1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MoveFigure() */
36 #define MF_NO_ACTION 0
40 /* for ScrollFigure() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_NO_EXPLOSION 0
51 /* special positions in the game control window (relative to control window) */
54 #define XX_EMERALDS 29
55 #define YY_EMERALDS 54
56 #define XX_DYNAMITE 29
57 #define YY_DYNAMITE 89
65 /* special positions in the game control window (relative to main window) */
66 #define DX_LEVEL (DX + XX_LEVEL)
67 #define DY_LEVEL (DY + YY_LEVEL)
68 #define DX_EMERALDS (DX + XX_EMERALDS)
69 #define DY_EMERALDS (DY + YY_EMERALDS)
70 #define DX_DYNAMITE (DX + XX_DYNAMITE)
71 #define DY_DYNAMITE (DY + YY_DYNAMITE)
72 #define DX_KEYS (DX + XX_KEYS)
73 #define DY_KEYS (DY + YY_KEYS)
74 #define DX_SCORE (DX + XX_SCORE)
75 #define DY_SCORE (DY + YY_SCORE)
76 #define DX_TIME (DX + XX_TIME)
77 #define DY_TIME (DY + YY_TIME)
79 /* values for initial player move delay (initial delay counter value) */
80 #define INITIAL_MOVE_DELAY_OFF -1
81 #define INITIAL_MOVE_DELAY_ON 0
83 /* values for player movement speed (which is in fact a delay value) */
84 #define MOVE_DELAY_NORMAL_SPEED 8
85 #define MOVE_DELAY_HIGH_SPEED 4
87 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
88 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
89 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
90 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
92 #define INIT_GFX_RANDOM() (SimpleRND(1000000))
94 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
95 RND(element_info[e].push_delay_random))
96 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
97 RND(element_info[e].move_delay_random))
99 /* game button identifiers */
100 #define GAME_CTRL_ID_STOP 0
101 #define GAME_CTRL_ID_PAUSE 1
102 #define GAME_CTRL_ID_PLAY 2
103 #define SOUND_CTRL_ID_MUSIC 3
104 #define SOUND_CTRL_ID_LOOPS 4
105 #define SOUND_CTRL_ID_SIMPLE 5
107 #define NUM_GAME_BUTTONS 6
110 /* forward declaration for internal use */
112 static void InitBeltMovement(void);
113 static void CloseAllOpenTimegates(void);
114 static void CheckGravityMovement(struct PlayerInfo *);
115 static void KillHeroUnlessProtected(int, int);
117 static void PlaySoundLevel(int, int, int);
118 static void PlaySoundLevelNearest(int, int, int);
119 static void PlaySoundLevelAction(int, int, int);
120 static void PlaySoundLevelElementAction(int, int, int, int);
121 static void PlaySoundLevelActionIfLoop(int, int, int);
122 static void StopSoundLevelActionIfLoop(int, int, int);
124 static void MapGameButtons();
125 static void HandleGameButtons(struct GadgetInfo *);
127 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
130 /* ------------------------------------------------------------------------- */
131 /* definition of elements that automatically change to other elements after */
132 /* a specified time, eventually calling a function when changing */
133 /* ------------------------------------------------------------------------- */
135 /* forward declaration for changer functions */
136 static void InitBuggyBase(int x, int y);
137 static void WarnBuggyBase(int x, int y);
139 static void InitTrap(int x, int y);
140 static void ActivateTrap(int x, int y);
141 static void ChangeActiveTrap(int x, int y);
143 static void InitRobotWheel(int x, int y);
144 static void RunRobotWheel(int x, int y);
145 static void StopRobotWheel(int x, int y);
147 static void InitTimegateWheel(int x, int y);
148 static void RunTimegateWheel(int x, int y);
150 struct ChangingElementInfo
155 void (*pre_change_function)(int x, int y);
156 void (*change_function)(int x, int y);
157 void (*post_change_function)(int x, int y);
160 static struct ChangingElementInfo changing_element_list[] =
187 EL_SWITCHGATE_OPENING,
195 EL_SWITCHGATE_CLOSING,
196 EL_SWITCHGATE_CLOSED,
228 EL_ACID_SPLASH_RIGHT,
237 EL_SP_BUGGY_BASE_ACTIVATING,
244 EL_SP_BUGGY_BASE_ACTIVATING,
245 EL_SP_BUGGY_BASE_ACTIVE,
252 EL_SP_BUGGY_BASE_ACTIVE,
276 EL_ROBOT_WHEEL_ACTIVE,
284 EL_TIMEGATE_SWITCH_ACTIVE,
302 static struct ChangingElementInfo changing_element[MAX_NUM_ELEMENTS];
304 #define IS_AUTO_CHANGING(e) (changing_element[e].base_element != EL_UNDEFINED)
307 void GetPlayerConfig()
309 if (!audio.sound_available)
312 if (!audio.loops_available)
313 setup.sound_loops = FALSE;
315 if (!audio.music_available)
316 setup.sound_music = FALSE;
318 if (!video.fullscreen_available)
319 setup.fullscreen = FALSE;
321 setup.sound_simple = setup.sound;
323 SetAudioMode(setup.sound);
327 static int getBeltNrFromBeltElement(int element)
329 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
330 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
331 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
334 static int getBeltNrFromBeltActiveElement(int element)
336 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
337 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
338 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
341 static int getBeltNrFromBeltSwitchElement(int element)
343 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
344 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
345 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
348 static int getBeltDirNrFromBeltSwitchElement(int element)
350 static int belt_base_element[4] =
352 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
353 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
354 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
355 EL_CONVEYOR_BELT_4_SWITCH_LEFT
358 int belt_nr = getBeltNrFromBeltSwitchElement(element);
359 int belt_dir_nr = element - belt_base_element[belt_nr];
361 return (belt_dir_nr % 3);
364 static int getBeltDirFromBeltSwitchElement(int element)
366 static int belt_move_dir[3] =
373 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
375 return belt_move_dir[belt_dir_nr];
378 static void InitField(int x, int y, boolean init_game)
380 int element = Feld[x][y];
387 if (stored_player[0].present)
389 Feld[x][y] = EL_SP_MURPHY_CLONE;
394 stored_player[0].use_murphy_graphic = TRUE;
397 Feld[x][y] = EL_PLAYER_1;
406 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
407 int jx = player->jx, jy = player->jy;
409 player->present = TRUE;
411 if (!options.network || player->connected)
413 player->active = TRUE;
415 /* remove potentially duplicate players */
416 if (StorePlayer[jx][jy] == Feld[x][y])
417 StorePlayer[jx][jy] = 0;
419 StorePlayer[x][y] = Feld[x][y];
423 printf("Player %d activated.\n", player->element_nr);
424 printf("[Local player is %d and currently %s.]\n",
425 local_player->element_nr,
426 local_player->active ? "active" : "not active");
430 Feld[x][y] = EL_EMPTY;
431 player->jx = player->last_jx = x;
432 player->jy = player->last_jy = y;
437 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
438 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
439 else if (x > 0 && Feld[x-1][y] == EL_ACID)
440 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
441 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
442 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
443 else if (y > 0 && Feld[x][y-1] == EL_ACID)
444 Feld[x][y] = EL_ACID_POOL_BOTTOM;
445 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
446 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
454 case EL_SPACESHIP_RIGHT:
455 case EL_SPACESHIP_UP:
456 case EL_SPACESHIP_LEFT:
457 case EL_SPACESHIP_DOWN:
459 case EL_BD_BUTTERFLY_RIGHT:
460 case EL_BD_BUTTERFLY_UP:
461 case EL_BD_BUTTERFLY_LEFT:
462 case EL_BD_BUTTERFLY_DOWN:
463 case EL_BD_BUTTERFLY:
464 case EL_BD_FIREFLY_RIGHT:
465 case EL_BD_FIREFLY_UP:
466 case EL_BD_FIREFLY_LEFT:
467 case EL_BD_FIREFLY_DOWN:
469 case EL_PACMAN_RIGHT:
493 if (y == lev_fieldy - 1)
495 Feld[x][y] = EL_AMOEBA_GROWING;
496 Store[x][y] = EL_AMOEBA_WET;
500 case EL_DYNAMITE_ACTIVE:
505 local_player->lights_still_needed++;
508 case EL_SOKOBAN_FIELD_EMPTY:
509 local_player->sokobanfields_still_needed++;
513 local_player->friends_still_needed++;
518 MovDir[x][y] = 1 << RND(4);
522 Feld[x][y] = EL_EMPTY;
525 case EL_EM_KEY_1_FILE:
526 Feld[x][y] = EL_EM_KEY_1;
528 case EL_EM_KEY_2_FILE:
529 Feld[x][y] = EL_EM_KEY_2;
531 case EL_EM_KEY_3_FILE:
532 Feld[x][y] = EL_EM_KEY_3;
534 case EL_EM_KEY_4_FILE:
535 Feld[x][y] = EL_EM_KEY_4;
538 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
539 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
540 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
541 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
542 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
543 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
544 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
545 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
546 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
547 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
548 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
549 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
552 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
553 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
554 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
556 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
558 game.belt_dir[belt_nr] = belt_dir;
559 game.belt_dir_nr[belt_nr] = belt_dir_nr;
561 else /* more than one switch -- set it like the first switch */
563 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
568 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
570 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
573 case EL_LIGHT_SWITCH_ACTIVE:
575 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
579 if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
585 void DrawGameDoorValues()
589 for (i=0; i<MAX_PLAYERS; i++)
591 if (stored_player[i].key[j])
592 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
593 el2edimg(EL_KEY_1 + j));
595 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
596 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
597 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
598 int2str(local_player->dynamite, 3), FONT_TEXT_2);
599 DrawText(DX + XX_SCORE, DY + YY_SCORE,
600 int2str(local_player->score, 5), FONT_TEXT_2);
601 DrawText(DX + XX_TIME, DY + YY_TIME,
602 int2str(TimeLeft, 3), FONT_TEXT_2);
607 =============================================================================
609 -----------------------------------------------------------------------------
610 initialize game engine due to level / tape version number
611 =============================================================================
614 static void InitGameEngine()
618 /* set game engine from tape file when re-playing, else from level file */
619 game.engine_version = (tape.playing ? tape.engine_version :
622 /* dynamically adjust element properties according to game engine version */
623 InitElementPropertiesEngine(game.engine_version);
626 printf("level %d: level version == %06d\n", level_nr, level.game_version);
627 printf(" tape version == %06d [%s] [file: %06d]\n",
628 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
630 printf(" => game.engine_version == %06d\n", game.engine_version);
633 /* dynamically adjust player properties according to game engine version */
634 game.initial_move_delay =
635 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
636 INITIAL_MOVE_DELAY_OFF);
638 /* dynamically adjust player properties according to level information */
639 game.initial_move_delay_value =
640 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
642 /* initialize changing elements information */
643 for (i=0; i<MAX_NUM_ELEMENTS; i++)
645 changing_element[i].base_element = EL_UNDEFINED;
646 changing_element[i].next_element = EL_UNDEFINED;
647 changing_element[i].change_delay = -1;
648 changing_element[i].pre_change_function = NULL;
649 changing_element[i].change_function = NULL;
650 changing_element[i].post_change_function = NULL;
653 /* add changing elements from pre-defined list */
655 while (changing_element_list[i].base_element != EL_UNDEFINED)
657 struct ChangingElementInfo *ce = &changing_element_list[i];
658 int element = ce->base_element;
660 changing_element[element].base_element = ce->base_element;
661 changing_element[element].next_element = ce->next_element;
662 changing_element[element].change_delay = ce->change_delay;
663 changing_element[element].pre_change_function = ce->pre_change_function;
664 changing_element[element].change_function = ce->change_function;
665 changing_element[element].post_change_function = ce->post_change_function;
670 /* add changing elements from custom element configuration */
671 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
673 int element = EL_CUSTOM_START + i;
674 struct ElementChangeInfo *change = &element_info[element].change;
676 /* only add custom elements that change after fixed/random frame delay */
677 if (!IS_CHANGEABLE(element) || !HAS_CHANGE_EVENT(element, CE_DELAY))
680 changing_element[element].base_element = element;
681 changing_element[element].next_element = change->successor;
682 changing_element[element].change_delay = (change->delay_fixed *
683 change->delay_frames);
689 =============================================================================
691 -----------------------------------------------------------------------------
692 initialize and start new game
693 =============================================================================
698 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
699 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
700 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
707 #if USE_NEW_AMOEBA_CODE
708 printf("Using new amoeba code.\n");
710 printf("Using old amoeba code.\n");
715 /* don't play tapes over network */
716 network_playing = (options.network && !tape.playing);
718 for (i=0; i<MAX_PLAYERS; i++)
720 struct PlayerInfo *player = &stored_player[i];
722 player->index_nr = i;
723 player->element_nr = EL_PLAYER_1 + i;
725 player->present = FALSE;
726 player->active = FALSE;
729 player->effective_action = 0;
730 player->programmed_action = 0;
733 player->gems_still_needed = level.gems_needed;
734 player->sokobanfields_still_needed = 0;
735 player->lights_still_needed = 0;
736 player->friends_still_needed = 0;
739 player->key[j] = FALSE;
741 player->dynamite = 0;
742 player->dynabomb_count = 0;
743 player->dynabomb_size = 1;
744 player->dynabombs_left = 0;
745 player->dynabomb_xl = FALSE;
747 player->MovDir = MV_NO_MOVING;
749 player->Pushing = FALSE;
750 player->Switching = FALSE;
752 player->GfxDir = MV_NO_MOVING;
753 player->GfxAction = ACTION_DEFAULT;
755 player->StepFrame = 0;
757 player->use_murphy_graphic = FALSE;
758 player->use_disk_red_graphic = FALSE;
760 player->actual_frame_counter = 0;
762 player->last_move_dir = MV_NO_MOVING;
763 player->is_moving = FALSE;
765 player->is_moving = FALSE;
766 player->is_waiting = FALSE;
767 player->is_digging = FALSE;
768 player->is_collecting = FALSE;
770 player->move_delay = game.initial_move_delay;
771 player->move_delay_value = game.initial_move_delay_value;
773 player->push_delay = 0;
774 player->push_delay_value = 5;
776 player->snapped = FALSE;
778 player->last_jx = player->last_jy = 0;
779 player->jx = player->jy = 0;
781 player->shield_normal_time_left = 0;
782 player->shield_deadly_time_left = 0;
784 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
785 SnapField(player, 0, 0);
787 player->LevelSolved = FALSE;
788 player->GameOver = FALSE;
791 network_player_action_received = FALSE;
793 #if defined(PLATFORM_UNIX)
794 /* initial null action */
796 SendToServer_MovePlayer(MV_NO_MOVING);
804 TimeLeft = level.time;
806 ScreenMovDir = MV_NO_MOVING;
810 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
812 AllPlayersGone = FALSE;
814 game.yamyam_content_nr = 0;
815 game.magic_wall_active = FALSE;
816 game.magic_wall_time_left = 0;
817 game.light_time_left = 0;
818 game.timegate_time_left = 0;
819 game.switchgate_pos = 0;
820 game.balloon_dir = MV_NO_MOVING;
821 game.explosions_delayed = TRUE;
825 game.belt_dir[i] = MV_NO_MOVING;
826 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
829 for (i=0; i<MAX_NUM_AMOEBA; i++)
830 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
832 for (x=0; x<lev_fieldx; x++)
834 for (y=0; y<lev_fieldy; y++)
836 Feld[x][y] = Ur[x][y];
837 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
838 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
840 JustStopped[x][y] = 0;
842 ExplodePhase[x][y] = 0;
843 ExplodeField[x][y] = EX_NO_EXPLOSION;
846 GfxAction[x][y] = ACTION_DEFAULT;
847 GfxRandom[x][y] = INIT_GFX_RANDOM();
848 GfxElement[x][y] = EL_UNDEFINED;
852 for(y=0; y<lev_fieldy; y++)
854 for(x=0; x<lev_fieldx; x++)
856 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
858 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
860 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
863 InitField(x, y, TRUE);
869 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
870 emulate_sb ? EMU_SOKOBAN :
871 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
873 /* correct non-moving belts to start moving left */
875 if (game.belt_dir[i] == MV_NO_MOVING)
876 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
878 /* check if any connected player was not found in playfield */
879 for (i=0; i<MAX_PLAYERS; i++)
881 struct PlayerInfo *player = &stored_player[i];
883 if (player->connected && !player->present)
885 for (j=0; j<MAX_PLAYERS; j++)
887 struct PlayerInfo *some_player = &stored_player[j];
888 int jx = some_player->jx, jy = some_player->jy;
890 /* assign first free player found that is present in the playfield */
891 if (some_player->present && !some_player->connected)
893 player->present = TRUE;
894 player->active = TRUE;
895 some_player->present = FALSE;
897 StorePlayer[jx][jy] = player->element_nr;
898 player->jx = player->last_jx = jx;
899 player->jy = player->last_jy = jy;
909 /* when playing a tape, eliminate all players who do not participate */
911 for (i=0; i<MAX_PLAYERS; i++)
913 if (stored_player[i].active && !tape.player_participates[i])
915 struct PlayerInfo *player = &stored_player[i];
916 int jx = player->jx, jy = player->jy;
918 player->active = FALSE;
919 StorePlayer[jx][jy] = 0;
920 Feld[jx][jy] = EL_EMPTY;
924 else if (!options.network && !setup.team_mode) /* && !tape.playing */
926 /* when in single player mode, eliminate all but the first active player */
928 for (i=0; i<MAX_PLAYERS; i++)
930 if (stored_player[i].active)
932 for (j=i+1; j<MAX_PLAYERS; j++)
934 if (stored_player[j].active)
936 struct PlayerInfo *player = &stored_player[j];
937 int jx = player->jx, jy = player->jy;
939 player->active = FALSE;
940 StorePlayer[jx][jy] = 0;
941 Feld[jx][jy] = EL_EMPTY;
948 /* when recording the game, store which players take part in the game */
951 for (i=0; i<MAX_PLAYERS; i++)
952 if (stored_player[i].active)
953 tape.player_participates[i] = TRUE;
958 for (i=0; i<MAX_PLAYERS; i++)
960 struct PlayerInfo *player = &stored_player[i];
962 printf("Player %d: present == %d, connected == %d, active == %d.\n",
967 if (local_player == player)
968 printf("Player %d is local player.\n", i+1);
972 if (BorderElement == EL_EMPTY)
975 SBX_Right = lev_fieldx - SCR_FIELDX;
977 SBY_Lower = lev_fieldy - SCR_FIELDY;
982 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
984 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
987 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
988 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
990 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
991 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
994 scroll_y = SBY_Upper;
995 if (local_player->jx >= SBX_Left + MIDPOSX)
996 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
997 local_player->jx - MIDPOSX :
999 if (local_player->jy >= SBY_Upper + MIDPOSY)
1000 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
1001 local_player->jy - MIDPOSY :
1004 CloseDoor(DOOR_CLOSE_1);
1009 /* after drawing the level, correct some elements */
