->jy;
6186 if (!player->active)
6189 /* remove accessible field at the player's position */
6190 Feld[jx][jy] = EL_EMPTY;
6192 /* deactivate shield (else Bang()/Explode() would not work right) */
6193 player->shield_normal_time_left = 0;
6194 player->shield_deadly_time_left = 0;
6200 static void KillHeroUnlessProtected(int x, int y)
6202 if (!PLAYER_PROTECTED(x, y))
6203 KillHero(PLAYERINFO(x, y));
6206 void BuryHero(struct PlayerInfo *player)
6208 int jx = player->jx, jy = player->jy;
6210 if (!player->active)
6213 PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING);
6214 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
6216 player->GameOver = TRUE;
6220 void RemoveHero(struct PlayerInfo *player)
6222 int jx = player->jx, jy = player->jy;
6223 int i, found = FALSE;
6225 player->present = FALSE;
6226 player->active = FALSE;
6228 if (!ExplodeField[jx][jy])
6229 StorePlayer[jx][jy] = 0;
6231 for (i=0; i<MAX_PLAYERS; i++)
6232 if (stored_player[i].active)
6236 AllPlayersGone = TRUE;
6243 checkDiagonalPushing()
6244 -----------------------------------------------------------------------------
6245 check if diagonal input device direction results in pushing of object
6246 (by checking if the alternative direction is walkable, diggable, ...)
6249 static boolean checkDiagonalPushing(struct PlayerInfo *player,
6250 int x, int y, int real_dx, int real_dy)
6252 int jx, jy, dx, dy, xx, yy;
6254 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
6257 /* diagonal direction: check alternative direction */
6262 xx = jx + (dx == 0 ? real_dx : 0);
6263 yy = jy + (dy == 0 ? real_dy : 0);
6265 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
6270 -----------------------------------------------------------------------------
6271 x, y: field next to player (non-diagonal) to try to dig to
6272 real_dx, real_dy: direction as read from input device (can be diagonal)
6275 int DigField(struct PlayerInfo *player,
6276 int x, int y, int real_dx, int real_dy, int mode)
6278 int jx = player->jx, jy = player->jy;
6279 int dx = x - jx, dy = y - jy;
6280 int move_direction = (dx == -1 ? MV_LEFT :
6281 dx == +1 ? MV_RIGHT :
6283 dy == +1 ? MV_DOWN : MV_NO_MOVING);
6286 if (player->MovPos == 0)
6288 player->is_digging = FALSE;
6289 player->is_collecting = FALSE;
6292 if (player->MovPos == 0) /* last pushing move finished */
6293 player->Pushing = FALSE;
6295 if (mode == DF_NO_PUSH) /* player just stopped pushing */
6297 player->Switching = FALSE;
6298 player->push_delay = 0;
6300 return MF_NO_ACTION;
6303 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
6304 return MF_NO_ACTION;
6307 if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
6309 if (IS_TUBE(Feld[jx][jy]) ||
6310 (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0)))
6314 int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
6315 int tube_leave_directions[][2] =
6317 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6318 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6319 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6320 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
6321 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
6322 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
6323 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
6324 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
6325 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
6326 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
6327 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
6328 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
6331 while (tube_leave_directions[i][0] != tube_element)
6334 if (tube_leave_directions[i][0] == -1) /* should not happen */
6338 if (!(tube_leave_directions[i][1] & move_direction))
6339 return MF_NO_ACTION; /* tube has no opening in this direction */
