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) (new_graphic_info[g].anim_frames > 1)
121 /* ------------------------------------------------------------------------- */
122 /* sound definitions */
123 /* ------------------------------------------------------------------------- */
125 #define SND_ACTION_UNKNOWN 0
126 #define SND_ACTION_WAITING 1
127 #define SND_ACTION_MOVING 2
128 #define SND_ACTION_DIGGING 3
129 #define SND_ACTION_COLLECTING 4
130 #define SND_ACTION_PASSING 5
131 #define SND_ACTION_IMPACT 6
132 #define SND_ACTION_PUSHING 7
133 #define SND_ACTION_ACTIVATING 8
134 #define SND_ACTION_ACTIVE 9
136 #define NUM_SND_ACTIONS 10
143 } sound_action_properties[] =
145 /* insert _all_ loop sound actions here */
146 { ".waiting", SND_ACTION_WAITING, TRUE },
147 { ".moving", SND_ACTION_MOVING, TRUE }, /* continuos moving */
148 { ".active", SND_ACTION_ACTIVE, TRUE },
149 { ".growing", SND_ACTION_UNKNOWN, TRUE },
150 { ".attacking", SND_ACTION_UNKNOWN, TRUE },
152 /* other (non-loop) sound actions are optional */
153 { ".stepping", SND_ACTION_MOVING, FALSE }, /* discrete moving */
154 { ".digging", SND_ACTION_DIGGING, FALSE },
155 { ".collecting", SND_ACTION_COLLECTING, FALSE },
156 { ".passing", SND_ACTION_PASSING, FALSE },
157 { ".impact", SND_ACTION_IMPACT, FALSE },
158 { ".pushing", SND_ACTION_PUSHING, FALSE },
159 { ".activating", SND_ACTION_ACTIVATING, FALSE },
162 static int element_action_sound[MAX_NUM_ELEMENTS][NUM_SND_ACTIONS];
163 static boolean is_loop_sound[NUM_SOUND_FILES];
165 #define IS_LOOP_SOUND(x) (is_loop_sound[x])
168 /* -------------------------------------------------------------------------
169 definition of elements that automatically change to other elements after
170 a specified time, eventually calling a function when changing
171 ------------------------------------------------------------------------- */
173 /* forward declaration for changer functions */
174 static void InitBuggyBase(int x, int y);
175 static void WarnBuggyBase(int x, int y);
177 static void InitTrap(int x, int y);
178 static void ActivateTrap(int x, int y);
179 static void ChangeActiveTrap(int x, int y);
181 static void InitRobotWheel(int x, int y);
182 static void RunRobotWheel(int x, int y);
183 static void StopRobotWheel(int x, int y);
185 static void InitTimegateWheel(int x, int y);
186 static void RunTimegateWheel(int x, int y);
188 struct ChangingElementInfo
193 void (*pre_change_function)(int x, int y);
194 void (*change_function)(int x, int y);
195 void (*post_change_function)(int x, int y);
198 static struct ChangingElementInfo changing_element_list[] =
200 { EL_NUT_CRACKING, EL_EMERALD, 6, NULL, NULL, NULL },
201 { EL_PEARL_BREAKING, EL_EMPTY, 8, NULL, NULL, NULL },
202 { EL_EXIT_OPENING, EL_EXIT_OPEN, 29, NULL, NULL, NULL },
204 { EL_SWITCHGATE_OPENING, EL_SWITCHGATE_OPEN, 29, NULL, NULL, NULL },
205 { EL_SWITCHGATE_CLOSING, EL_SWITCHGATE_CLOSED, 29, NULL, NULL, NULL },
207 { EL_TIMEGATE_OPENING, EL_TIMEGATE_OPEN, 29, NULL, NULL, NULL },
208 { EL_TIMEGATE_CLOSING, EL_TIMEGATE_CLOSED, 29, NULL, NULL, NULL },
210 { EL_SP_BUGGY_BASE, EL_SP_BUGGY_BASE_ACTIVATING, 0,
211 InitBuggyBase, NULL, NULL },
212 { EL_SP_BUGGY_BASE_ACTIVATING,EL_SP_BUGGY_BASE_ACTIVE, 0,
213 InitBuggyBase, NULL, NULL },
214 { EL_SP_BUGGY_BASE_ACTIVE, EL_SP_BUGGY_BASE, 0,
215 InitBuggyBase, WarnBuggyBase, NULL },
217 { EL_TRAP, EL_TRAP_ACTIVE, 0,
218 InitTrap, NULL, ActivateTrap },
219 { EL_TRAP_ACTIVE, EL_TRAP, 31,
220 NULL, ChangeActiveTrap, NULL },
222 { EL_ROBOT_WHEEL_ACTIVE, EL_ROBOT_WHEEL, 0,
223 InitRobotWheel, RunRobotWheel, StopRobotWheel },
225 { EL_TIMEGATE_SWITCH_ACTIVE, EL_TIMEGATE_SWITCH, 0,
226 InitTimegateWheel, RunTimegateWheel, NULL },
228 { EL_UNDEFINED, EL_UNDEFINED, -1, NULL }
231 static struct ChangingElementInfo changing_element[MAX_NUM_ELEMENTS];
233 #define IS_AUTO_CHANGING(e) (changing_element[e].base_element != EL_UNDEFINED)
239 static unsigned int getStateCheckSum(int counter)
242 unsigned int mult = 1;
243 unsigned int checksum = 0;
245 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
247 static boolean first_game = TRUE;
249 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
255 lastFeld[x][y] = Feld[x][y];
256 else if (lastFeld[x][y] != Feld[x][y])
257 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
258 x, y, lastFeld[x][y], Feld[x][y]);
262 checksum += mult++ * Ur[x][y];
263 checksum += mult++ * Feld[x][y];
266 checksum += mult++ * MovPos[x][y];
267 checksum += mult++ * MovDir[x][y];
268 checksum += mult++ * MovDelay[x][y];
269 checksum += mult++ * Store[x][y];
270 checksum += mult++ * Store2[x][y];
271 checksum += mult++ * StorePlayer[x][y];
272 checksum += mult++ * ExplodePhase[x][y];
273 checksum += mult++ * AmoebaNr[x][y];
274 checksum += mult++ * JustStopped[x][y];
275 checksum += mult++ * Stop[x][y];
279 if (counter == 3 && first_game)
290 void GetPlayerConfig()
292 if (!audio.sound_available)
295 if (!audio.loops_available)
296 setup.sound_loops = FALSE;
298 if (!audio.music_available)
299 setup.sound_music = FALSE;
301 if (!video.fullscreen_available)
302 setup.fullscreen = FALSE;
304 setup.sound_simple = setup.sound;
306 SetAudioMode(setup.sound);
310 static int getBeltNrFromBeltElement(int element)
312 return (element < EL_CONVEYOR_BELT2_LEFT ? 0 :
313 element < EL_CONVEYOR_BELT3_LEFT ? 1 :
314 element < EL_CONVEYOR_BELT4_LEFT ? 2 : 3);
317 static int getBeltNrFromBeltActiveElement(int element)
319 return (element < EL_CONVEYOR_BELT2_LEFT_ACTIVE ? 0 :
320 element < EL_CONVEYOR_BELT3_LEFT_ACTIVE ? 1 :
321 element < EL_CONVEYOR_BELT4_LEFT_ACTIVE ? 2 : 3);
324 static int getBeltNrFromBeltSwitchElement(int element)
326 return (element < EL_CONVEYOR_BELT2_SWITCH_LEFT ? 0 :
327 element < EL_CONVEYOR_BELT3_SWITCH_LEFT ? 1 :
328 element < EL_CONVEYOR_BELT4_SWITCH_LEFT ? 2 : 3);
331 static int getBeltDirNrFromBeltSwitchElement(int element)
333 static int belt_base_element[4] =
335 EL_CONVEYOR_BELT1_SWITCH_LEFT,
336 EL_CONVEYOR_BELT2_SWITCH_LEFT,
337 EL_CONVEYOR_BELT3_SWITCH_LEFT,
338 EL_CONVEYOR_BELT4_SWITCH_LEFT
341 int belt_nr = getBeltNrFromBeltSwitchElement(element);
342 int belt_dir_nr = element - belt_base_element[belt_nr];
344 return (belt_dir_nr % 3);
347 static int getBeltDirFromBeltSwitchElement(int element)
349 static int belt_move_dir[3] =
356 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
358 return belt_move_dir[belt_dir_nr];
361 static void InitField(int x, int y, boolean init_game)
368 if (stored_player[0].present)
370 Feld[x][y] = EL_SP_MURPHY_CLONE;
374 Feld[x][y] = EL_PLAYER1;
383 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER1];
384 int jx = player->jx, jy = player->jy;
386 player->present = TRUE;
388 if (!options.network || player->connected)
390 player->active = TRUE;
392 /* remove potentially duplicate players */
393 if (StorePlayer[jx][jy] == Feld[x][y])
394 StorePlayer[jx][jy] = 0;
396 StorePlayer[x][y] = Feld[x][y];
400 printf("Player %d activated.\n", player->element_nr);
401 printf("[Local player is %d and currently %s.]\n",
402 local_player->element_nr,
403 local_player->active ? "active" : "not active");
407 Feld[x][y] = EL_EMPTY;
408 player->jx = player->last_jx = x;
409 player->jy = player->last_jy = y;
414 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
415 Feld[x][y] = EL_ACIDPOOL_TOPLEFT;
416 else if (x > 0 && Feld[x-1][y] == EL_ACID)
417 Feld[x][y] = EL_ACIDPOOL_TOPRIGHT;
418 else if (y > 0 && Feld[x][y-1] == EL_ACIDPOOL_TOPLEFT)
419 Feld[x][y] = EL_ACIDPOOL_BOTTOMLEFT;
420 else if (y > 0 && Feld[x][y-1] == EL_ACID)
421 Feld[x][y] = EL_ACIDPOOL_BOTTOM;
422 else if (y > 0 && Feld[x][y-1] == EL_ACIDPOOL_TOPRIGHT)
423 Feld[x][y] = EL_ACIDPOOL_BOTTOMRIGHT;
431 case EL_SPACESHIP_RIGHT:
432 case EL_SPACESHIP_UP:
433 case EL_SPACESHIP_LEFT:
434 case EL_SPACESHIP_DOWN:
436 case EL_BD_BUTTERFLY_RIGHT:
437 case EL_BD_BUTTERFLY_UP:
438 case EL_BD_BUTTERFLY_LEFT:
439 case EL_BD_BUTTERFLY_DOWN:
440 case EL_BD_BUTTERFLY:
441 case EL_BD_FIREFLY_RIGHT:
442 case EL_BD_FIREFLY_UP:
443 case EL_BD_FIREFLY_LEFT:
444 case EL_BD_FIREFLY_DOWN:
446 case EL_PACMAN_RIGHT:
470 if (y == lev_fieldy - 1)
472 Feld[x][y] = EL_AMOEBA_CREATING;
473 Store[x][y] = EL_AMOEBA_WET;
477 case EL_DYNAMITE_ACTIVE:
482 local_player->lights_still_needed++;
485 case EL_SOKOBAN_FIELD_EMPTY:
486 local_player->sokobanfields_still_needed++;
490 local_player->friends_still_needed++;
495 MovDir[x][y] = 1 << RND(4);
499 Feld[x][y] = EL_EMPTY;
502 case EL_EM_KEY1_FILE:
503 Feld[x][y] = EL_EM_KEY1;
505 case EL_EM_KEY2_FILE:
506 Feld[x][y] = EL_EM_KEY2;
508 case EL_EM_KEY3_FILE:
509 Feld[x][y] = EL_EM_KEY3;
511 case EL_EM_KEY4_FILE:
512 Feld[x][y] = EL_EM_KEY4;
515 case EL_CONVEYOR_BELT1_SWITCH_LEFT:
516 case EL_CONVEYOR_BELT1_SWITCH_MIDDLE:
517 case EL_CONVEYOR_BELT1_SWITCH_RIGHT:
518 case EL_CONVEYOR_BELT2_SWITCH_LEFT:
519 case EL_CONVEYOR_BELT2_SWITCH_MIDDLE:
520 case EL_CONVEYOR_BELT2_SWITCH_RIGHT:
521 case EL_CONVEYOR_BELT3_SWITCH_LEFT:
522 case EL_CONVEYOR_BELT3_SWITCH_MIDDLE:
523 case EL_CONVEYOR_BELT3_SWITCH_RIGHT:
524 case EL_CONVEYOR_BELT4_SWITCH_LEFT:
525 case EL_CONVEYOR_BELT4_SWITCH_MIDDLE:
526 case EL_CONVEYOR_BELT4_SWITCH_RIGHT:
529 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
530 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
531 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
533 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
535 game.belt_dir[belt_nr] = belt_dir;
536 game.belt_dir_nr[belt_nr] = belt_dir_nr;
538 else /* more than one switch -- set it like the first switch */
540 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
545 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
547 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
550 case EL_LIGHT_SWITCH_ACTIVE:
552 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
560 void DrawGameDoorValues()
564 for (i=0; i<MAX_PLAYERS; i++)
566 if (stored_player[i].key[j])
567 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
570 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
571 int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
572 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
573 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
574 DrawText(DX + XX_SCORE, DY + YY_SCORE,
575 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
576 DrawText(DX + XX_TIME, DY + YY_TIME,
577 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
582 =============================================================================
584 -----------------------------------------------------------------------------
585 initialize sound effect lookup table for element actions
586 =============================================================================
591 int sound_effect_properties[NUM_SOUND_FILES];
595 debug_print_timestamp(0, NULL);
598 /* initialize sound effect for all elements to "no sound" */
599 for (i=0; i<MAX_NUM_ELEMENTS; i++)
600 for (j=0; j<NUM_SND_ACTIONS; j++)
601 element_action_sound[i][j] = -1;
603 for (i=0; i<NUM_SOUND_FILES; i++)
605 int len_effect_text = strlen(sound_files[i].token);
607 sound_effect_properties[i] = SND_ACTION_UNKNOWN;
608 is_loop_sound[i] = FALSE;
610 /* determine all loop sounds and identify certain sound classes */
612 for (j=0; sound_action_properties[j].text; j++)
614 int len_action_text = strlen(sound_action_properties[j].text);
616 if (len_action_text < len_effect_text &&
617 strcmp(&sound_files[i].token[len_effect_text - len_action_text],
618 sound_action_properties[j].text) == 0)
620 sound_effect_properties[i] = sound_action_properties[j].value;
622 if (sound_action_properties[j].is_loop)
623 is_loop_sound[i] = TRUE;
627 /* associate elements and some selected sound actions */
629 for (j=0; j<MAX_NUM_ELEMENTS; j++)
631 if (element_info[j].sound_class_name)
633 int len_class_text = strlen(element_info[j].sound_class_name);
635 if (len_class_text + 1 < len_effect_text &&
636 strncmp(sound_files[i].token,
637 element_info[j].sound_class_name, len_class_text) == 0 &&
638 sound_files[i].token[len_class_text] == '.')
