1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MoveFigure() */
36 #define MF_NO_ACTION 0
40 /* for ScrollFigure() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_NO_EXPLOSION 0
51 /* special positions in the game control window (relative to control window) */
54 #define XX_EMERALDS 29
55 #define YY_EMERALDS 54
56 #define XX_DYNAMITE 29
57 #define YY_DYNAMITE 89
65 /* special positions in the game control window (relative to main window) */
66 #define DX_LEVEL (DX + XX_LEVEL)
67 #define DY_LEVEL (DY + YY_LEVEL)
68 #define DX_EMERALDS (DX + XX_EMERALDS)
69 #define DY_EMERALDS (DY + YY_EMERALDS)
70 #define DX_DYNAMITE (DX + XX_DYNAMITE)
71 #define DY_DYNAMITE (DY + YY_DYNAMITE)
72 #define DX_KEYS (DX + XX_KEYS)
73 #define DY_KEYS (DY + YY_KEYS)
74 #define DX_SCORE (DX + XX_SCORE)
75 #define DY_SCORE (DY + YY_SCORE)
76 #define DX_TIME (DX + XX_TIME)
77 #define DY_TIME (DY + YY_TIME)
79 /* values for initial player move delay (initial delay counter value) */
80 #define INITIAL_MOVE_DELAY_OFF -1
81 #define INITIAL_MOVE_DELAY_ON 0
83 /* values for player movement speed (which is in fact a delay value) */
84 #define MOVE_DELAY_NORMAL_SPEED 8
85 #define MOVE_DELAY_HIGH_SPEED 4
87 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
88 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
89 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
90 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
92 #define INIT_GFX_RANDOM() (SimpleRND(1000000))
94 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
95 RND(element_info[e].push_delay_random))
96 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
97 RND(element_info[e].move_delay_random))
99 /* game button identifiers */
100 #define GAME_CTRL_ID_STOP 0
101 #define GAME_CTRL_ID_PAUSE 1
102 #define GAME_CTRL_ID_PLAY 2
103 #define SOUND_CTRL_ID_MUSIC 3
104 #define SOUND_CTRL_ID_LOOPS 4
105 #define SOUND_CTRL_ID_SIMPLE 5
107 #define NUM_GAME_BUTTONS 6
110 /* forward declaration for internal use */
112 static void InitBeltMovement(void);
113 static void CloseAllOpenTimegates(void);
114 static void CheckGravityMovement(struct PlayerInfo *);
115 static void KillHeroUnlessProtected(int, int);
117 static void PlaySoundLevel(int, int, int);
118 static void PlaySoundLevelNearest(int, int, int);
119 static void PlaySoundLevelAction(int, int, int);
120 static void PlaySoundLevelElementAction(int, int, int, int);
121 static void PlaySoundLevelActionIfLoop(int, int, int);
122 static void StopSoundLevelActionIfLoop(int, int, int);
124 static void MapGameButtons();
125 static void HandleGameButtons(struct GadgetInfo *);
127 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
130 /* ------------------------------------------------------------------------- */
131 /* definition of elements that automatically change to other elements after */
132 /* a specified time, eventually calling a function when changing */
133 /* ------------------------------------------------------------------------- */
135 /* forward declaration for changer functions */
136 static void InitBuggyBase(int x, int y);
137 static void WarnBuggyBase(int x, int y);
139 static void InitTrap(int x, int y);
140 static void ActivateTrap(int x, int y);
141 static void ChangeActiveTrap(int x, int y);
143 static void InitRobotWheel(int x, int y);
144 static void RunRobotWheel(int x, int y);
145 static void StopRobotWheel(int x, int y);
147 static void InitTimegateWheel(int x, int y);
148 static void RunTimegateWheel(int x, int y);
150 struct ChangingElementInfo
155 void (*pre_change_function)(int x, int y);
156 void (*change_function)(int x, int y);
157 void (*post_change_function)(int x, int y);
160 static struct ChangingElementInfo changing_element_list[] =
187 EL_SWITCHGATE_OPENING,
195 EL_SWITCHGATE_CLOSING,
196 EL_SWITCHGATE_CLOSED,
228 EL_ACID_SPLASH_RIGHT,
237 EL_SP_BUGGY_BASE_ACTIVATING,
244 EL_SP_BUGGY_BASE_ACTIVATING,
245 EL_SP_BUGGY_BASE_ACTIVE,
252 EL_SP_BUGGY_BASE_ACTIVE,
276 EL_ROBOT_WHEEL_ACTIVE,
284 EL_TIMEGATE_SWITCH_ACTIVE,
302 static struct ChangingElementInfo changing_element[MAX_NUM_ELEMENTS];
304 #define IS_AUTO_CHANGING(e) (changing_element[e].base_element != EL_UNDEFINED)
307 void GetPlayerConfig()
309 if (!audio.sound_available)
312 if (!audio.loops_available)
313 setup.sound_loops = FALSE;
315 if (!audio.music_available)
316 setup.sound_music = FALSE;
318 if (!video.fullscreen_available)
319 setup.fullscreen = FALSE;
321 setup.sound_simple = setup.sound;
323 SetAudioMode(setup.sound);
327 static int getBeltNrFromBeltElement(int element)
329 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
330 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
331 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
334 static int getBeltNrFromBeltActiveElement(int element)
336 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
337 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
338 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
341 static int getBeltNrFromBeltSwitchElement(int element)
343 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
344 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
345 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
348 static int getBeltDirNrFromBeltSwitchElement(int element)
350 static int belt_base_element[4] =
352 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
353 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
354 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
355 EL_CONVEYOR_BELT_4_SWITCH_LEFT
358 int belt_nr = getBeltNrFromBeltSwitchElement(element);
359 int belt_dir_nr = element - belt_base_element[belt_nr];
361 return (belt_dir_nr % 3);
364 static int getBeltDirFromBeltSwitchElement(int element)
366 static int belt_move_dir[3] =
373 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
375 return belt_move_dir[belt_dir_nr];
378 static void InitField(int x, int y, boolean init_game)
380 int element = Feld[x][y];
387 if (stored_player[0].present)
389 Feld[x][y] = EL_SP_MURPHY_CLONE;
394 stored_player[0].use_murphy_graphic = TRUE;
397 Feld[x][y] = EL_PLAYER_1;
406 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
407 int jx = player->jx, jy = player->jy;
409 player->present = TRUE;
411 if (!options.network || player->connected)
413 player->active = TRUE;
415 /* remove potentially duplicate players */
416 if (StorePlayer[jx][jy] == Feld[x][y])
417 StorePlayer[jx][jy] = 0;
419 StorePlayer[x][y] = Feld[x][y];
423 printf("Player %d activated.\n", player->element_nr);
424 printf("[Local player is %d and currently %s.]\n",
425 local_player->element_nr,
426 local_player->active ? "active" : "not active");
430 Feld[x][y] = EL_EMPTY;
431 player->jx = player->last_jx = x;
432 player->jy = player->last_jy = y;
437 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
438 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
439 else if (x > 0 && Feld[x-1][y] == EL_ACID)
440 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
441 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
442 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
443 else if (y > 0 && Feld[x][y-1] == EL_ACID)
444 Feld[x][y] = EL_ACID_POOL_BOTTOM;
445 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
446 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
454 case EL_SPACESHIP_RIGHT:
455 case EL_SPACESHIP_UP:
456 case EL_SPACESHIP_LEFT:
457 case EL_SPACESHIP_DOWN:
459 case EL_BD_BUTTERFLY_RIGHT:
460 case EL_BD_BUTTERFLY_UP:
461 case EL_BD_BUTTERFLY_LEFT:
462 case EL_BD_BUTTERFLY_DOWN:
463 case EL_BD_BUTTERFLY:
464 case EL_BD_FIREFLY_RIGHT:
465 case EL_BD_FIREFLY_UP:
466 case EL_BD_FIREFLY_LEFT:
467 case EL_BD_FIREFLY_DOWN:
469 case EL_PACMAN_RIGHT:
493 if (y == lev_fieldy - 1)
495 Feld[x][y] = EL_AMOEBA_GROWING;
496 Store[x][y] = EL_AMOEBA_WET;
500 case EL_DYNAMITE_ACTIVE:
505 local_player->lights_still_needed++;
508 case EL_SOKOBAN_FIELD_EMPTY:
509 local_player->sokobanfields_still_needed++;
513 local_player->friends_still_needed++;
518 MovDir[x][y] = 1 << RND(4);
522 Feld[x][y] = EL_EMPTY;
525 case EL_EM_KEY_1_FILE:
526 Feld[x][y] = EL_EM_KEY_1;
528 case EL_EM_KEY_2_FILE:
529 Feld[x][y] = EL_EM_KEY_2;
531 case EL_EM_KEY_3_FILE:
532 Feld[x][y] = EL_EM_KEY_3;
534 case EL_EM_KEY_4_FILE:
535 Feld[x][y] = EL_EM_KEY_4;
538 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
539 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
540 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
541 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
542 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
543 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
544 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
545 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
546 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
547 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
548 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
549 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
552 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
553 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
554 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
556 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
558 game.belt_dir[belt_nr] = belt_dir;
559 game.belt_dir_nr[belt_nr] = belt_dir_nr;
561 else /* more than one switch -- set it like the first switch */
563 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
568 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
570 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
573 case EL_LIGHT_SWITCH_ACTIVE:
575 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
579 if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
585 void DrawGameDoorValues()
589 for (i=0; i<MAX_PLAYERS; i++)
591 if (stored_player[i].key[j])
592 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
593 el2edimg(EL_KEY_1 + j));
595 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
596 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
597 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
598 int2str(local_player->dynamite, 3), FONT_TEXT_2);
599 DrawText(DX + XX_SCORE, DY + YY_SCORE,
600 int2str(local_player->score, 5), FONT_TEXT_2);
601 DrawText(DX + XX_TIME, DY + YY_TIME,
602 int2str(TimeLeft, 3), FONT_TEXT_2);
607 =============================================================================
609 -----------------------------------------------------------------------------
610 initialize game engine due to level / tape version number
611 =============================================================================
614 static void InitGameEngine()
618 /* set game engine from tape file when re-playing, else from level file */
619 game.engine_version = (tape.playing ? tape.engine_version :
622 /* dynamically adjust element properties according to game engine version */
623 InitElementPropertiesEngine(game.engine_version);
626 printf("level %d: level version == %06d\n", level_nr, level.game_version);
627 printf(" tape version == %06d [%s] [file: %06d]\n",
628 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
630 printf(" => game.engine_version == %06d\n", game.engine_version);
633 /* dynamically adjust player properties according to game engine version */
634 game.initial_move_delay =
635 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
636 INITIAL_MOVE_DELAY_OFF);
638 /* dynamically adjust player properties according to level information */
639 game.initial_move_delay_value =
640 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
642 /* initialize changing elements information */
643 for (i=0; i<MAX_NUM_ELEMENTS; i++)
645 changing_element[i].base_element = EL_UNDEFINED;
646 changing_element[i].next_element = EL_UNDEFINED;
647 changing_element[i].change_delay = -1;
648 changing_element[i].pre_change_function = NULL;
649 changing_element[i].change_function = NULL;
650 changing_element[i].post_change_function = NULL;
653 /* add changing elements from pre-defined list */
655 while (changing_element_list[i].base_element != EL_UNDEFINED)
657 struct ChangingElementInfo *ce = &changing_element_list[i];
658 int element = ce->base_element;
660 changing_element[element].base_element = ce->base_element;
661 changing_element[element].next_element = ce->next_element;
662 changing_element[element].change_delay = ce->change_delay;
663 changing_element[element].pre_change_function = ce->pre_change_function;
664 changing_element[element].change_function = ce->change_function;
665 changing_element[element].post_change_function = ce->post_change_function;
670 /* add changing elements from custom element configuration */
671 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
673 int element = EL_CUSTOM_START + i;
674 struct ElementChangeInfo *change = &element_info[element].change;
676 /* only add custom elements that change after fixed/random frame delay */
677 if (!CAN_CHANGE(element) || !HAS_CHANGE_EVENT(element, CE_DELAY))
680 changing_element[element].base_element = element;
681 changing_element[element].next_element = change->successor;
682 changing_element[element].change_delay = (change->delay_fixed *
683 change->delay_frames);
689 =============================================================================
691 -----------------------------------------------------------------------------
692 initialize and start new game
693 =============================================================================
698 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
699 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
700 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
707 #if USE_NEW_AMOEBA_CODE
708 printf("Using new amoeba code.\n");
710 printf("Using old amoeba code.\n");
715 /* don't play tapes over network */
716 network_playing = (options.network && !tape.playing);
718 for (i=0; i<MAX_PLAYERS; i++)
720 struct PlayerInfo *player = &stored_player[i];
722 player->index_nr = i;
723 player->element_nr = EL_PLAYER_1 + i;
725 player->present = FALSE;
726 player->active = FALSE;
729 player->effective_action = 0;
730 player->programmed_action = 0;
733 player->gems_still_needed = level.gems_needed;
734 player->sokobanfields_still_needed = 0;
735 player->lights_still_needed = 0;
736 player->friends_still_needed = 0;
739 player->key[j] = FALSE;
741 player->dynamite = 0;
742 player->dynabomb_count = 0;
743 player->dynabomb_size = 1;
744 player->dynabombs_left = 0;
745 player->dynabomb_xl = FALSE;
747 player->MovDir = MV_NO_MOVING;
749 player->Pushing = FALSE;
750 player->Switching = FALSE;
752 player->GfxDir = MV_NO_MOVING;
753 player->GfxAction = ACTION_DEFAULT;
755 player->StepFrame = 0;
757 player->use_murphy_graphic = FALSE;
758 player->use_disk_red_graphic = FALSE;
760 player->actual_frame_counter = 0;
762 player->last_move_dir = MV_NO_MOVING;
763 player->is_moving = FALSE;
765 player->is_moving = FALSE;
766 player->is_waiting = FALSE;
767 player->is_digging = FALSE;
768 player->is_collecting = FALSE;
770 player->move_delay = game.initial_move_delay;
771 player->move_delay_value = game.initial_move_delay_value;
773 player->push_delay = 0;
774 player->push_delay_value = 5;
776 player->snapped = FALSE;
778 player->last_jx = player->last_jy = 0;
779 player->jx = player->jy = 0;
781 player->shield_normal_time_left = 0;
782 player->shield_deadly_time_left = 0;
784 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
785 SnapField(player, 0, 0);
787 player->LevelSolved = FALSE;
788 player->GameOver = FALSE;
791 network_player_action_received = FALSE;
793 #if defined(PLATFORM_UNIX)
794 /* initial null action */
796 SendToServer_MovePlayer(MV_NO_MOVING);
804 TimeLeft = level.time;
806 ScreenMovDir = MV_NO_MOVING;
810 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
812 AllPlayersGone = FALSE;
814 game.yamyam_content_nr = 0;
815 game.magic_wall_active = FALSE;
816 game.magic_wall_time_left = 0;
817 game.light_time_left = 0;
818 game.timegate_time_left = 0;
819 game.switchgate_pos = 0;
820 game.balloon_dir = MV_NO_MOVING;
821 game.explosions_delayed = TRUE;
825 game.belt_dir[i] = MV_NO_MOVING;
826 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
829 for (i=0; i<MAX_NUM_AMOEBA; i++)
830 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
832 for (x=0; x<lev_fieldx; x++)
834 for (y=0; y<lev_fieldy; y++)
836 Feld[x][y] = Ur[x][y];
837 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
838 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
840 JustStopped[x][y] = 0;
842 ExplodePhase[x][y] = 0;
843 ExplodeField[x][y] = EX_NO_EXPLOSION;
846 GfxAction[x][y] = ACTION_DEFAULT;
847 GfxRandom[x][y] = INIT_GFX_RANDOM();
848 GfxElement[x][y] = EL_UNDEFINED;
852 for(y=0; y<lev_fieldy; y++)
854 for(x=0; x<lev_fieldx; x++)
856 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
858 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
860 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
863 InitField(x, y, TRUE);
869 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
870 emulate_sb ? EMU_SOKOBAN :
871 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
873 /* correct non-moving belts to start moving left */
875 if (game.belt_dir[i] == MV_NO_MOVING)
876 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
878 /* check if any connected player was not found in playfield */
879 for (i=0; i<MAX_PLAYERS; i++)
881 struct PlayerInfo *player = &stored_player[i];
883 if (player->connected && !player->present)
885 for (j=0; j<MAX_PLAYERS; j++)
887 struct PlayerInfo *some_player = &stored_player[j];
888 int jx = some_player->jx, jy = some_player->jy;
890 /* assign first free player found that is present in the playfield */
891 if (some_player->present && !some_player->connected)
893 player->present = TRUE;
894 player->active = TRUE;
895 some_player->present = FALSE;
897 StorePlayer[jx][jy] = player->element_nr;
898 player->jx = player->last_jx = jx;
899 player->jy = player->last_jy = jy;
909 /* when playing a tape, eliminate all players who do not participate */
911 for (i=0; i<MAX_PLAYERS; i++)
913 if (stored_player[i].active && !tape.player_participates[i])
915 struct PlayerInfo *player = &stored_player[i];
916 int jx = player->jx, jy = player->jy;
918 player->active = FALSE;
919 StorePlayer[jx][jy] = 0;
920 Feld[jx][jy] = EL_EMPTY;
924 else if (!options.network && !setup.team_mode) /* && !tape.playing */
926 /* when in single player mode, eliminate all but the first active player */
928 for (i=0; i<MAX_PLAYERS; i++)
930 if (stored_player[i].active)
932 for (j=i+1; j<MAX_PLAYERS; j++)
934 if (stored_player[j].active)
936 struct PlayerInfo *player = &stored_player[j];
937 int jx = player->jx, jy = player->jy;
939 player->active = FALSE;
940 StorePlayer[jx][jy] = 0;
941 Feld[jx][jy] = EL_EMPTY;
948 /* when recording the game, store which players take part in the game */
951 for (i=0; i<MAX_PLAYERS; i++)
952 if (stored_player[i].active)
953 tape.player_participates[i] = TRUE;
958 for (i=0; i<MAX_PLAYERS; i++)
960 struct PlayerInfo *player = &stored_player[i];
962 printf("Player %d: present == %d, connected == %d, active == %d.\n",
967 if (local_player == player)
968 printf("Player %d is local player.\n", i+1);
972 if (BorderElement == EL_EMPTY)
975 SBX_Right = lev_fieldx - SCR_FIELDX;
977 SBY_Lower = lev_fieldy - SCR_FIELDY;
982 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
984 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
987 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
988 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
990 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
991 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
994 scroll_y = SBY_Upper;
995 if (local_player->jx >= SBX_Left + MIDPOSX)
996 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
997 local_player->jx - MIDPOSX :
999 if (local_player->jy >= SBY_Upper + MIDPOSY)
1000 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
1001 local_player->jy - MIDPOSY :
1004 CloseDoor(DOOR_CLOSE_1);
1009 /* after drawing the level, correct some elements */
1010 if (game.timegate_time_left == 0)
1011 CloseAllOpenTimegates();
