1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MoveFigure() */
36 #define MF_NO_ACTION 0
40 /* for ScrollFigure() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_NO_EXPLOSION 0
51 /* special positions in the game control window (relative to control window) */
54 #define XX_EMERALDS 29
55 #define YY_EMERALDS 54
56 #define XX_DYNAMITE 29
57 #define YY_DYNAMITE 89
65 /* special positions in the game control window (relative to main window) */
66 #define DX_LEVEL (DX + XX_LEVEL)
67 #define DY_LEVEL (DY + YY_LEVEL)
68 #define DX_EMERALDS (DX + XX_EMERALDS)
69 #define DY_EMERALDS (DY + YY_EMERALDS)
70 #define DX_DYNAMITE (DX + XX_DYNAMITE)
71 #define DY_DYNAMITE (DY + YY_DYNAMITE)
72 #define DX_KEYS (DX + XX_KEYS)
73 #define DY_KEYS (DY + YY_KEYS)
74 #define DX_SCORE (DX + XX_SCORE)
75 #define DY_SCORE (DY + YY_SCORE)
76 #define DX_TIME (DX + XX_TIME)
77 #define DY_TIME (DY + YY_TIME)
79 /* values for initial player move delay (initial delay counter value) */
80 #define INITIAL_MOVE_DELAY_OFF -1
81 #define INITIAL_MOVE_DELAY_ON 0
83 /* values for player movement speed (which is in fact a delay value) */
84 #define MOVE_DELAY_NORMAL_SPEED 8
85 #define MOVE_DELAY_HIGH_SPEED 4
87 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
88 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
89 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
90 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
92 #define INIT_GFX_RANDOM() (SimpleRND(1000000))
94 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
95 RND(element_info[e].push_delay_random))
96 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
97 RND(element_info[e].move_delay_random))
99 /* game button identifiers */
100 #define GAME_CTRL_ID_STOP 0
101 #define GAME_CTRL_ID_PAUSE 1
102 #define GAME_CTRL_ID_PLAY 2
103 #define SOUND_CTRL_ID_MUSIC 3
104 #define SOUND_CTRL_ID_LOOPS 4
105 #define SOUND_CTRL_ID_SIMPLE 5
107 #define NUM_GAME_BUTTONS 6
110 /* forward declaration for internal use */
112 static void InitBeltMovement(void);
113 static void CloseAllOpenTimegates(void);
114 static void CheckGravityMovement(struct PlayerInfo *);
115 static void KillHeroUnlessProtected(int, int);
117 static void PlaySoundLevel(int, int, int);
118 static void PlaySoundLevelNearest(int, int, int);
119 static void PlaySoundLevelAction(int, int, int);
120 static void PlaySoundLevelElementAction(int, int, int, int);
121 static void PlaySoundLevelActionIfLoop(int, int, int);
122 static void StopSoundLevelActionIfLoop(int, int, int);
124 static void MapGameButtons();
125 static void HandleGameButtons(struct GadgetInfo *);
127 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
130 /* ------------------------------------------------------------------------- */
131 /* definition of elements that automatically change to other elements after */
132 /* a specified time, eventually calling a function when changing */
133 /* ------------------------------------------------------------------------- */
135 /* forward declaration for changer functions */
136 static void InitBuggyBase(int x, int y);
137 static void WarnBuggyBase(int x, int y);
139 static void InitTrap(int x, int y);
140 static void ActivateTrap(int x, int y);
141 static void ChangeActiveTrap(int x, int y);
143 static void InitRobotWheel(int x, int y);
144 static void RunRobotWheel(int x, int y);
145 static void StopRobotWheel(int x, int y);
147 static void InitTimegateWheel(int x, int y);
148 static void RunTimegateWheel(int x, int y);
150 struct ChangingElementInfo
155 void (*pre_change_function)(int x, int y);
156 void (*change_function)(int x, int y);
157 void (*post_change_function)(int x, int y);
160 static struct ChangingElementInfo changing_element_list[] =
187 EL_SWITCHGATE_OPENING,
195 EL_SWITCHGATE_CLOSING,
196 EL_SWITCHGATE_CLOSED,
228 EL_ACID_SPLASH_RIGHT,
237 EL_SP_BUGGY_BASE_ACTIVATING,
244 EL_SP_BUGGY_BASE_ACTIVATING,
245 EL_SP_BUGGY_BASE_ACTIVE,
252 EL_SP_BUGGY_BASE_ACTIVE,
276 EL_ROBOT_WHEEL_ACTIVE,
284 EL_TIMEGATE_SWITCH_ACTIVE,
302 static struct ChangingElementInfo changing_element[MAX_NUM_ELEMENTS];
304 #define IS_AUTO_CHANGING(e) (changing_element[e].base_element != EL_UNDEFINED)
307 void GetPlayerConfig()
309 if (!audio.sound_available)
312 if (!audio.loops_available)
313 setup.sound_loops = FALSE;
315 if (!audio.music_available)
316 setup.sound_music = FALSE;
318 if (!video.fullscreen_available)
319 setup.fullscreen = FALSE;
321 setup.sound_simple = setup.sound;
323 SetAudioMode(setup.sound);
327 static int getBeltNrFromBeltElement(int element)
329 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
330 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
331 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
334 static int getBeltNrFromBeltActiveElement(int element)
336 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
337 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
338 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
341 static int getBeltNrFromBeltSwitchElement(int element)
343 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
344 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
345 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
348 static int getBeltDirNrFromBeltSwitchElement(int element)
350 static int belt_base_element[4] =
352 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
353 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
354 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
355 EL_CONVEYOR_BELT_4_SWITCH_LEFT
358 int belt_nr = getBeltNrFromBeltSwitchElement(element);
359 int belt_dir_nr = element - belt_base_element[belt_nr];
361 return (belt_dir_nr % 3);
364 static int getBeltDirFromBeltSwitchElement(int element)
366 static int belt_move_dir[3] =
373 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
375 return belt_move_dir[belt_dir_nr];
378 static void InitField(int x, int y, boolean init_game)
380 int element = Feld[x][y];
387 if (stored_player[0].present)
389 Feld[x][y] = EL_SP_MURPHY_CLONE;
394 stored_player[0].use_murphy_graphic = TRUE;
397 Feld[x][y] = EL_PLAYER_1;
406 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
407 int jx = player->jx, jy = player->jy;
409 player->present = TRUE;
411 if (!options.network || player->connected)
413 player->active = TRUE;
415 /* remove potentially duplicate players */
416 if (StorePlayer[jx][jy] == Feld[x][y])
417 StorePlayer[jx][jy] = 0;
419 StorePlayer[x][y] = Feld[x][y];
423 printf("Player %d activated.\n", player->element_nr);
424 printf("[Local player is %d and currently %s.]\n",
425 local_player->element_nr,
426 local_player->active ? "active" : "not active");
430 Feld[x][y] = EL_EMPTY;
431 player->jx = player->last_jx = x;
432 player->jy = player->last_jy = y;
437 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
438 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
439 else if (x > 0 && Feld[x-1][y] == EL_ACID)
440 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
441 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
442 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
443 else if (y > 0 && Feld[x][y-1] == EL_ACID)
444 Feld[x][y] = EL_ACID_POOL_BOTTOM;
445 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
446 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
454 case EL_SPACESHIP_RIGHT:
455 case EL_SPACESHIP_UP:
456 case EL_SPACESHIP_LEFT:
457 case EL_SPACESHIP_DOWN:
459 case EL_BD_BUTTERFLY_RIGHT:
460 case EL_BD_BUTTERFLY_UP:
461 case EL_BD_BUTTERFLY_LEFT:
462 case EL_BD_BUTTERFLY_DOWN:
463 case EL_BD_BUTTERFLY:
464 case EL_BD_FIREFLY_RIGHT:
465 case EL_BD_FIREFLY_UP:
466 case EL_BD_FIREFLY_LEFT:
467 case EL_BD_FIREFLY_DOWN:
469 case EL_PACMAN_RIGHT:
493 if (y == lev_fieldy - 1)
495 Feld[x][y] = EL_AMOEBA_GROWING;
496 Store[x][y] = EL_AMOEBA_WET;
500 case EL_DYNAMITE_ACTIVE:
505 local_player->lights_still_needed++;
508 case EL_SOKOBAN_FIELD_EMPTY:
509 local_player->sokobanfields_still_needed++;
513 local_player->friends_still_needed++;
518 MovDir[x][y] = 1 << RND(4);
522 Feld[x][y] = EL_EMPTY;
525 case EL_EM_KEY_1_FILE:
526 Feld[x][y] = EL_EM_KEY_1;
528 case EL_EM_KEY_2_FILE:
529 Feld[x][y] = EL_EM_KEY_2;
531 case EL_EM_KEY_3_FILE:
532 Feld[x][y] = EL_EM_KEY_3;
534 case EL_EM_KEY_4_FILE:
535 Feld[x][y] = EL_EM_KEY_4;
538 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
539 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
540 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
541 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
542 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
543 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
544 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
545 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
546 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
547 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
548 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
549 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
552 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
553 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
554 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
556 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
558 game.belt_dir[belt_nr] = belt_dir;
559 game.belt_dir_nr[belt_nr] = belt_dir_nr;
561 else /* more than one switch -- set it like the first switch */
563 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
568 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
570 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
573 case EL_LIGHT_SWITCH_ACTIVE:
575 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
579 if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
585 void DrawGameDoorValues()
589 for (i=0; i<MAX_PLAYERS; i++)
591 if (stored_player[i].key[j])
592 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
593 el2edimg(EL_KEY_1 + j));
595 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
596 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
597 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
598 int2str(local_player->dynamite, 3), FONT_TEXT_2);
599 DrawText(DX + XX_SCORE, DY + YY_SCORE,
600 int2str(local_player->score, 5), FONT_TEXT_2);
601 DrawText(DX + XX_TIME, DY + YY_TIME,
602 int2str(TimeLeft, 3), FONT_TEXT_2);
607 =============================================================================
609 -----------------------------------------------------------------------------
610 initialize game engine due to level / tape version number
611 =============================================================================
614 static void InitGameEngine()
618 /* set game engine from tape file when re-playing, else from level file */
619 game.engine_version = (tape.playing ? tape.engine_version :
622 /* dynamically adjust element properties according to game engine version */
623 InitElementPropertiesEngine(game.engine_version);
626 printf("level %d: level version == %06d\n", level_nr, level.game_version);
627 printf(" tape version == %06d [%s] [file: %06d]\n",
628 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
630 printf(" => game.engine_version == %06d\n", game.engine_version);
633 /* dynamically adjust player properties according to game engine version */
634 game.initial_move_delay =
635 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
636 INITIAL_MOVE_DELAY_OFF);
638 /* dynamically adjust player properties according to level information */
639 game.initial_move_delay_value =
640 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
642 /* initialize changing elements information */
643 for (i=0; i<MAX_NUM_ELEMENTS; i++)
645 changing_element[i].base_element = EL_UNDEFINED;
646 changing_element[i].next_element = EL_UNDEFINED;
647 changing_element[i].change_delay = -1;
648 changing_element[i].pre_change_function = NULL;
649 changing_element[i].change_function = NULL;
650 changing_element[i].post_change_function = NULL;
653 /* add changing elements from pre-defined list */
655 while (changing_element_list[i].base_element != EL_UNDEFINED)
657 struct ChangingElementInfo *ce = &changing_element_list[i];
658 int element = ce->base_element;
660 changing_element[element].base_element = ce->base_element;
661 changing_element[element].next_element = ce->next_element;
662 changing_element[element].change_delay = ce->change_delay;
663 changing_element[element].pre_change_function = ce->pre_change_function;
664 changing_element[element].change_function = ce->change_function;
665 changing_element[element].post_change_function = ce->post_change_function;
670 /* add changing elements from custom element configuration */
671 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
673 int element = EL_CUSTOM_START + i;
674 struct ElementChangeInfo *change = &element_info[element].change;
676 /* only add custom elements that change after fixed/random frame delay */
677 if (!CAN_CHANGE(element) || !HAS_CHANGE_EVENT(element, CE_DELAY))
680 changing_element[element].base_element = element;
681 changing_element[element].next_element = change->successor;
682 changing_element[element].change_delay = (change->delay_fixed *
683 change->delay_frames);
689 =============================================================================
691 -----------------------------------------------------------------------------
692 initialize and start new game
693 =============================================================================
698 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
699 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
700 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
707 #if USE_NEW_AMOEBA_CODE
708 printf("Using new amoeba code.\n");
710 printf("Using old amoeba code.\n");
715 /* don't play tapes over network */
716 network_playing = (options.network && !tape.playing);
718 for (i=0; i<MAX_PLAYERS; i++)
720 struct PlayerInfo *player = &stored_player[i];
722 player->index_nr = i;
723 player->element_nr = EL_PLAYER_1 + i;
725 player->present = FALSE;
726 player->active = FALSE;
729 player->effective_action = 0;
730 player->programmed_action = 0;
733 player->gems_still_needed = level.gems_needed;
734 player->sokobanfields_still_needed = 0;
735 player->lights_still_needed = 0;
736 player->friends_still_needed = 0;
739 player->key[j] = FALSE;
741 player->dynamite = 0;
742 player->dynabomb_count = 0;
743 player->dynabomb_size = 1;
744 player->dynabombs_left = 0;
745 player->dynabomb_xl = FALSE;
747 player->MovDir = MV_NO_MOVING;
749 player->Pushing = FALSE;
750 player->Switching = FALSE;
752 player->GfxDir = MV_NO_MOVING;
753 player->GfxAction = ACTION_DEFAULT;
755 player->StepFrame = 0;
757 player->use_murphy_graphic = FALSE;
758 player->use_disk_red_graphic = FALSE;
760 player->actual_frame_counter = 0;
762 player->last_move_dir = MV_NO_MOVING;
763 player->is_moving = FALSE;
765 player->is_moving = FALSE;
766 player->is_waiting = FALSE;
767 player->is_digging = FALSE;
768 player->is_collecting = FALSE;
770 player->move_delay = game.initial_move_delay;
771 player->move_delay_value = game.initial_move_delay_value;
773 player->push_delay = 0;
774 player->push_delay_value = 5;
776 player->snapped = FALSE;
778 player->last_jx = player->last_jy = 0;
779 player->jx = player->jy = 0;
781 player->shield_normal_time_left = 0;
782 player->shield_deadly_time_left = 0;
784 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
785 SnapField(player, 0, 0);
787 player->LevelSolved = FALSE;
788 player->GameOver = FALSE;
791 network_player_action_received = FALSE;
793 #if defined(PLATFORM_UNIX)
794 /* initial null action */
796 SendToServer_MovePlayer(MV_NO_MOVING);
804 TimeLeft = level.time;
806 ScreenMovDir = MV_NO_MOVING;
810 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
812 AllPlayersGone = FALSE;
814 game.yamyam_content_nr = 0;
815 game.magic_wall_active = FALSE;
816 game.magic_wall_time_left = 0;
817 game.light_time_left = 0;
818 game.timegate_time_left = 0;
819 game.switchgate_pos = 0;
820 game.balloon_dir = MV_NO_MOVING;
821 game.explosions_delayed = TRUE;
825 game.belt_dir[i] = MV_NO_MOVING;
826 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
829 for (i=0; i<MAX_NUM_AMOEBA; i++)
830 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
832 for (x=0; x<lev_fieldx; x++)
834 for (y=0; y<lev_fieldy; y++)
836 Feld[x][y] = Ur[x][y];
837 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
838 ChangeDelay[x][y] = 0;
839 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
841 JustStopped[x][y] = 0;
843 ExplodePhase[x][y] = 0;
844 ExplodeField[x][y] = EX_NO_EXPLOSION;
847 GfxAction[x][y] = ACTION_DEFAULT;
848 GfxRandom[x][y] = INIT_GFX_RANDOM();
849 GfxElement[x][y] = EL_UNDEFINED;
853 for(y=0; y<lev_fieldy; y++)
855 for(x=0; x<lev_fieldx; x++)
857 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
859 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
861 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
864 InitField(x, y, TRUE);
870 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
871 emulate_sb ? EMU_SOKOBAN :
872 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
874 /* correct non-moving belts to start moving left */
876 if (game.belt_dir[i] == MV_NO_MOVING)
877 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
879 /* check if any connected player was not found in playfield */
880 for (i=0; i<MAX_PLAYERS; i++)
882 struct PlayerInfo *player = &stored_player[i];
884 if (player->connected && !player->present)
886 for (j=0; j<MAX_PLAYERS; j++)
888 struct PlayerInfo *some_player = &stored_player[j];
889 int jx = some_player->jx, jy = some_player->jy;
891 /* assign first free player found that is present in the playfield */
892 if (some_player->present && !some_player->connected)
894 player->present = TRUE;
895 player->active = TRUE;
896 some_player->present = FALSE;
898 StorePlayer[jx][jy] = player->element_nr;
899 player->jx = player->last_jx = jx;
900 player->jy = player->last_jy = jy;
910 /* when playing a tape, eliminate all players who do not participate */
912 for (i=0; i<MAX_PLAYERS; i++)
914 if (stored_player[i].active && !tape.player_participates[i])
916 struct PlayerInfo *player = &stored_player[i];
917 int jx = player->jx, jy = player->jy;
919 player->active = FALSE;
920 StorePlayer[jx][jy] = 0;
921 Feld[jx][jy] = EL_EMPTY;
925 else if (!options.network && !setup.team_mode) /* && !tape.playing */
927 /* when in single player mode, eliminate all but the first active player */
929 for (i=0; i<MAX_PLAYERS; i++)
931 if (stored_player[i].active)
933 for (j=i+1; j<MAX_PLAYERS; j++)
935 if (stored_player[j].active)
937 struct PlayerInfo *player = &stored_player[j];
938 int jx = player->jx, jy = player->jy;
940 player->active = FALSE;
941 StorePlayer[jx][jy] = 0;
942 Feld[jx][jy] = EL_EMPTY;
949 /* when recording the game, store which players take part in the game */
952 for (i=0; i<MAX_PLAYERS; i++)
953 if (stored_player[i].active)
954 tape.player_participates[i] = TRUE;
959 for (i=0; i<MAX_PLAYERS; i++)
961 struct PlayerInfo *player = &stored_player[i];
963 printf("Player %d: present == %d, connected == %d, active == %d.\n",
968 if (local_player == player)
969 printf("Player %d is local player.\n", i+1);
973 if (BorderElement == EL_EMPTY)
976 SBX_Right = lev_fieldx - SCR_FIELDX;
978 SBY_Lower = lev_fieldy - SCR_FIELDY;
983 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
985 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
988 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
989 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
991 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
992 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
995 scroll_y = SBY_Upper;
996 if (local_player->jx >= SBX_Left + MIDPOSX)
997 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
998 local_player->jx - MIDPOSX :
1000 if (local_player->jy >= SBY_Upper + MIDPOSY)
1001 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
1002 local_player->jy - MIDPOSY :
1005 CloseDoor(DOOR_CLOSE_1);
1010 /* after drawing the level, correct some elements */
1011 if (game.timegate_time_left == 0)
1012 CloseAllOpenTimegates();
1014 if (setup.soft_scrolling)
1015 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
1017 redraw_mask |= REDRAW_FROM_BACKBUFFER;
