1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MoveFigure() */
36 #define MF_NO_ACTION 0
40 /* for ScrollFigure() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_NO_EXPLOSION 0
51 /* special positions in the game control window (relative to control window) */
54 #define XX_EMERALDS 29
55 #define YY_EMERALDS 54
56 #define XX_DYNAMITE 29
57 #define YY_DYNAMITE 89
65 /* special positions in the game control window (relative to main window) */
66 #define DX_LEVEL (DX + XX_LEVEL)
67 #define DY_LEVEL (DY + YY_LEVEL)
68 #define DX_EMERALDS (DX + XX_EMERALDS)
69 #define DY_EMERALDS (DY + YY_EMERALDS)
70 #define DX_DYNAMITE (DX + XX_DYNAMITE)
71 #define DY_DYNAMITE (DY + YY_DYNAMITE)
72 #define DX_KEYS (DX + XX_KEYS)
73 #define DY_KEYS (DY + YY_KEYS)
74 #define DX_SCORE (DX + XX_SCORE)
75 #define DY_SCORE (DY + YY_SCORE)
76 #define DX_TIME (DX + XX_TIME)
77 #define DY_TIME (DY + YY_TIME)
79 /* values for initial player move delay (initial delay counter value) */
80 #define INITIAL_MOVE_DELAY_OFF -1
81 #define INITIAL_MOVE_DELAY_ON 0
83 /* values for player movement speed (which is in fact a delay value) */
84 #define MOVE_DELAY_NORMAL_SPEED 8
85 #define MOVE_DELAY_HIGH_SPEED 4
87 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
88 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
89 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
90 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
92 /* game button identifiers */
93 #define GAME_CTRL_ID_STOP 0
94 #define GAME_CTRL_ID_PAUSE 1
95 #define GAME_CTRL_ID_PLAY 2
96 #define SOUND_CTRL_ID_MUSIC 3
97 #define SOUND_CTRL_ID_LOOPS 4
98 #define SOUND_CTRL_ID_SIMPLE 5
100 #define NUM_GAME_BUTTONS 6
102 /* forward declaration for internal use */
103 static void InitBeltMovement(void);
104 static void CloseAllOpenTimegates(void);
105 static void CheckGravityMovement(struct PlayerInfo *);
106 static void KillHeroUnlessProtected(int, int);
108 static void PlaySoundLevel(int, int, int);
109 static void PlaySoundLevelNearest(int, int, int);
110 static void PlaySoundLevelAction(int, int, int);
111 static void PlaySoundLevelElementAction(int, int, int, int);
113 static void MapGameButtons();
114 static void HandleGameButtons(struct GadgetInfo *);
116 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
118 #define IS_ANIMATED(g) (graphic_info[g].anim_frames > 1)
121 /* ------------------------------------------------------------------------- */
122 /* sound definitions */
123 /* ------------------------------------------------------------------------- */
130 } sound_action_properties[] =
132 /* insert _all_ loop sound actions here */
133 { ".waiting", ACTION_WAITING, TRUE },
134 { ".moving", ACTION_MOVING, TRUE }, /* continuos moving */
135 { ".active", ACTION_ACTIVE, TRUE },
136 { ".growing", ACTION_GROWING, TRUE },
137 { ".attacking", ACTION_ATTACKING, TRUE },
139 /* other (non-loop) sound actions are optional */
140 { ".stepping", ACTION_MOVING, FALSE }, /* discrete moving */
141 { ".digging", ACTION_DIGGING, FALSE },
142 { ".collecting", ACTION_COLLECTING, FALSE },
143 { ".passing", ACTION_PASSING, FALSE },
144 { ".impact", ACTION_IMPACT, FALSE },
145 { ".pushing", ACTION_PUSHING, FALSE },
146 { ".activating", ACTION_ACTIVATING, FALSE },
149 static int element_action_sound[MAX_NUM_ELEMENTS][NUM_ACTIONS];
150 static boolean is_loop_sound[NUM_SOUND_FILES];
152 #define IS_LOOP_SOUND(x) (is_loop_sound[x])
155 /* -------------------------------------------------------------------------
156 definition of elements that automatically change to other elements after
157 a specified time, eventually calling a function when changing
158 ------------------------------------------------------------------------- */
160 /* forward declaration for changer functions */
161 static void InitBuggyBase(int x, int y);
162 static void WarnBuggyBase(int x, int y);
164 static void InitTrap(int x, int y);
165 static void ActivateTrap(int x, int y);
166 static void ChangeActiveTrap(int x, int y);
168 static void InitRobotWheel(int x, int y);
169 static void RunRobotWheel(int x, int y);
170 static void StopRobotWheel(int x, int y);
172 static void InitTimegateWheel(int x, int y);
173 static void RunTimegateWheel(int x, int y);
175 struct ChangingElementInfo
180 void (*pre_change_function)(int x, int y);
181 void (*change_function)(int x, int y);
182 void (*post_change_function)(int x, int y);
185 static struct ChangingElementInfo changing_element_list[] =
187 { EL_NUT_CRACKING, EL_EMERALD, 6, NULL, NULL, NULL },
188 { EL_PEARL_BREAKING, EL_EMPTY, 8, NULL, NULL, NULL },
189 { EL_EXIT_OPENING, EL_EXIT_OPEN, 29, NULL, NULL, NULL },
191 { EL_SWITCHGATE_OPENING, EL_SWITCHGATE_OPEN, 29, NULL, NULL, NULL },
192 { EL_SWITCHGATE_CLOSING, EL_SWITCHGATE_CLOSED, 29, NULL, NULL, NULL },
194 { EL_TIMEGATE_OPENING, EL_TIMEGATE_OPEN, 29, NULL, NULL, NULL },
195 { EL_TIMEGATE_CLOSING, EL_TIMEGATE_CLOSED, 29, NULL, NULL, NULL },
197 { EL_SP_BUGGY_BASE, EL_SP_BUGGY_BASE_ACTIVATING, 0,
198 InitBuggyBase, NULL, NULL },
199 { EL_SP_BUGGY_BASE_ACTIVATING,EL_SP_BUGGY_BASE_ACTIVE, 0,
200 InitBuggyBase, NULL, NULL },
201 { EL_SP_BUGGY_BASE_ACTIVE, EL_SP_BUGGY_BASE, 0,
202 InitBuggyBase, WarnBuggyBase, NULL },
204 { EL_TRAP, EL_TRAP_ACTIVE, 0,
205 InitTrap, NULL, ActivateTrap },
206 { EL_TRAP_ACTIVE, EL_TRAP, 31,
207 NULL, ChangeActiveTrap, NULL },
209 { EL_ROBOT_WHEEL_ACTIVE, EL_ROBOT_WHEEL, 0,
210 InitRobotWheel, RunRobotWheel, StopRobotWheel },
212 { EL_TIMEGATE_SWITCH_ACTIVE, EL_TIMEGATE_SWITCH, 0,
213 InitTimegateWheel, RunTimegateWheel, NULL },
215 { EL_UNDEFINED, EL_UNDEFINED, -1, NULL }
218 static struct ChangingElementInfo changing_element[MAX_NUM_ELEMENTS];
220 #define IS_AUTO_CHANGING(e) (changing_element[e].base_element != EL_UNDEFINED)
226 static unsigned int getStateCheckSum(int counter)
229 unsigned int mult = 1;
230 unsigned int checksum = 0;
232 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
234 static boolean first_game = TRUE;
236 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
242 lastFeld[x][y] = Feld[x][y];
243 else if (lastFeld[x][y] != Feld[x][y])
244 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
245 x, y, lastFeld[x][y], Feld[x][y]);
249 checksum += mult++ * Ur[x][y];
250 checksum += mult++ * Feld[x][y];
253 checksum += mult++ * MovPos[x][y];
254 checksum += mult++ * MovDir[x][y];
255 checksum += mult++ * MovDelay[x][y];
256 checksum += mult++ * Store[x][y];
257 checksum += mult++ * Store2[x][y];
258 checksum += mult++ * StorePlayer[x][y];
259 checksum += mult++ * ExplodePhase[x][y];
260 checksum += mult++ * AmoebaNr[x][y];
261 checksum += mult++ * JustStopped[x][y];
262 checksum += mult++ * Stop[x][y];
266 if (counter == 3 && first_game)
277 void GetPlayerConfig()
279 if (!audio.sound_available)
282 if (!audio.loops_available)
283 setup.sound_loops = FALSE;
285 if (!audio.music_available)
286 setup.sound_music = FALSE;
288 if (!video.fullscreen_available)
289 setup.fullscreen = FALSE;
291 setup.sound_simple = setup.sound;
293 SetAudioMode(setup.sound);
297 static int getBeltNrFromBeltElement(int element)
299 return (element < EL_CONVEYOR_BELT2_LEFT ? 0 :
300 element < EL_CONVEYOR_BELT3_LEFT ? 1 :
301 element < EL_CONVEYOR_BELT4_LEFT ? 2 : 3);
304 static int getBeltNrFromBeltActiveElement(int element)
306 return (element < EL_CONVEYOR_BELT2_LEFT_ACTIVE ? 0 :
307 element < EL_CONVEYOR_BELT3_LEFT_ACTIVE ? 1 :
308 element < EL_CONVEYOR_BELT4_LEFT_ACTIVE ? 2 : 3);
311 static int getBeltNrFromBeltSwitchElement(int element)
313 return (element < EL_CONVEYOR_BELT2_SWITCH_LEFT ? 0 :
314 element < EL_CONVEYOR_BELT3_SWITCH_LEFT ? 1 :
315 element < EL_CONVEYOR_BELT4_SWITCH_LEFT ? 2 : 3);
318 static int getBeltDirNrFromBeltSwitchElement(int element)
320 static int belt_base_element[4] =
322 EL_CONVEYOR_BELT1_SWITCH_LEFT,
323 EL_CONVEYOR_BELT2_SWITCH_LEFT,
324 EL_CONVEYOR_BELT3_SWITCH_LEFT,
325 EL_CONVEYOR_BELT4_SWITCH_LEFT
328 int belt_nr = getBeltNrFromBeltSwitchElement(element);
329 int belt_dir_nr = element - belt_base_element[belt_nr];
331 return (belt_dir_nr % 3);
334 static int getBeltDirFromBeltSwitchElement(int element)
336 static int belt_move_dir[3] =
343 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
345 return belt_move_dir[belt_dir_nr];
348 static void InitField(int x, int y, boolean init_game)
355 if (stored_player[0].present)
357 Feld[x][y] = EL_SP_MURPHY_CLONE;
361 Feld[x][y] = EL_PLAYER1;
370 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER1];
371 int jx = player->jx, jy = player->jy;
373 player->present = TRUE;
375 if (!options.network || player->connected)
377 player->active = TRUE;
379 /* remove potentially duplicate players */
380 if (StorePlayer[jx][jy] == Feld[x][y])
381 StorePlayer[jx][jy] = 0;
383 StorePlayer[x][y] = Feld[x][y];
387 printf("Player %d activated.\n", player->element_nr);
388 printf("[Local player is %d and currently %s.]\n",
389 local_player->element_nr,
390 local_player->active ? "active" : "not active");
394 Feld[x][y] = EL_EMPTY;
395 player->jx = player->last_jx = x;
396 player->jy = player->last_jy = y;
401 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
402 Feld[x][y] = EL_ACIDPOOL_TOPLEFT;
403 else if (x > 0 && Feld[x-1][y] == EL_ACID)
404 Feld[x][y] = EL_ACIDPOOL_TOPRIGHT;
405 else if (y > 0 && Feld[x][y-1] == EL_ACIDPOOL_TOPLEFT)
406 Feld[x][y] = EL_ACIDPOOL_BOTTOMLEFT;
407 else if (y > 0 && Feld[x][y-1] == EL_ACID)
408 Feld[x][y] = EL_ACIDPOOL_BOTTOM;
409 else if (y > 0 && Feld[x][y-1] == EL_ACIDPOOL_TOPRIGHT)
410 Feld[x][y] = EL_ACIDPOOL_BOTTOMRIGHT;
418 case EL_SPACESHIP_RIGHT:
419 case EL_SPACESHIP_UP:
420 case EL_SPACESHIP_LEFT:
421 case EL_SPACESHIP_DOWN:
423 case EL_BD_BUTTERFLY_RIGHT:
424 case EL_BD_BUTTERFLY_UP:
425 case EL_BD_BUTTERFLY_LEFT:
426 case EL_BD_BUTTERFLY_DOWN:
427 case EL_BD_BUTTERFLY:
428 case EL_BD_FIREFLY_RIGHT:
429 case EL_BD_FIREFLY_UP:
430 case EL_BD_FIREFLY_LEFT:
431 case EL_BD_FIREFLY_DOWN:
433 case EL_PACMAN_RIGHT:
457 if (y == lev_fieldy - 1)
459 Feld[x][y] = EL_AMOEBA_CREATING;
460 Store[x][y] = EL_AMOEBA_WET;
464 case EL_DYNAMITE_ACTIVE:
469 local_player->lights_still_needed++;
472 case EL_SOKOBAN_FIELD_EMPTY:
473 local_player->sokobanfields_still_needed++;
477 local_player->friends_still_needed++;
482 MovDir[x][y] = 1 << RND(4);
486 Feld[x][y] = EL_EMPTY;
489 case EL_EM_KEY1_FILE:
490 Feld[x][y] = EL_EM_KEY1;
492 case EL_EM_KEY2_FILE:
493 Feld[x][y] = EL_EM_KEY2;
495 case EL_EM_KEY3_FILE:
496 Feld[x][y] = EL_EM_KEY3;
498 case EL_EM_KEY4_FILE:
499 Feld[x][y] = EL_EM_KEY4;
502 case EL_CONVEYOR_BELT1_SWITCH_LEFT:
503 case EL_CONVEYOR_BELT1_SWITCH_MIDDLE:
504 case EL_CONVEYOR_BELT1_SWITCH_RIGHT:
505 case EL_CONVEYOR_BELT2_SWITCH_LEFT:
506 case EL_CONVEYOR_BELT2_SWITCH_MIDDLE:
507 case EL_CONVEYOR_BELT2_SWITCH_RIGHT:
508 case EL_CONVEYOR_BELT3_SWITCH_LEFT:
509 case EL_CONVEYOR_BELT3_SWITCH_MIDDLE:
510 case EL_CONVEYOR_BELT3_SWITCH_RIGHT:
511 case EL_CONVEYOR_BELT4_SWITCH_LEFT:
512 case EL_CONVEYOR_BELT4_SWITCH_MIDDLE:
513 case EL_CONVEYOR_BELT4_SWITCH_RIGHT:
516 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
517 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
518 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
520 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
522 game.belt_dir[belt_nr] = belt_dir;
523 game.belt_dir_nr[belt_nr] = belt_dir_nr;
525 else /* more than one switch -- set it like the first switch */
527 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
532 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
534 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
537 case EL_LIGHT_SWITCH_ACTIVE:
539 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
547 void DrawGameDoorValues()
551 for (i=0; i<MAX_PLAYERS; i++)
553 if (stored_player[i].key[j])
554 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
557 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
558 int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
559 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
560 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
561 DrawText(DX + XX_SCORE, DY + YY_SCORE,
562 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
563 DrawText(DX + XX_TIME, DY + YY_TIME,
564 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
569 =============================================================================
571 -----------------------------------------------------------------------------
572 initialize sound effect lookup table for element actions
573 =============================================================================
578 int sound_effect_properties[NUM_SOUND_FILES];
582 debug_print_timestamp(0, NULL);
585 /* initialize sound effect for all elements to "no sound" */
586 for (i=0; i<MAX_NUM_ELEMENTS; i++)
587 for (j=0; j<NUM_ACTIONS; j++)
588 element_action_sound[i][j] = -1;
590 for (i=0; i<NUM_SOUND_FILES; i++)
592 int len_effect_text = strlen(sound_files[i].token);
594 sound_effect_properties[i] = ACTION_OTHER;
595 is_loop_sound[i] = FALSE;
597 /* determine all loop sounds and identify certain sound classes */
599 for (j=0; sound_action_properties[j].text; j++)
601 int len_action_text = strlen(sound_action_properties[j].text);
603 if (len_action_text < len_effect_text &&
604 strcmp(&sound_files[i].token[len_effect_text - len_action_text],
605 sound_action_properties[j].text) == 0)
607 sound_effect_properties[i] = sound_action_properties[j].value;
609 if (sound_action_properties[j].is_loop)
610 is_loop_sound[i] = TRUE;
614 /* associate elements and some selected sound actions */
616 for (j=0; j<MAX_NUM_ELEMENTS; j++)
618 if (element_info[j].sound_class_name)
620 int len_class_text = strlen(element_info[j].sound_class_name);
622 if (len_class_text + 1 < len_effect_text &&
623 strncmp(sound_files[i].token,
624 element_info[j].sound_class_name, len_class_text) == 0 &&
625 sound_files[i].token[len_class_text] == '.')
