1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MoveFigure() */
36 #define MF_NO_ACTION 0
40 /* for ScrollFigure() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_NO_EXPLOSION 0
51 /* special positions in the game control window (relative to control window) */
54 #define XX_EMERALDS 29
55 #define YY_EMERALDS 54
56 #define XX_DYNAMITE 29
57 #define YY_DYNAMITE 89
65 /* special positions in the game control window (relative to main window) */
66 #define DX_LEVEL (DX + XX_LEVEL)
67 #define DY_LEVEL (DY + YY_LEVEL)
68 #define DX_EMERALDS (DX + XX_EMERALDS)
69 #define DY_EMERALDS (DY + YY_EMERALDS)
70 #define DX_DYNAMITE (DX + XX_DYNAMITE)
71 #define DY_DYNAMITE (DY + YY_DYNAMITE)
72 #define DX_KEYS (DX + XX_KEYS)
73 #define DY_KEYS (DY + YY_KEYS)
74 #define DX_SCORE (DX + XX_SCORE)
75 #define DY_SCORE (DY + YY_SCORE)
76 #define DX_TIME (DX + XX_TIME)
77 #define DY_TIME (DY + YY_TIME)
79 /* values for initial player move delay (initial delay counter value) */
80 #define INITIAL_MOVE_DELAY_OFF -1
81 #define INITIAL_MOVE_DELAY_ON 0
83 /* values for player movement speed (which is in fact a delay value) */
84 #define MOVE_DELAY_NORMAL_SPEED 8
85 #define MOVE_DELAY_HIGH_SPEED 4
87 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
88 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
89 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
90 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
92 #define INIT_GFX_RANDOM() (SimpleRND(1000000))
94 /* game button identifiers */
95 #define GAME_CTRL_ID_STOP 0
96 #define GAME_CTRL_ID_PAUSE 1
97 #define GAME_CTRL_ID_PLAY 2
98 #define SOUND_CTRL_ID_MUSIC 3
99 #define SOUND_CTRL_ID_LOOPS 4
100 #define SOUND_CTRL_ID_SIMPLE 5
102 #define NUM_GAME_BUTTONS 6
105 /* forward declaration for internal use */
107 static void InitBeltMovement(void);
108 static void CloseAllOpenTimegates(void);
109 static void CheckGravityMovement(struct PlayerInfo *);
110 static void KillHeroUnlessProtected(int, int);
112 static void PlaySoundLevel(int, int, int);
113 static void PlaySoundLevelNearest(int, int, int);
114 static void PlaySoundLevelAction(int, int, int);
115 static void PlaySoundLevelElementAction(int, int, int, int);
117 static void MapGameButtons();
118 static void HandleGameButtons(struct GadgetInfo *);
120 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
123 /* ------------------------------------------------------------------------- */
124 /* definition of elements that automatically change to other elements after */
125 /* a specified time, eventually calling a function when changing */
126 /* ------------------------------------------------------------------------- */
128 /* forward declaration for changer functions */
129 static void InitBuggyBase(int x, int y);
130 static void WarnBuggyBase(int x, int y);
132 static void InitTrap(int x, int y);
133 static void ActivateTrap(int x, int y);
134 static void ChangeActiveTrap(int x, int y);
136 static void InitRobotWheel(int x, int y);
137 static void RunRobotWheel(int x, int y);
138 static void StopRobotWheel(int x, int y);
140 static void InitTimegateWheel(int x, int y);
141 static void RunTimegateWheel(int x, int y);
143 struct ChangingElementInfo
148 void (*pre_change_function)(int x, int y);
149 void (*change_function)(int x, int y);
150 void (*post_change_function)(int x, int y);
153 static struct ChangingElementInfo changing_element_list[] =
155 { EL_NUT_CRACKING, EL_EMERALD, 6, NULL, NULL, NULL },
156 { EL_PEARL_BREAKING, EL_EMPTY, 8, NULL, NULL, NULL },
157 { EL_EXIT_OPENING, EL_EXIT_OPEN, 29, NULL, NULL, NULL },
159 { EL_SWITCHGATE_OPENING, EL_SWITCHGATE_OPEN, 29, NULL, NULL, NULL },
160 { EL_SWITCHGATE_CLOSING, EL_SWITCHGATE_CLOSED, 29, NULL, NULL, NULL },
162 { EL_TIMEGATE_OPENING, EL_TIMEGATE_OPEN, 29, NULL, NULL, NULL },
163 { EL_TIMEGATE_CLOSING, EL_TIMEGATE_CLOSED, 29, NULL, NULL, NULL },
165 { EL_ACID_SPLASH_LEFT, EL_EMPTY, 8, NULL, NULL, NULL },
166 { EL_ACID_SPLASH_RIGHT, EL_EMPTY, 8, NULL, NULL, NULL },
168 { EL_SP_BUGGY_BASE, EL_SP_BUGGY_BASE_ACTIVATING, 0,
169 InitBuggyBase, NULL, NULL },
170 { EL_SP_BUGGY_BASE_ACTIVATING,EL_SP_BUGGY_BASE_ACTIVE, 0,
171 InitBuggyBase, NULL, NULL },
172 { EL_SP_BUGGY_BASE_ACTIVE, EL_SP_BUGGY_BASE, 0,
173 InitBuggyBase, WarnBuggyBase, NULL },
175 { EL_TRAP, EL_TRAP_ACTIVE, 0,
176 InitTrap, NULL, ActivateTrap },
177 { EL_TRAP_ACTIVE, EL_TRAP, 31,
178 NULL, ChangeActiveTrap, NULL },
180 { EL_ROBOT_WHEEL_ACTIVE, EL_ROBOT_WHEEL, 0,
181 InitRobotWheel, RunRobotWheel, StopRobotWheel },
183 { EL_TIMEGATE_SWITCH_ACTIVE, EL_TIMEGATE_SWITCH, 0,
184 InitTimegateWheel, RunTimegateWheel, NULL },
186 { EL_UNDEFINED, EL_UNDEFINED, -1, NULL }
189 static struct ChangingElementInfo changing_element[MAX_NUM_ELEMENTS];
191 #define IS_AUTO_CHANGING(e) (changing_element[e].base_element != EL_UNDEFINED)
194 void GetPlayerConfig()
196 if (!audio.sound_available)
199 if (!audio.loops_available)
200 setup.sound_loops = FALSE;
202 if (!audio.music_available)
203 setup.sound_music = FALSE;
205 if (!video.fullscreen_available)
206 setup.fullscreen = FALSE;
208 setup.sound_simple = setup.sound;
210 SetAudioMode(setup.sound);
214 static int getBeltNrFromBeltElement(int element)
216 return (element < EL_CONVEYOR_BELT2_LEFT ? 0 :
217 element < EL_CONVEYOR_BELT3_LEFT ? 1 :
218 element < EL_CONVEYOR_BELT4_LEFT ? 2 : 3);
221 static int getBeltNrFromBeltActiveElement(int element)
223 return (element < EL_CONVEYOR_BELT2_LEFT_ACTIVE ? 0 :
224 element < EL_CONVEYOR_BELT3_LEFT_ACTIVE ? 1 :
225 element < EL_CONVEYOR_BELT4_LEFT_ACTIVE ? 2 : 3);
228 static int getBeltNrFromBeltSwitchElement(int element)
230 return (element < EL_CONVEYOR_BELT2_SWITCH_LEFT ? 0 :
231 element < EL_CONVEYOR_BELT3_SWITCH_LEFT ? 1 :
232 element < EL_CONVEYOR_BELT4_SWITCH_LEFT ? 2 : 3);
235 static int getBeltDirNrFromBeltSwitchElement(int element)
237 static int belt_base_element[4] =
239 EL_CONVEYOR_BELT1_SWITCH_LEFT,
240 EL_CONVEYOR_BELT2_SWITCH_LEFT,
241 EL_CONVEYOR_BELT3_SWITCH_LEFT,
242 EL_CONVEYOR_BELT4_SWITCH_LEFT
245 int belt_nr = getBeltNrFromBeltSwitchElement(element);
246 int belt_dir_nr = element - belt_base_element[belt_nr];
248 return (belt_dir_nr % 3);
251 static int getBeltDirFromBeltSwitchElement(int element)
253 static int belt_move_dir[3] =
260 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
262 return belt_move_dir[belt_dir_nr];
265 static void InitField(int x, int y, boolean init_game)
272 if (stored_player[0].present)
274 Feld[x][y] = EL_SP_MURPHY_CLONE;
279 stored_player[0].use_murphy_graphic = TRUE;
282 Feld[x][y] = EL_PLAYER1;
291 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER1];
292 int jx = player->jx, jy = player->jy;
294 player->present = TRUE;
296 if (!options.network || player->connected)
298 player->active = TRUE;
300 /* remove potentially duplicate players */
301 if (StorePlayer[jx][jy] == Feld[x][y])
302 StorePlayer[jx][jy] = 0;
304 StorePlayer[x][y] = Feld[x][y];
308 printf("Player %d activated.\n", player->element_nr);
309 printf("[Local player is %d and currently %s.]\n",
310 local_player->element_nr,
311 local_player->active ? "active" : "not active");
315 Feld[x][y] = EL_EMPTY;
316 player->jx = player->last_jx = x;
317 player->jy = player->last_jy = y;
322 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
323 Feld[x][y] = EL_ACIDPOOL_TOPLEFT;
324 else if (x > 0 && Feld[x-1][y] == EL_ACID)
325 Feld[x][y] = EL_ACIDPOOL_TOPRIGHT;
326 else if (y > 0 && Feld[x][y-1] == EL_ACIDPOOL_TOPLEFT)
327 Feld[x][y] = EL_ACIDPOOL_BOTTOMLEFT;
328 else if (y > 0 && Feld[x][y-1] == EL_ACID)
329 Feld[x][y] = EL_ACIDPOOL_BOTTOM;
330 else if (y > 0 && Feld[x][y-1] == EL_ACIDPOOL_TOPRIGHT)
331 Feld[x][y] = EL_ACIDPOOL_BOTTOMRIGHT;
339 case EL_SPACESHIP_RIGHT:
340 case EL_SPACESHIP_UP:
341 case EL_SPACESHIP_LEFT:
342 case EL_SPACESHIP_DOWN:
344 case EL_BD_BUTTERFLY_RIGHT:
345 case EL_BD_BUTTERFLY_UP:
346 case EL_BD_BUTTERFLY_LEFT:
347 case EL_BD_BUTTERFLY_DOWN:
348 case EL_BD_BUTTERFLY:
349 case EL_BD_FIREFLY_RIGHT:
350 case EL_BD_FIREFLY_UP:
351 case EL_BD_FIREFLY_LEFT:
352 case EL_BD_FIREFLY_DOWN:
354 case EL_PACMAN_RIGHT:
378 if (y == lev_fieldy - 1)
380 Feld[x][y] = EL_AMOEBA_CREATING;
381 Store[x][y] = EL_AMOEBA_WET;
385 case EL_DYNAMITE_ACTIVE:
390 local_player->lights_still_needed++;
393 case EL_SOKOBAN_FIELD_EMPTY:
394 local_player->sokobanfields_still_needed++;
398 local_player->friends_still_needed++;
403 MovDir[x][y] = 1 << RND(4);
407 Feld[x][y] = EL_EMPTY;
410 case EL_EM_KEY1_FILE:
411 Feld[x][y] = EL_EM_KEY1;
413 case EL_EM_KEY2_FILE:
414 Feld[x][y] = EL_EM_KEY2;
416 case EL_EM_KEY3_FILE:
417 Feld[x][y] = EL_EM_KEY3;
419 case EL_EM_KEY4_FILE:
420 Feld[x][y] = EL_EM_KEY4;
423 case EL_CONVEYOR_BELT1_SWITCH_LEFT:
424 case EL_CONVEYOR_BELT1_SWITCH_MIDDLE:
425 case EL_CONVEYOR_BELT1_SWITCH_RIGHT:
426 case EL_CONVEYOR_BELT2_SWITCH_LEFT:
427 case EL_CONVEYOR_BELT2_SWITCH_MIDDLE:
428 case EL_CONVEYOR_BELT2_SWITCH_RIGHT:
429 case EL_CONVEYOR_BELT3_SWITCH_LEFT:
430 case EL_CONVEYOR_BELT3_SWITCH_MIDDLE:
431 case EL_CONVEYOR_BELT3_SWITCH_RIGHT:
432 case EL_CONVEYOR_BELT4_SWITCH_LEFT:
433 case EL_CONVEYOR_BELT4_SWITCH_MIDDLE:
434 case EL_CONVEYOR_BELT4_SWITCH_RIGHT:
437 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
438 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
439 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
441 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
443 game.belt_dir[belt_nr] = belt_dir;
444 game.belt_dir_nr[belt_nr] = belt_dir_nr;
446 else /* more than one switch -- set it like the first switch */
448 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
453 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
455 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
458 case EL_LIGHT_SWITCH_ACTIVE:
460 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
468 void DrawGameDoorValues()
472 for (i=0; i<MAX_PLAYERS; i++)
474 if (stored_player[i].key[j])
475 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
476 el2edimg(EL_KEY1 + j));
478 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
479 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
480 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
481 int2str(local_player->dynamite, 3), FONT_TEXT_2);
482 DrawText(DX + XX_SCORE, DY + YY_SCORE,
483 int2str(local_player->score, 5), FONT_TEXT_2);
484 DrawText(DX + XX_TIME, DY + YY_TIME,
485 int2str(TimeLeft, 3), FONT_TEXT_2);
490 =============================================================================
492 -----------------------------------------------------------------------------
493 initialize game engine due to level / tape version number
494 =============================================================================
497 static void InitGameEngine()
501 game.engine_version = (tape.playing ? tape.engine_version :
505 printf("level %d: level version == %06d\n", level_nr, level.game_version);
506 printf(" tape version == %06d [%s] [file: %06d]\n",
507 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
509 printf(" => game.engine_version == %06d\n", game.engine_version);
512 /* dynamically adjust player properties according to game engine version */
513 game.initial_move_delay =
514 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
515 INITIAL_MOVE_DELAY_OFF);
517 /* dynamically adjust player properties according to level information */
518 game.initial_move_delay_value =
519 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
521 /* dynamically adjust element properties according to game engine version */
523 static int ep_em_slippery_wall[] =
532 static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall);
534 for (i=0; i<ep_em_slippery_wall_num; i++)
536 if (level.em_slippery_gems) /* special EM style gems behaviour */
537 Properties2[ep_em_slippery_wall[i]] |=
538 EP_BIT_EM_SLIPPERY_WALL;
540 Properties2[ep_em_slippery_wall[i]] &=
541 ~EP_BIT_EM_SLIPPERY_WALL;
544 /* "EL_WALL_GROWING_ACTIVE" wasn't slippery for EM gems in version 2.0.1 */
545 if (level.em_slippery_gems && game.engine_version > VERSION_IDENT(2,0,1))
546 Properties2[EL_WALL_GROWING_ACTIVE] |= EP_BIT_EM_SLIPPERY_WALL;
548 Properties2[EL_WALL_GROWING_ACTIVE] &=~EP_BIT_EM_SLIPPERY_WALL;
551 /* initialize changing elements information */
552 for (i=0; i<MAX_NUM_ELEMENTS; i++)
554 changing_element[i].base_element = EL_UNDEFINED;
555 changing_element[i].next_element = EL_UNDEFINED;
556 changing_element[i].change_delay = -1;
557 changing_element[i].pre_change_function = NULL;
558 changing_element[i].change_function = NULL;
559 changing_element[i].post_change_function = NULL;
563 while (changing_element_list[i].base_element != EL_UNDEFINED)
565 struct ChangingElementInfo *ce = &changing_element_list[i];
566 int element = ce->base_element;
568 changing_element[element].base_element = ce->base_element;
569 changing_element[element].next_element = ce->next_element;
570 changing_element[element].change_delay = ce->change_delay;
571 changing_element[element].pre_change_function = ce->pre_change_function;
572 changing_element[element].change_function = ce->change_function;
573 changing_element[element].post_change_function = ce->post_change_function;
581 =============================================================================
583 -----------------------------------------------------------------------------
584 initialize and start new game
585 =============================================================================
590 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
591 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
592 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
599 #if USE_NEW_AMOEBA_CODE
600 printf("Using new amoeba code.\n");
602 printf("Using old amoeba code.\n");
607 /* don't play tapes over network */
608 network_playing = (options.network && !tape.playing);
610 for (i=0; i<MAX_PLAYERS; i++)
612 struct PlayerInfo *player = &stored_player[i];
614 player->index_nr = i;
615 player->element_nr = EL_PLAYER1 + i;
617 player->present = FALSE;
618 player->active = FALSE;
621 player->effective_action = 0;
622 player->programmed_action = 0;
625 player->gems_still_needed = level.gems_needed;
626 player->sokobanfields_still_needed = 0;
627 player->lights_still_needed = 0;
628 player->friends_still_needed = 0;
631 player->key[j] = FALSE;
633 player->dynamite = 0;
634 player->dynabomb_count = 0;
635 player->dynabomb_size = 1;
636 player->dynabombs_left = 0;
637 player->dynabomb_xl = FALSE;
639 player->MovDir = MV_NO_MOVING;
641 player->Pushing = FALSE;
642 player->Switching = FALSE;
646 player->GfxAction = ACTION_DEFAULT;
648 player->use_murphy_graphic = FALSE;
649 player->use_disk_red_graphic = FALSE;
651 player->actual_frame_counter = 0;
653 player->last_move_dir = MV_NO_MOVING;
654 player->is_moving = FALSE;
656 player->is_moving = FALSE;
657 player->is_waiting = FALSE;
659 player->move_delay = game.initial_move_delay;
660 player->move_delay_value = game.initial_move_delay_value;
662 player->push_delay = 0;
663 player->push_delay_value = 5;
665 player->snapped = FALSE;
667 player->last_jx = player->last_jy = 0;
668 player->jx = player->jy = 0;
670 player->shield_normal_time_left = 0;
671 player->shield_deadly_time_left = 0;
673 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
674 SnapField(player, 0, 0);
676 player->LevelSolved = FALSE;
677 player->GameOver = FALSE;
680 network_player_action_received = FALSE;
682 #if defined(PLATFORM_UNIX)
683 /* initial null action */
685 SendToServer_MovePlayer(MV_NO_MOVING);
693 TimeLeft = level.time;
695 ScreenMovDir = MV_NO_MOVING;
699 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
701 AllPlayersGone = FALSE;
703 game.yam_content_nr = 0;
704 game.magic_wall_active = FALSE;
705 game.magic_wall_time_left = 0;
706 game.light_time_left = 0;
707 game.timegate_time_left = 0;
708 game.switchgate_pos = 0;
709 game.balloon_dir = MV_NO_MOVING;
710 game.explosions_delayed = TRUE;
714 game.belt_dir[i] = MV_NO_MOVING;
715 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
718 for (i=0; i<MAX_NUM_AMOEBA; i++)
719 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
721 for (x=0; x<lev_fieldx; x++)
723 for (y=0; y<lev_fieldy; y++)
725 Feld[x][y] = Ur[x][y];
726 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
727 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
729 JustStopped[x][y] = 0;
731 ExplodePhase[x][y] = 0;
732 ExplodeField[x][y] = EX_NO_EXPLOSION;
735 GfxAction[x][y] = ACTION_DEFAULT;
736 GfxRandom[x][y] = INIT_GFX_RANDOM();
740 for(y=0; y<lev_fieldy; y++)
742 for(x=0; x<lev_fieldx; x++)
744 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
746 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
748 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
751 InitField(x, y, TRUE);
757 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
758 emulate_sb ? EMU_SOKOBAN :
759 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
761 /* correct non-moving belts to start moving left */
763 if (game.belt_dir[i] == MV_NO_MOVING)
764 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
766 /* check if any connected player was not found in playfield */
767 for (i=0; i<MAX_PLAYERS; i++)
769 struct PlayerInfo *player = &stored_player[i];
771 if (player->connected && !player->present)
773 for (j=0; j<MAX_PLAYERS; j++)
775 struct PlayerInfo *some_player = &stored_player[j];
776 int jx = some_player->jx, jy = some_player->jy;
778 /* assign first free player found that is present in the playfield */
779 if (some_player->present && !some_player->connected)
781 player->present = TRUE;
782 player->active = TRUE;
783 some_player->present = FALSE;
785 StorePlayer[jx][jy] = player->element_nr;
786 player->jx = player->last_jx = jx;
787 player->jy = player->last_jy = jy;
797 /* when playing a tape, eliminate all players who do not participate */
799 for (i=0; i<MAX_PLAYERS; i++)
801 if (stored_player[i].active && !tape.player_participates[i])
803 struct PlayerInfo *player = &stored_player[i];
804 int jx = player->jx, jy = player->jy;
806 player->active = FALSE;
807 StorePlayer[jx][jy] = 0;
808 Feld[jx][jy] = EL_EMPTY;
812 else if (!options.network && !setup.team_mode) /* && !tape.playing */
