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;
1226 for(y=0; y < lev_fieldy; y++)
1228 for(x=0; x < lev_fieldx; x++)
1230 int element = Feld[x][y];
1232 if (IS_CUSTOM_ELEMENT(element))
1236 for(yy=0; yy < 3; yy++)
1238 for(xx=0; xx < 3; xx++)
1243 content = element_info[element].content[xx][yy];
1244 is_player = (ELEM_IS_PLAYER(content) || content == EL_SP_MURPHY);
1246 if (is_player && found_rating < 2)
1248 start_x = x + xx - 1;
1249 start_y = y + yy - 1;
1254 content = element_info[element].change.content[xx][yy];
1255 is_player = (ELEM_IS_PLAYER(content) || content == EL_SP_MURPHY);
1257 if (is_player && found_rating < 1)
1259 start_x = x + xx - 1;
1260 start_y = y + yy - 1;
1270 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
1271 start_x > SBX_Right + MIDPOSX ? SBX_Right :
1274 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
1275 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
1281 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
1282 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
1283 local_player->jx - MIDPOSX);
1285 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
1286 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
1287 local_player->jy - MIDPOSY);
1289 scroll_x = SBX_Left;
1290 scroll_y = SBY_Upper;
1291 if (local_player->jx >= SBX_Left + MIDPOSX)
1292 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
1293 local_player->jx - MIDPOSX :
1295 if (local_player->jy >= SBY_Upper + MIDPOSY)
1296 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
1297 local_player->jy - MIDPOSY :
1302 CloseDoor(DOOR_CLOSE_1);
1307 /* after drawing the level, correct some elements */
1308 if (game.timegate_time_left == 0)
1309 CloseAllOpenTimegates();
1311 if (setup.soft_scrolling)
1312 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
1314 redraw_mask |= REDRAW_FROM_BACKBUFFER;
1317 /* copy default game door content to main double buffer */
1318 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
1319 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
1322 DrawText(DX + XX_LEVEL, DY + YY_LEVEL, int2str(level_nr, 2), FONT_TEXT_2);
1325 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
1326 int2str(level_nr, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
1327 BlitBitmap(drawto, drawto,
1328 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
1329 getFontWidth(FONT_LEVEL_NUMBER) * 3,
1330 getFontHeight(FONT_LEVEL_NUMBER) - 1,
1331 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
1334 DrawGameDoorValues();
1338 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
1339 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
1340 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
1344 /* copy actual game door content to door double buffer for OpenDoor() */
1345 BlitBitmap(drawto, bitmap_db_door,
1346 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
1348 OpenDoor(DOOR_OPEN_ALL);
1350 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
1351 if (setup.sound_music)
1352 PlayMusic(level_nr);
1354 KeyboardAutoRepeatOffUnlessAutoplay();
1359 printf("Player %d %sactive.\n",
1360 i + 1, (stored_player[i].active ? "" : "not "));
1364 void InitMovDir(int x, int y)
1366 int i, element = Feld[x][y];
1367 static int xy[4][2] =
1374 static int direction[3][4] =
1376 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1377 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1378 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1387 Feld[x][y] = EL_BUG;
1388 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
1391 case EL_SPACESHIP_RIGHT:
1392 case EL_SPACESHIP_UP:
1393 case EL_SPACESHIP_LEFT:
1394 case EL_SPACESHIP_DOWN:
1395 Feld[x][y] = EL_SPACESHIP;
1396 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
1399 case EL_BD_BUTTERFLY_RIGHT:
1400 case EL_BD_BUTTERFLY_UP:
1401 case EL_BD_BUTTERFLY_LEFT:
1402 case EL_BD_BUTTERFLY_DOWN:
1403 Feld[x][y] = EL_BD_BUTTERFLY;
1404 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
1407 case EL_BD_FIREFLY_RIGHT:
1408 case EL_BD_FIREFLY_UP:
1409 case EL_BD_FIREFLY_LEFT:
1410 case EL_BD_FIREFLY_DOWN:
1411 Feld[x][y] = EL_BD_FIREFLY;
1412 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1415 case EL_PACMAN_RIGHT:
1417 case EL_PACMAN_LEFT:
1418 case EL_PACMAN_DOWN:
1419 Feld[x][y] = EL_PACMAN;
1420 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1423 case EL_SP_SNIKSNAK:
1424 MovDir[x][y] = MV_UP;
1427 case EL_SP_ELECTRON:
1428 MovDir[x][y] = MV_LEFT;
1435 Feld[x][y] = EL_MOLE;
1436 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1440 if (IS_CUSTOM_ELEMENT(element))
1442 if (element_info[element].move_direction_initial != MV_NO_MOVING)
1443 MovDir[x][y] = element_info[element].move_direction_initial;
1444 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
1445 element_info[element].move_pattern == MV_TURNING_LEFT ||
1446 element_info[element].move_pattern == MV_TURNING_RIGHT)
1447 MovDir[x][y] = 1 << RND(4);
1448 else if (element_info[element].move_pattern == MV_HORIZONTAL)
1449 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
1450 else if (element_info[element].move_pattern == MV_VERTICAL)
1451 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
1452 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
1453 MovDir[x][y] = element_info[element].move_pattern;
1454 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE ||
1455 element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1459 int x1 = x + xy[i][0];
1460 int y1 = y + xy[i][1];
1462 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1464 if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1465 MovDir[x][y] = direction[0][i];
1467 MovDir[x][y] = direction[1][i];
1476 MovDir[x][y] = 1 << RND(4);
1478 if (element != EL_BUG &&
1479 element != EL_SPACESHIP &&
1480 element != EL_BD_BUTTERFLY &&
1481 element != EL_BD_FIREFLY)
1486 int x1 = x + xy[i][0];
1487 int y1 = y + xy[i][1];
1489 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1491 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1493 MovDir[x][y] = direction[0][i];
1496 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1497 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1499 MovDir[x][y] = direction[1][i];
1509 void InitAmoebaNr(int x, int y)
1512 int group_nr = AmoebeNachbarNr(x, y);
1516 for (i=1; i<MAX_NUM_AMOEBA; i++)
1518 if (AmoebaCnt[i] == 0)
1526 AmoebaNr[x][y] = group_nr;
1527 AmoebaCnt[group_nr]++;
1528 AmoebaCnt2[group_nr]++;
1534 boolean raise_level = FALSE;
1536 if (local_player->MovPos)
1539 if (tape.playing && tape.auto_play)
1540 tape.auto_play_level_solved = TRUE;
1542 local_player->LevelSolved = FALSE;
1544 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
1548 if (!tape.playing && setup.sound_loops)
1549 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1550 SND_CTRL_PLAY_LOOP);
1552 while (TimeLeft > 0)
1554 if (!tape.playing && !setup.sound_loops)
1555 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1556 if (TimeLeft > 0 && !(TimeLeft % 10))
1557 RaiseScore(level.score[SC_TIME_BONUS]);
1558 if (TimeLeft > 100 && !(TimeLeft % 10))
1562 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
1569 if (!tape.playing && setup.sound_loops)
1570 StopSound(SND_GAME_LEVELTIME_BONUS);
1572 else if (level.time == 0) /* level without time limit */
1574 if (!tape.playing && setup.sound_loops)
1575 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1576 SND_CTRL_PLAY_LOOP);
1578 while (TimePlayed < 999)
1580 if (!tape.playing && !setup.sound_loops)
1581 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1582 if (TimePlayed < 999 && !(TimePlayed % 10))
1583 RaiseScore(level.score[SC_TIME_BONUS]);
1584 if (TimePlayed < 900 && !(TimePlayed % 10))
1588 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
1595 if (!tape.playing && setup.sound_loops)
1596 StopSound(SND_GAME_LEVELTIME_BONUS);
1599 /* Hero disappears */
1600 DrawLevelField(ExitX, ExitY);
1606 CloseDoor(DOOR_CLOSE_1);
1611 SaveTape(tape.level_nr); /* Ask to save tape */
1614 if (level_nr == leveldir_current->handicap_level)
1616 leveldir_current->handicap_level++;
1617 SaveLevelSetup_SeriesInfo();
1620 if (level_editor_test_game)
1621 local_player->score = -1; /* no highscore when playing from editor */
1622 else if (level_nr < leveldir_current->last_level)
1623 raise_level = TRUE; /* advance to next level */
1625 if ((hi_pos = NewHiScore()) >= 0)
1627 game_status = GAME_MODE_SCORES;
1628 DrawHallOfFame(hi_pos);
1637 game_status = GAME_MODE_MAIN;
1654 LoadScore(level_nr);
1656 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1657 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1660 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1662 if (local_player->score > highscore[k].Score)
1664 /* player has made it to the hall of fame */
1666 if (k < MAX_SCORE_ENTRIES - 1)
1668 int m = MAX_SCORE_ENTRIES - 1;
1671 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1672 if (!strcmp(setup.player_name, highscore[l].Name))
1674 if (m == k) /* player's new highscore overwrites his old one */
1680 strcpy(highscore[l].Name, highscore[l - 1].Name);
1681 highscore[l].Score = highscore[l - 1].Score;
1688 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1689 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1690 highscore[k].Score = local_player->score;
1696 else if (!strncmp(setup.player_name, highscore[k].Name,
1697 MAX_PLAYER_NAME_LEN))
1698 break; /* player already there with a higher score */
1704 SaveScore(level_nr);
1709 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
1711 if (player->GfxAction != action || player->GfxDir != dir)
1714 printf("Player frame reset! (%d => %d, %d => %d)\n",
1715 player->GfxAction, action, player->GfxDir, dir);
1718 player->GfxAction = action;
1719 player->GfxDir = dir;
1721 player->StepFrame = 0;
1725 static void ResetRandomAnimationValue(int x, int y)
1727 GfxRandom[x][y] = INIT_GFX_RANDOM();
1730 static void ResetGfxAnimation(int x, int y)
1733 GfxAction[x][y] = ACTION_DEFAULT;
1736 void InitMovingField(int x, int y, int direction)
1738 int element = Feld[x][y];
1739 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1740 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1744 if (!JustStopped[x][y] || direction != MovDir[x][y])
1745 ResetGfxAnimation(x, y);
1747 MovDir[newx][newy] = MovDir[x][y] = direction;
1749 if (Feld[newx][newy] == EL_EMPTY)
1750 Feld[newx][newy] = EL_BLOCKED;
1752 if (direction == MV_DOWN && CAN_FALL(element))
1753 GfxAction[x][y] = ACTION_FALLING;
1755 GfxAction[x][y] = ACTION_MOVING;
1757 GfxFrame[newx][newy] = GfxFrame[x][y];
1758 GfxAction[newx][newy] = GfxAction[x][y];
1759 GfxRandom[newx][newy] = GfxRandom[x][y];
1762 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1764 int direction = MovDir[x][y];
1765 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1766 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1772 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1774 int oldx = x, oldy = y;
1775 int direction = MovDir[x][y];
1777 if (direction == MV_LEFT)
1779 else if (direction == MV_RIGHT)
1781 else if (direction == MV_UP)
1783 else if (direction == MV_DOWN)
1786 *comes_from_x = oldx;
1787 *comes_from_y = oldy;
1790 int MovingOrBlocked2Element(int x, int y)
1792 int element = Feld[x][y];
1794 if (element == EL_BLOCKED)
1798 Blocked2Moving(x, y, &oldx, &oldy);
1799 return Feld[oldx][oldy];
1805 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1807 /* like MovingOrBlocked2Element(), but if element is moving
1808 and (x,y) is the field the moving element is just leaving,
1809 return EL_BLOCKED instead of the element value */
1810 int element = Feld[x][y];
1812 if (IS_MOVING(x, y))
1814 if (element == EL_BLOCKED)
1818 Blocked2Moving(x, y, &oldx, &oldy);
1819 return Feld[oldx][oldy];
1828 static void RemoveField(int x, int y)
1830 Feld[x][y] = EL_EMPTY;
1837 ChangeDelay[x][y] = 0;
1838 Pushed[x][y] = FALSE;
1840 GfxElement[x][y] = EL_UNDEFINED;
1841 GfxAction[x][y] = ACTION_DEFAULT;
1844 void RemoveMovingField(int x, int y)
1846 int oldx = x, oldy = y, newx = x, newy = y;
1847 int element = Feld[x][y];
1848 int next_element = EL_UNDEFINED;
1850 if (element != EL_BLOCKED && !IS_MOVING(x, y))
1853 if (IS_MOVING(x, y))
1855 Moving2Blocked(x, y, &newx, &newy);
1856 if (Feld[newx][newy] != EL_BLOCKED)
1859 else if (element == EL_BLOCKED)
1861 Blocked2Moving(x, y, &oldx, &oldy);
1862 if (!IS_MOVING(oldx, oldy))
1866 if (element == EL_BLOCKED &&
1867 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1868 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1869 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1870 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
1871 next_element = get_next_element(Feld[oldx][oldy]);
1873 RemoveField(oldx, oldy);
1874 RemoveField(newx, newy);
1876 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1878 if (next_element != EL_UNDEFINED)
1879 Feld[oldx][oldy] = next_element;
1881 DrawLevelField(oldx, oldy);
1882 DrawLevelField(newx, newy);
1885 void DrawDynamite(int x, int y)
1887 int sx = SCREENX(x), sy = SCREENY(y);
1888 int graphic = el2img(Feld[x][y]);
1891 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1894 if (IS_WALKABLE_INSIDE(Back[x][y]))
1898 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
1899 else if (Store[x][y])
1900 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
1902 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
1905 if (Back[x][y] || Store[x][y])
1906 DrawGraphicThruMask(sx, sy, graphic, frame);
1908 DrawGraphic(sx, sy, graphic, frame);
1910 if (game.emulation == EMU_SUPAPLEX)
1911 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
1912 else if (Store[x][y])
1913 DrawGraphicThruMask(sx, sy, graphic, frame);
1915 DrawGraphic(sx, sy, graphic, frame);
1919 void CheckDynamite(int x, int y)
1921 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
1925 if (MovDelay[x][y] != 0)
1928 PlaySoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1935 StopSoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1937 if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
1938 Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
1939 StopSound(SND_DYNAMITE_ACTIVE);
1941 StopSound(SND_DYNABOMB_ACTIVE);
1947 void RelocatePlayer(int x, int y, int element)
1949 struct PlayerInfo *player = &stored_player[element - EL_PLAYER_1];
1951 if (player->present)
1953 while (player->MovPos)
1955 ScrollFigure(player, SCROLL_GO_ON);
1956 ScrollScreen(NULL, SCROLL_GO_ON);
1962 RemoveField(player->jx, player->jy);
1963 DrawLevelField(player->jx, player->jy);
1966 InitPlayerField(x, y, element, TRUE);
1968 if (player == local_player)
1970 int scroll_xx = -999, scroll_yy = -999;
1972 while (scroll_xx != scroll_x || scroll_yy != scroll_y)
1975 int fx = FX, fy = FY;
1977 scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
1978 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
1979 local_player->jx - MIDPOSX);
1981 scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
1982 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
1983 local_player->jy - MIDPOSY);
1985 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
1986 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
1991 fx += dx * TILEX / 2;
1992 fy += dy * TILEY / 2;
1994 ScrollLevel(dx, dy);
1997 /* scroll in to steps of half tile size to make things smoother */
1998 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
2000 Delay(GAME_FRAME_DELAY);
2002 /* scroll second step to align at full tile size */
2004 Delay(GAME_FRAME_DELAY);
2009 void Explode(int ex, int ey, int phase, int mode)
2013 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
2014 int last_phase = num_phase * delay;
2015 int half_phase = (num_phase / 2) * delay;
2016 int first_phase_after_start = EX_PHASE_START + 1;
2018 if (game.explosions_delayed)
2020 ExplodeField[ex][ey] = mode;
2024 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
2026 int center_element = Feld[ex][ey];
2029 /* --- This is only really needed (and now handled) in "Impact()". --- */
2030 /* do not explode moving elements that left the explode field in time */
2031 if (game.engine_version >= RELEASE_IDENT(2,2,0,7) &&
2032 center_element == EL_EMPTY && (mode == EX_NORMAL || mode == EX_CENTER))
2036 if (mode == EX_NORMAL || mode == EX_CENTER)
2037 PlaySoundLevelAction(ex, ey, ACTION_EXPLODING);
2039 /* remove things displayed in background while burning dynamite */
2040 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
2043 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
2045 /* put moving element to center field (and let it explode there) */
2046 center_element = MovingOrBlocked2Element(ex, ey);
2047 RemoveMovingField(ex, ey);
2048 Feld[ex][ey] = center_element;
2051 for (y = ey - 1; y <= ey + 1; y++) for(x = ex - 1; x <= ex + 1; x++)
2053 int xx = x - ex + 1;
2054 int yy = y - ey + 1;
2057 if (!IN_LEV_FIELD(x, y) ||
2058 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
2059 (x != ex || y != ey)))
2062 element = Feld[x][y];
2064 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
2066 element = MovingOrBlocked2Element(x, y);
2068 if (!IS_EXPLOSION_PROOF(element))
2069 RemoveMovingField(x, y);
2075 if (IS_EXPLOSION_PROOF(element))
2078 /* indestructible elements can only explode in center (but not flames) */
2079 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey)) ||
2080 element == EL_FLAMES)
2085 if ((IS_INDESTRUCTIBLE(element) &&
2086 (game.engine_version < VERSION_IDENT(2,2,0) ||
2087 (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
2088 element == EL_FLAMES)
2092 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
2094 if (IS_ACTIVE_BOMB(element))
2096 /* re-activate things under the bomb like gate or penguin */
2097 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
2104 /* save walkable background elements while explosion on same tile */
2106 if (IS_INDESTRUCTIBLE(element))
2107 Back[x][y] = element;
2109 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element))
2110 Back[x][y] = element;
2113 /* ignite explodable elements reached by other explosion */
2114 if (element == EL_EXPLOSION)
2115 element = Store2[x][y];
2118 if (AmoebaNr[x][y] &&
2119 (element == EL_AMOEBA_FULL ||
2120 element == EL_BD_AMOEBA ||
2121 element == EL_AMOEBA_GROWING))
2123 AmoebaCnt[AmoebaNr[x][y]]--;
2124 AmoebaCnt2[AmoebaNr[x][y]]--;
2130 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
2132 switch(StorePlayer[ex][ey])
2135 Store[x][y] = EL_EMERALD_RED;
2138 Store[x][y] = EL_EMERALD;
2141 Store[x][y] = EL_EMERALD_PURPLE;
2145 Store[x][y] = EL_EMERALD_YELLOW;
2149 if (game.emulation == EMU_SUPAPLEX)
2150 Store[x][y] = EL_EMPTY;
2152 else if (center_element == EL_MOLE)
2153 Store[x][y] = EL_EMERALD_RED;
2154 else if (center_element == EL_PENGUIN)
2155 Store[x][y] = EL_EMERALD_PURPLE;
2156 else if (center_element == EL_BUG)
2157 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
2158 else if (center_element == EL_BD_BUTTERFLY)
2159 Store[x][y] = EL_BD_DIAMOND;
2160 else if (center_element == EL_SP_ELECTRON)
2161 Store[x][y] = EL_SP_INFOTRON;
2162 else if (center_element == EL_AMOEBA_TO_DIAMOND)
2163 Store[x][y] = level.amoeba_content;
2164 else if (center_element == EL_YAMYAM)
2165 Store[x][y] = level.yamyam_content[game.yamyam_content_nr][xx][yy];
2166 else if (IS_CUSTOM_ELEMENT(center_element) &&
2167 element_info[center_element].content[xx][yy] != EL_EMPTY)
2168 Store[x][y] = element_info[center_element].content[xx][yy];
2169 else if (element == EL_WALL_EMERALD)
2170 Store[x][y] = EL_EMERALD;
2171 else if (element == EL_WALL_DIAMOND)
2172 Store[x][y] = EL_DIAMOND;