1010 if (game.timegate_time_left == 0)
1011 CloseAllOpenTimegates();
1013 if (setup.soft_scrolling)
1014 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
1016 redraw_mask |= REDRAW_FROM_BACKBUFFER;
1019 /* copy default game door content to main double buffer */
1020 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
1021 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
1024 DrawText(DX + XX_LEVEL, DY + YY_LEVEL, int2str(level_nr, 2), FONT_TEXT_2);
1027 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
1028 int2str(level_nr, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
1029 BlitBitmap(drawto, drawto,
1030 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
1031 getFontWidth(FONT_LEVEL_NUMBER) * 3,
1032 getFontHeight(FONT_LEVEL_NUMBER) - 1,
1033 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
1036 DrawGameDoorValues();
1040 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
1041 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
1042 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
1046 /* copy actual game door content to door double buffer for OpenDoor() */
1047 BlitBitmap(drawto, bitmap_db_door,
1048 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
1050 OpenDoor(DOOR_OPEN_ALL);
1052 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
1053 if (setup.sound_music)
1054 PlayMusic(level_nr);
1056 KeyboardAutoRepeatOffUnlessAutoplay();
1061 printf("Player %d %sactive.\n",
1062 i + 1, (stored_player[i].active ? "" : "not "));
1066 void InitMovDir(int x, int y)
1068 int i, element = Feld[x][y];
1069 static int xy[4][2] =
1076 static int direction[3][4] =
1078 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1079 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1080 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1089 Feld[x][y] = EL_BUG;
1090 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
1093 case EL_SPACESHIP_RIGHT:
1094 case EL_SPACESHIP_UP:
1095 case EL_SPACESHIP_LEFT:
1096 case EL_SPACESHIP_DOWN:
1097 Feld[x][y] = EL_SPACESHIP;
1098 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
1101 case EL_BD_BUTTERFLY_RIGHT:
1102 case EL_BD_BUTTERFLY_UP:
1103 case EL_BD_BUTTERFLY_LEFT:
1104 case EL_BD_BUTTERFLY_DOWN:
1105 Feld[x][y] = EL_BD_BUTTERFLY;
1106 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
1109 case EL_BD_FIREFLY_RIGHT:
1110 case EL_BD_FIREFLY_UP:
1111 case EL_BD_FIREFLY_LEFT:
1112 case EL_BD_FIREFLY_DOWN:
1113 Feld[x][y] = EL_BD_FIREFLY;
1114 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1117 case EL_PACMAN_RIGHT:
1119 case EL_PACMAN_LEFT:
1120 case EL_PACMAN_DOWN:
1121 Feld[x][y] = EL_PACMAN;
1122 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1125 case EL_SP_SNIKSNAK:
1126 MovDir[x][y] = MV_UP;
1129 case EL_SP_ELECTRON:
1130 MovDir[x][y] = MV_LEFT;
1137 Feld[x][y] = EL_MOLE;
1138 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1142 if (IS_CUSTOM_ELEMENT(element))
1144 if (element_info[element].move_direction_initial != MV_NO_MOVING)
1145 MovDir[x][y] = element_info[element].move_direction_initial;
1146 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS)
1147 MovDir[x][y] = 1 << RND(4);
1148 else if (element_info[element].move_pattern == MV_HORIZONTAL)
1149 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
1150 else if (element_info[element].move_pattern == MV_VERTICAL)
1151 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
1152 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
1153 MovDir[x][y] = element_info[element].move_pattern;
1154 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE ||
1155 element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1159 int x1 = x + xy[i][0];
1160 int y1 = y + xy[i][1];
1162 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1164 if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1165 MovDir[x][y] = direction[0][i];
1167 MovDir[x][y] = direction[1][i];
1176 MovDir[x][y] = 1 << RND(4);
1178 if (element != EL_BUG &&
1179 element != EL_SPACESHIP &&
1180 element != EL_BD_BUTTERFLY &&
1181 element != EL_BD_FIREFLY)
1186 int x1 = x + xy[i][0];
1187 int y1 = y + xy[i][1];
1189 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1191 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1193 MovDir[x][y] = direction[0][i];
1196 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1197 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1199 MovDir[x][y] = direction[1][i];
1209 void InitAmoebaNr(int x, int y)
1212 int group_nr = AmoebeNachbarNr(x, y);
1216 for (i=1; i<MAX_NUM_AMOEBA; i++)
1218 if (AmoebaCnt[i] == 0)
1226 AmoebaNr[x][y] = group_nr;
1227 AmoebaCnt[group_nr]++;
1228 AmoebaCnt2[group_nr]++;
1234 boolean raise_level = FALSE;
1236 if (local_player->MovPos)
1239 if (tape.playing && tape.auto_play)
1240 tape.auto_play_level_solved = TRUE;
1242 local_player->LevelSolved = FALSE;
1244 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
1248 if (!tape.playing && setup.sound_loops)
1249 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1250 SND_CTRL_PLAY_LOOP);
1252 while (TimeLeft > 0)
1254 if (!tape.playing && !setup.sound_loops)
1255 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1256 if (TimeLeft > 0 && !(TimeLeft % 10))
1257 RaiseScore(level.score[SC_TIME_BONUS]);
1258 if (TimeLeft > 100 && !(TimeLeft % 10))
1262 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
1269 if (!tape.playing && setup.sound_loops)
1270 StopSound(SND_GAME_LEVELTIME_BONUS);
1272 else if (level.time == 0) /* level without time limit */
1274 if (!tape.playing && setup.sound_loops)
1275 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1276 SND_CTRL_PLAY_LOOP);
1278 while (TimePlayed < 999)
1280 if (!tape.playing && !setup.sound_loops)
1281 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1282 if (TimePlayed < 999 && !(TimePlayed % 10))
1283 RaiseScore(level.score[SC_TIME_BONUS]);
1284 if (TimePlayed < 900 && !(TimePlayed % 10))
1288 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
1295 if (!tape.playing && setup.sound_loops)
1296 StopSound(SND_GAME_LEVELTIME_BONUS);
1299 /* Hero disappears */
1300 DrawLevelField(ExitX, ExitY);
1306 CloseDoor(DOOR_CLOSE_1);
1311 SaveTape(tape.level_nr); /* Ask to save tape */
1314 if (level_nr == leveldir_current->handicap_level)
1316 leveldir_current->handicap_level++;
1317 SaveLevelSetup_SeriesInfo();
1320 if (level_editor_test_game)
1321 local_player->score = -1; /* no highscore when playing from editor */
1322 else if (level_nr < leveldir_current->last_level)
1323 raise_level = TRUE; /* advance to next level */
1325 if ((hi_pos = NewHiScore()) >= 0)
1327 game_status = GAME_MODE_SCORES;
1328 DrawHallOfFame(hi_pos);
1337 game_status = GAME_MODE_MAIN;
1354 LoadScore(level_nr);
1356 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1357 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1360 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1362 if (local_player->score > highscore[k].Score)
1364 /* player has made it to the hall of fame */
1366 if (k < MAX_SCORE_ENTRIES - 1)
1368 int m = MAX_SCORE_ENTRIES - 1;
1371 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1372 if (!strcmp(setup.player_name, highscore[l].Name))
1374 if (m == k) /* player's new highscore overwrites his old one */
1380 strcpy(highscore[l].Name, highscore[l - 1].Name);
1381 highscore[l].Score = highscore[l - 1].Score;
1388 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1389 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1390 highscore[k].Score = local_player->score;
1396 else if (!strncmp(setup.player_name, highscore[k].Name,
1397 MAX_PLAYER_NAME_LEN))
1398 break; /* player already there with a higher score */
1404 SaveScore(level_nr);
1409 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
1411 if (player->GfxAction != action || player->GfxDir != dir)
1414 printf("Player frame reset! (%d => %d, %d => %d)\n",
1415 player->GfxAction, action, player->GfxDir, dir);
1418 player->GfxAction = action;
1419 player->GfxDir = dir;
1421 player->StepFrame = 0;
1425 static void ResetRandomAnimationValue(int x, int y)
1427 GfxRandom[x][y] = INIT_GFX_RANDOM();
1430 static void ResetGfxAnimation(int x, int y)
1433 GfxAction[x][y] = ACTION_DEFAULT;
1436 void InitMovingField(int x, int y, int direction)
1438 int element = Feld[x][y];
1439 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1440 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1442 if (!JustStopped[x][y] || direction != MovDir[x][y])
1443 ResetGfxAnimation(x, y);
1445 MovDir[newx][newy] = MovDir[x][y] = direction;
1447 if (Feld[newx][newy] == EL_EMPTY)
1448 Feld[newx][newy] = EL_BLOCKED;
1450 if (direction == MV_DOWN && CAN_FALL(element))
1451 GfxAction[x][y] = ACTION_FALLING;
1453 GfxAction[x][y] = ACTION_MOVING;
1455 GfxFrame[newx][newy] = GfxFrame[x][y];
1456 GfxAction[newx][newy] = GfxAction[x][y];
1457 GfxRandom[newx][newy] = GfxRandom[x][y];
1460 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1462 int direction = MovDir[x][y];
1463 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1464 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1470 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1472 int oldx = x, oldy = y;
1473 int direction = MovDir[x][y];
1475 if (direction == MV_LEFT)
1477 else if (direction == MV_RIGHT)
1479 else if (direction == MV_UP)
1481 else if (direction == MV_DOWN)
1484 *comes_from_x = oldx;
1485 *comes_from_y = oldy;
1488 int MovingOrBlocked2Element(int x, int y)
1490 int element = Feld[x][y];
1492 if (element == EL_BLOCKED)
1496 Blocked2Moving(x, y, &oldx, &oldy);
1497 return Feld[oldx][oldy];
1503 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1505 /* like MovingOrBlocked2Element(), but if element is moving
1506 and (x,y) is the field the moving element is just leaving,
1507 return EL_BLOCKED instead of the element value */
1508 int element = Feld[x][y];
1510 if (IS_MOVING(x, y))
1512 if (element == EL_BLOCKED)
1516 Blocked2Moving(x, y, &oldx, &oldy);
1517 return Feld[oldx][oldy];
1526 static void RemoveField(int x, int y)
1528 Feld[x][y] = EL_EMPTY;
1529 GfxElement[x][y] = EL_UNDEFINED;
1535 void RemoveMovingField(int x, int y)
1537 int oldx = x, oldy = y, newx = x, newy = y;
1539 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1542 if (IS_MOVING(x, y))
1544 Moving2Blocked(x, y, &newx, &newy);
1545 if (Feld[newx][newy] != EL_BLOCKED)
1548 else if (Feld[x][y] == EL_BLOCKED)
1550 Blocked2Moving(x, y, &oldx, &oldy);
1551 if (!IS_MOVING(oldx, oldy))
1555 if (Feld[x][y] == EL_BLOCKED &&
1556 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1557 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1558 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1559 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
1560 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1562 Feld[oldx][oldy] = EL_EMPTY;
1564 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1566 Feld[newx][newy] = EL_EMPTY;
1567 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1568 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1569 GfxAction[oldx][oldy] = GfxAction[newx][newy] = ACTION_DEFAULT;
1571 DrawLevelField(oldx, oldy);
1572 DrawLevelField(newx, newy);
1575 void DrawDynamite(int x, int y)
1577 int sx = SCREENX(x), sy = SCREENY(y);
1578 int graphic = el2img(Feld[x][y]);
1581 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1584 if (IS_WALKABLE_INSIDE(Back[x][y]))
1588 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
1589 else if (Store[x][y])
1590 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
1592 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
1595 if (Back[x][y] || Store[x][y])
1596 DrawGraphicThruMask(sx, sy, graphic, frame);
1598 DrawGraphic(sx, sy, graphic, frame);
1600 if (game.emulation == EMU_SUPAPLEX)
1601 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
1602 else if (Store[x][y])
1603 DrawGraphicThruMask(sx, sy, graphic, frame);
1605 DrawGraphic(sx, sy, graphic, frame);
1609 void CheckDynamite(int x, int y)
1611 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
1615 if (MovDelay[x][y] != 0)
1618 PlaySoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1625 StopSoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1627 if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
1628 Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
1629 StopSound(SND_DYNAMITE_ACTIVE);
1631 StopSound(SND_DYNABOMB_ACTIVE);
1637 void Explode(int ex, int ey, int phase, int mode)
1641 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1642 int last_phase = num_phase * delay;
1643 int half_phase = (num_phase / 2) * delay;
1644 int first_phase_after_start = EX_PHASE_START + 1;
1646 if (game.explosions_delayed)
1648 ExplodeField[ex][ey] = mode;
1652 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1654 int center_element = Feld[ex][ey];
1656 /* remove things displayed in background while burning dynamite */
1657 if (!IS_INDESTRUCTIBLE(Back[ex][ey]))
1660 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1662 /* put moving element to center field (and let it explode there) */
1663 center_element = MovingOrBlocked2Element(ex, ey);
1664 RemoveMovingField(ex, ey);
1665 Feld[ex][ey] = center_element;
1668 for (y = ey - 1; y <= ey + 1; y++) for(x = ex - 1; x <= ex + 1; x++)
1672 if (!IN_LEV_FIELD(x, y) ||
1673 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
1674 (x != ex || y != ey)))
1677 element = Feld[x][y];
1679 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1681 element = MovingOrBlocked2Element(x, y);
1682 RemoveMovingField(x, y);
1686 if (IS_EXPLOSION_PROOF(element))
1689 if ((IS_INDESTRUCTIBLE(element) &&
1690 (game.engine_version < VERSION_IDENT(2,2,0) ||
1691 (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
1692 element == EL_FLAMES)
1696 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1698 if (IS_ACTIVE_BOMB(element))
1700 /* re-activate things under the bomb like gate or penguin */
1701 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
1708 /* save walkable background elements while explosion on same tile */
1709 if (IS_INDESTRUCTIBLE(element))
1710 Back[x][y] = element;
1712 /* ignite explodable elements reached by other explosion */
1713 if (element == EL_EXPLOSION)
1714 element = Store2[x][y];
1716 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1718 switch(StorePlayer[ex][ey])
1721 Store[x][y] = EL_EMERALD_RED;
1724 Store[x][y] = EL_EMERALD;
1727 Store[x][y] = EL_EMERALD_PURPLE;
1731 Store[x][y] = EL_EMERALD_YELLOW;
1735 if (game.emulation == EMU_SUPAPLEX)
1736 Store[x][y] = EL_EMPTY;
1738 else if (center_element == EL_MOLE)
1739 Store[x][y] = EL_EMERALD_RED;
1740 else if (center_element == EL_PENGUIN)
1741 Store[x][y] = EL_EMERALD_PURPLE;
1742 else if (center_element == EL_BUG)
1743 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
1744 else if (center_element == EL_BD_BUTTERFLY)
1745 Store[x][y] = EL_BD_DIAMOND;
1746 else if (center_element == EL_SP_ELECTRON)
1747 Store[x][y] = EL_SP_INFOTRON;
1748 else if (center_element == EL_AMOEBA_TO_DIAMOND)
1749 Store[x][y] = level.amoeba_content;
1750 else if (center_element == EL_YAMYAM)
1752 level.yamyam_content[game.yamyam_content_nr][x - ex + 1][y - ey + 1];
1753 else if (IS_CUSTOM_ELEMENT(center_element))
1755 element_info[center_element].content[x - ex + 1][y - ey + 1];
1756 else if (element == EL_WALL_EMERALD)
1757 Store[x][y] = EL_EMERALD;
1758 else if (element == EL_WALL_DIAMOND)
1759 Store[x][y] = EL_DIAMOND;
1760 else if (element == EL_WALL_BD_DIAMOND)
1761 Store[x][y] = EL_BD_DIAMOND;
1762 else if (element == EL_WALL_EMERALD_YELLOW)
1763 Store[x][y] = EL_EMERALD_YELLOW;
1764 else if (element == EL_WALL_EMERALD_RED)
1765 Store[x][y] = EL_EMERALD_RED;
1766 else if (element == EL_WALL_EMERALD_PURPLE)
1767 Store[x][y] = EL_EMERALD_PURPLE;
1768 else if (element == EL_WALL_PEARL)
1769 Store[x][y] = EL_PEARL;
1770 else if (element == EL_WALL_CRYSTAL)
1771 Store[x][y] = EL_CRYSTAL;
1773 Store[x][y] = EL_EMPTY;
1775 if (x != ex || y != ey ||
1776 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
1777 Store2[x][y] = element;
1779 if (AmoebaNr[x][y] &&
1780 (element == EL_AMOEBA_FULL ||
1781 element == EL_BD_AMOEBA ||
1782 element == EL_AMOEBA_GROWING))
1784 AmoebaCnt[AmoebaNr[x][y]]--;
1785 AmoebaCnt2[AmoebaNr[x][y]]--;
1788 Feld[x][y] = EL_EXPLOSION;
1789 GfxElement[x][y] = EL_UNDEFINED;
1790 MovDir[x][y] = MovPos[x][y] = 0;
1792 ExplodePhase[x][y] = 1;
1796 if (center_element == EL_YAMYAM)
1797 game.yamyam_content_nr =
1798 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
1809 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
1811 if (phase == first_phase_after_start)
1813 int element = Store2[x][y];
1815 if (element == EL_BLACK_ORB)
1817 Feld[x][y] = Store2[x][y];
1822 else if (phase == half_phase)
1824 int element = Store2[x][y];
1826 if (IS_PLAYER(x, y))
1827 KillHeroUnlessProtected(x, y);
1828 else if (CAN_EXPLODE(element))
1830 Feld[x][y] = Store2[x][y];
1834 else if (element == EL_AMOEBA_TO_DIAMOND)
1835 AmoebeUmwandeln(x, y);
1838 if (phase == last_phase)
1842 element = Feld[x][y] = Store[x][y];
1843 Store[x][y] = Store2[x][y] = 0;
1845 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
1846 element = Feld[x][y] = Back[x][y];
1849 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1850 InitField(x, y, FALSE);
1851 if (CAN_MOVE(element))
1853 DrawLevelField(x, y);
1855 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1856 StorePlayer[x][y] = 0;
1858 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1860 int stored = Store[x][y];
1861 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
1862 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
1864 int frame = getGraphicAnimationFrame(graphic, phase - delay);
1867 DrawLevelFieldCrumbledSand(x, y);
1869 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
1871 DrawLevelElement(x, y, Back[x][y]);
1872 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
1874 else if (IS_WALKABLE_UNDER(Back[x][y]))
1876 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1877 DrawLevelElementThruMask(x, y, Back[x][y]);
1879 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
1880 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1884 void DynaExplode(int ex, int ey)
1887 int dynabomb_size = 1;
1888 boolean dynabomb_xl = FALSE;
1889 struct PlayerInfo *player;
1890 static int xy[4][2] =
1898 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1900 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER_1_ACTIVE];
1901 dynabomb_size = player->dynabomb_size;
1902 dynabomb_xl = player->dynabomb_xl;
1903 player->dynabombs_left++;
1906 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1910 for (j=1; j<=dynabomb_size; j++)
1912 int x = ex + j * xy[i % 4][0];
1913 int y = ey + j * xy[i % 4][1];
1916 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
1919 element = Feld[x][y];
1921 /* do not restart explosions of fields with active bombs */
1922 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
1925 Explode(x, y, EX_PHASE_START, EX_BORDER);
1927 if (element != EL_EMPTY &&
1928 element != EL_SAND &&
1929 element != EL_EXPLOSION &&
1936 void Bang(int x, int y)
1938 int element = Feld[x][y];
1940 if (game.emulation == EMU_SUPAPLEX)
1941 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
1943 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
1946 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1954 case EL_BD_BUTTERFLY:
1957 case EL_DARK_YAMYAM:
1961 RaiseScoreElement(element);
1962 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1964 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1965 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1966 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1967 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1968 case EL_DYNABOMB_INCREASE_NUMBER:
1969 case EL_DYNABOMB_INCREASE_SIZE:
1970 case EL_DYNABOMB_INCREASE_POWER:
1975 case EL_LAMP_ACTIVE:
1976 if (IS_PLAYER(x, y))
1977 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1979 Explode(x, y, EX_PHASE_START, EX_CENTER);
