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 /* values for other actions */
93 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
95 #define INIT_GFX_RANDOM() (SimpleRND(1000000))
97 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
98 RND(element_info[e].push_delay_random))
99 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
100 RND(element_info[e].move_delay_random))
102 #define ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, condition) \
103 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
105 (DONT_COLLIDE_WITH(e) && \
106 IS_FREE_OR_PLAYER(x, y))))
108 #define ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, condition) \
109 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
112 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
113 ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, 0)
115 #define ELEMENT_CAN_ENTER_FIELD_OR_ACID(e, x, y) \
116 ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, (Feld[x][y] == EL_ACID))
118 #define ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(x, y) \
119 ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, (Feld[x][y] == EL_ACID))
121 #define ENEMY_CAN_ENTER_FIELD(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
123 #define YAMYAM_CAN_ENTER_FIELD(x, y) \
124 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
125 Feld[x][y] == EL_DIAMOND))
127 #define DARK_YAMYAM_CAN_ENTER_FIELD(x, y) \
128 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
129 IS_FOOD_DARK_YAMYAM(Feld[x][y])))
131 #define PACMAN_CAN_ENTER_FIELD(x, y) \
132 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
133 IS_AMOEBOID(Feld[x][y])))
135 #define PIG_CAN_ENTER_FIELD(x, y) \
136 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
137 IS_FOOD_PIG(Feld[x][y])))
139 #define PENGUIN_CAN_ENTER_FIELD(x, y) \
140 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
141 IS_FOOD_PENGUIN(Feld[x][y]) || \
142 Feld[x][y] == EL_EXIT_OPEN || \
143 Feld[x][y] == EL_ACID))
145 #define MOLE_CAN_ENTER_FIELD(x, y, condition) \
146 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || (condition)))
148 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
149 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
151 /* game button identifiers */
152 #define GAME_CTRL_ID_STOP 0
153 #define GAME_CTRL_ID_PAUSE 1
154 #define GAME_CTRL_ID_PLAY 2
155 #define SOUND_CTRL_ID_MUSIC 3
156 #define SOUND_CTRL_ID_LOOPS 4
157 #define SOUND_CTRL_ID_SIMPLE 5
159 #define NUM_GAME_BUTTONS 6
162 /* forward declaration for internal use */
164 static void InitBeltMovement(void);
165 static void CloseAllOpenTimegates(void);
166 static void CheckGravityMovement(struct PlayerInfo *);
167 static void KillHeroUnlessProtected(int, int);
169 static void TestIfPlayerTouchesCustomElement(int, int);
170 static void TestIfElementTouchesCustomElement(int, int);
172 static boolean CheckTriggeredElementChange(int, int, int, int);
173 static boolean CheckElementChange(int, int, int, int);
175 static void PlaySoundLevel(int, int, int);
176 static void PlaySoundLevelNearest(int, int, int);
177 static void PlaySoundLevelAction(int, int, int);
178 static void PlaySoundLevelElementAction(int, int, int, int);
179 static void PlaySoundLevelActionIfLoop(int, int, int);
180 static void StopSoundLevelActionIfLoop(int, int, int);
182 static void MapGameButtons();
183 static void HandleGameButtons(struct GadgetInfo *);
185 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
188 /* ------------------------------------------------------------------------- */
189 /* definition of elements that automatically change to other elements after */
190 /* a specified time, eventually calling a function when changing */
191 /* ------------------------------------------------------------------------- */
193 /* forward declaration for changer functions */
194 static void InitBuggyBase(int x, int y);
195 static void WarnBuggyBase(int x, int y);
197 static void InitTrap(int x, int y);
198 static void ActivateTrap(int x, int y);
199 static void ChangeActiveTrap(int x, int y);
201 static void InitRobotWheel(int x, int y);
202 static void RunRobotWheel(int x, int y);
203 static void StopRobotWheel(int x, int y);
205 static void InitTimegateWheel(int x, int y);
206 static void RunTimegateWheel(int x, int y);
208 struct ChangingElementInfo
213 void (*pre_change_function)(int x, int y);
214 void (*change_function)(int x, int y);
215 void (*post_change_function)(int x, int y);
218 static struct ChangingElementInfo change_delay_list[] =
245 EL_SWITCHGATE_OPENING,
253 EL_SWITCHGATE_CLOSING,
254 EL_SWITCHGATE_CLOSED,
286 EL_ACID_SPLASH_RIGHT,
295 EL_SP_BUGGY_BASE_ACTIVATING,
302 EL_SP_BUGGY_BASE_ACTIVATING,
303 EL_SP_BUGGY_BASE_ACTIVE,
310 EL_SP_BUGGY_BASE_ACTIVE,
334 EL_ROBOT_WHEEL_ACTIVE,
342 EL_TIMEGATE_SWITCH_ACTIVE,
363 int push_delay_fixed, push_delay_random;
368 { EL_BALLOON, 0, 0 },
370 { EL_SOKOBAN_OBJECT, 2, 0 },
371 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
372 { EL_SATELLITE, 2, 0 },
373 { EL_SP_DISK_YELLOW, 2, 0 },
375 { EL_UNDEFINED, 0, 0 },
383 move_stepsize_list[] =
385 { EL_AMOEBA_DROP, 2 },
386 { EL_AMOEBA_DROPPING, 2 },
387 { EL_QUICKSAND_FILLING, 1 },
388 { EL_QUICKSAND_EMPTYING, 1 },
389 { EL_MAGIC_WALL_FILLING, 2 },
390 { EL_BD_MAGIC_WALL_FILLING, 2 },
391 { EL_MAGIC_WALL_EMPTYING, 2 },
392 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
402 collect_count_list[] =
405 { EL_BD_DIAMOND, 1 },
406 { EL_EMERALD_YELLOW, 1 },
407 { EL_EMERALD_RED, 1 },
408 { EL_EMERALD_PURPLE, 1 },
410 { EL_SP_INFOTRON, 1 },
417 static unsigned long trigger_events[MAX_NUM_ELEMENTS];
419 #define IS_AUTO_CHANGING(e) (element_info[e].change_events & \
420 CH_EVENT_BIT(CE_DELAY))
421 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
422 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
423 IS_JUST_CHANGING(x, y))
425 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
428 void GetPlayerConfig()
430 if (!audio.sound_available)
431 setup.sound_simple = FALSE;
433 if (!audio.loops_available)
434 setup.sound_loops = FALSE;
436 if (!audio.music_available)
437 setup.sound_music = FALSE;
439 if (!video.fullscreen_available)
440 setup.fullscreen = FALSE;
442 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
444 SetAudioMode(setup.sound);
448 static int getBeltNrFromBeltElement(int element)
450 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
451 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
452 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
455 static int getBeltNrFromBeltActiveElement(int element)
457 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
458 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
459 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
462 static int getBeltNrFromBeltSwitchElement(int element)
464 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
465 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
466 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
469 static int getBeltDirNrFromBeltSwitchElement(int element)
471 static int belt_base_element[4] =
473 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
474 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
475 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
476 EL_CONVEYOR_BELT_4_SWITCH_LEFT
479 int belt_nr = getBeltNrFromBeltSwitchElement(element);
480 int belt_dir_nr = element - belt_base_element[belt_nr];
482 return (belt_dir_nr % 3);
485 static int getBeltDirFromBeltSwitchElement(int element)
487 static int belt_move_dir[3] =
494 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
496 return belt_move_dir[belt_dir_nr];
499 static void InitPlayerField(int x, int y, int element, boolean init_game)
501 if (element == EL_SP_MURPHY)
505 if (stored_player[0].present)
507 Feld[x][y] = EL_SP_MURPHY_CLONE;
513 stored_player[0].use_murphy_graphic = TRUE;
516 Feld[x][y] = EL_PLAYER_1;
522 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
523 int jx = player->jx, jy = player->jy;
525 player->present = TRUE;
527 if (!options.network || player->connected)
529 player->active = TRUE;
531 /* remove potentially duplicate players */
532 if (StorePlayer[jx][jy] == Feld[x][y])
533 StorePlayer[jx][jy] = 0;
535 StorePlayer[x][y] = Feld[x][y];
539 printf("Player %d activated.\n", player->element_nr);
540 printf("[Local player is %d and currently %s.]\n",
541 local_player->element_nr,
542 local_player->active ? "active" : "not active");
546 Feld[x][y] = EL_EMPTY;
547 player->jx = player->last_jx = x;
548 player->jy = player->last_jy = y;
552 static void InitField(int x, int y, boolean init_game)
554 int element = Feld[x][y];
563 InitPlayerField(x, y, element, init_game);
567 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
568 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
569 else if (x > 0 && Feld[x-1][y] == EL_ACID)
570 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
571 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
572 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
573 else if (y > 0 && Feld[x][y-1] == EL_ACID)
574 Feld[x][y] = EL_ACID_POOL_BOTTOM;
575 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
576 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
584 case EL_SPACESHIP_RIGHT:
585 case EL_SPACESHIP_UP:
586 case EL_SPACESHIP_LEFT:
587 case EL_SPACESHIP_DOWN:
589 case EL_BD_BUTTERFLY_RIGHT:
590 case EL_BD_BUTTERFLY_UP:
591 case EL_BD_BUTTERFLY_LEFT:
592 case EL_BD_BUTTERFLY_DOWN:
593 case EL_BD_BUTTERFLY:
594 case EL_BD_FIREFLY_RIGHT:
595 case EL_BD_FIREFLY_UP:
596 case EL_BD_FIREFLY_LEFT:
597 case EL_BD_FIREFLY_DOWN:
599 case EL_PACMAN_RIGHT:
623 if (y == lev_fieldy - 1)
625 Feld[x][y] = EL_AMOEBA_GROWING;
626 Store[x][y] = EL_AMOEBA_WET;
630 case EL_DYNAMITE_ACTIVE:
635 local_player->lights_still_needed++;
638 case EL_SOKOBAN_FIELD_EMPTY:
639 local_player->sokobanfields_still_needed++;
643 local_player->friends_still_needed++;
648 MovDir[x][y] = 1 << RND(4);
652 Feld[x][y] = EL_EMPTY;
655 case EL_EM_KEY_1_FILE:
656 Feld[x][y] = EL_EM_KEY_1;
658 case EL_EM_KEY_2_FILE:
659 Feld[x][y] = EL_EM_KEY_2;
661 case EL_EM_KEY_3_FILE:
662 Feld[x][y] = EL_EM_KEY_3;
664 case EL_EM_KEY_4_FILE:
665 Feld[x][y] = EL_EM_KEY_4;
668 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
669 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
670 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
671 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
672 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
673 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
674 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
675 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
676 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
677 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
678 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
679 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
682 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
683 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
684 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
686 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
688 game.belt_dir[belt_nr] = belt_dir;
689 game.belt_dir_nr[belt_nr] = belt_dir_nr;
691 else /* more than one switch -- set it like the first switch */
693 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
698 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
700 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
703 case EL_LIGHT_SWITCH_ACTIVE:
705 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
709 if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
715 void DrawGameDoorValues()
719 for (i=0; i<MAX_PLAYERS; i++)
721 if (stored_player[i].key[j])
722 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
723 el2edimg(EL_KEY_1 + j));
725 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
726 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
727 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
728 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
729 DrawText(DX + XX_SCORE, DY + YY_SCORE,
730 int2str(local_player->score, 5), FONT_TEXT_2);
731 DrawText(DX + XX_TIME, DY + YY_TIME,
732 int2str(TimeLeft, 3), FONT_TEXT_2);
737 =============================================================================
739 -----------------------------------------------------------------------------
740 initialize game engine due to level / tape version number
741 =============================================================================
744 static void InitGameEngine()
748 /* set game engine from tape file when re-playing, else from level file */
749 game.engine_version = (tape.playing ? tape.engine_version :
752 /* dynamically adjust element properties according to game engine version */
753 InitElementPropertiesEngine(game.engine_version);
756 printf("level %d: level version == %06d\n", level_nr, level.game_version);
757 printf(" tape version == %06d [%s] [file: %06d]\n",
758 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
760 printf(" => game.engine_version == %06d\n", game.engine_version);
763 /* ---------- initialize player's initial move delay --------------------- */
765 /* dynamically adjust player properties according to game engine version */
766 game.initial_move_delay =
767 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
768 INITIAL_MOVE_DELAY_OFF);
770 /* dynamically adjust player properties according to level information */
771 game.initial_move_delay_value =
772 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
774 /* ---------- initialize changing elements ------------------------------- */
776 /* initialize changing elements information */
777 for (i=0; i < MAX_NUM_ELEMENTS; i++)
779 struct ElementInfo *ei = &element_info[i];
781 /* this pointer might have been changed in the level editor */
782 ei->change = &ei->change_page[0];
784 if (!IS_CUSTOM_ELEMENT(i))
786 ei->change->target_element = EL_EMPTY_SPACE;
787 ei->change->delay_fixed = 0;
788 ei->change->delay_random = 0;
789 ei->change->delay_frames = 1;
792 ei->change_events = CE_BITMASK_DEFAULT;
793 for (j=0; j < NUM_CHANGE_EVENTS; j++)
795 ei->event_page_num[j] = 0;
796 ei->event_page[j] = &ei->change_page[0];
800 /* add changing elements from pre-defined list */
801 for (i=0; change_delay_list[i].element != EL_UNDEFINED; i++)
803 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
804 struct ElementInfo *ei = &element_info[ch_delay->element];
806 ei->change->target_element = ch_delay->target_element;
807 ei->change->delay_fixed = ch_delay->change_delay;
809 ei->change->pre_change_function = ch_delay->pre_change_function;
810 ei->change->change_function = ch_delay->change_function;
811 ei->change->post_change_function = ch_delay->post_change_function;
813 ei->change_events |= CH_EVENT_BIT(CE_DELAY);
817 /* add change events from custom element configuration */
818 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
820 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
822 for (j=0; j < ei->num_change_pages; j++)
824 if (!ei->change_page[j].can_change)
827 for (k=0; k < NUM_CHANGE_EVENTS; k++)
829 /* only add event page for the first page found with this event */
830 if (ei->change_page[j].events & CH_EVENT_BIT(k) &&
831 !(ei->change_events & CH_EVENT_BIT(k)))
833 ei->change_events |= CH_EVENT_BIT(k);
834 ei->event_page_num[k] = j;
835 ei->event_page[k] = &ei->change_page[j];
843 /* add change events from custom element configuration */
844 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
846 int element = EL_CUSTOM_START + i;
848 /* only add custom elements that change after fixed/random frame delay */
849 if (CAN_CHANGE(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
850 element_info[element].change_events |= CH_EVENT_BIT(CE_DELAY);
854 /* ---------- initialize trigger events ---------------------------------- */
856 /* initialize trigger events information */
857 for (i=0; i<MAX_NUM_ELEMENTS; i++)
858 trigger_events[i] = EP_BITMASK_DEFAULT;
861 /* add trigger events from element change event properties */
862 for (i=0; i<MAX_NUM_ELEMENTS; i++)
864 struct ElementInfo *ei = &element_info[i];
866 for (j=0; j < ei->num_change_pages; j++)
868 if (!ei->change_page->can_change)
871 if (ei->change_page[j].events & CH_EVENT_BIT(CE_BY_OTHER))
873 int trigger_element = ei->change_page[j].trigger_element;
875 trigger_events[trigger_element] |= ei->change_page[j].events;
880 /* add trigger events from element change event properties */
881 for (i=0; i<MAX_NUM_ELEMENTS; i++)
882 if (HAS_CHANGE_EVENT(i, CE_BY_OTHER))
883 trigger_events[element_info[i].change->trigger_element] |=
884 element_info[i].change->events;
887 /* ---------- initialize push delay -------------------------------------- */
889 /* initialize push delay values to default */
890 for (i=0; i<MAX_NUM_ELEMENTS; i++)
892 if (!IS_CUSTOM_ELEMENT(i))
894 element_info[i].push_delay_fixed = 2;
895 element_info[i].push_delay_random = 8;
899 /* set push delay value for certain elements from pre-defined list */
900 for (i=0; push_delay_list[i].element != EL_UNDEFINED; i++)
902 int e = push_delay_list[i].element;
904 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
905 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
908 /* ---------- initialize move stepsize ----------------------------------- */
910 /* initialize move stepsize values to default */
911 for (i=0; i<MAX_NUM_ELEMENTS; i++)
912 if (!IS_CUSTOM_ELEMENT(i))
913 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
915 /* set move stepsize value for certain elements from pre-defined list */
916 for (i=0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
918 int e = move_stepsize_list[i].element;
920 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
923 /* ---------- initialize gem count --------------------------------------- */
925 /* initialize gem count values for each element */
926 for (i=0; i<MAX_NUM_ELEMENTS; i++)
927 if (!IS_CUSTOM_ELEMENT(i))
928 element_info[i].collect_count = 0;
930 /* add gem count values for all elements from pre-defined list */
931 for (i=0; collect_count_list[i].element != EL_UNDEFINED; i++)
932 element_info[collect_count_list[i].element].collect_count =
933 collect_count_list[i].count;
938 =============================================================================
940 -----------------------------------------------------------------------------
941 initialize and start new game
942 =============================================================================
947 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
948 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
949 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
956 #if USE_NEW_AMOEBA_CODE
957 printf("Using new amoeba code.\n");
959 printf("Using old amoeba code.\n");
964 /* don't play tapes over network */
965 network_playing = (options.network && !tape.playing);
967 for (i=0; i<MAX_PLAYERS; i++)
969 struct PlayerInfo *player = &stored_player[i];
971 player->index_nr = i;
972 player->element_nr = EL_PLAYER_1 + i;
974 player->present = FALSE;
975 player->active = FALSE;
978 player->effective_action = 0;
979 player->programmed_action = 0;
982 player->gems_still_needed = level.gems_needed;
983 player->sokobanfields_still_needed = 0;
984 player->lights_still_needed = 0;
985 player->friends_still_needed = 0;
988 player->key[j] = FALSE;
990 player->dynabomb_count = 0;
991 player->dynabomb_size = 1;
992 player->dynabombs_left = 0;
993 player->dynabomb_xl = FALSE;
995 player->MovDir = MV_NO_MOVING;
997 player->Pushing = FALSE;
998 player->Switching = FALSE;
1000 player->GfxDir = MV_NO_MOVING;
1001 player->GfxAction = ACTION_DEFAULT;
1003 player->StepFrame = 0;
1005 player->use_murphy_graphic = FALSE;
1006 player->use_disk_red_graphic = FALSE;
1008 player->actual_frame_counter = 0;
1010 player->last_move_dir = MV_NO_MOVING;
1012 player->is_moving = FALSE;
1013 player->is_waiting = FALSE;
1014 player->is_digging = FALSE;
1015 player->is_collecting = FALSE;
1017 player->move_delay = game.initial_move_delay;
1018 player->move_delay_value = game.initial_move_delay_value;
1020 player->push_delay = 0;
1021 player->push_delay_value = 5;
1023 player->snapped = FALSE;
1025 player->last_jx = player->last_jy = 0;
1026 player->jx = player->jy = 0;
1028 player->shield_normal_time_left = 0;
1029 player->shield_deadly_time_left = 0;
1031 player->inventory_size = 0;
1033 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
1034 SnapField(player, 0, 0);
1036 player->LevelSolved = FALSE;
1037 player->GameOver = FALSE;
1040 network_player_action_received = FALSE;
1042 #if defined(PLATFORM_UNIX)
1043 /* initial null action */
1044 if (network_playing)
1045 SendToServer_MovePlayer(MV_NO_MOVING);
1053 TimeLeft = level.time;
1055 ScreenMovDir = MV_NO_MOVING;
1059 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
1061 AllPlayersGone = FALSE;
1063 game.yamyam_content_nr = 0;
1064 game.magic_wall_active = FALSE;
1065 game.magic_wall_time_left = 0;
1066 game.light_time_left = 0;
1067 game.timegate_time_left = 0;
1068 game.switchgate_pos = 0;
1069 game.balloon_dir = MV_NO_MOVING;
1070 game.explosions_delayed = TRUE;
1074 game.belt_dir[i] = MV_NO_MOVING;
1075 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1078 for (i=0; i<MAX_NUM_AMOEBA; i++)
1079 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
1081 for (x=0; x<lev_fieldx; x++)
1083 for (y=0; y<lev_fieldy; y++)
1085 Feld[x][y] = level.field[x][y];
1086 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
1087 ChangeDelay[x][y] = 0;
1088 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
1090 JustStopped[x][y] = 0;
1092 Pushed[x][y] = FALSE;
1093 Changing[x][y] = FALSE;
1094 ExplodePhase[x][y] = 0;
1095 ExplodeField[x][y] = EX_NO_EXPLOSION;
1098 GfxAction[x][y] = ACTION_DEFAULT;
1099 GfxRandom[x][y] = INIT_GFX_RANDOM();
1100 GfxElement[x][y] = EL_UNDEFINED;
1104 for(y=0; y<lev_fieldy; y++)
1106 for(x=0; x<lev_fieldx; x++)
1108 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
1110 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
1112 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
1115 InitField(x, y, TRUE);
1121 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
1122 emulate_sb ? EMU_SOKOBAN :
1123 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
1125 /* correct non-moving belts to start moving left */
1127 if (game.belt_dir[i] == MV_NO_MOVING)
1128 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1130 /* check if any connected player was not found in playfield */
1131 for (i=0; i<MAX_PLAYERS; i++)
1133 struct PlayerInfo *player = &stored_player[i];
1135 if (player->connected && !player->present)
1137 for (j=0; j<MAX_PLAYERS; j++)
1139 struct PlayerInfo *some_player = &stored_player[j];
1140 int jx = some_player->jx, jy = some_player->jy;
1142 /* assign first free player found that is present in the playfield */
1143 if (some_player->present && !some_player->connected)