640 int sound_action_value = sound_effect_properties[i];
642 element_action_sound[j][sound_action_value] = i;
649 debug_print_timestamp(0, "InitGameEngine");
655 int element = EL_SAND;
656 int sound_action = SND_ACTION_DIGGING;
659 while (sound_action_properties[j].text)
661 if (sound_action_properties[j].value == sound_action)
662 printf("element %d, sound action '%s' == %d\n",
663 element, sound_action_properties[j].text,
664 element_action_sound[element][sound_action]);
673 =============================================================================
675 -----------------------------------------------------------------------------
676 initialize game engine due to level / tape version number
677 =============================================================================
680 static void InitGameEngine()
684 game.engine_version = (tape.playing ? tape.engine_version :
688 printf("level %d: level version == %06d\n", level_nr, level.game_version);
689 printf(" tape version == %06d [%s] [file: %06d]\n",
690 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
692 printf(" => game.engine_version == %06d\n", game.engine_version);
695 /* dynamically adjust player properties according to game engine version */
696 game.initial_move_delay =
697 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
698 INITIAL_MOVE_DELAY_OFF);
700 /* dynamically adjust player properties according to level information */
701 game.initial_move_delay_value =
702 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
704 /* dynamically adjust element properties according to game engine version */
706 static int ep_em_slippery_wall[] =
715 static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall);
717 for (i=0; i<ep_em_slippery_wall_num; i++)
719 if (level.em_slippery_gems) /* special EM style gems behaviour */
720 Properties2[ep_em_slippery_wall[i]] |=
721 EP_BIT_EM_SLIPPERY_WALL;
723 Properties2[ep_em_slippery_wall[i]] &=
724 ~EP_BIT_EM_SLIPPERY_WALL;
727 /* "EL_WALL_GROWING_ACTIVE" wasn't slippery for EM gems in version 2.0.1 */
728 if (level.em_slippery_gems && game.engine_version > VERSION_IDENT(2,0,1))
729 Properties2[EL_WALL_GROWING_ACTIVE] |= EP_BIT_EM_SLIPPERY_WALL;
731 Properties2[EL_WALL_GROWING_ACTIVE] &=~EP_BIT_EM_SLIPPERY_WALL;
734 /* initialize changing elements information */
735 for (i=0; i<MAX_NUM_ELEMENTS; i++)
737 changing_element[i].base_element = EL_UNDEFINED;
738 changing_element[i].next_element = EL_UNDEFINED;
739 changing_element[i].change_delay = -1;
740 changing_element[i].pre_change_function = NULL;
741 changing_element[i].change_function = NULL;
742 changing_element[i].post_change_function = NULL;
746 while (changing_element_list[i].base_element != EL_UNDEFINED)
748 struct ChangingElementInfo *ce = &changing_element_list[i];
749 int element = ce->base_element;
751 changing_element[element].base_element = ce->base_element;
752 changing_element[element].next_element = ce->next_element;
753 changing_element[element].change_delay = ce->change_delay;
754 changing_element[element].pre_change_function = ce->pre_change_function;
755 changing_element[element].change_function = ce->change_function;
756 changing_element[element].post_change_function = ce->post_change_function;
764 =============================================================================
766 -----------------------------------------------------------------------------
767 initialize and start new game
768 =============================================================================
773 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
774 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
775 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
782 #if USE_NEW_AMOEBA_CODE
783 printf("Using new amoeba code.\n");
785 printf("Using old amoeba code.\n");
790 /* don't play tapes over network */
791 network_playing = (options.network && !tape.playing);
793 for (i=0; i<MAX_PLAYERS; i++)
795 struct PlayerInfo *player = &stored_player[i];
797 player->index_nr = i;
798 player->element_nr = EL_PLAYER1 + i;
800 player->present = FALSE;
801 player->active = FALSE;
804 player->effective_action = 0;
805 player->programmed_action = 0;
808 player->gems_still_needed = level.gems_needed;
809 player->sokobanfields_still_needed = 0;
810 player->lights_still_needed = 0;
811 player->friends_still_needed = 0;
814 player->key[j] = FALSE;
816 player->dynamite = 0;
817 player->dynabomb_count = 0;
818 player->dynabomb_size = 1;
819 player->dynabombs_left = 0;
820 player->dynabomb_xl = FALSE;
822 player->MovDir = MV_NO_MOVING;
824 player->Pushing = FALSE;
825 player->Switching = FALSE;
829 player->actual_frame_counter = 0;
831 player->frame_reset_delay = 0;
833 player->last_move_dir = MV_NO_MOVING;
834 player->is_moving = FALSE;
836 player->move_delay = game.initial_move_delay;
837 player->move_delay_value = game.initial_move_delay_value;
839 player->push_delay = 0;
840 player->push_delay_value = 5;
842 player->snapped = FALSE;
844 player->last_jx = player->last_jy = 0;
845 player->jx = player->jy = 0;
847 player->shield_normal_time_left = 0;
848 player->shield_deadly_time_left = 0;
850 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
851 SnapField(player, 0, 0);
853 player->LevelSolved = FALSE;
854 player->GameOver = FALSE;
857 network_player_action_received = FALSE;
859 #if defined(PLATFORM_UNIX)
860 /* initial null action */
862 SendToServer_MovePlayer(MV_NO_MOVING);
870 TimeLeft = level.time;
872 ScreenMovDir = MV_NO_MOVING;
876 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
878 AllPlayersGone = FALSE;
880 game.yam_content_nr = 0;
881 game.magic_wall_active = FALSE;
882 game.magic_wall_time_left = 0;
883 game.light_time_left = 0;
884 game.timegate_time_left = 0;
885 game.switchgate_pos = 0;
886 game.balloon_dir = MV_NO_MOVING;
887 game.explosions_delayed = TRUE;
891 game.belt_dir[i] = MV_NO_MOVING;
892 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
895 for (i=0; i<MAX_NUM_AMOEBA; i++)
896 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
898 for (x=0; x<lev_fieldx; x++)
900 for (y=0; y<lev_fieldy; y++)
902 Feld[x][y] = Ur[x][y];
903 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
904 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
906 JustStopped[x][y] = 0;
908 ExplodePhase[x][y] = 0;
909 ExplodeField[x][y] = EX_NO_EXPLOSION;
912 GfxAction[x][y] = GFX_ACTION_DEFAULT;
916 for(y=0; y<lev_fieldy; y++)
918 for(x=0; x<lev_fieldx; x++)
920 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
922 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
924 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
927 InitField(x, y, TRUE);
933 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
934 emulate_sb ? EMU_SOKOBAN :
935 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
937 /* correct non-moving belts to start moving left */
939 if (game.belt_dir[i] == MV_NO_MOVING)
940 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
942 /* check if any connected player was not found in playfield */
943 for (i=0; i<MAX_PLAYERS; i++)
945 struct PlayerInfo *player = &stored_player[i];
947 if (player->connected && !player->present)
949 for (j=0; j<MAX_PLAYERS; j++)
951 struct PlayerInfo *some_player = &stored_player[j];
952 int jx = some_player->jx, jy = some_player->jy;
954 /* assign first free player found that is present in the playfield */
955 if (some_player->present && !some_player->connected)
957 player->present = TRUE;
958 player->active = TRUE;
959 some_player->present = FALSE;
961 StorePlayer[jx][jy] = player->element_nr;
962 player->jx = player->last_jx = jx;
963 player->jy = player->last_jy = jy;
973 /* when playing a tape, eliminate all players who do not participate */
975 for (i=0; i<MAX_PLAYERS; i++)
977 if (stored_player[i].active && !tape.player_participates[i])
979 struct PlayerInfo *player = &stored_player[i];
980 int jx = player->jx, jy = player->jy;
982 player->active = FALSE;
983 StorePlayer[jx][jy] = 0;
984 Feld[jx][jy] = EL_EMPTY;
988 else if (!options.network && !setup.team_mode) /* && !tape.playing */
990 /* when in single player mode, eliminate all but the first active player */
992 for (i=0; i<MAX_PLAYERS; i++)
994 if (stored_player[i].active)
996 for (j=i+1; j<MAX_PLAYERS; j++)
998 if (stored_player[j].active)
1000 struct PlayerInfo *player = &stored_player[j];
1001 int jx = player->jx, jy = player->jy;
1003 player->active = FALSE;
1004 StorePlayer[jx][jy] = 0;
1005 Feld[jx][jy] = EL_EMPTY;
1012 /* when recording the game, store which players take part in the game */
1015 for (i=0; i<MAX_PLAYERS; i++)
1016 if (stored_player[i].active)
1017 tape.player_participates[i] = TRUE;
1022 for (i=0; i<MAX_PLAYERS; i++)
1024 struct PlayerInfo *player = &stored_player[i];
1026 printf("Player %d: present == %d, connected == %d, active == %d.\n",
1031 if (local_player == player)
1032 printf("Player %d is local player.\n", i+1);
1036 if (BorderElement == EL_EMPTY)
1039 SBX_Right = lev_fieldx - SCR_FIELDX;
1041 SBY_Lower = lev_fieldy - SCR_FIELDY;
1046 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
1048 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
1051 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
1052 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
1054 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
1055 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
1057 scroll_x = SBX_Left;
1058 scroll_y = SBY_Upper;
1059 if (local_player->jx >= SBX_Left + MIDPOSX)
1060 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
1061 local_player->jx - MIDPOSX :
1063 if (local_player->jy >= SBY_Upper + MIDPOSY)
1064 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
1065 local_player->jy - MIDPOSY :
1068 CloseDoor(DOOR_CLOSE_1);
1073 /* after drawing the level, correct some elements */
1074 if (game.timegate_time_left == 0)
1075 CloseAllOpenTimegates();
1077 if (setup.soft_scrolling)
1078 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
1080 redraw_mask |= REDRAW_FROM_BACKBUFFER;
1083 /* copy default game door content to main double buffer */
1084 BlitBitmap(new_graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
1085 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
1088 DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
1089 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
1092 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
1093 int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3, FONT_OPAQUE);
1094 BlitBitmap(drawto, drawto,
1095 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
1096 FONT5_XSIZE * 3, FONT5_YSIZE - 1,
1097 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
1100 DrawGameDoorValues();
1104 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
1105 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
1106 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
1110 /* copy actual game door content to door double buffer for OpenDoor() */
1111 BlitBitmap(drawto, bitmap_db_door,
1112 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
1114 OpenDoor(DOOR_OPEN_ALL);
1116 PlaySoundStereo(SND_GAME_STARTING, SOUND_MAX_RIGHT);
1117 if (setup.sound_music)
1118 PlayMusic(level_nr);
1120 KeyboardAutoRepeatOff();
1125 printf("Player %d %sactive.\n",
1126 i + 1, (stored_player[i].active ? "" : "not "));
1130 void InitMovDir(int x, int y)
1132 int i, element = Feld[x][y];
1133 static int xy[4][2] =
1140 static int direction[3][4] =
1142 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1143 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1144 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1153 Feld[x][y] = EL_BUG;
1154 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
1157 case EL_SPACESHIP_RIGHT:
1158 case EL_SPACESHIP_UP:
1159 case EL_SPACESHIP_LEFT:
1160 case EL_SPACESHIP_DOWN:
1161 Feld[x][y] = EL_SPACESHIP;
1162 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
1165 case EL_BD_BUTTERFLY_RIGHT:
1166 case EL_BD_BUTTERFLY_UP:
1167 case EL_BD_BUTTERFLY_LEFT:
1168 case EL_BD_BUTTERFLY_DOWN:
1169 Feld[x][y] = EL_BD_BUTTERFLY;
1170 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
1173 case EL_BD_FIREFLY_RIGHT:
1174 case EL_BD_FIREFLY_UP:
1175 case EL_BD_FIREFLY_LEFT:
1176 case EL_BD_FIREFLY_DOWN:
1177 Feld[x][y] = EL_BD_FIREFLY;
1178 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1181 case EL_PACMAN_RIGHT:
1183 case EL_PACMAN_LEFT:
1184 case EL_PACMAN_DOWN:
1185 Feld[x][y] = EL_PACMAN;
1186 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1189 case EL_SP_SNIKSNAK:
1190 MovDir[x][y] = MV_UP;
1193 case EL_SP_ELECTRON:
1194 MovDir[x][y] = MV_LEFT;
1201 Feld[x][y] = EL_MOLE;
1202 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1206 MovDir[x][y] = 1 << RND(4);
1207 if (element != EL_BUG &&
1208 element != EL_SPACESHIP &&
1209 element != EL_BD_BUTTERFLY &&
1210 element != EL_BD_FIREFLY)
1215 int x1 = x + xy[i][0];
1216 int y1 = y + xy[i][1];
1218 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1220 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1222 MovDir[x][y] = direction[0][i];
1225 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1226 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1228 MovDir[x][y] = direction[1][i];
1237 void InitAmoebaNr(int x, int y)
1240 int group_nr = AmoebeNachbarNr(x, y);
1244 for (i=1; i<MAX_NUM_AMOEBA; i++)
1246 if (AmoebaCnt[i] == 0)
1254 AmoebaNr[x][y] = group_nr;
1255 AmoebaCnt[group_nr]++;
1256 AmoebaCnt2[group_nr]++;
1262 boolean raise_level = FALSE;
1264 if (local_player->MovPos)
1267 if (tape.playing && tape.auto_play)
1268 tape.auto_play_level_solved = TRUE;
1270 local_player->LevelSolved = FALSE;
1272 PlaySoundStereo(SND_GAME_WINNING, SOUND_MAX_RIGHT);
1276 if (!tape.playing && setup.sound_loops)
1277 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1278 SND_CTRL_PLAY_LOOP);
1280 while (TimeLeft > 0)
1282 if (!tape.playing && !setup.sound_loops)
1283 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1284 if (TimeLeft > 0 && !(TimeLeft % 10))
1285 RaiseScore(level.score[SC_ZEITBONUS]);
1286 if (TimeLeft > 100 && !(TimeLeft % 10))
1290 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
1297 if (!tape.playing && setup.sound_loops)
1298 StopSound(SND_GAME_LEVELTIME_BONUS);
1300 else if (level.time == 0) /* level without time limit */
1302 if (!tape.playing && setup.sound_loops)
1303 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1304 SND_CTRL_PLAY_LOOP);
1306 while (TimePlayed < 999)
1308 if (!tape.playing && !setup.sound_loops)
1309 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1310 if (TimePlayed < 999 && !(TimePlayed % 10))
1311 RaiseScore(level.score[SC_ZEITBONUS]);
1312 if (TimePlayed < 900 && !(TimePlayed % 10))
1316 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
1323 if (!tape.playing && setup.sound_loops)
1324 StopSound(SND_GAME_LEVELTIME_BONUS);
1331 /* Hero disappears */
1332 DrawLevelField(ExitX, ExitY);
1338 CloseDoor(DOOR_CLOSE_1);
1343 SaveTape(tape.level_nr); /* Ask to save tape */
1346 if (level_nr == leveldir_current->handicap_level)
1348 leveldir_current->handicap_level++;
1349 SaveLevelSetup_SeriesInfo();
1352 if (level_editor_test_game)
1353 local_player->score = -1; /* no highscore when playing from editor */
1354 else if (level_nr < leveldir_current->last_level)
1355 raise_level = TRUE; /* advance to next level */
1357 if ((hi_pos = NewHiScore()) >= 0)
1359 game_status = HALLOFFAME;
1360 DrawHallOfFame(hi_pos);
1369 game_status = MAINMENU;
1386 LoadScore(level_nr);
1388 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1389 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1392 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1394 if (local_player->score > highscore[k].Score)
1396 /* player has made it to the hall of fame */
1398 if (k < MAX_SCORE_ENTRIES - 1)
1400 int m = MAX_SCORE_ENTRIES - 1;
1403 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1404 if (!strcmp(setup.player_name, highscore[l].Name))
1406 if (m == k) /* player's new highscore overwrites his old one */
1412 strcpy(highscore[l].Name, highscore[l - 1].Name);
1413 highscore[l].Score = highscore[l - 1].Score;
1420 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1421 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1422 highscore[k].Score = local_player->score;
1428 else if (!strncmp(setup.player_name, highscore[k].Name,
1429 MAX_PLAYER_NAME_LEN))
1430 break; /* player already there with a higher score */
1436 SaveScore(level_nr);
1441 void InitMovingField(int x, int y, int direction)
1443 int element = Feld[x][y];
1444 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1445 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1447 if (!JustStopped[x][y] || direction != MovDir[x][y])
1450 MovDir[x][y] = direction;
1451 MovDir[newx][newy] = direction;
1453 if (Feld[newx][newy] == EL_EMPTY)
1454 Feld[newx][newy] = EL_BLOCKED;
1456 if (direction == MV_DOWN && CAN_FALL(element))
1457 GfxAction[x][y] = GFX_ACTION_FALLING;
1459 GfxAction[x][y] = GFX_ACTION_MOVING;
1462 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1464 int direction = MovDir[x][y];
1465 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1466 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1472 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1474 int oldx = x, oldy = y;
1475 int direction = MovDir[x][y];
1477 if (direction == MV_LEFT)
1479 else if (direction == MV_RIGHT)
1481 else if (direction == MV_UP)
1483 else if (direction == MV_DOWN)
1486 *comes_from_x = oldx;
1487 *comes_from_y = oldy;
1490 int MovingOrBlocked2Element(int x, int y)
1492 int element = Feld[x][y];
1494 if (element == EL_BLOCKED)
1498 Blocked2Moving(x, y, &oldx, &oldy);
1499 return Feld[oldx][oldy];
1505 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1507 /* like MovingOrBlocked2Element(), but if element is moving
1508 and (x,y) is the field the moving element is just leaving,
1509 return EL_BLOCKED instead of the element value */
1510 int element = Feld[x][y];
1512 if (IS_MOVING(x, y))
1514 if (element == EL_BLOCKED)
1518 Blocked2Moving(x, y, &oldx, &oldy);
1519 return Feld[oldx][oldy];
1528 static void RemoveField(int x, int y)
1530 Feld[x][y] = EL_EMPTY;
1536 void RemoveMovingField(int x, int y)
1538 int oldx = x, oldy = y, newx = x, newy = y;
1540 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1543 if (IS_MOVING(x, y))
1545 Moving2Blocked(x, y, &newx, &newy);
1546 if (Feld[newx][newy] != EL_BLOCKED)
1549 else if (Feld[x][y] == EL_BLOCKED)
1551 Blocked2Moving(x, y, &oldx, &oldy);
1552 if (!IS_MOVING(oldx, oldy))
1556 if (Feld[x][y] == EL_BLOCKED &&
1557 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1558 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1559 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1560 Feld[oldx][oldy] == EL_AMOEBA_DRIPPING))
1561 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1563 Feld[oldx][oldy] = EL_EMPTY;
1565 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1567 Feld[newx][newy] = EL_EMPTY;
1568 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1569 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1570 GfxAction[oldx][oldy] = GfxAction[newx][newy] = GFX_ACTION_DEFAULT;
1572 DrawLevelField(oldx, oldy);
1573 DrawLevelField(newx, newy);
1576 void DrawDynamite(int x, int y)
1578 int sx = SCREENX(x), sy = SCREENY(y);
1579 int graphic = el2img(Feld[x][y]);
1582 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1586 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
1588 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
1590 if (game.emulation == EMU_SUPAPLEX)
1591 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
1592 else if (Store[x][y])
1593 DrawGraphicThruMask(sx, sy, graphic, frame);
1595 DrawGraphic(sx, sy, graphic, frame);
1598 void CheckDynamite(int x, int y)
1600 int element = Feld[x][y];
1602 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
1606 if (MovDelay[x][y] != 0)
1608 if (checkDrawLevelGraphicAnimation(x, y, el2img(element)))
1611 PlaySoundLevelAction(x, y, SND_ACTION_ACTIVE);
1617 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1618 StopSound(SND_DYNAMITE_ACTIVE);
1620 StopSound(SND_DYNABOMB_ACTIVE);
1625 void Explode(int ex, int ey, int phase, int mode)
1629 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1630 int last_phase = num_phase * delay;
1631 int half_phase = (num_phase / 2) * delay;
1632 int first_phase_after_start = EX_PHASE_START + 1;
1634 if (game.explosions_delayed)
1636 ExplodeField[ex][ey] = mode;
1640 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1642 int center_element = Feld[ex][ey];
1644 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1646 /* put moving element to center field (and let it explode there) */
1647 center_element = MovingOrBlocked2Element(ex, ey);
1648 RemoveMovingField(ex, ey);
1649 Feld[ex][ey] = center_element;
1652 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1656 if (!IN_LEV_FIELD(x, y) ||
1657 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
1658 (x != ex || y != ey)))
1661 element = Feld[x][y];
1663 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1665 element = MovingOrBlocked2Element(x, y);
1666 RemoveMovingField(x, y);
1669 if (IS_MASSIVE(element) || element == EL_FLAMES)
1672 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1674 if (IS_ACTIVE_BOMB(element))
1676 /* re-activate things under the bomb like gate or penguin */
1677 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
1684 if (element == EL_EXPLOSION)
1685 element = Store2[x][y];
1687 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1689 switch(StorePlayer[ex][ey])
1692 Store[x][y] = EL_EMERALD_RED;
1695 Store[x][y] = EL_EMERALD;
1698 Store[x][y] = EL_EMERALD_PURPLE;
1702 Store[x][y] = EL_EMERALD_YELLOW;
1706 if (game.emulation == EMU_SUPAPLEX)
1707 Store[x][y] = EL_EMPTY;
1709 else if (center_element == EL_MOLE)
1710 Store[x][y] = EL_EMERALD_RED;
1711 else if (center_element == EL_PENGUIN)
1712 Store[x][y] = EL_EMERALD_PURPLE;
1713 else if (center_element == EL_BUG)
1714 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
1715 else if (center_element == EL_BD_BUTTERFLY)
1716 Store[x][y] = EL_BD_DIAMOND;
1717 else if (center_element == EL_SP_ELECTRON)
1718 Store[x][y] = EL_SP_INFOTRON;
1719 else if (center_element == EL_YAMYAM)
1720 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1721 else if (center_element == EL_AMOEBA_TO_DIAMOND)
1722 Store[x][y] = level.amoeba_content;
1723 else if (element == EL_WALL_EMERALD)
1724 Store[x][y] = EL_EMERALD;
1725 else if (element == EL_WALL_DIAMOND)
1726 Store[x][y] = EL_DIAMOND;
1727 else if (element == EL_WALL_BD_DIAMOND)
1728 Store[x][y] = EL_BD_DIAMOND;
1729 else if (element == EL_WALL_EMERALD_YELLOW)
1730 Store[x][y] = EL_EMERALD_YELLOW;
1731 else if (element == EL_WALL_EMERALD_RED)
1732 Store[x][y] = EL_EMERALD_RED;
1733 else if (element == EL_WALL_EMERALD_PURPLE)
1734 Store[x][y] = EL_EMERALD_PURPLE;
1735 else if (element == EL_WALL_PEARL)
1736 Store[x][y] = EL_PEARL;
1737 else if (element == EL_WALL_CRYSTAL)
1738 Store[x][y] = EL_CRYSTAL;
1739 else if (!IS_PFORTE(Store[x][y]))
1740 Store[x][y] = EL_EMPTY;
1742 if (x != ex || y != ey ||
1743 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
1744 Store2[x][y] = element;
1746 if (AmoebaNr[x][y] &&
1747 (element == EL_AMOEBA_FULL ||
1748 element == EL_BD_AMOEBA ||
1749 element == EL_AMOEBA_CREATING))
1751 AmoebaCnt[AmoebaNr[x][y]]--;
1752 AmoebaCnt2[AmoebaNr[x][y]]--;
1755 Feld[x][y] = EL_EXPLOSION;
1756 MovDir[x][y] = MovPos[x][y] = 0;
1758 ExplodePhase[x][y] = 1;
1762 if (center_element == EL_YAMYAM)
1763 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1774 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
1776 if (phase == first_phase_after_start)
1778 int element = Store2[x][y];
1780 if (element == EL_BLACK_ORB)
1782 Feld[x][y] = Store2[x][y];
1787 else if (phase == half_phase)
1789 int element = Store2[x][y];
1791 if (IS_PLAYER(x, y))
1792 KillHeroUnlessProtected(x, y);
1793 else if (IS_EXPLOSIVE(element))
1795 Feld[x][y] = Store2[x][y];
1799 else if (element == EL_AMOEBA_TO_DIAMOND)
1800 AmoebeUmwandeln(x, y);
1803 if (phase == last_phase)
1807 element = Feld[x][y] = Store[x][y];
1808 Store[x][y] = Store2[x][y] = 0;
1809 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1810 InitField(x, y, FALSE);
1811 if (CAN_MOVE(element) || COULD_MOVE(element))
1813 DrawLevelField(x, y);
1815 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1816 StorePlayer[x][y] = 0;
1818 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1820 int stored = Store[x][y];
1821 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
1822 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
1824 int frame = getGraphicAnimationFrame(graphic, phase - delay);
1827 DrawCrumbledSand(SCREENX(x), SCREENY(y));
1829 if (IS_PFORTE(Store[x][y]))
1831 DrawLevelElement(x, y, Store[x][y]);
1832 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
1835 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1839 void DynaExplode(int ex, int ey)
1842 int dynabomb_size = 1;
1843 boolean dynabomb_xl = FALSE;
1844 struct PlayerInfo *player;
1845 static int xy[4][2] =
1853 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1855 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER1_ACTIVE];
1856 dynabomb_size = player->dynabomb_size;
1857 dynabomb_xl = player->dynabomb_xl;
1858 player->dynabombs_left++;
1861 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1865 for (j=1; j<=dynabomb_size; j++)
1867 int x = ex + j * xy[i % 4][0];
1868 int y = ey + j * xy[i % 4][1];
1871 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1874 element = Feld[x][y];
1876 /* do not restart explosions of fields with active bombs */
1877 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
1880 Explode(x, y, EX_PHASE_START, EX_BORDER);
1882 if (element != EL_EMPTY &&
1883 element != EL_SAND &&
1884 element != EL_EXPLOSION &&
1891 void Bang(int x, int y)
1893 int element = Feld[x][y];
1895 if (game.emulation == EMU_SUPAPLEX)
1896 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
1898 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
1901 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1909 case EL_BD_BUTTERFLY:
1912 case EL_DARK_YAMYAM:
1916 RaiseScoreElement(element);
1917 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1919 case EL_DYNABOMB_PLAYER1_ACTIVE:
1920 case EL_DYNABOMB_PLAYER2_ACTIVE:
1921 case EL_DYNABOMB_PLAYER3_ACTIVE:
1922 case EL_DYNABOMB_PLAYER4_ACTIVE:
1923 case EL_DYNABOMB_NR:
1924 case EL_DYNABOMB_SZ:
1925 case EL_DYNABOMB_XL:
1930 case EL_LAMP_ACTIVE:
1931 if (IS_PLAYER(x, y))
1932 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1934 Explode(x, y, EX_PHASE_START, EX_CENTER);
1937 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1942 void Blurb(int x, int y)
1944 int element = Feld[x][y];
1946 if (element != EL_ACID_SPLASH_LEFT &&
1947 element != EL_ACID_SPLASH_RIGHT) /* start */
1949 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
1950 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1951 (!IN_LEV_FIELD(x-1, y-1) ||
1952 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1954 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
1956 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1957 (!IN_LEV_FIELD(x+1, y-1) ||
1958 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1960 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
1965 int graphic = (element == EL_ACID_SPLASH_LEFT ?
