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);
174 static void ChangeElementNow(int, int, int);
176 static void PlaySoundLevel(int, int, int);
177 static void PlaySoundLevelNearest(int, int, int);
178 static void PlaySoundLevelAction(int, int, int);
179 static void PlaySoundLevelElementAction(int, int, int, int);
180 static void PlaySoundLevelActionIfLoop(int, int, int);
181 static void StopSoundLevelActionIfLoop(int, int, int);
183 static void MapGameButtons();
184 static void HandleGameButtons(struct GadgetInfo *);
186 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
189 /* ------------------------------------------------------------------------- */
190 /* definition of elements that automatically change to other elements after */
191 /* a specified time, eventually calling a function when changing */
192 /* ------------------------------------------------------------------------- */
194 /* forward declaration for changer functions */
195 static void InitBuggyBase(int x, int y);
196 static void WarnBuggyBase(int x, int y);
198 static void InitTrap(int x, int y);
199 static void ActivateTrap(int x, int y);
200 static void ChangeActiveTrap(int x, int y);
202 static void InitRobotWheel(int x, int y);
203 static void RunRobotWheel(int x, int y);
204 static void StopRobotWheel(int x, int y);
206 static void InitTimegateWheel(int x, int y);
207 static void RunTimegateWheel(int x, int y);
209 struct ChangingElementInfo
214 void (*pre_change_function)(int x, int y);
215 void (*change_function)(int x, int y);
216 void (*post_change_function)(int x, int y);
219 static struct ChangingElementInfo changing_element_list[] =
246 EL_SWITCHGATE_OPENING,
254 EL_SWITCHGATE_CLOSING,
255 EL_SWITCHGATE_CLOSED,
287 EL_ACID_SPLASH_RIGHT,
296 EL_SP_BUGGY_BASE_ACTIVATING,
303 EL_SP_BUGGY_BASE_ACTIVATING,
304 EL_SP_BUGGY_BASE_ACTIVE,
311 EL_SP_BUGGY_BASE_ACTIVE,
335 EL_ROBOT_WHEEL_ACTIVE,
343 EL_TIMEGATE_SWITCH_ACTIVE,
364 int push_delay_fixed, push_delay_random;
369 { EL_BALLOON, 0, 0 },
371 { EL_SOKOBAN_OBJECT, 2, 0 },
372 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
373 { EL_SATELLITE, 2, 0 },
374 { EL_SP_DISK_YELLOW, 2, 0 },
376 { EL_UNDEFINED, 0, 0 },
384 move_stepsize_list[] =
386 { EL_AMOEBA_DROP, 2 },
387 { EL_AMOEBA_DROPPING, 2 },
388 { EL_QUICKSAND_FILLING, 1 },
389 { EL_QUICKSAND_EMPTYING, 1 },
390 { EL_MAGIC_WALL_FILLING, 2 },
391 { EL_BD_MAGIC_WALL_FILLING, 2 },
392 { EL_MAGIC_WALL_EMPTYING, 2 },
393 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
403 collect_count_list[] =
406 { EL_BD_DIAMOND, 1 },
407 { EL_EMERALD_YELLOW, 1 },
408 { EL_EMERALD_RED, 1 },
409 { EL_EMERALD_PURPLE, 1 },
411 { EL_SP_INFOTRON, 1 },
418 static boolean changing_element[MAX_NUM_ELEMENTS];
419 static unsigned long trigger_events[MAX_NUM_ELEMENTS];
421 #define IS_AUTO_CHANGING(e) (changing_element[e])
422 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
423 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
424 IS_JUST_CHANGING(x, y))
427 void GetPlayerConfig()
429 if (!audio.sound_available)
430 setup.sound_simple = FALSE;
432 if (!audio.loops_available)
433 setup.sound_loops = FALSE;
435 if (!audio.music_available)
436 setup.sound_music = FALSE;
438 if (!video.fullscreen_available)
439 setup.fullscreen = FALSE;
441 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
443 SetAudioMode(setup.sound);
447 static int getBeltNrFromBeltElement(int element)
449 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
450 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
451 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
454 static int getBeltNrFromBeltActiveElement(int element)
456 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
457 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
458 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
461 static int getBeltNrFromBeltSwitchElement(int element)
463 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
464 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
465 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
468 static int getBeltDirNrFromBeltSwitchElement(int element)
470 static int belt_base_element[4] =
472 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
473 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
474 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
475 EL_CONVEYOR_BELT_4_SWITCH_LEFT
478 int belt_nr = getBeltNrFromBeltSwitchElement(element);
479 int belt_dir_nr = element - belt_base_element[belt_nr];
481 return (belt_dir_nr % 3);
484 static int getBeltDirFromBeltSwitchElement(int element)
486 static int belt_move_dir[3] =
493 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
495 return belt_move_dir[belt_dir_nr];
498 static void InitPlayerField(int x, int y, int element, boolean init_game)
500 if (element == EL_SP_MURPHY)
504 if (stored_player[0].present)
506 Feld[x][y] = EL_SP_MURPHY_CLONE;
512 stored_player[0].use_murphy_graphic = TRUE;
515 Feld[x][y] = EL_PLAYER_1;
521 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
522 int jx = player->jx, jy = player->jy;
524 player->present = TRUE;
526 if (!options.network || player->connected)
528 player->active = TRUE;
530 /* remove potentially duplicate players */
531 if (StorePlayer[jx][jy] == Feld[x][y])
532 StorePlayer[jx][jy] = 0;
534 StorePlayer[x][y] = Feld[x][y];
538 printf("Player %d activated.\n", player->element_nr);
539 printf("[Local player is %d and currently %s.]\n",
540 local_player->element_nr,
541 local_player->active ? "active" : "not active");
545 Feld[x][y] = EL_EMPTY;
546 player->jx = player->last_jx = x;
547 player->jy = player->last_jy = y;
551 static void InitField(int x, int y, boolean init_game)
553 int element = Feld[x][y];
562 InitPlayerField(x, y, element, init_game);
566 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
567 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
568 else if (x > 0 && Feld[x-1][y] == EL_ACID)
569 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
570 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
571 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
572 else if (y > 0 && Feld[x][y-1] == EL_ACID)
573 Feld[x][y] = EL_ACID_POOL_BOTTOM;
574 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
575 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
583 case EL_SPACESHIP_RIGHT:
584 case EL_SPACESHIP_UP:
585 case EL_SPACESHIP_LEFT:
586 case EL_SPACESHIP_DOWN:
588 case EL_BD_BUTTERFLY_RIGHT:
589 case EL_BD_BUTTERFLY_UP:
590 case EL_BD_BUTTERFLY_LEFT:
591 case EL_BD_BUTTERFLY_DOWN:
592 case EL_BD_BUTTERFLY:
593 case EL_BD_FIREFLY_RIGHT:
594 case EL_BD_FIREFLY_UP:
595 case EL_BD_FIREFLY_LEFT:
596 case EL_BD_FIREFLY_DOWN:
598 case EL_PACMAN_RIGHT:
622 if (y == lev_fieldy - 1)
624 Feld[x][y] = EL_AMOEBA_GROWING;
625 Store[x][y] = EL_AMOEBA_WET;
629 case EL_DYNAMITE_ACTIVE:
634 local_player->lights_still_needed++;
637 case EL_SOKOBAN_FIELD_EMPTY:
638 local_player->sokobanfields_still_needed++;
642 local_player->friends_still_needed++;
647 MovDir[x][y] = 1 << RND(4);
651 Feld[x][y] = EL_EMPTY;
654 case EL_EM_KEY_1_FILE:
655 Feld[x][y] = EL_EM_KEY_1;
657 case EL_EM_KEY_2_FILE:
658 Feld[x][y] = EL_EM_KEY_2;
660 case EL_EM_KEY_3_FILE:
661 Feld[x][y] = EL_EM_KEY_3;
663 case EL_EM_KEY_4_FILE:
664 Feld[x][y] = EL_EM_KEY_4;
667 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
668 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
669 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
670 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
671 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
672 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
673 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
674 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
675 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
676 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
677 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
678 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
681 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
682 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
683 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
685 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
687 game.belt_dir[belt_nr] = belt_dir;
688 game.belt_dir_nr[belt_nr] = belt_dir_nr;
690 else /* more than one switch -- set it like the first switch */
692 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
697 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
699 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
702 case EL_LIGHT_SWITCH_ACTIVE:
704 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
708 if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
714 void DrawGameDoorValues()
718 for (i=0; i<MAX_PLAYERS; i++)
720 if (stored_player[i].key[j])
721 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
722 el2edimg(EL_KEY_1 + j));
724 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
725 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
726 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
727 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
728 DrawText(DX + XX_SCORE, DY + YY_SCORE,
729 int2str(local_player->score, 5), FONT_TEXT_2);
730 DrawText(DX + XX_TIME, DY + YY_TIME,
731 int2str(TimeLeft, 3), FONT_TEXT_2);
736 =============================================================================
738 -----------------------------------------------------------------------------
739 initialize game engine due to level / tape version number
740 =============================================================================
743 static void InitGameEngine()
747 /* set game engine from tape file when re-playing, else from level file */
748 game.engine_version = (tape.playing ? tape.engine_version :
751 /* dynamically adjust element properties according to game engine version */
752 InitElementPropertiesEngine(game.engine_version);
755 printf("level %d: level version == %06d\n", level_nr, level.game_version);
756 printf(" tape version == %06d [%s] [file: %06d]\n",
757 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
759 printf(" => game.engine_version == %06d\n", game.engine_version);
762 /* ---------- initialize player's initial move delay --------------------- */
764 /* dynamically adjust player properties according to game engine version */
765 game.initial_move_delay =
766 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
767 INITIAL_MOVE_DELAY_OFF);
769 /* dynamically adjust player properties according to level information */
770 game.initial_move_delay_value =
771 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
773 /* ---------- initialize changing elements ------------------------------- */
775 /* initialize changing elements information */
776 for (i=0; i<MAX_NUM_ELEMENTS; i++)
779 element_info[i].change.pre_change_function = NULL;
780 element_info[i].change.change_function = NULL;
781 element_info[i].change.post_change_function = NULL;
783 if (!IS_CUSTOM_ELEMENT(i))
785 element_info[i].change.target_element = EL_EMPTY_SPACE;
786 element_info[i].change.delay_fixed = 0;
787 element_info[i].change.delay_random = 0;
788 element_info[i].change.delay_frames = 1;
791 changing_element[i] = FALSE;
793 changing_element[i].base_element = EL_UNDEFINED;
794 changing_element[i].next_element = EL_UNDEFINED;
795 changing_element[i].change_delay = -1;
796 changing_element[i].pre_change_function = NULL;
797 changing_element[i].change_function = NULL;
798 changing_element[i].post_change_function = NULL;
802 /* add changing elements from pre-defined list */
803 for (i=0; changing_element_list[i].element != EL_UNDEFINED; i++)
805 int element = changing_element_list[i].element;
806 struct ChangingElementInfo *ce = &changing_element_list[i];
807 struct ElementChangeInfo *change = &element_info[element].change;
810 change->target_element = ce->target_element;
811 change->delay_fixed = ce->change_delay;
812 change->pre_change_function = ce->pre_change_function;
813 change->change_function = ce->change_function;
814 change->post_change_function = ce->post_change_function;
816 changing_element[element] = TRUE;
818 changing_element[element].base_element = ce->base_element;
819 changing_element[element].next_element = ce->next_element;
820 changing_element[element].change_delay = ce->change_delay;
821 changing_element[element].pre_change_function = ce->pre_change_function;
822 changing_element[element].change_function = ce->change_function;
823 changing_element[element].post_change_function = ce->post_change_function;
827 /* add changing elements from custom element configuration */
828 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
830 int element = EL_CUSTOM_START + i;
832 struct ElementChangeInfo *change = &element_info[element].change;
835 /* only add custom elements that change after fixed/random frame delay */
836 if (!CAN_CHANGE(element) || !HAS_CHANGE_EVENT(element, CE_DELAY))
840 changing_element[element] = TRUE;
842 changing_element[element].base_element = element;
843 changing_element[element].next_element = change->target_element;
844 changing_element[element].change_delay = (change->delay_fixed *
845 change->delay_frames);
849 /* ---------- initialize trigger events ---------------------------------- */
851 /* initialize trigger events information */
852 for (i=0; i<MAX_NUM_ELEMENTS; i++)
853 trigger_events[i] = EP_BITMASK_DEFAULT;
855 /* add trigger events from element change event properties */
856 for (i=0; i<MAX_NUM_ELEMENTS; i++)
857 if (HAS_CHANGE_EVENT(i, CE_BY_OTHER))
858 trigger_events[element_info[i].change.trigger_element] |=
859 element_info[i].change.events;
861 /* ---------- initialize push delay -------------------------------------- */
863 /* initialize push delay values to default */
864 for (i=0; i<MAX_NUM_ELEMENTS; i++)
866 if (!IS_CUSTOM_ELEMENT(i))
868 element_info[i].push_delay_fixed = 2;
869 element_info[i].push_delay_random = 8;
873 /* set push delay value for certain elements from pre-defined list */
874 for (i=0; push_delay_list[i].element != EL_UNDEFINED; i++)
876 int e = push_delay_list[i].element;
878 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
879 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
882 /* ---------- initialize move stepsize ----------------------------------- */
884 /* initialize move stepsize values to default */
885 for (i=0; i<MAX_NUM_ELEMENTS; i++)
886 if (!IS_CUSTOM_ELEMENT(i))
887 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
889 /* set move stepsize value for certain elements from pre-defined list */
890 for (i=0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
892 int e = move_stepsize_list[i].element;
894 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
897 /* ---------- initialize gem count --------------------------------------- */
899 /* initialize gem count values for each element */
900 for (i=0; i<MAX_NUM_ELEMENTS; i++)
901 if (!IS_CUSTOM_ELEMENT(i))
902 element_info[i].collect_count = 0;
904 /* add gem count values for all elements from pre-defined list */
905 for (i=0; collect_count_list[i].element != EL_UNDEFINED; i++)
906 element_info[collect_count_list[i].element].collect_count =
907 collect_count_list[i].count;
912 =============================================================================
914 -----------------------------------------------------------------------------
915 initialize and start new game
916 =============================================================================
921 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
922 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
923 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
930 #if USE_NEW_AMOEBA_CODE
931 printf("Using new amoeba code.\n");
933 printf("Using old amoeba code.\n");
938 /* don't play tapes over network */
939 network_playing = (options.network && !tape.playing);
941 for (i=0; i<MAX_PLAYERS; i++)
943 struct PlayerInfo *player = &stored_player[i];
945 player->index_nr = i;
946 player->element_nr = EL_PLAYER_1 + i;
948 player->present = FALSE;
949 player->active = FALSE;
952 player->effective_action = 0;
953 player->programmed_action = 0;
956 player->gems_still_needed = level.gems_needed;
957 player->sokobanfields_still_needed = 0;
958 player->lights_still_needed = 0;
959 player->friends_still_needed = 0;
962 player->key[j] = FALSE;
964 player->dynabomb_count = 0;
965 player->dynabomb_size = 1;
966 player->dynabombs_left = 0;
967 player->dynabomb_xl = FALSE;
969 player->MovDir = MV_NO_MOVING;
971 player->Pushing = FALSE;
972 player->Switching = FALSE;
974 player->GfxDir = MV_NO_MOVING;
975 player->GfxAction = ACTION_DEFAULT;
977 player->StepFrame = 0;
979 player->use_murphy_graphic = FALSE;
980 player->use_disk_red_graphic = FALSE;
982 player->actual_frame_counter = 0;
984 player->last_move_dir = MV_NO_MOVING;
986 player->is_moving = FALSE;
987 player->is_waiting = FALSE;
988 player->is_digging = FALSE;
989 player->is_collecting = FALSE;
991 player->move_delay = game.initial_move_delay;
992 player->move_delay_value = game.initial_move_delay_value;
994 player->push_delay = 0;
995 player->push_delay_value = 5;
997 player->snapped = FALSE;
999 player->last_jx = player->last_jy = 0;
1000 player->jx = player->jy = 0;
1002 player->shield_normal_time_left = 0;
1003 player->shield_deadly_time_left = 0;
1005 player->inventory_size = 0;
1007 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
1008 SnapField(player, 0, 0);
1010 player->LevelSolved = FALSE;
1011 player->GameOver = FALSE;
1014 network_player_action_received = FALSE;
1016 #if defined(PLATFORM_UNIX)
1017 /* initial null action */
1018 if (network_playing)
1019 SendToServer_MovePlayer(MV_NO_MOVING);
1027 TimeLeft = level.time;
1029 ScreenMovDir = MV_NO_MOVING;
1033 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
1035 AllPlayersGone = FALSE;
1037 game.yamyam_content_nr = 0;
1038 game.magic_wall_active = FALSE;
1039 game.magic_wall_time_left = 0;
1040 game.light_time_left = 0;
1041 game.timegate_time_left = 0;
1042 game.switchgate_pos = 0;
1043 game.balloon_dir = MV_NO_MOVING;
1044 game.explosions_delayed = TRUE;
1048 game.belt_dir[i] = MV_NO_MOVING;
1049 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1052 for (i=0; i<MAX_NUM_AMOEBA; i++)
1053 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
1055 for (x=0; x<lev_fieldx; x++)
1057 for (y=0; y<lev_fieldy; y++)
1059 Feld[x][y] = level.field[x][y];
1060 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
1061 ChangeDelay[x][y] = 0;
1062 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
1064 JustStopped[x][y] = 0;
1066 Pushed[x][y] = FALSE;
1067 Changing[x][y] = FALSE;
1068 ExplodePhase[x][y] = 0;
1069 ExplodeField[x][y] = EX_NO_EXPLOSION;
1072 GfxAction[x][y] = ACTION_DEFAULT;
1073 GfxRandom[x][y] = INIT_GFX_RANDOM();
1074 GfxElement[x][y] = EL_UNDEFINED;
1078 for(y=0; y<lev_fieldy; y++)
1080 for(x=0; x<lev_fieldx; x++)
1082 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
1084 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
1086 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
1089 InitField(x, y, TRUE);
1095 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
1096 emulate_sb ? EMU_SOKOBAN :
1097 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
1099 /* correct non-moving belts to start moving left */
1101 if (game.belt_dir[i] == MV_NO_MOVING)
1102 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1104 /* check if any connected player was not found in playfield */
1105 for (i=0; i<MAX_PLAYERS; i++)
1107 struct PlayerInfo *player = &stored_player[i];
1109 if (player->connected && !player->present)
1111 for (j=0; j<MAX_PLAYERS; j++)
1113 struct PlayerInfo *some_player = &stored_player[j];
1114 int jx = some_player->jx, jy = some_player->jy;
1116 /* assign first free player found that is present in the playfield */
1117 if (some_player->present && !some_player->connected)
1119 player->present = TRUE;
1120 player->active = TRUE;
1121 some_player->present = FALSE;
1123 StorePlayer[jx][jy] = player->element_nr;
1124 player->jx = player->last_jx = jx;
1125 player->jy = player->last_jy = jy;
1135 /* when playing a tape, eliminate all players who do not participate */
1137 for (i=0; i<MAX_PLAYERS; i++)
1139 if (stored_player[i].active && !tape.player_participates[i])
1141 struct PlayerInfo *player = &stored_player[i];
1142 int jx = player->jx, jy = player->jy;
1144 player->active = FALSE;
1145 StorePlayer[jx][jy] = 0;
1146 Feld[jx][jy] = EL_EMPTY;
1150 else if (!options.network && !setup.team_mode) /* && !tape.playing */
1152 /* when in single player mode, eliminate all but the first active player */
1154 for (i=0; i<MAX_PLAYERS; i++)
1156 if (stored_player[i].active)
1158 for (j=i+1; j<MAX_PLAYERS; j++)
1160 if (stored_player[j].active)
1162 struct PlayerInfo *player = &stored_player[j];
1163 int jx = player->jx, jy = player->jy;
1165 player->active = FALSE;
1166 StorePlayer[jx][jy] = 0;
1167 Feld[jx][jy] = EL_EMPTY;
1174 /* when recording the game, store which players take part in the game */
1177 for (i=0; i<MAX_PLAYERS; i++)
1178 if (stored_player[i].active)
1179 tape.player_participates[i] = TRUE;
1184 for (i=0; i<MAX_PLAYERS; i++)
1186 struct PlayerInfo *player = &stored_player[i];
1188 printf("Player %d: present == %d, connected == %d, active == %d.\n",
1193 if (local_player == player)
1194 printf("Player %d is local player.\n", i+1);
1198 if (BorderElement == EL_EMPTY)
1201 SBX_Right = lev_fieldx - SCR_FIELDX;
1203 SBY_Lower = lev_fieldy - SCR_FIELDY;
1208 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
1210 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
1213 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
1214 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
1216 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
1217 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
1219 /* if local player not found, look for custom element that might create
1220 the player (make some assumptions about the right custom element) */