1013 if (setup.soft_scrolling)
1014 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
1016 redraw_mask |= REDRAW_FROM_BACKBUFFER;
1019 /* copy default game door content to main double buffer */
1020 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
1021 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
1024 DrawText(DX + XX_LEVEL, DY + YY_LEVEL, int2str(level_nr, 2), FONT_TEXT_2);
1027 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
1028 int2str(level_nr, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
1029 BlitBitmap(drawto, drawto,
1030 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
1031 getFontWidth(FONT_LEVEL_NUMBER) * 3,
1032 getFontHeight(FONT_LEVEL_NUMBER) - 1,
1033 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
1036 DrawGameDoorValues();
1040 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
1041 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
1042 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
1046 /* copy actual game door content to door double buffer for OpenDoor() */
1047 BlitBitmap(drawto, bitmap_db_door,
1048 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
1050 OpenDoor(DOOR_OPEN_ALL);
1052 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
1053 if (setup.sound_music)
1054 PlayMusic(level_nr);
1056 KeyboardAutoRepeatOffUnlessAutoplay();
1061 printf("Player %d %sactive.\n",
1062 i + 1, (stored_player[i].active ? "" : "not "));
1066 void InitMovDir(int x, int y)
1068 int i, element = Feld[x][y];
1069 static int xy[4][2] =
1076 static int direction[3][4] =
1078 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1079 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1080 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1089 Feld[x][y] = EL_BUG;
1090 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
1093 case EL_SPACESHIP_RIGHT:
1094 case EL_SPACESHIP_UP:
1095 case EL_SPACESHIP_LEFT:
1096 case EL_SPACESHIP_DOWN:
1097 Feld[x][y] = EL_SPACESHIP;
1098 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
1101 case EL_BD_BUTTERFLY_RIGHT:
1102 case EL_BD_BUTTERFLY_UP:
1103 case EL_BD_BUTTERFLY_LEFT:
1104 case EL_BD_BUTTERFLY_DOWN:
1105 Feld[x][y] = EL_BD_BUTTERFLY;
1106 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
1109 case EL_BD_FIREFLY_RIGHT:
1110 case EL_BD_FIREFLY_UP:
1111 case EL_BD_FIREFLY_LEFT:
1112 case EL_BD_FIREFLY_DOWN:
1113 Feld[x][y] = EL_BD_FIREFLY;
1114 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1117 case EL_PACMAN_RIGHT:
1119 case EL_PACMAN_LEFT:
1120 case EL_PACMAN_DOWN:
1121 Feld[x][y] = EL_PACMAN;
1122 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1125 case EL_SP_SNIKSNAK:
1126 MovDir[x][y] = MV_UP;
1129 case EL_SP_ELECTRON:
1130 MovDir[x][y] = MV_LEFT;
1137 Feld[x][y] = EL_MOLE;
1138 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1142 if (IS_CUSTOM_ELEMENT(element))
1144 if (element_info[element].move_direction_initial != MV_NO_MOVING)
1145 MovDir[x][y] = element_info[element].move_direction_initial;
1146 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS)
1147 MovDir[x][y] = 1 << RND(4);
1148 else if (element_info[element].move_pattern == MV_HORIZONTAL)
1149 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
1150 else if (element_info[element].move_pattern == MV_VERTICAL)
1151 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
1152 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
1153 MovDir[x][y] = element_info[element].move_pattern;
1154 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE ||
1155 element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1159 int x1 = x + xy[i][0];
1160 int y1 = y + xy[i][1];
1162 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1164 if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1165 MovDir[x][y] = direction[0][i];
1167 MovDir[x][y] = direction[1][i];
1176 MovDir[x][y] = 1 << RND(4);
1178 if (element != EL_BUG &&
1179 element != EL_SPACESHIP &&
1180 element != EL_BD_BUTTERFLY &&
1181 element != EL_BD_FIREFLY)
1186 int x1 = x + xy[i][0];
1187 int y1 = y + xy[i][1];
1189 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1191 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1193 MovDir[x][y] = direction[0][i];
1196 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1197 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1199 MovDir[x][y] = direction[1][i];
1209 void InitAmoebaNr(int x, int y)
1212 int group_nr = AmoebeNachbarNr(x, y);
1216 for (i=1; i<MAX_NUM_AMOEBA; i++)
1218 if (AmoebaCnt[i] == 0)
1226 AmoebaNr[x][y] = group_nr;
1227 AmoebaCnt[group_nr]++;
1228 AmoebaCnt2[group_nr]++;
1234 boolean raise_level = FALSE;
1236 if (local_player->MovPos)
1239 if (tape.playing && tape.auto_play)
1240 tape.auto_play_level_solved = TRUE;
1242 local_player->LevelSolved = FALSE;
1244 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
1248 if (!tape.playing && setup.sound_loops)
1249 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1250 SND_CTRL_PLAY_LOOP);
1252 while (TimeLeft > 0)
1254 if (!tape.playing && !setup.sound_loops)
1255 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1256 if (TimeLeft > 0 && !(TimeLeft % 10))
1257 RaiseScore(level.score[SC_TIME_BONUS]);
1258 if (TimeLeft > 100 && !(TimeLeft % 10))
1262 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
1269 if (!tape.playing && setup.sound_loops)
1270 StopSound(SND_GAME_LEVELTIME_BONUS);
1272 else if (level.time == 0) /* level without time limit */
1274 if (!tape.playing && setup.sound_loops)
1275 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1276 SND_CTRL_PLAY_LOOP);
1278 while (TimePlayed < 999)
1280 if (!tape.playing && !setup.sound_loops)
1281 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1282 if (TimePlayed < 999 && !(TimePlayed % 10))
1283 RaiseScore(level.score[SC_TIME_BONUS]);
1284 if (TimePlayed < 900 && !(TimePlayed % 10))
1288 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
1295 if (!tape.playing && setup.sound_loops)
1296 StopSound(SND_GAME_LEVELTIME_BONUS);
1299 /* Hero disappears */
1300 DrawLevelField(ExitX, ExitY);
1306 CloseDoor(DOOR_CLOSE_1);
1311 SaveTape(tape.level_nr); /* Ask to save tape */
1314 if (level_nr == leveldir_current->handicap_level)
1316 leveldir_current->handicap_level++;
1317 SaveLevelSetup_SeriesInfo();
1320 if (level_editor_test_game)
1321 local_player->score = -1; /* no highscore when playing from editor */
1322 else if (level_nr < leveldir_current->last_level)
1323 raise_level = TRUE; /* advance to next level */
1325 if ((hi_pos = NewHiScore()) >= 0)
1327 game_status = GAME_MODE_SCORES;
1328 DrawHallOfFame(hi_pos);
1337 game_status = GAME_MODE_MAIN;
1354 LoadScore(level_nr);
1356 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1357 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1360 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1362 if (local_player->score > highscore[k].Score)
1364 /* player has made it to the hall of fame */
1366 if (k < MAX_SCORE_ENTRIES - 1)
1368 int m = MAX_SCORE_ENTRIES - 1;
1371 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1372 if (!strcmp(setup.player_name, highscore[l].Name))
1374 if (m == k) /* player's new highscore overwrites his old one */
1380 strcpy(highscore[l].Name, highscore[l - 1].Name);
1381 highscore[l].Score = highscore[l - 1].Score;
1388 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1389 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1390 highscore[k].Score = local_player->score;
1396 else if (!strncmp(setup.player_name, highscore[k].Name,
1397 MAX_PLAYER_NAME_LEN))
1398 break; /* player already there with a higher score */
1404 SaveScore(level_nr);
1409 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
1411 if (player->GfxAction != action || player->GfxDir != dir)
1414 printf("Player frame reset! (%d => %d, %d => %d)\n",
1415 player->GfxAction, action, player->GfxDir, dir);
1418 player->GfxAction = action;
1419 player->GfxDir = dir;
1421 player->StepFrame = 0;
1425 static void ResetRandomAnimationValue(int x, int y)
1427 GfxRandom[x][y] = INIT_GFX_RANDOM();
1430 static void ResetGfxAnimation(int x, int y)
1433 GfxAction[x][y] = ACTION_DEFAULT;
1436 void InitMovingField(int x, int y, int direction)
1438 int element = Feld[x][y];
1439 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1440 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1442 if (!JustStopped[x][y] || direction != MovDir[x][y])
1443 ResetGfxAnimation(x, y);
1445 MovDir[newx][newy] = MovDir[x][y] = direction;
1447 if (Feld[newx][newy] == EL_EMPTY)
1448 Feld[newx][newy] = EL_BLOCKED;
1450 if (direction == MV_DOWN && CAN_FALL(element))
1451 GfxAction[x][y] = ACTION_FALLING;
1453 GfxAction[x][y] = ACTION_MOVING;
1455 GfxFrame[newx][newy] = GfxFrame[x][y];
1456 GfxAction[newx][newy] = GfxAction[x][y];
1457 GfxRandom[newx][newy] = GfxRandom[x][y];
1460 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1462 int direction = MovDir[x][y];
1463 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1464 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1470 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1472 int oldx = x, oldy = y;
1473 int direction = MovDir[x][y];
1475 if (direction == MV_LEFT)
1477 else if (direction == MV_RIGHT)
1479 else if (direction == MV_UP)
1481 else if (direction == MV_DOWN)
1484 *comes_from_x = oldx;
1485 *comes_from_y = oldy;
1488 int MovingOrBlocked2Element(int x, int y)
1490 int element = Feld[x][y];
1492 if (element == EL_BLOCKED)
1496 Blocked2Moving(x, y, &oldx, &oldy);
1497 return Feld[oldx][oldy];
1503 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1505 /* like MovingOrBlocked2Element(), but if element is moving
1506 and (x,y) is the field the moving element is just leaving,
1507 return EL_BLOCKED instead of the element value */
1508 int element = Feld[x][y];
1510 if (IS_MOVING(x, y))
1512 if (element == EL_BLOCKED)
1516 Blocked2Moving(x, y, &oldx, &oldy);
1517 return Feld[oldx][oldy];
1526 static void RemoveField(int x, int y)
1528 Feld[x][y] = EL_EMPTY;
1529 GfxElement[x][y] = EL_UNDEFINED;
1535 void RemoveMovingField(int x, int y)
1537 int oldx = x, oldy = y, newx = x, newy = y;
1539 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1542 if (IS_MOVING(x, y))
1544 Moving2Blocked(x, y, &newx, &newy);
1545 if (Feld[newx][newy] != EL_BLOCKED)
1548 else if (Feld[x][y] == EL_BLOCKED)
1550 Blocked2Moving(x, y, &oldx, &oldy);
1551 if (!IS_MOVING(oldx, oldy))
1555 if (Feld[x][y] == EL_BLOCKED &&
1556 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1557 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1558 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1559 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
1560 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1562 Feld[oldx][oldy] = EL_EMPTY;
1564 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1566 Feld[newx][newy] = EL_EMPTY;
1567 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1568 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1569 GfxAction[oldx][oldy] = GfxAction[newx][newy] = ACTION_DEFAULT;
1571 DrawLevelField(oldx, oldy);
1572 DrawLevelField(newx, newy);
1575 void DrawDynamite(int x, int y)
1577 int sx = SCREENX(x), sy = SCREENY(y);
1578 int graphic = el2img(Feld[x][y]);
1581 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1584 if (IS_WALKABLE_INSIDE(Back[x][y]))
1588 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
1589 else if (Store[x][y])
1590 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
1592 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
1595 if (Back[x][y] || Store[x][y])
1596 DrawGraphicThruMask(sx, sy, graphic, frame);
1598 DrawGraphic(sx, sy, graphic, frame);
1600 if (game.emulation == EMU_SUPAPLEX)
1601 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
1602 else if (Store[x][y])
1603 DrawGraphicThruMask(sx, sy, graphic, frame);
1605 DrawGraphic(sx, sy, graphic, frame);
1609 void CheckDynamite(int x, int y)
1611 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
1615 if (MovDelay[x][y] != 0)
1618 PlaySoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1625 StopSoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1627 if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
1628 Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
1629 StopSound(SND_DYNAMITE_ACTIVE);
1631 StopSound(SND_DYNABOMB_ACTIVE);
1637 void Explode(int ex, int ey, int phase, int mode)
1641 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1642 int last_phase = num_phase * delay;
1643 int half_phase = (num_phase / 2) * delay;
1644 int first_phase_after_start = EX_PHASE_START + 1;
1646 if (game.explosions_delayed)
1648 ExplodeField[ex][ey] = mode;
1652 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1654 int center_element = Feld[ex][ey];
1656 /* remove things displayed in background while burning dynamite */
1657 if (!IS_INDESTRUCTIBLE(Back[ex][ey]))
1660 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1662 /* put moving element to center field (and let it explode there) */
1663 center_element = MovingOrBlocked2Element(ex, ey);
1664 RemoveMovingField(ex, ey);
1665 Feld[ex][ey] = center_element;
1668 for (y = ey - 1; y <= ey + 1; y++) for(x = ex - 1; x <= ex + 1; x++)
1672 if (!IN_LEV_FIELD(x, y) ||
1673 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
1674 (x != ex || y != ey)))
1677 element = Feld[x][y];
1679 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1681 element = MovingOrBlocked2Element(x, y);
1682 RemoveMovingField(x, y);
1686 if (IS_EXPLOSION_PROOF(element))
1689 if ((IS_INDESTRUCTIBLE(element) &&
1690 (game.engine_version < VERSION_IDENT(2,2,0) ||
1691 (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
1692 element == EL_FLAMES)
1696 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1698 if (IS_ACTIVE_BOMB(element))
1700 /* re-activate things under the bomb like gate or penguin */
1701 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
1708 /* save walkable background elements while explosion on same tile */
1709 if (IS_INDESTRUCTIBLE(element))
1710 Back[x][y] = element;
1712 /* ignite explodable elements reached by other explosion */
1713 if (element == EL_EXPLOSION)
1714 element = Store2[x][y];
1716 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1718 switch(StorePlayer[ex][ey])
1721 Store[x][y] = EL_EMERALD_RED;
1724 Store[x][y] = EL_EMERALD;
1727 Store[x][y] = EL_EMERALD_PURPLE;
1731 Store[x][y] = EL_EMERALD_YELLOW;
1735 if (game.emulation == EMU_SUPAPLEX)
1736 Store[x][y] = EL_EMPTY;
1738 else if (center_element == EL_MOLE)
1739 Store[x][y] = EL_EMERALD_RED;
1740 else if (center_element == EL_PENGUIN)
1741 Store[x][y] = EL_EMERALD_PURPLE;
1742 else if (center_element == EL_BUG)
1743 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
1744 else if (center_element == EL_BD_BUTTERFLY)
1745 Store[x][y] = EL_BD_DIAMOND;
1746 else if (center_element == EL_SP_ELECTRON)
1747 Store[x][y] = EL_SP_INFOTRON;
1748 else if (center_element == EL_AMOEBA_TO_DIAMOND)
1749 Store[x][y] = level.amoeba_content;
1750 else if (center_element == EL_YAMYAM)
1752 level.yamyam_content[game.yamyam_content_nr][x - ex + 1][y - ey + 1];
1753 else if (IS_CUSTOM_ELEMENT(center_element))
1755 element_info[center_element].content[x - ex + 1][y - ey + 1];
1756 else if (element == EL_WALL_EMERALD)
1757 Store[x][y] = EL_EMERALD;
1758 else if (element == EL_WALL_DIAMOND)
1759 Store[x][y] = EL_DIAMOND;
1760 else if (element == EL_WALL_BD_DIAMOND)
1761 Store[x][y] = EL_BD_DIAMOND;
1762 else if (element == EL_WALL_EMERALD_YELLOW)
1763 Store[x][y] = EL_EMERALD_YELLOW;
1764 else if (element == EL_WALL_EMERALD_RED)
1765 Store[x][y] = EL_EMERALD_RED;
1766 else if (element == EL_WALL_EMERALD_PURPLE)
1767 Store[x][y] = EL_EMERALD_PURPLE;
1768 else if (element == EL_WALL_PEARL)
1769 Store[x][y] = EL_PEARL;
1770 else if (element == EL_WALL_CRYSTAL)
1771 Store[x][y] = EL_CRYSTAL;
1773 Store[x][y] = EL_EMPTY;
1775 if (x != ex || y != ey ||
1776 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
1777 Store2[x][y] = element;
1779 if (AmoebaNr[x][y] &&
1780 (element == EL_AMOEBA_FULL ||
1781 element == EL_BD_AMOEBA ||
1782 element == EL_AMOEBA_GROWING))
1784 AmoebaCnt[AmoebaNr[x][y]]--;
1785 AmoebaCnt2[AmoebaNr[x][y]]--;
1788 Feld[x][y] = EL_EXPLOSION;
1789 GfxElement[x][y] = EL_UNDEFINED;
1790 MovDir[x][y] = MovPos[x][y] = 0;
1792 ExplodePhase[x][y] = 1;
1796 if (center_element == EL_YAMYAM)
1797 game.yamyam_content_nr =
1798 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
1809 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
1811 if (phase == first_phase_after_start)
1813 int element = Store2[x][y];
1815 if (element == EL_BLACK_ORB)
1817 Feld[x][y] = Store2[x][y];
1822 else if (phase == half_phase)
1824 int element = Store2[x][y];
1826 if (IS_PLAYER(x, y))
1827 KillHeroUnlessProtected(x, y);
1828 else if (CAN_EXPLODE_BY_FIRE(element))
1830 Feld[x][y] = Store2[x][y];
1834 else if (element == EL_AMOEBA_TO_DIAMOND)
1835 AmoebeUmwandeln(x, y);
1838 if (phase == last_phase)
1842 element = Feld[x][y] = Store[x][y];
1843 Store[x][y] = Store2[x][y] = 0;
1845 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
1846 element = Feld[x][y] = Back[x][y];
1849 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1850 InitField(x, y, FALSE);
1851 if (CAN_MOVE(element))
1853 DrawLevelField(x, y);
1855 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1856 StorePlayer[x][y] = 0;
1858 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1860 int stored = Store[x][y];
1861 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
1862 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
1864 int frame = getGraphicAnimationFrame(graphic, phase - delay);
1867 DrawLevelFieldCrumbledSand(x, y);
1869 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
1871 DrawLevelElement(x, y, Back[x][y]);
1872 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
1874 else if (IS_WALKABLE_UNDER(Back[x][y]))
1876 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1877 DrawLevelElementThruMask(x, y, Back[x][y]);
1879 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
1880 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1884 void DynaExplode(int ex, int ey)
1887 int dynabomb_size = 1;
1888 boolean dynabomb_xl = FALSE;
1889 struct PlayerInfo *player;
1890 static int xy[4][2] =
1898 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1900 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER_1_ACTIVE];
1901 dynabomb_size = player->dynabomb_size;
1902 dynabomb_xl = player->dynabomb_xl;
1903 player->dynabombs_left++;
1906 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1910 for (j=1; j<=dynabomb_size; j++)
1912 int x = ex + j * xy[i % 4][0];
1913 int y = ey + j * xy[i % 4][1];
1916 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
1919 element = Feld[x][y];
1921 /* do not restart explosions of fields with active bombs */
1922 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
1925 Explode(x, y, EX_PHASE_START, EX_BORDER);
1927 if (element != EL_EMPTY &&
1928 element != EL_SAND &&
1929 element != EL_EXPLOSION &&
1936 void Bang(int x, int y)
1938 int element = Feld[x][y];
1940 if (game.emulation == EMU_SUPAPLEX)
1941 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
1943 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
1946 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1954 case EL_BD_BUTTERFLY:
1957 case EL_DARK_YAMYAM:
1961 RaiseScoreElement(element);
1962 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1964 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1965 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1966 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1967 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1968 case EL_DYNABOMB_INCREASE_NUMBER:
1969 case EL_DYNABOMB_INCREASE_SIZE:
1970 case EL_DYNABOMB_INCREASE_POWER:
1975 case EL_LAMP_ACTIVE:
1976 if (IS_PLAYER(x, y))
1977 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1979 Explode(x, y, EX_PHASE_START, EX_CENTER);
1982 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1987 void SplashAcid(int x, int y)