627 int sound_action_value = sound_effect_properties[i];
629 element_action_sound[j][sound_action_value] = i;
636 debug_print_timestamp(0, "InitGameEngine");
642 int element = EL_SAND;
643 int sound_action = ACTION_DIGGING;
646 while (sound_action_properties[j].text)
648 if (sound_action_properties[j].value == sound_action)
649 printf("element %d, sound action '%s' == %d\n",
650 element, sound_action_properties[j].text,
651 element_action_sound[element][sound_action]);
660 =============================================================================
662 -----------------------------------------------------------------------------
663 initialize game engine due to level / tape version number
664 =============================================================================
667 static void InitGameEngine()
671 game.engine_version = (tape.playing ? tape.engine_version :
675 printf("level %d: level version == %06d\n", level_nr, level.game_version);
676 printf(" tape version == %06d [%s] [file: %06d]\n",
677 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
679 printf(" => game.engine_version == %06d\n", game.engine_version);
682 /* dynamically adjust player properties according to game engine version */
683 game.initial_move_delay =
684 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
685 INITIAL_MOVE_DELAY_OFF);
687 /* dynamically adjust player properties according to level information */
688 game.initial_move_delay_value =
689 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
691 /* dynamically adjust element properties according to game engine version */
693 static int ep_em_slippery_wall[] =
702 static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall);
704 for (i=0; i<ep_em_slippery_wall_num; i++)
706 if (level.em_slippery_gems) /* special EM style gems behaviour */
707 Properties2[ep_em_slippery_wall[i]] |=
708 EP_BIT_EM_SLIPPERY_WALL;
710 Properties2[ep_em_slippery_wall[i]] &=
711 ~EP_BIT_EM_SLIPPERY_WALL;
714 /* "EL_WALL_GROWING_ACTIVE" wasn't slippery for EM gems in version 2.0.1 */
715 if (level.em_slippery_gems && game.engine_version > VERSION_IDENT(2,0,1))
716 Properties2[EL_WALL_GROWING_ACTIVE] |= EP_BIT_EM_SLIPPERY_WALL;
718 Properties2[EL_WALL_GROWING_ACTIVE] &=~EP_BIT_EM_SLIPPERY_WALL;
721 /* initialize changing elements information */
722 for (i=0; i<MAX_NUM_ELEMENTS; i++)
724 changing_element[i].base_element = EL_UNDEFINED;
725 changing_element[i].next_element = EL_UNDEFINED;
726 changing_element[i].change_delay = -1;
727 changing_element[i].pre_change_function = NULL;
728 changing_element[i].change_function = NULL;
729 changing_element[i].post_change_function = NULL;
733 while (changing_element_list[i].base_element != EL_UNDEFINED)
735 struct ChangingElementInfo *ce = &changing_element_list[i];
736 int element = ce->base_element;
738 changing_element[element].base_element = ce->base_element;
739 changing_element[element].next_element = ce->next_element;
740 changing_element[element].change_delay = ce->change_delay;
741 changing_element[element].pre_change_function = ce->pre_change_function;
742 changing_element[element].change_function = ce->change_function;
743 changing_element[element].post_change_function = ce->post_change_function;
751 =============================================================================
753 -----------------------------------------------------------------------------
754 initialize and start new game
755 =============================================================================
760 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
761 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
762 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
769 #if USE_NEW_AMOEBA_CODE
770 printf("Using new amoeba code.\n");
772 printf("Using old amoeba code.\n");
777 /* don't play tapes over network */
778 network_playing = (options.network && !tape.playing);
780 for (i=0; i<MAX_PLAYERS; i++)
782 struct PlayerInfo *player = &stored_player[i];
784 player->index_nr = i;
785 player->element_nr = EL_PLAYER1 + i;
787 player->present = FALSE;
788 player->active = FALSE;
791 player->effective_action = 0;
792 player->programmed_action = 0;
795 player->gems_still_needed = level.gems_needed;
796 player->sokobanfields_still_needed = 0;
797 player->lights_still_needed = 0;
798 player->friends_still_needed = 0;
801 player->key[j] = FALSE;
803 player->dynamite = 0;
804 player->dynabomb_count = 0;
805 player->dynabomb_size = 1;
806 player->dynabombs_left = 0;
807 player->dynabomb_xl = FALSE;
809 player->MovDir = MV_NO_MOVING;
811 player->Pushing = FALSE;
812 player->Switching = FALSE;
816 player->actual_frame_counter = 0;
818 player->frame_reset_delay = 0;
820 player->last_move_dir = MV_NO_MOVING;
821 player->is_moving = FALSE;
823 player->move_delay = game.initial_move_delay;
824 player->move_delay_value = game.initial_move_delay_value;
826 player->push_delay = 0;
827 player->push_delay_value = 5;
829 player->snapped = FALSE;
831 player->last_jx = player->last_jy = 0;
832 player->jx = player->jy = 0;
834 player->shield_normal_time_left = 0;
835 player->shield_deadly_time_left = 0;
837 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
838 SnapField(player, 0, 0);
840 player->LevelSolved = FALSE;
841 player->GameOver = FALSE;
844 network_player_action_received = FALSE;
846 #if defined(PLATFORM_UNIX)
847 /* initial null action */
849 SendToServer_MovePlayer(MV_NO_MOVING);
857 TimeLeft = level.time;
859 ScreenMovDir = MV_NO_MOVING;
863 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
865 AllPlayersGone = FALSE;
867 game.yam_content_nr = 0;
868 game.magic_wall_active = FALSE;
869 game.magic_wall_time_left = 0;
870 game.light_time_left = 0;
871 game.timegate_time_left = 0;
872 game.switchgate_pos = 0;
873 game.balloon_dir = MV_NO_MOVING;
874 game.explosions_delayed = TRUE;
878 game.belt_dir[i] = MV_NO_MOVING;
879 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
882 for (i=0; i<MAX_NUM_AMOEBA; i++)
883 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
885 for (x=0; x<lev_fieldx; x++)
887 for (y=0; y<lev_fieldy; y++)
889 Feld[x][y] = Ur[x][y];
890 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
891 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
893 JustStopped[x][y] = 0;
895 ExplodePhase[x][y] = 0;
896 ExplodeField[x][y] = EX_NO_EXPLOSION;
899 GfxAction[x][y] = ACTION_DEFAULT;
903 for(y=0; y<lev_fieldy; y++)
905 for(x=0; x<lev_fieldx; x++)
907 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
909 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
911 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
914 InitField(x, y, TRUE);
920 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
921 emulate_sb ? EMU_SOKOBAN :
922 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
924 /* correct non-moving belts to start moving left */
926 if (game.belt_dir[i] == MV_NO_MOVING)
927 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
929 /* check if any connected player was not found in playfield */
930 for (i=0; i<MAX_PLAYERS; i++)
932 struct PlayerInfo *player = &stored_player[i];
934 if (player->connected && !player->present)
936 for (j=0; j<MAX_PLAYERS; j++)
938 struct PlayerInfo *some_player = &stored_player[j];
939 int jx = some_player->jx, jy = some_player->jy;
941 /* assign first free player found that is present in the playfield */
942 if (some_player->present && !some_player->connected)
944 player->present = TRUE;
945 player->active = TRUE;
946 some_player->present = FALSE;
948 StorePlayer[jx][jy] = player->element_nr;
949 player->jx = player->last_jx = jx;
950 player->jy = player->last_jy = jy;
960 /* when playing a tape, eliminate all players who do not participate */
962 for (i=0; i<MAX_PLAYERS; i++)
964 if (stored_player[i].active && !tape.player_participates[i])
966 struct PlayerInfo *player = &stored_player[i];
967 int jx = player->jx, jy = player->jy;
969 player->active = FALSE;
970 StorePlayer[jx][jy] = 0;
971 Feld[jx][jy] = EL_EMPTY;
975 else if (!options.network && !setup.team_mode) /* && !tape.playing */
977 /* when in single player mode, eliminate all but the first active player */
979 for (i=0; i<MAX_PLAYERS; i++)
981 if (stored_player[i].active)
983 for (j=i+1; j<MAX_PLAYERS; j++)
985 if (stored_player[j].active)
987 struct PlayerInfo *player = &stored_player[j];
988 int jx = player->jx, jy = player->jy;
990 player->active = FALSE;
991 StorePlayer[jx][jy] = 0;
992 Feld[jx][jy] = EL_EMPTY;
999 /* when recording the game, store which players take part in the game */
1002 for (i=0; i<MAX_PLAYERS; i++)
1003 if (stored_player[i].active)
1004 tape.player_participates[i] = TRUE;
1009 for (i=0; i<MAX_PLAYERS; i++)
1011 struct PlayerInfo *player = &stored_player[i];
1013 printf("Player %d: present == %d, connected == %d, active == %d.\n",
1018 if (local_player == player)
1019 printf("Player %d is local player.\n", i+1);
1023 if (BorderElement == EL_EMPTY)
1026 SBX_Right = lev_fieldx - SCR_FIELDX;
1028 SBY_Lower = lev_fieldy - SCR_FIELDY;
1033 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
1035 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
1038 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
1039 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
1041 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
1042 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
1044 scroll_x = SBX_Left;
1045 scroll_y = SBY_Upper;
1046 if (local_player->jx >= SBX_Left + MIDPOSX)
1047 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
1048 local_player->jx - MIDPOSX :
1050 if (local_player->jy >= SBY_Upper + MIDPOSY)
1051 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
1052 local_player->jy - MIDPOSY :
1055 CloseDoor(DOOR_CLOSE_1);
1060 /* after drawing the level, correct some elements */
1061 if (game.timegate_time_left == 0)
1062 CloseAllOpenTimegates();
1064 if (setup.soft_scrolling)
1065 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
1067 redraw_mask |= REDRAW_FROM_BACKBUFFER;
1070 /* copy default game door content to main double buffer */
1071 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
1072 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
1075 DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
1076 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
1079 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
1080 int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3, FONT_OPAQUE);
1081 BlitBitmap(drawto, drawto,
1082 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
1083 FONT5_XSIZE * 3, FONT5_YSIZE - 1,
1084 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
1087 DrawGameDoorValues();
1091 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
1092 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
1093 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
1097 /* copy actual game door content to door double buffer for OpenDoor() */
1098 BlitBitmap(drawto, bitmap_db_door,
1099 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
1101 OpenDoor(DOOR_OPEN_ALL);
1103 PlaySoundStereo(SND_GAME_STARTING, SOUND_MAX_RIGHT);
1104 if (setup.sound_music)
1105 PlayMusic(level_nr);
1107 KeyboardAutoRepeatOff();
1112 printf("Player %d %sactive.\n",
1113 i + 1, (stored_player[i].active ? "" : "not "));
1117 void InitMovDir(int x, int y)
1119 int i, element = Feld[x][y];
1120 static int xy[4][2] =
1127 static int direction[3][4] =
1129 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1130 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1131 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1140 Feld[x][y] = EL_BUG;
1141 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
1144 case EL_SPACESHIP_RIGHT:
1145 case EL_SPACESHIP_UP:
1146 case EL_SPACESHIP_LEFT:
1147 case EL_SPACESHIP_DOWN:
1148 Feld[x][y] = EL_SPACESHIP;
1149 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
1152 case EL_BD_BUTTERFLY_RIGHT:
1153 case EL_BD_BUTTERFLY_UP:
1154 case EL_BD_BUTTERFLY_LEFT:
1155 case EL_BD_BUTTERFLY_DOWN:
1156 Feld[x][y] = EL_BD_BUTTERFLY;
1157 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
1160 case EL_BD_FIREFLY_RIGHT:
1161 case EL_BD_FIREFLY_UP:
1162 case EL_BD_FIREFLY_LEFT:
1163 case EL_BD_FIREFLY_DOWN:
1164 Feld[x][y] = EL_BD_FIREFLY;
1165 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1168 case EL_PACMAN_RIGHT:
1170 case EL_PACMAN_LEFT:
1171 case EL_PACMAN_DOWN:
1172 Feld[x][y] = EL_PACMAN;
1173 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1176 case EL_SP_SNIKSNAK:
1177 MovDir[x][y] = MV_UP;
1180 case EL_SP_ELECTRON:
1181 MovDir[x][y] = MV_LEFT;
1188 Feld[x][y] = EL_MOLE;
1189 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1193 MovDir[x][y] = 1 << RND(4);
1194 if (element != EL_BUG &&
1195 element != EL_SPACESHIP &&
1196 element != EL_BD_BUTTERFLY &&
1197 element != EL_BD_FIREFLY)
1202 int x1 = x + xy[i][0];
1203 int y1 = y + xy[i][1];
1205 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1207 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1209 MovDir[x][y] = direction[0][i];
1212 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1213 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1215 MovDir[x][y] = direction[1][i];
1224 void InitAmoebaNr(int x, int y)
1227 int group_nr = AmoebeNachbarNr(x, y);
1231 for (i=1; i<MAX_NUM_AMOEBA; i++)
1233 if (AmoebaCnt[i] == 0)
1241 AmoebaNr[x][y] = group_nr;
1242 AmoebaCnt[group_nr]++;
1243 AmoebaCnt2[group_nr]++;
1249 boolean raise_level = FALSE;
1251 if (local_player->MovPos)
1254 if (tape.playing && tape.auto_play)
1255 tape.auto_play_level_solved = TRUE;
1257 local_player->LevelSolved = FALSE;
1259 PlaySoundStereo(SND_GAME_WINNING, SOUND_MAX_RIGHT);
1263 if (!tape.playing && setup.sound_loops)
1264 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1265 SND_CTRL_PLAY_LOOP);
1267 while (TimeLeft > 0)
1269 if (!tape.playing && !setup.sound_loops)
1270 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1271 if (TimeLeft > 0 && !(TimeLeft % 10))
1272 RaiseScore(level.score[SC_ZEITBONUS]);
1273 if (TimeLeft > 100 && !(TimeLeft % 10))
1277 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
1284 if (!tape.playing && setup.sound_loops)
1285 StopSound(SND_GAME_LEVELTIME_BONUS);
1287 else if (level.time == 0) /* level without time limit */
1289 if (!tape.playing && setup.sound_loops)
1290 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1291 SND_CTRL_PLAY_LOOP);
1293 while (TimePlayed < 999)
1295 if (!tape.playing && !setup.sound_loops)
1296 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1297 if (TimePlayed < 999 && !(TimePlayed % 10))
1298 RaiseScore(level.score[SC_ZEITBONUS]);
1299 if (TimePlayed < 900 && !(TimePlayed % 10))
1303 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
1310 if (!tape.playing && setup.sound_loops)
1311 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 = HALLOFFAME;
1347 DrawHallOfFame(hi_pos);
1356 game_status = MAINMENU;
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 InitMovingField(int x, int y, int direction)
1430 int element = Feld[x][y];
1431 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1432 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1434 if (!JustStopped[x][y] || direction != MovDir[x][y])
1437 MovDir[x][y] = direction;
1438 MovDir[newx][newy] = direction;
1440 if (Feld[newx][newy] == EL_EMPTY)
1441 Feld[newx][newy] = EL_BLOCKED;
1443 if (direction == MV_DOWN && CAN_FALL(element))
1444 GfxAction[x][y] = ACTION_FALLING;
1446 GfxAction[x][y] = ACTION_MOVING;
1449 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1451 int direction = MovDir[x][y];
1452 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1453 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1459 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1461 int oldx = x, oldy = y;
1462 int direction = MovDir[x][y];
1464 if (direction == MV_LEFT)
1466 else if (direction == MV_RIGHT)
1468 else if (direction == MV_UP)
1470 else if (direction == MV_DOWN)
1473 *comes_from_x = oldx;
1474 *comes_from_y = oldy;
1477 int MovingOrBlocked2Element(int x, int y)
1479 int element = Feld[x][y];
1481 if (element == EL_BLOCKED)
1485 Blocked2Moving(x, y, &oldx, &oldy);
1486 return Feld[oldx][oldy];
1492 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1494 /* like MovingOrBlocked2Element(), but if element is moving
1495 and (x,y) is the field the moving element is just leaving,
1496 return EL_BLOCKED instead of the element value */
1497 int element = Feld[x][y];
1499 if (IS_MOVING(x, y))
1501 if (element == EL_BLOCKED)
1505 Blocked2Moving(x, y, &oldx, &oldy);
1506 return Feld[oldx][oldy];
1515 static void RemoveField(int x, int y)
1517 Feld[x][y] = EL_EMPTY;
1523 void RemoveMovingField(int x, int y)
1525 int oldx = x, oldy = y, newx = x, newy = y;
1527 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1530 if (IS_MOVING(x, y))
1532 Moving2Blocked(x, y, &newx, &newy);
1533 if (Feld[newx][newy] != EL_BLOCKED)
1536 else if (Feld[x][y] == EL_BLOCKED)
1538 Blocked2Moving(x, y, &oldx, &oldy);
1539 if (!IS_MOVING(oldx, oldy))
1543 if (Feld[x][y] == EL_BLOCKED &&
1544 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1545 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1546 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1547 Feld[oldx][oldy] == EL_AMOEBA_DRIPPING))
1548 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1550 Feld[oldx][oldy] = EL_EMPTY;
1552 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1554 Feld[newx][newy] = EL_EMPTY;
1555 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1556 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1557 GfxAction[oldx][oldy] = GfxAction[newx][newy] = ACTION_DEFAULT;
1559 DrawLevelField(oldx, oldy);
1560 DrawLevelField(newx, newy);
1563 void DrawDynamite(int x, int y)
1565 int sx = SCREENX(x), sy = SCREENY(y);
1566 int graphic = el2img(Feld[x][y]);
1569 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1573 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
1575 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
1577 if (game.emulation == EMU_SUPAPLEX)
1578 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
1579 else if (Store[x][y])
1580 DrawGraphicThruMask(sx, sy, graphic, frame);
1582 DrawGraphic(sx, sy, graphic, frame);
1585 void CheckDynamite(int x, int y)
1587 int element = Feld[x][y];
1589 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
1593 if (MovDelay[x][y] != 0)
1595 if (checkDrawLevelGraphicAnimation(x, y, el2img(element)))
1598 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
1604 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1605 StopSound(SND_DYNAMITE_ACTIVE);
1607 StopSound(SND_DYNABOMB_ACTIVE);
1612 void Explode(int ex, int ey, int phase, int mode)
1616 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1617 int last_phase = num_phase * delay;
1618 int half_phase = (num_phase / 2) * delay;
1619 int first_phase_after_start = EX_PHASE_START + 1;
1621 if (game.explosions_delayed)
1623 ExplodeField[ex][ey] = mode;
1627 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1629 int center_element = Feld[ex][ey];
1631 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1633 /* put moving element to center field (and let it explode there) */
1634 center_element = MovingOrBlocked2Element(ex, ey);
1635 RemoveMovingField(ex, ey);
1636 Feld[ex][ey] = center_element;
1639 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1643 if (!IN_LEV_FIELD(x, y) ||
1644 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
1645 (x != ex || y != ey)))
1648 element = Feld[x][y];
1650 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1652 element = MovingOrBlocked2Element(x, y);
1653 RemoveMovingField(x, y);
1656 if (IS_MASSIVE(element) || element == EL_FLAMES)
1659 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1661 if (IS_ACTIVE_BOMB(element))
1663 /* re-activate things under the bomb like gate or penguin */
1664 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
1671 if (element == EL_EXPLOSION)
1672 element = Store2[x][y];
1674 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1676 switch(StorePlayer[ex][ey])
1679 Store[x][y] = EL_EMERALD_RED;
1682 Store[x][y] = EL_EMERALD;
1685 Store[x][y] = EL_EMERALD_PURPLE;
1689 Store[x][y] = EL_EMERALD_YELLOW;
1693 if (game.emulation == EMU_SUPAPLEX)
1694 Store[x][y] = EL_EMPTY;
1696 else if (center_element == EL_MOLE)
1697 Store[x][y] = EL_EMERALD_RED;
1698 else if (center_element == EL_PENGUIN)
1699 Store[x][y] = EL_EMERALD_PURPLE;
1700 else if (center_element == EL_BUG)
1701 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
1702 else if (center_element == EL_BD_BUTTERFLY)
1703 Store[x][y] = EL_BD_DIAMOND;
1704 else if (center_element == EL_SP_ELECTRON)
1705 Store[x][y] = EL_SP_INFOTRON;
1706 else if (center_element == EL_YAMYAM)
1707 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1708 else if (center_element == EL_AMOEBA_TO_DIAMOND)
1709 Store[x][y] = level.amoeba_content;
1710 else if (element == EL_WALL_EMERALD)
1711 Store[x][y] = EL_EMERALD;
1712 else if (element == EL_WALL_DIAMOND)
1713 Store[x][y] = EL_DIAMOND;
1714 else if (element == EL_WALL_BD_DIAMOND)
1715 Store[x][y] = EL_BD_DIAMOND;
1716 else if (element == EL_WALL_EMERALD_YELLOW)
1717 Store[x][y] = EL_EMERALD_YELLOW;
1718 else if (element == EL_WALL_EMERALD_RED)
1719 Store[x][y] = EL_EMERALD_RED;
1720 else if (element == EL_WALL_EMERALD_PURPLE)
1721 Store[x][y] = EL_EMERALD_PURPLE;
1722 else if (element == EL_WALL_PEARL)
1723 Store[x][y] = EL_PEARL;
1724 else if (element == EL_WALL_CRYSTAL)
1725 Store[x][y] = EL_CRYSTAL;
1726 else if (!IS_PFORTE(Store[x][y]))
1727 Store[x][y] = EL_EMPTY;
1729 if (x != ex || y != ey ||
1730 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
1731 Store2[x][y] = element;
1733 if (AmoebaNr[x][y] &&
1734 (element == EL_AMOEBA_FULL ||
1735 element == EL_BD_AMOEBA ||
1736 element == EL_AMOEBA_CREATING))
1738 AmoebaCnt[AmoebaNr[x][y]]--;
1739 AmoebaCnt2[AmoebaNr[x][y]]--;
1742 Feld[x][y] = EL_EXPLOSION;
1743 MovDir[x][y] = MovPos[x][y] = 0;
1745 ExplodePhase[x][y] = 1;
1749 if (center_element == EL_YAMYAM)
1750 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1761 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
1763 if (phase == first_phase_after_start)
1765 int element = Store2[x][y];
1767 if (element == EL_BLACK_ORB)
1769 Feld[x][y] = Store2[x][y];
1774 else if (phase == half_phase)
1776 int element = Store2[x][y];
1778 if (IS_PLAYER(x, y))
1779 KillHeroUnlessProtected(x, y);
1780 else if (IS_EXPLOSIVE(element))
1782 Feld[x][y] = Store2[x][y];
1786 else if (element == EL_AMOEBA_TO_DIAMOND)
1787 AmoebeUmwandeln(x, y);
1790 if (phase == last_phase)
1794 element = Feld[x][y] = Store[x][y];
1795 Store[x][y] = Store2[x][y] = 0;
1796 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1797 InitField(x, y, FALSE);
1798 if (CAN_MOVE(element) || COULD_MOVE(element))
1800 DrawLevelField(x, y);
1802 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1803 StorePlayer[x][y] = 0;
1805 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1807 int stored = Store[x][y];
1808 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
1809 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
1811 int frame = getGraphicAnimationFrame(graphic, phase - delay);
1814 DrawCrumbledSand(SCREENX(x), SCREENY(y));
1816 if (IS_PFORTE(Store[x][y]))
1818 DrawLevelElement(x, y, Store[x][y]);
1819 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
1822 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1826 void DynaExplode(int ex, int ey)
1829 int dynabomb_size = 1;
1830 boolean dynabomb_xl = FALSE;
1831 struct PlayerInfo *player;
1832 static int xy[4][2] =
1840 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1842 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER1_ACTIVE];
1843 dynabomb_size = player->dynabomb_size;
1844 dynabomb_xl = player->dynabomb_xl;
1845 player->dynabombs_left++;
1848 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1852 for (j=1; j<=dynabomb_size; j++)
1854 int x = ex + j * xy[i % 4][0];
1855 int y = ey + j * xy[i % 4][1];
1858 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1861 element = Feld[x][y];
1863 /* do not restart explosions of fields with active bombs */
1864 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
1867 Explode(x, y, EX_PHASE_START, EX_BORDER);
1869 if (element != EL_EMPTY &&
1870 element != EL_SAND &&
1871 element != EL_EXPLOSION &&
1878 void Bang(int x, int y)
1880 int element = Feld[x][y];
1882 if (game.emulation == EMU_SUPAPLEX)
1883 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
1885 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
1888 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1896 case EL_BD_BUTTERFLY:
1899 case EL_DARK_YAMYAM:
1903 RaiseScoreElement(element);
1904 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1906 case EL_DYNABOMB_PLAYER1_ACTIVE:
1907 case EL_DYNABOMB_PLAYER2_ACTIVE:
1908 case EL_DYNABOMB_PLAYER3_ACTIVE:
1909 case EL_DYNABOMB_PLAYER4_ACTIVE:
1910 case EL_DYNABOMB_NR:
1911 case EL_DYNABOMB_SZ:
1912 case EL_DYNABOMB_XL:
1917 case EL_LAMP_ACTIVE:
1918 if (IS_PLAYER(x, y))
1919 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1921 Explode(x, y, EX_PHASE_START, EX_CENTER);
1924 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1929 void Blurb(int x, int y)
1931 int element = Feld[x][y];
1933 if (element != EL_ACID_SPLASH_LEFT &&
1934 element != EL_ACID_SPLASH_RIGHT) /* start */
1936 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
1937 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1938 (!IN_LEV_FIELD(x-1, y-1) ||
1939 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1941 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
1943 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1944 (!IN_LEV_FIELD(x+1, y-1) ||
1945 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1947 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
1952 int graphic = (element == EL_ACID_SPLASH_LEFT ?
