1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MoveFigure() */
36 #define MF_NO_ACTION 0
40 /* for ScrollFigure() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_NO_EXPLOSION 0
51 /* special positions in the game control window (relative to control window) */
54 #define XX_EMERALDS 29
55 #define YY_EMERALDS 54
56 #define XX_DYNAMITE 29
57 #define YY_DYNAMITE 89
65 /* special positions in the game control window (relative to main window) */
66 #define DX_LEVEL (DX + XX_LEVEL)
67 #define DY_LEVEL (DY + YY_LEVEL)
68 #define DX_EMERALDS (DX + XX_EMERALDS)
69 #define DY_EMERALDS (DY + YY_EMERALDS)
70 #define DX_DYNAMITE (DX + XX_DYNAMITE)
71 #define DY_DYNAMITE (DY + YY_DYNAMITE)
72 #define DX_KEYS (DX + XX_KEYS)
73 #define DY_KEYS (DY + YY_KEYS)
74 #define DX_SCORE (DX + XX_SCORE)
75 #define DY_SCORE (DY + YY_SCORE)
76 #define DX_TIME (DX + XX_TIME)
77 #define DY_TIME (DY + YY_TIME)
79 /* values for initial player move delay (initial delay counter value) */
80 #define INITIAL_MOVE_DELAY_OFF -1
81 #define INITIAL_MOVE_DELAY_ON 0
83 /* values for player movement speed (which is in fact a delay value) */
84 #define MOVE_DELAY_NORMAL_SPEED 8
85 #define MOVE_DELAY_HIGH_SPEED 4
87 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
88 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
89 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
90 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
92 /* values for other actions */
93 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
95 #define INIT_GFX_RANDOM() (SimpleRND(1000000))
97 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
98 RND(element_info[e].push_delay_random))
99 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
100 RND(element_info[e].move_delay_random))
102 #define ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, condition) \
103 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
105 (DONT_COLLIDE_WITH(e) && \
106 IS_FREE_OR_PLAYER(x, y))))
108 #define ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, condition) \
109 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
112 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
113 ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, 0)
115 #define ELEMENT_CAN_ENTER_FIELD_OR_ACID(e, x, y) \
116 ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, (Feld[x][y] == EL_ACID))
118 #define ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(x, y) \
119 ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, (Feld[x][y] == EL_ACID))
121 #define ENEMY_CAN_ENTER_FIELD(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
123 #define YAMYAM_CAN_ENTER_FIELD(x, y) \
124 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
125 Feld[x][y] == EL_DIAMOND))
127 #define DARK_YAMYAM_CAN_ENTER_FIELD(x, y) \
128 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
129 IS_FOOD_DARK_YAMYAM(Feld[x][y])))
131 #define PACMAN_CAN_ENTER_FIELD(x, y) \
132 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
133 IS_AMOEBOID(Feld[x][y])))
135 #define PIG_CAN_ENTER_FIELD(x, y) \
136 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
137 IS_FOOD_PIG(Feld[x][y])))
139 #define PENGUIN_CAN_ENTER_FIELD(x, y) \
140 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
141 IS_FOOD_PENGUIN(Feld[x][y]) || \
142 Feld[x][y] == EL_EXIT_OPEN || \
143 Feld[x][y] == EL_ACID))
145 #define MOLE_CAN_ENTER_FIELD(x, y, condition) \
146 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || (condition)))
148 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
149 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
151 /* game button identifiers */
152 #define GAME_CTRL_ID_STOP 0
153 #define GAME_CTRL_ID_PAUSE 1
154 #define GAME_CTRL_ID_PLAY 2
155 #define SOUND_CTRL_ID_MUSIC 3
156 #define SOUND_CTRL_ID_LOOPS 4
157 #define SOUND_CTRL_ID_SIMPLE 5
159 #define NUM_GAME_BUTTONS 6
162 /* forward declaration for internal use */
164 static void InitBeltMovement(void);
165 static void CloseAllOpenTimegates(void);
166 static void CheckGravityMovement(struct PlayerInfo *);
167 static void KillHeroUnlessProtected(int, int);
169 static void TestIfPlayerTouchesCustomElement(int, int);
170 static void TestIfElementTouchesCustomElement(int, int);
172 static boolean CheckTriggeredElementChange(int, int, int, int);
173 static boolean CheckElementChange(int, int, int, int);
174 static void ChangeElementNow(int, int, int);
176 static void PlaySoundLevel(int, int, int);
177 static void PlaySoundLevelNearest(int, int, int);
178 static void PlaySoundLevelAction(int, int, int);
179 static void PlaySoundLevelElementAction(int, int, int, int);
180 static void PlaySoundLevelActionIfLoop(int, int, int);
181 static void StopSoundLevelActionIfLoop(int, int, int);
183 static void MapGameButtons();
184 static void HandleGameButtons(struct GadgetInfo *);
186 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
189 /* ------------------------------------------------------------------------- */
190 /* definition of elements that automatically change to other elements after */
191 /* a specified time, eventually calling a function when changing */
192 /* ------------------------------------------------------------------------- */
194 /* forward declaration for changer functions */
195 static void InitBuggyBase(int x, int y);
196 static void WarnBuggyBase(int x, int y);
198 static void InitTrap(int x, int y);
199 static void ActivateTrap(int x, int y);
200 static void ChangeActiveTrap(int x, int y);
202 static void InitRobotWheel(int x, int y);
203 static void RunRobotWheel(int x, int y);
204 static void StopRobotWheel(int x, int y);
206 static void InitTimegateWheel(int x, int y);
207 static void RunTimegateWheel(int x, int y);
209 struct ChangingElementInfo
214 void (*pre_change_function)(int x, int y);
215 void (*change_function)(int x, int y);
216 void (*post_change_function)(int x, int y);
219 static struct ChangingElementInfo changing_element_list[] =
246 EL_SWITCHGATE_OPENING,
254 EL_SWITCHGATE_CLOSING,
255 EL_SWITCHGATE_CLOSED,
287 EL_ACID_SPLASH_RIGHT,
296 EL_SP_BUGGY_BASE_ACTIVATING,
303 EL_SP_BUGGY_BASE_ACTIVATING,
304 EL_SP_BUGGY_BASE_ACTIVE,
311 EL_SP_BUGGY_BASE_ACTIVE,
335 EL_ROBOT_WHEEL_ACTIVE,
343 EL_TIMEGATE_SWITCH_ACTIVE,
364 int push_delay_fixed, push_delay_random;
369 { EL_BALLOON, 0, 0 },
371 { EL_SOKOBAN_OBJECT, 2, 0 },
372 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
373 { EL_SATELLITE, 2, 0 },
374 { EL_SP_DISK_YELLOW, 2, 0 },
376 { EL_UNDEFINED, 0, 0 },
384 move_stepsize_list[] =
386 { EL_AMOEBA_DROP, 2 },
387 { EL_AMOEBA_DROPPING, 2 },
388 { EL_QUICKSAND_FILLING, 1 },
389 { EL_QUICKSAND_EMPTYING, 1 },
390 { EL_MAGIC_WALL_FILLING, 2 },
391 { EL_BD_MAGIC_WALL_FILLING, 2 },
392 { EL_MAGIC_WALL_EMPTYING, 2 },
393 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
403 collect_count_list[] =
406 { EL_BD_DIAMOND, 1 },
407 { EL_EMERALD_YELLOW, 1 },
408 { EL_EMERALD_RED, 1 },
409 { EL_EMERALD_PURPLE, 1 },
411 { EL_SP_INFOTRON, 1 },
418 static boolean changing_element[MAX_NUM_ELEMENTS];
419 static unsigned long trigger_events[MAX_NUM_ELEMENTS];
421 #define IS_AUTO_CHANGING(e) (changing_element[e])
422 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
423 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
424 IS_JUST_CHANGING(x, y))
427 void GetPlayerConfig()
429 if (!audio.sound_available)
430 setup.sound_simple = FALSE;
432 if (!audio.loops_available)
433 setup.sound_loops = FALSE;
435 if (!audio.music_available)
436 setup.sound_music = FALSE;
438 if (!video.fullscreen_available)
439 setup.fullscreen = FALSE;
441 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
443 SetAudioMode(setup.sound);
447 static int getBeltNrFromBeltElement(int element)
449 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
450 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
451 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
454 static int getBeltNrFromBeltActiveElement(int element)
456 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
457 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
458 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
461 static int getBeltNrFromBeltSwitchElement(int element)
463 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
464 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
465 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
468 static int getBeltDirNrFromBeltSwitchElement(int element)
470 static int belt_base_element[4] =
472 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
473 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
474 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
475 EL_CONVEYOR_BELT_4_SWITCH_LEFT
478 int belt_nr = getBeltNrFromBeltSwitchElement(element);
479 int belt_dir_nr = element - belt_base_element[belt_nr];
481 return (belt_dir_nr % 3);
484 static int getBeltDirFromBeltSwitchElement(int element)
486 static int belt_move_dir[3] =
493 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
495 return belt_move_dir[belt_dir_nr];
498 static void InitPlayerField(int x, int y, int element, boolean init_game)
500 if (element == EL_SP_MURPHY)
504 if (stored_player[0].present)
506 Feld[x][y] = EL_SP_MURPHY_CLONE;
512 stored_player[0].use_murphy_graphic = TRUE;
515 Feld[x][y] = EL_PLAYER_1;
521 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
522 int jx = player->jx, jy = player->jy;
524 player->present = TRUE;
526 if (!options.network || player->connected)
528 player->active = TRUE;
530 /* remove potentially duplicate players */
531 if (StorePlayer[jx][jy] == Feld[x][y])
532 StorePlayer[jx][jy] = 0;
534 StorePlayer[x][y] = Feld[x][y];
538 printf("Player %d activated.\n", player->element_nr);
539 printf("[Local player is %d and currently %s.]\n",
540 local_player->element_nr,
541 local_player->active ? "active" : "not active");
545 Feld[x][y] = EL_EMPTY;
546 player->jx = player->last_jx = x;
547 player->jy = player->last_jy = y;
551 static void InitField(int x, int y, boolean init_game)
553 int element = Feld[x][y];
562 InitPlayerField(x, y, element, init_game);
566 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
567 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
568 else if (x > 0 && Feld[x-1][y] == EL_ACID)
569 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
570 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
571 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
572 else if (y > 0 && Feld[x][y-1] == EL_ACID)
573 Feld[x][y] = EL_ACID_POOL_BOTTOM;
574 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
575 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
583 case EL_SPACESHIP_RIGHT:
584 case EL_SPACESHIP_UP:
585 case EL_SPACESHIP_LEFT:
586 case EL_SPACESHIP_DOWN:
588 case EL_BD_BUTTERFLY_RIGHT:
589 case EL_BD_BUTTERFLY_UP:
590 case EL_BD_BUTTERFLY_LEFT:
591 case EL_BD_BUTTERFLY_DOWN:
592 case EL_BD_BUTTERFLY:
593 case EL_BD_FIREFLY_RIGHT:
594 case EL_BD_FIREFLY_UP:
595 case EL_BD_FIREFLY_LEFT:
596 case EL_BD_FIREFLY_DOWN:
598 case EL_PACMAN_RIGHT:
622 if (y == lev_fieldy - 1)
624 Feld[x][y] = EL_AMOEBA_GROWING;
625 Store[x][y] = EL_AMOEBA_WET;
629 case EL_DYNAMITE_ACTIVE:
634 local_player->lights_still_needed++;
637 case EL_SOKOBAN_FIELD_EMPTY:
638 local_player->sokobanfields_still_needed++;
642 local_player->friends_still_needed++;
647 MovDir[x][y] = 1 << RND(4);
651 Feld[x][y] = EL_EMPTY;
654 case EL_EM_KEY_1_FILE:
655 Feld[x][y] = EL_EM_KEY_1;
657 case EL_EM_KEY_2_FILE:
658 Feld[x][y] = EL_EM_KEY_2;
660 case EL_EM_KEY_3_FILE:
661 Feld[x][y] = EL_EM_KEY_3;
663 case EL_EM_KEY_4_FILE:
664 Feld[x][y] = EL_EM_KEY_4;
667 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
668 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
669 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
670 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
671 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
672 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
673 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
674 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
675 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
676 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
677 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
678 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
681 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
682 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
683 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
685 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
687 game.belt_dir[belt_nr] = belt_dir;
688 game.belt_dir_nr[belt_nr] = belt_dir_nr;
690 else /* more than one switch -- set it like the first switch */
692 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
697 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
699 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
702 case EL_LIGHT_SWITCH_ACTIVE:
704 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
708 if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
714 void DrawGameDoorValues()
718 for (i=0; i<MAX_PLAYERS; i++)
720 if (stored_player[i].key[j])
721 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
722 el2edimg(EL_KEY_1 + j));
724 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
725 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
726 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
727 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
728 DrawText(DX + XX_SCORE, DY + YY_SCORE,
729 int2str(local_player->score, 5), FONT_TEXT_2);
730 DrawText(DX + XX_TIME, DY + YY_TIME,
731 int2str(TimeLeft, 3), FONT_TEXT_2);
736 =============================================================================
738 -----------------------------------------------------------------------------
739 initialize game engine due to level / tape version number
740 =============================================================================
743 static void InitGameEngine()
747 /* set game engine from tape file when re-playing, else from level file */
748 game.engine_version = (tape.playing ? tape.engine_version :
751 /* dynamically adjust element properties according to game engine version */
752 InitElementPropertiesEngine(game.engine_version);
755 printf("level %d: level version == %06d\n", level_nr, level.game_version);
756 printf(" tape version == %06d [%s] [file: %06d]\n",
757 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
759 printf(" => game.engine_version == %06d\n", game.engine_version);
762 /* ---------- initialize player's initial move delay --------------------- */
764 /* dynamically adjust player properties according to game engine version */
765 game.initial_move_delay =
766 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
767 INITIAL_MOVE_DELAY_OFF);
769 /* dynamically adjust player properties according to level information */
770 game.initial_move_delay_value =
771 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
773 /* ---------- initialize changing elements ------------------------------- */
775 /* initialize changing elements information */
776 for (i=0; i<MAX_NUM_ELEMENTS; i++)
779 element_info[i].change.pre_change_function = NULL;
780 element_info[i].change.change_function = NULL;
781 element_info[i].change.post_change_function = NULL;
783 if (!IS_CUSTOM_ELEMENT(i))
785 element_info[i].change.target_element = EL_EMPTY_SPACE;
786 element_info[i].change.delay_fixed = 0;
787 element_info[i].change.delay_random = 0;
788 element_info[i].change.delay_frames = 1;
791 changing_element[i] = FALSE;
793 changing_element[i].base_element = EL_UNDEFINED;
794 changing_element[i].next_element = EL_UNDEFINED;
795 changing_element[i].change_delay = -1;
796 changing_element[i].pre_change_function = NULL;
797 changing_element[i].change_function = NULL;
798 changing_element[i].post_change_function = NULL;
802 /* add changing elements from pre-defined list */
803 for (i=0; changing_element_list[i].element != EL_UNDEFINED; i++)
805 int element = changing_element_list[i].element;
806 struct ChangingElementInfo *ce = &changing_element_list[i];
807 struct ElementChangeInfo *change = &element_info[element].change;
810 change->target_element = ce->target_element;
811 change->delay_fixed = ce->change_delay;
812 change->pre_change_function = ce->pre_change_function;
813 change->change_function = ce->change_function;
814 change->post_change_function = ce->post_change_function;
816 changing_element[element] = TRUE;
818 changing_element[element].base_element = ce->base_element;
819 changing_element[element].next_element = ce->next_element;
820 changing_element[element].change_delay = ce->change_delay;
821 changing_element[element].pre_change_function = ce->pre_change_function;
822 changing_element[element].change_function = ce->change_function;
823 changing_element[element].post_change_function = ce->post_change_function;
827 /* add changing elements from custom element configuration */
828 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
830 int element = EL_CUSTOM_START + i;
832 struct ElementChangeInfo *change = &element_info[element].change;
835 /* only add custom elements that change after fixed/random frame delay */
836 if (!CAN_CHANGE(element) || !HAS_CHANGE_EVENT(element, CE_DELAY))
840 changing_element[element] = TRUE;
842 changing_element[element].base_element = element;
843 changing_element[element].next_element = change->target_element;
844 changing_element[element].change_delay = (change->delay_fixed *
845 change->delay_frames);
849 /* ---------- initialize trigger events ---------------------------------- */
851 /* initialize trigger events information */
852 for (i=0; i<MAX_NUM_ELEMENTS; i++)
853 trigger_events[i] = EP_BITMASK_DEFAULT;
855 /* add trigger events from element change event properties */
856 for (i=0; i<MAX_NUM_ELEMENTS; i++)
857 if (HAS_CHANGE_EVENT(i, CE_BY_OTHER))
858 trigger_events[element_info[i].change.trigger_element] |=
859 element_info[i].change.events;
861 /* ---------- initialize push delay -------------------------------------- */
863 /* initialize push delay values to default */
864 for (i=0; i<MAX_NUM_ELEMENTS; i++)
866 if (!IS_CUSTOM_ELEMENT(i))
868 element_info[i].push_delay_fixed = 2;
869 element_info[i].push_delay_random = 8;
873 /* set push delay value for certain elements from pre-defined list */
874 for (i=0; push_delay_list[i].element != EL_UNDEFINED; i++)
876 int e = push_delay_list[i].element;
878 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
879 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
882 /* ---------- initialize move stepsize ----------------------------------- */
884 /* initialize move stepsize values to default */
885 for (i=0; i<MAX_NUM_ELEMENTS; i++)
886 if (!IS_CUSTOM_ELEMENT(i))
887 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
889 /* set move stepsize value for certain elements from pre-defined list */
890 for (i=0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
892 int e = move_stepsize_list[i].element;
894 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
897 /* ---------- initialize gem count --------------------------------------- */
899 /* initialize gem count values for each element */
900 for (i=0; i<MAX_NUM_ELEMENTS; i++)
901 if (!IS_CUSTOM_ELEMENT(i))
902 element_info[i].collect_count = 0;
904 /* add gem count values for all elements from pre-defined list */
905 for (i=0; collect_count_list[i].element != EL_UNDEFINED; i++)
906 element_info[collect_count_list[i].element].collect_count =
907 collect_count_list[i].count;
912 =============================================================================
914 -----------------------------------------------------------------------------
915 initialize and start new game
916 =============================================================================
921 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
922 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
923 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
930 #if USE_NEW_AMOEBA_CODE
931 printf("Using new amoeba code.\n");
933 printf("Using old amoeba code.\n");
938 /* don't play tapes over network */
939 network_playing = (options.network && !tape.playing);
941 for (i=0; i<MAX_PLAYERS; i++)
943 struct PlayerInfo *player = &stored_player[i];
945 player->index_nr = i;
946 player->element_nr = EL_PLAYER_1 + i;
948 player->present = FALSE;
949 player->active = FALSE;
952 player->effective_action = 0;
953 player->programmed_action = 0;
956 player->gems_still_needed = level.gems_needed;
957 player->sokobanfields_still_needed = 0;
958 player->lights_still_needed = 0;
959 player->friends_still_needed = 0;
962 player->key[j] = FALSE;
964 player->dynabomb_count = 0;
965 player->dynabomb_size = 1;
966 player->dynabombs_left = 0;
967 player->dynabomb_xl = FALSE;
969 player->MovDir = MV_NO_MOVING;
971 player->Pushing = FALSE;
972 player->Switching = FALSE;
974 player->GfxDir = MV_NO_MOVING;
975 player->GfxAction = ACTION_DEFAULT;
977 player->StepFrame = 0;
979 player->use_murphy_graphic = FALSE;
980 player->use_disk_red_graphic = FALSE;
982 player->actual_frame_counter = 0;
984 player->last_move_dir = MV_NO_MOVING;
986 player->is_moving = FALSE;
987 player->is_waiting = FALSE;
988 player->is_digging = FALSE;
989 player->is_collecting = FALSE;
991 player->move_delay = game.initial_move_delay;
992 player->move_delay_value = game.initial_move_delay_value;
994 player->push_delay = 0;
995 player->push_delay_value = 5;
997 player->snapped = FALSE;
999 player->last_jx = player->last_jy = 0;
1000 player->jx = player->jy = 0;
1002 player->shield_normal_time_left = 0;
1003 player->shield_deadly_time_left = 0;
1005 player->inventory_size = 0;
1007 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
1008 SnapField(player, 0, 0);
1010 player->LevelSolved = FALSE;
1011 player->GameOver = FALSE;
1014 network_player_action_received = FALSE;
1016 #if defined(PLATFORM_UNIX)
1017 /* initial null action */
1018 if (network_playing)
1019 SendToServer_MovePlayer(MV_NO_MOVING);
1027 TimeLeft = level.time;
1029 ScreenMovDir = MV_NO_MOVING;
1033 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
1035 AllPlayersGone = FALSE;
1037 game.yamyam_content_nr = 0;
1038 game.magic_wall_active = FALSE;
1039 game.magic_wall_time_left = 0;
1040 game.light_time_left = 0;
1041 game.timegate_time_left = 0;
1042 game.switchgate_pos = 0;
1043 game.balloon_dir = MV_NO_MOVING;
1044 game.explosions_delayed = TRUE;
1048 game.belt_dir[i] = MV_NO_MOVING;
1049 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1052 for (i=0; i<MAX_NUM_AMOEBA; i++)
1053 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
1055 for (x=0; x<lev_fieldx; x++)
1057 for (y=0; y<lev_fieldy; y++)
1059 Feld[x][y] = level.field[x][y];
1060 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
1061 ChangeDelay[x][y] = 0;
1062 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
1064 JustStopped[x][y] = 0;