6342 element = Feld[x][y];
6345 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
6346 game.engine_version >= VERSION_IDENT(2,2,0))
6347 return MF_NO_ACTION;
6354 case EL_INVISIBLE_SAND:
6355 case EL_INVISIBLE_SAND_ACTIVE:
6358 case EL_SP_BUGGY_BASE:
6359 case EL_SP_BUGGY_BASE_ACTIVATING:
6362 if (mode != DF_SNAP && element != EL_EMPTY)
6364 GfxElement[x][y] = (CAN_BE_CRUMBLED(element) ? EL_SAND : element);
6365 player->is_digging = TRUE;
6368 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
6373 case EL_EMERALD_YELLOW:
6374 case EL_EMERALD_RED:
6375 case EL_EMERALD_PURPLE:
6377 case EL_SP_INFOTRON:
6382 if (mode != DF_SNAP)
6384 GfxElement[x][y] = element;
6385 player->is_collecting = TRUE;
6388 local_player->gems_still_needed -= (element == EL_DIAMOND ? 3 :
6389 element == EL_PEARL ? 5 :
6390 element == EL_CRYSTAL ? 8 : 1);
6391 if (local_player->gems_still_needed < 0)
6392 local_player->gems_still_needed = 0;
6393 RaiseScoreElement(element);
6394 DrawText(DX_EMERALDS, DY_EMERALDS,
6395 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
6396 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6401 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
6402 PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
6406 Feld[x][y] = EL_EMPTY;
6407 PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
6415 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
6417 PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MIDDLE);
6420 case EL_SHIELD_NORMAL:
6422 player->shield_normal_time_left += 10;
6423 PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING);
6426 case EL_SHIELD_DEADLY:
6428 player->shield_normal_time_left += 10;
6429 player->shield_deadly_time_left += 10;
6430 PlaySoundLevel(x, y, SND_SHIELD_DEADLY_COLLECTING);
6434 case EL_SP_DISK_RED:
6437 player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
6438 RaiseScoreElement(EL_DYNAMITE);
6439 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6441 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6444 case EL_DYNABOMB_INCREASE_NUMBER:
6446 player->dynabomb_count++;
6447 player->dynabombs_left++;
6448 RaiseScoreElement(EL_DYNAMITE);
6449 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_NUMBER_COLLECTING);
6452 case EL_DYNABOMB_INCREASE_SIZE:
6454 player->dynabomb_size++;
6455 RaiseScoreElement(EL_DYNAMITE);
6456 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_SIZE_COLLECTING);
6459 case EL_DYNABOMB_INCREASE_POWER:
6461 player->dynabomb_xl = TRUE;
6462 RaiseScoreElement(EL_DYNAMITE);
6463 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_POWER_COLLECTING);
6471 int key_nr = element - EL_KEY_1;
6472 int graphic = el2edimg(element);
6475 player->key[key_nr] = TRUE;
6476 RaiseScoreElement(element);
6477 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6479 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6481 PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING);
6490 int key_nr = element - EL_EM_KEY_1;
6491 int graphic = el2edimg(EL_KEY_1 + key_nr);
6494 player->key[key_nr] = TRUE;
6495 RaiseScoreElement(element);
6496 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6498 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6500 PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING);
6504 case EL_ROBOT_WHEEL:
6505 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
6508 DrawLevelField(x, y);
6509 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
6513 case EL_SP_TERMINAL:
6517 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
6519 for (yy=0; yy<lev_fieldy; yy++)
6521 for (xx=0; xx<lev_fieldx; xx++)
6523 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
6525 else if (Feld[xx][yy] == EL_SP_TERMINAL)
6526 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
6534 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
6535 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