1020 /* copy default game door content to main double buffer */
1021 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
1022 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
1025 DrawText(DX + XX_LEVEL, DY + YY_LEVEL, int2str(level_nr, 2), FONT_TEXT_2);
1028 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
1029 int2str(level_nr, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
1030 BlitBitmap(drawto, drawto,
1031 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
1032 getFontWidth(FONT_LEVEL_NUMBER) * 3,
1033 getFontHeight(FONT_LEVEL_NUMBER) - 1,
1034 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
1037 DrawGameDoorValues();
1041 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
1042 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
1043 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
1047 /* copy actual game door content to door double buffer for OpenDoor() */
1048 BlitBitmap(drawto, bitmap_db_door,
1049 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
1051 OpenDoor(DOOR_OPEN_ALL);
1053 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
1054 if (setup.sound_music)
1055 PlayMusic(level_nr);
1057 KeyboardAutoRepeatOffUnlessAutoplay();
1062 printf("Player %d %sactive.\n",
1063 i + 1, (stored_player[i].active ? "" : "not "));
1067 void InitMovDir(int x, int y)
1069 int i, element = Feld[x][y];
1070 static int xy[4][2] =
1077 static int direction[3][4] =
1079 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1080 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1081 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1090 Feld[x][y] = EL_BUG;
1091 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
1094 case EL_SPACESHIP_RIGHT:
1095 case EL_SPACESHIP_UP:
1096 case EL_SPACESHIP_LEFT:
1097 case EL_SPACESHIP_DOWN:
1098 Feld[x][y] = EL_SPACESHIP;
1099 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
1102 case EL_BD_BUTTERFLY_RIGHT:
1103 case EL_BD_BUTTERFLY_UP:
1104 case EL_BD_BUTTERFLY_LEFT:
1105 case EL_BD_BUTTERFLY_DOWN:
1106 Feld[x][y] = EL_BD_BUTTERFLY;
1107 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
1110 case EL_BD_FIREFLY_RIGHT:
1111 case EL_BD_FIREFLY_UP:
1112 case EL_BD_FIREFLY_LEFT:
1113 case EL_BD_FIREFLY_DOWN:
1114 Feld[x][y] = EL_BD_FIREFLY;
1115 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1118 case EL_PACMAN_RIGHT:
1120 case EL_PACMAN_LEFT:
1121 case EL_PACMAN_DOWN:
1122 Feld[x][y] = EL_PACMAN;
1123 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1126 case EL_SP_SNIKSNAK:
1127 MovDir[x][y] = MV_UP;
1130 case EL_SP_ELECTRON:
1131 MovDir[x][y] = MV_LEFT;
1138 Feld[x][y] = EL_MOLE;
1139 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1143 if (IS_CUSTOM_ELEMENT(element))
1145 if (element_info[element].move_direction_initial != MV_NO_MOVING)
1146 MovDir[x][y] = element_info[element].move_direction_initial;
1147 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS)
1148 MovDir[x][y] = 1 << RND(4);
1149 else if (element_info[element].move_pattern == MV_HORIZONTAL)
1150 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
1151 else if (element_info[element].move_pattern == MV_VERTICAL)
1152 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
1153 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
1154 MovDir[x][y] = element_info[element].move_pattern;
1155 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE ||
1156 element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1160 int x1 = x + xy[i][0];
1161 int y1 = y + xy[i][1];
1163 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1165 if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1166 MovDir[x][y] = direction[0][i];
1168 MovDir[x][y] = direction[1][i];
1177 MovDir[x][y] = 1 << RND(4);
1179 if (element != EL_BUG &&
1180 element != EL_SPACESHIP &&
1181 element != EL_BD_BUTTERFLY &&
1182 element != EL_BD_FIREFLY)
1187 int x1 = x + xy[i][0];
1188 int y1 = y + xy[i][1];
1190 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1192 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1194 MovDir[x][y] = direction[0][i];
1197 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1198 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1200 MovDir[x][y] = direction[1][i];
1210 void InitAmoebaNr(int x, int y)
1213 int group_nr = AmoebeNachbarNr(x, y);
1217 for (i=1; i<MAX_NUM_AMOEBA; i++)
1219 if (AmoebaCnt[i] == 0)
1227 AmoebaNr[x][y] = group_nr;
1228 AmoebaCnt[group_nr]++;
1229 AmoebaCnt2[group_nr]++;
1235 boolean raise_level = FALSE;
1237 if (local_player->MovPos)
1240 if (tape.playing && tape.auto_play)
1241 tape.auto_play_level_solved = TRUE;
1243 local_player->LevelSolved = FALSE;
1245 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
1249 if (!tape.playing && setup.sound_loops)
1250 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1251 SND_CTRL_PLAY_LOOP);
1253 while (TimeLeft > 0)
1255 if (!tape.playing && !setup.sound_loops)
1256 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1257 if (TimeLeft > 0 && !(TimeLeft % 10))
1258 RaiseScore(level.score[SC_TIME_BONUS]);
1259 if (TimeLeft > 100 && !(TimeLeft % 10))
1263 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
1270 if (!tape.playing && setup.sound_loops)
1271 StopSound(SND_GAME_LEVELTIME_BONUS);
1273 else if (level.time == 0) /* level without time limit */
1275 if (!tape.playing && setup.sound_loops)
1276 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1277 SND_CTRL_PLAY_LOOP);
1279 while (TimePlayed < 999)
1281 if (!tape.playing && !setup.sound_loops)
1282 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1283 if (TimePlayed < 999 && !(TimePlayed % 10))
1284 RaiseScore(level.score[SC_TIME_BONUS]);
1285 if (TimePlayed < 900 && !(TimePlayed % 10))
1289 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
1296 if (!tape.playing && setup.sound_loops)
1297 StopSound(SND_GAME_LEVELTIME_BONUS);
1300 /* Hero disappears */
1301 DrawLevelField(ExitX, ExitY);
1307 CloseDoor(DOOR_CLOSE_1);
1312 SaveTape(tape.level_nr); /* Ask to save tape */
1315 if (level_nr == leveldir_current->handicap_level)
1317 leveldir_current->handicap_level++;
1318 SaveLevelSetup_SeriesInfo();
1321 if (level_editor_test_game)
1322 local_player->score = -1; /* no highscore when playing from editor */
1323 else if (level_nr < leveldir_current->last_level)
1324 raise_level = TRUE; /* advance to next level */
1326 if ((hi_pos = NewHiScore()) >= 0)
1328 game_status = GAME_MODE_SCORES;
1329 DrawHallOfFame(hi_pos);
1338 game_status = GAME_MODE_MAIN;
1355 LoadScore(level_nr);
1357 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1358 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1361 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1363 if (local_player->score > highscore[k].Score)
1365 /* player has made it to the hall of fame */
1367 if (k < MAX_SCORE_ENTRIES - 1)
1369 int m = MAX_SCORE_ENTRIES - 1;
1372 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1373 if (!strcmp(setup.player_name, highscore[l].Name))
1375 if (m == k) /* player's new highscore overwrites his old one */
1381 strcpy(highscore[l].Name, highscore[l - 1].Name);
1382 highscore[l].Score = highscore[l - 1].Score;
1389 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1390 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1391 highscore[k].Score = local_player->score;
1397 else if (!strncmp(setup.player_name, highscore[k].Name,
1398 MAX_PLAYER_NAME_LEN))
1399 break; /* player already there with a higher score */
1405 SaveScore(level_nr);
1410 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
1412 if (player->GfxAction != action || player->GfxDir != dir)
1415 printf("Player frame reset! (%d => %d, %d => %d)\n",
1416 player->GfxAction, action, player->GfxDir, dir);
1419 player->GfxAction = action;
1420 player->GfxDir = dir;
1422 player->StepFrame = 0;
1426 static void ResetRandomAnimationValue(int x, int y)
1428 GfxRandom[x][y] = INIT_GFX_RANDOM();
1431 static void ResetGfxAnimation(int x, int y)
1434 GfxAction[x][y] = ACTION_DEFAULT;
1437 void InitMovingField(int x, int y, int direction)
1439 int element = Feld[x][y];
1440 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1441 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1443 if (!JustStopped[x][y] || direction != MovDir[x][y])
1444 ResetGfxAnimation(x, y);
1446 MovDir[newx][newy] = MovDir[x][y] = direction;
1448 if (Feld[newx][newy] == EL_EMPTY)
1449 Feld[newx][newy] = EL_BLOCKED;
1451 if (direction == MV_DOWN && CAN_FALL(element))
1452 GfxAction[x][y] = ACTION_FALLING;
1454 GfxAction[x][y] = ACTION_MOVING;
1456 GfxFrame[newx][newy] = GfxFrame[x][y];
1457 GfxAction[newx][newy] = GfxAction[x][y];
1458 GfxRandom[newx][newy] = GfxRandom[x][y];
1461 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1463 int direction = MovDir[x][y];
1464 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1465 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1471 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1473 int oldx = x, oldy = y;
1474 int direction = MovDir[x][y];
1476 if (direction == MV_LEFT)
1478 else if (direction == MV_RIGHT)
1480 else if (direction == MV_UP)
1482 else if (direction == MV_DOWN)
1485 *comes_from_x = oldx;
1486 *comes_from_y = oldy;
1489 int MovingOrBlocked2Element(int x, int y)
1491 int element = Feld[x][y];
1493 if (element == EL_BLOCKED)
1497 Blocked2Moving(x, y, &oldx, &oldy);
1498 return Feld[oldx][oldy];
1504 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1506 /* like MovingOrBlocked2Element(), but if element is moving
1507 and (x,y) is the field the moving element is just leaving,
1508 return EL_BLOCKED instead of the element value */
1509 int element = Feld[x][y];
1511 if (IS_MOVING(x, y))
1513 if (element == EL_BLOCKED)
1517 Blocked2Moving(x, y, &oldx, &oldy);
1518 return Feld[oldx][oldy];
1527 static void RemoveField(int x, int y)
1529 Feld[x][y] = EL_EMPTY;
1530 GfxElement[x][y] = EL_UNDEFINED;
1534 ChangeDelay[x][y] = 0;
1537 void RemoveMovingField(int x, int y)
1539 int oldx = x, oldy = y, newx = x, newy = y;
1541 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1544 if (IS_MOVING(x, y))
1546 Moving2Blocked(x, y, &newx, &newy);
1547 if (Feld[newx][newy] != EL_BLOCKED)
1550 else if (Feld[x][y] == EL_BLOCKED)
1552 Blocked2Moving(x, y, &oldx, &oldy);
1553 if (!IS_MOVING(oldx, oldy))
1557 if (Feld[x][y] == EL_BLOCKED &&
1558 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1559 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1560 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1561 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
1562 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1564 Feld[oldx][oldy] = EL_EMPTY;
1566 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1568 Feld[newx][newy] = EL_EMPTY;
1569 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1570 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1571 ChangeDelay[oldx][oldy] = ChangeDelay[newx][newy] = 0;
1572 GfxAction[oldx][oldy] = GfxAction[newx][newy] = ACTION_DEFAULT;
1574 DrawLevelField(oldx, oldy);
1575 DrawLevelField(newx, newy);
1578 void DrawDynamite(int x, int y)
1580 int sx = SCREENX(x), sy = SCREENY(y);
1581 int graphic = el2img(Feld[x][y]);
1584 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1587 if (IS_WALKABLE_INSIDE(Back[x][y]))
1591 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
1592 else if (Store[x][y])
1593 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
1595 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
1598 if (Back[x][y] || Store[x][y])
1599 DrawGraphicThruMask(sx, sy, graphic, frame);
1601 DrawGraphic(sx, sy, graphic, frame);
1603 if (game.emulation == EMU_SUPAPLEX)
1604 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
1605 else if (Store[x][y])
1606 DrawGraphicThruMask(sx, sy, graphic, frame);
1608 DrawGraphic(sx, sy, graphic, frame);
1612 void CheckDynamite(int x, int y)
1614 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
1618 if (MovDelay[x][y] != 0)
1621 PlaySoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1628 StopSoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1630 if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
1631 Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
1632 StopSound(SND_DYNAMITE_ACTIVE);
1634 StopSound(SND_DYNABOMB_ACTIVE);
1640 void Explode(int ex, int ey, int phase, int mode)
1644 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1645 int last_phase = num_phase * delay;
1646 int half_phase = (num_phase / 2) * delay;
1647 int first_phase_after_start = EX_PHASE_START + 1;
1649 if (game.explosions_delayed)
1651 ExplodeField[ex][ey] = mode;
1655 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1657 int center_element = Feld[ex][ey];
1659 /* remove things displayed in background while burning dynamite */
1660 if (!IS_INDESTRUCTIBLE(Back[ex][ey]))
1663 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1665 /* put moving element to center field (and let it explode there) */
1666 center_element = MovingOrBlocked2Element(ex, ey);
1667 RemoveMovingField(ex, ey);
1668 Feld[ex][ey] = center_element;
1671 for (y = ey - 1; y <= ey + 1; y++) for(x = ex - 1; x <= ex + 1; x++)
1675 if (!IN_LEV_FIELD(x, y) ||
1676 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
1677 (x != ex || y != ey)))
1680 element = Feld[x][y];
1682 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1684 element = MovingOrBlocked2Element(x, y);
1685 RemoveMovingField(x, y);
1689 if (IS_EXPLOSION_PROOF(element))
1692 if ((IS_INDESTRUCTIBLE(element) &&
1693 (game.engine_version < VERSION_IDENT(2,2,0) ||
1694 (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
1695 element == EL_FLAMES)
1699 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1701 if (IS_ACTIVE_BOMB(element))
1703 /* re-activate things under the bomb like gate or penguin */
1704 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
1711 /* save walkable background elements while explosion on same tile */
1712 if (IS_INDESTRUCTIBLE(element))
1713 Back[x][y] = element;
1715 /* ignite explodable elements reached by other explosion */
1716 if (element == EL_EXPLOSION)
1717 element = Store2[x][y];
1719 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1721 switch(StorePlayer[ex][ey])
1724 Store[x][y] = EL_EMERALD_RED;
1727 Store[x][y] = EL_EMERALD;
1730 Store[x][y] = EL_EMERALD_PURPLE;
1734 Store[x][y] = EL_EMERALD_YELLOW;
1738 if (game.emulation == EMU_SUPAPLEX)
1739 Store[x][y] = EL_EMPTY;
1741 else if (center_element == EL_MOLE)
1742 Store[x][y] = EL_EMERALD_RED;
1743 else if (center_element == EL_PENGUIN)
1744 Store[x][y] = EL_EMERALD_PURPLE;
1745 else if (center_element == EL_BUG)
1746 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
1747 else if (center_element == EL_BD_BUTTERFLY)
1748 Store[x][y] = EL_BD_DIAMOND;
1749 else if (center_element == EL_SP_ELECTRON)
1750 Store[x][y] = EL_SP_INFOTRON;
1751 else if (center_element == EL_AMOEBA_TO_DIAMOND)
1752 Store[x][y] = level.amoeba_content;
1753 else if (center_element == EL_YAMYAM)
1755 level.yamyam_content[game.yamyam_content_nr][x - ex + 1][y - ey + 1];
1756 else if (IS_CUSTOM_ELEMENT(center_element))
1758 element_info[center_element].content[x - ex + 1][y - ey + 1];
1759 else if (element == EL_WALL_EMERALD)
1760 Store[x][y] = EL_EMERALD;
1761 else if (element == EL_WALL_DIAMOND)
1762 Store[x][y] = EL_DIAMOND;
1763 else if (element == EL_WALL_BD_DIAMOND)
1764 Store[x][y] = EL_BD_DIAMOND;
1765 else if (element == EL_WALL_EMERALD_YELLOW)
1766 Store[x][y] = EL_EMERALD_YELLOW;
1767 else if (element == EL_WALL_EMERALD_RED)
1768 Store[x][y] = EL_EMERALD_RED;
1769 else if (element == EL_WALL_EMERALD_PURPLE)
1770 Store[x][y] = EL_EMERALD_PURPLE;
1771 else if (element == EL_WALL_PEARL)
1772 Store[x][y] = EL_PEARL;
1773 else if (element == EL_WALL_CRYSTAL)
1774 Store[x][y] = EL_CRYSTAL;
1776 Store[x][y] = EL_EMPTY;
1778 if (x != ex || y != ey ||
1779 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
1780 Store2[x][y] = element;
1782 if (AmoebaNr[x][y] &&
1783 (element == EL_AMOEBA_FULL ||
1784 element == EL_BD_AMOEBA ||
1785 element == EL_AMOEBA_GROWING))
1787 AmoebaCnt[AmoebaNr[x][y]]--;
1788 AmoebaCnt2[AmoebaNr[x][y]]--;
1791 Feld[x][y] = EL_EXPLOSION;
1792 GfxElement[x][y] = EL_UNDEFINED;
1793 MovDir[x][y] = MovPos[x][y] = 0;
1795 ExplodePhase[x][y] = 1;
1799 if (center_element == EL_YAMYAM)
1800 game.yamyam_content_nr =
1801 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
1812 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
1814 if (phase == first_phase_after_start)
1816 int element = Store2[x][y];
1818 if (element == EL_BLACK_ORB)
1820 Feld[x][y] = Store2[x][y];
1825 else if (phase == half_phase)
1827 int element = Store2[x][y];
1829 if (IS_PLAYER(x, y))
1830 KillHeroUnlessProtected(x, y);
1831 else if (CAN_EXPLODE_BY_FIRE(element))
1833 Feld[x][y] = Store2[x][y];
1837 else if (element == EL_AMOEBA_TO_DIAMOND)
1838 AmoebeUmwandeln(x, y);
1841 if (phase == last_phase)
1845 element = Feld[x][y] = Store[x][y];
1846 Store[x][y] = Store2[x][y] = 0;
1848 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
1849 element = Feld[x][y] = Back[x][y];
1852 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = ChangeDelay[x][y] = 0;
1853 InitField(x, y, FALSE);
1854 if (CAN_MOVE(element))
1856 DrawLevelField(x, y);
1858 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1859 StorePlayer[x][y] = 0;
1861 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1863 int stored = Store[x][y];
1864 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
1865 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
1867 int frame = getGraphicAnimationFrame(graphic, phase - delay);
1870 DrawLevelFieldCrumbledSand(x, y);
1872 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
1874 DrawLevelElement(x, y, Back[x][y]);
1875 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
1877 else if (IS_WALKABLE_UNDER(Back[x][y]))
1879 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1880 DrawLevelElementThruMask(x, y, Back[x][y]);
1882 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
1883 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1887 void DynaExplode(int ex, int ey)
1890 int dynabomb_size = 1;
1891 boolean dynabomb_xl = FALSE;
1892 struct PlayerInfo *player;
1893 static int xy[4][2] =
1901 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1903 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER_1_ACTIVE];
1904 dynabomb_size = player->dynabomb_size;
1905 dynabomb_xl = player->dynabomb_xl;
1906 player->dynabombs_left++;
1909 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1913 for (j=1; j<=dynabomb_size; j++)
1915 int x = ex + j * xy[i % 4][0];
1916 int y = ey + j * xy[i % 4][1];
1919 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
1922 element = Feld[x][y];
1924 /* do not restart explosions of fields with active bombs */
1925 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
1928 Explode(x, y, EX_PHASE_START, EX_BORDER);
1930 if (element != EL_EMPTY &&
1931 element != EL_SAND &&
1932 element != EL_EXPLOSION &&
1939 void Bang(int x, int y)
1941 int element = Feld[x][y];
1943 if (game.emulation == EMU_SUPAPLEX)
1944 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
1946 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
1949 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1957 case EL_BD_BUTTERFLY:
1960 case EL_DARK_YAMYAM:
1964 RaiseScoreElement(element);
1965 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1967 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1968 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1969 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1970 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1971 case EL_DYNABOMB_INCREASE_NUMBER:
1972 case EL_DYNABOMB_INCREASE_SIZE:
1973 case EL_DYNABOMB_INCREASE_POWER:
1978 case EL_LAMP_ACTIVE:
1979 if (IS_PLAYER(x, y))
1980 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1982 Explode(x, y, EX_PHASE_START, EX_CENTER);
1985 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1990 void SplashAcid(int x, int y)
1992 int element = Feld[x][y];
1994 if (element != EL_ACID_SPLASH_LEFT &&
1995 element != EL_ACID_SPLASH_RIGHT)
1997 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