1953 IMG_ACID_SPLASH_LEFT :
1954 IMG_ACID_SPLASH_RIGHT);
1956 if (!MovDelay[x][y]) /* initialize animation counter */
1959 if (MovDelay[x][y]) /* continue animation */
1962 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1964 int frame = getGraphicAnimationFrame(graphic, 8 - MovDelay[x][y]);
1966 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1969 if (!MovDelay[x][y])
1971 Feld[x][y] = EL_EMPTY;
1972 DrawLevelField(x, y);
1978 static void InitBeltMovement()
1980 static int belt_base_element[4] =
1982 EL_CONVEYOR_BELT1_LEFT,
1983 EL_CONVEYOR_BELT2_LEFT,
1984 EL_CONVEYOR_BELT3_LEFT,
1985 EL_CONVEYOR_BELT4_LEFT
1987 static int belt_base_active_element[4] =
1989 EL_CONVEYOR_BELT1_LEFT_ACTIVE,
1990 EL_CONVEYOR_BELT2_LEFT_ACTIVE,
1991 EL_CONVEYOR_BELT3_LEFT_ACTIVE,
1992 EL_CONVEYOR_BELT4_LEFT_ACTIVE
1997 /* set frame order for belt animation graphic according to belt direction */
2004 int element = belt_base_active_element[belt_nr] + j;
2005 int graphic = el2img(element);
2007 if (game.belt_dir[i] == MV_LEFT)
2008 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2010 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2014 for(y=0; y<lev_fieldy; y++)
2016 for(x=0; x<lev_fieldx; x++)
2018 int element = Feld[x][y];
2022 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
2024 int e_belt_nr = getBeltNrFromBeltElement(element);
2027 if (e_belt_nr == belt_nr)
2029 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
2031 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
2039 static void ToggleBeltSwitch(int x, int y)
2041 static int belt_base_element[4] =
2043 EL_CONVEYOR_BELT1_LEFT,
2044 EL_CONVEYOR_BELT2_LEFT,
2045 EL_CONVEYOR_BELT3_LEFT,
2046 EL_CONVEYOR_BELT4_LEFT
2048 static int belt_base_active_element[4] =
2050 EL_CONVEYOR_BELT1_LEFT_ACTIVE,
2051 EL_CONVEYOR_BELT2_LEFT_ACTIVE,
2052 EL_CONVEYOR_BELT3_LEFT_ACTIVE,
2053 EL_CONVEYOR_BELT4_LEFT_ACTIVE
2055 static int belt_base_switch_element[4] =
2057 EL_CONVEYOR_BELT1_SWITCH_LEFT,
2058 EL_CONVEYOR_BELT2_SWITCH_LEFT,
2059 EL_CONVEYOR_BELT3_SWITCH_LEFT,
2060 EL_CONVEYOR_BELT4_SWITCH_LEFT
2062 static int belt_move_dir[4] =
2070 int element = Feld[x][y];
2071 int belt_nr = getBeltNrFromBeltSwitchElement(element);
2072 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
2073 int belt_dir = belt_move_dir[belt_dir_nr];
2076 if (!IS_BELT_SWITCH(element))
2079 game.belt_dir_nr[belt_nr] = belt_dir_nr;
2080 game.belt_dir[belt_nr] = belt_dir;
2082 if (belt_dir_nr == 3)
2085 /* set frame order for belt animation graphic according to belt direction */
2088 int element = belt_base_active_element[belt_nr] + i;
2089 int graphic = el2img(element);
2091 if (belt_dir == MV_LEFT)
2092 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2094 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2097 for (yy=0; yy<lev_fieldy; yy++)
2099 for (xx=0; xx<lev_fieldx; xx++)
2101 int element = Feld[xx][yy];
2103 if (IS_BELT_SWITCH(element))
2105 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
2107 if (e_belt_nr == belt_nr)
2109 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
2110 DrawLevelField(xx, yy);
2113 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
2115 int e_belt_nr = getBeltNrFromBeltElement(element);
2117 if (e_belt_nr == belt_nr)
2119 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
2121 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
2122 DrawLevelField(xx, yy);
2125 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
2127 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
2129 if (e_belt_nr == belt_nr)
2131 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
2133 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
2134 DrawLevelField(xx, yy);
2141 static void ToggleSwitchgateSwitch(int x, int y)
2145 game.switchgate_pos = !game.switchgate_pos;
2147 for (yy=0; yy<lev_fieldy; yy++)
2149 for (xx=0; xx<lev_fieldx; xx++)
2151 int element = Feld[xx][yy];
2153 if (element == EL_SWITCHGATE_SWITCH_UP ||
2154 element == EL_SWITCHGATE_SWITCH_DOWN)
2156 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2157 DrawLevelField(xx, yy);
2159 else if (element == EL_SWITCHGATE_OPEN ||
2160 element == EL_SWITCHGATE_OPENING)
2162 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2163 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2165 else if (element == EL_SWITCHGATE_CLOSED ||
2166 element == EL_SWITCHGATE_CLOSING)
2168 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2169 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2175 static int getInvisibleActiveFromInvisibleElement(int element)
2177 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2178 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2179 EL_INVISIBLE_SAND_ACTIVE);
2182 static int getInvisibleFromInvisibleActiveElement(int element)
2184 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2185 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2189 static void RedrawAllLightSwitchesAndInvisibleElements()
2193 for (y=0; y<lev_fieldy; y++)
2195 for (x=0; x<lev_fieldx; x++)
2197 int element = Feld[x][y];
2199 if (element == EL_LIGHT_SWITCH &&
2200 game.light_time_left > 0)
2202 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2203 DrawLevelField(x, y);
2205 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2206 game.light_time_left == 0)
2208 Feld[x][y] = EL_LIGHT_SWITCH;
2209 DrawLevelField(x, y);
2211 else if (element == EL_INVISIBLE_STEELWALL ||
2212 element == EL_INVISIBLE_WALL ||
2213 element == EL_INVISIBLE_SAND)
2215 if (game.light_time_left > 0)
2216 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2218 DrawLevelField(x, y);
2220 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2221 element == EL_INVISIBLE_WALL_ACTIVE ||
2222 element == EL_INVISIBLE_SAND_ACTIVE)
2224 if (game.light_time_left == 0)
2225 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2227 DrawLevelField(x, y);
2233 static void ToggleLightSwitch(int x, int y)
2235 int element = Feld[x][y];
2237 game.light_time_left =
2238 (element == EL_LIGHT_SWITCH ?
2239 level.time_light * FRAMES_PER_SECOND : 0);
2241 RedrawAllLightSwitchesAndInvisibleElements();
2244 static void ActivateTimegateSwitch(int x, int y)
2248 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2250 for (yy=0; yy<lev_fieldy; yy++)
2252 for (xx=0; xx<lev_fieldx; xx++)
2254 int element = Feld[xx][yy];
2256 if (element == EL_TIMEGATE_CLOSED ||
2257 element == EL_TIMEGATE_CLOSING)
2259 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2260 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2264 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2266 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2267 DrawLevelField(xx, yy);
2274 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2277 void Impact(int x, int y)
2279 boolean lastline = (y == lev_fieldy-1);
2280 boolean object_hit = FALSE;
2281 int element = Feld[x][y];
2284 if (!lastline) /* check if element below was hit */
2286 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
2289 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
2290 MovDir[x][y+1]!=MV_DOWN ||
2291 MovPos[x][y+1]<=TILEY/2));
2293 smashed = MovingOrBlocked2Element(x, y+1);
2296 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2302 if ((element == EL_BOMB ||
2303 element == EL_SP_DISK_ORANGE ||
2304 element == EL_DX_SUPABOMB) &&
2305 (lastline || object_hit)) /* element is bomb */
2310 else if (element == EL_PEARL)
2312 Feld[x][y] = EL_PEARL_BREAKING;
2313 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2317 if (element == EL_AMOEBA_DROP && (lastline || object_hit))
2319 if (object_hit && IS_PLAYER(x, y+1))
2320 KillHeroUnlessProtected(x, y+1);
2321 else if (object_hit && smashed == EL_PENGUIN)
2325 Feld[x][y] = EL_AMOEBA_CREATING;
2326 Store[x][y] = EL_AMOEBA_WET;
2331 if (!lastline && object_hit) /* check which object was hit */
2333 if (CAN_CHANGE(element) &&
2334 (smashed == EL_MAGIC_WALL || smashed == EL_BD_MAGIC_WALL))
2337 int activated_magic_wall =
2338 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2339 EL_BD_MAGIC_WALL_ACTIVE);
2341 /* activate magic wall / mill */
2342 for (yy=0; yy<lev_fieldy; yy++)
2343 for (xx=0; xx<lev_fieldx; xx++)
2344 if (Feld[xx][yy] == smashed)
2345 Feld[xx][yy] = activated_magic_wall;
2347 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2348 game.magic_wall_active = TRUE;
2350 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2351 SND_MAGIC_WALL_ACTIVATING :
2352 SND_BD_MAGIC_WALL_ACTIVATING));
2355 if (IS_PLAYER(x, y+1))
2357 KillHeroUnlessProtected(x, y+1);
2360 else if (smashed == EL_PENGUIN)
2365 else if (element == EL_BD_DIAMOND)
2367 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2373 else if ((element == EL_SP_INFOTRON || element == EL_SP_ZONK) &&
2374 (smashed == EL_SP_SNIKSNAK || smashed == EL_SP_ELECTRON ||
2375 smashed == EL_SP_DISK_ORANGE))
2380 else if (element == EL_ROCK ||
2381 element == EL_SP_ZONK ||
2382 element == EL_BD_ROCK)
2384 if (IS_ENEMY(smashed) ||
2385 smashed == EL_BOMB || smashed == EL_SP_DISK_ORANGE ||
2386 smashed == EL_DX_SUPABOMB ||
2387 smashed == EL_SATELLITE || smashed == EL_PIG ||
2388 smashed == EL_DRAGON || smashed == EL_MOLE)
2393 else if (!IS_MOVING(x, y+1))
2395 if (smashed == EL_LAMP || smashed == EL_LAMP_ACTIVE)
2400 else if (smashed == EL_NUT)
2402 Feld[x][y+1] = EL_NUT_CRACKING;
2403 PlaySoundLevel(x, y, SND_NUT_CRACKING);
2404 RaiseScoreElement(EL_NUT);
2407 else if (smashed == EL_PEARL)
2409 Feld[x][y+1] = EL_PEARL_BREAKING;
2410 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2413 else if (smashed == EL_DIAMOND)
2415 Feld[x][y+1] = EL_EMPTY;
2416 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2419 else if (IS_BELT_SWITCH(smashed))
2421 ToggleBeltSwitch(x, y+1);
2423 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
2424 smashed == EL_SWITCHGATE_SWITCH_DOWN)
2426 ToggleSwitchgateSwitch(x, y+1);
2428 else if (smashed == EL_LIGHT_SWITCH ||
2429 smashed == EL_LIGHT_SWITCH_ACTIVE)
2431 ToggleLightSwitch(x, y+1);
2437 /* play sound of magic wall / mill */
2439 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2440 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2442 if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2443 PlaySoundLevel(x, y, SND_MAGIC_WALL_CHANGING);
2444 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2445 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_CHANGING);
2450 /* play sound of object that hits the ground */
2451 if (lastline || object_hit)
2452 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2455 void TurnRound(int x, int y)
2467 { 0, 0 }, { 0, 0 }, { 0, 0 },
2472 int left, right, back;
2476 { MV_DOWN, MV_UP, MV_RIGHT },
2477 { MV_UP, MV_DOWN, MV_LEFT },
2479 { MV_LEFT, MV_RIGHT, MV_DOWN },
2480 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2481 { MV_RIGHT, MV_LEFT, MV_UP }
2484 int element = Feld[x][y];
2485 int old_move_dir = MovDir[x][y];
2486 int left_dir = turn[old_move_dir].left;
2487 int right_dir = turn[old_move_dir].right;
2488 int back_dir = turn[old_move_dir].back;
2490 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2491 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2492 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2493 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2495 int left_x = x + left_dx, left_y = y + left_dy;
2496 int right_x = x + right_dx, right_y = y + right_dy;
2497 int move_x = x + move_dx, move_y = y + move_dy;
2499 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2501 TestIfBadThingTouchesOtherBadThing(x, y);
2503 if (IN_LEV_FIELD(right_x, right_y) &&
2504 IS_FREE(right_x, right_y))
2505 MovDir[x][y] = right_dir;
2506 else if (!IN_LEV_FIELD(move_x, move_y) ||
2507 !IS_FREE(move_x, move_y))
2508 MovDir[x][y] = left_dir;
2510 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
2512 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2515 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2516 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2518 TestIfBadThingTouchesOtherBadThing(x, y);
2520 if (IN_LEV_FIELD(left_x, left_y) &&
2521 IS_FREE(left_x, left_y))
2522 MovDir[x][y] = left_dir;
2523 else if (!IN_LEV_FIELD(move_x, move_y) ||
2524 !IS_FREE(move_x, move_y))
2525 MovDir[x][y] = right_dir;
2527 if ((element == EL_SPACESHIP ||
2528 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2529 && MovDir[x][y] != old_move_dir)
2531 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
2534 else if (element == EL_YAMYAM)
2536 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2538 if (IN_LEV_FIELD(left_x, left_y) &&
2539 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2540 Feld[left_x][left_y] == EL_DIAMOND))
2541 can_turn_left = TRUE;
2542 if (IN_LEV_FIELD(right_x, right_y) &&
2543 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2544 Feld[right_x][right_y] == EL_DIAMOND))
2545 can_turn_right = TRUE;
2547 if (can_turn_left && can_turn_right)
2548 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2549 else if (can_turn_left)
2550 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2551 else if (can_turn_right)
2552 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2554 MovDir[x][y] = back_dir;
2556 MovDelay[x][y] = 16+16*RND(3);
2558 else if (element == EL_DARK_YAMYAM)
2560 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2562 if (IN_LEV_FIELD(left_x, left_y) &&
2563 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2564 IS_MAMPF2(Feld[left_x][left_y])))
2565 can_turn_left = TRUE;
2566 if (IN_LEV_FIELD(right_x, right_y) &&
2567 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2568 IS_MAMPF2(Feld[right_x][right_y])))
2569 can_turn_right = TRUE;
2571 if (can_turn_left && can_turn_right)
2572 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2573 else if (can_turn_left)
2574 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2575 else if (can_turn_right)
2576 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2578 MovDir[x][y] = back_dir;
2580 MovDelay[x][y] = 16+16*RND(3);
2582 else if (element == EL_PACMAN)
2584 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2586 if (IN_LEV_FIELD(left_x, left_y) &&
2587 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2588 IS_AMOEBOID(Feld[left_x][left_y])))
2589 can_turn_left = TRUE;
2590 if (IN_LEV_FIELD(right_x, right_y) &&
2591 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2592 IS_AMOEBOID(Feld[right_x][right_y])))
2593 can_turn_right = TRUE;
2595 if (can_turn_left && can_turn_right)
2596 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2597 else if (can_turn_left)
2598 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2599 else if (can_turn_right)
2600 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2602 MovDir[x][y] = back_dir;
2604 MovDelay[x][y] = 6+RND(40);
2606 else if (element == EL_PIG)
2608 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2609 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2610 boolean should_move_on = FALSE;
2612 int rnd = RND(rnd_value);
2614 if (IN_LEV_FIELD(left_x, left_y) &&
2615 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2616 can_turn_left = TRUE;
2617 if (IN_LEV_FIELD(right_x, right_y) &&
2618 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2619 can_turn_right = TRUE;
2620 if (IN_LEV_FIELD(move_x, move_y) &&
2621 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2624 if (can_turn_left &&
2626 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2627 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2628 should_turn_left = TRUE;
2629 if (can_turn_right &&
2631 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2632 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2633 should_turn_right = TRUE;
2635 (!can_turn_left || !can_turn_right ||
2636 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2637 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2638 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2639 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2640 should_move_on = TRUE;
2642 if (should_turn_left || should_turn_right || should_move_on)
2644 if (should_turn_left && should_turn_right && should_move_on)
2645 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2646 rnd < 2*rnd_value/3 ? right_dir :
2648 else if (should_turn_left && should_turn_right)
2649 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2650 else if (should_turn_left && should_move_on)
2651 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2652 else if (should_turn_right && should_move_on)
2653 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2654 else if (should_turn_left)
2655 MovDir[x][y] = left_dir;
2656 else if (should_turn_right)
2657 MovDir[x][y] = right_dir;
2658 else if (should_move_on)
2659 MovDir[x][y] = old_move_dir;
2661 else if (can_move_on && rnd > rnd_value/8)
2662 MovDir[x][y] = old_move_dir;
2663 else if (can_turn_left && can_turn_right)
2664 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2665 else if (can_turn_left && rnd > rnd_value/8)
2666 MovDir[x][y] = left_dir;
2667 else if (can_turn_right && rnd > rnd_value/8)
2668 MovDir[x][y] = right_dir;
2670 MovDir[x][y] = back_dir;
2672 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2673 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2674 MovDir[x][y] = old_move_dir;
2678 else if (element == EL_DRAGON)
2680 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2682 int rnd = RND(rnd_value);
2684 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2685 can_turn_left = TRUE;
2686 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2687 can_turn_right = TRUE;
2688 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2691 if (can_move_on && rnd > rnd_value/8)
2692 MovDir[x][y] = old_move_dir;
2693 else if (can_turn_left && can_turn_right)
2694 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2695 else if (can_turn_left && rnd > rnd_value/8)
2696 MovDir[x][y] = left_dir;
2697 else if (can_turn_right && rnd > rnd_value/8)
2698 MovDir[x][y] = right_dir;
2700 MovDir[x][y] = back_dir;
2702 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2703 MovDir[x][y] = old_move_dir;
2707 else if (element == EL_MOLE)
2709 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2711 if (IN_LEV_FIELD(move_x, move_y) &&
2712 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2713 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING))
2718 if (IN_LEV_FIELD(left_x, left_y) &&
2719 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2720 can_turn_left = TRUE;
2721 if (IN_LEV_FIELD(right_x, right_y) &&
2722 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2723 can_turn_right = TRUE;
2725 if (can_turn_left && can_turn_right)
2726 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2727 else if (can_turn_left)
2728 MovDir[x][y] = left_dir;
2730 MovDir[x][y] = right_dir;
2733 if (MovDir[x][y] != old_move_dir)
2736 else if (element == EL_BALLOON)
2738 MovDir[x][y] = game.balloon_dir;
2741 else if (element == EL_SPRING)
2743 if ((MovDir[x][y] == MV_LEFT || MovDir[x][y] == MV_RIGHT) &&
2744 (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2745 (IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))
2746 MovDir[x][y] = MV_NO_MOVING;
2750 else if (element == EL_ROBOT ||
2751 element == EL_SATELLITE ||
2752 element == EL_PENGUIN)
2754 int attr_x = -1, attr_y = -1;
2765 for (i=0; i<MAX_PLAYERS; i++)
2767 struct PlayerInfo *player = &stored_player[i];