6536 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
6537 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
6538 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
6539 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
6540 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
6541 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
6542 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
6543 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
6544 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
6545 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
6546 if (!player->Switching)
6548 player->Switching = TRUE;
6549 ToggleBeltSwitch(x, y);
6550 PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
6555 case EL_SWITCHGATE_SWITCH_UP:
6556 case EL_SWITCHGATE_SWITCH_DOWN:
6557 if (!player->Switching)
6559 player->Switching = TRUE;
6560 ToggleSwitchgateSwitch(x, y);
6561 PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
6566 case EL_LIGHT_SWITCH:
6567 case EL_LIGHT_SWITCH_ACTIVE:
6568 if (!player->Switching)
6570 player->Switching = TRUE;
6571 ToggleLightSwitch(x, y);
6572 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
6573 SND_LIGHT_SWITCH_ACTIVATING :
6574 SND_LIGHT_SWITCH_DEACTIVATING);
6579 case EL_TIMEGATE_SWITCH:
6580 ActivateTimegateSwitch(x, y);
6581 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
6586 case EL_BALLOON_SWITCH_LEFT:
6587 case EL_BALLOON_SWITCH_RIGHT:
6588 case EL_BALLOON_SWITCH_UP:
6589 case EL_BALLOON_SWITCH_DOWN:
6590 case EL_BALLOON_SWITCH_ANY:
6591 if (element == EL_BALLOON_SWITCH_ANY)
6592 game.balloon_dir = move_direction;
6594 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
6595 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
6596 element == EL_BALLOON_SWITCH_UP ? MV_UP :
6597 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
6599 PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING);
6604 /* the following elements cannot be pushed by "snapping" */
6607 case EL_DX_SUPABOMB:
6609 case EL_TIME_ORB_EMPTY:
6611 case EL_SP_DISK_ORANGE:
6613 if (mode == DF_SNAP)
6614 return MF_NO_ACTION;
6616 /* no "break" -- fall through to next case */
6618 /* the following elements can be pushed by "snapping" */
6621 return MF_NO_ACTION;
6623 player->Pushing = TRUE;
6626 if (element == EL_ROCK)
6627 printf("::: wanna push [%d] [%d]\n",
6628 FrameCounter, player->push_delay_value);
6631 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6632 return MF_NO_ACTION;
6634 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
6635 return MF_NO_ACTION;
6637 if (player->push_delay == 0)
6638 player->push_delay = FrameCounter;
6640 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6642 element != EL_SPRING)
6643 return MF_NO_ACTION;
6645 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6646 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6647 element != EL_SPRING)
6648 return MF_NO_ACTION;
6651 if (mode == DF_SNAP)
6653 InitMovingField(x, y, move_direction);
6654 ContinueMoving(x, y);
6659 Feld[x + dx][y + dy] = element;
6662 if (element == EL_SPRING)
6664 Feld[x + dx][y + dy] = EL_SPRING;
6665 MovDir[x + dx][y + dy] = move_direction;
6668 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
6670 DrawLevelField(x + dx, y + dy);
6671 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6678 if (!player->key[element - EL_GATE_1])
6679 return MF_NO_ACTION;
6682 case EL_GATE_1_GRAY:
6683 case EL_GATE_2_GRAY:
6684 case EL_GATE_3_GRAY:
6685 case EL_GATE_4_GRAY:
6686 if (!player->key[element - EL_GATE_1_GRAY])
6687 return MF_NO_ACTION;
6694 if (!player->key[element - EL_EM_GATE_1])
6695 return MF_NO_ACTION;
6696 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6697 return MF_NO_ACTION;
6699 /* automatically move to the next field with double speed */