1982 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1987 void SplashAcid(int x, int y)
1989 int element = Feld[x][y];
1991 if (element != EL_ACID_SPLASH_LEFT &&
1992 element != EL_ACID_SPLASH_RIGHT)
1994 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
1996 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1997 (!IN_LEV_FIELD(x-1, y-1) ||
1998 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1999 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
2001 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
2002 (!IN_LEV_FIELD(x+1, y-1) ||
2003 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
2004 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
2008 static void InitBeltMovement()
2010 static int belt_base_element[4] =
2012 EL_CONVEYOR_BELT_1_LEFT,
2013 EL_CONVEYOR_BELT_2_LEFT,
2014 EL_CONVEYOR_BELT_3_LEFT,
2015 EL_CONVEYOR_BELT_4_LEFT
2017 static int belt_base_active_element[4] =
2019 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2020 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2021 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2022 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2027 /* set frame order for belt animation graphic according to belt direction */
2034 int element = belt_base_active_element[belt_nr] + j;
2035 int graphic = el2img(element);
2037 if (game.belt_dir[i] == MV_LEFT)
2038 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2040 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2044 for(y=0; y<lev_fieldy; y++)
2046 for(x=0; x<lev_fieldx; x++)
2048 int element = Feld[x][y];
2052 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
2054 int e_belt_nr = getBeltNrFromBeltElement(element);
2057 if (e_belt_nr == belt_nr)
2059 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
2061 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
2069 static void ToggleBeltSwitch(int x, int y)
2071 static int belt_base_element[4] =
2073 EL_CONVEYOR_BELT_1_LEFT,
2074 EL_CONVEYOR_BELT_2_LEFT,
2075 EL_CONVEYOR_BELT_3_LEFT,
2076 EL_CONVEYOR_BELT_4_LEFT
2078 static int belt_base_active_element[4] =
2080 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2081 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2082 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2083 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2085 static int belt_base_switch_element[4] =
2087 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
2088 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
2089 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
2090 EL_CONVEYOR_BELT_4_SWITCH_LEFT
2092 static int belt_move_dir[4] =
2100 int element = Feld[x][y];
2101 int belt_nr = getBeltNrFromBeltSwitchElement(element);
2102 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
2103 int belt_dir = belt_move_dir[belt_dir_nr];
2106 if (!IS_BELT_SWITCH(element))
2109 game.belt_dir_nr[belt_nr] = belt_dir_nr;
2110 game.belt_dir[belt_nr] = belt_dir;
2112 if (belt_dir_nr == 3)
2115 /* set frame order for belt animation graphic according to belt direction */
2118 int element = belt_base_active_element[belt_nr] + i;
2119 int graphic = el2img(element);
2121 if (belt_dir == MV_LEFT)
2122 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2124 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2127 for (yy=0; yy<lev_fieldy; yy++)
2129 for (xx=0; xx<lev_fieldx; xx++)
2131 int element = Feld[xx][yy];
2133 if (IS_BELT_SWITCH(element))
2135 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
2137 if (e_belt_nr == belt_nr)
2139 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
2140 DrawLevelField(xx, yy);
2143 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
2145 int e_belt_nr = getBeltNrFromBeltElement(element);
2147 if (e_belt_nr == belt_nr)
2149 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
2151 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
2152 DrawLevelField(xx, yy);
2155 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
2157 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
2159 if (e_belt_nr == belt_nr)
2161 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
2163 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
2164 DrawLevelField(xx, yy);
2171 static void ToggleSwitchgateSwitch(int x, int y)
2175 game.switchgate_pos = !game.switchgate_pos;
2177 for (yy=0; yy<lev_fieldy; yy++)
2179 for (xx=0; xx<lev_fieldx; xx++)
2181 int element = Feld[xx][yy];
2183 if (element == EL_SWITCHGATE_SWITCH_UP ||
2184 element == EL_SWITCHGATE_SWITCH_DOWN)
2186 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2187 DrawLevelField(xx, yy);
2189 else if (element == EL_SWITCHGATE_OPEN ||
2190 element == EL_SWITCHGATE_OPENING)
2192 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2194 PlaySoundLevelAction(xx, yy, ACTION_CLOSING);
2196 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2199 else if (element == EL_SWITCHGATE_CLOSED ||
2200 element == EL_SWITCHGATE_CLOSING)
2202 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2204 PlaySoundLevelAction(xx, yy, ACTION_OPENING);
2206 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2213 static int getInvisibleActiveFromInvisibleElement(int element)
2215 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2216 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2217 EL_INVISIBLE_SAND_ACTIVE);
2220 static int getInvisibleFromInvisibleActiveElement(int element)
2222 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2223 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2227 static void RedrawAllLightSwitchesAndInvisibleElements()
2231 for (y=0; y<lev_fieldy; y++)
2233 for (x=0; x<lev_fieldx; x++)
2235 int element = Feld[x][y];
2237 if (element == EL_LIGHT_SWITCH &&
2238 game.light_time_left > 0)
2240 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2241 DrawLevelField(x, y);
2243 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2244 game.light_time_left == 0)
2246 Feld[x][y] = EL_LIGHT_SWITCH;
2247 DrawLevelField(x, y);
2249 else if (element == EL_INVISIBLE_STEELWALL ||
2250 element == EL_INVISIBLE_WALL ||
2251 element == EL_INVISIBLE_SAND)
2253 if (game.light_time_left > 0)
2254 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2256 DrawLevelField(x, y);
2258 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2259 element == EL_INVISIBLE_WALL_ACTIVE ||
2260 element == EL_INVISIBLE_SAND_ACTIVE)
2262 if (game.light_time_left == 0)
2263 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2265 DrawLevelField(x, y);
2271 static void ToggleLightSwitch(int x, int y)
2273 int element = Feld[x][y];
2275 game.light_time_left =
2276 (element == EL_LIGHT_SWITCH ?
2277 level.time_light * FRAMES_PER_SECOND : 0);
2279 RedrawAllLightSwitchesAndInvisibleElements();
2282 static void ActivateTimegateSwitch(int x, int y)
2286 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2288 for (yy=0; yy<lev_fieldy; yy++)
2290 for (xx=0; xx<lev_fieldx; xx++)
2292 int element = Feld[xx][yy];
2294 if (element == EL_TIMEGATE_CLOSED ||
2295 element == EL_TIMEGATE_CLOSING)
2297 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2298 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2302 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2304 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2305 DrawLevelField(xx, yy);
2312 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2315 void Impact(int x, int y)
2317 boolean lastline = (y == lev_fieldy-1);
2318 boolean object_hit = FALSE;
2319 int element = Feld[x][y];
2322 if (!lastline) /* check if element below was hit */
2324 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
2327 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
2328 MovDir[x][y+1] != MV_DOWN ||
2329 MovPos[x][y+1] <= TILEY / 2));
2331 smashed = MovingOrBlocked2Element(x, y+1);
2334 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2340 if (lastline || object_hit)
2342 ResetGfxAnimation(x, y);
2343 DrawLevelField(x, y);
2346 if ((element == EL_BOMB ||
2347 element == EL_SP_DISK_ORANGE ||
2348 element == EL_DX_SUPABOMB) &&
2349 (lastline || object_hit)) /* element is bomb */
2354 else if (element == EL_PEARL)
2356 Feld[x][y] = EL_PEARL_BREAKING;
2357 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2361 if (element == EL_AMOEBA_DROP && (lastline || object_hit))
2363 if (object_hit && IS_PLAYER(x, y+1))
2364 KillHeroUnlessProtected(x, y+1);
2365 else if (object_hit && smashed == EL_PENGUIN)
2369 Feld[x][y] = EL_AMOEBA_GROWING;
2370 Store[x][y] = EL_AMOEBA_WET;
2372 ResetRandomAnimationValue(x, y);
2377 if (!lastline && object_hit) /* check which object was hit */
2379 if (CAN_PASS_MAGIC_WALL(element) &&
2380 (smashed == EL_MAGIC_WALL ||
2381 smashed == EL_BD_MAGIC_WALL))
2384 int activated_magic_wall =
2385 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2386 EL_BD_MAGIC_WALL_ACTIVE);
2388 /* activate magic wall / mill */
2389 for (yy=0; yy<lev_fieldy; yy++)
2390 for (xx=0; xx<lev_fieldx; xx++)
2391 if (Feld[xx][yy] == smashed)
2392 Feld[xx][yy] = activated_magic_wall;
2394 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2395 game.magic_wall_active = TRUE;
2397 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2398 SND_MAGIC_WALL_ACTIVATING :
2399 SND_BD_MAGIC_WALL_ACTIVATING));
2402 if (IS_PLAYER(x, y + 1))
2404 KillHeroUnlessProtected(x, y+1);
2407 else if (smashed == EL_PENGUIN)
2412 else if (element == EL_BD_DIAMOND)
2414 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2420 else if ((element == EL_SP_INFOTRON ||
2421 element == EL_SP_ZONK) &&
2422 (smashed == EL_SP_SNIKSNAK ||
2423 smashed == EL_SP_ELECTRON ||
2424 smashed == EL_SP_DISK_ORANGE))
2429 else if (element == EL_ROCK ||
2430 element == EL_SP_ZONK ||
2431 element == EL_BD_ROCK)
2433 if (IS_ENEMY(smashed) ||
2434 smashed == EL_BOMB ||
2435 smashed == EL_SP_DISK_ORANGE ||
2436 smashed == EL_DX_SUPABOMB ||
2437 smashed == EL_SATELLITE ||
2438 smashed == EL_PIG ||
2439 smashed == EL_DRAGON ||
2445 else if (!IS_MOVING(x, y + 1))
2447 if (smashed == EL_LAMP ||
2448 smashed == EL_LAMP_ACTIVE)
2453 else if (smashed == EL_NUT)
2455 Feld[x][y+1] = EL_NUT_BREAKING;
2456 PlaySoundLevel(x, y, SND_NUT_BREAKING);
2457 RaiseScoreElement(EL_NUT);
2460 else if (smashed == EL_PEARL)
2462 Feld[x][y+1] = EL_PEARL_BREAKING;
2463 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2466 else if (smashed == EL_DIAMOND)
2468 Feld[x][y+1] = EL_EMPTY;
2469 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2472 else if (IS_BELT_SWITCH(smashed))
2474 ToggleBeltSwitch(x, y+1);
2476 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
2477 smashed == EL_SWITCHGATE_SWITCH_DOWN)
2479 ToggleSwitchgateSwitch(x, y+1);
2481 else if (smashed == EL_LIGHT_SWITCH ||
2482 smashed == EL_LIGHT_SWITCH_ACTIVE)
2484 ToggleLightSwitch(x, y+1);
2490 /* play sound of magic wall / mill */
2492 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2493 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2495 if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2496 PlaySoundLevel(x, y, SND_MAGIC_WALL_FILLING);
2497 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2498 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_FILLING);
2503 /* play sound of object that hits the ground */
2504 if (lastline || object_hit)
2505 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2508 void TurnRound(int x, int y)
2520 { 0, 0 }, { 0, 0 }, { 0, 0 },
2525 int left, right, back;
2529 { MV_DOWN, MV_UP, MV_RIGHT },
2530 { MV_UP, MV_DOWN, MV_LEFT },
2532 { MV_LEFT, MV_RIGHT, MV_DOWN },
2533 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2534 { MV_RIGHT, MV_LEFT, MV_UP }
2537 int element = Feld[x][y];
2538 int old_move_dir = MovDir[x][y];
2539 int left_dir = turn[old_move_dir].left;
2540 int right_dir = turn[old_move_dir].right;
2541 int back_dir = turn[old_move_dir].back;
2543 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2544 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2545 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2546 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2548 int left_x = x + left_dx, left_y = y + left_dy;
2549 int right_x = x + right_dx, right_y = y + right_dy;
2550 int move_x = x + move_dx, move_y = y + move_dy;
2552 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2554 TestIfBadThingTouchesOtherBadThing(x, y);
2556 if (IN_LEV_FIELD(right_x, right_y) &&
2557 IS_FREE(right_x, right_y))
2558 MovDir[x][y] = right_dir;
2559 else if (!IN_LEV_FIELD(move_x, move_y) ||
2560 !IS_FREE(move_x, move_y))
2561 MovDir[x][y] = left_dir;
2563 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
2565 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2568 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2569 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2571 TestIfBadThingTouchesOtherBadThing(x, y);
2573 if (IN_LEV_FIELD(left_x, left_y) &&
2574 IS_FREE(left_x, left_y))
2575 MovDir[x][y] = left_dir;
2576 else if (!IN_LEV_FIELD(move_x, move_y) ||
2577 !IS_FREE(move_x, move_y))
2578 MovDir[x][y] = right_dir;
2580 if ((element == EL_SPACESHIP ||
2581 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2582 && MovDir[x][y] != old_move_dir)
2584 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
2587 else if (element == EL_YAMYAM)
2589 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2591 if (IN_LEV_FIELD(left_x, left_y) &&
2592 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2593 Feld[left_x][left_y] == EL_DIAMOND))
2594 can_turn_left = TRUE;
2595 if (IN_LEV_FIELD(right_x, right_y) &&
2596 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2597 Feld[right_x][right_y] == EL_DIAMOND))
2598 can_turn_right = TRUE;
2600 if (can_turn_left && can_turn_right)
2601 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2602 else if (can_turn_left)
2603 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2604 else if (can_turn_right)
2605 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2607 MovDir[x][y] = back_dir;
2609 MovDelay[x][y] = 16+16*RND(3);
2611 else if (element == EL_DARK_YAMYAM)
2613 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2615 if (IN_LEV_FIELD(left_x, left_y) &&
2616 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2617 IS_FOOD_DARK_YAMYAM(Feld[left_x][left_y])))
2618 can_turn_left = TRUE;
2619 if (IN_LEV_FIELD(right_x, right_y) &&
2620 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2621 IS_FOOD_DARK_YAMYAM(Feld[right_x][right_y])))
2622 can_turn_right = TRUE;
2624 if (can_turn_left && can_turn_right)
2625 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2626 else if (can_turn_left)
2627 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2628 else if (can_turn_right)
2629 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2631 MovDir[x][y] = back_dir;
2633 MovDelay[x][y] = 16+16*RND(3);
2635 else if (element == EL_PACMAN)
2637 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2639 if (IN_LEV_FIELD(left_x, left_y) &&
2640 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2641 IS_AMOEBOID(Feld[left_x][left_y])))
2642 can_turn_left = TRUE;
2643 if (IN_LEV_FIELD(right_x, right_y) &&
2644 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2645 IS_AMOEBOID(Feld[right_x][right_y])))
2646 can_turn_right = TRUE;
2648 if (can_turn_left && can_turn_right)
2649 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2650 else if (can_turn_left)
2651 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2652 else if (can_turn_right)
2653 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2655 MovDir[x][y] = back_dir;
2657 MovDelay[x][y] = 6+RND(40);
2659 else if (element == EL_PIG)
2661 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2662 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2663 boolean should_move_on = FALSE;
2665 int rnd = RND(rnd_value);
2667 if (IN_LEV_FIELD(left_x, left_y) &&
2668 (IS_FREE(left_x, left_y) || IS_FOOD_PIG(Feld[left_x][left_y])))
2669 can_turn_left = TRUE;
2670 if (IN_LEV_FIELD(right_x, right_y) &&
2671 (IS_FREE(right_x, right_y) || IS_FOOD_PIG(Feld[right_x][right_y])))
2672 can_turn_right = TRUE;
2673 if (IN_LEV_FIELD(move_x, move_y) &&
2674 (IS_FREE(move_x, move_y) || IS_FOOD_PIG(Feld[move_x][move_y])))
2677 if (can_turn_left &&
2679 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2680 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2681 should_turn_left = TRUE;
2682 if (can_turn_right &&
2684 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2685 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2686 should_turn_right = TRUE;
2688 (!can_turn_left || !can_turn_right ||
2689 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2690 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2691 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2692 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2693 should_move_on = TRUE;
2695 if (should_turn_left || should_turn_right || should_move_on)
2697 if (should_turn_left && should_turn_right && should_move_on)
2698 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2699 rnd < 2*rnd_value/3 ? right_dir :
2701 else if (should_turn_left && should_turn_right)
2702 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2703 else if (should_turn_left && should_move_on)
2704 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2705 else if (should_turn_right && should_move_on)
2706 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2707 else if (should_turn_left)
2708 MovDir[x][y] = left_dir;
2709 else if (should_turn_right)
2710 MovDir[x][y] = right_dir;
2711 else if (should_move_on)
2712 MovDir[x][y] = old_move_dir;
2714 else if (can_move_on && rnd > rnd_value/8)
2715 MovDir[x][y] = old_move_dir;
2716 else if (can_turn_left && can_turn_right)
2717 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2718 else if (can_turn_left && rnd > rnd_value/8)
2719 MovDir[x][y] = left_dir;
2720 else if (can_turn_right && rnd > rnd_value/8)
2721 MovDir[x][y] = right_dir;
2723 MovDir[x][y] = back_dir;
2725 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2726 !IS_FOOD_PIG(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2727 MovDir[x][y] = old_move_dir;
2731 else if (element == EL_DRAGON)
2733 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2735 int rnd = RND(rnd_value);
2737 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2738 can_turn_left = TRUE;
2739 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2740 can_turn_right = TRUE;
2741 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2744 if (can_move_on && rnd > rnd_value/8)
2745 MovDir[x][y] = old_move_dir;
2746 else if (can_turn_left && can_turn_right)
2747 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2748 else if (can_turn_left && rnd > rnd_value/8)
2749 MovDir[x][y] = left_dir;
2750 else if (can_turn_right && rnd > rnd_value/8)
2751 MovDir[x][y] = right_dir;
2753 MovDir[x][y] = back_dir;
2755 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2756 MovDir[x][y] = old_move_dir;
2760 else if (element == EL_MOLE)
2762 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2764 if (IN_LEV_FIELD(move_x, move_y) &&
2765 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2766 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING))
2771 if (IN_LEV_FIELD(left_x, left_y) &&
2772 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2773 can_turn_left = TRUE;
2774 if (IN_LEV_FIELD(right_x, right_y) &&
2775 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2776 can_turn_right = TRUE;
2778 if (can_turn_left && can_turn_right)
2779 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2780 else if (can_turn_left)
2781 MovDir[x][y] = left_dir;
2783 MovDir[x][y] = right_dir;
2786 if (MovDir[x][y] != old_move_dir)
2789 else if (element == EL_BALLOON)
2791 MovDir[x][y] = game.balloon_dir;
2794 else if (element == EL_SPRING)
2796 if ((MovDir[x][y] == MV_LEFT || MovDir[x][y] == MV_RIGHT) &&
2797 (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2798 (IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))