1999 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
2000 (!IN_LEV_FIELD(x-1, y-1) ||
2001 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
2002 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
2004 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
2005 (!IN_LEV_FIELD(x+1, y-1) ||
2006 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
2007 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
2011 static void InitBeltMovement()
2013 static int belt_base_element[4] =
2015 EL_CONVEYOR_BELT_1_LEFT,
2016 EL_CONVEYOR_BELT_2_LEFT,
2017 EL_CONVEYOR_BELT_3_LEFT,
2018 EL_CONVEYOR_BELT_4_LEFT
2020 static int belt_base_active_element[4] =
2022 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2023 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2024 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2025 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2030 /* set frame order for belt animation graphic according to belt direction */
2037 int element = belt_base_active_element[belt_nr] + j;
2038 int graphic = el2img(element);
2040 if (game.belt_dir[i] == MV_LEFT)
2041 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2043 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2047 for(y=0; y<lev_fieldy; y++)
2049 for(x=0; x<lev_fieldx; x++)
2051 int element = Feld[x][y];
2055 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
2057 int e_belt_nr = getBeltNrFromBeltElement(element);
2060 if (e_belt_nr == belt_nr)
2062 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
2064 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
2072 static void ToggleBeltSwitch(int x, int y)
2074 static int belt_base_element[4] =
2076 EL_CONVEYOR_BELT_1_LEFT,
2077 EL_CONVEYOR_BELT_2_LEFT,
2078 EL_CONVEYOR_BELT_3_LEFT,
2079 EL_CONVEYOR_BELT_4_LEFT
2081 static int belt_base_active_element[4] =
2083 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2084 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2085 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2086 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2088 static int belt_base_switch_element[4] =
2090 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
2091 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
2092 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
2093 EL_CONVEYOR_BELT_4_SWITCH_LEFT
2095 static int belt_move_dir[4] =
2103 int element = Feld[x][y];
2104 int belt_nr = getBeltNrFromBeltSwitchElement(element);
2105 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
2106 int belt_dir = belt_move_dir[belt_dir_nr];
2109 if (!IS_BELT_SWITCH(element))
2112 game.belt_dir_nr[belt_nr] = belt_dir_nr;
2113 game.belt_dir[belt_nr] = belt_dir;
2115 if (belt_dir_nr == 3)
2118 /* set frame order for belt animation graphic according to belt direction */
2121 int element = belt_base_active_element[belt_nr] + i;
2122 int graphic = el2img(element);
2124 if (belt_dir == MV_LEFT)
2125 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2127 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2130 for (yy=0; yy<lev_fieldy; yy++)
2132 for (xx=0; xx<lev_fieldx; xx++)
2134 int element = Feld[xx][yy];
2136 if (IS_BELT_SWITCH(element))
2138 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
2140 if (e_belt_nr == belt_nr)
2142 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
2143 DrawLevelField(xx, yy);
2146 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
2148 int e_belt_nr = getBeltNrFromBeltElement(element);
2150 if (e_belt_nr == belt_nr)
2152 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
2154 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
2155 DrawLevelField(xx, yy);
2158 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
2160 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
2162 if (e_belt_nr == belt_nr)
2164 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
2166 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
2167 DrawLevelField(xx, yy);
2174 static void ToggleSwitchgateSwitch(int x, int y)
2178 game.switchgate_pos = !game.switchgate_pos;
2180 for (yy=0; yy<lev_fieldy; yy++)
2182 for (xx=0; xx<lev_fieldx; xx++)
2184 int element = Feld[xx][yy];
2186 if (element == EL_SWITCHGATE_SWITCH_UP ||
2187 element == EL_SWITCHGATE_SWITCH_DOWN)
2189 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2190 DrawLevelField(xx, yy);
2192 else if (element == EL_SWITCHGATE_OPEN ||
2193 element == EL_SWITCHGATE_OPENING)
2195 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2197 PlaySoundLevelAction(xx, yy, ACTION_CLOSING);
2199 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2202 else if (element == EL_SWITCHGATE_CLOSED ||
2203 element == EL_SWITCHGATE_CLOSING)
2205 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2207 PlaySoundLevelAction(xx, yy, ACTION_OPENING);
2209 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2216 static int getInvisibleActiveFromInvisibleElement(int element)
2218 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2219 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2220 EL_INVISIBLE_SAND_ACTIVE);
2223 static int getInvisibleFromInvisibleActiveElement(int element)
2225 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2226 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2230 static void RedrawAllLightSwitchesAndInvisibleElements()
2234 for (y=0; y<lev_fieldy; y++)
2236 for (x=0; x<lev_fieldx; x++)
2238 int element = Feld[x][y];
2240 if (element == EL_LIGHT_SWITCH &&
2241 game.light_time_left > 0)
2243 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2244 DrawLevelField(x, y);
2246 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2247 game.light_time_left == 0)
2249 Feld[x][y] = EL_LIGHT_SWITCH;
2250 DrawLevelField(x, y);
2252 else if (element == EL_INVISIBLE_STEELWALL ||
2253 element == EL_INVISIBLE_WALL ||
2254 element == EL_INVISIBLE_SAND)
2256 if (game.light_time_left > 0)
2257 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2259 DrawLevelField(x, y);
2261 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2262 element == EL_INVISIBLE_WALL_ACTIVE ||
2263 element == EL_INVISIBLE_SAND_ACTIVE)
2265 if (game.light_time_left == 0)
2266 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2268 DrawLevelField(x, y);
2274 static void ToggleLightSwitch(int x, int y)
2276 int element = Feld[x][y];
2278 game.light_time_left =
2279 (element == EL_LIGHT_SWITCH ?
2280 level.time_light * FRAMES_PER_SECOND : 0);
2282 RedrawAllLightSwitchesAndInvisibleElements();
2285 static void ActivateTimegateSwitch(int x, int y)
2289 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2291 for (yy=0; yy<lev_fieldy; yy++)
2293 for (xx=0; xx<lev_fieldx; xx++)
2295 int element = Feld[xx][yy];
2297 if (element == EL_TIMEGATE_CLOSED ||
2298 element == EL_TIMEGATE_CLOSING)
2300 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2301 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2305 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2307 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2308 DrawLevelField(xx, yy);
2315 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2318 void Impact(int x, int y)
2320 boolean lastline = (y == lev_fieldy-1);
2321 boolean object_hit = FALSE;
2322 boolean impact = (lastline || object_hit);
2323 int element = Feld[x][y];
2324 int smashed = EL_UNDEFINED;
2326 if (!lastline) /* check if element below was hit */
2328 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
2331 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
2332 MovDir[x][y+1] != MV_DOWN ||
2333 MovPos[x][y+1] <= TILEY / 2));
2335 smashed = MovingOrBlocked2Element(x, y+1);
2337 impact = (lastline || object_hit);
2340 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2348 ResetGfxAnimation(x, y);
2349 DrawLevelField(x, y);
2353 if (impact && CAN_EXPLODE_IMPACT(element))
2355 if ((element == EL_BOMB ||
2356 element == EL_SP_DISK_ORANGE ||
2357 element == EL_DX_SUPABOMB) &&
2358 (lastline || object_hit)) /* element is bomb */
2364 else if (impact && element == EL_PEARL)
2366 Feld[x][y] = EL_PEARL_BREAKING;
2367 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2371 if (impact && element == EL_AMOEBA_DROP)
2373 if (object_hit && IS_PLAYER(x, y+1))
2374 KillHeroUnlessProtected(x, y+1);
2375 else if (object_hit && smashed == EL_PENGUIN)
2379 Feld[x][y] = EL_AMOEBA_GROWING;
2380 Store[x][y] = EL_AMOEBA_WET;
2382 ResetRandomAnimationValue(x, y);
2388 if (object_hit) /* check which object was hit */
2390 if (!lastline && object_hit) /* check which object was hit */
2393 if (CAN_PASS_MAGIC_WALL(element) &&
2394 (smashed == EL_MAGIC_WALL ||
2395 smashed == EL_BD_MAGIC_WALL))
2398 int activated_magic_wall =
2399 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2400 EL_BD_MAGIC_WALL_ACTIVE);
2402 /* activate magic wall / mill */
2403 for (yy=0; yy<lev_fieldy; yy++)
2404 for (xx=0; xx<lev_fieldx; xx++)
2405 if (Feld[xx][yy] == smashed)
2406 Feld[xx][yy] = activated_magic_wall;
2408 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2409 game.magic_wall_active = TRUE;
2411 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2412 SND_MAGIC_WALL_ACTIVATING :
2413 SND_BD_MAGIC_WALL_ACTIVATING));
2416 if (IS_PLAYER(x, y + 1))
2418 if (CAN_SMASH_PLAYER(element))
2420 KillHeroUnlessProtected(x, y+1);
2424 else if (smashed == EL_PENGUIN)
2426 if (CAN_SMASH_PLAYER(element))
2432 else if (element == EL_BD_DIAMOND)
2434 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2440 else if ((element == EL_SP_INFOTRON ||
2441 element == EL_SP_ZONK) &&
2442 (smashed == EL_SP_SNIKSNAK ||
2443 smashed == EL_SP_ELECTRON ||
2444 smashed == EL_SP_DISK_ORANGE))
2450 else if (CAN_SMASH_EVERYTHING(element))
2452 else if (element == EL_ROCK ||
2453 element == EL_SP_ZONK ||
2454 element == EL_BD_ROCK)
2457 if (IS_CLASSIC_ENEMY(smashed) ||
2459 CAN_EXPLODE_SMASHED(smashed))
2461 smashed == EL_BOMB ||
2462 smashed == EL_SP_DISK_ORANGE ||
2463 smashed == EL_DX_SUPABOMB ||
2464 smashed == EL_SATELLITE ||
2465 smashed == EL_PIG ||
2466 smashed == EL_DRAGON ||
2474 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
2476 else if (!IS_MOVING(x, y + 1))
2479 if (smashed == EL_LAMP ||
2480 smashed == EL_LAMP_ACTIVE)
2485 else if (smashed == EL_NUT)
2487 Feld[x][y+1] = EL_NUT_BREAKING;
2488 PlaySoundLevel(x, y, SND_NUT_BREAKING);
2489 RaiseScoreElement(EL_NUT);
2492 else if (smashed == EL_PEARL)
2494 Feld[x][y+1] = EL_PEARL_BREAKING;
2495 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2498 else if (smashed == EL_DIAMOND)
2501 Feld[x][y+1] = EL_DIAMOND_BREAKING;
2503 Feld[x][y+1] = EL_EMPTY;
2505 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2508 else if (IS_BELT_SWITCH(smashed))
2510 ToggleBeltSwitch(x, y+1);
2512 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
2513 smashed == EL_SWITCHGATE_SWITCH_DOWN)
2515 ToggleSwitchgateSwitch(x, y+1);
2517 else if (smashed == EL_LIGHT_SWITCH ||
2518 smashed == EL_LIGHT_SWITCH_ACTIVE)
2520 ToggleLightSwitch(x, y+1);
2526 /* play sound of magic wall / mill */
2528 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2529 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2531 if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2532 PlaySoundLevel(x, y, SND_MAGIC_WALL_FILLING);
2533 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2534 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_FILLING);
2539 /* play sound of object that hits the ground */
2540 if (lastline || object_hit)
2541 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2544 void TurnRound(int x, int y)
2556 { 0, 0 }, { 0, 0 }, { 0, 0 },
2561 int left, right, back;
2565 { MV_DOWN, MV_UP, MV_RIGHT },
2566 { MV_UP, MV_DOWN, MV_LEFT },
2568 { MV_LEFT, MV_RIGHT, MV_DOWN },
2569 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2570 { MV_RIGHT, MV_LEFT, MV_UP }
2573 int element = Feld[x][y];
2574 int old_move_dir = MovDir[x][y];
2575 int left_dir = turn[old_move_dir].left;
2576 int right_dir = turn[old_move_dir].right;
2577 int back_dir = turn[old_move_dir].back;
2579 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2580 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2581 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2582 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2584 int left_x = x + left_dx, left_y = y + left_dy;
2585 int right_x = x + right_dx, right_y = y + right_dy;
2586 int move_x = x + move_dx, move_y = y + move_dy;
2588 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2590 TestIfBadThingTouchesOtherBadThing(x, y);
2592 if (IN_LEV_FIELD(right_x, right_y) &&
2593 IS_FREE(right_x, right_y))
2594 MovDir[x][y] = right_dir;
2595 else if (!IN_LEV_FIELD(move_x, move_y) ||
2596 !IS_FREE(move_x, move_y))
2597 MovDir[x][y] = left_dir;
2599 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
2601 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2604 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2605 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2607 TestIfBadThingTouchesOtherBadThing(x, y);
2609 if (IN_LEV_FIELD(left_x, left_y) &&
2610 IS_FREE(left_x, left_y))
2611 MovDir[x][y] = left_dir;
2612 else if (!IN_LEV_FIELD(move_x, move_y) ||
2613 !IS_FREE(move_x, move_y))
2614 MovDir[x][y] = right_dir;
2616 if ((element == EL_SPACESHIP ||
2617 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2618 && MovDir[x][y] != old_move_dir)
2620 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
2623 else if (element == EL_YAMYAM)
2625 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2627 if (IN_LEV_FIELD(left_x, left_y) &&
2628 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2629 Feld[left_x][left_y] == EL_DIAMOND))
2630 can_turn_left = TRUE;
2631 if (IN_LEV_FIELD(right_x, right_y) &&
2632 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2633 Feld[right_x][right_y] == EL_DIAMOND))
2634 can_turn_right = TRUE;
2636 if (can_turn_left && can_turn_right)
2637 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2638 else if (can_turn_left)
2639 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2640 else if (can_turn_right)
2641 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2643 MovDir[x][y] = back_dir;
2645 MovDelay[x][y] = 16+16*RND(3);
2647 else if (element == EL_DARK_YAMYAM)
2649 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2651 if (IN_LEV_FIELD(left_x, left_y) &&
2652 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2653 IS_FOOD_DARK_YAMYAM(Feld[left_x][left_y])))
2654 can_turn_left = TRUE;
2655 if (IN_LEV_FIELD(right_x, right_y) &&
2656 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2657 IS_FOOD_DARK_YAMYAM(Feld[right_x][right_y])))
2658 can_turn_right = TRUE;
2660 if (can_turn_left && can_turn_right)
2661 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2662 else if (can_turn_left)
2663 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2664 else if (can_turn_right)
2665 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2667 MovDir[x][y] = back_dir;
2669 MovDelay[x][y] = 16+16*RND(3);
2671 else if (element == EL_PACMAN)
2673 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2675 if (IN_LEV_FIELD(left_x, left_y) &&
2676 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2677 IS_AMOEBOID(Feld[left_x][left_y])))
2678 can_turn_left = TRUE;
2679 if (IN_LEV_FIELD(right_x, right_y) &&
2680 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2681 IS_AMOEBOID(Feld[right_x][right_y])))
2682 can_turn_right = TRUE;
2684 if (can_turn_left && can_turn_right)
2685 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2686 else if (can_turn_left)
2687 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2688 else if (can_turn_right)
2689 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2691 MovDir[x][y] = back_dir;
2693 MovDelay[x][y] = 6+RND(40);
2695 else if (element == EL_PIG)
2697 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2698 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2699 boolean should_move_on = FALSE;
2701 int rnd = RND(rnd_value);
2703 if (IN_LEV_FIELD(left_x, left_y) &&
2704 (IS_FREE(left_x, left_y) || IS_FOOD_PIG(Feld[left_x][left_y])))
2705 can_turn_left = TRUE;
2706 if (IN_LEV_FIELD(right_x, right_y) &&
2707 (IS_FREE(right_x, right_y) || IS_FOOD_PIG(Feld[right_x][right_y])))
2708 can_turn_right = TRUE;
2709 if (IN_LEV_FIELD(move_x, move_y) &&
2710 (IS_FREE(move_x, move_y) || IS_FOOD_PIG(Feld[move_x][move_y])))
2713 if (can_turn_left &&
2715 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2716 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2717 should_turn_left = TRUE;
2718 if (can_turn_right &&
2720 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2721 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2722 should_turn_right = TRUE;
2724 (!can_turn_left || !can_turn_right ||
2725 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2726 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2727 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2728 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2729 should_move_on = TRUE;
2731 if (should_turn_left || should_turn_right || should_move_on)
2733 if (should_turn_left && should_turn_right && should_move_on)
2734 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2735 rnd < 2*rnd_value/3 ? right_dir :
2737 else if (should_turn_left && should_turn_right)
2738 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2739 else if (should_turn_left && should_move_on)
2740 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2741 else if (should_turn_right && should_move_on)
2742 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2743 else if (should_turn_left)
2744 MovDir[x][y] = left_dir;
2745 else if (should_turn_right)
2746 MovDir[x][y] = right_dir;
2747 else if (should_move_on)
2748 MovDir[x][y] = old_move_dir;
2750 else if (can_move_on && rnd > rnd_value/8)
2751 MovDir[x][y] = old_move_dir;
2752 else if (can_turn_left && can_turn_right)
2753 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2754 else if (can_turn_left && rnd > rnd_value/8)
2755 MovDir[x][y] = left_dir;
2756 else if (can_turn_right && rnd > rnd_value/8)
2757 MovDir[x][y] = right_dir;
2759 MovDir[x][y] = back_dir;
2761 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2762 !IS_FOOD_PIG(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2763 MovDir[x][y] = old_move_dir;
2767 else if (element == EL_DRAGON)
2769 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2771 int rnd = RND(rnd_value);
2773 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2774 can_turn_left = TRUE;
2775 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2776 can_turn_right = TRUE;
2777 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2780 if (can_move_on && rnd > rnd_value/8)
2781 MovDir[x][y] = old_move_dir;
2782 else if (can_turn_left && can_turn_right)
2783 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2784 else if (can_turn_left && rnd > rnd_value/8)
2785 MovDir[x][y] = left_dir;
2786 else if (can_turn_right && rnd > rnd_value/8)
2787 MovDir[x][y] = right_dir;
2789 MovDir[x][y] = back_dir;
2791 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2792 MovDir[x][y] = old_move_dir;
2796 else if (element == EL_MOLE)
2798 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2800 if (IN_LEV_FIELD(move_x, move_y) &&
2801 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2802 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING))
2807 if (IN_LEV_FIELD(left_x, left_y) &&
2808 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2809 can_turn_left = TRUE;
2810 if (IN_LEV_FIELD(right_x, right_y) &&
2811 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2812 can_turn_right = TRUE;
2814 if (can_turn_left && can_turn_right)
2815 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2816 else if (can_turn_left)
2817 MovDir[x][y] = left_dir;
2819 MovDir[x][y] = right_dir;
2822 if (MovDir[x][y] != old_move_dir)
2825 else if (element == EL_BALLOON)
2827 MovDir[x][y] = game.balloon_dir;
2830 else if (element == EL_SPRING)
2832 if ((MovDir[x][y] == MV_LEFT || MovDir[x][y] == MV_RIGHT) &&
2833 (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2834 (IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))
2835 MovDir[x][y] = MV_NO_MOVING;
2839 else if (element == EL_ROBOT ||
