1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MoveFigure() */
36 #define MF_NO_ACTION 0
40 /* for ScrollFigure() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_NO_EXPLOSION 0
51 /* special positions in the game control window (relative to control window) */
54 #define XX_EMERALDS 29
55 #define YY_EMERALDS 54
56 #define XX_DYNAMITE 29
57 #define YY_DYNAMITE 89
65 /* special positions in the game control window (relative to main window) */
66 #define DX_LEVEL (DX + XX_LEVEL)
67 #define DY_LEVEL (DY + YY_LEVEL)
68 #define DX_EMERALDS (DX + XX_EMERALDS)
69 #define DY_EMERALDS (DY + YY_EMERALDS)
70 #define DX_DYNAMITE (DX + XX_DYNAMITE)
71 #define DY_DYNAMITE (DY + YY_DYNAMITE)
72 #define DX_KEYS (DX + XX_KEYS)
73 #define DY_KEYS (DY + YY_KEYS)
74 #define DX_SCORE (DX + XX_SCORE)
75 #define DY_SCORE (DY + YY_SCORE)
76 #define DX_TIME (DX + XX_TIME)
77 #define DY_TIME (DY + YY_TIME)
79 /* values for initial player move delay (initial delay counter value) */
80 #define INITIAL_MOVE_DELAY_OFF -1
81 #define INITIAL_MOVE_DELAY_ON 0
83 /* values for player movement speed (which is in fact a delay value) */
84 #define MOVE_DELAY_NORMAL_SPEED 8
85 #define MOVE_DELAY_HIGH_SPEED 4
87 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
88 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
89 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
90 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
92 #define INIT_GFX_RANDOM() (SimpleRND(1000000))
94 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
95 RND(element_info[e].push_delay_random))
96 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
97 RND(element_info[e].move_delay_random))
99 /* game button identifiers */
100 #define GAME_CTRL_ID_STOP 0
101 #define GAME_CTRL_ID_PAUSE 1
102 #define GAME_CTRL_ID_PLAY 2
103 #define SOUND_CTRL_ID_MUSIC 3
104 #define SOUND_CTRL_ID_LOOPS 4
105 #define SOUND_CTRL_ID_SIMPLE 5
107 #define NUM_GAME_BUTTONS 6
110 /* forward declaration for internal use */
112 static void InitBeltMovement(void);
113 static void CloseAllOpenTimegates(void);
114 static void CheckGravityMovement(struct PlayerInfo *);
115 static void KillHeroUnlessProtected(int, int);
117 static void PlaySoundLevel(int, int, int);
118 static void PlaySoundLevelNearest(int, int, int);
119 static void PlaySoundLevelAction(int, int, int);
120 static void PlaySoundLevelElementAction(int, int, int, int);
121 static void PlaySoundLevelActionIfLoop(int, int, int);
122 static void StopSoundLevelActionIfLoop(int, int, int);
124 static void MapGameButtons();
125 static void HandleGameButtons(struct GadgetInfo *);
127 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
130 /* ------------------------------------------------------------------------- */
131 /* definition of elements that automatically change to other elements after */
132 /* a specified time, eventually calling a function when changing */
133 /* ------------------------------------------------------------------------- */
135 /* forward declaration for changer functions */
136 static void InitBuggyBase(int x, int y);
137 static void WarnBuggyBase(int x, int y);
139 static void InitTrap(int x, int y);
140 static void ActivateTrap(int x, int y);
141 static void ChangeActiveTrap(int x, int y);
143 static void InitRobotWheel(int x, int y);
144 static void RunRobotWheel(int x, int y);
145 static void StopRobotWheel(int x, int y);
147 static void InitTimegateWheel(int x, int y);
148 static void RunTimegateWheel(int x, int y);
150 struct ChangingElementInfo
155 void (*pre_change_function)(int x, int y);
156 void (*change_function)(int x, int y);
157 void (*post_change_function)(int x, int y);
160 static struct ChangingElementInfo changing_element_list[] =
187 EL_SWITCHGATE_OPENING,
195 EL_SWITCHGATE_CLOSING,
196 EL_SWITCHGATE_CLOSED,
228 EL_ACID_SPLASH_RIGHT,
237 EL_SP_BUGGY_BASE_ACTIVATING,
244 EL_SP_BUGGY_BASE_ACTIVATING,
245 EL_SP_BUGGY_BASE_ACTIVE,
252 EL_SP_BUGGY_BASE_ACTIVE,
276 EL_ROBOT_WHEEL_ACTIVE,
284 EL_TIMEGATE_SWITCH_ACTIVE,
302 static struct ChangingElementInfo changing_element[MAX_NUM_ELEMENTS];
304 #define IS_AUTO_CHANGING(e) (changing_element[e].base_element != EL_UNDEFINED)
307 void GetPlayerConfig()
309 if (!audio.sound_available)
312 if (!audio.loops_available)
313 setup.sound_loops = FALSE;
315 if (!audio.music_available)
316 setup.sound_music = FALSE;
318 if (!video.fullscreen_available)
319 setup.fullscreen = FALSE;
321 setup.sound_simple = setup.sound;
323 SetAudioMode(setup.sound);
327 static int getBeltNrFromBeltElement(int element)
329 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
330 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
331 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
334 static int getBeltNrFromBeltActiveElement(int element)
336 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
337 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
338 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
341 static int getBeltNrFromBeltSwitchElement(int element)
343 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
344 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
345 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
348 static int getBeltDirNrFromBeltSwitchElement(int element)
350 static int belt_base_element[4] =
352 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
353 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
354 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
355 EL_CONVEYOR_BELT_4_SWITCH_LEFT
358 int belt_nr = getBeltNrFromBeltSwitchElement(element);
359 int belt_dir_nr = element - belt_base_element[belt_nr];
361 return (belt_dir_nr % 3);
364 static int getBeltDirFromBeltSwitchElement(int element)
366 static int belt_move_dir[3] =
373 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
375 return belt_move_dir[belt_dir_nr];
378 static void InitField(int x, int y, boolean init_game)
380 int element = Feld[x][y];
387 if (stored_player[0].present)
389 Feld[x][y] = EL_SP_MURPHY_CLONE;
394 stored_player[0].use_murphy_graphic = TRUE;
397 Feld[x][y] = EL_PLAYER_1;
406 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
407 int jx = player->jx, jy = player->jy;
409 player->present = TRUE;
411 if (!options.network || player->connected)
413 player->active = TRUE;
415 /* remove potentially duplicate players */
416 if (StorePlayer[jx][jy] == Feld[x][y])
417 StorePlayer[jx][jy] = 0;
419 StorePlayer[x][y] = Feld[x][y];
423 printf("Player %d activated.\n", player->element_nr);
424 printf("[Local player is %d and currently %s.]\n",
425 local_player->element_nr,
426 local_player->active ? "active" : "not active");
430 Feld[x][y] = EL_EMPTY;
431 player->jx = player->last_jx = x;
432 player->jy = player->last_jy = y;
437 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
438 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
439 else if (x > 0 && Feld[x-1][y] == EL_ACID)
440 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
441 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
442 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
443 else if (y > 0 && Feld[x][y-1] == EL_ACID)
444 Feld[x][y] = EL_ACID_POOL_BOTTOM;
445 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
446 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
454 case EL_SPACESHIP_RIGHT:
455 case EL_SPACESHIP_UP:
456 case EL_SPACESHIP_LEFT:
457 case EL_SPACESHIP_DOWN:
459 case EL_BD_BUTTERFLY_RIGHT:
460 case EL_BD_BUTTERFLY_UP:
461 case EL_BD_BUTTERFLY_LEFT:
462 case EL_BD_BUTTERFLY_DOWN:
463 case EL_BD_BUTTERFLY:
464 case EL_BD_FIREFLY_RIGHT:
465 case EL_BD_FIREFLY_UP:
466 case EL_BD_FIREFLY_LEFT:
467 case EL_BD_FIREFLY_DOWN:
469 case EL_PACMAN_RIGHT:
493 if (y == lev_fieldy - 1)
495 Feld[x][y] = EL_AMOEBA_GROWING;
496 Store[x][y] = EL_AMOEBA_WET;
500 case EL_DYNAMITE_ACTIVE:
505 local_player->lights_still_needed++;
508 case EL_SOKOBAN_FIELD_EMPTY:
509 local_player->sokobanfields_still_needed++;
513 local_player->friends_still_needed++;
518 MovDir[x][y] = 1 << RND(4);
522 Feld[x][y] = EL_EMPTY;
525 case EL_EM_KEY_1_FILE:
526 Feld[x][y] = EL_EM_KEY_1;
528 case EL_EM_KEY_2_FILE:
529 Feld[x][y] = EL_EM_KEY_2;
531 case EL_EM_KEY_3_FILE:
532 Feld[x][y] = EL_EM_KEY_3;
534 case EL_EM_KEY_4_FILE:
535 Feld[x][y] = EL_EM_KEY_4;
538 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
539 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
540 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
541 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
542 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
543 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
544 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
545 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
546 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
547 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
548 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
549 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
552 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
553 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
554 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
556 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
558 game.belt_dir[belt_nr] = belt_dir;
559 game.belt_dir_nr[belt_nr] = belt_dir_nr;
561 else /* more than one switch -- set it like the first switch */
563 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
568 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
570 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
573 case EL_LIGHT_SWITCH_ACTIVE:
575 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
579 if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
585 void DrawGameDoorValues()
589 for (i=0; i<MAX_PLAYERS; i++)
591 if (stored_player[i].key[j])
592 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
593 el2edimg(EL_KEY_1 + j));
595 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
596 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
597 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
598 int2str(local_player->dynamite, 3), FONT_TEXT_2);
599 DrawText(DX + XX_SCORE, DY + YY_SCORE,
600 int2str(local_player->score, 5), FONT_TEXT_2);
601 DrawText(DX + XX_TIME, DY + YY_TIME,
602 int2str(TimeLeft, 3), FONT_TEXT_2);
607 =============================================================================
609 -----------------------------------------------------------------------------
610 initialize game engine due to level / tape version number
611 =============================================================================
614 static void InitGameEngine()
618 /* set game engine from tape file when re-playing, else from level file */
619 game.engine_version = (tape.playing ? tape.engine_version :
622 /* dynamically adjust element properties according to game engine version */
623 InitElementPropertiesEngine(game.engine_version);
626 printf("level %d: level version == %06d\n", level_nr, level.game_version);
627 printf(" tape version == %06d [%s] [file: %06d]\n",
628 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
630 printf(" => game.engine_version == %06d\n", game.engine_version);
633 /* dynamically adjust player properties according to game engine version */
634 game.initial_move_delay =
635 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
636 INITIAL_MOVE_DELAY_OFF);
638 /* dynamically adjust player properties according to level information */
639 game.initial_move_delay_value =
640 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
642 /* initialize changing elements information */
643 for (i=0; i<MAX_NUM_ELEMENTS; i++)
645 changing_element[i].base_element = EL_UNDEFINED;
646 changing_element[i].next_element = EL_UNDEFINED;
647 changing_element[i].change_delay = -1;
648 changing_element[i].pre_change_function = NULL;
649 changing_element[i].change_function = NULL;
650 changing_element[i].post_change_function = NULL;
653 /* add changing elements from pre-defined list */
655 while (changing_element_list[i].base_element != EL_UNDEFINED)
657 struct ChangingElementInfo *ce = &changing_element_list[i];
658 int element = ce->base_element;
660 changing_element[element].base_element = ce->base_element;
661 changing_element[element].next_element = ce->next_element;
662 changing_element[element].change_delay = ce->change_delay;
663 changing_element[element].pre_change_function = ce->pre_change_function;
664 changing_element[element].change_function = ce->change_function;
665 changing_element[element].post_change_function = ce->post_change_function;
670 /* add changing elements from custom element configuration */
671 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
673 int element = EL_CUSTOM_START + i;
674 struct ElementChangeInfo *change = &element_info[element].change;
676 /* only add custom elements that change after fixed/random frame delay */
677 if (!IS_CHANGEABLE(element) || !HAS_CHANGE_EVENT(element, CE_DELAY))
680 changing_element[element].base_element = element;
681 changing_element[element].next_element = change->successor;
682 changing_element[element].change_delay = (change->delay_fixed *
683 change->delay_frames);
689 =============================================================================
691 -----------------------------------------------------------------------------
692 initialize and start new game
693 =============================================================================
698 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
699 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
700 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
707 #if USE_NEW_AMOEBA_CODE
708 printf("Using new amoeba code.\n");
710 printf("Using old amoeba code.\n");
715 /* don't play tapes over network */
716 network_playing = (options.network && !tape.playing);
718 for (i=0; i<MAX_PLAYERS; i++)
720 struct PlayerInfo *player = &stored_player[i];
722 player->index_nr = i;
723 player->element_nr = EL_PLAYER_1 + i;
725 player->present = FALSE;
726 player->active = FALSE;
729 player->effective_action = 0;
730 player->programmed_action = 0;
733 player->gems_still_needed = level.gems_needed;
734 player->sokobanfields_still_needed = 0;
735 player->lights_still_needed = 0;
736 player->friends_still_needed = 0;
739 player->key[j] = FALSE;
741 player->dynamite = 0;
742 player->dynabomb_count = 0;
743 player->dynabomb_size = 1;
744 player->dynabombs_left = 0;
745 player->dynabomb_xl = FALSE;
747 player->MovDir = MV_NO_MOVING;
749 player->Pushing = FALSE;
750 player->Switching = FALSE;
752 player->GfxDir = MV_NO_MOVING;
753 player->GfxAction = ACTION_DEFAULT;
755 player->StepFrame = 0;
757 player->use_murphy_graphic = FALSE;
758 player->use_disk_red_graphic = FALSE;
760 player->actual_frame_counter = 0;
762 player->last_move_dir = MV_NO_MOVING;
763 player->is_moving = FALSE;
765 player->is_moving = FALSE;
766 player->is_waiting = FALSE;
767 player->is_digging = FALSE;
768 player->is_collecting = FALSE;
770 player->move_delay = game.initial_move_delay;
771 player->move_delay_value = game.initial_move_delay_value;
773 player->push_delay = 0;
774 player->push_delay_value = 5;
776 player->snapped = FALSE;
778 player->last_jx = player->last_jy = 0;
779 player->jx = player->jy = 0;
781 player->shield_normal_time_left = 0;
782 player->shield_deadly_time_left = 0;
784 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
785 SnapField(player, 0, 0);
787 player->LevelSolved = FALSE;
788 player->GameOver = FALSE;
791 network_player_action_received = FALSE;
793 #if defined(PLATFORM_UNIX)
794 /* initial null action */
796 SendToServer_MovePlayer(MV_NO_MOVING);
804 TimeLeft = level.time;
806 ScreenMovDir = MV_NO_MOVING;
810 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
812 AllPlayersGone = FALSE;
814 game.yamyam_content_nr = 0;
815 game.magic_wall_active = FALSE;
816 game.magic_wall_time_left = 0;
817 game.light_time_left = 0;
818 game.timegate_time_left = 0;
819 game.switchgate_pos = 0;
820 game.balloon_dir = MV_NO_MOVING;
821 game.explosions_delayed = TRUE;
825 game.belt_dir[i] = MV_NO_MOVING;
826 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
829 for (i=0; i<MAX_NUM_AMOEBA; i++)
830 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
832 for (x=0; x<lev_fieldx; x++)
834 for (y=0; y<lev_fieldy; y++)
836 Feld[x][y] = Ur[x][y];
837 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
838 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
840 JustStopped[x][y] = 0;
842 ExplodePhase[x][y] = 0;
843 ExplodeField[x][y] = EX_NO_EXPLOSION;
846 GfxAction[x][y] = ACTION_DEFAULT;
847 GfxRandom[x][y] = INIT_GFX_RANDOM();
848 GfxElement[x][y] = EL_UNDEFINED;
852 for(y=0; y<lev_fieldy; y++)
854 for(x=0; x<lev_fieldx; x++)
856 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
858 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
860 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
863 InitField(x, y, TRUE);
869 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
870 emulate_sb ? EMU_SOKOBAN :
871 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
873 /* correct non-moving belts to start moving left */
875 if (game.belt_dir[i] == MV_NO_MOVING)
876 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
878 /* check if any connected player was not found in playfield */
879 for (i=0; i<MAX_PLAYERS; i++)
881 struct PlayerInfo *player = &stored_player[i];
883 if (player->connected && !player->present)
885 for (j=0; j<MAX_PLAYERS; j++)
887 struct PlayerInfo *some_player = &stored_player[j];
888 int jx = some_player->jx, jy = some_player->jy;
890 /* assign first free player found that is present in the playfield */
891 if (some_player->present && !some_player->connected)
893 player->present = TRUE;
894 player->active = TRUE;
895 some_player->present = FALSE;
897 StorePlayer[jx][jy] = player->element_nr;
898 player->jx = player->last_jx = jx;
899 player->jy = player->last_jy = jy;
909 /* when playing a tape, eliminate all players who do not participate */
911 for (i=0; i<MAX_PLAYERS; i++)
913 if (stored_player[i].active && !tape.player_participates[i])
915 struct PlayerInfo *player = &stored_player[i];
916 int jx = player->jx, jy = player->jy;
918 player->active = FALSE;
919 StorePlayer[jx][jy] = 0;
920 Feld[jx][jy] = EL_EMPTY;
924 else if (!options.network && !setup.team_mode) /* && !tape.playing */
926 /* when in single player mode, eliminate all but the first active player */
928 for (i=0; i<MAX_PLAYERS; i++)
930 if (stored_player[i].active)
932 for (j=i+1; j<MAX_PLAYERS; j++)
934 if (stored_player[j].active)
936 struct PlayerInfo *player = &stored_player[j];
937 int jx = player->jx, jy = player->jy;
939 player->active = FALSE;
940 StorePlayer[jx][jy] = 0;
941 Feld[jx][jy] = EL_EMPTY;
948 /* when recording the game, store which players take part in the game */
951 for (i=0; i<MAX_PLAYERS; i++)
952 if (stored_player[i].active)
953 tape.player_participates[i] = TRUE;
958 for (i=0; i<MAX_PLAYERS; i++)
960 struct PlayerInfo *player = &stored_player[i];
962 printf("Player %d: present == %d, connected == %d, active == %d.\n",
967 if (local_player == player)
968 printf("Player %d is local player.\n", i+1);
972 if (BorderElement == EL_EMPTY)
975 SBX_Right = lev_fieldx - SCR_FIELDX;
977 SBY_Lower = lev_fieldy - SCR_FIELDY;
982 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
984 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
987 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
988 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
990 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
991 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
994 scroll_y = SBY_Upper;
995 if (local_player->jx >= SBX_Left + MIDPOSX)
