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 /* game button identifiers */
93 #define GAME_CTRL_ID_STOP 0
94 #define GAME_CTRL_ID_PAUSE 1
95 #define GAME_CTRL_ID_PLAY 2
96 #define SOUND_CTRL_ID_MUSIC 3
97 #define SOUND_CTRL_ID_LOOPS 4
98 #define SOUND_CTRL_ID_SIMPLE 5
100 #define NUM_GAME_BUTTONS 6
102 /* forward declaration for internal use */
103 static void CloseAllOpenTimegates(void);
104 static void CheckGravityMovement(struct PlayerInfo *);
105 static void KillHeroUnlessProtected(int, int);
107 void PlaySoundLevel(int, int, int);
108 void PlaySoundLevelAction(int, int, int);
109 void PlaySoundLevelElementAction(int, int, int, int);
111 static void MapGameButtons();
112 static void HandleGameButtons(struct GadgetInfo *);
114 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
116 #define SND_ACTION_UNKNOWN 0
117 #define SND_ACTION_WAITING 1
118 #define SND_ACTION_MOVING 2
119 #define SND_ACTION_DIGGING 3
120 #define SND_ACTION_COLLECTING 4
121 #define SND_ACTION_PASSING 5
122 #define SND_ACTION_IMPACT 6
123 #define SND_ACTION_PUSHING 7
124 #define SND_ACTION_ACTIVATING 8
125 #define SND_ACTION_ACTIVE 9
127 #define NUM_SND_ACTIONS 10
134 } sound_action_properties[] =
136 /* insert _all_ loop sound actions here */
137 { ".waiting", SND_ACTION_WAITING, TRUE },
138 { ".moving", SND_ACTION_MOVING, TRUE }, /* continuos moving */
139 { ".active", SND_ACTION_ACTIVE, TRUE },
140 { ".growing", SND_ACTION_UNKNOWN, TRUE },
141 { ".attacking", SND_ACTION_UNKNOWN, TRUE },
143 /* other (non-loop) sound actions are optional */
144 { ".stepping", SND_ACTION_MOVING, FALSE }, /* discrete moving */
145 { ".digging", SND_ACTION_DIGGING, FALSE },
146 { ".collecting", SND_ACTION_COLLECTING, FALSE },
147 { ".passing", SND_ACTION_PASSING, FALSE },
148 { ".impact", SND_ACTION_IMPACT, FALSE },
149 { ".pushing", SND_ACTION_PUSHING, FALSE },
150 { ".activating", SND_ACTION_ACTIVATING, FALSE },
153 static int element_action_sound[MAX_NUM_ELEMENTS][NUM_SND_ACTIONS];
154 static boolean is_loop_sound[NUM_SOUND_FILES];
156 #define IS_LOOP_SOUND(x) (is_loop_sound[x])
161 static unsigned int getStateCheckSum(int counter)
164 unsigned int mult = 1;
165 unsigned int checksum = 0;
167 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
169 static boolean first_game = TRUE;
171 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
177 lastFeld[x][y] = Feld[x][y];
178 else if (lastFeld[x][y] != Feld[x][y])
179 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
180 x, y, lastFeld[x][y], Feld[x][y]);
184 checksum += mult++ * Ur[x][y];
185 checksum += mult++ * Feld[x][y];
188 checksum += mult++ * MovPos[x][y];
189 checksum += mult++ * MovDir[x][y];
190 checksum += mult++ * MovDelay[x][y];
191 checksum += mult++ * Store[x][y];
192 checksum += mult++ * Store2[x][y];
193 checksum += mult++ * StorePlayer[x][y];
194 checksum += mult++ * Frame[x][y];
195 checksum += mult++ * AmoebaNr[x][y];
196 checksum += mult++ * JustStopped[x][y];
197 checksum += mult++ * Stop[x][y];
201 if (counter == 3 && first_game)
212 void GetPlayerConfig()
214 if (!audio.sound_available)
217 if (!audio.loops_available)
218 setup.sound_loops = FALSE;
220 if (!audio.music_available)
221 setup.sound_music = FALSE;
223 if (!video.fullscreen_available)
224 setup.fullscreen = FALSE;
226 setup.sound_simple = setup.sound;
228 SetAudioMode(setup.sound);
232 static int getBeltNrFromBeltElement(int element)
234 return (element < EL_CONVEYOR_BELT2_LEFT ? 0 :
235 element < EL_CONVEYOR_BELT3_LEFT ? 1 :
236 element < EL_CONVEYOR_BELT4_LEFT ? 2 : 3);
239 static int getBeltNrFromBeltActiveElement(int element)
241 return (element < EL_CONVEYOR_BELT2_LEFT_ACTIVE ? 0 :
242 element < EL_CONVEYOR_BELT3_LEFT_ACTIVE ? 1 :
243 element < EL_CONVEYOR_BELT4_LEFT_ACTIVE ? 2 : 3);
246 static int getBeltNrFromBeltSwitchElement(int element)
248 return (element < EL_CONVEYOR_BELT2_SWITCH_LEFT ? 0 :
249 element < EL_CONVEYOR_BELT3_SWITCH_LEFT ? 1 :
250 element < EL_CONVEYOR_BELT4_SWITCH_LEFT ? 2 : 3);
253 static int getBeltDirNrFromBeltSwitchElement(int element)
255 static int belt_base_element[4] =
257 EL_CONVEYOR_BELT1_SWITCH_LEFT,
258 EL_CONVEYOR_BELT2_SWITCH_LEFT,
259 EL_CONVEYOR_BELT3_SWITCH_LEFT,
260 EL_CONVEYOR_BELT4_SWITCH_LEFT
263 int belt_nr = getBeltNrFromBeltSwitchElement(element);
264 int belt_dir_nr = element - belt_base_element[belt_nr];
266 return (belt_dir_nr % 3);
269 static int getBeltDirFromBeltSwitchElement(int element)
271 static int belt_move_dir[3] =
278 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
280 return belt_move_dir[belt_dir_nr];
283 static void InitField(int x, int y, boolean init_game)
290 if (stored_player[0].present)
292 Feld[x][y] = EL_SP_MURPHY_CLONE;
303 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER1];
304 int jx = player->jx, jy = player->jy;
306 player->present = TRUE;
308 if (!options.network || player->connected)
310 player->active = TRUE;
312 /* remove potentially duplicate players */
313 if (StorePlayer[jx][jy] == Feld[x][y])
314 StorePlayer[jx][jy] = 0;
316 StorePlayer[x][y] = Feld[x][y];
320 printf("Player %d activated.\n", player->element_nr);
321 printf("[Local player is %d and currently %s.]\n",
322 local_player->element_nr,
323 local_player->active ? "active" : "not active");
327 Feld[x][y] = EL_EMPTY;
328 player->jx = player->last_jx = x;
329 player->jy = player->last_jy = y;
334 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
335 Feld[x][y] = EL_ACIDPOOL_TOPLEFT;
336 else if (x > 0 && Feld[x-1][y] == EL_ACID)
337 Feld[x][y] = EL_ACIDPOOL_TOPRIGHT;
338 else if (y > 0 && Feld[x][y-1] == EL_ACIDPOOL_TOPLEFT)
339 Feld[x][y] = EL_ACIDPOOL_BOTTOMLEFT;
340 else if (y > 0 && Feld[x][y-1] == EL_ACID)
341 Feld[x][y] = EL_ACIDPOOL_BOTTOM;
342 else if (y > 0 && Feld[x][y-1] == EL_ACIDPOOL_TOPRIGHT)
343 Feld[x][y] = EL_ACIDPOOL_BOTTOMRIGHT;
351 case EL_SPACESHIP_RIGHT:
352 case EL_SPACESHIP_UP:
353 case EL_SPACESHIP_LEFT:
354 case EL_SPACESHIP_DOWN:
356 case EL_BD_BUTTERFLY_RIGHT:
357 case EL_BD_BUTTERFLY_UP:
358 case EL_BD_BUTTERFLY_LEFT:
359 case EL_BD_BUTTERFLY_DOWN:
360 case EL_BD_BUTTERFLY:
361 case EL_BD_FIREFLY_RIGHT:
362 case EL_BD_FIREFLY_UP:
363 case EL_BD_FIREFLY_LEFT:
364 case EL_BD_FIREFLY_DOWN:
366 case EL_PACMAN_RIGHT:
390 if (y == lev_fieldy - 1)
392 Feld[x][y] = EL_AMOEBA_CREATING;
393 Store[x][y] = EL_AMOEBA_WET;
397 case EL_DYNAMITE_ACTIVE:
402 local_player->lights_still_needed++;
405 case EL_SOKOBAN_FIELD_EMPTY:
406 local_player->sokobanfields_still_needed++;
410 local_player->friends_still_needed++;
415 MovDir[x][y] = 1 << RND(4);
419 Feld[x][y] = EL_EMPTY;
422 case EL_EM_KEY1_FILE:
423 Feld[x][y] = EL_EM_KEY1;
425 case EL_EM_KEY2_FILE:
426 Feld[x][y] = EL_EM_KEY2;
428 case EL_EM_KEY3_FILE:
429 Feld[x][y] = EL_EM_KEY3;
431 case EL_EM_KEY4_FILE:
432 Feld[x][y] = EL_EM_KEY4;
435 case EL_CONVEYOR_BELT1_SWITCH_LEFT:
436 case EL_CONVEYOR_BELT1_SWITCH_MIDDLE:
437 case EL_CONVEYOR_BELT1_SWITCH_RIGHT:
438 case EL_CONVEYOR_BELT2_SWITCH_LEFT:
439 case EL_CONVEYOR_BELT2_SWITCH_MIDDLE:
440 case EL_CONVEYOR_BELT2_SWITCH_RIGHT:
441 case EL_CONVEYOR_BELT3_SWITCH_LEFT:
442 case EL_CONVEYOR_BELT3_SWITCH_MIDDLE:
443 case EL_CONVEYOR_BELT3_SWITCH_RIGHT:
444 case EL_CONVEYOR_BELT4_SWITCH_LEFT:
445 case EL_CONVEYOR_BELT4_SWITCH_MIDDLE:
446 case EL_CONVEYOR_BELT4_SWITCH_RIGHT:
449 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
450 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
451 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
453 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
455 game.belt_dir[belt_nr] = belt_dir;
456 game.belt_dir_nr[belt_nr] = belt_dir_nr;
458 else /* more than one switch -- set it like the first switch */
460 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
465 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
467 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
470 case EL_LIGHT_SWITCH_ACTIVE:
472 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
480 void DrawGameDoorValues()
484 for (i=0; i<MAX_PLAYERS; i++)
486 if (stored_player[i].key[j])
487 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
488 GFX_SCHLUESSEL1 + j);
490 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
491 int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
492 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
493 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
494 DrawText(DX + XX_SCORE, DY + YY_SCORE,
495 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
496 DrawText(DX + XX_TIME, DY + YY_TIME,
497 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
502 =============================================================================
504 -----------------------------------------------------------------------------
505 initialize sound effect lookup table for element actions
506 =============================================================================
511 int sound_effect_properties[NUM_SOUND_FILES];
515 debug_print_timestamp(0, NULL);
518 for (i=0; i<MAX_NUM_ELEMENTS; i++)
519 for (j=0; j<NUM_SND_ACTIONS; j++)
520 element_action_sound[i][j] = -1;
522 for (i=0; i<NUM_SOUND_FILES; i++)
524 int len_effect_text = strlen(sound_files[i].token);
526 sound_effect_properties[i] = SND_ACTION_UNKNOWN;
527 is_loop_sound[i] = FALSE;
529 /* determine all loop sounds and identify certain sound classes */
531 for (j=0; sound_action_properties[j].text; j++)
533 int len_action_text = strlen(sound_action_properties[j].text);
535 if (len_action_text < len_effect_text &&
536 strcmp(&sound_files[i].token[len_effect_text - len_action_text],
537 sound_action_properties[j].text) == 0)
539 sound_effect_properties[i] = sound_action_properties[j].value;
541 if (sound_action_properties[j].is_loop)
542 is_loop_sound[i] = TRUE;
546 /* associate elements and some selected sound actions */
548 for (j=0; j<MAX_NUM_ELEMENTS; j++)
550 if (element_info[j].sound_class_name)
552 int len_class_text = strlen(element_info[j].sound_class_name);
554 if (len_class_text + 1 < len_effect_text &&
555 strncmp(sound_files[i].token,
556 element_info[j].sound_class_name, len_class_text) == 0 &&
557 sound_files[i].token[len_class_text] == '.')
559 int sound_action_value = sound_effect_properties[i];
561 element_action_sound[j][sound_action_value] = i;
568 debug_print_timestamp(0, "InitGameEngine");
574 int element = EL_SAND;
575 int sound_action = SND_ACTION_DIGGING;
578 while (sound_action_properties[j].text)
580 if (sound_action_properties[j].value == sound_action)
581 printf("element %d, sound action '%s' == %d\n",
582 element, sound_action_properties[j].text,
583 element_action_sound[element][sound_action]);
592 =============================================================================
594 -----------------------------------------------------------------------------
595 initialize game engine due to level / tape version number
596 =============================================================================
599 static void InitGameEngine()
603 game.engine_version = (tape.playing ? tape.engine_version :
607 printf("level %d: level version == %06d\n", level_nr, level.game_version);
608 printf(" tape version == %06d [%s] [file: %06d]\n",
609 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
611 printf(" => game.engine_version == %06d\n", game.engine_version);
614 /* dynamically adjust player properties according to game engine version */
615 game.initial_move_delay =
616 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
617 INITIAL_MOVE_DELAY_OFF);
619 /* dynamically adjust player properties according to level information */
620 game.initial_move_delay_value =
621 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
623 /* dynamically adjust element properties according to game engine version */
625 static int ep_em_slippery_wall[] =
634 static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall);
636 for (i=0; i<ep_em_slippery_wall_num; i++)
638 if (level.em_slippery_gems) /* special EM style gems behaviour */
639 Elementeigenschaften2[ep_em_slippery_wall[i]] |=
640 EP_BIT_EM_SLIPPERY_WALL;
642 Elementeigenschaften2[ep_em_slippery_wall[i]] &=
643 ~EP_BIT_EM_SLIPPERY_WALL;
646 /* "EL_WALL_GROWING_ACTIVE" wasn't slippery for EM gems in version 2.0.1 */
647 if (level.em_slippery_gems && game.engine_version > VERSION_IDENT(2,0,1))
648 Elementeigenschaften2[EL_WALL_GROWING_ACTIVE] |= EP_BIT_EM_SLIPPERY_WALL;
650 Elementeigenschaften2[EL_WALL_GROWING_ACTIVE] &=~EP_BIT_EM_SLIPPERY_WALL;
656 =============================================================================
658 -----------------------------------------------------------------------------
659 initialize and start new game
660 =============================================================================
665 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
666 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
667 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
674 #if USE_NEW_AMOEBA_CODE
675 printf("Using new amoeba code.\n");
677 printf("Using old amoeba code.\n");
682 /* don't play tapes over network */
683 network_playing = (options.network && !tape.playing);
685 for (i=0; i<MAX_PLAYERS; i++)
687 struct PlayerInfo *player = &stored_player[i];
689 player->index_nr = i;
690 player->element_nr = EL_PLAYER1 + i;
692 player->present = FALSE;
693 player->active = FALSE;
696 player->effective_action = 0;
697 player->programmed_action = 0;
700 player->gems_still_needed = level.gems_needed;
701 player->sokobanfields_still_needed = 0;
702 player->lights_still_needed = 0;
703 player->friends_still_needed = 0;
706 player->key[j] = FALSE;
708 player->dynamite = 0;
709 player->dynabomb_count = 0;
710 player->dynabomb_size = 1;
711 player->dynabombs_left = 0;
712 player->dynabomb_xl = FALSE;
714 player->MovDir = MV_NO_MOVING;
716 player->Pushing = FALSE;
717 player->Switching = FALSE;
721 player->actual_frame_counter = 0;
723 player->frame_reset_delay = 0;
725 player->last_move_dir = MV_NO_MOVING;
726 player->is_moving = FALSE;
728 player->move_delay = game.initial_move_delay;
729 player->move_delay_value = game.initial_move_delay_value;
731 player->push_delay = 0;
732 player->push_delay_value = 5;
734 player->snapped = FALSE;
736 player->last_jx = player->last_jy = 0;
737 player->jx = player->jy = 0;
739 player->shield_passive_time_left = 0;
740 player->shield_active_time_left = 0;
742 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
743 SnapField(player, 0, 0);
745 player->LevelSolved = FALSE;
746 player->GameOver = FALSE;
749 network_player_action_received = FALSE;
751 #if defined(PLATFORM_UNIX)
752 /* initial null action */
754 SendToServer_MovePlayer(MV_NO_MOVING);
762 TimeLeft = level.time;
764 ScreenMovDir = MV_NO_MOVING;
768 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
770 AllPlayersGone = FALSE;
772 game.yam_content_nr = 0;
773 game.magic_wall_active = FALSE;
774 game.magic_wall_time_left = 0;
775 game.light_time_left = 0;
776 game.timegate_time_left = 0;
777 game.switchgate_pos = 0;
778 game.balloon_dir = MV_NO_MOVING;
779 game.explosions_delayed = TRUE;
783 game.belt_dir[i] = MV_NO_MOVING;
784 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
787 for (i=0; i<MAX_NUM_AMOEBA; i++)
788 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
790 for (x=0; x<lev_fieldx; x++)
792 for (y=0; y<lev_fieldy; y++)
794 Feld[x][y] = Ur[x][y];
795 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
796 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
798 GfxAction[x][y] = GFX_ACTION_DEFAULT;
800 JustStopped[x][y] = 0;
802 ExplodeField[x][y] = EX_NO_EXPLOSION;
806 for(y=0; y<lev_fieldy; y++)
808 for(x=0; x<lev_fieldx; x++)
810 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
812 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
814 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
817 InitField(x, y, TRUE);
821 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
822 emulate_sb ? EMU_SOKOBAN :
823 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
825 /* correct non-moving belts to start moving left */
827 if (game.belt_dir[i] == MV_NO_MOVING)
828 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
830 /* check if any connected player was not found in playfield */
831 for (i=0; i<MAX_PLAYERS; i++)
833 struct PlayerInfo *player = &stored_player[i];
835 if (player->connected && !player->present)
837 for (j=0; j<MAX_PLAYERS; j++)
839 struct PlayerInfo *some_player = &stored_player[j];
840 int jx = some_player->jx, jy = some_player->jy;
842 /* assign first free player found that is present in the playfield */
843 if (some_player->present && !some_player->connected)
845 player->present = TRUE;
846 player->active = TRUE;
847 some_player->present = FALSE;
849 StorePlayer[jx][jy] = player->element_nr;
850 player->jx = player->last_jx = jx;
851 player->jy = player->last_jy = jy;
861 /* when playing a tape, eliminate all players who do not participate */
863 for (i=0; i<MAX_PLAYERS; i++)
865 if (stored_player[i].active && !tape.player_participates[i])
867 struct PlayerInfo *player = &stored_player[i];
868 int jx = player->jx, jy = player->jy;
870 player->active = FALSE;
871 StorePlayer[jx][jy] = 0;
872 Feld[jx][jy] = EL_EMPTY;
876 else if (!options.network && !setup.team_mode) /* && !tape.playing */
878 /* when in single player mode, eliminate all but the first active player */
880 for (i=0; i<MAX_PLAYERS; i++)
882 if (stored_player[i].active)
884 for (j=i+1; j<MAX_PLAYERS; j++)
886 if (stored_player[j].active)
888 struct PlayerInfo *player = &stored_player[j];
889 int jx = player->jx, jy = player->jy;
891 player->active = FALSE;
892 StorePlayer[jx][jy] = 0;
893 Feld[jx][jy] = EL_EMPTY;
900 /* when recording the game, store which players take part in the game */
903 for (i=0; i<MAX_PLAYERS; i++)
904 if (stored_player[i].active)
905 tape.player_participates[i] = TRUE;
910 for (i=0; i<MAX_PLAYERS; i++)
912 struct PlayerInfo *player = &stored_player[i];
914 printf("Player %d: present == %d, connected == %d, active == %d.\n",
919 if (local_player == player)
920 printf("Player %d is local player.\n", i+1);
924 if (BorderElement == EL_EMPTY)
927 SBX_Right = lev_fieldx - SCR_FIELDX;
929 SBY_Lower = lev_fieldy - SCR_FIELDY;
934 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
936 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
939 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
940 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
942 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
943 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
946 scroll_y = SBY_Upper;
947 if (local_player->jx >= SBX_Left + MIDPOSX)