2840 element == EL_SATELLITE ||
2841 element == EL_PENGUIN)
2843 int attr_x = -1, attr_y = -1;
2854 for (i=0; i<MAX_PLAYERS; i++)
2856 struct PlayerInfo *player = &stored_player[i];
2857 int jx = player->jx, jy = player->jy;
2859 if (!player->active)
2862 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2870 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
2876 if (element == EL_PENGUIN)
2879 static int xy[4][2] =
2889 int ex = x + xy[i % 4][0];
2890 int ey = y + xy[i % 4][1];
2892 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
2901 MovDir[x][y] = MV_NO_MOVING;
2903 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2904 else if (attr_x > x)
2905 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2907 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2908 else if (attr_y > y)
2909 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2911 if (element == EL_ROBOT)
2915 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
2916 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
2917 Moving2Blocked(x, y, &newx, &newy);
2919 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2920 MovDelay[x][y] = 8+8*!RND(3);
2922 MovDelay[x][y] = 16;
2930 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
2932 boolean first_horiz = RND(2);
2933 int new_move_dir = MovDir[x][y];
2936 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
2937 Moving2Blocked(x, y, &newx, &newy);
2939 if (IN_LEV_FIELD(newx, newy) &&
2940 (IS_FREE(newx, newy) ||
2941 Feld[newx][newy] == EL_ACID ||
2942 (element == EL_PENGUIN &&
2943 (Feld[newx][newy] == EL_EXIT_OPEN ||
2944 IS_FOOD_PENGUIN(Feld[newx][newy])))))
2948 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
2949 Moving2Blocked(x, y, &newx, &newy);
2951 if (IN_LEV_FIELD(newx, newy) &&
2952 (IS_FREE(newx, newy) ||
2953 Feld[newx][newy] == EL_ACID ||
2954 (element == EL_PENGUIN &&
2955 (Feld[newx][newy] == EL_EXIT_OPEN ||
2956 IS_FOOD_PENGUIN(Feld[newx][newy])))))
2959 MovDir[x][y] = old_move_dir;
2964 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS)
2966 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2968 if (IN_LEV_FIELD(left_x, left_y) &&
2969 (IS_FREE(left_x, left_y) ||
2970 (DONT_COLLIDE_WITH(element) && IS_FREE_OR_PLAYER(left_x, left_y))))
2971 can_turn_left = TRUE;
2972 if (IN_LEV_FIELD(right_x, right_y) &&
2973 (IS_FREE(right_x, right_y) ||
2974 (DONT_COLLIDE_WITH(element) && IS_FREE_OR_PLAYER(right_x, right_y))))
2975 can_turn_right = TRUE;
2977 if (can_turn_left && can_turn_right)
2978 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2979 else if (can_turn_left)
2980 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2981 else if (can_turn_right)
2982 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2984 MovDir[x][y] = back_dir;
2986 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
2988 else if (element_info[element].move_pattern == MV_HORIZONTAL ||
2989 element_info[element].move_pattern == MV_VERTICAL)
2991 if (element_info[element].move_pattern & old_move_dir)
2992 MovDir[x][y] = back_dir;
2993 else if (element_info[element].move_pattern == MV_HORIZONTAL)
2994 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
2995 else if (element_info[element].move_pattern == MV_VERTICAL)
2996 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
2998 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3000 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
3002 MovDir[x][y] = element_info[element].move_pattern;
3003 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3005 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE)
3007 if (IN_LEV_FIELD(left_x, left_y) &&
3008 (IS_FREE(left_x, left_y) ||
3009 (DONT_COLLIDE_WITH(element) && IS_FREE_OR_PLAYER(left_x, left_y))))
3010 MovDir[x][y] = left_dir;
3011 else if (!IN_LEV_FIELD(move_x, move_y) ||
3012 (!IS_FREE(move_x, move_y) &&
3013 (!DONT_COLLIDE_WITH(element) || !IS_FREE_OR_PLAYER(move_x, move_y))))
3014 MovDir[x][y] = right_dir;
3016 if (MovDir[x][y] != old_move_dir)
3017 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3019 else if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
3021 if (IN_LEV_FIELD(right_x, right_y) &&
3022 (IS_FREE(right_x, right_y) ||
3023 (DONT_COLLIDE_WITH(element) && IS_FREE_OR_PLAYER(right_x, right_y))))
3024 MovDir[x][y] = right_dir;
3025 else if (!IN_LEV_FIELD(move_x, move_y) ||
3026 (!IS_FREE(move_x, move_y) &&
3027 (!DONT_COLLIDE_WITH(element) || !IS_FREE_OR_PLAYER(move_x, move_y))))
3028 MovDir[x][y] = left_dir;
3030 if (MovDir[x][y] != old_move_dir)
3031 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3033 else if (element_info[element].move_pattern == MV_TOWARDS_PLAYER ||
3034 element_info[element].move_pattern == MV_AWAY_FROM_PLAYER)
3036 int attr_x = -1, attr_y = -1;
3039 (element_info[element].move_pattern == MV_AWAY_FROM_PLAYER);
3050 for (i=0; i<MAX_PLAYERS; i++)
3052 struct PlayerInfo *player = &stored_player[i];
3053 int jx = player->jx, jy = player->jy;
3055 if (!player->active)
3058 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
3066 MovDir[x][y] = MV_NO_MOVING;
3068 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
3069 else if (attr_x > x)
3070 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
3072 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
3073 else if (attr_y > y)
3074 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
3076 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3078 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3080 boolean first_horiz = RND(2);
3081 int new_move_dir = MovDir[x][y];
3084 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3085 Moving2Blocked(x, y, &newx, &newy);
3087 if (IN_LEV_FIELD(newx, newy) && (IS_FREE(newx, newy) ||
3088 (DONT_COLLIDE_WITH(element) &&
3089 IS_FREE_OR_PLAYER(newx, newy)) ||
3090 Feld[newx][newy] == EL_ACID))
3094 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3095 Moving2Blocked(x, y, &newx, &newy);
3097 if (IN_LEV_FIELD(newx, newy) && (IS_FREE(newx, newy) ||
3098 (DONT_COLLIDE_WITH(element) &&
3099 IS_FREE_OR_PLAYER(newx, newy)) ||
3100 Feld[newx][newy] == EL_ACID))
3103 MovDir[x][y] = old_move_dir;
3108 static boolean JustBeingPushed(int x, int y)
3112 for (i=0; i<MAX_PLAYERS; i++)
3114 struct PlayerInfo *player = &stored_player[i];
3116 if (player->active && player->Pushing && player->MovPos)
3118 int next_jx = player->jx + (player->jx - player->last_jx);
3119 int next_jy = player->jy + (player->jy - player->last_jy);
3121 if (x == next_jx && y == next_jy)
3129 void StartMoving(int x, int y)
3131 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
3132 boolean started_moving = FALSE; /* some elements can fall _and_ move */
3133 int element = Feld[x][y];
3138 GfxAction[x][y] = ACTION_DEFAULT;
3140 if (CAN_FALL(element) && y < lev_fieldy - 1)
3142 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
3143 if (JustBeingPushed(x, y))
3146 if (element == EL_QUICKSAND_FULL)
3148 if (IS_FREE(x, y+1))
3150 InitMovingField(x, y, MV_DOWN);
3151 started_moving = TRUE;
3153 Feld[x][y] = EL_QUICKSAND_EMPTYING;
3154 Store[x][y] = EL_ROCK;
3156 PlaySoundLevelAction(x, y, ACTION_EMPTYING);
3158 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
3161 else if (Feld[x][y+1] == EL_QUICKSAND_EMPTY)
3163 if (!MovDelay[x][y])
3164 MovDelay[x][y] = TILEY + 1;
3173 Feld[x][y] = EL_QUICKSAND_EMPTY;
3174 Feld[x][y+1] = EL_QUICKSAND_FULL;
3175 Store[x][y+1] = Store[x][y];
3178 PlaySoundLevelAction(x, y, ACTION_FILLING);
3180 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3184 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
3185 Feld[x][y+1] == EL_QUICKSAND_EMPTY)
3187 InitMovingField(x, y, MV_DOWN);
3188 started_moving = TRUE;
3190 Feld[x][y] = EL_QUICKSAND_FILLING;
3191 Store[x][y] = element;
3193 PlaySoundLevelAction(x, y, ACTION_FILLING);
3195 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3198 else if (element == EL_MAGIC_WALL_FULL)
3200 if (IS_FREE(x, y+1))
3202 InitMovingField(x, y, MV_DOWN);
3203 started_moving = TRUE;
3205 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
3206 Store[x][y] = EL_CHANGED(Store[x][y]);
3208 else if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
3210 if (!MovDelay[x][y])
3211 MovDelay[x][y] = TILEY/4 + 1;
3220 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
3221 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
3222 Store[x][y+1] = EL_CHANGED(Store[x][y]);
3226 else if (element == EL_BD_MAGIC_WALL_FULL)
3228 if (IS_FREE(x, y+1))
3230 InitMovingField(x, y, MV_DOWN);
3231 started_moving = TRUE;
3233 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
3234 Store[x][y] = EL_CHANGED2(Store[x][y]);
3236 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
3238 if (!MovDelay[x][y])
3239 MovDelay[x][y] = TILEY/4 + 1;
3248 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
3249 Feld[x][y+1] = EL_BD_MAGIC_WALL_FULL;
3250 Store[x][y+1] = EL_CHANGED2(Store[x][y]);
3254 else if (CAN_PASS_MAGIC_WALL(element) &&
3255 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
3256 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
3258 InitMovingField(x, y, MV_DOWN);
3259 started_moving = TRUE;
3262 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
3263 EL_BD_MAGIC_WALL_FILLING);
3264 Store[x][y] = element;
3267 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_ACID)
3269 else if (CAN_FALL(element) && Feld[x][y+1] == EL_ACID)
3274 InitMovingField(x, y, MV_DOWN);
3275 started_moving = TRUE;
3277 Store[x][y] = EL_ACID;
3279 /* !!! TEST !!! better use "_FALLING" etc. !!! */
3280 GfxAction[x][y+1] = ACTION_ACTIVE;
3283 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
3288 else if (IS_FREE(x, y+1) && element == EL_SPRING && use_spring_bug)
3290 if (MovDir[x][y] == MV_NO_MOVING)
3292 InitMovingField(x, y, MV_DOWN);
3293 started_moving = TRUE;
3296 else if (IS_FREE(x, y+1) || Feld[x][y+1] == EL_DIAMOND_BREAKING)
3298 if (JustStopped[x][y]) /* prevent animation from being restarted */
3299 MovDir[x][y] = MV_DOWN;
3301 InitMovingField(x, y, MV_DOWN);
3302 started_moving = TRUE;
3304 else if (element == EL_AMOEBA_DROP)
3306 Feld[x][y] = EL_AMOEBA_GROWING;
3307 Store[x][y] = EL_AMOEBA_WET;
3309 /* Store[x][y+1] must be zero, because:
3310 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y+1] == EL_QUICKSAND_EMPTY
3313 #if OLD_GAME_BEHAVIOUR
3314 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
3316 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
3317 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
3318 element != EL_DX_SUPABOMB)
3321 else if ((IS_SLIPPERY(Feld[x][y+1]) ||
3322 (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
3323 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
3324 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
3327 boolean left = (x>0 && IS_FREE(x-1, y) &&
3328 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_ACID));
3329 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
3330 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_ACID));
3334 if (left && right &&
3335 (game.emulation != EMU_BOULDERDASH &&
3336 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
3337 left = !(right = RND(2));
3339 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
3340 started_moving = TRUE;
3343 else if (IS_BELT_ACTIVE(Feld[x][y+1]))
3345 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
3346 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
3347 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y+1]);
3348 int belt_dir = game.belt_dir[belt_nr];
3350 if ((belt_dir == MV_LEFT && left_is_free) ||
3351 (belt_dir == MV_RIGHT && right_is_free))
3353 InitMovingField(x, y, belt_dir);
3354 started_moving = TRUE;
3356 GfxAction[x][y] = ACTION_DEFAULT;
3361 /* not "else if" because of EL_SPRING */
3362 if (CAN_MOVE(element) && !started_moving)
3366 if ((element == EL_SATELLITE ||
3367 element == EL_BALLOON ||
3368 element == EL_SPRING)
3369 && JustBeingPushed(x, y))
3374 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
3375 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
3377 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
3379 Moving2Blocked(x, y, &newx, &newy);
3380 if (Feld[newx][newy] == EL_BLOCKED)
3381 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
3386 if (!MovDelay[x][y]) /* start new movement phase */
3388 /* all objects that can change their move direction after each step
3389 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
3391 if (element != EL_YAMYAM &&
3392 element != EL_DARK_YAMYAM &&
3393 element != EL_PACMAN &&
3394 !(element_info[element].move_pattern & MV_ANY_DIRECTION))
3398 if (MovDelay[x][y] && (element == EL_BUG ||
3399 element == EL_SPACESHIP ||
3400 element == EL_SP_SNIKSNAK ||
3401 element == EL_SP_ELECTRON ||
3402 element == EL_MOLE))
3403 DrawLevelField(x, y);
3407 if (MovDelay[x][y]) /* wait some time before next movement */
3412 if (element == EL_YAMYAM)
3415 el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT));
3416 DrawLevelElementAnimation(x, y, element);
3420 if (MovDelay[x][y]) /* element still has to wait some time */
3423 /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
3424 ResetGfxAnimation(x, y);
3426 GfxAction[x][y] = ACTION_WAITING;
3429 if (element == EL_ROBOT ||
3431 element == EL_PACMAN ||
3433 element == EL_YAMYAM ||
3434 element == EL_DARK_YAMYAM)
3437 DrawLevelElementAnimation(x, y, element);
3439 DrawLevelElementAnimationIfNeeded(x, y, element);
3441 PlaySoundLevelAction(x, y, ACTION_WAITING);
3443 else if (element == EL_SP_ELECTRON)
3444 DrawLevelElementAnimationIfNeeded(x, y, element);
3445 else if (element == EL_DRAGON)
3448 int dir = MovDir[x][y];
3449 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
3450 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
3451 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
3452 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
3453 dir == MV_UP ? IMG_FLAMES_1_UP :
3454 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
3455 int frame = getGraphicAnimationFrame(graphic, -1);
3457 for (i=1; i<=3; i++)
3459 int xx = x + i*dx, yy = y + i*dy;
3460 int sx = SCREENX(xx), sy = SCREENY(yy);
3461 int flame_graphic = graphic + (i - 1);
3463 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
3468 int flamed = MovingOrBlocked2Element(xx, yy);
3470 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_FIRE(flamed))
3473 RemoveMovingField(xx, yy);
3475 Feld[xx][yy] = EL_FLAMES;
3476 if (IN_SCR_FIELD(sx, sy))
3477 DrawGraphic(sx, sy, flame_graphic, frame);
3481 if (Feld[xx][yy] == EL_FLAMES)
3482 Feld[xx][yy] = EL_EMPTY;
3483 DrawLevelField(xx, yy);
3488 if (MovDelay[x][y]) /* element still has to wait some time */
3490 PlaySoundLevelAction(x, y, ACTION_WAITING);
3495 GfxAction[x][y] = ACTION_MOVING;
3498 /* now make next step */
3500 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
3502 if (DONT_COLLIDE_WITH(element) && IS_PLAYER(newx, newy) &&
3503 !PLAYER_PROTECTED(newx, newy))
3506 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
3509 /* player killed by element which is deadly when colliding with */
3511 KillHero(PLAYERINFO(newx, newy));
3516 else if ((element == EL_PENGUIN ||
3517 element == EL_ROBOT ||
3518 element == EL_SATELLITE ||
3519 element == EL_BALLOON ||
3520 IS_CUSTOM_ELEMENT(element)) &&
3521 IN_LEV_FIELD(newx, newy) &&
3522 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
3525 Store[x][y] = EL_ACID;
3527 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
3529 if (Feld[newx][newy] == EL_EXIT_OPEN)
3531 Feld[x][y] = EL_EMPTY;
3532 DrawLevelField(x, y);
3534 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING);
3535 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
3536 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
3538 local_player->friends_still_needed--;
3539 if (!local_player->friends_still_needed &&
3540 !local_player->GameOver && AllPlayersGone)
3541 local_player->LevelSolved = local_player->GameOver = TRUE;
3545 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
3547 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
3548 DrawLevelField(newx, newy);
3550 MovDir[x][y] = MV_NO_MOVING;
3552 else if (!IS_FREE(newx, newy))
3554 GfxAction[x][y] = ACTION_WAITING;
3556 if (IS_PLAYER(x, y))
3557 DrawPlayerField(x, y);
3559 DrawLevelField(x, y);
3563 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
3565 if (IS_FOOD_PIG(Feld[newx][newy]))
3567 if (IS_MOVING(newx, newy))
3568 RemoveMovingField(newx, newy);
3571 Feld[newx][newy] = EL_EMPTY;
3572 DrawLevelField(newx, newy);
3575 PlaySoundLevel(x, y, SND_PIG_DIGGING);
3577 else if (!IS_FREE(newx, newy))
3579 if (IS_PLAYER(x, y))
3580 DrawPlayerField(x, y);
3582 DrawLevelField(x, y);
3586 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
3588 if (!IS_FREE(newx, newy))
3590 if (IS_PLAYER(x, y))
3591 DrawPlayerField(x, y);
3593 DrawLevelField(x, y);
3598 boolean wanna_flame = !RND(10);
3599 int dx = newx - x, dy = newy - y;
3600 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3601 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3602 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3603 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
3604 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3605 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
3608 IS_CLASSIC_ENEMY(element1) ||
3609 IS_CLASSIC_ENEMY(element2)) &&
3610 element1 != EL_DRAGON && element2 != EL_DRAGON &&
3611 element1 != EL_FLAMES && element2 != EL_FLAMES)
3613 if (IS_PLAYER(x, y))
3614 DrawPlayerField(x, y);
3616 DrawLevelField(x, y);
3618 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3620 MovDelay[x][y] = 50;
3621 Feld[newx][newy] = EL_FLAMES;
3622 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
3623 Feld[newx1][newy1] = EL_FLAMES;
3624 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
3625 Feld[newx2][newy2] = EL_FLAMES;
3630 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3631 Feld[newx][newy] == EL_DIAMOND)
3633 if (IS_MOVING(newx, newy))
3634 RemoveMovingField(newx, newy);
3637 Feld[newx][newy] = EL_EMPTY;
3638 DrawLevelField(newx, newy);
3641 PlaySoundLevel(x, y, SND_YAMYAM_DIGGING);
3643 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3644 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
3646 if (AmoebaNr[newx][newy])
3648 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3649 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3650 Feld[newx][newy] == EL_BD_AMOEBA)
3651 AmoebaCnt[AmoebaNr[newx][newy]]--;
3654 if (IS_MOVING(newx, newy))
3655 RemoveMovingField(newx, newy);
3658 Feld[newx][newy] = EL_EMPTY;
3659 DrawLevelField(newx, newy);
3662 PlaySoundLevel(x, y, SND_DARK_YAMYAM_DIGGING);
3664 else if ((element == EL_PACMAN || element == EL_MOLE)
3665 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3667 if (AmoebaNr[newx][newy])
3669 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3670 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3671 Feld[newx][newy] == EL_BD_AMOEBA)
3672 AmoebaCnt[AmoebaNr[newx][newy]]--;
3675 if (element == EL_MOLE)
3677 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
3678 PlaySoundLevel(x, y, SND_MOLE_DIGGING);
3679 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
3680 return; /* wait for shrinking amoeba */
3682 else /* element == EL_PACMAN */
3684 Feld[newx][newy] = EL_EMPTY;
3685 DrawLevelField(newx, newy);
3686 PlaySoundLevel(x, y, SND_PACMAN_DIGGING);
3689 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
3690 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
3691 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
3693 /* wait for shrinking amoeba to completely disappear */
3696 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3698 /* object was running against a wall */
3703 DrawLevelElementAnimation(x, y, element);
3705 if (element == EL_BUG ||
3706 element == EL_SPACESHIP ||
3707 element == EL_SP_SNIKSNAK)
3708 DrawLevelField(x, y);
3709 else if (element == EL_MOLE)
3710 DrawLevelField(x, y);
3711 else if (element == EL_BD_BUTTERFLY ||
3712 element == EL_BD_FIREFLY)
3713 DrawLevelElementAnimationIfNeeded(x, y, element);
3714 else if (element == EL_SATELLITE)
3715 DrawLevelElementAnimationIfNeeded(x, y, element);
3716 else if (element == EL_SP_ELECTRON)