1989 int element = Feld[x][y];
1991 if (element != EL_ACID_SPLASH_LEFT &&
1992 element != EL_ACID_SPLASH_RIGHT)
1994 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
1996 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1997 (!IN_LEV_FIELD(x-1, y-1) ||
1998 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1999 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
2001 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
2002 (!IN_LEV_FIELD(x+1, y-1) ||
2003 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
2004 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
2008 static void InitBeltMovement()
2010 static int belt_base_element[4] =
2012 EL_CONVEYOR_BELT_1_LEFT,
2013 EL_CONVEYOR_BELT_2_LEFT,
2014 EL_CONVEYOR_BELT_3_LEFT,
2015 EL_CONVEYOR_BELT_4_LEFT
2017 static int belt_base_active_element[4] =
2019 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2020 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2021 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2022 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2027 /* set frame order for belt animation graphic according to belt direction */
2034 int element = belt_base_active_element[belt_nr] + j;
2035 int graphic = el2img(element);
2037 if (game.belt_dir[i] == MV_LEFT)
2038 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2040 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2044 for(y=0; y<lev_fieldy; y++)
2046 for(x=0; x<lev_fieldx; x++)
2048 int element = Feld[x][y];
2052 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
2054 int e_belt_nr = getBeltNrFromBeltElement(element);
2057 if (e_belt_nr == belt_nr)
2059 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
2061 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
2069 static void ToggleBeltSwitch(int x, int y)
2071 static int belt_base_element[4] =
2073 EL_CONVEYOR_BELT_1_LEFT,
2074 EL_CONVEYOR_BELT_2_LEFT,
2075 EL_CONVEYOR_BELT_3_LEFT,
2076 EL_CONVEYOR_BELT_4_LEFT
2078 static int belt_base_active_element[4] =
2080 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2081 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2082 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2083 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2085 static int belt_base_switch_element[4] =
2087 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
2088 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
2089 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
2090 EL_CONVEYOR_BELT_4_SWITCH_LEFT
2092 static int belt_move_dir[4] =
2100 int element = Feld[x][y];
2101 int belt_nr = getBeltNrFromBeltSwitchElement(element);
2102 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
2103 int belt_dir = belt_move_dir[belt_dir_nr];
2106 if (!IS_BELT_SWITCH(element))
2109 game.belt_dir_nr[belt_nr] = belt_dir_nr;
2110 game.belt_dir[belt_nr] = belt_dir;
2112 if (belt_dir_nr == 3)
2115 /* set frame order for belt animation graphic according to belt direction */
2118 int element = belt_base_active_element[belt_nr] + i;
2119 int graphic = el2img(element);
2121 if (belt_dir == MV_LEFT)
2122 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2124 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2127 for (yy=0; yy<lev_fieldy; yy++)
2129 for (xx=0; xx<lev_fieldx; xx++)
2131 int element = Feld[xx][yy];
2133 if (IS_BELT_SWITCH(element))
2135 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
2137 if (e_belt_nr == belt_nr)
2139 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
2140 DrawLevelField(xx, yy);
2143 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
2145 int e_belt_nr = getBeltNrFromBeltElement(element);
2147 if (e_belt_nr == belt_nr)
2149 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
2151 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
2152 DrawLevelField(xx, yy);
2155 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
2157 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
2159 if (e_belt_nr == belt_nr)
2161 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
2163 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
2164 DrawLevelField(xx, yy);
2171 static void ToggleSwitchgateSwitch(int x, int y)
2175 game.switchgate_pos = !game.switchgate_pos;
2177 for (yy=0; yy<lev_fieldy; yy++)
2179 for (xx=0; xx<lev_fieldx; xx++)
2181 int element = Feld[xx][yy];
2183 if (element == EL_SWITCHGATE_SWITCH_UP ||
2184 element == EL_SWITCHGATE_SWITCH_DOWN)
2186 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2187 DrawLevelField(xx, yy);
2189 else if (element == EL_SWITCHGATE_OPEN ||
2190 element == EL_SWITCHGATE_OPENING)
2192 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2194 PlaySoundLevelAction(xx, yy, ACTION_CLOSING);
2196 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2199 else if (element == EL_SWITCHGATE_CLOSED ||
2200 element == EL_SWITCHGATE_CLOSING)
2202 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2204 PlaySoundLevelAction(xx, yy, ACTION_OPENING);
2206 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2213 static int getInvisibleActiveFromInvisibleElement(int element)
2215 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2216 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2217 EL_INVISIBLE_SAND_ACTIVE);
2220 static int getInvisibleFromInvisibleActiveElement(int element)
2222 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2223 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2227 static void RedrawAllLightSwitchesAndInvisibleElements()
2231 for (y=0; y<lev_fieldy; y++)
2233 for (x=0; x<lev_fieldx; x++)
2235 int element = Feld[x][y];
2237 if (element == EL_LIGHT_SWITCH &&
2238 game.light_time_left > 0)
2240 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2241 DrawLevelField(x, y);
2243 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2244 game.light_time_left == 0)
2246 Feld[x][y] = EL_LIGHT_SWITCH;
2247 DrawLevelField(x, y);
2249 else if (element == EL_INVISIBLE_STEELWALL ||
2250 element == EL_INVISIBLE_WALL ||
2251 element == EL_INVISIBLE_SAND)
2253 if (game.light_time_left > 0)
2254 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2256 DrawLevelField(x, y);
2258 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2259 element == EL_INVISIBLE_WALL_ACTIVE ||
2260 element == EL_INVISIBLE_SAND_ACTIVE)
2262 if (game.light_time_left == 0)
2263 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2265 DrawLevelField(x, y);
2271 static void ToggleLightSwitch(int x, int y)
2273 int element = Feld[x][y];
2275 game.light_time_left =
2276 (element == EL_LIGHT_SWITCH ?
2277 level.time_light * FRAMES_PER_SECOND : 0);
2279 RedrawAllLightSwitchesAndInvisibleElements();
2282 static void ActivateTimegateSwitch(int x, int y)
2286 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2288 for (yy=0; yy<lev_fieldy; yy++)
2290 for (xx=0; xx<lev_fieldx; xx++)
2292 int element = Feld[xx][yy];
2294 if (element == EL_TIMEGATE_CLOSED ||
2295 element == EL_TIMEGATE_CLOSING)
2297 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2298 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2302 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2304 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2305 DrawLevelField(xx, yy);
2312 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2315 void Impact(int x, int y)
2317 boolean lastline = (y == lev_fieldy-1);
2318 boolean object_hit = FALSE;
2319 boolean impact = (lastline || object_hit);
2320 int element = Feld[x][y];
2321 int smashed = EL_UNDEFINED;
2323 if (!lastline) /* check if element below was hit */
2325 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
2328 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
2329 MovDir[x][y+1] != MV_DOWN ||
2330 MovPos[x][y+1] <= TILEY / 2));
2332 smashed = MovingOrBlocked2Element(x, y+1);
2335 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2343 ResetGfxAnimation(x, y);
2344 DrawLevelField(x, y);
2348 if (impact && CAN_EXPLODE_IMPACT(element))
2350 if ((element == EL_BOMB ||
2351 element == EL_SP_DISK_ORANGE ||
2352 element == EL_DX_SUPABOMB) &&
2353 (lastline || object_hit)) /* element is bomb */
2359 else if (element == EL_PEARL)
2361 Feld[x][y] = EL_PEARL_BREAKING;
2362 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2366 if (impact && element == EL_AMOEBA_DROP)
2368 if (object_hit && IS_PLAYER(x, y+1))
2369 KillHeroUnlessProtected(x, y+1);
2370 else if (object_hit && smashed == EL_PENGUIN)
2374 Feld[x][y] = EL_AMOEBA_GROWING;
2375 Store[x][y] = EL_AMOEBA_WET;
2377 ResetRandomAnimationValue(x, y);
2382 if (!lastline && object_hit) /* check which object was hit */
2384 if (CAN_PASS_MAGIC_WALL(element) &&
2385 (smashed == EL_MAGIC_WALL ||
2386 smashed == EL_BD_MAGIC_WALL))
2389 int activated_magic_wall =
2390 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2391 EL_BD_MAGIC_WALL_ACTIVE);
2393 /* activate magic wall / mill */
2394 for (yy=0; yy<lev_fieldy; yy++)
2395 for (xx=0; xx<lev_fieldx; xx++)
2396 if (Feld[xx][yy] == smashed)
2397 Feld[xx][yy] = activated_magic_wall;
2399 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2400 game.magic_wall_active = TRUE;
2402 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2403 SND_MAGIC_WALL_ACTIVATING :
2404 SND_BD_MAGIC_WALL_ACTIVATING));
2407 if (IS_PLAYER(x, y + 1))
2409 KillHeroUnlessProtected(x, y+1);
2412 else if (smashed == EL_PENGUIN)
2417 else if (element == EL_BD_DIAMOND)
2419 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2425 else if ((element == EL_SP_INFOTRON ||
2426 element == EL_SP_ZONK) &&
2427 (smashed == EL_SP_SNIKSNAK ||
2428 smashed == EL_SP_ELECTRON ||
2429 smashed == EL_SP_DISK_ORANGE))
2434 else if (element == EL_ROCK ||
2435 element == EL_SP_ZONK ||
2436 element == EL_BD_ROCK)
2438 if (IS_CLASSIC_ENEMY(smashed) ||
2439 smashed == EL_BOMB ||
2440 smashed == EL_SP_DISK_ORANGE ||
2441 smashed == EL_DX_SUPABOMB ||
2442 smashed == EL_SATELLITE ||
2443 smashed == EL_PIG ||
2444 smashed == EL_DRAGON ||
2450 else if (!IS_MOVING(x, y + 1))
2452 if (smashed == EL_LAMP ||
2453 smashed == EL_LAMP_ACTIVE)
2458 else if (smashed == EL_NUT)
2460 Feld[x][y+1] = EL_NUT_BREAKING;
2461 PlaySoundLevel(x, y, SND_NUT_BREAKING);
2462 RaiseScoreElement(EL_NUT);
2465 else if (smashed == EL_PEARL)
2467 Feld[x][y+1] = EL_PEARL_BREAKING;
2468 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2471 else if (smashed == EL_DIAMOND)
2473 Feld[x][y+1] = EL_EMPTY;
2474 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2477 else if (IS_BELT_SWITCH(smashed))
2479 ToggleBeltSwitch(x, y+1);
2481 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
2482 smashed == EL_SWITCHGATE_SWITCH_DOWN)
2484 ToggleSwitchgateSwitch(x, y+1);
2486 else if (smashed == EL_LIGHT_SWITCH ||
2487 smashed == EL_LIGHT_SWITCH_ACTIVE)
2489 ToggleLightSwitch(x, y+1);
2495 /* play sound of magic wall / mill */
2497 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2498 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2500 if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2501 PlaySoundLevel(x, y, SND_MAGIC_WALL_FILLING);
2502 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2503 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_FILLING);
2508 /* play sound of object that hits the ground */
2509 if (lastline || object_hit)
2510 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2513 void TurnRound(int x, int y)
2525 { 0, 0 }, { 0, 0 }, { 0, 0 },
2530 int left, right, back;
2534 { MV_DOWN, MV_UP, MV_RIGHT },
2535 { MV_UP, MV_DOWN, MV_LEFT },
2537 { MV_LEFT, MV_RIGHT, MV_DOWN },
2538 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2539 { MV_RIGHT, MV_LEFT, MV_UP }
2542 int element = Feld[x][y];
2543 int old_move_dir = MovDir[x][y];
2544 int left_dir = turn[old_move_dir].left;
2545 int right_dir = turn[old_move_dir].right;
2546 int back_dir = turn[old_move_dir].back;
2548 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2549 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2550 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2551 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2553 int left_x = x + left_dx, left_y = y + left_dy;
2554 int right_x = x + right_dx, right_y = y + right_dy;
2555 int move_x = x + move_dx, move_y = y + move_dy;
2557 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2559 TestIfBadThingTouchesOtherBadThing(x, y);
2561 if (IN_LEV_FIELD(right_x, right_y) &&
2562 IS_FREE(right_x, right_y))
2563 MovDir[x][y] = right_dir;
2564 else if (!IN_LEV_FIELD(move_x, move_y) ||
2565 !IS_FREE(move_x, move_y))
2566 MovDir[x][y] = left_dir;
2568 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
2570 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2573 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2574 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2576 TestIfBadThingTouchesOtherBadThing(x, y);
2578 if (IN_LEV_FIELD(left_x, left_y) &&
2579 IS_FREE(left_x, left_y))
2580 MovDir[x][y] = left_dir;
2581 else if (!IN_LEV_FIELD(move_x, move_y) ||
2582 !IS_FREE(move_x, move_y))
2583 MovDir[x][y] = right_dir;
2585 if ((element == EL_SPACESHIP ||
2586 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2587 && MovDir[x][y] != old_move_dir)
2589 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
2592 else if (element == EL_YAMYAM)
2594 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2596 if (IN_LEV_FIELD(left_x, left_y) &&
2597 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2598 Feld[left_x][left_y] == EL_DIAMOND))
2599 can_turn_left = TRUE;
2600 if (IN_LEV_FIELD(right_x, right_y) &&
2601 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2602 Feld[right_x][right_y] == EL_DIAMOND))
2603 can_turn_right = TRUE;
2605 if (can_turn_left && can_turn_right)
2606 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2607 else if (can_turn_left)
2608 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2609 else if (can_turn_right)
2610 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2612 MovDir[x][y] = back_dir;
2614 MovDelay[x][y] = 16+16*RND(3);
2616 else if (element == EL_DARK_YAMYAM)
2618 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2620 if (IN_LEV_FIELD(left_x, left_y) &&
2621 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2622 IS_FOOD_DARK_YAMYAM(Feld[left_x][left_y])))
2623 can_turn_left = TRUE;
2624 if (IN_LEV_FIELD(right_x, right_y) &&
2625 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2626 IS_FOOD_DARK_YAMYAM(Feld[right_x][right_y])))
2627 can_turn_right = TRUE;
2629 if (can_turn_left && can_turn_right)
2630 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2631 else if (can_turn_left)
2632 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2633 else if (can_turn_right)
2634 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2636 MovDir[x][y] = back_dir;
2638 MovDelay[x][y] = 16+16*RND(3);
2640 else if (element == EL_PACMAN)
2642 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2644 if (IN_LEV_FIELD(left_x, left_y) &&
2645 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2646 IS_AMOEBOID(Feld[left_x][left_y])))
2647 can_turn_left = TRUE;
2648 if (IN_LEV_FIELD(right_x, right_y) &&
2649 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2650 IS_AMOEBOID(Feld[right_x][right_y])))
2651 can_turn_right = TRUE;
2653 if (can_turn_left && can_turn_right)
2654 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2655 else if (can_turn_left)
2656 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2657 else if (can_turn_right)
2658 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2660 MovDir[x][y] = back_dir;
2662 MovDelay[x][y] = 6+RND(40);
2664 else if (element == EL_PIG)
2666 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2667 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2668 boolean should_move_on = FALSE;
2670 int rnd = RND(rnd_value);
2672 if (IN_LEV_FIELD(left_x, left_y) &&
2673 (IS_FREE(left_x, left_y) || IS_FOOD_PIG(Feld[left_x][left_y])))
2674 can_turn_left = TRUE;
2675 if (IN_LEV_FIELD(right_x, right_y) &&
2676 (IS_FREE(right_x, right_y) || IS_FOOD_PIG(Feld[right_x][right_y])))
2677 can_turn_right = TRUE;
2678 if (IN_LEV_FIELD(move_x, move_y) &&
2679 (IS_FREE(move_x, move_y) || IS_FOOD_PIG(Feld[move_x][move_y])))
2682 if (can_turn_left &&
2684 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2685 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2686 should_turn_left = TRUE;
2687 if (can_turn_right &&
2689 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2690 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2691 should_turn_right = TRUE;
2693 (!can_turn_left || !can_turn_right ||
2694 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2695 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2696 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2697 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2698 should_move_on = TRUE;
2700 if (should_turn_left || should_turn_right || should_move_on)
2702 if (should_turn_left && should_turn_right && should_move_on)
2703 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2704 rnd < 2*rnd_value/3 ? right_dir :
2706 else if (should_turn_left && should_turn_right)
2707 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2708 else if (should_turn_left && should_move_on)
2709 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2710 else if (should_turn_right && should_move_on)
2711 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2712 else if (should_turn_left)
2713 MovDir[x][y] = left_dir;
2714 else if (should_turn_right)
2715 MovDir[x][y] = right_dir;
2716 else if (should_move_on)
2717 MovDir[x][y] = old_move_dir;
2719 else if (can_move_on && rnd > rnd_value/8)
2720 MovDir[x][y] = old_move_dir;
2721 else if (can_turn_left && can_turn_right)
2722 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2723 else if (can_turn_left && rnd > rnd_value/8)
2724 MovDir[x][y] = left_dir;
2725 else if (can_turn_right && rnd > rnd_value/8)
2726 MovDir[x][y] = right_dir;
2728 MovDir[x][y] = back_dir;
2730 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2731 !IS_FOOD_PIG(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2732 MovDir[x][y] = old_move_dir;
2736 else if (element == EL_DRAGON)
2738 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2740 int rnd = RND(rnd_value);
2742 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2743 can_turn_left = TRUE;
2744 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2745 can_turn_right = TRUE;
2746 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2749 if (can_move_on && rnd > rnd_value/8)
2750 MovDir[x][y] = old_move_dir;
2751 else if (can_turn_left && can_turn_right)
2752 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2753 else if (can_turn_left && rnd > rnd_value/8)
2754 MovDir[x][y] = left_dir;
2755 else if (can_turn_right && rnd > rnd_value/8)
2756 MovDir[x][y] = right_dir;
2758 MovDir[x][y] = back_dir;
2760 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2761 MovDir[x][y] = old_move_dir;
2765 else if (element == EL_MOLE)
2767 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2769 if (IN_LEV_FIELD(move_x, move_y) &&
2770 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2771 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING))
2776 if (IN_LEV_FIELD(left_x, left_y) &&
2777 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2778 can_turn_left = TRUE;
2779 if (IN_LEV_FIELD(right_x, right_y) &&
2780 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2781 can_turn_right = TRUE;
2783 if (can_turn_left && can_turn_right)
2784 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2785 else if (can_turn_left)
2786 MovDir[x][y] = left_dir;
2788 MovDir[x][y] = right_dir;
2791 if (MovDir[x][y] != old_move_dir)
2794 else if (element == EL_BALLOON)
2796 MovDir[x][y] = game.balloon_dir;
2799 else if (element == EL_SPRING)
2801 if ((MovDir[x][y] == MV_LEFT || MovDir[x][y] == MV_RIGHT) &&
2802 (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2803 (IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))
2804 MovDir[x][y] = MV_NO_MOVING;
2808 else if (element == EL_ROBOT ||
2809 element == EL_SATELLITE ||
2810 element == EL_PENGUIN)
2812 int attr_x = -1, attr_y = -1;