1066 Pushed[x][y] = FALSE;
1067 Changing[x][y] = FALSE;
1068 ExplodePhase[x][y] = 0;
1069 ExplodeField[x][y] = EX_NO_EXPLOSION;
1072 GfxAction[x][y] = ACTION_DEFAULT;
1073 GfxRandom[x][y] = INIT_GFX_RANDOM();
1074 GfxElement[x][y] = EL_UNDEFINED;
1078 for(y=0; y<lev_fieldy; y++)
1080 for(x=0; x<lev_fieldx; x++)
1082 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
1084 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
1086 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
1089 InitField(x, y, TRUE);
1095 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
1096 emulate_sb ? EMU_SOKOBAN :
1097 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
1099 /* correct non-moving belts to start moving left */
1101 if (game.belt_dir[i] == MV_NO_MOVING)
1102 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1104 /* check if any connected player was not found in playfield */
1105 for (i=0; i<MAX_PLAYERS; i++)
1107 struct PlayerInfo *player = &stored_player[i];
1109 if (player->connected && !player->present)
1111 for (j=0; j<MAX_PLAYERS; j++)
1113 struct PlayerInfo *some_player = &stored_player[j];
1114 int jx = some_player->jx, jy = some_player->jy;
1116 /* assign first free player found that is present in the playfield */
1117 if (some_player->present && !some_player->connected)
1119 player->present = TRUE;
1120 player->active = TRUE;
1121 some_player->present = FALSE;
1123 StorePlayer[jx][jy] = player->element_nr;
1124 player->jx = player->last_jx = jx;
1125 player->jy = player->last_jy = jy;
1135 /* when playing a tape, eliminate all players who do not participate */
1137 for (i=0; i<MAX_PLAYERS; i++)
1139 if (stored_player[i].active && !tape.player_participates[i])
1141 struct PlayerInfo *player = &stored_player[i];
1142 int jx = player->jx, jy = player->jy;
1144 player->active = FALSE;
1145 StorePlayer[jx][jy] = 0;
1146 Feld[jx][jy] = EL_EMPTY;
1150 else if (!options.network && !setup.team_mode) /* && !tape.playing */
1152 /* when in single player mode, eliminate all but the first active player */
1154 for (i=0; i<MAX_PLAYERS; i++)
1156 if (stored_player[i].active)
1158 for (j=i+1; j<MAX_PLAYERS; j++)
1160 if (stored_player[j].active)
1162 struct PlayerInfo *player = &stored_player[j];
1163 int jx = player->jx, jy = player->jy;
1165 player->active = FALSE;
1166 StorePlayer[jx][jy] = 0;
1167 Feld[jx][jy] = EL_EMPTY;
1174 /* when recording the game, store which players take part in the game */
1177 for (i=0; i<MAX_PLAYERS; i++)
1178 if (stored_player[i].active)
1179 tape.player_participates[i] = TRUE;
1184 for (i=0; i<MAX_PLAYERS; i++)
1186 struct PlayerInfo *player = &stored_player[i];
1188 printf("Player %d: present == %d, connected == %d, active == %d.\n",
1193 if (local_player == player)
1194 printf("Player %d is local player.\n", i+1);
1198 if (BorderElement == EL_EMPTY)
1201 SBX_Right = lev_fieldx - SCR_FIELDX;
1203 SBY_Lower = lev_fieldy - SCR_FIELDY;
1208 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
1210 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
1213 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
1214 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
1216 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
1217 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
1219 /* if local player not found, look for custom element that might create
1220 the player (make some assumptions about the right custom element) */
1221 if (!local_player->present)
1223 int start_x = 0, start_y = 0;
1224 int found_rating = 0;
1225 int found_element = EL_UNDEFINED;
1227 for(y=0; y < lev_fieldy; y++) for(x=0; x < lev_fieldx; x++)
1229 int element = Feld[x][y];
1234 if (!IS_CUSTOM_ELEMENT(element))
1237 if (CAN_CHANGE(element))
1239 content = element_info[element].change.target_element;
1240 is_player = ELEM_IS_PLAYER(content);
1242 if (is_player && (found_rating < 3 || element < found_element))
1248 found_element = element;
1252 for(yy=0; yy < 3; yy++) for(xx=0; xx < 3; xx++)
1254 content = element_info[element].content[xx][yy];
1255 is_player = ELEM_IS_PLAYER(content);
1257 if (is_player && (found_rating < 2 || element < found_element))
1259 start_x = x + xx - 1;
1260 start_y = y + yy - 1;
1263 found_element = element;
1266 if (!CAN_CHANGE(element))
1269 content = element_info[element].change.content[xx][yy];
1270 is_player = ELEM_IS_PLAYER(content);
1272 if (is_player && (found_rating < 1 || element < found_element))
1274 start_x = x + xx - 1;
1275 start_y = y + yy - 1;
1278 found_element = element;
1283 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
1284 start_x > SBX_Right + MIDPOSX ? SBX_Right :
1287 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
1288 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
1294 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
1295 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
1296 local_player->jx - MIDPOSX);
1298 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
1299 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
1300 local_player->jy - MIDPOSY);
1302 scroll_x = SBX_Left;
1303 scroll_y = SBY_Upper;
1304 if (local_player->jx >= SBX_Left + MIDPOSX)
1305 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
1306 local_player->jx - MIDPOSX :
1308 if (local_player->jy >= SBY_Upper + MIDPOSY)
1309 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
1310 local_player->jy - MIDPOSY :
1315 CloseDoor(DOOR_CLOSE_1);
1320 /* after drawing the level, correct some elements */
1321 if (game.timegate_time_left == 0)
1322 CloseAllOpenTimegates();
1324 if (setup.soft_scrolling)
1325 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
1327 redraw_mask |= REDRAW_FROM_BACKBUFFER;
1330 /* copy default game door content to main double buffer */
1331 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
1332 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
1335 DrawText(DX + XX_LEVEL, DY + YY_LEVEL, int2str(level_nr, 2), FONT_TEXT_2);
1338 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
1339 int2str(level_nr, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
1340 BlitBitmap(drawto, drawto,
1341 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
1342 getFontWidth(FONT_LEVEL_NUMBER) * 3,
1343 getFontHeight(FONT_LEVEL_NUMBER) - 1,
1344 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
1347 DrawGameDoorValues();
1351 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
1352 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
1353 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
1357 /* copy actual game door content to door double buffer for OpenDoor() */
1358 BlitBitmap(drawto, bitmap_db_door,
1359 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
1361 OpenDoor(DOOR_OPEN_ALL);
1363 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
1364 if (setup.sound_music)
1365 PlayMusic(level_nr);
1367 KeyboardAutoRepeatOffUnlessAutoplay();
1372 printf("Player %d %sactive.\n",
1373 i + 1, (stored_player[i].active ? "" : "not "));
1377 void InitMovDir(int x, int y)
1379 int i, element = Feld[x][y];
1380 static int xy[4][2] =
1387 static int direction[3][4] =
1389 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1390 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1391 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1400 Feld[x][y] = EL_BUG;
1401 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
1404 case EL_SPACESHIP_RIGHT:
1405 case EL_SPACESHIP_UP:
1406 case EL_SPACESHIP_LEFT:
1407 case EL_SPACESHIP_DOWN:
1408 Feld[x][y] = EL_SPACESHIP;
1409 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
1412 case EL_BD_BUTTERFLY_RIGHT:
1413 case EL_BD_BUTTERFLY_UP:
1414 case EL_BD_BUTTERFLY_LEFT:
1415 case EL_BD_BUTTERFLY_DOWN:
1416 Feld[x][y] = EL_BD_BUTTERFLY;
1417 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
1420 case EL_BD_FIREFLY_RIGHT:
1421 case EL_BD_FIREFLY_UP:
1422 case EL_BD_FIREFLY_LEFT:
1423 case EL_BD_FIREFLY_DOWN:
1424 Feld[x][y] = EL_BD_FIREFLY;
1425 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1428 case EL_PACMAN_RIGHT:
1430 case EL_PACMAN_LEFT:
1431 case EL_PACMAN_DOWN:
1432 Feld[x][y] = EL_PACMAN;
1433 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1436 case EL_SP_SNIKSNAK:
1437 MovDir[x][y] = MV_UP;
1440 case EL_SP_ELECTRON:
1441 MovDir[x][y] = MV_LEFT;
1448 Feld[x][y] = EL_MOLE;
1449 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1453 if (IS_CUSTOM_ELEMENT(element))
1455 if (element_info[element].move_direction_initial != MV_NO_MOVING)
1456 MovDir[x][y] = element_info[element].move_direction_initial;
1457 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
1458 element_info[element].move_pattern == MV_TURNING_LEFT ||
1459 element_info[element].move_pattern == MV_TURNING_RIGHT)
1460 MovDir[x][y] = 1 << RND(4);
1461 else if (element_info[element].move_pattern == MV_HORIZONTAL)
1462 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
1463 else if (element_info[element].move_pattern == MV_VERTICAL)
1464 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
1465 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
1466 MovDir[x][y] = element_info[element].move_pattern;
1467 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE ||
1468 element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1472 int x1 = x + xy[i][0];
1473 int y1 = y + xy[i][1];
1475 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1477 if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1478 MovDir[x][y] = direction[0][i];
1480 MovDir[x][y] = direction[1][i];
1489 MovDir[x][y] = 1 << RND(4);
1491 if (element != EL_BUG &&
1492 element != EL_SPACESHIP &&
1493 element != EL_BD_BUTTERFLY &&
1494 element != EL_BD_FIREFLY)
1499 int x1 = x + xy[i][0];
1500 int y1 = y + xy[i][1];
1502 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1504 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1506 MovDir[x][y] = direction[0][i];
1509 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1510 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1512 MovDir[x][y] = direction[1][i];
1522 void InitAmoebaNr(int x, int y)
1525 int group_nr = AmoebeNachbarNr(x, y);
1529 for (i=1; i<MAX_NUM_AMOEBA; i++)
1531 if (AmoebaCnt[i] == 0)
1539 AmoebaNr[x][y] = group_nr;
1540 AmoebaCnt[group_nr]++;
1541 AmoebaCnt2[group_nr]++;
1547 boolean raise_level = FALSE;
1549 if (local_player->MovPos)
1552 if (tape.playing && tape.auto_play)
1553 tape.auto_play_level_solved = TRUE;
1555 local_player->LevelSolved = FALSE;
1557 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
1561 if (!tape.playing && setup.sound_loops)
1562 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1563 SND_CTRL_PLAY_LOOP);
1565 while (TimeLeft > 0)
1567 if (!tape.playing && !setup.sound_loops)
1568 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1569 if (TimeLeft > 0 && !(TimeLeft % 10))
1570 RaiseScore(level.score[SC_TIME_BONUS]);
1571 if (TimeLeft > 100 && !(TimeLeft % 10))
1575 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
1582 if (!tape.playing && setup.sound_loops)
1583 StopSound(SND_GAME_LEVELTIME_BONUS);
1585 else if (level.time == 0) /* level without time limit */
1587 if (!tape.playing && setup.sound_loops)
1588 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1589 SND_CTRL_PLAY_LOOP);
1591 while (TimePlayed < 999)
1593 if (!tape.playing && !setup.sound_loops)
1594 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1595 if (TimePlayed < 999 && !(TimePlayed % 10))
1596 RaiseScore(level.score[SC_TIME_BONUS]);
1597 if (TimePlayed < 900 && !(TimePlayed % 10))
1601 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
1608 if (!tape.playing && setup.sound_loops)
1609 StopSound(SND_GAME_LEVELTIME_BONUS);
1612 /* Hero disappears */
1613 DrawLevelField(ExitX, ExitY);
1619 CloseDoor(DOOR_CLOSE_1);
1624 SaveTape(tape.level_nr); /* Ask to save tape */
1627 if (level_nr == leveldir_current->handicap_level)
1629 leveldir_current->handicap_level++;
1630 SaveLevelSetup_SeriesInfo();
1633 if (level_editor_test_game)
1634 local_player->score = -1; /* no highscore when playing from editor */
1635 else if (level_nr < leveldir_current->last_level)
1636 raise_level = TRUE; /* advance to next level */
1638 if ((hi_pos = NewHiScore()) >= 0)
1640 game_status = GAME_MODE_SCORES;
1641 DrawHallOfFame(hi_pos);
1650 game_status = GAME_MODE_MAIN;
1667 LoadScore(level_nr);
1669 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1670 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1673 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1675 if (local_player->score > highscore[k].Score)
1677 /* player has made it to the hall of fame */
1679 if (k < MAX_SCORE_ENTRIES - 1)
1681 int m = MAX_SCORE_ENTRIES - 1;
1684 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1685 if (!strcmp(setup.player_name, highscore[l].Name))
1687 if (m == k) /* player's new highscore overwrites his old one */
1693 strcpy(highscore[l].Name, highscore[l - 1].Name);
1694 highscore[l].Score = highscore[l - 1].Score;
1701 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1702 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1703 highscore[k].Score = local_player->score;
1709 else if (!strncmp(setup.player_name, highscore[k].Name,
1710 MAX_PLAYER_NAME_LEN))
1711 break; /* player already there with a higher score */
1717 SaveScore(level_nr);
1722 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
1724 if (player->GfxAction != action || player->GfxDir != dir)
1727 printf("Player frame reset! (%d => %d, %d => %d)\n",
1728 player->GfxAction, action, player->GfxDir, dir);
1731 player->GfxAction = action;
1732 player->GfxDir = dir;
1734 player->StepFrame = 0;
1738 static void ResetRandomAnimationValue(int x, int y)
1740 GfxRandom[x][y] = INIT_GFX_RANDOM();
1743 static void ResetGfxAnimation(int x, int y)
1746 GfxAction[x][y] = ACTION_DEFAULT;
1749 void InitMovingField(int x, int y, int direction)
1751 int element = Feld[x][y];
1752 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1753 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1757 if (!JustStopped[x][y] || direction != MovDir[x][y])
1758 ResetGfxAnimation(x, y);
1760 MovDir[newx][newy] = MovDir[x][y] = direction;
1762 if (Feld[newx][newy] == EL_EMPTY)
1763 Feld[newx][newy] = EL_BLOCKED;
1765 if (direction == MV_DOWN && CAN_FALL(element))
1766 GfxAction[x][y] = ACTION_FALLING;
1768 GfxAction[x][y] = ACTION_MOVING;
1770 GfxFrame[newx][newy] = GfxFrame[x][y];
1771 GfxAction[newx][newy] = GfxAction[x][y];
1772 GfxRandom[newx][newy] = GfxRandom[x][y];
1775 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1777 int direction = MovDir[x][y];
1778 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1779 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1785 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1787 int oldx = x, oldy = y;
1788 int direction = MovDir[x][y];
1790 if (direction == MV_LEFT)
1792 else if (direction == MV_RIGHT)
1794 else if (direction == MV_UP)
1796 else if (direction == MV_DOWN)
1799 *comes_from_x = oldx;
1800 *comes_from_y = oldy;
1803 int MovingOrBlocked2Element(int x, int y)
1805 int element = Feld[x][y];
1807 if (element == EL_BLOCKED)
1811 Blocked2Moving(x, y, &oldx, &oldy);
1812 return Feld[oldx][oldy];
1818 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1820 /* like MovingOrBlocked2Element(), but if element is moving
1821 and (x,y) is the field the moving element is just leaving,
1822 return EL_BLOCKED instead of the element value */
1823 int element = Feld[x][y];
1825 if (IS_MOVING(x, y))
1827 if (element == EL_BLOCKED)
1831 Blocked2Moving(x, y, &oldx, &oldy);
1832 return Feld[oldx][oldy];
1841 static void RemoveField(int x, int y)
1843 Feld[x][y] = EL_EMPTY;
1850 ChangeDelay[x][y] = 0;
1851 Pushed[x][y] = FALSE;
1853 GfxElement[x][y] = EL_UNDEFINED;
1854 GfxAction[x][y] = ACTION_DEFAULT;
1857 void RemoveMovingField(int x, int y)
1859 int oldx = x, oldy = y, newx = x, newy = y;
1860 int element = Feld[x][y];
1861 int next_element = EL_UNDEFINED;
1863 if (element != EL_BLOCKED && !IS_MOVING(x, y))
1866 if (IS_MOVING(x, y))
1868 Moving2Blocked(x, y, &newx, &newy);
1869 if (Feld[newx][newy] != EL_BLOCKED)
1872 else if (element == EL_BLOCKED)
1874 Blocked2Moving(x, y, &oldx, &oldy);
1875 if (!IS_MOVING(oldx, oldy))
1879 if (element == EL_BLOCKED &&
1880 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1881 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1882 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1883 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
1884 next_element = get_next_element(Feld[oldx][oldy]);
1886 RemoveField(oldx, oldy);
1887 RemoveField(newx, newy);
1889 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1891 if (next_element != EL_UNDEFINED)
1892 Feld[oldx][oldy] = next_element;
1894 DrawLevelField(oldx, oldy);
1895 DrawLevelField(newx, newy);
1898 void DrawDynamite(int x, int y)
1900 int sx = SCREENX(x), sy = SCREENY(y);
1901 int graphic = el2img(Feld[x][y]);
1904 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1907 if (IS_WALKABLE_INSIDE(Back[x][y]))
1911 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
1912 else if (Store[x][y])
1913 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
1915 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
1918 if (Back[x][y] || Store[x][y])
1919 DrawGraphicThruMask(sx, sy, graphic, frame);
1921 DrawGraphic(sx, sy, graphic, frame);
1923 if (game.emulation == EMU_SUPAPLEX)
1924 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
1925 else if (Store[x][y])
1926 DrawGraphicThruMask(sx, sy, graphic, frame);
1928 DrawGraphic(sx, sy, graphic, frame);
1932 void CheckDynamite(int x, int y)
1934 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
1938 if (MovDelay[x][y] != 0)
1941 PlaySoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1948 StopSoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1950 if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
1951 Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
1952 StopSound(SND_DYNAMITE_ACTIVE);
1954 StopSound(SND_DYNABOMB_ACTIVE);
1960 void RelocatePlayer(int x, int y, int element)
1962 struct PlayerInfo *player = &stored_player[element - EL_PLAYER_1];
1964 if (player->present)
1966 while (player->MovPos)
1968 ScrollFigure(player, SCROLL_GO_ON);
1969 ScrollScreen(NULL, SCROLL_GO_ON);
1975 RemoveField(player->jx, player->jy);
1976 DrawLevelField(player->jx, player->jy);
1979 InitPlayerField(x, y, element, TRUE);
1981 if (player == local_player)
1983 int scroll_xx = -999, scroll_yy = -999;
1985 while (scroll_xx != scroll_x || scroll_yy != scroll_y)
1988 int fx = FX, fy = FY;
1990 scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
1991 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
1992 local_player->jx - MIDPOSX);
1994 scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
1995 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
1996 local_player->jy - MIDPOSY);
1998 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
1999 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
2004 fx += dx * TILEX / 2;
2005 fy += dy * TILEY / 2;
2007 ScrollLevel(dx, dy);
2010 /* scroll in to steps of half tile size to make things smoother */
2011 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
2013 Delay(GAME_FRAME_DELAY);
2015 /* scroll second step to align at full tile size */
2017 Delay(GAME_FRAME_DELAY);
2022 void Explode(int ex, int ey, int phase, int mode)
2026 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
2027 int last_phase = num_phase * delay;
2028 int half_phase = (num_phase / 2) * delay;
2029 int first_phase_after_start = EX_PHASE_START + 1;
2031 if (game.explosions_delayed)
2033 ExplodeField[ex][ey] = mode;
2037 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
2039 int center_element = Feld[ex][ey];
2042 /* --- This is only really needed (and now handled) in "Impact()". --- */
2043 /* do not explode moving elements that left the explode field in time */
2044 if (game.engine_version >= RELEASE_IDENT(2,2,0,7) &&
2045 center_element == EL_EMPTY && (mode == EX_NORMAL || mode == EX_CENTER))
2049 if (mode == EX_NORMAL || mode == EX_CENTER)
2050 PlaySoundLevelAction(ex, ey, ACTION_EXPLODING);
2052 /* remove things displayed in background while burning dynamite */
2053 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
2056 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
2058 /* put moving element to center field (and let it explode there) */
2059 center_element = MovingOrBlocked2Element(ex, ey);
2060 RemoveMovingField(ex, ey);
2061 Feld[ex][ey] = center_element;
2064 for (y = ey - 1; y <= ey + 1; y++) for(x = ex - 1; x <= ex + 1; x++)
2066 int xx = x - ex + 1;
2067 int yy = y - ey + 1;
2070 if (!IN_LEV_FIELD(x, y) ||
2071 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
2072 (x != ex || y != ey)))
2075 element = Feld[x][y];
2077 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
2079 element = MovingOrBlocked2Element(x, y);
2081 if (!IS_EXPLOSION_PROOF(element))
2082 RemoveMovingField(x, y);
2088 if (IS_EXPLOSION_PROOF(element))
2091 /* indestructible elements can only explode in center (but not flames) */
2092 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey)) ||
2093 element == EL_FLAMES)
2098 if ((IS_INDESTRUCTIBLE(element) &&
2099 (game.engine_version < VERSION_IDENT(2,2,0) ||
2100 (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
2101 element == EL_FLAMES)
2105 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
2107 if (IS_ACTIVE_BOMB(element))
2109 /* re-activate things under the bomb like gate or penguin */
2110 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
2117 /* save walkable background elements while explosion on same tile */
2119 if (IS_INDESTRUCTIBLE(element))
2120 Back[x][y] = element;
2122 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element))
2123 Back[x][y] = element;
2126 /* ignite explodable elements reached by other explosion */
2127 if (element == EL_EXPLOSION)
2128 element = Store2[x][y];
2131 if (AmoebaNr[x][y] &&
2132 (element == EL_AMOEBA_FULL ||
2133 element == EL_BD_AMOEBA ||
2134 element == EL_AMOEBA_GROWING))
2136 AmoebaCnt[AmoebaNr[x][y]]--;
2137 AmoebaCnt2[AmoebaNr[x][y]]--;
2143 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
2145 switch(StorePlayer[ex][ey])
2148 Store[x][y] = EL_EMERALD_RED;
2151 Store[x][y] = EL_EMERALD;
2154 Store[x][y] = EL_EMERALD_PURPLE;
2158 Store[x][y] = EL_EMERALD_YELLOW;
2162 if (game.emulation == EMU_SUPAPLEX)
2163 Store[x][y] = EL_EMPTY;
2165 else if (center_element == EL_MOLE)
2166 Store[x][y] = EL_EMERALD_RED;
2167 else if (center_element == EL_PENGUIN)
2168 Store[x][y] = EL_EMERALD_PURPLE;
2169 else if (center_element == EL_BUG)
2170 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
2171 else if (center_element == EL_BD_BUTTERFLY)
2172 Store[x][y] = EL_BD_DIAMOND;
2173 else if (center_element == EL_SP_ELECTRON)
2174 Store[x][y] = EL_SP_INFOTRON;