948 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
949 local_player->jx - MIDPOSX :
951 if (local_player->jy >= SBY_Upper + MIDPOSY)
952 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
953 local_player->jy - MIDPOSY :
956 CloseDoor(DOOR_CLOSE_1);
962 /* after drawing the level, correct some elements */
963 if (game.timegate_time_left == 0)
964 CloseAllOpenTimegates();
966 if (setup.soft_scrolling)
967 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
969 redraw_mask |= REDRAW_FROM_BACKBUFFER;
971 /* copy default game door content to main double buffer */
972 BlitBitmap(pix[PIX_DOOR], drawto,
973 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
976 DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
977 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
980 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
981 int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3);
982 BlitBitmap(drawto, drawto,
983 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
984 FONT5_XSIZE * 3, FONT5_YSIZE - 1,
985 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
988 DrawGameDoorValues();
992 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
993 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
994 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
998 /* copy actual game door content to door double buffer for OpenDoor() */
999 BlitBitmap(drawto, pix[PIX_DB_DOOR],
1000 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
1002 OpenDoor(DOOR_OPEN_ALL);
1004 PlaySoundStereo(SND_GAME_STARTING, SOUND_MAX_RIGHT);
1005 if (setup.sound_music)
1006 PlayMusic(level_nr);
1008 KeyboardAutoRepeatOff();
1013 printf("Player %d %sactive.\n",
1014 i + 1, (stored_player[i].active ? "" : "not "));
1018 void InitMovDir(int x, int y)
1020 int i, element = Feld[x][y];
1021 static int xy[4][2] =
1028 static int direction[3][4] =
1030 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1031 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1032 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1041 Feld[x][y] = EL_BUG;
1042 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
1045 case EL_SPACESHIP_RIGHT:
1046 case EL_SPACESHIP_UP:
1047 case EL_SPACESHIP_LEFT:
1048 case EL_SPACESHIP_DOWN:
1049 Feld[x][y] = EL_SPACESHIP;
1050 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
1053 case EL_BD_BUTTERFLY_RIGHT:
1054 case EL_BD_BUTTERFLY_UP:
1055 case EL_BD_BUTTERFLY_LEFT:
1056 case EL_BD_BUTTERFLY_DOWN:
1057 Feld[x][y] = EL_BD_BUTTERFLY;
1058 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
1061 case EL_BD_FIREFLY_RIGHT:
1062 case EL_BD_FIREFLY_UP:
1063 case EL_BD_FIREFLY_LEFT:
1064 case EL_BD_FIREFLY_DOWN:
1065 Feld[x][y] = EL_BD_FIREFLY;
1066 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1069 case EL_PACMAN_RIGHT:
1071 case EL_PACMAN_LEFT:
1072 case EL_PACMAN_DOWN:
1073 Feld[x][y] = EL_PACMAN;
1074 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1077 case EL_SP_SNIKSNAK:
1078 MovDir[x][y] = MV_UP;
1081 case EL_SP_ELECTRON:
1082 MovDir[x][y] = MV_LEFT;
1089 Feld[x][y] = EL_MOLE;
1090 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1094 MovDir[x][y] = 1 << RND(4);
1095 if (element != EL_BUG &&
1096 element != EL_SPACESHIP &&
1097 element != EL_BD_BUTTERFLY &&
1098 element != EL_BD_FIREFLY)
1103 int x1 = x + xy[i][0];
1104 int y1 = y + xy[i][1];
1106 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1108 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1110 MovDir[x][y] = direction[0][i];
1113 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1114 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1116 MovDir[x][y] = direction[1][i];
1125 void InitAmoebaNr(int x, int y)
1128 int group_nr = AmoebeNachbarNr(x, y);
1132 for (i=1; i<MAX_NUM_AMOEBA; i++)
1134 if (AmoebaCnt[i] == 0)
1142 AmoebaNr[x][y] = group_nr;
1143 AmoebaCnt[group_nr]++;
1144 AmoebaCnt2[group_nr]++;
1150 boolean raise_level = FALSE;
1152 if (local_player->MovPos)
1155 local_player->LevelSolved = FALSE;
1157 PlaySoundStereo(SND_GAME_WINNING, SOUND_MAX_RIGHT);
1161 if (!tape.playing && setup.sound_loops)
1162 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1163 SND_CTRL_PLAY_LOOP);
1165 while (TimeLeft > 0)
1167 if (!tape.playing && !setup.sound_loops)
1168 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1169 if (TimeLeft > 0 && !(TimeLeft % 10))
1170 RaiseScore(level.score[SC_ZEITBONUS]);
1171 if (TimeLeft > 100 && !(TimeLeft % 10))
1175 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
1182 if (!tape.playing && setup.sound_loops)
1183 StopSound(SND_GAME_LEVELTIME_BONUS);
1185 else if (level.time == 0) /* level without time limit */
1187 if (!tape.playing && setup.sound_loops)
1188 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1189 SND_CTRL_PLAY_LOOP);
1191 while (TimePlayed < 999)
1193 if (!tape.playing && !setup.sound_loops)
1194 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1195 if (TimePlayed < 999 && !(TimePlayed % 10))
1196 RaiseScore(level.score[SC_ZEITBONUS]);
1197 if (TimePlayed < 900 && !(TimePlayed % 10))
1201 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
1208 if (!tape.playing && setup.sound_loops)
1209 StopSound(SND_GAME_LEVELTIME_BONUS);
1216 /* Hero disappears */
1217 DrawNewLevelField(ExitX, ExitY);
1223 CloseDoor(DOOR_CLOSE_1);
1228 SaveTape(tape.level_nr); /* Ask to save tape */
1231 if (level_nr == leveldir_current->handicap_level)
1233 leveldir_current->handicap_level++;
1234 SaveLevelSetup_SeriesInfo();
1237 if (level_editor_test_game)
1238 local_player->score = -1; /* no highscore when playing from editor */
1239 else if (level_nr < leveldir_current->last_level)
1240 raise_level = TRUE; /* advance to next level */
1242 if ((hi_pos = NewHiScore()) >= 0)
1244 game_status = HALLOFFAME;
1245 DrawHallOfFame(hi_pos);
1254 game_status = MAINMENU;
1271 LoadScore(level_nr);
1273 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1274 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1277 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1279 if (local_player->score > highscore[k].Score)
1281 /* player has made it to the hall of fame */
1283 if (k < MAX_SCORE_ENTRIES - 1)
1285 int m = MAX_SCORE_ENTRIES - 1;
1288 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1289 if (!strcmp(setup.player_name, highscore[l].Name))
1291 if (m == k) /* player's new highscore overwrites his old one */
1297 strcpy(highscore[l].Name, highscore[l - 1].Name);
1298 highscore[l].Score = highscore[l - 1].Score;
1305 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1306 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1307 highscore[k].Score = local_player->score;
1313 else if (!strncmp(setup.player_name, highscore[k].Name,
1314 MAX_PLAYER_NAME_LEN))
1315 break; /* player already there with a higher score */
1321 SaveScore(level_nr);
1326 void InitMovingField(int x, int y, int direction)
1328 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1329 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1331 MovDir[x][y] = direction;
1332 MovDir[newx][newy] = direction;
1334 if (Feld[newx][newy] == EL_EMPTY)
1335 Feld[newx][newy] = EL_BLOCKED;
1337 GfxAction[x][y] = GFX_ACTION_MOVING;
1340 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1342 int direction = MovDir[x][y];
1343 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1344 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1350 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1352 int oldx = x, oldy = y;
1353 int direction = MovDir[x][y];
1355 if (direction == MV_LEFT)
1357 else if (direction == MV_RIGHT)
1359 else if (direction == MV_UP)
1361 else if (direction == MV_DOWN)
1364 *comes_from_x = oldx;
1365 *comes_from_y = oldy;
1368 int MovingOrBlocked2Element(int x, int y)
1370 int element = Feld[x][y];
1372 if (element == EL_BLOCKED)
1376 Blocked2Moving(x, y, &oldx, &oldy);
1377 return Feld[oldx][oldy];
1383 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1385 /* like MovingOrBlocked2Element(), but if element is moving
1386 and (x,y) is the field the moving element is just leaving,
1387 return EL_BLOCKED instead of the element value */
1388 int element = Feld[x][y];
1390 if (IS_MOVING(x, y))
1392 if (element == EL_BLOCKED)
1396 Blocked2Moving(x, y, &oldx, &oldy);
1397 return Feld[oldx][oldy];
1406 static void RemoveField(int x, int y)
1408 Feld[x][y] = EL_EMPTY;
1414 void RemoveMovingField(int x, int y)
1416 int oldx = x, oldy = y, newx = x, newy = y;
1418 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1421 if (IS_MOVING(x, y))
1423 Moving2Blocked(x, y, &newx, &newy);
1424 if (Feld[newx][newy] != EL_BLOCKED)
1427 else if (Feld[x][y] == EL_BLOCKED)
1429 Blocked2Moving(x, y, &oldx, &oldy);
1430 if (!IS_MOVING(oldx, oldy))
1434 if (Feld[x][y] == EL_BLOCKED &&
1435 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1436 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1437 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1438 Feld[oldx][oldy] == EL_AMOEBA_DRIPPING))
1439 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1441 Feld[oldx][oldy] = EL_EMPTY;
1443 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1445 Feld[newx][newy] = EL_EMPTY;
1446 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1447 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1448 GfxAction[oldx][oldy] = GfxAction[newx][newy] = GFX_ACTION_DEFAULT;
1450 DrawNewLevelField(oldx, oldy);
1451 DrawNewLevelField(newx, newy);
1454 void DrawDynamite(int x, int y)
1456 int sx = SCREENX(x), sy = SCREENY(y);
1458 int graphic = el2gfx(Feld[x][y]);
1460 int graphic = el2img(Feld[x][y]);
1464 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1469 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
1471 DrawNewGraphic(sx, sy, el2img(Store[x][y]), 0);
1474 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1476 if ((frame = (96 - MovDelay[x][y]) / 12) > 6)
1481 if ((frame = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
1486 frame = getNewGraphicAnimationFrame(graphic, 96 - MovDelay[x][y]);
1490 printf("-> %d: %d [%d]\n", graphic, frame, MovDelay[x][y]);
1494 if (game.emulation == EMU_SUPAPLEX)
1495 DrawGraphic(sx, sy, GFX_SP_DISK_RED);
1496 else if (Store[x][y])
1497 DrawGraphicThruMask(sx, sy, graphic + frame);
1499 DrawGraphic(sx, sy, graphic + frame);
1501 if (game.emulation == EMU_SUPAPLEX)
1502 DrawNewGraphic(sx, sy, IMG_SP_DISK_RED, 0);
1503 else if (Store[x][y])
1504 DrawNewGraphicThruMask(sx, sy, graphic, frame);
1506 DrawNewGraphic(sx, sy, graphic, frame);
1510 void CheckDynamite(int x, int y)
1512 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1517 if (!(MovDelay[x][y] % 6))
1518 PlaySoundLevelAction(x, y, SND_ACTION_ACTIVE);
1520 if (IS_ACTIVE_BOMB(Feld[x][y]))
1522 int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6);
1524 if (!(MovDelay[x][y] % delay))
1532 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1533 StopSound(SND_DYNAMITE_ACTIVE);
1535 StopSound(SND_DYNABOMB_ACTIVE);
1540 void Explode(int ex, int ey, int phase, int mode)
1544 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1545 int last_phase = num_phase * delay;
1546 int half_phase = (num_phase / 2) * delay;
1547 int first_phase_after_start = EX_PHASE_START + 1;
1549 if (game.explosions_delayed)
1551 ExplodeField[ex][ey] = mode;
1555 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1557 int center_element = Feld[ex][ey];
1559 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1561 /* put moving element to center field (and let it explode there) */
1562 center_element = MovingOrBlocked2Element(ex, ey);
1563 RemoveMovingField(ex, ey);
1564 Feld[ex][ey] = center_element;
1567 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1571 if (!IN_LEV_FIELD(x, y) ||
1572 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
1573 (x != ex || y != ey)))
1576 element = Feld[x][y];
1578 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1580 element = MovingOrBlocked2Element(x, y);
1581 RemoveMovingField(x, y);
1584 if (IS_MASSIVE(element) || element == EL_FLAMES)
1587 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1589 if (IS_ACTIVE_BOMB(element))
1591 /* re-activate things under the bomb like gate or penguin */
1592 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
1599 if (element == EL_EXPLOSION)
1600 element = Store2[x][y];
1602 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1604 switch(StorePlayer[ex][ey])
1607 Store[x][y] = EL_EMERALD_RED;
1610 Store[x][y] = EL_EMERALD;
1613 Store[x][y] = EL_EMERALD_PURPLE;
1617 Store[x][y] = EL_EMERALD_YELLOW;
1621 if (game.emulation == EMU_SUPAPLEX)
1622 Store[x][y] = EL_EMPTY;
1624 else if (center_element == EL_MOLE)
1625 Store[x][y] = EL_EMERALD_RED;
1626 else if (center_element == EL_PENGUIN)
1627 Store[x][y] = EL_EMERALD_PURPLE;
1628 else if (center_element == EL_BUG)
1629 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
1630 else if (center_element == EL_BD_BUTTERFLY)
1631 Store[x][y] = EL_BD_DIAMOND;
1632 else if (center_element == EL_SP_ELECTRON)
1633 Store[x][y] = EL_SP_INFOTRON;
1634 else if (center_element == EL_YAMYAM)
1635 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1636 else if (center_element == EL_AMOEBA_TO_DIAMOND)
1637 Store[x][y] = level.amoeba_content;
1638 else if (element == EL_WALL_EMERALD)
1639 Store[x][y] = EL_EMERALD;
1640 else if (element == EL_WALL_DIAMOND)
1641 Store[x][y] = EL_DIAMOND;
1642 else if (element == EL_WALL_BD_DIAMOND)
1643 Store[x][y] = EL_BD_DIAMOND;
1644 else if (element == EL_WALL_EMERALD_YELLOW)
1645 Store[x][y] = EL_EMERALD_YELLOW;
1646 else if (element == EL_WALL_EMERALD_RED)
1647 Store[x][y] = EL_EMERALD_RED;
1648 else if (element == EL_WALL_EMERALD_PURPLE)
1649 Store[x][y] = EL_EMERALD_PURPLE;
1650 else if (element == EL_WALL_PEARL)
1651 Store[x][y] = EL_PEARL;
1652 else if (element == EL_WALL_CRYSTAL)
1653 Store[x][y] = EL_CRYSTAL;
1654 else if (!IS_PFORTE(Store[x][y]))
1655 Store[x][y] = EL_EMPTY;
1657 if (x != ex || y != ey ||
1658 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
1659 Store2[x][y] = element;
1661 if (AmoebaNr[x][y] &&
1662 (element == EL_AMOEBA_FULL ||
1663 element == EL_BD_AMOEBA ||
1664 element == EL_AMOEBA_CREATING))
1666 AmoebaCnt[AmoebaNr[x][y]]--;
1667 AmoebaCnt2[AmoebaNr[x][y]]--;
1670 Feld[x][y] = EL_EXPLOSION;
1671 MovDir[x][y] = MovPos[x][y] = 0;
1677 if (center_element == EL_YAMYAM)
1678 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1689 Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
1691 if (phase == first_phase_after_start)
1693 int element = Store2[x][y];
1695 if (element == EL_BLACK_ORB)
1697 Feld[x][y] = Store2[x][y];
1702 else if (phase == half_phase)
1704 int element = Store2[x][y];
1706 if (IS_PLAYER(x, y))
1707 KillHeroUnlessProtected(x, y);
1708 else if (IS_EXPLOSIVE(element))
1710 Feld[x][y] = Store2[x][y];
1714 else if (element == EL_AMOEBA_TO_DIAMOND)
1715 AmoebeUmwandeln(x, y);
1718 if (phase == last_phase)
1722 element = Feld[x][y] = Store[x][y];
1723 Store[x][y] = Store2[x][y] = 0;
1724 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1725 InitField(x, y, FALSE);
1726 if (CAN_MOVE(element) || COULD_MOVE(element))
1728 DrawNewLevelField(x, y);
1730 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1731 StorePlayer[x][y] = 0;
1733 else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1736 int graphic = GFX_EXPLOSION;
1738 if (game.emulation == EMU_SUPAPLEX)
1739 graphic = (Store[x][y] == EL_SP_INFOTRON ?
1740 GFX_SP_EXPLODE_INFOTRON :
1741 GFX_SP_EXPLODE_EMPTY);
1743 graphic += (phase / delay - 1);
1745 int graphic = IMG_EXPLOSION;
1746 int frame = (phase / delay - 1);
1748 if (game.emulation == EMU_SUPAPLEX)
1749 graphic = (Store[x][y] == EL_SP_INFOTRON ?
1750 IMG_SP_EXPLOSION_INFOTRON :
1755 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1757 if (IS_PFORTE(Store[x][y]))
1759 DrawNewLevelElement(x, y, Store[x][y]);
1761 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic);
1763 DrawNewGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
1768 DrawGraphic(SCREENX(x), SCREENY(y), graphic);
1770 DrawNewGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1775 void DynaExplode(int ex, int ey)
1778 int dynabomb_size = 1;
1779 boolean dynabomb_xl = FALSE;
1780 struct PlayerInfo *player;
1781 static int xy[4][2] =
1789 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1791 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER1_ACTIVE];
1792 dynabomb_size = player->dynabomb_size;
1793 dynabomb_xl = player->dynabomb_xl;
1794 player->dynabombs_left++;
1797 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1801 for (j=1; j<=dynabomb_size; j++)
1803 int x = ex + j * xy[i % 4][0];
1804 int y = ey + j * xy[i % 4][1];
1807 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1810 element = Feld[x][y];
1812 /* do not restart explosions of fields with active bombs */
1813 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
1816 Explode(x, y, EX_PHASE_START, EX_BORDER);
1818 if (element != EL_EMPTY &&
1819 element != EL_SAND &&
1820 element != EL_EXPLOSION &&
1827 void Bang(int x, int y)
1829 int element = Feld[x][y];
1831 if (game.emulation == EMU_SUPAPLEX)
1832 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
1834 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
1837 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1845 case EL_BD_BUTTERFLY:
1848 case EL_DARK_YAMYAM:
1852 RaiseScoreElement(element);
1853 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1855 case EL_DYNABOMB_PLAYER1_ACTIVE:
1856 case EL_DYNABOMB_PLAYER2_ACTIVE:
1857 case EL_DYNABOMB_PLAYER3_ACTIVE:
1858 case EL_DYNABOMB_PLAYER4_ACTIVE:
1859 case EL_DYNABOMB_NR:
1860 case EL_DYNABOMB_SZ:
1861 case EL_DYNABOMB_XL:
1866 case EL_LAMP_ACTIVE:
1867 if (IS_PLAYER(x, y))
1868 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1870 Explode(x, y, EX_PHASE_START, EX_CENTER);
1873 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1878 void Blurb(int x, int y)
1880 int element = Feld[x][y];
1882 if (element != EL_ACID_SPLASHING_LEFT &&
1883 element != EL_ACID_SPLASHING_RIGHT) /* start */
1885 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
1886 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1887 (!IN_LEV_FIELD(x-1, y-1) ||
1888 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1890 Feld[x-1][y] = EL_ACID_SPLASHING_LEFT;
1892 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1893 (!IN_LEV_FIELD(x+1, y-1) ||
1894 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1896 Feld[x+1][y] = EL_ACID_SPLASHING_RIGHT;
1903 (element == EL_ACID_SPLASHING_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1905 int graphic = (element == EL_ACID_SPLASHING_LEFT ?