1966 IMG_ACID_SPLASH_LEFT :
1967 IMG_ACID_SPLASH_RIGHT);
1969 if (!MovDelay[x][y]) /* initialize animation counter */
1972 if (MovDelay[x][y]) /* continue animation */
1975 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1977 int frame = getGraphicAnimationFrame(graphic, 8 - MovDelay[x][y]);
1979 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1982 if (!MovDelay[x][y])
1984 Feld[x][y] = EL_EMPTY;
1985 DrawLevelField(x, y);
1991 static void InitBeltMovement()
1993 static int belt_base_element[4] =
1995 EL_CONVEYOR_BELT1_LEFT,
1996 EL_CONVEYOR_BELT2_LEFT,
1997 EL_CONVEYOR_BELT3_LEFT,
1998 EL_CONVEYOR_BELT4_LEFT
2000 static int belt_base_active_element[4] =
2002 EL_CONVEYOR_BELT1_LEFT_ACTIVE,
2003 EL_CONVEYOR_BELT2_LEFT_ACTIVE,
2004 EL_CONVEYOR_BELT3_LEFT_ACTIVE,
2005 EL_CONVEYOR_BELT4_LEFT_ACTIVE
2010 /* set frame order for belt animation graphic according to belt direction */
2017 int element = belt_base_active_element[belt_nr] + j;
2018 int graphic = el2img(element);
2020 if (game.belt_dir[i] == MV_LEFT)
2021 new_graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2023 new_graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2027 for(y=0; y<lev_fieldy; y++)
2029 for(x=0; x<lev_fieldx; x++)
2031 int element = Feld[x][y];
2035 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
2037 int e_belt_nr = getBeltNrFromBeltElement(element);
2040 if (e_belt_nr == belt_nr)
2042 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
2044 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
2052 static void ToggleBeltSwitch(int x, int y)
2054 static int belt_base_element[4] =
2056 EL_CONVEYOR_BELT1_LEFT,
2057 EL_CONVEYOR_BELT2_LEFT,
2058 EL_CONVEYOR_BELT3_LEFT,
2059 EL_CONVEYOR_BELT4_LEFT
2061 static int belt_base_active_element[4] =
2063 EL_CONVEYOR_BELT1_LEFT_ACTIVE,
2064 EL_CONVEYOR_BELT2_LEFT_ACTIVE,
2065 EL_CONVEYOR_BELT3_LEFT_ACTIVE,
2066 EL_CONVEYOR_BELT4_LEFT_ACTIVE
2068 static int belt_base_switch_element[4] =
2070 EL_CONVEYOR_BELT1_SWITCH_LEFT,
2071 EL_CONVEYOR_BELT2_SWITCH_LEFT,
2072 EL_CONVEYOR_BELT3_SWITCH_LEFT,
2073 EL_CONVEYOR_BELT4_SWITCH_LEFT
2075 static int belt_move_dir[4] =
2083 int element = Feld[x][y];
2084 int belt_nr = getBeltNrFromBeltSwitchElement(element);
2085 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
2086 int belt_dir = belt_move_dir[belt_dir_nr];
2089 if (!IS_BELT_SWITCH(element))
2092 game.belt_dir_nr[belt_nr] = belt_dir_nr;
2093 game.belt_dir[belt_nr] = belt_dir;
2095 if (belt_dir_nr == 3)
2098 /* set frame order for belt animation graphic according to belt direction */
2101 int element = belt_base_active_element[belt_nr] + i;
2102 int graphic = el2img(element);
2104 if (belt_dir == MV_LEFT)
2105 new_graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2107 new_graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2110 for (yy=0; yy<lev_fieldy; yy++)
2112 for (xx=0; xx<lev_fieldx; xx++)
2114 int element = Feld[xx][yy];
2116 if (IS_BELT_SWITCH(element))
2118 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
2120 if (e_belt_nr == belt_nr)
2122 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
2123 DrawLevelField(xx, yy);
2126 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
2128 int e_belt_nr = getBeltNrFromBeltElement(element);
2130 if (e_belt_nr == belt_nr)
2132 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
2134 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
2135 DrawLevelField(xx, yy);
2138 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
2140 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
2142 if (e_belt_nr == belt_nr)
2144 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
2146 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
2147 DrawLevelField(xx, yy);
2154 static void ToggleSwitchgateSwitch(int x, int y)
2158 game.switchgate_pos = !game.switchgate_pos;
2160 for (yy=0; yy<lev_fieldy; yy++)
2162 for (xx=0; xx<lev_fieldx; xx++)
2164 int element = Feld[xx][yy];
2166 if (element == EL_SWITCHGATE_SWITCH_UP ||
2167 element == EL_SWITCHGATE_SWITCH_DOWN)
2169 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2170 DrawLevelField(xx, yy);
2172 else if (element == EL_SWITCHGATE_OPEN ||
2173 element == EL_SWITCHGATE_OPENING)
2175 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2176 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2178 else if (element == EL_SWITCHGATE_CLOSED ||
2179 element == EL_SWITCHGATE_CLOSING)
2181 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2182 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2188 static int getInvisibleActiveFromInvisibleElement(int element)
2190 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2191 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2192 EL_INVISIBLE_SAND_ACTIVE);
2195 static int getInvisibleFromInvisibleActiveElement(int element)
2197 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2198 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2202 static void RedrawAllLightSwitchesAndInvisibleElements()
2206 for (y=0; y<lev_fieldy; y++)
2208 for (x=0; x<lev_fieldx; x++)
2210 int element = Feld[x][y];
2212 if (element == EL_LIGHT_SWITCH &&
2213 game.light_time_left > 0)
2215 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2216 DrawLevelField(x, y);
2218 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2219 game.light_time_left == 0)
2221 Feld[x][y] = EL_LIGHT_SWITCH;
2222 DrawLevelField(x, y);
2224 else if (element == EL_INVISIBLE_STEELWALL ||
2225 element == EL_INVISIBLE_WALL ||
2226 element == EL_INVISIBLE_SAND)
2228 if (game.light_time_left > 0)
2229 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2231 DrawLevelField(x, y);
2233 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2234 element == EL_INVISIBLE_WALL_ACTIVE ||
2235 element == EL_INVISIBLE_SAND_ACTIVE)
2237 if (game.light_time_left == 0)
2238 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2240 DrawLevelField(x, y);
2246 static void ToggleLightSwitch(int x, int y)
2248 int element = Feld[x][y];
2250 game.light_time_left =
2251 (element == EL_LIGHT_SWITCH ?
2252 level.time_light * FRAMES_PER_SECOND : 0);
2254 RedrawAllLightSwitchesAndInvisibleElements();
2257 static void ActivateTimegateSwitch(int x, int y)
2261 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2263 for (yy=0; yy<lev_fieldy; yy++)
2265 for (xx=0; xx<lev_fieldx; xx++)
2267 int element = Feld[xx][yy];
2269 if (element == EL_TIMEGATE_CLOSED ||
2270 element == EL_TIMEGATE_CLOSING)
2272 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2273 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2277 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2279 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2280 DrawLevelField(xx, yy);
2287 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2290 void Impact(int x, int y)
2292 boolean lastline = (y == lev_fieldy-1);
2293 boolean object_hit = FALSE;
2294 int element = Feld[x][y];
2297 if (!lastline) /* check if element below was hit */
2299 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
2302 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
2303 MovDir[x][y+1]!=MV_DOWN ||
2304 MovPos[x][y+1]<=TILEY/2));
2306 smashed = MovingOrBlocked2Element(x, y+1);
2309 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2315 if ((element == EL_BOMB ||
2316 element == EL_SP_DISK_ORANGE ||
2317 element == EL_DX_SUPABOMB) &&
2318 (lastline || object_hit)) /* element is bomb */
2323 else if (element == EL_PEARL)
2325 Feld[x][y] = EL_PEARL_BREAKING;
2326 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2330 if (element == EL_AMOEBA_DROP && (lastline || object_hit))
2332 if (object_hit && IS_PLAYER(x, y+1))
2333 KillHeroUnlessProtected(x, y+1);
2334 else if (object_hit && smashed == EL_PENGUIN)
2338 Feld[x][y] = EL_AMOEBA_CREATING;
2339 Store[x][y] = EL_AMOEBA_WET;
2344 if (!lastline && object_hit) /* check which object was hit */
2346 if (CAN_CHANGE(element) &&
2347 (smashed == EL_MAGIC_WALL || smashed == EL_BD_MAGIC_WALL))
2350 int activated_magic_wall =
2351 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2352 EL_BD_MAGIC_WALL_ACTIVE);
2354 /* activate magic wall / mill */
2355 for (yy=0; yy<lev_fieldy; yy++)
2356 for (xx=0; xx<lev_fieldx; xx++)
2357 if (Feld[xx][yy] == smashed)
2358 Feld[xx][yy] = activated_magic_wall;
2360 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2361 game.magic_wall_active = TRUE;
2363 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2364 SND_MAGIC_WALL_ACTIVATING :
2365 SND_BD_MAGIC_WALL_ACTIVATING));
2368 if (IS_PLAYER(x, y+1))
2370 KillHeroUnlessProtected(x, y+1);
2373 else if (smashed == EL_PENGUIN)
2378 else if (element == EL_BD_DIAMOND)
2380 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2386 else if ((element == EL_SP_INFOTRON || element == EL_SP_ZONK) &&
2387 (smashed == EL_SP_SNIKSNAK || smashed == EL_SP_ELECTRON ||
2388 smashed == EL_SP_DISK_ORANGE))
2393 else if (element == EL_ROCK ||
2394 element == EL_SP_ZONK ||
2395 element == EL_BD_ROCK)
2397 if (IS_ENEMY(smashed) ||
2398 smashed == EL_BOMB || smashed == EL_SP_DISK_ORANGE ||
2399 smashed == EL_DX_SUPABOMB ||
2400 smashed == EL_SATELLITE || smashed == EL_PIG ||
2401 smashed == EL_DRAGON || smashed == EL_MOLE)
2406 else if (!IS_MOVING(x, y+1))
2408 if (smashed == EL_LAMP || smashed == EL_LAMP_ACTIVE)
2413 else if (smashed == EL_NUT)
2415 Feld[x][y+1] = EL_NUT_CRACKING;
2416 PlaySoundLevel(x, y, SND_NUT_CRACKING);
2417 RaiseScoreElement(EL_NUT);
2420 else if (smashed == EL_PEARL)
2422 Feld[x][y+1] = EL_PEARL_BREAKING;
2423 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2426 else if (smashed == EL_DIAMOND)
2428 Feld[x][y+1] = EL_EMPTY;
2429 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2432 else if (IS_BELT_SWITCH(smashed))
2434 ToggleBeltSwitch(x, y+1);
2436 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
2437 smashed == EL_SWITCHGATE_SWITCH_DOWN)
2439 ToggleSwitchgateSwitch(x, y+1);
2441 else if (smashed == EL_LIGHT_SWITCH ||
2442 smashed == EL_LIGHT_SWITCH_ACTIVE)
2444 ToggleLightSwitch(x, y+1);
2450 /* play sound of magic wall / mill */
2452 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2453 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2455 if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2456 PlaySoundLevel(x, y, SND_MAGIC_WALL_CHANGING);
2457 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2458 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_CHANGING);
2463 /* play sound of object that hits the ground */
2464 if (lastline || object_hit)
2465 PlaySoundLevelElementAction(x, y, element, SND_ACTION_IMPACT);
2468 void TurnRound(int x, int y)
2480 { 0, 0 }, { 0, 0 }, { 0, 0 },
2485 int left, right, back;
2489 { MV_DOWN, MV_UP, MV_RIGHT },
2490 { MV_UP, MV_DOWN, MV_LEFT },
2492 { MV_LEFT, MV_RIGHT, MV_DOWN },
2493 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2494 { MV_RIGHT, MV_LEFT, MV_UP }
2497 int element = Feld[x][y];
2498 int old_move_dir = MovDir[x][y];
2499 int left_dir = turn[old_move_dir].left;
2500 int right_dir = turn[old_move_dir].right;
2501 int back_dir = turn[old_move_dir].back;
2503 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2504 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2505 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2506 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2508 int left_x = x + left_dx, left_y = y + left_dy;
2509 int right_x = x + right_dx, right_y = y + right_dy;
2510 int move_x = x + move_dx, move_y = y + move_dy;
2512 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2514 TestIfBadThingTouchesOtherBadThing(x, y);
2516 if (IN_LEV_FIELD(right_x, right_y) &&
2517 IS_FREE(right_x, right_y))
2518 MovDir[x][y] = right_dir;
2519 else if (!IN_LEV_FIELD(move_x, move_y) ||
2520 !IS_FREE(move_x, move_y))
2521 MovDir[x][y] = left_dir;
2523 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
2525 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2528 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2529 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2531 TestIfBadThingTouchesOtherBadThing(x, y);
2533 if (IN_LEV_FIELD(left_x, left_y) &&
2534 IS_FREE(left_x, left_y))
2535 MovDir[x][y] = left_dir;
2536 else if (!IN_LEV_FIELD(move_x, move_y) ||
2537 !IS_FREE(move_x, move_y))
2538 MovDir[x][y] = right_dir;
2540 if ((element == EL_SPACESHIP ||
2541 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2542 && MovDir[x][y] != old_move_dir)
2544 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
2547 else if (element == EL_YAMYAM)
2549 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2551 if (IN_LEV_FIELD(left_x, left_y) &&
2552 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2553 Feld[left_x][left_y] == EL_DIAMOND))
2554 can_turn_left = TRUE;
2555 if (IN_LEV_FIELD(right_x, right_y) &&
2556 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2557 Feld[right_x][right_y] == EL_DIAMOND))
2558 can_turn_right = TRUE;
2560 if (can_turn_left && can_turn_right)
2561 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2562 else if (can_turn_left)
2563 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2564 else if (can_turn_right)
2565 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2567 MovDir[x][y] = back_dir;
2569 MovDelay[x][y] = 16+16*RND(3);
2571 else if (element == EL_DARK_YAMYAM)
2573 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2575 if (IN_LEV_FIELD(left_x, left_y) &&
2576 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2577 IS_MAMPF2(Feld[left_x][left_y])))
2578 can_turn_left = TRUE;
2579 if (IN_LEV_FIELD(right_x, right_y) &&
2580 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2581 IS_MAMPF2(Feld[right_x][right_y])))
2582 can_turn_right = TRUE;
2584 if (can_turn_left && can_turn_right)
2585 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2586 else if (can_turn_left)
2587 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2588 else if (can_turn_right)
2589 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2591 MovDir[x][y] = back_dir;
2593 MovDelay[x][y] = 16+16*RND(3);
2595 else if (element == EL_PACMAN)
2597 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2599 if (IN_LEV_FIELD(left_x, left_y) &&
2600 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2601 IS_AMOEBOID(Feld[left_x][left_y])))
2602 can_turn_left = TRUE;
2603 if (IN_LEV_FIELD(right_x, right_y) &&
2604 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2605 IS_AMOEBOID(Feld[right_x][right_y])))
2606 can_turn_right = TRUE;
2608 if (can_turn_left && can_turn_right)
2609 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2610 else if (can_turn_left)
2611 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2612 else if (can_turn_right)
2613 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2615 MovDir[x][y] = back_dir;
2617 MovDelay[x][y] = 6+RND(40);
2619 else if (element == EL_PIG)
2621 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2622 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2623 boolean should_move_on = FALSE;
2625 int rnd = RND(rnd_value);
2627 if (IN_LEV_FIELD(left_x, left_y) &&
2628 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2629 can_turn_left = TRUE;
2630 if (IN_LEV_FIELD(right_x, right_y) &&
2631 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2632 can_turn_right = TRUE;
2633 if (IN_LEV_FIELD(move_x, move_y) &&
2634 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2637 if (can_turn_left &&
2639 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2640 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2641 should_turn_left = TRUE;
2642 if (can_turn_right &&
2644 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2645 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2646 should_turn_right = TRUE;
2648 (!can_turn_left || !can_turn_right ||
2649 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2650 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2651 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2652 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2653 should_move_on = TRUE;
2655 if (should_turn_left || should_turn_right || should_move_on)
2657 if (should_turn_left && should_turn_right && should_move_on)
2658 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2659 rnd < 2*rnd_value/3 ? right_dir :
2661 else if (should_turn_left && should_turn_right)
2662 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2663 else if (should_turn_left && should_move_on)
2664 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2665 else if (should_turn_right && should_move_on)
2666 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2667 else if (should_turn_left)
2668 MovDir[x][y] = left_dir;
2669 else if (should_turn_right)
2670 MovDir[x][y] = right_dir;
2671 else if (should_move_on)
2672 MovDir[x][y] = old_move_dir;
2674 else if (can_move_on && rnd > rnd_value/8)
2675 MovDir[x][y] = old_move_dir;
2676 else if (can_turn_left && can_turn_right)
2677 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2678 else if (can_turn_left && rnd > rnd_value/8)
2679 MovDir[x][y] = left_dir;
2680 else if (can_turn_right && rnd > rnd_value/8)
2681 MovDir[x][y] = right_dir;
2683 MovDir[x][y] = back_dir;
2685 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2686 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2687 MovDir[x][y] = old_move_dir;
2691 else if (element == EL_DRAGON)
2693 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2695 int rnd = RND(rnd_value);
2697 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2698 can_turn_left = TRUE;
2699 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2700 can_turn_right = TRUE;
2701 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2704 if (can_move_on && rnd > rnd_value/8)
2705 MovDir[x][y] = old_move_dir;
2706 else if (can_turn_left && can_turn_right)
2707 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2708 else if (can_turn_left && rnd > rnd_value/8)
2709 MovDir[x][y] = left_dir;
2710 else if (can_turn_right && rnd > rnd_value/8)
2711 MovDir[x][y] = right_dir;
2713 MovDir[x][y] = back_dir;
2715 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2716 MovDir[x][y] = old_move_dir;
2720 else if (element == EL_MOLE)
2722 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2724 if (IN_LEV_FIELD(move_x, move_y) &&
2725 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2726 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING))
2731 if (IN_LEV_FIELD(left_x, left_y) &&
2732 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2733 can_turn_left = TRUE;
2734 if (IN_LEV_FIELD(right_x, right_y) &&
2735 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2736 can_turn_right = TRUE;
2738 if (can_turn_left && can_turn_right)
2739 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2740 else if (can_turn_left)
2741 MovDir[x][y] = left_dir;
2743 MovDir[x][y] = right_dir;
2746 if (MovDir[x][y] != old_move_dir)
2749 else if (element == EL_BALLOON)
2751 MovDir[x][y] = game.balloon_dir;
2754 else if (element == EL_SPRING)
2756 if ((MovDir[x][y] == MV_LEFT || MovDir[x][y] == MV_RIGHT) &&
2757 (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2758 (IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))
2759 MovDir[x][y] = MV_NO_MOVING;
2763 else if (element == EL_ROBOT ||
2764 element == EL_SATELLITE ||
2765 element == EL_PENGUIN)
2767 int attr_x = -1, attr_y = -1;
2778 for (i=0; i<MAX_PLAYERS; i++)
2780 struct PlayerInfo *player = &stored_player[i];