2799 MovDir[x][y] = MV_NO_MOVING;
2803 else if (element == EL_ROBOT ||
2804 element == EL_SATELLITE ||
2805 element == EL_PENGUIN)
2807 int attr_x = -1, attr_y = -1;
2818 for (i=0; i<MAX_PLAYERS; i++)
2820 struct PlayerInfo *player = &stored_player[i];
2821 int jx = player->jx, jy = player->jy;
2823 if (!player->active)
2826 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2834 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
2840 if (element == EL_PENGUIN)
2843 static int xy[4][2] =
2853 int ex = x + xy[i % 4][0];
2854 int ey = y + xy[i % 4][1];
2856 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
2865 MovDir[x][y] = MV_NO_MOVING;
2867 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2868 else if (attr_x > x)
2869 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2871 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2872 else if (attr_y > y)
2873 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2875 if (element == EL_ROBOT)
2879 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
2880 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
2881 Moving2Blocked(x, y, &newx, &newy);
2883 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2884 MovDelay[x][y] = 8+8*!RND(3);
2886 MovDelay[x][y] = 16;
2894 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
2896 boolean first_horiz = RND(2);
2897 int new_move_dir = MovDir[x][y];
2900 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
2901 Moving2Blocked(x, y, &newx, &newy);
2903 if (IN_LEV_FIELD(newx, newy) &&
2904 (IS_FREE(newx, newy) ||
2905 Feld[newx][newy] == EL_ACID ||
2906 (element == EL_PENGUIN &&
2907 (Feld[newx][newy] == EL_EXIT_OPEN ||
2908 IS_FOOD_PENGUIN(Feld[newx][newy])))))
2912 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
2913 Moving2Blocked(x, y, &newx, &newy);
2915 if (IN_LEV_FIELD(newx, newy) &&
2916 (IS_FREE(newx, newy) ||
2917 Feld[newx][newy] == EL_ACID ||
2918 (element == EL_PENGUIN &&
2919 (Feld[newx][newy] == EL_EXIT_OPEN ||
2920 IS_FOOD_PENGUIN(Feld[newx][newy])))))
2923 MovDir[x][y] = old_move_dir;
2928 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS)
2930 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2932 if (IN_LEV_FIELD(left_x, left_y) &&
2933 (IS_FREE(left_x, left_y) ||
2934 (IS_ENEMY(element) && IS_FREE_OR_PLAYER(left_x, left_y))))
2935 can_turn_left = TRUE;
2936 if (IN_LEV_FIELD(right_x, right_y) &&
2937 (IS_FREE(right_x, right_y) ||
2938 (IS_ENEMY(element) && IS_FREE_OR_PLAYER(right_x, right_y))))
2939 can_turn_right = TRUE;
2941 if (can_turn_left && can_turn_right)
2942 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2943 else if (can_turn_left)
2944 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2945 else if (can_turn_right)
2946 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2948 MovDir[x][y] = back_dir;
2950 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
2952 else if (element_info[element].move_pattern == MV_HORIZONTAL ||
2953 element_info[element].move_pattern == MV_VERTICAL)
2955 if (element_info[element].move_pattern & old_move_dir)
2956 MovDir[x][y] = back_dir;
2957 else if (element_info[element].move_pattern == MV_HORIZONTAL)
2958 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
2959 else if (element_info[element].move_pattern == MV_VERTICAL)
2960 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
2962 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
2964 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
2966 MovDir[x][y] = element_info[element].move_pattern;
2967 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
2969 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE)
2971 if (IN_LEV_FIELD(left_x, left_y) &&
2972 (IS_FREE(left_x, left_y) ||
2973 (IS_ENEMY(element) && IS_FREE_OR_PLAYER(left_x, left_y))))
2974 MovDir[x][y] = left_dir;
2975 else if (!IN_LEV_FIELD(move_x, move_y) ||
2976 (!IS_FREE(move_x, move_y) &&
2977 (!IS_ENEMY(element) || !IS_FREE_OR_PLAYER(move_x, move_y))))
2978 MovDir[x][y] = right_dir;
2980 if (MovDir[x][y] != old_move_dir)
2981 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
2983 else if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
2985 if (IN_LEV_FIELD(right_x, right_y) &&
2986 (IS_FREE(right_x, right_y) ||
2987 (IS_ENEMY(element) && IS_FREE_OR_PLAYER(right_x, right_y))))
2988 MovDir[x][y] = right_dir;
2989 else if (!IN_LEV_FIELD(move_x, move_y) ||
2990 (!IS_FREE(move_x, move_y) &&
2991 (!IS_ENEMY(element) || !IS_FREE_OR_PLAYER(move_x, move_y))))
2992 MovDir[x][y] = left_dir;
2994 if (MovDir[x][y] != old_move_dir)
2995 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
2997 else if (element_info[element].move_pattern == MV_TOWARDS_PLAYER ||
2998 element_info[element].move_pattern == MV_AWAY_FROM_PLAYER)
3000 int attr_x = -1, attr_y = -1;
3003 (element_info[element].move_pattern == MV_AWAY_FROM_PLAYER);
3014 for (i=0; i<MAX_PLAYERS; i++)
3016 struct PlayerInfo *player = &stored_player[i];
3017 int jx = player->jx, jy = player->jy;
3019 if (!player->active)
3022 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
3030 MovDir[x][y] = MV_NO_MOVING;
3032 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
3033 else if (attr_x > x)
3034 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
3036 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
3037 else if (attr_y > y)
3038 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
3040 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3042 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3044 boolean first_horiz = RND(2);
3045 int new_move_dir = MovDir[x][y];
3048 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3049 Moving2Blocked(x, y, &newx, &newy);
3051 if (IN_LEV_FIELD(newx, newy) && (IS_FREE(newx, newy) ||
3052 (IS_ENEMY(element) &&
3053 IS_FREE_OR_PLAYER(newx, newy)) ||
3054 Feld[newx][newy] == EL_ACID))
3058 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3059 Moving2Blocked(x, y, &newx, &newy);
3061 if (IN_LEV_FIELD(newx, newy) && (IS_FREE(newx, newy) ||
3062 (IS_ENEMY(element) &&
3063 IS_FREE_OR_PLAYER(newx, newy)) ||
3064 Feld[newx][newy] == EL_ACID))
3067 MovDir[x][y] = old_move_dir;
3072 static boolean JustBeingPushed(int x, int y)
3076 for (i=0; i<MAX_PLAYERS; i++)
3078 struct PlayerInfo *player = &stored_player[i];
3080 if (player->active && player->Pushing && player->MovPos)
3082 int next_jx = player->jx + (player->jx - player->last_jx);
3083 int next_jy = player->jy + (player->jy - player->last_jy);
3085 if (x == next_jx && y == next_jy)
3093 void StartMoving(int x, int y)
3095 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
3096 boolean started_moving = FALSE; /* some elements can fall _and_ move */
3097 int element = Feld[x][y];
3102 GfxAction[x][y] = ACTION_DEFAULT;
3104 if (CAN_FALL(element) && y < lev_fieldy - 1)
3106 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
3107 if (JustBeingPushed(x, y))
3110 if (element == EL_QUICKSAND_FULL)
3112 if (IS_FREE(x, y+1))
3114 InitMovingField(x, y, MV_DOWN);
3115 started_moving = TRUE;
3117 Feld[x][y] = EL_QUICKSAND_EMPTYING;
3118 Store[x][y] = EL_ROCK;
3120 PlaySoundLevelAction(x, y, ACTION_EMPTYING);
3122 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
3125 else if (Feld[x][y+1] == EL_QUICKSAND_EMPTY)
3127 if (!MovDelay[x][y])
3128 MovDelay[x][y] = TILEY + 1;
3137 Feld[x][y] = EL_QUICKSAND_EMPTY;
3138 Feld[x][y+1] = EL_QUICKSAND_FULL;
3139 Store[x][y+1] = Store[x][y];
3142 PlaySoundLevelAction(x, y, ACTION_FILLING);
3144 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3148 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
3149 Feld[x][y+1] == EL_QUICKSAND_EMPTY)
3151 InitMovingField(x, y, MV_DOWN);
3152 started_moving = TRUE;
3154 Feld[x][y] = EL_QUICKSAND_FILLING;
3155 Store[x][y] = element;
3157 PlaySoundLevelAction(x, y, ACTION_FILLING);
3159 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3162 else if (element == EL_MAGIC_WALL_FULL)
3164 if (IS_FREE(x, y+1))
3166 InitMovingField(x, y, MV_DOWN);
3167 started_moving = TRUE;
3169 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
3170 Store[x][y] = EL_CHANGED(Store[x][y]);
3172 else if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
3174 if (!MovDelay[x][y])
3175 MovDelay[x][y] = TILEY/4 + 1;
3184 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
3185 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
3186 Store[x][y+1] = EL_CHANGED(Store[x][y]);
3190 else if (element == EL_BD_MAGIC_WALL_FULL)
3192 if (IS_FREE(x, y+1))
3194 InitMovingField(x, y, MV_DOWN);
3195 started_moving = TRUE;
3197 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
3198 Store[x][y] = EL_CHANGED2(Store[x][y]);
3200 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
3202 if (!MovDelay[x][y])
3203 MovDelay[x][y] = TILEY/4 + 1;
3212 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
3213 Feld[x][y+1] = EL_BD_MAGIC_WALL_FULL;
3214 Store[x][y+1] = EL_CHANGED2(Store[x][y]);
3218 else if (CAN_PASS_MAGIC_WALL(element) &&
3219 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
3220 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
3222 InitMovingField(x, y, MV_DOWN);
3223 started_moving = TRUE;
3226 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
3227 EL_BD_MAGIC_WALL_FILLING);
3228 Store[x][y] = element;
3231 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_ACID)
3233 else if (CAN_FALL(element) && Feld[x][y+1] == EL_ACID)
3238 InitMovingField(x, y, MV_DOWN);
3239 started_moving = TRUE;
3241 Store[x][y] = EL_ACID;
3243 /* !!! TEST !!! better use "_FALLING" etc. !!! */
3244 GfxAction[x][y+1] = ACTION_ACTIVE;
3247 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
3252 else if (IS_FREE(x, y+1) && element == EL_SPRING && use_spring_bug)
3254 if (MovDir[x][y] == MV_NO_MOVING)
3256 InitMovingField(x, y, MV_DOWN);
3257 started_moving = TRUE;
3260 else if (IS_FREE(x, y+1))
3262 if (JustStopped[x][y]) /* prevent animation from being restarted */
3263 MovDir[x][y] = MV_DOWN;
3265 InitMovingField(x, y, MV_DOWN);
3266 started_moving = TRUE;
3268 else if (element == EL_AMOEBA_DROP)
3270 Feld[x][y] = EL_AMOEBA_GROWING;
3271 Store[x][y] = EL_AMOEBA_WET;
3273 /* Store[x][y+1] must be zero, because:
3274 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y+1] == EL_QUICKSAND_EMPTY
3277 #if OLD_GAME_BEHAVIOUR
3278 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
3280 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
3281 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
3282 element != EL_DX_SUPABOMB)
3285 else if ((IS_SLIPPERY(Feld[x][y+1]) ||
3286 (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
3287 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
3288 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
3291 boolean left = (x>0 && IS_FREE(x-1, y) &&
3292 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_ACID));
3293 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
3294 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_ACID));
3298 if (left && right &&
3299 (game.emulation != EMU_BOULDERDASH &&
3300 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
3301 left = !(right = RND(2));
3303 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
3304 started_moving = TRUE;
3307 else if (IS_BELT_ACTIVE(Feld[x][y+1]))
3309 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
3310 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
3311 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y+1]);
3312 int belt_dir = game.belt_dir[belt_nr];
3314 if ((belt_dir == MV_LEFT && left_is_free) ||
3315 (belt_dir == MV_RIGHT && right_is_free))
3317 InitMovingField(x, y, belt_dir);
3318 started_moving = TRUE;
3320 GfxAction[x][y] = ACTION_DEFAULT;
3325 /* not "else if" because of EL_SPRING */
3326 if (CAN_MOVE(element) && !started_moving)
3330 if ((element == EL_SATELLITE ||
3331 element == EL_BALLOON ||
3332 element == EL_SPRING)
3333 && JustBeingPushed(x, y))
3338 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
3339 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
3341 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
3343 Moving2Blocked(x, y, &newx, &newy);
3344 if (Feld[newx][newy] == EL_BLOCKED)
3345 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
3350 if (!MovDelay[x][y]) /* start new movement phase */
3352 /* all objects that can change their move direction after each step
3353 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
3355 if (element != EL_YAMYAM &&
3356 element != EL_DARK_YAMYAM &&
3357 element != EL_PACMAN &&
3358 !(element_info[element].move_pattern & MV_ANY_DIRECTION))
3362 if (MovDelay[x][y] && (element == EL_BUG ||
3363 element == EL_SPACESHIP ||
3364 element == EL_SP_SNIKSNAK ||
3365 element == EL_SP_ELECTRON ||
3366 element == EL_MOLE))
3367 DrawLevelField(x, y);
3371 if (MovDelay[x][y]) /* wait some time before next movement */
3376 if (element == EL_YAMYAM)
3379 el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT));
3380 DrawLevelElementAnimation(x, y, element);
3384 if (MovDelay[x][y]) /* element still has to wait some time */
3387 /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
3388 ResetGfxAnimation(x, y);
3390 GfxAction[x][y] = ACTION_WAITING;
3393 if (element == EL_ROBOT ||
3395 element == EL_PACMAN ||
3397 element == EL_YAMYAM ||
3398 element == EL_DARK_YAMYAM)
3401 DrawLevelElementAnimation(x, y, element);
3403 DrawLevelElementAnimationIfNeeded(x, y, element);
3405 PlaySoundLevelAction(x, y, ACTION_WAITING);
3407 else if (element == EL_SP_ELECTRON)
3408 DrawLevelElementAnimationIfNeeded(x, y, element);
3409 else if (element == EL_DRAGON)
3412 int dir = MovDir[x][y];
3413 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
3414 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
3415 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
3416 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
3417 dir == MV_UP ? IMG_FLAMES_1_UP :
3418 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
3419 int frame = getGraphicAnimationFrame(graphic, -1);
3421 for (i=1; i<=3; i++)
3423 int xx = x + i*dx, yy = y + i*dy;
3424 int sx = SCREENX(xx), sy = SCREENY(yy);
3425 int flame_graphic = graphic + (i - 1);
3427 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
3432 int flamed = MovingOrBlocked2Element(xx, yy);
3434 if (IS_ENEMY(flamed) || CAN_EXPLODE(flamed))
3437 RemoveMovingField(xx, yy);
3439 Feld[xx][yy] = EL_FLAMES;
3440 if (IN_SCR_FIELD(sx, sy))
3441 DrawGraphic(sx, sy, flame_graphic, frame);
3445 if (Feld[xx][yy] == EL_FLAMES)
3446 Feld[xx][yy] = EL_EMPTY;
3447 DrawLevelField(xx, yy);
3452 if (MovDelay[x][y]) /* element still has to wait some time */
3454 PlaySoundLevelAction(x, y, ACTION_WAITING);
3459 GfxAction[x][y] = ACTION_MOVING;
3462 /* now make next step */
3464 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
3466 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
3467 !PLAYER_PROTECTED(newx, newy))
3470 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
3473 /* enemy got the player */
3475 KillHero(PLAYERINFO(newx, newy));
3480 else if ((element == EL_PENGUIN ||
3481 element == EL_ROBOT ||
3482 element == EL_SATELLITE ||
3483 element == EL_BALLOON ||
3484 IS_CUSTOM_ELEMENT(element)) &&
3485 IN_LEV_FIELD(newx, newy) &&
3486 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
3489 Store[x][y] = EL_ACID;
3491 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
3493 if (Feld[newx][newy] == EL_EXIT_OPEN)
3495 Feld[x][y] = EL_EMPTY;
3496 DrawLevelField(x, y);
3498 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING);
3499 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
3500 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
3502 local_player->friends_still_needed--;
3503 if (!local_player->friends_still_needed &&
3504 !local_player->GameOver && AllPlayersGone)
3505 local_player->LevelSolved = local_player->GameOver = TRUE;
3509 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
3511 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
3512 DrawLevelField(newx, newy);
3514 MovDir[x][y] = MV_NO_MOVING;
3516 else if (!IS_FREE(newx, newy))
3518 if (IS_PLAYER(x, y))
3519 DrawPlayerField(x, y);
3521 DrawLevelField(x, y);
3525 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
3527 if (IS_FOOD_PIG(Feld[newx][newy]))
3529 if (IS_MOVING(newx, newy))
3530 RemoveMovingField(newx, newy);
3533 Feld[newx][newy] = EL_EMPTY;
3534 DrawLevelField(newx, newy);
3537 PlaySoundLevel(x, y, SND_PIG_DIGGING);
3539 else if (!IS_FREE(newx, newy))
3541 if (IS_PLAYER(x, y))
3542 DrawPlayerField(x, y);
3544 DrawLevelField(x, y);
3548 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
3550 if (!IS_FREE(newx, newy))
3552 if (IS_PLAYER(x, y))
3553 DrawPlayerField(x, y);
3555 DrawLevelField(x, y);
3560 boolean wanna_flame = !RND(10);
3561 int dx = newx - x, dy = newy - y;
3562 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3563 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3564 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3565 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
3566 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3567 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
3569 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
3570 element1 != EL_DRAGON && element2 != EL_DRAGON &&
3571 element1 != EL_FLAMES && element2 != EL_FLAMES)
3573 if (IS_PLAYER(x, y))
3574 DrawPlayerField(x, y);
3576 DrawLevelField(x, y);
3578 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3580 MovDelay[x][y] = 50;
3581 Feld[newx][newy] = EL_FLAMES;
3582 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
3583 Feld[newx1][newy1] = EL_FLAMES;
3584 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
3585 Feld[newx2][newy2] = EL_FLAMES;
3590 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3591 Feld[newx][newy] == EL_DIAMOND)
3593 if (IS_MOVING(newx, newy))
3594 RemoveMovingField(newx, newy);
3597 Feld[newx][newy] = EL_EMPTY;
3598 DrawLevelField(newx, newy);
3601 PlaySoundLevel(x, y, SND_YAMYAM_DIGGING);
3603 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3604 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
3606 if (AmoebaNr[newx][newy])
3608 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3609 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3610 Feld[newx][newy] == EL_BD_AMOEBA)
3611 AmoebaCnt[AmoebaNr[newx][newy]]--;
3614 if (IS_MOVING(newx, newy))
3615 RemoveMovingField(newx, newy);
3618 Feld[newx][newy] = EL_EMPTY;
3619 DrawLevelField(newx, newy);
3622 PlaySoundLevel(x, y, SND_DARK_YAMYAM_DIGGING);
3624 else if ((element == EL_PACMAN || element == EL_MOLE)
3625 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3627 if (AmoebaNr[newx][newy])
3629 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3630 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3631 Feld[newx][newy] == EL_BD_AMOEBA)
3632 AmoebaCnt[AmoebaNr[newx][newy]]--;
3635 if (element == EL_MOLE)
3637 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
3638 PlaySoundLevel(x, y, SND_MOLE_DIGGING);
3639 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
3640 return; /* wait for shrinking amoeba */
3642 else /* element == EL_PACMAN */
3644 Feld[newx][newy] = EL_EMPTY;
3645 DrawLevelField(newx, newy);
3646 PlaySoundLevel(x, y, SND_PACMAN_DIGGING);
3649 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
3650 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
3651 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
3653 /* wait for shrinking amoeba to completely disappear */
3656 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3658 /* object was running against a wall */
3663 DrawLevelElementAnimation(x, y, element);
3665 if (element == EL_BUG ||
3666 element == EL_SPACESHIP ||
3667 element == EL_SP_SNIKSNAK)
3668 DrawLevelField(x, y);
3669 else if (element == EL_MOLE)
3670 DrawLevelField(x, y);
3671 else if (element == EL_BD_BUTTERFLY ||
3672 element == EL_BD_FIREFLY)
3673 DrawLevelElementAnimationIfNeeded(x, y, element);
3674 else if (element == EL_SATELLITE)
3675 DrawLevelElementAnimationIfNeeded(x, y, element);
