1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MoveFigure() */
36 #define MF_NO_ACTION 0
40 /* for ScrollFigure() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_NO_EXPLOSION 0
51 /* special positions in the game control window (relative to control window) */
54 #define XX_EMERALDS 29
55 #define YY_EMERALDS 54
56 #define XX_DYNAMITE 29
57 #define YY_DYNAMITE 89
65 /* special positions in the game control window (relative to main window) */
66 #define DX_LEVEL (DX + XX_LEVEL)
67 #define DY_LEVEL (DY + YY_LEVEL)
68 #define DX_EMERALDS (DX + XX_EMERALDS)
69 #define DY_EMERALDS (DY + YY_EMERALDS)
70 #define DX_DYNAMITE (DX + XX_DYNAMITE)
71 #define DY_DYNAMITE (DY + YY_DYNAMITE)
72 #define DX_KEYS (DX + XX_KEYS)
73 #define DY_KEYS (DY + YY_KEYS)
74 #define DX_SCORE (DX + XX_SCORE)
75 #define DY_SCORE (DY + YY_SCORE)
76 #define DX_TIME (DX + XX_TIME)
77 #define DY_TIME (DY + YY_TIME)
79 /* values for initial player move delay (initial delay counter value) */
80 #define INITIAL_MOVE_DELAY_OFF -1
81 #define INITIAL_MOVE_DELAY_ON 0
83 /* values for player movement speed (which is in fact a delay value) */
84 #define MOVE_DELAY_NORMAL_SPEED 8
85 #define MOVE_DELAY_HIGH_SPEED 4
87 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
88 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
89 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
90 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
92 #define INIT_GFX_RANDOM() (SimpleRND(1000000))
94 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
95 RND(element_info[e].push_delay_random))
96 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
97 RND(element_info[e].move_delay_random))
99 /* game button identifiers */
100 #define GAME_CTRL_ID_STOP 0
101 #define GAME_CTRL_ID_PAUSE 1
102 #define GAME_CTRL_ID_PLAY 2
103 #define SOUND_CTRL_ID_MUSIC 3
104 #define SOUND_CTRL_ID_LOOPS 4
105 #define SOUND_CTRL_ID_SIMPLE 5
107 #define NUM_GAME_BUTTONS 6
110 /* forward declaration for internal use */
112 static void InitBeltMovement(void);
113 static void CloseAllOpenTimegates(void);
114 static void CheckGravityMovement(struct PlayerInfo *);
115 static void KillHeroUnlessProtected(int, int);
117 static void PlaySoundLevel(int, int, int);
118 static void PlaySoundLevelNearest(int, int, int);
119 static void PlaySoundLevelAction(int, int, int);
120 static void PlaySoundLevelElementAction(int, int, int, int);
121 static void PlaySoundLevelActionIfLoop(int, int, int);
122 static void StopSoundLevelActionIfLoop(int, int, int);
124 static void MapGameButtons();
125 static void HandleGameButtons(struct GadgetInfo *);
127 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
130 /* ------------------------------------------------------------------------- */
131 /* definition of elements that automatically change to other elements after */
132 /* a specified time, eventually calling a function when changing */
133 /* ------------------------------------------------------------------------- */
135 /* forward declaration for changer functions */
136 static void InitBuggyBase(int x, int y);
137 static void WarnBuggyBase(int x, int y);
139 static void InitTrap(int x, int y);
140 static void ActivateTrap(int x, int y);
141 static void ChangeActiveTrap(int x, int y);
143 static void InitRobotWheel(int x, int y);
144 static void RunRobotWheel(int x, int y);
145 static void StopRobotWheel(int x, int y);
147 static void InitTimegateWheel(int x, int y);
148 static void RunTimegateWheel(int x, int y);
150 struct ChangingElementInfo
155 void (*pre_change_function)(int x, int y);
156 void (*change_function)(int x, int y);
157 void (*post_change_function)(int x, int y);
160 static struct ChangingElementInfo changing_element_list[] =
187 EL_SWITCHGATE_OPENING,
195 EL_SWITCHGATE_CLOSING,
196 EL_SWITCHGATE_CLOSED,
228 EL_ACID_SPLASH_RIGHT,
237 EL_SP_BUGGY_BASE_ACTIVATING,
244 EL_SP_BUGGY_BASE_ACTIVATING,
245 EL_SP_BUGGY_BASE_ACTIVE,
252 EL_SP_BUGGY_BASE_ACTIVE,
276 EL_ROBOT_WHEEL_ACTIVE,
284 EL_TIMEGATE_SWITCH_ACTIVE,
302 static struct ChangingElementInfo changing_element[MAX_NUM_ELEMENTS];
304 #define IS_AUTO_CHANGING(e) (changing_element[e].base_element != EL_UNDEFINED)
307 void GetPlayerConfig()
309 if (!audio.sound_available)
312 if (!audio.loops_available)
313 setup.sound_loops = FALSE;
315 if (!audio.music_available)
316 setup.sound_music = FALSE;
318 if (!video.fullscreen_available)
319 setup.fullscreen = FALSE;
321 setup.sound_simple = setup.sound;
323 SetAudioMode(setup.sound);
327 static int getBeltNrFromBeltElement(int element)
329 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
330 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
331 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
334 static int getBeltNrFromBeltActiveElement(int element)
336 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
337 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
338 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
341 static int getBeltNrFromBeltSwitchElement(int element)
343 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
344 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
345 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
348 static int getBeltDirNrFromBeltSwitchElement(int element)
350 static int belt_base_element[4] =
352 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
353 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
354 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
355 EL_CONVEYOR_BELT_4_SWITCH_LEFT
358 int belt_nr = getBeltNrFromBeltSwitchElement(element);
359 int belt_dir_nr = element - belt_base_element[belt_nr];
361 return (belt_dir_nr % 3);
364 static int getBeltDirFromBeltSwitchElement(int element)
366 static int belt_move_dir[3] =
373 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
375 return belt_move_dir[belt_dir_nr];
378 static void InitField(int x, int y, boolean init_game)
380 int element = Feld[x][y];
387 if (stored_player[0].present)
389 Feld[x][y] = EL_SP_MURPHY_CLONE;
394 stored_player[0].use_murphy_graphic = TRUE;
397 Feld[x][y] = EL_PLAYER_1;
406 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
407 int jx = player->jx, jy = player->jy;
409 player->present = TRUE;
411 if (!options.network || player->connected)
413 player->active = TRUE;
415 /* remove potentially duplicate players */
416 if (StorePlayer[jx][jy] == Feld[x][y])
417 StorePlayer[jx][jy] = 0;
419 StorePlayer[x][y] = Feld[x][y];
423 printf("Player %d activated.\n", player->element_nr);
424 printf("[Local player is %d and currently %s.]\n",
425 local_player->element_nr,
426 local_player->active ? "active" : "not active");
430 Feld[x][y] = EL_EMPTY;
431 player->jx = player->last_jx = x;
432 player->jy = player->last_jy = y;
437 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
438 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
439 else if (x > 0 && Feld[x-1][y] == EL_ACID)
440 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
441 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
442 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
443 else if (y > 0 && Feld[x][y-1] == EL_ACID)
444 Feld[x][y] = EL_ACID_POOL_BOTTOM;
445 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
446 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
454 case EL_SPACESHIP_RIGHT:
455 case EL_SPACESHIP_UP:
456 case EL_SPACESHIP_LEFT:
457 case EL_SPACESHIP_DOWN:
459 case EL_BD_BUTTERFLY_RIGHT:
460 case EL_BD_BUTTERFLY_UP:
461 case EL_BD_BUTTERFLY_LEFT:
462 case EL_BD_BUTTERFLY_DOWN:
463 case EL_BD_BUTTERFLY:
464 case EL_BD_FIREFLY_RIGHT:
465 case EL_BD_FIREFLY_UP:
466 case EL_BD_FIREFLY_LEFT:
467 case EL_BD_FIREFLY_DOWN:
469 case EL_PACMAN_RIGHT:
493 if (y == lev_fieldy - 1)
495 Feld[x][y] = EL_AMOEBA_GROWING;
496 Store[x][y] = EL_AMOEBA_WET;
500 case EL_DYNAMITE_ACTIVE:
505 local_player->lights_still_needed++;
508 case EL_SOKOBAN_FIELD_EMPTY:
509 local_player->sokobanfields_still_needed++;
513 local_player->friends_still_needed++;
518 MovDir[x][y] = 1 << RND(4);
522 Feld[x][y] = EL_EMPTY;
525 case EL_EM_KEY_1_FILE:
526 Feld[x][y] = EL_EM_KEY_1;
528 case EL_EM_KEY_2_FILE:
529 Feld[x][y] = EL_EM_KEY_2;
531 case EL_EM_KEY_3_FILE:
532 Feld[x][y] = EL_EM_KEY_3;
534 case EL_EM_KEY_4_FILE:
535 Feld[x][y] = EL_EM_KEY_4;
538 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
539 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
540 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
541 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
542 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
543 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
544 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
545 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
546 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
547 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
548 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
549 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
552 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
553 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
554 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
556 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
558 game.belt_dir[belt_nr] = belt_dir;
559 game.belt_dir_nr[belt_nr] = belt_dir_nr;
561 else /* more than one switch -- set it like the first switch */
563 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
568 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
570 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
573 case EL_LIGHT_SWITCH_ACTIVE:
575 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
579 if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
585 void DrawGameDoorValues()
589 for (i=0; i<MAX_PLAYERS; i++)
591 if (stored_player[i].key[j])
592 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
593 el2edimg(EL_KEY_1 + j));
595 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
596 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
597 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
598 int2str(local_player->dynamite, 3), FONT_TEXT_2);
599 DrawText(DX + XX_SCORE, DY + YY_SCORE,
600 int2str(local_player->score, 5), FONT_TEXT_2);
601 DrawText(DX + XX_TIME, DY + YY_TIME,
602 int2str(TimeLeft, 3), FONT_TEXT_2);
607 =============================================================================
609 -----------------------------------------------------------------------------
610 initialize game engine due to level / tape version number
611 =============================================================================
614 static void InitGameEngine()
618 /* set game engine from tape file when re-playing, else from level file */
619 game.engine_version = (tape.playing ? tape.engine_version :
622 /* dynamically adjust element properties according to game engine version */
623 InitElementPropertiesEngine(game.engine_version);
626 printf("level %d: level version == %06d\n", level_nr, level.game_version);
627 printf(" tape version == %06d [%s] [file: %06d]\n",
628 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
630 printf(" => game.engine_version == %06d\n", game.engine_version);
633 /* dynamically adjust player properties according to game engine version */
634 game.initial_move_delay =
635 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
636 INITIAL_MOVE_DELAY_OFF);
638 /* dynamically adjust player properties according to level information */
639 game.initial_move_delay_value =
640 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
642 /* initialize changing elements information */
643 for (i=0; i<MAX_NUM_ELEMENTS; i++)
645 changing_element[i].base_element = EL_UNDEFINED;
646 changing_element[i].next_element = EL_UNDEFINED;
647 changing_element[i].change_delay = -1;
648 changing_element[i].pre_change_function = NULL;
649 changing_element[i].change_function = NULL;
650 changing_element[i].post_change_function = NULL;
653 /* add changing elements from pre-defined list */
655 while (changing_element_list[i].base_element != EL_UNDEFINED)
657 struct ChangingElementInfo *ce = &changing_element_list[i];
658 int element = ce->base_element;
660 changing_element[element].base_element = ce->base_element;
661 changing_element[element].next_element = ce->next_element;
662 changing_element[element].change_delay = ce->change_delay;
663 changing_element[element].pre_change_function = ce->pre_change_function;
664 changing_element[element].change_function = ce->change_function;
665 changing_element[element].post_change_function = ce->post_change_function;
670 /* add changing elements from custom element configuration */
671 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
673 int element = EL_CUSTOM_START + i;
674 struct ElementChangeInfo *change = &element_info[element].change;
676 /* only add custom elements that change after fixed/random frame delay */
677 if (!CAN_CHANGE(element) || !HAS_CHANGE_EVENT(element, CE_DELAY))
680 changing_element[element].base_element = element;
681 changing_element[element].next_element = change->successor;
682 changing_element[element].change_delay = (change->delay_fixed *
683 change->delay_frames);
689 =============================================================================
691 -----------------------------------------------------------------------------
692 initialize and start new game
693 =============================================================================
698 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
699 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
700 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
707 #if USE_NEW_AMOEBA_CODE
708 printf("Using new amoeba code.\n");
710 printf("Using old amoeba code.\n");
715 /* don't play tapes over network */
716 network_playing = (options.network && !tape.playing);
718 for (i=0; i<MAX_PLAYERS; i++)
720 struct PlayerInfo *player = &stored_player[i];
722 player->index_nr = i;
723 player->element_nr = EL_PLAYER_1 + i;
725 player->present = FALSE;
726 player->active = FALSE;
729 player->effective_action = 0;
730 player->programmed_action = 0;
733 player->gems_still_needed = level.gems_needed;
734 player->sokobanfields_still_needed = 0;
735 player->lights_still_needed = 0;
736 player->friends_still_needed = 0;
739 player->key[j] = FALSE;
741 player->dynamite = 0;
742 player->dynabomb_count = 0;
743 player->dynabomb_size = 1;
744 player->dynabombs_left = 0;
745 player->dynabomb_xl = FALSE;
747 player->MovDir = MV_NO_MOVING;
749 player->Pushing = FALSE;
750 player->Switching = FALSE;
752 player->GfxDir = MV_NO_MOVING;
753 player->GfxAction = ACTION_DEFAULT;
755 player->StepFrame = 0;
757 player->use_murphy_graphic = FALSE;
758 player->use_disk_red_graphic = FALSE;
760 player->actual_frame_counter = 0;
762 player->last_move_dir = MV_NO_MOVING;
763 player->is_moving = FALSE;
765 player->is_moving = FALSE;
766 player->is_waiting = FALSE;
767 player->is_digging = FALSE;
768 player->is_collecting = FALSE;
770 player->move_delay = game.initial_move_delay;
771 player->move_delay_value = game.initial_move_delay_value;
773 player->push_delay = 0;
774 player->push_delay_value = 5;
776 player->snapped = FALSE;
778 player->last_jx = player->last_jy = 0;
779 player->jx = player->jy = 0;
781 player->shield_normal_time_left = 0;
782 player->shield_deadly_time_left = 0;
784 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
785 SnapField(player, 0, 0);
787 player->LevelSolved = FALSE;
788 player->GameOver = FALSE;
791 network_player_action_received = FALSE;
793 #if defined(PLATFORM_UNIX)
794 /* initial null action */
796 SendToServer_MovePlayer(MV_NO_MOVING);
804 TimeLeft = level.time;
806 ScreenMovDir = MV_NO_MOVING;
810 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
812 AllPlayersGone = FALSE;
814 game.yamyam_content_nr = 0;
815 game.magic_wall_active = FALSE;
816 game.magic_wall_time_left = 0;
817 game.light_time_left = 0;
818 game.timegate_time_left = 0;
819 game.switchgate_pos = 0;
820 game.balloon_dir = MV_NO_MOVING;
821 game.explosions_delayed = TRUE;
825 game.belt_dir[i] = MV_NO_MOVING;
826 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
829 for (i=0; i<MAX_NUM_AMOEBA; i++)
830 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
832 for (x=0; x<lev_fieldx; x++)
834 for (y=0; y<lev_fieldy; y++)
836 Feld[x][y] = Ur[x][y];
837 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
838 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
840 JustStopped[x][y] = 0;
842 ExplodePhase[x][y] = 0;
843 ExplodeField[x][y] = EX_NO_EXPLOSION;
846 GfxAction[x][y] = ACTION_DEFAULT;
847 GfxRandom[x][y] = INIT_GFX_RANDOM();
848 GfxElement[x][y] = EL_UNDEFINED;
852 for(y=0; y<lev_fieldy; y++)
854 for(x=0; x<lev_fieldx; x++)
856 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
858 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
860 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
863 InitField(x, y, TRUE);
869 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
870 emulate_sb ? EMU_SOKOBAN :
871 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
873 /* correct non-moving belts to start moving left */
875 if (game.belt_dir[i] == MV_NO_MOVING)
876 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
878 /* check if any connected player was not found in playfield */
879 for (i=0; i<MAX_PLAYERS; i++)
881 struct PlayerInfo *player = &stored_player[i];
883 if (player->connected && !player->present)
885 for (j=0; j<MAX_PLAYERS; j++)
887 struct PlayerInfo *some_player = &stored_player[j];
888 int jx = some_player->jx, jy = some_player->jy;
890 /* assign first free player found that is present in the playfield */
891 if (some_player->present && !some_player->connected)
893 player->present = TRUE;
894 player->active = TRUE;
895 some_player->present = FALSE;
897 StorePlayer[jx][jy] = player->element_nr;
898 player->jx = player->last_jx = jx;
899 player->jy = player->last_jy = jy;
909 /* when playing a tape, eliminate all players who do not participate */
911 for (i=0; i<MAX_PLAYERS; i++)
913 if (stored_player[i].active && !tape.player_participates[i])
915 struct PlayerInfo *player = &stored_player[i];
916 int jx = player->jx, jy = player->jy;
918 player->active = FALSE;
919 StorePlayer[jx][jy] = 0;
920 Feld[jx][jy] = EL_EMPTY;
924 else if (!options.network && !setup.team_mode) /* && !tape.playing */
926 /* when in single player mode, eliminate all but the first active player */
928 for (i=0; i<MAX_PLAYERS; i++)
930 if (stored_player[i].active)
932 for (j=i+1; j<MAX_PLAYERS; j++)
934 if (stored_player[j].active)
936 struct PlayerInfo *player = &stored_player[j];
937 int jx = player->jx, jy = player->jy;
939 player->active = FALSE;
940 StorePlayer[jx][jy] = 0;
941 Feld[jx][jy] = EL_EMPTY;
948 /* when recording the game, store which players take part in the game */
951 for (i=0; i<MAX_PLAYERS; i++)
952 if (stored_player[i].active)
953 tape.player_participates[i] = TRUE;
958 for (i=0; i<MAX_PLAYERS; i++)
960 struct PlayerInfo *player = &stored_player[i];
962 printf("Player %d: present == %d, connected == %d, active == %d.\n",
967 if (local_player == player)
968 printf("Player %d is local player.\n", i+1);
972 if (BorderElement == EL_EMPTY)
975 SBX_Right = lev_fieldx - SCR_FIELDX;
977 SBY_Lower = lev_fieldy - SCR_FIELDY;
982 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
984 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
987 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
988 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
990 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
991 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
994 scroll_y = SBY_Upper;
995 if (local_player->jx >= SBX_Left + MIDPOSX)
996 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
997 local_player->jx - MIDPOSX :
999 if (local_player->jy >= SBY_Upper + MIDPOSY)
1000 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
1001 local_player->jy - MIDPOSY :
1004 CloseDoor(DOOR_CLOSE_1);
1009 /* after drawing the level, correct some elements */
1010 if (game.timegate_time_left == 0)
1011 CloseAllOpenTimegates();
1013 if (setup.soft_scrolling)
