1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MoveFigure() */
36 #define MF_NO_ACTION 0
40 /* for ScrollFigure() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_NO_EXPLOSION 0
51 /* special positions in the game control window (relative to control window) */
54 #define XX_EMERALDS 29
55 #define YY_EMERALDS 54
56 #define XX_DYNAMITE 29
57 #define YY_DYNAMITE 89
65 /* special positions in the game control window (relative to main window) */
66 #define DX_LEVEL (DX + XX_LEVEL)
67 #define DY_LEVEL (DY + YY_LEVEL)
68 #define DX_EMERALDS (DX + XX_EMERALDS)
69 #define DY_EMERALDS (DY + YY_EMERALDS)
70 #define DX_DYNAMITE (DX + XX_DYNAMITE)
71 #define DY_DYNAMITE (DY + YY_DYNAMITE)
72 #define DX_KEYS (DX + XX_KEYS)
73 #define DY_KEYS (DY + YY_KEYS)
74 #define DX_SCORE (DX + XX_SCORE)
75 #define DY_SCORE (DY + YY_SCORE)
76 #define DX_TIME (DX + XX_TIME)
77 #define DY_TIME (DY + YY_TIME)
79 /* values for initial player move delay (initial delay counter value) */
80 #define INITIAL_MOVE_DELAY_OFF -1
81 #define INITIAL_MOVE_DELAY_ON 0
83 /* values for player movement speed (which is in fact a delay value) */
84 #define MOVE_DELAY_NORMAL_SPEED 8
85 #define MOVE_DELAY_HIGH_SPEED 4
87 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
88 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
89 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
90 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
92 /* values for other actions */
93 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
95 #define INIT_GFX_RANDOM() (SimpleRND(1000000))
97 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
98 RND(element_info[e].push_delay_random))
99 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
100 RND(element_info[e].move_delay_random))
102 #define ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, condition) \
103 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
105 (DONT_COLLIDE_WITH(e) && \
106 IS_FREE_OR_PLAYER(x, y))))
108 #define ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, condition) \
109 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
112 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
113 ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, 0)
115 #define ELEMENT_CAN_ENTER_FIELD_OR_ACID(e, x, y) \
116 ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, (Feld[x][y] == EL_ACID))
118 #define ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(x, y) \
119 ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, (Feld[x][y] == EL_ACID))
121 #define ENEMY_CAN_ENTER_FIELD(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
123 #define YAMYAM_CAN_ENTER_FIELD(x, y) \
124 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
125 Feld[x][y] == EL_DIAMOND))
127 #define DARK_YAMYAM_CAN_ENTER_FIELD(x, y) \
128 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
129 IS_FOOD_DARK_YAMYAM(Feld[x][y])))
131 #define PACMAN_CAN_ENTER_FIELD(x, y) \
132 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
133 IS_AMOEBOID(Feld[x][y])))
135 #define PIG_CAN_ENTER_FIELD(x, y) \
136 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
137 IS_FOOD_PIG(Feld[x][y])))
139 #define PENGUIN_CAN_ENTER_FIELD(x, y) \
140 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
141 IS_FOOD_PENGUIN(Feld[x][y]) || \
142 Feld[x][y] == EL_EXIT_OPEN || \
143 Feld[x][y] == EL_ACID))
145 #define MOLE_CAN_ENTER_FIELD(x, y, condition) \
146 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || (condition)))
148 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
149 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
151 /* game button identifiers */
152 #define GAME_CTRL_ID_STOP 0
153 #define GAME_CTRL_ID_PAUSE 1
154 #define GAME_CTRL_ID_PLAY 2
155 #define SOUND_CTRL_ID_MUSIC 3
156 #define SOUND_CTRL_ID_LOOPS 4
157 #define SOUND_CTRL_ID_SIMPLE 5
159 #define NUM_GAME_BUTTONS 6
162 /* forward declaration for internal use */
164 static void InitBeltMovement(void);
165 static void CloseAllOpenTimegates(void);
166 static void CheckGravityMovement(struct PlayerInfo *);
167 static void KillHeroUnlessProtected(int, int);
169 static void TestIfPlayerTouchesCustomElement(int, int);
170 static void TestIfElementTouchesCustomElement(int, int);
172 static boolean CheckTriggeredElementChange(int, int, int, int);
173 static boolean CheckElementChange(int, int, int, int);
175 static void PlaySoundLevel(int, int, int);
176 static void PlaySoundLevelNearest(int, int, int);
177 static void PlaySoundLevelAction(int, int, int);
178 static void PlaySoundLevelElementAction(int, int, int, int);
179 static void PlaySoundLevelActionIfLoop(int, int, int);
180 static void StopSoundLevelActionIfLoop(int, int, int);
182 static void MapGameButtons();
183 static void HandleGameButtons(struct GadgetInfo *);
185 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
188 /* ------------------------------------------------------------------------- */
189 /* definition of elements that automatically change to other elements after */
190 /* a specified time, eventually calling a function when changing */
191 /* ------------------------------------------------------------------------- */
193 /* forward declaration for changer functions */
194 static void InitBuggyBase(int x, int y);
195 static void WarnBuggyBase(int x, int y);
197 static void InitTrap(int x, int y);
198 static void ActivateTrap(int x, int y);
199 static void ChangeActiveTrap(int x, int y);
201 static void InitRobotWheel(int x, int y);
202 static void RunRobotWheel(int x, int y);
203 static void StopRobotWheel(int x, int y);
205 static void InitTimegateWheel(int x, int y);
206 static void RunTimegateWheel(int x, int y);
208 struct ChangingElementInfo
213 void (*pre_change_function)(int x, int y);
214 void (*change_function)(int x, int y);
215 void (*post_change_function)(int x, int y);
218 static struct ChangingElementInfo change_delay_list[] =
245 EL_SWITCHGATE_OPENING,
253 EL_SWITCHGATE_CLOSING,
254 EL_SWITCHGATE_CLOSED,
286 EL_ACID_SPLASH_RIGHT,
295 EL_SP_BUGGY_BASE_ACTIVATING,
302 EL_SP_BUGGY_BASE_ACTIVATING,
303 EL_SP_BUGGY_BASE_ACTIVE,
310 EL_SP_BUGGY_BASE_ACTIVE,
334 EL_ROBOT_WHEEL_ACTIVE,
342 EL_TIMEGATE_SWITCH_ACTIVE,
363 int push_delay_fixed, push_delay_random;
368 { EL_BALLOON, 0, 0 },
370 { EL_SOKOBAN_OBJECT, 2, 0 },
371 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
372 { EL_SATELLITE, 2, 0 },
373 { EL_SP_DISK_YELLOW, 2, 0 },
375 { EL_UNDEFINED, 0, 0 },
383 move_stepsize_list[] =
385 { EL_AMOEBA_DROP, 2 },
386 { EL_AMOEBA_DROPPING, 2 },
387 { EL_QUICKSAND_FILLING, 1 },
388 { EL_QUICKSAND_EMPTYING, 1 },
389 { EL_MAGIC_WALL_FILLING, 2 },
390 { EL_BD_MAGIC_WALL_FILLING, 2 },
391 { EL_MAGIC_WALL_EMPTYING, 2 },
392 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
402 collect_count_list[] =
405 { EL_BD_DIAMOND, 1 },
406 { EL_EMERALD_YELLOW, 1 },
407 { EL_EMERALD_RED, 1 },
408 { EL_EMERALD_PURPLE, 1 },
410 { EL_SP_INFOTRON, 1 },
417 static unsigned long trigger_events[MAX_NUM_ELEMENTS];
419 #define IS_AUTO_CHANGING(e) (element_info[e].change_events & \
420 CH_EVENT_BIT(CE_DELAY))
421 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
422 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
423 IS_JUST_CHANGING(x, y))
425 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
428 void GetPlayerConfig()
430 if (!audio.sound_available)
431 setup.sound_simple = FALSE;
433 if (!audio.loops_available)
434 setup.sound_loops = FALSE;
436 if (!audio.music_available)
437 setup.sound_music = FALSE;
439 if (!video.fullscreen_available)
440 setup.fullscreen = FALSE;
442 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
444 SetAudioMode(setup.sound);
448 static int getBeltNrFromBeltElement(int element)
450 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
451 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
452 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
455 static int getBeltNrFromBeltActiveElement(int element)
457 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
458 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
459 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
462 static int getBeltNrFromBeltSwitchElement(int element)
464 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
465 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
466 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
469 static int getBeltDirNrFromBeltSwitchElement(int element)
471 static int belt_base_element[4] =
473 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
474 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
475 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
476 EL_CONVEYOR_BELT_4_SWITCH_LEFT
479 int belt_nr = getBeltNrFromBeltSwitchElement(element);
480 int belt_dir_nr = element - belt_base_element[belt_nr];
482 return (belt_dir_nr % 3);
485 static int getBeltDirFromBeltSwitchElement(int element)
487 static int belt_move_dir[3] =
494 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
496 return belt_move_dir[belt_dir_nr];
499 static void InitPlayerField(int x, int y, int element, boolean init_game)
501 if (element == EL_SP_MURPHY)
505 if (stored_player[0].present)
507 Feld[x][y] = EL_SP_MURPHY_CLONE;
513 stored_player[0].use_murphy_graphic = TRUE;
516 Feld[x][y] = EL_PLAYER_1;
522 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
523 int jx = player->jx, jy = player->jy;
525 player->present = TRUE;
527 if (!options.network || player->connected)
529 player->active = TRUE;
531 /* remove potentially duplicate players */
532 if (StorePlayer[jx][jy] == Feld[x][y])
533 StorePlayer[jx][jy] = 0;
535 StorePlayer[x][y] = Feld[x][y];
539 printf("Player %d activated.\n", player->element_nr);
540 printf("[Local player is %d and currently %s.]\n",
541 local_player->element_nr,
542 local_player->active ? "active" : "not active");
546 Feld[x][y] = EL_EMPTY;
547 player->jx = player->last_jx = x;
548 player->jy = player->last_jy = y;
552 static void InitField(int x, int y, boolean init_game)
554 int element = Feld[x][y];
563 InitPlayerField(x, y, element, init_game);
567 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
568 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
569 else if (x > 0 && Feld[x-1][y] == EL_ACID)
570 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
571 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
572 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
573 else if (y > 0 && Feld[x][y-1] == EL_ACID)
574 Feld[x][y] = EL_ACID_POOL_BOTTOM;
575 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
576 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
584 case EL_SPACESHIP_RIGHT:
585 case EL_SPACESHIP_UP:
586 case EL_SPACESHIP_LEFT:
587 case EL_SPACESHIP_DOWN:
589 case EL_BD_BUTTERFLY_RIGHT:
590 case EL_BD_BUTTERFLY_UP:
591 case EL_BD_BUTTERFLY_LEFT:
592 case EL_BD_BUTTERFLY_DOWN:
593 case EL_BD_BUTTERFLY:
594 case EL_BD_FIREFLY_RIGHT:
595 case EL_BD_FIREFLY_UP:
596 case EL_BD_FIREFLY_LEFT:
597 case EL_BD_FIREFLY_DOWN:
599 case EL_PACMAN_RIGHT:
623 if (y == lev_fieldy - 1)
625 Feld[x][y] = EL_AMOEBA_GROWING;
626 Store[x][y] = EL_AMOEBA_WET;
630 case EL_DYNAMITE_ACTIVE:
635 local_player->lights_still_needed++;
638 case EL_SOKOBAN_FIELD_EMPTY:
639 local_player->sokobanfields_still_needed++;
643 local_player->friends_still_needed++;
648 MovDir[x][y] = 1 << RND(4);
652 Feld[x][y] = EL_EMPTY;
655 case EL_EM_KEY_1_FILE:
656 Feld[x][y] = EL_EM_KEY_1;
658 case EL_EM_KEY_2_FILE:
659 Feld[x][y] = EL_EM_KEY_2;
661 case EL_EM_KEY_3_FILE:
662 Feld[x][y] = EL_EM_KEY_3;
664 case EL_EM_KEY_4_FILE:
665 Feld[x][y] = EL_EM_KEY_4;
668 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
669 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
670 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
671 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
672 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
673 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
674 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
675 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
676 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
677 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
678 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
679 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
682 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
683 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
684 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
686 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
688 game.belt_dir[belt_nr] = belt_dir;
689 game.belt_dir_nr[belt_nr] = belt_dir_nr;
691 else /* more than one switch -- set it like the first switch */
693 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
698 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
700 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
703 case EL_LIGHT_SWITCH_ACTIVE:
705 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
709 if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
715 void DrawGameDoorValues()
719 for (i=0; i<MAX_PLAYERS; i++)
721 if (stored_player[i].key[j])
722 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
723 el2edimg(EL_KEY_1 + j));
725 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
726 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
727 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
728 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
729 DrawText(DX + XX_SCORE, DY + YY_SCORE,
730 int2str(local_player->score, 5), FONT_TEXT_2);
731 DrawText(DX + XX_TIME, DY + YY_TIME,
732 int2str(TimeLeft, 3), FONT_TEXT_2);
737 =============================================================================
739 -----------------------------------------------------------------------------
740 initialize game engine due to level / tape version number
741 =============================================================================
744 static void InitGameEngine()
748 /* set game engine from tape file when re-playing, else from level file */
749 game.engine_version = (tape.playing ? tape.engine_version :
752 /* dynamically adjust element properties according to game engine version */
753 InitElementPropertiesEngine(game.engine_version);
756 printf("level %d: level version == %06d\n", level_nr, level.game_version);
757 printf(" tape version == %06d [%s] [file: %06d]\n",
758 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
760 printf(" => game.engine_version == %06d\n", game.engine_version);
763 /* ---------- initialize player's initial move delay --------------------- */
765 /* dynamically adjust player properties according to game engine version */
766 game.initial_move_delay =
767 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