3676 else if (element == EL_SP_ELECTRON)
3677 DrawLevelElementAnimationIfNeeded(x, y, element);
3680 if (DONT_TOUCH(element))
3681 TestIfBadThingTouchesHero(x, y);
3684 PlaySoundLevelAction(x, y, ACTION_WAITING);
3690 InitMovingField(x, y, MovDir[x][y]);
3692 PlaySoundLevelAction(x, y, ACTION_MOVING);
3696 ContinueMoving(x, y);
3699 void ContinueMoving(int x, int y)
3701 int element = Feld[x][y];
3702 int direction = MovDir[x][y];
3703 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3704 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3705 int horiz_move = (dx != 0);
3706 int newx = x + dx, newy = y + dy;
3707 int step = (horiz_move ? dx : dy) * TILEX / 8;
3709 if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DROPPING)
3711 else if (element == EL_QUICKSAND_FILLING ||
3712 element == EL_QUICKSAND_EMPTYING)
3714 else if (element == EL_MAGIC_WALL_FILLING ||
3715 element == EL_BD_MAGIC_WALL_FILLING ||
3716 element == EL_MAGIC_WALL_EMPTYING ||
3717 element == EL_BD_MAGIC_WALL_EMPTYING)
3719 else if (CAN_FALL(element) && horiz_move &&
3720 y < lev_fieldy-1 && IS_BELT_ACTIVE(Feld[x][y+1]))
3722 else if (element == EL_SPRING && horiz_move)
3725 #if OLD_GAME_BEHAVIOUR
3726 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3730 MovPos[x][y] += step;
3732 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
3734 Feld[x][y] = EL_EMPTY;
3735 Feld[newx][newy] = element;
3737 if (element == EL_MOLE)
3740 static int xy[4][2] =
3748 Feld[x][y] = EL_SAND;
3749 DrawLevelField(x, y);
3758 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND)
3759 DrawLevelField(xx, yy); /* for "crumbled sand" */
3763 if (element == EL_QUICKSAND_FILLING)
3765 element = Feld[newx][newy] = get_next_element(element);
3766 Store[newx][newy] = Store[x][y];
3768 else if (element == EL_QUICKSAND_EMPTYING)
3770 Feld[x][y] = get_next_element(element);
3771 element = Feld[newx][newy] = Store[x][y];
3773 else if (element == EL_MAGIC_WALL_FILLING)
3775 element = Feld[newx][newy] = get_next_element(element);
3776 if (!game.magic_wall_active)
3777 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3778 Store[newx][newy] = Store[x][y];
3780 else if (element == EL_MAGIC_WALL_EMPTYING)
3782 Feld[x][y] = get_next_element(element);
3783 if (!game.magic_wall_active)
3784 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3785 element = Feld[newx][newy] = Store[x][y];
3787 else if (element == EL_BD_MAGIC_WALL_FILLING)
3789 element = Feld[newx][newy] = get_next_element(element);
3790 if (!game.magic_wall_active)
3791 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
3792 Store[newx][newy] = Store[x][y];
3794 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
3796 Feld[x][y] = get_next_element(element);
3797 if (!game.magic_wall_active)
3798 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
3799 element = Feld[newx][newy] = Store[x][y];
3801 else if (element == EL_AMOEBA_DROPPING)
3803 Feld[x][y] = get_next_element(element);
3804 element = Feld[newx][newy] = Store[x][y];
3806 else if (Store[x][y] == EL_ACID)
3808 element = Feld[newx][newy] = EL_ACID;
3812 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3813 MovDelay[newx][newy] = 0;
3815 /* copy animation control values to new field */
3816 GfxFrame[newx][newy] = GfxFrame[x][y];
3817 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
3818 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
3820 ResetGfxAnimation(x, y); /* reset animation values for old field */
3824 if (!CAN_MOVE(element))
3825 MovDir[newx][newy] = 0;
3828 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
3829 MovDir[newx][newy] = 0;
3832 if (!CAN_MOVE(element) ||
3833 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
3834 MovDir[newx][newy] = 0;
3838 DrawLevelField(x, y);
3839 DrawLevelField(newx, newy);
3841 Stop[newx][newy] = TRUE;
3842 JustStopped[newx][newy] = 3;
3844 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3846 TestIfBadThingTouchesHero(newx, newy);
3847 TestIfBadThingTouchesFriend(newx, newy);
3848 TestIfBadThingTouchesOtherBadThing(newx, newy);
3850 else if (element == EL_PENGUIN)
3851 TestIfFriendTouchesBadThing(newx, newy);
3853 if (CAN_SMASH(element) && direction == MV_DOWN &&
3854 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
3857 else /* still moving on */
3859 DrawLevelField(x, y);
3863 int AmoebeNachbarNr(int ax, int ay)
3866 int element = Feld[ax][ay];
3868 static int xy[4][2] =
3878 int x = ax + xy[i][0];
3879 int y = ay + xy[i][1];
3881 if (!IN_LEV_FIELD(x, y))
3884 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3885 group_nr = AmoebaNr[x][y];
3891 void AmoebenVereinigen(int ax, int ay)
3893 int i, x, y, xx, yy;
3894 int new_group_nr = AmoebaNr[ax][ay];
3895 static int xy[4][2] =
3903 if (new_group_nr == 0)
3911 if (!IN_LEV_FIELD(x, y))
3914 if ((Feld[x][y] == EL_AMOEBA_FULL ||
3915 Feld[x][y] == EL_BD_AMOEBA ||
3916 Feld[x][y] == EL_AMOEBA_DEAD) &&
3917 AmoebaNr[x][y] != new_group_nr)
3919 int old_group_nr = AmoebaNr[x][y];
3921 if (old_group_nr == 0)
3924 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3925 AmoebaCnt[old_group_nr] = 0;
3926 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3927 AmoebaCnt2[old_group_nr] = 0;
3929 for (yy=0; yy<lev_fieldy; yy++)
3931 for (xx=0; xx<lev_fieldx; xx++)
3933 if (AmoebaNr[xx][yy] == old_group_nr)
3934 AmoebaNr[xx][yy] = new_group_nr;
3941 void AmoebeUmwandeln(int ax, int ay)
3945 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
3947 int group_nr = AmoebaNr[ax][ay];
3952 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3953 printf("AmoebeUmwandeln(): This should never happen!\n");
3958 for (y=0; y<lev_fieldy; y++)
3960 for (x=0; x<lev_fieldx; x++)
3962 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
3965 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
3969 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
3970 SND_AMOEBA_TURNING_TO_GEM :
3971 SND_AMOEBA_TURNING_TO_ROCK));
3976 static int xy[4][2] =
3989 if (!IN_LEV_FIELD(x, y))
3992 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
3994 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
3995 SND_AMOEBA_TURNING_TO_GEM :
3996 SND_AMOEBA_TURNING_TO_ROCK));
4003 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
4006 int group_nr = AmoebaNr[ax][ay];
4007 boolean done = FALSE;
4012 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
4013 printf("AmoebeUmwandelnBD(): This should never happen!\n");
4018 for (y=0; y<lev_fieldy; y++)
4020 for (x=0; x<lev_fieldx; x++)
4022 if (AmoebaNr[x][y] == group_nr &&
4023 (Feld[x][y] == EL_AMOEBA_DEAD ||
4024 Feld[x][y] == EL_BD_AMOEBA ||
4025 Feld[x][y] == EL_AMOEBA_GROWING))
4028 Feld[x][y] = new_element;
4029 InitField(x, y, FALSE);
4030 DrawLevelField(x, y);
4037 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
4038 SND_BD_AMOEBA_TURNING_TO_ROCK :
4039 SND_BD_AMOEBA_TURNING_TO_GEM));
4042 void AmoebeWaechst(int x, int y)
4044 static unsigned long sound_delay = 0;
4045 static unsigned long sound_delay_value = 0;
4047 if (!MovDelay[x][y]) /* start new growing cycle */
4051 if (DelayReached(&sound_delay, sound_delay_value))
4054 PlaySoundLevelElementAction(x, y, Store[x][y], ACTION_GROWING);
4056 if (Store[x][y] == EL_BD_AMOEBA)
4057 PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
4059 PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
4061 sound_delay_value = 30;
4065 if (MovDelay[x][y]) /* wait some time before growing bigger */
4068 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4070 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
4071 6 - MovDelay[x][y]);
4073 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
4076 if (!MovDelay[x][y])
4078 Feld[x][y] = Store[x][y];
4080 DrawLevelField(x, y);
4085 void AmoebaDisappearing(int x, int y)
4087 static unsigned long sound_delay = 0;
4088 static unsigned long sound_delay_value = 0;
4090 if (!MovDelay[x][y]) /* start new shrinking cycle */
4094 if (DelayReached(&sound_delay, sound_delay_value))
4095 sound_delay_value = 30;
4098 if (MovDelay[x][y]) /* wait some time before shrinking */
4101 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4103 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
4104 6 - MovDelay[x][y]);
4106 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
4109 if (!MovDelay[x][y])
4111 Feld[x][y] = EL_EMPTY;
4112 DrawLevelField(x, y);
4114 /* don't let mole enter this field in this cycle;
4115 (give priority to objects falling to this field from above) */
4121 void AmoebeAbleger(int ax, int ay)
4124 int element = Feld[ax][ay];
4125 int graphic = el2img(element);
4126 int newax = ax, neway = ay;
4127 static int xy[4][2] =
4135 if (!level.amoeba_speed)
4137 Feld[ax][ay] = EL_AMOEBA_DEAD;
4138 DrawLevelField(ax, ay);
4142 if (IS_ANIMATED(graphic))
4143 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4145 if (!MovDelay[ax][ay]) /* start making new amoeba field */
4146 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
4148 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
4151 if (MovDelay[ax][ay])
4155 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
4158 int x = ax + xy[start][0];
4159 int y = ay + xy[start][1];
4161 if (!IN_LEV_FIELD(x, y))
4164 if (IS_FREE(x, y) ||
4165 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4171 if (newax == ax && neway == ay)
4174 else /* normal or "filled" (BD style) amoeba */
4177 boolean waiting_for_player = FALSE;
4181 int j = (start + i) % 4;
4182 int x = ax + xy[j][0];
4183 int y = ay + xy[j][1];
4185 if (!IN_LEV_FIELD(x, y))
4188 if (IS_FREE(x, y) ||
4189 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4195 else if (IS_PLAYER(x, y))
4196 waiting_for_player = TRUE;
4199 if (newax == ax && neway == ay) /* amoeba cannot grow */
4201 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
4203 Feld[ax][ay] = EL_AMOEBA_DEAD;
4204 DrawLevelField(ax, ay);
4205 AmoebaCnt[AmoebaNr[ax][ay]]--;
4207 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
4209 if (element == EL_AMOEBA_FULL)
4210 AmoebeUmwandeln(ax, ay);
4211 else if (element == EL_BD_AMOEBA)
4212 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
4217 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
4219 /* amoeba gets larger by growing in some direction */
4221 int new_group_nr = AmoebaNr[ax][ay];
4224 if (new_group_nr == 0)
4226 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
4227 printf("AmoebeAbleger(): This should never happen!\n");
4232 AmoebaNr[newax][neway] = new_group_nr;
4233 AmoebaCnt[new_group_nr]++;
4234 AmoebaCnt2[new_group_nr]++;
4236 /* if amoeba touches other amoeba(s) after growing, unify them */
4237 AmoebenVereinigen(newax, neway);
4239 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
4241 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
4247 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
4248 (neway == lev_fieldy - 1 && newax != ax))
4250 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
4251 Store[newax][neway] = element;
4253 else if (neway == ay)
4255 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
4257 PlaySoundLevelAction(newax, neway, ACTION_GROWING);
4259 PlaySoundLevel(newax, neway, SND_AMOEBA_GROWING);
4264 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
4265 Feld[ax][ay] = EL_AMOEBA_DROPPING;
4266 Store[ax][ay] = EL_AMOEBA_DROP;
4267 ContinueMoving(ax, ay);
4271 DrawLevelField(newax, neway);
4274 void Life(int ax, int ay)
4277 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
4279 int element = Feld[ax][ay];
4280 int graphic = el2img(element);
4281 boolean changed = FALSE;
4283 if (IS_ANIMATED(graphic))
4284 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4289 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
4290 MovDelay[ax][ay] = life_time;
4292 if (MovDelay[ax][ay]) /* wait some time before next cycle */
4295 if (MovDelay[ax][ay])
4299 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
4301 int xx = ax+x1, yy = ay+y1;
4304 if (!IN_LEV_FIELD(xx, yy))
4307 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
4309 int x = xx+x2, y = yy+y2;
4311 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
4314 if (((Feld[x][y] == element ||
4315 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
4317 (IS_FREE(x, y) && Stop[x][y]))
4321 if (xx == ax && yy == ay) /* field in the middle */
4323 if (nachbarn < life[0] || nachbarn > life[1])
4325 Feld[xx][yy] = EL_EMPTY;
4327 DrawLevelField(xx, yy);
4328 Stop[xx][yy] = TRUE;
4332 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
4333 { /* free border field */
4334 if (nachbarn >= life[2] && nachbarn <= life[3])
4336 Feld[xx][yy] = element;
4337 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
4339 DrawLevelField(xx, yy);
4340 Stop[xx][yy] = TRUE;
4347 PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
4348 SND_GAME_OF_LIFE_GROWING);
4351 static void InitRobotWheel(int x, int y)
4353 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4356 static void RunRobotWheel(int x, int y)
4358 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
4361 static void StopRobotWheel(int x, int y)
4363 if (ZX == x && ZY == y)
4367 static void InitTimegateWheel(int x, int y)
4369 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4372 static void RunTimegateWheel(int x, int y)
4374 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
4377 void CheckExit(int x, int y)
4379 if (local_player->gems_still_needed > 0 ||
4380 local_player->sokobanfields_still_needed > 0 ||
4381 local_player->lights_still_needed > 0)
4383 int element = Feld[x][y];
4384 int graphic = el2img(element);
4386 if (IS_ANIMATED(graphic))
4387 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4392 Feld[x][y] = EL_EXIT_OPENING;
4394 PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING);
4397 void CheckExitSP(int x, int y)
4399 if (local_player->gems_still_needed > 0)
4401 int element = Feld[x][y];
4402 int graphic = el2img(element);
4404 if (IS_ANIMATED(graphic))
4405 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4410 Feld[x][y] = EL_SP_EXIT_OPEN;
4412 PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
4415 static void CloseAllOpenTimegates()
4419 for (y=0; y<lev_fieldy; y++)
4421 for (x=0; x<lev_fieldx; x++)
4423 int element = Feld[x][y];
4425 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4427 Feld[x][y] = EL_TIMEGATE_CLOSING;
4429 PlaySoundLevelAction(x, y, ACTION_CLOSING);
4431 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4438 void EdelsteinFunkeln(int x, int y)
4440 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4443 if (Feld[x][y] == EL_BD_DIAMOND)
4446 if (MovDelay[x][y] == 0) /* next animation frame */
4447 MovDelay[x][y] = 11 * !SimpleRND(500);
4449 if (MovDelay[x][y] != 0) /* wait some time before next frame */
4453 if (setup.direct_draw && MovDelay[x][y])
4454 SetDrawtoField(DRAW_BUFFERED);
4456 DrawLevelElementAnimation(x, y, Feld[x][y]);
4458 if (MovDelay[x][y] != 0)
4460 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
4461 10 - MovDelay[x][y]);
4463 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
4465 if (setup.direct_draw)
4469 dest_x = FX + SCREENX(x) * TILEX;
4470 dest_y = FY + SCREENY(y) * TILEY;
4472 BlitBitmap(drawto_field, window,
4473 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4474 SetDrawtoField(DRAW_DIRECT);
4480 void MauerWaechst(int x, int y)
4484 if (!MovDelay[x][y]) /* next animation frame */
4485 MovDelay[x][y] = 3 * delay;
4487 if (MovDelay[x][y]) /* wait some time before next frame */
4491 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4493 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
4494 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
4496 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4499 if (!MovDelay[x][y])
4501 if (MovDir[x][y] == MV_LEFT)
4503 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
4504 DrawLevelField(x - 1, y);
4506 else if (MovDir[x][y] == MV_RIGHT)
4508 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
4509 DrawLevelField(x + 1, y);
4511 else if (MovDir[x][y] == MV_UP)
4513 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
4514 DrawLevelField(x, y - 1);
4518 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
4519 DrawLevelField(x, y + 1);
4522 Feld[x][y] = Store[x][y];
4524 MovDir[x][y] = MV_NO_MOVING;
4525 DrawLevelField(x, y);
4530 void MauerAbleger(int ax, int ay)
4532 int element = Feld[ax][ay];
4533 int graphic = el2img(element);
4534 boolean oben_frei = FALSE, unten_frei = FALSE;
4535 boolean links_frei = FALSE, rechts_frei = FALSE;
4536 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4537 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4538 boolean new_wall = FALSE;
4540 if (IS_ANIMATED(graphic))
4541 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4543 if (!MovDelay[ax][ay]) /* start building new wall */
4544 MovDelay[ax][ay] = 6;
4546 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4549 if (MovDelay[ax][ay])
4553 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4555 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4557 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4559 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4562 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
4563 element == EL_EXPANDABLE_WALL_ANY)
4567 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
4568 Store[ax][ay-1] = element;
4569 MovDir[ax][ay-1] = MV_UP;
4570 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4571 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
4572 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
4577 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
4578 Store[ax][ay+1] = element;
4579 MovDir[ax][ay+1] = MV_DOWN;
4580 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4581 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
4582 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
4587 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4588 element == EL_EXPANDABLE_WALL_ANY ||
4589 element == EL_EXPANDABLE_WALL)
4593 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
4594 Store[ax-1][ay] = element;
4595 MovDir[ax-1][ay] = MV_LEFT;
4596 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4597 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
4598 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
4604 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
4605 Store[ax+1][ay] = element;
4606 MovDir[ax+1][ay] = MV_RIGHT;
4607 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4608 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
4609 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
4614 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
4615 DrawLevelField(ax, ay);
4617 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
4619 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
4620 unten_massiv = TRUE;
4621 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
4622 links_massiv = TRUE;
4623 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
4624 rechts_massiv = TRUE;
4626 if (((oben_massiv && unten_massiv) ||
4627 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4628 element == EL_EXPANDABLE_WALL) &&
4629 ((links_massiv && rechts_massiv) ||
4630 element == EL_EXPANDABLE_WALL_VERTICAL))
4631 Feld[ax][ay] = EL_WALL;
4635 PlaySoundLevelAction(ax, ay, ACTION_GROWING);
4637 PlaySoundLevel(ax, ay, SND_EXPANDABLE_WALL_GROWING);
4641 void CheckForDragon(int x, int y)
4644 boolean dragon_found = FALSE;
4645 static int xy[4][2] =
4657 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4659 if (IN_LEV_FIELD(xx, yy) &&
4660 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
4662 if (Feld[xx][yy] == EL_DRAGON)
4663 dragon_found = TRUE;
4676 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4678 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
4680 Feld[xx][yy] = EL_EMPTY;
4681 DrawLevelField(xx, yy);
4690 static void InitBuggyBase(int x, int y)
4692 int element = Feld[x][y];
4693 int activating_delay = FRAMES_PER_SECOND / 4;
4696 (element == EL_SP_BUGGY_BASE ?