1014 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
1016 redraw_mask |= REDRAW_FROM_BACKBUFFER;
1019 /* copy default game door content to main double buffer */
1020 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
1021 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
1024 DrawText(DX + XX_LEVEL, DY + YY_LEVEL, int2str(level_nr, 2), FONT_TEXT_2);
1027 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
1028 int2str(level_nr, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
1029 BlitBitmap(drawto, drawto,
1030 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
1031 getFontWidth(FONT_LEVEL_NUMBER) * 3,
1032 getFontHeight(FONT_LEVEL_NUMBER) - 1,
1033 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
1036 DrawGameDoorValues();
1040 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
1041 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
1042 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
1046 /* copy actual game door content to door double buffer for OpenDoor() */
1047 BlitBitmap(drawto, bitmap_db_door,
1048 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
1050 OpenDoor(DOOR_OPEN_ALL);
1052 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
1053 if (setup.sound_music)
1054 PlayMusic(level_nr);
1056 KeyboardAutoRepeatOffUnlessAutoplay();
1061 printf("Player %d %sactive.\n",
1062 i + 1, (stored_player[i].active ? "" : "not "));
1066 void InitMovDir(int x, int y)
1068 int i, element = Feld[x][y];
1069 static int xy[4][2] =
1076 static int direction[3][4] =
1078 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1079 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1080 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1089 Feld[x][y] = EL_BUG;
1090 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
1093 case EL_SPACESHIP_RIGHT:
1094 case EL_SPACESHIP_UP:
1095 case EL_SPACESHIP_LEFT:
1096 case EL_SPACESHIP_DOWN:
1097 Feld[x][y] = EL_SPACESHIP;
1098 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
1101 case EL_BD_BUTTERFLY_RIGHT:
1102 case EL_BD_BUTTERFLY_UP:
1103 case EL_BD_BUTTERFLY_LEFT:
1104 case EL_BD_BUTTERFLY_DOWN:
1105 Feld[x][y] = EL_BD_BUTTERFLY;
1106 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
1109 case EL_BD_FIREFLY_RIGHT:
1110 case EL_BD_FIREFLY_UP:
1111 case EL_BD_FIREFLY_LEFT:
1112 case EL_BD_FIREFLY_DOWN:
1113 Feld[x][y] = EL_BD_FIREFLY;
1114 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1117 case EL_PACMAN_RIGHT:
1119 case EL_PACMAN_LEFT:
1120 case EL_PACMAN_DOWN:
1121 Feld[x][y] = EL_PACMAN;
1122 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1125 case EL_SP_SNIKSNAK:
1126 MovDir[x][y] = MV_UP;
1129 case EL_SP_ELECTRON:
1130 MovDir[x][y] = MV_LEFT;
1137 Feld[x][y] = EL_MOLE;
1138 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1142 if (IS_CUSTOM_ELEMENT(element))
1144 if (element_info[element].move_direction_initial != MV_NO_MOVING)
1145 MovDir[x][y] = element_info[element].move_direction_initial;
1146 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS)
1147 MovDir[x][y] = 1 << RND(4);
1148 else if (element_info[element].move_pattern == MV_HORIZONTAL)
1149 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
1150 else if (element_info[element].move_pattern == MV_VERTICAL)
1151 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
1152 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
1153 MovDir[x][y] = element_info[element].move_pattern;
1154 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE ||
1155 element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1159 int x1 = x + xy[i][0];
1160 int y1 = y + xy[i][1];
1162 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1164 if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1165 MovDir[x][y] = direction[0][i];
1167 MovDir[x][y] = direction[1][i];
1176 MovDir[x][y] = 1 << RND(4);
1178 if (element != EL_BUG &&
1179 element != EL_SPACESHIP &&
1180 element != EL_BD_BUTTERFLY &&
1181 element != EL_BD_FIREFLY)
1186 int x1 = x + xy[i][0];
1187 int y1 = y + xy[i][1];
1189 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1191 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1193 MovDir[x][y] = direction[0][i];
1196 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1197 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1199 MovDir[x][y] = direction[1][i];
1209 void InitAmoebaNr(int x, int y)
1212 int group_nr = AmoebeNachbarNr(x, y);
1216 for (i=1; i<MAX_NUM_AMOEBA; i++)
1218 if (AmoebaCnt[i] == 0)
1226 AmoebaNr[x][y] = group_nr;
1227 AmoebaCnt[group_nr]++;
1228 AmoebaCnt2[group_nr]++;
1234 boolean raise_level = FALSE;
1236 if (local_player->MovPos)
1239 if (tape.playing && tape.auto_play)
1240 tape.auto_play_level_solved = TRUE;
1242 local_player->LevelSolved = FALSE;
1244 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
1248 if (!tape.playing && setup.sound_loops)
1249 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1250 SND_CTRL_PLAY_LOOP);
1252 while (TimeLeft > 0)
1254 if (!tape.playing && !setup.sound_loops)
1255 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1256 if (TimeLeft > 0 && !(TimeLeft % 10))
1257 RaiseScore(level.score[SC_TIME_BONUS]);
1258 if (TimeLeft > 100 && !(TimeLeft % 10))
1262 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
1269 if (!tape.playing && setup.sound_loops)
1270 StopSound(SND_GAME_LEVELTIME_BONUS);
1272 else if (level.time == 0) /* level without time limit */
1274 if (!tape.playing && setup.sound_loops)
1275 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1276 SND_CTRL_PLAY_LOOP);
1278 while (TimePlayed < 999)
1280 if (!tape.playing && !setup.sound_loops)
1281 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1282 if (TimePlayed < 999 && !(TimePlayed % 10))
1283 RaiseScore(level.score[SC_TIME_BONUS]);
1284 if (TimePlayed < 900 && !(TimePlayed % 10))
1288 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
1295 if (!tape.playing && setup.sound_loops)
1296 StopSound(SND_GAME_LEVELTIME_BONUS);
1299 /* Hero disappears */
1300 DrawLevelField(ExitX, ExitY);
1306 CloseDoor(DOOR_CLOSE_1);
1311 SaveTape(tape.level_nr); /* Ask to save tape */
1314 if (level_nr == leveldir_current->handicap_level)
1316 leveldir_current->handicap_level++;
1317 SaveLevelSetup_SeriesInfo();
1320 if (level_editor_test_game)
1321 local_player->score = -1; /* no highscore when playing from editor */
1322 else if (level_nr < leveldir_current->last_level)
1323 raise_level = TRUE; /* advance to next level */
1325 if ((hi_pos = NewHiScore()) >= 0)
1327 game_status = GAME_MODE_SCORES;
1328 DrawHallOfFame(hi_pos);
1337 game_status = GAME_MODE_MAIN;
1354 LoadScore(level_nr);
1356 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1357 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1360 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1362 if (local_player->score > highscore[k].Score)
1364 /* player has made it to the hall of fame */
1366 if (k < MAX_SCORE_ENTRIES - 1)
1368 int m = MAX_SCORE_ENTRIES - 1;
1371 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1372 if (!strcmp(setup.player_name, highscore[l].Name))
1374 if (m == k) /* player's new highscore overwrites his old one */
1380 strcpy(highscore[l].Name, highscore[l - 1].Name);
1381 highscore[l].Score = highscore[l - 1].Score;
1388 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1389 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1390 highscore[k].Score = local_player->score;
1396 else if (!strncmp(setup.player_name, highscore[k].Name,
1397 MAX_PLAYER_NAME_LEN))
1398 break; /* player already there with a higher score */
1404 SaveScore(level_nr);
1409 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
1411 if (player->GfxAction != action || player->GfxDir != dir)
1414 printf("Player frame reset! (%d => %d, %d => %d)\n",
1415 player->GfxAction, action, player->GfxDir, dir);
1418 player->GfxAction = action;
1419 player->GfxDir = dir;
1421 player->StepFrame = 0;
1425 static void ResetRandomAnimationValue(int x, int y)
1427 GfxRandom[x][y] = INIT_GFX_RANDOM();
1430 static void ResetGfxAnimation(int x, int y)
1433 GfxAction[x][y] = ACTION_DEFAULT;
1436 void InitMovingField(int x, int y, int direction)
1438 int element = Feld[x][y];
1439 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1440 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1442 if (!JustStopped[x][y] || direction != MovDir[x][y])
1443 ResetGfxAnimation(x, y);
1445 MovDir[newx][newy] = MovDir[x][y] = direction;
1447 if (Feld[newx][newy] == EL_EMPTY)
1448 Feld[newx][newy] = EL_BLOCKED;
1450 if (direction == MV_DOWN && CAN_FALL(element))
1451 GfxAction[x][y] = ACTION_FALLING;
1453 GfxAction[x][y] = ACTION_MOVING;
1455 GfxFrame[newx][newy] = GfxFrame[x][y];
1456 GfxAction[newx][newy] = GfxAction[x][y];
1457 GfxRandom[newx][newy] = GfxRandom[x][y];
1460 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1462 int direction = MovDir[x][y];
1463 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1464 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1470 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1472 int oldx = x, oldy = y;
1473 int direction = MovDir[x][y];
1475 if (direction == MV_LEFT)
1477 else if (direction == MV_RIGHT)
1479 else if (direction == MV_UP)
1481 else if (direction == MV_DOWN)
1484 *comes_from_x = oldx;
1485 *comes_from_y = oldy;
1488 int MovingOrBlocked2Element(int x, int y)
1490 int element = Feld[x][y];
1492 if (element == EL_BLOCKED)
1496 Blocked2Moving(x, y, &oldx, &oldy);
1497 return Feld[oldx][oldy];
1503 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1505 /* like MovingOrBlocked2Element(), but if element is moving
1506 and (x,y) is the field the moving element is just leaving,
1507 return EL_BLOCKED instead of the element value */
1508 int element = Feld[x][y];
1510 if (IS_MOVING(x, y))
1512 if (element == EL_BLOCKED)
1516 Blocked2Moving(x, y, &oldx, &oldy);
1517 return Feld[oldx][oldy];
1526 static void RemoveField(int x, int y)
1528 Feld[x][y] = EL_EMPTY;
1529 GfxElement[x][y] = EL_UNDEFINED;
1535 void RemoveMovingField(int x, int y)
1537 int oldx = x, oldy = y, newx = x, newy = y;
1539 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1542 if (IS_MOVING(x, y))
1544 Moving2Blocked(x, y, &newx, &newy);
1545 if (Feld[newx][newy] != EL_BLOCKED)
1548 else if (Feld[x][y] == EL_BLOCKED)
1550 Blocked2Moving(x, y, &oldx, &oldy);
1551 if (!IS_MOVING(oldx, oldy))
1555 if (Feld[x][y] == EL_BLOCKED &&
1556 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1557 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1558 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1559 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
1560 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1562 Feld[oldx][oldy] = EL_EMPTY;
1564 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1566 Feld[newx][newy] = EL_EMPTY;
1567 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1568 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1569 GfxAction[oldx][oldy] = GfxAction[newx][newy] = ACTION_DEFAULT;
1571 DrawLevelField(oldx, oldy);
1572 DrawLevelField(newx, newy);
1575 void DrawDynamite(int x, int y)
1577 int sx = SCREENX(x), sy = SCREENY(y);
1578 int graphic = el2img(Feld[x][y]);
1581 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1584 if (IS_WALKABLE_INSIDE(Back[x][y]))
1588 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
1589 else if (Store[x][y])
1590 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
1592 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
1595 if (Back[x][y] || Store[x][y])
1596 DrawGraphicThruMask(sx, sy, graphic, frame);
1598 DrawGraphic(sx, sy, graphic, frame);
1600 if (game.emulation == EMU_SUPAPLEX)
1601 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
1602 else if (Store[x][y])
1603 DrawGraphicThruMask(sx, sy, graphic, frame);
1605 DrawGraphic(sx, sy, graphic, frame);
1609 void CheckDynamite(int x, int y)
1611 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
1615 if (MovDelay[x][y] != 0)
1618 PlaySoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1625 StopSoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1627 if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
1628 Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
1629 StopSound(SND_DYNAMITE_ACTIVE);
1631 StopSound(SND_DYNABOMB_ACTIVE);
1637 void Explode(int ex, int ey, int phase, int mode)
1641 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1642 int last_phase = num_phase * delay;
1643 int half_phase = (num_phase / 2) * delay;
1644 int first_phase_after_start = EX_PHASE_START + 1;
1646 if (game.explosions_delayed)
1648 ExplodeField[ex][ey] = mode;
1652 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1654 int center_element = Feld[ex][ey];
1656 /* remove things displayed in background while burning dynamite */
1657 if (!IS_INDESTRUCTIBLE(Back[ex][ey]))
1660 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1662 /* put moving element to center field (and let it explode there) */
1663 center_element = MovingOrBlocked2Element(ex, ey);
1664 RemoveMovingField(ex, ey);
1665 Feld[ex][ey] = center_element;
1668 for (y = ey - 1; y <= ey + 1; y++) for(x = ex - 1; x <= ex + 1; x++)
1672 if (!IN_LEV_FIELD(x, y) ||
1673 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
1674 (x != ex || y != ey)))
1677 element = Feld[x][y];
1679 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1681 element = MovingOrBlocked2Element(x, y);
1682 RemoveMovingField(x, y);
1686 if (IS_EXPLOSION_PROOF(element))
1689 if ((IS_INDESTRUCTIBLE(element) &&
1690 (game.engine_version < VERSION_IDENT(2,2,0) ||
1691 (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
1692 element == EL_FLAMES)
1696 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1698 if (IS_ACTIVE_BOMB(element))
1700 /* re-activate things under the bomb like gate or penguin */
1701 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
1708 /* save walkable background elements while explosion on same tile */
1709 if (IS_INDESTRUCTIBLE(element))
1710 Back[x][y] = element;
1712 /* ignite explodable elements reached by other explosion */
1713 if (element == EL_EXPLOSION)
1714 element = Store2[x][y];
1716 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1718 switch(StorePlayer[ex][ey])
1721 Store[x][y] = EL_EMERALD_RED;
1724 Store[x][y] = EL_EMERALD;
1727 Store[x][y] = EL_EMERALD_PURPLE;
1731 Store[x][y] = EL_EMERALD_YELLOW;
1735 if (game.emulation == EMU_SUPAPLEX)
1736 Store[x][y] = EL_EMPTY;
1738 else if (center_element == EL_MOLE)
1739 Store[x][y] = EL_EMERALD_RED;
1740 else if (center_element == EL_PENGUIN)
1741 Store[x][y] = EL_EMERALD_PURPLE;
1742 else if (center_element == EL_BUG)
1743 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
1744 else if (center_element == EL_BD_BUTTERFLY)
1745 Store[x][y] = EL_BD_DIAMOND;
1746 else if (center_element == EL_SP_ELECTRON)
1747 Store[x][y] = EL_SP_INFOTRON;
1748 else if (center_element == EL_AMOEBA_TO_DIAMOND)
1749 Store[x][y] = level.amoeba_content;
1750 else if (center_element == EL_YAMYAM)
1752 level.yamyam_content[game.yamyam_content_nr][x - ex + 1][y - ey + 1];
1753 else if (IS_CUSTOM_ELEMENT(center_element))
1755 element_info[center_element].content[x - ex + 1][y - ey + 1];
1756 else if (element == EL_WALL_EMERALD)
1757 Store[x][y] = EL_EMERALD;
1758 else if (element == EL_WALL_DIAMOND)
1759 Store[x][y] = EL_DIAMOND;
1760 else if (element == EL_WALL_BD_DIAMOND)
1761 Store[x][y] = EL_BD_DIAMOND;
1762 else if (element == EL_WALL_EMERALD_YELLOW)
1763 Store[x][y] = EL_EMERALD_YELLOW;
1764 else if (element == EL_WALL_EMERALD_RED)
1765 Store[x][y] = EL_EMERALD_RED;
1766 else if (element == EL_WALL_EMERALD_PURPLE)
1767 Store[x][y] = EL_EMERALD_PURPLE;
1768 else if (element == EL_WALL_PEARL)
1769 Store[x][y] = EL_PEARL;
1770 else if (element == EL_WALL_CRYSTAL)
1771 Store[x][y] = EL_CRYSTAL;
1773 Store[x][y] = EL_EMPTY;
1775 if (x != ex || y != ey ||
1776 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
1777 Store2[x][y] = element;
1779 if (AmoebaNr[x][y] &&
1780 (element == EL_AMOEBA_FULL ||
1781 element == EL_BD_AMOEBA ||
1782 element == EL_AMOEBA_GROWING))
1784 AmoebaCnt[AmoebaNr[x][y]]--;
1785 AmoebaCnt2[AmoebaNr[x][y]]--;
1788 Feld[x][y] = EL_EXPLOSION;
1789 GfxElement[x][y] = EL_UNDEFINED;
1790 MovDir[x][y] = MovPos[x][y] = 0;
1792 ExplodePhase[x][y] = 1;
1796 if (center_element == EL_YAMYAM)
1797 game.yamyam_content_nr =
1798 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
1809 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
1811 if (phase == first_phase_after_start)
1813 int element = Store2[x][y];
1815 if (element == EL_BLACK_ORB)
1817 Feld[x][y] = Store2[x][y];
1822 else if (phase == half_phase)
1824 int element = Store2[x][y];
1826 if (IS_PLAYER(x, y))
1827 KillHeroUnlessProtected(x, y);
1828 else if (CAN_EXPLODE_BY_FIRE(element))
1830 Feld[x][y] = Store2[x][y];
1834 else if (element == EL_AMOEBA_TO_DIAMOND)
1835 AmoebeUmwandeln(x, y);
1838 if (phase == last_phase)
1842 element = Feld[x][y] = Store[x][y];
1843 Store[x][y] = Store2[x][y] = 0;
1845 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
1846 element = Feld[x][y] = Back[x][y];
1849 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1850 InitField(x, y, FALSE);
1851 if (CAN_MOVE(element))
1853 DrawLevelField(x, y);
1855 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1856 StorePlayer[x][y] = 0;
1858 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1860 int stored = Store[x][y];
1861 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
1862 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
1864 int frame = getGraphicAnimationFrame(graphic, phase - delay);
1867 DrawLevelFieldCrumbledSand(x, y);
1869 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
1871 DrawLevelElement(x, y, Back[x][y]);
1872 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
1874 else if (IS_WALKABLE_UNDER(Back[x][y]))
1876 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1877 DrawLevelElementThruMask(x, y, Back[x][y]);
1879 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
1880 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1884 void DynaExplode(int ex, int ey)
1887 int dynabomb_size = 1;
1888 boolean dynabomb_xl = FALSE;
1889 struct PlayerInfo *player;
1890 static int xy[4][2] =
1898 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1900 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER_1_ACTIVE];
1901 dynabomb_size = player->dynabomb_size;
1902 dynabomb_xl = player->dynabomb_xl;
1903 player->dynabombs_left++;
1906 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1910 for (j=1; j<=dynabomb_size; j++)
1912 int x = ex + j * xy[i % 4][0];
1913 int y = ey + j * xy[i % 4][1];
1916 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
1919 element = Feld[x][y];
1921 /* do not restart explosions of fields with active bombs */
1922 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
1925 Explode(x, y, EX_PHASE_START, EX_BORDER);
1927 if (element != EL_EMPTY &&
1928 element != EL_SAND &&
1929 element != EL_EXPLOSION &&
1936 void Bang(int x, int y)
1938 int element = Feld[x][y];
1940 if (game.emulation == EMU_SUPAPLEX)
1941 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
1943 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
1946 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1954 case EL_BD_BUTTERFLY:
1957 case EL_DARK_YAMYAM:
1961 RaiseScoreElement(element);
1962 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1964 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1965 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1966 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1967 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1968 case EL_DYNABOMB_INCREASE_NUMBER:
1969 case EL_DYNABOMB_INCREASE_SIZE:
1970 case EL_DYNABOMB_INCREASE_POWER:
1975 case EL_LAMP_ACTIVE:
1976 if (IS_PLAYER(x, y))
1977 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1979 Explode(x, y, EX_PHASE_START, EX_CENTER);
1982 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1987 void SplashAcid(int x, int y)
1989 int element = Feld[x][y];
1991 if (element != EL_ACID_SPLASH_LEFT &&
1992 element != EL_ACID_SPLASH_RIGHT)