2173 else if (element == EL_WALL_BD_DIAMOND)
2174 Store[x][y] = EL_BD_DIAMOND;
2175 else if (element == EL_WALL_EMERALD_YELLOW)
2176 Store[x][y] = EL_EMERALD_YELLOW;
2177 else if (element == EL_WALL_EMERALD_RED)
2178 Store[x][y] = EL_EMERALD_RED;
2179 else if (element == EL_WALL_EMERALD_PURPLE)
2180 Store[x][y] = EL_EMERALD_PURPLE;
2181 else if (element == EL_WALL_PEARL)
2182 Store[x][y] = EL_PEARL;
2183 else if (element == EL_WALL_CRYSTAL)
2184 Store[x][y] = EL_CRYSTAL;
2185 else if (IS_CUSTOM_ELEMENT(element) && !CAN_EXPLODE(element))
2186 Store[x][y] = element_info[element].content[1][1];
2188 Store[x][y] = EL_EMPTY;
2190 if (x != ex || y != ey ||
2191 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
2192 Store2[x][y] = element;
2195 if (AmoebaNr[x][y] &&
2196 (element == EL_AMOEBA_FULL ||
2197 element == EL_BD_AMOEBA ||
2198 element == EL_AMOEBA_GROWING))
2200 AmoebaCnt[AmoebaNr[x][y]]--;
2201 AmoebaCnt2[AmoebaNr[x][y]]--;
2207 MovDir[x][y] = MovPos[x][y] = 0;
2212 Feld[x][y] = EL_EXPLOSION;
2214 GfxElement[x][y] = center_element;
2216 GfxElement[x][y] = EL_UNDEFINED;
2219 ExplodePhase[x][y] = 1;
2223 if (center_element == EL_YAMYAM)
2224 game.yamyam_content_nr =
2225 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
2236 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
2238 if (phase == first_phase_after_start)
2240 int element = Store2[x][y];
2242 if (element == EL_BLACK_ORB)
2244 Feld[x][y] = Store2[x][y];
2249 else if (phase == half_phase)
2251 int element = Store2[x][y];
2253 if (IS_PLAYER(x, y))
2254 KillHeroUnlessProtected(x, y);
2255 else if (CAN_EXPLODE_BY_FIRE(element))
2257 Feld[x][y] = Store2[x][y];
2261 else if (element == EL_AMOEBA_TO_DIAMOND)
2262 AmoebeUmwandeln(x, y);
2265 if (phase == last_phase)
2269 element = Feld[x][y] = Store[x][y];
2270 Store[x][y] = Store2[x][y] = 0;
2271 GfxElement[x][y] = EL_UNDEFINED;
2273 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
2274 element = Feld[x][y] = Back[x][y];
2277 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = ChangeDelay[x][y] = 0;
2278 InitField(x, y, FALSE);
2279 if (CAN_MOVE(element))
2281 DrawLevelField(x, y);
2283 if (CAN_BE_CRUMBLED(element))
2284 DrawLevelFieldCrumbledSandNeighbours(x, y);
2286 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
2287 StorePlayer[x][y] = 0;
2289 if (ELEM_IS_PLAYER(element))
2290 RelocatePlayer(x, y, element);
2292 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2295 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
2297 int stored = Store[x][y];
2298 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
2299 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
2302 int frame = getGraphicAnimationFrame(graphic, phase - delay);
2305 DrawLevelFieldCrumbledSand(x, y);
2307 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
2309 DrawLevelElement(x, y, Back[x][y]);
2310 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
2312 else if (IS_WALKABLE_UNDER(Back[x][y]))
2314 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
2315 DrawLevelElementThruMask(x, y, Back[x][y]);
2317 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
2318 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
2322 void DynaExplode(int ex, int ey)
2325 int dynabomb_size = 1;
2326 boolean dynabomb_xl = FALSE;
2327 struct PlayerInfo *player;
2328 static int xy[4][2] =
2336 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
2338 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER_1_ACTIVE];
2339 dynabomb_size = player->dynabomb_size;
2340 dynabomb_xl = player->dynabomb_xl;
2341 player->dynabombs_left++;
2344 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
2348 for (j=1; j<=dynabomb_size; j++)
2350 int x = ex + j * xy[i % 4][0];
2351 int y = ey + j * xy[i % 4][1];
2354 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
2357 element = Feld[x][y];
2359 /* do not restart explosions of fields with active bombs */
2360 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
2363 Explode(x, y, EX_PHASE_START, EX_BORDER);
2365 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
2366 if (element != EL_EMPTY &&
2367 element != EL_SAND &&
2368 element != EL_EXPLOSION &&
2375 void Bang(int x, int y)
2378 int element = MovingOrBlocked2Element(x, y);
2380 int element = Feld[x][y];
2383 if (IS_PLAYER(x, y))
2385 struct PlayerInfo *player = PLAYERINFO(x, y);
2387 element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
2388 player->element_nr);
2393 PlaySoundLevelAction(x, y, ACTION_EXPLODING);
2395 if (game.emulation == EMU_SUPAPLEX)
2396 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
2398 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
2403 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
2411 case EL_BD_BUTTERFLY:
2414 case EL_DARK_YAMYAM:
2418 RaiseScoreElement(element);
2419 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2421 case EL_DYNABOMB_PLAYER_1_ACTIVE:
2422 case EL_DYNABOMB_PLAYER_2_ACTIVE:
2423 case EL_DYNABOMB_PLAYER_3_ACTIVE:
2424 case EL_DYNABOMB_PLAYER_4_ACTIVE:
2425 case EL_DYNABOMB_INCREASE_NUMBER:
2426 case EL_DYNABOMB_INCREASE_SIZE:
2427 case EL_DYNABOMB_INCREASE_POWER:
2432 case EL_LAMP_ACTIVE:
2433 if (IS_PLAYER(x, y))
2434 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2436 Explode(x, y, EX_PHASE_START, EX_CENTER);
2439 if (CAN_EXPLODE_1X1(element))
2440 Explode(x, y, EX_PHASE_START, EX_CENTER);
2442 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2446 CheckTriggeredElementChange(x, y, element, CE_OTHER_IS_EXPLODING);
2449 void SplashAcid(int x, int y)
2451 int element = Feld[x][y];
2453 if (element != EL_ACID_SPLASH_LEFT &&
2454 element != EL_ACID_SPLASH_RIGHT)
2456 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
2458 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
2459 (!IN_LEV_FIELD(x-1, y-1) ||
2460 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
2461 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
2463 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
2464 (!IN_LEV_FIELD(x+1, y-1) ||
2465 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
2466 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
2470 static void InitBeltMovement()
2472 static int belt_base_element[4] =
2474 EL_CONVEYOR_BELT_1_LEFT,
2475 EL_CONVEYOR_BELT_2_LEFT,
2476 EL_CONVEYOR_BELT_3_LEFT,
2477 EL_CONVEYOR_BELT_4_LEFT
2479 static int belt_base_active_element[4] =
2481 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2482 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2483 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2484 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2489 /* set frame order for belt animation graphic according to belt direction */
2496 int element = belt_base_active_element[belt_nr] + j;
2497 int graphic = el2img(element);
2499 if (game.belt_dir[i] == MV_LEFT)
2500 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2502 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2506 for(y=0; y<lev_fieldy; y++)
2508 for(x=0; x<lev_fieldx; x++)
2510 int element = Feld[x][y];
2514 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
2516 int e_belt_nr = getBeltNrFromBeltElement(element);
2519 if (e_belt_nr == belt_nr)
2521 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
2523 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
2531 static void ToggleBeltSwitch(int x, int y)
2533 static int belt_base_element[4] =
2535 EL_CONVEYOR_BELT_1_LEFT,
2536 EL_CONVEYOR_BELT_2_LEFT,
2537 EL_CONVEYOR_BELT_3_LEFT,
2538 EL_CONVEYOR_BELT_4_LEFT
2540 static int belt_base_active_element[4] =
2542 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2543 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2544 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2545 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2547 static int belt_base_switch_element[4] =
2549 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
2550 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
2551 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
2552 EL_CONVEYOR_BELT_4_SWITCH_LEFT
2554 static int belt_move_dir[4] =
2562 int element = Feld[x][y];
2563 int belt_nr = getBeltNrFromBeltSwitchElement(element);
2564 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
2565 int belt_dir = belt_move_dir[belt_dir_nr];
2568 if (!IS_BELT_SWITCH(element))
2571 game.belt_dir_nr[belt_nr] = belt_dir_nr;
2572 game.belt_dir[belt_nr] = belt_dir;
2574 if (belt_dir_nr == 3)
2577 /* set frame order for belt animation graphic according to belt direction */
2580 int element = belt_base_active_element[belt_nr] + i;
2581 int graphic = el2img(element);
2583 if (belt_dir == MV_LEFT)
2584 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2586 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2589 for (yy=0; yy<lev_fieldy; yy++)
2591 for (xx=0; xx<lev_fieldx; xx++)
2593 int element = Feld[xx][yy];
2595 if (IS_BELT_SWITCH(element))
2597 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
2599 if (e_belt_nr == belt_nr)
2601 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
2602 DrawLevelField(xx, yy);
2605 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
2607 int e_belt_nr = getBeltNrFromBeltElement(element);
2609 if (e_belt_nr == belt_nr)
2611 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
2613 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
2614 DrawLevelField(xx, yy);
2617 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
2619 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
2621 if (e_belt_nr == belt_nr)
2623 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
2625 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
2626 DrawLevelField(xx, yy);
2633 static void ToggleSwitchgateSwitch(int x, int y)
2637 game.switchgate_pos = !game.switchgate_pos;
2639 for (yy=0; yy<lev_fieldy; yy++)
2641 for (xx=0; xx<lev_fieldx; xx++)
2643 int element = Feld[xx][yy];
2645 if (element == EL_SWITCHGATE_SWITCH_UP ||
2646 element == EL_SWITCHGATE_SWITCH_DOWN)
2648 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2649 DrawLevelField(xx, yy);
2651 else if (element == EL_SWITCHGATE_OPEN ||
2652 element == EL_SWITCHGATE_OPENING)
2654 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2656 PlaySoundLevelAction(xx, yy, ACTION_CLOSING);
2658 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2661 else if (element == EL_SWITCHGATE_CLOSED ||
2662 element == EL_SWITCHGATE_CLOSING)
2664 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2666 PlaySoundLevelAction(xx, yy, ACTION_OPENING);
2668 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2675 static int getInvisibleActiveFromInvisibleElement(int element)
2677 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2678 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2679 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
2683 static int getInvisibleFromInvisibleActiveElement(int element)
2685 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2686 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2687 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
2691 static void RedrawAllLightSwitchesAndInvisibleElements()
2695 for (y=0; y<lev_fieldy; y++)
2697 for (x=0; x<lev_fieldx; x++)
2699 int element = Feld[x][y];
2701 if (element == EL_LIGHT_SWITCH &&
2702 game.light_time_left > 0)
2704 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2705 DrawLevelField(x, y);
2707 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2708 game.light_time_left == 0)
2710 Feld[x][y] = EL_LIGHT_SWITCH;
2711 DrawLevelField(x, y);
2713 else if (element == EL_INVISIBLE_STEELWALL ||
2714 element == EL_INVISIBLE_WALL ||
2715 element == EL_INVISIBLE_SAND)
2717 if (game.light_time_left > 0)
2718 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2720 DrawLevelField(x, y);
2722 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2723 element == EL_INVISIBLE_WALL_ACTIVE ||
2724 element == EL_INVISIBLE_SAND_ACTIVE)
2726 if (game.light_time_left == 0)
2727 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2729 DrawLevelField(x, y);
2735 static void ToggleLightSwitch(int x, int y)
2737 int element = Feld[x][y];
2739 game.light_time_left =
2740 (element == EL_LIGHT_SWITCH ?
2741 level.time_light * FRAMES_PER_SECOND : 0);
2743 RedrawAllLightSwitchesAndInvisibleElements();
2746 static void ActivateTimegateSwitch(int x, int y)
2750 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2752 for (yy=0; yy<lev_fieldy; yy++)
2754 for (xx=0; xx<lev_fieldx; xx++)
2756 int element = Feld[xx][yy];
2758 if (element == EL_TIMEGATE_CLOSED ||
2759 element == EL_TIMEGATE_CLOSING)
2761 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2762 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2766 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2768 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2769 DrawLevelField(xx, yy);
2776 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2779 inline static int getElementMoveStepsize(int x, int y)
2781 int element = Feld[x][y];
2782 int direction = MovDir[x][y];
2783 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2784 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2785 int horiz_move = (dx != 0);
2786 int sign = (horiz_move ? dx : dy);
2787 int step = sign * element_info[element].move_stepsize;
2789 /* special values for move stepsize for spring and things on conveyor belt */
2792 if (CAN_FALL(element) &&
2793 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
2794 step = sign * MOVE_STEPSIZE_NORMAL / 2;
2795 else if (element == EL_SPRING)
2796 step = sign * MOVE_STEPSIZE_NORMAL * 2;
2802 void Impact(int x, int y)
2804 boolean lastline = (y == lev_fieldy-1);
2805 boolean object_hit = FALSE;
2806 boolean impact = (lastline || object_hit);
2807 int element = Feld[x][y];
2808 int smashed = EL_UNDEFINED;
2810 if (!lastline) /* check if element below was hit */
2812 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
2815 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
2816 MovDir[x][y + 1] != MV_DOWN ||
2817 MovPos[x][y + 1] <= TILEY / 2));
2819 /* do not smash moving elements that left the smashed field in time */
2820 if (game.engine_version >= RELEASE_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
2821 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
2825 smashed = MovingOrBlocked2Element(x, y + 1);
2827 impact = (lastline || object_hit);
2830 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2836 /* only reset graphic animation if graphic really changes after impact */
2838 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
2840 ResetGfxAnimation(x, y);
2841 DrawLevelField(x, y);
2844 if (impact && CAN_EXPLODE_IMPACT(element))
2849 else if (impact && element == EL_PEARL)
2851 Feld[x][y] = EL_PEARL_BREAKING;
2852 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2856 else if (impact && CheckElementChange(x, y, element, CE_IMPACT))
2858 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2863 else if (impact && CAN_CHANGE(element) &&
2864 HAS_CHANGE_EVENT(element, CE_IMPACT))
2866 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2868 ChangeElementNow(x, y, element);
2874 if (impact && element == EL_AMOEBA_DROP)
2876 if (object_hit && IS_PLAYER(x, y + 1))
2877 KillHeroUnlessProtected(x, y + 1);
2878 else if (object_hit && smashed == EL_PENGUIN)
2882 Feld[x][y] = EL_AMOEBA_GROWING;
2883 Store[x][y] = EL_AMOEBA_WET;
2885 ResetRandomAnimationValue(x, y);
2890 if (object_hit) /* check which object was hit */
2892 if (CAN_PASS_MAGIC_WALL(element) &&
2893 (smashed == EL_MAGIC_WALL ||
2894 smashed == EL_BD_MAGIC_WALL))
2897 int activated_magic_wall =
2898 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2899 EL_BD_MAGIC_WALL_ACTIVE);
2901 /* activate magic wall / mill */
2902 for (yy=0; yy<lev_fieldy; yy++)
2903 for (xx=0; xx<lev_fieldx; xx++)
2904 if (Feld[xx][yy] == smashed)
2905 Feld[xx][yy] = activated_magic_wall;
2907 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2908 game.magic_wall_active = TRUE;
2910 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2911 SND_MAGIC_WALL_ACTIVATING :
2912 SND_BD_MAGIC_WALL_ACTIVATING));
2915 if (IS_PLAYER(x, y + 1))
2917 if (CAN_SMASH_PLAYER(element))
2919 KillHeroUnlessProtected(x, y + 1);
2923 else if (smashed == EL_PENGUIN)
2925 if (CAN_SMASH_PLAYER(element))
2931 else if (element == EL_BD_DIAMOND)
2933 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2939 else if ((element == EL_SP_INFOTRON ||
2940 element == EL_SP_ZONK) &&
2941 (smashed == EL_SP_SNIKSNAK ||
2942 smashed == EL_SP_ELECTRON ||
2943 smashed == EL_SP_DISK_ORANGE))
2949 else if (CAN_SMASH_ENEMIES(element) && IS_CLASSIC_ENEMY(smashed))
2955 else if (CAN_SMASH_EVERYTHING(element))
2957 if (IS_CLASSIC_ENEMY(smashed) ||
2958 CAN_EXPLODE_SMASHED(smashed))
2963 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
2965 if (smashed == EL_LAMP ||
2966 smashed == EL_LAMP_ACTIVE)
2971 else if (smashed == EL_NUT)
2973 Feld[x][y + 1] = EL_NUT_BREAKING;
2974 PlaySoundLevel(x, y, SND_NUT_BREAKING);
2975 RaiseScoreElement(EL_NUT);
2978 else if (smashed == EL_PEARL)
2980 Feld[x][y + 1] = EL_PEARL_BREAKING;
2981 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2984 else if (smashed == EL_DIAMOND)
2986 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
2987 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2990 else if (IS_BELT_SWITCH(smashed))
2992 ToggleBeltSwitch(x, y + 1);
2994 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
2995 smashed == EL_SWITCHGATE_SWITCH_DOWN)
2997 ToggleSwitchgateSwitch(x, y + 1);
2999 else if (smashed == EL_LIGHT_SWITCH ||
3000 smashed == EL_LIGHT_SWITCH_ACTIVE)
3002 ToggleLightSwitch(x, y + 1);
3007 CheckElementChange(x, y + 1, smashed, CE_SMASHED);
3010 else if (CAN_CHANGE(smashed) && HAS_CHANGE_EVENT(smashed, CE_SMASHED))
3012 ChangeElementNow(x, y + 1, smashed);
3018 CheckElementChange(x, y + 1, smashed, CE_SMASHED);
3023 /* play sound of magic wall / mill */
3025 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3026 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3028 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3029 PlaySoundLevel(x, y, SND_MAGIC_WALL_FILLING);
3030 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3031 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_FILLING);
3036 /* play sound of object that hits the ground */
3037 if (lastline || object_hit)
3038 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
3041 void TurnRound(int x, int y)
3053 { 0, 0 }, { 0, 0 }, { 0, 0 },
3058 int left, right, back;
3062 { MV_DOWN, MV_UP, MV_RIGHT },
3063 { MV_UP, MV_DOWN, MV_LEFT },
3065 { MV_LEFT, MV_RIGHT, MV_DOWN },
3069 { MV_RIGHT, MV_LEFT, MV_UP }
3072 int element = Feld[x][y];
3073 int old_move_dir = MovDir[x][y];
3074 int left_dir = turn[old_move_dir].left;
3075 int right_dir = turn[old_move_dir].right;
3076 int back_dir = turn[old_move_dir].back;
3078 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
3079 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
3080 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
3081 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
3083 int left_x = x + left_dx, left_y = y + left_dy;
3084 int right_x = x + right_dx, right_y = y + right_dy;
3085 int move_x = x + move_dx, move_y = y + move_dy;
3089 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
3091 TestIfBadThingTouchesOtherBadThing(x, y);
3093 if (ENEMY_CAN_ENTER_FIELD(right_x, right_y))
3094 MovDir[x][y] = right_dir;
3095 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
3096 MovDir[x][y] = left_dir;
3098 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
3100 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
