1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MoveFigure() */
36 #define MF_NO_ACTION 0
40 /* for ScrollFigure() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_NO_EXPLOSION 0
51 /* special positions in the game control window (relative to control window) */
54 #define XX_EMERALDS 29
55 #define YY_EMERALDS 54
56 #define XX_DYNAMITE 29
57 #define YY_DYNAMITE 89
65 /* special positions in the game control window (relative to main window) */
66 #define DX_LEVEL (DX + XX_LEVEL)
67 #define DY_LEVEL (DY + YY_LEVEL)
68 #define DX_EMERALDS (DX + XX_EMERALDS)
69 #define DY_EMERALDS (DY + YY_EMERALDS)
70 #define DX_DYNAMITE (DX + XX_DYNAMITE)
71 #define DY_DYNAMITE (DY + YY_DYNAMITE)
72 #define DX_KEYS (DX + XX_KEYS)
73 #define DY_KEYS (DY + YY_KEYS)
74 #define DX_SCORE (DX + XX_SCORE)
75 #define DY_SCORE (DY + YY_SCORE)
76 #define DX_TIME (DX + XX_TIME)
77 #define DY_TIME (DY + YY_TIME)
79 /* values for initial player move delay (initial delay counter value) */
80 #define INITIAL_MOVE_DELAY_OFF -1
81 #define INITIAL_MOVE_DELAY_ON 0
83 /* values for player movement speed (which is in fact a delay value) */
84 #define MOVE_DELAY_NORMAL_SPEED 8
85 #define MOVE_DELAY_HIGH_SPEED 4
87 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
88 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
89 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
90 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
92 #define INIT_GFX_RANDOM() (SimpleRND(1000000))
94 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
95 RND(element_info[e].push_delay_random))
96 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
97 RND(element_info[e].move_delay_random))
99 #define ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, condition) \
100 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
102 (DONT_COLLIDE_WITH(e) && \
103 IS_FREE_OR_PLAYER(x, y))))
105 #define ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, condition) \
106 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
109 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
110 ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, 0)
112 #define ELEMENT_CAN_ENTER_FIELD_OR_ACID(e, x, y) \
113 ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, (Feld[x][y] == EL_ACID))
115 #define ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(x, y) \
116 ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, (Feld[x][y] == EL_ACID))
118 #define ENEMY_CAN_ENTER_FIELD(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
120 #define YAMYAM_CAN_ENTER_FIELD(x, y) \
121 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
122 Feld[x][y] == EL_DIAMOND))
124 #define DARK_YAMYAM_CAN_ENTER_FIELD(x, y) \
125 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
126 IS_FOOD_DARK_YAMYAM(Feld[x][y])))
128 #define PACMAN_CAN_ENTER_FIELD(x, y) \
129 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
130 IS_AMOEBOID(Feld[x][y])))
132 #define PIG_CAN_ENTER_FIELD(x, y) \
133 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
134 IS_FOOD_PIG(Feld[x][y])))
136 #define PENGUIN_CAN_ENTER_FIELD(x, y) \
137 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
138 IS_FOOD_PENGUIN(Feld[x][y]) || \
139 Feld[x][y] == EL_EXIT_OPEN || \
140 Feld[x][y] == EL_ACID))
142 #define MOLE_CAN_ENTER_FIELD(x, y, condition) \
143 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || (condition)))
145 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
146 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
148 /* game button identifiers */
149 #define GAME_CTRL_ID_STOP 0
150 #define GAME_CTRL_ID_PAUSE 1
151 #define GAME_CTRL_ID_PLAY 2
152 #define SOUND_CTRL_ID_MUSIC 3
153 #define SOUND_CTRL_ID_LOOPS 4
154 #define SOUND_CTRL_ID_SIMPLE 5
156 #define NUM_GAME_BUTTONS 6
159 /* forward declaration for internal use */
161 static void InitBeltMovement(void);
162 static void CloseAllOpenTimegates(void);
163 static void CheckGravityMovement(struct PlayerInfo *);
164 static void KillHeroUnlessProtected(int, int);
166 static void CheckTriggeredElementChange(int, int);
167 static void CheckPlayerElementChange(int, int, int, int);
168 static void ChangeElementDoIt(int, int, int);
170 static void PlaySoundLevel(int, int, int);
171 static void PlaySoundLevelNearest(int, int, int);
172 static void PlaySoundLevelAction(int, int, int);
173 static void PlaySoundLevelElementAction(int, int, int, int);
174 static void PlaySoundLevelActionIfLoop(int, int, int);
175 static void StopSoundLevelActionIfLoop(int, int, int);
177 static void MapGameButtons();
178 static void HandleGameButtons(struct GadgetInfo *);
180 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
183 /* ------------------------------------------------------------------------- */
184 /* definition of elements that automatically change to other elements after */
185 /* a specified time, eventually calling a function when changing */
186 /* ------------------------------------------------------------------------- */
188 /* forward declaration for changer functions */
189 static void InitBuggyBase(int x, int y);
190 static void WarnBuggyBase(int x, int y);
192 static void InitTrap(int x, int y);
193 static void ActivateTrap(int x, int y);
194 static void ChangeActiveTrap(int x, int y);
196 static void InitRobotWheel(int x, int y);
197 static void RunRobotWheel(int x, int y);
198 static void StopRobotWheel(int x, int y);
200 static void InitTimegateWheel(int x, int y);
201 static void RunTimegateWheel(int x, int y);
203 struct ChangingElementInfo
208 void (*pre_change_function)(int x, int y);
209 void (*change_function)(int x, int y);
210 void (*post_change_function)(int x, int y);
213 static struct ChangingElementInfo changing_element_list[] =
240 EL_SWITCHGATE_OPENING,
248 EL_SWITCHGATE_CLOSING,
249 EL_SWITCHGATE_CLOSED,
281 EL_ACID_SPLASH_RIGHT,
290 EL_SP_BUGGY_BASE_ACTIVATING,
297 EL_SP_BUGGY_BASE_ACTIVATING,
298 EL_SP_BUGGY_BASE_ACTIVE,
305 EL_SP_BUGGY_BASE_ACTIVE,
329 EL_ROBOT_WHEEL_ACTIVE,
337 EL_TIMEGATE_SWITCH_ACTIVE,
358 int push_delay_fixed, push_delay_random;
363 { EL_BALLOON, 0, 0 },
365 { EL_SOKOBAN_OBJECT, 2, 0 },
366 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
367 { EL_SATELLITE, 2, 0 },
368 { EL_SP_DISK_YELLOW, 2, 0 },
370 { EL_UNDEFINED, 0, 0 },
381 { EL_BD_DIAMOND, 1 },
382 { EL_EMERALD_YELLOW, 1 },
383 { EL_EMERALD_RED, 1 },
384 { EL_EMERALD_PURPLE, 1 },
386 { EL_SP_INFOTRON, 1 },
393 static struct ChangingElementInfo changing_element[MAX_NUM_ELEMENTS];
394 static unsigned long trigger_events[MAX_NUM_ELEMENTS];
395 static int gem_count[MAX_NUM_ELEMENTS];
397 #define IS_AUTO_CHANGING(e) (changing_element[e].base_element != EL_UNDEFINED)
398 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
399 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
400 IS_JUST_CHANGING(x, y))
401 #define TRIGGERS_BY_COLLECTING(e) (trigger_events[e] & CE_OTHER_COLLECTING)
404 void GetPlayerConfig()
406 if (!audio.sound_available)
409 if (!audio.loops_available)
410 setup.sound_loops = FALSE;
412 if (!audio.music_available)
413 setup.sound_music = FALSE;
415 if (!video.fullscreen_available)
416 setup.fullscreen = FALSE;
418 setup.sound_simple = setup.sound;
420 SetAudioMode(setup.sound);
424 static int getBeltNrFromBeltElement(int element)
426 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
427 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
428 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
431 static int getBeltNrFromBeltActiveElement(int element)
433 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
434 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
435 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
438 static int getBeltNrFromBeltSwitchElement(int element)
440 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
441 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
442 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
445 static int getBeltDirNrFromBeltSwitchElement(int element)
447 static int belt_base_element[4] =
449 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
450 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
451 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
452 EL_CONVEYOR_BELT_4_SWITCH_LEFT
455 int belt_nr = getBeltNrFromBeltSwitchElement(element);
456 int belt_dir_nr = element - belt_base_element[belt_nr];
458 return (belt_dir_nr % 3);
461 static int getBeltDirFromBeltSwitchElement(int element)
463 static int belt_move_dir[3] =
470 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
472 return belt_move_dir[belt_dir_nr];
475 static void InitField(int x, int y, boolean init_game)
477 int element = Feld[x][y];
484 if (stored_player[0].present)
486 Feld[x][y] = EL_SP_MURPHY_CLONE;
491 stored_player[0].use_murphy_graphic = TRUE;
494 Feld[x][y] = EL_PLAYER_1;
503 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
504 int jx = player->jx, jy = player->jy;
506 player->present = TRUE;
508 if (!options.network || player->connected)
510 player->active = TRUE;
512 /* remove potentially duplicate players */
513 if (StorePlayer[jx][jy] == Feld[x][y])
514 StorePlayer[jx][jy] = 0;
516 StorePlayer[x][y] = Feld[x][y];
520 printf("Player %d activated.\n", player->element_nr);
521 printf("[Local player is %d and currently %s.]\n",
522 local_player->element_nr,
523 local_player->active ? "active" : "not active");
527 Feld[x][y] = EL_EMPTY;
528 player->jx = player->last_jx = x;
529 player->jy = player->last_jy = y;
534 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
535 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
536 else if (x > 0 && Feld[x-1][y] == EL_ACID)
537 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
538 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
539 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
540 else if (y > 0 && Feld[x][y-1] == EL_ACID)
541 Feld[x][y] = EL_ACID_POOL_BOTTOM;
542 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
543 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
551 case EL_SPACESHIP_RIGHT:
552 case EL_SPACESHIP_UP:
553 case EL_SPACESHIP_LEFT:
554 case EL_SPACESHIP_DOWN:
556 case EL_BD_BUTTERFLY_RIGHT:
557 case EL_BD_BUTTERFLY_UP:
558 case EL_BD_BUTTERFLY_LEFT:
559 case EL_BD_BUTTERFLY_DOWN:
560 case EL_BD_BUTTERFLY:
561 case EL_BD_FIREFLY_RIGHT:
562 case EL_BD_FIREFLY_UP:
563 case EL_BD_FIREFLY_LEFT:
564 case EL_BD_FIREFLY_DOWN:
566 case EL_PACMAN_RIGHT:
590 if (y == lev_fieldy - 1)
592 Feld[x][y] = EL_AMOEBA_GROWING;
593 Store[x][y] = EL_AMOEBA_WET;
597 case EL_DYNAMITE_ACTIVE:
602 local_player->lights_still_needed++;
605 case EL_SOKOBAN_FIELD_EMPTY:
606 local_player->sokobanfields_still_needed++;
610 local_player->friends_still_needed++;
615 MovDir[x][y] = 1 << RND(4);
619 Feld[x][y] = EL_EMPTY;
622 case EL_EM_KEY_1_FILE:
623 Feld[x][y] = EL_EM_KEY_1;
625 case EL_EM_KEY_2_FILE:
626 Feld[x][y] = EL_EM_KEY_2;
628 case EL_EM_KEY_3_FILE:
629 Feld[x][y] = EL_EM_KEY_3;
631 case EL_EM_KEY_4_FILE:
632 Feld[x][y] = EL_EM_KEY_4;
635 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
636 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
637 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
638 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
639 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
640 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
641 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
642 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
643 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
644 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
645 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
646 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
649 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
650 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
651 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
653 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
655 game.belt_dir[belt_nr] = belt_dir;
656 game.belt_dir_nr[belt_nr] = belt_dir_nr;
658 else /* more than one switch -- set it like the first switch */
660 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
665 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
667 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
670 case EL_LIGHT_SWITCH_ACTIVE:
672 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
676 if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
682 void DrawGameDoorValues()
686 for (i=0; i<MAX_PLAYERS; i++)
688 if (stored_player[i].key[j])
689 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
690 el2edimg(EL_KEY_1 + j));
692 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
693 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
694 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
695 int2str(local_player->dynamite, 3), FONT_TEXT_2);
696 DrawText(DX + XX_SCORE, DY + YY_SCORE,
697 int2str(local_player->score, 5), FONT_TEXT_2);
698 DrawText(DX + XX_TIME, DY + YY_TIME,
699 int2str(TimeLeft, 3), FONT_TEXT_2);
704 =============================================================================
706 -----------------------------------------------------------------------------
707 initialize game engine due to level / tape version number
708 =============================================================================
711 static void InitGameEngine()
715 /* set game engine from tape file when re-playing, else from level file */
716 game.engine_version = (tape.playing ? tape.engine_version :
719 /* dynamically adjust element properties according to game engine version */
720 InitElementPropertiesEngine(game.engine_version);
723 printf("level %d: level version == %06d\n", level_nr, level.game_version);
724 printf(" tape version == %06d [%s] [file: %06d]\n",
725 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
727 printf(" => game.engine_version == %06d\n", game.engine_version);
730 /* ---------- initialize player's initial move delay --------------------- */
732 /* dynamically adjust player properties according to game engine version */
733 game.initial_move_delay =
734 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
735 INITIAL_MOVE_DELAY_OFF);
737 /* dynamically adjust player properties according to level information */
738 game.initial_move_delay_value =
739 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
741 /* ---------- initialize changing elements ------------------------------- */
743 /* initialize changing elements information */
744 for (i=0; i<MAX_NUM_ELEMENTS; i++)
746 changing_element[i].base_element = EL_UNDEFINED;
747 changing_element[i].next_element = EL_UNDEFINED;
748 changing_element[i].change_delay = -1;
749 changing_element[i].pre_change_function = NULL;
750 changing_element[i].change_function = NULL;
751 changing_element[i].post_change_function = NULL;
754 /* add changing elements from pre-defined list */
755 for (i=0; changing_element_list[i].base_element != EL_UNDEFINED; i++)
757 struct ChangingElementInfo *ce = &changing_element_list[i];
758 int element = ce->base_element;
760 changing_element[element].base_element = ce->base_element;
761 changing_element[element].next_element = ce->next_element;
762 changing_element[element].change_delay = ce->change_delay;
763 changing_element[element].pre_change_function = ce->pre_change_function;
764 changing_element[element].change_function = ce->change_function;
765 changing_element[element].post_change_function = ce->post_change_function;
768 /* add changing elements from custom element configuration */
769 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
771 int element = EL_CUSTOM_START + i;
772 struct ElementChangeInfo *change = &element_info[element].change;
774 /* only add custom elements that change after fixed/random frame delay */
775 if (!CAN_CHANGE(element) || !HAS_CHANGE_EVENT(element, CE_DELAY))
778 changing_element[element].base_element = element;
779 changing_element[element].next_element = change->successor;
780 changing_element[element].change_delay = (change->delay_fixed *
781 change->delay_frames);
784 /* ---------- initialize trigger events ---------------------------------- */
786 /* initialize trigger events information */
787 for (i=0; i<MAX_NUM_ELEMENTS; i++)
788 trigger_events[i] = EP_BITMASK_DEFAULT;
790 /* add trigger events from element change event properties */
791 for (i=0; i<MAX_NUM_ELEMENTS; i++)
792 if (HAS_CHANGE_EVENT(i, CE_BY_OTHER))
793 trigger_events[element_info[i].change.trigger] |=
794 element_info[i].change.events;
796 /* ---------- initialize push delay -------------------------------------- */
798 /* initialize push delay values to default */
799 for (i=0; i<MAX_NUM_ELEMENTS; i++)
801 if (!IS_CUSTOM_ELEMENT(i))
803 element_info[i].push_delay_fixed = 2;
804 element_info[i].push_delay_random = 8;
808 /* set push delay value for certain elements from pre-defined list */
809 for (i=0; push_delay_list[i].element != EL_UNDEFINED; i++)
811 int e = push_delay_list[i].element;
813 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
814 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
817 /* ---------- initialize gem count --------------------------------------- */
819 /* initialize gem count values for each element */
820 for (i=0; i<MAX_NUM_ELEMENTS; i++)
823 /* add gem count values for all elements from pre-defined list */
824 for (i=0; gem_count_list[i].element != EL_UNDEFINED; i++)
825 gem_count[gem_count_list[i].element] = gem_count_list[i].gem_count;
830 =============================================================================
832 -----------------------------------------------------------------------------
833 initialize and start new game
834 =============================================================================
839 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
840 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
841 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
848 #if USE_NEW_AMOEBA_CODE
849 printf("Using new amoeba code.\n");
851 printf("Using old amoeba code.\n");
856 /* don't play tapes over network */
857 network_playing = (options.network && !tape.playing);
859 for (i=0; i<MAX_PLAYERS; i++)
861 struct PlayerInfo *player = &stored_player[i];
863 player->index_nr = i;
864 player->element_nr = EL_PLAYER_1 + i;
866 player->present = FALSE;
867 player->active = FALSE;
870 player->effective_action = 0;
871 player->programmed_action = 0;
874 player->gems_still_needed = level.gems_needed;
875 player->sokobanfields_still_needed = 0;
876 player->lights_still_needed = 0;
877 player->friends_still_needed = 0;
880 player->key[j] = FALSE;
882 player->dynamite = 0;
883 player->dynabomb_count = 0;
884 player->dynabomb_size = 1;
885 player->dynabombs_left = 0;
886 player->dynabomb_xl = FALSE;
888 player->MovDir = MV_NO_MOVING;
890 player->Pushing = FALSE;
891 player->Switching = FALSE;
893 player->GfxDir = MV_NO_MOVING;
894 player->GfxAction = ACTION_DEFAULT;
896 player->StepFrame = 0;
898 player->use_murphy_graphic = FALSE;
899 player->use_disk_red_graphic = FALSE;
901 player->actual_frame_counter = 0;
903 player->last_move_dir = MV_NO_MOVING;
905 player->is_moving = FALSE;
906 player->is_waiting = FALSE;
907 player->is_digging = FALSE;
908 player->is_collecting = FALSE;
910 player->move_delay = game.initial_move_delay;
911 player->move_delay_value = game.initial_move_delay_value;
913 player->push_delay = 0;
914 player->push_delay_value = 5;
916 player->snapped = FALSE;
918 player->last_jx = player->last_jy = 0;
919 player->jx = player->jy = 0;
921 player->shield_normal_time_left = 0;
922 player->shield_deadly_time_left = 0;
924 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
925 SnapField(player, 0, 0);
927 player->LevelSolved = FALSE;
928 player->GameOver = FALSE;
931 network_player_action_received = FALSE;
933 #if defined(PLATFORM_UNIX)
934 /* initial null action */
936 SendToServer_MovePlayer(MV_NO_MOVING);
944 TimeLeft = level.time;
946 ScreenMovDir = MV_NO_MOVING;
950 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
952 AllPlayersGone = FALSE;
954 game.yamyam_content_nr = 0;
955 game.magic_wall_active = FALSE;
956 game.magic_wall_time_left = 0;
957 game.light_time_left = 0;
958 game.timegate_time_left = 0;
959 game.switchgate_pos = 0;
960 game.balloon_dir = MV_NO_MOVING;
961 game.explosions_delayed = TRUE;
965 game.belt_dir[i] = MV_NO_MOVING;
966 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
969 for (i=0; i<MAX_NUM_AMOEBA; i++)
970 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
972 for (x=0; x<lev_fieldx; x++)
974 for (y=0; y<lev_fieldy; y++)
976 Feld[x][y] = Ur[x][y];
977 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
978 ChangeDelay[x][y] = 0;
979 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
981 JustStopped[x][y] = 0;
983 Pushed[x][y] = FALSE;
984 ExplodePhase[x][y] = 0;
985 ExplodeField[x][y] = EX_NO_EXPLOSION;
988 GfxAction[x][y] = ACTION_DEFAULT;
989 GfxRandom[x][y] = INIT_GFX_RANDOM();
990 GfxElement[x][y] = EL_UNDEFINED;
994 for(y=0; y<lev_fieldy; y++)
996 for(x=0; x<lev_fieldx; x++)
998 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
1000 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
1002 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
1005 InitField(x, y, TRUE);
1011 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
1012 emulate_sb ? EMU_SOKOBAN :