2175 else if (center_element == EL_AMOEBA_TO_DIAMOND)
2176 Store[x][y] = level.amoeba_content;
2177 else if (center_element == EL_YAMYAM)
2178 Store[x][y] = level.yamyam_content[game.yamyam_content_nr][xx][yy];
2179 else if (IS_CUSTOM_ELEMENT(center_element) &&
2180 element_info[center_element].content[xx][yy] != EL_EMPTY)
2181 Store[x][y] = element_info[center_element].content[xx][yy];
2182 else if (element == EL_WALL_EMERALD)
2183 Store[x][y] = EL_EMERALD;
2184 else if (element == EL_WALL_DIAMOND)
2185 Store[x][y] = EL_DIAMOND;
2186 else if (element == EL_WALL_BD_DIAMOND)
2187 Store[x][y] = EL_BD_DIAMOND;
2188 else if (element == EL_WALL_EMERALD_YELLOW)
2189 Store[x][y] = EL_EMERALD_YELLOW;
2190 else if (element == EL_WALL_EMERALD_RED)
2191 Store[x][y] = EL_EMERALD_RED;
2192 else if (element == EL_WALL_EMERALD_PURPLE)
2193 Store[x][y] = EL_EMERALD_PURPLE;
2194 else if (element == EL_WALL_PEARL)
2195 Store[x][y] = EL_PEARL;
2196 else if (element == EL_WALL_CRYSTAL)
2197 Store[x][y] = EL_CRYSTAL;
2198 else if (IS_CUSTOM_ELEMENT(element) && !CAN_EXPLODE(element))
2199 Store[x][y] = element_info[element].content[1][1];
2201 Store[x][y] = EL_EMPTY;
2203 if (x != ex || y != ey ||
2204 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
2205 Store2[x][y] = element;
2208 if (AmoebaNr[x][y] &&
2209 (element == EL_AMOEBA_FULL ||
2210 element == EL_BD_AMOEBA ||
2211 element == EL_AMOEBA_GROWING))
2213 AmoebaCnt[AmoebaNr[x][y]]--;
2214 AmoebaCnt2[AmoebaNr[x][y]]--;
2220 MovDir[x][y] = MovPos[x][y] = 0;
2225 Feld[x][y] = EL_EXPLOSION;
2227 GfxElement[x][y] = center_element;
2229 GfxElement[x][y] = EL_UNDEFINED;
2232 ExplodePhase[x][y] = 1;
2236 if (center_element == EL_YAMYAM)
2237 game.yamyam_content_nr =
2238 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
2249 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
2251 if (phase == first_phase_after_start)
2253 int element = Store2[x][y];
2255 if (element == EL_BLACK_ORB)
2257 Feld[x][y] = Store2[x][y];
2262 else if (phase == half_phase)
2264 int element = Store2[x][y];
2266 if (IS_PLAYER(x, y))
2267 KillHeroUnlessProtected(x, y);
2268 else if (CAN_EXPLODE_BY_FIRE(element))
2270 Feld[x][y] = Store2[x][y];
2274 else if (element == EL_AMOEBA_TO_DIAMOND)
2275 AmoebeUmwandeln(x, y);
2278 if (phase == last_phase)
2282 element = Feld[x][y] = Store[x][y];
2283 Store[x][y] = Store2[x][y] = 0;
2284 GfxElement[x][y] = EL_UNDEFINED;
2286 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
2287 element = Feld[x][y] = Back[x][y];
2290 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = ChangeDelay[x][y] = 0;
2291 InitField(x, y, FALSE);
2292 if (CAN_MOVE(element))
2294 DrawLevelField(x, y);
2296 if (CAN_BE_CRUMBLED(element))
2297 DrawLevelFieldCrumbledSandNeighbours(x, y);
2299 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
2300 StorePlayer[x][y] = 0;
2302 if (ELEM_IS_PLAYER(element))
2303 RelocatePlayer(x, y, element);
2305 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2308 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
2310 int stored = Store[x][y];
2311 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
2312 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
2315 int frame = getGraphicAnimationFrame(graphic, phase - delay);
2318 DrawLevelFieldCrumbledSand(x, y);
2320 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
2322 DrawLevelElement(x, y, Back[x][y]);
2323 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
2325 else if (IS_WALKABLE_UNDER(Back[x][y]))
2327 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
2328 DrawLevelElementThruMask(x, y, Back[x][y]);
2330 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
2331 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
2335 void DynaExplode(int ex, int ey)
2338 int dynabomb_size = 1;
2339 boolean dynabomb_xl = FALSE;
2340 struct PlayerInfo *player;
2341 static int xy[4][2] =
2349 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
2351 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER_1_ACTIVE];
2352 dynabomb_size = player->dynabomb_size;
2353 dynabomb_xl = player->dynabomb_xl;
2354 player->dynabombs_left++;
2357 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
2361 for (j=1; j<=dynabomb_size; j++)
2363 int x = ex + j * xy[i % 4][0];
2364 int y = ey + j * xy[i % 4][1];
2367 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
2370 element = Feld[x][y];
2372 /* do not restart explosions of fields with active bombs */
2373 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
2376 Explode(x, y, EX_PHASE_START, EX_BORDER);
2378 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
2379 if (element != EL_EMPTY &&
2380 element != EL_SAND &&
2381 element != EL_EXPLOSION &&
2388 void Bang(int x, int y)
2391 int element = MovingOrBlocked2Element(x, y);
2393 int element = Feld[x][y];
2396 if (IS_PLAYER(x, y))
2398 struct PlayerInfo *player = PLAYERINFO(x, y);
2400 element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
2401 player->element_nr);
2406 PlaySoundLevelAction(x, y, ACTION_EXPLODING);
2408 if (game.emulation == EMU_SUPAPLEX)
2409 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
2411 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
2416 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
2424 case EL_BD_BUTTERFLY:
2427 case EL_DARK_YAMYAM:
2431 RaiseScoreElement(element);
2432 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2434 case EL_DYNABOMB_PLAYER_1_ACTIVE:
2435 case EL_DYNABOMB_PLAYER_2_ACTIVE:
2436 case EL_DYNABOMB_PLAYER_3_ACTIVE:
2437 case EL_DYNABOMB_PLAYER_4_ACTIVE:
2438 case EL_DYNABOMB_INCREASE_NUMBER:
2439 case EL_DYNABOMB_INCREASE_SIZE:
2440 case EL_DYNABOMB_INCREASE_POWER:
2445 case EL_LAMP_ACTIVE:
2446 if (IS_PLAYER(x, y))
2447 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2449 Explode(x, y, EX_PHASE_START, EX_CENTER);
2452 if (CAN_EXPLODE_1X1(element))
2453 Explode(x, y, EX_PHASE_START, EX_CENTER);
2455 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2459 CheckTriggeredElementChange(x, y, element, CE_OTHER_IS_EXPLODING);
2462 void SplashAcid(int x, int y)
2464 int element = Feld[x][y];
2466 if (element != EL_ACID_SPLASH_LEFT &&
2467 element != EL_ACID_SPLASH_RIGHT)
2469 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
2471 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
2472 (!IN_LEV_FIELD(x-1, y-1) ||
2473 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
2474 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
2476 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
2477 (!IN_LEV_FIELD(x+1, y-1) ||
2478 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
2479 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
2483 static void InitBeltMovement()
2485 static int belt_base_element[4] =
2487 EL_CONVEYOR_BELT_1_LEFT,
2488 EL_CONVEYOR_BELT_2_LEFT,
2489 EL_CONVEYOR_BELT_3_LEFT,
2490 EL_CONVEYOR_BELT_4_LEFT
2492 static int belt_base_active_element[4] =
2494 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2495 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2496 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2497 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2502 /* set frame order for belt animation graphic according to belt direction */
2509 int element = belt_base_active_element[belt_nr] + j;
2510 int graphic = el2img(element);
2512 if (game.belt_dir[i] == MV_LEFT)
2513 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2515 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2519 for(y=0; y<lev_fieldy; y++)
2521 for(x=0; x<lev_fieldx; x++)
2523 int element = Feld[x][y];
2527 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
2529 int e_belt_nr = getBeltNrFromBeltElement(element);
2532 if (e_belt_nr == belt_nr)
2534 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
2536 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
2544 static void ToggleBeltSwitch(int x, int y)
2546 static int belt_base_element[4] =
2548 EL_CONVEYOR_BELT_1_LEFT,
2549 EL_CONVEYOR_BELT_2_LEFT,
2550 EL_CONVEYOR_BELT_3_LEFT,
2551 EL_CONVEYOR_BELT_4_LEFT
2553 static int belt_base_active_element[4] =
2555 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2556 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2557 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2558 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2560 static int belt_base_switch_element[4] =
2562 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
2563 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
2564 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
2565 EL_CONVEYOR_BELT_4_SWITCH_LEFT
2567 static int belt_move_dir[4] =
2575 int element = Feld[x][y];
2576 int belt_nr = getBeltNrFromBeltSwitchElement(element);
2577 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
2578 int belt_dir = belt_move_dir[belt_dir_nr];
2581 if (!IS_BELT_SWITCH(element))
2584 game.belt_dir_nr[belt_nr] = belt_dir_nr;
2585 game.belt_dir[belt_nr] = belt_dir;
2587 if (belt_dir_nr == 3)
2590 /* set frame order for belt animation graphic according to belt direction */
2593 int element = belt_base_active_element[belt_nr] + i;
2594 int graphic = el2img(element);
2596 if (belt_dir == MV_LEFT)
2597 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2599 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2602 for (yy=0; yy<lev_fieldy; yy++)
2604 for (xx=0; xx<lev_fieldx; xx++)
2606 int element = Feld[xx][yy];
2608 if (IS_BELT_SWITCH(element))
2610 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
2612 if (e_belt_nr == belt_nr)
2614 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
2615 DrawLevelField(xx, yy);
2618 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
2620 int e_belt_nr = getBeltNrFromBeltElement(element);
2622 if (e_belt_nr == belt_nr)
2624 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
2626 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
2627 DrawLevelField(xx, yy);
2630 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
2632 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
2634 if (e_belt_nr == belt_nr)
2636 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
2638 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
2639 DrawLevelField(xx, yy);
2646 static void ToggleSwitchgateSwitch(int x, int y)
2650 game.switchgate_pos = !game.switchgate_pos;
2652 for (yy=0; yy<lev_fieldy; yy++)
2654 for (xx=0; xx<lev_fieldx; xx++)
2656 int element = Feld[xx][yy];
2658 if (element == EL_SWITCHGATE_SWITCH_UP ||
2659 element == EL_SWITCHGATE_SWITCH_DOWN)
2661 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2662 DrawLevelField(xx, yy);
2664 else if (element == EL_SWITCHGATE_OPEN ||
2665 element == EL_SWITCHGATE_OPENING)
2667 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2669 PlaySoundLevelAction(xx, yy, ACTION_CLOSING);
2671 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2674 else if (element == EL_SWITCHGATE_CLOSED ||
2675 element == EL_SWITCHGATE_CLOSING)
2677 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2679 PlaySoundLevelAction(xx, yy, ACTION_OPENING);
2681 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2688 static int getInvisibleActiveFromInvisibleElement(int element)
2690 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2691 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2692 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
2696 static int getInvisibleFromInvisibleActiveElement(int element)
2698 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2699 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2700 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
2704 static void RedrawAllLightSwitchesAndInvisibleElements()
2708 for (y=0; y<lev_fieldy; y++)
2710 for (x=0; x<lev_fieldx; x++)
2712 int element = Feld[x][y];
2714 if (element == EL_LIGHT_SWITCH &&
2715 game.light_time_left > 0)
2717 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2718 DrawLevelField(x, y);
2720 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2721 game.light_time_left == 0)
2723 Feld[x][y] = EL_LIGHT_SWITCH;
2724 DrawLevelField(x, y);
2726 else if (element == EL_INVISIBLE_STEELWALL ||
2727 element == EL_INVISIBLE_WALL ||
2728 element == EL_INVISIBLE_SAND)
2730 if (game.light_time_left > 0)
2731 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2733 DrawLevelField(x, y);
2735 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2736 element == EL_INVISIBLE_WALL_ACTIVE ||
2737 element == EL_INVISIBLE_SAND_ACTIVE)
2739 if (game.light_time_left == 0)
2740 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2742 DrawLevelField(x, y);
2748 static void ToggleLightSwitch(int x, int y)
2750 int element = Feld[x][y];
2752 game.light_time_left =
2753 (element == EL_LIGHT_SWITCH ?
2754 level.time_light * FRAMES_PER_SECOND : 0);
2756 RedrawAllLightSwitchesAndInvisibleElements();
2759 static void ActivateTimegateSwitch(int x, int y)
2763 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2765 for (yy=0; yy<lev_fieldy; yy++)
2767 for (xx=0; xx<lev_fieldx; xx++)
2769 int element = Feld[xx][yy];
2771 if (element == EL_TIMEGATE_CLOSED ||
2772 element == EL_TIMEGATE_CLOSING)
2774 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2775 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2779 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2781 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2782 DrawLevelField(xx, yy);
2789 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2792 inline static int getElementMoveStepsize(int x, int y)
2794 int element = Feld[x][y];
2795 int direction = MovDir[x][y];
2796 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2797 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2798 int horiz_move = (dx != 0);
2799 int sign = (horiz_move ? dx : dy);
2800 int step = sign * element_info[element].move_stepsize;
2802 /* special values for move stepsize for spring and things on conveyor belt */
2805 if (CAN_FALL(element) &&
2806 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
2807 step = sign * MOVE_STEPSIZE_NORMAL / 2;
2808 else if (element == EL_SPRING)
2809 step = sign * MOVE_STEPSIZE_NORMAL * 2;
2815 void Impact(int x, int y)
2817 boolean lastline = (y == lev_fieldy-1);
2818 boolean object_hit = FALSE;
2819 boolean impact = (lastline || object_hit);
2820 int element = Feld[x][y];
2821 int smashed = EL_UNDEFINED;
2823 if (!lastline) /* check if element below was hit */
2825 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
2828 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
2829 MovDir[x][y + 1] != MV_DOWN ||
2830 MovPos[x][y + 1] <= TILEY / 2));
2832 /* do not smash moving elements that left the smashed field in time */
2833 if (game.engine_version >= RELEASE_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
2834 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
2838 smashed = MovingOrBlocked2Element(x, y + 1);
2840 impact = (lastline || object_hit);
2843 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2849 /* only reset graphic animation if graphic really changes after impact */
2851 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
2853 ResetGfxAnimation(x, y);
2854 DrawLevelField(x, y);
2857 if (impact && CAN_EXPLODE_IMPACT(element))
2862 else if (impact && element == EL_PEARL)
2864 Feld[x][y] = EL_PEARL_BREAKING;
2865 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2869 else if (impact && CheckElementChange(x, y, element, CE_IMPACT))
2871 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2876 else if (impact && CAN_CHANGE(element) &&
2877 HAS_CHANGE_EVENT(element, CE_IMPACT))
2879 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2881 ChangeElementNow(x, y, element);
2887 if (impact && element == EL_AMOEBA_DROP)
2889 if (object_hit && IS_PLAYER(x, y + 1))
2890 KillHeroUnlessProtected(x, y + 1);
2891 else if (object_hit && smashed == EL_PENGUIN)
2895 Feld[x][y] = EL_AMOEBA_GROWING;
2896 Store[x][y] = EL_AMOEBA_WET;
2898 ResetRandomAnimationValue(x, y);
2903 if (object_hit) /* check which object was hit */
2905 if (CAN_PASS_MAGIC_WALL(element) &&
2906 (smashed == EL_MAGIC_WALL ||
2907 smashed == EL_BD_MAGIC_WALL))
2910 int activated_magic_wall =
2911 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2912 EL_BD_MAGIC_WALL_ACTIVE);
2914 /* activate magic wall / mill */
2915 for (yy=0; yy<lev_fieldy; yy++)
2916 for (xx=0; xx<lev_fieldx; xx++)
2917 if (Feld[xx][yy] == smashed)
2918 Feld[xx][yy] = activated_magic_wall;
2920 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2921 game.magic_wall_active = TRUE;
2923 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2924 SND_MAGIC_WALL_ACTIVATING :
2925 SND_BD_MAGIC_WALL_ACTIVATING));
2928 if (IS_PLAYER(x, y + 1))
2930 if (CAN_SMASH_PLAYER(element))
2932 KillHeroUnlessProtected(x, y + 1);
2936 else if (smashed == EL_PENGUIN)
2938 if (CAN_SMASH_PLAYER(element))
2944 else if (element == EL_BD_DIAMOND)
2946 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2952 else if ((element == EL_SP_INFOTRON ||
2953 element == EL_SP_ZONK) &&
2954 (smashed == EL_SP_SNIKSNAK ||
2955 smashed == EL_SP_ELECTRON ||
2956 smashed == EL_SP_DISK_ORANGE))
2962 else if (CAN_SMASH_ENEMIES(element) && IS_CLASSIC_ENEMY(smashed))
2968 else if (CAN_SMASH_EVERYTHING(element))
2970 if (IS_CLASSIC_ENEMY(smashed) ||
2971 CAN_EXPLODE_SMASHED(smashed))
2976 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
2978 if (smashed == EL_LAMP ||
2979 smashed == EL_LAMP_ACTIVE)
2984 else if (smashed == EL_NUT)
2986 Feld[x][y + 1] = EL_NUT_BREAKING;
2987 PlaySoundLevel(x, y, SND_NUT_BREAKING);
2988 RaiseScoreElement(EL_NUT);
2991 else if (smashed == EL_PEARL)
2993 Feld[x][y + 1] = EL_PEARL_BREAKING;
2994 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2997 else if (smashed == EL_DIAMOND)
2999 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
3000 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
3003 else if (IS_BELT_SWITCH(smashed))
3005 ToggleBeltSwitch(x, y + 1);
3007 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
3008 smashed == EL_SWITCHGATE_SWITCH_DOWN)
3010 ToggleSwitchgateSwitch(x, y + 1);
3012 else if (smashed == EL_LIGHT_SWITCH ||
3013 smashed == EL_LIGHT_SWITCH_ACTIVE)
3015 ToggleLightSwitch(x, y + 1);
3020 CheckElementChange(x, y + 1, smashed, CE_SMASHED);
3023 else if (CAN_CHANGE(smashed) && HAS_CHANGE_EVENT(smashed, CE_SMASHED))
3025 ChangeElementNow(x, y + 1, smashed);
3031 CheckElementChange(x, y + 1, smashed, CE_SMASHED);
3036 /* play sound of magic wall / mill */
3038 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3039 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3041 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3042 PlaySoundLevel(x, y, SND_MAGIC_WALL_FILLING);
3043 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3044 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_FILLING);
3049 /* play sound of object that hits the ground */
3050 if (lastline || object_hit)
3051 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
3054 void TurnRound(int x, int y)
3066 { 0, 0 }, { 0, 0 }, { 0, 0 },
3071 int left, right, back;
3075 { MV_DOWN, MV_UP, MV_RIGHT },
3076 { MV_UP, MV_DOWN, MV_LEFT },
3078 { MV_LEFT, MV_RIGHT, MV_DOWN },
3082 { MV_RIGHT, MV_LEFT, MV_UP }
3085 int element = Feld[x][y];
3086 int old_move_dir = MovDir[x][y];
3087 int left_dir = turn[old_move_dir].left;
3088 int right_dir = turn[old_move_dir].right;
3089 int back_dir = turn[old_move_dir].back;
3091 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
3092 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
3093 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
3094 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
3096 int left_x = x + left_dx, left_y = y + left_dy;
3097 int right_x = x + right_dx, right_y = y + right_dy;
3098 int move_x = x + move_dx, move_y = y + move_dy;
3102 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
3104 TestIfBadThingTouchesOtherBadThing(x, y);
3106 if (ENEMY_CAN_ENTER_FIELD(right_x, right_y))
3107 MovDir[x][y] = right_dir;
3108 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
3109 MovDir[x][y] = left_dir;
3111 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
3113 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
3116 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
3117 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
3119 TestIfBadThingTouchesOtherBadThing(x, y);
3121 if (ENEMY_CAN_ENTER_FIELD(left_x, left_y))
3122 MovDir[x][y] = left_dir;
3123 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
3124 MovDir[x][y] = right_dir;
3126 if ((element == EL_SPACESHIP ||
3127 element == EL_SP_SNIKSNAK ||
3128 element == EL_SP_ELECTRON)
3129 && MovDir[x][y] != old_move_dir)
3131 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
3134 else if (element == EL_YAMYAM)
3136 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
3137 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
3139 if (can_turn_left && can_turn_right)
3140 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3141 else if (can_turn_left)
3142 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3143 else if (can_turn_right)
3144 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3146 MovDir[x][y] = back_dir;
3148 MovDelay[x][y] = 16 + 16 * RND(3);
3150 else if (element == EL_DARK_YAMYAM)
3152 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
3153 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
3155 if (can_turn_left && can_turn_right)
3156 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3157 else if (can_turn_left)
3158 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3159 else if (can_turn_right)
3160 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3162 MovDir[x][y] = back_dir;
3164 MovDelay[x][y] = 16 + 16 * RND(3);
3166 else if (element == EL_PACMAN)
3168 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(left_x, left_y);
3169 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(right_x, right_y);
3171 if (can_turn_left && can_turn_right)
3172 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3173 else if (can_turn_left)
3174 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3175 else if (can_turn_right)
3176 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3178 MovDir[x][y] = back_dir;
3180 MovDelay[x][y] = 6 + RND(40);
3182 else if (element == EL_PIG)
3184 boolean can_turn_left = PIG_CAN_ENTER_FIELD(left_x, left_y);
3185 boolean can_turn_right = PIG_CAN_ENTER_FIELD(right_x, right_y);
3186 boolean can_move_on = PIG_CAN_ENTER_FIELD(move_x, move_y);
3187 boolean should_turn_left, should_turn_right, should_move_on;
3189 int rnd = RND(rnd_value);
3191 should_turn_left = (can_turn_left &&
3193 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
3194 y + back_dy + left_dy)));
3195 should_turn_right = (can_turn_right &&
3197 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
3198 y + back_dy + right_dy)));
3199 should_move_on = (can_move_on &&