6700 player->programmed_action = move_direction;
6701 DOUBLE_PLAYER_SPEED(player);
6703 PlaySoundLevel(x, y, SND_CLASS_GATE_PASSING);
6706 case EL_EM_GATE_1_GRAY:
6707 case EL_EM_GATE_2_GRAY:
6708 case EL_EM_GATE_3_GRAY:
6709 case EL_EM_GATE_4_GRAY:
6710 if (!player->key[element - EL_EM_GATE_1_GRAY])
6711 return MF_NO_ACTION;
6712 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6713 return MF_NO_ACTION;
6715 /* automatically move to the next field with double speed */
6716 player->programmed_action = move_direction;
6717 DOUBLE_PLAYER_SPEED(player);
6720 PlaySoundLevelAction(x, y, ACTION_PASSING);
6722 PlaySoundLevel(x, y, SND_GATE_PASSING);
6726 case EL_SWITCHGATE_OPEN:
6727 case EL_TIMEGATE_OPEN:
6728 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6729 return MF_NO_ACTION;
6731 /* automatically move to the next field with double speed */
6732 player->programmed_action = move_direction;
6733 DOUBLE_PLAYER_SPEED(player);
6735 PlaySoundLevelElementAction(x, y, element, ACTION_PASSING);
6738 case EL_SP_PORT_LEFT:
6739 case EL_SP_PORT_RIGHT:
6741 case EL_SP_PORT_DOWN:
6742 case EL_SP_PORT_HORIZONTAL:
6743 case EL_SP_PORT_VERTICAL:
6744 case EL_SP_PORT_ANY:
6745 case EL_SP_GRAVITY_PORT_LEFT:
6746 case EL_SP_GRAVITY_PORT_RIGHT:
6747 case EL_SP_GRAVITY_PORT_UP:
6748 case EL_SP_GRAVITY_PORT_DOWN:
6750 element != EL_SP_PORT_LEFT &&
6751 element != EL_SP_GRAVITY_PORT_LEFT &&
6752 element != EL_SP_PORT_HORIZONTAL &&
6753 element != EL_SP_PORT_ANY) ||
6755 element != EL_SP_PORT_RIGHT &&
6756 element != EL_SP_GRAVITY_PORT_RIGHT &&
6757 element != EL_SP_PORT_HORIZONTAL &&
6758 element != EL_SP_PORT_ANY) ||
6760 element != EL_SP_PORT_UP &&
6761 element != EL_SP_GRAVITY_PORT_UP &&
6762 element != EL_SP_PORT_VERTICAL &&
6763 element != EL_SP_PORT_ANY) ||
6765 element != EL_SP_PORT_DOWN &&
6766 element != EL_SP_GRAVITY_PORT_DOWN &&
6767 element != EL_SP_PORT_VERTICAL &&
6768 element != EL_SP_PORT_ANY) ||
6769 !IN_LEV_FIELD(x + dx, y + dy) ||
6770 !IS_FREE(x + dx, y + dy))
6771 return MF_NO_ACTION;
6773 /* automatically move to the next field with double speed */
6774 player->programmed_action = move_direction;
6775 DOUBLE_PLAYER_SPEED(player);
6777 PlaySoundLevel(x, y, SND_CLASS_SP_PORT_PASSING);
6781 case EL_TUBE_VERTICAL:
6782 case EL_TUBE_HORIZONTAL:
6783 case EL_TUBE_VERTICAL_LEFT:
6784 case EL_TUBE_VERTICAL_RIGHT:
6785 case EL_TUBE_HORIZONTAL_UP:
6786 case EL_TUBE_HORIZONTAL_DOWN:
6787 case EL_TUBE_LEFT_UP:
6788 case EL_TUBE_LEFT_DOWN:
6789 case EL_TUBE_RIGHT_UP:
6790 case EL_TUBE_RIGHT_DOWN:
6793 int tube_enter_directions[][2] =
6795 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6796 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6797 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6798 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
6799 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
6800 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
6801 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
6802 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
6803 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
6804 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
6805 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
6806 { -1, MV_NO_MOVING }
6809 while (tube_enter_directions[i][0] != element)
6812 if (tube_enter_directions[i][0] == -1) /* should not happen */
6816 if (!(tube_enter_directions[i][1] & move_direction))
6817 return MF_NO_ACTION; /* tube has no opening in this direction */
6819 PlaySoundLevel(x, y, SND_CLASS_TUBE_PASSING);
6823 case EL_EXIT_CLOSED:
6824 case EL_SP_EXIT_CLOSED:
6825 case EL_EXIT_OPENING:
6826 return MF_NO_ACTION;
6830 case EL_SP_EXIT_OPEN:
6831 if (mode == DF_SNAP)
6832 return MF_NO_ACTION;
6834 if (element == EL_EXIT_OPEN)
6835 PlaySoundLevel(x, y, SND_CLASS_EXIT_PASSING);
6837 PlaySoundLevel(x, y, SND_CLASS_SP_EXIT_PASSING);