2781 int jx = player->jx, jy = player->jy;
2783 if (!player->active)
2786 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2794 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
2800 if (element == EL_PENGUIN)
2803 static int xy[4][2] =
2813 int ex = x + xy[i%4][0];
2814 int ey = y + xy[i%4][1];
2816 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
2825 MovDir[x][y] = MV_NO_MOVING;
2827 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2829 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2831 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2833 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2835 if (element == EL_ROBOT)
2839 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2840 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2841 Moving2Blocked(x, y, &newx, &newy);
2843 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2844 MovDelay[x][y] = 8+8*!RND(3);
2846 MovDelay[x][y] = 16;
2854 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2856 boolean first_horiz = RND(2);
2857 int new_move_dir = MovDir[x][y];
2860 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2861 Moving2Blocked(x, y, &newx, &newy);
2863 if (IN_LEV_FIELD(newx, newy) &&
2864 (IS_FREE(newx, newy) ||
2865 Feld[newx][newy] == EL_ACID ||
2866 (element == EL_PENGUIN &&
2867 (Feld[newx][newy] == EL_EXIT_OPEN ||
2868 IS_MAMPF3(Feld[newx][newy])))))
2872 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2873 Moving2Blocked(x, y, &newx, &newy);
2875 if (IN_LEV_FIELD(newx, newy) &&
2876 (IS_FREE(newx, newy) ||
2877 Feld[newx][newy] == EL_ACID ||
2878 (element == EL_PENGUIN &&
2879 (Feld[newx][newy] == EL_EXIT_OPEN ||
2880 IS_MAMPF3(Feld[newx][newy])))))
2883 MovDir[x][y] = old_move_dir;
2890 static boolean JustBeingPushed(int x, int y)
2894 for (i=0; i<MAX_PLAYERS; i++)
2896 struct PlayerInfo *player = &stored_player[i];
2898 if (player->active && player->Pushing && player->MovPos)
2900 int next_jx = player->jx + (player->jx - player->last_jx);
2901 int next_jy = player->jy + (player->jy - player->last_jy);
2903 if (x == next_jx && y == next_jy)
2911 void StartMoving(int x, int y)
2913 static boolean use_spring_bug = TRUE;
2914 boolean started_moving = FALSE; /* some elements can fall _and_ move */
2915 int element = Feld[x][y];
2920 GfxAction[x][y] = GFX_ACTION_DEFAULT;
2922 if (CAN_FALL(element) && y < lev_fieldy - 1)
2924 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2925 if (JustBeingPushed(x, y))
2928 if (element == EL_QUICKSAND_FULL)
2930 if (IS_FREE(x, y+1))
2932 InitMovingField(x, y, MV_DOWN);
2933 started_moving = TRUE;
2935 Feld[x][y] = EL_QUICKSAND_EMPTYING;
2936 Store[x][y] = EL_ROCK;
2937 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
2939 else if (Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2941 if (!MovDelay[x][y])
2942 MovDelay[x][y] = TILEY + 1;
2951 Feld[x][y] = EL_QUICKSAND_EMPTY;
2952 Feld[x][y+1] = EL_QUICKSAND_FULL;
2953 Store[x][y+1] = Store[x][y];
2955 PlaySoundLevel(x, y, SND_QUICKSAND_SLIPPING);
2958 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
2959 Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2961 InitMovingField(x, y, MV_DOWN);
2962 started_moving = TRUE;
2964 Feld[x][y] = EL_QUICKSAND_FILLING;
2965 Store[x][y] = element;
2966 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
2968 else if (element == EL_MAGIC_WALL_FULL)
2970 if (IS_FREE(x, y+1))
2972 InitMovingField(x, y, MV_DOWN);
2973 started_moving = TRUE;
2975 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
2976 Store[x][y] = EL_CHANGED(Store[x][y]);
2978 else if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2980 if (!MovDelay[x][y])
2981 MovDelay[x][y] = TILEY/4 + 1;
2990 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
2991 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
2992 Store[x][y+1] = EL_CHANGED(Store[x][y]);
2996 else if (element == EL_BD_MAGIC_WALL_FULL)
2998 if (IS_FREE(x, y+1))
3000 InitMovingField(x, y, MV_DOWN);
3001 started_moving = TRUE;
3003 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
3004 Store[x][y] = EL_CHANGED2(Store[x][y]);
3006 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
3008 if (!MovDelay[x][y])
3009 MovDelay[x][y] = TILEY/4 + 1;
3018 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
3019 Feld[x][y+1] = EL_BD_MAGIC_WALL_FULL;
3020 Store[x][y+1] = EL_CHANGED2(Store[x][y]);
3024 else if (CAN_CHANGE(element) &&
3025 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
3026 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
3028 InitMovingField(x, y, MV_DOWN);
3029 started_moving = TRUE;
3032 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
3033 EL_BD_MAGIC_WALL_FILLING);
3034 Store[x][y] = element;
3036 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_ACID)
3040 InitMovingField(x, y, MV_DOWN);
3041 started_moving = TRUE;
3043 Store[x][y] = EL_ACID;
3045 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
3050 else if (IS_FREE(x, y+1) && element == EL_SPRING && use_spring_bug)
3052 if (MovDir[x][y] == MV_NO_MOVING)
3054 InitMovingField(x, y, MV_DOWN);
3055 started_moving = TRUE;
3058 else if (IS_FREE(x, y+1))
3060 InitMovingField(x, y, MV_DOWN);
3061 started_moving = TRUE;
3063 else if (element == EL_AMOEBA_DROP)
3065 Feld[x][y] = EL_AMOEBA_CREATING;
3066 Store[x][y] = EL_AMOEBA_WET;
3068 /* Store[x][y+1] must be zero, because:
3069 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y+1] == EL_QUICKSAND_EMPTY
3072 #if OLD_GAME_BEHAVIOUR
3073 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
3075 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
3076 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
3077 element != EL_DX_SUPABOMB)
3080 else if ((IS_SLIPPERY(Feld[x][y+1]) ||
3081 (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
3082 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
3083 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
3086 boolean left = (x>0 && IS_FREE(x-1, y) &&
3087 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_ACID));
3088 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
3089 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_ACID));
3093 if (left && right &&
3094 (game.emulation != EMU_BOULDERDASH &&
3095 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
3096 left = !(right = RND(2));
3098 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
3099 started_moving = TRUE;
3102 else if (IS_BELT_ACTIVE(Feld[x][y+1]))
3104 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
3105 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
3106 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y+1]);
3107 int belt_dir = game.belt_dir[belt_nr];
3109 if ((belt_dir == MV_LEFT && left_is_free) ||
3110 (belt_dir == MV_RIGHT && right_is_free))
3112 InitMovingField(x, y, belt_dir);
3113 started_moving = TRUE;
3115 GfxAction[x][y] = GFX_ACTION_DEFAULT;
3120 /* not "else if" because of EL_SPRING */
3121 if (CAN_MOVE(element) && !started_moving)
3125 if ((element == EL_SATELLITE ||
3126 element == EL_BALLOON ||
3127 element == EL_SPRING)
3128 && JustBeingPushed(x, y))
3133 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
3134 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
3136 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
3138 Moving2Blocked(x, y, &newx, &newy);
3139 if (Feld[newx][newy] == EL_BLOCKED)
3140 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
3145 if (!MovDelay[x][y]) /* start new movement phase */
3147 /* all objects that can change their move direction after each step */
3148 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
3150 if (element != EL_YAMYAM &&
3151 element != EL_DARK_YAMYAM &&
3152 element != EL_PACMAN)
3155 if (element == EL_SPRING)
3156 printf("1--> %d\n", MovDir[x][y]);
3160 if (element == EL_SPRING)
3161 printf("2--> %d\n", MovDir[x][y]);
3163 if (MovDelay[x][y] && (element == EL_BUG ||
3164 element == EL_SPACESHIP ||
3165 element == EL_SP_SNIKSNAK ||
3166 element == EL_SP_ELECTRON ||
3167 element == EL_MOLE))
3168 DrawLevelField(x, y);
3172 if (MovDelay[x][y]) /* wait some time before next movement */
3176 if (element == EL_ROBOT ||
3177 element == EL_YAMYAM || element == EL_DARK_YAMYAM)
3179 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3181 int graphic = el2img(element);
3182 int frame = getGraphicAnimationFrame(graphic, MovDelay[x][y] % 8);
3184 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
3187 if (MovDelay[x][y] % 4 == 3)
3189 if (element == EL_YAMYAM)
3190 PlaySoundLevel(x, y, SND_YAMYAM_WAITING);
3191 else if (element == EL_DARK_YAMYAM)
3192 PlaySoundLevel(x, y, SND_DARK_YAMYAM_WAITING);
3195 else if (element == EL_SP_ELECTRON)
3196 DrawLevelElementAnimation(x, y, element);
3197 else if (element == EL_DRAGON)
3200 int dir = MovDir[x][y];
3201 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
3202 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
3203 int graphic = (dir == MV_LEFT ? IMG_FLAMES_LEFT1 :
3204 dir == MV_RIGHT ? IMG_FLAMES_RIGHT1 :
3205 dir == MV_UP ? IMG_FLAMES_UP1 :
3206 dir == MV_DOWN ? IMG_FLAMES_DOWN1 : IMG_EMPTY);
3207 int frame = getGraphicAnimationFrame(graphic, -1);
3209 for (i=1; i<=3; i++)
3211 int xx = x + i*dx, yy = y + i*dy;
3212 int sx = SCREENX(xx), sy = SCREENY(yy);
3213 int flame_graphic = graphic + (i - 1);
3215 if (!IN_LEV_FIELD(xx, yy) ||
3216 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLOSION)
3221 int flamed = MovingOrBlocked2Element(xx, yy);
3223 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
3226 RemoveMovingField(xx, yy);
3228 Feld[xx][yy] = EL_FLAMES;
3229 if (IN_SCR_FIELD(sx, sy))
3230 DrawGraphic(sx, sy, flame_graphic, frame);
3234 if (Feld[xx][yy] == EL_FLAMES)
3235 Feld[xx][yy] = EL_EMPTY;
3236 DrawLevelField(xx, yy);
3241 if (MovDelay[x][y]) /* element still has to wait some time */
3243 PlaySoundLevelAction(x, y, SND_ACTION_WAITING);
3249 /* now make next step */
3251 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
3253 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
3254 !PLAYER_PROTECTED(newx, newy))
3258 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
3261 /* enemy got the player */
3263 KillHero(PLAYERINFO(newx, newy));
3268 else if ((element == EL_PENGUIN || element == EL_ROBOT ||
3269 element == EL_SATELLITE || element == EL_BALLOON) &&
3270 IN_LEV_FIELD(newx, newy) &&
3271 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
3274 Store[x][y] = EL_ACID;
3276 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
3278 if (Feld[newx][newy] == EL_EXIT_OPEN)
3280 Feld[x][y] = EL_EMPTY;
3281 DrawLevelField(x, y);
3283 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING_EXIT);
3284 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
3285 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
3287 local_player->friends_still_needed--;
3288 if (!local_player->friends_still_needed &&
3289 !local_player->GameOver && AllPlayersGone)
3290 local_player->LevelSolved = local_player->GameOver = TRUE;
3294 else if (IS_MAMPF3(Feld[newx][newy]))
3296 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
3297 DrawLevelField(newx, newy);
3299 MovDir[x][y] = MV_NO_MOVING;
3301 else if (!IS_FREE(newx, newy))
3303 if (IS_PLAYER(x, y))
3304 DrawPlayerField(x, y);
3306 DrawLevelField(x, y);
3310 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
3312 if (IS_GEM(Feld[newx][newy]))
3314 if (IS_MOVING(newx, newy))
3315 RemoveMovingField(newx, newy);
3318 Feld[newx][newy] = EL_EMPTY;
3319 DrawLevelField(newx, newy);
3322 PlaySoundLevel(x, y, SND_PIG_EATING);
3324 else if (!IS_FREE(newx, newy))
3326 if (IS_PLAYER(x, y))
3327 DrawPlayerField(x, y);
3329 DrawLevelField(x, y);
3333 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
3335 if (!IS_FREE(newx, newy))
3337 if (IS_PLAYER(x, y))
3338 DrawPlayerField(x, y);
3340 DrawLevelField(x, y);
3345 boolean wanna_flame = !RND(10);
3346 int dx = newx - x, dy = newy - y;
3347 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3348 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3349 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3350 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
3351 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3352 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
3354 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
3355 element1 != EL_DRAGON && element2 != EL_DRAGON &&
3356 element1 != EL_FLAMES && element2 != EL_FLAMES)
3358 if (IS_PLAYER(x, y))
3359 DrawPlayerField(x, y);
3361 DrawLevelField(x, y);
3363 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3365 MovDelay[x][y] = 50;
3366 Feld[newx][newy] = EL_FLAMES;
3367 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
3368 Feld[newx1][newy1] = EL_FLAMES;
3369 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
3370 Feld[newx2][newy2] = EL_FLAMES;
3375 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3376 Feld[newx][newy] == EL_DIAMOND)
3378 if (IS_MOVING(newx, newy))
3379 RemoveMovingField(newx, newy);
3382 Feld[newx][newy] = EL_EMPTY;
3383 DrawLevelField(newx, newy);
3386 PlaySoundLevel(x, y, SND_YAMYAM_EATING);
3388 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3389 IS_MAMPF2(Feld[newx][newy]))
3391 if (AmoebaNr[newx][newy])
3393 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3394 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3395 Feld[newx][newy] == EL_BD_AMOEBA)
3396 AmoebaCnt[AmoebaNr[newx][newy]]--;
3399 if (IS_MOVING(newx, newy))
3400 RemoveMovingField(newx, newy);
3403 Feld[newx][newy] = EL_EMPTY;
3404 DrawLevelField(newx, newy);
3407 PlaySoundLevel(x, y, SND_DARK_YAMYAM_EATING);
3409 else if ((element == EL_PACMAN || element == EL_MOLE)
3410 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3412 if (AmoebaNr[newx][newy])
3414 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3415 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3416 Feld[newx][newy] == EL_BD_AMOEBA)
3417 AmoebaCnt[AmoebaNr[newx][newy]]--;
3420 if (element == EL_MOLE)
3422 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
3423 PlaySoundLevel(x, y, SND_MOLE_EATING);
3424 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
3425 return; /* wait for shrinking amoeba */
3427 else /* element == EL_PACMAN */
3429 Feld[newx][newy] = EL_EMPTY;
3430 DrawLevelField(newx, newy);
3431 PlaySoundLevel(x, y, SND_PACMAN_EATING);
3434 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
3435 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
3436 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
3438 /* wait for shrinking amoeba to completely disappear */
3441 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3443 /* object was running against a wall */
3447 if (element == EL_BUG || element == EL_SPACESHIP ||
3448 element == EL_SP_SNIKSNAK)
3449 DrawLevelField(x, y);
3450 else if (element == EL_BUG || element == EL_SPACESHIP ||
3451 element == EL_SP_SNIKSNAK || element == EL_MOLE)
3452 DrawLevelField(x, y);
3453 else if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
3454 DrawLevelElementAnimation(x, y, element);
3455 else if (element == EL_SATELLITE)
3456 DrawLevelElementAnimation(x, y, element);
3457 else if (element == EL_SP_ELECTRON)
3458 DrawLevelElementAnimation(x, y, element);
3460 if (DONT_TOUCH(element))
3461 TestIfBadThingTouchesHero(x, y);
3463 PlaySoundLevelAction(x, y, SND_ACTION_WAITING);
3468 InitMovingField(x, y, MovDir[x][y]);
3470 PlaySoundLevelAction(x, y, SND_ACTION_MOVING);
3474 ContinueMoving(x, y);
3477 void ContinueMoving(int x, int y)
3479 int element = Feld[x][y];
3480 int direction = MovDir[x][y];
3481 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3482 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3483 int horiz_move = (dx != 0);
3484 int newx = x + dx, newy = y + dy;
3485 int step = (horiz_move ? dx : dy) * TILEX / 8;
3487 if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DRIPPING)
3489 else if (element == EL_QUICKSAND_FILLING ||
3490 element == EL_QUICKSAND_EMPTYING)
3492 else if (element == EL_MAGIC_WALL_FILLING ||
3493 element == EL_BD_MAGIC_WALL_FILLING ||
3494 element == EL_MAGIC_WALL_EMPTYING ||
3495 element == EL_BD_MAGIC_WALL_EMPTYING)
3497 else if (CAN_FALL(element) && horiz_move &&
3498 y < lev_fieldy-1 && IS_BELT_ACTIVE(Feld[x][y+1]))
3500 else if (element == EL_SPRING && horiz_move)
3503 #if OLD_GAME_BEHAVIOUR
3504 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3508 MovPos[x][y] += step;
3510 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
3512 Feld[x][y] = EL_EMPTY;
3513 Feld[newx][newy] = element;
3515 if (element == EL_MOLE)
3518 static int xy[4][2] =
3526 Feld[x][y] = EL_SAND;
3527 DrawLevelField(x, y);
3536 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND)
3537 DrawLevelField(xx, yy); /* for "DrawCrumbledSand()" */
3541 if (element == EL_QUICKSAND_FILLING)
3543 element = Feld[newx][newy] = get_next_element(element);
3544 Store[newx][newy] = Store[x][y];
3546 else if (element == EL_QUICKSAND_EMPTYING)
3548 Feld[x][y] = get_next_element(element);
3549 element = Feld[newx][newy] = Store[x][y];
3551 else if (element == EL_MAGIC_WALL_FILLING)
3553 element = Feld[newx][newy] = get_next_element(element);
3554 if (!game.magic_wall_active)
3555 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3556 Store[newx][newy] = Store[x][y];
3558 else if (element == EL_MAGIC_WALL_EMPTYING)
3560 Feld[x][y] = get_next_element(element);
3561 if (!game.magic_wall_active)
3562 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3563 element = Feld[newx][newy] = Store[x][y];
3565 else if (element == EL_BD_MAGIC_WALL_FILLING)
3567 element = Feld[newx][newy] = get_next_element(element);
3568 if (!game.magic_wall_active)
3569 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
3570 Store[newx][newy] = Store[x][y];
3572 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
3574 Feld[x][y] = get_next_element(element);
3575 if (!game.magic_wall_active)
3576 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
3577 element = Feld[newx][newy] = Store[x][y];
3579 else if (element == EL_AMOEBA_DRIPPING)
3581 Feld[x][y] = get_next_element(element);
3582 element = Feld[newx][newy] = Store[x][y];
3584 else if (Store[x][y] == EL_ACID)
3586 element = Feld[newx][newy] = EL_ACID;
3590 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3591 MovDelay[newx][newy] = 0;
3593 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
3594 GfxAction[x][y] = GFX_ACTION_DEFAULT;
3597 if (!CAN_MOVE(element))
3598 MovDir[newx][newy] = 0;
3601 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
3602 MovDir[newx][newy] = 0;
3605 if (!CAN_MOVE(element) ||
3606 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
3607 MovDir[newx][newy] = 0;
3610 DrawLevelField(x, y);
3611 DrawLevelField(newx, newy);
3613 Stop[newx][newy] = TRUE;
3614 JustStopped[newx][newy] = 3;
3616 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3618 TestIfBadThingTouchesHero(newx, newy);
3619 TestIfBadThingTouchesFriend(newx, newy);
3620 TestIfBadThingTouchesOtherBadThing(newx, newy);
3622 else if (element == EL_PENGUIN)
3623 TestIfFriendTouchesBadThing(newx, newy);
3625 if (CAN_SMASH(element) && direction == MV_DOWN &&
3626 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3629 else /* still moving on */
3632 if (GfxAction[x][y] == GFX_ACTION_DEFAULT)
3634 printf("reset GfxAction...\n");
3636 GfxAction[x][y] = GFX_ACTION_MOVING;
3640 DrawLevelField(x, y);
3644 int AmoebeNachbarNr(int ax, int ay)
3647 int element = Feld[ax][ay];