1906 IMG_ACID_SPLASHING_LEFT :
1907 IMG_ACID_SPLASHING_RIGHT);
1910 if (!MovDelay[x][y]) /* initialize animation counter */
1913 if (MovDelay[x][y]) /* continue animation */
1916 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1918 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1921 int frame = getNewGraphicAnimationFrame(graphic, 8 - MovDelay[x][y]);
1923 DrawNewGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1927 if (!MovDelay[x][y])
1929 Feld[x][y] = EL_EMPTY;
1930 DrawNewLevelField(x, y);
1936 static void ToggleBeltSwitch(int x, int y)
1938 static int belt_base_element[4] =
1940 EL_CONVEYOR_BELT1_LEFT,
1941 EL_CONVEYOR_BELT2_LEFT,
1942 EL_CONVEYOR_BELT3_LEFT,
1943 EL_CONVEYOR_BELT4_LEFT
1945 static int belt_base_active_element[4] =
1947 EL_CONVEYOR_BELT1_LEFT_ACTIVE,
1948 EL_CONVEYOR_BELT2_LEFT_ACTIVE,
1949 EL_CONVEYOR_BELT3_LEFT_ACTIVE,
1950 EL_CONVEYOR_BELT4_LEFT_ACTIVE
1952 static int belt_base_switch_element[4] =
1954 EL_CONVEYOR_BELT1_SWITCH_LEFT,
1955 EL_CONVEYOR_BELT2_SWITCH_LEFT,
1956 EL_CONVEYOR_BELT3_SWITCH_LEFT,
1957 EL_CONVEYOR_BELT4_SWITCH_LEFT
1959 static int belt_move_dir[4] =
1967 int element = Feld[x][y];
1968 int belt_nr = getBeltNrFromBeltSwitchElement(element);
1969 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1970 int belt_dir = belt_move_dir[belt_dir_nr];
1973 if (!IS_BELT_SWITCH(element))
1976 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1977 game.belt_dir[belt_nr] = belt_dir;
1979 if (belt_dir_nr == 3)
1982 /* set frame order for belt animation graphic according to belt direction */
1985 int element = belt_base_active_element[belt_nr] + i;
1986 int graphic = el2img(element);
1988 if (belt_dir == MV_LEFT)
1989 new_graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
1991 new_graphic_info[graphic].anim_mode |= ANIM_REVERSE;
1994 for (yy=0; yy<lev_fieldy; yy++)
1996 for (xx=0; xx<lev_fieldx; xx++)
1998 int element = Feld[xx][yy];
2000 if (IS_BELT_SWITCH(element))
2002 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
2004 if (e_belt_nr == belt_nr)
2006 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
2007 DrawNewLevelField(xx, yy);
2010 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
2012 int e_belt_nr = getBeltNrFromBeltElement(element);
2014 if (e_belt_nr == belt_nr)
2016 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
2018 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
2019 DrawNewLevelField(xx, yy);
2022 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
2024 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
2026 if (e_belt_nr == belt_nr)
2028 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
2030 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
2031 DrawNewLevelField(xx, yy);
2038 static void ToggleSwitchgateSwitch(int x, int y)
2042 game.switchgate_pos = !game.switchgate_pos;
2044 for (yy=0; yy<lev_fieldy; yy++)
2046 for (xx=0; xx<lev_fieldx; xx++)
2048 int element = Feld[xx][yy];
2050 if (element == EL_SWITCHGATE_SWITCH_UP ||
2051 element == EL_SWITCHGATE_SWITCH_DOWN)
2053 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2054 DrawNewLevelField(xx, yy);
2056 else if (element == EL_SWITCHGATE_OPEN ||
2057 element == EL_SWITCHGATE_OPENING)
2059 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2060 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2062 else if (element == EL_SWITCHGATE_CLOSED ||
2063 element == EL_SWITCHGATE_CLOSING)
2065 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2066 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2072 static int getInvisibleActiveFromInvisibleElement(int element)
2074 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2075 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2076 EL_INVISIBLE_SAND_ACTIVE);
2079 static int getInvisibleFromInvisibleActiveElement(int element)
2081 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2082 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2086 static void RedrawAllLightSwitchesAndInvisibleElements()
2090 for (y=0; y<lev_fieldy; y++)
2092 for (x=0; x<lev_fieldx; x++)
2094 int element = Feld[x][y];
2096 if (element == EL_LIGHT_SWITCH &&
2097 game.light_time_left > 0)
2099 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2100 DrawNewLevelField(x, y);
2102 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2103 game.light_time_left == 0)
2105 Feld[x][y] = EL_LIGHT_SWITCH;
2106 DrawNewLevelField(x, y);
2108 else if (element == EL_INVISIBLE_STEELWALL ||
2109 element == EL_INVISIBLE_WALL ||
2110 element == EL_INVISIBLE_SAND)
2112 if (game.light_time_left > 0)
2113 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2115 DrawNewLevelField(x, y);
2117 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2118 element == EL_INVISIBLE_WALL_ACTIVE ||
2119 element == EL_INVISIBLE_SAND_ACTIVE)
2121 if (game.light_time_left == 0)
2122 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2124 DrawNewLevelField(x, y);
2130 static void ToggleLightSwitch(int x, int y)
2132 int element = Feld[x][y];
2134 game.light_time_left =
2135 (element == EL_LIGHT_SWITCH ?
2136 level.time_light * FRAMES_PER_SECOND : 0);
2138 RedrawAllLightSwitchesAndInvisibleElements();
2141 static void ActivateTimegateSwitch(int x, int y)
2145 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2147 for (yy=0; yy<lev_fieldy; yy++)
2149 for (xx=0; xx<lev_fieldx; xx++)
2151 int element = Feld[xx][yy];
2153 if (element == EL_TIMEGATE_CLOSED ||
2154 element == EL_TIMEGATE_CLOSING)
2156 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2157 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2161 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2163 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2164 DrawLevelField(xx, yy);
2171 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2174 void Impact(int x, int y)
2176 boolean lastline = (y == lev_fieldy-1);
2177 boolean object_hit = FALSE;
2178 int element = Feld[x][y];
2181 if (!lastline) /* check if element below was hit */
2183 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
2186 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
2187 MovDir[x][y+1]!=MV_DOWN ||
2188 MovPos[x][y+1]<=TILEY/2));
2190 smashed = MovingOrBlocked2Element(x, y+1);
2193 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2199 if ((element == EL_BOMB ||
2200 element == EL_SP_DISK_ORANGE ||
2201 element == EL_DX_SUPABOMB) &&
2202 (lastline || object_hit)) /* element is bomb */
2207 else if (element == EL_PEARL)
2209 Feld[x][y] = EL_PEARL_BREAKING;
2210 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2214 if (element == EL_AMOEBA_DROP && (lastline || object_hit))
2216 if (object_hit && IS_PLAYER(x, y+1))
2217 KillHeroUnlessProtected(x, y+1);
2218 else if (object_hit && smashed == EL_PENGUIN)
2222 Feld[x][y] = EL_AMOEBA_CREATING;
2223 Store[x][y] = EL_AMOEBA_WET;
2228 if (!lastline && object_hit) /* check which object was hit */
2230 if (CAN_CHANGE(element) &&
2231 (smashed == EL_MAGIC_WALL || smashed == EL_BD_MAGIC_WALL))
2234 int activated_magic_wall =
2235 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2236 EL_BD_MAGIC_WALL_ACTIVE);
2238 /* activate magic wall / mill */
2239 for (yy=0; yy<lev_fieldy; yy++)
2240 for (xx=0; xx<lev_fieldx; xx++)
2241 if (Feld[xx][yy] == smashed)
2242 Feld[xx][yy] = activated_magic_wall;
2244 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2245 game.magic_wall_active = TRUE;
2247 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2248 SND_MAGIC_WALL_ACTIVATING :
2249 SND_BD_MAGIC_WALL_ACTIVATING));
2252 if (IS_PLAYER(x, y+1))
2254 KillHeroUnlessProtected(x, y+1);
2257 else if (smashed == EL_PENGUIN)
2262 else if (element == EL_BD_DIAMOND)
2264 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2270 else if ((element == EL_SP_INFOTRON || element == EL_SP_ZONK) &&
2271 (smashed == EL_SP_SNIKSNAK || smashed == EL_SP_ELECTRON ||
2272 smashed == EL_SP_DISK_ORANGE))
2277 else if (element == EL_ROCK ||
2278 element == EL_SP_ZONK ||
2279 element == EL_BD_ROCK)
2281 if (IS_ENEMY(smashed) ||
2282 smashed == EL_BOMB || smashed == EL_SP_DISK_ORANGE ||
2283 smashed == EL_DX_SUPABOMB ||
2284 smashed == EL_SATELLITE || smashed == EL_PIG ||
2285 smashed == EL_DRAGON || smashed == EL_MOLE)
2290 else if (!IS_MOVING(x, y+1))
2292 if (smashed == EL_LAMP || smashed == EL_LAMP_ACTIVE)
2297 else if (smashed == EL_NUT)
2299 Feld[x][y+1] = EL_CRACKINGNUT;
2300 PlaySoundLevel(x, y, SND_NUT_CRACKING);
2301 RaiseScoreElement(EL_NUT);
2304 else if (smashed == EL_PEARL)
2306 Feld[x][y+1] = EL_PEARL_BREAKING;
2307 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2310 else if (smashed == EL_DIAMOND)
2312 Feld[x][y+1] = EL_EMPTY;
2313 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2316 else if (IS_BELT_SWITCH(smashed))
2318 ToggleBeltSwitch(x, y+1);
2320 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
2321 smashed == EL_SWITCHGATE_SWITCH_DOWN)
2323 ToggleSwitchgateSwitch(x, y+1);
2325 else if (smashed == EL_LIGHT_SWITCH ||
2326 smashed == EL_LIGHT_SWITCH_ACTIVE)
2328 ToggleLightSwitch(x, y+1);
2334 /* play sound of magic wall / mill */
2336 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2337 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2339 if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2340 PlaySoundLevel(x, y, SND_MAGIC_WALL_CHANGING);
2341 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2342 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_CHANGING);
2347 /* play sound of object that hits the ground */
2348 if (lastline || object_hit)
2349 PlaySoundLevelElementAction(x, y, element, SND_ACTION_IMPACT);
2352 void TurnRound(int x, int y)
2364 { 0, 0 }, { 0, 0 }, { 0, 0 },
2369 int left, right, back;
2373 { MV_DOWN, MV_UP, MV_RIGHT },
2374 { MV_UP, MV_DOWN, MV_LEFT },
2376 { MV_LEFT, MV_RIGHT, MV_DOWN },
2377 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2378 { MV_RIGHT, MV_LEFT, MV_UP }
2381 int element = Feld[x][y];
2382 int old_move_dir = MovDir[x][y];
2383 int left_dir = turn[old_move_dir].left;
2384 int right_dir = turn[old_move_dir].right;
2385 int back_dir = turn[old_move_dir].back;
2387 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2388 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2389 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2390 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2392 int left_x = x+left_dx, left_y = y+left_dy;
2393 int right_x = x+right_dx, right_y = y+right_dy;
2394 int move_x = x+move_dx, move_y = y+move_dy;
2396 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2398 TestIfBadThingTouchesOtherBadThing(x, y);
2400 if (IN_LEV_FIELD(right_x, right_y) &&
2401 IS_FREE(right_x, right_y))
2402 MovDir[x][y] = right_dir;
2403 else if (!IN_LEV_FIELD(move_x, move_y) ||
2404 !IS_FREE(move_x, move_y))
2405 MovDir[x][y] = left_dir;
2407 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
2409 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2412 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2413 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2415 TestIfBadThingTouchesOtherBadThing(x, y);
2417 if (IN_LEV_FIELD(left_x, left_y) &&
2418 IS_FREE(left_x, left_y))
2419 MovDir[x][y] = left_dir;
2420 else if (!IN_LEV_FIELD(move_x, move_y) ||
2421 !IS_FREE(move_x, move_y))
2422 MovDir[x][y] = right_dir;
2424 if ((element == EL_SPACESHIP ||
2425 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2426 && MovDir[x][y] != old_move_dir)
2428 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
2431 else if (element == EL_YAMYAM)
2433 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2435 if (IN_LEV_FIELD(left_x, left_y) &&
2436 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2437 Feld[left_x][left_y] == EL_DIAMOND))
2438 can_turn_left = TRUE;
2439 if (IN_LEV_FIELD(right_x, right_y) &&
2440 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2441 Feld[right_x][right_y] == EL_DIAMOND))
2442 can_turn_right = TRUE;
2444 if (can_turn_left && can_turn_right)
2445 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2446 else if (can_turn_left)
2447 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2448 else if (can_turn_right)
2449 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2451 MovDir[x][y] = back_dir;
2453 MovDelay[x][y] = 16+16*RND(3);
2455 else if (element == EL_DARK_YAMYAM)
2457 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2459 if (IN_LEV_FIELD(left_x, left_y) &&
2460 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2461 IS_MAMPF2(Feld[left_x][left_y])))
2462 can_turn_left = TRUE;
2463 if (IN_LEV_FIELD(right_x, right_y) &&
2464 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2465 IS_MAMPF2(Feld[right_x][right_y])))
2466 can_turn_right = TRUE;
2468 if (can_turn_left && can_turn_right)
2469 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2470 else if (can_turn_left)
2471 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2472 else if (can_turn_right)
2473 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2475 MovDir[x][y] = back_dir;
2477 MovDelay[x][y] = 16+16*RND(3);
2479 else if (element == EL_PACMAN)
2481 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2483 if (IN_LEV_FIELD(left_x, left_y) &&
2484 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2485 IS_AMOEBOID(Feld[left_x][left_y])))
2486 can_turn_left = TRUE;
2487 if (IN_LEV_FIELD(right_x, right_y) &&
2488 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2489 IS_AMOEBOID(Feld[right_x][right_y])))
2490 can_turn_right = TRUE;
2492 if (can_turn_left && can_turn_right)
2493 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2494 else if (can_turn_left)
2495 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2496 else if (can_turn_right)
2497 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2499 MovDir[x][y] = back_dir;
2501 MovDelay[x][y] = 6+RND(40);
2503 else if (element == EL_PIG)
2505 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2506 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2507 boolean should_move_on = FALSE;
2509 int rnd = RND(rnd_value);
2511 if (IN_LEV_FIELD(left_x, left_y) &&
2512 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2513 can_turn_left = TRUE;
2514 if (IN_LEV_FIELD(right_x, right_y) &&
2515 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2516 can_turn_right = TRUE;
2517 if (IN_LEV_FIELD(move_x, move_y) &&
2518 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2521 if (can_turn_left &&
2523 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2524 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2525 should_turn_left = TRUE;
2526 if (can_turn_right &&
2528 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2529 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2530 should_turn_right = TRUE;
2532 (!can_turn_left || !can_turn_right ||
2533 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2534 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2535 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2536 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2537 should_move_on = TRUE;
2539 if (should_turn_left || should_turn_right || should_move_on)
2541 if (should_turn_left && should_turn_right && should_move_on)
2542 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2543 rnd < 2*rnd_value/3 ? right_dir :
2545 else if (should_turn_left && should_turn_right)
2546 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2547 else if (should_turn_left && should_move_on)
2548 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2549 else if (should_turn_right && should_move_on)
2550 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2551 else if (should_turn_left)
2552 MovDir[x][y] = left_dir;
2553 else if (should_turn_right)
2554 MovDir[x][y] = right_dir;
2555 else if (should_move_on)
2556 MovDir[x][y] = old_move_dir;
2558 else if (can_move_on && rnd > rnd_value/8)
2559 MovDir[x][y] = old_move_dir;
2560 else if (can_turn_left && can_turn_right)
2561 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2562 else if (can_turn_left && rnd > rnd_value/8)
2563 MovDir[x][y] = left_dir;
2564 else if (can_turn_right && rnd > rnd_value/8)
2565 MovDir[x][y] = right_dir;
2567 MovDir[x][y] = back_dir;
2569 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2570 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2571 MovDir[x][y] = old_move_dir;
2575 else if (element == EL_DRAGON)
2577 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2579 int rnd = RND(rnd_value);
2581 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2582 can_turn_left = TRUE;
2583 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2584 can_turn_right = TRUE;
2585 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2588 if (can_move_on && rnd > rnd_value/8)
2589 MovDir[x][y] = old_move_dir;
2590 else if (can_turn_left && can_turn_right)
2591 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2592 else if (can_turn_left && rnd > rnd_value/8)
2593 MovDir[x][y] = left_dir;
2594 else if (can_turn_right && rnd > rnd_value/8)
2595 MovDir[x][y] = right_dir;
2597 MovDir[x][y] = back_dir;
2599 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2600 MovDir[x][y] = old_move_dir;
2604 else if (element == EL_MOLE)
2606 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2608 if (IN_LEV_FIELD(move_x, move_y) &&
2609 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2610 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING))
2615 if (IN_LEV_FIELD(left_x, left_y) &&
2616 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2617 can_turn_left = TRUE;
2618 if (IN_LEV_FIELD(right_x, right_y) &&
2619 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2620 can_turn_right = TRUE;
2622 if (can_turn_left && can_turn_right)
2623 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2624 else if (can_turn_left)
2625 MovDir[x][y] = left_dir;
2627 MovDir[x][y] = right_dir;
2630 if (MovDir[x][y] != old_move_dir)
2633 else if (element == EL_BALLOON)
2635 MovDir[x][y] = game.balloon_dir;
2638 else if (element == EL_SPRING_MOVING)
2640 if (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2641 (IN_LEV_FIELD(x, y+1) && IS_FREE(x, y+1)))
2643 Feld[x][y] = EL_SPRING;
2644 MovDir[x][y] = MV_NO_MOVING;
2648 else if (element == EL_ROBOT || element == EL_SATELLITE || element == EL_PENGUIN)
2650 int attr_x = -1, attr_y = -1;
2661 for (i=0; i<MAX_PLAYERS; i++)
2663 struct PlayerInfo *player = &stored_player[i];
2664 int jx = player->jx, jy = player->jy;
2666 if (!player->active)
2669 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2677 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
2683 if (element == EL_PENGUIN)
2686 static int xy[4][2] =
2696 int ex = x + xy[i%4][0];
2697 int ey = y + xy[i%4][1];
2699 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
2708 MovDir[x][y] = MV_NO_MOVING;
2710 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2712 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2714 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2716 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2718 if (element == EL_ROBOT)