3202 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
3203 y + move_dy + left_dy) ||
3204 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
3205 y + move_dy + right_dy)));
3207 if (should_turn_left || should_turn_right || should_move_on)
3209 if (should_turn_left && should_turn_right && should_move_on)
3210 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
3211 rnd < 2 * rnd_value / 3 ? right_dir :
3213 else if (should_turn_left && should_turn_right)
3214 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3215 else if (should_turn_left && should_move_on)
3216 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
3217 else if (should_turn_right && should_move_on)
3218 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
3219 else if (should_turn_left)
3220 MovDir[x][y] = left_dir;
3221 else if (should_turn_right)
3222 MovDir[x][y] = right_dir;
3223 else if (should_move_on)
3224 MovDir[x][y] = old_move_dir;
3226 else if (can_move_on && rnd > rnd_value / 8)
3227 MovDir[x][y] = old_move_dir;
3228 else if (can_turn_left && can_turn_right)
3229 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3230 else if (can_turn_left && rnd > rnd_value / 8)
3231 MovDir[x][y] = left_dir;
3232 else if (can_turn_right && rnd > rnd_value/8)
3233 MovDir[x][y] = right_dir;
3235 MovDir[x][y] = back_dir;
3237 xx = x + move_xy[MovDir[x][y]].x;
3238 yy = y + move_xy[MovDir[x][y]].y;
3240 if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy]))
3241 MovDir[x][y] = old_move_dir;
3245 else if (element == EL_DRAGON)
3247 boolean can_turn_left = IN_LEV_FIELD_AND_IS_FREE(left_x, left_y);
3248 boolean can_turn_right = IN_LEV_FIELD_AND_IS_FREE(right_x, right_y);
3249 boolean can_move_on = IN_LEV_FIELD_AND_IS_FREE(move_x, move_y);
3251 int rnd = RND(rnd_value);
3253 if (can_move_on && rnd > rnd_value / 8)
3254 MovDir[x][y] = old_move_dir;
3255 else if (can_turn_left && can_turn_right)
3256 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3257 else if (can_turn_left && rnd > rnd_value / 8)
3258 MovDir[x][y] = left_dir;
3259 else if (can_turn_right && rnd > rnd_value / 8)
3260 MovDir[x][y] = right_dir;
3262 MovDir[x][y] = back_dir;
3264 xx = x + move_xy[MovDir[x][y]].x;
3265 yy = y + move_xy[MovDir[x][y]].y;
3267 if (!IS_FREE(xx, yy))
3268 MovDir[x][y] = old_move_dir;
3272 else if (element == EL_MOLE)
3274 boolean can_move_on =
3275 (MOLE_CAN_ENTER_FIELD(move_x, move_y,
3276 IS_AMOEBOID(Feld[move_x][move_y]) ||
3277 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
3280 boolean can_turn_left =
3281 (MOLE_CAN_ENTER_FIELD(left_x, left_y,
3282 IS_AMOEBOID(Feld[left_x][left_y])));
3284 boolean can_turn_right =
3285 (MOLE_CAN_ENTER_FIELD(right_x, right_y,
3286 IS_AMOEBOID(Feld[right_x][right_y])));
3288 if (can_turn_left && can_turn_right)
3289 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
3290 else if (can_turn_left)
3291 MovDir[x][y] = left_dir;
3293 MovDir[x][y] = right_dir;
3296 if (MovDir[x][y] != old_move_dir)
3299 else if (element == EL_BALLOON)
3301 MovDir[x][y] = game.balloon_dir;
3304 else if (element == EL_SPRING)
3306 if (MovDir[x][y] & MV_HORIZONTAL &&
3307 (!IN_LEV_FIELD_AND_IS_FREE(move_x, move_y) ||
3308 IN_LEV_FIELD_AND_IS_FREE(x, y + 1)))
3309 MovDir[x][y] = MV_NO_MOVING;
3313 else if (element == EL_ROBOT ||
3314 element == EL_SATELLITE ||
3315 element == EL_PENGUIN)
3317 int attr_x = -1, attr_y = -1;
3328 for (i=0; i<MAX_PLAYERS; i++)
3330 struct PlayerInfo *player = &stored_player[i];
3331 int jx = player->jx, jy = player->jy;
3333 if (!player->active)
3337 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
3345 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
3351 if (element == EL_PENGUIN)
3354 static int xy[4][2] =
3364 int ex = x + xy[i % 4][0];
3365 int ey = y + xy[i % 4][1];
3367 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
3376 MovDir[x][y] = MV_NO_MOVING;
3378 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
3379 else if (attr_x > x)
3380 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
3382 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
3383 else if (attr_y > y)
3384 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
3386 if (element == EL_ROBOT)
3390 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3391 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
3392 Moving2Blocked(x, y, &newx, &newy);
3394 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
3395 MovDelay[x][y] = 8 + 8 * !RND(3);
3397 MovDelay[x][y] = 16;
3399 else if (element == EL_PENGUIN)
3405 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3407 boolean first_horiz = RND(2);
3408 int new_move_dir = MovDir[x][y];
3411 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3412 Moving2Blocked(x, y, &newx, &newy);
3414 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
3418 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3419 Moving2Blocked(x, y, &newx, &newy);
3421 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
3424 MovDir[x][y] = old_move_dir;
3428 else /* (element == EL_SATELLITE) */
3434 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3436 boolean first_horiz = RND(2);
3437 int new_move_dir = MovDir[x][y];
3440 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3441 Moving2Blocked(x, y, &newx, &newy);
3443 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
3447 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3448 Moving2Blocked(x, y, &newx, &newy);
3450 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
3453 MovDir[x][y] = old_move_dir;
3458 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
3459 element_info[element].move_pattern == MV_TURNING_LEFT ||
3460 element_info[element].move_pattern == MV_TURNING_RIGHT)
3462 boolean can_turn_left = ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
3463 boolean can_turn_right = ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
3465 if (element_info[element].move_pattern == MV_TURNING_LEFT)
3466 MovDir[x][y] = left_dir;
3467 else if (element_info[element].move_pattern == MV_TURNING_RIGHT)
3468 MovDir[x][y] = right_dir;
3469 else if (can_turn_left && can_turn_right)
3470 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3471 else if (can_turn_left)
3472 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3473 else if (can_turn_right)
3474 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3476 MovDir[x][y] = back_dir;
3478 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3480 else if (element_info[element].move_pattern == MV_HORIZONTAL ||
3481 element_info[element].move_pattern == MV_VERTICAL)
3483 if (element_info[element].move_pattern & old_move_dir)
3484 MovDir[x][y] = back_dir;
3485 else if (element_info[element].move_pattern == MV_HORIZONTAL)
3486 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
3487 else if (element_info[element].move_pattern == MV_VERTICAL)
3488 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
3490 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3492 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
3494 MovDir[x][y] = element_info[element].move_pattern;
3495 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3497 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE)
3499 if (ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
3500 MovDir[x][y] = left_dir;
3501 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3502 MovDir[x][y] = right_dir;
3504 if (MovDir[x][y] != old_move_dir)
3505 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3507 else if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
3509 if (ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
3510 MovDir[x][y] = right_dir;
3511 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3512 MovDir[x][y] = left_dir;
3514 if (MovDir[x][y] != old_move_dir)
3515 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3517 else if (element_info[element].move_pattern == MV_TOWARDS_PLAYER ||
3518 element_info[element].move_pattern == MV_AWAY_FROM_PLAYER)
3520 int attr_x = -1, attr_y = -1;
3523 (element_info[element].move_pattern == MV_AWAY_FROM_PLAYER);
3534 for (i=0; i<MAX_PLAYERS; i++)
3536 struct PlayerInfo *player = &stored_player[i];
3537 int jx = player->jx, jy = player->jy;
3539 if (!player->active)
3543 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
3551 MovDir[x][y] = MV_NO_MOVING;
3553 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
3554 else if (attr_x > x)
3555 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
3557 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
3558 else if (attr_y > y)
3559 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
3561 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3563 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3565 boolean first_horiz = RND(2);
3566 int new_move_dir = MovDir[x][y];
3569 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3570 Moving2Blocked(x, y, &newx, &newy);
3572 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
3576 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3577 Moving2Blocked(x, y, &newx, &newy);
3579 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
3582 MovDir[x][y] = old_move_dir;
3587 static boolean JustBeingPushed(int x, int y)
3591 for (i=0; i<MAX_PLAYERS; i++)
3593 struct PlayerInfo *player = &stored_player[i];
3595 if (player->active && player->Pushing && player->MovPos)
3597 int next_jx = player->jx + (player->jx - player->last_jx);
3598 int next_jy = player->jy + (player->jy - player->last_jy);
3600 if (x == next_jx && y == next_jy)
3608 void StartMoving(int x, int y)
3610 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
3611 boolean started_moving = FALSE; /* some elements can fall _and_ move */
3612 int element = Feld[x][y];
3617 /* !!! this should be handled more generic (not only for mole) !!! */
3618 if (element != EL_MOLE && GfxAction[x][y] != ACTION_DIGGING)
3619 GfxAction[x][y] = ACTION_DEFAULT;
3621 if (CAN_FALL(element) && y < lev_fieldy - 1)
3623 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
3624 (x < lev_fieldx-1 && IS_PLAYER(x + 1, y)))
3625 if (JustBeingPushed(x, y))
3628 if (element == EL_QUICKSAND_FULL)
3630 if (IS_FREE(x, y + 1))
3632 InitMovingField(x, y, MV_DOWN);
3633 started_moving = TRUE;
3635 Feld[x][y] = EL_QUICKSAND_EMPTYING;
3636 Store[x][y] = EL_ROCK;
3638 PlaySoundLevelAction(x, y, ACTION_EMPTYING);
3640 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
3643 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3645 if (!MovDelay[x][y])
3646 MovDelay[x][y] = TILEY + 1;
3655 Feld[x][y] = EL_QUICKSAND_EMPTY;
3656 Feld[x][y + 1] = EL_QUICKSAND_FULL;
3657 Store[x][y + 1] = Store[x][y];
3660 PlaySoundLevelAction(x, y, ACTION_FILLING);
3662 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3666 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
3667 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3669 InitMovingField(x, y, MV_DOWN);
3670 started_moving = TRUE;
3672 Feld[x][y] = EL_QUICKSAND_FILLING;
3673 Store[x][y] = element;
3675 PlaySoundLevelAction(x, y, ACTION_FILLING);
3677 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3680 else if (element == EL_MAGIC_WALL_FULL)
3682 if (IS_FREE(x, y + 1))
3684 InitMovingField(x, y, MV_DOWN);
3685 started_moving = TRUE;
3687 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
3688 Store[x][y] = EL_CHANGED(Store[x][y]);
3690 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3692 if (!MovDelay[x][y])
3693 MovDelay[x][y] = TILEY/4 + 1;
3702 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
3703 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
3704 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
3708 else if (element == EL_BD_MAGIC_WALL_FULL)
3710 if (IS_FREE(x, y + 1))
3712 InitMovingField(x, y, MV_DOWN);
3713 started_moving = TRUE;
3715 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
3716 Store[x][y] = EL_CHANGED2(Store[x][y]);
3718 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3720 if (!MovDelay[x][y])
3721 MovDelay[x][y] = TILEY/4 + 1;
3730 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
3731 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
3732 Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
3736 else if (CAN_PASS_MAGIC_WALL(element) &&
3737 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3738 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3740 InitMovingField(x, y, MV_DOWN);
3741 started_moving = TRUE;
3744 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
3745 EL_BD_MAGIC_WALL_FILLING);
3746 Store[x][y] = element;
3749 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID)
3751 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
3756 InitMovingField(x, y, MV_DOWN);
3757 started_moving = TRUE;
3759 Store[x][y] = EL_ACID;
3761 /* !!! TEST !!! better use "_FALLING" etc. !!! */
3762 GfxAction[x][y + 1] = ACTION_ACTIVE;
3767 else if (game.engine_version < RELEASE_IDENT(2,2,0,7) &&
3768 CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3769 JustStopped[x][y] && !Pushed[x][y + 1])
3771 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3775 /* calling "Impact()" here is not only completely unneccessary
3776 (because it already gets called from "ContinueMoving()" in
3777 all relevant situations), but also completely bullshit, because
3778 "JustStopped" also indicates a finished *horizontal* movement;
3779 we must keep this trash for backwards compatibility with older
3785 else if (IS_FREE(x, y + 1) && element == EL_SPRING && use_spring_bug)
3787 if (MovDir[x][y] == MV_NO_MOVING)
3789 InitMovingField(x, y, MV_DOWN);
3790 started_moving = TRUE;
3793 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
3795 if (JustStopped[x][y]) /* prevent animation from being restarted */
3796 MovDir[x][y] = MV_DOWN;
3798 InitMovingField(x, y, MV_DOWN);
3799 started_moving = TRUE;
3801 else if (element == EL_AMOEBA_DROP)
3803 Feld[x][y] = EL_AMOEBA_GROWING;
3804 Store[x][y] = EL_AMOEBA_WET;
3806 /* Store[x][y + 1] must be zero, because:
3807 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY
3810 #if OLD_GAME_BEHAVIOUR
3811 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1])
3813 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] &&
3814 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3815 element != EL_DX_SUPABOMB)
3818 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
3819 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
3820 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3821 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
3824 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
3825 (IS_FREE(x - 1, y + 1) ||
3826 Feld[x - 1][y + 1] == EL_ACID));
3827 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
3828 (IS_FREE(x + 1, y + 1) ||
3829 Feld[x + 1][y + 1] == EL_ACID));
3830 boolean can_fall_any = (can_fall_left || can_fall_right);
3831 boolean can_fall_both = (can_fall_left && can_fall_right);
3833 if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
3835 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
3837 if (slippery_type == SLIPPERY_ONLY_LEFT)
3838 can_fall_right = FALSE;
3839 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
3840 can_fall_left = FALSE;
3841 else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
3842 can_fall_right = FALSE;
3843 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
3844 can_fall_left = FALSE;
3846 can_fall_any = (can_fall_left || can_fall_right);
3847 can_fall_both = (can_fall_left && can_fall_right);
3852 if (can_fall_both &&
3853 (game.emulation != EMU_BOULDERDASH &&
3854 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
3855 can_fall_left = !(can_fall_right = RND(2));
3857 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
3858 started_moving = TRUE;
3861 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
3863 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
3864 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
3865 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
3866 int belt_dir = game.belt_dir[belt_nr];
3868 if ((belt_dir == MV_LEFT && left_is_free) ||
3869 (belt_dir == MV_RIGHT && right_is_free))
3871 InitMovingField(x, y, belt_dir);
3872 started_moving = TRUE;
3874 GfxAction[x][y] = ACTION_DEFAULT;
3879 /* not "else if" because of elements that can fall and move (EL_SPRING) */
3880 if (CAN_MOVE(element) && !started_moving)
3884 if ((element == EL_SATELLITE ||
3885 element == EL_BALLOON ||
3886 element == EL_SPRING)
3887 && JustBeingPushed(x, y))
3892 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
3893 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
3895 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
3897 Moving2Blocked(x, y, &newx, &newy);
3898 if (Feld[newx][newy] == EL_BLOCKED)
3899 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
3904 if (!MovDelay[x][y]) /* start new movement phase */
3906 /* all objects that can change their move direction after each step
3907 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
3909 if (element != EL_YAMYAM &&
3910 element != EL_DARK_YAMYAM &&
3911 element != EL_PACMAN &&
3912 !(element_info[element].move_pattern & MV_ANY_DIRECTION) &&
3913 element_info[element].move_pattern != MV_TURNING_LEFT &&
3914 element_info[element].move_pattern != MV_TURNING_RIGHT)
3918 if (MovDelay[x][y] && (element == EL_BUG ||
3919 element == EL_SPACESHIP ||
3920 element == EL_SP_SNIKSNAK ||
3921 element == EL_SP_ELECTRON ||
3922 element == EL_MOLE))
3923 DrawLevelField(x, y);
3927 if (MovDelay[x][y]) /* wait some time before next movement */
3932 if (element == EL_YAMYAM)
3935 el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT));
3936 DrawLevelElementAnimation(x, y, element);
3940 if (MovDelay[x][y]) /* element still has to wait some time */
3943 /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
3944 ResetGfxAnimation(x, y);
3946 GfxAction[x][y] = ACTION_WAITING;
3949 if (element == EL_ROBOT ||
3951 element == EL_PACMAN ||
3953 element == EL_YAMYAM ||
3954 element == EL_DARK_YAMYAM)
3957 DrawLevelElementAnimation(x, y, element);
3959 DrawLevelElementAnimationIfNeeded(x, y, element);
3961 PlaySoundLevelAction(x, y, ACTION_WAITING);
3963 else if (element == EL_SP_ELECTRON)
3964 DrawLevelElementAnimationIfNeeded(x, y, element);
3965 else if (element == EL_DRAGON)
3968 int dir = MovDir[x][y];
3969 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
3970 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
3971 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
3972 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
3973 dir == MV_UP ? IMG_FLAMES_1_UP :
3974 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
3975 int frame = getGraphicAnimationFrame(graphic, -1);
3977 for (i=1; i<=3; i++)
3979 int xx = x + i*dx, yy = y + i*dy;
3980 int sx = SCREENX(xx), sy = SCREENY(yy);
3981 int flame_graphic = graphic + (i - 1);
3983 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
3988 int flamed = MovingOrBlocked2Element(xx, yy);
3990 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_FIRE(flamed))
3993 RemoveMovingField(xx, yy);
3995 Feld[xx][yy] = EL_FLAMES;
3996 if (IN_SCR_FIELD(sx, sy))
3997 DrawGraphic(sx, sy, flame_graphic, frame);
4001 if (Feld[xx][yy] == EL_FLAMES)
4002 Feld[xx][yy] = EL_EMPTY;
4003 DrawLevelField(xx, yy);
4008 if (MovDelay[x][y]) /* element still has to wait some time */
4010 PlaySoundLevelAction(x, y, ACTION_WAITING);
4015 /* special case of "moving" animation of waiting elements (FIX THIS !!!);
4016 for all other elements GfxAction will be set by InitMovingField() */
4017 if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
4018 GfxAction[x][y] = ACTION_MOVING;
4021 /* now make next step */
4023 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
4025 if (DONT_COLLIDE_WITH(element) &&
4026 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
4027 !PLAYER_PROTECTED(newx, newy))
4030 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
4033 /* player killed by element which is deadly when colliding with */
4035 KillHero(PLAYERINFO(newx, newy));
4040 else if ((element == EL_PENGUIN ||
4041 element == EL_ROBOT ||
4042 element == EL_SATELLITE ||
4043 element == EL_BALLOON ||
4044 IS_CUSTOM_ELEMENT(element)) &&
4045 IN_LEV_FIELD(newx, newy) &&
4046 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
4049 Store[x][y] = EL_ACID;
4051 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
4053 if (Feld[newx][newy] == EL_EXIT_OPEN)
4055 Feld[x][y] = EL_EMPTY;
4056 DrawLevelField(x, y);
4058 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING);
4059 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
4060 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
4062 local_player->friends_still_needed--;
4063 if (!local_player->friends_still_needed &&
4064 !local_player->GameOver && AllPlayersGone)
4065 local_player->LevelSolved = local_player->GameOver = TRUE;
4069 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
4071 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
4072 DrawLevelField(newx, newy);
4074 MovDir[x][y] = MV_NO_MOVING;
4076 else if (!IS_FREE(newx, newy))
4078 GfxAction[x][y] = ACTION_WAITING;
4080 if (IS_PLAYER(x, y))
4081 DrawPlayerField(x, y);
4083 DrawLevelField(x, y);
4087 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
4089 if (IS_FOOD_PIG(Feld[newx][newy]))
4091 if (IS_MOVING(newx, newy))
4092 RemoveMovingField(newx, newy);
4095 Feld[newx][newy] = EL_EMPTY;
4096 DrawLevelField(newx, newy);
4099 PlaySoundLevel(x, y, SND_PIG_DIGGING);
4101 else if (!IS_FREE(newx, newy))
4103 if (IS_PLAYER(x, y))
4104 DrawPlayerField(x, y);
4106 DrawLevelField(x, y);
4110 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
4112 if (!IS_FREE(newx, newy))
4114 if (IS_PLAYER(x, y))
4115 DrawPlayerField(x, y);
4117 DrawLevelField(x, y);
4122 boolean wanna_flame = !RND(10);
4123 int dx = newx - x, dy = newy - y;
4124 int newx1 = newx+1*dx, newy1 = newy+1*dy;
4125 int newx2 = newx+2*dx, newy2 = newy+2*dy;
4126 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
4127 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
4128 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
4129 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
4132 IS_CLASSIC_ENEMY(element1) ||
4133 IS_CLASSIC_ENEMY(element2)) &&
4134 element1 != EL_DRAGON && element2 != EL_DRAGON &&
4135 element1 != EL_FLAMES && element2 != EL_FLAMES)
4137 if (IS_PLAYER(x, y))
4138 DrawPlayerField(x, y);
4140 DrawLevelField(x, y);
4142 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
4144 MovDelay[x][y] = 50;
4145 Feld[newx][newy] = EL_FLAMES;
4146 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
4147 Feld[newx1][newy1] = EL_FLAMES;
4148 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
4149 Feld[newx2][newy2] = EL_FLAMES;
4154 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
4155 Feld[newx][newy] == EL_DIAMOND)
4157 if (IS_MOVING(newx, newy))
4158 RemoveMovingField(newx, newy);
4161 Feld[newx][newy] = EL_EMPTY;