3103 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
3104 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
3106 TestIfBadThingTouchesOtherBadThing(x, y);
3108 if (ENEMY_CAN_ENTER_FIELD(left_x, left_y))
3109 MovDir[x][y] = left_dir;
3110 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
3111 MovDir[x][y] = right_dir;
3113 if ((element == EL_SPACESHIP ||
3114 element == EL_SP_SNIKSNAK ||
3115 element == EL_SP_ELECTRON)
3116 && MovDir[x][y] != old_move_dir)
3118 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
3121 else if (element == EL_YAMYAM)
3123 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
3124 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
3126 if (can_turn_left && can_turn_right)
3127 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3128 else if (can_turn_left)
3129 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3130 else if (can_turn_right)
3131 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3133 MovDir[x][y] = back_dir;
3135 MovDelay[x][y] = 16 + 16 * RND(3);
3137 else if (element == EL_DARK_YAMYAM)
3139 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
3140 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
3142 if (can_turn_left && can_turn_right)
3143 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3144 else if (can_turn_left)
3145 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3146 else if (can_turn_right)
3147 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3149 MovDir[x][y] = back_dir;
3151 MovDelay[x][y] = 16 + 16 * RND(3);
3153 else if (element == EL_PACMAN)
3155 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(left_x, left_y);
3156 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(right_x, right_y);
3158 if (can_turn_left && can_turn_right)
3159 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3160 else if (can_turn_left)
3161 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3162 else if (can_turn_right)
3163 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3165 MovDir[x][y] = back_dir;
3167 MovDelay[x][y] = 6 + RND(40);
3169 else if (element == EL_PIG)
3171 boolean can_turn_left = PIG_CAN_ENTER_FIELD(left_x, left_y);
3172 boolean can_turn_right = PIG_CAN_ENTER_FIELD(right_x, right_y);
3173 boolean can_move_on = PIG_CAN_ENTER_FIELD(move_x, move_y);
3174 boolean should_turn_left, should_turn_right, should_move_on;
3176 int rnd = RND(rnd_value);
3178 should_turn_left = (can_turn_left &&
3180 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
3181 y + back_dy + left_dy)));
3182 should_turn_right = (can_turn_right &&
3184 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
3185 y + back_dy + right_dy)));
3186 should_move_on = (can_move_on &&
3189 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
3190 y + move_dy + left_dy) ||
3191 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
3192 y + move_dy + right_dy)));
3194 if (should_turn_left || should_turn_right || should_move_on)
3196 if (should_turn_left && should_turn_right && should_move_on)
3197 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
3198 rnd < 2 * rnd_value / 3 ? right_dir :
3200 else if (should_turn_left && should_turn_right)
3201 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3202 else if (should_turn_left && should_move_on)
3203 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
3204 else if (should_turn_right && should_move_on)
3205 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
3206 else if (should_turn_left)
3207 MovDir[x][y] = left_dir;
3208 else if (should_turn_right)
3209 MovDir[x][y] = right_dir;
3210 else if (should_move_on)
3211 MovDir[x][y] = old_move_dir;
3213 else if (can_move_on && rnd > rnd_value / 8)
3214 MovDir[x][y] = old_move_dir;
3215 else if (can_turn_left && can_turn_right)
3216 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3217 else if (can_turn_left && rnd > rnd_value / 8)
3218 MovDir[x][y] = left_dir;
3219 else if (can_turn_right && rnd > rnd_value/8)
3220 MovDir[x][y] = right_dir;
3222 MovDir[x][y] = back_dir;
3224 xx = x + move_xy[MovDir[x][y]].x;
3225 yy = y + move_xy[MovDir[x][y]].y;
3227 if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy]))
3228 MovDir[x][y] = old_move_dir;
3232 else if (element == EL_DRAGON)
3234 boolean can_turn_left = IN_LEV_FIELD_AND_IS_FREE(left_x, left_y);
3235 boolean can_turn_right = IN_LEV_FIELD_AND_IS_FREE(right_x, right_y);
3236 boolean can_move_on = IN_LEV_FIELD_AND_IS_FREE(move_x, move_y);
3238 int rnd = RND(rnd_value);
3240 if (can_move_on && rnd > rnd_value / 8)
3241 MovDir[x][y] = old_move_dir;
3242 else if (can_turn_left && can_turn_right)
3243 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3244 else if (can_turn_left && rnd > rnd_value / 8)
3245 MovDir[x][y] = left_dir;
3246 else if (can_turn_right && rnd > rnd_value / 8)
3247 MovDir[x][y] = right_dir;
3249 MovDir[x][y] = back_dir;
3251 xx = x + move_xy[MovDir[x][y]].x;
3252 yy = y + move_xy[MovDir[x][y]].y;
3254 if (!IS_FREE(xx, yy))
3255 MovDir[x][y] = old_move_dir;
3259 else if (element == EL_MOLE)
3261 boolean can_move_on =
3262 (MOLE_CAN_ENTER_FIELD(move_x, move_y,
3263 IS_AMOEBOID(Feld[move_x][move_y]) ||
3264 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
3267 boolean can_turn_left =
3268 (MOLE_CAN_ENTER_FIELD(left_x, left_y,
3269 IS_AMOEBOID(Feld[left_x][left_y])));
3271 boolean can_turn_right =
3272 (MOLE_CAN_ENTER_FIELD(right_x, right_y,
3273 IS_AMOEBOID(Feld[right_x][right_y])));
3275 if (can_turn_left && can_turn_right)
3276 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
3277 else if (can_turn_left)
3278 MovDir[x][y] = left_dir;
3280 MovDir[x][y] = right_dir;
3283 if (MovDir[x][y] != old_move_dir)
3286 else if (element == EL_BALLOON)
3288 MovDir[x][y] = game.balloon_dir;
3291 else if (element == EL_SPRING)
3293 if (MovDir[x][y] & MV_HORIZONTAL &&
3294 (!IN_LEV_FIELD_AND_IS_FREE(move_x, move_y) ||
3295 IN_LEV_FIELD_AND_IS_FREE(x, y + 1)))
3296 MovDir[x][y] = MV_NO_MOVING;
3300 else if (element == EL_ROBOT ||
3301 element == EL_SATELLITE ||
3302 element == EL_PENGUIN)
3304 int attr_x = -1, attr_y = -1;
3315 for (i=0; i<MAX_PLAYERS; i++)
3317 struct PlayerInfo *player = &stored_player[i];
3318 int jx = player->jx, jy = player->jy;
3320 if (!player->active)
3324 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
3332 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
3338 if (element == EL_PENGUIN)
3341 static int xy[4][2] =
3351 int ex = x + xy[i % 4][0];
3352 int ey = y + xy[i % 4][1];
3354 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
3363 MovDir[x][y] = MV_NO_MOVING;
3365 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
3366 else if (attr_x > x)
3367 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
3369 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
3370 else if (attr_y > y)
3371 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
3373 if (element == EL_ROBOT)
3377 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3378 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
3379 Moving2Blocked(x, y, &newx, &newy);
3381 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
3382 MovDelay[x][y] = 8 + 8 * !RND(3);
3384 MovDelay[x][y] = 16;
3386 else if (element == EL_PENGUIN)
3392 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3394 boolean first_horiz = RND(2);
3395 int new_move_dir = MovDir[x][y];
3398 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3399 Moving2Blocked(x, y, &newx, &newy);
3401 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
3405 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3406 Moving2Blocked(x, y, &newx, &newy);
3408 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
3411 MovDir[x][y] = old_move_dir;
3415 else /* (element == EL_SATELLITE) */
3421 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3423 boolean first_horiz = RND(2);
3424 int new_move_dir = MovDir[x][y];
3427 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3428 Moving2Blocked(x, y, &newx, &newy);
3430 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
3434 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3435 Moving2Blocked(x, y, &newx, &newy);
3437 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
3440 MovDir[x][y] = old_move_dir;
3445 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
3446 element_info[element].move_pattern == MV_TURNING_LEFT ||
3447 element_info[element].move_pattern == MV_TURNING_RIGHT)
3449 boolean can_turn_left = ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
3450 boolean can_turn_right = ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
3452 if (element_info[element].move_pattern == MV_TURNING_LEFT)
3453 MovDir[x][y] = left_dir;
3454 else if (element_info[element].move_pattern == MV_TURNING_RIGHT)
3455 MovDir[x][y] = right_dir;
3456 else if (can_turn_left && can_turn_right)
3457 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3458 else if (can_turn_left)
3459 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3460 else if (can_turn_right)
3461 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3463 MovDir[x][y] = back_dir;
3465 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3467 else if (element_info[element].move_pattern == MV_HORIZONTAL ||
3468 element_info[element].move_pattern == MV_VERTICAL)
3470 if (element_info[element].move_pattern & old_move_dir)
3471 MovDir[x][y] = back_dir;
3472 else if (element_info[element].move_pattern == MV_HORIZONTAL)
3473 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
3474 else if (element_info[element].move_pattern == MV_VERTICAL)
3475 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
3477 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3479 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
3481 MovDir[x][y] = element_info[element].move_pattern;
3482 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3484 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE)
3486 if (ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
3487 MovDir[x][y] = left_dir;
3488 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3489 MovDir[x][y] = right_dir;
3491 if (MovDir[x][y] != old_move_dir)
3492 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3494 else if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
3496 if (ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
3497 MovDir[x][y] = right_dir;
3498 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3499 MovDir[x][y] = left_dir;
3501 if (MovDir[x][y] != old_move_dir)
3502 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3504 else if (element_info[element].move_pattern == MV_TOWARDS_PLAYER ||
3505 element_info[element].move_pattern == MV_AWAY_FROM_PLAYER)
3507 int attr_x = -1, attr_y = -1;
3510 (element_info[element].move_pattern == MV_AWAY_FROM_PLAYER);
3521 for (i=0; i<MAX_PLAYERS; i++)
3523 struct PlayerInfo *player = &stored_player[i];
3524 int jx = player->jx, jy = player->jy;
3526 if (!player->active)
3530 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
3538 MovDir[x][y] = MV_NO_MOVING;
3540 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
3541 else if (attr_x > x)
3542 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
3544 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
3545 else if (attr_y > y)
3546 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
3548 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3550 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3552 boolean first_horiz = RND(2);
3553 int new_move_dir = MovDir[x][y];
3556 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3557 Moving2Blocked(x, y, &newx, &newy);
3559 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
3563 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3564 Moving2Blocked(x, y, &newx, &newy);
3566 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
3569 MovDir[x][y] = old_move_dir;
3574 static boolean JustBeingPushed(int x, int y)
3578 for (i=0; i<MAX_PLAYERS; i++)
3580 struct PlayerInfo *player = &stored_player[i];
3582 if (player->active && player->Pushing && player->MovPos)
3584 int next_jx = player->jx + (player->jx - player->last_jx);
3585 int next_jy = player->jy + (player->jy - player->last_jy);
3587 if (x == next_jx && y == next_jy)
3595 void StartMoving(int x, int y)
3597 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
3598 boolean started_moving = FALSE; /* some elements can fall _and_ move */
3599 int element = Feld[x][y];
3604 /* !!! this should be handled more generic (not only for mole) !!! */
3605 if (element != EL_MOLE && GfxAction[x][y] != ACTION_DIGGING)
3606 GfxAction[x][y] = ACTION_DEFAULT;
3608 if (CAN_FALL(element) && y < lev_fieldy - 1)
3610 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
3611 if (JustBeingPushed(x, y))
3614 if (element == EL_QUICKSAND_FULL)
3616 if (IS_FREE(x, y + 1))
3618 InitMovingField(x, y, MV_DOWN);
3619 started_moving = TRUE;
3621 Feld[x][y] = EL_QUICKSAND_EMPTYING;
3622 Store[x][y] = EL_ROCK;
3624 PlaySoundLevelAction(x, y, ACTION_EMPTYING);
3626 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
3629 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3631 if (!MovDelay[x][y])
3632 MovDelay[x][y] = TILEY + 1;
3641 Feld[x][y] = EL_QUICKSAND_EMPTY;
3642 Feld[x][y + 1] = EL_QUICKSAND_FULL;
3643 Store[x][y + 1] = Store[x][y];
3646 PlaySoundLevelAction(x, y, ACTION_FILLING);
3648 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3652 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
3653 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3655 InitMovingField(x, y, MV_DOWN);
3656 started_moving = TRUE;
3658 Feld[x][y] = EL_QUICKSAND_FILLING;
3659 Store[x][y] = element;
3661 PlaySoundLevelAction(x, y, ACTION_FILLING);
3663 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3666 else if (element == EL_MAGIC_WALL_FULL)
3668 if (IS_FREE(x, y + 1))
3670 InitMovingField(x, y, MV_DOWN);
3671 started_moving = TRUE;
3673 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
3674 Store[x][y] = EL_CHANGED(Store[x][y]);
3676 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3678 if (!MovDelay[x][y])
3679 MovDelay[x][y] = TILEY/4 + 1;
3688 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
3689 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
3690 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
3694 else if (element == EL_BD_MAGIC_WALL_FULL)
3696 if (IS_FREE(x, y + 1))
3698 InitMovingField(x, y, MV_DOWN);
3699 started_moving = TRUE;
3701 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
3702 Store[x][y] = EL_CHANGED2(Store[x][y]);
3704 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3706 if (!MovDelay[x][y])
3707 MovDelay[x][y] = TILEY/4 + 1;
3716 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
3717 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
3718 Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
3722 else if (CAN_PASS_MAGIC_WALL(element) &&
3723 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3724 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3726 InitMovingField(x, y, MV_DOWN);
3727 started_moving = TRUE;
3730 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
3731 EL_BD_MAGIC_WALL_FILLING);
3732 Store[x][y] = element;
3735 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID)
3737 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
3742 InitMovingField(x, y, MV_DOWN);
3743 started_moving = TRUE;
3745 Store[x][y] = EL_ACID;
3747 /* !!! TEST !!! better use "_FALLING" etc. !!! */
3748 GfxAction[x][y + 1] = ACTION_ACTIVE;
3753 else if (game.engine_version < RELEASE_IDENT(2,2,0,7) &&
3754 CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3755 JustStopped[x][y] && !Pushed[x][y + 1])
3757 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3761 /* calling "Impact()" here is not only completely unneccessary
3762 (because it already gets called from "ContinueMoving()" in
3763 all relevant situations), but also completely bullshit, because
3764 "JustStopped" also indicates a finished *horizontal* movement;
3765 we must keep this trash for backwards compatibility with older
3771 else if (IS_FREE(x, y + 1) && element == EL_SPRING && use_spring_bug)
3773 if (MovDir[x][y] == MV_NO_MOVING)
3775 InitMovingField(x, y, MV_DOWN);
3776 started_moving = TRUE;
3779 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
3781 if (JustStopped[x][y]) /* prevent animation from being restarted */
3782 MovDir[x][y] = MV_DOWN;
3784 InitMovingField(x, y, MV_DOWN);
3785 started_moving = TRUE;
3787 else if (element == EL_AMOEBA_DROP)
3789 Feld[x][y] = EL_AMOEBA_GROWING;
3790 Store[x][y] = EL_AMOEBA_WET;
3792 /* Store[x][y + 1] must be zero, because:
3793 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY
3796 #if OLD_GAME_BEHAVIOUR
3797 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1])
3799 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] &&
3800 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3801 element != EL_DX_SUPABOMB)
3804 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
3805 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
3806 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3807 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
3810 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
3811 (IS_FREE(x - 1, y + 1) ||
3812 Feld[x - 1][y + 1] == EL_ACID));
3813 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
3814 (IS_FREE(x + 1, y + 1) ||
3815 Feld[x + 1][y + 1] == EL_ACID));
3816 boolean can_fall_any = (can_fall_left || can_fall_right);
3817 boolean can_fall_both = (can_fall_left && can_fall_right);
3819 if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
3821 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
3823 if (slippery_type == SLIPPERY_ONLY_LEFT)
3824 can_fall_right = FALSE;
3825 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
3826 can_fall_left = FALSE;
3827 else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
3828 can_fall_right = FALSE;
3829 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
3830 can_fall_left = FALSE;
3832 can_fall_any = (can_fall_left || can_fall_right);
3833 can_fall_both = (can_fall_left && can_fall_right);
3838 if (can_fall_both &&
3839 (game.emulation != EMU_BOULDERDASH &&
3840 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
3841 can_fall_left = !(can_fall_right = RND(2));
3843 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
3844 started_moving = TRUE;
3847 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
3849 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
3850 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
3851 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
3852 int belt_dir = game.belt_dir[belt_nr];
3854 if ((belt_dir == MV_LEFT && left_is_free) ||
3855 (belt_dir == MV_RIGHT && right_is_free))
3857 InitMovingField(x, y, belt_dir);
3858 started_moving = TRUE;
3860 GfxAction[x][y] = ACTION_DEFAULT;
3865 /* not "else if" because of elements that can fall and move (EL_SPRING) */
3866 if (CAN_MOVE(element) && !started_moving)
3870 if ((element == EL_SATELLITE ||
3871 element == EL_BALLOON ||
3872 element == EL_SPRING)
3873 && JustBeingPushed(x, y))
3878 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
3879 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
3881 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
3883 Moving2Blocked(x, y, &newx, &newy);
3884 if (Feld[newx][newy] == EL_BLOCKED)
3885 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
3890 if (!MovDelay[x][y]) /* start new movement phase */
3892 /* all objects that can change their move direction after each step
3893 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