996 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
997 local_player->jx - MIDPOSX :
999 if (local_player->jy >= SBY_Upper + MIDPOSY)
1000 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
1001 local_player->jy - MIDPOSY :
1004 CloseDoor(DOOR_CLOSE_1);
1009 /* after drawing the level, correct some elements */
1010 if (game.timegate_time_left == 0)
1011 CloseAllOpenTimegates();
1013 if (setup.soft_scrolling)
1014 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
1016 redraw_mask |= REDRAW_FROM_BACKBUFFER;
1019 /* copy default game door content to main double buffer */
1020 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
1021 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
1024 DrawText(DX + XX_LEVEL, DY + YY_LEVEL, int2str(level_nr, 2), FONT_TEXT_2);
1027 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
1028 int2str(level_nr, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
1029 BlitBitmap(drawto, drawto,
1030 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
1031 getFontWidth(FONT_LEVEL_NUMBER) * 3,
1032 getFontHeight(FONT_LEVEL_NUMBER) - 1,
1033 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
1036 DrawGameDoorValues();
1040 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
1041 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
1042 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
1046 /* copy actual game door content to door double buffer for OpenDoor() */
1047 BlitBitmap(drawto, bitmap_db_door,
1048 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
1050 OpenDoor(DOOR_OPEN_ALL);
1052 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
1053 if (setup.sound_music)
1054 PlayMusic(level_nr);
1056 KeyboardAutoRepeatOffUnlessAutoplay();
1061 printf("Player %d %sactive.\n",
1062 i + 1, (stored_player[i].active ? "" : "not "));
1066 void InitMovDir(int x, int y)
1068 int i, element = Feld[x][y];
1069 static int xy[4][2] =
1076 static int direction[3][4] =
1078 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1079 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1080 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1089 Feld[x][y] = EL_BUG;
1090 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
1093 case EL_SPACESHIP_RIGHT:
1094 case EL_SPACESHIP_UP:
1095 case EL_SPACESHIP_LEFT:
1096 case EL_SPACESHIP_DOWN:
1097 Feld[x][y] = EL_SPACESHIP;
1098 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
1101 case EL_BD_BUTTERFLY_RIGHT:
1102 case EL_BD_BUTTERFLY_UP:
1103 case EL_BD_BUTTERFLY_LEFT:
1104 case EL_BD_BUTTERFLY_DOWN:
1105 Feld[x][y] = EL_BD_BUTTERFLY;
1106 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
1109 case EL_BD_FIREFLY_RIGHT:
1110 case EL_BD_FIREFLY_UP:
1111 case EL_BD_FIREFLY_LEFT:
1112 case EL_BD_FIREFLY_DOWN:
1113 Feld[x][y] = EL_BD_FIREFLY;
1114 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1117 case EL_PACMAN_RIGHT:
1119 case EL_PACMAN_LEFT:
1120 case EL_PACMAN_DOWN:
1121 Feld[x][y] = EL_PACMAN;
1122 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1125 case EL_SP_SNIKSNAK:
1126 MovDir[x][y] = MV_UP;
1129 case EL_SP_ELECTRON:
1130 MovDir[x][y] = MV_LEFT;
1137 Feld[x][y] = EL_MOLE;
1138 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1142 if (IS_CUSTOM_ELEMENT(element))
1144 if (element_info[element].move_pattern == MV_ALL_DIRECTIONS)
1145 MovDir[x][y] = 1 << RND(4);
1146 else if (element_info[element].move_pattern == MV_HORIZONTAL)
1147 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
1148 else if (element_info[element].move_pattern == MV_VERTICAL)
1149 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
1150 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
1151 MovDir[x][y] = element_info[element].move_pattern;
1152 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE ||
1153 element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1157 int x1 = x + xy[i][0];
1158 int y1 = y + xy[i][1];
1160 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1162 if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1163 MovDir[x][y] = direction[0][i];
1165 MovDir[x][y] = direction[1][i];
1174 MovDir[x][y] = 1 << RND(4);
1176 if (element != EL_BUG &&
1177 element != EL_SPACESHIP &&
1178 element != EL_BD_BUTTERFLY &&
1179 element != EL_BD_FIREFLY)
1184 int x1 = x + xy[i][0];
1185 int y1 = y + xy[i][1];
1187 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1189 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1191 MovDir[x][y] = direction[0][i];
1194 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1195 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1197 MovDir[x][y] = direction[1][i];
1207 void InitAmoebaNr(int x, int y)
1210 int group_nr = AmoebeNachbarNr(x, y);
1214 for (i=1; i<MAX_NUM_AMOEBA; i++)
1216 if (AmoebaCnt[i] == 0)
1224 AmoebaNr[x][y] = group_nr;
1225 AmoebaCnt[group_nr]++;
1226 AmoebaCnt2[group_nr]++;
1232 boolean raise_level = FALSE;
1234 if (local_player->MovPos)
1237 if (tape.playing && tape.auto_play)
1238 tape.auto_play_level_solved = TRUE;
1240 local_player->LevelSolved = FALSE;
1242 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
1246 if (!tape.playing && setup.sound_loops)
1247 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1248 SND_CTRL_PLAY_LOOP);
1250 while (TimeLeft > 0)
1252 if (!tape.playing && !setup.sound_loops)
1253 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1254 if (TimeLeft > 0 && !(TimeLeft % 10))
1255 RaiseScore(level.score[SC_TIME_BONUS]);
1256 if (TimeLeft > 100 && !(TimeLeft % 10))
1260 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
1267 if (!tape.playing && setup.sound_loops)
1268 StopSound(SND_GAME_LEVELTIME_BONUS);
1270 else if (level.time == 0) /* level without time limit */
1272 if (!tape.playing && setup.sound_loops)
1273 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1274 SND_CTRL_PLAY_LOOP);
1276 while (TimePlayed < 999)
1278 if (!tape.playing && !setup.sound_loops)
1279 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1280 if (TimePlayed < 999 && !(TimePlayed % 10))
1281 RaiseScore(level.score[SC_TIME_BONUS]);
1282 if (TimePlayed < 900 && !(TimePlayed % 10))
1286 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
1293 if (!tape.playing && setup.sound_loops)
1294 StopSound(SND_GAME_LEVELTIME_BONUS);
1297 /* Hero disappears */
1298 DrawLevelField(ExitX, ExitY);
1304 CloseDoor(DOOR_CLOSE_1);
1309 SaveTape(tape.level_nr); /* Ask to save tape */
1312 if (level_nr == leveldir_current->handicap_level)
1314 leveldir_current->handicap_level++;
1315 SaveLevelSetup_SeriesInfo();
1318 if (level_editor_test_game)
1319 local_player->score = -1; /* no highscore when playing from editor */
1320 else if (level_nr < leveldir_current->last_level)
1321 raise_level = TRUE; /* advance to next level */
1323 if ((hi_pos = NewHiScore()) >= 0)
1325 game_status = GAME_MODE_SCORES;
1326 DrawHallOfFame(hi_pos);
1335 game_status = GAME_MODE_MAIN;
1352 LoadScore(level_nr);
1354 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1355 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1358 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1360 if (local_player->score > highscore[k].Score)
1362 /* player has made it to the hall of fame */
1364 if (k < MAX_SCORE_ENTRIES - 1)
1366 int m = MAX_SCORE_ENTRIES - 1;
1369 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1370 if (!strcmp(setup.player_name, highscore[l].Name))
1372 if (m == k) /* player's new highscore overwrites his old one */
1378 strcpy(highscore[l].Name, highscore[l - 1].Name);
1379 highscore[l].Score = highscore[l - 1].Score;
1386 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1387 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1388 highscore[k].Score = local_player->score;
1394 else if (!strncmp(setup.player_name, highscore[k].Name,
1395 MAX_PLAYER_NAME_LEN))
1396 break; /* player already there with a higher score */
1402 SaveScore(level_nr);
1407 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
1409 if (player->GfxAction != action || player->GfxDir != dir)
1412 printf("Player frame reset! (%d => %d, %d => %d)\n",
1413 player->GfxAction, action, player->GfxDir, dir);
1416 player->GfxAction = action;
1417 player->GfxDir = dir;
1419 player->StepFrame = 0;
1423 static void ResetRandomAnimationValue(int x, int y)
1425 GfxRandom[x][y] = INIT_GFX_RANDOM();
1428 static void ResetGfxAnimation(int x, int y)
1431 GfxAction[x][y] = ACTION_DEFAULT;
1434 void InitMovingField(int x, int y, int direction)
1436 int element = Feld[x][y];
1437 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1438 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1440 if (!JustStopped[x][y] || direction != MovDir[x][y])
1441 ResetGfxAnimation(x, y);
1443 MovDir[newx][newy] = MovDir[x][y] = direction;
1445 if (Feld[newx][newy] == EL_EMPTY)
1446 Feld[newx][newy] = EL_BLOCKED;
1448 if (direction == MV_DOWN && CAN_FALL(element))
1449 GfxAction[x][y] = ACTION_FALLING;
1451 GfxAction[x][y] = ACTION_MOVING;
1453 GfxFrame[newx][newy] = GfxFrame[x][y];
1454 GfxAction[newx][newy] = GfxAction[x][y];
1455 GfxRandom[newx][newy] = GfxRandom[x][y];
1458 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1460 int direction = MovDir[x][y];
1461 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1462 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1468 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1470 int oldx = x, oldy = y;
1471 int direction = MovDir[x][y];
1473 if (direction == MV_LEFT)
1475 else if (direction == MV_RIGHT)
1477 else if (direction == MV_UP)
1479 else if (direction == MV_DOWN)
1482 *comes_from_x = oldx;
1483 *comes_from_y = oldy;
1486 int MovingOrBlocked2Element(int x, int y)
1488 int element = Feld[x][y];
1490 if (element == EL_BLOCKED)
1494 Blocked2Moving(x, y, &oldx, &oldy);
1495 return Feld[oldx][oldy];
1501 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1503 /* like MovingOrBlocked2Element(), but if element is moving
1504 and (x,y) is the field the moving element is just leaving,
1505 return EL_BLOCKED instead of the element value */
1506 int element = Feld[x][y];
1508 if (IS_MOVING(x, y))
1510 if (element == EL_BLOCKED)
1514 Blocked2Moving(x, y, &oldx, &oldy);
1515 return Feld[oldx][oldy];
1524 static void RemoveField(int x, int y)
1526 Feld[x][y] = EL_EMPTY;
1527 GfxElement[x][y] = EL_UNDEFINED;
1533 void RemoveMovingField(int x, int y)
1535 int oldx = x, oldy = y, newx = x, newy = y;
1537 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1540 if (IS_MOVING(x, y))
1542 Moving2Blocked(x, y, &newx, &newy);
1543 if (Feld[newx][newy] != EL_BLOCKED)
1546 else if (Feld[x][y] == EL_BLOCKED)
1548 Blocked2Moving(x, y, &oldx, &oldy);
1549 if (!IS_MOVING(oldx, oldy))
1553 if (Feld[x][y] == EL_BLOCKED &&
1554 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1555 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1556 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1557 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
1558 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1560 Feld[oldx][oldy] = EL_EMPTY;
1562 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1564 Feld[newx][newy] = EL_EMPTY;
1565 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1566 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1567 GfxAction[oldx][oldy] = GfxAction[newx][newy] = ACTION_DEFAULT;
1569 DrawLevelField(oldx, oldy);
1570 DrawLevelField(newx, newy);
1573 void DrawDynamite(int x, int y)
1575 int sx = SCREENX(x), sy = SCREENY(y);
1576 int graphic = el2img(Feld[x][y]);
1579 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1582 if (IS_WALKABLE_INSIDE(Back[x][y]))
1586 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
1587 else if (Store[x][y])
1588 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
1590 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
1593 if (Back[x][y] || Store[x][y])
1594 DrawGraphicThruMask(sx, sy, graphic, frame);
1596 DrawGraphic(sx, sy, graphic, frame);
1598 if (game.emulation == EMU_SUPAPLEX)
1599 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
1600 else if (Store[x][y])
1601 DrawGraphicThruMask(sx, sy, graphic, frame);
1603 DrawGraphic(sx, sy, graphic, frame);
1607 void CheckDynamite(int x, int y)
1609 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
1613 if (MovDelay[x][y] != 0)
1616 PlaySoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1623 StopSoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1625 if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
1626 Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
1627 StopSound(SND_DYNAMITE_ACTIVE);
1629 StopSound(SND_DYNABOMB_ACTIVE);
1635 void Explode(int ex, int ey, int phase, int mode)
1639 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1640 int last_phase = num_phase * delay;
1641 int half_phase = (num_phase / 2) * delay;
1642 int first_phase_after_start = EX_PHASE_START + 1;
1644 if (game.explosions_delayed)
1646 ExplodeField[ex][ey] = mode;
1650 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1652 int center_element = Feld[ex][ey];
1654 /* remove things displayed in background while burning dynamite */
1655 if (!IS_INDESTRUCTIBLE(Back[ex][ey]))
1658 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1660 /* put moving element to center field (and let it explode there) */
1661 center_element = MovingOrBlocked2Element(ex, ey);
1662 RemoveMovingField(ex, ey);
1663 Feld[ex][ey] = center_element;
1666 for (y = ey - 1; y <= ey + 1; y++) for(x = ex - 1; x <= ex + 1; x++)
1670 if (!IN_LEV_FIELD(x, y) ||
1671 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
1672 (x != ex || y != ey)))
1675 element = Feld[x][y];
1677 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1679 element = MovingOrBlocked2Element(x, y);
1680 RemoveMovingField(x, y);
1684 if (IS_EXPLOSION_PROOF(element))
1687 if ((IS_INDESTRUCTIBLE(element) &&
1688 (game.engine_version < VERSION_IDENT(2,2,0) ||
1689 (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
1690 element == EL_FLAMES)
1694 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1696 if (IS_ACTIVE_BOMB(element))
1698 /* re-activate things under the bomb like gate or penguin */
1699 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
1706 /* save walkable background elements while explosion on same tile */
1707 if (IS_INDESTRUCTIBLE(element))
1708 Back[x][y] = element;
1710 /* ignite explodable elements reached by other explosion */
1711 if (element == EL_EXPLOSION)
1712 element = Store2[x][y];
1714 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1716 switch(StorePlayer[ex][ey])
1719 Store[x][y] = EL_EMERALD_RED;
1722 Store[x][y] = EL_EMERALD;
1725 Store[x][y] = EL_EMERALD_PURPLE;
1729 Store[x][y] = EL_EMERALD_YELLOW;
1733 if (game.emulation == EMU_SUPAPLEX)
1734 Store[x][y] = EL_EMPTY;
1736 else if (center_element == EL_MOLE)
1737 Store[x][y] = EL_EMERALD_RED;
1738 else if (center_element == EL_PENGUIN)
1739 Store[x][y] = EL_EMERALD_PURPLE;
1740 else if (center_element == EL_BUG)
1741 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
1742 else if (center_element == EL_BD_BUTTERFLY)
1743 Store[x][y] = EL_BD_DIAMOND;
1744 else if (center_element == EL_SP_ELECTRON)
1745 Store[x][y] = EL_SP_INFOTRON;
1746 else if (center_element == EL_AMOEBA_TO_DIAMOND)
1747 Store[x][y] = level.amoeba_content;
1748 else if (center_element == EL_YAMYAM)
1750 level.yamyam_content[game.yamyam_content_nr][x - ex + 1][y - ey + 1];
1751 else if (IS_CUSTOM_ELEMENT(center_element))
1753 element_info[center_element].content[x - ex + 1][y - ey + 1];
1754 else if (element == EL_WALL_EMERALD)
1755 Store[x][y] = EL_EMERALD;
1756 else if (element == EL_WALL_DIAMOND)
1757 Store[x][y] = EL_DIAMOND;
1758 else if (element == EL_WALL_BD_DIAMOND)
1759 Store[x][y] = EL_BD_DIAMOND;
1760 else if (element == EL_WALL_EMERALD_YELLOW)
1761 Store[x][y] = EL_EMERALD_YELLOW;
1762 else if (element == EL_WALL_EMERALD_RED)
1763 Store[x][y] = EL_EMERALD_RED;
1764 else if (element == EL_WALL_EMERALD_PURPLE)
1765 Store[x][y] = EL_EMERALD_PURPLE;
1766 else if (element == EL_WALL_PEARL)
1767 Store[x][y] = EL_PEARL;
1768 else if (element == EL_WALL_CRYSTAL)
1769 Store[x][y] = EL_CRYSTAL;
1771 Store[x][y] = EL_EMPTY;
1773 if (x != ex || y != ey ||
1774 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
1775 Store2[x][y] = element;
1777 if (AmoebaNr[x][y] &&
1778 (element == EL_AMOEBA_FULL ||
1779 element == EL_BD_AMOEBA ||
1780 element == EL_AMOEBA_GROWING))
1782 AmoebaCnt[AmoebaNr[x][y]]--;
1783 AmoebaCnt2[AmoebaNr[x][y]]--;
1786 Feld[x][y] = EL_EXPLOSION;
1787 GfxElement[x][y] = EL_UNDEFINED;
1788 MovDir[x][y] = MovPos[x][y] = 0;
1790 ExplodePhase[x][y] = 1;
1794 if (center_element == EL_YAMYAM)
1795 game.yamyam_content_nr =
1796 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
1807 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
1809 if (phase == first_phase_after_start)
1811 int element = Store2[x][y];
1813 if (element == EL_BLACK_ORB)
1815 Feld[x][y] = Store2[x][y];
1820 else if (phase == half_phase)
1822 int element = Store2[x][y];
1824 if (IS_PLAYER(x, y))
1825 KillHeroUnlessProtected(x, y);
1826 else if (CAN_EXPLODE(element))
1828 Feld[x][y] = Store2[x][y];
1832 else if (element == EL_AMOEBA_TO_DIAMOND)
1833 AmoebeUmwandeln(x, y);
1836 if (phase == last_phase)
1840 element = Feld[x][y] = Store[x][y];
1841 Store[x][y] = Store2[x][y] = 0;
1843 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
1844 element = Feld[x][y] = Back[x][y];
1847 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1848 InitField(x, y, FALSE);
1849 if (CAN_MOVE(element))
1851 DrawLevelField(x, y);
1853 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1854 StorePlayer[x][y] = 0;
1856 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1858 int stored = Store[x][y];
1859 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
1860 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
1862 int frame = getGraphicAnimationFrame(graphic, phase - delay);
1865 DrawLevelFieldCrumbledSand(x, y);
1867 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
1869 DrawLevelElement(x, y, Back[x][y]);
1870 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
1872 else if (IS_WALKABLE_UNDER(Back[x][y]))
1874 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1875 DrawLevelElementThruMask(x, y, Back[x][y]);
1877 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
1878 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1882 void DynaExplode(int ex, int ey)
1885 int dynabomb_size = 1;
1886 boolean dynabomb_xl = FALSE;
1887 struct PlayerInfo *player;
1888 static int xy[4][2] =
1896 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1898 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER_1_ACTIVE];
1899 dynabomb_size = player->dynabomb_size;
1900 dynabomb_xl = player->dynabomb_xl;
1901 player->dynabombs_left++;
1904 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1908 for (j=1; j<=dynabomb_size; j++)
1910 int x = ex + j * xy[i % 4][0];
1911 int y = ey + j * xy[i % 4][1];
1914 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
1917 element = Feld[x][y];
1919 /* do not restart explosions of fields with active bombs */
1920 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
1923 Explode(x, y, EX_PHASE_START, EX_BORDER);
1925 if (element != EL_EMPTY &&
1926 element != EL_SAND &&
1927 element != EL_EXPLOSION &&
1934 void Bang(int x, int y)
1936 int element = Feld[x][y];
1938 if (game.emulation == EMU_SUPAPLEX)
1939 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
1941 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
1944 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1952 case EL_BD_BUTTERFLY:
1955 case EL_DARK_YAMYAM:
1959 RaiseScoreElement(element);