4162 DrawLevelField(newx, newy);
4165 PlaySoundLevel(x, y, SND_YAMYAM_DIGGING);
4167 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
4168 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
4170 if (AmoebaNr[newx][newy])
4172 AmoebaCnt2[AmoebaNr[newx][newy]]--;
4173 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
4174 Feld[newx][newy] == EL_BD_AMOEBA)
4175 AmoebaCnt[AmoebaNr[newx][newy]]--;
4178 if (IS_MOVING(newx, newy))
4179 RemoveMovingField(newx, newy);
4182 Feld[newx][newy] = EL_EMPTY;
4183 DrawLevelField(newx, newy);
4186 PlaySoundLevel(x, y, SND_DARK_YAMYAM_DIGGING);
4188 else if ((element == EL_PACMAN || element == EL_MOLE)
4189 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
4191 if (AmoebaNr[newx][newy])
4193 AmoebaCnt2[AmoebaNr[newx][newy]]--;
4194 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
4195 Feld[newx][newy] == EL_BD_AMOEBA)
4196 AmoebaCnt[AmoebaNr[newx][newy]]--;
4199 if (element == EL_MOLE)
4201 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
4202 PlaySoundLevel(x, y, SND_MOLE_DIGGING);
4204 ResetGfxAnimation(x, y);
4205 GfxAction[x][y] = ACTION_DIGGING;
4206 DrawLevelField(x, y);
4208 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
4209 return; /* wait for shrinking amoeba */
4211 else /* element == EL_PACMAN */
4213 Feld[newx][newy] = EL_EMPTY;
4214 DrawLevelField(newx, newy);
4215 PlaySoundLevel(x, y, SND_PACMAN_DIGGING);
4218 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
4219 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
4220 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
4222 /* wait for shrinking amoeba to completely disappear */
4225 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
4227 /* object was running against a wall */
4232 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
4233 DrawLevelElementAnimation(x, y, element);
4235 if (element == EL_BUG ||
4236 element == EL_SPACESHIP ||
4237 element == EL_SP_SNIKSNAK)
4238 DrawLevelField(x, y);
4239 else if (element == EL_MOLE)
4240 DrawLevelField(x, y);
4241 else if (element == EL_BD_BUTTERFLY ||
4242 element == EL_BD_FIREFLY)
4243 DrawLevelElementAnimationIfNeeded(x, y, element);
4244 else if (element == EL_SATELLITE)
4245 DrawLevelElementAnimationIfNeeded(x, y, element);
4246 else if (element == EL_SP_ELECTRON)
4247 DrawLevelElementAnimationIfNeeded(x, y, element);
4250 if (DONT_TOUCH(element))
4251 TestIfBadThingTouchesHero(x, y);
4254 PlaySoundLevelAction(x, y, ACTION_WAITING);
4260 InitMovingField(x, y, MovDir[x][y]);
4262 PlaySoundLevelAction(x, y, ACTION_MOVING);
4266 ContinueMoving(x, y);
4269 void ContinueMoving(int x, int y)
4271 int element = Feld[x][y];
4272 int direction = MovDir[x][y];
4273 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4274 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4275 int newx = x + dx, newy = y + dy;
4276 int nextx = newx + dx, nexty = newy + dy;
4277 boolean pushed = Pushed[x][y];
4279 MovPos[x][y] += getElementMoveStepsize(x, y);
4281 if (pushed) /* special case: moving object pushed by player */
4282 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
4284 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
4286 Feld[x][y] = EL_EMPTY;
4287 Feld[newx][newy] = element;
4288 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
4290 if (element == EL_MOLE)
4292 Feld[x][y] = EL_SAND;
4294 DrawLevelFieldCrumbledSandNeighbours(x, y);
4296 else if (element == EL_QUICKSAND_FILLING)
4298 element = Feld[newx][newy] = get_next_element(element);
4299 Store[newx][newy] = Store[x][y];
4301 else if (element == EL_QUICKSAND_EMPTYING)
4303 Feld[x][y] = get_next_element(element);
4304 element = Feld[newx][newy] = Store[x][y];
4306 else if (element == EL_MAGIC_WALL_FILLING)
4308 element = Feld[newx][newy] = get_next_element(element);
4309 if (!game.magic_wall_active)
4310 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
4311 Store[newx][newy] = Store[x][y];
4313 else if (element == EL_MAGIC_WALL_EMPTYING)
4315 Feld[x][y] = get_next_element(element);
4316 if (!game.magic_wall_active)
4317 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4318 element = Feld[newx][newy] = Store[x][y];
4320 else if (element == EL_BD_MAGIC_WALL_FILLING)
4322 element = Feld[newx][newy] = get_next_element(element);
4323 if (!game.magic_wall_active)
4324 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
4325 Store[newx][newy] = Store[x][y];
4327 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
4329 Feld[x][y] = get_next_element(element);
4330 if (!game.magic_wall_active)
4331 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
4332 element = Feld[newx][newy] = Store[x][y];
4334 else if (element == EL_AMOEBA_DROPPING)
4336 Feld[x][y] = get_next_element(element);
4337 element = Feld[newx][newy] = Store[x][y];
4339 else if (element == EL_SOKOBAN_OBJECT)
4342 Feld[x][y] = Back[x][y];
4344 if (Back[newx][newy])
4345 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
4347 Back[x][y] = Back[newx][newy] = 0;
4349 else if (Store[x][y] == EL_ACID)
4351 element = Feld[newx][newy] = EL_ACID;
4355 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
4356 MovDelay[newx][newy] = 0;
4358 /* copy element change control values to new field */
4359 ChangeDelay[newx][newy] = ChangeDelay[x][y];
4361 /* copy animation control values to new field */
4362 GfxFrame[newx][newy] = GfxFrame[x][y];
4363 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
4364 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
4366 Pushed[x][y] = Pushed[newx][newy] = FALSE;
4368 ResetGfxAnimation(x, y); /* reset animation values for old field */
4371 /* 2.1.1 (does not work correctly for spring) */
4372 if (!CAN_MOVE(element))
4373 MovDir[newx][newy] = 0;
4377 /* (does not work for falling objects that slide horizontally) */
4378 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
4379 MovDir[newx][newy] = 0;
4382 if (!CAN_MOVE(element) ||
4383 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
4384 MovDir[newx][newy] = 0;
4387 if (!CAN_MOVE(element) ||
4388 (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN))
4389 MovDir[newx][newy] = 0;
4393 DrawLevelField(x, y);
4394 DrawLevelField(newx, newy);
4396 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
4398 if (!pushed) /* special case: moving object pushed by player */
4399 JustStopped[newx][newy] = 3;
4401 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
4403 TestIfBadThingTouchesHero(newx, newy);
4404 TestIfBadThingTouchesFriend(newx, newy);
4405 TestIfBadThingTouchesOtherBadThing(newx, newy);
4407 else if (element == EL_PENGUIN)
4408 TestIfFriendTouchesBadThing(newx, newy);
4410 if (CAN_FALL(element) && direction == MV_DOWN &&
4411 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
4414 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
4415 CheckElementChange(newx, newy, element, CE_COLLISION);
4417 TestIfPlayerTouchesCustomElement(newx, newy);
4418 TestIfElementTouchesCustomElement(newx, newy);
4420 else /* still moving on */
4422 DrawLevelField(x, y);
4426 int AmoebeNachbarNr(int ax, int ay)
4429 int element = Feld[ax][ay];
4431 static int xy[4][2] =
4441 int x = ax + xy[i][0];
4442 int y = ay + xy[i][1];
4444 if (!IN_LEV_FIELD(x, y))
4447 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
4448 group_nr = AmoebaNr[x][y];
4454 void AmoebenVereinigen(int ax, int ay)
4456 int i, x, y, xx, yy;
4457 int new_group_nr = AmoebaNr[ax][ay];
4458 static int xy[4][2] =
4466 if (new_group_nr == 0)
4474 if (!IN_LEV_FIELD(x, y))
4477 if ((Feld[x][y] == EL_AMOEBA_FULL ||
4478 Feld[x][y] == EL_BD_AMOEBA ||
4479 Feld[x][y] == EL_AMOEBA_DEAD) &&
4480 AmoebaNr[x][y] != new_group_nr)
4482 int old_group_nr = AmoebaNr[x][y];
4484 if (old_group_nr == 0)
4487 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
4488 AmoebaCnt[old_group_nr] = 0;
4489 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
4490 AmoebaCnt2[old_group_nr] = 0;
4492 for (yy=0; yy<lev_fieldy; yy++)
4494 for (xx=0; xx<lev_fieldx; xx++)
4496 if (AmoebaNr[xx][yy] == old_group_nr)
4497 AmoebaNr[xx][yy] = new_group_nr;
4504 void AmoebeUmwandeln(int ax, int ay)
4508 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
4510 int group_nr = AmoebaNr[ax][ay];
4515 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
4516 printf("AmoebeUmwandeln(): This should never happen!\n");
4521 for (y=0; y<lev_fieldy; y++)
4523 for (x=0; x<lev_fieldx; x++)
4525 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
4528 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
4532 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
4533 SND_AMOEBA_TURNING_TO_GEM :
4534 SND_AMOEBA_TURNING_TO_ROCK));
4539 static int xy[4][2] =
4552 if (!IN_LEV_FIELD(x, y))
4555 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
4557 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
4558 SND_AMOEBA_TURNING_TO_GEM :
4559 SND_AMOEBA_TURNING_TO_ROCK));
4566 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
4569 int group_nr = AmoebaNr[ax][ay];
4570 boolean done = FALSE;
4575 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
4576 printf("AmoebeUmwandelnBD(): This should never happen!\n");
4581 for (y=0; y<lev_fieldy; y++)
4583 for (x=0; x<lev_fieldx; x++)
4585 if (AmoebaNr[x][y] == group_nr &&
4586 (Feld[x][y] == EL_AMOEBA_DEAD ||
4587 Feld[x][y] == EL_BD_AMOEBA ||
4588 Feld[x][y] == EL_AMOEBA_GROWING))
4591 Feld[x][y] = new_element;
4592 InitField(x, y, FALSE);
4593 DrawLevelField(x, y);
4600 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
4601 SND_BD_AMOEBA_TURNING_TO_ROCK :
4602 SND_BD_AMOEBA_TURNING_TO_GEM));
4605 void AmoebeWaechst(int x, int y)
4607 static unsigned long sound_delay = 0;
4608 static unsigned long sound_delay_value = 0;
4610 if (!MovDelay[x][y]) /* start new growing cycle */
4614 if (DelayReached(&sound_delay, sound_delay_value))
4617 PlaySoundLevelElementAction(x, y, Store[x][y], ACTION_GROWING);
4619 if (Store[x][y] == EL_BD_AMOEBA)
4620 PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
4622 PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
4624 sound_delay_value = 30;
4628 if (MovDelay[x][y]) /* wait some time before growing bigger */
4631 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4633 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
4634 6 - MovDelay[x][y]);
4636 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
4639 if (!MovDelay[x][y])
4641 Feld[x][y] = Store[x][y];
4643 DrawLevelField(x, y);
4648 void AmoebaDisappearing(int x, int y)
4650 static unsigned long sound_delay = 0;
4651 static unsigned long sound_delay_value = 0;
4653 if (!MovDelay[x][y]) /* start new shrinking cycle */
4657 if (DelayReached(&sound_delay, sound_delay_value))
4658 sound_delay_value = 30;
4661 if (MovDelay[x][y]) /* wait some time before shrinking */
4664 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4666 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
4667 6 - MovDelay[x][y]);
4669 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
4672 if (!MovDelay[x][y])
4674 Feld[x][y] = EL_EMPTY;
4675 DrawLevelField(x, y);
4677 /* don't let mole enter this field in this cycle;
4678 (give priority to objects falling to this field from above) */
4684 void AmoebeAbleger(int ax, int ay)
4687 int element = Feld[ax][ay];
4688 int graphic = el2img(element);
4689 int newax = ax, neway = ay;
4690 static int xy[4][2] =
4698 if (!level.amoeba_speed)
4700 Feld[ax][ay] = EL_AMOEBA_DEAD;
4701 DrawLevelField(ax, ay);
4705 if (IS_ANIMATED(graphic))
4706 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4708 if (!MovDelay[ax][ay]) /* start making new amoeba field */
4709 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
4711 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
4714 if (MovDelay[ax][ay])
4718 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
4721 int x = ax + xy[start][0];
4722 int y = ay + xy[start][1];
4724 if (!IN_LEV_FIELD(x, y))
4727 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
4728 if (IS_FREE(x, y) ||
4729 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4735 if (newax == ax && neway == ay)
4738 else /* normal or "filled" (BD style) amoeba */
4741 boolean waiting_for_player = FALSE;
4745 int j = (start + i) % 4;
4746 int x = ax + xy[j][0];
4747 int y = ay + xy[j][1];
4749 if (!IN_LEV_FIELD(x, y))
4752 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
4753 if (IS_FREE(x, y) ||
4754 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4760 else if (IS_PLAYER(x, y))
4761 waiting_for_player = TRUE;
4764 if (newax == ax && neway == ay) /* amoeba cannot grow */
4766 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
4768 Feld[ax][ay] = EL_AMOEBA_DEAD;
4769 DrawLevelField(ax, ay);
4770 AmoebaCnt[AmoebaNr[ax][ay]]--;
4772 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
4774 if (element == EL_AMOEBA_FULL)
4775 AmoebeUmwandeln(ax, ay);
4776 else if (element == EL_BD_AMOEBA)
4777 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
4782 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
4784 /* amoeba gets larger by growing in some direction */
4786 int new_group_nr = AmoebaNr[ax][ay];
4789 if (new_group_nr == 0)
4791 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
4792 printf("AmoebeAbleger(): This should never happen!\n");
4797 AmoebaNr[newax][neway] = new_group_nr;
4798 AmoebaCnt[new_group_nr]++;
4799 AmoebaCnt2[new_group_nr]++;
4801 /* if amoeba touches other amoeba(s) after growing, unify them */
4802 AmoebenVereinigen(newax, neway);
4804 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
4806 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
4812 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
4813 (neway == lev_fieldy - 1 && newax != ax))
4815 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
4816 Store[newax][neway] = element;
4818 else if (neway == ay)
4820 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
4822 PlaySoundLevelAction(newax, neway, ACTION_GROWING);
4824 PlaySoundLevel(newax, neway, SND_AMOEBA_GROWING);
4829 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
4830 Feld[ax][ay] = EL_AMOEBA_DROPPING;
4831 Store[ax][ay] = EL_AMOEBA_DROP;
4832 ContinueMoving(ax, ay);
4836 DrawLevelField(newax, neway);
4839 void Life(int ax, int ay)
4842 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
4844 int element = Feld[ax][ay];
4845 int graphic = el2img(element);
4846 boolean changed = FALSE;
4848 if (IS_ANIMATED(graphic))
4849 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4854 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
4855 MovDelay[ax][ay] = life_time;
4857 if (MovDelay[ax][ay]) /* wait some time before next cycle */
4860 if (MovDelay[ax][ay])
4864 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
4866 int xx = ax+x1, yy = ay+y1;
4869 if (!IN_LEV_FIELD(xx, yy))
4872 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
4874 int x = xx+x2, y = yy+y2;
4876 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
4879 if (((Feld[x][y] == element ||
4880 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
4882 (IS_FREE(x, y) && Stop[x][y]))
4886 if (xx == ax && yy == ay) /* field in the middle */
4888 if (nachbarn < life[0] || nachbarn > life[1])
4890 Feld[xx][yy] = EL_EMPTY;
4892 DrawLevelField(xx, yy);
4893 Stop[xx][yy] = TRUE;
4897 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
4898 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
4899 { /* free border field */
4900 if (nachbarn >= life[2] && nachbarn <= life[3])
4902 Feld[xx][yy] = element;
4903 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
4905 DrawLevelField(xx, yy);
4906 Stop[xx][yy] = TRUE;
4913 PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
4914 SND_GAME_OF_LIFE_GROWING);
4917 static void InitRobotWheel(int x, int y)
4919 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4922 static void RunRobotWheel(int x, int y)
4924 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
4927 static void StopRobotWheel(int x, int y)
4929 if (ZX == x && ZY == y)
4933 static void InitTimegateWheel(int x, int y)
4935 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4938 static void RunTimegateWheel(int x, int y)
4940 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
4943 void CheckExit(int x, int y)
4945 if (local_player->gems_still_needed > 0 ||
4946 local_player->sokobanfields_still_needed > 0 ||
4947 local_player->lights_still_needed > 0)
4949 int element = Feld[x][y];
4950 int graphic = el2img(element);
4952 if (IS_ANIMATED(graphic))
4953 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4958 Feld[x][y] = EL_EXIT_OPENING;
4960 PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING);
4963 void CheckExitSP(int x, int y)
4965 if (local_player->gems_still_needed > 0)
4967 int element = Feld[x][y];
4968 int graphic = el2img(element);
4970 if (IS_ANIMATED(graphic))
4971 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4976 Feld[x][y] = EL_SP_EXIT_OPEN;
4978 PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
4981 static void CloseAllOpenTimegates()
4985 for (y=0; y<lev_fieldy; y++)
4987 for (x=0; x<lev_fieldx; x++)
4989 int element = Feld[x][y];
4991 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4993 Feld[x][y] = EL_TIMEGATE_CLOSING;
4995 PlaySoundLevelAction(x, y, ACTION_CLOSING);
4997 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
5004 void EdelsteinFunkeln(int x, int y)
5006 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
5009 if (Feld[x][y] == EL_BD_DIAMOND)
5012 if (MovDelay[x][y] == 0) /* next animation frame */
5013 MovDelay[x][y] = 11 * !SimpleRND(500);
5015 if (MovDelay[x][y] != 0) /* wait some time before next frame */
5019 if (setup.direct_draw && MovDelay[x][y])
5020 SetDrawtoField(DRAW_BUFFERED);
5022 DrawLevelElementAnimation(x, y, Feld[x][y]);
5024 if (MovDelay[x][y] != 0)
5026 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
5027 10 - MovDelay[x][y]);
5029 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
5031 if (setup.direct_draw)
5035 dest_x = FX + SCREENX(x) * TILEX;
5036 dest_y = FY + SCREENY(y) * TILEY;
5038 BlitBitmap(drawto_field, window,
5039 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
5040 SetDrawtoField(DRAW_DIRECT);
5046 void MauerWaechst(int x, int y)
5050 if (!MovDelay[x][y]) /* next animation frame */
5051 MovDelay[x][y] = 3 * delay;
5053 if (MovDelay[x][y]) /* wait some time before next frame */
5057 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5059 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
5060 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
5062 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5065 if (!MovDelay[x][y])
5067 if (MovDir[x][y] == MV_LEFT)
5069 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
5070 DrawLevelField(x - 1, y);
5072 else if (MovDir[x][y] == MV_RIGHT)
5074 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
5075 DrawLevelField(x + 1, y);
5077 else if (MovDir[x][y] == MV_UP)
5079 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
5080 DrawLevelField(x, y - 1);
5084 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
5085 DrawLevelField(x, y + 1);
5088 Feld[x][y] = Store[x][y];
5090 MovDir[x][y] = MV_NO_MOVING;
5091 DrawLevelField(x, y);
5096 void MauerAbleger(int ax, int ay)
5098 int element = Feld[ax][ay];
5099 int graphic = el2img(element);
5100 boolean oben_frei = FALSE, unten_frei = FALSE;
5101 boolean links_frei = FALSE, rechts_frei = FALSE;
5102 boolean oben_massiv = FALSE, unten_massiv = FALSE;
5103 boolean links_massiv = FALSE, rechts_massiv = FALSE;
5104 boolean new_wall = FALSE;
5106 if (IS_ANIMATED(graphic))
5107 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
5109 if (!MovDelay[ax][ay]) /* start building new wall */
5110 MovDelay[ax][ay] = 6;
5112 if (MovDelay[ax][ay]) /* wait some time before building new wall */
5115 if (MovDelay[ax][ay])
5119 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
5121 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
5123 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
5125 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
5128 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
5129 element == EL_EXPANDABLE_WALL_ANY)
5133 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
5134 Store[ax][ay-1] = element;
5135 MovDir[ax][ay-1] = MV_UP;
5136 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
5137 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
5138 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
5143 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
5144 Store[ax][ay+1] = element;
5145 MovDir[ax][ay+1] = MV_DOWN;
5146 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
5147 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
5148 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
5153 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5154 element == EL_EXPANDABLE_WALL_ANY ||
5155 element == EL_EXPANDABLE_WALL)
5159 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
5160 Store[ax-1][ay] = element;
5161 MovDir[ax-1][ay] = MV_LEFT;
5162 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
5163 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
5164 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
5170 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
5171 Store[ax+1][ay] = element;
5172 MovDir[ax+1][ay] = MV_RIGHT;
5173 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
5174 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
5175 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
5180 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
5181 DrawLevelField(ax, ay);
5183 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
5185 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
5186 unten_massiv = TRUE;
5187 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
5188 links_massiv = TRUE;
5189 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
5190 rechts_massiv = TRUE;
5192 if (((oben_massiv && unten_massiv) ||
5193 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5194 element == EL_EXPANDABLE_WALL) &&
5195 ((links_massiv && rechts_massiv) ||
5196 element == EL_EXPANDABLE_WALL_VERTICAL))
5197 Feld[ax][ay] = EL_WALL;
5201 PlaySoundLevelAction(ax, ay, ACTION_GROWING);
5203 PlaySoundLevel(ax, ay, SND_EXPANDABLE_WALL_GROWING);
5207 void CheckForDragon(int x, int y)
5210 boolean dragon_found = FALSE;
5211 static int xy[4][2] =
5223 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
5225 if (IN_LEV_FIELD(xx, yy) &&
5226 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
5228 if (Feld[xx][yy] == EL_DRAGON)
5229 dragon_found = TRUE;
5242 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
5244 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
5246 Feld[xx][yy] = EL_EMPTY;
5247 DrawLevelField(xx, yy);
5256 static void InitBuggyBase(int x, int y)
5258 int element = Feld[x][y];
5259 int activating_delay = FRAMES_PER_SECOND / 4;
5262 (element == EL_SP_BUGGY_BASE ?