1994 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
1996 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1997 (!IN_LEV_FIELD(x-1, y-1) ||
1998 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1999 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
2001 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
2002 (!IN_LEV_FIELD(x+1, y-1) ||
2003 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
2004 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
2008 static void InitBeltMovement()
2010 static int belt_base_element[4] =
2012 EL_CONVEYOR_BELT_1_LEFT,
2013 EL_CONVEYOR_BELT_2_LEFT,
2014 EL_CONVEYOR_BELT_3_LEFT,
2015 EL_CONVEYOR_BELT_4_LEFT
2017 static int belt_base_active_element[4] =
2019 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2020 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2021 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2022 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2027 /* set frame order for belt animation graphic according to belt direction */
2034 int element = belt_base_active_element[belt_nr] + j;
2035 int graphic = el2img(element);
2037 if (game.belt_dir[i] == MV_LEFT)
2038 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2040 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2044 for(y=0; y<lev_fieldy; y++)
2046 for(x=0; x<lev_fieldx; x++)
2048 int element = Feld[x][y];
2052 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
2054 int e_belt_nr = getBeltNrFromBeltElement(element);
2057 if (e_belt_nr == belt_nr)
2059 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
2061 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
2069 static void ToggleBeltSwitch(int x, int y)
2071 static int belt_base_element[4] =
2073 EL_CONVEYOR_BELT_1_LEFT,
2074 EL_CONVEYOR_BELT_2_LEFT,
2075 EL_CONVEYOR_BELT_3_LEFT,
2076 EL_CONVEYOR_BELT_4_LEFT
2078 static int belt_base_active_element[4] =
2080 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2081 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2082 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2083 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2085 static int belt_base_switch_element[4] =
2087 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
2088 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
2089 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
2090 EL_CONVEYOR_BELT_4_SWITCH_LEFT
2092 static int belt_move_dir[4] =
2100 int element = Feld[x][y];
2101 int belt_nr = getBeltNrFromBeltSwitchElement(element);
2102 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
2103 int belt_dir = belt_move_dir[belt_dir_nr];
2106 if (!IS_BELT_SWITCH(element))
2109 game.belt_dir_nr[belt_nr] = belt_dir_nr;
2110 game.belt_dir[belt_nr] = belt_dir;
2112 if (belt_dir_nr == 3)
2115 /* set frame order for belt animation graphic according to belt direction */
2118 int element = belt_base_active_element[belt_nr] + i;
2119 int graphic = el2img(element);
2121 if (belt_dir == MV_LEFT)
2122 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2124 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2127 for (yy=0; yy<lev_fieldy; yy++)
2129 for (xx=0; xx<lev_fieldx; xx++)
2131 int element = Feld[xx][yy];
2133 if (IS_BELT_SWITCH(element))
2135 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
2137 if (e_belt_nr == belt_nr)
2139 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
2140 DrawLevelField(xx, yy);
2143 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
2145 int e_belt_nr = getBeltNrFromBeltElement(element);
2147 if (e_belt_nr == belt_nr)
2149 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
2151 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
2152 DrawLevelField(xx, yy);
2155 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
2157 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
2159 if (e_belt_nr == belt_nr)
2161 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
2163 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
2164 DrawLevelField(xx, yy);
2171 static void ToggleSwitchgateSwitch(int x, int y)
2175 game.switchgate_pos = !game.switchgate_pos;
2177 for (yy=0; yy<lev_fieldy; yy++)
2179 for (xx=0; xx<lev_fieldx; xx++)
2181 int element = Feld[xx][yy];
2183 if (element == EL_SWITCHGATE_SWITCH_UP ||
2184 element == EL_SWITCHGATE_SWITCH_DOWN)
2186 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2187 DrawLevelField(xx, yy);
2189 else if (element == EL_SWITCHGATE_OPEN ||
2190 element == EL_SWITCHGATE_OPENING)
2192 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2194 PlaySoundLevelAction(xx, yy, ACTION_CLOSING);
2196 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2199 else if (element == EL_SWITCHGATE_CLOSED ||
2200 element == EL_SWITCHGATE_CLOSING)
2202 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2204 PlaySoundLevelAction(xx, yy, ACTION_OPENING);
2206 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2213 static int getInvisibleActiveFromInvisibleElement(int element)
2215 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2216 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2217 EL_INVISIBLE_SAND_ACTIVE);
2220 static int getInvisibleFromInvisibleActiveElement(int element)
2222 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2223 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2227 static void RedrawAllLightSwitchesAndInvisibleElements()
2231 for (y=0; y<lev_fieldy; y++)
2233 for (x=0; x<lev_fieldx; x++)
2235 int element = Feld[x][y];
2237 if (element == EL_LIGHT_SWITCH &&
2238 game.light_time_left > 0)
2240 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2241 DrawLevelField(x, y);
2243 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2244 game.light_time_left == 0)
2246 Feld[x][y] = EL_LIGHT_SWITCH;
2247 DrawLevelField(x, y);
2249 else if (element == EL_INVISIBLE_STEELWALL ||
2250 element == EL_INVISIBLE_WALL ||
2251 element == EL_INVISIBLE_SAND)
2253 if (game.light_time_left > 0)
2254 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2256 DrawLevelField(x, y);
2258 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2259 element == EL_INVISIBLE_WALL_ACTIVE ||
2260 element == EL_INVISIBLE_SAND_ACTIVE)
2262 if (game.light_time_left == 0)
2263 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2265 DrawLevelField(x, y);
2271 static void ToggleLightSwitch(int x, int y)
2273 int element = Feld[x][y];
2275 game.light_time_left =
2276 (element == EL_LIGHT_SWITCH ?
2277 level.time_light * FRAMES_PER_SECOND : 0);
2279 RedrawAllLightSwitchesAndInvisibleElements();
2282 static void ActivateTimegateSwitch(int x, int y)
2286 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2288 for (yy=0; yy<lev_fieldy; yy++)
2290 for (xx=0; xx<lev_fieldx; xx++)
2292 int element = Feld[xx][yy];
2294 if (element == EL_TIMEGATE_CLOSED ||
2295 element == EL_TIMEGATE_CLOSING)
2297 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2298 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2302 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2304 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2305 DrawLevelField(xx, yy);
2312 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2315 void Impact(int x, int y)
2317 boolean lastline = (y == lev_fieldy-1);
2318 boolean object_hit = FALSE;
2319 boolean impact = (lastline || object_hit);
2320 int element = Feld[x][y];
2321 int smashed = EL_UNDEFINED;
2323 if (!lastline) /* check if element below was hit */
2325 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
2328 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
2329 MovDir[x][y+1] != MV_DOWN ||
2330 MovPos[x][y+1] <= TILEY / 2));
2332 smashed = MovingOrBlocked2Element(x, y+1);
2334 impact = (lastline || object_hit);
2337 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2345 ResetGfxAnimation(x, y);
2346 DrawLevelField(x, y);
2350 if (impact && CAN_EXPLODE_IMPACT(element))
2352 if ((element == EL_BOMB ||
2353 element == EL_SP_DISK_ORANGE ||
2354 element == EL_DX_SUPABOMB) &&
2355 (lastline || object_hit)) /* element is bomb */
2361 else if (element == EL_PEARL)
2363 Feld[x][y] = EL_PEARL_BREAKING;
2364 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2368 if (impact && element == EL_AMOEBA_DROP)
2370 if (object_hit && IS_PLAYER(x, y+1))
2371 KillHeroUnlessProtected(x, y+1);
2372 else if (object_hit && smashed == EL_PENGUIN)
2376 Feld[x][y] = EL_AMOEBA_GROWING;
2377 Store[x][y] = EL_AMOEBA_WET;
2379 ResetRandomAnimationValue(x, y);
2385 if (object_hit) /* check which object was hit */
2387 if (!lastline && object_hit) /* check which object was hit */
2390 if (CAN_PASS_MAGIC_WALL(element) &&
2391 (smashed == EL_MAGIC_WALL ||
2392 smashed == EL_BD_MAGIC_WALL))
2395 int activated_magic_wall =
2396 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2397 EL_BD_MAGIC_WALL_ACTIVE);
2399 /* activate magic wall / mill */
2400 for (yy=0; yy<lev_fieldy; yy++)
2401 for (xx=0; xx<lev_fieldx; xx++)
2402 if (Feld[xx][yy] == smashed)
2403 Feld[xx][yy] = activated_magic_wall;
2405 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2406 game.magic_wall_active = TRUE;
2408 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2409 SND_MAGIC_WALL_ACTIVATING :
2410 SND_BD_MAGIC_WALL_ACTIVATING));
2413 if (IS_PLAYER(x, y + 1))
2415 if (CAN_SMASH_PLAYER(element))
2417 KillHeroUnlessProtected(x, y+1);
2421 else if (smashed == EL_PENGUIN)
2423 if (CAN_SMASH_PLAYER(element))
2429 else if (element == EL_BD_DIAMOND)
2431 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2437 else if ((element == EL_SP_INFOTRON ||
2438 element == EL_SP_ZONK) &&
2439 (smashed == EL_SP_SNIKSNAK ||
2440 smashed == EL_SP_ELECTRON ||
2441 smashed == EL_SP_DISK_ORANGE))
2447 else if (CAN_SMASH_EVERYTHING(element))
2449 else if (element == EL_ROCK ||
2450 element == EL_SP_ZONK ||
2451 element == EL_BD_ROCK)
2454 if (IS_CLASSIC_ENEMY(smashed) ||
2456 CAN_EXPLODE_SMASHED(smashed))
2458 smashed == EL_BOMB ||
2459 smashed == EL_SP_DISK_ORANGE ||
2460 smashed == EL_DX_SUPABOMB ||
2461 smashed == EL_SATELLITE ||
2462 smashed == EL_PIG ||
2463 smashed == EL_DRAGON ||
2470 else if (!IS_MOVING(x, y + 1))
2472 if (smashed == EL_LAMP ||
2473 smashed == EL_LAMP_ACTIVE)
2478 else if (smashed == EL_NUT)
2480 Feld[x][y+1] = EL_NUT_BREAKING;
2481 PlaySoundLevel(x, y, SND_NUT_BREAKING);
2482 RaiseScoreElement(EL_NUT);
2485 else if (smashed == EL_PEARL)
2487 Feld[x][y+1] = EL_PEARL_BREAKING;
2488 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2491 else if (smashed == EL_DIAMOND)
2493 Feld[x][y+1] = EL_EMPTY;
2494 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2497 else if (IS_BELT_SWITCH(smashed))
2499 ToggleBeltSwitch(x, y+1);
2501 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
2502 smashed == EL_SWITCHGATE_SWITCH_DOWN)
2504 ToggleSwitchgateSwitch(x, y+1);
2506 else if (smashed == EL_LIGHT_SWITCH ||
2507 smashed == EL_LIGHT_SWITCH_ACTIVE)
2509 ToggleLightSwitch(x, y+1);
2515 /* play sound of magic wall / mill */
2517 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2518 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2520 if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2521 PlaySoundLevel(x, y, SND_MAGIC_WALL_FILLING);
2522 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2523 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_FILLING);
2528 /* play sound of object that hits the ground */
2529 if (lastline || object_hit)
2530 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2533 void TurnRound(int x, int y)
2545 { 0, 0 }, { 0, 0 }, { 0, 0 },
2550 int left, right, back;
2554 { MV_DOWN, MV_UP, MV_RIGHT },
2555 { MV_UP, MV_DOWN, MV_LEFT },
2557 { MV_LEFT, MV_RIGHT, MV_DOWN },
2558 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2559 { MV_RIGHT, MV_LEFT, MV_UP }
2562 int element = Feld[x][y];
2563 int old_move_dir = MovDir[x][y];
2564 int left_dir = turn[old_move_dir].left;
2565 int right_dir = turn[old_move_dir].right;
2566 int back_dir = turn[old_move_dir].back;
2568 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2569 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2570 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2571 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2573 int left_x = x + left_dx, left_y = y + left_dy;
2574 int right_x = x + right_dx, right_y = y + right_dy;
2575 int move_x = x + move_dx, move_y = y + move_dy;
2577 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2579 TestIfBadThingTouchesOtherBadThing(x, y);
2581 if (IN_LEV_FIELD(right_x, right_y) &&
2582 IS_FREE(right_x, right_y))
2583 MovDir[x][y] = right_dir;
2584 else if (!IN_LEV_FIELD(move_x, move_y) ||
2585 !IS_FREE(move_x, move_y))
2586 MovDir[x][y] = left_dir;
2588 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
2590 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2593 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2594 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2596 TestIfBadThingTouchesOtherBadThing(x, y);
2598 if (IN_LEV_FIELD(left_x, left_y) &&
2599 IS_FREE(left_x, left_y))
2600 MovDir[x][y] = left_dir;
2601 else if (!IN_LEV_FIELD(move_x, move_y) ||
2602 !IS_FREE(move_x, move_y))
2603 MovDir[x][y] = right_dir;
2605 if ((element == EL_SPACESHIP ||
2606 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2607 && MovDir[x][y] != old_move_dir)
2609 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
2612 else if (element == EL_YAMYAM)
2614 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2616 if (IN_LEV_FIELD(left_x, left_y) &&
2617 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2618 Feld[left_x][left_y] == EL_DIAMOND))
2619 can_turn_left = TRUE;
2620 if (IN_LEV_FIELD(right_x, right_y) &&
2621 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2622 Feld[right_x][right_y] == EL_DIAMOND))
2623 can_turn_right = TRUE;
2625 if (can_turn_left && can_turn_right)
2626 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2627 else if (can_turn_left)
2628 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2629 else if (can_turn_right)
2630 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2632 MovDir[x][y] = back_dir;
2634 MovDelay[x][y] = 16+16*RND(3);
2636 else if (element == EL_DARK_YAMYAM)
2638 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2640 if (IN_LEV_FIELD(left_x, left_y) &&
2641 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2642 IS_FOOD_DARK_YAMYAM(Feld[left_x][left_y])))
2643 can_turn_left = TRUE;
2644 if (IN_LEV_FIELD(right_x, right_y) &&
2645 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2646 IS_FOOD_DARK_YAMYAM(Feld[right_x][right_y])))
2647 can_turn_right = TRUE;
2649 if (can_turn_left && can_turn_right)
2650 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2651 else if (can_turn_left)
2652 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2653 else if (can_turn_right)
2654 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2656 MovDir[x][y] = back_dir;
2658 MovDelay[x][y] = 16+16*RND(3);
2660 else if (element == EL_PACMAN)
2662 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2664 if (IN_LEV_FIELD(left_x, left_y) &&
2665 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2666 IS_AMOEBOID(Feld[left_x][left_y])))
2667 can_turn_left = TRUE;
2668 if (IN_LEV_FIELD(right_x, right_y) &&
2669 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2670 IS_AMOEBOID(Feld[right_x][right_y])))
2671 can_turn_right = TRUE;
2673 if (can_turn_left && can_turn_right)
2674 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2675 else if (can_turn_left)
2676 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2677 else if (can_turn_right)
2678 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2680 MovDir[x][y] = back_dir;
2682 MovDelay[x][y] = 6+RND(40);
2684 else if (element == EL_PIG)
2686 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2687 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2688 boolean should_move_on = FALSE;
2690 int rnd = RND(rnd_value);
2692 if (IN_LEV_FIELD(left_x, left_y) &&
2693 (IS_FREE(left_x, left_y) || IS_FOOD_PIG(Feld[left_x][left_y])))
2694 can_turn_left = TRUE;
2695 if (IN_LEV_FIELD(right_x, right_y) &&
2696 (IS_FREE(right_x, right_y) || IS_FOOD_PIG(Feld[right_x][right_y])))
2697 can_turn_right = TRUE;
2698 if (IN_LEV_FIELD(move_x, move_y) &&
2699 (IS_FREE(move_x, move_y) || IS_FOOD_PIG(Feld[move_x][move_y])))
2702 if (can_turn_left &&
2704 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2705 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2706 should_turn_left = TRUE;
2707 if (can_turn_right &&
2709 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2710 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2711 should_turn_right = TRUE;
2713 (!can_turn_left || !can_turn_right ||
2714 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2715 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2716 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2717 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2718 should_move_on = TRUE;
2720 if (should_turn_left || should_turn_right || should_move_on)
2722 if (should_turn_left && should_turn_right && should_move_on)
2723 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2724 rnd < 2*rnd_value/3 ? right_dir :
2726 else if (should_turn_left && should_turn_right)
2727 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2728 else if (should_turn_left && should_move_on)
2729 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2730 else if (should_turn_right && should_move_on)
2731 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2732 else if (should_turn_left)
2733 MovDir[x][y] = left_dir;
2734 else if (should_turn_right)
2735 MovDir[x][y] = right_dir;
2736 else if (should_move_on)
2737 MovDir[x][y] = old_move_dir;
2739 else if (can_move_on && rnd > rnd_value/8)
2740 MovDir[x][y] = old_move_dir;
2741 else if (can_turn_left && can_turn_right)
2742 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2743 else if (can_turn_left && rnd > rnd_value/8)
2744 MovDir[x][y] = left_dir;
2745 else if (can_turn_right && rnd > rnd_value/8)
2746 MovDir[x][y] = right_dir;
2748 MovDir[x][y] = back_dir;
2750 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2751 !IS_FOOD_PIG(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2752 MovDir[x][y] = old_move_dir;
2756 else if (element == EL_DRAGON)
2758 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2760 int rnd = RND(rnd_value);
2762 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2763 can_turn_left = TRUE;
2764 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2765 can_turn_right = TRUE;
2766 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2769 if (can_move_on && rnd > rnd_value/8)
2770 MovDir[x][y] = old_move_dir;
2771 else if (can_turn_left && can_turn_right)
2772 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2773 else if (can_turn_left && rnd > rnd_value/8)
2774 MovDir[x][y] = left_dir;
2775 else if (can_turn_right && rnd > rnd_value/8)
2776 MovDir[x][y] = right_dir;
2778 MovDir[x][y] = back_dir;
2780 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2781 MovDir[x][y] = old_move_dir;
2785 else if (element == EL_MOLE)
2787 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2789 if (IN_LEV_FIELD(move_x, move_y) &&
2790 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2791 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING))
2796 if (IN_LEV_FIELD(left_x, left_y) &&
2797 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2798 can_turn_left = TRUE;
2799 if (IN_LEV_FIELD(right_x, right_y) &&
2800 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2801 can_turn_right = TRUE;
2803 if (can_turn_left && can_turn_right)
2804 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2805 else if (can_turn_left)
2806 MovDir[x][y] = left_dir;
2808 MovDir[x][y] = right_dir;
2811 if (MovDir[x][y] != old_move_dir)
2814 else if (element == EL_BALLOON)
2816 MovDir[x][y] = game.balloon_dir;
2819 else if (element == EL_SPRING)
2821 if ((MovDir[x][y] == MV_LEFT || MovDir[x][y] == MV_RIGHT) &&
2822 (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2823 (IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))
2824 MovDir[x][y] = MV_NO_MOVING;