3717 DrawLevelElementAnimationIfNeeded(x, y, element);
3720 if (DONT_TOUCH(element))
3721 TestIfBadThingTouchesHero(x, y);
3724 PlaySoundLevelAction(x, y, ACTION_WAITING);
3730 InitMovingField(x, y, MovDir[x][y]);
3732 PlaySoundLevelAction(x, y, ACTION_MOVING);
3736 ContinueMoving(x, y);
3739 void ContinueMoving(int x, int y)
3741 int element = Feld[x][y];
3742 int direction = MovDir[x][y];
3743 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3744 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3745 int horiz_move = (dx != 0);
3746 int newx = x + dx, newy = y + dy;
3747 int step = (horiz_move ? dx : dy) * TILEX / MOVE_DELAY_NORMAL_SPEED;
3749 if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DROPPING)
3751 else if (element == EL_QUICKSAND_FILLING ||
3752 element == EL_QUICKSAND_EMPTYING)
3754 else if (element == EL_MAGIC_WALL_FILLING ||
3755 element == EL_BD_MAGIC_WALL_FILLING ||
3756 element == EL_MAGIC_WALL_EMPTYING ||
3757 element == EL_BD_MAGIC_WALL_EMPTYING)
3759 else if (CAN_FALL(element) && horiz_move &&
3760 y < lev_fieldy-1 && IS_BELT_ACTIVE(Feld[x][y+1]))
3762 else if (element == EL_SPRING && horiz_move)
3764 else if (IS_CUSTOM_ELEMENT(element))
3765 step = SIGN(step) * element_info[element].move_stepsize;
3767 #if OLD_GAME_BEHAVIOUR
3768 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3772 MovPos[x][y] += step;
3774 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
3776 Feld[x][y] = EL_EMPTY;
3777 Feld[newx][newy] = element;
3778 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
3780 if (element == EL_MOLE)
3783 static int xy[4][2] =
3791 Feld[x][y] = EL_SAND;
3792 DrawLevelField(x, y);
3801 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND)
3802 DrawLevelField(xx, yy); /* for "crumbled sand" */
3806 if (element == EL_QUICKSAND_FILLING)
3808 element = Feld[newx][newy] = get_next_element(element);
3809 Store[newx][newy] = Store[x][y];
3811 else if (element == EL_QUICKSAND_EMPTYING)
3813 Feld[x][y] = get_next_element(element);
3814 element = Feld[newx][newy] = Store[x][y];
3816 else if (element == EL_MAGIC_WALL_FILLING)
3818 element = Feld[newx][newy] = get_next_element(element);
3819 if (!game.magic_wall_active)
3820 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3821 Store[newx][newy] = Store[x][y];
3823 else if (element == EL_MAGIC_WALL_EMPTYING)
3825 Feld[x][y] = get_next_element(element);
3826 if (!game.magic_wall_active)
3827 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3828 element = Feld[newx][newy] = Store[x][y];
3830 else if (element == EL_BD_MAGIC_WALL_FILLING)
3832 element = Feld[newx][newy] = get_next_element(element);
3833 if (!game.magic_wall_active)
3834 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
3835 Store[newx][newy] = Store[x][y];
3837 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
3839 Feld[x][y] = get_next_element(element);
3840 if (!game.magic_wall_active)
3841 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
3842 element = Feld[newx][newy] = Store[x][y];
3844 else if (element == EL_AMOEBA_DROPPING)
3846 Feld[x][y] = get_next_element(element);
3847 element = Feld[newx][newy] = Store[x][y];
3849 else if (Store[x][y] == EL_ACID)
3851 element = Feld[newx][newy] = EL_ACID;
3855 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3856 MovDelay[newx][newy] = 0;
3858 /* copy element change control values to new field */
3859 ChangeDelay[newx][newy] = ChangeDelay[x][y];
3861 /* copy animation control values to new field */
3862 GfxFrame[newx][newy] = GfxFrame[x][y];
3863 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
3864 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
3866 ResetGfxAnimation(x, y); /* reset animation values for old field */
3870 if (!CAN_MOVE(element))
3871 MovDir[newx][newy] = 0;
3874 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
3875 MovDir[newx][newy] = 0;
3878 if (!CAN_MOVE(element) ||
3879 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
3880 MovDir[newx][newy] = 0;
3884 DrawLevelField(x, y);
3885 DrawLevelField(newx, newy);
3887 Stop[newx][newy] = TRUE;
3888 JustStopped[newx][newy] = 3;
3890 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3892 TestIfBadThingTouchesHero(newx, newy);
3893 TestIfBadThingTouchesFriend(newx, newy);
3894 TestIfBadThingTouchesOtherBadThing(newx, newy);
3896 else if (element == EL_PENGUIN)
3897 TestIfFriendTouchesBadThing(newx, newy);
3899 if (CAN_SMASH(element) && direction == MV_DOWN &&
3900 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
3903 else /* still moving on */
3905 DrawLevelField(x, y);
3909 int AmoebeNachbarNr(int ax, int ay)
3912 int element = Feld[ax][ay];
3914 static int xy[4][2] =
3924 int x = ax + xy[i][0];
3925 int y = ay + xy[i][1];
3927 if (!IN_LEV_FIELD(x, y))
3930 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3931 group_nr = AmoebaNr[x][y];
3937 void AmoebenVereinigen(int ax, int ay)
3939 int i, x, y, xx, yy;
3940 int new_group_nr = AmoebaNr[ax][ay];
3941 static int xy[4][2] =
3949 if (new_group_nr == 0)
3957 if (!IN_LEV_FIELD(x, y))
3960 if ((Feld[x][y] == EL_AMOEBA_FULL ||
3961 Feld[x][y] == EL_BD_AMOEBA ||
3962 Feld[x][y] == EL_AMOEBA_DEAD) &&
3963 AmoebaNr[x][y] != new_group_nr)
3965 int old_group_nr = AmoebaNr[x][y];
3967 if (old_group_nr == 0)
3970 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3971 AmoebaCnt[old_group_nr] = 0;
3972 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3973 AmoebaCnt2[old_group_nr] = 0;
3975 for (yy=0; yy<lev_fieldy; yy++)
3977 for (xx=0; xx<lev_fieldx; xx++)
3979 if (AmoebaNr[xx][yy] == old_group_nr)
3980 AmoebaNr[xx][yy] = new_group_nr;
3987 void AmoebeUmwandeln(int ax, int ay)
3991 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
3993 int group_nr = AmoebaNr[ax][ay];
3998 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3999 printf("AmoebeUmwandeln(): This should never happen!\n");
4004 for (y=0; y<lev_fieldy; y++)
4006 for (x=0; x<lev_fieldx; x++)
4008 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
4011 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
4015 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
4016 SND_AMOEBA_TURNING_TO_GEM :
4017 SND_AMOEBA_TURNING_TO_ROCK));
4022 static int xy[4][2] =
4035 if (!IN_LEV_FIELD(x, y))
4038 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
4040 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
4041 SND_AMOEBA_TURNING_TO_GEM :
4042 SND_AMOEBA_TURNING_TO_ROCK));
4049 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
4052 int group_nr = AmoebaNr[ax][ay];
4053 boolean done = FALSE;
4058 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
4059 printf("AmoebeUmwandelnBD(): This should never happen!\n");
4064 for (y=0; y<lev_fieldy; y++)
4066 for (x=0; x<lev_fieldx; x++)
4068 if (AmoebaNr[x][y] == group_nr &&
4069 (Feld[x][y] == EL_AMOEBA_DEAD ||
4070 Feld[x][y] == EL_BD_AMOEBA ||
4071 Feld[x][y] == EL_AMOEBA_GROWING))
4074 Feld[x][y] = new_element;
4075 InitField(x, y, FALSE);
4076 DrawLevelField(x, y);
4083 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
4084 SND_BD_AMOEBA_TURNING_TO_ROCK :
4085 SND_BD_AMOEBA_TURNING_TO_GEM));
4088 void AmoebeWaechst(int x, int y)
4090 static unsigned long sound_delay = 0;
4091 static unsigned long sound_delay_value = 0;
4093 if (!MovDelay[x][y]) /* start new growing cycle */
4097 if (DelayReached(&sound_delay, sound_delay_value))
4100 PlaySoundLevelElementAction(x, y, Store[x][y], ACTION_GROWING);
4102 if (Store[x][y] == EL_BD_AMOEBA)
4103 PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
4105 PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
4107 sound_delay_value = 30;
4111 if (MovDelay[x][y]) /* wait some time before growing bigger */
4114 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4116 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
4117 6 - MovDelay[x][y]);
4119 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
4122 if (!MovDelay[x][y])
4124 Feld[x][y] = Store[x][y];
4126 DrawLevelField(x, y);
4131 void AmoebaDisappearing(int x, int y)
4133 static unsigned long sound_delay = 0;
4134 static unsigned long sound_delay_value = 0;
4136 if (!MovDelay[x][y]) /* start new shrinking cycle */
4140 if (DelayReached(&sound_delay, sound_delay_value))
4141 sound_delay_value = 30;
4144 if (MovDelay[x][y]) /* wait some time before shrinking */
4147 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4149 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
4150 6 - MovDelay[x][y]);
4152 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
4155 if (!MovDelay[x][y])
4157 Feld[x][y] = EL_EMPTY;
4158 DrawLevelField(x, y);
4160 /* don't let mole enter this field in this cycle;
4161 (give priority to objects falling to this field from above) */
4167 void AmoebeAbleger(int ax, int ay)
4170 int element = Feld[ax][ay];
4171 int graphic = el2img(element);
4172 int newax = ax, neway = ay;
4173 static int xy[4][2] =
4181 if (!level.amoeba_speed)
4183 Feld[ax][ay] = EL_AMOEBA_DEAD;
4184 DrawLevelField(ax, ay);
4188 if (IS_ANIMATED(graphic))
4189 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4191 if (!MovDelay[ax][ay]) /* start making new amoeba field */
4192 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
4194 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
4197 if (MovDelay[ax][ay])
4201 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
4204 int x = ax + xy[start][0];
4205 int y = ay + xy[start][1];
4207 if (!IN_LEV_FIELD(x, y))
4210 if (IS_FREE(x, y) ||
4211 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4217 if (newax == ax && neway == ay)
4220 else /* normal or "filled" (BD style) amoeba */
4223 boolean waiting_for_player = FALSE;
4227 int j = (start + i) % 4;
4228 int x = ax + xy[j][0];
4229 int y = ay + xy[j][1];
4231 if (!IN_LEV_FIELD(x, y))
4234 if (IS_FREE(x, y) ||
4235 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4241 else if (IS_PLAYER(x, y))
4242 waiting_for_player = TRUE;
4245 if (newax == ax && neway == ay) /* amoeba cannot grow */
4247 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
4249 Feld[ax][ay] = EL_AMOEBA_DEAD;
4250 DrawLevelField(ax, ay);
4251 AmoebaCnt[AmoebaNr[ax][ay]]--;
4253 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
4255 if (element == EL_AMOEBA_FULL)
4256 AmoebeUmwandeln(ax, ay);
4257 else if (element == EL_BD_AMOEBA)
4258 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
4263 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
4265 /* amoeba gets larger by growing in some direction */
4267 int new_group_nr = AmoebaNr[ax][ay];
4270 if (new_group_nr == 0)
4272 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
4273 printf("AmoebeAbleger(): This should never happen!\n");
4278 AmoebaNr[newax][neway] = new_group_nr;
4279 AmoebaCnt[new_group_nr]++;
4280 AmoebaCnt2[new_group_nr]++;
4282 /* if amoeba touches other amoeba(s) after growing, unify them */
4283 AmoebenVereinigen(newax, neway);
4285 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
4287 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
4293 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
4294 (neway == lev_fieldy - 1 && newax != ax))
4296 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
4297 Store[newax][neway] = element;
4299 else if (neway == ay)
4301 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
4303 PlaySoundLevelAction(newax, neway, ACTION_GROWING);
4305 PlaySoundLevel(newax, neway, SND_AMOEBA_GROWING);
4310 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
4311 Feld[ax][ay] = EL_AMOEBA_DROPPING;
4312 Store[ax][ay] = EL_AMOEBA_DROP;
4313 ContinueMoving(ax, ay);
4317 DrawLevelField(newax, neway);
4320 void Life(int ax, int ay)
4323 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
4325 int element = Feld[ax][ay];
4326 int graphic = el2img(element);
4327 boolean changed = FALSE;
4329 if (IS_ANIMATED(graphic))
4330 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4335 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
4336 MovDelay[ax][ay] = life_time;
4338 if (MovDelay[ax][ay]) /* wait some time before next cycle */
4341 if (MovDelay[ax][ay])
4345 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
4347 int xx = ax+x1, yy = ay+y1;
4350 if (!IN_LEV_FIELD(xx, yy))
4353 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
4355 int x = xx+x2, y = yy+y2;
4357 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
4360 if (((Feld[x][y] == element ||
4361 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
4363 (IS_FREE(x, y) && Stop[x][y]))
4367 if (xx == ax && yy == ay) /* field in the middle */
4369 if (nachbarn < life[0] || nachbarn > life[1])
4371 Feld[xx][yy] = EL_EMPTY;
4373 DrawLevelField(xx, yy);
4374 Stop[xx][yy] = TRUE;
4378 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
4379 { /* free border field */
4380 if (nachbarn >= life[2] && nachbarn <= life[3])
4382 Feld[xx][yy] = element;
4383 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
4385 DrawLevelField(xx, yy);
4386 Stop[xx][yy] = TRUE;
4393 PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
4394 SND_GAME_OF_LIFE_GROWING);
4397 static void InitRobotWheel(int x, int y)
4399 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4402 static void RunRobotWheel(int x, int y)
4404 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
4407 static void StopRobotWheel(int x, int y)
4409 if (ZX == x && ZY == y)
4413 static void InitTimegateWheel(int x, int y)
4415 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4418 static void RunTimegateWheel(int x, int y)
4420 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
4423 void CheckExit(int x, int y)
4425 if (local_player->gems_still_needed > 0 ||
4426 local_player->sokobanfields_still_needed > 0 ||
4427 local_player->lights_still_needed > 0)
4429 int element = Feld[x][y];
4430 int graphic = el2img(element);
4432 if (IS_ANIMATED(graphic))
4433 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4438 Feld[x][y] = EL_EXIT_OPENING;
4440 PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING);
4443 void CheckExitSP(int x, int y)
4445 if (local_player->gems_still_needed > 0)
4447 int element = Feld[x][y];
4448 int graphic = el2img(element);
4450 if (IS_ANIMATED(graphic))
4451 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4456 Feld[x][y] = EL_SP_EXIT_OPEN;
4458 PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
4461 static void CloseAllOpenTimegates()
4465 for (y=0; y<lev_fieldy; y++)
4467 for (x=0; x<lev_fieldx; x++)
4469 int element = Feld[x][y];
4471 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4473 Feld[x][y] = EL_TIMEGATE_CLOSING;
4475 PlaySoundLevelAction(x, y, ACTION_CLOSING);
4477 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4484 void EdelsteinFunkeln(int x, int y)
4486 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4489 if (Feld[x][y] == EL_BD_DIAMOND)
4492 if (MovDelay[x][y] == 0) /* next animation frame */
4493 MovDelay[x][y] = 11 * !SimpleRND(500);
4495 if (MovDelay[x][y] != 0) /* wait some time before next frame */
4499 if (setup.direct_draw && MovDelay[x][y])
4500 SetDrawtoField(DRAW_BUFFERED);
4502 DrawLevelElementAnimation(x, y, Feld[x][y]);
4504 if (MovDelay[x][y] != 0)
4506 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
4507 10 - MovDelay[x][y]);
4509 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
4511 if (setup.direct_draw)
4515 dest_x = FX + SCREENX(x) * TILEX;
4516 dest_y = FY + SCREENY(y) * TILEY;
4518 BlitBitmap(drawto_field, window,
4519 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4520 SetDrawtoField(DRAW_DIRECT);
4526 void MauerWaechst(int x, int y)
4530 if (!MovDelay[x][y]) /* next animation frame */
4531 MovDelay[x][y] = 3 * delay;
4533 if (MovDelay[x][y]) /* wait some time before next frame */
4537 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4539 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
4540 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
4542 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4545 if (!MovDelay[x][y])
4547 if (MovDir[x][y] == MV_LEFT)
4549 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
4550 DrawLevelField(x - 1, y);
4552 else if (MovDir[x][y] == MV_RIGHT)
4554 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
4555 DrawLevelField(x + 1, y);
4557 else if (MovDir[x][y] == MV_UP)
4559 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
4560 DrawLevelField(x, y - 1);
4564 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
4565 DrawLevelField(x, y + 1);
4568 Feld[x][y] = Store[x][y];
4570 MovDir[x][y] = MV_NO_MOVING;
4571 DrawLevelField(x, y);
4576 void MauerAbleger(int ax, int ay)
4578 int element = Feld[ax][ay];
4579 int graphic = el2img(element);
4580 boolean oben_frei = FALSE, unten_frei = FALSE;
4581 boolean links_frei = FALSE, rechts_frei = FALSE;
4582 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4583 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4584 boolean new_wall = FALSE;
4586 if (IS_ANIMATED(graphic))
4587 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4589 if (!MovDelay[ax][ay]) /* start building new wall */
4590 MovDelay[ax][ay] = 6;
4592 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4595 if (MovDelay[ax][ay])
4599 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4601 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4603 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4605 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4608 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
4609 element == EL_EXPANDABLE_WALL_ANY)
4613 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
4614 Store[ax][ay-1] = element;
4615 MovDir[ax][ay-1] = MV_UP;
4616 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4617 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
4618 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
4623 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
4624 Store[ax][ay+1] = element;
4625 MovDir[ax][ay+1] = MV_DOWN;
4626 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4627 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
4628 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
4633 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4634 element == EL_EXPANDABLE_WALL_ANY ||
4635 element == EL_EXPANDABLE_WALL)
4639 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
4640 Store[ax-1][ay] = element;
4641 MovDir[ax-1][ay] = MV_LEFT;
4642 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4643 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
4644 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
4650 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
4651 Store[ax+1][ay] = element;
4652 MovDir[ax+1][ay] = MV_RIGHT;
4653 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4654 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
4655 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
4660 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
4661 DrawLevelField(ax, ay);
4663 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
4665 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
4666 unten_massiv = TRUE;
4667 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
4668 links_massiv = TRUE;
4669 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
4670 rechts_massiv = TRUE;
4672 if (((oben_massiv && unten_massiv) ||
4673 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4674 element == EL_EXPANDABLE_WALL) &&
4675 ((links_massiv && rechts_massiv) ||
4676 element == EL_EXPANDABLE_WALL_VERTICAL))
4677 Feld[ax][ay] = EL_WALL;
4681 PlaySoundLevelAction(ax, ay, ACTION_GROWING);
4683 PlaySoundLevel(ax, ay, SND_EXPANDABLE_WALL_GROWING);
4687 void CheckForDragon(int x, int y)
4690 boolean dragon_found = FALSE;
4691 static int xy[4][2] =
4703 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4705 if (IN_LEV_FIELD(xx, yy) &&
4706 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
4708 if (Feld[xx][yy] == EL_DRAGON)
4709 dragon_found = TRUE;
4722 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4724 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
4726 Feld[xx][yy] = EL_EMPTY;
4727 DrawLevelField(xx, yy);
4736 static void InitBuggyBase(int x, int y)
4738 int element = Feld[x][y];
4739 int activating_delay = FRAMES_PER_SECOND / 4;
4742 (element == EL_SP_BUGGY_BASE ?
