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 /* game button identifiers */
95 #define GAME_CTRL_ID_STOP 0
96 #define GAME_CTRL_ID_PAUSE 1
97 #define GAME_CTRL_ID_PLAY 2
98 #define SOUND_CTRL_ID_MUSIC 3
99 #define SOUND_CTRL_ID_LOOPS 4
100 #define SOUND_CTRL_ID_SIMPLE 5
102 #define NUM_GAME_BUTTONS 6
105 /* forward declaration for internal use */
107 static void InitBeltMovement(void);
108 static void CloseAllOpenTimegates(void);
109 static void CheckGravityMovement(struct PlayerInfo *);
110 static void KillHeroUnlessProtected(int, int);
112 static void PlaySoundLevel(int, int, int);
113 static void PlaySoundLevelNearest(int, int, int);
114 static void PlaySoundLevelAction(int, int, int);
115 static void PlaySoundLevelElementAction(int, int, int, int);
117 static void MapGameButtons();
118 static void HandleGameButtons(struct GadgetInfo *);
120 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
123 /* ------------------------------------------------------------------------- */
124 /* definition of elements that automatically change to other elements after */
125 /* a specified time, eventually calling a function when changing */
126 /* ------------------------------------------------------------------------- */
128 /* forward declaration for changer functions */
129 static void InitBuggyBase(int x, int y);
130 static void WarnBuggyBase(int x, int y);
132 static void InitTrap(int x, int y);
133 static void ActivateTrap(int x, int y);
134 static void ChangeActiveTrap(int x, int y);
136 static void InitRobotWheel(int x, int y);
137 static void RunRobotWheel(int x, int y);
138 static void StopRobotWheel(int x, int y);
140 static void InitTimegateWheel(int x, int y);
141 static void RunTimegateWheel(int x, int y);
143 struct ChangingElementInfo
148 void (*pre_change_function)(int x, int y);
149 void (*change_function)(int x, int y);
150 void (*post_change_function)(int x, int y);
153 static struct ChangingElementInfo changing_element_list[] =
155 { EL_NUT_CRACKING, EL_EMERALD, 6, NULL, NULL, NULL },
156 { EL_PEARL_BREAKING, EL_EMPTY, 8, NULL, NULL, NULL },
157 { EL_EXIT_OPENING, EL_EXIT_OPEN, 29, NULL, NULL, NULL },
159 { EL_SWITCHGATE_OPENING, EL_SWITCHGATE_OPEN, 29, NULL, NULL, NULL },
160 { EL_SWITCHGATE_CLOSING, EL_SWITCHGATE_CLOSED, 29, NULL, NULL, NULL },
162 { EL_TIMEGATE_OPENING, EL_TIMEGATE_OPEN, 29, NULL, NULL, NULL },
163 { EL_TIMEGATE_CLOSING, EL_TIMEGATE_CLOSED, 29, NULL, NULL, NULL },
165 { EL_ACID_SPLASH_LEFT, EL_EMPTY, 8, NULL, NULL, NULL },
166 { EL_ACID_SPLASH_RIGHT, EL_EMPTY, 8, NULL, NULL, NULL },
168 { EL_SP_BUGGY_BASE, EL_SP_BUGGY_BASE_ACTIVATING, 0,
169 InitBuggyBase, NULL, NULL },
170 { EL_SP_BUGGY_BASE_ACTIVATING,EL_SP_BUGGY_BASE_ACTIVE, 0,
171 InitBuggyBase, NULL, NULL },
172 { EL_SP_BUGGY_BASE_ACTIVE, EL_SP_BUGGY_BASE, 0,
173 InitBuggyBase, WarnBuggyBase, NULL },
175 { EL_TRAP, EL_TRAP_ACTIVE, 0,
176 InitTrap, NULL, ActivateTrap },
177 { EL_TRAP_ACTIVE, EL_TRAP, 31,
178 NULL, ChangeActiveTrap, NULL },
180 { EL_ROBOT_WHEEL_ACTIVE, EL_ROBOT_WHEEL, 0,
181 InitRobotWheel, RunRobotWheel, StopRobotWheel },
183 { EL_TIMEGATE_SWITCH_ACTIVE, EL_TIMEGATE_SWITCH, 0,
184 InitTimegateWheel, RunTimegateWheel, NULL },
186 { EL_UNDEFINED, EL_UNDEFINED, -1, NULL }
189 static struct ChangingElementInfo changing_element[MAX_NUM_ELEMENTS];
191 #define IS_AUTO_CHANGING(e) (changing_element[e].base_element != EL_UNDEFINED)
194 void GetPlayerConfig()
196 if (!audio.sound_available)
199 if (!audio.loops_available)
200 setup.sound_loops = FALSE;
202 if (!audio.music_available)
203 setup.sound_music = FALSE;
205 if (!video.fullscreen_available)
206 setup.fullscreen = FALSE;
208 setup.sound_simple = setup.sound;
210 SetAudioMode(setup.sound);
214 static int getBeltNrFromBeltElement(int element)
216 return (element < EL_CONVEYOR_BELT2_LEFT ? 0 :
217 element < EL_CONVEYOR_BELT3_LEFT ? 1 :
218 element < EL_CONVEYOR_BELT4_LEFT ? 2 : 3);
221 static int getBeltNrFromBeltActiveElement(int element)
223 return (element < EL_CONVEYOR_BELT2_LEFT_ACTIVE ? 0 :
224 element < EL_CONVEYOR_BELT3_LEFT_ACTIVE ? 1 :
225 element < EL_CONVEYOR_BELT4_LEFT_ACTIVE ? 2 : 3);
228 static int getBeltNrFromBeltSwitchElement(int element)
230 return (element < EL_CONVEYOR_BELT2_SWITCH_LEFT ? 0 :
231 element < EL_CONVEYOR_BELT3_SWITCH_LEFT ? 1 :
232 element < EL_CONVEYOR_BELT4_SWITCH_LEFT ? 2 : 3);
235 static int getBeltDirNrFromBeltSwitchElement(int element)
237 static int belt_base_element[4] =
239 EL_CONVEYOR_BELT1_SWITCH_LEFT,
240 EL_CONVEYOR_BELT2_SWITCH_LEFT,
241 EL_CONVEYOR_BELT3_SWITCH_LEFT,
242 EL_CONVEYOR_BELT4_SWITCH_LEFT
245 int belt_nr = getBeltNrFromBeltSwitchElement(element);
246 int belt_dir_nr = element - belt_base_element[belt_nr];
248 return (belt_dir_nr % 3);
251 static int getBeltDirFromBeltSwitchElement(int element)
253 static int belt_move_dir[3] =
260 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
262 return belt_move_dir[belt_dir_nr];
265 static void InitField(int x, int y, boolean init_game)
272 if (stored_player[0].present)
274 Feld[x][y] = EL_SP_MURPHY_CLONE;
279 stored_player[0].use_murphy_graphic = TRUE;
282 Feld[x][y] = EL_PLAYER1;
291 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER1];
292 int jx = player->jx, jy = player->jy;
294 player->present = TRUE;
296 if (!options.network || player->connected)
298 player->active = TRUE;
300 /* remove potentially duplicate players */
301 if (StorePlayer[jx][jy] == Feld[x][y])
302 StorePlayer[jx][jy] = 0;
304 StorePlayer[x][y] = Feld[x][y];
308 printf("Player %d activated.\n", player->element_nr);
309 printf("[Local player is %d and currently %s.]\n",
310 local_player->element_nr,
311 local_player->active ? "active" : "not active");
315 Feld[x][y] = EL_EMPTY;
316 player->jx = player->last_jx = x;
317 player->jy = player->last_jy = y;
322 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
323 Feld[x][y] = EL_ACIDPOOL_TOPLEFT;
324 else if (x > 0 && Feld[x-1][y] == EL_ACID)
325 Feld[x][y] = EL_ACIDPOOL_TOPRIGHT;
326 else if (y > 0 && Feld[x][y-1] == EL_ACIDPOOL_TOPLEFT)
327 Feld[x][y] = EL_ACIDPOOL_BOTTOMLEFT;
328 else if (y > 0 && Feld[x][y-1] == EL_ACID)
329 Feld[x][y] = EL_ACIDPOOL_BOTTOM;
330 else if (y > 0 && Feld[x][y-1] == EL_ACIDPOOL_TOPRIGHT)
331 Feld[x][y] = EL_ACIDPOOL_BOTTOMRIGHT;
339 case EL_SPACESHIP_RIGHT:
340 case EL_SPACESHIP_UP:
341 case EL_SPACESHIP_LEFT:
342 case EL_SPACESHIP_DOWN:
344 case EL_BD_BUTTERFLY_RIGHT:
345 case EL_BD_BUTTERFLY_UP:
346 case EL_BD_BUTTERFLY_LEFT:
347 case EL_BD_BUTTERFLY_DOWN:
348 case EL_BD_BUTTERFLY:
349 case EL_BD_FIREFLY_RIGHT:
350 case EL_BD_FIREFLY_UP:
351 case EL_BD_FIREFLY_LEFT:
352 case EL_BD_FIREFLY_DOWN:
354 case EL_PACMAN_RIGHT:
378 if (y == lev_fieldy - 1)
380 Feld[x][y] = EL_AMOEBA_CREATING;
381 Store[x][y] = EL_AMOEBA_WET;
385 case EL_DYNAMITE_ACTIVE:
390 local_player->lights_still_needed++;
393 case EL_SOKOBAN_FIELD_EMPTY:
394 local_player->sokobanfields_still_needed++;
398 local_player->friends_still_needed++;
403 MovDir[x][y] = 1 << RND(4);
407 Feld[x][y] = EL_EMPTY;
410 case EL_EM_KEY1_FILE:
411 Feld[x][y] = EL_EM_KEY1;
413 case EL_EM_KEY2_FILE:
414 Feld[x][y] = EL_EM_KEY2;
416 case EL_EM_KEY3_FILE:
417 Feld[x][y] = EL_EM_KEY3;
419 case EL_EM_KEY4_FILE:
420 Feld[x][y] = EL_EM_KEY4;
423 case EL_CONVEYOR_BELT1_SWITCH_LEFT:
424 case EL_CONVEYOR_BELT1_SWITCH_MIDDLE:
425 case EL_CONVEYOR_BELT1_SWITCH_RIGHT:
426 case EL_CONVEYOR_BELT2_SWITCH_LEFT:
427 case EL_CONVEYOR_BELT2_SWITCH_MIDDLE:
428 case EL_CONVEYOR_BELT2_SWITCH_RIGHT:
429 case EL_CONVEYOR_BELT3_SWITCH_LEFT:
430 case EL_CONVEYOR_BELT3_SWITCH_MIDDLE:
431 case EL_CONVEYOR_BELT3_SWITCH_RIGHT:
432 case EL_CONVEYOR_BELT4_SWITCH_LEFT:
433 case EL_CONVEYOR_BELT4_SWITCH_MIDDLE:
434 case EL_CONVEYOR_BELT4_SWITCH_RIGHT:
437 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
438 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
439 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
441 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
443 game.belt_dir[belt_nr] = belt_dir;
444 game.belt_dir_nr[belt_nr] = belt_dir_nr;
446 else /* more than one switch -- set it like the first switch */
448 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
453 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
455 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
458 case EL_LIGHT_SWITCH_ACTIVE:
460 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
468 void DrawGameDoorValues()
472 for (i=0; i<MAX_PLAYERS; i++)
474 if (stored_player[i].key[j])
475 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
476 el2edimg(EL_KEY1 + j));
478 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
479 int2str(local_player->gems_still_needed, 3), FONT_DEFAULT_SMALL);
480 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
481 int2str(local_player->dynamite, 3), FONT_DEFAULT_SMALL);
482 DrawText(DX + XX_SCORE, DY + YY_SCORE,
483 int2str(local_player->score, 5), FONT_DEFAULT_SMALL);
484 DrawText(DX + XX_TIME, DY + YY_TIME,
485 int2str(TimeLeft, 3), FONT_DEFAULT_SMALL);
490 =============================================================================
492 -----------------------------------------------------------------------------
493 initialize game engine due to level / tape version number
494 =============================================================================
497 static void InitGameEngine()
501 game.engine_version = (tape.playing ? tape.engine_version :
505 printf("level %d: level version == %06d\n", level_nr, level.game_version);
506 printf(" tape version == %06d [%s] [file: %06d]\n",
507 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
509 printf(" => game.engine_version == %06d\n", game.engine_version);
512 /* dynamically adjust player properties according to game engine version */
513 game.initial_move_delay =
514 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
515 INITIAL_MOVE_DELAY_OFF);
517 /* dynamically adjust player properties according to level information */
518 game.initial_move_delay_value =
519 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
521 /* dynamically adjust element properties according to game engine version */
523 static int ep_em_slippery_wall[] =
532 static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall);
534 for (i=0; i<ep_em_slippery_wall_num; i++)
536 if (level.em_slippery_gems) /* special EM style gems behaviour */
537 Properties2[ep_em_slippery_wall[i]] |=
538 EP_BIT_EM_SLIPPERY_WALL;
540 Properties2[ep_em_slippery_wall[i]] &=
541 ~EP_BIT_EM_SLIPPERY_WALL;
544 /* "EL_WALL_GROWING_ACTIVE" wasn't slippery for EM gems in version 2.0.1 */
545 if (level.em_slippery_gems && game.engine_version > VERSION_IDENT(2,0,1))
546 Properties2[EL_WALL_GROWING_ACTIVE] |= EP_BIT_EM_SLIPPERY_WALL;
548 Properties2[EL_WALL_GROWING_ACTIVE] &=~EP_BIT_EM_SLIPPERY_WALL;
551 /* initialize changing elements information */
552 for (i=0; i<MAX_NUM_ELEMENTS; i++)
554 changing_element[i].base_element = EL_UNDEFINED;
555 changing_element[i].next_element = EL_UNDEFINED;
556 changing_element[i].change_delay = -1;
557 changing_element[i].pre_change_function = NULL;
558 changing_element[i].change_function = NULL;
559 changing_element[i].post_change_function = NULL;
563 while (changing_element_list[i].base_element != EL_UNDEFINED)
565 struct ChangingElementInfo *ce = &changing_element_list[i];
566 int element = ce->base_element;
568 changing_element[element].base_element = ce->base_element;
569 changing_element[element].next_element = ce->next_element;
570 changing_element[element].change_delay = ce->change_delay;
571 changing_element[element].pre_change_function = ce->pre_change_function;
572 changing_element[element].change_function = ce->change_function;
573 changing_element[element].post_change_function = ce->post_change_function;
581 =============================================================================
583 -----------------------------------------------------------------------------
584 initialize and start new game
585 =============================================================================
590 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
591 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
592 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
599 #if USE_NEW_AMOEBA_CODE
600 printf("Using new amoeba code.\n");
602 printf("Using old amoeba code.\n");
607 /* don't play tapes over network */
608 network_playing = (options.network && !tape.playing);
610 for (i=0; i<MAX_PLAYERS; i++)
612 struct PlayerInfo *player = &stored_player[i];
614 player->index_nr = i;
615 player->element_nr = EL_PLAYER1 + i;
617 player->present = FALSE;
618 player->active = FALSE;
621 player->effective_action = 0;
622 player->programmed_action = 0;
625 player->gems_still_needed = level.gems_needed;
626 player->sokobanfields_still_needed = 0;
627 player->lights_still_needed = 0;
628 player->friends_still_needed = 0;
631 player->key[j] = FALSE;
633 player->dynamite = 0;
634 player->dynabomb_count = 0;
635 player->dynabomb_size = 1;
636 player->dynabombs_left = 0;
637 player->dynabomb_xl = FALSE;
639 player->MovDir = MV_NO_MOVING;
641 player->Pushing = FALSE;
642 player->Switching = FALSE;
646 player->GfxAction = ACTION_DEFAULT;
648 player->use_murphy_graphic = FALSE;
650 player->actual_frame_counter = 0;
652 player->last_move_dir = MV_NO_MOVING;
653 player->is_moving = FALSE;
655 player->is_moving = FALSE;
656 player->is_waiting = FALSE;
658 player->move_delay = game.initial_move_delay;
659 player->move_delay_value = game.initial_move_delay_value;
661 player->push_delay = 0;
662 player->push_delay_value = 5;
664 player->snapped = FALSE;
666 player->last_jx = player->last_jy = 0;
667 player->jx = player->jy = 0;
669 player->shield_normal_time_left = 0;
670 player->shield_deadly_time_left = 0;
672 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
673 SnapField(player, 0, 0);
675 player->LevelSolved = FALSE;
676 player->GameOver = FALSE;
679 network_player_action_received = FALSE;
681 #if defined(PLATFORM_UNIX)
682 /* initial null action */
684 SendToServer_MovePlayer(MV_NO_MOVING);
692 TimeLeft = level.time;
694 ScreenMovDir = MV_NO_MOVING;
698 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
700 AllPlayersGone = FALSE;
702 game.yam_content_nr = 0;
703 game.magic_wall_active = FALSE;
704 game.magic_wall_time_left = 0;
705 game.light_time_left = 0;
706 game.timegate_time_left = 0;
707 game.switchgate_pos = 0;
708 game.balloon_dir = MV_NO_MOVING;
709 game.explosions_delayed = TRUE;
713 game.belt_dir[i] = MV_NO_MOVING;
714 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
717 for (i=0; i<MAX_NUM_AMOEBA; i++)
718 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
720 for (x=0; x<lev_fieldx; x++)
722 for (y=0; y<lev_fieldy; y++)
724 Feld[x][y] = Ur[x][y];
725 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
726 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
728 JustStopped[x][y] = 0;
730 ExplodePhase[x][y] = 0;
731 ExplodeField[x][y] = EX_NO_EXPLOSION;
734 GfxAction[x][y] = ACTION_DEFAULT;
735 GfxRandom[x][y] = INIT_GFX_RANDOM();
739 for(y=0; y<lev_fieldy; y++)
741 for(x=0; x<lev_fieldx; x++)
743 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
745 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
747 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
750 InitField(x, y, TRUE);
756 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
757 emulate_sb ? EMU_SOKOBAN :
758 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
760 /* correct non-moving belts to start moving left */
762 if (game.belt_dir[i] == MV_NO_MOVING)
763 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
765 /* check if any connected player was not found in playfield */
766 for (i=0; i<MAX_PLAYERS; i++)
768 struct PlayerInfo *player = &stored_player[i];
770 if (player->connected && !player->present)
772 for (j=0; j<MAX_PLAYERS; j++)
774 struct PlayerInfo *some_player = &stored_player[j];
775 int jx = some_player->jx, jy = some_player->jy;
777 /* assign first free player found that is present in the playfield */
778 if (some_player->present && !some_player->connected)
780 player->present = TRUE;
781 player->active = TRUE;
782 some_player->present = FALSE;
784 StorePlayer[jx][jy] = player->element_nr;
785 player->jx = player->last_jx = jx;
786 player->jy = player->last_jy = jy;
796 /* when playing a tape, eliminate all players who do not participate */
798 for (i=0; i<MAX_PLAYERS; i++)
800 if (stored_player[i].active && !tape.player_participates[i])
802 struct PlayerInfo *player = &stored_player[i];
803 int jx = player->jx, jy = player->jy;
805 player->active = FALSE;
806 StorePlayer[jx][jy] = 0;
807 Feld[jx][jy] = EL_EMPTY;
811 else if (!options.network && !setup.team_mode) /* && !tape.playing */
813 /* when in single player mode, eliminate all but the first active player */
815 for (i=0; i<MAX_PLAYERS; i++)
817 if (stored_player[i].active)
819 for (j=i+1; j<MAX_PLAYERS; j++)
821 if (stored_player[j].active)
823 struct PlayerInfo *player = &stored_player[j];
824 int jx = player->jx, jy = player->jy;
826 player->active = FALSE;
827 StorePlayer[jx][jy] = 0;
828 Feld[jx][jy] = EL_EMPTY;
835 /* when recording the game, store which players take part in the game */
838 for (i=0; i<MAX_PLAYERS; i++)
839 if (stored_player[i].active)
840 tape.player_participates[i] = TRUE;
845 for (i=0; i<MAX_PLAYERS; i++)
847 struct PlayerInfo *player = &stored_player[i];
849 printf("Player %d: present == %d, connected == %d, active == %d.\n",
854 if (local_player == player)
855 printf("Player %d is local player.\n", i+1);
859 if (BorderElement == EL_EMPTY)
862 SBX_Right = lev_fieldx - SCR_FIELDX;
864 SBY_Lower = lev_fieldy - SCR_FIELDY;
869 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
871 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
874 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