5263 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
5264 element == EL_SP_BUGGY_BASE_ACTIVATING ?
5266 element == EL_SP_BUGGY_BASE_ACTIVE ?
5267 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
5270 static void WarnBuggyBase(int x, int y)
5273 static int xy[4][2] =
5283 int xx = x + xy[i][0], yy = y + xy[i][1];
5285 if (IS_PLAYER(xx, yy))
5287 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
5294 static void InitTrap(int x, int y)
5296 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
5299 static void ActivateTrap(int x, int y)
5301 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
5304 static void ChangeActiveTrap(int x, int y)
5306 int graphic = IMG_TRAP_ACTIVE;
5308 /* if new animation frame was drawn, correct crumbled sand border */
5309 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
5310 DrawLevelFieldCrumbledSand(x, y);
5313 static void ChangeElementNowExt(int x, int y, int target_element)
5315 /* check if element under player changes from accessible to unaccessible
5316 (needed for special case of dropping element which then changes) */
5317 if (IS_PLAYER(x, y) &&
5318 IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(target_element))
5325 Feld[x][y] = target_element;
5327 ResetGfxAnimation(x, y);
5328 ResetRandomAnimationValue(x, y);
5330 InitField(x, y, FALSE);
5331 if (CAN_MOVE(Feld[x][y]))
5334 DrawLevelField(x, y);
5336 if (CAN_BE_CRUMBLED(Feld[x][y]))
5337 DrawLevelFieldCrumbledSandNeighbours(x, y);
5339 TestIfBadThingTouchesHero(x, y);
5340 TestIfPlayerTouchesCustomElement(x, y);
5341 TestIfElementTouchesCustomElement(x, y);
5343 if (ELEM_IS_PLAYER(target_element))
5344 RelocatePlayer(x, y, target_element);
5347 static void ChangeElementNow(int x, int y, int element)
5349 struct ElementChangeInfo *change = &element_info[element].change;
5352 if (element >= EL_CUSTOM_START + 17 && element <= EL_CUSTOM_START + 39)
5353 printf("::: changing... [%d]\n", FrameCounter);
5357 /* prevent CheckTriggeredElementChange() from looping */
5358 Changing[x][y] = TRUE;
5361 CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_IS_CHANGING);
5364 Changing[x][y] = FALSE;
5367 if (change->explode)
5373 if (change->use_content)
5375 boolean complete_change = TRUE;
5376 boolean can_change[3][3];
5379 for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
5381 boolean half_destructible;
5382 int ex = x + xx - 1;
5383 int ey = y + yy - 1;
5386 can_change[xx][yy] = TRUE;
5388 if (ex == x && ey == y) /* do not check changing element itself */
5391 if (change->content[xx][yy] == EL_EMPTY_SPACE)
5393 can_change[xx][yy] = FALSE; /* do not change empty borders */
5398 if (!IN_LEV_FIELD(ex, ey))
5400 can_change[xx][yy] = FALSE;
5401 complete_change = FALSE;
5408 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5409 e = MovingOrBlocked2Element(ex, ey);
5411 half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e));
5413 if ((change->power <= CP_NON_DESTRUCTIVE && !IS_FREE(ex, ey)) ||
5414 (change->power <= CP_HALF_DESTRUCTIVE && !half_destructible) ||
5415 (change->power <= CP_FULL_DESTRUCTIVE && IS_INDESTRUCTIBLE(e)))
5417 can_change[xx][yy] = FALSE;
5418 complete_change = FALSE;
5422 if (!change->only_complete || complete_change)
5424 boolean something_has_changed = FALSE;
5426 if (change->only_complete && change->use_random_change &&
5427 RND(100) < change->random)
5430 for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
5432 int ex = x + xx - 1;
5433 int ey = y + yy - 1;
5435 if (can_change[xx][yy] && (!change->use_random_change ||
5436 RND(100) < change->random))
5438 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5439 RemoveMovingField(ex, ey);
5441 ChangeElementNowExt(ex, ey, change->content[xx][yy]);
5443 something_has_changed = TRUE;
5445 /* for symmetry reasons, stop newly created border elements */
5446 if (ex != x || ey != y)
5447 Stop[ex][ey] = TRUE;
5451 if (something_has_changed)
5452 PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING);
5457 ChangeElementNowExt(x, y, change->target_element);
5459 PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING);
5463 static void ChangeElement(int x, int y)
5466 int element = MovingOrBlocked2Element(x, y);
5468 int element = Feld[x][y];
5470 struct ElementChangeInfo *change = &element_info[element].change;
5472 if (ChangeDelay[x][y] == 0) /* initialize element change */
5475 ChangeDelay[x][y] = ( change->delay_fixed * change->delay_frames +
5476 RND(change->delay_random * change->delay_frames)) + 1;
5478 ChangeDelay[x][y] = changing_element[element].change_delay + 1;
5480 if (IS_CUSTOM_ELEMENT(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
5482 int max_random_delay = element_info[element].change.delay_random;
5483 int delay_frames = element_info[element].change.delay_frames;
5485 ChangeDelay[x][y] += RND(max_random_delay * delay_frames);
5489 ResetGfxAnimation(x, y);
5490 ResetRandomAnimationValue(x, y);
5493 if (change->pre_change_function)
5494 change->pre_change_function(x, y);
5496 if (changing_element[element].pre_change_function)
5497 changing_element[element].pre_change_function(x, y);
5501 ChangeDelay[x][y]--;
5503 if (ChangeDelay[x][y] != 0) /* continue element change */
5505 int graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5507 if (IS_ANIMATED(graphic))
5508 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5511 if (change->change_function)
5512 change->change_function(x, y);
5514 if (changing_element[element].change_function)
5515 changing_element[element].change_function(x, y);
5518 else /* finish element change */
5521 int next_element = changing_element[element].next_element;
5524 if (IS_MOVING(x, y)) /* never change a running system ;-) */
5526 ChangeDelay[x][y] = 1; /* try change after next move step */
5532 ChangeElementNow(x, y, element);
5534 if (change->post_change_function)
5535 change->post_change_function(x, y);
5537 if (next_element != EL_UNDEFINED)
5538 ChangeElementNow(x, y, next_element);
5540 ChangeElementNow(x, y, element_info[element].change.target_element);
5542 if (changing_element[element].post_change_function)
5543 changing_element[element].post_change_function(x, y);
5548 static boolean CheckTriggeredElementChange(int lx, int ly, int trigger_element,
5553 if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
5556 /* prevent this function from running into a loop */
5557 if (trigger_event == CE_OTHER_IS_CHANGING)
5558 Changing[lx][ly] = TRUE;
5560 for (i=0; i<MAX_NUM_ELEMENTS; i++)
5562 if (!CAN_CHANGE(i) || !HAS_CHANGE_EVENT(i, trigger_event) ||
5563 element_info[i].change.trigger_element != trigger_element)
5566 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5568 if (x == lx && y == ly) /* do not change trigger element itself */
5571 if (Changing[x][y]) /* do not change just changing elements */
5574 if (Feld[x][y] == i)
5576 ChangeDelay[x][y] = 1;
5577 ChangeElement(x, y);
5579 Changing[x][y] = TRUE; /* do not change just changed elements */
5584 /* reset change prevention array */
5585 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5586 Changing[x][y] = FALSE;
5591 static boolean CheckElementChange(int x, int y, int element, int trigger_event)
5593 if (!CAN_CHANGE(element) || !HAS_CHANGE_EVENT(element, trigger_event))
5596 if (Feld[x][y] == EL_BLOCKED)
5597 Blocked2Moving(x, y, &x, &y);
5599 ChangeDelay[x][y] = 1;
5600 ChangeElement(x, y);
5605 static void PlayerActions(struct PlayerInfo *player, byte player_action)
5607 static byte stored_player_action[MAX_PLAYERS];
5608 static int num_stored_actions = 0;
5609 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
5610 int left = player_action & JOY_LEFT;
5611 int right = player_action & JOY_RIGHT;
5612 int up = player_action & JOY_UP;
5613 int down = player_action & JOY_DOWN;
5614 int button1 = player_action & JOY_BUTTON_1;
5615 int button2 = player_action & JOY_BUTTON_2;
5616 int dx = (left ? -1 : right ? 1 : 0);
5617 int dy = (up ? -1 : down ? 1 : 0);
5619 stored_player_action[player->index_nr] = 0;
5620 num_stored_actions++;
5622 if (!player->active || tape.pausing)
5628 snapped = SnapField(player, dx, dy);
5632 dropped = DropElement(player);
5634 moved = MoveFigure(player, dx, dy);
5637 if (tape.single_step && tape.recording && !tape.pausing)
5639 if (button1 || (dropped && !moved))
5641 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5642 SnapField(player, 0, 0); /* stop snapping */
5646 stored_player_action[player->index_nr] = player_action;
5650 /* no actions for this player (no input at player's configured device) */
5652 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
5653 SnapField(player, 0, 0);
5654 CheckGravityMovement(player);
5656 if (player->MovPos == 0)
5659 printf("Trying... Player frame reset\n");
5662 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
5665 if (player->MovPos == 0) /* needed for tape.playing */
5666 player->is_moving = FALSE;
5669 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
5671 TapeRecordAction(stored_player_action);
5672 num_stored_actions = 0;
5678 static unsigned long action_delay = 0;
5679 unsigned long action_delay_value;
5680 int magic_wall_x = 0, magic_wall_y = 0;
5681 int i, x, y, element, graphic;
5682 byte *recorded_player_action;
5683 byte summarized_player_action = 0;
5685 if (game_status != GAME_MODE_PLAYING)
5688 action_delay_value =
5689 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
5691 if (tape.playing && tape.index_search && !tape.pausing)
5692 action_delay_value = 0;
5694 /* ---------- main game synchronization point ---------- */
5696 WaitUntilDelayReached(&action_delay, action_delay_value);
5698 if (network_playing && !network_player_action_received)
5702 printf("DEBUG: try to get network player actions in time\n");
5706 #if defined(PLATFORM_UNIX)
5707 /* last chance to get network player actions without main loop delay */
5711 if (game_status != GAME_MODE_PLAYING)
5714 if (!network_player_action_received)
5718 printf("DEBUG: failed to get network player actions in time\n");
5728 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
5730 for (i=0; i<MAX_PLAYERS; i++)
5732 summarized_player_action |= stored_player[i].action;
5734 if (!network_playing)
5735 stored_player[i].effective_action = stored_player[i].action;
5738 #if defined(PLATFORM_UNIX)
5739 if (network_playing)
5740 SendToServer_MovePlayer(summarized_player_action);
5743 if (!options.network && !setup.team_mode)
5744 local_player->effective_action = summarized_player_action;
5746 for (i=0; i<MAX_PLAYERS; i++)
5748 int actual_player_action = stored_player[i].effective_action;
5750 if (stored_player[i].programmed_action)
5751 actual_player_action = stored_player[i].programmed_action;
5753 if (recorded_player_action)
5754 actual_player_action = recorded_player_action[i];
5756 PlayerActions(&stored_player[i], actual_player_action);
5757 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
5760 network_player_action_received = FALSE;
5762 ScrollScreen(NULL, SCROLL_GO_ON);
5768 for (i=0; i<MAX_PLAYERS; i++)
5769 stored_player[i].Frame++;
5773 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
5775 for (i=0; i<MAX_PLAYERS; i++)
5777 struct PlayerInfo *player = &stored_player[i];
5781 if (player->active && player->Pushing && player->is_moving &&
5784 ContinueMoving(x, y);
5786 /* continue moving after pushing (this is actually a bug) */
5787 if (!IS_MOVING(x, y))
5796 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5799 if (JustStopped[x][y] > 0)
5800 JustStopped[x][y]--;
5805 /* reset finished pushing action (not done in ContinueMoving() to allow
5806 continous pushing animation for elements without push delay) */
5807 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
5809 ResetGfxAnimation(x, y);
5810 DrawLevelField(x, y);
5815 if (IS_BLOCKED(x, y))
5819 Blocked2Moving(x, y, &oldx, &oldy);
5820 if (!IS_MOVING(oldx, oldy))
5822 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
5823 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
5824 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
5825 printf("GameActions(): This should never happen!\n");
5831 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5833 element = Feld[x][y];
5835 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5837 graphic = el2img(element);
5843 printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
5845 element = graphic = 0;
5849 if (graphic_info[graphic].anim_global_sync)
5850 GfxFrame[x][y] = FrameCounter;
5852 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
5853 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
5854 ResetRandomAnimationValue(x, y);
5856 SetRandomAnimationValue(x, y);
5859 PlaySoundLevelActionIfLoop(x, y, GfxAction[x][y]);
5862 if (IS_INACTIVE(element))
5864 if (IS_ANIMATED(graphic))
5865 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5871 /* this may take place after moving, so 'element' may have changed */
5872 if (IS_CHANGING(x, y))
5874 ChangeElement(x, y);
5875 element = Feld[x][y];
5876 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5880 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
5885 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5887 if (element == EL_MOLE)
5888 printf("::: %d, %d, %d [%d]\n",
5889 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y],
5893 if (element == EL_YAMYAM)
5894 printf("::: %d, %d, %d\n",
5895 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
5899 if (IS_ANIMATED(graphic) &&
5903 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5906 if (element == EL_MOLE)
5907 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
5911 if (IS_GEM(element) || element == EL_SP_INFOTRON)
5912 EdelsteinFunkeln(x, y);
5914 else if ((element == EL_ACID ||
5915 element == EL_EXIT_OPEN ||
5916 element == EL_SP_EXIT_OPEN ||
5917 element == EL_SP_TERMINAL ||
5918 element == EL_SP_TERMINAL_ACTIVE ||
5919 element == EL_EXTRA_TIME ||
5920 element == EL_SHIELD_NORMAL ||
5921 element == EL_SHIELD_DEADLY) &&
5922 IS_ANIMATED(graphic))
5923 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5924 else if (IS_MOVING(x, y))
5925 ContinueMoving(x, y);
5926 else if (IS_ACTIVE_BOMB(element))
5927 CheckDynamite(x, y);
5929 else if (element == EL_EXPLOSION && !game.explosions_delayed)
5930 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
5932 else if (element == EL_AMOEBA_GROWING)
5933 AmoebeWaechst(x, y);
5934 else if (element == EL_AMOEBA_SHRINKING)
5935 AmoebaDisappearing(x, y);
5937 #if !USE_NEW_AMOEBA_CODE
5938 else if (IS_AMOEBALIVE(element))
5939 AmoebeAbleger(x, y);
5942 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
5944 else if (element == EL_EXIT_CLOSED)
5946 else if (element == EL_SP_EXIT_CLOSED)
5948 else if (element == EL_EXPANDABLE_WALL_GROWING)
5950 else if (element == EL_EXPANDABLE_WALL ||
5951 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5952 element == EL_EXPANDABLE_WALL_VERTICAL ||
5953 element == EL_EXPANDABLE_WALL_ANY)
5955 else if (element == EL_FLAMES)
5956 CheckForDragon(x, y);
5958 else if (IS_AUTO_CHANGING(element))
5959 ChangeElement(x, y);
5961 else if (element == EL_EXPLOSION)
5962 ; /* drawing of correct explosion animation is handled separately */
5963 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
5964 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5967 /* this may take place after moving, so 'element' may have changed */
5968 if (IS_AUTO_CHANGING(Feld[x][y]))
5969 ChangeElement(x, y);
5972 if (IS_BELT_ACTIVE(element))
5973 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
5975 if (game.magic_wall_active)
5977 int jx = local_player->jx, jy = local_player->jy;
5979 /* play the element sound at the position nearest to the player */
5980 if ((element == EL_MAGIC_WALL_FULL ||
5981 element == EL_MAGIC_WALL_ACTIVE ||
5982 element == EL_MAGIC_WALL_EMPTYING ||
5983 element == EL_BD_MAGIC_WALL_FULL ||
5984 element == EL_BD_MAGIC_WALL_ACTIVE ||
5985 element == EL_BD_MAGIC_WALL_EMPTYING) &&
5986 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
5994 #if USE_NEW_AMOEBA_CODE
5995 /* new experimental amoeba growth stuff */
5997 if (!(FrameCounter % 8))
6000 static unsigned long random = 1684108901;
6002 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
6005 x = (random >> 10) % lev_fieldx;
6006 y = (random >> 20) % lev_fieldy;
6008 x = RND(lev_fieldx);
6009 y = RND(lev_fieldy);
6011 element = Feld[x][y];
6013 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
6014 if (!IS_PLAYER(x,y) &&
6015 (element == EL_EMPTY ||
6016 element == EL_SAND ||
6017 element == EL_QUICKSAND_EMPTY ||
6018 element == EL_ACID_SPLASH_LEFT ||
6019 element == EL_ACID_SPLASH_RIGHT))
6021 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
6022 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
6023 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
6024 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
6025 Feld[x][y] = EL_AMOEBA_DROP;
6028 random = random * 129 + 1;
6034 if (game.explosions_delayed)
6037 game.explosions_delayed = FALSE;
6039 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
6041 element = Feld[x][y];
6043 if (ExplodeField[x][y])
6044 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
6045 else if (element == EL_EXPLOSION)
6046 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
6048 ExplodeField[x][y] = EX_NO_EXPLOSION;
6051 game.explosions_delayed = TRUE;
6054 if (game.magic_wall_active)
6056 if (!(game.magic_wall_time_left % 4))
6058 int element = Feld[magic_wall_x][magic_wall_y];
6060 if (element == EL_BD_MAGIC_WALL_FULL ||
6061 element == EL_BD_MAGIC_WALL_ACTIVE ||
6062 element == EL_BD_MAGIC_WALL_EMPTYING)
6063 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
6065 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
6068 if (game.magic_wall_time_left > 0)
6070 game.magic_wall_time_left--;
6071 if (!game.magic_wall_time_left)
6073 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
6075 element = Feld[x][y];
6077 if (element == EL_MAGIC_WALL_ACTIVE ||
6078 element == EL_MAGIC_WALL_FULL)
6080 Feld[x][y] = EL_MAGIC_WALL_DEAD;
6081 DrawLevelField(x, y);
6083 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
6084 element == EL_BD_MAGIC_WALL_FULL)
6086 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
6087 DrawLevelField(x, y);
6091 game.magic_wall_active = FALSE;
6096 if (game.light_time_left > 0)
6098 game.light_time_left--;
6100 if (game.light_time_left == 0)
6101 RedrawAllLightSwitchesAndInvisibleElements();
6104 if (game.timegate_time_left > 0)
6106 game.timegate_time_left--;
6108 if (game.timegate_time_left == 0)
6109 CloseAllOpenTimegates();
6112 for (i=0; i<MAX_PLAYERS; i++)
6114 struct PlayerInfo *player = &stored_player[i];
6116 if (SHIELD_ON(player))
6118 if (player->shield_deadly_time_left)
6119 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
6120 else if (player->shield_normal_time_left)
6121 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
6125 if (TimeFrames >= (1000 / GameFrameDelay))
6130 for (i=0; i<MAX_PLAYERS; i++)
6132 struct PlayerInfo *player = &stored_player[i];
6134 if (SHIELD_ON(player))
6136 player->shield_normal_time_left--;
6138 if (player->shield_deadly_time_left > 0)
6139 player->shield_deadly_time_left--;
6143 if (tape.recording || tape.playing)
6144 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
6150 if (TimeLeft <= 10 && setup.time_limit)
6151 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
6153 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
6155 if (!TimeLeft && setup.time_limit)
6156 for (i=0; i<MAX_PLAYERS; i++)
6157 KillHero(&stored_player[i]);
6159 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
6160 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
6165 if (options.debug) /* calculate frames per second */
6167 static unsigned long fps_counter = 0;
6168 static int fps_frames = 0;
6169 unsigned long fps_delay_ms = Counter() - fps_counter;
6173 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
6175 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
6178 fps_counter = Counter();
6181 redraw_mask |= REDRAW_FPS;
6185 if (stored_player[0].jx != stored_player[0].last_jx ||
6186 stored_player[0].jy != stored_player[0].last_jy)
6187 printf("::: %d, %d, %d, %d, %d\n",
6188 stored_player[0].MovDir,
6189 stored_player[0].MovPos,
6190 stored_player[0].GfxPos,
6191 stored_player[0].Frame,
6192 stored_player[0].StepFrame);
6199 for (i=0; i<MAX_PLAYERS; i++)
6202 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
6204 stored_player[i].Frame += move_frames;
6206 if (stored_player[i].MovPos != 0)
6207 stored_player[i].StepFrame += move_frames;
6212 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
6214 int min_x = x, min_y = y, max_x = x, max_y = y;
6217 for (i=0; i<MAX_PLAYERS; i++)
6219 int jx = stored_player[i].jx, jy = stored_player[i].jy;
6221 if (!stored_player[i].active || &stored_player[i] == player)
6224 min_x = MIN(min_x, jx);
6225 min_y = MIN(min_y, jy);
6226 max_x = MAX(max_x, jx);
6227 max_y = MAX(max_y, jy);
6230 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
6233 static boolean AllPlayersInVisibleScreen()
6237 for (i=0; i<MAX_PLAYERS; i++)
6239 int jx = stored_player[i].jx, jy = stored_player[i].jy;
6241 if (!stored_player[i].active)
6244 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
6251 void ScrollLevel(int dx, int dy)
6253 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
6256 BlitBitmap(drawto_field, drawto_field,
6257 FX + TILEX * (dx == -1) - softscroll_offset,
6258 FY + TILEY * (dy == -1) - softscroll_offset,
6259 SXSIZE - TILEX * (dx!=0) + 2 * softscroll_offset,
6260 SYSIZE - TILEY * (dy!=0) + 2 * softscroll_offset,
6261 FX + TILEX * (dx == 1) - softscroll_offset,
6262 FY + TILEY * (dy == 1) - softscroll_offset);
6266 x = (dx == 1 ? BX1 : BX2);
6267 for (y=BY1; y <= BY2; y++)
6268 DrawScreenField(x, y);
6273 y = (dy == 1 ? BY1 : BY2);
6274 for (x=BX1; x <= BX2; x++)
6275 DrawScreenField(x, y);
6278 redraw_mask |= REDRAW_FIELD;
6281 static void CheckGravityMovement(struct PlayerInfo *player)
6283 if (level.gravity && !player->programmed_action)
6285 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
6286 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
6288 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
6289 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
6290 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
6291 int jx = player->jx, jy = player->jy;
6292 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
6293 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
6294 int new_jx = jx + dx, new_jy = jy + dy;
6295 boolean field_under_player_is_free =
6296 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
6297 boolean player_is_moving_to_valid_field =
6298 (IN_LEV_FIELD(new_jx, new_jy) &&
6299 (Feld[new_jx][new_jy] == EL_SP_BASE ||
6300 Feld[new_jx][new_jy] == EL_SAND));
6301 /* !!! extend EL_SAND to anything diggable !!! */
6303 if (field_under_player_is_free &&
6304 !player_is_moving_to_valid_field &&
6305 !IS_WALKABLE_INSIDE(Feld[jx][jy]))
6306 player->programmed_action = MV_DOWN;
6312 -----------------------------------------------------------------------------
6313 dx, dy: direction (non-diagonal) to try to move the player to
6314 real_dx, real_dy: direction as read from input device (can be diagonal)
6317 boolean MoveFigureOneStep(struct PlayerInfo *player,
6318 int dx, int dy, int real_dx, int real_dy)
6320 int jx = player->jx, jy = player->jy;
6321 int new_jx = jx+dx, new_jy = jy+dy;
6325 if (!player->active || (!dx && !dy))
6326 return MF_NO_ACTION;
6328 player->MovDir = (dx < 0 ? MV_LEFT :
6331 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6333 if (!IN_LEV_FIELD(new_jx, new_jy))
6334 return MF_NO_ACTION;
6336 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
6337 return MF_NO_ACTION;
6340 element = MovingOrBlocked2Element(new_jx, new_jy);
6342 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
6345 if (DONT_RUN_INTO(element))
6347 if (element == EL_ACID && dx == 0 && dy == 1)
6350 Feld[jx][jy] = EL_PLAYER_1;
6351 InitMovingField(jx, jy, MV_DOWN);
6352 Store[jx][jy] = EL_ACID;
6353 ContinueMoving(jx, jy);
6357 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
6362 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
6363 if (can_move != MF_MOVING)
6366 /* check if DigField() has caused relocation of the player */
6367 if (player->jx != jx || player->jy != jy)
6368 return MF_NO_ACTION;
6370 StorePlayer[jx][jy] = 0;
6371 player->last_jx = jx;
6372 player->last_jy = jy;
6373 jx = player->jx = new_jx;
6374 jy = player->jy = new_jy;
6375 StorePlayer[jx][jy] = player->element_nr;
6378 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
6380 ScrollFigure(player, SCROLL_INIT);
6385 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
6387 int jx = player->jx, jy = player->jy;
6388 int old_jx = jx, old_jy = jy;
6389 int moved = MF_NO_ACTION;
6391 if (!player->active || (!dx && !dy))
6395 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
6399 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
6400 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
6404 /* remove the last programmed player action */
6405 player->programmed_action = 0;
6409 /* should only happen if pre-1.2 tape recordings are played */
