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 CheckTriggeredElementChange(int, int);
118 static void ChangeElementDoIt(int, int, int);
120 static void PlaySoundLevel(int, int, int);
121 static void PlaySoundLevelNearest(int, int, int);
122 static void PlaySoundLevelAction(int, int, int);
123 static void PlaySoundLevelElementAction(int, int, int, int);
124 static void PlaySoundLevelActionIfLoop(int, int, int);
125 static void StopSoundLevelActionIfLoop(int, int, int);
127 static void MapGameButtons();
128 static void HandleGameButtons(struct GadgetInfo *);
130 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
133 /* ------------------------------------------------------------------------- */
134 /* definition of elements that automatically change to other elements after */
135 /* a specified time, eventually calling a function when changing */
136 /* ------------------------------------------------------------------------- */
138 /* forward declaration for changer functions */
139 static void InitBuggyBase(int x, int y);
140 static void WarnBuggyBase(int x, int y);
142 static void InitTrap(int x, int y);
143 static void ActivateTrap(int x, int y);
144 static void ChangeActiveTrap(int x, int y);
146 static void InitRobotWheel(int x, int y);
147 static void RunRobotWheel(int x, int y);
148 static void StopRobotWheel(int x, int y);
150 static void InitTimegateWheel(int x, int y);
151 static void RunTimegateWheel(int x, int y);
153 struct ChangingElementInfo
158 void (*pre_change_function)(int x, int y);
159 void (*change_function)(int x, int y);
160 void (*post_change_function)(int x, int y);
163 static struct ChangingElementInfo changing_element_list[] =
190 EL_SWITCHGATE_OPENING,
198 EL_SWITCHGATE_CLOSING,
199 EL_SWITCHGATE_CLOSED,
231 EL_ACID_SPLASH_RIGHT,
240 EL_SP_BUGGY_BASE_ACTIVATING,
247 EL_SP_BUGGY_BASE_ACTIVATING,
248 EL_SP_BUGGY_BASE_ACTIVE,
255 EL_SP_BUGGY_BASE_ACTIVE,
279 EL_ROBOT_WHEEL_ACTIVE,
287 EL_TIMEGATE_SWITCH_ACTIVE,
305 static struct ChangingElementInfo changing_element[MAX_NUM_ELEMENTS];
306 static unsigned long trigger_events[MAX_NUM_ELEMENTS];
308 #define IS_AUTO_CHANGING(e) (changing_element[e].base_element != EL_UNDEFINED)
309 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
310 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
311 IS_JUST_CHANGING(x, y))
312 #define TRIGGERS_BY_COLLECTING(e) (trigger_events[e] & CE_OTHER_COLLECTING)
315 void GetPlayerConfig()
317 if (!audio.sound_available)
320 if (!audio.loops_available)
321 setup.sound_loops = FALSE;
323 if (!audio.music_available)
324 setup.sound_music = FALSE;
326 if (!video.fullscreen_available)
327 setup.fullscreen = FALSE;
329 setup.sound_simple = setup.sound;
331 SetAudioMode(setup.sound);
335 static int getBeltNrFromBeltElement(int element)
337 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
338 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
339 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
342 static int getBeltNrFromBeltActiveElement(int element)
344 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
345 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
346 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
349 static int getBeltNrFromBeltSwitchElement(int element)
351 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
352 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
353 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
356 static int getBeltDirNrFromBeltSwitchElement(int element)
358 static int belt_base_element[4] =
360 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
361 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
362 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
363 EL_CONVEYOR_BELT_4_SWITCH_LEFT
366 int belt_nr = getBeltNrFromBeltSwitchElement(element);
367 int belt_dir_nr = element - belt_base_element[belt_nr];
369 return (belt_dir_nr % 3);
372 static int getBeltDirFromBeltSwitchElement(int element)
374 static int belt_move_dir[3] =
381 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
383 return belt_move_dir[belt_dir_nr];
386 static void InitField(int x, int y, boolean init_game)
388 int element = Feld[x][y];
395 if (stored_player[0].present)
397 Feld[x][y] = EL_SP_MURPHY_CLONE;
402 stored_player[0].use_murphy_graphic = TRUE;
405 Feld[x][y] = EL_PLAYER_1;
414 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
415 int jx = player->jx, jy = player->jy;
417 player->present = TRUE;
419 if (!options.network || player->connected)
421 player->active = TRUE;
423 /* remove potentially duplicate players */
424 if (StorePlayer[jx][jy] == Feld[x][y])
425 StorePlayer[jx][jy] = 0;
427 StorePlayer[x][y] = Feld[x][y];
431 printf("Player %d activated.\n", player->element_nr);
432 printf("[Local player is %d and currently %s.]\n",
433 local_player->element_nr,
434 local_player->active ? "active" : "not active");
438 Feld[x][y] = EL_EMPTY;
439 player->jx = player->last_jx = x;
440 player->jy = player->last_jy = y;
445 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
446 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
447 else if (x > 0 && Feld[x-1][y] == EL_ACID)
448 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
449 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
450 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
451 else if (y > 0 && Feld[x][y-1] == EL_ACID)
452 Feld[x][y] = EL_ACID_POOL_BOTTOM;
453 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
454 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
462 case EL_SPACESHIP_RIGHT:
463 case EL_SPACESHIP_UP:
464 case EL_SPACESHIP_LEFT:
465 case EL_SPACESHIP_DOWN:
467 case EL_BD_BUTTERFLY_RIGHT:
468 case EL_BD_BUTTERFLY_UP:
469 case EL_BD_BUTTERFLY_LEFT:
470 case EL_BD_BUTTERFLY_DOWN:
471 case EL_BD_BUTTERFLY:
472 case EL_BD_FIREFLY_RIGHT:
473 case EL_BD_FIREFLY_UP:
474 case EL_BD_FIREFLY_LEFT:
475 case EL_BD_FIREFLY_DOWN:
477 case EL_PACMAN_RIGHT:
501 if (y == lev_fieldy - 1)
503 Feld[x][y] = EL_AMOEBA_GROWING;
504 Store[x][y] = EL_AMOEBA_WET;
508 case EL_DYNAMITE_ACTIVE:
513 local_player->lights_still_needed++;
516 case EL_SOKOBAN_FIELD_EMPTY:
517 local_player->sokobanfields_still_needed++;
521 local_player->friends_still_needed++;
526 MovDir[x][y] = 1 << RND(4);
530 Feld[x][y] = EL_EMPTY;
533 case EL_EM_KEY_1_FILE:
534 Feld[x][y] = EL_EM_KEY_1;
536 case EL_EM_KEY_2_FILE:
537 Feld[x][y] = EL_EM_KEY_2;
539 case EL_EM_KEY_3_FILE:
540 Feld[x][y] = EL_EM_KEY_3;
542 case EL_EM_KEY_4_FILE:
543 Feld[x][y] = EL_EM_KEY_4;
546 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
547 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
548 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
549 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
550 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
551 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
552 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
553 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
554 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
555 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
556 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
557 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
560 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
561 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
562 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
564 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
566 game.belt_dir[belt_nr] = belt_dir;
567 game.belt_dir_nr[belt_nr] = belt_dir_nr;
569 else /* more than one switch -- set it like the first switch */
571 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
576 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
578 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
581 case EL_LIGHT_SWITCH_ACTIVE:
583 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
587 if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
593 void DrawGameDoorValues()
597 for (i=0; i<MAX_PLAYERS; i++)
599 if (stored_player[i].key[j])
600 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
601 el2edimg(EL_KEY_1 + j));
603 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
604 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
605 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
606 int2str(local_player->dynamite, 3), FONT_TEXT_2);
607 DrawText(DX + XX_SCORE, DY + YY_SCORE,
608 int2str(local_player->score, 5), FONT_TEXT_2);
609 DrawText(DX + XX_TIME, DY + YY_TIME,
610 int2str(TimeLeft, 3), FONT_TEXT_2);
615 =============================================================================
617 -----------------------------------------------------------------------------
618 initialize game engine due to level / tape version number
619 =============================================================================
622 static void InitGameEngine()
626 /* set game engine from tape file when re-playing, else from level file */
627 game.engine_version = (tape.playing ? tape.engine_version :
630 /* dynamically adjust element properties according to game engine version */
631 InitElementPropertiesEngine(game.engine_version);
634 printf("level %d: level version == %06d\n", level_nr, level.game_version);
635 printf(" tape version == %06d [%s] [file: %06d]\n",
636 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
638 printf(" => game.engine_version == %06d\n", game.engine_version);
641 /* dynamically adjust player properties according to game engine version */
642 game.initial_move_delay =
643 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
644 INITIAL_MOVE_DELAY_OFF);
646 /* dynamically adjust player properties according to level information */
647 game.initial_move_delay_value =
648 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
650 /* initialize changing elements information */
651 for (i=0; i<MAX_NUM_ELEMENTS; i++)
653 changing_element[i].base_element = EL_UNDEFINED;
654 changing_element[i].next_element = EL_UNDEFINED;
655 changing_element[i].change_delay = -1;
656 changing_element[i].pre_change_function = NULL;
657 changing_element[i].change_function = NULL;
658 changing_element[i].post_change_function = NULL;
661 /* add changing elements from pre-defined list */
663 while (changing_element_list[i].base_element != EL_UNDEFINED)
665 struct ChangingElementInfo *ce = &changing_element_list[i];
666 int element = ce->base_element;
668 changing_element[element].base_element = ce->base_element;
669 changing_element[element].next_element = ce->next_element;
670 changing_element[element].change_delay = ce->change_delay;
671 changing_element[element].pre_change_function = ce->pre_change_function;
672 changing_element[element].change_function = ce->change_function;
673 changing_element[element].post_change_function = ce->post_change_function;
678 /* add changing elements from custom element configuration */
679 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
681 int element = EL_CUSTOM_START + i;
682 struct ElementChangeInfo *change = &element_info[element].change;
684 /* only add custom elements that change after fixed/random frame delay */
685 if (!CAN_CHANGE(element) || !HAS_CHANGE_EVENT(element, CE_DELAY))
688 changing_element[element].base_element = element;
689 changing_element[element].next_element = change->successor;
690 changing_element[element].change_delay = (change->delay_fixed *
691 change->delay_frames);
694 /* initialize trigger events information */
695 for (i=0; i<MAX_NUM_ELEMENTS; i++)
696 trigger_events[i] = EP_BITMASK_DEFAULT;
698 /* add trigger events from element change event properties */
699 for (i=0; i<MAX_NUM_ELEMENTS; i++)
700 if (HAS_CHANGE_EVENT(i, CE_BY_OTHER))
701 trigger_events[element_info[i].change.trigger] |=
702 element_info[i].change.events;
707 =============================================================================
709 -----------------------------------------------------------------------------
710 initialize and start new game
711 =============================================================================
716 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
717 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
718 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
725 #if USE_NEW_AMOEBA_CODE
726 printf("Using new amoeba code.\n");
728 printf("Using old amoeba code.\n");
733 /* don't play tapes over network */
734 network_playing = (options.network && !tape.playing);
736 for (i=0; i<MAX_PLAYERS; i++)
738 struct PlayerInfo *player = &stored_player[i];
740 player->index_nr = i;
741 player->element_nr = EL_PLAYER_1 + i;
743 player->present = FALSE;
744 player->active = FALSE;
747 player->effective_action = 0;
748 player->programmed_action = 0;
751 player->gems_still_needed = level.gems_needed;
752 player->sokobanfields_still_needed = 0;
753 player->lights_still_needed = 0;
754 player->friends_still_needed = 0;
757 player->key[j] = FALSE;
759 player->dynamite = 0;
760 player->dynabomb_count = 0;
761 player->dynabomb_size = 1;
762 player->dynabombs_left = 0;
763 player->dynabomb_xl = FALSE;
765 player->MovDir = MV_NO_MOVING;
767 player->Pushing = FALSE;
768 player->Switching = FALSE;
770 player->GfxDir = MV_NO_MOVING;
771 player->GfxAction = ACTION_DEFAULT;
773 player->StepFrame = 0;
775 player->use_murphy_graphic = FALSE;
776 player->use_disk_red_graphic = FALSE;
778 player->actual_frame_counter = 0;
780 player->last_move_dir = MV_NO_MOVING;
781 player->is_moving = FALSE;
783 player->is_moving = FALSE;
784 player->is_waiting = FALSE;
785 player->is_digging = FALSE;
786 player->is_collecting = FALSE;
788 player->move_delay = game.initial_move_delay;
789 player->move_delay_value = game.initial_move_delay_value;
791 player->push_delay = 0;
792 player->push_delay_value = 5;
794 player->snapped = FALSE;
796 player->last_jx = player->last_jy = 0;
797 player->jx = player->jy = 0;
799 player->shield_normal_time_left = 0;
800 player->shield_deadly_time_left = 0;
802 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
803 SnapField(player, 0, 0);
805 player->LevelSolved = FALSE;
806 player->GameOver = FALSE;
809 network_player_action_received = FALSE;
811 #if defined(PLATFORM_UNIX)
812 /* initial null action */
814 SendToServer_MovePlayer(MV_NO_MOVING);
822 TimeLeft = level.time;
824 ScreenMovDir = MV_NO_MOVING;
828 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
830 AllPlayersGone = FALSE;
832 game.yamyam_content_nr = 0;
833 game.magic_wall_active = FALSE;
834 game.magic_wall_time_left = 0;
835 game.light_time_left = 0;
836 game.timegate_time_left = 0;
837 game.switchgate_pos = 0;
838 game.balloon_dir = MV_NO_MOVING;
839 game.explosions_delayed = TRUE;
843 game.belt_dir[i] = MV_NO_MOVING;
844 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
847 for (i=0; i<MAX_NUM_AMOEBA; i++)
848 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
850 for (x=0; x<lev_fieldx; x++)
852 for (y=0; y<lev_fieldy; y++)
854 Feld[x][y] = Ur[x][y];
855 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
856 ChangeDelay[x][y] = 0;
857 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
859 JustStopped[x][y] = 0;
861 ExplodePhase[x][y] = 0;
862 ExplodeField[x][y] = EX_NO_EXPLOSION;
865 GfxAction[x][y] = ACTION_DEFAULT;
866 GfxRandom[x][y] = INIT_GFX_RANDOM();
867 GfxElement[x][y] = EL_UNDEFINED;
871 for(y=0; y<lev_fieldy; y++)
873 for(x=0; x<lev_fieldx; x++)
875 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
877 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
879 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
882 InitField(x, y, TRUE);
888 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
889 emulate_sb ? EMU_SOKOBAN :
890 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
892 /* correct non-moving belts to start moving left */
894 if (game.belt_dir[i] == MV_NO_MOVING)
895 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
897 /* check if any connected player was not found in playfield */
898 for (i=0; i<MAX_PLAYERS; i++)
900 struct PlayerInfo *player = &stored_player[i];
902 if (player->connected && !player->present)
904 for (j=0; j<MAX_PLAYERS; j++)
906 struct PlayerInfo *some_player = &stored_player[j];
907 int jx = some_player->jx, jy = some_player->jy;
909 /* assign first free player found that is present in the playfield */
910 if (some_player->present && !some_player->connected)
912 player->present = TRUE;
913 player->active = TRUE;
914 some_player->present = FALSE;
916 StorePlayer[jx][jy] = player->element_nr;
917 player->jx = player->last_jx = jx;
918 player->jy = player->last_jy = jy;
928 /* when playing a tape, eliminate all players who do not participate */
930 for (i=0; i<MAX_PLAYERS; i++)
932 if (stored_player[i].active && !tape.player_participates[i])
934 struct PlayerInfo *player = &stored_player[i];
935 int jx = player->jx, jy = player->jy;
937 player->active = FALSE;
938 StorePlayer[jx][jy] = 0;
939 Feld[jx][jy] = EL_EMPTY;
943 else if (!options.network && !setup.team_mode) /* && !tape.playing */
945 /* when in single player mode, eliminate all but the first active player */
947 for (i=0; i<MAX_PLAYERS; i++)
949 if (stored_player[i].active)
951 for (j=i+1; j<MAX_PLAYERS; j++)
953 if (stored_player[j].active)
955 struct PlayerInfo *player = &stored_player[j];
956 int jx = player->jx, jy = player->jy;
958 player->active = FALSE;
959 StorePlayer[jx][jy] = 0;
960 Feld[jx][jy] = EL_EMPTY;
967 /* when recording the game, store which players take part in the game */
970 for (i=0; i<MAX_PLAYERS; i++)
971 if (stored_player[i].active)
972 tape.player_participates[i] = TRUE;
977 for (i=0; i<MAX_PLAYERS; i++)
979 struct PlayerInfo *player = &stored_player[i];
981 printf("Player %d: present == %d, connected == %d, active == %d.\n",
986 if (local_player == player)
987 printf("Player %d is local player.\n", i+1);
991 if (BorderElement == EL_EMPTY)
994 SBX_Right = lev_fieldx - SCR_FIELDX;
996 SBY_Lower = lev_fieldy - SCR_FIELDY;
1001 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
1003 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
1006 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
1007 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
1009 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
1010 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
1012 scroll_x = SBX_Left;
1013 scroll_y = SBY_Upper;
1014 if (local_player->jx >= SBX_Left + MIDPOSX)
1015 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
1016 local_player->jx - MIDPOSX :
1018 if (local_player->jy >= SBY_Upper + MIDPOSY)
1019 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
1020 local_player->jy - MIDPOSY :
1023 CloseDoor(DOOR_CLOSE_1);
1028 /* after drawing the level, correct some elements */
1029 if (game.timegate_time_left == 0)
1030 CloseAllOpenTimegates();
1032 if (setup.soft_scrolling)
1033 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
1035 redraw_mask |= REDRAW_FROM_BACKBUFFER;
1038 /* copy default game door content to main double buffer */
1039 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
1040 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
1043 DrawText(DX + XX_LEVEL, DY + YY_LEVEL, int2str(level_nr, 2), FONT_TEXT_2);
1046 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
1047 int2str(level_nr, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
1048 BlitBitmap(drawto, drawto,
1049 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
1050 getFontWidth(FONT_LEVEL_NUMBER) * 3,
1051 getFontHeight(FONT_LEVEL_NUMBER) - 1,
1052 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
1055 DrawGameDoorValues();
1059 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
1060 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
1061 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
1065 /* copy actual game door content to door double buffer for OpenDoor() */
1066 BlitBitmap(drawto, bitmap_db_door,
1067 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
1069 OpenDoor(DOOR_OPEN_ALL);
1071 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
1072 if (setup.sound_music)
1073 PlayMusic(level_nr);
1075 KeyboardAutoRepeatOffUnlessAutoplay();
1080 printf("Player %d %sactive.\n",
1081 i + 1, (stored_player[i].active ? "" : "not "));
1085 void InitMovDir(int x, int y)
1087 int i, element = Feld[x][y];
1088 static int xy[4][2] =
1095 static int direction[3][4] =
1097 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1098 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1099 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1108 Feld[x][y] = EL_BUG;
1109 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
1112 case EL_SPACESHIP_RIGHT:
1113 case EL_SPACESHIP_UP:
1114 case EL_SPACESHIP_LEFT:
1115 case EL_SPACESHIP_DOWN:
1116 Feld[x][y] = EL_SPACESHIP;
1117 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
1120 case EL_BD_BUTTERFLY_RIGHT:
1121 case EL_BD_BUTTERFLY_UP:
1122 case EL_BD_BUTTERFLY_LEFT:
1123 case EL_BD_BUTTERFLY_DOWN:
1124 Feld[x][y] = EL_BD_BUTTERFLY;
1125 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
1128 case EL_BD_FIREFLY_RIGHT:
1129 case EL_BD_FIREFLY_UP:
1130 case EL_BD_FIREFLY_LEFT:
1131 case EL_BD_FIREFLY_DOWN:
1132 Feld[x][y] = EL_BD_FIREFLY;
1133 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1136 case EL_PACMAN_RIGHT:
1138 case EL_PACMAN_LEFT:
1139 case EL_PACMAN_DOWN:
1140 Feld[x][y] = EL_PACMAN;
1141 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1144 case EL_SP_SNIKSNAK:
1145 MovDir[x][y] = MV_UP;
1148 case EL_SP_ELECTRON:
1149 MovDir[x][y] = MV_LEFT;
1156 Feld[x][y] = EL_MOLE;
1157 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1161 if (IS_CUSTOM_ELEMENT(element))
1163 if (element_info[element].move_direction_initial != MV_NO_MOVING)
1164 MovDir[x][y] = element_info[element].move_direction_initial;
1165 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS)
1166 MovDir[x][y] = 1 << RND(4);
1167 else if (element_info[element].move_pattern == MV_HORIZONTAL)
1168 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
1169 else if (element_info[element].move_pattern == MV_VERTICAL)
1170 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
1171 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
1172 MovDir[x][y] = element_info[element].move_pattern;
1173 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE ||
1174 element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1178 int x1 = x + xy[i][0];
1179 int y1 = y + xy[i][1];
1181 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1183 if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1184 MovDir[x][y] = direction[0][i];
1186 MovDir[x][y] = direction[1][i];
1195 MovDir[x][y] = 1 << RND(4);
1197 if (element != EL_BUG &&
1198 element != EL_SPACESHIP &&
1199 element != EL_BD_BUTTERFLY &&
1200 element != EL_BD_FIREFLY)
1205 int x1 = x + xy[i][0];
1206 int y1 = y + xy[i][1];
1208 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1210 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1212 MovDir[x][y] = direction[0][i];