1013 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
1015 /* correct non-moving belts to start moving left */
1017 if (game.belt_dir[i] == MV_NO_MOVING)
1018 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1020 /* check if any connected player was not found in playfield */
1021 for (i=0; i<MAX_PLAYERS; i++)
1023 struct PlayerInfo *player = &stored_player[i];
1025 if (player->connected && !player->present)
1027 for (j=0; j<MAX_PLAYERS; j++)
1029 struct PlayerInfo *some_player = &stored_player[j];
1030 int jx = some_player->jx, jy = some_player->jy;
1032 /* assign first free player found that is present in the playfield */
1033 if (some_player->present && !some_player->connected)
1035 player->present = TRUE;
1036 player->active = TRUE;
1037 some_player->present = FALSE;
1039 StorePlayer[jx][jy] = player->element_nr;
1040 player->jx = player->last_jx = jx;
1041 player->jy = player->last_jy = jy;
1051 /* when playing a tape, eliminate all players who do not participate */
1053 for (i=0; i<MAX_PLAYERS; i++)
1055 if (stored_player[i].active && !tape.player_participates[i])
1057 struct PlayerInfo *player = &stored_player[i];
1058 int jx = player->jx, jy = player->jy;
1060 player->active = FALSE;
1061 StorePlayer[jx][jy] = 0;
1062 Feld[jx][jy] = EL_EMPTY;
1066 else if (!options.network && !setup.team_mode) /* && !tape.playing */
1068 /* when in single player mode, eliminate all but the first active player */
1070 for (i=0; i<MAX_PLAYERS; i++)
1072 if (stored_player[i].active)
1074 for (j=i+1; j<MAX_PLAYERS; j++)
1076 if (stored_player[j].active)
1078 struct PlayerInfo *player = &stored_player[j];
1079 int jx = player->jx, jy = player->jy;
1081 player->active = FALSE;
1082 StorePlayer[jx][jy] = 0;
1083 Feld[jx][jy] = EL_EMPTY;
1090 /* when recording the game, store which players take part in the game */
1093 for (i=0; i<MAX_PLAYERS; i++)
1094 if (stored_player[i].active)
1095 tape.player_participates[i] = TRUE;
1100 for (i=0; i<MAX_PLAYERS; i++)
1102 struct PlayerInfo *player = &stored_player[i];
1104 printf("Player %d: present == %d, connected == %d, active == %d.\n",
1109 if (local_player == player)
1110 printf("Player %d is local player.\n", i+1);
1114 if (BorderElement == EL_EMPTY)
1117 SBX_Right = lev_fieldx - SCR_FIELDX;
1119 SBY_Lower = lev_fieldy - SCR_FIELDY;
1124 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
1126 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
1129 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
1130 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
1132 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
1133 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
1135 scroll_x = SBX_Left;
1136 scroll_y = SBY_Upper;
1137 if (local_player->jx >= SBX_Left + MIDPOSX)
1138 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
1139 local_player->jx - MIDPOSX :
1141 if (local_player->jy >= SBY_Upper + MIDPOSY)
1142 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
1143 local_player->jy - MIDPOSY :
1146 CloseDoor(DOOR_CLOSE_1);
1151 /* after drawing the level, correct some elements */
1152 if (game.timegate_time_left == 0)
1153 CloseAllOpenTimegates();
1155 if (setup.soft_scrolling)
1156 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
1158 redraw_mask |= REDRAW_FROM_BACKBUFFER;
1161 /* copy default game door content to main double buffer */
1162 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
1163 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
1166 DrawText(DX + XX_LEVEL, DY + YY_LEVEL, int2str(level_nr, 2), FONT_TEXT_2);
1169 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
1170 int2str(level_nr, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
1171 BlitBitmap(drawto, drawto,
1172 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
1173 getFontWidth(FONT_LEVEL_NUMBER) * 3,
1174 getFontHeight(FONT_LEVEL_NUMBER) - 1,
1175 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
1178 DrawGameDoorValues();
1182 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
1183 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
1184 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
1188 /* copy actual game door content to door double buffer for OpenDoor() */
1189 BlitBitmap(drawto, bitmap_db_door,
1190 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
1192 OpenDoor(DOOR_OPEN_ALL);
1194 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
1195 if (setup.sound_music)
1196 PlayMusic(level_nr);
1198 KeyboardAutoRepeatOffUnlessAutoplay();
1203 printf("Player %d %sactive.\n",
1204 i + 1, (stored_player[i].active ? "" : "not "));
1208 void InitMovDir(int x, int y)
1210 int i, element = Feld[x][y];
1211 static int xy[4][2] =
1218 static int direction[3][4] =
1220 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1221 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1222 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1231 Feld[x][y] = EL_BUG;
1232 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
1235 case EL_SPACESHIP_RIGHT:
1236 case EL_SPACESHIP_UP:
1237 case EL_SPACESHIP_LEFT:
1238 case EL_SPACESHIP_DOWN:
1239 Feld[x][y] = EL_SPACESHIP;
1240 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
1243 case EL_BD_BUTTERFLY_RIGHT:
1244 case EL_BD_BUTTERFLY_UP:
1245 case EL_BD_BUTTERFLY_LEFT:
1246 case EL_BD_BUTTERFLY_DOWN:
1247 Feld[x][y] = EL_BD_BUTTERFLY;
1248 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
1251 case EL_BD_FIREFLY_RIGHT:
1252 case EL_BD_FIREFLY_UP:
1253 case EL_BD_FIREFLY_LEFT:
1254 case EL_BD_FIREFLY_DOWN:
1255 Feld[x][y] = EL_BD_FIREFLY;
1256 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1259 case EL_PACMAN_RIGHT:
1261 case EL_PACMAN_LEFT:
1262 case EL_PACMAN_DOWN:
1263 Feld[x][y] = EL_PACMAN;
1264 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1267 case EL_SP_SNIKSNAK:
1268 MovDir[x][y] = MV_UP;
1271 case EL_SP_ELECTRON:
1272 MovDir[x][y] = MV_LEFT;
1279 Feld[x][y] = EL_MOLE;
1280 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1284 if (IS_CUSTOM_ELEMENT(element))
1286 if (element_info[element].move_direction_initial != MV_NO_MOVING)
1287 MovDir[x][y] = element_info[element].move_direction_initial;
1288 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
1289 element_info[element].move_pattern == MV_TURNING_LEFT ||
1290 element_info[element].move_pattern == MV_TURNING_RIGHT)
1291 MovDir[x][y] = 1 << RND(4);
1292 else if (element_info[element].move_pattern == MV_HORIZONTAL)
1293 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
1294 else if (element_info[element].move_pattern == MV_VERTICAL)
1295 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
1296 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
1297 MovDir[x][y] = element_info[element].move_pattern;
1298 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE ||
1299 element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1303 int x1 = x + xy[i][0];
1304 int y1 = y + xy[i][1];
1306 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1308 if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1309 MovDir[x][y] = direction[0][i];
1311 MovDir[x][y] = direction[1][i];
1320 MovDir[x][y] = 1 << RND(4);
1322 if (element != EL_BUG &&
1323 element != EL_SPACESHIP &&
1324 element != EL_BD_BUTTERFLY &&
1325 element != EL_BD_FIREFLY)
1330 int x1 = x + xy[i][0];
1331 int y1 = y + xy[i][1];
1333 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1335 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1337 MovDir[x][y] = direction[0][i];
1340 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1341 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1343 MovDir[x][y] = direction[1][i];
1353 void InitAmoebaNr(int x, int y)
1356 int group_nr = AmoebeNachbarNr(x, y);
1360 for (i=1; i<MAX_NUM_AMOEBA; i++)
1362 if (AmoebaCnt[i] == 0)
1370 AmoebaNr[x][y] = group_nr;
1371 AmoebaCnt[group_nr]++;
1372 AmoebaCnt2[group_nr]++;
1378 boolean raise_level = FALSE;
1380 if (local_player->MovPos)
1383 if (tape.playing && tape.auto_play)
1384 tape.auto_play_level_solved = TRUE;
1386 local_player->LevelSolved = FALSE;
1388 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
1392 if (!tape.playing && setup.sound_loops)
1393 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1394 SND_CTRL_PLAY_LOOP);
1396 while (TimeLeft > 0)
1398 if (!tape.playing && !setup.sound_loops)
1399 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1400 if (TimeLeft > 0 && !(TimeLeft % 10))
1401 RaiseScore(level.score[SC_TIME_BONUS]);
1402 if (TimeLeft > 100 && !(TimeLeft % 10))
1406 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
1413 if (!tape.playing && setup.sound_loops)
1414 StopSound(SND_GAME_LEVELTIME_BONUS);
1416 else if (level.time == 0) /* level without time limit */
1418 if (!tape.playing && setup.sound_loops)
1419 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1420 SND_CTRL_PLAY_LOOP);
1422 while (TimePlayed < 999)
1424 if (!tape.playing && !setup.sound_loops)
1425 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1426 if (TimePlayed < 999 && !(TimePlayed % 10))
1427 RaiseScore(level.score[SC_TIME_BONUS]);
1428 if (TimePlayed < 900 && !(TimePlayed % 10))
1432 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
1439 if (!tape.playing && setup.sound_loops)
1440 StopSound(SND_GAME_LEVELTIME_BONUS);
1443 /* Hero disappears */
1444 DrawLevelField(ExitX, ExitY);
1450 CloseDoor(DOOR_CLOSE_1);
1455 SaveTape(tape.level_nr); /* Ask to save tape */
1458 if (level_nr == leveldir_current->handicap_level)
1460 leveldir_current->handicap_level++;
1461 SaveLevelSetup_SeriesInfo();
1464 if (level_editor_test_game)
1465 local_player->score = -1; /* no highscore when playing from editor */
1466 else if (level_nr < leveldir_current->last_level)
1467 raise_level = TRUE; /* advance to next level */
1469 if ((hi_pos = NewHiScore()) >= 0)
1471 game_status = GAME_MODE_SCORES;
1472 DrawHallOfFame(hi_pos);
1481 game_status = GAME_MODE_MAIN;
1498 LoadScore(level_nr);
1500 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1501 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1504 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1506 if (local_player->score > highscore[k].Score)
1508 /* player has made it to the hall of fame */
1510 if (k < MAX_SCORE_ENTRIES - 1)
1512 int m = MAX_SCORE_ENTRIES - 1;
1515 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1516 if (!strcmp(setup.player_name, highscore[l].Name))
1518 if (m == k) /* player's new highscore overwrites his old one */
1524 strcpy(highscore[l].Name, highscore[l - 1].Name);
1525 highscore[l].Score = highscore[l - 1].Score;
1532 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1533 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1534 highscore[k].Score = local_player->score;
1540 else if (!strncmp(setup.player_name, highscore[k].Name,
1541 MAX_PLAYER_NAME_LEN))
1542 break; /* player already there with a higher score */
1548 SaveScore(level_nr);
1553 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
1555 if (player->GfxAction != action || player->GfxDir != dir)
1558 printf("Player frame reset! (%d => %d, %d => %d)\n",
1559 player->GfxAction, action, player->GfxDir, dir);
1562 player->GfxAction = action;
1563 player->GfxDir = dir;
1565 player->StepFrame = 0;
1569 static void ResetRandomAnimationValue(int x, int y)
1571 GfxRandom[x][y] = INIT_GFX_RANDOM();
1574 static void ResetGfxAnimation(int x, int y)
1577 GfxAction[x][y] = ACTION_DEFAULT;
1580 void InitMovingField(int x, int y, int direction)
1582 int element = Feld[x][y];
1583 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1584 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1588 if (!JustStopped[x][y] || direction != MovDir[x][y])
1589 ResetGfxAnimation(x, y);
1591 MovDir[newx][newy] = MovDir[x][y] = direction;
1593 if (Feld[newx][newy] == EL_EMPTY)
1594 Feld[newx][newy] = EL_BLOCKED;
1596 if (direction == MV_DOWN && CAN_FALL(element))
1597 GfxAction[x][y] = ACTION_FALLING;
1599 GfxAction[x][y] = ACTION_MOVING;
1601 GfxFrame[newx][newy] = GfxFrame[x][y];
1602 GfxAction[newx][newy] = GfxAction[x][y];
1603 GfxRandom[newx][newy] = GfxRandom[x][y];
1606 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1608 int direction = MovDir[x][y];
1609 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1610 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1616 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1618 int oldx = x, oldy = y;
1619 int direction = MovDir[x][y];
1621 if (direction == MV_LEFT)
1623 else if (direction == MV_RIGHT)
1625 else if (direction == MV_UP)
1627 else if (direction == MV_DOWN)
1630 *comes_from_x = oldx;
1631 *comes_from_y = oldy;
1634 int MovingOrBlocked2Element(int x, int y)
1636 int element = Feld[x][y];
1638 if (element == EL_BLOCKED)
1642 Blocked2Moving(x, y, &oldx, &oldy);
1643 return Feld[oldx][oldy];
1649 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1651 /* like MovingOrBlocked2Element(), but if element is moving
1652 and (x,y) is the field the moving element is just leaving,
1653 return EL_BLOCKED instead of the element value */
1654 int element = Feld[x][y];
1656 if (IS_MOVING(x, y))
1658 if (element == EL_BLOCKED)
1662 Blocked2Moving(x, y, &oldx, &oldy);
1663 return Feld[oldx][oldy];
1672 static void RemoveField(int x, int y)
1674 Feld[x][y] = EL_EMPTY;
1675 GfxElement[x][y] = EL_UNDEFINED;
1679 ChangeDelay[x][y] = 0;
1680 Pushed[x][y] = FALSE;
1683 void RemoveMovingField(int x, int y)
1685 int oldx = x, oldy = y, newx = x, newy = y;
1687 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1690 if (IS_MOVING(x, y))
1692 Moving2Blocked(x, y, &newx, &newy);
1693 if (Feld[newx][newy] != EL_BLOCKED)
1696 else if (Feld[x][y] == EL_BLOCKED)
1698 Blocked2Moving(x, y, &oldx, &oldy);
1699 if (!IS_MOVING(oldx, oldy))
1703 if (Feld[x][y] == EL_BLOCKED &&
1704 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1705 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1706 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1707 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
1708 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1710 Feld[oldx][oldy] = EL_EMPTY;
1712 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1714 Feld[newx][newy] = EL_EMPTY;
1715 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1716 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1717 ChangeDelay[oldx][oldy] = ChangeDelay[newx][newy] = 0;
1718 GfxAction[oldx][oldy] = GfxAction[newx][newy] = ACTION_DEFAULT;
1720 DrawLevelField(oldx, oldy);
1721 DrawLevelField(newx, newy);
1724 void DrawDynamite(int x, int y)
1726 int sx = SCREENX(x), sy = SCREENY(y);
1727 int graphic = el2img(Feld[x][y]);
1730 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1733 if (IS_WALKABLE_INSIDE(Back[x][y]))
1737 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
1738 else if (Store[x][y])
1739 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
1741 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
1744 if (Back[x][y] || Store[x][y])
1745 DrawGraphicThruMask(sx, sy, graphic, frame);
1747 DrawGraphic(sx, sy, graphic, frame);
1749 if (game.emulation == EMU_SUPAPLEX)
1750 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
1751 else if (Store[x][y])
1752 DrawGraphicThruMask(sx, sy, graphic, frame);
1754 DrawGraphic(sx, sy, graphic, frame);
1758 void CheckDynamite(int x, int y)
1760 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
1764 if (MovDelay[x][y] != 0)
1767 PlaySoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1774 StopSoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1776 if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
1777 Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
1778 StopSound(SND_DYNAMITE_ACTIVE);
1780 StopSound(SND_DYNABOMB_ACTIVE);
1786 void Explode(int ex, int ey, int phase, int mode)
1790 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1791 int last_phase = num_phase * delay;
1792 int half_phase = (num_phase / 2) * delay;
1793 int first_phase_after_start = EX_PHASE_START + 1;
1795 if (game.explosions_delayed)
1797 ExplodeField[ex][ey] = mode;
1801 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1803 int center_element = Feld[ex][ey];
1805 /* remove things displayed in background while burning dynamite */
1806 if (!IS_INDESTRUCTIBLE(Back[ex][ey]))
1809 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1811 /* put moving element to center field (and let it explode there) */
1812 center_element = MovingOrBlocked2Element(ex, ey);
1813 RemoveMovingField(ex, ey);
1814 Feld[ex][ey] = center_element;
1817 for (y = ey - 1; y <= ey + 1; y++) for(x = ex - 1; x <= ex + 1; x++)
1821 if (!IN_LEV_FIELD(x, y) ||
1822 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
1823 (x != ex || y != ey)))
1826 element = Feld[x][y];
1828 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1830 element = MovingOrBlocked2Element(x, y);
1831 RemoveMovingField(x, y);
1835 if (IS_EXPLOSION_PROOF(element))
1838 if ((IS_INDESTRUCTIBLE(element) &&
1839 (game.engine_version < VERSION_IDENT(2,2,0) ||
1840 (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
1841 element == EL_FLAMES)
1845 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1847 if (IS_ACTIVE_BOMB(element))
1849 /* re-activate things under the bomb like gate or penguin */
1850 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
1857 /* save walkable background elements while explosion on same tile */
1858 if (IS_INDESTRUCTIBLE(element))
1859 Back[x][y] = element;
1861 /* ignite explodable elements reached by other explosion */
1862 if (element == EL_EXPLOSION)
1863 element = Store2[x][y];
1865 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1867 switch(StorePlayer[ex][ey])
1870 Store[x][y] = EL_EMERALD_RED;
1873 Store[x][y] = EL_EMERALD;
1876 Store[x][y] = EL_EMERALD_PURPLE;
1880 Store[x][y] = EL_EMERALD_YELLOW;
1884 if (game.emulation == EMU_SUPAPLEX)
1885 Store[x][y] = EL_EMPTY;
1887 else if (center_element == EL_MOLE)
1888 Store[x][y] = EL_EMERALD_RED;
1889 else if (center_element == EL_PENGUIN)
1890 Store[x][y] = EL_EMERALD_PURPLE;
1891 else if (center_element == EL_BUG)
1892 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
1893 else if (center_element == EL_BD_BUTTERFLY)
1894 Store[x][y] = EL_BD_DIAMOND;
1895 else if (center_element == EL_SP_ELECTRON)
1896 Store[x][y] = EL_SP_INFOTRON;
1897 else if (center_element == EL_AMOEBA_TO_DIAMOND)
1898 Store[x][y] = level.amoeba_content;
1899 else if (center_element == EL_YAMYAM)
1901 level.yamyam_content[game.yamyam_content_nr][x - ex + 1][y - ey + 1];
1902 else if (IS_CUSTOM_ELEMENT(center_element))
1904 element_info[center_element].content[x - ex + 1][y - ey + 1];
1905 else if (element == EL_WALL_EMERALD)
1906 Store[x][y] = EL_EMERALD;
1907 else if (element == EL_WALL_DIAMOND)
1908 Store[x][y] = EL_DIAMOND;
1909 else if (element == EL_WALL_BD_DIAMOND)
1910 Store[x][y] = EL_BD_DIAMOND;
1911 else if (element == EL_WALL_EMERALD_YELLOW)
1912 Store[x][y] = EL_EMERALD_YELLOW;
1913 else if (element == EL_WALL_EMERALD_RED)
1914 Store[x][y] = EL_EMERALD_RED;
1915 else if (element == EL_WALL_EMERALD_PURPLE)
1916 Store[x][y] = EL_EMERALD_PURPLE;
1917 else if (element == EL_WALL_PEARL)
1918 Store[x][y] = EL_PEARL;
1919 else if (element == EL_WALL_CRYSTAL)
1920 Store[x][y] = EL_CRYSTAL;
1922 Store[x][y] = EL_EMPTY;
1924 if (x != ex || y != ey ||
1925 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
1926 Store2[x][y] = element;
1928 if (AmoebaNr[x][y] &&
1929 (element == EL_AMOEBA_FULL ||
1930 element == EL_BD_AMOEBA ||
1931 element == EL_AMOEBA_GROWING))
1933 AmoebaCnt[AmoebaNr[x][y]]--;
1934 AmoebaCnt2[AmoebaNr[x][y]]--;
1937 Feld[x][y] = EL_EXPLOSION;
1939 GfxElement[x][y] = center_element;
1941 GfxElement[x][y] = EL_UNDEFINED;
1943 MovDir[x][y] = MovPos[x][y] = 0;
1945 ExplodePhase[x][y] = 1;
1949 if (center_element == EL_YAMYAM)
1950 game.yamyam_content_nr =
1951 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
1962 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
1964 if (phase == first_phase_after_start)
1966 int element = Store2[x][y];
1968 if (element == EL_BLACK_ORB)
1970 Feld[x][y] = Store2[x][y];
1975 else if (phase == half_phase)
1977 int element = Store2[x][y];
1979 if (IS_PLAYER(x, y))
1980 KillHeroUnlessProtected(x, y);
1981 else if (CAN_EXPLODE_BY_FIRE(element))
1983 Feld[x][y] = Store2[x][y];
1987 else if (element == EL_AMOEBA_TO_DIAMOND)
1988 AmoebeUmwandeln(x, y);
1991 if (phase == last_phase)
1995 element = Feld[x][y] = Store[x][y];
1996 Store[x][y] = Store2[x][y] = 0;
1997 GfxElement[x][y] = EL_UNDEFINED;
1999 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
2000 element = Feld[x][y] = Back[x][y];
2003 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = ChangeDelay[x][y] = 0;
2004 InitField(x, y, FALSE);
2005 if (CAN_MOVE(element))
2007 DrawLevelField(x, y);
2009 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
2010 StorePlayer[x][y] = 0;
2012 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2015 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
2017 int stored = Store[x][y];
2018 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
2019 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
2022 int frame = getGraphicAnimationFrame(graphic, phase - delay);
2025 DrawLevelFieldCrumbledSand(x, y);
2027 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