4697 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
4698 element == EL_SP_BUGGY_BASE_ACTIVATING ?
4700 element == EL_SP_BUGGY_BASE_ACTIVE ?
4701 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
4704 static void WarnBuggyBase(int x, int y)
4707 static int xy[4][2] =
4717 int xx = x + xy[i][0], yy = y + xy[i][1];
4719 if (IS_PLAYER(xx, yy))
4721 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
4728 static void InitTrap(int x, int y)
4730 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4733 static void ActivateTrap(int x, int y)
4735 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
4738 static void ChangeActiveTrap(int x, int y)
4740 int graphic = IMG_TRAP_ACTIVE;
4742 /* if new animation frame was drawn, correct crumbled sand border */
4743 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
4744 DrawLevelFieldCrumbledSand(x, y);
4747 static void ChangeElement(int x, int y)
4749 int element = Feld[x][y];
4751 if (IS_MOVING(x, y)) /* never change a running system :-) */
4754 if (MovDelay[x][y] == 0) /* initialize element change */
4756 MovDelay[x][y] = changing_element[element].change_delay + 1;
4758 if (IS_CUSTOM_ELEMENT(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
4760 int max_random_delay = element_info[element].change.delay_random;
4761 int delay_frames = element_info[element].change.delay_frames;
4763 MovDelay[x][y] += RND(max_random_delay * delay_frames);
4766 ResetGfxAnimation(x, y);
4767 ResetRandomAnimationValue(x, y);
4769 if (changing_element[element].pre_change_function)
4770 changing_element[element].pre_change_function(x, y);
4775 if (MovDelay[x][y] != 0) /* continue element change */
4777 if (IS_ANIMATED(el2img(element)))
4778 DrawLevelElementAnimationIfNeeded(x, y, element);
4780 if (changing_element[element].change_function)
4781 changing_element[element].change_function(x, y);
4783 else /* finish element change */
4785 Feld[x][y] = changing_element[element].next_element;
4787 ResetGfxAnimation(x, y);
4788 ResetRandomAnimationValue(x, y);
4791 InitField(x, y, FALSE);
4792 if (CAN_MOVE(element))
4795 DrawLevelField(x, y);
4797 if (changing_element[element].post_change_function)
4798 changing_element[element].post_change_function(x, y);
4802 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4804 static byte stored_player_action[MAX_PLAYERS];
4805 static int num_stored_actions = 0;
4806 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4807 int left = player_action & JOY_LEFT;
4808 int right = player_action & JOY_RIGHT;
4809 int up = player_action & JOY_UP;
4810 int down = player_action & JOY_DOWN;
4811 int button1 = player_action & JOY_BUTTON_1;
4812 int button2 = player_action & JOY_BUTTON_2;
4813 int dx = (left ? -1 : right ? 1 : 0);
4814 int dy = (up ? -1 : down ? 1 : 0);
4816 stored_player_action[player->index_nr] = 0;
4817 num_stored_actions++;
4819 if (!player->active || tape.pausing)
4825 snapped = SnapField(player, dx, dy);
4829 bombed = PlaceBomb(player);
4830 moved = MoveFigure(player, dx, dy);
4833 if (tape.single_step && tape.recording && !tape.pausing)
4835 if (button1 || (bombed && !moved))
4837 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
4838 SnapField(player, 0, 0); /* stop snapping */
4842 stored_player_action[player->index_nr] = player_action;
4846 /* no actions for this player (no input at player's configured device) */
4848 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4849 SnapField(player, 0, 0);
4850 CheckGravityMovement(player);
4852 if (player->MovPos == 0)
4855 printf("Trying... Player frame reset\n");
4858 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
4861 if (player->MovPos == 0) /* needed for tape.playing */
4862 player->is_moving = FALSE;
4865 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
4867 TapeRecordAction(stored_player_action);
4868 num_stored_actions = 0;
4874 static unsigned long action_delay = 0;
4875 unsigned long action_delay_value;
4876 int magic_wall_x = 0, magic_wall_y = 0;
4877 int i, x, y, element, graphic;
4878 byte *recorded_player_action;
4879 byte summarized_player_action = 0;
4881 if (game_status != GAME_MODE_PLAYING)
4884 action_delay_value =
4885 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4887 if (tape.playing && tape.index_search && !tape.pausing)
4888 action_delay_value = 0;
4890 /* ---------- main game synchronization point ---------- */
4892 WaitUntilDelayReached(&action_delay, action_delay_value);
4894 if (network_playing && !network_player_action_received)
4898 printf("DEBUG: try to get network player actions in time\n");
4902 #if defined(PLATFORM_UNIX)
4903 /* last chance to get network player actions without main loop delay */
4907 if (game_status != GAME_MODE_PLAYING)
4910 if (!network_player_action_received)
4914 printf("DEBUG: failed to get network player actions in time\n");
4924 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4926 for (i=0; i<MAX_PLAYERS; i++)
4928 summarized_player_action |= stored_player[i].action;
4930 if (!network_playing)
4931 stored_player[i].effective_action = stored_player[i].action;
4934 #if defined(PLATFORM_UNIX)
4935 if (network_playing)
4936 SendToServer_MovePlayer(summarized_player_action);
4939 if (!options.network && !setup.team_mode)
4940 local_player->effective_action = summarized_player_action;
4942 for (i=0; i<MAX_PLAYERS; i++)
4944 int actual_player_action = stored_player[i].effective_action;
4946 if (stored_player[i].programmed_action)
4947 actual_player_action = stored_player[i].programmed_action;
4949 if (recorded_player_action)
4950 actual_player_action = recorded_player_action[i];
4952 PlayerActions(&stored_player[i], actual_player_action);
4953 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4956 network_player_action_received = FALSE;
4958 ScrollScreen(NULL, SCROLL_GO_ON);
4964 for (i=0; i<MAX_PLAYERS; i++)
4965 stored_player[i].Frame++;
4968 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4971 if (JustStopped[x][y] > 0)
4972 JustStopped[x][y]--;
4977 if (IS_BLOCKED(x, y))
4981 Blocked2Moving(x, y, &oldx, &oldy);
4982 if (!IS_MOVING(oldx, oldy))
4984 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4985 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4986 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4987 printf("GameActions(): This should never happen!\n");
4993 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4995 element = Feld[x][y];
4997 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
4999 graphic = el2img(element);
5005 printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
5007 element = graphic = 0;
5011 if (graphic_info[graphic].anim_global_sync)
5012 GfxFrame[x][y] = FrameCounter;
5014 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
5015 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
5016 ResetRandomAnimationValue(x, y);
5018 SetRandomAnimationValue(x, y);
5021 PlaySoundLevelActionIfLoop(x, y, GfxAction[x][y]);
5024 if (IS_INACTIVE(element))
5026 if (IS_ANIMATED(graphic))
5027 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5032 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
5037 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5039 if (element == EL_PACMAN)
5040 printf("::: %d, %d, %d\n",
5041 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
5044 if (element == EL_YAMYAM)
5045 printf("::: %d, %d, %d\n",
5046 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
5050 if (IS_ANIMATED(graphic) &&
5054 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5057 if (element == EL_YAMYAM)
5058 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
5062 if (IS_GEM(element) || element == EL_SP_INFOTRON)
5063 EdelsteinFunkeln(x, y);
5065 else if ((element == EL_ACID ||
5066 element == EL_EXIT_OPEN ||
5067 element == EL_SP_EXIT_OPEN ||
5068 element == EL_SP_TERMINAL ||
5069 element == EL_SP_TERMINAL_ACTIVE ||
5070 element == EL_EXTRA_TIME ||
5071 element == EL_SHIELD_NORMAL ||
5072 element == EL_SHIELD_DEADLY) &&
5073 IS_ANIMATED(graphic))
5074 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5075 else if (IS_MOVING(x, y))
5076 ContinueMoving(x, y);
5077 else if (IS_ACTIVE_BOMB(element))
5078 CheckDynamite(x, y);
5080 else if (element == EL_EXPLOSION && !game.explosions_delayed)
5081 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
5083 else if (element == EL_AMOEBA_GROWING)
5084 AmoebeWaechst(x, y);
5085 else if (element == EL_AMOEBA_SHRINKING)
5086 AmoebaDisappearing(x, y);
5088 #if !USE_NEW_AMOEBA_CODE
5089 else if (IS_AMOEBALIVE(element))
5090 AmoebeAbleger(x, y);
5093 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
5095 else if (element == EL_EXIT_CLOSED)
5097 else if (element == EL_SP_EXIT_CLOSED)
5099 else if (element == EL_EXPANDABLE_WALL_GROWING)
5101 else if (element == EL_EXPANDABLE_WALL ||
5102 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5103 element == EL_EXPANDABLE_WALL_VERTICAL ||
5104 element == EL_EXPANDABLE_WALL_ANY)
5106 else if (element == EL_FLAMES)
5107 CheckForDragon(x, y);
5109 else if (IS_AUTO_CHANGING(element))
5110 ChangeElement(x, y);
5112 else if (element == EL_EXPLOSION)
5113 ; /* drawing of correct explosion animation is handled separately */
5114 else if (IS_ANIMATED(graphic) && !IS_AUTO_CHANGING(element))
5115 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5118 /* this may take place after moving, therefore element may have changed */
5119 if (IS_AUTO_CHANGING(Feld[x][y]))
5120 ChangeElement(x, y);
5123 if (IS_BELT_ACTIVE(element))
5124 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
5126 if (game.magic_wall_active)
5128 int jx = local_player->jx, jy = local_player->jy;
5130 /* play the element sound at the position nearest to the player */
5131 if ((element == EL_MAGIC_WALL_FULL ||
5132 element == EL_MAGIC_WALL_ACTIVE ||
5133 element == EL_MAGIC_WALL_EMPTYING ||
5134 element == EL_BD_MAGIC_WALL_FULL ||
5135 element == EL_BD_MAGIC_WALL_ACTIVE ||
5136 element == EL_BD_MAGIC_WALL_EMPTYING) &&
5137 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
5145 #if USE_NEW_AMOEBA_CODE
5146 /* new experimental amoeba growth stuff */
5148 if (!(FrameCounter % 8))
5151 static unsigned long random = 1684108901;
5153 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
5156 x = (random >> 10) % lev_fieldx;
5157 y = (random >> 20) % lev_fieldy;
5159 x = RND(lev_fieldx);
5160 y = RND(lev_fieldy);
5162 element = Feld[x][y];
5164 if (!IS_PLAYER(x,y) &&
5165 (element == EL_EMPTY ||
5166 element == EL_SAND ||
5167 element == EL_QUICKSAND_EMPTY ||
5168 element == EL_ACID_SPLASH_LEFT ||
5169 element == EL_ACID_SPLASH_RIGHT))
5171 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
5172 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
5173 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
5174 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
5175 Feld[x][y] = EL_AMOEBA_DROP;
5178 random = random * 129 + 1;
5184 if (game.explosions_delayed)
5187 game.explosions_delayed = FALSE;
5189 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5191 element = Feld[x][y];
5193 if (ExplodeField[x][y])
5194 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
5195 else if (element == EL_EXPLOSION)
5196 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
5198 ExplodeField[x][y] = EX_NO_EXPLOSION;
5201 game.explosions_delayed = TRUE;
5204 if (game.magic_wall_active)
5206 if (!(game.magic_wall_time_left % 4))
5208 int element = Feld[magic_wall_x][magic_wall_y];
5210 if (element == EL_BD_MAGIC_WALL_FULL ||
5211 element == EL_BD_MAGIC_WALL_ACTIVE ||
5212 element == EL_BD_MAGIC_WALL_EMPTYING)
5213 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
5215 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
5218 if (game.magic_wall_time_left > 0)
5220 game.magic_wall_time_left--;
5221 if (!game.magic_wall_time_left)
5223 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5225 element = Feld[x][y];
5227 if (element == EL_MAGIC_WALL_ACTIVE ||
5228 element == EL_MAGIC_WALL_FULL)
5230 Feld[x][y] = EL_MAGIC_WALL_DEAD;
5231 DrawLevelField(x, y);
5233 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
5234 element == EL_BD_MAGIC_WALL_FULL)
5236 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
5237 DrawLevelField(x, y);
5241 game.magic_wall_active = FALSE;
5246 if (game.light_time_left > 0)
5248 game.light_time_left--;
5250 if (game.light_time_left == 0)
5251 RedrawAllLightSwitchesAndInvisibleElements();
5254 if (game.timegate_time_left > 0)
5256 game.timegate_time_left--;
5258 if (game.timegate_time_left == 0)
5259 CloseAllOpenTimegates();
5262 for (i=0; i<MAX_PLAYERS; i++)
5264 struct PlayerInfo *player = &stored_player[i];
5266 if (SHIELD_ON(player))
5268 if (player->shield_deadly_time_left)
5269 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
5270 else if (player->shield_normal_time_left)
5271 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
5275 if (TimeFrames >= (1000 / GameFrameDelay))
5280 for (i=0; i<MAX_PLAYERS; i++)
5282 struct PlayerInfo *player = &stored_player[i];
5284 if (SHIELD_ON(player))
5286 player->shield_normal_time_left--;
5288 if (player->shield_deadly_time_left > 0)
5289 player->shield_deadly_time_left--;
5293 if (tape.recording || tape.playing)
5294 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
5300 if (TimeLeft <= 10 && setup.time_limit)
5301 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
5303 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
5305 if (!TimeLeft && setup.time_limit)
5306 for (i=0; i<MAX_PLAYERS; i++)
5307 KillHero(&stored_player[i]);
5309 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
5310 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
5315 if (options.debug) /* calculate frames per second */
5317 static unsigned long fps_counter = 0;
5318 static int fps_frames = 0;
5319 unsigned long fps_delay_ms = Counter() - fps_counter;
5323 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
5325 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
5328 fps_counter = Counter();
5331 redraw_mask |= REDRAW_FPS;
5335 if (stored_player[0].jx != stored_player[0].last_jx ||
5336 stored_player[0].jy != stored_player[0].last_jy)
5337 printf("::: %d, %d, %d, %d, %d\n",
5338 stored_player[0].MovDir,
5339 stored_player[0].MovPos,
5340 stored_player[0].GfxPos,
5341 stored_player[0].Frame,
5342 stored_player[0].StepFrame);
5349 for (i=0; i<MAX_PLAYERS; i++)
5352 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
5354 stored_player[i].Frame += move_frames;
5356 if (stored_player[i].MovPos != 0)
5357 stored_player[i].StepFrame += move_frames;
5362 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
5364 int min_x = x, min_y = y, max_x = x, max_y = y;
5367 for (i=0; i<MAX_PLAYERS; i++)
5369 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5371 if (!stored_player[i].active || &stored_player[i] == player)
5374 min_x = MIN(min_x, jx);
5375 min_y = MIN(min_y, jy);
5376 max_x = MAX(max_x, jx);
5377 max_y = MAX(max_y, jy);
5380 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
5383 static boolean AllPlayersInVisibleScreen()
5387 for (i=0; i<MAX_PLAYERS; i++)
5389 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5391 if (!stored_player[i].active)
5394 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5401 void ScrollLevel(int dx, int dy)
5403 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
5406 BlitBitmap(drawto_field, drawto_field,
5407 FX + TILEX*(dx == -1) - softscroll_offset,
5408 FY + TILEY*(dy == -1) - softscroll_offset,
5409 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
5410 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
5411 FX + TILEX*(dx == 1) - softscroll_offset,
5412 FY + TILEY*(dy == 1) - softscroll_offset);
5416 x = (dx == 1 ? BX1 : BX2);
5417 for (y=BY1; y<=BY2; y++)
5418 DrawScreenField(x, y);
5423 y = (dy == 1 ? BY1 : BY2);
5424 for (x=BX1; x<=BX2; x++)
5425 DrawScreenField(x, y);
5428 redraw_mask |= REDRAW_FIELD;
5431 static void CheckGravityMovement(struct PlayerInfo *player)
5433 if (level.gravity && !player->programmed_action)
5435 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
5436 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
5438 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
5439 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
5440 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
5441 int jx = player->jx, jy = player->jy;
5442 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
5443 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
5444 int new_jx = jx + dx, new_jy = jy + dy;
5445 boolean field_under_player_is_free =
5446 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
5447 boolean player_is_moving_to_valid_field =
5448 (IN_LEV_FIELD(new_jx, new_jy) &&
5449 (Feld[new_jx][new_jy] == EL_SP_BASE ||
5450 Feld[new_jx][new_jy] == EL_SAND));
5452 if (field_under_player_is_free &&
5453 !player_is_moving_to_valid_field &&
5454 !IS_WALKABLE_INSIDE(Feld[jx][jy]))
5455 player->programmed_action = MV_DOWN;
5461 -----------------------------------------------------------------------------
5462 dx, dy: direction (non-diagonal) to try to move the player to
5463 real_dx, real_dy: direction as read from input device (can be diagonal)
5466 boolean MoveFigureOneStep(struct PlayerInfo *player,
5467 int dx, int dy, int real_dx, int real_dy)
5469 int jx = player->jx, jy = player->jy;
5470 int new_jx = jx+dx, new_jy = jy+dy;
5474 if (!player->active || (!dx && !dy))
5475 return MF_NO_ACTION;
5477 player->MovDir = (dx < 0 ? MV_LEFT :
5480 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5482 if (!IN_LEV_FIELD(new_jx, new_jy))
5483 return MF_NO_ACTION;
5485 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
5486 return MF_NO_ACTION;
5489 element = MovingOrBlocked2Element(new_jx, new_jy);
5491 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
5494 if (DONT_GO_TO(element))
5496 if (element == EL_ACID && dx == 0 && dy == 1)
5499 Feld[jx][jy] = EL_PLAYER_1;
5500 InitMovingField(jx, jy, MV_DOWN);
5501 Store[jx][jy] = EL_ACID;
5502 ContinueMoving(jx, jy);
5506 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
5511 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
5512 if (can_move != MF_MOVING)
5515 StorePlayer[jx][jy] = 0;
5516 player->last_jx = jx;
5517 player->last_jy = jy;
5518 jx = player->jx = new_jx;
5519 jy = player->jy = new_jy;
5520 StorePlayer[jx][jy] = player->element_nr;
5523 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
5525 ScrollFigure(player, SCROLL_INIT);
5530 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
5532 int jx = player->jx, jy = player->jy;
5533 int old_jx = jx, old_jy = jy;
5534 int moved = MF_NO_ACTION;
5536 if (!player->active || (!dx && !dy))
5540 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5544 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5545 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
5549 /* remove the last programmed player action */
5550 player->programmed_action = 0;
5554 /* should only happen if pre-1.2 tape recordings are played */
5555 /* this is only for backward compatibility */
5557 int original_move_delay_value = player->move_delay_value;
5560 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
5564 /* scroll remaining steps with finest movement resolution */
5565 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
5567 while (player->MovPos)
5569 ScrollFigure(player, SCROLL_GO_ON);
5570 ScrollScreen(NULL, SCROLL_GO_ON);
5576 player->move_delay_value = original_move_delay_value;
5579 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
5581 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
5582 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5586 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5587 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5593 if (moved & MF_MOVING && !ScreenMovPos &&
5594 (player == local_player || !options.network))
5596 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5597 int offset = (setup.scroll_delay ? 3 : 0);
