1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MoveFigure() */
36 #define MF_NO_ACTION 0
40 /* for ScrollFigure() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_NO_EXPLOSION 0
51 /* special positions in the game control window (relative to control window) */
54 #define XX_EMERALDS 29
55 #define YY_EMERALDS 54
56 #define XX_DYNAMITE 29
57 #define YY_DYNAMITE 89
65 /* special positions in the game control window (relative to main window) */
66 #define DX_LEVEL (DX + XX_LEVEL)
67 #define DY_LEVEL (DY + YY_LEVEL)
68 #define DX_EMERALDS (DX + XX_EMERALDS)
69 #define DY_EMERALDS (DY + YY_EMERALDS)
70 #define DX_DYNAMITE (DX + XX_DYNAMITE)
71 #define DY_DYNAMITE (DY + YY_DYNAMITE)
72 #define DX_KEYS (DX + XX_KEYS)
73 #define DY_KEYS (DY + YY_KEYS)
74 #define DX_SCORE (DX + XX_SCORE)
75 #define DY_SCORE (DY + YY_SCORE)
76 #define DX_TIME (DX + XX_TIME)
77 #define DY_TIME (DY + YY_TIME)
79 /* values for initial player move delay (initial delay counter value) */
80 #define INITIAL_MOVE_DELAY_OFF -1
81 #define INITIAL_MOVE_DELAY_ON 0
83 /* values for player movement speed (which is in fact a delay value) */
84 #define MOVE_DELAY_NORMAL_SPEED 8
85 #define MOVE_DELAY_HIGH_SPEED 4
87 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
88 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
89 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
90 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
92 #define INIT_GFX_RANDOM() (SimpleRND(1000000))
94 /* game button identifiers */
95 #define GAME_CTRL_ID_STOP 0
96 #define GAME_CTRL_ID_PAUSE 1
97 #define GAME_CTRL_ID_PLAY 2
98 #define SOUND_CTRL_ID_MUSIC 3
99 #define SOUND_CTRL_ID_LOOPS 4
100 #define SOUND_CTRL_ID_SIMPLE 5
102 #define NUM_GAME_BUTTONS 6
105 /* forward declaration for internal use */
107 static void InitBeltMovement(void);
108 static void CloseAllOpenTimegates(void);
109 static void CheckGravityMovement(struct PlayerInfo *);
110 static void KillHeroUnlessProtected(int, int);
112 static void PlaySoundLevel(int, int, int);
113 static void PlaySoundLevelNearest(int, int, int);
114 static void PlaySoundLevelAction(int, int, int);
115 static void PlaySoundLevelElementAction(int, int, int, int);
117 static void MapGameButtons();
118 static void HandleGameButtons(struct GadgetInfo *);
120 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
123 /* ------------------------------------------------------------------------- */
124 /* definition of elements that automatically change to other elements after */
125 /* a specified time, eventually calling a function when changing */
126 /* ------------------------------------------------------------------------- */
128 /* forward declaration for changer functions */
129 static void InitBuggyBase(int x, int y);
130 static void WarnBuggyBase(int x, int y);
132 static void InitTrap(int x, int y);
133 static void ActivateTrap(int x, int y);
134 static void ChangeActiveTrap(int x, int y);
136 static void InitRobotWheel(int x, int y);
137 static void RunRobotWheel(int x, int y);
138 static void StopRobotWheel(int x, int y);
140 static void InitTimegateWheel(int x, int y);
141 static void RunTimegateWheel(int x, int y);
143 struct ChangingElementInfo
148 void (*pre_change_function)(int x, int y);
149 void (*change_function)(int x, int y);
150 void (*post_change_function)(int x, int y);
153 static struct ChangingElementInfo changing_element_list[] =
155 { EL_NUT_CRACKING, EL_EMERALD, 6, NULL, NULL, NULL },
156 { EL_PEARL_BREAKING, EL_EMPTY, 8, NULL, NULL, NULL },
157 { EL_EXIT_OPENING, EL_EXIT_OPEN, 29, NULL, NULL, NULL },
159 { EL_SWITCHGATE_OPENING, EL_SWITCHGATE_OPEN, 29, NULL, NULL, NULL },
160 { EL_SWITCHGATE_CLOSING, EL_SWITCHGATE_CLOSED, 29, NULL, NULL, NULL },
162 { EL_TIMEGATE_OPENING, EL_TIMEGATE_OPEN, 29, NULL, NULL, NULL },
163 { EL_TIMEGATE_CLOSING, EL_TIMEGATE_CLOSED, 29, NULL, NULL, NULL },
165 { EL_ACID_SPLASH_LEFT, EL_EMPTY, 8, NULL, NULL, NULL },
166 { EL_ACID_SPLASH_RIGHT, EL_EMPTY, 8, NULL, NULL, NULL },
168 { EL_SP_BUGGY_BASE, EL_SP_BUGGY_BASE_ACTIVATING, 0,
169 InitBuggyBase, NULL, NULL },
170 { EL_SP_BUGGY_BASE_ACTIVATING,EL_SP_BUGGY_BASE_ACTIVE, 0,
171 InitBuggyBase, NULL, NULL },
172 { EL_SP_BUGGY_BASE_ACTIVE, EL_SP_BUGGY_BASE, 0,
173 InitBuggyBase, WarnBuggyBase, NULL },
175 { EL_TRAP, EL_TRAP_ACTIVE, 0,
176 InitTrap, NULL, ActivateTrap },
177 { EL_TRAP_ACTIVE, EL_TRAP, 31,
178 NULL, ChangeActiveTrap, NULL },
180 { EL_ROBOT_WHEEL_ACTIVE, EL_ROBOT_WHEEL, 0,
181 InitRobotWheel, RunRobotWheel, StopRobotWheel },
183 { EL_TIMEGATE_SWITCH_ACTIVE, EL_TIMEGATE_SWITCH, 0,
184 InitTimegateWheel, RunTimegateWheel, NULL },
186 { EL_UNDEFINED, EL_UNDEFINED, -1, NULL }
189 static struct ChangingElementInfo changing_element[MAX_NUM_ELEMENTS];
191 #define IS_AUTO_CHANGING(e) (changing_element[e].base_element != EL_UNDEFINED)
194 void GetPlayerConfig()
196 if (!audio.sound_available)
199 if (!audio.loops_available)
200 setup.sound_loops = FALSE;
202 if (!audio.music_available)
203 setup.sound_music = FALSE;
205 if (!video.fullscreen_available)
206 setup.fullscreen = FALSE;
208 setup.sound_simple = setup.sound;
210 SetAudioMode(setup.sound);
214 static int getBeltNrFromBeltElement(int element)
216 return (element < EL_CONVEYOR_BELT2_LEFT ? 0 :
217 element < EL_CONVEYOR_BELT3_LEFT ? 1 :
218 element < EL_CONVEYOR_BELT4_LEFT ? 2 : 3);
221 static int getBeltNrFromBeltActiveElement(int element)
223 return (element < EL_CONVEYOR_BELT2_LEFT_ACTIVE ? 0 :
224 element < EL_CONVEYOR_BELT3_LEFT_ACTIVE ? 1 :
225 element < EL_CONVEYOR_BELT4_LEFT_ACTIVE ? 2 : 3);
228 static int getBeltNrFromBeltSwitchElement(int element)
230 return (element < EL_CONVEYOR_BELT2_SWITCH_LEFT ? 0 :
231 element < EL_CONVEYOR_BELT3_SWITCH_LEFT ? 1 :
232 element < EL_CONVEYOR_BELT4_SWITCH_LEFT ? 2 : 3);
235 static int getBeltDirNrFromBeltSwitchElement(int element)
237 static int belt_base_element[4] =
239 EL_CONVEYOR_BELT1_SWITCH_LEFT,
240 EL_CONVEYOR_BELT2_SWITCH_LEFT,
241 EL_CONVEYOR_BELT3_SWITCH_LEFT,
242 EL_CONVEYOR_BELT4_SWITCH_LEFT
245 int belt_nr = getBeltNrFromBeltSwitchElement(element);
246 int belt_dir_nr = element - belt_base_element[belt_nr];
248 return (belt_dir_nr % 3);
251 static int getBeltDirFromBeltSwitchElement(int element)
253 static int belt_move_dir[3] =
260 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
262 return belt_move_dir[belt_dir_nr];
265 static void InitField(int x, int y, boolean init_game)
272 if (stored_player[0].present)
274 Feld[x][y] = EL_SP_MURPHY_CLONE;
279 stored_player[0].use_murphy_graphic = TRUE;
282 Feld[x][y] = EL_PLAYER1;
291 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER1];
292 int jx = player->jx, jy = player->jy;
294 player->present = TRUE;
296 if (!options.network || player->connected)
298 player->active = TRUE;
300 /* remove potentially duplicate players */
301 if (StorePlayer[jx][jy] == Feld[x][y])
302 StorePlayer[jx][jy] = 0;
304 StorePlayer[x][y] = Feld[x][y];
308 printf("Player %d activated.\n", player->element_nr);
309 printf("[Local player is %d and currently %s.]\n",
310 local_player->element_nr,
311 local_player->active ? "active" : "not active");
315 Feld[x][y] = EL_EMPTY;
316 player->jx = player->last_jx = x;
317 player->jy = player->last_jy = y;
322 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
323 Feld[x][y] = EL_ACIDPOOL_TOPLEFT;
324 else if (x > 0 && Feld[x-1][y] == EL_ACID)
325 Feld[x][y] = EL_ACIDPOOL_TOPRIGHT;
326 else if (y > 0 && Feld[x][y-1] == EL_ACIDPOOL_TOPLEFT)
327 Feld[x][y] = EL_ACIDPOOL_BOTTOMLEFT;
328 else if (y > 0 && Feld[x][y-1] == EL_ACID)
329 Feld[x][y] = EL_ACIDPOOL_BOTTOM;
330 else if (y > 0 && Feld[x][y-1] == EL_ACIDPOOL_TOPRIGHT)
331 Feld[x][y] = EL_ACIDPOOL_BOTTOMRIGHT;
339 case EL_SPACESHIP_RIGHT:
340 case EL_SPACESHIP_UP:
341 case EL_SPACESHIP_LEFT:
342 case EL_SPACESHIP_DOWN:
344 case EL_BD_BUTTERFLY_RIGHT:
345 case EL_BD_BUTTERFLY_UP:
346 case EL_BD_BUTTERFLY_LEFT:
347 case EL_BD_BUTTERFLY_DOWN:
348 case EL_BD_BUTTERFLY:
349 case EL_BD_FIREFLY_RIGHT:
350 case EL_BD_FIREFLY_UP:
351 case EL_BD_FIREFLY_LEFT:
352 case EL_BD_FIREFLY_DOWN:
354 case EL_PACMAN_RIGHT:
378 if (y == lev_fieldy - 1)
380 Feld[x][y] = EL_AMOEBA_CREATING;
381 Store[x][y] = EL_AMOEBA_WET;
385 case EL_DYNAMITE_ACTIVE:
390 local_player->lights_still_needed++;
393 case EL_SOKOBAN_FIELD_EMPTY:
394 local_player->sokobanfields_still_needed++;
398 local_player->friends_still_needed++;
403 MovDir[x][y] = 1 << RND(4);
407 Feld[x][y] = EL_EMPTY;
410 case EL_EM_KEY1_FILE:
411 Feld[x][y] = EL_EM_KEY1;
413 case EL_EM_KEY2_FILE:
414 Feld[x][y] = EL_EM_KEY2;
416 case EL_EM_KEY3_FILE:
417 Feld[x][y] = EL_EM_KEY3;
419 case EL_EM_KEY4_FILE:
420 Feld[x][y] = EL_EM_KEY4;
423 case EL_CONVEYOR_BELT1_SWITCH_LEFT:
424 case EL_CONVEYOR_BELT1_SWITCH_MIDDLE:
425 case EL_CONVEYOR_BELT1_SWITCH_RIGHT:
426 case EL_CONVEYOR_BELT2_SWITCH_LEFT:
427 case EL_CONVEYOR_BELT2_SWITCH_MIDDLE:
428 case EL_CONVEYOR_BELT2_SWITCH_RIGHT:
429 case EL_CONVEYOR_BELT3_SWITCH_LEFT:
430 case EL_CONVEYOR_BELT3_SWITCH_MIDDLE:
431 case EL_CONVEYOR_BELT3_SWITCH_RIGHT:
432 case EL_CONVEYOR_BELT4_SWITCH_LEFT:
433 case EL_CONVEYOR_BELT4_SWITCH_MIDDLE:
434 case EL_CONVEYOR_BELT4_SWITCH_RIGHT:
437 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
438 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
439 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
441 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
443 game.belt_dir[belt_nr] = belt_dir;
444 game.belt_dir_nr[belt_nr] = belt_dir_nr;
446 else /* more than one switch -- set it like the first switch */
448 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
453 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
455 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
458 case EL_LIGHT_SWITCH_ACTIVE:
460 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
468 void DrawGameDoorValues()
472 for (i=0; i<MAX_PLAYERS; i++)
474 if (stored_player[i].key[j])
475 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
476 el2edimg(EL_KEY1 + j));
478 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
479 int2str(local_player->gems_still_needed, 3), FONT_DEFAULT_SMALL);
480 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
481 int2str(local_player->dynamite, 3), FONT_DEFAULT_SMALL);
482 DrawText(DX + XX_SCORE, DY + YY_SCORE,
483 int2str(local_player->score, 5), FONT_DEFAULT_SMALL);
484 DrawText(DX + XX_TIME, DY + YY_TIME,
485 int2str(TimeLeft, 3), FONT_DEFAULT_SMALL);
490 =============================================================================
492 -----------------------------------------------------------------------------
493 initialize game engine due to level / tape version number
494 =============================================================================
497 static void InitGameEngine()
501 game.engine_version = (tape.playing ? tape.engine_version :
505 printf("level %d: level version == %06d\n", level_nr, level.game_version);
506 printf(" tape version == %06d [%s] [file: %06d]\n",
507 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
509 printf(" => game.engine_version == %06d\n", game.engine_version);
512 /* dynamically adjust player properties according to game engine version */
513 game.initial_move_delay =
514 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
515 INITIAL_MOVE_DELAY_OFF);
517 /* dynamically adjust player properties according to level information */
518 game.initial_move_delay_value =
519 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
521 /* dynamically adjust element properties according to game engine version */
523 static int ep_em_slippery_wall[] =
532 static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall);
534 for (i=0; i<ep_em_slippery_wall_num; i++)
536 if (level.em_slippery_gems) /* special EM style gems behaviour */
537 Properties2[ep_em_slippery_wall[i]] |=
538 EP_BIT_EM_SLIPPERY_WALL;
540 Properties2[ep_em_slippery_wall[i]] &=
541 ~EP_BIT_EM_SLIPPERY_WALL;
544 /* "EL_WALL_GROWING_ACTIVE" wasn't slippery for EM gems in version 2.0.1 */
545 if (level.em_slippery_gems && game.engine_version > VERSION_IDENT(2,0,1))
546 Properties2[EL_WALL_GROWING_ACTIVE] |= EP_BIT_EM_SLIPPERY_WALL;
548 Properties2[EL_WALL_GROWING_ACTIVE] &=~EP_BIT_EM_SLIPPERY_WALL;
551 /* initialize changing elements information */
552 for (i=0; i<MAX_NUM_ELEMENTS; i++)
554 changing_element[i].base_element = EL_UNDEFINED;
555 changing_element[i].next_element = EL_UNDEFINED;
556 changing_element[i].change_delay = -1;
557 changing_element[i].pre_change_function = NULL;
558 changing_element[i].change_function = NULL;
559 changing_element[i].post_change_function = NULL;
563 while (changing_element_list[i].base_element != EL_UNDEFINED)
565 struct ChangingElementInfo *ce = &changing_element_list[i];
566 int element = ce->base_element;
568 changing_element[element].base_element = ce->base_element;
569 changing_element[element].next_element = ce->next_element;
570 changing_element[element].change_delay = ce->change_delay;
571 changing_element[element].pre_change_function = ce->pre_change_function;
572 changing_element[element].change_function = ce->change_function;
573 changing_element[element].post_change_function = ce->post_change_function;
581 =============================================================================
583 -----------------------------------------------------------------------------
584 initialize and start new game
585 =============================================================================
590 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
591 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
592 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
599 #if USE_NEW_AMOEBA_CODE
600 printf("Using new amoeba code.\n");
602 printf("Using old amoeba code.\n");
607 /* don't play tapes over network */
608 network_playing = (options.network && !tape.playing);
610 for (i=0; i<MAX_PLAYERS; i++)
612 struct PlayerInfo *player = &stored_player[i];
614 player->index_nr = i;
615 player->element_nr = EL_PLAYER1 + i;
617 player->present = FALSE;
618 player->active = FALSE;
621 player->effective_action = 0;
622 player->programmed_action = 0;
625 player->gems_still_needed = level.gems_needed;
626 player->sokobanfields_still_needed = 0;
627 player->lights_still_needed = 0;
628 player->friends_still_needed = 0;
631 player->key[j] = FALSE;
633 player->dynamite = 0;
634 player->dynabomb_count = 0;
635 player->dynabomb_size = 1;
636 player->dynabombs_left = 0;
637 player->dynabomb_xl = FALSE;
639 player->MovDir = MV_NO_MOVING;
641 player->Pushing = FALSE;
642 player->Switching = FALSE;
646 player->GfxAction = ACTION_DEFAULT;
648 player->use_murphy_graphic = FALSE;
649 player->use_disk_red_graphic = FALSE;
651 player->actual_frame_counter = 0;
653 player->last_move_dir = MV_NO_MOVING;
654 player->is_moving = FALSE;
656 player->is_moving = FALSE;
657 player->is_waiting = FALSE;
659 player->move_delay = game.initial_move_delay;
660 player->move_delay_value = game.initial_move_delay_value;
662 player->push_delay = 0;
663 player->push_delay_value = 5;
665 player->snapped = FALSE;
667 player->last_jx = player->last_jy = 0;
668 player->jx = player->jy = 0;
670 player->shield_normal_time_left = 0;
671 player->shield_deadly_time_left = 0;
673 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
674 SnapField(player, 0, 0);
676 player->LevelSolved = FALSE;
677 player->GameOver = FALSE;
680 network_player_action_received = FALSE;
682 #if defined(PLATFORM_UNIX)
683 /* initial null action */
685 SendToServer_MovePlayer(MV_NO_MOVING);
693 TimeLeft = level.time;
695 ScreenMovDir = MV_NO_MOVING;
699 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
701 AllPlayersGone = FALSE;
703 game.yam_content_nr = 0;
704 game.magic_wall_active = FALSE;
705 game.magic_wall_time_left = 0;
706 game.light_time_left = 0;
707 game.timegate_time_left = 0;
708 game.switchgate_pos = 0;
709 game.balloon_dir = MV_NO_MOVING;
710 game.explosions_delayed = TRUE;
714 game.belt_dir[i] = MV_NO_MOVING;
715 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
718 for (i=0; i<MAX_NUM_AMOEBA; i++)
719 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
721 for (x=0; x<lev_fieldx; x++)
723 for (y=0; y<lev_fieldy; y++)
725 Feld[x][y] = Ur[x][y];
726 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
727 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
729 JustStopped[x][y] = 0;
731 ExplodePhase[x][y] = 0;
732 ExplodeField[x][y] = EX_NO_EXPLOSION;
735 GfxAction[x][y] = ACTION_DEFAULT;
736 GfxRandom[x][y] = INIT_GFX_RANDOM();
740 for(y=0; y<lev_fieldy; y++)
742 for(x=0; x<lev_fieldx; x++)
744 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
746 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
748 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
751 InitField(x, y, TRUE);
757 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
758 emulate_sb ? EMU_SOKOBAN :
759 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
761 /* correct non-moving belts to start moving left */
763 if (game.belt_dir[i] == MV_NO_MOVING)
764 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
766 /* check if any connected player was not found in playfield */
767 for (i=0; i<MAX_PLAYERS; i++)
769 struct PlayerInfo *player = &stored_player[i];
771 if (player->connected && !player->present)
773 for (j=0; j<MAX_PLAYERS; j++)
775 struct PlayerInfo *some_player = &stored_player[j];
776 int jx = some_player->jx, jy = some_player->jy;
778 /* assign first free player found that is present in the playfield */
779 if (some_player->present && !some_player->connected)
781 player->present = TRUE;
782 player->active = TRUE;
783 some_player->present = FALSE;
785 StorePlayer[jx][jy] = player->element_nr;
786 player->jx = player->last_jx = jx;
787 player->jy = player->last_jy = jy;
797 /* when playing a tape, eliminate all players who do not participate */
799 for (i=0; i<MAX_PLAYERS; i++)
801 if (stored_player[i].active && !tape.player_participates[i])
803 struct PlayerInfo *player = &stored_player[i];
804 int jx = player->jx, jy = player->jy;
806 player->active = FALSE;
807 StorePlayer[jx][jy] = 0;
808 Feld[jx][jy] = EL_EMPTY;