1960 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1962 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1963 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1964 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1965 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1966 case EL_DYNABOMB_INCREASE_NUMBER:
1967 case EL_DYNABOMB_INCREASE_SIZE:
1968 case EL_DYNABOMB_INCREASE_POWER:
1973 case EL_LAMP_ACTIVE:
1974 if (IS_PLAYER(x, y))
1975 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1977 Explode(x, y, EX_PHASE_START, EX_CENTER);
1980 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1985 void SplashAcid(int x, int y)
1987 int element = Feld[x][y];
1989 if (element != EL_ACID_SPLASH_LEFT &&
1990 element != EL_ACID_SPLASH_RIGHT)
1992 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
1994 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1995 (!IN_LEV_FIELD(x-1, y-1) ||
1996 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1997 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
1999 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
2000 (!IN_LEV_FIELD(x+1, y-1) ||
2001 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
2002 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
2006 static void InitBeltMovement()
2008 static int belt_base_element[4] =
2010 EL_CONVEYOR_BELT_1_LEFT,
2011 EL_CONVEYOR_BELT_2_LEFT,
2012 EL_CONVEYOR_BELT_3_LEFT,
2013 EL_CONVEYOR_BELT_4_LEFT
2015 static int belt_base_active_element[4] =
2017 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2018 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2019 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2020 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2025 /* set frame order for belt animation graphic according to belt direction */
2032 int element = belt_base_active_element[belt_nr] + j;
2033 int graphic = el2img(element);
2035 if (game.belt_dir[i] == MV_LEFT)
2036 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2038 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2042 for(y=0; y<lev_fieldy; y++)
2044 for(x=0; x<lev_fieldx; x++)
2046 int element = Feld[x][y];
2050 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
2052 int e_belt_nr = getBeltNrFromBeltElement(element);
2055 if (e_belt_nr == belt_nr)
2057 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
2059 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
2067 static void ToggleBeltSwitch(int x, int y)
2069 static int belt_base_element[4] =
2071 EL_CONVEYOR_BELT_1_LEFT,
2072 EL_CONVEYOR_BELT_2_LEFT,
2073 EL_CONVEYOR_BELT_3_LEFT,
2074 EL_CONVEYOR_BELT_4_LEFT
2076 static int belt_base_active_element[4] =
2078 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2079 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2080 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2081 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2083 static int belt_base_switch_element[4] =
2085 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
2086 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
2087 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
2088 EL_CONVEYOR_BELT_4_SWITCH_LEFT
2090 static int belt_move_dir[4] =
2098 int element = Feld[x][y];
2099 int belt_nr = getBeltNrFromBeltSwitchElement(element);
2100 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
2101 int belt_dir = belt_move_dir[belt_dir_nr];
2104 if (!IS_BELT_SWITCH(element))
2107 game.belt_dir_nr[belt_nr] = belt_dir_nr;
2108 game.belt_dir[belt_nr] = belt_dir;
2110 if (belt_dir_nr == 3)
2113 /* set frame order for belt animation graphic according to belt direction */
2116 int element = belt_base_active_element[belt_nr] + i;
2117 int graphic = el2img(element);
2119 if (belt_dir == MV_LEFT)
2120 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2122 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2125 for (yy=0; yy<lev_fieldy; yy++)
2127 for (xx=0; xx<lev_fieldx; xx++)
2129 int element = Feld[xx][yy];
2131 if (IS_BELT_SWITCH(element))
2133 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
2135 if (e_belt_nr == belt_nr)
2137 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
2138 DrawLevelField(xx, yy);
2141 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
2143 int e_belt_nr = getBeltNrFromBeltElement(element);
2145 if (e_belt_nr == belt_nr)
2147 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
2149 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
2150 DrawLevelField(xx, yy);
2153 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
2155 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
2157 if (e_belt_nr == belt_nr)
2159 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
2161 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
2162 DrawLevelField(xx, yy);
2169 static void ToggleSwitchgateSwitch(int x, int y)
2173 game.switchgate_pos = !game.switchgate_pos;
2175 for (yy=0; yy<lev_fieldy; yy++)
2177 for (xx=0; xx<lev_fieldx; xx++)
2179 int element = Feld[xx][yy];
2181 if (element == EL_SWITCHGATE_SWITCH_UP ||
2182 element == EL_SWITCHGATE_SWITCH_DOWN)
2184 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2185 DrawLevelField(xx, yy);
2187 else if (element == EL_SWITCHGATE_OPEN ||
2188 element == EL_SWITCHGATE_OPENING)
2190 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2192 PlaySoundLevelAction(xx, yy, ACTION_CLOSING);
2194 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2197 else if (element == EL_SWITCHGATE_CLOSED ||
2198 element == EL_SWITCHGATE_CLOSING)
2200 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2202 PlaySoundLevelAction(xx, yy, ACTION_OPENING);
2204 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2211 static int getInvisibleActiveFromInvisibleElement(int element)
2213 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2214 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2215 EL_INVISIBLE_SAND_ACTIVE);
2218 static int getInvisibleFromInvisibleActiveElement(int element)
2220 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2221 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2225 static void RedrawAllLightSwitchesAndInvisibleElements()
2229 for (y=0; y<lev_fieldy; y++)
2231 for (x=0; x<lev_fieldx; x++)
2233 int element = Feld[x][y];
2235 if (element == EL_LIGHT_SWITCH &&
2236 game.light_time_left > 0)
2238 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2239 DrawLevelField(x, y);
2241 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2242 game.light_time_left == 0)
2244 Feld[x][y] = EL_LIGHT_SWITCH;
2245 DrawLevelField(x, y);
2247 else if (element == EL_INVISIBLE_STEELWALL ||
2248 element == EL_INVISIBLE_WALL ||
2249 element == EL_INVISIBLE_SAND)
2251 if (game.light_time_left > 0)
2252 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2254 DrawLevelField(x, y);
2256 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2257 element == EL_INVISIBLE_WALL_ACTIVE ||
2258 element == EL_INVISIBLE_SAND_ACTIVE)
2260 if (game.light_time_left == 0)
2261 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2263 DrawLevelField(x, y);
2269 static void ToggleLightSwitch(int x, int y)
2271 int element = Feld[x][y];
2273 game.light_time_left =
2274 (element == EL_LIGHT_SWITCH ?
2275 level.time_light * FRAMES_PER_SECOND : 0);
2277 RedrawAllLightSwitchesAndInvisibleElements();
2280 static void ActivateTimegateSwitch(int x, int y)
2284 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2286 for (yy=0; yy<lev_fieldy; yy++)
2288 for (xx=0; xx<lev_fieldx; xx++)
2290 int element = Feld[xx][yy];
2292 if (element == EL_TIMEGATE_CLOSED ||
2293 element == EL_TIMEGATE_CLOSING)
2295 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2296 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2300 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2302 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2303 DrawLevelField(xx, yy);
2310 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2313 void Impact(int x, int y)
2315 boolean lastline = (y == lev_fieldy-1);
2316 boolean object_hit = FALSE;
2317 int element = Feld[x][y];
2320 if (!lastline) /* check if element below was hit */
2322 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
2325 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
2326 MovDir[x][y+1] != MV_DOWN ||
2327 MovPos[x][y+1] <= TILEY / 2));
2329 smashed = MovingOrBlocked2Element(x, y+1);
2332 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2338 if (lastline || object_hit)
2340 ResetGfxAnimation(x, y);
2341 DrawLevelField(x, y);
2344 if ((element == EL_BOMB ||
2345 element == EL_SP_DISK_ORANGE ||
2346 element == EL_DX_SUPABOMB) &&
2347 (lastline || object_hit)) /* element is bomb */
2352 else if (element == EL_PEARL)
2354 Feld[x][y] = EL_PEARL_BREAKING;
2355 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2359 if (element == EL_AMOEBA_DROP && (lastline || object_hit))
2361 if (object_hit && IS_PLAYER(x, y+1))
2362 KillHeroUnlessProtected(x, y+1);
2363 else if (object_hit && smashed == EL_PENGUIN)
2367 Feld[x][y] = EL_AMOEBA_GROWING;
2368 Store[x][y] = EL_AMOEBA_WET;
2370 ResetRandomAnimationValue(x, y);
2375 if (!lastline && object_hit) /* check which object was hit */
2377 if (CAN_PASS_MAGIC_WALL(element) &&
2378 (smashed == EL_MAGIC_WALL ||
2379 smashed == EL_BD_MAGIC_WALL))
2382 int activated_magic_wall =
2383 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2384 EL_BD_MAGIC_WALL_ACTIVE);
2386 /* activate magic wall / mill */
2387 for (yy=0; yy<lev_fieldy; yy++)
2388 for (xx=0; xx<lev_fieldx; xx++)
2389 if (Feld[xx][yy] == smashed)
2390 Feld[xx][yy] = activated_magic_wall;
2392 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2393 game.magic_wall_active = TRUE;
2395 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2396 SND_MAGIC_WALL_ACTIVATING :
2397 SND_BD_MAGIC_WALL_ACTIVATING));
2400 if (IS_PLAYER(x, y + 1))
2402 KillHeroUnlessProtected(x, y+1);
2405 else if (smashed == EL_PENGUIN)
2410 else if (element == EL_BD_DIAMOND)
2412 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2418 else if ((element == EL_SP_INFOTRON ||
2419 element == EL_SP_ZONK) &&
2420 (smashed == EL_SP_SNIKSNAK ||
2421 smashed == EL_SP_ELECTRON ||
2422 smashed == EL_SP_DISK_ORANGE))
2427 else if (element == EL_ROCK ||
2428 element == EL_SP_ZONK ||
2429 element == EL_BD_ROCK)
2431 if (IS_ENEMY(smashed) ||
2432 smashed == EL_BOMB ||
2433 smashed == EL_SP_DISK_ORANGE ||
2434 smashed == EL_DX_SUPABOMB ||
2435 smashed == EL_SATELLITE ||
2436 smashed == EL_PIG ||
2437 smashed == EL_DRAGON ||
2443 else if (!IS_MOVING(x, y + 1))
2445 if (smashed == EL_LAMP ||
2446 smashed == EL_LAMP_ACTIVE)
2451 else if (smashed == EL_NUT)
2453 Feld[x][y+1] = EL_NUT_BREAKING;
2454 PlaySoundLevel(x, y, SND_NUT_BREAKING);
2455 RaiseScoreElement(EL_NUT);
2458 else if (smashed == EL_PEARL)
2460 Feld[x][y+1] = EL_PEARL_BREAKING;
2461 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2464 else if (smashed == EL_DIAMOND)
2466 Feld[x][y+1] = EL_EMPTY;
2467 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2470 else if (IS_BELT_SWITCH(smashed))
2472 ToggleBeltSwitch(x, y+1);
2474 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
2475 smashed == EL_SWITCHGATE_SWITCH_DOWN)
2477 ToggleSwitchgateSwitch(x, y+1);
2479 else if (smashed == EL_LIGHT_SWITCH ||
2480 smashed == EL_LIGHT_SWITCH_ACTIVE)
2482 ToggleLightSwitch(x, y+1);
2488 /* play sound of magic wall / mill */
2490 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2491 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2493 if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2494 PlaySoundLevel(x, y, SND_MAGIC_WALL_FILLING);
2495 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2496 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_FILLING);
2501 /* play sound of object that hits the ground */
2502 if (lastline || object_hit)
2503 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2506 void TurnRound(int x, int y)
2518 { 0, 0 }, { 0, 0 }, { 0, 0 },
2523 int left, right, back;
2527 { MV_DOWN, MV_UP, MV_RIGHT },
2528 { MV_UP, MV_DOWN, MV_LEFT },
2530 { MV_LEFT, MV_RIGHT, MV_DOWN },
2531 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2532 { MV_RIGHT, MV_LEFT, MV_UP }
2535 int element = Feld[x][y];
2536 int old_move_dir = MovDir[x][y];
2537 int left_dir = turn[old_move_dir].left;
2538 int right_dir = turn[old_move_dir].right;
2539 int back_dir = turn[old_move_dir].back;
2541 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2542 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2543 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2544 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2546 int left_x = x + left_dx, left_y = y + left_dy;
2547 int right_x = x + right_dx, right_y = y + right_dy;
2548 int move_x = x + move_dx, move_y = y + move_dy;
2550 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2552 TestIfBadThingTouchesOtherBadThing(x, y);
2554 if (IN_LEV_FIELD(right_x, right_y) &&
2555 IS_FREE(right_x, right_y))
2556 MovDir[x][y] = right_dir;
2557 else if (!IN_LEV_FIELD(move_x, move_y) ||
2558 !IS_FREE(move_x, move_y))
2559 MovDir[x][y] = left_dir;
2561 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
2563 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2566 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2567 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2569 TestIfBadThingTouchesOtherBadThing(x, y);
2571 if (IN_LEV_FIELD(left_x, left_y) &&
2572 IS_FREE(left_x, left_y))
2573 MovDir[x][y] = left_dir;
2574 else if (!IN_LEV_FIELD(move_x, move_y) ||
2575 !IS_FREE(move_x, move_y))
2576 MovDir[x][y] = right_dir;
2578 if ((element == EL_SPACESHIP ||
2579 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2580 && MovDir[x][y] != old_move_dir)
2582 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
2585 else if (element == EL_YAMYAM)
2587 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2589 if (IN_LEV_FIELD(left_x, left_y) &&
2590 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2591 Feld[left_x][left_y] == EL_DIAMOND))
2592 can_turn_left = TRUE;
2593 if (IN_LEV_FIELD(right_x, right_y) &&
2594 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2595 Feld[right_x][right_y] == EL_DIAMOND))
2596 can_turn_right = TRUE;
2598 if (can_turn_left && can_turn_right)
2599 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2600 else if (can_turn_left)
2601 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2602 else if (can_turn_right)
2603 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2605 MovDir[x][y] = back_dir;
2607 MovDelay[x][y] = 16+16*RND(3);
2609 else if (element == EL_DARK_YAMYAM)
2611 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2613 if (IN_LEV_FIELD(left_x, left_y) &&
2614 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2615 IS_FOOD_DARK_YAMYAM(Feld[left_x][left_y])))
2616 can_turn_left = TRUE;
2617 if (IN_LEV_FIELD(right_x, right_y) &&
2618 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2619 IS_FOOD_DARK_YAMYAM(Feld[right_x][right_y])))
2620 can_turn_right = TRUE;
2622 if (can_turn_left && can_turn_right)
2623 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2624 else if (can_turn_left)
2625 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2626 else if (can_turn_right)
2627 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2629 MovDir[x][y] = back_dir;
2631 MovDelay[x][y] = 16+16*RND(3);
2633 else if (element == EL_PACMAN)
2635 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2637 if (IN_LEV_FIELD(left_x, left_y) &&
2638 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2639 IS_AMOEBOID(Feld[left_x][left_y])))
2640 can_turn_left = TRUE;
2641 if (IN_LEV_FIELD(right_x, right_y) &&
2642 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2643 IS_AMOEBOID(Feld[right_x][right_y])))
2644 can_turn_right = TRUE;
2646 if (can_turn_left && can_turn_right)
2647 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2648 else if (can_turn_left)
2649 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2650 else if (can_turn_right)
2651 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2653 MovDir[x][y] = back_dir;
2655 MovDelay[x][y] = 6+RND(40);
2657 else if (element == EL_PIG)
2659 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2660 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2661 boolean should_move_on = FALSE;
2663 int rnd = RND(rnd_value);
2665 if (IN_LEV_FIELD(left_x, left_y) &&
2666 (IS_FREE(left_x, left_y) || IS_FOOD_PIG(Feld[left_x][left_y])))
2667 can_turn_left = TRUE;
2668 if (IN_LEV_FIELD(right_x, right_y) &&
2669 (IS_FREE(right_x, right_y) || IS_FOOD_PIG(Feld[right_x][right_y])))
2670 can_turn_right = TRUE;
2671 if (IN_LEV_FIELD(move_x, move_y) &&
2672 (IS_FREE(move_x, move_y) || IS_FOOD_PIG(Feld[move_x][move_y])))
2675 if (can_turn_left &&
2677 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2678 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2679 should_turn_left = TRUE;
2680 if (can_turn_right &&
2682 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2683 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2684 should_turn_right = TRUE;
2686 (!can_turn_left || !can_turn_right ||
2687 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2688 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2689 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2690 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2691 should_move_on = TRUE;
2693 if (should_turn_left || should_turn_right || should_move_on)
2695 if (should_turn_left && should_turn_right && should_move_on)
2696 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2697 rnd < 2*rnd_value/3 ? right_dir :
2699 else if (should_turn_left && should_turn_right)
2700 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2701 else if (should_turn_left && should_move_on)
2702 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2703 else if (should_turn_right && should_move_on)
2704 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2705 else if (should_turn_left)
2706 MovDir[x][y] = left_dir;
2707 else if (should_turn_right)
2708 MovDir[x][y] = right_dir;
2709 else if (should_move_on)
2710 MovDir[x][y] = old_move_dir;
2712 else if (can_move_on && rnd > rnd_value/8)
2713 MovDir[x][y] = old_move_dir;
2714 else if (can_turn_left && can_turn_right)
2715 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2716 else if (can_turn_left && rnd > rnd_value/8)
2717 MovDir[x][y] = left_dir;
2718 else if (can_turn_right && rnd > rnd_value/8)
2719 MovDir[x][y] = right_dir;
2721 MovDir[x][y] = back_dir;
2723 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2724 !IS_FOOD_PIG(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2725 MovDir[x][y] = old_move_dir;
2729 else if (element == EL_DRAGON)
2731 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2733 int rnd = RND(rnd_value);
2735 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2736 can_turn_left = TRUE;
2737 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2738 can_turn_right = TRUE;
2739 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2742 if (can_move_on && rnd > rnd_value/8)
2743 MovDir[x][y] = old_move_dir;
2744 else if (can_turn_left && can_turn_right)
2745 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2746 else if (can_turn_left && rnd > rnd_value/8)
2747 MovDir[x][y] = left_dir;
2748 else if (can_turn_right && rnd > rnd_value/8)
2749 MovDir[x][y] = right_dir;
2751 MovDir[x][y] = back_dir;
2753 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2754 MovDir[x][y] = old_move_dir;
2758 else if (element == EL_MOLE)
2760 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2762 if (IN_LEV_FIELD(move_x, move_y) &&