875 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
877 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
878 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
881 scroll_y = SBY_Upper;
882 if (local_player->jx >= SBX_Left + MIDPOSX)
883 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
884 local_player->jx - MIDPOSX :
886 if (local_player->jy >= SBY_Upper + MIDPOSY)
887 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
888 local_player->jy - MIDPOSY :
891 CloseDoor(DOOR_CLOSE_1);
896 /* after drawing the level, correct some elements */
897 if (game.timegate_time_left == 0)
898 CloseAllOpenTimegates();
900 if (setup.soft_scrolling)
901 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
903 redraw_mask |= REDRAW_FROM_BACKBUFFER;
906 /* copy default game door content to main double buffer */
907 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
908 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
911 DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
912 int2str(level_nr, 2), FONT_DEFAULT_SMALL);
915 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
916 int2str(level_nr, 3), FONT_SPECIAL_NARROW, FONT_OPAQUE);
917 BlitBitmap(drawto, drawto,
918 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
919 getFontWidth(FONT_SPECIAL_NARROW) * 3,
920 getFontHeight(FONT_SPECIAL_NARROW) - 1,
921 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
924 DrawGameDoorValues();
928 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
929 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
930 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
934 /* copy actual game door content to door double buffer for OpenDoor() */
935 BlitBitmap(drawto, bitmap_db_door,
936 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
938 OpenDoor(DOOR_OPEN_ALL);
940 PlaySoundStereo(SND_GAME_STARTING, SOUND_MAX_RIGHT);
941 if (setup.sound_music)
944 KeyboardAutoRepeatOff();
949 printf("Player %d %sactive.\n",
950 i + 1, (stored_player[i].active ? "" : "not "));
954 void InitMovDir(int x, int y)
956 int i, element = Feld[x][y];
957 static int xy[4][2] =
964 static int direction[3][4] =
966 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
967 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
968 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
978 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
981 case EL_SPACESHIP_RIGHT:
982 case EL_SPACESHIP_UP:
983 case EL_SPACESHIP_LEFT:
984 case EL_SPACESHIP_DOWN:
985 Feld[x][y] = EL_SPACESHIP;
986 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
989 case EL_BD_BUTTERFLY_RIGHT:
990 case EL_BD_BUTTERFLY_UP:
991 case EL_BD_BUTTERFLY_LEFT:
992 case EL_BD_BUTTERFLY_DOWN:
993 Feld[x][y] = EL_BD_BUTTERFLY;
994 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
997 case EL_BD_FIREFLY_RIGHT:
998 case EL_BD_FIREFLY_UP:
999 case EL_BD_FIREFLY_LEFT:
1000 case EL_BD_FIREFLY_DOWN:
1001 Feld[x][y] = EL_BD_FIREFLY;
1002 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1005 case EL_PACMAN_RIGHT:
1007 case EL_PACMAN_LEFT:
1008 case EL_PACMAN_DOWN:
1009 Feld[x][y] = EL_PACMAN;
1010 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1013 case EL_SP_SNIKSNAK:
1014 MovDir[x][y] = MV_UP;
1017 case EL_SP_ELECTRON:
1018 MovDir[x][y] = MV_LEFT;
1025 Feld[x][y] = EL_MOLE;
1026 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1030 MovDir[x][y] = 1 << RND(4);
1031 if (element != EL_BUG &&
1032 element != EL_SPACESHIP &&
1033 element != EL_BD_BUTTERFLY &&
1034 element != EL_BD_FIREFLY)
1039 int x1 = x + xy[i][0];
1040 int y1 = y + xy[i][1];
1042 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1044 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1046 MovDir[x][y] = direction[0][i];
1049 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1050 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1052 MovDir[x][y] = direction[1][i];
1061 void InitAmoebaNr(int x, int y)
1064 int group_nr = AmoebeNachbarNr(x, y);
1068 for (i=1; i<MAX_NUM_AMOEBA; i++)
1070 if (AmoebaCnt[i] == 0)
1078 AmoebaNr[x][y] = group_nr;
1079 AmoebaCnt[group_nr]++;
1080 AmoebaCnt2[group_nr]++;
1086 boolean raise_level = FALSE;
1088 if (local_player->MovPos)
1091 if (tape.playing && tape.auto_play)
1092 tape.auto_play_level_solved = TRUE;
1094 local_player->LevelSolved = FALSE;
1096 PlaySoundStereo(SND_GAME_WINNING, SOUND_MAX_RIGHT);
1100 if (!tape.playing && setup.sound_loops)
1101 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1102 SND_CTRL_PLAY_LOOP);
1104 while (TimeLeft > 0)
1106 if (!tape.playing && !setup.sound_loops)
1107 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1108 if (TimeLeft > 0 && !(TimeLeft % 10))
1109 RaiseScore(level.score[SC_ZEITBONUS]);
1110 if (TimeLeft > 100 && !(TimeLeft % 10))
1114 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_DEFAULT_SMALL);
1121 if (!tape.playing && setup.sound_loops)
1122 StopSound(SND_GAME_LEVELTIME_BONUS);
1124 else if (level.time == 0) /* level without time limit */
1126 if (!tape.playing && setup.sound_loops)
1127 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1128 SND_CTRL_PLAY_LOOP);
1130 while (TimePlayed < 999)
1132 if (!tape.playing && !setup.sound_loops)
1133 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1134 if (TimePlayed < 999 && !(TimePlayed % 10))
1135 RaiseScore(level.score[SC_ZEITBONUS]);
1136 if (TimePlayed < 900 && !(TimePlayed % 10))
1140 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_DEFAULT_SMALL);
1147 if (!tape.playing && setup.sound_loops)
1148 StopSound(SND_GAME_LEVELTIME_BONUS);
1151 /* Hero disappears */
1152 DrawLevelField(ExitX, ExitY);
1158 CloseDoor(DOOR_CLOSE_1);
1163 SaveTape(tape.level_nr); /* Ask to save tape */
1166 if (level_nr == leveldir_current->handicap_level)
1168 leveldir_current->handicap_level++;
1169 SaveLevelSetup_SeriesInfo();
1172 if (level_editor_test_game)
1173 local_player->score = -1; /* no highscore when playing from editor */
1174 else if (level_nr < leveldir_current->last_level)
1175 raise_level = TRUE; /* advance to next level */
1177 if ((hi_pos = NewHiScore()) >= 0)
1179 game_status = HALLOFFAME;
1180 DrawHallOfFame(hi_pos);
1189 game_status = MAINMENU;
1206 LoadScore(level_nr);
1208 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1209 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1212 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1214 if (local_player->score > highscore[k].Score)
1216 /* player has made it to the hall of fame */
1218 if (k < MAX_SCORE_ENTRIES - 1)
1220 int m = MAX_SCORE_ENTRIES - 1;
1223 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1224 if (!strcmp(setup.player_name, highscore[l].Name))
1226 if (m == k) /* player's new highscore overwrites his old one */
1232 strcpy(highscore[l].Name, highscore[l - 1].Name);
1233 highscore[l].Score = highscore[l - 1].Score;
1240 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1241 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1242 highscore[k].Score = local_player->score;
1248 else if (!strncmp(setup.player_name, highscore[k].Name,
1249 MAX_PLAYER_NAME_LEN))
1250 break; /* player already there with a higher score */
1256 SaveScore(level_nr);
1261 static void InitPlayerGfxAnimation(struct PlayerInfo *player, int action)
1263 if (player->GfxAction != action)
1265 player->GfxAction = action;
1270 static void ResetRandomAnimationValue(int x, int y)
1272 GfxRandom[x][y] = INIT_GFX_RANDOM();
1275 static void ResetGfxAnimation(int x, int y)
1278 GfxAction[x][y] = ACTION_DEFAULT;
1281 void InitMovingField(int x, int y, int direction)
1283 int element = Feld[x][y];
1284 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1285 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1287 if (!JustStopped[x][y] || direction != MovDir[x][y])
1288 ResetGfxAnimation(x, y);
1290 MovDir[newx][newy] = MovDir[x][y] = direction;
1292 if (Feld[newx][newy] == EL_EMPTY)
1293 Feld[newx][newy] = EL_BLOCKED;
1295 if (direction == MV_DOWN && CAN_FALL(element))
1296 GfxAction[x][y] = ACTION_FALLING;
1298 GfxAction[x][y] = ACTION_MOVING;
1300 GfxFrame[newx][newy] = GfxFrame[x][y];
1301 GfxAction[newx][newy] = GfxAction[x][y];
1302 GfxRandom[newx][newy] = GfxRandom[x][y];
1305 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1307 int direction = MovDir[x][y];
1308 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1309 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1315 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1317 int oldx = x, oldy = y;
1318 int direction = MovDir[x][y];
1320 if (direction == MV_LEFT)
1322 else if (direction == MV_RIGHT)
1324 else if (direction == MV_UP)
1326 else if (direction == MV_DOWN)
1329 *comes_from_x = oldx;
1330 *comes_from_y = oldy;
1333 int MovingOrBlocked2Element(int x, int y)
1335 int element = Feld[x][y];
1337 if (element == EL_BLOCKED)
1341 Blocked2Moving(x, y, &oldx, &oldy);
1342 return Feld[oldx][oldy];
1348 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1350 /* like MovingOrBlocked2Element(), but if element is moving
1351 and (x,y) is the field the moving element is just leaving,
1352 return EL_BLOCKED instead of the element value */
1353 int element = Feld[x][y];
1355 if (IS_MOVING(x, y))
1357 if (element == EL_BLOCKED)
1361 Blocked2Moving(x, y, &oldx, &oldy);
1362 return Feld[oldx][oldy];
1371 static void RemoveField(int x, int y)
1373 Feld[x][y] = EL_EMPTY;
1379 void RemoveMovingField(int x, int y)
1381 int oldx = x, oldy = y, newx = x, newy = y;
1383 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1386 if (IS_MOVING(x, y))
1388 Moving2Blocked(x, y, &newx, &newy);
1389 if (Feld[newx][newy] != EL_BLOCKED)
1392 else if (Feld[x][y] == EL_BLOCKED)
1394 Blocked2Moving(x, y, &oldx, &oldy);
1395 if (!IS_MOVING(oldx, oldy))
1399 if (Feld[x][y] == EL_BLOCKED &&
1400 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1401 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1402 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1403 Feld[oldx][oldy] == EL_AMOEBA_DRIPPING))
1404 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1406 Feld[oldx][oldy] = EL_EMPTY;
1408 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1410 Feld[newx][newy] = EL_EMPTY;
1411 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1412 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1413 GfxAction[oldx][oldy] = GfxAction[newx][newy] = ACTION_DEFAULT;
1415 DrawLevelField(oldx, oldy);
1416 DrawLevelField(newx, newy);
1419 void DrawDynamite(int x, int y)
1421 int sx = SCREENX(x), sy = SCREENY(y);
1422 int graphic = el2img(Feld[x][y]);
1425 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1429 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
1431 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
1433 if (game.emulation == EMU_SUPAPLEX)
1434 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
1435 else if (Store[x][y])
1436 DrawGraphicThruMask(sx, sy, graphic, frame);
1438 DrawGraphic(sx, sy, graphic, frame);
1441 void CheckDynamite(int x, int y)
1443 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
1447 if (MovDelay[x][y] != 0)
1451 /* !!! correct: "PlaySoundLevelActionIfLoop" etc. !!! */
1452 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
1458 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1459 StopSound(SND_DYNAMITE_ACTIVE);
1461 StopSound(SND_DYNABOMB_ACTIVE);
1466 void Explode(int ex, int ey, int phase, int mode)
1470 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1471 int last_phase = num_phase * delay;
1472 int half_phase = (num_phase / 2) * delay;
1473 int first_phase_after_start = EX_PHASE_START + 1;
1475 if (game.explosions_delayed)
1477 ExplodeField[ex][ey] = mode;
1481 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1483 int center_element = Feld[ex][ey];
1485 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1487 /* put moving element to center field (and let it explode there) */
1488 center_element = MovingOrBlocked2Element(ex, ey);
1489 RemoveMovingField(ex, ey);
1490 Feld[ex][ey] = center_element;
1493 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1497 if (!IN_LEV_FIELD(x, y) ||
1498 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
1499 (x != ex || y != ey)))
1502 element = Feld[x][y];
1504 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1506 element = MovingOrBlocked2Element(x, y);
1507 RemoveMovingField(x, y);
1510 if (IS_INDESTRUCTIBLE(element) || element == EL_FLAMES)
1513 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1515 if (IS_ACTIVE_BOMB(element))
1517 /* re-activate things under the bomb like gate or penguin */
1518 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
1525 if (element == EL_EXPLOSION)
1526 element = Store2[x][y];
1528 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1530 switch(StorePlayer[ex][ey])
1533 Store[x][y] = EL_EMERALD_RED;
1536 Store[x][y] = EL_EMERALD;
1539 Store[x][y] = EL_EMERALD_PURPLE;
1543 Store[x][y] = EL_EMERALD_YELLOW;
1547 if (game.emulation == EMU_SUPAPLEX)
1548 Store[x][y] = EL_EMPTY;
1550 else if (center_element == EL_MOLE)
1551 Store[x][y] = EL_EMERALD_RED;
1552 else if (center_element == EL_PENGUIN)
1553 Store[x][y] = EL_EMERALD_PURPLE;
1554 else if (center_element == EL_BUG)
1555 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
1556 else if (center_element == EL_BD_BUTTERFLY)
1557 Store[x][y] = EL_BD_DIAMOND;
1558 else if (center_element == EL_SP_ELECTRON)
1559 Store[x][y] = EL_SP_INFOTRON;
1560 else if (center_element == EL_YAMYAM)
1561 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1562 else if (center_element == EL_AMOEBA_TO_DIAMOND)
1563 Store[x][y] = level.amoeba_content;
1564 else if (element == EL_WALL_EMERALD)
1565 Store[x][y] = EL_EMERALD;
1566 else if (element == EL_WALL_DIAMOND)
1567 Store[x][y] = EL_DIAMOND;
1568 else if (element == EL_WALL_BD_DIAMOND)
1569 Store[x][y] = EL_BD_DIAMOND;
1570 else if (element == EL_WALL_EMERALD_YELLOW)
1571 Store[x][y] = EL_EMERALD_YELLOW;
1572 else if (element == EL_WALL_EMERALD_RED)
1573 Store[x][y] = EL_EMERALD_RED;
1574 else if (element == EL_WALL_EMERALD_PURPLE)
1575 Store[x][y] = EL_EMERALD_PURPLE;
1576 else if (element == EL_WALL_PEARL)
1577 Store[x][y] = EL_PEARL;
1578 else if (element == EL_WALL_CRYSTAL)
1579 Store[x][y] = EL_CRYSTAL;
1580 else if (!IS_PFORTE(Store[x][y]))
1581 Store[x][y] = EL_EMPTY;
1583 if (x != ex || y != ey ||
1584 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
1585 Store2[x][y] = element;
1587 if (AmoebaNr[x][y] &&
1588 (element == EL_AMOEBA_FULL ||
1589 element == EL_BD_AMOEBA ||
1590 element == EL_AMOEBA_CREATING))
1592 AmoebaCnt[AmoebaNr[x][y]]--;
1593 AmoebaCnt2[AmoebaNr[x][y]]--;
1596 Feld[x][y] = EL_EXPLOSION;
1597 MovDir[x][y] = MovPos[x][y] = 0;
1599 ExplodePhase[x][y] = 1;
1603 if (center_element == EL_YAMYAM)
1604 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1615 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
1617 if (phase == first_phase_after_start)
1619 int element = Store2[x][y];
1621 if (element == EL_BLACK_ORB)
1623 Feld[x][y] = Store2[x][y];
1628 else if (phase == half_phase)
1630 int element = Store2[x][y];
1632 if (IS_PLAYER(x, y))
1633 KillHeroUnlessProtected(x, y);
1634 else if (IS_EXPLOSIVE(element))
1636 Feld[x][y] = Store2[x][y];
1640 else if (element == EL_AMOEBA_TO_DIAMOND)
1641 AmoebeUmwandeln(x, y);
1644 if (phase == last_phase)
1648 element = Feld[x][y] = Store[x][y];
1649 Store[x][y] = Store2[x][y] = 0;
1650 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1651 InitField(x, y, FALSE);
1652 if (CAN_MOVE(element) || COULD_MOVE(element))
1654 DrawLevelField(x, y);
1656 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1657 StorePlayer[x][y] = 0;
1659 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1661 int stored = Store[x][y];
1662 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
1663 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
1665 int frame = getGraphicAnimationFrame(graphic, phase - delay);
1668 DrawCrumbledSand(SCREENX(x), SCREENY(y));
1670 if (IS_PFORTE(Store[x][y]))
1672 DrawLevelElement(x, y, Store[x][y]);
1673 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
1676 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1680 void DynaExplode(int ex, int ey)
1683 int dynabomb_size = 1;
1684 boolean dynabomb_xl = FALSE;
1685 struct PlayerInfo *player;
1686 static int xy[4][2] =
1694 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1696 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER1_ACTIVE];
1697 dynabomb_size = player->dynabomb_size;
1698 dynabomb_xl = player->dynabomb_xl;
1699 player->dynabombs_left++;
1702 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1706 for (j=1; j<=dynabomb_size; j++)
1708 int x = ex + j * xy[i % 4][0];
1709 int y = ey + j * xy[i % 4][1];
1712 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
1715 element = Feld[x][y];
1717 /* do not restart explosions of fields with active bombs */
1718 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
1721 Explode(x, y, EX_PHASE_START, EX_BORDER);
1723 if (element != EL_EMPTY &&
1724 element != EL_SAND &&
1725 element != EL_EXPLOSION &&
1732 void Bang(int x, int y)
1734 int element = Feld[x][y];
1736 if (game.emulation == EMU_SUPAPLEX)
1737 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
1739 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
1742 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1750 case EL_BD_BUTTERFLY:
1753 case EL_DARK_YAMYAM:
1757 RaiseScoreElement(element);
1758 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1760 case EL_DYNABOMB_PLAYER1_ACTIVE:
1761 case EL_DYNABOMB_PLAYER2_ACTIVE:
1762 case EL_DYNABOMB_PLAYER3_ACTIVE:
1763 case EL_DYNABOMB_PLAYER4_ACTIVE:
1764 case EL_DYNABOMB_NR:
1765 case EL_DYNABOMB_SZ:
1766 case EL_DYNABOMB_XL:
1771 case EL_LAMP_ACTIVE:
1772 if (IS_PLAYER(x, y))
1773 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1775 Explode(x, y, EX_PHASE_START, EX_CENTER);