2029 DrawLevelElement(x, y, Back[x][y]);
2030 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
2032 else if (IS_WALKABLE_UNDER(Back[x][y]))
2034 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
2035 DrawLevelElementThruMask(x, y, Back[x][y]);
2037 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
2038 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
2042 void DynaExplode(int ex, int ey)
2045 int dynabomb_size = 1;
2046 boolean dynabomb_xl = FALSE;
2047 struct PlayerInfo *player;
2048 static int xy[4][2] =
2056 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
2058 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER_1_ACTIVE];
2059 dynabomb_size = player->dynabomb_size;
2060 dynabomb_xl = player->dynabomb_xl;
2061 player->dynabombs_left++;
2064 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
2068 for (j=1; j<=dynabomb_size; j++)
2070 int x = ex + j * xy[i % 4][0];
2071 int y = ey + j * xy[i % 4][1];
2074 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
2077 element = Feld[x][y];
2079 /* do not restart explosions of fields with active bombs */
2080 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
2083 Explode(x, y, EX_PHASE_START, EX_BORDER);
2085 if (element != EL_EMPTY &&
2086 element != EL_SAND &&
2087 element != EL_EXPLOSION &&
2094 void Bang(int x, int y)
2096 int element = Feld[x][y];
2098 if (IS_PLAYER(x, y))
2100 struct PlayerInfo *player = PLAYERINFO(x, y);
2102 element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
2103 player->element_nr);
2107 PlaySoundLevelAction(x, y, ACTION_EXPLODING);
2109 if (game.emulation == EMU_SUPAPLEX)
2110 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
2112 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
2116 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
2124 case EL_BD_BUTTERFLY:
2127 case EL_DARK_YAMYAM:
2131 RaiseScoreElement(element);
2132 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2134 case EL_DYNABOMB_PLAYER_1_ACTIVE:
2135 case EL_DYNABOMB_PLAYER_2_ACTIVE:
2136 case EL_DYNABOMB_PLAYER_3_ACTIVE:
2137 case EL_DYNABOMB_PLAYER_4_ACTIVE:
2138 case EL_DYNABOMB_INCREASE_NUMBER:
2139 case EL_DYNABOMB_INCREASE_SIZE:
2140 case EL_DYNABOMB_INCREASE_POWER:
2145 case EL_LAMP_ACTIVE:
2146 if (IS_PLAYER(x, y))
2147 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2149 Explode(x, y, EX_PHASE_START, EX_CENTER);
2152 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2156 CheckTriggeredElementChange(element, CE_OTHER_EXPLODING);
2159 void SplashAcid(int x, int y)
2161 int element = Feld[x][y];
2163 if (element != EL_ACID_SPLASH_LEFT &&
2164 element != EL_ACID_SPLASH_RIGHT)
2166 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
2168 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
2169 (!IN_LEV_FIELD(x-1, y-1) ||
2170 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
2171 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
2173 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
2174 (!IN_LEV_FIELD(x+1, y-1) ||
2175 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
2176 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
2180 static void InitBeltMovement()
2182 static int belt_base_element[4] =
2184 EL_CONVEYOR_BELT_1_LEFT,
2185 EL_CONVEYOR_BELT_2_LEFT,
2186 EL_CONVEYOR_BELT_3_LEFT,
2187 EL_CONVEYOR_BELT_4_LEFT
2189 static int belt_base_active_element[4] =
2191 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2192 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2193 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2194 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2199 /* set frame order for belt animation graphic according to belt direction */
2206 int element = belt_base_active_element[belt_nr] + j;
2207 int graphic = el2img(element);
2209 if (game.belt_dir[i] == MV_LEFT)
2210 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2212 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2216 for(y=0; y<lev_fieldy; y++)
2218 for(x=0; x<lev_fieldx; x++)
2220 int element = Feld[x][y];
2224 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
2226 int e_belt_nr = getBeltNrFromBeltElement(element);
2229 if (e_belt_nr == belt_nr)
2231 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
2233 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
2241 static void ToggleBeltSwitch(int x, int y)
2243 static int belt_base_element[4] =
2245 EL_CONVEYOR_BELT_1_LEFT,
2246 EL_CONVEYOR_BELT_2_LEFT,
2247 EL_CONVEYOR_BELT_3_LEFT,
2248 EL_CONVEYOR_BELT_4_LEFT
2250 static int belt_base_active_element[4] =
2252 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2253 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2254 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2255 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2257 static int belt_base_switch_element[4] =
2259 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
2260 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
2261 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
2262 EL_CONVEYOR_BELT_4_SWITCH_LEFT
2264 static int belt_move_dir[4] =
2272 int element = Feld[x][y];
2273 int belt_nr = getBeltNrFromBeltSwitchElement(element);
2274 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
2275 int belt_dir = belt_move_dir[belt_dir_nr];
2278 if (!IS_BELT_SWITCH(element))
2281 game.belt_dir_nr[belt_nr] = belt_dir_nr;
2282 game.belt_dir[belt_nr] = belt_dir;
2284 if (belt_dir_nr == 3)
2287 /* set frame order for belt animation graphic according to belt direction */
2290 int element = belt_base_active_element[belt_nr] + i;
2291 int graphic = el2img(element);
2293 if (belt_dir == MV_LEFT)
2294 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2296 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2299 for (yy=0; yy<lev_fieldy; yy++)
2301 for (xx=0; xx<lev_fieldx; xx++)
2303 int element = Feld[xx][yy];
2305 if (IS_BELT_SWITCH(element))
2307 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
2309 if (e_belt_nr == belt_nr)
2311 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
2312 DrawLevelField(xx, yy);
2315 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
2317 int e_belt_nr = getBeltNrFromBeltElement(element);
2319 if (e_belt_nr == belt_nr)
2321 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
2323 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
2324 DrawLevelField(xx, yy);
2327 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
2329 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
2331 if (e_belt_nr == belt_nr)
2333 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
2335 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
2336 DrawLevelField(xx, yy);
2343 static void ToggleSwitchgateSwitch(int x, int y)
2347 game.switchgate_pos = !game.switchgate_pos;
2349 for (yy=0; yy<lev_fieldy; yy++)
2351 for (xx=0; xx<lev_fieldx; xx++)
2353 int element = Feld[xx][yy];
2355 if (element == EL_SWITCHGATE_SWITCH_UP ||
2356 element == EL_SWITCHGATE_SWITCH_DOWN)
2358 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2359 DrawLevelField(xx, yy);
2361 else if (element == EL_SWITCHGATE_OPEN ||
2362 element == EL_SWITCHGATE_OPENING)
2364 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2366 PlaySoundLevelAction(xx, yy, ACTION_CLOSING);
2368 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2371 else if (element == EL_SWITCHGATE_CLOSED ||
2372 element == EL_SWITCHGATE_CLOSING)
2374 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2376 PlaySoundLevelAction(xx, yy, ACTION_OPENING);
2378 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2385 static int getInvisibleActiveFromInvisibleElement(int element)
2387 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2388 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2389 EL_INVISIBLE_SAND_ACTIVE);
2392 static int getInvisibleFromInvisibleActiveElement(int element)
2394 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2395 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2399 static void RedrawAllLightSwitchesAndInvisibleElements()
2403 for (y=0; y<lev_fieldy; y++)
2405 for (x=0; x<lev_fieldx; x++)
2407 int element = Feld[x][y];
2409 if (element == EL_LIGHT_SWITCH &&
2410 game.light_time_left > 0)
2412 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2413 DrawLevelField(x, y);
2415 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2416 game.light_time_left == 0)
2418 Feld[x][y] = EL_LIGHT_SWITCH;
2419 DrawLevelField(x, y);
2421 else if (element == EL_INVISIBLE_STEELWALL ||
2422 element == EL_INVISIBLE_WALL ||
2423 element == EL_INVISIBLE_SAND)
2425 if (game.light_time_left > 0)
2426 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2428 DrawLevelField(x, y);
2430 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2431 element == EL_INVISIBLE_WALL_ACTIVE ||
2432 element == EL_INVISIBLE_SAND_ACTIVE)
2434 if (game.light_time_left == 0)
2435 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2437 DrawLevelField(x, y);
2443 static void ToggleLightSwitch(int x, int y)
2445 int element = Feld[x][y];
2447 game.light_time_left =
2448 (element == EL_LIGHT_SWITCH ?
2449 level.time_light * FRAMES_PER_SECOND : 0);
2451 RedrawAllLightSwitchesAndInvisibleElements();
2454 static void ActivateTimegateSwitch(int x, int y)
2458 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2460 for (yy=0; yy<lev_fieldy; yy++)
2462 for (xx=0; xx<lev_fieldx; xx++)
2464 int element = Feld[xx][yy];
2466 if (element == EL_TIMEGATE_CLOSED ||
2467 element == EL_TIMEGATE_CLOSING)
2469 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2470 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2474 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2476 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2477 DrawLevelField(xx, yy);
2484 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2487 void Impact(int x, int y)
2489 boolean lastline = (y == lev_fieldy-1);
2490 boolean object_hit = FALSE;
2491 boolean impact = (lastline || object_hit);
2492 int element = Feld[x][y];
2493 int smashed = EL_UNDEFINED;
2495 if (!lastline) /* check if element below was hit */
2497 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
2500 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
2501 MovDir[x][y + 1] != MV_DOWN ||
2502 MovPos[x][y + 1] <= TILEY / 2));
2504 smashed = MovingOrBlocked2Element(x, y + 1);
2506 impact = (lastline || object_hit);
2509 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2517 ResetGfxAnimation(x, y);
2518 DrawLevelField(x, y);
2521 if (impact && CAN_EXPLODE_IMPACT(element))
2526 else if (impact && element == EL_PEARL)
2528 Feld[x][y] = EL_PEARL_BREAKING;
2529 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2532 else if (impact && CAN_CHANGE(element) &&
2533 HAS_CHANGE_EVENT(element, CE_IMPACT))
2535 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2537 ChangeElementDoIt(x, y, element_info[element].change.successor);
2542 if (impact && element == EL_AMOEBA_DROP)
2544 if (object_hit && IS_PLAYER(x, y + 1))
2545 KillHeroUnlessProtected(x, y + 1);
2546 else if (object_hit && smashed == EL_PENGUIN)
2550 Feld[x][y] = EL_AMOEBA_GROWING;
2551 Store[x][y] = EL_AMOEBA_WET;
2553 ResetRandomAnimationValue(x, y);
2558 if (object_hit) /* check which object was hit */
2560 if (CAN_PASS_MAGIC_WALL(element) &&
2561 (smashed == EL_MAGIC_WALL ||
2562 smashed == EL_BD_MAGIC_WALL))
2565 int activated_magic_wall =
2566 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2567 EL_BD_MAGIC_WALL_ACTIVE);
2569 /* activate magic wall / mill */
2570 for (yy=0; yy<lev_fieldy; yy++)
2571 for (xx=0; xx<lev_fieldx; xx++)
2572 if (Feld[xx][yy] == smashed)
2573 Feld[xx][yy] = activated_magic_wall;
2575 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2576 game.magic_wall_active = TRUE;
2578 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2579 SND_MAGIC_WALL_ACTIVATING :
2580 SND_BD_MAGIC_WALL_ACTIVATING));
2583 if (IS_PLAYER(x, y + 1))
2585 if (CAN_SMASH_PLAYER(element))
2587 KillHeroUnlessProtected(x, y + 1);
2591 else if (smashed == EL_PENGUIN)
2593 if (CAN_SMASH_PLAYER(element))
2599 else if (element == EL_BD_DIAMOND)
2601 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2607 else if ((element == EL_SP_INFOTRON ||
2608 element == EL_SP_ZONK) &&
2609 (smashed == EL_SP_SNIKSNAK ||
2610 smashed == EL_SP_ELECTRON ||
2611 smashed == EL_SP_DISK_ORANGE))
2616 else if (CAN_SMASH_EVERYTHING(element))
2618 if (IS_CLASSIC_ENEMY(smashed) ||
2619 CAN_EXPLODE_SMASHED(smashed))
2624 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
2626 if (smashed == EL_LAMP ||
2627 smashed == EL_LAMP_ACTIVE)
2632 else if (smashed == EL_NUT)
2634 Feld[x][y + 1] = EL_NUT_BREAKING;
2635 PlaySoundLevel(x, y, SND_NUT_BREAKING);
2636 RaiseScoreElement(EL_NUT);
2639 else if (smashed == EL_PEARL)
2641 Feld[x][y + 1] = EL_PEARL_BREAKING;
2642 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2645 else if (smashed == EL_DIAMOND)
2647 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
2648 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2651 else if (IS_BELT_SWITCH(smashed))
2653 ToggleBeltSwitch(x, y + 1);
2655 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
2656 smashed == EL_SWITCHGATE_SWITCH_DOWN)
2658 ToggleSwitchgateSwitch(x, y + 1);
2660 else if (smashed == EL_LIGHT_SWITCH ||
2661 smashed == EL_LIGHT_SWITCH_ACTIVE)
2663 ToggleLightSwitch(x, y + 1);
2665 else if (CAN_CHANGE(smashed) &&
2666 HAS_CHANGE_EVENT(smashed, CE_SMASHED))
2668 ChangeElementDoIt(x, y + 1, element_info[smashed].change.successor);
2674 /* play sound of magic wall / mill */
2676 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
2677 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
2679 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
2680 PlaySoundLevel(x, y, SND_MAGIC_WALL_FILLING);
2681 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
2682 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_FILLING);
2687 /* play sound of object that hits the ground */
2688 if (lastline || object_hit)
2689 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2692 void TurnRound(int x, int y)
2704 { 0, 0 }, { 0, 0 }, { 0, 0 },
2709 int left, right, back;
2713 { MV_DOWN, MV_UP, MV_RIGHT },
2714 { MV_UP, MV_DOWN, MV_LEFT },
2716 { MV_LEFT, MV_RIGHT, MV_DOWN },
2720 { MV_RIGHT, MV_LEFT, MV_UP }
2723 int element = Feld[x][y];
2724 int old_move_dir = MovDir[x][y];
2725 int left_dir = turn[old_move_dir].left;
2726 int right_dir = turn[old_move_dir].right;
2727 int back_dir = turn[old_move_dir].back;
2729 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2730 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2731 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2732 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2734 int left_x = x + left_dx, left_y = y + left_dy;
2735 int right_x = x + right_dx, right_y = y + right_dy;
2736 int move_x = x + move_dx, move_y = y + move_dy;
2740 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2742 TestIfBadThingTouchesOtherBadThing(x, y);
2744 if (ENEMY_CAN_ENTER_FIELD(right_x, right_y))
2745 MovDir[x][y] = right_dir;
2746 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
2747 MovDir[x][y] = left_dir;
2749 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
2751 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2754 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2755 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2757 TestIfBadThingTouchesOtherBadThing(x, y);
2759 if (ENEMY_CAN_ENTER_FIELD(left_x, left_y))
2760 MovDir[x][y] = left_dir;
2761 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
2762 MovDir[x][y] = right_dir;
2764 if ((element == EL_SPACESHIP ||
2765 element == EL_SP_SNIKSNAK ||
2766 element == EL_SP_ELECTRON)
2767 && MovDir[x][y] != old_move_dir)
2769 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
2772 else if (element == EL_YAMYAM)
2774 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
2775 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
2777 if (can_turn_left && can_turn_right)
2778 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2779 else if (can_turn_left)
2780 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2781 else if (can_turn_right)
2782 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2784 MovDir[x][y] = back_dir;
2786 MovDelay[x][y] = 16 + 16 * RND(3);
2788 else if (element == EL_DARK_YAMYAM)
2790 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
2791 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
2793 if (can_turn_left && can_turn_right)
2794 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2795 else if (can_turn_left)
2796 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2797 else if (can_turn_right)
2798 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2800 MovDir[x][y] = back_dir;
2802 MovDelay[x][y] = 16 + 16 * RND(3);
2804 else if (element == EL_PACMAN)
2806 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(left_x, left_y);
2807 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(right_x, right_y);
2809 if (can_turn_left && can_turn_right)
2810 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2811 else if (can_turn_left)
2812 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2813 else if (can_turn_right)
2814 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2816 MovDir[x][y] = back_dir;
2818 MovDelay[x][y] = 6 + RND(40);
2820 else if (element == EL_PIG)
2822 boolean can_turn_left = PIG_CAN_ENTER_FIELD(left_x, left_y);
2823 boolean can_turn_right = PIG_CAN_ENTER_FIELD(right_x, right_y);
2824 boolean can_move_on = PIG_CAN_ENTER_FIELD(move_x, move_y);
2825 boolean should_turn_left, should_turn_right, should_move_on;
2827 int rnd = RND(rnd_value);
2829 should_turn_left = (can_turn_left &&
2831 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
2832 y + back_dy + left_dy)));
2833 should_turn_right = (can_turn_right &&
2835 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
2836 y + back_dy + right_dy)));
2837 should_move_on = (can_move_on &&
2840 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
2841 y + move_dy + left_dy) ||
2842 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
2843 y + move_dy + right_dy)));
2845 if (should_turn_left || should_turn_right || should_move_on)
2847 if (should_turn_left && should_turn_right && should_move_on)
2848 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
2849 rnd < 2 * rnd_value / 3 ? right_dir :
2851 else if (should_turn_left && should_turn_right)
2852 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
2853 else if (should_turn_left && should_move_on)
2854 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
2855 else if (should_turn_right && should_move_on)
2856 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
2857 else if (should_turn_left)
2858 MovDir[x][y] = left_dir;
2859 else if (should_turn_right)
2860 MovDir[x][y] = right_dir;
2861 else if (should_move_on)
2862 MovDir[x][y] = old_move_dir;
2864 else if (can_move_on && rnd > rnd_value / 8)
2865 MovDir[x][y] = old_move_dir;
2866 else if (can_turn_left && can_turn_right)
2867 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
2868 else if (can_turn_left && rnd > rnd_value / 8)
2869 MovDir[x][y] = left_dir;
2870 else if (can_turn_right && rnd > rnd_value/8)
2871 MovDir[x][y] = right_dir;
2873 MovDir[x][y] = back_dir;
2875 xx = x + move_xy[MovDir[x][y]].x;
2876 yy = y + move_xy[MovDir[x][y]].y;
2878 if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy]))
2879 MovDir[x][y] = old_move_dir;
2883 else if (element == EL_DRAGON)
2885 boolean can_turn_left = IN_LEV_FIELD_AND_IS_FREE(left_x, left_y);
2886 boolean can_turn_right = IN_LEV_FIELD_AND_IS_FREE(right_x, right_y);
2887 boolean can_move_on = IN_LEV_FIELD_AND_IS_FREE(move_x, move_y);
2889 int rnd = RND(rnd_value);
2891 if (can_move_on && rnd > rnd_value / 8)
2892 MovDir[x][y] = old_move_dir;
2893 else if (can_turn_left && can_turn_right)
2894 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
2895 else if (can_turn_left && rnd > rnd_value / 8)
2896 MovDir[x][y] = left_dir;
2897 else if (can_turn_right && rnd > rnd_value / 8)
2898 MovDir[x][y] = right_dir;
2900 MovDir[x][y] = back_dir;
2902 xx = x + move_xy[MovDir[x][y]].x;
2903 yy = y + move_xy[MovDir[x][y]].y;
2905 if (!IS_FREE(xx, yy))
2906 MovDir[x][y] = old_move_dir;
2910 else if (element == EL_MOLE)
2912 boolean can_move_on =
2913 (MOLE_CAN_ENTER_FIELD(move_x, move_y,
2914 IS_AMOEBOID(Feld[move_x][move_y]) ||
2915 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
2918 boolean can_turn_left =
2919 (MOLE_CAN_ENTER_FIELD(left_x, left_y,
2920 IS_AMOEBOID(Feld[left_x][left_y])));
2922 boolean can_turn_right =
2923 (MOLE_CAN_ENTER_FIELD(right_x, right_y,
2924 IS_AMOEBOID(Feld[right_x][right_y])));
2926 if (can_turn_left && can_turn_right)
2927 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2928 else if (can_turn_left)
2929 MovDir[x][y] = left_dir;
2931 MovDir[x][y] = right_dir;
2934 if (MovDir[x][y] != old_move_dir)
2937 else if (element == EL_BALLOON)
2939 MovDir[x][y] = game.balloon_dir;
2942 else if (element == EL_SPRING)
2944 if (MovDir[x][y] & MV_HORIZONTAL &&
2945 (!IN_LEV_FIELD_AND_IS_FREE(move_x, move_y) ||
2946 IN_LEV_FIELD_AND_IS_FREE(x, y + 1)))
2947 MovDir[x][y] = MV_NO_MOVING;
2951 else if (element == EL_ROBOT ||
2952 element == EL_SATELLITE ||
2953 element == EL_PENGUIN)
2955 int attr_x = -1, attr_y = -1;