3649 static int xy[4][2] =
3659 int x = ax + xy[i][0];
3660 int y = ay + xy[i][1];
3662 if (!IN_LEV_FIELD(x, y))
3665 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3666 group_nr = AmoebaNr[x][y];
3672 void AmoebenVereinigen(int ax, int ay)
3674 int i, x, y, xx, yy;
3675 int new_group_nr = AmoebaNr[ax][ay];
3676 static int xy[4][2] =
3684 if (new_group_nr == 0)
3692 if (!IN_LEV_FIELD(x, y))
3695 if ((Feld[x][y] == EL_AMOEBA_FULL ||
3696 Feld[x][y] == EL_BD_AMOEBA ||
3697 Feld[x][y] == EL_AMOEBA_DEAD) &&
3698 AmoebaNr[x][y] != new_group_nr)
3700 int old_group_nr = AmoebaNr[x][y];
3702 if (old_group_nr == 0)
3705 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3706 AmoebaCnt[old_group_nr] = 0;
3707 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3708 AmoebaCnt2[old_group_nr] = 0;
3710 for (yy=0; yy<lev_fieldy; yy++)
3712 for (xx=0; xx<lev_fieldx; xx++)
3714 if (AmoebaNr[xx][yy] == old_group_nr)
3715 AmoebaNr[xx][yy] = new_group_nr;
3722 void AmoebeUmwandeln(int ax, int ay)
3726 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
3728 int group_nr = AmoebaNr[ax][ay];
3733 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3734 printf("AmoebeUmwandeln(): This should never happen!\n");
3739 for (y=0; y<lev_fieldy; y++)
3741 for (x=0; x<lev_fieldx; x++)
3743 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
3746 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
3750 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
3751 SND_AMOEBA_TURNING_TO_GEM :
3752 SND_AMOEBA_TURNING_TO_ROCK));
3757 static int xy[4][2] =
3770 if (!IN_LEV_FIELD(x, y))
3773 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
3775 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
3776 SND_AMOEBA_TURNING_TO_GEM :
3777 SND_AMOEBA_TURNING_TO_ROCK));
3784 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3787 int group_nr = AmoebaNr[ax][ay];
3788 boolean done = FALSE;
3793 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3794 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3799 for (y=0; y<lev_fieldy; y++)
3801 for (x=0; x<lev_fieldx; x++)
3803 if (AmoebaNr[x][y] == group_nr &&
3804 (Feld[x][y] == EL_AMOEBA_DEAD ||
3805 Feld[x][y] == EL_BD_AMOEBA ||
3806 Feld[x][y] == EL_AMOEBA_CREATING))
3809 Feld[x][y] = new_element;
3810 InitField(x, y, FALSE);
3811 DrawLevelField(x, y);
3818 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
3819 SND_BD_AMOEBA_TURNING_TO_ROCK :
3820 SND_BD_AMOEBA_TURNING_TO_GEM));
3823 void AmoebeWaechst(int x, int y)
3825 static unsigned long sound_delay = 0;
3826 static unsigned long sound_delay_value = 0;
3828 if (!MovDelay[x][y]) /* start new growing cycle */
3832 if (DelayReached(&sound_delay, sound_delay_value))
3834 if (Store[x][y] == EL_BD_AMOEBA)
3835 PlaySoundLevel(x, y, SND_BD_AMOEBA_CREATING);
3837 PlaySoundLevel(x, y, SND_AMOEBA_CREATING);
3838 sound_delay_value = 30;
3842 if (MovDelay[x][y]) /* wait some time before growing bigger */
3845 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3847 int frame = getGraphicAnimationFrame(IMG_AMOEBA_CREATING,
3848 6 - MovDelay[x][y]);
3850 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_CREATING, frame);
3853 if (!MovDelay[x][y])
3855 Feld[x][y] = Store[x][y];
3857 DrawLevelField(x, y);
3862 void AmoebaDisappearing(int x, int y)
3864 static unsigned long sound_delay = 0;
3865 static unsigned long sound_delay_value = 0;
3867 if (!MovDelay[x][y]) /* start new shrinking cycle */
3871 if (DelayReached(&sound_delay, sound_delay_value))
3872 sound_delay_value = 30;
3875 if (MovDelay[x][y]) /* wait some time before shrinking */
3878 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3880 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
3881 6 - MovDelay[x][y]);
3883 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
3886 if (!MovDelay[x][y])
3888 Feld[x][y] = EL_EMPTY;
3889 DrawLevelField(x, y);
3891 /* don't let mole enter this field in this cycle;
3892 (give priority to objects falling to this field from above) */
3898 void AmoebeAbleger(int ax, int ay)
3901 int element = Feld[ax][ay];
3902 int newax = ax, neway = ay;
3903 static int xy[4][2] =
3911 if (!level.amoeba_speed)
3913 Feld[ax][ay] = EL_AMOEBA_DEAD;
3914 DrawLevelField(ax, ay);
3918 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3919 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3921 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3924 if (MovDelay[ax][ay])
3928 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
3931 int x = ax + xy[start][0];
3932 int y = ay + xy[start][1];
3934 if (!IN_LEV_FIELD(x, y))
3937 if (IS_FREE(x, y) ||
3938 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3944 if (newax == ax && neway == ay)
3947 else /* normal or "filled" (BD style) amoeba */
3950 boolean waiting_for_player = FALSE;
3954 int j = (start + i) % 4;
3955 int x = ax + xy[j][0];
3956 int y = ay + xy[j][1];
3958 if (!IN_LEV_FIELD(x, y))
3961 if (IS_FREE(x, y) ||
3962 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3968 else if (IS_PLAYER(x, y))
3969 waiting_for_player = TRUE;
3972 if (newax == ax && neway == ay) /* amoeba cannot grow */
3974 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3976 Feld[ax][ay] = EL_AMOEBA_DEAD;
3977 DrawLevelField(ax, ay);
3978 AmoebaCnt[AmoebaNr[ax][ay]]--;
3980 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3982 if (element == EL_AMOEBA_FULL)
3983 AmoebeUmwandeln(ax, ay);
3984 else if (element == EL_BD_AMOEBA)
3985 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3990 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
3992 /* amoeba gets larger by growing in some direction */
3994 int new_group_nr = AmoebaNr[ax][ay];
3997 if (new_group_nr == 0)
3999 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
4000 printf("AmoebeAbleger(): This should never happen!\n");
4005 AmoebaNr[newax][neway] = new_group_nr;
4006 AmoebaCnt[new_group_nr]++;
4007 AmoebaCnt2[new_group_nr]++;
4009 /* if amoeba touches other amoeba(s) after growing, unify them */
4010 AmoebenVereinigen(newax, neway);
4012 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
4014 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
4020 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
4021 (neway == lev_fieldy - 1 && newax != ax))
4023 Feld[newax][neway] = EL_AMOEBA_CREATING; /* creation of new amoeba */
4024 Store[newax][neway] = element;
4026 else if (neway == ay)
4028 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
4029 PlaySoundLevel(newax, neway, SND_AMOEBA_DROP_CREATING);
4033 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
4034 Feld[ax][ay] = EL_AMOEBA_DRIPPING;
4035 Store[ax][ay] = EL_AMOEBA_DROP;
4036 ContinueMoving(ax, ay);
4040 DrawLevelField(newax, neway);
4043 void Life(int ax, int ay)
4046 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
4048 int element = Feld[ax][ay];
4049 boolean changed = FALSE;
4054 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
4055 MovDelay[ax][ay] = life_time;
4057 if (MovDelay[ax][ay]) /* wait some time before next cycle */
4060 if (MovDelay[ax][ay])
4064 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
4066 int xx = ax+x1, yy = ay+y1;
4069 if (!IN_LEV_FIELD(xx, yy))
4072 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
4074 int x = xx+x2, y = yy+y2;
4076 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
4079 if (((Feld[x][y] == element ||
4080 (element == EL_GAMEOFLIFE && IS_PLAYER(x, y))) &&
4082 (IS_FREE(x, y) && Stop[x][y]))
4086 if (xx == ax && yy == ay) /* field in the middle */
4088 if (nachbarn < life[0] || nachbarn > life[1])
4090 Feld[xx][yy] = EL_EMPTY;
4092 DrawLevelField(xx, yy);
4093 Stop[xx][yy] = TRUE;
4097 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
4098 { /* free border field */
4099 if (nachbarn >= life[2] && nachbarn <= life[3])
4101 Feld[xx][yy] = element;
4102 MovDelay[xx][yy] = (element == EL_GAMEOFLIFE ? 0 : life_time-1);
4104 DrawLevelField(xx, yy);
4105 Stop[xx][yy] = TRUE;
4112 PlaySoundLevel(ax, ay, element == EL_GAMEOFLIFE ? SND_GAMEOFLIFE_CREATING :
4113 SND_BIOMAZE_CREATING);
4116 static void InitRobotWheel(int x, int y)
4118 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4121 static void RunRobotWheel(int x, int y)
4123 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
4126 static void StopRobotWheel(int x, int y)
4128 if (ZX == x && ZY == y)
4133 void RobotWheel(int x, int y)
4135 if (!MovDelay[x][y]) /* next animation frame */
4136 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4138 if (MovDelay[x][y]) /* wait some time before next frame */
4143 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4145 int frame = getGraphicAnimationFrame(IMG_ROBOT_WHEEL_ACTIVE, -1);
4147 DrawGraphic(SCREENX(x), SCREENY(y), IMG_ROBOT_WHEEL_ACTIVE, frame);
4150 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
4156 Feld[x][y] = EL_ROBOT_WHEEL;
4157 DrawLevelField(x, y);
4159 if (ZX == x && ZY == y)
4164 static void InitTimegateWheel(int x, int y)
4166 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4169 static void RunTimegateWheel(int x, int y)
4171 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
4175 void TimegateWheel(int x, int y)
4177 if (!MovDelay[x][y]) /* next animation frame */
4178 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4180 if (MovDelay[x][y]) /* wait some time before next frame */
4185 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4187 int frame = getGraphicAnimationFrame(IMG_TIMEGATE_SWITCH_ACTIVE, -1);
4189 DrawGraphic(SCREENX(x), SCREENY(y), IMG_TIMEGATE_SWITCH_ACTIVE, frame);
4192 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
4198 Feld[x][y] = EL_TIMEGATE_SWITCH;
4199 DrawLevelField(x, y);
4201 /* THIS HAS NO EFFECT AT ALL! */
4203 /* !!! THIS LOOKS WRONG !!! */
4204 if (ZX == x && ZY == y)
4212 void NussKnacken(int x, int y)
4214 if (!MovDelay[x][y]) /* next animation frame */
4217 if (MovDelay[x][y]) /* wait some time before next frame */
4222 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4224 int frame = getGraphicAnimationFrame(IMG_NUT_CRACKING,
4225 6 - MovDelay[x][y]);
4227 DrawGraphic(SCREENX(x), SCREENY(y), IMG_NUT_CRACKING, frame);
4234 Feld[x][y] = EL_EMERALD;
4235 DrawLevelField(x, y);
4240 void BreakingPearl(int x, int y)
4242 if (!MovDelay[x][y]) /* next animation frame */
4245 if (MovDelay[x][y]) /* wait some time before next frame */
4250 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4252 int frame = getGraphicAnimationFrame(IMG_PEARL_BREAKING,
4253 8 - MovDelay[x][y]);
4255 DrawGraphic(SCREENX(x), SCREENY(y), IMG_PEARL_BREAKING, frame);
4262 Feld[x][y] = EL_EMPTY;
4263 DrawLevelField(x, y);
4267 void SiebAktivieren(int x, int y, int type)
4269 int graphic = (type == 1 ? IMG_MAGIC_WALL_FULL : IMG_BD_MAGIC_WALL_FULL);
4271 DrawLevelGraphicAnimation(x, y, graphic);
4274 void CheckExit(int x, int y)
4276 if (local_player->gems_still_needed > 0 ||
4277 local_player->sokobanfields_still_needed > 0 ||
4278 local_player->lights_still_needed > 0)
4281 Feld[x][y] = EL_EXIT_OPENING;
4283 PlaySoundLevelNearest(x, y, SND_EXIT_OPENING);
4286 void CheckExitSP(int x, int y)
4288 if (local_player->gems_still_needed > 0)
4291 Feld[x][y] = EL_SP_EXIT_OPEN;
4293 PlaySoundLevelNearest(x, y, SND_SP_EXIT_OPENING);
4297 void AusgangstuerOeffnen(int x, int y)
4301 if (!MovDelay[x][y]) /* next animation frame */
4302 MovDelay[x][y] = 5 * delay;
4304 if (MovDelay[x][y]) /* wait some time before next frame */
4309 tuer = MovDelay[x][y] / delay;
4311 if (!(MovDelay[x][y] % delay))
4313 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4315 int frame = getGraphicAnimationFrame(IMG_EXIT_OPENING,
4316 29 - MovDelay[x][y]);
4318 DrawGraphic(SCREENX(x), SCREENY(y), IMG_EXIT_OPENING, frame);
4326 Feld[x][y] = EL_EXIT_OPEN;
4327 DrawLevelField(x, y);
4332 void OpenSwitchgate(int x, int y)
4336 if (!MovDelay[x][y]) /* next animation frame */
4337 MovDelay[x][y] = 5 * delay;
4339 if (MovDelay[x][y]) /* wait some time before next frame */
4343 if (!(MovDelay[x][y] % delay))
4345 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4347 int frame = getGraphicAnimationFrame(IMG_SWITCHGATE_OPENING,
4348 29 - MovDelay[x][y]);
4350 DrawGraphic(SCREENX(x), SCREENY(y), IMG_SWITCHGATE_OPENING, frame);
4358 Feld[x][y] = EL_SWITCHGATE_OPEN;
4359 DrawLevelField(x, y);
4364 void CloseSwitchgate(int x, int y)
4368 if (!MovDelay[x][y]) /* next animation frame */
4369 MovDelay[x][y] = 5 * delay;
4371 if (MovDelay[x][y]) /* wait some time before next frame */
4375 if (!(MovDelay[x][y] % delay))
4377 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4379 int frame = getGraphicAnimationFrame(IMG_SWITCHGATE_CLOSING,
4380 29 - MovDelay[x][y]);
4382 DrawGraphic(SCREENX(x), SCREENY(y), IMG_SWITCHGATE_CLOSING, frame);
4390 Feld[x][y] = EL_SWITCHGATE_CLOSED;
4391 DrawLevelField(x, y);
4396 void OpenTimegate(int x, int y)
4400 if (!MovDelay[x][y]) /* next animation frame */
4401 MovDelay[x][y] = 5 * delay;
4403 if (MovDelay[x][y]) /* wait some time before next frame */
4407 if (!(MovDelay[x][y] % delay))
4409 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4411 int frame = getGraphicAnimationFrame(IMG_TIMEGATE_OPENING,
4412 29 - MovDelay[x][y]);
4414 DrawGraphic(SCREENX(x), SCREENY(y), IMG_TIMEGATE_OPENING, frame);
4422 Feld[x][y] = EL_TIMEGATE_OPEN;
4423 DrawLevelField(x, y);
4428 void CloseTimegate(int x, int y)
4432 if (!MovDelay[x][y]) /* next animation frame */
4433 MovDelay[x][y] = 5 * delay;
4435 if (MovDelay[x][y]) /* wait some time before next frame */
4439 if (!(MovDelay[x][y] % delay))
4441 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4443 int frame = getGraphicAnimationFrame(IMG_TIMEGATE_CLOSING,
4444 29 - MovDelay[x][y]);
4446 DrawGraphic(SCREENX(x), SCREENY(y), IMG_TIMEGATE_CLOSING, frame);
4454 Feld[x][y] = EL_TIMEGATE_CLOSED;
4455 DrawLevelField(x, y);
4459 static void CloseAllOpenTimegates()
4463 for (y=0; y<lev_fieldy; y++)
4465 for (x=0; x<lev_fieldx; x++)
4467 int element = Feld[x][y];
4469 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4471 Feld[x][y] = EL_TIMEGATE_CLOSING;
4472 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4478 void EdelsteinFunkeln(int x, int y)
4480 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4483 if (Feld[x][y] == EL_BD_DIAMOND)
4485 DrawLevelElementAnimation(x, y, el2img(Feld[x][y]));
4491 if (MovDelay[x][y] == 0) /* next animation frame */
4492 MovDelay[x][y] = 11 * !SimpleRND(500);
4494 if (MovDelay[x][y] != 0) /* wait some time before next frame */
4498 if (setup.direct_draw && MovDelay[x][y])
4499 SetDrawtoField(DRAW_BUFFERED);
4502 DrawGraphic(SCREENX(x), SCREENY(y), el2img(Feld[x][y]), 0);
4504 DrawLevelElementAnimation(x, y, Feld[x][y]);
4507 if (MovDelay[x][y] != 0)
4509 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
4510 10 - MovDelay[x][y]);
4512 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
4514 if (setup.direct_draw)
4518 dest_x = FX + SCREENX(x) * TILEX;
4519 dest_y = FY + SCREENY(y) * TILEY;
4521 BlitBitmap(drawto_field, window,
4522 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4523 SetDrawtoField(DRAW_DIRECT);
4530 void MauerWaechst(int x, int y)
4534 if (!MovDelay[x][y]) /* next animation frame */
4535 MovDelay[x][y] = 3 * delay;
4537 if (MovDelay[x][y]) /* wait some time before next frame */
4541 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4543 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
4544 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
4546 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4549 if (!MovDelay[x][y])
4551 if (MovDir[x][y] == MV_LEFT)
4553 if (IN_LEV_FIELD(x - 1, y) && IS_MAUER(Feld[x - 1][y]))
4554 DrawLevelField(x - 1, y);
4556 else if (MovDir[x][y] == MV_RIGHT)
4558 if (IN_LEV_FIELD(x + 1, y) && IS_MAUER(Feld[x + 1][y]))
4559 DrawLevelField(x + 1, y);
4561 else if (MovDir[x][y] == MV_UP)
4563 if (IN_LEV_FIELD(x, y - 1) && IS_MAUER(Feld[x][y - 1]))
4564 DrawLevelField(x, y - 1);
4568 if (IN_LEV_FIELD(x, y + 1) && IS_MAUER(Feld[x][y + 1]))
4569 DrawLevelField(x, y + 1);
4572 Feld[x][y] = Store[x][y];
4574 MovDir[x][y] = MV_NO_MOVING;
4575 DrawLevelField(x, y);
4580 void MauerAbleger(int ax, int ay)
4582 int element = Feld[ax][ay];
4583 boolean oben_frei = FALSE, unten_frei = FALSE;
4584 boolean links_frei = FALSE, rechts_frei = FALSE;
4585 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4586 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4587 boolean new_wall = FALSE;
4589 if (!MovDelay[ax][ay]) /* start building new wall */
4590 MovDelay[ax][ay] = 6;
4592 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4595 if (MovDelay[ax][ay])
4599 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4601 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4603 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4605 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4608 if (element == EL_WALL_GROWING_Y || element == EL_WALL_GROWING_XY)
4612 Feld[ax][ay-1] = EL_WALL_GROWING_ACTIVE;
4613 Store[ax][ay-1] = element;
4614 MovDir[ax][ay-1] = MV_UP;
4615 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4616 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
4617 IMG_WALL_GROWING_ACTIVE_UP, 0);
4622 Feld[ax][ay+1] = EL_WALL_GROWING_ACTIVE;
4623 Store[ax][ay+1] = element;
4624 MovDir[ax][ay+1] = MV_DOWN;
4625 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4626 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
4627 IMG_WALL_GROWING_ACTIVE_DOWN, 0);
4632 if (element == EL_WALL_GROWING_X || element == EL_WALL_GROWING_XY ||
4633 element == EL_WALL_GROWING)
4637 Feld[ax-1][ay] = EL_WALL_GROWING_ACTIVE;
4638 Store[ax-1][ay] = element;
4639 MovDir[ax-1][ay] = MV_LEFT;
4640 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4641 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
4642 IMG_WALL_GROWING_ACTIVE_LEFT, 0);
4648 Feld[ax+1][ay] = EL_WALL_GROWING_ACTIVE;
4649 Store[ax+1][ay] = element;
4650 MovDir[ax+1][ay] = MV_RIGHT;
4651 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4652 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
4653 IMG_WALL_GROWING_ACTIVE_RIGHT, 0);
4658 if (element == EL_WALL_GROWING && (links_frei || rechts_frei))
4659 DrawLevelField(ax, ay);
4661 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
4663 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
4664 unten_massiv = TRUE;
4665 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
4666 links_massiv = TRUE;
4667 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
4668 rechts_massiv = TRUE;
4670 if (((oben_massiv && unten_massiv) ||
4671 element == EL_WALL_GROWING_X || element == EL_WALL_GROWING) &&
4672 ((links_massiv && rechts_massiv) ||
4673 element == EL_WALL_GROWING_Y))
4674 Feld[ax][ay] = EL_WALL;
4677 PlaySoundLevel(ax, ay, SND_WALL_GROWING);
4680 void CheckForDragon(int x, int y)
4683 boolean dragon_found = FALSE;
4684 static int xy[4][2] =
4696 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4698 if (IN_LEV_FIELD(xx, yy) &&
4699 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
4701 if (Feld[xx][yy] == EL_DRAGON)
4702 dragon_found = TRUE;
4715 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4717 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
4719 Feld[xx][yy] = EL_EMPTY;
4720 DrawLevelField(xx, yy);
4729 static void InitBuggyBase(int x, int y)
4731 int element = Feld[x][y];
4732 int activating_delay = FRAMES_PER_SECOND / 4;
4735 (element == EL_SP_BUGGY_BASE ?