3895 if (element != EL_YAMYAM &&
3896 element != EL_DARK_YAMYAM &&
3897 element != EL_PACMAN &&
3898 !(element_info[element].move_pattern & MV_ANY_DIRECTION) &&
3899 element_info[element].move_pattern != MV_TURNING_LEFT &&
3900 element_info[element].move_pattern != MV_TURNING_RIGHT)
3904 if (MovDelay[x][y] && (element == EL_BUG ||
3905 element == EL_SPACESHIP ||
3906 element == EL_SP_SNIKSNAK ||
3907 element == EL_SP_ELECTRON ||
3908 element == EL_MOLE))
3909 DrawLevelField(x, y);
3913 if (MovDelay[x][y]) /* wait some time before next movement */
3918 if (element == EL_YAMYAM)
3921 el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT));
3922 DrawLevelElementAnimation(x, y, element);
3926 if (MovDelay[x][y]) /* element still has to wait some time */
3929 /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
3930 ResetGfxAnimation(x, y);
3932 GfxAction[x][y] = ACTION_WAITING;
3935 if (element == EL_ROBOT ||
3937 element == EL_PACMAN ||
3939 element == EL_YAMYAM ||
3940 element == EL_DARK_YAMYAM)
3943 DrawLevelElementAnimation(x, y, element);
3945 DrawLevelElementAnimationIfNeeded(x, y, element);
3947 PlaySoundLevelAction(x, y, ACTION_WAITING);
3949 else if (element == EL_SP_ELECTRON)
3950 DrawLevelElementAnimationIfNeeded(x, y, element);
3951 else if (element == EL_DRAGON)
3954 int dir = MovDir[x][y];
3955 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
3956 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
3957 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
3958 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
3959 dir == MV_UP ? IMG_FLAMES_1_UP :
3960 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
3961 int frame = getGraphicAnimationFrame(graphic, -1);
3963 for (i=1; i<=3; i++)
3965 int xx = x + i*dx, yy = y + i*dy;
3966 int sx = SCREENX(xx), sy = SCREENY(yy);
3967 int flame_graphic = graphic + (i - 1);
3969 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
3974 int flamed = MovingOrBlocked2Element(xx, yy);
3976 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_FIRE(flamed))
3979 RemoveMovingField(xx, yy);
3981 Feld[xx][yy] = EL_FLAMES;
3982 if (IN_SCR_FIELD(sx, sy))
3983 DrawGraphic(sx, sy, flame_graphic, frame);
3987 if (Feld[xx][yy] == EL_FLAMES)
3988 Feld[xx][yy] = EL_EMPTY;
3989 DrawLevelField(xx, yy);
3994 if (MovDelay[x][y]) /* element still has to wait some time */
3996 PlaySoundLevelAction(x, y, ACTION_WAITING);
4001 /* special case of "moving" animation of waiting elements (FIX THIS !!!);
4002 for all other elements GfxAction will be set by InitMovingField() */
4003 if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
4004 GfxAction[x][y] = ACTION_MOVING;
4007 /* now make next step */
4009 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
4011 if (DONT_COLLIDE_WITH(element) && IS_PLAYER(newx, newy) &&
4012 !PLAYER_PROTECTED(newx, newy))
4015 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
4018 /* player killed by element which is deadly when colliding with */
4020 KillHero(PLAYERINFO(newx, newy));
4025 else if ((element == EL_PENGUIN ||
4026 element == EL_ROBOT ||
4027 element == EL_SATELLITE ||
4028 element == EL_BALLOON ||
4029 IS_CUSTOM_ELEMENT(element)) &&
4030 IN_LEV_FIELD(newx, newy) &&
4031 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
4034 Store[x][y] = EL_ACID;
4036 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
4038 if (Feld[newx][newy] == EL_EXIT_OPEN)
4040 Feld[x][y] = EL_EMPTY;
4041 DrawLevelField(x, y);
4043 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING);
4044 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
4045 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
4047 local_player->friends_still_needed--;
4048 if (!local_player->friends_still_needed &&
4049 !local_player->GameOver && AllPlayersGone)
4050 local_player->LevelSolved = local_player->GameOver = TRUE;
4054 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
4056 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
4057 DrawLevelField(newx, newy);
4059 MovDir[x][y] = MV_NO_MOVING;
4061 else if (!IS_FREE(newx, newy))
4063 GfxAction[x][y] = ACTION_WAITING;
4065 if (IS_PLAYER(x, y))
4066 DrawPlayerField(x, y);
4068 DrawLevelField(x, y);
4072 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
4074 if (IS_FOOD_PIG(Feld[newx][newy]))
4076 if (IS_MOVING(newx, newy))
4077 RemoveMovingField(newx, newy);
4080 Feld[newx][newy] = EL_EMPTY;
4081 DrawLevelField(newx, newy);
4084 PlaySoundLevel(x, y, SND_PIG_DIGGING);
4086 else if (!IS_FREE(newx, newy))
4088 if (IS_PLAYER(x, y))
4089 DrawPlayerField(x, y);
4091 DrawLevelField(x, y);
4095 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
4097 if (!IS_FREE(newx, newy))
4099 if (IS_PLAYER(x, y))
4100 DrawPlayerField(x, y);
4102 DrawLevelField(x, y);
4107 boolean wanna_flame = !RND(10);
4108 int dx = newx - x, dy = newy - y;
4109 int newx1 = newx+1*dx, newy1 = newy+1*dy;
4110 int newx2 = newx+2*dx, newy2 = newy+2*dy;
4111 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
4112 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
4113 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
4114 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
4117 IS_CLASSIC_ENEMY(element1) ||
4118 IS_CLASSIC_ENEMY(element2)) &&
4119 element1 != EL_DRAGON && element2 != EL_DRAGON &&
4120 element1 != EL_FLAMES && element2 != EL_FLAMES)
4122 if (IS_PLAYER(x, y))
4123 DrawPlayerField(x, y);
4125 DrawLevelField(x, y);
4127 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
4129 MovDelay[x][y] = 50;
4130 Feld[newx][newy] = EL_FLAMES;
4131 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
4132 Feld[newx1][newy1] = EL_FLAMES;
4133 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
4134 Feld[newx2][newy2] = EL_FLAMES;
4139 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
4140 Feld[newx][newy] == EL_DIAMOND)
4142 if (IS_MOVING(newx, newy))
4143 RemoveMovingField(newx, newy);
4146 Feld[newx][newy] = EL_EMPTY;
4147 DrawLevelField(newx, newy);
4150 PlaySoundLevel(x, y, SND_YAMYAM_DIGGING);
4152 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
4153 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
4155 if (AmoebaNr[newx][newy])
4157 AmoebaCnt2[AmoebaNr[newx][newy]]--;
4158 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
4159 Feld[newx][newy] == EL_BD_AMOEBA)
4160 AmoebaCnt[AmoebaNr[newx][newy]]--;
4163 if (IS_MOVING(newx, newy))
4164 RemoveMovingField(newx, newy);
4167 Feld[newx][newy] = EL_EMPTY;
4168 DrawLevelField(newx, newy);
4171 PlaySoundLevel(x, y, SND_DARK_YAMYAM_DIGGING);
4173 else if ((element == EL_PACMAN || element == EL_MOLE)
4174 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
4176 if (AmoebaNr[newx][newy])
4178 AmoebaCnt2[AmoebaNr[newx][newy]]--;
4179 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
4180 Feld[newx][newy] == EL_BD_AMOEBA)
4181 AmoebaCnt[AmoebaNr[newx][newy]]--;
4184 if (element == EL_MOLE)
4186 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
4187 PlaySoundLevel(x, y, SND_MOLE_DIGGING);
4189 ResetGfxAnimation(x, y);
4190 GfxAction[x][y] = ACTION_DIGGING;
4191 DrawLevelField(x, y);
4193 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
4194 return; /* wait for shrinking amoeba */
4196 else /* element == EL_PACMAN */
4198 Feld[newx][newy] = EL_EMPTY;
4199 DrawLevelField(newx, newy);
4200 PlaySoundLevel(x, y, SND_PACMAN_DIGGING);
4203 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
4204 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
4205 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
4207 /* wait for shrinking amoeba to completely disappear */
4210 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
4212 /* object was running against a wall */
4217 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
4218 DrawLevelElementAnimation(x, y, element);
4220 if (element == EL_BUG ||
4221 element == EL_SPACESHIP ||
4222 element == EL_SP_SNIKSNAK)
4223 DrawLevelField(x, y);
4224 else if (element == EL_MOLE)
4225 DrawLevelField(x, y);
4226 else if (element == EL_BD_BUTTERFLY ||
4227 element == EL_BD_FIREFLY)
4228 DrawLevelElementAnimationIfNeeded(x, y, element);
4229 else if (element == EL_SATELLITE)
4230 DrawLevelElementAnimationIfNeeded(x, y, element);
4231 else if (element == EL_SP_ELECTRON)
4232 DrawLevelElementAnimationIfNeeded(x, y, element);
4235 if (DONT_TOUCH(element))
4236 TestIfBadThingTouchesHero(x, y);
4239 PlaySoundLevelAction(x, y, ACTION_WAITING);
4245 InitMovingField(x, y, MovDir[x][y]);
4247 PlaySoundLevelAction(x, y, ACTION_MOVING);
4251 ContinueMoving(x, y);
4254 void ContinueMoving(int x, int y)
4256 int element = Feld[x][y];
4257 int direction = MovDir[x][y];
4258 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4259 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4260 int newx = x + dx, newy = y + dy;
4261 int nextx = newx + dx, nexty = newy + dy;
4262 boolean pushed = Pushed[x][y];
4264 MovPos[x][y] += getElementMoveStepsize(x, y);
4266 if (pushed) /* special case: moving object pushed by player */
4267 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
4269 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
4271 Feld[x][y] = EL_EMPTY;
4272 Feld[newx][newy] = element;
4273 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
4275 if (element == EL_MOLE)
4277 Feld[x][y] = EL_SAND;
4279 DrawLevelFieldCrumbledSandNeighbours(x, y);
4281 else if (element == EL_QUICKSAND_FILLING)
4283 element = Feld[newx][newy] = get_next_element(element);
4284 Store[newx][newy] = Store[x][y];
4286 else if (element == EL_QUICKSAND_EMPTYING)
4288 Feld[x][y] = get_next_element(element);
4289 element = Feld[newx][newy] = Store[x][y];
4291 else if (element == EL_MAGIC_WALL_FILLING)
4293 element = Feld[newx][newy] = get_next_element(element);
4294 if (!game.magic_wall_active)
4295 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
4296 Store[newx][newy] = Store[x][y];
4298 else if (element == EL_MAGIC_WALL_EMPTYING)
4300 Feld[x][y] = get_next_element(element);
4301 if (!game.magic_wall_active)
4302 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4303 element = Feld[newx][newy] = Store[x][y];
4305 else if (element == EL_BD_MAGIC_WALL_FILLING)
4307 element = Feld[newx][newy] = get_next_element(element);
4308 if (!game.magic_wall_active)
4309 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
4310 Store[newx][newy] = Store[x][y];
4312 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
4314 Feld[x][y] = get_next_element(element);
4315 if (!game.magic_wall_active)
4316 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
4317 element = Feld[newx][newy] = Store[x][y];
4319 else if (element == EL_AMOEBA_DROPPING)
4321 Feld[x][y] = get_next_element(element);
4322 element = Feld[newx][newy] = Store[x][y];
4324 else if (element == EL_SOKOBAN_OBJECT)
4327 Feld[x][y] = Back[x][y];
4329 if (Back[newx][newy])
4330 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
4332 Back[x][y] = Back[newx][newy] = 0;
4334 else if (Store[x][y] == EL_ACID)
4336 element = Feld[newx][newy] = EL_ACID;
4340 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
4341 MovDelay[newx][newy] = 0;
4343 /* copy element change control values to new field */
4344 ChangeDelay[newx][newy] = ChangeDelay[x][y];
4346 /* copy animation control values to new field */
4347 GfxFrame[newx][newy] = GfxFrame[x][y];
4348 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
4349 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
4351 Pushed[x][y] = Pushed[newx][newy] = FALSE;
4353 ResetGfxAnimation(x, y); /* reset animation values for old field */
4356 /* 2.1.1 (does not work correctly for spring) */
4357 if (!CAN_MOVE(element))
4358 MovDir[newx][newy] = 0;
4362 /* (does not work for falling objects that slide horizontally) */
4363 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
4364 MovDir[newx][newy] = 0;
4367 if (!CAN_MOVE(element) ||
4368 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
4369 MovDir[newx][newy] = 0;
4372 if (!CAN_MOVE(element) ||
4373 (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN))
4374 MovDir[newx][newy] = 0;
4378 DrawLevelField(x, y);
4379 DrawLevelField(newx, newy);
4381 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
4383 if (!pushed) /* special case: moving object pushed by player */
4384 JustStopped[newx][newy] = 3;
4386 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
4388 TestIfBadThingTouchesHero(newx, newy);
4389 TestIfBadThingTouchesFriend(newx, newy);
4390 TestIfBadThingTouchesOtherBadThing(newx, newy);
4392 else if (element == EL_PENGUIN)
4393 TestIfFriendTouchesBadThing(newx, newy);
4395 if (CAN_FALL(element) && direction == MV_DOWN &&
4396 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
4399 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
4400 CheckElementChange(newx, newy, element, CE_COLLISION);
4402 TestIfPlayerTouchesCustomElement(newx, newy);
4403 TestIfElementTouchesCustomElement(newx, newy);
4405 else /* still moving on */
4407 DrawLevelField(x, y);
4411 int AmoebeNachbarNr(int ax, int ay)
4414 int element = Feld[ax][ay];
4416 static int xy[4][2] =
4426 int x = ax + xy[i][0];
4427 int y = ay + xy[i][1];
4429 if (!IN_LEV_FIELD(x, y))
4432 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
4433 group_nr = AmoebaNr[x][y];
4439 void AmoebenVereinigen(int ax, int ay)
4441 int i, x, y, xx, yy;
4442 int new_group_nr = AmoebaNr[ax][ay];
4443 static int xy[4][2] =
4451 if (new_group_nr == 0)
4459 if (!IN_LEV_FIELD(x, y))
4462 if ((Feld[x][y] == EL_AMOEBA_FULL ||
4463 Feld[x][y] == EL_BD_AMOEBA ||
4464 Feld[x][y] == EL_AMOEBA_DEAD) &&
4465 AmoebaNr[x][y] != new_group_nr)
4467 int old_group_nr = AmoebaNr[x][y];
4469 if (old_group_nr == 0)
4472 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
4473 AmoebaCnt[old_group_nr] = 0;
4474 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
4475 AmoebaCnt2[old_group_nr] = 0;
4477 for (yy=0; yy<lev_fieldy; yy++)
4479 for (xx=0; xx<lev_fieldx; xx++)
4481 if (AmoebaNr[xx][yy] == old_group_nr)
4482 AmoebaNr[xx][yy] = new_group_nr;
4489 void AmoebeUmwandeln(int ax, int ay)
4493 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
4495 int group_nr = AmoebaNr[ax][ay];
4500 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
4501 printf("AmoebeUmwandeln(): This should never happen!\n");
4506 for (y=0; y<lev_fieldy; y++)
4508 for (x=0; x<lev_fieldx; x++)
4510 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
4513 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
4517 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
4518 SND_AMOEBA_TURNING_TO_GEM :
4519 SND_AMOEBA_TURNING_TO_ROCK));
4524 static int xy[4][2] =
4537 if (!IN_LEV_FIELD(x, y))
4540 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
4542 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
4543 SND_AMOEBA_TURNING_TO_GEM :
4544 SND_AMOEBA_TURNING_TO_ROCK));
4551 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
4554 int group_nr = AmoebaNr[ax][ay];
4555 boolean done = FALSE;
4560 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
4561 printf("AmoebeUmwandelnBD(): This should never happen!\n");
4566 for (y=0; y<lev_fieldy; y++)
4568 for (x=0; x<lev_fieldx; x++)
4570 if (AmoebaNr[x][y] == group_nr &&
4571 (Feld[x][y] == EL_AMOEBA_DEAD ||
4572 Feld[x][y] == EL_BD_AMOEBA ||
4573 Feld[x][y] == EL_AMOEBA_GROWING))
4576 Feld[x][y] = new_element;
4577 InitField(x, y, FALSE);
4578 DrawLevelField(x, y);
4585 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
4586 SND_BD_AMOEBA_TURNING_TO_ROCK :
4587 SND_BD_AMOEBA_TURNING_TO_GEM));
4590 void AmoebeWaechst(int x, int y)
4592 static unsigned long sound_delay = 0;
4593 static unsigned long sound_delay_value = 0;
4595 if (!MovDelay[x][y]) /* start new growing cycle */
4599 if (DelayReached(&sound_delay, sound_delay_value))
4602 PlaySoundLevelElementAction(x, y, Store[x][y], ACTION_GROWING);
4604 if (Store[x][y] == EL_BD_AMOEBA)
4605 PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
4607 PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
4609 sound_delay_value = 30;
4613 if (MovDelay[x][y]) /* wait some time before growing bigger */
4616 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4618 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
4619 6 - MovDelay[x][y]);
4621 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
4624 if (!MovDelay[x][y])
4626 Feld[x][y] = Store[x][y];
4628 DrawLevelField(x, y);
4633 void AmoebaDisappearing(int x, int y)
4635 static unsigned long sound_delay = 0;
4636 static unsigned long sound_delay_value = 0;
4638 if (!MovDelay[x][y]) /* start new shrinking cycle */
4642 if (DelayReached(&sound_delay, sound_delay_value))
4643 sound_delay_value = 30;
4646 if (MovDelay[x][y]) /* wait some time before shrinking */
4649 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4651 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
4652 6 - MovDelay[x][y]);
4654 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
4657 if (!MovDelay[x][y])
4659 Feld[x][y] = EL_EMPTY;
4660 DrawLevelField(x, y);
4662 /* don't let mole enter this field in this cycle;
4663 (give priority to objects falling to this field from above) */
4669 void AmoebeAbleger(int ax, int ay)
4672 int element = Feld[ax][ay];
4673 int graphic = el2img(element);
4674 int newax = ax, neway = ay;
4675 static int xy[4][2] =
4683 if (!level.amoeba_speed)
4685 Feld[ax][ay] = EL_AMOEBA_DEAD;
4686 DrawLevelField(ax, ay);
4690 if (IS_ANIMATED(graphic))
4691 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4693 if (!MovDelay[ax][ay]) /* start making new amoeba field */
4694 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
4696 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
4699 if (MovDelay[ax][ay])
4703 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
4706 int x = ax + xy[start][0];
4707 int y = ay + xy[start][1];
4709 if (!IN_LEV_FIELD(x, y))
4712 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
4713 if (IS_FREE(x, y) ||
4714 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4720 if (newax == ax && neway == ay)
4723 else /* normal or "filled" (BD style) amoeba */
4726 boolean waiting_for_player = FALSE;
4730 int j = (start + i) % 4;
4731 int x = ax + xy[j][0];
4732 int y = ay + xy[j][1];
4734 if (!IN_LEV_FIELD(x, y))
4737 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
4738 if (IS_FREE(x, y) ||
4739 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4745 else if (IS_PLAYER(x, y))
4746 waiting_for_player = TRUE;
4749 if (newax == ax && neway == ay) /* amoeba cannot grow */
4751 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
4753 Feld[ax][ay] = EL_AMOEBA_DEAD;
4754 DrawLevelField(ax, ay);
4755 AmoebaCnt[AmoebaNr[ax][ay]]--;
4757 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
4759 if (element == EL_AMOEBA_FULL)
4760 AmoebeUmwandeln(ax, ay);
4761 else if (element == EL_BD_AMOEBA)
4762 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
4767 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
4769 /* amoeba gets larger by growing in some direction */
4771 int new_group_nr = AmoebaNr[ax][ay];
4774 if (new_group_nr == 0)
4776 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
4777 printf("AmoebeAbleger(): This should never happen!\n");
4782 AmoebaNr[newax][neway] = new_group_nr;
4783 AmoebaCnt[new_group_nr]++;
4784 AmoebaCnt2[new_group_nr]++;
4786 /* if amoeba touches other amoeba(s) after growing, unify them */
4787 AmoebenVereinigen(newax, neway);
4789 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
4791 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
4797 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
4798 (neway == lev_fieldy - 1 && newax != ax))