2966 for (i=0; i<MAX_PLAYERS; i++)
2968 struct PlayerInfo *player = &stored_player[i];
2969 int jx = player->jx, jy = player->jy;
2971 if (!player->active)
2975 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
2983 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
2989 if (element == EL_PENGUIN)
2992 static int xy[4][2] =
3002 int ex = x + xy[i % 4][0];
3003 int ey = y + xy[i % 4][1];
3005 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
3014 MovDir[x][y] = MV_NO_MOVING;
3016 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
3017 else if (attr_x > x)
3018 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
3020 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
3021 else if (attr_y > y)
3022 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
3024 if (element == EL_ROBOT)
3028 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3029 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
3030 Moving2Blocked(x, y, &newx, &newy);
3032 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
3033 MovDelay[x][y] = 8 + 8 * !RND(3);
3035 MovDelay[x][y] = 16;
3037 else if (element == EL_PENGUIN)
3043 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3045 boolean first_horiz = RND(2);
3046 int new_move_dir = MovDir[x][y];
3049 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3050 Moving2Blocked(x, y, &newx, &newy);
3052 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
3056 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3057 Moving2Blocked(x, y, &newx, &newy);
3059 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
3062 MovDir[x][y] = old_move_dir;
3066 else /* (element == EL_SATELLITE) */
3072 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3074 boolean first_horiz = RND(2);
3075 int new_move_dir = MovDir[x][y];
3078 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3079 Moving2Blocked(x, y, &newx, &newy);
3081 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
3085 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3086 Moving2Blocked(x, y, &newx, &newy);
3088 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
3091 MovDir[x][y] = old_move_dir;
3096 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
3097 element_info[element].move_pattern == MV_TURNING_LEFT ||
3098 element_info[element].move_pattern == MV_TURNING_RIGHT)
3100 boolean can_turn_left = ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
3101 boolean can_turn_right = ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
3103 if (element_info[element].move_pattern == MV_TURNING_LEFT)
3104 MovDir[x][y] = left_dir;
3105 else if (element_info[element].move_pattern == MV_TURNING_RIGHT)
3106 MovDir[x][y] = right_dir;
3107 else if (can_turn_left && can_turn_right)
3108 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3109 else if (can_turn_left)
3110 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3111 else if (can_turn_right)
3112 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3114 MovDir[x][y] = back_dir;
3116 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3118 else if (element_info[element].move_pattern == MV_HORIZONTAL ||
3119 element_info[element].move_pattern == MV_VERTICAL)
3121 if (element_info[element].move_pattern & old_move_dir)
3122 MovDir[x][y] = back_dir;
3123 else if (element_info[element].move_pattern == MV_HORIZONTAL)
3124 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
3125 else if (element_info[element].move_pattern == MV_VERTICAL)
3126 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
3128 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3130 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
3132 MovDir[x][y] = element_info[element].move_pattern;
3133 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3135 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE)
3137 if (ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
3138 MovDir[x][y] = left_dir;
3139 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3140 MovDir[x][y] = right_dir;
3142 if (MovDir[x][y] != old_move_dir)
3143 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3145 else if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
3147 if (ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
3148 MovDir[x][y] = right_dir;
3149 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3150 MovDir[x][y] = left_dir;
3152 if (MovDir[x][y] != old_move_dir)
3153 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3155 else if (element_info[element].move_pattern == MV_TOWARDS_PLAYER ||
3156 element_info[element].move_pattern == MV_AWAY_FROM_PLAYER)
3158 int attr_x = -1, attr_y = -1;
3161 (element_info[element].move_pattern == MV_AWAY_FROM_PLAYER);
3172 for (i=0; i<MAX_PLAYERS; i++)
3174 struct PlayerInfo *player = &stored_player[i];
3175 int jx = player->jx, jy = player->jy;
3177 if (!player->active)
3181 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
3189 MovDir[x][y] = MV_NO_MOVING;
3191 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
3192 else if (attr_x > x)
3193 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
3195 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
3196 else if (attr_y > y)
3197 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
3199 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3201 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3203 boolean first_horiz = RND(2);
3204 int new_move_dir = MovDir[x][y];
3207 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3208 Moving2Blocked(x, y, &newx, &newy);
3210 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
3214 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3215 Moving2Blocked(x, y, &newx, &newy);
3217 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
3220 MovDir[x][y] = old_move_dir;
3225 static boolean JustBeingPushed(int x, int y)
3229 for (i=0; i<MAX_PLAYERS; i++)
3231 struct PlayerInfo *player = &stored_player[i];
3233 if (player->active && player->Pushing && player->MovPos)
3235 int next_jx = player->jx + (player->jx - player->last_jx);
3236 int next_jy = player->jy + (player->jy - player->last_jy);
3238 if (x == next_jx && y == next_jy)
3246 void StartMoving(int x, int y)
3248 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
3249 boolean started_moving = FALSE; /* some elements can fall _and_ move */
3250 int element = Feld[x][y];
3255 GfxAction[x][y] = ACTION_DEFAULT;
3257 if (CAN_FALL(element) && y < lev_fieldy - 1)
3259 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
3260 if (JustBeingPushed(x, y))
3263 if (element == EL_QUICKSAND_FULL)
3265 if (IS_FREE(x, y + 1))
3267 InitMovingField(x, y, MV_DOWN);
3268 started_moving = TRUE;
3270 Feld[x][y] = EL_QUICKSAND_EMPTYING;
3271 Store[x][y] = EL_ROCK;
3273 PlaySoundLevelAction(x, y, ACTION_EMPTYING);
3275 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
3278 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3280 if (!MovDelay[x][y])
3281 MovDelay[x][y] = TILEY + 1;
3290 Feld[x][y] = EL_QUICKSAND_EMPTY;
3291 Feld[x][y + 1] = EL_QUICKSAND_FULL;
3292 Store[x][y + 1] = Store[x][y];
3295 PlaySoundLevelAction(x, y, ACTION_FILLING);
3297 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3301 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
3302 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3304 InitMovingField(x, y, MV_DOWN);
3305 started_moving = TRUE;
3307 Feld[x][y] = EL_QUICKSAND_FILLING;
3308 Store[x][y] = element;
3310 PlaySoundLevelAction(x, y, ACTION_FILLING);
3312 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3315 else if (element == EL_MAGIC_WALL_FULL)
3317 if (IS_FREE(x, y + 1))
3319 InitMovingField(x, y, MV_DOWN);
3320 started_moving = TRUE;
3322 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
3323 Store[x][y] = EL_CHANGED(Store[x][y]);
3325 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3327 if (!MovDelay[x][y])
3328 MovDelay[x][y] = TILEY/4 + 1;
3337 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
3338 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
3339 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
3343 else if (element == EL_BD_MAGIC_WALL_FULL)
3345 if (IS_FREE(x, y + 1))
3347 InitMovingField(x, y, MV_DOWN);
3348 started_moving = TRUE;
3350 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
3351 Store[x][y] = EL_CHANGED2(Store[x][y]);
3353 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3355 if (!MovDelay[x][y])
3356 MovDelay[x][y] = TILEY/4 + 1;
3365 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
3366 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
3367 Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
3371 else if (CAN_PASS_MAGIC_WALL(element) &&
3372 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3373 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3375 InitMovingField(x, y, MV_DOWN);
3376 started_moving = TRUE;
3379 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
3380 EL_BD_MAGIC_WALL_FILLING);
3381 Store[x][y] = element;
3384 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID)
3386 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
3391 InitMovingField(x, y, MV_DOWN);
3392 started_moving = TRUE;
3394 Store[x][y] = EL_ACID;
3396 /* !!! TEST !!! better use "_FALLING" etc. !!! */
3397 GfxAction[x][y + 1] = ACTION_ACTIVE;
3402 else if (game.engine_version < RELEASE_IDENT(2,2,0,7) &&
3403 CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3404 JustStopped[x][y] && !Pushed[x][y + 1])
3406 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3410 /* calling "Impact()" here is not only completely unneccessary
3411 (because it already gets called from "ContinueMoving()" in
3412 all relevant situations), but also completely bullshit, because
3413 "JustStopped" also indicates a finished *horizontal* movement;
3414 we must keep this trash for backwards compatibility with older
3420 else if (IS_FREE(x, y + 1) && element == EL_SPRING && use_spring_bug)
3422 if (MovDir[x][y] == MV_NO_MOVING)
3424 InitMovingField(x, y, MV_DOWN);
3425 started_moving = TRUE;
3428 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
3430 if (JustStopped[x][y]) /* prevent animation from being restarted */
3431 MovDir[x][y] = MV_DOWN;
3433 InitMovingField(x, y, MV_DOWN);
3434 started_moving = TRUE;
3436 else if (element == EL_AMOEBA_DROP)
3438 Feld[x][y] = EL_AMOEBA_GROWING;
3439 Store[x][y] = EL_AMOEBA_WET;
3441 /* Store[x][y + 1] must be zero, because:
3442 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY
3445 #if OLD_GAME_BEHAVIOUR
3446 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1])
3448 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] &&
3449 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3450 element != EL_DX_SUPABOMB)
3453 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
3454 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
3455 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3456 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
3459 boolean left = (x>0 && IS_FREE(x-1, y) &&
3460 (IS_FREE(x-1, y + 1) || Feld[x-1][y + 1] == EL_ACID));
3461 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
3462 (IS_FREE(x+1, y + 1) || Feld[x+1][y + 1] == EL_ACID));
3466 if (left && right &&
3467 (game.emulation != EMU_BOULDERDASH &&
3468 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
3469 left = !(right = RND(2));
3471 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
3472 started_moving = TRUE;
3475 if (element == EL_BOMB)
3476 printf("::: SLIP DOWN [%d]\n", FrameCounter);
3480 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
3482 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
3483 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
3484 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
3485 int belt_dir = game.belt_dir[belt_nr];
3487 if ((belt_dir == MV_LEFT && left_is_free) ||
3488 (belt_dir == MV_RIGHT && right_is_free))
3490 InitMovingField(x, y, belt_dir);
3491 started_moving = TRUE;
3493 GfxAction[x][y] = ACTION_DEFAULT;
3498 /* not "else if" because of elements that can fall and move (EL_SPRING) */
3499 if (CAN_MOVE(element) && !started_moving)
3503 if ((element == EL_SATELLITE ||
3504 element == EL_BALLOON ||
3505 element == EL_SPRING)
3506 && JustBeingPushed(x, y))
3511 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
3512 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
3514 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
3516 Moving2Blocked(x, y, &newx, &newy);
3517 if (Feld[newx][newy] == EL_BLOCKED)
3518 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
3523 if (!MovDelay[x][y]) /* start new movement phase */
3525 /* all objects that can change their move direction after each step
3526 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
3528 if (element != EL_YAMYAM &&
3529 element != EL_DARK_YAMYAM &&
3530 element != EL_PACMAN &&
3531 !(element_info[element].move_pattern & MV_ANY_DIRECTION) &&
3532 element_info[element].move_pattern != MV_TURNING_LEFT &&
3533 element_info[element].move_pattern != MV_TURNING_RIGHT)
3537 if (MovDelay[x][y] && (element == EL_BUG ||
3538 element == EL_SPACESHIP ||
3539 element == EL_SP_SNIKSNAK ||
3540 element == EL_SP_ELECTRON ||
3541 element == EL_MOLE))
3542 DrawLevelField(x, y);
3546 if (MovDelay[x][y]) /* wait some time before next movement */
3551 if (element == EL_YAMYAM)
3554 el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT));
3555 DrawLevelElementAnimation(x, y, element);
3559 if (MovDelay[x][y]) /* element still has to wait some time */
3562 /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
3563 ResetGfxAnimation(x, y);
3565 GfxAction[x][y] = ACTION_WAITING;
3568 if (element == EL_ROBOT ||
3570 element == EL_PACMAN ||
3572 element == EL_YAMYAM ||
3573 element == EL_DARK_YAMYAM)
3576 DrawLevelElementAnimation(x, y, element);
3578 DrawLevelElementAnimationIfNeeded(x, y, element);
3580 PlaySoundLevelAction(x, y, ACTION_WAITING);
3582 else if (element == EL_SP_ELECTRON)
3583 DrawLevelElementAnimationIfNeeded(x, y, element);
3584 else if (element == EL_DRAGON)
3587 int dir = MovDir[x][y];
3588 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
3589 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
3590 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
3591 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
3592 dir == MV_UP ? IMG_FLAMES_1_UP :
3593 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
3594 int frame = getGraphicAnimationFrame(graphic, -1);
3596 for (i=1; i<=3; i++)
3598 int xx = x + i*dx, yy = y + i*dy;
3599 int sx = SCREENX(xx), sy = SCREENY(yy);
3600 int flame_graphic = graphic + (i - 1);
3602 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
3607 int flamed = MovingOrBlocked2Element(xx, yy);
3609 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_FIRE(flamed))
3612 RemoveMovingField(xx, yy);
3614 Feld[xx][yy] = EL_FLAMES;
3615 if (IN_SCR_FIELD(sx, sy))
3616 DrawGraphic(sx, sy, flame_graphic, frame);
3620 if (Feld[xx][yy] == EL_FLAMES)
3621 Feld[xx][yy] = EL_EMPTY;
3622 DrawLevelField(xx, yy);
3627 if (MovDelay[x][y]) /* element still has to wait some time */
3629 PlaySoundLevelAction(x, y, ACTION_WAITING);
3634 GfxAction[x][y] = ACTION_MOVING;
3637 /* now make next step */
3639 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
3641 if (DONT_COLLIDE_WITH(element) && IS_PLAYER(newx, newy) &&
3642 !PLAYER_PROTECTED(newx, newy))
3645 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
3648 /* player killed by element which is deadly when colliding with */
3650 KillHero(PLAYERINFO(newx, newy));
3655 else if ((element == EL_PENGUIN ||
3656 element == EL_ROBOT ||
3657 element == EL_SATELLITE ||
3658 element == EL_BALLOON ||
3659 IS_CUSTOM_ELEMENT(element)) &&
3660 IN_LEV_FIELD(newx, newy) &&
3661 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
3664 Store[x][y] = EL_ACID;
3666 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
3668 if (Feld[newx][newy] == EL_EXIT_OPEN)
3670 Feld[x][y] = EL_EMPTY;
3671 DrawLevelField(x, y);
3673 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING);
3674 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
3675 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
3677 local_player->friends_still_needed--;
3678 if (!local_player->friends_still_needed &&
3679 !local_player->GameOver && AllPlayersGone)
3680 local_player->LevelSolved = local_player->GameOver = TRUE;
3684 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
3686 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
3687 DrawLevelField(newx, newy);
3689 MovDir[x][y] = MV_NO_MOVING;
3691 else if (!IS_FREE(newx, newy))
3693 GfxAction[x][y] = ACTION_WAITING;
3695 if (IS_PLAYER(x, y))
3696 DrawPlayerField(x, y);
3698 DrawLevelField(x, y);
3702 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
3704 if (IS_FOOD_PIG(Feld[newx][newy]))
3706 if (IS_MOVING(newx, newy))
3707 RemoveMovingField(newx, newy);
3710 Feld[newx][newy] = EL_EMPTY;
3711 DrawLevelField(newx, newy);
3714 PlaySoundLevel(x, y, SND_PIG_DIGGING);
3716 else if (!IS_FREE(newx, newy))
3718 if (IS_PLAYER(x, y))
3719 DrawPlayerField(x, y);
3721 DrawLevelField(x, y);
3725 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
3727 if (!IS_FREE(newx, newy))
3729 if (IS_PLAYER(x, y))
3730 DrawPlayerField(x, y);
3732 DrawLevelField(x, y);
3737 boolean wanna_flame = !RND(10);
3738 int dx = newx - x, dy = newy - y;
3739 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3740 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3741 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3742 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
3743 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3744 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
3747 IS_CLASSIC_ENEMY(element1) ||
3748 IS_CLASSIC_ENEMY(element2)) &&
3749 element1 != EL_DRAGON && element2 != EL_DRAGON &&
3750 element1 != EL_FLAMES && element2 != EL_FLAMES)
3752 if (IS_PLAYER(x, y))
3753 DrawPlayerField(x, y);
3755 DrawLevelField(x, y);
3757 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3759 MovDelay[x][y] = 50;
3760 Feld[newx][newy] = EL_FLAMES;
3761 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
3762 Feld[newx1][newy1] = EL_FLAMES;
3763 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
3764 Feld[newx2][newy2] = EL_FLAMES;
3769 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3770 Feld[newx][newy] == EL_DIAMOND)
3772 if (IS_MOVING(newx, newy))
3773 RemoveMovingField(newx, newy);
3776 Feld[newx][newy] = EL_EMPTY;
3777 DrawLevelField(newx, newy);
3780 PlaySoundLevel(x, y, SND_YAMYAM_DIGGING);
3782 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3783 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
3785 if (AmoebaNr[newx][newy])
3787 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3788 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3789 Feld[newx][newy] == EL_BD_AMOEBA)
3790 AmoebaCnt[AmoebaNr[newx][newy]]--;
3793 if (IS_MOVING(newx, newy))
3794 RemoveMovingField(newx, newy);
3797 Feld[newx][newy] = EL_EMPTY;
3798 DrawLevelField(newx, newy);
3801 PlaySoundLevel(x, y, SND_DARK_YAMYAM_DIGGING);
3803 else if ((element == EL_PACMAN || element == EL_MOLE)
3804 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3806 if (AmoebaNr[newx][newy])
3808 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3809 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3810 Feld[newx][newy] == EL_BD_AMOEBA)
3811 AmoebaCnt[AmoebaNr[newx][newy]]--;
3814 if (element == EL_MOLE)
3816 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
3817 PlaySoundLevel(x, y, SND_MOLE_DIGGING);
3818 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
3819 return; /* wait for shrinking amoeba */
3821 else /* element == EL_PACMAN */
3823 Feld[newx][newy] = EL_EMPTY;
3824 DrawLevelField(newx, newy);
3825 PlaySoundLevel(x, y, SND_PACMAN_DIGGING);
3828 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
3829 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
3830 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
3832 /* wait for shrinking amoeba to completely disappear */
3835 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3837 /* object was running against a wall */
3842 DrawLevelElementAnimation(x, y, element);
3844 if (element == EL_BUG ||
3845 element == EL_SPACESHIP ||
3846 element == EL_SP_SNIKSNAK)
3847 DrawLevelField(x, y);
3848 else if (element == EL_MOLE)
3849 DrawLevelField(x, y);
3850 else if (element == EL_BD_BUTTERFLY ||
3851 element == EL_BD_FIREFLY)
3852 DrawLevelElementAnimationIfNeeded(x, y, element);
3853 else if (element == EL_SATELLITE)
3854 DrawLevelElementAnimationIfNeeded(x, y, element);
3855 else if (element == EL_SP_ELECTRON)
3856 DrawLevelElementAnimationIfNeeded(x, y, element);
3859 if (DONT_TOUCH(element))
3860 TestIfBadThingTouchesHero(x, y);
3863 PlaySoundLevelAction(x, y, ACTION_WAITING);
3869 InitMovingField(x, y, MovDir[x][y]);
3871 PlaySoundLevelAction(x, y, ACTION_MOVING);
3875 ContinueMoving(x, y);
3878 void ContinueMoving(int x, int y)
3880 int element = Feld[x][y];
3881 int direction = MovDir[x][y];
3882 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3883 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3884 int horiz_move = (dx != 0);
3885 int newx = x + dx, newy = y + dy;
3886 int step = (horiz_move ? dx : dy) * TILEX / MOVE_DELAY_NORMAL_SPEED;
3888 boolean pushed = Pushed[x][y];