1215 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1216 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1218 MovDir[x][y] = direction[1][i];
1228 void InitAmoebaNr(int x, int y)
1231 int group_nr = AmoebeNachbarNr(x, y);
1235 for (i=1; i<MAX_NUM_AMOEBA; i++)
1237 if (AmoebaCnt[i] == 0)
1245 AmoebaNr[x][y] = group_nr;
1246 AmoebaCnt[group_nr]++;
1247 AmoebaCnt2[group_nr]++;
1253 boolean raise_level = FALSE;
1255 if (local_player->MovPos)
1258 if (tape.playing && tape.auto_play)
1259 tape.auto_play_level_solved = TRUE;
1261 local_player->LevelSolved = FALSE;
1263 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
1267 if (!tape.playing && setup.sound_loops)
1268 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1269 SND_CTRL_PLAY_LOOP);
1271 while (TimeLeft > 0)
1273 if (!tape.playing && !setup.sound_loops)
1274 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1275 if (TimeLeft > 0 && !(TimeLeft % 10))
1276 RaiseScore(level.score[SC_TIME_BONUS]);
1277 if (TimeLeft > 100 && !(TimeLeft % 10))
1281 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
1288 if (!tape.playing && setup.sound_loops)
1289 StopSound(SND_GAME_LEVELTIME_BONUS);
1291 else if (level.time == 0) /* level without time limit */
1293 if (!tape.playing && setup.sound_loops)
1294 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1295 SND_CTRL_PLAY_LOOP);
1297 while (TimePlayed < 999)
1299 if (!tape.playing && !setup.sound_loops)
1300 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1301 if (TimePlayed < 999 && !(TimePlayed % 10))
1302 RaiseScore(level.score[SC_TIME_BONUS]);
1303 if (TimePlayed < 900 && !(TimePlayed % 10))
1307 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
1314 if (!tape.playing && setup.sound_loops)
1315 StopSound(SND_GAME_LEVELTIME_BONUS);
1318 /* Hero disappears */
1319 DrawLevelField(ExitX, ExitY);
1325 CloseDoor(DOOR_CLOSE_1);
1330 SaveTape(tape.level_nr); /* Ask to save tape */
1333 if (level_nr == leveldir_current->handicap_level)
1335 leveldir_current->handicap_level++;
1336 SaveLevelSetup_SeriesInfo();
1339 if (level_editor_test_game)
1340 local_player->score = -1; /* no highscore when playing from editor */
1341 else if (level_nr < leveldir_current->last_level)
1342 raise_level = TRUE; /* advance to next level */
1344 if ((hi_pos = NewHiScore()) >= 0)
1346 game_status = GAME_MODE_SCORES;
1347 DrawHallOfFame(hi_pos);
1356 game_status = GAME_MODE_MAIN;
1373 LoadScore(level_nr);
1375 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1376 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1379 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1381 if (local_player->score > highscore[k].Score)
1383 /* player has made it to the hall of fame */
1385 if (k < MAX_SCORE_ENTRIES - 1)
1387 int m = MAX_SCORE_ENTRIES - 1;
1390 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1391 if (!strcmp(setup.player_name, highscore[l].Name))
1393 if (m == k) /* player's new highscore overwrites his old one */
1399 strcpy(highscore[l].Name, highscore[l - 1].Name);
1400 highscore[l].Score = highscore[l - 1].Score;
1407 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1408 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1409 highscore[k].Score = local_player->score;
1415 else if (!strncmp(setup.player_name, highscore[k].Name,
1416 MAX_PLAYER_NAME_LEN))
1417 break; /* player already there with a higher score */
1423 SaveScore(level_nr);
1428 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
1430 if (player->GfxAction != action || player->GfxDir != dir)
1433 printf("Player frame reset! (%d => %d, %d => %d)\n",
1434 player->GfxAction, action, player->GfxDir, dir);
1437 player->GfxAction = action;
1438 player->GfxDir = dir;
1440 player->StepFrame = 0;
1444 static void ResetRandomAnimationValue(int x, int y)
1446 GfxRandom[x][y] = INIT_GFX_RANDOM();
1449 static void ResetGfxAnimation(int x, int y)
1452 GfxAction[x][y] = ACTION_DEFAULT;
1455 void InitMovingField(int x, int y, int direction)
1457 int element = Feld[x][y];
1458 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1459 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1461 if (!JustStopped[x][y] || direction != MovDir[x][y])
1462 ResetGfxAnimation(x, y);
1464 MovDir[newx][newy] = MovDir[x][y] = direction;
1466 if (Feld[newx][newy] == EL_EMPTY)
1467 Feld[newx][newy] = EL_BLOCKED;
1469 if (direction == MV_DOWN && CAN_FALL(element))
1470 GfxAction[x][y] = ACTION_FALLING;
1472 GfxAction[x][y] = ACTION_MOVING;
1474 GfxFrame[newx][newy] = GfxFrame[x][y];
1475 GfxAction[newx][newy] = GfxAction[x][y];
1476 GfxRandom[newx][newy] = GfxRandom[x][y];
1479 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1481 int direction = MovDir[x][y];
1482 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1483 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1489 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1491 int oldx = x, oldy = y;
1492 int direction = MovDir[x][y];
1494 if (direction == MV_LEFT)
1496 else if (direction == MV_RIGHT)
1498 else if (direction == MV_UP)
1500 else if (direction == MV_DOWN)
1503 *comes_from_x = oldx;
1504 *comes_from_y = oldy;
1507 int MovingOrBlocked2Element(int x, int y)
1509 int element = Feld[x][y];
1511 if (element == EL_BLOCKED)
1515 Blocked2Moving(x, y, &oldx, &oldy);
1516 return Feld[oldx][oldy];
1522 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1524 /* like MovingOrBlocked2Element(), but if element is moving
1525 and (x,y) is the field the moving element is just leaving,
1526 return EL_BLOCKED instead of the element value */
1527 int element = Feld[x][y];
1529 if (IS_MOVING(x, y))
1531 if (element == EL_BLOCKED)
1535 Blocked2Moving(x, y, &oldx, &oldy);
1536 return Feld[oldx][oldy];
1545 static void RemoveField(int x, int y)
1547 Feld[x][y] = EL_EMPTY;
1548 GfxElement[x][y] = EL_UNDEFINED;
1552 ChangeDelay[x][y] = 0;
1555 void RemoveMovingField(int x, int y)
1557 int oldx = x, oldy = y, newx = x, newy = y;
1559 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1562 if (IS_MOVING(x, y))
1564 Moving2Blocked(x, y, &newx, &newy);
1565 if (Feld[newx][newy] != EL_BLOCKED)
1568 else if (Feld[x][y] == EL_BLOCKED)
1570 Blocked2Moving(x, y, &oldx, &oldy);
1571 if (!IS_MOVING(oldx, oldy))
1575 if (Feld[x][y] == EL_BLOCKED &&
1576 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1577 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1578 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1579 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
1580 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1582 Feld[oldx][oldy] = EL_EMPTY;
1584 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1586 Feld[newx][newy] = EL_EMPTY;
1587 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1588 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1589 ChangeDelay[oldx][oldy] = ChangeDelay[newx][newy] = 0;
1590 GfxAction[oldx][oldy] = GfxAction[newx][newy] = ACTION_DEFAULT;
1592 DrawLevelField(oldx, oldy);
1593 DrawLevelField(newx, newy);
1596 void DrawDynamite(int x, int y)
1598 int sx = SCREENX(x), sy = SCREENY(y);
1599 int graphic = el2img(Feld[x][y]);
1602 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1605 if (IS_WALKABLE_INSIDE(Back[x][y]))
1609 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
1610 else if (Store[x][y])
1611 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
1613 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
1616 if (Back[x][y] || Store[x][y])
1617 DrawGraphicThruMask(sx, sy, graphic, frame);
1619 DrawGraphic(sx, sy, graphic, frame);
1621 if (game.emulation == EMU_SUPAPLEX)
1622 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
1623 else if (Store[x][y])
1624 DrawGraphicThruMask(sx, sy, graphic, frame);
1626 DrawGraphic(sx, sy, graphic, frame);
1630 void CheckDynamite(int x, int y)
1632 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
1636 if (MovDelay[x][y] != 0)
1639 PlaySoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1646 StopSoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1648 if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
1649 Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
1650 StopSound(SND_DYNAMITE_ACTIVE);
1652 StopSound(SND_DYNABOMB_ACTIVE);
1658 void Explode(int ex, int ey, int phase, int mode)
1662 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1663 int last_phase = num_phase * delay;
1664 int half_phase = (num_phase / 2) * delay;
1665 int first_phase_after_start = EX_PHASE_START + 1;
1667 if (game.explosions_delayed)
1669 ExplodeField[ex][ey] = mode;
1673 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1675 int center_element = Feld[ex][ey];
1677 /* remove things displayed in background while burning dynamite */
1678 if (!IS_INDESTRUCTIBLE(Back[ex][ey]))
1681 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1683 /* put moving element to center field (and let it explode there) */
1684 center_element = MovingOrBlocked2Element(ex, ey);
1685 RemoveMovingField(ex, ey);
1686 Feld[ex][ey] = center_element;
1689 for (y = ey - 1; y <= ey + 1; y++) for(x = ex - 1; x <= ex + 1; x++)
1693 if (!IN_LEV_FIELD(x, y) ||
1694 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
1695 (x != ex || y != ey)))
1698 element = Feld[x][y];
1700 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1702 element = MovingOrBlocked2Element(x, y);
1703 RemoveMovingField(x, y);
1707 if (IS_EXPLOSION_PROOF(element))
1710 if ((IS_INDESTRUCTIBLE(element) &&
1711 (game.engine_version < VERSION_IDENT(2,2,0) ||
1712 (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
1713 element == EL_FLAMES)
1717 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1719 if (IS_ACTIVE_BOMB(element))
1721 /* re-activate things under the bomb like gate or penguin */
1722 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
1729 /* save walkable background elements while explosion on same tile */
1730 if (IS_INDESTRUCTIBLE(element))
1731 Back[x][y] = element;
1733 /* ignite explodable elements reached by other explosion */
1734 if (element == EL_EXPLOSION)
1735 element = Store2[x][y];
1737 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1739 switch(StorePlayer[ex][ey])
1742 Store[x][y] = EL_EMERALD_RED;
1745 Store[x][y] = EL_EMERALD;
1748 Store[x][y] = EL_EMERALD_PURPLE;
1752 Store[x][y] = EL_EMERALD_YELLOW;
1756 if (game.emulation == EMU_SUPAPLEX)
1757 Store[x][y] = EL_EMPTY;
1759 else if (center_element == EL_MOLE)
1760 Store[x][y] = EL_EMERALD_RED;
1761 else if (center_element == EL_PENGUIN)
1762 Store[x][y] = EL_EMERALD_PURPLE;
1763 else if (center_element == EL_BUG)
1764 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
1765 else if (center_element == EL_BD_BUTTERFLY)
1766 Store[x][y] = EL_BD_DIAMOND;
1767 else if (center_element == EL_SP_ELECTRON)
1768 Store[x][y] = EL_SP_INFOTRON;
1769 else if (center_element == EL_AMOEBA_TO_DIAMOND)
1770 Store[x][y] = level.amoeba_content;
1771 else if (center_element == EL_YAMYAM)
1773 level.yamyam_content[game.yamyam_content_nr][x - ex + 1][y - ey + 1];
1774 else if (IS_CUSTOM_ELEMENT(center_element))
1776 element_info[center_element].content[x - ex + 1][y - ey + 1];
1777 else if (element == EL_WALL_EMERALD)
1778 Store[x][y] = EL_EMERALD;
1779 else if (element == EL_WALL_DIAMOND)
1780 Store[x][y] = EL_DIAMOND;
1781 else if (element == EL_WALL_BD_DIAMOND)
1782 Store[x][y] = EL_BD_DIAMOND;
1783 else if (element == EL_WALL_EMERALD_YELLOW)
1784 Store[x][y] = EL_EMERALD_YELLOW;
1785 else if (element == EL_WALL_EMERALD_RED)
1786 Store[x][y] = EL_EMERALD_RED;
1787 else if (element == EL_WALL_EMERALD_PURPLE)
1788 Store[x][y] = EL_EMERALD_PURPLE;
1789 else if (element == EL_WALL_PEARL)
1790 Store[x][y] = EL_PEARL;
1791 else if (element == EL_WALL_CRYSTAL)
1792 Store[x][y] = EL_CRYSTAL;
1794 Store[x][y] = EL_EMPTY;
1796 if (x != ex || y != ey ||
1797 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
1798 Store2[x][y] = element;
1800 if (AmoebaNr[x][y] &&
1801 (element == EL_AMOEBA_FULL ||
1802 element == EL_BD_AMOEBA ||
1803 element == EL_AMOEBA_GROWING))
1805 AmoebaCnt[AmoebaNr[x][y]]--;
1806 AmoebaCnt2[AmoebaNr[x][y]]--;
1809 Feld[x][y] = EL_EXPLOSION;
1811 GfxElement[x][y] = center_element;
1813 GfxElement[x][y] = EL_UNDEFINED;
1815 MovDir[x][y] = MovPos[x][y] = 0;
1817 ExplodePhase[x][y] = 1;
1821 if (center_element == EL_YAMYAM)
1822 game.yamyam_content_nr =
1823 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
1834 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
1836 if (phase == first_phase_after_start)
1838 int element = Store2[x][y];
1840 if (element == EL_BLACK_ORB)
1842 Feld[x][y] = Store2[x][y];
1847 else if (phase == half_phase)
1849 int element = Store2[x][y];
1851 if (IS_PLAYER(x, y))
1852 KillHeroUnlessProtected(x, y);
1853 else if (CAN_EXPLODE_BY_FIRE(element))
1855 Feld[x][y] = Store2[x][y];
1859 else if (element == EL_AMOEBA_TO_DIAMOND)
1860 AmoebeUmwandeln(x, y);
1863 if (phase == last_phase)
1867 element = Feld[x][y] = Store[x][y];
1868 Store[x][y] = Store2[x][y] = 0;
1869 GfxElement[x][y] = EL_UNDEFINED;
1871 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
1872 element = Feld[x][y] = Back[x][y];
1875 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = ChangeDelay[x][y] = 0;
1876 InitField(x, y, FALSE);
1877 if (CAN_MOVE(element))
1879 DrawLevelField(x, y);
1881 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1882 StorePlayer[x][y] = 0;
1884 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1887 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
1889 int stored = Store[x][y];
1890 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
1891 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
1894 int frame = getGraphicAnimationFrame(graphic, phase - delay);
1897 DrawLevelFieldCrumbledSand(x, y);
1899 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
1901 DrawLevelElement(x, y, Back[x][y]);
1902 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
1904 else if (IS_WALKABLE_UNDER(Back[x][y]))
1906 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1907 DrawLevelElementThruMask(x, y, Back[x][y]);
1909 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
1910 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1914 void DynaExplode(int ex, int ey)
1917 int dynabomb_size = 1;
1918 boolean dynabomb_xl = FALSE;
1919 struct PlayerInfo *player;
1920 static int xy[4][2] =
1928 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1930 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER_1_ACTIVE];
1931 dynabomb_size = player->dynabomb_size;
1932 dynabomb_xl = player->dynabomb_xl;
1933 player->dynabombs_left++;
1936 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1940 for (j=1; j<=dynabomb_size; j++)
1942 int x = ex + j * xy[i % 4][0];
1943 int y = ey + j * xy[i % 4][1];
1946 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
1949 element = Feld[x][y];
1951 /* do not restart explosions of fields with active bombs */
1952 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
1955 Explode(x, y, EX_PHASE_START, EX_BORDER);
1957 if (element != EL_EMPTY &&
1958 element != EL_SAND &&
1959 element != EL_EXPLOSION &&
1966 void Bang(int x, int y)
1968 int element = Feld[x][y];
1970 if (IS_PLAYER(x, y))
1972 struct PlayerInfo *player = PLAYERINFO(x, y);
1974 element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
1975 player->element_nr);
1979 PlaySoundLevelAction(x, y, ACTION_EXPLODING);
1981 if (game.emulation == EMU_SUPAPLEX)
1982 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
1984 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
1988 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1996 case EL_BD_BUTTERFLY:
1999 case EL_DARK_YAMYAM:
2003 RaiseScoreElement(element);
2004 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2006 case EL_DYNABOMB_PLAYER_1_ACTIVE:
2007 case EL_DYNABOMB_PLAYER_2_ACTIVE:
2008 case EL_DYNABOMB_PLAYER_3_ACTIVE:
2009 case EL_DYNABOMB_PLAYER_4_ACTIVE:
2010 case EL_DYNABOMB_INCREASE_NUMBER:
2011 case EL_DYNABOMB_INCREASE_SIZE:
2012 case EL_DYNABOMB_INCREASE_POWER:
2017 case EL_LAMP_ACTIVE:
2018 if (IS_PLAYER(x, y))
2019 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2021 Explode(x, y, EX_PHASE_START, EX_CENTER);
2024 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2028 CheckTriggeredElementChange(element, CE_OTHER_EXPLODING);
2031 void SplashAcid(int x, int y)
2033 int element = Feld[x][y];
2035 if (element != EL_ACID_SPLASH_LEFT &&
2036 element != EL_ACID_SPLASH_RIGHT)
2038 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
2040 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
2041 (!IN_LEV_FIELD(x-1, y-1) ||
2042 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
2043 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
2045 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
2046 (!IN_LEV_FIELD(x+1, y-1) ||
2047 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
2048 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
2052 static void InitBeltMovement()
2054 static int belt_base_element[4] =
2056 EL_CONVEYOR_BELT_1_LEFT,
2057 EL_CONVEYOR_BELT_2_LEFT,
2058 EL_CONVEYOR_BELT_3_LEFT,
2059 EL_CONVEYOR_BELT_4_LEFT
2061 static int belt_base_active_element[4] =
2063 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2064 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2065 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2066 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2071 /* set frame order for belt animation graphic according to belt direction */
2078 int element = belt_base_active_element[belt_nr] + j;
2079 int graphic = el2img(element);
2081 if (game.belt_dir[i] == MV_LEFT)
2082 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2084 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2088 for(y=0; y<lev_fieldy; y++)
2090 for(x=0; x<lev_fieldx; x++)
2092 int element = Feld[x][y];
2096 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
2098 int e_belt_nr = getBeltNrFromBeltElement(element);
2101 if (e_belt_nr == belt_nr)
2103 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
2105 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
2113 static void ToggleBeltSwitch(int x, int y)
2115 static int belt_base_element[4] =
2117 EL_CONVEYOR_BELT_1_LEFT,
2118 EL_CONVEYOR_BELT_2_LEFT,
2119 EL_CONVEYOR_BELT_3_LEFT,
2120 EL_CONVEYOR_BELT_4_LEFT
2122 static int belt_base_active_element[4] =
2124 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2125 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2126 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2127 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2129 static int belt_base_switch_element[4] =
2131 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
2132 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
2133 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
2134 EL_CONVEYOR_BELT_4_SWITCH_LEFT
2136 static int belt_move_dir[4] =
2144 int element = Feld[x][y];
2145 int belt_nr = getBeltNrFromBeltSwitchElement(element);
2146 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
2147 int belt_dir = belt_move_dir[belt_dir_nr];
2150 if (!IS_BELT_SWITCH(element))
2153 game.belt_dir_nr[belt_nr] = belt_dir_nr;
2154 game.belt_dir[belt_nr] = belt_dir;
2156 if (belt_dir_nr == 3)
2159 /* set frame order for belt animation graphic according to belt direction */
2162 int element = belt_base_active_element[belt_nr] + i;
2163 int graphic = el2img(element);
2165 if (belt_dir == MV_LEFT)
2166 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2168 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2171 for (yy=0; yy<lev_fieldy; yy++)
2173 for (xx=0; xx<lev_fieldx; xx++)
2175 int element = Feld[xx][yy];
2177 if (IS_BELT_SWITCH(element))
2179 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
2181 if (e_belt_nr == belt_nr)
2183 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
2184 DrawLevelField(xx, yy);
2187 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
2189 int e_belt_nr = getBeltNrFromBeltElement(element);
2191 if (e_belt_nr == belt_nr)
2193 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
2195 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
2196 DrawLevelField(xx, yy);
2199 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
2201 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
2203 if (e_belt_nr == belt_nr)
2205 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
2207 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
2208 DrawLevelField(xx, yy);
2215 static void ToggleSwitchgateSwitch(int x, int y)
2219 game.switchgate_pos = !game.switchgate_pos;
2221 for (yy=0; yy<lev_fieldy; yy++)
2223 for (xx=0; xx<lev_fieldx; xx++)
2225 int element = Feld[xx][yy];
2227 if (element == EL_SWITCHGATE_SWITCH_UP ||
2228 element == EL_SWITCHGATE_SWITCH_DOWN)
2230 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2231 DrawLevelField(xx, yy);
2233 else if (element == EL_SWITCHGATE_OPEN ||
2234 element == EL_SWITCHGATE_OPENING)
2236 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2238 PlaySoundLevelAction(xx, yy, ACTION_CLOSING);
2240 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2243 else if (element == EL_SWITCHGATE_CLOSED ||
2244 element == EL_SWITCHGATE_CLOSING)
2246 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2248 PlaySoundLevelAction(xx, yy, ACTION_OPENING);
2250 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2257 static int getInvisibleActiveFromInvisibleElement(int element)
2259 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2260 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2261 EL_INVISIBLE_SAND_ACTIVE);
2264 static int getInvisibleFromInvisibleActiveElement(int element)
2266 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2267 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2271 static void RedrawAllLightSwitchesAndInvisibleElements()
2275 for (y=0; y<lev_fieldy; y++)
2277 for (x=0; x<lev_fieldx; x++)
2279 int element = Feld[x][y];
2281 if (element == EL_LIGHT_SWITCH &&
2282 game.light_time_left > 0)
2284 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2285 DrawLevelField(x, y);
2287 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2288 game.light_time_left == 0)
2290 Feld[x][y] = EL_LIGHT_SWITCH;
2291 DrawLevelField(x, y);
2293 else if (element == EL_INVISIBLE_STEELWALL ||
2294 element == EL_INVISIBLE_WALL ||
2295 element == EL_INVISIBLE_SAND)
2297 if (game.light_time_left > 0)
2298 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2300 DrawLevelField(x, y);
2302 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2303 element == EL_INVISIBLE_WALL_ACTIVE ||
2304 element == EL_INVISIBLE_SAND_ACTIVE)
2306 if (game.light_time_left == 0)
2307 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2309 DrawLevelField(x, y);
2315 static void ToggleLightSwitch(int x, int y)
2317 int element = Feld[x][y];
2319 game.light_time_left =
2320 (element == EL_LIGHT_SWITCH ?