1778 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1783 void SplashAcid(int x, int y)
1785 int element = Feld[x][y];
1787 if (element != EL_ACID_SPLASH_LEFT &&
1788 element != EL_ACID_SPLASH_RIGHT)
1790 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
1792 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1793 (!IN_LEV_FIELD(x-1, y-1) ||
1794 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1795 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
1797 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1798 (!IN_LEV_FIELD(x+1, y-1) ||
1799 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1800 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
1804 static void InitBeltMovement()
1806 static int belt_base_element[4] =
1808 EL_CONVEYOR_BELT1_LEFT,
1809 EL_CONVEYOR_BELT2_LEFT,
1810 EL_CONVEYOR_BELT3_LEFT,
1811 EL_CONVEYOR_BELT4_LEFT
1813 static int belt_base_active_element[4] =
1815 EL_CONVEYOR_BELT1_LEFT_ACTIVE,
1816 EL_CONVEYOR_BELT2_LEFT_ACTIVE,
1817 EL_CONVEYOR_BELT3_LEFT_ACTIVE,
1818 EL_CONVEYOR_BELT4_LEFT_ACTIVE
1823 /* set frame order for belt animation graphic according to belt direction */
1830 int element = belt_base_active_element[belt_nr] + j;
1831 int graphic = el2img(element);
1833 if (game.belt_dir[i] == MV_LEFT)
1834 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
1836 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
1840 for(y=0; y<lev_fieldy; y++)
1842 for(x=0; x<lev_fieldx; x++)
1844 int element = Feld[x][y];
1848 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
1850 int e_belt_nr = getBeltNrFromBeltElement(element);
1853 if (e_belt_nr == belt_nr)
1855 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
1857 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
1865 static void ToggleBeltSwitch(int x, int y)
1867 static int belt_base_element[4] =
1869 EL_CONVEYOR_BELT1_LEFT,
1870 EL_CONVEYOR_BELT2_LEFT,
1871 EL_CONVEYOR_BELT3_LEFT,
1872 EL_CONVEYOR_BELT4_LEFT
1874 static int belt_base_active_element[4] =
1876 EL_CONVEYOR_BELT1_LEFT_ACTIVE,
1877 EL_CONVEYOR_BELT2_LEFT_ACTIVE,
1878 EL_CONVEYOR_BELT3_LEFT_ACTIVE,
1879 EL_CONVEYOR_BELT4_LEFT_ACTIVE
1881 static int belt_base_switch_element[4] =
1883 EL_CONVEYOR_BELT1_SWITCH_LEFT,
1884 EL_CONVEYOR_BELT2_SWITCH_LEFT,
1885 EL_CONVEYOR_BELT3_SWITCH_LEFT,
1886 EL_CONVEYOR_BELT4_SWITCH_LEFT
1888 static int belt_move_dir[4] =
1896 int element = Feld[x][y];
1897 int belt_nr = getBeltNrFromBeltSwitchElement(element);
1898 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1899 int belt_dir = belt_move_dir[belt_dir_nr];
1902 if (!IS_BELT_SWITCH(element))
1905 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1906 game.belt_dir[belt_nr] = belt_dir;
1908 if (belt_dir_nr == 3)
1911 /* set frame order for belt animation graphic according to belt direction */
1914 int element = belt_base_active_element[belt_nr] + i;
1915 int graphic = el2img(element);
1917 if (belt_dir == MV_LEFT)
1918 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
1920 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
1923 for (yy=0; yy<lev_fieldy; yy++)
1925 for (xx=0; xx<lev_fieldx; xx++)
1927 int element = Feld[xx][yy];
1929 if (IS_BELT_SWITCH(element))
1931 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
1933 if (e_belt_nr == belt_nr)
1935 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
1936 DrawLevelField(xx, yy);
1939 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
1941 int e_belt_nr = getBeltNrFromBeltElement(element);
1943 if (e_belt_nr == belt_nr)
1945 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
1947 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
1948 DrawLevelField(xx, yy);
1951 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
1953 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
1955 if (e_belt_nr == belt_nr)
1957 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
1959 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
1960 DrawLevelField(xx, yy);
1967 static void ToggleSwitchgateSwitch(int x, int y)
1971 game.switchgate_pos = !game.switchgate_pos;
1973 for (yy=0; yy<lev_fieldy; yy++)
1975 for (xx=0; xx<lev_fieldx; xx++)
1977 int element = Feld[xx][yy];
1979 if (element == EL_SWITCHGATE_SWITCH_UP ||
1980 element == EL_SWITCHGATE_SWITCH_DOWN)
1982 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
1983 DrawLevelField(xx, yy);
1985 else if (element == EL_SWITCHGATE_OPEN ||
1986 element == EL_SWITCHGATE_OPENING)
1988 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
1989 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
1991 else if (element == EL_SWITCHGATE_CLOSED ||
1992 element == EL_SWITCHGATE_CLOSING)
1994 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
1995 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2001 static int getInvisibleActiveFromInvisibleElement(int element)
2003 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2004 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2005 EL_INVISIBLE_SAND_ACTIVE);
2008 static int getInvisibleFromInvisibleActiveElement(int element)
2010 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2011 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2015 static void RedrawAllLightSwitchesAndInvisibleElements()
2019 for (y=0; y<lev_fieldy; y++)
2021 for (x=0; x<lev_fieldx; x++)
2023 int element = Feld[x][y];
2025 if (element == EL_LIGHT_SWITCH &&
2026 game.light_time_left > 0)
2028 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2029 DrawLevelField(x, y);
2031 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2032 game.light_time_left == 0)
2034 Feld[x][y] = EL_LIGHT_SWITCH;
2035 DrawLevelField(x, y);
2037 else if (element == EL_INVISIBLE_STEELWALL ||
2038 element == EL_INVISIBLE_WALL ||
2039 element == EL_INVISIBLE_SAND)
2041 if (game.light_time_left > 0)
2042 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2044 DrawLevelField(x, y);
2046 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2047 element == EL_INVISIBLE_WALL_ACTIVE ||
2048 element == EL_INVISIBLE_SAND_ACTIVE)
2050 if (game.light_time_left == 0)
2051 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2053 DrawLevelField(x, y);
2059 static void ToggleLightSwitch(int x, int y)
2061 int element = Feld[x][y];
2063 game.light_time_left =
2064 (element == EL_LIGHT_SWITCH ?
2065 level.time_light * FRAMES_PER_SECOND : 0);
2067 RedrawAllLightSwitchesAndInvisibleElements();
2070 static void ActivateTimegateSwitch(int x, int y)
2074 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2076 for (yy=0; yy<lev_fieldy; yy++)
2078 for (xx=0; xx<lev_fieldx; xx++)
2080 int element = Feld[xx][yy];
2082 if (element == EL_TIMEGATE_CLOSED ||
2083 element == EL_TIMEGATE_CLOSING)
2085 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2086 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2090 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2092 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2093 DrawLevelField(xx, yy);
2100 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2103 void Impact(int x, int y)
2105 boolean lastline = (y == lev_fieldy-1);
2106 boolean object_hit = FALSE;
2107 int element = Feld[x][y];
2110 if (!lastline) /* check if element below was hit */
2112 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
2115 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
2116 MovDir[x][y+1] != MV_DOWN ||
2117 MovPos[x][y+1] <= TILEY / 2));
2119 smashed = MovingOrBlocked2Element(x, y+1);
2122 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2128 if (lastline || object_hit)
2130 ResetGfxAnimation(x, y);
2131 DrawLevelField(x, y);
2134 if ((element == EL_BOMB ||
2135 element == EL_SP_DISK_ORANGE ||
2136 element == EL_DX_SUPABOMB) &&
2137 (lastline || object_hit)) /* element is bomb */
2142 else if (element == EL_PEARL)
2144 Feld[x][y] = EL_PEARL_BREAKING;
2145 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2149 if (element == EL_AMOEBA_DROP && (lastline || object_hit))
2151 if (object_hit && IS_PLAYER(x, y+1))
2152 KillHeroUnlessProtected(x, y+1);
2153 else if (object_hit && smashed == EL_PENGUIN)
2157 Feld[x][y] = EL_AMOEBA_CREATING;
2158 Store[x][y] = EL_AMOEBA_WET;
2160 ResetRandomAnimationValue(x, y);
2165 if (!lastline && object_hit) /* check which object was hit */
2167 if (CAN_CHANGE(element) &&
2168 (smashed == EL_MAGIC_WALL ||
2169 smashed == EL_BD_MAGIC_WALL))
2172 int activated_magic_wall =
2173 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2174 EL_BD_MAGIC_WALL_ACTIVE);
2176 /* activate magic wall / mill */
2177 for (yy=0; yy<lev_fieldy; yy++)
2178 for (xx=0; xx<lev_fieldx; xx++)
2179 if (Feld[xx][yy] == smashed)
2180 Feld[xx][yy] = activated_magic_wall;
2182 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2183 game.magic_wall_active = TRUE;
2185 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2186 SND_MAGIC_WALL_ACTIVATING :
2187 SND_BD_MAGIC_WALL_ACTIVATING));
2190 if (IS_PLAYER(x, y + 1))
2192 KillHeroUnlessProtected(x, y+1);
2195 else if (smashed == EL_PENGUIN)
2200 else if (element == EL_BD_DIAMOND)
2202 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2208 else if ((element == EL_SP_INFOTRON ||
2209 element == EL_SP_ZONK) &&
2210 (smashed == EL_SP_SNIKSNAK ||
2211 smashed == EL_SP_ELECTRON ||
2212 smashed == EL_SP_DISK_ORANGE))
2217 else if (element == EL_ROCK ||
2218 element == EL_SP_ZONK ||
2219 element == EL_BD_ROCK)
2221 if (IS_ENEMY(smashed) ||
2222 smashed == EL_BOMB ||
2223 smashed == EL_SP_DISK_ORANGE ||
2224 smashed == EL_DX_SUPABOMB ||
2225 smashed == EL_SATELLITE ||
2226 smashed == EL_PIG ||
2227 smashed == EL_DRAGON ||
2233 else if (!IS_MOVING(x, y + 1))
2235 if (smashed == EL_LAMP ||
2236 smashed == EL_LAMP_ACTIVE)
2241 else if (smashed == EL_NUT)
2243 Feld[x][y+1] = EL_NUT_CRACKING;
2244 PlaySoundLevel(x, y, SND_NUT_CRACKING);
2245 RaiseScoreElement(EL_NUT);
2248 else if (smashed == EL_PEARL)
2250 Feld[x][y+1] = EL_PEARL_BREAKING;
2251 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2254 else if (smashed == EL_DIAMOND)
2256 Feld[x][y+1] = EL_EMPTY;
2257 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2260 else if (IS_BELT_SWITCH(smashed))
2262 ToggleBeltSwitch(x, y+1);
2264 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
2265 smashed == EL_SWITCHGATE_SWITCH_DOWN)
2267 ToggleSwitchgateSwitch(x, y+1);
2269 else if (smashed == EL_LIGHT_SWITCH ||
2270 smashed == EL_LIGHT_SWITCH_ACTIVE)
2272 ToggleLightSwitch(x, y+1);
2278 /* play sound of magic wall / mill */
2280 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2281 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2283 if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2284 PlaySoundLevel(x, y, SND_MAGIC_WALL_CHANGING);
2285 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2286 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_CHANGING);
2291 /* play sound of object that hits the ground */
2292 if (lastline || object_hit)
2293 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2296 void TurnRound(int x, int y)
2308 { 0, 0 }, { 0, 0 }, { 0, 0 },
2313 int left, right, back;
2317 { MV_DOWN, MV_UP, MV_RIGHT },
2318 { MV_UP, MV_DOWN, MV_LEFT },
2320 { MV_LEFT, MV_RIGHT, MV_DOWN },
2321 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2322 { MV_RIGHT, MV_LEFT, MV_UP }
2325 int element = Feld[x][y];
2326 int old_move_dir = MovDir[x][y];
2327 int left_dir = turn[old_move_dir].left;
2328 int right_dir = turn[old_move_dir].right;
2329 int back_dir = turn[old_move_dir].back;
2331 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2332 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2333 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2334 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2336 int left_x = x + left_dx, left_y = y + left_dy;
2337 int right_x = x + right_dx, right_y = y + right_dy;
2338 int move_x = x + move_dx, move_y = y + move_dy;
2340 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2342 TestIfBadThingTouchesOtherBadThing(x, y);
2344 if (IN_LEV_FIELD(right_x, right_y) &&
2345 IS_FREE(right_x, right_y))
2346 MovDir[x][y] = right_dir;
2347 else if (!IN_LEV_FIELD(move_x, move_y) ||
2348 !IS_FREE(move_x, move_y))
2349 MovDir[x][y] = left_dir;
2351 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
2353 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2356 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2357 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2359 TestIfBadThingTouchesOtherBadThing(x, y);
2361 if (IN_LEV_FIELD(left_x, left_y) &&
2362 IS_FREE(left_x, left_y))
2363 MovDir[x][y] = left_dir;
2364 else if (!IN_LEV_FIELD(move_x, move_y) ||
2365 !IS_FREE(move_x, move_y))
2366 MovDir[x][y] = right_dir;
2368 if ((element == EL_SPACESHIP ||
2369 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2370 && MovDir[x][y] != old_move_dir)
2372 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
2375 else if (element == EL_YAMYAM)
2377 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2379 if (IN_LEV_FIELD(left_x, left_y) &&
2380 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2381 Feld[left_x][left_y] == EL_DIAMOND))
2382 can_turn_left = TRUE;
2383 if (IN_LEV_FIELD(right_x, right_y) &&
2384 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2385 Feld[right_x][right_y] == EL_DIAMOND))
2386 can_turn_right = TRUE;
2388 if (can_turn_left && can_turn_right)
2389 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2390 else if (can_turn_left)
2391 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2392 else if (can_turn_right)
2393 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2395 MovDir[x][y] = back_dir;
2397 MovDelay[x][y] = 16+16*RND(3);
2399 else if (element == EL_DARK_YAMYAM)
2401 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2403 if (IN_LEV_FIELD(left_x, left_y) &&
2404 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2405 IS_MAMPF2(Feld[left_x][left_y])))
2406 can_turn_left = TRUE;
2407 if (IN_LEV_FIELD(right_x, right_y) &&
2408 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2409 IS_MAMPF2(Feld[right_x][right_y])))
2410 can_turn_right = TRUE;
2412 if (can_turn_left && can_turn_right)
2413 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2414 else if (can_turn_left)
2415 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2416 else if (can_turn_right)
2417 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2419 MovDir[x][y] = back_dir;
2421 MovDelay[x][y] = 16+16*RND(3);
2423 else if (element == EL_PACMAN)
2425 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2427 if (IN_LEV_FIELD(left_x, left_y) &&
2428 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2429 IS_AMOEBOID(Feld[left_x][left_y])))
2430 can_turn_left = TRUE;
2431 if (IN_LEV_FIELD(right_x, right_y) &&
2432 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2433 IS_AMOEBOID(Feld[right_x][right_y])))
2434 can_turn_right = TRUE;
2436 if (can_turn_left && can_turn_right)
2437 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2438 else if (can_turn_left)
2439 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2440 else if (can_turn_right)
2441 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2443 MovDir[x][y] = back_dir;
2445 MovDelay[x][y] = 6+RND(40);
2447 else if (element == EL_PIG)
2449 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2450 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2451 boolean should_move_on = FALSE;
2453 int rnd = RND(rnd_value);
2455 if (IN_LEV_FIELD(left_x, left_y) &&
2456 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2457 can_turn_left = TRUE;
2458 if (IN_LEV_FIELD(right_x, right_y) &&
2459 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2460 can_turn_right = TRUE;
2461 if (IN_LEV_FIELD(move_x, move_y) &&
2462 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2465 if (can_turn_left &&
2467 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2468 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2469 should_turn_left = TRUE;
2470 if (can_turn_right &&
2472 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2473 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2474 should_turn_right = TRUE;
2476 (!can_turn_left || !can_turn_right ||
2477 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2478 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2479 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2480 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2481 should_move_on = TRUE;
2483 if (should_turn_left || should_turn_right || should_move_on)
2485 if (should_turn_left && should_turn_right && should_move_on)
2486 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2487 rnd < 2*rnd_value/3 ? right_dir :
2489 else if (should_turn_left && should_turn_right)
2490 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2491 else if (should_turn_left && should_move_on)
2492 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2493 else if (should_turn_right && should_move_on)
2494 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2495 else if (should_turn_left)
2496 MovDir[x][y] = left_dir;
2497 else if (should_turn_right)
2498 MovDir[x][y] = right_dir;
2499 else if (should_move_on)
2500 MovDir[x][y] = old_move_dir;
2502 else if (can_move_on && rnd > rnd_value/8)
2503 MovDir[x][y] = old_move_dir;
2504 else if (can_turn_left && can_turn_right)
2505 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2506 else if (can_turn_left && rnd > rnd_value/8)
2507 MovDir[x][y] = left_dir;
2508 else if (can_turn_right && rnd > rnd_value/8)
2509 MovDir[x][y] = right_dir;
2511 MovDir[x][y] = back_dir;
2513 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2514 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2515 MovDir[x][y] = old_move_dir;
2519 else if (element == EL_DRAGON)
2521 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2523 int rnd = RND(rnd_value);