1221 if (!local_player->present)
1223 int start_x = 0, start_y = 0;
1224 int found_rating = 0;
1225 int found_element = EL_UNDEFINED;
1227 for(y=0; y < lev_fieldy; y++) for(x=0; x < lev_fieldx; x++)
1229 int element = Feld[x][y];
1234 if (!IS_CUSTOM_ELEMENT(element))
1237 if (CAN_CHANGE(element))
1239 content = element_info[element].change.target_element;
1240 is_player = ELEM_IS_PLAYER(content);
1242 if (is_player && (found_rating < 3 || element < found_element))
1248 found_element = element;
1252 for(yy=0; yy < 3; yy++) for(xx=0; xx < 3; xx++)
1254 content = element_info[element].content[xx][yy];
1255 is_player = ELEM_IS_PLAYER(content);
1257 if (is_player && (found_rating < 2 || element < found_element))
1259 start_x = x + xx - 1;
1260 start_y = y + yy - 1;
1263 found_element = element;
1266 if (!CAN_CHANGE(element))
1269 content = element_info[element].change.content[xx][yy];
1270 is_player = ELEM_IS_PLAYER(content);
1272 if (is_player && (found_rating < 1 || element < found_element))
1274 start_x = x + xx - 1;
1275 start_y = y + yy - 1;
1278 found_element = element;
1283 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
1284 start_x > SBX_Right + MIDPOSX ? SBX_Right :
1287 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
1288 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
1294 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
1295 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
1296 local_player->jx - MIDPOSX);
1298 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
1299 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
1300 local_player->jy - MIDPOSY);
1302 scroll_x = SBX_Left;
1303 scroll_y = SBY_Upper;
1304 if (local_player->jx >= SBX_Left + MIDPOSX)
1305 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
1306 local_player->jx - MIDPOSX :
1308 if (local_player->jy >= SBY_Upper + MIDPOSY)
1309 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
1310 local_player->jy - MIDPOSY :
1315 CloseDoor(DOOR_CLOSE_1);
1320 /* after drawing the level, correct some elements */
1321 if (game.timegate_time_left == 0)
1322 CloseAllOpenTimegates();
1324 if (setup.soft_scrolling)
1325 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
1327 redraw_mask |= REDRAW_FROM_BACKBUFFER;
1330 /* copy default game door content to main double buffer */
1331 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
1332 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
1335 DrawText(DX + XX_LEVEL, DY + YY_LEVEL, int2str(level_nr, 2), FONT_TEXT_2);
1338 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
1339 int2str(level_nr, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
1340 BlitBitmap(drawto, drawto,
1341 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
1342 getFontWidth(FONT_LEVEL_NUMBER) * 3,
1343 getFontHeight(FONT_LEVEL_NUMBER) - 1,
1344 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
1347 DrawGameDoorValues();
1351 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
1352 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
1353 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
1357 /* copy actual game door content to door double buffer for OpenDoor() */
1358 BlitBitmap(drawto, bitmap_db_door,
1359 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
1361 OpenDoor(DOOR_OPEN_ALL);
1363 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
1364 if (setup.sound_music)
1365 PlayMusic(level_nr);
1367 KeyboardAutoRepeatOffUnlessAutoplay();
1372 printf("Player %d %sactive.\n",
1373 i + 1, (stored_player[i].active ? "" : "not "));
1377 void InitMovDir(int x, int y)
1379 int i, element = Feld[x][y];
1380 static int xy[4][2] =
1387 static int direction[3][4] =
1389 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1390 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1391 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1400 Feld[x][y] = EL_BUG;
1401 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
1404 case EL_SPACESHIP_RIGHT:
1405 case EL_SPACESHIP_UP:
1406 case EL_SPACESHIP_LEFT:
1407 case EL_SPACESHIP_DOWN:
1408 Feld[x][y] = EL_SPACESHIP;
1409 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
1412 case EL_BD_BUTTERFLY_RIGHT:
1413 case EL_BD_BUTTERFLY_UP:
1414 case EL_BD_BUTTERFLY_LEFT:
1415 case EL_BD_BUTTERFLY_DOWN:
1416 Feld[x][y] = EL_BD_BUTTERFLY;
1417 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
1420 case EL_BD_FIREFLY_RIGHT:
1421 case EL_BD_FIREFLY_UP:
1422 case EL_BD_FIREFLY_LEFT:
1423 case EL_BD_FIREFLY_DOWN:
1424 Feld[x][y] = EL_BD_FIREFLY;
1425 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1428 case EL_PACMAN_RIGHT:
1430 case EL_PACMAN_LEFT:
1431 case EL_PACMAN_DOWN:
1432 Feld[x][y] = EL_PACMAN;
1433 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1436 case EL_SP_SNIKSNAK:
1437 MovDir[x][y] = MV_UP;
1440 case EL_SP_ELECTRON:
1441 MovDir[x][y] = MV_LEFT;
1448 Feld[x][y] = EL_MOLE;
1449 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1453 if (IS_CUSTOM_ELEMENT(element))
1455 if (element_info[element].move_direction_initial != MV_NO_MOVING)
1456 MovDir[x][y] = element_info[element].move_direction_initial;
1457 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
1458 element_info[element].move_pattern == MV_TURNING_LEFT ||
1459 element_info[element].move_pattern == MV_TURNING_RIGHT)
1460 MovDir[x][y] = 1 << RND(4);
1461 else if (element_info[element].move_pattern == MV_HORIZONTAL)
1462 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
1463 else if (element_info[element].move_pattern == MV_VERTICAL)
1464 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
1465 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
1466 MovDir[x][y] = element_info[element].move_pattern;
1467 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE ||
1468 element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1472 int x1 = x + xy[i][0];
1473 int y1 = y + xy[i][1];
1475 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1477 if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1478 MovDir[x][y] = direction[0][i];
1480 MovDir[x][y] = direction[1][i];
1489 MovDir[x][y] = 1 << RND(4);
1491 if (element != EL_BUG &&
1492 element != EL_SPACESHIP &&
1493 element != EL_BD_BUTTERFLY &&
1494 element != EL_BD_FIREFLY)
1499 int x1 = x + xy[i][0];
1500 int y1 = y + xy[i][1];
1502 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1504 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1506 MovDir[x][y] = direction[0][i];
1509 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1510 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1512 MovDir[x][y] = direction[1][i];
1522 void InitAmoebaNr(int x, int y)
1525 int group_nr = AmoebeNachbarNr(x, y);
1529 for (i=1; i<MAX_NUM_AMOEBA; i++)
1531 if (AmoebaCnt[i] == 0)
1539 AmoebaNr[x][y] = group_nr;
1540 AmoebaCnt[group_nr]++;
1541 AmoebaCnt2[group_nr]++;
1547 boolean raise_level = FALSE;
1549 if (local_player->MovPos)
1552 if (tape.playing && tape.auto_play)
1553 tape.auto_play_level_solved = TRUE;
1555 local_player->LevelSolved = FALSE;
1557 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
1561 if (!tape.playing && setup.sound_loops)
1562 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1563 SND_CTRL_PLAY_LOOP);
1565 while (TimeLeft > 0)
1567 if (!tape.playing && !setup.sound_loops)
1568 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1569 if (TimeLeft > 0 && !(TimeLeft % 10))
1570 RaiseScore(level.score[SC_TIME_BONUS]);
1571 if (TimeLeft > 100 && !(TimeLeft % 10))
1575 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
1582 if (!tape.playing && setup.sound_loops)
1583 StopSound(SND_GAME_LEVELTIME_BONUS);
1585 else if (level.time == 0) /* level without time limit */
1587 if (!tape.playing && setup.sound_loops)
1588 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1589 SND_CTRL_PLAY_LOOP);
1591 while (TimePlayed < 999)
1593 if (!tape.playing && !setup.sound_loops)
1594 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1595 if (TimePlayed < 999 && !(TimePlayed % 10))
1596 RaiseScore(level.score[SC_TIME_BONUS]);
1597 if (TimePlayed < 900 && !(TimePlayed % 10))
1601 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
1608 if (!tape.playing && setup.sound_loops)
1609 StopSound(SND_GAME_LEVELTIME_BONUS);
1612 /* Hero disappears */
1613 DrawLevelField(ExitX, ExitY);
1619 CloseDoor(DOOR_CLOSE_1);
1624 SaveTape(tape.level_nr); /* Ask to save tape */
1627 if (level_nr == leveldir_current->handicap_level)
1629 leveldir_current->handicap_level++;
1630 SaveLevelSetup_SeriesInfo();
1633 if (level_editor_test_game)
1634 local_player->score = -1; /* no highscore when playing from editor */
1635 else if (level_nr < leveldir_current->last_level)
1636 raise_level = TRUE; /* advance to next level */
1638 if ((hi_pos = NewHiScore()) >= 0)
1640 game_status = GAME_MODE_SCORES;
1641 DrawHallOfFame(hi_pos);
1650 game_status = GAME_MODE_MAIN;
1667 LoadScore(level_nr);
1669 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1670 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1673 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1675 if (local_player->score > highscore[k].Score)
1677 /* player has made it to the hall of fame */
1679 if (k < MAX_SCORE_ENTRIES - 1)
1681 int m = MAX_SCORE_ENTRIES - 1;
1684 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1685 if (!strcmp(setup.player_name, highscore[l].Name))
1687 if (m == k) /* player's new highscore overwrites his old one */
1693 strcpy(highscore[l].Name, highscore[l - 1].Name);
1694 highscore[l].Score = highscore[l - 1].Score;
1701 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1702 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1703 highscore[k].Score = local_player->score;
1709 else if (!strncmp(setup.player_name, highscore[k].Name,
1710 MAX_PLAYER_NAME_LEN))
1711 break; /* player already there with a higher score */
1717 SaveScore(level_nr);
1722 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
1724 if (player->GfxAction != action || player->GfxDir != dir)
1727 printf("Player frame reset! (%d => %d, %d => %d)\n",
1728 player->GfxAction, action, player->GfxDir, dir);
1731 player->GfxAction = action;
1732 player->GfxDir = dir;
1734 player->StepFrame = 0;
1738 static void ResetRandomAnimationValue(int x, int y)
1740 GfxRandom[x][y] = INIT_GFX_RANDOM();
1743 static void ResetGfxAnimation(int x, int y)
1746 GfxAction[x][y] = ACTION_DEFAULT;
1749 void InitMovingField(int x, int y, int direction)
1751 int element = Feld[x][y];
1752 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1753 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1757 if (!JustStopped[x][y] || direction != MovDir[x][y])
1758 ResetGfxAnimation(x, y);
1760 MovDir[newx][newy] = MovDir[x][y] = direction;
1762 if (Feld[newx][newy] == EL_EMPTY)
1763 Feld[newx][newy] = EL_BLOCKED;
1765 if (direction == MV_DOWN && CAN_FALL(element))
1766 GfxAction[x][y] = ACTION_FALLING;
1768 GfxAction[x][y] = ACTION_MOVING;
1770 GfxFrame[newx][newy] = GfxFrame[x][y];
1771 GfxAction[newx][newy] = GfxAction[x][y];
1772 GfxRandom[newx][newy] = GfxRandom[x][y];
1775 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1777 int direction = MovDir[x][y];
1778 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1779 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1785 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1787 int oldx = x, oldy = y;
1788 int direction = MovDir[x][y];
1790 if (direction == MV_LEFT)
1792 else if (direction == MV_RIGHT)
1794 else if (direction == MV_UP)
1796 else if (direction == MV_DOWN)
1799 *comes_from_x = oldx;
1800 *comes_from_y = oldy;
1803 int MovingOrBlocked2Element(int x, int y)
1805 int element = Feld[x][y];
1807 if (element == EL_BLOCKED)
1811 Blocked2Moving(x, y, &oldx, &oldy);
1812 return Feld[oldx][oldy];
1818 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1820 /* like MovingOrBlocked2Element(), but if element is moving
1821 and (x,y) is the field the moving element is just leaving,
1822 return EL_BLOCKED instead of the element value */
1823 int element = Feld[x][y];
1825 if (IS_MOVING(x, y))
1827 if (element == EL_BLOCKED)
1831 Blocked2Moving(x, y, &oldx, &oldy);
1832 return Feld[oldx][oldy];
1841 static void RemoveField(int x, int y)
1843 Feld[x][y] = EL_EMPTY;
1850 ChangeDelay[x][y] = 0;
1851 Pushed[x][y] = FALSE;
1853 GfxElement[x][y] = EL_UNDEFINED;
1854 GfxAction[x][y] = ACTION_DEFAULT;
1857 void RemoveMovingField(int x, int y)
1859 int oldx = x, oldy = y, newx = x, newy = y;
1860 int element = Feld[x][y];
1861 int next_element = EL_UNDEFINED;
1863 if (element != EL_BLOCKED && !IS_MOVING(x, y))
1866 if (IS_MOVING(x, y))
1868 Moving2Blocked(x, y, &newx, &newy);
1869 if (Feld[newx][newy] != EL_BLOCKED)
1872 else if (element == EL_BLOCKED)
1874 Blocked2Moving(x, y, &oldx, &oldy);
1875 if (!IS_MOVING(oldx, oldy))
1879 if (element == EL_BLOCKED &&
1880 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1881 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1882 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1883 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
1884 next_element = get_next_element(Feld[oldx][oldy]);
1886 RemoveField(oldx, oldy);
1887 RemoveField(newx, newy);
1889 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1891 if (next_element != EL_UNDEFINED)
1892 Feld[oldx][oldy] = next_element;
1894 DrawLevelField(oldx, oldy);
1895 DrawLevelField(newx, newy);
1898 void DrawDynamite(int x, int y)
1900 int sx = SCREENX(x), sy = SCREENY(y);
1901 int graphic = el2img(Feld[x][y]);
1904 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1907 if (IS_WALKABLE_INSIDE(Back[x][y]))
1911 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
1912 else if (Store[x][y])
1913 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
1915 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
1918 if (Back[x][y] || Store[x][y])
1919 DrawGraphicThruMask(sx, sy, graphic, frame);
1921 DrawGraphic(sx, sy, graphic, frame);
1923 if (game.emulation == EMU_SUPAPLEX)
1924 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
1925 else if (Store[x][y])
1926 DrawGraphicThruMask(sx, sy, graphic, frame);
1928 DrawGraphic(sx, sy, graphic, frame);
1932 void CheckDynamite(int x, int y)
1934 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
1938 if (MovDelay[x][y] != 0)
1941 PlaySoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1948 StopSoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1950 if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
1951 Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
1952 StopSound(SND_DYNAMITE_ACTIVE);
1954 StopSound(SND_DYNABOMB_ACTIVE);
1960 void RelocatePlayer(int x, int y, int element)
1962 struct PlayerInfo *player = &stored_player[element - EL_PLAYER_1];
1964 if (player->present)
1966 while (player->MovPos)
1968 ScrollFigure(player, SCROLL_GO_ON);
1969 ScrollScreen(NULL, SCROLL_GO_ON);
1975 RemoveField(player->jx, player->jy);
1976 DrawLevelField(player->jx, player->jy);
1979 InitPlayerField(x, y, element, TRUE);
1981 if (player == local_player)
1983 int scroll_xx = -999, scroll_yy = -999;
1985 while (scroll_xx != scroll_x || scroll_yy != scroll_y)
1988 int fx = FX, fy = FY;
1990 scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
1991 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
1992 local_player->jx - MIDPOSX);
1994 scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
1995 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
1996 local_player->jy - MIDPOSY);
1998 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
1999 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
2004 fx += dx * TILEX / 2;
2005 fy += dy * TILEY / 2;
2007 ScrollLevel(dx, dy);
2010 /* scroll in to steps of half tile size to make things smoother */
2011 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
2013 Delay(GAME_FRAME_DELAY);
2015 /* scroll second step to align at full tile size */
2017 Delay(GAME_FRAME_DELAY);
2022 void Explode(int ex, int ey, int phase, int mode)
2026 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
2027 int last_phase = num_phase * delay;
2028 int half_phase = (num_phase / 2) * delay;
2029 int first_phase_after_start = EX_PHASE_START + 1;
2031 if (game.explosions_delayed)
2033 ExplodeField[ex][ey] = mode;
2037 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
2039 int center_element = Feld[ex][ey];
2042 /* --- This is only really needed (and now handled) in "Impact()". --- */
2043 /* do not explode moving elements that left the explode field in time */
2044 if (game.engine_version >= RELEASE_IDENT(2,2,0,7) &&
2045 center_element == EL_EMPTY && (mode == EX_NORMAL || mode == EX_CENTER))
2049 if (mode == EX_NORMAL || mode == EX_CENTER)
2050 PlaySoundLevelAction(ex, ey, ACTION_EXPLODING);
2052 /* remove things displayed in background while burning dynamite */
2053 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
2056 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
2058 /* put moving element to center field (and let it explode there) */
2059 center_element = MovingOrBlocked2Element(ex, ey);
2060 RemoveMovingField(ex, ey);
2061 Feld[ex][ey] = center_element;
2064 for (y = ey - 1; y <= ey + 1; y++) for(x = ex - 1; x <= ex + 1; x++)
2066 int xx = x - ex + 1;
2067 int yy = y - ey + 1;
2070 if (!IN_LEV_FIELD(x, y) ||
2071 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
2072 (x != ex || y != ey)))
2075 element = Feld[x][y];
2077 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
2079 element = MovingOrBlocked2Element(x, y);
2081 if (!IS_EXPLOSION_PROOF(element))
2082 RemoveMovingField(x, y);
2088 if (IS_EXPLOSION_PROOF(element))
2091 /* indestructible elements can only explode in center (but not flames) */
2092 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey)) ||
2093 element == EL_FLAMES)
2098 if ((IS_INDESTRUCTIBLE(element) &&
2099 (game.engine_version < VERSION_IDENT(2,2,0) ||
2100 (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
2101 element == EL_FLAMES)
2105 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
2107 if (IS_ACTIVE_BOMB(element))
2109 /* re-activate things under the bomb like gate or penguin */
2110 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
2117 /* save walkable background elements while explosion on same tile */
2119 if (IS_INDESTRUCTIBLE(element))
2120 Back[x][y] = element;
2122 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element))
2123 Back[x][y] = element;
2126 /* ignite explodable elements reached by other explosion */
2127 if (element == EL_EXPLOSION)
2128 element = Store2[x][y];
2131 if (AmoebaNr[x][y] &&
2132 (element == EL_AMOEBA_FULL ||
2133 element == EL_BD_AMOEBA ||
2134 element == EL_AMOEBA_GROWING))
2136 AmoebaCnt[AmoebaNr[x][y]]--;
2137 AmoebaCnt2[AmoebaNr[x][y]]--;
2143 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
2145 switch(StorePlayer[ex][ey])
2148 Store[x][y] = EL_EMERALD_RED;
2151 Store[x][y] = EL_EMERALD;
2154 Store[x][y] = EL_EMERALD_PURPLE;
2158 Store[x][y] = EL_EMERALD_YELLOW;
2162 if (game.emulation == EMU_SUPAPLEX)
2163 Store[x][y] = EL_EMPTY;
2165 else if (center_element == EL_MOLE)
2166 Store[x][y] = EL_EMERALD_RED;
2167 else if (center_element == EL_PENGUIN)
2168 Store[x][y] = EL_EMERALD_PURPLE;
2169 else if (center_element == EL_BUG)
2170 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
2171 else if (center_element == EL_BD_BUTTERFLY)
2172 Store[x][y] = EL_BD_DIAMOND;
2173 else if (center_element == EL_SP_ELECTRON)
2174 Store[x][y] = EL_SP_INFOTRON;
2175 else if (center_element == EL_AMOEBA_TO_DIAMOND)
2176 Store[x][y] = level.amoeba_content;
2177 else if (center_element == EL_YAMYAM)
2178 Store[x][y] = level.yamyam_content[game.yamyam_content_nr][xx][yy];
2179 else if (IS_CUSTOM_ELEMENT(center_element) &&
2180 element_info[center_element].content[xx][yy] != EL_EMPTY)
2181 Store[x][y] = element_info[center_element].content[xx][yy];
2182 else if (element == EL_WALL_EMERALD)
2183 Store[x][y] = EL_EMERALD;
2184 else if (element == EL_WALL_DIAMOND)
2185 Store[x][y] = EL_DIAMOND;
2186 else if (element == EL_WALL_BD_DIAMOND)
2187 Store[x][y] = EL_BD_DIAMOND;
2188 else if (element == EL_WALL_EMERALD_YELLOW)
2189 Store[x][y] = EL_EMERALD_YELLOW;
2190 else if (element == EL_WALL_EMERALD_RED)
2191 Store[x][y] = EL_EMERALD_RED;
2192 else if (element == EL_WALL_EMERALD_PURPLE)
2193 Store[x][y] = EL_EMERALD_PURPLE;
2194 else if (element == EL_WALL_PEARL)
2195 Store[x][y] = EL_PEARL;
2196 else if (element == EL_WALL_CRYSTAL)
2197 Store[x][y] = EL_CRYSTAL;
2198 else if (IS_CUSTOM_ELEMENT(element) && !CAN_EXPLODE(element))
2199 Store[x][y] = element_info[element].content[1][1];
2201 Store[x][y] = EL_EMPTY;
2203 if (x != ex || y != ey ||
2204 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
2205 Store2[x][y] = element;
2208 if (AmoebaNr[x][y] &&
2209 (element == EL_AMOEBA_FULL ||
2210 element == EL_BD_AMOEBA ||
2211 element == EL_AMOEBA_GROWING))
2213 AmoebaCnt[AmoebaNr[x][y]]--;
2214 AmoebaCnt2[AmoebaNr[x][y]]--;
2220 MovDir[x][y] = MovPos[x][y] = 0;
2225 Feld[x][y] = EL_EXPLOSION;
2227 GfxElement[x][y] = center_element;
2229 GfxElement[x][y] = EL_UNDEFINED;
2232 ExplodePhase[x][y] = 1;
2236 if (center_element == EL_YAMYAM)
2237 game.yamyam_content_nr =
2238 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
2249 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
2251 if (phase == first_phase_after_start)
2253 int element = Store2[x][y];
2255 if (element == EL_BLACK_ORB)
2257 Feld[x][y] = Store2[x][y];
2262 else if (phase == half_phase)
2264 int element = Store2[x][y];
2266 if (IS_PLAYER(x, y))
2267 KillHeroUnlessProtected(x, y);
2268 else if (CAN_EXPLODE_BY_FIRE(element))
2270 Feld[x][y] = Store2[x][y];
2274 else if (element == EL_AMOEBA_TO_DIAMOND)
2275 AmoebeUmwandeln(x, y);
2278 if (phase == last_phase)
2282 element = Feld[x][y] = Store[x][y];
2283 Store[x][y] = Store2[x][y] = 0;
2284 GfxElement[x][y] = EL_UNDEFINED;
2286 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
2287 element = Feld[x][y] = Back[x][y];