814 /* when in single player mode, eliminate all but the first active player */
816 for (i=0; i<MAX_PLAYERS; i++)
818 if (stored_player[i].active)
820 for (j=i+1; j<MAX_PLAYERS; j++)
822 if (stored_player[j].active)
824 struct PlayerInfo *player = &stored_player[j];
825 int jx = player->jx, jy = player->jy;
827 player->active = FALSE;
828 StorePlayer[jx][jy] = 0;
829 Feld[jx][jy] = EL_EMPTY;
836 /* when recording the game, store which players take part in the game */
839 for (i=0; i<MAX_PLAYERS; i++)
840 if (stored_player[i].active)
841 tape.player_participates[i] = TRUE;
846 for (i=0; i<MAX_PLAYERS; i++)
848 struct PlayerInfo *player = &stored_player[i];
850 printf("Player %d: present == %d, connected == %d, active == %d.\n",
855 if (local_player == player)
856 printf("Player %d is local player.\n", i+1);
860 if (BorderElement == EL_EMPTY)
863 SBX_Right = lev_fieldx - SCR_FIELDX;
865 SBY_Lower = lev_fieldy - SCR_FIELDY;
870 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
872 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
875 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
876 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
878 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
879 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
882 scroll_y = SBY_Upper;
883 if (local_player->jx >= SBX_Left + MIDPOSX)
884 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
885 local_player->jx - MIDPOSX :
887 if (local_player->jy >= SBY_Upper + MIDPOSY)
888 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
889 local_player->jy - MIDPOSY :
892 CloseDoor(DOOR_CLOSE_1);
897 /* after drawing the level, correct some elements */
898 if (game.timegate_time_left == 0)
899 CloseAllOpenTimegates();
901 if (setup.soft_scrolling)
902 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
904 redraw_mask |= REDRAW_FROM_BACKBUFFER;
907 /* copy default game door content to main double buffer */
908 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
909 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
912 DrawText(DX + XX_LEVEL, DY + YY_LEVEL, int2str(level_nr, 2), FONT_TEXT_2);
915 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
916 int2str(level_nr, 3), FONT_LEVEL_NUMBER, FONT_OPAQUE);
917 BlitBitmap(drawto, drawto,
918 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
919 getFontWidth(FONT_LEVEL_NUMBER) * 3,
920 getFontHeight(FONT_LEVEL_NUMBER) - 1,
921 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
924 DrawGameDoorValues();
928 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
929 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
930 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
934 /* copy actual game door content to door double buffer for OpenDoor() */
935 BlitBitmap(drawto, bitmap_db_door,
936 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
938 OpenDoor(DOOR_OPEN_ALL);
940 PlaySoundStereo(SND_GAME_STARTING, SOUND_MAX_RIGHT);
941 if (setup.sound_music)
944 KeyboardAutoRepeatOff();
949 printf("Player %d %sactive.\n",
950 i + 1, (stored_player[i].active ? "" : "not "));
954 void InitMovDir(int x, int y)
956 int i, element = Feld[x][y];
957 static int xy[4][2] =
964 static int direction[3][4] =
966 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
967 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
968 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
978 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
981 case EL_SPACESHIP_RIGHT:
982 case EL_SPACESHIP_UP:
983 case EL_SPACESHIP_LEFT:
984 case EL_SPACESHIP_DOWN:
985 Feld[x][y] = EL_SPACESHIP;
986 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
989 case EL_BD_BUTTERFLY_RIGHT:
990 case EL_BD_BUTTERFLY_UP:
991 case EL_BD_BUTTERFLY_LEFT:
992 case EL_BD_BUTTERFLY_DOWN:
993 Feld[x][y] = EL_BD_BUTTERFLY;
994 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
997 case EL_BD_FIREFLY_RIGHT:
998 case EL_BD_FIREFLY_UP:
999 case EL_BD_FIREFLY_LEFT:
1000 case EL_BD_FIREFLY_DOWN:
1001 Feld[x][y] = EL_BD_FIREFLY;
1002 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1005 case EL_PACMAN_RIGHT:
1007 case EL_PACMAN_LEFT:
1008 case EL_PACMAN_DOWN:
1009 Feld[x][y] = EL_PACMAN;
1010 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1013 case EL_SP_SNIKSNAK:
1014 MovDir[x][y] = MV_UP;
1017 case EL_SP_ELECTRON:
1018 MovDir[x][y] = MV_LEFT;
1025 Feld[x][y] = EL_MOLE;
1026 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1030 MovDir[x][y] = 1 << RND(4);
1031 if (element != EL_BUG &&
1032 element != EL_SPACESHIP &&
1033 element != EL_BD_BUTTERFLY &&
1034 element != EL_BD_FIREFLY)
1039 int x1 = x + xy[i][0];
1040 int y1 = y + xy[i][1];
1042 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1044 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1046 MovDir[x][y] = direction[0][i];
1049 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1050 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1052 MovDir[x][y] = direction[1][i];
1061 void InitAmoebaNr(int x, int y)
1064 int group_nr = AmoebeNachbarNr(x, y);
1068 for (i=1; i<MAX_NUM_AMOEBA; i++)
1070 if (AmoebaCnt[i] == 0)
1078 AmoebaNr[x][y] = group_nr;
1079 AmoebaCnt[group_nr]++;
1080 AmoebaCnt2[group_nr]++;
1086 boolean raise_level = FALSE;
1088 if (local_player->MovPos)
1091 if (tape.playing && tape.auto_play)
1092 tape.auto_play_level_solved = TRUE;
1094 local_player->LevelSolved = FALSE;
1096 PlaySoundStereo(SND_GAME_WINNING, SOUND_MAX_RIGHT);
1100 if (!tape.playing && setup.sound_loops)
1101 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1102 SND_CTRL_PLAY_LOOP);
1104 while (TimeLeft > 0)
1106 if (!tape.playing && !setup.sound_loops)
1107 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1108 if (TimeLeft > 0 && !(TimeLeft % 10))
1109 RaiseScore(level.score[SC_ZEITBONUS]);
1110 if (TimeLeft > 100 && !(TimeLeft % 10))
1114 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
1121 if (!tape.playing && setup.sound_loops)
1122 StopSound(SND_GAME_LEVELTIME_BONUS);
1124 else if (level.time == 0) /* level without time limit */
1126 if (!tape.playing && setup.sound_loops)
1127 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1128 SND_CTRL_PLAY_LOOP);
1130 while (TimePlayed < 999)
1132 if (!tape.playing && !setup.sound_loops)
1133 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1134 if (TimePlayed < 999 && !(TimePlayed % 10))
1135 RaiseScore(level.score[SC_ZEITBONUS]);
1136 if (TimePlayed < 900 && !(TimePlayed % 10))
1140 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
1147 if (!tape.playing && setup.sound_loops)
1148 StopSound(SND_GAME_LEVELTIME_BONUS);
1151 /* Hero disappears */
1152 DrawLevelField(ExitX, ExitY);
1158 CloseDoor(DOOR_CLOSE_1);
1163 SaveTape(tape.level_nr); /* Ask to save tape */
1166 if (level_nr == leveldir_current->handicap_level)
1168 leveldir_current->handicap_level++;
1169 SaveLevelSetup_SeriesInfo();
1172 if (level_editor_test_game)
1173 local_player->score = -1; /* no highscore when playing from editor */
1174 else if (level_nr < leveldir_current->last_level)
1175 raise_level = TRUE; /* advance to next level */
1177 if ((hi_pos = NewHiScore()) >= 0)
1179 game_status = HALLOFFAME;
1180 DrawHallOfFame(hi_pos);
1189 game_status = MAINMENU;
1206 LoadScore(level_nr);
1208 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1209 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1212 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1214 if (local_player->score > highscore[k].Score)
1216 /* player has made it to the hall of fame */
1218 if (k < MAX_SCORE_ENTRIES - 1)
1220 int m = MAX_SCORE_ENTRIES - 1;
1223 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1224 if (!strcmp(setup.player_name, highscore[l].Name))
1226 if (m == k) /* player's new highscore overwrites his old one */
1232 strcpy(highscore[l].Name, highscore[l - 1].Name);
1233 highscore[l].Score = highscore[l - 1].Score;
1240 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1241 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1242 highscore[k].Score = local_player->score;
1248 else if (!strncmp(setup.player_name, highscore[k].Name,
1249 MAX_PLAYER_NAME_LEN))
1250 break; /* player already there with a higher score */
1256 SaveScore(level_nr);
1261 static void InitPlayerGfxAnimation(struct PlayerInfo *player, int action)
1263 if (player->GfxAction != action)
1265 player->GfxAction = action;
1270 static void ResetRandomAnimationValue(int x, int y)
1272 GfxRandom[x][y] = INIT_GFX_RANDOM();
1275 static void ResetGfxAnimation(int x, int y)
1278 GfxAction[x][y] = ACTION_DEFAULT;
1281 void InitMovingField(int x, int y, int direction)
1283 int element = Feld[x][y];
1284 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1285 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1287 if (!JustStopped[x][y] || direction != MovDir[x][y])
1288 ResetGfxAnimation(x, y);
1290 MovDir[newx][newy] = MovDir[x][y] = direction;
1292 if (Feld[newx][newy] == EL_EMPTY)
1293 Feld[newx][newy] = EL_BLOCKED;
1295 if (direction == MV_DOWN && CAN_FALL(element))
1296 GfxAction[x][y] = ACTION_FALLING;
1298 GfxAction[x][y] = ACTION_MOVING;
1300 GfxFrame[newx][newy] = GfxFrame[x][y];
1301 GfxAction[newx][newy] = GfxAction[x][y];
1302 GfxRandom[newx][newy] = GfxRandom[x][y];
1305 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1307 int direction = MovDir[x][y];
1308 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1309 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1315 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1317 int oldx = x, oldy = y;
1318 int direction = MovDir[x][y];
1320 if (direction == MV_LEFT)
1322 else if (direction == MV_RIGHT)
1324 else if (direction == MV_UP)
1326 else if (direction == MV_DOWN)
1329 *comes_from_x = oldx;
1330 *comes_from_y = oldy;
1333 int MovingOrBlocked2Element(int x, int y)
1335 int element = Feld[x][y];
1337 if (element == EL_BLOCKED)
1341 Blocked2Moving(x, y, &oldx, &oldy);
1342 return Feld[oldx][oldy];
1348 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1350 /* like MovingOrBlocked2Element(), but if element is moving
1351 and (x,y) is the field the moving element is just leaving,
1352 return EL_BLOCKED instead of the element value */
1353 int element = Feld[x][y];
1355 if (IS_MOVING(x, y))
1357 if (element == EL_BLOCKED)
1361 Blocked2Moving(x, y, &oldx, &oldy);
1362 return Feld[oldx][oldy];
1371 static void RemoveField(int x, int y)
1373 Feld[x][y] = EL_EMPTY;
1379 void RemoveMovingField(int x, int y)
1381 int oldx = x, oldy = y, newx = x, newy = y;
1383 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1386 if (IS_MOVING(x, y))
1388 Moving2Blocked(x, y, &newx, &newy);
1389 if (Feld[newx][newy] != EL_BLOCKED)
1392 else if (Feld[x][y] == EL_BLOCKED)
1394 Blocked2Moving(x, y, &oldx, &oldy);
1395 if (!IS_MOVING(oldx, oldy))
1399 if (Feld[x][y] == EL_BLOCKED &&
1400 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1401 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1402 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1403 Feld[oldx][oldy] == EL_AMOEBA_DRIPPING))
1404 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1406 Feld[oldx][oldy] = EL_EMPTY;
1408 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1410 Feld[newx][newy] = EL_EMPTY;
1411 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1412 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1413 GfxAction[oldx][oldy] = GfxAction[newx][newy] = ACTION_DEFAULT;
1415 DrawLevelField(oldx, oldy);
1416 DrawLevelField(newx, newy);
1419 void DrawDynamite(int x, int y)
1421 int sx = SCREENX(x), sy = SCREENY(y);
1422 int graphic = el2img(Feld[x][y]);
1425 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1429 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
1431 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
1435 DrawGraphicThruMask(sx, sy, graphic, frame);
1437 DrawGraphic(sx, sy, graphic, frame);
1439 if (game.emulation == EMU_SUPAPLEX)
1440 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
1441 else if (Store[x][y])
1442 DrawGraphicThruMask(sx, sy, graphic, frame);
1444 DrawGraphic(sx, sy, graphic, frame);
1448 void CheckDynamite(int x, int y)
1450 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
1454 if (MovDelay[x][y] != 0)
1458 /* !!! correct: "PlaySoundLevelActionIfLoop" etc. !!! */
1459 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
1465 if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
1466 Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
1467 StopSound(SND_DYNAMITE_ACTIVE);
1469 StopSound(SND_DYNABOMB_ACTIVE);
1474 void Explode(int ex, int ey, int phase, int mode)
1478 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1479 int last_phase = num_phase * delay;
1480 int half_phase = (num_phase / 2) * delay;
1481 int first_phase_after_start = EX_PHASE_START + 1;
1483 if (game.explosions_delayed)
1485 ExplodeField[ex][ey] = mode;
1489 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1491 int center_element = Feld[ex][ey];
1493 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1495 /* put moving element to center field (and let it explode there) */
1496 center_element = MovingOrBlocked2Element(ex, ey);
1497 RemoveMovingField(ex, ey);
1498 Feld[ex][ey] = center_element;
1501 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1505 if (!IN_LEV_FIELD(x, y) ||
1506 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
1507 (x != ex || y != ey)))
1510 element = Feld[x][y];
1512 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1514 element = MovingOrBlocked2Element(x, y);
1515 RemoveMovingField(x, y);
1518 if (IS_INDESTRUCTIBLE(element) || element == EL_FLAMES)
1521 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1523 if (IS_ACTIVE_BOMB(element))
1525 /* re-activate things under the bomb like gate or penguin */
1526 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
1533 if (element == EL_EXPLOSION)
1534 element = Store2[x][y];
1536 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1538 switch(StorePlayer[ex][ey])
1541 Store[x][y] = EL_EMERALD_RED;
1544 Store[x][y] = EL_EMERALD;
1547 Store[x][y] = EL_EMERALD_PURPLE;
1551 Store[x][y] = EL_EMERALD_YELLOW;
1555 if (game.emulation == EMU_SUPAPLEX)
1556 Store[x][y] = EL_EMPTY;
1558 else if (center_element == EL_MOLE)
1559 Store[x][y] = EL_EMERALD_RED;
1560 else if (center_element == EL_PENGUIN)
1561 Store[x][y] = EL_EMERALD_PURPLE;
1562 else if (center_element == EL_BUG)
1563 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
1564 else if (center_element == EL_BD_BUTTERFLY)
1565 Store[x][y] = EL_BD_DIAMOND;
1566 else if (center_element == EL_SP_ELECTRON)
1567 Store[x][y] = EL_SP_INFOTRON;
1568 else if (center_element == EL_YAMYAM)
1569 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1570 else if (center_element == EL_AMOEBA_TO_DIAMOND)
1571 Store[x][y] = level.amoeba_content;
1572 else if (element == EL_WALL_EMERALD)
1573 Store[x][y] = EL_EMERALD;
1574 else if (element == EL_WALL_DIAMOND)
1575 Store[x][y] = EL_DIAMOND;
1576 else if (element == EL_WALL_BD_DIAMOND)
1577 Store[x][y] = EL_BD_DIAMOND;
1578 else if (element == EL_WALL_EMERALD_YELLOW)
1579 Store[x][y] = EL_EMERALD_YELLOW;
1580 else if (element == EL_WALL_EMERALD_RED)
1581 Store[x][y] = EL_EMERALD_RED;
1582 else if (element == EL_WALL_EMERALD_PURPLE)
1583 Store[x][y] = EL_EMERALD_PURPLE;
1584 else if (element == EL_WALL_PEARL)
1585 Store[x][y] = EL_PEARL;
1586 else if (element == EL_WALL_CRYSTAL)
1587 Store[x][y] = EL_CRYSTAL;
1588 else if (!IS_PFORTE(Store[x][y]))
1589 Store[x][y] = EL_EMPTY;
1591 if (x != ex || y != ey ||
1592 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
1593 Store2[x][y] = element;
1595 if (AmoebaNr[x][y] &&
1596 (element == EL_AMOEBA_FULL ||
1597 element == EL_BD_AMOEBA ||
1598 element == EL_AMOEBA_CREATING))
1600 AmoebaCnt[AmoebaNr[x][y]]--;
1601 AmoebaCnt2[AmoebaNr[x][y]]--;
1604 Feld[x][y] = EL_EXPLOSION;
1605 MovDir[x][y] = MovPos[x][y] = 0;
1607 ExplodePhase[x][y] = 1;
1611 if (center_element == EL_YAMYAM)
1612 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1623 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
1625 if (phase == first_phase_after_start)
1627 int element = Store2[x][y];
1629 if (element == EL_BLACK_ORB)
1631 Feld[x][y] = Store2[x][y];
1636 else if (phase == half_phase)
1638 int element = Store2[x][y];
1640 if (IS_PLAYER(x, y))
1641 KillHeroUnlessProtected(x, y);
1642 else if (IS_EXPLOSIVE(element))
1644 Feld[x][y] = Store2[x][y];
1648 else if (element == EL_AMOEBA_TO_DIAMOND)
1649 AmoebeUmwandeln(x, y);
1652 if (phase == last_phase)
1656 element = Feld[x][y] = Store[x][y];
1657 Store[x][y] = Store2[x][y] = 0;
1658 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1659 InitField(x, y, FALSE);
1660 if (CAN_MOVE(element) || COULD_MOVE(element))
1662 DrawLevelField(x, y);
1664 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1665 StorePlayer[x][y] = 0;
1667 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1669 int stored = Store[x][y];
1670 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
1671 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
1673 int frame = getGraphicAnimationFrame(graphic, phase - delay);
1676 DrawCrumbledSand(SCREENX(x), SCREENY(y));
1678 if (IS_PFORTE(Store[x][y]))
1680 DrawLevelElement(x, y, Store[x][y]);
1681 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
1684 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1688 void DynaExplode(int ex, int ey)
1691 int dynabomb_size = 1;
1692 boolean dynabomb_xl = FALSE;
1693 struct PlayerInfo *player;
1694 static int xy[4][2] =
1702 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1704 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER1_ACTIVE];
1705 dynabomb_size = player->dynabomb_size;
1706 dynabomb_xl = player->dynabomb_xl;
1707 player->dynabombs_left++;
1710 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1714 for (j=1; j<=dynabomb_size; j++)
1716 int x = ex + j * xy[i % 4][0];
1717 int y = ey + j * xy[i % 4][1];
1720 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
1723 element = Feld[x][y];
1725 /* do not restart explosions of fields with active bombs */
1726 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