2525 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2526 can_turn_left = TRUE;
2527 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2528 can_turn_right = TRUE;
2529 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2532 if (can_move_on && rnd > rnd_value/8)
2533 MovDir[x][y] = old_move_dir;
2534 else if (can_turn_left && can_turn_right)
2535 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2536 else if (can_turn_left && rnd > rnd_value/8)
2537 MovDir[x][y] = left_dir;
2538 else if (can_turn_right && rnd > rnd_value/8)
2539 MovDir[x][y] = right_dir;
2541 MovDir[x][y] = back_dir;
2543 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2544 MovDir[x][y] = old_move_dir;
2548 else if (element == EL_MOLE)
2550 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2552 if (IN_LEV_FIELD(move_x, move_y) &&
2553 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2554 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING))
2559 if (IN_LEV_FIELD(left_x, left_y) &&
2560 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2561 can_turn_left = TRUE;
2562 if (IN_LEV_FIELD(right_x, right_y) &&
2563 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2564 can_turn_right = TRUE;
2566 if (can_turn_left && can_turn_right)
2567 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2568 else if (can_turn_left)
2569 MovDir[x][y] = left_dir;
2571 MovDir[x][y] = right_dir;
2574 if (MovDir[x][y] != old_move_dir)
2577 else if (element == EL_BALLOON)
2579 MovDir[x][y] = game.balloon_dir;
2582 else if (element == EL_SPRING)
2584 if ((MovDir[x][y] == MV_LEFT || MovDir[x][y] == MV_RIGHT) &&
2585 (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2586 (IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))
2587 MovDir[x][y] = MV_NO_MOVING;
2591 else if (element == EL_ROBOT ||
2592 element == EL_SATELLITE ||
2593 element == EL_PENGUIN)
2595 int attr_x = -1, attr_y = -1;
2606 for (i=0; i<MAX_PLAYERS; i++)
2608 struct PlayerInfo *player = &stored_player[i];
2609 int jx = player->jx, jy = player->jy;
2611 if (!player->active)
2614 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2622 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
2628 if (element == EL_PENGUIN)
2631 static int xy[4][2] =
2641 int ex = x + xy[i%4][0];
2642 int ey = y + xy[i%4][1];
2644 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
2653 MovDir[x][y] = MV_NO_MOVING;
2655 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2657 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2659 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2661 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2663 if (element == EL_ROBOT)
2667 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2668 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2669 Moving2Blocked(x, y, &newx, &newy);
2671 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2672 MovDelay[x][y] = 8+8*!RND(3);
2674 MovDelay[x][y] = 16;
2682 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2684 boolean first_horiz = RND(2);
2685 int new_move_dir = MovDir[x][y];
2688 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2689 Moving2Blocked(x, y, &newx, &newy);
2691 if (IN_LEV_FIELD(newx, newy) &&
2692 (IS_FREE(newx, newy) ||
2693 Feld[newx][newy] == EL_ACID ||
2694 (element == EL_PENGUIN &&
2695 (Feld[newx][newy] == EL_EXIT_OPEN ||
2696 IS_MAMPF3(Feld[newx][newy])))))
2700 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2701 Moving2Blocked(x, y, &newx, &newy);
2703 if (IN_LEV_FIELD(newx, newy) &&
2704 (IS_FREE(newx, newy) ||
2705 Feld[newx][newy] == EL_ACID ||
2706 (element == EL_PENGUIN &&
2707 (Feld[newx][newy] == EL_EXIT_OPEN ||
2708 IS_MAMPF3(Feld[newx][newy])))))
2711 MovDir[x][y] = old_move_dir;
2718 static boolean JustBeingPushed(int x, int y)
2722 for (i=0; i<MAX_PLAYERS; i++)
2724 struct PlayerInfo *player = &stored_player[i];
2726 if (player->active && player->Pushing && player->MovPos)
2728 int next_jx = player->jx + (player->jx - player->last_jx);
2729 int next_jy = player->jy + (player->jy - player->last_jy);
2731 if (x == next_jx && y == next_jy)
2739 void StartMoving(int x, int y)
2741 static boolean use_spring_bug = TRUE;
2742 boolean started_moving = FALSE; /* some elements can fall _and_ move */
2743 int element = Feld[x][y];
2748 GfxAction[x][y] = ACTION_DEFAULT;
2750 if (CAN_FALL(element) && y < lev_fieldy - 1)
2752 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2753 if (JustBeingPushed(x, y))
2756 if (element == EL_QUICKSAND_FULL)
2758 if (IS_FREE(x, y+1))
2760 InitMovingField(x, y, MV_DOWN);
2761 started_moving = TRUE;
2763 Feld[x][y] = EL_QUICKSAND_EMPTYING;
2764 Store[x][y] = EL_ROCK;
2765 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
2767 else if (Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2769 if (!MovDelay[x][y])
2770 MovDelay[x][y] = TILEY + 1;
2779 Feld[x][y] = EL_QUICKSAND_EMPTY;
2780 Feld[x][y+1] = EL_QUICKSAND_FULL;
2781 Store[x][y+1] = Store[x][y];
2783 PlaySoundLevel(x, y, SND_QUICKSAND_SLIPPING);
2786 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
2787 Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2789 InitMovingField(x, y, MV_DOWN);
2790 started_moving = TRUE;
2792 Feld[x][y] = EL_QUICKSAND_FILLING;
2793 Store[x][y] = element;
2794 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
2796 else if (element == EL_MAGIC_WALL_FULL)
2798 if (IS_FREE(x, y+1))
2800 InitMovingField(x, y, MV_DOWN);
2801 started_moving = TRUE;
2803 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
2804 Store[x][y] = EL_CHANGED(Store[x][y]);
2806 else if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2808 if (!MovDelay[x][y])
2809 MovDelay[x][y] = TILEY/4 + 1;
2818 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
2819 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
2820 Store[x][y+1] = EL_CHANGED(Store[x][y]);
2824 else if (element == EL_BD_MAGIC_WALL_FULL)
2826 if (IS_FREE(x, y+1))
2828 InitMovingField(x, y, MV_DOWN);
2829 started_moving = TRUE;
2831 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
2832 Store[x][y] = EL_CHANGED2(Store[x][y]);
2834 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2836 if (!MovDelay[x][y])
2837 MovDelay[x][y] = TILEY/4 + 1;
2846 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
2847 Feld[x][y+1] = EL_BD_MAGIC_WALL_FULL;
2848 Store[x][y+1] = EL_CHANGED2(Store[x][y]);
2852 else if (CAN_CHANGE(element) &&
2853 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2854 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2856 InitMovingField(x, y, MV_DOWN);
2857 started_moving = TRUE;
2860 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
2861 EL_BD_MAGIC_WALL_FILLING);
2862 Store[x][y] = element;
2865 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_ACID)
2867 else if (CAN_FALL(element) && Feld[x][y+1] == EL_ACID)
2872 InitMovingField(x, y, MV_DOWN);
2873 started_moving = TRUE;
2875 Store[x][y] = EL_ACID;
2877 /* !!! TEST !!! better use "_FALLING" etc. !!! */
2878 GfxAction[x][y+1] = ACTION_ACTIVE;
2881 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2886 else if (IS_FREE(x, y+1) && element == EL_SPRING && use_spring_bug)
2888 if (MovDir[x][y] == MV_NO_MOVING)
2890 InitMovingField(x, y, MV_DOWN);
2891 started_moving = TRUE;
2894 else if (IS_FREE(x, y+1))
2896 if (JustStopped[x][y]) /* prevent animation from being restarted */
2897 MovDir[x][y] = MV_DOWN;
2899 InitMovingField(x, y, MV_DOWN);
2900 started_moving = TRUE;
2902 else if (element == EL_AMOEBA_DROP)
2904 Feld[x][y] = EL_AMOEBA_CREATING;
2905 Store[x][y] = EL_AMOEBA_WET;
2907 /* Store[x][y+1] must be zero, because:
2908 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y+1] == EL_QUICKSAND_EMPTY
2911 #if OLD_GAME_BEHAVIOUR
2912 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2914 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2915 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2916 element != EL_DX_SUPABOMB)
2919 else if ((IS_SLIPPERY(Feld[x][y+1]) ||
2920 (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
2921 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2922 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
2925 boolean left = (x>0 && IS_FREE(x-1, y) &&
2926 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_ACID));
2927 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2928 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_ACID));
2932 if (left && right &&
2933 (game.emulation != EMU_BOULDERDASH &&
2934 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
2935 left = !(right = RND(2));
2937 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2938 started_moving = TRUE;
2941 else if (IS_BELT_ACTIVE(Feld[x][y+1]))
2943 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
2944 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
2945 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y+1]);
2946 int belt_dir = game.belt_dir[belt_nr];
2948 if ((belt_dir == MV_LEFT && left_is_free) ||
2949 (belt_dir == MV_RIGHT && right_is_free))
2951 InitMovingField(x, y, belt_dir);
2952 started_moving = TRUE;
2954 GfxAction[x][y] = ACTION_DEFAULT;
2959 /* not "else if" because of EL_SPRING */
2960 if (CAN_MOVE(element) && !started_moving)
2964 if ((element == EL_SATELLITE ||
2965 element == EL_BALLOON ||
2966 element == EL_SPRING)
2967 && JustBeingPushed(x, y))
2972 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
2973 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
2975 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
2977 Moving2Blocked(x, y, &newx, &newy);
2978 if (Feld[newx][newy] == EL_BLOCKED)
2979 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
2984 if (!MovDelay[x][y]) /* start new movement phase */
2986 /* all objects that can change their move direction after each step */
2987 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2989 if (element != EL_YAMYAM &&
2990 element != EL_DARK_YAMYAM &&
2991 element != EL_PACMAN)
2995 if (MovDelay[x][y] && (element == EL_BUG ||
2996 element == EL_SPACESHIP ||
2997 element == EL_SP_SNIKSNAK ||
2998 element == EL_SP_ELECTRON ||
2999 element == EL_MOLE))
3000 DrawLevelField(x, y);
3004 if (MovDelay[x][y]) /* wait some time before next movement */
3008 if (element == EL_ROBOT ||
3009 element == EL_YAMYAM ||
3010 element == EL_DARK_YAMYAM)
3012 DrawLevelElementAnimationIfNeeded(x, y, element);
3013 PlaySoundLevelAction(x, y, ACTION_WAITING);
3015 else if (element == EL_SP_ELECTRON)
3016 DrawLevelElementAnimationIfNeeded(x, y, element);
3017 else if (element == EL_DRAGON)
3020 int dir = MovDir[x][y];
3021 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
3022 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
3023 int graphic = (dir == MV_LEFT ? IMG_FLAMES1_LEFT :
3024 dir == MV_RIGHT ? IMG_FLAMES1_RIGHT :
3025 dir == MV_UP ? IMG_FLAMES1_UP :
3026 dir == MV_DOWN ? IMG_FLAMES1_DOWN : IMG_EMPTY);
3027 int frame = getGraphicAnimationFrame(graphic, -1);
3029 for (i=1; i<=3; i++)
3031 int xx = x + i*dx, yy = y + i*dy;
3032 int sx = SCREENX(xx), sy = SCREENY(yy);
3033 int flame_graphic = graphic + (i - 1);
3035 if (!IN_LEV_FIELD(xx, yy) ||
3036 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLOSION)
3041 int flamed = MovingOrBlocked2Element(xx, yy);
3043 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
3046 RemoveMovingField(xx, yy);
3048 Feld[xx][yy] = EL_FLAMES;
3049 if (IN_SCR_FIELD(sx, sy))
3050 DrawGraphic(sx, sy, flame_graphic, frame);
3054 if (Feld[xx][yy] == EL_FLAMES)
3055 Feld[xx][yy] = EL_EMPTY;
3056 DrawLevelField(xx, yy);
3061 if (MovDelay[x][y]) /* element still has to wait some time */
3063 PlaySoundLevelAction(x, y, ACTION_WAITING);
3069 /* now make next step */
3071 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
3073 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
3074 !PLAYER_PROTECTED(newx, newy))
3078 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
3081 /* enemy got the player */
3083 KillHero(PLAYERINFO(newx, newy));
3088 else if ((element == EL_PENGUIN || element == EL_ROBOT ||
3089 element == EL_SATELLITE || element == EL_BALLOON) &&
3090 IN_LEV_FIELD(newx, newy) &&
3091 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
3094 Store[x][y] = EL_ACID;
3096 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
3098 if (Feld[newx][newy] == EL_EXIT_OPEN)
3100 Feld[x][y] = EL_EMPTY;
3101 DrawLevelField(x, y);
3103 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING_EXIT);
3104 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
3105 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
3107 local_player->friends_still_needed--;
3108 if (!local_player->friends_still_needed &&
3109 !local_player->GameOver && AllPlayersGone)
3110 local_player->LevelSolved = local_player->GameOver = TRUE;
3114 else if (IS_MAMPF3(Feld[newx][newy]))
3116 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
3117 DrawLevelField(newx, newy);
3119 MovDir[x][y] = MV_NO_MOVING;
3121 else if (!IS_FREE(newx, newy))
3123 if (IS_PLAYER(x, y))
3124 DrawPlayerField(x, y);
3126 DrawLevelField(x, y);
3130 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
3132 if (IS_GEM(Feld[newx][newy]))
3134 if (IS_MOVING(newx, newy))
3135 RemoveMovingField(newx, newy);
3138 Feld[newx][newy] = EL_EMPTY;
3139 DrawLevelField(newx, newy);
3142 PlaySoundLevel(x, y, SND_PIG_EATING);
3144 else if (!IS_FREE(newx, newy))
3146 if (IS_PLAYER(x, y))
3147 DrawPlayerField(x, y);
3149 DrawLevelField(x, y);
3153 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
3155 if (!IS_FREE(newx, newy))
3157 if (IS_PLAYER(x, y))
3158 DrawPlayerField(x, y);
3160 DrawLevelField(x, y);
3165 boolean wanna_flame = !RND(10);
3166 int dx = newx - x, dy = newy - y;
3167 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3168 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3169 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3170 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
3171 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3172 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
3174 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
3175 element1 != EL_DRAGON && element2 != EL_DRAGON &&
3176 element1 != EL_FLAMES && element2 != EL_FLAMES)
3178 if (IS_PLAYER(x, y))
3179 DrawPlayerField(x, y);
3181 DrawLevelField(x, y);
3183 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3185 MovDelay[x][y] = 50;
3186 Feld[newx][newy] = EL_FLAMES;
3187 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
3188 Feld[newx1][newy1] = EL_FLAMES;
3189 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
3190 Feld[newx2][newy2] = EL_FLAMES;
3195 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3196 Feld[newx][newy] == EL_DIAMOND)
3198 if (IS_MOVING(newx, newy))
3199 RemoveMovingField(newx, newy);
3202 Feld[newx][newy] = EL_EMPTY;
3203 DrawLevelField(newx, newy);
3206 PlaySoundLevel(x, y, SND_YAMYAM_EATING);
3208 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3209 IS_MAMPF2(Feld[newx][newy]))
3211 if (AmoebaNr[newx][newy])
3213 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3214 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3215 Feld[newx][newy] == EL_BD_AMOEBA)
3216 AmoebaCnt[AmoebaNr[newx][newy]]--;
3219 if (IS_MOVING(newx, newy))
3220 RemoveMovingField(newx, newy);
3223 Feld[newx][newy] = EL_EMPTY;
3224 DrawLevelField(newx, newy);
3227 PlaySoundLevel(x, y, SND_DARK_YAMYAM_EATING);
3229 else if ((element == EL_PACMAN || element == EL_MOLE)
3230 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3232 if (AmoebaNr[newx][newy])
3234 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3235 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3236 Feld[newx][newy] == EL_BD_AMOEBA)
3237 AmoebaCnt[AmoebaNr[newx][newy]]--;
3240 if (element == EL_MOLE)
3242 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
3243 PlaySoundLevel(x, y, SND_MOLE_EATING);
3244 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
3245 return; /* wait for shrinking amoeba */
3247 else /* element == EL_PACMAN */
3249 Feld[newx][newy] = EL_EMPTY;
3250 DrawLevelField(newx, newy);
3251 PlaySoundLevel(x, y, SND_PACMAN_EATING);
3254 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
3255 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
3256 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
3258 /* wait for shrinking amoeba to completely disappear */
3261 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3263 /* object was running against a wall */
3267 if (element == EL_BUG || element == EL_SPACESHIP ||
3268 element == EL_SP_SNIKSNAK)
3269 DrawLevelField(x, y);
3270 else if (element == EL_BUG || element == EL_SPACESHIP ||
3271 element == EL_SP_SNIKSNAK || element == EL_MOLE)
3272 DrawLevelField(x, y);
3273 else if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
3274 DrawLevelElementAnimationIfNeeded(x, y, element);
3275 else if (element == EL_SATELLITE)
3276 DrawLevelElementAnimationIfNeeded(x, y, element);
3277 else if (element == EL_SP_ELECTRON)
3278 DrawLevelElementAnimationIfNeeded(x, y, element);
3280 if (DONT_TOUCH(element))
3281 TestIfBadThingTouchesHero(x, y);
3283 PlaySoundLevelAction(x, y, ACTION_WAITING);
3288 InitMovingField(x, y, MovDir[x][y]);
3290 PlaySoundLevelAction(x, y, ACTION_MOVING);
3294 ContinueMoving(x, y);
3297 void ContinueMoving(int x, int y)
3299 int element = Feld[x][y];
3300 int direction = MovDir[x][y];
3301 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3302 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3303 int horiz_move = (dx != 0);
3304 int newx = x + dx, newy = y + dy;
3305 int step = (horiz_move ? dx : dy) * TILEX / 8;
3307 if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DRIPPING)
3309 else if (element == EL_QUICKSAND_FILLING ||
3310 element == EL_QUICKSAND_EMPTYING)
3312 else if (element == EL_MAGIC_WALL_FILLING ||
3313 element == EL_BD_MAGIC_WALL_FILLING ||
3314 element == EL_MAGIC_WALL_EMPTYING ||