1145 player->present = TRUE;
1146 player->active = TRUE;
1147 some_player->present = FALSE;
1149 StorePlayer[jx][jy] = player->element_nr;
1150 player->jx = player->last_jx = jx;
1151 player->jy = player->last_jy = jy;
1161 /* when playing a tape, eliminate all players who do not participate */
1163 for (i=0; i<MAX_PLAYERS; i++)
1165 if (stored_player[i].active && !tape.player_participates[i])
1167 struct PlayerInfo *player = &stored_player[i];
1168 int jx = player->jx, jy = player->jy;
1170 player->active = FALSE;
1171 StorePlayer[jx][jy] = 0;
1172 Feld[jx][jy] = EL_EMPTY;
1176 else if (!options.network && !setup.team_mode) /* && !tape.playing */
1178 /* when in single player mode, eliminate all but the first active player */
1180 for (i=0; i<MAX_PLAYERS; i++)
1182 if (stored_player[i].active)
1184 for (j=i+1; j<MAX_PLAYERS; j++)
1186 if (stored_player[j].active)
1188 struct PlayerInfo *player = &stored_player[j];
1189 int jx = player->jx, jy = player->jy;
1191 player->active = FALSE;
1192 StorePlayer[jx][jy] = 0;
1193 Feld[jx][jy] = EL_EMPTY;
1200 /* when recording the game, store which players take part in the game */
1203 for (i=0; i<MAX_PLAYERS; i++)
1204 if (stored_player[i].active)
1205 tape.player_participates[i] = TRUE;
1210 for (i=0; i<MAX_PLAYERS; i++)
1212 struct PlayerInfo *player = &stored_player[i];
1214 printf("Player %d: present == %d, connected == %d, active == %d.\n",
1219 if (local_player == player)
1220 printf("Player %d is local player.\n", i+1);
1224 if (BorderElement == EL_EMPTY)
1227 SBX_Right = lev_fieldx - SCR_FIELDX;
1229 SBY_Lower = lev_fieldy - SCR_FIELDY;
1234 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
1236 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
1239 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
1240 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
1242 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
1243 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
1245 /* if local player not found, look for custom element that might create
1246 the player (make some assumptions about the right custom element) */
1247 if (!local_player->present)
1249 int start_x = 0, start_y = 0;
1250 int found_rating = 0;
1251 int found_element = EL_UNDEFINED;
1253 for(y=0; y < lev_fieldy; y++) for(x=0; x < lev_fieldx; x++)
1255 int element = Feld[x][y];
1260 if (!IS_CUSTOM_ELEMENT(element))
1263 if (CAN_CHANGE(element))
1265 for (i=0; i < element_info[element].num_change_pages; i++)
1267 content = element_info[element].change_page[i].target_element;
1268 is_player = ELEM_IS_PLAYER(content);
1270 if (is_player && (found_rating < 3 || element < found_element))
1276 found_element = element;
1281 for(yy=0; yy < 3; yy++) for(xx=0; xx < 3; xx++)
1283 content = element_info[element].content[xx][yy];
1284 is_player = ELEM_IS_PLAYER(content);
1286 if (is_player && (found_rating < 2 || element < found_element))
1288 start_x = x + xx - 1;
1289 start_y = y + yy - 1;
1292 found_element = element;
1295 if (!CAN_CHANGE(element))
1298 for (i=0; i < element_info[element].num_change_pages; i++)
1300 content = element_info[element].change_page[i].content[xx][yy];
1301 is_player = ELEM_IS_PLAYER(content);
1303 if (is_player && (found_rating < 1 || element < found_element))
1305 start_x = x + xx - 1;
1306 start_y = y + yy - 1;
1309 found_element = element;
1315 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
1316 start_x > SBX_Right + MIDPOSX ? SBX_Right :
1319 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
1320 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
1326 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
1327 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
1328 local_player->jx - MIDPOSX);
1330 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
1331 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
1332 local_player->jy - MIDPOSY);
1334 scroll_x = SBX_Left;
1335 scroll_y = SBY_Upper;
1336 if (local_player->jx >= SBX_Left + MIDPOSX)
1337 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
1338 local_player->jx - MIDPOSX :
1340 if (local_player->jy >= SBY_Upper + MIDPOSY)
1341 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
1342 local_player->jy - MIDPOSY :
1347 CloseDoor(DOOR_CLOSE_1);
1352 /* after drawing the level, correct some elements */
1353 if (game.timegate_time_left == 0)
1354 CloseAllOpenTimegates();
1356 if (setup.soft_scrolling)
1357 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
1359 redraw_mask |= REDRAW_FROM_BACKBUFFER;
1362 /* copy default game door content to main double buffer */
1363 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
1364 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
1367 DrawText(DX + XX_LEVEL, DY + YY_LEVEL, int2str(level_nr, 2), FONT_TEXT_2);
1370 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
1371 int2str(level_nr, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
1372 BlitBitmap(drawto, drawto,
1373 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
1374 getFontWidth(FONT_LEVEL_NUMBER) * 3,
1375 getFontHeight(FONT_LEVEL_NUMBER) - 1,
1376 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
1379 DrawGameDoorValues();
1383 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
1384 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
1385 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
1389 /* copy actual game door content to door double buffer for OpenDoor() */
1390 BlitBitmap(drawto, bitmap_db_door,
1391 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
1393 OpenDoor(DOOR_OPEN_ALL);
1395 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
1396 if (setup.sound_music)
1397 PlayMusic(level_nr);
1399 KeyboardAutoRepeatOffUnlessAutoplay();
1404 printf("Player %d %sactive.\n",
1405 i + 1, (stored_player[i].active ? "" : "not "));
1409 void InitMovDir(int x, int y)
1411 int i, element = Feld[x][y];
1412 static int xy[4][2] =
1419 static int direction[3][4] =
1421 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1422 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1423 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1432 Feld[x][y] = EL_BUG;
1433 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
1436 case EL_SPACESHIP_RIGHT:
1437 case EL_SPACESHIP_UP:
1438 case EL_SPACESHIP_LEFT:
1439 case EL_SPACESHIP_DOWN:
1440 Feld[x][y] = EL_SPACESHIP;
1441 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
1444 case EL_BD_BUTTERFLY_RIGHT:
1445 case EL_BD_BUTTERFLY_UP:
1446 case EL_BD_BUTTERFLY_LEFT:
1447 case EL_BD_BUTTERFLY_DOWN:
1448 Feld[x][y] = EL_BD_BUTTERFLY;
1449 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
1452 case EL_BD_FIREFLY_RIGHT:
1453 case EL_BD_FIREFLY_UP:
1454 case EL_BD_FIREFLY_LEFT:
1455 case EL_BD_FIREFLY_DOWN:
1456 Feld[x][y] = EL_BD_FIREFLY;
1457 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1460 case EL_PACMAN_RIGHT:
1462 case EL_PACMAN_LEFT:
1463 case EL_PACMAN_DOWN:
1464 Feld[x][y] = EL_PACMAN;
1465 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1468 case EL_SP_SNIKSNAK:
1469 MovDir[x][y] = MV_UP;
1472 case EL_SP_ELECTRON:
1473 MovDir[x][y] = MV_LEFT;
1480 Feld[x][y] = EL_MOLE;
1481 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1485 if (IS_CUSTOM_ELEMENT(element))
1487 if (element_info[element].move_direction_initial != MV_NO_MOVING)
1488 MovDir[x][y] = element_info[element].move_direction_initial;
1489 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
1490 element_info[element].move_pattern == MV_TURNING_LEFT ||
1491 element_info[element].move_pattern == MV_TURNING_RIGHT)
1492 MovDir[x][y] = 1 << RND(4);
1493 else if (element_info[element].move_pattern == MV_HORIZONTAL)
1494 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
1495 else if (element_info[element].move_pattern == MV_VERTICAL)
1496 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
1497 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
1498 MovDir[x][y] = element_info[element].move_pattern;
1499 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE ||
1500 element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1504 int x1 = x + xy[i][0];
1505 int y1 = y + xy[i][1];
1507 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1509 if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1510 MovDir[x][y] = direction[0][i];
1512 MovDir[x][y] = direction[1][i];
1521 MovDir[x][y] = 1 << RND(4);
1523 if (element != EL_BUG &&
1524 element != EL_SPACESHIP &&
1525 element != EL_BD_BUTTERFLY &&
1526 element != EL_BD_FIREFLY)
1531 int x1 = x + xy[i][0];
1532 int y1 = y + xy[i][1];
1534 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1536 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1538 MovDir[x][y] = direction[0][i];
1541 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1542 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1544 MovDir[x][y] = direction[1][i];
1554 void InitAmoebaNr(int x, int y)
1557 int group_nr = AmoebeNachbarNr(x, y);
1561 for (i=1; i<MAX_NUM_AMOEBA; i++)
1563 if (AmoebaCnt[i] == 0)
1571 AmoebaNr[x][y] = group_nr;
1572 AmoebaCnt[group_nr]++;
1573 AmoebaCnt2[group_nr]++;
1579 boolean raise_level = FALSE;
1581 if (local_player->MovPos)
1584 if (tape.playing && tape.auto_play)
1585 tape.auto_play_level_solved = TRUE;
1587 local_player->LevelSolved = FALSE;
1589 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
1593 if (!tape.playing && setup.sound_loops)
1594 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1595 SND_CTRL_PLAY_LOOP);
1597 while (TimeLeft > 0)
1599 if (!tape.playing && !setup.sound_loops)
1600 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1601 if (TimeLeft > 0 && !(TimeLeft % 10))
1602 RaiseScore(level.score[SC_TIME_BONUS]);
1603 if (TimeLeft > 100 && !(TimeLeft % 10))
1607 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
1614 if (!tape.playing && setup.sound_loops)
1615 StopSound(SND_GAME_LEVELTIME_BONUS);
1617 else if (level.time == 0) /* level without time limit */
1619 if (!tape.playing && setup.sound_loops)
1620 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1621 SND_CTRL_PLAY_LOOP);
1623 while (TimePlayed < 999)
1625 if (!tape.playing && !setup.sound_loops)
1626 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1627 if (TimePlayed < 999 && !(TimePlayed % 10))
1628 RaiseScore(level.score[SC_TIME_BONUS]);
1629 if (TimePlayed < 900 && !(TimePlayed % 10))
1633 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
1640 if (!tape.playing && setup.sound_loops)
1641 StopSound(SND_GAME_LEVELTIME_BONUS);
1644 /* Hero disappears */
1645 DrawLevelField(ExitX, ExitY);
1651 CloseDoor(DOOR_CLOSE_1);
1656 SaveTape(tape.level_nr); /* Ask to save tape */
1659 if (level_nr == leveldir_current->handicap_level)
1661 leveldir_current->handicap_level++;
1662 SaveLevelSetup_SeriesInfo();
1665 if (level_editor_test_game)
1666 local_player->score = -1; /* no highscore when playing from editor */
1667 else if (level_nr < leveldir_current->last_level)
1668 raise_level = TRUE; /* advance to next level */
1670 if ((hi_pos = NewHiScore()) >= 0)
1672 game_status = GAME_MODE_SCORES;
1673 DrawHallOfFame(hi_pos);
1682 game_status = GAME_MODE_MAIN;
1699 LoadScore(level_nr);
1701 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1702 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1705 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1707 if (local_player->score > highscore[k].Score)
1709 /* player has made it to the hall of fame */
1711 if (k < MAX_SCORE_ENTRIES - 1)
1713 int m = MAX_SCORE_ENTRIES - 1;
1716 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1717 if (!strcmp(setup.player_name, highscore[l].Name))
1719 if (m == k) /* player's new highscore overwrites his old one */
1725 strcpy(highscore[l].Name, highscore[l - 1].Name);
1726 highscore[l].Score = highscore[l - 1].Score;
1733 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1734 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1735 highscore[k].Score = local_player->score;
1741 else if (!strncmp(setup.player_name, highscore[k].Name,
1742 MAX_PLAYER_NAME_LEN))
1743 break; /* player already there with a higher score */
1749 SaveScore(level_nr);
1754 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
1756 if (player->GfxAction != action || player->GfxDir != dir)
1759 printf("Player frame reset! (%d => %d, %d => %d)\n",
1760 player->GfxAction, action, player->GfxDir, dir);
1763 player->GfxAction = action;
1764 player->GfxDir = dir;
1766 player->StepFrame = 0;
1770 static void ResetRandomAnimationValue(int x, int y)
1772 GfxRandom[x][y] = INIT_GFX_RANDOM();
1775 static void ResetGfxAnimation(int x, int y)
1778 GfxAction[x][y] = ACTION_DEFAULT;
1781 void InitMovingField(int x, int y, int direction)
1783 int element = Feld[x][y];
1784 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1785 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1789 if (!JustStopped[x][y] || direction != MovDir[x][y])
1790 ResetGfxAnimation(x, y);
1792 MovDir[newx][newy] = MovDir[x][y] = direction;
1794 if (Feld[newx][newy] == EL_EMPTY)
1795 Feld[newx][newy] = EL_BLOCKED;
1797 if (direction == MV_DOWN && CAN_FALL(element))
1798 GfxAction[x][y] = ACTION_FALLING;
1800 GfxAction[x][y] = ACTION_MOVING;
1802 GfxFrame[newx][newy] = GfxFrame[x][y];
1803 GfxAction[newx][newy] = GfxAction[x][y];
1804 GfxRandom[newx][newy] = GfxRandom[x][y];
1807 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1809 int direction = MovDir[x][y];
1810 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1811 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1817 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1819 int oldx = x, oldy = y;
1820 int direction = MovDir[x][y];
1822 if (direction == MV_LEFT)
1824 else if (direction == MV_RIGHT)
1826 else if (direction == MV_UP)
1828 else if (direction == MV_DOWN)
1831 *comes_from_x = oldx;
1832 *comes_from_y = oldy;
1835 int MovingOrBlocked2Element(int x, int y)
1837 int element = Feld[x][y];
1839 if (element == EL_BLOCKED)
1843 Blocked2Moving(x, y, &oldx, &oldy);
1844 return Feld[oldx][oldy];
1850 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1852 /* like MovingOrBlocked2Element(), but if element is moving
1853 and (x,y) is the field the moving element is just leaving,
1854 return EL_BLOCKED instead of the element value */
1855 int element = Feld[x][y];
1857 if (IS_MOVING(x, y))
1859 if (element == EL_BLOCKED)
1863 Blocked2Moving(x, y, &oldx, &oldy);
1864 return Feld[oldx][oldy];
1873 static void RemoveField(int x, int y)
1875 Feld[x][y] = EL_EMPTY;
1882 ChangeDelay[x][y] = 0;
1883 Pushed[x][y] = FALSE;
1885 GfxElement[x][y] = EL_UNDEFINED;
1886 GfxAction[x][y] = ACTION_DEFAULT;
1889 void RemoveMovingField(int x, int y)
1891 int oldx = x, oldy = y, newx = x, newy = y;
1892 int element = Feld[x][y];
1893 int next_element = EL_UNDEFINED;
1895 if (element != EL_BLOCKED && !IS_MOVING(x, y))
1898 if (IS_MOVING(x, y))
1900 Moving2Blocked(x, y, &newx, &newy);
1901 if (Feld[newx][newy] != EL_BLOCKED)
1904 else if (element == EL_BLOCKED)
1906 Blocked2Moving(x, y, &oldx, &oldy);
1907 if (!IS_MOVING(oldx, oldy))
1911 if (element == EL_BLOCKED &&
1912 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1913 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1914 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1915 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
1916 next_element = get_next_element(Feld[oldx][oldy]);
1918 RemoveField(oldx, oldy);
1919 RemoveField(newx, newy);
1921 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1923 if (next_element != EL_UNDEFINED)
1924 Feld[oldx][oldy] = next_element;
1926 DrawLevelField(oldx, oldy);
1927 DrawLevelField(newx, newy);
1930 void DrawDynamite(int x, int y)
1932 int sx = SCREENX(x), sy = SCREENY(y);
1933 int graphic = el2img(Feld[x][y]);
1936 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1939 if (IS_WALKABLE_INSIDE(Back[x][y]))
1943 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
1944 else if (Store[x][y])
1945 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
1947 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
1950 if (Back[x][y] || Store[x][y])
1951 DrawGraphicThruMask(sx, sy, graphic, frame);
1953 DrawGraphic(sx, sy, graphic, frame);
1955 if (game.emulation == EMU_SUPAPLEX)
1956 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
1957 else if (Store[x][y])
1958 DrawGraphicThruMask(sx, sy, graphic, frame);
1960 DrawGraphic(sx, sy, graphic, frame);
1964 void CheckDynamite(int x, int y)
1966 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
1970 if (MovDelay[x][y] != 0)
1973 PlaySoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1980 StopSoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1982 if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
1983 Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
1984 StopSound(SND_DYNAMITE_ACTIVE);
1986 StopSound(SND_DYNABOMB_ACTIVE);
1996 /* open envelope window horizontally */
1997 for (i=2; i <= level.envelope_xsize + 2; i += 2)
1999 int startx = (SXSIZE / MINI_TILEX - i) / 2;
2000 int starty = (SYSIZE / MINI_TILEY) / 2 - 1;
2002 SetDrawtoField(DRAW_BUFFERED);
2004 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
2006 SetDrawtoField(DRAW_BACKBUFFER);
2008 for (y=0; y < 2; y++) for (x=0; x < i; x++)
2010 int ex = (x == 0 ? -1 : x == i - 1 ? +1 : 0);
2011 int ey = (y == 0 ? -1 : y == 1 ? +1 : 0);
2013 DrawEnvelopeBorder(startx + x, starty + y, ex, ey);
2016 redraw_mask |= REDRAW_FIELD | REDRAW_FROM_BACKBUFFER;
2019 Delay(GAME_FRAME_DELAY);
2022 /* open envelope window vertically */
2023 for (i=2; i <= level.envelope_ysize + 2; i += 2)
2025 int xsize = level.envelope_xsize + 2;
2026 int startx = (SXSIZE / MINI_TILEX - (xsize - 1)) / 2;
2027 int starty = (SYSIZE / MINI_TILEY - i) / 2;
2029 SetDrawtoField(DRAW_BUFFERED);
2031 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
2033 SetDrawtoField(DRAW_BACKBUFFER);
2035 for (y=0; y < i; y++) for (x=0; x < xsize; x++)
2037 int ex = (x == 0 ? -1 : x == xsize - 1 ? +1 : 0);
2038 int ey = (y == 0 ? -1 : y == i - 1 ? +1 : 0);
2040 DrawEnvelopeBorder(startx + x, starty + y, ex, ey);
2043 DrawTextToTextArea(SX + (startx + 1) * MINI_TILEX,
2044 SY + (starty + 1) * MINI_TILEY, level.envelope,
2045 FONT_TEXT_1, level.envelope_xsize, i - 2);
2047 redraw_mask |= REDRAW_FIELD | REDRAW_FROM_BACKBUFFER;
2050 Delay(GAME_FRAME_DELAY);
2055 SetDrawtoField(DRAW_BUFFERED);
2057 redraw_mask |= REDRAW_FIELD;
2061 void RelocatePlayer(int x, int y, int element)
2063 struct PlayerInfo *player = &stored_player[element - EL_PLAYER_1];
2065 if (player->present)
2067 while (player->MovPos)
2069 ScrollFigure(player, SCROLL_GO_ON);
2070 ScrollScreen(NULL, SCROLL_GO_ON);
2076 RemoveField(player->jx, player->jy);
2077 DrawLevelField(player->jx, player->jy);
2080 InitPlayerField(x, y, element, TRUE);
2082 if (player == local_player)
2084 int scroll_xx = -999, scroll_yy = -999;
2086 while (scroll_xx != scroll_x || scroll_yy != scroll_y)
2089 int fx = FX, fy = FY;
2091 scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
2092 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
2093 local_player->jx - MIDPOSX);
2095 scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
2096 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
2097 local_player->jy - MIDPOSY);
2099 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
2100 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
2105 fx += dx * TILEX / 2;
2106 fy += dy * TILEY / 2;
2108 ScrollLevel(dx, dy);
2111 /* scroll in to steps of half tile size to make things smoother */
2112 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
2114 Delay(GAME_FRAME_DELAY);
2116 /* scroll second step to align at full tile size */
2118 Delay(GAME_FRAME_DELAY);
2123 void Explode(int ex, int ey, int phase, int mode)
2127 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
2128 int last_phase = num_phase * delay;
2129 int half_phase = (num_phase / 2) * delay;
2130 int first_phase_after_start = EX_PHASE_START + 1;
2132 if (game.explosions_delayed)
2134 ExplodeField[ex][ey] = mode;
2138 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
2140 int center_element = Feld[ex][ey];
2143 /* --- This is only really needed (and now handled) in "Impact()". --- */
2144 /* do not explode moving elements that left the explode field in time */
2145 if (game.engine_version >= RELEASE_IDENT(2,2,0,7) &&
2146 center_element == EL_EMPTY && (mode == EX_NORMAL || mode == EX_CENTER))
2150 if (mode == EX_NORMAL || mode == EX_CENTER)
2151 PlaySoundLevelAction(ex, ey, ACTION_EXPLODING);
2153 /* remove things displayed in background while burning dynamite */
2154 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
2157 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
2159 /* put moving element to center field (and let it explode there) */
2160 center_element = MovingOrBlocked2Element(ex, ey);
2161 RemoveMovingField(ex, ey);
2162 Feld[ex][ey] = center_element;
2165 for (y = ey - 1; y <= ey + 1; y++) for(x = ex - 1; x <= ex + 1; x++)
2167 int xx = x - ex + 1;
2168 int yy = y - ey + 1;
2171 if (!IN_LEV_FIELD(x, y) ||
2172 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
2173 (x != ex || y != ey)))
2176 element = Feld[x][y];
2178 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
2180 element = MovingOrBlocked2Element(x, y);
2182 if (!IS_EXPLOSION_PROOF(element))
2183 RemoveMovingField(x, y);
2189 if (IS_EXPLOSION_PROOF(element))
2192 /* indestructible elements can only explode in center (but not flames) */
2193 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey)) ||
2194 element == EL_FLAMES)
2199 if ((IS_INDESTRUCTIBLE(element) &&
2200 (game.engine_version < VERSION_IDENT(2,2,0) ||
2201 (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
2202 element == EL_FLAMES)
2206 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
2208 if (IS_ACTIVE_BOMB(element))
2210 /* re-activate things under the bomb like gate or penguin */
2211 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
2218 /* save walkable background elements while explosion on same tile */
2220 if (IS_INDESTRUCTIBLE(element))
2221 Back[x][y] = element;
2223 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element))
2224 Back[x][y] = element;
2227 /* ignite explodable elements reached by other explosion */
2228 if (element == EL_EXPLOSION)
2229 element = Store2[x][y];
2232 if (AmoebaNr[x][y] &&
2233 (element == EL_AMOEBA_FULL ||
2234 element == EL_BD_AMOEBA ||
2235 element == EL_AMOEBA_GROWING))
2237 AmoebaCnt[AmoebaNr[x][y]]--;
2238 AmoebaCnt2[AmoebaNr[x][y]]--;
2244 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
2246 switch(StorePlayer[ex][ey])
2249 Store[x][y] = EL_EMERALD_RED;
2252 Store[x][y] = EL_EMERALD;
2255 Store[x][y] = EL_EMERALD_PURPLE;
2259 Store[x][y] = EL_EMERALD_YELLOW;
2263 if (game.emulation == EMU_SUPAPLEX)
2264 Store[x][y] = EL_EMPTY;
2266 else if (center_element == EL_MOLE)