2321 level.time_light * FRAMES_PER_SECOND : 0);
2323 RedrawAllLightSwitchesAndInvisibleElements();
2326 static void ActivateTimegateSwitch(int x, int y)
2330 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2332 for (yy=0; yy<lev_fieldy; yy++)
2334 for (xx=0; xx<lev_fieldx; xx++)
2336 int element = Feld[xx][yy];
2338 if (element == EL_TIMEGATE_CLOSED ||
2339 element == EL_TIMEGATE_CLOSING)
2341 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2342 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2346 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2348 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2349 DrawLevelField(xx, yy);
2356 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2359 void Impact(int x, int y)
2361 boolean lastline = (y == lev_fieldy-1);
2362 boolean object_hit = FALSE;
2363 boolean impact = (lastline || object_hit);
2364 int element = Feld[x][y];
2365 int smashed = EL_UNDEFINED;
2367 if (!lastline) /* check if element below was hit */
2369 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
2372 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
2373 MovDir[x][y + 1] != MV_DOWN ||
2374 MovPos[x][y + 1] <= TILEY / 2));
2376 smashed = MovingOrBlocked2Element(x, y + 1);
2378 impact = (lastline || object_hit);
2381 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2389 ResetGfxAnimation(x, y);
2390 DrawLevelField(x, y);
2394 if (impact && CAN_EXPLODE_IMPACT(element))
2396 if ((element == EL_BOMB ||
2397 element == EL_SP_DISK_ORANGE ||
2398 element == EL_DX_SUPABOMB) &&
2399 (lastline || object_hit)) /* element is bomb */
2405 else if (impact && element == EL_PEARL)
2407 Feld[x][y] = EL_PEARL_BREAKING;
2408 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2411 else if (impact && CAN_CHANGE(element) &&
2412 HAS_CHANGE_EVENT(element, CE_IMPACT))
2414 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2416 ChangeElementDoIt(x, y, element_info[element].change.successor);
2421 if (impact && element == EL_AMOEBA_DROP)
2423 if (object_hit && IS_PLAYER(x, y + 1))
2424 KillHeroUnlessProtected(x, y + 1);
2425 else if (object_hit && smashed == EL_PENGUIN)
2429 Feld[x][y] = EL_AMOEBA_GROWING;
2430 Store[x][y] = EL_AMOEBA_WET;
2432 ResetRandomAnimationValue(x, y);
2438 if (object_hit) /* check which object was hit */
2440 if (!lastline && object_hit) /* check which object was hit */
2443 if (CAN_PASS_MAGIC_WALL(element) &&
2444 (smashed == EL_MAGIC_WALL ||
2445 smashed == EL_BD_MAGIC_WALL))
2448 int activated_magic_wall =
2449 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2450 EL_BD_MAGIC_WALL_ACTIVE);
2452 /* activate magic wall / mill */
2453 for (yy=0; yy<lev_fieldy; yy++)
2454 for (xx=0; xx<lev_fieldx; xx++)
2455 if (Feld[xx][yy] == smashed)
2456 Feld[xx][yy] = activated_magic_wall;
2458 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2459 game.magic_wall_active = TRUE;
2461 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2462 SND_MAGIC_WALL_ACTIVATING :
2463 SND_BD_MAGIC_WALL_ACTIVATING));
2466 if (IS_PLAYER(x, y + 1))
2468 if (CAN_SMASH_PLAYER(element))
2470 KillHeroUnlessProtected(x, y + 1);
2474 else if (smashed == EL_PENGUIN)
2476 if (CAN_SMASH_PLAYER(element))
2482 else if (element == EL_BD_DIAMOND)
2484 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2490 else if ((element == EL_SP_INFOTRON ||
2491 element == EL_SP_ZONK) &&
2492 (smashed == EL_SP_SNIKSNAK ||
2493 smashed == EL_SP_ELECTRON ||
2494 smashed == EL_SP_DISK_ORANGE))
2500 else if (CAN_SMASH_EVERYTHING(element))
2502 else if (element == EL_ROCK ||
2503 element == EL_SP_ZONK ||
2504 element == EL_BD_ROCK)
2507 if (IS_CLASSIC_ENEMY(smashed) ||
2509 CAN_EXPLODE_SMASHED(smashed))
2511 smashed == EL_BOMB ||
2512 smashed == EL_SP_DISK_ORANGE ||
2513 smashed == EL_DX_SUPABOMB ||
2514 smashed == EL_SATELLITE ||
2515 smashed == EL_PIG ||
2516 smashed == EL_DRAGON ||
2524 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
2526 else if (!IS_MOVING(x, y + 1))
2529 if (smashed == EL_LAMP ||
2530 smashed == EL_LAMP_ACTIVE)
2535 else if (smashed == EL_NUT)
2537 Feld[x][y + 1] = EL_NUT_BREAKING;
2538 PlaySoundLevel(x, y, SND_NUT_BREAKING);
2539 RaiseScoreElement(EL_NUT);
2542 else if (smashed == EL_PEARL)
2544 Feld[x][y + 1] = EL_PEARL_BREAKING;
2545 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2548 else if (smashed == EL_DIAMOND)
2551 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
2553 Feld[x][y + 1] = EL_EMPTY;
2555 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2558 else if (IS_BELT_SWITCH(smashed))
2560 ToggleBeltSwitch(x, y + 1);
2562 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
2563 smashed == EL_SWITCHGATE_SWITCH_DOWN)
2565 ToggleSwitchgateSwitch(x, y + 1);
2567 else if (smashed == EL_LIGHT_SWITCH ||
2568 smashed == EL_LIGHT_SWITCH_ACTIVE)
2570 ToggleLightSwitch(x, y + 1);
2572 else if (CAN_CHANGE(smashed) &&
2573 HAS_CHANGE_EVENT(smashed, CE_SMASHED))
2575 ChangeElementDoIt(x, y + 1, element_info[smashed].change.successor);
2581 /* play sound of magic wall / mill */
2583 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
2584 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
2586 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
2587 PlaySoundLevel(x, y, SND_MAGIC_WALL_FILLING);
2588 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
2589 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_FILLING);
2594 /* play sound of object that hits the ground */
2595 if (lastline || object_hit)
2596 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2599 void TurnRound(int x, int y)
2611 { 0, 0 }, { 0, 0 }, { 0, 0 },
2616 int left, right, back;
2620 { MV_DOWN, MV_UP, MV_RIGHT },
2621 { MV_UP, MV_DOWN, MV_LEFT },
2623 { MV_LEFT, MV_RIGHT, MV_DOWN },
2624 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2625 { MV_RIGHT, MV_LEFT, MV_UP }
2628 int element = Feld[x][y];
2629 int old_move_dir = MovDir[x][y];
2630 int left_dir = turn[old_move_dir].left;
2631 int right_dir = turn[old_move_dir].right;
2632 int back_dir = turn[old_move_dir].back;
2634 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2635 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2636 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2637 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2639 int left_x = x + left_dx, left_y = y + left_dy;
2640 int right_x = x + right_dx, right_y = y + right_dy;
2641 int move_x = x + move_dx, move_y = y + move_dy;
2643 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2645 TestIfBadThingTouchesOtherBadThing(x, y);
2647 if (IN_LEV_FIELD(right_x, right_y) &&
2648 IS_FREE(right_x, right_y))
2649 MovDir[x][y] = right_dir;
2650 else if (!IN_LEV_FIELD(move_x, move_y) ||
2651 !IS_FREE(move_x, move_y))
2652 MovDir[x][y] = left_dir;
2654 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
2656 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2659 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2660 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2662 TestIfBadThingTouchesOtherBadThing(x, y);
2664 if (IN_LEV_FIELD(left_x, left_y) &&
2665 IS_FREE(left_x, left_y))
2666 MovDir[x][y] = left_dir;
2667 else if (!IN_LEV_FIELD(move_x, move_y) ||
2668 !IS_FREE(move_x, move_y))
2669 MovDir[x][y] = right_dir;
2671 if ((element == EL_SPACESHIP ||
2672 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2673 && MovDir[x][y] != old_move_dir)
2675 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
2678 else if (element == EL_YAMYAM)
2680 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2682 if (IN_LEV_FIELD(left_x, left_y) &&
2683 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2684 Feld[left_x][left_y] == EL_DIAMOND))
2685 can_turn_left = TRUE;
2686 if (IN_LEV_FIELD(right_x, right_y) &&
2687 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2688 Feld[right_x][right_y] == EL_DIAMOND))
2689 can_turn_right = TRUE;
2691 if (can_turn_left && can_turn_right)
2692 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2693 else if (can_turn_left)
2694 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2695 else if (can_turn_right)
2696 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2698 MovDir[x][y] = back_dir;
2700 MovDelay[x][y] = 16+16*RND(3);
2702 else if (element == EL_DARK_YAMYAM)
2704 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2706 if (IN_LEV_FIELD(left_x, left_y) &&
2707 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2708 IS_FOOD_DARK_YAMYAM(Feld[left_x][left_y])))
2709 can_turn_left = TRUE;
2710 if (IN_LEV_FIELD(right_x, right_y) &&
2711 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2712 IS_FOOD_DARK_YAMYAM(Feld[right_x][right_y])))
2713 can_turn_right = TRUE;
2715 if (can_turn_left && can_turn_right)
2716 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2717 else if (can_turn_left)
2718 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2719 else if (can_turn_right)
2720 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2722 MovDir[x][y] = back_dir;
2724 MovDelay[x][y] = 16+16*RND(3);
2726 else if (element == EL_PACMAN)
2728 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2730 if (IN_LEV_FIELD(left_x, left_y) &&
2731 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2732 IS_AMOEBOID(Feld[left_x][left_y])))
2733 can_turn_left = TRUE;
2734 if (IN_LEV_FIELD(right_x, right_y) &&
2735 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2736 IS_AMOEBOID(Feld[right_x][right_y])))
2737 can_turn_right = TRUE;
2739 if (can_turn_left && can_turn_right)
2740 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2741 else if (can_turn_left)
2742 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2743 else if (can_turn_right)
2744 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2746 MovDir[x][y] = back_dir;
2748 MovDelay[x][y] = 6+RND(40);
2750 else if (element == EL_PIG)
2752 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2753 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2754 boolean should_move_on = FALSE;
2756 int rnd = RND(rnd_value);
2758 if (IN_LEV_FIELD(left_x, left_y) &&
2759 (IS_FREE(left_x, left_y) || IS_FOOD_PIG(Feld[left_x][left_y])))
2760 can_turn_left = TRUE;
2761 if (IN_LEV_FIELD(right_x, right_y) &&
2762 (IS_FREE(right_x, right_y) || IS_FOOD_PIG(Feld[right_x][right_y])))
2763 can_turn_right = TRUE;
2764 if (IN_LEV_FIELD(move_x, move_y) &&
2765 (IS_FREE(move_x, move_y) || IS_FOOD_PIG(Feld[move_x][move_y])))
2768 if (can_turn_left &&
2770 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2771 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2772 should_turn_left = TRUE;
2773 if (can_turn_right &&
2775 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2776 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2777 should_turn_right = TRUE;
2779 (!can_turn_left || !can_turn_right ||
2780 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2781 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2782 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2783 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2784 should_move_on = TRUE;
2786 if (should_turn_left || should_turn_right || should_move_on)
2788 if (should_turn_left && should_turn_right && should_move_on)
2789 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2790 rnd < 2*rnd_value/3 ? right_dir :
2792 else if (should_turn_left && should_turn_right)
2793 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2794 else if (should_turn_left && should_move_on)
2795 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2796 else if (should_turn_right && should_move_on)
2797 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2798 else if (should_turn_left)
2799 MovDir[x][y] = left_dir;
2800 else if (should_turn_right)
2801 MovDir[x][y] = right_dir;
2802 else if (should_move_on)
2803 MovDir[x][y] = old_move_dir;
2805 else if (can_move_on && rnd > rnd_value/8)
2806 MovDir[x][y] = old_move_dir;
2807 else if (can_turn_left && can_turn_right)
2808 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2809 else if (can_turn_left && rnd > rnd_value/8)
2810 MovDir[x][y] = left_dir;
2811 else if (can_turn_right && rnd > rnd_value/8)
2812 MovDir[x][y] = right_dir;
2814 MovDir[x][y] = back_dir;
2816 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2817 !IS_FOOD_PIG(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2818 MovDir[x][y] = old_move_dir;
2822 else if (element == EL_DRAGON)
2824 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2826 int rnd = RND(rnd_value);
2828 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2829 can_turn_left = TRUE;
2830 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2831 can_turn_right = TRUE;
2832 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2835 if (can_move_on && rnd > rnd_value/8)
2836 MovDir[x][y] = old_move_dir;
2837 else if (can_turn_left && can_turn_right)
2838 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2839 else if (can_turn_left && rnd > rnd_value/8)
2840 MovDir[x][y] = left_dir;
2841 else if (can_turn_right && rnd > rnd_value/8)
2842 MovDir[x][y] = right_dir;
2844 MovDir[x][y] = back_dir;
2846 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2847 MovDir[x][y] = old_move_dir;
2851 else if (element == EL_MOLE)
2853 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2855 if (IN_LEV_FIELD(move_x, move_y) &&
2856 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2857 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING))
2862 if (IN_LEV_FIELD(left_x, left_y) &&
2863 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2864 can_turn_left = TRUE;
2865 if (IN_LEV_FIELD(right_x, right_y) &&
2866 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2867 can_turn_right = TRUE;
2869 if (can_turn_left && can_turn_right)
2870 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2871 else if (can_turn_left)
2872 MovDir[x][y] = left_dir;
2874 MovDir[x][y] = right_dir;
2877 if (MovDir[x][y] != old_move_dir)
2880 else if (element == EL_BALLOON)
2882 MovDir[x][y] = game.balloon_dir;
2885 else if (element == EL_SPRING)
2887 if ((MovDir[x][y] == MV_LEFT || MovDir[x][y] == MV_RIGHT) &&
2888 (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2889 (IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))
2890 MovDir[x][y] = MV_NO_MOVING;
2894 else if (element == EL_ROBOT ||
2895 element == EL_SATELLITE ||
2896 element == EL_PENGUIN)
2898 int attr_x = -1, attr_y = -1;
2909 for (i=0; i<MAX_PLAYERS; i++)
2911 struct PlayerInfo *player = &stored_player[i];
2912 int jx = player->jx, jy = player->jy;
2914 if (!player->active)
2917 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2925 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
2931 if (element == EL_PENGUIN)
2934 static int xy[4][2] =
2944 int ex = x + xy[i % 4][0];
2945 int ey = y + xy[i % 4][1];
2947 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
2956 MovDir[x][y] = MV_NO_MOVING;
2958 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2959 else if (attr_x > x)
2960 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2962 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2963 else if (attr_y > y)
2964 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2966 if (element == EL_ROBOT)
2970 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
2971 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
2972 Moving2Blocked(x, y, &newx, &newy);
2974 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2975 MovDelay[x][y] = 8+8*!RND(3);
2977 MovDelay[x][y] = 16;
2985 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
2987 boolean first_horiz = RND(2);
2988 int new_move_dir = MovDir[x][y];
2991 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
2992 Moving2Blocked(x, y, &newx, &newy);
2994 if (IN_LEV_FIELD(newx, newy) &&
2995 (IS_FREE(newx, newy) ||
2996 Feld[newx][newy] == EL_ACID ||
2997 (element == EL_PENGUIN &&
2998 (Feld[newx][newy] == EL_EXIT_OPEN ||
2999 IS_FOOD_PENGUIN(Feld[newx][newy])))))
3003 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3004 Moving2Blocked(x, y, &newx, &newy);
3006 if (IN_LEV_FIELD(newx, newy) &&
3007 (IS_FREE(newx, newy) ||
3008 Feld[newx][newy] == EL_ACID ||
3009 (element == EL_PENGUIN &&
3010 (Feld[newx][newy] == EL_EXIT_OPEN ||
3011 IS_FOOD_PENGUIN(Feld[newx][newy])))))
3014 MovDir[x][y] = old_move_dir;
3019 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS)
3021 boolean can_turn_left = FALSE, can_turn_right = FALSE;
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 can_turn_left = TRUE;
3027 if (IN_LEV_FIELD(right_x, right_y) &&
3028 (IS_FREE(right_x, right_y) ||
3029 (DONT_COLLIDE_WITH(element) && IS_FREE_OR_PLAYER(right_x, right_y))))
3030 can_turn_right = TRUE;
3032 if (can_turn_left && can_turn_right)
3033 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3034 else if (can_turn_left)
3035 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3036 else if (can_turn_right)
3037 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3039 MovDir[x][y] = back_dir;
3041 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3043 else if (element_info[element].move_pattern == MV_HORIZONTAL ||
3044 element_info[element].move_pattern == MV_VERTICAL)
3046 if (element_info[element].move_pattern & old_move_dir)
3047 MovDir[x][y] = back_dir;
3048 else if (element_info[element].move_pattern == MV_HORIZONTAL)
3049 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
3050 else if (element_info[element].move_pattern == MV_VERTICAL)
3051 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
3053 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3055 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
3057 MovDir[x][y] = element_info[element].move_pattern;
3058 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3060 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE)
3062 if (IN_LEV_FIELD(left_x, left_y) &&
3063 (IS_FREE(left_x, left_y) ||
3064 (DONT_COLLIDE_WITH(element) && IS_FREE_OR_PLAYER(left_x, left_y))))
3065 MovDir[x][y] = left_dir;
3066 else if (!IN_LEV_FIELD(move_x, move_y) ||
3067 (!IS_FREE(move_x, move_y) &&
3068 (!DONT_COLLIDE_WITH(element) || !IS_FREE_OR_PLAYER(move_x, move_y))))
3069 MovDir[x][y] = right_dir;
3071 if (MovDir[x][y] != old_move_dir)
3072 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3074 else if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
3076 if (IN_LEV_FIELD(right_x, right_y) &&