3315 element == EL_BD_MAGIC_WALL_EMPTYING)
3317 else if (CAN_FALL(element) && horiz_move &&
3318 y < lev_fieldy-1 && IS_BELT_ACTIVE(Feld[x][y+1]))
3320 else if (element == EL_SPRING && horiz_move)
3323 #if OLD_GAME_BEHAVIOUR
3324 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3328 MovPos[x][y] += step;
3330 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
3332 Feld[x][y] = EL_EMPTY;
3333 Feld[newx][newy] = element;
3335 if (element == EL_MOLE)
3338 static int xy[4][2] =
3346 Feld[x][y] = EL_SAND;
3347 DrawLevelField(x, y);
3356 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND)
3357 DrawLevelField(xx, yy); /* for "DrawCrumbledSand()" */
3361 if (element == EL_QUICKSAND_FILLING)
3363 element = Feld[newx][newy] = get_next_element(element);
3364 Store[newx][newy] = Store[x][y];
3366 else if (element == EL_QUICKSAND_EMPTYING)
3368 Feld[x][y] = get_next_element(element);
3369 element = Feld[newx][newy] = Store[x][y];
3371 else if (element == EL_MAGIC_WALL_FILLING)
3373 element = Feld[newx][newy] = get_next_element(element);
3374 if (!game.magic_wall_active)
3375 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3376 Store[newx][newy] = Store[x][y];
3378 else if (element == EL_MAGIC_WALL_EMPTYING)
3380 Feld[x][y] = get_next_element(element);
3381 if (!game.magic_wall_active)
3382 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3383 element = Feld[newx][newy] = Store[x][y];
3385 else if (element == EL_BD_MAGIC_WALL_FILLING)
3387 element = Feld[newx][newy] = get_next_element(element);
3388 if (!game.magic_wall_active)
3389 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
3390 Store[newx][newy] = Store[x][y];
3392 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
3394 Feld[x][y] = get_next_element(element);
3395 if (!game.magic_wall_active)
3396 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
3397 element = Feld[newx][newy] = Store[x][y];
3399 else if (element == EL_AMOEBA_DRIPPING)
3401 Feld[x][y] = get_next_element(element);
3402 element = Feld[newx][newy] = Store[x][y];
3404 else if (Store[x][y] == EL_ACID)
3406 element = Feld[newx][newy] = EL_ACID;
3410 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3411 MovDelay[newx][newy] = 0;
3413 /* copy animation control values to new field */
3414 GfxFrame[newx][newy] = GfxFrame[x][y];
3415 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
3416 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
3418 ResetGfxAnimation(x, y); /* reset animation values for old field */
3422 if (!CAN_MOVE(element))
3423 MovDir[newx][newy] = 0;
3426 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
3427 MovDir[newx][newy] = 0;
3430 if (!CAN_MOVE(element) ||
3431 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
3432 MovDir[newx][newy] = 0;
3436 DrawLevelField(x, y);
3437 DrawLevelField(newx, newy);
3439 Stop[newx][newy] = TRUE;
3440 JustStopped[newx][newy] = 3;
3442 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3444 TestIfBadThingTouchesHero(newx, newy);
3445 TestIfBadThingTouchesFriend(newx, newy);
3446 TestIfBadThingTouchesOtherBadThing(newx, newy);
3448 else if (element == EL_PENGUIN)
3449 TestIfFriendTouchesBadThing(newx, newy);
3451 if (CAN_SMASH(element) && direction == MV_DOWN &&
3452 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3455 else /* still moving on */
3457 DrawLevelField(x, y);
3461 int AmoebeNachbarNr(int ax, int ay)
3464 int element = Feld[ax][ay];
3466 static int xy[4][2] =
3476 int x = ax + xy[i][0];
3477 int y = ay + xy[i][1];
3479 if (!IN_LEV_FIELD(x, y))
3482 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3483 group_nr = AmoebaNr[x][y];
3489 void AmoebenVereinigen(int ax, int ay)
3491 int i, x, y, xx, yy;
3492 int new_group_nr = AmoebaNr[ax][ay];
3493 static int xy[4][2] =
3501 if (new_group_nr == 0)
3509 if (!IN_LEV_FIELD(x, y))
3512 if ((Feld[x][y] == EL_AMOEBA_FULL ||
3513 Feld[x][y] == EL_BD_AMOEBA ||
3514 Feld[x][y] == EL_AMOEBA_DEAD) &&
3515 AmoebaNr[x][y] != new_group_nr)
3517 int old_group_nr = AmoebaNr[x][y];
3519 if (old_group_nr == 0)
3522 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3523 AmoebaCnt[old_group_nr] = 0;
3524 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3525 AmoebaCnt2[old_group_nr] = 0;
3527 for (yy=0; yy<lev_fieldy; yy++)
3529 for (xx=0; xx<lev_fieldx; xx++)
3531 if (AmoebaNr[xx][yy] == old_group_nr)
3532 AmoebaNr[xx][yy] = new_group_nr;
3539 void AmoebeUmwandeln(int ax, int ay)
3543 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
3545 int group_nr = AmoebaNr[ax][ay];
3550 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3551 printf("AmoebeUmwandeln(): This should never happen!\n");
3556 for (y=0; y<lev_fieldy; y++)
3558 for (x=0; x<lev_fieldx; x++)
3560 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
3563 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
3567 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
3568 SND_AMOEBA_TURNING_TO_GEM :
3569 SND_AMOEBA_TURNING_TO_ROCK));
3574 static int xy[4][2] =
3587 if (!IN_LEV_FIELD(x, y))
3590 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
3592 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
3593 SND_AMOEBA_TURNING_TO_GEM :
3594 SND_AMOEBA_TURNING_TO_ROCK));
3601 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3604 int group_nr = AmoebaNr[ax][ay];
3605 boolean done = FALSE;
3610 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3611 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3616 for (y=0; y<lev_fieldy; y++)
3618 for (x=0; x<lev_fieldx; x++)
3620 if (AmoebaNr[x][y] == group_nr &&
3621 (Feld[x][y] == EL_AMOEBA_DEAD ||
3622 Feld[x][y] == EL_BD_AMOEBA ||
3623 Feld[x][y] == EL_AMOEBA_CREATING))
3626 Feld[x][y] = new_element;
3627 InitField(x, y, FALSE);
3628 DrawLevelField(x, y);
3635 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
3636 SND_BD_AMOEBA_TURNING_TO_ROCK :
3637 SND_BD_AMOEBA_TURNING_TO_GEM));
3640 void AmoebeWaechst(int x, int y)
3642 static unsigned long sound_delay = 0;
3643 static unsigned long sound_delay_value = 0;
3645 if (!MovDelay[x][y]) /* start new growing cycle */
3649 if (DelayReached(&sound_delay, sound_delay_value))
3651 if (Store[x][y] == EL_BD_AMOEBA)
3652 PlaySoundLevel(x, y, SND_BD_AMOEBA_CREATING);
3654 PlaySoundLevel(x, y, SND_AMOEBA_CREATING);
3655 sound_delay_value = 30;
3659 if (MovDelay[x][y]) /* wait some time before growing bigger */
3662 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3664 int frame = getGraphicAnimationFrame(IMG_AMOEBA_CREATING,
3665 6 - MovDelay[x][y]);
3667 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_CREATING, frame);
3670 if (!MovDelay[x][y])
3672 Feld[x][y] = Store[x][y];
3674 DrawLevelField(x, y);
3679 void AmoebaDisappearing(int x, int y)
3681 static unsigned long sound_delay = 0;
3682 static unsigned long sound_delay_value = 0;
3684 if (!MovDelay[x][y]) /* start new shrinking cycle */
3688 if (DelayReached(&sound_delay, sound_delay_value))
3689 sound_delay_value = 30;
3692 if (MovDelay[x][y]) /* wait some time before shrinking */
3695 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3697 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
3698 6 - MovDelay[x][y]);
3700 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
3703 if (!MovDelay[x][y])
3705 Feld[x][y] = EL_EMPTY;
3706 DrawLevelField(x, y);
3708 /* don't let mole enter this field in this cycle;
3709 (give priority to objects falling to this field from above) */
3715 void AmoebeAbleger(int ax, int ay)
3718 int element = Feld[ax][ay];
3719 int newax = ax, neway = ay;
3720 static int xy[4][2] =
3728 if (!level.amoeba_speed)
3730 Feld[ax][ay] = EL_AMOEBA_DEAD;
3731 DrawLevelField(ax, ay);
3735 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3736 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3738 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3741 if (MovDelay[ax][ay])
3745 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
3748 int x = ax + xy[start][0];
3749 int y = ay + xy[start][1];
3751 if (!IN_LEV_FIELD(x, y))
3754 if (IS_FREE(x, y) ||
3755 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3761 if (newax == ax && neway == ay)
3764 else /* normal or "filled" (BD style) amoeba */
3767 boolean waiting_for_player = FALSE;
3771 int j = (start + i) % 4;
3772 int x = ax + xy[j][0];
3773 int y = ay + xy[j][1];
3775 if (!IN_LEV_FIELD(x, y))
3778 if (IS_FREE(x, y) ||
3779 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3785 else if (IS_PLAYER(x, y))
3786 waiting_for_player = TRUE;
3789 if (newax == ax && neway == ay) /* amoeba cannot grow */
3791 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3793 Feld[ax][ay] = EL_AMOEBA_DEAD;
3794 DrawLevelField(ax, ay);
3795 AmoebaCnt[AmoebaNr[ax][ay]]--;
3797 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3799 if (element == EL_AMOEBA_FULL)
3800 AmoebeUmwandeln(ax, ay);
3801 else if (element == EL_BD_AMOEBA)
3802 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3807 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
3809 /* amoeba gets larger by growing in some direction */
3811 int new_group_nr = AmoebaNr[ax][ay];
3814 if (new_group_nr == 0)
3816 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3817 printf("AmoebeAbleger(): This should never happen!\n");
3822 AmoebaNr[newax][neway] = new_group_nr;
3823 AmoebaCnt[new_group_nr]++;
3824 AmoebaCnt2[new_group_nr]++;
3826 /* if amoeba touches other amoeba(s) after growing, unify them */
3827 AmoebenVereinigen(newax, neway);
3829 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
3831 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
3837 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
3838 (neway == lev_fieldy - 1 && newax != ax))
3840 Feld[newax][neway] = EL_AMOEBA_CREATING; /* creation of new amoeba */
3841 Store[newax][neway] = element;
3843 else if (neway == ay)
3845 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
3846 PlaySoundLevel(newax, neway, SND_AMOEBA_DROP_CREATING);
3850 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
3851 Feld[ax][ay] = EL_AMOEBA_DRIPPING;
3852 Store[ax][ay] = EL_AMOEBA_DROP;
3853 ContinueMoving(ax, ay);
3857 DrawLevelField(newax, neway);
3860 void Life(int ax, int ay)
3863 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3865 int element = Feld[ax][ay];
3866 boolean changed = FALSE;
3871 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3872 MovDelay[ax][ay] = life_time;
3874 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3877 if (MovDelay[ax][ay])
3881 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3883 int xx = ax+x1, yy = ay+y1;
3886 if (!IN_LEV_FIELD(xx, yy))
3889 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3891 int x = xx+x2, y = yy+y2;
3893 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3896 if (((Feld[x][y] == element ||
3897 (element == EL_GAMEOFLIFE && IS_PLAYER(x, y))) &&
3899 (IS_FREE(x, y) && Stop[x][y]))
3903 if (xx == ax && yy == ay) /* field in the middle */
3905 if (nachbarn < life[0] || nachbarn > life[1])
3907 Feld[xx][yy] = EL_EMPTY;
3909 DrawLevelField(xx, yy);
3910 Stop[xx][yy] = TRUE;
3914 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
3915 { /* free border field */
3916 if (nachbarn >= life[2] && nachbarn <= life[3])
3918 Feld[xx][yy] = element;
3919 MovDelay[xx][yy] = (element == EL_GAMEOFLIFE ? 0 : life_time-1);
3921 DrawLevelField(xx, yy);
3922 Stop[xx][yy] = TRUE;
3929 PlaySoundLevel(ax, ay, element == EL_GAMEOFLIFE ? SND_GAMEOFLIFE_CREATING :
3930 SND_BIOMAZE_CREATING);
3933 static void InitRobotWheel(int x, int y)
3935 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3938 static void RunRobotWheel(int x, int y)
3940 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
3943 static void StopRobotWheel(int x, int y)
3945 if (ZX == x && ZY == y)
3949 static void InitTimegateWheel(int x, int y)
3951 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3954 static void RunTimegateWheel(int x, int y)
3956 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
3959 void CheckExit(int x, int y)
3961 if (local_player->gems_still_needed > 0 ||
3962 local_player->sokobanfields_still_needed > 0 ||
3963 local_player->lights_still_needed > 0)
3966 Feld[x][y] = EL_EXIT_OPENING;
3968 PlaySoundLevelNearest(x, y, SND_EXIT_OPENING);
3971 void CheckExitSP(int x, int y)
3973 if (local_player->gems_still_needed > 0)
3976 Feld[x][y] = EL_SP_EXIT_OPEN;
3978 PlaySoundLevelNearest(x, y, SND_SP_EXIT_OPENING);
3981 static void CloseAllOpenTimegates()
3985 for (y=0; y<lev_fieldy; y++)
3987 for (x=0; x<lev_fieldx; x++)
3989 int element = Feld[x][y];
3991 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
3993 Feld[x][y] = EL_TIMEGATE_CLOSING;
3994 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4000 void EdelsteinFunkeln(int x, int y)
4002 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4005 if (Feld[x][y] == EL_BD_DIAMOND)
4008 if (MovDelay[x][y] == 0) /* next animation frame */
4009 MovDelay[x][y] = 11 * !SimpleRND(500);
4011 if (MovDelay[x][y] != 0) /* wait some time before next frame */
4015 if (setup.direct_draw && MovDelay[x][y])
4016 SetDrawtoField(DRAW_BUFFERED);
4018 DrawLevelElementAnimation(x, y, Feld[x][y]);
4020 if (MovDelay[x][y] != 0)
4022 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
4023 10 - MovDelay[x][y]);
4025 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
4027 if (setup.direct_draw)
4031 dest_x = FX + SCREENX(x) * TILEX;
4032 dest_y = FY + SCREENY(y) * TILEY;
4034 BlitBitmap(drawto_field, window,
4035 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4036 SetDrawtoField(DRAW_DIRECT);
4042 void MauerWaechst(int x, int y)
4046 if (!MovDelay[x][y]) /* next animation frame */
4047 MovDelay[x][y] = 3 * delay;
4049 if (MovDelay[x][y]) /* wait some time before next frame */
4053 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4055 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
4056 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
4058 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4061 if (!MovDelay[x][y])
4063 if (MovDir[x][y] == MV_LEFT)
4065 if (IN_LEV_FIELD(x - 1, y) && IS_MAUER(Feld[x - 1][y]))
4066 DrawLevelField(x - 1, y);
4068 else if (MovDir[x][y] == MV_RIGHT)
4070 if (IN_LEV_FIELD(x + 1, y) && IS_MAUER(Feld[x + 1][y]))
4071 DrawLevelField(x + 1, y);
4073 else if (MovDir[x][y] == MV_UP)
4075 if (IN_LEV_FIELD(x, y - 1) && IS_MAUER(Feld[x][y - 1]))
4076 DrawLevelField(x, y - 1);
4080 if (IN_LEV_FIELD(x, y + 1) && IS_MAUER(Feld[x][y + 1]))
4081 DrawLevelField(x, y + 1);
4084 Feld[x][y] = Store[x][y];
4086 MovDir[x][y] = MV_NO_MOVING;
4087 DrawLevelField(x, y);
4092 void MauerAbleger(int ax, int ay)
4094 int element = Feld[ax][ay];
4095 boolean oben_frei = FALSE, unten_frei = FALSE;
4096 boolean links_frei = FALSE, rechts_frei = FALSE;
4097 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4098 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4099 boolean new_wall = FALSE;
4101 if (!MovDelay[ax][ay]) /* start building new wall */
4102 MovDelay[ax][ay] = 6;
4104 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4107 if (MovDelay[ax][ay])
4111 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4113 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4115 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4117 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4120 if (element == EL_WALL_GROWING_Y || element == EL_WALL_GROWING_XY)
4124 Feld[ax][ay-1] = EL_WALL_GROWING_ACTIVE;
4125 Store[ax][ay-1] = element;
4126 MovDir[ax][ay-1] = MV_UP;
4127 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4128 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
4129 IMG_WALL_GROWING_ACTIVE_UP, 0);
4134 Feld[ax][ay+1] = EL_WALL_GROWING_ACTIVE;
4135 Store[ax][ay+1] = element;
4136 MovDir[ax][ay+1] = MV_DOWN;
4137 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4138 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
4139 IMG_WALL_GROWING_ACTIVE_DOWN, 0);
4144 if (element == EL_WALL_GROWING_X || element == EL_WALL_GROWING_XY ||
4145 element == EL_WALL_GROWING)
4149 Feld[ax-1][ay] = EL_WALL_GROWING_ACTIVE;
4150 Store[ax-1][ay] = element;
4151 MovDir[ax-1][ay] = MV_LEFT;
4152 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4153 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
4154 IMG_WALL_GROWING_ACTIVE_LEFT, 0);
4160 Feld[ax+1][ay] = EL_WALL_GROWING_ACTIVE;
4161 Store[ax+1][ay] = element;
4162 MovDir[ax+1][ay] = MV_RIGHT;
4163 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4164 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
4165 IMG_WALL_GROWING_ACTIVE_RIGHT, 0);
4170 if (element == EL_WALL_GROWING && (links_frei || rechts_frei))
4171 DrawLevelField(ax, ay);
4173 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
4175 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
4176 unten_massiv = TRUE;
4177 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
4178 links_massiv = TRUE;
4179 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
4180 rechts_massiv = TRUE;
4182 if (((oben_massiv && unten_massiv) ||
4183 element == EL_WALL_GROWING_X || element == EL_WALL_GROWING) &&
4184 ((links_massiv && rechts_massiv) ||
4185 element == EL_WALL_GROWING_Y))
4186 Feld[ax][ay] = EL_WALL;
4189 PlaySoundLevel(ax, ay, SND_WALL_GROWING);
4192 void CheckForDragon(int x, int y)
4195 boolean dragon_found = FALSE;
4196 static int xy[4][2] =
4208 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4210 if (IN_LEV_FIELD(xx, yy) &&
4211 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
4213 if (Feld[xx][yy] == EL_DRAGON)
4214 dragon_found = TRUE;
4227 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4229 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
4231 Feld[xx][yy] = EL_EMPTY;
4232 DrawLevelField(xx, yy);
4241 static void InitBuggyBase(int x, int y)
4243 int element = Feld[x][y];
4244 int activating_delay = FRAMES_PER_SECOND / 4;
4247 (element == EL_SP_BUGGY_BASE ?