4800 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
4801 Store[newax][neway] = element;
4803 else if (neway == ay)
4805 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
4807 PlaySoundLevelAction(newax, neway, ACTION_GROWING);
4809 PlaySoundLevel(newax, neway, SND_AMOEBA_GROWING);
4814 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
4815 Feld[ax][ay] = EL_AMOEBA_DROPPING;
4816 Store[ax][ay] = EL_AMOEBA_DROP;
4817 ContinueMoving(ax, ay);
4821 DrawLevelField(newax, neway);
4824 void Life(int ax, int ay)
4827 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
4829 int element = Feld[ax][ay];
4830 int graphic = el2img(element);
4831 boolean changed = FALSE;
4833 if (IS_ANIMATED(graphic))
4834 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4839 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
4840 MovDelay[ax][ay] = life_time;
4842 if (MovDelay[ax][ay]) /* wait some time before next cycle */
4845 if (MovDelay[ax][ay])
4849 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
4851 int xx = ax+x1, yy = ay+y1;
4854 if (!IN_LEV_FIELD(xx, yy))
4857 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
4859 int x = xx+x2, y = yy+y2;
4861 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
4864 if (((Feld[x][y] == element ||
4865 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
4867 (IS_FREE(x, y) && Stop[x][y]))
4871 if (xx == ax && yy == ay) /* field in the middle */
4873 if (nachbarn < life[0] || nachbarn > life[1])
4875 Feld[xx][yy] = EL_EMPTY;
4877 DrawLevelField(xx, yy);
4878 Stop[xx][yy] = TRUE;
4882 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
4883 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
4884 { /* free border field */
4885 if (nachbarn >= life[2] && nachbarn <= life[3])
4887 Feld[xx][yy] = element;
4888 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
4890 DrawLevelField(xx, yy);
4891 Stop[xx][yy] = TRUE;
4898 PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
4899 SND_GAME_OF_LIFE_GROWING);
4902 static void InitRobotWheel(int x, int y)
4904 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4907 static void RunRobotWheel(int x, int y)
4909 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
4912 static void StopRobotWheel(int x, int y)
4914 if (ZX == x && ZY == y)
4918 static void InitTimegateWheel(int x, int y)
4920 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4923 static void RunTimegateWheel(int x, int y)
4925 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
4928 void CheckExit(int x, int y)
4930 if (local_player->gems_still_needed > 0 ||
4931 local_player->sokobanfields_still_needed > 0 ||
4932 local_player->lights_still_needed > 0)
4934 int element = Feld[x][y];
4935 int graphic = el2img(element);
4937 if (IS_ANIMATED(graphic))
4938 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4943 Feld[x][y] = EL_EXIT_OPENING;
4945 PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING);
4948 void CheckExitSP(int x, int y)
4950 if (local_player->gems_still_needed > 0)
4952 int element = Feld[x][y];
4953 int graphic = el2img(element);
4955 if (IS_ANIMATED(graphic))
4956 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4961 Feld[x][y] = EL_SP_EXIT_OPEN;
4963 PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
4966 static void CloseAllOpenTimegates()
4970 for (y=0; y<lev_fieldy; y++)
4972 for (x=0; x<lev_fieldx; x++)
4974 int element = Feld[x][y];
4976 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4978 Feld[x][y] = EL_TIMEGATE_CLOSING;
4980 PlaySoundLevelAction(x, y, ACTION_CLOSING);
4982 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4989 void EdelsteinFunkeln(int x, int y)
4991 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4994 if (Feld[x][y] == EL_BD_DIAMOND)
4997 if (MovDelay[x][y] == 0) /* next animation frame */
4998 MovDelay[x][y] = 11 * !SimpleRND(500);
5000 if (MovDelay[x][y] != 0) /* wait some time before next frame */
5004 if (setup.direct_draw && MovDelay[x][y])
5005 SetDrawtoField(DRAW_BUFFERED);
5007 DrawLevelElementAnimation(x, y, Feld[x][y]);
5009 if (MovDelay[x][y] != 0)
5011 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
5012 10 - MovDelay[x][y]);
5014 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
5016 if (setup.direct_draw)
5020 dest_x = FX + SCREENX(x) * TILEX;
5021 dest_y = FY + SCREENY(y) * TILEY;
5023 BlitBitmap(drawto_field, window,
5024 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
5025 SetDrawtoField(DRAW_DIRECT);
5031 void MauerWaechst(int x, int y)
5035 if (!MovDelay[x][y]) /* next animation frame */
5036 MovDelay[x][y] = 3 * delay;
5038 if (MovDelay[x][y]) /* wait some time before next frame */
5042 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5044 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
5045 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
5047 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5050 if (!MovDelay[x][y])
5052 if (MovDir[x][y] == MV_LEFT)
5054 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
5055 DrawLevelField(x - 1, y);
5057 else if (MovDir[x][y] == MV_RIGHT)
5059 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
5060 DrawLevelField(x + 1, y);
5062 else if (MovDir[x][y] == MV_UP)
5064 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
5065 DrawLevelField(x, y - 1);
5069 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
5070 DrawLevelField(x, y + 1);
5073 Feld[x][y] = Store[x][y];
5075 MovDir[x][y] = MV_NO_MOVING;
5076 DrawLevelField(x, y);
5081 void MauerAbleger(int ax, int ay)
5083 int element = Feld[ax][ay];
5084 int graphic = el2img(element);
5085 boolean oben_frei = FALSE, unten_frei = FALSE;
5086 boolean links_frei = FALSE, rechts_frei = FALSE;
5087 boolean oben_massiv = FALSE, unten_massiv = FALSE;
5088 boolean links_massiv = FALSE, rechts_massiv = FALSE;
5089 boolean new_wall = FALSE;
5091 if (IS_ANIMATED(graphic))
5092 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
5094 if (!MovDelay[ax][ay]) /* start building new wall */
5095 MovDelay[ax][ay] = 6;
5097 if (MovDelay[ax][ay]) /* wait some time before building new wall */
5100 if (MovDelay[ax][ay])
5104 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
5106 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
5108 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
5110 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
5113 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
5114 element == EL_EXPANDABLE_WALL_ANY)
5118 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
5119 Store[ax][ay-1] = element;
5120 MovDir[ax][ay-1] = MV_UP;
5121 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
5122 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
5123 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
5128 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
5129 Store[ax][ay+1] = element;
5130 MovDir[ax][ay+1] = MV_DOWN;
5131 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
5132 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
5133 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
5138 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5139 element == EL_EXPANDABLE_WALL_ANY ||
5140 element == EL_EXPANDABLE_WALL)
5144 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
5145 Store[ax-1][ay] = element;
5146 MovDir[ax-1][ay] = MV_LEFT;
5147 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
5148 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
5149 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
5155 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
5156 Store[ax+1][ay] = element;
5157 MovDir[ax+1][ay] = MV_RIGHT;
5158 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
5159 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
5160 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
5165 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
5166 DrawLevelField(ax, ay);
5168 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
5170 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
5171 unten_massiv = TRUE;
5172 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
5173 links_massiv = TRUE;
5174 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
5175 rechts_massiv = TRUE;
5177 if (((oben_massiv && unten_massiv) ||
5178 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5179 element == EL_EXPANDABLE_WALL) &&
5180 ((links_massiv && rechts_massiv) ||
5181 element == EL_EXPANDABLE_WALL_VERTICAL))
5182 Feld[ax][ay] = EL_WALL;
5186 PlaySoundLevelAction(ax, ay, ACTION_GROWING);
5188 PlaySoundLevel(ax, ay, SND_EXPANDABLE_WALL_GROWING);
5192 void CheckForDragon(int x, int y)
5195 boolean dragon_found = FALSE;
5196 static int xy[4][2] =
5208 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
5210 if (IN_LEV_FIELD(xx, yy) &&
5211 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
5213 if (Feld[xx][yy] == EL_DRAGON)
5214 dragon_found = TRUE;
5227 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
5229 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
5231 Feld[xx][yy] = EL_EMPTY;
5232 DrawLevelField(xx, yy);
5241 static void InitBuggyBase(int x, int y)
5243 int element = Feld[x][y];
5244 int activating_delay = FRAMES_PER_SECOND / 4;
5247 (element == EL_SP_BUGGY_BASE ?
5248 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
5249 element == EL_SP_BUGGY_BASE_ACTIVATING ?
5251 element == EL_SP_BUGGY_BASE_ACTIVE ?
5252 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
5255 static void WarnBuggyBase(int x, int y)
5258 static int xy[4][2] =
5268 int xx = x + xy[i][0], yy = y + xy[i][1];
5270 if (IS_PLAYER(xx, yy))
5272 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
5279 static void InitTrap(int x, int y)
5281 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
5284 static void ActivateTrap(int x, int y)
5286 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
5289 static void ChangeActiveTrap(int x, int y)
5291 int graphic = IMG_TRAP_ACTIVE;
5293 /* if new animation frame was drawn, correct crumbled sand border */
5294 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
5295 DrawLevelFieldCrumbledSand(x, y);
5298 static void ChangeElementNowExt(int x, int y, int target_element)
5300 #if 0 /* !!! let the player exacpe from a suddenly unaccessible element */
5301 if (IS_PLAYER(x, y) && !IS_ACCESSIBLE(target_element))
5309 Feld[x][y] = target_element;
5311 ResetGfxAnimation(x, y);
5312 ResetRandomAnimationValue(x, y);
5314 InitField(x, y, FALSE);
5315 if (CAN_MOVE(Feld[x][y]))
5318 DrawLevelField(x, y);
5320 if (CAN_BE_CRUMBLED(Feld[x][y]))
5321 DrawLevelFieldCrumbledSandNeighbours(x, y);
5323 TestIfBadThingTouchesHero(x, y);
5324 TestIfPlayerTouchesCustomElement(x, y);
5325 TestIfElementTouchesCustomElement(x, y);
5327 if (ELEM_IS_PLAYER(target_element))
5328 RelocatePlayer(x, y, target_element);
5331 static void ChangeElementNow(int x, int y, int element)
5333 struct ElementChangeInfo *change = &element_info[element].change;
5335 /* prevent CheckTriggeredElementChange() from looping */
5336 Changing[x][y] = TRUE;
5338 CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_IS_CHANGING);
5340 Changing[x][y] = FALSE;
5342 if (change->explode)
5348 if (change->use_content)
5350 boolean complete_change = TRUE;
5351 boolean can_change[3][3];
5354 for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
5356 boolean half_destructible;
5357 int ex = x + xx - 1;
5358 int ey = y + yy - 1;
5361 can_change[xx][yy] = TRUE;
5363 if (ex == x && ey == y) /* do not check changing element itself */
5366 if (change->content[xx][yy] == EL_EMPTY_SPACE)
5368 can_change[xx][yy] = FALSE; /* do not change empty borders */
5373 if (!IN_LEV_FIELD(ex, ey))
5375 can_change[xx][yy] = FALSE;
5376 complete_change = FALSE;
5383 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5384 e = MovingOrBlocked2Element(ex, ey);
5386 half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e));
5388 if ((change->power <= CP_NON_DESTRUCTIVE && !IS_FREE(ex, ey)) ||
5389 (change->power <= CP_HALF_DESTRUCTIVE && !half_destructible) ||
5390 (change->power <= CP_FULL_DESTRUCTIVE && IS_INDESTRUCTIBLE(e)))
5392 can_change[xx][yy] = FALSE;
5393 complete_change = FALSE;
5397 if (!change->only_complete || complete_change)
5399 boolean something_has_changed = FALSE;
5401 if (change->only_complete && change->use_random_change &&
5402 RND(100) < change->random)
5405 for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
5407 int ex = x + xx - 1;
5408 int ey = y + yy - 1;
5410 if (can_change[xx][yy] && (!change->use_random_change ||
5411 RND(100) < change->random))
5413 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5414 RemoveMovingField(ex, ey);
5416 ChangeElementNowExt(ex, ey, change->content[xx][yy]);
5418 something_has_changed = TRUE;
5420 /* for symmetry reasons, stop newly created border elements */
5421 if (ex != x || ey != y)
5422 Stop[ex][ey] = TRUE;
5426 if (something_has_changed)
5427 PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING);
5432 ChangeElementNowExt(x, y, change->target_element);
5434 PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING);
5438 static void ChangeElement(int x, int y)
5441 int element = MovingOrBlocked2Element(x, y);
5443 int element = Feld[x][y];
5445 struct ElementChangeInfo *change = &element_info[element].change;
5447 if (ChangeDelay[x][y] == 0) /* initialize element change */
5450 ChangeDelay[x][y] = ( change->delay_fixed * change->delay_frames +
5451 RND(change->delay_random * change->delay_frames)) + 1;
5453 ChangeDelay[x][y] = changing_element[element].change_delay + 1;
5455 if (IS_CUSTOM_ELEMENT(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
5457 int max_random_delay = element_info[element].change.delay_random;
5458 int delay_frames = element_info[element].change.delay_frames;
5460 ChangeDelay[x][y] += RND(max_random_delay * delay_frames);
5464 ResetGfxAnimation(x, y);
5465 ResetRandomAnimationValue(x, y);
5468 if (change->pre_change_function)
5469 change->pre_change_function(x, y);
5471 if (changing_element[element].pre_change_function)
5472 changing_element[element].pre_change_function(x, y);
5476 ChangeDelay[x][y]--;
5478 if (ChangeDelay[x][y] != 0) /* continue element change */
5480 int graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5482 if (IS_ANIMATED(graphic))
5483 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5486 if (change->change_function)
5487 change->change_function(x, y);
5489 if (changing_element[element].change_function)
5490 changing_element[element].change_function(x, y);
5493 else /* finish element change */
5496 int next_element = changing_element[element].next_element;
5499 if (IS_MOVING(x, y)) /* never change a running system ;-) */
5501 ChangeDelay[x][y] = 1; /* try change after next move step */
5507 ChangeElementNow(x, y, element);
5509 if (change->post_change_function)
5510 change->post_change_function(x, y);
5512 if (next_element != EL_UNDEFINED)
5513 ChangeElementNow(x, y, next_element);
5515 ChangeElementNow(x, y, element_info[element].change.target_element);
5517 if (changing_element[element].post_change_function)
5518 changing_element[element].post_change_function(x, y);
5523 static boolean CheckTriggeredElementChange(int lx, int ly, int trigger_element,
5528 if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
5531 for (i=0; i<MAX_NUM_ELEMENTS; i++)
5533 if (!CAN_CHANGE(i) || !HAS_CHANGE_EVENT(i, trigger_event) ||
5534 element_info[i].change.trigger_element != trigger_element)
5537 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5539 if (x == lx && y == ly) /* do not change trigger element itself */
5542 if (Changing[x][y]) /* do not change just changing elements */
5545 if (Feld[x][y] == i)
5547 ChangeDelay[x][y] = 1;
5548 ChangeElement(x, y);
5556 static boolean CheckElementChange(int x, int y, int element, int trigger_event)
5558 if (!CAN_CHANGE(element) || !HAS_CHANGE_EVENT(element, trigger_event))
5561 if (Feld[x][y] == EL_BLOCKED)
5562 Blocked2Moving(x, y, &x, &y);
5564 ChangeDelay[x][y] = 1;
5565 ChangeElement(x, y);
5570 static void PlayerActions(struct PlayerInfo *player, byte player_action)
5572 static byte stored_player_action[MAX_PLAYERS];
5573 static int num_stored_actions = 0;
5574 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
5575 int left = player_action & JOY_LEFT;
5576 int right = player_action & JOY_RIGHT;
5577 int up = player_action & JOY_UP;
5578 int down = player_action & JOY_DOWN;
5579 int button1 = player_action & JOY_BUTTON_1;
5580 int button2 = player_action & JOY_BUTTON_2;
5581 int dx = (left ? -1 : right ? 1 : 0);
5582 int dy = (up ? -1 : down ? 1 : 0);
5584 stored_player_action[player->index_nr] = 0;
5585 num_stored_actions++;
5587 if (!player->active || tape.pausing)
5593 snapped = SnapField(player, dx, dy);
5597 dropped = DropElement(player);
5599 moved = MoveFigure(player, dx, dy);
5602 if (tape.single_step && tape.recording && !tape.pausing)
5604 if (button1 || (dropped && !moved))
5606 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5607 SnapField(player, 0, 0); /* stop snapping */
5611 stored_player_action[player->index_nr] = player_action;
5615 /* no actions for this player (no input at player's configured device) */
5617 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
5618 SnapField(player, 0, 0);
5619 CheckGravityMovement(player);
5621 if (player->MovPos == 0)
5624 printf("Trying... Player frame reset\n");
5627 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
5630 if (player->MovPos == 0) /* needed for tape.playing */
5631 player->is_moving = FALSE;
5634 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
5636 TapeRecordAction(stored_player_action);
5637 num_stored_actions = 0;
5643 static unsigned long action_delay = 0;
5644 unsigned long action_delay_value;
5645 int magic_wall_x = 0, magic_wall_y = 0;
5646 int i, x, y, element, graphic;
5647 byte *recorded_player_action;
5648 byte summarized_player_action = 0;
5650 if (game_status != GAME_MODE_PLAYING)
5653 action_delay_value =
5654 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
5656 if (tape.playing && tape.index_search && !tape.pausing)
5657 action_delay_value = 0;
5659 /* ---------- main game synchronization point ---------- */
5661 WaitUntilDelayReached(&action_delay, action_delay_value);
5663 if (network_playing && !network_player_action_received)
5667 printf("DEBUG: try to get network player actions in time\n");
5671 #if defined(PLATFORM_UNIX)
5672 /* last chance to get network player actions without main loop delay */
5676 if (game_status != GAME_MODE_PLAYING)
5679 if (!network_player_action_received)
5683 printf("DEBUG: failed to get network player actions in time\n");
5693 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
5695 for (i=0; i<MAX_PLAYERS; i++)
5697 summarized_player_action |= stored_player[i].action;
5699 if (!network_playing)
5700 stored_player[i].effective_action = stored_player[i].action;
5703 #if defined(PLATFORM_UNIX)
5704 if (network_playing)
5705 SendToServer_MovePlayer(summarized_player_action);
5708 if (!options.network && !setup.team_mode)
5709 local_player->effective_action = summarized_player_action;
5711 for (i=0; i<MAX_PLAYERS; i++)
5713 int actual_player_action = stored_player[i].effective_action;
5715 if (stored_player[i].programmed_action)
5716 actual_player_action = stored_player[i].programmed_action;
5718 if (recorded_player_action)
5719 actual_player_action = recorded_player_action[i];
5721 PlayerActions(&stored_player[i], actual_player_action);
5722 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
5725 network_player_action_received = FALSE;
5727 ScrollScreen(NULL, SCROLL_GO_ON);