812 else if (!options.network && !setup.team_mode) /* && !tape.playing */
814 /* when in single player mode, eliminate all but the first active player */
816 for (i=0; i<MAX_PLAYERS; i++)
818 if (stored_player[i].active)
820 for (j=i+1; j<MAX_PLAYERS; j++)
822 if (stored_player[j].active)
824 struct PlayerInfo *player = &stored_player[j];
825 int jx = player->jx, jy = player->jy;
827 player->active = FALSE;
828 StorePlayer[jx][jy] = 0;
829 Feld[jx][jy] = EL_EMPTY;
836 /* when recording the game, store which players take part in the game */
839 for (i=0; i<MAX_PLAYERS; i++)
840 if (stored_player[i].active)
841 tape.player_participates[i] = TRUE;
846 for (i=0; i<MAX_PLAYERS; i++)
848 struct PlayerInfo *player = &stored_player[i];
850 printf("Player %d: present == %d, connected == %d, active == %d.\n",
855 if (local_player == player)
856 printf("Player %d is local player.\n", i+1);
860 if (BorderElement == EL_EMPTY)
863 SBX_Right = lev_fieldx - SCR_FIELDX;
865 SBY_Lower = lev_fieldy - SCR_FIELDY;
870 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
872 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
875 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
876 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
878 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
879 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
882 scroll_y = SBY_Upper;
883 if (local_player->jx >= SBX_Left + MIDPOSX)
884 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
885 local_player->jx - MIDPOSX :
887 if (local_player->jy >= SBY_Upper + MIDPOSY)
888 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
889 local_player->jy - MIDPOSY :
892 CloseDoor(DOOR_CLOSE_1);
897 /* after drawing the level, correct some elements */
898 if (game.timegate_time_left == 0)
899 CloseAllOpenTimegates();
901 if (setup.soft_scrolling)
902 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
904 redraw_mask |= REDRAW_FROM_BACKBUFFER;
907 /* copy default game door content to main double buffer */
908 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
909 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
912 DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
913 int2str(level_nr, 2), FONT_DEFAULT_SMALL);
916 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
917 int2str(level_nr, 3), FONT_SPECIAL_NARROW, FONT_OPAQUE);
918 BlitBitmap(drawto, drawto,
919 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
920 getFontWidth(FONT_SPECIAL_NARROW) * 3,
921 getFontHeight(FONT_SPECIAL_NARROW) - 1,
922 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
925 DrawGameDoorValues();
929 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
930 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
931 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
935 /* copy actual game door content to door double buffer for OpenDoor() */
936 BlitBitmap(drawto, bitmap_db_door,
937 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
939 OpenDoor(DOOR_OPEN_ALL);
941 PlaySoundStereo(SND_GAME_STARTING, SOUND_MAX_RIGHT);
942 if (setup.sound_music)
945 KeyboardAutoRepeatOff();
950 printf("Player %d %sactive.\n",
951 i + 1, (stored_player[i].active ? "" : "not "));
955 void InitMovDir(int x, int y)
957 int i, element = Feld[x][y];
958 static int xy[4][2] =
965 static int direction[3][4] =
967 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
968 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
969 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
979 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
982 case EL_SPACESHIP_RIGHT:
983 case EL_SPACESHIP_UP:
984 case EL_SPACESHIP_LEFT:
985 case EL_SPACESHIP_DOWN:
986 Feld[x][y] = EL_SPACESHIP;
987 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
990 case EL_BD_BUTTERFLY_RIGHT:
991 case EL_BD_BUTTERFLY_UP:
992 case EL_BD_BUTTERFLY_LEFT:
993 case EL_BD_BUTTERFLY_DOWN:
994 Feld[x][y] = EL_BD_BUTTERFLY;
995 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
998 case EL_BD_FIREFLY_RIGHT:
999 case EL_BD_FIREFLY_UP:
1000 case EL_BD_FIREFLY_LEFT:
1001 case EL_BD_FIREFLY_DOWN:
1002 Feld[x][y] = EL_BD_FIREFLY;
1003 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1006 case EL_PACMAN_RIGHT:
1008 case EL_PACMAN_LEFT:
1009 case EL_PACMAN_DOWN:
1010 Feld[x][y] = EL_PACMAN;
1011 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1014 case EL_SP_SNIKSNAK:
1015 MovDir[x][y] = MV_UP;
1018 case EL_SP_ELECTRON:
1019 MovDir[x][y] = MV_LEFT;
1026 Feld[x][y] = EL_MOLE;
1027 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1031 MovDir[x][y] = 1 << RND(4);
1032 if (element != EL_BUG &&
1033 element != EL_SPACESHIP &&
1034 element != EL_BD_BUTTERFLY &&
1035 element != EL_BD_FIREFLY)
1040 int x1 = x + xy[i][0];
1041 int y1 = y + xy[i][1];
1043 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1045 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1047 MovDir[x][y] = direction[0][i];
1050 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1051 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1053 MovDir[x][y] = direction[1][i];
1062 void InitAmoebaNr(int x, int y)
1065 int group_nr = AmoebeNachbarNr(x, y);
1069 for (i=1; i<MAX_NUM_AMOEBA; i++)
1071 if (AmoebaCnt[i] == 0)
1079 AmoebaNr[x][y] = group_nr;
1080 AmoebaCnt[group_nr]++;
1081 AmoebaCnt2[group_nr]++;
1087 boolean raise_level = FALSE;
1089 if (local_player->MovPos)
1092 if (tape.playing && tape.auto_play)
1093 tape.auto_play_level_solved = TRUE;
1095 local_player->LevelSolved = FALSE;
1097 PlaySoundStereo(SND_GAME_WINNING, SOUND_MAX_RIGHT);
1101 if (!tape.playing && setup.sound_loops)
1102 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1103 SND_CTRL_PLAY_LOOP);
1105 while (TimeLeft > 0)
1107 if (!tape.playing && !setup.sound_loops)
1108 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1109 if (TimeLeft > 0 && !(TimeLeft % 10))
1110 RaiseScore(level.score[SC_ZEITBONUS]);
1111 if (TimeLeft > 100 && !(TimeLeft % 10))
1115 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_DEFAULT_SMALL);
1122 if (!tape.playing && setup.sound_loops)
1123 StopSound(SND_GAME_LEVELTIME_BONUS);
1125 else if (level.time == 0) /* level without time limit */
1127 if (!tape.playing && setup.sound_loops)
1128 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1129 SND_CTRL_PLAY_LOOP);
1131 while (TimePlayed < 999)
1133 if (!tape.playing && !setup.sound_loops)
1134 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1135 if (TimePlayed < 999 && !(TimePlayed % 10))
1136 RaiseScore(level.score[SC_ZEITBONUS]);
1137 if (TimePlayed < 900 && !(TimePlayed % 10))
1141 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_DEFAULT_SMALL);
1148 if (!tape.playing && setup.sound_loops)
1149 StopSound(SND_GAME_LEVELTIME_BONUS);
1152 /* Hero disappears */
1153 DrawLevelField(ExitX, ExitY);
1159 CloseDoor(DOOR_CLOSE_1);
1164 SaveTape(tape.level_nr); /* Ask to save tape */
1167 if (level_nr == leveldir_current->handicap_level)
1169 leveldir_current->handicap_level++;
1170 SaveLevelSetup_SeriesInfo();
1173 if (level_editor_test_game)
1174 local_player->score = -1; /* no highscore when playing from editor */
1175 else if (level_nr < leveldir_current->last_level)
1176 raise_level = TRUE; /* advance to next level */
1178 if ((hi_pos = NewHiScore()) >= 0)
1180 game_status = HALLOFFAME;
1181 DrawHallOfFame(hi_pos);
1190 game_status = MAINMENU;
1207 LoadScore(level_nr);
1209 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1210 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1213 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1215 if (local_player->score > highscore[k].Score)
1217 /* player has made it to the hall of fame */
1219 if (k < MAX_SCORE_ENTRIES - 1)
1221 int m = MAX_SCORE_ENTRIES - 1;
1224 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1225 if (!strcmp(setup.player_name, highscore[l].Name))
1227 if (m == k) /* player's new highscore overwrites his old one */
1233 strcpy(highscore[l].Name, highscore[l - 1].Name);
1234 highscore[l].Score = highscore[l - 1].Score;
1241 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1242 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1243 highscore[k].Score = local_player->score;
1249 else if (!strncmp(setup.player_name, highscore[k].Name,
1250 MAX_PLAYER_NAME_LEN))
1251 break; /* player already there with a higher score */
1257 SaveScore(level_nr);
1262 static void InitPlayerGfxAnimation(struct PlayerInfo *player, int action)
1264 if (player->GfxAction != action)
1266 player->GfxAction = action;
1271 static void ResetRandomAnimationValue(int x, int y)
1273 GfxRandom[x][y] = INIT_GFX_RANDOM();
1276 static void ResetGfxAnimation(int x, int y)
1279 GfxAction[x][y] = ACTION_DEFAULT;
1282 void InitMovingField(int x, int y, int direction)
1284 int element = Feld[x][y];
1285 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1286 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1288 if (!JustStopped[x][y] || direction != MovDir[x][y])
1289 ResetGfxAnimation(x, y);
1291 MovDir[newx][newy] = MovDir[x][y] = direction;
1293 if (Feld[newx][newy] == EL_EMPTY)
1294 Feld[newx][newy] = EL_BLOCKED;
1296 if (direction == MV_DOWN && CAN_FALL(element))
1297 GfxAction[x][y] = ACTION_FALLING;
1299 GfxAction[x][y] = ACTION_MOVING;
1301 GfxFrame[newx][newy] = GfxFrame[x][y];
1302 GfxAction[newx][newy] = GfxAction[x][y];
1303 GfxRandom[newx][newy] = GfxRandom[x][y];
1306 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1308 int direction = MovDir[x][y];
1309 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1310 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1316 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1318 int oldx = x, oldy = y;
1319 int direction = MovDir[x][y];
1321 if (direction == MV_LEFT)
1323 else if (direction == MV_RIGHT)
1325 else if (direction == MV_UP)
1327 else if (direction == MV_DOWN)
1330 *comes_from_x = oldx;
1331 *comes_from_y = oldy;
1334 int MovingOrBlocked2Element(int x, int y)
1336 int element = Feld[x][y];
1338 if (element == EL_BLOCKED)
1342 Blocked2Moving(x, y, &oldx, &oldy);
1343 return Feld[oldx][oldy];
1349 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1351 /* like MovingOrBlocked2Element(), but if element is moving
1352 and (x,y) is the field the moving element is just leaving,
1353 return EL_BLOCKED instead of the element value */
1354 int element = Feld[x][y];
1356 if (IS_MOVING(x, y))
1358 if (element == EL_BLOCKED)
1362 Blocked2Moving(x, y, &oldx, &oldy);
1363 return Feld[oldx][oldy];
1372 static void RemoveField(int x, int y)
1374 Feld[x][y] = EL_EMPTY;
1380 void RemoveMovingField(int x, int y)
1382 int oldx = x, oldy = y, newx = x, newy = y;
1384 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1387 if (IS_MOVING(x, y))
1389 Moving2Blocked(x, y, &newx, &newy);
1390 if (Feld[newx][newy] != EL_BLOCKED)
1393 else if (Feld[x][y] == EL_BLOCKED)
1395 Blocked2Moving(x, y, &oldx, &oldy);
1396 if (!IS_MOVING(oldx, oldy))
1400 if (Feld[x][y] == EL_BLOCKED &&
1401 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1402 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1403 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1404 Feld[oldx][oldy] == EL_AMOEBA_DRIPPING))
1405 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1407 Feld[oldx][oldy] = EL_EMPTY;
1409 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1411 Feld[newx][newy] = EL_EMPTY;
1412 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1413 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1414 GfxAction[oldx][oldy] = GfxAction[newx][newy] = ACTION_DEFAULT;
1416 DrawLevelField(oldx, oldy);
1417 DrawLevelField(newx, newy);
1420 void DrawDynamite(int x, int y)
1422 int sx = SCREENX(x), sy = SCREENY(y);
1423 int graphic = el2img(Feld[x][y]);
1426 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1430 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
1432 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
1436 DrawGraphicThruMask(sx, sy, graphic, frame);
1438 DrawGraphic(sx, sy, graphic, frame);
1440 if (game.emulation == EMU_SUPAPLEX)
1441 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
1442 else if (Store[x][y])
1443 DrawGraphicThruMask(sx, sy, graphic, frame);
1445 DrawGraphic(sx, sy, graphic, frame);
1449 void CheckDynamite(int x, int y)
1451 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
1455 if (MovDelay[x][y] != 0)
1459 /* !!! correct: "PlaySoundLevelActionIfLoop" etc. !!! */
1460 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
1466 if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
1467 Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
1468 StopSound(SND_DYNAMITE_ACTIVE);
1470 StopSound(SND_DYNABOMB_ACTIVE);
1475 void Explode(int ex, int ey, int phase, int mode)
1479 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1480 int last_phase = num_phase * delay;
1481 int half_phase = (num_phase / 2) * delay;
1482 int first_phase_after_start = EX_PHASE_START + 1;
1484 if (game.explosions_delayed)
1486 ExplodeField[ex][ey] = mode;
1490 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1492 int center_element = Feld[ex][ey];
1494 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1496 /* put moving element to center field (and let it explode there) */
1497 center_element = MovingOrBlocked2Element(ex, ey);
1498 RemoveMovingField(ex, ey);
1499 Feld[ex][ey] = center_element;
1502 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1506 if (!IN_LEV_FIELD(x, y) ||
1507 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
1508 (x != ex || y != ey)))
1511 element = Feld[x][y];
1513 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1515 element = MovingOrBlocked2Element(x, y);
1516 RemoveMovingField(x, y);
1519 if (IS_INDESTRUCTIBLE(element) || element == EL_FLAMES)
1522 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1524 if (IS_ACTIVE_BOMB(element))
1526 /* re-activate things under the bomb like gate or penguin */
1527 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
1534 if (element == EL_EXPLOSION)
1535 element = Store2[x][y];
1537 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1539 switch(StorePlayer[ex][ey])
1542 Store[x][y] = EL_EMERALD_RED;
1545 Store[x][y] = EL_EMERALD;
1548 Store[x][y] = EL_EMERALD_PURPLE;
1552 Store[x][y] = EL_EMERALD_YELLOW;
1556 if (game.emulation == EMU_SUPAPLEX)
1557 Store[x][y] = EL_EMPTY;
1559 else if (center_element == EL_MOLE)
1560 Store[x][y] = EL_EMERALD_RED;
1561 else if (center_element == EL_PENGUIN)
1562 Store[x][y] = EL_EMERALD_PURPLE;
1563 else if (center_element == EL_BUG)
1564 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
1565 else if (center_element == EL_BD_BUTTERFLY)
1566 Store[x][y] = EL_BD_DIAMOND;
1567 else if (center_element == EL_SP_ELECTRON)
1568 Store[x][y] = EL_SP_INFOTRON;
1569 else if (center_element == EL_YAMYAM)
1570 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1571 else if (center_element == EL_AMOEBA_TO_DIAMOND)
1572 Store[x][y] = level.amoeba_content;
1573 else if (element == EL_WALL_EMERALD)
1574 Store[x][y] = EL_EMERALD;
1575 else if (element == EL_WALL_DIAMOND)
1576 Store[x][y] = EL_DIAMOND;
1577 else if (element == EL_WALL_BD_DIAMOND)
1578 Store[x][y] = EL_BD_DIAMOND;
1579 else if (element == EL_WALL_EMERALD_YELLOW)
1580 Store[x][y] = EL_EMERALD_YELLOW;
1581 else if (element == EL_WALL_EMERALD_RED)
1582 Store[x][y] = EL_EMERALD_RED;
1583 else if (element == EL_WALL_EMERALD_PURPLE)
1584 Store[x][y] = EL_EMERALD_PURPLE;
1585 else if (element == EL_WALL_PEARL)
1586 Store[x][y] = EL_PEARL;
1587 else if (element == EL_WALL_CRYSTAL)
1588 Store[x][y] = EL_CRYSTAL;
1589 else if (!IS_PFORTE(Store[x][y]))
1590 Store[x][y] = EL_EMPTY;
1592 if (x != ex || y != ey ||
1593 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
1594 Store2[x][y] = element;
1596 if (AmoebaNr[x][y] &&
1597 (element == EL_AMOEBA_FULL ||
1598 element == EL_BD_AMOEBA ||
1599 element == EL_AMOEBA_CREATING))
1601 AmoebaCnt[AmoebaNr[x][y]]--;
1602 AmoebaCnt2[AmoebaNr[x][y]]--;
1605 Feld[x][y] = EL_EXPLOSION;
1606 MovDir[x][y] = MovPos[x][y] = 0;
1608 ExplodePhase[x][y] = 1;
1612 if (center_element == EL_YAMYAM)
1613 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1624 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
1626 if (phase == first_phase_after_start)
1628 int element = Store2[x][y];
1630 if (element == EL_BLACK_ORB)
1632 Feld[x][y] = Store2[x][y];
1637 else if (phase == half_phase)
1639 int element = Store2[x][y];
1641 if (IS_PLAYER(x, y))
1642 KillHeroUnlessProtected(x, y);
1643 else if (IS_EXPLOSIVE(element))
1645 Feld[x][y] = Store2[x][y];
1649 else if (element == EL_AMOEBA_TO_DIAMOND)
1650 AmoebeUmwandeln(x, y);
1653 if (phase == last_phase)
1657 element = Feld[x][y] = Store[x][y];
1658 Store[x][y] = Store2[x][y] = 0;
1659 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1660 InitField(x, y, FALSE);
1661 if (CAN_MOVE(element) || COULD_MOVE(element))
1663 DrawLevelField(x, y);
1665 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1666 StorePlayer[x][y] = 0;
1668 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1670 int stored = Store[x][y];
1671 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
1672 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
1674 int frame = getGraphicAnimationFrame(graphic, phase - delay);
1677 DrawCrumbledSand(SCREENX(x), SCREENY(y));
1679 if (IS_PFORTE(Store[x][y]))
1681 DrawLevelElement(x, y, Store[x][y]);
1682 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
1685 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1689 void DynaExplode(int ex, int ey)
1692 int dynabomb_size = 1;
1693 boolean dynabomb_xl = FALSE;
1694 struct PlayerInfo *player;
1695 static int xy[4][2] =
1703 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1705 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER1_ACTIVE];
1706 dynabomb_size = player->dynabomb_size;
1707 dynabomb_xl = player->dynabomb_xl;
1708 player->dynabombs_left++;
1711 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1715 for (j=1; j<=dynabomb_size; j++)
1717 int x = ex + j * xy[i % 4][0];
1718 int y = ey + j * xy[i % 4][1];
1721 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
1724 element = Feld[x][y];
1726 /* do not restart explosions of fields with active bombs */