4248 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
4249 element == EL_SP_BUGGY_BASE_ACTIVATING ?
4251 element == EL_SP_BUGGY_BASE_ACTIVE ?
4252 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
4255 static void WarnBuggyBase(int x, int y)
4258 static int xy[4][2] =
4268 int xx = x + xy[i][0], yy = y + xy[i][1];
4270 if (IS_PLAYER(xx, yy))
4272 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
4279 static void InitTrap(int x, int y)
4281 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4284 static void ActivateTrap(int x, int y)
4286 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
4289 static void ChangeActiveTrap(int x, int y)
4291 int graphic = IMG_TRAP_ACTIVE;
4293 /* if new animation frame was drawn, correct crumbled sand border */
4294 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
4295 DrawCrumbledSand(SCREENX(x), SCREENY(y));
4298 static void ChangeElement(int x, int y)
4300 int element = Feld[x][y];
4302 if (MovDelay[x][y] == 0) /* initialize element change */
4304 MovDelay[x][y] = changing_element[element].change_delay + 1;
4306 ResetGfxAnimation(x, y);
4307 ResetRandomAnimationValue(x, y);
4309 if (changing_element[element].pre_change_function)
4310 changing_element[element].pre_change_function(x, y);
4315 if (MovDelay[x][y] != 0) /* continue element change */
4317 if (IS_ANIMATED(el2img(element)))
4318 DrawLevelElementAnimationIfNeeded(x, y, element);
4320 if (changing_element[element].change_function)
4321 changing_element[element].change_function(x, y);
4323 else /* finish element change */
4325 Feld[x][y] = changing_element[element].next_element;
4327 ResetGfxAnimation(x, y);
4328 ResetRandomAnimationValue(x, y);
4330 DrawLevelField(x, y);
4332 if (changing_element[element].post_change_function)
4333 changing_element[element].post_change_function(x, y);
4337 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4339 static byte stored_player_action[MAX_PLAYERS];
4340 static int num_stored_actions = 0;
4341 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4342 int left = player_action & JOY_LEFT;
4343 int right = player_action & JOY_RIGHT;
4344 int up = player_action & JOY_UP;
4345 int down = player_action & JOY_DOWN;
4346 int button1 = player_action & JOY_BUTTON_1;
4347 int button2 = player_action & JOY_BUTTON_2;
4348 int dx = (left ? -1 : right ? 1 : 0);
4349 int dy = (up ? -1 : down ? 1 : 0);
4351 stored_player_action[player->index_nr] = 0;
4352 num_stored_actions++;
4354 if (!player->active || tape.pausing)
4360 snapped = SnapField(player, dx, dy);
4364 bombed = PlaceBomb(player);
4365 moved = MoveFigure(player, dx, dy);
4368 if (tape.single_step && tape.recording && !tape.pausing)
4370 if (button1 || (bombed && !moved))
4372 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
4373 SnapField(player, 0, 0); /* stop snapping */
4377 stored_player_action[player->index_nr] = player_action;
4381 /* no actions for this player (no input at player's configured device) */
4383 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4384 SnapField(player, 0, 0);
4385 CheckGravityMovement(player);
4387 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
4389 if (player->MovPos == 0) /* needed for tape.playing */
4390 player->is_moving = FALSE;
4393 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
4395 TapeRecordAction(stored_player_action);
4396 num_stored_actions = 0;
4402 static unsigned long action_delay = 0;
4403 unsigned long action_delay_value;
4404 int magic_wall_x = 0, magic_wall_y = 0;
4405 int i, x, y, element, graphic;
4406 byte *recorded_player_action;
4407 byte summarized_player_action = 0;
4409 if (game_status != PLAYING)
4412 action_delay_value =
4413 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4415 if (tape.playing && tape.index_search && !tape.pausing)
4416 action_delay_value = 0;
4418 /* ---------- main game synchronization point ---------- */
4420 WaitUntilDelayReached(&action_delay, action_delay_value);
4422 if (network_playing && !network_player_action_received)
4426 printf("DEBUG: try to get network player actions in time\n");
4430 #if defined(PLATFORM_UNIX)
4431 /* last chance to get network player actions without main loop delay */
4435 if (game_status != PLAYING)
4438 if (!network_player_action_received)
4442 printf("DEBUG: failed to get network player actions in time\n");
4452 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4454 for (i=0; i<MAX_PLAYERS; i++)
4456 summarized_player_action |= stored_player[i].action;
4458 if (!network_playing)
4459 stored_player[i].effective_action = stored_player[i].action;
4462 #if defined(PLATFORM_UNIX)
4463 if (network_playing)
4464 SendToServer_MovePlayer(summarized_player_action);
4467 if (!options.network && !setup.team_mode)
4468 local_player->effective_action = summarized_player_action;
4470 for (i=0; i<MAX_PLAYERS; i++)
4472 int actual_player_action = stored_player[i].effective_action;
4474 if (stored_player[i].programmed_action)
4475 actual_player_action = stored_player[i].programmed_action;
4477 if (recorded_player_action)
4478 actual_player_action = recorded_player_action[i];
4480 PlayerActions(&stored_player[i], actual_player_action);
4481 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4484 network_player_action_received = FALSE;
4486 ScrollScreen(NULL, SCROLL_GO_ON);
4491 for (i=0; i<MAX_PLAYERS; i++)
4492 stored_player[i].Frame++;
4494 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4497 if (JustStopped[x][y] > 0)
4498 JustStopped[x][y]--;
4503 if (IS_BLOCKED(x, y))
4507 Blocked2Moving(x, y, &oldx, &oldy);
4508 if (!IS_MOVING(oldx, oldy))
4510 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4511 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4512 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4513 printf("GameActions(): This should never happen!\n");
4519 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4521 element = Feld[x][y];
4522 graphic = el2img(element);
4525 if (graphic_info[graphic].anim_global_sync)
4526 GfxFrame[x][y] = FrameCounter;
4529 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
4530 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
4531 ResetRandomAnimationValue(x, y);
4533 SetRandomAnimationValue(x, y);
4535 if (IS_INACTIVE(element))
4539 if (IS_ANIMATED(graphic))
4540 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4546 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4550 if (IS_ANIMATED(graphic) &&
4553 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4555 if (IS_GEM(element) || element == EL_SP_INFOTRON)
4556 EdelsteinFunkeln(x, y);
4560 else if ((element == EL_ACID ||
4561 element == EL_EXIT_OPEN ||
4562 element == EL_SP_EXIT_OPEN ||
4563 element == EL_SP_TERMINAL ||
4564 element == EL_SP_TERMINAL_ACTIVE ||
4565 element == EL_EXTRA_TIME ||
4566 element == EL_SHIELD_NORMAL ||
4567 element == EL_SHIELD_DEADLY) &&
4568 IS_ANIMATED(graphic))
4569 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4572 else if (IS_MOVING(x, y))
4573 ContinueMoving(x, y);
4574 else if (IS_ACTIVE_BOMB(element))
4575 CheckDynamite(x, y);
4577 else if (element == EL_EXPLOSION && !game.explosions_delayed)
4578 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
4580 else if (element == EL_AMOEBA_CREATING)
4581 AmoebeWaechst(x, y);
4582 else if (element == EL_AMOEBA_SHRINKING)
4583 AmoebaDisappearing(x, y);
4585 #if !USE_NEW_AMOEBA_CODE
4586 else if (IS_AMOEBALIVE(element))
4587 AmoebeAbleger(x, y);
4590 else if (element == EL_GAMEOFLIFE || element == EL_BIOMAZE)
4593 else if (element == EL_ROBOT_WHEEL_ACTIVE)
4595 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
4596 TimegateWheel(x, y);
4599 else if (element == EL_ACID_SPLASH_LEFT ||
4600 element == EL_ACID_SPLASH_RIGHT)
4604 else if (element == EL_NUT_CRACKING)
4606 else if (element == EL_PEARL_BREAKING)
4607 BreakingPearl(x, y);
4609 else if (element == EL_EXIT_CLOSED)
4611 else if (element == EL_SP_EXIT_CLOSED)
4614 else if (element == EL_EXIT_OPENING)
4615 AusgangstuerOeffnen(x, y);
4617 else if (element == EL_WALL_GROWING_ACTIVE)
4619 else if (element == EL_WALL_GROWING ||
4620 element == EL_WALL_GROWING_X ||
4621 element == EL_WALL_GROWING_Y ||
4622 element == EL_WALL_GROWING_XY)
4624 else if (element == EL_FLAMES)
4625 CheckForDragon(x, y);
4627 else if (element == EL_SP_BUGGY_BASE ||
4628 element == EL_SP_BUGGY_BASE_ACTIVATING ||
4629 element == EL_SP_BUGGY_BASE_ACTIVE)
4630 CheckBuggyBase(x, y);
4631 else if (element == EL_TRAP ||
4632 element == EL_TRAP_ACTIVE)
4634 else if (IS_BELT_ACTIVE(element))
4635 DrawBeltAnimation(x, y, element);
4636 else if (element == EL_SWITCHGATE_OPENING)
4637 OpenSwitchgate(x, y);
4638 else if (element == EL_SWITCHGATE_CLOSING)
4639 CloseSwitchgate(x, y);
4640 else if (element == EL_TIMEGATE_OPENING)
4642 else if (element == EL_TIMEGATE_CLOSING)
4643 CloseTimegate(x, y);
4646 else if (IS_AUTO_CHANGING(element))
4647 ChangeElement(x, y);
4650 else if (element == EL_EXPLOSION)
4651 ; /* drawing of correct explosion animation is handled separately */
4652 else if (IS_ANIMATED(graphic))
4653 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4656 if (IS_BELT_ACTIVE(element))
4657 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
4659 if (game.magic_wall_active)
4661 int jx = local_player->jx, jy = local_player->jy;
4663 /* play the element sound at the position nearest to the player */
4664 if ((element == EL_MAGIC_WALL_FULL ||
4665 element == EL_MAGIC_WALL_ACTIVE ||
4666 element == EL_MAGIC_WALL_EMPTYING ||
4667 element == EL_BD_MAGIC_WALL_FULL ||
4668 element == EL_BD_MAGIC_WALL_ACTIVE ||
4669 element == EL_BD_MAGIC_WALL_EMPTYING) &&
4670 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
4678 #if USE_NEW_AMOEBA_CODE
4679 /* new experimental amoeba growth stuff */
4681 if (!(FrameCounter % 8))
4684 static unsigned long random = 1684108901;
4686 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
4689 x = (random >> 10) % lev_fieldx;
4690 y = (random >> 20) % lev_fieldy;
4692 x = RND(lev_fieldx);
4693 y = RND(lev_fieldy);
4695 element = Feld[x][y];
4697 if (!IS_PLAYER(x,y) &&
4698 (element == EL_EMPTY ||
4699 element == EL_SAND ||
4700 element == EL_QUICKSAND_EMPTY ||
4701 element == EL_ACID_SPLASH_LEFT ||
4702 element == EL_ACID_SPLASH_RIGHT))
4704 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
4705 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
4706 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
4707 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
4708 Feld[x][y] = EL_AMOEBA_DROP;
4711 random = random * 129 + 1;
4717 if (game.explosions_delayed)
4720 game.explosions_delayed = FALSE;
4722 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4724 element = Feld[x][y];
4726 if (ExplodeField[x][y])
4727 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
4728 else if (element == EL_EXPLOSION)
4729 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
4731 ExplodeField[x][y] = EX_NO_EXPLOSION;
4734 game.explosions_delayed = TRUE;
4737 if (game.magic_wall_active)
4739 if (!(game.magic_wall_time_left % 4))
4741 int element = Feld[magic_wall_x][magic_wall_y];
4743 if (element == EL_BD_MAGIC_WALL_FULL ||
4744 element == EL_BD_MAGIC_WALL_ACTIVE ||
4745 element == EL_BD_MAGIC_WALL_EMPTYING)
4746 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
4748 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
4751 if (game.magic_wall_time_left > 0)
4753 game.magic_wall_time_left--;
4754 if (!game.magic_wall_time_left)
4756 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4758 element = Feld[x][y];
4760 if (element == EL_MAGIC_WALL_ACTIVE ||
4761 element == EL_MAGIC_WALL_FULL)
4763 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4764 DrawLevelField(x, y);
4766 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
4767 element == EL_BD_MAGIC_WALL_FULL)
4769 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
4770 DrawLevelField(x, y);
4774 game.magic_wall_active = FALSE;
4779 if (game.light_time_left > 0)
4781 game.light_time_left--;
4783 if (game.light_time_left == 0)
4784 RedrawAllLightSwitchesAndInvisibleElements();
4787 if (game.timegate_time_left > 0)
4789 game.timegate_time_left--;
4791 if (game.timegate_time_left == 0)
4792 CloseAllOpenTimegates();
4795 for (i=0; i<MAX_PLAYERS; i++)
4797 struct PlayerInfo *player = &stored_player[i];
4799 if (SHIELD_ON(player))
4801 if (player->shield_deadly_time_left)
4802 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
4803 else if (player->shield_normal_time_left)
4804 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
4808 if (TimeFrames >= (1000 / GameFrameDelay))
4813 for (i=0; i<MAX_PLAYERS; i++)
4815 struct PlayerInfo *player = &stored_player[i];
4817 if (SHIELD_ON(player))
4819 player->shield_normal_time_left--;
4821 if (player->shield_deadly_time_left > 0)
4822 player->shield_deadly_time_left--;
4826 if (tape.recording || tape.playing)
4827 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
4833 if (TimeLeft <= 10 && setup.time_limit)
4834 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MAX_RIGHT);
4836 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_DEFAULT_SMALL);
4838 if (!TimeLeft && setup.time_limit)
4839 for (i=0; i<MAX_PLAYERS; i++)
4840 KillHero(&stored_player[i]);
4842 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
4843 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_DEFAULT_SMALL);
4848 if (options.debug) /* calculate frames per second */
4850 static unsigned long fps_counter = 0;
4851 static int fps_frames = 0;
4852 unsigned long fps_delay_ms = Counter() - fps_counter;
4856 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
4858 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
4861 fps_counter = Counter();
4864 redraw_mask |= REDRAW_FPS;
4868 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
4870 int min_x = x, min_y = y, max_x = x, max_y = y;
4873 for (i=0; i<MAX_PLAYERS; i++)
4875 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4877 if (!stored_player[i].active || &stored_player[i] == player)
4880 min_x = MIN(min_x, jx);
4881 min_y = MIN(min_y, jy);
4882 max_x = MAX(max_x, jx);
4883 max_y = MAX(max_y, jy);
4886 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
4889 static boolean AllPlayersInVisibleScreen()
4893 for (i=0; i<MAX_PLAYERS; i++)
4895 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4897 if (!stored_player[i].active)
4900 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
4907 void ScrollLevel(int dx, int dy)
4909 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
4912 BlitBitmap(drawto_field, drawto_field,
4913 FX + TILEX*(dx == -1) - softscroll_offset,
4914 FY + TILEY*(dy == -1) - softscroll_offset,
4915 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
4916 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
4917 FX + TILEX*(dx == 1) - softscroll_offset,
4918 FY + TILEY*(dy == 1) - softscroll_offset);
4922 x = (dx == 1 ? BX1 : BX2);
4923 for (y=BY1; y<=BY2; y++)
4924 DrawScreenField(x, y);
4929 y = (dy == 1 ? BY1 : BY2);
4930 for (x=BX1; x<=BX2; x++)
4931 DrawScreenField(x, y);
4934 redraw_mask |= REDRAW_FIELD;
4937 static void CheckGravityMovement(struct PlayerInfo *player)
4939 if (level.gravity && !player->programmed_action)
4941 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
4942 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
4944 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
4945 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
4946 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
4947 int jx = player->jx, jy = player->jy;
4948 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
4949 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
4950 int new_jx = jx + dx, new_jy = jy + dy;
4951 boolean field_under_player_is_free =
4952 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
4953 boolean player_is_moving_to_valid_field =
4954 (IN_LEV_FIELD(new_jx, new_jy) &&
4955 (Feld[new_jx][new_jy] == EL_SP_BASE ||
4956 Feld[new_jx][new_jy] == EL_SAND));
4958 if (field_under_player_is_free &&
4959 !player_is_moving_to_valid_field &&
4960 !IS_TUBE(Feld[jx][jy]))
4961 player->programmed_action = MV_DOWN;
4965 boolean MoveFigureOneStep(struct PlayerInfo *player,
4966 int dx, int dy, int real_dx, int real_dy)
4968 int jx = player->jx, jy = player->jy;
4969 int new_jx = jx+dx, new_jy = jy+dy;
4973 if (!player->active || (!dx && !dy))
4974 return MF_NO_ACTION;
4976 player->MovDir = (dx < 0 ? MV_LEFT :
4979 dy > 0 ? MV_DOWN : MV_NO_MOVING);
4981 if (!IN_LEV_FIELD(new_jx, new_jy))
4982 return MF_NO_ACTION;
4984 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
4985 return MF_NO_ACTION;
4988 element = MovingOrBlocked2Element(new_jx, new_jy);
4990 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
4993 if (DONT_GO_TO(element))
4995 if (element == EL_ACID && dx == 0 && dy == 1)
4998 Feld[jx][jy] = EL_PLAYER1;
4999 InitMovingField(jx, jy, MV_DOWN);
5000 Store[jx][jy] = EL_ACID;
5001 ContinueMoving(jx, jy);
5005 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
5010 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
5011 if (can_move != MF_MOVING)
5014 StorePlayer[jx][jy] = 0;
5015 player->last_jx = jx;
5016 player->last_jy = jy;
5017 jx = player->jx = new_jx;
5018 jy = player->jy = new_jy;
5019 StorePlayer[jx][jy] = player->element_nr;
5022 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
5024 ScrollFigure(player, SCROLL_INIT);
5029 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
5031 int jx = player->jx, jy = player->jy;
5032 int old_jx = jx, old_jy = jy;
5033 int moved = MF_NO_ACTION;
5035 if (!player->active || (!dx && !dy))
5039 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5043 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5044 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
5048 /* remove the last programmed player action */
5049 player->programmed_action = 0;
5053 /* should only happen if pre-1.2 tape recordings are played */
5054 /* this is only for backward compatibility */
5056 int original_move_delay_value = player->move_delay_value;
5059 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