768 INITIAL_MOVE_DELAY_OFF);
770 /* dynamically adjust player properties according to level information */
771 game.initial_move_delay_value =
772 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
774 /* ---------- initialize changing elements ------------------------------- */
776 /* initialize changing elements information */
777 for (i=0; i < MAX_NUM_ELEMENTS; i++)
779 struct ElementInfo *ei = &element_info[i];
781 /* this pointer might have been changed in the level editor */
782 ei->change = &ei->change_page[0];
784 if (!IS_CUSTOM_ELEMENT(i))
786 ei->change->target_element = EL_EMPTY_SPACE;
787 ei->change->delay_fixed = 0;
788 ei->change->delay_random = 0;
789 ei->change->delay_frames = 1;
792 ei->change_events = CE_BITMASK_DEFAULT;
793 for (j=0; j < NUM_CHANGE_EVENTS; j++)
795 ei->event_page_num[j] = 0;
796 ei->event_page[j] = &ei->change_page[0];
800 /* add changing elements from pre-defined list */
801 for (i=0; change_delay_list[i].element != EL_UNDEFINED; i++)
803 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
804 struct ElementInfo *ei = &element_info[ch_delay->element];
806 ei->change->target_element = ch_delay->target_element;
807 ei->change->delay_fixed = ch_delay->change_delay;
809 ei->change->pre_change_function = ch_delay->pre_change_function;
810 ei->change->change_function = ch_delay->change_function;
811 ei->change->post_change_function = ch_delay->post_change_function;
813 ei->change_events |= CH_EVENT_BIT(CE_DELAY);
817 /* add change events from custom element configuration */
818 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
820 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
822 for (j=0; j < ei->num_change_pages; j++)
824 if (!ei->change_page[j].can_change)
827 for (k=0; k < NUM_CHANGE_EVENTS; k++)
829 /* only add event page for the first page found with this event */
830 if (ei->change_page[j].events & CH_EVENT_BIT(k) &&
831 !(ei->change_events & CH_EVENT_BIT(k)))
833 ei->change_events |= CH_EVENT_BIT(k);
834 ei->event_page_num[k] = j;
835 ei->event_page[k] = &ei->change_page[j];
843 /* add change events from custom element configuration */
844 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
846 int element = EL_CUSTOM_START + i;
848 /* only add custom elements that change after fixed/random frame delay */
849 if (CAN_CHANGE(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
850 element_info[element].change_events |= CH_EVENT_BIT(CE_DELAY);
854 /* ---------- initialize trigger events ---------------------------------- */
856 /* initialize trigger events information */
857 for (i=0; i<MAX_NUM_ELEMENTS; i++)
858 trigger_events[i] = EP_BITMASK_DEFAULT;
861 /* add trigger events from element change event properties */
862 for (i=0; i<MAX_NUM_ELEMENTS; i++)
864 struct ElementInfo *ei = &element_info[i];
866 for (j=0; j < ei->num_change_pages; j++)
868 if (!ei->change_page->can_change)
871 if (ei->change_page[j].events & CH_EVENT_BIT(CE_BY_OTHER_ACTION))
873 int trigger_element = ei->change_page[j].trigger_element;
875 trigger_events[trigger_element] |= ei->change_page[j].events;
880 /* add trigger events from element change event properties */
881 for (i=0; i<MAX_NUM_ELEMENTS; i++)
882 if (HAS_CHANGE_EVENT(i, CE_BY_OTHER_ACTION))
883 trigger_events[element_info[i].change->trigger_element] |=
884 element_info[i].change->events;
887 /* ---------- initialize push delay -------------------------------------- */
889 /* initialize push delay values to default */
890 for (i=0; i<MAX_NUM_ELEMENTS; i++)
892 if (!IS_CUSTOM_ELEMENT(i))
894 element_info[i].push_delay_fixed = 2;
895 element_info[i].push_delay_random = 8;
899 /* set push delay value for certain elements from pre-defined list */
900 for (i=0; push_delay_list[i].element != EL_UNDEFINED; i++)
902 int e = push_delay_list[i].element;
904 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
905 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
908 /* ---------- initialize move stepsize ----------------------------------- */
910 /* initialize move stepsize values to default */
911 for (i=0; i<MAX_NUM_ELEMENTS; i++)
912 if (!IS_CUSTOM_ELEMENT(i))
913 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
915 /* set move stepsize value for certain elements from pre-defined list */
916 for (i=0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
918 int e = move_stepsize_list[i].element;
920 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
923 /* ---------- initialize gem count --------------------------------------- */
925 /* initialize gem count values for each element */
926 for (i=0; i<MAX_NUM_ELEMENTS; i++)
927 if (!IS_CUSTOM_ELEMENT(i))
928 element_info[i].collect_count = 0;
930 /* add gem count values for all elements from pre-defined list */
931 for (i=0; collect_count_list[i].element != EL_UNDEFINED; i++)
932 element_info[collect_count_list[i].element].collect_count =
933 collect_count_list[i].count;
938 =============================================================================
940 -----------------------------------------------------------------------------
941 initialize and start new game
942 =============================================================================
947 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
948 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
949 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
956 #if USE_NEW_AMOEBA_CODE
957 printf("Using new amoeba code.\n");
959 printf("Using old amoeba code.\n");
964 /* don't play tapes over network */
965 network_playing = (options.network && !tape.playing);
967 for (i=0; i<MAX_PLAYERS; i++)
969 struct PlayerInfo *player = &stored_player[i];
971 player->index_nr = i;
972 player->element_nr = EL_PLAYER_1 + i;
974 player->present = FALSE;
975 player->active = FALSE;
978 player->effective_action = 0;
979 player->programmed_action = 0;
982 player->gems_still_needed = level.gems_needed;
983 player->sokobanfields_still_needed = 0;
984 player->lights_still_needed = 0;
985 player->friends_still_needed = 0;
988 player->key[j] = FALSE;
990 player->dynabomb_count = 0;
991 player->dynabomb_size = 1;
992 player->dynabombs_left = 0;
993 player->dynabomb_xl = FALSE;
995 player->MovDir = MV_NO_MOVING;
997 player->Pushing = FALSE;
998 player->Switching = FALSE;
1000 player->GfxDir = MV_NO_MOVING;
1001 player->GfxAction = ACTION_DEFAULT;
1003 player->StepFrame = 0;
1005 player->use_murphy_graphic = FALSE;
1006 player->use_disk_red_graphic = FALSE;
1008 player->actual_frame_counter = 0;
1010 player->last_move_dir = MV_NO_MOVING;
1012 player->is_moving = FALSE;
1013 player->is_waiting = FALSE;
1014 player->is_digging = FALSE;
1015 player->is_collecting = FALSE;
1017 player->move_delay = game.initial_move_delay;
1018 player->move_delay_value = game.initial_move_delay_value;
1020 player->push_delay = 0;
1021 player->push_delay_value = 5;
1023 player->snapped = FALSE;
1025 player->last_jx = player->last_jy = 0;
1026 player->jx = player->jy = 0;
1028 player->shield_normal_time_left = 0;
1029 player->shield_deadly_time_left = 0;
1031 player->inventory_size = 0;
1033 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
1034 SnapField(player, 0, 0);
1036 player->LevelSolved = FALSE;
1037 player->GameOver = FALSE;
1040 network_player_action_received = FALSE;
1042 #if defined(PLATFORM_UNIX)
1043 /* initial null action */
1044 if (network_playing)
1045 SendToServer_MovePlayer(MV_NO_MOVING);
1053 TimeLeft = level.time;
1055 ScreenMovDir = MV_NO_MOVING;
1059 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
1061 AllPlayersGone = FALSE;
1063 game.yamyam_content_nr = 0;
1064 game.magic_wall_active = FALSE;
1065 game.magic_wall_time_left = 0;
1066 game.light_time_left = 0;
1067 game.timegate_time_left = 0;
1068 game.switchgate_pos = 0;
1069 game.balloon_dir = MV_NO_MOVING;
1070 game.explosions_delayed = TRUE;
1074 game.belt_dir[i] = MV_NO_MOVING;
1075 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1078 for (i=0; i<MAX_NUM_AMOEBA; i++)
1079 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
1081 for (x=0; x<lev_fieldx; x++)
1083 for (y=0; y<lev_fieldy; y++)
1085 Feld[x][y] = level.field[x][y];
1086 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
1087 ChangeDelay[x][y] = 0;
1088 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
1090 JustStopped[x][y] = 0;
1092 Pushed[x][y] = FALSE;
1093 Changed[x][y] = FALSE;
1094 ExplodePhase[x][y] = 0;
1095 ExplodeField[x][y] = EX_NO_EXPLOSION;
1098 GfxAction[x][y] = ACTION_DEFAULT;
1099 GfxRandom[x][y] = INIT_GFX_RANDOM();
1100 GfxElement[x][y] = EL_UNDEFINED;
1104 for(y=0; y<lev_fieldy; y++)
1106 for(x=0; x<lev_fieldx; x++)
1108 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
1110 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
1112 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
1115 InitField(x, y, TRUE);
1121 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
1122 emulate_sb ? EMU_SOKOBAN :
1123 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
1125 /* correct non-moving belts to start moving left */
1127 if (game.belt_dir[i] == MV_NO_MOVING)
1128 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1130 /* check if any connected player was not found in playfield */
1131 for (i=0; i<MAX_PLAYERS; i++)
1133 struct PlayerInfo *player = &stored_player[i];
1135 if (player->connected && !player->present)
1137 for (j=0; j<MAX_PLAYERS; j++)
1139 struct PlayerInfo *some_player = &stored_player[j];
1140 int jx = some_player->jx, jy = some_player->jy;
1142 /* assign first free player found that is present in the playfield */
1143 if (some_player->present && !some_player->connected)
1145 player->present = TRUE;
1146 player->active = TRUE;
1147 some_player->present = FALSE;
1149 StorePlayer[jx][jy] = player->element_nr;
1150 player->jx = player->last_jx = jx;
1151 player->jy = player->last_jy = jy;
1161 /* when playing a tape, eliminate all players who do not participate */
1163 for (i=0; i<MAX_PLAYERS; i++)
1165 if (stored_player[i].active && !tape.player_participates[i])
1167 struct PlayerInfo *player = &stored_player[i];
1168 int jx = player->jx, jy = player->jy;
1170 player->active = FALSE;
1171 StorePlayer[jx][jy] = 0;
1172 Feld[jx][jy] = EL_EMPTY;
1176 else if (!options.network && !setup.team_mode) /* && !tape.playing */
1178 /* when in single player mode, eliminate all but the first active player */
1180 for (i=0; i<MAX_PLAYERS; i++)
1182 if (stored_player[i].active)
1184 for (j=i+1; j<MAX_PLAYERS; j++)
1186 if (stored_player[j].active)
1188 struct PlayerInfo *player = &stored_player[j];
1189 int jx = player->jx, jy = player->jy;
1191 player->active = FALSE;
1192 StorePlayer[jx][jy] = 0;
1193 Feld[jx][jy] = EL_EMPTY;
1200 /* when recording the game, store which players take part in the game */
1203 for (i=0; i<MAX_PLAYERS; i++)
1204 if (stored_player[i].active)
1205 tape.player_participates[i] = TRUE;
1210 for (i=0; i<MAX_PLAYERS; i++)
1212 struct PlayerInfo *player = &stored_player[i];
1214 printf("Player %d: present == %d, connected == %d, active == %d.\n",
1219 if (local_player == player)
1220 printf("Player %d is local player.\n", i+1);
1224 if (BorderElement == EL_EMPTY)
1227 SBX_Right = lev_fieldx - SCR_FIELDX;
1229 SBY_Lower = lev_fieldy - SCR_FIELDY;
1234 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
1236 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
1239 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
1240 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
1242 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
1243 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
1245 /* if local player not found, look for custom element that might create
1246 the player (make some assumptions about the right custom element) */
1247 if (!local_player->present)
1249 int start_x = 0, start_y = 0;
1250 int found_rating = 0;
1251 int found_element = EL_UNDEFINED;
1253 for(y=0; y < lev_fieldy; y++) for(x=0; x < lev_fieldx; x++)
1255 int element = Feld[x][y];
1260 if (!IS_CUSTOM_ELEMENT(element))
1263 if (CAN_CHANGE(element))
1265 for (i=0; i < element_info[element].num_change_pages; i++)
1267 content = element_info[element].change_page[i].target_element;
1268 is_player = ELEM_IS_PLAYER(content);
1270 if (is_player && (found_rating < 3 || element < found_element))
1276 found_element = element;
1281 for(yy=0; yy < 3; yy++) for(xx=0; xx < 3; xx++)
1283 content = element_info[element].content[xx][yy];
1284 is_player = ELEM_IS_PLAYER(content);
1286 if (is_player && (found_rating < 2 || element < found_element))
1288 start_x = x + xx - 1;
1289 start_y = y + yy - 1;
1292 found_element = element;
1295 if (!CAN_CHANGE(element))
1298 for (i=0; i < element_info[element].num_change_pages; i++)
1300 content = element_info[element].change_page[i].content[xx][yy];
1301 is_player = ELEM_IS_PLAYER(content);
1303 if (is_player && (found_rating < 1 || element < found_element))
1305 start_x = x + xx - 1;
1306 start_y = y + yy - 1;
1309 found_element = element;
1315 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
1316 start_x > SBX_Right + MIDPOSX ? SBX_Right :
1319 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
1320 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
1326 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
1327 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
1328 local_player->jx - MIDPOSX);
1330 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
1331 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
1332 local_player->jy - MIDPOSY);
1334 scroll_x = SBX_Left;
1335 scroll_y = SBY_Upper;
1336 if (local_player->jx >= SBX_Left + MIDPOSX)
1337 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
1338 local_player->jx - MIDPOSX :
1340 if (local_player->jy >= SBY_Upper + MIDPOSY)
1341 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
1342 local_player->jy - MIDPOSY :
1347 CloseDoor(DOOR_CLOSE_1);
1352 /* after drawing the level, correct some elements */
1353 if (game.timegate_time_left == 0)
1354 CloseAllOpenTimegates();
1356 if (setup.soft_scrolling)
1357 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
1359 redraw_mask |= REDRAW_FROM_BACKBUFFER;
1362 /* copy default game door content to main double buffer */
1363 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
1364 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
1367 DrawText(DX + XX_LEVEL, DY + YY_LEVEL, int2str(level_nr, 2), FONT_TEXT_2);
1370 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
1371 int2str(level_nr, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
1372 BlitBitmap(drawto, drawto,
1373 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
1374 getFontWidth(FONT_LEVEL_NUMBER) * 3,
1375 getFontHeight(FONT_LEVEL_NUMBER) - 1,