2768 int jx = player->jx, jy = player->jy;
2770 if (!player->active)
2773 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2781 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
2787 if (element == EL_PENGUIN)
2790 static int xy[4][2] =
2800 int ex = x + xy[i%4][0];
2801 int ey = y + xy[i%4][1];
2803 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
2812 MovDir[x][y] = MV_NO_MOVING;
2814 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2816 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2818 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2820 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2822 if (element == EL_ROBOT)
2826 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2827 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2828 Moving2Blocked(x, y, &newx, &newy);
2830 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2831 MovDelay[x][y] = 8+8*!RND(3);
2833 MovDelay[x][y] = 16;
2841 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2843 boolean first_horiz = RND(2);
2844 int new_move_dir = MovDir[x][y];
2847 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2848 Moving2Blocked(x, y, &newx, &newy);
2850 if (IN_LEV_FIELD(newx, newy) &&
2851 (IS_FREE(newx, newy) ||
2852 Feld[newx][newy] == EL_ACID ||
2853 (element == EL_PENGUIN &&
2854 (Feld[newx][newy] == EL_EXIT_OPEN ||
2855 IS_MAMPF3(Feld[newx][newy])))))
2859 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2860 Moving2Blocked(x, y, &newx, &newy);
2862 if (IN_LEV_FIELD(newx, newy) &&
2863 (IS_FREE(newx, newy) ||
2864 Feld[newx][newy] == EL_ACID ||
2865 (element == EL_PENGUIN &&
2866 (Feld[newx][newy] == EL_EXIT_OPEN ||
2867 IS_MAMPF3(Feld[newx][newy])))))
2870 MovDir[x][y] = old_move_dir;
2877 static boolean JustBeingPushed(int x, int y)
2881 for (i=0; i<MAX_PLAYERS; i++)
2883 struct PlayerInfo *player = &stored_player[i];
2885 if (player->active && player->Pushing && player->MovPos)
2887 int next_jx = player->jx + (player->jx - player->last_jx);
2888 int next_jy = player->jy + (player->jy - player->last_jy);
2890 if (x == next_jx && y == next_jy)
2898 void StartMoving(int x, int y)
2900 static boolean use_spring_bug = TRUE;
2901 boolean started_moving = FALSE; /* some elements can fall _and_ move */
2902 int element = Feld[x][y];
2907 GfxAction[x][y] = ACTION_DEFAULT;
2909 if (CAN_FALL(element) && y < lev_fieldy - 1)
2911 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2912 if (JustBeingPushed(x, y))
2915 if (element == EL_QUICKSAND_FULL)
2917 if (IS_FREE(x, y+1))
2919 InitMovingField(x, y, MV_DOWN);
2920 started_moving = TRUE;
2922 Feld[x][y] = EL_QUICKSAND_EMPTYING;
2923 Store[x][y] = EL_ROCK;
2924 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
2926 else if (Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2928 if (!MovDelay[x][y])
2929 MovDelay[x][y] = TILEY + 1;
2938 Feld[x][y] = EL_QUICKSAND_EMPTY;
2939 Feld[x][y+1] = EL_QUICKSAND_FULL;
2940 Store[x][y+1] = Store[x][y];
2942 PlaySoundLevel(x, y, SND_QUICKSAND_SLIPPING);
2945 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
2946 Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2948 InitMovingField(x, y, MV_DOWN);
2949 started_moving = TRUE;
2951 Feld[x][y] = EL_QUICKSAND_FILLING;
2952 Store[x][y] = element;
2953 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
2955 else if (element == EL_MAGIC_WALL_FULL)
2957 if (IS_FREE(x, y+1))
2959 InitMovingField(x, y, MV_DOWN);
2960 started_moving = TRUE;
2962 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
2963 Store[x][y] = EL_CHANGED(Store[x][y]);
2965 else if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2967 if (!MovDelay[x][y])
2968 MovDelay[x][y] = TILEY/4 + 1;
2977 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
2978 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
2979 Store[x][y+1] = EL_CHANGED(Store[x][y]);
2983 else if (element == EL_BD_MAGIC_WALL_FULL)
2985 if (IS_FREE(x, y+1))
2987 InitMovingField(x, y, MV_DOWN);
2988 started_moving = TRUE;
2990 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
2991 Store[x][y] = EL_CHANGED2(Store[x][y]);
2993 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2995 if (!MovDelay[x][y])
2996 MovDelay[x][y] = TILEY/4 + 1;
3005 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
3006 Feld[x][y+1] = EL_BD_MAGIC_WALL_FULL;
3007 Store[x][y+1] = EL_CHANGED2(Store[x][y]);
3011 else if (CAN_CHANGE(element) &&
3012 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
3013 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
3015 InitMovingField(x, y, MV_DOWN);
3016 started_moving = TRUE;
3019 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
3020 EL_BD_MAGIC_WALL_FILLING);
3021 Store[x][y] = element;
3023 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_ACID)
3027 InitMovingField(x, y, MV_DOWN);
3028 started_moving = TRUE;
3030 Store[x][y] = EL_ACID;
3032 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
3037 else if (IS_FREE(x, y+1) && element == EL_SPRING && use_spring_bug)
3039 if (MovDir[x][y] == MV_NO_MOVING)
3041 InitMovingField(x, y, MV_DOWN);
3042 started_moving = TRUE;
3045 else if (IS_FREE(x, y+1))
3047 InitMovingField(x, y, MV_DOWN);
3048 started_moving = TRUE;
3050 else if (element == EL_AMOEBA_DROP)
3052 Feld[x][y] = EL_AMOEBA_CREATING;
3053 Store[x][y] = EL_AMOEBA_WET;
3055 /* Store[x][y+1] must be zero, because:
3056 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y+1] == EL_QUICKSAND_EMPTY
3059 #if OLD_GAME_BEHAVIOUR
3060 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
3062 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
3063 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
3064 element != EL_DX_SUPABOMB)
3067 else if ((IS_SLIPPERY(Feld[x][y+1]) ||
3068 (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
3069 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
3070 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
3073 boolean left = (x>0 && IS_FREE(x-1, y) &&
3074 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_ACID));
3075 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
3076 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_ACID));
3080 if (left && right &&
3081 (game.emulation != EMU_BOULDERDASH &&
3082 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
3083 left = !(right = RND(2));
3085 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
3086 started_moving = TRUE;
3089 else if (IS_BELT_ACTIVE(Feld[x][y+1]))
3091 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
3092 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
3093 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y+1]);
3094 int belt_dir = game.belt_dir[belt_nr];
3096 if ((belt_dir == MV_LEFT && left_is_free) ||
3097 (belt_dir == MV_RIGHT && right_is_free))
3099 InitMovingField(x, y, belt_dir);
3100 started_moving = TRUE;
3102 GfxAction[x][y] = ACTION_DEFAULT;
3107 /* not "else if" because of EL_SPRING */
3108 if (CAN_MOVE(element) && !started_moving)
3112 if ((element == EL_SATELLITE ||
3113 element == EL_BALLOON ||
3114 element == EL_SPRING)
3115 && JustBeingPushed(x, y))
3120 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
3121 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
3123 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
3125 Moving2Blocked(x, y, &newx, &newy);
3126 if (Feld[newx][newy] == EL_BLOCKED)
3127 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
3132 if (!MovDelay[x][y]) /* start new movement phase */
3134 /* all objects that can change their move direction after each step */
3135 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
3137 if (element != EL_YAMYAM &&
3138 element != EL_DARK_YAMYAM &&
3139 element != EL_PACMAN)
3142 if (element == EL_SPRING)
3143 printf("1--> %d\n", MovDir[x][y]);
3147 if (element == EL_SPRING)
3148 printf("2--> %d\n", MovDir[x][y]);
3150 if (MovDelay[x][y] && (element == EL_BUG ||
3151 element == EL_SPACESHIP ||
3152 element == EL_SP_SNIKSNAK ||
3153 element == EL_SP_ELECTRON ||
3154 element == EL_MOLE))
3155 DrawLevelField(x, y);
3159 if (MovDelay[x][y]) /* wait some time before next movement */
3163 if (element == EL_ROBOT ||
3164 element == EL_YAMYAM || element == EL_DARK_YAMYAM)
3166 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3168 int graphic = el2img(element);
3169 int frame = getGraphicAnimationFrame(graphic, MovDelay[x][y] % 8);
3171 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
3174 if (MovDelay[x][y] % 4 == 3)
3176 if (element == EL_YAMYAM)
3177 PlaySoundLevel(x, y, SND_YAMYAM_WAITING);
3178 else if (element == EL_DARK_YAMYAM)
3179 PlaySoundLevel(x, y, SND_DARK_YAMYAM_WAITING);
3182 else if (element == EL_SP_ELECTRON)
3183 DrawLevelElementAnimation(x, y, element);
3184 else if (element == EL_DRAGON)
3187 int dir = MovDir[x][y];
3188 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
3189 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
3190 int graphic = (dir == MV_LEFT ? IMG_FLAMES_LEFT1 :
3191 dir == MV_RIGHT ? IMG_FLAMES_RIGHT1 :
3192 dir == MV_UP ? IMG_FLAMES_UP1 :
3193 dir == MV_DOWN ? IMG_FLAMES_DOWN1 : IMG_EMPTY);
3194 int frame = getGraphicAnimationFrame(graphic, -1);
3196 for (i=1; i<=3; i++)
3198 int xx = x + i*dx, yy = y + i*dy;
3199 int sx = SCREENX(xx), sy = SCREENY(yy);
3200 int flame_graphic = graphic + (i - 1);
3202 if (!IN_LEV_FIELD(xx, yy) ||
3203 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLOSION)
3208 int flamed = MovingOrBlocked2Element(xx, yy);
3210 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
3213 RemoveMovingField(xx, yy);
3215 Feld[xx][yy] = EL_FLAMES;
3216 if (IN_SCR_FIELD(sx, sy))
3217 DrawGraphic(sx, sy, flame_graphic, frame);
3221 if (Feld[xx][yy] == EL_FLAMES)
3222 Feld[xx][yy] = EL_EMPTY;
3223 DrawLevelField(xx, yy);
3228 if (MovDelay[x][y]) /* element still has to wait some time */
3230 PlaySoundLevelAction(x, y, ACTION_WAITING);
3236 /* now make next step */
3238 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
3240 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
3241 !PLAYER_PROTECTED(newx, newy))
3245 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
3248 /* enemy got the player */
3250 KillHero(PLAYERINFO(newx, newy));
3255 else if ((element == EL_PENGUIN || element == EL_ROBOT ||
3256 element == EL_SATELLITE || element == EL_BALLOON) &&
3257 IN_LEV_FIELD(newx, newy) &&
3258 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
3261 Store[x][y] = EL_ACID;
3263 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
3265 if (Feld[newx][newy] == EL_EXIT_OPEN)
3267 Feld[x][y] = EL_EMPTY;
3268 DrawLevelField(x, y);
3270 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING_EXIT);
3271 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
3272 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
3274 local_player->friends_still_needed--;
3275 if (!local_player->friends_still_needed &&
3276 !local_player->GameOver && AllPlayersGone)
3277 local_player->LevelSolved = local_player->GameOver = TRUE;
3281 else if (IS_MAMPF3(Feld[newx][newy]))
3283 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
3284 DrawLevelField(newx, newy);
3286 MovDir[x][y] = MV_NO_MOVING;
3288 else if (!IS_FREE(newx, newy))
3290 if (IS_PLAYER(x, y))
3291 DrawPlayerField(x, y);
3293 DrawLevelField(x, y);
3297 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
3299 if (IS_GEM(Feld[newx][newy]))
3301 if (IS_MOVING(newx, newy))
3302 RemoveMovingField(newx, newy);
3305 Feld[newx][newy] = EL_EMPTY;
3306 DrawLevelField(newx, newy);
3309 PlaySoundLevel(x, y, SND_PIG_EATING);
3311 else if (!IS_FREE(newx, newy))
3313 if (IS_PLAYER(x, y))
3314 DrawPlayerField(x, y);
3316 DrawLevelField(x, y);
3320 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
3322 if (!IS_FREE(newx, newy))
3324 if (IS_PLAYER(x, y))
3325 DrawPlayerField(x, y);
3327 DrawLevelField(x, y);
3332 boolean wanna_flame = !RND(10);
3333 int dx = newx - x, dy = newy - y;
3334 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3335 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3336 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3337 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
3338 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3339 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
3341 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
3342 element1 != EL_DRAGON && element2 != EL_DRAGON &&
3343 element1 != EL_FLAMES && element2 != EL_FLAMES)
3345 if (IS_PLAYER(x, y))
3346 DrawPlayerField(x, y);
3348 DrawLevelField(x, y);
3350 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3352 MovDelay[x][y] = 50;
3353 Feld[newx][newy] = EL_FLAMES;
3354 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
3355 Feld[newx1][newy1] = EL_FLAMES;
3356 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
3357 Feld[newx2][newy2] = EL_FLAMES;
3362 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3363 Feld[newx][newy] == EL_DIAMOND)
3365 if (IS_MOVING(newx, newy))
3366 RemoveMovingField(newx, newy);
3369 Feld[newx][newy] = EL_EMPTY;
3370 DrawLevelField(newx, newy);
3373 PlaySoundLevel(x, y, SND_YAMYAM_EATING);
3375 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3376 IS_MAMPF2(Feld[newx][newy]))
3378 if (AmoebaNr[newx][newy])
3380 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3381 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3382 Feld[newx][newy] == EL_BD_AMOEBA)
3383 AmoebaCnt[AmoebaNr[newx][newy]]--;
3386 if (IS_MOVING(newx, newy))
3387 RemoveMovingField(newx, newy);
3390 Feld[newx][newy] = EL_EMPTY;
3391 DrawLevelField(newx, newy);
3394 PlaySoundLevel(x, y, SND_DARK_YAMYAM_EATING);
3396 else if ((element == EL_PACMAN || element == EL_MOLE)
3397 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3399 if (AmoebaNr[newx][newy])
3401 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3402 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3403 Feld[newx][newy] == EL_BD_AMOEBA)
3404 AmoebaCnt[AmoebaNr[newx][newy]]--;
3407 if (element == EL_MOLE)
3409 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
3410 PlaySoundLevel(x, y, SND_MOLE_EATING);
3411 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
3412 return; /* wait for shrinking amoeba */
3414 else /* element == EL_PACMAN */
3416 Feld[newx][newy] = EL_EMPTY;
3417 DrawLevelField(newx, newy);
3418 PlaySoundLevel(x, y, SND_PACMAN_EATING);
3421 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
3422 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
3423 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
3425 /* wait for shrinking amoeba to completely disappear */
3428 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3430 /* object was running against a wall */
3434 if (element == EL_BUG || element == EL_SPACESHIP ||
3435 element == EL_SP_SNIKSNAK)
3436 DrawLevelField(x, y);
3437 else if (element == EL_BUG || element == EL_SPACESHIP ||
3438 element == EL_SP_SNIKSNAK || element == EL_MOLE)
3439 DrawLevelField(x, y);
3440 else if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
3441 DrawLevelElementAnimation(x, y, element);
3442 else if (element == EL_SATELLITE)
3443 DrawLevelElementAnimation(x, y, element);
3444 else if (element == EL_SP_ELECTRON)
3445 DrawLevelElementAnimation(x, y, element);
3447 if (DONT_TOUCH(element))
3448 TestIfBadThingTouchesHero(x, y);
3450 PlaySoundLevelAction(x, y, ACTION_WAITING);
3455 InitMovingField(x, y, MovDir[x][y]);
3457 PlaySoundLevelAction(x, y, ACTION_MOVING);
3461 ContinueMoving(x, y);
3464 void ContinueMoving(int x, int y)
3466 int element = Feld[x][y];
3467 int direction = MovDir[x][y];
3468 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3469 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3470 int horiz_move = (dx != 0);
3471 int newx = x + dx, newy = y + dy;
3472 int step = (horiz_move ? dx : dy) * TILEX / 8;
3474 if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DRIPPING)
3476 else if (element == EL_QUICKSAND_FILLING ||
3477 element == EL_QUICKSAND_EMPTYING)
3479 else if (element == EL_MAGIC_WALL_FILLING ||
3480 element == EL_BD_MAGIC_WALL_FILLING ||
3481 element == EL_MAGIC_WALL_EMPTYING ||
3482 element == EL_BD_MAGIC_WALL_EMPTYING)
3484 else if (CAN_FALL(element) && horiz_move &&
3485 y < lev_fieldy-1 && IS_BELT_ACTIVE(Feld[x][y+1]))
3487 else if (element == EL_SPRING && horiz_move)
3490 #if OLD_GAME_BEHAVIOUR
3491 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3495 MovPos[x][y] += step;
3497 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
3499 Feld[x][y] = EL_EMPTY;
3500 Feld[newx][newy] = element;
3502 if (element == EL_MOLE)
3505 static int xy[4][2] =
3513 Feld[x][y] = EL_SAND;
3514 DrawLevelField(x, y);
3523 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND)
3524 DrawLevelField(xx, yy); /* for "DrawCrumbledSand()" */
3528 if (element == EL_QUICKSAND_FILLING)
3530 element = Feld[newx][newy] = get_next_element(element);
3531 Store[newx][newy] = Store[x][y];
3533 else if (element == EL_QUICKSAND_EMPTYING)
3535 Feld[x][y] = get_next_element(element);
3536 element = Feld[newx][newy] = Store[x][y];
3538 else if (element == EL_MAGIC_WALL_FILLING)
3540 element = Feld[newx][newy] = get_next_element(element);
3541 if (!game.magic_wall_active)
3542 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3543 Store[newx][newy] = Store[x][y];
3545 else if (element == EL_MAGIC_WALL_EMPTYING)
3547 Feld[x][y] = get_next_element(element);
3548 if (!game.magic_wall_active)
3549 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3550 element = Feld[newx][newy] = Store[x][y];
3552 else if (element == EL_BD_MAGIC_WALL_FILLING)
3554 element = Feld[newx][newy] = get_next_element(element);
3555 if (!game.magic_wall_active)
3556 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
3557 Store[newx][newy] = Store[x][y];
3559 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
3561 Feld[x][y] = get_next_element(element);
3562 if (!game.magic_wall_active)
3563 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
3564 element = Feld[newx][newy] = Store[x][y];
3566 else if (element == EL_AMOEBA_DRIPPING)
3568 Feld[x][y] = get_next_element(element);
3569 element = Feld[newx][newy] = Store[x][y];
3571 else if (Store[x][y] == EL_ACID)
3573 element = Feld[newx][newy] = EL_ACID;
3577 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3578 MovDelay[newx][newy] = 0;
3580 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
3581 GfxAction[x][y] = ACTION_DEFAULT;
3584 if (!CAN_MOVE(element))
3585 MovDir[newx][newy] = 0;
3588 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
3589 MovDir[newx][newy] = 0;
3592 if (!CAN_MOVE(element) ||
3593 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
3594 MovDir[newx][newy] = 0;
3597 DrawLevelField(x, y);
3598 DrawLevelField(newx, newy);
3600 Stop[newx][newy] = TRUE;
3601 JustStopped[newx][newy] = 3;
3603 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3605 TestIfBadThingTouchesHero(newx, newy);
3606 TestIfBadThingTouchesFriend(newx, newy);
3607 TestIfBadThingTouchesOtherBadThing(newx, newy);
3609 else if (element == EL_PENGUIN)
3610 TestIfFriendTouchesBadThing(newx, newy);
3612 if (CAN_SMASH(element) && direction == MV_DOWN &&
3613 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3616 else /* still moving on */
3619 if (GfxAction[x][y] == ACTION_DEFAULT)
3621 printf("reset GfxAction...\n");
3623 GfxAction[x][y] = ACTION_MOVING;
3627 DrawLevelField(x, y);
3631 int AmoebeNachbarNr(int ax, int ay)
3634 int element = Feld[ax][ay];