2763 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2764 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING))
2769 if (IN_LEV_FIELD(left_x, left_y) &&
2770 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2771 can_turn_left = TRUE;
2772 if (IN_LEV_FIELD(right_x, right_y) &&
2773 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2774 can_turn_right = TRUE;
2776 if (can_turn_left && can_turn_right)
2777 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2778 else if (can_turn_left)
2779 MovDir[x][y] = left_dir;
2781 MovDir[x][y] = right_dir;
2784 if (MovDir[x][y] != old_move_dir)
2787 else if (element == EL_BALLOON)
2789 MovDir[x][y] = game.balloon_dir;
2792 else if (element == EL_SPRING)
2794 if ((MovDir[x][y] == MV_LEFT || MovDir[x][y] == MV_RIGHT) &&
2795 (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2796 (IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))
2797 MovDir[x][y] = MV_NO_MOVING;
2801 else if (element == EL_ROBOT ||
2802 element == EL_SATELLITE ||
2803 element == EL_PENGUIN)
2805 int attr_x = -1, attr_y = -1;
2816 for (i=0; i<MAX_PLAYERS; i++)
2818 struct PlayerInfo *player = &stored_player[i];
2819 int jx = player->jx, jy = player->jy;
2821 if (!player->active)
2824 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2832 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
2838 if (element == EL_PENGUIN)
2841 static int xy[4][2] =
2851 int ex = x + xy[i % 4][0];
2852 int ey = y + xy[i % 4][1];
2854 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
2863 MovDir[x][y] = MV_NO_MOVING;
2865 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2866 else if (attr_x > x)
2867 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2869 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2870 else if (attr_y > y)
2871 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2873 if (element == EL_ROBOT)
2877 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
2878 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
2879 Moving2Blocked(x, y, &newx, &newy);
2881 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2882 MovDelay[x][y] = 8+8*!RND(3);
2884 MovDelay[x][y] = 16;
2892 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
2894 boolean first_horiz = RND(2);
2895 int new_move_dir = MovDir[x][y];
2898 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
2899 Moving2Blocked(x, y, &newx, &newy);
2901 if (IN_LEV_FIELD(newx, newy) &&
2902 (IS_FREE(newx, newy) ||
2903 Feld[newx][newy] == EL_ACID ||
2904 (element == EL_PENGUIN &&
2905 (Feld[newx][newy] == EL_EXIT_OPEN ||
2906 IS_FOOD_PENGUIN(Feld[newx][newy])))))
2910 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
2911 Moving2Blocked(x, y, &newx, &newy);
2913 if (IN_LEV_FIELD(newx, newy) &&
2914 (IS_FREE(newx, newy) ||
2915 Feld[newx][newy] == EL_ACID ||
2916 (element == EL_PENGUIN &&
2917 (Feld[newx][newy] == EL_EXIT_OPEN ||
2918 IS_FOOD_PENGUIN(Feld[newx][newy])))))
2921 MovDir[x][y] = old_move_dir;
2926 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS)
2928 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2930 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2931 can_turn_left = TRUE;
2932 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2933 can_turn_right = TRUE;
2935 if (can_turn_left && can_turn_right)
2936 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2937 else if (can_turn_left)
2938 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2939 else if (can_turn_right)
2940 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2942 MovDir[x][y] = back_dir;
2944 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
2946 else if (element_info[element].move_pattern == MV_HORIZONTAL ||
2947 element_info[element].move_pattern == MV_VERTICAL)
2949 MovDir[x][y] = back_dir;
2950 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
2952 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
2954 MovDir[x][y] = element_info[element].move_pattern;
2955 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
2957 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE)
2959 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2960 MovDir[x][y] = left_dir;
2961 else if (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y))
2962 MovDir[x][y] = right_dir;
2964 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
2966 else if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
2968 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2969 MovDir[x][y] = right_dir;
2970 else if (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y))
2971 MovDir[x][y] = left_dir;
2973 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
2975 else if (element_info[element].move_pattern == MV_TOWARDS_PLAYER ||
2976 element_info[element].move_pattern == MV_AWAY_FROM_PLAYER)
2978 int attr_x = -1, attr_y = -1;
2981 (element_info[element].move_pattern == MV_AWAY_FROM_PLAYER);
2992 for (i=0; i<MAX_PLAYERS; i++)
2994 struct PlayerInfo *player = &stored_player[i];
2995 int jx = player->jx, jy = player->jy;
2997 if (!player->active)
3000 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
3008 MovDir[x][y] = MV_NO_MOVING;
3010 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
3011 else if (attr_x > x)
3012 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
3014 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
3015 else if (attr_y > y)
3016 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
3018 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3020 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3022 boolean first_horiz = RND(2);
3023 int new_move_dir = MovDir[x][y];
3026 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3027 Moving2Blocked(x, y, &newx, &newy);
3029 if (IN_LEV_FIELD(newx, newy) && (IS_FREE(newx, newy) ||
3030 Feld[newx][newy] == EL_ACID))
3034 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3035 Moving2Blocked(x, y, &newx, &newy);
3037 if (IN_LEV_FIELD(newx, newy) && (IS_FREE(newx, newy) ||
3038 Feld[newx][newy] == EL_ACID))
3041 MovDir[x][y] = old_move_dir;
3046 static boolean JustBeingPushed(int x, int y)
3050 for (i=0; i<MAX_PLAYERS; i++)
3052 struct PlayerInfo *player = &stored_player[i];
3054 if (player->active && player->Pushing && player->MovPos)
3056 int next_jx = player->jx + (player->jx - player->last_jx);
3057 int next_jy = player->jy + (player->jy - player->last_jy);
3059 if (x == next_jx && y == next_jy)
3067 void StartMoving(int x, int y)
3069 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
3070 boolean started_moving = FALSE; /* some elements can fall _and_ move */
3071 int element = Feld[x][y];
3076 GfxAction[x][y] = ACTION_DEFAULT;
3078 if (CAN_FALL(element) && y < lev_fieldy - 1)
3080 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
3081 if (JustBeingPushed(x, y))
3084 if (element == EL_QUICKSAND_FULL)
3086 if (IS_FREE(x, y+1))
3088 InitMovingField(x, y, MV_DOWN);
3089 started_moving = TRUE;
3091 Feld[x][y] = EL_QUICKSAND_EMPTYING;
3092 Store[x][y] = EL_ROCK;
3094 PlaySoundLevelAction(x, y, ACTION_EMPTYING);
3096 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
3099 else if (Feld[x][y+1] == EL_QUICKSAND_EMPTY)
3101 if (!MovDelay[x][y])
3102 MovDelay[x][y] = TILEY + 1;
3111 Feld[x][y] = EL_QUICKSAND_EMPTY;
3112 Feld[x][y+1] = EL_QUICKSAND_FULL;
3113 Store[x][y+1] = Store[x][y];
3116 PlaySoundLevelAction(x, y, ACTION_FILLING);
3118 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3122 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
3123 Feld[x][y+1] == EL_QUICKSAND_EMPTY)
3125 InitMovingField(x, y, MV_DOWN);
3126 started_moving = TRUE;
3128 Feld[x][y] = EL_QUICKSAND_FILLING;
3129 Store[x][y] = element;
3131 PlaySoundLevelAction(x, y, ACTION_FILLING);
3133 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3136 else if (element == EL_MAGIC_WALL_FULL)
3138 if (IS_FREE(x, y+1))
3140 InitMovingField(x, y, MV_DOWN);
3141 started_moving = TRUE;
3143 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
3144 Store[x][y] = EL_CHANGED(Store[x][y]);
3146 else if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
3148 if (!MovDelay[x][y])
3149 MovDelay[x][y] = TILEY/4 + 1;
3158 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
3159 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
3160 Store[x][y+1] = EL_CHANGED(Store[x][y]);
3164 else if (element == EL_BD_MAGIC_WALL_FULL)
3166 if (IS_FREE(x, y+1))
3168 InitMovingField(x, y, MV_DOWN);
3169 started_moving = TRUE;
3171 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
3172 Store[x][y] = EL_CHANGED2(Store[x][y]);
3174 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
3176 if (!MovDelay[x][y])
3177 MovDelay[x][y] = TILEY/4 + 1;
3186 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
3187 Feld[x][y+1] = EL_BD_MAGIC_WALL_FULL;
3188 Store[x][y+1] = EL_CHANGED2(Store[x][y]);
3192 else if (CAN_PASS_MAGIC_WALL(element) &&
3193 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
3194 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
3196 InitMovingField(x, y, MV_DOWN);
3197 started_moving = TRUE;
3200 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
3201 EL_BD_MAGIC_WALL_FILLING);
3202 Store[x][y] = element;
3205 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_ACID)
3207 else if (CAN_FALL(element) && Feld[x][y+1] == EL_ACID)
3212 InitMovingField(x, y, MV_DOWN);
3213 started_moving = TRUE;
3215 Store[x][y] = EL_ACID;
3217 /* !!! TEST !!! better use "_FALLING" etc. !!! */
3218 GfxAction[x][y+1] = ACTION_ACTIVE;
3221 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
3226 else if (IS_FREE(x, y+1) && element == EL_SPRING && use_spring_bug)
3228 if (MovDir[x][y] == MV_NO_MOVING)
3230 InitMovingField(x, y, MV_DOWN);
3231 started_moving = TRUE;
3234 else if (IS_FREE(x, y+1))
3236 if (JustStopped[x][y]) /* prevent animation from being restarted */
3237 MovDir[x][y] = MV_DOWN;
3239 InitMovingField(x, y, MV_DOWN);
3240 started_moving = TRUE;
3242 else if (element == EL_AMOEBA_DROP)
3244 Feld[x][y] = EL_AMOEBA_GROWING;
3245 Store[x][y] = EL_AMOEBA_WET;
3247 /* Store[x][y+1] must be zero, because:
3248 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y+1] == EL_QUICKSAND_EMPTY
3251 #if OLD_GAME_BEHAVIOUR
3252 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
3254 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
3255 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
3256 element != EL_DX_SUPABOMB)
3259 else if ((IS_SLIPPERY(Feld[x][y+1]) ||
3260 (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
3261 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
3262 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
3265 boolean left = (x>0 && IS_FREE(x-1, y) &&
3266 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_ACID));
3267 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
3268 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_ACID));
3272 if (left && right &&
3273 (game.emulation != EMU_BOULDERDASH &&
3274 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
3275 left = !(right = RND(2));
3277 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
3278 started_moving = TRUE;
3281 else if (IS_BELT_ACTIVE(Feld[x][y+1]))
3283 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
3284 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
3285 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y+1]);
3286 int belt_dir = game.belt_dir[belt_nr];
3288 if ((belt_dir == MV_LEFT && left_is_free) ||
3289 (belt_dir == MV_RIGHT && right_is_free))
3291 InitMovingField(x, y, belt_dir);
3292 started_moving = TRUE;
3294 GfxAction[x][y] = ACTION_DEFAULT;
3299 /* not "else if" because of EL_SPRING */
3300 if (CAN_MOVE(element) && !started_moving)
3304 if ((element == EL_SATELLITE ||
3305 element == EL_BALLOON ||
3306 element == EL_SPRING)
3307 && JustBeingPushed(x, y))
3312 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
3313 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
3315 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
3317 Moving2Blocked(x, y, &newx, &newy);
3318 if (Feld[newx][newy] == EL_BLOCKED)
3319 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
3324 if (!MovDelay[x][y]) /* start new movement phase */
3326 /* all objects that can change their move direction after each step
3327 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
3329 if (element != EL_YAMYAM &&
3330 element != EL_DARK_YAMYAM &&
3331 element != EL_PACMAN &&
3332 !(element_info[element].move_pattern & MV_ANY_DIRECTION))
3336 if (MovDelay[x][y] && (element == EL_BUG ||
3337 element == EL_SPACESHIP ||
3338 element == EL_SP_SNIKSNAK ||
3339 element == EL_SP_ELECTRON ||
3340 element == EL_MOLE))
3341 DrawLevelField(x, y);
3345 if (MovDelay[x][y]) /* wait some time before next movement */
3349 if (element == EL_ROBOT ||
3350 element == EL_YAMYAM ||
3351 element == EL_DARK_YAMYAM)
3353 DrawLevelElementAnimationIfNeeded(x, y, element);
3354 PlaySoundLevelAction(x, y, ACTION_WAITING);
3356 else if (element == EL_SP_ELECTRON)
3357 DrawLevelElementAnimationIfNeeded(x, y, element);
3358 else if (element == EL_DRAGON)
3361 int dir = MovDir[x][y];
3362 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
3363 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
3364 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
3365 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
3366 dir == MV_UP ? IMG_FLAMES_1_UP :
3367 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
3368 int frame = getGraphicAnimationFrame(graphic, -1);
3370 for (i=1; i<=3; i++)
3372 int xx = x + i*dx, yy = y + i*dy;
3373 int sx = SCREENX(xx), sy = SCREENY(yy);
3374 int flame_graphic = graphic + (i - 1);
3376 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
3381 int flamed = MovingOrBlocked2Element(xx, yy);
3383 if (IS_ENEMY(flamed) || CAN_EXPLODE(flamed))
3386 RemoveMovingField(xx, yy);
3388 Feld[xx][yy] = EL_FLAMES;
3389 if (IN_SCR_FIELD(sx, sy))
3390 DrawGraphic(sx, sy, flame_graphic, frame);
3394 if (Feld[xx][yy] == EL_FLAMES)
3395 Feld[xx][yy] = EL_EMPTY;
3396 DrawLevelField(xx, yy);
3401 if (MovDelay[x][y]) /* element still has to wait some time */
3403 PlaySoundLevelAction(x, y, ACTION_WAITING);
3409 /* now make next step */
3411 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
3413 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
3414 !PLAYER_PROTECTED(newx, newy))
3418 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
3421 /* enemy got the player */
3423 KillHero(PLAYERINFO(newx, newy));
3428 else if ((element == EL_PENGUIN || element == EL_ROBOT ||
3429 element == EL_SATELLITE || element == EL_BALLOON) &&
3430 IN_LEV_FIELD(newx, newy) &&
3431 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
3434 Store[x][y] = EL_ACID;
3436 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
3438 if (Feld[newx][newy] == EL_EXIT_OPEN)
3440 Feld[x][y] = EL_EMPTY;
3441 DrawLevelField(x, y);
3443 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING);
3444 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
3445 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
3447 local_player->friends_still_needed--;
3448 if (!local_player->friends_still_needed &&
3449 !local_player->GameOver && AllPlayersGone)
3450 local_player->LevelSolved = local_player->GameOver = TRUE;
3454 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
3456 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
3457 DrawLevelField(newx, newy);
3459 MovDir[x][y] = MV_NO_MOVING;
3461 else if (!IS_FREE(newx, newy))
3463 if (IS_PLAYER(x, y))
3464 DrawPlayerField(x, y);
3466 DrawLevelField(x, y);
3470 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
3472 if (IS_FOOD_PIG(Feld[newx][newy]))
3474 if (IS_MOVING(newx, newy))
3475 RemoveMovingField(newx, newy);
3478 Feld[newx][newy] = EL_EMPTY;
3479 DrawLevelField(newx, newy);
3482 PlaySoundLevel(x, y, SND_PIG_DIGGING);
3484 else if (!IS_FREE(newx, newy))
3486 if (IS_PLAYER(x, y))
3487 DrawPlayerField(x, y);
3489 DrawLevelField(x, y);
3493 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
3495 if (!IS_FREE(newx, newy))
3497 if (IS_PLAYER(x, y))
3498 DrawPlayerField(x, y);
3500 DrawLevelField(x, y);
3505 boolean wanna_flame = !RND(10);
3506 int dx = newx - x, dy = newy - y;
3507 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3508 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3509 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3510 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
3511 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3512 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
3514 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
3515 element1 != EL_DRAGON && element2 != EL_DRAGON &&
3516 element1 != EL_FLAMES && element2 != EL_FLAMES)
3518 if (IS_PLAYER(x, y))
3519 DrawPlayerField(x, y);
3521 DrawLevelField(x, y);
3523 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3525 MovDelay[x][y] = 50;
3526 Feld[newx][newy] = EL_FLAMES;
3527 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
3528 Feld[newx1][newy1] = EL_FLAMES;
3529 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
3530 Feld[newx2][newy2] = EL_FLAMES;
3535 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3536 Feld[newx][newy] == EL_DIAMOND)
3538 if (IS_MOVING(newx, newy))
3539 RemoveMovingField(newx, newy);
3542 Feld[newx][newy] = EL_EMPTY;
3543 DrawLevelField(newx, newy);
3546 PlaySoundLevel(x, y, SND_YAMYAM_DIGGING);
3548 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3549 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
3551 if (AmoebaNr[newx][newy])
3553 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3554 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3555 Feld[newx][newy] == EL_BD_AMOEBA)
3556 AmoebaCnt[AmoebaNr[newx][newy]]--;
3559 if (IS_MOVING(newx, newy))
3560 RemoveMovingField(newx, newy);
3563 Feld[newx][newy] = EL_EMPTY;
3564 DrawLevelField(newx, newy);
3567 PlaySoundLevel(x, y, SND_DARK_YAMYAM_DIGGING);
3569 else if ((element == EL_PACMAN || element == EL_MOLE)
3570 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3572 if (AmoebaNr[newx][newy])
3574 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3575 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3576 Feld[newx][newy] == EL_BD_AMOEBA)
3577 AmoebaCnt[AmoebaNr[newx][newy]]--;
3580 if (element == EL_MOLE)
3582 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
3583 PlaySoundLevel(x, y, SND_MOLE_DIGGING);
3584 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
3585 return; /* wait for shrinking amoeba */
3587 else /* element == EL_PACMAN */
3589 Feld[newx][newy] = EL_EMPTY;
3590 DrawLevelField(newx, newy);
3591 PlaySoundLevel(x, y, SND_PACMAN_DIGGING);
3594 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
3595 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
3596 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
3598 /* wait for shrinking amoeba to completely disappear */
3601 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3603 /* object was running against a wall */
3607 if (element == EL_BUG || element == EL_SPACESHIP ||
3608 element == EL_SP_SNIKSNAK)
3609 DrawLevelField(x, y);
3610 else if (element == EL_BUG || element == EL_SPACESHIP ||
3611 element == EL_SP_SNIKSNAK || element == EL_MOLE)
3612 DrawLevelField(x, y);
3613 else if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
3614 DrawLevelElementAnimationIfNeeded(x, y, element);
3615 else if (element == EL_SATELLITE)
3616 DrawLevelElementAnimationIfNeeded(x, y, element);
3617 else if (element == EL_SP_ELECTRON)
3618 DrawLevelElementAnimationIfNeeded(x, y, element);
3620 if (DONT_TOUCH(element))
3621 TestIfBadThingTouchesHero(x, y);
3623 PlaySoundLevelAction(x, y, ACTION_WAITING);
3628 InitMovingField(x, y, MovDir[x][y]);
3630 PlaySoundLevelAction(x, y, ACTION_MOVING);