1376 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
1379 DrawGameDoorValues();
1383 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
1384 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
1385 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
1389 /* copy actual game door content to door double buffer for OpenDoor() */
1390 BlitBitmap(drawto, bitmap_db_door,
1391 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
1393 OpenDoor(DOOR_OPEN_ALL);
1395 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
1396 if (setup.sound_music)
1397 PlayMusic(level_nr);
1399 KeyboardAutoRepeatOffUnlessAutoplay();
1404 printf("Player %d %sactive.\n",
1405 i + 1, (stored_player[i].active ? "" : "not "));
1409 void InitMovDir(int x, int y)
1411 int i, element = Feld[x][y];
1412 static int xy[4][2] =
1419 static int direction[3][4] =
1421 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1422 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1423 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1432 Feld[x][y] = EL_BUG;
1433 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
1436 case EL_SPACESHIP_RIGHT:
1437 case EL_SPACESHIP_UP:
1438 case EL_SPACESHIP_LEFT:
1439 case EL_SPACESHIP_DOWN:
1440 Feld[x][y] = EL_SPACESHIP;
1441 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
1444 case EL_BD_BUTTERFLY_RIGHT:
1445 case EL_BD_BUTTERFLY_UP:
1446 case EL_BD_BUTTERFLY_LEFT:
1447 case EL_BD_BUTTERFLY_DOWN:
1448 Feld[x][y] = EL_BD_BUTTERFLY;
1449 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
1452 case EL_BD_FIREFLY_RIGHT:
1453 case EL_BD_FIREFLY_UP:
1454 case EL_BD_FIREFLY_LEFT:
1455 case EL_BD_FIREFLY_DOWN:
1456 Feld[x][y] = EL_BD_FIREFLY;
1457 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1460 case EL_PACMAN_RIGHT:
1462 case EL_PACMAN_LEFT:
1463 case EL_PACMAN_DOWN:
1464 Feld[x][y] = EL_PACMAN;
1465 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1468 case EL_SP_SNIKSNAK:
1469 MovDir[x][y] = MV_UP;
1472 case EL_SP_ELECTRON:
1473 MovDir[x][y] = MV_LEFT;
1480 Feld[x][y] = EL_MOLE;
1481 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1485 if (IS_CUSTOM_ELEMENT(element))
1487 if (element_info[element].move_direction_initial != MV_NO_MOVING)
1488 MovDir[x][y] = element_info[element].move_direction_initial;
1489 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
1490 element_info[element].move_pattern == MV_TURNING_LEFT ||
1491 element_info[element].move_pattern == MV_TURNING_RIGHT)
1492 MovDir[x][y] = 1 << RND(4);
1493 else if (element_info[element].move_pattern == MV_HORIZONTAL)
1494 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
1495 else if (element_info[element].move_pattern == MV_VERTICAL)
1496 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
1497 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
1498 MovDir[x][y] = element_info[element].move_pattern;
1499 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE ||
1500 element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1504 int x1 = x + xy[i][0];
1505 int y1 = y + xy[i][1];
1507 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1509 if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1510 MovDir[x][y] = direction[0][i];
1512 MovDir[x][y] = direction[1][i];
1521 MovDir[x][y] = 1 << RND(4);
1523 if (element != EL_BUG &&
1524 element != EL_SPACESHIP &&
1525 element != EL_BD_BUTTERFLY &&
1526 element != EL_BD_FIREFLY)
1531 int x1 = x + xy[i][0];
1532 int y1 = y + xy[i][1];
1534 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1536 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1538 MovDir[x][y] = direction[0][i];
1541 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1542 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1544 MovDir[x][y] = direction[1][i];
1554 void InitAmoebaNr(int x, int y)
1557 int group_nr = AmoebeNachbarNr(x, y);
1561 for (i=1; i<MAX_NUM_AMOEBA; i++)
1563 if (AmoebaCnt[i] == 0)
1571 AmoebaNr[x][y] = group_nr;
1572 AmoebaCnt[group_nr]++;
1573 AmoebaCnt2[group_nr]++;
1579 boolean raise_level = FALSE;
1581 if (local_player->MovPos)
1585 if (tape.auto_play) /* tape might already be stopped here */
1586 tape.auto_play_level_solved = TRUE;
1588 if (tape.playing && tape.auto_play)
1589 tape.auto_play_level_solved = TRUE;
1592 local_player->LevelSolved = FALSE;
1594 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
1598 if (!tape.playing && setup.sound_loops)
1599 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1600 SND_CTRL_PLAY_LOOP);
1602 while (TimeLeft > 0)
1604 if (!tape.playing && !setup.sound_loops)
1605 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1606 if (TimeLeft > 0 && !(TimeLeft % 10))
1607 RaiseScore(level.score[SC_TIME_BONUS]);
1608 if (TimeLeft > 100 && !(TimeLeft % 10))
1612 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
1619 if (!tape.playing && setup.sound_loops)
1620 StopSound(SND_GAME_LEVELTIME_BONUS);
1622 else if (level.time == 0) /* level without time limit */
1624 if (!tape.playing && setup.sound_loops)
1625 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1626 SND_CTRL_PLAY_LOOP);
1628 while (TimePlayed < 999)
1630 if (!tape.playing && !setup.sound_loops)
1631 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1632 if (TimePlayed < 999 && !(TimePlayed % 10))
1633 RaiseScore(level.score[SC_TIME_BONUS]);
1634 if (TimePlayed < 900 && !(TimePlayed % 10))
1638 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
1645 if (!tape.playing && setup.sound_loops)
1646 StopSound(SND_GAME_LEVELTIME_BONUS);
1649 /* Hero disappears */
1650 DrawLevelField(ExitX, ExitY);
1656 CloseDoor(DOOR_CLOSE_1);
1661 SaveTape(tape.level_nr); /* Ask to save tape */
1664 if (level_nr == leveldir_current->handicap_level)
1666 leveldir_current->handicap_level++;
1667 SaveLevelSetup_SeriesInfo();
1670 if (level_editor_test_game)
1671 local_player->score = -1; /* no highscore when playing from editor */
1672 else if (level_nr < leveldir_current->last_level)
1673 raise_level = TRUE; /* advance to next level */
1675 if ((hi_pos = NewHiScore()) >= 0)
1677 game_status = GAME_MODE_SCORES;
1678 DrawHallOfFame(hi_pos);
1687 game_status = GAME_MODE_MAIN;
1704 LoadScore(level_nr);
1706 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1707 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1710 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1712 if (local_player->score > highscore[k].Score)
1714 /* player has made it to the hall of fame */
1716 if (k < MAX_SCORE_ENTRIES - 1)
1718 int m = MAX_SCORE_ENTRIES - 1;
1721 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1722 if (!strcmp(setup.player_name, highscore[l].Name))
1724 if (m == k) /* player's new highscore overwrites his old one */
1730 strcpy(highscore[l].Name, highscore[l - 1].Name);
1731 highscore[l].Score = highscore[l - 1].Score;
1738 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1739 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1740 highscore[k].Score = local_player->score;
1746 else if (!strncmp(setup.player_name, highscore[k].Name,
1747 MAX_PLAYER_NAME_LEN))
1748 break; /* player already there with a higher score */
1754 SaveScore(level_nr);
1759 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
1761 if (player->GfxAction != action || player->GfxDir != dir)
1764 printf("Player frame reset! (%d => %d, %d => %d)\n",
1765 player->GfxAction, action, player->GfxDir, dir);
1768 player->GfxAction = action;
1769 player->GfxDir = dir;
1771 player->StepFrame = 0;
1775 static void ResetRandomAnimationValue(int x, int y)
1777 GfxRandom[x][y] = INIT_GFX_RANDOM();
1780 static void ResetGfxAnimation(int x, int y)
1783 GfxAction[x][y] = ACTION_DEFAULT;
1786 void InitMovingField(int x, int y, int direction)
1788 int element = Feld[x][y];
1789 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1790 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1794 if (!JustStopped[x][y] || direction != MovDir[x][y])
1795 ResetGfxAnimation(x, y);
1797 MovDir[newx][newy] = MovDir[x][y] = direction;
1799 if (Feld[newx][newy] == EL_EMPTY)
1800 Feld[newx][newy] = EL_BLOCKED;
1802 if (direction == MV_DOWN && CAN_FALL(element))
1803 GfxAction[x][y] = ACTION_FALLING;
1805 GfxAction[x][y] = ACTION_MOVING;
1807 GfxFrame[newx][newy] = GfxFrame[x][y];
1808 GfxAction[newx][newy] = GfxAction[x][y];
1809 GfxRandom[newx][newy] = GfxRandom[x][y];
1812 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1814 int direction = MovDir[x][y];
1815 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1816 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1822 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1824 int oldx = x, oldy = y;
1825 int direction = MovDir[x][y];
1827 if (direction == MV_LEFT)
1829 else if (direction == MV_RIGHT)
1831 else if (direction == MV_UP)
1833 else if (direction == MV_DOWN)
1836 *comes_from_x = oldx;
1837 *comes_from_y = oldy;
1840 int MovingOrBlocked2Element(int x, int y)
1842 int element = Feld[x][y];
1844 if (element == EL_BLOCKED)
1848 Blocked2Moving(x, y, &oldx, &oldy);
1849 return Feld[oldx][oldy];
1855 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1857 /* like MovingOrBlocked2Element(), but if element is moving
1858 and (x,y) is the field the moving element is just leaving,
1859 return EL_BLOCKED instead of the element value */
1860 int element = Feld[x][y];
1862 if (IS_MOVING(x, y))
1864 if (element == EL_BLOCKED)
1868 Blocked2Moving(x, y, &oldx, &oldy);
1869 return Feld[oldx][oldy];
1878 static void RemoveField(int x, int y)
1880 Feld[x][y] = EL_EMPTY;
1887 ChangeDelay[x][y] = 0;
1888 Pushed[x][y] = FALSE;
1890 GfxElement[x][y] = EL_UNDEFINED;
1891 GfxAction[x][y] = ACTION_DEFAULT;
1894 void RemoveMovingField(int x, int y)
1896 int oldx = x, oldy = y, newx = x, newy = y;
1897 int element = Feld[x][y];
1898 int next_element = EL_UNDEFINED;
1900 if (element != EL_BLOCKED && !IS_MOVING(x, y))
1903 if (IS_MOVING(x, y))
1905 Moving2Blocked(x, y, &newx, &newy);
1906 if (Feld[newx][newy] != EL_BLOCKED)
1909 else if (element == EL_BLOCKED)
1911 Blocked2Moving(x, y, &oldx, &oldy);
1912 if (!IS_MOVING(oldx, oldy))
1916 if (element == EL_BLOCKED &&
1917 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1918 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1919 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1920 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
1921 next_element = get_next_element(Feld[oldx][oldy]);
1923 RemoveField(oldx, oldy);
1924 RemoveField(newx, newy);
1926 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1928 if (next_element != EL_UNDEFINED)
1929 Feld[oldx][oldy] = next_element;
1931 DrawLevelField(oldx, oldy);
1932 DrawLevelField(newx, newy);
1935 void DrawDynamite(int x, int y)
1937 int sx = SCREENX(x), sy = SCREENY(y);
1938 int graphic = el2img(Feld[x][y]);
1941 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1944 if (IS_WALKABLE_INSIDE(Back[x][y]))
1948 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
1949 else if (Store[x][y])
1950 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
1952 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
1955 if (Back[x][y] || Store[x][y])
1956 DrawGraphicThruMask(sx, sy, graphic, frame);
1958 DrawGraphic(sx, sy, graphic, frame);
1960 if (game.emulation == EMU_SUPAPLEX)
1961 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
1962 else if (Store[x][y])
1963 DrawGraphicThruMask(sx, sy, graphic, frame);
1965 DrawGraphic(sx, sy, graphic, frame);
1969 void CheckDynamite(int x, int y)
1971 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
1975 if (MovDelay[x][y] != 0)
1978 PlaySoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1985 StopSoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1987 if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
1988 Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
1989 StopSound(SND_DYNAMITE_ACTIVE);
1991 StopSound(SND_DYNABOMB_ACTIVE);
1997 void RelocatePlayer(int x, int y, int element)
1999 struct PlayerInfo *player = &stored_player[element - EL_PLAYER_1];
2001 if (player->present)
2003 while (player->MovPos)
2005 ScrollFigure(player, SCROLL_GO_ON);
2006 ScrollScreen(NULL, SCROLL_GO_ON);
2012 RemoveField(player->jx, player->jy);
2013 DrawLevelField(player->jx, player->jy);
2016 InitPlayerField(x, y, element, TRUE);
2018 if (player == local_player)
2020 int scroll_xx = -999, scroll_yy = -999;
2022 while (scroll_xx != scroll_x || scroll_yy != scroll_y)
2025 int fx = FX, fy = FY;
2027 scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
2028 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
2029 local_player->jx - MIDPOSX);
2031 scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
2032 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
2033 local_player->jy - MIDPOSY);
2035 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
2036 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
2041 fx += dx * TILEX / 2;
2042 fy += dy * TILEY / 2;
2044 ScrollLevel(dx, dy);
2047 /* scroll in to steps of half tile size to make things smoother */
2048 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
2050 Delay(GAME_FRAME_DELAY);
2052 /* scroll second step to align at full tile size */
2054 Delay(GAME_FRAME_DELAY);
2059 void Explode(int ex, int ey, int phase, int mode)
2063 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
2064 int last_phase = num_phase * delay;
2065 int half_phase = (num_phase / 2) * delay;
2066 int first_phase_after_start = EX_PHASE_START + 1;
2068 if (game.explosions_delayed)
2070 ExplodeField[ex][ey] = mode;
2074 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
2076 int center_element = Feld[ex][ey];
2079 /* --- This is only really needed (and now handled) in "Impact()". --- */
2080 /* do not explode moving elements that left the explode field in time */
2081 if (game.engine_version >= RELEASE_IDENT(2,2,0,7) &&
2082 center_element == EL_EMPTY && (mode == EX_NORMAL || mode == EX_CENTER))
2086 if (mode == EX_NORMAL || mode == EX_CENTER)
2087 PlaySoundLevelAction(ex, ey, ACTION_EXPLODING);
2089 /* remove things displayed in background while burning dynamite */
2090 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
2093 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
2095 /* put moving element to center field (and let it explode there) */
2096 center_element = MovingOrBlocked2Element(ex, ey);
2097 RemoveMovingField(ex, ey);
2098 Feld[ex][ey] = center_element;
2101 for (y = ey - 1; y <= ey + 1; y++) for(x = ex - 1; x <= ex + 1; x++)
2103 int xx = x - ex + 1;
2104 int yy = y - ey + 1;
2107 if (!IN_LEV_FIELD(x, y) ||
2108 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
2109 (x != ex || y != ey)))
2112 element = Feld[x][y];
2114 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