3636 static int xy[4][2] =
3646 int x = ax + xy[i][0];
3647 int y = ay + xy[i][1];
3649 if (!IN_LEV_FIELD(x, y))
3652 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3653 group_nr = AmoebaNr[x][y];
3659 void AmoebenVereinigen(int ax, int ay)
3661 int i, x, y, xx, yy;
3662 int new_group_nr = AmoebaNr[ax][ay];
3663 static int xy[4][2] =
3671 if (new_group_nr == 0)
3679 if (!IN_LEV_FIELD(x, y))
3682 if ((Feld[x][y] == EL_AMOEBA_FULL ||
3683 Feld[x][y] == EL_BD_AMOEBA ||
3684 Feld[x][y] == EL_AMOEBA_DEAD) &&
3685 AmoebaNr[x][y] != new_group_nr)
3687 int old_group_nr = AmoebaNr[x][y];
3689 if (old_group_nr == 0)
3692 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3693 AmoebaCnt[old_group_nr] = 0;
3694 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3695 AmoebaCnt2[old_group_nr] = 0;
3697 for (yy=0; yy<lev_fieldy; yy++)
3699 for (xx=0; xx<lev_fieldx; xx++)
3701 if (AmoebaNr[xx][yy] == old_group_nr)
3702 AmoebaNr[xx][yy] = new_group_nr;
3709 void AmoebeUmwandeln(int ax, int ay)
3713 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
3715 int group_nr = AmoebaNr[ax][ay];
3720 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3721 printf("AmoebeUmwandeln(): This should never happen!\n");
3726 for (y=0; y<lev_fieldy; y++)
3728 for (x=0; x<lev_fieldx; x++)
3730 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
3733 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
3737 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
3738 SND_AMOEBA_TURNING_TO_GEM :
3739 SND_AMOEBA_TURNING_TO_ROCK));
3744 static int xy[4][2] =
3757 if (!IN_LEV_FIELD(x, y))
3760 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
3762 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
3763 SND_AMOEBA_TURNING_TO_GEM :
3764 SND_AMOEBA_TURNING_TO_ROCK));
3771 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3774 int group_nr = AmoebaNr[ax][ay];
3775 boolean done = FALSE;
3780 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3781 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3786 for (y=0; y<lev_fieldy; y++)
3788 for (x=0; x<lev_fieldx; x++)
3790 if (AmoebaNr[x][y] == group_nr &&
3791 (Feld[x][y] == EL_AMOEBA_DEAD ||
3792 Feld[x][y] == EL_BD_AMOEBA ||
3793 Feld[x][y] == EL_AMOEBA_CREATING))
3796 Feld[x][y] = new_element;
3797 InitField(x, y, FALSE);
3798 DrawLevelField(x, y);
3805 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
3806 SND_BD_AMOEBA_TURNING_TO_ROCK :
3807 SND_BD_AMOEBA_TURNING_TO_GEM));
3810 void AmoebeWaechst(int x, int y)
3812 static unsigned long sound_delay = 0;
3813 static unsigned long sound_delay_value = 0;
3815 if (!MovDelay[x][y]) /* start new growing cycle */
3819 if (DelayReached(&sound_delay, sound_delay_value))
3821 if (Store[x][y] == EL_BD_AMOEBA)
3822 PlaySoundLevel(x, y, SND_BD_AMOEBA_CREATING);
3824 PlaySoundLevel(x, y, SND_AMOEBA_CREATING);
3825 sound_delay_value = 30;
3829 if (MovDelay[x][y]) /* wait some time before growing bigger */
3832 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3834 int frame = getGraphicAnimationFrame(IMG_AMOEBA_CREATING,
3835 6 - MovDelay[x][y]);
3837 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_CREATING, frame);
3840 if (!MovDelay[x][y])
3842 Feld[x][y] = Store[x][y];
3844 DrawLevelField(x, y);
3849 void AmoebaDisappearing(int x, int y)
3851 static unsigned long sound_delay = 0;
3852 static unsigned long sound_delay_value = 0;
3854 if (!MovDelay[x][y]) /* start new shrinking cycle */
3858 if (DelayReached(&sound_delay, sound_delay_value))
3859 sound_delay_value = 30;
3862 if (MovDelay[x][y]) /* wait some time before shrinking */
3865 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3867 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
3868 6 - MovDelay[x][y]);
3870 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
3873 if (!MovDelay[x][y])
3875 Feld[x][y] = EL_EMPTY;
3876 DrawLevelField(x, y);
3878 /* don't let mole enter this field in this cycle;
3879 (give priority to objects falling to this field from above) */
3885 void AmoebeAbleger(int ax, int ay)
3888 int element = Feld[ax][ay];
3889 int newax = ax, neway = ay;
3890 static int xy[4][2] =
3898 if (!level.amoeba_speed)
3900 Feld[ax][ay] = EL_AMOEBA_DEAD;
3901 DrawLevelField(ax, ay);
3905 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3906 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3908 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3911 if (MovDelay[ax][ay])
3915 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
3918 int x = ax + xy[start][0];
3919 int y = ay + xy[start][1];
3921 if (!IN_LEV_FIELD(x, y))
3924 if (IS_FREE(x, y) ||
3925 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3931 if (newax == ax && neway == ay)
3934 else /* normal or "filled" (BD style) amoeba */
3937 boolean waiting_for_player = FALSE;
3941 int j = (start + i) % 4;
3942 int x = ax + xy[j][0];
3943 int y = ay + xy[j][1];
3945 if (!IN_LEV_FIELD(x, y))
3948 if (IS_FREE(x, y) ||
3949 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3955 else if (IS_PLAYER(x, y))
3956 waiting_for_player = TRUE;
3959 if (newax == ax && neway == ay) /* amoeba cannot grow */
3961 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3963 Feld[ax][ay] = EL_AMOEBA_DEAD;
3964 DrawLevelField(ax, ay);
3965 AmoebaCnt[AmoebaNr[ax][ay]]--;
3967 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3969 if (element == EL_AMOEBA_FULL)
3970 AmoebeUmwandeln(ax, ay);
3971 else if (element == EL_BD_AMOEBA)
3972 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3977 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
3979 /* amoeba gets larger by growing in some direction */
3981 int new_group_nr = AmoebaNr[ax][ay];
3984 if (new_group_nr == 0)
3986 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3987 printf("AmoebeAbleger(): This should never happen!\n");
3992 AmoebaNr[newax][neway] = new_group_nr;
3993 AmoebaCnt[new_group_nr]++;
3994 AmoebaCnt2[new_group_nr]++;
3996 /* if amoeba touches other amoeba(s) after growing, unify them */
3997 AmoebenVereinigen(newax, neway);
3999 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
4001 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
4007 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
4008 (neway == lev_fieldy - 1 && newax != ax))
4010 Feld[newax][neway] = EL_AMOEBA_CREATING; /* creation of new amoeba */
4011 Store[newax][neway] = element;
4013 else if (neway == ay)
4015 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
4016 PlaySoundLevel(newax, neway, SND_AMOEBA_DROP_CREATING);
4020 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
4021 Feld[ax][ay] = EL_AMOEBA_DRIPPING;
4022 Store[ax][ay] = EL_AMOEBA_DROP;
4023 ContinueMoving(ax, ay);
4027 DrawLevelField(newax, neway);
4030 void Life(int ax, int ay)
4033 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
4035 int element = Feld[ax][ay];
4036 boolean changed = FALSE;
4041 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
4042 MovDelay[ax][ay] = life_time;
4044 if (MovDelay[ax][ay]) /* wait some time before next cycle */
4047 if (MovDelay[ax][ay])
4051 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
4053 int xx = ax+x1, yy = ay+y1;
4056 if (!IN_LEV_FIELD(xx, yy))
4059 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
4061 int x = xx+x2, y = yy+y2;
4063 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
4066 if (((Feld[x][y] == element ||
4067 (element == EL_GAMEOFLIFE && IS_PLAYER(x, y))) &&
4069 (IS_FREE(x, y) && Stop[x][y]))
4073 if (xx == ax && yy == ay) /* field in the middle */
4075 if (nachbarn < life[0] || nachbarn > life[1])
4077 Feld[xx][yy] = EL_EMPTY;
4079 DrawLevelField(xx, yy);
4080 Stop[xx][yy] = TRUE;
4084 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
4085 { /* free border field */
4086 if (nachbarn >= life[2] && nachbarn <= life[3])
4088 Feld[xx][yy] = element;
4089 MovDelay[xx][yy] = (element == EL_GAMEOFLIFE ? 0 : life_time-1);
4091 DrawLevelField(xx, yy);
4092 Stop[xx][yy] = TRUE;
4099 PlaySoundLevel(ax, ay, element == EL_GAMEOFLIFE ? SND_GAMEOFLIFE_CREATING :
4100 SND_BIOMAZE_CREATING);
4103 static void InitRobotWheel(int x, int y)
4105 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4108 static void RunRobotWheel(int x, int y)
4110 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
4113 static void StopRobotWheel(int x, int y)
4115 if (ZX == x && ZY == y)
4120 void RobotWheel(int x, int y)
4122 if (!MovDelay[x][y]) /* next animation frame */
4123 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4125 if (MovDelay[x][y]) /* wait some time before next frame */
4130 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4132 int frame = getGraphicAnimationFrame(IMG_ROBOT_WHEEL_ACTIVE, -1);
4134 DrawGraphic(SCREENX(x), SCREENY(y), IMG_ROBOT_WHEEL_ACTIVE, frame);
4137 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
4143 Feld[x][y] = EL_ROBOT_WHEEL;
4144 DrawLevelField(x, y);
4146 if (ZX == x && ZY == y)
4151 static void InitTimegateWheel(int x, int y)
4153 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4156 static void RunTimegateWheel(int x, int y)
4158 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
4162 void TimegateWheel(int x, int y)
4164 if (!MovDelay[x][y]) /* next animation frame */
4165 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4167 if (MovDelay[x][y]) /* wait some time before next frame */
4172 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4174 int frame = getGraphicAnimationFrame(IMG_TIMEGATE_SWITCH_ACTIVE, -1);
4176 DrawGraphic(SCREENX(x), SCREENY(y), IMG_TIMEGATE_SWITCH_ACTIVE, frame);
4179 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
4185 Feld[x][y] = EL_TIMEGATE_SWITCH;
4186 DrawLevelField(x, y);
4188 /* THIS HAS NO EFFECT AT ALL! */
4190 /* !!! THIS LOOKS WRONG !!! */
4191 if (ZX == x && ZY == y)
4199 void NussKnacken(int x, int y)
4201 if (!MovDelay[x][y]) /* next animation frame */
4204 if (MovDelay[x][y]) /* wait some time before next frame */
4209 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4211 int frame = getGraphicAnimationFrame(IMG_NUT_CRACKING,
4212 6 - MovDelay[x][y]);
4214 DrawGraphic(SCREENX(x), SCREENY(y), IMG_NUT_CRACKING, frame);
4221 Feld[x][y] = EL_EMERALD;
4222 DrawLevelField(x, y);
4227 void BreakingPearl(int x, int y)
4229 if (!MovDelay[x][y]) /* next animation frame */
4232 if (MovDelay[x][y]) /* wait some time before next frame */
4237 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4239 int frame = getGraphicAnimationFrame(IMG_PEARL_BREAKING,
4240 8 - MovDelay[x][y]);
4242 DrawGraphic(SCREENX(x), SCREENY(y), IMG_PEARL_BREAKING, frame);
4249 Feld[x][y] = EL_EMPTY;
4250 DrawLevelField(x, y);
4254 void SiebAktivieren(int x, int y, int type)
4256 int graphic = (type == 1 ? IMG_MAGIC_WALL_FULL : IMG_BD_MAGIC_WALL_FULL);
4258 DrawLevelGraphicAnimation(x, y, graphic);
4261 void CheckExit(int x, int y)
4263 if (local_player->gems_still_needed > 0 ||
4264 local_player->sokobanfields_still_needed > 0 ||
4265 local_player->lights_still_needed > 0)
4268 Feld[x][y] = EL_EXIT_OPENING;
4270 PlaySoundLevelNearest(x, y, SND_EXIT_OPENING);
4273 void CheckExitSP(int x, int y)
4275 if (local_player->gems_still_needed > 0)
4278 Feld[x][y] = EL_SP_EXIT_OPEN;
4280 PlaySoundLevelNearest(x, y, SND_SP_EXIT_OPENING);
4284 void AusgangstuerOeffnen(int x, int y)
4288 if (!MovDelay[x][y]) /* next animation frame */
4289 MovDelay[x][y] = 5 * delay;
4291 if (MovDelay[x][y]) /* wait some time before next frame */
4296 tuer = MovDelay[x][y] / delay;
4298 if (!(MovDelay[x][y] % delay))
4300 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4302 int frame = getGraphicAnimationFrame(IMG_EXIT_OPENING,
4303 29 - MovDelay[x][y]);
4305 DrawGraphic(SCREENX(x), SCREENY(y), IMG_EXIT_OPENING, frame);
4313 Feld[x][y] = EL_EXIT_OPEN;
4314 DrawLevelField(x, y);
4319 void OpenSwitchgate(int x, int y)
4323 if (!MovDelay[x][y]) /* next animation frame */
4324 MovDelay[x][y] = 5 * delay;
4326 if (MovDelay[x][y]) /* wait some time before next frame */
4330 if (!(MovDelay[x][y] % delay))
4332 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4334 int frame = getGraphicAnimationFrame(IMG_SWITCHGATE_OPENING,
4335 29 - MovDelay[x][y]);
4337 DrawGraphic(SCREENX(x), SCREENY(y), IMG_SWITCHGATE_OPENING, frame);
4345 Feld[x][y] = EL_SWITCHGATE_OPEN;
4346 DrawLevelField(x, y);
4351 void CloseSwitchgate(int x, int y)
4355 if (!MovDelay[x][y]) /* next animation frame */
4356 MovDelay[x][y] = 5 * delay;
4358 if (MovDelay[x][y]) /* wait some time before next frame */
4362 if (!(MovDelay[x][y] % delay))
4364 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4366 int frame = getGraphicAnimationFrame(IMG_SWITCHGATE_CLOSING,
4367 29 - MovDelay[x][y]);
4369 DrawGraphic(SCREENX(x), SCREENY(y), IMG_SWITCHGATE_CLOSING, frame);
4377 Feld[x][y] = EL_SWITCHGATE_CLOSED;
4378 DrawLevelField(x, y);
4383 void OpenTimegate(int x, int y)
4387 if (!MovDelay[x][y]) /* next animation frame */
4388 MovDelay[x][y] = 5 * delay;
4390 if (MovDelay[x][y]) /* wait some time before next frame */
4394 if (!(MovDelay[x][y] % delay))
4396 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4398 int frame = getGraphicAnimationFrame(IMG_TIMEGATE_OPENING,
4399 29 - MovDelay[x][y]);
4401 DrawGraphic(SCREENX(x), SCREENY(y), IMG_TIMEGATE_OPENING, frame);
4409 Feld[x][y] = EL_TIMEGATE_OPEN;
4410 DrawLevelField(x, y);
4415 void CloseTimegate(int x, int y)
4419 if (!MovDelay[x][y]) /* next animation frame */
4420 MovDelay[x][y] = 5 * delay;
4422 if (MovDelay[x][y]) /* wait some time before next frame */
4426 if (!(MovDelay[x][y] % delay))
4428 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4430 int frame = getGraphicAnimationFrame(IMG_TIMEGATE_CLOSING,
4431 29 - MovDelay[x][y]);
4433 DrawGraphic(SCREENX(x), SCREENY(y), IMG_TIMEGATE_CLOSING, frame);
4441 Feld[x][y] = EL_TIMEGATE_CLOSED;
4442 DrawLevelField(x, y);
4446 static void CloseAllOpenTimegates()
4450 for (y=0; y<lev_fieldy; y++)
4452 for (x=0; x<lev_fieldx; x++)
4454 int element = Feld[x][y];
4456 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4458 Feld[x][y] = EL_TIMEGATE_CLOSING;
4459 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4465 void EdelsteinFunkeln(int x, int y)
4467 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4470 if (Feld[x][y] == EL_BD_DIAMOND)
4472 DrawLevelElementAnimation(x, y, el2img(Feld[x][y]));
4478 if (MovDelay[x][y] == 0) /* next animation frame */
4479 MovDelay[x][y] = 11 * !SimpleRND(500);
4481 if (MovDelay[x][y] != 0) /* wait some time before next frame */
4485 if (setup.direct_draw && MovDelay[x][y])
4486 SetDrawtoField(DRAW_BUFFERED);
4489 DrawGraphic(SCREENX(x), SCREENY(y), el2img(Feld[x][y]), 0);
4491 DrawLevelElementAnimation(x, y, Feld[x][y]);
4494 if (MovDelay[x][y] != 0)
4496 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
4497 10 - MovDelay[x][y]);
4499 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
4501 if (setup.direct_draw)
4505 dest_x = FX + SCREENX(x) * TILEX;
4506 dest_y = FY + SCREENY(y) * TILEY;
4508 BlitBitmap(drawto_field, window,
4509 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4510 SetDrawtoField(DRAW_DIRECT);
4517 void MauerWaechst(int x, int y)
4521 if (!MovDelay[x][y]) /* next animation frame */
4522 MovDelay[x][y] = 3 * delay;
4524 if (MovDelay[x][y]) /* wait some time before next frame */
4528 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4530 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
4531 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
4533 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4536 if (!MovDelay[x][y])
4538 if (MovDir[x][y] == MV_LEFT)
4540 if (IN_LEV_FIELD(x - 1, y) && IS_MAUER(Feld[x - 1][y]))
4541 DrawLevelField(x - 1, y);
4543 else if (MovDir[x][y] == MV_RIGHT)
4545 if (IN_LEV_FIELD(x + 1, y) && IS_MAUER(Feld[x + 1][y]))
4546 DrawLevelField(x + 1, y);
4548 else if (MovDir[x][y] == MV_UP)
4550 if (IN_LEV_FIELD(x, y - 1) && IS_MAUER(Feld[x][y - 1]))
4551 DrawLevelField(x, y - 1);
4555 if (IN_LEV_FIELD(x, y + 1) && IS_MAUER(Feld[x][y + 1]))
4556 DrawLevelField(x, y + 1);
4559 Feld[x][y] = Store[x][y];
4561 MovDir[x][y] = MV_NO_MOVING;
4562 DrawLevelField(x, y);
4567 void MauerAbleger(int ax, int ay)
4569 int element = Feld[ax][ay];
4570 boolean oben_frei = FALSE, unten_frei = FALSE;
4571 boolean links_frei = FALSE, rechts_frei = FALSE;
4572 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4573 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4574 boolean new_wall = FALSE;
4576 if (!MovDelay[ax][ay]) /* start building new wall */
4577 MovDelay[ax][ay] = 6;
4579 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4582 if (MovDelay[ax][ay])
4586 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4588 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4590 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4592 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4595 if (element == EL_WALL_GROWING_Y || element == EL_WALL_GROWING_XY)
4599 Feld[ax][ay-1] = EL_WALL_GROWING_ACTIVE;
4600 Store[ax][ay-1] = element;
4601 MovDir[ax][ay-1] = MV_UP;
4602 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4603 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
4604 IMG_WALL_GROWING_ACTIVE_UP, 0);
4609 Feld[ax][ay+1] = EL_WALL_GROWING_ACTIVE;
4610 Store[ax][ay+1] = element;
4611 MovDir[ax][ay+1] = MV_DOWN;
4612 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4613 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
4614 IMG_WALL_GROWING_ACTIVE_DOWN, 0);
4619 if (element == EL_WALL_GROWING_X || element == EL_WALL_GROWING_XY ||
4620 element == EL_WALL_GROWING)
4624 Feld[ax-1][ay] = EL_WALL_GROWING_ACTIVE;
4625 Store[ax-1][ay] = element;
4626 MovDir[ax-1][ay] = MV_LEFT;
4627 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4628 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
4629 IMG_WALL_GROWING_ACTIVE_LEFT, 0);
4635 Feld[ax+1][ay] = EL_WALL_GROWING_ACTIVE;
4636 Store[ax+1][ay] = element;
4637 MovDir[ax+1][ay] = MV_RIGHT;
4638 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4639 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
4640 IMG_WALL_GROWING_ACTIVE_RIGHT, 0);
4645 if (element == EL_WALL_GROWING && (links_frei || rechts_frei))
4646 DrawLevelField(ax, ay);
4648 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
4650 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
4651 unten_massiv = TRUE;
4652 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
4653 links_massiv = TRUE;
4654 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
4655 rechts_massiv = TRUE;
4657 if (((oben_massiv && unten_massiv) ||
4658 element == EL_WALL_GROWING_X || element == EL_WALL_GROWING) &&
4659 ((links_massiv && rechts_massiv) ||
4660 element == EL_WALL_GROWING_Y))
4661 Feld[ax][ay] = EL_WALL;
4664 PlaySoundLevel(ax, ay, SND_WALL_GROWING);
4667 void CheckForDragon(int x, int y)
4670 boolean dragon_found = FALSE;
4671 static int xy[4][2] =
4683 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4685 if (IN_LEV_FIELD(xx, yy) &&
4686 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
4688 if (Feld[xx][yy] == EL_DRAGON)
4689 dragon_found = TRUE;
4702 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4704 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
4706 Feld[xx][yy] = EL_EMPTY;
4707 DrawLevelField(xx, yy);
4716 static void InitBuggyBase(int x, int y)
4718 int element = Feld[x][y];
4719 int activating_delay = FRAMES_PER_SECOND / 4;
4722 (element == EL_SP_BUGGY_BASE ?