5063 /* scroll remaining steps with finest movement resolution */
5064 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
5066 while (player->MovPos)
5068 ScrollFigure(player, SCROLL_GO_ON);
5069 ScrollScreen(NULL, SCROLL_GO_ON);
5075 player->move_delay_value = original_move_delay_value;
5078 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
5080 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
5081 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5085 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5086 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5092 if (moved & MF_MOVING && !ScreenMovPos &&
5093 (player == local_player || !options.network))
5095 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5096 int offset = (setup.scroll_delay ? 3 : 0);
5098 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5100 /* actual player has left the screen -- scroll in that direction */
5101 if (jx != old_jx) /* player has moved horizontally */
5102 scroll_x += (jx - old_jx);
5103 else /* player has moved vertically */
5104 scroll_y += (jy - old_jy);
5108 if (jx != old_jx) /* player has moved horizontally */
5110 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5111 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5112 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5114 /* don't scroll over playfield boundaries */
5115 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5116 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5118 /* don't scroll more than one field at a time */
5119 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5121 /* don't scroll against the player's moving direction */
5122 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5123 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5124 scroll_x = old_scroll_x;
5126 else /* player has moved vertically */
5128 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5129 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5130 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5132 /* don't scroll over playfield boundaries */
5133 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5134 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5136 /* don't scroll more than one field at a time */
5137 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5139 /* don't scroll against the player's moving direction */
5140 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5141 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5142 scroll_y = old_scroll_y;
5146 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5148 if (!options.network && !AllPlayersInVisibleScreen())
5150 scroll_x = old_scroll_x;
5151 scroll_y = old_scroll_y;
5155 ScrollScreen(player, SCROLL_INIT);
5156 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5163 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
5165 if (!(moved & MF_MOVING) && !player->Pushing)
5170 if (moved & MF_MOVING)
5172 if (old_jx != jx && old_jy == jy)
5173 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5174 else if (old_jx == jx && old_jy != jy)
5175 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5177 DrawLevelField(jx, jy); /* for "DrawCrumbledSand()" */
5179 player->last_move_dir = player->MovDir;
5180 player->is_moving = TRUE;
5184 CheckGravityMovement(player);
5187 player->last_move_dir = MV_NO_MOVING;
5189 player->is_moving = FALSE;
5192 TestIfHeroTouchesBadThing(jx, jy);
5194 if (!player->active)
5200 void ScrollFigure(struct PlayerInfo *player, int mode)
5202 int jx = player->jx, jy = player->jy;
5203 int last_jx = player->last_jx, last_jy = player->last_jy;
5204 int move_stepsize = TILEX / player->move_delay_value;
5206 if (!player->active || !player->MovPos)
5209 if (mode == SCROLL_INIT)
5211 player->actual_frame_counter = FrameCounter;
5212 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5214 if (Feld[last_jx][last_jy] == EL_EMPTY)
5215 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5220 else if (!FrameReached(&player->actual_frame_counter, 1))
5223 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5224 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5226 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5227 Feld[last_jx][last_jy] = EL_EMPTY;
5229 /* before DrawPlayer() to draw correct player graphic for this case */
5230 if (player->MovPos == 0)
5231 CheckGravityMovement(player);
5235 if (player->MovPos == 0)
5237 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
5239 /* continue with normal speed after quickly moving through gate */
5240 HALVE_PLAYER_SPEED(player);
5242 /* be able to make the next move without delay */
5243 player->move_delay = 0;
5246 player->last_jx = jx;
5247 player->last_jy = jy;
5249 if (Feld[jx][jy] == EL_EXIT_OPEN ||
5250 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5254 if (local_player->friends_still_needed == 0 ||
5255 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5256 player->LevelSolved = player->GameOver = TRUE;
5259 if (tape.single_step && tape.recording && !tape.pausing &&
5260 !player->programmed_action)
5261 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5265 void ScrollScreen(struct PlayerInfo *player, int mode)
5267 static unsigned long screen_frame_counter = 0;
5269 if (mode == SCROLL_INIT)
5271 /* set scrolling step size according to actual player's moving speed */
5272 ScrollStepSize = TILEX / player->move_delay_value;
5274 screen_frame_counter = FrameCounter;
5275 ScreenMovDir = player->MovDir;
5276 ScreenMovPos = player->MovPos;
5277 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5280 else if (!FrameReached(&screen_frame_counter, 1))
5285 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5286 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5287 redraw_mask |= REDRAW_FIELD;
5290 ScreenMovDir = MV_NO_MOVING;
5293 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
5295 int i, kill_x = -1, kill_y = -1;
5296 static int test_xy[4][2] =
5303 static int test_dir[4] =
5313 int test_x, test_y, test_move_dir, test_element;
5315 test_x = good_x + test_xy[i][0];
5316 test_y = good_y + test_xy[i][1];
5317 if (!IN_LEV_FIELD(test_x, test_y))
5321 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5324 test_element = Feld[test_x][test_y];
5326 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
5329 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5330 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5332 if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) ||
5333 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
5341 if (kill_x != -1 || kill_y != -1)
5343 if (IS_PLAYER(good_x, good_y))
5345 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
5347 if (player->shield_deadly_time_left > 0)
5348 Bang(kill_x, kill_y);
5349 else if (!PLAYER_PROTECTED(good_x, good_y))
5353 Bang(good_x, good_y);
5357 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
5359 int i, kill_x = -1, kill_y = -1;
5360 int bad_element = Feld[bad_x][bad_y];
5361 static int test_xy[4][2] =
5368 static int test_dir[4] =
5376 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
5381 int test_x, test_y, test_move_dir, test_element;
5383 test_x = bad_x + test_xy[i][0];
5384 test_y = bad_y + test_xy[i][1];
5385 if (!IN_LEV_FIELD(test_x, test_y))
5389 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5391 test_element = Feld[test_x][test_y];
5393 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5394 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5396 if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) ||
5397 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
5399 /* good thing is player or penguin that does not move away */
5400 if (IS_PLAYER(test_x, test_y))
5402 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
5404 if (bad_element == EL_ROBOT && player->is_moving)
5405 continue; /* robot does not kill player if he is moving */
5411 else if (test_element == EL_PENGUIN)
5420 if (kill_x != -1 || kill_y != -1)
5422 if (IS_PLAYER(kill_x, kill_y))
5424 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
5427 int dir = player->MovDir;
5428 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5429 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5431 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5432 newx != bad_x && newy != bad_y)
5433 ; /* robot does not kill player if he is moving */
5435 printf("-> %d\n", player->MovDir);
5437 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5438 newx != bad_x && newy != bad_y)
5439 ; /* robot does not kill player if he is moving */
5444 if (player->shield_deadly_time_left > 0)
5446 else if (!PLAYER_PROTECTED(kill_x, kill_y))
5450 Bang(kill_x, kill_y);
5454 void TestIfHeroTouchesBadThing(int x, int y)
5456 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5459 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
5461 TestIfGoodThingHitsBadThing(x, y, move_dir);
5464 void TestIfBadThingTouchesHero(int x, int y)
5466 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5469 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
5471 TestIfBadThingHitsGoodThing(x, y, move_dir);
5474 void TestIfFriendTouchesBadThing(int x, int y)
5476 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5479 void TestIfBadThingTouchesFriend(int x, int y)
5481 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5484 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
5486 int i, kill_x = bad_x, kill_y = bad_y;
5487 static int xy[4][2] =
5499 x = bad_x + xy[i][0];
5500 y = bad_y + xy[i][1];
5501 if (!IN_LEV_FIELD(x, y))
5504 element = Feld[x][y];
5505 if (IS_AMOEBOID(element) || element == EL_GAMEOFLIFE ||
5506 element == EL_AMOEBA_CREATING || element == EL_AMOEBA_DROP)
5514 if (kill_x != bad_x || kill_y != bad_y)
5518 void KillHero(struct PlayerInfo *player)
5520 int jx = player->jx, jy = player->jy;
5522 if (!player->active)
5525 if (IS_PFORTE(Feld[jx][jy]))
5526 Feld[jx][jy] = EL_EMPTY;
5528 /* deactivate shield (else Bang()/Explode() would not work right) */
5529 player->shield_normal_time_left = 0;
5530 player->shield_deadly_time_left = 0;
5536 static void KillHeroUnlessProtected(int x, int y)
5538 if (!PLAYER_PROTECTED(x, y))
5539 KillHero(PLAYERINFO(x, y));
5542 void BuryHero(struct PlayerInfo *player)
5544 int jx = player->jx, jy = player->jy;
5546 if (!player->active)
5549 PlaySoundLevel(jx, jy, SND_PLAYER_DYING);
5550 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
5552 player->GameOver = TRUE;
5556 void RemoveHero(struct PlayerInfo *player)
5558 int jx = player->jx, jy = player->jy;
5559 int i, found = FALSE;
5561 player->present = FALSE;
5562 player->active = FALSE;
5564 if (!ExplodeField[jx][jy])
5565 StorePlayer[jx][jy] = 0;
5567 for (i=0; i<MAX_PLAYERS; i++)
5568 if (stored_player[i].active)
5572 AllPlayersGone = TRUE;
5578 int DigField(struct PlayerInfo *player,
5579 int x, int y, int real_dx, int real_dy, int mode)
5581 int jx = player->jx, jy = player->jy;
5582 int dx = x - jx, dy = y - jy;
5583 int move_direction = (dx == -1 ? MV_LEFT :
5584 dx == +1 ? MV_RIGHT :
5586 dy == +1 ? MV_DOWN : MV_NO_MOVING);
5589 player->is_digging = FALSE;
5591 if (player->MovPos == 0)
5592 player->Pushing = FALSE;
5594 if (mode == DF_NO_PUSH)
5596 player->Switching = FALSE;
5597 player->push_delay = 0;
5598 return MF_NO_ACTION;
5601 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
5602 return MF_NO_ACTION;
5604 if (IS_TUBE(Feld[jx][jy]))
5607 int tube_leave_directions[][2] =
5609 { EL_TUBE_ALL, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5610 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5611 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5612 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
5613 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
5614 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
5615 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
5616 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
5617 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
5618 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
5619 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
5620 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
5623 while (tube_leave_directions[i][0] != Feld[jx][jy])
5626 if (tube_leave_directions[i][0] == -1) /* should not happen */
5630 if (!(tube_leave_directions[i][1] & move_direction))
5631 return MF_NO_ACTION; /* tube has no opening in this direction */
5634 element = Feld[x][y];
5640 case EL_INVISIBLE_SAND:
5641 case EL_INVISIBLE_SAND_ACTIVE:
5644 case EL_SP_BUGGY_BASE:
5645 case EL_SP_BUGGY_BASE_ACTIVATING:
5647 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
5652 case EL_EMERALD_YELLOW:
5653 case EL_EMERALD_RED:
5654 case EL_EMERALD_PURPLE:
5656 case EL_SP_INFOTRON:
5660 local_player->gems_still_needed -= (element == EL_DIAMOND ? 3 :
5661 element == EL_PEARL ? 5 :
5662 element == EL_CRYSTAL ? 8 : 1);
5663 if (local_player->gems_still_needed < 0)
5664 local_player->gems_still_needed = 0;
5665 RaiseScoreElement(element);
5666 DrawText(DX_EMERALDS, DY_EMERALDS,
5667 int2str(local_player->gems_still_needed, 3),
5668 FONT_DEFAULT_SMALL);
5669 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
5674 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
5675 PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
5679 Feld[x][y] = EL_EMPTY;
5680 PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
5688 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_DEFAULT_SMALL);
5690 PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MAX_RIGHT);
5693 case EL_SHIELD_NORMAL:
5695 player->shield_normal_time_left += 10;
5696 PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING);
5699 case EL_SHIELD_DEADLY:
5701 player->shield_normal_time_left += 10;
5702 player->shield_deadly_time_left += 10;
5703 PlaySoundLevel(x, y, SND_SHIELD_DEADLY_COLLECTING);
5707 case EL_SP_DISK_RED:
5710 RaiseScoreElement(EL_DYNAMITE);
5711 DrawText(DX_DYNAMITE, DY_DYNAMITE,
5712 int2str(local_player->dynamite, 3), FONT_DEFAULT_SMALL);
5713 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
5716 case EL_DYNABOMB_NR:
5718 player->dynabomb_count++;
5719 player->dynabombs_left++;
5720 RaiseScoreElement(EL_DYNAMITE);
5721 PlaySoundLevel(x, y, SND_DYNABOMB_NR_COLLECTING);
5724 case EL_DYNABOMB_SZ:
5726 player->dynabomb_size++;
5727 RaiseScoreElement(EL_DYNAMITE);
5728 PlaySoundLevel(x, y, SND_DYNABOMB_SZ_COLLECTING);
5731 case EL_DYNABOMB_XL:
5733 player->dynabomb_xl = TRUE;
5734 RaiseScoreElement(EL_DYNAMITE);
5735 PlaySoundLevel(x, y, SND_DYNABOMB_XL_COLLECTING);
5743 int key_nr = element - EL_KEY1;
5744 int graphic = el2edimg(element);
5747 player->key[key_nr] = TRUE;
5748 RaiseScoreElement(element);
5749 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5751 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5753 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
5762 int key_nr = element - EL_EM_KEY1;
5763 int graphic = el2edimg(EL_KEY1 + key_nr);
5766 player->key[key_nr] = TRUE;
5767 RaiseScoreElement(element);
5768 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5770 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5772 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
5776 case EL_ROBOT_WHEEL:
5777 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
5780 DrawLevelField(x, y);
5781 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
5785 case EL_SP_TERMINAL:
5789 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
5791 for (yy=0; yy<lev_fieldy; yy++)
5793 for (xx=0; xx<lev_fieldx; xx++)
5795 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
5797 else if (Feld[xx][yy] == EL_SP_TERMINAL)
5798 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
5806 case EL_CONVEYOR_BELT1_SWITCH_LEFT:
5807 case EL_CONVEYOR_BELT1_SWITCH_MIDDLE:
5808 case EL_CONVEYOR_BELT1_SWITCH_RIGHT:
5809 case EL_CONVEYOR_BELT2_SWITCH_LEFT:
5810 case EL_CONVEYOR_BELT2_SWITCH_MIDDLE:
5811 case EL_CONVEYOR_BELT2_SWITCH_RIGHT:
5812 case EL_CONVEYOR_BELT3_SWITCH_LEFT:
5813 case EL_CONVEYOR_BELT3_SWITCH_MIDDLE:
5814 case EL_CONVEYOR_BELT3_SWITCH_RIGHT:
5815 case EL_CONVEYOR_BELT4_SWITCH_LEFT:
5816 case EL_CONVEYOR_BELT4_SWITCH_MIDDLE:
5817 case EL_CONVEYOR_BELT4_SWITCH_RIGHT:
5818 if (!player->Switching)
5820 player->Switching = TRUE;
5821 ToggleBeltSwitch(x, y);
5822 PlaySoundLevel(x, y, SND_CONVEYOR_BELT_SWITCH_ACTIVATING);
5827 case EL_SWITCHGATE_SWITCH_UP:
5828 case EL_SWITCHGATE_SWITCH_DOWN:
5829 if (!player->Switching)
5831 player->Switching = TRUE;
5832 ToggleSwitchgateSwitch(x, y);
5833 PlaySoundLevel(x, y, SND_SWITCHGATE_SWITCH_ACTIVATING);
5838 case EL_LIGHT_SWITCH:
5839 case EL_LIGHT_SWITCH_ACTIVE:
5840 if (!player->Switching)
5842 player->Switching = TRUE;
5843 ToggleLightSwitch(x, y);
5844 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
5845 SND_LIGHT_SWITCH_ACTIVATING :
5846 SND_LIGHT_SWITCH_DEACTIVATING);
5851 case EL_TIMEGATE_SWITCH:
5852 ActivateTimegateSwitch(x, y);
5853 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
5858 case EL_BALLOON_SEND_LEFT:
5859 case EL_BALLOON_SEND_RIGHT:
5860 case EL_BALLOON_SEND_UP:
5861 case EL_BALLOON_SEND_DOWN:
5862 case EL_BALLOON_SEND_ANY_DIRECTION:
5863 if (element == EL_BALLOON_SEND_ANY_DIRECTION)
5864 game.balloon_dir = move_direction;
5866 game.balloon_dir = (element == EL_BALLOON_SEND_LEFT ? MV_LEFT :
5867 element == EL_BALLOON_SEND_RIGHT ? MV_RIGHT :
5868 element == EL_BALLOON_SEND_UP ? MV_UP :
5869 element == EL_BALLOON_SEND_DOWN ? MV_DOWN :
5871 PlaySoundLevel(x, y, SND_BALLOON_SWITCH_ACTIVATING);
5876 /* the following elements cannot be pushed by "snapping" */
5879 case EL_DX_SUPABOMB:
5881 case EL_TIME_ORB_EMPTY:
5883 case EL_SP_DISK_ORANGE:
5885 if (mode == DF_SNAP)
5886 return MF_NO_ACTION;
5888 /* no "break" -- fall through to next case */
5890 /* the following elements can be pushed by "snapping" */
5893 return MF_NO_ACTION;
5895 player->Pushing = TRUE;
5897 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
5898 return MF_NO_ACTION;
5902 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
5903 return MF_NO_ACTION;
5906 if (player->push_delay == 0)
5907 player->push_delay = FrameCounter;
5909 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