2116 element = MovingOrBlocked2Element(x, y);
2118 if (!IS_EXPLOSION_PROOF(element))
2119 RemoveMovingField(x, y);
2125 if (IS_EXPLOSION_PROOF(element))
2128 /* indestructible elements can only explode in center (but not flames) */
2129 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey)) ||
2130 element == EL_FLAMES)
2135 if ((IS_INDESTRUCTIBLE(element) &&
2136 (game.engine_version < VERSION_IDENT(2,2,0) ||
2137 (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
2138 element == EL_FLAMES)
2142 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
2144 if (IS_ACTIVE_BOMB(element))
2146 /* re-activate things under the bomb like gate or penguin */
2147 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
2154 /* save walkable background elements while explosion on same tile */
2156 if (IS_INDESTRUCTIBLE(element))
2157 Back[x][y] = element;
2159 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element))
2160 Back[x][y] = element;
2163 /* ignite explodable elements reached by other explosion */
2164 if (element == EL_EXPLOSION)
2165 element = Store2[x][y];
2168 if (AmoebaNr[x][y] &&
2169 (element == EL_AMOEBA_FULL ||
2170 element == EL_BD_AMOEBA ||
2171 element == EL_AMOEBA_GROWING))
2173 AmoebaCnt[AmoebaNr[x][y]]--;
2174 AmoebaCnt2[AmoebaNr[x][y]]--;
2180 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
2182 switch(StorePlayer[ex][ey])
2185 Store[x][y] = EL_EMERALD_RED;
2188 Store[x][y] = EL_EMERALD;
2191 Store[x][y] = EL_EMERALD_PURPLE;
2195 Store[x][y] = EL_EMERALD_YELLOW;
2199 if (game.emulation == EMU_SUPAPLEX)
2200 Store[x][y] = EL_EMPTY;
2202 else if (center_element == EL_MOLE)
2203 Store[x][y] = EL_EMERALD_RED;
2204 else if (center_element == EL_PENGUIN)
2205 Store[x][y] = EL_EMERALD_PURPLE;
2206 else if (center_element == EL_BUG)
2207 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
2208 else if (center_element == EL_BD_BUTTERFLY)
2209 Store[x][y] = EL_BD_DIAMOND;
2210 else if (center_element == EL_SP_ELECTRON)
2211 Store[x][y] = EL_SP_INFOTRON;
2212 else if (center_element == EL_AMOEBA_TO_DIAMOND)
2213 Store[x][y] = level.amoeba_content;
2214 else if (center_element == EL_YAMYAM)
2215 Store[x][y] = level.yamyam_content[game.yamyam_content_nr][xx][yy];
2216 else if (IS_CUSTOM_ELEMENT(center_element) &&
2217 element_info[center_element].content[xx][yy] != EL_EMPTY)
2218 Store[x][y] = element_info[center_element].content[xx][yy];
2219 else if (element == EL_WALL_EMERALD)
2220 Store[x][y] = EL_EMERALD;
2221 else if (element == EL_WALL_DIAMOND)
2222 Store[x][y] = EL_DIAMOND;
2223 else if (element == EL_WALL_BD_DIAMOND)
2224 Store[x][y] = EL_BD_DIAMOND;
2225 else if (element == EL_WALL_EMERALD_YELLOW)
2226 Store[x][y] = EL_EMERALD_YELLOW;
2227 else if (element == EL_WALL_EMERALD_RED)
2228 Store[x][y] = EL_EMERALD_RED;
2229 else if (element == EL_WALL_EMERALD_PURPLE)
2230 Store[x][y] = EL_EMERALD_PURPLE;
2231 else if (element == EL_WALL_PEARL)
2232 Store[x][y] = EL_PEARL;
2233 else if (element == EL_WALL_CRYSTAL)
2234 Store[x][y] = EL_CRYSTAL;
2235 else if (IS_CUSTOM_ELEMENT(element) && !CAN_EXPLODE(element))
2236 Store[x][y] = element_info[element].content[1][1];
2238 Store[x][y] = EL_EMPTY;
2240 if (x != ex || y != ey ||
2241 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
2242 Store2[x][y] = element;
2245 if (AmoebaNr[x][y] &&
2246 (element == EL_AMOEBA_FULL ||
2247 element == EL_BD_AMOEBA ||
2248 element == EL_AMOEBA_GROWING))
2250 AmoebaCnt[AmoebaNr[x][y]]--;
2251 AmoebaCnt2[AmoebaNr[x][y]]--;
2257 MovDir[x][y] = MovPos[x][y] = 0;
2262 Feld[x][y] = EL_EXPLOSION;
2264 GfxElement[x][y] = center_element;
2266 GfxElement[x][y] = EL_UNDEFINED;
2269 ExplodePhase[x][y] = 1;
2273 if (center_element == EL_YAMYAM)
2274 game.yamyam_content_nr =
2275 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
2286 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
2288 if (phase == first_phase_after_start)
2290 int element = Store2[x][y];
2292 if (element == EL_BLACK_ORB)
2294 Feld[x][y] = Store2[x][y];
2299 else if (phase == half_phase)
2301 int element = Store2[x][y];
2303 if (IS_PLAYER(x, y))
2304 KillHeroUnlessProtected(x, y);
2305 else if (CAN_EXPLODE_BY_FIRE(element))
2307 Feld[x][y] = Store2[x][y];
2311 else if (element == EL_AMOEBA_TO_DIAMOND)
2312 AmoebeUmwandeln(x, y);
2315 if (phase == last_phase)
2319 element = Feld[x][y] = Store[x][y];
2320 Store[x][y] = Store2[x][y] = 0;
2321 GfxElement[x][y] = EL_UNDEFINED;
2323 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
2324 element = Feld[x][y] = Back[x][y];
2327 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = ChangeDelay[x][y] = 0;
2328 InitField(x, y, FALSE);
2329 if (CAN_MOVE(element))
2331 DrawLevelField(x, y);
2333 if (CAN_BE_CRUMBLED(element))
2334 DrawLevelFieldCrumbledSandNeighbours(x, y);
2336 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
2337 StorePlayer[x][y] = 0;
2339 if (ELEM_IS_PLAYER(element))
2340 RelocatePlayer(x, y, element);
2342 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2345 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
2347 int stored = Store[x][y];
2348 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
2349 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
2352 int frame = getGraphicAnimationFrame(graphic, phase - delay);
2355 DrawLevelFieldCrumbledSand(x, y);
2357 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
2359 DrawLevelElement(x, y, Back[x][y]);
2360 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
2362 else if (IS_WALKABLE_UNDER(Back[x][y]))
2364 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
2365 DrawLevelElementThruMask(x, y, Back[x][y]);
2367 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
2368 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
2372 void DynaExplode(int ex, int ey)
2375 int dynabomb_size = 1;
2376 boolean dynabomb_xl = FALSE;
2377 struct PlayerInfo *player;
2378 static int xy[4][2] =
2386 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
2388 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER_1_ACTIVE];
2389 dynabomb_size = player->dynabomb_size;
2390 dynabomb_xl = player->dynabomb_xl;
2391 player->dynabombs_left++;
2394 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
2398 for (j=1; j<=dynabomb_size; j++)
2400 int x = ex + j * xy[i % 4][0];
2401 int y = ey + j * xy[i % 4][1];
2404 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
2407 element = Feld[x][y];
2409 /* do not restart explosions of fields with active bombs */
2410 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
2413 Explode(x, y, EX_PHASE_START, EX_BORDER);
2415 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
2416 if (element != EL_EMPTY &&
2417 element != EL_SAND &&
2418 element != EL_EXPLOSION &&
2425 void Bang(int x, int y)
2428 int element = MovingOrBlocked2Element(x, y);
2430 int element = Feld[x][y];
2433 if (IS_PLAYER(x, y))
2435 struct PlayerInfo *player = PLAYERINFO(x, y);
2437 element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
2438 player->element_nr);
2443 PlaySoundLevelAction(x, y, ACTION_EXPLODING);
2445 if (game.emulation == EMU_SUPAPLEX)
2446 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
2448 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
2453 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
2461 case EL_BD_BUTTERFLY:
2464 case EL_DARK_YAMYAM:
2468 RaiseScoreElement(element);
2469 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2471 case EL_DYNABOMB_PLAYER_1_ACTIVE:
2472 case EL_DYNABOMB_PLAYER_2_ACTIVE:
2473 case EL_DYNABOMB_PLAYER_3_ACTIVE:
2474 case EL_DYNABOMB_PLAYER_4_ACTIVE:
2475 case EL_DYNABOMB_INCREASE_NUMBER:
2476 case EL_DYNABOMB_INCREASE_SIZE:
2477 case EL_DYNABOMB_INCREASE_POWER:
2482 case EL_LAMP_ACTIVE:
2483 if (IS_PLAYER(x, y))
2484 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2486 Explode(x, y, EX_PHASE_START, EX_CENTER);
2489 if (CAN_EXPLODE_1X1(element))
2490 Explode(x, y, EX_PHASE_START, EX_CENTER);
2492 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2496 CheckTriggeredElementChange(x, y, element, CE_OTHER_IS_EXPLODING);
2499 void SplashAcid(int x, int y)
2501 int element = Feld[x][y];
2503 if (element != EL_ACID_SPLASH_LEFT &&
2504 element != EL_ACID_SPLASH_RIGHT)
2506 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
2508 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
2509 (!IN_LEV_FIELD(x-1, y-1) ||
2510 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
2511 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
2513 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
2514 (!IN_LEV_FIELD(x+1, y-1) ||
2515 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
2516 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
2520 static void InitBeltMovement()
2522 static int belt_base_element[4] =
2524 EL_CONVEYOR_BELT_1_LEFT,
2525 EL_CONVEYOR_BELT_2_LEFT,
2526 EL_CONVEYOR_BELT_3_LEFT,
2527 EL_CONVEYOR_BELT_4_LEFT
2529 static int belt_base_active_element[4] =
2531 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2532 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2533 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2534 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2539 /* set frame order for belt animation graphic according to belt direction */
2546 int element = belt_base_active_element[belt_nr] + j;
2547 int graphic = el2img(element);
2549 if (game.belt_dir[i] == MV_LEFT)
2550 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2552 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2556 for(y=0; y<lev_fieldy; y++)
2558 for(x=0; x<lev_fieldx; x++)
2560 int element = Feld[x][y];
2564 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
2566 int e_belt_nr = getBeltNrFromBeltElement(element);
2569 if (e_belt_nr == belt_nr)
2571 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
2573 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
2581 static void ToggleBeltSwitch(int x, int y)
2583 static int belt_base_element[4] =
2585 EL_CONVEYOR_BELT_1_LEFT,
2586 EL_CONVEYOR_BELT_2_LEFT,
2587 EL_CONVEYOR_BELT_3_LEFT,
2588 EL_CONVEYOR_BELT_4_LEFT
2590 static int belt_base_active_element[4] =
2592 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2593 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2594 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2595 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2597 static int belt_base_switch_element[4] =
2599 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
2600 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
2601 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
2602 EL_CONVEYOR_BELT_4_SWITCH_LEFT
2604 static int belt_move_dir[4] =
2612 int element = Feld[x][y];
2613 int belt_nr = getBeltNrFromBeltSwitchElement(element);
2614 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
2615 int belt_dir = belt_move_dir[belt_dir_nr];
2618 if (!IS_BELT_SWITCH(element))
2621 game.belt_dir_nr[belt_nr] = belt_dir_nr;
2622 game.belt_dir[belt_nr] = belt_dir;
2624 if (belt_dir_nr == 3)
2627 /* set frame order for belt animation graphic according to belt direction */
2630 int element = belt_base_active_element[belt_nr] + i;
2631 int graphic = el2img(element);
2633 if (belt_dir == MV_LEFT)
2634 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2636 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2639 for (yy=0; yy<lev_fieldy; yy++)
2641 for (xx=0; xx<lev_fieldx; xx++)
2643 int element = Feld[xx][yy];
2645 if (IS_BELT_SWITCH(element))
2647 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
2649 if (e_belt_nr == belt_nr)
2651 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
2652 DrawLevelField(xx, yy);
2655 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
2657 int e_belt_nr = getBeltNrFromBeltElement(element);
2659 if (e_belt_nr == belt_nr)
2661 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
2663 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
2664 DrawLevelField(xx, yy);
2667 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
2669 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
2671 if (e_belt_nr == belt_nr)
2673 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
2675 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
2676 DrawLevelField(xx, yy);
2683 static void ToggleSwitchgateSwitch(int x, int y)
2687 game.switchgate_pos = !game.switchgate_pos;
2689 for (yy=0; yy<lev_fieldy; yy++)
2691 for (xx=0; xx<lev_fieldx; xx++)
2693 int element = Feld[xx][yy];
2695 if (element == EL_SWITCHGATE_SWITCH_UP ||
2696 element == EL_SWITCHGATE_SWITCH_DOWN)
2698 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2699 DrawLevelField(xx, yy);
2701 else if (element == EL_SWITCHGATE_OPEN ||
2702 element == EL_SWITCHGATE_OPENING)
2704 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2706 PlaySoundLevelAction(xx, yy, ACTION_CLOSING);
2708 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2711 else if (element == EL_SWITCHGATE_CLOSED ||
2712 element == EL_SWITCHGATE_CLOSING)
2714 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2716 PlaySoundLevelAction(xx, yy, ACTION_OPENING);
2718 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2725 static int getInvisibleActiveFromInvisibleElement(int element)
2727 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2728 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2729 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
2733 static int getInvisibleFromInvisibleActiveElement(int element)
2735 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2736 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2737 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
2741 static void RedrawAllLightSwitchesAndInvisibleElements()
2745 for (y=0; y<lev_fieldy; y++)
2747 for (x=0; x<lev_fieldx; x++)
2749 int element = Feld[x][y];
2751 if (element == EL_LIGHT_SWITCH &&
2752 game.light_time_left > 0)
2754 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2755 DrawLevelField(x, y);
2757 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2758 game.light_time_left == 0)
2760 Feld[x][y] = EL_LIGHT_SWITCH;
2761 DrawLevelField(x, y);
2763 else if (element == EL_INVISIBLE_STEELWALL ||
2764 element == EL_INVISIBLE_WALL ||
2765 element == EL_INVISIBLE_SAND)
2767 if (game.light_time_left > 0)
2768 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2770 DrawLevelField(x, y);
2772 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2773 element == EL_INVISIBLE_WALL_ACTIVE ||
2774 element == EL_INVISIBLE_SAND_ACTIVE)
2776 if (game.light_time_left == 0)
2777 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2779 DrawLevelField(x, y);
2785 static void ToggleLightSwitch(int x, int y)
2787 int element = Feld[x][y];
2789 game.light_time_left =
2790 (element == EL_LIGHT_SWITCH ?