2267 Store[x][y] = EL_EMERALD_RED;
2268 else if (center_element == EL_PENGUIN)
2269 Store[x][y] = EL_EMERALD_PURPLE;
2270 else if (center_element == EL_BUG)
2271 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
2272 else if (center_element == EL_BD_BUTTERFLY)
2273 Store[x][y] = EL_BD_DIAMOND;
2274 else if (center_element == EL_SP_ELECTRON)
2275 Store[x][y] = EL_SP_INFOTRON;
2276 else if (center_element == EL_AMOEBA_TO_DIAMOND)
2277 Store[x][y] = level.amoeba_content;
2278 else if (center_element == EL_YAMYAM)
2279 Store[x][y] = level.yamyam_content[game.yamyam_content_nr][xx][yy];
2280 else if (IS_CUSTOM_ELEMENT(center_element) &&
2281 element_info[center_element].content[xx][yy] != EL_EMPTY)
2282 Store[x][y] = element_info[center_element].content[xx][yy];
2283 else if (element == EL_WALL_EMERALD)
2284 Store[x][y] = EL_EMERALD;
2285 else if (element == EL_WALL_DIAMOND)
2286 Store[x][y] = EL_DIAMOND;
2287 else if (element == EL_WALL_BD_DIAMOND)
2288 Store[x][y] = EL_BD_DIAMOND;
2289 else if (element == EL_WALL_EMERALD_YELLOW)
2290 Store[x][y] = EL_EMERALD_YELLOW;
2291 else if (element == EL_WALL_EMERALD_RED)
2292 Store[x][y] = EL_EMERALD_RED;
2293 else if (element == EL_WALL_EMERALD_PURPLE)
2294 Store[x][y] = EL_EMERALD_PURPLE;
2295 else if (element == EL_WALL_PEARL)
2296 Store[x][y] = EL_PEARL;
2297 else if (element == EL_WALL_CRYSTAL)
2298 Store[x][y] = EL_CRYSTAL;
2299 else if (IS_CUSTOM_ELEMENT(element) && !CAN_EXPLODE(element))
2300 Store[x][y] = element_info[element].content[1][1];
2302 Store[x][y] = EL_EMPTY;
2304 if (x != ex || y != ey ||
2305 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
2306 Store2[x][y] = element;
2309 if (AmoebaNr[x][y] &&
2310 (element == EL_AMOEBA_FULL ||
2311 element == EL_BD_AMOEBA ||
2312 element == EL_AMOEBA_GROWING))
2314 AmoebaCnt[AmoebaNr[x][y]]--;
2315 AmoebaCnt2[AmoebaNr[x][y]]--;
2321 MovDir[x][y] = MovPos[x][y] = 0;
2326 Feld[x][y] = EL_EXPLOSION;
2328 GfxElement[x][y] = center_element;
2330 GfxElement[x][y] = EL_UNDEFINED;
2333 ExplodePhase[x][y] = 1;
2337 if (center_element == EL_YAMYAM)
2338 game.yamyam_content_nr =
2339 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
2350 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
2352 if (phase == first_phase_after_start)
2354 int element = Store2[x][y];
2356 if (element == EL_BLACK_ORB)
2358 Feld[x][y] = Store2[x][y];
2363 else if (phase == half_phase)
2365 int element = Store2[x][y];
2367 if (IS_PLAYER(x, y))
2368 KillHeroUnlessProtected(x, y);
2369 else if (CAN_EXPLODE_BY_FIRE(element))
2371 Feld[x][y] = Store2[x][y];
2375 else if (element == EL_AMOEBA_TO_DIAMOND)
2376 AmoebeUmwandeln(x, y);
2379 if (phase == last_phase)
2383 element = Feld[x][y] = Store[x][y];
2384 Store[x][y] = Store2[x][y] = 0;
2385 GfxElement[x][y] = EL_UNDEFINED;
2387 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
2388 element = Feld[x][y] = Back[x][y];
2391 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = ChangeDelay[x][y] = 0;
2392 InitField(x, y, FALSE);
2393 if (CAN_MOVE(element))
2395 DrawLevelField(x, y);
2397 if (CAN_BE_CRUMBLED(element))
2398 DrawLevelFieldCrumbledSandNeighbours(x, y);
2400 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
2401 StorePlayer[x][y] = 0;
2403 if (ELEM_IS_PLAYER(element))
2404 RelocatePlayer(x, y, element);
2406 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2409 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
2411 int stored = Store[x][y];
2412 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
2413 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
2416 int frame = getGraphicAnimationFrame(graphic, phase - delay);
2419 DrawLevelFieldCrumbledSand(x, y);
2421 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
2423 DrawLevelElement(x, y, Back[x][y]);
2424 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
2426 else if (IS_WALKABLE_UNDER(Back[x][y]))
2428 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
2429 DrawLevelElementThruMask(x, y, Back[x][y]);
2431 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
2432 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
2436 void DynaExplode(int ex, int ey)
2439 int dynabomb_size = 1;
2440 boolean dynabomb_xl = FALSE;
2441 struct PlayerInfo *player;
2442 static int xy[4][2] =
2450 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
2452 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER_1_ACTIVE];
2453 dynabomb_size = player->dynabomb_size;
2454 dynabomb_xl = player->dynabomb_xl;
2455 player->dynabombs_left++;
2458 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
2462 for (j=1; j<=dynabomb_size; j++)
2464 int x = ex + j * xy[i % 4][0];
2465 int y = ey + j * xy[i % 4][1];
2468 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
2471 element = Feld[x][y];
2473 /* do not restart explosions of fields with active bombs */
2474 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
2477 Explode(x, y, EX_PHASE_START, EX_BORDER);
2479 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
2480 if (element != EL_EMPTY &&
2481 element != EL_SAND &&
2482 element != EL_EXPLOSION &&
2489 void Bang(int x, int y)
2492 int element = MovingOrBlocked2Element(x, y);
2494 int element = Feld[x][y];
2497 if (IS_PLAYER(x, y))
2499 struct PlayerInfo *player = PLAYERINFO(x, y);
2501 element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
2502 player->element_nr);
2507 PlaySoundLevelAction(x, y, ACTION_EXPLODING);
2509 if (game.emulation == EMU_SUPAPLEX)
2510 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
2512 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
2517 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
2525 case EL_BD_BUTTERFLY:
2528 case EL_DARK_YAMYAM:
2532 RaiseScoreElement(element);
2533 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2535 case EL_DYNABOMB_PLAYER_1_ACTIVE:
2536 case EL_DYNABOMB_PLAYER_2_ACTIVE:
2537 case EL_DYNABOMB_PLAYER_3_ACTIVE:
2538 case EL_DYNABOMB_PLAYER_4_ACTIVE:
2539 case EL_DYNABOMB_INCREASE_NUMBER:
2540 case EL_DYNABOMB_INCREASE_SIZE:
2541 case EL_DYNABOMB_INCREASE_POWER:
2546 case EL_LAMP_ACTIVE:
2547 if (IS_PLAYER(x, y))
2548 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2550 Explode(x, y, EX_PHASE_START, EX_CENTER);
2553 if (CAN_EXPLODE_1X1(element))
2554 Explode(x, y, EX_PHASE_START, EX_CENTER);
2556 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2560 CheckTriggeredElementChange(x, y, element, CE_OTHER_IS_EXPLODING);
2563 void SplashAcid(int x, int y)
2565 int element = Feld[x][y];
2567 if (element != EL_ACID_SPLASH_LEFT &&
2568 element != EL_ACID_SPLASH_RIGHT)
2570 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
2572 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
2573 (!IN_LEV_FIELD(x-1, y-1) ||
2574 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
2575 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
2577 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
2578 (!IN_LEV_FIELD(x+1, y-1) ||
2579 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
2580 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
2584 static void InitBeltMovement()
2586 static int belt_base_element[4] =
2588 EL_CONVEYOR_BELT_1_LEFT,
2589 EL_CONVEYOR_BELT_2_LEFT,
2590 EL_CONVEYOR_BELT_3_LEFT,
2591 EL_CONVEYOR_BELT_4_LEFT
2593 static int belt_base_active_element[4] =
2595 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2596 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2597 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2598 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2603 /* set frame order for belt animation graphic according to belt direction */
2610 int element = belt_base_active_element[belt_nr] + j;
2611 int graphic = el2img(element);
2613 if (game.belt_dir[i] == MV_LEFT)
2614 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2616 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2620 for(y=0; y<lev_fieldy; y++)
2622 for(x=0; x<lev_fieldx; x++)
2624 int element = Feld[x][y];
2628 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
2630 int e_belt_nr = getBeltNrFromBeltElement(element);
2633 if (e_belt_nr == belt_nr)
2635 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
2637 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
2645 static void ToggleBeltSwitch(int x, int y)
2647 static int belt_base_element[4] =
2649 EL_CONVEYOR_BELT_1_LEFT,
2650 EL_CONVEYOR_BELT_2_LEFT,
2651 EL_CONVEYOR_BELT_3_LEFT,
2652 EL_CONVEYOR_BELT_4_LEFT
2654 static int belt_base_active_element[4] =
2656 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2657 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2658 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2659 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2661 static int belt_base_switch_element[4] =
2663 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
2664 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
2665 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
2666 EL_CONVEYOR_BELT_4_SWITCH_LEFT
2668 static int belt_move_dir[4] =
2676 int element = Feld[x][y];
2677 int belt_nr = getBeltNrFromBeltSwitchElement(element);
2678 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
2679 int belt_dir = belt_move_dir[belt_dir_nr];
2682 if (!IS_BELT_SWITCH(element))
2685 game.belt_dir_nr[belt_nr] = belt_dir_nr;
2686 game.belt_dir[belt_nr] = belt_dir;
2688 if (belt_dir_nr == 3)
2691 /* set frame order for belt animation graphic according to belt direction */
2694 int element = belt_base_active_element[belt_nr] + i;
2695 int graphic = el2img(element);
2697 if (belt_dir == MV_LEFT)
2698 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2700 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2703 for (yy=0; yy<lev_fieldy; yy++)
2705 for (xx=0; xx<lev_fieldx; xx++)
2707 int element = Feld[xx][yy];
2709 if (IS_BELT_SWITCH(element))
2711 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
2713 if (e_belt_nr == belt_nr)
2715 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
2716 DrawLevelField(xx, yy);
2719 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
2721 int e_belt_nr = getBeltNrFromBeltElement(element);
2723 if (e_belt_nr == belt_nr)
2725 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
2727 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
2728 DrawLevelField(xx, yy);
2731 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
2733 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
2735 if (e_belt_nr == belt_nr)
2737 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
2739 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
2740 DrawLevelField(xx, yy);
2747 static void ToggleSwitchgateSwitch(int x, int y)
2751 game.switchgate_pos = !game.switchgate_pos;
2753 for (yy=0; yy<lev_fieldy; yy++)
2755 for (xx=0; xx<lev_fieldx; xx++)
2757 int element = Feld[xx][yy];
2759 if (element == EL_SWITCHGATE_SWITCH_UP ||
2760 element == EL_SWITCHGATE_SWITCH_DOWN)
2762 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2763 DrawLevelField(xx, yy);
2765 else if (element == EL_SWITCHGATE_OPEN ||
2766 element == EL_SWITCHGATE_OPENING)
2768 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2770 PlaySoundLevelAction(xx, yy, ACTION_CLOSING);
2772 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2775 else if (element == EL_SWITCHGATE_CLOSED ||
2776 element == EL_SWITCHGATE_CLOSING)
2778 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2780 PlaySoundLevelAction(xx, yy, ACTION_OPENING);
2782 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2789 static int getInvisibleActiveFromInvisibleElement(int element)
2791 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2792 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2793 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
2797 static int getInvisibleFromInvisibleActiveElement(int element)
2799 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2800 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2801 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
2805 static void RedrawAllLightSwitchesAndInvisibleElements()
2809 for (y=0; y<lev_fieldy; y++)
2811 for (x=0; x<lev_fieldx; x++)
2813 int element = Feld[x][y];
2815 if (element == EL_LIGHT_SWITCH &&
2816 game.light_time_left > 0)
2818 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2819 DrawLevelField(x, y);
2821 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2822 game.light_time_left == 0)
2824 Feld[x][y] = EL_LIGHT_SWITCH;
2825 DrawLevelField(x, y);
2827 else if (element == EL_INVISIBLE_STEELWALL ||
2828 element == EL_INVISIBLE_WALL ||
2829 element == EL_INVISIBLE_SAND)
2831 if (game.light_time_left > 0)
2832 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2834 DrawLevelField(x, y);
2836 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2837 element == EL_INVISIBLE_WALL_ACTIVE ||
2838 element == EL_INVISIBLE_SAND_ACTIVE)
2840 if (game.light_time_left == 0)
2841 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2843 DrawLevelField(x, y);
2849 static void ToggleLightSwitch(int x, int y)
2851 int element = Feld[x][y];
2853 game.light_time_left =
2854 (element == EL_LIGHT_SWITCH ?
2855 level.time_light * FRAMES_PER_SECOND : 0);
2857 RedrawAllLightSwitchesAndInvisibleElements();
2860 static void ActivateTimegateSwitch(int x, int y)
2864 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2866 for (yy=0; yy<lev_fieldy; yy++)
2868 for (xx=0; xx<lev_fieldx; xx++)
2870 int element = Feld[xx][yy];
2872 if (element == EL_TIMEGATE_CLOSED ||
2873 element == EL_TIMEGATE_CLOSING)
2875 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2876 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2880 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2882 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2883 DrawLevelField(xx, yy);
2890 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2893 inline static int getElementMoveStepsize(int x, int y)
2895 int element = Feld[x][y];
2896 int direction = MovDir[x][y];
2897 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2898 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2899 int horiz_move = (dx != 0);
2900 int sign = (horiz_move ? dx : dy);
2901 int step = sign * element_info[element].move_stepsize;
2903 /* special values for move stepsize for spring and things on conveyor belt */
2906 if (CAN_FALL(element) &&
2907 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
2908 step = sign * MOVE_STEPSIZE_NORMAL / 2;
2909 else if (element == EL_SPRING)
2910 step = sign * MOVE_STEPSIZE_NORMAL * 2;
2916 void Impact(int x, int y)
2918 boolean lastline = (y == lev_fieldy-1);
2919 boolean object_hit = FALSE;
2920 boolean impact = (lastline || object_hit);
2921 int element = Feld[x][y];
2922 int smashed = EL_UNDEFINED;
2924 if (!lastline) /* check if element below was hit */
2926 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
2929 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
2930 MovDir[x][y + 1] != MV_DOWN ||
2931 MovPos[x][y + 1] <= TILEY / 2));
2933 /* do not smash moving elements that left the smashed field in time */
2934 if (game.engine_version >= RELEASE_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
2935 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
2939 smashed = MovingOrBlocked2Element(x, y + 1);
2941 impact = (lastline || object_hit);
2944 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2950 /* only reset graphic animation if graphic really changes after impact */
2952 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
2954 ResetGfxAnimation(x, y);
2955 DrawLevelField(x, y);
2958 if (impact && CAN_EXPLODE_IMPACT(element))
2963 else if (impact && element == EL_PEARL)
2965 Feld[x][y] = EL_PEARL_BREAKING;
2966 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2969 else if (impact && CheckElementChange(x, y, element, CE_IMPACT))
2971 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2976 if (impact && element == EL_AMOEBA_DROP)
2978 if (object_hit && IS_PLAYER(x, y + 1))
2979 KillHeroUnlessProtected(x, y + 1);
2980 else if (object_hit && smashed == EL_PENGUIN)
2984 Feld[x][y] = EL_AMOEBA_GROWING;
2985 Store[x][y] = EL_AMOEBA_WET;
2987 ResetRandomAnimationValue(x, y);
2992 if (object_hit) /* check which object was hit */
2994 if (CAN_PASS_MAGIC_WALL(element) &&
2995 (smashed == EL_MAGIC_WALL ||
2996 smashed == EL_BD_MAGIC_WALL))
2999 int activated_magic_wall =
3000 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
3001 EL_BD_MAGIC_WALL_ACTIVE);
3003 /* activate magic wall / mill */
3004 for (yy=0; yy<lev_fieldy; yy++)
3005 for (xx=0; xx<lev_fieldx; xx++)
3006 if (Feld[xx][yy] == smashed)
3007 Feld[xx][yy] = activated_magic_wall;
3009 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
3010 game.magic_wall_active = TRUE;
3012 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
3013 SND_MAGIC_WALL_ACTIVATING :
3014 SND_BD_MAGIC_WALL_ACTIVATING));
3017 if (IS_PLAYER(x, y + 1))
3019 if (CAN_SMASH_PLAYER(element))
3021 KillHeroUnlessProtected(x, y + 1);
3025 else if (smashed == EL_PENGUIN)
3027 if (CAN_SMASH_PLAYER(element))
3033 else if (element == EL_BD_DIAMOND)
3035 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
3041 else if ((element == EL_SP_INFOTRON ||
3042 element == EL_SP_ZONK) &&
3043 (smashed == EL_SP_SNIKSNAK ||
3044 smashed == EL_SP_ELECTRON ||
3045 smashed == EL_SP_DISK_ORANGE))
3051 else if (CAN_SMASH_ENEMIES(element) && IS_CLASSIC_ENEMY(smashed))
3057 else if (CAN_SMASH_EVERYTHING(element))
3059 if (IS_CLASSIC_ENEMY(smashed) ||
3060 CAN_EXPLODE_SMASHED(smashed))
3065 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
3067 if (smashed == EL_LAMP ||
3068 smashed == EL_LAMP_ACTIVE)
3073 else if (smashed == EL_NUT)
3075 Feld[x][y + 1] = EL_NUT_BREAKING;
3076 PlaySoundLevel(x, y, SND_NUT_BREAKING);
3077 RaiseScoreElement(EL_NUT);
3080 else if (smashed == EL_PEARL)
3082 Feld[x][y + 1] = EL_PEARL_BREAKING;
3083 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
3086 else if (smashed == EL_DIAMOND)
3088 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
3089 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
3092 else if (IS_BELT_SWITCH(smashed))
3094 ToggleBeltSwitch(x, y + 1);
3096 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
3097 smashed == EL_SWITCHGATE_SWITCH_DOWN)
3099 ToggleSwitchgateSwitch(x, y + 1);
3101 else if (smashed == EL_LIGHT_SWITCH ||
3102 smashed == EL_LIGHT_SWITCH_ACTIVE)
3104 ToggleLightSwitch(x, y + 1);
3108 CheckElementChange(x, y + 1, smashed, CE_SMASHED);
3113 CheckElementChange(x, y + 1, smashed, CE_SMASHED);
3118 /* play sound of magic wall / mill */
3120 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3121 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3123 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3124 PlaySoundLevel(x, y, SND_MAGIC_WALL_FILLING);
3125 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3126 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_FILLING);
3131 /* play sound of object that hits the ground */
3132 if (lastline || object_hit)
3133 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
3136 void TurnRound(int x, int y)
3148 { 0, 0 }, { 0, 0 }, { 0, 0 },
3153 int left, right, back;
3157 { MV_DOWN, MV_UP, MV_RIGHT },
3158 { MV_UP, MV_DOWN, MV_LEFT },
3160 { MV_LEFT, MV_RIGHT, MV_DOWN },
3164 { MV_RIGHT, MV_LEFT, MV_UP }
3167 int element = Feld[x][y];
3168 int old_move_dir = MovDir[x][y];
3169 int left_dir = turn[old_move_dir].left;
3170 int right_dir = turn[old_move_dir].right;
3171 int back_dir = turn[old_move_dir].back;
3173 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
3174 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
3175 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
3176 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
3178 int left_x = x + left_dx, left_y = y + left_dy;
3179 int right_x = x + right_dx, right_y = y + right_dy;
3180 int move_x = x + move_dx, move_y = y + move_dy;
3184 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
3186 TestIfBadThingTouchesOtherBadThing(x, y);
3188 if (ENEMY_CAN_ENTER_FIELD(right_x, right_y))
3189 MovDir[x][y] = right_dir;
3190 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
3191 MovDir[x][y] = left_dir;
3193 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
3195 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
3198 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
3199 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
3201 TestIfBadThingTouchesOtherBadThing(x, y);
3203 if (ENEMY_CAN_ENTER_FIELD(left_x, left_y))
3204 MovDir[x][y] = left_dir;
3205 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
3206 MovDir[x][y] = right_dir;
3208 if ((element == EL_SPACESHIP ||
3209 element == EL_SP_SNIKSNAK ||
3210 element == EL_SP_ELECTRON)
3211 && MovDir[x][y] != old_move_dir)
3213 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
3216 else if (element == EL_YAMYAM)
3218 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
3219 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
3221 if (can_turn_left && can_turn_right)
3222 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3223 else if (can_turn_left)
3224 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3225 else if (can_turn_right)
3226 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3228 MovDir[x][y] = back_dir;
3230 MovDelay[x][y] = 16 + 16 * RND(3);
3232 else if (element == EL_DARK_YAMYAM)
3234 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
3235 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
3237 if (can_turn_left && can_turn_right)
3238 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3239 else if (can_turn_left)
3240 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3241 else if (can_turn_right)
3242 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3244 MovDir[x][y] = back_dir;
3246 MovDelay[x][y] = 16 + 16 * RND(3);
3248 else if (element == EL_PACMAN)
3250 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(left_x, left_y);
3251 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(right_x, right_y);
3253 if (can_turn_left && can_turn_right)
3254 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3255 else if (can_turn_left)
3256 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3257 else if (can_turn_right)
3258 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3260 MovDir[x][y] = back_dir;
3262 MovDelay[x][y] = 6 + RND(40);
3264 else if (element == EL_PIG)
3266 boolean can_turn_left = PIG_CAN_ENTER_FIELD(left_x, left_y);
3267 boolean can_turn_right = PIG_CAN_ENTER_FIELD(right_x, right_y);
3268 boolean can_move_on = PIG_CAN_ENTER_FIELD(move_x, move_y);
3269 boolean should_turn_left, should_turn_right, should_move_on;
3271 int rnd = RND(rnd_value);
3273 should_turn_left = (can_turn_left &&
3275 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
3276 y + back_dy + left_dy)));
3277 should_turn_right = (can_turn_right &&
3279 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
3280 y + back_dy + right_dy)));