2290 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = ChangeDelay[x][y] = 0;
2291 InitField(x, y, FALSE);
2292 if (CAN_MOVE(element))
2294 DrawLevelField(x, y);
2296 if (CAN_BE_CRUMBLED(element))
2297 DrawLevelFieldCrumbledSandNeighbours(x, y);
2299 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
2300 StorePlayer[x][y] = 0;
2302 if (ELEM_IS_PLAYER(element))
2303 RelocatePlayer(x, y, element);
2305 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2308 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
2310 int stored = Store[x][y];
2311 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
2312 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
2315 int frame = getGraphicAnimationFrame(graphic, phase - delay);
2318 DrawLevelFieldCrumbledSand(x, y);
2320 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
2322 DrawLevelElement(x, y, Back[x][y]);
2323 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
2325 else if (IS_WALKABLE_UNDER(Back[x][y]))
2327 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
2328 DrawLevelElementThruMask(x, y, Back[x][y]);
2330 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
2331 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
2335 void DynaExplode(int ex, int ey)
2338 int dynabomb_size = 1;
2339 boolean dynabomb_xl = FALSE;
2340 struct PlayerInfo *player;
2341 static int xy[4][2] =
2349 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
2351 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER_1_ACTIVE];
2352 dynabomb_size = player->dynabomb_size;
2353 dynabomb_xl = player->dynabomb_xl;
2354 player->dynabombs_left++;
2357 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
2361 for (j=1; j<=dynabomb_size; j++)
2363 int x = ex + j * xy[i % 4][0];
2364 int y = ey + j * xy[i % 4][1];
2367 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
2370 element = Feld[x][y];
2372 /* do not restart explosions of fields with active bombs */
2373 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
2376 Explode(x, y, EX_PHASE_START, EX_BORDER);
2378 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
2379 if (element != EL_EMPTY &&
2380 element != EL_SAND &&
2381 element != EL_EXPLOSION &&
2388 void Bang(int x, int y)
2391 int element = MovingOrBlocked2Element(x, y);
2393 int element = Feld[x][y];
2396 if (IS_PLAYER(x, y))
2398 struct PlayerInfo *player = PLAYERINFO(x, y);
2400 element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
2401 player->element_nr);
2406 PlaySoundLevelAction(x, y, ACTION_EXPLODING);
2408 if (game.emulation == EMU_SUPAPLEX)
2409 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
2411 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
2416 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
2424 case EL_BD_BUTTERFLY:
2427 case EL_DARK_YAMYAM:
2431 RaiseScoreElement(element);
2432 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2434 case EL_DYNABOMB_PLAYER_1_ACTIVE:
2435 case EL_DYNABOMB_PLAYER_2_ACTIVE:
2436 case EL_DYNABOMB_PLAYER_3_ACTIVE:
2437 case EL_DYNABOMB_PLAYER_4_ACTIVE:
2438 case EL_DYNABOMB_INCREASE_NUMBER:
2439 case EL_DYNABOMB_INCREASE_SIZE:
2440 case EL_DYNABOMB_INCREASE_POWER:
2445 case EL_LAMP_ACTIVE:
2446 if (IS_PLAYER(x, y))
2447 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2449 Explode(x, y, EX_PHASE_START, EX_CENTER);
2452 if (CAN_EXPLODE_1X1(element))
2453 Explode(x, y, EX_PHASE_START, EX_CENTER);
2455 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2459 CheckTriggeredElementChange(x, y, element, CE_OTHER_IS_EXPLODING);
2462 void SplashAcid(int x, int y)
2464 int element = Feld[x][y];
2466 if (element != EL_ACID_SPLASH_LEFT &&
2467 element != EL_ACID_SPLASH_RIGHT)
2469 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
2471 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
2472 (!IN_LEV_FIELD(x-1, y-1) ||
2473 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
2474 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
2476 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
2477 (!IN_LEV_FIELD(x+1, y-1) ||
2478 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
2479 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
2483 static void InitBeltMovement()
2485 static int belt_base_element[4] =
2487 EL_CONVEYOR_BELT_1_LEFT,
2488 EL_CONVEYOR_BELT_2_LEFT,
2489 EL_CONVEYOR_BELT_3_LEFT,
2490 EL_CONVEYOR_BELT_4_LEFT
2492 static int belt_base_active_element[4] =
2494 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2495 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2496 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2497 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2502 /* set frame order for belt animation graphic according to belt direction */
2509 int element = belt_base_active_element[belt_nr] + j;
2510 int graphic = el2img(element);
2512 if (game.belt_dir[i] == MV_LEFT)
2513 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2515 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2519 for(y=0; y<lev_fieldy; y++)
2521 for(x=0; x<lev_fieldx; x++)
2523 int element = Feld[x][y];
2527 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
2529 int e_belt_nr = getBeltNrFromBeltElement(element);
2532 if (e_belt_nr == belt_nr)
2534 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
2536 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
2544 static void ToggleBeltSwitch(int x, int y)
2546 static int belt_base_element[4] =
2548 EL_CONVEYOR_BELT_1_LEFT,
2549 EL_CONVEYOR_BELT_2_LEFT,
2550 EL_CONVEYOR_BELT_3_LEFT,
2551 EL_CONVEYOR_BELT_4_LEFT
2553 static int belt_base_active_element[4] =
2555 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2556 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2557 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2558 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2560 static int belt_base_switch_element[4] =
2562 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
2563 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
2564 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
2565 EL_CONVEYOR_BELT_4_SWITCH_LEFT
2567 static int belt_move_dir[4] =
2575 int element = Feld[x][y];
2576 int belt_nr = getBeltNrFromBeltSwitchElement(element);
2577 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
2578 int belt_dir = belt_move_dir[belt_dir_nr];
2581 if (!IS_BELT_SWITCH(element))
2584 game.belt_dir_nr[belt_nr] = belt_dir_nr;
2585 game.belt_dir[belt_nr] = belt_dir;
2587 if (belt_dir_nr == 3)
2590 /* set frame order for belt animation graphic according to belt direction */
2593 int element = belt_base_active_element[belt_nr] + i;
2594 int graphic = el2img(element);
2596 if (belt_dir == MV_LEFT)
2597 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2599 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2602 for (yy=0; yy<lev_fieldy; yy++)
2604 for (xx=0; xx<lev_fieldx; xx++)
2606 int element = Feld[xx][yy];
2608 if (IS_BELT_SWITCH(element))
2610 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
2612 if (e_belt_nr == belt_nr)
2614 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
2615 DrawLevelField(xx, yy);
2618 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
2620 int e_belt_nr = getBeltNrFromBeltElement(element);
2622 if (e_belt_nr == belt_nr)
2624 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
2626 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
2627 DrawLevelField(xx, yy);
2630 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
2632 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
2634 if (e_belt_nr == belt_nr)
2636 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
2638 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
2639 DrawLevelField(xx, yy);
2646 static void ToggleSwitchgateSwitch(int x, int y)
2650 game.switchgate_pos = !game.switchgate_pos;
2652 for (yy=0; yy<lev_fieldy; yy++)
2654 for (xx=0; xx<lev_fieldx; xx++)
2656 int element = Feld[xx][yy];
2658 if (element == EL_SWITCHGATE_SWITCH_UP ||
2659 element == EL_SWITCHGATE_SWITCH_DOWN)
2661 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2662 DrawLevelField(xx, yy);
2664 else if (element == EL_SWITCHGATE_OPEN ||
2665 element == EL_SWITCHGATE_OPENING)
2667 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2669 PlaySoundLevelAction(xx, yy, ACTION_CLOSING);
2671 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2674 else if (element == EL_SWITCHGATE_CLOSED ||
2675 element == EL_SWITCHGATE_CLOSING)
2677 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2679 PlaySoundLevelAction(xx, yy, ACTION_OPENING);
2681 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2688 static int getInvisibleActiveFromInvisibleElement(int element)
2690 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2691 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2692 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
2696 static int getInvisibleFromInvisibleActiveElement(int element)
2698 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2699 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2700 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
2704 static void RedrawAllLightSwitchesAndInvisibleElements()
2708 for (y=0; y<lev_fieldy; y++)
2710 for (x=0; x<lev_fieldx; x++)
2712 int element = Feld[x][y];
2714 if (element == EL_LIGHT_SWITCH &&
2715 game.light_time_left > 0)
2717 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2718 DrawLevelField(x, y);
2720 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2721 game.light_time_left == 0)
2723 Feld[x][y] = EL_LIGHT_SWITCH;
2724 DrawLevelField(x, y);
2726 else if (element == EL_INVISIBLE_STEELWALL ||
2727 element == EL_INVISIBLE_WALL ||
2728 element == EL_INVISIBLE_SAND)
2730 if (game.light_time_left > 0)
2731 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2733 DrawLevelField(x, y);
2735 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2736 element == EL_INVISIBLE_WALL_ACTIVE ||
2737 element == EL_INVISIBLE_SAND_ACTIVE)
2739 if (game.light_time_left == 0)
2740 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2742 DrawLevelField(x, y);
2748 static void ToggleLightSwitch(int x, int y)
2750 int element = Feld[x][y];
2752 game.light_time_left =
2753 (element == EL_LIGHT_SWITCH ?
2754 level.time_light * FRAMES_PER_SECOND : 0);
2756 RedrawAllLightSwitchesAndInvisibleElements();
2759 static void ActivateTimegateSwitch(int x, int y)
2763 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2765 for (yy=0; yy<lev_fieldy; yy++)
2767 for (xx=0; xx<lev_fieldx; xx++)
2769 int element = Feld[xx][yy];
2771 if (element == EL_TIMEGATE_CLOSED ||
2772 element == EL_TIMEGATE_CLOSING)
2774 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2775 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2779 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2781 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2782 DrawLevelField(xx, yy);
2789 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2792 inline static int getElementMoveStepsize(int x, int y)
2794 int element = Feld[x][y];
2795 int direction = MovDir[x][y];
2796 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2797 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2798 int horiz_move = (dx != 0);
2799 int sign = (horiz_move ? dx : dy);
2800 int step = sign * element_info[element].move_stepsize;
2802 /* special values for move stepsize for spring and things on conveyor belt */
2805 if (CAN_FALL(element) &&
2806 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
2807 step = sign * MOVE_STEPSIZE_NORMAL / 2;
2808 else if (element == EL_SPRING)
2809 step = sign * MOVE_STEPSIZE_NORMAL * 2;
2815 void Impact(int x, int y)
2817 boolean lastline = (y == lev_fieldy-1);
2818 boolean object_hit = FALSE;
2819 boolean impact = (lastline || object_hit);
2820 int element = Feld[x][y];
2821 int smashed = EL_UNDEFINED;
2823 if (!lastline) /* check if element below was hit */
2825 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
2828 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
2829 MovDir[x][y + 1] != MV_DOWN ||
2830 MovPos[x][y + 1] <= TILEY / 2));
2832 /* do not smash moving elements that left the smashed field in time */
2833 if (game.engine_version >= RELEASE_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
2834 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
2838 smashed = MovingOrBlocked2Element(x, y + 1);
2840 impact = (lastline || object_hit);
2843 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2849 /* only reset graphic animation if graphic really changes after impact */
2851 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
2853 ResetGfxAnimation(x, y);
2854 DrawLevelField(x, y);
2857 if (impact && CAN_EXPLODE_IMPACT(element))
2862 else if (impact && element == EL_PEARL)
2864 Feld[x][y] = EL_PEARL_BREAKING;
2865 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2869 else if (impact && CheckElementChange(x, y, element, CE_IMPACT))
2871 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2876 else if (impact && CAN_CHANGE(element) &&
2877 HAS_CHANGE_EVENT(element, CE_IMPACT))
2879 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2881 ChangeElementNow(x, y, element);
2887 if (impact && element == EL_AMOEBA_DROP)
2889 if (object_hit && IS_PLAYER(x, y + 1))
2890 KillHeroUnlessProtected(x, y + 1);
2891 else if (object_hit && smashed == EL_PENGUIN)
2895 Feld[x][y] = EL_AMOEBA_GROWING;
2896 Store[x][y] = EL_AMOEBA_WET;
2898 ResetRandomAnimationValue(x, y);
2903 if (object_hit) /* check which object was hit */
2905 if (CAN_PASS_MAGIC_WALL(element) &&
2906 (smashed == EL_MAGIC_WALL ||
2907 smashed == EL_BD_MAGIC_WALL))
2910 int activated_magic_wall =
2911 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2912 EL_BD_MAGIC_WALL_ACTIVE);
2914 /* activate magic wall / mill */
2915 for (yy=0; yy<lev_fieldy; yy++)
2916 for (xx=0; xx<lev_fieldx; xx++)
2917 if (Feld[xx][yy] == smashed)
2918 Feld[xx][yy] = activated_magic_wall;
2920 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2921 game.magic_wall_active = TRUE;
2923 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2924 SND_MAGIC_WALL_ACTIVATING :
2925 SND_BD_MAGIC_WALL_ACTIVATING));
2928 if (IS_PLAYER(x, y + 1))
2930 if (CAN_SMASH_PLAYER(element))
2932 KillHeroUnlessProtected(x, y + 1);
2936 else if (smashed == EL_PENGUIN)
2938 if (CAN_SMASH_PLAYER(element))
2944 else if (element == EL_BD_DIAMOND)
2946 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2952 else if ((element == EL_SP_INFOTRON ||
2953 element == EL_SP_ZONK) &&
2954 (smashed == EL_SP_SNIKSNAK ||
2955 smashed == EL_SP_ELECTRON ||
2956 smashed == EL_SP_DISK_ORANGE))
2962 else if (CAN_SMASH_ENEMIES(element) && IS_CLASSIC_ENEMY(smashed))
2968 else if (CAN_SMASH_EVERYTHING(element))
2970 if (IS_CLASSIC_ENEMY(smashed) ||
2971 CAN_EXPLODE_SMASHED(smashed))
2976 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
2978 if (smashed == EL_LAMP ||
2979 smashed == EL_LAMP_ACTIVE)
2984 else if (smashed == EL_NUT)
2986 Feld[x][y + 1] = EL_NUT_BREAKING;
2987 PlaySoundLevel(x, y, SND_NUT_BREAKING);
2988 RaiseScoreElement(EL_NUT);
2991 else if (smashed == EL_PEARL)
2993 Feld[x][y + 1] = EL_PEARL_BREAKING;
2994 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2997 else if (smashed == EL_DIAMOND)
2999 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
3000 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
3003 else if (IS_BELT_SWITCH(smashed))
3005 ToggleBeltSwitch(x, y + 1);
3007 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
3008 smashed == EL_SWITCHGATE_SWITCH_DOWN)
3010 ToggleSwitchgateSwitch(x, y + 1);
3012 else if (smashed == EL_LIGHT_SWITCH ||
3013 smashed == EL_LIGHT_SWITCH_ACTIVE)
3015 ToggleLightSwitch(x, y + 1);
3020 CheckElementChange(x, y + 1, smashed, CE_SMASHED);
3023 else if (CAN_CHANGE(smashed) && HAS_CHANGE_EVENT(smashed, CE_SMASHED))
3025 ChangeElementNow(x, y + 1, smashed);
3031 CheckElementChange(x, y + 1, smashed, CE_SMASHED);
3036 /* play sound of magic wall / mill */
3038 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3039 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3041 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3042 PlaySoundLevel(x, y, SND_MAGIC_WALL_FILLING);
3043 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3044 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_FILLING);
3049 /* play sound of object that hits the ground */
3050 if (lastline || object_hit)
3051 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
3054 void TurnRound(int x, int y)
3066 { 0, 0 }, { 0, 0 }, { 0, 0 },
3071 int left, right, back;
3075 { MV_DOWN, MV_UP, MV_RIGHT },
3076 { MV_UP, MV_DOWN, MV_LEFT },
3078 { MV_LEFT, MV_RIGHT, MV_DOWN },
3082 { MV_RIGHT, MV_LEFT, MV_UP }
3085 int element = Feld[x][y];
3086 int old_move_dir = MovDir[x][y];
3087 int left_dir = turn[old_move_dir].left;
3088 int right_dir = turn[old_move_dir].right;
3089 int back_dir = turn[old_move_dir].back;
3091 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
3092 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
3093 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
3094 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
3096 int left_x = x + left_dx, left_y = y + left_dy;
3097 int right_x = x + right_dx, right_y = y + right_dy;
3098 int move_x = x + move_dx, move_y = y + move_dy;
3102 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
3104 TestIfBadThingTouchesOtherBadThing(x, y);
3106 if (ENEMY_CAN_ENTER_FIELD(right_x, right_y))
3107 MovDir[x][y] = right_dir;
3108 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
3109 MovDir[x][y] = left_dir;
3111 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
3113 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
3116 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
3117 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
3119 TestIfBadThingTouchesOtherBadThing(x, y);
3121 if (ENEMY_CAN_ENTER_FIELD(left_x, left_y))
3122 MovDir[x][y] = left_dir;
3123 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
3124 MovDir[x][y] = right_dir;
3126 if ((element == EL_SPACESHIP ||
3127 element == EL_SP_SNIKSNAK ||
3128 element == EL_SP_ELECTRON)
3129 && MovDir[x][y] != old_move_dir)
3131 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
3134 else if (element == EL_YAMYAM)
3136 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
3137 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
3139 if (can_turn_left && can_turn_right)
3140 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3141 else if (can_turn_left)
3142 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3143 else if (can_turn_right)
3144 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3146 MovDir[x][y] = back_dir;
3148 MovDelay[x][y] = 16 + 16 * RND(3);
3150 else if (element == EL_DARK_YAMYAM)
3152 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
3153 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
3155 if (can_turn_left && can_turn_right)
3156 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3157 else if (can_turn_left)
3158 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3159 else if (can_turn_right)
3160 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3162 MovDir[x][y] = back_dir;
3164 MovDelay[x][y] = 16 + 16 * RND(3);
3166 else if (element == EL_PACMAN)
3168 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(left_x, left_y);
3169 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(right_x, right_y);
3171 if (can_turn_left && can_turn_right)
3172 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3173 else if (can_turn_left)
3174 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3175 else if (can_turn_right)
3176 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3178 MovDir[x][y] = back_dir;
3180 MovDelay[x][y] = 6 + RND(40);
3182 else if (element == EL_PIG)
3184 boolean can_turn_left = PIG_CAN_ENTER_FIELD(left_x, left_y);
3185 boolean can_turn_right = PIG_CAN_ENTER_FIELD(right_x, right_y);
3186 boolean can_move_on = PIG_CAN_ENTER_FIELD(move_x, move_y);
3187 boolean should_turn_left, should_turn_right, should_move_on;
3189 int rnd = RND(rnd_value);
3191 should_turn_left = (can_turn_left &&
3193 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
3194 y + back_dy + left_dy)));
3195 should_turn_right = (can_turn_right &&
3197 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
3198 y + back_dy + right_dy)));
3199 should_move_on = (can_move_on &&
3202 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
3203 y + move_dy + left_dy) ||
3204 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
3205 y + move_dy + right_dy)));
3207 if (should_turn_left || should_turn_right || should_move_on)
3209 if (should_turn_left && should_turn_right && should_move_on)
3210 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
3211 rnd < 2 * rnd_value / 3 ? right_dir :
3213 else if (should_turn_left && should_turn_right)
3214 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3215 else if (should_turn_left && should_move_on)
3216 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
3217 else if (should_turn_right && should_move_on)
3218 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
3219 else if (should_turn_left)
3220 MovDir[x][y] = left_dir;
3221 else if (should_turn_right)
3222 MovDir[x][y] = right_dir;
3223 else if (should_move_on)
3224 MovDir[x][y] = old_move_dir;
3226 else if (can_move_on && rnd > rnd_value / 8)
3227 MovDir[x][y] = old_move_dir;
3228 else if (can_turn_left && can_turn_right)
3229 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3230 else if (can_turn_left && rnd > rnd_value / 8)
3231 MovDir[x][y] = left_dir;
3232 else if (can_turn_right && rnd > rnd_value/8)
3233 MovDir[x][y] = right_dir;
3235 MovDir[x][y] = back_dir;
3237 xx = x + move_xy[MovDir[x][y]].x;
3238 yy = y + move_xy[MovDir[x][y]].y;
3240 if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy]))
3241 MovDir[x][y] = old_move_dir;
3245 else if (element == EL_DRAGON)
3247 boolean can_turn_left = IN_LEV_FIELD_AND_IS_FREE(left_x, left_y);
3248 boolean can_turn_right = IN_LEV_FIELD_AND_IS_FREE(right_x, right_y);