3077 (IS_FREE(right_x, right_y) ||
3078 (DONT_COLLIDE_WITH(element) && IS_FREE_OR_PLAYER(right_x, right_y))))
3079 MovDir[x][y] = right_dir;
3080 else if (!IN_LEV_FIELD(move_x, move_y) ||
3081 (!IS_FREE(move_x, move_y) &&
3082 (!DONT_COLLIDE_WITH(element) || !IS_FREE_OR_PLAYER(move_x, move_y))))
3083 MovDir[x][y] = left_dir;
3085 if (MovDir[x][y] != old_move_dir)
3086 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3088 else if (element_info[element].move_pattern == MV_TOWARDS_PLAYER ||
3089 element_info[element].move_pattern == MV_AWAY_FROM_PLAYER)
3091 int attr_x = -1, attr_y = -1;
3094 (element_info[element].move_pattern == MV_AWAY_FROM_PLAYER);
3105 for (i=0; i<MAX_PLAYERS; i++)
3107 struct PlayerInfo *player = &stored_player[i];
3108 int jx = player->jx, jy = player->jy;
3110 if (!player->active)
3113 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
3121 MovDir[x][y] = MV_NO_MOVING;
3123 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
3124 else if (attr_x > x)
3125 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
3127 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
3128 else if (attr_y > y)
3129 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
3131 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3133 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3135 boolean first_horiz = RND(2);
3136 int new_move_dir = MovDir[x][y];
3139 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3140 Moving2Blocked(x, y, &newx, &newy);
3142 if (IN_LEV_FIELD(newx, newy) && (IS_FREE(newx, newy) ||
3143 (DONT_COLLIDE_WITH(element) &&
3144 IS_FREE_OR_PLAYER(newx, newy)) ||
3145 Feld[newx][newy] == EL_ACID))
3149 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3150 Moving2Blocked(x, y, &newx, &newy);
3152 if (IN_LEV_FIELD(newx, newy) && (IS_FREE(newx, newy) ||
3153 (DONT_COLLIDE_WITH(element) &&
3154 IS_FREE_OR_PLAYER(newx, newy)) ||
3155 Feld[newx][newy] == EL_ACID))
3158 MovDir[x][y] = old_move_dir;
3163 static boolean JustBeingPushed(int x, int y)
3167 for (i=0; i<MAX_PLAYERS; i++)
3169 struct PlayerInfo *player = &stored_player[i];
3171 if (player->active && player->Pushing && player->MovPos)
3173 int next_jx = player->jx + (player->jx - player->last_jx);
3174 int next_jy = player->jy + (player->jy - player->last_jy);
3176 if (x == next_jx && y == next_jy)
3184 void StartMoving(int x, int y)
3186 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
3187 boolean started_moving = FALSE; /* some elements can fall _and_ move */
3188 int element = Feld[x][y];
3193 GfxAction[x][y] = ACTION_DEFAULT;
3195 if (CAN_FALL(element) && y < lev_fieldy - 1)
3197 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
3198 if (JustBeingPushed(x, y))
3201 if (element == EL_QUICKSAND_FULL)
3203 if (IS_FREE(x, y + 1))
3205 InitMovingField(x, y, MV_DOWN);
3206 started_moving = TRUE;
3208 Feld[x][y] = EL_QUICKSAND_EMPTYING;
3209 Store[x][y] = EL_ROCK;
3211 PlaySoundLevelAction(x, y, ACTION_EMPTYING);
3213 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
3216 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3218 if (!MovDelay[x][y])
3219 MovDelay[x][y] = TILEY + 1;
3228 Feld[x][y] = EL_QUICKSAND_EMPTY;
3229 Feld[x][y + 1] = EL_QUICKSAND_FULL;
3230 Store[x][y + 1] = Store[x][y];
3233 PlaySoundLevelAction(x, y, ACTION_FILLING);
3235 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3239 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
3240 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3242 InitMovingField(x, y, MV_DOWN);
3243 started_moving = TRUE;
3245 Feld[x][y] = EL_QUICKSAND_FILLING;
3246 Store[x][y] = element;
3248 PlaySoundLevelAction(x, y, ACTION_FILLING);
3250 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3253 else if (element == EL_MAGIC_WALL_FULL)
3255 if (IS_FREE(x, y + 1))
3257 InitMovingField(x, y, MV_DOWN);
3258 started_moving = TRUE;
3260 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
3261 Store[x][y] = EL_CHANGED(Store[x][y]);
3263 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3265 if (!MovDelay[x][y])
3266 MovDelay[x][y] = TILEY/4 + 1;
3275 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
3276 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
3277 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
3281 else if (element == EL_BD_MAGIC_WALL_FULL)
3283 if (IS_FREE(x, y + 1))
3285 InitMovingField(x, y, MV_DOWN);
3286 started_moving = TRUE;
3288 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
3289 Store[x][y] = EL_CHANGED2(Store[x][y]);
3291 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3293 if (!MovDelay[x][y])
3294 MovDelay[x][y] = TILEY/4 + 1;
3303 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
3304 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
3305 Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
3309 else if (CAN_PASS_MAGIC_WALL(element) &&
3310 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3311 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3313 InitMovingField(x, y, MV_DOWN);
3314 started_moving = TRUE;
3317 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
3318 EL_BD_MAGIC_WALL_FILLING);
3319 Store[x][y] = element;
3322 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID)
3324 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
3329 InitMovingField(x, y, MV_DOWN);
3330 started_moving = TRUE;
3332 Store[x][y] = EL_ACID;
3334 /* !!! TEST !!! better use "_FALLING" etc. !!! */
3335 GfxAction[x][y + 1] = ACTION_ACTIVE;
3338 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3343 else if (IS_FREE(x, y + 1) && element == EL_SPRING && use_spring_bug)
3345 if (MovDir[x][y] == MV_NO_MOVING)
3347 InitMovingField(x, y, MV_DOWN);
3348 started_moving = TRUE;
3351 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
3353 if (JustStopped[x][y]) /* prevent animation from being restarted */
3354 MovDir[x][y] = MV_DOWN;
3356 InitMovingField(x, y, MV_DOWN);
3357 started_moving = TRUE;
3359 else if (element == EL_AMOEBA_DROP)
3361 Feld[x][y] = EL_AMOEBA_GROWING;
3362 Store[x][y] = EL_AMOEBA_WET;
3364 /* Store[x][y + 1] must be zero, because:
3365 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY
3368 #if OLD_GAME_BEHAVIOUR
3369 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1])
3371 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] &&
3372 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3373 element != EL_DX_SUPABOMB)
3376 else if ((IS_SLIPPERY(Feld[x][y + 1]) ||
3377 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
3378 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3379 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
3382 boolean left = (x>0 && IS_FREE(x-1, y) &&
3383 (IS_FREE(x-1, y + 1) || Feld[x-1][y + 1] == EL_ACID));
3384 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
3385 (IS_FREE(x+1, y + 1) || Feld[x+1][y + 1] == EL_ACID));
3389 if (left && right &&
3390 (game.emulation != EMU_BOULDERDASH &&
3391 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
3392 left = !(right = RND(2));
3394 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
3395 started_moving = TRUE;
3398 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
3400 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
3401 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
3402 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
3403 int belt_dir = game.belt_dir[belt_nr];
3405 if ((belt_dir == MV_LEFT && left_is_free) ||
3406 (belt_dir == MV_RIGHT && right_is_free))
3408 InitMovingField(x, y, belt_dir);
3409 started_moving = TRUE;
3411 GfxAction[x][y] = ACTION_DEFAULT;
3416 /* not "else if" because of EL_SPRING */
3417 if (CAN_MOVE(element) && !started_moving)
3421 if ((element == EL_SATELLITE ||
3422 element == EL_BALLOON ||
3423 element == EL_SPRING)
3424 && JustBeingPushed(x, y))
3429 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
3430 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
3432 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
3434 Moving2Blocked(x, y, &newx, &newy);
3435 if (Feld[newx][newy] == EL_BLOCKED)
3436 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
3441 if (!MovDelay[x][y]) /* start new movement phase */
3443 /* all objects that can change their move direction after each step
3444 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
3446 if (element != EL_YAMYAM &&
3447 element != EL_DARK_YAMYAM &&
3448 element != EL_PACMAN &&
3449 !(element_info[element].move_pattern & MV_ANY_DIRECTION))
3453 if (MovDelay[x][y] && (element == EL_BUG ||
3454 element == EL_SPACESHIP ||
3455 element == EL_SP_SNIKSNAK ||
3456 element == EL_SP_ELECTRON ||
3457 element == EL_MOLE))
3458 DrawLevelField(x, y);
3462 if (MovDelay[x][y]) /* wait some time before next movement */
3467 if (element == EL_YAMYAM)
3470 el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT));
3471 DrawLevelElementAnimation(x, y, element);
3475 if (MovDelay[x][y]) /* element still has to wait some time */
3478 /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
3479 ResetGfxAnimation(x, y);
3481 GfxAction[x][y] = ACTION_WAITING;
3484 if (element == EL_ROBOT ||
3486 element == EL_PACMAN ||
3488 element == EL_YAMYAM ||
3489 element == EL_DARK_YAMYAM)
3492 DrawLevelElementAnimation(x, y, element);
3494 DrawLevelElementAnimationIfNeeded(x, y, element);
3496 PlaySoundLevelAction(x, y, ACTION_WAITING);
3498 else if (element == EL_SP_ELECTRON)
3499 DrawLevelElementAnimationIfNeeded(x, y, element);
3500 else if (element == EL_DRAGON)
3503 int dir = MovDir[x][y];
3504 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
3505 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
3506 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
3507 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
3508 dir == MV_UP ? IMG_FLAMES_1_UP :
3509 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
3510 int frame = getGraphicAnimationFrame(graphic, -1);
3512 for (i=1; i<=3; i++)
3514 int xx = x + i*dx, yy = y + i*dy;
3515 int sx = SCREENX(xx), sy = SCREENY(yy);
3516 int flame_graphic = graphic + (i - 1);
3518 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
3523 int flamed = MovingOrBlocked2Element(xx, yy);
3525 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_FIRE(flamed))
3528 RemoveMovingField(xx, yy);
3530 Feld[xx][yy] = EL_FLAMES;
3531 if (IN_SCR_FIELD(sx, sy))
3532 DrawGraphic(sx, sy, flame_graphic, frame);
3536 if (Feld[xx][yy] == EL_FLAMES)
3537 Feld[xx][yy] = EL_EMPTY;
3538 DrawLevelField(xx, yy);
3543 if (MovDelay[x][y]) /* element still has to wait some time */
3545 PlaySoundLevelAction(x, y, ACTION_WAITING);
3550 GfxAction[x][y] = ACTION_MOVING;
3553 /* now make next step */
3555 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
3557 if (DONT_COLLIDE_WITH(element) && IS_PLAYER(newx, newy) &&
3558 !PLAYER_PROTECTED(newx, newy))
3561 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
3564 /* player killed by element which is deadly when colliding with */
3566 KillHero(PLAYERINFO(newx, newy));
3571 else if ((element == EL_PENGUIN ||
3572 element == EL_ROBOT ||
3573 element == EL_SATELLITE ||
3574 element == EL_BALLOON ||
3575 IS_CUSTOM_ELEMENT(element)) &&
3576 IN_LEV_FIELD(newx, newy) &&
3577 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
3580 Store[x][y] = EL_ACID;
3582 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
3584 if (Feld[newx][newy] == EL_EXIT_OPEN)
3586 Feld[x][y] = EL_EMPTY;
3587 DrawLevelField(x, y);
3589 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING);
3590 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
3591 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
3593 local_player->friends_still_needed--;
3594 if (!local_player->friends_still_needed &&
3595 !local_player->GameOver && AllPlayersGone)
3596 local_player->LevelSolved = local_player->GameOver = TRUE;
3600 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
3602 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
3603 DrawLevelField(newx, newy);
3605 MovDir[x][y] = MV_NO_MOVING;
3607 else if (!IS_FREE(newx, newy))
3609 GfxAction[x][y] = ACTION_WAITING;
3611 if (IS_PLAYER(x, y))
3612 DrawPlayerField(x, y);
3614 DrawLevelField(x, y);
3618 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
3620 if (IS_FOOD_PIG(Feld[newx][newy]))
3622 if (IS_MOVING(newx, newy))
3623 RemoveMovingField(newx, newy);
3626 Feld[newx][newy] = EL_EMPTY;
3627 DrawLevelField(newx, newy);
3630 PlaySoundLevel(x, y, SND_PIG_DIGGING);
3632 else if (!IS_FREE(newx, newy))
3634 if (IS_PLAYER(x, y))
3635 DrawPlayerField(x, y);
3637 DrawLevelField(x, y);
3641 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
3643 if (!IS_FREE(newx, newy))
3645 if (IS_PLAYER(x, y))
3646 DrawPlayerField(x, y);
3648 DrawLevelField(x, y);
3653 boolean wanna_flame = !RND(10);
3654 int dx = newx - x, dy = newy - y;
3655 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3656 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3657 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3658 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
3659 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3660 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
3663 IS_CLASSIC_ENEMY(element1) ||
3664 IS_CLASSIC_ENEMY(element2)) &&
3665 element1 != EL_DRAGON && element2 != EL_DRAGON &&
3666 element1 != EL_FLAMES && element2 != EL_FLAMES)
3668 if (IS_PLAYER(x, y))
3669 DrawPlayerField(x, y);
3671 DrawLevelField(x, y);
3673 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3675 MovDelay[x][y] = 50;
3676 Feld[newx][newy] = EL_FLAMES;
3677 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
3678 Feld[newx1][newy1] = EL_FLAMES;
3679 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
3680 Feld[newx2][newy2] = EL_FLAMES;
3685 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3686 Feld[newx][newy] == EL_DIAMOND)
3688 if (IS_MOVING(newx, newy))
3689 RemoveMovingField(newx, newy);
3692 Feld[newx][newy] = EL_EMPTY;
3693 DrawLevelField(newx, newy);
3696 PlaySoundLevel(x, y, SND_YAMYAM_DIGGING);
3698 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3699 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
3701 if (AmoebaNr[newx][newy])
3703 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3704 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3705 Feld[newx][newy] == EL_BD_AMOEBA)
3706 AmoebaCnt[AmoebaNr[newx][newy]]--;
3709 if (IS_MOVING(newx, newy))
3710 RemoveMovingField(newx, newy);
3713 Feld[newx][newy] = EL_EMPTY;
3714 DrawLevelField(newx, newy);
3717 PlaySoundLevel(x, y, SND_DARK_YAMYAM_DIGGING);
3719 else if ((element == EL_PACMAN || element == EL_MOLE)
3720 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3722 if (AmoebaNr[newx][newy])
3724 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3725 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3726 Feld[newx][newy] == EL_BD_AMOEBA)
3727 AmoebaCnt[AmoebaNr[newx][newy]]--;
3730 if (element == EL_MOLE)
3732 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
3733 PlaySoundLevel(x, y, SND_MOLE_DIGGING);
3734 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
3735 return; /* wait for shrinking amoeba */
3737 else /* element == EL_PACMAN */
3739 Feld[newx][newy] = EL_EMPTY;
3740 DrawLevelField(newx, newy);
3741 PlaySoundLevel(x, y, SND_PACMAN_DIGGING);
3744 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
3745 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
3746 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
3748 /* wait for shrinking amoeba to completely disappear */
3751 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3753 /* object was running against a wall */
3758 DrawLevelElementAnimation(x, y, element);
3760 if (element == EL_BUG ||
3761 element == EL_SPACESHIP ||
3762 element == EL_SP_SNIKSNAK)
3763 DrawLevelField(x, y);
3764 else if (element == EL_MOLE)
3765 DrawLevelField(x, y);
3766 else if (element == EL_BD_BUTTERFLY ||
3767 element == EL_BD_FIREFLY)
3768 DrawLevelElementAnimationIfNeeded(x, y, element);
3769 else if (element == EL_SATELLITE)
3770 DrawLevelElementAnimationIfNeeded(x, y, element);
3771 else if (element == EL_SP_ELECTRON)
3772 DrawLevelElementAnimationIfNeeded(x, y, element);
3775 if (DONT_TOUCH(element))
3776 TestIfBadThingTouchesHero(x, y);
3779 PlaySoundLevelAction(x, y, ACTION_WAITING);
3785 InitMovingField(x, y, MovDir[x][y]);
3787 PlaySoundLevelAction(x, y, ACTION_MOVING);
3791 ContinueMoving(x, y);
3794 void ContinueMoving(int x, int y)
3796 int element = Feld[x][y];
3797 int direction = MovDir[x][y];
3798 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3799 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3800 int horiz_move = (dx != 0);
3801 int newx = x + dx, newy = y + dy;
3802 int step = (horiz_move ? dx : dy) * TILEX / MOVE_DELAY_NORMAL_SPEED;
3804 if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DROPPING)
3806 else if (element == EL_QUICKSAND_FILLING ||
3807 element == EL_QUICKSAND_EMPTYING)
3809 else if (element == EL_MAGIC_WALL_FILLING ||
3810 element == EL_BD_MAGIC_WALL_FILLING ||
3811 element == EL_MAGIC_WALL_EMPTYING ||
3812 element == EL_BD_MAGIC_WALL_EMPTYING)
3814 else if (CAN_FALL(element) && horiz_move &&
3815 y < lev_fieldy-1 && IS_BELT_ACTIVE(Feld[x][y+1]))
3817 else if (element == EL_SPRING && horiz_move)
3819 else if (IS_CUSTOM_ELEMENT(element))
3820 step = SIGN(step) * element_info[element].move_stepsize;
3822 #if OLD_GAME_BEHAVIOUR
3823 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3827 MovPos[x][y] += step;
3829 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
3831 Feld[x][y] = EL_EMPTY;
3832 Feld[newx][newy] = element;
3833 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
3835 if (element == EL_MOLE)
3838 static int xy[4][2] =
3846 Feld[x][y] = EL_SAND;
3847 DrawLevelField(x, y);
3856 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND)
3857 DrawLevelField(xx, yy); /* for "crumbled sand" */
3861 if (element == EL_QUICKSAND_FILLING)
3863 element = Feld[newx][newy] = get_next_element(element);
3864 Store[newx][newy] = Store[x][y];
3866 else if (element == EL_QUICKSAND_EMPTYING)
3868 Feld[x][y] = get_next_element(element);
3869 element = Feld[newx][newy] = Store[x][y];
3871 else if (element == EL_MAGIC_WALL_FILLING)
3873 element = Feld[newx][newy] = get_next_element(element);
3874 if (!game.magic_wall_active)