1727 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
1730 Explode(x, y, EX_PHASE_START, EX_BORDER);
1732 if (element != EL_EMPTY &&
1733 element != EL_SAND &&
1734 element != EL_EXPLOSION &&
1741 void Bang(int x, int y)
1743 int element = Feld[x][y];
1745 if (game.emulation == EMU_SUPAPLEX)
1746 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
1748 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
1751 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1759 case EL_BD_BUTTERFLY:
1762 case EL_DARK_YAMYAM:
1766 RaiseScoreElement(element);
1767 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1769 case EL_DYNABOMB_PLAYER1_ACTIVE:
1770 case EL_DYNABOMB_PLAYER2_ACTIVE:
1771 case EL_DYNABOMB_PLAYER3_ACTIVE:
1772 case EL_DYNABOMB_PLAYER4_ACTIVE:
1773 case EL_DYNABOMB_NR:
1774 case EL_DYNABOMB_SZ:
1775 case EL_DYNABOMB_XL:
1780 case EL_LAMP_ACTIVE:
1781 if (IS_PLAYER(x, y))
1782 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1784 Explode(x, y, EX_PHASE_START, EX_CENTER);
1787 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1792 void SplashAcid(int x, int y)
1794 int element = Feld[x][y];
1796 if (element != EL_ACID_SPLASH_LEFT &&
1797 element != EL_ACID_SPLASH_RIGHT)
1799 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
1801 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1802 (!IN_LEV_FIELD(x-1, y-1) ||
1803 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1804 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
1806 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1807 (!IN_LEV_FIELD(x+1, y-1) ||
1808 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1809 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
1813 static void InitBeltMovement()
1815 static int belt_base_element[4] =
1817 EL_CONVEYOR_BELT1_LEFT,
1818 EL_CONVEYOR_BELT2_LEFT,
1819 EL_CONVEYOR_BELT3_LEFT,
1820 EL_CONVEYOR_BELT4_LEFT
1822 static int belt_base_active_element[4] =
1824 EL_CONVEYOR_BELT1_LEFT_ACTIVE,
1825 EL_CONVEYOR_BELT2_LEFT_ACTIVE,
1826 EL_CONVEYOR_BELT3_LEFT_ACTIVE,
1827 EL_CONVEYOR_BELT4_LEFT_ACTIVE
1832 /* set frame order for belt animation graphic according to belt direction */
1839 int element = belt_base_active_element[belt_nr] + j;
1840 int graphic = el2img(element);
1842 if (game.belt_dir[i] == MV_LEFT)
1843 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
1845 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
1849 for(y=0; y<lev_fieldy; y++)
1851 for(x=0; x<lev_fieldx; x++)
1853 int element = Feld[x][y];
1857 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
1859 int e_belt_nr = getBeltNrFromBeltElement(element);
1862 if (e_belt_nr == belt_nr)
1864 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
1866 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
1874 static void ToggleBeltSwitch(int x, int y)
1876 static int belt_base_element[4] =
1878 EL_CONVEYOR_BELT1_LEFT,
1879 EL_CONVEYOR_BELT2_LEFT,
1880 EL_CONVEYOR_BELT3_LEFT,
1881 EL_CONVEYOR_BELT4_LEFT
1883 static int belt_base_active_element[4] =
1885 EL_CONVEYOR_BELT1_LEFT_ACTIVE,
1886 EL_CONVEYOR_BELT2_LEFT_ACTIVE,
1887 EL_CONVEYOR_BELT3_LEFT_ACTIVE,
1888 EL_CONVEYOR_BELT4_LEFT_ACTIVE
1890 static int belt_base_switch_element[4] =
1892 EL_CONVEYOR_BELT1_SWITCH_LEFT,
1893 EL_CONVEYOR_BELT2_SWITCH_LEFT,
1894 EL_CONVEYOR_BELT3_SWITCH_LEFT,
1895 EL_CONVEYOR_BELT4_SWITCH_LEFT
1897 static int belt_move_dir[4] =
1905 int element = Feld[x][y];
1906 int belt_nr = getBeltNrFromBeltSwitchElement(element);
1907 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1908 int belt_dir = belt_move_dir[belt_dir_nr];
1911 if (!IS_BELT_SWITCH(element))
1914 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1915 game.belt_dir[belt_nr] = belt_dir;
1917 if (belt_dir_nr == 3)
1920 /* set frame order for belt animation graphic according to belt direction */
1923 int element = belt_base_active_element[belt_nr] + i;
1924 int graphic = el2img(element);
1926 if (belt_dir == MV_LEFT)
1927 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
1929 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
1932 for (yy=0; yy<lev_fieldy; yy++)
1934 for (xx=0; xx<lev_fieldx; xx++)
1936 int element = Feld[xx][yy];
1938 if (IS_BELT_SWITCH(element))
1940 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
1942 if (e_belt_nr == belt_nr)
1944 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
1945 DrawLevelField(xx, yy);
1948 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
1950 int e_belt_nr = getBeltNrFromBeltElement(element);
1952 if (e_belt_nr == belt_nr)
1954 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
1956 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
1957 DrawLevelField(xx, yy);
1960 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
1962 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
1964 if (e_belt_nr == belt_nr)
1966 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
1968 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
1969 DrawLevelField(xx, yy);
1976 static void ToggleSwitchgateSwitch(int x, int y)
1980 game.switchgate_pos = !game.switchgate_pos;
1982 for (yy=0; yy<lev_fieldy; yy++)
1984 for (xx=0; xx<lev_fieldx; xx++)
1986 int element = Feld[xx][yy];
1988 if (element == EL_SWITCHGATE_SWITCH_UP ||
1989 element == EL_SWITCHGATE_SWITCH_DOWN)
1991 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
1992 DrawLevelField(xx, yy);
1994 else if (element == EL_SWITCHGATE_OPEN ||
1995 element == EL_SWITCHGATE_OPENING)
1997 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
1998 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2000 else if (element == EL_SWITCHGATE_CLOSED ||
2001 element == EL_SWITCHGATE_CLOSING)
2003 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2004 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2010 static int getInvisibleActiveFromInvisibleElement(int element)
2012 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2013 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2014 EL_INVISIBLE_SAND_ACTIVE);
2017 static int getInvisibleFromInvisibleActiveElement(int element)
2019 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2020 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2024 static void RedrawAllLightSwitchesAndInvisibleElements()
2028 for (y=0; y<lev_fieldy; y++)
2030 for (x=0; x<lev_fieldx; x++)
2032 int element = Feld[x][y];
2034 if (element == EL_LIGHT_SWITCH &&
2035 game.light_time_left > 0)
2037 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2038 DrawLevelField(x, y);
2040 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2041 game.light_time_left == 0)
2043 Feld[x][y] = EL_LIGHT_SWITCH;
2044 DrawLevelField(x, y);
2046 else if (element == EL_INVISIBLE_STEELWALL ||
2047 element == EL_INVISIBLE_WALL ||
2048 element == EL_INVISIBLE_SAND)
2050 if (game.light_time_left > 0)
2051 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2053 DrawLevelField(x, y);
2055 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2056 element == EL_INVISIBLE_WALL_ACTIVE ||
2057 element == EL_INVISIBLE_SAND_ACTIVE)
2059 if (game.light_time_left == 0)
2060 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2062 DrawLevelField(x, y);
2068 static void ToggleLightSwitch(int x, int y)
2070 int element = Feld[x][y];
2072 game.light_time_left =
2073 (element == EL_LIGHT_SWITCH ?
2074 level.time_light * FRAMES_PER_SECOND : 0);
2076 RedrawAllLightSwitchesAndInvisibleElements();
2079 static void ActivateTimegateSwitch(int x, int y)
2083 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2085 for (yy=0; yy<lev_fieldy; yy++)
2087 for (xx=0; xx<lev_fieldx; xx++)
2089 int element = Feld[xx][yy];
2091 if (element == EL_TIMEGATE_CLOSED ||
2092 element == EL_TIMEGATE_CLOSING)
2094 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2095 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2099 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2101 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2102 DrawLevelField(xx, yy);
2109 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2112 void Impact(int x, int y)
2114 boolean lastline = (y == lev_fieldy-1);
2115 boolean object_hit = FALSE;
2116 int element = Feld[x][y];
2119 if (!lastline) /* check if element below was hit */
2121 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
2124 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
2125 MovDir[x][y+1] != MV_DOWN ||
2126 MovPos[x][y+1] <= TILEY / 2));
2128 smashed = MovingOrBlocked2Element(x, y+1);
2131 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2137 if (lastline || object_hit)
2139 ResetGfxAnimation(x, y);
2140 DrawLevelField(x, y);
2143 if ((element == EL_BOMB ||
2144 element == EL_SP_DISK_ORANGE ||
2145 element == EL_DX_SUPABOMB) &&
2146 (lastline || object_hit)) /* element is bomb */
2151 else if (element == EL_PEARL)
2153 Feld[x][y] = EL_PEARL_BREAKING;
2154 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2158 if (element == EL_AMOEBA_DROP && (lastline || object_hit))
2160 if (object_hit && IS_PLAYER(x, y+1))
2161 KillHeroUnlessProtected(x, y+1);
2162 else if (object_hit && smashed == EL_PENGUIN)
2166 Feld[x][y] = EL_AMOEBA_CREATING;
2167 Store[x][y] = EL_AMOEBA_WET;
2169 ResetRandomAnimationValue(x, y);
2174 if (!lastline && object_hit) /* check which object was hit */
2176 if (CAN_CHANGE(element) &&
2177 (smashed == EL_MAGIC_WALL ||
2178 smashed == EL_BD_MAGIC_WALL))
2181 int activated_magic_wall =
2182 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2183 EL_BD_MAGIC_WALL_ACTIVE);
2185 /* activate magic wall / mill */
2186 for (yy=0; yy<lev_fieldy; yy++)
2187 for (xx=0; xx<lev_fieldx; xx++)
2188 if (Feld[xx][yy] == smashed)
2189 Feld[xx][yy] = activated_magic_wall;
2191 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2192 game.magic_wall_active = TRUE;
2194 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2195 SND_MAGIC_WALL_ACTIVATING :
2196 SND_BD_MAGIC_WALL_ACTIVATING));
2199 if (IS_PLAYER(x, y + 1))
2201 KillHeroUnlessProtected(x, y+1);
2204 else if (smashed == EL_PENGUIN)
2209 else if (element == EL_BD_DIAMOND)
2211 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2217 else if ((element == EL_SP_INFOTRON ||
2218 element == EL_SP_ZONK) &&
2219 (smashed == EL_SP_SNIKSNAK ||
2220 smashed == EL_SP_ELECTRON ||
2221 smashed == EL_SP_DISK_ORANGE))
2226 else if (element == EL_ROCK ||
2227 element == EL_SP_ZONK ||
2228 element == EL_BD_ROCK)
2230 if (IS_ENEMY(smashed) ||
2231 smashed == EL_BOMB ||
2232 smashed == EL_SP_DISK_ORANGE ||
2233 smashed == EL_DX_SUPABOMB ||
2234 smashed == EL_SATELLITE ||
2235 smashed == EL_PIG ||
2236 smashed == EL_DRAGON ||
2242 else if (!IS_MOVING(x, y + 1))
2244 if (smashed == EL_LAMP ||
2245 smashed == EL_LAMP_ACTIVE)
2250 else if (smashed == EL_NUT)
2252 Feld[x][y+1] = EL_NUT_CRACKING;
2253 PlaySoundLevel(x, y, SND_NUT_CRACKING);
2254 RaiseScoreElement(EL_NUT);
2257 else if (smashed == EL_PEARL)
2259 Feld[x][y+1] = EL_PEARL_BREAKING;
2260 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2263 else if (smashed == EL_DIAMOND)
2265 Feld[x][y+1] = EL_EMPTY;
2266 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2269 else if (IS_BELT_SWITCH(smashed))
2271 ToggleBeltSwitch(x, y+1);
2273 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
2274 smashed == EL_SWITCHGATE_SWITCH_DOWN)
2276 ToggleSwitchgateSwitch(x, y+1);
2278 else if (smashed == EL_LIGHT_SWITCH ||
2279 smashed == EL_LIGHT_SWITCH_ACTIVE)
2281 ToggleLightSwitch(x, y+1);
2287 /* play sound of magic wall / mill */
2289 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2290 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2292 if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2293 PlaySoundLevel(x, y, SND_MAGIC_WALL_CHANGING);
2294 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2295 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_CHANGING);
2300 /* play sound of object that hits the ground */
2301 if (lastline || object_hit)
2302 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2305 void TurnRound(int x, int y)
2317 { 0, 0 }, { 0, 0 }, { 0, 0 },
2322 int left, right, back;
2326 { MV_DOWN, MV_UP, MV_RIGHT },
2327 { MV_UP, MV_DOWN, MV_LEFT },
2329 { MV_LEFT, MV_RIGHT, MV_DOWN },
2330 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2331 { MV_RIGHT, MV_LEFT, MV_UP }
2334 int element = Feld[x][y];
2335 int old_move_dir = MovDir[x][y];
2336 int left_dir = turn[old_move_dir].left;
2337 int right_dir = turn[old_move_dir].right;
2338 int back_dir = turn[old_move_dir].back;
2340 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2341 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2342 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2343 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2345 int left_x = x + left_dx, left_y = y + left_dy;
2346 int right_x = x + right_dx, right_y = y + right_dy;
2347 int move_x = x + move_dx, move_y = y + move_dy;
2349 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2351 TestIfBadThingTouchesOtherBadThing(x, y);
2353 if (IN_LEV_FIELD(right_x, right_y) &&
2354 IS_FREE(right_x, right_y))
2355 MovDir[x][y] = right_dir;
2356 else if (!IN_LEV_FIELD(move_x, move_y) ||
2357 !IS_FREE(move_x, move_y))
2358 MovDir[x][y] = left_dir;
2360 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
2362 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2365 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2366 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2368 TestIfBadThingTouchesOtherBadThing(x, y);
2370 if (IN_LEV_FIELD(left_x, left_y) &&
2371 IS_FREE(left_x, left_y))
2372 MovDir[x][y] = left_dir;
2373 else if (!IN_LEV_FIELD(move_x, move_y) ||
2374 !IS_FREE(move_x, move_y))
2375 MovDir[x][y] = right_dir;
2377 if ((element == EL_SPACESHIP ||
2378 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2379 && MovDir[x][y] != old_move_dir)
2381 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
2384 else if (element == EL_YAMYAM)
2386 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2388 if (IN_LEV_FIELD(left_x, left_y) &&
2389 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2390 Feld[left_x][left_y] == EL_DIAMOND))
2391 can_turn_left = TRUE;
2392 if (IN_LEV_FIELD(right_x, right_y) &&
2393 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2394 Feld[right_x][right_y] == EL_DIAMOND))
2395 can_turn_right = TRUE;
2397 if (can_turn_left && can_turn_right)
2398 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2399 else if (can_turn_left)
2400 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2401 else if (can_turn_right)
2402 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2404 MovDir[x][y] = back_dir;
2406 MovDelay[x][y] = 16+16*RND(3);
2408 else if (element == EL_DARK_YAMYAM)
2410 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2412 if (IN_LEV_FIELD(left_x, left_y) &&
2413 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2414 IS_MAMPF2(Feld[left_x][left_y])))
2415 can_turn_left = TRUE;
2416 if (IN_LEV_FIELD(right_x, right_y) &&
2417 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2418 IS_MAMPF2(Feld[right_x][right_y])))
2419 can_turn_right = TRUE;
2421 if (can_turn_left && can_turn_right)
2422 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2423 else if (can_turn_left)
2424 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2425 else if (can_turn_right)
2426 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2428 MovDir[x][y] = back_dir;
2430 MovDelay[x][y] = 16+16*RND(3);
2432 else if (element == EL_PACMAN)
2434 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2436 if (IN_LEV_FIELD(left_x, left_y) &&
2437 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2438 IS_AMOEBOID(Feld[left_x][left_y])))
2439 can_turn_left = TRUE;
2440 if (IN_LEV_FIELD(right_x, right_y) &&
2441 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2442 IS_AMOEBOID(Feld[right_x][right_y])))
2443 can_turn_right = TRUE;
2445 if (can_turn_left && can_turn_right)
2446 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2447 else if (can_turn_left)
2448 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2449 else if (can_turn_right)
2450 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2452 MovDir[x][y] = back_dir;
2454 MovDelay[x][y] = 6+RND(40);
2456 else if (element == EL_PIG)
2458 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2459 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2460 boolean should_move_on = FALSE;
2462 int rnd = RND(rnd_value);
2464 if (IN_LEV_FIELD(left_x, left_y) &&
2465 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2466 can_turn_left = TRUE;
2467 if (IN_LEV_FIELD(right_x, right_y) &&
2468 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2469 can_turn_right = TRUE;
2470 if (IN_LEV_FIELD(move_x, move_y) &&
2471 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2474 if (can_turn_left &&
2476 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2477 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2478 should_turn_left = TRUE;
2479 if (can_turn_right &&
2481 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2482 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2483 should_turn_right = TRUE;
2485 (!can_turn_left || !can_turn_right ||
2486 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2487 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2488 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2489 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2490 should_move_on = TRUE;
2492 if (should_turn_left || should_turn_right || should_move_on)
2494 if (should_turn_left && should_turn_right && should_move_on)
2495 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2496 rnd < 2*rnd_value/3 ? right_dir :
2498 else if (should_turn_left && should_turn_right)
2499 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2500 else if (should_turn_left && should_move_on)
2501 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2502 else if (should_turn_right && should_move_on)
2503 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2504 else if (should_turn_left)
2505 MovDir[x][y] = left_dir;
2506 else if (should_turn_right)
2507 MovDir[x][y] = right_dir;
2508 else if (should_move_on)
2509 MovDir[x][y] = old_move_dir;
2511 else if (can_move_on && rnd > rnd_value/8)