3890 struct PlayerInfo *player = (IS_PLAYER(x, y) ? PLAYERINFO(x, y) : NULL);
3892 boolean pushing = (player != NULL && player->Pushing && player->MovPos != 0);
3894 boolean pushing = (player != NULL && player->Pushing && player->is_moving);
3899 if (player && player->is_moving && player->MovPos == 0)
3900 printf("::: !!!\n");
3903 if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DROPPING)
3905 else if (element == EL_QUICKSAND_FILLING ||
3906 element == EL_QUICKSAND_EMPTYING)
3908 else if (element == EL_MAGIC_WALL_FILLING ||
3909 element == EL_BD_MAGIC_WALL_FILLING ||
3910 element == EL_MAGIC_WALL_EMPTYING ||
3911 element == EL_BD_MAGIC_WALL_EMPTYING)
3913 else if (CAN_FALL(element) && horiz_move &&
3914 y < lev_fieldy-1 && IS_BELT_ACTIVE(Feld[x][y+1]))
3916 else if (element == EL_SPRING && horiz_move)
3918 else if (IS_CUSTOM_ELEMENT(element))
3919 step = SIGN(step) * element_info[element].move_stepsize;
3921 #if OLD_GAME_BEHAVIOUR
3922 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3926 MovPos[x][y] += step;
3930 if (pushed) /* special case: moving object pushed by player */
3932 if (pushing) /* special case: moving object pushed by player */
3935 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
3937 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->GfxPos));
3942 if (element == EL_SPRING)
3943 printf("::: spring moves %d [%d: %d, %d, %d/%d]\n",
3946 (player?player->Pushing:-42),
3947 (player?player->is_moving:-42),
3948 (player?player->MovPos:-42),
3949 (player?player->GfxPos:-42));
3952 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
3954 Feld[x][y] = EL_EMPTY;
3955 Feld[newx][newy] = element;
3956 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
3958 if (element == EL_MOLE)
3961 static int xy[4][2] =
3969 Feld[x][y] = EL_SAND;
3970 DrawLevelField(x, y);
3979 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND)
3980 DrawLevelField(xx, yy); /* for "crumbled sand" */
3984 if (element == EL_QUICKSAND_FILLING)
3986 element = Feld[newx][newy] = get_next_element(element);
3987 Store[newx][newy] = Store[x][y];
3989 else if (element == EL_QUICKSAND_EMPTYING)
3991 Feld[x][y] = get_next_element(element);
3992 element = Feld[newx][newy] = Store[x][y];
3994 else if (element == EL_MAGIC_WALL_FILLING)
3996 element = Feld[newx][newy] = get_next_element(element);
3997 if (!game.magic_wall_active)
3998 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3999 Store[newx][newy] = Store[x][y];
4001 else if (element == EL_MAGIC_WALL_EMPTYING)
4003 Feld[x][y] = get_next_element(element);
4004 if (!game.magic_wall_active)
4005 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4006 element = Feld[newx][newy] = Store[x][y];
4008 else if (element == EL_BD_MAGIC_WALL_FILLING)
4010 element = Feld[newx][newy] = get_next_element(element);
4011 if (!game.magic_wall_active)
4012 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
4013 Store[newx][newy] = Store[x][y];
4015 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
4017 Feld[x][y] = get_next_element(element);
4018 if (!game.magic_wall_active)
4019 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
4020 element = Feld[newx][newy] = Store[x][y];
4022 else if (element == EL_AMOEBA_DROPPING)
4024 Feld[x][y] = get_next_element(element);
4025 element = Feld[newx][newy] = Store[x][y];
4027 else if (element == EL_SOKOBAN_OBJECT)
4030 Feld[x][y] = Back[x][y];
4032 if (Back[newx][newy])
4033 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
4035 Back[x][y] = Back[newx][newy] = 0;
4037 else if (Store[x][y] == EL_ACID)
4039 element = Feld[newx][newy] = EL_ACID;
4043 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
4044 MovDelay[newx][newy] = 0;
4046 /* copy element change control values to new field */
4047 ChangeDelay[newx][newy] = ChangeDelay[x][y];
4049 /* copy animation control values to new field */
4050 GfxFrame[newx][newy] = GfxFrame[x][y];
4051 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
4052 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
4054 Pushed[x][y] = Pushed[newx][newy] = FALSE;
4056 ResetGfxAnimation(x, y); /* reset animation values for old field */
4060 /* 2.1.1 (does not work correctly for spring) */
4061 if (!CAN_MOVE(element))
4062 MovDir[newx][newy] = 0;
4066 /* (does not work for falling objects that slide horizontally) */
4067 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
4068 MovDir[newx][newy] = 0;
4071 if (!CAN_MOVE(element) ||
4072 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
4073 MovDir[newx][newy] = 0;
4076 if (!CAN_MOVE(element) ||
4077 (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN))
4078 MovDir[newx][newy] = 0;
4084 DrawLevelField(x, y);
4085 DrawLevelField(newx, newy);
4088 if (game.engine_version >= RELEASE_IDENT(2,2,0,7) || !pushing)
4090 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
4092 if (!pushed) /* special case: moving object pushed by player */
4094 JustStopped[newx][newy] = 3;
4096 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
4098 TestIfBadThingTouchesHero(newx, newy);
4099 TestIfBadThingTouchesFriend(newx, newy);
4100 TestIfBadThingTouchesOtherBadThing(newx, newy);
4102 else if (element == EL_PENGUIN)
4103 TestIfFriendTouchesBadThing(newx, newy);
4106 if (CAN_FALL(element) && direction == MV_DOWN &&
4107 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
4110 if (CAN_SMASH(element) && direction == MV_DOWN &&
4111 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
4115 else /* still moving on */
4117 DrawLevelField(x, y);
4121 int AmoebeNachbarNr(int ax, int ay)
4124 int element = Feld[ax][ay];
4126 static int xy[4][2] =
4136 int x = ax + xy[i][0];
4137 int y = ay + xy[i][1];
4139 if (!IN_LEV_FIELD(x, y))
4142 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
4143 group_nr = AmoebaNr[x][y];
4149 void AmoebenVereinigen(int ax, int ay)
4151 int i, x, y, xx, yy;
4152 int new_group_nr = AmoebaNr[ax][ay];
4153 static int xy[4][2] =
4161 if (new_group_nr == 0)
4169 if (!IN_LEV_FIELD(x, y))
4172 if ((Feld[x][y] == EL_AMOEBA_FULL ||
4173 Feld[x][y] == EL_BD_AMOEBA ||
4174 Feld[x][y] == EL_AMOEBA_DEAD) &&
4175 AmoebaNr[x][y] != new_group_nr)
4177 int old_group_nr = AmoebaNr[x][y];
4179 if (old_group_nr == 0)
4182 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
4183 AmoebaCnt[old_group_nr] = 0;
4184 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
4185 AmoebaCnt2[old_group_nr] = 0;
4187 for (yy=0; yy<lev_fieldy; yy++)
4189 for (xx=0; xx<lev_fieldx; xx++)
4191 if (AmoebaNr[xx][yy] == old_group_nr)
4192 AmoebaNr[xx][yy] = new_group_nr;
4199 void AmoebeUmwandeln(int ax, int ay)
4203 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
4205 int group_nr = AmoebaNr[ax][ay];
4210 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
4211 printf("AmoebeUmwandeln(): This should never happen!\n");
4216 for (y=0; y<lev_fieldy; y++)
4218 for (x=0; x<lev_fieldx; x++)
4220 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
4223 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
4227 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
4228 SND_AMOEBA_TURNING_TO_GEM :
4229 SND_AMOEBA_TURNING_TO_ROCK));
4234 static int xy[4][2] =
4247 if (!IN_LEV_FIELD(x, y))
4250 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
4252 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
4253 SND_AMOEBA_TURNING_TO_GEM :
4254 SND_AMOEBA_TURNING_TO_ROCK));
4261 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
4264 int group_nr = AmoebaNr[ax][ay];
4265 boolean done = FALSE;
4270 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
4271 printf("AmoebeUmwandelnBD(): This should never happen!\n");
4276 for (y=0; y<lev_fieldy; y++)
4278 for (x=0; x<lev_fieldx; x++)
4280 if (AmoebaNr[x][y] == group_nr &&
4281 (Feld[x][y] == EL_AMOEBA_DEAD ||
4282 Feld[x][y] == EL_BD_AMOEBA ||
4283 Feld[x][y] == EL_AMOEBA_GROWING))
4286 Feld[x][y] = new_element;
4287 InitField(x, y, FALSE);
4288 DrawLevelField(x, y);
4295 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
4296 SND_BD_AMOEBA_TURNING_TO_ROCK :
4297 SND_BD_AMOEBA_TURNING_TO_GEM));
4300 void AmoebeWaechst(int x, int y)
4302 static unsigned long sound_delay = 0;
4303 static unsigned long sound_delay_value = 0;
4305 if (!MovDelay[x][y]) /* start new growing cycle */
4309 if (DelayReached(&sound_delay, sound_delay_value))
4312 PlaySoundLevelElementAction(x, y, Store[x][y], ACTION_GROWING);
4314 if (Store[x][y] == EL_BD_AMOEBA)
4315 PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
4317 PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
4319 sound_delay_value = 30;
4323 if (MovDelay[x][y]) /* wait some time before growing bigger */
4326 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4328 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
4329 6 - MovDelay[x][y]);
4331 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
4334 if (!MovDelay[x][y])
4336 Feld[x][y] = Store[x][y];
4338 DrawLevelField(x, y);
4343 void AmoebaDisappearing(int x, int y)
4345 static unsigned long sound_delay = 0;
4346 static unsigned long sound_delay_value = 0;
4348 if (!MovDelay[x][y]) /* start new shrinking cycle */
4352 if (DelayReached(&sound_delay, sound_delay_value))
4353 sound_delay_value = 30;
4356 if (MovDelay[x][y]) /* wait some time before shrinking */
4359 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4361 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
4362 6 - MovDelay[x][y]);
4364 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
4367 if (!MovDelay[x][y])
4369 Feld[x][y] = EL_EMPTY;
4370 DrawLevelField(x, y);
4372 /* don't let mole enter this field in this cycle;
4373 (give priority to objects falling to this field from above) */
4379 void AmoebeAbleger(int ax, int ay)
4382 int element = Feld[ax][ay];
4383 int graphic = el2img(element);
4384 int newax = ax, neway = ay;
4385 static int xy[4][2] =
4393 if (!level.amoeba_speed)
4395 Feld[ax][ay] = EL_AMOEBA_DEAD;
4396 DrawLevelField(ax, ay);
4400 if (IS_ANIMATED(graphic))
4401 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4403 if (!MovDelay[ax][ay]) /* start making new amoeba field */
4404 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
4406 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
4409 if (MovDelay[ax][ay])
4413 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
4416 int x = ax + xy[start][0];
4417 int y = ay + xy[start][1];
4419 if (!IN_LEV_FIELD(x, y))
4422 if (IS_FREE(x, y) ||
4423 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4429 if (newax == ax && neway == ay)
4432 else /* normal or "filled" (BD style) amoeba */
4435 boolean waiting_for_player = FALSE;
4439 int j = (start + i) % 4;
4440 int x = ax + xy[j][0];
4441 int y = ay + xy[j][1];
4443 if (!IN_LEV_FIELD(x, y))
4446 if (IS_FREE(x, y) ||
4447 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4453 else if (IS_PLAYER(x, y))
4454 waiting_for_player = TRUE;
4457 if (newax == ax && neway == ay) /* amoeba cannot grow */
4459 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
4461 Feld[ax][ay] = EL_AMOEBA_DEAD;
4462 DrawLevelField(ax, ay);
4463 AmoebaCnt[AmoebaNr[ax][ay]]--;
4465 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
4467 if (element == EL_AMOEBA_FULL)
4468 AmoebeUmwandeln(ax, ay);
4469 else if (element == EL_BD_AMOEBA)
4470 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
4475 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
4477 /* amoeba gets larger by growing in some direction */
4479 int new_group_nr = AmoebaNr[ax][ay];
4482 if (new_group_nr == 0)
4484 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
4485 printf("AmoebeAbleger(): This should never happen!\n");
4490 AmoebaNr[newax][neway] = new_group_nr;
4491 AmoebaCnt[new_group_nr]++;
4492 AmoebaCnt2[new_group_nr]++;
4494 /* if amoeba touches other amoeba(s) after growing, unify them */
4495 AmoebenVereinigen(newax, neway);
4497 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
4499 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
4505 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
4506 (neway == lev_fieldy - 1 && newax != ax))
4508 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
4509 Store[newax][neway] = element;
4511 else if (neway == ay)
4513 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
4515 PlaySoundLevelAction(newax, neway, ACTION_GROWING);
4517 PlaySoundLevel(newax, neway, SND_AMOEBA_GROWING);
4522 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
4523 Feld[ax][ay] = EL_AMOEBA_DROPPING;
4524 Store[ax][ay] = EL_AMOEBA_DROP;
4525 ContinueMoving(ax, ay);
4529 DrawLevelField(newax, neway);
4532 void Life(int ax, int ay)
4535 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
4537 int element = Feld[ax][ay];
4538 int graphic = el2img(element);
4539 boolean changed = FALSE;
4541 if (IS_ANIMATED(graphic))
4542 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4547 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
4548 MovDelay[ax][ay] = life_time;
4550 if (MovDelay[ax][ay]) /* wait some time before next cycle */
4553 if (MovDelay[ax][ay])
4557 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
4559 int xx = ax+x1, yy = ay+y1;
4562 if (!IN_LEV_FIELD(xx, yy))
4565 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
4567 int x = xx+x2, y = yy+y2;
4569 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
4572 if (((Feld[x][y] == element ||
4573 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
4575 (IS_FREE(x, y) && Stop[x][y]))
4579 if (xx == ax && yy == ay) /* field in the middle */
4581 if (nachbarn < life[0] || nachbarn > life[1])
4583 Feld[xx][yy] = EL_EMPTY;
4585 DrawLevelField(xx, yy);
4586 Stop[xx][yy] = TRUE;
4590 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
4591 { /* free border field */
4592 if (nachbarn >= life[2] && nachbarn <= life[3])
4594 Feld[xx][yy] = element;
4595 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
4597 DrawLevelField(xx, yy);
4598 Stop[xx][yy] = TRUE;
4605 PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
4606 SND_GAME_OF_LIFE_GROWING);
4609 static void InitRobotWheel(int x, int y)
4611 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4614 static void RunRobotWheel(int x, int y)
4616 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
4619 static void StopRobotWheel(int x, int y)
4621 if (ZX == x && ZY == y)
4625 static void InitTimegateWheel(int x, int y)
4627 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4630 static void RunTimegateWheel(int x, int y)
4632 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
4635 void CheckExit(int x, int y)
4637 if (local_player->gems_still_needed > 0 ||
4638 local_player->sokobanfields_still_needed > 0 ||
4639 local_player->lights_still_needed > 0)
4641 int element = Feld[x][y];
4642 int graphic = el2img(element);
4644 if (IS_ANIMATED(graphic))
4645 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4650 Feld[x][y] = EL_EXIT_OPENING;
4652 PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING);
4655 void CheckExitSP(int x, int y)
4657 if (local_player->gems_still_needed > 0)
4659 int element = Feld[x][y];
4660 int graphic = el2img(element);
4662 if (IS_ANIMATED(graphic))
4663 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4668 Feld[x][y] = EL_SP_EXIT_OPEN;
4670 PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
4673 static void CloseAllOpenTimegates()
4677 for (y=0; y<lev_fieldy; y++)
4679 for (x=0; x<lev_fieldx; x++)
4681 int element = Feld[x][y];
4683 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4685 Feld[x][y] = EL_TIMEGATE_CLOSING;
4687 PlaySoundLevelAction(x, y, ACTION_CLOSING);
4689 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4696 void EdelsteinFunkeln(int x, int y)
4698 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4701 if (Feld[x][y] == EL_BD_DIAMOND)
4704 if (MovDelay[x][y] == 0) /* next animation frame */
4705 MovDelay[x][y] = 11 * !SimpleRND(500);
4707 if (MovDelay[x][y] != 0) /* wait some time before next frame */
4711 if (setup.direct_draw && MovDelay[x][y])
4712 SetDrawtoField(DRAW_BUFFERED);
4714 DrawLevelElementAnimation(x, y, Feld[x][y]);
4716 if (MovDelay[x][y] != 0)
4718 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
4719 10 - MovDelay[x][y]);
4721 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
4723 if (setup.direct_draw)
4727 dest_x = FX + SCREENX(x) * TILEX;
4728 dest_y = FY + SCREENY(y) * TILEY;
4730 BlitBitmap(drawto_field, window,
4731 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4732 SetDrawtoField(DRAW_DIRECT);
4738 void MauerWaechst(int x, int y)
4742 if (!MovDelay[x][y]) /* next animation frame */
4743 MovDelay[x][y] = 3 * delay;
4745 if (MovDelay[x][y]) /* wait some time before next frame */
4749 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4751 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
4752 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
4754 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4757 if (!MovDelay[x][y])
4759 if (MovDir[x][y] == MV_LEFT)
4761 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
4762 DrawLevelField(x - 1, y);
4764 else if (MovDir[x][y] == MV_RIGHT)
4766 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
4767 DrawLevelField(x + 1, y);
4769 else if (MovDir[x][y] == MV_UP)
4771 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
4772 DrawLevelField(x, y - 1);
4776 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
4777 DrawLevelField(x, y + 1);
4780 Feld[x][y] = Store[x][y];
4782 MovDir[x][y] = MV_NO_MOVING;
4783 DrawLevelField(x, y);
4788 void MauerAbleger(int ax, int ay)
4790 int element = Feld[ax][ay];
4791 int graphic = el2img(element);
4792 boolean oben_frei = FALSE, unten_frei = FALSE;
4793 boolean links_frei = FALSE, rechts_frei = FALSE;
4794 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4795 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4796 boolean new_wall = FALSE;
4798 if (IS_ANIMATED(graphic))
4799 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4801 if (!MovDelay[ax][ay]) /* start building new wall */
4802 MovDelay[ax][ay] = 6;
4804 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4807 if (MovDelay[ax][ay])
4811 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4813 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4815 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4817 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4820 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
4821 element == EL_EXPANDABLE_WALL_ANY)
4825 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
4826 Store[ax][ay-1] = element;
4827 MovDir[ax][ay-1] = MV_UP;
4828 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4829 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
4830 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
4835 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
4836 Store[ax][ay+1] = element;
4837 MovDir[ax][ay+1] = MV_DOWN;
4838 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4839 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
4840 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
4845 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4846 element == EL_EXPANDABLE_WALL_ANY ||
4847 element == EL_EXPANDABLE_WALL)
4851 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
4852 Store[ax-1][ay] = element;
4853 MovDir[ax-1][ay] = MV_LEFT;
4854 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4855 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
4856 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
4862 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
4863 Store[ax+1][ay] = element;
4864 MovDir[ax+1][ay] = MV_RIGHT;
4865 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4866 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
4867 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
4872 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
4873 DrawLevelField(ax, ay);
4875 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
4877 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
4878 unten_massiv = TRUE;
4879 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
4880 links_massiv = TRUE;
4881 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
4882 rechts_massiv = TRUE;
4884 if (((oben_massiv && unten_massiv) ||
4885 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4886 element == EL_EXPANDABLE_WALL) &&
4887 ((links_massiv && rechts_massiv) ||
4888 element == EL_EXPANDABLE_WALL_VERTICAL))
4889 Feld[ax][ay] = EL_WALL;
4893 PlaySoundLevelAction(ax, ay, ACTION_GROWING);
4895 PlaySoundLevel(ax, ay, SND_EXPANDABLE_WALL_GROWING);
4899 void CheckForDragon(int x, int y)
4902 boolean dragon_found = FALSE;
4903 static int xy[4][2] =
4915 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4917 if (IN_LEV_FIELD(xx, yy) &&
4918 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
4920 if (Feld[xx][yy] == EL_DRAGON)
4921 dragon_found = TRUE;
4934 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4936 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
4938 Feld[xx][yy] = EL_EMPTY;
4939 DrawLevelField(xx, yy);
4948 static void InitBuggyBase(int x, int y)
4950 int element = Feld[x][y];
4951 int activating_delay = FRAMES_PER_SECOND / 4;
4954 (element == EL_SP_BUGGY_BASE ?
4955 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
4956 element == EL_SP_BUGGY_BASE_ACTIVATING ?
4958 element == EL_SP_BUGGY_BASE_ACTIVE ?