2828 else if (element == EL_ROBOT ||
2829 element == EL_SATELLITE ||
2830 element == EL_PENGUIN)
2832 int attr_x = -1, attr_y = -1;
2843 for (i=0; i<MAX_PLAYERS; i++)
2845 struct PlayerInfo *player = &stored_player[i];
2846 int jx = player->jx, jy = player->jy;
2848 if (!player->active)
2851 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2859 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
2865 if (element == EL_PENGUIN)
2868 static int xy[4][2] =
2878 int ex = x + xy[i % 4][0];
2879 int ey = y + xy[i % 4][1];
2881 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
2890 MovDir[x][y] = MV_NO_MOVING;
2892 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2893 else if (attr_x > x)
2894 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2896 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2897 else if (attr_y > y)
2898 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2900 if (element == EL_ROBOT)
2904 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
2905 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
2906 Moving2Blocked(x, y, &newx, &newy);
2908 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2909 MovDelay[x][y] = 8+8*!RND(3);
2911 MovDelay[x][y] = 16;
2919 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
2921 boolean first_horiz = RND(2);
2922 int new_move_dir = MovDir[x][y];
2925 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
2926 Moving2Blocked(x, y, &newx, &newy);
2928 if (IN_LEV_FIELD(newx, newy) &&
2929 (IS_FREE(newx, newy) ||
2930 Feld[newx][newy] == EL_ACID ||
2931 (element == EL_PENGUIN &&
2932 (Feld[newx][newy] == EL_EXIT_OPEN ||
2933 IS_FOOD_PENGUIN(Feld[newx][newy])))))
2937 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
2938 Moving2Blocked(x, y, &newx, &newy);
2940 if (IN_LEV_FIELD(newx, newy) &&
2941 (IS_FREE(newx, newy) ||
2942 Feld[newx][newy] == EL_ACID ||
2943 (element == EL_PENGUIN &&
2944 (Feld[newx][newy] == EL_EXIT_OPEN ||
2945 IS_FOOD_PENGUIN(Feld[newx][newy])))))
2948 MovDir[x][y] = old_move_dir;
2953 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS)
2955 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2957 if (IN_LEV_FIELD(left_x, left_y) &&
2958 (IS_FREE(left_x, left_y) ||
2959 (DONT_COLLIDE_WITH(element) && IS_FREE_OR_PLAYER(left_x, left_y))))
2960 can_turn_left = TRUE;
2961 if (IN_LEV_FIELD(right_x, right_y) &&
2962 (IS_FREE(right_x, right_y) ||
2963 (DONT_COLLIDE_WITH(element) && IS_FREE_OR_PLAYER(right_x, right_y))))
2964 can_turn_right = TRUE;
2966 if (can_turn_left && can_turn_right)
2967 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2968 else if (can_turn_left)
2969 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2970 else if (can_turn_right)
2971 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2973 MovDir[x][y] = back_dir;
2975 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
2977 else if (element_info[element].move_pattern == MV_HORIZONTAL ||
2978 element_info[element].move_pattern == MV_VERTICAL)
2980 if (element_info[element].move_pattern & old_move_dir)
2981 MovDir[x][y] = back_dir;
2982 else if (element_info[element].move_pattern == MV_HORIZONTAL)
2983 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
2984 else if (element_info[element].move_pattern == MV_VERTICAL)
2985 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
2987 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
2989 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
2991 MovDir[x][y] = element_info[element].move_pattern;
2992 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
2994 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE)
2996 if (IN_LEV_FIELD(left_x, left_y) &&
2997 (IS_FREE(left_x, left_y) ||
2998 (DONT_COLLIDE_WITH(element) && IS_FREE_OR_PLAYER(left_x, left_y))))
2999 MovDir[x][y] = left_dir;
3000 else if (!IN_LEV_FIELD(move_x, move_y) ||
3001 (!IS_FREE(move_x, move_y) &&
3002 (!DONT_COLLIDE_WITH(element) || !IS_FREE_OR_PLAYER(move_x, move_y))))
3003 MovDir[x][y] = right_dir;
3005 if (MovDir[x][y] != old_move_dir)
3006 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3008 else if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
3010 if (IN_LEV_FIELD(right_x, right_y) &&
3011 (IS_FREE(right_x, right_y) ||
3012 (DONT_COLLIDE_WITH(element) && IS_FREE_OR_PLAYER(right_x, right_y))))
3013 MovDir[x][y] = right_dir;
3014 else if (!IN_LEV_FIELD(move_x, move_y) ||
3015 (!IS_FREE(move_x, move_y) &&
3016 (!DONT_COLLIDE_WITH(element) || !IS_FREE_OR_PLAYER(move_x, move_y))))
3017 MovDir[x][y] = left_dir;
3019 if (MovDir[x][y] != old_move_dir)
3020 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3022 else if (element_info[element].move_pattern == MV_TOWARDS_PLAYER ||
3023 element_info[element].move_pattern == MV_AWAY_FROM_PLAYER)
3025 int attr_x = -1, attr_y = -1;
3028 (element_info[element].move_pattern == MV_AWAY_FROM_PLAYER);
3039 for (i=0; i<MAX_PLAYERS; i++)
3041 struct PlayerInfo *player = &stored_player[i];
3042 int jx = player->jx, jy = player->jy;
3044 if (!player->active)
3047 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
3055 MovDir[x][y] = MV_NO_MOVING;
3057 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
3058 else if (attr_x > x)
3059 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
3061 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
3062 else if (attr_y > y)
3063 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
3065 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3067 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3069 boolean first_horiz = RND(2);
3070 int new_move_dir = MovDir[x][y];
3073 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3074 Moving2Blocked(x, y, &newx, &newy);
3076 if (IN_LEV_FIELD(newx, newy) && (IS_FREE(newx, newy) ||
3077 (DONT_COLLIDE_WITH(element) &&
3078 IS_FREE_OR_PLAYER(newx, newy)) ||
3079 Feld[newx][newy] == EL_ACID))
3083 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3084 Moving2Blocked(x, y, &newx, &newy);
3086 if (IN_LEV_FIELD(newx, newy) && (IS_FREE(newx, newy) ||
3087 (DONT_COLLIDE_WITH(element) &&
3088 IS_FREE_OR_PLAYER(newx, newy)) ||
3089 Feld[newx][newy] == EL_ACID))
3092 MovDir[x][y] = old_move_dir;
3097 static boolean JustBeingPushed(int x, int y)
3101 for (i=0; i<MAX_PLAYERS; i++)
3103 struct PlayerInfo *player = &stored_player[i];
3105 if (player->active && player->Pushing && player->MovPos)
3107 int next_jx = player->jx + (player->jx - player->last_jx);
3108 int next_jy = player->jy + (player->jy - player->last_jy);
3110 if (x == next_jx && y == next_jy)
3118 void StartMoving(int x, int y)
3120 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
3121 boolean started_moving = FALSE; /* some elements can fall _and_ move */
3122 int element = Feld[x][y];
3127 GfxAction[x][y] = ACTION_DEFAULT;
3129 if (CAN_FALL(element) && y < lev_fieldy - 1)
3131 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
3132 if (JustBeingPushed(x, y))
3135 if (element == EL_QUICKSAND_FULL)
3137 if (IS_FREE(x, y+1))
3139 InitMovingField(x, y, MV_DOWN);
3140 started_moving = TRUE;
3142 Feld[x][y] = EL_QUICKSAND_EMPTYING;
3143 Store[x][y] = EL_ROCK;
3145 PlaySoundLevelAction(x, y, ACTION_EMPTYING);
3147 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
3150 else if (Feld[x][y+1] == EL_QUICKSAND_EMPTY)
3152 if (!MovDelay[x][y])
3153 MovDelay[x][y] = TILEY + 1;
3162 Feld[x][y] = EL_QUICKSAND_EMPTY;
3163 Feld[x][y+1] = EL_QUICKSAND_FULL;
3164 Store[x][y+1] = Store[x][y];
3167 PlaySoundLevelAction(x, y, ACTION_FILLING);
3169 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3173 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
3174 Feld[x][y+1] == EL_QUICKSAND_EMPTY)
3176 InitMovingField(x, y, MV_DOWN);
3177 started_moving = TRUE;
3179 Feld[x][y] = EL_QUICKSAND_FILLING;
3180 Store[x][y] = element;
3182 PlaySoundLevelAction(x, y, ACTION_FILLING);
3184 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3187 else if (element == EL_MAGIC_WALL_FULL)
3189 if (IS_FREE(x, y+1))
3191 InitMovingField(x, y, MV_DOWN);
3192 started_moving = TRUE;
3194 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
3195 Store[x][y] = EL_CHANGED(Store[x][y]);
3197 else if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
3199 if (!MovDelay[x][y])
3200 MovDelay[x][y] = TILEY/4 + 1;
3209 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
3210 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
3211 Store[x][y+1] = EL_CHANGED(Store[x][y]);
3215 else if (element == EL_BD_MAGIC_WALL_FULL)
3217 if (IS_FREE(x, y+1))
3219 InitMovingField(x, y, MV_DOWN);
3220 started_moving = TRUE;
3222 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
3223 Store[x][y] = EL_CHANGED2(Store[x][y]);
3225 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
3227 if (!MovDelay[x][y])
3228 MovDelay[x][y] = TILEY/4 + 1;
3237 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
3238 Feld[x][y+1] = EL_BD_MAGIC_WALL_FULL;
3239 Store[x][y+1] = EL_CHANGED2(Store[x][y]);
3243 else if (CAN_PASS_MAGIC_WALL(element) &&
3244 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
3245 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
3247 InitMovingField(x, y, MV_DOWN);
3248 started_moving = TRUE;
3251 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
3252 EL_BD_MAGIC_WALL_FILLING);
3253 Store[x][y] = element;
3256 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_ACID)
3258 else if (CAN_FALL(element) && Feld[x][y+1] == EL_ACID)
3263 InitMovingField(x, y, MV_DOWN);
3264 started_moving = TRUE;
3266 Store[x][y] = EL_ACID;
3268 /* !!! TEST !!! better use "_FALLING" etc. !!! */
3269 GfxAction[x][y+1] = ACTION_ACTIVE;
3272 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
3277 else if (IS_FREE(x, y+1) && element == EL_SPRING && use_spring_bug)
3279 if (MovDir[x][y] == MV_NO_MOVING)
3281 InitMovingField(x, y, MV_DOWN);
3282 started_moving = TRUE;
3285 else if (IS_FREE(x, y+1))
3287 if (JustStopped[x][y]) /* prevent animation from being restarted */
3288 MovDir[x][y] = MV_DOWN;
3290 InitMovingField(x, y, MV_DOWN);
3291 started_moving = TRUE;
3293 else if (element == EL_AMOEBA_DROP)
3295 Feld[x][y] = EL_AMOEBA_GROWING;
3296 Store[x][y] = EL_AMOEBA_WET;
3298 /* Store[x][y+1] must be zero, because:
3299 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y+1] == EL_QUICKSAND_EMPTY
3302 #if OLD_GAME_BEHAVIOUR
3303 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
3305 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
3306 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
3307 element != EL_DX_SUPABOMB)
3310 else if ((IS_SLIPPERY(Feld[x][y+1]) ||
3311 (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
3312 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
3313 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
3316 boolean left = (x>0 && IS_FREE(x-1, y) &&
3317 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_ACID));
3318 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
3319 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_ACID));
3323 if (left && right &&
3324 (game.emulation != EMU_BOULDERDASH &&
3325 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
3326 left = !(right = RND(2));
3328 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
3329 started_moving = TRUE;
3332 else if (IS_BELT_ACTIVE(Feld[x][y+1]))
3334 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
3335 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
3336 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y+1]);
3337 int belt_dir = game.belt_dir[belt_nr];
3339 if ((belt_dir == MV_LEFT && left_is_free) ||
3340 (belt_dir == MV_RIGHT && right_is_free))
3342 InitMovingField(x, y, belt_dir);
3343 started_moving = TRUE;
3345 GfxAction[x][y] = ACTION_DEFAULT;
3350 /* not "else if" because of EL_SPRING */
3351 if (CAN_MOVE(element) && !started_moving)
3355 if ((element == EL_SATELLITE ||
3356 element == EL_BALLOON ||
3357 element == EL_SPRING)
3358 && JustBeingPushed(x, y))
3363 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
3364 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
3366 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
3368 Moving2Blocked(x, y, &newx, &newy);
3369 if (Feld[newx][newy] == EL_BLOCKED)
3370 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
3375 if (!MovDelay[x][y]) /* start new movement phase */
3377 /* all objects that can change their move direction after each step
3378 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
3380 if (element != EL_YAMYAM &&
3381 element != EL_DARK_YAMYAM &&
3382 element != EL_PACMAN &&
3383 !(element_info[element].move_pattern & MV_ANY_DIRECTION))
3387 if (MovDelay[x][y] && (element == EL_BUG ||
3388 element == EL_SPACESHIP ||
3389 element == EL_SP_SNIKSNAK ||
3390 element == EL_SP_ELECTRON ||
3391 element == EL_MOLE))
3392 DrawLevelField(x, y);
3396 if (MovDelay[x][y]) /* wait some time before next movement */
3401 if (element == EL_YAMYAM)
3404 el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT));
3405 DrawLevelElementAnimation(x, y, element);
3409 if (MovDelay[x][y]) /* element still has to wait some time */
3412 /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
3413 ResetGfxAnimation(x, y);
3415 GfxAction[x][y] = ACTION_WAITING;
3418 if (element == EL_ROBOT ||
3420 element == EL_PACMAN ||
3422 element == EL_YAMYAM ||
3423 element == EL_DARK_YAMYAM)
3426 DrawLevelElementAnimation(x, y, element);
3428 DrawLevelElementAnimationIfNeeded(x, y, element);
3430 PlaySoundLevelAction(x, y, ACTION_WAITING);
3432 else if (element == EL_SP_ELECTRON)
3433 DrawLevelElementAnimationIfNeeded(x, y, element);
3434 else if (element == EL_DRAGON)
3437 int dir = MovDir[x][y];
3438 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
3439 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
3440 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
3441 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
3442 dir == MV_UP ? IMG_FLAMES_1_UP :
3443 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
3444 int frame = getGraphicAnimationFrame(graphic, -1);
3446 for (i=1; i<=3; i++)
3448 int xx = x + i*dx, yy = y + i*dy;
3449 int sx = SCREENX(xx), sy = SCREENY(yy);
3450 int flame_graphic = graphic + (i - 1);
3452 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
3457 int flamed = MovingOrBlocked2Element(xx, yy);
3459 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_FIRE(flamed))
3462 RemoveMovingField(xx, yy);
3464 Feld[xx][yy] = EL_FLAMES;
3465 if (IN_SCR_FIELD(sx, sy))
3466 DrawGraphic(sx, sy, flame_graphic, frame);
3470 if (Feld[xx][yy] == EL_FLAMES)
3471 Feld[xx][yy] = EL_EMPTY;
3472 DrawLevelField(xx, yy);
3477 if (MovDelay[x][y]) /* element still has to wait some time */
3479 PlaySoundLevelAction(x, y, ACTION_WAITING);
3484 GfxAction[x][y] = ACTION_MOVING;
3487 /* now make next step */
3489 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
3491 if (DONT_COLLIDE_WITH(element) && IS_PLAYER(newx, newy) &&
3492 !PLAYER_PROTECTED(newx, newy))
3495 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
3498 /* player killed by element which is deadly when colliding with */
3500 KillHero(PLAYERINFO(newx, newy));
3505 else if ((element == EL_PENGUIN ||
3506 element == EL_ROBOT ||
3507 element == EL_SATELLITE ||
3508 element == EL_BALLOON ||
3509 IS_CUSTOM_ELEMENT(element)) &&
3510 IN_LEV_FIELD(newx, newy) &&
3511 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
3514 Store[x][y] = EL_ACID;
3516 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
3518 if (Feld[newx][newy] == EL_EXIT_OPEN)
3520 Feld[x][y] = EL_EMPTY;
3521 DrawLevelField(x, y);
3523 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING);
3524 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
3525 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
3527 local_player->friends_still_needed--;
3528 if (!local_player->friends_still_needed &&
3529 !local_player->GameOver && AllPlayersGone)
3530 local_player->LevelSolved = local_player->GameOver = TRUE;
3534 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
3536 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
3537 DrawLevelField(newx, newy);
3539 MovDir[x][y] = MV_NO_MOVING;
3541 else if (!IS_FREE(newx, newy))
3543 GfxAction[x][y] = ACTION_WAITING;
3545 if (IS_PLAYER(x, y))
3546 DrawPlayerField(x, y);
3548 DrawLevelField(x, y);
3552 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
3554 if (IS_FOOD_PIG(Feld[newx][newy]))
3556 if (IS_MOVING(newx, newy))
3557 RemoveMovingField(newx, newy);
3560 Feld[newx][newy] = EL_EMPTY;
3561 DrawLevelField(newx, newy);
3564 PlaySoundLevel(x, y, SND_PIG_DIGGING);
3566 else if (!IS_FREE(newx, newy))
3568 if (IS_PLAYER(x, y))
3569 DrawPlayerField(x, y);
3571 DrawLevelField(x, y);
3575 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
3577 if (!IS_FREE(newx, newy))
3579 if (IS_PLAYER(x, y))
3580 DrawPlayerField(x, y);
3582 DrawLevelField(x, y);
3587 boolean wanna_flame = !RND(10);
3588 int dx = newx - x, dy = newy - y;
3589 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3590 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3591 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3592 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
3593 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3594 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
3597 IS_CLASSIC_ENEMY(element1) ||
3598 IS_CLASSIC_ENEMY(element2)) &&
3599 element1 != EL_DRAGON && element2 != EL_DRAGON &&
3600 element1 != EL_FLAMES && element2 != EL_FLAMES)
3602 if (IS_PLAYER(x, y))
3603 DrawPlayerField(x, y);
3605 DrawLevelField(x, y);
3607 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3609 MovDelay[x][y] = 50;
3610 Feld[newx][newy] = EL_FLAMES;
3611 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
3612 Feld[newx1][newy1] = EL_FLAMES;
3613 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
3614 Feld[newx2][newy2] = EL_FLAMES;
3619 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3620 Feld[newx][newy] == EL_DIAMOND)
3622 if (IS_MOVING(newx, newy))
3623 RemoveMovingField(newx, newy);
3626 Feld[newx][newy] = EL_EMPTY;
3627 DrawLevelField(newx, newy);
3630 PlaySoundLevel(x, y, SND_YAMYAM_DIGGING);
3632 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3633 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
3635 if (AmoebaNr[newx][newy])
3637 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3638 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3639 Feld[newx][newy] == EL_BD_AMOEBA)
3640 AmoebaCnt[AmoebaNr[newx][newy]]--;
3643 if (IS_MOVING(newx, newy))
3644 RemoveMovingField(newx, newy);
3647 Feld[newx][newy] = EL_EMPTY;
3648 DrawLevelField(newx, newy);
3651 PlaySoundLevel(x, y, SND_DARK_YAMYAM_DIGGING);
3653 else if ((element == EL_PACMAN || element == EL_MOLE)
3654 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3656 if (AmoebaNr[newx][newy])
3658 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3659 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3660 Feld[newx][newy] == EL_BD_AMOEBA)
3661 AmoebaCnt[AmoebaNr[newx][newy]]--;
3664 if (element == EL_MOLE)
3666 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
3667 PlaySoundLevel(x, y, SND_MOLE_DIGGING);
3668 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
3669 return; /* wait for shrinking amoeba */
3671 else /* element == EL_PACMAN */
3673 Feld[newx][newy] = EL_EMPTY;
3674 DrawLevelField(newx, newy);
3675 PlaySoundLevel(x, y, SND_PACMAN_DIGGING);
3678 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
3679 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
3680 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
3682 /* wait for shrinking amoeba to completely disappear */
3685 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3687 /* object was running against a wall */
3692 DrawLevelElementAnimation(x, y, element);
3694 if (element == EL_BUG ||
3695 element == EL_SPACESHIP ||
3696 element == EL_SP_SNIKSNAK)
3697 DrawLevelField(x, y);
3698 else if (element == EL_MOLE)
3699 DrawLevelField(x, y);
3700 else if (element == EL_BD_BUTTERFLY ||
3701 element == EL_BD_FIREFLY)
3702 DrawLevelElementAnimationIfNeeded(x, y, element);
3703 else if (element == EL_SATELLITE)
3704 DrawLevelElementAnimationIfNeeded(x, y, element);