2512 MovDir[x][y] = old_move_dir;
2513 else if (can_turn_left && can_turn_right)
2514 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2515 else if (can_turn_left && rnd > rnd_value/8)
2516 MovDir[x][y] = left_dir;
2517 else if (can_turn_right && rnd > rnd_value/8)
2518 MovDir[x][y] = right_dir;
2520 MovDir[x][y] = back_dir;
2522 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2523 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2524 MovDir[x][y] = old_move_dir;
2528 else if (element == EL_DRAGON)
2530 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2532 int rnd = RND(rnd_value);
2534 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2535 can_turn_left = TRUE;
2536 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2537 can_turn_right = TRUE;
2538 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2541 if (can_move_on && rnd > rnd_value/8)
2542 MovDir[x][y] = old_move_dir;
2543 else if (can_turn_left && can_turn_right)
2544 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2545 else if (can_turn_left && rnd > rnd_value/8)
2546 MovDir[x][y] = left_dir;
2547 else if (can_turn_right && rnd > rnd_value/8)
2548 MovDir[x][y] = right_dir;
2550 MovDir[x][y] = back_dir;
2552 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2553 MovDir[x][y] = old_move_dir;
2557 else if (element == EL_MOLE)
2559 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2561 if (IN_LEV_FIELD(move_x, move_y) &&
2562 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2563 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING))
2568 if (IN_LEV_FIELD(left_x, left_y) &&
2569 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2570 can_turn_left = TRUE;
2571 if (IN_LEV_FIELD(right_x, right_y) &&
2572 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2573 can_turn_right = TRUE;
2575 if (can_turn_left && can_turn_right)
2576 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2577 else if (can_turn_left)
2578 MovDir[x][y] = left_dir;
2580 MovDir[x][y] = right_dir;
2583 if (MovDir[x][y] != old_move_dir)
2586 else if (element == EL_BALLOON)
2588 MovDir[x][y] = game.balloon_dir;
2591 else if (element == EL_SPRING)
2593 if ((MovDir[x][y] == MV_LEFT || MovDir[x][y] == MV_RIGHT) &&
2594 (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2595 (IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))
2596 MovDir[x][y] = MV_NO_MOVING;
2600 else if (element == EL_ROBOT ||
2601 element == EL_SATELLITE ||
2602 element == EL_PENGUIN)
2604 int attr_x = -1, attr_y = -1;
2615 for (i=0; i<MAX_PLAYERS; i++)
2617 struct PlayerInfo *player = &stored_player[i];
2618 int jx = player->jx, jy = player->jy;
2620 if (!player->active)
2623 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2631 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
2637 if (element == EL_PENGUIN)
2640 static int xy[4][2] =
2650 int ex = x + xy[i%4][0];
2651 int ey = y + xy[i%4][1];
2653 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
2662 MovDir[x][y] = MV_NO_MOVING;
2664 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2666 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2668 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2670 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2672 if (element == EL_ROBOT)
2676 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2677 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2678 Moving2Blocked(x, y, &newx, &newy);
2680 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2681 MovDelay[x][y] = 8+8*!RND(3);
2683 MovDelay[x][y] = 16;
2691 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2693 boolean first_horiz = RND(2);
2694 int new_move_dir = MovDir[x][y];
2697 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2698 Moving2Blocked(x, y, &newx, &newy);
2700 if (IN_LEV_FIELD(newx, newy) &&
2701 (IS_FREE(newx, newy) ||
2702 Feld[newx][newy] == EL_ACID ||
2703 (element == EL_PENGUIN &&
2704 (Feld[newx][newy] == EL_EXIT_OPEN ||
2705 IS_MAMPF3(Feld[newx][newy])))))
2709 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2710 Moving2Blocked(x, y, &newx, &newy);
2712 if (IN_LEV_FIELD(newx, newy) &&
2713 (IS_FREE(newx, newy) ||
2714 Feld[newx][newy] == EL_ACID ||
2715 (element == EL_PENGUIN &&
2716 (Feld[newx][newy] == EL_EXIT_OPEN ||
2717 IS_MAMPF3(Feld[newx][newy])))))
2720 MovDir[x][y] = old_move_dir;
2727 static boolean JustBeingPushed(int x, int y)
2731 for (i=0; i<MAX_PLAYERS; i++)
2733 struct PlayerInfo *player = &stored_player[i];
2735 if (player->active && player->Pushing && player->MovPos)
2737 int next_jx = player->jx + (player->jx - player->last_jx);
2738 int next_jy = player->jy + (player->jy - player->last_jy);
2740 if (x == next_jx && y == next_jy)
2748 void StartMoving(int x, int y)
2750 static boolean use_spring_bug = TRUE;
2751 boolean started_moving = FALSE; /* some elements can fall _and_ move */
2752 int element = Feld[x][y];
2757 GfxAction[x][y] = ACTION_DEFAULT;
2759 if (CAN_FALL(element) && y < lev_fieldy - 1)
2761 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2762 if (JustBeingPushed(x, y))
2765 if (element == EL_QUICKSAND_FULL)
2767 if (IS_FREE(x, y+1))
2769 InitMovingField(x, y, MV_DOWN);
2770 started_moving = TRUE;
2772 Feld[x][y] = EL_QUICKSAND_EMPTYING;
2773 Store[x][y] = EL_ROCK;
2774 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
2776 else if (Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2778 if (!MovDelay[x][y])
2779 MovDelay[x][y] = TILEY + 1;
2788 Feld[x][y] = EL_QUICKSAND_EMPTY;
2789 Feld[x][y+1] = EL_QUICKSAND_FULL;
2790 Store[x][y+1] = Store[x][y];
2792 PlaySoundLevel(x, y, SND_QUICKSAND_SLIPPING);
2795 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
2796 Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2798 InitMovingField(x, y, MV_DOWN);
2799 started_moving = TRUE;
2801 Feld[x][y] = EL_QUICKSAND_FILLING;
2802 Store[x][y] = element;
2803 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
2805 else if (element == EL_MAGIC_WALL_FULL)
2807 if (IS_FREE(x, y+1))
2809 InitMovingField(x, y, MV_DOWN);
2810 started_moving = TRUE;
2812 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
2813 Store[x][y] = EL_CHANGED(Store[x][y]);
2815 else if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2817 if (!MovDelay[x][y])
2818 MovDelay[x][y] = TILEY/4 + 1;
2827 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
2828 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
2829 Store[x][y+1] = EL_CHANGED(Store[x][y]);
2833 else if (element == EL_BD_MAGIC_WALL_FULL)
2835 if (IS_FREE(x, y+1))
2837 InitMovingField(x, y, MV_DOWN);
2838 started_moving = TRUE;
2840 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
2841 Store[x][y] = EL_CHANGED2(Store[x][y]);
2843 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2845 if (!MovDelay[x][y])
2846 MovDelay[x][y] = TILEY/4 + 1;
2855 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
2856 Feld[x][y+1] = EL_BD_MAGIC_WALL_FULL;
2857 Store[x][y+1] = EL_CHANGED2(Store[x][y]);
2861 else if (CAN_CHANGE(element) &&
2862 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2863 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2865 InitMovingField(x, y, MV_DOWN);
2866 started_moving = TRUE;
2869 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
2870 EL_BD_MAGIC_WALL_FILLING);
2871 Store[x][y] = element;
2874 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_ACID)
2876 else if (CAN_FALL(element) && Feld[x][y+1] == EL_ACID)
2881 InitMovingField(x, y, MV_DOWN);
2882 started_moving = TRUE;
2884 Store[x][y] = EL_ACID;
2886 /* !!! TEST !!! better use "_FALLING" etc. !!! */
2887 GfxAction[x][y+1] = ACTION_ACTIVE;
2890 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2895 else if (IS_FREE(x, y+1) && element == EL_SPRING && use_spring_bug)
2897 if (MovDir[x][y] == MV_NO_MOVING)
2899 InitMovingField(x, y, MV_DOWN);
2900 started_moving = TRUE;
2903 else if (IS_FREE(x, y+1))
2905 if (JustStopped[x][y]) /* prevent animation from being restarted */
2906 MovDir[x][y] = MV_DOWN;
2908 InitMovingField(x, y, MV_DOWN);
2909 started_moving = TRUE;
2911 else if (element == EL_AMOEBA_DROP)
2913 Feld[x][y] = EL_AMOEBA_CREATING;
2914 Store[x][y] = EL_AMOEBA_WET;
2916 /* Store[x][y+1] must be zero, because:
2917 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y+1] == EL_QUICKSAND_EMPTY
2920 #if OLD_GAME_BEHAVIOUR
2921 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2923 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2924 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2925 element != EL_DX_SUPABOMB)
2928 else if ((IS_SLIPPERY(Feld[x][y+1]) ||
2929 (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
2930 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2931 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
2934 boolean left = (x>0 && IS_FREE(x-1, y) &&
2935 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_ACID));
2936 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2937 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_ACID));
2941 if (left && right &&
2942 (game.emulation != EMU_BOULDERDASH &&
2943 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
2944 left = !(right = RND(2));
2946 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2947 started_moving = TRUE;
2950 else if (IS_BELT_ACTIVE(Feld[x][y+1]))
2952 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
2953 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
2954 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y+1]);
2955 int belt_dir = game.belt_dir[belt_nr];
2957 if ((belt_dir == MV_LEFT && left_is_free) ||
2958 (belt_dir == MV_RIGHT && right_is_free))
2960 InitMovingField(x, y, belt_dir);
2961 started_moving = TRUE;
2963 GfxAction[x][y] = ACTION_DEFAULT;
2968 /* not "else if" because of EL_SPRING */
2969 if (CAN_MOVE(element) && !started_moving)
2973 if ((element == EL_SATELLITE ||
2974 element == EL_BALLOON ||
2975 element == EL_SPRING)
2976 && JustBeingPushed(x, y))
2981 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
2982 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
2984 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
2986 Moving2Blocked(x, y, &newx, &newy);
2987 if (Feld[newx][newy] == EL_BLOCKED)
2988 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
2993 if (!MovDelay[x][y]) /* start new movement phase */
2995 /* all objects that can change their move direction after each step */
2996 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2998 if (element != EL_YAMYAM &&
2999 element != EL_DARK_YAMYAM &&
3000 element != EL_PACMAN)
3004 if (MovDelay[x][y] && (element == EL_BUG ||
3005 element == EL_SPACESHIP ||
3006 element == EL_SP_SNIKSNAK ||
3007 element == EL_SP_ELECTRON ||
3008 element == EL_MOLE))
3009 DrawLevelField(x, y);
3013 if (MovDelay[x][y]) /* wait some time before next movement */
3017 if (element == EL_ROBOT ||
3018 element == EL_YAMYAM ||
3019 element == EL_DARK_YAMYAM)
3021 DrawLevelElementAnimationIfNeeded(x, y, element);
3022 PlaySoundLevelAction(x, y, ACTION_WAITING);
3024 else if (element == EL_SP_ELECTRON)
3025 DrawLevelElementAnimationIfNeeded(x, y, element);
3026 else if (element == EL_DRAGON)
3029 int dir = MovDir[x][y];
3030 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
3031 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
3032 int graphic = (dir == MV_LEFT ? IMG_FLAMES1_LEFT :
3033 dir == MV_RIGHT ? IMG_FLAMES1_RIGHT :
3034 dir == MV_UP ? IMG_FLAMES1_UP :
3035 dir == MV_DOWN ? IMG_FLAMES1_DOWN : IMG_EMPTY);
3036 int frame = getGraphicAnimationFrame(graphic, -1);
3038 for (i=1; i<=3; i++)
3040 int xx = x + i*dx, yy = y + i*dy;
3041 int sx = SCREENX(xx), sy = SCREENY(yy);
3042 int flame_graphic = graphic + (i - 1);
3044 if (!IN_LEV_FIELD(xx, yy) ||
3045 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLOSION)
3050 int flamed = MovingOrBlocked2Element(xx, yy);
3052 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
3055 RemoveMovingField(xx, yy);
3057 Feld[xx][yy] = EL_FLAMES;
3058 if (IN_SCR_FIELD(sx, sy))
3059 DrawGraphic(sx, sy, flame_graphic, frame);
3063 if (Feld[xx][yy] == EL_FLAMES)
3064 Feld[xx][yy] = EL_EMPTY;
3065 DrawLevelField(xx, yy);
3070 if (MovDelay[x][y]) /* element still has to wait some time */
3072 PlaySoundLevelAction(x, y, ACTION_WAITING);
3078 /* now make next step */
3080 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
3082 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
3083 !PLAYER_PROTECTED(newx, newy))
3087 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
3090 /* enemy got the player */
3092 KillHero(PLAYERINFO(newx, newy));
3097 else if ((element == EL_PENGUIN || element == EL_ROBOT ||
3098 element == EL_SATELLITE || element == EL_BALLOON) &&
3099 IN_LEV_FIELD(newx, newy) &&
3100 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
3103 Store[x][y] = EL_ACID;
3105 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
3107 if (Feld[newx][newy] == EL_EXIT_OPEN)
3109 Feld[x][y] = EL_EMPTY;
3110 DrawLevelField(x, y);
3112 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING_EXIT);
3113 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
3114 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
3116 local_player->friends_still_needed--;
3117 if (!local_player->friends_still_needed &&
3118 !local_player->GameOver && AllPlayersGone)
3119 local_player->LevelSolved = local_player->GameOver = TRUE;
3123 else if (IS_MAMPF3(Feld[newx][newy]))
3125 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
3126 DrawLevelField(newx, newy);
3128 MovDir[x][y] = MV_NO_MOVING;
3130 else if (!IS_FREE(newx, newy))
3132 if (IS_PLAYER(x, y))
3133 DrawPlayerField(x, y);
3135 DrawLevelField(x, y);
3139 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
3141 if (IS_GEM(Feld[newx][newy]))
3143 if (IS_MOVING(newx, newy))
3144 RemoveMovingField(newx, newy);
3147 Feld[newx][newy] = EL_EMPTY;
3148 DrawLevelField(newx, newy);
3151 PlaySoundLevel(x, y, SND_PIG_EATING);
3153 else if (!IS_FREE(newx, newy))
3155 if (IS_PLAYER(x, y))
3156 DrawPlayerField(x, y);
3158 DrawLevelField(x, y);
3162 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
3164 if (!IS_FREE(newx, newy))
3166 if (IS_PLAYER(x, y))
3167 DrawPlayerField(x, y);
3169 DrawLevelField(x, y);
3174 boolean wanna_flame = !RND(10);
3175 int dx = newx - x, dy = newy - y;
3176 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3177 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3178 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3179 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
3180 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3181 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
3183 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
3184 element1 != EL_DRAGON && element2 != EL_DRAGON &&
3185 element1 != EL_FLAMES && element2 != EL_FLAMES)
3187 if (IS_PLAYER(x, y))
3188 DrawPlayerField(x, y);
3190 DrawLevelField(x, y);
3192 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3194 MovDelay[x][y] = 50;
3195 Feld[newx][newy] = EL_FLAMES;
3196 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
3197 Feld[newx1][newy1] = EL_FLAMES;
3198 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
3199 Feld[newx2][newy2] = EL_FLAMES;
3204 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3205 Feld[newx][newy] == EL_DIAMOND)
3207 if (IS_MOVING(newx, newy))
3208 RemoveMovingField(newx, newy);
3211 Feld[newx][newy] = EL_EMPTY;
3212 DrawLevelField(newx, newy);
3215 PlaySoundLevel(x, y, SND_YAMYAM_EATING);
3217 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3218 IS_MAMPF2(Feld[newx][newy]))
3220 if (AmoebaNr[newx][newy])
3222 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3223 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3224 Feld[newx][newy] == EL_BD_AMOEBA)
3225 AmoebaCnt[AmoebaNr[newx][newy]]--;
3228 if (IS_MOVING(newx, newy))
3229 RemoveMovingField(newx, newy);
3232 Feld[newx][newy] = EL_EMPTY;
3233 DrawLevelField(newx, newy);
3236 PlaySoundLevel(x, y, SND_DARK_YAMYAM_EATING);
3238 else if ((element == EL_PACMAN || element == EL_MOLE)
3239 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3241 if (AmoebaNr[newx][newy])
3243 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3244 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3245 Feld[newx][newy] == EL_BD_AMOEBA)
3246 AmoebaCnt[AmoebaNr[newx][newy]]--;
3249 if (element == EL_MOLE)
3251 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
3252 PlaySoundLevel(x, y, SND_MOLE_EATING);
3253 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
3254 return; /* wait for shrinking amoeba */
3256 else /* element == EL_PACMAN */
3258 Feld[newx][newy] = EL_EMPTY;
3259 DrawLevelField(newx, newy);
3260 PlaySoundLevel(x, y, SND_PACMAN_EATING);
3263 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
3264 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
3265 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
3267 /* wait for shrinking amoeba to completely disappear */
3270 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3272 /* object was running against a wall */
3276 if (element == EL_BUG || element == EL_SPACESHIP ||
3277 element == EL_SP_SNIKSNAK)
3278 DrawLevelField(x, y);
3279 else if (element == EL_BUG || element == EL_SPACESHIP ||
3280 element == EL_SP_SNIKSNAK || element == EL_MOLE)
3281 DrawLevelField(x, y);
3282 else if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
3283 DrawLevelElementAnimationIfNeeded(x, y, element);
3284 else if (element == EL_SATELLITE)
3285 DrawLevelElementAnimationIfNeeded(x, y, element);
3286 else if (element == EL_SP_ELECTRON)
3287 DrawLevelElementAnimationIfNeeded(x, y, element);
3289 if (DONT_TOUCH(element))
3290 TestIfBadThingTouchesHero(x, y);
3292 PlaySoundLevelAction(x, y, ACTION_WAITING);
3297 InitMovingField(x, y, MovDir[x][y]);
3299 PlaySoundLevelAction(x, y, ACTION_MOVING);
3303 ContinueMoving(x, y);
3306 void ContinueMoving(int x, int y)
3308 int element = Feld[x][y];
3309 int direction = MovDir[x][y];
3310 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3311 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3312 int horiz_move = (dx != 0);
3313 int newx = x + dx, newy = y + dy;
3314 int step = (horiz_move ? dx : dy) * TILEX / 8;