1729 Explode(x, y, EX_PHASE_START, EX_BORDER);
1731 if (element != EL_EMPTY &&
1732 element != EL_SAND &&
1733 element != EL_EXPLOSION &&
1740 void Bang(int x, int y)
1742 int element = Feld[x][y];
1744 if (game.emulation == EMU_SUPAPLEX)
1745 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
1747 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
1750 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1758 case EL_BD_BUTTERFLY:
1761 case EL_DARK_YAMYAM:
1765 RaiseScoreElement(element);
1766 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1768 case EL_DYNABOMB_PLAYER1_ACTIVE:
1769 case EL_DYNABOMB_PLAYER2_ACTIVE:
1770 case EL_DYNABOMB_PLAYER3_ACTIVE:
1771 case EL_DYNABOMB_PLAYER4_ACTIVE:
1772 case EL_DYNABOMB_NR:
1773 case EL_DYNABOMB_SZ:
1774 case EL_DYNABOMB_XL:
1779 case EL_LAMP_ACTIVE:
1780 if (IS_PLAYER(x, y))
1781 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1783 Explode(x, y, EX_PHASE_START, EX_CENTER);
1786 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1791 void SplashAcid(int x, int y)
1793 int element = Feld[x][y];
1795 if (element != EL_ACID_SPLASH_LEFT &&
1796 element != EL_ACID_SPLASH_RIGHT)
1798 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
1800 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1801 (!IN_LEV_FIELD(x-1, y-1) ||
1802 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1803 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
1805 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1806 (!IN_LEV_FIELD(x+1, y-1) ||
1807 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1808 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
1812 static void InitBeltMovement()
1814 static int belt_base_element[4] =
1816 EL_CONVEYOR_BELT1_LEFT,
1817 EL_CONVEYOR_BELT2_LEFT,
1818 EL_CONVEYOR_BELT3_LEFT,
1819 EL_CONVEYOR_BELT4_LEFT
1821 static int belt_base_active_element[4] =
1823 EL_CONVEYOR_BELT1_LEFT_ACTIVE,
1824 EL_CONVEYOR_BELT2_LEFT_ACTIVE,
1825 EL_CONVEYOR_BELT3_LEFT_ACTIVE,
1826 EL_CONVEYOR_BELT4_LEFT_ACTIVE
1831 /* set frame order for belt animation graphic according to belt direction */
1838 int element = belt_base_active_element[belt_nr] + j;
1839 int graphic = el2img(element);
1841 if (game.belt_dir[i] == MV_LEFT)
1842 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
1844 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
1848 for(y=0; y<lev_fieldy; y++)
1850 for(x=0; x<lev_fieldx; x++)
1852 int element = Feld[x][y];
1856 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
1858 int e_belt_nr = getBeltNrFromBeltElement(element);
1861 if (e_belt_nr == belt_nr)
1863 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
1865 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
1873 static void ToggleBeltSwitch(int x, int y)
1875 static int belt_base_element[4] =
1877 EL_CONVEYOR_BELT1_LEFT,
1878 EL_CONVEYOR_BELT2_LEFT,
1879 EL_CONVEYOR_BELT3_LEFT,
1880 EL_CONVEYOR_BELT4_LEFT
1882 static int belt_base_active_element[4] =
1884 EL_CONVEYOR_BELT1_LEFT_ACTIVE,
1885 EL_CONVEYOR_BELT2_LEFT_ACTIVE,
1886 EL_CONVEYOR_BELT3_LEFT_ACTIVE,
1887 EL_CONVEYOR_BELT4_LEFT_ACTIVE
1889 static int belt_base_switch_element[4] =
1891 EL_CONVEYOR_BELT1_SWITCH_LEFT,
1892 EL_CONVEYOR_BELT2_SWITCH_LEFT,
1893 EL_CONVEYOR_BELT3_SWITCH_LEFT,
1894 EL_CONVEYOR_BELT4_SWITCH_LEFT
1896 static int belt_move_dir[4] =
1904 int element = Feld[x][y];
1905 int belt_nr = getBeltNrFromBeltSwitchElement(element);
1906 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1907 int belt_dir = belt_move_dir[belt_dir_nr];
1910 if (!IS_BELT_SWITCH(element))
1913 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1914 game.belt_dir[belt_nr] = belt_dir;
1916 if (belt_dir_nr == 3)
1919 /* set frame order for belt animation graphic according to belt direction */
1922 int element = belt_base_active_element[belt_nr] + i;
1923 int graphic = el2img(element);
1925 if (belt_dir == MV_LEFT)
1926 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
1928 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
1931 for (yy=0; yy<lev_fieldy; yy++)
1933 for (xx=0; xx<lev_fieldx; xx++)
1935 int element = Feld[xx][yy];
1937 if (IS_BELT_SWITCH(element))
1939 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
1941 if (e_belt_nr == belt_nr)
1943 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
1944 DrawLevelField(xx, yy);
1947 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
1949 int e_belt_nr = getBeltNrFromBeltElement(element);
1951 if (e_belt_nr == belt_nr)
1953 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
1955 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
1956 DrawLevelField(xx, yy);
1959 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
1961 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
1963 if (e_belt_nr == belt_nr)
1965 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
1967 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
1968 DrawLevelField(xx, yy);
1975 static void ToggleSwitchgateSwitch(int x, int y)
1979 game.switchgate_pos = !game.switchgate_pos;
1981 for (yy=0; yy<lev_fieldy; yy++)
1983 for (xx=0; xx<lev_fieldx; xx++)
1985 int element = Feld[xx][yy];
1987 if (element == EL_SWITCHGATE_SWITCH_UP ||
1988 element == EL_SWITCHGATE_SWITCH_DOWN)
1990 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
1991 DrawLevelField(xx, yy);
1993 else if (element == EL_SWITCHGATE_OPEN ||
1994 element == EL_SWITCHGATE_OPENING)
1996 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
1997 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
1999 else if (element == EL_SWITCHGATE_CLOSED ||
2000 element == EL_SWITCHGATE_CLOSING)
2002 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2003 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2009 static int getInvisibleActiveFromInvisibleElement(int element)
2011 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2012 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2013 EL_INVISIBLE_SAND_ACTIVE);
2016 static int getInvisibleFromInvisibleActiveElement(int element)
2018 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2019 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2023 static void RedrawAllLightSwitchesAndInvisibleElements()
2027 for (y=0; y<lev_fieldy; y++)
2029 for (x=0; x<lev_fieldx; x++)
2031 int element = Feld[x][y];
2033 if (element == EL_LIGHT_SWITCH &&
2034 game.light_time_left > 0)
2036 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2037 DrawLevelField(x, y);
2039 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2040 game.light_time_left == 0)
2042 Feld[x][y] = EL_LIGHT_SWITCH;
2043 DrawLevelField(x, y);
2045 else if (element == EL_INVISIBLE_STEELWALL ||
2046 element == EL_INVISIBLE_WALL ||
2047 element == EL_INVISIBLE_SAND)
2049 if (game.light_time_left > 0)
2050 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2052 DrawLevelField(x, y);
2054 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2055 element == EL_INVISIBLE_WALL_ACTIVE ||
2056 element == EL_INVISIBLE_SAND_ACTIVE)
2058 if (game.light_time_left == 0)
2059 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2061 DrawLevelField(x, y);
2067 static void ToggleLightSwitch(int x, int y)
2069 int element = Feld[x][y];
2071 game.light_time_left =
2072 (element == EL_LIGHT_SWITCH ?
2073 level.time_light * FRAMES_PER_SECOND : 0);
2075 RedrawAllLightSwitchesAndInvisibleElements();
2078 static void ActivateTimegateSwitch(int x, int y)
2082 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2084 for (yy=0; yy<lev_fieldy; yy++)
2086 for (xx=0; xx<lev_fieldx; xx++)
2088 int element = Feld[xx][yy];
2090 if (element == EL_TIMEGATE_CLOSED ||
2091 element == EL_TIMEGATE_CLOSING)
2093 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2094 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2098 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2100 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2101 DrawLevelField(xx, yy);
2108 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2111 void Impact(int x, int y)
2113 boolean lastline = (y == lev_fieldy-1);
2114 boolean object_hit = FALSE;
2115 int element = Feld[x][y];
2118 if (!lastline) /* check if element below was hit */
2120 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
2123 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
2124 MovDir[x][y+1] != MV_DOWN ||
2125 MovPos[x][y+1] <= TILEY / 2));
2127 smashed = MovingOrBlocked2Element(x, y+1);
2130 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2136 if (lastline || object_hit)
2138 ResetGfxAnimation(x, y);
2139 DrawLevelField(x, y);
2142 if ((element == EL_BOMB ||
2143 element == EL_SP_DISK_ORANGE ||
2144 element == EL_DX_SUPABOMB) &&
2145 (lastline || object_hit)) /* element is bomb */
2150 else if (element == EL_PEARL)
2152 Feld[x][y] = EL_PEARL_BREAKING;
2153 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2157 if (element == EL_AMOEBA_DROP && (lastline || object_hit))
2159 if (object_hit && IS_PLAYER(x, y+1))
2160 KillHeroUnlessProtected(x, y+1);
2161 else if (object_hit && smashed == EL_PENGUIN)
2165 Feld[x][y] = EL_AMOEBA_CREATING;
2166 Store[x][y] = EL_AMOEBA_WET;
2168 ResetRandomAnimationValue(x, y);
2173 if (!lastline && object_hit) /* check which object was hit */
2175 if (CAN_CHANGE(element) &&
2176 (smashed == EL_MAGIC_WALL ||
2177 smashed == EL_BD_MAGIC_WALL))
2180 int activated_magic_wall =
2181 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2182 EL_BD_MAGIC_WALL_ACTIVE);
2184 /* activate magic wall / mill */
2185 for (yy=0; yy<lev_fieldy; yy++)
2186 for (xx=0; xx<lev_fieldx; xx++)
2187 if (Feld[xx][yy] == smashed)
2188 Feld[xx][yy] = activated_magic_wall;
2190 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2191 game.magic_wall_active = TRUE;
2193 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2194 SND_MAGIC_WALL_ACTIVATING :
2195 SND_BD_MAGIC_WALL_ACTIVATING));
2198 if (IS_PLAYER(x, y + 1))
2200 KillHeroUnlessProtected(x, y+1);
2203 else if (smashed == EL_PENGUIN)
2208 else if (element == EL_BD_DIAMOND)
2210 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2216 else if ((element == EL_SP_INFOTRON ||
2217 element == EL_SP_ZONK) &&
2218 (smashed == EL_SP_SNIKSNAK ||
2219 smashed == EL_SP_ELECTRON ||
2220 smashed == EL_SP_DISK_ORANGE))
2225 else if (element == EL_ROCK ||
2226 element == EL_SP_ZONK ||
2227 element == EL_BD_ROCK)
2229 if (IS_ENEMY(smashed) ||
2230 smashed == EL_BOMB ||
2231 smashed == EL_SP_DISK_ORANGE ||
2232 smashed == EL_DX_SUPABOMB ||
2233 smashed == EL_SATELLITE ||
2234 smashed == EL_PIG ||
2235 smashed == EL_DRAGON ||
2241 else if (!IS_MOVING(x, y + 1))
2243 if (smashed == EL_LAMP ||
2244 smashed == EL_LAMP_ACTIVE)
2249 else if (smashed == EL_NUT)
2251 Feld[x][y+1] = EL_NUT_CRACKING;
2252 PlaySoundLevel(x, y, SND_NUT_CRACKING);
2253 RaiseScoreElement(EL_NUT);
2256 else if (smashed == EL_PEARL)
2258 Feld[x][y+1] = EL_PEARL_BREAKING;
2259 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2262 else if (smashed == EL_DIAMOND)
2264 Feld[x][y+1] = EL_EMPTY;
2265 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2268 else if (IS_BELT_SWITCH(smashed))
2270 ToggleBeltSwitch(x, y+1);
2272 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
2273 smashed == EL_SWITCHGATE_SWITCH_DOWN)
2275 ToggleSwitchgateSwitch(x, y+1);
2277 else if (smashed == EL_LIGHT_SWITCH ||
2278 smashed == EL_LIGHT_SWITCH_ACTIVE)
2280 ToggleLightSwitch(x, y+1);
2286 /* play sound of magic wall / mill */
2288 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2289 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2291 if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2292 PlaySoundLevel(x, y, SND_MAGIC_WALL_CHANGING);
2293 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2294 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_CHANGING);
2299 /* play sound of object that hits the ground */
2300 if (lastline || object_hit)
2301 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2304 void TurnRound(int x, int y)
2316 { 0, 0 }, { 0, 0 }, { 0, 0 },
2321 int left, right, back;
2325 { MV_DOWN, MV_UP, MV_RIGHT },
2326 { MV_UP, MV_DOWN, MV_LEFT },
2328 { MV_LEFT, MV_RIGHT, MV_DOWN },
2329 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2330 { MV_RIGHT, MV_LEFT, MV_UP }
2333 int element = Feld[x][y];
2334 int old_move_dir = MovDir[x][y];
2335 int left_dir = turn[old_move_dir].left;
2336 int right_dir = turn[old_move_dir].right;
2337 int back_dir = turn[old_move_dir].back;
2339 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2340 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2341 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2342 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2344 int left_x = x + left_dx, left_y = y + left_dy;
2345 int right_x = x + right_dx, right_y = y + right_dy;
2346 int move_x = x + move_dx, move_y = y + move_dy;
2348 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2350 TestIfBadThingTouchesOtherBadThing(x, y);
2352 if (IN_LEV_FIELD(right_x, right_y) &&
2353 IS_FREE(right_x, right_y))
2354 MovDir[x][y] = right_dir;
2355 else if (!IN_LEV_FIELD(move_x, move_y) ||
2356 !IS_FREE(move_x, move_y))
2357 MovDir[x][y] = left_dir;
2359 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
2361 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2364 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2365 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2367 TestIfBadThingTouchesOtherBadThing(x, y);
2369 if (IN_LEV_FIELD(left_x, left_y) &&
2370 IS_FREE(left_x, left_y))
2371 MovDir[x][y] = left_dir;
2372 else if (!IN_LEV_FIELD(move_x, move_y) ||
2373 !IS_FREE(move_x, move_y))
2374 MovDir[x][y] = right_dir;
2376 if ((element == EL_SPACESHIP ||
2377 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2378 && MovDir[x][y] != old_move_dir)
2380 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
2383 else if (element == EL_YAMYAM)
2385 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2387 if (IN_LEV_FIELD(left_x, left_y) &&
2388 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2389 Feld[left_x][left_y] == EL_DIAMOND))
2390 can_turn_left = TRUE;
2391 if (IN_LEV_FIELD(right_x, right_y) &&
2392 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2393 Feld[right_x][right_y] == EL_DIAMOND))
2394 can_turn_right = TRUE;
2396 if (can_turn_left && can_turn_right)
2397 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2398 else if (can_turn_left)
2399 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2400 else if (can_turn_right)
2401 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2403 MovDir[x][y] = back_dir;
2405 MovDelay[x][y] = 16+16*RND(3);
2407 else if (element == EL_DARK_YAMYAM)
2409 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2411 if (IN_LEV_FIELD(left_x, left_y) &&
2412 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2413 IS_MAMPF2(Feld[left_x][left_y])))
2414 can_turn_left = TRUE;
2415 if (IN_LEV_FIELD(right_x, right_y) &&
2416 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2417 IS_MAMPF2(Feld[right_x][right_y])))
2418 can_turn_right = TRUE;
2420 if (can_turn_left && can_turn_right)
2421 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2422 else if (can_turn_left)
2423 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2424 else if (can_turn_right)
2425 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2427 MovDir[x][y] = back_dir;
2429 MovDelay[x][y] = 16+16*RND(3);
2431 else if (element == EL_PACMAN)
2433 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2435 if (IN_LEV_FIELD(left_x, left_y) &&
2436 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2437 IS_AMOEBOID(Feld[left_x][left_y])))
2438 can_turn_left = TRUE;
2439 if (IN_LEV_FIELD(right_x, right_y) &&
2440 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2441 IS_AMOEBOID(Feld[right_x][right_y])))
2442 can_turn_right = TRUE;
2444 if (can_turn_left && can_turn_right)
2445 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2446 else if (can_turn_left)
2447 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2448 else if (can_turn_right)
2449 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2451 MovDir[x][y] = back_dir;
2453 MovDelay[x][y] = 6+RND(40);
2455 else if (element == EL_PIG)
2457 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2458 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2459 boolean should_move_on = FALSE;
2461 int rnd = RND(rnd_value);
2463 if (IN_LEV_FIELD(left_x, left_y) &&
2464 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2465 can_turn_left = TRUE;
2466 if (IN_LEV_FIELD(right_x, right_y) &&
2467 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2468 can_turn_right = TRUE;
2469 if (IN_LEV_FIELD(move_x, move_y) &&
2470 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2473 if (can_turn_left &&
2475 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2476 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2477 should_turn_left = TRUE;
2478 if (can_turn_right &&
2480 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2481 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2482 should_turn_right = TRUE;
2484 (!can_turn_left || !can_turn_right ||
2485 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2486 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2487 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2488 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2489 should_move_on = TRUE;
2491 if (should_turn_left || should_turn_right || should_move_on)
2493 if (should_turn_left && should_turn_right && should_move_on)
2494 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2495 rnd < 2*rnd_value/3 ? right_dir :
2497 else if (should_turn_left && should_turn_right)
2498 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2499 else if (should_turn_left && should_move_on)
2500 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2501 else if (should_turn_right && should_move_on)
2502 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2503 else if (should_turn_left)
2504 MovDir[x][y] = left_dir;
2505 else if (should_turn_right)
2506 MovDir[x][y] = right_dir;
2507 else if (should_move_on)
2508 MovDir[x][y] = old_move_dir;
2510 else if (can_move_on && rnd > rnd_value/8)
2511 MovDir[x][y] = old_move_dir;