3705 else if (element == EL_SP_ELECTRON)
3706 DrawLevelElementAnimationIfNeeded(x, y, element);
3709 if (DONT_TOUCH(element))
3710 TestIfBadThingTouchesHero(x, y);
3713 PlaySoundLevelAction(x, y, ACTION_WAITING);
3719 InitMovingField(x, y, MovDir[x][y]);
3721 PlaySoundLevelAction(x, y, ACTION_MOVING);
3725 ContinueMoving(x, y);
3728 void ContinueMoving(int x, int y)
3730 int element = Feld[x][y];
3731 int direction = MovDir[x][y];
3732 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3733 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3734 int horiz_move = (dx != 0);
3735 int newx = x + dx, newy = y + dy;
3736 int step = (horiz_move ? dx : dy) * TILEX / MOVE_DELAY_NORMAL_SPEED;
3738 if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DROPPING)
3740 else if (element == EL_QUICKSAND_FILLING ||
3741 element == EL_QUICKSAND_EMPTYING)
3743 else if (element == EL_MAGIC_WALL_FILLING ||
3744 element == EL_BD_MAGIC_WALL_FILLING ||
3745 element == EL_MAGIC_WALL_EMPTYING ||
3746 element == EL_BD_MAGIC_WALL_EMPTYING)
3748 else if (CAN_FALL(element) && horiz_move &&
3749 y < lev_fieldy-1 && IS_BELT_ACTIVE(Feld[x][y+1]))
3751 else if (element == EL_SPRING && horiz_move)
3753 else if (IS_CUSTOM_ELEMENT(element))
3754 step = SIGN(step) * element_info[element].move_stepsize;
3756 #if OLD_GAME_BEHAVIOUR
3757 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3761 MovPos[x][y] += step;
3763 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
3765 Feld[x][y] = EL_EMPTY;
3766 Feld[newx][newy] = element;
3768 if (element == EL_MOLE)
3771 static int xy[4][2] =
3779 Feld[x][y] = EL_SAND;
3780 DrawLevelField(x, y);
3789 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND)
3790 DrawLevelField(xx, yy); /* for "crumbled sand" */
3794 if (element == EL_QUICKSAND_FILLING)
3796 element = Feld[newx][newy] = get_next_element(element);
3797 Store[newx][newy] = Store[x][y];
3799 else if (element == EL_QUICKSAND_EMPTYING)
3801 Feld[x][y] = get_next_element(element);
3802 element = Feld[newx][newy] = Store[x][y];
3804 else if (element == EL_MAGIC_WALL_FILLING)
3806 element = Feld[newx][newy] = get_next_element(element);
3807 if (!game.magic_wall_active)
3808 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3809 Store[newx][newy] = Store[x][y];
3811 else if (element == EL_MAGIC_WALL_EMPTYING)
3813 Feld[x][y] = get_next_element(element);
3814 if (!game.magic_wall_active)
3815 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3816 element = Feld[newx][newy] = Store[x][y];
3818 else if (element == EL_BD_MAGIC_WALL_FILLING)
3820 element = Feld[newx][newy] = get_next_element(element);
3821 if (!game.magic_wall_active)
3822 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
3823 Store[newx][newy] = Store[x][y];
3825 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
3827 Feld[x][y] = get_next_element(element);
3828 if (!game.magic_wall_active)
3829 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
3830 element = Feld[newx][newy] = Store[x][y];
3832 else if (element == EL_AMOEBA_DROPPING)
3834 Feld[x][y] = get_next_element(element);
3835 element = Feld[newx][newy] = Store[x][y];
3837 else if (Store[x][y] == EL_ACID)
3839 element = Feld[newx][newy] = EL_ACID;
3843 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3844 MovDelay[newx][newy] = 0;
3846 /* copy animation control values to new field */
3847 GfxFrame[newx][newy] = GfxFrame[x][y];
3848 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
3849 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
3851 ResetGfxAnimation(x, y); /* reset animation values for old field */
3855 if (!CAN_MOVE(element))
3856 MovDir[newx][newy] = 0;
3859 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
3860 MovDir[newx][newy] = 0;
3863 if (!CAN_MOVE(element) ||
3864 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
3865 MovDir[newx][newy] = 0;
3869 DrawLevelField(x, y);
3870 DrawLevelField(newx, newy);
3872 Stop[newx][newy] = TRUE;
3873 JustStopped[newx][newy] = 3;
3875 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3877 TestIfBadThingTouchesHero(newx, newy);
3878 TestIfBadThingTouchesFriend(newx, newy);
3879 TestIfBadThingTouchesOtherBadThing(newx, newy);
3881 else if (element == EL_PENGUIN)
3882 TestIfFriendTouchesBadThing(newx, newy);
3884 if (CAN_SMASH(element) && direction == MV_DOWN &&
3885 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
3888 else /* still moving on */
3890 DrawLevelField(x, y);
3894 int AmoebeNachbarNr(int ax, int ay)
3897 int element = Feld[ax][ay];
3899 static int xy[4][2] =
3909 int x = ax + xy[i][0];
3910 int y = ay + xy[i][1];
3912 if (!IN_LEV_FIELD(x, y))
3915 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3916 group_nr = AmoebaNr[x][y];
3922 void AmoebenVereinigen(int ax, int ay)
3924 int i, x, y, xx, yy;
3925 int new_group_nr = AmoebaNr[ax][ay];
3926 static int xy[4][2] =
3934 if (new_group_nr == 0)
3942 if (!IN_LEV_FIELD(x, y))
3945 if ((Feld[x][y] == EL_AMOEBA_FULL ||
3946 Feld[x][y] == EL_BD_AMOEBA ||
3947 Feld[x][y] == EL_AMOEBA_DEAD) &&
3948 AmoebaNr[x][y] != new_group_nr)
3950 int old_group_nr = AmoebaNr[x][y];
3952 if (old_group_nr == 0)
3955 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3956 AmoebaCnt[old_group_nr] = 0;
3957 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3958 AmoebaCnt2[old_group_nr] = 0;
3960 for (yy=0; yy<lev_fieldy; yy++)
3962 for (xx=0; xx<lev_fieldx; xx++)
3964 if (AmoebaNr[xx][yy] == old_group_nr)
3965 AmoebaNr[xx][yy] = new_group_nr;
3972 void AmoebeUmwandeln(int ax, int ay)
3976 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
3978 int group_nr = AmoebaNr[ax][ay];
3983 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3984 printf("AmoebeUmwandeln(): This should never happen!\n");
3989 for (y=0; y<lev_fieldy; y++)
3991 for (x=0; x<lev_fieldx; x++)
3993 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
3996 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
4000 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
4001 SND_AMOEBA_TURNING_TO_GEM :
4002 SND_AMOEBA_TURNING_TO_ROCK));
4007 static int xy[4][2] =
4020 if (!IN_LEV_FIELD(x, y))
4023 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
4025 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
4026 SND_AMOEBA_TURNING_TO_GEM :
4027 SND_AMOEBA_TURNING_TO_ROCK));
4034 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
4037 int group_nr = AmoebaNr[ax][ay];
4038 boolean done = FALSE;
4043 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
4044 printf("AmoebeUmwandelnBD(): This should never happen!\n");
4049 for (y=0; y<lev_fieldy; y++)
4051 for (x=0; x<lev_fieldx; x++)
4053 if (AmoebaNr[x][y] == group_nr &&
4054 (Feld[x][y] == EL_AMOEBA_DEAD ||
4055 Feld[x][y] == EL_BD_AMOEBA ||
4056 Feld[x][y] == EL_AMOEBA_GROWING))
4059 Feld[x][y] = new_element;
4060 InitField(x, y, FALSE);
4061 DrawLevelField(x, y);
4068 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
4069 SND_BD_AMOEBA_TURNING_TO_ROCK :
4070 SND_BD_AMOEBA_TURNING_TO_GEM));
4073 void AmoebeWaechst(int x, int y)
4075 static unsigned long sound_delay = 0;
4076 static unsigned long sound_delay_value = 0;
4078 if (!MovDelay[x][y]) /* start new growing cycle */
4082 if (DelayReached(&sound_delay, sound_delay_value))
4085 PlaySoundLevelElementAction(x, y, Store[x][y], ACTION_GROWING);
4087 if (Store[x][y] == EL_BD_AMOEBA)
4088 PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
4090 PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
4092 sound_delay_value = 30;
4096 if (MovDelay[x][y]) /* wait some time before growing bigger */
4099 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4101 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
4102 6 - MovDelay[x][y]);
4104 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
4107 if (!MovDelay[x][y])
4109 Feld[x][y] = Store[x][y];
4111 DrawLevelField(x, y);
4116 void AmoebaDisappearing(int x, int y)
4118 static unsigned long sound_delay = 0;
4119 static unsigned long sound_delay_value = 0;
4121 if (!MovDelay[x][y]) /* start new shrinking cycle */
4125 if (DelayReached(&sound_delay, sound_delay_value))
4126 sound_delay_value = 30;
4129 if (MovDelay[x][y]) /* wait some time before shrinking */
4132 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4134 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
4135 6 - MovDelay[x][y]);
4137 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
4140 if (!MovDelay[x][y])
4142 Feld[x][y] = EL_EMPTY;
4143 DrawLevelField(x, y);
4145 /* don't let mole enter this field in this cycle;
4146 (give priority to objects falling to this field from above) */
4152 void AmoebeAbleger(int ax, int ay)
4155 int element = Feld[ax][ay];
4156 int graphic = el2img(element);
4157 int newax = ax, neway = ay;
4158 static int xy[4][2] =
4166 if (!level.amoeba_speed)
4168 Feld[ax][ay] = EL_AMOEBA_DEAD;
4169 DrawLevelField(ax, ay);
4173 if (IS_ANIMATED(graphic))
4174 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4176 if (!MovDelay[ax][ay]) /* start making new amoeba field */
4177 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
4179 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
4182 if (MovDelay[ax][ay])
4186 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
4189 int x = ax + xy[start][0];
4190 int y = ay + xy[start][1];
4192 if (!IN_LEV_FIELD(x, y))
4195 if (IS_FREE(x, y) ||
4196 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4202 if (newax == ax && neway == ay)
4205 else /* normal or "filled" (BD style) amoeba */
4208 boolean waiting_for_player = FALSE;
4212 int j = (start + i) % 4;
4213 int x = ax + xy[j][0];
4214 int y = ay + xy[j][1];
4216 if (!IN_LEV_FIELD(x, y))
4219 if (IS_FREE(x, y) ||
4220 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4226 else if (IS_PLAYER(x, y))
4227 waiting_for_player = TRUE;
4230 if (newax == ax && neway == ay) /* amoeba cannot grow */
4232 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
4234 Feld[ax][ay] = EL_AMOEBA_DEAD;
4235 DrawLevelField(ax, ay);
4236 AmoebaCnt[AmoebaNr[ax][ay]]--;
4238 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
4240 if (element == EL_AMOEBA_FULL)
4241 AmoebeUmwandeln(ax, ay);
4242 else if (element == EL_BD_AMOEBA)
4243 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
4248 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
4250 /* amoeba gets larger by growing in some direction */
4252 int new_group_nr = AmoebaNr[ax][ay];
4255 if (new_group_nr == 0)
4257 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
4258 printf("AmoebeAbleger(): This should never happen!\n");
4263 AmoebaNr[newax][neway] = new_group_nr;
4264 AmoebaCnt[new_group_nr]++;
4265 AmoebaCnt2[new_group_nr]++;
4267 /* if amoeba touches other amoeba(s) after growing, unify them */
4268 AmoebenVereinigen(newax, neway);
4270 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
4272 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
4278 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
4279 (neway == lev_fieldy - 1 && newax != ax))
4281 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
4282 Store[newax][neway] = element;
4284 else if (neway == ay)
4286 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
4288 PlaySoundLevelAction(newax, neway, ACTION_GROWING);
4290 PlaySoundLevel(newax, neway, SND_AMOEBA_GROWING);
4295 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
4296 Feld[ax][ay] = EL_AMOEBA_DROPPING;
4297 Store[ax][ay] = EL_AMOEBA_DROP;
4298 ContinueMoving(ax, ay);
4302 DrawLevelField(newax, neway);
4305 void Life(int ax, int ay)
4308 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
4310 int element = Feld[ax][ay];
4311 int graphic = el2img(element);
4312 boolean changed = FALSE;
4314 if (IS_ANIMATED(graphic))
4315 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4320 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
4321 MovDelay[ax][ay] = life_time;
4323 if (MovDelay[ax][ay]) /* wait some time before next cycle */
4326 if (MovDelay[ax][ay])
4330 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
4332 int xx = ax+x1, yy = ay+y1;
4335 if (!IN_LEV_FIELD(xx, yy))
4338 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
4340 int x = xx+x2, y = yy+y2;
4342 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
4345 if (((Feld[x][y] == element ||
4346 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
4348 (IS_FREE(x, y) && Stop[x][y]))
4352 if (xx == ax && yy == ay) /* field in the middle */
4354 if (nachbarn < life[0] || nachbarn > life[1])
4356 Feld[xx][yy] = EL_EMPTY;
4358 DrawLevelField(xx, yy);
4359 Stop[xx][yy] = TRUE;
4363 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
4364 { /* free border field */
4365 if (nachbarn >= life[2] && nachbarn <= life[3])
4367 Feld[xx][yy] = element;
4368 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
4370 DrawLevelField(xx, yy);
4371 Stop[xx][yy] = TRUE;
4378 PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
4379 SND_GAME_OF_LIFE_GROWING);
4382 static void InitRobotWheel(int x, int y)
4384 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4387 static void RunRobotWheel(int x, int y)
4389 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
4392 static void StopRobotWheel(int x, int y)
4394 if (ZX == x && ZY == y)
4398 static void InitTimegateWheel(int x, int y)
4400 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4403 static void RunTimegateWheel(int x, int y)
4405 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
4408 void CheckExit(int x, int y)
4410 if (local_player->gems_still_needed > 0 ||
4411 local_player->sokobanfields_still_needed > 0 ||
4412 local_player->lights_still_needed > 0)
4414 int element = Feld[x][y];
4415 int graphic = el2img(element);
4417 if (IS_ANIMATED(graphic))
4418 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4423 Feld[x][y] = EL_EXIT_OPENING;
4425 PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING);
4428 void CheckExitSP(int x, int y)
4430 if (local_player->gems_still_needed > 0)
4432 int element = Feld[x][y];
4433 int graphic = el2img(element);
4435 if (IS_ANIMATED(graphic))
4436 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4441 Feld[x][y] = EL_SP_EXIT_OPEN;
4443 PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
4446 static void CloseAllOpenTimegates()
4450 for (y=0; y<lev_fieldy; y++)
4452 for (x=0; x<lev_fieldx; x++)
4454 int element = Feld[x][y];
4456 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4458 Feld[x][y] = EL_TIMEGATE_CLOSING;
4460 PlaySoundLevelAction(x, y, ACTION_CLOSING);
4462 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4469 void EdelsteinFunkeln(int x, int y)
4471 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4474 if (Feld[x][y] == EL_BD_DIAMOND)
4477 if (MovDelay[x][y] == 0) /* next animation frame */
4478 MovDelay[x][y] = 11 * !SimpleRND(500);
4480 if (MovDelay[x][y] != 0) /* wait some time before next frame */
4484 if (setup.direct_draw && MovDelay[x][y])
4485 SetDrawtoField(DRAW_BUFFERED);
4487 DrawLevelElementAnimation(x, y, Feld[x][y]);
4489 if (MovDelay[x][y] != 0)
4491 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
4492 10 - MovDelay[x][y]);
4494 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
4496 if (setup.direct_draw)
4500 dest_x = FX + SCREENX(x) * TILEX;
4501 dest_y = FY + SCREENY(y) * TILEY;
4503 BlitBitmap(drawto_field, window,
4504 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4505 SetDrawtoField(DRAW_DIRECT);
4511 void MauerWaechst(int x, int y)
4515 if (!MovDelay[x][y]) /* next animation frame */
4516 MovDelay[x][y] = 3 * delay;
4518 if (MovDelay[x][y]) /* wait some time before next frame */
4522 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4524 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
4525 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
4527 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4530 if (!MovDelay[x][y])
4532 if (MovDir[x][y] == MV_LEFT)
4534 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
4535 DrawLevelField(x - 1, y);
4537 else if (MovDir[x][y] == MV_RIGHT)
4539 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
4540 DrawLevelField(x + 1, y);
4542 else if (MovDir[x][y] == MV_UP)
4544 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
4545 DrawLevelField(x, y - 1);
4549 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
4550 DrawLevelField(x, y + 1);
4553 Feld[x][y] = Store[x][y];
4555 MovDir[x][y] = MV_NO_MOVING;
4556 DrawLevelField(x, y);
4561 void MauerAbleger(int ax, int ay)
4563 int element = Feld[ax][ay];
4564 int graphic = el2img(element);
4565 boolean oben_frei = FALSE, unten_frei = FALSE;
4566 boolean links_frei = FALSE, rechts_frei = FALSE;
4567 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4568 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4569 boolean new_wall = FALSE;
4571 if (IS_ANIMATED(graphic))
4572 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4574 if (!MovDelay[ax][ay]) /* start building new wall */
4575 MovDelay[ax][ay] = 6;
4577 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4580 if (MovDelay[ax][ay])
4584 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4586 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4588 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4590 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4593 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
4594 element == EL_EXPANDABLE_WALL_ANY)
4598 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
4599 Store[ax][ay-1] = element;
4600 MovDir[ax][ay-1] = MV_UP;
4601 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4602 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
4603 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
4608 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
4609 Store[ax][ay+1] = element;
4610 MovDir[ax][ay+1] = MV_DOWN;
4611 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4612 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
4613 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
4618 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4619 element == EL_EXPANDABLE_WALL_ANY ||
4620 element == EL_EXPANDABLE_WALL)
4624 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
4625 Store[ax-1][ay] = element;
4626 MovDir[ax-1][ay] = MV_LEFT;
4627 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4628 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
4629 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
4635 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
4636 Store[ax+1][ay] = element;
4637 MovDir[ax+1][ay] = MV_RIGHT;
4638 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4639 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
4640 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
4645 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
4646 DrawLevelField(ax, ay);
4648 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
4650 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
4651 unten_massiv = TRUE;
4652 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
4653 links_massiv = TRUE;
4654 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
4655 rechts_massiv = TRUE;
4657 if (((oben_massiv && unten_massiv) ||
4658 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4659 element == EL_EXPANDABLE_WALL) &&
4660 ((links_massiv && rechts_massiv) ||
4661 element == EL_EXPANDABLE_WALL_VERTICAL))
4662 Feld[ax][ay] = EL_WALL;
4666 PlaySoundLevelAction(ax, ay, ACTION_GROWING);
4668 PlaySoundLevel(ax, ay, SND_EXPANDABLE_WALL_GROWING);
4672 void CheckForDragon(int x, int y)
4675 boolean dragon_found = FALSE;
4676 static int xy[4][2] =
4688 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4690 if (IN_LEV_FIELD(xx, yy) &&
4691 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
4693 if (Feld[xx][yy] == EL_DRAGON)
4694 dragon_found = TRUE;
4707 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4709 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
4711 Feld[xx][yy] = EL_EMPTY;
4712 DrawLevelField(xx, yy);
4721 static void InitBuggyBase(int x, int y)
4723 int element = Feld[x][y];
4724 int activating_delay = FRAMES_PER_SECOND / 4;
4727 (element == EL_SP_BUGGY_BASE ?