3249 boolean can_move_on = IN_LEV_FIELD_AND_IS_FREE(move_x, move_y);
3251 int rnd = RND(rnd_value);
3253 if (can_move_on && rnd > rnd_value / 8)
3254 MovDir[x][y] = old_move_dir;
3255 else if (can_turn_left && can_turn_right)
3256 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3257 else if (can_turn_left && rnd > rnd_value / 8)
3258 MovDir[x][y] = left_dir;
3259 else if (can_turn_right && rnd > rnd_value / 8)
3260 MovDir[x][y] = right_dir;
3262 MovDir[x][y] = back_dir;
3264 xx = x + move_xy[MovDir[x][y]].x;
3265 yy = y + move_xy[MovDir[x][y]].y;
3267 if (!IS_FREE(xx, yy))
3268 MovDir[x][y] = old_move_dir;
3272 else if (element == EL_MOLE)
3274 boolean can_move_on =
3275 (MOLE_CAN_ENTER_FIELD(move_x, move_y,
3276 IS_AMOEBOID(Feld[move_x][move_y]) ||
3277 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
3280 boolean can_turn_left =
3281 (MOLE_CAN_ENTER_FIELD(left_x, left_y,
3282 IS_AMOEBOID(Feld[left_x][left_y])));
3284 boolean can_turn_right =
3285 (MOLE_CAN_ENTER_FIELD(right_x, right_y,
3286 IS_AMOEBOID(Feld[right_x][right_y])));
3288 if (can_turn_left && can_turn_right)
3289 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
3290 else if (can_turn_left)
3291 MovDir[x][y] = left_dir;
3293 MovDir[x][y] = right_dir;
3296 if (MovDir[x][y] != old_move_dir)
3299 else if (element == EL_BALLOON)
3301 MovDir[x][y] = game.balloon_dir;
3304 else if (element == EL_SPRING)
3306 if (MovDir[x][y] & MV_HORIZONTAL &&
3307 (!IN_LEV_FIELD_AND_IS_FREE(move_x, move_y) ||
3308 IN_LEV_FIELD_AND_IS_FREE(x, y + 1)))
3309 MovDir[x][y] = MV_NO_MOVING;
3313 else if (element == EL_ROBOT ||
3314 element == EL_SATELLITE ||
3315 element == EL_PENGUIN)
3317 int attr_x = -1, attr_y = -1;
3328 for (i=0; i<MAX_PLAYERS; i++)
3330 struct PlayerInfo *player = &stored_player[i];
3331 int jx = player->jx, jy = player->jy;
3333 if (!player->active)
3337 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
3345 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
3351 if (element == EL_PENGUIN)
3354 static int xy[4][2] =
3364 int ex = x + xy[i % 4][0];
3365 int ey = y + xy[i % 4][1];
3367 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
3376 MovDir[x][y] = MV_NO_MOVING;
3378 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
3379 else if (attr_x > x)
3380 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
3382 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
3383 else if (attr_y > y)
3384 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
3386 if (element == EL_ROBOT)
3390 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3391 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
3392 Moving2Blocked(x, y, &newx, &newy);
3394 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
3395 MovDelay[x][y] = 8 + 8 * !RND(3);
3397 MovDelay[x][y] = 16;
3399 else if (element == EL_PENGUIN)
3405 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3407 boolean first_horiz = RND(2);
3408 int new_move_dir = MovDir[x][y];
3411 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3412 Moving2Blocked(x, y, &newx, &newy);
3414 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
3418 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3419 Moving2Blocked(x, y, &newx, &newy);
3421 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
3424 MovDir[x][y] = old_move_dir;
3428 else /* (element == EL_SATELLITE) */
3434 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3436 boolean first_horiz = RND(2);
3437 int new_move_dir = MovDir[x][y];
3440 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3441 Moving2Blocked(x, y, &newx, &newy);
3443 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
3447 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3448 Moving2Blocked(x, y, &newx, &newy);
3450 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
3453 MovDir[x][y] = old_move_dir;
3458 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
3459 element_info[element].move_pattern == MV_TURNING_LEFT ||
3460 element_info[element].move_pattern == MV_TURNING_RIGHT)
3462 boolean can_turn_left = ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
3463 boolean can_turn_right = ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
3465 if (element_info[element].move_pattern == MV_TURNING_LEFT)
3466 MovDir[x][y] = left_dir;
3467 else if (element_info[element].move_pattern == MV_TURNING_RIGHT)
3468 MovDir[x][y] = right_dir;
3469 else if (can_turn_left && can_turn_right)
3470 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3471 else if (can_turn_left)
3472 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3473 else if (can_turn_right)
3474 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3476 MovDir[x][y] = back_dir;
3478 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3480 else if (element_info[element].move_pattern == MV_HORIZONTAL ||
3481 element_info[element].move_pattern == MV_VERTICAL)
3483 if (element_info[element].move_pattern & old_move_dir)
3484 MovDir[x][y] = back_dir;
3485 else if (element_info[element].move_pattern == MV_HORIZONTAL)
3486 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
3487 else if (element_info[element].move_pattern == MV_VERTICAL)
3488 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
3490 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3492 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
3494 MovDir[x][y] = element_info[element].move_pattern;
3495 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3497 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE)
3499 if (ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
3500 MovDir[x][y] = left_dir;
3501 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3502 MovDir[x][y] = right_dir;
3504 if (MovDir[x][y] != old_move_dir)
3505 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3507 else if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
3509 if (ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
3510 MovDir[x][y] = right_dir;
3511 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3512 MovDir[x][y] = left_dir;
3514 if (MovDir[x][y] != old_move_dir)
3515 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3517 else if (element_info[element].move_pattern == MV_TOWARDS_PLAYER ||
3518 element_info[element].move_pattern == MV_AWAY_FROM_PLAYER)
3520 int attr_x = -1, attr_y = -1;
3523 (element_info[element].move_pattern == MV_AWAY_FROM_PLAYER);
3534 for (i=0; i<MAX_PLAYERS; i++)
3536 struct PlayerInfo *player = &stored_player[i];
3537 int jx = player->jx, jy = player->jy;
3539 if (!player->active)
3543 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
3551 MovDir[x][y] = MV_NO_MOVING;
3553 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
3554 else if (attr_x > x)
3555 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
3557 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
3558 else if (attr_y > y)
3559 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
3561 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3563 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3565 boolean first_horiz = RND(2);
3566 int new_move_dir = MovDir[x][y];
3569 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3570 Moving2Blocked(x, y, &newx, &newy);
3572 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
3576 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3577 Moving2Blocked(x, y, &newx, &newy);
3579 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
3582 MovDir[x][y] = old_move_dir;
3587 static boolean JustBeingPushed(int x, int y)
3591 for (i=0; i<MAX_PLAYERS; i++)
3593 struct PlayerInfo *player = &stored_player[i];
3595 if (player->active && player->Pushing && player->MovPos)
3597 int next_jx = player->jx + (player->jx - player->last_jx);
3598 int next_jy = player->jy + (player->jy - player->last_jy);
3600 if (x == next_jx && y == next_jy)
3608 void StartMoving(int x, int y)
3610 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
3611 boolean started_moving = FALSE; /* some elements can fall _and_ move */
3612 int element = Feld[x][y];
3617 /* !!! this should be handled more generic (not only for mole) !!! */
3618 if (element != EL_MOLE && GfxAction[x][y] != ACTION_DIGGING)
3619 GfxAction[x][y] = ACTION_DEFAULT;
3621 if (CAN_FALL(element) && y < lev_fieldy - 1)
3623 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
3624 if (JustBeingPushed(x, y))
3627 if (element == EL_QUICKSAND_FULL)
3629 if (IS_FREE(x, y + 1))
3631 InitMovingField(x, y, MV_DOWN);
3632 started_moving = TRUE;
3634 Feld[x][y] = EL_QUICKSAND_EMPTYING;
3635 Store[x][y] = EL_ROCK;
3637 PlaySoundLevelAction(x, y, ACTION_EMPTYING);
3639 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
3642 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3644 if (!MovDelay[x][y])
3645 MovDelay[x][y] = TILEY + 1;
3654 Feld[x][y] = EL_QUICKSAND_EMPTY;
3655 Feld[x][y + 1] = EL_QUICKSAND_FULL;
3656 Store[x][y + 1] = Store[x][y];
3659 PlaySoundLevelAction(x, y, ACTION_FILLING);
3661 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3665 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
3666 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3668 InitMovingField(x, y, MV_DOWN);
3669 started_moving = TRUE;
3671 Feld[x][y] = EL_QUICKSAND_FILLING;
3672 Store[x][y] = element;
3674 PlaySoundLevelAction(x, y, ACTION_FILLING);
3676 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3679 else if (element == EL_MAGIC_WALL_FULL)
3681 if (IS_FREE(x, y + 1))
3683 InitMovingField(x, y, MV_DOWN);
3684 started_moving = TRUE;
3686 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
3687 Store[x][y] = EL_CHANGED(Store[x][y]);
3689 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3691 if (!MovDelay[x][y])
3692 MovDelay[x][y] = TILEY/4 + 1;
3701 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
3702 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
3703 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
3707 else if (element == EL_BD_MAGIC_WALL_FULL)
3709 if (IS_FREE(x, y + 1))
3711 InitMovingField(x, y, MV_DOWN);
3712 started_moving = TRUE;
3714 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
3715 Store[x][y] = EL_CHANGED2(Store[x][y]);
3717 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3719 if (!MovDelay[x][y])
3720 MovDelay[x][y] = TILEY/4 + 1;
3729 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
3730 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
3731 Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
3735 else if (CAN_PASS_MAGIC_WALL(element) &&
3736 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3737 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3739 InitMovingField(x, y, MV_DOWN);
3740 started_moving = TRUE;
3743 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
3744 EL_BD_MAGIC_WALL_FILLING);
3745 Store[x][y] = element;
3748 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID)
3750 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
3755 InitMovingField(x, y, MV_DOWN);
3756 started_moving = TRUE;
3758 Store[x][y] = EL_ACID;
3760 /* !!! TEST !!! better use "_FALLING" etc. !!! */
3761 GfxAction[x][y + 1] = ACTION_ACTIVE;
3766 else if (game.engine_version < RELEASE_IDENT(2,2,0,7) &&
3767 CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3768 JustStopped[x][y] && !Pushed[x][y + 1])
3770 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3774 /* calling "Impact()" here is not only completely unneccessary
3775 (because it already gets called from "ContinueMoving()" in
3776 all relevant situations), but also completely bullshit, because
3777 "JustStopped" also indicates a finished *horizontal* movement;
3778 we must keep this trash for backwards compatibility with older
3784 else if (IS_FREE(x, y + 1) && element == EL_SPRING && use_spring_bug)
3786 if (MovDir[x][y] == MV_NO_MOVING)
3788 InitMovingField(x, y, MV_DOWN);
3789 started_moving = TRUE;
3792 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
3794 if (JustStopped[x][y]) /* prevent animation from being restarted */
3795 MovDir[x][y] = MV_DOWN;
3797 InitMovingField(x, y, MV_DOWN);
3798 started_moving = TRUE;
3800 else if (element == EL_AMOEBA_DROP)
3802 Feld[x][y] = EL_AMOEBA_GROWING;
3803 Store[x][y] = EL_AMOEBA_WET;
3805 /* Store[x][y + 1] must be zero, because:
3806 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY
3809 #if OLD_GAME_BEHAVIOUR
3810 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1])
3812 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] &&
3813 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3814 element != EL_DX_SUPABOMB)
3817 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
3818 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
3819 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3820 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
3823 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
3824 (IS_FREE(x - 1, y + 1) ||
3825 Feld[x - 1][y + 1] == EL_ACID));
3826 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
3827 (IS_FREE(x + 1, y + 1) ||
3828 Feld[x + 1][y + 1] == EL_ACID));
3829 boolean can_fall_any = (can_fall_left || can_fall_right);
3830 boolean can_fall_both = (can_fall_left && can_fall_right);
3832 if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
3834 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
3836 if (slippery_type == SLIPPERY_ONLY_LEFT)
3837 can_fall_right = FALSE;
3838 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
3839 can_fall_left = FALSE;
3840 else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
3841 can_fall_right = FALSE;
3842 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
3843 can_fall_left = FALSE;
3845 can_fall_any = (can_fall_left || can_fall_right);
3846 can_fall_both = (can_fall_left && can_fall_right);
3851 if (can_fall_both &&
3852 (game.emulation != EMU_BOULDERDASH &&
3853 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
3854 can_fall_left = !(can_fall_right = RND(2));
3856 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
3857 started_moving = TRUE;
3860 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
3862 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
3863 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
3864 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
3865 int belt_dir = game.belt_dir[belt_nr];
3867 if ((belt_dir == MV_LEFT && left_is_free) ||
3868 (belt_dir == MV_RIGHT && right_is_free))
3870 InitMovingField(x, y, belt_dir);
3871 started_moving = TRUE;
3873 GfxAction[x][y] = ACTION_DEFAULT;
3878 /* not "else if" because of elements that can fall and move (EL_SPRING) */
3879 if (CAN_MOVE(element) && !started_moving)
3883 if ((element == EL_SATELLITE ||
3884 element == EL_BALLOON ||
3885 element == EL_SPRING)
3886 && JustBeingPushed(x, y))
3891 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
3892 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
3894 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
3896 Moving2Blocked(x, y, &newx, &newy);
3897 if (Feld[newx][newy] == EL_BLOCKED)
3898 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
3903 if (!MovDelay[x][y]) /* start new movement phase */
3905 /* all objects that can change their move direction after each step
3906 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
3908 if (element != EL_YAMYAM &&
3909 element != EL_DARK_YAMYAM &&
3910 element != EL_PACMAN &&
3911 !(element_info[element].move_pattern & MV_ANY_DIRECTION) &&
3912 element_info[element].move_pattern != MV_TURNING_LEFT &&
3913 element_info[element].move_pattern != MV_TURNING_RIGHT)
3917 if (MovDelay[x][y] && (element == EL_BUG ||
3918 element == EL_SPACESHIP ||
3919 element == EL_SP_SNIKSNAK ||
3920 element == EL_SP_ELECTRON ||
3921 element == EL_MOLE))
3922 DrawLevelField(x, y);
3926 if (MovDelay[x][y]) /* wait some time before next movement */
3931 if (element == EL_YAMYAM)
3934 el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT));
3935 DrawLevelElementAnimation(x, y, element);
3939 if (MovDelay[x][y]) /* element still has to wait some time */
3942 /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
3943 ResetGfxAnimation(x, y);
3945 GfxAction[x][y] = ACTION_WAITING;
3948 if (element == EL_ROBOT ||
3950 element == EL_PACMAN ||
3952 element == EL_YAMYAM ||
3953 element == EL_DARK_YAMYAM)
3956 DrawLevelElementAnimation(x, y, element);
3958 DrawLevelElementAnimationIfNeeded(x, y, element);
3960 PlaySoundLevelAction(x, y, ACTION_WAITING);
3962 else if (element == EL_SP_ELECTRON)
3963 DrawLevelElementAnimationIfNeeded(x, y, element);
3964 else if (element == EL_DRAGON)
3967 int dir = MovDir[x][y];
3968 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
3969 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
3970 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
3971 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
3972 dir == MV_UP ? IMG_FLAMES_1_UP :
3973 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
3974 int frame = getGraphicAnimationFrame(graphic, -1);
3976 for (i=1; i<=3; i++)
3978 int xx = x + i*dx, yy = y + i*dy;
3979 int sx = SCREENX(xx), sy = SCREENY(yy);
3980 int flame_graphic = graphic + (i - 1);
3982 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
3987 int flamed = MovingOrBlocked2Element(xx, yy);
3989 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_FIRE(flamed))
3992 RemoveMovingField(xx, yy);
3994 Feld[xx][yy] = EL_FLAMES;
3995 if (IN_SCR_FIELD(sx, sy))
3996 DrawGraphic(sx, sy, flame_graphic, frame);
4000 if (Feld[xx][yy] == EL_FLAMES)
4001 Feld[xx][yy] = EL_EMPTY;
4002 DrawLevelField(xx, yy);
4007 if (MovDelay[x][y]) /* element still has to wait some time */
4009 PlaySoundLevelAction(x, y, ACTION_WAITING);
4014 /* special case of "moving" animation of waiting elements (FIX THIS !!!);
4015 for all other elements GfxAction will be set by InitMovingField() */
4016 if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
4017 GfxAction[x][y] = ACTION_MOVING;
4020 /* now make next step */
4022 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
4024 if (DONT_COLLIDE_WITH(element) && IS_PLAYER(newx, newy) &&
4025 !PLAYER_PROTECTED(newx, newy))
4028 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
4031 /* player killed by element which is deadly when colliding with */
4033 KillHero(PLAYERINFO(newx, newy));
4038 else if ((element == EL_PENGUIN ||
4039 element == EL_ROBOT ||
4040 element == EL_SATELLITE ||
4041 element == EL_BALLOON ||
4042 IS_CUSTOM_ELEMENT(element)) &&
4043 IN_LEV_FIELD(newx, newy) &&
4044 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
4047 Store[x][y] = EL_ACID;
4049 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
4051 if (Feld[newx][newy] == EL_EXIT_OPEN)
4053 Feld[x][y] = EL_EMPTY;
4054 DrawLevelField(x, y);
4056 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING);
4057 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
4058 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
4060 local_player->friends_still_needed--;
4061 if (!local_player->friends_still_needed &&
4062 !local_player->GameOver && AllPlayersGone)
4063 local_player->LevelSolved = local_player->GameOver = TRUE;
4067 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
4069 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
4070 DrawLevelField(newx, newy);
4072 MovDir[x][y] = MV_NO_MOVING;
4074 else if (!IS_FREE(newx, newy))
4076 GfxAction[x][y] = ACTION_WAITING;
4078 if (IS_PLAYER(x, y))
4079 DrawPlayerField(x, y);
4081 DrawLevelField(x, y);
4085 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
4087 if (IS_FOOD_PIG(Feld[newx][newy]))
4089 if (IS_MOVING(newx, newy))
4090 RemoveMovingField(newx, newy);
4093 Feld[newx][newy] = EL_EMPTY;
4094 DrawLevelField(newx, newy);
4097 PlaySoundLevel(x, y, SND_PIG_DIGGING);
4099 else if (!IS_FREE(newx, newy))
4101 if (IS_PLAYER(x, y))
4102 DrawPlayerField(x, y);
4104 DrawLevelField(x, y);
4108 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
4110 if (!IS_FREE(newx, newy))
4112 if (IS_PLAYER(x, y))
4113 DrawPlayerField(x, y);
4115 DrawLevelField(x, y);
4120 boolean wanna_flame = !RND(10);
4121 int dx = newx - x, dy = newy - y;
4122 int newx1 = newx+1*dx, newy1 = newy+1*dy;
4123 int newx2 = newx+2*dx, newy2 = newy+2*dy;
4124 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
4125 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
4126 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
4127 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
4130 IS_CLASSIC_ENEMY(element1) ||
4131 IS_CLASSIC_ENEMY(element2)) &&
4132 element1 != EL_DRAGON && element2 != EL_DRAGON &&
4133 element1 != EL_FLAMES && element2 != EL_FLAMES)
4135 if (IS_PLAYER(x, y))
4136 DrawPlayerField(x, y);
4138 DrawLevelField(x, y);
4140 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
4142 MovDelay[x][y] = 50;
4143 Feld[newx][newy] = EL_FLAMES;
4144 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
4145 Feld[newx1][newy1] = EL_FLAMES;
4146 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
4147 Feld[newx2][newy2] = EL_FLAMES;
4152 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
4153 Feld[newx][newy] == EL_DIAMOND)
4155 if (IS_MOVING(newx, newy))
4156 RemoveMovingField(newx, newy);
4159 Feld[newx][newy] = EL_EMPTY;
4160 DrawLevelField(newx, newy);
4163 PlaySoundLevel(x, y, SND_YAMYAM_DIGGING);
4165 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
4166 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
4168 if (AmoebaNr[newx][newy])
4170 AmoebaCnt2[AmoebaNr[newx][newy]]--;
4171 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
4172 Feld[newx][newy] == EL_BD_AMOEBA)
4173 AmoebaCnt[AmoebaNr[newx][newy]]--;
4176 if (IS_MOVING(newx, newy))
4177 RemoveMovingField(newx, newy);
4180 Feld[newx][newy] = EL_EMPTY;
4181 DrawLevelField(newx, newy);
4184 PlaySoundLevel(x, y, SND_DARK_YAMYAM_DIGGING);
4186 else if ((element == EL_PACMAN || element == EL_MOLE)
4187 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
4189 if (AmoebaNr[newx][newy])
4191 AmoebaCnt2[AmoebaNr[newx][newy]]--;
4192 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
4193 Feld[newx][newy] == EL_BD_AMOEBA)