2512 else if (can_turn_left && can_turn_right)
2513 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2514 else if (can_turn_left && rnd > rnd_value/8)
2515 MovDir[x][y] = left_dir;
2516 else if (can_turn_right && rnd > rnd_value/8)
2517 MovDir[x][y] = right_dir;
2519 MovDir[x][y] = back_dir;
2521 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2522 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2523 MovDir[x][y] = old_move_dir;
2527 else if (element == EL_DRAGON)
2529 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2531 int rnd = RND(rnd_value);
2533 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2534 can_turn_left = TRUE;
2535 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2536 can_turn_right = TRUE;
2537 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2540 if (can_move_on && rnd > rnd_value/8)
2541 MovDir[x][y] = old_move_dir;
2542 else if (can_turn_left && can_turn_right)
2543 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2544 else if (can_turn_left && rnd > rnd_value/8)
2545 MovDir[x][y] = left_dir;
2546 else if (can_turn_right && rnd > rnd_value/8)
2547 MovDir[x][y] = right_dir;
2549 MovDir[x][y] = back_dir;
2551 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2552 MovDir[x][y] = old_move_dir;
2556 else if (element == EL_MOLE)
2558 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2560 if (IN_LEV_FIELD(move_x, move_y) &&
2561 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2562 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING))
2567 if (IN_LEV_FIELD(left_x, left_y) &&
2568 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2569 can_turn_left = TRUE;
2570 if (IN_LEV_FIELD(right_x, right_y) &&
2571 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2572 can_turn_right = TRUE;
2574 if (can_turn_left && can_turn_right)
2575 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2576 else if (can_turn_left)
2577 MovDir[x][y] = left_dir;
2579 MovDir[x][y] = right_dir;
2582 if (MovDir[x][y] != old_move_dir)
2585 else if (element == EL_BALLOON)
2587 MovDir[x][y] = game.balloon_dir;
2590 else if (element == EL_SPRING)
2592 if ((MovDir[x][y] == MV_LEFT || MovDir[x][y] == MV_RIGHT) &&
2593 (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2594 (IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))
2595 MovDir[x][y] = MV_NO_MOVING;
2599 else if (element == EL_ROBOT ||
2600 element == EL_SATELLITE ||
2601 element == EL_PENGUIN)
2603 int attr_x = -1, attr_y = -1;
2614 for (i=0; i<MAX_PLAYERS; i++)
2616 struct PlayerInfo *player = &stored_player[i];
2617 int jx = player->jx, jy = player->jy;
2619 if (!player->active)
2622 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2630 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
2636 if (element == EL_PENGUIN)
2639 static int xy[4][2] =
2649 int ex = x + xy[i%4][0];
2650 int ey = y + xy[i%4][1];
2652 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
2661 MovDir[x][y] = MV_NO_MOVING;
2663 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2665 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2667 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2669 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2671 if (element == EL_ROBOT)
2675 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2676 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2677 Moving2Blocked(x, y, &newx, &newy);
2679 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2680 MovDelay[x][y] = 8+8*!RND(3);
2682 MovDelay[x][y] = 16;
2690 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2692 boolean first_horiz = RND(2);
2693 int new_move_dir = MovDir[x][y];
2696 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2697 Moving2Blocked(x, y, &newx, &newy);
2699 if (IN_LEV_FIELD(newx, newy) &&
2700 (IS_FREE(newx, newy) ||
2701 Feld[newx][newy] == EL_ACID ||
2702 (element == EL_PENGUIN &&
2703 (Feld[newx][newy] == EL_EXIT_OPEN ||
2704 IS_MAMPF3(Feld[newx][newy])))))
2708 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2709 Moving2Blocked(x, y, &newx, &newy);
2711 if (IN_LEV_FIELD(newx, newy) &&
2712 (IS_FREE(newx, newy) ||
2713 Feld[newx][newy] == EL_ACID ||
2714 (element == EL_PENGUIN &&
2715 (Feld[newx][newy] == EL_EXIT_OPEN ||
2716 IS_MAMPF3(Feld[newx][newy])))))
2719 MovDir[x][y] = old_move_dir;
2726 static boolean JustBeingPushed(int x, int y)
2730 for (i=0; i<MAX_PLAYERS; i++)
2732 struct PlayerInfo *player = &stored_player[i];
2734 if (player->active && player->Pushing && player->MovPos)
2736 int next_jx = player->jx + (player->jx - player->last_jx);
2737 int next_jy = player->jy + (player->jy - player->last_jy);
2739 if (x == next_jx && y == next_jy)
2747 void StartMoving(int x, int y)
2749 static boolean use_spring_bug = TRUE;
2750 boolean started_moving = FALSE; /* some elements can fall _and_ move */
2751 int element = Feld[x][y];
2756 GfxAction[x][y] = ACTION_DEFAULT;
2758 if (CAN_FALL(element) && y < lev_fieldy - 1)
2760 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2761 if (JustBeingPushed(x, y))
2764 if (element == EL_QUICKSAND_FULL)
2766 if (IS_FREE(x, y+1))
2768 InitMovingField(x, y, MV_DOWN);
2769 started_moving = TRUE;
2771 Feld[x][y] = EL_QUICKSAND_EMPTYING;
2772 Store[x][y] = EL_ROCK;
2773 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
2775 else if (Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2777 if (!MovDelay[x][y])
2778 MovDelay[x][y] = TILEY + 1;
2787 Feld[x][y] = EL_QUICKSAND_EMPTY;
2788 Feld[x][y+1] = EL_QUICKSAND_FULL;
2789 Store[x][y+1] = Store[x][y];
2791 PlaySoundLevel(x, y, SND_QUICKSAND_SLIPPING);
2794 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
2795 Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2797 InitMovingField(x, y, MV_DOWN);
2798 started_moving = TRUE;
2800 Feld[x][y] = EL_QUICKSAND_FILLING;
2801 Store[x][y] = element;
2802 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
2804 else if (element == EL_MAGIC_WALL_FULL)
2806 if (IS_FREE(x, y+1))
2808 InitMovingField(x, y, MV_DOWN);
2809 started_moving = TRUE;
2811 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
2812 Store[x][y] = EL_CHANGED(Store[x][y]);
2814 else if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2816 if (!MovDelay[x][y])
2817 MovDelay[x][y] = TILEY/4 + 1;
2826 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
2827 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
2828 Store[x][y+1] = EL_CHANGED(Store[x][y]);
2832 else if (element == EL_BD_MAGIC_WALL_FULL)
2834 if (IS_FREE(x, y+1))
2836 InitMovingField(x, y, MV_DOWN);
2837 started_moving = TRUE;
2839 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
2840 Store[x][y] = EL_CHANGED2(Store[x][y]);
2842 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2844 if (!MovDelay[x][y])
2845 MovDelay[x][y] = TILEY/4 + 1;
2854 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
2855 Feld[x][y+1] = EL_BD_MAGIC_WALL_FULL;
2856 Store[x][y+1] = EL_CHANGED2(Store[x][y]);
2860 else if (CAN_CHANGE(element) &&
2861 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2862 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2864 InitMovingField(x, y, MV_DOWN);
2865 started_moving = TRUE;
2868 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
2869 EL_BD_MAGIC_WALL_FILLING);
2870 Store[x][y] = element;
2873 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_ACID)
2875 else if (CAN_FALL(element) && Feld[x][y+1] == EL_ACID)
2880 InitMovingField(x, y, MV_DOWN);
2881 started_moving = TRUE;
2883 Store[x][y] = EL_ACID;
2885 /* !!! TEST !!! better use "_FALLING" etc. !!! */
2886 GfxAction[x][y+1] = ACTION_ACTIVE;
2889 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2894 else if (IS_FREE(x, y+1) && element == EL_SPRING && use_spring_bug)
2896 if (MovDir[x][y] == MV_NO_MOVING)
2898 InitMovingField(x, y, MV_DOWN);
2899 started_moving = TRUE;
2902 else if (IS_FREE(x, y+1))
2904 if (JustStopped[x][y]) /* prevent animation from being restarted */
2905 MovDir[x][y] = MV_DOWN;
2907 InitMovingField(x, y, MV_DOWN);
2908 started_moving = TRUE;
2910 else if (element == EL_AMOEBA_DROP)
2912 Feld[x][y] = EL_AMOEBA_CREATING;
2913 Store[x][y] = EL_AMOEBA_WET;
2915 /* Store[x][y+1] must be zero, because:
2916 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y+1] == EL_QUICKSAND_EMPTY
2919 #if OLD_GAME_BEHAVIOUR
2920 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2922 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2923 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2924 element != EL_DX_SUPABOMB)
2927 else if ((IS_SLIPPERY(Feld[x][y+1]) ||
2928 (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
2929 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2930 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
2933 boolean left = (x>0 && IS_FREE(x-1, y) &&
2934 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_ACID));
2935 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2936 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_ACID));
2940 if (left && right &&
2941 (game.emulation != EMU_BOULDERDASH &&
2942 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
2943 left = !(right = RND(2));
2945 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2946 started_moving = TRUE;
2949 else if (IS_BELT_ACTIVE(Feld[x][y+1]))
2951 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
2952 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
2953 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y+1]);
2954 int belt_dir = game.belt_dir[belt_nr];
2956 if ((belt_dir == MV_LEFT && left_is_free) ||
2957 (belt_dir == MV_RIGHT && right_is_free))
2959 InitMovingField(x, y, belt_dir);
2960 started_moving = TRUE;
2962 GfxAction[x][y] = ACTION_DEFAULT;
2967 /* not "else if" because of EL_SPRING */
2968 if (CAN_MOVE(element) && !started_moving)
2972 if ((element == EL_SATELLITE ||
2973 element == EL_BALLOON ||
2974 element == EL_SPRING)
2975 && JustBeingPushed(x, y))
2980 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
2981 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
2983 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
2985 Moving2Blocked(x, y, &newx, &newy);
2986 if (Feld[newx][newy] == EL_BLOCKED)
2987 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
2992 if (!MovDelay[x][y]) /* start new movement phase */
2994 /* all objects that can change their move direction after each step */
2995 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2997 if (element != EL_YAMYAM &&
2998 element != EL_DARK_YAMYAM &&
2999 element != EL_PACMAN)
3003 if (MovDelay[x][y] && (element == EL_BUG ||
3004 element == EL_SPACESHIP ||
3005 element == EL_SP_SNIKSNAK ||
3006 element == EL_SP_ELECTRON ||
3007 element == EL_MOLE))
3008 DrawLevelField(x, y);
3012 if (MovDelay[x][y]) /* wait some time before next movement */
3016 if (element == EL_ROBOT ||
3017 element == EL_YAMYAM ||
3018 element == EL_DARK_YAMYAM)
3020 DrawLevelElementAnimationIfNeeded(x, y, element);
3021 PlaySoundLevelAction(x, y, ACTION_WAITING);
3023 else if (element == EL_SP_ELECTRON)
3024 DrawLevelElementAnimationIfNeeded(x, y, element);
3025 else if (element == EL_DRAGON)
3028 int dir = MovDir[x][y];
3029 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
3030 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
3031 int graphic = (dir == MV_LEFT ? IMG_FLAMES1_LEFT :
3032 dir == MV_RIGHT ? IMG_FLAMES1_RIGHT :
3033 dir == MV_UP ? IMG_FLAMES1_UP :
3034 dir == MV_DOWN ? IMG_FLAMES1_DOWN : IMG_EMPTY);
3035 int frame = getGraphicAnimationFrame(graphic, -1);
3037 for (i=1; i<=3; i++)
3039 int xx = x + i*dx, yy = y + i*dy;
3040 int sx = SCREENX(xx), sy = SCREENY(yy);
3041 int flame_graphic = graphic + (i - 1);
3043 if (!IN_LEV_FIELD(xx, yy) ||
3044 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLOSION)
3049 int flamed = MovingOrBlocked2Element(xx, yy);
3051 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
3054 RemoveMovingField(xx, yy);
3056 Feld[xx][yy] = EL_FLAMES;
3057 if (IN_SCR_FIELD(sx, sy))
3058 DrawGraphic(sx, sy, flame_graphic, frame);
3062 if (Feld[xx][yy] == EL_FLAMES)
3063 Feld[xx][yy] = EL_EMPTY;
3064 DrawLevelField(xx, yy);
3069 if (MovDelay[x][y]) /* element still has to wait some time */
3071 PlaySoundLevelAction(x, y, ACTION_WAITING);
3077 /* now make next step */
3079 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
3081 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
3082 !PLAYER_PROTECTED(newx, newy))
3086 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
3089 /* enemy got the player */
3091 KillHero(PLAYERINFO(newx, newy));
3096 else if ((element == EL_PENGUIN || element == EL_ROBOT ||
3097 element == EL_SATELLITE || element == EL_BALLOON) &&
3098 IN_LEV_FIELD(newx, newy) &&
3099 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
3102 Store[x][y] = EL_ACID;
3104 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
3106 if (Feld[newx][newy] == EL_EXIT_OPEN)
3108 Feld[x][y] = EL_EMPTY;
3109 DrawLevelField(x, y);
3111 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING_EXIT);
3112 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
3113 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
3115 local_player->friends_still_needed--;
3116 if (!local_player->friends_still_needed &&
3117 !local_player->GameOver && AllPlayersGone)
3118 local_player->LevelSolved = local_player->GameOver = TRUE;
3122 else if (IS_MAMPF3(Feld[newx][newy]))
3124 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
3125 DrawLevelField(newx, newy);
3127 MovDir[x][y] = MV_NO_MOVING;
3129 else if (!IS_FREE(newx, newy))
3131 if (IS_PLAYER(x, y))
3132 DrawPlayerField(x, y);
3134 DrawLevelField(x, y);
3138 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
3140 if (IS_GEM(Feld[newx][newy]))
3142 if (IS_MOVING(newx, newy))
3143 RemoveMovingField(newx, newy);
3146 Feld[newx][newy] = EL_EMPTY;
3147 DrawLevelField(newx, newy);
3150 PlaySoundLevel(x, y, SND_PIG_EATING);
3152 else if (!IS_FREE(newx, newy))
3154 if (IS_PLAYER(x, y))
3155 DrawPlayerField(x, y);
3157 DrawLevelField(x, y);
3161 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
3163 if (!IS_FREE(newx, newy))
3165 if (IS_PLAYER(x, y))
3166 DrawPlayerField(x, y);
3168 DrawLevelField(x, y);
3173 boolean wanna_flame = !RND(10);
3174 int dx = newx - x, dy = newy - y;
3175 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3176 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3177 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3178 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
3179 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3180 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
3182 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
3183 element1 != EL_DRAGON && element2 != EL_DRAGON &&
3184 element1 != EL_FLAMES && element2 != EL_FLAMES)
3186 if (IS_PLAYER(x, y))
3187 DrawPlayerField(x, y);
3189 DrawLevelField(x, y);
3191 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3193 MovDelay[x][y] = 50;
3194 Feld[newx][newy] = EL_FLAMES;
3195 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
3196 Feld[newx1][newy1] = EL_FLAMES;
3197 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
3198 Feld[newx2][newy2] = EL_FLAMES;
3203 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3204 Feld[newx][newy] == EL_DIAMOND)
3206 if (IS_MOVING(newx, newy))
3207 RemoveMovingField(newx, newy);
3210 Feld[newx][newy] = EL_EMPTY;
3211 DrawLevelField(newx, newy);
3214 PlaySoundLevel(x, y, SND_YAMYAM_EATING);
3216 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3217 IS_MAMPF2(Feld[newx][newy]))
3219 if (AmoebaNr[newx][newy])
3221 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3222 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3223 Feld[newx][newy] == EL_BD_AMOEBA)
3224 AmoebaCnt[AmoebaNr[newx][newy]]--;
3227 if (IS_MOVING(newx, newy))
3228 RemoveMovingField(newx, newy);
3231 Feld[newx][newy] = EL_EMPTY;
3232 DrawLevelField(newx, newy);
3235 PlaySoundLevel(x, y, SND_DARK_YAMYAM_EATING);
3237 else if ((element == EL_PACMAN || element == EL_MOLE)
3238 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3240 if (AmoebaNr[newx][newy])
3242 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3243 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3244 Feld[newx][newy] == EL_BD_AMOEBA)
3245 AmoebaCnt[AmoebaNr[newx][newy]]--;
3248 if (element == EL_MOLE)
3250 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
3251 PlaySoundLevel(x, y, SND_MOLE_EATING);
3252 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
3253 return; /* wait for shrinking amoeba */
3255 else /* element == EL_PACMAN */
3257 Feld[newx][newy] = EL_EMPTY;
3258 DrawLevelField(newx, newy);
3259 PlaySoundLevel(x, y, SND_PACMAN_EATING);
3262 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
3263 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
3264 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
3266 /* wait for shrinking amoeba to completely disappear */
3269 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3271 /* object was running against a wall */
3275 if (element == EL_BUG || element == EL_SPACESHIP ||
3276 element == EL_SP_SNIKSNAK)
3277 DrawLevelField(x, y);
3278 else if (element == EL_BUG || element == EL_SPACESHIP ||
3279 element == EL_SP_SNIKSNAK || element == EL_MOLE)
3280 DrawLevelField(x, y);
3281 else if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
3282 DrawLevelElementAnimationIfNeeded(x, y, element);
3283 else if (element == EL_SATELLITE)
3284 DrawLevelElementAnimationIfNeeded(x, y, element);
3285 else if (element == EL_SP_ELECTRON)
3286 DrawLevelElementAnimationIfNeeded(x, y, element);
3288 if (DONT_TOUCH(element))
3289 TestIfBadThingTouchesHero(x, y);
3291 PlaySoundLevelAction(x, y, ACTION_WAITING);
3296 InitMovingField(x, y, MovDir[x][y]);
3298 PlaySoundLevelAction(x, y, ACTION_MOVING);
3302 ContinueMoving(x, y);
3305 void ContinueMoving(int x, int y)
3307 int element = Feld[x][y];
3308 int direction = MovDir[x][y];
3309 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3310 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3311 int horiz_move = (dx != 0);
3312 int newx = x + dx, newy = y + dy;
3313 int step = (horiz_move ? dx : dy) * TILEX / 8;