5733 for (i=0; i<MAX_PLAYERS; i++)
5734 stored_player[i].Frame++;
5738 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
5740 for (i=0; i<MAX_PLAYERS; i++)
5742 struct PlayerInfo *player = &stored_player[i];
5746 if (player->active && player->Pushing && player->is_moving &&
5749 ContinueMoving(x, y);
5751 /* continue moving after pushing (this is actually a bug) */
5752 if (!IS_MOVING(x, y))
5761 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5764 if (JustStopped[x][y] > 0)
5765 JustStopped[x][y]--;
5770 /* reset finished pushing action (not done in ContinueMoving() to allow
5771 continous pushing animation for elements without push delay) */
5772 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
5774 ResetGfxAnimation(x, y);
5775 DrawLevelField(x, y);
5780 if (IS_BLOCKED(x, y))
5784 Blocked2Moving(x, y, &oldx, &oldy);
5785 if (!IS_MOVING(oldx, oldy))
5787 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
5788 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
5789 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
5790 printf("GameActions(): This should never happen!\n");
5796 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5798 element = Feld[x][y];
5800 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5802 graphic = el2img(element);
5808 printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
5810 element = graphic = 0;
5814 if (graphic_info[graphic].anim_global_sync)
5815 GfxFrame[x][y] = FrameCounter;
5817 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
5818 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
5819 ResetRandomAnimationValue(x, y);
5821 SetRandomAnimationValue(x, y);
5824 PlaySoundLevelActionIfLoop(x, y, GfxAction[x][y]);
5827 if (IS_INACTIVE(element))
5829 if (IS_ANIMATED(graphic))
5830 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5836 /* this may take place after moving, so 'element' may have changed */
5837 if (IS_CHANGING(x, y))
5839 ChangeElement(x, y);
5840 element = Feld[x][y];
5841 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5845 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
5850 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5852 if (element == EL_MOLE)
5853 printf("::: %d, %d, %d [%d]\n",
5854 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y],
5858 if (element == EL_YAMYAM)
5859 printf("::: %d, %d, %d\n",
5860 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
5864 if (IS_ANIMATED(graphic) &&
5868 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5871 if (element == EL_MOLE)
5872 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
5876 if (IS_GEM(element) || element == EL_SP_INFOTRON)
5877 EdelsteinFunkeln(x, y);
5879 else if ((element == EL_ACID ||
5880 element == EL_EXIT_OPEN ||
5881 element == EL_SP_EXIT_OPEN ||
5882 element == EL_SP_TERMINAL ||
5883 element == EL_SP_TERMINAL_ACTIVE ||
5884 element == EL_EXTRA_TIME ||
5885 element == EL_SHIELD_NORMAL ||
5886 element == EL_SHIELD_DEADLY) &&
5887 IS_ANIMATED(graphic))
5888 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5889 else if (IS_MOVING(x, y))
5890 ContinueMoving(x, y);
5891 else if (IS_ACTIVE_BOMB(element))
5892 CheckDynamite(x, y);
5894 else if (element == EL_EXPLOSION && !game.explosions_delayed)
5895 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
5897 else if (element == EL_AMOEBA_GROWING)
5898 AmoebeWaechst(x, y);
5899 else if (element == EL_AMOEBA_SHRINKING)
5900 AmoebaDisappearing(x, y);
5902 #if !USE_NEW_AMOEBA_CODE
5903 else if (IS_AMOEBALIVE(element))
5904 AmoebeAbleger(x, y);
5907 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
5909 else if (element == EL_EXIT_CLOSED)
5911 else if (element == EL_SP_EXIT_CLOSED)
5913 else if (element == EL_EXPANDABLE_WALL_GROWING)
5915 else if (element == EL_EXPANDABLE_WALL ||
5916 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5917 element == EL_EXPANDABLE_WALL_VERTICAL ||
5918 element == EL_EXPANDABLE_WALL_ANY)
5920 else if (element == EL_FLAMES)
5921 CheckForDragon(x, y);
5923 else if (IS_AUTO_CHANGING(element))
5924 ChangeElement(x, y);
5926 else if (element == EL_EXPLOSION)
5927 ; /* drawing of correct explosion animation is handled separately */
5928 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
5929 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5932 /* this may take place after moving, so 'element' may have changed */
5933 if (IS_AUTO_CHANGING(Feld[x][y]))
5934 ChangeElement(x, y);
5937 if (IS_BELT_ACTIVE(element))
5938 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
5940 if (game.magic_wall_active)
5942 int jx = local_player->jx, jy = local_player->jy;
5944 /* play the element sound at the position nearest to the player */
5945 if ((element == EL_MAGIC_WALL_FULL ||
5946 element == EL_MAGIC_WALL_ACTIVE ||
5947 element == EL_MAGIC_WALL_EMPTYING ||
5948 element == EL_BD_MAGIC_WALL_FULL ||
5949 element == EL_BD_MAGIC_WALL_ACTIVE ||
5950 element == EL_BD_MAGIC_WALL_EMPTYING) &&
5951 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
5959 #if USE_NEW_AMOEBA_CODE
5960 /* new experimental amoeba growth stuff */
5962 if (!(FrameCounter % 8))
5965 static unsigned long random = 1684108901;
5967 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
5970 x = (random >> 10) % lev_fieldx;
5971 y = (random >> 20) % lev_fieldy;
5973 x = RND(lev_fieldx);
5974 y = RND(lev_fieldy);
5976 element = Feld[x][y];
5978 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
5979 if (!IS_PLAYER(x,y) &&
5980 (element == EL_EMPTY ||
5981 element == EL_SAND ||
5982 element == EL_QUICKSAND_EMPTY ||
5983 element == EL_ACID_SPLASH_LEFT ||
5984 element == EL_ACID_SPLASH_RIGHT))
5986 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
5987 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
5988 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
5989 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
5990 Feld[x][y] = EL_AMOEBA_DROP;
5993 random = random * 129 + 1;
5999 if (game.explosions_delayed)
6002 game.explosions_delayed = FALSE;
6004 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
6006 element = Feld[x][y];
6008 if (ExplodeField[x][y])
6009 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
6010 else if (element == EL_EXPLOSION)
6011 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
6013 ExplodeField[x][y] = EX_NO_EXPLOSION;
6016 game.explosions_delayed = TRUE;
6019 if (game.magic_wall_active)
6021 if (!(game.magic_wall_time_left % 4))
6023 int element = Feld[magic_wall_x][magic_wall_y];
6025 if (element == EL_BD_MAGIC_WALL_FULL ||
6026 element == EL_BD_MAGIC_WALL_ACTIVE ||
6027 element == EL_BD_MAGIC_WALL_EMPTYING)
6028 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
6030 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
6033 if (game.magic_wall_time_left > 0)
6035 game.magic_wall_time_left--;
6036 if (!game.magic_wall_time_left)
6038 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
6040 element = Feld[x][y];
6042 if (element == EL_MAGIC_WALL_ACTIVE ||
6043 element == EL_MAGIC_WALL_FULL)
6045 Feld[x][y] = EL_MAGIC_WALL_DEAD;
6046 DrawLevelField(x, y);
6048 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
6049 element == EL_BD_MAGIC_WALL_FULL)
6051 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
6052 DrawLevelField(x, y);
6056 game.magic_wall_active = FALSE;
6061 if (game.light_time_left > 0)
6063 game.light_time_left--;
6065 if (game.light_time_left == 0)
6066 RedrawAllLightSwitchesAndInvisibleElements();
6069 if (game.timegate_time_left > 0)
6071 game.timegate_time_left--;
6073 if (game.timegate_time_left == 0)
6074 CloseAllOpenTimegates();
6077 for (i=0; i<MAX_PLAYERS; i++)
6079 struct PlayerInfo *player = &stored_player[i];
6081 if (SHIELD_ON(player))
6083 if (player->shield_deadly_time_left)
6084 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
6085 else if (player->shield_normal_time_left)
6086 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
6090 if (TimeFrames >= (1000 / GameFrameDelay))
6095 for (i=0; i<MAX_PLAYERS; i++)
6097 struct PlayerInfo *player = &stored_player[i];
6099 if (SHIELD_ON(player))
6101 player->shield_normal_time_left--;
6103 if (player->shield_deadly_time_left > 0)
6104 player->shield_deadly_time_left--;
6108 if (tape.recording || tape.playing)
6109 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
6115 if (TimeLeft <= 10 && setup.time_limit)
6116 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
6118 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
6120 if (!TimeLeft && setup.time_limit)
6121 for (i=0; i<MAX_PLAYERS; i++)
6122 KillHero(&stored_player[i]);
6124 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
6125 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
6130 if (options.debug) /* calculate frames per second */
6132 static unsigned long fps_counter = 0;
6133 static int fps_frames = 0;
6134 unsigned long fps_delay_ms = Counter() - fps_counter;
6138 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
6140 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
6143 fps_counter = Counter();
6146 redraw_mask |= REDRAW_FPS;
6150 if (stored_player[0].jx != stored_player[0].last_jx ||
6151 stored_player[0].jy != stored_player[0].last_jy)
6152 printf("::: %d, %d, %d, %d, %d\n",
6153 stored_player[0].MovDir,
6154 stored_player[0].MovPos,
6155 stored_player[0].GfxPos,
6156 stored_player[0].Frame,
6157 stored_player[0].StepFrame);
6164 for (i=0; i<MAX_PLAYERS; i++)
6167 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
6169 stored_player[i].Frame += move_frames;
6171 if (stored_player[i].MovPos != 0)
6172 stored_player[i].StepFrame += move_frames;
6177 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
6179 int min_x = x, min_y = y, max_x = x, max_y = y;
6182 for (i=0; i<MAX_PLAYERS; i++)
6184 int jx = stored_player[i].jx, jy = stored_player[i].jy;
6186 if (!stored_player[i].active || &stored_player[i] == player)
6189 min_x = MIN(min_x, jx);
6190 min_y = MIN(min_y, jy);
6191 max_x = MAX(max_x, jx);
6192 max_y = MAX(max_y, jy);
6195 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
6198 static boolean AllPlayersInVisibleScreen()
6202 for (i=0; i<MAX_PLAYERS; i++)
6204 int jx = stored_player[i].jx, jy = stored_player[i].jy;
6206 if (!stored_player[i].active)
6209 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
6216 void ScrollLevel(int dx, int dy)
6218 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
6221 BlitBitmap(drawto_field, drawto_field,
6222 FX + TILEX * (dx == -1) - softscroll_offset,
6223 FY + TILEY * (dy == -1) - softscroll_offset,
6224 SXSIZE - TILEX * (dx!=0) + 2 * softscroll_offset,
6225 SYSIZE - TILEY * (dy!=0) + 2 * softscroll_offset,
6226 FX + TILEX * (dx == 1) - softscroll_offset,
6227 FY + TILEY * (dy == 1) - softscroll_offset);
6231 x = (dx == 1 ? BX1 : BX2);
6232 for (y=BY1; y <= BY2; y++)
6233 DrawScreenField(x, y);
6238 y = (dy == 1 ? BY1 : BY2);
6239 for (x=BX1; x <= BX2; x++)
6240 DrawScreenField(x, y);
6243 redraw_mask |= REDRAW_FIELD;
6246 static void CheckGravityMovement(struct PlayerInfo *player)
6248 if (level.gravity && !player->programmed_action)
6250 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
6251 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
6253 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
6254 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
6255 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
6256 int jx = player->jx, jy = player->jy;
6257 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
6258 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
6259 int new_jx = jx + dx, new_jy = jy + dy;
6260 boolean field_under_player_is_free =
6261 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
6262 boolean player_is_moving_to_valid_field =
6263 (IN_LEV_FIELD(new_jx, new_jy) &&
6264 (Feld[new_jx][new_jy] == EL_SP_BASE ||
6265 Feld[new_jx][new_jy] == EL_SAND));
6266 /* !!! extend EL_SAND to anything diggable !!! */
6268 if (field_under_player_is_free &&
6269 !player_is_moving_to_valid_field &&
6270 !IS_WALKABLE_INSIDE(Feld[jx][jy]))
6271 player->programmed_action = MV_DOWN;
6277 -----------------------------------------------------------------------------
6278 dx, dy: direction (non-diagonal) to try to move the player to
6279 real_dx, real_dy: direction as read from input device (can be diagonal)
6282 boolean MoveFigureOneStep(struct PlayerInfo *player,
6283 int dx, int dy, int real_dx, int real_dy)
6285 int jx = player->jx, jy = player->jy;
6286 int new_jx = jx+dx, new_jy = jy+dy;
6290 if (!player->active || (!dx && !dy))
6291 return MF_NO_ACTION;
6293 player->MovDir = (dx < 0 ? MV_LEFT :
6296 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6298 if (!IN_LEV_FIELD(new_jx, new_jy))
6299 return MF_NO_ACTION;
6301 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
6302 return MF_NO_ACTION;
6305 element = MovingOrBlocked2Element(new_jx, new_jy);
6307 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
6310 if (DONT_RUN_INTO(element))
6312 if (element == EL_ACID && dx == 0 && dy == 1)
6315 Feld[jx][jy] = EL_PLAYER_1;
6316 InitMovingField(jx, jy, MV_DOWN);
6317 Store[jx][jy] = EL_ACID;
6318 ContinueMoving(jx, jy);
6322 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
6327 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
6328 if (can_move != MF_MOVING)
6331 StorePlayer[jx][jy] = 0;
6332 player->last_jx = jx;
6333 player->last_jy = jy;
6334 jx = player->jx = new_jx;
6335 jy = player->jy = new_jy;
6336 StorePlayer[jx][jy] = player->element_nr;
6339 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
6341 ScrollFigure(player, SCROLL_INIT);
6346 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
6348 int jx = player->jx, jy = player->jy;
6349 int old_jx = jx, old_jy = jy;
6350 int moved = MF_NO_ACTION;
6352 if (!player->active || (!dx && !dy))
6356 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
6360 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
6361 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
6365 /* remove the last programmed player action */
6366 player->programmed_action = 0;
6370 /* should only happen if pre-1.2 tape recordings are played */
6371 /* this is only for backward compatibility */
6373 int original_move_delay_value = player->move_delay_value;
6376 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
6380 /* scroll remaining steps with finest movement resolution */
6381 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
6383 while (player->MovPos)
6385 ScrollFigure(player, SCROLL_GO_ON);
6386 ScrollScreen(NULL, SCROLL_GO_ON);
6392 player->move_delay_value = original_move_delay_value;
6395 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
6397 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
6398 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
6402 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
6403 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
6409 if (moved & MF_MOVING && !ScreenMovPos &&
6410 (player == local_player || !options.network))
6412 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
6413 int offset = (setup.scroll_delay ? 3 : 0);
6415 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
6417 /* actual player has left the screen -- scroll in that direction */
6418 if (jx != old_jx) /* player has moved horizontally */
6419 scroll_x += (jx - old_jx);
6420 else /* player has moved vertically */
6421 scroll_y += (jy - old_jy);
6425 if (jx != old_jx) /* player has moved horizontally */
6427 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
6428 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
6429 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
6431 /* don't scroll over playfield boundaries */
6432 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
6433 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
6435 /* don't scroll more than one field at a time */
6436 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
6438 /* don't scroll against the player's moving direction */
6439 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
6440 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
6441 scroll_x = old_scroll_x;
6443 else /* player has moved vertically */
6445 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
6446 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
6447 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
6449 /* don't scroll over playfield boundaries */
6450 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
6451 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
6453 /* don't scroll more than one field at a time */
6454 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
6456 /* don't scroll against the player's moving direction */
6457 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
6458 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
6459 scroll_y = old_scroll_y;
6463 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
6465 if (!options.network && !AllPlayersInVisibleScreen())
6467 scroll_x = old_scroll_x;
6468 scroll_y = old_scroll_y;
6472 ScrollScreen(player, SCROLL_INIT);
6473 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
6480 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
6482 if (!(moved & MF_MOVING) && !player->Pushing)
6487 player->StepFrame = 0;
6489 if (moved & MF_MOVING)
6491 if (old_jx != jx && old_jy == jy)
6492 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
6493 else if (old_jx == jx && old_jy != jy)
6494 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
6496 DrawLevelField(jx, jy); /* for "crumbled sand" */
6498 player->last_move_dir = player->MovDir;
6499 player->is_moving = TRUE;
6503 CheckGravityMovement(player);
6506 player->last_move_dir = MV_NO_MOVING;
6508 player->is_moving = FALSE;
6511 TestIfHeroTouchesBadThing(jx, jy);
6512 TestIfPlayerTouchesCustomElement(jx, jy);
6514 if (!player->active)
6520 void ScrollFigure(struct PlayerInfo *player, int mode)
6522 int jx = player->jx, jy = player->jy;
6523 int last_jx = player->last_jx, last_jy = player->last_jy;
6524 int move_stepsize = TILEX / player->move_delay_value;
6526 if (!player->active || !player->MovPos)
6529 if (mode == SCROLL_INIT)
6531 player->actual_frame_counter = FrameCounter;
6532 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
6534 if (Feld[last_jx][last_jy] == EL_EMPTY)
6535 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
6542 else if (!FrameReached(&player->actual_frame_counter, 1))
6545 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
6546 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
6548 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
6549 Feld[last_jx][last_jy] = EL_EMPTY;
6551 /* before DrawPlayer() to draw correct player graphic for this case */
6552 if (player->MovPos == 0)
6553 CheckGravityMovement(player);
6556 DrawPlayer(player); /* needed here only to cleanup last field */
6559 if (player->MovPos == 0)
6561 if (IS_PASSABLE(Feld[last_jx][last_jy]))
6563 /* continue with normal speed after quickly moving through gate */
6564 HALVE_PLAYER_SPEED(player);
6566 /* be able to make the next move without delay */
6567 player->move_delay = 0;
6570 player->last_jx = jx;
6571 player->last_jy = jy;
6573 if (Feld[jx][jy] == EL_EXIT_OPEN ||
6574 Feld[jx][jy] == EL_SP_EXIT_OPEN)
6578 if (local_player->friends_still_needed == 0 ||
6579 Feld[jx][jy] == EL_SP_EXIT_OPEN)
6580 player->LevelSolved = player->GameOver = TRUE;
6583 if (tape.single_step && tape.recording && !tape.pausing &&
6584 !player->programmed_action)
6585 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
6589 void ScrollScreen(struct PlayerInfo *player, int mode)
6591 static unsigned long screen_frame_counter = 0;