4194 AmoebaCnt[AmoebaNr[newx][newy]]--;
4197 if (element == EL_MOLE)
4199 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
4200 PlaySoundLevel(x, y, SND_MOLE_DIGGING);
4202 ResetGfxAnimation(x, y);
4203 GfxAction[x][y] = ACTION_DIGGING;
4204 DrawLevelField(x, y);
4206 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
4207 return; /* wait for shrinking amoeba */
4209 else /* element == EL_PACMAN */
4211 Feld[newx][newy] = EL_EMPTY;
4212 DrawLevelField(newx, newy);
4213 PlaySoundLevel(x, y, SND_PACMAN_DIGGING);
4216 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
4217 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
4218 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
4220 /* wait for shrinking amoeba to completely disappear */
4223 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
4225 /* object was running against a wall */
4230 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
4231 DrawLevelElementAnimation(x, y, element);
4233 if (element == EL_BUG ||
4234 element == EL_SPACESHIP ||
4235 element == EL_SP_SNIKSNAK)
4236 DrawLevelField(x, y);
4237 else if (element == EL_MOLE)
4238 DrawLevelField(x, y);
4239 else if (element == EL_BD_BUTTERFLY ||
4240 element == EL_BD_FIREFLY)
4241 DrawLevelElementAnimationIfNeeded(x, y, element);
4242 else if (element == EL_SATELLITE)
4243 DrawLevelElementAnimationIfNeeded(x, y, element);
4244 else if (element == EL_SP_ELECTRON)
4245 DrawLevelElementAnimationIfNeeded(x, y, element);
4248 if (DONT_TOUCH(element))
4249 TestIfBadThingTouchesHero(x, y);
4252 PlaySoundLevelAction(x, y, ACTION_WAITING);
4258 InitMovingField(x, y, MovDir[x][y]);
4260 PlaySoundLevelAction(x, y, ACTION_MOVING);
4264 ContinueMoving(x, y);
4267 void ContinueMoving(int x, int y)
4269 int element = Feld[x][y];
4270 int direction = MovDir[x][y];
4271 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4272 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4273 int newx = x + dx, newy = y + dy;
4274 int nextx = newx + dx, nexty = newy + dy;
4275 boolean pushed = Pushed[x][y];
4277 MovPos[x][y] += getElementMoveStepsize(x, y);
4279 if (pushed) /* special case: moving object pushed by player */
4280 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
4282 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
4284 Feld[x][y] = EL_EMPTY;
4285 Feld[newx][newy] = element;
4286 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
4288 if (element == EL_MOLE)
4290 Feld[x][y] = EL_SAND;
4292 DrawLevelFieldCrumbledSandNeighbours(x, y);
4294 else if (element == EL_QUICKSAND_FILLING)
4296 element = Feld[newx][newy] = get_next_element(element);
4297 Store[newx][newy] = Store[x][y];
4299 else if (element == EL_QUICKSAND_EMPTYING)
4301 Feld[x][y] = get_next_element(element);
4302 element = Feld[newx][newy] = Store[x][y];
4304 else if (element == EL_MAGIC_WALL_FILLING)
4306 element = Feld[newx][newy] = get_next_element(element);
4307 if (!game.magic_wall_active)
4308 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
4309 Store[newx][newy] = Store[x][y];
4311 else if (element == EL_MAGIC_WALL_EMPTYING)
4313 Feld[x][y] = get_next_element(element);
4314 if (!game.magic_wall_active)
4315 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4316 element = Feld[newx][newy] = Store[x][y];
4318 else if (element == EL_BD_MAGIC_WALL_FILLING)
4320 element = Feld[newx][newy] = get_next_element(element);
4321 if (!game.magic_wall_active)
4322 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
4323 Store[newx][newy] = Store[x][y];
4325 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
4327 Feld[x][y] = get_next_element(element);
4328 if (!game.magic_wall_active)
4329 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
4330 element = Feld[newx][newy] = Store[x][y];
4332 else if (element == EL_AMOEBA_DROPPING)
4334 Feld[x][y] = get_next_element(element);
4335 element = Feld[newx][newy] = Store[x][y];
4337 else if (element == EL_SOKOBAN_OBJECT)
4340 Feld[x][y] = Back[x][y];
4342 if (Back[newx][newy])
4343 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
4345 Back[x][y] = Back[newx][newy] = 0;
4347 else if (Store[x][y] == EL_ACID)
4349 element = Feld[newx][newy] = EL_ACID;
4353 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
4354 MovDelay[newx][newy] = 0;
4356 /* copy element change control values to new field */
4357 ChangeDelay[newx][newy] = ChangeDelay[x][y];
4359 /* copy animation control values to new field */
4360 GfxFrame[newx][newy] = GfxFrame[x][y];
4361 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
4362 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
4364 Pushed[x][y] = Pushed[newx][newy] = FALSE;
4366 ResetGfxAnimation(x, y); /* reset animation values for old field */
4369 /* 2.1.1 (does not work correctly for spring) */
4370 if (!CAN_MOVE(element))
4371 MovDir[newx][newy] = 0;
4375 /* (does not work for falling objects that slide horizontally) */
4376 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
4377 MovDir[newx][newy] = 0;
4380 if (!CAN_MOVE(element) ||
4381 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
4382 MovDir[newx][newy] = 0;
4385 if (!CAN_MOVE(element) ||
4386 (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN))
4387 MovDir[newx][newy] = 0;
4391 DrawLevelField(x, y);
4392 DrawLevelField(newx, newy);
4394 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
4396 if (!pushed) /* special case: moving object pushed by player */
4397 JustStopped[newx][newy] = 3;
4399 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
4401 TestIfBadThingTouchesHero(newx, newy);
4402 TestIfBadThingTouchesFriend(newx, newy);
4403 TestIfBadThingTouchesOtherBadThing(newx, newy);
4405 else if (element == EL_PENGUIN)
4406 TestIfFriendTouchesBadThing(newx, newy);
4408 if (CAN_FALL(element) && direction == MV_DOWN &&
4409 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
4412 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
4413 CheckElementChange(newx, newy, element, CE_COLLISION);
4415 TestIfPlayerTouchesCustomElement(newx, newy);
4416 TestIfElementTouchesCustomElement(newx, newy);
4418 else /* still moving on */
4420 DrawLevelField(x, y);
4424 int AmoebeNachbarNr(int ax, int ay)
4427 int element = Feld[ax][ay];
4429 static int xy[4][2] =
4439 int x = ax + xy[i][0];
4440 int y = ay + xy[i][1];
4442 if (!IN_LEV_FIELD(x, y))
4445 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
4446 group_nr = AmoebaNr[x][y];
4452 void AmoebenVereinigen(int ax, int ay)
4454 int i, x, y, xx, yy;
4455 int new_group_nr = AmoebaNr[ax][ay];
4456 static int xy[4][2] =
4464 if (new_group_nr == 0)
4472 if (!IN_LEV_FIELD(x, y))
4475 if ((Feld[x][y] == EL_AMOEBA_FULL ||
4476 Feld[x][y] == EL_BD_AMOEBA ||
4477 Feld[x][y] == EL_AMOEBA_DEAD) &&
4478 AmoebaNr[x][y] != new_group_nr)
4480 int old_group_nr = AmoebaNr[x][y];
4482 if (old_group_nr == 0)
4485 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
4486 AmoebaCnt[old_group_nr] = 0;
4487 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
4488 AmoebaCnt2[old_group_nr] = 0;
4490 for (yy=0; yy<lev_fieldy; yy++)
4492 for (xx=0; xx<lev_fieldx; xx++)
4494 if (AmoebaNr[xx][yy] == old_group_nr)
4495 AmoebaNr[xx][yy] = new_group_nr;
4502 void AmoebeUmwandeln(int ax, int ay)
4506 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
4508 int group_nr = AmoebaNr[ax][ay];
4513 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
4514 printf("AmoebeUmwandeln(): This should never happen!\n");
4519 for (y=0; y<lev_fieldy; y++)
4521 for (x=0; x<lev_fieldx; x++)
4523 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
4526 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
4530 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
4531 SND_AMOEBA_TURNING_TO_GEM :
4532 SND_AMOEBA_TURNING_TO_ROCK));
4537 static int xy[4][2] =
4550 if (!IN_LEV_FIELD(x, y))
4553 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
4555 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
4556 SND_AMOEBA_TURNING_TO_GEM :
4557 SND_AMOEBA_TURNING_TO_ROCK));
4564 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
4567 int group_nr = AmoebaNr[ax][ay];
4568 boolean done = FALSE;
4573 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
4574 printf("AmoebeUmwandelnBD(): This should never happen!\n");
4579 for (y=0; y<lev_fieldy; y++)
4581 for (x=0; x<lev_fieldx; x++)
4583 if (AmoebaNr[x][y] == group_nr &&
4584 (Feld[x][y] == EL_AMOEBA_DEAD ||
4585 Feld[x][y] == EL_BD_AMOEBA ||
4586 Feld[x][y] == EL_AMOEBA_GROWING))
4589 Feld[x][y] = new_element;
4590 InitField(x, y, FALSE);
4591 DrawLevelField(x, y);
4598 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
4599 SND_BD_AMOEBA_TURNING_TO_ROCK :
4600 SND_BD_AMOEBA_TURNING_TO_GEM));
4603 void AmoebeWaechst(int x, int y)
4605 static unsigned long sound_delay = 0;
4606 static unsigned long sound_delay_value = 0;
4608 if (!MovDelay[x][y]) /* start new growing cycle */
4612 if (DelayReached(&sound_delay, sound_delay_value))
4615 PlaySoundLevelElementAction(x, y, Store[x][y], ACTION_GROWING);
4617 if (Store[x][y] == EL_BD_AMOEBA)
4618 PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
4620 PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
4622 sound_delay_value = 30;
4626 if (MovDelay[x][y]) /* wait some time before growing bigger */
4629 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4631 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
4632 6 - MovDelay[x][y]);
4634 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
4637 if (!MovDelay[x][y])
4639 Feld[x][y] = Store[x][y];
4641 DrawLevelField(x, y);
4646 void AmoebaDisappearing(int x, int y)
4648 static unsigned long sound_delay = 0;
4649 static unsigned long sound_delay_value = 0;
4651 if (!MovDelay[x][y]) /* start new shrinking cycle */
4655 if (DelayReached(&sound_delay, sound_delay_value))
4656 sound_delay_value = 30;
4659 if (MovDelay[x][y]) /* wait some time before shrinking */
4662 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4664 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
4665 6 - MovDelay[x][y]);
4667 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
4670 if (!MovDelay[x][y])
4672 Feld[x][y] = EL_EMPTY;
4673 DrawLevelField(x, y);
4675 /* don't let mole enter this field in this cycle;
4676 (give priority to objects falling to this field from above) */
4682 void AmoebeAbleger(int ax, int ay)
4685 int element = Feld[ax][ay];
4686 int graphic = el2img(element);
4687 int newax = ax, neway = ay;
4688 static int xy[4][2] =
4696 if (!level.amoeba_speed)
4698 Feld[ax][ay] = EL_AMOEBA_DEAD;
4699 DrawLevelField(ax, ay);
4703 if (IS_ANIMATED(graphic))
4704 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4706 if (!MovDelay[ax][ay]) /* start making new amoeba field */
4707 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
4709 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
4712 if (MovDelay[ax][ay])
4716 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
4719 int x = ax + xy[start][0];
4720 int y = ay + xy[start][1];
4722 if (!IN_LEV_FIELD(x, y))
4725 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
4726 if (IS_FREE(x, y) ||
4727 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4733 if (newax == ax && neway == ay)
4736 else /* normal or "filled" (BD style) amoeba */
4739 boolean waiting_for_player = FALSE;
4743 int j = (start + i) % 4;
4744 int x = ax + xy[j][0];
4745 int y = ay + xy[j][1];
4747 if (!IN_LEV_FIELD(x, y))
4750 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
4751 if (IS_FREE(x, y) ||
4752 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4758 else if (IS_PLAYER(x, y))
4759 waiting_for_player = TRUE;
4762 if (newax == ax && neway == ay) /* amoeba cannot grow */
4764 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
4766 Feld[ax][ay] = EL_AMOEBA_DEAD;
4767 DrawLevelField(ax, ay);
4768 AmoebaCnt[AmoebaNr[ax][ay]]--;
4770 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
4772 if (element == EL_AMOEBA_FULL)
4773 AmoebeUmwandeln(ax, ay);
4774 else if (element == EL_BD_AMOEBA)
4775 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
4780 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
4782 /* amoeba gets larger by growing in some direction */
4784 int new_group_nr = AmoebaNr[ax][ay];
4787 if (new_group_nr == 0)
4789 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
4790 printf("AmoebeAbleger(): This should never happen!\n");
4795 AmoebaNr[newax][neway] = new_group_nr;
4796 AmoebaCnt[new_group_nr]++;
4797 AmoebaCnt2[new_group_nr]++;
4799 /* if amoeba touches other amoeba(s) after growing, unify them */
4800 AmoebenVereinigen(newax, neway);
4802 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
4804 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
4810 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
4811 (neway == lev_fieldy - 1 && newax != ax))
4813 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
4814 Store[newax][neway] = element;
4816 else if (neway == ay)
4818 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
4820 PlaySoundLevelAction(newax, neway, ACTION_GROWING);
4822 PlaySoundLevel(newax, neway, SND_AMOEBA_GROWING);
4827 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
4828 Feld[ax][ay] = EL_AMOEBA_DROPPING;
4829 Store[ax][ay] = EL_AMOEBA_DROP;
4830 ContinueMoving(ax, ay);
4834 DrawLevelField(newax, neway);
4837 void Life(int ax, int ay)
4840 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
4842 int element = Feld[ax][ay];
4843 int graphic = el2img(element);
4844 boolean changed = FALSE;
4846 if (IS_ANIMATED(graphic))
4847 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4852 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
4853 MovDelay[ax][ay] = life_time;
4855 if (MovDelay[ax][ay]) /* wait some time before next cycle */
4858 if (MovDelay[ax][ay])
4862 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
4864 int xx = ax+x1, yy = ay+y1;
4867 if (!IN_LEV_FIELD(xx, yy))
4870 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
4872 int x = xx+x2, y = yy+y2;
4874 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
4877 if (((Feld[x][y] == element ||
4878 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
4880 (IS_FREE(x, y) && Stop[x][y]))
4884 if (xx == ax && yy == ay) /* field in the middle */
4886 if (nachbarn < life[0] || nachbarn > life[1])
4888 Feld[xx][yy] = EL_EMPTY;
4890 DrawLevelField(xx, yy);
4891 Stop[xx][yy] = TRUE;
4895 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
4896 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
4897 { /* free border field */
4898 if (nachbarn >= life[2] && nachbarn <= life[3])
4900 Feld[xx][yy] = element;
4901 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
4903 DrawLevelField(xx, yy);
4904 Stop[xx][yy] = TRUE;
4911 PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
4912 SND_GAME_OF_LIFE_GROWING);
4915 static void InitRobotWheel(int x, int y)
4917 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4920 static void RunRobotWheel(int x, int y)
4922 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
4925 static void StopRobotWheel(int x, int y)
4927 if (ZX == x && ZY == y)
4931 static void InitTimegateWheel(int x, int y)
4933 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4936 static void RunTimegateWheel(int x, int y)
4938 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
4941 void CheckExit(int x, int y)
4943 if (local_player->gems_still_needed > 0 ||
4944 local_player->sokobanfields_still_needed > 0 ||
4945 local_player->lights_still_needed > 0)
4947 int element = Feld[x][y];
4948 int graphic = el2img(element);
4950 if (IS_ANIMATED(graphic))
4951 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4956 Feld[x][y] = EL_EXIT_OPENING;
4958 PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING);
4961 void CheckExitSP(int x, int y)
4963 if (local_player->gems_still_needed > 0)
4965 int element = Feld[x][y];
4966 int graphic = el2img(element);
4968 if (IS_ANIMATED(graphic))
4969 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4974 Feld[x][y] = EL_SP_EXIT_OPEN;
4976 PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
4979 static void CloseAllOpenTimegates()
4983 for (y=0; y<lev_fieldy; y++)
4985 for (x=0; x<lev_fieldx; x++)
4987 int element = Feld[x][y];
4989 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4991 Feld[x][y] = EL_TIMEGATE_CLOSING;
4993 PlaySoundLevelAction(x, y, ACTION_CLOSING);
4995 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
5002 void EdelsteinFunkeln(int x, int y)
5004 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
5007 if (Feld[x][y] == EL_BD_DIAMOND)
5010 if (MovDelay[x][y] == 0) /* next animation frame */
5011 MovDelay[x][y] = 11 * !SimpleRND(500);
5013 if (MovDelay[x][y] != 0) /* wait some time before next frame */
5017 if (setup.direct_draw && MovDelay[x][y])
5018 SetDrawtoField(DRAW_BUFFERED);
5020 DrawLevelElementAnimation(x, y, Feld[x][y]);
5022 if (MovDelay[x][y] != 0)
5024 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
5025 10 - MovDelay[x][y]);
5027 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
5029 if (setup.direct_draw)
5033 dest_x = FX + SCREENX(x) * TILEX;
5034 dest_y = FY + SCREENY(y) * TILEY;
5036 BlitBitmap(drawto_field, window,
5037 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
5038 SetDrawtoField(DRAW_DIRECT);
5044 void MauerWaechst(int x, int y)
5048 if (!MovDelay[x][y]) /* next animation frame */
5049 MovDelay[x][y] = 3 * delay;
5051 if (MovDelay[x][y]) /* wait some time before next frame */
5055 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5057 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
5058 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
5060 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5063 if (!MovDelay[x][y])
5065 if (MovDir[x][y] == MV_LEFT)
5067 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
5068 DrawLevelField(x - 1, y);
5070 else if (MovDir[x][y] == MV_RIGHT)
5072 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
5073 DrawLevelField(x + 1, y);
5075 else if (MovDir[x][y] == MV_UP)
5077 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
5078 DrawLevelField(x, y - 1);
5082 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
5083 DrawLevelField(x, y + 1);
5086 Feld[x][y] = Store[x][y];
5088 MovDir[x][y] = MV_NO_MOVING;
5089 DrawLevelField(x, y);
5094 void MauerAbleger(int ax, int ay)
5096 int element = Feld[ax][ay];
5097 int graphic = el2img(element);
5098 boolean oben_frei = FALSE, unten_frei = FALSE;
5099 boolean links_frei = FALSE, rechts_frei = FALSE;
5100 boolean oben_massiv = FALSE, unten_massiv = FALSE;
5101 boolean links_massiv = FALSE, rechts_massiv = FALSE;
5102 boolean new_wall = FALSE;
5104 if (IS_ANIMATED(graphic))
5105 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
5107 if (!MovDelay[ax][ay]) /* start building new wall */
5108 MovDelay[ax][ay] = 6;
5110 if (MovDelay[ax][ay]) /* wait some time before building new wall */
5113 if (MovDelay[ax][ay])
5117 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
5119 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
5121 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
5123 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
5126 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
5127 element == EL_EXPANDABLE_WALL_ANY)
5131 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
5132 Store[ax][ay-1] = element;
5133 MovDir[ax][ay-1] = MV_UP;
5134 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
5135 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
5136 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
5141 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
5142 Store[ax][ay+1] = element;
5143 MovDir[ax][ay+1] = MV_DOWN;
5144 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
5145 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
5146 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
5151 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5152 element == EL_EXPANDABLE_WALL_ANY ||
5153 element == EL_EXPANDABLE_WALL)
5157 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
5158 Store[ax-1][ay] = element;
5159 MovDir[ax-1][ay] = MV_LEFT;
5160 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
5161 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
5162 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
5168 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
5169 Store[ax+1][ay] = element;
5170 MovDir[ax+1][ay] = MV_RIGHT;
5171 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
5172 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
5173 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
5178 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
5179 DrawLevelField(ax, ay);
5181 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
5183 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
5184 unten_massiv = TRUE;
5185 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
5186 links_massiv = TRUE;
5187 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
5188 rechts_massiv = TRUE;
5190 if (((oben_massiv && unten_massiv) ||
5191 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5192 element == EL_EXPANDABLE_WALL) &&
5193 ((links_massiv && rechts_massiv) ||
5194 element == EL_EXPANDABLE_WALL_VERTICAL))
5195 Feld[ax][ay] = EL_WALL;
5199 PlaySoundLevelAction(ax, ay, ACTION_GROWING);
5201 PlaySoundLevel(ax, ay, SND_EXPANDABLE_WALL_GROWING);
5205 void CheckForDragon(int x, int y)
5208 boolean dragon_found = FALSE;
5209 static int xy[4][2] =
5221 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
5223 if (IN_LEV_FIELD(xx, yy) &&
5224 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
5226 if (Feld[xx][yy] == EL_DRAGON)
5227 dragon_found = TRUE;
5240 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
5242 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
5244 Feld[xx][yy] = EL_EMPTY;
5245 DrawLevelField(xx, yy);
5254 static void InitBuggyBase(int x, int y)
5256 int element = Feld[x][y];
5257 int activating_delay = FRAMES_PER_SECOND / 4;
5260 (element == EL_SP_BUGGY_BASE ?