3315 if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DRIPPING)
3317 else if (element == EL_QUICKSAND_FILLING ||
3318 element == EL_QUICKSAND_EMPTYING)
3320 else if (element == EL_MAGIC_WALL_FILLING ||
3321 element == EL_BD_MAGIC_WALL_FILLING ||
3322 element == EL_MAGIC_WALL_EMPTYING ||
3323 element == EL_BD_MAGIC_WALL_EMPTYING)
3325 else if (CAN_FALL(element) && horiz_move &&
3326 y < lev_fieldy-1 && IS_BELT_ACTIVE(Feld[x][y+1]))
3328 else if (element == EL_SPRING && horiz_move)
3331 #if OLD_GAME_BEHAVIOUR
3332 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3336 MovPos[x][y] += step;
3338 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
3340 Feld[x][y] = EL_EMPTY;
3341 Feld[newx][newy] = element;
3343 if (element == EL_MOLE)
3346 static int xy[4][2] =
3354 Feld[x][y] = EL_SAND;
3355 DrawLevelField(x, y);
3364 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND)
3365 DrawLevelField(xx, yy); /* for "DrawCrumbledSand()" */
3369 if (element == EL_QUICKSAND_FILLING)
3371 element = Feld[newx][newy] = get_next_element(element);
3372 Store[newx][newy] = Store[x][y];
3374 else if (element == EL_QUICKSAND_EMPTYING)
3376 Feld[x][y] = get_next_element(element);
3377 element = Feld[newx][newy] = Store[x][y];
3379 else if (element == EL_MAGIC_WALL_FILLING)
3381 element = Feld[newx][newy] = get_next_element(element);
3382 if (!game.magic_wall_active)
3383 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3384 Store[newx][newy] = Store[x][y];
3386 else if (element == EL_MAGIC_WALL_EMPTYING)
3388 Feld[x][y] = get_next_element(element);
3389 if (!game.magic_wall_active)
3390 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3391 element = Feld[newx][newy] = Store[x][y];
3393 else if (element == EL_BD_MAGIC_WALL_FILLING)
3395 element = Feld[newx][newy] = get_next_element(element);
3396 if (!game.magic_wall_active)
3397 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
3398 Store[newx][newy] = Store[x][y];
3400 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
3402 Feld[x][y] = get_next_element(element);
3403 if (!game.magic_wall_active)
3404 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
3405 element = Feld[newx][newy] = Store[x][y];
3407 else if (element == EL_AMOEBA_DRIPPING)
3409 Feld[x][y] = get_next_element(element);
3410 element = Feld[newx][newy] = Store[x][y];
3412 else if (Store[x][y] == EL_ACID)
3414 element = Feld[newx][newy] = EL_ACID;
3418 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3419 MovDelay[newx][newy] = 0;
3421 /* copy animation control values to new field */
3422 GfxFrame[newx][newy] = GfxFrame[x][y];
3423 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
3424 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
3426 ResetGfxAnimation(x, y); /* reset animation values for old field */
3430 if (!CAN_MOVE(element))
3431 MovDir[newx][newy] = 0;
3434 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
3435 MovDir[newx][newy] = 0;
3438 if (!CAN_MOVE(element) ||
3439 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
3440 MovDir[newx][newy] = 0;
3444 DrawLevelField(x, y);
3445 DrawLevelField(newx, newy);
3447 Stop[newx][newy] = TRUE;
3448 JustStopped[newx][newy] = 3;
3450 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3452 TestIfBadThingTouchesHero(newx, newy);
3453 TestIfBadThingTouchesFriend(newx, newy);
3454 TestIfBadThingTouchesOtherBadThing(newx, newy);
3456 else if (element == EL_PENGUIN)
3457 TestIfFriendTouchesBadThing(newx, newy);
3459 if (CAN_SMASH(element) && direction == MV_DOWN &&
3460 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3463 else /* still moving on */
3465 DrawLevelField(x, y);
3469 int AmoebeNachbarNr(int ax, int ay)
3472 int element = Feld[ax][ay];
3474 static int xy[4][2] =
3484 int x = ax + xy[i][0];
3485 int y = ay + xy[i][1];
3487 if (!IN_LEV_FIELD(x, y))
3490 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3491 group_nr = AmoebaNr[x][y];
3497 void AmoebenVereinigen(int ax, int ay)
3499 int i, x, y, xx, yy;
3500 int new_group_nr = AmoebaNr[ax][ay];
3501 static int xy[4][2] =
3509 if (new_group_nr == 0)
3517 if (!IN_LEV_FIELD(x, y))
3520 if ((Feld[x][y] == EL_AMOEBA_FULL ||
3521 Feld[x][y] == EL_BD_AMOEBA ||
3522 Feld[x][y] == EL_AMOEBA_DEAD) &&
3523 AmoebaNr[x][y] != new_group_nr)
3525 int old_group_nr = AmoebaNr[x][y];
3527 if (old_group_nr == 0)
3530 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3531 AmoebaCnt[old_group_nr] = 0;
3532 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3533 AmoebaCnt2[old_group_nr] = 0;
3535 for (yy=0; yy<lev_fieldy; yy++)
3537 for (xx=0; xx<lev_fieldx; xx++)
3539 if (AmoebaNr[xx][yy] == old_group_nr)
3540 AmoebaNr[xx][yy] = new_group_nr;
3547 void AmoebeUmwandeln(int ax, int ay)
3551 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
3553 int group_nr = AmoebaNr[ax][ay];
3558 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3559 printf("AmoebeUmwandeln(): This should never happen!\n");
3564 for (y=0; y<lev_fieldy; y++)
3566 for (x=0; x<lev_fieldx; x++)
3568 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
3571 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
3575 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
3576 SND_AMOEBA_TURNING_TO_GEM :
3577 SND_AMOEBA_TURNING_TO_ROCK));
3582 static int xy[4][2] =
3595 if (!IN_LEV_FIELD(x, y))
3598 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
3600 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
3601 SND_AMOEBA_TURNING_TO_GEM :
3602 SND_AMOEBA_TURNING_TO_ROCK));
3609 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3612 int group_nr = AmoebaNr[ax][ay];
3613 boolean done = FALSE;
3618 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3619 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3624 for (y=0; y<lev_fieldy; y++)
3626 for (x=0; x<lev_fieldx; x++)
3628 if (AmoebaNr[x][y] == group_nr &&
3629 (Feld[x][y] == EL_AMOEBA_DEAD ||
3630 Feld[x][y] == EL_BD_AMOEBA ||
3631 Feld[x][y] == EL_AMOEBA_CREATING))
3634 Feld[x][y] = new_element;
3635 InitField(x, y, FALSE);
3636 DrawLevelField(x, y);
3643 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
3644 SND_BD_AMOEBA_TURNING_TO_ROCK :
3645 SND_BD_AMOEBA_TURNING_TO_GEM));
3648 void AmoebeWaechst(int x, int y)
3650 static unsigned long sound_delay = 0;
3651 static unsigned long sound_delay_value = 0;
3653 if (!MovDelay[x][y]) /* start new growing cycle */
3657 if (DelayReached(&sound_delay, sound_delay_value))
3659 if (Store[x][y] == EL_BD_AMOEBA)
3660 PlaySoundLevel(x, y, SND_BD_AMOEBA_CREATING);
3662 PlaySoundLevel(x, y, SND_AMOEBA_CREATING);
3663 sound_delay_value = 30;
3667 if (MovDelay[x][y]) /* wait some time before growing bigger */
3670 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3672 int frame = getGraphicAnimationFrame(IMG_AMOEBA_CREATING,
3673 6 - MovDelay[x][y]);
3675 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_CREATING, frame);
3678 if (!MovDelay[x][y])
3680 Feld[x][y] = Store[x][y];
3682 DrawLevelField(x, y);
3687 void AmoebaDisappearing(int x, int y)
3689 static unsigned long sound_delay = 0;
3690 static unsigned long sound_delay_value = 0;
3692 if (!MovDelay[x][y]) /* start new shrinking cycle */
3696 if (DelayReached(&sound_delay, sound_delay_value))
3697 sound_delay_value = 30;
3700 if (MovDelay[x][y]) /* wait some time before shrinking */
3703 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3705 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
3706 6 - MovDelay[x][y]);
3708 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
3711 if (!MovDelay[x][y])
3713 Feld[x][y] = EL_EMPTY;
3714 DrawLevelField(x, y);
3716 /* don't let mole enter this field in this cycle;
3717 (give priority to objects falling to this field from above) */
3723 void AmoebeAbleger(int ax, int ay)
3726 int element = Feld[ax][ay];
3727 int newax = ax, neway = ay;
3728 static int xy[4][2] =
3736 if (!level.amoeba_speed)
3738 Feld[ax][ay] = EL_AMOEBA_DEAD;
3739 DrawLevelField(ax, ay);
3743 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3744 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3746 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3749 if (MovDelay[ax][ay])
3753 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
3756 int x = ax + xy[start][0];
3757 int y = ay + xy[start][1];
3759 if (!IN_LEV_FIELD(x, y))
3762 if (IS_FREE(x, y) ||
3763 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3769 if (newax == ax && neway == ay)
3772 else /* normal or "filled" (BD style) amoeba */
3775 boolean waiting_for_player = FALSE;
3779 int j = (start + i) % 4;
3780 int x = ax + xy[j][0];
3781 int y = ay + xy[j][1];
3783 if (!IN_LEV_FIELD(x, y))
3786 if (IS_FREE(x, y) ||
3787 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3793 else if (IS_PLAYER(x, y))
3794 waiting_for_player = TRUE;
3797 if (newax == ax && neway == ay) /* amoeba cannot grow */
3799 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3801 Feld[ax][ay] = EL_AMOEBA_DEAD;
3802 DrawLevelField(ax, ay);
3803 AmoebaCnt[AmoebaNr[ax][ay]]--;
3805 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3807 if (element == EL_AMOEBA_FULL)
3808 AmoebeUmwandeln(ax, ay);
3809 else if (element == EL_BD_AMOEBA)
3810 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3815 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
3817 /* amoeba gets larger by growing in some direction */
3819 int new_group_nr = AmoebaNr[ax][ay];
3822 if (new_group_nr == 0)
3824 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3825 printf("AmoebeAbleger(): This should never happen!\n");
3830 AmoebaNr[newax][neway] = new_group_nr;
3831 AmoebaCnt[new_group_nr]++;
3832 AmoebaCnt2[new_group_nr]++;
3834 /* if amoeba touches other amoeba(s) after growing, unify them */
3835 AmoebenVereinigen(newax, neway);
3837 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
3839 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
3845 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
3846 (neway == lev_fieldy - 1 && newax != ax))
3848 Feld[newax][neway] = EL_AMOEBA_CREATING; /* creation of new amoeba */
3849 Store[newax][neway] = element;
3851 else if (neway == ay)
3853 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
3854 PlaySoundLevel(newax, neway, SND_AMOEBA_DROP_CREATING);
3858 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
3859 Feld[ax][ay] = EL_AMOEBA_DRIPPING;
3860 Store[ax][ay] = EL_AMOEBA_DROP;
3861 ContinueMoving(ax, ay);
3865 DrawLevelField(newax, neway);
3868 void Life(int ax, int ay)
3871 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3873 int element = Feld[ax][ay];
3874 boolean changed = FALSE;
3879 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3880 MovDelay[ax][ay] = life_time;
3882 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3885 if (MovDelay[ax][ay])
3889 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3891 int xx = ax+x1, yy = ay+y1;
3894 if (!IN_LEV_FIELD(xx, yy))
3897 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3899 int x = xx+x2, y = yy+y2;
3901 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3904 if (((Feld[x][y] == element ||
3905 (element == EL_GAMEOFLIFE && IS_PLAYER(x, y))) &&
3907 (IS_FREE(x, y) && Stop[x][y]))
3911 if (xx == ax && yy == ay) /* field in the middle */
3913 if (nachbarn < life[0] || nachbarn > life[1])
3915 Feld[xx][yy] = EL_EMPTY;
3917 DrawLevelField(xx, yy);
3918 Stop[xx][yy] = TRUE;
3922 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
3923 { /* free border field */
3924 if (nachbarn >= life[2] && nachbarn <= life[3])
3926 Feld[xx][yy] = element;
3927 MovDelay[xx][yy] = (element == EL_GAMEOFLIFE ? 0 : life_time-1);
3929 DrawLevelField(xx, yy);
3930 Stop[xx][yy] = TRUE;
3937 PlaySoundLevel(ax, ay, element == EL_GAMEOFLIFE ? SND_GAMEOFLIFE_CREATING :
3938 SND_BIOMAZE_CREATING);
3941 static void InitRobotWheel(int x, int y)
3943 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3946 static void RunRobotWheel(int x, int y)
3948 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
3951 static void StopRobotWheel(int x, int y)
3953 if (ZX == x && ZY == y)
3957 static void InitTimegateWheel(int x, int y)
3959 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3962 static void RunTimegateWheel(int x, int y)
3964 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
3967 void CheckExit(int x, int y)
3969 if (local_player->gems_still_needed > 0 ||
3970 local_player->sokobanfields_still_needed > 0 ||
3971 local_player->lights_still_needed > 0)
3974 Feld[x][y] = EL_EXIT_OPENING;
3976 PlaySoundLevelNearest(x, y, SND_EXIT_OPENING);
3979 void CheckExitSP(int x, int y)
3981 if (local_player->gems_still_needed > 0)
3984 Feld[x][y] = EL_SP_EXIT_OPEN;
3986 PlaySoundLevelNearest(x, y, SND_SP_EXIT_OPENING);
3989 static void CloseAllOpenTimegates()
3993 for (y=0; y<lev_fieldy; y++)
3995 for (x=0; x<lev_fieldx; x++)
3997 int element = Feld[x][y];
3999 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4001 Feld[x][y] = EL_TIMEGATE_CLOSING;
4002 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4008 void EdelsteinFunkeln(int x, int y)
4010 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4013 if (Feld[x][y] == EL_BD_DIAMOND)
4016 if (MovDelay[x][y] == 0) /* next animation frame */
4017 MovDelay[x][y] = 11 * !SimpleRND(500);
4019 if (MovDelay[x][y] != 0) /* wait some time before next frame */
4023 if (setup.direct_draw && MovDelay[x][y])
4024 SetDrawtoField(DRAW_BUFFERED);
4026 DrawLevelElementAnimation(x, y, Feld[x][y]);
4028 if (MovDelay[x][y] != 0)
4030 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
4031 10 - MovDelay[x][y]);
4033 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
4035 if (setup.direct_draw)
4039 dest_x = FX + SCREENX(x) * TILEX;
4040 dest_y = FY + SCREENY(y) * TILEY;
4042 BlitBitmap(drawto_field, window,
4043 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4044 SetDrawtoField(DRAW_DIRECT);
4050 void MauerWaechst(int x, int y)
4054 if (!MovDelay[x][y]) /* next animation frame */
4055 MovDelay[x][y] = 3 * delay;
4057 if (MovDelay[x][y]) /* wait some time before next frame */
4061 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4063 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
4064 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
4066 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4069 if (!MovDelay[x][y])
4071 if (MovDir[x][y] == MV_LEFT)
4073 if (IN_LEV_FIELD(x - 1, y) && IS_MAUER(Feld[x - 1][y]))
4074 DrawLevelField(x - 1, y);
4076 else if (MovDir[x][y] == MV_RIGHT)
4078 if (IN_LEV_FIELD(x + 1, y) && IS_MAUER(Feld[x + 1][y]))
4079 DrawLevelField(x + 1, y);
4081 else if (MovDir[x][y] == MV_UP)
4083 if (IN_LEV_FIELD(x, y - 1) && IS_MAUER(Feld[x][y - 1]))
4084 DrawLevelField(x, y - 1);
4088 if (IN_LEV_FIELD(x, y + 1) && IS_MAUER(Feld[x][y + 1]))
4089 DrawLevelField(x, y + 1);
4092 Feld[x][y] = Store[x][y];
4094 MovDir[x][y] = MV_NO_MOVING;
4095 DrawLevelField(x, y);
4100 void MauerAbleger(int ax, int ay)
4102 int element = Feld[ax][ay];
4103 boolean oben_frei = FALSE, unten_frei = FALSE;
4104 boolean links_frei = FALSE, rechts_frei = FALSE;
4105 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4106 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4107 boolean new_wall = FALSE;
4109 if (!MovDelay[ax][ay]) /* start building new wall */
4110 MovDelay[ax][ay] = 6;
4112 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4115 if (MovDelay[ax][ay])
4119 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4121 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4123 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4125 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4128 if (element == EL_WALL_GROWING_Y || element == EL_WALL_GROWING_XY)
4132 Feld[ax][ay-1] = EL_WALL_GROWING_ACTIVE;
4133 Store[ax][ay-1] = element;
4134 MovDir[ax][ay-1] = MV_UP;
4135 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4136 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
4137 IMG_WALL_GROWING_ACTIVE_UP, 0);
4142 Feld[ax][ay+1] = EL_WALL_GROWING_ACTIVE;
4143 Store[ax][ay+1] = element;
4144 MovDir[ax][ay+1] = MV_DOWN;
4145 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4146 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
4147 IMG_WALL_GROWING_ACTIVE_DOWN, 0);
4152 if (element == EL_WALL_GROWING_X || element == EL_WALL_GROWING_XY ||
4153 element == EL_WALL_GROWING)
4157 Feld[ax-1][ay] = EL_WALL_GROWING_ACTIVE;
4158 Store[ax-1][ay] = element;
4159 MovDir[ax-1][ay] = MV_LEFT;
4160 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4161 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
4162 IMG_WALL_GROWING_ACTIVE_LEFT, 0);
4168 Feld[ax+1][ay] = EL_WALL_GROWING_ACTIVE;
4169 Store[ax+1][ay] = element;
4170 MovDir[ax+1][ay] = MV_RIGHT;
4171 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4172 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
4173 IMG_WALL_GROWING_ACTIVE_RIGHT, 0);
4178 if (element == EL_WALL_GROWING && (links_frei || rechts_frei))
4179 DrawLevelField(ax, ay);
4181 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
4183 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
4184 unten_massiv = TRUE;
4185 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
4186 links_massiv = TRUE;
4187 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
4188 rechts_massiv = TRUE;
4190 if (((oben_massiv && unten_massiv) ||
4191 element == EL_WALL_GROWING_X || element == EL_WALL_GROWING) &&
4192 ((links_massiv && rechts_massiv) ||
4193 element == EL_WALL_GROWING_Y))
4194 Feld[ax][ay] = EL_WALL;
4197 PlaySoundLevel(ax, ay, SND_WALL_GROWING);
4200 void CheckForDragon(int x, int y)
4203 boolean dragon_found = FALSE;
4204 static int xy[4][2] =
4216 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4218 if (IN_LEV_FIELD(xx, yy) &&
4219 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
4221 if (Feld[xx][yy] == EL_DRAGON)
4222 dragon_found = TRUE;
4235 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4237 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
4239 Feld[xx][yy] = EL_EMPTY;
4240 DrawLevelField(xx, yy);
4249 static void InitBuggyBase(int x, int y)
4251 int element = Feld[x][y];
4252 int activating_delay = FRAMES_PER_SECOND / 4;
4255 (element == EL_SP_BUGGY_BASE ?