4743 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
4744 element == EL_SP_BUGGY_BASE_ACTIVATING ?
4746 element == EL_SP_BUGGY_BASE_ACTIVE ?
4747 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
4750 static void WarnBuggyBase(int x, int y)
4753 static int xy[4][2] =
4763 int xx = x + xy[i][0], yy = y + xy[i][1];
4765 if (IS_PLAYER(xx, yy))
4767 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
4774 static void InitTrap(int x, int y)
4776 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4779 static void ActivateTrap(int x, int y)
4781 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
4784 static void ChangeActiveTrap(int x, int y)
4786 int graphic = IMG_TRAP_ACTIVE;
4788 /* if new animation frame was drawn, correct crumbled sand border */
4789 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
4790 DrawLevelFieldCrumbledSand(x, y);
4793 static void ChangeElement(int x, int y)
4795 int element = Feld[x][y];
4797 if (ChangeDelay[x][y] == 0) /* initialize element change */
4799 ChangeDelay[x][y] = changing_element[element].change_delay + 1;
4801 if (IS_CUSTOM_ELEMENT(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
4803 int max_random_delay = element_info[element].change.delay_random;
4804 int delay_frames = element_info[element].change.delay_frames;
4806 ChangeDelay[x][y] += RND(max_random_delay * delay_frames);
4809 ResetGfxAnimation(x, y);
4810 ResetRandomAnimationValue(x, y);
4812 if (changing_element[element].pre_change_function)
4813 changing_element[element].pre_change_function(x, y);
4816 ChangeDelay[x][y]--;
4818 if (ChangeDelay[x][y] != 0) /* continue element change */
4820 int graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
4822 if (IS_ANIMATED(graphic))
4823 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4825 if (changing_element[element].change_function)
4826 changing_element[element].change_function(x, y);
4828 else /* finish element change */
4830 if (IS_MOVING(x, y)) /* never change a running system ;-) */
4832 ChangeDelay[x][y] = 1; /* try change after next move step */
4838 Feld[x][y] = changing_element[element].next_element;
4840 ResetGfxAnimation(x, y);
4841 ResetRandomAnimationValue(x, y);
4843 InitField(x, y, FALSE);
4844 if (CAN_MOVE(Feld[x][y]))
4847 DrawLevelField(x, y);
4849 if (CAN_BE_CRUMBLED(Feld[x][y]))
4851 int sx = SCREENX(x), sy = SCREENY(y);
4852 static int xy[4][2] =
4863 int xx = x + xy[i][0];
4864 int yy = y + xy[i][1];
4865 int sxx = sx + xy[i][0];
4866 int syy = sy + xy[i][1];
4868 if (!IN_LEV_FIELD(xx, yy) ||
4869 !IN_SCR_FIELD(sxx, syy) ||
4870 !CAN_BE_CRUMBLED(Feld[xx][yy]) ||
4874 DrawLevelField(xx, yy);
4878 if (changing_element[element].post_change_function)
4879 changing_element[element].post_change_function(x, y);
4883 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4885 static byte stored_player_action[MAX_PLAYERS];
4886 static int num_stored_actions = 0;
4887 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4888 int left = player_action & JOY_LEFT;
4889 int right = player_action & JOY_RIGHT;
4890 int up = player_action & JOY_UP;
4891 int down = player_action & JOY_DOWN;
4892 int button1 = player_action & JOY_BUTTON_1;
4893 int button2 = player_action & JOY_BUTTON_2;
4894 int dx = (left ? -1 : right ? 1 : 0);
4895 int dy = (up ? -1 : down ? 1 : 0);
4897 stored_player_action[player->index_nr] = 0;
4898 num_stored_actions++;
4900 if (!player->active || tape.pausing)
4906 snapped = SnapField(player, dx, dy);
4910 bombed = PlaceBomb(player);
4911 moved = MoveFigure(player, dx, dy);
4914 if (tape.single_step && tape.recording && !tape.pausing)
4916 if (button1 || (bombed && !moved))
4918 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
4919 SnapField(player, 0, 0); /* stop snapping */
4923 stored_player_action[player->index_nr] = player_action;
4927 /* no actions for this player (no input at player's configured device) */
4929 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4930 SnapField(player, 0, 0);
4931 CheckGravityMovement(player);
4933 if (player->MovPos == 0)
4936 printf("Trying... Player frame reset\n");
4939 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
4942 if (player->MovPos == 0) /* needed for tape.playing */
4943 player->is_moving = FALSE;
4946 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
4948 TapeRecordAction(stored_player_action);
4949 num_stored_actions = 0;
4955 static unsigned long action_delay = 0;
4956 unsigned long action_delay_value;
4957 int magic_wall_x = 0, magic_wall_y = 0;
4958 int i, x, y, element, graphic;
4959 byte *recorded_player_action;
4960 byte summarized_player_action = 0;
4962 if (game_status != GAME_MODE_PLAYING)
4965 action_delay_value =
4966 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4968 if (tape.playing && tape.index_search && !tape.pausing)
4969 action_delay_value = 0;
4971 /* ---------- main game synchronization point ---------- */
4973 WaitUntilDelayReached(&action_delay, action_delay_value);
4975 if (network_playing && !network_player_action_received)
4979 printf("DEBUG: try to get network player actions in time\n");
4983 #if defined(PLATFORM_UNIX)
4984 /* last chance to get network player actions without main loop delay */
4988 if (game_status != GAME_MODE_PLAYING)
4991 if (!network_player_action_received)
4995 printf("DEBUG: failed to get network player actions in time\n");
5005 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
5007 for (i=0; i<MAX_PLAYERS; i++)
5009 summarized_player_action |= stored_player[i].action;
5011 if (!network_playing)
5012 stored_player[i].effective_action = stored_player[i].action;
5015 #if defined(PLATFORM_UNIX)
5016 if (network_playing)
5017 SendToServer_MovePlayer(summarized_player_action);
5020 if (!options.network && !setup.team_mode)
5021 local_player->effective_action = summarized_player_action;
5023 for (i=0; i<MAX_PLAYERS; i++)
5025 int actual_player_action = stored_player[i].effective_action;
5027 if (stored_player[i].programmed_action)
5028 actual_player_action = stored_player[i].programmed_action;
5030 if (recorded_player_action)
5031 actual_player_action = recorded_player_action[i];
5033 PlayerActions(&stored_player[i], actual_player_action);
5034 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
5037 network_player_action_received = FALSE;
5039 ScrollScreen(NULL, SCROLL_GO_ON);
5045 for (i=0; i<MAX_PLAYERS; i++)
5046 stored_player[i].Frame++;
5049 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5052 if (JustStopped[x][y] > 0)
5053 JustStopped[x][y]--;
5058 if (IS_BLOCKED(x, y))
5062 Blocked2Moving(x, y, &oldx, &oldy);
5063 if (!IS_MOVING(oldx, oldy))
5065 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
5066 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
5067 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
5068 printf("GameActions(): This should never happen!\n");
5074 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5076 element = Feld[x][y];
5078 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5080 graphic = el2img(element);
5086 printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
5088 element = graphic = 0;
5092 if (graphic_info[graphic].anim_global_sync)
5093 GfxFrame[x][y] = FrameCounter;
5095 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
5096 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
5097 ResetRandomAnimationValue(x, y);
5099 SetRandomAnimationValue(x, y);
5102 PlaySoundLevelActionIfLoop(x, y, GfxAction[x][y]);
5105 if (IS_INACTIVE(element))
5107 if (IS_ANIMATED(graphic))
5108 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5114 /* this may take place after moving, so 'element' may have changed */
5115 if (IS_AUTO_CHANGING(element))
5117 ChangeElement(x, y);
5118 element = Feld[x][y];
5119 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5123 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
5128 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5130 if (element == EL_PACMAN)
5131 printf("::: %d, %d, %d\n",
5132 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
5135 if (element == EL_YAMYAM)
5136 printf("::: %d, %d, %d\n",
5137 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
5141 if (IS_ANIMATED(graphic) &&
5145 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5148 if (element == EL_YAMYAM)
5149 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
5153 if (IS_GEM(element) || element == EL_SP_INFOTRON)
5154 EdelsteinFunkeln(x, y);
5156 else if ((element == EL_ACID ||
5157 element == EL_EXIT_OPEN ||
5158 element == EL_SP_EXIT_OPEN ||
5159 element == EL_SP_TERMINAL ||
5160 element == EL_SP_TERMINAL_ACTIVE ||
5161 element == EL_EXTRA_TIME ||
5162 element == EL_SHIELD_NORMAL ||
5163 element == EL_SHIELD_DEADLY) &&
5164 IS_ANIMATED(graphic))
5165 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5166 else if (IS_MOVING(x, y))
5167 ContinueMoving(x, y);
5168 else if (IS_ACTIVE_BOMB(element))
5169 CheckDynamite(x, y);
5171 else if (element == EL_EXPLOSION && !game.explosions_delayed)
5172 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
5174 else if (element == EL_AMOEBA_GROWING)
5175 AmoebeWaechst(x, y);
5176 else if (element == EL_AMOEBA_SHRINKING)
5177 AmoebaDisappearing(x, y);
5179 #if !USE_NEW_AMOEBA_CODE
5180 else if (IS_AMOEBALIVE(element))
5181 AmoebeAbleger(x, y);
5184 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
5186 else if (element == EL_EXIT_CLOSED)
5188 else if (element == EL_SP_EXIT_CLOSED)
5190 else if (element == EL_EXPANDABLE_WALL_GROWING)
5192 else if (element == EL_EXPANDABLE_WALL ||
5193 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5194 element == EL_EXPANDABLE_WALL_VERTICAL ||
5195 element == EL_EXPANDABLE_WALL_ANY)
5197 else if (element == EL_FLAMES)
5198 CheckForDragon(x, y);
5200 else if (IS_AUTO_CHANGING(element))
5201 ChangeElement(x, y);
5203 else if (element == EL_EXPLOSION)
5204 ; /* drawing of correct explosion animation is handled separately */
5205 else if (IS_ANIMATED(graphic) && !IS_AUTO_CHANGING(element))
5206 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5209 /* this may take place after moving, so 'element' may have changed */
5210 if (IS_AUTO_CHANGING(Feld[x][y]))
5211 ChangeElement(x, y);
5214 if (IS_BELT_ACTIVE(element))
5215 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
5217 if (game.magic_wall_active)
5219 int jx = local_player->jx, jy = local_player->jy;
5221 /* play the element sound at the position nearest to the player */
5222 if ((element == EL_MAGIC_WALL_FULL ||
5223 element == EL_MAGIC_WALL_ACTIVE ||
5224 element == EL_MAGIC_WALL_EMPTYING ||
5225 element == EL_BD_MAGIC_WALL_FULL ||
5226 element == EL_BD_MAGIC_WALL_ACTIVE ||
5227 element == EL_BD_MAGIC_WALL_EMPTYING) &&
5228 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
5236 #if USE_NEW_AMOEBA_CODE
5237 /* new experimental amoeba growth stuff */
5239 if (!(FrameCounter % 8))
5242 static unsigned long random = 1684108901;
5244 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
5247 x = (random >> 10) % lev_fieldx;
5248 y = (random >> 20) % lev_fieldy;
5250 x = RND(lev_fieldx);
5251 y = RND(lev_fieldy);
5253 element = Feld[x][y];
5255 if (!IS_PLAYER(x,y) &&
5256 (element == EL_EMPTY ||
5257 element == EL_SAND ||
5258 element == EL_QUICKSAND_EMPTY ||
5259 element == EL_ACID_SPLASH_LEFT ||
5260 element == EL_ACID_SPLASH_RIGHT))
5262 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
5263 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
5264 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
5265 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
5266 Feld[x][y] = EL_AMOEBA_DROP;
5269 random = random * 129 + 1;
5275 if (game.explosions_delayed)
5278 game.explosions_delayed = FALSE;
5280 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5282 element = Feld[x][y];
5284 if (ExplodeField[x][y])
5285 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
5286 else if (element == EL_EXPLOSION)
5287 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
5289 ExplodeField[x][y] = EX_NO_EXPLOSION;
5292 game.explosions_delayed = TRUE;
5295 if (game.magic_wall_active)
5297 if (!(game.magic_wall_time_left % 4))
5299 int element = Feld[magic_wall_x][magic_wall_y];
5301 if (element == EL_BD_MAGIC_WALL_FULL ||
5302 element == EL_BD_MAGIC_WALL_ACTIVE ||
5303 element == EL_BD_MAGIC_WALL_EMPTYING)
5304 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
5306 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
5309 if (game.magic_wall_time_left > 0)
5311 game.magic_wall_time_left--;
5312 if (!game.magic_wall_time_left)
5314 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5316 element = Feld[x][y];
5318 if (element == EL_MAGIC_WALL_ACTIVE ||
5319 element == EL_MAGIC_WALL_FULL)
5321 Feld[x][y] = EL_MAGIC_WALL_DEAD;
5322 DrawLevelField(x, y);
5324 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
5325 element == EL_BD_MAGIC_WALL_FULL)
5327 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
5328 DrawLevelField(x, y);
5332 game.magic_wall_active = FALSE;
5337 if (game.light_time_left > 0)
5339 game.light_time_left--;
5341 if (game.light_time_left == 0)
5342 RedrawAllLightSwitchesAndInvisibleElements();
5345 if (game.timegate_time_left > 0)
5347 game.timegate_time_left--;
5349 if (game.timegate_time_left == 0)
5350 CloseAllOpenTimegates();
5353 for (i=0; i<MAX_PLAYERS; i++)
5355 struct PlayerInfo *player = &stored_player[i];
5357 if (SHIELD_ON(player))
5359 if (player->shield_deadly_time_left)
5360 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
5361 else if (player->shield_normal_time_left)
5362 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
5366 if (TimeFrames >= (1000 / GameFrameDelay))
5371 for (i=0; i<MAX_PLAYERS; i++)
5373 struct PlayerInfo *player = &stored_player[i];
5375 if (SHIELD_ON(player))
5377 player->shield_normal_time_left--;
5379 if (player->shield_deadly_time_left > 0)
5380 player->shield_deadly_time_left--;
5384 if (tape.recording || tape.playing)
5385 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
5391 if (TimeLeft <= 10 && setup.time_limit)
5392 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
5394 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
5396 if (!TimeLeft && setup.time_limit)
5397 for (i=0; i<MAX_PLAYERS; i++)
5398 KillHero(&stored_player[i]);
5400 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
5401 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
5406 if (options.debug) /* calculate frames per second */
5408 static unsigned long fps_counter = 0;
5409 static int fps_frames = 0;
5410 unsigned long fps_delay_ms = Counter() - fps_counter;
5414 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
5416 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
5419 fps_counter = Counter();
5422 redraw_mask |= REDRAW_FPS;
5426 if (stored_player[0].jx != stored_player[0].last_jx ||
5427 stored_player[0].jy != stored_player[0].last_jy)
5428 printf("::: %d, %d, %d, %d, %d\n",
5429 stored_player[0].MovDir,
5430 stored_player[0].MovPos,
5431 stored_player[0].GfxPos,
5432 stored_player[0].Frame,
5433 stored_player[0].StepFrame);
5440 for (i=0; i<MAX_PLAYERS; i++)
5443 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
5445 stored_player[i].Frame += move_frames;
5447 if (stored_player[i].MovPos != 0)
5448 stored_player[i].StepFrame += move_frames;
5453 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
5455 int min_x = x, min_y = y, max_x = x, max_y = y;
5458 for (i=0; i<MAX_PLAYERS; i++)
5460 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5462 if (!stored_player[i].active || &stored_player[i] == player)
5465 min_x = MIN(min_x, jx);
5466 min_y = MIN(min_y, jy);
5467 max_x = MAX(max_x, jx);
5468 max_y = MAX(max_y, jy);
5471 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
5474 static boolean AllPlayersInVisibleScreen()
5478 for (i=0; i<MAX_PLAYERS; i++)
5480 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5482 if (!stored_player[i].active)
5485 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5492 void ScrollLevel(int dx, int dy)
5494 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
5497 BlitBitmap(drawto_field, drawto_field,
5498 FX + TILEX*(dx == -1) - softscroll_offset,
5499 FY + TILEY*(dy == -1) - softscroll_offset,
5500 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
5501 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
5502 FX + TILEX*(dx == 1) - softscroll_offset,
5503 FY + TILEY*(dy == 1) - softscroll_offset);
5507 x = (dx == 1 ? BX1 : BX2);
5508 for (y=BY1; y<=BY2; y++)
5509 DrawScreenField(x, y);
5514 y = (dy == 1 ? BY1 : BY2);
5515 for (x=BX1; x<=BX2; x++)
5516 DrawScreenField(x, y);
5519 redraw_mask |= REDRAW_FIELD;
5522 static void CheckGravityMovement(struct PlayerInfo *player)
5524 if (level.gravity && !player->programmed_action)
5526 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
5527 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
5529 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
5530 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
5531 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
5532 int jx = player->jx, jy = player->jy;
5533 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
5534 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
5535 int new_jx = jx + dx, new_jy = jy + dy;
5536 boolean field_under_player_is_free =
5537 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
5538 boolean player_is_moving_to_valid_field =
5539 (IN_LEV_FIELD(new_jx, new_jy) &&
5540 (Feld[new_jx][new_jy] == EL_SP_BASE ||
5541 Feld[new_jx][new_jy] == EL_SAND));
5543 if (field_under_player_is_free &&
5544 !player_is_moving_to_valid_field &&
5545 !IS_WALKABLE_INSIDE(Feld[jx][jy]))
5546 player->programmed_action = MV_DOWN;
5552 -----------------------------------------------------------------------------
5553 dx, dy: direction (non-diagonal) to try to move the player to
5554 real_dx, real_dy: direction as read from input device (can be diagonal)
5557 boolean MoveFigureOneStep(struct PlayerInfo *player,
5558 int dx, int dy, int real_dx, int real_dy)
5560 int jx = player->jx, jy = player->jy;
5561 int new_jx = jx+dx, new_jy = jy+dy;
5565 if (!player->active || (!dx && !dy))
5566 return MF_NO_ACTION;
5568 player->MovDir = (dx < 0 ? MV_LEFT :
5571 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5573 if (!IN_LEV_FIELD(new_jx, new_jy))
5574 return MF_NO_ACTION;
5576 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
5577 return MF_NO_ACTION;
5580 element = MovingOrBlocked2Element(new_jx, new_jy);
5582 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
5585 if (DONT_RUN_INTO(element))
5587 if (element == EL_ACID && dx == 0 && dy == 1)
5590 Feld[jx][jy] = EL_PLAYER_1;
5591 InitMovingField(jx, jy, MV_DOWN);
5592 Store[jx][jy] = EL_ACID;
5593 ContinueMoving(jx, jy);
5597 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
5602 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
5603 if (can_move != MF_MOVING)
5606 StorePlayer[jx][jy] = 0;
5607 player->last_jx = jx;
5608 player->last_jy = jy;
5609 jx = player->jx = new_jx;
5610 jy = player->jy = new_jy;
5611 StorePlayer[jx][jy] = player->element_nr;
5614 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
5616 ScrollFigure(player, SCROLL_INIT);
5621 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
5623 int jx = player->jx, jy = player->jy;
5624 int old_jx = jx, old_jy = jy;
5625 int moved = MF_NO_ACTION;
5627 if (!player->active || (!dx && !dy))
5631 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5635 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5636 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
5640 /* remove the last programmed player action */
5641 player->programmed_action = 0;
5645 /* should only happen if pre-1.2 tape recordings are played */
5646 /* this is only for backward compatibility */
5648 int original_move_delay_value = player->move_delay_value;
5651 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
5655 /* scroll remaining steps with finest movement resolution */
5656 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
5658 while (player->MovPos)
5660 ScrollFigure(player, SCROLL_GO_ON);
5661 ScrollScreen(NULL, SCROLL_GO_ON);