5261 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
5262 element == EL_SP_BUGGY_BASE_ACTIVATING ?
5264 element == EL_SP_BUGGY_BASE_ACTIVE ?
5265 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
5268 static void WarnBuggyBase(int x, int y)
5271 static int xy[4][2] =
5281 int xx = x + xy[i][0], yy = y + xy[i][1];
5283 if (IS_PLAYER(xx, yy))
5285 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
5292 static void InitTrap(int x, int y)
5294 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
5297 static void ActivateTrap(int x, int y)
5299 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
5302 static void ChangeActiveTrap(int x, int y)
5304 int graphic = IMG_TRAP_ACTIVE;
5306 /* if new animation frame was drawn, correct crumbled sand border */
5307 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
5308 DrawLevelFieldCrumbledSand(x, y);
5311 static void ChangeElementNowExt(int x, int y, int target_element)
5313 #if 0 /* !!! let the player exacpe from a suddenly unaccessible element */
5314 if (IS_PLAYER(x, y) && !IS_ACCESSIBLE(target_element))
5322 Feld[x][y] = target_element;
5324 ResetGfxAnimation(x, y);
5325 ResetRandomAnimationValue(x, y);
5327 InitField(x, y, FALSE);
5328 if (CAN_MOVE(Feld[x][y]))
5331 DrawLevelField(x, y);
5333 if (CAN_BE_CRUMBLED(Feld[x][y]))
5334 DrawLevelFieldCrumbledSandNeighbours(x, y);
5336 TestIfBadThingTouchesHero(x, y);
5337 TestIfPlayerTouchesCustomElement(x, y);
5338 TestIfElementTouchesCustomElement(x, y);
5340 if (ELEM_IS_PLAYER(target_element))
5341 RelocatePlayer(x, y, target_element);
5344 static void ChangeElementNow(int x, int y, int element)
5346 struct ElementChangeInfo *change = &element_info[element].change;
5348 /* prevent CheckTriggeredElementChange() from looping */
5349 Changing[x][y] = TRUE;
5351 CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_IS_CHANGING);
5353 Changing[x][y] = FALSE;
5355 if (change->explode)
5361 if (change->use_content)
5363 boolean complete_change = TRUE;
5364 boolean can_change[3][3];
5367 for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
5369 boolean half_destructible;
5370 int ex = x + xx - 1;
5371 int ey = y + yy - 1;
5374 can_change[xx][yy] = TRUE;
5376 if (ex == x && ey == y) /* do not check changing element itself */
5379 if (change->content[xx][yy] == EL_EMPTY_SPACE)
5381 can_change[xx][yy] = FALSE; /* do not change empty borders */
5386 if (!IN_LEV_FIELD(ex, ey))
5388 can_change[xx][yy] = FALSE;
5389 complete_change = FALSE;
5396 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5397 e = MovingOrBlocked2Element(ex, ey);
5399 half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e));
5401 if ((change->power <= CP_NON_DESTRUCTIVE && !IS_FREE(ex, ey)) ||
5402 (change->power <= CP_HALF_DESTRUCTIVE && !half_destructible) ||
5403 (change->power <= CP_FULL_DESTRUCTIVE && IS_INDESTRUCTIBLE(e)))
5405 can_change[xx][yy] = FALSE;
5406 complete_change = FALSE;
5410 if (!change->only_complete || complete_change)
5412 boolean something_has_changed = FALSE;
5414 if (change->only_complete && change->use_random_change &&
5415 RND(100) < change->random)
5418 for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
5420 int ex = x + xx - 1;
5421 int ey = y + yy - 1;
5423 if (can_change[xx][yy] && (!change->use_random_change ||
5424 RND(100) < change->random))
5426 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5427 RemoveMovingField(ex, ey);
5429 ChangeElementNowExt(ex, ey, change->content[xx][yy]);
5431 something_has_changed = TRUE;
5433 /* for symmetry reasons, stop newly created border elements */
5434 if (ex != x || ey != y)
5435 Stop[ex][ey] = TRUE;
5439 if (something_has_changed)
5440 PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING);
5445 ChangeElementNowExt(x, y, change->target_element);
5447 PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING);
5451 static void ChangeElement(int x, int y)
5454 int element = MovingOrBlocked2Element(x, y);
5456 int element = Feld[x][y];
5458 struct ElementChangeInfo *change = &element_info[element].change;
5460 if (ChangeDelay[x][y] == 0) /* initialize element change */
5463 ChangeDelay[x][y] = ( change->delay_fixed * change->delay_frames +
5464 RND(change->delay_random * change->delay_frames)) + 1;
5466 ChangeDelay[x][y] = changing_element[element].change_delay + 1;
5468 if (IS_CUSTOM_ELEMENT(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
5470 int max_random_delay = element_info[element].change.delay_random;
5471 int delay_frames = element_info[element].change.delay_frames;
5473 ChangeDelay[x][y] += RND(max_random_delay * delay_frames);
5477 ResetGfxAnimation(x, y);
5478 ResetRandomAnimationValue(x, y);
5481 if (change->pre_change_function)
5482 change->pre_change_function(x, y);
5484 if (changing_element[element].pre_change_function)
5485 changing_element[element].pre_change_function(x, y);
5489 ChangeDelay[x][y]--;
5491 if (ChangeDelay[x][y] != 0) /* continue element change */
5493 int graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5495 if (IS_ANIMATED(graphic))
5496 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5499 if (change->change_function)
5500 change->change_function(x, y);
5502 if (changing_element[element].change_function)
5503 changing_element[element].change_function(x, y);
5506 else /* finish element change */
5509 int next_element = changing_element[element].next_element;
5512 if (IS_MOVING(x, y)) /* never change a running system ;-) */
5514 ChangeDelay[x][y] = 1; /* try change after next move step */
5520 ChangeElementNow(x, y, element);
5522 if (change->post_change_function)
5523 change->post_change_function(x, y);
5525 if (next_element != EL_UNDEFINED)
5526 ChangeElementNow(x, y, next_element);
5528 ChangeElementNow(x, y, element_info[element].change.target_element);
5530 if (changing_element[element].post_change_function)
5531 changing_element[element].post_change_function(x, y);
5536 static boolean CheckTriggeredElementChange(int lx, int ly, int trigger_element,
5541 if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
5544 for (i=0; i<MAX_NUM_ELEMENTS; i++)
5546 if (!CAN_CHANGE(i) || !HAS_CHANGE_EVENT(i, trigger_event) ||
5547 element_info[i].change.trigger_element != trigger_element)
5550 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5552 if (x == lx && y == ly) /* do not change trigger element itself */
5555 if (Changing[x][y]) /* do not change just changing elements */
5558 if (Feld[x][y] == i)
5560 ChangeDelay[x][y] = 1;
5561 ChangeElement(x, y);
5569 static boolean CheckElementChange(int x, int y, int element, int trigger_event)
5571 if (!CAN_CHANGE(element) || !HAS_CHANGE_EVENT(element, trigger_event))
5574 if (Feld[x][y] == EL_BLOCKED)
5575 Blocked2Moving(x, y, &x, &y);
5577 ChangeDelay[x][y] = 1;
5578 ChangeElement(x, y);
5583 static void PlayerActions(struct PlayerInfo *player, byte player_action)
5585 static byte stored_player_action[MAX_PLAYERS];
5586 static int num_stored_actions = 0;
5587 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
5588 int left = player_action & JOY_LEFT;
5589 int right = player_action & JOY_RIGHT;
5590 int up = player_action & JOY_UP;
5591 int down = player_action & JOY_DOWN;
5592 int button1 = player_action & JOY_BUTTON_1;
5593 int button2 = player_action & JOY_BUTTON_2;
5594 int dx = (left ? -1 : right ? 1 : 0);
5595 int dy = (up ? -1 : down ? 1 : 0);
5597 stored_player_action[player->index_nr] = 0;
5598 num_stored_actions++;
5600 if (!player->active || tape.pausing)
5606 snapped = SnapField(player, dx, dy);
5610 dropped = DropElement(player);
5612 moved = MoveFigure(player, dx, dy);
5615 if (tape.single_step && tape.recording && !tape.pausing)
5617 if (button1 || (dropped && !moved))
5619 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5620 SnapField(player, 0, 0); /* stop snapping */
5624 stored_player_action[player->index_nr] = player_action;
5628 /* no actions for this player (no input at player's configured device) */
5630 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
5631 SnapField(player, 0, 0);
5632 CheckGravityMovement(player);
5634 if (player->MovPos == 0)
5637 printf("Trying... Player frame reset\n");
5640 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
5643 if (player->MovPos == 0) /* needed for tape.playing */
5644 player->is_moving = FALSE;
5647 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
5649 TapeRecordAction(stored_player_action);
5650 num_stored_actions = 0;
5656 static unsigned long action_delay = 0;
5657 unsigned long action_delay_value;
5658 int magic_wall_x = 0, magic_wall_y = 0;
5659 int i, x, y, element, graphic;
5660 byte *recorded_player_action;
5661 byte summarized_player_action = 0;
5663 if (game_status != GAME_MODE_PLAYING)
5666 action_delay_value =
5667 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
5669 if (tape.playing && tape.index_search && !tape.pausing)
5670 action_delay_value = 0;
5672 /* ---------- main game synchronization point ---------- */
5674 WaitUntilDelayReached(&action_delay, action_delay_value);
5676 if (network_playing && !network_player_action_received)
5680 printf("DEBUG: try to get network player actions in time\n");
5684 #if defined(PLATFORM_UNIX)
5685 /* last chance to get network player actions without main loop delay */
5689 if (game_status != GAME_MODE_PLAYING)
5692 if (!network_player_action_received)
5696 printf("DEBUG: failed to get network player actions in time\n");
5706 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
5708 for (i=0; i<MAX_PLAYERS; i++)
5710 summarized_player_action |= stored_player[i].action;
5712 if (!network_playing)
5713 stored_player[i].effective_action = stored_player[i].action;
5716 #if defined(PLATFORM_UNIX)
5717 if (network_playing)
5718 SendToServer_MovePlayer(summarized_player_action);
5721 if (!options.network && !setup.team_mode)
5722 local_player->effective_action = summarized_player_action;
5724 for (i=0; i<MAX_PLAYERS; i++)
5726 int actual_player_action = stored_player[i].effective_action;
5728 if (stored_player[i].programmed_action)
5729 actual_player_action = stored_player[i].programmed_action;
5731 if (recorded_player_action)
5732 actual_player_action = recorded_player_action[i];
5734 PlayerActions(&stored_player[i], actual_player_action);
5735 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
5738 network_player_action_received = FALSE;
5740 ScrollScreen(NULL, SCROLL_GO_ON);
5746 for (i=0; i<MAX_PLAYERS; i++)
5747 stored_player[i].Frame++;
5751 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
5753 for (i=0; i<MAX_PLAYERS; i++)
5755 struct PlayerInfo *player = &stored_player[i];
5759 if (player->active && player->Pushing && player->is_moving &&
5762 ContinueMoving(x, y);
5764 /* continue moving after pushing (this is actually a bug) */
5765 if (!IS_MOVING(x, y))
5774 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5777 if (JustStopped[x][y] > 0)
5778 JustStopped[x][y]--;
5783 /* reset finished pushing action (not done in ContinueMoving() to allow
5784 continous pushing animation for elements without push delay) */
5785 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
5787 ResetGfxAnimation(x, y);
5788 DrawLevelField(x, y);
5793 if (IS_BLOCKED(x, y))
5797 Blocked2Moving(x, y, &oldx, &oldy);
5798 if (!IS_MOVING(oldx, oldy))
5800 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
5801 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
5802 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
5803 printf("GameActions(): This should never happen!\n");
5809 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5811 element = Feld[x][y];
5813 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5815 graphic = el2img(element);
5821 printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
5823 element = graphic = 0;
5827 if (graphic_info[graphic].anim_global_sync)
5828 GfxFrame[x][y] = FrameCounter;
5830 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
5831 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
5832 ResetRandomAnimationValue(x, y);
5834 SetRandomAnimationValue(x, y);
5837 PlaySoundLevelActionIfLoop(x, y, GfxAction[x][y]);
5840 if (IS_INACTIVE(element))
5842 if (IS_ANIMATED(graphic))
5843 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5849 /* this may take place after moving, so 'element' may have changed */
5850 if (IS_CHANGING(x, y))
5852 ChangeElement(x, y);
5853 element = Feld[x][y];
5854 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5858 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
5863 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5865 if (element == EL_MOLE)
5866 printf("::: %d, %d, %d [%d]\n",
5867 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y],
5871 if (element == EL_YAMYAM)
5872 printf("::: %d, %d, %d\n",
5873 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
5877 if (IS_ANIMATED(graphic) &&
5881 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5884 if (element == EL_MOLE)
5885 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
5889 if (IS_GEM(element) || element == EL_SP_INFOTRON)
5890 EdelsteinFunkeln(x, y);
5892 else if ((element == EL_ACID ||
5893 element == EL_EXIT_OPEN ||
5894 element == EL_SP_EXIT_OPEN ||
5895 element == EL_SP_TERMINAL ||
5896 element == EL_SP_TERMINAL_ACTIVE ||
5897 element == EL_EXTRA_TIME ||
5898 element == EL_SHIELD_NORMAL ||
5899 element == EL_SHIELD_DEADLY) &&
5900 IS_ANIMATED(graphic))
5901 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5902 else if (IS_MOVING(x, y))
5903 ContinueMoving(x, y);
5904 else if (IS_ACTIVE_BOMB(element))
5905 CheckDynamite(x, y);
5907 else if (element == EL_EXPLOSION && !game.explosions_delayed)
5908 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
5910 else if (element == EL_AMOEBA_GROWING)
5911 AmoebeWaechst(x, y);
5912 else if (element == EL_AMOEBA_SHRINKING)
5913 AmoebaDisappearing(x, y);
5915 #if !USE_NEW_AMOEBA_CODE
5916 else if (IS_AMOEBALIVE(element))
5917 AmoebeAbleger(x, y);
5920 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
5922 else if (element == EL_EXIT_CLOSED)
5924 else if (element == EL_SP_EXIT_CLOSED)
5926 else if (element == EL_EXPANDABLE_WALL_GROWING)
5928 else if (element == EL_EXPANDABLE_WALL ||
5929 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5930 element == EL_EXPANDABLE_WALL_VERTICAL ||
5931 element == EL_EXPANDABLE_WALL_ANY)
5933 else if (element == EL_FLAMES)
5934 CheckForDragon(x, y);
5936 else if (IS_AUTO_CHANGING(element))
5937 ChangeElement(x, y);
5939 else if (element == EL_EXPLOSION)
5940 ; /* drawing of correct explosion animation is handled separately */
5941 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
5942 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5945 /* this may take place after moving, so 'element' may have changed */
5946 if (IS_AUTO_CHANGING(Feld[x][y]))
5947 ChangeElement(x, y);
5950 if (IS_BELT_ACTIVE(element))
5951 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
5953 if (game.magic_wall_active)
5955 int jx = local_player->jx, jy = local_player->jy;
5957 /* play the element sound at the position nearest to the player */
5958 if ((element == EL_MAGIC_WALL_FULL ||
5959 element == EL_MAGIC_WALL_ACTIVE ||
5960 element == EL_MAGIC_WALL_EMPTYING ||
5961 element == EL_BD_MAGIC_WALL_FULL ||
5962 element == EL_BD_MAGIC_WALL_ACTIVE ||
5963 element == EL_BD_MAGIC_WALL_EMPTYING) &&
5964 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
5972 #if USE_NEW_AMOEBA_CODE
5973 /* new experimental amoeba growth stuff */
5975 if (!(FrameCounter % 8))
5978 static unsigned long random = 1684108901;
5980 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
5983 x = (random >> 10) % lev_fieldx;
5984 y = (random >> 20) % lev_fieldy;
5986 x = RND(lev_fieldx);
5987 y = RND(lev_fieldy);
5989 element = Feld[x][y];
5991 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
5992 if (!IS_PLAYER(x,y) &&
5993 (element == EL_EMPTY ||
5994 element == EL_SAND ||
5995 element == EL_QUICKSAND_EMPTY ||
5996 element == EL_ACID_SPLASH_LEFT ||
5997 element == EL_ACID_SPLASH_RIGHT))
5999 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
6000 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
6001 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
6002 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
6003 Feld[x][y] = EL_AMOEBA_DROP;
6006 random = random * 129 + 1;
6012 if (game.explosions_delayed)
6015 game.explosions_delayed = FALSE;
6017 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
6019 element = Feld[x][y];
6021 if (ExplodeField[x][y])
6022 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
6023 else if (element == EL_EXPLOSION)
6024 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
6026 ExplodeField[x][y] = EX_NO_EXPLOSION;
6029 game.explosions_delayed = TRUE;
6032 if (game.magic_wall_active)
6034 if (!(game.magic_wall_time_left % 4))
6036 int element = Feld[magic_wall_x][magic_wall_y];
6038 if (element == EL_BD_MAGIC_WALL_FULL ||
6039 element == EL_BD_MAGIC_WALL_ACTIVE ||
6040 element == EL_BD_MAGIC_WALL_EMPTYING)
6041 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
6043 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
6046 if (game.magic_wall_time_left > 0)
6048 game.magic_wall_time_left--;
6049 if (!game.magic_wall_time_left)
6051 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
6053 element = Feld[x][y];
6055 if (element == EL_MAGIC_WALL_ACTIVE ||
6056 element == EL_MAGIC_WALL_FULL)
6058 Feld[x][y] = EL_MAGIC_WALL_DEAD;
6059 DrawLevelField(x, y);
6061 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
6062 element == EL_BD_MAGIC_WALL_FULL)
6064 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
6065 DrawLevelField(x, y);
6069 game.magic_wall_active = FALSE;
6074 if (game.light_time_left > 0)
6076 game.light_time_left--;
6078 if (game.light_time_left == 0)
6079 RedrawAllLightSwitchesAndInvisibleElements();
6082 if (game.timegate_time_left > 0)
6084 game.timegate_time_left--;
6086 if (game.timegate_time_left == 0)
6087 CloseAllOpenTimegates();
6090 for (i=0; i<MAX_PLAYERS; i++)
6092 struct PlayerInfo *player = &stored_player[i];
6094 if (SHIELD_ON(player))
6096 if (player->shield_deadly_time_left)
6097 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
6098 else if (player->shield_normal_time_left)
6099 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
6103 if (TimeFrames >= (1000 / GameFrameDelay))
6108 for (i=0; i<MAX_PLAYERS; i++)
6110 struct PlayerInfo *player = &stored_player[i];
6112 if (SHIELD_ON(player))
6114 player->shield_normal_time_left--;
6116 if (player->shield_deadly_time_left > 0)
6117 player->shield_deadly_time_left--;
6121 if (tape.recording || tape.playing)
6122 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
6128 if (TimeLeft <= 10 && setup.time_limit)
6129 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
6131 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
6133 if (!TimeLeft && setup.time_limit)
6134 for (i=0; i<MAX_PLAYERS; i++)
6135 KillHero(&stored_player[i]);
6137 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
6138 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
6143 if (options.debug) /* calculate frames per second */
6145 static unsigned long fps_counter = 0;
6146 static int fps_frames = 0;
6147 unsigned long fps_delay_ms = Counter() - fps_counter;
6151 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
6153 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
6156 fps_counter = Counter();
6159 redraw_mask |= REDRAW_FPS;
6163 if (stored_player[0].jx != stored_player[0].last_jx ||
6164 stored_player[0].jy != stored_player[0].last_jy)
6165 printf("::: %d, %d, %d, %d, %d\n",
6166 stored_player[0].MovDir,
6167 stored_player[0].MovPos,
6168 stored_player[0].GfxPos,
6169 stored_player[0].Frame,
6170 stored_player[0].StepFrame);
6177 for (i=0; i<MAX_PLAYERS; i++)
6180 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
6182 stored_player[i].Frame += move_frames;
6184 if (stored_player[i].MovPos != 0)
6185 stored_player[i].StepFrame += move_frames;
6190 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
6192 int min_x = x, min_y = y, max_x = x, max_y = y;
6195 for (i=0; i<MAX_PLAYERS; i++)
6197 int jx = stored_player[i].jx, jy = stored_player[i].jy;
6199 if (!stored_player[i].active || &stored_player[i] == player)
6202 min_x = MIN(min_x, jx);
6203 min_y = MIN(min_y, jy);
6204 max_x = MAX(max_x, jx);
6205 max_y = MAX(max_y, jy);
6208 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
6211 static boolean AllPlayersInVisibleScreen()
6215 for (i=0; i<MAX_PLAYERS; i++)
6217 int jx = stored_player[i].jx, jy = stored_player[i].jy;
6219 if (!stored_player[i].active)
6222 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
6229 void ScrollLevel(int dx, int dy)
6231 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
6234 BlitBitmap(drawto_field, drawto_field,
6235 FX + TILEX * (dx == -1) - softscroll_offset,
6236 FY + TILEY * (dy == -1) - softscroll_offset,
6237 SXSIZE - TILEX * (dx!=0) + 2 * softscroll_offset,
6238 SYSIZE - TILEY * (dy!=0) + 2 * softscroll_offset,
6239 FX + TILEX * (dx == 1) - softscroll_offset,
6240 FY + TILEY * (dy == 1) - softscroll_offset);
6244 x = (dx == 1 ? BX1 : BX2);
6245 for (y=BY1; y <= BY2; y++)
6246 DrawScreenField(x, y);
6251 y = (dy == 1 ? BY1 : BY2);
6252 for (x=BX1; x <= BX2; x++)
6253 DrawScreenField(x, y);
6256 redraw_mask |= REDRAW_FIELD;
6259 static void CheckGravityMovement(struct PlayerInfo *player)
6261 if (level.gravity && !player->programmed_action)
6263 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
6264 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
6266 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
6267 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
6268 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
6269 int jx = player->jx, jy = player->jy;
6270 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
6271 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
6272 int new_jx = jx + dx, new_jy = jy + dy;
6273 boolean field_under_player_is_free =
6274 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
6275 boolean player_is_moving_to_valid_field =
6276 (IN_LEV_FIELD(new_jx, new_jy) &&
6277 (Feld[new_jx][new_jy] == EL_SP_BASE ||
6278 Feld[new_jx][new_jy] == EL_SAND));
6279 /* !!! extend EL_SAND to anything diggable !!! */
6281 if (field_under_player_is_free &&
6282 !player_is_moving_to_valid_field &&
6283 !IS_WALKABLE_INSIDE(Feld[jx][jy]))
6284 player->programmed_action = MV_DOWN;
6290 -----------------------------------------------------------------------------
6291 dx, dy: direction (non-diagonal) to try to move the player to
6292 real_dx, real_dy: direction as read from input device (can be diagonal)
6295 boolean MoveFigureOneStep(struct PlayerInfo *player,
6296 int dx, int dy, int real_dx, int real_dy)
6298 int jx = player->jx, jy = player->jy;
6299 int new_jx = jx+dx, new_jy = jy+dy;
6303 if (!player->active || (!dx && !dy))
6304 return MF_NO_ACTION;
6306 player->MovDir = (dx < 0 ? MV_LEFT :
6309 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6311 if (!IN_LEV_FIELD(new_jx, new_jy))
6312 return MF_NO_ACTION;
6314 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
6315 return MF_NO_ACTION;
6318 element = MovingOrBlocked2Element(new_jx, new_jy);
6320 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
6323 if (DONT_RUN_INTO(element))
6325 if (element == EL_ACID && dx == 0 && dy == 1)
6328 Feld[jx][jy] = EL_PLAYER_1;
6329 InitMovingField(jx, jy, MV_DOWN);
6330 Store[jx][jy] = EL_ACID;
6331 ContinueMoving(jx, jy);
6335 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
6340 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
6341 if (can_move != MF_MOVING)
6344 StorePlayer[jx][jy] = 0;
6345 player->last_jx = jx;
6346 player->last_jy = jy;
6347 jx = player->jx = new_jx;
6348 jy = player->jy = new_jy;
6349 StorePlayer[jx][jy] = player->element_nr;
6352 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
6354 ScrollFigure(player, SCROLL_INIT);
6359 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
6361 int jx = player->jx, jy = player->jy;
6362 int old_jx = jx, old_jy = jy;
6363 int moved = MF_NO_ACTION;
6365 if (!player->active || (!dx && !dy))
6369 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
6373 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
6374 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
6378 /* remove the last programmed player action */
6379 player->programmed_action = 0;
6383 /* should only happen if pre-1.2 tape recordings are played */
6384 /* this is only for backward compatibility */
6386 int original_move_delay_value = player->move_delay_value;
6389 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
6393 /* scroll remaining steps with finest movement resolution */
6394 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
6396 while (player->MovPos)