3875 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3876 Store[newx][newy] = Store[x][y];
3878 else if (element == EL_MAGIC_WALL_EMPTYING)
3880 Feld[x][y] = get_next_element(element);
3881 if (!game.magic_wall_active)
3882 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3883 element = Feld[newx][newy] = Store[x][y];
3885 else if (element == EL_BD_MAGIC_WALL_FILLING)
3887 element = Feld[newx][newy] = get_next_element(element);
3888 if (!game.magic_wall_active)
3889 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
3890 Store[newx][newy] = Store[x][y];
3892 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
3894 Feld[x][y] = get_next_element(element);
3895 if (!game.magic_wall_active)
3896 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
3897 element = Feld[newx][newy] = Store[x][y];
3899 else if (element == EL_AMOEBA_DROPPING)
3901 Feld[x][y] = get_next_element(element);
3902 element = Feld[newx][newy] = Store[x][y];
3904 else if (Store[x][y] == EL_ACID)
3906 element = Feld[newx][newy] = EL_ACID;
3910 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3911 MovDelay[newx][newy] = 0;
3913 /* copy element change control values to new field */
3914 ChangeDelay[newx][newy] = ChangeDelay[x][y];
3916 /* copy animation control values to new field */
3917 GfxFrame[newx][newy] = GfxFrame[x][y];
3918 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
3919 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
3921 ResetGfxAnimation(x, y); /* reset animation values for old field */
3925 if (!CAN_MOVE(element))
3926 MovDir[newx][newy] = 0;
3929 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
3930 MovDir[newx][newy] = 0;
3933 if (!CAN_MOVE(element) ||
3934 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
3935 MovDir[newx][newy] = 0;
3939 DrawLevelField(x, y);
3940 DrawLevelField(newx, newy);
3942 Stop[newx][newy] = TRUE;
3943 JustStopped[newx][newy] = 3;
3945 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3947 TestIfBadThingTouchesHero(newx, newy);
3948 TestIfBadThingTouchesFriend(newx, newy);
3949 TestIfBadThingTouchesOtherBadThing(newx, newy);
3951 else if (element == EL_PENGUIN)
3952 TestIfFriendTouchesBadThing(newx, newy);
3955 if (CAN_FALL(element) && direction == MV_DOWN &&
3956 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
3959 if (CAN_SMASH(element) && direction == MV_DOWN &&
3960 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
3964 else /* still moving on */
3966 DrawLevelField(x, y);
3970 int AmoebeNachbarNr(int ax, int ay)
3973 int element = Feld[ax][ay];
3975 static int xy[4][2] =
3985 int x = ax + xy[i][0];
3986 int y = ay + xy[i][1];
3988 if (!IN_LEV_FIELD(x, y))
3991 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3992 group_nr = AmoebaNr[x][y];
3998 void AmoebenVereinigen(int ax, int ay)
4000 int i, x, y, xx, yy;
4001 int new_group_nr = AmoebaNr[ax][ay];
4002 static int xy[4][2] =
4010 if (new_group_nr == 0)
4018 if (!IN_LEV_FIELD(x, y))
4021 if ((Feld[x][y] == EL_AMOEBA_FULL ||
4022 Feld[x][y] == EL_BD_AMOEBA ||
4023 Feld[x][y] == EL_AMOEBA_DEAD) &&
4024 AmoebaNr[x][y] != new_group_nr)
4026 int old_group_nr = AmoebaNr[x][y];
4028 if (old_group_nr == 0)
4031 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
4032 AmoebaCnt[old_group_nr] = 0;
4033 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
4034 AmoebaCnt2[old_group_nr] = 0;
4036 for (yy=0; yy<lev_fieldy; yy++)
4038 for (xx=0; xx<lev_fieldx; xx++)
4040 if (AmoebaNr[xx][yy] == old_group_nr)
4041 AmoebaNr[xx][yy] = new_group_nr;
4048 void AmoebeUmwandeln(int ax, int ay)
4052 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
4054 int group_nr = AmoebaNr[ax][ay];
4059 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
4060 printf("AmoebeUmwandeln(): This should never happen!\n");
4065 for (y=0; y<lev_fieldy; y++)
4067 for (x=0; x<lev_fieldx; x++)
4069 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
4072 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
4076 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
4077 SND_AMOEBA_TURNING_TO_GEM :
4078 SND_AMOEBA_TURNING_TO_ROCK));
4083 static int xy[4][2] =
4096 if (!IN_LEV_FIELD(x, y))
4099 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
4101 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
4102 SND_AMOEBA_TURNING_TO_GEM :
4103 SND_AMOEBA_TURNING_TO_ROCK));
4110 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
4113 int group_nr = AmoebaNr[ax][ay];
4114 boolean done = FALSE;
4119 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
4120 printf("AmoebeUmwandelnBD(): This should never happen!\n");
4125 for (y=0; y<lev_fieldy; y++)
4127 for (x=0; x<lev_fieldx; x++)
4129 if (AmoebaNr[x][y] == group_nr &&
4130 (Feld[x][y] == EL_AMOEBA_DEAD ||
4131 Feld[x][y] == EL_BD_AMOEBA ||
4132 Feld[x][y] == EL_AMOEBA_GROWING))
4135 Feld[x][y] = new_element;
4136 InitField(x, y, FALSE);
4137 DrawLevelField(x, y);
4144 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
4145 SND_BD_AMOEBA_TURNING_TO_ROCK :
4146 SND_BD_AMOEBA_TURNING_TO_GEM));
4149 void AmoebeWaechst(int x, int y)
4151 static unsigned long sound_delay = 0;
4152 static unsigned long sound_delay_value = 0;
4154 if (!MovDelay[x][y]) /* start new growing cycle */
4158 if (DelayReached(&sound_delay, sound_delay_value))
4161 PlaySoundLevelElementAction(x, y, Store[x][y], ACTION_GROWING);
4163 if (Store[x][y] == EL_BD_AMOEBA)
4164 PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
4166 PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
4168 sound_delay_value = 30;
4172 if (MovDelay[x][y]) /* wait some time before growing bigger */
4175 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4177 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
4178 6 - MovDelay[x][y]);
4180 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
4183 if (!MovDelay[x][y])
4185 Feld[x][y] = Store[x][y];
4187 DrawLevelField(x, y);
4192 void AmoebaDisappearing(int x, int y)
4194 static unsigned long sound_delay = 0;
4195 static unsigned long sound_delay_value = 0;
4197 if (!MovDelay[x][y]) /* start new shrinking cycle */
4201 if (DelayReached(&sound_delay, sound_delay_value))
4202 sound_delay_value = 30;
4205 if (MovDelay[x][y]) /* wait some time before shrinking */
4208 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4210 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
4211 6 - MovDelay[x][y]);
4213 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
4216 if (!MovDelay[x][y])
4218 Feld[x][y] = EL_EMPTY;
4219 DrawLevelField(x, y);
4221 /* don't let mole enter this field in this cycle;
4222 (give priority to objects falling to this field from above) */
4228 void AmoebeAbleger(int ax, int ay)
4231 int element = Feld[ax][ay];
4232 int graphic = el2img(element);
4233 int newax = ax, neway = ay;
4234 static int xy[4][2] =
4242 if (!level.amoeba_speed)
4244 Feld[ax][ay] = EL_AMOEBA_DEAD;
4245 DrawLevelField(ax, ay);
4249 if (IS_ANIMATED(graphic))
4250 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4252 if (!MovDelay[ax][ay]) /* start making new amoeba field */
4253 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
4255 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
4258 if (MovDelay[ax][ay])
4262 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
4265 int x = ax + xy[start][0];
4266 int y = ay + xy[start][1];
4268 if (!IN_LEV_FIELD(x, y))
4271 if (IS_FREE(x, y) ||
4272 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4278 if (newax == ax && neway == ay)
4281 else /* normal or "filled" (BD style) amoeba */
4284 boolean waiting_for_player = FALSE;
4288 int j = (start + i) % 4;
4289 int x = ax + xy[j][0];
4290 int y = ay + xy[j][1];
4292 if (!IN_LEV_FIELD(x, y))
4295 if (IS_FREE(x, y) ||
4296 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4302 else if (IS_PLAYER(x, y))
4303 waiting_for_player = TRUE;
4306 if (newax == ax && neway == ay) /* amoeba cannot grow */
4308 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
4310 Feld[ax][ay] = EL_AMOEBA_DEAD;
4311 DrawLevelField(ax, ay);
4312 AmoebaCnt[AmoebaNr[ax][ay]]--;
4314 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
4316 if (element == EL_AMOEBA_FULL)
4317 AmoebeUmwandeln(ax, ay);
4318 else if (element == EL_BD_AMOEBA)
4319 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
4324 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
4326 /* amoeba gets larger by growing in some direction */
4328 int new_group_nr = AmoebaNr[ax][ay];
4331 if (new_group_nr == 0)
4333 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
4334 printf("AmoebeAbleger(): This should never happen!\n");
4339 AmoebaNr[newax][neway] = new_group_nr;
4340 AmoebaCnt[new_group_nr]++;
4341 AmoebaCnt2[new_group_nr]++;
4343 /* if amoeba touches other amoeba(s) after growing, unify them */
4344 AmoebenVereinigen(newax, neway);
4346 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
4348 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
4354 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
4355 (neway == lev_fieldy - 1 && newax != ax))
4357 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
4358 Store[newax][neway] = element;
4360 else if (neway == ay)
4362 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
4364 PlaySoundLevelAction(newax, neway, ACTION_GROWING);
4366 PlaySoundLevel(newax, neway, SND_AMOEBA_GROWING);
4371 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
4372 Feld[ax][ay] = EL_AMOEBA_DROPPING;
4373 Store[ax][ay] = EL_AMOEBA_DROP;
4374 ContinueMoving(ax, ay);
4378 DrawLevelField(newax, neway);
4381 void Life(int ax, int ay)
4384 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
4386 int element = Feld[ax][ay];
4387 int graphic = el2img(element);
4388 boolean changed = FALSE;
4390 if (IS_ANIMATED(graphic))
4391 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4396 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
4397 MovDelay[ax][ay] = life_time;
4399 if (MovDelay[ax][ay]) /* wait some time before next cycle */
4402 if (MovDelay[ax][ay])
4406 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
4408 int xx = ax+x1, yy = ay+y1;
4411 if (!IN_LEV_FIELD(xx, yy))
4414 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
4416 int x = xx+x2, y = yy+y2;
4418 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
4421 if (((Feld[x][y] == element ||
4422 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
4424 (IS_FREE(x, y) && Stop[x][y]))
4428 if (xx == ax && yy == ay) /* field in the middle */
4430 if (nachbarn < life[0] || nachbarn > life[1])
4432 Feld[xx][yy] = EL_EMPTY;
4434 DrawLevelField(xx, yy);
4435 Stop[xx][yy] = TRUE;
4439 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
4440 { /* free border field */
4441 if (nachbarn >= life[2] && nachbarn <= life[3])
4443 Feld[xx][yy] = element;
4444 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
4446 DrawLevelField(xx, yy);
4447 Stop[xx][yy] = TRUE;
4454 PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
4455 SND_GAME_OF_LIFE_GROWING);
4458 static void InitRobotWheel(int x, int y)
4460 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4463 static void RunRobotWheel(int x, int y)
4465 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
4468 static void StopRobotWheel(int x, int y)
4470 if (ZX == x && ZY == y)
4474 static void InitTimegateWheel(int x, int y)
4476 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4479 static void RunTimegateWheel(int x, int y)
4481 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
4484 void CheckExit(int x, int y)
4486 if (local_player->gems_still_needed > 0 ||
4487 local_player->sokobanfields_still_needed > 0 ||
4488 local_player->lights_still_needed > 0)
4490 int element = Feld[x][y];
4491 int graphic = el2img(element);
4493 if (IS_ANIMATED(graphic))
4494 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4499 Feld[x][y] = EL_EXIT_OPENING;
4501 PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING);
4504 void CheckExitSP(int x, int y)
4506 if (local_player->gems_still_needed > 0)
4508 int element = Feld[x][y];
4509 int graphic = el2img(element);
4511 if (IS_ANIMATED(graphic))
4512 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4517 Feld[x][y] = EL_SP_EXIT_OPEN;
4519 PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
4522 static void CloseAllOpenTimegates()
4526 for (y=0; y<lev_fieldy; y++)
4528 for (x=0; x<lev_fieldx; x++)
4530 int element = Feld[x][y];
4532 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4534 Feld[x][y] = EL_TIMEGATE_CLOSING;
4536 PlaySoundLevelAction(x, y, ACTION_CLOSING);
4538 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4545 void EdelsteinFunkeln(int x, int y)
4547 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4550 if (Feld[x][y] == EL_BD_DIAMOND)
4553 if (MovDelay[x][y] == 0) /* next animation frame */
4554 MovDelay[x][y] = 11 * !SimpleRND(500);
4556 if (MovDelay[x][y] != 0) /* wait some time before next frame */
4560 if (setup.direct_draw && MovDelay[x][y])
4561 SetDrawtoField(DRAW_BUFFERED);
4563 DrawLevelElementAnimation(x, y, Feld[x][y]);
4565 if (MovDelay[x][y] != 0)
4567 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
4568 10 - MovDelay[x][y]);
4570 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
4572 if (setup.direct_draw)
4576 dest_x = FX + SCREENX(x) * TILEX;
4577 dest_y = FY + SCREENY(y) * TILEY;
4579 BlitBitmap(drawto_field, window,
4580 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4581 SetDrawtoField(DRAW_DIRECT);
4587 void MauerWaechst(int x, int y)
4591 if (!MovDelay[x][y]) /* next animation frame */
4592 MovDelay[x][y] = 3 * delay;
4594 if (MovDelay[x][y]) /* wait some time before next frame */
4598 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4600 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
4601 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
4603 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4606 if (!MovDelay[x][y])
4608 if (MovDir[x][y] == MV_LEFT)
4610 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
4611 DrawLevelField(x - 1, y);
4613 else if (MovDir[x][y] == MV_RIGHT)
4615 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
4616 DrawLevelField(x + 1, y);
4618 else if (MovDir[x][y] == MV_UP)
4620 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
4621 DrawLevelField(x, y - 1);
4625 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
4626 DrawLevelField(x, y + 1);
4629 Feld[x][y] = Store[x][y];
4631 MovDir[x][y] = MV_NO_MOVING;
4632 DrawLevelField(x, y);
4637 void MauerAbleger(int ax, int ay)
4639 int element = Feld[ax][ay];
4640 int graphic = el2img(element);
4641 boolean oben_frei = FALSE, unten_frei = FALSE;
4642 boolean links_frei = FALSE, rechts_frei = FALSE;
4643 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4644 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4645 boolean new_wall = FALSE;
4647 if (IS_ANIMATED(graphic))
4648 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4650 if (!MovDelay[ax][ay]) /* start building new wall */
4651 MovDelay[ax][ay] = 6;
4653 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4656 if (MovDelay[ax][ay])
4660 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4662 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4664 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4666 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4669 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
4670 element == EL_EXPANDABLE_WALL_ANY)
4674 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
4675 Store[ax][ay-1] = element;
4676 MovDir[ax][ay-1] = MV_UP;
4677 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4678 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
4679 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
4684 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
4685 Store[ax][ay+1] = element;
4686 MovDir[ax][ay+1] = MV_DOWN;
4687 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4688 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
4689 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
4694 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4695 element == EL_EXPANDABLE_WALL_ANY ||
4696 element == EL_EXPANDABLE_WALL)
4700 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
4701 Store[ax-1][ay] = element;
4702 MovDir[ax-1][ay] = MV_LEFT;
4703 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4704 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
4705 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
4711 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
4712 Store[ax+1][ay] = element;
4713 MovDir[ax+1][ay] = MV_RIGHT;
4714 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4715 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
4716 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
4721 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
4722 DrawLevelField(ax, ay);
4724 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
4726 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
4727 unten_massiv = TRUE;
4728 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
4729 links_massiv = TRUE;
4730 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
4731 rechts_massiv = TRUE;
4733 if (((oben_massiv && unten_massiv) ||
4734 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4735 element == EL_EXPANDABLE_WALL) &&
4736 ((links_massiv && rechts_massiv) ||
4737 element == EL_EXPANDABLE_WALL_VERTICAL))
4738 Feld[ax][ay] = EL_WALL;
4742 PlaySoundLevelAction(ax, ay, ACTION_GROWING);
4744 PlaySoundLevel(ax, ay, SND_EXPANDABLE_WALL_GROWING);
4748 void CheckForDragon(int x, int y)
4751 boolean dragon_found = FALSE;
4752 static int xy[4][2] =
4764 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4766 if (IN_LEV_FIELD(xx, yy) &&
4767 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
4769 if (Feld[xx][yy] == EL_DRAGON)
4770 dragon_found = TRUE;
4783 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4785 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
4787 Feld[xx][yy] = EL_EMPTY;
4788 DrawLevelField(xx, yy);
4797 static void InitBuggyBase(int x, int y)
4799 int element = Feld[x][y];
4800 int activating_delay = FRAMES_PER_SECOND / 4;
4803 (element == EL_SP_BUGGY_BASE ?
4804 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
4805 element == EL_SP_BUGGY_BASE_ACTIVATING ?
4807 element == EL_SP_BUGGY_BASE_ACTIVE ?