6410 /* this is only for backward compatibility */
6412 int original_move_delay_value = player->move_delay_value;
6415 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
6419 /* scroll remaining steps with finest movement resolution */
6420 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
6422 while (player->MovPos)
6424 ScrollFigure(player, SCROLL_GO_ON);
6425 ScrollScreen(NULL, SCROLL_GO_ON);
6431 player->move_delay_value = original_move_delay_value;
6434 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
6436 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
6437 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
6441 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
6442 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
6448 if (moved & MF_MOVING && !ScreenMovPos &&
6449 (player == local_player || !options.network))
6451 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
6452 int offset = (setup.scroll_delay ? 3 : 0);
6454 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
6456 /* actual player has left the screen -- scroll in that direction */
6457 if (jx != old_jx) /* player has moved horizontally */
6458 scroll_x += (jx - old_jx);
6459 else /* player has moved vertically */
6460 scroll_y += (jy - old_jy);
6464 if (jx != old_jx) /* player has moved horizontally */
6466 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
6467 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
6468 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
6470 /* don't scroll over playfield boundaries */
6471 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
6472 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
6474 /* don't scroll more than one field at a time */
6475 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
6477 /* don't scroll against the player's moving direction */
6478 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
6479 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
6480 scroll_x = old_scroll_x;
6482 else /* player has moved vertically */
6484 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
6485 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
6486 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
6488 /* don't scroll over playfield boundaries */
6489 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
6490 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
6492 /* don't scroll more than one field at a time */
6493 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
6495 /* don't scroll against the player's moving direction */
6496 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
6497 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
6498 scroll_y = old_scroll_y;
6502 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
6504 if (!options.network && !AllPlayersInVisibleScreen())
6506 scroll_x = old_scroll_x;
6507 scroll_y = old_scroll_y;
6511 ScrollScreen(player, SCROLL_INIT);
6512 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
6519 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
6521 if (!(moved & MF_MOVING) && !player->Pushing)
6526 player->StepFrame = 0;
6528 if (moved & MF_MOVING)
6530 if (old_jx != jx && old_jy == jy)
6531 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
6532 else if (old_jx == jx && old_jy != jy)
6533 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
6535 DrawLevelField(jx, jy); /* for "crumbled sand" */
6537 player->last_move_dir = player->MovDir;
6538 player->is_moving = TRUE;
6540 player->snapped = FALSE;
6545 CheckGravityMovement(player);
6548 player->last_move_dir = MV_NO_MOVING;
6550 player->is_moving = FALSE;
6553 TestIfHeroTouchesBadThing(jx, jy);
6554 TestIfPlayerTouchesCustomElement(jx, jy);
6556 if (!player->active)
6562 void ScrollFigure(struct PlayerInfo *player, int mode)
6564 int jx = player->jx, jy = player->jy;
6565 int last_jx = player->last_jx, last_jy = player->last_jy;
6566 int move_stepsize = TILEX / player->move_delay_value;
6568 if (!player->active || !player->MovPos)
6571 if (mode == SCROLL_INIT)
6573 player->actual_frame_counter = FrameCounter;
6574 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
6576 if (Feld[last_jx][last_jy] == EL_EMPTY)
6577 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
6584 else if (!FrameReached(&player->actual_frame_counter, 1))
6587 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
6588 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
6590 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
6591 Feld[last_jx][last_jy] = EL_EMPTY;
6593 /* before DrawPlayer() to draw correct player graphic for this case */
6594 if (player->MovPos == 0)
6595 CheckGravityMovement(player);
6598 DrawPlayer(player); /* needed here only to cleanup last field */
6601 if (player->MovPos == 0)
6603 if (IS_PASSABLE(Feld[last_jx][last_jy]))
6605 /* continue with normal speed after quickly moving through gate */
6606 HALVE_PLAYER_SPEED(player);
6608 /* be able to make the next move without delay */
6609 player->move_delay = 0;
6612 player->last_jx = jx;
6613 player->last_jy = jy;
6615 if (Feld[jx][jy] == EL_EXIT_OPEN ||
6616 Feld[jx][jy] == EL_SP_EXIT_OPEN)
6618 DrawPlayer(player); /* needed here only to cleanup last field */
6621 if (local_player->friends_still_needed == 0 ||
6622 Feld[jx][jy] == EL_SP_EXIT_OPEN)
6623 player->LevelSolved = player->GameOver = TRUE;
6626 if (tape.single_step && tape.recording && !tape.pausing &&
6627 !player->programmed_action)
6628 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
6632 void ScrollScreen(struct PlayerInfo *player, int mode)
6634 static unsigned long screen_frame_counter = 0;
6636 if (mode == SCROLL_INIT)
6638 /* set scrolling step size according to actual player's moving speed */
6639 ScrollStepSize = TILEX / player->move_delay_value;
6641 screen_frame_counter = FrameCounter;
6642 ScreenMovDir = player->MovDir;
6643 ScreenMovPos = player->MovPos;
6644 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6647 else if (!FrameReached(&screen_frame_counter, 1))
6652 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
6653 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6654 redraw_mask |= REDRAW_FIELD;
6657 ScreenMovDir = MV_NO_MOVING;
6660 void TestIfPlayerTouchesCustomElement(int x, int y)
6662 static boolean check_changing = FALSE;
6663 static int xy[4][2] =
6672 if (check_changing) /* prevent this function from running into a loop */
6675 check_changing = TRUE;
6679 int xx = x + xy[i][0];
6680 int yy = y + xy[i][1];
6682 if (!IN_LEV_FIELD(xx, yy))
6685 if (IS_PLAYER(x, y))
6687 CheckTriggeredElementChange(xx, yy, Feld[xx][yy], CE_OTHER_GETS_TOUCHED);
6688 CheckElementChange(xx, yy, Feld[xx][yy], CE_TOUCHED_BY_PLAYER);
6690 else if (IS_PLAYER(xx, yy))
6692 CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_GETS_TOUCHED);
6693 CheckElementChange(x, y, Feld[x][y], CE_TOUCHED_BY_PLAYER);
6699 check_changing = FALSE;
6702 void TestIfElementTouchesCustomElement(int x, int y)
6704 static boolean check_changing = FALSE;
6705 static int xy[4][2] =
6712 boolean change_center_element = FALSE;
6713 int center_element = Feld[x][y];
6716 if (check_changing) /* prevent this function from running into a loop */
6719 check_changing = TRUE;
6723 int xx = x + xy[i][0];
6724 int yy = y + xy[i][1];
6727 if (!IN_LEV_FIELD(xx, yy))
6730 border_element = Feld[xx][yy];
6732 /* check for change of center element (but change it only once) */
6733 if (IS_CUSTOM_ELEMENT(center_element) &&
6734 border_element == element_info[center_element].change.trigger_element)
6735 change_center_element = TRUE;
6737 /* check for change of border element */
6738 if (IS_CUSTOM_ELEMENT(border_element) &&
6739 center_element == element_info[border_element].change.trigger_element)
6740 CheckElementChange(xx, yy, border_element, CE_OTHER_IS_TOUCHING);
6743 if (change_center_element)
6744 CheckElementChange(x, y, center_element, CE_OTHER_IS_TOUCHING);
6746 check_changing = FALSE;
6749 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
6751 int i, kill_x = -1, kill_y = -1;
6752 static int test_xy[4][2] =
6759 static int test_dir[4] =
6769 int test_x, test_y, test_move_dir, test_element;
6771 test_x = good_x + test_xy[i][0];
6772 test_y = good_y + test_xy[i][1];
6773 if (!IN_LEV_FIELD(test_x, test_y))
6777 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
6780 test_element = Feld[test_x][test_y];
6782 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
6785 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
6786 2nd case: DONT_TOUCH style bad thing does not move away from good thing
6788 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
6789 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
6797 if (kill_x != -1 || kill_y != -1)
6799 if (IS_PLAYER(good_x, good_y))
6801 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
6803 if (player->shield_deadly_time_left > 0)
6804 Bang(kill_x, kill_y);
6805 else if (!PLAYER_PROTECTED(good_x, good_y))
6809 Bang(good_x, good_y);
6813 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
6815 int i, kill_x = -1, kill_y = -1;
6816 int bad_element = Feld[bad_x][bad_y];
6817 static int test_xy[4][2] =
6824 static int test_dir[4] =
6832 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
6837 int test_x, test_y, test_move_dir, test_element;
6839 test_x = bad_x + test_xy[i][0];
6840 test_y = bad_y + test_xy[i][1];
6841 if (!IN_LEV_FIELD(test_x, test_y))
6845 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
6847 test_element = Feld[test_x][test_y];
6849 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
6850 2nd case: DONT_TOUCH style bad thing does not move away from good thing
6852 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
6853 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
6855 /* good thing is player or penguin that does not move away */
6856 if (IS_PLAYER(test_x, test_y))
6858 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
6860 if (bad_element == EL_ROBOT && player->is_moving)
6861 continue; /* robot does not kill player if he is moving */
6867 else if (test_element == EL_PENGUIN)
6876 if (kill_x != -1 || kill_y != -1)
6878 if (IS_PLAYER(kill_x, kill_y))
6880 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
6883 int dir = player->MovDir;
6884 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
6885 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
6887 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
6888 newx != bad_x && newy != bad_y)
6889 ; /* robot does not kill player if he is moving */
6891 printf("-> %d\n", player->MovDir);
6893 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
6894 newx != bad_x && newy != bad_y)
6895 ; /* robot does not kill player if he is moving */
6900 if (player->shield_deadly_time_left > 0)
6902 else if (!PLAYER_PROTECTED(kill_x, kill_y))
6906 Bang(kill_x, kill_y);
6910 void TestIfHeroTouchesBadThing(int x, int y)
6912 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
6915 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
6917 TestIfGoodThingHitsBadThing(x, y, move_dir);
6920 void TestIfBadThingTouchesHero(int x, int y)
6922 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
6925 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
6927 TestIfBadThingHitsGoodThing(x, y, move_dir);
6930 void TestIfFriendTouchesBadThing(int x, int y)
6932 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
6935 void TestIfBadThingTouchesFriend(int x, int y)
6937 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
6940 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
6942 int i, kill_x = bad_x, kill_y = bad_y;
6943 static int xy[4][2] =
6955 x = bad_x + xy[i][0];
6956 y = bad_y + xy[i][1];
6957 if (!IN_LEV_FIELD(x, y))
6960 element = Feld[x][y];
6961 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
6962 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
6970 if (kill_x != bad_x || kill_y != bad_y)
6974 void KillHero(struct PlayerInfo *player)
6976 int jx = player->jx, jy = player->jy;
6978 if (!player->active)
6981 /* remove accessible field at the player's position */
6982 Feld[jx][jy] = EL_EMPTY;
6984 /* deactivate shield (else Bang()/Explode() would not work right) */
6985 player->shield_normal_time_left = 0;
6986 player->shield_deadly_time_left = 0;
6992 static void KillHeroUnlessProtected(int x, int y)
6994 if (!PLAYER_PROTECTED(x, y))
6995 KillHero(PLAYERINFO(x, y));
6998 void BuryHero(struct PlayerInfo *player)
7000 int jx = player->jx, jy = player->jy;
7002 if (!player->active)
7006 PlaySoundLevelElementAction(jx, jy, player->element_nr, ACTION_DYING);
7008 PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING);
7010 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
7012 player->GameOver = TRUE;
7016 void RemoveHero(struct PlayerInfo *player)
7018 int jx = player->jx, jy = player->jy;
7019 int i, found = FALSE;
7021 player->present = FALSE;
7022 player->active = FALSE;
7024 if (!ExplodeField[jx][jy])
7025 StorePlayer[jx][jy] = 0;
7027 for (i=0; i<MAX_PLAYERS; i++)
7028 if (stored_player[i].active)
7032 AllPlayersGone = TRUE;
7039 =============================================================================
7040 checkDiagonalPushing()
7041 -----------------------------------------------------------------------------
7042 check if diagonal input device direction results in pushing of object
7043 (by checking if the alternative direction is walkable, diggable, ...)
7044 =============================================================================
7047 static boolean checkDiagonalPushing(struct PlayerInfo *player,
7048 int x, int y, int real_dx, int real_dy)
7050 int jx, jy, dx, dy, xx, yy;
7052 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
7055 /* diagonal direction: check alternative direction */
7060 xx = jx + (dx == 0 ? real_dx : 0);
7061 yy = jy + (dy == 0 ? real_dy : 0);
7063 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
7067 =============================================================================
7069 -----------------------------------------------------------------------------
7070 x, y: field next to player (non-diagonal) to try to dig to
7071 real_dx, real_dy: direction as read from input device (can be diagonal)
7072 =============================================================================
7075 int DigField(struct PlayerInfo *player,
7076 int x, int y, int real_dx, int real_dy, int mode)
7078 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
7079 int jx = player->jx, jy = player->jy;
7080 int dx = x - jx, dy = y - jy;
7081 int nextx = x + dx, nexty = y + dy;
7082 int move_direction = (dx == -1 ? MV_LEFT :
7083 dx == +1 ? MV_RIGHT :
7085 dy == +1 ? MV_DOWN : MV_NO_MOVING);
7088 if (player->MovPos == 0)
7090 player->is_digging = FALSE;
7091 player->is_collecting = FALSE;
7094 if (player->MovPos == 0) /* last pushing move finished */
7095 player->Pushing = FALSE;
7097 if (mode == DF_NO_PUSH) /* player just stopped pushing */
7099 player->Switching = FALSE;
7100 player->push_delay = 0;
7102 return MF_NO_ACTION;
7105 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
7106 return MF_NO_ACTION;
7109 if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
7111 if (IS_TUBE(Feld[jx][jy]) ||
7112 (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0)))
7116 int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
7117 int tube_leave_directions[][2] =
7119 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
7120 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
7121 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
7122 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
7123 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
7124 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
7125 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
7126 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
7127 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
7128 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
7129 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
7130 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
7133 while (tube_leave_directions[i][0] != tube_element)
7136 if (tube_leave_directions[i][0] == -1) /* should not happen */
7140 if (!(tube_leave_directions[i][1] & move_direction))
7141 return MF_NO_ACTION; /* tube has no opening in this direction */
7144 element = Feld[x][y];
7146 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
7147 game.engine_version >= VERSION_IDENT(2,2,0))
7148 return MF_NO_ACTION;
7152 case EL_ROBOT_WHEEL:
7153 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
7156 DrawLevelField(x, y);
7157 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
7161 case EL_SP_TERMINAL:
7165 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
7167 for (yy=0; yy<lev_fieldy; yy++)
7169 for (xx=0; xx<lev_fieldx; xx++)
7171 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
7173 else if (Feld[xx][yy] == EL_SP_TERMINAL)
7174 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
7182 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
7183 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
7184 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
7185 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
7186 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
7187 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
7188 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
7189 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
7190 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
7191 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
7192 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
7193 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
7194 if (!player->Switching)
7196 player->Switching = TRUE;
7197 ToggleBeltSwitch(x, y);
7198 PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
7203 case EL_SWITCHGATE_SWITCH_UP:
7204 case EL_SWITCHGATE_SWITCH_DOWN:
7205 if (!player->Switching)
7207 player->Switching = TRUE;
7208 ToggleSwitchgateSwitch(x, y);
7209 PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
7214 case EL_LIGHT_SWITCH:
7215 case EL_LIGHT_SWITCH_ACTIVE:
7216 if (!player->Switching)
7218 player->Switching = TRUE;
7219 ToggleLightSwitch(x, y);
7220 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
7221 SND_LIGHT_SWITCH_ACTIVATING :
7222 SND_LIGHT_SWITCH_DEACTIVATING);
7227 case EL_TIMEGATE_SWITCH:
7228 ActivateTimegateSwitch(x, y);
7229 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
7234 case EL_BALLOON_SWITCH_LEFT:
7235 case EL_BALLOON_SWITCH_RIGHT:
7236 case EL_BALLOON_SWITCH_UP:
7237 case EL_BALLOON_SWITCH_DOWN:
7238 case EL_BALLOON_SWITCH_ANY:
7239 if (element == EL_BALLOON_SWITCH_ANY)
7240 game.balloon_dir = move_direction;
7242 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
7243 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
7244 element == EL_BALLOON_SWITCH_UP ? MV_UP :
7245 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
7247 PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING);
7252 case EL_SP_PORT_LEFT:
7253 case EL_SP_PORT_RIGHT:
7255 case EL_SP_PORT_DOWN:
7256 case EL_SP_PORT_HORIZONTAL:
7257 case EL_SP_PORT_VERTICAL:
7258 case EL_SP_PORT_ANY:
7259 case EL_SP_GRAVITY_PORT_LEFT:
7260 case EL_SP_GRAVITY_PORT_RIGHT:
7261 case EL_SP_GRAVITY_PORT_UP:
7262 case EL_SP_GRAVITY_PORT_DOWN:
7264 element != EL_SP_PORT_LEFT &&
7265 element != EL_SP_GRAVITY_PORT_LEFT &&
7266 element != EL_SP_PORT_HORIZONTAL &&
7267 element != EL_SP_PORT_ANY) ||
7269 element != EL_SP_PORT_RIGHT &&
7270 element != EL_SP_GRAVITY_PORT_RIGHT &&
7271 element != EL_SP_PORT_HORIZONTAL &&
7272 element != EL_SP_PORT_ANY) ||
7274 element != EL_SP_PORT_UP &&
7275 element != EL_SP_GRAVITY_PORT_UP &&
7276 element != EL_SP_PORT_VERTICAL &&
7277 element != EL_SP_PORT_ANY) ||
7279 element != EL_SP_PORT_DOWN &&
7280 element != EL_SP_GRAVITY_PORT_DOWN &&
7281 element != EL_SP_PORT_VERTICAL &&
7282 element != EL_SP_PORT_ANY) ||
7283 !IN_LEV_FIELD(nextx, nexty) ||
7284 !IS_FREE(nextx, nexty))
7285 return MF_NO_ACTION;
7287 if (element == EL_SP_GRAVITY_PORT_LEFT ||
7288 element == EL_SP_GRAVITY_PORT_RIGHT ||
7289 element == EL_SP_GRAVITY_PORT_UP ||
7290 element == EL_SP_GRAVITY_PORT_DOWN)
7291 level.gravity = !level.gravity;
7293 /* automatically move to the next field with double speed */
7294 player->programmed_action = move_direction;
7295 DOUBLE_PLAYER_SPEED(player);
7297 PlaySoundLevel(x, y, SND_CLASS_SP_PORT_PASSING);
7301 case EL_TUBE_VERTICAL:
7302 case EL_TUBE_HORIZONTAL:
7303 case EL_TUBE_VERTICAL_LEFT:
7304 case EL_TUBE_VERTICAL_RIGHT:
7305 case EL_TUBE_HORIZONTAL_UP:
7306 case EL_TUBE_HORIZONTAL_DOWN:
7307 case EL_TUBE_LEFT_UP:
7308 case EL_TUBE_LEFT_DOWN:
7309 case EL_TUBE_RIGHT_UP:
7310 case EL_TUBE_RIGHT_DOWN:
7313 int tube_enter_directions[][2] =
7315 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
7316 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
7317 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
7318 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
7319 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
7320 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
7321 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
7322 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
7323 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
7324 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
7325 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
7326 { -1, MV_NO_MOVING }
7329 while (tube_enter_directions[i][0] != element)
7332 if (tube_enter_directions[i][0] == -1) /* should not happen */
7336 if (!(tube_enter_directions[i][1] & move_direction))
7337 return MF_NO_ACTION; /* tube has no opening in this direction */
7339 PlaySoundLevel(x, y, SND_CLASS_TUBE_WALKING);
7344 Feld[x][y] = EL_LAMP_ACTIVE;
7345 local_player->lights_still_needed--;
7346 DrawLevelField(x, y);
7347 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
7351 case EL_TIME_ORB_FULL:
7352 Feld[x][y] = EL_TIME_ORB_EMPTY;
7354 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
7355 DrawLevelField(x, y);
7356 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
7362 if (IS_WALKABLE(element))
7364 int sound_action = ACTION_WALKING;
7366 if (element >= EL_GATE_1 && element <= EL_GATE_4)
7368 if (!player->key[element - EL_GATE_1])
7369 return MF_NO_ACTION;
7371 else if (element >= EL_GATE_1_GRAY && element <= EL_GATE_4_GRAY)
7373 if (!player->key[element - EL_GATE_1_GRAY])
7374 return MF_NO_ACTION;
7376 else if (element == EL_EXIT_OPEN || element == EL_SP_EXIT_OPEN)
7378 sound_action = ACTION_PASSING; /* player is passing exit */
7380 else if (element == EL_EMPTY)
7382 sound_action = ACTION_MOVING; /* nothing to walk on */
7385 /* play sound from background or player, whatever is available */
7386 if (element_info[element].sound[sound_action] != SND_UNDEFINED)
7387 PlaySoundLevelElementAction(x, y, element, sound_action);
7389 PlaySoundLevelElementAction(x, y, player->element_nr, sound_action);
7393 else if (IS_PASSABLE(element))
7395 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
7396 return MF_NO_ACTION;
7398 if (element >= EL_EM_GATE_1 && element <= EL_EM_GATE_4)
7400 if (!player->key[element - EL_EM_GATE_1])
7401 return MF_NO_ACTION;
7403 else if (element >= EL_EM_GATE_1_GRAY && element <= EL_EM_GATE_4_GRAY)
7405 if (!player->key[element - EL_EM_GATE_1_GRAY])
7406 return MF_NO_ACTION;
7409 /* automatically move to the next field with double speed */
7410 player->programmed_action = move_direction;
7411 DOUBLE_PLAYER_SPEED(player);
7413 PlaySoundLevelAction(x, y, ACTION_PASSING);
7417 else if (IS_DIGGABLE(element))
7421 if (mode != DF_SNAP)
7424 GfxElement[x][y] = GFX_ELEMENT(element);
7427 (CAN_BE_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
7429 player->is_digging = TRUE;
7432 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
7436 else if (IS_COLLECTIBLE(element))
7440 if (mode != DF_SNAP)
7442 GfxElement[x][y] = element;
7443 player->is_collecting = TRUE;
7446 if (element == EL_SPEED_PILL)
7447 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
7448 else if (element == EL_EXTRA_TIME && level.time > 0)
7451 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
7453 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
7455 player->shield_normal_time_left += 10;
7456 if (element == EL_SHIELD_DEADLY)
7457 player->shield_deadly_time_left += 10;
7459 else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
7461 if (player->inventory_size < MAX_INVENTORY_SIZE)
7462 player->inventory_element[player->inventory_size++] = element;
7464 player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
7466 DrawText(DX_DYNAMITE, DY_DYNAMITE,
7467 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
7469 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
7471 player->dynabomb_count++;
7472 player->dynabombs_left++;
7474 else if (element == EL_DYNABOMB_INCREASE_SIZE)
7476 player->dynabomb_size++;
7478 else if (element == EL_DYNABOMB_INCREASE_POWER)
7480 player->dynabomb_xl = TRUE;
7482 else if ((element >= EL_KEY_1 && element <= EL_KEY_4) ||
7483 (element >= EL_EM_KEY_1 && element <= EL_EM_KEY_4))
7485 int key_nr = (element >= EL_KEY_1 && element <= EL_KEY_4 ?