6842 Feld[x][y] = EL_LAMP_ACTIVE;
6843 local_player->lights_still_needed--;
6844 DrawLevelField(x, y);
6845 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
6849 case EL_TIME_ORB_FULL:
6850 Feld[x][y] = EL_TIME_ORB_EMPTY;
6852 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
6853 DrawLevelField(x, y);
6854 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
6858 case EL_SOKOBAN_FIELD_EMPTY:
6861 case EL_SOKOBAN_OBJECT:
6862 case EL_SOKOBAN_FIELD_FULL:
6864 case EL_SP_DISK_YELLOW:
6866 if (mode == DF_SNAP)
6867 return MF_NO_ACTION;
6869 player->Pushing = TRUE;
6871 if (!IN_LEV_FIELD(x+dx, y+dy)
6872 || (!IS_FREE(x+dx, y+dy)
6873 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FIELD_EMPTY
6874 || !IS_SB_ELEMENT(element))))
6875 return MF_NO_ACTION;
6877 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
6878 return MF_NO_ACTION;
6880 if (player->push_delay == 0)
6881 player->push_delay = FrameCounter;
6883 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6884 !tape.playing && element != EL_BALLOON)
6885 return MF_NO_ACTION;
6887 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6888 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6889 element != EL_BALLOON)
6890 return MF_NO_ACTION;
6893 if (IS_SB_ELEMENT(element))
6895 if (element == EL_SOKOBAN_FIELD_FULL)
6897 Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
6898 local_player->sokobanfields_still_needed++;
6903 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FIELD_EMPTY)
6905 Feld[x+dx][y+dy] = EL_SOKOBAN_FIELD_FULL;
6906 local_player->sokobanfields_still_needed--;
6907 if (element == EL_SOKOBAN_OBJECT)
6909 PlaySoundLevelAction(x+dx, y+dy, ACTION_FILLING);
6911 PlaySoundLevel(x, y, SND_CLASS_SOKOBAN_FIELD_FILLING);
6915 PlaySoundLevelAction(x+dx, y+dy, ACTION_PUSHING);
6917 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6922 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJECT;
6923 if (element == EL_SOKOBAN_FIELD_FULL)
6925 PlaySoundLevelAction(x+dx, y+dy, ACTION_EMPTYING);
6927 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_EMPTYING);
6931 PlaySoundLevelAction(x+dx, y+dy, ACTION_PUSHING);
6933 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6940 Feld[x+dx][y+dy] = element;
6941 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6944 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
6946 DrawLevelField(x, y);
6947 DrawLevelField(x + dx, y + dy);
6949 if (IS_SB_ELEMENT(element) &&
6950 local_player->sokobanfields_still_needed == 0 &&
6951 game.emulation == EMU_SOKOBAN)
6953 player->LevelSolved = player->GameOver = TRUE;
6954 PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
6966 if (IS_WALKABLE(element))
6970 else if (IS_DIGGABLE(element))
6974 if (mode != DF_SNAP)
6977 (CAN_BE_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
6978 player->is_digging = TRUE;
6981 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
6985 else if (IS_COLLECTIBLE(element))
6989 if (mode != DF_SNAP)
6991 GfxElement[x][y] = element;
6992 player->is_collecting = TRUE;
6995 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6999 else if (IS_PUSHABLE(element))
7001 if (mode == DF_SNAP)
7002 return MF_NO_ACTION;
7004 if (CAN_FALL(element) && dy)
7005 return MF_NO_ACTION;
7007 if (!player->Pushing &&
7008 game.engine_version >= RELEASE_IDENT(2,2,0,7))
7009 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7011 player->Pushing = TRUE;
7013 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
7014 return MF_NO_ACTION;
7016 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
7017 return MF_NO_ACTION;
7019 if (player->push_delay == 0) /* new pushing; restart delay */
7020 player->push_delay = FrameCounter;
7022 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
7023 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
7024 return MF_NO_ACTION;