2791 level.time_light * FRAMES_PER_SECOND : 0);
2793 RedrawAllLightSwitchesAndInvisibleElements();
2796 static void ActivateTimegateSwitch(int x, int y)
2800 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2802 for (yy=0; yy<lev_fieldy; yy++)
2804 for (xx=0; xx<lev_fieldx; xx++)
2806 int element = Feld[xx][yy];
2808 if (element == EL_TIMEGATE_CLOSED ||
2809 element == EL_TIMEGATE_CLOSING)
2811 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2812 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2816 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2818 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2819 DrawLevelField(xx, yy);
2826 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2829 inline static int getElementMoveStepsize(int x, int y)
2831 int element = Feld[x][y];
2832 int direction = MovDir[x][y];
2833 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2834 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2835 int horiz_move = (dx != 0);
2836 int sign = (horiz_move ? dx : dy);
2837 int step = sign * element_info[element].move_stepsize;
2839 /* special values for move stepsize for spring and things on conveyor belt */
2842 if (CAN_FALL(element) &&
2843 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
2844 step = sign * MOVE_STEPSIZE_NORMAL / 2;
2845 else if (element == EL_SPRING)
2846 step = sign * MOVE_STEPSIZE_NORMAL * 2;
2852 void Impact(int x, int y)
2854 boolean lastline = (y == lev_fieldy-1);
2855 boolean object_hit = FALSE;
2856 boolean impact = (lastline || object_hit);
2857 int element = Feld[x][y];
2858 int smashed = EL_UNDEFINED;
2860 if (!lastline) /* check if element below was hit */
2862 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
2865 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
2866 MovDir[x][y + 1] != MV_DOWN ||
2867 MovPos[x][y + 1] <= TILEY / 2));
2869 /* do not smash moving elements that left the smashed field in time */
2870 if (game.engine_version >= RELEASE_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
2871 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
2875 smashed = MovingOrBlocked2Element(x, y + 1);
2877 impact = (lastline || object_hit);
2880 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2886 /* only reset graphic animation if graphic really changes after impact */
2888 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
2890 ResetGfxAnimation(x, y);
2891 DrawLevelField(x, y);
2894 if (impact && CAN_EXPLODE_IMPACT(element))
2899 else if (impact && element == EL_PEARL)
2901 Feld[x][y] = EL_PEARL_BREAKING;
2902 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2905 else if (impact && CheckElementChange(x, y, element, CE_IMPACT))
2907 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2912 if (impact && element == EL_AMOEBA_DROP)
2914 if (object_hit && IS_PLAYER(x, y + 1))
2915 KillHeroUnlessProtected(x, y + 1);
2916 else if (object_hit && smashed == EL_PENGUIN)
2920 Feld[x][y] = EL_AMOEBA_GROWING;
2921 Store[x][y] = EL_AMOEBA_WET;
2923 ResetRandomAnimationValue(x, y);
2928 if (object_hit) /* check which object was hit */
2930 if (CAN_PASS_MAGIC_WALL(element) &&
2931 (smashed == EL_MAGIC_WALL ||
2932 smashed == EL_BD_MAGIC_WALL))
2935 int activated_magic_wall =
2936 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2937 EL_BD_MAGIC_WALL_ACTIVE);
2939 /* activate magic wall / mill */
2940 for (yy=0; yy<lev_fieldy; yy++)
2941 for (xx=0; xx<lev_fieldx; xx++)
2942 if (Feld[xx][yy] == smashed)
2943 Feld[xx][yy] = activated_magic_wall;
2945 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2946 game.magic_wall_active = TRUE;
2948 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2949 SND_MAGIC_WALL_ACTIVATING :
2950 SND_BD_MAGIC_WALL_ACTIVATING));
2953 if (IS_PLAYER(x, y + 1))
2955 if (CAN_SMASH_PLAYER(element))
2957 KillHeroUnlessProtected(x, y + 1);
2961 else if (smashed == EL_PENGUIN)
2963 if (CAN_SMASH_PLAYER(element))
2969 else if (element == EL_BD_DIAMOND)
2971 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2977 else if ((element == EL_SP_INFOTRON ||
2978 element == EL_SP_ZONK) &&
2979 (smashed == EL_SP_SNIKSNAK ||
2980 smashed == EL_SP_ELECTRON ||
2981 smashed == EL_SP_DISK_ORANGE))
2987 else if (CAN_SMASH_ENEMIES(element) && IS_CLASSIC_ENEMY(smashed))
2993 else if (CAN_SMASH_EVERYTHING(element))
2995 if (IS_CLASSIC_ENEMY(smashed) ||
2996 CAN_EXPLODE_SMASHED(smashed))
3001 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
3003 if (smashed == EL_LAMP ||
3004 smashed == EL_LAMP_ACTIVE)
3009 else if (smashed == EL_NUT)
3011 Feld[x][y + 1] = EL_NUT_BREAKING;
3012 PlaySoundLevel(x, y, SND_NUT_BREAKING);
3013 RaiseScoreElement(EL_NUT);
3016 else if (smashed == EL_PEARL)
3018 Feld[x][y + 1] = EL_PEARL_BREAKING;
3019 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
3022 else if (smashed == EL_DIAMOND)
3024 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
3025 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
3028 else if (IS_BELT_SWITCH(smashed))
3030 ToggleBeltSwitch(x, y + 1);
3032 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
3033 smashed == EL_SWITCHGATE_SWITCH_DOWN)
3035 ToggleSwitchgateSwitch(x, y + 1);
3037 else if (smashed == EL_LIGHT_SWITCH ||
3038 smashed == EL_LIGHT_SWITCH_ACTIVE)
3040 ToggleLightSwitch(x, y + 1);
3044 CheckElementChange(x, y + 1, smashed, CE_SMASHED);
3049 CheckElementChange(x, y + 1, smashed, CE_SMASHED);
3054 /* play sound of magic wall / mill */
3056 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3057 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3059 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3060 PlaySoundLevel(x, y, SND_MAGIC_WALL_FILLING);
3061 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3062 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_FILLING);
3067 /* play sound of object that hits the ground */
3068 if (lastline || object_hit)
3069 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
3072 void TurnRound(int x, int y)
3084 { 0, 0 }, { 0, 0 }, { 0, 0 },
3089 int left, right, back;
3093 { MV_DOWN, MV_UP, MV_RIGHT },
3094 { MV_UP, MV_DOWN, MV_LEFT },
3096 { MV_LEFT, MV_RIGHT, MV_DOWN },
3100 { MV_RIGHT, MV_LEFT, MV_UP }
3103 int element = Feld[x][y];
3104 int old_move_dir = MovDir[x][y];
3105 int left_dir = turn[old_move_dir].left;
3106 int right_dir = turn[old_move_dir].right;
3107 int back_dir = turn[old_move_dir].back;
3109 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
3110 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
3111 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
3112 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
3114 int left_x = x + left_dx, left_y = y + left_dy;
3115 int right_x = x + right_dx, right_y = y + right_dy;
3116 int move_x = x + move_dx, move_y = y + move_dy;
3120 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
3122 TestIfBadThingTouchesOtherBadThing(x, y);
3124 if (ENEMY_CAN_ENTER_FIELD(right_x, right_y))
3125 MovDir[x][y] = right_dir;
3126 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
3127 MovDir[x][y] = left_dir;
3129 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
3131 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
3134 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
3135 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
3137 TestIfBadThingTouchesOtherBadThing(x, y);
3139 if (ENEMY_CAN_ENTER_FIELD(left_x, left_y))
3140 MovDir[x][y] = left_dir;
3141 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
3142 MovDir[x][y] = right_dir;
3144 if ((element == EL_SPACESHIP ||
3145 element == EL_SP_SNIKSNAK ||
3146 element == EL_SP_ELECTRON)
3147 && MovDir[x][y] != old_move_dir)
3149 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
3152 else if (element == EL_YAMYAM)
3154 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
3155 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
3157 if (can_turn_left && can_turn_right)
3158 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3159 else if (can_turn_left)
3160 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3161 else if (can_turn_right)
3162 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3164 MovDir[x][y] = back_dir;
3166 MovDelay[x][y] = 16 + 16 * RND(3);
3168 else if (element == EL_DARK_YAMYAM)
3170 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
3171 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
3173 if (can_turn_left && can_turn_right)
3174 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3175 else if (can_turn_left)
3176 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3177 else if (can_turn_right)
3178 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3180 MovDir[x][y] = back_dir;
3182 MovDelay[x][y] = 16 + 16 * RND(3);
3184 else if (element == EL_PACMAN)
3186 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(left_x, left_y);
3187 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(right_x, right_y);
3189 if (can_turn_left && can_turn_right)
3190 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3191 else if (can_turn_left)
3192 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3193 else if (can_turn_right)
3194 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3196 MovDir[x][y] = back_dir;
3198 MovDelay[x][y] = 6 + RND(40);
3200 else if (element == EL_PIG)
3202 boolean can_turn_left = PIG_CAN_ENTER_FIELD(left_x, left_y);
3203 boolean can_turn_right = PIG_CAN_ENTER_FIELD(right_x, right_y);
3204 boolean can_move_on = PIG_CAN_ENTER_FIELD(move_x, move_y);
3205 boolean should_turn_left, should_turn_right, should_move_on;
3207 int rnd = RND(rnd_value);
3209 should_turn_left = (can_turn_left &&
3211 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
3212 y + back_dy + left_dy)));
3213 should_turn_right = (can_turn_right &&
3215 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
3216 y + back_dy + right_dy)));
3217 should_move_on = (can_move_on &&
3220 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
3221 y + move_dy + left_dy) ||
3222 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
3223 y + move_dy + right_dy)));
3225 if (should_turn_left || should_turn_right || should_move_on)
3227 if (should_turn_left && should_turn_right && should_move_on)
3228 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
3229 rnd < 2 * rnd_value / 3 ? right_dir :
3231 else if (should_turn_left && should_turn_right)
3232 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3233 else if (should_turn_left && should_move_on)
3234 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
3235 else if (should_turn_right && should_move_on)
3236 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
3237 else if (should_turn_left)
3238 MovDir[x][y] = left_dir;
3239 else if (should_turn_right)
3240 MovDir[x][y] = right_dir;
3241 else if (should_move_on)
3242 MovDir[x][y] = old_move_dir;
3244 else if (can_move_on && rnd > rnd_value / 8)
3245 MovDir[x][y] = old_move_dir;
3246 else if (can_turn_left && can_turn_right)
3247 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3248 else if (can_turn_left && rnd > rnd_value / 8)
3249 MovDir[x][y] = left_dir;
3250 else if (can_turn_right && rnd > rnd_value/8)
3251 MovDir[x][y] = right_dir;
3253 MovDir[x][y] = back_dir;
3255 xx = x + move_xy[MovDir[x][y]].x;
3256 yy = y + move_xy[MovDir[x][y]].y;
3258 if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy]))
3259 MovDir[x][y] = old_move_dir;
3263 else if (element == EL_DRAGON)
3265 boolean can_turn_left = IN_LEV_FIELD_AND_IS_FREE(left_x, left_y);
3266 boolean can_turn_right = IN_LEV_FIELD_AND_IS_FREE(right_x, right_y);
3267 boolean can_move_on = IN_LEV_FIELD_AND_IS_FREE(move_x, move_y);
3269 int rnd = RND(rnd_value);
3271 if (can_move_on && rnd > rnd_value / 8)
3272 MovDir[x][y] = old_move_dir;
3273 else if (can_turn_left && can_turn_right)
3274 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3275 else if (can_turn_left && rnd > rnd_value / 8)
3276 MovDir[x][y] = left_dir;
3277 else if (can_turn_right && rnd > rnd_value / 8)
3278 MovDir[x][y] = right_dir;
3280 MovDir[x][y] = back_dir;
3282 xx = x + move_xy[MovDir[x][y]].x;
3283 yy = y + move_xy[MovDir[x][y]].y;
3285 if (!IS_FREE(xx, yy))
3286 MovDir[x][y] = old_move_dir;
3290 else if (element == EL_MOLE)
3292 boolean can_move_on =
3293 (MOLE_CAN_ENTER_FIELD(move_x, move_y,
3294 IS_AMOEBOID(Feld[move_x][move_y]) ||
3295 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
3298 boolean can_turn_left =
3299 (MOLE_CAN_ENTER_FIELD(left_x, left_y,
3300 IS_AMOEBOID(Feld[left_x][left_y])));
3302 boolean can_turn_right =
3303 (MOLE_CAN_ENTER_FIELD(right_x, right_y,
3304 IS_AMOEBOID(Feld[right_x][right_y])));
3306 if (can_turn_left && can_turn_right)
3307 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
3308 else if (can_turn_left)
3309 MovDir[x][y] = left_dir;
3311 MovDir[x][y] = right_dir;
3314 if (MovDir[x][y] != old_move_dir)
3317 else if (element == EL_BALLOON)
3319 MovDir[x][y] = game.balloon_dir;
3322 else if (element == EL_SPRING)
3324 if (MovDir[x][y] & MV_HORIZONTAL &&
3325 (!IN_LEV_FIELD_AND_IS_FREE(move_x, move_y) ||
3326 IN_LEV_FIELD_AND_IS_FREE(x, y + 1)))
3327 MovDir[x][y] = MV_NO_MOVING;
3331 else if (element == EL_ROBOT ||
3332 element == EL_SATELLITE ||
3333 element == EL_PENGUIN)
3335 int attr_x = -1, attr_y = -1;
3346 for (i=0; i<MAX_PLAYERS; i++)
3348 struct PlayerInfo *player = &stored_player[i];
3349 int jx = player->jx, jy = player->jy;
3351 if (!player->active)
3355 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
3363 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
3369 if (element == EL_PENGUIN)
3372 static int xy[4][2] =
3382 int ex = x + xy[i % 4][0];
3383 int ey = y + xy[i % 4][1];
3385 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
3394 MovDir[x][y] = MV_NO_MOVING;