6593 if (mode == SCROLL_INIT)
6595 /* set scrolling step size according to actual player's moving speed */
6596 ScrollStepSize = TILEX / player->move_delay_value;
6598 screen_frame_counter = FrameCounter;
6599 ScreenMovDir = player->MovDir;
6600 ScreenMovPos = player->MovPos;
6601 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6604 else if (!FrameReached(&screen_frame_counter, 1))
6609 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
6610 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6611 redraw_mask |= REDRAW_FIELD;
6614 ScreenMovDir = MV_NO_MOVING;
6617 void TestIfPlayerTouchesCustomElement(int x, int y)
6619 static boolean check_changing = FALSE;
6620 static int xy[4][2] =
6629 if (check_changing) /* prevent this function from running into a loop */
6632 check_changing = TRUE;
6636 int xx = x + xy[i][0];
6637 int yy = y + xy[i][1];
6639 if (!IN_LEV_FIELD(xx, yy))
6642 if (IS_PLAYER(x, y))
6644 CheckTriggeredElementChange(xx, yy, Feld[xx][yy], CE_OTHER_GETS_TOUCHED);
6645 CheckElementChange(xx, yy, Feld[xx][yy], CE_TOUCHED_BY_PLAYER);
6647 else if (IS_PLAYER(xx, yy))
6649 CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_GETS_TOUCHED);
6650 CheckElementChange(x, y, Feld[x][y], CE_TOUCHED_BY_PLAYER);
6656 check_changing = FALSE;
6659 void TestIfElementTouchesCustomElement(int x, int y)
6661 static boolean check_changing = FALSE;
6662 static int xy[4][2] =
6669 boolean change_center_element = FALSE;
6670 int center_element = Feld[x][y];
6673 if (check_changing) /* prevent this function from running into a loop */
6676 check_changing = TRUE;
6680 int xx = x + xy[i][0];
6681 int yy = y + xy[i][1];
6684 if (!IN_LEV_FIELD(xx, yy))
6687 border_element = Feld[xx][yy];
6689 /* check for change of center element (but change it only once) */
6690 if (IS_CUSTOM_ELEMENT(center_element) &&
6691 border_element == element_info[center_element].change.trigger_element)
6692 change_center_element = TRUE;
6694 /* check for change of border element */
6695 if (IS_CUSTOM_ELEMENT(border_element) &&
6696 center_element == element_info[border_element].change.trigger_element)
6697 CheckElementChange(xx, yy, border_element, CE_OTHER_IS_TOUCHING);
6700 if (change_center_element)
6701 CheckElementChange(x, y, center_element, CE_OTHER_IS_TOUCHING);
6703 check_changing = FALSE;
6706 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
6708 int i, kill_x = -1, kill_y = -1;
6709 static int test_xy[4][2] =
6716 static int test_dir[4] =
6726 int test_x, test_y, test_move_dir, test_element;
6728 test_x = good_x + test_xy[i][0];
6729 test_y = good_y + test_xy[i][1];
6730 if (!IN_LEV_FIELD(test_x, test_y))
6734 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
6737 test_element = Feld[test_x][test_y];
6739 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
6742 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
6743 2nd case: DONT_TOUCH style bad thing does not move away from good thing
6745 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
6746 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
6754 if (kill_x != -1 || kill_y != -1)
6756 if (IS_PLAYER(good_x, good_y))
6758 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
6760 if (player->shield_deadly_time_left > 0)
6761 Bang(kill_x, kill_y);
6762 else if (!PLAYER_PROTECTED(good_x, good_y))
6766 Bang(good_x, good_y);
6770 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
6772 int i, kill_x = -1, kill_y = -1;
6773 int bad_element = Feld[bad_x][bad_y];
6774 static int test_xy[4][2] =
6781 static int test_dir[4] =
6789 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
6794 int test_x, test_y, test_move_dir, test_element;
6796 test_x = bad_x + test_xy[i][0];
6797 test_y = bad_y + test_xy[i][1];
6798 if (!IN_LEV_FIELD(test_x, test_y))
6802 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
6804 test_element = Feld[test_x][test_y];
6806 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
6807 2nd case: DONT_TOUCH style bad thing does not move away from good thing
6809 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
6810 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
6812 /* good thing is player or penguin that does not move away */
6813 if (IS_PLAYER(test_x, test_y))
6815 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
6817 if (bad_element == EL_ROBOT && player->is_moving)
6818 continue; /* robot does not kill player if he is moving */
6824 else if (test_element == EL_PENGUIN)
6833 if (kill_x != -1 || kill_y != -1)
6835 if (IS_PLAYER(kill_x, kill_y))
6837 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
6840 int dir = player->MovDir;
6841 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
6842 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
6844 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
6845 newx != bad_x && newy != bad_y)
6846 ; /* robot does not kill player if he is moving */
6848 printf("-> %d\n", player->MovDir);
6850 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
6851 newx != bad_x && newy != bad_y)
6852 ; /* robot does not kill player if he is moving */
6857 if (player->shield_deadly_time_left > 0)
6859 else if (!PLAYER_PROTECTED(kill_x, kill_y))
6863 Bang(kill_x, kill_y);
6867 void TestIfHeroTouchesBadThing(int x, int y)
6869 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
6872 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
6874 TestIfGoodThingHitsBadThing(x, y, move_dir);
6877 void TestIfBadThingTouchesHero(int x, int y)
6879 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
6882 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
6884 TestIfBadThingHitsGoodThing(x, y, move_dir);
6887 void TestIfFriendTouchesBadThing(int x, int y)
6889 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
6892 void TestIfBadThingTouchesFriend(int x, int y)
6894 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
6897 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
6899 int i, kill_x = bad_x, kill_y = bad_y;
6900 static int xy[4][2] =
6912 x = bad_x + xy[i][0];
6913 y = bad_y + xy[i][1];
6914 if (!IN_LEV_FIELD(x, y))
6917 element = Feld[x][y];
6918 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
6919 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
6927 if (kill_x != bad_x || kill_y != bad_y)
6931 void KillHero(struct PlayerInfo *player)
6933 int jx = player->jx, jy = player->jy;
6935 if (!player->active)
6938 /* remove accessible field at the player's position */
6939 Feld[jx][jy] = EL_EMPTY;
6941 /* deactivate shield (else Bang()/Explode() would not work right) */
6942 player->shield_normal_time_left = 0;
6943 player->shield_deadly_time_left = 0;
6949 static void KillHeroUnlessProtected(int x, int y)
6951 if (!PLAYER_PROTECTED(x, y))
6952 KillHero(PLAYERINFO(x, y));
6955 void BuryHero(struct PlayerInfo *player)
6957 int jx = player->jx, jy = player->jy;
6959 if (!player->active)
6963 PlaySoundLevelElementAction(jx, jy, player->element_nr, ACTION_DYING);
6965 PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING);
6967 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
6969 player->GameOver = TRUE;
6973 void RemoveHero(struct PlayerInfo *player)
6975 int jx = player->jx, jy = player->jy;
6976 int i, found = FALSE;
6978 player->present = FALSE;
6979 player->active = FALSE;
6981 if (!ExplodeField[jx][jy])
6982 StorePlayer[jx][jy] = 0;
6984 for (i=0; i<MAX_PLAYERS; i++)
6985 if (stored_player[i].active)
6989 AllPlayersGone = TRUE;
6996 =============================================================================
6997 checkDiagonalPushing()
6998 -----------------------------------------------------------------------------
6999 check if diagonal input device direction results in pushing of object
7000 (by checking if the alternative direction is walkable, diggable, ...)
7001 =============================================================================
7004 static boolean checkDiagonalPushing(struct PlayerInfo *player,
7005 int x, int y, int real_dx, int real_dy)
7007 int jx, jy, dx, dy, xx, yy;
7009 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
7012 /* diagonal direction: check alternative direction */
7017 xx = jx + (dx == 0 ? real_dx : 0);
7018 yy = jy + (dy == 0 ? real_dy : 0);
7020 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
7024 =============================================================================
7026 -----------------------------------------------------------------------------
7027 x, y: field next to player (non-diagonal) to try to dig to
7028 real_dx, real_dy: direction as read from input device (can be diagonal)
7029 =============================================================================
7032 int DigField(struct PlayerInfo *player,
7033 int x, int y, int real_dx, int real_dy, int mode)
7035 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
7036 int jx = player->jx, jy = player->jy;
7037 int dx = x - jx, dy = y - jy;
7038 int nextx = x + dx, nexty = y + dy;
7039 int move_direction = (dx == -1 ? MV_LEFT :
7040 dx == +1 ? MV_RIGHT :
7042 dy == +1 ? MV_DOWN : MV_NO_MOVING);
7045 if (player->MovPos == 0)
7047 player->is_digging = FALSE;
7048 player->is_collecting = FALSE;
7051 if (player->MovPos == 0) /* last pushing move finished */
7052 player->Pushing = FALSE;
7054 if (mode == DF_NO_PUSH) /* player just stopped pushing */
7056 player->Switching = FALSE;
7057 player->push_delay = 0;
7059 return MF_NO_ACTION;
7062 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
7063 return MF_NO_ACTION;
7066 if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
7068 if (IS_TUBE(Feld[jx][jy]) ||
7069 (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0)))
7073 int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
7074 int tube_leave_directions[][2] =
7076 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
7077 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
7078 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
7079 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
7080 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
7081 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
7082 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
7083 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
7084 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
7085 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
7086 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
7087 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
7090 while (tube_leave_directions[i][0] != tube_element)
7093 if (tube_leave_directions[i][0] == -1) /* should not happen */
7097 if (!(tube_leave_directions[i][1] & move_direction))
7098 return MF_NO_ACTION; /* tube has no opening in this direction */
7101 element = Feld[x][y];
7103 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
7104 game.engine_version >= VERSION_IDENT(2,2,0))
7105 return MF_NO_ACTION;
7109 case EL_ROBOT_WHEEL:
7110 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
7113 DrawLevelField(x, y);
7114 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
7118 case EL_SP_TERMINAL:
7122 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
7124 for (yy=0; yy<lev_fieldy; yy++)
7126 for (xx=0; xx<lev_fieldx; xx++)
7128 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
7130 else if (Feld[xx][yy] == EL_SP_TERMINAL)
7131 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
7139 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
7140 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
7141 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
7142 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
7143 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
7144 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
7145 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
7146 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
7147 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
7148 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
7149 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
7150 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
7151 if (!player->Switching)
7153 player->Switching = TRUE;
7154 ToggleBeltSwitch(x, y);
7155 PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
7160 case EL_SWITCHGATE_SWITCH_UP:
7161 case EL_SWITCHGATE_SWITCH_DOWN:
7162 if (!player->Switching)
7164 player->Switching = TRUE;
7165 ToggleSwitchgateSwitch(x, y);
7166 PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
7171 case EL_LIGHT_SWITCH:
7172 case EL_LIGHT_SWITCH_ACTIVE:
7173 if (!player->Switching)
7175 player->Switching = TRUE;
7176 ToggleLightSwitch(x, y);
7177 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
7178 SND_LIGHT_SWITCH_ACTIVATING :
7179 SND_LIGHT_SWITCH_DEACTIVATING);
7184 case EL_TIMEGATE_SWITCH:
7185 ActivateTimegateSwitch(x, y);
7186 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
7191 case EL_BALLOON_SWITCH_LEFT:
7192 case EL_BALLOON_SWITCH_RIGHT:
7193 case EL_BALLOON_SWITCH_UP:
7194 case EL_BALLOON_SWITCH_DOWN:
7195 case EL_BALLOON_SWITCH_ANY:
7196 if (element == EL_BALLOON_SWITCH_ANY)
7197 game.balloon_dir = move_direction;
7199 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
7200 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
7201 element == EL_BALLOON_SWITCH_UP ? MV_UP :
7202 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
7204 PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING);
7209 case EL_SP_PORT_LEFT:
7210 case EL_SP_PORT_RIGHT:
7212 case EL_SP_PORT_DOWN:
7213 case EL_SP_PORT_HORIZONTAL:
7214 case EL_SP_PORT_VERTICAL:
7215 case EL_SP_PORT_ANY:
7216 case EL_SP_GRAVITY_PORT_LEFT:
7217 case EL_SP_GRAVITY_PORT_RIGHT:
7218 case EL_SP_GRAVITY_PORT_UP:
7219 case EL_SP_GRAVITY_PORT_DOWN:
7221 element != EL_SP_PORT_LEFT &&
7222 element != EL_SP_GRAVITY_PORT_LEFT &&
7223 element != EL_SP_PORT_HORIZONTAL &&
7224 element != EL_SP_PORT_ANY) ||
7226 element != EL_SP_PORT_RIGHT &&
7227 element != EL_SP_GRAVITY_PORT_RIGHT &&
7228 element != EL_SP_PORT_HORIZONTAL &&
7229 element != EL_SP_PORT_ANY) ||
7231 element != EL_SP_PORT_UP &&
7232 element != EL_SP_GRAVITY_PORT_UP &&
7233 element != EL_SP_PORT_VERTICAL &&
7234 element != EL_SP_PORT_ANY) ||
7236 element != EL_SP_PORT_DOWN &&
7237 element != EL_SP_GRAVITY_PORT_DOWN &&
7238 element != EL_SP_PORT_VERTICAL &&
7239 element != EL_SP_PORT_ANY) ||
7240 !IN_LEV_FIELD(nextx, nexty) ||
7241 !IS_FREE(nextx, nexty))
7242 return MF_NO_ACTION;
7244 if (element == EL_SP_GRAVITY_PORT_LEFT ||
7245 element == EL_SP_GRAVITY_PORT_RIGHT ||
7246 element == EL_SP_GRAVITY_PORT_UP ||
7247 element == EL_SP_GRAVITY_PORT_DOWN)
7248 level.gravity = !level.gravity;
7250 /* automatically move to the next field with double speed */
7251 player->programmed_action = move_direction;
7252 DOUBLE_PLAYER_SPEED(player);
7254 PlaySoundLevel(x, y, SND_CLASS_SP_PORT_PASSING);
7258 case EL_TUBE_VERTICAL:
7259 case EL_TUBE_HORIZONTAL:
7260 case EL_TUBE_VERTICAL_LEFT:
7261 case EL_TUBE_VERTICAL_RIGHT:
7262 case EL_TUBE_HORIZONTAL_UP:
7263 case EL_TUBE_HORIZONTAL_DOWN:
7264 case EL_TUBE_LEFT_UP:
7265 case EL_TUBE_LEFT_DOWN:
7266 case EL_TUBE_RIGHT_UP:
7267 case EL_TUBE_RIGHT_DOWN:
7270 int tube_enter_directions[][2] =
7272 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
7273 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
7274 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
7275 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
7276 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
7277 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
7278 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
7279 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
7280 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
7281 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
7282 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
7283 { -1, MV_NO_MOVING }
7286 while (tube_enter_directions[i][0] != element)
7289 if (tube_enter_directions[i][0] == -1) /* should not happen */
7293 if (!(tube_enter_directions[i][1] & move_direction))
7294 return MF_NO_ACTION; /* tube has no opening in this direction */
7296 PlaySoundLevel(x, y, SND_CLASS_TUBE_WALKING);
7301 Feld[x][y] = EL_LAMP_ACTIVE;
7302 local_player->lights_still_needed--;
7303 DrawLevelField(x, y);
7304 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
7308 case EL_TIME_ORB_FULL:
7309 Feld[x][y] = EL_TIME_ORB_EMPTY;
7311 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
7312 DrawLevelField(x, y);
7313 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
7319 if (IS_WALKABLE(element))
7321 int sound_action = ACTION_WALKING;
7323 if (element >= EL_GATE_1 && element <= EL_GATE_4)
7325 if (!player->key[element - EL_GATE_1])
7326 return MF_NO_ACTION;
7328 else if (element >= EL_GATE_1_GRAY && element <= EL_GATE_4_GRAY)
7330 if (!player->key[element - EL_GATE_1_GRAY])
7331 return MF_NO_ACTION;
7333 else if (element == EL_EXIT_OPEN || element == EL_SP_EXIT_OPEN)
7335 sound_action = ACTION_PASSING; /* player is passing exit */
7337 else if (element == EL_EMPTY)
7339 sound_action = ACTION_MOVING; /* nothing to walk on */
7342 /* play sound from background or player, whatever is available */
7343 if (element_info[element].sound[sound_action] != SND_UNDEFINED)
7344 PlaySoundLevelElementAction(x, y, element, sound_action);
7346 PlaySoundLevelElementAction(x, y, player->element_nr, sound_action);
7350 else if (IS_PASSABLE(element))
7352 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
7353 return MF_NO_ACTION;
7355 if (element >= EL_EM_GATE_1 && element <= EL_EM_GATE_4)
7357 if (!player->key[element - EL_EM_GATE_1])
7358 return MF_NO_ACTION;
7360 else if (element >= EL_EM_GATE_1_GRAY && element <= EL_EM_GATE_4_GRAY)
7362 if (!player->key[element - EL_EM_GATE_1_GRAY])
7363 return MF_NO_ACTION;
7366 /* automatically move to the next field with double speed */
7367 player->programmed_action = move_direction;
7368 DOUBLE_PLAYER_SPEED(player);
7370 PlaySoundLevelAction(x, y, ACTION_PASSING);
7374 else if (IS_DIGGABLE(element))
7378 if (mode != DF_SNAP)
7381 GfxElement[x][y] = GFX_ELEMENT(element);
7384 (CAN_BE_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
7386 player->is_digging = TRUE;
7389 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
7393 else if (IS_COLLECTIBLE(element))
7397 if (mode != DF_SNAP)
7399 GfxElement[x][y] = element;
7400 player->is_collecting = TRUE;
7403 if (element == EL_SPEED_PILL)
7404 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
7405 else if (element == EL_EXTRA_TIME && level.time > 0)
7408 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
7410 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
7412 player->shield_normal_time_left += 10;
7413 if (element == EL_SHIELD_DEADLY)
7414 player->shield_deadly_time_left += 10;
7416 else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
7418 if (player->inventory_size < MAX_INVENTORY_SIZE)
7419 player->inventory_element[player->inventory_size++] = element;
7421 player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
7423 DrawText(DX_DYNAMITE, DY_DYNAMITE,
7424 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
7426 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
7428 player->dynabomb_count++;
7429 player->dynabombs_left++;
7431 else if (element == EL_DYNABOMB_INCREASE_SIZE)
7433 player->dynabomb_size++;
7435 else if (element == EL_DYNABOMB_INCREASE_POWER)
7437 player->dynabomb_xl = TRUE;
7439 else if ((element >= EL_KEY_1 && element <= EL_KEY_4) ||
7440 (element >= EL_EM_KEY_1 && element <= EL_EM_KEY_4))
7442 int key_nr = (element >= EL_KEY_1 && element <= EL_KEY_4 ?