4728 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
4729 element == EL_SP_BUGGY_BASE_ACTIVATING ?
4731 element == EL_SP_BUGGY_BASE_ACTIVE ?
4732 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
4735 static void WarnBuggyBase(int x, int y)
4738 static int xy[4][2] =
4748 int xx = x + xy[i][0], yy = y + xy[i][1];
4750 if (IS_PLAYER(xx, yy))
4752 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
4759 static void InitTrap(int x, int y)
4761 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4764 static void ActivateTrap(int x, int y)
4766 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
4769 static void ChangeActiveTrap(int x, int y)
4771 int graphic = IMG_TRAP_ACTIVE;
4773 /* if new animation frame was drawn, correct crumbled sand border */
4774 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
4775 DrawLevelFieldCrumbledSand(x, y);
4778 static void ChangeElement(int x, int y)
4780 int element = Feld[x][y];
4782 if (IS_MOVING(x, y)) /* never change a running system :-) */
4785 if (MovDelay[x][y] == 0) /* initialize element change */
4787 MovDelay[x][y] = changing_element[element].change_delay + 1;
4789 if (IS_CUSTOM_ELEMENT(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
4791 int max_random_delay = element_info[element].change.delay_random;
4792 int delay_frames = element_info[element].change.delay_frames;
4794 MovDelay[x][y] += RND(max_random_delay * delay_frames);
4797 ResetGfxAnimation(x, y);
4798 ResetRandomAnimationValue(x, y);
4800 if (changing_element[element].pre_change_function)
4801 changing_element[element].pre_change_function(x, y);
4806 if (MovDelay[x][y] != 0) /* continue element change */
4808 if (IS_ANIMATED(el2img(element)))
4809 DrawLevelElementAnimationIfNeeded(x, y, element);
4811 if (changing_element[element].change_function)
4812 changing_element[element].change_function(x, y);
4814 else /* finish element change */
4816 Feld[x][y] = changing_element[element].next_element;
4818 ResetGfxAnimation(x, y);
4819 ResetRandomAnimationValue(x, y);
4822 InitField(x, y, FALSE);
4823 if (CAN_MOVE(element))
4826 DrawLevelField(x, y);
4828 if (changing_element[element].post_change_function)
4829 changing_element[element].post_change_function(x, y);
4833 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4835 static byte stored_player_action[MAX_PLAYERS];
4836 static int num_stored_actions = 0;
4837 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4838 int left = player_action & JOY_LEFT;
4839 int right = player_action & JOY_RIGHT;
4840 int up = player_action & JOY_UP;
4841 int down = player_action & JOY_DOWN;
4842 int button1 = player_action & JOY_BUTTON_1;
4843 int button2 = player_action & JOY_BUTTON_2;
4844 int dx = (left ? -1 : right ? 1 : 0);
4845 int dy = (up ? -1 : down ? 1 : 0);
4847 stored_player_action[player->index_nr] = 0;
4848 num_stored_actions++;
4850 if (!player->active || tape.pausing)
4856 snapped = SnapField(player, dx, dy);
4860 bombed = PlaceBomb(player);
4861 moved = MoveFigure(player, dx, dy);
4864 if (tape.single_step && tape.recording && !tape.pausing)
4866 if (button1 || (bombed && !moved))
4868 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
4869 SnapField(player, 0, 0); /* stop snapping */
4873 stored_player_action[player->index_nr] = player_action;
4877 /* no actions for this player (no input at player's configured device) */
4879 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4880 SnapField(player, 0, 0);
4881 CheckGravityMovement(player);
4883 if (player->MovPos == 0)
4886 printf("Trying... Player frame reset\n");
4889 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
4892 if (player->MovPos == 0) /* needed for tape.playing */
4893 player->is_moving = FALSE;
4896 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
4898 TapeRecordAction(stored_player_action);
4899 num_stored_actions = 0;
4905 static unsigned long action_delay = 0;
4906 unsigned long action_delay_value;
4907 int magic_wall_x = 0, magic_wall_y = 0;
4908 int i, x, y, element, graphic;
4909 byte *recorded_player_action;
4910 byte summarized_player_action = 0;
4912 if (game_status != GAME_MODE_PLAYING)
4915 action_delay_value =
4916 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4918 if (tape.playing && tape.index_search && !tape.pausing)
4919 action_delay_value = 0;
4921 /* ---------- main game synchronization point ---------- */
4923 WaitUntilDelayReached(&action_delay, action_delay_value);
4925 if (network_playing && !network_player_action_received)
4929 printf("DEBUG: try to get network player actions in time\n");
4933 #if defined(PLATFORM_UNIX)
4934 /* last chance to get network player actions without main loop delay */
4938 if (game_status != GAME_MODE_PLAYING)
4941 if (!network_player_action_received)
4945 printf("DEBUG: failed to get network player actions in time\n");
4955 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4957 for (i=0; i<MAX_PLAYERS; i++)
4959 summarized_player_action |= stored_player[i].action;
4961 if (!network_playing)
4962 stored_player[i].effective_action = stored_player[i].action;
4965 #if defined(PLATFORM_UNIX)
4966 if (network_playing)
4967 SendToServer_MovePlayer(summarized_player_action);
4970 if (!options.network && !setup.team_mode)
4971 local_player->effective_action = summarized_player_action;
4973 for (i=0; i<MAX_PLAYERS; i++)
4975 int actual_player_action = stored_player[i].effective_action;
4977 if (stored_player[i].programmed_action)
4978 actual_player_action = stored_player[i].programmed_action;
4980 if (recorded_player_action)
4981 actual_player_action = recorded_player_action[i];
4983 PlayerActions(&stored_player[i], actual_player_action);
4984 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4987 network_player_action_received = FALSE;
4989 ScrollScreen(NULL, SCROLL_GO_ON);
4995 for (i=0; i<MAX_PLAYERS; i++)
4996 stored_player[i].Frame++;
4999 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5002 if (JustStopped[x][y] > 0)
5003 JustStopped[x][y]--;
5008 if (IS_BLOCKED(x, y))
5012 Blocked2Moving(x, y, &oldx, &oldy);
5013 if (!IS_MOVING(oldx, oldy))
5015 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
5016 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
5017 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
5018 printf("GameActions(): This should never happen!\n");
5024 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5026 element = Feld[x][y];
5028 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5030 graphic = el2img(element);
5036 printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
5038 element = graphic = 0;
5042 if (graphic_info[graphic].anim_global_sync)
5043 GfxFrame[x][y] = FrameCounter;
5045 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
5046 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
5047 ResetRandomAnimationValue(x, y);
5049 SetRandomAnimationValue(x, y);
5052 PlaySoundLevelActionIfLoop(x, y, GfxAction[x][y]);
5055 if (IS_INACTIVE(element))
5057 if (IS_ANIMATED(graphic))
5058 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5063 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
5068 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5070 if (element == EL_PACMAN)
5071 printf("::: %d, %d, %d\n",
5072 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
5075 if (element == EL_YAMYAM)
5076 printf("::: %d, %d, %d\n",
5077 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
5081 if (IS_ANIMATED(graphic) &&
5085 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5088 if (element == EL_YAMYAM)
5089 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
5093 if (IS_GEM(element) || element == EL_SP_INFOTRON)
5094 EdelsteinFunkeln(x, y);
5096 else if ((element == EL_ACID ||
5097 element == EL_EXIT_OPEN ||
5098 element == EL_SP_EXIT_OPEN ||
5099 element == EL_SP_TERMINAL ||
5100 element == EL_SP_TERMINAL_ACTIVE ||
5101 element == EL_EXTRA_TIME ||
5102 element == EL_SHIELD_NORMAL ||
5103 element == EL_SHIELD_DEADLY) &&
5104 IS_ANIMATED(graphic))
5105 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5106 else if (IS_MOVING(x, y))
5107 ContinueMoving(x, y);
5108 else if (IS_ACTIVE_BOMB(element))
5109 CheckDynamite(x, y);
5111 else if (element == EL_EXPLOSION && !game.explosions_delayed)
5112 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
5114 else if (element == EL_AMOEBA_GROWING)
5115 AmoebeWaechst(x, y);
5116 else if (element == EL_AMOEBA_SHRINKING)
5117 AmoebaDisappearing(x, y);
5119 #if !USE_NEW_AMOEBA_CODE
5120 else if (IS_AMOEBALIVE(element))
5121 AmoebeAbleger(x, y);
5124 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
5126 else if (element == EL_EXIT_CLOSED)
5128 else if (element == EL_SP_EXIT_CLOSED)
5130 else if (element == EL_EXPANDABLE_WALL_GROWING)
5132 else if (element == EL_EXPANDABLE_WALL ||
5133 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5134 element == EL_EXPANDABLE_WALL_VERTICAL ||
5135 element == EL_EXPANDABLE_WALL_ANY)
5137 else if (element == EL_FLAMES)
5138 CheckForDragon(x, y);
5140 else if (IS_AUTO_CHANGING(element))
5141 ChangeElement(x, y);
5143 else if (element == EL_EXPLOSION)
5144 ; /* drawing of correct explosion animation is handled separately */
5145 else if (IS_ANIMATED(graphic) && !IS_AUTO_CHANGING(element))
5146 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5149 /* this may take place after moving, therefore element may have changed */
5150 if (IS_AUTO_CHANGING(Feld[x][y]))
5151 ChangeElement(x, y);
5154 if (IS_BELT_ACTIVE(element))
5155 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
5157 if (game.magic_wall_active)
5159 int jx = local_player->jx, jy = local_player->jy;
5161 /* play the element sound at the position nearest to the player */
5162 if ((element == EL_MAGIC_WALL_FULL ||
5163 element == EL_MAGIC_WALL_ACTIVE ||
5164 element == EL_MAGIC_WALL_EMPTYING ||
5165 element == EL_BD_MAGIC_WALL_FULL ||
5166 element == EL_BD_MAGIC_WALL_ACTIVE ||
5167 element == EL_BD_MAGIC_WALL_EMPTYING) &&
5168 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
5176 #if USE_NEW_AMOEBA_CODE
5177 /* new experimental amoeba growth stuff */
5179 if (!(FrameCounter % 8))
5182 static unsigned long random = 1684108901;
5184 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
5187 x = (random >> 10) % lev_fieldx;
5188 y = (random >> 20) % lev_fieldy;
5190 x = RND(lev_fieldx);
5191 y = RND(lev_fieldy);
5193 element = Feld[x][y];
5195 if (!IS_PLAYER(x,y) &&
5196 (element == EL_EMPTY ||
5197 element == EL_SAND ||
5198 element == EL_QUICKSAND_EMPTY ||
5199 element == EL_ACID_SPLASH_LEFT ||
5200 element == EL_ACID_SPLASH_RIGHT))
5202 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
5203 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
5204 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
5205 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
5206 Feld[x][y] = EL_AMOEBA_DROP;
5209 random = random * 129 + 1;
5215 if (game.explosions_delayed)
5218 game.explosions_delayed = FALSE;
5220 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5222 element = Feld[x][y];
5224 if (ExplodeField[x][y])
5225 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
5226 else if (element == EL_EXPLOSION)
5227 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
5229 ExplodeField[x][y] = EX_NO_EXPLOSION;
5232 game.explosions_delayed = TRUE;
5235 if (game.magic_wall_active)
5237 if (!(game.magic_wall_time_left % 4))
5239 int element = Feld[magic_wall_x][magic_wall_y];
5241 if (element == EL_BD_MAGIC_WALL_FULL ||
5242 element == EL_BD_MAGIC_WALL_ACTIVE ||
5243 element == EL_BD_MAGIC_WALL_EMPTYING)
5244 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
5246 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
5249 if (game.magic_wall_time_left > 0)
5251 game.magic_wall_time_left--;
5252 if (!game.magic_wall_time_left)
5254 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5256 element = Feld[x][y];
5258 if (element == EL_MAGIC_WALL_ACTIVE ||
5259 element == EL_MAGIC_WALL_FULL)
5261 Feld[x][y] = EL_MAGIC_WALL_DEAD;
5262 DrawLevelField(x, y);
5264 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
5265 element == EL_BD_MAGIC_WALL_FULL)
5267 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
5268 DrawLevelField(x, y);
5272 game.magic_wall_active = FALSE;
5277 if (game.light_time_left > 0)
5279 game.light_time_left--;
5281 if (game.light_time_left == 0)
5282 RedrawAllLightSwitchesAndInvisibleElements();
5285 if (game.timegate_time_left > 0)
5287 game.timegate_time_left--;
5289 if (game.timegate_time_left == 0)
5290 CloseAllOpenTimegates();
5293 for (i=0; i<MAX_PLAYERS; i++)
5295 struct PlayerInfo *player = &stored_player[i];
5297 if (SHIELD_ON(player))
5299 if (player->shield_deadly_time_left)
5300 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
5301 else if (player->shield_normal_time_left)
5302 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
5306 if (TimeFrames >= (1000 / GameFrameDelay))
5311 for (i=0; i<MAX_PLAYERS; i++)
5313 struct PlayerInfo *player = &stored_player[i];
5315 if (SHIELD_ON(player))
5317 player->shield_normal_time_left--;
5319 if (player->shield_deadly_time_left > 0)
5320 player->shield_deadly_time_left--;
5324 if (tape.recording || tape.playing)
5325 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
5331 if (TimeLeft <= 10 && setup.time_limit)
5332 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
5334 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
5336 if (!TimeLeft && setup.time_limit)
5337 for (i=0; i<MAX_PLAYERS; i++)
5338 KillHero(&stored_player[i]);
5340 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
5341 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
5346 if (options.debug) /* calculate frames per second */
5348 static unsigned long fps_counter = 0;
5349 static int fps_frames = 0;
5350 unsigned long fps_delay_ms = Counter() - fps_counter;
5354 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
5356 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
5359 fps_counter = Counter();
5362 redraw_mask |= REDRAW_FPS;
5366 if (stored_player[0].jx != stored_player[0].last_jx ||
5367 stored_player[0].jy != stored_player[0].last_jy)
5368 printf("::: %d, %d, %d, %d, %d\n",
5369 stored_player[0].MovDir,
5370 stored_player[0].MovPos,
5371 stored_player[0].GfxPos,
5372 stored_player[0].Frame,
5373 stored_player[0].StepFrame);
5380 for (i=0; i<MAX_PLAYERS; i++)
5383 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
5385 stored_player[i].Frame += move_frames;
5387 if (stored_player[i].MovPos != 0)
5388 stored_player[i].StepFrame += move_frames;
5393 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
5395 int min_x = x, min_y = y, max_x = x, max_y = y;
5398 for (i=0; i<MAX_PLAYERS; i++)
5400 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5402 if (!stored_player[i].active || &stored_player[i] == player)
5405 min_x = MIN(min_x, jx);
5406 min_y = MIN(min_y, jy);
5407 max_x = MAX(max_x, jx);
5408 max_y = MAX(max_y, jy);
5411 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
5414 static boolean AllPlayersInVisibleScreen()
5418 for (i=0; i<MAX_PLAYERS; i++)
5420 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5422 if (!stored_player[i].active)
5425 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5432 void ScrollLevel(int dx, int dy)
5434 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
5437 BlitBitmap(drawto_field, drawto_field,
5438 FX + TILEX*(dx == -1) - softscroll_offset,
5439 FY + TILEY*(dy == -1) - softscroll_offset,
5440 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
5441 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
5442 FX + TILEX*(dx == 1) - softscroll_offset,
5443 FY + TILEY*(dy == 1) - softscroll_offset);
5447 x = (dx == 1 ? BX1 : BX2);
5448 for (y=BY1; y<=BY2; y++)
5449 DrawScreenField(x, y);
5454 y = (dy == 1 ? BY1 : BY2);
5455 for (x=BX1; x<=BX2; x++)
5456 DrawScreenField(x, y);
5459 redraw_mask |= REDRAW_FIELD;
5462 static void CheckGravityMovement(struct PlayerInfo *player)
5464 if (level.gravity && !player->programmed_action)
5466 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
5467 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
5469 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
5470 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
5471 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
5472 int jx = player->jx, jy = player->jy;
5473 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
5474 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
5475 int new_jx = jx + dx, new_jy = jy + dy;
5476 boolean field_under_player_is_free =
5477 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
5478 boolean player_is_moving_to_valid_field =
5479 (IN_LEV_FIELD(new_jx, new_jy) &&
5480 (Feld[new_jx][new_jy] == EL_SP_BASE ||
5481 Feld[new_jx][new_jy] == EL_SAND));
5483 if (field_under_player_is_free &&
5484 !player_is_moving_to_valid_field &&
5485 !IS_WALKABLE_INSIDE(Feld[jx][jy]))
5486 player->programmed_action = MV_DOWN;
5492 -----------------------------------------------------------------------------
5493 dx, dy: direction (non-diagonal) to try to move the player to
5494 real_dx, real_dy: direction as read from input device (can be diagonal)
5497 boolean MoveFigureOneStep(struct PlayerInfo *player,
5498 int dx, int dy, int real_dx, int real_dy)
5500 int jx = player->jx, jy = player->jy;
5501 int new_jx = jx+dx, new_jy = jy+dy;
5505 if (!player->active || (!dx && !dy))
5506 return MF_NO_ACTION;
5508 player->MovDir = (dx < 0 ? MV_LEFT :
5511 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5513 if (!IN_LEV_FIELD(new_jx, new_jy))
5514 return MF_NO_ACTION;
5516 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
5517 return MF_NO_ACTION;
5520 element = MovingOrBlocked2Element(new_jx, new_jy);
5522 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
5525 if (DONT_RUN_INTO(element))
5527 if (element == EL_ACID && dx == 0 && dy == 1)
5530 Feld[jx][jy] = EL_PLAYER_1;
5531 InitMovingField(jx, jy, MV_DOWN);
5532 Store[jx][jy] = EL_ACID;
5533 ContinueMoving(jx, jy);
5537 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
5542 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
5543 if (can_move != MF_MOVING)
5546 StorePlayer[jx][jy] = 0;
5547 player->last_jx = jx;
5548 player->last_jy = jy;
5549 jx = player->jx = new_jx;
5550 jy = player->jy = new_jy;
5551 StorePlayer[jx][jy] = player->element_nr;
5554 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
5556 ScrollFigure(player, SCROLL_INIT);
5561 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
5563 int jx = player->jx, jy = player->jy;
5564 int old_jx = jx, old_jy = jy;
5565 int moved = MF_NO_ACTION;
5567 if (!player->active || (!dx && !dy))
5571 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5575 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5576 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
5580 /* remove the last programmed player action */
5581 player->programmed_action = 0;
5585 /* should only happen if pre-1.2 tape recordings are played */
5586 /* this is only for backward compatibility */
5588 int original_move_delay_value = player->move_delay_value;
5591 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
5595 /* scroll remaining steps with finest movement resolution */
5596 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
5598 while (player->MovPos)
5600 ScrollFigure(player, SCROLL_GO_ON);
5601 ScrollScreen(NULL, SCROLL_GO_ON);
5607 player->move_delay_value = original_move_delay_value;
5610 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
5612 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
5613 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5617 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5618 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5624 if (moved & MF_MOVING && !ScreenMovPos &&
5625 (player == local_player || !options.network))
5627 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5628 int offset = (setup.scroll_delay ? 3 : 0);