5667 player->move_delay_value = original_move_delay_value;
5670 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
5672 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
5673 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5677 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5678 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5684 if (moved & MF_MOVING && !ScreenMovPos &&
5685 (player == local_player || !options.network))
5687 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5688 int offset = (setup.scroll_delay ? 3 : 0);
5690 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5692 /* actual player has left the screen -- scroll in that direction */
5693 if (jx != old_jx) /* player has moved horizontally */
5694 scroll_x += (jx - old_jx);
5695 else /* player has moved vertically */
5696 scroll_y += (jy - old_jy);
5700 if (jx != old_jx) /* player has moved horizontally */
5702 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5703 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5704 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5706 /* don't scroll over playfield boundaries */
5707 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5708 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5710 /* don't scroll more than one field at a time */
5711 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5713 /* don't scroll against the player's moving direction */
5714 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5715 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5716 scroll_x = old_scroll_x;
5718 else /* player has moved vertically */
5720 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5721 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5722 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5724 /* don't scroll over playfield boundaries */
5725 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5726 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5728 /* don't scroll more than one field at a time */
5729 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5731 /* don't scroll against the player's moving direction */
5732 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5733 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5734 scroll_y = old_scroll_y;
5738 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5740 if (!options.network && !AllPlayersInVisibleScreen())
5742 scroll_x = old_scroll_x;
5743 scroll_y = old_scroll_y;
5747 ScrollScreen(player, SCROLL_INIT);
5748 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5755 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
5757 if (!(moved & MF_MOVING) && !player->Pushing)
5762 player->StepFrame = 0;
5764 if (moved & MF_MOVING)
5766 if (old_jx != jx && old_jy == jy)
5767 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5768 else if (old_jx == jx && old_jy != jy)
5769 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5771 DrawLevelField(jx, jy); /* for "crumbled sand" */
5773 player->last_move_dir = player->MovDir;
5774 player->is_moving = TRUE;
5778 CheckGravityMovement(player);
5781 player->last_move_dir = MV_NO_MOVING;
5783 player->is_moving = FALSE;
5786 TestIfHeroTouchesBadThing(jx, jy);
5788 if (!player->active)
5794 void ScrollFigure(struct PlayerInfo *player, int mode)
5796 int jx = player->jx, jy = player->jy;
5797 int last_jx = player->last_jx, last_jy = player->last_jy;
5798 int move_stepsize = TILEX / player->move_delay_value;
5800 if (!player->active || !player->MovPos)
5803 if (mode == SCROLL_INIT)
5805 player->actual_frame_counter = FrameCounter;
5806 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5808 if (Feld[last_jx][last_jy] == EL_EMPTY)
5809 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5814 else if (!FrameReached(&player->actual_frame_counter, 1))
5817 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5818 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5820 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5821 Feld[last_jx][last_jy] = EL_EMPTY;
5823 /* before DrawPlayer() to draw correct player graphic for this case */
5824 if (player->MovPos == 0)
5825 CheckGravityMovement(player);
5829 if (player->MovPos == 0)
5831 if (IS_PASSABLE(Feld[last_jx][last_jy]))
5833 /* continue with normal speed after quickly moving through gate */
5834 HALVE_PLAYER_SPEED(player);
5836 /* be able to make the next move without delay */
5837 player->move_delay = 0;
5840 player->last_jx = jx;
5841 player->last_jy = jy;
5843 if (Feld[jx][jy] == EL_EXIT_OPEN ||
5844 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5848 if (local_player->friends_still_needed == 0 ||
5849 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5850 player->LevelSolved = player->GameOver = TRUE;
5853 if (tape.single_step && tape.recording && !tape.pausing &&
5854 !player->programmed_action)
5855 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5859 void ScrollScreen(struct PlayerInfo *player, int mode)
5861 static unsigned long screen_frame_counter = 0;
5863 if (mode == SCROLL_INIT)
5865 /* set scrolling step size according to actual player's moving speed */
5866 ScrollStepSize = TILEX / player->move_delay_value;
5868 screen_frame_counter = FrameCounter;
5869 ScreenMovDir = player->MovDir;
5870 ScreenMovPos = player->MovPos;
5871 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5874 else if (!FrameReached(&screen_frame_counter, 1))
5879 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5880 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5881 redraw_mask |= REDRAW_FIELD;
5884 ScreenMovDir = MV_NO_MOVING;
5887 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
5889 int i, kill_x = -1, kill_y = -1;
5890 static int test_xy[4][2] =
5897 static int test_dir[4] =
5907 int test_x, test_y, test_move_dir, test_element;
5909 test_x = good_x + test_xy[i][0];
5910 test_y = good_y + test_xy[i][1];
5911 if (!IN_LEV_FIELD(test_x, test_y))
5915 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5918 test_element = Feld[test_x][test_y];
5920 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
5923 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
5924 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5926 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
5927 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
5935 if (kill_x != -1 || kill_y != -1)
5937 if (IS_PLAYER(good_x, good_y))
5939 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
5941 if (player->shield_deadly_time_left > 0)
5942 Bang(kill_x, kill_y);
5943 else if (!PLAYER_PROTECTED(good_x, good_y))
5947 Bang(good_x, good_y);
5951 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
5953 int i, kill_x = -1, kill_y = -1;
5954 int bad_element = Feld[bad_x][bad_y];
5955 static int test_xy[4][2] =
5962 static int test_dir[4] =
5970 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
5975 int test_x, test_y, test_move_dir, test_element;
5977 test_x = bad_x + test_xy[i][0];
5978 test_y = bad_y + test_xy[i][1];
5979 if (!IN_LEV_FIELD(test_x, test_y))
5983 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5985 test_element = Feld[test_x][test_y];
5987 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
5988 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5990 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
5991 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
5993 /* good thing is player or penguin that does not move away */
5994 if (IS_PLAYER(test_x, test_y))
5996 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
5998 if (bad_element == EL_ROBOT && player->is_moving)
5999 continue; /* robot does not kill player if he is moving */
6005 else if (test_element == EL_PENGUIN)
6014 if (kill_x != -1 || kill_y != -1)
6016 if (IS_PLAYER(kill_x, kill_y))
6018 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
6021 int dir = player->MovDir;
6022 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
6023 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
6025 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
6026 newx != bad_x && newy != bad_y)
6027 ; /* robot does not kill player if he is moving */
6029 printf("-> %d\n", player->MovDir);
6031 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
6032 newx != bad_x && newy != bad_y)
6033 ; /* robot does not kill player if he is moving */
6038 if (player->shield_deadly_time_left > 0)
6040 else if (!PLAYER_PROTECTED(kill_x, kill_y))
6044 Bang(kill_x, kill_y);
6048 void TestIfHeroTouchesBadThing(int x, int y)
6050 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
6053 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
6055 TestIfGoodThingHitsBadThing(x, y, move_dir);
6058 void TestIfBadThingTouchesHero(int x, int y)
6060 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
6063 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
6065 TestIfBadThingHitsGoodThing(x, y, move_dir);
6068 void TestIfFriendTouchesBadThing(int x, int y)
6070 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
6073 void TestIfBadThingTouchesFriend(int x, int y)
6075 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
6078 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
6080 int i, kill_x = bad_x, kill_y = bad_y;
6081 static int xy[4][2] =
6093 x = bad_x + xy[i][0];
6094 y = bad_y + xy[i][1];
6095 if (!IN_LEV_FIELD(x, y))
6098 element = Feld[x][y];
6099 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
6100 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
6108 if (kill_x != bad_x || kill_y != bad_y)
6112 void KillHero(struct PlayerInfo *player)
6114 int jx = player->jx, jy = player->jy;
6116 if (!player->active)
6119 /* remove accessible field at the player's position */
6120 Feld[jx][jy] = EL_EMPTY;
6122 /* deactivate shield (else Bang()/Explode() would not work right) */
6123 player->shield_normal_time_left = 0;
6124 player->shield_deadly_time_left = 0;
6130 static void KillHeroUnlessProtected(int x, int y)
6132 if (!PLAYER_PROTECTED(x, y))
6133 KillHero(PLAYERINFO(x, y));
6136 void BuryHero(struct PlayerInfo *player)
6138 int jx = player->jx, jy = player->jy;
6140 if (!player->active)
6143 PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING);
6144 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
6146 player->GameOver = TRUE;
6150 void RemoveHero(struct PlayerInfo *player)
6152 int jx = player->jx, jy = player->jy;
6153 int i, found = FALSE;
6155 player->present = FALSE;
6156 player->active = FALSE;
6158 if (!ExplodeField[jx][jy])
6159 StorePlayer[jx][jy] = 0;
6161 for (i=0; i<MAX_PLAYERS; i++)
6162 if (stored_player[i].active)
6166 AllPlayersGone = TRUE;
6173 checkDiagonalPushing()
6174 -----------------------------------------------------------------------------
6175 check if diagonal input device direction results in pushing of object
6176 (by checking if the alternative direction is walkable, diggable, ...)
6179 static boolean checkDiagonalPushing(struct PlayerInfo *player,
6180 int x, int y, int real_dx, int real_dy)
6182 int jx, jy, dx, dy, xx, yy;
6184 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
6187 /* diagonal direction: check alternative direction */
6192 xx = jx + (dx == 0 ? real_dx : 0);
6193 yy = jy + (dy == 0 ? real_dy : 0);
6195 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
6200 -----------------------------------------------------------------------------
6201 x, y: field next to player (non-diagonal) to try to dig to
6202 real_dx, real_dy: direction as read from input device (can be diagonal)
6205 int DigField(struct PlayerInfo *player,
6206 int x, int y, int real_dx, int real_dy, int mode)
6208 int jx = player->jx, jy = player->jy;
6209 int dx = x - jx, dy = y - jy;
6210 int move_direction = (dx == -1 ? MV_LEFT :
6211 dx == +1 ? MV_RIGHT :
6213 dy == +1 ? MV_DOWN : MV_NO_MOVING);
6216 if (player->MovPos == 0)
6218 player->is_digging = FALSE;
6219 player->is_collecting = FALSE;
6222 if (player->MovPos == 0) /* last pushing move finished */
6223 player->Pushing = FALSE;
6225 if (mode == DF_NO_PUSH) /* player just stopped pushing */
6227 player->Switching = FALSE;
6228 player->push_delay = 0;
6230 return MF_NO_ACTION;
6233 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
6234 return MF_NO_ACTION;
6237 if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
6239 if (IS_TUBE(Feld[jx][jy]) ||
6240 (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0)))
6244 int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
6245 int tube_leave_directions[][2] =
6247 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6248 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6249 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6250 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
6251 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
6252 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
6253 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
6254 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
6255 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
6256 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
6257 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
6258 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
6261 while (tube_leave_directions[i][0] != tube_element)
6264 if (tube_leave_directions[i][0] == -1) /* should not happen */
6268 if (!(tube_leave_directions[i][1] & move_direction))
6269 return MF_NO_ACTION; /* tube has no opening in this direction */
6272 element = Feld[x][y];
6275 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
6276 game.engine_version >= VERSION_IDENT(2,2,0))
6277 return MF_NO_ACTION;
6284 case EL_INVISIBLE_SAND:
6285 case EL_INVISIBLE_SAND_ACTIVE:
6288 case EL_SP_BUGGY_BASE:
6289 case EL_SP_BUGGY_BASE_ACTIVATING:
6292 if (mode != DF_SNAP && element != EL_EMPTY)
6294 GfxElement[x][y] = (CAN_BE_CRUMBLED(element) ? EL_SAND : element);
6295 player->is_digging = TRUE;
6298 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
6303 case EL_EMERALD_YELLOW:
6304 case EL_EMERALD_RED:
6305 case EL_EMERALD_PURPLE:
6307 case EL_SP_INFOTRON:
6312 if (mode != DF_SNAP)
6314 GfxElement[x][y] = element;
6315 player->is_collecting = TRUE;
6318 local_player->gems_still_needed -= (element == EL_DIAMOND ? 3 :
6319 element == EL_PEARL ? 5 :
6320 element == EL_CRYSTAL ? 8 : 1);
6321 if (local_player->gems_still_needed < 0)
6322 local_player->gems_still_needed = 0;
6323 RaiseScoreElement(element);
6324 DrawText(DX_EMERALDS, DY_EMERALDS,
6325 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
6326 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6331 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
6332 PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
6336 Feld[x][y] = EL_EMPTY;
6337 PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
6345 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
6347 PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MIDDLE);
6350 case EL_SHIELD_NORMAL:
6352 player->shield_normal_time_left += 10;
6353 PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING);
6356 case EL_SHIELD_DEADLY:
6358 player->shield_normal_time_left += 10;
6359 player->shield_deadly_time_left += 10;
6360 PlaySoundLevel(x, y, SND_SHIELD_DEADLY_COLLECTING);
6364 case EL_SP_DISK_RED:
6367 player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
6368 RaiseScoreElement(EL_DYNAMITE);
6369 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6371 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6374 case EL_DYNABOMB_INCREASE_NUMBER:
6376 player->dynabomb_count++;
6377 player->dynabombs_left++;
6378 RaiseScoreElement(EL_DYNAMITE);
6379 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_NUMBER_COLLECTING);
6382 case EL_DYNABOMB_INCREASE_SIZE:
6384 player->dynabomb_size++;
6385 RaiseScoreElement(EL_DYNAMITE);
6386 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_SIZE_COLLECTING);
6389 case EL_DYNABOMB_INCREASE_POWER:
6391 player->dynabomb_xl = TRUE;
6392 RaiseScoreElement(EL_DYNAMITE);
6393 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_POWER_COLLECTING);
6401 int key_nr = element - EL_KEY_1;
6402 int graphic = el2edimg(element);
6405 player->key[key_nr] = TRUE;
6406 RaiseScoreElement(element);
6407 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6409 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6411 PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING);
6420 int key_nr = element - EL_EM_KEY_1;
6421 int graphic = el2edimg(EL_KEY_1 + key_nr);
6424 player->key[key_nr] = TRUE;
6425 RaiseScoreElement(element);
6426 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6428 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6430 PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING);
6434 case EL_ROBOT_WHEEL:
6435 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
6438 DrawLevelField(x, y);
6439 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
6443 case EL_SP_TERMINAL:
6447 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
6449 for (yy=0; yy<lev_fieldy; yy++)
6451 for (xx=0; xx<lev_fieldx; xx++)
6453 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
6455 else if (Feld[xx][yy] == EL_SP_TERMINAL)
6456 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
6464 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
6465 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
6466 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
6467 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
6468 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
6469 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
6470 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
6471 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
6472 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
6473 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
6474 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
6475 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
6476 if (!player->Switching)
6478 player->Switching = TRUE;
6479 ToggleBeltSwitch(x, y);
6480 PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
6485 case EL_SWITCHGATE_SWITCH_UP:
6486 case EL_SWITCHGATE_SWITCH_DOWN:
6487 if (!player->Switching)
6489 player->Switching = TRUE;
6490 ToggleSwitchgateSwitch(x, y);
6491 PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
6496 case EL_LIGHT_SWITCH:
6497 case EL_LIGHT_SWITCH_ACTIVE:
6498 if (!player->Switching)
6500 player->Switching = TRUE;
6501 ToggleLightSwitch(x, y);
6502 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
6503 SND_LIGHT_SWITCH_ACTIVATING :
6504 SND_LIGHT_SWITCH_DEACTIVATING);
6509 case EL_TIMEGATE_SWITCH:
6510 ActivateTimegateSwitch(x, y);
6511 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
6516 case EL_BALLOON_SWITCH_LEFT:
6517 case EL_BALLOON_SWITCH_RIGHT:
6518 case EL_BALLOON_SWITCH_UP:
6519 case EL_BALLOON_SWITCH_DOWN:
6520 case EL_BALLOON_SWITCH_ANY:
6521 if (element == EL_BALLOON_SWITCH_ANY)
6522 game.balloon_dir = move_direction;
6524 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
6525 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
6526 element == EL_BALLOON_SWITCH_UP ? MV_UP :
6527 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
6529 PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING);
6534 /* the following elements cannot be pushed by "snapping" */
6537 case EL_DX_SUPABOMB:
6539 case EL_TIME_ORB_EMPTY:
6541 case EL_SP_DISK_ORANGE:
6543 if (mode == DF_SNAP)
6544 return MF_NO_ACTION;
6546 /* no "break" -- fall through to next case */
6548 /* the following elements can be pushed by "snapping" */
6551 return MF_NO_ACTION;
6553 player->Pushing = TRUE;
6556 if (element == EL_ROCK)
6557 printf("::: wanna push [%d] [%d]\n",
6558 FrameCounter, player->push_delay_value);
6561 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6562 return MF_NO_ACTION;
6564 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
6565 return MF_NO_ACTION;
6567 if (player->push_delay == 0)
6568 player->push_delay = FrameCounter;
6570 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6572 element != EL_SPRING)
6573 return MF_NO_ACTION;
6575 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6576 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6577 element != EL_SPRING)