5599 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5601 /* actual player has left the screen -- scroll in that direction */
5602 if (jx != old_jx) /* player has moved horizontally */
5603 scroll_x += (jx - old_jx);
5604 else /* player has moved vertically */
5605 scroll_y += (jy - old_jy);
5609 if (jx != old_jx) /* player has moved horizontally */
5611 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5612 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5613 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5615 /* don't scroll over playfield boundaries */
5616 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5617 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5619 /* don't scroll more than one field at a time */
5620 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5622 /* don't scroll against the player's moving direction */
5623 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5624 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5625 scroll_x = old_scroll_x;
5627 else /* player has moved vertically */
5629 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5630 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5631 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5633 /* don't scroll over playfield boundaries */
5634 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5635 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5637 /* don't scroll more than one field at a time */
5638 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5640 /* don't scroll against the player's moving direction */
5641 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5642 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5643 scroll_y = old_scroll_y;
5647 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5649 if (!options.network && !AllPlayersInVisibleScreen())
5651 scroll_x = old_scroll_x;
5652 scroll_y = old_scroll_y;
5656 ScrollScreen(player, SCROLL_INIT);
5657 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5664 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
5666 if (!(moved & MF_MOVING) && !player->Pushing)
5671 player->StepFrame = 0;
5673 if (moved & MF_MOVING)
5675 if (old_jx != jx && old_jy == jy)
5676 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5677 else if (old_jx == jx && old_jy != jy)
5678 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5680 DrawLevelField(jx, jy); /* for "crumbled sand" */
5682 player->last_move_dir = player->MovDir;
5683 player->is_moving = TRUE;
5687 CheckGravityMovement(player);
5690 player->last_move_dir = MV_NO_MOVING;
5692 player->is_moving = FALSE;
5695 TestIfHeroTouchesBadThing(jx, jy);
5697 if (!player->active)
5703 void ScrollFigure(struct PlayerInfo *player, int mode)
5705 int jx = player->jx, jy = player->jy;
5706 int last_jx = player->last_jx, last_jy = player->last_jy;
5707 int move_stepsize = TILEX / player->move_delay_value;
5709 if (!player->active || !player->MovPos)
5712 if (mode == SCROLL_INIT)
5714 player->actual_frame_counter = FrameCounter;
5715 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5717 if (Feld[last_jx][last_jy] == EL_EMPTY)
5718 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5723 else if (!FrameReached(&player->actual_frame_counter, 1))
5726 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5727 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5729 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5730 Feld[last_jx][last_jy] = EL_EMPTY;
5732 /* before DrawPlayer() to draw correct player graphic for this case */
5733 if (player->MovPos == 0)
5734 CheckGravityMovement(player);
5738 if (player->MovPos == 0)
5740 if (IS_PASSABLE(Feld[last_jx][last_jy]))
5742 /* continue with normal speed after quickly moving through gate */
5743 HALVE_PLAYER_SPEED(player);
5745 /* be able to make the next move without delay */
5746 player->move_delay = 0;
5749 player->last_jx = jx;
5750 player->last_jy = jy;
5752 if (Feld[jx][jy] == EL_EXIT_OPEN ||
5753 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5757 if (local_player->friends_still_needed == 0 ||
5758 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5759 player->LevelSolved = player->GameOver = TRUE;
5762 if (tape.single_step && tape.recording && !tape.pausing &&
5763 !player->programmed_action)
5764 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5768 void ScrollScreen(struct PlayerInfo *player, int mode)
5770 static unsigned long screen_frame_counter = 0;
5772 if (mode == SCROLL_INIT)
5774 /* set scrolling step size according to actual player's moving speed */
5775 ScrollStepSize = TILEX / player->move_delay_value;
5777 screen_frame_counter = FrameCounter;
5778 ScreenMovDir = player->MovDir;
5779 ScreenMovPos = player->MovPos;
5780 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5783 else if (!FrameReached(&screen_frame_counter, 1))
5788 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5789 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5790 redraw_mask |= REDRAW_FIELD;
5793 ScreenMovDir = MV_NO_MOVING;
5796 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
5798 int i, kill_x = -1, kill_y = -1;
5799 static int test_xy[4][2] =
5806 static int test_dir[4] =
5816 int test_x, test_y, test_move_dir, test_element;
5818 test_x = good_x + test_xy[i][0];
5819 test_y = good_y + test_xy[i][1];
5820 if (!IN_LEV_FIELD(test_x, test_y))
5824 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5827 test_element = Feld[test_x][test_y];
5829 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
5832 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5833 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5835 if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) ||
5836 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
5844 if (kill_x != -1 || kill_y != -1)
5846 if (IS_PLAYER(good_x, good_y))
5848 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
5850 if (player->shield_deadly_time_left > 0)
5851 Bang(kill_x, kill_y);
5852 else if (!PLAYER_PROTECTED(good_x, good_y))
5856 Bang(good_x, good_y);
5860 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
5862 int i, kill_x = -1, kill_y = -1;
5863 int bad_element = Feld[bad_x][bad_y];
5864 static int test_xy[4][2] =
5871 static int test_dir[4] =
5879 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
5884 int test_x, test_y, test_move_dir, test_element;
5886 test_x = bad_x + test_xy[i][0];
5887 test_y = bad_y + test_xy[i][1];
5888 if (!IN_LEV_FIELD(test_x, test_y))
5892 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5894 test_element = Feld[test_x][test_y];
5896 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5897 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5899 if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) ||
5900 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
5902 /* good thing is player or penguin that does not move away */
5903 if (IS_PLAYER(test_x, test_y))
5905 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
5907 if (bad_element == EL_ROBOT && player->is_moving)
5908 continue; /* robot does not kill player if he is moving */
5914 else if (test_element == EL_PENGUIN)
5923 if (kill_x != -1 || kill_y != -1)
5925 if (IS_PLAYER(kill_x, kill_y))
5927 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
5930 int dir = player->MovDir;
5931 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5932 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5934 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5935 newx != bad_x && newy != bad_y)
5936 ; /* robot does not kill player if he is moving */
5938 printf("-> %d\n", player->MovDir);
5940 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5941 newx != bad_x && newy != bad_y)
5942 ; /* robot does not kill player if he is moving */
5947 if (player->shield_deadly_time_left > 0)
5949 else if (!PLAYER_PROTECTED(kill_x, kill_y))
5953 Bang(kill_x, kill_y);
5957 void TestIfHeroTouchesBadThing(int x, int y)
5959 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5962 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
5964 TestIfGoodThingHitsBadThing(x, y, move_dir);
5967 void TestIfBadThingTouchesHero(int x, int y)
5969 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5972 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
5974 TestIfBadThingHitsGoodThing(x, y, move_dir);
5977 void TestIfFriendTouchesBadThing(int x, int y)
5979 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5982 void TestIfBadThingTouchesFriend(int x, int y)
5984 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5987 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
5989 int i, kill_x = bad_x, kill_y = bad_y;
5990 static int xy[4][2] =
6002 x = bad_x + xy[i][0];
6003 y = bad_y + xy[i][1];
6004 if (!IN_LEV_FIELD(x, y))
6007 element = Feld[x][y];
6008 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
6009 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
6017 if (kill_x != bad_x || kill_y != bad_y)
6021 void KillHero(struct PlayerInfo *player)
6023 int jx = player->jx, jy = player->jy;
6025 if (!player->active)
6028 /* remove accessible field at the player's position */
6029 Feld[jx][jy] = EL_EMPTY;
6031 /* deactivate shield (else Bang()/Explode() would not work right) */
6032 player->shield_normal_time_left = 0;
6033 player->shield_deadly_time_left = 0;
6039 static void KillHeroUnlessProtected(int x, int y)
6041 if (!PLAYER_PROTECTED(x, y))
6042 KillHero(PLAYERINFO(x, y));
6045 void BuryHero(struct PlayerInfo *player)
6047 int jx = player->jx, jy = player->jy;
6049 if (!player->active)
6052 PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING);
6053 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
6055 player->GameOver = TRUE;
6059 void RemoveHero(struct PlayerInfo *player)
6061 int jx = player->jx, jy = player->jy;
6062 int i, found = FALSE;
6064 player->present = FALSE;
6065 player->active = FALSE;
6067 if (!ExplodeField[jx][jy])
6068 StorePlayer[jx][jy] = 0;
6070 for (i=0; i<MAX_PLAYERS; i++)
6071 if (stored_player[i].active)
6075 AllPlayersGone = TRUE;
6082 checkDiagonalPushing()
6083 -----------------------------------------------------------------------------
6084 check if diagonal input device direction results in pushing of object
6085 (by checking if the alternative direction is walkable, diggable, ...)
6088 static boolean checkDiagonalPushing(struct PlayerInfo *player,
6089 int x, int y, int real_dx, int real_dy)
6091 int jx, jy, dx, dy, xx, yy;
6093 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
6096 /* diagonal direction: check alternative direction */
6101 xx = jx + (dx == 0 ? real_dx : 0);
6102 yy = jy + (dy == 0 ? real_dy : 0);
6104 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
6109 -----------------------------------------------------------------------------
6110 x, y: field next to player (non-diagonal) to try to dig to
6111 real_dx, real_dy: direction as read from input device (can be diagonal)
6114 int DigField(struct PlayerInfo *player,
6115 int x, int y, int real_dx, int real_dy, int mode)
6117 int jx = player->jx, jy = player->jy;
6118 int dx = x - jx, dy = y - jy;
6119 int move_direction = (dx == -1 ? MV_LEFT :
6120 dx == +1 ? MV_RIGHT :
6122 dy == +1 ? MV_DOWN : MV_NO_MOVING);
6125 if (player->MovPos == 0)
6127 player->is_digging = FALSE;
6128 player->is_collecting = FALSE;
6131 if (player->MovPos == 0) /* last pushing move finished */
6132 player->Pushing = FALSE;
6134 if (mode == DF_NO_PUSH) /* player just stopped pushing */
6136 player->Switching = FALSE;
6137 player->push_delay = 0;
6139 return MF_NO_ACTION;
6142 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
6143 return MF_NO_ACTION;
6146 if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
6148 if (IS_TUBE(Feld[jx][jy]) ||
6149 (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0)))
6153 int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
6154 int tube_leave_directions[][2] =
6156 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6157 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6158 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6159 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
6160 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
6161 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
6162 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
6163 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
6164 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
6165 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
6166 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
6167 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
6170 while (tube_leave_directions[i][0] != tube_element)
6173 if (tube_leave_directions[i][0] == -1) /* should not happen */
6177 if (!(tube_leave_directions[i][1] & move_direction))
6178 return MF_NO_ACTION; /* tube has no opening in this direction */
6181 element = Feld[x][y];
6184 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
6185 game.engine_version >= VERSION_IDENT(2,2,0))
6186 return MF_NO_ACTION;
6193 case EL_INVISIBLE_SAND:
6194 case EL_INVISIBLE_SAND_ACTIVE:
6197 case EL_SP_BUGGY_BASE:
6198 case EL_SP_BUGGY_BASE_ACTIVATING:
6201 if (mode != DF_SNAP && element != EL_EMPTY)
6203 GfxElement[x][y] = (CAN_BE_CRUMBLED(element) ? EL_SAND : element);
6204 player->is_digging = TRUE;
6207 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
6212 case EL_EMERALD_YELLOW:
6213 case EL_EMERALD_RED:
6214 case EL_EMERALD_PURPLE:
6216 case EL_SP_INFOTRON:
6221 if (mode != DF_SNAP)
6223 GfxElement[x][y] = element;
6224 player->is_collecting = TRUE;
6227 local_player->gems_still_needed -= (element == EL_DIAMOND ? 3 :
6228 element == EL_PEARL ? 5 :
6229 element == EL_CRYSTAL ? 8 : 1);
6230 if (local_player->gems_still_needed < 0)
6231 local_player->gems_still_needed = 0;
6232 RaiseScoreElement(element);
6233 DrawText(DX_EMERALDS, DY_EMERALDS,
6234 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
6235 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6240 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
6241 PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
6245 Feld[x][y] = EL_EMPTY;
6246 PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
6254 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
6256 PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MIDDLE);
6259 case EL_SHIELD_NORMAL:
6261 player->shield_normal_time_left += 10;
6262 PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING);
6265 case EL_SHIELD_DEADLY:
6267 player->shield_normal_time_left += 10;
6268 player->shield_deadly_time_left += 10;
6269 PlaySoundLevel(x, y, SND_SHIELD_DEADLY_COLLECTING);
6273 case EL_SP_DISK_RED:
6276 player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
6277 RaiseScoreElement(EL_DYNAMITE);
6278 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6280 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6283 case EL_DYNABOMB_INCREASE_NUMBER:
6285 player->dynabomb_count++;
6286 player->dynabombs_left++;
6287 RaiseScoreElement(EL_DYNAMITE);
6288 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_NUMBER_COLLECTING);
6291 case EL_DYNABOMB_INCREASE_SIZE:
6293 player->dynabomb_size++;
6294 RaiseScoreElement(EL_DYNAMITE);
6295 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_SIZE_COLLECTING);
6298 case EL_DYNABOMB_INCREASE_POWER:
6300 player->dynabomb_xl = TRUE;
6301 RaiseScoreElement(EL_DYNAMITE);
6302 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_POWER_COLLECTING);
6310 int key_nr = element - EL_KEY_1;
6311 int graphic = el2edimg(element);
6314 player->key[key_nr] = TRUE;
6315 RaiseScoreElement(element);
6316 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6318 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6320 PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING);
6329 int key_nr = element - EL_EM_KEY_1;
6330 int graphic = el2edimg(EL_KEY_1 + key_nr);
6333 player->key[key_nr] = TRUE;
6334 RaiseScoreElement(element);
6335 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6337 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6339 PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING);
6343 case EL_ROBOT_WHEEL:
6344 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
6347 DrawLevelField(x, y);
6348 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
6352 case EL_SP_TERMINAL:
6356 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
6358 for (yy=0; yy<lev_fieldy; yy++)
6360 for (xx=0; xx<lev_fieldx; xx++)
6362 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
6364 else if (Feld[xx][yy] == EL_SP_TERMINAL)
6365 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
6373 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
6374 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
6375 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
6376 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
6377 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
6378 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
6379 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
6380 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
6381 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
6382 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
6383 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
6384 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
6385 if (!player->Switching)
6387 player->Switching = TRUE;
6388 ToggleBeltSwitch(x, y);
6389 PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
6394 case EL_SWITCHGATE_SWITCH_UP:
6395 case EL_SWITCHGATE_SWITCH_DOWN:
6396 if (!player->Switching)
6398 player->Switching = TRUE;
6399 ToggleSwitchgateSwitch(x, y);
6400 PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
6405 case EL_LIGHT_SWITCH:
6406 case EL_LIGHT_SWITCH_ACTIVE:
6407 if (!player->Switching)
6409 player->Switching = TRUE;
6410 ToggleLightSwitch(x, y);
6411 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
6412 SND_LIGHT_SWITCH_ACTIVATING :
6413 SND_LIGHT_SWITCH_DEACTIVATING);
6418 case EL_TIMEGATE_SWITCH:
6419 ActivateTimegateSwitch(x, y);
6420 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
6425 case EL_BALLOON_SWITCH_LEFT:
6426 case EL_BALLOON_SWITCH_RIGHT:
6427 case EL_BALLOON_SWITCH_UP:
6428 case EL_BALLOON_SWITCH_DOWN:
6429 case EL_BALLOON_SWITCH_ANY:
6430 if (element == EL_BALLOON_SWITCH_ANY)
6431 game.balloon_dir = move_direction;
6433 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
6434 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
6435 element == EL_BALLOON_SWITCH_UP ? MV_UP :
6436 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
6438 PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING);
6443 /* the following elements cannot be pushed by "snapping" */
6446 case EL_DX_SUPABOMB:
6448 case EL_TIME_ORB_EMPTY:
6450 case EL_SP_DISK_ORANGE:
6452 if (mode == DF_SNAP)
6453 return MF_NO_ACTION;
6455 /* no "break" -- fall through to next case */
6457 /* the following elements can be pushed by "snapping" */
6460 return MF_NO_ACTION;
6462 player->Pushing = TRUE;
6465 if (element == EL_ROCK)
6466 printf("::: wanna push [%d] [%d]\n",
6467 FrameCounter, player->push_delay_value);
6470 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6471 return MF_NO_ACTION;
6473 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
6474 return MF_NO_ACTION;
6476 if (player->push_delay == 0)
6477 player->push_delay = FrameCounter;
6479 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6481 element != EL_SPRING)
6482 return MF_NO_ACTION;
6484 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6485 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6486 element != EL_SPRING)
6487 return MF_NO_ACTION;
6490 if (mode == DF_SNAP)
6492 InitMovingField(x, y, move_direction);
6493 ContinueMoving(x, y);
6498 Feld[x + dx][y + dy] = element;
6501 if (element == EL_SPRING)
6503 Feld[x + dx][y + dy] = EL_SPRING;
6504 MovDir[x + dx][y + dy] = move_direction;