4959 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
4962 static void WarnBuggyBase(int x, int y)
4965 static int xy[4][2] =
4975 int xx = x + xy[i][0], yy = y + xy[i][1];
4977 if (IS_PLAYER(xx, yy))
4979 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
4986 static void InitTrap(int x, int y)
4988 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4991 static void ActivateTrap(int x, int y)
4993 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
4996 static void ChangeActiveTrap(int x, int y)
4998 int graphic = IMG_TRAP_ACTIVE;
5000 /* if new animation frame was drawn, correct crumbled sand border */
5001 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
5002 DrawLevelFieldCrumbledSand(x, y);
5005 static void ChangeElementDoIt(int x, int y, int element_new)
5007 CheckTriggeredElementChange(Feld[x][y], CE_OTHER_CHANGING);
5010 Feld[x][y] = element_new;
5012 ResetGfxAnimation(x, y);
5013 ResetRandomAnimationValue(x, y);
5015 InitField(x, y, FALSE);
5016 if (CAN_MOVE(Feld[x][y]))
5019 DrawLevelField(x, y);
5021 if (CAN_BE_CRUMBLED(Feld[x][y]))
5023 int sx = SCREENX(x), sy = SCREENY(y);
5024 static int xy[4][2] =
5035 int xx = x + xy[i][0];
5036 int yy = y + xy[i][1];
5037 int sxx = sx + xy[i][0];
5038 int syy = sy + xy[i][1];
5040 if (!IN_LEV_FIELD(xx, yy) ||
5041 !IN_SCR_FIELD(sxx, syy) ||
5042 !CAN_BE_CRUMBLED(Feld[xx][yy]) ||
5046 DrawLevelField(xx, yy);
5051 static void ChangeElement(int x, int y)
5053 int element = Feld[x][y];
5055 if (ChangeDelay[x][y] == 0) /* initialize element change */
5057 ChangeDelay[x][y] = changing_element[element].change_delay + 1;
5059 if (IS_CUSTOM_ELEMENT(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
5061 int max_random_delay = element_info[element].change.delay_random;
5062 int delay_frames = element_info[element].change.delay_frames;
5064 ChangeDelay[x][y] += RND(max_random_delay * delay_frames);
5067 ResetGfxAnimation(x, y);
5068 ResetRandomAnimationValue(x, y);
5070 if (changing_element[element].pre_change_function)
5071 changing_element[element].pre_change_function(x, y);
5074 ChangeDelay[x][y]--;
5076 if (ChangeDelay[x][y] != 0) /* continue element change */
5078 int graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5080 if (IS_ANIMATED(graphic))
5081 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5083 if (changing_element[element].change_function)
5084 changing_element[element].change_function(x, y);
5086 else /* finish element change */
5088 int next_element = changing_element[element].next_element;
5090 if (IS_MOVING(x, y)) /* never change a running system ;-) */
5092 ChangeDelay[x][y] = 1; /* try change after next move step */
5097 if (next_element != EL_UNDEFINED)
5098 ChangeElementDoIt(x, y, next_element);
5100 ChangeElementDoIt(x, y, element_info[element].change.successor);
5102 if (changing_element[element].post_change_function)
5103 changing_element[element].post_change_function(x, y);
5107 static void CheckTriggeredElementChange(int trigger_element, int trigger_event)
5111 if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
5114 for (i=0; i<MAX_NUM_ELEMENTS; i++)
5116 if (!CAN_CHANGE(i) || !HAS_CHANGE_EVENT(i, trigger_event) ||
5117 element_info[i].change.trigger != trigger_element)
5120 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5122 if (Feld[x][y] == i)
5124 ChangeDelay[x][y] = 1;
5125 ChangeElement(x, y);
5131 static void CheckPlayerElementChange(int x, int y, int element,
5134 if (!CAN_CHANGE(element) || !HAS_CHANGE_EVENT(element, trigger_event))
5138 ChangeDelay[x][y] = 1;
5139 ChangeElement(x, y);
5141 ChangeElementDoIt(x, y, element_info[element].change.successor);
5145 static void PlayerActions(struct PlayerInfo *player, byte player_action)
5147 static byte stored_player_action[MAX_PLAYERS];
5148 static int num_stored_actions = 0;
5149 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
5150 int left = player_action & JOY_LEFT;
5151 int right = player_action & JOY_RIGHT;
5152 int up = player_action & JOY_UP;
5153 int down = player_action & JOY_DOWN;
5154 int button1 = player_action & JOY_BUTTON_1;
5155 int button2 = player_action & JOY_BUTTON_2;
5156 int dx = (left ? -1 : right ? 1 : 0);
5157 int dy = (up ? -1 : down ? 1 : 0);
5159 stored_player_action[player->index_nr] = 0;
5160 num_stored_actions++;
5162 if (!player->active || tape.pausing)
5168 snapped = SnapField(player, dx, dy);
5172 bombed = PlaceBomb(player);
5173 moved = MoveFigure(player, dx, dy);
5176 if (tape.single_step && tape.recording && !tape.pausing)
5178 if (button1 || (bombed && !moved))
5180 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5181 SnapField(player, 0, 0); /* stop snapping */
5185 stored_player_action[player->index_nr] = player_action;
5189 /* no actions for this player (no input at player's configured device) */
5191 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
5192 SnapField(player, 0, 0);
5193 CheckGravityMovement(player);
5195 if (player->MovPos == 0)
5198 printf("Trying... Player frame reset\n");
5201 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
5204 if (player->MovPos == 0) /* needed for tape.playing */
5205 player->is_moving = FALSE;
5208 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
5210 TapeRecordAction(stored_player_action);
5211 num_stored_actions = 0;
5217 static unsigned long action_delay = 0;
5218 unsigned long action_delay_value;
5219 int magic_wall_x = 0, magic_wall_y = 0;
5220 int i, x, y, element, graphic;
5221 byte *recorded_player_action;
5222 byte summarized_player_action = 0;
5224 if (game_status != GAME_MODE_PLAYING)
5227 action_delay_value =
5228 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
5230 if (tape.playing && tape.index_search && !tape.pausing)
5231 action_delay_value = 0;
5233 /* ---------- main game synchronization point ---------- */
5235 WaitUntilDelayReached(&action_delay, action_delay_value);
5237 if (network_playing && !network_player_action_received)
5241 printf("DEBUG: try to get network player actions in time\n");
5245 #if defined(PLATFORM_UNIX)
5246 /* last chance to get network player actions without main loop delay */
5250 if (game_status != GAME_MODE_PLAYING)
5253 if (!network_player_action_received)
5257 printf("DEBUG: failed to get network player actions in time\n");
5267 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
5269 for (i=0; i<MAX_PLAYERS; i++)
5271 summarized_player_action |= stored_player[i].action;
5273 if (!network_playing)
5274 stored_player[i].effective_action = stored_player[i].action;
5277 #if defined(PLATFORM_UNIX)
5278 if (network_playing)
5279 SendToServer_MovePlayer(summarized_player_action);
5282 if (!options.network && !setup.team_mode)
5283 local_player->effective_action = summarized_player_action;
5285 for (i=0; i<MAX_PLAYERS; i++)
5287 int actual_player_action = stored_player[i].effective_action;
5289 if (stored_player[i].programmed_action)
5290 actual_player_action = stored_player[i].programmed_action;
5292 if (recorded_player_action)
5293 actual_player_action = recorded_player_action[i];
5295 PlayerActions(&stored_player[i], actual_player_action);
5296 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
5299 network_player_action_received = FALSE;
5301 ScrollScreen(NULL, SCROLL_GO_ON);
5307 for (i=0; i<MAX_PLAYERS; i++)
5308 stored_player[i].Frame++;
5312 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
5314 for (i=0; i<MAX_PLAYERS; i++)
5316 struct PlayerInfo *player = &stored_player[i];
5320 if (player->active && player->Pushing && player->is_moving &&
5323 ContinueMoving(x, y);
5325 /* continue moving after pushing (this is actually a bug) */
5326 if (!IS_MOVING(x, y))
5335 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5338 if (JustStopped[x][y] > 0)
5339 JustStopped[x][y]--;
5344 if (IS_BLOCKED(x, y))
5348 Blocked2Moving(x, y, &oldx, &oldy);
5349 if (!IS_MOVING(oldx, oldy))
5351 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
5352 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
5353 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
5354 printf("GameActions(): This should never happen!\n");
5360 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5362 element = Feld[x][y];
5364 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5366 graphic = el2img(element);
5372 printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
5374 element = graphic = 0;
5378 if (graphic_info[graphic].anim_global_sync)
5379 GfxFrame[x][y] = FrameCounter;
5381 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
5382 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
5383 ResetRandomAnimationValue(x, y);
5385 SetRandomAnimationValue(x, y);
5388 PlaySoundLevelActionIfLoop(x, y, GfxAction[x][y]);
5391 if (IS_INACTIVE(element))
5393 if (IS_ANIMATED(graphic))
5394 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5400 /* this may take place after moving, so 'element' may have changed */
5401 if (IS_CHANGING(x, y))
5403 ChangeElement(x, y);
5404 element = Feld[x][y];
5405 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5409 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
5414 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5416 if (element == EL_PACMAN)
5417 printf("::: %d, %d, %d\n",
5418 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
5421 if (element == EL_YAMYAM)
5422 printf("::: %d, %d, %d\n",
5423 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
5427 if (IS_ANIMATED(graphic) &&
5431 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5434 if (element == EL_YAMYAM)
5435 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
5439 if (IS_GEM(element) || element == EL_SP_INFOTRON)
5440 EdelsteinFunkeln(x, y);
5442 else if ((element == EL_ACID ||
5443 element == EL_EXIT_OPEN ||
5444 element == EL_SP_EXIT_OPEN ||
5445 element == EL_SP_TERMINAL ||
5446 element == EL_SP_TERMINAL_ACTIVE ||
5447 element == EL_EXTRA_TIME ||
5448 element == EL_SHIELD_NORMAL ||
5449 element == EL_SHIELD_DEADLY) &&
5450 IS_ANIMATED(graphic))
5451 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5452 else if (IS_MOVING(x, y))
5453 ContinueMoving(x, y);
5454 else if (IS_ACTIVE_BOMB(element))
5455 CheckDynamite(x, y);
5457 else if (element == EL_EXPLOSION && !game.explosions_delayed)
5458 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
5460 else if (element == EL_AMOEBA_GROWING)
5461 AmoebeWaechst(x, y);
5462 else if (element == EL_AMOEBA_SHRINKING)
5463 AmoebaDisappearing(x, y);
5465 #if !USE_NEW_AMOEBA_CODE
5466 else if (IS_AMOEBALIVE(element))
5467 AmoebeAbleger(x, y);
5470 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
5472 else if (element == EL_EXIT_CLOSED)
5474 else if (element == EL_SP_EXIT_CLOSED)
5476 else if (element == EL_EXPANDABLE_WALL_GROWING)
5478 else if (element == EL_EXPANDABLE_WALL ||
5479 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5480 element == EL_EXPANDABLE_WALL_VERTICAL ||
5481 element == EL_EXPANDABLE_WALL_ANY)
5483 else if (element == EL_FLAMES)
5484 CheckForDragon(x, y);
5486 else if (IS_AUTO_CHANGING(element))
5487 ChangeElement(x, y);
5489 else if (element == EL_EXPLOSION)
5490 ; /* drawing of correct explosion animation is handled separately */
5491 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
5492 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5495 /* this may take place after moving, so 'element' may have changed */
5496 if (IS_AUTO_CHANGING(Feld[x][y]))
5497 ChangeElement(x, y);
5500 if (IS_BELT_ACTIVE(element))
5501 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
5503 if (game.magic_wall_active)
5505 int jx = local_player->jx, jy = local_player->jy;
5507 /* play the element sound at the position nearest to the player */
5508 if ((element == EL_MAGIC_WALL_FULL ||
5509 element == EL_MAGIC_WALL_ACTIVE ||
5510 element == EL_MAGIC_WALL_EMPTYING ||
5511 element == EL_BD_MAGIC_WALL_FULL ||
5512 element == EL_BD_MAGIC_WALL_ACTIVE ||
5513 element == EL_BD_MAGIC_WALL_EMPTYING) &&
5514 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
5522 #if USE_NEW_AMOEBA_CODE
5523 /* new experimental amoeba growth stuff */
5525 if (!(FrameCounter % 8))
5528 static unsigned long random = 1684108901;
5530 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
5533 x = (random >> 10) % lev_fieldx;
5534 y = (random >> 20) % lev_fieldy;
5536 x = RND(lev_fieldx);
5537 y = RND(lev_fieldy);
5539 element = Feld[x][y];
5541 if (!IS_PLAYER(x,y) &&
5542 (element == EL_EMPTY ||
5543 element == EL_SAND ||
5544 element == EL_QUICKSAND_EMPTY ||
5545 element == EL_ACID_SPLASH_LEFT ||
5546 element == EL_ACID_SPLASH_RIGHT))
5548 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
5549 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
5550 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
5551 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
5552 Feld[x][y] = EL_AMOEBA_DROP;
5555 random = random * 129 + 1;
5561 if (game.explosions_delayed)
5564 game.explosions_delayed = FALSE;
5566 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5568 element = Feld[x][y];
5570 if (ExplodeField[x][y])
5571 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
5572 else if (element == EL_EXPLOSION)
5573 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
5575 ExplodeField[x][y] = EX_NO_EXPLOSION;
5578 game.explosions_delayed = TRUE;
5581 if (game.magic_wall_active)
5583 if (!(game.magic_wall_time_left % 4))
5585 int element = Feld[magic_wall_x][magic_wall_y];
5587 if (element == EL_BD_MAGIC_WALL_FULL ||
5588 element == EL_BD_MAGIC_WALL_ACTIVE ||
5589 element == EL_BD_MAGIC_WALL_EMPTYING)
5590 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
5592 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
5595 if (game.magic_wall_time_left > 0)
5597 game.magic_wall_time_left--;
5598 if (!game.magic_wall_time_left)
5600 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5602 element = Feld[x][y];
5604 if (element == EL_MAGIC_WALL_ACTIVE ||
5605 element == EL_MAGIC_WALL_FULL)
5607 Feld[x][y] = EL_MAGIC_WALL_DEAD;
5608 DrawLevelField(x, y);
5610 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
5611 element == EL_BD_MAGIC_WALL_FULL)
5613 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
5614 DrawLevelField(x, y);
5618 game.magic_wall_active = FALSE;
5623 if (game.light_time_left > 0)
5625 game.light_time_left--;
5627 if (game.light_time_left == 0)
5628 RedrawAllLightSwitchesAndInvisibleElements();
5631 if (game.timegate_time_left > 0)
5633 game.timegate_time_left--;
5635 if (game.timegate_time_left == 0)
5636 CloseAllOpenTimegates();
5639 for (i=0; i<MAX_PLAYERS; i++)
5641 struct PlayerInfo *player = &stored_player[i];
5643 if (SHIELD_ON(player))
5645 if (player->shield_deadly_time_left)
5646 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
5647 else if (player->shield_normal_time_left)
5648 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
5652 if (TimeFrames >= (1000 / GameFrameDelay))
5657 for (i=0; i<MAX_PLAYERS; i++)
5659 struct PlayerInfo *player = &stored_player[i];
5661 if (SHIELD_ON(player))
5663 player->shield_normal_time_left--;
5665 if (player->shield_deadly_time_left > 0)
5666 player->shield_deadly_time_left--;
5670 if (tape.recording || tape.playing)
5671 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
5677 if (TimeLeft <= 10 && setup.time_limit)
5678 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
5680 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
5682 if (!TimeLeft && setup.time_limit)
5683 for (i=0; i<MAX_PLAYERS; i++)
5684 KillHero(&stored_player[i]);
5686 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
5687 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
5692 if (options.debug) /* calculate frames per second */
5694 static unsigned long fps_counter = 0;
5695 static int fps_frames = 0;
5696 unsigned long fps_delay_ms = Counter() - fps_counter;
5700 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
5702 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
5705 fps_counter = Counter();
5708 redraw_mask |= REDRAW_FPS;
5712 if (stored_player[0].jx != stored_player[0].last_jx ||
5713 stored_player[0].jy != stored_player[0].last_jy)
5714 printf("::: %d, %d, %d, %d, %d\n",
5715 stored_player[0].MovDir,
5716 stored_player[0].MovPos,
5717 stored_player[0].GfxPos,
5718 stored_player[0].Frame,
5719 stored_player[0].StepFrame);
5726 for (i=0; i<MAX_PLAYERS; i++)
5729 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
5731 stored_player[i].Frame += move_frames;
5733 if (stored_player[i].MovPos != 0)
5734 stored_player[i].StepFrame += move_frames;
5739 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
5741 int min_x = x, min_y = y, max_x = x, max_y = y;
5744 for (i=0; i<MAX_PLAYERS; i++)
5746 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5748 if (!stored_player[i].active || &stored_player[i] == player)
5751 min_x = MIN(min_x, jx);
5752 min_y = MIN(min_y, jy);
5753 max_x = MAX(max_x, jx);
5754 max_y = MAX(max_y, jy);
5757 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
5760 static boolean AllPlayersInVisibleScreen()
5764 for (i=0; i<MAX_PLAYERS; i++)
5766 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5768 if (!stored_player[i].active)
5771 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5778 void ScrollLevel(int dx, int dy)
5780 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
5783 BlitBitmap(drawto_field, drawto_field,
5784 FX + TILEX*(dx == -1) - softscroll_offset,
5785 FY + TILEY*(dy == -1) - softscroll_offset,
5786 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
5787 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
5788 FX + TILEX*(dx == 1) - softscroll_offset,
5789 FY + TILEY*(dy == 1) - softscroll_offset);
5793 x = (dx == 1 ? BX1 : BX2);
5794 for (y=BY1; y<=BY2; y++)
5795 DrawScreenField(x, y);
5800 y = (dy == 1 ? BY1 : BY2);
5801 for (x=BX1; x<=BX2; x++)
5802 DrawScreenField(x, y);
5805 redraw_mask |= REDRAW_FIELD;
5808 static void CheckGravityMovement(struct PlayerInfo *player)
5810 if (level.gravity && !player->programmed_action)
5812 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
5813 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
5815 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
5816 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
5817 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
5818 int jx = player->jx, jy = player->jy;
5819 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
5820 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
5821 int new_jx = jx + dx, new_jy = jy + dy;
5822 boolean field_under_player_is_free =
5823 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
5824 boolean player_is_moving_to_valid_field =
5825 (IN_LEV_FIELD(new_jx, new_jy) &&
5826 (Feld[new_jx][new_jy] == EL_SP_BASE ||
5827 Feld[new_jx][new_jy] == EL_SAND));
5829 if (field_under_player_is_free &&
5830 !player_is_moving_to_valid_field &&
5831 !IS_WALKABLE_INSIDE(Feld[jx][jy]))
5832 player->programmed_action = MV_DOWN;
5838 -----------------------------------------------------------------------------
5839 dx, dy: direction (non-diagonal) to try to move the player to
5840 real_dx, real_dy: direction as read from input device (can be diagonal)
5843 boolean MoveFigureOneStep(struct PlayerInfo *player,
5844 int dx, int dy, int real_dx, int real_dy)
5846 int jx = player->jx, jy = player->jy;
5847 int new_jx = jx+dx, new_jy = jy+dy;
5851 if (!player->active || (!dx && !dy))
5852 return MF_NO_ACTION;
5854 player->MovDir = (dx < 0 ? MV_LEFT :
5857 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5859 if (!IN_LEV_FIELD(new_jx, new_jy))
5860 return MF_NO_ACTION;
5862 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
5863 return MF_NO_ACTION;
5866 element = MovingOrBlocked2Element(new_jx, new_jy);
5868 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
5871 if (DONT_RUN_INTO(element))
5873 if (element == EL_ACID && dx == 0 && dy == 1)
5876 Feld[jx][jy] = EL_PLAYER_1;
5877 InitMovingField(jx, jy, MV_DOWN);
5878 Store[jx][jy] = EL_ACID;
5879 ContinueMoving(jx, jy);
5883 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
5888 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
5889 if (can_move != MF_MOVING)
5892 StorePlayer[jx][jy] = 0;
5893 player->last_jx = jx;
5894 player->last_jy = jy;
5895 jx = player->jx = new_jx;
5896 jy = player->jy = new_jy;
5897 StorePlayer[jx][jy] = player->element_nr;
5900 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
5902 ScrollFigure(player, SCROLL_INIT);
5907 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
5909 int jx = player->jx, jy = player->jy;
5910 int old_jx = jx, old_jy = jy;
5911 int moved = MF_NO_ACTION;
5913 if (!player->active || (!dx && !dy))
5917 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5921 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5922 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
5926 /* remove the last programmed player action */
5927 player->programmed_action = 0;
5931 /* should only happen if pre-1.2 tape recordings are played */
5932 /* this is only for backward compatibility */
5934 int original_move_delay_value = player->move_delay_value;
5937 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
5941 /* scroll remaining steps with finest movement resolution */
5942 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
5944 while (player->MovPos)
5946 ScrollFigure(player, SCROLL_GO_ON);
5947 ScrollScreen(NULL, SCROLL_GO_ON);
5953 player->move_delay_value = original_move_delay_value;
5956 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
5958 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
5959 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5963 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5964 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5970 if (moved & MF_MOVING && !ScreenMovPos &&
5971 (player == local_player || !options.network))
5973 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5974 int offset = (setup.scroll_delay ? 3 : 0);
5976 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5978 /* actual player has left the screen -- scroll in that direction */
5979 if (jx != old_jx) /* player has moved horizontally */
5980 scroll_x += (jx - old_jx);
5981 else /* player has moved vertically */
5982 scroll_y += (jy - old_jy);
5986 if (jx != old_jx) /* player has moved horizontally */
5988 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5989 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5990 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5992 /* don't scroll over playfield boundaries */
5993 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5994 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5996 /* don't scroll more than one field at a time */
5997 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5999 /* don't scroll against the player's moving direction */
6000 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
6001 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
6002 scroll_x = old_scroll_x;
6004 else /* player has moved vertically */
6006 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
6007 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
6008 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
6010 /* don't scroll over playfield boundaries */
6011 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
6012 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
6014 /* don't scroll more than one field at a time */
6015 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
6017 /* don't scroll against the player's moving direction */
6018 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
6019 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
6020 scroll_y = old_scroll_y;
6024 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
6026 if (!options.network && !AllPlayersInVisibleScreen())
6028 scroll_x = old_scroll_x;
6029 scroll_y = old_scroll_y;
6033 ScrollScreen(player, SCROLL_INIT);
6034 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
6041 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
6043 if (!(moved & MF_MOVING) && !player->Pushing)
6048 player->StepFrame = 0;
6050 if (moved & MF_MOVING)
6052 if (old_jx != jx && old_jy == jy)
6053 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
6054 else if (old_jx == jx && old_jy != jy)
6055 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
6057 DrawLevelField(jx, jy); /* for "crumbled sand" */
6059 player->last_move_dir = player->MovDir;
6060 player->is_moving = TRUE;
6064 CheckGravityMovement(player);
6067 player->last_move_dir = MV_NO_MOVING;
6069 player->is_moving = FALSE;
6072 TestIfHeroTouchesBadThing(jx, jy);
6074 if (!player->active)
6080 void ScrollFigure(struct PlayerInfo *player, int mode)
6082 int jx = player->jx, jy = player->jy;
6083 int last_jx = player->last_jx, last_jy = player->last_jy;
6084 int move_stepsize = TILEX / player->move_delay_value;
6086 if (!player->active || !player->MovPos)
6089 if (mode == SCROLL_INIT)
6091 player->actual_frame_counter = FrameCounter;
6092 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
6094 if (Feld[last_jx][last_jy] == EL_EMPTY)
6095 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
6100 else if (!FrameReached(&player->actual_frame_counter, 1))
6103 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
6104 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
6106 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
6107 Feld[last_jx][last_jy] = EL_EMPTY;
6109 /* before DrawPlayer() to draw correct player graphic for this case */
6110 if (player->MovPos == 0)
6111 CheckGravityMovement(player);
6115 if (player->MovPos == 0)
6117 if (IS_PASSABLE(Feld[last_jx][last_jy]))
6119 /* continue with normal speed after quickly moving through gate */
6120 HALVE_PLAYER_SPEED(player);
6122 /* be able to make the next move without delay */
6123 player->move_delay = 0;
6126 player->last_jx = jx;
6127 player->last_jy = jy;
6129 if (Feld[jx][jy] == EL_EXIT_OPEN ||
6130 Feld[jx][jy] == EL_SP_EXIT_OPEN)
6134 if (local_player->friends_still_needed == 0 ||
6135 Feld[jx][jy] == EL_SP_EXIT_OPEN)
6136 player->LevelSolved = player->GameOver = TRUE;
6139 if (tape.single_step && tape.recording && !tape.pausing &&
6140 !player->programmed_action)
6141 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
6145 void ScrollScreen(struct PlayerInfo *player, int mode)
6147 static unsigned long screen_frame_counter = 0;
6149 if (mode == SCROLL_INIT)
6151 /* set scrolling step size according to actual player's moving speed */
6152 ScrollStepSize = TILEX / player->move_delay_value;
6154 screen_frame_counter = FrameCounter;
6155 ScreenMovDir = player->MovDir;
6156 ScreenMovPos = player->MovPos;
6157 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6160 else if (!FrameReached(&screen_frame_counter, 1))
6165 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
6166 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6167 redraw_mask |= REDRAW_FIELD;
6170 ScreenMovDir = MV_NO_MOVING;
6173 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
6175 int i, kill_x = -1, kill_y = -1;
6176 static int test_xy[4][2] =
6183 static int test_dir[4] =
6193 int test_x, test_y, test_move_dir, test_element;
6195 test_x = good_x + test_xy[i][0];
6196 test_y = good_y + test_xy[i][1];
6197 if (!IN_LEV_FIELD(test_x, test_y))
6201 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
6204 test_element = Feld[test_x][test_y];
6206 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
6209 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
6210 2nd case: DONT_TOUCH style bad thing does not move away from good thing
6212 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
6213 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
6221 if (kill_x != -1 || kill_y != -1)
6223 if (IS_PLAYER(good_x, good_y))
6225 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
6227 if (player->shield_deadly_time_left > 0)
6228 Bang(kill_x, kill_y);
6229 else if (!PLAYER_PROTECTED(good_x, good_y))
6233 Bang(good_x, good_y);
6237 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
6239 int i, kill_x = -1, kill_y = -1;
6240 int bad_element = Feld[bad_x][bad_y];
6241 static int test_xy[4][2] =
6248 static int test_dir[4] =
6256 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
6261 int test_x, test_y, test_move_dir, test_element;
6263 test_x = bad_x + test_xy[i][0];
6264 test_y = bad_y + test_xy[i][1];
6265 if (!IN_LEV_FIELD(test_x, test_y))
6269 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
6271 test_element = Feld[test_x][test_y];
6273 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
6274 2nd case: DONT_TOUCH style bad thing does not move away from good thing
6276 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
6277 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
6279 /* good thing is player or penguin that does not move away */
6280 if (IS_PLAYER(test_x, test_y))
6282 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
6284 if (bad_element == EL_ROBOT && player->is_moving)
6285 continue; /* robot does not kill player if he is moving */
6291 else if (test_element == EL_PENGUIN)
6300 if (kill_x != -1 || kill_y != -1)
6302 if (IS_PLAYER(kill_x, kill_y))
6304 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
6307 int dir = player->MovDir;
6308 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
6309 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
6311 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
6312 newx != bad_x && newy != bad_y)
6313 ; /* robot does not kill player if he is moving */
6315 printf("-> %d\n", player->MovDir);
6317 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
6318 newx != bad_x && newy != bad_y)
6319 ; /* robot does not kill player if he is moving */
6324 if (player->shield_deadly_time_left > 0)
6326 else if (!PLAYER_PROTECTED(kill_x, kill_y))
6330 Bang(kill_x, kill_y);
6334 void TestIfHeroTouchesBadThing(int x, int y)
6336 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
6339 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
6341 TestIfGoodThingHitsBadThing(x, y, move_dir);
6344 void TestIfBadThingTouchesHero(int x, int y)
6346 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
6349 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
6351 TestIfBadThingHitsGoodThing(x, y, move_dir);
6354 void TestIfFriendTouchesBadThing(int x, int y)
6356 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
6359 void TestIfBadThingTouchesFriend(int x, int y)
6361 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
6364 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
6366 int i, kill_x = bad_x, kill_y = bad_y;
6367 static int xy[4][2] =
6379 x = bad_x + xy[i][0];
6380 y = bad_y + xy[i][1];
6381 if (!IN_LEV_FIELD(x, y))
6384 element = Feld[x][y];
6385 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
6386 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
6394 if (kill_x != bad_x || kill_y != bad_y)
6398 void KillHero(struct PlayerInfo *player)
6400 int jx = player->jx, jy = player->jy;
6402 if (!player->active)
6405 /* remove accessible field at the player's position */
6406 Feld[jx][jy] = EL_EMPTY;
6408 /* deactivate shield (else Bang()/Explode() would not work right) */
6409 player->shield_normal_time_left = 0;
6410 player->shield_deadly_time_left = 0;
6416 static void KillHeroUnlessProtected(int x, int y)
6418 if (!PLAYER_PROTECTED(x, y))
6419 KillHero(PLAYERINFO(x, y));
6422 void BuryHero(struct PlayerInfo *player)
6424 int jx = player->jx, jy = player->jy;
6426 if (!player->active)
6430 PlaySoundLevelElementAction(jx, jy, player->element_nr, ACTION_DYING);
6432 PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING);
6434 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
6436 player->GameOver = TRUE;
6440 void RemoveHero(struct PlayerInfo *player)
6442 int jx = player->jx, jy = player->jy;
6443 int i, found = FALSE;
6445 player->present = FALSE;
6446 player->active = FALSE;
6448 if (!ExplodeField[jx][jy])
6449 StorePlayer[jx][jy] = 0;
6451 for (i=0; i<MAX_PLAYERS; i++)
6452 if (stored_player[i].active)
6456 AllPlayersGone = TRUE;
6463 checkDiagonalPushing()
6464 -----------------------------------------------------------------------------
6465 check if diagonal input device direction results in pushing of object
6466 (by checking if the alternative direction is walkable, diggable, ...)