5630 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5632 /* actual player has left the screen -- scroll in that direction */
5633 if (jx != old_jx) /* player has moved horizontally */
5634 scroll_x += (jx - old_jx);
5635 else /* player has moved vertically */
5636 scroll_y += (jy - old_jy);
5640 if (jx != old_jx) /* player has moved horizontally */
5642 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5643 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5644 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5646 /* don't scroll over playfield boundaries */
5647 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5648 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5650 /* don't scroll more than one field at a time */
5651 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5653 /* don't scroll against the player's moving direction */
5654 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5655 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5656 scroll_x = old_scroll_x;
5658 else /* player has moved vertically */
5660 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5661 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5662 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5664 /* don't scroll over playfield boundaries */
5665 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5666 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5668 /* don't scroll more than one field at a time */
5669 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5671 /* don't scroll against the player's moving direction */
5672 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5673 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5674 scroll_y = old_scroll_y;
5678 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5680 if (!options.network && !AllPlayersInVisibleScreen())
5682 scroll_x = old_scroll_x;
5683 scroll_y = old_scroll_y;
5687 ScrollScreen(player, SCROLL_INIT);
5688 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5695 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
5697 if (!(moved & MF_MOVING) && !player->Pushing)
5702 player->StepFrame = 0;
5704 if (moved & MF_MOVING)
5706 if (old_jx != jx && old_jy == jy)
5707 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5708 else if (old_jx == jx && old_jy != jy)
5709 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5711 DrawLevelField(jx, jy); /* for "crumbled sand" */
5713 player->last_move_dir = player->MovDir;
5714 player->is_moving = TRUE;
5718 CheckGravityMovement(player);
5721 player->last_move_dir = MV_NO_MOVING;
5723 player->is_moving = FALSE;
5726 TestIfHeroTouchesBadThing(jx, jy);
5728 if (!player->active)
5734 void ScrollFigure(struct PlayerInfo *player, int mode)
5736 int jx = player->jx, jy = player->jy;
5737 int last_jx = player->last_jx, last_jy = player->last_jy;
5738 int move_stepsize = TILEX / player->move_delay_value;
5740 if (!player->active || !player->MovPos)
5743 if (mode == SCROLL_INIT)
5745 player->actual_frame_counter = FrameCounter;
5746 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5748 if (Feld[last_jx][last_jy] == EL_EMPTY)
5749 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5754 else if (!FrameReached(&player->actual_frame_counter, 1))
5757 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5758 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5760 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5761 Feld[last_jx][last_jy] = EL_EMPTY;
5763 /* before DrawPlayer() to draw correct player graphic for this case */
5764 if (player->MovPos == 0)
5765 CheckGravityMovement(player);
5769 if (player->MovPos == 0)
5771 if (IS_PASSABLE(Feld[last_jx][last_jy]))
5773 /* continue with normal speed after quickly moving through gate */
5774 HALVE_PLAYER_SPEED(player);
5776 /* be able to make the next move without delay */
5777 player->move_delay = 0;
5780 player->last_jx = jx;
5781 player->last_jy = jy;
5783 if (Feld[jx][jy] == EL_EXIT_OPEN ||
5784 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5788 if (local_player->friends_still_needed == 0 ||
5789 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5790 player->LevelSolved = player->GameOver = TRUE;
5793 if (tape.single_step && tape.recording && !tape.pausing &&
5794 !player->programmed_action)
5795 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5799 void ScrollScreen(struct PlayerInfo *player, int mode)
5801 static unsigned long screen_frame_counter = 0;
5803 if (mode == SCROLL_INIT)
5805 /* set scrolling step size according to actual player's moving speed */
5806 ScrollStepSize = TILEX / player->move_delay_value;
5808 screen_frame_counter = FrameCounter;
5809 ScreenMovDir = player->MovDir;
5810 ScreenMovPos = player->MovPos;
5811 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5814 else if (!FrameReached(&screen_frame_counter, 1))
5819 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5820 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5821 redraw_mask |= REDRAW_FIELD;
5824 ScreenMovDir = MV_NO_MOVING;
5827 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
5829 int i, kill_x = -1, kill_y = -1;
5830 static int test_xy[4][2] =
5837 static int test_dir[4] =
5847 int test_x, test_y, test_move_dir, test_element;
5849 test_x = good_x + test_xy[i][0];
5850 test_y = good_y + test_xy[i][1];
5851 if (!IN_LEV_FIELD(test_x, test_y))
5855 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5858 test_element = Feld[test_x][test_y];
5860 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
5863 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
5864 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5866 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
5867 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
5875 if (kill_x != -1 || kill_y != -1)
5877 if (IS_PLAYER(good_x, good_y))
5879 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
5881 if (player->shield_deadly_time_left > 0)
5882 Bang(kill_x, kill_y);
5883 else if (!PLAYER_PROTECTED(good_x, good_y))
5887 Bang(good_x, good_y);
5891 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
5893 int i, kill_x = -1, kill_y = -1;
5894 int bad_element = Feld[bad_x][bad_y];
5895 static int test_xy[4][2] =
5902 static int test_dir[4] =
5910 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
5915 int test_x, test_y, test_move_dir, test_element;
5917 test_x = bad_x + test_xy[i][0];
5918 test_y = bad_y + test_xy[i][1];
5919 if (!IN_LEV_FIELD(test_x, test_y))
5923 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5925 test_element = Feld[test_x][test_y];
5927 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
5928 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5930 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
5931 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
5933 /* good thing is player or penguin that does not move away */
5934 if (IS_PLAYER(test_x, test_y))
5936 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
5938 if (bad_element == EL_ROBOT && player->is_moving)
5939 continue; /* robot does not kill player if he is moving */
5945 else if (test_element == EL_PENGUIN)
5954 if (kill_x != -1 || kill_y != -1)
5956 if (IS_PLAYER(kill_x, kill_y))
5958 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
5961 int dir = player->MovDir;
5962 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5963 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5965 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5966 newx != bad_x && newy != bad_y)
5967 ; /* robot does not kill player if he is moving */
5969 printf("-> %d\n", player->MovDir);
5971 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5972 newx != bad_x && newy != bad_y)
5973 ; /* robot does not kill player if he is moving */
5978 if (player->shield_deadly_time_left > 0)
5980 else if (!PLAYER_PROTECTED(kill_x, kill_y))
5984 Bang(kill_x, kill_y);
5988 void TestIfHeroTouchesBadThing(int x, int y)
5990 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5993 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
5995 TestIfGoodThingHitsBadThing(x, y, move_dir);
5998 void TestIfBadThingTouchesHero(int x, int y)
6000 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
6003 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
6005 TestIfBadThingHitsGoodThing(x, y, move_dir);
6008 void TestIfFriendTouchesBadThing(int x, int y)
6010 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
6013 void TestIfBadThingTouchesFriend(int x, int y)
6015 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
6018 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
6020 int i, kill_x = bad_x, kill_y = bad_y;
6021 static int xy[4][2] =
6033 x = bad_x + xy[i][0];
6034 y = bad_y + xy[i][1];
6035 if (!IN_LEV_FIELD(x, y))
6038 element = Feld[x][y];
6039 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
6040 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
6048 if (kill_x != bad_x || kill_y != bad_y)
6052 void KillHero(struct PlayerInfo *player)
6054 int jx = player->jx, jy = player->jy;
6056 if (!player->active)
6059 /* remove accessible field at the player's position */
6060 Feld[jx][jy] = EL_EMPTY;
6062 /* deactivate shield (else Bang()/Explode() would not work right) */
6063 player->shield_normal_time_left = 0;
6064 player->shield_deadly_time_left = 0;
6070 static void KillHeroUnlessProtected(int x, int y)
6072 if (!PLAYER_PROTECTED(x, y))
6073 KillHero(PLAYERINFO(x, y));
6076 void BuryHero(struct PlayerInfo *player)
6078 int jx = player->jx, jy = player->jy;
6080 if (!player->active)
6083 PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING);
6084 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
6086 player->GameOver = TRUE;
6090 void RemoveHero(struct PlayerInfo *player)
6092 int jx = player->jx, jy = player->jy;
6093 int i, found = FALSE;
6095 player->present = FALSE;
6096 player->active = FALSE;
6098 if (!ExplodeField[jx][jy])
6099 StorePlayer[jx][jy] = 0;
6101 for (i=0; i<MAX_PLAYERS; i++)
6102 if (stored_player[i].active)
6106 AllPlayersGone = TRUE;
6113 checkDiagonalPushing()
6114 -----------------------------------------------------------------------------
6115 check if diagonal input device direction results in pushing of object
6116 (by checking if the alternative direction is walkable, diggable, ...)
6119 static boolean checkDiagonalPushing(struct PlayerInfo *player,
6120 int x, int y, int real_dx, int real_dy)
6122 int jx, jy, dx, dy, xx, yy;
6124 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
6127 /* diagonal direction: check alternative direction */
6132 xx = jx + (dx == 0 ? real_dx : 0);
6133 yy = jy + (dy == 0 ? real_dy : 0);
6135 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
6140 -----------------------------------------------------------------------------
6141 x, y: field next to player (non-diagonal) to try to dig to
6142 real_dx, real_dy: direction as read from input device (can be diagonal)
6145 int DigField(struct PlayerInfo *player,
6146 int x, int y, int real_dx, int real_dy, int mode)
6148 int jx = player->jx, jy = player->jy;
6149 int dx = x - jx, dy = y - jy;
6150 int move_direction = (dx == -1 ? MV_LEFT :
6151 dx == +1 ? MV_RIGHT :
6153 dy == +1 ? MV_DOWN : MV_NO_MOVING);
6156 if (player->MovPos == 0)
6158 player->is_digging = FALSE;
6159 player->is_collecting = FALSE;
6162 if (player->MovPos == 0) /* last pushing move finished */
6163 player->Pushing = FALSE;
6165 if (mode == DF_NO_PUSH) /* player just stopped pushing */
6167 player->Switching = FALSE;
6168 player->push_delay = 0;
6170 return MF_NO_ACTION;
6173 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
6174 return MF_NO_ACTION;
6177 if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
6179 if (IS_TUBE(Feld[jx][jy]) ||
6180 (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0)))
6184 int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
6185 int tube_leave_directions[][2] =
6187 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6188 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6189 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6190 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
6191 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
6192 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
6193 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
6194 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
6195 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
6196 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
6197 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
6198 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
6201 while (tube_leave_directions[i][0] != tube_element)
6204 if (tube_leave_directions[i][0] == -1) /* should not happen */
6208 if (!(tube_leave_directions[i][1] & move_direction))
6209 return MF_NO_ACTION; /* tube has no opening in this direction */
6212 element = Feld[x][y];
6215 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
6216 game.engine_version >= VERSION_IDENT(2,2,0))
6217 return MF_NO_ACTION;
6224 case EL_INVISIBLE_SAND:
6225 case EL_INVISIBLE_SAND_ACTIVE:
6228 case EL_SP_BUGGY_BASE:
6229 case EL_SP_BUGGY_BASE_ACTIVATING:
6232 if (mode != DF_SNAP && element != EL_EMPTY)
6234 GfxElement[x][y] = (CAN_BE_CRUMBLED(element) ? EL_SAND : element);
6235 player->is_digging = TRUE;
6238 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
6243 case EL_EMERALD_YELLOW:
6244 case EL_EMERALD_RED:
6245 case EL_EMERALD_PURPLE:
6247 case EL_SP_INFOTRON:
6252 if (mode != DF_SNAP)
6254 GfxElement[x][y] = element;
6255 player->is_collecting = TRUE;
6258 local_player->gems_still_needed -= (element == EL_DIAMOND ? 3 :
6259 element == EL_PEARL ? 5 :
6260 element == EL_CRYSTAL ? 8 : 1);
6261 if (local_player->gems_still_needed < 0)
6262 local_player->gems_still_needed = 0;
6263 RaiseScoreElement(element);
6264 DrawText(DX_EMERALDS, DY_EMERALDS,
6265 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
6266 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6271 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
6272 PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
6276 Feld[x][y] = EL_EMPTY;
6277 PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
6285 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
6287 PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MIDDLE);
6290 case EL_SHIELD_NORMAL:
6292 player->shield_normal_time_left += 10;
6293 PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING);
6296 case EL_SHIELD_DEADLY:
6298 player->shield_normal_time_left += 10;
6299 player->shield_deadly_time_left += 10;
6300 PlaySoundLevel(x, y, SND_SHIELD_DEADLY_COLLECTING);
6304 case EL_SP_DISK_RED:
6307 player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
6308 RaiseScoreElement(EL_DYNAMITE);
6309 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6311 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6314 case EL_DYNABOMB_INCREASE_NUMBER:
6316 player->dynabomb_count++;
6317 player->dynabombs_left++;
6318 RaiseScoreElement(EL_DYNAMITE);
6319 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_NUMBER_COLLECTING);
6322 case EL_DYNABOMB_INCREASE_SIZE:
6324 player->dynabomb_size++;
6325 RaiseScoreElement(EL_DYNAMITE);
6326 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_SIZE_COLLECTING);
6329 case EL_DYNABOMB_INCREASE_POWER:
6331 player->dynabomb_xl = TRUE;
6332 RaiseScoreElement(EL_DYNAMITE);
6333 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_POWER_COLLECTING);
6341 int key_nr = element - EL_KEY_1;
6342 int graphic = el2edimg(element);
6345 player->key[key_nr] = TRUE;
6346 RaiseScoreElement(element);
6347 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6349 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6351 PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING);
6360 int key_nr = element - EL_EM_KEY_1;
6361 int graphic = el2edimg(EL_KEY_1 + key_nr);
6364 player->key[key_nr] = TRUE;
6365 RaiseScoreElement(element);
6366 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6368 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6370 PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING);
6374 case EL_ROBOT_WHEEL:
6375 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
6378 DrawLevelField(x, y);
6379 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
6383 case EL_SP_TERMINAL:
6387 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
6389 for (yy=0; yy<lev_fieldy; yy++)
6391 for (xx=0; xx<lev_fieldx; xx++)
6393 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
6395 else if (Feld[xx][yy] == EL_SP_TERMINAL)
6396 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
6404 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
6405 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
6406 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
6407 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
6408 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
6409 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
6410 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
6411 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
6412 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
6413 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
6414 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
6415 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
6416 if (!player->Switching)
6418 player->Switching = TRUE;
6419 ToggleBeltSwitch(x, y);
6420 PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
6425 case EL_SWITCHGATE_SWITCH_UP:
6426 case EL_SWITCHGATE_SWITCH_DOWN:
6427 if (!player->Switching)
6429 player->Switching = TRUE;
6430 ToggleSwitchgateSwitch(x, y);
6431 PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
6436 case EL_LIGHT_SWITCH:
6437 case EL_LIGHT_SWITCH_ACTIVE:
6438 if (!player->Switching)
6440 player->Switching = TRUE;
6441 ToggleLightSwitch(x, y);
6442 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
6443 SND_LIGHT_SWITCH_ACTIVATING :
6444 SND_LIGHT_SWITCH_DEACTIVATING);
6449 case EL_TIMEGATE_SWITCH:
6450 ActivateTimegateSwitch(x, y);
6451 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
6456 case EL_BALLOON_SWITCH_LEFT:
6457 case EL_BALLOON_SWITCH_RIGHT:
6458 case EL_BALLOON_SWITCH_UP:
6459 case EL_BALLOON_SWITCH_DOWN:
6460 case EL_BALLOON_SWITCH_ANY:
6461 if (element == EL_BALLOON_SWITCH_ANY)
6462 game.balloon_dir = move_direction;
6464 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
6465 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
6466 element == EL_BALLOON_SWITCH_UP ? MV_UP :
6467 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
6469 PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING);
6474 /* the following elements cannot be pushed by "snapping" */
6477 case EL_DX_SUPABOMB:
6479 case EL_TIME_ORB_EMPTY:
6481 case EL_SP_DISK_ORANGE:
6483 if (mode == DF_SNAP)
6484 return MF_NO_ACTION;
6486 /* no "break" -- fall through to next case */
6488 /* the following elements can be pushed by "snapping" */
6491 return MF_NO_ACTION;
6493 player->Pushing = TRUE;
6496 if (element == EL_ROCK)
6497 printf("::: wanna push [%d] [%d]\n",
6498 FrameCounter, player->push_delay_value);
6501 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6502 return MF_NO_ACTION;
6504 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
6505 return MF_NO_ACTION;
6507 if (player->push_delay == 0)
6508 player->push_delay = FrameCounter;
6510 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6512 element != EL_SPRING)
6513 return MF_NO_ACTION;
6515 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6516 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6517 element != EL_SPRING)
6518 return MF_NO_ACTION;
6521 if (mode == DF_SNAP)
6523 InitMovingField(x, y, move_direction);
6524 ContinueMoving(x, y);
6529 Feld[x + dx][y + dy] = element;
6532 if (element == EL_SPRING)
6534 Feld[x + dx][y + dy] = EL_SPRING;
6535 MovDir[x + dx][y + dy] = move_direction;