3396 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
3397 else if (attr_x > x)
3398 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
3400 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
3401 else if (attr_y > y)
3402 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
3404 if (element == EL_ROBOT)
3408 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3409 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
3410 Moving2Blocked(x, y, &newx, &newy);
3412 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
3413 MovDelay[x][y] = 8 + 8 * !RND(3);
3415 MovDelay[x][y] = 16;
3417 else if (element == EL_PENGUIN)
3423 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3425 boolean first_horiz = RND(2);
3426 int new_move_dir = MovDir[x][y];
3429 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3430 Moving2Blocked(x, y, &newx, &newy);
3432 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
3436 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3437 Moving2Blocked(x, y, &newx, &newy);
3439 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
3442 MovDir[x][y] = old_move_dir;
3446 else /* (element == EL_SATELLITE) */
3452 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3454 boolean first_horiz = RND(2);
3455 int new_move_dir = MovDir[x][y];
3458 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3459 Moving2Blocked(x, y, &newx, &newy);
3461 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
3465 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3466 Moving2Blocked(x, y, &newx, &newy);
3468 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
3471 MovDir[x][y] = old_move_dir;
3476 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
3477 element_info[element].move_pattern == MV_TURNING_LEFT ||
3478 element_info[element].move_pattern == MV_TURNING_RIGHT)
3480 boolean can_turn_left = ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
3481 boolean can_turn_right = ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
3483 if (element_info[element].move_pattern == MV_TURNING_LEFT)
3484 MovDir[x][y] = left_dir;
3485 else if (element_info[element].move_pattern == MV_TURNING_RIGHT)
3486 MovDir[x][y] = right_dir;
3487 else if (can_turn_left && can_turn_right)
3488 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3489 else if (can_turn_left)
3490 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3491 else if (can_turn_right)
3492 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3494 MovDir[x][y] = back_dir;
3496 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3498 else if (element_info[element].move_pattern == MV_HORIZONTAL ||
3499 element_info[element].move_pattern == MV_VERTICAL)
3501 if (element_info[element].move_pattern & old_move_dir)
3502 MovDir[x][y] = back_dir;
3503 else if (element_info[element].move_pattern == MV_HORIZONTAL)
3504 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
3505 else if (element_info[element].move_pattern == MV_VERTICAL)
3506 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
3508 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3510 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
3512 MovDir[x][y] = element_info[element].move_pattern;
3513 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3515 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE)
3517 if (ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
3518 MovDir[x][y] = left_dir;
3519 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3520 MovDir[x][y] = right_dir;
3522 if (MovDir[x][y] != old_move_dir)
3523 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3525 else if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
3527 if (ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
3528 MovDir[x][y] = right_dir;
3529 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3530 MovDir[x][y] = left_dir;
3532 if (MovDir[x][y] != old_move_dir)
3533 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3535 else if (element_info[element].move_pattern == MV_TOWARDS_PLAYER ||
3536 element_info[element].move_pattern == MV_AWAY_FROM_PLAYER)
3538 int attr_x = -1, attr_y = -1;
3541 (element_info[element].move_pattern == MV_AWAY_FROM_PLAYER);
3552 for (i=0; i<MAX_PLAYERS; i++)
3554 struct PlayerInfo *player = &stored_player[i];
3555 int jx = player->jx, jy = player->jy;
3557 if (!player->active)
3561 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
3569 MovDir[x][y] = MV_NO_MOVING;
3571 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
3572 else if (attr_x > x)
3573 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
3575 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
3576 else if (attr_y > y)
3577 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
3579 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3581 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3583 boolean first_horiz = RND(2);
3584 int new_move_dir = MovDir[x][y];
3587 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3588 Moving2Blocked(x, y, &newx, &newy);
3590 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
3594 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3595 Moving2Blocked(x, y, &newx, &newy);
3597 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
3600 MovDir[x][y] = old_move_dir;
3605 static boolean JustBeingPushed(int x, int y)
3609 for (i=0; i<MAX_PLAYERS; i++)
3611 struct PlayerInfo *player = &stored_player[i];
3613 if (player->active && player->Pushing && player->MovPos)
3615 int next_jx = player->jx + (player->jx - player->last_jx);
3616 int next_jy = player->jy + (player->jy - player->last_jy);
3618 if (x == next_jx && y == next_jy)
3626 void StartMoving(int x, int y)
3628 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
3629 boolean started_moving = FALSE; /* some elements can fall _and_ move */
3630 int element = Feld[x][y];
3635 /* !!! this should be handled more generic (not only for mole) !!! */
3636 if (element != EL_MOLE && GfxAction[x][y] != ACTION_DIGGING)
3637 GfxAction[x][y] = ACTION_DEFAULT;
3639 if (CAN_FALL(element) && y < lev_fieldy - 1)
3641 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
3642 (x < lev_fieldx-1 && IS_PLAYER(x + 1, y)))
3643 if (JustBeingPushed(x, y))
3646 if (element == EL_QUICKSAND_FULL)
3648 if (IS_FREE(x, y + 1))
3650 InitMovingField(x, y, MV_DOWN);
3651 started_moving = TRUE;
3653 Feld[x][y] = EL_QUICKSAND_EMPTYING;
3654 Store[x][y] = EL_ROCK;
3656 PlaySoundLevelAction(x, y, ACTION_EMPTYING);
3658 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
3661 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3663 if (!MovDelay[x][y])
3664 MovDelay[x][y] = TILEY + 1;
3673 Feld[x][y] = EL_QUICKSAND_EMPTY;
3674 Feld[x][y + 1] = EL_QUICKSAND_FULL;
3675 Store[x][y + 1] = Store[x][y];
3678 PlaySoundLevelAction(x, y, ACTION_FILLING);
3680 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3684 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
3685 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3687 InitMovingField(x, y, MV_DOWN);
3688 started_moving = TRUE;
3690 Feld[x][y] = EL_QUICKSAND_FILLING;
3691 Store[x][y] = element;
3693 PlaySoundLevelAction(x, y, ACTION_FILLING);
3695 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3698 else if (element == EL_MAGIC_WALL_FULL)
3700 if (IS_FREE(x, y + 1))
3702 InitMovingField(x, y, MV_DOWN);
3703 started_moving = TRUE;
3705 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
3706 Store[x][y] = EL_CHANGED(Store[x][y]);
3708 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3710 if (!MovDelay[x][y])
3711 MovDelay[x][y] = TILEY/4 + 1;
3720 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
3721 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
3722 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
3726 else if (element == EL_BD_MAGIC_WALL_FULL)
3728 if (IS_FREE(x, y + 1))
3730 InitMovingField(x, y, MV_DOWN);
3731 started_moving = TRUE;
3733 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
3734 Store[x][y] = EL_CHANGED2(Store[x][y]);
3736 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3738 if (!MovDelay[x][y])
3739 MovDelay[x][y] = TILEY/4 + 1;
3748 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
3749 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
3750 Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
3754 else if (CAN_PASS_MAGIC_WALL(element) &&
3755 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3756 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3758 InitMovingField(x, y, MV_DOWN);
3759 started_moving = TRUE;
3762 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
3763 EL_BD_MAGIC_WALL_FILLING);
3764 Store[x][y] = element;
3767 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID)
3769 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
3774 InitMovingField(x, y, MV_DOWN);
3775 started_moving = TRUE;
3777 Store[x][y] = EL_ACID;
3779 /* !!! TEST !!! better use "_FALLING" etc. !!! */
3780 GfxAction[x][y + 1] = ACTION_ACTIVE;
3785 else if (game.engine_version < RELEASE_IDENT(2,2,0,7) &&
3786 CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3787 JustStopped[x][y] && !Pushed[x][y + 1])
3789 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3793 /* calling "Impact()" here is not only completely unneccessary
3794 (because it already gets called from "ContinueMoving()" in
3795 all relevant situations), but also completely bullshit, because
3796 "JustStopped" also indicates a finished *horizontal* movement;
3797 we must keep this trash for backwards compatibility with older
3803 else if (IS_FREE(x, y + 1) && element == EL_SPRING && use_spring_bug)
3805 if (MovDir[x][y] == MV_NO_MOVING)
3807 InitMovingField(x, y, MV_DOWN);
3808 started_moving = TRUE;
3811 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
3813 if (JustStopped[x][y]) /* prevent animation from being restarted */
3814 MovDir[x][y] = MV_DOWN;
3816 InitMovingField(x, y, MV_DOWN);
3817 started_moving = TRUE;
3819 else if (element == EL_AMOEBA_DROP)
3821 Feld[x][y] = EL_AMOEBA_GROWING;
3822 Store[x][y] = EL_AMOEBA_WET;
3824 /* Store[x][y + 1] must be zero, because:
3825 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY
3828 #if OLD_GAME_BEHAVIOUR
3829 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1])
3831 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] &&
3832 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3833 element != EL_DX_SUPABOMB)
3836 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
3837 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
3838 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3839 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
3842 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
3843 (IS_FREE(x - 1, y + 1) ||
3844 Feld[x - 1][y + 1] == EL_ACID));
3845 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
3846 (IS_FREE(x + 1, y + 1) ||
3847 Feld[x + 1][y + 1] == EL_ACID));
3848 boolean can_fall_any = (can_fall_left || can_fall_right);
3849 boolean can_fall_both = (can_fall_left && can_fall_right);
3851 if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
3853 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
3855 if (slippery_type == SLIPPERY_ONLY_LEFT)
3856 can_fall_right = FALSE;
3857 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
3858 can_fall_left = FALSE;
3859 else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
3860 can_fall_right = FALSE;
3861 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
3862 can_fall_left = FALSE;
3864 can_fall_any = (can_fall_left || can_fall_right);
3865 can_fall_both = (can_fall_left && can_fall_right);
3870 if (can_fall_both &&
3871 (game.emulation != EMU_BOULDERDASH &&
3872 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
3873 can_fall_left = !(can_fall_right = RND(2));
3875 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
3876 started_moving = TRUE;
3879 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
3881 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
3882 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
3883 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
3884 int belt_dir = game.belt_dir[belt_nr];
3886 if ((belt_dir == MV_LEFT && left_is_free) ||
3887 (belt_dir == MV_RIGHT && right_is_free))
3889 InitMovingField(x, y, belt_dir);
3890 started_moving = TRUE;
3892 GfxAction[x][y] = ACTION_DEFAULT;
3897 /* not "else if" because of elements that can fall and move (EL_SPRING) */
3898 if (CAN_MOVE(element) && !started_moving)
3902 if ((element == EL_SATELLITE ||
3903 element == EL_BALLOON ||
3904 element == EL_SPRING)
3905 && JustBeingPushed(x, y))
3910 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
3911 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
3913 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
3915 Moving2Blocked(x, y, &newx, &newy);
3916 if (Feld[newx][newy] == EL_BLOCKED)
3917 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
3922 if (!MovDelay[x][y]) /* start new movement phase */
3924 /* all objects that can change their move direction after each step
3925 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
3927 if (element != EL_YAMYAM &&
3928 element != EL_DARK_YAMYAM &&
3929 element != EL_PACMAN &&
3930 !(element_info[element].move_pattern & MV_ANY_DIRECTION) &&
3931 element_info[element].move_pattern != MV_TURNING_LEFT &&
3932 element_info[element].move_pattern != MV_TURNING_RIGHT)
3936 if (MovDelay[x][y] && (element == EL_BUG ||
3937 element == EL_SPACESHIP ||
3938 element == EL_SP_SNIKSNAK ||
3939 element == EL_SP_ELECTRON ||
3940 element == EL_MOLE))
3941 DrawLevelField(x, y);
3945 if (MovDelay[x][y]) /* wait some time before next movement */
3950 if (element == EL_YAMYAM)
3953 el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT));
3954 DrawLevelElementAnimation(x, y, element);