2823 for (i=0; i<MAX_PLAYERS; i++)
2825 struct PlayerInfo *player = &stored_player[i];
2826 int jx = player->jx, jy = player->jy;
2828 if (!player->active)
2831 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2839 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
2845 if (element == EL_PENGUIN)
2848 static int xy[4][2] =
2858 int ex = x + xy[i % 4][0];
2859 int ey = y + xy[i % 4][1];
2861 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
2870 MovDir[x][y] = MV_NO_MOVING;
2872 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2873 else if (attr_x > x)
2874 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2876 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2877 else if (attr_y > y)
2878 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2880 if (element == EL_ROBOT)
2884 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
2885 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
2886 Moving2Blocked(x, y, &newx, &newy);
2888 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2889 MovDelay[x][y] = 8+8*!RND(3);
2891 MovDelay[x][y] = 16;
2899 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
2901 boolean first_horiz = RND(2);
2902 int new_move_dir = MovDir[x][y];
2905 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
2906 Moving2Blocked(x, y, &newx, &newy);
2908 if (IN_LEV_FIELD(newx, newy) &&
2909 (IS_FREE(newx, newy) ||
2910 Feld[newx][newy] == EL_ACID ||
2911 (element == EL_PENGUIN &&
2912 (Feld[newx][newy] == EL_EXIT_OPEN ||
2913 IS_FOOD_PENGUIN(Feld[newx][newy])))))
2917 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
2918 Moving2Blocked(x, y, &newx, &newy);
2920 if (IN_LEV_FIELD(newx, newy) &&
2921 (IS_FREE(newx, newy) ||
2922 Feld[newx][newy] == EL_ACID ||
2923 (element == EL_PENGUIN &&
2924 (Feld[newx][newy] == EL_EXIT_OPEN ||
2925 IS_FOOD_PENGUIN(Feld[newx][newy])))))
2928 MovDir[x][y] = old_move_dir;
2933 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS)
2935 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2937 if (IN_LEV_FIELD(left_x, left_y) &&
2938 (IS_FREE(left_x, left_y) ||
2939 (DONT_COLLIDE_WITH(element) && IS_FREE_OR_PLAYER(left_x, left_y))))
2940 can_turn_left = TRUE;
2941 if (IN_LEV_FIELD(right_x, right_y) &&
2942 (IS_FREE(right_x, right_y) ||
2943 (DONT_COLLIDE_WITH(element) && IS_FREE_OR_PLAYER(right_x, right_y))))
2944 can_turn_right = TRUE;
2946 if (can_turn_left && can_turn_right)
2947 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2948 else if (can_turn_left)
2949 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2950 else if (can_turn_right)
2951 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2953 MovDir[x][y] = back_dir;
2955 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
2957 else if (element_info[element].move_pattern == MV_HORIZONTAL ||
2958 element_info[element].move_pattern == MV_VERTICAL)
2960 if (element_info[element].move_pattern & old_move_dir)
2961 MovDir[x][y] = back_dir;
2962 else if (element_info[element].move_pattern == MV_HORIZONTAL)
2963 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
2964 else if (element_info[element].move_pattern == MV_VERTICAL)
2965 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
2967 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
2969 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
2971 MovDir[x][y] = element_info[element].move_pattern;
2972 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
2974 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE)
2976 if (IN_LEV_FIELD(left_x, left_y) &&
2977 (IS_FREE(left_x, left_y) ||
2978 (DONT_COLLIDE_WITH(element) && IS_FREE_OR_PLAYER(left_x, left_y))))
2979 MovDir[x][y] = left_dir;
2980 else if (!IN_LEV_FIELD(move_x, move_y) ||
2981 (!IS_FREE(move_x, move_y) &&
2982 (!DONT_COLLIDE_WITH(element) || !IS_FREE_OR_PLAYER(move_x, move_y))))
2983 MovDir[x][y] = right_dir;
2985 if (MovDir[x][y] != old_move_dir)
2986 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
2988 else if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
2990 if (IN_LEV_FIELD(right_x, right_y) &&
2991 (IS_FREE(right_x, right_y) ||
2992 (DONT_COLLIDE_WITH(element) && IS_FREE_OR_PLAYER(right_x, right_y))))
2993 MovDir[x][y] = right_dir;
2994 else if (!IN_LEV_FIELD(move_x, move_y) ||
2995 (!IS_FREE(move_x, move_y) &&
2996 (!DONT_COLLIDE_WITH(element) || !IS_FREE_OR_PLAYER(move_x, move_y))))
2997 MovDir[x][y] = left_dir;
2999 if (MovDir[x][y] != old_move_dir)
3000 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3002 else if (element_info[element].move_pattern == MV_TOWARDS_PLAYER ||
3003 element_info[element].move_pattern == MV_AWAY_FROM_PLAYER)
3005 int attr_x = -1, attr_y = -1;
3008 (element_info[element].move_pattern == MV_AWAY_FROM_PLAYER);
3019 for (i=0; i<MAX_PLAYERS; i++)
3021 struct PlayerInfo *player = &stored_player[i];
3022 int jx = player->jx, jy = player->jy;
3024 if (!player->active)
3027 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
3035 MovDir[x][y] = MV_NO_MOVING;
3037 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
3038 else if (attr_x > x)
3039 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
3041 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
3042 else if (attr_y > y)
3043 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
3045 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3047 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3049 boolean first_horiz = RND(2);
3050 int new_move_dir = MovDir[x][y];
3053 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3054 Moving2Blocked(x, y, &newx, &newy);
3056 if (IN_LEV_FIELD(newx, newy) && (IS_FREE(newx, newy) ||
3057 (DONT_COLLIDE_WITH(element) &&
3058 IS_FREE_OR_PLAYER(newx, newy)) ||
3059 Feld[newx][newy] == EL_ACID))
3063 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3064 Moving2Blocked(x, y, &newx, &newy);
3066 if (IN_LEV_FIELD(newx, newy) && (IS_FREE(newx, newy) ||
3067 (DONT_COLLIDE_WITH(element) &&
3068 IS_FREE_OR_PLAYER(newx, newy)) ||
3069 Feld[newx][newy] == EL_ACID))
3072 MovDir[x][y] = old_move_dir;
3077 static boolean JustBeingPushed(int x, int y)
3081 for (i=0; i<MAX_PLAYERS; i++)
3083 struct PlayerInfo *player = &stored_player[i];
3085 if (player->active && player->Pushing && player->MovPos)
3087 int next_jx = player->jx + (player->jx - player->last_jx);
3088 int next_jy = player->jy + (player->jy - player->last_jy);
3090 if (x == next_jx && y == next_jy)
3098 void StartMoving(int x, int y)
3100 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
3101 boolean started_moving = FALSE; /* some elements can fall _and_ move */
3102 int element = Feld[x][y];
3107 GfxAction[x][y] = ACTION_DEFAULT;
3109 if (CAN_FALL(element) && y < lev_fieldy - 1)
3111 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
3112 if (JustBeingPushed(x, y))
3115 if (element == EL_QUICKSAND_FULL)
3117 if (IS_FREE(x, y+1))
3119 InitMovingField(x, y, MV_DOWN);
3120 started_moving = TRUE;
3122 Feld[x][y] = EL_QUICKSAND_EMPTYING;
3123 Store[x][y] = EL_ROCK;
3125 PlaySoundLevelAction(x, y, ACTION_EMPTYING);
3127 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
3130 else if (Feld[x][y+1] == EL_QUICKSAND_EMPTY)
3132 if (!MovDelay[x][y])
3133 MovDelay[x][y] = TILEY + 1;
3142 Feld[x][y] = EL_QUICKSAND_EMPTY;
3143 Feld[x][y+1] = EL_QUICKSAND_FULL;
3144 Store[x][y+1] = Store[x][y];
3147 PlaySoundLevelAction(x, y, ACTION_FILLING);
3149 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3153 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
3154 Feld[x][y+1] == EL_QUICKSAND_EMPTY)
3156 InitMovingField(x, y, MV_DOWN);
3157 started_moving = TRUE;
3159 Feld[x][y] = EL_QUICKSAND_FILLING;
3160 Store[x][y] = element;
3162 PlaySoundLevelAction(x, y, ACTION_FILLING);
3164 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3167 else if (element == EL_MAGIC_WALL_FULL)
3169 if (IS_FREE(x, y+1))
3171 InitMovingField(x, y, MV_DOWN);
3172 started_moving = TRUE;
3174 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
3175 Store[x][y] = EL_CHANGED(Store[x][y]);
3177 else if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
3179 if (!MovDelay[x][y])
3180 MovDelay[x][y] = TILEY/4 + 1;
3189 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
3190 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
3191 Store[x][y+1] = EL_CHANGED(Store[x][y]);
3195 else if (element == EL_BD_MAGIC_WALL_FULL)
3197 if (IS_FREE(x, y+1))
3199 InitMovingField(x, y, MV_DOWN);
3200 started_moving = TRUE;
3202 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
3203 Store[x][y] = EL_CHANGED2(Store[x][y]);
3205 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
3207 if (!MovDelay[x][y])
3208 MovDelay[x][y] = TILEY/4 + 1;
3217 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
3218 Feld[x][y+1] = EL_BD_MAGIC_WALL_FULL;
3219 Store[x][y+1] = EL_CHANGED2(Store[x][y]);
3223 else if (CAN_PASS_MAGIC_WALL(element) &&
3224 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
3225 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
3227 InitMovingField(x, y, MV_DOWN);
3228 started_moving = TRUE;
3231 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
3232 EL_BD_MAGIC_WALL_FILLING);
3233 Store[x][y] = element;
3236 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_ACID)
3238 else if (CAN_FALL(element) && Feld[x][y+1] == EL_ACID)
3243 InitMovingField(x, y, MV_DOWN);
3244 started_moving = TRUE;
3246 Store[x][y] = EL_ACID;
3248 /* !!! TEST !!! better use "_FALLING" etc. !!! */
3249 GfxAction[x][y+1] = ACTION_ACTIVE;
3252 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
3257 else if (IS_FREE(x, y+1) && element == EL_SPRING && use_spring_bug)
3259 if (MovDir[x][y] == MV_NO_MOVING)
3261 InitMovingField(x, y, MV_DOWN);
3262 started_moving = TRUE;
3265 else if (IS_FREE(x, y+1))
3267 if (JustStopped[x][y]) /* prevent animation from being restarted */
3268 MovDir[x][y] = MV_DOWN;
3270 InitMovingField(x, y, MV_DOWN);
3271 started_moving = TRUE;
3273 else if (element == EL_AMOEBA_DROP)
3275 Feld[x][y] = EL_AMOEBA_GROWING;
3276 Store[x][y] = EL_AMOEBA_WET;
3278 /* Store[x][y+1] must be zero, because:
3279 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y+1] == EL_QUICKSAND_EMPTY
3282 #if OLD_GAME_BEHAVIOUR
3283 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
3285 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
3286 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
3287 element != EL_DX_SUPABOMB)
3290 else if ((IS_SLIPPERY(Feld[x][y+1]) ||
3291 (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
3292 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
3293 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
3296 boolean left = (x>0 && IS_FREE(x-1, y) &&
3297 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_ACID));
3298 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
3299 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_ACID));
3303 if (left && right &&
3304 (game.emulation != EMU_BOULDERDASH &&
3305 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
3306 left = !(right = RND(2));
3308 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
3309 started_moving = TRUE;
3312 else if (IS_BELT_ACTIVE(Feld[x][y+1]))
3314 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
3315 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
3316 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y+1]);
3317 int belt_dir = game.belt_dir[belt_nr];
3319 if ((belt_dir == MV_LEFT && left_is_free) ||
3320 (belt_dir == MV_RIGHT && right_is_free))
3322 InitMovingField(x, y, belt_dir);
3323 started_moving = TRUE;
3325 GfxAction[x][y] = ACTION_DEFAULT;
3330 /* not "else if" because of EL_SPRING */
3331 if (CAN_MOVE(element) && !started_moving)
3335 if ((element == EL_SATELLITE ||
3336 element == EL_BALLOON ||
3337 element == EL_SPRING)
3338 && JustBeingPushed(x, y))
3343 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
3344 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
3346 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
3348 Moving2Blocked(x, y, &newx, &newy);
3349 if (Feld[newx][newy] == EL_BLOCKED)
3350 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
3355 if (!MovDelay[x][y]) /* start new movement phase */
3357 /* all objects that can change their move direction after each step
3358 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
3360 if (element != EL_YAMYAM &&
3361 element != EL_DARK_YAMYAM &&
3362 element != EL_PACMAN &&
3363 !(element_info[element].move_pattern & MV_ANY_DIRECTION))
3367 if (MovDelay[x][y] && (element == EL_BUG ||
3368 element == EL_SPACESHIP ||
3369 element == EL_SP_SNIKSNAK ||
3370 element == EL_SP_ELECTRON ||
3371 element == EL_MOLE))
3372 DrawLevelField(x, y);
3376 if (MovDelay[x][y]) /* wait some time before next movement */
3381 if (element == EL_YAMYAM)
3384 el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT));
3385 DrawLevelElementAnimation(x, y, element);
3389 if (MovDelay[x][y]) /* element still has to wait some time */
3392 /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
3393 ResetGfxAnimation(x, y);
3395 GfxAction[x][y] = ACTION_WAITING;
3398 if (element == EL_ROBOT ||
3400 element == EL_PACMAN ||
3402 element == EL_YAMYAM ||
3403 element == EL_DARK_YAMYAM)
3406 DrawLevelElementAnimation(x, y, element);
3408 DrawLevelElementAnimationIfNeeded(x, y, element);
3410 PlaySoundLevelAction(x, y, ACTION_WAITING);
3412 else if (element == EL_SP_ELECTRON)
3413 DrawLevelElementAnimationIfNeeded(x, y, element);
3414 else if (element == EL_DRAGON)
3417 int dir = MovDir[x][y];
3418 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
3419 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
3420 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
3421 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
3422 dir == MV_UP ? IMG_FLAMES_1_UP :
3423 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
3424 int frame = getGraphicAnimationFrame(graphic, -1);
3426 for (i=1; i<=3; i++)
3428 int xx = x + i*dx, yy = y + i*dy;
3429 int sx = SCREENX(xx), sy = SCREENY(yy);
3430 int flame_graphic = graphic + (i - 1);
3432 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
3437 int flamed = MovingOrBlocked2Element(xx, yy);
3439 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_FIRE(flamed))
3442 RemoveMovingField(xx, yy);
3444 Feld[xx][yy] = EL_FLAMES;
3445 if (IN_SCR_FIELD(sx, sy))
3446 DrawGraphic(sx, sy, flame_graphic, frame);
3450 if (Feld[xx][yy] == EL_FLAMES)
3451 Feld[xx][yy] = EL_EMPTY;
3452 DrawLevelField(xx, yy);
3457 if (MovDelay[x][y]) /* element still has to wait some time */
3459 PlaySoundLevelAction(x, y, ACTION_WAITING);
3464 GfxAction[x][y] = ACTION_MOVING;
3467 /* now make next step */
3469 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
3471 if (DONT_COLLIDE_WITH(element) && IS_PLAYER(newx, newy) &&
3472 !PLAYER_PROTECTED(newx, newy))
3475 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
3478 /* player killed by element which is deadly when colliding with */
3480 KillHero(PLAYERINFO(newx, newy));
3485 else if ((element == EL_PENGUIN ||
3486 element == EL_ROBOT ||
3487 element == EL_SATELLITE ||
3488 element == EL_BALLOON ||
3489 IS_CUSTOM_ELEMENT(element)) &&
3490 IN_LEV_FIELD(newx, newy) &&
3491 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
3494 Store[x][y] = EL_ACID;
3496 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
3498 if (Feld[newx][newy] == EL_EXIT_OPEN)
3500 Feld[x][y] = EL_EMPTY;
3501 DrawLevelField(x, y);
3503 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING);
3504 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
3505 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
3507 local_player->friends_still_needed--;
3508 if (!local_player->friends_still_needed &&
3509 !local_player->GameOver && AllPlayersGone)
3510 local_player->LevelSolved = local_player->GameOver = TRUE;
3514 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
3516 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
3517 DrawLevelField(newx, newy);
3519 MovDir[x][y] = MV_NO_MOVING;
3521 else if (!IS_FREE(newx, newy))
3523 GfxAction[x][y] = ACTION_WAITING;
3525 if (IS_PLAYER(x, y))
3526 DrawPlayerField(x, y);
3528 DrawLevelField(x, y);
3532 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
3534 if (IS_FOOD_PIG(Feld[newx][newy]))
3536 if (IS_MOVING(newx, newy))
3537 RemoveMovingField(newx, newy);
3540 Feld[newx][newy] = EL_EMPTY;
3541 DrawLevelField(newx, newy);
3544 PlaySoundLevel(x, y, SND_PIG_DIGGING);
3546 else if (!IS_FREE(newx, newy))
3548 if (IS_PLAYER(x, y))
3549 DrawPlayerField(x, y);
3551 DrawLevelField(x, y);
3555 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
3557 if (!IS_FREE(newx, newy))
3559 if (IS_PLAYER(x, y))
3560 DrawPlayerField(x, y);
3562 DrawLevelField(x, y);
3567 boolean wanna_flame = !RND(10);
3568 int dx = newx - x, dy = newy - y;
3569 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3570 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3571 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3572 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
3573 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3574 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
3577 IS_CLASSIC_ENEMY(element1) ||
3578 IS_CLASSIC_ENEMY(element2)) &&
3579 element1 != EL_DRAGON && element2 != EL_DRAGON &&
3580 element1 != EL_FLAMES && element2 != EL_FLAMES)
3582 if (IS_PLAYER(x, y))
3583 DrawPlayerField(x, y);
3585 DrawLevelField(x, y);
3587 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3589 MovDelay[x][y] = 50;
3590 Feld[newx][newy] = EL_FLAMES;
3591 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
3592 Feld[newx1][newy1] = EL_FLAMES;
3593 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
3594 Feld[newx2][newy2] = EL_FLAMES;
3599 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3600 Feld[newx][newy] == EL_DIAMOND)
3602 if (IS_MOVING(newx, newy))
3603 RemoveMovingField(newx, newy);
3606 Feld[newx][newy] = EL_EMPTY;
3607 DrawLevelField(newx, newy);
3610 PlaySoundLevel(x, y, SND_YAMYAM_DIGGING);
3612 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3613 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
3615 if (AmoebaNr[newx][newy])
3617 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3618 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3619 Feld[newx][newy] == EL_BD_AMOEBA)
3620 AmoebaCnt[AmoebaNr[newx][newy]]--;
3623 if (IS_MOVING(newx, newy))
3624 RemoveMovingField(newx, newy);
3627 Feld[newx][newy] = EL_EMPTY;
3628 DrawLevelField(newx, newy);
3631 PlaySoundLevel(x, y, SND_DARK_YAMYAM_DIGGING);
3633 else if ((element == EL_PACMAN || element == EL_MOLE)
3634 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3636 if (AmoebaNr[newx][newy])
3638 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3639 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3640 Feld[newx][newy] == EL_BD_AMOEBA)
3641 AmoebaCnt[AmoebaNr[newx][newy]]--;
3644 if (element == EL_MOLE)
3646 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
3647 PlaySoundLevel(x, y, SND_MOLE_DIGGING);
3648 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
3649 return; /* wait for shrinking amoeba */
3651 else /* element == EL_PACMAN */
3653 Feld[newx][newy] = EL_EMPTY;
3654 DrawLevelField(newx, newy);
3655 PlaySoundLevel(x, y, SND_PACMAN_DIGGING);
3658 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
3659 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
3660 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
3662 /* wait for shrinking amoeba to completely disappear */
3665 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3667 /* object was running against a wall */
3672 DrawLevelElementAnimation(x, y, element);
3674 if (element == EL_BUG ||
3675 element == EL_SPACESHIP ||
3676 element == EL_SP_SNIKSNAK)
3677 DrawLevelField(x, y);
3678 else if (element == EL_MOLE)
3679 DrawLevelField(x, y);
3680 else if (element == EL_BD_BUTTERFLY ||
3681 element == EL_BD_FIREFLY)
3682 DrawLevelElementAnimationIfNeeded(x, y, element);
3683 else if (element == EL_SATELLITE)
3684 DrawLevelElementAnimationIfNeeded(x, y, element);
3685 else if (element == EL_SP_ELECTRON)