3316 if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DRIPPING)
3318 else if (element == EL_QUICKSAND_FILLING ||
3319 element == EL_QUICKSAND_EMPTYING)
3321 else if (element == EL_MAGIC_WALL_FILLING ||
3322 element == EL_BD_MAGIC_WALL_FILLING ||
3323 element == EL_MAGIC_WALL_EMPTYING ||
3324 element == EL_BD_MAGIC_WALL_EMPTYING)
3326 else if (CAN_FALL(element) && horiz_move &&
3327 y < lev_fieldy-1 && IS_BELT_ACTIVE(Feld[x][y+1]))
3329 else if (element == EL_SPRING && horiz_move)
3332 #if OLD_GAME_BEHAVIOUR
3333 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3337 MovPos[x][y] += step;
3339 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
3341 Feld[x][y] = EL_EMPTY;
3342 Feld[newx][newy] = element;
3344 if (element == EL_MOLE)
3347 static int xy[4][2] =
3355 Feld[x][y] = EL_SAND;
3356 DrawLevelField(x, y);
3365 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND)
3366 DrawLevelField(xx, yy); /* for "DrawCrumbledSand()" */
3370 if (element == EL_QUICKSAND_FILLING)
3372 element = Feld[newx][newy] = get_next_element(element);
3373 Store[newx][newy] = Store[x][y];
3375 else if (element == EL_QUICKSAND_EMPTYING)
3377 Feld[x][y] = get_next_element(element);
3378 element = Feld[newx][newy] = Store[x][y];
3380 else if (element == EL_MAGIC_WALL_FILLING)
3382 element = Feld[newx][newy] = get_next_element(element);
3383 if (!game.magic_wall_active)
3384 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3385 Store[newx][newy] = Store[x][y];
3387 else if (element == EL_MAGIC_WALL_EMPTYING)
3389 Feld[x][y] = get_next_element(element);
3390 if (!game.magic_wall_active)
3391 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3392 element = Feld[newx][newy] = Store[x][y];
3394 else if (element == EL_BD_MAGIC_WALL_FILLING)
3396 element = Feld[newx][newy] = get_next_element(element);
3397 if (!game.magic_wall_active)
3398 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
3399 Store[newx][newy] = Store[x][y];
3401 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
3403 Feld[x][y] = get_next_element(element);
3404 if (!game.magic_wall_active)
3405 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
3406 element = Feld[newx][newy] = Store[x][y];
3408 else if (element == EL_AMOEBA_DRIPPING)
3410 Feld[x][y] = get_next_element(element);
3411 element = Feld[newx][newy] = Store[x][y];
3413 else if (Store[x][y] == EL_ACID)
3415 element = Feld[newx][newy] = EL_ACID;
3419 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3420 MovDelay[newx][newy] = 0;
3422 /* copy animation control values to new field */
3423 GfxFrame[newx][newy] = GfxFrame[x][y];
3424 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
3425 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
3427 ResetGfxAnimation(x, y); /* reset animation values for old field */
3431 if (!CAN_MOVE(element))
3432 MovDir[newx][newy] = 0;
3435 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
3436 MovDir[newx][newy] = 0;
3439 if (!CAN_MOVE(element) ||
3440 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
3441 MovDir[newx][newy] = 0;
3445 DrawLevelField(x, y);
3446 DrawLevelField(newx, newy);
3448 Stop[newx][newy] = TRUE;
3449 JustStopped[newx][newy] = 3;
3451 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3453 TestIfBadThingTouchesHero(newx, newy);
3454 TestIfBadThingTouchesFriend(newx, newy);
3455 TestIfBadThingTouchesOtherBadThing(newx, newy);
3457 else if (element == EL_PENGUIN)
3458 TestIfFriendTouchesBadThing(newx, newy);
3460 if (CAN_SMASH(element) && direction == MV_DOWN &&
3461 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3464 else /* still moving on */
3466 DrawLevelField(x, y);
3470 int AmoebeNachbarNr(int ax, int ay)
3473 int element = Feld[ax][ay];
3475 static int xy[4][2] =
3485 int x = ax + xy[i][0];
3486 int y = ay + xy[i][1];
3488 if (!IN_LEV_FIELD(x, y))
3491 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3492 group_nr = AmoebaNr[x][y];
3498 void AmoebenVereinigen(int ax, int ay)
3500 int i, x, y, xx, yy;
3501 int new_group_nr = AmoebaNr[ax][ay];
3502 static int xy[4][2] =
3510 if (new_group_nr == 0)
3518 if (!IN_LEV_FIELD(x, y))
3521 if ((Feld[x][y] == EL_AMOEBA_FULL ||
3522 Feld[x][y] == EL_BD_AMOEBA ||
3523 Feld[x][y] == EL_AMOEBA_DEAD) &&
3524 AmoebaNr[x][y] != new_group_nr)
3526 int old_group_nr = AmoebaNr[x][y];
3528 if (old_group_nr == 0)
3531 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3532 AmoebaCnt[old_group_nr] = 0;
3533 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3534 AmoebaCnt2[old_group_nr] = 0;
3536 for (yy=0; yy<lev_fieldy; yy++)
3538 for (xx=0; xx<lev_fieldx; xx++)
3540 if (AmoebaNr[xx][yy] == old_group_nr)
3541 AmoebaNr[xx][yy] = new_group_nr;
3548 void AmoebeUmwandeln(int ax, int ay)
3552 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
3554 int group_nr = AmoebaNr[ax][ay];
3559 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3560 printf("AmoebeUmwandeln(): This should never happen!\n");
3565 for (y=0; y<lev_fieldy; y++)
3567 for (x=0; x<lev_fieldx; x++)
3569 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
3572 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
3576 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
3577 SND_AMOEBA_TURNING_TO_GEM :
3578 SND_AMOEBA_TURNING_TO_ROCK));
3583 static int xy[4][2] =
3596 if (!IN_LEV_FIELD(x, y))
3599 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
3601 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
3602 SND_AMOEBA_TURNING_TO_GEM :
3603 SND_AMOEBA_TURNING_TO_ROCK));
3610 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3613 int group_nr = AmoebaNr[ax][ay];
3614 boolean done = FALSE;
3619 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3620 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3625 for (y=0; y<lev_fieldy; y++)
3627 for (x=0; x<lev_fieldx; x++)
3629 if (AmoebaNr[x][y] == group_nr &&
3630 (Feld[x][y] == EL_AMOEBA_DEAD ||
3631 Feld[x][y] == EL_BD_AMOEBA ||
3632 Feld[x][y] == EL_AMOEBA_CREATING))
3635 Feld[x][y] = new_element;
3636 InitField(x, y, FALSE);
3637 DrawLevelField(x, y);
3644 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
3645 SND_BD_AMOEBA_TURNING_TO_ROCK :
3646 SND_BD_AMOEBA_TURNING_TO_GEM));
3649 void AmoebeWaechst(int x, int y)
3651 static unsigned long sound_delay = 0;
3652 static unsigned long sound_delay_value = 0;
3654 if (!MovDelay[x][y]) /* start new growing cycle */
3658 if (DelayReached(&sound_delay, sound_delay_value))
3660 if (Store[x][y] == EL_BD_AMOEBA)
3661 PlaySoundLevel(x, y, SND_BD_AMOEBA_CREATING);
3663 PlaySoundLevel(x, y, SND_AMOEBA_CREATING);
3664 sound_delay_value = 30;
3668 if (MovDelay[x][y]) /* wait some time before growing bigger */
3671 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3673 int frame = getGraphicAnimationFrame(IMG_AMOEBA_CREATING,
3674 6 - MovDelay[x][y]);
3676 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_CREATING, frame);
3679 if (!MovDelay[x][y])
3681 Feld[x][y] = Store[x][y];
3683 DrawLevelField(x, y);
3688 void AmoebaDisappearing(int x, int y)
3690 static unsigned long sound_delay = 0;
3691 static unsigned long sound_delay_value = 0;
3693 if (!MovDelay[x][y]) /* start new shrinking cycle */
3697 if (DelayReached(&sound_delay, sound_delay_value))
3698 sound_delay_value = 30;
3701 if (MovDelay[x][y]) /* wait some time before shrinking */
3704 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3706 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
3707 6 - MovDelay[x][y]);
3709 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
3712 if (!MovDelay[x][y])
3714 Feld[x][y] = EL_EMPTY;
3715 DrawLevelField(x, y);
3717 /* don't let mole enter this field in this cycle;
3718 (give priority to objects falling to this field from above) */
3724 void AmoebeAbleger(int ax, int ay)
3727 int element = Feld[ax][ay];
3728 int newax = ax, neway = ay;
3729 static int xy[4][2] =
3737 if (!level.amoeba_speed)
3739 Feld[ax][ay] = EL_AMOEBA_DEAD;
3740 DrawLevelField(ax, ay);
3744 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3745 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3747 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3750 if (MovDelay[ax][ay])
3754 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
3757 int x = ax + xy[start][0];
3758 int y = ay + xy[start][1];
3760 if (!IN_LEV_FIELD(x, y))
3763 if (IS_FREE(x, y) ||
3764 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3770 if (newax == ax && neway == ay)
3773 else /* normal or "filled" (BD style) amoeba */
3776 boolean waiting_for_player = FALSE;
3780 int j = (start + i) % 4;
3781 int x = ax + xy[j][0];
3782 int y = ay + xy[j][1];
3784 if (!IN_LEV_FIELD(x, y))
3787 if (IS_FREE(x, y) ||
3788 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3794 else if (IS_PLAYER(x, y))
3795 waiting_for_player = TRUE;
3798 if (newax == ax && neway == ay) /* amoeba cannot grow */
3800 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3802 Feld[ax][ay] = EL_AMOEBA_DEAD;
3803 DrawLevelField(ax, ay);
3804 AmoebaCnt[AmoebaNr[ax][ay]]--;
3806 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3808 if (element == EL_AMOEBA_FULL)
3809 AmoebeUmwandeln(ax, ay);
3810 else if (element == EL_BD_AMOEBA)
3811 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3816 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
3818 /* amoeba gets larger by growing in some direction */
3820 int new_group_nr = AmoebaNr[ax][ay];
3823 if (new_group_nr == 0)
3825 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3826 printf("AmoebeAbleger(): This should never happen!\n");
3831 AmoebaNr[newax][neway] = new_group_nr;
3832 AmoebaCnt[new_group_nr]++;
3833 AmoebaCnt2[new_group_nr]++;
3835 /* if amoeba touches other amoeba(s) after growing, unify them */
3836 AmoebenVereinigen(newax, neway);
3838 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
3840 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
3846 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
3847 (neway == lev_fieldy - 1 && newax != ax))
3849 Feld[newax][neway] = EL_AMOEBA_CREATING; /* creation of new amoeba */
3850 Store[newax][neway] = element;
3852 else if (neway == ay)
3854 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
3855 PlaySoundLevel(newax, neway, SND_AMOEBA_DROP_CREATING);
3859 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
3860 Feld[ax][ay] = EL_AMOEBA_DRIPPING;
3861 Store[ax][ay] = EL_AMOEBA_DROP;
3862 ContinueMoving(ax, ay);
3866 DrawLevelField(newax, neway);
3869 void Life(int ax, int ay)
3872 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3874 int element = Feld[ax][ay];
3875 boolean changed = FALSE;
3880 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3881 MovDelay[ax][ay] = life_time;
3883 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3886 if (MovDelay[ax][ay])
3890 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3892 int xx = ax+x1, yy = ay+y1;
3895 if (!IN_LEV_FIELD(xx, yy))
3898 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3900 int x = xx+x2, y = yy+y2;
3902 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3905 if (((Feld[x][y] == element ||
3906 (element == EL_GAMEOFLIFE && IS_PLAYER(x, y))) &&
3908 (IS_FREE(x, y) && Stop[x][y]))
3912 if (xx == ax && yy == ay) /* field in the middle */
3914 if (nachbarn < life[0] || nachbarn > life[1])
3916 Feld[xx][yy] = EL_EMPTY;
3918 DrawLevelField(xx, yy);
3919 Stop[xx][yy] = TRUE;
3923 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
3924 { /* free border field */
3925 if (nachbarn >= life[2] && nachbarn <= life[3])
3927 Feld[xx][yy] = element;
3928 MovDelay[xx][yy] = (element == EL_GAMEOFLIFE ? 0 : life_time-1);
3930 DrawLevelField(xx, yy);
3931 Stop[xx][yy] = TRUE;
3938 PlaySoundLevel(ax, ay, element == EL_GAMEOFLIFE ? SND_GAMEOFLIFE_CREATING :
3939 SND_BIOMAZE_CREATING);
3942 static void InitRobotWheel(int x, int y)
3944 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3947 static void RunRobotWheel(int x, int y)
3949 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
3952 static void StopRobotWheel(int x, int y)
3954 if (ZX == x && ZY == y)
3958 static void InitTimegateWheel(int x, int y)
3960 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3963 static void RunTimegateWheel(int x, int y)
3965 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
3968 void CheckExit(int x, int y)
3970 if (local_player->gems_still_needed > 0 ||
3971 local_player->sokobanfields_still_needed > 0 ||
3972 local_player->lights_still_needed > 0)
3975 Feld[x][y] = EL_EXIT_OPENING;
3977 PlaySoundLevelNearest(x, y, SND_EXIT_OPENING);
3980 void CheckExitSP(int x, int y)
3982 if (local_player->gems_still_needed > 0)
3985 Feld[x][y] = EL_SP_EXIT_OPEN;
3987 PlaySoundLevelNearest(x, y, SND_SP_EXIT_OPENING);
3990 static void CloseAllOpenTimegates()
3994 for (y=0; y<lev_fieldy; y++)
3996 for (x=0; x<lev_fieldx; x++)
3998 int element = Feld[x][y];
4000 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4002 Feld[x][y] = EL_TIMEGATE_CLOSING;
4003 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4009 void EdelsteinFunkeln(int x, int y)
4011 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4014 if (Feld[x][y] == EL_BD_DIAMOND)
4017 if (MovDelay[x][y] == 0) /* next animation frame */
4018 MovDelay[x][y] = 11 * !SimpleRND(500);
4020 if (MovDelay[x][y] != 0) /* wait some time before next frame */
4024 if (setup.direct_draw && MovDelay[x][y])
4025 SetDrawtoField(DRAW_BUFFERED);
4027 DrawLevelElementAnimation(x, y, Feld[x][y]);
4029 if (MovDelay[x][y] != 0)
4031 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
4032 10 - MovDelay[x][y]);
4034 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
4036 if (setup.direct_draw)
4040 dest_x = FX + SCREENX(x) * TILEX;
4041 dest_y = FY + SCREENY(y) * TILEY;
4043 BlitBitmap(drawto_field, window,
4044 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4045 SetDrawtoField(DRAW_DIRECT);
4051 void MauerWaechst(int x, int y)
4055 if (!MovDelay[x][y]) /* next animation frame */
4056 MovDelay[x][y] = 3 * delay;
4058 if (MovDelay[x][y]) /* wait some time before next frame */
4062 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4064 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
4065 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
4067 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4070 if (!MovDelay[x][y])
4072 if (MovDir[x][y] == MV_LEFT)
4074 if (IN_LEV_FIELD(x - 1, y) && IS_MAUER(Feld[x - 1][y]))
4075 DrawLevelField(x - 1, y);
4077 else if (MovDir[x][y] == MV_RIGHT)
4079 if (IN_LEV_FIELD(x + 1, y) && IS_MAUER(Feld[x + 1][y]))
4080 DrawLevelField(x + 1, y);
4082 else if (MovDir[x][y] == MV_UP)
4084 if (IN_LEV_FIELD(x, y - 1) && IS_MAUER(Feld[x][y - 1]))
4085 DrawLevelField(x, y - 1);
4089 if (IN_LEV_FIELD(x, y + 1) && IS_MAUER(Feld[x][y + 1]))
4090 DrawLevelField(x, y + 1);
4093 Feld[x][y] = Store[x][y];
4095 MovDir[x][y] = MV_NO_MOVING;
4096 DrawLevelField(x, y);
4101 void MauerAbleger(int ax, int ay)
4103 int element = Feld[ax][ay];
4104 boolean oben_frei = FALSE, unten_frei = FALSE;
4105 boolean links_frei = FALSE, rechts_frei = FALSE;
4106 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4107 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4108 boolean new_wall = FALSE;
4110 if (!MovDelay[ax][ay]) /* start building new wall */
4111 MovDelay[ax][ay] = 6;
4113 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4116 if (MovDelay[ax][ay])
4120 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4122 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4124 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4126 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4129 if (element == EL_WALL_GROWING_Y || element == EL_WALL_GROWING_XY)
4133 Feld[ax][ay-1] = EL_WALL_GROWING_ACTIVE;
4134 Store[ax][ay-1] = element;
4135 MovDir[ax][ay-1] = MV_UP;
4136 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4137 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
4138 IMG_WALL_GROWING_ACTIVE_UP, 0);
4143 Feld[ax][ay+1] = EL_WALL_GROWING_ACTIVE;
4144 Store[ax][ay+1] = element;
4145 MovDir[ax][ay+1] = MV_DOWN;
4146 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4147 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
4148 IMG_WALL_GROWING_ACTIVE_DOWN, 0);
4153 if (element == EL_WALL_GROWING_X || element == EL_WALL_GROWING_XY ||
4154 element == EL_WALL_GROWING)
4158 Feld[ax-1][ay] = EL_WALL_GROWING_ACTIVE;
4159 Store[ax-1][ay] = element;
4160 MovDir[ax-1][ay] = MV_LEFT;
4161 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4162 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
4163 IMG_WALL_GROWING_ACTIVE_LEFT, 0);
4169 Feld[ax+1][ay] = EL_WALL_GROWING_ACTIVE;
4170 Store[ax+1][ay] = element;
4171 MovDir[ax+1][ay] = MV_RIGHT;
4172 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4173 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
4174 IMG_WALL_GROWING_ACTIVE_RIGHT, 0);
4179 if (element == EL_WALL_GROWING && (links_frei || rechts_frei))
4180 DrawLevelField(ax, ay);
4182 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
4184 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
4185 unten_massiv = TRUE;
4186 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
4187 links_massiv = TRUE;
4188 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
4189 rechts_massiv = TRUE;
4191 if (((oben_massiv && unten_massiv) ||
4192 element == EL_WALL_GROWING_X || element == EL_WALL_GROWING) &&
4193 ((links_massiv && rechts_massiv) ||
4194 element == EL_WALL_GROWING_Y))
4195 Feld[ax][ay] = EL_WALL;
4198 PlaySoundLevel(ax, ay, SND_WALL_GROWING);
4201 void CheckForDragon(int x, int y)
4204 boolean dragon_found = FALSE;
4205 static int xy[4][2] =
4217 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4219 if (IN_LEV_FIELD(xx, yy) &&
4220 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
4222 if (Feld[xx][yy] == EL_DRAGON)
4223 dragon_found = TRUE;
4236 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4238 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
4240 Feld[xx][yy] = EL_EMPTY;
4241 DrawLevelField(xx, yy);
4250 static void InitBuggyBase(int x, int y)
4252 int element = Feld[x][y];
4253 int activating_delay = FRAMES_PER_SECOND / 4;
4256 (element == EL_SP_BUGGY_BASE ?