7027 Feld[x + dx][y + dy] = element;
7030 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
7031 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7033 player->push_delay_value = 2 + RND(8);
7036 DrawLevelField(x + dx, y + dy);
7037 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
7042 return MF_NO_ACTION;
7045 player->push_delay = 0;
7047 if (Feld[x][y] != element) /* really digged/collected something */
7048 player->is_collecting = !player->is_digging;
7053 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
7055 int jx = player->jx, jy = player->jy;
7056 int x = jx + dx, y = jy + dy;
7058 if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0))
7061 if (!player->active || !IN_LEV_FIELD(x, y))
7069 if (player->MovPos == 0)
7070 player->Pushing = FALSE;
7072 player->snapped = FALSE;
7074 if (player->MovPos == 0)
7076 player->is_digging = FALSE;
7077 player->is_collecting = FALSE;
7083 if (player->snapped)
7086 player->MovDir = (dx < 0 ? MV_LEFT :
7089 dy > 0 ? MV_DOWN : MV_NO_MOVING);
7091 if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
7094 player->snapped = TRUE;
7095 player->is_digging = FALSE;
7096 player->is_collecting = FALSE;
7098 DrawLevelField(x, y);
7104 boolean PlaceBomb(struct PlayerInfo *player)
7106 int jx = player->jx, jy = player->jy;
7109 if (!player->active || player->MovPos)
7112 element = Feld[jx][jy];
7114 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
7115 IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
7119 if (element != EL_EMPTY)
7123 if (element != EL_EMPTY)
7126 Store[jx][jy] = element;
7128 Back[jx][jy] = element;
7132 MovDelay[jx][jy] = 96;
7134 ResetGfxAnimation(jx, jy);
7135 ResetRandomAnimationValue(jx, jy);
7137 if (player->dynamite)
7139 Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
7140 EL_DYNAMITE_ACTIVE);
7143 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
7145 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
7148 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
7150 if (game.emulation == EMU_SUPAPLEX)
7151 DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0);
7153 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0);
7157 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
7162 EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1);
7163 player->dynabombs_left--;
7165 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
7166 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
7168 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
7174 /* ------------------------------------------------------------------------- */
7175 /* game sound playing functions */
7176 /* ------------------------------------------------------------------------- */
7178 static int *loop_sound_frame = NULL;
7179 static int *loop_sound_volume = NULL;
7181 void InitPlaySoundLevel()
7183 int num_sounds = getSoundListSize();
7185 if (loop_sound_frame != NULL)
7186 free(loop_sound_frame);
7188 if (loop_sound_volume != NULL)
7189 free(loop_sound_volume);
7191 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
7192 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
7195 static void PlaySoundLevel(int x, int y, int nr)
7197 int sx = SCREENX(x), sy = SCREENY(y);
7198 int volume, stereo_position;
7199 int max_distance = 8;
7200 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
7202 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
7203 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
7206 if (!IN_LEV_FIELD(x, y) ||
7207 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
7208 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
7211 volume = SOUND_MAX_VOLUME;
7213 if (!IN_SCR_FIELD(sx, sy))
7215 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
7216 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
7218 volume -= volume * (dx > dy ? dx : dy) / max_distance;