2722 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2723 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2724 Moving2Blocked(x, y, &newx, &newy);
2726 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2727 MovDelay[x][y] = 8+8*!RND(3);
2729 MovDelay[x][y] = 16;
2737 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2739 boolean first_horiz = RND(2);
2740 int new_move_dir = MovDir[x][y];
2743 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2744 Moving2Blocked(x, y, &newx, &newy);
2746 if (IN_LEV_FIELD(newx, newy) &&
2747 (IS_FREE(newx, newy) ||
2748 Feld[newx][newy] == EL_ACID ||
2749 (element == EL_PENGUIN &&
2750 (Feld[newx][newy] == EL_EXIT_OPEN ||
2751 IS_MAMPF3(Feld[newx][newy])))))
2755 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2756 Moving2Blocked(x, y, &newx, &newy);
2758 if (IN_LEV_FIELD(newx, newy) &&
2759 (IS_FREE(newx, newy) ||
2760 Feld[newx][newy] == EL_ACID ||
2761 (element == EL_PENGUIN &&
2762 (Feld[newx][newy] == EL_EXIT_OPEN ||
2763 IS_MAMPF3(Feld[newx][newy])))))
2766 MovDir[x][y] = old_move_dir;
2773 static boolean JustBeingPushed(int x, int y)
2777 for (i=0; i<MAX_PLAYERS; i++)
2779 struct PlayerInfo *player = &stored_player[i];
2781 if (player->active && player->Pushing && player->MovPos)
2783 int next_jx = player->jx + (player->jx - player->last_jx);
2784 int next_jy = player->jy + (player->jy - player->last_jy);
2786 if (x == next_jx && y == next_jy)
2794 void StartMoving(int x, int y)
2796 int element = Feld[x][y];
2801 GfxAction[x][y] = GFX_ACTION_DEFAULT;
2803 if (CAN_FALL(element) && y<lev_fieldy-1)
2805 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2806 if (JustBeingPushed(x, y))
2809 if (element == EL_QUICKSAND_FULL)
2811 if (IS_FREE(x, y+1))
2813 InitMovingField(x, y, MV_DOWN);
2814 Feld[x][y] = EL_QUICKSAND_EMPTYING;
2815 Store[x][y] = EL_ROCK;
2816 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
2818 else if (Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2820 if (!MovDelay[x][y])
2821 MovDelay[x][y] = TILEY + 1;
2830 Feld[x][y] = EL_QUICKSAND_EMPTY;
2831 Feld[x][y+1] = EL_QUICKSAND_FULL;
2832 Store[x][y+1] = Store[x][y];
2834 PlaySoundLevel(x, y, SND_QUICKSAND_SLIPPING);
2837 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
2838 Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2840 InitMovingField(x, y, MV_DOWN);
2841 Feld[x][y] = EL_QUICKSAND_FILLING;
2842 Store[x][y] = element;
2843 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
2845 else if (element == EL_MAGIC_WALL_FULL)
2847 if (IS_FREE(x, y+1))
2849 InitMovingField(x, y, MV_DOWN);
2850 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
2851 Store[x][y] = EL_CHANGED(Store[x][y]);
2853 else if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2855 if (!MovDelay[x][y])
2856 MovDelay[x][y] = TILEY/4 + 1;
2865 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
2866 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
2867 Store[x][y+1] = EL_CHANGED(Store[x][y]);
2871 else if (element == EL_BD_MAGIC_WALL_FULL)
2873 if (IS_FREE(x, y+1))
2875 InitMovingField(x, y, MV_DOWN);
2876 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
2877 Store[x][y] = EL_CHANGED2(Store[x][y]);
2879 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2881 if (!MovDelay[x][y])
2882 MovDelay[x][y] = TILEY/4 + 1;
2891 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
2892 Feld[x][y+1] = EL_BD_MAGIC_WALL_FULL;
2893 Store[x][y+1] = EL_CHANGED2(Store[x][y]);
2897 else if (CAN_CHANGE(element) &&
2898 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2899 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2901 InitMovingField(x, y, MV_DOWN);
2903 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
2904 EL_BD_MAGIC_WALL_FILLING);
2905 Store[x][y] = element;
2907 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_ACID)
2910 InitMovingField(x, y, MV_DOWN);
2911 Store[x][y] = EL_ACID;
2913 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2918 else if (IS_FREE(x, y+1))
2920 InitMovingField(x, y, MV_DOWN);
2922 else if (element == EL_AMOEBA_DROP)
2924 Feld[x][y] = EL_AMOEBA_CREATING;
2925 Store[x][y] = EL_AMOEBA_WET;
2927 /* Store[x][y+1] must be zero, because:
2928 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y+1] == EL_QUICKSAND_EMPTY
2931 #if OLD_GAME_BEHAVIOUR
2932 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2934 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2935 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2936 element != EL_DX_SUPABOMB)
2939 else if ((IS_SLIPPERY(Feld[x][y+1]) ||
2940 (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
2941 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2942 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
2945 boolean left = (x>0 && IS_FREE(x-1, y) &&
2946 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_ACID));
2947 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2948 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_ACID));
2952 if (left && right &&
2953 (game.emulation != EMU_BOULDERDASH &&
2954 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
2955 left = !(right = RND(2));
2957 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2960 else if (IS_BELT_ACTIVE(Feld[x][y+1]))
2962 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
2963 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
2964 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y+1]);
2965 int belt_dir = game.belt_dir[belt_nr];
2967 if ((belt_dir == MV_LEFT && left_is_free) ||
2968 (belt_dir == MV_RIGHT && right_is_free))
2969 InitMovingField(x, y, belt_dir);
2972 else if (CAN_MOVE(element))
2976 if ((element == EL_SATELLITE || element == EL_BALLOON ||
2977 element == EL_SPRING_MOVING)
2978 && JustBeingPushed(x, y))
2981 if (!MovDelay[x][y]) /* start new movement phase */
2983 /* all objects that can change their move direction after each step */
2984 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2986 if (element!=EL_YAMYAM && element!=EL_DARK_YAMYAM && element!=EL_PACMAN)
2990 if (MovDelay[x][y] && (element == EL_BUG ||
2991 element == EL_SPACESHIP ||
2992 element == EL_SP_SNIKSNAK ||
2993 element == EL_SP_ELECTRON ||
2994 element == EL_MOLE))
2995 DrawNewLevelField(x, y);
2999 if (MovDelay[x][y]) /* wait some time before next movement */
3003 if (element == EL_ROBOT ||
3004 element == EL_YAMYAM || element == EL_DARK_YAMYAM)
3006 int phase = MovDelay[x][y] % 8;
3011 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3013 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element) + phase);
3016 int graphic = el2img(element);
3017 int frame = getNewGraphicAnimationFrame(graphic, MovDelay[x][y] % 8);
3019 DrawNewGraphic(SCREENX(x), SCREENY(y), graphic, frame);
3023 if (MovDelay[x][y] % 4 == 3)
3025 if (element == EL_YAMYAM)
3026 PlaySoundLevel(x, y, SND_YAMYAM_WAITING);
3027 else if (element == EL_DARK_YAMYAM)
3028 PlaySoundLevel(x, y, SND_DARK_YAMYAM_WAITING);
3031 else if (element == EL_SP_ELECTRON)
3033 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_LOOP);
3035 DrawNewGraphicAnimation(x, y, IMG_SP_ELECTRON);
3037 else if (element == EL_DRAGON)
3040 int dir = MovDir[x][y];
3041 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
3042 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
3044 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
3045 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
3046 dir == MV_UP ? GFX_FLAMMEN_UP :
3047 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
3048 int phase = FrameCounter % 2;
3050 int graphic = (dir == MV_LEFT ? IMG_FLAMES_LEFT1 :
3051 dir == MV_RIGHT ? IMG_FLAMES_RIGHT1 :
3052 dir == MV_UP ? IMG_FLAMES_UP1 :
3053 dir == MV_DOWN ? IMG_FLAMES_DOWN1 : IMG_EMPTY);
3054 int frame = getNewGraphicAnimationFrame(graphic, -1);
3057 for (i=1; i<=3; i++)
3059 int xx = x + i*dx, yy = y + i*dy;
3060 int sx = SCREENX(xx), sy = SCREENY(yy);
3061 int flame_graphic = graphic + (i - 1);
3063 if (!IN_LEV_FIELD(xx, yy) ||
3064 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLOSION)
3069 int flamed = MovingOrBlocked2Element(xx, yy);
3071 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
3074 RemoveMovingField(xx, yy);
3076 Feld[xx][yy] = EL_FLAMES;
3077 if (IN_SCR_FIELD(sx, sy))
3079 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
3081 DrawNewGraphic(sx, sy, flame_graphic, frame);
3086 if (Feld[xx][yy] == EL_FLAMES)
3087 Feld[xx][yy] = EL_EMPTY;
3088 DrawNewLevelField(xx, yy);
3093 if (MovDelay[x][y]) /* element still has to wait some time */
3095 PlaySoundLevelAction(x, y, SND_ACTION_WAITING);
3101 /* now make next step */
3103 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
3105 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
3106 !PLAYER_PROTECTED(newx, newy))
3110 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
3113 /* enemy got the player */
3115 KillHero(PLAYERINFO(newx, newy));
3120 else if ((element == EL_PENGUIN || element == EL_ROBOT ||
3121 element == EL_SATELLITE || element == EL_BALLOON) &&
3122 IN_LEV_FIELD(newx, newy) &&
3123 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
3126 Store[x][y] = EL_ACID;
3128 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
3130 if (Feld[newx][newy] == EL_EXIT_OPEN)
3132 Feld[x][y] = EL_EMPTY;
3133 DrawNewLevelField(x, y);
3135 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING_EXIT);
3136 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
3138 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
3140 DrawNewGraphicThruMask(SCREENX(newx), SCREENY(newy), el2img(element),
3144 local_player->friends_still_needed--;
3145 if (!local_player->friends_still_needed &&
3146 !local_player->GameOver && AllPlayersGone)
3147 local_player->LevelSolved = local_player->GameOver = TRUE;
3151 else if (IS_MAMPF3(Feld[newx][newy]))
3153 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
3154 DrawNewLevelField(newx, newy);
3156 MovDir[x][y] = MV_NO_MOVING;
3158 else if (!IS_FREE(newx, newy))
3160 if (IS_PLAYER(x, y))
3161 DrawPlayerField(x, y);
3163 DrawNewLevelField(x, y);
3167 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
3169 if (IS_GEM(Feld[newx][newy]))
3171 if (IS_MOVING(newx, newy))
3172 RemoveMovingField(newx, newy);
3175 Feld[newx][newy] = EL_EMPTY;
3176 DrawNewLevelField(newx, newy);
3179 PlaySoundLevel(x, y, SND_PIG_EATING);
3181 else if (!IS_FREE(newx, newy))
3183 if (IS_PLAYER(x, y))
3184 DrawPlayerField(x, y);
3186 DrawNewLevelField(x, y);
3190 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
3192 if (!IS_FREE(newx, newy))
3194 if (IS_PLAYER(x, y))
3195 DrawPlayerField(x, y);
3197 DrawNewLevelField(x, y);
3202 boolean wanna_flame = !RND(10);
3203 int dx = newx - x, dy = newy - y;
3204 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3205 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3206 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3207 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
3208 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3209 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
3211 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
3212 element1 != EL_DRAGON && element2 != EL_DRAGON &&
3213 element1 != EL_FLAMES && element2 != EL_FLAMES)
3215 if (IS_PLAYER(x, y))
3216 DrawPlayerField(x, y);
3218 DrawNewLevelField(x, y);
3220 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3222 MovDelay[x][y] = 50;
3223 Feld[newx][newy] = EL_FLAMES;
3224 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
3225 Feld[newx1][newy1] = EL_FLAMES;
3226 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
3227 Feld[newx2][newy2] = EL_FLAMES;
3232 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3233 Feld[newx][newy] == EL_DIAMOND)
3235 if (IS_MOVING(newx, newy))
3236 RemoveMovingField(newx, newy);
3239 Feld[newx][newy] = EL_EMPTY;
3240 DrawNewLevelField(newx, newy);
3243 PlaySoundLevel(x, y, SND_YAMYAM_EATING);
3245 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3246 IS_MAMPF2(Feld[newx][newy]))
3248 if (AmoebaNr[newx][newy])
3250 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3251 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3252 Feld[newx][newy] == EL_BD_AMOEBA)
3253 AmoebaCnt[AmoebaNr[newx][newy]]--;
3256 if (IS_MOVING(newx, newy))
3257 RemoveMovingField(newx, newy);
3260 Feld[newx][newy] = EL_EMPTY;
3261 DrawNewLevelField(newx, newy);
3264 PlaySoundLevel(x, y, SND_DARK_YAMYAM_EATING);
3266 else if ((element == EL_PACMAN || element == EL_MOLE)
3267 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3269 if (AmoebaNr[newx][newy])
3271 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3272 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3273 Feld[newx][newy] == EL_BD_AMOEBA)
3274 AmoebaCnt[AmoebaNr[newx][newy]]--;
3277 if (element == EL_MOLE)
3279 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
3280 PlaySoundLevel(x, y, SND_MOLE_EATING);
3281 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
3282 return; /* wait for shrinking amoeba */
3284 else /* element == EL_PACMAN */
3286 Feld[newx][newy] = EL_EMPTY;
3287 DrawNewLevelField(newx, newy);
3288 PlaySoundLevel(x, y, SND_PACMAN_EATING);
3291 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
3292 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
3293 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
3295 /* wait for shrinking amoeba to completely disappear */
3298 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3300 /* object was running against a wall */
3304 if (element == EL_BUG || element == EL_SPACESHIP ||
3305 element == EL_SP_SNIKSNAK)
3307 DrawLevelField(x, y);
3309 DrawNewLevelField(x, y);
3311 else if (element == EL_BUG || element == EL_SPACESHIP ||
3312 element == EL_SP_SNIKSNAK || element == EL_MOLE)
3314 DrawLevelField(x, y);
3316 DrawNewLevelField(x, y);
3318 else if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
3320 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_LOOP);
3322 DrawNewGraphicAnimation(x, y, el2img(element));
3324 else if (element == EL_SATELLITE)
3326 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_LOOP);
3328 DrawNewGraphicAnimation(x, y, IMG_SATELLITE);
3330 else if (element == EL_SP_ELECTRON)
3332 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_LOOP);
3334 DrawNewGraphicAnimation(x, y, IMG_SP_ELECTRON);
3337 if (DONT_TOUCH(element))
3338 TestIfBadThingTouchesHero(x, y);
3340 PlaySoundLevelAction(x, y, SND_ACTION_WAITING);
3345 InitMovingField(x, y, MovDir[x][y]);
3347 PlaySoundLevelAction(x, y, SND_ACTION_MOVING);
3351 ContinueMoving(x, y);
3354 void ContinueMoving(int x, int y)
3356 int element = Feld[x][y];
3357 int direction = MovDir[x][y];
3358 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3359 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3360 int horiz_move = (dx!=0);
3361 int newx = x + dx, newy = y + dy;
3362 int step = (horiz_move ? dx : dy) * TILEX / 8;
3364 if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DRIPPING)
3366 else if (element == EL_QUICKSAND_FILLING ||
3367 element == EL_QUICKSAND_EMPTYING)
3369 else if (element == EL_MAGIC_WALL_FILLING ||
3370 element == EL_BD_MAGIC_WALL_FILLING ||
3371 element == EL_MAGIC_WALL_EMPTYING ||
3372 element == EL_BD_MAGIC_WALL_EMPTYING)
3374 else if (CAN_FALL(element) && horiz_move &&
3375 y < lev_fieldy-1 && IS_BELT_ACTIVE(Feld[x][y+1]))
3377 else if (element == EL_SPRING_MOVING)
3380 #if OLD_GAME_BEHAVIOUR
3381 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3385 MovPos[x][y] += step;
3387 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
3389 Feld[x][y] = EL_EMPTY;
3390 Feld[newx][newy] = element;
3392 if (element == EL_MOLE)
3395 static int xy[4][2] =
3403 Feld[x][y] = EL_SAND;
3404 DrawNewLevelField(x, y);
3413 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND)
3414 DrawNewLevelField(xx, yy); /* for "ErdreichAnbroeckeln()" */
3418 if (element == EL_QUICKSAND_FILLING)
3420 element = Feld[newx][newy] = get_next_element(element);
3421 Store[newx][newy] = Store[x][y];
3423 else if (element == EL_QUICKSAND_EMPTYING)
3425 Feld[x][y] = get_next_element(element);
3426 element = Feld[newx][newy] = Store[x][y];
3428 else if (element == EL_MAGIC_WALL_FILLING)
3430 element = Feld[newx][newy] = get_next_element(element);
3431 if (!game.magic_wall_active)
3432 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3433 Store[newx][newy] = Store[x][y];
3435 else if (element == EL_MAGIC_WALL_EMPTYING)
3437 Feld[x][y] = get_next_element(element);
3438 if (!game.magic_wall_active)
3439 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3440 element = Feld[newx][newy] = Store[x][y];
3442 else if (element == EL_BD_MAGIC_WALL_FILLING)
3444 element = Feld[newx][newy] = get_next_element(element);
3445 if (!game.magic_wall_active)
3446 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
3447 Store[newx][newy] = Store[x][y];
3449 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
3451 Feld[x][y] = get_next_element(element);
3452 if (!game.magic_wall_active)
3453 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
3454 element = Feld[newx][newy] = Store[x][y];
3456 else if (element == EL_AMOEBA_DRIPPING)
3458 Feld[x][y] = get_next_element(element);
3459 element = Feld[newx][newy] = Store[x][y];
3461 else if (Store[x][y] == EL_ACID)
3463 element = Feld[newx][newy] = EL_ACID;
3467 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3468 MovDelay[newx][newy] = 0;
3470 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
3471 GfxAction[x][y] = GFX_ACTION_DEFAULT;
3473 if (!CAN_MOVE(element))
3474 MovDir[newx][newy] = 0;
3476 DrawNewLevelField(x, y);
3477 DrawNewLevelField(newx, newy);
3479 Stop[newx][newy] = TRUE;
3480 JustStopped[newx][newy] = 3;
3482 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3484 TestIfBadThingTouchesHero(newx, newy);
3485 TestIfBadThingTouchesFriend(newx, newy);
3486 TestIfBadThingTouchesOtherBadThing(newx, newy);
3488 else if (element == EL_PENGUIN)
3489 TestIfFriendTouchesBadThing(newx, newy);
3491 if (CAN_SMASH(element) && direction == MV_DOWN &&
3492 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3495 else /* still moving on */
3497 if (GfxAction[x][y] == GFX_ACTION_DEFAULT)
3498 GfxAction[x][y] = GFX_ACTION_MOVING;
3500 DrawNewLevelField(x, y);
3504 int AmoebeNachbarNr(int ax, int ay)
3507 int element = Feld[ax][ay];
3509 static int xy[4][2] =
3519 int x = ax + xy[i][0];
3520 int y = ay + xy[i][1];
3522 if (!IN_LEV_FIELD(x, y))
3525 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3526 group_nr = AmoebaNr[x][y];
3532 void AmoebenVereinigen(int ax, int ay)
3534 int i, x, y, xx, yy;
3535 int new_group_nr = AmoebaNr[ax][ay];
3536 static int xy[4][2] =
3544 if (new_group_nr == 0)
3552 if (!IN_LEV_FIELD(x, y))
3555 if ((Feld[x][y] == EL_AMOEBA_FULL ||
3556 Feld[x][y] == EL_BD_AMOEBA ||
3557 Feld[x][y] == EL_AMOEBA_DEAD) &&
3558 AmoebaNr[x][y] != new_group_nr)
3560 int old_group_nr = AmoebaNr[x][y];
3562 if (old_group_nr == 0)
3565 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3566 AmoebaCnt[old_group_nr] = 0;
3567 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3568 AmoebaCnt2[old_group_nr] = 0;
3570 for (yy=0; yy<lev_fieldy; yy++)
3572 for (xx=0; xx<lev_fieldx; xx++)