4257 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
4258 element == EL_SP_BUGGY_BASE_ACTIVATING ?
4260 element == EL_SP_BUGGY_BASE_ACTIVE ?
4261 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
4264 static void WarnBuggyBase(int x, int y)
4267 static int xy[4][2] =
4277 int xx = x + xy[i][0], yy = y + xy[i][1];
4279 if (IS_PLAYER(xx, yy))
4281 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
4288 static void InitTrap(int x, int y)
4290 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4293 static void ActivateTrap(int x, int y)
4295 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
4298 static void ChangeActiveTrap(int x, int y)
4300 int graphic = IMG_TRAP_ACTIVE;
4302 /* if new animation frame was drawn, correct crumbled sand border */
4303 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
4304 DrawCrumbledSand(SCREENX(x), SCREENY(y));
4307 static void ChangeElement(int x, int y)
4309 int element = Feld[x][y];
4311 if (MovDelay[x][y] == 0) /* initialize element change */
4313 MovDelay[x][y] = changing_element[element].change_delay + 1;
4315 ResetGfxAnimation(x, y);
4316 ResetRandomAnimationValue(x, y);
4318 if (changing_element[element].pre_change_function)
4319 changing_element[element].pre_change_function(x, y);
4324 if (MovDelay[x][y] != 0) /* continue element change */
4326 if (IS_ANIMATED(el2img(element)))
4327 DrawLevelElementAnimationIfNeeded(x, y, element);
4329 if (changing_element[element].change_function)
4330 changing_element[element].change_function(x, y);
4332 else /* finish element change */
4334 Feld[x][y] = changing_element[element].next_element;
4336 ResetGfxAnimation(x, y);
4337 ResetRandomAnimationValue(x, y);
4339 DrawLevelField(x, y);
4341 if (changing_element[element].post_change_function)
4342 changing_element[element].post_change_function(x, y);
4346 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4348 static byte stored_player_action[MAX_PLAYERS];
4349 static int num_stored_actions = 0;
4350 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4351 int left = player_action & JOY_LEFT;
4352 int right = player_action & JOY_RIGHT;
4353 int up = player_action & JOY_UP;
4354 int down = player_action & JOY_DOWN;
4355 int button1 = player_action & JOY_BUTTON_1;
4356 int button2 = player_action & JOY_BUTTON_2;
4357 int dx = (left ? -1 : right ? 1 : 0);
4358 int dy = (up ? -1 : down ? 1 : 0);
4360 stored_player_action[player->index_nr] = 0;
4361 num_stored_actions++;
4363 if (!player->active || tape.pausing)
4369 snapped = SnapField(player, dx, dy);
4373 bombed = PlaceBomb(player);
4374 moved = MoveFigure(player, dx, dy);
4377 if (tape.single_step && tape.recording && !tape.pausing)
4379 if (button1 || (bombed && !moved))
4381 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
4382 SnapField(player, 0, 0); /* stop snapping */
4386 stored_player_action[player->index_nr] = player_action;
4390 /* no actions for this player (no input at player's configured device) */
4392 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4393 SnapField(player, 0, 0);
4394 CheckGravityMovement(player);
4396 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
4398 if (player->MovPos == 0) /* needed for tape.playing */
4399 player->is_moving = FALSE;
4402 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
4404 TapeRecordAction(stored_player_action);
4405 num_stored_actions = 0;
4411 static unsigned long action_delay = 0;
4412 unsigned long action_delay_value;
4413 int magic_wall_x = 0, magic_wall_y = 0;
4414 int i, x, y, element, graphic;
4415 byte *recorded_player_action;
4416 byte summarized_player_action = 0;
4418 if (game_status != PLAYING)
4421 action_delay_value =
4422 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4424 if (tape.playing && tape.index_search && !tape.pausing)
4425 action_delay_value = 0;
4427 /* ---------- main game synchronization point ---------- */
4429 WaitUntilDelayReached(&action_delay, action_delay_value);
4431 if (network_playing && !network_player_action_received)
4435 printf("DEBUG: try to get network player actions in time\n");
4439 #if defined(PLATFORM_UNIX)
4440 /* last chance to get network player actions without main loop delay */
4444 if (game_status != PLAYING)
4447 if (!network_player_action_received)
4451 printf("DEBUG: failed to get network player actions in time\n");
4461 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4463 for (i=0; i<MAX_PLAYERS; i++)
4465 summarized_player_action |= stored_player[i].action;
4467 if (!network_playing)
4468 stored_player[i].effective_action = stored_player[i].action;
4471 #if defined(PLATFORM_UNIX)
4472 if (network_playing)
4473 SendToServer_MovePlayer(summarized_player_action);
4476 if (!options.network && !setup.team_mode)
4477 local_player->effective_action = summarized_player_action;
4479 for (i=0; i<MAX_PLAYERS; i++)
4481 int actual_player_action = stored_player[i].effective_action;
4483 if (stored_player[i].programmed_action)
4484 actual_player_action = stored_player[i].programmed_action;
4486 if (recorded_player_action)
4487 actual_player_action = recorded_player_action[i];
4489 PlayerActions(&stored_player[i], actual_player_action);
4490 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4493 network_player_action_received = FALSE;
4495 ScrollScreen(NULL, SCROLL_GO_ON);
4500 for (i=0; i<MAX_PLAYERS; i++)
4501 stored_player[i].Frame++;
4503 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4506 if (JustStopped[x][y] > 0)
4507 JustStopped[x][y]--;
4512 if (IS_BLOCKED(x, y))
4516 Blocked2Moving(x, y, &oldx, &oldy);
4517 if (!IS_MOVING(oldx, oldy))
4519 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4520 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4521 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4522 printf("GameActions(): This should never happen!\n");
4528 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4530 element = Feld[x][y];
4531 graphic = el2img(element);
4534 if (graphic_info[graphic].anim_global_sync)
4535 GfxFrame[x][y] = FrameCounter;
4538 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
4539 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
4540 ResetRandomAnimationValue(x, y);
4542 SetRandomAnimationValue(x, y);
4544 if (IS_INACTIVE(element))
4548 if (IS_ANIMATED(graphic))
4549 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4555 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4559 if (IS_ANIMATED(graphic) &&
4562 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4564 if (IS_GEM(element) || element == EL_SP_INFOTRON)
4565 EdelsteinFunkeln(x, y);
4569 else if ((element == EL_ACID ||
4570 element == EL_EXIT_OPEN ||
4571 element == EL_SP_EXIT_OPEN ||
4572 element == EL_SP_TERMINAL ||
4573 element == EL_SP_TERMINAL_ACTIVE ||
4574 element == EL_EXTRA_TIME ||
4575 element == EL_SHIELD_NORMAL ||
4576 element == EL_SHIELD_DEADLY) &&
4577 IS_ANIMATED(graphic))
4578 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4581 else if (IS_MOVING(x, y))
4582 ContinueMoving(x, y);
4583 else if (IS_ACTIVE_BOMB(element))
4584 CheckDynamite(x, y);
4586 else if (element == EL_EXPLOSION && !game.explosions_delayed)
4587 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
4589 else if (element == EL_AMOEBA_CREATING)
4590 AmoebeWaechst(x, y);
4591 else if (element == EL_AMOEBA_SHRINKING)
4592 AmoebaDisappearing(x, y);
4594 #if !USE_NEW_AMOEBA_CODE
4595 else if (IS_AMOEBALIVE(element))
4596 AmoebeAbleger(x, y);
4599 else if (element == EL_GAMEOFLIFE || element == EL_BIOMAZE)
4602 else if (element == EL_ROBOT_WHEEL_ACTIVE)
4604 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
4605 TimegateWheel(x, y);
4608 else if (element == EL_ACID_SPLASH_LEFT ||
4609 element == EL_ACID_SPLASH_RIGHT)
4613 else if (element == EL_NUT_CRACKING)
4615 else if (element == EL_PEARL_BREAKING)
4616 BreakingPearl(x, y);
4618 else if (element == EL_EXIT_CLOSED)
4620 else if (element == EL_SP_EXIT_CLOSED)
4623 else if (element == EL_EXIT_OPENING)
4624 AusgangstuerOeffnen(x, y);
4626 else if (element == EL_WALL_GROWING_ACTIVE)
4628 else if (element == EL_WALL_GROWING ||
4629 element == EL_WALL_GROWING_X ||
4630 element == EL_WALL_GROWING_Y ||
4631 element == EL_WALL_GROWING_XY)
4633 else if (element == EL_FLAMES)
4634 CheckForDragon(x, y);
4636 else if (element == EL_SP_BUGGY_BASE ||
4637 element == EL_SP_BUGGY_BASE_ACTIVATING ||
4638 element == EL_SP_BUGGY_BASE_ACTIVE)
4639 CheckBuggyBase(x, y);
4640 else if (element == EL_TRAP ||
4641 element == EL_TRAP_ACTIVE)
4643 else if (IS_BELT_ACTIVE(element))
4644 DrawBeltAnimation(x, y, element);
4645 else if (element == EL_SWITCHGATE_OPENING)
4646 OpenSwitchgate(x, y);
4647 else if (element == EL_SWITCHGATE_CLOSING)
4648 CloseSwitchgate(x, y);
4649 else if (element == EL_TIMEGATE_OPENING)
4651 else if (element == EL_TIMEGATE_CLOSING)
4652 CloseTimegate(x, y);
4655 else if (IS_AUTO_CHANGING(element))
4656 ChangeElement(x, y);
4659 else if (element == EL_EXPLOSION)
4660 ; /* drawing of correct explosion animation is handled separately */
4661 else if (IS_ANIMATED(graphic))
4662 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4665 if (IS_BELT_ACTIVE(element))
4666 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
4668 if (game.magic_wall_active)
4670 int jx = local_player->jx, jy = local_player->jy;
4672 /* play the element sound at the position nearest to the player */
4673 if ((element == EL_MAGIC_WALL_FULL ||
4674 element == EL_MAGIC_WALL_ACTIVE ||
4675 element == EL_MAGIC_WALL_EMPTYING ||
4676 element == EL_BD_MAGIC_WALL_FULL ||
4677 element == EL_BD_MAGIC_WALL_ACTIVE ||
4678 element == EL_BD_MAGIC_WALL_EMPTYING) &&
4679 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
4687 #if USE_NEW_AMOEBA_CODE
4688 /* new experimental amoeba growth stuff */
4690 if (!(FrameCounter % 8))
4693 static unsigned long random = 1684108901;
4695 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
4698 x = (random >> 10) % lev_fieldx;
4699 y = (random >> 20) % lev_fieldy;
4701 x = RND(lev_fieldx);
4702 y = RND(lev_fieldy);
4704 element = Feld[x][y];
4706 if (!IS_PLAYER(x,y) &&
4707 (element == EL_EMPTY ||
4708 element == EL_SAND ||
4709 element == EL_QUICKSAND_EMPTY ||
4710 element == EL_ACID_SPLASH_LEFT ||
4711 element == EL_ACID_SPLASH_RIGHT))
4713 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
4714 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
4715 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
4716 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
4717 Feld[x][y] = EL_AMOEBA_DROP;
4720 random = random * 129 + 1;
4726 if (game.explosions_delayed)
4729 game.explosions_delayed = FALSE;
4731 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4733 element = Feld[x][y];
4735 if (ExplodeField[x][y])
4736 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
4737 else if (element == EL_EXPLOSION)
4738 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
4740 ExplodeField[x][y] = EX_NO_EXPLOSION;
4743 game.explosions_delayed = TRUE;
4746 if (game.magic_wall_active)
4748 if (!(game.magic_wall_time_left % 4))
4750 int element = Feld[magic_wall_x][magic_wall_y];
4752 if (element == EL_BD_MAGIC_WALL_FULL ||
4753 element == EL_BD_MAGIC_WALL_ACTIVE ||
4754 element == EL_BD_MAGIC_WALL_EMPTYING)
4755 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
4757 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
4760 if (game.magic_wall_time_left > 0)
4762 game.magic_wall_time_left--;
4763 if (!game.magic_wall_time_left)
4765 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4767 element = Feld[x][y];
4769 if (element == EL_MAGIC_WALL_ACTIVE ||
4770 element == EL_MAGIC_WALL_FULL)
4772 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4773 DrawLevelField(x, y);
4775 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
4776 element == EL_BD_MAGIC_WALL_FULL)
4778 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
4779 DrawLevelField(x, y);
4783 game.magic_wall_active = FALSE;
4788 if (game.light_time_left > 0)
4790 game.light_time_left--;
4792 if (game.light_time_left == 0)
4793 RedrawAllLightSwitchesAndInvisibleElements();
4796 if (game.timegate_time_left > 0)
4798 game.timegate_time_left--;
4800 if (game.timegate_time_left == 0)
4801 CloseAllOpenTimegates();
4804 for (i=0; i<MAX_PLAYERS; i++)
4806 struct PlayerInfo *player = &stored_player[i];
4808 if (SHIELD_ON(player))
4810 if (player->shield_deadly_time_left)
4811 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
4812 else if (player->shield_normal_time_left)
4813 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
4817 if (TimeFrames >= (1000 / GameFrameDelay))
4822 for (i=0; i<MAX_PLAYERS; i++)
4824 struct PlayerInfo *player = &stored_player[i];
4826 if (SHIELD_ON(player))
4828 player->shield_normal_time_left--;
4830 if (player->shield_deadly_time_left > 0)
4831 player->shield_deadly_time_left--;
4835 if (tape.recording || tape.playing)
4836 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
4842 if (TimeLeft <= 10 && setup.time_limit)
4843 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MAX_RIGHT);
4845 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_DEFAULT_SMALL);
4847 if (!TimeLeft && setup.time_limit)
4848 for (i=0; i<MAX_PLAYERS; i++)
4849 KillHero(&stored_player[i]);
4851 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
4852 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_DEFAULT_SMALL);
4857 if (options.debug) /* calculate frames per second */
4859 static unsigned long fps_counter = 0;
4860 static int fps_frames = 0;
4861 unsigned long fps_delay_ms = Counter() - fps_counter;
4865 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
4867 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
4870 fps_counter = Counter();
4873 redraw_mask |= REDRAW_FPS;
4877 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
4879 int min_x = x, min_y = y, max_x = x, max_y = y;
4882 for (i=0; i<MAX_PLAYERS; i++)
4884 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4886 if (!stored_player[i].active || &stored_player[i] == player)
4889 min_x = MIN(min_x, jx);
4890 min_y = MIN(min_y, jy);
4891 max_x = MAX(max_x, jx);
4892 max_y = MAX(max_y, jy);
4895 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
4898 static boolean AllPlayersInVisibleScreen()
4902 for (i=0; i<MAX_PLAYERS; i++)
4904 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4906 if (!stored_player[i].active)
4909 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
4916 void ScrollLevel(int dx, int dy)
4918 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
4921 BlitBitmap(drawto_field, drawto_field,
4922 FX + TILEX*(dx == -1) - softscroll_offset,
4923 FY + TILEY*(dy == -1) - softscroll_offset,
4924 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
4925 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
4926 FX + TILEX*(dx == 1) - softscroll_offset,
4927 FY + TILEY*(dy == 1) - softscroll_offset);
4931 x = (dx == 1 ? BX1 : BX2);
4932 for (y=BY1; y<=BY2; y++)
4933 DrawScreenField(x, y);
4938 y = (dy == 1 ? BY1 : BY2);
4939 for (x=BX1; x<=BX2; x++)
4940 DrawScreenField(x, y);
4943 redraw_mask |= REDRAW_FIELD;
4946 static void CheckGravityMovement(struct PlayerInfo *player)
4948 if (level.gravity && !player->programmed_action)
4950 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
4951 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
4953 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
4954 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
4955 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
4956 int jx = player->jx, jy = player->jy;
4957 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
4958 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
4959 int new_jx = jx + dx, new_jy = jy + dy;
4960 boolean field_under_player_is_free =
4961 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
4962 boolean player_is_moving_to_valid_field =
4963 (IN_LEV_FIELD(new_jx, new_jy) &&
4964 (Feld[new_jx][new_jy] == EL_SP_BASE ||
4965 Feld[new_jx][new_jy] == EL_SAND));
4967 if (field_under_player_is_free &&
4968 !player_is_moving_to_valid_field &&
4969 !IS_TUBE(Feld[jx][jy]))
4970 player->programmed_action = MV_DOWN;
4974 boolean MoveFigureOneStep(struct PlayerInfo *player,
4975 int dx, int dy, int real_dx, int real_dy)
4977 int jx = player->jx, jy = player->jy;
4978 int new_jx = jx+dx, new_jy = jy+dy;
4982 if (!player->active || (!dx && !dy))
4983 return MF_NO_ACTION;
4985 player->MovDir = (dx < 0 ? MV_LEFT :
4988 dy > 0 ? MV_DOWN : MV_NO_MOVING);
4990 if (!IN_LEV_FIELD(new_jx, new_jy))
4991 return MF_NO_ACTION;
4993 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
4994 return MF_NO_ACTION;
4997 element = MovingOrBlocked2Element(new_jx, new_jy);
4999 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
5002 if (DONT_GO_TO(element))
5004 if (element == EL_ACID && dx == 0 && dy == 1)
5007 Feld[jx][jy] = EL_PLAYER1;
5008 InitMovingField(jx, jy, MV_DOWN);
5009 Store[jx][jy] = EL_ACID;
5010 ContinueMoving(jx, jy);
5014 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
5019 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
5020 if (can_move != MF_MOVING)
5023 StorePlayer[jx][jy] = 0;
5024 player->last_jx = jx;
5025 player->last_jy = jy;
5026 jx = player->jx = new_jx;
5027 jy = player->jy = new_jy;
5028 StorePlayer[jx][jy] = player->element_nr;
5031 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
5033 ScrollFigure(player, SCROLL_INIT);
5038 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
5040 int jx = player->jx, jy = player->jy;
5041 int old_jx = jx, old_jy = jy;
5042 int moved = MF_NO_ACTION;
5044 if (!player->active || (!dx && !dy))
5048 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5052 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5053 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
5057 /* remove the last programmed player action */
5058 player->programmed_action = 0;
5062 /* should only happen if pre-1.2 tape recordings are played */
5063 /* this is only for backward compatibility */
5065 int original_move_delay_value = player->move_delay_value;
5068 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
5072 /* scroll remaining steps with finest movement resolution */