4723 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
4724 element == EL_SP_BUGGY_BASE_ACTIVATING ?
4726 element == EL_SP_BUGGY_BASE_ACTIVE ?
4727 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
4730 static void WarnBuggyBase(int x, int y)
4733 static int xy[4][2] =
4743 int xx = x + xy[i][0], yy = y + xy[i][1];
4745 if (IS_PLAYER(xx, yy))
4747 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
4755 void CheckBuggyBase(int x, int y)
4757 int element = Feld[x][y];
4759 if (element == EL_SP_BUGGY_BASE)
4761 if (MovDelay[x][y] == 0) /* wait some time before activating base */
4765 InitBuggyBase(x, y);
4770 if (MovDelay[x][y] != 0)
4772 DrawLevelElementAnimation(x, y, element);
4776 Feld[x][y] = EL_SP_BUGGY_BASE_ACTIVATING;
4777 DrawLevelField(x, y);
4780 else if (element == EL_SP_BUGGY_BASE_ACTIVATING)
4782 if (MovDelay[x][y] == 0) /* display activation warning of buggy base */
4786 InitBuggyBase(x, y);
4791 if (MovDelay[x][y] != 0)
4793 DrawLevelElementAnimation(x, y, element);
4797 Feld[x][y] = EL_SP_BUGGY_BASE_ACTIVE;
4798 DrawLevelField(x, y);
4801 else if (element == EL_SP_BUGGY_BASE_ACTIVE)
4803 if (MovDelay[x][y] == 0) /* start activating buggy base */
4807 InitBuggyBase(x, y);
4812 if (MovDelay[x][y] != 0)
4814 DrawLevelElementAnimation(x, y, element);
4816 WarnBuggyBase(x, y);
4820 Feld[x][y] = EL_SP_BUGGY_BASE;
4821 DrawLevelField(x, y);
4827 static void InitTrap(int x, int y)
4829 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4832 static void ActivateTrap(int x, int y)
4834 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
4837 static void ChangeActiveTrap(int x, int y)
4839 int graphic = IMG_TRAP_ACTIVE;
4841 /* if animation frame already drawn, correct crumbled sand border */
4842 if (IS_ANIMATED(graphic))
4843 if (checkDrawLevelGraphicAnimation(x, y, graphic))
4844 DrawCrumbledSand(SCREENX(x), SCREENY(y));
4848 void CheckTrap(int x, int y)
4850 int element = Feld[x][y];
4852 if (element == EL_TRAP)
4854 if (MovDelay[x][y] == 0) /* wait some time before activating trap */
4855 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4859 if (MovDelay[x][y] != 0)
4861 /* do nothing while waiting */
4865 Feld[x][y] = EL_TRAP_ACTIVE;
4866 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
4869 else if (element == EL_TRAP_ACTIVE)
4874 if (MovDelay[x][y] == 0) /* start activating trap */
4876 MovDelay[x][y] = num_frames * delay;
4882 if (MovDelay[x][y] != 0)
4884 if (DrawLevelElementAnimation(x, y, element))
4885 DrawCrumbledSand(SCREENX(x), SCREENY(y));
4889 Feld[x][y] = EL_TRAP;
4890 DrawLevelField(x, y);
4897 static void DrawBeltAnimation(int x, int y, int element)
4899 int belt_nr = getBeltNrFromBeltActiveElement(element);
4900 int belt_dir = game.belt_dir[belt_nr];
4902 if (belt_dir != MV_NO_MOVING)
4904 DrawLevelElementAnimation(x, y, element);
4906 if (!(FrameCounter % 2))
4907 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
4912 static void ChangeElement(int x, int y)
4914 int element = Feld[x][y];
4916 if (MovDelay[x][y] == 0) /* initialize element change */
4918 MovDelay[x][y] = changing_element[element].change_delay + 1;
4921 if (changing_element[element].pre_change_function)
4922 changing_element[element].pre_change_function(x, y);
4927 if (MovDelay[x][y] != 0) /* continue element change */
4929 if (IS_ANIMATED(el2img(element)))
4930 DrawLevelElementAnimation(x, y, element);
4932 if (changing_element[element].change_function)
4933 changing_element[element].change_function(x, y);
4935 else /* finish element change */
4937 Feld[x][y] = changing_element[element].next_element;
4940 DrawLevelField(x, y);
4942 if (changing_element[element].post_change_function)
4943 changing_element[element].post_change_function(x, y);
4947 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4949 static byte stored_player_action[MAX_PLAYERS];
4950 static int num_stored_actions = 0;
4952 static boolean save_tape_entry = FALSE;
4954 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4955 int left = player_action & JOY_LEFT;
4956 int right = player_action & JOY_RIGHT;
4957 int up = player_action & JOY_UP;
4958 int down = player_action & JOY_DOWN;
4959 int button1 = player_action & JOY_BUTTON_1;
4960 int button2 = player_action & JOY_BUTTON_2;
4961 int dx = (left ? -1 : right ? 1 : 0);
4962 int dy = (up ? -1 : down ? 1 : 0);
4964 stored_player_action[player->index_nr] = 0;
4965 num_stored_actions++;
4967 if (!player->active || tape.pausing)
4973 save_tape_entry = TRUE;
4975 player->frame_reset_delay = 0;
4978 snapped = SnapField(player, dx, dy);
4982 bombed = PlaceBomb(player);
4983 moved = MoveFigure(player, dx, dy);
4986 if (tape.single_step && tape.recording && !tape.pausing)
4988 if (button1 || (bombed && !moved))
4990 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
4991 SnapField(player, 0, 0); /* stop snapping */
4996 if (tape.recording && (moved || snapped || bombed))
4998 if (bombed && !moved)
4999 player_action &= JOY_BUTTON;
5001 stored_player_action[player->index_nr] = player_action;
5002 save_tape_entry = TRUE;
5004 else if (tape.playing && snapped)
5005 SnapField(player, 0, 0); /* stop snapping */
5007 stored_player_action[player->index_nr] = player_action;
5012 /* no actions for this player (no input at player's configured device) */
5014 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
5015 SnapField(player, 0, 0);
5016 CheckGravityMovement(player);
5019 if (player->MovPos == 0) /* needed for tape.playing */
5020 player->is_moving = FALSE;
5023 if (player->MovPos == 0) /* needed for tape.playing */
5024 player->last_move_dir = MV_NO_MOVING;
5026 /* !!! CHECK THIS AGAIN !!!
5027 (Seems to be needed for some EL_ROBOT stuff, but breaks
5028 tapes when walking through pipes!)
5031 /* it seems that "player->last_move_dir" is misused as some sort of
5032 "player->is_just_moving_in_this_moment", which is needed for the
5033 robot stuff (robots don't kill players when they are moving)
5037 /* if the player does not move for some time, reset animation to start */
5038 if (++player->frame_reset_delay > player->move_delay_value)
5043 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
5045 TapeRecordAction(stored_player_action);
5046 num_stored_actions = 0;
5047 save_tape_entry = FALSE;
5050 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
5052 TapeRecordAction(stored_player_action);
5053 num_stored_actions = 0;
5058 if (tape.playing && !tape.pausing && !player_action &&
5059 tape.counter < tape.length)
5061 int jx = player->jx, jy = player->jy;
5063 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
5065 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
5066 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
5068 int dx = (next_joy == JOY_LEFT ? -1 : +1);
5070 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
5072 int el = Feld[jx+dx][jy];
5073 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SATELLITE ? 2 :
5074 (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10);
5076 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
5078 player->MovDir = next_joy;
5079 player->Frame = FrameCounter % 4;
5080 player->Pushing = TRUE;
5090 static unsigned long action_delay = 0;
5091 unsigned long action_delay_value;
5092 int sieb_x = 0, sieb_y = 0;
5093 int i, x, y, element, graphic;
5094 byte *recorded_player_action;
5095 byte summarized_player_action = 0;
5097 if (game_status != PLAYING)
5100 action_delay_value =
5101 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
5103 if (tape.playing && tape.index_search && !tape.pausing)
5104 action_delay_value = 0;
5106 /* ---------- main game synchronization point ---------- */
5108 WaitUntilDelayReached(&action_delay, action_delay_value);
5110 if (network_playing && !network_player_action_received)
5114 printf("DEBUG: try to get network player actions in time\n");
5118 #if defined(PLATFORM_UNIX)
5119 /* last chance to get network player actions without main loop delay */
5123 if (game_status != PLAYING)
5126 if (!network_player_action_received)
5130 printf("DEBUG: failed to get network player actions in time\n");
5140 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
5142 for (i=0; i<MAX_PLAYERS; i++)
5144 summarized_player_action |= stored_player[i].action;
5146 if (!network_playing)
5147 stored_player[i].effective_action = stored_player[i].action;
5150 #if defined(PLATFORM_UNIX)
5151 if (network_playing)
5152 SendToServer_MovePlayer(summarized_player_action);
5155 if (!options.network && !setup.team_mode)
5156 local_player->effective_action = summarized_player_action;
5158 for (i=0; i<MAX_PLAYERS; i++)
5160 int actual_player_action = stored_player[i].effective_action;
5162 if (stored_player[i].programmed_action)
5163 actual_player_action = stored_player[i].programmed_action;
5165 if (recorded_player_action)
5166 actual_player_action = recorded_player_action[i];
5168 PlayerActions(&stored_player[i], actual_player_action);
5169 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
5172 network_player_action_received = FALSE;
5174 ScrollScreen(NULL, SCROLL_GO_ON);
5180 if (TimeFrames == 0 && local_player->active)
5182 extern unsigned int last_RND();
5184 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
5185 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
5192 if (GameFrameDelay >= 500)
5193 printf("FrameCounter == %d\n", FrameCounter);
5200 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5203 if (JustStopped[x][y] > 0)
5204 JustStopped[x][y]--;
5209 if (IS_BLOCKED(x, y))
5213 Blocked2Moving(x, y, &oldx, &oldy);
5214 if (!IS_MOVING(oldx, oldy))
5216 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
5217 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
5218 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
5219 printf("GameActions(): This should never happen!\n");
5225 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5227 element = Feld[x][y];
5228 graphic = el2img(element);
5230 if (IS_INACTIVE(element))
5234 if (IS_ANIMATED(graphic))
5235 DrawLevelGraphicAnimation(x, y, graphic);
5241 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
5247 if (Feld[x][y] == EL_EMERALD &&
5248 IS_ANIMATED(graphic) &&
5250 DrawLevelGraphicAnimation(x, y, graphic);
5252 if (IS_ANIMATED(graphic) &&
5254 DrawLevelGraphicAnimation(x, y, graphic);
5258 if (IS_GEM(element) || element == EL_SP_INFOTRON)
5259 EdelsteinFunkeln(x, y);
5263 else if ((element == EL_ACID ||
5264 element == EL_EXIT_OPEN ||
5265 element == EL_SP_EXIT_OPEN ||
5266 element == EL_SP_TERMINAL ||
5267 element == EL_SP_TERMINAL_ACTIVE ||
5268 element == EL_EXTRA_TIME ||
5269 element == EL_SHIELD_NORMAL ||
5270 element == EL_SHIELD_DEADLY) &&
5271 IS_ANIMATED(graphic))
5272 DrawLevelGraphicAnimation(x, y, graphic);
5275 else if (IS_MOVING(x, y))
5276 ContinueMoving(x, y);
5277 else if (IS_ACTIVE_BOMB(element))
5278 CheckDynamite(x, y);
5280 else if (element == EL_EXPLOSION && !game.explosions_delayed)
5281 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
5283 else if (element == EL_AMOEBA_CREATING)
5284 AmoebeWaechst(x, y);
5285 else if (element == EL_AMOEBA_SHRINKING)
5286 AmoebaDisappearing(x, y);
5288 #if !USE_NEW_AMOEBA_CODE
5289 else if (IS_AMOEBALIVE(element))
5290 AmoebeAbleger(x, y);
5293 else if (element == EL_GAMEOFLIFE || element == EL_BIOMAZE)
5296 else if (element == EL_ROBOT_WHEEL_ACTIVE)
5298 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
5299 TimegateWheel(x, y);
5301 else if (element == EL_ACID_SPLASH_LEFT ||
5302 element == EL_ACID_SPLASH_RIGHT)
5305 else if (element == EL_NUT_CRACKING)
5307 else if (element == EL_PEARL_BREAKING)
5308 BreakingPearl(x, y);
5310 else if (element == EL_EXIT_CLOSED)
5312 else if (element == EL_SP_EXIT_CLOSED)
5315 else if (element == EL_EXIT_OPENING)
5316 AusgangstuerOeffnen(x, y);
5318 else if (element == EL_WALL_GROWING_ACTIVE)
5320 else if (element == EL_WALL_GROWING ||
5321 element == EL_WALL_GROWING_X ||
5322 element == EL_WALL_GROWING_Y ||
5323 element == EL_WALL_GROWING_XY)
5325 else if (element == EL_FLAMES)
5326 CheckForDragon(x, y);
5328 else if (element == EL_SP_BUGGY_BASE ||
5329 element == EL_SP_BUGGY_BASE_ACTIVATING ||
5330 element == EL_SP_BUGGY_BASE_ACTIVE)
5331 CheckBuggyBase(x, y);
5332 else if (element == EL_TRAP ||
5333 element == EL_TRAP_ACTIVE)
5335 else if (IS_BELT_ACTIVE(element))
5336 DrawBeltAnimation(x, y, element);
5337 else if (element == EL_SWITCHGATE_OPENING)
5338 OpenSwitchgate(x, y);
5339 else if (element == EL_SWITCHGATE_CLOSING)
5340 CloseSwitchgate(x, y);
5341 else if (element == EL_TIMEGATE_OPENING)
5343 else if (element == EL_TIMEGATE_CLOSING)
5344 CloseTimegate(x, y);
5347 else if (IS_AUTO_CHANGING(element))
5348 ChangeElement(x, y);
5351 else if (IS_ANIMATED(graphic))
5352 DrawLevelGraphicAnimation(x, y, graphic);
5355 if (IS_BELT_ACTIVE(element))
5356 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
5358 if (game.magic_wall_active)
5360 boolean sieb = FALSE;
5361 int jx = local_player->jx, jy = local_player->jy;
5363 if (element == EL_MAGIC_WALL_FULL ||
5364 element == EL_MAGIC_WALL_ACTIVE ||
5365 element == EL_MAGIC_WALL_EMPTYING)
5367 SiebAktivieren(x, y, 1);
5370 else if (element == EL_BD_MAGIC_WALL_FULL ||
5371 element == EL_BD_MAGIC_WALL_ACTIVE ||
5372 element == EL_BD_MAGIC_WALL_EMPTYING)
5374 SiebAktivieren(x, y, 2);
5378 /* play the element sound at the position nearest to the player */
5379 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
5387 #if USE_NEW_AMOEBA_CODE
5388 /* new experimental amoeba growth stuff */
5390 if (!(FrameCounter % 8))
5393 static unsigned long random = 1684108901;
5395 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
5398 x = (random >> 10) % lev_fieldx;
5399 y = (random >> 20) % lev_fieldy;
5401 x = RND(lev_fieldx);
5402 y = RND(lev_fieldy);
5404 element = Feld[x][y];
5406 if (!IS_PLAYER(x,y) &&
5407 (element == EL_EMPTY ||
5408 element == EL_SAND ||
5409 element == EL_QUICKSAND_EMPTY ||
5410 element == EL_ACID_SPLASH_LEFT ||
5411 element == EL_ACID_SPLASH_RIGHT))
5413 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
5414 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
5415 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
5416 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
5417 Feld[x][y] = EL_AMOEBA_DROP;
5420 random = random * 129 + 1;
5426 if (game.explosions_delayed)
5429 game.explosions_delayed = FALSE;
5431 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5433 element = Feld[x][y];
5435 if (ExplodeField[x][y])
5436 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
5437 else if (element == EL_EXPLOSION)
5438 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
5440 ExplodeField[x][y] = EX_NO_EXPLOSION;
5443 game.explosions_delayed = TRUE;
5446 if (game.magic_wall_active)
5448 if (!(game.magic_wall_time_left % 4))
5450 int element = Feld[sieb_x][sieb_y];
5452 if (element == EL_BD_MAGIC_WALL_FULL ||
5453 element == EL_BD_MAGIC_WALL_ACTIVE ||
5454 element == EL_BD_MAGIC_WALL_EMPTYING)
5455 PlaySoundLevel(sieb_x, sieb_y, SND_BD_MAGIC_WALL_ACTIVE);
5457 PlaySoundLevel(sieb_x, sieb_y, SND_MAGIC_WALL_ACTIVE);
5460 if (game.magic_wall_time_left > 0)
5462 game.magic_wall_time_left--;
5463 if (!game.magic_wall_time_left)
5465 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5467 element = Feld[x][y];
5469 if (element == EL_MAGIC_WALL_ACTIVE ||
5470 element == EL_MAGIC_WALL_FULL)
5472 Feld[x][y] = EL_MAGIC_WALL_DEAD;
5473 DrawLevelField(x, y);
5475 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
5476 element == EL_BD_MAGIC_WALL_FULL)
5478 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
5479 DrawLevelField(x, y);
5483 game.magic_wall_active = FALSE;
5488 if (game.light_time_left > 0)
5490 game.light_time_left--;
5492 if (game.light_time_left == 0)
5493 RedrawAllLightSwitchesAndInvisibleElements();
5496 if (game.timegate_time_left > 0)
5498 game.timegate_time_left--;
5500 if (game.timegate_time_left == 0)
5501 CloseAllOpenTimegates();
5504 for (i=0; i<MAX_PLAYERS; i++)
5506 struct PlayerInfo *player = &stored_player[i];
5508 if (SHIELD_ON(player))
5510 if (player->shield_deadly_time_left)
5511 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
5512 else if (player->shield_normal_time_left)
5513 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
5517 if (TimeFrames >= (1000 / GameFrameDelay))
5522 for (i=0; i<MAX_PLAYERS; i++)
5524 struct PlayerInfo *player = &stored_player[i];
5526 if (SHIELD_ON(player))
5528 player->shield_normal_time_left--;
5530 if (player->shield_deadly_time_left > 0)
5531 player->shield_deadly_time_left--;
5535 if (tape.recording || tape.playing)
5536 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
5542 if (TimeLeft <= 10 && setup.time_limit)
5543 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MAX_RIGHT);
5545 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5547 if (!TimeLeft && setup.time_limit)
5548 for (i=0; i<MAX_PLAYERS; i++)
5549 KillHero(&stored_player[i]);
5551 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
5552 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
5557 if (options.debug) /* calculate frames per second */
5559 static unsigned long fps_counter = 0;
5560 static int fps_frames = 0;
5561 unsigned long fps_delay_ms = Counter() - fps_counter;
5565 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
5567 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
5570 fps_counter = Counter();
5573 redraw_mask |= REDRAW_FPS;
5577 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
5579 int min_x = x, min_y = y, max_x = x, max_y = y;
5582 for (i=0; i<MAX_PLAYERS; i++)
5584 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5586 if (!stored_player[i].active || &stored_player[i] == player)
5589 min_x = MIN(min_x, jx);
5590 min_y = MIN(min_y, jy);
5591 max_x = MAX(max_x, jx);
5592 max_y = MAX(max_y, jy);
5595 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
5598 static boolean AllPlayersInVisibleScreen()
5602 for (i=0; i<MAX_PLAYERS; i++)
5604 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5606 if (!stored_player[i].active)
5609 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5616 void ScrollLevel(int dx, int dy)
5618 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
5621 BlitBitmap(drawto_field, drawto_field,
5622 FX + TILEX*(dx == -1) - softscroll_offset,
5623 FY + TILEY*(dy == -1) - softscroll_offset,
5624 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
5625 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
5626 FX + TILEX*(dx == 1) - softscroll_offset,
5627 FY + TILEY*(dy == 1) - softscroll_offset);
5631 x = (dx == 1 ? BX1 : BX2);
5632 for (y=BY1; y<=BY2; y++)
5633 DrawScreenField(x, y);
5638 y = (dy == 1 ? BY1 : BY2);
5639 for (x=BX1; x<=BX2; x++)
5640 DrawScreenField(x, y);
5643 redraw_mask |= REDRAW_FIELD;
5646 static void CheckGravityMovement(struct PlayerInfo *player)