3574 if (AmoebaNr[xx][yy] == old_group_nr)
3575 AmoebaNr[xx][yy] = new_group_nr;
3582 void AmoebeUmwandeln(int ax, int ay)
3586 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
3588 int group_nr = AmoebaNr[ax][ay];
3593 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3594 printf("AmoebeUmwandeln(): This should never happen!\n");
3599 for (y=0; y<lev_fieldy; y++)
3601 for (x=0; x<lev_fieldx; x++)
3603 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
3606 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
3610 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
3611 SND_AMOEBA_TURNING_TO_GEM :
3612 SND_AMOEBA_TURNING_TO_ROCK));
3617 static int xy[4][2] =
3630 if (!IN_LEV_FIELD(x, y))
3633 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
3635 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
3636 SND_AMOEBA_TURNING_TO_GEM :
3637 SND_AMOEBA_TURNING_TO_ROCK));
3644 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3647 int group_nr = AmoebaNr[ax][ay];
3648 boolean done = FALSE;
3653 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3654 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3659 for (y=0; y<lev_fieldy; y++)
3661 for (x=0; x<lev_fieldx; x++)
3663 if (AmoebaNr[x][y] == group_nr &&
3664 (Feld[x][y] == EL_AMOEBA_DEAD ||
3665 Feld[x][y] == EL_BD_AMOEBA ||
3666 Feld[x][y] == EL_AMOEBA_CREATING))
3669 Feld[x][y] = new_element;
3670 InitField(x, y, FALSE);
3671 DrawNewLevelField(x, y);
3678 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
3679 SND_BD_AMOEBA_TURNING_TO_ROCK :
3680 SND_BD_AMOEBA_TURNING_TO_GEM));
3683 void AmoebeWaechst(int x, int y)
3685 static unsigned long sound_delay = 0;
3686 static unsigned long sound_delay_value = 0;
3688 if (!MovDelay[x][y]) /* start new growing cycle */
3692 if (DelayReached(&sound_delay, sound_delay_value))
3694 if (Store[x][y] == EL_BD_AMOEBA)
3695 PlaySoundLevel(x, y, SND_BD_AMOEBA_CREATING);
3697 PlaySoundLevel(x, y, SND_AMOEBA_CREATING);
3698 sound_delay_value = 30;
3702 if (MovDelay[x][y]) /* wait some time before growing bigger */
3705 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3707 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
3710 int frame = getNewGraphicAnimationFrame(IMG_AMOEBA_CREATING,
3711 6 - MovDelay[x][y]);
3713 DrawNewGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_CREATING, frame);
3717 if (!MovDelay[x][y])
3719 Feld[x][y] = Store[x][y];
3721 DrawNewLevelField(x, y);
3726 void AmoebaDisappearing(int x, int y)
3728 static unsigned long sound_delay = 0;
3729 static unsigned long sound_delay_value = 0;
3731 if (!MovDelay[x][y]) /* start new shrinking cycle */
3735 if (DelayReached(&sound_delay, sound_delay_value))
3736 sound_delay_value = 30;
3739 if (MovDelay[x][y]) /* wait some time before shrinking */
3742 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3744 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + MovDelay[x][y]/2);
3747 int frame = getNewGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
3748 6 - MovDelay[x][y]);
3750 DrawNewGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
3754 if (!MovDelay[x][y])
3756 Feld[x][y] = EL_EMPTY;
3757 DrawNewLevelField(x, y);
3759 /* don't let mole enter this field in this cycle;
3760 (give priority to objects falling to this field from above) */
3766 void AmoebeAbleger(int ax, int ay)
3769 int element = Feld[ax][ay];
3770 int newax = ax, neway = ay;
3771 static int xy[4][2] =
3779 if (!level.amoeba_speed)
3781 Feld[ax][ay] = EL_AMOEBA_DEAD;
3782 DrawNewLevelField(ax, ay);
3786 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3787 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3789 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3792 if (MovDelay[ax][ay])
3796 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
3799 int x = ax + xy[start][0];
3800 int y = ay + xy[start][1];
3802 if (!IN_LEV_FIELD(x, y))
3805 if (IS_FREE(x, y) ||
3806 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3812 if (newax == ax && neway == ay)
3815 else /* normal or "filled" (BD style) amoeba */
3818 boolean waiting_for_player = FALSE;
3822 int j = (start + i) % 4;
3823 int x = ax + xy[j][0];
3824 int y = ay + xy[j][1];
3826 if (!IN_LEV_FIELD(x, y))
3829 if (IS_FREE(x, y) ||
3830 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3836 else if (IS_PLAYER(x, y))
3837 waiting_for_player = TRUE;
3840 if (newax == ax && neway == ay) /* amoeba cannot grow */
3842 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3844 Feld[ax][ay] = EL_AMOEBA_DEAD;
3845 DrawNewLevelField(ax, ay);
3846 AmoebaCnt[AmoebaNr[ax][ay]]--;
3848 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3850 if (element == EL_AMOEBA_FULL)
3851 AmoebeUmwandeln(ax, ay);
3852 else if (element == EL_BD_AMOEBA)
3853 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3858 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
3860 /* amoeba gets larger by growing in some direction */
3862 int new_group_nr = AmoebaNr[ax][ay];
3865 if (new_group_nr == 0)
3867 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3868 printf("AmoebeAbleger(): This should never happen!\n");
3873 AmoebaNr[newax][neway] = new_group_nr;
3874 AmoebaCnt[new_group_nr]++;
3875 AmoebaCnt2[new_group_nr]++;
3877 /* if amoeba touches other amoeba(s) after growing, unify them */
3878 AmoebenVereinigen(newax, neway);
3880 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
3882 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
3888 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
3889 (neway == lev_fieldy - 1 && newax != ax))
3891 Feld[newax][neway] = EL_AMOEBA_CREATING; /* creation of new amoeba */
3892 Store[newax][neway] = element;
3894 else if (neway == ay)
3896 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
3897 PlaySoundLevel(newax, neway, SND_AMOEBA_DROP_CREATING);
3901 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
3902 Feld[ax][ay] = EL_AMOEBA_DRIPPING;
3903 Store[ax][ay] = EL_AMOEBA_DROP;
3904 ContinueMoving(ax, ay);
3908 DrawNewLevelField(newax, neway);
3911 void Life(int ax, int ay)
3914 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3916 int element = Feld[ax][ay];
3917 boolean changed = FALSE;
3922 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3923 MovDelay[ax][ay] = life_time;
3925 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3928 if (MovDelay[ax][ay])
3932 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3934 int xx = ax+x1, yy = ay+y1;
3937 if (!IN_LEV_FIELD(xx, yy))
3940 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3942 int x = xx+x2, y = yy+y2;
3944 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3947 if (((Feld[x][y] == element ||
3948 (element == EL_GAMEOFLIFE && IS_PLAYER(x, y))) &&
3950 (IS_FREE(x, y) && Stop[x][y]))
3954 if (xx == ax && yy == ay) /* field in the middle */
3956 if (nachbarn < life[0] || nachbarn > life[1])
3958 Feld[xx][yy] = EL_EMPTY;
3960 DrawNewLevelField(xx, yy);
3961 Stop[xx][yy] = TRUE;
3965 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
3966 { /* free border field */
3967 if (nachbarn >= life[2] && nachbarn <= life[3])
3969 Feld[xx][yy] = element;
3970 MovDelay[xx][yy] = (element == EL_GAMEOFLIFE ? 0 : life_time-1);
3972 DrawNewLevelField(xx, yy);
3973 Stop[xx][yy] = TRUE;
3980 PlaySoundLevel(ax, ay, element == EL_GAMEOFLIFE ? SND_GAMEOFLIFE_CREATING :
3981 SND_BIOMAZE_CREATING);
3984 void RobotWheel(int x, int y)
3986 if (!MovDelay[x][y]) /* next animation frame */
3987 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3989 if (MovDelay[x][y]) /* wait some time before next frame */
3994 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3996 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
3999 int frame = getNewGraphicAnimationFrame(IMG_ROBOT_WHEEL_ACTIVE, -1);
4001 DrawNewGraphic(SCREENX(x), SCREENY(y), IMG_ROBOT_WHEEL_ACTIVE, frame);
4004 if (!(MovDelay[x][y]%4))
4005 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
4010 Feld[x][y] = EL_ROBOT_WHEEL;
4011 DrawNewLevelField(x, y);
4012 if (ZX == x && ZY == y)
4016 void TimegateWheel(int x, int y)
4018 if (!MovDelay[x][y]) /* next animation frame */
4019 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4021 if (MovDelay[x][y]) /* wait some time before next frame */
4026 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4028 DrawGraphic(SCREENX(x), SCREENY(y),
4029 GFX_TIMEGATE_SWITCH + MovDelay[x][y]%4);
4032 int frame = getNewGraphicAnimationFrame(IMG_TIMEGATE_SWITCH_ACTIVE, -1);
4034 DrawNewGraphic(SCREENX(x), SCREENY(y), IMG_TIMEGATE_SWITCH_ACTIVE, frame);
4037 if (!(MovDelay[x][y]%4))
4038 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
4043 Feld[x][y] = EL_TIMEGATE_SWITCH;
4044 DrawNewLevelField(x, y);
4045 if (ZX == x && ZY == y)
4049 void Blubber(int x, int y)
4052 if (y > 0 && IS_MOVING(x, y - 1) && MovDir[x][y - 1] == MV_DOWN)
4053 DrawNewLevelField(x, y - 1);
4055 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_LOOP);
4057 DrawNewGraphicAnimation(x, y, IMG_ACID);
4061 void NussKnacken(int x, int y)
4063 if (!MovDelay[x][y]) /* next animation frame */
4066 if (MovDelay[x][y]) /* wait some time before next frame */
4069 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4071 DrawGraphic(SCREENX(x), SCREENY(y),
4072 GFX_CRACKINGNUT + 3 - MovDelay[x][y]/2);
4075 int frame = getNewGraphicAnimationFrame(IMG_NUT_CRACKING,
4076 6 - MovDelay[x][y]);
4078 DrawNewGraphic(SCREENX(x), SCREENY(y), IMG_NUT_CRACKING, frame);
4082 if (!MovDelay[x][y])
4084 Feld[x][y] = EL_EMERALD;
4085 DrawNewLevelField(x, y);
4090 void BreakingPearl(int x, int y)
4092 if (!MovDelay[x][y]) /* next animation frame */
4095 if (MovDelay[x][y]) /* wait some time before next frame */
4098 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4100 DrawGraphic(SCREENX(x), SCREENY(y),
4101 GFX_PEARL_BREAKING + 4 - MovDelay[x][y]/2);
4104 int frame = getNewGraphicAnimationFrame(IMG_PEARL_BREAKING,
4105 8 - MovDelay[x][y]);
4107 DrawNewGraphic(SCREENX(x), SCREENY(y), IMG_PEARL_BREAKING, frame);
4111 if (!MovDelay[x][y])
4113 Feld[x][y] = EL_EMPTY;
4114 DrawNewLevelField(x, y);
4119 void SiebAktivieren(int x, int y, int type)
4122 int graphic = (type == 1 ? GFX_MAGIC_WALL_FULL : GFX_MAGIC_WALL_BD_FULL) + 3;
4124 DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
4126 int graphic = (type == 1 ? IMG_MAGIC_WALL_FULL : IMG_BD_MAGIC_WALL_FULL);
4128 DrawNewGraphicAnimation(x, y, graphic);
4132 void AusgangstuerPruefen(int x, int y)
4134 if (local_player->gems_still_needed > 0 ||
4135 local_player->sokobanfields_still_needed > 0 ||
4136 local_player->lights_still_needed > 0)
4139 Feld[x][y] = EL_EXIT_OPENING;
4141 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
4142 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
4143 y < LEVELY(BY1) ? LEVELY(BY1) :
4144 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
4148 void AusgangstuerPruefen_SP(int x, int y)
4150 if (local_player->gems_still_needed > 0)
4153 Feld[x][y] = EL_SP_EXIT_OPEN;
4155 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
4156 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
4157 y < LEVELY(BY1) ? LEVELY(BY1) :
4158 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
4159 SND_SP_EXIT_OPENING);
4162 void AusgangstuerOeffnen(int x, int y)
4166 if (!MovDelay[x][y]) /* next animation frame */
4167 MovDelay[x][y] = 5 * delay;
4169 if (MovDelay[x][y]) /* wait some time before next frame */
4174 tuer = MovDelay[x][y]/delay;
4175 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4177 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
4180 int frame = getNewGraphicAnimationFrame(IMG_EXIT_OPENING,
4181 29 - MovDelay[x][y]);
4183 DrawNewGraphic(SCREENX(x), SCREENY(y), IMG_EXIT_OPENING, frame);
4187 if (!MovDelay[x][y])
4189 Feld[x][y] = EL_EXIT_OPEN;
4190 DrawNewLevelField(x, y);
4195 void AusgangstuerBlinken(int x, int y)
4198 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_PINGPONG);
4200 DrawNewGraphicAnimation(x, y, IMG_EXIT_OPEN);
4204 void OpenSwitchgate(int x, int y)
4208 if (!MovDelay[x][y]) /* next animation frame */
4209 MovDelay[x][y] = 5 * delay;
4211 if (MovDelay[x][y]) /* wait some time before next frame */
4216 phase = MovDelay[x][y] / delay;
4217 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4219 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_OPEN - phase);
4222 int frame = getNewGraphicAnimationFrame(IMG_SWITCHGATE_OPENING,
4223 29 - MovDelay[x][y]);
4225 DrawNewGraphic(SCREENX(x), SCREENY(y), IMG_SWITCHGATE_OPENING, frame);
4229 if (!MovDelay[x][y])
4231 Feld[x][y] = EL_SWITCHGATE_OPEN;
4232 DrawNewLevelField(x, y);
4237 void CloseSwitchgate(int x, int y)
4241 if (!MovDelay[x][y]) /* next animation frame */
4242 MovDelay[x][y] = 5 * delay;
4244 if (MovDelay[x][y]) /* wait some time before next frame */
4249 phase = MovDelay[x][y] / delay;
4250 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4252 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_CLOSED + phase);
4255 int frame = getNewGraphicAnimationFrame(IMG_SWITCHGATE_CLOSING,
4256 29 - MovDelay[x][y]);
4258 DrawNewGraphic(SCREENX(x), SCREENY(y), IMG_SWITCHGATE_CLOSING, frame);
4262 if (!MovDelay[x][y])
4264 Feld[x][y] = EL_SWITCHGATE_CLOSED;
4265 DrawNewLevelField(x, y);
4270 void OpenTimegate(int x, int y)
4274 if (!MovDelay[x][y]) /* next animation frame */
4275 MovDelay[x][y] = 5 * delay;
4277 if (MovDelay[x][y]) /* wait some time before next frame */
4282 phase = MovDelay[x][y] / delay;
4283 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4285 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_OPEN - phase);
4288 int frame = getNewGraphicAnimationFrame(IMG_TIMEGATE_OPENING,
4289 29 - MovDelay[x][y]);
4291 DrawNewGraphic(SCREENX(x), SCREENY(y), IMG_TIMEGATE_OPENING, frame);
4295 if (!MovDelay[x][y])
4297 Feld[x][y] = EL_TIMEGATE_OPEN;
4298 DrawNewLevelField(x, y);
4303 void CloseTimegate(int x, int y)
4307 if (!MovDelay[x][y]) /* next animation frame */
4308 MovDelay[x][y] = 5 * delay;
4310 if (MovDelay[x][y]) /* wait some time before next frame */
4315 phase = MovDelay[x][y] / delay;
4316 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4318 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_CLOSED + phase);
4321 int frame = getNewGraphicAnimationFrame(IMG_TIMEGATE_CLOSING,
4322 29 - MovDelay[x][y]);
4324 DrawNewGraphic(SCREENX(x), SCREENY(y), IMG_TIMEGATE_CLOSING, frame);
4328 if (!MovDelay[x][y])
4330 Feld[x][y] = EL_TIMEGATE_CLOSED;
4331 DrawNewLevelField(x, y);
4336 static void CloseAllOpenTimegates()
4340 for (y=0; y<lev_fieldy; y++)
4342 for (x=0; x<lev_fieldx; x++)
4344 int element = Feld[x][y];
4346 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4348 Feld[x][y] = EL_TIMEGATE_CLOSING;
4349 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4355 void EdelsteinFunkeln(int x, int y)
4357 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4360 if (Feld[x][y] == EL_BD_DIAMOND)
4362 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
4364 DrawNewGraphicAnimation(x, y, IMG_BD_DIAMOND);
4368 if (!MovDelay[x][y]) /* next animation frame */
4369 MovDelay[x][y] = 11 * !SimpleRND(500);
4371 if (MovDelay[x][y]) /* wait some time before next frame */
4375 if (setup.direct_draw && MovDelay[x][y])
4376 SetDrawtoField(DRAW_BUFFERED);
4379 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
4381 DrawNewGraphic(SCREENX(x), SCREENY(y), el2img(Feld[x][y]), 0);
4386 int phase = (MovDelay[x][y]-1)/2;
4392 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
4395 int frame = getNewGraphicAnimationFrame(IMG_TWINKLE_WHITE,
4396 10 - MovDelay[x][y]);
4398 DrawNewGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE,
4403 if (setup.direct_draw)
4407 dest_x = FX + SCREENX(x) * TILEX;
4408 dest_y = FY + SCREENY(y) * TILEY;
4410 BlitBitmap(drawto_field, window,
4411 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4412 SetDrawtoField(DRAW_DIRECT);
4419 void MauerWaechst(int x, int y)
4423 if (!MovDelay[x][y]) /* next animation frame */
4424 MovDelay[x][y] = 3 * delay;
4426 if (MovDelay[x][y]) /* wait some time before next frame */
4431 phase = 2 - MovDelay[x][y] / delay;
4433 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4434 DrawGraphic(SCREENX(x), SCREENY(y),
4435 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
4436 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
4437 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
4438 GFX_MAUER_DOWN ) + phase);
4440 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4442 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
4443 int frame = getNewGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
4445 DrawNewGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4449 if (!MovDelay[x][y])
4451 if (MovDir[x][y] == MV_LEFT)
4453 if (IN_LEV_FIELD(x - 1, y) && IS_MAUER(Feld[x - 1][y]))
4454 DrawNewLevelField(x - 1, y);
4456 else if (MovDir[x][y] == MV_RIGHT)
4458 if (IN_LEV_FIELD(x + 1, y) && IS_MAUER(Feld[x + 1][y]))
4459 DrawNewLevelField(x + 1, y);
4461 else if (MovDir[x][y] == MV_UP)
4463 if (IN_LEV_FIELD(x, y - 1) && IS_MAUER(Feld[x][y - 1]))
4464 DrawNewLevelField(x, y - 1);
4468 if (IN_LEV_FIELD(x, y + 1) && IS_MAUER(Feld[x][y + 1]))
4469 DrawNewLevelField(x, y + 1);
4472 Feld[x][y] = Store[x][y];
4474 MovDir[x][y] = MV_NO_MOVING;
4475 DrawNewLevelField(x, y);
4480 void MauerAbleger(int ax, int ay)
4482 int element = Feld[ax][ay];
4483 boolean oben_frei = FALSE, unten_frei = FALSE;
4484 boolean links_frei = FALSE, rechts_frei = FALSE;
4485 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4486 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4487 boolean new_wall = FALSE;
4489 if (!MovDelay[ax][ay]) /* start building new wall */
4490 MovDelay[ax][ay] = 6;
4492 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4495 if (MovDelay[ax][ay])
4499 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4501 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4503 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4505 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4508 if (element == EL_WALL_GROWING_Y || element == EL_WALL_GROWING_XY)
4512 Feld[ax][ay-1] = EL_WALL_GROWING_ACTIVE;
4513 Store[ax][ay-1] = element;
4514 MovDir[ax][ay-1] = MV_UP;
4515 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4517 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
4519 DrawNewGraphic(SCREENX(ax), SCREENY(ay - 1),
4520 IMG_WALL_GROWING_ACTIVE_UP, 0);
4526 Feld[ax][ay+1] = EL_WALL_GROWING_ACTIVE;
4527 Store[ax][ay+1] = element;
4528 MovDir[ax][ay+1] = MV_DOWN;
4529 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4531 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
4533 DrawNewGraphic(SCREENX(ax), SCREENY(ay + 1),
4534 IMG_WALL_GROWING_ACTIVE_DOWN, 0);
4540 if (element == EL_WALL_GROWING_X || element == EL_WALL_GROWING_XY ||
4541 element == EL_WALL_GROWING)
4545 Feld[ax-1][ay] = EL_WALL_GROWING_ACTIVE;
4546 Store[ax-1][ay] = element;
4547 MovDir[ax-1][ay] = MV_LEFT;
4548 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4550 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
4552 DrawNewGraphic(SCREENX(ax - 1), SCREENY(ay),
4553 IMG_WALL_GROWING_ACTIVE_LEFT, 0);