3686 DrawLevelElementAnimationIfNeeded(x, y, element);
3689 if (DONT_TOUCH(element))
3690 TestIfBadThingTouchesHero(x, y);
3693 PlaySoundLevelAction(x, y, ACTION_WAITING);
3699 InitMovingField(x, y, MovDir[x][y]);
3701 PlaySoundLevelAction(x, y, ACTION_MOVING);
3705 ContinueMoving(x, y);
3708 void ContinueMoving(int x, int y)
3710 int element = Feld[x][y];
3711 int direction = MovDir[x][y];
3712 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3713 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3714 int horiz_move = (dx != 0);
3715 int newx = x + dx, newy = y + dy;
3716 int step = (horiz_move ? dx : dy) * TILEX / MOVE_DELAY_NORMAL_SPEED;
3718 if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DROPPING)
3720 else if (element == EL_QUICKSAND_FILLING ||
3721 element == EL_QUICKSAND_EMPTYING)
3723 else if (element == EL_MAGIC_WALL_FILLING ||
3724 element == EL_BD_MAGIC_WALL_FILLING ||
3725 element == EL_MAGIC_WALL_EMPTYING ||
3726 element == EL_BD_MAGIC_WALL_EMPTYING)
3728 else if (CAN_FALL(element) && horiz_move &&
3729 y < lev_fieldy-1 && IS_BELT_ACTIVE(Feld[x][y+1]))
3731 else if (element == EL_SPRING && horiz_move)
3733 else if (IS_CUSTOM_ELEMENT(element))
3734 step = SIGN(step) * element_info[element].move_stepsize;
3736 #if OLD_GAME_BEHAVIOUR
3737 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3741 MovPos[x][y] += step;
3743 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
3745 Feld[x][y] = EL_EMPTY;
3746 Feld[newx][newy] = element;
3748 if (element == EL_MOLE)
3751 static int xy[4][2] =
3759 Feld[x][y] = EL_SAND;
3760 DrawLevelField(x, y);
3769 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND)
3770 DrawLevelField(xx, yy); /* for "crumbled sand" */
3774 if (element == EL_QUICKSAND_FILLING)
3776 element = Feld[newx][newy] = get_next_element(element);
3777 Store[newx][newy] = Store[x][y];
3779 else if (element == EL_QUICKSAND_EMPTYING)
3781 Feld[x][y] = get_next_element(element);
3782 element = Feld[newx][newy] = Store[x][y];
3784 else if (element == EL_MAGIC_WALL_FILLING)
3786 element = Feld[newx][newy] = get_next_element(element);
3787 if (!game.magic_wall_active)
3788 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3789 Store[newx][newy] = Store[x][y];
3791 else if (element == EL_MAGIC_WALL_EMPTYING)
3793 Feld[x][y] = get_next_element(element);
3794 if (!game.magic_wall_active)
3795 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3796 element = Feld[newx][newy] = Store[x][y];
3798 else if (element == EL_BD_MAGIC_WALL_FILLING)
3800 element = Feld[newx][newy] = get_next_element(element);
3801 if (!game.magic_wall_active)
3802 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
3803 Store[newx][newy] = Store[x][y];
3805 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
3807 Feld[x][y] = get_next_element(element);
3808 if (!game.magic_wall_active)
3809 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
3810 element = Feld[newx][newy] = Store[x][y];
3812 else if (element == EL_AMOEBA_DROPPING)
3814 Feld[x][y] = get_next_element(element);
3815 element = Feld[newx][newy] = Store[x][y];
3817 else if (Store[x][y] == EL_ACID)
3819 element = Feld[newx][newy] = EL_ACID;
3823 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3824 MovDelay[newx][newy] = 0;
3826 /* copy animation control values to new field */
3827 GfxFrame[newx][newy] = GfxFrame[x][y];
3828 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
3829 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
3831 ResetGfxAnimation(x, y); /* reset animation values for old field */
3835 if (!CAN_MOVE(element))
3836 MovDir[newx][newy] = 0;
3839 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
3840 MovDir[newx][newy] = 0;
3843 if (!CAN_MOVE(element) ||
3844 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
3845 MovDir[newx][newy] = 0;
3849 DrawLevelField(x, y);
3850 DrawLevelField(newx, newy);
3852 Stop[newx][newy] = TRUE;
3853 JustStopped[newx][newy] = 3;
3855 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3857 TestIfBadThingTouchesHero(newx, newy);
3858 TestIfBadThingTouchesFriend(newx, newy);
3859 TestIfBadThingTouchesOtherBadThing(newx, newy);
3861 else if (element == EL_PENGUIN)
3862 TestIfFriendTouchesBadThing(newx, newy);
3864 if (CAN_SMASH(element) && direction == MV_DOWN &&
3865 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
3868 else /* still moving on */
3870 DrawLevelField(x, y);
3874 int AmoebeNachbarNr(int ax, int ay)
3877 int element = Feld[ax][ay];
3879 static int xy[4][2] =
3889 int x = ax + xy[i][0];
3890 int y = ay + xy[i][1];
3892 if (!IN_LEV_FIELD(x, y))
3895 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3896 group_nr = AmoebaNr[x][y];
3902 void AmoebenVereinigen(int ax, int ay)
3904 int i, x, y, xx, yy;
3905 int new_group_nr = AmoebaNr[ax][ay];
3906 static int xy[4][2] =
3914 if (new_group_nr == 0)
3922 if (!IN_LEV_FIELD(x, y))
3925 if ((Feld[x][y] == EL_AMOEBA_FULL ||
3926 Feld[x][y] == EL_BD_AMOEBA ||
3927 Feld[x][y] == EL_AMOEBA_DEAD) &&
3928 AmoebaNr[x][y] != new_group_nr)
3930 int old_group_nr = AmoebaNr[x][y];
3932 if (old_group_nr == 0)
3935 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3936 AmoebaCnt[old_group_nr] = 0;
3937 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3938 AmoebaCnt2[old_group_nr] = 0;
3940 for (yy=0; yy<lev_fieldy; yy++)
3942 for (xx=0; xx<lev_fieldx; xx++)
3944 if (AmoebaNr[xx][yy] == old_group_nr)
3945 AmoebaNr[xx][yy] = new_group_nr;
3952 void AmoebeUmwandeln(int ax, int ay)
3956 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
3958 int group_nr = AmoebaNr[ax][ay];
3963 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3964 printf("AmoebeUmwandeln(): This should never happen!\n");
3969 for (y=0; y<lev_fieldy; y++)
3971 for (x=0; x<lev_fieldx; x++)
3973 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
3976 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
3980 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
3981 SND_AMOEBA_TURNING_TO_GEM :
3982 SND_AMOEBA_TURNING_TO_ROCK));
3987 static int xy[4][2] =
4000 if (!IN_LEV_FIELD(x, y))
4003 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
4005 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
4006 SND_AMOEBA_TURNING_TO_GEM :
4007 SND_AMOEBA_TURNING_TO_ROCK));
4014 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
4017 int group_nr = AmoebaNr[ax][ay];
4018 boolean done = FALSE;
4023 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
4024 printf("AmoebeUmwandelnBD(): This should never happen!\n");
4029 for (y=0; y<lev_fieldy; y++)
4031 for (x=0; x<lev_fieldx; x++)
4033 if (AmoebaNr[x][y] == group_nr &&
4034 (Feld[x][y] == EL_AMOEBA_DEAD ||
4035 Feld[x][y] == EL_BD_AMOEBA ||
4036 Feld[x][y] == EL_AMOEBA_GROWING))
4039 Feld[x][y] = new_element;
4040 InitField(x, y, FALSE);
4041 DrawLevelField(x, y);
4048 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
4049 SND_BD_AMOEBA_TURNING_TO_ROCK :
4050 SND_BD_AMOEBA_TURNING_TO_GEM));
4053 void AmoebeWaechst(int x, int y)
4055 static unsigned long sound_delay = 0;
4056 static unsigned long sound_delay_value = 0;
4058 if (!MovDelay[x][y]) /* start new growing cycle */
4062 if (DelayReached(&sound_delay, sound_delay_value))
4065 PlaySoundLevelElementAction(x, y, Store[x][y], ACTION_GROWING);
4067 if (Store[x][y] == EL_BD_AMOEBA)
4068 PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
4070 PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
4072 sound_delay_value = 30;
4076 if (MovDelay[x][y]) /* wait some time before growing bigger */
4079 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4081 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
4082 6 - MovDelay[x][y]);
4084 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
4087 if (!MovDelay[x][y])
4089 Feld[x][y] = Store[x][y];
4091 DrawLevelField(x, y);
4096 void AmoebaDisappearing(int x, int y)
4098 static unsigned long sound_delay = 0;
4099 static unsigned long sound_delay_value = 0;
4101 if (!MovDelay[x][y]) /* start new shrinking cycle */
4105 if (DelayReached(&sound_delay, sound_delay_value))
4106 sound_delay_value = 30;
4109 if (MovDelay[x][y]) /* wait some time before shrinking */
4112 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4114 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
4115 6 - MovDelay[x][y]);
4117 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
4120 if (!MovDelay[x][y])
4122 Feld[x][y] = EL_EMPTY;
4123 DrawLevelField(x, y);
4125 /* don't let mole enter this field in this cycle;
4126 (give priority to objects falling to this field from above) */
4132 void AmoebeAbleger(int ax, int ay)
4135 int element = Feld[ax][ay];
4136 int graphic = el2img(element);
4137 int newax = ax, neway = ay;
4138 static int xy[4][2] =
4146 if (!level.amoeba_speed)
4148 Feld[ax][ay] = EL_AMOEBA_DEAD;
4149 DrawLevelField(ax, ay);
4153 if (IS_ANIMATED(graphic))
4154 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4156 if (!MovDelay[ax][ay]) /* start making new amoeba field */
4157 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
4159 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
4162 if (MovDelay[ax][ay])
4166 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
4169 int x = ax + xy[start][0];
4170 int y = ay + xy[start][1];
4172 if (!IN_LEV_FIELD(x, y))
4175 if (IS_FREE(x, y) ||
4176 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4182 if (newax == ax && neway == ay)
4185 else /* normal or "filled" (BD style) amoeba */
4188 boolean waiting_for_player = FALSE;
4192 int j = (start + i) % 4;
4193 int x = ax + xy[j][0];
4194 int y = ay + xy[j][1];
4196 if (!IN_LEV_FIELD(x, y))
4199 if (IS_FREE(x, y) ||
4200 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4206 else if (IS_PLAYER(x, y))
4207 waiting_for_player = TRUE;
4210 if (newax == ax && neway == ay) /* amoeba cannot grow */
4212 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
4214 Feld[ax][ay] = EL_AMOEBA_DEAD;
4215 DrawLevelField(ax, ay);
4216 AmoebaCnt[AmoebaNr[ax][ay]]--;
4218 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
4220 if (element == EL_AMOEBA_FULL)
4221 AmoebeUmwandeln(ax, ay);
4222 else if (element == EL_BD_AMOEBA)
4223 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
4228 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
4230 /* amoeba gets larger by growing in some direction */
4232 int new_group_nr = AmoebaNr[ax][ay];
4235 if (new_group_nr == 0)
4237 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
4238 printf("AmoebeAbleger(): This should never happen!\n");
4243 AmoebaNr[newax][neway] = new_group_nr;
4244 AmoebaCnt[new_group_nr]++;
4245 AmoebaCnt2[new_group_nr]++;
4247 /* if amoeba touches other amoeba(s) after growing, unify them */
4248 AmoebenVereinigen(newax, neway);
4250 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
4252 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
4258 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
4259 (neway == lev_fieldy - 1 && newax != ax))
4261 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
4262 Store[newax][neway] = element;
4264 else if (neway == ay)
4266 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
4268 PlaySoundLevelAction(newax, neway, ACTION_GROWING);
4270 PlaySoundLevel(newax, neway, SND_AMOEBA_GROWING);
4275 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
4276 Feld[ax][ay] = EL_AMOEBA_DROPPING;
4277 Store[ax][ay] = EL_AMOEBA_DROP;
4278 ContinueMoving(ax, ay);
4282 DrawLevelField(newax, neway);
4285 void Life(int ax, int ay)
4288 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
4290 int element = Feld[ax][ay];
4291 int graphic = el2img(element);
4292 boolean changed = FALSE;
4294 if (IS_ANIMATED(graphic))
4295 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4300 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
4301 MovDelay[ax][ay] = life_time;
4303 if (MovDelay[ax][ay]) /* wait some time before next cycle */
4306 if (MovDelay[ax][ay])
4310 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
4312 int xx = ax+x1, yy = ay+y1;
4315 if (!IN_LEV_FIELD(xx, yy))
4318 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
4320 int x = xx+x2, y = yy+y2;
4322 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
4325 if (((Feld[x][y] == element ||
4326 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
4328 (IS_FREE(x, y) && Stop[x][y]))
4332 if (xx == ax && yy == ay) /* field in the middle */
4334 if (nachbarn < life[0] || nachbarn > life[1])
4336 Feld[xx][yy] = EL_EMPTY;
4338 DrawLevelField(xx, yy);
4339 Stop[xx][yy] = TRUE;
4343 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
4344 { /* free border field */
4345 if (nachbarn >= life[2] && nachbarn <= life[3])
4347 Feld[xx][yy] = element;
4348 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
4350 DrawLevelField(xx, yy);
4351 Stop[xx][yy] = TRUE;
4358 PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
4359 SND_GAME_OF_LIFE_GROWING);
4362 static void InitRobotWheel(int x, int y)
4364 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4367 static void RunRobotWheel(int x, int y)
4369 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
4372 static void StopRobotWheel(int x, int y)
4374 if (ZX == x && ZY == y)
4378 static void InitTimegateWheel(int x, int y)
4380 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4383 static void RunTimegateWheel(int x, int y)
4385 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
4388 void CheckExit(int x, int y)
4390 if (local_player->gems_still_needed > 0 ||
4391 local_player->sokobanfields_still_needed > 0 ||
4392 local_player->lights_still_needed > 0)
4394 int element = Feld[x][y];
4395 int graphic = el2img(element);
4397 if (IS_ANIMATED(graphic))
4398 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4403 Feld[x][y] = EL_EXIT_OPENING;
4405 PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING);
4408 void CheckExitSP(int x, int y)
4410 if (local_player->gems_still_needed > 0)
4412 int element = Feld[x][y];
4413 int graphic = el2img(element);
4415 if (IS_ANIMATED(graphic))
4416 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4421 Feld[x][y] = EL_SP_EXIT_OPEN;
4423 PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
4426 static void CloseAllOpenTimegates()
4430 for (y=0; y<lev_fieldy; y++)
4432 for (x=0; x<lev_fieldx; x++)
4434 int element = Feld[x][y];
4436 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4438 Feld[x][y] = EL_TIMEGATE_CLOSING;
4440 PlaySoundLevelAction(x, y, ACTION_CLOSING);
4442 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4449 void EdelsteinFunkeln(int x, int y)
4451 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4454 if (Feld[x][y] == EL_BD_DIAMOND)
4457 if (MovDelay[x][y] == 0) /* next animation frame */
4458 MovDelay[x][y] = 11 * !SimpleRND(500);
4460 if (MovDelay[x][y] != 0) /* wait some time before next frame */
4464 if (setup.direct_draw && MovDelay[x][y])
4465 SetDrawtoField(DRAW_BUFFERED);
4467 DrawLevelElementAnimation(x, y, Feld[x][y]);
4469 if (MovDelay[x][y] != 0)
4471 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
4472 10 - MovDelay[x][y]);
4474 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
4476 if (setup.direct_draw)
4480 dest_x = FX + SCREENX(x) * TILEX;
4481 dest_y = FY + SCREENY(y) * TILEY;
4483 BlitBitmap(drawto_field, window,
4484 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4485 SetDrawtoField(DRAW_DIRECT);
4491 void MauerWaechst(int x, int y)
4495 if (!MovDelay[x][y]) /* next animation frame */
4496 MovDelay[x][y] = 3 * delay;
4498 if (MovDelay[x][y]) /* wait some time before next frame */
4502 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4504 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
4505 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
4507 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4510 if (!MovDelay[x][y])
4512 if (MovDir[x][y] == MV_LEFT)
4514 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
4515 DrawLevelField(x - 1, y);
4517 else if (MovDir[x][y] == MV_RIGHT)
4519 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
4520 DrawLevelField(x + 1, y);
4522 else if (MovDir[x][y] == MV_UP)
4524 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
4525 DrawLevelField(x, y - 1);
4529 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
4530 DrawLevelField(x, y + 1);
4533 Feld[x][y] = Store[x][y];
4535 MovDir[x][y] = MV_NO_MOVING;
4536 DrawLevelField(x, y);
4541 void MauerAbleger(int ax, int ay)
4543 int element = Feld[ax][ay];
4544 int graphic = el2img(element);
4545 boolean oben_frei = FALSE, unten_frei = FALSE;
4546 boolean links_frei = FALSE, rechts_frei = FALSE;
4547 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4548 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4549 boolean new_wall = FALSE;
4551 if (IS_ANIMATED(graphic))
4552 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4554 if (!MovDelay[ax][ay]) /* start building new wall */
4555 MovDelay[ax][ay] = 6;
4557 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4560 if (MovDelay[ax][ay])
4564 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4566 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4568 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4570 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4573 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
4574 element == EL_EXPANDABLE_WALL_ANY)
4578 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
4579 Store[ax][ay-1] = element;
4580 MovDir[ax][ay-1] = MV_UP;
4581 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4582 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
4583 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
4588 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
4589 Store[ax][ay+1] = element;
4590 MovDir[ax][ay+1] = MV_DOWN;
4591 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4592 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
4593 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
4598 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4599 element == EL_EXPANDABLE_WALL_ANY ||
4600 element == EL_EXPANDABLE_WALL)
4604 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
4605 Store[ax-1][ay] = element;
4606 MovDir[ax-1][ay] = MV_LEFT;
4607 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4608 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
4609 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
4615 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
4616 Store[ax+1][ay] = element;
4617 MovDir[ax+1][ay] = MV_RIGHT;
4618 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4619 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
4620 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
4625 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
4626 DrawLevelField(ax, ay);
4628 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
4630 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
4631 unten_massiv = TRUE;
4632 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
4633 links_massiv = TRUE;
4634 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
4635 rechts_massiv = TRUE;
4637 if (((oben_massiv && unten_massiv) ||
4638 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4639 element == EL_EXPANDABLE_WALL) &&
4640 ((links_massiv && rechts_massiv) ||
4641 element == EL_EXPANDABLE_WALL_VERTICAL))
4642 Feld[ax][ay] = EL_WALL;
4646 PlaySoundLevelAction(ax, ay, ACTION_GROWING);
4648 PlaySoundLevel(ax, ay, SND_EXPANDABLE_WALL_GROWING);
4652 void CheckForDragon(int x, int y)
4655 boolean dragon_found = FALSE;
4656 static int xy[4][2] =
4668 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4670 if (IN_LEV_FIELD(xx, yy) &&
4671 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
4673 if (Feld[xx][yy] == EL_DRAGON)
4674 dragon_found = TRUE;
4687 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4689 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
4691 Feld[xx][yy] = EL_EMPTY;
4692 DrawLevelField(xx, yy);
4701 static void InitBuggyBase(int x, int y)
4703 int element = Feld[x][y];
4704 int activating_delay = FRAMES_PER_SECOND / 4;
4707 (element == EL_SP_BUGGY_BASE ?