3281 should_move_on = (can_move_on &&
3284 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
3285 y + move_dy + left_dy) ||
3286 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
3287 y + move_dy + right_dy)));
3289 if (should_turn_left || should_turn_right || should_move_on)
3291 if (should_turn_left && should_turn_right && should_move_on)
3292 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
3293 rnd < 2 * rnd_value / 3 ? right_dir :
3295 else if (should_turn_left && should_turn_right)
3296 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3297 else if (should_turn_left && should_move_on)
3298 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
3299 else if (should_turn_right && should_move_on)
3300 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
3301 else if (should_turn_left)
3302 MovDir[x][y] = left_dir;
3303 else if (should_turn_right)
3304 MovDir[x][y] = right_dir;
3305 else if (should_move_on)
3306 MovDir[x][y] = old_move_dir;
3308 else if (can_move_on && rnd > rnd_value / 8)
3309 MovDir[x][y] = old_move_dir;
3310 else if (can_turn_left && can_turn_right)
3311 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3312 else if (can_turn_left && rnd > rnd_value / 8)
3313 MovDir[x][y] = left_dir;
3314 else if (can_turn_right && rnd > rnd_value/8)
3315 MovDir[x][y] = right_dir;
3317 MovDir[x][y] = back_dir;
3319 xx = x + move_xy[MovDir[x][y]].x;
3320 yy = y + move_xy[MovDir[x][y]].y;
3322 if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy]))
3323 MovDir[x][y] = old_move_dir;
3327 else if (element == EL_DRAGON)
3329 boolean can_turn_left = IN_LEV_FIELD_AND_IS_FREE(left_x, left_y);
3330 boolean can_turn_right = IN_LEV_FIELD_AND_IS_FREE(right_x, right_y);
3331 boolean can_move_on = IN_LEV_FIELD_AND_IS_FREE(move_x, move_y);
3333 int rnd = RND(rnd_value);
3335 if (can_move_on && rnd > rnd_value / 8)
3336 MovDir[x][y] = old_move_dir;
3337 else if (can_turn_left && can_turn_right)
3338 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3339 else if (can_turn_left && rnd > rnd_value / 8)
3340 MovDir[x][y] = left_dir;
3341 else if (can_turn_right && rnd > rnd_value / 8)
3342 MovDir[x][y] = right_dir;
3344 MovDir[x][y] = back_dir;
3346 xx = x + move_xy[MovDir[x][y]].x;
3347 yy = y + move_xy[MovDir[x][y]].y;
3349 if (!IS_FREE(xx, yy))
3350 MovDir[x][y] = old_move_dir;
3354 else if (element == EL_MOLE)
3356 boolean can_move_on =
3357 (MOLE_CAN_ENTER_FIELD(move_x, move_y,
3358 IS_AMOEBOID(Feld[move_x][move_y]) ||
3359 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
3362 boolean can_turn_left =
3363 (MOLE_CAN_ENTER_FIELD(left_x, left_y,
3364 IS_AMOEBOID(Feld[left_x][left_y])));
3366 boolean can_turn_right =
3367 (MOLE_CAN_ENTER_FIELD(right_x, right_y,
3368 IS_AMOEBOID(Feld[right_x][right_y])));
3370 if (can_turn_left && can_turn_right)
3371 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
3372 else if (can_turn_left)
3373 MovDir[x][y] = left_dir;
3375 MovDir[x][y] = right_dir;
3378 if (MovDir[x][y] != old_move_dir)
3381 else if (element == EL_BALLOON)
3383 MovDir[x][y] = game.balloon_dir;
3386 else if (element == EL_SPRING)
3388 if (MovDir[x][y] & MV_HORIZONTAL &&
3389 (!IN_LEV_FIELD_AND_IS_FREE(move_x, move_y) ||
3390 IN_LEV_FIELD_AND_IS_FREE(x, y + 1)))
3391 MovDir[x][y] = MV_NO_MOVING;
3395 else if (element == EL_ROBOT ||
3396 element == EL_SATELLITE ||
3397 element == EL_PENGUIN)
3399 int attr_x = -1, attr_y = -1;
3410 for (i=0; i<MAX_PLAYERS; i++)
3412 struct PlayerInfo *player = &stored_player[i];
3413 int jx = player->jx, jy = player->jy;
3415 if (!player->active)
3419 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
3427 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
3433 if (element == EL_PENGUIN)
3436 static int xy[4][2] =
3446 int ex = x + xy[i % 4][0];
3447 int ey = y + xy[i % 4][1];
3449 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
3458 MovDir[x][y] = MV_NO_MOVING;
3460 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
3461 else if (attr_x > x)
3462 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
3464 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
3465 else if (attr_y > y)
3466 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
3468 if (element == EL_ROBOT)
3472 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3473 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
3474 Moving2Blocked(x, y, &newx, &newy);
3476 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
3477 MovDelay[x][y] = 8 + 8 * !RND(3);
3479 MovDelay[x][y] = 16;
3481 else if (element == EL_PENGUIN)
3487 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3489 boolean first_horiz = RND(2);
3490 int new_move_dir = MovDir[x][y];
3493 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3494 Moving2Blocked(x, y, &newx, &newy);
3496 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
3500 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3501 Moving2Blocked(x, y, &newx, &newy);
3503 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
3506 MovDir[x][y] = old_move_dir;
3510 else /* (element == EL_SATELLITE) */
3516 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3518 boolean first_horiz = RND(2);
3519 int new_move_dir = MovDir[x][y];
3522 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3523 Moving2Blocked(x, y, &newx, &newy);
3525 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
3529 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3530 Moving2Blocked(x, y, &newx, &newy);
3532 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
3535 MovDir[x][y] = old_move_dir;
3540 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
3541 element_info[element].move_pattern == MV_TURNING_LEFT ||
3542 element_info[element].move_pattern == MV_TURNING_RIGHT)
3544 boolean can_turn_left = ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
3545 boolean can_turn_right = ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
3547 if (element_info[element].move_pattern == MV_TURNING_LEFT)
3548 MovDir[x][y] = left_dir;
3549 else if (element_info[element].move_pattern == MV_TURNING_RIGHT)
3550 MovDir[x][y] = right_dir;
3551 else if (can_turn_left && can_turn_right)
3552 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3553 else if (can_turn_left)
3554 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3555 else if (can_turn_right)
3556 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3558 MovDir[x][y] = back_dir;
3560 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3562 else if (element_info[element].move_pattern == MV_HORIZONTAL ||
3563 element_info[element].move_pattern == MV_VERTICAL)
3565 if (element_info[element].move_pattern & old_move_dir)
3566 MovDir[x][y] = back_dir;
3567 else if (element_info[element].move_pattern == MV_HORIZONTAL)
3568 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
3569 else if (element_info[element].move_pattern == MV_VERTICAL)
3570 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
3572 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3574 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
3576 MovDir[x][y] = element_info[element].move_pattern;
3577 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3579 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE)
3581 if (ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
3582 MovDir[x][y] = left_dir;
3583 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3584 MovDir[x][y] = right_dir;
3586 if (MovDir[x][y] != old_move_dir)
3587 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3589 else if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
3591 if (ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
3592 MovDir[x][y] = right_dir;
3593 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3594 MovDir[x][y] = left_dir;
3596 if (MovDir[x][y] != old_move_dir)
3597 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3599 else if (element_info[element].move_pattern == MV_TOWARDS_PLAYER ||
3600 element_info[element].move_pattern == MV_AWAY_FROM_PLAYER)
3602 int attr_x = -1, attr_y = -1;
3605 (element_info[element].move_pattern == MV_AWAY_FROM_PLAYER);
3616 for (i=0; i<MAX_PLAYERS; i++)
3618 struct PlayerInfo *player = &stored_player[i];
3619 int jx = player->jx, jy = player->jy;
3621 if (!player->active)
3625 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
3633 MovDir[x][y] = MV_NO_MOVING;
3635 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
3636 else if (attr_x > x)
3637 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
3639 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
3640 else if (attr_y > y)
3641 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
3643 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3645 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3647 boolean first_horiz = RND(2);
3648 int new_move_dir = MovDir[x][y];
3651 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3652 Moving2Blocked(x, y, &newx, &newy);
3654 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
3658 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3659 Moving2Blocked(x, y, &newx, &newy);
3661 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
3664 MovDir[x][y] = old_move_dir;
3669 static boolean JustBeingPushed(int x, int y)
3673 for (i=0; i<MAX_PLAYERS; i++)
3675 struct PlayerInfo *player = &stored_player[i];
3677 if (player->active && player->Pushing && player->MovPos)
3679 int next_jx = player->jx + (player->jx - player->last_jx);
3680 int next_jy = player->jy + (player->jy - player->last_jy);
3682 if (x == next_jx && y == next_jy)
3690 void StartMoving(int x, int y)
3692 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
3693 boolean started_moving = FALSE; /* some elements can fall _and_ move */
3694 int element = Feld[x][y];
3699 /* !!! this should be handled more generic (not only for mole) !!! */
3700 if (element != EL_MOLE && GfxAction[x][y] != ACTION_DIGGING)
3701 GfxAction[x][y] = ACTION_DEFAULT;
3703 if (CAN_FALL(element) && y < lev_fieldy - 1)
3705 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
3706 (x < lev_fieldx-1 && IS_PLAYER(x + 1, y)))
3707 if (JustBeingPushed(x, y))
3710 if (element == EL_QUICKSAND_FULL)
3712 if (IS_FREE(x, y + 1))
3714 InitMovingField(x, y, MV_DOWN);
3715 started_moving = TRUE;
3717 Feld[x][y] = EL_QUICKSAND_EMPTYING;
3718 Store[x][y] = EL_ROCK;
3720 PlaySoundLevelAction(x, y, ACTION_EMPTYING);
3722 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
3725 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3727 if (!MovDelay[x][y])
3728 MovDelay[x][y] = TILEY + 1;
3737 Feld[x][y] = EL_QUICKSAND_EMPTY;
3738 Feld[x][y + 1] = EL_QUICKSAND_FULL;
3739 Store[x][y + 1] = Store[x][y];
3742 PlaySoundLevelAction(x, y, ACTION_FILLING);
3744 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3748 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
3749 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3751 InitMovingField(x, y, MV_DOWN);
3752 started_moving = TRUE;
3754 Feld[x][y] = EL_QUICKSAND_FILLING;
3755 Store[x][y] = element;
3757 PlaySoundLevelAction(x, y, ACTION_FILLING);
3759 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3762 else if (element == EL_MAGIC_WALL_FULL)
3764 if (IS_FREE(x, y + 1))
3766 InitMovingField(x, y, MV_DOWN);
3767 started_moving = TRUE;
3769 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
3770 Store[x][y] = EL_CHANGED(Store[x][y]);
3772 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3774 if (!MovDelay[x][y])
3775 MovDelay[x][y] = TILEY/4 + 1;
3784 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
3785 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
3786 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
3790 else if (element == EL_BD_MAGIC_WALL_FULL)
3792 if (IS_FREE(x, y + 1))
3794 InitMovingField(x, y, MV_DOWN);
3795 started_moving = TRUE;
3797 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
3798 Store[x][y] = EL_CHANGED2(Store[x][y]);
3800 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3802 if (!MovDelay[x][y])
3803 MovDelay[x][y] = TILEY/4 + 1;
3812 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
3813 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
3814 Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
3818 else if (CAN_PASS_MAGIC_WALL(element) &&
3819 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3820 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3822 InitMovingField(x, y, MV_DOWN);
3823 started_moving = TRUE;
3826 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
3827 EL_BD_MAGIC_WALL_FILLING);
3828 Store[x][y] = element;
3831 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID)
3833 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
3838 InitMovingField(x, y, MV_DOWN);
3839 started_moving = TRUE;
3841 Store[x][y] = EL_ACID;
3843 /* !!! TEST !!! better use "_FALLING" etc. !!! */
3844 GfxAction[x][y + 1] = ACTION_ACTIVE;
3849 else if (game.engine_version < RELEASE_IDENT(2,2,0,7) &&
3850 CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3851 JustStopped[x][y] && !Pushed[x][y + 1])
3853 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3857 /* calling "Impact()" here is not only completely unneccessary
3858 (because it already gets called from "ContinueMoving()" in
3859 all relevant situations), but also completely bullshit, because
3860 "JustStopped" also indicates a finished *horizontal* movement;
3861 we must keep this trash for backwards compatibility with older
3867 else if (IS_FREE(x, y + 1) && element == EL_SPRING && use_spring_bug)
3869 if (MovDir[x][y] == MV_NO_MOVING)
3871 InitMovingField(x, y, MV_DOWN);
3872 started_moving = TRUE;
3875 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
3877 if (JustStopped[x][y]) /* prevent animation from being restarted */
3878 MovDir[x][y] = MV_DOWN;
3880 InitMovingField(x, y, MV_DOWN);
3881 started_moving = TRUE;
3883 else if (element == EL_AMOEBA_DROP)
3885 Feld[x][y] = EL_AMOEBA_GROWING;
3886 Store[x][y] = EL_AMOEBA_WET;
3888 /* Store[x][y + 1] must be zero, because:
3889 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY
3892 #if OLD_GAME_BEHAVIOUR
3893 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1])
3895 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] &&
3896 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3897 element != EL_DX_SUPABOMB)
3900 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
3901 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
3902 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3903 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
3906 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
3907 (IS_FREE(x - 1, y + 1) ||
3908 Feld[x - 1][y + 1] == EL_ACID));
3909 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
3910 (IS_FREE(x + 1, y + 1) ||
3911 Feld[x + 1][y + 1] == EL_ACID));
3912 boolean can_fall_any = (can_fall_left || can_fall_right);
3913 boolean can_fall_both = (can_fall_left && can_fall_right);
3915 if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
3917 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
3919 if (slippery_type == SLIPPERY_ONLY_LEFT)
3920 can_fall_right = FALSE;
3921 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
3922 can_fall_left = FALSE;
3923 else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
3924 can_fall_right = FALSE;
3925 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
3926 can_fall_left = FALSE;
3928 can_fall_any = (can_fall_left || can_fall_right);
3929 can_fall_both = (can_fall_left && can_fall_right);
3934 if (can_fall_both &&
3935 (game.emulation != EMU_BOULDERDASH &&
3936 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
3937 can_fall_left = !(can_fall_right = RND(2));
3939 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
3940 started_moving = TRUE;
3943 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
3945 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
3946 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
3947 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
3948 int belt_dir = game.belt_dir[belt_nr];
3950 if ((belt_dir == MV_LEFT && left_is_free) ||
3951 (belt_dir == MV_RIGHT && right_is_free))
3953 InitMovingField(x, y, belt_dir);
3954 started_moving = TRUE;
3956 GfxAction[x][y] = ACTION_DEFAULT;
3961 /* not "else if" because of elements that can fall and move (EL_SPRING) */
3962 if (CAN_MOVE(element) && !started_moving)
3966 if ((element == EL_SATELLITE ||
3967 element == EL_BALLOON ||
3968 element == EL_SPRING)
3969 && JustBeingPushed(x, y))
3974 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
3975 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
3977 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
3979 Moving2Blocked(x, y, &newx, &newy);
3980 if (Feld[newx][newy] == EL_BLOCKED)
3981 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
3986 if (!MovDelay[x][y]) /* start new movement phase */
3988 /* all objects that can change their move direction after each step
3989 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
3991 if (element != EL_YAMYAM &&
3992 element != EL_DARK_YAMYAM &&
3993 element != EL_PACMAN &&
3994 !(element_info[element].move_pattern & MV_ANY_DIRECTION) &&
3995 element_info[element].move_pattern != MV_TURNING_LEFT &&
3996 element_info[element].move_pattern != MV_TURNING_RIGHT)
4000 if (MovDelay[x][y] && (element == EL_BUG ||
4001 element == EL_SPACESHIP ||
4002 element == EL_SP_SNIKSNAK ||
4003 element == EL_SP_ELECTRON ||
4004 element == EL_MOLE))
4005 DrawLevelField(x, y);
4009 if (MovDelay[x][y]) /* wait some time before next movement */
4014 if (element == EL_YAMYAM)
4017 el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT));
4018 DrawLevelElementAnimation(x, y, element);
4022 if (MovDelay[x][y]) /* element still has to wait some time */
4025 /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
4026 ResetGfxAnimation(x, y);
4028 GfxAction[x][y] = ACTION_WAITING;
4031 if (element == EL_ROBOT ||
4033 element == EL_PACMAN ||
4035 element == EL_YAMYAM ||
4036 element == EL_DARK_YAMYAM)
4039 DrawLevelElementAnimation(x, y, element);
4041 DrawLevelElementAnimationIfNeeded(x, y, element);
4043 PlaySoundLevelAction(x, y, ACTION_WAITING);
4045 else if (element == EL_SP_ELECTRON)
4046 DrawLevelElementAnimationIfNeeded(x, y, element);
4047 else if (element == EL_DRAGON)
4050 int dir = MovDir[x][y];
4051 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
4052 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
4053 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
4054 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
4055 dir == MV_UP ? IMG_FLAMES_1_UP :
4056 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
4057 int frame = getGraphicAnimationFrame(graphic, -1);
4059 for (i=1; i<=3; i++)
4061 int xx = x + i*dx, yy = y + i*dy;
4062 int sx = SCREENX(xx), sy = SCREENY(yy);
4063 int flame_graphic = graphic + (i - 1);
4065 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
4070 int flamed = MovingOrBlocked2Element(xx, yy);
4072 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_FIRE(flamed))
4075 RemoveMovingField(xx, yy);
4077 Feld[xx][yy] = EL_FLAMES;
4078 if (IN_SCR_FIELD(sx, sy))
4079 DrawGraphic(sx, sy, flame_graphic, frame);
4083 if (Feld[xx][yy] == EL_FLAMES)
4084 Feld[xx][yy] = EL_EMPTY;
4085 DrawLevelField(xx, yy);
4090 if (MovDelay[x][y]) /* element still has to wait some time */
4092 PlaySoundLevelAction(x, y, ACTION_WAITING);
4097 /* special case of "moving" animation of waiting elements (FIX THIS !!!);
4098 for all other elements GfxAction will be set by InitMovingField() */
4099 if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
4100 GfxAction[x][y] = ACTION_MOVING;
4103 /* now make next step */
4105 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
4107 if (DONT_COLLIDE_WITH(element) &&
4108 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
4109 !PLAYER_PROTECTED(newx, newy))
4112 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
4115 /* player killed by element which is deadly when colliding with */
4117 KillHero(PLAYERINFO(newx, newy));
4122 else if ((element == EL_PENGUIN ||
4123 element == EL_ROBOT ||
4124 element == EL_SATELLITE ||
4125 element == EL_BALLOON ||
4126 IS_CUSTOM_ELEMENT(element)) &&
4127 IN_LEV_FIELD(newx, newy) &&
4128 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
4131 Store[x][y] = EL_ACID;
4133 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
4135 if (Feld[newx][newy] == EL_EXIT_OPEN)
4137 Feld[x][y] = EL_EMPTY;
4138 DrawLevelField(x, y);
4140 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING);
4141 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
4142 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
4144 local_player->friends_still_needed--;
4145 if (!local_player->friends_still_needed &&
4146 !local_player->GameOver && AllPlayersGone)
4147 local_player->LevelSolved = local_player->GameOver = TRUE;
4151 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
4153 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
4154 DrawLevelField(newx, newy);
4156 MovDir[x][y] = MV_NO_MOVING;
4158 else if (!IS_FREE(newx, newy))
4160 GfxAction[x][y] = ACTION_WAITING;
4162 if (IS_PLAYER(x, y))
4163 DrawPlayerField(x, y);
4165 DrawLevelField(x, y);
4169 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
4171 if (IS_FOOD_PIG(Feld[newx][newy]))
4173 if (IS_MOVING(newx, newy))
4174 RemoveMovingField(newx, newy);
4177 Feld[newx][newy] = EL_EMPTY;
4178 DrawLevelField(newx, newy);
4181 PlaySoundLevel(x, y, SND_PIG_DIGGING);
4183 else if (!IS_FREE(newx, newy))
4185 if (IS_PLAYER(x, y))
4186 DrawPlayerField(x, y);
4188 DrawLevelField(x, y);
4192 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
4194 if (!IS_FREE(newx, newy))
4196 if (IS_PLAYER(x, y))
4197 DrawPlayerField(x, y);
4199 DrawLevelField(x, y);
4204 boolean wanna_flame = !RND(10);
4205 int dx = newx - x, dy = newy - y;
4206 int newx1 = newx+1*dx, newy1 = newy+1*dy;
4207 int newx2 = newx+2*dx, newy2 = newy+2*dy;
4208 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
4209 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
4210 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
4211 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
4214 IS_CLASSIC_ENEMY(element1) ||
4215 IS_CLASSIC_ENEMY(element2)) &&
4216 element1 != EL_DRAGON && element2 != EL_DRAGON &&
4217 element1 != EL_FLAMES && element2 != EL_FLAMES)
4219 if (IS_PLAYER(x, y))
4220 DrawPlayerField(x, y);
4222 DrawLevelField(x, y);
4224 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
4226 MovDelay[x][y] = 50;
4227 Feld[newx][newy] = EL_FLAMES;
4228 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
4229 Feld[newx1][newy1] = EL_FLAMES;
4230 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
4231 Feld[newx2][newy2] = EL_FLAMES;
4236 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
4237 Feld[newx][newy] == EL_DIAMOND)
4239 if (IS_MOVING(newx, newy))
4240 RemoveMovingField(newx, newy);