4736 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
4737 element == EL_SP_BUGGY_BASE_ACTIVATING ?
4739 element == EL_SP_BUGGY_BASE_ACTIVE ?
4740 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
4743 static void WarnBuggyBase(int x, int y)
4746 static int xy[4][2] =
4756 int xx = x + xy[i][0], yy = y + xy[i][1];
4758 if (IS_PLAYER(xx, yy))
4760 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
4768 void CheckBuggyBase(int x, int y)
4770 int element = Feld[x][y];
4772 if (element == EL_SP_BUGGY_BASE)
4774 if (MovDelay[x][y] == 0) /* wait some time before activating base */
4778 InitBuggyBase(x, y);
4783 if (MovDelay[x][y] != 0)
4785 DrawLevelElementAnimation(x, y, element);
4789 Feld[x][y] = EL_SP_BUGGY_BASE_ACTIVATING;
4790 DrawLevelField(x, y);
4793 else if (element == EL_SP_BUGGY_BASE_ACTIVATING)
4795 if (MovDelay[x][y] == 0) /* display activation warning of buggy base */
4799 InitBuggyBase(x, y);
4804 if (MovDelay[x][y] != 0)
4806 DrawLevelElementAnimation(x, y, element);
4810 Feld[x][y] = EL_SP_BUGGY_BASE_ACTIVE;
4811 DrawLevelField(x, y);
4814 else if (element == EL_SP_BUGGY_BASE_ACTIVE)
4816 if (MovDelay[x][y] == 0) /* start activating buggy base */
4820 InitBuggyBase(x, y);
4825 if (MovDelay[x][y] != 0)
4827 DrawLevelElementAnimation(x, y, element);
4829 WarnBuggyBase(x, y);
4833 Feld[x][y] = EL_SP_BUGGY_BASE;
4834 DrawLevelField(x, y);
4840 static void InitTrap(int x, int y)
4842 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4845 static void ActivateTrap(int x, int y)
4847 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
4850 static void ChangeActiveTrap(int x, int y)
4852 int graphic = IMG_TRAP_ACTIVE;
4854 /* if animation frame already drawn, correct crumbled sand border */
4855 if (IS_ANIMATED(graphic))
4856 if (checkDrawLevelGraphicAnimation(x, y, graphic))
4857 DrawCrumbledSand(SCREENX(x), SCREENY(y));
4861 void CheckTrap(int x, int y)
4863 int element = Feld[x][y];
4865 if (element == EL_TRAP)
4867 if (MovDelay[x][y] == 0) /* wait some time before activating trap */
4868 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4872 if (MovDelay[x][y] != 0)
4874 /* do nothing while waiting */
4878 Feld[x][y] = EL_TRAP_ACTIVE;
4879 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
4882 else if (element == EL_TRAP_ACTIVE)
4887 if (MovDelay[x][y] == 0) /* start activating trap */
4889 MovDelay[x][y] = num_frames * delay;
4895 if (MovDelay[x][y] != 0)
4897 if (DrawLevelElementAnimation(x, y, element))
4898 DrawCrumbledSand(SCREENX(x), SCREENY(y));
4902 Feld[x][y] = EL_TRAP;
4903 DrawLevelField(x, y);
4910 static void DrawBeltAnimation(int x, int y, int element)
4912 int belt_nr = getBeltNrFromBeltActiveElement(element);
4913 int belt_dir = game.belt_dir[belt_nr];
4915 if (belt_dir != MV_NO_MOVING)
4917 DrawLevelElementAnimation(x, y, element);
4919 if (!(FrameCounter % 2))
4920 PlaySoundLevelAction(x, y, SND_ACTION_ACTIVE);
4925 static void ChangeElement(int x, int y)
4927 int element = Feld[x][y];
4929 if (MovDelay[x][y] == 0) /* initialize element change */
4931 MovDelay[x][y] = changing_element[element].change_delay + 1;
4934 if (changing_element[element].pre_change_function)
4935 changing_element[element].pre_change_function(x, y);
4940 if (MovDelay[x][y] != 0) /* continue element change */
4942 if (IS_ANIMATED(el2img(element)))
4943 DrawLevelElementAnimation(x, y, element);
4945 if (changing_element[element].change_function)
4946 changing_element[element].change_function(x, y);
4948 else /* finish element change */
4950 Feld[x][y] = changing_element[element].next_element;
4953 DrawLevelField(x, y);
4955 if (changing_element[element].post_change_function)
4956 changing_element[element].post_change_function(x, y);
4960 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4962 static byte stored_player_action[MAX_PLAYERS];
4963 static int num_stored_actions = 0;
4965 static boolean save_tape_entry = FALSE;
4967 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4968 int left = player_action & JOY_LEFT;
4969 int right = player_action & JOY_RIGHT;
4970 int up = player_action & JOY_UP;
4971 int down = player_action & JOY_DOWN;
4972 int button1 = player_action & JOY_BUTTON_1;
4973 int button2 = player_action & JOY_BUTTON_2;
4974 int dx = (left ? -1 : right ? 1 : 0);
4975 int dy = (up ? -1 : down ? 1 : 0);
4977 stored_player_action[player->index_nr] = 0;
4978 num_stored_actions++;
4980 if (!player->active || tape.pausing)
4986 save_tape_entry = TRUE;
4988 player->frame_reset_delay = 0;
4991 snapped = SnapField(player, dx, dy);
4995 bombed = PlaceBomb(player);
4996 moved = MoveFigure(player, dx, dy);
4999 if (tape.single_step && tape.recording && !tape.pausing)
5001 if (button1 || (bombed && !moved))
5003 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5004 SnapField(player, 0, 0); /* stop snapping */
5009 if (tape.recording && (moved || snapped || bombed))
5011 if (bombed && !moved)
5012 player_action &= JOY_BUTTON;
5014 stored_player_action[player->index_nr] = player_action;
5015 save_tape_entry = TRUE;
5017 else if (tape.playing && snapped)
5018 SnapField(player, 0, 0); /* stop snapping */
5020 stored_player_action[player->index_nr] = player_action;
5025 /* no actions for this player (no input at player's configured device) */
5027 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
5028 SnapField(player, 0, 0);
5029 CheckGravityMovement(player);
5032 if (player->MovPos == 0) /* needed for tape.playing */
5033 player->is_moving = FALSE;
5036 if (player->MovPos == 0) /* needed for tape.playing */
5037 player->last_move_dir = MV_NO_MOVING;
5039 /* !!! CHECK THIS AGAIN !!!
5040 (Seems to be needed for some EL_ROBOT stuff, but breaks
5041 tapes when walking through pipes!)
5044 /* it seems that "player->last_move_dir" is misused as some sort of
5045 "player->is_just_moving_in_this_moment", which is needed for the
5046 robot stuff (robots don't kill players when they are moving)
5050 /* if the player does not move for some time, reset animation to start */
5051 if (++player->frame_reset_delay > player->move_delay_value)
5056 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
5058 TapeRecordAction(stored_player_action);
5059 num_stored_actions = 0;
5060 save_tape_entry = FALSE;
5063 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
5065 TapeRecordAction(stored_player_action);
5066 num_stored_actions = 0;
5071 if (tape.playing && !tape.pausing && !player_action &&
5072 tape.counter < tape.length)
5074 int jx = player->jx, jy = player->jy;
5076 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
5078 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
5079 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
5081 int dx = (next_joy == JOY_LEFT ? -1 : +1);
5083 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
5085 int el = Feld[jx+dx][jy];
5086 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SATELLITE ? 2 :
5087 (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10);
5089 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
5091 player->MovDir = next_joy;
5092 player->Frame = FrameCounter % 4;
5093 player->Pushing = TRUE;
5103 static unsigned long action_delay = 0;
5104 unsigned long action_delay_value;
5105 int sieb_x = 0, sieb_y = 0;
5106 int i, x, y, element, graphic;
5107 byte *recorded_player_action;
5108 byte summarized_player_action = 0;
5110 if (game_status != PLAYING)
5113 action_delay_value =
5114 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
5116 if (tape.playing && tape.index_search && !tape.pausing)
5117 action_delay_value = 0;
5119 /* ---------- main game synchronization point ---------- */
5121 WaitUntilDelayReached(&action_delay, action_delay_value);
5123 if (network_playing && !network_player_action_received)
5127 printf("DEBUG: try to get network player actions in time\n");
5131 #if defined(PLATFORM_UNIX)
5132 /* last chance to get network player actions without main loop delay */
5136 if (game_status != PLAYING)
5139 if (!network_player_action_received)
5143 printf("DEBUG: failed to get network player actions in time\n");
5153 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
5155 for (i=0; i<MAX_PLAYERS; i++)
5157 summarized_player_action |= stored_player[i].action;
5159 if (!network_playing)
5160 stored_player[i].effective_action = stored_player[i].action;
5163 #if defined(PLATFORM_UNIX)
5164 if (network_playing)
5165 SendToServer_MovePlayer(summarized_player_action);
5168 if (!options.network && !setup.team_mode)
5169 local_player->effective_action = summarized_player_action;
5171 for (i=0; i<MAX_PLAYERS; i++)
5173 int actual_player_action = stored_player[i].effective_action;
5175 if (stored_player[i].programmed_action)
5176 actual_player_action = stored_player[i].programmed_action;
5178 if (recorded_player_action)
5179 actual_player_action = recorded_player_action[i];
5181 PlayerActions(&stored_player[i], actual_player_action);
5182 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
5185 network_player_action_received = FALSE;
5187 ScrollScreen(NULL, SCROLL_GO_ON);
5193 if (TimeFrames == 0 && local_player->active)
5195 extern unsigned int last_RND();
5197 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
5198 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
5205 if (GameFrameDelay >= 500)
5206 printf("FrameCounter == %d\n", FrameCounter);
5213 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5216 if (JustStopped[x][y] > 0)
5217 JustStopped[x][y]--;
5222 if (IS_BLOCKED(x, y))
5226 Blocked2Moving(x, y, &oldx, &oldy);
5227 if (!IS_MOVING(oldx, oldy))
5229 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
5230 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
5231 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
5232 printf("GameActions(): This should never happen!\n");
5238 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5240 element = Feld[x][y];
5241 graphic = el2img(element);
5243 if (IS_INACTIVE(element))
5247 if (IS_ANIMATED(graphic))
5248 DrawLevelGraphicAnimation(x, y, graphic);
5254 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
5260 if (Feld[x][y] == EL_EMERALD &&
5261 IS_ANIMATED(graphic) &&
5263 DrawLevelGraphicAnimation(x, y, graphic);
5265 if (IS_ANIMATED(graphic) &&
5267 DrawLevelGraphicAnimation(x, y, graphic);
5271 if (IS_GEM(element) || element == EL_SP_INFOTRON)
5272 EdelsteinFunkeln(x, y);
5276 else if ((element == EL_ACID ||
5277 element == EL_EXIT_OPEN ||
5278 element == EL_SP_EXIT_OPEN ||
5279 element == EL_SP_TERMINAL ||
5280 element == EL_SP_TERMINAL_ACTIVE ||
5281 element == EL_EXTRA_TIME ||
5282 element == EL_SHIELD_NORMAL ||
5283 element == EL_SHIELD_DEADLY) &&
5284 IS_ANIMATED(graphic))
5285 DrawLevelGraphicAnimation(x, y, graphic);
5288 else if (IS_MOVING(x, y))
5289 ContinueMoving(x, y);
5290 else if (IS_ACTIVE_BOMB(element))
5291 CheckDynamite(x, y);
5293 else if (element == EL_EXPLOSION && !game.explosions_delayed)
5294 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
5296 else if (element == EL_AMOEBA_CREATING)
5297 AmoebeWaechst(x, y);
5298 else if (element == EL_AMOEBA_SHRINKING)
5299 AmoebaDisappearing(x, y);
5301 #if !USE_NEW_AMOEBA_CODE
5302 else if (IS_AMOEBALIVE(element))
5303 AmoebeAbleger(x, y);
5306 else if (element == EL_GAMEOFLIFE || element == EL_BIOMAZE)
5309 else if (element == EL_ROBOT_WHEEL_ACTIVE)
5311 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
5312 TimegateWheel(x, y);
5314 else if (element == EL_ACID_SPLASH_LEFT ||
5315 element == EL_ACID_SPLASH_RIGHT)
5318 else if (element == EL_NUT_CRACKING)
5320 else if (element == EL_PEARL_BREAKING)
5321 BreakingPearl(x, y);
5323 else if (element == EL_EXIT_CLOSED)
5325 else if (element == EL_SP_EXIT_CLOSED)
5328 else if (element == EL_EXIT_OPENING)
5329 AusgangstuerOeffnen(x, y);
5331 else if (element == EL_WALL_GROWING_ACTIVE)
5333 else if (element == EL_WALL_GROWING ||
5334 element == EL_WALL_GROWING_X ||
5335 element == EL_WALL_GROWING_Y ||
5336 element == EL_WALL_GROWING_XY)
5338 else if (element == EL_FLAMES)
5339 CheckForDragon(x, y);
5341 else if (element == EL_SP_BUGGY_BASE ||
5342 element == EL_SP_BUGGY_BASE_ACTIVATING ||
5343 element == EL_SP_BUGGY_BASE_ACTIVE)
5344 CheckBuggyBase(x, y);
5345 else if (element == EL_TRAP ||
5346 element == EL_TRAP_ACTIVE)
5348 else if (IS_BELT_ACTIVE(element))
5349 DrawBeltAnimation(x, y, element);
5350 else if (element == EL_SWITCHGATE_OPENING)
5351 OpenSwitchgate(x, y);
5352 else if (element == EL_SWITCHGATE_CLOSING)
5353 CloseSwitchgate(x, y);
5354 else if (element == EL_TIMEGATE_OPENING)
5356 else if (element == EL_TIMEGATE_CLOSING)
5357 CloseTimegate(x, y);
5360 else if (IS_AUTO_CHANGING(element))
5361 ChangeElement(x, y);
5364 else if (IS_ANIMATED(graphic))
5365 DrawLevelGraphicAnimation(x, y, graphic);
5368 if (IS_BELT_ACTIVE(element))
5369 PlaySoundLevelAction(x, y, SND_ACTION_ACTIVE);
5371 if (game.magic_wall_active)
5373 boolean sieb = FALSE;
5374 int jx = local_player->jx, jy = local_player->jy;
5376 if (element == EL_MAGIC_WALL_FULL ||
5377 element == EL_MAGIC_WALL_ACTIVE ||
5378 element == EL_MAGIC_WALL_EMPTYING)
5380 SiebAktivieren(x, y, 1);
5383 else if (element == EL_BD_MAGIC_WALL_FULL ||
5384 element == EL_BD_MAGIC_WALL_ACTIVE ||
5385 element == EL_BD_MAGIC_WALL_EMPTYING)
5387 SiebAktivieren(x, y, 2);
5391 /* play the element sound at the position nearest to the player */
5392 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
5400 #if USE_NEW_AMOEBA_CODE
5401 /* new experimental amoeba growth stuff */
5403 if (!(FrameCounter % 8))
5406 static unsigned long random = 1684108901;
5408 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
5411 x = (random >> 10) % lev_fieldx;
5412 y = (random >> 20) % lev_fieldy;
5414 x = RND(lev_fieldx);
5415 y = RND(lev_fieldy);
5417 element = Feld[x][y];
5419 if (!IS_PLAYER(x,y) &&
5420 (element == EL_EMPTY ||
5421 element == EL_SAND ||
5422 element == EL_QUICKSAND_EMPTY ||
5423 element == EL_ACID_SPLASH_LEFT ||
5424 element == EL_ACID_SPLASH_RIGHT))
5426 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
5427 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
5428 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
5429 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
5430 Feld[x][y] = EL_AMOEBA_DROP;
5433 random = random * 129 + 1;
5439 if (game.explosions_delayed)
5442 game.explosions_delayed = FALSE;
5444 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5446 element = Feld[x][y];
5448 if (ExplodeField[x][y])
5449 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
5450 else if (element == EL_EXPLOSION)
5451 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
5453 ExplodeField[x][y] = EX_NO_EXPLOSION;
5456 game.explosions_delayed = TRUE;
5459 if (game.magic_wall_active)
5461 if (!(game.magic_wall_time_left % 4))
5463 int element = Feld[sieb_x][sieb_y];
5465 if (element == EL_BD_MAGIC_WALL_FULL ||
5466 element == EL_BD_MAGIC_WALL_ACTIVE ||
5467 element == EL_BD_MAGIC_WALL_EMPTYING)
5468 PlaySoundLevel(sieb_x, sieb_y, SND_BD_MAGIC_WALL_ACTIVE);
5470 PlaySoundLevel(sieb_x, sieb_y, SND_MAGIC_WALL_ACTIVE);
5473 if (game.magic_wall_time_left > 0)
5475 game.magic_wall_time_left--;
5476 if (!game.magic_wall_time_left)
5478 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5480 element = Feld[x][y];
5482 if (element == EL_MAGIC_WALL_ACTIVE ||
5483 element == EL_MAGIC_WALL_FULL)
5485 Feld[x][y] = EL_MAGIC_WALL_DEAD;
5486 DrawLevelField(x, y);
5488 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
5489 element == EL_BD_MAGIC_WALL_FULL)
5491 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
5492 DrawLevelField(x, y);
5496 game.magic_wall_active = FALSE;
5501 if (game.light_time_left > 0)
5503 game.light_time_left--;
5505 if (game.light_time_left == 0)
5506 RedrawAllLightSwitchesAndInvisibleElements();
5509 if (game.timegate_time_left > 0)
5511 game.timegate_time_left--;
5513 if (game.timegate_time_left == 0)
5514 CloseAllOpenTimegates();
5517 for (i=0; i<MAX_PLAYERS; i++)
5519 struct PlayerInfo *player = &stored_player[i];
5521 if (SHIELD_ON(player))
5523 if (player->shield_deadly_time_left)
5524 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
5525 else if (player->shield_normal_time_left)
5526 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
5530 if (TimeFrames >= (1000 / GameFrameDelay))
5535 for (i=0; i<MAX_PLAYERS; i++)
5537 struct PlayerInfo *player = &stored_player[i];
5539 if (SHIELD_ON(player))
5541 player->shield_normal_time_left--;
5543 if (player->shield_deadly_time_left > 0)
5544 player->shield_deadly_time_left--;
5548 if (tape.recording || tape.playing)
5549 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
5555 if (TimeLeft <= 10 && setup.time_limit)
5556 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MAX_RIGHT);
5558 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5560 if (!TimeLeft && setup.time_limit)
5561 for (i=0; i<MAX_PLAYERS; i++)
5562 KillHero(&stored_player[i]);
5564 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
5565 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
5570 if (options.debug) /* calculate frames per second */
5572 static unsigned long fps_counter = 0;
5573 static int fps_frames = 0;
5574 unsigned long fps_delay_ms = Counter() - fps_counter;
5578 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
5580 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
5583 fps_counter = Counter();
5586 redraw_mask |= REDRAW_FPS;
5590 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
5592 int min_x = x, min_y = y, max_x = x, max_y = y;
5595 for (i=0; i<MAX_PLAYERS; i++)
5597 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5599 if (!stored_player[i].active || &stored_player[i] == player)
5602 min_x = MIN(min_x, jx);
5603 min_y = MIN(min_y, jy);
5604 max_x = MAX(max_x, jx);
5605 max_y = MAX(max_y, jy);
5608 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
5611 static boolean AllPlayersInVisibleScreen()
5615 for (i=0; i<MAX_PLAYERS; i++)
5617 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5619 if (!stored_player[i].active)
5622 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5629 void ScrollLevel(int dx, int dy)
5631 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
5634 BlitBitmap(drawto_field, drawto_field,
5635 FX + TILEX*(dx == -1) - softscroll_offset,
5636 FY + TILEY*(dy == -1) - softscroll_offset,
5637 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
5638 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
5639 FX + TILEX*(dx == 1) - softscroll_offset,
5640 FY + TILEY*(dy == 1) - softscroll_offset);
5644 x = (dx == 1 ? BX1 : BX2);
5645 for (y=BY1; y<=BY2; y++)
5646 DrawScreenField(x, y);
5651 y = (dy == 1 ? BY1 : BY2);
5652 for (x=BX1; x<=BX2; x++)
5653 DrawScreenField(x, y);
5656 redraw_mask |= REDRAW_FIELD;
5659 static void CheckGravityMovement(struct PlayerInfo *player)