7221 stereo_position = (SOUND_MAX_LEFT +
7222 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
7223 (SCR_FIELDX + 2 * max_distance));
7225 if (IS_LOOP_SOUND(nr))
7227 /* This assures that quieter loop sounds do not overwrite louder ones,
7228 while restarting sound volume comparison with each new game frame. */
7230 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
7233 loop_sound_volume[nr] = volume;
7234 loop_sound_frame[nr] = FrameCounter;
7237 PlaySoundExt(nr, volume, stereo_position, type);
7240 static void PlaySoundLevelNearest(int x, int y, int sound_action)
7242 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
7243 x > LEVELX(BX2) ? LEVELX(BX2) : x,
7244 y < LEVELY(BY1) ? LEVELY(BY1) :
7245 y > LEVELY(BY2) ? LEVELY(BY2) : y,
7249 static void PlaySoundLevelAction(int x, int y, int action)
7251 PlaySoundLevelElementAction(x, y, Feld[x][y], action);
7254 static void PlaySoundLevelElementAction(int x, int y, int element, int action)
7256 int sound_effect = element_info[element].sound[action];
7258 if (sound_effect != SND_UNDEFINED)
7259 PlaySoundLevel(x, y, sound_effect);
7262 static void PlaySoundLevelActionIfLoop(int x, int y, int action)
7264 int sound_effect = element_info[Feld[x][y]].sound[action];
7266 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
7267 PlaySoundLevel(x, y, sound_effect);
7270 static void StopSoundLevelActionIfLoop(int x, int y, int action)
7272 int sound_effect = element_info[Feld[x][y]].sound[action];
7274 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
7275 StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND);
7278 void RaiseScore(int value)
7280 local_player->score += value;
7281 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2);
7284 void RaiseScoreElement(int element)
7290 case EL_EMERALD_YELLOW:
7291 case EL_EMERALD_RED:
7292 case EL_EMERALD_PURPLE:
7293 case EL_SP_INFOTRON:
7294 RaiseScore(level.score[SC_EMERALD]);
7297 RaiseScore(level.score[SC_DIAMOND]);
7300 RaiseScore(level.score[SC_CRYSTAL]);
7303 RaiseScore(level.score[SC_PEARL]);
7306 case EL_BD_BUTTERFLY:
7307 case EL_SP_ELECTRON:
7308 RaiseScore(level.score[SC_BUG]);
7312 case EL_SP_SNIKSNAK:
7313 RaiseScore(level.score[SC_SPACESHIP]);
7316 case EL_DARK_YAMYAM:
7317 RaiseScore(level.score[SC_YAMYAM]);
7320 RaiseScore(level.score[SC_ROBOT]);
7323 RaiseScore(level.score[SC_PACMAN]);
7326 RaiseScore(level.score[SC_NUT]);
7329 case EL_DYNABOMB_INCREASE_NUMBER:
7330 case EL_DYNABOMB_INCREASE_SIZE:
7331 case EL_DYNABOMB_INCREASE_POWER:
7332 RaiseScore(level.score[SC_DYNAMITE]);
7334 case EL_SHIELD_NORMAL:
7335 case EL_SHIELD_DEADLY:
7336 RaiseScore(level.score[SC_SHIELD]);
7339 RaiseScore(level.score[SC_TIME_BONUS]);
7345 RaiseScore(level.score[SC_KEY]);
7352 void RequestQuitGame(boolean ask_if_really_quit)
7354 if (AllPlayersGone ||
7355 !ask_if_really_quit ||
7356 level_editor_test_game ||
7357 Request("Do you really want to quit the game ?",
7358 REQ_ASK | REQ_STAY_CLOSED))
7360 #if defined(PLATFORM_UNIX)
7361 if (options.network)
7362 SendToServer_StopPlaying();
7366 game_status = GAME_MODE_MAIN;
7372 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
7377 /* ---------- new game button stuff ---------------------------------------- */
7379 /* graphic position values for game buttons */
7380 #define GAME_BUTTON_XSIZE 30
7381 #define GAME_BUTTON_YSIZE 30
7382 #define GAME_BUTTON_XPOS 5
7383 #define GAME_BUTTON_YPOS 215
7384 #define SOUND_BUTTON_XPOS 5
7385 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
7387 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
7388 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
7389 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
7390 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
7391 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
7392 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