4243 Feld[newx][newy] = EL_EMPTY;
4244 DrawLevelField(newx, newy);
4247 PlaySoundLevel(x, y, SND_YAMYAM_DIGGING);
4249 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
4250 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
4252 if (AmoebaNr[newx][newy])
4254 AmoebaCnt2[AmoebaNr[newx][newy]]--;
4255 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
4256 Feld[newx][newy] == EL_BD_AMOEBA)
4257 AmoebaCnt[AmoebaNr[newx][newy]]--;
4260 if (IS_MOVING(newx, newy))
4261 RemoveMovingField(newx, newy);
4264 Feld[newx][newy] = EL_EMPTY;
4265 DrawLevelField(newx, newy);
4268 PlaySoundLevel(x, y, SND_DARK_YAMYAM_DIGGING);
4270 else if ((element == EL_PACMAN || element == EL_MOLE)
4271 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
4273 if (AmoebaNr[newx][newy])
4275 AmoebaCnt2[AmoebaNr[newx][newy]]--;
4276 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
4277 Feld[newx][newy] == EL_BD_AMOEBA)
4278 AmoebaCnt[AmoebaNr[newx][newy]]--;
4281 if (element == EL_MOLE)
4283 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
4284 PlaySoundLevel(x, y, SND_MOLE_DIGGING);
4286 ResetGfxAnimation(x, y);
4287 GfxAction[x][y] = ACTION_DIGGING;
4288 DrawLevelField(x, y);
4290 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
4291 return; /* wait for shrinking amoeba */
4293 else /* element == EL_PACMAN */
4295 Feld[newx][newy] = EL_EMPTY;
4296 DrawLevelField(newx, newy);
4297 PlaySoundLevel(x, y, SND_PACMAN_DIGGING);
4300 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
4301 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
4302 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
4304 /* wait for shrinking amoeba to completely disappear */
4307 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
4309 /* object was running against a wall */
4314 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
4315 DrawLevelElementAnimation(x, y, element);
4317 if (element == EL_BUG ||
4318 element == EL_SPACESHIP ||
4319 element == EL_SP_SNIKSNAK)
4320 DrawLevelField(x, y);
4321 else if (element == EL_MOLE)
4322 DrawLevelField(x, y);
4323 else if (element == EL_BD_BUTTERFLY ||
4324 element == EL_BD_FIREFLY)
4325 DrawLevelElementAnimationIfNeeded(x, y, element);
4326 else if (element == EL_SATELLITE)
4327 DrawLevelElementAnimationIfNeeded(x, y, element);
4328 else if (element == EL_SP_ELECTRON)
4329 DrawLevelElementAnimationIfNeeded(x, y, element);
4332 if (DONT_TOUCH(element))
4333 TestIfBadThingTouchesHero(x, y);
4336 PlaySoundLevelAction(x, y, ACTION_WAITING);
4342 InitMovingField(x, y, MovDir[x][y]);
4344 PlaySoundLevelAction(x, y, ACTION_MOVING);
4348 ContinueMoving(x, y);
4351 void ContinueMoving(int x, int y)
4353 int element = Feld[x][y];
4354 int direction = MovDir[x][y];
4355 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4356 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4357 int newx = x + dx, newy = y + dy;
4358 int nextx = newx + dx, nexty = newy + dy;
4359 boolean pushed = Pushed[x][y];
4361 MovPos[x][y] += getElementMoveStepsize(x, y);
4363 if (pushed) /* special case: moving object pushed by player */
4364 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
4366 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
4368 Feld[x][y] = EL_EMPTY;
4369 Feld[newx][newy] = element;
4370 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
4372 if (element == EL_MOLE)
4374 Feld[x][y] = EL_SAND;
4376 DrawLevelFieldCrumbledSandNeighbours(x, y);
4378 else if (element == EL_QUICKSAND_FILLING)
4380 element = Feld[newx][newy] = get_next_element(element);
4381 Store[newx][newy] = Store[x][y];
4383 else if (element == EL_QUICKSAND_EMPTYING)
4385 Feld[x][y] = get_next_element(element);
4386 element = Feld[newx][newy] = Store[x][y];
4388 else if (element == EL_MAGIC_WALL_FILLING)
4390 element = Feld[newx][newy] = get_next_element(element);
4391 if (!game.magic_wall_active)
4392 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
4393 Store[newx][newy] = Store[x][y];
4395 else if (element == EL_MAGIC_WALL_EMPTYING)
4397 Feld[x][y] = get_next_element(element);
4398 if (!game.magic_wall_active)
4399 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4400 element = Feld[newx][newy] = Store[x][y];
4402 else if (element == EL_BD_MAGIC_WALL_FILLING)
4404 element = Feld[newx][newy] = get_next_element(element);
4405 if (!game.magic_wall_active)
4406 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
4407 Store[newx][newy] = Store[x][y];
4409 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
4411 Feld[x][y] = get_next_element(element);
4412 if (!game.magic_wall_active)
4413 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
4414 element = Feld[newx][newy] = Store[x][y];
4416 else if (element == EL_AMOEBA_DROPPING)
4418 Feld[x][y] = get_next_element(element);
4419 element = Feld[newx][newy] = Store[x][y];
4421 else if (element == EL_SOKOBAN_OBJECT)
4424 Feld[x][y] = Back[x][y];
4426 if (Back[newx][newy])
4427 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
4429 Back[x][y] = Back[newx][newy] = 0;
4431 else if (Store[x][y] == EL_ACID)
4433 element = Feld[newx][newy] = EL_ACID;
4437 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
4438 MovDelay[newx][newy] = 0;
4440 /* copy element change control values to new field */
4441 ChangeDelay[newx][newy] = ChangeDelay[x][y];
4443 /* copy animation control values to new field */
4444 GfxFrame[newx][newy] = GfxFrame[x][y];
4445 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
4446 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
4448 Pushed[x][y] = Pushed[newx][newy] = FALSE;
4450 ResetGfxAnimation(x, y); /* reset animation values for old field */
4453 /* 2.1.1 (does not work correctly for spring) */
4454 if (!CAN_MOVE(element))
4455 MovDir[newx][newy] = 0;
4459 /* (does not work for falling objects that slide horizontally) */
4460 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
4461 MovDir[newx][newy] = 0;
4464 if (!CAN_MOVE(element) ||
4465 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
4466 MovDir[newx][newy] = 0;
4469 if (!CAN_MOVE(element) ||
4470 (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN))
4471 MovDir[newx][newy] = 0;
4475 DrawLevelField(x, y);
4476 DrawLevelField(newx, newy);
4478 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
4480 if (!pushed) /* special case: moving object pushed by player */
4481 JustStopped[newx][newy] = 3;
4483 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
4485 TestIfBadThingTouchesHero(newx, newy);
4486 TestIfBadThingTouchesFriend(newx, newy);
4487 TestIfBadThingTouchesOtherBadThing(newx, newy);
4489 else if (element == EL_PENGUIN)
4490 TestIfFriendTouchesBadThing(newx, newy);
4492 if (CAN_FALL(element) && direction == MV_DOWN &&
4493 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
4496 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
4497 CheckElementChange(newx, newy, element, CE_COLLISION);
4499 TestIfPlayerTouchesCustomElement(newx, newy);
4500 TestIfElementTouchesCustomElement(newx, newy);
4502 else /* still moving on */
4504 DrawLevelField(x, y);
4508 int AmoebeNachbarNr(int ax, int ay)
4511 int element = Feld[ax][ay];
4513 static int xy[4][2] =
4523 int x = ax + xy[i][0];
4524 int y = ay + xy[i][1];
4526 if (!IN_LEV_FIELD(x, y))
4529 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
4530 group_nr = AmoebaNr[x][y];
4536 void AmoebenVereinigen(int ax, int ay)
4538 int i, x, y, xx, yy;
4539 int new_group_nr = AmoebaNr[ax][ay];
4540 static int xy[4][2] =
4548 if (new_group_nr == 0)
4556 if (!IN_LEV_FIELD(x, y))
4559 if ((Feld[x][y] == EL_AMOEBA_FULL ||
4560 Feld[x][y] == EL_BD_AMOEBA ||
4561 Feld[x][y] == EL_AMOEBA_DEAD) &&
4562 AmoebaNr[x][y] != new_group_nr)
4564 int old_group_nr = AmoebaNr[x][y];
4566 if (old_group_nr == 0)
4569 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
4570 AmoebaCnt[old_group_nr] = 0;
4571 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
4572 AmoebaCnt2[old_group_nr] = 0;
4574 for (yy=0; yy<lev_fieldy; yy++)
4576 for (xx=0; xx<lev_fieldx; xx++)
4578 if (AmoebaNr[xx][yy] == old_group_nr)
4579 AmoebaNr[xx][yy] = new_group_nr;
4586 void AmoebeUmwandeln(int ax, int ay)
4590 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
4592 int group_nr = AmoebaNr[ax][ay];
4597 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
4598 printf("AmoebeUmwandeln(): This should never happen!\n");
4603 for (y=0; y<lev_fieldy; y++)
4605 for (x=0; x<lev_fieldx; x++)
4607 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
4610 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
4614 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
4615 SND_AMOEBA_TURNING_TO_GEM :
4616 SND_AMOEBA_TURNING_TO_ROCK));
4621 static int xy[4][2] =
4634 if (!IN_LEV_FIELD(x, y))
4637 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
4639 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
4640 SND_AMOEBA_TURNING_TO_GEM :
4641 SND_AMOEBA_TURNING_TO_ROCK));
4648 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
4651 int group_nr = AmoebaNr[ax][ay];
4652 boolean done = FALSE;
4657 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
4658 printf("AmoebeUmwandelnBD(): This should never happen!\n");
4663 for (y=0; y<lev_fieldy; y++)
4665 for (x=0; x<lev_fieldx; x++)
4667 if (AmoebaNr[x][y] == group_nr &&
4668 (Feld[x][y] == EL_AMOEBA_DEAD ||
4669 Feld[x][y] == EL_BD_AMOEBA ||
4670 Feld[x][y] == EL_AMOEBA_GROWING))
4673 Feld[x][y] = new_element;
4674 InitField(x, y, FALSE);
4675 DrawLevelField(x, y);
4682 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
4683 SND_BD_AMOEBA_TURNING_TO_ROCK :
4684 SND_BD_AMOEBA_TURNING_TO_GEM));
4687 void AmoebeWaechst(int x, int y)
4689 static unsigned long sound_delay = 0;
4690 static unsigned long sound_delay_value = 0;
4692 if (!MovDelay[x][y]) /* start new growing cycle */
4696 if (DelayReached(&sound_delay, sound_delay_value))
4699 PlaySoundLevelElementAction(x, y, Store[x][y], ACTION_GROWING);
4701 if (Store[x][y] == EL_BD_AMOEBA)
4702 PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
4704 PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
4706 sound_delay_value = 30;
4710 if (MovDelay[x][y]) /* wait some time before growing bigger */
4713 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4715 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
4716 6 - MovDelay[x][y]);
4718 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
4721 if (!MovDelay[x][y])
4723 Feld[x][y] = Store[x][y];
4725 DrawLevelField(x, y);
4730 void AmoebaDisappearing(int x, int y)
4732 static unsigned long sound_delay = 0;
4733 static unsigned long sound_delay_value = 0;
4735 if (!MovDelay[x][y]) /* start new shrinking cycle */
4739 if (DelayReached(&sound_delay, sound_delay_value))
4740 sound_delay_value = 30;
4743 if (MovDelay[x][y]) /* wait some time before shrinking */
4746 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4748 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
4749 6 - MovDelay[x][y]);
4751 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
4754 if (!MovDelay[x][y])
4756 Feld[x][y] = EL_EMPTY;
4757 DrawLevelField(x, y);
4759 /* don't let mole enter this field in this cycle;
4760 (give priority to objects falling to this field from above) */
4766 void AmoebeAbleger(int ax, int ay)
4769 int element = Feld[ax][ay];
4770 int graphic = el2img(element);
4771 int newax = ax, neway = ay;
4772 static int xy[4][2] =
4780 if (!level.amoeba_speed)
4782 Feld[ax][ay] = EL_AMOEBA_DEAD;
4783 DrawLevelField(ax, ay);
4787 if (IS_ANIMATED(graphic))
4788 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4790 if (!MovDelay[ax][ay]) /* start making new amoeba field */
4791 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
4793 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
4796 if (MovDelay[ax][ay])
4800 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
4803 int x = ax + xy[start][0];
4804 int y = ay + xy[start][1];
4806 if (!IN_LEV_FIELD(x, y))
4809 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
4810 if (IS_FREE(x, y) ||
4811 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4817 if (newax == ax && neway == ay)
4820 else /* normal or "filled" (BD style) amoeba */
4823 boolean waiting_for_player = FALSE;
4827 int j = (start + i) % 4;
4828 int x = ax + xy[j][0];
4829 int y = ay + xy[j][1];
4831 if (!IN_LEV_FIELD(x, y))
4834 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
4835 if (IS_FREE(x, y) ||
4836 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4842 else if (IS_PLAYER(x, y))
4843 waiting_for_player = TRUE;
4846 if (newax == ax && neway == ay) /* amoeba cannot grow */
4848 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
4850 Feld[ax][ay] = EL_AMOEBA_DEAD;
4851 DrawLevelField(ax, ay);
4852 AmoebaCnt[AmoebaNr[ax][ay]]--;
4854 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
4856 if (element == EL_AMOEBA_FULL)
4857 AmoebeUmwandeln(ax, ay);
4858 else if (element == EL_BD_AMOEBA)
4859 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
4864 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
4866 /* amoeba gets larger by growing in some direction */
4868 int new_group_nr = AmoebaNr[ax][ay];
4871 if (new_group_nr == 0)
4873 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
4874 printf("AmoebeAbleger(): This should never happen!\n");
4879 AmoebaNr[newax][neway] = new_group_nr;
4880 AmoebaCnt[new_group_nr]++;
4881 AmoebaCnt2[new_group_nr]++;
4883 /* if amoeba touches other amoeba(s) after growing, unify them */
4884 AmoebenVereinigen(newax, neway);
4886 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
4888 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
4894 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
4895 (neway == lev_fieldy - 1 && newax != ax))
4897 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
4898 Store[newax][neway] = element;
4900 else if (neway == ay)
4902 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
4904 PlaySoundLevelAction(newax, neway, ACTION_GROWING);
4906 PlaySoundLevel(newax, neway, SND_AMOEBA_GROWING);
4911 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
4912 Feld[ax][ay] = EL_AMOEBA_DROPPING;
4913 Store[ax][ay] = EL_AMOEBA_DROP;
4914 ContinueMoving(ax, ay);
4918 DrawLevelField(newax, neway);
4921 void Life(int ax, int ay)
4924 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
4926 int element = Feld[ax][ay];
4927 int graphic = el2img(element);
4928 boolean changed = FALSE;
4930 if (IS_ANIMATED(graphic))
4931 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4936 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
4937 MovDelay[ax][ay] = life_time;
4939 if (MovDelay[ax][ay]) /* wait some time before next cycle */
4942 if (MovDelay[ax][ay])
4946 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
4948 int xx = ax+x1, yy = ay+y1;
4951 if (!IN_LEV_FIELD(xx, yy))
4954 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
4956 int x = xx+x2, y = yy+y2;
4958 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
4961 if (((Feld[x][y] == element ||
4962 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
4964 (IS_FREE(x, y) && Stop[x][y]))
4968 if (xx == ax && yy == ay) /* field in the middle */
4970 if (nachbarn < life[0] || nachbarn > life[1])
4972 Feld[xx][yy] = EL_EMPTY;
4974 DrawLevelField(xx, yy);
4975 Stop[xx][yy] = TRUE;
4979 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
4980 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
4981 { /* free border field */
4982 if (nachbarn >= life[2] && nachbarn <= life[3])
4984 Feld[xx][yy] = element;
4985 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
4987 DrawLevelField(xx, yy);
4988 Stop[xx][yy] = TRUE;
4995 PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
4996 SND_GAME_OF_LIFE_GROWING);
4999 static void InitRobotWheel(int x, int y)
5001 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
5004 static void RunRobotWheel(int x, int y)
5006 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
5009 static void StopRobotWheel(int x, int y)
5011 if (ZX == x && ZY == y)
5015 static void InitTimegateWheel(int x, int y)
5017 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
5020 static void RunTimegateWheel(int x, int y)
5022 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
5025 void CheckExit(int x, int y)
5027 if (local_player->gems_still_needed > 0 ||
5028 local_player->sokobanfields_still_needed > 0 ||
5029 local_player->lights_still_needed > 0)
5031 int element = Feld[x][y];
5032 int graphic = el2img(element);
5034 if (IS_ANIMATED(graphic))
5035 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5040 Feld[x][y] = EL_EXIT_OPENING;
5042 PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING);
5045 void CheckExitSP(int x, int y)
5047 if (local_player->gems_still_needed > 0)
5049 int element = Feld[x][y];
5050 int graphic = el2img(element);
5052 if (IS_ANIMATED(graphic))
5053 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5058 Feld[x][y] = EL_SP_EXIT_OPEN;
5060 PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
5063 static void CloseAllOpenTimegates()
5067 for (y=0; y<lev_fieldy; y++)
5069 for (x=0; x<lev_fieldx; x++)
5071 int element = Feld[x][y];
5073 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
5075 Feld[x][y] = EL_TIMEGATE_CLOSING;
5077 PlaySoundLevelAction(x, y, ACTION_CLOSING);
5079 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
5086 void EdelsteinFunkeln(int x, int y)
5088 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
5091 if (Feld[x][y] == EL_BD_DIAMOND)
5094 if (MovDelay[x][y] == 0) /* next animation frame */
5095 MovDelay[x][y] = 11 * !SimpleRND(500);
5097 if (MovDelay[x][y] != 0) /* wait some time before next frame */
5101 if (setup.direct_draw && MovDelay[x][y])
5102 SetDrawtoField(DRAW_BUFFERED);
5104 DrawLevelElementAnimation(x, y, Feld[x][y]);
5106 if (MovDelay[x][y] != 0)
5108 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
5109 10 - MovDelay[x][y]);
5111 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
5113 if (setup.direct_draw)
5117 dest_x = FX + SCREENX(x) * TILEX;
5118 dest_y = FY + SCREENY(y) * TILEY;
5120 BlitBitmap(drawto_field, window,
5121 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
5122 SetDrawtoField(DRAW_DIRECT);
5128 void MauerWaechst(int x, int y)
5132 if (!MovDelay[x][y]) /* next animation frame */
5133 MovDelay[x][y] = 3 * delay;
5135 if (MovDelay[x][y]) /* wait some time before next frame */
5139 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5141 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
5142 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
5144 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5147 if (!MovDelay[x][y])
5149 if (MovDir[x][y] == MV_LEFT)
5151 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
5152 DrawLevelField(x - 1, y);
5154 else if (MovDir[x][y] == MV_RIGHT)
5156 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
5157 DrawLevelField(x + 1, y);
5159 else if (MovDir[x][y] == MV_UP)
5161 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
5162 DrawLevelField(x, y - 1);
5166 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
5167 DrawLevelField(x, y + 1);
5170 Feld[x][y] = Store[x][y];
5172 MovDir[x][y] = MV_NO_MOVING;
5173 DrawLevelField(x, y);
5178 void MauerAbleger(int ax, int ay)
5180 int element = Feld[ax][ay];
5181 int graphic = el2img(element);
5182 boolean oben_frei = FALSE, unten_frei = FALSE;
5183 boolean links_frei = FALSE, rechts_frei = FALSE;
5184 boolean oben_massiv = FALSE, unten_massiv = FALSE;
5185 boolean links_massiv = FALSE, rechts_massiv = FALSE;
5186 boolean new_wall = FALSE;
5188 if (IS_ANIMATED(graphic))
5189 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
5191 if (!MovDelay[ax][ay]) /* start building new wall */
5192 MovDelay[ax][ay] = 6;
5194 if (MovDelay[ax][ay]) /* wait some time before building new wall */
5197 if (MovDelay[ax][ay])
5201 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
5203 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
5205 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
5207 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
5210 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
5211 element == EL_EXPANDABLE_WALL_ANY)
5215 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
5216 Store[ax][ay-1] = element;
5217 MovDir[ax][ay-1] = MV_UP;
5218 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
5219 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
5220 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
5225 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
5226 Store[ax][ay+1] = element;
5227 MovDir[ax][ay+1] = MV_DOWN;
5228 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
5229 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
5230 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
5235 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5236 element == EL_EXPANDABLE_WALL_ANY ||
5237 element == EL_EXPANDABLE_WALL)
5241 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
5242 Store[ax-1][ay] = element;
5243 MovDir[ax-1][ay] = MV_LEFT;
5244 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
5245 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
5246 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
5252 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
5253 Store[ax+1][ay] = element;
5254 MovDir[ax+1][ay] = MV_RIGHT;
5255 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
5256 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
5257 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
5262 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
5263 DrawLevelField(ax, ay);
5265 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
5267 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
5268 unten_massiv = TRUE;
5269 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
5270 links_massiv = TRUE;
5271 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
5272 rechts_massiv = TRUE;
5274 if (((oben_massiv && unten_massiv) ||
5275 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5276 element == EL_EXPANDABLE_WALL) &&
5277 ((links_massiv && rechts_massiv) ||
5278 element == EL_EXPANDABLE_WALL_VERTICAL))
5279 Feld[ax][ay] = EL_WALL;
5283 PlaySoundLevelAction(ax, ay, ACTION_GROWING);
5285 PlaySoundLevel(ax, ay, SND_EXPANDABLE_WALL_GROWING);
5289 void CheckForDragon(int x, int y)
5292 boolean dragon_found = FALSE;
5293 static int xy[4][2] =
5305 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
5307 if (IN_LEV_FIELD(xx, yy) &&
5308 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
5310 if (Feld[xx][yy] == EL_DRAGON)
5311 dragon_found = TRUE;
5324 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
5326 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
5328 Feld[xx][yy] = EL_EMPTY;
5329 DrawLevelField(xx, yy);
5338 static void InitBuggyBase(int x, int y)
5340 int element = Feld[x][y];
5341 int activating_delay = FRAMES_PER_SECOND / 4;
5344 (element == EL_SP_BUGGY_BASE ?