6398 ScrollFigure(player, SCROLL_GO_ON);
6399 ScrollScreen(NULL, SCROLL_GO_ON);
6405 player->move_delay_value = original_move_delay_value;
6408 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
6410 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
6411 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
6415 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
6416 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
6422 if (moved & MF_MOVING && !ScreenMovPos &&
6423 (player == local_player || !options.network))
6425 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
6426 int offset = (setup.scroll_delay ? 3 : 0);
6428 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
6430 /* actual player has left the screen -- scroll in that direction */
6431 if (jx != old_jx) /* player has moved horizontally */
6432 scroll_x += (jx - old_jx);
6433 else /* player has moved vertically */
6434 scroll_y += (jy - old_jy);
6438 if (jx != old_jx) /* player has moved horizontally */
6440 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
6441 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
6442 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
6444 /* don't scroll over playfield boundaries */
6445 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
6446 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
6448 /* don't scroll more than one field at a time */
6449 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
6451 /* don't scroll against the player's moving direction */
6452 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
6453 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
6454 scroll_x = old_scroll_x;
6456 else /* player has moved vertically */
6458 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
6459 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
6460 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
6462 /* don't scroll over playfield boundaries */
6463 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
6464 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
6466 /* don't scroll more than one field at a time */
6467 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
6469 /* don't scroll against the player's moving direction */
6470 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
6471 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
6472 scroll_y = old_scroll_y;
6476 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
6478 if (!options.network && !AllPlayersInVisibleScreen())
6480 scroll_x = old_scroll_x;
6481 scroll_y = old_scroll_y;
6485 ScrollScreen(player, SCROLL_INIT);
6486 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
6493 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
6495 if (!(moved & MF_MOVING) && !player->Pushing)
6500 player->StepFrame = 0;
6502 if (moved & MF_MOVING)
6504 if (old_jx != jx && old_jy == jy)
6505 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
6506 else if (old_jx == jx && old_jy != jy)
6507 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
6509 DrawLevelField(jx, jy); /* for "crumbled sand" */
6511 player->last_move_dir = player->MovDir;
6512 player->is_moving = TRUE;
6516 CheckGravityMovement(player);
6519 player->last_move_dir = MV_NO_MOVING;
6521 player->is_moving = FALSE;
6524 TestIfHeroTouchesBadThing(jx, jy);
6525 TestIfPlayerTouchesCustomElement(jx, jy);
6527 if (!player->active)
6533 void ScrollFigure(struct PlayerInfo *player, int mode)
6535 int jx = player->jx, jy = player->jy;
6536 int last_jx = player->last_jx, last_jy = player->last_jy;
6537 int move_stepsize = TILEX / player->move_delay_value;
6539 if (!player->active || !player->MovPos)
6542 if (mode == SCROLL_INIT)
6544 player->actual_frame_counter = FrameCounter;
6545 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
6547 if (Feld[last_jx][last_jy] == EL_EMPTY)
6548 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
6555 else if (!FrameReached(&player->actual_frame_counter, 1))
6558 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
6559 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
6561 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
6562 Feld[last_jx][last_jy] = EL_EMPTY;
6564 /* before DrawPlayer() to draw correct player graphic for this case */
6565 if (player->MovPos == 0)
6566 CheckGravityMovement(player);
6569 DrawPlayer(player); /* needed here only to cleanup last field */
6572 if (player->MovPos == 0)
6574 if (IS_PASSABLE(Feld[last_jx][last_jy]))
6576 /* continue with normal speed after quickly moving through gate */
6577 HALVE_PLAYER_SPEED(player);
6579 /* be able to make the next move without delay */
6580 player->move_delay = 0;
6583 player->last_jx = jx;
6584 player->last_jy = jy;
6586 if (Feld[jx][jy] == EL_EXIT_OPEN ||
6587 Feld[jx][jy] == EL_SP_EXIT_OPEN)
6589 DrawPlayer(player); /* needed here only to cleanup last field */
6592 if (local_player->friends_still_needed == 0 ||
6593 Feld[jx][jy] == EL_SP_EXIT_OPEN)
6594 player->LevelSolved = player->GameOver = TRUE;
6597 if (tape.single_step && tape.recording && !tape.pausing &&
6598 !player->programmed_action)
6599 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
6603 void ScrollScreen(struct PlayerInfo *player, int mode)
6605 static unsigned long screen_frame_counter = 0;
6607 if (mode == SCROLL_INIT)
6609 /* set scrolling step size according to actual player's moving speed */
6610 ScrollStepSize = TILEX / player->move_delay_value;
6612 screen_frame_counter = FrameCounter;
6613 ScreenMovDir = player->MovDir;
6614 ScreenMovPos = player->MovPos;
6615 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6618 else if (!FrameReached(&screen_frame_counter, 1))
6623 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
6624 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6625 redraw_mask |= REDRAW_FIELD;
6628 ScreenMovDir = MV_NO_MOVING;
6631 void TestIfPlayerTouchesCustomElement(int x, int y)
6633 static boolean check_changing = FALSE;
6634 static int xy[4][2] =
6643 if (check_changing) /* prevent this function from running into a loop */
6646 check_changing = TRUE;
6650 int xx = x + xy[i][0];
6651 int yy = y + xy[i][1];
6653 if (!IN_LEV_FIELD(xx, yy))
6656 if (IS_PLAYER(x, y))
6658 CheckTriggeredElementChange(xx, yy, Feld[xx][yy], CE_OTHER_GETS_TOUCHED);
6659 CheckElementChange(xx, yy, Feld[xx][yy], CE_TOUCHED_BY_PLAYER);
6661 else if (IS_PLAYER(xx, yy))
6663 CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_GETS_TOUCHED);
6664 CheckElementChange(x, y, Feld[x][y], CE_TOUCHED_BY_PLAYER);
6670 check_changing = FALSE;
6673 void TestIfElementTouchesCustomElement(int x, int y)
6675 static boolean check_changing = FALSE;
6676 static int xy[4][2] =
6683 boolean change_center_element = FALSE;
6684 int center_element = Feld[x][y];
6687 if (check_changing) /* prevent this function from running into a loop */
6690 check_changing = TRUE;
6694 int xx = x + xy[i][0];
6695 int yy = y + xy[i][1];
6698 if (!IN_LEV_FIELD(xx, yy))
6701 border_element = Feld[xx][yy];
6703 /* check for change of center element (but change it only once) */
6704 if (IS_CUSTOM_ELEMENT(center_element) &&
6705 border_element == element_info[center_element].change.trigger_element)
6706 change_center_element = TRUE;
6708 /* check for change of border element */
6709 if (IS_CUSTOM_ELEMENT(border_element) &&
6710 center_element == element_info[border_element].change.trigger_element)
6711 CheckElementChange(xx, yy, border_element, CE_OTHER_IS_TOUCHING);
6714 if (change_center_element)
6715 CheckElementChange(x, y, center_element, CE_OTHER_IS_TOUCHING);
6717 check_changing = FALSE;
6720 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
6722 int i, kill_x = -1, kill_y = -1;
6723 static int test_xy[4][2] =
6730 static int test_dir[4] =
6740 int test_x, test_y, test_move_dir, test_element;
6742 test_x = good_x + test_xy[i][0];
6743 test_y = good_y + test_xy[i][1];
6744 if (!IN_LEV_FIELD(test_x, test_y))
6748 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
6751 test_element = Feld[test_x][test_y];
6753 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
6756 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
6757 2nd case: DONT_TOUCH style bad thing does not move away from good thing
6759 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
6760 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
6768 if (kill_x != -1 || kill_y != -1)
6770 if (IS_PLAYER(good_x, good_y))
6772 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
6774 if (player->shield_deadly_time_left > 0)
6775 Bang(kill_x, kill_y);
6776 else if (!PLAYER_PROTECTED(good_x, good_y))
6780 Bang(good_x, good_y);
6784 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
6786 int i, kill_x = -1, kill_y = -1;
6787 int bad_element = Feld[bad_x][bad_y];
6788 static int test_xy[4][2] =
6795 static int test_dir[4] =
6803 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
6808 int test_x, test_y, test_move_dir, test_element;
6810 test_x = bad_x + test_xy[i][0];
6811 test_y = bad_y + test_xy[i][1];
6812 if (!IN_LEV_FIELD(test_x, test_y))
6816 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
6818 test_element = Feld[test_x][test_y];
6820 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
6821 2nd case: DONT_TOUCH style bad thing does not move away from good thing
6823 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
6824 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
6826 /* good thing is player or penguin that does not move away */
6827 if (IS_PLAYER(test_x, test_y))
6829 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
6831 if (bad_element == EL_ROBOT && player->is_moving)
6832 continue; /* robot does not kill player if he is moving */
6838 else if (test_element == EL_PENGUIN)
6847 if (kill_x != -1 || kill_y != -1)
6849 if (IS_PLAYER(kill_x, kill_y))
6851 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
6854 int dir = player->MovDir;
6855 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
6856 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
6858 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
6859 newx != bad_x && newy != bad_y)
6860 ; /* robot does not kill player if he is moving */
6862 printf("-> %d\n", player->MovDir);
6864 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
6865 newx != bad_x && newy != bad_y)
6866 ; /* robot does not kill player if he is moving */
6871 if (player->shield_deadly_time_left > 0)
6873 else if (!PLAYER_PROTECTED(kill_x, kill_y))
6877 Bang(kill_x, kill_y);
6881 void TestIfHeroTouchesBadThing(int x, int y)
6883 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
6886 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
6888 TestIfGoodThingHitsBadThing(x, y, move_dir);
6891 void TestIfBadThingTouchesHero(int x, int y)
6893 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
6896 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
6898 TestIfBadThingHitsGoodThing(x, y, move_dir);
6901 void TestIfFriendTouchesBadThing(int x, int y)
6903 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
6906 void TestIfBadThingTouchesFriend(int x, int y)
6908 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
6911 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
6913 int i, kill_x = bad_x, kill_y = bad_y;
6914 static int xy[4][2] =
6926 x = bad_x + xy[i][0];
6927 y = bad_y + xy[i][1];
6928 if (!IN_LEV_FIELD(x, y))
6931 element = Feld[x][y];
6932 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
6933 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
6941 if (kill_x != bad_x || kill_y != bad_y)
6945 void KillHero(struct PlayerInfo *player)
6947 int jx = player->jx, jy = player->jy;
6949 if (!player->active)
6952 /* remove accessible field at the player's position */
6953 Feld[jx][jy] = EL_EMPTY;
6955 /* deactivate shield (else Bang()/Explode() would not work right) */
6956 player->shield_normal_time_left = 0;
6957 player->shield_deadly_time_left = 0;
6963 static void KillHeroUnlessProtected(int x, int y)
6965 if (!PLAYER_PROTECTED(x, y))
6966 KillHero(PLAYERINFO(x, y));
6969 void BuryHero(struct PlayerInfo *player)
6971 int jx = player->jx, jy = player->jy;
6973 if (!player->active)
6977 PlaySoundLevelElementAction(jx, jy, player->element_nr, ACTION_DYING);
6979 PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING);
6981 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
6983 player->GameOver = TRUE;
6987 void RemoveHero(struct PlayerInfo *player)
6989 int jx = player->jx, jy = player->jy;
6990 int i, found = FALSE;
6992 player->present = FALSE;
6993 player->active = FALSE;
6995 if (!ExplodeField[jx][jy])
6996 StorePlayer[jx][jy] = 0;
6998 for (i=0; i<MAX_PLAYERS; i++)
6999 if (stored_player[i].active)
7003 AllPlayersGone = TRUE;
7010 =============================================================================
7011 checkDiagonalPushing()
7012 -----------------------------------------------------------------------------
7013 check if diagonal input device direction results in pushing of object
7014 (by checking if the alternative direction is walkable, diggable, ...)
7015 =============================================================================
7018 static boolean checkDiagonalPushing(struct PlayerInfo *player,
7019 int x, int y, int real_dx, int real_dy)
7021 int jx, jy, dx, dy, xx, yy;
7023 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
7026 /* diagonal direction: check alternative direction */
7031 xx = jx + (dx == 0 ? real_dx : 0);
7032 yy = jy + (dy == 0 ? real_dy : 0);
7034 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
7038 =============================================================================
7040 -----------------------------------------------------------------------------
7041 x, y: field next to player (non-diagonal) to try to dig to
7042 real_dx, real_dy: direction as read from input device (can be diagonal)
7043 =============================================================================
7046 int DigField(struct PlayerInfo *player,
7047 int x, int y, int real_dx, int real_dy, int mode)
7049 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
7050 int jx = player->jx, jy = player->jy;
7051 int dx = x - jx, dy = y - jy;
7052 int nextx = x + dx, nexty = y + dy;
7053 int move_direction = (dx == -1 ? MV_LEFT :
7054 dx == +1 ? MV_RIGHT :
7056 dy == +1 ? MV_DOWN : MV_NO_MOVING);
7059 if (player->MovPos == 0)
7061 player->is_digging = FALSE;
7062 player->is_collecting = FALSE;
7065 if (player->MovPos == 0) /* last pushing move finished */
7066 player->Pushing = FALSE;
7068 if (mode == DF_NO_PUSH) /* player just stopped pushing */
7070 player->Switching = FALSE;
7071 player->push_delay = 0;
7073 return MF_NO_ACTION;
7076 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
7077 return MF_NO_ACTION;
7080 if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
7082 if (IS_TUBE(Feld[jx][jy]) ||
7083 (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0)))
7087 int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
7088 int tube_leave_directions[][2] =
7090 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
7091 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
7092 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
7093 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
7094 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
7095 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
7096 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
7097 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
7098 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
7099 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
7100 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
7101 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
7104 while (tube_leave_directions[i][0] != tube_element)
7107 if (tube_leave_directions[i][0] == -1) /* should not happen */
7111 if (!(tube_leave_directions[i][1] & move_direction))
7112 return MF_NO_ACTION; /* tube has no opening in this direction */
7115 element = Feld[x][y];
7117 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
7118 game.engine_version >= VERSION_IDENT(2,2,0))
7119 return MF_NO_ACTION;
7123 case EL_ROBOT_WHEEL:
7124 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
7127 DrawLevelField(x, y);
7128 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
7132 case EL_SP_TERMINAL:
7136 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
7138 for (yy=0; yy<lev_fieldy; yy++)
7140 for (xx=0; xx<lev_fieldx; xx++)
7142 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
7144 else if (Feld[xx][yy] == EL_SP_TERMINAL)
7145 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
7153 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
7154 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
7155 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
7156 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
7157 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
7158 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
7159 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
7160 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
7161 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
7162 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
7163 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
7164 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
7165 if (!player->Switching)
7167 player->Switching = TRUE;
7168 ToggleBeltSwitch(x, y);
7169 PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
7174 case EL_SWITCHGATE_SWITCH_UP:
7175 case EL_SWITCHGATE_SWITCH_DOWN:
7176 if (!player->Switching)
7178 player->Switching = TRUE;
7179 ToggleSwitchgateSwitch(x, y);
7180 PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
7185 case EL_LIGHT_SWITCH:
7186 case EL_LIGHT_SWITCH_ACTIVE:
7187 if (!player->Switching)
7189 player->Switching = TRUE;
7190 ToggleLightSwitch(x, y);
7191 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
7192 SND_LIGHT_SWITCH_ACTIVATING :
7193 SND_LIGHT_SWITCH_DEACTIVATING);
7198 case EL_TIMEGATE_SWITCH:
7199 ActivateTimegateSwitch(x, y);
7200 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
7205 case EL_BALLOON_SWITCH_LEFT:
7206 case EL_BALLOON_SWITCH_RIGHT:
7207 case EL_BALLOON_SWITCH_UP:
7208 case EL_BALLOON_SWITCH_DOWN:
7209 case EL_BALLOON_SWITCH_ANY:
7210 if (element == EL_BALLOON_SWITCH_ANY)
7211 game.balloon_dir = move_direction;
7213 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
7214 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
7215 element == EL_BALLOON_SWITCH_UP ? MV_UP :
7216 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
7218 PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING);
7223 case EL_SP_PORT_LEFT:
7224 case EL_SP_PORT_RIGHT:
7226 case EL_SP_PORT_DOWN:
7227 case EL_SP_PORT_HORIZONTAL:
7228 case EL_SP_PORT_VERTICAL:
7229 case EL_SP_PORT_ANY:
7230 case EL_SP_GRAVITY_PORT_LEFT:
7231 case EL_SP_GRAVITY_PORT_RIGHT:
7232 case EL_SP_GRAVITY_PORT_UP:
7233 case EL_SP_GRAVITY_PORT_DOWN:
7235 element != EL_SP_PORT_LEFT &&
7236 element != EL_SP_GRAVITY_PORT_LEFT &&
7237 element != EL_SP_PORT_HORIZONTAL &&
7238 element != EL_SP_PORT_ANY) ||
7240 element != EL_SP_PORT_RIGHT &&
7241 element != EL_SP_GRAVITY_PORT_RIGHT &&
7242 element != EL_SP_PORT_HORIZONTAL &&
7243 element != EL_SP_PORT_ANY) ||
7245 element != EL_SP_PORT_UP &&
7246 element != EL_SP_GRAVITY_PORT_UP &&
7247 element != EL_SP_PORT_VERTICAL &&
7248 element != EL_SP_PORT_ANY) ||
7250 element != EL_SP_PORT_DOWN &&
7251 element != EL_SP_GRAVITY_PORT_DOWN &&
7252 element != EL_SP_PORT_VERTICAL &&
7253 element != EL_SP_PORT_ANY) ||
7254 !IN_LEV_FIELD(nextx, nexty) ||
7255 !IS_FREE(nextx, nexty))
7256 return MF_NO_ACTION;
7258 if (element == EL_SP_GRAVITY_PORT_LEFT ||
7259 element == EL_SP_GRAVITY_PORT_RIGHT ||
7260 element == EL_SP_GRAVITY_PORT_UP ||
7261 element == EL_SP_GRAVITY_PORT_DOWN)
7262 level.gravity = !level.gravity;
7264 /* automatically move to the next field with double speed */
7265 player->programmed_action = move_direction;
7266 DOUBLE_PLAYER_SPEED(player);
7268 PlaySoundLevel(x, y, SND_CLASS_SP_PORT_PASSING);
7272 case EL_TUBE_VERTICAL:
7273 case EL_TUBE_HORIZONTAL:
7274 case EL_TUBE_VERTICAL_LEFT:
7275 case EL_TUBE_VERTICAL_RIGHT:
7276 case EL_TUBE_HORIZONTAL_UP:
7277 case EL_TUBE_HORIZONTAL_DOWN:
7278 case EL_TUBE_LEFT_UP:
7279 case EL_TUBE_LEFT_DOWN:
7280 case EL_TUBE_RIGHT_UP:
7281 case EL_TUBE_RIGHT_DOWN:
7284 int tube_enter_directions[][2] =
7286 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
7287 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
7288 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
7289 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
7290 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
7291 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
7292 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
7293 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
7294 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
7295 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
7296 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
7297 { -1, MV_NO_MOVING }
7300 while (tube_enter_directions[i][0] != element)
7303 if (tube_enter_directions[i][0] == -1) /* should not happen */
7307 if (!(tube_enter_directions[i][1] & move_direction))
7308 return MF_NO_ACTION; /* tube has no opening in this direction */
7310 PlaySoundLevel(x, y, SND_CLASS_TUBE_WALKING);
7315 Feld[x][y] = EL_LAMP_ACTIVE;
7316 local_player->lights_still_needed--;
7317 DrawLevelField(x, y);
7318 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
7322 case EL_TIME_ORB_FULL:
7323 Feld[x][y] = EL_TIME_ORB_EMPTY;
7325 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
7326 DrawLevelField(x, y);
7327 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
7333 if (IS_WALKABLE(element))
7335 int sound_action = ACTION_WALKING;
7337 if (element >= EL_GATE_1 && element <= EL_GATE_4)
7339 if (!player->key[element - EL_GATE_1])
7340 return MF_NO_ACTION;
7342 else if (element >= EL_GATE_1_GRAY && element <= EL_GATE_4_GRAY)
7344 if (!player->key[element - EL_GATE_1_GRAY])
7345 return MF_NO_ACTION;
7347 else if (element == EL_EXIT_OPEN || element == EL_SP_EXIT_OPEN)
7349 sound_action = ACTION_PASSING; /* player is passing exit */
7351 else if (element == EL_EMPTY)
7353 sound_action = ACTION_MOVING; /* nothing to walk on */
7356 /* play sound from background or player, whatever is available */
7357 if (element_info[element].sound[sound_action] != SND_UNDEFINED)
7358 PlaySoundLevelElementAction(x, y, element, sound_action);
7360 PlaySoundLevelElementAction(x, y, player->element_nr, sound_action);
7364 else if (IS_PASSABLE(element))
7366 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
7367 return MF_NO_ACTION;
7369 if (element >= EL_EM_GATE_1 && element <= EL_EM_GATE_4)
7371 if (!player->key[element - EL_EM_GATE_1])
7372 return MF_NO_ACTION;
7374 else if (element >= EL_EM_GATE_1_GRAY && element <= EL_EM_GATE_4_GRAY)
7376 if (!player->key[element - EL_EM_GATE_1_GRAY])
7377 return MF_NO_ACTION;
7380 /* automatically move to the next field with double speed */
7381 player->programmed_action = move_direction;
7382 DOUBLE_PLAYER_SPEED(player);
7384 PlaySoundLevelAction(x, y, ACTION_PASSING);
7388 else if (IS_DIGGABLE(element))
7392 if (mode != DF_SNAP)
7395 GfxElement[x][y] = GFX_ELEMENT(element);
7398 (CAN_BE_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
7400 player->is_digging = TRUE;
7403 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
7407 else if (IS_COLLECTIBLE(element))
7411 if (mode != DF_SNAP)
7413 GfxElement[x][y] = element;
7414 player->is_collecting = TRUE;
7417 if (element == EL_SPEED_PILL)
7418 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
7419 else if (element == EL_EXTRA_TIME && level.time > 0)
7422 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
7424 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
7426 player->shield_normal_time_left += 10;
7427 if (element == EL_SHIELD_DEADLY)
7428 player->shield_deadly_time_left += 10;
7430 else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
7432 if (player->inventory_size < MAX_INVENTORY_SIZE)
7433 player->inventory_element[player->inventory_size++] = element;
7435 player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
7437 DrawText(DX_DYNAMITE, DY_DYNAMITE,
7438 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
7440 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
7442 player->dynabomb_count++;
7443 player->dynabombs_left++;
7445 else if (element == EL_DYNABOMB_INCREASE_SIZE)
7447 player->dynabomb_size++;
7449 else if (element == EL_DYNABOMB_INCREASE_POWER)
7451 player->dynabomb_xl = TRUE;
7453 else if ((element >= EL_KEY_1 && element <= EL_KEY_4) ||
7454 (element >= EL_EM_KEY_1 && element <= EL_EM_KEY_4))
7456 int key_nr = (element >= EL_KEY_1 && element <= EL_KEY_4 ?