4560 Feld[ax+1][ay] = EL_WALL_GROWING_ACTIVE;
4561 Store[ax+1][ay] = element;
4562 MovDir[ax+1][ay] = MV_RIGHT;
4563 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4565 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
4567 DrawNewGraphic(SCREENX(ax + 1), SCREENY(ay),
4568 IMG_WALL_GROWING_ACTIVE_RIGHT, 0);
4574 if (element == EL_WALL_GROWING && (links_frei || rechts_frei))
4575 DrawNewLevelField(ax, ay);
4577 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
4579 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
4580 unten_massiv = TRUE;
4581 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
4582 links_massiv = TRUE;
4583 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
4584 rechts_massiv = TRUE;
4586 if (((oben_massiv && unten_massiv) ||
4587 element == EL_WALL_GROWING_X || element == EL_WALL_GROWING) &&
4588 ((links_massiv && rechts_massiv) ||
4589 element == EL_WALL_GROWING_Y))
4590 Feld[ax][ay] = EL_WALL;
4593 PlaySoundLevel(ax, ay, SND_WALL_GROWING);
4596 void CheckForDragon(int x, int y)
4599 boolean dragon_found = FALSE;
4600 static int xy[4][2] =
4612 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4614 if (IN_LEV_FIELD(xx, yy) &&
4615 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
4617 if (Feld[xx][yy] == EL_DRAGON)
4618 dragon_found = TRUE;
4631 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4633 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
4635 Feld[xx][yy] = EL_EMPTY;
4636 DrawNewLevelField(xx, yy);
4645 static void CheckBuggyBase(int x, int y)
4647 int element = Feld[x][y];
4649 if (element == EL_SP_BUGGY_BASE)
4651 if (!MovDelay[x][y]) /* wait some time before activating base */
4652 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4657 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4659 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
4661 DrawNewGraphic(SCREENX(x), SCREENY(y), IMG_SP_BUGGY_BASE, 0);
4666 Feld[x][y] = EL_SP_BUGGY_BASE_ACTIVE;
4669 else if (element == EL_SP_BUGGY_BASE_ACTIVE)
4671 if (!MovDelay[x][y]) /* start activating buggy base */
4672 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
4680 static int xy[4][2] =
4688 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4690 DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
4693 int graphic = IMG_SP_BUGGY_BASE_ACTIVE;
4694 int frame = getNewGraphicAnimationFrame(graphic, SimpleRND(100));
4696 DrawNewGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4702 int xx = x + xy[i][0], yy = y + xy[i][1];
4704 if (IS_PLAYER(xx, yy))
4706 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
4714 Feld[x][y] = EL_SP_BUGGY_BASE;
4715 DrawNewLevelField(x, y);
4720 static void CheckTrap(int x, int y)
4722 int element = Feld[x][y];
4724 if (element == EL_TRAP)
4726 if (!MovDelay[x][y]) /* wait some time before activating trap */
4727 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4735 Feld[x][y] = EL_TRAP_ACTIVE;
4736 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
4739 else if (element == EL_TRAP_ACTIVE)
4744 if (!MovDelay[x][y]) /* start activating trap */
4745 MovDelay[x][y] = num_frames * delay;
4753 if (!(MovDelay[x][y] % delay))
4755 int phase = MovDelay[x][y]/delay;
4757 if (phase >= num_frames/2)
4758 phase = num_frames - phase;
4760 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4763 DrawGraphic(SCREENX(x),SCREENY(y), GFX_TRAP_INACTIVE + phase - 1);
4765 int graphic = IMG_TRAP_ACTIVE;
4766 int frame = getNewGraphicAnimationFrame(graphic,
4767 31 - MovDelay[x][y]);
4769 DrawNewGraphic(SCREENX(x),SCREENY(y), graphic, frame);
4771 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
4778 Feld[x][y] = EL_TRAP;
4779 DrawNewLevelField(x, y);
4784 static void DrawBeltAnimation(int x, int y, int element)
4786 int belt_nr = getBeltNrFromBeltActiveElement(element);
4787 int belt_dir = game.belt_dir[belt_nr];
4789 if (belt_dir != MV_NO_MOVING)
4793 int mode = ANIM_LOOP | (belt_dir == MV_LEFT ? 0 : ANIM_REVERSE);
4794 int graphic = el2gfx(element) + (belt_dir == MV_LEFT ? 0 : 7);
4796 DrawGraphicAnimation(x, y, graphic, 8, delay, mode);
4798 int graphic = el2img(element);
4800 DrawNewGraphicAnimation(x, y, graphic);
4803 if (!(FrameCounter % 2))
4804 PlaySoundLevel(x, y, SND_CONVEYOR_BELT_ACTIVE);
4808 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4810 static byte stored_player_action[MAX_PLAYERS];
4811 static int num_stored_actions = 0;
4813 static boolean save_tape_entry = FALSE;
4815 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4816 int left = player_action & JOY_LEFT;
4817 int right = player_action & JOY_RIGHT;
4818 int up = player_action & JOY_UP;
4819 int down = player_action & JOY_DOWN;
4820 int button1 = player_action & JOY_BUTTON_1;
4821 int button2 = player_action & JOY_BUTTON_2;
4822 int dx = (left ? -1 : right ? 1 : 0);
4823 int dy = (up ? -1 : down ? 1 : 0);
4825 stored_player_action[player->index_nr] = 0;
4826 num_stored_actions++;
4828 if (!player->active || tape.pausing)
4834 save_tape_entry = TRUE;
4836 player->frame_reset_delay = 0;
4839 snapped = SnapField(player, dx, dy);
4843 bombed = PlaceBomb(player);
4844 moved = MoveFigure(player, dx, dy);
4847 if (tape.single_step && tape.recording && !tape.pausing)
4849 if (button1 || (bombed && !moved))
4851 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
4852 SnapField(player, 0, 0); /* stop snapping */
4857 if (tape.recording && (moved || snapped || bombed))
4859 if (bombed && !moved)
4860 player_action &= JOY_BUTTON;
4862 stored_player_action[player->index_nr] = player_action;
4863 save_tape_entry = TRUE;
4865 else if (tape.playing && snapped)
4866 SnapField(player, 0, 0); /* stop snapping */
4868 stored_player_action[player->index_nr] = player_action;
4873 /* no actions for this player (no input at player's configured device) */
4875 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4876 SnapField(player, 0, 0);
4877 CheckGravityMovement(player);
4880 if (player->MovPos == 0) /* needed for tape.playing */
4881 player->is_moving = FALSE;
4884 if (player->MovPos == 0) /* needed for tape.playing */
4885 player->last_move_dir = MV_NO_MOVING;
4887 /* !!! CHECK THIS AGAIN !!!
4888 (Seems to be needed for some EL_ROBOT stuff, but breaks
4889 tapes when walking through pipes!)
4892 /* it seems that "player->last_move_dir" is misused as some sort of
4893 "player->is_just_moving_in_this_moment", which is needed for the
4894 robot stuff (robots don't kill players when they are moving)
4898 if (++player->frame_reset_delay > player->move_delay_value)
4903 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
4905 TapeRecordAction(stored_player_action);
4906 num_stored_actions = 0;
4907 save_tape_entry = FALSE;
4910 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
4912 TapeRecordAction(stored_player_action);
4913 num_stored_actions = 0;
4918 if (tape.playing && !tape.pausing && !player_action &&
4919 tape.counter < tape.length)
4921 int jx = player->jx, jy = player->jy;
4923 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
4925 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
4926 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
4928 int dx = (next_joy == JOY_LEFT ? -1 : +1);
4930 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
4932 int el = Feld[jx+dx][jy];
4933 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SATELLITE ? 2 :
4934 (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10);
4936 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
4938 player->MovDir = next_joy;
4939 player->Frame = FrameCounter % 4;
4940 player->Pushing = TRUE;
4950 static unsigned long action_delay = 0;
4951 unsigned long action_delay_value;
4952 int sieb_x = 0, sieb_y = 0;
4953 int i, x, y, element;
4954 byte *recorded_player_action;
4955 byte summarized_player_action = 0;
4957 if (game_status != PLAYING)
4960 action_delay_value =
4961 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4963 if (tape.playing && tape.index_search && !tape.pausing)
4964 action_delay_value = 0;
4966 /* ---------- main game synchronization point ---------- */
4968 WaitUntilDelayReached(&action_delay, action_delay_value);
4970 if (network_playing && !network_player_action_received)
4974 printf("DEBUG: try to get network player actions in time\n");
4978 #if defined(PLATFORM_UNIX)
4979 /* last chance to get network player actions without main loop delay */
4983 if (game_status != PLAYING)
4986 if (!network_player_action_received)
4990 printf("DEBUG: failed to get network player actions in time\n");
5000 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
5002 for (i=0; i<MAX_PLAYERS; i++)
5004 summarized_player_action |= stored_player[i].action;
5006 if (!network_playing)
5007 stored_player[i].effective_action = stored_player[i].action;
5010 #if defined(PLATFORM_UNIX)
5011 if (network_playing)
5012 SendToServer_MovePlayer(summarized_player_action);
5015 if (!options.network && !setup.team_mode)
5016 local_player->effective_action = summarized_player_action;
5018 for (i=0; i<MAX_PLAYERS; i++)
5020 int actual_player_action = stored_player[i].effective_action;
5022 if (stored_player[i].programmed_action)
5023 actual_player_action = stored_player[i].programmed_action;
5025 if (recorded_player_action)
5026 actual_player_action = recorded_player_action[i];
5028 PlayerActions(&stored_player[i], actual_player_action);
5029 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
5032 network_player_action_received = FALSE;
5034 ScrollScreen(NULL, SCROLL_GO_ON);
5040 if (TimeFrames == 0 && local_player->active)
5042 extern unsigned int last_RND();
5044 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
5045 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
5052 if (GameFrameDelay >= 500)
5053 printf("FrameCounter == %d\n", FrameCounter);
5062 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5065 if (JustStopped[x][y] > 0)
5066 JustStopped[x][y]--;
5069 if (IS_BLOCKED(x, y))
5073 Blocked2Moving(x, y, &oldx, &oldy);
5074 if (!IS_MOVING(oldx, oldy))
5076 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
5077 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
5078 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
5079 printf("GameActions(): This should never happen!\n");
5085 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5087 element = Feld[x][y];
5089 if (IS_INACTIVE(element))
5092 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
5096 if (IS_GEM(element) || element == EL_SP_INFOTRON)
5097 EdelsteinFunkeln(x, y);
5099 else if (IS_MOVING(x, y))
5100 ContinueMoving(x, y);
5101 else if (IS_ACTIVE_BOMB(element))
5102 CheckDynamite(x, y);
5104 else if (element == EL_EXPLOSION && !game.explosions_delayed)
5105 Explode(x, y, Frame[x][y], EX_NORMAL);
5107 else if (element == EL_AMOEBA_CREATING)
5108 AmoebeWaechst(x, y);
5109 else if (element == EL_AMOEBA_SHRINKING)
5110 AmoebaDisappearing(x, y);
5112 #if !USE_NEW_AMOEBA_CODE
5113 else if (IS_AMOEBALIVE(element))
5114 AmoebeAbleger(x, y);
5117 else if (element == EL_GAMEOFLIFE || element == EL_BIOMAZE)
5119 else if (element == EL_ROBOT_WHEEL_ACTIVE)
5121 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
5122 TimegateWheel(x, y);
5123 else if (element == EL_ACID)
5125 else if (element == EL_ACID_SPLASHING_LEFT ||
5126 element == EL_ACID_SPLASHING_RIGHT)
5128 else if (element == EL_CRACKINGNUT)
5130 else if (element == EL_PEARL_BREAKING)
5131 BreakingPearl(x, y);
5132 else if (element == EL_EXIT_CLOSED)
5133 AusgangstuerPruefen(x, y);
5134 else if (element == EL_SP_EXIT_CLOSED)
5135 AusgangstuerPruefen_SP(x, y);
5136 else if (element == EL_EXIT_OPENING)
5137 AusgangstuerOeffnen(x, y);
5138 else if (element == EL_EXIT_OPEN)
5139 AusgangstuerBlinken(x, y);
5140 else if (element == EL_SP_EXIT_OPEN)
5141 ; /* !!! ADD SOME (OPTIONAL) ANIMATIONS HERE !!! */
5142 else if (element == EL_WALL_GROWING_ACTIVE)
5144 else if (element == EL_WALL_GROWING ||
5145 element == EL_WALL_GROWING_X ||
5146 element == EL_WALL_GROWING_Y ||
5147 element == EL_WALL_GROWING_XY)
5149 else if (element == EL_FLAMES)
5150 CheckForDragon(x, y);
5151 else if (element == EL_SP_BUGGY_BASE || element == EL_SP_BUGGY_BASE_ACTIVE)
5152 CheckBuggyBase(x, y);
5153 else if (element == EL_TRAP || element == EL_TRAP_ACTIVE)
5155 else if (element == EL_SP_TERMINAL)
5157 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_LOOP);
5159 DrawNewGraphicAnimation(x, y, IMG_SP_TERMINAL);
5161 else if (element == EL_SP_TERMINAL_ACTIVE)
5164 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_LOOP);
5166 DrawNewGraphicAnimation(x, y, IMG_SP_TERMINAL_ACTIVE);
5170 if (!(FrameCounter % 4))
5171 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVE);
5174 else if (IS_BELT_ACTIVE(element))
5175 DrawBeltAnimation(x, y, element);
5176 else if (element == EL_SWITCHGATE_OPENING)
5177 OpenSwitchgate(x, y);
5178 else if (element == EL_SWITCHGATE_CLOSING)
5179 CloseSwitchgate(x, y);
5180 else if (element == EL_TIMEGATE_OPENING)
5182 else if (element == EL_TIMEGATE_CLOSING)
5183 CloseTimegate(x, y);
5184 else if (element == EL_EXTRA_TIME)
5186 DrawGraphicAnimation(x, y, GFX_EXTRA_TIME, 6, 4, ANIM_LOOP);
5188 DrawNewGraphicAnimation(x, y, IMG_EXTRA_TIME);
5190 else if (element == EL_SHIELD_NORMAL)
5193 DrawGraphicAnimation(x, y, GFX_SHIELD_PASSIVE, 6, 4, ANIM_LOOP);
5195 DrawNewGraphicAnimation(x, y, IMG_SHIELD_NORMAL);
5199 if (!(FrameCounter % 4))
5200 PlaySoundLevel(x, y, SND_SHIELD_PASSIVE_ACTIVATED);
5203 else if (element == EL_SHIELD_DEADLY)
5206 DrawGraphicAnimation(x, y, GFX_SHIELD_ACTIVE, 6, 4, ANIM_LOOP);
5208 DrawNewGraphicAnimation(x, y, IMG_SHIELD_DEADLY);
5212 if (!(FrameCounter % 4))
5213 PlaySoundLevel(x, y, SND_SHIELD_DEADLY_ACTIVE);
5217 if (game.magic_wall_active)
5219 boolean sieb = FALSE;
5220 int jx = local_player->jx, jy = local_player->jy;
5222 if (element == EL_MAGIC_WALL_FULL ||
5223 element == EL_MAGIC_WALL_ACTIVE ||
5224 element == EL_MAGIC_WALL_EMPTYING)
5226 SiebAktivieren(x, y, 1);
5229 else if (element == EL_BD_MAGIC_WALL_FULL ||
5230 element == EL_BD_MAGIC_WALL_ACTIVE ||
5231 element == EL_BD_MAGIC_WALL_EMPTYING)
5233 SiebAktivieren(x, y, 2);
5237 /* play the element sound at the position nearest to the player */
5238 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
5246 #if USE_NEW_AMOEBA_CODE
5247 /* new experimental amoeba growth stuff */
5249 if (!(FrameCounter % 8))
5252 static unsigned long random = 1684108901;
5254 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
5257 x = (random >> 10) % lev_fieldx;
5258 y = (random >> 20) % lev_fieldy;
5260 x = RND(lev_fieldx);
5261 y = RND(lev_fieldy);
5263 element = Feld[x][y];
5265 if (!IS_PLAYER(x,y) &&
5266 (element == EL_EMPTY ||
5267 element == EL_SAND ||
5268 element == EL_QUICKSAND_EMPTY ||
5269 element == EL_ACID_SPLASHING_LEFT ||
5270 element == EL_ACID_SPLASHING_RIGHT))
5272 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
5273 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
5274 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
5275 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
5276 Feld[x][y] = EL_AMOEBA_DROP;
5279 random = random * 129 + 1;
5285 if (game.explosions_delayed)
5288 game.explosions_delayed = FALSE;
5290 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5292 element = Feld[x][y];
5294 if (ExplodeField[x][y])
5295 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
5296 else if (element == EL_EXPLOSION)
5297 Explode(x, y, Frame[x][y], EX_NORMAL);
5299 ExplodeField[x][y] = EX_NO_EXPLOSION;
5302 game.explosions_delayed = TRUE;
5305 if (game.magic_wall_active)
5307 if (!(game.magic_wall_time_left % 4))
5309 int element = Feld[sieb_x][sieb_y];
5311 if (element == EL_BD_MAGIC_WALL_FULL ||
5312 element == EL_BD_MAGIC_WALL_ACTIVE ||
5313 element == EL_BD_MAGIC_WALL_EMPTYING)
5314 PlaySoundLevel(sieb_x, sieb_y, SND_BD_MAGIC_WALL_ACTIVE);
5316 PlaySoundLevel(sieb_x, sieb_y, SND_MAGIC_WALL_ACTIVE);
5319 if (game.magic_wall_time_left > 0)
5321 game.magic_wall_time_left--;
5322 if (!game.magic_wall_time_left)
5324 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5326 element = Feld[x][y];
5328 if (element == EL_MAGIC_WALL_ACTIVE ||
5329 element == EL_MAGIC_WALL_FULL)
5331 Feld[x][y] = EL_MAGIC_WALL_DEAD;
5332 DrawNewLevelField(x, y);
5334 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
5335 element == EL_BD_MAGIC_WALL_FULL)
5337 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
5338 DrawNewLevelField(x, y);
5342 game.magic_wall_active = FALSE;
5347 if (game.light_time_left > 0)
5349 game.light_time_left--;
5351 if (game.light_time_left == 0)
5352 RedrawAllLightSwitchesAndInvisibleElements();
5355 if (game.timegate_time_left > 0)
5357 game.timegate_time_left--;
5359 if (game.timegate_time_left == 0)
5360 CloseAllOpenTimegates();
5363 for (i=0; i<MAX_PLAYERS; i++)
5365 struct PlayerInfo *player = &stored_player[i];
5367 if (SHIELD_ON(player))
5369 if (player->shield_active_time_left)
5370 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
5371 else if (player->shield_passive_time_left)
5372 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
5376 if (TimeFrames >= (1000 / GameFrameDelay))
5381 for (i=0; i<MAX_PLAYERS; i++)
5383 struct PlayerInfo *player = &stored_player[i];
5385 if (SHIELD_ON(player))
5387 player->shield_passive_time_left--;
5389 if (player->shield_active_time_left > 0)
5390 player->shield_active_time_left--;
5394 if (tape.recording || tape.playing)
5395 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
5401 if (TimeLeft <= 10 && setup.time_limit)
5402 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MAX_RIGHT);
5404 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5406 if (!TimeLeft && setup.time_limit)
5407 for (i=0; i<MAX_PLAYERS; i++)
5408 KillHero(&stored_player[i]);
5410 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
5411 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
5416 if (options.debug) /* calculate frames per second */
5418 static unsigned long fps_counter = 0;
5419 static int fps_frames = 0;
5420 unsigned long fps_delay_ms = Counter() - fps_counter;
5424 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
5426 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
5429 fps_counter = Counter();
5432 redraw_mask |= REDRAW_FPS;
5436 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
5438 int min_x = x, min_y = y, max_x = x, max_y = y;
5441 for (i=0; i<MAX_PLAYERS; i++)
5443 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5445 if (!stored_player[i].active || &stored_player[i] == player)
5448 min_x = MIN(min_x, jx);
5449 min_y = MIN(min_y, jy);
5450 max_x = MAX(max_x, jx);
5451 max_y = MAX(max_y, jy);
5454 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
5457 static boolean AllPlayersInVisibleScreen()
5461 for (i=0; i<MAX_PLAYERS; i++)
5463 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5465 if (!stored_player[i].active)
5468 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5475 void ScrollLevel(int dx, int dy)
5477 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
5480 BlitBitmap(drawto_field, drawto_field,