5345 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
5346 element == EL_SP_BUGGY_BASE_ACTIVATING ?
5348 element == EL_SP_BUGGY_BASE_ACTIVE ?
5349 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
5352 static void WarnBuggyBase(int x, int y)
5355 static int xy[4][2] =
5365 int xx = x + xy[i][0], yy = y + xy[i][1];
5367 if (IS_PLAYER(xx, yy))
5369 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
5376 static void InitTrap(int x, int y)
5378 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
5381 static void ActivateTrap(int x, int y)
5383 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
5386 static void ChangeActiveTrap(int x, int y)
5388 int graphic = IMG_TRAP_ACTIVE;
5390 /* if new animation frame was drawn, correct crumbled sand border */
5391 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
5392 DrawLevelFieldCrumbledSand(x, y);
5395 static void ChangeElementNowExt(int x, int y, int target_element)
5397 /* check if element under player changes from accessible to unaccessible
5398 (needed for special case of dropping element which then changes) */
5399 if (IS_PLAYER(x, y) && !PLAYER_PROTECTED(x, y) &&
5400 IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(target_element))
5407 Feld[x][y] = target_element;
5409 ResetGfxAnimation(x, y);
5410 ResetRandomAnimationValue(x, y);
5412 InitField(x, y, FALSE);
5413 if (CAN_MOVE(Feld[x][y]))
5416 DrawLevelField(x, y);
5418 if (CAN_BE_CRUMBLED(Feld[x][y]))
5419 DrawLevelFieldCrumbledSandNeighbours(x, y);
5421 TestIfBadThingTouchesHero(x, y);
5422 TestIfPlayerTouchesCustomElement(x, y);
5423 TestIfElementTouchesCustomElement(x, y);
5425 if (ELEM_IS_PLAYER(target_element))
5426 RelocatePlayer(x, y, target_element);
5429 static void ChangeElementNow(int x, int y, int element, int page)
5431 struct ElementChangeInfo *change = &element_info[element].change_page[page];
5433 CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_IS_CHANGING);
5435 if (change->explode)
5441 if (change->use_content)
5443 boolean complete_change = TRUE;
5444 boolean can_change[3][3];
5447 for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
5449 boolean half_destructible;
5450 int ex = x + xx - 1;
5451 int ey = y + yy - 1;
5454 can_change[xx][yy] = TRUE;
5456 if (ex == x && ey == y) /* do not check changing element itself */
5459 if (change->content[xx][yy] == EL_EMPTY_SPACE)
5461 can_change[xx][yy] = FALSE; /* do not change empty borders */
5466 if (!IN_LEV_FIELD(ex, ey))
5468 can_change[xx][yy] = FALSE;
5469 complete_change = FALSE;
5476 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5477 e = MovingOrBlocked2Element(ex, ey);
5479 half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e));
5481 if ((change->power <= CP_NON_DESTRUCTIVE && !IS_FREE(ex, ey)) ||
5482 (change->power <= CP_HALF_DESTRUCTIVE && !half_destructible) ||
5483 (change->power <= CP_FULL_DESTRUCTIVE && IS_INDESTRUCTIBLE(e)))
5485 can_change[xx][yy] = FALSE;
5486 complete_change = FALSE;
5490 if (!change->only_complete || complete_change)
5492 boolean something_has_changed = FALSE;
5494 if (change->only_complete && change->use_random_change &&
5495 RND(100) < change->random)
5498 for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
5500 int ex = x + xx - 1;
5501 int ey = y + yy - 1;
5503 if (can_change[xx][yy] && (!change->use_random_change ||
5504 RND(100) < change->random))
5506 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5507 RemoveMovingField(ex, ey);
5509 ChangeElementNowExt(ex, ey, change->content[xx][yy]);
5511 something_has_changed = TRUE;
5513 /* for symmetry reasons, stop newly created border elements */
5514 if (ex != x || ey != y)
5515 Stop[ex][ey] = TRUE;
5519 if (something_has_changed)
5520 PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING);
5525 ChangeElementNowExt(x, y, change->target_element);
5527 PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING);
5531 static void ChangeElement(int x, int y, int page)
5533 int element = MovingOrBlocked2Element(x, y);
5534 struct ElementChangeInfo *change = &element_info[element].change_page[page];
5536 if (ChangeDelay[x][y] == 0) /* initialize element change */
5538 ChangeDelay[x][y] = ( change->delay_fixed * change->delay_frames +
5539 RND(change->delay_random * change->delay_frames)) + 1;
5541 ResetGfxAnimation(x, y);
5542 ResetRandomAnimationValue(x, y);
5544 if (change->pre_change_function)
5545 change->pre_change_function(x, y);
5548 ChangeDelay[x][y]--;
5550 if (ChangeDelay[x][y] != 0) /* continue element change */
5552 int graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5554 if (IS_ANIMATED(graphic))
5555 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5557 if (change->change_function)
5558 change->change_function(x, y);
5560 else /* finish element change */
5562 if (IS_MOVING(x, y)) /* never change a running system ;-) */
5564 ChangeDelay[x][y] = 1; /* try change after next move step */
5569 ChangeElementNow(x, y, element, page);
5571 if (change->post_change_function)
5572 change->post_change_function(x, y);
5576 static boolean CheckTriggeredElementChange(int lx, int ly, int trigger_element,
5581 if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
5584 /* prevent this function from running into a loop */
5585 if (trigger_event == CE_OTHER_IS_CHANGING)
5586 Changing[lx][ly] = TRUE;
5588 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
5590 int element = EL_CUSTOM_START + i;
5593 boolean change_element = FALSE;
5596 if (!CAN_CHANGE(element) ||
5597 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
5600 for (j=0; j < element_info[element].num_change_pages; j++)
5602 if (element_info[element].change_page[j].trigger_element ==
5605 change_element = TRUE;
5612 if (!change_element)
5616 if (!CAN_CHANGE(element) ||
5617 !HAS_ANY_CHANGE_EVENT(element, trigger_event) ||
5618 element_info[element].change->trigger_element != trigger_element)
5622 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5624 if (x == lx && y == ly) /* do not change trigger element itself */
5627 if (Changing[x][y]) /* do not change just changing elements */
5630 if (Feld[x][y] == element)
5632 ChangeDelay[x][y] = 1;
5633 ChangeElement(x, y, page);
5635 Changing[x][y] = TRUE; /* do not change just changed elements */
5640 /* reset change prevention array */
5641 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5642 Changing[x][y] = FALSE;
5647 static boolean CheckElementChangeExt(int x, int y, int element,
5648 int trigger_event, int page)
5650 if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
5653 if (Feld[x][y] == EL_BLOCKED)
5654 Blocked2Moving(x, y, &x, &y);
5656 ChangeDelay[x][y] = 1;
5657 ChangeElement(x, y, page);
5662 static boolean CheckElementChange(int x, int y, int element, int trigger_event)
5664 int page = element_info[element].event_page_num[trigger_event];
5666 return CheckElementChangeExt(x, y, element, trigger_event, page);
5669 static void PlayerActions(struct PlayerInfo *player, byte player_action)
5671 static byte stored_player_action[MAX_PLAYERS];
5672 static int num_stored_actions = 0;
5673 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
5674 int left = player_action & JOY_LEFT;
5675 int right = player_action & JOY_RIGHT;
5676 int up = player_action & JOY_UP;
5677 int down = player_action & JOY_DOWN;
5678 int button1 = player_action & JOY_BUTTON_1;
5679 int button2 = player_action & JOY_BUTTON_2;
5680 int dx = (left ? -1 : right ? 1 : 0);
5681 int dy = (up ? -1 : down ? 1 : 0);
5683 stored_player_action[player->index_nr] = 0;
5684 num_stored_actions++;
5686 if (!player->active || tape.pausing)
5692 snapped = SnapField(player, dx, dy);
5696 dropped = DropElement(player);
5698 moved = MoveFigure(player, dx, dy);
5701 if (tape.single_step && tape.recording && !tape.pausing)
5703 if (button1 || (dropped && !moved))
5705 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5706 SnapField(player, 0, 0); /* stop snapping */
5710 stored_player_action[player->index_nr] = player_action;
5714 /* no actions for this player (no input at player's configured device) */
5716 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
5717 SnapField(player, 0, 0);
5718 CheckGravityMovement(player);
5720 if (player->MovPos == 0)
5721 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
5723 if (player->MovPos == 0) /* needed for tape.playing */
5724 player->is_moving = FALSE;
5727 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
5729 TapeRecordAction(stored_player_action);
5730 num_stored_actions = 0;
5736 static unsigned long action_delay = 0;
5737 unsigned long action_delay_value;
5738 int magic_wall_x = 0, magic_wall_y = 0;
5739 int i, x, y, element, graphic;
5740 byte *recorded_player_action;
5741 byte summarized_player_action = 0;
5743 if (game_status != GAME_MODE_PLAYING)
5746 action_delay_value =
5747 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
5749 if (tape.playing && tape.index_search && !tape.pausing)
5750 action_delay_value = 0;
5752 /* ---------- main game synchronization point ---------- */
5754 WaitUntilDelayReached(&action_delay, action_delay_value);
5756 if (network_playing && !network_player_action_received)
5760 printf("DEBUG: try to get network player actions in time\n");
5764 #if defined(PLATFORM_UNIX)
5765 /* last chance to get network player actions without main loop delay */
5769 if (game_status != GAME_MODE_PLAYING)
5772 if (!network_player_action_received)
5776 printf("DEBUG: failed to get network player actions in time\n");
5786 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
5788 for (i=0; i<MAX_PLAYERS; i++)
5790 summarized_player_action |= stored_player[i].action;
5792 if (!network_playing)
5793 stored_player[i].effective_action = stored_player[i].action;
5796 #if defined(PLATFORM_UNIX)
5797 if (network_playing)
5798 SendToServer_MovePlayer(summarized_player_action);
5801 if (!options.network && !setup.team_mode)
5802 local_player->effective_action = summarized_player_action;
5804 for (i=0; i<MAX_PLAYERS; i++)
5806 int actual_player_action = stored_player[i].effective_action;
5808 if (stored_player[i].programmed_action)
5809 actual_player_action = stored_player[i].programmed_action;
5811 if (recorded_player_action)
5812 actual_player_action = recorded_player_action[i];
5814 PlayerActions(&stored_player[i], actual_player_action);
5815 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
5818 network_player_action_received = FALSE;
5820 ScrollScreen(NULL, SCROLL_GO_ON);
5826 for (i=0; i<MAX_PLAYERS; i++)
5827 stored_player[i].Frame++;
5831 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
5833 for (i=0; i<MAX_PLAYERS; i++)
5835 struct PlayerInfo *player = &stored_player[i];
5839 if (player->active && player->Pushing && player->is_moving &&
5842 ContinueMoving(x, y);
5844 /* continue moving after pushing (this is actually a bug) */
5845 if (!IS_MOVING(x, y))
5854 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5857 if (JustStopped[x][y] > 0)
5858 JustStopped[x][y]--;
5863 /* reset finished pushing action (not done in ContinueMoving() to allow
5864 continous pushing animation for elements without push delay) */
5865 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
5867 ResetGfxAnimation(x, y);
5868 DrawLevelField(x, y);
5873 if (IS_BLOCKED(x, y))
5877 Blocked2Moving(x, y, &oldx, &oldy);
5878 if (!IS_MOVING(oldx, oldy))
5880 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
5881 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
5882 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
5883 printf("GameActions(): This should never happen!\n");
5889 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5891 element = Feld[x][y];
5893 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5895 graphic = el2img(element);
5901 printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
5903 element = graphic = 0;
5907 if (graphic_info[graphic].anim_global_sync)
5908 GfxFrame[x][y] = FrameCounter;
5910 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
5911 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
5912 ResetRandomAnimationValue(x, y);
5914 SetRandomAnimationValue(x, y);
5917 PlaySoundLevelActionIfLoop(x, y, GfxAction[x][y]);
5920 if (IS_INACTIVE(element))
5922 if (IS_ANIMATED(graphic))
5923 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5929 /* this may take place after moving, so 'element' may have changed */
5930 if (IS_CHANGING(x, y))
5932 ChangeElement(x, y, element_info[element].event_page_num[CE_DELAY]);
5933 element = Feld[x][y];
5934 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5938 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
5943 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5945 if (element == EL_MOLE)
5946 printf("::: %d, %d, %d [%d]\n",
5947 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y],
5951 if (element == EL_YAMYAM)
5952 printf("::: %d, %d, %d\n",
5953 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
5957 if (IS_ANIMATED(graphic) &&
5961 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5964 if (element == EL_MOLE)
5965 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
5969 if (IS_GEM(element) || element == EL_SP_INFOTRON)
5970 EdelsteinFunkeln(x, y);
5972 else if ((element == EL_ACID ||
5973 element == EL_EXIT_OPEN ||
5974 element == EL_SP_EXIT_OPEN ||
5975 element == EL_SP_TERMINAL ||
5976 element == EL_SP_TERMINAL_ACTIVE ||
5977 element == EL_EXTRA_TIME ||
5978 element == EL_SHIELD_NORMAL ||
5979 element == EL_SHIELD_DEADLY) &&
5980 IS_ANIMATED(graphic))
5981 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5982 else if (IS_MOVING(x, y))
5983 ContinueMoving(x, y);
5984 else if (IS_ACTIVE_BOMB(element))
5985 CheckDynamite(x, y);
5987 else if (element == EL_EXPLOSION && !game.explosions_delayed)
5988 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
5990 else if (element == EL_AMOEBA_GROWING)
5991 AmoebeWaechst(x, y);
5992 else if (element == EL_AMOEBA_SHRINKING)
5993 AmoebaDisappearing(x, y);
5995 #if !USE_NEW_AMOEBA_CODE
5996 else if (IS_AMOEBALIVE(element))
5997 AmoebeAbleger(x, y);
6000 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
6002 else if (element == EL_EXIT_CLOSED)
6004 else if (element == EL_SP_EXIT_CLOSED)
6006 else if (element == EL_EXPANDABLE_WALL_GROWING)
6008 else if (element == EL_EXPANDABLE_WALL ||
6009 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
6010 element == EL_EXPANDABLE_WALL_VERTICAL ||
6011 element == EL_EXPANDABLE_WALL_ANY)
6013 else if (element == EL_FLAMES)
6014 CheckForDragon(x, y);
6016 else if (IS_AUTO_CHANGING(element))
6017 ChangeElement(x, y);
6019 else if (element == EL_EXPLOSION)
6020 ; /* drawing of correct explosion animation is handled separately */
6021 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
6022 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6025 /* this may take place after moving, so 'element' may have changed */
6026 if (IS_AUTO_CHANGING(Feld[x][y]))
6027 ChangeElement(x, y);
6030 if (IS_BELT_ACTIVE(element))
6031 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
6033 if (game.magic_wall_active)
6035 int jx = local_player->jx, jy = local_player->jy;
6037 /* play the element sound at the position nearest to the player */
6038 if ((element == EL_MAGIC_WALL_FULL ||
6039 element == EL_MAGIC_WALL_ACTIVE ||
6040 element == EL_MAGIC_WALL_EMPTYING ||
6041 element == EL_BD_MAGIC_WALL_FULL ||
6042 element == EL_BD_MAGIC_WALL_ACTIVE ||
6043 element == EL_BD_MAGIC_WALL_EMPTYING) &&
6044 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
6052 #if USE_NEW_AMOEBA_CODE
6053 /* new experimental amoeba growth stuff */
6055 if (!(FrameCounter % 8))
6058 static unsigned long random = 1684108901;
6060 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
6063 x = (random >> 10) % lev_fieldx;
6064 y = (random >> 20) % lev_fieldy;
6066 x = RND(lev_fieldx);
6067 y = RND(lev_fieldy);
6069 element = Feld[x][y];
6071 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
6072 if (!IS_PLAYER(x,y) &&
6073 (element == EL_EMPTY ||
6074 element == EL_SAND ||
6075 element == EL_QUICKSAND_EMPTY ||
6076 element == EL_ACID_SPLASH_LEFT ||
6077 element == EL_ACID_SPLASH_RIGHT))
6079 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
6080 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
6081 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
6082 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
6083 Feld[x][y] = EL_AMOEBA_DROP;
6086 random = random * 129 + 1;
6092 if (game.explosions_delayed)
6095 game.explosions_delayed = FALSE;
6097 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
6099 element = Feld[x][y];
6101 if (ExplodeField[x][y])
6102 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
6103 else if (element == EL_EXPLOSION)
6104 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
6106 ExplodeField[x][y] = EX_NO_EXPLOSION;
6109 game.explosions_delayed = TRUE;
6112 if (game.magic_wall_active)
6114 if (!(game.magic_wall_time_left % 4))
6116 int element = Feld[magic_wall_x][magic_wall_y];
6118 if (element == EL_BD_MAGIC_WALL_FULL ||
6119 element == EL_BD_MAGIC_WALL_ACTIVE ||
6120 element == EL_BD_MAGIC_WALL_EMPTYING)
6121 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
6123 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
6126 if (game.magic_wall_time_left > 0)
6128 game.magic_wall_time_left--;
6129 if (!game.magic_wall_time_left)
6131 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
6133 element = Feld[x][y];
6135 if (element == EL_MAGIC_WALL_ACTIVE ||
6136 element == EL_MAGIC_WALL_FULL)
6138 Feld[x][y] = EL_MAGIC_WALL_DEAD;
6139 DrawLevelField(x, y);
6141 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
6142 element == EL_BD_MAGIC_WALL_FULL)
6144 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
6145 DrawLevelField(x, y);
6149 game.magic_wall_active = FALSE;
6154 if (game.light_time_left > 0)
6156 game.light_time_left--;
6158 if (game.light_time_left == 0)
6159 RedrawAllLightSwitchesAndInvisibleElements();
6162 if (game.timegate_time_left > 0)
6164 game.timegate_time_left--;
6166 if (game.timegate_time_left == 0)
6167 CloseAllOpenTimegates();
6170 for (i=0; i<MAX_PLAYERS; i++)
6172 struct PlayerInfo *player = &stored_player[i];
6174 if (SHIELD_ON(player))
6176 if (player->shield_deadly_time_left)
6177 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
6178 else if (player->shield_normal_time_left)
6179 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
6183 if (TimeFrames >= (1000 / GameFrameDelay))
6188 for (i=0; i<MAX_PLAYERS; i++)
6190 struct PlayerInfo *player = &stored_player[i];
6192 if (SHIELD_ON(player))
6194 player->shield_normal_time_left--;
6196 if (player->shield_deadly_time_left > 0)
6197 player->shield_deadly_time_left--;
6201 if (tape.recording || tape.playing)
6202 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
6208 if (TimeLeft <= 10 && setup.time_limit)
6209 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
6211 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
6213 if (!TimeLeft && setup.time_limit)
6214 for (i=0; i<MAX_PLAYERS; i++)
6215 KillHero(&stored_player[i]);
6217 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
6218 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
6223 if (options.debug) /* calculate frames per second */
6225 static unsigned long fps_counter = 0;
6226 static int fps_frames = 0;
6227 unsigned long fps_delay_ms = Counter() - fps_counter;
6231 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