3634 ContinueMoving(x, y);
3637 void ContinueMoving(int x, int y)
3639 int element = Feld[x][y];
3640 int direction = MovDir[x][y];
3641 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3642 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3643 int horiz_move = (dx != 0);
3644 int newx = x + dx, newy = y + dy;
3645 int step = (horiz_move ? dx : dy) * TILEX / 8;
3647 if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DROPPING)
3649 else if (element == EL_QUICKSAND_FILLING ||
3650 element == EL_QUICKSAND_EMPTYING)
3652 else if (element == EL_MAGIC_WALL_FILLING ||
3653 element == EL_BD_MAGIC_WALL_FILLING ||
3654 element == EL_MAGIC_WALL_EMPTYING ||
3655 element == EL_BD_MAGIC_WALL_EMPTYING)
3657 else if (CAN_FALL(element) && horiz_move &&
3658 y < lev_fieldy-1 && IS_BELT_ACTIVE(Feld[x][y+1]))
3660 else if (element == EL_SPRING && horiz_move)
3663 #if OLD_GAME_BEHAVIOUR
3664 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3668 MovPos[x][y] += step;
3670 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
3672 Feld[x][y] = EL_EMPTY;
3673 Feld[newx][newy] = element;
3675 if (element == EL_MOLE)
3678 static int xy[4][2] =
3686 Feld[x][y] = EL_SAND;
3687 DrawLevelField(x, y);
3696 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND)
3697 DrawLevelField(xx, yy); /* for "crumbled sand" */
3701 if (element == EL_QUICKSAND_FILLING)
3703 element = Feld[newx][newy] = get_next_element(element);
3704 Store[newx][newy] = Store[x][y];
3706 else if (element == EL_QUICKSAND_EMPTYING)
3708 Feld[x][y] = get_next_element(element);
3709 element = Feld[newx][newy] = Store[x][y];
3711 else if (element == EL_MAGIC_WALL_FILLING)
3713 element = Feld[newx][newy] = get_next_element(element);
3714 if (!game.magic_wall_active)
3715 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3716 Store[newx][newy] = Store[x][y];
3718 else if (element == EL_MAGIC_WALL_EMPTYING)
3720 Feld[x][y] = get_next_element(element);
3721 if (!game.magic_wall_active)
3722 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3723 element = Feld[newx][newy] = Store[x][y];
3725 else if (element == EL_BD_MAGIC_WALL_FILLING)
3727 element = Feld[newx][newy] = get_next_element(element);
3728 if (!game.magic_wall_active)
3729 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
3730 Store[newx][newy] = Store[x][y];
3732 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
3734 Feld[x][y] = get_next_element(element);
3735 if (!game.magic_wall_active)
3736 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
3737 element = Feld[newx][newy] = Store[x][y];
3739 else if (element == EL_AMOEBA_DROPPING)
3741 Feld[x][y] = get_next_element(element);
3742 element = Feld[newx][newy] = Store[x][y];
3744 else if (Store[x][y] == EL_ACID)
3746 element = Feld[newx][newy] = EL_ACID;
3750 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3751 MovDelay[newx][newy] = 0;
3753 /* copy animation control values to new field */
3754 GfxFrame[newx][newy] = GfxFrame[x][y];
3755 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
3756 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
3758 ResetGfxAnimation(x, y); /* reset animation values for old field */
3762 if (!CAN_MOVE(element))
3763 MovDir[newx][newy] = 0;
3766 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
3767 MovDir[newx][newy] = 0;
3770 if (!CAN_MOVE(element) ||
3771 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
3772 MovDir[newx][newy] = 0;
3776 DrawLevelField(x, y);
3777 DrawLevelField(newx, newy);
3779 Stop[newx][newy] = TRUE;
3780 JustStopped[newx][newy] = 3;
3782 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3784 TestIfBadThingTouchesHero(newx, newy);
3785 TestIfBadThingTouchesFriend(newx, newy);
3786 TestIfBadThingTouchesOtherBadThing(newx, newy);
3788 else if (element == EL_PENGUIN)
3789 TestIfFriendTouchesBadThing(newx, newy);
3791 if (CAN_SMASH(element) && direction == MV_DOWN &&
3792 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3795 else /* still moving on */
3797 DrawLevelField(x, y);
3801 int AmoebeNachbarNr(int ax, int ay)
3804 int element = Feld[ax][ay];
3806 static int xy[4][2] =
3816 int x = ax + xy[i][0];
3817 int y = ay + xy[i][1];
3819 if (!IN_LEV_FIELD(x, y))
3822 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3823 group_nr = AmoebaNr[x][y];
3829 void AmoebenVereinigen(int ax, int ay)
3831 int i, x, y, xx, yy;
3832 int new_group_nr = AmoebaNr[ax][ay];
3833 static int xy[4][2] =
3841 if (new_group_nr == 0)
3849 if (!IN_LEV_FIELD(x, y))
3852 if ((Feld[x][y] == EL_AMOEBA_FULL ||
3853 Feld[x][y] == EL_BD_AMOEBA ||
3854 Feld[x][y] == EL_AMOEBA_DEAD) &&
3855 AmoebaNr[x][y] != new_group_nr)
3857 int old_group_nr = AmoebaNr[x][y];
3859 if (old_group_nr == 0)
3862 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3863 AmoebaCnt[old_group_nr] = 0;
3864 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3865 AmoebaCnt2[old_group_nr] = 0;
3867 for (yy=0; yy<lev_fieldy; yy++)
3869 for (xx=0; xx<lev_fieldx; xx++)
3871 if (AmoebaNr[xx][yy] == old_group_nr)
3872 AmoebaNr[xx][yy] = new_group_nr;
3879 void AmoebeUmwandeln(int ax, int ay)
3883 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
3885 int group_nr = AmoebaNr[ax][ay];
3890 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3891 printf("AmoebeUmwandeln(): This should never happen!\n");
3896 for (y=0; y<lev_fieldy; y++)
3898 for (x=0; x<lev_fieldx; x++)
3900 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
3903 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
3907 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
3908 SND_AMOEBA_TURNING_TO_GEM :
3909 SND_AMOEBA_TURNING_TO_ROCK));
3914 static int xy[4][2] =
3927 if (!IN_LEV_FIELD(x, y))
3930 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
3932 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
3933 SND_AMOEBA_TURNING_TO_GEM :
3934 SND_AMOEBA_TURNING_TO_ROCK));
3941 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3944 int group_nr = AmoebaNr[ax][ay];
3945 boolean done = FALSE;
3950 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3951 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3956 for (y=0; y<lev_fieldy; y++)
3958 for (x=0; x<lev_fieldx; x++)
3960 if (AmoebaNr[x][y] == group_nr &&
3961 (Feld[x][y] == EL_AMOEBA_DEAD ||
3962 Feld[x][y] == EL_BD_AMOEBA ||
3963 Feld[x][y] == EL_AMOEBA_GROWING))
3966 Feld[x][y] = new_element;
3967 InitField(x, y, FALSE);
3968 DrawLevelField(x, y);
3975 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
3976 SND_BD_AMOEBA_TURNING_TO_ROCK :
3977 SND_BD_AMOEBA_TURNING_TO_GEM));
3980 void AmoebeWaechst(int x, int y)
3982 static unsigned long sound_delay = 0;
3983 static unsigned long sound_delay_value = 0;
3985 if (!MovDelay[x][y]) /* start new growing cycle */
3989 if (DelayReached(&sound_delay, sound_delay_value))
3992 PlaySoundLevelElementAction(x, y, Store[x][y], ACTION_GROWING);
3994 if (Store[x][y] == EL_BD_AMOEBA)
3995 PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
3997 PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
3999 sound_delay_value = 30;
4003 if (MovDelay[x][y]) /* wait some time before growing bigger */
4006 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4008 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
4009 6 - MovDelay[x][y]);
4011 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
4014 if (!MovDelay[x][y])
4016 Feld[x][y] = Store[x][y];
4018 DrawLevelField(x, y);
4023 void AmoebaDisappearing(int x, int y)
4025 static unsigned long sound_delay = 0;
4026 static unsigned long sound_delay_value = 0;
4028 if (!MovDelay[x][y]) /* start new shrinking cycle */
4032 if (DelayReached(&sound_delay, sound_delay_value))
4033 sound_delay_value = 30;
4036 if (MovDelay[x][y]) /* wait some time before shrinking */
4039 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4041 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
4042 6 - MovDelay[x][y]);
4044 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
4047 if (!MovDelay[x][y])
4049 Feld[x][y] = EL_EMPTY;
4050 DrawLevelField(x, y);
4052 /* don't let mole enter this field in this cycle;
4053 (give priority to objects falling to this field from above) */
4059 void AmoebeAbleger(int ax, int ay)
4062 int element = Feld[ax][ay];
4063 int graphic = el2img(element);
4064 int newax = ax, neway = ay;
4065 static int xy[4][2] =
4073 if (!level.amoeba_speed)
4075 Feld[ax][ay] = EL_AMOEBA_DEAD;
4076 DrawLevelField(ax, ay);
4080 if (IS_ANIMATED(graphic))
4081 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4083 if (!MovDelay[ax][ay]) /* start making new amoeba field */
4084 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
4086 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
4089 if (MovDelay[ax][ay])
4093 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
4096 int x = ax + xy[start][0];
4097 int y = ay + xy[start][1];
4099 if (!IN_LEV_FIELD(x, y))
4102 if (IS_FREE(x, y) ||
4103 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4109 if (newax == ax && neway == ay)
4112 else /* normal or "filled" (BD style) amoeba */
4115 boolean waiting_for_player = FALSE;
4119 int j = (start + i) % 4;
4120 int x = ax + xy[j][0];
4121 int y = ay + xy[j][1];
4123 if (!IN_LEV_FIELD(x, y))
4126 if (IS_FREE(x, y) ||
4127 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4133 else if (IS_PLAYER(x, y))
4134 waiting_for_player = TRUE;
4137 if (newax == ax && neway == ay) /* amoeba cannot grow */
4139 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
4141 Feld[ax][ay] = EL_AMOEBA_DEAD;
4142 DrawLevelField(ax, ay);
4143 AmoebaCnt[AmoebaNr[ax][ay]]--;
4145 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
4147 if (element == EL_AMOEBA_FULL)
4148 AmoebeUmwandeln(ax, ay);
4149 else if (element == EL_BD_AMOEBA)
4150 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
4155 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
4157 /* amoeba gets larger by growing in some direction */
4159 int new_group_nr = AmoebaNr[ax][ay];
4162 if (new_group_nr == 0)
4164 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
4165 printf("AmoebeAbleger(): This should never happen!\n");
4170 AmoebaNr[newax][neway] = new_group_nr;
4171 AmoebaCnt[new_group_nr]++;
4172 AmoebaCnt2[new_group_nr]++;
4174 /* if amoeba touches other amoeba(s) after growing, unify them */
4175 AmoebenVereinigen(newax, neway);
4177 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
4179 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
4185 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
4186 (neway == lev_fieldy - 1 && newax != ax))
4188 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
4189 Store[newax][neway] = element;
4191 else if (neway == ay)
4193 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
4195 PlaySoundLevelAction(newax, neway, ACTION_GROWING);
4197 PlaySoundLevel(newax, neway, SND_AMOEBA_GROWING);
4202 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
4203 Feld[ax][ay] = EL_AMOEBA_DROPPING;
4204 Store[ax][ay] = EL_AMOEBA_DROP;
4205 ContinueMoving(ax, ay);
4209 DrawLevelField(newax, neway);
4212 void Life(int ax, int ay)
4215 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
4217 int element = Feld[ax][ay];
4218 int graphic = el2img(element);
4219 boolean changed = FALSE;
4221 if (IS_ANIMATED(graphic))
4222 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4227 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
4228 MovDelay[ax][ay] = life_time;
4230 if (MovDelay[ax][ay]) /* wait some time before next cycle */
4233 if (MovDelay[ax][ay])
4237 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
4239 int xx = ax+x1, yy = ay+y1;
4242 if (!IN_LEV_FIELD(xx, yy))
4245 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
4247 int x = xx+x2, y = yy+y2;
4249 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
4252 if (((Feld[x][y] == element ||
4253 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
4255 (IS_FREE(x, y) && Stop[x][y]))
4259 if (xx == ax && yy == ay) /* field in the middle */
4261 if (nachbarn < life[0] || nachbarn > life[1])
4263 Feld[xx][yy] = EL_EMPTY;
4265 DrawLevelField(xx, yy);
4266 Stop[xx][yy] = TRUE;
4270 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
4271 { /* free border field */
4272 if (nachbarn >= life[2] && nachbarn <= life[3])
4274 Feld[xx][yy] = element;
4275 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
4277 DrawLevelField(xx, yy);
4278 Stop[xx][yy] = TRUE;
4285 PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
4286 SND_GAME_OF_LIFE_GROWING);
4289 static void InitRobotWheel(int x, int y)
4291 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4294 static void RunRobotWheel(int x, int y)
4296 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
4299 static void StopRobotWheel(int x, int y)
4301 if (ZX == x && ZY == y)
4305 static void InitTimegateWheel(int x, int y)
4307 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4310 static void RunTimegateWheel(int x, int y)
4312 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
4315 void CheckExit(int x, int y)
4317 if (local_player->gems_still_needed > 0 ||
4318 local_player->sokobanfields_still_needed > 0 ||
4319 local_player->lights_still_needed > 0)
4321 int element = Feld[x][y];
4322 int graphic = el2img(element);
4324 if (IS_ANIMATED(graphic))
4325 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4330 Feld[x][y] = EL_EXIT_OPENING;
4332 PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING);
4335 void CheckExitSP(int x, int y)
4337 if (local_player->gems_still_needed > 0)
4339 int element = Feld[x][y];
4340 int graphic = el2img(element);
4342 if (IS_ANIMATED(graphic))
4343 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4348 Feld[x][y] = EL_SP_EXIT_OPEN;
4350 PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
4353 static void CloseAllOpenTimegates()
4357 for (y=0; y<lev_fieldy; y++)
4359 for (x=0; x<lev_fieldx; x++)
4361 int element = Feld[x][y];
4363 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4365 Feld[x][y] = EL_TIMEGATE_CLOSING;
4367 PlaySoundLevelAction(x, y, ACTION_CLOSING);
4369 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4376 void EdelsteinFunkeln(int x, int y)
4378 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4381 if (Feld[x][y] == EL_BD_DIAMOND)
4384 if (MovDelay[x][y] == 0) /* next animation frame */
4385 MovDelay[x][y] = 11 * !SimpleRND(500);
4387 if (MovDelay[x][y] != 0) /* wait some time before next frame */
4391 if (setup.direct_draw && MovDelay[x][y])
4392 SetDrawtoField(DRAW_BUFFERED);
4394 DrawLevelElementAnimation(x, y, Feld[x][y]);
4396 if (MovDelay[x][y] != 0)
4398 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
4399 10 - MovDelay[x][y]);
4401 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
4403 if (setup.direct_draw)
4407 dest_x = FX + SCREENX(x) * TILEX;
4408 dest_y = FY + SCREENY(y) * TILEY;
4410 BlitBitmap(drawto_field, window,
4411 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4412 SetDrawtoField(DRAW_DIRECT);
4418 void MauerWaechst(int x, int y)
4422 if (!MovDelay[x][y]) /* next animation frame */
4423 MovDelay[x][y] = 3 * delay;
4425 if (MovDelay[x][y]) /* wait some time before next frame */
4429 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4431 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
4432 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
4434 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4437 if (!MovDelay[x][y])
4439 if (MovDir[x][y] == MV_LEFT)
4441 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
4442 DrawLevelField(x - 1, y);
4444 else if (MovDir[x][y] == MV_RIGHT)
4446 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
4447 DrawLevelField(x + 1, y);
4449 else if (MovDir[x][y] == MV_UP)
4451 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
4452 DrawLevelField(x, y - 1);
4456 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
4457 DrawLevelField(x, y + 1);
4460 Feld[x][y] = Store[x][y];
4462 MovDir[x][y] = MV_NO_MOVING;
4463 DrawLevelField(x, y);
4468 void MauerAbleger(int ax, int ay)
4470 int element = Feld[ax][ay];
4471 int graphic = el2img(element);
4472 boolean oben_frei = FALSE, unten_frei = FALSE;
4473 boolean links_frei = FALSE, rechts_frei = FALSE;
4474 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4475 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4476 boolean new_wall = FALSE;
4478 if (IS_ANIMATED(graphic))
4479 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4481 if (!MovDelay[ax][ay]) /* start building new wall */
4482 MovDelay[ax][ay] = 6;
4484 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4487 if (MovDelay[ax][ay])
4491 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4493 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4495 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4497 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4500 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
4501 element == EL_EXPANDABLE_WALL_ANY)
4505 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
4506 Store[ax][ay-1] = element;
4507 MovDir[ax][ay-1] = MV_UP;
4508 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4509 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
4510 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
4515 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
4516 Store[ax][ay+1] = element;
4517 MovDir[ax][ay+1] = MV_DOWN;
4518 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4519 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
4520 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
4525 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4526 element == EL_EXPANDABLE_WALL_ANY ||
4527 element == EL_EXPANDABLE_WALL)
4531 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
4532 Store[ax-1][ay] = element;
4533 MovDir[ax-1][ay] = MV_LEFT;
4534 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4535 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
4536 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
4542 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
4543 Store[ax+1][ay] = element;
4544 MovDir[ax+1][ay] = MV_RIGHT;
4545 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4546 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
4547 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
4552 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
4553 DrawLevelField(ax, ay);
4555 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
4557 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
4558 unten_massiv = TRUE;
4559 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
4560 links_massiv = TRUE;
4561 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
4562 rechts_massiv = TRUE;
4564 if (((oben_massiv && unten_massiv) ||
4565 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4566 element == EL_EXPANDABLE_WALL) &&
4567 ((links_massiv && rechts_massiv) ||
4568 element == EL_EXPANDABLE_WALL_VERTICAL))
4569 Feld[ax][ay] = EL_WALL;
4573 PlaySoundLevelAction(ax, ay, ACTION_GROWING);
4575 PlaySoundLevel(ax, ay, SND_EXPANDABLE_WALL_GROWING);
4579 void CheckForDragon(int x, int y)
4582 boolean dragon_found = FALSE;
4583 static int xy[4][2] =
4595 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4597 if (IN_LEV_FIELD(xx, yy) &&
4598 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
4600 if (Feld[xx][yy] == EL_DRAGON)
4601 dragon_found = TRUE;
4614 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4616 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
4618 Feld[xx][yy] = EL_EMPTY;
4619 DrawLevelField(xx, yy);
4628 static void InitBuggyBase(int x, int y)
4630 int element = Feld[x][y];
4631 int activating_delay = FRAMES_PER_SECOND / 4;
4634 (element == EL_SP_BUGGY_BASE ?