7457 element - EL_KEY_1 : element - EL_EM_KEY_1);
7459 player->key[key_nr] = TRUE;
7461 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
7462 el2edimg(EL_KEY_1 + key_nr));
7463 redraw_mask |= REDRAW_DOOR_1;
7465 else if (IS_DROPPABLE(element)) /* can be collected and dropped */
7469 for (i=0; i < element_info[element].collect_count; i++)
7470 if (player->inventory_size < MAX_INVENTORY_SIZE)
7471 player->inventory_element[player->inventory_size++] = element;
7473 DrawText(DX_DYNAMITE, DY_DYNAMITE,
7474 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
7476 else if (element_info[element].collect_count > 0)
7478 local_player->gems_still_needed -=
7479 element_info[element].collect_count;
7480 if (local_player->gems_still_needed < 0)
7481 local_player->gems_still_needed = 0;
7483 DrawText(DX_EMERALDS, DY_EMERALDS,
7484 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
7487 RaiseScoreElement(element);
7488 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
7490 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_COLLECTED);
7494 else if (IS_PUSHABLE(element))
7496 if (mode == DF_SNAP && element != EL_BD_ROCK)
7497 return MF_NO_ACTION;
7499 if (CAN_FALL(element) && dy)
7500 return MF_NO_ACTION;
7502 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
7503 !(element == EL_SPRING && use_spring_bug))
7504 return MF_NO_ACTION;
7506 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
7507 return MF_NO_ACTION;
7509 if (!player->Pushing &&
7510 game.engine_version >= RELEASE_IDENT(2,2,0,7))
7511 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7513 player->Pushing = TRUE;
7515 if (!(IN_LEV_FIELD(nextx, nexty) &&
7516 (IS_FREE(nextx, nexty) ||
7517 (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
7518 IS_SB_ELEMENT(element)))))
7519 return MF_NO_ACTION;
7521 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
7522 return MF_NO_ACTION;
7524 if (player->push_delay == 0) /* new pushing; restart delay */
7525 player->push_delay = FrameCounter;
7527 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
7528 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
7529 element != EL_SPRING && element != EL_BALLOON)
7530 return MF_NO_ACTION;
7532 if (IS_SB_ELEMENT(element))
7534 if (element == EL_SOKOBAN_FIELD_FULL)
7536 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
7537 local_player->sokobanfields_still_needed++;
7540 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
7542 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
7543 local_player->sokobanfields_still_needed--;
7546 Feld[x][y] = EL_SOKOBAN_OBJECT;
7548 if (Back[x][y] == Back[nextx][nexty])
7549 PlaySoundLevelAction(x, y, ACTION_PUSHING);
7550 else if (Back[x][y] != 0)
7551 PlaySoundLevelElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
7554 PlaySoundLevelElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
7557 if (local_player->sokobanfields_still_needed == 0 &&
7558 game.emulation == EMU_SOKOBAN)
7560 player->LevelSolved = player->GameOver = TRUE;
7561 PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
7565 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
7567 InitMovingField(x, y, move_direction);
7568 GfxAction[x][y] = ACTION_PUSHING;
7570 if (mode == DF_SNAP)
7571 ContinueMoving(x, y);
7573 MovPos[x][y] = (dx != 0 ? dx : dy);
7575 Pushed[x][y] = TRUE;
7576 Pushed[nextx][nexty] = TRUE;
7578 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
7579 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7581 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PUSHED);
7582 CheckElementChange(x, y, element, CE_PUSHED_BY_PLAYER);
7588 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PRESSED);
7589 CheckElementChange(x, y, element, CE_PRESSED_BY_PLAYER);
7592 return MF_NO_ACTION;
7595 player->push_delay = 0;
7597 if (Feld[x][y] != element) /* really digged/collected something */
7598 player->is_collecting = !player->is_digging;
7603 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
7605 int jx = player->jx, jy = player->jy;
7606 int x = jx + dx, y = jy + dy;
7607 int snap_direction = (dx == -1 ? MV_LEFT :
7608 dx == +1 ? MV_RIGHT :
7610 dy == +1 ? MV_DOWN : MV_NO_MOVING);
7612 if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0))
7615 if (!player->active || !IN_LEV_FIELD(x, y))
7623 if (player->MovPos == 0)
7624 player->Pushing = FALSE;
7626 player->snapped = FALSE;
7628 if (player->MovPos == 0)
7630 player->is_digging = FALSE;
7631 player->is_collecting = FALSE;
7637 if (player->snapped)
7640 player->MovDir = snap_direction;
7642 if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
7645 player->snapped = TRUE;
7646 player->is_digging = FALSE;
7647 player->is_collecting = FALSE;
7649 DrawLevelField(x, y);
7655 boolean DropElement(struct PlayerInfo *player)
7657 int jx = player->jx, jy = player->jy;
7660 if (!player->active || player->MovPos)
7663 old_element = Feld[jx][jy];
7665 /* check if player has anything that can be dropped */
7666 if (player->inventory_size == 0 && player->dynabombs_left == 0)
7669 /* check if anything can be dropped at the current position */
7670 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
7673 /* collected custom elements can only be dropped on empty fields */
7674 if (player->inventory_size > 0 &&
7675 IS_CUSTOM_ELEMENT(player->inventory_element[player->inventory_size - 1])
7676 && old_element != EL_EMPTY)
7679 if (old_element != EL_EMPTY)
7680 Back[jx][jy] = old_element; /* store old element on this field */
7682 MovDelay[jx][jy] = 96;
7684 ResetGfxAnimation(jx, jy);
7685 ResetRandomAnimationValue(jx, jy);
7687 if (player->inventory_size > 0)
7689 int new_element = player->inventory_element[--player->inventory_size];
7692 Feld[jx][jy] = (new_element == EL_DYNAMITE ? EL_DYNAMITE_ACTIVE :
7693 new_element == EL_SP_DISK_RED ? EL_SP_DISK_RED_ACTIVE :
7696 Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
7697 EL_DYNAMITE_ACTIVE);
7700 DrawText(DX_DYNAMITE, DY_DYNAMITE,
7701 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
7703 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
7704 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
7706 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
7708 CheckTriggeredElementChange(jx, jy, new_element, CE_OTHER_GETS_DROPPED);
7709 CheckElementChange(jx, jy, new_element, CE_DROPPED_BY_PLAYER);
7711 else /* player is dropping a dyna bomb */
7713 player->dynabombs_left--;
7716 EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1);
7718 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
7719 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
7721 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
7727 /* ------------------------------------------------------------------------- */
7728 /* game sound playing functions */
7729 /* ------------------------------------------------------------------------- */
7731 static int *loop_sound_frame = NULL;
7732 static int *loop_sound_volume = NULL;
7734 void InitPlaySoundLevel()
7736 int num_sounds = getSoundListSize();
7738 if (loop_sound_frame != NULL)
7739 free(loop_sound_frame);
7741 if (loop_sound_volume != NULL)
7742 free(loop_sound_volume);
7744 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
7745 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
7748 static void PlaySoundLevel(int x, int y, int nr)
7750 int sx = SCREENX(x), sy = SCREENY(y);
7751 int volume, stereo_position;
7752 int max_distance = 8;
7753 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
7755 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
7756 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
7759 if (!IN_LEV_FIELD(x, y) ||
7760 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
7761 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
7764 volume = SOUND_MAX_VOLUME;
7766 if (!IN_SCR_FIELD(sx, sy))
7768 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
7769 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
7771 volume -= volume * (dx > dy ? dx : dy) / max_distance;
7774 stereo_position = (SOUND_MAX_LEFT +
7775 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
7776 (SCR_FIELDX + 2 * max_distance));
7778 if (IS_LOOP_SOUND(nr))
7780 /* This assures that quieter loop sounds do not overwrite louder ones,
7781 while restarting sound volume comparison with each new game frame. */
7783 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
7786 loop_sound_volume[nr] = volume;
7787 loop_sound_frame[nr] = FrameCounter;
7790 PlaySoundExt(nr, volume, stereo_position, type);
7793 static void PlaySoundLevelNearest(int x, int y, int sound_action)
7795 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
7796 x > LEVELX(BX2) ? LEVELX(BX2) : x,
7797 y < LEVELY(BY1) ? LEVELY(BY1) :
7798 y > LEVELY(BY2) ? LEVELY(BY2) : y,
7802 static void PlaySoundLevelAction(int x, int y, int action)
7804 PlaySoundLevelElementAction(x, y, Feld[x][y], action);
7807 static void PlaySoundLevelElementAction(int x, int y, int element, int action)
7809 int sound_effect = element_info[element].sound[action];
7811 if (sound_effect != SND_UNDEFINED)
7812 PlaySoundLevel(x, y, sound_effect);
7815 static void PlaySoundLevelActionIfLoop(int x, int y, int action)
7817 int sound_effect = element_info[Feld[x][y]].sound[action];
7819 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
7820 PlaySoundLevel(x, y, sound_effect);
7823 static void StopSoundLevelActionIfLoop(int x, int y, int action)
7825 int sound_effect = element_info[Feld[x][y]].sound[action];
7827 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
7828 StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND);
7831 void RaiseScore(int value)
7833 local_player->score += value;
7834 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2);
7837 void RaiseScoreElement(int element)
7843 case EL_EMERALD_YELLOW:
7844 case EL_EMERALD_RED:
7845 case EL_EMERALD_PURPLE:
7846 case EL_SP_INFOTRON:
7847 RaiseScore(level.score[SC_EMERALD]);
7850 RaiseScore(level.score[SC_DIAMOND]);
7853 RaiseScore(level.score[SC_CRYSTAL]);
7856 RaiseScore(level.score[SC_PEARL]);
7859 case EL_BD_BUTTERFLY:
7860 case EL_SP_ELECTRON:
7861 RaiseScore(level.score[SC_BUG]);
7865 case EL_SP_SNIKSNAK:
7866 RaiseScore(level.score[SC_SPACESHIP]);
7869 case EL_DARK_YAMYAM:
7870 RaiseScore(level.score[SC_YAMYAM]);
7873 RaiseScore(level.score[SC_ROBOT]);
7876 RaiseScore(level.score[SC_PACMAN]);
7879 RaiseScore(level.score[SC_NUT]);
7882 case EL_SP_DISK_RED:
7883 case EL_DYNABOMB_INCREASE_NUMBER:
7884 case EL_DYNABOMB_INCREASE_SIZE:
7885 case EL_DYNABOMB_INCREASE_POWER:
7886 RaiseScore(level.score[SC_DYNAMITE]);
7888 case EL_SHIELD_NORMAL:
7889 case EL_SHIELD_DEADLY:
7890 RaiseScore(level.score[SC_SHIELD]);
7893 RaiseScore(level.score[SC_TIME_BONUS]);
7899 RaiseScore(level.score[SC_KEY]);
7902 RaiseScore(element_info[element].collect_score);
7907 void RequestQuitGame(boolean ask_if_really_quit)
7909 if (AllPlayersGone ||
7910 !ask_if_really_quit ||
7911 level_editor_test_game ||
7912 Request("Do you really want to quit the game ?",
7913 REQ_ASK | REQ_STAY_CLOSED))
7915 #if defined(PLATFORM_UNIX)
7916 if (options.network)
7917 SendToServer_StopPlaying();
7921 game_status = GAME_MODE_MAIN;
7927 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
7932 /* ---------- new game button stuff ---------------------------------------- */
7934 /* graphic position values for game buttons */
7935 #define GAME_BUTTON_XSIZE 30
7936 #define GAME_BUTTON_YSIZE 30
7937 #define GAME_BUTTON_XPOS 5
7938 #define GAME_BUTTON_YPOS 215
7939 #define SOUND_BUTTON_XPOS 5
7940 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
7942 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
7943 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
7944 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
7945 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
7946 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
7947 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
7954 } gamebutton_info[NUM_GAME_BUTTONS] =
7957 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
7962 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
7967 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
7972 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
7973 SOUND_CTRL_ID_MUSIC,
7974 "background music on/off"
7977 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
7978 SOUND_CTRL_ID_LOOPS,
7979 "sound loops on/off"
7982 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
7983 SOUND_CTRL_ID_SIMPLE,
7984 "normal sounds on/off"
7988 void CreateGameButtons()
7992 for (i=0; i<NUM_GAME_BUTTONS; i++)
7994 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
7995 struct GadgetInfo *gi;
7998 unsigned long event_mask;
7999 int gd_xoffset, gd_yoffset;
8000 int gd_x1, gd_x2, gd_y1, gd_y2;
8003 gd_xoffset = gamebutton_info[i].x;
8004 gd_yoffset = gamebutton_info[i].y;
8005 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
8006 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
8008 if (id == GAME_CTRL_ID_STOP ||
8009 id == GAME_CTRL_ID_PAUSE ||
8010 id == GAME_CTRL_ID_PLAY)
8012 button_type = GD_TYPE_NORMAL_BUTTON;
8014 event_mask = GD_EVENT_RELEASED;
8015 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
8016 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
8020 button_type = GD_TYPE_CHECK_BUTTON;
8022 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
8023 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
8024 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
8025 event_mask = GD_EVENT_PRESSED;
8026 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
8027 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
8030 gi = CreateGadget(GDI_CUSTOM_ID, id,
8031 GDI_INFO_TEXT, gamebutton_info[i].infotext,
8032 GDI_X, DX + gd_xoffset,
8033 GDI_Y, DY + gd_yoffset,
8034 GDI_WIDTH, GAME_BUTTON_XSIZE,
8035 GDI_HEIGHT, GAME_BUTTON_YSIZE,
8036 GDI_TYPE, button_type,
8037 GDI_STATE, GD_BUTTON_UNPRESSED,
8038 GDI_CHECKED, checked,
8039 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
8040 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
8041 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
8042 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
8043 GDI_EVENT_MASK, event_mask,
8044 GDI_CALLBACK_ACTION, HandleGameButtons,
8048 Error(ERR_EXIT, "cannot create gadget");
8050 game_gadget[id] = gi;
8054 void FreeGameButtons()
8058 for (i=0; i<NUM_GAME_BUTTONS; i++)
8059 FreeGadget(game_gadget[i]);
8062 static void MapGameButtons()
8066 for (i=0; i<NUM_GAME_BUTTONS; i++)
8067 MapGadget(game_gadget[i]);
8070 void UnmapGameButtons()
8074 for (i=0; i<NUM_GAME_BUTTONS; i++)
8075 UnmapGadget(game_gadget[i]);
8078 static void HandleGameButtons(struct GadgetInfo *gi)
8080 int id = gi->custom_id;
8082 if (game_status != GAME_MODE_PLAYING)
8087 case GAME_CTRL_ID_STOP:
8088 RequestQuitGame(TRUE);
8091 case GAME_CTRL_ID_PAUSE:
8092 if (options.network)
8094 #if defined(PLATFORM_UNIX)
8096 SendToServer_ContinuePlaying();
8098 SendToServer_PausePlaying();
8102 TapeTogglePause(TAPE_TOGGLE_MANUAL);
8105 case GAME_CTRL_ID_PLAY:
8108 #if defined(PLATFORM_UNIX)
8109 if (options.network)
8110 SendToServer_ContinuePlaying();
8114 tape.pausing = FALSE;
8115 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
8120 case SOUND_CTRL_ID_MUSIC:
8121 if (setup.sound_music)
8123 setup.sound_music = FALSE;
8126 else if (audio.music_available)
8128 setup.sound = setup.sound_music = TRUE;
8130 SetAudioMode(setup.sound);
8131 PlayMusic(level_nr);
8135 case SOUND_CTRL_ID_LOOPS:
8136 if (setup.sound_loops)
8137 setup.sound_loops = FALSE;
8138 else if (audio.loops_available)
8140 setup.sound = setup.sound_loops = TRUE;
8141 SetAudioMode(setup.sound);
8145 case SOUND_CTRL_ID_SIMPLE:
8146 if (setup.sound_simple)
8147 setup.sound_simple = FALSE;
8148 else if (audio.sound_available)
8150 setup.sound = setup.sound_simple = TRUE;
8151 SetAudioMode(setup.sound);