4256 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
4257 element == EL_SP_BUGGY_BASE_ACTIVATING ?
4259 element == EL_SP_BUGGY_BASE_ACTIVE ?
4260 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
4263 static void WarnBuggyBase(int x, int y)
4266 static int xy[4][2] =
4276 int xx = x + xy[i][0], yy = y + xy[i][1];
4278 if (IS_PLAYER(xx, yy))
4280 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
4287 static void InitTrap(int x, int y)
4289 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4292 static void ActivateTrap(int x, int y)
4294 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
4297 static void ChangeActiveTrap(int x, int y)
4299 int graphic = IMG_TRAP_ACTIVE;
4301 /* if new animation frame was drawn, correct crumbled sand border */
4302 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
4303 DrawCrumbledSand(SCREENX(x), SCREENY(y));
4306 static void ChangeElement(int x, int y)
4308 int element = Feld[x][y];
4310 if (MovDelay[x][y] == 0) /* initialize element change */
4312 MovDelay[x][y] = changing_element[element].change_delay + 1;
4314 ResetGfxAnimation(x, y);
4315 ResetRandomAnimationValue(x, y);
4317 if (changing_element[element].pre_change_function)
4318 changing_element[element].pre_change_function(x, y);
4323 if (MovDelay[x][y] != 0) /* continue element change */
4325 if (IS_ANIMATED(el2img(element)))
4326 DrawLevelElementAnimationIfNeeded(x, y, element);
4328 if (changing_element[element].change_function)
4329 changing_element[element].change_function(x, y);
4331 else /* finish element change */
4333 Feld[x][y] = changing_element[element].next_element;
4335 ResetGfxAnimation(x, y);
4336 ResetRandomAnimationValue(x, y);
4338 DrawLevelField(x, y);
4340 if (changing_element[element].post_change_function)
4341 changing_element[element].post_change_function(x, y);
4345 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4347 static byte stored_player_action[MAX_PLAYERS];
4348 static int num_stored_actions = 0;
4349 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4350 int left = player_action & JOY_LEFT;
4351 int right = player_action & JOY_RIGHT;
4352 int up = player_action & JOY_UP;
4353 int down = player_action & JOY_DOWN;
4354 int button1 = player_action & JOY_BUTTON_1;
4355 int button2 = player_action & JOY_BUTTON_2;
4356 int dx = (left ? -1 : right ? 1 : 0);
4357 int dy = (up ? -1 : down ? 1 : 0);
4359 stored_player_action[player->index_nr] = 0;
4360 num_stored_actions++;
4362 if (!player->active || tape.pausing)
4368 snapped = SnapField(player, dx, dy);
4372 bombed = PlaceBomb(player);
4373 moved = MoveFigure(player, dx, dy);
4376 if (tape.single_step && tape.recording && !tape.pausing)
4378 if (button1 || (bombed && !moved))
4380 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
4381 SnapField(player, 0, 0); /* stop snapping */
4385 stored_player_action[player->index_nr] = player_action;
4389 /* no actions for this player (no input at player's configured device) */
4391 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4392 SnapField(player, 0, 0);
4393 CheckGravityMovement(player);
4395 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
4397 if (player->MovPos == 0) /* needed for tape.playing */
4398 player->is_moving = FALSE;
4401 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
4403 TapeRecordAction(stored_player_action);
4404 num_stored_actions = 0;
4410 static unsigned long action_delay = 0;
4411 unsigned long action_delay_value;
4412 int magic_wall_x = 0, magic_wall_y = 0;
4413 int i, x, y, element, graphic;
4414 byte *recorded_player_action;
4415 byte summarized_player_action = 0;
4417 if (game_status != PLAYING)
4420 action_delay_value =
4421 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4423 if (tape.playing && tape.index_search && !tape.pausing)
4424 action_delay_value = 0;
4426 /* ---------- main game synchronization point ---------- */
4428 WaitUntilDelayReached(&action_delay, action_delay_value);
4430 if (network_playing && !network_player_action_received)
4434 printf("DEBUG: try to get network player actions in time\n");
4438 #if defined(PLATFORM_UNIX)
4439 /* last chance to get network player actions without main loop delay */
4443 if (game_status != PLAYING)
4446 if (!network_player_action_received)
4450 printf("DEBUG: failed to get network player actions in time\n");
4460 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4462 for (i=0; i<MAX_PLAYERS; i++)
4464 summarized_player_action |= stored_player[i].action;
4466 if (!network_playing)
4467 stored_player[i].effective_action = stored_player[i].action;
4470 #if defined(PLATFORM_UNIX)
4471 if (network_playing)
4472 SendToServer_MovePlayer(summarized_player_action);
4475 if (!options.network && !setup.team_mode)
4476 local_player->effective_action = summarized_player_action;
4478 for (i=0; i<MAX_PLAYERS; i++)
4480 int actual_player_action = stored_player[i].effective_action;
4482 if (stored_player[i].programmed_action)
4483 actual_player_action = stored_player[i].programmed_action;
4485 if (recorded_player_action)
4486 actual_player_action = recorded_player_action[i];
4488 PlayerActions(&stored_player[i], actual_player_action);
4489 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4492 network_player_action_received = FALSE;
4494 ScrollScreen(NULL, SCROLL_GO_ON);
4499 for (i=0; i<MAX_PLAYERS; i++)
4500 stored_player[i].Frame++;
4502 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4505 if (JustStopped[x][y] > 0)
4506 JustStopped[x][y]--;
4511 if (IS_BLOCKED(x, y))
4515 Blocked2Moving(x, y, &oldx, &oldy);
4516 if (!IS_MOVING(oldx, oldy))
4518 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4519 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4520 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4521 printf("GameActions(): This should never happen!\n");
4527 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4529 element = Feld[x][y];
4530 graphic = el2img(element);
4533 if (graphic_info[graphic].anim_global_sync)
4534 GfxFrame[x][y] = FrameCounter;
4537 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
4538 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
4539 ResetRandomAnimationValue(x, y);
4541 SetRandomAnimationValue(x, y);
4543 if (IS_INACTIVE(element))
4547 if (IS_ANIMATED(graphic))
4548 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4554 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4558 if (IS_ANIMATED(graphic) &&
4561 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4563 if (IS_GEM(element) || element == EL_SP_INFOTRON)
4564 EdelsteinFunkeln(x, y);
4568 else if ((element == EL_ACID ||
4569 element == EL_EXIT_OPEN ||
4570 element == EL_SP_EXIT_OPEN ||
4571 element == EL_SP_TERMINAL ||
4572 element == EL_SP_TERMINAL_ACTIVE ||
4573 element == EL_EXTRA_TIME ||
4574 element == EL_SHIELD_NORMAL ||
4575 element == EL_SHIELD_DEADLY) &&
4576 IS_ANIMATED(graphic))
4577 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4580 else if (IS_MOVING(x, y))
4581 ContinueMoving(x, y);
4582 else if (IS_ACTIVE_BOMB(element))
4583 CheckDynamite(x, y);
4585 else if (element == EL_EXPLOSION && !game.explosions_delayed)
4586 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
4588 else if (element == EL_AMOEBA_CREATING)
4589 AmoebeWaechst(x, y);
4590 else if (element == EL_AMOEBA_SHRINKING)
4591 AmoebaDisappearing(x, y);
4593 #if !USE_NEW_AMOEBA_CODE
4594 else if (IS_AMOEBALIVE(element))
4595 AmoebeAbleger(x, y);
4598 else if (element == EL_GAMEOFLIFE || element == EL_BIOMAZE)
4601 else if (element == EL_ROBOT_WHEEL_ACTIVE)
4603 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
4604 TimegateWheel(x, y);
4607 else if (element == EL_ACID_SPLASH_LEFT ||
4608 element == EL_ACID_SPLASH_RIGHT)
4612 else if (element == EL_NUT_CRACKING)
4614 else if (element == EL_PEARL_BREAKING)
4615 BreakingPearl(x, y);
4617 else if (element == EL_EXIT_CLOSED)
4619 else if (element == EL_SP_EXIT_CLOSED)
4622 else if (element == EL_EXIT_OPENING)
4623 AusgangstuerOeffnen(x, y);
4625 else if (element == EL_WALL_GROWING_ACTIVE)
4627 else if (element == EL_WALL_GROWING ||
4628 element == EL_WALL_GROWING_X ||
4629 element == EL_WALL_GROWING_Y ||
4630 element == EL_WALL_GROWING_XY)
4632 else if (element == EL_FLAMES)
4633 CheckForDragon(x, y);
4635 else if (element == EL_SP_BUGGY_BASE ||
4636 element == EL_SP_BUGGY_BASE_ACTIVATING ||
4637 element == EL_SP_BUGGY_BASE_ACTIVE)
4638 CheckBuggyBase(x, y);
4639 else if (element == EL_TRAP ||
4640 element == EL_TRAP_ACTIVE)
4642 else if (IS_BELT_ACTIVE(element))
4643 DrawBeltAnimation(x, y, element);
4644 else if (element == EL_SWITCHGATE_OPENING)
4645 OpenSwitchgate(x, y);
4646 else if (element == EL_SWITCHGATE_CLOSING)
4647 CloseSwitchgate(x, y);
4648 else if (element == EL_TIMEGATE_OPENING)
4650 else if (element == EL_TIMEGATE_CLOSING)
4651 CloseTimegate(x, y);
4654 else if (IS_AUTO_CHANGING(element))
4655 ChangeElement(x, y);
4658 else if (element == EL_EXPLOSION)
4659 ; /* drawing of correct explosion animation is handled separately */
4660 else if (IS_ANIMATED(graphic))
4661 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4664 if (IS_BELT_ACTIVE(element))
4665 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
4667 if (game.magic_wall_active)
4669 int jx = local_player->jx, jy = local_player->jy;
4671 /* play the element sound at the position nearest to the player */
4672 if ((element == EL_MAGIC_WALL_FULL ||
4673 element == EL_MAGIC_WALL_ACTIVE ||
4674 element == EL_MAGIC_WALL_EMPTYING ||
4675 element == EL_BD_MAGIC_WALL_FULL ||
4676 element == EL_BD_MAGIC_WALL_ACTIVE ||
4677 element == EL_BD_MAGIC_WALL_EMPTYING) &&
4678 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
4686 #if USE_NEW_AMOEBA_CODE
4687 /* new experimental amoeba growth stuff */
4689 if (!(FrameCounter % 8))
4692 static unsigned long random = 1684108901;
4694 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
4697 x = (random >> 10) % lev_fieldx;
4698 y = (random >> 20) % lev_fieldy;
4700 x = RND(lev_fieldx);
4701 y = RND(lev_fieldy);
4703 element = Feld[x][y];
4705 if (!IS_PLAYER(x,y) &&
4706 (element == EL_EMPTY ||
4707 element == EL_SAND ||
4708 element == EL_QUICKSAND_EMPTY ||
4709 element == EL_ACID_SPLASH_LEFT ||
4710 element == EL_ACID_SPLASH_RIGHT))
4712 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
4713 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
4714 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
4715 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
4716 Feld[x][y] = EL_AMOEBA_DROP;
4719 random = random * 129 + 1;
4725 if (game.explosions_delayed)
4728 game.explosions_delayed = FALSE;
4730 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4732 element = Feld[x][y];
4734 if (ExplodeField[x][y])
4735 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
4736 else if (element == EL_EXPLOSION)
4737 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
4739 ExplodeField[x][y] = EX_NO_EXPLOSION;
4742 game.explosions_delayed = TRUE;
4745 if (game.magic_wall_active)
4747 if (!(game.magic_wall_time_left % 4))
4749 int element = Feld[magic_wall_x][magic_wall_y];
4751 if (element == EL_BD_MAGIC_WALL_FULL ||
4752 element == EL_BD_MAGIC_WALL_ACTIVE ||
4753 element == EL_BD_MAGIC_WALL_EMPTYING)
4754 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
4756 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
4759 if (game.magic_wall_time_left > 0)
4761 game.magic_wall_time_left--;
4762 if (!game.magic_wall_time_left)
4764 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4766 element = Feld[x][y];
4768 if (element == EL_MAGIC_WALL_ACTIVE ||
4769 element == EL_MAGIC_WALL_FULL)
4771 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4772 DrawLevelField(x, y);
4774 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
4775 element == EL_BD_MAGIC_WALL_FULL)
4777 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
4778 DrawLevelField(x, y);
4782 game.magic_wall_active = FALSE;
4787 if (game.light_time_left > 0)
4789 game.light_time_left--;
4791 if (game.light_time_left == 0)
4792 RedrawAllLightSwitchesAndInvisibleElements();
4795 if (game.timegate_time_left > 0)
4797 game.timegate_time_left--;
4799 if (game.timegate_time_left == 0)
4800 CloseAllOpenTimegates();
4803 for (i=0; i<MAX_PLAYERS; i++)
4805 struct PlayerInfo *player = &stored_player[i];
4807 if (SHIELD_ON(player))
4809 if (player->shield_deadly_time_left)
4810 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
4811 else if (player->shield_normal_time_left)
4812 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
4816 if (TimeFrames >= (1000 / GameFrameDelay))
4821 for (i=0; i<MAX_PLAYERS; i++)
4823 struct PlayerInfo *player = &stored_player[i];
4825 if (SHIELD_ON(player))
4827 player->shield_normal_time_left--;
4829 if (player->shield_deadly_time_left > 0)
4830 player->shield_deadly_time_left--;
4834 if (tape.recording || tape.playing)
4835 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
4841 if (TimeLeft <= 10 && setup.time_limit)
4842 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MAX_RIGHT);
4844 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
4846 if (!TimeLeft && setup.time_limit)
4847 for (i=0; i<MAX_PLAYERS; i++)
4848 KillHero(&stored_player[i]);
4850 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
4851 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
4856 if (options.debug) /* calculate frames per second */
4858 static unsigned long fps_counter = 0;
4859 static int fps_frames = 0;
4860 unsigned long fps_delay_ms = Counter() - fps_counter;
4864 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
4866 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
4869 fps_counter = Counter();
4872 redraw_mask |= REDRAW_FPS;
4876 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
4878 int min_x = x, min_y = y, max_x = x, max_y = y;
4881 for (i=0; i<MAX_PLAYERS; i++)
4883 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4885 if (!stored_player[i].active || &stored_player[i] == player)
4888 min_x = MIN(min_x, jx);
4889 min_y = MIN(min_y, jy);
4890 max_x = MAX(max_x, jx);
4891 max_y = MAX(max_y, jy);
4894 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
4897 static boolean AllPlayersInVisibleScreen()
4901 for (i=0; i<MAX_PLAYERS; i++)
4903 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4905 if (!stored_player[i].active)
4908 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
4915 void ScrollLevel(int dx, int dy)
4917 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
4920 BlitBitmap(drawto_field, drawto_field,
4921 FX + TILEX*(dx == -1) - softscroll_offset,
4922 FY + TILEY*(dy == -1) - softscroll_offset,
4923 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
4924 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
4925 FX + TILEX*(dx == 1) - softscroll_offset,
4926 FY + TILEY*(dy == 1) - softscroll_offset);
4930 x = (dx == 1 ? BX1 : BX2);
4931 for (y=BY1; y<=BY2; y++)
4932 DrawScreenField(x, y);
4937 y = (dy == 1 ? BY1 : BY2);
4938 for (x=BX1; x<=BX2; x++)
4939 DrawScreenField(x, y);
4942 redraw_mask |= REDRAW_FIELD;
4945 static void CheckGravityMovement(struct PlayerInfo *player)
4947 if (level.gravity && !player->programmed_action)
4949 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
4950 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
4952 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
4953 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
4954 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
4955 int jx = player->jx, jy = player->jy;
4956 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
4957 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
4958 int new_jx = jx + dx, new_jy = jy + dy;
4959 boolean field_under_player_is_free =
4960 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
4961 boolean player_is_moving_to_valid_field =
4962 (IN_LEV_FIELD(new_jx, new_jy) &&
4963 (Feld[new_jx][new_jy] == EL_SP_BASE ||
4964 Feld[new_jx][new_jy] == EL_SAND));
4966 if (field_under_player_is_free &&
4967 !player_is_moving_to_valid_field &&
4968 !IS_TUBE(Feld[jx][jy]))
4969 player->programmed_action = MV_DOWN;
4973 boolean MoveFigureOneStep(struct PlayerInfo *player,
4974 int dx, int dy, int real_dx, int real_dy)
4976 int jx = player->jx, jy = player->jy;
4977 int new_jx = jx+dx, new_jy = jy+dy;
4981 if (!player->active || (!dx && !dy))
4982 return MF_NO_ACTION;
4984 player->MovDir = (dx < 0 ? MV_LEFT :
4987 dy > 0 ? MV_DOWN : MV_NO_MOVING);
4989 if (!IN_LEV_FIELD(new_jx, new_jy))
4990 return MF_NO_ACTION;
4992 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
4993 return MF_NO_ACTION;
4996 element = MovingOrBlocked2Element(new_jx, new_jy);
4998 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
5001 if (DONT_GO_TO(element))
5003 if (element == EL_ACID && dx == 0 && dy == 1)
5006 Feld[jx][jy] = EL_PLAYER1;
5007 InitMovingField(jx, jy, MV_DOWN);
5008 Store[jx][jy] = EL_ACID;
5009 ContinueMoving(jx, jy);
5013 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
5018 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
5019 if (can_move != MF_MOVING)
5022 StorePlayer[jx][jy] = 0;
5023 player->last_jx = jx;
5024 player->last_jy = jy;
5025 jx = player->jx = new_jx;
5026 jy = player->jy = new_jy;
5027 StorePlayer[jx][jy] = player->element_nr;
5030 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
5032 ScrollFigure(player, SCROLL_INIT);
5037 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
5039 int jx = player->jx, jy = player->jy;
5040 int old_jx = jx, old_jy = jy;
5041 int moved = MF_NO_ACTION;
5043 if (!player->active || (!dx && !dy))
5047 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5051 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5052 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
5056 /* remove the last programmed player action */
5057 player->programmed_action = 0;
5061 /* should only happen if pre-1.2 tape recordings are played */
5062 /* this is only for backward compatibility */
5064 int original_move_delay_value = player->move_delay_value;
5067 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
5071 /* scroll remaining steps with finest movement resolution */