6578 return MF_NO_ACTION;
6581 if (mode == DF_SNAP)
6583 InitMovingField(x, y, move_direction);
6584 ContinueMoving(x, y);
6589 Feld[x + dx][y + dy] = element;
6592 if (element == EL_SPRING)
6594 Feld[x + dx][y + dy] = EL_SPRING;
6595 MovDir[x + dx][y + dy] = move_direction;
6598 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
6600 DrawLevelField(x + dx, y + dy);
6601 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6608 if (!player->key[element - EL_GATE_1])
6609 return MF_NO_ACTION;
6612 case EL_GATE_1_GRAY:
6613 case EL_GATE_2_GRAY:
6614 case EL_GATE_3_GRAY:
6615 case EL_GATE_4_GRAY:
6616 if (!player->key[element - EL_GATE_1_GRAY])
6617 return MF_NO_ACTION;
6624 if (!player->key[element - EL_EM_GATE_1])
6625 return MF_NO_ACTION;
6626 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6627 return MF_NO_ACTION;
6629 /* automatically move to the next field with double speed */
6630 player->programmed_action = move_direction;
6631 DOUBLE_PLAYER_SPEED(player);
6633 PlaySoundLevel(x, y, SND_CLASS_GATE_PASSING);
6636 case EL_EM_GATE_1_GRAY:
6637 case EL_EM_GATE_2_GRAY:
6638 case EL_EM_GATE_3_GRAY:
6639 case EL_EM_GATE_4_GRAY:
6640 if (!player->key[element - EL_EM_GATE_1_GRAY])
6641 return MF_NO_ACTION;
6642 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6643 return MF_NO_ACTION;
6645 /* automatically move to the next field with double speed */
6646 player->programmed_action = move_direction;
6647 DOUBLE_PLAYER_SPEED(player);
6650 PlaySoundLevelAction(x, y, ACTION_PASSING);
6652 PlaySoundLevel(x, y, SND_GATE_PASSING);
6656 case EL_SWITCHGATE_OPEN:
6657 case EL_TIMEGATE_OPEN:
6658 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6659 return MF_NO_ACTION;
6661 /* automatically move to the next field with double speed */
6662 player->programmed_action = move_direction;
6663 DOUBLE_PLAYER_SPEED(player);
6665 PlaySoundLevelElementAction(x, y, element, ACTION_PASSING);
6668 case EL_SP_PORT_LEFT:
6669 case EL_SP_PORT_RIGHT:
6671 case EL_SP_PORT_DOWN:
6672 case EL_SP_PORT_HORIZONTAL:
6673 case EL_SP_PORT_VERTICAL:
6674 case EL_SP_PORT_ANY:
6675 case EL_SP_GRAVITY_PORT_LEFT:
6676 case EL_SP_GRAVITY_PORT_RIGHT:
6677 case EL_SP_GRAVITY_PORT_UP:
6678 case EL_SP_GRAVITY_PORT_DOWN:
6680 element != EL_SP_PORT_LEFT &&
6681 element != EL_SP_GRAVITY_PORT_LEFT &&
6682 element != EL_SP_PORT_HORIZONTAL &&
6683 element != EL_SP_PORT_ANY) ||
6685 element != EL_SP_PORT_RIGHT &&
6686 element != EL_SP_GRAVITY_PORT_RIGHT &&
6687 element != EL_SP_PORT_HORIZONTAL &&
6688 element != EL_SP_PORT_ANY) ||
6690 element != EL_SP_PORT_UP &&
6691 element != EL_SP_GRAVITY_PORT_UP &&
6692 element != EL_SP_PORT_VERTICAL &&
6693 element != EL_SP_PORT_ANY) ||
6695 element != EL_SP_PORT_DOWN &&
6696 element != EL_SP_GRAVITY_PORT_DOWN &&
6697 element != EL_SP_PORT_VERTICAL &&
6698 element != EL_SP_PORT_ANY) ||
6699 !IN_LEV_FIELD(x + dx, y + dy) ||
6700 !IS_FREE(x + dx, y + dy))
6701 return MF_NO_ACTION;
6703 /* automatically move to the next field with double speed */
6704 player->programmed_action = move_direction;
6705 DOUBLE_PLAYER_SPEED(player);
6707 PlaySoundLevel(x, y, SND_CLASS_SP_PORT_PASSING);
6711 case EL_TUBE_VERTICAL:
6712 case EL_TUBE_HORIZONTAL:
6713 case EL_TUBE_VERTICAL_LEFT:
6714 case EL_TUBE_VERTICAL_RIGHT:
6715 case EL_TUBE_HORIZONTAL_UP:
6716 case EL_TUBE_HORIZONTAL_DOWN:
6717 case EL_TUBE_LEFT_UP:
6718 case EL_TUBE_LEFT_DOWN:
6719 case EL_TUBE_RIGHT_UP:
6720 case EL_TUBE_RIGHT_DOWN:
6723 int tube_enter_directions[][2] =
6725 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6726 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6727 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6728 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
6729 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
6730 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
6731 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
6732 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
6733 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
6734 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
6735 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
6736 { -1, MV_NO_MOVING }
6739 while (tube_enter_directions[i][0] != element)
6742 if (tube_enter_directions[i][0] == -1) /* should not happen */
6746 if (!(tube_enter_directions[i][1] & move_direction))
6747 return MF_NO_ACTION; /* tube has no opening in this direction */
6749 PlaySoundLevel(x, y, SND_CLASS_TUBE_PASSING);
6753 case EL_EXIT_CLOSED:
6754 case EL_SP_EXIT_CLOSED:
6755 case EL_EXIT_OPENING:
6756 return MF_NO_ACTION;
6760 case EL_SP_EXIT_OPEN:
6761 if (mode == DF_SNAP)
6762 return MF_NO_ACTION;
6764 if (element == EL_EXIT_OPEN)
6765 PlaySoundLevel(x, y, SND_CLASS_EXIT_PASSING);
6767 PlaySoundLevel(x, y, SND_CLASS_SP_EXIT_PASSING);
6772 Feld[x][y] = EL_LAMP_ACTIVE;
6773 local_player->lights_still_needed--;
6774 DrawLevelField(x, y);
6775 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
6779 case EL_TIME_ORB_FULL:
6780 Feld[x][y] = EL_TIME_ORB_EMPTY;
6782 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
6783 DrawLevelField(x, y);
6784 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
6788 case EL_SOKOBAN_FIELD_EMPTY:
6791 case EL_SOKOBAN_OBJECT:
6792 case EL_SOKOBAN_FIELD_FULL:
6794 case EL_SP_DISK_YELLOW:
6796 if (mode == DF_SNAP)
6797 return MF_NO_ACTION;
6799 player->Pushing = TRUE;
6801 if (!IN_LEV_FIELD(x+dx, y+dy)
6802 || (!IS_FREE(x+dx, y+dy)
6803 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FIELD_EMPTY
6804 || !IS_SB_ELEMENT(element))))
6805 return MF_NO_ACTION;
6807 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
6808 return MF_NO_ACTION;
6810 if (player->push_delay == 0)
6811 player->push_delay = FrameCounter;
6813 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6814 !tape.playing && element != EL_BALLOON)
6815 return MF_NO_ACTION;
6817 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6818 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6819 element != EL_BALLOON)
6820 return MF_NO_ACTION;
6823 if (IS_SB_ELEMENT(element))
6825 if (element == EL_SOKOBAN_FIELD_FULL)
6827 Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
6828 local_player->sokobanfields_still_needed++;
6833 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FIELD_EMPTY)
6835 Feld[x+dx][y+dy] = EL_SOKOBAN_FIELD_FULL;
6836 local_player->sokobanfields_still_needed--;
6837 if (element == EL_SOKOBAN_OBJECT)
6839 PlaySoundLevelAction(x+dx, y+dy, ACTION_FILLING);
6841 PlaySoundLevel(x, y, SND_CLASS_SOKOBAN_FIELD_FILLING);
6845 PlaySoundLevelAction(x+dx, y+dy, ACTION_PUSHING);
6847 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6852 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJECT;
6853 if (element == EL_SOKOBAN_FIELD_FULL)
6855 PlaySoundLevelAction(x+dx, y+dy, ACTION_EMPTYING);
6857 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_EMPTYING);
6861 PlaySoundLevelAction(x+dx, y+dy, ACTION_PUSHING);
6863 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6870 Feld[x+dx][y+dy] = element;
6871 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6874 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
6876 DrawLevelField(x, y);
6877 DrawLevelField(x + dx, y + dy);
6879 if (IS_SB_ELEMENT(element) &&
6880 local_player->sokobanfields_still_needed == 0 &&
6881 game.emulation == EMU_SOKOBAN)
6883 player->LevelSolved = player->GameOver = TRUE;
6884 PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
6896 if (IS_WALKABLE(element))
6900 else if (IS_DIGGABLE(element))
6904 if (mode != DF_SNAP)
6907 (CAN_BE_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
6908 player->is_digging = TRUE;
6911 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
6915 else if (IS_COLLECTIBLE(element))
6919 if (mode != DF_SNAP)
6921 GfxElement[x][y] = element;
6922 player->is_collecting = TRUE;
6925 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6929 else if (IS_PUSHABLE(element))
6931 if (mode == DF_SNAP)
6932 return MF_NO_ACTION;
6934 if (CAN_FALL(element) && dy)
6935 return MF_NO_ACTION;
6937 if (!player->Pushing &&
6938 game.engine_version >= RELEASE_IDENT(2,2,0,7))
6939 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
6941 player->Pushing = TRUE;
6943 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6944 return MF_NO_ACTION;
6946 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
6947 return MF_NO_ACTION;
6949 if (player->push_delay == 0) /* new pushing; restart delay */
6950 player->push_delay = FrameCounter;
6952 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6953 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
6954 return MF_NO_ACTION;
6957 Feld[x + dx][y + dy] = element;
6960 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
6961 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
6963 player->push_delay_value = 2 + RND(8);
6966 DrawLevelField(x + dx, y + dy);
6967 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6972 return MF_NO_ACTION;
6975 player->push_delay = 0;
6977 if (Feld[x][y] != element) /* really digged/collected something */
6978 player->is_collecting = !player->is_digging;
6983 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
6985 int jx = player->jx, jy = player->jy;
6986 int x = jx + dx, y = jy + dy;
6988 if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0))
6991 if (!player->active || !IN_LEV_FIELD(x, y))
6999 if (player->MovPos == 0)
7000 player->Pushing = FALSE;
7002 player->snapped = FALSE;
7004 if (player->MovPos == 0)
7006 player->is_digging = FALSE;
7007 player->is_collecting = FALSE;
7013 if (player->snapped)
7016 player->MovDir = (dx < 0 ? MV_LEFT :
7019 dy > 0 ? MV_DOWN : MV_NO_MOVING);
7021 if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
7024 player->snapped = TRUE;
7025 player->is_digging = FALSE;
7026 player->is_collecting = FALSE;
7028 DrawLevelField(x, y);
7034 boolean PlaceBomb(struct PlayerInfo *player)
7036 int jx = player->jx, jy = player->jy;
7039 if (!player->active || player->MovPos)
7042 element = Feld[jx][jy];
7044 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
7045 IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
7049 if (element != EL_EMPTY)
7053 if (element != EL_EMPTY)
7056 Store[jx][jy] = element;
7058 Back[jx][jy] = element;
7062 MovDelay[jx][jy] = 96;
7064 ResetGfxAnimation(jx, jy);
7065 ResetRandomAnimationValue(jx, jy);
7067 if (player->dynamite)
7069 Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
7070 EL_DYNAMITE_ACTIVE);
7073 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
7075 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
7078 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
7080 if (game.emulation == EMU_SUPAPLEX)
7081 DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0);
7083 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0);
7087 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
7092 EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1);
7093 player->dynabombs_left--;
7095 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
7096 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
7098 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
7104 /* ------------------------------------------------------------------------- */
7105 /* game sound playing functions */
7106 /* ------------------------------------------------------------------------- */
7108 static int *loop_sound_frame = NULL;
7109 static int *loop_sound_volume = NULL;
7111 void InitPlaySoundLevel()
7113 int num_sounds = getSoundListSize();
7115 if (loop_sound_frame != NULL)
7116 free(loop_sound_frame);
7118 if (loop_sound_volume != NULL)
7119 free(loop_sound_volume);
7121 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
7122 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
7125 static void PlaySoundLevel(int x, int y, int nr)
7127 int sx = SCREENX(x), sy = SCREENY(y);
7128 int volume, stereo_position;
7129 int max_distance = 8;
7130 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
7132 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
7133 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
7136 if (!IN_LEV_FIELD(x, y) ||
7137 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
7138 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
7141 volume = SOUND_MAX_VOLUME;
7143 if (!IN_SCR_FIELD(sx, sy))
7145 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
7146 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
7148 volume -= volume * (dx > dy ? dx : dy) / max_distance;
7151 stereo_position = (SOUND_MAX_LEFT +
7152 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
7153 (SCR_FIELDX + 2 * max_distance));
7155 if (IS_LOOP_SOUND(nr))
7157 /* This assures that quieter loop sounds do not overwrite louder ones,
7158 while restarting sound volume comparison with each new game frame. */
7160 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
7163 loop_sound_volume[nr] = volume;
7164 loop_sound_frame[nr] = FrameCounter;
7167 PlaySoundExt(nr, volume, stereo_position, type);
7170 static void PlaySoundLevelNearest(int x, int y, int sound_action)
7172 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
7173 x > LEVELX(BX2) ? LEVELX(BX2) : x,
7174 y < LEVELY(BY1) ? LEVELY(BY1) :
7175 y > LEVELY(BY2) ? LEVELY(BY2) : y,
7179 static void PlaySoundLevelAction(int x, int y, int action)
7181 PlaySoundLevelElementAction(x, y, Feld[x][y], action);
7184 static void PlaySoundLevelElementAction(int x, int y, int element, int action)
7186 int sound_effect = element_info[element].sound[action];
7188 if (sound_effect != SND_UNDEFINED)
7189 PlaySoundLevel(x, y, sound_effect);
7192 static void PlaySoundLevelActionIfLoop(int x, int y, int action)
7194 int sound_effect = element_info[Feld[x][y]].sound[action];
7196 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
7197 PlaySoundLevel(x, y, sound_effect);
7200 static void StopSoundLevelActionIfLoop(int x, int y, int action)
7202 int sound_effect = element_info[Feld[x][y]].sound[action];
7204 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
7205 StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND);
7208 void RaiseScore(int value)
7210 local_player->score += value;
7211 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2);
7214 void RaiseScoreElement(int element)
7220 case EL_EMERALD_YELLOW:
7221 case EL_EMERALD_RED:
7222 case EL_EMERALD_PURPLE:
7223 case EL_SP_INFOTRON:
7224 RaiseScore(level.score[SC_EMERALD]);
7227 RaiseScore(level.score[SC_DIAMOND]);
7230 RaiseScore(level.score[SC_CRYSTAL]);
7233 RaiseScore(level.score[SC_PEARL]);
7236 case EL_BD_BUTTERFLY:
7237 case EL_SP_ELECTRON:
7238 RaiseScore(level.score[SC_BUG]);
7242 case EL_SP_SNIKSNAK:
7243 RaiseScore(level.score[SC_SPACESHIP]);
7246 case EL_DARK_YAMYAM:
7247 RaiseScore(level.score[SC_YAMYAM]);
7250 RaiseScore(level.score[SC_ROBOT]);
7253 RaiseScore(level.score[SC_PACMAN]);
7256 RaiseScore(level.score[SC_NUT]);
7259 case EL_DYNABOMB_INCREASE_NUMBER:
7260 case EL_DYNABOMB_INCREASE_SIZE:
7261 case EL_DYNABOMB_INCREASE_POWER:
7262 RaiseScore(level.score[SC_DYNAMITE]);
7264 case EL_SHIELD_NORMAL:
7265 case EL_SHIELD_DEADLY:
7266 RaiseScore(level.score[SC_SHIELD]);
7269 RaiseScore(level.score[SC_TIME_BONUS]);
7275 RaiseScore(level.score[SC_KEY]);
7282 void RequestQuitGame(boolean ask_if_really_quit)
7284 if (AllPlayersGone ||
7285 !ask_if_really_quit ||
7286 level_editor_test_game ||
7287 Request("Do you really want to quit the game ?",
7288 REQ_ASK | REQ_STAY_CLOSED))
7290 #if defined(PLATFORM_UNIX)
7291 if (options.network)
7292 SendToServer_StopPlaying();
7296 game_status = GAME_MODE_MAIN;
7302 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
7307 /* ---------- new game button stuff ---------------------------------------- */
7309 /* graphic position values for game buttons */
7310 #define GAME_BUTTON_XSIZE 30
7311 #define GAME_BUTTON_YSIZE 30
7312 #define GAME_BUTTON_XPOS 5
7313 #define GAME_BUTTON_YPOS 215
7314 #define SOUND_BUTTON_XPOS 5
7315 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
7317 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
7318 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
7319 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
7320 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
7321 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
7322 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
7329 } gamebutton_info[NUM_GAME_BUTTONS] =
7332 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
7337 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
7342 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
7347 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
7348 SOUND_CTRL_ID_MUSIC,
7349 "background music on/off"
7352 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
7353 SOUND_CTRL_ID_LOOPS,
7354 "sound loops on/off"
7357 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
7358 SOUND_CTRL_ID_SIMPLE,
7359 "normal sounds on/off"
7363 void CreateGameButtons()
7367 for (i=0; i<NUM_GAME_BUTTONS; i++)
7369 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
7370 struct GadgetInfo *gi;
7373 unsigned long event_mask;
7374 int gd_xoffset, gd_yoffset;
7375 int gd_x1, gd_x2, gd_y1, gd_y2;
7378 gd_xoffset = gamebutton_info[i].x;
7379 gd_yoffset = gamebutton_info[i].y;
7380 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
7381 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
7383 if (id == GAME_CTRL_ID_STOP ||
7384 id == GAME_CTRL_ID_PAUSE ||
7385 id == GAME_CTRL_ID_PLAY)
7387 button_type = GD_TYPE_NORMAL_BUTTON;
7389 event_mask = GD_EVENT_RELEASED;
7390 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7391 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7395 button_type = GD_TYPE_CHECK_BUTTON;
7397 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
7398 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
7399 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
7400 event_mask = GD_EVENT_PRESSED;
7401 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
7402 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7405 gi = CreateGadget(GDI_CUSTOM_ID, id,
7406 GDI_INFO_TEXT, gamebutton_info[i].infotext,
7407 GDI_X, DX + gd_xoffset,
7408 GDI_Y, DY + gd_yoffset,
7409 GDI_WIDTH, GAME_BUTTON_XSIZE,
7410 GDI_HEIGHT, GAME_BUTTON_YSIZE,
7411 GDI_TYPE, button_type,
7412 GDI_STATE, GD_BUTTON_UNPRESSED,
7413 GDI_CHECKED, checked,
7414 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
7415 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
7416 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
7417 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
7418 GDI_EVENT_MASK, event_mask,
7419 GDI_CALLBACK_ACTION, HandleGameButtons,
7423 Error(ERR_EXIT, "cannot create gadget");
7425 game_gadget[id] = gi;
7429 void FreeGameButtons()
7433 for (i=0; i<NUM_GAME_BUTTONS; i++)
7434 FreeGadget(game_gadget[i]);
7437 static void MapGameButtons()
7441 for (i=0; i<NUM_GAME_BUTTONS; i++)
7442 MapGadget(game_gadget[i]);
7445 void UnmapGameButtons()
7449 for (i=0; i<NUM_GAME_BUTTONS; i++)
7450 UnmapGadget(game_gadget[i]);
7453 static void HandleGameButtons(struct GadgetInfo *gi)
7455 int id = gi->custom_id;
7457 if (game_status != GAME_MODE_PLAYING)
7462 case GAME_CTRL_ID_STOP:
7463 RequestQuitGame(TRUE);
7466 case GAME_CTRL_ID_PAUSE:
7467 if (options.network)
7469 #if defined(PLATFORM_UNIX)
7471 SendToServer_ContinuePlaying();
7473 SendToServer_PausePlaying();
7477 TapeTogglePause(TAPE_TOGGLE_MANUAL);
7480 case GAME_CTRL_ID_PLAY:
7483 #if defined(PLATFORM_UNIX)
7484 if (options.network)
7485 SendToServer_ContinuePlaying();
7489 tape.pausing = FALSE;
7490 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
7495 case SOUND_CTRL_ID_MUSIC:
7496 if (setup.sound_music)
7498 setup.sound_music = FALSE;
7501 else if (audio.music_available)
7503 setup.sound = setup.sound_music = TRUE;
7504 PlayMusic(level_nr);
7508 case SOUND_CTRL_ID_LOOPS:
7509 if (setup.sound_loops)
7510 setup.sound_loops = FALSE;
7511 else if (audio.loops_available)
7512 setup.sound = setup.sound_loops = TRUE;
7515 case SOUND_CTRL_ID_SIMPLE:
7516 if (setup.sound_simple)
7517 setup.sound_simple = FALSE;
7518 else if (audio.sound_available)
7519 setup.sound = setup.sound_simple = TRUE;