4808 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
4811 static void WarnBuggyBase(int x, int y)
4814 static int xy[4][2] =
4824 int xx = x + xy[i][0], yy = y + xy[i][1];
4826 if (IS_PLAYER(xx, yy))
4828 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
4835 static void InitTrap(int x, int y)
4837 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4840 static void ActivateTrap(int x, int y)
4842 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
4845 static void ChangeActiveTrap(int x, int y)
4847 int graphic = IMG_TRAP_ACTIVE;
4849 /* if new animation frame was drawn, correct crumbled sand border */
4850 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
4851 DrawLevelFieldCrumbledSand(x, y);
4854 static void ChangeElementDoIt(int x, int y, int element_new)
4856 CheckTriggeredElementChange(Feld[x][y], CE_OTHER_CHANGING);
4859 Feld[x][y] = element_new;
4861 ResetGfxAnimation(x, y);
4862 ResetRandomAnimationValue(x, y);
4864 InitField(x, y, FALSE);
4865 if (CAN_MOVE(Feld[x][y]))
4868 DrawLevelField(x, y);
4870 if (CAN_BE_CRUMBLED(Feld[x][y]))
4872 int sx = SCREENX(x), sy = SCREENY(y);
4873 static int xy[4][2] =
4884 int xx = x + xy[i][0];
4885 int yy = y + xy[i][1];
4886 int sxx = sx + xy[i][0];
4887 int syy = sy + xy[i][1];
4889 if (!IN_LEV_FIELD(xx, yy) ||
4890 !IN_SCR_FIELD(sxx, syy) ||
4891 !CAN_BE_CRUMBLED(Feld[xx][yy]) ||
4895 DrawLevelField(xx, yy);
4900 static void ChangeElement(int x, int y)
4902 int element = Feld[x][y];
4904 if (ChangeDelay[x][y] == 0) /* initialize element change */
4906 ChangeDelay[x][y] = changing_element[element].change_delay + 1;
4908 if (IS_CUSTOM_ELEMENT(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
4910 int max_random_delay = element_info[element].change.delay_random;
4911 int delay_frames = element_info[element].change.delay_frames;
4913 ChangeDelay[x][y] += RND(max_random_delay * delay_frames);
4916 ResetGfxAnimation(x, y);
4917 ResetRandomAnimationValue(x, y);
4919 if (changing_element[element].pre_change_function)
4920 changing_element[element].pre_change_function(x, y);
4923 ChangeDelay[x][y]--;
4925 if (ChangeDelay[x][y] != 0) /* continue element change */
4927 int graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
4929 if (IS_ANIMATED(graphic))
4930 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4932 if (changing_element[element].change_function)
4933 changing_element[element].change_function(x, y);
4935 else /* finish element change */
4937 int next_element = changing_element[element].next_element;
4939 if (IS_MOVING(x, y)) /* never change a running system ;-) */
4941 ChangeDelay[x][y] = 1; /* try change after next move step */
4946 if (next_element != EL_UNDEFINED)
4947 ChangeElementDoIt(x, y, next_element);
4949 ChangeElementDoIt(x, y, element_info[element].change.successor);
4951 if (changing_element[element].post_change_function)
4952 changing_element[element].post_change_function(x, y);
4956 static void CheckTriggeredElementChange(int trigger_element, int trigger_event)
4960 if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
4963 for (i=0; i<MAX_NUM_ELEMENTS; i++)
4965 if (!HAS_CHANGE_EVENT(i, trigger_event) ||
4966 element_info[i].change.trigger != trigger_element)
4969 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4971 if (Feld[x][y] == i)
4973 ChangeDelay[x][y] = 1;
4974 ChangeElement(x, y);
4980 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4982 static byte stored_player_action[MAX_PLAYERS];
4983 static int num_stored_actions = 0;
4984 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4985 int left = player_action & JOY_LEFT;
4986 int right = player_action & JOY_RIGHT;
4987 int up = player_action & JOY_UP;
4988 int down = player_action & JOY_DOWN;
4989 int button1 = player_action & JOY_BUTTON_1;
4990 int button2 = player_action & JOY_BUTTON_2;
4991 int dx = (left ? -1 : right ? 1 : 0);
4992 int dy = (up ? -1 : down ? 1 : 0);
4994 stored_player_action[player->index_nr] = 0;
4995 num_stored_actions++;
4997 if (!player->active || tape.pausing)
5003 snapped = SnapField(player, dx, dy);
5007 bombed = PlaceBomb(player);
5008 moved = MoveFigure(player, dx, dy);
5011 if (tape.single_step && tape.recording && !tape.pausing)
5013 if (button1 || (bombed && !moved))
5015 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5016 SnapField(player, 0, 0); /* stop snapping */
5020 stored_player_action[player->index_nr] = player_action;
5024 /* no actions for this player (no input at player's configured device) */
5026 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
5027 SnapField(player, 0, 0);
5028 CheckGravityMovement(player);
5030 if (player->MovPos == 0)
5033 printf("Trying... Player frame reset\n");
5036 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
5039 if (player->MovPos == 0) /* needed for tape.playing */
5040 player->is_moving = FALSE;
5043 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
5045 TapeRecordAction(stored_player_action);
5046 num_stored_actions = 0;
5052 static unsigned long action_delay = 0;
5053 unsigned long action_delay_value;
5054 int magic_wall_x = 0, magic_wall_y = 0;
5055 int i, x, y, element, graphic;
5056 byte *recorded_player_action;
5057 byte summarized_player_action = 0;
5059 if (game_status != GAME_MODE_PLAYING)
5062 action_delay_value =
5063 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
5065 if (tape.playing && tape.index_search && !tape.pausing)
5066 action_delay_value = 0;
5068 /* ---------- main game synchronization point ---------- */
5070 WaitUntilDelayReached(&action_delay, action_delay_value);
5072 if (network_playing && !network_player_action_received)
5076 printf("DEBUG: try to get network player actions in time\n");
5080 #if defined(PLATFORM_UNIX)
5081 /* last chance to get network player actions without main loop delay */
5085 if (game_status != GAME_MODE_PLAYING)
5088 if (!network_player_action_received)
5092 printf("DEBUG: failed to get network player actions in time\n");
5102 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
5104 for (i=0; i<MAX_PLAYERS; i++)
5106 summarized_player_action |= stored_player[i].action;
5108 if (!network_playing)
5109 stored_player[i].effective_action = stored_player[i].action;
5112 #if defined(PLATFORM_UNIX)
5113 if (network_playing)
5114 SendToServer_MovePlayer(summarized_player_action);
5117 if (!options.network && !setup.team_mode)
5118 local_player->effective_action = summarized_player_action;
5120 for (i=0; i<MAX_PLAYERS; i++)
5122 int actual_player_action = stored_player[i].effective_action;
5124 if (stored_player[i].programmed_action)
5125 actual_player_action = stored_player[i].programmed_action;
5127 if (recorded_player_action)
5128 actual_player_action = recorded_player_action[i];
5130 PlayerActions(&stored_player[i], actual_player_action);
5131 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
5134 network_player_action_received = FALSE;
5136 ScrollScreen(NULL, SCROLL_GO_ON);
5142 for (i=0; i<MAX_PLAYERS; i++)
5143 stored_player[i].Frame++;
5146 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5149 if (JustStopped[x][y] > 0)
5150 JustStopped[x][y]--;
5155 if (IS_BLOCKED(x, y))
5159 Blocked2Moving(x, y, &oldx, &oldy);
5160 if (!IS_MOVING(oldx, oldy))
5162 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
5163 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
5164 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
5165 printf("GameActions(): This should never happen!\n");
5171 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5173 element = Feld[x][y];
5175 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5177 graphic = el2img(element);
5183 printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
5185 element = graphic = 0;
5189 if (graphic_info[graphic].anim_global_sync)
5190 GfxFrame[x][y] = FrameCounter;
5192 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
5193 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
5194 ResetRandomAnimationValue(x, y);
5196 SetRandomAnimationValue(x, y);
5199 PlaySoundLevelActionIfLoop(x, y, GfxAction[x][y]);
5202 if (IS_INACTIVE(element))
5204 if (IS_ANIMATED(graphic))
5205 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5211 /* this may take place after moving, so 'element' may have changed */
5212 if (IS_CHANGING(x, y))
5214 ChangeElement(x, y);
5215 element = Feld[x][y];
5216 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5220 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
5225 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5227 if (element == EL_PACMAN)
5228 printf("::: %d, %d, %d\n",
5229 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
5232 if (element == EL_YAMYAM)
5233 printf("::: %d, %d, %d\n",
5234 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
5238 if (IS_ANIMATED(graphic) &&
5242 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5245 if (element == EL_YAMYAM)
5246 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
5250 if (IS_GEM(element) || element == EL_SP_INFOTRON)
5251 EdelsteinFunkeln(x, y);
5253 else if ((element == EL_ACID ||
5254 element == EL_EXIT_OPEN ||
5255 element == EL_SP_EXIT_OPEN ||
5256 element == EL_SP_TERMINAL ||
5257 element == EL_SP_TERMINAL_ACTIVE ||
5258 element == EL_EXTRA_TIME ||
5259 element == EL_SHIELD_NORMAL ||
5260 element == EL_SHIELD_DEADLY) &&
5261 IS_ANIMATED(graphic))
5262 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5263 else if (IS_MOVING(x, y))
5264 ContinueMoving(x, y);
5265 else if (IS_ACTIVE_BOMB(element))
5266 CheckDynamite(x, y);
5268 else if (element == EL_EXPLOSION && !game.explosions_delayed)
5269 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
5271 else if (element == EL_AMOEBA_GROWING)
5272 AmoebeWaechst(x, y);
5273 else if (element == EL_AMOEBA_SHRINKING)
5274 AmoebaDisappearing(x, y);
5276 #if !USE_NEW_AMOEBA_CODE
5277 else if (IS_AMOEBALIVE(element))
5278 AmoebeAbleger(x, y);
5281 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
5283 else if (element == EL_EXIT_CLOSED)
5285 else if (element == EL_SP_EXIT_CLOSED)
5287 else if (element == EL_EXPANDABLE_WALL_GROWING)
5289 else if (element == EL_EXPANDABLE_WALL ||
5290 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5291 element == EL_EXPANDABLE_WALL_VERTICAL ||
5292 element == EL_EXPANDABLE_WALL_ANY)
5294 else if (element == EL_FLAMES)
5295 CheckForDragon(x, y);
5297 else if (IS_AUTO_CHANGING(element))
5298 ChangeElement(x, y);
5300 else if (element == EL_EXPLOSION)
5301 ; /* drawing of correct explosion animation is handled separately */
5302 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
5303 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5306 /* this may take place after moving, so 'element' may have changed */
5307 if (IS_AUTO_CHANGING(Feld[x][y]))
5308 ChangeElement(x, y);
5311 if (IS_BELT_ACTIVE(element))
5312 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
5314 if (game.magic_wall_active)
5316 int jx = local_player->jx, jy = local_player->jy;
5318 /* play the element sound at the position nearest to the player */
5319 if ((element == EL_MAGIC_WALL_FULL ||
5320 element == EL_MAGIC_WALL_ACTIVE ||
5321 element == EL_MAGIC_WALL_EMPTYING ||
5322 element == EL_BD_MAGIC_WALL_FULL ||
5323 element == EL_BD_MAGIC_WALL_ACTIVE ||
5324 element == EL_BD_MAGIC_WALL_EMPTYING) &&
5325 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
5333 #if USE_NEW_AMOEBA_CODE
5334 /* new experimental amoeba growth stuff */
5336 if (!(FrameCounter % 8))
5339 static unsigned long random = 1684108901;
5341 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
5344 x = (random >> 10) % lev_fieldx;
5345 y = (random >> 20) % lev_fieldy;
5347 x = RND(lev_fieldx);
5348 y = RND(lev_fieldy);
5350 element = Feld[x][y];
5352 if (!IS_PLAYER(x,y) &&
5353 (element == EL_EMPTY ||
5354 element == EL_SAND ||
5355 element == EL_QUICKSAND_EMPTY ||
5356 element == EL_ACID_SPLASH_LEFT ||
5357 element == EL_ACID_SPLASH_RIGHT))
5359 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
5360 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
5361 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
5362 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
5363 Feld[x][y] = EL_AMOEBA_DROP;
5366 random = random * 129 + 1;
5372 if (game.explosions_delayed)
5375 game.explosions_delayed = FALSE;
5377 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5379 element = Feld[x][y];
5381 if (ExplodeField[x][y])
5382 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
5383 else if (element == EL_EXPLOSION)
5384 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
5386 ExplodeField[x][y] = EX_NO_EXPLOSION;
5389 game.explosions_delayed = TRUE;
5392 if (game.magic_wall_active)
5394 if (!(game.magic_wall_time_left % 4))
5396 int element = Feld[magic_wall_x][magic_wall_y];
5398 if (element == EL_BD_MAGIC_WALL_FULL ||
5399 element == EL_BD_MAGIC_WALL_ACTIVE ||
5400 element == EL_BD_MAGIC_WALL_EMPTYING)
5401 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
5403 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
5406 if (game.magic_wall_time_left > 0)
5408 game.magic_wall_time_left--;
5409 if (!game.magic_wall_time_left)
5411 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5413 element = Feld[x][y];
5415 if (element == EL_MAGIC_WALL_ACTIVE ||
5416 element == EL_MAGIC_WALL_FULL)
5418 Feld[x][y] = EL_MAGIC_WALL_DEAD;
5419 DrawLevelField(x, y);
5421 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
5422 element == EL_BD_MAGIC_WALL_FULL)
5424 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
5425 DrawLevelField(x, y);
5429 game.magic_wall_active = FALSE;
5434 if (game.light_time_left > 0)
5436 game.light_time_left--;
5438 if (game.light_time_left == 0)
5439 RedrawAllLightSwitchesAndInvisibleElements();
5442 if (game.timegate_time_left > 0)
5444 game.timegate_time_left--;
5446 if (game.timegate_time_left == 0)
5447 CloseAllOpenTimegates();
5450 for (i=0; i<MAX_PLAYERS; i++)
5452 struct PlayerInfo *player = &stored_player[i];
5454 if (SHIELD_ON(player))
5456 if (player->shield_deadly_time_left)
5457 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
5458 else if (player->shield_normal_time_left)
5459 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
5463 if (TimeFrames >= (1000 / GameFrameDelay))
5468 for (i=0; i<MAX_PLAYERS; i++)
5470 struct PlayerInfo *player = &stored_player[i];
5472 if (SHIELD_ON(player))
5474 player->shield_normal_time_left--;
5476 if (player->shield_deadly_time_left > 0)
5477 player->shield_deadly_time_left--;
5481 if (tape.recording || tape.playing)
5482 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
5488 if (TimeLeft <= 10 && setup.time_limit)
5489 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
5491 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
5493 if (!TimeLeft && setup.time_limit)
5494 for (i=0; i<MAX_PLAYERS; i++)
5495 KillHero(&stored_player[i]);
5497 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
5498 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
5503 if (options.debug) /* calculate frames per second */
5505 static unsigned long fps_counter = 0;
5506 static int fps_frames = 0;
5507 unsigned long fps_delay_ms = Counter() - fps_counter;
5511 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
5513 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
5516 fps_counter = Counter();
5519 redraw_mask |= REDRAW_FPS;
5523 if (stored_player[0].jx != stored_player[0].last_jx ||
5524 stored_player[0].jy != stored_player[0].last_jy)
5525 printf("::: %d, %d, %d, %d, %d\n",
5526 stored_player[0].MovDir,
5527 stored_player[0].MovPos,
5528 stored_player[0].GfxPos,
5529 stored_player[0].Frame,
5530 stored_player[0].StepFrame);
5537 for (i=0; i<MAX_PLAYERS; i++)
5540 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
5542 stored_player[i].Frame += move_frames;
5544 if (stored_player[i].MovPos != 0)
5545 stored_player[i].StepFrame += move_frames;
5550 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
5552 int min_x = x, min_y = y, max_x = x, max_y = y;
5555 for (i=0; i<MAX_PLAYERS; i++)
5557 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5559 if (!stored_player[i].active || &stored_player[i] == player)
5562 min_x = MIN(min_x, jx);
5563 min_y = MIN(min_y, jy);
5564 max_x = MAX(max_x, jx);
5565 max_y = MAX(max_y, jy);
5568 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
5571 static boolean AllPlayersInVisibleScreen()
5575 for (i=0; i<MAX_PLAYERS; i++)
5577 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5579 if (!stored_player[i].active)
5582 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5589 void ScrollLevel(int dx, int dy)
5591 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
5594 BlitBitmap(drawto_field, drawto_field,
5595 FX + TILEX*(dx == -1) - softscroll_offset,
5596 FY + TILEY*(dy == -1) - softscroll_offset,
5597 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
5598 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
5599 FX + TILEX*(dx == 1) - softscroll_offset,
5600 FY + TILEY*(dy == 1) - softscroll_offset);
5604 x = (dx == 1 ? BX1 : BX2);
5605 for (y=BY1; y<=BY2; y++)
5606 DrawScreenField(x, y);
5611 y = (dy == 1 ? BY1 : BY2);
5612 for (x=BX1; x<=BX2; x++)
5613 DrawScreenField(x, y);
5616 redraw_mask |= REDRAW_FIELD;
5619 static void CheckGravityMovement(struct PlayerInfo *player)
5621 if (level.gravity && !player->programmed_action)
5623 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
5624 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
5626 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
5627 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
5628 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
5629 int jx = player->jx, jy = player->jy;
5630 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
5631 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
5632 int new_jx = jx + dx, new_jy = jy + dy;
5633 boolean field_under_player_is_free =
5634 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
5635 boolean player_is_moving_to_valid_field =
5636 (IN_LEV_FIELD(new_jx, new_jy) &&
5637 (Feld[new_jx][new_jy] == EL_SP_BASE ||
5638 Feld[new_jx][new_jy] == EL_SAND));
5640 if (field_under_player_is_free &&
5641 !player_is_moving_to_valid_field &&
5642 !IS_WALKABLE_INSIDE(Feld[jx][jy]))
5643 player->programmed_action = MV_DOWN;
5649 -----------------------------------------------------------------------------
5650 dx, dy: direction (non-diagonal) to try to move the player to
5651 real_dx, real_dy: direction as read from input device (can be diagonal)
5654 boolean MoveFigureOneStep(struct PlayerInfo *player,
5655 int dx, int dy, int real_dx, int real_dy)
5657 int jx = player->jx, jy = player->jy;
5658 int new_jx = jx+dx, new_jy = jy+dy;
5662 if (!player->active || (!dx && !dy))
5663 return MF_NO_ACTION;
5665 player->MovDir = (dx < 0 ? MV_LEFT :
5668 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5670 if (!IN_LEV_FIELD(new_jx, new_jy))
5671 return MF_NO_ACTION;
5673 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
5674 return MF_NO_ACTION;
5677 element = MovingOrBlocked2Element(new_jx, new_jy);
5679 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
5682 if (DONT_RUN_INTO(element))
5684 if (element == EL_ACID && dx == 0 && dy == 1)
5687 Feld[jx][jy] = EL_PLAYER_1;
5688 InitMovingField(jx, jy, MV_DOWN);
5689 Store[jx][jy] = EL_ACID;
5690 ContinueMoving(jx, jy);
5694 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
5699 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
5700 if (can_move != MF_MOVING)
5703 StorePlayer[jx][jy] = 0;
5704 player->last_jx = jx;
5705 player->last_jy = jy;
5706 jx = player->jx = new_jx;
5707 jy = player->jy = new_jy;
5708 StorePlayer[jx][jy] = player->element_nr;
5711 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
5713 ScrollFigure(player, SCROLL_INIT);
5718 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
5720 int jx = player->jx, jy = player->jy;
5721 int old_jx = jx, old_jy = jy;
5722 int moved = MF_NO_ACTION;
5724 if (!player->active || (!dx && !dy))
5728 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5732 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5733 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
5737 /* remove the last programmed player action */
5738 player->programmed_action = 0;
5742 /* should only happen if pre-1.2 tape recordings are played */
5743 /* this is only for backward compatibility */
5745 int original_move_delay_value = player->move_delay_value;
5748 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
5752 /* scroll remaining steps with finest movement resolution */
5753 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
5755 while (player->MovPos)
5757 ScrollFigure(player, SCROLL_GO_ON);
5758 ScrollScreen(NULL, SCROLL_GO_ON);
5764 player->move_delay_value = original_move_delay_value;
5767 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
5769 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