5072 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
5074 while (player->MovPos)
5076 ScrollFigure(player, SCROLL_GO_ON);
5077 ScrollScreen(NULL, SCROLL_GO_ON);
5083 player->move_delay_value = original_move_delay_value;
5086 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
5088 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
5089 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5093 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5094 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5100 if (moved & MF_MOVING && !ScreenMovPos &&
5101 (player == local_player || !options.network))
5103 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5104 int offset = (setup.scroll_delay ? 3 : 0);
5106 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5108 /* actual player has left the screen -- scroll in that direction */
5109 if (jx != old_jx) /* player has moved horizontally */
5110 scroll_x += (jx - old_jx);
5111 else /* player has moved vertically */
5112 scroll_y += (jy - old_jy);
5116 if (jx != old_jx) /* player has moved horizontally */
5118 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5119 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5120 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5122 /* don't scroll over playfield boundaries */
5123 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5124 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5126 /* don't scroll more than one field at a time */
5127 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5129 /* don't scroll against the player's moving direction */
5130 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5131 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5132 scroll_x = old_scroll_x;
5134 else /* player has moved vertically */
5136 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5137 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5138 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5140 /* don't scroll over playfield boundaries */
5141 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5142 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5144 /* don't scroll more than one field at a time */
5145 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5147 /* don't scroll against the player's moving direction */
5148 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5149 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5150 scroll_y = old_scroll_y;
5154 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5156 if (!options.network && !AllPlayersInVisibleScreen())
5158 scroll_x = old_scroll_x;
5159 scroll_y = old_scroll_y;
5163 ScrollScreen(player, SCROLL_INIT);
5164 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5171 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
5173 if (!(moved & MF_MOVING) && !player->Pushing)
5178 if (moved & MF_MOVING)
5180 if (old_jx != jx && old_jy == jy)
5181 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5182 else if (old_jx == jx && old_jy != jy)
5183 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5185 DrawLevelField(jx, jy); /* for "DrawCrumbledSand()" */
5187 player->last_move_dir = player->MovDir;
5188 player->is_moving = TRUE;
5192 CheckGravityMovement(player);
5195 player->last_move_dir = MV_NO_MOVING;
5197 player->is_moving = FALSE;
5200 TestIfHeroTouchesBadThing(jx, jy);
5202 if (!player->active)
5208 void ScrollFigure(struct PlayerInfo *player, int mode)
5210 int jx = player->jx, jy = player->jy;
5211 int last_jx = player->last_jx, last_jy = player->last_jy;
5212 int move_stepsize = TILEX / player->move_delay_value;
5214 if (!player->active || !player->MovPos)
5217 if (mode == SCROLL_INIT)
5219 player->actual_frame_counter = FrameCounter;
5220 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5222 if (Feld[last_jx][last_jy] == EL_EMPTY)
5223 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5228 else if (!FrameReached(&player->actual_frame_counter, 1))
5231 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5232 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5234 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5235 Feld[last_jx][last_jy] = EL_EMPTY;
5237 /* before DrawPlayer() to draw correct player graphic for this case */
5238 if (player->MovPos == 0)
5239 CheckGravityMovement(player);
5243 if (player->MovPos == 0)
5245 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
5247 /* continue with normal speed after quickly moving through gate */
5248 HALVE_PLAYER_SPEED(player);
5250 /* be able to make the next move without delay */
5251 player->move_delay = 0;
5254 player->last_jx = jx;
5255 player->last_jy = jy;
5257 if (Feld[jx][jy] == EL_EXIT_OPEN ||
5258 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5262 if (local_player->friends_still_needed == 0 ||
5263 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5264 player->LevelSolved = player->GameOver = TRUE;
5267 if (tape.single_step && tape.recording && !tape.pausing &&
5268 !player->programmed_action)
5269 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5273 void ScrollScreen(struct PlayerInfo *player, int mode)
5275 static unsigned long screen_frame_counter = 0;
5277 if (mode == SCROLL_INIT)
5279 /* set scrolling step size according to actual player's moving speed */
5280 ScrollStepSize = TILEX / player->move_delay_value;
5282 screen_frame_counter = FrameCounter;
5283 ScreenMovDir = player->MovDir;
5284 ScreenMovPos = player->MovPos;
5285 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5288 else if (!FrameReached(&screen_frame_counter, 1))
5293 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5294 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5295 redraw_mask |= REDRAW_FIELD;
5298 ScreenMovDir = MV_NO_MOVING;
5301 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
5303 int i, kill_x = -1, kill_y = -1;
5304 static int test_xy[4][2] =
5311 static int test_dir[4] =
5321 int test_x, test_y, test_move_dir, test_element;
5323 test_x = good_x + test_xy[i][0];
5324 test_y = good_y + test_xy[i][1];
5325 if (!IN_LEV_FIELD(test_x, test_y))
5329 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5332 test_element = Feld[test_x][test_y];
5334 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
5337 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5338 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5340 if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) ||
5341 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
5349 if (kill_x != -1 || kill_y != -1)
5351 if (IS_PLAYER(good_x, good_y))
5353 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
5355 if (player->shield_deadly_time_left > 0)
5356 Bang(kill_x, kill_y);
5357 else if (!PLAYER_PROTECTED(good_x, good_y))
5361 Bang(good_x, good_y);
5365 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
5367 int i, kill_x = -1, kill_y = -1;
5368 int bad_element = Feld[bad_x][bad_y];
5369 static int test_xy[4][2] =
5376 static int test_dir[4] =
5384 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
5389 int test_x, test_y, test_move_dir, test_element;
5391 test_x = bad_x + test_xy[i][0];
5392 test_y = bad_y + test_xy[i][1];
5393 if (!IN_LEV_FIELD(test_x, test_y))
5397 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5399 test_element = Feld[test_x][test_y];
5401 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5402 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5404 if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) ||
5405 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
5407 /* good thing is player or penguin that does not move away */
5408 if (IS_PLAYER(test_x, test_y))
5410 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
5412 if (bad_element == EL_ROBOT && player->is_moving)
5413 continue; /* robot does not kill player if he is moving */
5419 else if (test_element == EL_PENGUIN)
5428 if (kill_x != -1 || kill_y != -1)
5430 if (IS_PLAYER(kill_x, kill_y))
5432 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
5435 int dir = player->MovDir;
5436 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5437 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5439 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5440 newx != bad_x && newy != bad_y)
5441 ; /* robot does not kill player if he is moving */
5443 printf("-> %d\n", player->MovDir);
5445 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5446 newx != bad_x && newy != bad_y)
5447 ; /* robot does not kill player if he is moving */
5452 if (player->shield_deadly_time_left > 0)
5454 else if (!PLAYER_PROTECTED(kill_x, kill_y))
5458 Bang(kill_x, kill_y);
5462 void TestIfHeroTouchesBadThing(int x, int y)
5464 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5467 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
5469 TestIfGoodThingHitsBadThing(x, y, move_dir);
5472 void TestIfBadThingTouchesHero(int x, int y)
5474 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5477 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
5479 TestIfBadThingHitsGoodThing(x, y, move_dir);
5482 void TestIfFriendTouchesBadThing(int x, int y)
5484 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5487 void TestIfBadThingTouchesFriend(int x, int y)
5489 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5492 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
5494 int i, kill_x = bad_x, kill_y = bad_y;
5495 static int xy[4][2] =
5507 x = bad_x + xy[i][0];
5508 y = bad_y + xy[i][1];
5509 if (!IN_LEV_FIELD(x, y))
5512 element = Feld[x][y];
5513 if (IS_AMOEBOID(element) || element == EL_GAMEOFLIFE ||
5514 element == EL_AMOEBA_CREATING || element == EL_AMOEBA_DROP)
5522 if (kill_x != bad_x || kill_y != bad_y)
5526 void KillHero(struct PlayerInfo *player)
5528 int jx = player->jx, jy = player->jy;
5530 if (!player->active)
5533 if (IS_PFORTE(Feld[jx][jy]))
5534 Feld[jx][jy] = EL_EMPTY;
5536 /* deactivate shield (else Bang()/Explode() would not work right) */
5537 player->shield_normal_time_left = 0;
5538 player->shield_deadly_time_left = 0;
5544 static void KillHeroUnlessProtected(int x, int y)
5546 if (!PLAYER_PROTECTED(x, y))
5547 KillHero(PLAYERINFO(x, y));
5550 void BuryHero(struct PlayerInfo *player)
5552 int jx = player->jx, jy = player->jy;
5554 if (!player->active)
5557 PlaySoundLevel(jx, jy, SND_PLAYER_DYING);
5558 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
5560 player->GameOver = TRUE;
5564 void RemoveHero(struct PlayerInfo *player)
5566 int jx = player->jx, jy = player->jy;
5567 int i, found = FALSE;
5569 player->present = FALSE;
5570 player->active = FALSE;
5572 if (!ExplodeField[jx][jy])
5573 StorePlayer[jx][jy] = 0;
5575 for (i=0; i<MAX_PLAYERS; i++)
5576 if (stored_player[i].active)
5580 AllPlayersGone = TRUE;
5586 int DigField(struct PlayerInfo *player,
5587 int x, int y, int real_dx, int real_dy, int mode)
5589 int jx = player->jx, jy = player->jy;
5590 int dx = x - jx, dy = y - jy;
5591 int move_direction = (dx == -1 ? MV_LEFT :
5592 dx == +1 ? MV_RIGHT :
5594 dy == +1 ? MV_DOWN : MV_NO_MOVING);
5597 player->is_digging = FALSE;
5599 if (player->MovPos == 0)
5600 player->Pushing = FALSE;
5602 if (mode == DF_NO_PUSH)
5604 player->Switching = FALSE;
5605 player->push_delay = 0;
5606 return MF_NO_ACTION;
5609 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
5610 return MF_NO_ACTION;
5612 if (IS_TUBE(Feld[jx][jy]))
5615 int tube_leave_directions[][2] =
5617 { EL_TUBE_ALL, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5618 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5619 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5620 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
5621 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
5622 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
5623 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
5624 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
5625 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
5626 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
5627 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
5628 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
5631 while (tube_leave_directions[i][0] != Feld[jx][jy])
5634 if (tube_leave_directions[i][0] == -1) /* should not happen */
5638 if (!(tube_leave_directions[i][1] & move_direction))
5639 return MF_NO_ACTION; /* tube has no opening in this direction */
5642 element = Feld[x][y];
5648 case EL_INVISIBLE_SAND:
5649 case EL_INVISIBLE_SAND_ACTIVE:
5652 case EL_SP_BUGGY_BASE:
5653 case EL_SP_BUGGY_BASE_ACTIVATING:
5655 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
5660 case EL_EMERALD_YELLOW:
5661 case EL_EMERALD_RED:
5662 case EL_EMERALD_PURPLE:
5664 case EL_SP_INFOTRON:
5668 local_player->gems_still_needed -= (element == EL_DIAMOND ? 3 :
5669 element == EL_PEARL ? 5 :
5670 element == EL_CRYSTAL ? 8 : 1);
5671 if (local_player->gems_still_needed < 0)
5672 local_player->gems_still_needed = 0;
5673 RaiseScoreElement(element);
5674 DrawText(DX_EMERALDS, DY_EMERALDS,
5675 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
5676 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
5681 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
5682 PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
5686 Feld[x][y] = EL_EMPTY;
5687 PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
5695 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
5697 PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MAX_RIGHT);
5700 case EL_SHIELD_NORMAL:
5702 player->shield_normal_time_left += 10;
5703 PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING);
5706 case EL_SHIELD_DEADLY:
5708 player->shield_normal_time_left += 10;
5709 player->shield_deadly_time_left += 10;
5710 PlaySoundLevel(x, y, SND_SHIELD_DEADLY_COLLECTING);
5714 case EL_SP_DISK_RED:
5717 player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
5718 RaiseScoreElement(EL_DYNAMITE);
5719 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
5721 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
5724 case EL_DYNABOMB_NR:
5726 player->dynabomb_count++;
5727 player->dynabombs_left++;
5728 RaiseScoreElement(EL_DYNAMITE);
5729 PlaySoundLevel(x, y, SND_DYNABOMB_NR_COLLECTING);
5732 case EL_DYNABOMB_SZ:
5734 player->dynabomb_size++;
5735 RaiseScoreElement(EL_DYNAMITE);
5736 PlaySoundLevel(x, y, SND_DYNABOMB_SZ_COLLECTING);
5739 case EL_DYNABOMB_XL:
5741 player->dynabomb_xl = TRUE;
5742 RaiseScoreElement(EL_DYNAMITE);
5743 PlaySoundLevel(x, y, SND_DYNABOMB_XL_COLLECTING);
5751 int key_nr = element - EL_KEY1;
5752 int graphic = el2edimg(element);
5755 player->key[key_nr] = TRUE;
5756 RaiseScoreElement(element);
5757 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5759 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5761 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
5770 int key_nr = element - EL_EM_KEY1;
5771 int graphic = el2edimg(EL_KEY1 + key_nr);
5774 player->key[key_nr] = TRUE;
5775 RaiseScoreElement(element);
5776 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5778 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5780 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
5784 case EL_ROBOT_WHEEL:
5785 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
5788 DrawLevelField(x, y);
5789 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
5793 case EL_SP_TERMINAL:
5797 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
5799 for (yy=0; yy<lev_fieldy; yy++)
5801 for (xx=0; xx<lev_fieldx; xx++)
5803 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
5805 else if (Feld[xx][yy] == EL_SP_TERMINAL)
5806 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
5814 case EL_CONVEYOR_BELT1_SWITCH_LEFT:
5815 case EL_CONVEYOR_BELT1_SWITCH_MIDDLE:
5816 case EL_CONVEYOR_BELT1_SWITCH_RIGHT:
5817 case EL_CONVEYOR_BELT2_SWITCH_LEFT:
5818 case EL_CONVEYOR_BELT2_SWITCH_MIDDLE:
5819 case EL_CONVEYOR_BELT2_SWITCH_RIGHT:
5820 case EL_CONVEYOR_BELT3_SWITCH_LEFT:
5821 case EL_CONVEYOR_BELT3_SWITCH_MIDDLE:
5822 case EL_CONVEYOR_BELT3_SWITCH_RIGHT:
5823 case EL_CONVEYOR_BELT4_SWITCH_LEFT:
5824 case EL_CONVEYOR_BELT4_SWITCH_MIDDLE:
5825 case EL_CONVEYOR_BELT4_SWITCH_RIGHT:
5826 if (!player->Switching)
5828 player->Switching = TRUE;
5829 ToggleBeltSwitch(x, y);
5830 PlaySoundLevel(x, y, SND_CONVEYOR_BELT_SWITCH_ACTIVATING);
5835 case EL_SWITCHGATE_SWITCH_UP:
5836 case EL_SWITCHGATE_SWITCH_DOWN:
5837 if (!player->Switching)
5839 player->Switching = TRUE;
5840 ToggleSwitchgateSwitch(x, y);
5841 PlaySoundLevel(x, y, SND_SWITCHGATE_SWITCH_ACTIVATING);
5846 case EL_LIGHT_SWITCH:
5847 case EL_LIGHT_SWITCH_ACTIVE:
5848 if (!player->Switching)
5850 player->Switching = TRUE;
5851 ToggleLightSwitch(x, y);
5852 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
5853 SND_LIGHT_SWITCH_ACTIVATING :
5854 SND_LIGHT_SWITCH_DEACTIVATING);
5859 case EL_TIMEGATE_SWITCH:
5860 ActivateTimegateSwitch(x, y);
5861 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
5866 case EL_BALLOON_SEND_LEFT:
5867 case EL_BALLOON_SEND_RIGHT:
5868 case EL_BALLOON_SEND_UP:
5869 case EL_BALLOON_SEND_DOWN:
5870 case EL_BALLOON_SEND_ANY_DIRECTION:
5871 if (element == EL_BALLOON_SEND_ANY_DIRECTION)
5872 game.balloon_dir = move_direction;
5874 game.balloon_dir = (element == EL_BALLOON_SEND_LEFT ? MV_LEFT :
5875 element == EL_BALLOON_SEND_RIGHT ? MV_RIGHT :
5876 element == EL_BALLOON_SEND_UP ? MV_UP :
5877 element == EL_BALLOON_SEND_DOWN ? MV_DOWN :
5879 PlaySoundLevel(x, y, SND_BALLOON_SWITCH_ACTIVATING);
5884 /* the following elements cannot be pushed by "snapping" */
5887 case EL_DX_SUPABOMB:
5889 case EL_TIME_ORB_EMPTY:
5891 case EL_SP_DISK_ORANGE:
5893 if (mode == DF_SNAP)
5894 return MF_NO_ACTION;
5896 /* no "break" -- fall through to next case */
5898 /* the following elements can be pushed by "snapping" */
5901 return MF_NO_ACTION;
5903 player->Pushing = TRUE;
5905 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
5906 return MF_NO_ACTION;
5910 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
5911 return MF_NO_ACTION;
5914 if (player->push_delay == 0)
5915 player->push_delay = FrameCounter;
5917 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
5919 element != EL_SPRING)