5073 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
5075 while (player->MovPos)
5077 ScrollFigure(player, SCROLL_GO_ON);
5078 ScrollScreen(NULL, SCROLL_GO_ON);
5084 player->move_delay_value = original_move_delay_value;
5087 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
5089 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
5090 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5094 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5095 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5101 if (moved & MF_MOVING && !ScreenMovPos &&
5102 (player == local_player || !options.network))
5104 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5105 int offset = (setup.scroll_delay ? 3 : 0);
5107 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5109 /* actual player has left the screen -- scroll in that direction */
5110 if (jx != old_jx) /* player has moved horizontally */
5111 scroll_x += (jx - old_jx);
5112 else /* player has moved vertically */
5113 scroll_y += (jy - old_jy);
5117 if (jx != old_jx) /* player has moved horizontally */
5119 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5120 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5121 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5123 /* don't scroll over playfield boundaries */
5124 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5125 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5127 /* don't scroll more than one field at a time */
5128 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5130 /* don't scroll against the player's moving direction */
5131 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5132 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5133 scroll_x = old_scroll_x;
5135 else /* player has moved vertically */
5137 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5138 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5139 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5141 /* don't scroll over playfield boundaries */
5142 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5143 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5145 /* don't scroll more than one field at a time */
5146 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5148 /* don't scroll against the player's moving direction */
5149 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5150 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5151 scroll_y = old_scroll_y;
5155 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5157 if (!options.network && !AllPlayersInVisibleScreen())
5159 scroll_x = old_scroll_x;
5160 scroll_y = old_scroll_y;
5164 ScrollScreen(player, SCROLL_INIT);
5165 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5172 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
5174 if (!(moved & MF_MOVING) && !player->Pushing)
5179 if (moved & MF_MOVING)
5181 if (old_jx != jx && old_jy == jy)
5182 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5183 else if (old_jx == jx && old_jy != jy)
5184 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5186 DrawLevelField(jx, jy); /* for "DrawCrumbledSand()" */
5188 player->last_move_dir = player->MovDir;
5189 player->is_moving = TRUE;
5193 CheckGravityMovement(player);
5196 player->last_move_dir = MV_NO_MOVING;
5198 player->is_moving = FALSE;
5201 TestIfHeroTouchesBadThing(jx, jy);
5203 if (!player->active)
5209 void ScrollFigure(struct PlayerInfo *player, int mode)
5211 int jx = player->jx, jy = player->jy;
5212 int last_jx = player->last_jx, last_jy = player->last_jy;
5213 int move_stepsize = TILEX / player->move_delay_value;
5215 if (!player->active || !player->MovPos)
5218 if (mode == SCROLL_INIT)
5220 player->actual_frame_counter = FrameCounter;
5221 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5223 if (Feld[last_jx][last_jy] == EL_EMPTY)
5224 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5229 else if (!FrameReached(&player->actual_frame_counter, 1))
5232 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5233 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5235 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5236 Feld[last_jx][last_jy] = EL_EMPTY;
5238 /* before DrawPlayer() to draw correct player graphic for this case */
5239 if (player->MovPos == 0)
5240 CheckGravityMovement(player);
5244 if (player->MovPos == 0)
5246 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
5248 /* continue with normal speed after quickly moving through gate */
5249 HALVE_PLAYER_SPEED(player);
5251 /* be able to make the next move without delay */
5252 player->move_delay = 0;
5255 player->last_jx = jx;
5256 player->last_jy = jy;
5258 if (Feld[jx][jy] == EL_EXIT_OPEN ||
5259 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5263 if (local_player->friends_still_needed == 0 ||
5264 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5265 player->LevelSolved = player->GameOver = TRUE;
5268 if (tape.single_step && tape.recording && !tape.pausing &&
5269 !player->programmed_action)
5270 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5274 void ScrollScreen(struct PlayerInfo *player, int mode)
5276 static unsigned long screen_frame_counter = 0;
5278 if (mode == SCROLL_INIT)
5280 /* set scrolling step size according to actual player's moving speed */
5281 ScrollStepSize = TILEX / player->move_delay_value;
5283 screen_frame_counter = FrameCounter;
5284 ScreenMovDir = player->MovDir;
5285 ScreenMovPos = player->MovPos;
5286 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5289 else if (!FrameReached(&screen_frame_counter, 1))
5294 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5295 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5296 redraw_mask |= REDRAW_FIELD;
5299 ScreenMovDir = MV_NO_MOVING;
5302 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
5304 int i, kill_x = -1, kill_y = -1;
5305 static int test_xy[4][2] =
5312 static int test_dir[4] =
5322 int test_x, test_y, test_move_dir, test_element;
5324 test_x = good_x + test_xy[i][0];
5325 test_y = good_y + test_xy[i][1];
5326 if (!IN_LEV_FIELD(test_x, test_y))
5330 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5333 test_element = Feld[test_x][test_y];
5335 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
5338 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5339 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5341 if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) ||
5342 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
5350 if (kill_x != -1 || kill_y != -1)
5352 if (IS_PLAYER(good_x, good_y))
5354 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
5356 if (player->shield_deadly_time_left > 0)
5357 Bang(kill_x, kill_y);
5358 else if (!PLAYER_PROTECTED(good_x, good_y))
5362 Bang(good_x, good_y);
5366 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
5368 int i, kill_x = -1, kill_y = -1;
5369 int bad_element = Feld[bad_x][bad_y];
5370 static int test_xy[4][2] =
5377 static int test_dir[4] =
5385 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
5390 int test_x, test_y, test_move_dir, test_element;
5392 test_x = bad_x + test_xy[i][0];
5393 test_y = bad_y + test_xy[i][1];
5394 if (!IN_LEV_FIELD(test_x, test_y))
5398 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5400 test_element = Feld[test_x][test_y];
5402 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5403 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5405 if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) ||
5406 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
5408 /* good thing is player or penguin that does not move away */
5409 if (IS_PLAYER(test_x, test_y))
5411 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
5413 if (bad_element == EL_ROBOT && player->is_moving)
5414 continue; /* robot does not kill player if he is moving */
5420 else if (test_element == EL_PENGUIN)
5429 if (kill_x != -1 || kill_y != -1)
5431 if (IS_PLAYER(kill_x, kill_y))
5433 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
5436 int dir = player->MovDir;
5437 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5438 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5440 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5441 newx != bad_x && newy != bad_y)
5442 ; /* robot does not kill player if he is moving */
5444 printf("-> %d\n", player->MovDir);
5446 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5447 newx != bad_x && newy != bad_y)
5448 ; /* robot does not kill player if he is moving */
5453 if (player->shield_deadly_time_left > 0)
5455 else if (!PLAYER_PROTECTED(kill_x, kill_y))
5459 Bang(kill_x, kill_y);
5463 void TestIfHeroTouchesBadThing(int x, int y)
5465 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5468 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
5470 TestIfGoodThingHitsBadThing(x, y, move_dir);
5473 void TestIfBadThingTouchesHero(int x, int y)
5475 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5478 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
5480 TestIfBadThingHitsGoodThing(x, y, move_dir);
5483 void TestIfFriendTouchesBadThing(int x, int y)
5485 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5488 void TestIfBadThingTouchesFriend(int x, int y)
5490 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5493 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
5495 int i, kill_x = bad_x, kill_y = bad_y;
5496 static int xy[4][2] =
5508 x = bad_x + xy[i][0];
5509 y = bad_y + xy[i][1];
5510 if (!IN_LEV_FIELD(x, y))
5513 element = Feld[x][y];
5514 if (IS_AMOEBOID(element) || element == EL_GAMEOFLIFE ||
5515 element == EL_AMOEBA_CREATING || element == EL_AMOEBA_DROP)
5523 if (kill_x != bad_x || kill_y != bad_y)
5527 void KillHero(struct PlayerInfo *player)
5529 int jx = player->jx, jy = player->jy;
5531 if (!player->active)
5534 if (IS_PFORTE(Feld[jx][jy]))
5535 Feld[jx][jy] = EL_EMPTY;
5537 /* deactivate shield (else Bang()/Explode() would not work right) */
5538 player->shield_normal_time_left = 0;
5539 player->shield_deadly_time_left = 0;
5545 static void KillHeroUnlessProtected(int x, int y)
5547 if (!PLAYER_PROTECTED(x, y))
5548 KillHero(PLAYERINFO(x, y));
5551 void BuryHero(struct PlayerInfo *player)
5553 int jx = player->jx, jy = player->jy;
5555 if (!player->active)
5558 PlaySoundLevel(jx, jy, SND_PLAYER_DYING);
5559 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
5561 player->GameOver = TRUE;
5565 void RemoveHero(struct PlayerInfo *player)
5567 int jx = player->jx, jy = player->jy;
5568 int i, found = FALSE;
5570 player->present = FALSE;
5571 player->active = FALSE;
5573 if (!ExplodeField[jx][jy])
5574 StorePlayer[jx][jy] = 0;
5576 for (i=0; i<MAX_PLAYERS; i++)
5577 if (stored_player[i].active)
5581 AllPlayersGone = TRUE;
5587 int DigField(struct PlayerInfo *player,
5588 int x, int y, int real_dx, int real_dy, int mode)
5590 int jx = player->jx, jy = player->jy;
5591 int dx = x - jx, dy = y - jy;
5592 int move_direction = (dx == -1 ? MV_LEFT :
5593 dx == +1 ? MV_RIGHT :
5595 dy == +1 ? MV_DOWN : MV_NO_MOVING);
5598 player->is_digging = FALSE;
5600 if (player->MovPos == 0)
5601 player->Pushing = FALSE;
5603 if (mode == DF_NO_PUSH)
5605 player->Switching = FALSE;
5606 player->push_delay = 0;
5607 return MF_NO_ACTION;
5610 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
5611 return MF_NO_ACTION;
5613 if (IS_TUBE(Feld[jx][jy]))
5616 int tube_leave_directions[][2] =
5618 { EL_TUBE_ALL, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5619 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5620 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5621 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
5622 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
5623 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
5624 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
5625 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
5626 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
5627 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
5628 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
5629 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
5632 while (tube_leave_directions[i][0] != Feld[jx][jy])
5635 if (tube_leave_directions[i][0] == -1) /* should not happen */
5639 if (!(tube_leave_directions[i][1] & move_direction))
5640 return MF_NO_ACTION; /* tube has no opening in this direction */
5643 element = Feld[x][y];
5649 case EL_INVISIBLE_SAND:
5650 case EL_INVISIBLE_SAND_ACTIVE:
5653 case EL_SP_BUGGY_BASE:
5654 case EL_SP_BUGGY_BASE_ACTIVATING:
5656 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
5661 case EL_EMERALD_YELLOW:
5662 case EL_EMERALD_RED:
5663 case EL_EMERALD_PURPLE:
5665 case EL_SP_INFOTRON:
5669 local_player->gems_still_needed -= (element == EL_DIAMOND ? 3 :
5670 element == EL_PEARL ? 5 :
5671 element == EL_CRYSTAL ? 8 : 1);
5672 if (local_player->gems_still_needed < 0)
5673 local_player->gems_still_needed = 0;
5674 RaiseScoreElement(element);
5675 DrawText(DX_EMERALDS, DY_EMERALDS,
5676 int2str(local_player->gems_still_needed, 3),
5677 FONT_DEFAULT_SMALL);
5678 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
5683 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
5684 PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
5688 Feld[x][y] = EL_EMPTY;
5689 PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
5697 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_DEFAULT_SMALL);
5699 PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MAX_RIGHT);
5702 case EL_SHIELD_NORMAL:
5704 player->shield_normal_time_left += 10;
5705 PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING);
5708 case EL_SHIELD_DEADLY:
5710 player->shield_normal_time_left += 10;
5711 player->shield_deadly_time_left += 10;
5712 PlaySoundLevel(x, y, SND_SHIELD_DEADLY_COLLECTING);
5716 case EL_SP_DISK_RED:
5719 player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
5720 RaiseScoreElement(EL_DYNAMITE);
5721 DrawText(DX_DYNAMITE, DY_DYNAMITE,
5722 int2str(local_player->dynamite, 3), FONT_DEFAULT_SMALL);
5723 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
5726 case EL_DYNABOMB_NR:
5728 player->dynabomb_count++;
5729 player->dynabombs_left++;
5730 RaiseScoreElement(EL_DYNAMITE);
5731 PlaySoundLevel(x, y, SND_DYNABOMB_NR_COLLECTING);
5734 case EL_DYNABOMB_SZ:
5736 player->dynabomb_size++;
5737 RaiseScoreElement(EL_DYNAMITE);
5738 PlaySoundLevel(x, y, SND_DYNABOMB_SZ_COLLECTING);
5741 case EL_DYNABOMB_XL:
5743 player->dynabomb_xl = TRUE;
5744 RaiseScoreElement(EL_DYNAMITE);
5745 PlaySoundLevel(x, y, SND_DYNABOMB_XL_COLLECTING);
5753 int key_nr = element - EL_KEY1;
5754 int graphic = el2edimg(element);
5757 player->key[key_nr] = TRUE;
5758 RaiseScoreElement(element);
5759 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5761 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5763 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
5772 int key_nr = element - EL_EM_KEY1;
5773 int graphic = el2edimg(EL_KEY1 + key_nr);
5776 player->key[key_nr] = TRUE;
5777 RaiseScoreElement(element);
5778 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5780 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5782 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
5786 case EL_ROBOT_WHEEL:
5787 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
5790 DrawLevelField(x, y);
5791 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
5795 case EL_SP_TERMINAL:
5799 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
5801 for (yy=0; yy<lev_fieldy; yy++)
5803 for (xx=0; xx<lev_fieldx; xx++)
5805 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
5807 else if (Feld[xx][yy] == EL_SP_TERMINAL)
5808 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
5816 case EL_CONVEYOR_BELT1_SWITCH_LEFT:
5817 case EL_CONVEYOR_BELT1_SWITCH_MIDDLE:
5818 case EL_CONVEYOR_BELT1_SWITCH_RIGHT:
5819 case EL_CONVEYOR_BELT2_SWITCH_LEFT:
5820 case EL_CONVEYOR_BELT2_SWITCH_MIDDLE:
5821 case EL_CONVEYOR_BELT2_SWITCH_RIGHT:
5822 case EL_CONVEYOR_BELT3_SWITCH_LEFT:
5823 case EL_CONVEYOR_BELT3_SWITCH_MIDDLE:
5824 case EL_CONVEYOR_BELT3_SWITCH_RIGHT:
5825 case EL_CONVEYOR_BELT4_SWITCH_LEFT:
5826 case EL_CONVEYOR_BELT4_SWITCH_MIDDLE:
5827 case EL_CONVEYOR_BELT4_SWITCH_RIGHT:
5828 if (!player->Switching)
5830 player->Switching = TRUE;
5831 ToggleBeltSwitch(x, y);
5832 PlaySoundLevel(x, y, SND_CONVEYOR_BELT_SWITCH_ACTIVATING);
5837 case EL_SWITCHGATE_SWITCH_UP:
5838 case EL_SWITCHGATE_SWITCH_DOWN:
5839 if (!player->Switching)
5841 player->Switching = TRUE;
5842 ToggleSwitchgateSwitch(x, y);
5843 PlaySoundLevel(x, y, SND_SWITCHGATE_SWITCH_ACTIVATING);
5848 case EL_LIGHT_SWITCH:
5849 case EL_LIGHT_SWITCH_ACTIVE:
5850 if (!player->Switching)
5852 player->Switching = TRUE;
5853 ToggleLightSwitch(x, y);
5854 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
5855 SND_LIGHT_SWITCH_ACTIVATING :
5856 SND_LIGHT_SWITCH_DEACTIVATING);
5861 case EL_TIMEGATE_SWITCH:
5862 ActivateTimegateSwitch(x, y);
5863 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
5868 case EL_BALLOON_SEND_LEFT:
5869 case EL_BALLOON_SEND_RIGHT:
5870 case EL_BALLOON_SEND_UP:
5871 case EL_BALLOON_SEND_DOWN:
5872 case EL_BALLOON_SEND_ANY_DIRECTION:
5873 if (element == EL_BALLOON_SEND_ANY_DIRECTION)
5874 game.balloon_dir = move_direction;
5876 game.balloon_dir = (element == EL_BALLOON_SEND_LEFT ? MV_LEFT :
5877 element == EL_BALLOON_SEND_RIGHT ? MV_RIGHT :
5878 element == EL_BALLOON_SEND_UP ? MV_UP :
5879 element == EL_BALLOON_SEND_DOWN ? MV_DOWN :
5881 PlaySoundLevel(x, y, SND_BALLOON_SWITCH_ACTIVATING);
5886 /* the following elements cannot be pushed by "snapping" */
5889 case EL_DX_SUPABOMB:
5891 case EL_TIME_ORB_EMPTY:
5893 case EL_SP_DISK_ORANGE:
5895 if (mode == DF_SNAP)
5896 return MF_NO_ACTION;
5898 /* no "break" -- fall through to next case */
5900 /* the following elements can be pushed by "snapping" */
5903 return MF_NO_ACTION;
5905 player->Pushing = TRUE;
5907 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
5908 return MF_NO_ACTION;
5912 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
5913 return MF_NO_ACTION;
5916 if (player->push_delay == 0)
5917 player->push_delay = FrameCounter;
5919 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
5921 element != EL_SPRING)