3958 if (MovDelay[x][y]) /* element still has to wait some time */
3961 /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
3962 ResetGfxAnimation(x, y);
3964 GfxAction[x][y] = ACTION_WAITING;
3967 if (element == EL_ROBOT ||
3969 element == EL_PACMAN ||
3971 element == EL_YAMYAM ||
3972 element == EL_DARK_YAMYAM)
3975 DrawLevelElementAnimation(x, y, element);
3977 DrawLevelElementAnimationIfNeeded(x, y, element);
3979 PlaySoundLevelAction(x, y, ACTION_WAITING);
3981 else if (element == EL_SP_ELECTRON)
3982 DrawLevelElementAnimationIfNeeded(x, y, element);
3983 else if (element == EL_DRAGON)
3986 int dir = MovDir[x][y];
3987 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
3988 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
3989 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
3990 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
3991 dir == MV_UP ? IMG_FLAMES_1_UP :
3992 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
3993 int frame = getGraphicAnimationFrame(graphic, -1);
3995 for (i=1; i<=3; i++)
3997 int xx = x + i*dx, yy = y + i*dy;
3998 int sx = SCREENX(xx), sy = SCREENY(yy);
3999 int flame_graphic = graphic + (i - 1);
4001 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
4006 int flamed = MovingOrBlocked2Element(xx, yy);
4008 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_FIRE(flamed))
4011 RemoveMovingField(xx, yy);
4013 Feld[xx][yy] = EL_FLAMES;
4014 if (IN_SCR_FIELD(sx, sy))
4015 DrawGraphic(sx, sy, flame_graphic, frame);
4019 if (Feld[xx][yy] == EL_FLAMES)
4020 Feld[xx][yy] = EL_EMPTY;
4021 DrawLevelField(xx, yy);
4026 if (MovDelay[x][y]) /* element still has to wait some time */
4028 PlaySoundLevelAction(x, y, ACTION_WAITING);
4033 /* special case of "moving" animation of waiting elements (FIX THIS !!!);
4034 for all other elements GfxAction will be set by InitMovingField() */
4035 if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
4036 GfxAction[x][y] = ACTION_MOVING;
4039 /* now make next step */
4041 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
4043 if (DONT_COLLIDE_WITH(element) &&
4044 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
4045 !PLAYER_PROTECTED(newx, newy))
4048 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
4051 /* player killed by element which is deadly when colliding with */
4053 KillHero(PLAYERINFO(newx, newy));
4058 else if ((element == EL_PENGUIN ||
4059 element == EL_ROBOT ||
4060 element == EL_SATELLITE ||
4061 element == EL_BALLOON ||
4062 IS_CUSTOM_ELEMENT(element)) &&
4063 IN_LEV_FIELD(newx, newy) &&
4064 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
4067 Store[x][y] = EL_ACID;
4069 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
4071 if (Feld[newx][newy] == EL_EXIT_OPEN)
4073 Feld[x][y] = EL_EMPTY;
4074 DrawLevelField(x, y);
4076 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING);
4077 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
4078 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
4080 local_player->friends_still_needed--;
4081 if (!local_player->friends_still_needed &&
4082 !local_player->GameOver && AllPlayersGone)
4083 local_player->LevelSolved = local_player->GameOver = TRUE;
4087 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
4089 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
4090 DrawLevelField(newx, newy);
4092 MovDir[x][y] = MV_NO_MOVING;
4094 else if (!IS_FREE(newx, newy))
4096 GfxAction[x][y] = ACTION_WAITING;
4098 if (IS_PLAYER(x, y))
4099 DrawPlayerField(x, y);
4101 DrawLevelField(x, y);
4105 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
4107 if (IS_FOOD_PIG(Feld[newx][newy]))
4109 if (IS_MOVING(newx, newy))
4110 RemoveMovingField(newx, newy);
4113 Feld[newx][newy] = EL_EMPTY;
4114 DrawLevelField(newx, newy);
4117 PlaySoundLevel(x, y, SND_PIG_DIGGING);
4119 else if (!IS_FREE(newx, newy))
4121 if (IS_PLAYER(x, y))
4122 DrawPlayerField(x, y);
4124 DrawLevelField(x, y);
4128 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
4130 if (!IS_FREE(newx, newy))
4132 if (IS_PLAYER(x, y))
4133 DrawPlayerField(x, y);
4135 DrawLevelField(x, y);
4140 boolean wanna_flame = !RND(10);
4141 int dx = newx - x, dy = newy - y;
4142 int newx1 = newx+1*dx, newy1 = newy+1*dy;
4143 int newx2 = newx+2*dx, newy2 = newy+2*dy;
4144 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
4145 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
4146 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
4147 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
4150 IS_CLASSIC_ENEMY(element1) ||
4151 IS_CLASSIC_ENEMY(element2)) &&
4152 element1 != EL_DRAGON && element2 != EL_DRAGON &&
4153 element1 != EL_FLAMES && element2 != EL_FLAMES)
4155 if (IS_PLAYER(x, y))
4156 DrawPlayerField(x, y);
4158 DrawLevelField(x, y);
4160 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
4162 MovDelay[x][y] = 50;
4163 Feld[newx][newy] = EL_FLAMES;
4164 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
4165 Feld[newx1][newy1] = EL_FLAMES;
4166 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
4167 Feld[newx2][newy2] = EL_FLAMES;
4172 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
4173 Feld[newx][newy] == EL_DIAMOND)
4175 if (IS_MOVING(newx, newy))
4176 RemoveMovingField(newx, newy);
4179 Feld[newx][newy] = EL_EMPTY;
4180 DrawLevelField(newx, newy);
4183 PlaySoundLevel(x, y, SND_YAMYAM_DIGGING);
4185 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
4186 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
4188 if (AmoebaNr[newx][newy])
4190 AmoebaCnt2[AmoebaNr[newx][newy]]--;
4191 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
4192 Feld[newx][newy] == EL_BD_AMOEBA)
4193 AmoebaCnt[AmoebaNr[newx][newy]]--;
4196 if (IS_MOVING(newx, newy))
4197 RemoveMovingField(newx, newy);
4200 Feld[newx][newy] = EL_EMPTY;
4201 DrawLevelField(newx, newy);
4204 PlaySoundLevel(x, y, SND_DARK_YAMYAM_DIGGING);
4206 else if ((element == EL_PACMAN || element == EL_MOLE)
4207 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
4209 if (AmoebaNr[newx][newy])
4211 AmoebaCnt2[AmoebaNr[newx][newy]]--;
4212 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
4213 Feld[newx][newy] == EL_BD_AMOEBA)
4214 AmoebaCnt[AmoebaNr[newx][newy]]--;
4217 if (element == EL_MOLE)
4219 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
4220 PlaySoundLevel(x, y, SND_MOLE_DIGGING);
4222 ResetGfxAnimation(x, y);
4223 GfxAction[x][y] = ACTION_DIGGING;
4224 DrawLevelField(x, y);
4226 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
4227 return; /* wait for shrinking amoeba */
4229 else /* element == EL_PACMAN */
4231 Feld[newx][newy] = EL_EMPTY;
4232 DrawLevelField(newx, newy);
4233 PlaySoundLevel(x, y, SND_PACMAN_DIGGING);
4236 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
4237 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
4238 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
4240 /* wait for shrinking amoeba to completely disappear */
4243 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
4245 /* object was running against a wall */
4250 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
4251 DrawLevelElementAnimation(x, y, element);
4253 if (element == EL_BUG ||
4254 element == EL_SPACESHIP ||
4255 element == EL_SP_SNIKSNAK)
4256 DrawLevelField(x, y);
4257 else if (element == EL_MOLE)
4258 DrawLevelField(x, y);
4259 else if (element == EL_BD_BUTTERFLY ||
4260 element == EL_BD_FIREFLY)
4261 DrawLevelElementAnimationIfNeeded(x, y, element);
4262 else if (element == EL_SATELLITE)
4263 DrawLevelElementAnimationIfNeeded(x, y, element);
4264 else if (element == EL_SP_ELECTRON)
4265 DrawLevelElementAnimationIfNeeded(x, y, element);
4268 if (DONT_TOUCH(element))
4269 TestIfBadThingTouchesHero(x, y);
4272 PlaySoundLevelAction(x, y, ACTION_WAITING);
4278 InitMovingField(x, y, MovDir[x][y]);
4280 PlaySoundLevelAction(x, y, ACTION_MOVING);
4284 ContinueMoving(x, y);
4287 void ContinueMoving(int x, int y)
4289 int element = Feld[x][y];
4290 int direction = MovDir[x][y];
4291 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4292 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4293 int newx = x + dx, newy = y + dy;
4294 int nextx = newx + dx, nexty = newy + dy;
4295 boolean pushed = Pushed[x][y];
4297 MovPos[x][y] += getElementMoveStepsize(x, y);
4299 if (pushed) /* special case: moving object pushed by player */
4300 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
4302 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
4304 Feld[x][y] = EL_EMPTY;
4305 Feld[newx][newy] = element;
4306 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
4308 if (element == EL_MOLE)
4310 Feld[x][y] = EL_SAND;
4312 DrawLevelFieldCrumbledSandNeighbours(x, y);
4314 else if (element == EL_QUICKSAND_FILLING)
4316 element = Feld[newx][newy] = get_next_element(element);
4317 Store[newx][newy] = Store[x][y];
4319 else if (element == EL_QUICKSAND_EMPTYING)
4321 Feld[x][y] = get_next_element(element);
4322 element = Feld[newx][newy] = Store[x][y];
4324 else if (element == EL_MAGIC_WALL_FILLING)
4326 element = Feld[newx][newy] = get_next_element(element);
4327 if (!game.magic_wall_active)
4328 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
4329 Store[newx][newy] = Store[x][y];
4331 else if (element == EL_MAGIC_WALL_EMPTYING)
4333 Feld[x][y] = get_next_element(element);
4334 if (!game.magic_wall_active)
4335 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4336 element = Feld[newx][newy] = Store[x][y];
4338 else if (element == EL_BD_MAGIC_WALL_FILLING)
4340 element = Feld[newx][newy] = get_next_element(element);
4341 if (!game.magic_wall_active)
4342 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
4343 Store[newx][newy] = Store[x][y];
4345 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
4347 Feld[x][y] = get_next_element(element);
4348 if (!game.magic_wall_active)
4349 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
4350 element = Feld[newx][newy] = Store[x][y];
4352 else if (element == EL_AMOEBA_DROPPING)
4354 Feld[x][y] = get_next_element(element);
4355 element = Feld[newx][newy] = Store[x][y];
4357 else if (element == EL_SOKOBAN_OBJECT)
4360 Feld[x][y] = Back[x][y];
4362 if (Back[newx][newy])
4363 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
4365 Back[x][y] = Back[newx][newy] = 0;
4367 else if (Store[x][y] == EL_ACID)
4369 element = Feld[newx][newy] = EL_ACID;
4373 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
4374 MovDelay[newx][newy] = 0;
4376 /* copy element change control values to new field */
4377 ChangeDelay[newx][newy] = ChangeDelay[x][y];
4379 /* copy animation control values to new field */
4380 GfxFrame[newx][newy] = GfxFrame[x][y];
4381 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
4382 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
4384 Pushed[x][y] = Pushed[newx][newy] = FALSE;
4386 ResetGfxAnimation(x, y); /* reset animation values for old field */
4389 /* 2.1.1 (does not work correctly for spring) */
4390 if (!CAN_MOVE(element))
4391 MovDir[newx][newy] = 0;
4395 /* (does not work for falling objects that slide horizontally) */
4396 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
4397 MovDir[newx][newy] = 0;
4400 if (!CAN_MOVE(element) ||
4401 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
4402 MovDir[newx][newy] = 0;
4405 if (!CAN_MOVE(element) ||
4406 (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN))
4407 MovDir[newx][newy] = 0;
4411 DrawLevelField(x, y);
4412 DrawLevelField(newx, newy);
4414 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
4416 if (!pushed) /* special case: moving object pushed by player */
4417 JustStopped[newx][newy] = 3;
4419 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
4421 TestIfBadThingTouchesHero(newx, newy);
4422 TestIfBadThingTouchesFriend(newx, newy);
4423 TestIfBadThingTouchesOtherBadThing(newx, newy);
4425 else if (element == EL_PENGUIN)
4426 TestIfFriendTouchesBadThing(newx, newy);
4428 if (CAN_FALL(element) && direction == MV_DOWN &&
4429 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
4432 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
4433 CheckElementChange(newx, newy, element, CE_COLLISION);
4435 TestIfPlayerTouchesCustomElement(newx, newy);
4436 TestIfElementTouchesCustomElement(newx, newy);
4438 else /* still moving on */
4440 DrawLevelField(x, y);
4444 int AmoebeNachbarNr(int ax, int ay)
4447 int element = Feld[ax][ay];
4449 static int xy[4][2] =
4459 int x = ax + xy[i][0];
4460 int y = ay + xy[i][1];
4462 if (!IN_LEV_FIELD(x, y))
4465 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
4466 group_nr = AmoebaNr[x][y];
4472 void AmoebenVereinigen(int ax, int ay)
4474 int i, x, y, xx, yy;
4475 int new_group_nr = AmoebaNr[ax][ay];
4476 static int xy[4][2] =
4484 if (new_group_nr == 0)
4492 if (!IN_LEV_FIELD(x, y))
4495 if ((Feld[x][y] == EL_AMOEBA_FULL ||
4496 Feld[x][y] == EL_BD_AMOEBA ||
4497 Feld[x][y] == EL_AMOEBA_DEAD) &&
4498 AmoebaNr[x][y] != new_group_nr)
4500 int old_group_nr = AmoebaNr[x][y];
4502 if (old_group_nr == 0)
4505 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
4506 AmoebaCnt[old_group_nr] = 0;
4507 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
4508 AmoebaCnt2[old_group_nr] = 0;
4510 for (yy=0; yy<lev_fieldy; yy++)
4512 for (xx=0; xx<lev_fieldx; xx++)
4514 if (AmoebaNr[xx][yy] == old_group_nr)
4515 AmoebaNr[xx][yy] = new_group_nr;
4522 void AmoebeUmwandeln(int ax, int ay)
4526 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
4528 int group_nr = AmoebaNr[ax][ay];
4533 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
4534 printf("AmoebeUmwandeln(): This should never happen!\n");
4539 for (y=0; y<lev_fieldy; y++)
4541 for (x=0; x<lev_fieldx; x++)
4543 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
4546 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