4635 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
4636 element == EL_SP_BUGGY_BASE_ACTIVATING ?
4638 element == EL_SP_BUGGY_BASE_ACTIVE ?
4639 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
4642 static void WarnBuggyBase(int x, int y)
4645 static int xy[4][2] =
4655 int xx = x + xy[i][0], yy = y + xy[i][1];
4657 if (IS_PLAYER(xx, yy))
4659 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
4666 static void InitTrap(int x, int y)
4668 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4671 static void ActivateTrap(int x, int y)
4673 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
4676 static void ChangeActiveTrap(int x, int y)
4678 int graphic = IMG_TRAP_ACTIVE;
4680 /* if new animation frame was drawn, correct crumbled sand border */
4681 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
4682 DrawLevelFieldCrumbledSand(x, y);
4685 static void ChangeElement(int x, int y)
4687 int element = Feld[x][y];
4689 if (IS_MOVING(x, y)) /* never change a running system :-) */
4692 if (MovDelay[x][y] == 0) /* initialize element change */
4694 MovDelay[x][y] = changing_element[element].change_delay + 1;
4696 if (IS_CUSTOM_ELEMENT(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
4698 int max_random_delay = element_info[element].change.delay_random;
4699 int delay_frames = element_info[element].change.delay_frames;
4701 MovDelay[x][y] += RND(max_random_delay * delay_frames);
4704 ResetGfxAnimation(x, y);
4705 ResetRandomAnimationValue(x, y);
4707 if (changing_element[element].pre_change_function)
4708 changing_element[element].pre_change_function(x, y);
4713 if (MovDelay[x][y] != 0) /* continue element change */
4715 if (IS_ANIMATED(el2img(element)))
4716 DrawLevelElementAnimationIfNeeded(x, y, element);
4718 if (changing_element[element].change_function)
4719 changing_element[element].change_function(x, y);
4721 else /* finish element change */
4723 Feld[x][y] = changing_element[element].next_element;
4725 ResetGfxAnimation(x, y);
4726 ResetRandomAnimationValue(x, y);
4729 InitField(x, y, FALSE);
4730 if (CAN_MOVE(element))
4733 DrawLevelField(x, y);
4735 if (changing_element[element].post_change_function)
4736 changing_element[element].post_change_function(x, y);
4740 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4742 static byte stored_player_action[MAX_PLAYERS];
4743 static int num_stored_actions = 0;
4744 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4745 int left = player_action & JOY_LEFT;
4746 int right = player_action & JOY_RIGHT;
4747 int up = player_action & JOY_UP;
4748 int down = player_action & JOY_DOWN;
4749 int button1 = player_action & JOY_BUTTON_1;
4750 int button2 = player_action & JOY_BUTTON_2;
4751 int dx = (left ? -1 : right ? 1 : 0);
4752 int dy = (up ? -1 : down ? 1 : 0);
4754 stored_player_action[player->index_nr] = 0;
4755 num_stored_actions++;
4757 if (!player->active || tape.pausing)
4763 snapped = SnapField(player, dx, dy);
4767 bombed = PlaceBomb(player);
4768 moved = MoveFigure(player, dx, dy);
4771 if (tape.single_step && tape.recording && !tape.pausing)
4773 if (button1 || (bombed && !moved))
4775 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
4776 SnapField(player, 0, 0); /* stop snapping */
4780 stored_player_action[player->index_nr] = player_action;
4784 /* no actions for this player (no input at player's configured device) */
4786 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4787 SnapField(player, 0, 0);
4788 CheckGravityMovement(player);
4790 if (player->MovPos == 0)
4793 printf("Trying... Player frame reset\n");
4796 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
4799 if (player->MovPos == 0) /* needed for tape.playing */
4800 player->is_moving = FALSE;
4803 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
4805 TapeRecordAction(stored_player_action);
4806 num_stored_actions = 0;
4812 static unsigned long action_delay = 0;
4813 unsigned long action_delay_value;
4814 int magic_wall_x = 0, magic_wall_y = 0;
4815 int i, x, y, element, graphic;
4816 byte *recorded_player_action;
4817 byte summarized_player_action = 0;
4819 if (game_status != GAME_MODE_PLAYING)
4822 action_delay_value =
4823 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4825 if (tape.playing && tape.index_search && !tape.pausing)
4826 action_delay_value = 0;
4828 /* ---------- main game synchronization point ---------- */
4830 WaitUntilDelayReached(&action_delay, action_delay_value);
4832 if (network_playing && !network_player_action_received)
4836 printf("DEBUG: try to get network player actions in time\n");
4840 #if defined(PLATFORM_UNIX)
4841 /* last chance to get network player actions without main loop delay */
4845 if (game_status != GAME_MODE_PLAYING)
4848 if (!network_player_action_received)
4852 printf("DEBUG: failed to get network player actions in time\n");
4862 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4864 for (i=0; i<MAX_PLAYERS; i++)
4866 summarized_player_action |= stored_player[i].action;
4868 if (!network_playing)
4869 stored_player[i].effective_action = stored_player[i].action;
4872 #if defined(PLATFORM_UNIX)
4873 if (network_playing)
4874 SendToServer_MovePlayer(summarized_player_action);
4877 if (!options.network && !setup.team_mode)
4878 local_player->effective_action = summarized_player_action;
4880 for (i=0; i<MAX_PLAYERS; i++)
4882 int actual_player_action = stored_player[i].effective_action;
4884 if (stored_player[i].programmed_action)
4885 actual_player_action = stored_player[i].programmed_action;
4887 if (recorded_player_action)
4888 actual_player_action = recorded_player_action[i];
4890 PlayerActions(&stored_player[i], actual_player_action);
4891 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4894 network_player_action_received = FALSE;
4896 ScrollScreen(NULL, SCROLL_GO_ON);
4902 for (i=0; i<MAX_PLAYERS; i++)
4903 stored_player[i].Frame++;
4906 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4909 if (JustStopped[x][y] > 0)
4910 JustStopped[x][y]--;
4915 if (IS_BLOCKED(x, y))
4919 Blocked2Moving(x, y, &oldx, &oldy);
4920 if (!IS_MOVING(oldx, oldy))
4922 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4923 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4924 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4925 printf("GameActions(): This should never happen!\n");
4931 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4933 element = Feld[x][y];
4934 graphic = el2img(element);
4939 printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
4941 element = graphic = 0;
4945 if (graphic_info[graphic].anim_global_sync)
4946 GfxFrame[x][y] = FrameCounter;
4948 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
4949 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
4950 ResetRandomAnimationValue(x, y);
4952 SetRandomAnimationValue(x, y);
4955 PlaySoundLevelActionIfLoop(x, y, GfxAction[x][y]);
4958 if (IS_INACTIVE(element))
4960 if (IS_ANIMATED(graphic))
4961 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4966 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4970 if (IS_ANIMATED(graphic) &&
4973 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4975 if (IS_GEM(element) || element == EL_SP_INFOTRON)
4976 EdelsteinFunkeln(x, y);
4978 else if ((element == EL_ACID ||
4979 element == EL_EXIT_OPEN ||
4980 element == EL_SP_EXIT_OPEN ||
4981 element == EL_SP_TERMINAL ||
4982 element == EL_SP_TERMINAL_ACTIVE ||
4983 element == EL_EXTRA_TIME ||
4984 element == EL_SHIELD_NORMAL ||
4985 element == EL_SHIELD_DEADLY) &&
4986 IS_ANIMATED(graphic))
4987 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4988 else if (IS_MOVING(x, y))
4989 ContinueMoving(x, y);
4990 else if (IS_ACTIVE_BOMB(element))
4991 CheckDynamite(x, y);
4993 else if (element == EL_EXPLOSION && !game.explosions_delayed)
4994 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
4996 else if (element == EL_AMOEBA_GROWING)
4997 AmoebeWaechst(x, y);
4998 else if (element == EL_AMOEBA_SHRINKING)
4999 AmoebaDisappearing(x, y);
5001 #if !USE_NEW_AMOEBA_CODE
5002 else if (IS_AMOEBALIVE(element))
5003 AmoebeAbleger(x, y);
5006 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
5008 else if (element == EL_EXIT_CLOSED)
5010 else if (element == EL_SP_EXIT_CLOSED)
5012 else if (element == EL_EXPANDABLE_WALL_GROWING)
5014 else if (element == EL_EXPANDABLE_WALL ||
5015 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5016 element == EL_EXPANDABLE_WALL_VERTICAL ||
5017 element == EL_EXPANDABLE_WALL_ANY)
5019 else if (element == EL_FLAMES)
5020 CheckForDragon(x, y);
5022 else if (IS_AUTO_CHANGING(element))
5023 ChangeElement(x, y);
5025 else if (element == EL_EXPLOSION)
5026 ; /* drawing of correct explosion animation is handled separately */
5027 else if (IS_ANIMATED(graphic) && !IS_AUTO_CHANGING(element))
5028 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5031 /* this may take place after moving, therefore element may have changed */
5032 if (IS_AUTO_CHANGING(Feld[x][y]))
5033 ChangeElement(x, y);
5036 if (IS_BELT_ACTIVE(element))
5037 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
5039 if (game.magic_wall_active)
5041 int jx = local_player->jx, jy = local_player->jy;
5043 /* play the element sound at the position nearest to the player */
5044 if ((element == EL_MAGIC_WALL_FULL ||
5045 element == EL_MAGIC_WALL_ACTIVE ||
5046 element == EL_MAGIC_WALL_EMPTYING ||
5047 element == EL_BD_MAGIC_WALL_FULL ||
5048 element == EL_BD_MAGIC_WALL_ACTIVE ||
5049 element == EL_BD_MAGIC_WALL_EMPTYING) &&
5050 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
5058 #if USE_NEW_AMOEBA_CODE
5059 /* new experimental amoeba growth stuff */
5061 if (!(FrameCounter % 8))
5064 static unsigned long random = 1684108901;
5066 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
5069 x = (random >> 10) % lev_fieldx;
5070 y = (random >> 20) % lev_fieldy;
5072 x = RND(lev_fieldx);
5073 y = RND(lev_fieldy);
5075 element = Feld[x][y];
5077 if (!IS_PLAYER(x,y) &&
5078 (element == EL_EMPTY ||
5079 element == EL_SAND ||
5080 element == EL_QUICKSAND_EMPTY ||
5081 element == EL_ACID_SPLASH_LEFT ||
5082 element == EL_ACID_SPLASH_RIGHT))
5084 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
5085 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
5086 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
5087 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
5088 Feld[x][y] = EL_AMOEBA_DROP;
5091 random = random * 129 + 1;
5097 if (game.explosions_delayed)
5100 game.explosions_delayed = FALSE;
5102 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5104 element = Feld[x][y];
5106 if (ExplodeField[x][y])
5107 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
5108 else if (element == EL_EXPLOSION)
5109 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
5111 ExplodeField[x][y] = EX_NO_EXPLOSION;
5114 game.explosions_delayed = TRUE;
5117 if (game.magic_wall_active)
5119 if (!(game.magic_wall_time_left % 4))
5121 int element = Feld[magic_wall_x][magic_wall_y];
5123 if (element == EL_BD_MAGIC_WALL_FULL ||
5124 element == EL_BD_MAGIC_WALL_ACTIVE ||
5125 element == EL_BD_MAGIC_WALL_EMPTYING)
5126 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
5128 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
5131 if (game.magic_wall_time_left > 0)
5133 game.magic_wall_time_left--;
5134 if (!game.magic_wall_time_left)
5136 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5138 element = Feld[x][y];
5140 if (element == EL_MAGIC_WALL_ACTIVE ||
5141 element == EL_MAGIC_WALL_FULL)
5143 Feld[x][y] = EL_MAGIC_WALL_DEAD;
5144 DrawLevelField(x, y);
5146 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
5147 element == EL_BD_MAGIC_WALL_FULL)
5149 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
5150 DrawLevelField(x, y);
5154 game.magic_wall_active = FALSE;
5159 if (game.light_time_left > 0)
5161 game.light_time_left--;
5163 if (game.light_time_left == 0)
5164 RedrawAllLightSwitchesAndInvisibleElements();
5167 if (game.timegate_time_left > 0)
5169 game.timegate_time_left--;
5171 if (game.timegate_time_left == 0)
5172 CloseAllOpenTimegates();
5175 for (i=0; i<MAX_PLAYERS; i++)
5177 struct PlayerInfo *player = &stored_player[i];
5179 if (SHIELD_ON(player))
5181 if (player->shield_deadly_time_left)
5182 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
5183 else if (player->shield_normal_time_left)
5184 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
5188 if (TimeFrames >= (1000 / GameFrameDelay))
5193 for (i=0; i<MAX_PLAYERS; i++)
5195 struct PlayerInfo *player = &stored_player[i];
5197 if (SHIELD_ON(player))
5199 player->shield_normal_time_left--;
5201 if (player->shield_deadly_time_left > 0)
5202 player->shield_deadly_time_left--;
5206 if (tape.recording || tape.playing)
5207 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
5213 if (TimeLeft <= 10 && setup.time_limit)
5214 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
5216 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
5218 if (!TimeLeft && setup.time_limit)
5219 for (i=0; i<MAX_PLAYERS; i++)
5220 KillHero(&stored_player[i]);
5222 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
5223 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
5228 if (options.debug) /* calculate frames per second */
5230 static unsigned long fps_counter = 0;
5231 static int fps_frames = 0;
5232 unsigned long fps_delay_ms = Counter() - fps_counter;
5236 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
5238 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
5241 fps_counter = Counter();
5244 redraw_mask |= REDRAW_FPS;
5248 if (stored_player[0].jx != stored_player[0].last_jx ||
5249 stored_player[0].jy != stored_player[0].last_jy)
5250 printf("::: %d, %d, %d, %d, %d\n",
5251 stored_player[0].MovDir,
5252 stored_player[0].MovPos,
5253 stored_player[0].GfxPos,
5254 stored_player[0].Frame,
5255 stored_player[0].StepFrame);
5262 for (i=0; i<MAX_PLAYERS; i++)
5265 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
5267 stored_player[i].Frame += move_frames;
5269 if (stored_player[i].MovPos != 0)
5270 stored_player[i].StepFrame += move_frames;
5275 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
5277 int min_x = x, min_y = y, max_x = x, max_y = y;
5280 for (i=0; i<MAX_PLAYERS; i++)
5282 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5284 if (!stored_player[i].active || &stored_player[i] == player)
5287 min_x = MIN(min_x, jx);
5288 min_y = MIN(min_y, jy);
5289 max_x = MAX(max_x, jx);
5290 max_y = MAX(max_y, jy);
5293 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
5296 static boolean AllPlayersInVisibleScreen()
5300 for (i=0; i<MAX_PLAYERS; i++)
5302 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5304 if (!stored_player[i].active)
5307 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5314 void ScrollLevel(int dx, int dy)
5316 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
5319 BlitBitmap(drawto_field, drawto_field,
5320 FX + TILEX*(dx == -1) - softscroll_offset,
5321 FY + TILEY*(dy == -1) - softscroll_offset,
5322 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
5323 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
5324 FX + TILEX*(dx == 1) - softscroll_offset,
5325 FY + TILEY*(dy == 1) - softscroll_offset);
5329 x = (dx == 1 ? BX1 : BX2);
5330 for (y=BY1; y<=BY2; y++)
5331 DrawScreenField(x, y);
5336 y = (dy == 1 ? BY1 : BY2);
5337 for (x=BX1; x<=BX2; x++)
5338 DrawScreenField(x, y);
5341 redraw_mask |= REDRAW_FIELD;
5344 static void CheckGravityMovement(struct PlayerInfo *player)
5346 if (level.gravity && !player->programmed_action)
5348 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
5349 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
5351 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
5352 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
5353 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
5354 int jx = player->jx, jy = player->jy;
5355 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
5356 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
5357 int new_jx = jx + dx, new_jy = jy + dy;
5358 boolean field_under_player_is_free =
5359 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
5360 boolean player_is_moving_to_valid_field =
5361 (IN_LEV_FIELD(new_jx, new_jy) &&
5362 (Feld[new_jx][new_jy] == EL_SP_BASE ||
5363 Feld[new_jx][new_jy] == EL_SAND));
5365 if (field_under_player_is_free &&
5366 !player_is_moving_to_valid_field &&
5367 !IS_WALKABLE_INSIDE(Feld[jx][jy]))
5368 player->programmed_action = MV_DOWN;
5374 -----------------------------------------------------------------------------
5375 dx, dy: direction (non-diagonal) to try to move the player to
5376 real_dx, real_dy: direction as read from input device (can be diagonal)
5379 boolean MoveFigureOneStep(struct PlayerInfo *player,
5380 int dx, int dy, int real_dx, int real_dy)
5382 int jx = player->jx, jy = player->jy;
5383 int new_jx = jx+dx, new_jy = jy+dy;
5387 if (!player->active || (!dx && !dy))
5388 return MF_NO_ACTION;
5390 player->MovDir = (dx < 0 ? MV_LEFT :
5393 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5395 if (!IN_LEV_FIELD(new_jx, new_jy))
5396 return MF_NO_ACTION;
5398 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
5399 return MF_NO_ACTION;
5402 element = MovingOrBlocked2Element(new_jx, new_jy);
5404 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
5407 if (DONT_GO_TO(element))
5409 if (element == EL_ACID && dx == 0 && dy == 1)
5412 Feld[jx][jy] = EL_PLAYER_1;
5413 InitMovingField(jx, jy, MV_DOWN);
5414 Store[jx][jy] = EL_ACID;
5415 ContinueMoving(jx, jy);
5419 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
5424 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
5425 if (can_move != MF_MOVING)
5428 StorePlayer[jx][jy] = 0;
5429 player->last_jx = jx;
5430 player->last_jy = jy;
5431 jx = player->jx = new_jx;
5432 jy = player->jy = new_jy;
5433 StorePlayer[jx][jy] = player->element_nr;
5436 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
5438 ScrollFigure(player, SCROLL_INIT);
5443 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
5445 int jx = player->jx, jy = player->jy;
5446 int old_jx = jx, old_jy = jy;
5447 int moved = MF_NO_ACTION;
5449 if (!player->active || (!dx && !dy))
5453 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5457 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5458 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
5462 /* remove the last programmed player action */
5463 player->programmed_action = 0;
5467 /* should only happen if pre-1.2 tape recordings are played */
5468 /* this is only for backward compatibility */
5470 int original_move_delay_value = player->move_delay_value;
5473 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
5477 /* scroll remaining steps with finest movement resolution */
5478 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
5480 while (player->MovPos)
5482 ScrollFigure(player, SCROLL_GO_ON);
5483 ScrollScreen(NULL, SCROLL_GO_ON);
5489 player->move_delay_value = original_move_delay_value;
5492 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
5494 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
5495 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5499 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5500 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5506 if (moved & MF_MOVING && !ScreenMovPos &&
5507 (player == local_player || !options.network))
5509 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5510 int offset = (setup.scroll_delay ? 3 : 0);
5512 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5514 /* actual player has left the screen -- scroll in that direction */
5515 if (jx != old_jx) /* player has moved horizontally */
5516 scroll_x += (jx - old_jx);
5517 else /* player has moved vertically */