5920 return MF_NO_ACTION;
5922 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
5923 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
5924 element != EL_SPRING)
5925 return MF_NO_ACTION;
5928 if (mode == DF_SNAP)
5930 InitMovingField(x, y, move_direction);
5931 ContinueMoving(x, y);
5936 Feld[x + dx][y + dy] = element;
5939 if (element == EL_SPRING)
5941 Feld[x + dx][y + dy] = EL_SPRING;
5942 MovDir[x + dx][y + dy] = move_direction;
5945 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
5947 DrawLevelField(x + dx, y + dy);
5948 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
5955 if (!player->key[element - EL_GATE1])
5956 return MF_NO_ACTION;
5963 if (!player->key[element - EL_GATE1_GRAY])
5964 return MF_NO_ACTION;
5971 if (!player->key[element - EL_EM_GATE1])
5972 return MF_NO_ACTION;
5973 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5974 return MF_NO_ACTION;
5976 /* automatically move to the next field with double speed */
5977 player->programmed_action = move_direction;
5978 DOUBLE_PLAYER_SPEED(player);
5980 PlaySoundLevel(x, y, SND_GATE_PASSING);
5983 case EL_EM_GATE1_GRAY:
5984 case EL_EM_GATE2_GRAY:
5985 case EL_EM_GATE3_GRAY:
5986 case EL_EM_GATE4_GRAY:
5987 if (!player->key[element - EL_EM_GATE1_GRAY])
5988 return MF_NO_ACTION;
5989 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5990 return MF_NO_ACTION;
5992 /* automatically move to the next field with double speed */
5993 player->programmed_action = move_direction;
5994 DOUBLE_PLAYER_SPEED(player);
5996 PlaySoundLevel(x, y, SND_GATE_PASSING);
5999 case EL_SWITCHGATE_OPEN:
6000 case EL_TIMEGATE_OPEN:
6001 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6002 return MF_NO_ACTION;
6004 /* automatically move to the next field with double speed */
6005 player->programmed_action = move_direction;
6006 DOUBLE_PLAYER_SPEED(player);
6008 PlaySoundLevelElementAction(x, y, element, ACTION_PASSING);
6011 case EL_SP_PORT1_LEFT:
6012 case EL_SP_PORT2_LEFT:
6013 case EL_SP_PORT1_RIGHT:
6014 case EL_SP_PORT2_RIGHT:
6015 case EL_SP_PORT1_UP:
6016 case EL_SP_PORT2_UP:
6017 case EL_SP_PORT1_DOWN:
6018 case EL_SP_PORT2_DOWN:
6023 element != EL_SP_PORT1_LEFT &&
6024 element != EL_SP_PORT2_LEFT &&
6025 element != EL_SP_PORT_X &&
6026 element != EL_SP_PORT_XY) ||
6028 element != EL_SP_PORT1_RIGHT &&
6029 element != EL_SP_PORT2_RIGHT &&
6030 element != EL_SP_PORT_X &&
6031 element != EL_SP_PORT_XY) ||
6033 element != EL_SP_PORT1_UP &&
6034 element != EL_SP_PORT2_UP &&
6035 element != EL_SP_PORT_Y &&
6036 element != EL_SP_PORT_XY) ||
6038 element != EL_SP_PORT1_DOWN &&
6039 element != EL_SP_PORT2_DOWN &&
6040 element != EL_SP_PORT_Y &&
6041 element != EL_SP_PORT_XY) ||
6042 !IN_LEV_FIELD(x + dx, y + dy) ||
6043 !IS_FREE(x + dx, y + dy))
6044 return MF_NO_ACTION;
6046 /* automatically move to the next field with double speed */
6047 player->programmed_action = move_direction;
6048 DOUBLE_PLAYER_SPEED(player);
6050 PlaySoundLevel(x, y, SND_SP_PORT_PASSING);
6054 case EL_TUBE_VERTICAL:
6055 case EL_TUBE_HORIZONTAL:
6056 case EL_TUBE_VERTICAL_LEFT:
6057 case EL_TUBE_VERTICAL_RIGHT:
6058 case EL_TUBE_HORIZONTAL_UP:
6059 case EL_TUBE_HORIZONTAL_DOWN:
6060 case EL_TUBE_LEFT_UP:
6061 case EL_TUBE_LEFT_DOWN:
6062 case EL_TUBE_RIGHT_UP:
6063 case EL_TUBE_RIGHT_DOWN:
6066 int tube_enter_directions[][2] =
6068 { EL_TUBE_ALL, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6069 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6070 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6071 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
6072 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
6073 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
6074 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
6075 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
6076 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
6077 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
6078 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
6079 { -1, MV_NO_MOVING }
6082 while (tube_enter_directions[i][0] != element)
6085 if (tube_enter_directions[i][0] == -1) /* should not happen */
6089 if (!(tube_enter_directions[i][1] & move_direction))
6090 return MF_NO_ACTION; /* tube has no opening in this direction */
6092 PlaySoundLevel(x, y, SND_TUBE_PASSING);
6096 case EL_EXIT_CLOSED:
6097 case EL_SP_EXIT_CLOSED:
6098 case EL_EXIT_OPENING:
6099 return MF_NO_ACTION;
6103 case EL_SP_EXIT_OPEN:
6104 if (mode == DF_SNAP)
6105 return MF_NO_ACTION;
6107 if (element == EL_EXIT_OPEN)
6108 PlaySoundLevel(x, y, SND_EXIT_PASSING);
6110 PlaySoundLevel(x, y, SND_SP_EXIT_PASSING);
6115 Feld[x][y] = EL_LAMP_ACTIVE;
6116 local_player->lights_still_needed--;
6117 DrawLevelField(x, y);
6118 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
6122 case EL_TIME_ORB_FULL:
6123 Feld[x][y] = EL_TIME_ORB_EMPTY;
6125 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
6126 DrawLevelField(x, y);
6127 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MAX_RIGHT);
6131 case EL_SOKOBAN_FIELD_EMPTY:
6134 case EL_SOKOBAN_OBJECT:
6135 case EL_SOKOBAN_FIELD_FULL:
6137 case EL_SP_DISK_YELLOW:
6139 if (mode == DF_SNAP)
6140 return MF_NO_ACTION;
6142 player->Pushing = TRUE;
6144 if (!IN_LEV_FIELD(x+dx, y+dy)
6145 || (!IS_FREE(x+dx, y+dy)
6146 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FIELD_EMPTY
6147 || !IS_SB_ELEMENT(element))))
6148 return MF_NO_ACTION;
6152 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6153 return MF_NO_ACTION;
6155 else if (dy && real_dx)
6157 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
6158 return MF_NO_ACTION;
6161 if (player->push_delay == 0)
6162 player->push_delay = FrameCounter;
6164 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6165 !tape.playing && element != EL_BALLOON)
6166 return MF_NO_ACTION;
6168 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6169 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6170 element != EL_BALLOON)
6171 return MF_NO_ACTION;
6174 if (IS_SB_ELEMENT(element))
6176 if (element == EL_SOKOBAN_FIELD_FULL)
6178 Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
6179 local_player->sokobanfields_still_needed++;
6184 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FIELD_EMPTY)
6186 Feld[x+dx][y+dy] = EL_SOKOBAN_FIELD_FULL;
6187 local_player->sokobanfields_still_needed--;
6188 if (element == EL_SOKOBAN_OBJECT)
6189 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_FILLING);
6191 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6195 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJECT;
6196 if (element == EL_SOKOBAN_FIELD_FULL)
6197 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_EMPTYING);
6199 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6205 Feld[x+dx][y+dy] = element;
6206 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6209 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
6211 DrawLevelField(x, y);
6212 DrawLevelField(x + dx, y + dy);
6214 if (IS_SB_ELEMENT(element) &&
6215 local_player->sokobanfields_still_needed == 0 &&
6216 game.emulation == EMU_SOKOBAN)
6218 player->LevelSolved = player->GameOver = TRUE;
6219 PlaySoundLevel(x, y, SND_SOKOBAN_GAME_SOLVING);
6230 if (IS_PUSHABLE(element))
6232 if (mode == DF_SNAP)
6233 return MF_NO_ACTION;
6235 if (CAN_FALL(element) && dy)
6236 return MF_NO_ACTION;
6238 player->Pushing = TRUE;
6240 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6241 return MF_NO_ACTION;
6245 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6246 return MF_NO_ACTION;
6248 else if (dy && real_dx)
6250 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
6251 return MF_NO_ACTION;
6254 if (player->push_delay == 0)
6255 player->push_delay = FrameCounter;
6257 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6258 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
6259 return MF_NO_ACTION;
6262 Feld[x + dx][y + dy] = element;
6264 player->push_delay_value = 2 + RND(8);
6266 DrawLevelField(x + dx, y + dy);
6267 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6272 return MF_NO_ACTION;
6275 player->push_delay = 0;
6277 if (Feld[x][y] != element) /* really digged something */
6278 player->is_digging = TRUE;
6283 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
6285 int jx = player->jx, jy = player->jy;
6286 int x = jx + dx, y = jy + dy;
6288 if (!player->active || !IN_LEV_FIELD(x, y))
6296 if (player->MovPos == 0)
6297 player->Pushing = FALSE;
6299 player->snapped = FALSE;
6300 player->is_digging = FALSE;
6304 if (player->snapped)
6307 player->MovDir = (dx < 0 ? MV_LEFT :
6310 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6312 if (!DigField(player, x, y, 0, 0, DF_SNAP))
6315 player->snapped = TRUE;
6316 player->is_digging = FALSE;
6317 DrawLevelField(x, y);
6323 boolean PlaceBomb(struct PlayerInfo *player)
6325 int jx = player->jx, jy = player->jy;
6328 if (!player->active || player->MovPos)
6331 element = Feld[jx][jy];
6333 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
6334 IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
6337 if (element != EL_EMPTY)
6338 Store[jx][jy] = element;
6340 MovDelay[jx][jy] = 96;
6342 ResetGfxAnimation(jx, jy);
6343 ResetRandomAnimationValue(jx, jy);
6345 if (player->dynamite)
6347 Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
6348 EL_DYNAMITE_ACTIVE);
6351 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6353 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6356 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
6358 if (game.emulation == EMU_SUPAPLEX)
6359 DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0);
6361 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0);
6365 PlaySoundLevel(jx, jy, SND_DYNAMITE_DROPPING);
6370 EL_DYNABOMB_PLAYER1_ACTIVE + (player->element_nr - EL_PLAYER1);
6371 player->dynabombs_left--;
6373 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6374 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
6376 PlaySoundLevel(jx, jy, SND_DYNABOMB_DROPPING);
6382 /* ------------------------------------------------------------------------- */
6383 /* game sound playing functions */
6384 /* ------------------------------------------------------------------------- */
6386 static int *loop_sound_frame = NULL;
6387 static int *loop_sound_volume = NULL;
6389 void InitPlaySoundLevel()
6391 int num_sounds = getSoundListSize();
6393 if (loop_sound_frame != NULL)
6394 free(loop_sound_frame);
6396 if (loop_sound_volume != NULL)
6397 free(loop_sound_volume);
6399 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
6400 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
6403 static void PlaySoundLevel(int x, int y, int nr)
6405 int sx = SCREENX(x), sy = SCREENY(y);
6406 int volume, stereo_position;
6407 int max_distance = 8;
6408 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
6410 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
6411 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
6414 if (!IN_LEV_FIELD(x, y) ||
6415 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
6416 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
6419 volume = SOUND_MAX_VOLUME;
6421 if (!IN_SCR_FIELD(sx, sy))
6423 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
6424 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
6426 volume -= volume * (dx > dy ? dx : dy) / max_distance;
6429 stereo_position = (SOUND_MAX_LEFT +
6430 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
6431 (SCR_FIELDX + 2 * max_distance));
6433 if (IS_LOOP_SOUND(nr))
6435 /* This assures that quieter loop sounds do not overwrite louder ones,
6436 while restarting sound volume comparison with each new game frame. */
6438 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
6441 loop_sound_volume[nr] = volume;
6442 loop_sound_frame[nr] = FrameCounter;
6445 PlaySoundExt(nr, volume, stereo_position, type);
6448 static void PlaySoundLevelNearest(int x, int y, int sound_action)
6450 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
6451 x > LEVELX(BX2) ? LEVELX(BX2) : x,
6452 y < LEVELY(BY1) ? LEVELY(BY1) :
6453 y > LEVELY(BY2) ? LEVELY(BY2) : y,
6457 static void PlaySoundLevelAction(int x, int y, int sound_action)
6459 PlaySoundLevelElementAction(x, y, Feld[x][y], sound_action);
6462 static void PlaySoundLevelElementAction(int x, int y, int element,
6465 int sound_effect = element_info[element].sound[sound_action];
6467 if (sound_effect != SND_UNDEFINED)
6468 PlaySoundLevel(x, y, sound_effect);
6471 void RaiseScore(int value)
6473 local_player->score += value;
6474 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2);
6477 void RaiseScoreElement(int element)
6483 case EL_EMERALD_YELLOW:
6484 case EL_EMERALD_RED:
6485 case EL_EMERALD_PURPLE:
6486 RaiseScore(level.score[SC_EDELSTEIN]);
6489 RaiseScore(level.score[SC_DIAMANT]);
6492 case EL_BD_BUTTERFLY:
6493 RaiseScore(level.score[SC_KAEFER]);
6497 RaiseScore(level.score[SC_FLIEGER]);
6500 case EL_DARK_YAMYAM:
6501 RaiseScore(level.score[SC_MAMPFER]);
6504 RaiseScore(level.score[SC_ROBOT]);
6507 RaiseScore(level.score[SC_PACMAN]);
6510 RaiseScore(level.score[SC_KOKOSNUSS]);
6513 RaiseScore(level.score[SC_DYNAMIT]);
6519 RaiseScore(level.score[SC_SCHLUESSEL]);
6526 void RequestQuitGame(boolean ask_if_really_quit)
6528 if (AllPlayersGone ||
6529 !ask_if_really_quit ||
6530 level_editor_test_game ||
6531 Request("Do you really want to quit the game ?",
6532 REQ_ASK | REQ_STAY_CLOSED))
6534 #if defined(PLATFORM_UNIX)
6535 if (options.network)
6536 SendToServer_StopPlaying();
6540 game_status = MAINMENU;
6546 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
6551 /* ---------- new game button stuff ---------------------------------------- */
6553 /* graphic position values for game buttons */
6554 #define GAME_BUTTON_XSIZE 30
6555 #define GAME_BUTTON_YSIZE 30
6556 #define GAME_BUTTON_XPOS 5
6557 #define GAME_BUTTON_YPOS 215
6558 #define SOUND_BUTTON_XPOS 5
6559 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
6561 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6562 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6563 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6564 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6565 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6566 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6573 } gamebutton_info[NUM_GAME_BUTTONS] =
6576 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
6581 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
6586 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
6591 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
6592 SOUND_CTRL_ID_MUSIC,
6593 "background music on/off"
6596 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
6597 SOUND_CTRL_ID_LOOPS,
6598 "sound loops on/off"
6601 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
6602 SOUND_CTRL_ID_SIMPLE,
6603 "normal sounds on/off"
6607 void CreateGameButtons()
6611 for (i=0; i<NUM_GAME_BUTTONS; i++)
6613 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
6614 struct GadgetInfo *gi;
6617 unsigned long event_mask;
6618 int gd_xoffset, gd_yoffset;
6619 int gd_x1, gd_x2, gd_y1, gd_y2;
6622 gd_xoffset = gamebutton_info[i].x;
6623 gd_yoffset = gamebutton_info[i].y;
6624 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
6625 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
6627 if (id == GAME_CTRL_ID_STOP ||
6628 id == GAME_CTRL_ID_PAUSE ||
6629 id == GAME_CTRL_ID_PLAY)
6631 button_type = GD_TYPE_NORMAL_BUTTON;
6633 event_mask = GD_EVENT_RELEASED;
6634 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6635 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6639 button_type = GD_TYPE_CHECK_BUTTON;
6641 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
6642 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
6643 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
6644 event_mask = GD_EVENT_PRESSED;
6645 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
6646 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6649 gi = CreateGadget(GDI_CUSTOM_ID, id,
6650 GDI_INFO_TEXT, gamebutton_info[i].infotext,
6651 GDI_X, DX + gd_xoffset,
6652 GDI_Y, DY + gd_yoffset,
6653 GDI_WIDTH, GAME_BUTTON_XSIZE,
6654 GDI_HEIGHT, GAME_BUTTON_YSIZE,
6655 GDI_TYPE, button_type,
6656 GDI_STATE, GD_BUTTON_UNPRESSED,
6657 GDI_CHECKED, checked,
6658 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
6659 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
6660 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
6661 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
6662 GDI_EVENT_MASK, event_mask,
6663 GDI_CALLBACK_ACTION, HandleGameButtons,
6667 Error(ERR_EXIT, "cannot create gadget");
6669 game_gadget[id] = gi;
6673 void FreeGameButtons()
6677 for (i=0; i<NUM_GAME_BUTTONS; i++)
6678 FreeGadget(game_gadget[i]);
6681 static void MapGameButtons()
6685 for (i=0; i<NUM_GAME_BUTTONS; i++)
6686 MapGadget(game_gadget[i]);
6689 void UnmapGameButtons()
6693 for (i=0; i<NUM_GAME_BUTTONS; i++)
6694 UnmapGadget(game_gadget[i]);
6697 static void HandleGameButtons(struct GadgetInfo *gi)
6699 int id = gi->custom_id;
6701 if (game_status != PLAYING)
6706 case GAME_CTRL_ID_STOP:
6707 RequestQuitGame(TRUE);
6710 case GAME_CTRL_ID_PAUSE:
6711 if (options.network)
6713 #if defined(PLATFORM_UNIX)
6715 SendToServer_ContinuePlaying();
6717 SendToServer_PausePlaying();
6721 TapeTogglePause(TAPE_TOGGLE_MANUAL);
6724 case GAME_CTRL_ID_PLAY:
6727 #if defined(PLATFORM_UNIX)
6728 if (options.network)
6729 SendToServer_ContinuePlaying();
6733 tape.pausing = FALSE;
6734 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
6739 case SOUND_CTRL_ID_MUSIC:
6740 if (setup.sound_music)
6742 setup.sound_music = FALSE;
6745 else if (audio.music_available)
6747 setup.sound = setup.sound_music = TRUE;
6748 PlayMusic(level_nr);
6752 case SOUND_CTRL_ID_LOOPS:
6753 if (setup.sound_loops)
6754 setup.sound_loops = FALSE;
6755 else if (audio.loops_available)
6756 setup.sound = setup.sound_loops = TRUE;
6759 case SOUND_CTRL_ID_SIMPLE:
6760 if (setup.sound_simple)
6761 setup.sound_simple = FALSE;
6762 else if (audio.sound_available)
6763 setup.sound = setup.sound_simple = TRUE;