7443 element - EL_KEY_1 : element - EL_EM_KEY_1);
7445 player->key[key_nr] = TRUE;
7447 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
7448 el2edimg(EL_KEY_1 + key_nr));
7449 redraw_mask |= REDRAW_DOOR_1;
7451 else if (IS_DROPPABLE(element)) /* can be collected and dropped */
7455 for (i=0; i < element_info[element].collect_count; i++)
7456 if (player->inventory_size < MAX_INVENTORY_SIZE)
7457 player->inventory_element[player->inventory_size++] = element;
7459 DrawText(DX_DYNAMITE, DY_DYNAMITE,
7460 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
7462 else if (element_info[element].collect_count > 0)
7464 local_player->gems_still_needed -=
7465 element_info[element].collect_count;
7466 if (local_player->gems_still_needed < 0)
7467 local_player->gems_still_needed = 0;
7469 DrawText(DX_EMERALDS, DY_EMERALDS,
7470 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
7473 RaiseScoreElement(element);
7474 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
7476 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_COLLECTED);
7480 else if (IS_PUSHABLE(element))
7482 if (mode == DF_SNAP && element != EL_BD_ROCK)
7483 return MF_NO_ACTION;
7485 if (CAN_FALL(element) && dy)
7486 return MF_NO_ACTION;
7488 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
7489 !(element == EL_SPRING && use_spring_bug))
7490 return MF_NO_ACTION;
7492 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
7493 return MF_NO_ACTION;
7495 if (!player->Pushing &&
7496 game.engine_version >= RELEASE_IDENT(2,2,0,7))
7497 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7499 player->Pushing = TRUE;
7501 if (!(IN_LEV_FIELD(nextx, nexty) &&
7502 (IS_FREE(nextx, nexty) ||
7503 (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
7504 IS_SB_ELEMENT(element)))))
7505 return MF_NO_ACTION;
7507 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
7508 return MF_NO_ACTION;
7510 if (player->push_delay == 0) /* new pushing; restart delay */
7511 player->push_delay = FrameCounter;
7513 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
7514 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
7515 element != EL_SPRING && element != EL_BALLOON)
7516 return MF_NO_ACTION;
7518 if (IS_SB_ELEMENT(element))
7520 if (element == EL_SOKOBAN_FIELD_FULL)
7522 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
7523 local_player->sokobanfields_still_needed++;
7526 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
7528 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
7529 local_player->sokobanfields_still_needed--;
7532 Feld[x][y] = EL_SOKOBAN_OBJECT;
7534 if (Back[x][y] == Back[nextx][nexty])
7535 PlaySoundLevelAction(x, y, ACTION_PUSHING);
7536 else if (Back[x][y] != 0)
7537 PlaySoundLevelElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
7540 PlaySoundLevelElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
7543 if (local_player->sokobanfields_still_needed == 0 &&
7544 game.emulation == EMU_SOKOBAN)
7546 player->LevelSolved = player->GameOver = TRUE;
7547 PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
7551 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
7553 InitMovingField(x, y, move_direction);
7554 GfxAction[x][y] = ACTION_PUSHING;
7556 if (mode == DF_SNAP)
7557 ContinueMoving(x, y);
7559 MovPos[x][y] = (dx != 0 ? dx : dy);
7561 Pushed[x][y] = TRUE;
7562 Pushed[nextx][nexty] = TRUE;
7564 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
7565 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7567 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PUSHED);
7568 CheckElementChange(x, y, element, CE_PUSHED_BY_PLAYER);
7574 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PRESSED);
7575 CheckElementChange(x, y, element, CE_PRESSED_BY_PLAYER);
7578 return MF_NO_ACTION;
7581 player->push_delay = 0;
7583 if (Feld[x][y] != element) /* really digged/collected something */
7584 player->is_collecting = !player->is_digging;
7589 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
7591 int jx = player->jx, jy = player->jy;
7592 int x = jx + dx, y = jy + dy;
7593 int snap_direction = (dx == -1 ? MV_LEFT :
7594 dx == +1 ? MV_RIGHT :
7596 dy == +1 ? MV_DOWN : MV_NO_MOVING);
7598 if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0))
7601 if (!player->active || !IN_LEV_FIELD(x, y))
7609 if (player->MovPos == 0)
7610 player->Pushing = FALSE;
7612 player->snapped = FALSE;
7614 if (player->MovPos == 0)
7616 player->is_digging = FALSE;
7617 player->is_collecting = FALSE;
7623 if (player->snapped)
7626 player->MovDir = snap_direction;
7628 if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
7631 player->snapped = TRUE;
7632 player->is_digging = FALSE;
7633 player->is_collecting = FALSE;
7635 DrawLevelField(x, y);
7641 boolean DropElement(struct PlayerInfo *player)
7643 int jx = player->jx, jy = player->jy;
7646 if (!player->active || player->MovPos)
7649 old_element = Feld[jx][jy];
7651 /* check if player has anything that can be dropped */
7652 if (player->inventory_size == 0 && player->dynabombs_left == 0)
7655 /* check if anything can be dropped at the current position */
7656 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
7659 /* collected custom elements can only be dropped on empty fields */
7660 if (player->inventory_size > 0 &&
7661 IS_CUSTOM_ELEMENT(player->inventory_element[player->inventory_size - 1])
7662 && old_element != EL_EMPTY)
7665 if (old_element != EL_EMPTY)
7666 Back[jx][jy] = old_element; /* store old element on this field */
7668 MovDelay[jx][jy] = 96;
7670 ResetGfxAnimation(jx, jy);
7671 ResetRandomAnimationValue(jx, jy);
7673 if (player->inventory_size > 0)
7675 int new_element = player->inventory_element[--player->inventory_size];
7678 Feld[jx][jy] = (new_element == EL_DYNAMITE ? EL_DYNAMITE_ACTIVE :
7679 new_element == EL_SP_DISK_RED ? EL_SP_DISK_RED_ACTIVE :
7682 Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
7683 EL_DYNAMITE_ACTIVE);
7686 DrawText(DX_DYNAMITE, DY_DYNAMITE,
7687 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
7689 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
7690 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
7692 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
7694 CheckTriggeredElementChange(jx, jy, new_element, CE_OTHER_GETS_DROPPED);
7695 CheckElementChange(jx, jy, new_element, CE_DROPPED_BY_PLAYER);
7697 else /* player is dropping a dyna bomb */
7699 player->dynabombs_left--;
7702 EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1);
7704 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
7705 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
7707 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
7713 /* ------------------------------------------------------------------------- */
7714 /* game sound playing functions */
7715 /* ------------------------------------------------------------------------- */
7717 static int *loop_sound_frame = NULL;
7718 static int *loop_sound_volume = NULL;
7720 void InitPlaySoundLevel()
7722 int num_sounds = getSoundListSize();
7724 if (loop_sound_frame != NULL)
7725 free(loop_sound_frame);
7727 if (loop_sound_volume != NULL)
7728 free(loop_sound_volume);
7730 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
7731 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
7734 static void PlaySoundLevel(int x, int y, int nr)
7736 int sx = SCREENX(x), sy = SCREENY(y);
7737 int volume, stereo_position;
7738 int max_distance = 8;
7739 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
7741 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
7742 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
7745 if (!IN_LEV_FIELD(x, y) ||
7746 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
7747 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
7750 volume = SOUND_MAX_VOLUME;
7752 if (!IN_SCR_FIELD(sx, sy))
7754 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
7755 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
7757 volume -= volume * (dx > dy ? dx : dy) / max_distance;
7760 stereo_position = (SOUND_MAX_LEFT +
7761 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
7762 (SCR_FIELDX + 2 * max_distance));
7764 if (IS_LOOP_SOUND(nr))
7766 /* This assures that quieter loop sounds do not overwrite louder ones,
7767 while restarting sound volume comparison with each new game frame. */
7769 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
7772 loop_sound_volume[nr] = volume;
7773 loop_sound_frame[nr] = FrameCounter;
7776 PlaySoundExt(nr, volume, stereo_position, type);
7779 static void PlaySoundLevelNearest(int x, int y, int sound_action)
7781 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
7782 x > LEVELX(BX2) ? LEVELX(BX2) : x,
7783 y < LEVELY(BY1) ? LEVELY(BY1) :
7784 y > LEVELY(BY2) ? LEVELY(BY2) : y,
7788 static void PlaySoundLevelAction(int x, int y, int action)
7790 PlaySoundLevelElementAction(x, y, Feld[x][y], action);
7793 static void PlaySoundLevelElementAction(int x, int y, int element, int action)
7795 int sound_effect = element_info[element].sound[action];
7797 if (sound_effect != SND_UNDEFINED)
7798 PlaySoundLevel(x, y, sound_effect);
7801 static void PlaySoundLevelActionIfLoop(int x, int y, int action)
7803 int sound_effect = element_info[Feld[x][y]].sound[action];
7805 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
7806 PlaySoundLevel(x, y, sound_effect);
7809 static void StopSoundLevelActionIfLoop(int x, int y, int action)
7811 int sound_effect = element_info[Feld[x][y]].sound[action];
7813 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
7814 StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND);
7817 void RaiseScore(int value)
7819 local_player->score += value;
7820 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2);
7823 void RaiseScoreElement(int element)
7829 case EL_EMERALD_YELLOW:
7830 case EL_EMERALD_RED:
7831 case EL_EMERALD_PURPLE:
7832 case EL_SP_INFOTRON:
7833 RaiseScore(level.score[SC_EMERALD]);
7836 RaiseScore(level.score[SC_DIAMOND]);
7839 RaiseScore(level.score[SC_CRYSTAL]);
7842 RaiseScore(level.score[SC_PEARL]);
7845 case EL_BD_BUTTERFLY:
7846 case EL_SP_ELECTRON:
7847 RaiseScore(level.score[SC_BUG]);
7851 case EL_SP_SNIKSNAK:
7852 RaiseScore(level.score[SC_SPACESHIP]);
7855 case EL_DARK_YAMYAM:
7856 RaiseScore(level.score[SC_YAMYAM]);
7859 RaiseScore(level.score[SC_ROBOT]);
7862 RaiseScore(level.score[SC_PACMAN]);
7865 RaiseScore(level.score[SC_NUT]);
7868 case EL_SP_DISK_RED:
7869 case EL_DYNABOMB_INCREASE_NUMBER:
7870 case EL_DYNABOMB_INCREASE_SIZE:
7871 case EL_DYNABOMB_INCREASE_POWER:
7872 RaiseScore(level.score[SC_DYNAMITE]);
7874 case EL_SHIELD_NORMAL:
7875 case EL_SHIELD_DEADLY:
7876 RaiseScore(level.score[SC_SHIELD]);
7879 RaiseScore(level.score[SC_TIME_BONUS]);
7885 RaiseScore(level.score[SC_KEY]);
7888 RaiseScore(element_info[element].collect_score);
7893 void RequestQuitGame(boolean ask_if_really_quit)
7895 if (AllPlayersGone ||
7896 !ask_if_really_quit ||
7897 level_editor_test_game ||
7898 Request("Do you really want to quit the game ?",
7899 REQ_ASK | REQ_STAY_CLOSED))
7901 #if defined(PLATFORM_UNIX)
7902 if (options.network)
7903 SendToServer_StopPlaying();
7907 game_status = GAME_MODE_MAIN;
7913 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
7918 /* ---------- new game button stuff ---------------------------------------- */
7920 /* graphic position values for game buttons */
7921 #define GAME_BUTTON_XSIZE 30
7922 #define GAME_BUTTON_YSIZE 30
7923 #define GAME_BUTTON_XPOS 5
7924 #define GAME_BUTTON_YPOS 215
7925 #define SOUND_BUTTON_XPOS 5
7926 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
7928 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
7929 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
7930 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
7931 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
7932 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
7933 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
7940 } gamebutton_info[NUM_GAME_BUTTONS] =
7943 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
7948 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
7953 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
7958 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
7959 SOUND_CTRL_ID_MUSIC,
7960 "background music on/off"
7963 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
7964 SOUND_CTRL_ID_LOOPS,
7965 "sound loops on/off"
7968 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
7969 SOUND_CTRL_ID_SIMPLE,
7970 "normal sounds on/off"
7974 void CreateGameButtons()
7978 for (i=0; i<NUM_GAME_BUTTONS; i++)
7980 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
7981 struct GadgetInfo *gi;
7984 unsigned long event_mask;
7985 int gd_xoffset, gd_yoffset;
7986 int gd_x1, gd_x2, gd_y1, gd_y2;
7989 gd_xoffset = gamebutton_info[i].x;
7990 gd_yoffset = gamebutton_info[i].y;
7991 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
7992 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
7994 if (id == GAME_CTRL_ID_STOP ||
7995 id == GAME_CTRL_ID_PAUSE ||
7996 id == GAME_CTRL_ID_PLAY)
7998 button_type = GD_TYPE_NORMAL_BUTTON;
8000 event_mask = GD_EVENT_RELEASED;
8001 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
8002 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
8006 button_type = GD_TYPE_CHECK_BUTTON;
8008 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
8009 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
8010 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
8011 event_mask = GD_EVENT_PRESSED;
8012 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
8013 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
8016 gi = CreateGadget(GDI_CUSTOM_ID, id,
8017 GDI_INFO_TEXT, gamebutton_info[i].infotext,
8018 GDI_X, DX + gd_xoffset,
8019 GDI_Y, DY + gd_yoffset,
8020 GDI_WIDTH, GAME_BUTTON_XSIZE,
8021 GDI_HEIGHT, GAME_BUTTON_YSIZE,
8022 GDI_TYPE, button_type,
8023 GDI_STATE, GD_BUTTON_UNPRESSED,
8024 GDI_CHECKED, checked,
8025 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
8026 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
8027 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
8028 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
8029 GDI_EVENT_MASK, event_mask,
8030 GDI_CALLBACK_ACTION, HandleGameButtons,
8034 Error(ERR_EXIT, "cannot create gadget");
8036 game_gadget[id] = gi;
8040 void FreeGameButtons()
8044 for (i=0; i<NUM_GAME_BUTTONS; i++)
8045 FreeGadget(game_gadget[i]);
8048 static void MapGameButtons()
8052 for (i=0; i<NUM_GAME_BUTTONS; i++)
8053 MapGadget(game_gadget[i]);
8056 void UnmapGameButtons()
8060 for (i=0; i<NUM_GAME_BUTTONS; i++)
8061 UnmapGadget(game_gadget[i]);
8064 static void HandleGameButtons(struct GadgetInfo *gi)
8066 int id = gi->custom_id;
8068 if (game_status != GAME_MODE_PLAYING)
8073 case GAME_CTRL_ID_STOP:
8074 RequestQuitGame(TRUE);
8077 case GAME_CTRL_ID_PAUSE:
8078 if (options.network)
8080 #if defined(PLATFORM_UNIX)
8082 SendToServer_ContinuePlaying();
8084 SendToServer_PausePlaying();
8088 TapeTogglePause(TAPE_TOGGLE_MANUAL);
8091 case GAME_CTRL_ID_PLAY:
8094 #if defined(PLATFORM_UNIX)
8095 if (options.network)
8096 SendToServer_ContinuePlaying();
8100 tape.pausing = FALSE;
8101 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
8106 case SOUND_CTRL_ID_MUSIC:
8107 if (setup.sound_music)
8109 setup.sound_music = FALSE;
8112 else if (audio.music_available)
8114 setup.sound = setup.sound_music = TRUE;
8116 SetAudioMode(setup.sound);
8117 PlayMusic(level_nr);
8121 case SOUND_CTRL_ID_LOOPS:
8122 if (setup.sound_loops)
8123 setup.sound_loops = FALSE;
8124 else if (audio.loops_available)
8126 setup.sound = setup.sound_loops = TRUE;
8127 SetAudioMode(setup.sound);
8131 case SOUND_CTRL_ID_SIMPLE:
8132 if (setup.sound_simple)
8133 setup.sound_simple = FALSE;
8134 else if (audio.sound_available)
8136 setup.sound = setup.sound_simple = TRUE;
8137 SetAudioMode(setup.sound);