6538 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
6540 DrawLevelField(x + dx, y + dy);
6541 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6548 if (!player->key[element - EL_GATE_1])
6549 return MF_NO_ACTION;
6552 case EL_GATE_1_GRAY:
6553 case EL_GATE_2_GRAY:
6554 case EL_GATE_3_GRAY:
6555 case EL_GATE_4_GRAY:
6556 if (!player->key[element - EL_GATE_1_GRAY])
6557 return MF_NO_ACTION;
6564 if (!player->key[element - EL_EM_GATE_1])
6565 return MF_NO_ACTION;
6566 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6567 return MF_NO_ACTION;
6569 /* automatically move to the next field with double speed */
6570 player->programmed_action = move_direction;
6571 DOUBLE_PLAYER_SPEED(player);
6573 PlaySoundLevel(x, y, SND_CLASS_GATE_PASSING);
6576 case EL_EM_GATE_1_GRAY:
6577 case EL_EM_GATE_2_GRAY:
6578 case EL_EM_GATE_3_GRAY:
6579 case EL_EM_GATE_4_GRAY:
6580 if (!player->key[element - EL_EM_GATE_1_GRAY])
6581 return MF_NO_ACTION;
6582 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6583 return MF_NO_ACTION;
6585 /* automatically move to the next field with double speed */
6586 player->programmed_action = move_direction;
6587 DOUBLE_PLAYER_SPEED(player);
6590 PlaySoundLevelAction(x, y, ACTION_PASSING);
6592 PlaySoundLevel(x, y, SND_GATE_PASSING);
6596 case EL_SWITCHGATE_OPEN:
6597 case EL_TIMEGATE_OPEN:
6598 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6599 return MF_NO_ACTION;
6601 /* automatically move to the next field with double speed */
6602 player->programmed_action = move_direction;
6603 DOUBLE_PLAYER_SPEED(player);
6605 PlaySoundLevelElementAction(x, y, element, ACTION_PASSING);
6608 case EL_SP_PORT_LEFT:
6609 case EL_SP_PORT_RIGHT:
6611 case EL_SP_PORT_DOWN:
6612 case EL_SP_PORT_HORIZONTAL:
6613 case EL_SP_PORT_VERTICAL:
6614 case EL_SP_PORT_ANY:
6615 case EL_SP_GRAVITY_PORT_LEFT:
6616 case EL_SP_GRAVITY_PORT_RIGHT:
6617 case EL_SP_GRAVITY_PORT_UP:
6618 case EL_SP_GRAVITY_PORT_DOWN:
6620 element != EL_SP_PORT_LEFT &&
6621 element != EL_SP_GRAVITY_PORT_LEFT &&
6622 element != EL_SP_PORT_HORIZONTAL &&
6623 element != EL_SP_PORT_ANY) ||
6625 element != EL_SP_PORT_RIGHT &&
6626 element != EL_SP_GRAVITY_PORT_RIGHT &&
6627 element != EL_SP_PORT_HORIZONTAL &&
6628 element != EL_SP_PORT_ANY) ||
6630 element != EL_SP_PORT_UP &&
6631 element != EL_SP_GRAVITY_PORT_UP &&
6632 element != EL_SP_PORT_VERTICAL &&
6633 element != EL_SP_PORT_ANY) ||
6635 element != EL_SP_PORT_DOWN &&
6636 element != EL_SP_GRAVITY_PORT_DOWN &&
6637 element != EL_SP_PORT_VERTICAL &&
6638 element != EL_SP_PORT_ANY) ||
6639 !IN_LEV_FIELD(x + dx, y + dy) ||
6640 !IS_FREE(x + dx, y + dy))
6641 return MF_NO_ACTION;
6643 /* automatically move to the next field with double speed */
6644 player->programmed_action = move_direction;
6645 DOUBLE_PLAYER_SPEED(player);
6647 PlaySoundLevel(x, y, SND_CLASS_SP_PORT_PASSING);
6651 case EL_TUBE_VERTICAL:
6652 case EL_TUBE_HORIZONTAL:
6653 case EL_TUBE_VERTICAL_LEFT:
6654 case EL_TUBE_VERTICAL_RIGHT:
6655 case EL_TUBE_HORIZONTAL_UP:
6656 case EL_TUBE_HORIZONTAL_DOWN:
6657 case EL_TUBE_LEFT_UP:
6658 case EL_TUBE_LEFT_DOWN:
6659 case EL_TUBE_RIGHT_UP:
6660 case EL_TUBE_RIGHT_DOWN:
6663 int tube_enter_directions[][2] =
6665 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6666 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6667 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6668 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
6669 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
6670 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
6671 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
6672 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
6673 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
6674 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
6675 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
6676 { -1, MV_NO_MOVING }
6679 while (tube_enter_directions[i][0] != element)
6682 if (tube_enter_directions[i][0] == -1) /* should not happen */
6686 if (!(tube_enter_directions[i][1] & move_direction))
6687 return MF_NO_ACTION; /* tube has no opening in this direction */
6689 PlaySoundLevel(x, y, SND_CLASS_TUBE_PASSING);
6693 case EL_EXIT_CLOSED:
6694 case EL_SP_EXIT_CLOSED:
6695 case EL_EXIT_OPENING:
6696 return MF_NO_ACTION;
6700 case EL_SP_EXIT_OPEN:
6701 if (mode == DF_SNAP)
6702 return MF_NO_ACTION;
6704 if (element == EL_EXIT_OPEN)
6705 PlaySoundLevel(x, y, SND_CLASS_EXIT_PASSING);
6707 PlaySoundLevel(x, y, SND_CLASS_SP_EXIT_PASSING);
6712 Feld[x][y] = EL_LAMP_ACTIVE;
6713 local_player->lights_still_needed--;
6714 DrawLevelField(x, y);
6715 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
6719 case EL_TIME_ORB_FULL:
6720 Feld[x][y] = EL_TIME_ORB_EMPTY;
6722 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
6723 DrawLevelField(x, y);
6724 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
6728 case EL_SOKOBAN_FIELD_EMPTY:
6731 case EL_SOKOBAN_OBJECT:
6732 case EL_SOKOBAN_FIELD_FULL:
6734 case EL_SP_DISK_YELLOW:
6736 if (mode == DF_SNAP)
6737 return MF_NO_ACTION;
6739 player->Pushing = TRUE;
6741 if (!IN_LEV_FIELD(x+dx, y+dy)
6742 || (!IS_FREE(x+dx, y+dy)
6743 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FIELD_EMPTY
6744 || !IS_SB_ELEMENT(element))))
6745 return MF_NO_ACTION;
6747 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
6748 return MF_NO_ACTION;
6750 if (player->push_delay == 0)
6751 player->push_delay = FrameCounter;
6753 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6754 !tape.playing && element != EL_BALLOON)
6755 return MF_NO_ACTION;
6757 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6758 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6759 element != EL_BALLOON)
6760 return MF_NO_ACTION;
6763 if (IS_SB_ELEMENT(element))
6765 if (element == EL_SOKOBAN_FIELD_FULL)
6767 Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
6768 local_player->sokobanfields_still_needed++;
6773 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FIELD_EMPTY)
6775 Feld[x+dx][y+dy] = EL_SOKOBAN_FIELD_FULL;
6776 local_player->sokobanfields_still_needed--;
6777 if (element == EL_SOKOBAN_OBJECT)
6779 PlaySoundLevelAction(x+dx, y+dy, ACTION_FILLING);
6781 PlaySoundLevel(x, y, SND_CLASS_SOKOBAN_FIELD_FILLING);
6785 PlaySoundLevelAction(x+dx, y+dy, ACTION_PUSHING);
6787 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6792 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJECT;
6793 if (element == EL_SOKOBAN_FIELD_FULL)
6795 PlaySoundLevelAction(x+dx, y+dy, ACTION_EMPTYING);
6797 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_EMPTYING);
6801 PlaySoundLevelAction(x+dx, y+dy, ACTION_PUSHING);
6803 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6810 Feld[x+dx][y+dy] = element;
6811 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6814 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
6816 DrawLevelField(x, y);
6817 DrawLevelField(x + dx, y + dy);
6819 if (IS_SB_ELEMENT(element) &&
6820 local_player->sokobanfields_still_needed == 0 &&
6821 game.emulation == EMU_SOKOBAN)
6823 player->LevelSolved = player->GameOver = TRUE;
6824 PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
6836 if (IS_WALKABLE(element))
6840 else if (IS_DIGGABLE(element))
6844 if (mode != DF_SNAP)
6847 (CAN_BE_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
6848 player->is_digging = TRUE;
6851 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
6855 else if (IS_COLLECTIBLE(element))
6859 if (mode != DF_SNAP)
6861 GfxElement[x][y] = element;
6862 player->is_collecting = TRUE;
6865 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6869 else if (IS_PUSHABLE(element))
6871 if (mode == DF_SNAP)
6872 return MF_NO_ACTION;
6874 if (CAN_FALL(element) && dy)
6875 return MF_NO_ACTION;
6877 if (!player->Pushing &&
6878 game.engine_version >= RELEASE_IDENT(2,2,0,7))
6879 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
6881 player->Pushing = TRUE;
6883 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6884 return MF_NO_ACTION;
6886 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
6887 return MF_NO_ACTION;
6889 if (player->push_delay == 0) /* new pushing; restart delay */
6890 player->push_delay = FrameCounter;
6892 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6893 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
6894 return MF_NO_ACTION;
6897 Feld[x + dx][y + dy] = element;
6900 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
6901 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
6903 player->push_delay_value = 2 + RND(8);
6906 DrawLevelField(x + dx, y + dy);
6907 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6912 return MF_NO_ACTION;
6915 player->push_delay = 0;
6917 if (Feld[x][y] != element) /* really digged/collected something */
6918 player->is_collecting = !player->is_digging;
6923 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
6925 int jx = player->jx, jy = player->jy;
6926 int x = jx + dx, y = jy + dy;
6928 if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0))
6931 if (!player->active || !IN_LEV_FIELD(x, y))
6939 if (player->MovPos == 0)
6940 player->Pushing = FALSE;
6942 player->snapped = FALSE;
6944 if (player->MovPos == 0)
6946 player->is_digging = FALSE;
6947 player->is_collecting = FALSE;
6953 if (player->snapped)
6956 player->MovDir = (dx < 0 ? MV_LEFT :
6959 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6961 if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
6964 player->snapped = TRUE;
6965 player->is_digging = FALSE;
6966 player->is_collecting = FALSE;
6968 DrawLevelField(x, y);
6974 boolean PlaceBomb(struct PlayerInfo *player)
6976 int jx = player->jx, jy = player->jy;
6979 if (!player->active || player->MovPos)
6982 element = Feld[jx][jy];
6984 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
6985 IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
6989 if (element != EL_EMPTY)
6993 if (element != EL_EMPTY)
6996 Store[jx][jy] = element;
6998 Back[jx][jy] = element;
7002 MovDelay[jx][jy] = 96;
7004 ResetGfxAnimation(jx, jy);
7005 ResetRandomAnimationValue(jx, jy);
7007 if (player->dynamite)
7009 Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
7010 EL_DYNAMITE_ACTIVE);
7013 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
7015 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
7018 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
7020 if (game.emulation == EMU_SUPAPLEX)
7021 DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0);
7023 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0);
7027 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
7032 EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1);
7033 player->dynabombs_left--;
7035 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
7036 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
7038 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
7044 /* ------------------------------------------------------------------------- */
7045 /* game sound playing functions */
7046 /* ------------------------------------------------------------------------- */
7048 static int *loop_sound_frame = NULL;
7049 static int *loop_sound_volume = NULL;
7051 void InitPlaySoundLevel()
7053 int num_sounds = getSoundListSize();
7055 if (loop_sound_frame != NULL)
7056 free(loop_sound_frame);
7058 if (loop_sound_volume != NULL)
7059 free(loop_sound_volume);
7061 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
7062 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
7065 static void PlaySoundLevel(int x, int y, int nr)
7067 int sx = SCREENX(x), sy = SCREENY(y);
7068 int volume, stereo_position;
7069 int max_distance = 8;
7070 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
7072 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
7073 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
7076 if (!IN_LEV_FIELD(x, y) ||
7077 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
7078 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
7081 volume = SOUND_MAX_VOLUME;
7083 if (!IN_SCR_FIELD(sx, sy))
7085 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
7086 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
7088 volume -= volume * (dx > dy ? dx : dy) / max_distance;
7091 stereo_position = (SOUND_MAX_LEFT +
7092 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
7093 (SCR_FIELDX + 2 * max_distance));
7095 if (IS_LOOP_SOUND(nr))
7097 /* This assures that quieter loop sounds do not overwrite louder ones,
7098 while restarting sound volume comparison with each new game frame. */
7100 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
7103 loop_sound_volume[nr] = volume;
7104 loop_sound_frame[nr] = FrameCounter;
7107 PlaySoundExt(nr, volume, stereo_position, type);
7110 static void PlaySoundLevelNearest(int x, int y, int sound_action)
7112 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
7113 x > LEVELX(BX2) ? LEVELX(BX2) : x,
7114 y < LEVELY(BY1) ? LEVELY(BY1) :
7115 y > LEVELY(BY2) ? LEVELY(BY2) : y,
7119 static void PlaySoundLevelAction(int x, int y, int action)
7121 PlaySoundLevelElementAction(x, y, Feld[x][y], action);
7124 static void PlaySoundLevelElementAction(int x, int y, int element, int action)
7126 int sound_effect = element_info[element].sound[action];
7128 if (sound_effect != SND_UNDEFINED)
7129 PlaySoundLevel(x, y, sound_effect);
7132 static void PlaySoundLevelActionIfLoop(int x, int y, int action)
7134 int sound_effect = element_info[Feld[x][y]].sound[action];
7136 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
7137 PlaySoundLevel(x, y, sound_effect);
7140 static void StopSoundLevelActionIfLoop(int x, int y, int action)
7142 int sound_effect = element_info[Feld[x][y]].sound[action];
7144 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
7145 StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND);
7148 void RaiseScore(int value)
7150 local_player->score += value;
7151 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2);
7154 void RaiseScoreElement(int element)
7160 case EL_EMERALD_YELLOW:
7161 case EL_EMERALD_RED:
7162 case EL_EMERALD_PURPLE:
7163 case EL_SP_INFOTRON:
7164 RaiseScore(level.score[SC_EMERALD]);
7167 RaiseScore(level.score[SC_DIAMOND]);
7170 RaiseScore(level.score[SC_CRYSTAL]);
7173 RaiseScore(level.score[SC_PEARL]);
7176 case EL_BD_BUTTERFLY:
7177 case EL_SP_ELECTRON:
7178 RaiseScore(level.score[SC_BUG]);
7182 case EL_SP_SNIKSNAK:
7183 RaiseScore(level.score[SC_SPACESHIP]);
7186 case EL_DARK_YAMYAM:
7187 RaiseScore(level.score[SC_YAMYAM]);
7190 RaiseScore(level.score[SC_ROBOT]);
7193 RaiseScore(level.score[SC_PACMAN]);
7196 RaiseScore(level.score[SC_NUT]);
7199 case EL_DYNABOMB_INCREASE_NUMBER:
7200 case EL_DYNABOMB_INCREASE_SIZE:
7201 case EL_DYNABOMB_INCREASE_POWER:
7202 RaiseScore(level.score[SC_DYNAMITE]);
7204 case EL_SHIELD_NORMAL:
7205 case EL_SHIELD_DEADLY:
7206 RaiseScore(level.score[SC_SHIELD]);
7209 RaiseScore(level.score[SC_TIME_BONUS]);
7215 RaiseScore(level.score[SC_KEY]);
7222 void RequestQuitGame(boolean ask_if_really_quit)
7224 if (AllPlayersGone ||
7225 !ask_if_really_quit ||
7226 level_editor_test_game ||
7227 Request("Do you really want to quit the game ?",
7228 REQ_ASK | REQ_STAY_CLOSED))
7230 #if defined(PLATFORM_UNIX)
7231 if (options.network)
7232 SendToServer_StopPlaying();
7236 game_status = GAME_MODE_MAIN;
7242 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
7247 /* ---------- new game button stuff ---------------------------------------- */
7249 /* graphic position values for game buttons */
7250 #define GAME_BUTTON_XSIZE 30
7251 #define GAME_BUTTON_YSIZE 30
7252 #define GAME_BUTTON_XPOS 5
7253 #define GAME_BUTTON_YPOS 215
7254 #define SOUND_BUTTON_XPOS 5
7255 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
7257 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
7258 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
7259 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
7260 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
7261 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
7262 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
7269 } gamebutton_info[NUM_GAME_BUTTONS] =
7272 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
7277 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
7282 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
7287 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
7288 SOUND_CTRL_ID_MUSIC,
7289 "background music on/off"
7292 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
7293 SOUND_CTRL_ID_LOOPS,
7294 "sound loops on/off"
7297 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
7298 SOUND_CTRL_ID_SIMPLE,
7299 "normal sounds on/off"
7303 void CreateGameButtons()
7307 for (i=0; i<NUM_GAME_BUTTONS; i++)
7309 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
7310 struct GadgetInfo *gi;
7313 unsigned long event_mask;
7314 int gd_xoffset, gd_yoffset;
7315 int gd_x1, gd_x2, gd_y1, gd_y2;
7318 gd_xoffset = gamebutton_info[i].x;
7319 gd_yoffset = gamebutton_info[i].y;
7320 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
7321 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
7323 if (id == GAME_CTRL_ID_STOP ||
7324 id == GAME_CTRL_ID_PAUSE ||
7325 id == GAME_CTRL_ID_PLAY)
7327 button_type = GD_TYPE_NORMAL_BUTTON;
7329 event_mask = GD_EVENT_RELEASED;
7330 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7331 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7335 button_type = GD_TYPE_CHECK_BUTTON;
7337 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
7338 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
7339 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
7340 event_mask = GD_EVENT_PRESSED;
7341 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
7342 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7345 gi = CreateGadget(GDI_CUSTOM_ID, id,
7346 GDI_INFO_TEXT, gamebutton_info[i].infotext,
7347 GDI_X, DX + gd_xoffset,
7348 GDI_Y, DY + gd_yoffset,
7349 GDI_WIDTH, GAME_BUTTON_XSIZE,
7350 GDI_HEIGHT, GAME_BUTTON_YSIZE,
7351 GDI_TYPE, button_type,
7352 GDI_STATE, GD_BUTTON_UNPRESSED,
7353 GDI_CHECKED, checked,
7354 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
7355 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
7356 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
7357 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
7358 GDI_EVENT_MASK, event_mask,
7359 GDI_CALLBACK_ACTION, HandleGameButtons,
7363 Error(ERR_EXIT, "cannot create gadget");
7365 game_gadget[id] = gi;
7369 void FreeGameButtons()
7373 for (i=0; i<NUM_GAME_BUTTONS; i++)
7374 FreeGadget(game_gadget[i]);
7377 static void MapGameButtons()
7381 for (i=0; i<NUM_GAME_BUTTONS; i++)
7382 MapGadget(game_gadget[i]);
7385 void UnmapGameButtons()
7389 for (i=0; i<NUM_GAME_BUTTONS; i++)
7390 UnmapGadget(game_gadget[i]);
7393 static void HandleGameButtons(struct GadgetInfo *gi)
7395 int id = gi->custom_id;
7397 if (game_status != GAME_MODE_PLAYING)
7402 case GAME_CTRL_ID_STOP:
7403 RequestQuitGame(TRUE);
7406 case GAME_CTRL_ID_PAUSE:
7407 if (options.network)
7409 #if defined(PLATFORM_UNIX)
7411 SendToServer_ContinuePlaying();
7413 SendToServer_PausePlaying();
7417 TapeTogglePause(TAPE_TOGGLE_MANUAL);
7420 case GAME_CTRL_ID_PLAY:
7423 #if defined(PLATFORM_UNIX)
7424 if (options.network)
7425 SendToServer_ContinuePlaying();
7429 tape.pausing = FALSE;
7430 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
7435 case SOUND_CTRL_ID_MUSIC:
7436 if (setup.sound_music)
7438 setup.sound_music = FALSE;
7441 else if (audio.music_available)
7443 setup.sound = setup.sound_music = TRUE;
7444 PlayMusic(level_nr);
7448 case SOUND_CTRL_ID_LOOPS:
7449 if (setup.sound_loops)
7450 setup.sound_loops = FALSE;
7451 else if (audio.loops_available)
7452 setup.sound = setup.sound_loops = TRUE;
7455 case SOUND_CTRL_ID_SIMPLE:
7456 if (setup.sound_simple)
7457 setup.sound_simple = FALSE;
7458 else if (audio.sound_available)
7459 setup.sound = setup.sound_simple = TRUE;