4708 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
4709 element == EL_SP_BUGGY_BASE_ACTIVATING ?
4711 element == EL_SP_BUGGY_BASE_ACTIVE ?
4712 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
4715 static void WarnBuggyBase(int x, int y)
4718 static int xy[4][2] =
4728 int xx = x + xy[i][0], yy = y + xy[i][1];
4730 if (IS_PLAYER(xx, yy))
4732 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
4739 static void InitTrap(int x, int y)
4741 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4744 static void ActivateTrap(int x, int y)
4746 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
4749 static void ChangeActiveTrap(int x, int y)
4751 int graphic = IMG_TRAP_ACTIVE;
4753 /* if new animation frame was drawn, correct crumbled sand border */
4754 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
4755 DrawLevelFieldCrumbledSand(x, y);
4758 static void ChangeElement(int x, int y)
4760 int element = Feld[x][y];
4762 if (IS_MOVING(x, y)) /* never change a running system :-) */
4765 if (MovDelay[x][y] == 0) /* initialize element change */
4767 MovDelay[x][y] = changing_element[element].change_delay + 1;
4769 if (IS_CUSTOM_ELEMENT(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
4771 int max_random_delay = element_info[element].change.delay_random;
4772 int delay_frames = element_info[element].change.delay_frames;
4774 MovDelay[x][y] += RND(max_random_delay * delay_frames);
4777 ResetGfxAnimation(x, y);
4778 ResetRandomAnimationValue(x, y);
4780 if (changing_element[element].pre_change_function)
4781 changing_element[element].pre_change_function(x, y);
4786 if (MovDelay[x][y] != 0) /* continue element change */
4788 if (IS_ANIMATED(el2img(element)))
4789 DrawLevelElementAnimationIfNeeded(x, y, element);
4791 if (changing_element[element].change_function)
4792 changing_element[element].change_function(x, y);
4794 else /* finish element change */
4796 Feld[x][y] = changing_element[element].next_element;
4798 ResetGfxAnimation(x, y);
4799 ResetRandomAnimationValue(x, y);
4802 InitField(x, y, FALSE);
4803 if (CAN_MOVE(element))
4806 DrawLevelField(x, y);
4808 if (changing_element[element].post_change_function)
4809 changing_element[element].post_change_function(x, y);
4813 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4815 static byte stored_player_action[MAX_PLAYERS];
4816 static int num_stored_actions = 0;
4817 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4818 int left = player_action & JOY_LEFT;
4819 int right = player_action & JOY_RIGHT;
4820 int up = player_action & JOY_UP;
4821 int down = player_action & JOY_DOWN;
4822 int button1 = player_action & JOY_BUTTON_1;
4823 int button2 = player_action & JOY_BUTTON_2;
4824 int dx = (left ? -1 : right ? 1 : 0);
4825 int dy = (up ? -1 : down ? 1 : 0);
4827 stored_player_action[player->index_nr] = 0;
4828 num_stored_actions++;
4830 if (!player->active || tape.pausing)
4836 snapped = SnapField(player, dx, dy);
4840 bombed = PlaceBomb(player);
4841 moved = MoveFigure(player, dx, dy);
4844 if (tape.single_step && tape.recording && !tape.pausing)
4846 if (button1 || (bombed && !moved))
4848 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
4849 SnapField(player, 0, 0); /* stop snapping */
4853 stored_player_action[player->index_nr] = player_action;
4857 /* no actions for this player (no input at player's configured device) */
4859 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4860 SnapField(player, 0, 0);
4861 CheckGravityMovement(player);
4863 if (player->MovPos == 0)
4866 printf("Trying... Player frame reset\n");
4869 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
4872 if (player->MovPos == 0) /* needed for tape.playing */
4873 player->is_moving = FALSE;
4876 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
4878 TapeRecordAction(stored_player_action);
4879 num_stored_actions = 0;
4885 static unsigned long action_delay = 0;
4886 unsigned long action_delay_value;
4887 int magic_wall_x = 0, magic_wall_y = 0;
4888 int i, x, y, element, graphic;
4889 byte *recorded_player_action;
4890 byte summarized_player_action = 0;
4892 if (game_status != GAME_MODE_PLAYING)
4895 action_delay_value =
4896 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4898 if (tape.playing && tape.index_search && !tape.pausing)
4899 action_delay_value = 0;
4901 /* ---------- main game synchronization point ---------- */
4903 WaitUntilDelayReached(&action_delay, action_delay_value);
4905 if (network_playing && !network_player_action_received)
4909 printf("DEBUG: try to get network player actions in time\n");
4913 #if defined(PLATFORM_UNIX)
4914 /* last chance to get network player actions without main loop delay */
4918 if (game_status != GAME_MODE_PLAYING)
4921 if (!network_player_action_received)
4925 printf("DEBUG: failed to get network player actions in time\n");
4935 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4937 for (i=0; i<MAX_PLAYERS; i++)
4939 summarized_player_action |= stored_player[i].action;
4941 if (!network_playing)
4942 stored_player[i].effective_action = stored_player[i].action;
4945 #if defined(PLATFORM_UNIX)
4946 if (network_playing)
4947 SendToServer_MovePlayer(summarized_player_action);
4950 if (!options.network && !setup.team_mode)
4951 local_player->effective_action = summarized_player_action;
4953 for (i=0; i<MAX_PLAYERS; i++)
4955 int actual_player_action = stored_player[i].effective_action;
4957 if (stored_player[i].programmed_action)
4958 actual_player_action = stored_player[i].programmed_action;
4960 if (recorded_player_action)
4961 actual_player_action = recorded_player_action[i];
4963 PlayerActions(&stored_player[i], actual_player_action);
4964 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4967 network_player_action_received = FALSE;
4969 ScrollScreen(NULL, SCROLL_GO_ON);
4975 for (i=0; i<MAX_PLAYERS; i++)
4976 stored_player[i].Frame++;
4979 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4982 if (JustStopped[x][y] > 0)
4983 JustStopped[x][y]--;
4988 if (IS_BLOCKED(x, y))
4992 Blocked2Moving(x, y, &oldx, &oldy);
4993 if (!IS_MOVING(oldx, oldy))
4995 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4996 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4997 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4998 printf("GameActions(): This should never happen!\n");
5004 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5006 element = Feld[x][y];
5008 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5010 graphic = el2img(element);
5016 printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
5018 element = graphic = 0;
5022 if (graphic_info[graphic].anim_global_sync)
5023 GfxFrame[x][y] = FrameCounter;
5025 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
5026 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
5027 ResetRandomAnimationValue(x, y);
5029 SetRandomAnimationValue(x, y);
5032 PlaySoundLevelActionIfLoop(x, y, GfxAction[x][y]);
5035 if (IS_INACTIVE(element))
5037 if (IS_ANIMATED(graphic))
5038 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5043 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
5048 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5050 if (element == EL_PACMAN)
5051 printf("::: %d, %d, %d\n",
5052 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
5055 if (element == EL_YAMYAM)
5056 printf("::: %d, %d, %d\n",
5057 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
5061 if (IS_ANIMATED(graphic) &&
5065 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5068 if (element == EL_YAMYAM)
5069 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
5073 if (IS_GEM(element) || element == EL_SP_INFOTRON)
5074 EdelsteinFunkeln(x, y);
5076 else if ((element == EL_ACID ||
5077 element == EL_EXIT_OPEN ||
5078 element == EL_SP_EXIT_OPEN ||
5079 element == EL_SP_TERMINAL ||
5080 element == EL_SP_TERMINAL_ACTIVE ||
5081 element == EL_EXTRA_TIME ||
5082 element == EL_SHIELD_NORMAL ||
5083 element == EL_SHIELD_DEADLY) &&
5084 IS_ANIMATED(graphic))
5085 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5086 else if (IS_MOVING(x, y))
5087 ContinueMoving(x, y);
5088 else if (IS_ACTIVE_BOMB(element))
5089 CheckDynamite(x, y);
5091 else if (element == EL_EXPLOSION && !game.explosions_delayed)
5092 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
5094 else if (element == EL_AMOEBA_GROWING)
5095 AmoebeWaechst(x, y);
5096 else if (element == EL_AMOEBA_SHRINKING)
5097 AmoebaDisappearing(x, y);
5099 #if !USE_NEW_AMOEBA_CODE
5100 else if (IS_AMOEBALIVE(element))
5101 AmoebeAbleger(x, y);
5104 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
5106 else if (element == EL_EXIT_CLOSED)
5108 else if (element == EL_SP_EXIT_CLOSED)
5110 else if (element == EL_EXPANDABLE_WALL_GROWING)
5112 else if (element == EL_EXPANDABLE_WALL ||
5113 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5114 element == EL_EXPANDABLE_WALL_VERTICAL ||
5115 element == EL_EXPANDABLE_WALL_ANY)
5117 else if (element == EL_FLAMES)
5118 CheckForDragon(x, y);
5120 else if (IS_AUTO_CHANGING(element))
5121 ChangeElement(x, y);
5123 else if (element == EL_EXPLOSION)
5124 ; /* drawing of correct explosion animation is handled separately */
5125 else if (IS_ANIMATED(graphic) && !IS_AUTO_CHANGING(element))
5126 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5129 /* this may take place after moving, therefore element may have changed */
5130 if (IS_AUTO_CHANGING(Feld[x][y]))
5131 ChangeElement(x, y);
5134 if (IS_BELT_ACTIVE(element))
5135 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
5137 if (game.magic_wall_active)
5139 int jx = local_player->jx, jy = local_player->jy;
5141 /* play the element sound at the position nearest to the player */
5142 if ((element == EL_MAGIC_WALL_FULL ||
5143 element == EL_MAGIC_WALL_ACTIVE ||
5144 element == EL_MAGIC_WALL_EMPTYING ||
5145 element == EL_BD_MAGIC_WALL_FULL ||
5146 element == EL_BD_MAGIC_WALL_ACTIVE ||
5147 element == EL_BD_MAGIC_WALL_EMPTYING) &&
5148 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
5156 #if USE_NEW_AMOEBA_CODE
5157 /* new experimental amoeba growth stuff */
5159 if (!(FrameCounter % 8))
5162 static unsigned long random = 1684108901;
5164 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
5167 x = (random >> 10) % lev_fieldx;
5168 y = (random >> 20) % lev_fieldy;
5170 x = RND(lev_fieldx);
5171 y = RND(lev_fieldy);
5173 element = Feld[x][y];
5175 if (!IS_PLAYER(x,y) &&
5176 (element == EL_EMPTY ||
5177 element == EL_SAND ||
5178 element == EL_QUICKSAND_EMPTY ||
5179 element == EL_ACID_SPLASH_LEFT ||
5180 element == EL_ACID_SPLASH_RIGHT))
5182 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
5183 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
5184 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
5185 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
5186 Feld[x][y] = EL_AMOEBA_DROP;
5189 random = random * 129 + 1;
5195 if (game.explosions_delayed)
5198 game.explosions_delayed = FALSE;
5200 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5202 element = Feld[x][y];
5204 if (ExplodeField[x][y])
5205 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
5206 else if (element == EL_EXPLOSION)
5207 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
5209 ExplodeField[x][y] = EX_NO_EXPLOSION;
5212 game.explosions_delayed = TRUE;
5215 if (game.magic_wall_active)
5217 if (!(game.magic_wall_time_left % 4))
5219 int element = Feld[magic_wall_x][magic_wall_y];
5221 if (element == EL_BD_MAGIC_WALL_FULL ||
5222 element == EL_BD_MAGIC_WALL_ACTIVE ||
5223 element == EL_BD_MAGIC_WALL_EMPTYING)
5224 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
5226 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
5229 if (game.magic_wall_time_left > 0)
5231 game.magic_wall_time_left--;
5232 if (!game.magic_wall_time_left)
5234 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5236 element = Feld[x][y];
5238 if (element == EL_MAGIC_WALL_ACTIVE ||
5239 element == EL_MAGIC_WALL_FULL)
5241 Feld[x][y] = EL_MAGIC_WALL_DEAD;
5242 DrawLevelField(x, y);
5244 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
5245 element == EL_BD_MAGIC_WALL_FULL)
5247 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
5248 DrawLevelField(x, y);
5252 game.magic_wall_active = FALSE;
5257 if (game.light_time_left > 0)
5259 game.light_time_left--;
5261 if (game.light_time_left == 0)
5262 RedrawAllLightSwitchesAndInvisibleElements();
5265 if (game.timegate_time_left > 0)
5267 game.timegate_time_left--;
5269 if (game.timegate_time_left == 0)
5270 CloseAllOpenTimegates();
5273 for (i=0; i<MAX_PLAYERS; i++)
5275 struct PlayerInfo *player = &stored_player[i];
5277 if (SHIELD_ON(player))
5279 if (player->shield_deadly_time_left)
5280 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
5281 else if (player->shield_normal_time_left)
5282 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
5286 if (TimeFrames >= (1000 / GameFrameDelay))
5291 for (i=0; i<MAX_PLAYERS; i++)
5293 struct PlayerInfo *player = &stored_player[i];
5295 if (SHIELD_ON(player))
5297 player->shield_normal_time_left--;
5299 if (player->shield_deadly_time_left > 0)
5300 player->shield_deadly_time_left--;
5304 if (tape.recording || tape.playing)
5305 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
5311 if (TimeLeft <= 10 && setup.time_limit)
5312 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
5314 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
5316 if (!TimeLeft && setup.time_limit)
5317 for (i=0; i<MAX_PLAYERS; i++)
5318 KillHero(&stored_player[i]);
5320 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
5321 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
5326 if (options.debug) /* calculate frames per second */
5328 static unsigned long fps_counter = 0;
5329 static int fps_frames = 0;
5330 unsigned long fps_delay_ms = Counter() - fps_counter;
5334 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
5336 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
5339 fps_counter = Counter();
5342 redraw_mask |= REDRAW_FPS;
5346 if (stored_player[0].jx != stored_player[0].last_jx ||
5347 stored_player[0].jy != stored_player[0].last_jy)
5348 printf("::: %d, %d, %d, %d, %d\n",
5349 stored_player[0].MovDir,
5350 stored_player[0].MovPos,
5351 stored_player[0].GfxPos,
5352 stored_player[0].Frame,
5353 stored_player[0].StepFrame);
5360 for (i=0; i<MAX_PLAYERS; i++)
5363 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
5365 stored_player[i].Frame += move_frames;
5367 if (stored_player[i].MovPos != 0)
5368 stored_player[i].StepFrame += move_frames;
5373 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
5375 int min_x = x, min_y = y, max_x = x, max_y = y;
5378 for (i=0; i<MAX_PLAYERS; i++)
5380 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5382 if (!stored_player[i].active || &stored_player[i] == player)
5385 min_x = MIN(min_x, jx);
5386 min_y = MIN(min_y, jy);
5387 max_x = MAX(max_x, jx);
5388 max_y = MAX(max_y, jy);
5391 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
5394 static boolean AllPlayersInVisibleScreen()
5398 for (i=0; i<MAX_PLAYERS; i++)
5400 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5402 if (!stored_player[i].active)
5405 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5412 void ScrollLevel(int dx, int dy)
5414 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
5417 BlitBitmap(drawto_field, drawto_field,
5418 FX + TILEX*(dx == -1) - softscroll_offset,
5419 FY + TILEY*(dy == -1) - softscroll_offset,
5420 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
5421 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
5422 FX + TILEX*(dx == 1) - softscroll_offset,
5423 FY + TILEY*(dy == 1) - softscroll_offset);
5427 x = (dx == 1 ? BX1 : BX2);
5428 for (y=BY1; y<=BY2; y++)
5429 DrawScreenField(x, y);
5434 y = (dy == 1 ? BY1 : BY2);
5435 for (x=BX1; x<=BX2; x++)
5436 DrawScreenField(x, y);
5439 redraw_mask |= REDRAW_FIELD;
5442 static void CheckGravityMovement(struct PlayerInfo *player)
5444 if (level.gravity && !player->programmed_action)
5446 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
5447 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
5449 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
5450 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
5451 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
5452 int jx = player->jx, jy = player->jy;
5453 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
5454 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
5455 int new_jx = jx + dx, new_jy = jy + dy;
5456 boolean field_under_player_is_free =
5457 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
5458 boolean player_is_moving_to_valid_field =
5459 (IN_LEV_FIELD(new_jx, new_jy) &&
5460 (Feld[new_jx][new_jy] == EL_SP_BASE ||
5461 Feld[new_jx][new_jy] == EL_SAND));
5463 if (field_under_player_is_free &&
5464 !player_is_moving_to_valid_field &&
5465 !IS_WALKABLE_INSIDE(Feld[jx][jy]))
5466 player->programmed_action = MV_DOWN;
5472 -----------------------------------------------------------------------------
5473 dx, dy: direction (non-diagonal) to try to move the player to
5474 real_dx, real_dy: direction as read from input device (can be diagonal)
5477 boolean MoveFigureOneStep(struct PlayerInfo *player,
5478 int dx, int dy, int real_dx, int real_dy)
5480 int jx = player->jx, jy = player->jy;
5481 int new_jx = jx+dx, new_jy = jy+dy;
5485 if (!player->active || (!dx && !dy))
5486 return MF_NO_ACTION;
5488 player->MovDir = (dx < 0 ? MV_LEFT :
5491 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5493 if (!IN_LEV_FIELD(new_jx, new_jy))
5494 return MF_NO_ACTION;
5496 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
5497 return MF_NO_ACTION;
5500 element = MovingOrBlocked2Element(new_jx, new_jy);
5502 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
5505 if (DONT_RUN_INTO(element))
5507 if (element == EL_ACID && dx == 0 && dy == 1)
5510 Feld[jx][jy] = EL_PLAYER_1;
5511 InitMovingField(jx, jy, MV_DOWN);
5512 Store[jx][jy] = EL_ACID;
5513 ContinueMoving(jx, jy);
5517 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
5522 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
5523 if (can_move != MF_MOVING)
5526 StorePlayer[jx][jy] = 0;
5527 player->last_jx = jx;
5528 player->last_jy = jy;
5529 jx = player->jx = new_jx;
5530 jy = player->jy = new_jy;
5531 StorePlayer[jx][jy] = player->element_nr;
5534 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
5536 ScrollFigure(player, SCROLL_INIT);
5541 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
5543 int jx = player->jx, jy = player->jy;
5544 int old_jx = jx, old_jy = jy;
5545 int moved = MF_NO_ACTION;
5547 if (!player->active || (!dx && !dy))
5551 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5555 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5556 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
5560 /* remove the last programmed player action */
5561 player->programmed_action = 0;
5565 /* should only happen if pre-1.2 tape recordings are played */
5566 /* this is only for backward compatibility */
5568 int original_move_delay_value = player->move_delay_value;
5571 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
5575 /* scroll remaining steps with finest movement resolution */
5576 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
5578 while (player->MovPos)
5580 ScrollFigure(player, SCROLL_GO_ON);
5581 ScrollScreen(NULL, SCROLL_GO_ON);
5587 player->move_delay_value = original_move_delay_value;
5590 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
5592 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
5593 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5597 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5598 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5604 if (moved & MF_MOVING && !ScreenMovPos &&
5605 (player == local_player || !options.network))
5607 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5608 int offset = (setup.scroll_delay ? 3 : 0);