6233 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
6236 fps_counter = Counter();
6239 redraw_mask |= REDRAW_FPS;
6243 if (stored_player[0].jx != stored_player[0].last_jx ||
6244 stored_player[0].jy != stored_player[0].last_jy)
6245 printf("::: %d, %d, %d, %d, %d\n",
6246 stored_player[0].MovDir,
6247 stored_player[0].MovPos,
6248 stored_player[0].GfxPos,
6249 stored_player[0].Frame,
6250 stored_player[0].StepFrame);
6257 for (i=0; i<MAX_PLAYERS; i++)
6260 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
6262 stored_player[i].Frame += move_frames;
6264 if (stored_player[i].MovPos != 0)
6265 stored_player[i].StepFrame += move_frames;
6270 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
6272 int min_x = x, min_y = y, max_x = x, max_y = y;
6275 for (i=0; i<MAX_PLAYERS; i++)
6277 int jx = stored_player[i].jx, jy = stored_player[i].jy;
6279 if (!stored_player[i].active || &stored_player[i] == player)
6282 min_x = MIN(min_x, jx);
6283 min_y = MIN(min_y, jy);
6284 max_x = MAX(max_x, jx);
6285 max_y = MAX(max_y, jy);
6288 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
6291 static boolean AllPlayersInVisibleScreen()
6295 for (i=0; i<MAX_PLAYERS; i++)
6297 int jx = stored_player[i].jx, jy = stored_player[i].jy;
6299 if (!stored_player[i].active)
6302 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
6309 void ScrollLevel(int dx, int dy)
6311 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
6314 BlitBitmap(drawto_field, drawto_field,
6315 FX + TILEX * (dx == -1) - softscroll_offset,
6316 FY + TILEY * (dy == -1) - softscroll_offset,
6317 SXSIZE - TILEX * (dx!=0) + 2 * softscroll_offset,
6318 SYSIZE - TILEY * (dy!=0) + 2 * softscroll_offset,
6319 FX + TILEX * (dx == 1) - softscroll_offset,
6320 FY + TILEY * (dy == 1) - softscroll_offset);
6324 x = (dx == 1 ? BX1 : BX2);
6325 for (y=BY1; y <= BY2; y++)
6326 DrawScreenField(x, y);
6331 y = (dy == 1 ? BY1 : BY2);
6332 for (x=BX1; x <= BX2; x++)
6333 DrawScreenField(x, y);
6336 redraw_mask |= REDRAW_FIELD;
6339 static void CheckGravityMovement(struct PlayerInfo *player)
6341 if (level.gravity && !player->programmed_action)
6343 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
6344 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
6346 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
6347 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
6348 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
6349 int jx = player->jx, jy = player->jy;
6350 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
6351 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
6352 int new_jx = jx + dx, new_jy = jy + dy;
6353 boolean field_under_player_is_free =
6354 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
6355 boolean player_is_moving_to_valid_field =
6356 (IN_LEV_FIELD(new_jx, new_jy) &&
6357 (Feld[new_jx][new_jy] == EL_SP_BASE ||
6358 Feld[new_jx][new_jy] == EL_SAND));
6359 /* !!! extend EL_SAND to anything diggable !!! */
6361 if (field_under_player_is_free &&
6362 !player_is_moving_to_valid_field &&
6363 !IS_WALKABLE_INSIDE(Feld[jx][jy]))
6364 player->programmed_action = MV_DOWN;
6370 -----------------------------------------------------------------------------
6371 dx, dy: direction (non-diagonal) to try to move the player to
6372 real_dx, real_dy: direction as read from input device (can be diagonal)
6375 boolean MoveFigureOneStep(struct PlayerInfo *player,
6376 int dx, int dy, int real_dx, int real_dy)
6378 int jx = player->jx, jy = player->jy;
6379 int new_jx = jx+dx, new_jy = jy+dy;
6383 if (!player->active || (!dx && !dy))
6384 return MF_NO_ACTION;
6386 player->MovDir = (dx < 0 ? MV_LEFT :
6389 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6391 if (!IN_LEV_FIELD(new_jx, new_jy))
6392 return MF_NO_ACTION;
6394 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
6395 return MF_NO_ACTION;
6398 element = MovingOrBlocked2Element(new_jx, new_jy);
6400 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
6403 if (DONT_RUN_INTO(element))
6405 if (element == EL_ACID && dx == 0 && dy == 1)
6408 Feld[jx][jy] = EL_PLAYER_1;
6409 InitMovingField(jx, jy, MV_DOWN);
6410 Store[jx][jy] = EL_ACID;
6411 ContinueMoving(jx, jy);
6415 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
6420 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
6421 if (can_move != MF_MOVING)
6424 /* check if DigField() has caused relocation of the player */
6425 if (player->jx != jx || player->jy != jy)
6426 return MF_NO_ACTION;
6428 StorePlayer[jx][jy] = 0;
6429 player->last_jx = jx;
6430 player->last_jy = jy;
6431 jx = player->jx = new_jx;
6432 jy = player->jy = new_jy;
6433 StorePlayer[jx][jy] = player->element_nr;
6436 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
6438 ScrollFigure(player, SCROLL_INIT);
6443 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
6445 int jx = player->jx, jy = player->jy;
6446 int old_jx = jx, old_jy = jy;
6447 int moved = MF_NO_ACTION;
6449 if (!player->active || (!dx && !dy))
6453 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
6457 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
6458 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
6462 /* remove the last programmed player action */
6463 player->programmed_action = 0;
6467 /* should only happen if pre-1.2 tape recordings are played */
6468 /* this is only for backward compatibility */
6470 int original_move_delay_value = player->move_delay_value;
6473 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
6477 /* scroll remaining steps with finest movement resolution */
6478 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
6480 while (player->MovPos)
6482 ScrollFigure(player, SCROLL_GO_ON);
6483 ScrollScreen(NULL, SCROLL_GO_ON);
6489 player->move_delay_value = original_move_delay_value;
6492 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
6494 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
6495 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
6499 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
6500 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
6506 if (moved & MF_MOVING && !ScreenMovPos &&
6507 (player == local_player || !options.network))
6509 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
6510 int offset = (setup.scroll_delay ? 3 : 0);
6512 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
6514 /* actual player has left the screen -- scroll in that direction */
6515 if (jx != old_jx) /* player has moved horizontally */
6516 scroll_x += (jx - old_jx);
6517 else /* player has moved vertically */
6518 scroll_y += (jy - old_jy);
6522 if (jx != old_jx) /* player has moved horizontally */
6524 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
6525 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
6526 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
6528 /* don't scroll over playfield boundaries */
6529 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
6530 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
6532 /* don't scroll more than one field at a time */
6533 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
6535 /* don't scroll against the player's moving direction */
6536 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
6537 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
6538 scroll_x = old_scroll_x;
6540 else /* player has moved vertically */
6542 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
6543 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
6544 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
6546 /* don't scroll over playfield boundaries */
6547 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
6548 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
6550 /* don't scroll more than one field at a time */
6551 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
6553 /* don't scroll against the player's moving direction */
6554 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
6555 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
6556 scroll_y = old_scroll_y;
6560 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
6562 if (!options.network && !AllPlayersInVisibleScreen())
6564 scroll_x = old_scroll_x;
6565 scroll_y = old_scroll_y;
6569 ScrollScreen(player, SCROLL_INIT);
6570 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
6577 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
6579 if (!(moved & MF_MOVING) && !player->Pushing)
6584 player->StepFrame = 0;
6586 if (moved & MF_MOVING)
6588 if (old_jx != jx && old_jy == jy)
6589 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
6590 else if (old_jx == jx && old_jy != jy)
6591 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
6593 DrawLevelField(jx, jy); /* for "crumbled sand" */
6595 player->last_move_dir = player->MovDir;
6596 player->is_moving = TRUE;
6598 player->snapped = FALSE;
6603 CheckGravityMovement(player);
6606 player->last_move_dir = MV_NO_MOVING;
6608 player->is_moving = FALSE;
6611 TestIfHeroTouchesBadThing(jx, jy);
6612 TestIfPlayerTouchesCustomElement(jx, jy);
6614 if (!player->active)
6620 void ScrollFigure(struct PlayerInfo *player, int mode)
6622 int jx = player->jx, jy = player->jy;
6623 int last_jx = player->last_jx, last_jy = player->last_jy;
6624 int move_stepsize = TILEX / player->move_delay_value;
6626 if (!player->active || !player->MovPos)
6629 if (mode == SCROLL_INIT)
6631 player->actual_frame_counter = FrameCounter;
6632 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
6634 if (Feld[last_jx][last_jy] == EL_EMPTY)
6635 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
6642 else if (!FrameReached(&player->actual_frame_counter, 1))
6645 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
6646 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
6648 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
6649 Feld[last_jx][last_jy] = EL_EMPTY;
6651 /* before DrawPlayer() to draw correct player graphic for this case */
6652 if (player->MovPos == 0)
6653 CheckGravityMovement(player);
6656 DrawPlayer(player); /* needed here only to cleanup last field */
6659 if (player->MovPos == 0)
6661 if (IS_PASSABLE(Feld[last_jx][last_jy]))
6663 /* continue with normal speed after quickly moving through gate */
6664 HALVE_PLAYER_SPEED(player);
6666 /* be able to make the next move without delay */
6667 player->move_delay = 0;
6670 player->last_jx = jx;
6671 player->last_jy = jy;
6673 if (Feld[jx][jy] == EL_EXIT_OPEN ||
6674 Feld[jx][jy] == EL_SP_EXIT_OPEN)
6676 DrawPlayer(player); /* needed here only to cleanup last field */
6679 if (local_player->friends_still_needed == 0 ||
6680 Feld[jx][jy] == EL_SP_EXIT_OPEN)
6681 player->LevelSolved = player->GameOver = TRUE;
6684 if (tape.single_step && tape.recording && !tape.pausing &&
6685 !player->programmed_action)
6686 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
6690 void ScrollScreen(struct PlayerInfo *player, int mode)
6692 static unsigned long screen_frame_counter = 0;
6694 if (mode == SCROLL_INIT)
6696 /* set scrolling step size according to actual player's moving speed */
6697 ScrollStepSize = TILEX / player->move_delay_value;
6699 screen_frame_counter = FrameCounter;
6700 ScreenMovDir = player->MovDir;
6701 ScreenMovPos = player->MovPos;
6702 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6705 else if (!FrameReached(&screen_frame_counter, 1))
6710 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
6711 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6712 redraw_mask |= REDRAW_FIELD;
6715 ScreenMovDir = MV_NO_MOVING;
6718 void TestIfPlayerTouchesCustomElement(int x, int y)
6720 static boolean check_changing = FALSE;
6721 static int xy[4][2] =
6730 if (check_changing) /* prevent this function from running into a loop */
6733 check_changing = TRUE;
6737 int xx = x + xy[i][0];
6738 int yy = y + xy[i][1];
6740 if (!IN_LEV_FIELD(xx, yy))
6743 if (IS_PLAYER(x, y))
6745 CheckTriggeredElementChange(xx, yy, Feld[xx][yy], CE_OTHER_GETS_TOUCHED);
6746 CheckElementChange(xx, yy, Feld[xx][yy], CE_TOUCHED_BY_PLAYER);
6748 else if (IS_PLAYER(xx, yy))
6750 CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_GETS_TOUCHED);
6751 CheckElementChange(x, y, Feld[x][y], CE_TOUCHED_BY_PLAYER);
6757 check_changing = FALSE;
6760 void TestIfElementTouchesCustomElement(int x, int y)
6762 static boolean check_changing = FALSE;
6763 static int xy[4][2] =
6770 boolean change_center_element = FALSE;
6771 int center_element_change_page = 0;
6772 int center_element = Feld[x][y];
6775 if (check_changing) /* prevent this function from running into a loop */
6778 check_changing = TRUE;
6782 int xx = x + xy[i][0];
6783 int yy = y + xy[i][1];
6786 if (!IN_LEV_FIELD(xx, yy))
6789 border_element = Feld[xx][yy];
6791 /* check for change of center element (but change it only once) */
6792 if (IS_CUSTOM_ELEMENT(center_element) &&
6793 HAS_ANY_CHANGE_EVENT(center_element, CE_OTHER_IS_TOUCHING) &&
6794 !change_center_element)
6796 for (j=0; j < element_info[center_element].num_change_pages; j++)
6798 struct ElementChangeInfo *change =
6799 &element_info[center_element].change_page[j];
6801 if (change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
6802 change->trigger_element == border_element)
6804 change_center_element = TRUE;
6805 center_element_change_page = j;
6812 /* check for change of border element */
6813 if (IS_CUSTOM_ELEMENT(border_element) &&
6814 HAS_ANY_CHANGE_EVENT(border_element, CE_OTHER_IS_TOUCHING))
6816 for (j=0; j < element_info[border_element].num_change_pages; j++)
6818 struct ElementChangeInfo *change =
6819 &element_info[border_element].change_page[j];
6821 if (change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
6822 change->trigger_element == center_element)
6824 CheckElementChangeExt(xx,yy, border_element,CE_OTHER_IS_TOUCHING, j);
6831 if (change_center_element)
6832 CheckElementChangeExt(x, y, center_element, CE_OTHER_IS_TOUCHING,
6833 center_element_change_page);
6835 check_changing = FALSE;
6838 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
6840 int i, kill_x = -1, kill_y = -1;
6841 static int test_xy[4][2] =
6848 static int test_dir[4] =
6858 int test_x, test_y, test_move_dir, test_element;
6860 test_x = good_x + test_xy[i][0];
6861 test_y = good_y + test_xy[i][1];
6862 if (!IN_LEV_FIELD(test_x, test_y))
6866 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
6869 test_element = Feld[test_x][test_y];
6871 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
6874 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
6875 2nd case: DONT_TOUCH style bad thing does not move away from good thing
6877 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
6878 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
6886 if (kill_x != -1 || kill_y != -1)
6888 if (IS_PLAYER(good_x, good_y))
6890 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
6892 if (player->shield_deadly_time_left > 0)
6893 Bang(kill_x, kill_y);
6894 else if (!PLAYER_PROTECTED(good_x, good_y))
6898 Bang(good_x, good_y);
6902 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
6904 int i, kill_x = -1, kill_y = -1;
6905 int bad_element = Feld[bad_x][bad_y];
6906 static int test_xy[4][2] =
6913 static int test_dir[4] =
6921 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
6926 int test_x, test_y, test_move_dir, test_element;
6928 test_x = bad_x + test_xy[i][0];
6929 test_y = bad_y + test_xy[i][1];
6930 if (!IN_LEV_FIELD(test_x, test_y))
6934 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
6936 test_element = Feld[test_x][test_y];
6938 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
6939 2nd case: DONT_TOUCH style bad thing does not move away from good thing
6941 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
6942 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
6944 /* good thing is player or penguin that does not move away */
6945 if (IS_PLAYER(test_x, test_y))
6947 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
6949 if (bad_element == EL_ROBOT && player->is_moving)
6950 continue; /* robot does not kill player if he is moving */
6956 else if (test_element == EL_PENGUIN)
6965 if (kill_x != -1 || kill_y != -1)
6967 if (IS_PLAYER(kill_x, kill_y))
6969 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
6972 int dir = player->MovDir;
6973 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
6974 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
6976 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
6977 newx != bad_x && newy != bad_y)
6978 ; /* robot does not kill player if he is moving */
6980 printf("-> %d\n", player->MovDir);
6982 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
6983 newx != bad_x && newy != bad_y)
6984 ; /* robot does not kill player if he is moving */
6989 if (player->shield_deadly_time_left > 0)
6991 else if (!PLAYER_PROTECTED(kill_x, kill_y))
6995 Bang(kill_x, kill_y);
6999 void TestIfHeroTouchesBadThing(int x, int y)
7001 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
7004 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
7006 TestIfGoodThingHitsBadThing(x, y, move_dir);
7009 void TestIfBadThingTouchesHero(int x, int y)
7011 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
7014 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
7016 TestIfBadThingHitsGoodThing(x, y, move_dir);
7019 void TestIfFriendTouchesBadThing(int x, int y)
7021 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
7024 void TestIfBadThingTouchesFriend(int x, int y)
7026 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
7029 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
7031 int i, kill_x = bad_x, kill_y = bad_y;
7032 static int xy[4][2] =
7044 x = bad_x + xy[i][0];
7045 y = bad_y + xy[i][1];
7046 if (!IN_LEV_FIELD(x, y))
7049 element = Feld[x][y];
7050 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
7051 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
7059 if (kill_x != bad_x || kill_y != bad_y)
7063 void KillHero(struct PlayerInfo *player)
7065 int jx = player->jx, jy = player->jy;
7067 if (!player->active)
7070 /* remove accessible field at the player's position */
7071 Feld[jx][jy] = EL_EMPTY;
7073 /* deactivate shield (else Bang()/Explode() would not work right) */
7074 player->shield_normal_time_left = 0;
7075 player->shield_deadly_time_left = 0;
7081 static void KillHeroUnlessProtected(int x, int y)
7083 if (!PLAYER_PROTECTED(x, y))
7084 KillHero(PLAYERINFO(x, y));
7087 void BuryHero(struct PlayerInfo *player)
7089 int jx = player->jx, jy = player->jy;
7091 if (!player->active)
7095 PlaySoundLevelElementAction(jx, jy, player->element_nr, ACTION_DYING);
7097 PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING);
7099 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
7101 player->GameOver = TRUE;
7105 void RemoveHero(struct PlayerInfo *player)
7107 int jx = player->jx, jy = player->jy;
7108 int i, found = FALSE;
7110 player->present = FALSE;
7111 player->active = FALSE;
7113 if (!ExplodeField[jx][jy])
7114 StorePlayer[jx][jy] = 0;
7116 for (i=0; i<MAX_PLAYERS; i++)
7117 if (stored_player[i].active)
7121 AllPlayersGone = TRUE;
7128 =============================================================================
7129 checkDiagonalPushing()
7130 -----------------------------------------------------------------------------
7131 check if diagonal input device direction results in pushing of object
7132 (by checking if the alternative direction is walkable, diggable, ...)