6469 static boolean checkDiagonalPushing(struct PlayerInfo *player,
6470 int x, int y, int real_dx, int real_dy)
6472 int jx, jy, dx, dy, xx, yy;
6474 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
6477 /* diagonal direction: check alternative direction */
6482 xx = jx + (dx == 0 ? real_dx : 0);
6483 yy = jy + (dy == 0 ? real_dy : 0);
6485 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
6490 -----------------------------------------------------------------------------
6491 x, y: field next to player (non-diagonal) to try to dig to
6492 real_dx, real_dy: direction as read from input device (can be diagonal)
6495 int DigField(struct PlayerInfo *player,
6496 int x, int y, int real_dx, int real_dy, int mode)
6498 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
6499 int jx = player->jx, jy = player->jy;
6500 int dx = x - jx, dy = y - jy;
6501 int move_direction = (dx == -1 ? MV_LEFT :
6502 dx == +1 ? MV_RIGHT :
6504 dy == +1 ? MV_DOWN : MV_NO_MOVING);
6507 if (player->MovPos == 0)
6509 player->is_digging = FALSE;
6510 player->is_collecting = FALSE;
6513 if (player->MovPos == 0) /* last pushing move finished */
6514 player->Pushing = FALSE;
6516 if (mode == DF_NO_PUSH) /* player just stopped pushing */
6518 player->Switching = FALSE;
6519 player->push_delay = 0;
6521 return MF_NO_ACTION;
6524 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
6527 if (FrameCounter == 437)
6528 printf("::: ---> IS_MOVING %d\n", MovDir[x][y]);
6531 return MF_NO_ACTION;
6535 if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
6537 if (IS_TUBE(Feld[jx][jy]) ||
6538 (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0)))
6542 int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
6543 int tube_leave_directions[][2] =
6545 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6546 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6547 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6548 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
6549 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
6550 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
6551 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
6552 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
6553 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
6554 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
6555 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
6556 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
6559 while (tube_leave_directions[i][0] != tube_element)
6562 if (tube_leave_directions[i][0] == -1) /* should not happen */
6566 if (!(tube_leave_directions[i][1] & move_direction))
6567 return MF_NO_ACTION; /* tube has no opening in this direction */
6570 element = Feld[x][y];
6573 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
6574 game.engine_version >= VERSION_IDENT(2,2,0))
6575 return MF_NO_ACTION;
6582 PlaySoundLevelElementAction(x, y, player->element_nr, ACTION_MOVING);
6588 case EL_INVISIBLE_SAND:
6589 case EL_INVISIBLE_SAND_ACTIVE:
6592 case EL_SP_BUGGY_BASE:
6593 case EL_SP_BUGGY_BASE_ACTIVATING:
6596 if (mode != DF_SNAP && element != EL_EMPTY)
6598 GfxElement[x][y] = (CAN_BE_CRUMBLED(element) ? EL_SAND : element);
6599 player->is_digging = TRUE;
6602 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
6610 case EL_EMERALD_YELLOW:
6611 case EL_EMERALD_RED:
6612 case EL_EMERALD_PURPLE:
6614 case EL_SP_INFOTRON:
6619 if (mode != DF_SNAP)
6621 GfxElement[x][y] = element;
6622 player->is_collecting = TRUE;
6625 local_player->gems_still_needed -= (element == EL_DIAMOND ? 3 :
6626 element == EL_PEARL ? 5 :
6627 element == EL_CRYSTAL ? 8 : 1);
6628 if (local_player->gems_still_needed < 0)
6629 local_player->gems_still_needed = 0;
6630 RaiseScoreElement(element);
6631 DrawText(DX_EMERALDS, DY_EMERALDS,
6632 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
6633 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6634 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6643 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
6645 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6647 PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
6649 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6657 Feld[x][y] = EL_EMPTY;
6659 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6661 PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
6663 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6674 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
6677 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6679 PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MIDDLE);
6681 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6687 case EL_SHIELD_NORMAL:
6689 player->shield_normal_time_left += 10;
6691 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6693 PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING);
6695 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6698 case EL_SHIELD_DEADLY:
6700 player->shield_normal_time_left += 10;
6701 player->shield_deadly_time_left += 10;
6703 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6705 PlaySoundLevel(x, y, SND_SHIELD_DEADLY_COLLECTING);
6707 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6713 case EL_SP_DISK_RED:
6716 player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
6717 RaiseScoreElement(EL_DYNAMITE);
6718 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6720 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6721 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6726 case EL_DYNABOMB_INCREASE_NUMBER:
6728 player->dynabomb_count++;
6729 player->dynabombs_left++;
6730 RaiseScoreElement(EL_DYNAMITE);
6732 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6734 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_NUMBER_COLLECTING);
6736 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6739 case EL_DYNABOMB_INCREASE_SIZE:
6741 player->dynabomb_size++;
6742 RaiseScoreElement(EL_DYNAMITE);
6744 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6746 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_SIZE_COLLECTING);
6748 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6751 case EL_DYNABOMB_INCREASE_POWER:
6753 player->dynabomb_xl = TRUE;
6754 RaiseScoreElement(EL_DYNAMITE);
6756 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6758 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_POWER_COLLECTING);
6760 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6770 int key_nr = element - EL_KEY_1;
6771 int graphic = el2edimg(element);
6774 player->key[key_nr] = TRUE;
6775 RaiseScoreElement(element);
6776 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6778 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6781 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6783 PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING);
6785 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6794 int key_nr = element - EL_EM_KEY_1;
6795 int graphic = el2edimg(EL_KEY_1 + key_nr);
6798 player->key[key_nr] = TRUE;
6799 RaiseScoreElement(element);
6800 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6802 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6805 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6807 PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING);
6809 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6814 case EL_ROBOT_WHEEL:
6815 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
6818 DrawLevelField(x, y);
6819 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
6823 case EL_SP_TERMINAL:
6827 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
6829 for (yy=0; yy<lev_fieldy; yy++)
6831 for (xx=0; xx<lev_fieldx; xx++)
6833 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
6835 else if (Feld[xx][yy] == EL_SP_TERMINAL)
6836 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
6844 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
6845 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
6846 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
6847 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
6848 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
6849 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
6850 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
6851 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
6852 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
6853 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
6854 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
6855 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
6856 if (!player->Switching)
6858 player->Switching = TRUE;
6859 ToggleBeltSwitch(x, y);
6860 PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
6865 case EL_SWITCHGATE_SWITCH_UP:
6866 case EL_SWITCHGATE_SWITCH_DOWN:
6867 if (!player->Switching)
6869 player->Switching = TRUE;
6870 ToggleSwitchgateSwitch(x, y);
6871 PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
6876 case EL_LIGHT_SWITCH:
6877 case EL_LIGHT_SWITCH_ACTIVE:
6878 if (!player->Switching)
6880 player->Switching = TRUE;
6881 ToggleLightSwitch(x, y);
6882 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
6883 SND_LIGHT_SWITCH_ACTIVATING :
6884 SND_LIGHT_SWITCH_DEACTIVATING);
6889 case EL_TIMEGATE_SWITCH:
6890 ActivateTimegateSwitch(x, y);
6891 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
6896 case EL_BALLOON_SWITCH_LEFT:
6897 case EL_BALLOON_SWITCH_RIGHT:
6898 case EL_BALLOON_SWITCH_UP:
6899 case EL_BALLOON_SWITCH_DOWN:
6900 case EL_BALLOON_SWITCH_ANY:
6901 if (element == EL_BALLOON_SWITCH_ANY)
6902 game.balloon_dir = move_direction;
6904 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
6905 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
6906 element == EL_BALLOON_SWITCH_UP ? MV_UP :
6907 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
6909 PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING);
6916 /* the following elements cannot be pushed by "snapping" */
6919 case EL_DX_SUPABOMB:
6921 case EL_TIME_ORB_EMPTY:
6923 case EL_SP_DISK_ORANGE:
6925 if (mode == DF_SNAP)
6926 return MF_NO_ACTION;
6928 /* no "break" -- fall through to next case */
6930 /* the following elements can be pushed by "snapping" */
6933 return MF_NO_ACTION;
6935 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
6936 !(element == EL_SPRING && use_spring_bug))
6937 return MF_NO_ACTION;
6939 player->Pushing = TRUE;
6942 if (element == EL_ROCK)
6943 printf("::: wanna push [%d] [%d]\n",
6944 FrameCounter, player->push_delay_value);
6947 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6948 return MF_NO_ACTION;
6950 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
6951 return MF_NO_ACTION;
6954 if (player->push_delay == 0)
6955 player->push_delay = FrameCounter;
6958 printf("want push... %d [%d]\n", FrameCounter, player->push_delay_value);
6962 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6964 element != EL_SPRING)
6965 return MF_NO_ACTION;
6967 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6968 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6969 element != EL_SPRING)
6970 return MF_NO_ACTION;
6973 if (mode == DF_SNAP)
6975 InitMovingField(x, y, move_direction);
6976 ContinueMoving(x, y);
6981 InitMovingField(x, y, (dx < 0 ? MV_LEFT :
6983 dy < 0 ? MV_UP : MV_DOWN));
6984 MovPos[x][y] = (dx != 0 ? dx : dy);
6987 Feld[x + dx][y + dy] = element;
6992 printf("pushing %d/%d ... %d [%d]\n", dx, dy,
6993 FrameCounter, player->push_delay_value);
6997 if (element == EL_SPRING)
6999 Feld[x + dx][y + dy] = EL_SPRING;
7000 MovDir[x + dx][y + dy] = move_direction;
7004 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
7006 DrawLevelField(x + dx, y + dy);
7007 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
7009 CheckTriggeredElementChange(element, CE_OTHER_PUSHING);
7020 if (!player->key[element - EL_GATE_1])
7021 return MF_NO_ACTION;
7024 case EL_GATE_1_GRAY:
7025 case EL_GATE_2_GRAY:
7026 case EL_GATE_3_GRAY:
7027 case EL_GATE_4_GRAY:
7028 if (!player->key[element - EL_GATE_1_GRAY])
7029 return MF_NO_ACTION;
7036 if (!player->key[element - EL_EM_GATE_1])
7037 return MF_NO_ACTION;
7038 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
7039 return MF_NO_ACTION;
7041 /* automatically move to the next field with double speed */
7042 player->programmed_action = move_direction;
7043 DOUBLE_PLAYER_SPEED(player);
7045 PlaySoundLevel(x, y, SND_CLASS_GATE_PASSING);
7048 case EL_EM_GATE_1_GRAY:
7049 case EL_EM_GATE_2_GRAY:
7050 case EL_EM_GATE_3_GRAY:
7051 case EL_EM_GATE_4_GRAY:
7052 if (!player->key[element - EL_EM_GATE_1_GRAY])
7053 return MF_NO_ACTION;
7054 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
7055 return MF_NO_ACTION;
7057 /* automatically move to the next field with double speed */
7058 player->programmed_action = move_direction;
7059 DOUBLE_PLAYER_SPEED(player);
7062 PlaySoundLevelAction(x, y, ACTION_PASSING);
7064 PlaySoundLevel(x, y, SND_GATE_PASSING);
7070 case EL_SWITCHGATE_OPEN:
7071 case EL_TIMEGATE_OPEN:
7072 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
7073 return MF_NO_ACTION;
7075 /* automatically move to the next field with double speed */
7076 player->programmed_action = move_direction;
7077 DOUBLE_PLAYER_SPEED(player);
7079 PlaySoundLevelElementAction(x, y, element, ACTION_PASSING);
7083 case EL_SP_PORT_LEFT:
7084 case EL_SP_PORT_RIGHT:
7086 case EL_SP_PORT_DOWN:
7087 case EL_SP_PORT_HORIZONTAL:
7088 case EL_SP_PORT_VERTICAL:
7089 case EL_SP_PORT_ANY:
7090 case EL_SP_GRAVITY_PORT_LEFT:
7091 case EL_SP_GRAVITY_PORT_RIGHT:
7092 case EL_SP_GRAVITY_PORT_UP:
7093 case EL_SP_GRAVITY_PORT_DOWN:
7095 element != EL_SP_PORT_LEFT &&
7096 element != EL_SP_GRAVITY_PORT_LEFT &&
7097 element != EL_SP_PORT_HORIZONTAL &&
7098 element != EL_SP_PORT_ANY) ||
7100 element != EL_SP_PORT_RIGHT &&
7101 element != EL_SP_GRAVITY_PORT_RIGHT &&
7102 element != EL_SP_PORT_HORIZONTAL &&
7103 element != EL_SP_PORT_ANY) ||
7105 element != EL_SP_PORT_UP &&
7106 element != EL_SP_GRAVITY_PORT_UP &&
7107 element != EL_SP_PORT_VERTICAL &&
7108 element != EL_SP_PORT_ANY) ||
7110 element != EL_SP_PORT_DOWN &&
7111 element != EL_SP_GRAVITY_PORT_DOWN &&
7112 element != EL_SP_PORT_VERTICAL &&
7113 element != EL_SP_PORT_ANY) ||
7114 !IN_LEV_FIELD(x + dx, y + dy) ||
7115 !IS_FREE(x + dx, y + dy))
7116 return MF_NO_ACTION;
7118 /* automatically move to the next field with double speed */
7119 player->programmed_action = move_direction;
7120 DOUBLE_PLAYER_SPEED(player);
7122 PlaySoundLevel(x, y, SND_CLASS_SP_PORT_PASSING);
7126 case EL_TUBE_VERTICAL:
7127 case EL_TUBE_HORIZONTAL:
7128 case EL_TUBE_VERTICAL_LEFT:
7129 case EL_TUBE_VERTICAL_RIGHT:
7130 case EL_TUBE_HORIZONTAL_UP:
7131 case EL_TUBE_HORIZONTAL_DOWN:
7132 case EL_TUBE_LEFT_UP:
7133 case EL_TUBE_LEFT_DOWN:
7134 case EL_TUBE_RIGHT_UP:
7135 case EL_TUBE_RIGHT_DOWN:
7138 int tube_enter_directions[][2] =
7140 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
7141 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
7142 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
7143 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
7144 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
7145 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
7146 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
7147 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
7148 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
7149 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
7150 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
7151 { -1, MV_NO_MOVING }
7154 while (tube_enter_directions[i][0] != element)
7157 if (tube_enter_directions[i][0] == -1) /* should not happen */
7161 if (!(tube_enter_directions[i][1] & move_direction))
7162 return MF_NO_ACTION; /* tube has no opening in this direction */
7164 PlaySoundLevel(x, y, SND_CLASS_TUBE_WALKING);
7169 case EL_EXIT_CLOSED:
7170 case EL_SP_EXIT_CLOSED:
7171 case EL_EXIT_OPENING:
7172 return MF_NO_ACTION;
7178 case EL_SP_EXIT_OPEN:
7179 if (mode == DF_SNAP)
7180 return MF_NO_ACTION;
7182 if (element == EL_EXIT_OPEN)
7183 PlaySoundLevel(x, y, SND_CLASS_EXIT_PASSING);
7185 PlaySoundLevel(x, y, SND_CLASS_SP_EXIT_PASSING);
7191 Feld[x][y] = EL_LAMP_ACTIVE;
7192 local_player->lights_still_needed--;
7193 DrawLevelField(x, y);
7194 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
7198 case EL_TIME_ORB_FULL:
7199 Feld[x][y] = EL_TIME_ORB_EMPTY;
7201 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
7202 DrawLevelField(x, y);
7203 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
7210 case EL_SOKOBAN_FIELD_EMPTY:
7214 case EL_SOKOBAN_OBJECT:
7215 case EL_SOKOBAN_FIELD_FULL:
7217 case EL_SP_DISK_YELLOW:
7219 if (mode == DF_SNAP)
7220 return MF_NO_ACTION;
7222 player->Pushing = TRUE;
7224 if (!IN_LEV_FIELD(x+dx, y+dy)
7225 || (!IS_FREE(x+dx, y+dy)
7226 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FIELD_EMPTY
7227 || !IS_SB_ELEMENT(element))))
7228 return MF_NO_ACTION;
7230 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
7231 return MF_NO_ACTION;
7233 if (player->push_delay == 0)
7234 player->push_delay = FrameCounter;
7236 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
7237 !tape.playing && element != EL_BALLOON)
7238 return MF_NO_ACTION;
7240 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
7241 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
7242 element != EL_BALLOON)
7243 return MF_NO_ACTION;
7246 if (IS_SB_ELEMENT(element))
7249 if (element == EL_SOKOBAN_FIELD_FULL)
7251 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
7252 local_player->sokobanfields_still_needed++;
7255 if (Feld[x + dx][y + dy] == EL_SOKOBAN_FIELD_EMPTY)
7257 Back[x + dx][y + dy] = EL_SOKOBAN_FIELD_EMPTY;
7258 local_player->sokobanfields_still_needed--;
7261 Feld[x][y] = EL_SOKOBAN_OBJECT;
7263 if (Back[x][y] == Back[x + dx][y + dy])
7264 PlaySoundLevelAction(x, y, ACTION_PUSHING);
7265 else if (Back[x][y] != 0)
7266 PlaySoundLevelElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
7269 PlaySoundLevelElementAction(x + dx, y + dy, EL_SOKOBAN_FIELD_EMPTY,
7272 InitMovingField(x, y, (dx < 0 ? MV_LEFT :
7274 dy < 0 ? MV_UP : MV_DOWN));
7275 MovPos[x][y] = (dx != 0 ? dx : dy);
7278 printf("::: %s -> %s [%s -> %s]\n",
7279 element_info[Feld[x][y]].token_name,
7280 element_info[Feld[x + dx][y + dy]].token_name,
7281 element_info[Back[x][y]].token_name,
7282 element_info[Back[x + dx][y + dy]].token_name);
7286 if (element == EL_SOKOBAN_FIELD_FULL)
7288 Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
7289 local_player->sokobanfields_still_needed++;
7294 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FIELD_EMPTY)
7296 Feld[x+dx][y+dy] = EL_SOKOBAN_FIELD_FULL;
7297 local_player->sokobanfields_still_needed--;