7486 element - EL_KEY_1 : element - EL_EM_KEY_1);
7488 player->key[key_nr] = TRUE;
7490 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
7491 el2edimg(EL_KEY_1 + key_nr));
7492 redraw_mask |= REDRAW_DOOR_1;
7494 else if (IS_DROPPABLE(element)) /* can be collected and dropped */
7498 for (i=0; i < element_info[element].collect_count; i++)
7499 if (player->inventory_size < MAX_INVENTORY_SIZE)
7500 player->inventory_element[player->inventory_size++] = element;
7502 DrawText(DX_DYNAMITE, DY_DYNAMITE,
7503 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
7505 else if (element_info[element].collect_count > 0)
7507 local_player->gems_still_needed -=
7508 element_info[element].collect_count;
7509 if (local_player->gems_still_needed < 0)
7510 local_player->gems_still_needed = 0;
7512 DrawText(DX_EMERALDS, DY_EMERALDS,
7513 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
7516 RaiseScoreElement(element);
7517 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
7519 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_COLLECTED);
7523 else if (IS_PUSHABLE(element))
7525 if (mode == DF_SNAP && element != EL_BD_ROCK)
7526 return MF_NO_ACTION;
7528 if (CAN_FALL(element) && dy)
7529 return MF_NO_ACTION;
7531 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
7532 !(element == EL_SPRING && use_spring_bug))
7533 return MF_NO_ACTION;
7535 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
7536 return MF_NO_ACTION;
7538 if (!player->Pushing &&
7539 game.engine_version >= RELEASE_IDENT(2,2,0,7))
7540 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7542 player->Pushing = TRUE;
7544 if (!(IN_LEV_FIELD(nextx, nexty) &&
7545 (IS_FREE(nextx, nexty) ||
7546 (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
7547 IS_SB_ELEMENT(element)))))
7548 return MF_NO_ACTION;
7550 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
7551 return MF_NO_ACTION;
7553 if (player->push_delay == 0) /* new pushing; restart delay */
7554 player->push_delay = FrameCounter;
7556 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
7557 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
7558 element != EL_SPRING && element != EL_BALLOON)
7559 return MF_NO_ACTION;
7561 if (IS_SB_ELEMENT(element))
7563 if (element == EL_SOKOBAN_FIELD_FULL)
7565 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
7566 local_player->sokobanfields_still_needed++;
7569 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
7571 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
7572 local_player->sokobanfields_still_needed--;
7575 Feld[x][y] = EL_SOKOBAN_OBJECT;
7577 if (Back[x][y] == Back[nextx][nexty])
7578 PlaySoundLevelAction(x, y, ACTION_PUSHING);
7579 else if (Back[x][y] != 0)
7580 PlaySoundLevelElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
7583 PlaySoundLevelElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
7586 if (local_player->sokobanfields_still_needed == 0 &&
7587 game.emulation == EMU_SOKOBAN)
7589 player->LevelSolved = player->GameOver = TRUE;
7590 PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
7594 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
7596 InitMovingField(x, y, move_direction);
7597 GfxAction[x][y] = ACTION_PUSHING;
7599 if (mode == DF_SNAP)
7600 ContinueMoving(x, y);
7602 MovPos[x][y] = (dx != 0 ? dx : dy);
7604 Pushed[x][y] = TRUE;
7605 Pushed[nextx][nexty] = TRUE;
7607 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
7608 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7610 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PUSHED);
7611 CheckElementChange(x, y, element, CE_PUSHED_BY_PLAYER);
7617 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PRESSED);
7618 CheckElementChange(x, y, element, CE_PRESSED_BY_PLAYER);
7621 return MF_NO_ACTION;
7624 player->push_delay = 0;
7626 if (Feld[x][y] != element) /* really digged/collected something */
7627 player->is_collecting = !player->is_digging;
7632 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
7634 int jx = player->jx, jy = player->jy;
7635 int x = jx + dx, y = jy + dy;
7636 int snap_direction = (dx == -1 ? MV_LEFT :
7637 dx == +1 ? MV_RIGHT :
7639 dy == +1 ? MV_DOWN : MV_NO_MOVING);
7641 if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0))
7644 if (!player->active || !IN_LEV_FIELD(x, y))
7652 if (player->MovPos == 0)
7653 player->Pushing = FALSE;
7655 player->snapped = FALSE;
7657 if (player->MovPos == 0)
7659 player->is_digging = FALSE;
7660 player->is_collecting = FALSE;
7662 player->is_moving = FALSE;
7667 printf("::: trying to snap...\n");
7673 if (player->snapped)
7676 player->MovDir = snap_direction;
7679 player->is_digging = FALSE;
7680 player->is_collecting = FALSE;
7682 player->is_moving = FALSE;
7686 if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
7689 player->snapped = TRUE;
7691 player->is_digging = FALSE;
7692 player->is_collecting = FALSE;
7694 player->is_moving = FALSE;
7698 DrawLevelField(x, y);
7704 boolean DropElement(struct PlayerInfo *player)
7706 int jx = player->jx, jy = player->jy;
7709 if (!player->active || player->MovPos)
7712 old_element = Feld[jx][jy];
7714 /* check if player has anything that can be dropped */
7715 if (player->inventory_size == 0 && player->dynabombs_left == 0)
7718 /* check if anything can be dropped at the current position */
7719 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
7722 /* collected custom elements can only be dropped on empty fields */
7723 if (player->inventory_size > 0 &&
7724 IS_CUSTOM_ELEMENT(player->inventory_element[player->inventory_size - 1])
7725 && old_element != EL_EMPTY)
7728 if (old_element != EL_EMPTY)
7729 Back[jx][jy] = old_element; /* store old element on this field */
7731 MovDelay[jx][jy] = 96;
7733 ResetGfxAnimation(jx, jy);
7734 ResetRandomAnimationValue(jx, jy);
7736 if (player->inventory_size > 0)
7738 int new_element = player->inventory_element[--player->inventory_size];
7741 Feld[jx][jy] = (new_element == EL_DYNAMITE ? EL_DYNAMITE_ACTIVE :
7742 new_element == EL_SP_DISK_RED ? EL_SP_DISK_RED_ACTIVE :
7745 Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
7746 EL_DYNAMITE_ACTIVE);
7749 DrawText(DX_DYNAMITE, DY_DYNAMITE,
7750 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
7752 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
7753 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
7755 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
7757 CheckTriggeredElementChange(jx, jy, new_element, CE_OTHER_GETS_DROPPED);
7758 CheckElementChange(jx, jy, new_element, CE_DROPPED_BY_PLAYER);
7760 else /* player is dropping a dyna bomb */
7762 player->dynabombs_left--;
7765 EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1);
7767 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
7768 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
7770 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
7776 /* ------------------------------------------------------------------------- */
7777 /* game sound playing functions */
7778 /* ------------------------------------------------------------------------- */
7780 static int *loop_sound_frame = NULL;
7781 static int *loop_sound_volume = NULL;
7783 void InitPlaySoundLevel()
7785 int num_sounds = getSoundListSize();
7787 if (loop_sound_frame != NULL)
7788 free(loop_sound_frame);
7790 if (loop_sound_volume != NULL)
7791 free(loop_sound_volume);
7793 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
7794 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
7797 static void PlaySoundLevel(int x, int y, int nr)
7799 int sx = SCREENX(x), sy = SCREENY(y);
7800 int volume, stereo_position;
7801 int max_distance = 8;
7802 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
7804 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
7805 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
7808 if (!IN_LEV_FIELD(x, y) ||
7809 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
7810 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
7813 volume = SOUND_MAX_VOLUME;
7815 if (!IN_SCR_FIELD(sx, sy))
7817 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
7818 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
7820 volume -= volume * (dx > dy ? dx : dy) / max_distance;
7823 stereo_position = (SOUND_MAX_LEFT +
7824 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
7825 (SCR_FIELDX + 2 * max_distance));
7827 if (IS_LOOP_SOUND(nr))
7829 /* This assures that quieter loop sounds do not overwrite louder ones,
7830 while restarting sound volume comparison with each new game frame. */
7832 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
7835 loop_sound_volume[nr] = volume;
7836 loop_sound_frame[nr] = FrameCounter;
7839 PlaySoundExt(nr, volume, stereo_position, type);
7842 static void PlaySoundLevelNearest(int x, int y, int sound_action)
7844 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
7845 x > LEVELX(BX2) ? LEVELX(BX2) : x,
7846 y < LEVELY(BY1) ? LEVELY(BY1) :
7847 y > LEVELY(BY2) ? LEVELY(BY2) : y,
7851 static void PlaySoundLevelAction(int x, int y, int action)
7853 PlaySoundLevelElementAction(x, y, Feld[x][y], action);
7856 static void PlaySoundLevelElementAction(int x, int y, int element, int action)
7858 int sound_effect = element_info[element].sound[action];
7860 if (sound_effect != SND_UNDEFINED)
7861 PlaySoundLevel(x, y, sound_effect);
7864 static void PlaySoundLevelActionIfLoop(int x, int y, int action)
7866 int sound_effect = element_info[Feld[x][y]].sound[action];
7868 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
7869 PlaySoundLevel(x, y, sound_effect);
7872 static void StopSoundLevelActionIfLoop(int x, int y, int action)
7874 int sound_effect = element_info[Feld[x][y]].sound[action];
7876 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
7877 StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND);
7880 void RaiseScore(int value)
7882 local_player->score += value;
7883 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2);
7886 void RaiseScoreElement(int element)
7892 case EL_EMERALD_YELLOW:
7893 case EL_EMERALD_RED:
7894 case EL_EMERALD_PURPLE:
7895 case EL_SP_INFOTRON:
7896 RaiseScore(level.score[SC_EMERALD]);
7899 RaiseScore(level.score[SC_DIAMOND]);
7902 RaiseScore(level.score[SC_CRYSTAL]);
7905 RaiseScore(level.score[SC_PEARL]);
7908 case EL_BD_BUTTERFLY:
7909 case EL_SP_ELECTRON:
7910 RaiseScore(level.score[SC_BUG]);
7914 case EL_SP_SNIKSNAK:
7915 RaiseScore(level.score[SC_SPACESHIP]);
7918 case EL_DARK_YAMYAM:
7919 RaiseScore(level.score[SC_YAMYAM]);
7922 RaiseScore(level.score[SC_ROBOT]);
7925 RaiseScore(level.score[SC_PACMAN]);
7928 RaiseScore(level.score[SC_NUT]);
7931 case EL_SP_DISK_RED:
7932 case EL_DYNABOMB_INCREASE_NUMBER:
7933 case EL_DYNABOMB_INCREASE_SIZE:
7934 case EL_DYNABOMB_INCREASE_POWER:
7935 RaiseScore(level.score[SC_DYNAMITE]);
7937 case EL_SHIELD_NORMAL:
7938 case EL_SHIELD_DEADLY:
7939 RaiseScore(level.score[SC_SHIELD]);
7942 RaiseScore(level.score[SC_TIME_BONUS]);
7948 RaiseScore(level.score[SC_KEY]);
7951 RaiseScore(element_info[element].collect_score);
7956 void RequestQuitGame(boolean ask_if_really_quit)
7958 if (AllPlayersGone ||
7959 !ask_if_really_quit ||
7960 level_editor_test_game ||
7961 Request("Do you really want to quit the game ?",
7962 REQ_ASK | REQ_STAY_CLOSED))
7964 #if defined(PLATFORM_UNIX)
7965 if (options.network)
7966 SendToServer_StopPlaying();
7970 game_status = GAME_MODE_MAIN;
7976 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
7981 /* ---------- new game button stuff ---------------------------------------- */
7983 /* graphic position values for game buttons */
7984 #define GAME_BUTTON_XSIZE 30
7985 #define GAME_BUTTON_YSIZE 30
7986 #define GAME_BUTTON_XPOS 5
7987 #define GAME_BUTTON_YPOS 215
7988 #define SOUND_BUTTON_XPOS 5
7989 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
7991 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
7992 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
7993 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
7994 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
7995 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
7996 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
8003 } gamebutton_info[NUM_GAME_BUTTONS] =
8006 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
8011 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
8016 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
8021 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
8022 SOUND_CTRL_ID_MUSIC,
8023 "background music on/off"
8026 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
8027 SOUND_CTRL_ID_LOOPS,
8028 "sound loops on/off"
8031 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
8032 SOUND_CTRL_ID_SIMPLE,
8033 "normal sounds on/off"
8037 void CreateGameButtons()
8041 for (i=0; i<NUM_GAME_BUTTONS; i++)
8043 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
8044 struct GadgetInfo *gi;
8047 unsigned long event_mask;
8048 int gd_xoffset, gd_yoffset;
8049 int gd_x1, gd_x2, gd_y1, gd_y2;
8052 gd_xoffset = gamebutton_info[i].x;
8053 gd_yoffset = gamebutton_info[i].y;
8054 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
8055 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
8057 if (id == GAME_CTRL_ID_STOP ||
8058 id == GAME_CTRL_ID_PAUSE ||
8059 id == GAME_CTRL_ID_PLAY)
8061 button_type = GD_TYPE_NORMAL_BUTTON;
8063 event_mask = GD_EVENT_RELEASED;
8064 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
8065 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
8069 button_type = GD_TYPE_CHECK_BUTTON;
8071 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
8072 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
8073 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
8074 event_mask = GD_EVENT_PRESSED;
8075 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
8076 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
8079 gi = CreateGadget(GDI_CUSTOM_ID, id,
8080 GDI_INFO_TEXT, gamebutton_info[i].infotext,
8081 GDI_X, DX + gd_xoffset,
8082 GDI_Y, DY + gd_yoffset,
8083 GDI_WIDTH, GAME_BUTTON_XSIZE,
8084 GDI_HEIGHT, GAME_BUTTON_YSIZE,
8085 GDI_TYPE, button_type,
8086 GDI_STATE, GD_BUTTON_UNPRESSED,
8087 GDI_CHECKED, checked,
8088 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
8089 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
8090 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
8091 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
8092 GDI_EVENT_MASK, event_mask,
8093 GDI_CALLBACK_ACTION, HandleGameButtons,
8097 Error(ERR_EXIT, "cannot create gadget");
8099 game_gadget[id] = gi;
8103 void FreeGameButtons()
8107 for (i=0; i<NUM_GAME_BUTTONS; i++)
8108 FreeGadget(game_gadget[i]);
8111 static void MapGameButtons()
8115 for (i=0; i<NUM_GAME_BUTTONS; i++)
8116 MapGadget(game_gadget[i]);
8119 void UnmapGameButtons()
8123 for (i=0; i<NUM_GAME_BUTTONS; i++)
8124 UnmapGadget(game_gadget[i]);
8127 static void HandleGameButtons(struct GadgetInfo *gi)
8129 int id = gi->custom_id;
8131 if (game_status != GAME_MODE_PLAYING)
8136 case GAME_CTRL_ID_STOP:
8137 RequestQuitGame(TRUE);
8140 case GAME_CTRL_ID_PAUSE:
8141 if (options.network)
8143 #if defined(PLATFORM_UNIX)
8145 SendToServer_ContinuePlaying();
8147 SendToServer_PausePlaying();
8151 TapeTogglePause(TAPE_TOGGLE_MANUAL);
8154 case GAME_CTRL_ID_PLAY:
8157 #if defined(PLATFORM_UNIX)
8158 if (options.network)
8159 SendToServer_ContinuePlaying();
8163 tape.pausing = FALSE;
8164 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
8169 case SOUND_CTRL_ID_MUSIC:
8170 if (setup.sound_music)
8172 setup.sound_music = FALSE;
8175 else if (audio.music_available)
8177 setup.sound = setup.sound_music = TRUE;
8179 SetAudioMode(setup.sound);
8180 PlayMusic(level_nr);
8184 case SOUND_CTRL_ID_LOOPS:
8185 if (setup.sound_loops)
8186 setup.sound_loops = FALSE;
8187 else if (audio.loops_available)
8189 setup.sound = setup.sound_loops = TRUE;
8190 SetAudioMode(setup.sound);
8194 case SOUND_CTRL_ID_SIMPLE:
8195 if (setup.sound_simple)
8196 setup.sound_simple = FALSE;
8197 else if (audio.sound_available)
8199 setup.sound = setup.sound_simple = TRUE;
8200 SetAudioMode(setup.sound);