6507 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
6509 DrawLevelField(x + dx, y + dy);
6510 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6517 if (!player->key[element - EL_GATE_1])
6518 return MF_NO_ACTION;
6521 case EL_GATE_1_GRAY:
6522 case EL_GATE_2_GRAY:
6523 case EL_GATE_3_GRAY:
6524 case EL_GATE_4_GRAY:
6525 if (!player->key[element - EL_GATE_1_GRAY])
6526 return MF_NO_ACTION;
6533 if (!player->key[element - EL_EM_GATE_1])
6534 return MF_NO_ACTION;
6535 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6536 return MF_NO_ACTION;
6538 /* automatically move to the next field with double speed */
6539 player->programmed_action = move_direction;
6540 DOUBLE_PLAYER_SPEED(player);
6542 PlaySoundLevel(x, y, SND_CLASS_GATE_PASSING);
6545 case EL_EM_GATE_1_GRAY:
6546 case EL_EM_GATE_2_GRAY:
6547 case EL_EM_GATE_3_GRAY:
6548 case EL_EM_GATE_4_GRAY:
6549 if (!player->key[element - EL_EM_GATE_1_GRAY])
6550 return MF_NO_ACTION;
6551 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6552 return MF_NO_ACTION;
6554 /* automatically move to the next field with double speed */
6555 player->programmed_action = move_direction;
6556 DOUBLE_PLAYER_SPEED(player);
6559 PlaySoundLevelAction(x, y, ACTION_PASSING);
6561 PlaySoundLevel(x, y, SND_GATE_PASSING);
6565 case EL_SWITCHGATE_OPEN:
6566 case EL_TIMEGATE_OPEN:
6567 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6568 return MF_NO_ACTION;
6570 /* automatically move to the next field with double speed */
6571 player->programmed_action = move_direction;
6572 DOUBLE_PLAYER_SPEED(player);
6574 PlaySoundLevelElementAction(x, y, element, ACTION_PASSING);
6577 case EL_SP_PORT_LEFT:
6578 case EL_SP_PORT_RIGHT:
6580 case EL_SP_PORT_DOWN:
6581 case EL_SP_PORT_HORIZONTAL:
6582 case EL_SP_PORT_VERTICAL:
6583 case EL_SP_PORT_ANY:
6584 case EL_SP_GRAVITY_PORT_LEFT:
6585 case EL_SP_GRAVITY_PORT_RIGHT:
6586 case EL_SP_GRAVITY_PORT_UP:
6587 case EL_SP_GRAVITY_PORT_DOWN:
6589 element != EL_SP_PORT_LEFT &&
6590 element != EL_SP_GRAVITY_PORT_LEFT &&
6591 element != EL_SP_PORT_HORIZONTAL &&
6592 element != EL_SP_PORT_ANY) ||
6594 element != EL_SP_PORT_RIGHT &&
6595 element != EL_SP_GRAVITY_PORT_RIGHT &&
6596 element != EL_SP_PORT_HORIZONTAL &&
6597 element != EL_SP_PORT_ANY) ||
6599 element != EL_SP_PORT_UP &&
6600 element != EL_SP_GRAVITY_PORT_UP &&
6601 element != EL_SP_PORT_VERTICAL &&
6602 element != EL_SP_PORT_ANY) ||
6604 element != EL_SP_PORT_DOWN &&
6605 element != EL_SP_GRAVITY_PORT_DOWN &&
6606 element != EL_SP_PORT_VERTICAL &&
6607 element != EL_SP_PORT_ANY) ||
6608 !IN_LEV_FIELD(x + dx, y + dy) ||
6609 !IS_FREE(x + dx, y + dy))
6610 return MF_NO_ACTION;
6612 /* automatically move to the next field with double speed */
6613 player->programmed_action = move_direction;
6614 DOUBLE_PLAYER_SPEED(player);
6616 PlaySoundLevel(x, y, SND_CLASS_SP_PORT_PASSING);
6620 case EL_TUBE_VERTICAL:
6621 case EL_TUBE_HORIZONTAL:
6622 case EL_TUBE_VERTICAL_LEFT:
6623 case EL_TUBE_VERTICAL_RIGHT:
6624 case EL_TUBE_HORIZONTAL_UP:
6625 case EL_TUBE_HORIZONTAL_DOWN:
6626 case EL_TUBE_LEFT_UP:
6627 case EL_TUBE_LEFT_DOWN:
6628 case EL_TUBE_RIGHT_UP:
6629 case EL_TUBE_RIGHT_DOWN:
6632 int tube_enter_directions[][2] =
6634 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6635 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6636 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6637 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
6638 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
6639 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
6640 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
6641 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
6642 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
6643 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
6644 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
6645 { -1, MV_NO_MOVING }
6648 while (tube_enter_directions[i][0] != element)
6651 if (tube_enter_directions[i][0] == -1) /* should not happen */
6655 if (!(tube_enter_directions[i][1] & move_direction))
6656 return MF_NO_ACTION; /* tube has no opening in this direction */
6658 PlaySoundLevel(x, y, SND_CLASS_TUBE_PASSING);
6662 case EL_EXIT_CLOSED:
6663 case EL_SP_EXIT_CLOSED:
6664 case EL_EXIT_OPENING:
6665 return MF_NO_ACTION;
6669 case EL_SP_EXIT_OPEN:
6670 if (mode == DF_SNAP)
6671 return MF_NO_ACTION;
6673 if (element == EL_EXIT_OPEN)
6674 PlaySoundLevel(x, y, SND_CLASS_EXIT_PASSING);
6676 PlaySoundLevel(x, y, SND_CLASS_SP_EXIT_PASSING);
6681 Feld[x][y] = EL_LAMP_ACTIVE;
6682 local_player->lights_still_needed--;
6683 DrawLevelField(x, y);
6684 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
6688 case EL_TIME_ORB_FULL:
6689 Feld[x][y] = EL_TIME_ORB_EMPTY;
6691 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
6692 DrawLevelField(x, y);
6693 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
6697 case EL_SOKOBAN_FIELD_EMPTY:
6700 case EL_SOKOBAN_OBJECT:
6701 case EL_SOKOBAN_FIELD_FULL:
6703 case EL_SP_DISK_YELLOW:
6705 if (mode == DF_SNAP)
6706 return MF_NO_ACTION;
6708 player->Pushing = TRUE;
6710 if (!IN_LEV_FIELD(x+dx, y+dy)
6711 || (!IS_FREE(x+dx, y+dy)
6712 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FIELD_EMPTY
6713 || !IS_SB_ELEMENT(element))))
6714 return MF_NO_ACTION;
6716 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
6717 return MF_NO_ACTION;
6719 if (player->push_delay == 0)
6720 player->push_delay = FrameCounter;
6722 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6723 !tape.playing && element != EL_BALLOON)
6724 return MF_NO_ACTION;
6726 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6727 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6728 element != EL_BALLOON)
6729 return MF_NO_ACTION;
6732 if (IS_SB_ELEMENT(element))
6734 if (element == EL_SOKOBAN_FIELD_FULL)
6736 Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
6737 local_player->sokobanfields_still_needed++;
6742 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FIELD_EMPTY)
6744 Feld[x+dx][y+dy] = EL_SOKOBAN_FIELD_FULL;
6745 local_player->sokobanfields_still_needed--;
6746 if (element == EL_SOKOBAN_OBJECT)
6748 PlaySoundLevelAction(x+dx, y+dy, ACTION_FILLING);
6750 PlaySoundLevel(x, y, SND_CLASS_SOKOBAN_FIELD_FILLING);
6754 PlaySoundLevelAction(x+dx, y+dy, ACTION_PUSHING);
6756 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6761 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJECT;
6762 if (element == EL_SOKOBAN_FIELD_FULL)
6764 PlaySoundLevelAction(x+dx, y+dy, ACTION_EMPTYING);
6766 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_EMPTYING);
6770 PlaySoundLevelAction(x+dx, y+dy, ACTION_PUSHING);
6772 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6779 Feld[x+dx][y+dy] = element;
6780 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6783 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
6785 DrawLevelField(x, y);
6786 DrawLevelField(x + dx, y + dy);
6788 if (IS_SB_ELEMENT(element) &&
6789 local_player->sokobanfields_still_needed == 0 &&
6790 game.emulation == EMU_SOKOBAN)
6792 player->LevelSolved = player->GameOver = TRUE;
6793 PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
6805 if (IS_WALKABLE(element))
6809 else if (IS_DIGGABLE(element))
6813 if (mode != DF_SNAP)
6816 (CAN_BE_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
6817 player->is_digging = TRUE;
6820 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
6824 else if (IS_COLLECTIBLE(element))
6828 if (mode != DF_SNAP)
6830 GfxElement[x][y] = element;
6831 player->is_collecting = TRUE;
6834 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6838 else if (IS_PUSHABLE(element))
6840 if (mode == DF_SNAP)
6841 return MF_NO_ACTION;
6843 if (CAN_FALL(element) && dy)
6844 return MF_NO_ACTION;
6846 if (!player->Pushing &&
6847 game.engine_version >= RELEASE_IDENT(2,2,0,7))
6848 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
6850 player->Pushing = TRUE;
6852 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6853 return MF_NO_ACTION;
6855 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
6856 return MF_NO_ACTION;
6858 if (player->push_delay == 0) /* new pushing; restart delay */
6859 player->push_delay = FrameCounter;
6861 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6862 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
6863 return MF_NO_ACTION;
6866 Feld[x + dx][y + dy] = element;
6869 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
6870 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
6872 player->push_delay_value = 2 + RND(8);
6875 DrawLevelField(x + dx, y + dy);
6876 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6881 return MF_NO_ACTION;
6884 player->push_delay = 0;
6886 if (Feld[x][y] != element) /* really digged/collected something */
6887 player->is_collecting = !player->is_digging;
6892 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
6894 int jx = player->jx, jy = player->jy;
6895 int x = jx + dx, y = jy + dy;
6897 if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0))
6900 if (!player->active || !IN_LEV_FIELD(x, y))
6908 if (player->MovPos == 0)
6909 player->Pushing = FALSE;
6911 player->snapped = FALSE;
6913 if (player->MovPos == 0)
6915 player->is_digging = FALSE;
6916 player->is_collecting = FALSE;
6922 if (player->snapped)
6925 player->MovDir = (dx < 0 ? MV_LEFT :
6928 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6930 if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
6933 player->snapped = TRUE;
6934 player->is_digging = FALSE;
6935 player->is_collecting = FALSE;
6937 DrawLevelField(x, y);
6943 boolean PlaceBomb(struct PlayerInfo *player)
6945 int jx = player->jx, jy = player->jy;
6948 if (!player->active || player->MovPos)
6951 element = Feld[jx][jy];
6953 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
6954 IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
6958 if (element != EL_EMPTY)
6962 if (element != EL_EMPTY)
6965 Store[jx][jy] = element;
6967 Back[jx][jy] = element;
6971 MovDelay[jx][jy] = 96;
6973 ResetGfxAnimation(jx, jy);
6974 ResetRandomAnimationValue(jx, jy);
6976 if (player->dynamite)
6978 Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
6979 EL_DYNAMITE_ACTIVE);
6982 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6984 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6987 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
6989 if (game.emulation == EMU_SUPAPLEX)
6990 DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0);
6992 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0);
6996 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
7001 EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1);
7002 player->dynabombs_left--;
7004 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
7005 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
7007 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
7013 /* ------------------------------------------------------------------------- */
7014 /* game sound playing functions */
7015 /* ------------------------------------------------------------------------- */
7017 static int *loop_sound_frame = NULL;
7018 static int *loop_sound_volume = NULL;
7020 void InitPlaySoundLevel()
7022 int num_sounds = getSoundListSize();
7024 if (loop_sound_frame != NULL)
7025 free(loop_sound_frame);
7027 if (loop_sound_volume != NULL)
7028 free(loop_sound_volume);
7030 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
7031 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
7034 static void PlaySoundLevel(int x, int y, int nr)
7036 int sx = SCREENX(x), sy = SCREENY(y);
7037 int volume, stereo_position;
7038 int max_distance = 8;
7039 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
7041 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
7042 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
7045 if (!IN_LEV_FIELD(x, y) ||
7046 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
7047 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
7050 volume = SOUND_MAX_VOLUME;
7052 if (!IN_SCR_FIELD(sx, sy))
7054 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
7055 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
7057 volume -= volume * (dx > dy ? dx : dy) / max_distance;
7060 stereo_position = (SOUND_MAX_LEFT +
7061 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
7062 (SCR_FIELDX + 2 * max_distance));
7064 if (IS_LOOP_SOUND(nr))
7066 /* This assures that quieter loop sounds do not overwrite louder ones,
7067 while restarting sound volume comparison with each new game frame. */
7069 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
7072 loop_sound_volume[nr] = volume;
7073 loop_sound_frame[nr] = FrameCounter;
7076 PlaySoundExt(nr, volume, stereo_position, type);
7079 static void PlaySoundLevelNearest(int x, int y, int sound_action)
7081 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
7082 x > LEVELX(BX2) ? LEVELX(BX2) : x,
7083 y < LEVELY(BY1) ? LEVELY(BY1) :
7084 y > LEVELY(BY2) ? LEVELY(BY2) : y,
7088 static void PlaySoundLevelAction(int x, int y, int action)
7090 PlaySoundLevelElementAction(x, y, Feld[x][y], action);
7093 static void PlaySoundLevelElementAction(int x, int y, int element, int action)
7095 int sound_effect = element_info[element].sound[action];
7097 if (sound_effect != SND_UNDEFINED)
7098 PlaySoundLevel(x, y, sound_effect);
7101 static void PlaySoundLevelActionIfLoop(int x, int y, int action)
7103 int sound_effect = element_info[Feld[x][y]].sound[action];
7105 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
7106 PlaySoundLevel(x, y, sound_effect);
7109 static void StopSoundLevelActionIfLoop(int x, int y, int action)
7111 int sound_effect = element_info[Feld[x][y]].sound[action];
7113 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
7114 StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND);
7117 void RaiseScore(int value)
7119 local_player->score += value;
7120 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2);
7123 void RaiseScoreElement(int element)
7129 case EL_EMERALD_YELLOW:
7130 case EL_EMERALD_RED:
7131 case EL_EMERALD_PURPLE:
7132 case EL_SP_INFOTRON:
7133 RaiseScore(level.score[SC_EMERALD]);
7136 RaiseScore(level.score[SC_DIAMOND]);
7139 RaiseScore(level.score[SC_CRYSTAL]);
7142 RaiseScore(level.score[SC_PEARL]);
7145 case EL_BD_BUTTERFLY:
7146 case EL_SP_ELECTRON:
7147 RaiseScore(level.score[SC_BUG]);
7151 case EL_SP_SNIKSNAK:
7152 RaiseScore(level.score[SC_SPACESHIP]);
7155 case EL_DARK_YAMYAM:
7156 RaiseScore(level.score[SC_YAMYAM]);
7159 RaiseScore(level.score[SC_ROBOT]);
7162 RaiseScore(level.score[SC_PACMAN]);
7165 RaiseScore(level.score[SC_NUT]);
7168 case EL_DYNABOMB_INCREASE_NUMBER:
7169 case EL_DYNABOMB_INCREASE_SIZE:
7170 case EL_DYNABOMB_INCREASE_POWER:
7171 RaiseScore(level.score[SC_DYNAMITE]);
7173 case EL_SHIELD_NORMAL:
7174 case EL_SHIELD_DEADLY:
7175 RaiseScore(level.score[SC_SHIELD]);
7178 RaiseScore(level.score[SC_TIME_BONUS]);
7184 RaiseScore(level.score[SC_KEY]);
7191 void RequestQuitGame(boolean ask_if_really_quit)
7193 if (AllPlayersGone ||
7194 !ask_if_really_quit ||
7195 level_editor_test_game ||
7196 Request("Do you really want to quit the game ?",
7197 REQ_ASK | REQ_STAY_CLOSED))
7199 #if defined(PLATFORM_UNIX)
7200 if (options.network)
7201 SendToServer_StopPlaying();
7205 game_status = GAME_MODE_MAIN;
7211 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
7216 /* ---------- new game button stuff ---------------------------------------- */
7218 /* graphic position values for game buttons */
7219 #define GAME_BUTTON_XSIZE 30
7220 #define GAME_BUTTON_YSIZE 30
7221 #define GAME_BUTTON_XPOS 5
7222 #define GAME_BUTTON_YPOS 215
7223 #define SOUND_BUTTON_XPOS 5
7224 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
7226 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
7227 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
7228 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
7229 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
7230 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
7231 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
7238 } gamebutton_info[NUM_GAME_BUTTONS] =
7241 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
7246 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
7251 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
7256 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
7257 SOUND_CTRL_ID_MUSIC,
7258 "background music on/off"
7261 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
7262 SOUND_CTRL_ID_LOOPS,
7263 "sound loops on/off"
7266 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
7267 SOUND_CTRL_ID_SIMPLE,
7268 "normal sounds on/off"
7272 void CreateGameButtons()
7276 for (i=0; i<NUM_GAME_BUTTONS; i++)
7278 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
7279 struct GadgetInfo *gi;
7282 unsigned long event_mask;
7283 int gd_xoffset, gd_yoffset;
7284 int gd_x1, gd_x2, gd_y1, gd_y2;
7287 gd_xoffset = gamebutton_info[i].x;
7288 gd_yoffset = gamebutton_info[i].y;
7289 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
7290 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
7292 if (id == GAME_CTRL_ID_STOP ||
7293 id == GAME_CTRL_ID_PAUSE ||
7294 id == GAME_CTRL_ID_PLAY)
7296 button_type = GD_TYPE_NORMAL_BUTTON;
7298 event_mask = GD_EVENT_RELEASED;
7299 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7300 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7304 button_type = GD_TYPE_CHECK_BUTTON;
7306 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
7307 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
7308 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
7309 event_mask = GD_EVENT_PRESSED;
7310 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
7311 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7314 gi = CreateGadget(GDI_CUSTOM_ID, id,
7315 GDI_INFO_TEXT, gamebutton_info[i].infotext,
7316 GDI_X, DX + gd_xoffset,
7317 GDI_Y, DY + gd_yoffset,
7318 GDI_WIDTH, GAME_BUTTON_XSIZE,
7319 GDI_HEIGHT, GAME_BUTTON_YSIZE,
7320 GDI_TYPE, button_type,
7321 GDI_STATE, GD_BUTTON_UNPRESSED,
7322 GDI_CHECKED, checked,
7323 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
7324 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
7325 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
7326 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
7327 GDI_EVENT_MASK, event_mask,
7328 GDI_CALLBACK_ACTION, HandleGameButtons,
7332 Error(ERR_EXIT, "cannot create gadget");
7334 game_gadget[id] = gi;
7338 void FreeGameButtons()
7342 for (i=0; i<NUM_GAME_BUTTONS; i++)
7343 FreeGadget(game_gadget[i]);
7346 static void MapGameButtons()
7350 for (i=0; i<NUM_GAME_BUTTONS; i++)
7351 MapGadget(game_gadget[i]);
7354 void UnmapGameButtons()
7358 for (i=0; i<NUM_GAME_BUTTONS; i++)
7359 UnmapGadget(game_gadget[i]);
7362 static void HandleGameButtons(struct GadgetInfo *gi)
7364 int id = gi->custom_id;
7366 if (game_status != GAME_MODE_PLAYING)
7371 case GAME_CTRL_ID_STOP:
7372 RequestQuitGame(TRUE);
7375 case GAME_CTRL_ID_PAUSE:
7376 if (options.network)
7378 #if defined(PLATFORM_UNIX)
7380 SendToServer_ContinuePlaying();
7382 SendToServer_PausePlaying();
7386 TapeTogglePause(TAPE_TOGGLE_MANUAL);
7389 case GAME_CTRL_ID_PLAY:
7392 #if defined(PLATFORM_UNIX)
7393 if (options.network)
7394 SendToServer_ContinuePlaying();
7398 tape.pausing = FALSE;
7399 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
7404 case SOUND_CTRL_ID_MUSIC:
7405 if (setup.sound_music)
7407 setup.sound_music = FALSE;
7410 else if (audio.music_available)
7412 setup.sound = setup.sound_music = TRUE;
7413 PlayMusic(level_nr);
7417 case SOUND_CTRL_ID_LOOPS:
7418 if (setup.sound_loops)
7419 setup.sound_loops = FALSE;
7420 else if (audio.loops_available)
7421 setup.sound = setup.sound_loops = TRUE;
7424 case SOUND_CTRL_ID_SIMPLE:
7425 if (setup.sound_simple)
7426 setup.sound_simple = FALSE;
7427 else if (audio.sound_available)
7428 setup.sound = setup.sound_simple = TRUE;