5518 scroll_y += (jy - old_jy);
5522 if (jx != old_jx) /* player has moved horizontally */
5524 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5525 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5526 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5528 /* don't scroll over playfield boundaries */
5529 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5530 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5532 /* don't scroll more than one field at a time */
5533 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5535 /* don't scroll against the player's moving direction */
5536 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5537 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5538 scroll_x = old_scroll_x;
5540 else /* player has moved vertically */
5542 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5543 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5544 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5546 /* don't scroll over playfield boundaries */
5547 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5548 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5550 /* don't scroll more than one field at a time */
5551 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5553 /* don't scroll against the player's moving direction */
5554 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5555 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5556 scroll_y = old_scroll_y;
5560 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5562 if (!options.network && !AllPlayersInVisibleScreen())
5564 scroll_x = old_scroll_x;
5565 scroll_y = old_scroll_y;
5569 ScrollScreen(player, SCROLL_INIT);
5570 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5577 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
5579 if (!(moved & MF_MOVING) && !player->Pushing)
5584 player->StepFrame = 0;
5586 if (moved & MF_MOVING)
5588 if (old_jx != jx && old_jy == jy)
5589 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5590 else if (old_jx == jx && old_jy != jy)
5591 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5593 DrawLevelField(jx, jy); /* for "crumbled sand" */
5595 player->last_move_dir = player->MovDir;
5596 player->is_moving = TRUE;
5600 CheckGravityMovement(player);
5603 player->last_move_dir = MV_NO_MOVING;
5605 player->is_moving = FALSE;
5608 TestIfHeroTouchesBadThing(jx, jy);
5610 if (!player->active)
5616 void ScrollFigure(struct PlayerInfo *player, int mode)
5618 int jx = player->jx, jy = player->jy;
5619 int last_jx = player->last_jx, last_jy = player->last_jy;
5620 int move_stepsize = TILEX / player->move_delay_value;
5622 if (!player->active || !player->MovPos)
5625 if (mode == SCROLL_INIT)
5627 player->actual_frame_counter = FrameCounter;
5628 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5630 if (Feld[last_jx][last_jy] == EL_EMPTY)
5631 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5636 else if (!FrameReached(&player->actual_frame_counter, 1))
5639 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5640 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5642 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5643 Feld[last_jx][last_jy] = EL_EMPTY;
5645 /* before DrawPlayer() to draw correct player graphic for this case */
5646 if (player->MovPos == 0)
5647 CheckGravityMovement(player);
5651 if (player->MovPos == 0)
5653 if (IS_PASSABLE(Feld[last_jx][last_jy]))
5655 /* continue with normal speed after quickly moving through gate */
5656 HALVE_PLAYER_SPEED(player);
5658 /* be able to make the next move without delay */
5659 player->move_delay = 0;
5662 player->last_jx = jx;
5663 player->last_jy = jy;
5665 if (Feld[jx][jy] == EL_EXIT_OPEN ||
5666 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5670 if (local_player->friends_still_needed == 0 ||
5671 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5672 player->LevelSolved = player->GameOver = TRUE;
5675 if (tape.single_step && tape.recording && !tape.pausing &&
5676 !player->programmed_action)
5677 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5681 void ScrollScreen(struct PlayerInfo *player, int mode)
5683 static unsigned long screen_frame_counter = 0;
5685 if (mode == SCROLL_INIT)
5687 /* set scrolling step size according to actual player's moving speed */
5688 ScrollStepSize = TILEX / player->move_delay_value;
5690 screen_frame_counter = FrameCounter;
5691 ScreenMovDir = player->MovDir;
5692 ScreenMovPos = player->MovPos;
5693 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5696 else if (!FrameReached(&screen_frame_counter, 1))
5701 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5702 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5703 redraw_mask |= REDRAW_FIELD;
5706 ScreenMovDir = MV_NO_MOVING;
5709 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
5711 int i, kill_x = -1, kill_y = -1;
5712 static int test_xy[4][2] =
5719 static int test_dir[4] =
5729 int test_x, test_y, test_move_dir, test_element;
5731 test_x = good_x + test_xy[i][0];
5732 test_y = good_y + test_xy[i][1];
5733 if (!IN_LEV_FIELD(test_x, test_y))
5737 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5740 test_element = Feld[test_x][test_y];
5742 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
5745 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5746 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5748 if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) ||
5749 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
5757 if (kill_x != -1 || kill_y != -1)
5759 if (IS_PLAYER(good_x, good_y))
5761 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
5763 if (player->shield_deadly_time_left > 0)
5764 Bang(kill_x, kill_y);
5765 else if (!PLAYER_PROTECTED(good_x, good_y))
5769 Bang(good_x, good_y);
5773 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
5775 int i, kill_x = -1, kill_y = -1;
5776 int bad_element = Feld[bad_x][bad_y];
5777 static int test_xy[4][2] =
5784 static int test_dir[4] =
5792 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
5797 int test_x, test_y, test_move_dir, test_element;
5799 test_x = bad_x + test_xy[i][0];
5800 test_y = bad_y + test_xy[i][1];
5801 if (!IN_LEV_FIELD(test_x, test_y))
5805 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5807 test_element = Feld[test_x][test_y];
5809 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5810 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5812 if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) ||
5813 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
5815 /* good thing is player or penguin that does not move away */
5816 if (IS_PLAYER(test_x, test_y))
5818 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
5820 if (bad_element == EL_ROBOT && player->is_moving)
5821 continue; /* robot does not kill player if he is moving */
5827 else if (test_element == EL_PENGUIN)
5836 if (kill_x != -1 || kill_y != -1)
5838 if (IS_PLAYER(kill_x, kill_y))
5840 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
5843 int dir = player->MovDir;
5844 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5845 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5847 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5848 newx != bad_x && newy != bad_y)
5849 ; /* robot does not kill player if he is moving */
5851 printf("-> %d\n", player->MovDir);
5853 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5854 newx != bad_x && newy != bad_y)
5855 ; /* robot does not kill player if he is moving */
5860 if (player->shield_deadly_time_left > 0)
5862 else if (!PLAYER_PROTECTED(kill_x, kill_y))
5866 Bang(kill_x, kill_y);
5870 void TestIfHeroTouchesBadThing(int x, int y)
5872 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5875 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
5877 TestIfGoodThingHitsBadThing(x, y, move_dir);
5880 void TestIfBadThingTouchesHero(int x, int y)
5882 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5885 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
5887 TestIfBadThingHitsGoodThing(x, y, move_dir);
5890 void TestIfFriendTouchesBadThing(int x, int y)
5892 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5895 void TestIfBadThingTouchesFriend(int x, int y)
5897 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5900 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
5902 int i, kill_x = bad_x, kill_y = bad_y;
5903 static int xy[4][2] =
5915 x = bad_x + xy[i][0];
5916 y = bad_y + xy[i][1];
5917 if (!IN_LEV_FIELD(x, y))
5920 element = Feld[x][y];
5921 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
5922 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
5930 if (kill_x != bad_x || kill_y != bad_y)
5934 void KillHero(struct PlayerInfo *player)
5936 int jx = player->jx, jy = player->jy;
5938 if (!player->active)
5941 /* remove accessible field at the player's position */
5942 Feld[jx][jy] = EL_EMPTY;
5944 /* deactivate shield (else Bang()/Explode() would not work right) */
5945 player->shield_normal_time_left = 0;
5946 player->shield_deadly_time_left = 0;
5952 static void KillHeroUnlessProtected(int x, int y)
5954 if (!PLAYER_PROTECTED(x, y))
5955 KillHero(PLAYERINFO(x, y));
5958 void BuryHero(struct PlayerInfo *player)
5960 int jx = player->jx, jy = player->jy;
5962 if (!player->active)
5965 PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING);
5966 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
5968 player->GameOver = TRUE;
5972 void RemoveHero(struct PlayerInfo *player)
5974 int jx = player->jx, jy = player->jy;
5975 int i, found = FALSE;
5977 player->present = FALSE;
5978 player->active = FALSE;
5980 if (!ExplodeField[jx][jy])
5981 StorePlayer[jx][jy] = 0;
5983 for (i=0; i<MAX_PLAYERS; i++)
5984 if (stored_player[i].active)
5988 AllPlayersGone = TRUE;
5995 checkDiagonalPushing()
5996 -----------------------------------------------------------------------------
5997 check if diagonal input device direction results in pushing of object
5998 (by checking if the alternative direction is walkable, diggable, ...)
6001 static boolean checkDiagonalPushing(struct PlayerInfo *player,
6002 int x, int y, int real_dx, int real_dy)
6004 int jx, jy, dx, dy, xx, yy;
6006 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
6009 /* diagonal direction: check alternative direction */
6014 xx = jx + (dx == 0 ? real_dx : 0);
6015 yy = jy + (dy == 0 ? real_dy : 0);
6017 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
6022 -----------------------------------------------------------------------------
6023 x, y: field next to player (non-diagonal) to try to dig to
6024 real_dx, real_dy: direction as read from input device (can be diagonal)
6027 int DigField(struct PlayerInfo *player,
6028 int x, int y, int real_dx, int real_dy, int mode)
6030 int jx = player->jx, jy = player->jy;
6031 int dx = x - jx, dy = y - jy;
6032 int move_direction = (dx == -1 ? MV_LEFT :
6033 dx == +1 ? MV_RIGHT :
6035 dy == +1 ? MV_DOWN : MV_NO_MOVING);
6038 if (player->MovPos == 0)
6040 player->is_digging = FALSE;
6041 player->is_collecting = FALSE;
6044 if (player->MovPos == 0) /* last pushing move finished */
6045 player->Pushing = FALSE;
6047 if (mode == DF_NO_PUSH) /* player just stopped pushing */
6049 player->Switching = FALSE;
6050 player->push_delay = 0;
6052 return MF_NO_ACTION;
6055 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
6056 return MF_NO_ACTION;
6059 if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
6061 if (IS_TUBE(Feld[jx][jy]) ||
6062 (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0)))
6066 int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
6067 int tube_leave_directions[][2] =
6069 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6070 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6071 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6072 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
6073 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
6074 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
6075 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
6076 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
6077 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
6078 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
6079 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
6080 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
6083 while (tube_leave_directions[i][0] != tube_element)
6086 if (tube_leave_directions[i][0] == -1) /* should not happen */
6090 if (!(tube_leave_directions[i][1] & move_direction))
6091 return MF_NO_ACTION; /* tube has no opening in this direction */
6094 element = Feld[x][y];
6097 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
6098 game.engine_version >= VERSION_IDENT(2,2,0))
6099 return MF_NO_ACTION;
6106 case EL_INVISIBLE_SAND:
6107 case EL_INVISIBLE_SAND_ACTIVE:
6110 case EL_SP_BUGGY_BASE:
6111 case EL_SP_BUGGY_BASE_ACTIVATING:
6114 if (mode != DF_SNAP && element != EL_EMPTY)
6116 GfxElement[x][y] = (CAN_BE_CRUMBLED(element) ? EL_SAND : element);
6117 player->is_digging = TRUE;
6120 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
6125 case EL_EMERALD_YELLOW:
6126 case EL_EMERALD_RED:
6127 case EL_EMERALD_PURPLE:
6129 case EL_SP_INFOTRON:
6134 if (mode != DF_SNAP)
6136 GfxElement[x][y] = element;
6137 player->is_collecting = TRUE;
6140 local_player->gems_still_needed -= (element == EL_DIAMOND ? 3 :
6141 element == EL_PEARL ? 5 :
6142 element == EL_CRYSTAL ? 8 : 1);
6143 if (local_player->gems_still_needed < 0)
6144 local_player->gems_still_needed = 0;
6145 RaiseScoreElement(element);
6146 DrawText(DX_EMERALDS, DY_EMERALDS,
6147 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
6148 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6153 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
6154 PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
6158 Feld[x][y] = EL_EMPTY;
6159 PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
6167 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
6169 PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MIDDLE);
6172 case EL_SHIELD_NORMAL:
6174 player->shield_normal_time_left += 10;
6175 PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING);
6178 case EL_SHIELD_DEADLY:
6180 player->shield_normal_time_left += 10;
6181 player->shield_deadly_time_left += 10;
6182 PlaySoundLevel(x, y, SND_SHIELD_DEADLY_COLLECTING);
6186 case EL_SP_DISK_RED:
6189 player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
6190 RaiseScoreElement(EL_DYNAMITE);
6191 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6193 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6196 case EL_DYNABOMB_INCREASE_NUMBER:
6198 player->dynabomb_count++;
6199 player->dynabombs_left++;
6200 RaiseScoreElement(EL_DYNAMITE);
6201 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_NUMBER_COLLECTING);
6204 case EL_DYNABOMB_INCREASE_SIZE:
6206 player->dynabomb_size++;
6207 RaiseScoreElement(EL_DYNAMITE);
6208 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_SIZE_COLLECTING);
6211 case EL_DYNABOMB_INCREASE_POWER:
6213 player->dynabomb_xl = TRUE;
6214 RaiseScoreElement(EL_DYNAMITE);
6215 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_POWER_COLLECTING);
6223 int key_nr = element - EL_KEY_1;
6224 int graphic = el2edimg(element);
6227 player->key[key_nr] = TRUE;
6228 RaiseScoreElement(element);
6229 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6231 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6233 PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING);
6242 int key_nr = element - EL_EM_KEY_1;
6243 int graphic = el2edimg(EL_KEY_1 + key_nr);
6246 player->key[key_nr] = TRUE;
6247 RaiseScoreElement(element);
6248 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6250 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6252 PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING);
6256 case EL_ROBOT_WHEEL:
6257 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
6260 DrawLevelField(x, y);
6261 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
6265 case EL_SP_TERMINAL:
6269 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
6271 for (yy=0; yy<lev_fieldy; yy++)
6273 for (xx=0; xx<lev_fieldx; xx++)
6275 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
6277 else if (Feld[xx][yy] == EL_SP_TERMINAL)
6278 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
6286 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
6287 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
6288 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
6289 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
6290 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
6291 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
6292 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
6293 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
6294 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
6295 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
6296 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
6297 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
6298 if (!player->Switching)
6300 player->Switching = TRUE;
6301 ToggleBeltSwitch(x, y);
6302 PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
6307 case EL_SWITCHGATE_SWITCH_UP:
6308 case EL_SWITCHGATE_SWITCH_DOWN:
6309 if (!player->Switching)
6311 player->Switching = TRUE;
6312 ToggleSwitchgateSwitch(x, y);
6313 PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
6318 case EL_LIGHT_SWITCH:
6319 case EL_LIGHT_SWITCH_ACTIVE:
6320 if (!player->Switching)
6322 player->Switching = TRUE;
6323 ToggleLightSwitch(x, y);
6324 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
6325 SND_LIGHT_SWITCH_ACTIVATING :
6326 SND_LIGHT_SWITCH_DEACTIVATING);
6331 case EL_TIMEGATE_SWITCH:
6332 ActivateTimegateSwitch(x, y);
6333 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
6338 case EL_BALLOON_SWITCH_LEFT:
6339 case EL_BALLOON_SWITCH_RIGHT:
6340 case EL_BALLOON_SWITCH_UP:
6341 case EL_BALLOON_SWITCH_DOWN:
6342 case EL_BALLOON_SWITCH_ANY:
6343 if (element == EL_BALLOON_SWITCH_ANY)
6344 game.balloon_dir = move_direction;
6346 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
6347 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
6348 element == EL_BALLOON_SWITCH_UP ? MV_UP :
6349 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
6351 PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING);
6356 /* the following elements cannot be pushed by "snapping" */
6359 case EL_DX_SUPABOMB:
6361 case EL_TIME_ORB_EMPTY:
6363 case EL_SP_DISK_ORANGE:
6365 if (mode == DF_SNAP)
6366 return MF_NO_ACTION;
6368 /* no "break" -- fall through to next case */
6370 /* the following elements can be pushed by "snapping" */
6373 return MF_NO_ACTION;
6375 player->Pushing = TRUE;
6378 if (element == EL_ROCK)
6379 printf("::: wanna push [%d] [%d]\n",
6380 FrameCounter, player->push_delay_value);
6383 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6384 return MF_NO_ACTION;
6386 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
6387 return MF_NO_ACTION;
6389 if (player->push_delay == 0)
6390 player->push_delay = FrameCounter;
6392 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6394 element != EL_SPRING)
6395 return MF_NO_ACTION;
6397 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6398 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6399 element != EL_SPRING)
6400 return MF_NO_ACTION;
6403 if (mode == DF_SNAP)
6405 InitMovingField(x, y, move_direction);
6406 ContinueMoving(x, y);
6411 Feld[x + dx][y + dy] = element;
6414 if (element == EL_SPRING)
6416 Feld[x + dx][y + dy] = EL_SPRING;
6417 MovDir[x + dx][y + dy] = move_direction;
6420 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
6422 DrawLevelField(x + dx, y + dy);