5648 if (level.gravity && !player->programmed_action)
5650 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
5651 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
5653 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
5654 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
5655 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
5656 int jx = player->jx, jy = player->jy;
5657 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
5658 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
5659 int new_jx = jx + dx, new_jy = jy + dy;
5660 boolean field_under_player_is_free =
5661 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
5662 boolean player_is_moving_to_valid_field =
5663 (IN_LEV_FIELD(new_jx, new_jy) &&
5664 (Feld[new_jx][new_jy] == EL_SP_BASE ||
5665 Feld[new_jx][new_jy] == EL_SAND));
5667 if (field_under_player_is_free &&
5668 !player_is_moving_to_valid_field &&
5669 !IS_TUBE(Feld[jx][jy]))
5670 player->programmed_action = MV_DOWN;
5674 boolean MoveFigureOneStep(struct PlayerInfo *player,
5675 int dx, int dy, int real_dx, int real_dy)
5677 int jx = player->jx, jy = player->jy;
5678 int new_jx = jx+dx, new_jy = jy+dy;
5682 if (!player->active || (!dx && !dy))
5683 return MF_NO_ACTION;
5685 player->MovDir = (dx < 0 ? MV_LEFT :
5688 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5690 if (!IN_LEV_FIELD(new_jx, new_jy))
5691 return MF_NO_ACTION;
5693 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
5694 return MF_NO_ACTION;
5697 element = MovingOrBlocked2Element(new_jx, new_jy);
5699 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
5702 if (DONT_GO_TO(element))
5704 if (element == EL_ACID && dx == 0 && dy == 1)
5707 Feld[jx][jy] = EL_PLAYER1;
5708 InitMovingField(jx, jy, MV_DOWN);
5709 Store[jx][jy] = EL_ACID;
5710 ContinueMoving(jx, jy);
5714 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
5719 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
5720 if (can_move != MF_MOVING)
5723 StorePlayer[jx][jy] = 0;
5724 player->last_jx = jx;
5725 player->last_jy = jy;
5726 jx = player->jx = new_jx;
5727 jy = player->jy = new_jy;
5728 StorePlayer[jx][jy] = player->element_nr;
5731 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
5733 ScrollFigure(player, SCROLL_INIT);
5738 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
5740 int jx = player->jx, jy = player->jy;
5741 int old_jx = jx, old_jy = jy;
5742 int moved = MF_NO_ACTION;
5744 if (!player->active || (!dx && !dy))
5748 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5752 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5753 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
5757 /* remove the last programmed player action */
5758 player->programmed_action = 0;
5762 /* should only happen if pre-1.2 tape recordings are played */
5763 /* this is only for backward compatibility */
5765 int original_move_delay_value = player->move_delay_value;
5768 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
5772 /* scroll remaining steps with finest movement resolution */
5773 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
5775 while (player->MovPos)
5777 ScrollFigure(player, SCROLL_GO_ON);
5778 ScrollScreen(NULL, SCROLL_GO_ON);
5784 player->move_delay_value = original_move_delay_value;
5787 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
5789 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
5790 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5794 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5795 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5801 if (moved & MF_MOVING && !ScreenMovPos &&
5802 (player == local_player || !options.network))
5804 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5805 int offset = (setup.scroll_delay ? 3 : 0);
5807 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5809 /* actual player has left the screen -- scroll in that direction */
5810 if (jx != old_jx) /* player has moved horizontally */
5811 scroll_x += (jx - old_jx);
5812 else /* player has moved vertically */
5813 scroll_y += (jy - old_jy);
5817 if (jx != old_jx) /* player has moved horizontally */
5819 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5820 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5821 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5823 /* don't scroll over playfield boundaries */
5824 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5825 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5827 /* don't scroll more than one field at a time */
5828 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5830 /* don't scroll against the player's moving direction */
5831 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5832 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5833 scroll_x = old_scroll_x;
5835 else /* player has moved vertically */
5837 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5838 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5839 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5841 /* don't scroll over playfield boundaries */
5842 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5843 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5845 /* don't scroll more than one field at a time */
5846 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5848 /* don't scroll against the player's moving direction */
5849 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5850 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5851 scroll_y = old_scroll_y;
5855 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5857 if (!options.network && !AllPlayersInVisibleScreen())
5859 scroll_x = old_scroll_x;
5860 scroll_y = old_scroll_y;
5864 ScrollScreen(player, SCROLL_INIT);
5865 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5870 if (!(moved & MF_MOVING) && !player->Pushing)
5874 player->Frame = (player->Frame + 1) % 4;
5876 player->Frame += 1 * 0;
5879 if (moved & MF_MOVING)
5881 if (old_jx != jx && old_jy == jy)
5882 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5883 else if (old_jx == jx && old_jy != jy)
5884 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5886 DrawLevelField(jx, jy); /* for "DrawCrumbledSand()" */
5888 player->last_move_dir = player->MovDir;
5889 player->is_moving = TRUE;
5893 CheckGravityMovement(player);
5896 player->last_move_dir = MV_NO_MOVING;
5898 player->is_moving = FALSE;
5901 TestIfHeroTouchesBadThing(jx, jy);
5903 if (!player->active)
5909 void ScrollFigure(struct PlayerInfo *player, int mode)
5911 int jx = player->jx, jy = player->jy;
5912 int last_jx = player->last_jx, last_jy = player->last_jy;
5913 int move_stepsize = TILEX / player->move_delay_value;
5915 if (!player->active || !player->MovPos)
5918 if (mode == SCROLL_INIT)
5920 player->actual_frame_counter = FrameCounter;
5921 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5925 if (Feld[last_jx][last_jy] == EL_EMPTY)
5926 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5931 else if (!FrameReached(&player->actual_frame_counter, 1))
5934 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5935 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5938 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5939 Feld[last_jx][last_jy] = EL_EMPTY;
5941 /* before DrawPlayer() to draw correct player graphic for this case */
5942 if (player->MovPos == 0)
5943 CheckGravityMovement(player);
5947 if (player->MovPos == 0)
5949 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
5951 /* continue with normal speed after quickly moving through gate */
5952 HALVE_PLAYER_SPEED(player);
5954 /* be able to make the next move without delay */
5955 player->move_delay = 0;
5958 player->last_jx = jx;
5959 player->last_jy = jy;
5961 if (Feld[jx][jy] == EL_EXIT_OPEN ||
5962 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5966 if (local_player->friends_still_needed == 0 ||
5967 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5968 player->LevelSolved = player->GameOver = TRUE;
5971 if (tape.single_step && tape.recording && !tape.pausing &&
5972 !player->programmed_action)
5973 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5977 void ScrollScreen(struct PlayerInfo *player, int mode)
5979 static unsigned long screen_frame_counter = 0;
5981 if (mode == SCROLL_INIT)
5983 /* set scrolling step size according to actual player's moving speed */
5984 ScrollStepSize = TILEX / player->move_delay_value;
5986 screen_frame_counter = FrameCounter;
5987 ScreenMovDir = player->MovDir;
5988 ScreenMovPos = player->MovPos;
5989 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5992 else if (!FrameReached(&screen_frame_counter, 1))
5997 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5998 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5999 redraw_mask |= REDRAW_FIELD;
6002 ScreenMovDir = MV_NO_MOVING;
6005 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
6007 int i, kill_x = -1, kill_y = -1;
6008 static int test_xy[4][2] =
6015 static int test_dir[4] =
6025 int test_x, test_y, test_move_dir, test_element;
6027 test_x = good_x + test_xy[i][0];
6028 test_y = good_y + test_xy[i][1];
6029 if (!IN_LEV_FIELD(test_x, test_y))
6033 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
6036 test_element = Feld[test_x][test_y];
6038 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
6041 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
6042 2nd case: DONT_TOUCH style bad thing does not move away from good thing
6044 if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) ||
6045 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
6053 if (kill_x != -1 || kill_y != -1)
6055 if (IS_PLAYER(good_x, good_y))
6057 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
6059 if (player->shield_deadly_time_left > 0)
6060 Bang(kill_x, kill_y);
6061 else if (!PLAYER_PROTECTED(good_x, good_y))
6065 Bang(good_x, good_y);
6069 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
6071 int i, kill_x = -1, kill_y = -1;
6072 int bad_element = Feld[bad_x][bad_y];
6073 static int test_xy[4][2] =
6080 static int test_dir[4] =
6088 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
6093 int test_x, test_y, test_move_dir, test_element;
6095 test_x = bad_x + test_xy[i][0];
6096 test_y = bad_y + test_xy[i][1];
6097 if (!IN_LEV_FIELD(test_x, test_y))
6101 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
6103 test_element = Feld[test_x][test_y];
6105 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
6106 2nd case: DONT_TOUCH style bad thing does not move away from good thing
6108 if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) ||
6109 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
6111 /* good thing is player or penguin that does not move away */
6112 if (IS_PLAYER(test_x, test_y))
6114 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
6116 if (bad_element == EL_ROBOT && player->is_moving)
6117 continue; /* robot does not kill player if he is moving */
6123 else if (test_element == EL_PENGUIN)
6132 if (kill_x != -1 || kill_y != -1)
6134 if (IS_PLAYER(kill_x, kill_y))
6136 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
6139 int dir = player->MovDir;
6140 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
6141 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
6143 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
6144 newx != bad_x && newy != bad_y)
6145 ; /* robot does not kill player if he is moving */
6147 printf("-> %d\n", player->MovDir);
6149 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
6150 newx != bad_x && newy != bad_y)
6151 ; /* robot does not kill player if he is moving */
6156 if (player->shield_deadly_time_left > 0)
6158 else if (!PLAYER_PROTECTED(kill_x, kill_y))
6162 Bang(kill_x, kill_y);
6166 void TestIfHeroTouchesBadThing(int x, int y)
6168 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
6171 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
6173 TestIfGoodThingHitsBadThing(x, y, move_dir);
6176 void TestIfBadThingTouchesHero(int x, int y)
6178 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
6181 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
6183 TestIfBadThingHitsGoodThing(x, y, move_dir);
6186 void TestIfFriendTouchesBadThing(int x, int y)
6188 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
6191 void TestIfBadThingTouchesFriend(int x, int y)
6193 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
6196 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
6198 int i, kill_x = bad_x, kill_y = bad_y;
6199 static int xy[4][2] =
6211 x = bad_x + xy[i][0];
6212 y = bad_y + xy[i][1];
6213 if (!IN_LEV_FIELD(x, y))
6216 element = Feld[x][y];
6217 if (IS_AMOEBOID(element) || element == EL_GAMEOFLIFE ||
6218 element == EL_AMOEBA_CREATING || element == EL_AMOEBA_DROP)
6226 if (kill_x != bad_x || kill_y != bad_y)
6230 void KillHero(struct PlayerInfo *player)
6232 int jx = player->jx, jy = player->jy;
6234 if (!player->active)
6237 if (IS_PFORTE(Feld[jx][jy]))
6238 Feld[jx][jy] = EL_EMPTY;
6240 /* deactivate shield (else Bang()/Explode() would not work right) */
6241 player->shield_normal_time_left = 0;
6242 player->shield_deadly_time_left = 0;
6248 static void KillHeroUnlessProtected(int x, int y)
6250 if (!PLAYER_PROTECTED(x, y))
6251 KillHero(PLAYERINFO(x, y));
6254 void BuryHero(struct PlayerInfo *player)
6256 int jx = player->jx, jy = player->jy;
6258 if (!player->active)
6261 PlaySoundLevel(jx, jy, SND_PLAYER_DYING);
6262 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
6264 player->GameOver = TRUE;
6268 void RemoveHero(struct PlayerInfo *player)
6270 int jx = player->jx, jy = player->jy;
6271 int i, found = FALSE;
6273 player->present = FALSE;
6274 player->active = FALSE;
6276 if (!ExplodeField[jx][jy])
6277 StorePlayer[jx][jy] = 0;
6279 for (i=0; i<MAX_PLAYERS; i++)
6280 if (stored_player[i].active)
6284 AllPlayersGone = TRUE;
6290 int DigField(struct PlayerInfo *player,
6291 int x, int y, int real_dx, int real_dy, int mode)
6293 int jx = player->jx, jy = player->jy;
6294 int dx = x - jx, dy = y - jy;
6295 int move_direction = (dx == -1 ? MV_LEFT :
6296 dx == +1 ? MV_RIGHT :
6298 dy == +1 ? MV_DOWN : MV_NO_MOVING);
6301 if (player->MovPos == 0)
6302 player->Pushing = FALSE;
6304 if (mode == DF_NO_PUSH)
6306 player->Switching = FALSE;
6307 player->push_delay = 0;
6308 return MF_NO_ACTION;
6311 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
6312 return MF_NO_ACTION;
6314 if (IS_TUBE(Feld[jx][jy]))
6317 int tube_leave_directions[][2] =
6319 { EL_TUBE_ALL, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6320 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6321 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6322 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
6323 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
6324 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
6325 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
6326 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
6327 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
6328 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
6329 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
6330 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
6333 while (tube_leave_directions[i][0] != Feld[jx][jy])
6336 if (tube_leave_directions[i][0] == -1) /* should not happen */
6340 if (!(tube_leave_directions[i][1] & move_direction))
6341 return MF_NO_ACTION; /* tube has no opening in this direction */
6344 element = Feld[x][y];
6350 case EL_INVISIBLE_SAND:
6351 case EL_INVISIBLE_SAND_ACTIVE:
6354 case EL_SP_BUGGY_BASE:
6355 case EL_SP_BUGGY_BASE_ACTIVATING:
6357 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
6362 case EL_EMERALD_YELLOW:
6363 case EL_EMERALD_RED:
6364 case EL_EMERALD_PURPLE:
6366 case EL_SP_INFOTRON:
6370 local_player->gems_still_needed -= (element == EL_DIAMOND ? 3 :
6371 element == EL_PEARL ? 5 :
6372 element == EL_CRYSTAL ? 8 : 1);
6373 if (local_player->gems_still_needed < 0)
6374 local_player->gems_still_needed = 0;
6375 RaiseScoreElement(element);
6376 DrawText(DX_EMERALDS, DY_EMERALDS,
6377 int2str(local_player->gems_still_needed, 3),
6378 FS_SMALL, FC_YELLOW);
6379 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6384 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
6385 PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
6389 Feld[x][y] = EL_EMPTY;
6390 PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
6398 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
6400 PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MAX_RIGHT);
6403 case EL_SHIELD_NORMAL:
6405 player->shield_normal_time_left += 10;
6406 PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING);
6409 case EL_SHIELD_DEADLY:
6411 player->shield_normal_time_left += 10;
6412 player->shield_deadly_time_left += 10;
6413 PlaySoundLevel(x, y, SND_SHIELD_DEADLY_COLLECTING);
6417 case EL_SP_DISK_RED:
6420 RaiseScoreElement(EL_DYNAMITE);
6421 DrawText(DX_DYNAMITE, DY_DYNAMITE,
6422 int2str(local_player->dynamite, 3),
6423 FS_SMALL, FC_YELLOW);
6424 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6427 case EL_DYNABOMB_NR:
6429 player->dynabomb_count++;
6430 player->dynabombs_left++;
6431 RaiseScoreElement(EL_DYNAMITE);
6432 PlaySoundLevel(x, y, SND_DYNABOMB_NR_COLLECTING);
6435 case EL_DYNABOMB_SZ:
6437 player->dynabomb_size++;
6438 RaiseScoreElement(EL_DYNAMITE);
6439 PlaySoundLevel(x, y, SND_DYNABOMB_SZ_COLLECTING);
6442 case EL_DYNABOMB_XL:
6444 player->dynabomb_xl = TRUE;
6445 RaiseScoreElement(EL_DYNAMITE);
6446 PlaySoundLevel(x, y, SND_DYNABOMB_XL_COLLECTING);
6454 int key_nr = element - EL_KEY1;
6457 player->key[key_nr] = TRUE;
6458 RaiseScoreElement(element);
6459 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6461 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6463 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
6472 int key_nr = element - EL_EM_KEY1;
6475 player->key[key_nr] = TRUE;
6476 RaiseScoreElement(element);
6477 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6479 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6481 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
6485 case EL_ROBOT_WHEEL:
6486 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
6489 DrawLevelField(x, y);
6490 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
6494 case EL_SP_TERMINAL:
6498 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
6500 for (yy=0; yy<lev_fieldy; yy++)
6502 for (xx=0; xx<lev_fieldx; xx++)
6504 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
6506 else if (Feld[xx][yy] == EL_SP_TERMINAL)
6507 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
6515 case EL_CONVEYOR_BELT1_SWITCH_LEFT:
6516 case EL_CONVEYOR_BELT1_SWITCH_MIDDLE:
6517 case EL_CONVEYOR_BELT1_SWITCH_RIGHT:
6518 case EL_CONVEYOR_BELT2_SWITCH_LEFT:
6519 case EL_CONVEYOR_BELT2_SWITCH_MIDDLE:
6520 case EL_CONVEYOR_BELT2_SWITCH_RIGHT:
6521 case EL_CONVEYOR_BELT3_SWITCH_LEFT:
6522 case EL_CONVEYOR_BELT3_SWITCH_MIDDLE:
6523 case EL_CONVEYOR_BELT3_SWITCH_RIGHT:
6524 case EL_CONVEYOR_BELT4_SWITCH_LEFT:
6525 case EL_CONVEYOR_BELT4_SWITCH_MIDDLE:
6526 case EL_CONVEYOR_BELT4_SWITCH_RIGHT:
6527 if (!player->Switching)
6529 player->Switching = TRUE;
6530 ToggleBeltSwitch(x, y);
6531 PlaySoundLevel(x, y, SND_CONVEYOR_BELT_SWITCH_ACTIVATING);
6536 case EL_SWITCHGATE_SWITCH_UP:
6537 case EL_SWITCHGATE_SWITCH_DOWN:
6538 if (!player->Switching)
6540 player->Switching = TRUE;
6541 ToggleSwitchgateSwitch(x, y);
6542 PlaySoundLevel(x, y, SND_SWITCHGATE_SWITCH_ACTIVATING);
6547 case EL_LIGHT_SWITCH:
6548 case EL_LIGHT_SWITCH_ACTIVE:
6549 if (!player->Switching)
6551 player->Switching = TRUE;
6552 ToggleLightSwitch(x, y);
6553 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
6554 SND_LIGHT_SWITCH_ACTIVATING :
6555 SND_LIGHT_SWITCH_DEACTIVATING);
6560 case EL_TIMEGATE_SWITCH:
6561 ActivateTimegateSwitch(x, y);
6562 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
6567 case EL_BALLOON_SEND_LEFT:
6568 case EL_BALLOON_SEND_RIGHT:
6569 case EL_BALLOON_SEND_UP:
6570 case EL_BALLOON_SEND_DOWN:
6571 case EL_BALLOON_SEND_ANY_DIRECTION:
6572 if (element == EL_BALLOON_SEND_ANY_DIRECTION)
6573 game.balloon_dir = move_direction;
6575 game.balloon_dir = (element == EL_BALLOON_SEND_LEFT ? MV_LEFT :
6576 element == EL_BALLOON_SEND_RIGHT ? MV_RIGHT :
6577 element == EL_BALLOON_SEND_UP ? MV_UP :
6578 element == EL_BALLOON_SEND_DOWN ? MV_DOWN :
6580 PlaySoundLevel(x, y, SND_BALLOON_SWITCH_ACTIVATING);
6585 /* the following elements cannot be pushed by "snapping" */
6588 case EL_DX_SUPABOMB:
6590 case EL_TIME_ORB_EMPTY:
6592 case EL_SP_DISK_ORANGE:
6594 if (mode == DF_SNAP)
6595 return MF_NO_ACTION;
6596 /* no "break" -- fall through to next case */
6597 /* the following elements can be pushed by "snapping" */
6600 return MF_NO_ACTION;
6602 player->Pushing = TRUE;
6604 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6605 return MF_NO_ACTION;
6609 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6610 return MF_NO_ACTION;
6613 if (player->push_delay == 0)
6614 player->push_delay = FrameCounter;
6616 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6617 !tape.playing && element != EL_SPRING)
6618 return MF_NO_ACTION;
6620 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6621 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6622 element != EL_SPRING)
6623 return MF_NO_ACTION;
6626 if (mode == DF_SNAP)
6628 InitMovingField(x, y, move_direction);
6629 ContinueMoving(x, y);
6634 Feld[x + dx][y + dy] = element;
6637 if (element == EL_SPRING)
6639 Feld[x + dx][y + dy] = EL_SPRING;
6640 MovDir[x + dx][y + dy] = move_direction;
6643 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
6645 DrawLevelField(x + dx, y + dy);
6646 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6653 if (!player->key[element - EL_GATE1])
6654 return MF_NO_ACTION;
6661 if (!player->key[element - EL_GATE1_GRAY])
6662 return MF_NO_ACTION;
6669 if (!player->key[element - EL_EM_GATE1])
6670 return MF_NO_ACTION;
6671 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6672 return MF_NO_ACTION;
6674 /* automatically move to the next field with double speed */
6675 player->programmed_action = move_direction;
6676 DOUBLE_PLAYER_SPEED(player);
6678 PlaySoundLevel(x, y, SND_GATE_PASSING);
6681 case EL_EM_GATE1_GRAY:
6682 case EL_EM_GATE2_GRAY:
6683 case EL_EM_GATE3_GRAY:
6684 case EL_EM_GATE4_GRAY:
6685 if (!player->key[element - EL_EM_GATE1_GRAY])
6686 return MF_NO_ACTION;
6687 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6688 return MF_NO_ACTION;
6690 /* automatically move to the next field with double speed */
6691 player->programmed_action = move_direction;
6692 DOUBLE_PLAYER_SPEED(player);
6694 PlaySoundLevel(x, y, SND_GATE_PASSING);
6697 case EL_SWITCHGATE_OPEN:
6698 case EL_TIMEGATE_OPEN:
6699 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6700 return MF_NO_ACTION;
6702 /* automatically move to the next field with double speed */
6703 player->programmed_action = move_direction;
6704 DOUBLE_PLAYER_SPEED(player);
6706 PlaySoundLevelElementAction(x, y, element, ACTION_PASSING);
6709 case EL_SP_PORT1_LEFT:
6710 case EL_SP_PORT2_LEFT:
6711 case EL_SP_PORT1_RIGHT:
6712 case EL_SP_PORT2_RIGHT:
6713 case EL_SP_PORT1_UP:
6714 case EL_SP_PORT2_UP:
6715 case EL_SP_PORT1_DOWN:
6716 case EL_SP_PORT2_DOWN:
6721 element != EL_SP_PORT1_LEFT &&
6722 element != EL_SP_PORT2_LEFT &&
6723 element != EL_SP_PORT_X &&
6724 element != EL_SP_PORT_XY) ||
6726 element != EL_SP_PORT1_RIGHT &&
6727 element != EL_SP_PORT2_RIGHT &&
6728 element != EL_SP_PORT_X &&
6729 element != EL_SP_PORT_XY) ||
6731 element != EL_SP_PORT1_UP &&
6732 element != EL_SP_PORT2_UP &&
6733 element != EL_SP_PORT_Y &&
6734 element != EL_SP_PORT_XY) ||
6736 element != EL_SP_PORT1_DOWN &&
6737 element != EL_SP_PORT2_DOWN &&
6738 element != EL_SP_PORT_Y &&
6739 element != EL_SP_PORT_XY) ||
6740 !IN_LEV_FIELD(x + dx, y + dy) ||
6741 !IS_FREE(x + dx, y + dy))
6742 return MF_NO_ACTION;
6744 /* automatically move to the next field with double speed */
6745 player->programmed_action = move_direction;
6746 DOUBLE_PLAYER_SPEED(player);
6748 PlaySoundLevel(x, y, SND_SP_PORT_PASSING);
6752 case EL_TUBE_VERTICAL:
6753 case EL_TUBE_HORIZONTAL:
6754 case EL_TUBE_VERTICAL_LEFT:
6755 case EL_TUBE_VERTICAL_RIGHT:
6756 case EL_TUBE_HORIZONTAL_UP:
6757 case EL_TUBE_HORIZONTAL_DOWN:
6758 case EL_TUBE_LEFT_UP:
6759 case EL_TUBE_LEFT_DOWN:
6760 case EL_TUBE_RIGHT_UP:
6761 case EL_TUBE_RIGHT_DOWN:
6764 int tube_enter_directions[][2] =
6766 { EL_TUBE_ALL, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6767 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6768 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6769 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
6770 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
6771 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
6772 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
6773 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
6774 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
6775 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
6776 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
6777 { -1, MV_NO_MOVING }
6780 while (tube_enter_directions[i][0] != element)
6783 if (tube_enter_directions[i][0] == -1) /* should not happen */
6787 if (!(tube_enter_directions[i][1] & move_direction))
6788 return MF_NO_ACTION; /* tube has no opening in this direction */
6790 PlaySoundLevel(x, y, SND_TUBE_PASSING);
6794 case EL_EXIT_CLOSED:
6795 case EL_SP_EXIT_CLOSED:
6796 case EL_EXIT_OPENING:
6797 return MF_NO_ACTION;
6801 case EL_SP_EXIT_OPEN:
6802 if (mode == DF_SNAP)
6803 return MF_NO_ACTION;
6805 if (element == EL_EXIT_OPEN)
6806 PlaySoundLevel(x, y, SND_EXIT_PASSING);
6808 PlaySoundLevel(x, y, SND_SP_EXIT_PASSING);
6813 Feld[x][y] = EL_LAMP_ACTIVE;
6814 local_player->lights_still_needed--;
6815 DrawLevelField(x, y);
6816 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
6820 case EL_TIME_ORB_FULL:
6821 Feld[x][y] = EL_TIME_ORB_EMPTY;
6823 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
6824 DrawLevelField(x, y);
6825 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MAX_RIGHT);
6829 case EL_SOKOBAN_FIELD_EMPTY:
6832 case EL_SOKOBAN_OBJECT:
6833 case EL_SOKOBAN_FIELD_FULL:
6835 case EL_SP_DISK_YELLOW:
6837 if (mode == DF_SNAP)
6838 return MF_NO_ACTION;
6840 player->Pushing = TRUE;
6842 if (!IN_LEV_FIELD(x+dx, y+dy)
6843 || (!IS_FREE(x+dx, y+dy)
6844 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FIELD_EMPTY
6845 || !IS_SB_ELEMENT(element))))
6846 return MF_NO_ACTION;
6850 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6851 return MF_NO_ACTION;
6853 else if (dy && real_dx)
6855 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
6856 return MF_NO_ACTION;
6859 if (player->push_delay == 0)
6860 player->push_delay = FrameCounter;
6862 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6863 !tape.playing && element != EL_BALLOON)
6864 return MF_NO_ACTION;
6866 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6867 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6868 element != EL_BALLOON)
6869 return MF_NO_ACTION;
6872 if (IS_SB_ELEMENT(element))
6874 if (element == EL_SOKOBAN_FIELD_FULL)
6876 Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
6877 local_player->sokobanfields_still_needed++;
6882 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FIELD_EMPTY)
6884 Feld[x+dx][y+dy] = EL_SOKOBAN_FIELD_FULL;
6885 local_player->sokobanfields_still_needed--;
6886 if (element == EL_SOKOBAN_OBJECT)
6887 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_FILLING);
6889 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6893 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJECT;
6894 if (element == EL_SOKOBAN_FIELD_FULL)
6895 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_EMPTYING);
6897 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6903 Feld[x+dx][y+dy] = element;
6904 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6907 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
6909 DrawLevelField(x, y);
6910 DrawLevelField(x + dx, y + dy);
6912 if (IS_SB_ELEMENT(element) &&
6913 local_player->sokobanfields_still_needed == 0 &&
6914 game.emulation == EMU_SOKOBAN)
6916 player->LevelSolved = player->GameOver = TRUE;
6917 PlaySoundLevel(x, y, SND_SOKOBAN_GAME_SOLVING);
6928 return MF_NO_ACTION;
6931 player->push_delay = 0;
6936 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
6938 int jx = player->jx, jy = player->jy;
6939 int x = jx + dx, y = jy + dy;
6941 if (!player->active || !IN_LEV_FIELD(x, y))
6949 if (player->MovPos == 0)
6950 player->Pushing = FALSE;
6952 player->snapped = FALSE;
6956 if (player->snapped)
6959 player->MovDir = (dx < 0 ? MV_LEFT :
6962 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6964 if (!DigField(player, x, y, 0, 0, DF_SNAP))
6967 player->snapped = TRUE;
6968 DrawLevelField(x, y);
6974 boolean PlaceBomb(struct PlayerInfo *player)
6976 int jx = player->jx, jy = player->jy;
6979 if (!player->active || player->MovPos)
6982 element = Feld[jx][jy];
6984 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
6985 IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
6988 if (element != EL_EMPTY)
6989 Store[jx][jy] = element;
6991 MovDelay[jx][jy] = 96;
6992 GfxFrame[jx][jy] = 0;
6994 if (player->dynamite)
6996 Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
6999 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
7000 FS_SMALL, FC_YELLOW);
7001 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
7003 if (game.emulation == EMU_SUPAPLEX)
7004 DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0);
7006 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0);
7009 PlaySoundLevel(jx, jy, SND_DYNAMITE_DROPPING);
7014 EL_DYNABOMB_PLAYER1_ACTIVE + (player->element_nr - EL_PLAYER1);
7015 player->dynabombs_left--;
7017 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
7018 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
7020 PlaySoundLevel(jx, jy, SND_DYNABOMB_DROPPING);
7026 static void PlaySoundLevel(int x, int y, int nr)
7028 static int loop_sound_frame[NUM_SOUND_FILES];
7029 static int loop_sound_volume[NUM_SOUND_FILES];
7030 int sx = SCREENX(x), sy = SCREENY(y);
7031 int volume, stereo_position;
7032 int max_distance = 8;
7033 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
7035 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
7036 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
7039 if (!IN_LEV_FIELD(x, y) ||
7040 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
7041 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
7044 volume = SOUND_MAX_VOLUME;
7046 if (!IN_SCR_FIELD(sx, sy))
7048 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
7049 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
7051 volume -= volume * (dx > dy ? dx : dy) / max_distance;
7054 stereo_position = (SOUND_MAX_LEFT +
7055 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
7056 (SCR_FIELDX + 2 * max_distance));
7058 if (IS_LOOP_SOUND(nr))
7060 /* This assures that quieter loop sounds do not overwrite louder ones,
7061 while restarting sound volume comparison with each new game frame. */
7063 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
7066 loop_sound_volume[nr] = volume;
7067 loop_sound_frame[nr] = FrameCounter;
7070 PlaySoundExt(nr, volume, stereo_position, type);
7073 static void PlaySoundLevelNearest(int x, int y, int sound_action)
7075 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
7076 x > LEVELX(BX2) ? LEVELX(BX2) : x,
7077 y < LEVELY(BY1) ? LEVELY(BY1) :
7078 y > LEVELY(BY2) ? LEVELY(BY2) : y,
7082 static void PlaySoundLevelAction(int x, int y, int sound_action)
7084 PlaySoundLevelElementAction(x, y, Feld[x][y], sound_action);
7087 static void PlaySoundLevelElementAction(int x, int y, int element,
7090 int sound_effect = element_action_sound[element][sound_action];
7092 if (sound_effect != -1)
7093 PlaySoundLevel(x, y, sound_effect);
7096 void RaiseScore(int value)
7098 local_player->score += value;
7099 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
7100 FS_SMALL, FC_YELLOW);
7103 void RaiseScoreElement(int element)
7109 case EL_EMERALD_YELLOW:
7110 case EL_EMERALD_RED:
7111 case EL_EMERALD_PURPLE:
7112 RaiseScore(level.score[SC_EDELSTEIN]);
7115 RaiseScore(level.score[SC_DIAMANT]);
7118 case EL_BD_BUTTERFLY:
7119 RaiseScore(level.score[SC_KAEFER]);
7123 RaiseScore(level.score[SC_FLIEGER]);
7126 case EL_DARK_YAMYAM:
7127 RaiseScore(level.score[SC_MAMPFER]);
7130 RaiseScore(level.score[SC_ROBOT]);
7133 RaiseScore(level.score[SC_PACMAN]);
7136 RaiseScore(level.score[SC_KOKOSNUSS]);
7139 RaiseScore(level.score[SC_DYNAMIT]);
7145 RaiseScore(level.score[SC_SCHLUESSEL]);
7152 void RequestQuitGame(boolean ask_if_really_quit)
7154 if (AllPlayersGone ||
7155 !ask_if_really_quit ||
7156 level_editor_test_game ||
7157 Request("Do you really want to quit the game ?",
7158 REQ_ASK | REQ_STAY_CLOSED))
7160 #if defined(PLATFORM_UNIX)
7161 if (options.network)
7162 SendToServer_StopPlaying();
7166 game_status = MAINMENU;
7172 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
7177 /* ---------- new game button stuff ---------------------------------------- */
7179 /* graphic position values for game buttons */
7180 #define GAME_BUTTON_XSIZE 30
7181 #define GAME_BUTTON_YSIZE 30
7182 #define GAME_BUTTON_XPOS 5
7183 #define GAME_BUTTON_YPOS 215
7184 #define SOUND_BUTTON_XPOS 5
7185 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
7187 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
7188 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
7189 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
7190 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
7191 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
7192 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
7199 } gamebutton_info[NUM_GAME_BUTTONS] =
7202 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
7207 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
7212 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
7217 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
7218 SOUND_CTRL_ID_MUSIC,
7219 "background music on/off"
7222 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
7223 SOUND_CTRL_ID_LOOPS,
7224 "sound loops on/off"
7227 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
7228 SOUND_CTRL_ID_SIMPLE,
7229 "normal sounds on/off"
7233 void CreateGameButtons()
7237 for (i=0; i<NUM_GAME_BUTTONS; i++)
7239 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
7240 struct GadgetInfo *gi;
7243 unsigned long event_mask;
7244 int gd_xoffset, gd_yoffset;
7245 int gd_x1, gd_x2, gd_y1, gd_y2;
7248 gd_xoffset = gamebutton_info[i].x;
7249 gd_yoffset = gamebutton_info[i].y;
7250 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
7251 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
7253 if (id == GAME_CTRL_ID_STOP ||
7254 id == GAME_CTRL_ID_PAUSE ||
7255 id == GAME_CTRL_ID_PLAY)
7257 button_type = GD_TYPE_NORMAL_BUTTON;
7259 event_mask = GD_EVENT_RELEASED;
7260 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7261 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7265 button_type = GD_TYPE_CHECK_BUTTON;
7267 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
7268 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
7269 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
7270 event_mask = GD_EVENT_PRESSED;
7271 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
7272 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7275 gi = CreateGadget(GDI_CUSTOM_ID, id,
7276 GDI_INFO_TEXT, gamebutton_info[i].infotext,
7277 GDI_X, DX + gd_xoffset,
7278 GDI_Y, DY + gd_yoffset,
7279 GDI_WIDTH, GAME_BUTTON_XSIZE,
7280 GDI_HEIGHT, GAME_BUTTON_YSIZE,
7281 GDI_TYPE, button_type,
7282 GDI_STATE, GD_BUTTON_UNPRESSED,
7283 GDI_CHECKED, checked,
7284 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
7285 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
7286 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
7287 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
7288 GDI_EVENT_MASK, event_mask,
7289 GDI_CALLBACK_ACTION, HandleGameButtons,
7293 Error(ERR_EXIT, "cannot create gadget");
7295 game_gadget[id] = gi;
7299 void FreeGameButtons()
7303 for (i=0; i<NUM_GAME_BUTTONS; i++)
7304 FreeGadget(game_gadget[i]);
7307 static void MapGameButtons()
7311 for (i=0; i<NUM_GAME_BUTTONS; i++)
7312 MapGadget(game_gadget[i]);
7315 void UnmapGameButtons()
7319 for (i=0; i<NUM_GAME_BUTTONS; i++)
7320 UnmapGadget(game_gadget[i]);
7323 static void HandleGameButtons(struct GadgetInfo *gi)
7325 int id = gi->custom_id;
7327 if (game_status != PLAYING)
7332 case GAME_CTRL_ID_STOP:
7333 RequestQuitGame(TRUE);
7336 case GAME_CTRL_ID_PAUSE:
7337 if (options.network)
7339 #if defined(PLATFORM_UNIX)
7341 SendToServer_ContinuePlaying();
7343 SendToServer_PausePlaying();
7347 TapeTogglePause(TAPE_TOGGLE_MANUAL);
7350 case GAME_CTRL_ID_PLAY:
7353 #if defined(PLATFORM_UNIX)
7354 if (options.network)
7355 SendToServer_ContinuePlaying();
7359 tape.pausing = FALSE;
7360 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
7365 case SOUND_CTRL_ID_MUSIC:
7366 if (setup.sound_music)
7368 setup.sound_music = FALSE;
7371 else if (audio.music_available)
7373 setup.sound = setup.sound_music = TRUE;
7374 PlayMusic(level_nr);
7378 case SOUND_CTRL_ID_LOOPS:
7379 if (setup.sound_loops)
7380 setup.sound_loops = FALSE;
7381 else if (audio.loops_available)
7382 setup.sound = setup.sound_loops = TRUE;
7385 case SOUND_CTRL_ID_SIMPLE:
7386 if (setup.sound_simple)
7387 setup.sound_simple = FALSE;
7388 else if (audio.sound_available)
7389 setup.sound = setup.sound_simple = TRUE;