7298 if (element == EL_SOKOBAN_OBJECT)
7300 PlaySoundLevelAction(x+dx, y+dy, ACTION_FILLING);
7302 PlaySoundLevel(x, y, SND_CLASS_SOKOBAN_FIELD_FILLING);
7306 PlaySoundLevelAction(x+dx, y+dy, ACTION_PUSHING);
7308 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
7313 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJECT;
7314 if (element == EL_SOKOBAN_FIELD_FULL)
7316 PlaySoundLevelAction(x+dx, y+dy, ACTION_EMPTYING);
7318 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_EMPTYING);
7322 PlaySoundLevelAction(x+dx, y+dy, ACTION_PUSHING);
7324 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
7332 InitMovingField(x, y, (dx < 0 ? MV_LEFT :
7334 dy < 0 ? MV_UP : MV_DOWN));
7335 MovPos[x][y] = (dx != 0 ? dx : dy);
7338 Feld[x + dx][y + dy] = element;
7340 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
7343 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
7345 DrawLevelField(x, y);
7346 DrawLevelField(x + dx, y + dy);
7348 if (IS_SB_ELEMENT(element) &&
7349 local_player->sokobanfields_still_needed == 0 &&
7350 game.emulation == EMU_SOKOBAN)
7352 player->LevelSolved = player->GameOver = TRUE;
7353 PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
7356 CheckTriggeredElementChange(element, CE_OTHER_PUSHING);
7371 if (IS_WALKABLE(element))
7373 int sound_action = ACTION_WALKING;
7375 if (element >= EL_GATE_1 && element <= EL_GATE_4)
7377 if (!player->key[element - EL_GATE_1])
7378 return MF_NO_ACTION;
7380 else if (element >= EL_GATE_1_GRAY && element <= EL_GATE_4_GRAY)
7382 if (!player->key[element - EL_GATE_1_GRAY])
7383 return MF_NO_ACTION;
7385 else if (element == EL_EXIT_OPEN || element == EL_SP_EXIT_OPEN)
7387 sound_action = ACTION_PASSING; /* player is passing exit */
7389 else if (element == EL_EMPTY)
7391 sound_action = ACTION_MOVING; /* nothing to walk on */
7394 /* play sound from background or player, whatever is available */
7395 if (element_info[element].sound[sound_action] != SND_UNDEFINED)
7396 PlaySoundLevelElementAction(x, y, element, sound_action);
7398 PlaySoundLevelElementAction(x, y, player->element_nr, sound_action);
7402 else if (IS_PASSABLE(element))
7404 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
7405 return MF_NO_ACTION;
7407 if (element >= EL_EM_GATE_1 && element <= EL_EM_GATE_4)
7409 if (!player->key[element - EL_EM_GATE_1])
7410 return MF_NO_ACTION;
7412 else if (element >= EL_EM_GATE_1_GRAY && element <= EL_EM_GATE_4_GRAY)
7414 if (!player->key[element - EL_EM_GATE_1_GRAY])
7415 return MF_NO_ACTION;
7418 /* automatically move to the next field with double speed */
7419 player->programmed_action = move_direction;
7420 DOUBLE_PLAYER_SPEED(player);
7422 PlaySoundLevelAction(x, y, ACTION_PASSING);
7426 else if (IS_DIGGABLE(element))
7430 if (mode != DF_SNAP)
7433 (CAN_BE_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
7434 player->is_digging = TRUE;
7437 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
7441 else if (IS_COLLECTIBLE(element))
7445 if (mode != DF_SNAP)
7447 GfxElement[x][y] = element;
7448 player->is_collecting = TRUE;
7451 if (element == EL_SPEED_PILL)
7452 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
7453 else if (element == EL_EXTRA_TIME && level.time > 0)
7456 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
7458 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
7460 player->shield_normal_time_left += 10;
7461 if (element == EL_SHIELD_DEADLY)
7462 player->shield_deadly_time_left += 10;
7464 else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
7467 player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
7469 DrawText(DX_DYNAMITE, DY_DYNAMITE,
7470 int2str(local_player->dynamite, 3), FONT_TEXT_2);
7472 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
7474 player->dynabomb_count++;
7475 player->dynabombs_left++;
7477 else if (element == EL_DYNABOMB_INCREASE_SIZE)
7479 player->dynabomb_size++;
7481 else if (element == EL_DYNABOMB_INCREASE_POWER)
7483 player->dynabomb_xl = TRUE;
7485 else if ((element >= EL_KEY_1 && element <= EL_KEY_4) ||
7486 (element >= EL_EM_KEY_1 && element <= EL_EM_KEY_4))
7488 int key_nr = (element >= EL_KEY_1 && element <= EL_KEY_4 ?
7489 element - EL_KEY_1 : element - EL_EM_KEY_1);
7491 player->key[key_nr] = TRUE;
7493 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
7494 el2edimg(EL_KEY_1 + key_nr));
7495 redraw_mask |= REDRAW_DOOR_1;
7497 else if (gem_count[element] > 0)
7499 local_player->gems_still_needed -= gem_count[element];
7500 if (local_player->gems_still_needed < 0)
7501 local_player->gems_still_needed = 0;
7503 DrawText(DX_EMERALDS, DY_EMERALDS,
7504 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
7507 RaiseScoreElement(element);
7508 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
7510 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
7514 else if (IS_PUSHABLE(element))
7516 if (mode == DF_SNAP && element != EL_BD_ROCK)
7517 return MF_NO_ACTION;
7519 if (CAN_FALL(element) && dy)
7520 return MF_NO_ACTION;
7522 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
7523 !(element == EL_SPRING && use_spring_bug))
7524 return MF_NO_ACTION;
7526 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
7527 return MF_NO_ACTION;
7529 if (!player->Pushing &&
7530 game.engine_version >= RELEASE_IDENT(2,2,0,7))
7531 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7533 player->Pushing = TRUE;
7535 if (!(IN_LEV_FIELD(x + dx, y + dy) &&
7536 (IS_FREE(x + dx, y + dy) ||
7537 (Feld[x + dx][y + dy] == EL_SOKOBAN_FIELD_EMPTY &&
7538 IS_SB_ELEMENT(element)))))
7539 return MF_NO_ACTION;
7541 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
7542 return MF_NO_ACTION;
7544 if (player->push_delay == 0) /* new pushing; restart delay */
7545 player->push_delay = FrameCounter;
7547 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
7548 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
7549 element != EL_SPRING && element != EL_BALLOON)
7550 return MF_NO_ACTION;
7552 if (IS_SB_ELEMENT(element))
7554 if (element == EL_SOKOBAN_FIELD_FULL)
7556 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
7557 local_player->sokobanfields_still_needed++;
7560 if (Feld[x + dx][y + dy] == EL_SOKOBAN_FIELD_EMPTY)
7562 Back[x + dx][y + dy] = EL_SOKOBAN_FIELD_EMPTY;
7563 local_player->sokobanfields_still_needed--;
7566 Feld[x][y] = EL_SOKOBAN_OBJECT;
7568 if (Back[x][y] == Back[x + dx][y + dy])
7569 PlaySoundLevelAction(x, y, ACTION_PUSHING);
7570 else if (Back[x][y] != 0)
7571 PlaySoundLevelElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
7574 PlaySoundLevelElementAction(x + dx, y + dy, EL_SOKOBAN_FIELD_EMPTY,
7577 if (local_player->sokobanfields_still_needed == 0 &&
7578 game.emulation == EMU_SOKOBAN)
7580 player->LevelSolved = player->GameOver = TRUE;
7581 PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
7585 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
7587 InitMovingField(x, y, move_direction);
7589 if (mode == DF_SNAP)
7590 ContinueMoving(x, y);
7592 MovPos[x][y] = (dx != 0 ? dx : dy);
7594 Pushed[x][y] = TRUE;
7595 Pushed[x + dx][y + dy] = TRUE;
7597 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
7598 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7600 CheckTriggeredElementChange(element, CE_OTHER_PUSHING);
7601 CheckPlayerElementChange(x, y, element, CE_PUSHED_BY_PLAYER);
7607 CheckPlayerElementChange(x, y, element, CE_PRESSED_BY_PLAYER);
7610 return MF_NO_ACTION;
7613 player->push_delay = 0;
7615 if (Feld[x][y] != element) /* really digged/collected something */
7616 player->is_collecting = !player->is_digging;
7621 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
7623 int jx = player->jx, jy = player->jy;
7624 int x = jx + dx, y = jy + dy;
7626 if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0))
7629 if (!player->active || !IN_LEV_FIELD(x, y))
7637 if (player->MovPos == 0)
7638 player->Pushing = FALSE;
7640 player->snapped = FALSE;
7642 if (player->MovPos == 0)
7644 player->is_digging = FALSE;
7645 player->is_collecting = FALSE;
7651 if (player->snapped)
7654 player->MovDir = (dx < 0 ? MV_LEFT :
7657 dy > 0 ? MV_DOWN : MV_NO_MOVING);
7659 if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
7662 player->snapped = TRUE;
7663 player->is_digging = FALSE;
7664 player->is_collecting = FALSE;
7666 DrawLevelField(x, y);
7672 boolean PlaceBomb(struct PlayerInfo *player)
7674 int jx = player->jx, jy = player->jy;
7677 if (!player->active || player->MovPos)
7680 element = Feld[jx][jy];
7682 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
7683 IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
7687 if (element != EL_EMPTY)
7691 if (element != EL_EMPTY)
7694 Store[jx][jy] = element;
7696 Back[jx][jy] = element;
7700 MovDelay[jx][jy] = 96;
7702 ResetGfxAnimation(jx, jy);
7703 ResetRandomAnimationValue(jx, jy);
7705 if (player->dynamite)
7707 Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
7708 EL_DYNAMITE_ACTIVE);
7711 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
7713 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
7716 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
7718 if (game.emulation == EMU_SUPAPLEX)
7719 DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0);
7721 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0);
7725 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
7730 EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1);
7731 player->dynabombs_left--;
7733 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
7734 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
7736 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
7742 /* ------------------------------------------------------------------------- */
7743 /* game sound playing functions */
7744 /* ------------------------------------------------------------------------- */
7746 static int *loop_sound_frame = NULL;
7747 static int *loop_sound_volume = NULL;
7749 void InitPlaySoundLevel()
7751 int num_sounds = getSoundListSize();
7753 if (loop_sound_frame != NULL)
7754 free(loop_sound_frame);
7756 if (loop_sound_volume != NULL)
7757 free(loop_sound_volume);
7759 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
7760 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
7763 static void PlaySoundLevel(int x, int y, int nr)
7765 int sx = SCREENX(x), sy = SCREENY(y);
7766 int volume, stereo_position;
7767 int max_distance = 8;
7768 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
7770 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
7771 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
7774 if (!IN_LEV_FIELD(x, y) ||
7775 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
7776 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
7779 volume = SOUND_MAX_VOLUME;
7781 if (!IN_SCR_FIELD(sx, sy))
7783 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
7784 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
7786 volume -= volume * (dx > dy ? dx : dy) / max_distance;
7789 stereo_position = (SOUND_MAX_LEFT +
7790 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
7791 (SCR_FIELDX + 2 * max_distance));
7793 if (IS_LOOP_SOUND(nr))
7795 /* This assures that quieter loop sounds do not overwrite louder ones,
7796 while restarting sound volume comparison with each new game frame. */
7798 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
7801 loop_sound_volume[nr] = volume;
7802 loop_sound_frame[nr] = FrameCounter;
7805 PlaySoundExt(nr, volume, stereo_position, type);
7808 static void PlaySoundLevelNearest(int x, int y, int sound_action)
7810 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
7811 x > LEVELX(BX2) ? LEVELX(BX2) : x,
7812 y < LEVELY(BY1) ? LEVELY(BY1) :
7813 y > LEVELY(BY2) ? LEVELY(BY2) : y,
7817 static void PlaySoundLevelAction(int x, int y, int action)
7819 PlaySoundLevelElementAction(x, y, Feld[x][y], action);
7822 static void PlaySoundLevelElementAction(int x, int y, int element, int action)
7824 int sound_effect = element_info[element].sound[action];
7826 if (sound_effect != SND_UNDEFINED)
7827 PlaySoundLevel(x, y, sound_effect);
7830 static void PlaySoundLevelActionIfLoop(int x, int y, int action)
7832 int sound_effect = element_info[Feld[x][y]].sound[action];
7834 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
7835 PlaySoundLevel(x, y, sound_effect);
7838 static void StopSoundLevelActionIfLoop(int x, int y, int action)
7840 int sound_effect = element_info[Feld[x][y]].sound[action];
7842 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
7843 StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND);
7846 void RaiseScore(int value)
7848 local_player->score += value;
7849 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2);
7852 void RaiseScoreElement(int element)
7858 case EL_EMERALD_YELLOW:
7859 case EL_EMERALD_RED:
7860 case EL_EMERALD_PURPLE:
7861 case EL_SP_INFOTRON:
7862 RaiseScore(level.score[SC_EMERALD]);
7865 RaiseScore(level.score[SC_DIAMOND]);
7868 RaiseScore(level.score[SC_CRYSTAL]);
7871 RaiseScore(level.score[SC_PEARL]);
7874 case EL_BD_BUTTERFLY:
7875 case EL_SP_ELECTRON:
7876 RaiseScore(level.score[SC_BUG]);
7880 case EL_SP_SNIKSNAK:
7881 RaiseScore(level.score[SC_SPACESHIP]);
7884 case EL_DARK_YAMYAM:
7885 RaiseScore(level.score[SC_YAMYAM]);
7888 RaiseScore(level.score[SC_ROBOT]);
7891 RaiseScore(level.score[SC_PACMAN]);
7894 RaiseScore(level.score[SC_NUT]);
7897 case EL_SP_DISK_RED:
7898 case EL_DYNABOMB_INCREASE_NUMBER:
7899 case EL_DYNABOMB_INCREASE_SIZE:
7900 case EL_DYNABOMB_INCREASE_POWER:
7901 RaiseScore(level.score[SC_DYNAMITE]);
7903 case EL_SHIELD_NORMAL:
7904 case EL_SHIELD_DEADLY:
7905 RaiseScore(level.score[SC_SHIELD]);
7908 RaiseScore(level.score[SC_TIME_BONUS]);
7914 RaiseScore(level.score[SC_KEY]);
7917 RaiseScore(element_info[element].score);
7922 void RequestQuitGame(boolean ask_if_really_quit)
7924 if (AllPlayersGone ||
7925 !ask_if_really_quit ||
7926 level_editor_test_game ||
7927 Request("Do you really want to quit the game ?",
7928 REQ_ASK | REQ_STAY_CLOSED))
7930 #if defined(PLATFORM_UNIX)
7931 if (options.network)
7932 SendToServer_StopPlaying();
7936 game_status = GAME_MODE_MAIN;
7942 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
7947 /* ---------- new game button stuff ---------------------------------------- */
7949 /* graphic position values for game buttons */
7950 #define GAME_BUTTON_XSIZE 30
7951 #define GAME_BUTTON_YSIZE 30
7952 #define GAME_BUTTON_XPOS 5
7953 #define GAME_BUTTON_YPOS 215
7954 #define SOUND_BUTTON_XPOS 5
7955 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
7957 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
7958 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
7959 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
7960 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
7961 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
7962 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
7969 } gamebutton_info[NUM_GAME_BUTTONS] =
7972 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
7977 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
7982 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
7987 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
7988 SOUND_CTRL_ID_MUSIC,
7989 "background music on/off"
7992 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
7993 SOUND_CTRL_ID_LOOPS,
7994 "sound loops on/off"
7997 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
7998 SOUND_CTRL_ID_SIMPLE,
7999 "normal sounds on/off"
8003 void CreateGameButtons()
8007 for (i=0; i<NUM_GAME_BUTTONS; i++)
8009 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
8010 struct GadgetInfo *gi;
8013 unsigned long event_mask;
8014 int gd_xoffset, gd_yoffset;
8015 int gd_x1, gd_x2, gd_y1, gd_y2;
8018 gd_xoffset = gamebutton_info[i].x;
8019 gd_yoffset = gamebutton_info[i].y;
8020 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
8021 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
8023 if (id == GAME_CTRL_ID_STOP ||
8024 id == GAME_CTRL_ID_PAUSE ||
8025 id == GAME_CTRL_ID_PLAY)
8027 button_type = GD_TYPE_NORMAL_BUTTON;
8029 event_mask = GD_EVENT_RELEASED;
8030 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
8031 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
8035 button_type = GD_TYPE_CHECK_BUTTON;
8037 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
8038 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
8039 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
8040 event_mask = GD_EVENT_PRESSED;
8041 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
8042 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
8045 gi = CreateGadget(GDI_CUSTOM_ID, id,
8046 GDI_INFO_TEXT, gamebutton_info[i].infotext,
8047 GDI_X, DX + gd_xoffset,
8048 GDI_Y, DY + gd_yoffset,
8049 GDI_WIDTH, GAME_BUTTON_XSIZE,
8050 GDI_HEIGHT, GAME_BUTTON_YSIZE,
8051 GDI_TYPE, button_type,
8052 GDI_STATE, GD_BUTTON_UNPRESSED,
8053 GDI_CHECKED, checked,
8054 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
8055 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
8056 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
8057 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
8058 GDI_EVENT_MASK, event_mask,
8059 GDI_CALLBACK_ACTION, HandleGameButtons,
8063 Error(ERR_EXIT, "cannot create gadget");
8065 game_gadget[id] = gi;
8069 void FreeGameButtons()
8073 for (i=0; i<NUM_GAME_BUTTONS; i++)
8074 FreeGadget(game_gadget[i]);
8077 static void MapGameButtons()
8081 for (i=0; i<NUM_GAME_BUTTONS; i++)
8082 MapGadget(game_gadget[i]);
8085 void UnmapGameButtons()
8089 for (i=0; i<NUM_GAME_BUTTONS; i++)
8090 UnmapGadget(game_gadget[i]);
8093 static void HandleGameButtons(struct GadgetInfo *gi)
8095 int id = gi->custom_id;
8097 if (game_status != GAME_MODE_PLAYING)
8102 case GAME_CTRL_ID_STOP:
8103 RequestQuitGame(TRUE);
8106 case GAME_CTRL_ID_PAUSE:
8107 if (options.network)
8109 #if defined(PLATFORM_UNIX)
8111 SendToServer_ContinuePlaying();
8113 SendToServer_PausePlaying();
8117 TapeTogglePause(TAPE_TOGGLE_MANUAL);
8120 case GAME_CTRL_ID_PLAY:
8123 #if defined(PLATFORM_UNIX)
8124 if (options.network)
8125 SendToServer_ContinuePlaying();
8129 tape.pausing = FALSE;
8130 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
8135 case SOUND_CTRL_ID_MUSIC:
8136 if (setup.sound_music)
8138 setup.sound_music = FALSE;
8141 else if (audio.music_available)
8143 setup.sound = setup.sound_music = TRUE;
8144 PlayMusic(level_nr);
8148 case SOUND_CTRL_ID_LOOPS:
8149 if (setup.sound_loops)
8150 setup.sound_loops = FALSE;
8151 else if (audio.loops_available)
8152 setup.sound = setup.sound_loops = TRUE;
8155 case SOUND_CTRL_ID_SIMPLE:
8156 if (setup.sound_simple)
8157 setup.sound_simple = FALSE;
8158 else if (audio.sound_available)
8159 setup.sound = setup.sound_simple = TRUE;