5481 FX + TILEX*(dx == -1) - softscroll_offset,
5482 FY + TILEY*(dy == -1) - softscroll_offset,
5483 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
5484 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
5485 FX + TILEX*(dx == 1) - softscroll_offset,
5486 FY + TILEY*(dy == 1) - softscroll_offset);
5490 x = (dx == 1 ? BX1 : BX2);
5491 for (y=BY1; y<=BY2; y++)
5492 DrawNewScreenField(x, y);
5497 y = (dy == 1 ? BY1 : BY2);
5498 for (x=BX1; x<=BX2; x++)
5499 DrawNewScreenField(x, y);
5502 redraw_mask |= REDRAW_FIELD;
5505 static void CheckGravityMovement(struct PlayerInfo *player)
5507 if (level.gravity && !player->programmed_action)
5509 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
5510 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
5512 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
5513 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
5514 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
5515 int jx = player->jx, jy = player->jy;
5516 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
5517 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
5518 int new_jx = jx + dx, new_jy = jy + dy;
5519 boolean field_under_player_is_free =
5520 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
5521 boolean player_is_moving_to_valid_field =
5522 (IN_LEV_FIELD(new_jx, new_jy) &&
5523 (Feld[new_jx][new_jy] == EL_SP_BASE ||
5524 Feld[new_jx][new_jy] == EL_SAND));
5526 if (field_under_player_is_free &&
5527 !player_is_moving_to_valid_field &&
5528 !IS_TUBE(Feld[jx][jy]))
5529 player->programmed_action = MV_DOWN;
5533 boolean MoveFigureOneStep(struct PlayerInfo *player,
5534 int dx, int dy, int real_dx, int real_dy)
5536 int jx = player->jx, jy = player->jy;
5537 int new_jx = jx+dx, new_jy = jy+dy;
5541 if (!player->active || (!dx && !dy))
5542 return MF_NO_ACTION;
5544 player->MovDir = (dx < 0 ? MV_LEFT :
5547 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5549 if (!IN_LEV_FIELD(new_jx, new_jy))
5550 return MF_NO_ACTION;
5552 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
5553 return MF_NO_ACTION;
5556 element = MovingOrBlocked2Element(new_jx, new_jy);
5558 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
5561 if (DONT_GO_TO(element))
5563 if (element == EL_ACID && dx == 0 && dy == 1)
5566 Feld[jx][jy] = EL_PLAYER1;
5567 InitMovingField(jx, jy, MV_DOWN);
5568 Store[jx][jy] = EL_ACID;
5569 ContinueMoving(jx, jy);
5573 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
5578 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
5579 if (can_move != MF_MOVING)
5582 StorePlayer[jx][jy] = 0;
5583 player->last_jx = jx;
5584 player->last_jy = jy;
5585 jx = player->jx = new_jx;
5586 jy = player->jy = new_jy;
5587 StorePlayer[jx][jy] = player->element_nr;
5590 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
5592 ScrollFigure(player, SCROLL_INIT);
5597 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
5599 int jx = player->jx, jy = player->jy;
5600 int old_jx = jx, old_jy = jy;
5601 int moved = MF_NO_ACTION;
5603 if (!player->active || (!dx && !dy))
5607 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5611 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5612 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
5616 /* remove the last programmed player action */
5617 player->programmed_action = 0;
5621 /* should only happen if pre-1.2 tape recordings are played */
5622 /* this is only for backward compatibility */
5624 int original_move_delay_value = player->move_delay_value;
5627 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
5630 /* scroll remaining steps with finest movement resolution */
5631 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
5633 while (player->MovPos)
5635 ScrollFigure(player, SCROLL_GO_ON);
5636 ScrollScreen(NULL, SCROLL_GO_ON);
5642 player->move_delay_value = original_move_delay_value;
5645 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
5647 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
5648 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5652 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5653 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5659 if (moved & MF_MOVING && !ScreenMovPos &&
5660 (player == local_player || !options.network))
5662 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5663 int offset = (setup.scroll_delay ? 3 : 0);
5665 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5667 /* actual player has left the screen -- scroll in that direction */
5668 if (jx != old_jx) /* player has moved horizontally */
5669 scroll_x += (jx - old_jx);
5670 else /* player has moved vertically */
5671 scroll_y += (jy - old_jy);
5675 if (jx != old_jx) /* player has moved horizontally */
5677 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5678 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5679 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5681 /* don't scroll over playfield boundaries */
5682 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5683 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5685 /* don't scroll more than one field at a time */
5686 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5688 /* don't scroll against the player's moving direction */
5689 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5690 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5691 scroll_x = old_scroll_x;
5693 else /* player has moved vertically */
5695 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5696 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5697 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5699 /* don't scroll over playfield boundaries */
5700 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5701 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5703 /* don't scroll more than one field at a time */
5704 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5706 /* don't scroll against the player's moving direction */
5707 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5708 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5709 scroll_y = old_scroll_y;
5713 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5715 if (!options.network && !AllPlayersInVisibleScreen())
5717 scroll_x = old_scroll_x;
5718 scroll_y = old_scroll_y;
5722 ScrollScreen(player, SCROLL_INIT);
5723 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5728 if (!(moved & MF_MOVING) && !player->Pushing)
5731 player->Frame = (player->Frame + 1) % 4;
5733 if (moved & MF_MOVING)
5735 if (old_jx != jx && old_jy == jy)
5736 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5737 else if (old_jx == jx && old_jy != jy)
5738 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5740 DrawNewLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
5742 player->last_move_dir = player->MovDir;
5743 player->is_moving = TRUE;
5747 CheckGravityMovement(player);
5750 player->last_move_dir = MV_NO_MOVING;
5752 player->is_moving = FALSE;
5755 TestIfHeroTouchesBadThing(jx, jy);
5757 if (!player->active)
5763 void ScrollFigure(struct PlayerInfo *player, int mode)
5765 int jx = player->jx, jy = player->jy;
5766 int last_jx = player->last_jx, last_jy = player->last_jy;
5767 int move_stepsize = TILEX / player->move_delay_value;
5769 if (!player->active || !player->MovPos)
5772 if (mode == SCROLL_INIT)
5774 player->actual_frame_counter = FrameCounter;
5775 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5777 if (Feld[last_jx][last_jy] == EL_EMPTY)
5778 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5783 else if (!FrameReached(&player->actual_frame_counter, 1))
5786 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5787 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5789 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5790 Feld[last_jx][last_jy] = EL_EMPTY;
5792 /* before DrawPlayer() to draw correct player graphic for this case */
5793 if (player->MovPos == 0)
5794 CheckGravityMovement(player);
5798 if (player->MovPos == 0)
5800 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
5802 /* continue with normal speed after quickly moving through gate */
5803 HALVE_PLAYER_SPEED(player);
5805 /* be able to make the next move without delay */
5806 player->move_delay = 0;
5809 player->last_jx = jx;
5810 player->last_jy = jy;
5812 if (Feld[jx][jy] == EL_EXIT_OPEN ||
5813 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5817 if (local_player->friends_still_needed == 0 ||
5818 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5819 player->LevelSolved = player->GameOver = TRUE;
5822 if (tape.single_step && tape.recording && !tape.pausing &&
5823 !player->programmed_action)
5824 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5828 void ScrollScreen(struct PlayerInfo *player, int mode)
5830 static unsigned long screen_frame_counter = 0;
5832 if (mode == SCROLL_INIT)
5834 /* set scrolling step size according to actual player's moving speed */
5835 ScrollStepSize = TILEX / player->move_delay_value;
5837 screen_frame_counter = FrameCounter;
5838 ScreenMovDir = player->MovDir;
5839 ScreenMovPos = player->MovPos;
5840 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5843 else if (!FrameReached(&screen_frame_counter, 1))
5848 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5849 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5850 redraw_mask |= REDRAW_FIELD;
5853 ScreenMovDir = MV_NO_MOVING;
5856 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
5858 int i, kill_x = -1, kill_y = -1;
5859 static int test_xy[4][2] =
5866 static int test_dir[4] =
5876 int test_x, test_y, test_move_dir, test_element;
5878 test_x = good_x + test_xy[i][0];
5879 test_y = good_y + test_xy[i][1];
5880 if (!IN_LEV_FIELD(test_x, test_y))
5884 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5887 test_element = Feld[test_x][test_y];
5889 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
5892 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5893 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5895 if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) ||
5896 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
5904 if (kill_x != -1 || kill_y != -1)
5906 if (IS_PLAYER(good_x, good_y))
5908 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
5910 if (player->shield_active_time_left > 0)
5911 Bang(kill_x, kill_y);
5912 else if (!PLAYER_PROTECTED(good_x, good_y))
5916 Bang(good_x, good_y);
5920 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
5922 int i, kill_x = -1, kill_y = -1;
5923 int bad_element = Feld[bad_x][bad_y];
5924 static int test_xy[4][2] =
5931 static int test_dir[4] =
5939 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
5944 int test_x, test_y, test_move_dir, test_element;
5946 test_x = bad_x + test_xy[i][0];
5947 test_y = bad_y + test_xy[i][1];
5948 if (!IN_LEV_FIELD(test_x, test_y))
5952 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5954 test_element = Feld[test_x][test_y];
5956 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5957 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5959 if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) ||
5960 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
5962 /* good thing is player or penguin that does not move away */
5963 if (IS_PLAYER(test_x, test_y))
5965 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
5967 if (bad_element == EL_ROBOT && player->is_moving)
5968 continue; /* robot does not kill player if he is moving */
5974 else if (test_element == EL_PENGUIN)
5983 if (kill_x != -1 || kill_y != -1)
5985 if (IS_PLAYER(kill_x, kill_y))
5987 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
5990 int dir = player->MovDir;
5991 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5992 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5994 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5995 newx != bad_x && newy != bad_y)
5996 ; /* robot does not kill player if he is moving */
5998 printf("-> %d\n", player->MovDir);
6000 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
6001 newx != bad_x && newy != bad_y)
6002 ; /* robot does not kill player if he is moving */
6007 if (player->shield_active_time_left > 0)
6009 else if (!PLAYER_PROTECTED(kill_x, kill_y))
6013 Bang(kill_x, kill_y);
6017 void TestIfHeroTouchesBadThing(int x, int y)
6019 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
6022 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
6024 TestIfGoodThingHitsBadThing(x, y, move_dir);
6027 void TestIfBadThingTouchesHero(int x, int y)
6029 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
6032 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
6034 TestIfBadThingHitsGoodThing(x, y, move_dir);
6037 void TestIfFriendTouchesBadThing(int x, int y)
6039 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
6042 void TestIfBadThingTouchesFriend(int x, int y)
6044 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
6047 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
6049 int i, kill_x = bad_x, kill_y = bad_y;
6050 static int xy[4][2] =
6062 x = bad_x + xy[i][0];
6063 y = bad_y + xy[i][1];
6064 if (!IN_LEV_FIELD(x, y))
6067 element = Feld[x][y];
6068 if (IS_AMOEBOID(element) || element == EL_GAMEOFLIFE ||
6069 element == EL_AMOEBA_CREATING || element == EL_AMOEBA_DROP)
6077 if (kill_x != bad_x || kill_y != bad_y)
6081 void KillHero(struct PlayerInfo *player)
6083 int jx = player->jx, jy = player->jy;
6085 if (!player->active)
6088 if (IS_PFORTE(Feld[jx][jy]))
6089 Feld[jx][jy] = EL_EMPTY;
6091 /* deactivate shield (else Bang()/Explode() would not work right) */
6092 player->shield_passive_time_left = 0;
6093 player->shield_active_time_left = 0;
6099 static void KillHeroUnlessProtected(int x, int y)
6101 if (!PLAYER_PROTECTED(x, y))
6102 KillHero(PLAYERINFO(x, y));
6105 void BuryHero(struct PlayerInfo *player)
6107 int jx = player->jx, jy = player->jy;
6109 if (!player->active)
6112 PlaySoundLevel(jx, jy, SND_PLAYER_DYING);
6113 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
6115 player->GameOver = TRUE;
6119 void RemoveHero(struct PlayerInfo *player)
6121 int jx = player->jx, jy = player->jy;
6122 int i, found = FALSE;
6124 player->present = FALSE;
6125 player->active = FALSE;
6127 if (!ExplodeField[jx][jy])
6128 StorePlayer[jx][jy] = 0;
6130 for (i=0; i<MAX_PLAYERS; i++)
6131 if (stored_player[i].active)
6135 AllPlayersGone = TRUE;
6141 int DigField(struct PlayerInfo *player,
6142 int x, int y, int real_dx, int real_dy, int mode)
6144 int jx = player->jx, jy = player->jy;
6145 int dx = x - jx, dy = y - jy;
6146 int move_direction = (dx == -1 ? MV_LEFT :
6147 dx == +1 ? MV_RIGHT :
6149 dy == +1 ? MV_DOWN : MV_NO_MOVING);
6152 if (player->MovPos == 0)
6153 player->Pushing = FALSE;
6155 if (mode == DF_NO_PUSH)
6157 player->Switching = FALSE;
6158 player->push_delay = 0;
6159 return MF_NO_ACTION;
6162 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
6163 return MF_NO_ACTION;
6165 if (IS_TUBE(Feld[jx][jy]))
6168 int tube_leave_directions[][2] =
6170 { EL_TUBE_ALL, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6171 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6172 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6173 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
6174 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
6175 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
6176 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
6177 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
6178 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
6179 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
6180 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
6181 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
6184 while (tube_leave_directions[i][0] != Feld[jx][jy])
6187 if (tube_leave_directions[i][0] == -1) /* should not happen */
6191 if (!(tube_leave_directions[i][1] & move_direction))
6192 return MF_NO_ACTION; /* tube has no opening in this direction */
6195 element = Feld[x][y];
6201 case EL_INVISIBLE_SAND:
6202 case EL_INVISIBLE_SAND_ACTIVE:
6205 case EL_SP_BUGGY_BASE:
6207 PlaySoundLevelElementAction(x, y, element, SND_ACTION_DIGGING);
6212 case EL_EMERALD_YELLOW:
6213 case EL_EMERALD_RED:
6214 case EL_EMERALD_PURPLE:
6216 case EL_SP_INFOTRON:
6220 local_player->gems_still_needed -= (element == EL_DIAMOND ? 3 :
6221 element == EL_PEARL ? 5 :
6222 element == EL_CRYSTAL ? 8 : 1);
6223 if (local_player->gems_still_needed < 0)
6224 local_player->gems_still_needed = 0;
6225 RaiseScoreElement(element);
6226 DrawText(DX_EMERALDS, DY_EMERALDS,
6227 int2str(local_player->gems_still_needed, 3),
6228 FS_SMALL, FC_YELLOW);
6229 PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING);
6234 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
6235 PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
6239 Feld[x][y] = EL_EMPTY;
6240 PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
6248 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
6250 PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MAX_RIGHT);
6253 case EL_SHIELD_NORMAL:
6255 player->shield_passive_time_left += 10;
6256 PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING);
6259 case EL_SHIELD_DEADLY:
6261 player->shield_passive_time_left += 10;
6262 player->shield_active_time_left += 10;
6263 PlaySoundLevel(x, y, SND_SHIELD_DEADLY_COLLECTING);
6267 case EL_SP_DISK_RED:
6270 RaiseScoreElement(EL_DYNAMITE);
6271 DrawText(DX_DYNAMITE, DY_DYNAMITE,
6272 int2str(local_player->dynamite, 3),
6273 FS_SMALL, FC_YELLOW);
6274 PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING);
6277 case EL_DYNABOMB_NR:
6279 player->dynabomb_count++;
6280 player->dynabombs_left++;
6281 RaiseScoreElement(EL_DYNAMITE);
6282 PlaySoundLevel(x, y, SND_DYNABOMB_NR_COLLECTING);
6285 case EL_DYNABOMB_SZ:
6287 player->dynabomb_size++;
6288 RaiseScoreElement(EL_DYNAMITE);
6289 PlaySoundLevel(x, y, SND_DYNABOMB_SZ_COLLECTING);
6292 case EL_DYNABOMB_XL:
6294 player->dynabomb_xl = TRUE;
6295 RaiseScoreElement(EL_DYNAMITE);
6296 PlaySoundLevel(x, y, SND_DYNABOMB_XL_COLLECTING);
6304 int key_nr = element - EL_KEY1;
6307 player->key[key_nr] = TRUE;
6308 RaiseScoreElement(element);
6309 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6310 GFX_SCHLUESSEL1 + key_nr);
6311 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6312 GFX_SCHLUESSEL1 + key_nr);
6313 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
6322 int key_nr = element - EL_EM_KEY1;
6325 player->key[key_nr] = TRUE;
6326 RaiseScoreElement(element);
6327 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6328 GFX_SCHLUESSEL1 + key_nr);
6329 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6330 GFX_SCHLUESSEL1 + key_nr);
6331 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
6335 case EL_ROBOT_WHEEL:
6336 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
6339 DrawNewLevelField(x, y);
6340 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
6344 case EL_SP_TERMINAL:
6348 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
6350 for (yy=0; yy<lev_fieldy; yy++)
6352 for (xx=0; xx<lev_fieldx; xx++)
6354 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