5922 return MF_NO_ACTION;
5924 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
5925 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
5926 element != EL_SPRING)
5927 return MF_NO_ACTION;
5930 if (mode == DF_SNAP)
5932 InitMovingField(x, y, move_direction);
5933 ContinueMoving(x, y);
5938 Feld[x + dx][y + dy] = element;
5941 if (element == EL_SPRING)
5943 Feld[x + dx][y + dy] = EL_SPRING;
5944 MovDir[x + dx][y + dy] = move_direction;
5947 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
5949 DrawLevelField(x + dx, y + dy);
5950 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
5957 if (!player->key[element - EL_GATE1])
5958 return MF_NO_ACTION;
5965 if (!player->key[element - EL_GATE1_GRAY])
5966 return MF_NO_ACTION;
5973 if (!player->key[element - EL_EM_GATE1])
5974 return MF_NO_ACTION;
5975 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5976 return MF_NO_ACTION;
5978 /* automatically move to the next field with double speed */
5979 player->programmed_action = move_direction;
5980 DOUBLE_PLAYER_SPEED(player);
5982 PlaySoundLevel(x, y, SND_GATE_PASSING);
5985 case EL_EM_GATE1_GRAY:
5986 case EL_EM_GATE2_GRAY:
5987 case EL_EM_GATE3_GRAY:
5988 case EL_EM_GATE4_GRAY:
5989 if (!player->key[element - EL_EM_GATE1_GRAY])
5990 return MF_NO_ACTION;
5991 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5992 return MF_NO_ACTION;
5994 /* automatically move to the next field with double speed */
5995 player->programmed_action = move_direction;
5996 DOUBLE_PLAYER_SPEED(player);
5998 PlaySoundLevel(x, y, SND_GATE_PASSING);
6001 case EL_SWITCHGATE_OPEN:
6002 case EL_TIMEGATE_OPEN:
6003 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6004 return MF_NO_ACTION;
6006 /* automatically move to the next field with double speed */
6007 player->programmed_action = move_direction;
6008 DOUBLE_PLAYER_SPEED(player);
6010 PlaySoundLevelElementAction(x, y, element, ACTION_PASSING);
6013 case EL_SP_PORT1_LEFT:
6014 case EL_SP_PORT2_LEFT:
6015 case EL_SP_PORT1_RIGHT:
6016 case EL_SP_PORT2_RIGHT:
6017 case EL_SP_PORT1_UP:
6018 case EL_SP_PORT2_UP:
6019 case EL_SP_PORT1_DOWN:
6020 case EL_SP_PORT2_DOWN:
6025 element != EL_SP_PORT1_LEFT &&
6026 element != EL_SP_PORT2_LEFT &&
6027 element != EL_SP_PORT_X &&
6028 element != EL_SP_PORT_XY) ||
6030 element != EL_SP_PORT1_RIGHT &&
6031 element != EL_SP_PORT2_RIGHT &&
6032 element != EL_SP_PORT_X &&
6033 element != EL_SP_PORT_XY) ||
6035 element != EL_SP_PORT1_UP &&
6036 element != EL_SP_PORT2_UP &&
6037 element != EL_SP_PORT_Y &&
6038 element != EL_SP_PORT_XY) ||
6040 element != EL_SP_PORT1_DOWN &&
6041 element != EL_SP_PORT2_DOWN &&
6042 element != EL_SP_PORT_Y &&
6043 element != EL_SP_PORT_XY) ||
6044 !IN_LEV_FIELD(x + dx, y + dy) ||
6045 !IS_FREE(x + dx, y + dy))
6046 return MF_NO_ACTION;
6048 /* automatically move to the next field with double speed */
6049 player->programmed_action = move_direction;
6050 DOUBLE_PLAYER_SPEED(player);
6052 PlaySoundLevel(x, y, SND_SP_PORT_PASSING);
6056 case EL_TUBE_VERTICAL:
6057 case EL_TUBE_HORIZONTAL:
6058 case EL_TUBE_VERTICAL_LEFT:
6059 case EL_TUBE_VERTICAL_RIGHT:
6060 case EL_TUBE_HORIZONTAL_UP:
6061 case EL_TUBE_HORIZONTAL_DOWN:
6062 case EL_TUBE_LEFT_UP:
6063 case EL_TUBE_LEFT_DOWN:
6064 case EL_TUBE_RIGHT_UP:
6065 case EL_TUBE_RIGHT_DOWN:
6068 int tube_enter_directions[][2] =
6070 { EL_TUBE_ALL, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6071 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6072 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6073 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
6074 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
6075 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
6076 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
6077 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
6078 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
6079 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
6080 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
6081 { -1, MV_NO_MOVING }
6084 while (tube_enter_directions[i][0] != element)
6087 if (tube_enter_directions[i][0] == -1) /* should not happen */
6091 if (!(tube_enter_directions[i][1] & move_direction))
6092 return MF_NO_ACTION; /* tube has no opening in this direction */
6094 PlaySoundLevel(x, y, SND_TUBE_PASSING);
6098 case EL_EXIT_CLOSED:
6099 case EL_SP_EXIT_CLOSED:
6100 case EL_EXIT_OPENING:
6101 return MF_NO_ACTION;
6105 case EL_SP_EXIT_OPEN:
6106 if (mode == DF_SNAP)
6107 return MF_NO_ACTION;
6109 if (element == EL_EXIT_OPEN)
6110 PlaySoundLevel(x, y, SND_EXIT_PASSING);
6112 PlaySoundLevel(x, y, SND_SP_EXIT_PASSING);
6117 Feld[x][y] = EL_LAMP_ACTIVE;
6118 local_player->lights_still_needed--;
6119 DrawLevelField(x, y);
6120 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
6124 case EL_TIME_ORB_FULL:
6125 Feld[x][y] = EL_TIME_ORB_EMPTY;
6127 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_DEFAULT_SMALL);
6128 DrawLevelField(x, y);
6129 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MAX_RIGHT);
6133 case EL_SOKOBAN_FIELD_EMPTY:
6136 case EL_SOKOBAN_OBJECT:
6137 case EL_SOKOBAN_FIELD_FULL:
6139 case EL_SP_DISK_YELLOW:
6141 if (mode == DF_SNAP)
6142 return MF_NO_ACTION;
6144 player->Pushing = TRUE;
6146 if (!IN_LEV_FIELD(x+dx, y+dy)
6147 || (!IS_FREE(x+dx, y+dy)
6148 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FIELD_EMPTY
6149 || !IS_SB_ELEMENT(element))))
6150 return MF_NO_ACTION;
6154 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6155 return MF_NO_ACTION;
6157 else if (dy && real_dx)
6159 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
6160 return MF_NO_ACTION;
6163 if (player->push_delay == 0)
6164 player->push_delay = FrameCounter;
6166 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6167 !tape.playing && element != EL_BALLOON)
6168 return MF_NO_ACTION;
6170 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6171 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6172 element != EL_BALLOON)
6173 return MF_NO_ACTION;
6176 if (IS_SB_ELEMENT(element))
6178 if (element == EL_SOKOBAN_FIELD_FULL)
6180 Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
6181 local_player->sokobanfields_still_needed++;
6186 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FIELD_EMPTY)
6188 Feld[x+dx][y+dy] = EL_SOKOBAN_FIELD_FULL;
6189 local_player->sokobanfields_still_needed--;
6190 if (element == EL_SOKOBAN_OBJECT)
6191 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_FILLING);
6193 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6197 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJECT;
6198 if (element == EL_SOKOBAN_FIELD_FULL)
6199 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_EMPTYING);
6201 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6207 Feld[x+dx][y+dy] = element;
6208 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6211 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
6213 DrawLevelField(x, y);
6214 DrawLevelField(x + dx, y + dy);
6216 if (IS_SB_ELEMENT(element) &&
6217 local_player->sokobanfields_still_needed == 0 &&
6218 game.emulation == EMU_SOKOBAN)
6220 player->LevelSolved = player->GameOver = TRUE;
6221 PlaySoundLevel(x, y, SND_SOKOBAN_GAME_SOLVING);
6232 if (IS_PUSHABLE(element))
6234 if (mode == DF_SNAP)
6235 return MF_NO_ACTION;
6237 if (CAN_FALL(element) && dy)
6238 return MF_NO_ACTION;
6240 player->Pushing = TRUE;
6242 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6243 return MF_NO_ACTION;
6247 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6248 return MF_NO_ACTION;
6250 else if (dy && real_dx)
6252 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
6253 return MF_NO_ACTION;
6256 if (player->push_delay == 0)
6257 player->push_delay = FrameCounter;
6259 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6260 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
6261 return MF_NO_ACTION;
6264 Feld[x + dx][y + dy] = element;
6266 player->push_delay_value = 2 + RND(8);
6268 DrawLevelField(x + dx, y + dy);
6269 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6274 return MF_NO_ACTION;
6277 player->push_delay = 0;
6279 if (Feld[x][y] != element) /* really digged something */
6280 player->is_digging = TRUE;
6285 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
6287 int jx = player->jx, jy = player->jy;
6288 int x = jx + dx, y = jy + dy;
6290 if (!player->active || !IN_LEV_FIELD(x, y))
6298 if (player->MovPos == 0)
6299 player->Pushing = FALSE;
6301 player->snapped = FALSE;
6302 player->is_digging = FALSE;
6306 if (player->snapped)
6309 player->MovDir = (dx < 0 ? MV_LEFT :
6312 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6314 if (!DigField(player, x, y, 0, 0, DF_SNAP))
6317 player->snapped = TRUE;
6318 player->is_digging = FALSE;
6319 DrawLevelField(x, y);
6325 boolean PlaceBomb(struct PlayerInfo *player)
6327 int jx = player->jx, jy = player->jy;
6330 if (!player->active || player->MovPos)
6333 element = Feld[jx][jy];
6335 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
6336 IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
6339 if (element != EL_EMPTY)
6340 Store[jx][jy] = element;
6342 MovDelay[jx][jy] = 96;
6344 ResetGfxAnimation(jx, jy);
6345 ResetRandomAnimationValue(jx, jy);
6347 if (player->dynamite)
6349 Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
6350 EL_DYNAMITE_ACTIVE);
6353 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6354 FONT_DEFAULT_SMALL);
6355 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6358 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
6360 if (game.emulation == EMU_SUPAPLEX)
6361 DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0);
6363 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0);
6367 PlaySoundLevel(jx, jy, SND_DYNAMITE_DROPPING);
6372 EL_DYNABOMB_PLAYER1_ACTIVE + (player->element_nr - EL_PLAYER1);
6373 player->dynabombs_left--;
6375 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6376 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
6378 PlaySoundLevel(jx, jy, SND_DYNABOMB_DROPPING);
6384 /* ------------------------------------------------------------------------- */
6385 /* game sound playing functions */
6386 /* ------------------------------------------------------------------------- */
6388 static int *loop_sound_frame = NULL;
6389 static int *loop_sound_volume = NULL;
6391 void InitPlaySoundLevel()
6393 int num_sounds = getSoundListSize();
6395 if (loop_sound_frame != NULL)
6396 free(loop_sound_frame);
6398 if (loop_sound_volume != NULL)
6399 free(loop_sound_volume);
6401 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
6402 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
6405 static void PlaySoundLevel(int x, int y, int nr)
6407 int sx = SCREENX(x), sy = SCREENY(y);
6408 int volume, stereo_position;
6409 int max_distance = 8;
6410 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
6412 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
6413 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
6416 if (!IN_LEV_FIELD(x, y) ||
6417 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
6418 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
6421 volume = SOUND_MAX_VOLUME;
6423 if (!IN_SCR_FIELD(sx, sy))
6425 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
6426 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
6428 volume -= volume * (dx > dy ? dx : dy) / max_distance;
6431 stereo_position = (SOUND_MAX_LEFT +
6432 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
6433 (SCR_FIELDX + 2 * max_distance));
6435 if (IS_LOOP_SOUND(nr))
6437 /* This assures that quieter loop sounds do not overwrite louder ones,
6438 while restarting sound volume comparison with each new game frame. */
6440 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
6443 loop_sound_volume[nr] = volume;
6444 loop_sound_frame[nr] = FrameCounter;
6447 PlaySoundExt(nr, volume, stereo_position, type);
6450 static void PlaySoundLevelNearest(int x, int y, int sound_action)
6452 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
6453 x > LEVELX(BX2) ? LEVELX(BX2) : x,
6454 y < LEVELY(BY1) ? LEVELY(BY1) :
6455 y > LEVELY(BY2) ? LEVELY(BY2) : y,
6459 static void PlaySoundLevelAction(int x, int y, int sound_action)
6461 PlaySoundLevelElementAction(x, y, Feld[x][y], sound_action);
6464 static void PlaySoundLevelElementAction(int x, int y, int element,
6467 int sound_effect = element_info[element].sound[sound_action];
6469 if (sound_effect != SND_UNDEFINED)
6470 PlaySoundLevel(x, y, sound_effect);
6473 void RaiseScore(int value)
6475 local_player->score += value;
6476 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
6477 FONT_DEFAULT_SMALL);
6480 void RaiseScoreElement(int element)
6486 case EL_EMERALD_YELLOW:
6487 case EL_EMERALD_RED:
6488 case EL_EMERALD_PURPLE:
6489 RaiseScore(level.score[SC_EDELSTEIN]);
6492 RaiseScore(level.score[SC_DIAMANT]);
6495 case EL_BD_BUTTERFLY:
6496 RaiseScore(level.score[SC_KAEFER]);
6500 RaiseScore(level.score[SC_FLIEGER]);
6503 case EL_DARK_YAMYAM:
6504 RaiseScore(level.score[SC_MAMPFER]);
6507 RaiseScore(level.score[SC_ROBOT]);
6510 RaiseScore(level.score[SC_PACMAN]);
6513 RaiseScore(level.score[SC_KOKOSNUSS]);
6516 RaiseScore(level.score[SC_DYNAMIT]);
6522 RaiseScore(level.score[SC_SCHLUESSEL]);
6529 void RequestQuitGame(boolean ask_if_really_quit)
6531 if (AllPlayersGone ||
6532 !ask_if_really_quit ||
6533 level_editor_test_game ||
6534 Request("Do you really want to quit the game ?",
6535 REQ_ASK | REQ_STAY_CLOSED))
6537 #if defined(PLATFORM_UNIX)
6538 if (options.network)
6539 SendToServer_StopPlaying();
6543 game_status = MAINMENU;
6549 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
6554 /* ---------- new game button stuff ---------------------------------------- */
6556 /* graphic position values for game buttons */
6557 #define GAME_BUTTON_XSIZE 30
6558 #define GAME_BUTTON_YSIZE 30
6559 #define GAME_BUTTON_XPOS 5
6560 #define GAME_BUTTON_YPOS 215
6561 #define SOUND_BUTTON_XPOS 5
6562 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
6564 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6565 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6566 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6567 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6568 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6569 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6576 } gamebutton_info[NUM_GAME_BUTTONS] =
6579 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
6584 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
6589 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
6594 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
6595 SOUND_CTRL_ID_MUSIC,
6596 "background music on/off"
6599 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
6600 SOUND_CTRL_ID_LOOPS,
6601 "sound loops on/off"
6604 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
6605 SOUND_CTRL_ID_SIMPLE,
6606 "normal sounds on/off"
6610 void CreateGameButtons()
6614 for (i=0; i<NUM_GAME_BUTTONS; i++)
6616 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
6617 struct GadgetInfo *gi;
6620 unsigned long event_mask;
6621 int gd_xoffset, gd_yoffset;
6622 int gd_x1, gd_x2, gd_y1, gd_y2;
6625 gd_xoffset = gamebutton_info[i].x;
6626 gd_yoffset = gamebutton_info[i].y;
6627 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
6628 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
6630 if (id == GAME_CTRL_ID_STOP ||
6631 id == GAME_CTRL_ID_PAUSE ||
6632 id == GAME_CTRL_ID_PLAY)
6634 button_type = GD_TYPE_NORMAL_BUTTON;
6636 event_mask = GD_EVENT_RELEASED;
6637 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6638 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6642 button_type = GD_TYPE_CHECK_BUTTON;
6644 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
6645 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
6646 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
6647 event_mask = GD_EVENT_PRESSED;
6648 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
6649 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6652 gi = CreateGadget(GDI_CUSTOM_ID, id,
6653 GDI_INFO_TEXT, gamebutton_info[i].infotext,
6654 GDI_X, DX + gd_xoffset,
6655 GDI_Y, DY + gd_yoffset,
6656 GDI_WIDTH, GAME_BUTTON_XSIZE,
6657 GDI_HEIGHT, GAME_BUTTON_YSIZE,
6658 GDI_TYPE, button_type,
6659 GDI_STATE, GD_BUTTON_UNPRESSED,
6660 GDI_CHECKED, checked,
6661 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
6662 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
6663 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
6664 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
6665 GDI_EVENT_MASK, event_mask,
6666 GDI_CALLBACK_ACTION, HandleGameButtons,
6670 Error(ERR_EXIT, "cannot create gadget");
6672 game_gadget[id] = gi;
6676 void FreeGameButtons()
6680 for (i=0; i<NUM_GAME_BUTTONS; i++)
6681 FreeGadget(game_gadget[i]);
6684 static void MapGameButtons()
6688 for (i=0; i<NUM_GAME_BUTTONS; i++)
6689 MapGadget(game_gadget[i]);
6692 void UnmapGameButtons()
6696 for (i=0; i<NUM_GAME_BUTTONS; i++)
6697 UnmapGadget(game_gadget[i]);
6700 static void HandleGameButtons(struct GadgetInfo *gi)
6702 int id = gi->custom_id;
6704 if (game_status != PLAYING)
6709 case GAME_CTRL_ID_STOP:
6710 RequestQuitGame(TRUE);
6713 case GAME_CTRL_ID_PAUSE:
6714 if (options.network)
6716 #if defined(PLATFORM_UNIX)
6718 SendToServer_ContinuePlaying();
6720 SendToServer_PausePlaying();
6724 TapeTogglePause(TAPE_TOGGLE_MANUAL);
6727 case GAME_CTRL_ID_PLAY:
6730 #if defined(PLATFORM_UNIX)
6731 if (options.network)
6732 SendToServer_ContinuePlaying();
6736 tape.pausing = FALSE;
6737 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
6742 case SOUND_CTRL_ID_MUSIC:
6743 if (setup.sound_music)
6745 setup.sound_music = FALSE;
6748 else if (audio.music_available)
6750 setup.sound = setup.sound_music = TRUE;
6751 PlayMusic(level_nr);
6755 case SOUND_CTRL_ID_LOOPS:
6756 if (setup.sound_loops)
6757 setup.sound_loops = FALSE;
6758 else if (audio.loops_available)
6759 setup.sound = setup.sound_loops = TRUE;
6762 case SOUND_CTRL_ID_SIMPLE:
6763 if (setup.sound_simple)
6764 setup.sound_simple = FALSE;
6765 else if (audio.sound_available)
6766 setup.sound = setup.sound_simple = TRUE;