5911 element != EL_SPRING)
5912 return MF_NO_ACTION;
5914 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
5915 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
5916 element != EL_SPRING)
5917 return MF_NO_ACTION;
5920 if (mode == DF_SNAP)
5922 InitMovingField(x, y, move_direction);
5923 ContinueMoving(x, y);
5928 Feld[x + dx][y + dy] = element;
5931 if (element == EL_SPRING)
5933 Feld[x + dx][y + dy] = EL_SPRING;
5934 MovDir[x + dx][y + dy] = move_direction;
5937 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
5939 DrawLevelField(x + dx, y + dy);
5940 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
5947 if (!player->key[element - EL_GATE1])
5948 return MF_NO_ACTION;
5955 if (!player->key[element - EL_GATE1_GRAY])
5956 return MF_NO_ACTION;
5963 if (!player->key[element - EL_EM_GATE1])
5964 return MF_NO_ACTION;
5965 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5966 return MF_NO_ACTION;
5968 /* automatically move to the next field with double speed */
5969 player->programmed_action = move_direction;
5970 DOUBLE_PLAYER_SPEED(player);
5972 PlaySoundLevel(x, y, SND_GATE_PASSING);
5975 case EL_EM_GATE1_GRAY:
5976 case EL_EM_GATE2_GRAY:
5977 case EL_EM_GATE3_GRAY:
5978 case EL_EM_GATE4_GRAY:
5979 if (!player->key[element - EL_EM_GATE1_GRAY])
5980 return MF_NO_ACTION;
5981 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5982 return MF_NO_ACTION;
5984 /* automatically move to the next field with double speed */
5985 player->programmed_action = move_direction;
5986 DOUBLE_PLAYER_SPEED(player);
5988 PlaySoundLevel(x, y, SND_GATE_PASSING);
5991 case EL_SWITCHGATE_OPEN:
5992 case EL_TIMEGATE_OPEN:
5993 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5994 return MF_NO_ACTION;
5996 /* automatically move to the next field with double speed */
5997 player->programmed_action = move_direction;
5998 DOUBLE_PLAYER_SPEED(player);
6000 PlaySoundLevelElementAction(x, y, element, ACTION_PASSING);
6003 case EL_SP_PORT1_LEFT:
6004 case EL_SP_PORT2_LEFT:
6005 case EL_SP_PORT1_RIGHT:
6006 case EL_SP_PORT2_RIGHT:
6007 case EL_SP_PORT1_UP:
6008 case EL_SP_PORT2_UP:
6009 case EL_SP_PORT1_DOWN:
6010 case EL_SP_PORT2_DOWN:
6015 element != EL_SP_PORT1_LEFT &&
6016 element != EL_SP_PORT2_LEFT &&
6017 element != EL_SP_PORT_X &&
6018 element != EL_SP_PORT_XY) ||
6020 element != EL_SP_PORT1_RIGHT &&
6021 element != EL_SP_PORT2_RIGHT &&
6022 element != EL_SP_PORT_X &&
6023 element != EL_SP_PORT_XY) ||
6025 element != EL_SP_PORT1_UP &&
6026 element != EL_SP_PORT2_UP &&
6027 element != EL_SP_PORT_Y &&
6028 element != EL_SP_PORT_XY) ||
6030 element != EL_SP_PORT1_DOWN &&
6031 element != EL_SP_PORT2_DOWN &&
6032 element != EL_SP_PORT_Y &&
6033 element != EL_SP_PORT_XY) ||
6034 !IN_LEV_FIELD(x + dx, y + dy) ||
6035 !IS_FREE(x + dx, y + dy))
6036 return MF_NO_ACTION;
6038 /* automatically move to the next field with double speed */
6039 player->programmed_action = move_direction;
6040 DOUBLE_PLAYER_SPEED(player);
6042 PlaySoundLevel(x, y, SND_SP_PORT_PASSING);
6046 case EL_TUBE_VERTICAL:
6047 case EL_TUBE_HORIZONTAL:
6048 case EL_TUBE_VERTICAL_LEFT:
6049 case EL_TUBE_VERTICAL_RIGHT:
6050 case EL_TUBE_HORIZONTAL_UP:
6051 case EL_TUBE_HORIZONTAL_DOWN:
6052 case EL_TUBE_LEFT_UP:
6053 case EL_TUBE_LEFT_DOWN:
6054 case EL_TUBE_RIGHT_UP:
6055 case EL_TUBE_RIGHT_DOWN:
6058 int tube_enter_directions[][2] =
6060 { EL_TUBE_ALL, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6061 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6062 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6063 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
6064 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
6065 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
6066 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
6067 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
6068 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
6069 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
6070 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
6071 { -1, MV_NO_MOVING }
6074 while (tube_enter_directions[i][0] != element)
6077 if (tube_enter_directions[i][0] == -1) /* should not happen */
6081 if (!(tube_enter_directions[i][1] & move_direction))
6082 return MF_NO_ACTION; /* tube has no opening in this direction */
6084 PlaySoundLevel(x, y, SND_TUBE_PASSING);
6088 case EL_EXIT_CLOSED:
6089 case EL_SP_EXIT_CLOSED:
6090 case EL_EXIT_OPENING:
6091 return MF_NO_ACTION;
6095 case EL_SP_EXIT_OPEN:
6096 if (mode == DF_SNAP)
6097 return MF_NO_ACTION;
6099 if (element == EL_EXIT_OPEN)
6100 PlaySoundLevel(x, y, SND_EXIT_PASSING);
6102 PlaySoundLevel(x, y, SND_SP_EXIT_PASSING);
6107 Feld[x][y] = EL_LAMP_ACTIVE;
6108 local_player->lights_still_needed--;
6109 DrawLevelField(x, y);
6110 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
6114 case EL_TIME_ORB_FULL:
6115 Feld[x][y] = EL_TIME_ORB_EMPTY;
6117 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_DEFAULT_SMALL);
6118 DrawLevelField(x, y);
6119 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MAX_RIGHT);
6123 case EL_SOKOBAN_FIELD_EMPTY:
6126 case EL_SOKOBAN_OBJECT:
6127 case EL_SOKOBAN_FIELD_FULL:
6129 case EL_SP_DISK_YELLOW:
6131 if (mode == DF_SNAP)
6132 return MF_NO_ACTION;
6134 player->Pushing = TRUE;
6136 if (!IN_LEV_FIELD(x+dx, y+dy)
6137 || (!IS_FREE(x+dx, y+dy)
6138 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FIELD_EMPTY
6139 || !IS_SB_ELEMENT(element))))
6140 return MF_NO_ACTION;
6144 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6145 return MF_NO_ACTION;
6147 else if (dy && real_dx)
6149 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
6150 return MF_NO_ACTION;
6153 if (player->push_delay == 0)
6154 player->push_delay = FrameCounter;
6156 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6157 !tape.playing && element != EL_BALLOON)
6158 return MF_NO_ACTION;
6160 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6161 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6162 element != EL_BALLOON)
6163 return MF_NO_ACTION;
6166 if (IS_SB_ELEMENT(element))
6168 if (element == EL_SOKOBAN_FIELD_FULL)
6170 Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
6171 local_player->sokobanfields_still_needed++;
6176 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FIELD_EMPTY)
6178 Feld[x+dx][y+dy] = EL_SOKOBAN_FIELD_FULL;
6179 local_player->sokobanfields_still_needed--;
6180 if (element == EL_SOKOBAN_OBJECT)
6181 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_FILLING);
6183 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6187 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJECT;
6188 if (element == EL_SOKOBAN_FIELD_FULL)
6189 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_EMPTYING);
6191 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6197 Feld[x+dx][y+dy] = element;
6198 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6201 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
6203 DrawLevelField(x, y);
6204 DrawLevelField(x + dx, y + dy);
6206 if (IS_SB_ELEMENT(element) &&
6207 local_player->sokobanfields_still_needed == 0 &&
6208 game.emulation == EMU_SOKOBAN)
6210 player->LevelSolved = player->GameOver = TRUE;
6211 PlaySoundLevel(x, y, SND_SOKOBAN_GAME_SOLVING);
6222 if (IS_PUSHABLE(element))
6224 if (mode == DF_SNAP)
6225 return MF_NO_ACTION;
6227 if (CAN_FALL(element) && dy)
6228 return MF_NO_ACTION;
6230 player->Pushing = TRUE;
6232 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6233 return MF_NO_ACTION;
6237 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6238 return MF_NO_ACTION;
6240 else if (dy && real_dx)
6242 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
6243 return MF_NO_ACTION;
6246 if (player->push_delay == 0)
6247 player->push_delay = FrameCounter;
6249 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6250 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
6251 return MF_NO_ACTION;
6254 Feld[x + dx][y + dy] = element;
6256 player->push_delay_value = 2 + RND(8);
6258 DrawLevelField(x + dx, y + dy);
6259 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6264 return MF_NO_ACTION;
6267 player->push_delay = 0;
6269 if (Feld[x][y] != element) /* really digged something */
6270 player->is_digging = TRUE;
6275 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
6277 int jx = player->jx, jy = player->jy;
6278 int x = jx + dx, y = jy + dy;
6280 if (!player->active || !IN_LEV_FIELD(x, y))
6288 if (player->MovPos == 0)
6289 player->Pushing = FALSE;
6291 player->snapped = FALSE;
6292 player->is_digging = FALSE;
6296 if (player->snapped)
6299 player->MovDir = (dx < 0 ? MV_LEFT :
6302 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6304 if (!DigField(player, x, y, 0, 0, DF_SNAP))
6307 player->snapped = TRUE;
6308 player->is_digging = FALSE;
6309 DrawLevelField(x, y);
6315 boolean PlaceBomb(struct PlayerInfo *player)
6317 int jx = player->jx, jy = player->jy;
6320 if (!player->active || player->MovPos)
6323 element = Feld[jx][jy];
6325 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
6326 IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
6329 if (element != EL_EMPTY)
6330 Store[jx][jy] = element;
6332 MovDelay[jx][jy] = 96;
6334 ResetGfxAnimation(jx, jy);
6335 ResetRandomAnimationValue(jx, jy);
6337 if (player->dynamite)
6339 Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
6342 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6343 FONT_DEFAULT_SMALL);
6344 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6346 if (game.emulation == EMU_SUPAPLEX)
6347 DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0);
6349 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0);
6352 PlaySoundLevel(jx, jy, SND_DYNAMITE_DROPPING);
6357 EL_DYNABOMB_PLAYER1_ACTIVE + (player->element_nr - EL_PLAYER1);
6358 player->dynabombs_left--;
6360 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6361 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
6363 PlaySoundLevel(jx, jy, SND_DYNABOMB_DROPPING);
6369 /* ------------------------------------------------------------------------- */
6370 /* game sound playing functions */
6371 /* ------------------------------------------------------------------------- */
6373 static int *loop_sound_frame = NULL;
6374 static int *loop_sound_volume = NULL;
6376 void InitPlaySoundLevel()
6378 int num_sounds = getSoundListSize();
6380 if (loop_sound_frame != NULL)
6381 free(loop_sound_frame);
6383 if (loop_sound_volume != NULL)
6384 free(loop_sound_volume);
6386 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
6387 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
6390 static void PlaySoundLevel(int x, int y, int nr)
6392 int sx = SCREENX(x), sy = SCREENY(y);
6393 int volume, stereo_position;
6394 int max_distance = 8;
6395 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
6397 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
6398 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
6401 if (!IN_LEV_FIELD(x, y) ||
6402 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
6403 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
6406 volume = SOUND_MAX_VOLUME;
6408 if (!IN_SCR_FIELD(sx, sy))
6410 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
6411 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
6413 volume -= volume * (dx > dy ? dx : dy) / max_distance;
6416 stereo_position = (SOUND_MAX_LEFT +
6417 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
6418 (SCR_FIELDX + 2 * max_distance));
6420 if (IS_LOOP_SOUND(nr))
6422 /* This assures that quieter loop sounds do not overwrite louder ones,
6423 while restarting sound volume comparison with each new game frame. */
6425 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
6428 loop_sound_volume[nr] = volume;
6429 loop_sound_frame[nr] = FrameCounter;
6432 PlaySoundExt(nr, volume, stereo_position, type);
6435 static void PlaySoundLevelNearest(int x, int y, int sound_action)
6437 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
6438 x > LEVELX(BX2) ? LEVELX(BX2) : x,
6439 y < LEVELY(BY1) ? LEVELY(BY1) :
6440 y > LEVELY(BY2) ? LEVELY(BY2) : y,
6444 static void PlaySoundLevelAction(int x, int y, int sound_action)
6446 PlaySoundLevelElementAction(x, y, Feld[x][y], sound_action);
6449 static void PlaySoundLevelElementAction(int x, int y, int element,
6452 int sound_effect = element_info[element].sound[sound_action];
6454 if (sound_effect != SND_UNDEFINED)
6455 PlaySoundLevel(x, y, sound_effect);
6458 void RaiseScore(int value)
6460 local_player->score += value;
6461 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
6462 FONT_DEFAULT_SMALL);
6465 void RaiseScoreElement(int element)
6471 case EL_EMERALD_YELLOW:
6472 case EL_EMERALD_RED:
6473 case EL_EMERALD_PURPLE:
6474 RaiseScore(level.score[SC_EDELSTEIN]);
6477 RaiseScore(level.score[SC_DIAMANT]);
6480 case EL_BD_BUTTERFLY:
6481 RaiseScore(level.score[SC_KAEFER]);
6485 RaiseScore(level.score[SC_FLIEGER]);
6488 case EL_DARK_YAMYAM:
6489 RaiseScore(level.score[SC_MAMPFER]);
6492 RaiseScore(level.score[SC_ROBOT]);
6495 RaiseScore(level.score[SC_PACMAN]);
6498 RaiseScore(level.score[SC_KOKOSNUSS]);
6501 RaiseScore(level.score[SC_DYNAMIT]);
6507 RaiseScore(level.score[SC_SCHLUESSEL]);
6514 void RequestQuitGame(boolean ask_if_really_quit)
6516 if (AllPlayersGone ||
6517 !ask_if_really_quit ||
6518 level_editor_test_game ||
6519 Request("Do you really want to quit the game ?",
6520 REQ_ASK | REQ_STAY_CLOSED))
6522 #if defined(PLATFORM_UNIX)
6523 if (options.network)
6524 SendToServer_StopPlaying();
6528 game_status = MAINMENU;
6534 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
6539 /* ---------- new game button stuff ---------------------------------------- */
6541 /* graphic position values for game buttons */
6542 #define GAME_BUTTON_XSIZE 30
6543 #define GAME_BUTTON_YSIZE 30
6544 #define GAME_BUTTON_XPOS 5
6545 #define GAME_BUTTON_YPOS 215
6546 #define SOUND_BUTTON_XPOS 5
6547 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
6549 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6550 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6551 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6552 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6553 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6554 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6561 } gamebutton_info[NUM_GAME_BUTTONS] =
6564 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
6569 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
6574 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
6579 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
6580 SOUND_CTRL_ID_MUSIC,
6581 "background music on/off"
6584 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
6585 SOUND_CTRL_ID_LOOPS,
6586 "sound loops on/off"
6589 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
6590 SOUND_CTRL_ID_SIMPLE,
6591 "normal sounds on/off"
6595 void CreateGameButtons()
6599 for (i=0; i<NUM_GAME_BUTTONS; i++)
6601 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
6602 struct GadgetInfo *gi;
6605 unsigned long event_mask;
6606 int gd_xoffset, gd_yoffset;
6607 int gd_x1, gd_x2, gd_y1, gd_y2;
6610 gd_xoffset = gamebutton_info[i].x;
6611 gd_yoffset = gamebutton_info[i].y;
6612 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
6613 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
6615 if (id == GAME_CTRL_ID_STOP ||
6616 id == GAME_CTRL_ID_PAUSE ||
6617 id == GAME_CTRL_ID_PLAY)
6619 button_type = GD_TYPE_NORMAL_BUTTON;
6621 event_mask = GD_EVENT_RELEASED;
6622 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6623 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6627 button_type = GD_TYPE_CHECK_BUTTON;
6629 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
6630 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
6631 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
6632 event_mask = GD_EVENT_PRESSED;
6633 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
6634 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6637 gi = CreateGadget(GDI_CUSTOM_ID, id,
6638 GDI_INFO_TEXT, gamebutton_info[i].infotext,
6639 GDI_X, DX + gd_xoffset,
6640 GDI_Y, DY + gd_yoffset,
6641 GDI_WIDTH, GAME_BUTTON_XSIZE,
6642 GDI_HEIGHT, GAME_BUTTON_YSIZE,
6643 GDI_TYPE, button_type,
6644 GDI_STATE, GD_BUTTON_UNPRESSED,
6645 GDI_CHECKED, checked,
6646 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
6647 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
6648 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
6649 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
6650 GDI_EVENT_MASK, event_mask,
6651 GDI_CALLBACK_ACTION, HandleGameButtons,
6655 Error(ERR_EXIT, "cannot create gadget");
6657 game_gadget[id] = gi;
6661 void FreeGameButtons()
6665 for (i=0; i<NUM_GAME_BUTTONS; i++)
6666 FreeGadget(game_gadget[i]);
6669 static void MapGameButtons()
6673 for (i=0; i<NUM_GAME_BUTTONS; i++)
6674 MapGadget(game_gadget[i]);
6677 void UnmapGameButtons()
6681 for (i=0; i<NUM_GAME_BUTTONS; i++)
6682 UnmapGadget(game_gadget[i]);
6685 static void HandleGameButtons(struct GadgetInfo *gi)
6687 int id = gi->custom_id;
6689 if (game_status != PLAYING)
6694 case GAME_CTRL_ID_STOP:
6695 RequestQuitGame(TRUE);
6698 case GAME_CTRL_ID_PAUSE:
6699 if (options.network)
6701 #if defined(PLATFORM_UNIX)
6703 SendToServer_ContinuePlaying();
6705 SendToServer_PausePlaying();
6709 TapeTogglePause(TAPE_TOGGLE_MANUAL);
6712 case GAME_CTRL_ID_PLAY:
6715 #if defined(PLATFORM_UNIX)
6716 if (options.network)
6717 SendToServer_ContinuePlaying();
6721 tape.pausing = FALSE;
6722 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
6727 case SOUND_CTRL_ID_MUSIC:
6728 if (setup.sound_music)
6730 setup.sound_music = FALSE;
6733 else if (audio.music_available)
6735 setup.sound = setup.sound_music = TRUE;
6736 PlayMusic(level_nr);
6740 case SOUND_CTRL_ID_LOOPS:
6741 if (setup.sound_loops)
6742 setup.sound_loops = FALSE;
6743 else if (audio.loops_available)
6744 setup.sound = setup.sound_loops = TRUE;
6747 case SOUND_CTRL_ID_SIMPLE:
6748 if (setup.sound_simple)
6749 setup.sound_simple = FALSE;
6750 else if (audio.sound_available)
6751 setup.sound = setup.sound_simple = TRUE;