5770 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5774 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5775 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5781 if (moved & MF_MOVING && !ScreenMovPos &&
5782 (player == local_player || !options.network))
5784 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5785 int offset = (setup.scroll_delay ? 3 : 0);
5787 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5789 /* actual player has left the screen -- scroll in that direction */
5790 if (jx != old_jx) /* player has moved horizontally */
5791 scroll_x += (jx - old_jx);
5792 else /* player has moved vertically */
5793 scroll_y += (jy - old_jy);
5797 if (jx != old_jx) /* player has moved horizontally */
5799 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5800 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5801 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5803 /* don't scroll over playfield boundaries */
5804 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5805 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5807 /* don't scroll more than one field at a time */
5808 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5810 /* don't scroll against the player's moving direction */
5811 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5812 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5813 scroll_x = old_scroll_x;
5815 else /* player has moved vertically */
5817 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5818 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5819 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5821 /* don't scroll over playfield boundaries */
5822 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5823 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5825 /* don't scroll more than one field at a time */
5826 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5828 /* don't scroll against the player's moving direction */
5829 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5830 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5831 scroll_y = old_scroll_y;
5835 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5837 if (!options.network && !AllPlayersInVisibleScreen())
5839 scroll_x = old_scroll_x;
5840 scroll_y = old_scroll_y;
5844 ScrollScreen(player, SCROLL_INIT);
5845 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5852 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
5854 if (!(moved & MF_MOVING) && !player->Pushing)
5859 player->StepFrame = 0;
5861 if (moved & MF_MOVING)
5863 if (old_jx != jx && old_jy == jy)
5864 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5865 else if (old_jx == jx && old_jy != jy)
5866 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5868 DrawLevelField(jx, jy); /* for "crumbled sand" */
5870 player->last_move_dir = player->MovDir;
5871 player->is_moving = TRUE;
5875 CheckGravityMovement(player);
5878 player->last_move_dir = MV_NO_MOVING;
5880 player->is_moving = FALSE;
5883 TestIfHeroTouchesBadThing(jx, jy);
5885 if (!player->active)
5891 void ScrollFigure(struct PlayerInfo *player, int mode)
5893 int jx = player->jx, jy = player->jy;
5894 int last_jx = player->last_jx, last_jy = player->last_jy;
5895 int move_stepsize = TILEX / player->move_delay_value;
5897 if (!player->active || !player->MovPos)
5900 if (mode == SCROLL_INIT)
5902 player->actual_frame_counter = FrameCounter;
5903 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5905 if (Feld[last_jx][last_jy] == EL_EMPTY)
5906 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5911 else if (!FrameReached(&player->actual_frame_counter, 1))
5914 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5915 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5917 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5918 Feld[last_jx][last_jy] = EL_EMPTY;
5920 /* before DrawPlayer() to draw correct player graphic for this case */
5921 if (player->MovPos == 0)
5922 CheckGravityMovement(player);
5926 if (player->MovPos == 0)
5928 if (IS_PASSABLE(Feld[last_jx][last_jy]))
5930 /* continue with normal speed after quickly moving through gate */
5931 HALVE_PLAYER_SPEED(player);
5933 /* be able to make the next move without delay */
5934 player->move_delay = 0;
5937 player->last_jx = jx;
5938 player->last_jy = jy;
5940 if (Feld[jx][jy] == EL_EXIT_OPEN ||
5941 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5945 if (local_player->friends_still_needed == 0 ||
5946 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5947 player->LevelSolved = player->GameOver = TRUE;
5950 if (tape.single_step && tape.recording && !tape.pausing &&
5951 !player->programmed_action)
5952 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5956 void ScrollScreen(struct PlayerInfo *player, int mode)
5958 static unsigned long screen_frame_counter = 0;
5960 if (mode == SCROLL_INIT)
5962 /* set scrolling step size according to actual player's moving speed */
5963 ScrollStepSize = TILEX / player->move_delay_value;
5965 screen_frame_counter = FrameCounter;
5966 ScreenMovDir = player->MovDir;
5967 ScreenMovPos = player->MovPos;
5968 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5971 else if (!FrameReached(&screen_frame_counter, 1))
5976 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5977 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5978 redraw_mask |= REDRAW_FIELD;
5981 ScreenMovDir = MV_NO_MOVING;
5984 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
5986 int i, kill_x = -1, kill_y = -1;
5987 static int test_xy[4][2] =
5994 static int test_dir[4] =
6004 int test_x, test_y, test_move_dir, test_element;
6006 test_x = good_x + test_xy[i][0];
6007 test_y = good_y + test_xy[i][1];
6008 if (!IN_LEV_FIELD(test_x, test_y))
6012 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
6015 test_element = Feld[test_x][test_y];
6017 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
6020 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
6021 2nd case: DONT_TOUCH style bad thing does not move away from good thing
6023 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
6024 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
6032 if (kill_x != -1 || kill_y != -1)
6034 if (IS_PLAYER(good_x, good_y))
6036 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
6038 if (player->shield_deadly_time_left > 0)
6039 Bang(kill_x, kill_y);
6040 else if (!PLAYER_PROTECTED(good_x, good_y))
6044 Bang(good_x, good_y);
6048 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
6050 int i, kill_x = -1, kill_y = -1;
6051 int bad_element = Feld[bad_x][bad_y];
6052 static int test_xy[4][2] =
6059 static int test_dir[4] =
6067 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
6072 int test_x, test_y, test_move_dir, test_element;
6074 test_x = bad_x + test_xy[i][0];
6075 test_y = bad_y + test_xy[i][1];
6076 if (!IN_LEV_FIELD(test_x, test_y))
6080 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
6082 test_element = Feld[test_x][test_y];
6084 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
6085 2nd case: DONT_TOUCH style bad thing does not move away from good thing
6087 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
6088 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
6090 /* good thing is player or penguin that does not move away */
6091 if (IS_PLAYER(test_x, test_y))
6093 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
6095 if (bad_element == EL_ROBOT && player->is_moving)
6096 continue; /* robot does not kill player if he is moving */
6102 else if (test_element == EL_PENGUIN)
6111 if (kill_x != -1 || kill_y != -1)
6113 if (IS_PLAYER(kill_x, kill_y))
6115 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
6118 int dir = player->MovDir;
6119 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
6120 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
6122 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
6123 newx != bad_x && newy != bad_y)
6124 ; /* robot does not kill player if he is moving */
6126 printf("-> %d\n", player->MovDir);
6128 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
6129 newx != bad_x && newy != bad_y)
6130 ; /* robot does not kill player if he is moving */
6135 if (player->shield_deadly_time_left > 0)
6137 else if (!PLAYER_PROTECTED(kill_x, kill_y))
6141 Bang(kill_x, kill_y);
6145 void TestIfHeroTouchesBadThing(int x, int y)
6147 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
6150 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
6152 TestIfGoodThingHitsBadThing(x, y, move_dir);
6155 void TestIfBadThingTouchesHero(int x, int y)
6157 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
6160 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
6162 TestIfBadThingHitsGoodThing(x, y, move_dir);
6165 void TestIfFriendTouchesBadThing(int x, int y)
6167 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
6170 void TestIfBadThingTouchesFriend(int x, int y)
6172 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
6175 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
6177 int i, kill_x = bad_x, kill_y = bad_y;
6178 static int xy[4][2] =
6190 x = bad_x + xy[i][0];
6191 y = bad_y + xy[i][1];
6192 if (!IN_LEV_FIELD(x, y))
6195 element = Feld[x][y];
6196 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
6197 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
6205 if (kill_x != bad_x || kill_y != bad_y)
6209 void KillHero(struct PlayerInfo *player)
6211 int jx = player->jx, jy = player->jy;
6213 if (!player->active)
6216 /* remove accessible field at the player's position */
6217 Feld[jx][jy] = EL_EMPTY;
6219 /* deactivate shield (else Bang()/Explode() would not work right) */
6220 player->shield_normal_time_left = 0;
6221 player->shield_deadly_time_left = 0;
6227 static void KillHeroUnlessProtected(int x, int y)
6229 if (!PLAYER_PROTECTED(x, y))
6230 KillHero(PLAYERINFO(x, y));
6233 void BuryHero(struct PlayerInfo *player)
6235 int jx = player->jx, jy = player->jy;
6237 if (!player->active)
6241 PlaySoundLevelElementAction(jx, jy, player->element_nr, ACTION_DYING);
6243 PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING);
6245 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
6247 player->GameOver = TRUE;
6251 void RemoveHero(struct PlayerInfo *player)
6253 int jx = player->jx, jy = player->jy;
6254 int i, found = FALSE;
6256 player->present = FALSE;
6257 player->active = FALSE;
6259 if (!ExplodeField[jx][jy])
6260 StorePlayer[jx][jy] = 0;
6262 for (i=0; i<MAX_PLAYERS; i++)
6263 if (stored_player[i].active)
6267 AllPlayersGone = TRUE;
6274 checkDiagonalPushing()
6275 -----------------------------------------------------------------------------
6276 check if diagonal input device direction results in pushing of object
6277 (by checking if the alternative direction is walkable, diggable, ...)
6280 static boolean checkDiagonalPushing(struct PlayerInfo *player,
6281 int x, int y, int real_dx, int real_dy)
6283 int jx, jy, dx, dy, xx, yy;
6285 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
6288 /* diagonal direction: check alternative direction */
6293 xx = jx + (dx == 0 ? real_dx : 0);
6294 yy = jy + (dy == 0 ? real_dy : 0);
6296 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
6301 -----------------------------------------------------------------------------
6302 x, y: field next to player (non-diagonal) to try to dig to
6303 real_dx, real_dy: direction as read from input device (can be diagonal)
6306 int DigField(struct PlayerInfo *player,
6307 int x, int y, int real_dx, int real_dy, int mode)
6309 int jx = player->jx, jy = player->jy;
6310 int dx = x - jx, dy = y - jy;
6311 int move_direction = (dx == -1 ? MV_LEFT :
6312 dx == +1 ? MV_RIGHT :
6314 dy == +1 ? MV_DOWN : MV_NO_MOVING);
6317 if (player->MovPos == 0)
6319 player->is_digging = FALSE;
6320 player->is_collecting = FALSE;
6323 if (player->MovPos == 0) /* last pushing move finished */
6324 player->Pushing = FALSE;
6326 if (mode == DF_NO_PUSH) /* player just stopped pushing */
6328 player->Switching = FALSE;
6329 player->push_delay = 0;
6331 return MF_NO_ACTION;
6334 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
6335 return MF_NO_ACTION;
6338 if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
6340 if (IS_TUBE(Feld[jx][jy]) ||
6341 (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0)))
6345 int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
6346 int tube_leave_directions[][2] =
6348 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6349 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6350 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6351 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
6352 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
6353 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
6354 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
6355 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
6356 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
6357 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
6358 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
6359 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
6362 while (tube_leave_directions[i][0] != tube_element)
6365 if (tube_leave_directions[i][0] == -1) /* should not happen */
6369 if (!(tube_leave_directions[i][1] & move_direction))
6370 return MF_NO_ACTION; /* tube has no opening in this direction */
6373 element = Feld[x][y];
6376 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
6377 game.engine_version >= VERSION_IDENT(2,2,0))
6378 return MF_NO_ACTION;
6385 case EL_INVISIBLE_SAND:
6386 case EL_INVISIBLE_SAND_ACTIVE:
6389 case EL_SP_BUGGY_BASE:
6390 case EL_SP_BUGGY_BASE_ACTIVATING:
6393 if (mode != DF_SNAP && element != EL_EMPTY)
6395 GfxElement[x][y] = (CAN_BE_CRUMBLED(element) ? EL_SAND : element);
6396 player->is_digging = TRUE;
6399 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
6404 case EL_EMERALD_YELLOW:
6405 case EL_EMERALD_RED:
6406 case EL_EMERALD_PURPLE:
6408 case EL_SP_INFOTRON:
6413 if (mode != DF_SNAP)
6415 GfxElement[x][y] = element;
6416 player->is_collecting = TRUE;
6419 local_player->gems_still_needed -= (element == EL_DIAMOND ? 3 :
6420 element == EL_PEARL ? 5 :
6421 element == EL_CRYSTAL ? 8 : 1);
6422 if (local_player->gems_still_needed < 0)
6423 local_player->gems_still_needed = 0;
6424 RaiseScoreElement(element);
6425 DrawText(DX_EMERALDS, DY_EMERALDS,
6426 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
6427 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6428 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6433 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
6435 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6437 PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
6439 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6443 Feld[x][y] = EL_EMPTY;
6445 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6447 PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
6449 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6457 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
6460 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6462 PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MIDDLE);
6464 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6467 case EL_SHIELD_NORMAL:
6469 player->shield_normal_time_left += 10;
6471 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6473 PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING);
6475 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6478 case EL_SHIELD_DEADLY:
6480 player->shield_normal_time_left += 10;
6481 player->shield_deadly_time_left += 10;
6483 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6485 PlaySoundLevel(x, y, SND_SHIELD_DEADLY_COLLECTING);
6487 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6491 case EL_SP_DISK_RED:
6494 player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
6495 RaiseScoreElement(EL_DYNAMITE);
6496 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6498 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6499 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6502 case EL_DYNABOMB_INCREASE_NUMBER:
6504 player->dynabomb_count++;
6505 player->dynabombs_left++;
6506 RaiseScoreElement(EL_DYNAMITE);
6508 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6510 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_NUMBER_COLLECTING);
6512 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6515 case EL_DYNABOMB_INCREASE_SIZE:
6517 player->dynabomb_size++;
6518 RaiseScoreElement(EL_DYNAMITE);
6520 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6522 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_SIZE_COLLECTING);
6524 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6527 case EL_DYNABOMB_INCREASE_POWER:
6529 player->dynabomb_xl = TRUE;
6530 RaiseScoreElement(EL_DYNAMITE);
6532 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6534 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_POWER_COLLECTING);
6536 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6544 int key_nr = element - EL_KEY_1;
6545 int graphic = el2edimg(element);
6548 player->key[key_nr] = TRUE;
6549 RaiseScoreElement(element);
6550 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6552 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6555 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6557 PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING);
6559 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6568 int key_nr = element - EL_EM_KEY_1;
6569 int graphic = el2edimg(EL_KEY_1 + key_nr);
6572 player->key[key_nr] = TRUE;
6573 RaiseScoreElement(element);
6574 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6576 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6579 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6581 PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING);
6583 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6587 case EL_ROBOT_WHEEL:
6588 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
6591 DrawLevelField(x, y);
6592 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
6596 case EL_SP_TERMINAL:
6600 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
6602 for (yy=0; yy<lev_fieldy; yy++)
6604 for (xx=0; xx<lev_fieldx; xx++)
6606 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
6608 else if (Feld[xx][yy] == EL_SP_TERMINAL)
6609 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
6617 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
6618 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
6619 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
6620 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
6621 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
6622 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
6623 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
6624 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
6625 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
6626 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
6627 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
6628 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
6629 if (!player->Switching)
6631 player->Switching = TRUE;
6632 ToggleBeltSwitch(x, y);
6633 PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
6638 case EL_SWITCHGATE_SWITCH_UP:
6639 case EL_SWITCHGATE_SWITCH_DOWN:
6640 if (!player->Switching)
6642 player->Switching = TRUE;
6643 ToggleSwitchgateSwitch(x, y);
6644 PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
6649 case EL_LIGHT_SWITCH:
6650 case EL_LIGHT_SWITCH_ACTIVE:
6651 if (!player->Switching)
6653 player->Switching = TRUE;
6654 ToggleLightSwitch(x, y);
6655 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
6656 SND_LIGHT_SWITCH_ACTIVATING :
6657 SND_LIGHT_SWITCH_DEACTIVATING);
6662 case EL_TIMEGATE_SWITCH:
6663 ActivateTimegateSwitch(x, y);
6664 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
6669 case EL_BALLOON_SWITCH_LEFT:
6670 case EL_BALLOON_SWITCH_RIGHT:
6671 case EL_BALLOON_SWITCH_UP:
6672 case EL_BALLOON_SWITCH_DOWN:
6673 case EL_BALLOON_SWITCH_ANY:
6674 if (element == EL_BALLOON_SWITCH_ANY)
6675 game.balloon_dir = move_direction;
6677 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
6678 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
6679 element == EL_BALLOON_SWITCH_UP ? MV_UP :
6680 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
6682 PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING);
6687 /* the following elements cannot be pushed by "snapping" */
6690 case EL_DX_SUPABOMB:
6692 case EL_TIME_ORB_EMPTY:
6694 case EL_SP_DISK_ORANGE:
6696 if (mode == DF_SNAP)
6697 return MF_NO_ACTION;
6699 /* no "break" -- fall through to next case */
6701 /* the following elements can be pushed by "snapping" */
6704 return MF_NO_ACTION;
6706 player->Pushing = TRUE;
6709 if (element == EL_ROCK)
6710 printf("::: wanna push [%d] [%d]\n",
6711 FrameCounter, player->push_delay_value);