6356 else if (Feld[xx][yy] == EL_SP_TERMINAL)
6357 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
6365 case EL_CONVEYOR_BELT1_SWITCH_LEFT:
6366 case EL_CONVEYOR_BELT1_SWITCH_MIDDLE:
6367 case EL_CONVEYOR_BELT1_SWITCH_RIGHT:
6368 case EL_CONVEYOR_BELT2_SWITCH_LEFT:
6369 case EL_CONVEYOR_BELT2_SWITCH_MIDDLE:
6370 case EL_CONVEYOR_BELT2_SWITCH_RIGHT:
6371 case EL_CONVEYOR_BELT3_SWITCH_LEFT:
6372 case EL_CONVEYOR_BELT3_SWITCH_MIDDLE:
6373 case EL_CONVEYOR_BELT3_SWITCH_RIGHT:
6374 case EL_CONVEYOR_BELT4_SWITCH_LEFT:
6375 case EL_CONVEYOR_BELT4_SWITCH_MIDDLE:
6376 case EL_CONVEYOR_BELT4_SWITCH_RIGHT:
6377 if (!player->Switching)
6379 player->Switching = TRUE;
6380 ToggleBeltSwitch(x, y);
6381 PlaySoundLevel(x, y, SND_CONVEYOR_BELT_SWITCH_ACTIVATING);
6386 case EL_SWITCHGATE_SWITCH_UP:
6387 case EL_SWITCHGATE_SWITCH_DOWN:
6388 if (!player->Switching)
6390 player->Switching = TRUE;
6391 ToggleSwitchgateSwitch(x, y);
6392 PlaySoundLevel(x, y, SND_SWITCHGATE_SWITCH_ACTIVATING);
6397 case EL_LIGHT_SWITCH:
6398 case EL_LIGHT_SWITCH_ACTIVE:
6399 if (!player->Switching)
6401 player->Switching = TRUE;
6402 ToggleLightSwitch(x, y);
6403 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
6404 SND_LIGHT_SWITCH_ACTIVATING :
6405 SND_LIGHT_SWITCH_DEACTIVATING);
6410 case EL_TIMEGATE_SWITCH:
6411 ActivateTimegateSwitch(x, y);
6412 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
6417 case EL_BALLOON_SEND_LEFT:
6418 case EL_BALLOON_SEND_RIGHT:
6419 case EL_BALLOON_SEND_UP:
6420 case EL_BALLOON_SEND_DOWN:
6421 case EL_BALLOON_SEND_ANY_DIRECTION:
6422 if (element == EL_BALLOON_SEND_ANY_DIRECTION)
6423 game.balloon_dir = move_direction;
6425 game.balloon_dir = (element == EL_BALLOON_SEND_LEFT ? MV_LEFT :
6426 element == EL_BALLOON_SEND_RIGHT ? MV_RIGHT :
6427 element == EL_BALLOON_SEND_UP ? MV_UP :
6428 element == EL_BALLOON_SEND_DOWN ? MV_DOWN :
6430 PlaySoundLevel(x, y, SND_BALLOON_SWITCH_ACTIVATING);
6435 /* the following elements cannot be pushed by "snapping" */
6438 case EL_DX_SUPABOMB:
6440 case EL_TIME_ORB_EMPTY:
6442 case EL_SP_DISK_ORANGE:
6444 if (mode == DF_SNAP)
6445 return MF_NO_ACTION;
6446 /* no "break" -- fall through to next case */
6447 /* the following elements can be pushed by "snapping" */
6450 return MF_NO_ACTION;
6452 player->Pushing = TRUE;
6454 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6455 return MF_NO_ACTION;
6459 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6460 return MF_NO_ACTION;
6463 if (player->push_delay == 0)
6464 player->push_delay = FrameCounter;
6466 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6467 !tape.playing && element != EL_SPRING)
6468 return MF_NO_ACTION;
6470 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6471 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6472 element != EL_SPRING)
6473 return MF_NO_ACTION;
6476 if (mode == DF_SNAP)
6478 InitMovingField(x, y, move_direction);
6479 ContinueMoving(x, y);
6484 Feld[x+dx][y+dy] = element;
6487 if (element == EL_SPRING)
6489 Feld[x+dx][y+dy] = EL_SPRING_MOVING;
6490 MovDir[x+dx][y+dy] = move_direction;
6493 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
6495 DrawNewLevelField(x + dx, y + dy);
6496 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING);
6503 if (!player->key[element - EL_GATE1])
6504 return MF_NO_ACTION;
6511 if (!player->key[element - EL_GATE1_GRAY])
6512 return MF_NO_ACTION;
6519 if (!player->key[element - EL_EM_GATE1])
6520 return MF_NO_ACTION;
6521 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6522 return MF_NO_ACTION;
6524 /* automatically move to the next field with double speed */
6525 player->programmed_action = move_direction;
6526 DOUBLE_PLAYER_SPEED(player);
6528 PlaySoundLevel(x, y, SND_GATE_PASSING);
6531 case EL_EM_GATE1_GRAY:
6532 case EL_EM_GATE2_GRAY:
6533 case EL_EM_GATE3_GRAY:
6534 case EL_EM_GATE4_GRAY:
6535 if (!player->key[element - EL_EM_GATE1_GRAY])
6536 return MF_NO_ACTION;
6537 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6538 return MF_NO_ACTION;
6540 /* automatically move to the next field with double speed */
6541 player->programmed_action = move_direction;
6542 DOUBLE_PLAYER_SPEED(player);
6544 PlaySoundLevel(x, y, SND_GATE_PASSING);
6547 case EL_SWITCHGATE_OPEN:
6548 case EL_TIMEGATE_OPEN:
6549 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6550 return MF_NO_ACTION;
6552 /* automatically move to the next field with double speed */
6553 player->programmed_action = move_direction;
6554 DOUBLE_PLAYER_SPEED(player);
6556 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PASSING);
6559 case EL_SP_PORT1_LEFT:
6560 case EL_SP_PORT2_LEFT:
6561 case EL_SP_PORT1_RIGHT:
6562 case EL_SP_PORT2_RIGHT:
6563 case EL_SP_PORT1_UP:
6564 case EL_SP_PORT2_UP:
6565 case EL_SP_PORT1_DOWN:
6566 case EL_SP_PORT2_DOWN:
6571 element != EL_SP_PORT1_LEFT &&
6572 element != EL_SP_PORT2_LEFT &&
6573 element != EL_SP_PORT_X &&
6574 element != EL_SP_PORT_XY) ||
6576 element != EL_SP_PORT1_RIGHT &&
6577 element != EL_SP_PORT2_RIGHT &&
6578 element != EL_SP_PORT_X &&
6579 element != EL_SP_PORT_XY) ||
6581 element != EL_SP_PORT1_UP &&
6582 element != EL_SP_PORT2_UP &&
6583 element != EL_SP_PORT_Y &&
6584 element != EL_SP_PORT_XY) ||
6586 element != EL_SP_PORT1_DOWN &&
6587 element != EL_SP_PORT2_DOWN &&
6588 element != EL_SP_PORT_Y &&
6589 element != EL_SP_PORT_XY) ||
6590 !IN_LEV_FIELD(x + dx, y + dy) ||
6591 !IS_FREE(x + dx, y + dy))
6592 return MF_NO_ACTION;
6594 /* automatically move to the next field with double speed */
6595 player->programmed_action = move_direction;
6596 DOUBLE_PLAYER_SPEED(player);
6598 PlaySoundLevel(x, y, SND_SP_PORT_PASSING);
6602 case EL_TUBE_VERTICAL:
6603 case EL_TUBE_HORIZONTAL:
6604 case EL_TUBE_VERTICAL_LEFT:
6605 case EL_TUBE_VERTICAL_RIGHT:
6606 case EL_TUBE_HORIZONTAL_UP:
6607 case EL_TUBE_HORIZONTAL_DOWN:
6608 case EL_TUBE_LEFT_UP:
6609 case EL_TUBE_LEFT_DOWN:
6610 case EL_TUBE_RIGHT_UP:
6611 case EL_TUBE_RIGHT_DOWN:
6614 int tube_enter_directions[][2] =
6616 { EL_TUBE_ALL, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6617 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6618 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6619 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
6620 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
6621 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
6622 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
6623 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
6624 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
6625 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
6626 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
6627 { -1, MV_NO_MOVING }
6630 while (tube_enter_directions[i][0] != element)
6633 if (tube_enter_directions[i][0] == -1) /* should not happen */
6637 if (!(tube_enter_directions[i][1] & move_direction))
6638 return MF_NO_ACTION; /* tube has no opening in this direction */
6640 PlaySoundLevel(x, y, SND_TUBE_PASSING);
6644 case EL_EXIT_CLOSED:
6645 case EL_SP_EXIT_CLOSED:
6646 case EL_EXIT_OPENING:
6647 return MF_NO_ACTION;
6651 case EL_SP_EXIT_OPEN:
6652 if (mode == DF_SNAP)
6653 return MF_NO_ACTION;
6655 if (element == EL_EXIT_OPEN)
6656 PlaySoundLevel(x, y, SND_EXIT_PASSING);
6658 PlaySoundLevel(x, y, SND_SP_EXIT_PASSING);
6663 Feld[x][y] = EL_LAMP_ACTIVE;
6664 local_player->lights_still_needed--;
6665 DrawNewLevelField(x, y);
6666 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
6670 case EL_TIME_ORB_FULL:
6671 Feld[x][y] = EL_TIME_ORB_EMPTY;
6673 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
6674 DrawNewLevelField(x, y);
6675 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MAX_RIGHT);
6679 case EL_SOKOBAN_FIELD_EMPTY:
6682 case EL_SOKOBAN_OBJECT:
6683 case EL_SOKOBAN_FIELD_FULL:
6685 case EL_SP_DISK_YELLOW:
6687 if (mode == DF_SNAP)
6688 return MF_NO_ACTION;
6690 player->Pushing = TRUE;
6692 if (!IN_LEV_FIELD(x+dx, y+dy)
6693 || (!IS_FREE(x+dx, y+dy)
6694 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FIELD_EMPTY
6695 || !IS_SB_ELEMENT(element))))
6696 return MF_NO_ACTION;
6700 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6701 return MF_NO_ACTION;
6703 else if (dy && real_dx)
6705 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
6706 return MF_NO_ACTION;
6709 if (player->push_delay == 0)
6710 player->push_delay = FrameCounter;
6712 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6713 !tape.playing && element != EL_BALLOON)
6714 return MF_NO_ACTION;
6716 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6717 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6718 element != EL_BALLOON)
6719 return MF_NO_ACTION;
6722 if (IS_SB_ELEMENT(element))
6724 if (element == EL_SOKOBAN_FIELD_FULL)
6726 Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
6727 local_player->sokobanfields_still_needed++;
6732 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FIELD_EMPTY)
6734 Feld[x+dx][y+dy] = EL_SOKOBAN_FIELD_FULL;
6735 local_player->sokobanfields_still_needed--;
6736 if (element == EL_SOKOBAN_OBJECT)
6737 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_FILLING);
6739 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6743 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJECT;
6744 if (element == EL_SOKOBAN_FIELD_FULL)
6745 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_EMPTYING);
6747 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6753 Feld[x+dx][y+dy] = element;
6754 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING);
6757 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
6759 DrawNewLevelField(x, y);
6760 DrawNewLevelField(x + dx, y + dy);
6762 if (IS_SB_ELEMENT(element) &&
6763 local_player->sokobanfields_still_needed == 0 &&
6764 game.emulation == EMU_SOKOBAN)
6766 player->LevelSolved = player->GameOver = TRUE;
6767 PlaySoundLevel(x, y, SND_SOKOBAN_GAME_SOLVING);
6778 return MF_NO_ACTION;
6781 player->push_delay = 0;
6786 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
6788 int jx = player->jx, jy = player->jy;
6789 int x = jx + dx, y = jy + dy;
6791 if (!player->active || !IN_LEV_FIELD(x, y))
6799 if (player->MovPos == 0)
6800 player->Pushing = FALSE;
6802 player->snapped = FALSE;
6806 if (player->snapped)
6809 player->MovDir = (dx < 0 ? MV_LEFT :
6812 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6814 if (!DigField(player, x, y, 0, 0, DF_SNAP))
6817 player->snapped = TRUE;
6818 DrawNewLevelField(x, y);
6824 boolean PlaceBomb(struct PlayerInfo *player)
6826 int jx = player->jx, jy = player->jy;
6829 if (!player->active || player->MovPos)
6832 element = Feld[jx][jy];
6834 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
6835 IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
6838 if (element != EL_EMPTY)
6839 Store[jx][jy] = element;
6841 if (player->dynamite)
6843 Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
6844 MovDelay[jx][jy] = 96;
6846 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6847 FS_SMALL, FC_YELLOW);
6848 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6851 if (game.emulation == EMU_SUPAPLEX)
6852 DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
6854 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
6856 if (game.emulation == EMU_SUPAPLEX)
6857 DrawNewGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0);
6859 DrawNewGraphicThruMask(SCREENX(jx), SCREENY(jy),
6860 IMG_DYNAMITE_ACTIVE, 0);
6864 PlaySoundLevel(jx, jy, SND_DYNAMITE_DROPPING);
6869 EL_DYNABOMB_PLAYER1_ACTIVE + (player->element_nr - EL_PLAYER1);
6870 MovDelay[jx][jy] = 96;
6871 player->dynabombs_left--;
6872 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6874 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
6876 DrawNewGraphicThruMask(SCREENX(jx), SCREENY(jy),
6877 el2img(Feld[jx][jy]), 0);
6880 PlaySoundLevel(jx, jy, SND_DYNABOMB_DROPPING);
6886 void PlaySoundLevel(int x, int y, int nr)
6888 static int loop_sound_frame[NUM_SOUND_FILES];
6889 static int loop_sound_volume[NUM_SOUND_FILES];
6890 int sx = SCREENX(x), sy = SCREENY(y);
6891 int volume, stereo_position;
6892 int max_distance = 8;
6893 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
6895 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
6896 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
6899 if (!IN_LEV_FIELD(x, y) ||
6900 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
6901 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
6904 volume = SOUND_MAX_VOLUME;
6906 if (!IN_SCR_FIELD(sx, sy))
6908 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
6909 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
6911 volume -= volume * (dx > dy ? dx : dy) / max_distance;
6914 stereo_position = (SOUND_MAX_LEFT +
6915 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
6916 (SCR_FIELDX + 2 * max_distance));
6918 if (IS_LOOP_SOUND(nr))
6920 /* This assures that quieter loop sounds do not overwrite louder ones,
6921 while restarting sound volume comparison with each new game frame. */
6923 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
6926 loop_sound_volume[nr] = volume;
6927 loop_sound_frame[nr] = FrameCounter;
6930 PlaySoundExt(nr, volume, stereo_position, type);
6933 void PlaySoundLevelAction(int x, int y, int sound_action)
6935 PlaySoundLevelElementAction(x, y, Feld[x][y], sound_action);
6938 void PlaySoundLevelElementAction(int x, int y, int element, int sound_action)
6940 int sound_effect = element_action_sound[element][sound_action];
6942 if (sound_effect != -1)
6943 PlaySoundLevel(x, y, sound_effect);
6946 void RaiseScore(int value)
6948 local_player->score += value;
6949 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
6950 FS_SMALL, FC_YELLOW);
6953 void RaiseScoreElement(int element)
6959 case EL_EMERALD_YELLOW:
6960 case EL_EMERALD_RED:
6961 case EL_EMERALD_PURPLE:
6962 RaiseScore(level.score[SC_EDELSTEIN]);
6965 RaiseScore(level.score[SC_DIAMANT]);
6968 case EL_BD_BUTTERFLY:
6969 RaiseScore(level.score[SC_KAEFER]);
6973 RaiseScore(level.score[SC_FLIEGER]);
6976 case EL_DARK_YAMYAM:
6977 RaiseScore(level.score[SC_MAMPFER]);
6980 RaiseScore(level.score[SC_ROBOT]);
6983 RaiseScore(level.score[SC_PACMAN]);
6986 RaiseScore(level.score[SC_KOKOSNUSS]);
6989 RaiseScore(level.score[SC_DYNAMIT]);
6995 RaiseScore(level.score[SC_SCHLUESSEL]);
7002 void RequestQuitGame(boolean ask_if_really_quit)
7004 if (AllPlayersGone ||
7005 !ask_if_really_quit ||
7006 level_editor_test_game ||
7007 Request("Do you really want to quit the game ?",
7008 REQ_ASK | REQ_STAY_CLOSED))
7010 #if defined(PLATFORM_UNIX)
7011 if (options.network)
7012 SendToServer_StopPlaying();
7016 game_status = MAINMENU;
7022 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
7027 /* ---------- new game button stuff ---------------------------------------- */
7029 /* graphic position values for game buttons */
7030 #define GAME_BUTTON_XSIZE 30
7031 #define GAME_BUTTON_YSIZE 30
7032 #define GAME_BUTTON_XPOS 5
7033 #define GAME_BUTTON_YPOS 215
7034 #define SOUND_BUTTON_XPOS 5
7035 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
7037 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
7038 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
7039 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
7040 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
7041 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
7042 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
7049 } gamebutton_info[NUM_GAME_BUTTONS] =
7052 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
7057 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
7062 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
7067 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
7068 SOUND_CTRL_ID_MUSIC,
7069 "background music on/off"
7072 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
7073 SOUND_CTRL_ID_LOOPS,
7074 "sound loops on/off"
7077 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
7078 SOUND_CTRL_ID_SIMPLE,
7079 "normal sounds on/off"
7083 void CreateGameButtons()
7087 for (i=0; i<NUM_GAME_BUTTONS; i++)
7089 Bitmap *gd_bitmap = pix[PIX_DOOR];
7090 struct GadgetInfo *gi;
7093 unsigned long event_mask;
7094 int gd_xoffset, gd_yoffset;
7095 int gd_x1, gd_x2, gd_y1, gd_y2;
7098 gd_xoffset = gamebutton_info[i].x;
7099 gd_yoffset = gamebutton_info[i].y;
7100 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
7101 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
7103 if (id == GAME_CTRL_ID_STOP ||
7104 id == GAME_CTRL_ID_PAUSE ||
7105 id == GAME_CTRL_ID_PLAY)
7107 button_type = GD_TYPE_NORMAL_BUTTON;
7109 event_mask = GD_EVENT_RELEASED;
7110 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7111 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7115 button_type = GD_TYPE_CHECK_BUTTON;
7117 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
7118 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
7119 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
7120 event_mask = GD_EVENT_PRESSED;
7121 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
7122 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7125 gi = CreateGadget(GDI_CUSTOM_ID, id,
7126 GDI_INFO_TEXT, gamebutton_info[i].infotext,
7127 GDI_X, DX + gd_xoffset,
7128 GDI_Y, DY + gd_yoffset,
7129 GDI_WIDTH, GAME_BUTTON_XSIZE,
7130 GDI_HEIGHT, GAME_BUTTON_YSIZE,
7131 GDI_TYPE, button_type,
7132 GDI_STATE, GD_BUTTON_UNPRESSED,
7133 GDI_CHECKED, checked,
7134 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
7135 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
7136 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
7137 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
7138 GDI_EVENT_MASK, event_mask,
7139 GDI_CALLBACK_ACTION, HandleGameButtons,
7143 Error(ERR_EXIT, "cannot create gadget");
7145 game_gadget[id] = gi;
7149 static void MapGameButtons()
7153 for (i=0; i<NUM_GAME_BUTTONS; i++)
7154 MapGadget(game_gadget[i]);
7157 void UnmapGameButtons()
7161 for (i=0; i<NUM_GAME_BUTTONS; i++)
7162 UnmapGadget(game_gadget[i]);
7165 static void HandleGameButtons(struct GadgetInfo *gi)
7167 int id = gi->custom_id;
7169 if (game_status != PLAYING)
7174 case GAME_CTRL_ID_STOP:
7175 RequestQuitGame(TRUE);
7178 case GAME_CTRL_ID_PAUSE:
7179 if (options.network)
7181 #if defined(PLATFORM_UNIX)
7183 SendToServer_ContinuePlaying();
7185 SendToServer_PausePlaying();
7189 TapeTogglePause(TAPE_TOGGLE_MANUAL);
7192 case GAME_CTRL_ID_PLAY:
7195 #if defined(PLATFORM_UNIX)
7196 if (options.network)
7197 SendToServer_ContinuePlaying();
7201 tape.pausing = FALSE;
7202 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
7207 case SOUND_CTRL_ID_MUSIC:
7208 if (setup.sound_music)
7210 setup.sound_music = FALSE;
7213 else if (audio.music_available)
7215 setup.sound = setup.sound_music = TRUE;
7216 PlayMusic(level_nr);
7220 case SOUND_CTRL_ID_LOOPS:
7221 if (setup.sound_loops)
7222 setup.sound_loops = FALSE;
7223 else if (audio.loops_available)
7224 setup.sound = setup.sound_loops = TRUE;
7227 case SOUND_CTRL_ID_SIMPLE:
7228 if (setup.sound_simple)
7229 setup.sound_simple = FALSE;
7230 else if (audio.sound_available)
7231 setup.sound = setup.sound_simple = TRUE;