7133 =============================================================================
7136 static boolean checkDiagonalPushing(struct PlayerInfo *player,
7137 int x, int y, int real_dx, int real_dy)
7139 int jx, jy, dx, dy, xx, yy;
7141 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
7144 /* diagonal direction: check alternative direction */
7149 xx = jx + (dx == 0 ? real_dx : 0);
7150 yy = jy + (dy == 0 ? real_dy : 0);
7152 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
7156 =============================================================================
7158 -----------------------------------------------------------------------------
7159 x, y: field next to player (non-diagonal) to try to dig to
7160 real_dx, real_dy: direction as read from input device (can be diagonal)
7161 =============================================================================
7164 int DigField(struct PlayerInfo *player,
7165 int x, int y, int real_dx, int real_dy, int mode)
7167 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
7168 int jx = player->jx, jy = player->jy;
7169 int dx = x - jx, dy = y - jy;
7170 int nextx = x + dx, nexty = y + dy;
7171 int move_direction = (dx == -1 ? MV_LEFT :
7172 dx == +1 ? MV_RIGHT :
7174 dy == +1 ? MV_DOWN : MV_NO_MOVING);
7177 if (player->MovPos == 0)
7179 player->is_digging = FALSE;
7180 player->is_collecting = FALSE;
7183 if (player->MovPos == 0) /* last pushing move finished */
7184 player->Pushing = FALSE;
7186 if (mode == DF_NO_PUSH) /* player just stopped pushing */
7188 player->Switching = FALSE;
7189 player->push_delay = 0;
7191 return MF_NO_ACTION;
7194 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
7195 return MF_NO_ACTION;
7198 if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
7200 if (IS_TUBE(Feld[jx][jy]) ||
7201 (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0)))
7205 int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
7206 int tube_leave_directions[][2] =
7208 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
7209 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
7210 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
7211 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
7212 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
7213 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
7214 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
7215 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
7216 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
7217 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
7218 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
7219 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
7222 while (tube_leave_directions[i][0] != tube_element)
7225 if (tube_leave_directions[i][0] == -1) /* should not happen */
7229 if (!(tube_leave_directions[i][1] & move_direction))
7230 return MF_NO_ACTION; /* tube has no opening in this direction */
7233 element = Feld[x][y];
7235 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
7236 game.engine_version >= VERSION_IDENT(2,2,0))
7237 return MF_NO_ACTION;
7241 case EL_ROBOT_WHEEL:
7242 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
7245 DrawLevelField(x, y);
7246 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
7250 case EL_SP_TERMINAL:
7254 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
7256 for (yy=0; yy<lev_fieldy; yy++)
7258 for (xx=0; xx<lev_fieldx; xx++)
7260 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
7262 else if (Feld[xx][yy] == EL_SP_TERMINAL)
7263 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
7271 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
7272 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
7273 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
7274 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
7275 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
7276 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
7277 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
7278 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
7279 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
7280 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
7281 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
7282 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
7283 if (!player->Switching)
7285 player->Switching = TRUE;
7286 ToggleBeltSwitch(x, y);
7287 PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
7292 case EL_SWITCHGATE_SWITCH_UP:
7293 case EL_SWITCHGATE_SWITCH_DOWN:
7294 if (!player->Switching)
7296 player->Switching = TRUE;
7297 ToggleSwitchgateSwitch(x, y);
7298 PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
7303 case EL_LIGHT_SWITCH:
7304 case EL_LIGHT_SWITCH_ACTIVE:
7305 if (!player->Switching)
7307 player->Switching = TRUE;
7308 ToggleLightSwitch(x, y);
7309 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
7310 SND_LIGHT_SWITCH_ACTIVATING :
7311 SND_LIGHT_SWITCH_DEACTIVATING);
7316 case EL_TIMEGATE_SWITCH:
7317 ActivateTimegateSwitch(x, y);
7318 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
7323 case EL_BALLOON_SWITCH_LEFT:
7324 case EL_BALLOON_SWITCH_RIGHT:
7325 case EL_BALLOON_SWITCH_UP:
7326 case EL_BALLOON_SWITCH_DOWN:
7327 case EL_BALLOON_SWITCH_ANY:
7328 if (element == EL_BALLOON_SWITCH_ANY)
7329 game.balloon_dir = move_direction;
7331 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
7332 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
7333 element == EL_BALLOON_SWITCH_UP ? MV_UP :
7334 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
7336 PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING);
7341 case EL_SP_PORT_LEFT:
7342 case EL_SP_PORT_RIGHT:
7344 case EL_SP_PORT_DOWN:
7345 case EL_SP_PORT_HORIZONTAL:
7346 case EL_SP_PORT_VERTICAL:
7347 case EL_SP_PORT_ANY:
7348 case EL_SP_GRAVITY_PORT_LEFT:
7349 case EL_SP_GRAVITY_PORT_RIGHT:
7350 case EL_SP_GRAVITY_PORT_UP:
7351 case EL_SP_GRAVITY_PORT_DOWN:
7353 element != EL_SP_PORT_LEFT &&
7354 element != EL_SP_GRAVITY_PORT_LEFT &&
7355 element != EL_SP_PORT_HORIZONTAL &&
7356 element != EL_SP_PORT_ANY) ||
7358 element != EL_SP_PORT_RIGHT &&
7359 element != EL_SP_GRAVITY_PORT_RIGHT &&
7360 element != EL_SP_PORT_HORIZONTAL &&
7361 element != EL_SP_PORT_ANY) ||
7363 element != EL_SP_PORT_UP &&
7364 element != EL_SP_GRAVITY_PORT_UP &&
7365 element != EL_SP_PORT_VERTICAL &&
7366 element != EL_SP_PORT_ANY) ||
7368 element != EL_SP_PORT_DOWN &&
7369 element != EL_SP_GRAVITY_PORT_DOWN &&
7370 element != EL_SP_PORT_VERTICAL &&
7371 element != EL_SP_PORT_ANY) ||
7372 !IN_LEV_FIELD(nextx, nexty) ||
7373 !IS_FREE(nextx, nexty))
7374 return MF_NO_ACTION;
7376 if (element == EL_SP_GRAVITY_PORT_LEFT ||
7377 element == EL_SP_GRAVITY_PORT_RIGHT ||
7378 element == EL_SP_GRAVITY_PORT_UP ||
7379 element == EL_SP_GRAVITY_PORT_DOWN)
7380 level.gravity = !level.gravity;
7382 /* automatically move to the next field with double speed */
7383 player->programmed_action = move_direction;
7384 DOUBLE_PLAYER_SPEED(player);
7386 PlaySoundLevel(x, y, SND_CLASS_SP_PORT_PASSING);
7390 case EL_TUBE_VERTICAL:
7391 case EL_TUBE_HORIZONTAL:
7392 case EL_TUBE_VERTICAL_LEFT:
7393 case EL_TUBE_VERTICAL_RIGHT:
7394 case EL_TUBE_HORIZONTAL_UP:
7395 case EL_TUBE_HORIZONTAL_DOWN:
7396 case EL_TUBE_LEFT_UP:
7397 case EL_TUBE_LEFT_DOWN:
7398 case EL_TUBE_RIGHT_UP:
7399 case EL_TUBE_RIGHT_DOWN:
7402 int tube_enter_directions[][2] =
7404 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
7405 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
7406 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
7407 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
7408 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
7409 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
7410 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
7411 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
7412 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
7413 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
7414 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
7415 { -1, MV_NO_MOVING }
7418 while (tube_enter_directions[i][0] != element)
7421 if (tube_enter_directions[i][0] == -1) /* should not happen */
7425 if (!(tube_enter_directions[i][1] & move_direction))
7426 return MF_NO_ACTION; /* tube has no opening in this direction */
7428 PlaySoundLevel(x, y, SND_CLASS_TUBE_WALKING);
7433 Feld[x][y] = EL_LAMP_ACTIVE;
7434 local_player->lights_still_needed--;
7435 DrawLevelField(x, y);
7436 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
7440 case EL_TIME_ORB_FULL:
7441 Feld[x][y] = EL_TIME_ORB_EMPTY;
7443 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
7444 DrawLevelField(x, y);
7445 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
7451 if (IS_WALKABLE(element))
7453 int sound_action = ACTION_WALKING;
7455 if (element >= EL_GATE_1 && element <= EL_GATE_4)
7457 if (!player->key[element - EL_GATE_1])
7458 return MF_NO_ACTION;
7460 else if (element >= EL_GATE_1_GRAY && element <= EL_GATE_4_GRAY)
7462 if (!player->key[element - EL_GATE_1_GRAY])
7463 return MF_NO_ACTION;
7465 else if (element == EL_EXIT_OPEN || element == EL_SP_EXIT_OPEN)
7467 sound_action = ACTION_PASSING; /* player is passing exit */
7469 else if (element == EL_EMPTY)
7471 sound_action = ACTION_MOVING; /* nothing to walk on */
7474 /* play sound from background or player, whatever is available */
7475 if (element_info[element].sound[sound_action] != SND_UNDEFINED)
7476 PlaySoundLevelElementAction(x, y, element, sound_action);
7478 PlaySoundLevelElementAction(x, y, player->element_nr, sound_action);
7482 else if (IS_PASSABLE(element))
7484 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
7485 return MF_NO_ACTION;
7487 if (element >= EL_EM_GATE_1 && element <= EL_EM_GATE_4)
7489 if (!player->key[element - EL_EM_GATE_1])
7490 return MF_NO_ACTION;
7492 else if (element >= EL_EM_GATE_1_GRAY && element <= EL_EM_GATE_4_GRAY)
7494 if (!player->key[element - EL_EM_GATE_1_GRAY])
7495 return MF_NO_ACTION;
7498 /* automatically move to the next field with double speed */
7499 player->programmed_action = move_direction;
7500 DOUBLE_PLAYER_SPEED(player);
7502 PlaySoundLevelAction(x, y, ACTION_PASSING);
7506 else if (IS_DIGGABLE(element))
7510 if (mode != DF_SNAP)
7513 GfxElement[x][y] = GFX_ELEMENT(element);
7516 (CAN_BE_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
7518 player->is_digging = TRUE;
7521 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
7525 else if (IS_COLLECTIBLE(element))
7529 if (mode != DF_SNAP)
7531 GfxElement[x][y] = element;
7532 player->is_collecting = TRUE;
7535 if (element == EL_SPEED_PILL)
7536 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
7537 else if (element == EL_EXTRA_TIME && level.time > 0)
7540 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
7542 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
7544 player->shield_normal_time_left += 10;
7545 if (element == EL_SHIELD_DEADLY)
7546 player->shield_deadly_time_left += 10;
7548 else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
7550 if (player->inventory_size < MAX_INVENTORY_SIZE)
7551 player->inventory_element[player->inventory_size++] = element;
7553 player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
7555 DrawText(DX_DYNAMITE, DY_DYNAMITE,
7556 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
7558 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
7560 player->dynabomb_count++;
7561 player->dynabombs_left++;
7563 else if (element == EL_DYNABOMB_INCREASE_SIZE)
7565 player->dynabomb_size++;
7567 else if (element == EL_DYNABOMB_INCREASE_POWER)
7569 player->dynabomb_xl = TRUE;
7571 else if ((element >= EL_KEY_1 && element <= EL_KEY_4) ||
7572 (element >= EL_EM_KEY_1 && element <= EL_EM_KEY_4))
7574 int key_nr = (element >= EL_KEY_1 && element <= EL_KEY_4 ?
7575 element - EL_KEY_1 : element - EL_EM_KEY_1);
7577 player->key[key_nr] = TRUE;
7579 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
7580 el2edimg(EL_KEY_1 + key_nr));
7581 redraw_mask |= REDRAW_DOOR_1;
7583 else if (element == EL_ENVELOPE)
7587 else if (IS_DROPPABLE(element)) /* can be collected and dropped */
7591 for (i=0; i < element_info[element].collect_count; i++)
7592 if (player->inventory_size < MAX_INVENTORY_SIZE)
7593 player->inventory_element[player->inventory_size++] = element;
7595 DrawText(DX_DYNAMITE, DY_DYNAMITE,
7596 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
7598 else if (element_info[element].collect_count > 0)
7600 local_player->gems_still_needed -=
7601 element_info[element].collect_count;
7602 if (local_player->gems_still_needed < 0)
7603 local_player->gems_still_needed = 0;
7605 DrawText(DX_EMERALDS, DY_EMERALDS,
7606 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
7609 RaiseScoreElement(element);
7610 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
7612 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_COLLECTED);
7616 else if (IS_PUSHABLE(element))
7618 if (mode == DF_SNAP && element != EL_BD_ROCK)
7619 return MF_NO_ACTION;
7621 if (CAN_FALL(element) && dy)
7622 return MF_NO_ACTION;
7624 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
7625 !(element == EL_SPRING && use_spring_bug))
7626 return MF_NO_ACTION;
7628 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
7629 return MF_NO_ACTION;
7631 if (!player->Pushing &&
7632 game.engine_version >= RELEASE_IDENT(2,2,0,7))
7633 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7635 player->Pushing = TRUE;
7637 if (!(IN_LEV_FIELD(nextx, nexty) &&
7638 (IS_FREE(nextx, nexty) ||
7639 (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
7640 IS_SB_ELEMENT(element)))))
7641 return MF_NO_ACTION;
7643 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
7644 return MF_NO_ACTION;
7646 if (player->push_delay == 0) /* new pushing; restart delay */
7647 player->push_delay = FrameCounter;
7649 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
7650 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
7651 element != EL_SPRING && element != EL_BALLOON)
7652 return MF_NO_ACTION;
7654 if (IS_SB_ELEMENT(element))
7656 if (element == EL_SOKOBAN_FIELD_FULL)
7658 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
7659 local_player->sokobanfields_still_needed++;
7662 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
7664 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
7665 local_player->sokobanfields_still_needed--;
7668 Feld[x][y] = EL_SOKOBAN_OBJECT;
7670 if (Back[x][y] == Back[nextx][nexty])
7671 PlaySoundLevelAction(x, y, ACTION_PUSHING);
7672 else if (Back[x][y] != 0)
7673 PlaySoundLevelElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
7676 PlaySoundLevelElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
7679 if (local_player->sokobanfields_still_needed == 0 &&
7680 game.emulation == EMU_SOKOBAN)
7682 player->LevelSolved = player->GameOver = TRUE;
7683 PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
7687 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
7689 InitMovingField(x, y, move_direction);
7690 GfxAction[x][y] = ACTION_PUSHING;
7692 if (mode == DF_SNAP)
7693 ContinueMoving(x, y);
7695 MovPos[x][y] = (dx != 0 ? dx : dy);
7697 Pushed[x][y] = TRUE;
7698 Pushed[nextx][nexty] = TRUE;
7700 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
7701 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7703 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PUSHED);
7704 CheckElementChange(x, y, element, CE_PUSHED_BY_PLAYER);
7710 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PRESSED);
7711 CheckElementChange(x, y, element, CE_PRESSED_BY_PLAYER);
7714 return MF_NO_ACTION;
7717 player->push_delay = 0;
7719 if (Feld[x][y] != element) /* really digged/collected something */
7720 player->is_collecting = !player->is_digging;
7725 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
7727 int jx = player->jx, jy = player->jy;
7728 int x = jx + dx, y = jy + dy;
7729 int snap_direction = (dx == -1 ? MV_LEFT :
7730 dx == +1 ? MV_RIGHT :
7732 dy == +1 ? MV_DOWN : MV_NO_MOVING);
7734 if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0))
7737 if (!player->active || !IN_LEV_FIELD(x, y))
7745 if (player->MovPos == 0)
7746 player->Pushing = FALSE;
7748 player->snapped = FALSE;
7750 if (player->MovPos == 0)
7752 player->is_digging = FALSE;
7753 player->is_collecting = FALSE;
7755 player->is_moving = FALSE;
7760 printf("::: trying to snap...\n");
7766 if (player->snapped)
7769 player->MovDir = snap_direction;
7772 player->is_digging = FALSE;
7773 player->is_collecting = FALSE;
7775 player->is_moving = FALSE;
7779 if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
7782 player->snapped = TRUE;
7784 player->is_digging = FALSE;
7785 player->is_collecting = FALSE;
7787 player->is_moving = FALSE;
7791 DrawLevelField(x, y);
7797 boolean DropElement(struct PlayerInfo *player)
7799 int jx = player->jx, jy = player->jy;
7802 if (!player->active || player->MovPos)
7805 old_element = Feld[jx][jy];
7807 /* check if player has anything that can be dropped */
7808 if (player->inventory_size == 0 && player->dynabombs_left == 0)
7811 /* check if anything can be dropped at the current position */
7812 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
7815 /* collected custom elements can only be dropped on empty fields */
7816 if (player->inventory_size > 0 &&
7817 IS_CUSTOM_ELEMENT(player->inventory_element[player->inventory_size - 1])
7818 && old_element != EL_EMPTY)
7821 if (old_element != EL_EMPTY)
7822 Back[jx][jy] = old_element; /* store old element on this field */
7824 MovDelay[jx][jy] = 96;
7826 ResetGfxAnimation(jx, jy);
7827 ResetRandomAnimationValue(jx, jy);
7829 if (player->inventory_size > 0)
7831 int new_element = player->inventory_element[--player->inventory_size];
7834 Feld[jx][jy] = (new_element == EL_DYNAMITE ? EL_DYNAMITE_ACTIVE :
7835 new_element == EL_SP_DISK_RED ? EL_SP_DISK_RED_ACTIVE :
7838 Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
7839 EL_DYNAMITE_ACTIVE);
7842 DrawText(DX_DYNAMITE, DY_DYNAMITE,
7843 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
7845 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
7846 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
7848 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
7850 CheckTriggeredElementChange(jx, jy, new_element, CE_OTHER_GETS_DROPPED);
7851 CheckElementChange(jx, jy, new_element, CE_DROPPED_BY_PLAYER);
7853 else /* player is dropping a dyna bomb */
7855 player->dynabombs_left--;
7858 EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1);
7860 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
7861 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
7863 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
7869 /* ------------------------------------------------------------------------- */
7870 /* game sound playing functions */
7871 /* ------------------------------------------------------------------------- */
7873 static int *loop_sound_frame = NULL;
7874 static int *loop_sound_volume = NULL;
7876 void InitPlaySoundLevel()
7878 int num_sounds = getSoundListSize();
7880 if (loop_sound_frame != NULL)
7881 free(loop_sound_frame);
7883 if (loop_sound_volume != NULL)
7884 free(loop_sound_volume);
7886 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
7887 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
7890 static void PlaySoundLevel(int x, int y, int nr)
7892 int sx = SCREENX(x), sy = SCREENY(y);
7893 int volume, stereo_position;
7894 int max_distance = 8;
7895 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
7897 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
7898 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
7901 if (!IN_LEV_FIELD(x, y) ||
7902 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
7903 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
7906 volume = SOUND_MAX_VOLUME;
7908 if (!IN_SCR_FIELD(sx, sy))
7910 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
7911 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
7913 volume -= volume * (dx > dy ? dx : dy) / max_distance;
7916 stereo_position = (SOUND_MAX_LEFT +
7917 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
7918 (SCR_FIELDX + 2 * max_distance));
7920 if (IS_LOOP_SOUND(nr))
7922 /* This assures that quieter loop sounds do not overwrite louder ones,
7923 while restarting sound volume comparison with each new game frame. */
7925 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
7928 loop_sound_volume[nr] = volume;
7929 loop_sound_frame[nr] = FrameCounter;
7932 PlaySoundExt(nr, volume, stereo_position, type);
7935 static void PlaySoundLevelNearest(int x, int y, int sound_action)
7937 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
7938 x > LEVELX(BX2) ? LEVELX(BX2) : x,
7939 y < LEVELY(BY1) ? LEVELY(BY1) :
7940 y > LEVELY(BY2) ? LEVELY(BY2) : y,
7944 static void PlaySoundLevelAction(int x, int y, int action)
7946 PlaySoundLevelElementAction(x, y, Feld[x][y], action);
7949 static void PlaySoundLevelElementAction(int x, int y, int element, int action)
7951 int sound_effect = element_info[element].sound[action];
7953 if (sound_effect != SND_UNDEFINED)
7954 PlaySoundLevel(x, y, sound_effect);
7957 static void PlaySoundLevelActionIfLoop(int x, int y, int action)
7959 int sound_effect = element_info[Feld[x][y]].sound[action];
7961 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
7962 PlaySoundLevel(x, y, sound_effect);
7965 static void StopSoundLevelActionIfLoop(int x, int y, int action)
7967 int sound_effect = element_info[Feld[x][y]].sound[action];
7969 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
7970 StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND);
7973 void RaiseScore(int value)
7975 local_player->score += value;
7976 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2);
7979 void RaiseScoreElement(int element)
7985 case EL_EMERALD_YELLOW:
7986 case EL_EMERALD_RED:
7987 case EL_EMERALD_PURPLE:
7988 case EL_SP_INFOTRON:
7989 RaiseScore(level.score[SC_EMERALD]);
7992 RaiseScore(level.score[SC_DIAMOND]);
7995 RaiseScore(level.score[SC_CRYSTAL]);
7998 RaiseScore(level.score[SC_PEARL]);
8001 case EL_BD_BUTTERFLY:
8002 case EL_SP_ELECTRON:
8003 RaiseScore(level.score[SC_BUG]);
8007 case EL_SP_SNIKSNAK:
8008 RaiseScore(level.score[SC_SPACESHIP]);
8011 case EL_DARK_YAMYAM:
8012 RaiseScore(level.score[SC_YAMYAM]);
8015 RaiseScore(level.score[SC_ROBOT]);
8018 RaiseScore(level.score[SC_PACMAN]);
8021 RaiseScore(level.score[SC_NUT]);
8024 case EL_SP_DISK_RED:
8025 case EL_DYNABOMB_INCREASE_NUMBER:
8026 case EL_DYNABOMB_INCREASE_SIZE:
8027 case EL_DYNABOMB_INCREASE_POWER:
8028 RaiseScore(level.score[SC_DYNAMITE]);
8030 case EL_SHIELD_NORMAL:
8031 case EL_SHIELD_DEADLY:
8032 RaiseScore(level.score[SC_SHIELD]);
8035 RaiseScore(level.score[SC_TIME_BONUS]);
8041 RaiseScore(level.score[SC_KEY]);
8044 RaiseScore(element_info[element].collect_score);
8049 void RequestQuitGame(boolean ask_if_really_quit)
8051 if (AllPlayersGone ||
8052 !ask_if_really_quit ||
8053 level_editor_test_game ||
8054 Request("Do you really want to quit the game ?",
8055 REQ_ASK | REQ_STAY_CLOSED))
8057 #if defined(PLATFORM_UNIX)
8058 if (options.network)
8059 SendToServer_StopPlaying();
8063 game_status = GAME_MODE_MAIN;
8069 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
8074 /* ---------- new game button stuff ---------------------------------------- */
8076 /* graphic position values for game buttons */
8077 #define GAME_BUTTON_XSIZE 30
8078 #define GAME_BUTTON_YSIZE 30
8079 #define GAME_BUTTON_XPOS 5
8080 #define GAME_BUTTON_YPOS 215
8081 #define SOUND_BUTTON_XPOS 5
8082 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
8084 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
8085 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
8086 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
8087 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
8088 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
8089 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
8096 } gamebutton_info[NUM_GAME_BUTTONS] =
8099 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
8104 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
8109 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
8114 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
8115 SOUND_CTRL_ID_MUSIC,
8116 "background music on/off"
8119 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
8120 SOUND_CTRL_ID_LOOPS,
8121 "sound loops on/off"
8124 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
8125 SOUND_CTRL_ID_SIMPLE,
8126 "normal sounds on/off"
8130 void CreateGameButtons()
8134 for (i=0; i<NUM_GAME_BUTTONS; i++)
8136 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
8137 struct GadgetInfo *gi;
8140 unsigned long event_mask;
8141 int gd_xoffset, gd_yoffset;
8142 int gd_x1, gd_x2, gd_y1, gd_y2;
8145 gd_xoffset = gamebutton_info[i].x;
8146 gd_yoffset = gamebutton_info[i].y;
8147 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
8148 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
8150 if (id == GAME_CTRL_ID_STOP ||
8151 id == GAME_CTRL_ID_PAUSE ||
8152 id == GAME_CTRL_ID_PLAY)
8154 button_type = GD_TYPE_NORMAL_BUTTON;
8156 event_mask = GD_EVENT_RELEASED;
8157 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
8158 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
8162 button_type = GD_TYPE_CHECK_BUTTON;
8164 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
8165 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
8166 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
8167 event_mask = GD_EVENT_PRESSED;
8168 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
8169 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
8172 gi = CreateGadget(GDI_CUSTOM_ID, id,
8173 GDI_INFO_TEXT, gamebutton_info[i].infotext,
8174 GDI_X, DX + gd_xoffset,
8175 GDI_Y, DY + gd_yoffset,
8176 GDI_WIDTH, GAME_BUTTON_XSIZE,
8177 GDI_HEIGHT, GAME_BUTTON_YSIZE,
8178 GDI_TYPE, button_type,
8179 GDI_STATE, GD_BUTTON_UNPRESSED,
8180 GDI_CHECKED, checked,
8181 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
8182 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
8183 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
8184 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
8185 GDI_EVENT_MASK, event_mask,
8186 GDI_CALLBACK_ACTION, HandleGameButtons,
8190 Error(ERR_EXIT, "cannot create gadget");
8192 game_gadget[id] = gi;
8196 void FreeGameButtons()
8200 for (i=0; i<NUM_GAME_BUTTONS; i++)
8201 FreeGadget(game_gadget[i]);
8204 static void MapGameButtons()
8208 for (i=0; i<NUM_GAME_BUTTONS; i++)
8209 MapGadget(game_gadget[i]);
8212 void UnmapGameButtons()
8216 for (i=0; i<NUM_GAME_BUTTONS; i++)
8217 UnmapGadget(game_gadget[i]);
8220 static void HandleGameButtons(struct GadgetInfo *gi)
8222 int id = gi->custom_id;
8224 if (game_status != GAME_MODE_PLAYING)
8229 case GAME_CTRL_ID_STOP:
8230 RequestQuitGame(TRUE);
8233 case GAME_CTRL_ID_PAUSE:
8234 if (options.network)
8236 #if defined(PLATFORM_UNIX)
8238 SendToServer_ContinuePlaying();
8240 SendToServer_PausePlaying();
8244 TapeTogglePause(TAPE_TOGGLE_MANUAL);
8247 case GAME_CTRL_ID_PLAY:
8250 #if defined(PLATFORM_UNIX)
8251 if (options.network)
8252 SendToServer_ContinuePlaying();
8256 tape.pausing = FALSE;
8257 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
8262 case SOUND_CTRL_ID_MUSIC:
8263 if (setup.sound_music)
8265 setup.sound_music = FALSE;
8268 else if (audio.music_available)
8270 setup.sound = setup.sound_music = TRUE;
8272 SetAudioMode(setup.sound);
8273 PlayMusic(level_nr);
8277 case SOUND_CTRL_ID_LOOPS:
8278 if (setup.sound_loops)
8279 setup.sound_loops = FALSE;
8280 else if (audio.loops_available)
8282 setup.sound = setup.sound_loops = TRUE;
8283 SetAudioMode(setup.sound);
8287 case SOUND_CTRL_ID_SIMPLE:
8288 if (setup.sound_simple)
8289 setup.sound_simple = FALSE;
8290 else if (audio.sound_available)
8292 setup.sound = setup.sound_simple = TRUE;
8293 SetAudioMode(setup.sound);