6423 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6430 if (!player->key[element - EL_GATE_1])
6431 return MF_NO_ACTION;
6434 case EL_GATE_1_GRAY:
6435 case EL_GATE_2_GRAY:
6436 case EL_GATE_3_GRAY:
6437 case EL_GATE_4_GRAY:
6438 if (!player->key[element - EL_GATE_1_GRAY])
6439 return MF_NO_ACTION;
6446 if (!player->key[element - EL_EM_GATE_1])
6447 return MF_NO_ACTION;
6448 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6449 return MF_NO_ACTION;
6451 /* automatically move to the next field with double speed */
6452 player->programmed_action = move_direction;
6453 DOUBLE_PLAYER_SPEED(player);
6455 PlaySoundLevel(x, y, SND_CLASS_GATE_PASSING);
6458 case EL_EM_GATE_1_GRAY:
6459 case EL_EM_GATE_2_GRAY:
6460 case EL_EM_GATE_3_GRAY:
6461 case EL_EM_GATE_4_GRAY:
6462 if (!player->key[element - EL_EM_GATE_1_GRAY])
6463 return MF_NO_ACTION;
6464 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6465 return MF_NO_ACTION;
6467 /* automatically move to the next field with double speed */
6468 player->programmed_action = move_direction;
6469 DOUBLE_PLAYER_SPEED(player);
6472 PlaySoundLevelAction(x, y, ACTION_PASSING);
6474 PlaySoundLevel(x, y, SND_GATE_PASSING);
6478 case EL_SWITCHGATE_OPEN:
6479 case EL_TIMEGATE_OPEN:
6480 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6481 return MF_NO_ACTION;
6483 /* automatically move to the next field with double speed */
6484 player->programmed_action = move_direction;
6485 DOUBLE_PLAYER_SPEED(player);
6487 PlaySoundLevelElementAction(x, y, element, ACTION_PASSING);
6490 case EL_SP_PORT_LEFT:
6491 case EL_SP_PORT_RIGHT:
6493 case EL_SP_PORT_DOWN:
6494 case EL_SP_PORT_HORIZONTAL:
6495 case EL_SP_PORT_VERTICAL:
6496 case EL_SP_PORT_ANY:
6497 case EL_SP_GRAVITY_PORT_LEFT:
6498 case EL_SP_GRAVITY_PORT_RIGHT:
6499 case EL_SP_GRAVITY_PORT_UP:
6500 case EL_SP_GRAVITY_PORT_DOWN:
6502 element != EL_SP_PORT_LEFT &&
6503 element != EL_SP_GRAVITY_PORT_LEFT &&
6504 element != EL_SP_PORT_HORIZONTAL &&
6505 element != EL_SP_PORT_ANY) ||
6507 element != EL_SP_PORT_RIGHT &&
6508 element != EL_SP_GRAVITY_PORT_RIGHT &&
6509 element != EL_SP_PORT_HORIZONTAL &&
6510 element != EL_SP_PORT_ANY) ||
6512 element != EL_SP_PORT_UP &&
6513 element != EL_SP_GRAVITY_PORT_UP &&
6514 element != EL_SP_PORT_VERTICAL &&
6515 element != EL_SP_PORT_ANY) ||
6517 element != EL_SP_PORT_DOWN &&
6518 element != EL_SP_GRAVITY_PORT_DOWN &&
6519 element != EL_SP_PORT_VERTICAL &&
6520 element != EL_SP_PORT_ANY) ||
6521 !IN_LEV_FIELD(x + dx, y + dy) ||
6522 !IS_FREE(x + dx, y + dy))
6523 return MF_NO_ACTION;
6525 /* automatically move to the next field with double speed */
6526 player->programmed_action = move_direction;
6527 DOUBLE_PLAYER_SPEED(player);
6529 PlaySoundLevel(x, y, SND_CLASS_SP_PORT_PASSING);
6533 case EL_TUBE_VERTICAL:
6534 case EL_TUBE_HORIZONTAL:
6535 case EL_TUBE_VERTICAL_LEFT:
6536 case EL_TUBE_VERTICAL_RIGHT:
6537 case EL_TUBE_HORIZONTAL_UP:
6538 case EL_TUBE_HORIZONTAL_DOWN:
6539 case EL_TUBE_LEFT_UP:
6540 case EL_TUBE_LEFT_DOWN:
6541 case EL_TUBE_RIGHT_UP:
6542 case EL_TUBE_RIGHT_DOWN:
6545 int tube_enter_directions[][2] =
6547 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6548 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6549 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6550 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
6551 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
6552 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
6553 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
6554 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
6555 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
6556 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
6557 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
6558 { -1, MV_NO_MOVING }
6561 while (tube_enter_directions[i][0] != element)
6564 if (tube_enter_directions[i][0] == -1) /* should not happen */
6568 if (!(tube_enter_directions[i][1] & move_direction))
6569 return MF_NO_ACTION; /* tube has no opening in this direction */
6571 PlaySoundLevel(x, y, SND_CLASS_TUBE_PASSING);
6575 case EL_EXIT_CLOSED:
6576 case EL_SP_EXIT_CLOSED:
6577 case EL_EXIT_OPENING:
6578 return MF_NO_ACTION;
6582 case EL_SP_EXIT_OPEN:
6583 if (mode == DF_SNAP)
6584 return MF_NO_ACTION;
6586 if (element == EL_EXIT_OPEN)
6587 PlaySoundLevel(x, y, SND_CLASS_EXIT_PASSING);
6589 PlaySoundLevel(x, y, SND_CLASS_SP_EXIT_PASSING);
6594 Feld[x][y] = EL_LAMP_ACTIVE;
6595 local_player->lights_still_needed--;
6596 DrawLevelField(x, y);
6597 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
6601 case EL_TIME_ORB_FULL:
6602 Feld[x][y] = EL_TIME_ORB_EMPTY;
6604 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
6605 DrawLevelField(x, y);
6606 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
6610 case EL_SOKOBAN_FIELD_EMPTY:
6613 case EL_SOKOBAN_OBJECT:
6614 case EL_SOKOBAN_FIELD_FULL:
6616 case EL_SP_DISK_YELLOW:
6618 if (mode == DF_SNAP)
6619 return MF_NO_ACTION;
6621 player->Pushing = TRUE;
6623 if (!IN_LEV_FIELD(x+dx, y+dy)
6624 || (!IS_FREE(x+dx, y+dy)
6625 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FIELD_EMPTY
6626 || !IS_SB_ELEMENT(element))))
6627 return MF_NO_ACTION;
6629 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
6630 return MF_NO_ACTION;
6632 if (player->push_delay == 0)
6633 player->push_delay = FrameCounter;
6635 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6636 !tape.playing && element != EL_BALLOON)
6637 return MF_NO_ACTION;
6639 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6640 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6641 element != EL_BALLOON)
6642 return MF_NO_ACTION;
6645 if (IS_SB_ELEMENT(element))
6647 if (element == EL_SOKOBAN_FIELD_FULL)
6649 Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
6650 local_player->sokobanfields_still_needed++;
6655 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FIELD_EMPTY)
6657 Feld[x+dx][y+dy] = EL_SOKOBAN_FIELD_FULL;
6658 local_player->sokobanfields_still_needed--;
6659 if (element == EL_SOKOBAN_OBJECT)
6661 PlaySoundLevelAction(x+dx, y+dy, ACTION_FILLING);
6663 PlaySoundLevel(x, y, SND_CLASS_SOKOBAN_FIELD_FILLING);
6667 PlaySoundLevelAction(x+dx, y+dy, ACTION_PUSHING);
6669 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6674 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJECT;
6675 if (element == EL_SOKOBAN_FIELD_FULL)
6677 PlaySoundLevelAction(x+dx, y+dy, ACTION_EMPTYING);
6679 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_EMPTYING);
6683 PlaySoundLevelAction(x+dx, y+dy, ACTION_PUSHING);
6685 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6692 Feld[x+dx][y+dy] = element;
6693 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6696 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
6698 DrawLevelField(x, y);
6699 DrawLevelField(x + dx, y + dy);
6701 if (IS_SB_ELEMENT(element) &&
6702 local_player->sokobanfields_still_needed == 0 &&
6703 game.emulation == EMU_SOKOBAN)
6705 player->LevelSolved = player->GameOver = TRUE;
6706 PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
6718 if (IS_WALKABLE(element))
6722 else if (IS_DIGGABLE(element))
6726 if (mode != DF_SNAP)
6729 (CAN_BE_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
6730 player->is_digging = TRUE;
6733 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
6737 else if (IS_COLLECTIBLE(element))
6741 if (mode != DF_SNAP)
6743 GfxElement[x][y] = element;
6744 player->is_collecting = TRUE;
6747 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6751 else if (IS_PUSHABLE(element))
6753 if (mode == DF_SNAP)
6754 return MF_NO_ACTION;
6756 if (CAN_FALL(element) && dy)
6757 return MF_NO_ACTION;
6759 if (!player->Pushing &&
6760 game.engine_version >= RELEASE_IDENT(2,2,0,7))
6761 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
6763 player->Pushing = TRUE;
6765 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6766 return MF_NO_ACTION;
6768 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
6769 return MF_NO_ACTION;
6771 if (player->push_delay == 0) /* new pushing; restart delay */
6772 player->push_delay = FrameCounter;
6774 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6775 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
6776 return MF_NO_ACTION;
6779 Feld[x + dx][y + dy] = element;
6782 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
6783 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
6785 player->push_delay_value = 2 + RND(8);
6788 DrawLevelField(x + dx, y + dy);
6789 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6794 return MF_NO_ACTION;
6797 player->push_delay = 0;
6799 if (Feld[x][y] != element) /* really digged/collected something */
6800 player->is_collecting = !player->is_digging;
6805 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
6807 int jx = player->jx, jy = player->jy;
6808 int x = jx + dx, y = jy + dy;
6810 if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0))
6813 if (!player->active || !IN_LEV_FIELD(x, y))
6821 if (player->MovPos == 0)
6822 player->Pushing = FALSE;
6824 player->snapped = FALSE;
6826 if (player->MovPos == 0)
6828 player->is_digging = FALSE;
6829 player->is_collecting = FALSE;
6835 if (player->snapped)
6838 player->MovDir = (dx < 0 ? MV_LEFT :
6841 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6843 if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
6846 player->snapped = TRUE;
6847 player->is_digging = FALSE;
6848 player->is_collecting = FALSE;
6850 DrawLevelField(x, y);
6856 boolean PlaceBomb(struct PlayerInfo *player)
6858 int jx = player->jx, jy = player->jy;
6861 if (!player->active || player->MovPos)
6864 element = Feld[jx][jy];
6866 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
6867 IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
6871 if (element != EL_EMPTY)
6875 if (element != EL_EMPTY)
6878 Store[jx][jy] = element;
6880 Back[jx][jy] = element;
6884 MovDelay[jx][jy] = 96;
6886 ResetGfxAnimation(jx, jy);
6887 ResetRandomAnimationValue(jx, jy);
6889 if (player->dynamite)
6891 Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
6892 EL_DYNAMITE_ACTIVE);
6895 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6897 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6900 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
6902 if (game.emulation == EMU_SUPAPLEX)
6903 DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0);
6905 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0);
6909 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
6914 EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1);
6915 player->dynabombs_left--;
6917 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6918 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
6920 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
6926 /* ------------------------------------------------------------------------- */
6927 /* game sound playing functions */
6928 /* ------------------------------------------------------------------------- */
6930 static int *loop_sound_frame = NULL;
6931 static int *loop_sound_volume = NULL;
6933 void InitPlaySoundLevel()
6935 int num_sounds = getSoundListSize();
6937 if (loop_sound_frame != NULL)
6938 free(loop_sound_frame);
6940 if (loop_sound_volume != NULL)
6941 free(loop_sound_volume);
6943 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
6944 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
6947 static void PlaySoundLevel(int x, int y, int nr)
6949 int sx = SCREENX(x), sy = SCREENY(y);
6950 int volume, stereo_position;
6951 int max_distance = 8;
6952 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
6954 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
6955 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
6958 if (!IN_LEV_FIELD(x, y) ||
6959 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
6960 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
6963 volume = SOUND_MAX_VOLUME;
6965 if (!IN_SCR_FIELD(sx, sy))
6967 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
6968 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
6970 volume -= volume * (dx > dy ? dx : dy) / max_distance;
6973 stereo_position = (SOUND_MAX_LEFT +
6974 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
6975 (SCR_FIELDX + 2 * max_distance));
6977 if (IS_LOOP_SOUND(nr))
6979 /* This assures that quieter loop sounds do not overwrite louder ones,
6980 while restarting sound volume comparison with each new game frame. */
6982 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
6985 loop_sound_volume[nr] = volume;
6986 loop_sound_frame[nr] = FrameCounter;
6989 PlaySoundExt(nr, volume, stereo_position, type);
6992 static void PlaySoundLevelNearest(int x, int y, int sound_action)
6994 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
6995 x > LEVELX(BX2) ? LEVELX(BX2) : x,
6996 y < LEVELY(BY1) ? LEVELY(BY1) :
6997 y > LEVELY(BY2) ? LEVELY(BY2) : y,
7001 static void PlaySoundLevelAction(int x, int y, int action)
7003 PlaySoundLevelElementAction(x, y, Feld[x][y], action);
7006 static void PlaySoundLevelElementAction(int x, int y, int element, int action)
7008 int sound_effect = element_info[element].sound[action];
7010 if (sound_effect != SND_UNDEFINED)
7011 PlaySoundLevel(x, y, sound_effect);
7014 static void PlaySoundLevelActionIfLoop(int x, int y, int action)
7016 int sound_effect = element_info[Feld[x][y]].sound[action];
7018 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
7019 PlaySoundLevel(x, y, sound_effect);
7022 static void StopSoundLevelActionIfLoop(int x, int y, int action)
7024 int sound_effect = element_info[Feld[x][y]].sound[action];
7026 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
7027 StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND);
7030 void RaiseScore(int value)
7032 local_player->score += value;
7033 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2);
7036 void RaiseScoreElement(int element)
7042 case EL_EMERALD_YELLOW:
7043 case EL_EMERALD_RED:
7044 case EL_EMERALD_PURPLE:
7045 case EL_SP_INFOTRON:
7046 RaiseScore(level.score[SC_EMERALD]);
7049 RaiseScore(level.score[SC_DIAMOND]);
7052 RaiseScore(level.score[SC_CRYSTAL]);
7055 RaiseScore(level.score[SC_PEARL]);
7058 case EL_BD_BUTTERFLY:
7059 case EL_SP_ELECTRON:
7060 RaiseScore(level.score[SC_BUG]);
7064 case EL_SP_SNIKSNAK:
7065 RaiseScore(level.score[SC_SPACESHIP]);
7068 case EL_DARK_YAMYAM:
7069 RaiseScore(level.score[SC_YAMYAM]);
7072 RaiseScore(level.score[SC_ROBOT]);
7075 RaiseScore(level.score[SC_PACMAN]);
7078 RaiseScore(level.score[SC_NUT]);
7081 case EL_DYNABOMB_INCREASE_NUMBER:
7082 case EL_DYNABOMB_INCREASE_SIZE:
7083 case EL_DYNABOMB_INCREASE_POWER:
7084 RaiseScore(level.score[SC_DYNAMITE]);
7086 case EL_SHIELD_NORMAL:
7087 case EL_SHIELD_DEADLY:
7088 RaiseScore(level.score[SC_SHIELD]);
7091 RaiseScore(level.score[SC_TIME_BONUS]);
7097 RaiseScore(level.score[SC_KEY]);
7104 void RequestQuitGame(boolean ask_if_really_quit)
7106 if (AllPlayersGone ||
7107 !ask_if_really_quit ||
7108 level_editor_test_game ||
7109 Request("Do you really want to quit the game ?",
7110 REQ_ASK | REQ_STAY_CLOSED))
7112 #if defined(PLATFORM_UNIX)
7113 if (options.network)
7114 SendToServer_StopPlaying();
7118 game_status = GAME_MODE_MAIN;
7124 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
7129 /* ---------- new game button stuff ---------------------------------------- */
7131 /* graphic position values for game buttons */
7132 #define GAME_BUTTON_XSIZE 30
7133 #define GAME_BUTTON_YSIZE 30
7134 #define GAME_BUTTON_XPOS 5
7135 #define GAME_BUTTON_YPOS 215
7136 #define SOUND_BUTTON_XPOS 5
7137 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
7139 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
7140 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
7141 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
7142 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
7143 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
7144 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
7151 } gamebutton_info[NUM_GAME_BUTTONS] =
7154 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
7159 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
7164 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
7169 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
7170 SOUND_CTRL_ID_MUSIC,
7171 "background music on/off"
7174 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
7175 SOUND_CTRL_ID_LOOPS,
7176 "sound loops on/off"
7179 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
7180 SOUND_CTRL_ID_SIMPLE,
7181 "normal sounds on/off"
7185 void CreateGameButtons()
7189 for (i=0; i<NUM_GAME_BUTTONS; i++)
7191 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
7192 struct GadgetInfo *gi;
7195 unsigned long event_mask;
7196 int gd_xoffset, gd_yoffset;
7197 int gd_x1, gd_x2, gd_y1, gd_y2;
7200 gd_xoffset = gamebutton_info[i].x;
7201 gd_yoffset = gamebutton_info[i].y;
7202 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
7203 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
7205 if (id == GAME_CTRL_ID_STOP ||
7206 id == GAME_CTRL_ID_PAUSE ||
7207 id == GAME_CTRL_ID_PLAY)
7209 button_type = GD_TYPE_NORMAL_BUTTON;
7211 event_mask = GD_EVENT_RELEASED;
7212 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7213 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7217 button_type = GD_TYPE_CHECK_BUTTON;
7219 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
7220 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
7221 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
7222 event_mask = GD_EVENT_PRESSED;
7223 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
7224 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7227 gi = CreateGadget(GDI_CUSTOM_ID, id,
7228 GDI_INFO_TEXT, gamebutton_info[i].infotext,
7229 GDI_X, DX + gd_xoffset,
7230 GDI_Y, DY + gd_yoffset,
7231 GDI_WIDTH, GAME_BUTTON_XSIZE,
7232 GDI_HEIGHT, GAME_BUTTON_YSIZE,
7233 GDI_TYPE, button_type,
7234 GDI_STATE, GD_BUTTON_UNPRESSED,
7235 GDI_CHECKED, checked,
7236 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
7237 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
7238 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
7239 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
7240 GDI_EVENT_MASK, event_mask,
7241 GDI_CALLBACK_ACTION, HandleGameButtons,
7245 Error(ERR_EXIT, "cannot create gadget");
7247 game_gadget[id] = gi;
7251 void FreeGameButtons()
7255 for (i=0; i<NUM_GAME_BUTTONS; i++)
7256 FreeGadget(game_gadget[i]);
7259 static void MapGameButtons()
7263 for (i=0; i<NUM_GAME_BUTTONS; i++)
7264 MapGadget(game_gadget[i]);
7267 void UnmapGameButtons()
7271 for (i=0; i<NUM_GAME_BUTTONS; i++)
7272 UnmapGadget(game_gadget[i]);
7275 static void HandleGameButtons(struct GadgetInfo *gi)
7277 int id = gi->custom_id;
7279 if (game_status != GAME_MODE_PLAYING)
7284 case GAME_CTRL_ID_STOP:
7285 RequestQuitGame(TRUE);
7288 case GAME_CTRL_ID_PAUSE:
7289 if (options.network)
7291 #if defined(PLATFORM_UNIX)
7293 SendToServer_ContinuePlaying();
7295 SendToServer_PausePlaying();
7299 TapeTogglePause(TAPE_TOGGLE_MANUAL);
7302 case GAME_CTRL_ID_PLAY:
7305 #if defined(PLATFORM_UNIX)
7306 if (options.network)
7307 SendToServer_ContinuePlaying();
7311 tape.pausing = FALSE;
7312 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
7317 case SOUND_CTRL_ID_MUSIC:
7318 if (setup.sound_music)
7320 setup.sound_music = FALSE;
7323 else if (audio.music_available)
7325 setup.sound = setup.sound_music = TRUE;
7326 PlayMusic(level_nr);
7330 case SOUND_CTRL_ID_LOOPS:
7331 if (setup.sound_loops)
7332 setup.sound_loops = FALSE;
7333 else if (audio.loops_available)
7334 setup.sound = setup.sound_loops = TRUE;
7337 case SOUND_CTRL_ID_SIMPLE:
7338 if (setup.sound_simple)
7339 setup.sound_simple = FALSE;
7340 else if (audio.sound_available)
7341 setup.sound = setup.sound_simple = TRUE;