7399 } gamebutton_info[NUM_GAME_BUTTONS] =
7402 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
7407 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
7412 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
7417 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
7418 SOUND_CTRL_ID_MUSIC,
7419 "background music on/off"
7422 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
7423 SOUND_CTRL_ID_LOOPS,
7424 "sound loops on/off"
7427 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
7428 SOUND_CTRL_ID_SIMPLE,
7429 "normal sounds on/off"
7433 void CreateGameButtons()
7437 for (i=0; i<NUM_GAME_BUTTONS; i++)
7439 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
7440 struct GadgetInfo *gi;
7443 unsigned long event_mask;
7444 int gd_xoffset, gd_yoffset;
7445 int gd_x1, gd_x2, gd_y1, gd_y2;
7448 gd_xoffset = gamebutton_info[i].x;
7449 gd_yoffset = gamebutton_info[i].y;
7450 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
7451 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
7453 if (id == GAME_CTRL_ID_STOP ||
7454 id == GAME_CTRL_ID_PAUSE ||
7455 id == GAME_CTRL_ID_PLAY)
7457 button_type = GD_TYPE_NORMAL_BUTTON;
7459 event_mask = GD_EVENT_RELEASED;
7460 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7461 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7465 button_type = GD_TYPE_CHECK_BUTTON;
7467 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
7468 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
7469 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
7470 event_mask = GD_EVENT_PRESSED;
7471 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
7472 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7475 gi = CreateGadget(GDI_CUSTOM_ID, id,
7476 GDI_INFO_TEXT, gamebutton_info[i].infotext,
7477 GDI_X, DX + gd_xoffset,
7478 GDI_Y, DY + gd_yoffset,
7479 GDI_WIDTH, GAME_BUTTON_XSIZE,
7480 GDI_HEIGHT, GAME_BUTTON_YSIZE,
7481 GDI_TYPE, button_type,
7482 GDI_STATE, GD_BUTTON_UNPRESSED,
7483 GDI_CHECKED, checked,
7484 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
7485 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
7486 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
7487 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
7488 GDI_EVENT_MASK, event_mask,
7489 GDI_CALLBACK_ACTION, HandleGameButtons,
7493 Error(ERR_EXIT, "cannot create gadget");
7495 game_gadget[id] = gi;
7499 void FreeGameButtons()
7503 for (i=0; i<NUM_GAME_BUTTONS; i++)
7504 FreeGadget(game_gadget[i]);
7507 static void MapGameButtons()
7511 for (i=0; i<NUM_GAME_BUTTONS; i++)
7512 MapGadget(game_gadget[i]);
7515 void UnmapGameButtons()
7519 for (i=0; i<NUM_GAME_BUTTONS; i++)
7520 UnmapGadget(game_gadget[i]);
7523 static void HandleGameButtons(struct GadgetInfo *gi)
7525 int id = gi->custom_id;
7527 if (game_status != GAME_MODE_PLAYING)
7532 case GAME_CTRL_ID_STOP:
7533 RequestQuitGame(TRUE);
7536 case GAME_CTRL_ID_PAUSE:
7537 if (options.network)
7539 #if defined(PLATFORM_UNIX)
7541 SendToServer_ContinuePlaying();
7543 SendToServer_PausePlaying();
7547 TapeTogglePause(TAPE_TOGGLE_MANUAL);
7550 case GAME_CTRL_ID_PLAY:
7553 #if defined(PLATFORM_UNIX)
7554 if (options.network)
7555 SendToServer_ContinuePlaying();
7559 tape.pausing = FALSE;
7560 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
7565 case SOUND_CTRL_ID_MUSIC:
7566 if (setup.sound_music)
7568 setup.sound_music = FALSE;
7571 else if (audio.music_available)
7573 setup.sound = setup.sound_music = TRUE;
7574 PlayMusic(level_nr);
7578 case SOUND_CTRL_ID_LOOPS:
7579 if (setup.sound_loops)
7580 setup.sound_loops = FALSE;
7581 else if (audio.loops_available)
7582 setup.sound = setup.sound_loops = TRUE;
7585 case SOUND_CTRL_ID_SIMPLE:
7586 if (setup.sound_simple)
7587 setup.sound_simple = FALSE;
7588 else if (audio.sound_available)
7589 setup.sound = setup.sound_simple = TRUE;