5610 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5612 /* actual player has left the screen -- scroll in that direction */
5613 if (jx != old_jx) /* player has moved horizontally */
5614 scroll_x += (jx - old_jx);
5615 else /* player has moved vertically */
5616 scroll_y += (jy - old_jy);
5620 if (jx != old_jx) /* player has moved horizontally */
5622 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5623 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5624 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5626 /* don't scroll over playfield boundaries */
5627 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5628 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5630 /* don't scroll more than one field at a time */
5631 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5633 /* don't scroll against the player's moving direction */
5634 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5635 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5636 scroll_x = old_scroll_x;
5638 else /* player has moved vertically */
5640 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5641 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5642 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5644 /* don't scroll over playfield boundaries */
5645 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5646 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5648 /* don't scroll more than one field at a time */
5649 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5651 /* don't scroll against the player's moving direction */
5652 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5653 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5654 scroll_y = old_scroll_y;
5658 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5660 if (!options.network && !AllPlayersInVisibleScreen())
5662 scroll_x = old_scroll_x;
5663 scroll_y = old_scroll_y;
5667 ScrollScreen(player, SCROLL_INIT);
5668 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5675 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
5677 if (!(moved & MF_MOVING) && !player->Pushing)
5682 player->StepFrame = 0;
5684 if (moved & MF_MOVING)
5686 if (old_jx != jx && old_jy == jy)
5687 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5688 else if (old_jx == jx && old_jy != jy)
5689 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5691 DrawLevelField(jx, jy); /* for "crumbled sand" */
5693 player->last_move_dir = player->MovDir;
5694 player->is_moving = TRUE;
5698 CheckGravityMovement(player);
5701 player->last_move_dir = MV_NO_MOVING;
5703 player->is_moving = FALSE;
5706 TestIfHeroTouchesBadThing(jx, jy);
5708 if (!player->active)
5714 void ScrollFigure(struct PlayerInfo *player, int mode)
5716 int jx = player->jx, jy = player->jy;
5717 int last_jx = player->last_jx, last_jy = player->last_jy;
5718 int move_stepsize = TILEX / player->move_delay_value;
5720 if (!player->active || !player->MovPos)
5723 if (mode == SCROLL_INIT)
5725 player->actual_frame_counter = FrameCounter;
5726 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5728 if (Feld[last_jx][last_jy] == EL_EMPTY)
5729 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5734 else if (!FrameReached(&player->actual_frame_counter, 1))
5737 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5738 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5740 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5741 Feld[last_jx][last_jy] = EL_EMPTY;
5743 /* before DrawPlayer() to draw correct player graphic for this case */
5744 if (player->MovPos == 0)
5745 CheckGravityMovement(player);
5749 if (player->MovPos == 0)
5751 if (IS_PASSABLE(Feld[last_jx][last_jy]))
5753 /* continue with normal speed after quickly moving through gate */
5754 HALVE_PLAYER_SPEED(player);
5756 /* be able to make the next move without delay */
5757 player->move_delay = 0;
5760 player->last_jx = jx;
5761 player->last_jy = jy;
5763 if (Feld[jx][jy] == EL_EXIT_OPEN ||
5764 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5768 if (local_player->friends_still_needed == 0 ||
5769 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5770 player->LevelSolved = player->GameOver = TRUE;
5773 if (tape.single_step && tape.recording && !tape.pausing &&
5774 !player->programmed_action)
5775 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5779 void ScrollScreen(struct PlayerInfo *player, int mode)
5781 static unsigned long screen_frame_counter = 0;
5783 if (mode == SCROLL_INIT)
5785 /* set scrolling step size according to actual player's moving speed */
5786 ScrollStepSize = TILEX / player->move_delay_value;
5788 screen_frame_counter = FrameCounter;
5789 ScreenMovDir = player->MovDir;
5790 ScreenMovPos = player->MovPos;
5791 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5794 else if (!FrameReached(&screen_frame_counter, 1))
5799 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5800 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5801 redraw_mask |= REDRAW_FIELD;
5804 ScreenMovDir = MV_NO_MOVING;
5807 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
5809 int i, kill_x = -1, kill_y = -1;
5810 static int test_xy[4][2] =
5817 static int test_dir[4] =
5827 int test_x, test_y, test_move_dir, test_element;
5829 test_x = good_x + test_xy[i][0];
5830 test_y = good_y + test_xy[i][1];
5831 if (!IN_LEV_FIELD(test_x, test_y))
5835 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5838 test_element = Feld[test_x][test_y];
5840 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
5843 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
5844 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5846 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
5847 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
5855 if (kill_x != -1 || kill_y != -1)
5857 if (IS_PLAYER(good_x, good_y))
5859 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
5861 if (player->shield_deadly_time_left > 0)
5862 Bang(kill_x, kill_y);
5863 else if (!PLAYER_PROTECTED(good_x, good_y))
5867 Bang(good_x, good_y);
5871 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
5873 int i, kill_x = -1, kill_y = -1;
5874 int bad_element = Feld[bad_x][bad_y];
5875 static int test_xy[4][2] =
5882 static int test_dir[4] =
5890 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
5895 int test_x, test_y, test_move_dir, test_element;
5897 test_x = bad_x + test_xy[i][0];
5898 test_y = bad_y + test_xy[i][1];
5899 if (!IN_LEV_FIELD(test_x, test_y))
5903 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5905 test_element = Feld[test_x][test_y];
5907 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
5908 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5910 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
5911 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
5913 /* good thing is player or penguin that does not move away */
5914 if (IS_PLAYER(test_x, test_y))
5916 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
5918 if (bad_element == EL_ROBOT && player->is_moving)
5919 continue; /* robot does not kill player if he is moving */
5925 else if (test_element == EL_PENGUIN)
5934 if (kill_x != -1 || kill_y != -1)
5936 if (IS_PLAYER(kill_x, kill_y))
5938 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
5941 int dir = player->MovDir;
5942 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5943 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5945 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5946 newx != bad_x && newy != bad_y)
5947 ; /* robot does not kill player if he is moving */
5949 printf("-> %d\n", player->MovDir);
5951 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5952 newx != bad_x && newy != bad_y)
5953 ; /* robot does not kill player if he is moving */
5958 if (player->shield_deadly_time_left > 0)
5960 else if (!PLAYER_PROTECTED(kill_x, kill_y))
5964 Bang(kill_x, kill_y);
5968 void TestIfHeroTouchesBadThing(int x, int y)
5970 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5973 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
5975 TestIfGoodThingHitsBadThing(x, y, move_dir);
5978 void TestIfBadThingTouchesHero(int x, int y)
5980 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5983 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
5985 TestIfBadThingHitsGoodThing(x, y, move_dir);
5988 void TestIfFriendTouchesBadThing(int x, int y)
5990 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5993 void TestIfBadThingTouchesFriend(int x, int y)
5995 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5998 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
6000 int i, kill_x = bad_x, kill_y = bad_y;
6001 static int xy[4][2] =
6013 x = bad_x + xy[i][0];
6014 y = bad_y + xy[i][1];
6015 if (!IN_LEV_FIELD(x, y))
6018 element = Feld[x][y];
6019 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
6020 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
6028 if (kill_x != bad_x || kill_y != bad_y)
6032 void KillHero(struct PlayerInfo *player)
6034 int jx = player->jx, jy = player->jy;
6036 if (!player->active)
6039 /* remove accessible field at the player's position */
6040 Feld[jx][jy] = EL_EMPTY;
6042 /* deactivate shield (else Bang()/Explode() would not work right) */
6043 player->shield_normal_time_left = 0;
6044 player->shield_deadly_time_left = 0;
6050 static void KillHeroUnlessProtected(int x, int y)
6052 if (!PLAYER_PROTECTED(x, y))
6053 KillHero(PLAYERINFO(x, y));
6056 void BuryHero(struct PlayerInfo *player)
6058 int jx = player->jx, jy = player->jy;
6060 if (!player->active)
6063 PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING);
6064 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
6066 player->GameOver = TRUE;
6070 void RemoveHero(struct PlayerInfo *player)
6072 int jx = player->jx, jy = player->jy;
6073 int i, found = FALSE;
6075 player->present = FALSE;
6076 player->active = FALSE;
6078 if (!ExplodeField[jx][jy])
6079 StorePlayer[jx][jy] = 0;
6081 for (i=0; i<MAX_PLAYERS; i++)
6082 if (stored_player[i].active)
6086 AllPlayersGone = TRUE;
6093 checkDiagonalPushing()
6094 -----------------------------------------------------------------------------
6095 check if diagonal input device direction results in pushing of object
6096 (by checking if the alternative direction is walkable, diggable, ...)
6099 static boolean checkDiagonalPushing(struct PlayerInfo *player,
6100 int x, int y, int real_dx, int real_dy)
6102 int jx, jy, dx, dy, xx, yy;
6104 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
6107 /* diagonal direction: check alternative direction */
6112 xx = jx + (dx == 0 ? real_dx : 0);
6113 yy = jy + (dy == 0 ? real_dy : 0);
6115 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
6120 -----------------------------------------------------------------------------
6121 x, y: field next to player (non-diagonal) to try to dig to
6122 real_dx, real_dy: direction as read from input device (can be diagonal)
6125 int DigField(struct PlayerInfo *player,
6126 int x, int y, int real_dx, int real_dy, int mode)
6128 int jx = player->jx, jy = player->jy;
6129 int dx = x - jx, dy = y - jy;
6130 int move_direction = (dx == -1 ? MV_LEFT :
6131 dx == +1 ? MV_RIGHT :
6133 dy == +1 ? MV_DOWN : MV_NO_MOVING);
6136 if (player->MovPos == 0)
6138 player->is_digging = FALSE;
6139 player->is_collecting = FALSE;
6142 if (player->MovPos == 0) /* last pushing move finished */
6143 player->Pushing = FALSE;
6145 if (mode == DF_NO_PUSH) /* player just stopped pushing */
6147 player->Switching = FALSE;
6148 player->push_delay = 0;
6150 return MF_NO_ACTION;
6153 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
6154 return MF_NO_ACTION;
6157 if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
6159 if (IS_TUBE(Feld[jx][jy]) ||
6160 (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0)))
6164 int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
6165 int tube_leave_directions[][2] =
6167 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6168 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6169 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6170 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
6171 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
6172 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
6173 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
6174 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
6175 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
6176 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
6177 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
6178 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
6181 while (tube_leave_directions[i][0] != tube_element)
6184 if (tube_leave_directions[i][0] == -1) /* should not happen */
6188 if (!(tube_leave_directions[i][1] & move_direction))
6189 return MF_NO_ACTION; /* tube has no opening in this direction */
6192 element = Feld[x][y];
6195 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
6196 game.engine_version >= VERSION_IDENT(2,2,0))
6197 return MF_NO_ACTION;
6204 case EL_INVISIBLE_SAND:
6205 case EL_INVISIBLE_SAND_ACTIVE:
6208 case EL_SP_BUGGY_BASE:
6209 case EL_SP_BUGGY_BASE_ACTIVATING:
6212 if (mode != DF_SNAP && element != EL_EMPTY)
6214 GfxElement[x][y] = (CAN_BE_CRUMBLED(element) ? EL_SAND : element);
6215 player->is_digging = TRUE;
6218 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
6223 case EL_EMERALD_YELLOW:
6224 case EL_EMERALD_RED:
6225 case EL_EMERALD_PURPLE:
6227 case EL_SP_INFOTRON:
6232 if (mode != DF_SNAP)
6234 GfxElement[x][y] = element;
6235 player->is_collecting = TRUE;
6238 local_player->gems_still_needed -= (element == EL_DIAMOND ? 3 :
6239 element == EL_PEARL ? 5 :
6240 element == EL_CRYSTAL ? 8 : 1);
6241 if (local_player->gems_still_needed < 0)
6242 local_player->gems_still_needed = 0;
6243 RaiseScoreElement(element);
6244 DrawText(DX_EMERALDS, DY_EMERALDS,
6245 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
6246 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6251 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
6252 PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
6256 Feld[x][y] = EL_EMPTY;
6257 PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
6265 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
6267 PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MIDDLE);
6270 case EL_SHIELD_NORMAL:
6272 player->shield_normal_time_left += 10;
6273 PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING);
6276 case EL_SHIELD_DEADLY:
6278 player->shield_normal_time_left += 10;
6279 player->shield_deadly_time_left += 10;
6280 PlaySoundLevel(x, y, SND_SHIELD_DEADLY_COLLECTING);
6284 case EL_SP_DISK_RED:
6287 player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
6288 RaiseScoreElement(EL_DYNAMITE);
6289 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6291 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6294 case EL_DYNABOMB_INCREASE_NUMBER:
6296 player->dynabomb_count++;
6297 player->dynabombs_left++;
6298 RaiseScoreElement(EL_DYNAMITE);
6299 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_NUMBER_COLLECTING);
6302 case EL_DYNABOMB_INCREASE_SIZE:
6304 player->dynabomb_size++;
6305 RaiseScoreElement(EL_DYNAMITE);
6306 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_SIZE_COLLECTING);
6309 case EL_DYNABOMB_INCREASE_POWER:
6311 player->dynabomb_xl = TRUE;
6312 RaiseScoreElement(EL_DYNAMITE);
6313 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_POWER_COLLECTING);
6321 int key_nr = element - EL_KEY_1;
6322 int graphic = el2edimg(element);
6325 player->key[key_nr] = TRUE;
6326 RaiseScoreElement(element);
6327 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6329 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6331 PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING);
6340 int key_nr = element - EL_EM_KEY_1;
6341 int graphic = el2edimg(EL_KEY_1 + key_nr);
6344 player->key[key_nr] = TRUE;
6345 RaiseScoreElement(element);
6346 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6348 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6350 PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING);
6354 case EL_ROBOT_WHEEL:
6355 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
6358 DrawLevelField(x, y);
6359 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
6363 case EL_SP_TERMINAL:
6367 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
6369 for (yy=0; yy<lev_fieldy; yy++)
6371 for (xx=0; xx<lev_fieldx; xx++)
6373 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
6375 else if (Feld[xx][yy] == EL_SP_TERMINAL)
6376 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
6384 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
6385 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
6386 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
6387 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
6388 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
6389 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
6390 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
6391 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
6392 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
6393 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
6394 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
6395 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
6396 if (!player->Switching)
6398 player->Switching = TRUE;
6399 ToggleBeltSwitch(x, y);
6400 PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
6405 case EL_SWITCHGATE_SWITCH_UP:
6406 case EL_SWITCHGATE_SWITCH_DOWN:
6407 if (!player->Switching)
6409 player->Switching = TRUE;
6410 ToggleSwitchgateSwitch(x, y);
6411 PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
6416 case EL_LIGHT_SWITCH:
6417 case EL_LIGHT_SWITCH_ACTIVE:
6418 if (!player->Switching)
6420 player->Switching = TRUE;
6421 ToggleLightSwitch(x, y);
6422 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
6423 SND_LIGHT_SWITCH_ACTIVATING :
6424 SND_LIGHT_SWITCH_DEACTIVATING);
6429 case EL_TIMEGATE_SWITCH:
6430 ActivateTimegateSwitch(x, y);
6431 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
6436 case EL_BALLOON_SWITCH_LEFT:
6437 case EL_BALLOON_SWITCH_RIGHT:
6438 case EL_BALLOON_SWITCH_UP:
6439 case EL_BALLOON_SWITCH_DOWN:
6440 case EL_BALLOON_SWITCH_ANY:
6441 if (element == EL_BALLOON_SWITCH_ANY)
6442 game.balloon_dir = move_direction;
6444 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
6445 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
6446 element == EL_BALLOON_SWITCH_UP ? MV_UP :
6447 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
6449 PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING);
6454 /* the following elements cannot be pushed by "snapping" */
6457 case EL_DX_SUPABOMB:
6459 case EL_TIME_ORB_EMPTY:
6461 case EL_SP_DISK_ORANGE:
6463 if (mode == DF_SNAP)
6464 return MF_NO_ACTION;
6466 /* no "break" -- fall through to next case */
6468 /* the following elements can be pushed by "snapping" */
6471 return MF_NO_ACTION;
6473 player->Pushing = TRUE;
6476 if (element == EL_ROCK)
6477 printf("::: wanna push [%d] [%d]\n",
6478 FrameCounter, player->push_delay_value);
6481 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6482 return MF_NO_ACTION;
6484 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
6485 return MF_NO_ACTION;
6487 if (player->push_delay == 0)
6488 player->push_delay = FrameCounter;
6490 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6492 element != EL_SPRING)
6493 return MF_NO_ACTION;
6495 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6496 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6497 element != EL_SPRING)
6498 return MF_NO_ACTION;
6501 if (mode == DF_SNAP)
6503 InitMovingField(x, y, move_direction);
6504 ContinueMoving(x, y);
6509 Feld[x + dx][y + dy] = element;
6512 if (element == EL_SPRING)
6514 Feld[x + dx][y + dy] = EL_SPRING;
6515 MovDir[x + dx][y + dy] = move_direction;