6714 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6715 return MF_NO_ACTION;
6717 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
6718 return MF_NO_ACTION;
6720 if (player->push_delay == 0)
6721 player->push_delay = FrameCounter;
6723 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6725 element != EL_SPRING)
6726 return MF_NO_ACTION;
6728 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6729 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6730 element != EL_SPRING)
6731 return MF_NO_ACTION;
6734 if (mode == DF_SNAP)
6736 InitMovingField(x, y, move_direction);
6737 ContinueMoving(x, y);
6742 Feld[x + dx][y + dy] = element;
6745 if (element == EL_SPRING)
6747 Feld[x + dx][y + dy] = EL_SPRING;
6748 MovDir[x + dx][y + dy] = move_direction;
6751 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
6753 DrawLevelField(x + dx, y + dy);
6754 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6756 CheckTriggeredElementChange(element, CE_OTHER_PUSHING);
6764 if (!player->key[element - EL_GATE_1])
6765 return MF_NO_ACTION;
6768 case EL_GATE_1_GRAY:
6769 case EL_GATE_2_GRAY:
6770 case EL_GATE_3_GRAY:
6771 case EL_GATE_4_GRAY:
6772 if (!player->key[element - EL_GATE_1_GRAY])
6773 return MF_NO_ACTION;
6780 if (!player->key[element - EL_EM_GATE_1])
6781 return MF_NO_ACTION;
6782 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6783 return MF_NO_ACTION;
6785 /* automatically move to the next field with double speed */
6786 player->programmed_action = move_direction;
6787 DOUBLE_PLAYER_SPEED(player);
6789 PlaySoundLevel(x, y, SND_CLASS_GATE_PASSING);
6792 case EL_EM_GATE_1_GRAY:
6793 case EL_EM_GATE_2_GRAY:
6794 case EL_EM_GATE_3_GRAY:
6795 case EL_EM_GATE_4_GRAY:
6796 if (!player->key[element - EL_EM_GATE_1_GRAY])
6797 return MF_NO_ACTION;
6798 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6799 return MF_NO_ACTION;
6801 /* automatically move to the next field with double speed */
6802 player->programmed_action = move_direction;
6803 DOUBLE_PLAYER_SPEED(player);
6806 PlaySoundLevelAction(x, y, ACTION_PASSING);
6808 PlaySoundLevel(x, y, SND_GATE_PASSING);
6812 case EL_SWITCHGATE_OPEN:
6813 case EL_TIMEGATE_OPEN:
6814 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6815 return MF_NO_ACTION;
6817 /* automatically move to the next field with double speed */
6818 player->programmed_action = move_direction;
6819 DOUBLE_PLAYER_SPEED(player);
6821 PlaySoundLevelElementAction(x, y, element, ACTION_PASSING);
6824 case EL_SP_PORT_LEFT:
6825 case EL_SP_PORT_RIGHT:
6827 case EL_SP_PORT_DOWN:
6828 case EL_SP_PORT_HORIZONTAL:
6829 case EL_SP_PORT_VERTICAL:
6830 case EL_SP_PORT_ANY:
6831 case EL_SP_GRAVITY_PORT_LEFT:
6832 case EL_SP_GRAVITY_PORT_RIGHT:
6833 case EL_SP_GRAVITY_PORT_UP:
6834 case EL_SP_GRAVITY_PORT_DOWN:
6836 element != EL_SP_PORT_LEFT &&
6837 element != EL_SP_GRAVITY_PORT_LEFT &&
6838 element != EL_SP_PORT_HORIZONTAL &&
6839 element != EL_SP_PORT_ANY) ||
6841 element != EL_SP_PORT_RIGHT &&
6842 element != EL_SP_GRAVITY_PORT_RIGHT &&
6843 element != EL_SP_PORT_HORIZONTAL &&
6844 element != EL_SP_PORT_ANY) ||
6846 element != EL_SP_PORT_UP &&
6847 element != EL_SP_GRAVITY_PORT_UP &&
6848 element != EL_SP_PORT_VERTICAL &&
6849 element != EL_SP_PORT_ANY) ||
6851 element != EL_SP_PORT_DOWN &&
6852 element != EL_SP_GRAVITY_PORT_DOWN &&
6853 element != EL_SP_PORT_VERTICAL &&
6854 element != EL_SP_PORT_ANY) ||
6855 !IN_LEV_FIELD(x + dx, y + dy) ||
6856 !IS_FREE(x + dx, y + dy))
6857 return MF_NO_ACTION;
6859 /* automatically move to the next field with double speed */
6860 player->programmed_action = move_direction;
6861 DOUBLE_PLAYER_SPEED(player);
6863 PlaySoundLevel(x, y, SND_CLASS_SP_PORT_PASSING);
6867 case EL_TUBE_VERTICAL:
6868 case EL_TUBE_HORIZONTAL:
6869 case EL_TUBE_VERTICAL_LEFT:
6870 case EL_TUBE_VERTICAL_RIGHT:
6871 case EL_TUBE_HORIZONTAL_UP:
6872 case EL_TUBE_HORIZONTAL_DOWN:
6873 case EL_TUBE_LEFT_UP:
6874 case EL_TUBE_LEFT_DOWN:
6875 case EL_TUBE_RIGHT_UP:
6876 case EL_TUBE_RIGHT_DOWN:
6879 int tube_enter_directions[][2] =
6881 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6882 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6883 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6884 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
6885 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
6886 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
6887 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
6888 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
6889 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
6890 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
6891 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
6892 { -1, MV_NO_MOVING }
6895 while (tube_enter_directions[i][0] != element)
6898 if (tube_enter_directions[i][0] == -1) /* should not happen */
6902 if (!(tube_enter_directions[i][1] & move_direction))
6903 return MF_NO_ACTION; /* tube has no opening in this direction */
6905 PlaySoundLevel(x, y, SND_CLASS_TUBE_PASSING);
6909 case EL_EXIT_CLOSED:
6910 case EL_SP_EXIT_CLOSED:
6911 case EL_EXIT_OPENING:
6912 return MF_NO_ACTION;
6916 case EL_SP_EXIT_OPEN:
6917 if (mode == DF_SNAP)
6918 return MF_NO_ACTION;
6920 if (element == EL_EXIT_OPEN)
6921 PlaySoundLevel(x, y, SND_CLASS_EXIT_PASSING);
6923 PlaySoundLevel(x, y, SND_CLASS_SP_EXIT_PASSING);
6928 Feld[x][y] = EL_LAMP_ACTIVE;
6929 local_player->lights_still_needed--;
6930 DrawLevelField(x, y);
6931 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
6935 case EL_TIME_ORB_FULL:
6936 Feld[x][y] = EL_TIME_ORB_EMPTY;
6938 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
6939 DrawLevelField(x, y);
6940 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
6944 case EL_SOKOBAN_FIELD_EMPTY:
6947 case EL_SOKOBAN_OBJECT:
6948 case EL_SOKOBAN_FIELD_FULL:
6950 case EL_SP_DISK_YELLOW:
6952 if (mode == DF_SNAP)
6953 return MF_NO_ACTION;
6955 player->Pushing = TRUE;
6957 if (!IN_LEV_FIELD(x+dx, y+dy)
6958 || (!IS_FREE(x+dx, y+dy)
6959 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FIELD_EMPTY
6960 || !IS_SB_ELEMENT(element))))
6961 return MF_NO_ACTION;
6963 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
6964 return MF_NO_ACTION;
6966 if (player->push_delay == 0)
6967 player->push_delay = FrameCounter;
6969 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6970 !tape.playing && element != EL_BALLOON)
6971 return MF_NO_ACTION;
6973 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6974 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6975 element != EL_BALLOON)
6976 return MF_NO_ACTION;
6979 if (IS_SB_ELEMENT(element))
6981 if (element == EL_SOKOBAN_FIELD_FULL)
6983 Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
6984 local_player->sokobanfields_still_needed++;
6989 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FIELD_EMPTY)
6991 Feld[x+dx][y+dy] = EL_SOKOBAN_FIELD_FULL;
6992 local_player->sokobanfields_still_needed--;
6993 if (element == EL_SOKOBAN_OBJECT)
6995 PlaySoundLevelAction(x+dx, y+dy, ACTION_FILLING);
6997 PlaySoundLevel(x, y, SND_CLASS_SOKOBAN_FIELD_FILLING);
7001 PlaySoundLevelAction(x+dx, y+dy, ACTION_PUSHING);
7003 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
7008 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJECT;
7009 if (element == EL_SOKOBAN_FIELD_FULL)
7011 PlaySoundLevelAction(x+dx, y+dy, ACTION_EMPTYING);
7013 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_EMPTYING);
7017 PlaySoundLevelAction(x+dx, y+dy, ACTION_PUSHING);
7019 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
7026 Feld[x+dx][y+dy] = element;
7027 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
7030 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
7032 DrawLevelField(x, y);
7033 DrawLevelField(x + dx, y + dy);
7035 if (IS_SB_ELEMENT(element) &&
7036 local_player->sokobanfields_still_needed == 0 &&
7037 game.emulation == EMU_SOKOBAN)
7039 player->LevelSolved = player->GameOver = TRUE;
7040 PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
7043 CheckTriggeredElementChange(element, CE_OTHER_PUSHING);
7054 if (IS_WALKABLE(element))
7058 else if (IS_DIGGABLE(element))
7062 if (mode != DF_SNAP)
7065 (CAN_BE_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
7066 player->is_digging = TRUE;
7069 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
7073 else if (IS_COLLECTIBLE(element))
7077 if (mode != DF_SNAP)
7079 GfxElement[x][y] = element;
7080 player->is_collecting = TRUE;
7083 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
7085 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
7089 else if (IS_PUSHABLE(element))
7091 if (mode == DF_SNAP)
7092 return MF_NO_ACTION;
7094 if (CAN_FALL(element) && dy)
7095 return MF_NO_ACTION;
7097 if (!player->Pushing &&
7098 game.engine_version >= RELEASE_IDENT(2,2,0,7))
7099 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7101 player->Pushing = TRUE;
7103 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
7104 return MF_NO_ACTION;
7106 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
7107 return MF_NO_ACTION;
7109 if (player->push_delay == 0) /* new pushing; restart delay */
7110 player->push_delay = FrameCounter;
7112 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
7113 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
7114 return MF_NO_ACTION;
7117 Feld[x + dx][y + dy] = element;
7120 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
7121 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7123 player->push_delay_value = 2 + RND(8);
7126 DrawLevelField(x + dx, y + dy);
7127 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
7129 CheckTriggeredElementChange(element, CE_OTHER_PUSHING);
7134 return MF_NO_ACTION;
7137 player->push_delay = 0;
7139 if (Feld[x][y] != element) /* really digged/collected something */
7140 player->is_collecting = !player->is_digging;
7145 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
7147 int jx = player->jx, jy = player->jy;
7148 int x = jx + dx, y = jy + dy;
7150 if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0))
7153 if (!player->active || !IN_LEV_FIELD(x, y))
7161 if (player->MovPos == 0)
7162 player->Pushing = FALSE;
7164 player->snapped = FALSE;
7166 if (player->MovPos == 0)
7168 player->is_digging = FALSE;
7169 player->is_collecting = FALSE;
7175 if (player->snapped)
7178 player->MovDir = (dx < 0 ? MV_LEFT :
7181 dy > 0 ? MV_DOWN : MV_NO_MOVING);
7183 if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
7186 player->snapped = TRUE;
7187 player->is_digging = FALSE;
7188 player->is_collecting = FALSE;
7190 DrawLevelField(x, y);
7196 boolean PlaceBomb(struct PlayerInfo *player)
7198 int jx = player->jx, jy = player->jy;
7201 if (!player->active || player->MovPos)
7204 element = Feld[jx][jy];
7206 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
7207 IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
7211 if (element != EL_EMPTY)
7215 if (element != EL_EMPTY)
7218 Store[jx][jy] = element;
7220 Back[jx][jy] = element;
7224 MovDelay[jx][jy] = 96;
7226 ResetGfxAnimation(jx, jy);
7227 ResetRandomAnimationValue(jx, jy);
7229 if (player->dynamite)
7231 Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
7232 EL_DYNAMITE_ACTIVE);
7235 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
7237 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
7240 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
7242 if (game.emulation == EMU_SUPAPLEX)
7243 DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0);
7245 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0);
7249 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
7254 EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1);
7255 player->dynabombs_left--;
7257 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
7258 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
7260 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
7266 /* ------------------------------------------------------------------------- */
7267 /* game sound playing functions */
7268 /* ------------------------------------------------------------------------- */
7270 static int *loop_sound_frame = NULL;
7271 static int *loop_sound_volume = NULL;
7273 void InitPlaySoundLevel()
7275 int num_sounds = getSoundListSize();
7277 if (loop_sound_frame != NULL)
7278 free(loop_sound_frame);
7280 if (loop_sound_volume != NULL)
7281 free(loop_sound_volume);
7283 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
7284 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
7287 static void PlaySoundLevel(int x, int y, int nr)
7289 int sx = SCREENX(x), sy = SCREENY(y);
7290 int volume, stereo_position;
7291 int max_distance = 8;
7292 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
7294 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
7295 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
7298 if (!IN_LEV_FIELD(x, y) ||
7299 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
7300 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
7303 volume = SOUND_MAX_VOLUME;
7305 if (!IN_SCR_FIELD(sx, sy))
7307 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
7308 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
7310 volume -= volume * (dx > dy ? dx : dy) / max_distance;
7313 stereo_position = (SOUND_MAX_LEFT +
7314 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
7315 (SCR_FIELDX + 2 * max_distance));
7317 if (IS_LOOP_SOUND(nr))
7319 /* This assures that quieter loop sounds do not overwrite louder ones,
7320 while restarting sound volume comparison with each new game frame. */
7322 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
7325 loop_sound_volume[nr] = volume;
7326 loop_sound_frame[nr] = FrameCounter;
7329 PlaySoundExt(nr, volume, stereo_position, type);
7332 static void PlaySoundLevelNearest(int x, int y, int sound_action)
7334 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
7335 x > LEVELX(BX2) ? LEVELX(BX2) : x,
7336 y < LEVELY(BY1) ? LEVELY(BY1) :
7337 y > LEVELY(BY2) ? LEVELY(BY2) : y,
7341 static void PlaySoundLevelAction(int x, int y, int action)
7343 PlaySoundLevelElementAction(x, y, Feld[x][y], action);
7346 static void PlaySoundLevelElementAction(int x, int y, int element, int action)
7348 int sound_effect = element_info[element].sound[action];
7350 if (sound_effect != SND_UNDEFINED)
7351 PlaySoundLevel(x, y, sound_effect);
7354 static void PlaySoundLevelActionIfLoop(int x, int y, int action)
7356 int sound_effect = element_info[Feld[x][y]].sound[action];
7358 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
7359 PlaySoundLevel(x, y, sound_effect);
7362 static void StopSoundLevelActionIfLoop(int x, int y, int action)
7364 int sound_effect = element_info[Feld[x][y]].sound[action];
7366 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
7367 StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND);
7370 void RaiseScore(int value)
7372 local_player->score += value;
7373 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2);
7376 void RaiseScoreElement(int element)
7382 case EL_EMERALD_YELLOW:
7383 case EL_EMERALD_RED:
7384 case EL_EMERALD_PURPLE:
7385 case EL_SP_INFOTRON:
7386 RaiseScore(level.score[SC_EMERALD]);
7389 RaiseScore(level.score[SC_DIAMOND]);
7392 RaiseScore(level.score[SC_CRYSTAL]);
7395 RaiseScore(level.score[SC_PEARL]);
7398 case EL_BD_BUTTERFLY:
7399 case EL_SP_ELECTRON:
7400 RaiseScore(level.score[SC_BUG]);
7404 case EL_SP_SNIKSNAK:
7405 RaiseScore(level.score[SC_SPACESHIP]);
7408 case EL_DARK_YAMYAM:
7409 RaiseScore(level.score[SC_YAMYAM]);
7412 RaiseScore(level.score[SC_ROBOT]);
7415 RaiseScore(level.score[SC_PACMAN]);
7418 RaiseScore(level.score[SC_NUT]);
7421 case EL_DYNABOMB_INCREASE_NUMBER:
7422 case EL_DYNABOMB_INCREASE_SIZE:
7423 case EL_DYNABOMB_INCREASE_POWER:
7424 RaiseScore(level.score[SC_DYNAMITE]);
7426 case EL_SHIELD_NORMAL:
7427 case EL_SHIELD_DEADLY:
7428 RaiseScore(level.score[SC_SHIELD]);
7431 RaiseScore(level.score[SC_TIME_BONUS]);
7437 RaiseScore(level.score[SC_KEY]);
7444 void RequestQuitGame(boolean ask_if_really_quit)
7446 if (AllPlayersGone ||
7447 !ask_if_really_quit ||
7448 level_editor_test_game ||
7449 Request("Do you really want to quit the game ?",
7450 REQ_ASK | REQ_STAY_CLOSED))
7452 #if defined(PLATFORM_UNIX)
7453 if (options.network)
7454 SendToServer_StopPlaying();
7458 game_status = GAME_MODE_MAIN;
7464 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
7469 /* ---------- new game button stuff ---------------------------------------- */
7471 /* graphic position values for game buttons */
7472 #define GAME_BUTTON_XSIZE 30
7473 #define GAME_BUTTON_YSIZE 30
7474 #define GAME_BUTTON_XPOS 5
7475 #define GAME_BUTTON_YPOS 215
7476 #define SOUND_BUTTON_XPOS 5
7477 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
7479 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
7480 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
7481 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
7482 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
7483 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
7484 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
7491 } gamebutton_info[NUM_GAME_BUTTONS] =
7494 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
7499 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
7504 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
7509 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
7510 SOUND_CTRL_ID_MUSIC,
7511 "background music on/off"
7514 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
7515 SOUND_CTRL_ID_LOOPS,
7516 "sound loops on/off"
7519 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
7520 SOUND_CTRL_ID_SIMPLE,
7521 "normal sounds on/off"
7525 void CreateGameButtons()
7529 for (i=0; i<NUM_GAME_BUTTONS; i++)
7531 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
7532 struct GadgetInfo *gi;
7535 unsigned long event_mask;
7536 int gd_xoffset, gd_yoffset;
7537 int gd_x1, gd_x2, gd_y1, gd_y2;
7540 gd_xoffset = gamebutton_info[i].x;
7541 gd_yoffset = gamebutton_info[i].y;
7542 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
7543 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
7545 if (id == GAME_CTRL_ID_STOP ||
7546 id == GAME_CTRL_ID_PAUSE ||
7547 id == GAME_CTRL_ID_PLAY)
7549 button_type = GD_TYPE_NORMAL_BUTTON;
7551 event_mask = GD_EVENT_RELEASED;
7552 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7553 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7557 button_type = GD_TYPE_CHECK_BUTTON;
7559 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
7560 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
7561 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
7562 event_mask = GD_EVENT_PRESSED;
7563 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
7564 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7567 gi = CreateGadget(GDI_CUSTOM_ID, id,
7568 GDI_INFO_TEXT, gamebutton_info[i].infotext,
7569 GDI_X, DX + gd_xoffset,
7570 GDI_Y, DY + gd_yoffset,
7571 GDI_WIDTH, GAME_BUTTON_XSIZE,
7572 GDI_HEIGHT, GAME_BUTTON_YSIZE,
7573 GDI_TYPE, button_type,
7574 GDI_STATE, GD_BUTTON_UNPRESSED,
7575 GDI_CHECKED, checked,
7576 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
7577 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
7578 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
7579 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
7580 GDI_EVENT_MASK, event_mask,
7581 GDI_CALLBACK_ACTION, HandleGameButtons,
7585 Error(ERR_EXIT, "cannot create gadget");
7587 game_gadget[id] = gi;
7591 void FreeGameButtons()
7595 for (i=0; i<NUM_GAME_BUTTONS; i++)
7596 FreeGadget(game_gadget[i]);
7599 static void MapGameButtons()
7603 for (i=0; i<NUM_GAME_BUTTONS; i++)
7604 MapGadget(game_gadget[i]);
7607 void UnmapGameButtons()
7611 for (i=0; i<NUM_GAME_BUTTONS; i++)
7612 UnmapGadget(game_gadget[i]);
7615 static void HandleGameButtons(struct GadgetInfo *gi)
7617 int id = gi->custom_id;
7619 if (game_status != GAME_MODE_PLAYING)
7624 case GAME_CTRL_ID_STOP:
7625 RequestQuitGame(TRUE);
7628 case GAME_CTRL_ID_PAUSE:
7629 if (options.network)
7631 #if defined(PLATFORM_UNIX)
7633 SendToServer_ContinuePlaying();
7635 SendToServer_PausePlaying();
7639 TapeTogglePause(TAPE_TOGGLE_MANUAL);
7642 case GAME_CTRL_ID_PLAY:
7645 #if defined(PLATFORM_UNIX)
7646 if (options.network)
7647 SendToServer_ContinuePlaying();
7651 tape.pausing = FALSE;
7652 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
7657 case SOUND_CTRL_ID_MUSIC:
7658 if (setup.sound_music)
7660 setup.sound_music = FALSE;
7663 else if (audio.music_available)
7665 setup.sound = setup.sound_music = TRUE;
7666 PlayMusic(level_nr);
7670 case SOUND_CTRL_ID_LOOPS:
7671 if (setup.sound_loops)
7672 setup.sound_loops = FALSE;
7673 else if (audio.loops_available)
7674 setup.sound = setup.sound_loops = TRUE;
7677 case SOUND_CTRL_ID_SIMPLE:
7678 if (setup.sound_simple)
7679 setup.sound_simple = FALSE;
7680 else if (audio.sound_available)
7681 setup.sound = setup.sound_simple = TRUE;