5661 if (level.gravity && !player->programmed_action)
5663 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
5664 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
5666 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
5667 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
5668 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
5669 int jx = player->jx, jy = player->jy;
5670 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
5671 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
5672 int new_jx = jx + dx, new_jy = jy + dy;
5673 boolean field_under_player_is_free =
5674 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
5675 boolean player_is_moving_to_valid_field =
5676 (IN_LEV_FIELD(new_jx, new_jy) &&
5677 (Feld[new_jx][new_jy] == EL_SP_BASE ||
5678 Feld[new_jx][new_jy] == EL_SAND));
5680 if (field_under_player_is_free &&
5681 !player_is_moving_to_valid_field &&
5682 !IS_TUBE(Feld[jx][jy]))
5683 player->programmed_action = MV_DOWN;
5687 boolean MoveFigureOneStep(struct PlayerInfo *player,
5688 int dx, int dy, int real_dx, int real_dy)
5690 int jx = player->jx, jy = player->jy;
5691 int new_jx = jx+dx, new_jy = jy+dy;
5695 if (!player->active || (!dx && !dy))
5696 return MF_NO_ACTION;
5698 player->MovDir = (dx < 0 ? MV_LEFT :
5701 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5703 if (!IN_LEV_FIELD(new_jx, new_jy))
5704 return MF_NO_ACTION;
5706 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
5707 return MF_NO_ACTION;
5710 element = MovingOrBlocked2Element(new_jx, new_jy);
5712 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
5715 if (DONT_GO_TO(element))
5717 if (element == EL_ACID && dx == 0 && dy == 1)
5720 Feld[jx][jy] = EL_PLAYER1;
5721 InitMovingField(jx, jy, MV_DOWN);
5722 Store[jx][jy] = EL_ACID;
5723 ContinueMoving(jx, jy);
5727 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
5732 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
5733 if (can_move != MF_MOVING)
5736 StorePlayer[jx][jy] = 0;
5737 player->last_jx = jx;
5738 player->last_jy = jy;
5739 jx = player->jx = new_jx;
5740 jy = player->jy = new_jy;
5741 StorePlayer[jx][jy] = player->element_nr;
5744 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
5746 ScrollFigure(player, SCROLL_INIT);
5751 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
5753 int jx = player->jx, jy = player->jy;
5754 int old_jx = jx, old_jy = jy;
5755 int moved = MF_NO_ACTION;
5757 if (!player->active || (!dx && !dy))
5761 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5765 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5766 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
5770 /* remove the last programmed player action */
5771 player->programmed_action = 0;
5775 /* should only happen if pre-1.2 tape recordings are played */
5776 /* this is only for backward compatibility */
5778 int original_move_delay_value = player->move_delay_value;
5781 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
5785 /* scroll remaining steps with finest movement resolution */
5786 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
5788 while (player->MovPos)
5790 ScrollFigure(player, SCROLL_GO_ON);
5791 ScrollScreen(NULL, SCROLL_GO_ON);
5797 player->move_delay_value = original_move_delay_value;
5800 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
5802 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
5803 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5807 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5808 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5814 if (moved & MF_MOVING && !ScreenMovPos &&
5815 (player == local_player || !options.network))
5817 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5818 int offset = (setup.scroll_delay ? 3 : 0);
5820 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5822 /* actual player has left the screen -- scroll in that direction */
5823 if (jx != old_jx) /* player has moved horizontally */
5824 scroll_x += (jx - old_jx);
5825 else /* player has moved vertically */
5826 scroll_y += (jy - old_jy);
5830 if (jx != old_jx) /* player has moved horizontally */
5832 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5833 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5834 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5836 /* don't scroll over playfield boundaries */
5837 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5838 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5840 /* don't scroll more than one field at a time */
5841 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5843 /* don't scroll against the player's moving direction */
5844 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5845 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5846 scroll_x = old_scroll_x;
5848 else /* player has moved vertically */
5850 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5851 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5852 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5854 /* don't scroll over playfield boundaries */
5855 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5856 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5858 /* don't scroll more than one field at a time */
5859 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5861 /* don't scroll against the player's moving direction */
5862 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5863 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5864 scroll_y = old_scroll_y;
5868 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5870 if (!options.network && !AllPlayersInVisibleScreen())
5872 scroll_x = old_scroll_x;
5873 scroll_y = old_scroll_y;
5877 ScrollScreen(player, SCROLL_INIT);
5878 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5883 if (!(moved & MF_MOVING) && !player->Pushing)
5887 player->Frame = (player->Frame + 1) % 4;
5889 player->Frame += 1 * 0;
5892 if (moved & MF_MOVING)
5894 if (old_jx != jx && old_jy == jy)
5895 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5896 else if (old_jx == jx && old_jy != jy)
5897 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5899 DrawLevelField(jx, jy); /* for "DrawCrumbledSand()" */
5901 player->last_move_dir = player->MovDir;
5902 player->is_moving = TRUE;
5906 CheckGravityMovement(player);
5909 player->last_move_dir = MV_NO_MOVING;
5911 player->is_moving = FALSE;
5914 TestIfHeroTouchesBadThing(jx, jy);
5916 if (!player->active)
5922 void ScrollFigure(struct PlayerInfo *player, int mode)
5924 int jx = player->jx, jy = player->jy;
5925 int last_jx = player->last_jx, last_jy = player->last_jy;
5926 int move_stepsize = TILEX / player->move_delay_value;
5928 if (!player->active || !player->MovPos)
5931 if (mode == SCROLL_INIT)
5933 player->actual_frame_counter = FrameCounter;
5934 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5938 if (Feld[last_jx][last_jy] == EL_EMPTY)
5939 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5944 else if (!FrameReached(&player->actual_frame_counter, 1))
5947 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5948 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5951 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5952 Feld[last_jx][last_jy] = EL_EMPTY;
5954 /* before DrawPlayer() to draw correct player graphic for this case */
5955 if (player->MovPos == 0)
5956 CheckGravityMovement(player);
5960 if (player->MovPos == 0)
5962 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
5964 /* continue with normal speed after quickly moving through gate */
5965 HALVE_PLAYER_SPEED(player);
5967 /* be able to make the next move without delay */
5968 player->move_delay = 0;
5971 player->last_jx = jx;
5972 player->last_jy = jy;
5974 if (Feld[jx][jy] == EL_EXIT_OPEN ||
5975 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5979 if (local_player->friends_still_needed == 0 ||
5980 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5981 player->LevelSolved = player->GameOver = TRUE;
5984 if (tape.single_step && tape.recording && !tape.pausing &&
5985 !player->programmed_action)
5986 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5990 void ScrollScreen(struct PlayerInfo *player, int mode)
5992 static unsigned long screen_frame_counter = 0;
5994 if (mode == SCROLL_INIT)
5996 /* set scrolling step size according to actual player's moving speed */
5997 ScrollStepSize = TILEX / player->move_delay_value;
5999 screen_frame_counter = FrameCounter;
6000 ScreenMovDir = player->MovDir;
6001 ScreenMovPos = player->MovPos;
6002 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6005 else if (!FrameReached(&screen_frame_counter, 1))
6010 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
6011 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6012 redraw_mask |= REDRAW_FIELD;
6015 ScreenMovDir = MV_NO_MOVING;
6018 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
6020 int i, kill_x = -1, kill_y = -1;
6021 static int test_xy[4][2] =
6028 static int test_dir[4] =
6038 int test_x, test_y, test_move_dir, test_element;
6040 test_x = good_x + test_xy[i][0];
6041 test_y = good_y + test_xy[i][1];
6042 if (!IN_LEV_FIELD(test_x, test_y))
6046 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
6049 test_element = Feld[test_x][test_y];
6051 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
6054 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
6055 2nd case: DONT_TOUCH style bad thing does not move away from good thing
6057 if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) ||
6058 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
6066 if (kill_x != -1 || kill_y != -1)
6068 if (IS_PLAYER(good_x, good_y))
6070 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
6072 if (player->shield_deadly_time_left > 0)
6073 Bang(kill_x, kill_y);
6074 else if (!PLAYER_PROTECTED(good_x, good_y))
6078 Bang(good_x, good_y);
6082 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
6084 int i, kill_x = -1, kill_y = -1;
6085 int bad_element = Feld[bad_x][bad_y];
6086 static int test_xy[4][2] =
6093 static int test_dir[4] =
6101 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
6106 int test_x, test_y, test_move_dir, test_element;
6108 test_x = bad_x + test_xy[i][0];
6109 test_y = bad_y + test_xy[i][1];
6110 if (!IN_LEV_FIELD(test_x, test_y))
6114 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
6116 test_element = Feld[test_x][test_y];
6118 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
6119 2nd case: DONT_TOUCH style bad thing does not move away from good thing
6121 if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) ||
6122 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
6124 /* good thing is player or penguin that does not move away */
6125 if (IS_PLAYER(test_x, test_y))
6127 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
6129 if (bad_element == EL_ROBOT && player->is_moving)
6130 continue; /* robot does not kill player if he is moving */
6136 else if (test_element == EL_PENGUIN)
6145 if (kill_x != -1 || kill_y != -1)
6147 if (IS_PLAYER(kill_x, kill_y))
6149 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
6152 int dir = player->MovDir;
6153 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
6154 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
6156 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
6157 newx != bad_x && newy != bad_y)
6158 ; /* robot does not kill player if he is moving */
6160 printf("-> %d\n", player->MovDir);
6162 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
6163 newx != bad_x && newy != bad_y)
6164 ; /* robot does not kill player if he is moving */
6169 if (player->shield_deadly_time_left > 0)
6171 else if (!PLAYER_PROTECTED(kill_x, kill_y))
6175 Bang(kill_x, kill_y);
6179 void TestIfHeroTouchesBadThing(int x, int y)
6181 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
6184 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
6186 TestIfGoodThingHitsBadThing(x, y, move_dir);
6189 void TestIfBadThingTouchesHero(int x, int y)
6191 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
6194 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
6196 TestIfBadThingHitsGoodThing(x, y, move_dir);
6199 void TestIfFriendTouchesBadThing(int x, int y)
6201 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
6204 void TestIfBadThingTouchesFriend(int x, int y)
6206 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
6209 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
6211 int i, kill_x = bad_x, kill_y = bad_y;
6212 static int xy[4][2] =
6224 x = bad_x + xy[i][0];
6225 y = bad_y + xy[i][1];
6226 if (!IN_LEV_FIELD(x, y))
6229 element = Feld[x][y];
6230 if (IS_AMOEBOID(element) || element == EL_GAMEOFLIFE ||
6231 element == EL_AMOEBA_CREATING || element == EL_AMOEBA_DROP)
6239 if (kill_x != bad_x || kill_y != bad_y)
6243 void KillHero(struct PlayerInfo *player)
6245 int jx = player->jx, jy = player->jy;
6247 if (!player->active)
6250 if (IS_PFORTE(Feld[jx][jy]))
6251 Feld[jx][jy] = EL_EMPTY;
6253 /* deactivate shield (else Bang()/Explode() would not work right) */
6254 player->shield_normal_time_left = 0;
6255 player->shield_deadly_time_left = 0;
6261 static void KillHeroUnlessProtected(int x, int y)
6263 if (!PLAYER_PROTECTED(x, y))
6264 KillHero(PLAYERINFO(x, y));
6267 void BuryHero(struct PlayerInfo *player)
6269 int jx = player->jx, jy = player->jy;
6271 if (!player->active)
6274 PlaySoundLevel(jx, jy, SND_PLAYER_DYING);
6275 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
6277 player->GameOver = TRUE;
6281 void RemoveHero(struct PlayerInfo *player)
6283 int jx = player->jx, jy = player->jy;
6284 int i, found = FALSE;
6286 player->present = FALSE;
6287 player->active = FALSE;
6289 if (!ExplodeField[jx][jy])
6290 StorePlayer[jx][jy] = 0;
6292 for (i=0; i<MAX_PLAYERS; i++)
6293 if (stored_player[i].active)
6297 AllPlayersGone = TRUE;
6303 int DigField(struct PlayerInfo *player,
6304 int x, int y, int real_dx, int real_dy, int mode)
6306 int jx = player->jx, jy = player->jy;
6307 int dx = x - jx, dy = y - jy;
6308 int move_direction = (dx == -1 ? MV_LEFT :
6309 dx == +1 ? MV_RIGHT :
6311 dy == +1 ? MV_DOWN : MV_NO_MOVING);
6314 if (player->MovPos == 0)
6315 player->Pushing = FALSE;
6317 if (mode == DF_NO_PUSH)
6319 player->Switching = FALSE;
6320 player->push_delay = 0;
6321 return MF_NO_ACTION;
6324 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
6325 return MF_NO_ACTION;
6327 if (IS_TUBE(Feld[jx][jy]))
6330 int tube_leave_directions[][2] =
6332 { EL_TUBE_ALL, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6333 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6334 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6335 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
6336 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
6337 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
6338 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
6339 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
6340 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
6341 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
6342 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
6343 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
6346 while (tube_leave_directions[i][0] != Feld[jx][jy])
6349 if (tube_leave_directions[i][0] == -1) /* should not happen */
6353 if (!(tube_leave_directions[i][1] & move_direction))
6354 return MF_NO_ACTION; /* tube has no opening in this direction */
6357 element = Feld[x][y];
6363 case EL_INVISIBLE_SAND:
6364 case EL_INVISIBLE_SAND_ACTIVE:
6367 case EL_SP_BUGGY_BASE:
6368 case EL_SP_BUGGY_BASE_ACTIVATING:
6370 PlaySoundLevelElementAction(x, y, element, SND_ACTION_DIGGING);
6375 case EL_EMERALD_YELLOW:
6376 case EL_EMERALD_RED:
6377 case EL_EMERALD_PURPLE:
6379 case EL_SP_INFOTRON:
6383 local_player->gems_still_needed -= (element == EL_DIAMOND ? 3 :
6384 element == EL_PEARL ? 5 :
6385 element == EL_CRYSTAL ? 8 : 1);
6386 if (local_player->gems_still_needed < 0)
6387 local_player->gems_still_needed = 0;
6388 RaiseScoreElement(element);
6389 DrawText(DX_EMERALDS, DY_EMERALDS,
6390 int2str(local_player->gems_still_needed, 3),
6391 FS_SMALL, FC_YELLOW);
6392 PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING);
6397 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
6398 PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
6402 Feld[x][y] = EL_EMPTY;
6403 PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
6411 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
6413 PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MAX_RIGHT);
6416 case EL_SHIELD_NORMAL:
6418 player->shield_normal_time_left += 10;
6419 PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING);
6422 case EL_SHIELD_DEADLY:
6424 player->shield_normal_time_left += 10;
6425 player->shield_deadly_time_left += 10;
6426 PlaySoundLevel(x, y, SND_SHIELD_DEADLY_COLLECTING);
6430 case EL_SP_DISK_RED:
6433 RaiseScoreElement(EL_DYNAMITE);
6434 DrawText(DX_DYNAMITE, DY_DYNAMITE,
6435 int2str(local_player->dynamite, 3),
6436 FS_SMALL, FC_YELLOW);
6437 PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING);
6440 case EL_DYNABOMB_NR:
6442 player->dynabomb_count++;
6443 player->dynabombs_left++;
6444 RaiseScoreElement(EL_DYNAMITE);
6445 PlaySoundLevel(x, y, SND_DYNABOMB_NR_COLLECTING);
6448 case EL_DYNABOMB_SZ:
6450 player->dynabomb_size++;
6451 RaiseScoreElement(EL_DYNAMITE);
6452 PlaySoundLevel(x, y, SND_DYNABOMB_SZ_COLLECTING);
6455 case EL_DYNABOMB_XL:
6457 player->dynabomb_xl = TRUE;
6458 RaiseScoreElement(EL_DYNAMITE);
6459 PlaySoundLevel(x, y, SND_DYNABOMB_XL_COLLECTING);
6467 int key_nr = element - EL_KEY1;
6470 player->key[key_nr] = TRUE;
6471 RaiseScoreElement(element);
6472 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6474 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6476 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
6485 int key_nr = element - EL_EM_KEY1;
6488 player->key[key_nr] = TRUE;
6489 RaiseScoreElement(element);
6490 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6492 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6494 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
6498 case EL_ROBOT_WHEEL:
6499 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
6502 DrawLevelField(x, y);
6503 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
6507 case EL_SP_TERMINAL:
6511 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
6513 for (yy=0; yy<lev_fieldy; yy++)
6515 for (xx=0; xx<lev_fieldx; xx++)
6517 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
6519 else if (Feld[xx][yy] == EL_SP_TERMINAL)
6520 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
6528 case EL_CONVEYOR_BELT1_SWITCH_LEFT:
6529 case EL_CONVEYOR_BELT1_SWITCH_MIDDLE:
6530 case EL_CONVEYOR_BELT1_SWITCH_RIGHT:
6531 case EL_CONVEYOR_BELT2_SWITCH_LEFT:
6532 case EL_CONVEYOR_BELT2_SWITCH_MIDDLE:
6533 case EL_CONVEYOR_BELT2_SWITCH_RIGHT:
6534 case EL_CONVEYOR_BELT3_SWITCH_LEFT:
6535 case EL_CONVEYOR_BELT3_SWITCH_MIDDLE:
6536 case EL_CONVEYOR_BELT3_SWITCH_RIGHT:
6537 case EL_CONVEYOR_BELT4_SWITCH_LEFT:
6538 case EL_CONVEYOR_BELT4_SWITCH_MIDDLE:
6539 case EL_CONVEYOR_BELT4_SWITCH_RIGHT:
6540 if (!player->Switching)
6542 player->Switching = TRUE;
6543 ToggleBeltSwitch(x, y);
6544 PlaySoundLevel(x, y, SND_CONVEYOR_BELT_SWITCH_ACTIVATING);
6549 case EL_SWITCHGATE_SWITCH_UP:
6550 case EL_SWITCHGATE_SWITCH_DOWN:
6551 if (!player->Switching)
6553 player->Switching = TRUE;
6554 ToggleSwitchgateSwitch(x, y);
6555 PlaySoundLevel(x, y, SND_SWITCHGATE_SWITCH_ACTIVATING);
6560 case EL_LIGHT_SWITCH:
6561 case EL_LIGHT_SWITCH_ACTIVE:
6562 if (!player->Switching)
6564 player->Switching = TRUE;
6565 ToggleLightSwitch(x, y);
6566 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
6567 SND_LIGHT_SWITCH_ACTIVATING :
6568 SND_LIGHT_SWITCH_DEACTIVATING);
6573 case EL_TIMEGATE_SWITCH:
6574 ActivateTimegateSwitch(x, y);
6575 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
6580 case EL_BALLOON_SEND_LEFT:
6581 case EL_BALLOON_SEND_RIGHT:
6582 case EL_BALLOON_SEND_UP:
6583 case EL_BALLOON_SEND_DOWN:
6584 case EL_BALLOON_SEND_ANY_DIRECTION:
6585 if (element == EL_BALLOON_SEND_ANY_DIRECTION)
6586 game.balloon_dir = move_direction;
6588 game.balloon_dir = (element == EL_BALLOON_SEND_LEFT ? MV_LEFT :
6589 element == EL_BALLOON_SEND_RIGHT ? MV_RIGHT :
6590 element == EL_BALLOON_SEND_UP ? MV_UP :
6591 element == EL_BALLOON_SEND_DOWN ? MV_DOWN :
6593 PlaySoundLevel(x, y, SND_BALLOON_SWITCH_ACTIVATING);
6598 /* the following elements cannot be pushed by "snapping" */
6601 case EL_DX_SUPABOMB:
6603 case EL_TIME_ORB_EMPTY:
6605 case EL_SP_DISK_ORANGE:
6607 if (mode == DF_SNAP)
6608 return MF_NO_ACTION;
6609 /* no "break" -- fall through to next case */
6610 /* the following elements can be pushed by "snapping" */
6613 return MF_NO_ACTION;
6615 player->Pushing = TRUE;
6617 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6618 return MF_NO_ACTION;
6622 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6623 return MF_NO_ACTION;
6626 if (player->push_delay == 0)
6627 player->push_delay = FrameCounter;
6629 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6630 !tape.playing && element != EL_SPRING)
6631 return MF_NO_ACTION;
6633 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6634 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6635 element != EL_SPRING)
6636 return MF_NO_ACTION;
6639 if (mode == DF_SNAP)
6641 InitMovingField(x, y, move_direction);
6642 ContinueMoving(x, y);
6647 Feld[x + dx][y + dy] = element;
6650 if (element == EL_SPRING)
6652 Feld[x + dx][y + dy] = EL_SPRING;
6653 MovDir[x + dx][y + dy] = move_direction;
6656 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
6658 DrawLevelField(x + dx, y + dy);
6659 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING);
6666 if (!player->key[element - EL_GATE1])
6667 return MF_NO_ACTION;
6674 if (!player->key[element - EL_GATE1_GRAY])
6675 return MF_NO_ACTION;
6682 if (!player->key[element - EL_EM_GATE1])
6683 return MF_NO_ACTION;
6684 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6685 return MF_NO_ACTION;
6687 /* automatically move to the next field with double speed */
6688 player->programmed_action = move_direction;
6689 DOUBLE_PLAYER_SPEED(player);
6691 PlaySoundLevel(x, y, SND_GATE_PASSING);
6694 case EL_EM_GATE1_GRAY:
6695 case EL_EM_GATE2_GRAY:
6696 case EL_EM_GATE3_GRAY:
6697 case EL_EM_GATE4_GRAY:
6698 if (!player->key[element - EL_EM_GATE1_GRAY])
6699 return MF_NO_ACTION;
6700 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6701 return MF_NO_ACTION;
6703 /* automatically move to the next field with double speed */
6704 player->programmed_action = move_direction;
6705 DOUBLE_PLAYER_SPEED(player);
6707 PlaySoundLevel(x, y, SND_GATE_PASSING);
6710 case EL_SWITCHGATE_OPEN:
6711 case EL_TIMEGATE_OPEN:
6712 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6713 return MF_NO_ACTION;
6715 /* automatically move to the next field with double speed */
6716 player->programmed_action = move_direction;
6717 DOUBLE_PLAYER_SPEED(player);
6719 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PASSING);
6722 case EL_SP_PORT1_LEFT:
6723 case EL_SP_PORT2_LEFT:
6724 case EL_SP_PORT1_RIGHT:
6725 case EL_SP_PORT2_RIGHT:
6726 case EL_SP_PORT1_UP:
6727 case EL_SP_PORT2_UP:
6728 case EL_SP_PORT1_DOWN:
6729 case EL_SP_PORT2_DOWN:
6734 element != EL_SP_PORT1_LEFT &&
6735 element != EL_SP_PORT2_LEFT &&
6736 element != EL_SP_PORT_X &&
6737 element != EL_SP_PORT_XY) ||
6739 element != EL_SP_PORT1_RIGHT &&
6740 element != EL_SP_PORT2_RIGHT &&
6741 element != EL_SP_PORT_X &&
6742 element != EL_SP_PORT_XY) ||
6744 element != EL_SP_PORT1_UP &&
6745 element != EL_SP_PORT2_UP &&
6746 element != EL_SP_PORT_Y &&
6747 element != EL_SP_PORT_XY) ||
6749 element != EL_SP_PORT1_DOWN &&
6750 element != EL_SP_PORT2_DOWN &&
6751 element != EL_SP_PORT_Y &&
6752 element != EL_SP_PORT_XY) ||
6753 !IN_LEV_FIELD(x + dx, y + dy) ||
6754 !IS_FREE(x + dx, y + dy))
6755 return MF_NO_ACTION;
6757 /* automatically move to the next field with double speed */
6758 player->programmed_action = move_direction;
6759 DOUBLE_PLAYER_SPEED(player);
6761 PlaySoundLevel(x, y, SND_SP_PORT_PASSING);
6765 case EL_TUBE_VERTICAL:
6766 case EL_TUBE_HORIZONTAL:
6767 case EL_TUBE_VERTICAL_LEFT:
6768 case EL_TUBE_VERTICAL_RIGHT:
6769 case EL_TUBE_HORIZONTAL_UP:
6770 case EL_TUBE_HORIZONTAL_DOWN:
6771 case EL_TUBE_LEFT_UP:
6772 case EL_TUBE_LEFT_DOWN:
6773 case EL_TUBE_RIGHT_UP:
6774 case EL_TUBE_RIGHT_DOWN:
6777 int tube_enter_directions[][2] =
6779 { EL_TUBE_ALL, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6780 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6781 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6782 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
6783 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
6784 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
6785 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
6786 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
6787 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
6788 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
6789 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
6790 { -1, MV_NO_MOVING }
6793 while (tube_enter_directions[i][0] != element)
6796 if (tube_enter_directions[i][0] == -1) /* should not happen */
6800 if (!(tube_enter_directions[i][1] & move_direction))
6801 return MF_NO_ACTION; /* tube has no opening in this direction */
6803 PlaySoundLevel(x, y, SND_TUBE_PASSING);
6807 case EL_EXIT_CLOSED:
6808 case EL_SP_EXIT_CLOSED:
6809 case EL_EXIT_OPENING:
6810 return MF_NO_ACTION;
6814 case EL_SP_EXIT_OPEN:
6815 if (mode == DF_SNAP)
6816 return MF_NO_ACTION;
6818 if (element == EL_EXIT_OPEN)
6819 PlaySoundLevel(x, y, SND_EXIT_PASSING);
6821 PlaySoundLevel(x, y, SND_SP_EXIT_PASSING);
6826 Feld[x][y] = EL_LAMP_ACTIVE;
6827 local_player->lights_still_needed--;
6828 DrawLevelField(x, y);
6829 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
6833 case EL_TIME_ORB_FULL:
6834 Feld[x][y] = EL_TIME_ORB_EMPTY;
6836 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
6837 DrawLevelField(x, y);
6838 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MAX_RIGHT);
6842 case EL_SOKOBAN_FIELD_EMPTY:
6845 case EL_SOKOBAN_OBJECT:
6846 case EL_SOKOBAN_FIELD_FULL:
6848 case EL_SP_DISK_YELLOW:
6850 if (mode == DF_SNAP)
6851 return MF_NO_ACTION;
6853 player->Pushing = TRUE;
6855 if (!IN_LEV_FIELD(x+dx, y+dy)
6856 || (!IS_FREE(x+dx, y+dy)
6857 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FIELD_EMPTY
6858 || !IS_SB_ELEMENT(element))))
6859 return MF_NO_ACTION;
6863 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6864 return MF_NO_ACTION;
6866 else if (dy && real_dx)
6868 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
6869 return MF_NO_ACTION;
6872 if (player->push_delay == 0)
6873 player->push_delay = FrameCounter;
6875 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6876 !tape.playing && element != EL_BALLOON)
6877 return MF_NO_ACTION;
6879 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6880 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6881 element != EL_BALLOON)
6882 return MF_NO_ACTION;
6885 if (IS_SB_ELEMENT(element))
6887 if (element == EL_SOKOBAN_FIELD_FULL)
6889 Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
6890 local_player->sokobanfields_still_needed++;
6895 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FIELD_EMPTY)
6897 Feld[x+dx][y+dy] = EL_SOKOBAN_FIELD_FULL;
6898 local_player->sokobanfields_still_needed--;
6899 if (element == EL_SOKOBAN_OBJECT)
6900 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_FILLING);
6902 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6906 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJECT;
6907 if (element == EL_SOKOBAN_FIELD_FULL)
6908 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_EMPTYING);
6910 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6916 Feld[x+dx][y+dy] = element;
6917 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING);
6920 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
6922 DrawLevelField(x, y);
6923 DrawLevelField(x + dx, y + dy);
6925 if (IS_SB_ELEMENT(element) &&
6926 local_player->sokobanfields_still_needed == 0 &&
6927 game.emulation == EMU_SOKOBAN)
6929 player->LevelSolved = player->GameOver = TRUE;
6930 PlaySoundLevel(x, y, SND_SOKOBAN_GAME_SOLVING);
6941 return MF_NO_ACTION;
6944 player->push_delay = 0;
6949 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
6951 int jx = player->jx, jy = player->jy;
6952 int x = jx + dx, y = jy + dy;
6954 if (!player->active || !IN_LEV_FIELD(x, y))
6962 if (player->MovPos == 0)
6963 player->Pushing = FALSE;
6965 player->snapped = FALSE;
6969 if (player->snapped)
6972 player->MovDir = (dx < 0 ? MV_LEFT :
6975 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6977 if (!DigField(player, x, y, 0, 0, DF_SNAP))
6980 player->snapped = TRUE;
6981 DrawLevelField(x, y);
6987 boolean PlaceBomb(struct PlayerInfo *player)
6989 int jx = player->jx, jy = player->jy;
6992 if (!player->active || player->MovPos)
6995 element = Feld[jx][jy];
6997 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
6998 IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
7001 if (element != EL_EMPTY)
7002 Store[jx][jy] = element;
7004 MovDelay[jx][jy] = 96;
7005 GfxFrame[jx][jy] = 0;
7007 if (player->dynamite)
7009 Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
7012 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
7013 FS_SMALL, FC_YELLOW);
7014 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
7016 if (game.emulation == EMU_SUPAPLEX)
7017 DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0);
7019 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0);
7022 PlaySoundLevel(jx, jy, SND_DYNAMITE_DROPPING);
7027 EL_DYNABOMB_PLAYER1_ACTIVE + (player->element_nr - EL_PLAYER1);
7028 player->dynabombs_left--;
7030 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
7031 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
7033 PlaySoundLevel(jx, jy, SND_DYNABOMB_DROPPING);
7039 static void PlaySoundLevel(int x, int y, int nr)
7041 static int loop_sound_frame[NUM_SOUND_FILES];
7042 static int loop_sound_volume[NUM_SOUND_FILES];
7043 int sx = SCREENX(x), sy = SCREENY(y);
7044 int volume, stereo_position;
7045 int max_distance = 8;
7046 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
7048 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
7049 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
7052 if (!IN_LEV_FIELD(x, y) ||
7053 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
7054 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
7057 volume = SOUND_MAX_VOLUME;
7059 if (!IN_SCR_FIELD(sx, sy))
7061 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
7062 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
7064 volume -= volume * (dx > dy ? dx : dy) / max_distance;
7067 stereo_position = (SOUND_MAX_LEFT +
7068 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
7069 (SCR_FIELDX + 2 * max_distance));
7071 if (IS_LOOP_SOUND(nr))
7073 /* This assures that quieter loop sounds do not overwrite louder ones,
7074 while restarting sound volume comparison with each new game frame. */
7076 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
7079 loop_sound_volume[nr] = volume;
7080 loop_sound_frame[nr] = FrameCounter;
7083 PlaySoundExt(nr, volume, stereo_position, type);
7086 static void PlaySoundLevelNearest(int x, int y, int sound_action)
7088 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
7089 x > LEVELX(BX2) ? LEVELX(BX2) : x,
7090 y < LEVELY(BY1) ? LEVELY(BY1) :
7091 y > LEVELY(BY2) ? LEVELY(BY2) : y,
7095 static void PlaySoundLevelAction(int x, int y, int sound_action)
7097 PlaySoundLevelElementAction(x, y, Feld[x][y], sound_action);
7100 static void PlaySoundLevelElementAction(int x, int y, int element,
7103 int sound_effect = element_action_sound[element][sound_action];
7105 if (sound_effect != -1)
7106 PlaySoundLevel(x, y, sound_effect);
7109 void RaiseScore(int value)
7111 local_player->score += value;
7112 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
7113 FS_SMALL, FC_YELLOW);
7116 void RaiseScoreElement(int element)
7122 case EL_EMERALD_YELLOW:
7123 case EL_EMERALD_RED:
7124 case EL_EMERALD_PURPLE:
7125 RaiseScore(level.score[SC_EDELSTEIN]);
7128 RaiseScore(level.score[SC_DIAMANT]);
7131 case EL_BD_BUTTERFLY:
7132 RaiseScore(level.score[SC_KAEFER]);
7136 RaiseScore(level.score[SC_FLIEGER]);
7139 case EL_DARK_YAMYAM:
7140 RaiseScore(level.score[SC_MAMPFER]);
7143 RaiseScore(level.score[SC_ROBOT]);
7146 RaiseScore(level.score[SC_PACMAN]);
7149 RaiseScore(level.score[SC_KOKOSNUSS]);
7152 RaiseScore(level.score[SC_DYNAMIT]);
7158 RaiseScore(level.score[SC_SCHLUESSEL]);
7165 void RequestQuitGame(boolean ask_if_really_quit)
7167 if (AllPlayersGone ||
7168 !ask_if_really_quit ||
7169 level_editor_test_game ||
7170 Request("Do you really want to quit the game ?",
7171 REQ_ASK | REQ_STAY_CLOSED))
7173 #if defined(PLATFORM_UNIX)
7174 if (options.network)
7175 SendToServer_StopPlaying();
7179 game_status = MAINMENU;
7185 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
7190 /* ---------- new game button stuff ---------------------------------------- */
7192 /* graphic position values for game buttons */
7193 #define GAME_BUTTON_XSIZE 30
7194 #define GAME_BUTTON_YSIZE 30
7195 #define GAME_BUTTON_XPOS 5
7196 #define GAME_BUTTON_YPOS 215
7197 #define SOUND_BUTTON_XPOS 5
7198 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
7200 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
7201 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
7202 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
7203 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
7204 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
7205 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
7212 } gamebutton_info[NUM_GAME_BUTTONS] =
7215 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
7220 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
7225 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
7230 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
7231 SOUND_CTRL_ID_MUSIC,
7232 "background music on/off"
7235 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
7236 SOUND_CTRL_ID_LOOPS,
7237 "sound loops on/off"
7240 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
7241 SOUND_CTRL_ID_SIMPLE,
7242 "normal sounds on/off"
7246 void CreateGameButtons()
7250 for (i=0; i<NUM_GAME_BUTTONS; i++)
7252 Bitmap *gd_bitmap = new_graphic_info[IMG_GLOBAL_DOOR].bitmap;
7253 struct GadgetInfo *gi;
7256 unsigned long event_mask;
7257 int gd_xoffset, gd_yoffset;
7258 int gd_x1, gd_x2, gd_y1, gd_y2;
7261 gd_xoffset = gamebutton_info[i].x;
7262 gd_yoffset = gamebutton_info[i].y;
7263 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
7264 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
7266 if (id == GAME_CTRL_ID_STOP ||
7267 id == GAME_CTRL_ID_PAUSE ||
7268 id == GAME_CTRL_ID_PLAY)
7270 button_type = GD_TYPE_NORMAL_BUTTON;
7272 event_mask = GD_EVENT_RELEASED;
7273 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7274 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7278 button_type = GD_TYPE_CHECK_BUTTON;
7280 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
7281 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
7282 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
7283 event_mask = GD_EVENT_PRESSED;
7284 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
7285 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7288 gi = CreateGadget(GDI_CUSTOM_ID, id,
7289 GDI_INFO_TEXT, gamebutton_info[i].infotext,
7290 GDI_X, DX + gd_xoffset,
7291 GDI_Y, DY + gd_yoffset,
7292 GDI_WIDTH, GAME_BUTTON_XSIZE,
7293 GDI_HEIGHT, GAME_BUTTON_YSIZE,
7294 GDI_TYPE, button_type,
7295 GDI_STATE, GD_BUTTON_UNPRESSED,
7296 GDI_CHECKED, checked,
7297 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
7298 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
7299 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
7300 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
7301 GDI_EVENT_MASK, event_mask,
7302 GDI_CALLBACK_ACTION, HandleGameButtons,
7306 Error(ERR_EXIT, "cannot create gadget");
7308 game_gadget[id] = gi;
7312 void FreeGameButtons()
7316 for (i=0; i<NUM_GAME_BUTTONS; i++)
7317 FreeGadget(game_gadget[i]);
7320 static void MapGameButtons()
7324 for (i=0; i<NUM_GAME_BUTTONS; i++)
7325 MapGadget(game_gadget[i]);
7328 void UnmapGameButtons()
7332 for (i=0; i<NUM_GAME_BUTTONS; i++)
7333 UnmapGadget(game_gadget[i]);
7336 static void HandleGameButtons(struct GadgetInfo *gi)
7338 int id = gi->custom_id;
7340 if (game_status != PLAYING)
7345 case GAME_CTRL_ID_STOP:
7346 RequestQuitGame(TRUE);
7349 case GAME_CTRL_ID_PAUSE:
7350 if (options.network)
7352 #if defined(PLATFORM_UNIX)
7354 SendToServer_ContinuePlaying();
7356 SendToServer_PausePlaying();
7360 TapeTogglePause(TAPE_TOGGLE_MANUAL);
7363 case GAME_CTRL_ID_PLAY:
7366 #if defined(PLATFORM_UNIX)
7367 if (options.network)
7368 SendToServer_ContinuePlaying();
7372 tape.pausing = FALSE;
7373 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
7378 case SOUND_CTRL_ID_MUSIC:
7379 if (setup.sound_music)
7381 setup.sound_music = FALSE;
7384 else if (audio.music_available)
7386 setup.sound = setup.sound_music = TRUE;
7387 PlayMusic(level_nr);
7391 case SOUND_CTRL_ID_LOOPS:
7392 if (setup.sound_loops)
7393 setup.sound_loops = FALSE;
7394 else if (audio.loops_available)
7395 setup.sound = setup.sound_loops = TRUE;
7398 case SOUND_CTRL_ID_SIMPLE:
7399 if (setup.sound_simple)
7400 setup.sound_simple = FALSE;
7401 else if (audio.sound_available)
7402 setup.sound = setup.sound_simple = TRUE;