6518 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
6520 DrawLevelField(x + dx, y + dy);
6521 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6528 if (!player->key[element - EL_GATE_1])
6529 return MF_NO_ACTION;
6532 case EL_GATE_1_GRAY:
6533 case EL_GATE_2_GRAY:
6534 case EL_GATE_3_GRAY:
6535 case EL_GATE_4_GRAY:
6536 if (!player->key[element - EL_GATE_1_GRAY])
6537 return MF_NO_ACTION;
6544 if (!player->key[element - EL_EM_GATE_1])
6545 return MF_NO_ACTION;
6546 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6547 return MF_NO_ACTION;
6549 /* automatically move to the next field with double speed */
6550 player->programmed_action = move_direction;
6551 DOUBLE_PLAYER_SPEED(player);
6553 PlaySoundLevel(x, y, SND_CLASS_GATE_PASSING);
6556 case EL_EM_GATE_1_GRAY:
6557 case EL_EM_GATE_2_GRAY:
6558 case EL_EM_GATE_3_GRAY:
6559 case EL_EM_GATE_4_GRAY:
6560 if (!player->key[element - EL_EM_GATE_1_GRAY])
6561 return MF_NO_ACTION;
6562 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6563 return MF_NO_ACTION;
6565 /* automatically move to the next field with double speed */
6566 player->programmed_action = move_direction;
6567 DOUBLE_PLAYER_SPEED(player);
6570 PlaySoundLevelAction(x, y, ACTION_PASSING);
6572 PlaySoundLevel(x, y, SND_GATE_PASSING);
6576 case EL_SWITCHGATE_OPEN:
6577 case EL_TIMEGATE_OPEN:
6578 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6579 return MF_NO_ACTION;
6581 /* automatically move to the next field with double speed */
6582 player->programmed_action = move_direction;
6583 DOUBLE_PLAYER_SPEED(player);
6585 PlaySoundLevelElementAction(x, y, element, ACTION_PASSING);
6588 case EL_SP_PORT_LEFT:
6589 case EL_SP_PORT_RIGHT:
6591 case EL_SP_PORT_DOWN:
6592 case EL_SP_PORT_HORIZONTAL:
6593 case EL_SP_PORT_VERTICAL:
6594 case EL_SP_PORT_ANY:
6595 case EL_SP_GRAVITY_PORT_LEFT:
6596 case EL_SP_GRAVITY_PORT_RIGHT:
6597 case EL_SP_GRAVITY_PORT_UP:
6598 case EL_SP_GRAVITY_PORT_DOWN:
6600 element != EL_SP_PORT_LEFT &&
6601 element != EL_SP_GRAVITY_PORT_LEFT &&
6602 element != EL_SP_PORT_HORIZONTAL &&
6603 element != EL_SP_PORT_ANY) ||
6605 element != EL_SP_PORT_RIGHT &&
6606 element != EL_SP_GRAVITY_PORT_RIGHT &&
6607 element != EL_SP_PORT_HORIZONTAL &&
6608 element != EL_SP_PORT_ANY) ||
6610 element != EL_SP_PORT_UP &&
6611 element != EL_SP_GRAVITY_PORT_UP &&
6612 element != EL_SP_PORT_VERTICAL &&
6613 element != EL_SP_PORT_ANY) ||
6615 element != EL_SP_PORT_DOWN &&
6616 element != EL_SP_GRAVITY_PORT_DOWN &&
6617 element != EL_SP_PORT_VERTICAL &&
6618 element != EL_SP_PORT_ANY) ||
6619 !IN_LEV_FIELD(x + dx, y + dy) ||
6620 !IS_FREE(x + dx, y + dy))
6621 return MF_NO_ACTION;
6623 /* automatically move to the next field with double speed */
6624 player->programmed_action = move_direction;
6625 DOUBLE_PLAYER_SPEED(player);
6627 PlaySoundLevel(x, y, SND_CLASS_SP_PORT_PASSING);
6631 case EL_TUBE_VERTICAL:
6632 case EL_TUBE_HORIZONTAL:
6633 case EL_TUBE_VERTICAL_LEFT:
6634 case EL_TUBE_VERTICAL_RIGHT:
6635 case EL_TUBE_HORIZONTAL_UP:
6636 case EL_TUBE_HORIZONTAL_DOWN:
6637 case EL_TUBE_LEFT_UP:
6638 case EL_TUBE_LEFT_DOWN:
6639 case EL_TUBE_RIGHT_UP:
6640 case EL_TUBE_RIGHT_DOWN:
6643 int tube_enter_directions[][2] =
6645 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6646 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6647 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6648 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
6649 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
6650 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
6651 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
6652 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
6653 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
6654 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
6655 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
6656 { -1, MV_NO_MOVING }
6659 while (tube_enter_directions[i][0] != element)
6662 if (tube_enter_directions[i][0] == -1) /* should not happen */
6666 if (!(tube_enter_directions[i][1] & move_direction))
6667 return MF_NO_ACTION; /* tube has no opening in this direction */
6669 PlaySoundLevel(x, y, SND_CLASS_TUBE_PASSING);
6673 case EL_EXIT_CLOSED:
6674 case EL_SP_EXIT_CLOSED:
6675 case EL_EXIT_OPENING:
6676 return MF_NO_ACTION;
6680 case EL_SP_EXIT_OPEN:
6681 if (mode == DF_SNAP)
6682 return MF_NO_ACTION;
6684 if (element == EL_EXIT_OPEN)
6685 PlaySoundLevel(x, y, SND_CLASS_EXIT_PASSING);
6687 PlaySoundLevel(x, y, SND_CLASS_SP_EXIT_PASSING);
6692 Feld[x][y] = EL_LAMP_ACTIVE;
6693 local_player->lights_still_needed--;
6694 DrawLevelField(x, y);
6695 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
6699 case EL_TIME_ORB_FULL:
6700 Feld[x][y] = EL_TIME_ORB_EMPTY;
6702 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
6703 DrawLevelField(x, y);
6704 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
6708 case EL_SOKOBAN_FIELD_EMPTY:
6711 case EL_SOKOBAN_OBJECT:
6712 case EL_SOKOBAN_FIELD_FULL:
6714 case EL_SP_DISK_YELLOW:
6716 if (mode == DF_SNAP)
6717 return MF_NO_ACTION;
6719 player->Pushing = TRUE;
6721 if (!IN_LEV_FIELD(x+dx, y+dy)
6722 || (!IS_FREE(x+dx, y+dy)
6723 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FIELD_EMPTY
6724 || !IS_SB_ELEMENT(element))))
6725 return MF_NO_ACTION;
6727 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
6728 return MF_NO_ACTION;
6730 if (player->push_delay == 0)
6731 player->push_delay = FrameCounter;
6733 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6734 !tape.playing && element != EL_BALLOON)
6735 return MF_NO_ACTION;
6737 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6738 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6739 element != EL_BALLOON)
6740 return MF_NO_ACTION;
6743 if (IS_SB_ELEMENT(element))
6745 if (element == EL_SOKOBAN_FIELD_FULL)
6747 Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
6748 local_player->sokobanfields_still_needed++;
6753 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FIELD_EMPTY)
6755 Feld[x+dx][y+dy] = EL_SOKOBAN_FIELD_FULL;
6756 local_player->sokobanfields_still_needed--;
6757 if (element == EL_SOKOBAN_OBJECT)
6759 PlaySoundLevelAction(x+dx, y+dy, ACTION_FILLING);
6761 PlaySoundLevel(x, y, SND_CLASS_SOKOBAN_FIELD_FILLING);
6765 PlaySoundLevelAction(x+dx, y+dy, ACTION_PUSHING);
6767 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6772 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJECT;
6773 if (element == EL_SOKOBAN_FIELD_FULL)
6775 PlaySoundLevelAction(x+dx, y+dy, ACTION_EMPTYING);
6777 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_EMPTYING);
6781 PlaySoundLevelAction(x+dx, y+dy, ACTION_PUSHING);
6783 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6790 Feld[x+dx][y+dy] = element;
6791 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6794 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
6796 DrawLevelField(x, y);
6797 DrawLevelField(x + dx, y + dy);
6799 if (IS_SB_ELEMENT(element) &&
6800 local_player->sokobanfields_still_needed == 0 &&
6801 game.emulation == EMU_SOKOBAN)
6803 player->LevelSolved = player->GameOver = TRUE;
6804 PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
6816 if (IS_WALKABLE(element))
6820 else if (IS_DIGGABLE(element))
6824 if (mode != DF_SNAP)
6827 (CAN_BE_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
6828 player->is_digging = TRUE;
6831 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
6835 else if (IS_COLLECTIBLE(element))
6839 if (mode != DF_SNAP)
6841 GfxElement[x][y] = element;
6842 player->is_collecting = TRUE;
6845 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6849 else if (IS_PUSHABLE(element))
6851 if (mode == DF_SNAP)
6852 return MF_NO_ACTION;
6854 if (CAN_FALL(element) && dy)
6855 return MF_NO_ACTION;
6857 if (!player->Pushing &&
6858 game.engine_version >= RELEASE_IDENT(2,2,0,7))
6859 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
6861 player->Pushing = TRUE;
6863 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6864 return MF_NO_ACTION;
6866 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
6867 return MF_NO_ACTION;
6869 if (player->push_delay == 0) /* new pushing; restart delay */
6870 player->push_delay = FrameCounter;
6872 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6873 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
6874 return MF_NO_ACTION;
6877 Feld[x + dx][y + dy] = element;
6880 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
6881 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
6883 player->push_delay_value = 2 + RND(8);
6886 DrawLevelField(x + dx, y + dy);
6887 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6892 return MF_NO_ACTION;
6895 player->push_delay = 0;
6897 if (Feld[x][y] != element) /* really digged/collected something */
6898 player->is_collecting = !player->is_digging;
6903 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
6905 int jx = player->jx, jy = player->jy;
6906 int x = jx + dx, y = jy + dy;
6908 if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0))
6911 if (!player->active || !IN_LEV_FIELD(x, y))
6919 if (player->MovPos == 0)
6920 player->Pushing = FALSE;
6922 player->snapped = FALSE;
6924 if (player->MovPos == 0)
6926 player->is_digging = FALSE;
6927 player->is_collecting = FALSE;
6933 if (player->snapped)
6936 player->MovDir = (dx < 0 ? MV_LEFT :
6939 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6941 if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
6944 player->snapped = TRUE;
6945 player->is_digging = FALSE;
6946 player->is_collecting = FALSE;
6948 DrawLevelField(x, y);
6954 boolean PlaceBomb(struct PlayerInfo *player)
6956 int jx = player->jx, jy = player->jy;
6959 if (!player->active || player->MovPos)
6962 element = Feld[jx][jy];
6964 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
6965 IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
6969 if (element != EL_EMPTY)
6973 if (element != EL_EMPTY)
6976 Store[jx][jy] = element;
6978 Back[jx][jy] = element;
6982 MovDelay[jx][jy] = 96;
6984 ResetGfxAnimation(jx, jy);
6985 ResetRandomAnimationValue(jx, jy);
6987 if (player->dynamite)
6989 Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
6990 EL_DYNAMITE_ACTIVE);
6993 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6995 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6998 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
7000 if (game.emulation == EMU_SUPAPLEX)
7001 DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0);
7003 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0);
7007 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
7012 EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1);
7013 player->dynabombs_left--;
7015 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
7016 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
7018 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
7024 /* ------------------------------------------------------------------------- */
7025 /* game sound playing functions */
7026 /* ------------------------------------------------------------------------- */
7028 static int *loop_sound_frame = NULL;
7029 static int *loop_sound_volume = NULL;
7031 void InitPlaySoundLevel()
7033 int num_sounds = getSoundListSize();
7035 if (loop_sound_frame != NULL)
7036 free(loop_sound_frame);
7038 if (loop_sound_volume != NULL)
7039 free(loop_sound_volume);
7041 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
7042 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
7045 static void PlaySoundLevel(int x, int y, int nr)
7047 int sx = SCREENX(x), sy = SCREENY(y);
7048 int volume, stereo_position;
7049 int max_distance = 8;
7050 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
7052 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
7053 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
7056 if (!IN_LEV_FIELD(x, y) ||
7057 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
7058 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
7061 volume = SOUND_MAX_VOLUME;
7063 if (!IN_SCR_FIELD(sx, sy))
7065 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
7066 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
7068 volume -= volume * (dx > dy ? dx : dy) / max_distance;
7071 stereo_position = (SOUND_MAX_LEFT +
7072 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
7073 (SCR_FIELDX + 2 * max_distance));
7075 if (IS_LOOP_SOUND(nr))
7077 /* This assures that quieter loop sounds do not overwrite louder ones,
7078 while restarting sound volume comparison with each new game frame. */
7080 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
7083 loop_sound_volume[nr] = volume;
7084 loop_sound_frame[nr] = FrameCounter;
7087 PlaySoundExt(nr, volume, stereo_position, type);
7090 static void PlaySoundLevelNearest(int x, int y, int sound_action)
7092 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
7093 x > LEVELX(BX2) ? LEVELX(BX2) : x,
7094 y < LEVELY(BY1) ? LEVELY(BY1) :
7095 y > LEVELY(BY2) ? LEVELY(BY2) : y,
7099 static void PlaySoundLevelAction(int x, int y, int action)
7101 PlaySoundLevelElementAction(x, y, Feld[x][y], action);
7104 static void PlaySoundLevelElementAction(int x, int y, int element, int action)
7106 int sound_effect = element_info[element].sound[action];
7108 if (sound_effect != SND_UNDEFINED)
7109 PlaySoundLevel(x, y, sound_effect);
7112 static void PlaySoundLevelActionIfLoop(int x, int y, int action)
7114 int sound_effect = element_info[Feld[x][y]].sound[action];
7116 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
7117 PlaySoundLevel(x, y, sound_effect);
7120 static void StopSoundLevelActionIfLoop(int x, int y, int action)
7122 int sound_effect = element_info[Feld[x][y]].sound[action];
7124 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
7125 StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND);
7128 void RaiseScore(int value)
7130 local_player->score += value;
7131 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2);
7134 void RaiseScoreElement(int element)
7140 case EL_EMERALD_YELLOW:
7141 case EL_EMERALD_RED:
7142 case EL_EMERALD_PURPLE:
7143 case EL_SP_INFOTRON:
7144 RaiseScore(level.score[SC_EMERALD]);
7147 RaiseScore(level.score[SC_DIAMOND]);
7150 RaiseScore(level.score[SC_CRYSTAL]);
7153 RaiseScore(level.score[SC_PEARL]);
7156 case EL_BD_BUTTERFLY:
7157 case EL_SP_ELECTRON:
7158 RaiseScore(level.score[SC_BUG]);
7162 case EL_SP_SNIKSNAK:
7163 RaiseScore(level.score[SC_SPACESHIP]);
7166 case EL_DARK_YAMYAM:
7167 RaiseScore(level.score[SC_YAMYAM]);
7170 RaiseScore(level.score[SC_ROBOT]);
7173 RaiseScore(level.score[SC_PACMAN]);
7176 RaiseScore(level.score[SC_NUT]);
7179 case EL_DYNABOMB_INCREASE_NUMBER:
7180 case EL_DYNABOMB_INCREASE_SIZE:
7181 case EL_DYNABOMB_INCREASE_POWER:
7182 RaiseScore(level.score[SC_DYNAMITE]);
7184 case EL_SHIELD_NORMAL:
7185 case EL_SHIELD_DEADLY:
7186 RaiseScore(level.score[SC_SHIELD]);
7189 RaiseScore(level.score[SC_TIME_BONUS]);
7195 RaiseScore(level.score[SC_KEY]);
7202 void RequestQuitGame(boolean ask_if_really_quit)
7204 if (AllPlayersGone ||
7205 !ask_if_really_quit ||
7206 level_editor_test_game ||
7207 Request("Do you really want to quit the game ?",
7208 REQ_ASK | REQ_STAY_CLOSED))
7210 #if defined(PLATFORM_UNIX)
7211 if (options.network)
7212 SendToServer_StopPlaying();
7216 game_status = GAME_MODE_MAIN;
7222 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
7227 /* ---------- new game button stuff ---------------------------------------- */
7229 /* graphic position values for game buttons */
7230 #define GAME_BUTTON_XSIZE 30
7231 #define GAME_BUTTON_YSIZE 30
7232 #define GAME_BUTTON_XPOS 5
7233 #define GAME_BUTTON_YPOS 215
7234 #define SOUND_BUTTON_XPOS 5
7235 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
7237 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
7238 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
7239 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
7240 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
7241 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
7242 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
7249 } gamebutton_info[NUM_GAME_BUTTONS] =
7252 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
7257 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
7262 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
7267 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
7268 SOUND_CTRL_ID_MUSIC,
7269 "background music on/off"
7272 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
7273 SOUND_CTRL_ID_LOOPS,
7274 "sound loops on/off"
7277 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
7278 SOUND_CTRL_ID_SIMPLE,
7279 "normal sounds on/off"
7283 void CreateGameButtons()
7287 for (i=0; i<NUM_GAME_BUTTONS; i++)
7289 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
7290 struct GadgetInfo *gi;
7293 unsigned long event_mask;
7294 int gd_xoffset, gd_yoffset;
7295 int gd_x1, gd_x2, gd_y1, gd_y2;
7298 gd_xoffset = gamebutton_info[i].x;
7299 gd_yoffset = gamebutton_info[i].y;
7300 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
7301 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
7303 if (id == GAME_CTRL_ID_STOP ||
7304 id == GAME_CTRL_ID_PAUSE ||
7305 id == GAME_CTRL_ID_PLAY)
7307 button_type = GD_TYPE_NORMAL_BUTTON;
7309 event_mask = GD_EVENT_RELEASED;
7310 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7311 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7315 button_type = GD_TYPE_CHECK_BUTTON;
7317 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
7318 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
7319 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
7320 event_mask = GD_EVENT_PRESSED;
7321 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
7322 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7325 gi = CreateGadget(GDI_CUSTOM_ID, id,
7326 GDI_INFO_TEXT, gamebutton_info[i].infotext,
7327 GDI_X, DX + gd_xoffset,
7328 GDI_Y, DY + gd_yoffset,
7329 GDI_WIDTH, GAME_BUTTON_XSIZE,
7330 GDI_HEIGHT, GAME_BUTTON_YSIZE,
7331 GDI_TYPE, button_type,
7332 GDI_STATE, GD_BUTTON_UNPRESSED,
7333 GDI_CHECKED, checked,
7334 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
7335 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
7336 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
7337 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
7338 GDI_EVENT_MASK, event_mask,
7339 GDI_CALLBACK_ACTION, HandleGameButtons,
7343 Error(ERR_EXIT, "cannot create gadget");
7345 game_gadget[id] = gi;
7349 void FreeGameButtons()
7353 for (i=0; i<NUM_GAME_BUTTONS; i++)
7354 FreeGadget(game_gadget[i]);
7357 static void MapGameButtons()
7361 for (i=0; i<NUM_GAME_BUTTONS; i++)
7362 MapGadget(game_gadget[i]);
7365 void UnmapGameButtons()
7369 for (i=0; i<NUM_GAME_BUTTONS; i++)
7370 UnmapGadget(game_gadget[i]);
7373 static void HandleGameButtons(struct GadgetInfo *gi)
7375 int id = gi->custom_id;
7377 if (game_status != GAME_MODE_PLAYING)
7382 case GAME_CTRL_ID_STOP:
7383 RequestQuitGame(TRUE);
7386 case GAME_CTRL_ID_PAUSE:
7387 if (options.network)
7389 #if defined(PLATFORM_UNIX)
7391 SendToServer_ContinuePlaying();
7393 SendToServer_PausePlaying();
7397 TapeTogglePause(TAPE_TOGGLE_MANUAL);
7400 case GAME_CTRL_ID_PLAY:
7403 #if defined(PLATFORM_UNIX)
7404 if (options.network)
7405 SendToServer_ContinuePlaying();
7409 tape.pausing = FALSE;
7410 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
7415 case SOUND_CTRL_ID_MUSIC:
7416 if (setup.sound_music)
7418 setup.sound_music = FALSE;
7421 else if (audio.music_available)
7423 setup.sound = setup.sound_music = TRUE;
7424 PlayMusic(level_nr);
7428 case SOUND_CTRL_ID_LOOPS:
7429 if (setup.sound_loops)
7430 setup.sound_loops = FALSE;
7431 else if (audio.loops_available)
7432 setup.sound = setup.sound_loops = TRUE;
7435 case SOUND_CTRL_ID_SIMPLE:
7436 if (setup.sound_simple)
7437 setup.sound_simple = FALSE;
7438 else if (audio.sound_available)
7439 setup.sound = setup.sound_simple = TRUE;