4550 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
4551 SND_AMOEBA_TURNING_TO_GEM :
4552 SND_AMOEBA_TURNING_TO_ROCK));
4557 static int xy[4][2] =
4570 if (!IN_LEV_FIELD(x, y))
4573 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
4575 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
4576 SND_AMOEBA_TURNING_TO_GEM :
4577 SND_AMOEBA_TURNING_TO_ROCK));
4584 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
4587 int group_nr = AmoebaNr[ax][ay];
4588 boolean done = FALSE;
4593 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
4594 printf("AmoebeUmwandelnBD(): This should never happen!\n");
4599 for (y=0; y<lev_fieldy; y++)
4601 for (x=0; x<lev_fieldx; x++)
4603 if (AmoebaNr[x][y] == group_nr &&
4604 (Feld[x][y] == EL_AMOEBA_DEAD ||
4605 Feld[x][y] == EL_BD_AMOEBA ||
4606 Feld[x][y] == EL_AMOEBA_GROWING))
4609 Feld[x][y] = new_element;
4610 InitField(x, y, FALSE);
4611 DrawLevelField(x, y);
4618 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
4619 SND_BD_AMOEBA_TURNING_TO_ROCK :
4620 SND_BD_AMOEBA_TURNING_TO_GEM));
4623 void AmoebeWaechst(int x, int y)
4625 static unsigned long sound_delay = 0;
4626 static unsigned long sound_delay_value = 0;
4628 if (!MovDelay[x][y]) /* start new growing cycle */
4632 if (DelayReached(&sound_delay, sound_delay_value))
4635 PlaySoundLevelElementAction(x, y, Store[x][y], ACTION_GROWING);
4637 if (Store[x][y] == EL_BD_AMOEBA)
4638 PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
4640 PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
4642 sound_delay_value = 30;
4646 if (MovDelay[x][y]) /* wait some time before growing bigger */
4649 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4651 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
4652 6 - MovDelay[x][y]);
4654 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
4657 if (!MovDelay[x][y])
4659 Feld[x][y] = Store[x][y];
4661 DrawLevelField(x, y);
4666 void AmoebaDisappearing(int x, int y)
4668 static unsigned long sound_delay = 0;
4669 static unsigned long sound_delay_value = 0;
4671 if (!MovDelay[x][y]) /* start new shrinking cycle */
4675 if (DelayReached(&sound_delay, sound_delay_value))
4676 sound_delay_value = 30;
4679 if (MovDelay[x][y]) /* wait some time before shrinking */
4682 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4684 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
4685 6 - MovDelay[x][y]);
4687 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
4690 if (!MovDelay[x][y])
4692 Feld[x][y] = EL_EMPTY;
4693 DrawLevelField(x, y);
4695 /* don't let mole enter this field in this cycle;
4696 (give priority to objects falling to this field from above) */
4702 void AmoebeAbleger(int ax, int ay)
4705 int element = Feld[ax][ay];
4706 int graphic = el2img(element);
4707 int newax = ax, neway = ay;
4708 static int xy[4][2] =
4716 if (!level.amoeba_speed)
4718 Feld[ax][ay] = EL_AMOEBA_DEAD;
4719 DrawLevelField(ax, ay);
4723 if (IS_ANIMATED(graphic))
4724 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4726 if (!MovDelay[ax][ay]) /* start making new amoeba field */
4727 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
4729 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
4732 if (MovDelay[ax][ay])
4736 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
4739 int x = ax + xy[start][0];
4740 int y = ay + xy[start][1];
4742 if (!IN_LEV_FIELD(x, y))
4745 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
4746 if (IS_FREE(x, y) ||
4747 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4753 if (newax == ax && neway == ay)
4756 else /* normal or "filled" (BD style) amoeba */
4759 boolean waiting_for_player = FALSE;
4763 int j = (start + i) % 4;
4764 int x = ax + xy[j][0];
4765 int y = ay + xy[j][1];
4767 if (!IN_LEV_FIELD(x, y))
4770 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
4771 if (IS_FREE(x, y) ||
4772 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4778 else if (IS_PLAYER(x, y))
4779 waiting_for_player = TRUE;
4782 if (newax == ax && neway == ay) /* amoeba cannot grow */
4784 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
4786 Feld[ax][ay] = EL_AMOEBA_DEAD;
4787 DrawLevelField(ax, ay);
4788 AmoebaCnt[AmoebaNr[ax][ay]]--;
4790 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
4792 if (element == EL_AMOEBA_FULL)
4793 AmoebeUmwandeln(ax, ay);
4794 else if (element == EL_BD_AMOEBA)
4795 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
4800 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
4802 /* amoeba gets larger by growing in some direction */
4804 int new_group_nr = AmoebaNr[ax][ay];
4807 if (new_group_nr == 0)
4809 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
4810 printf("AmoebeAbleger(): This should never happen!\n");
4815 AmoebaNr[newax][neway] = new_group_nr;
4816 AmoebaCnt[new_group_nr]++;
4817 AmoebaCnt2[new_group_nr]++;
4819 /* if amoeba touches other amoeba(s) after growing, unify them */
4820 AmoebenVereinigen(newax, neway);
4822 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
4824 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
4830 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
4831 (neway == lev_fieldy - 1 && newax != ax))
4833 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
4834 Store[newax][neway] = element;
4836 else if (neway == ay)
4838 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
4840 PlaySoundLevelAction(newax, neway, ACTION_GROWING);
4842 PlaySoundLevel(newax, neway, SND_AMOEBA_GROWING);
4847 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
4848 Feld[ax][ay] = EL_AMOEBA_DROPPING;
4849 Store[ax][ay] = EL_AMOEBA_DROP;
4850 ContinueMoving(ax, ay);
4854 DrawLevelField(newax, neway);
4857 void Life(int ax, int ay)
4860 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
4862 int element = Feld[ax][ay];
4863 int graphic = el2img(element);
4864 boolean changed = FALSE;
4866 if (IS_ANIMATED(graphic))
4867 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4872 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
4873 MovDelay[ax][ay] = life_time;
4875 if (MovDelay[ax][ay]) /* wait some time before next cycle */
4878 if (MovDelay[ax][ay])
4882 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
4884 int xx = ax+x1, yy = ay+y1;
4887 if (!IN_LEV_FIELD(xx, yy))
4890 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
4892 int x = xx+x2, y = yy+y2;
4894 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
4897 if (((Feld[x][y] == element ||
4898 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
4900 (IS_FREE(x, y) && Stop[x][y]))
4904 if (xx == ax && yy == ay) /* field in the middle */
4906 if (nachbarn < life[0] || nachbarn > life[1])
4908 Feld[xx][yy] = EL_EMPTY;
4910 DrawLevelField(xx, yy);
4911 Stop[xx][yy] = TRUE;
4915 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
4916 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
4917 { /* free border field */
4918 if (nachbarn >= life[2] && nachbarn <= life[3])
4920 Feld[xx][yy] = element;
4921 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
4923 DrawLevelField(xx, yy);
4924 Stop[xx][yy] = TRUE;
4931 PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
4932 SND_GAME_OF_LIFE_GROWING);
4935 static void InitRobotWheel(int x, int y)
4937 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4940 static void RunRobotWheel(int x, int y)
4942 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
4945 static void StopRobotWheel(int x, int y)
4947 if (ZX == x && ZY == y)
4951 static void InitTimegateWheel(int x, int y)
4953 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4956 static void RunTimegateWheel(int x, int y)
4958 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
4961 void CheckExit(int x, int y)
4963 if (local_player->gems_still_needed > 0 ||
4964 local_player->sokobanfields_still_needed > 0 ||
4965 local_player->lights_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_EXIT_OPENING;
4978 PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING);
4981 void CheckExitSP(int x, int y)
4983 if (local_player->gems_still_needed > 0)
4985 int element = Feld[x][y];
4986 int graphic = el2img(element);
4988 if (IS_ANIMATED(graphic))
4989 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4994 Feld[x][y] = EL_SP_EXIT_OPEN;
4996 PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
4999 static void CloseAllOpenTimegates()
5003 for (y=0; y<lev_fieldy; y++)
5005 for (x=0; x<lev_fieldx; x++)
5007 int element = Feld[x][y];
5009 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
5011 Feld[x][y] = EL_TIMEGATE_CLOSING;
5013 PlaySoundLevelAction(x, y, ACTION_CLOSING);
5015 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
5022 void EdelsteinFunkeln(int x, int y)
5024 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
5027 if (Feld[x][y] == EL_BD_DIAMOND)
5030 if (MovDelay[x][y] == 0) /* next animation frame */
5031 MovDelay[x][y] = 11 * !SimpleRND(500);
5033 if (MovDelay[x][y] != 0) /* wait some time before next frame */
5037 if (setup.direct_draw && MovDelay[x][y])
5038 SetDrawtoField(DRAW_BUFFERED);
5040 DrawLevelElementAnimation(x, y, Feld[x][y]);
5042 if (MovDelay[x][y] != 0)
5044 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
5045 10 - MovDelay[x][y]);
5047 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
5049 if (setup.direct_draw)
5053 dest_x = FX + SCREENX(x) * TILEX;
5054 dest_y = FY + SCREENY(y) * TILEY;
5056 BlitBitmap(drawto_field, window,
5057 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
5058 SetDrawtoField(DRAW_DIRECT);
5064 void MauerWaechst(int x, int y)
5068 if (!MovDelay[x][y]) /* next animation frame */
5069 MovDelay[x][y] = 3 * delay;
5071 if (MovDelay[x][y]) /* wait some time before next frame */
5075 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5077 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
5078 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
5080 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5083 if (!MovDelay[x][y])
5085 if (MovDir[x][y] == MV_LEFT)
5087 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
5088 DrawLevelField(x - 1, y);
5090 else if (MovDir[x][y] == MV_RIGHT)
5092 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
5093 DrawLevelField(x + 1, y);
5095 else if (MovDir[x][y] == MV_UP)
5097 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
5098 DrawLevelField(x, y - 1);
5102 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
5103 DrawLevelField(x, y + 1);
5106 Feld[x][y] = Store[x][y];
5108 MovDir[x][y] = MV_NO_MOVING;
5109 DrawLevelField(x, y);
5114 void MauerAbleger(int ax, int ay)
5116 int element = Feld[ax][ay];
5117 int graphic = el2img(element);
5118 boolean oben_frei = FALSE, unten_frei = FALSE;
5119 boolean links_frei = FALSE, rechts_frei = FALSE;
5120 boolean oben_massiv = FALSE, unten_massiv = FALSE;
5121 boolean links_massiv = FALSE, rechts_massiv = FALSE;
5122 boolean new_wall = FALSE;
5124 if (IS_ANIMATED(graphic))
5125 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
5127 if (!MovDelay[ax][ay]) /* start building new wall */
5128 MovDelay[ax][ay] = 6;
5130 if (MovDelay[ax][ay]) /* wait some time before building new wall */
5133 if (MovDelay[ax][ay])
5137 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
5139 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
5141 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
5143 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
5146 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
5147 element == EL_EXPANDABLE_WALL_ANY)
5151 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
5152 Store[ax][ay-1] = element;
5153 MovDir[ax][ay-1] = MV_UP;
5154 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
5155 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
5156 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
5161 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
5162 Store[ax][ay+1] = element;
5163 MovDir[ax][ay+1] = MV_DOWN;
5164 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
5165 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
5166 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
5171 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5172 element == EL_EXPANDABLE_WALL_ANY ||
5173 element == EL_EXPANDABLE_WALL)
5177 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
5178 Store[ax-1][ay] = element;
5179 MovDir[ax-1][ay] = MV_LEFT;
5180 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
5181 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
5182 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
5188 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
5189 Store[ax+1][ay] = element;
5190 MovDir[ax+1][ay] = MV_RIGHT;
5191 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
5192 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
5193 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
5198 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
5199 DrawLevelField(ax, ay);
5201 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
5203 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
5204 unten_massiv = TRUE;
5205 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
5206 links_massiv = TRUE;
5207 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
5208 rechts_massiv = TRUE;
5210 if (((oben_massiv && unten_massiv) ||
5211 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5212 element == EL_EXPANDABLE_WALL) &&
5213 ((links_massiv && rechts_massiv) ||
5214 element == EL_EXPANDABLE_WALL_VERTICAL))
5215 Feld[ax][ay] = EL_WALL;
5219 PlaySoundLevelAction(ax, ay, ACTION_GROWING);
5221 PlaySoundLevel(ax, ay, SND_EXPANDABLE_WALL_GROWING);
5225 void CheckForDragon(int x, int y)
5228 boolean dragon_found = FALSE;
5229 static int xy[4][2] =
5241 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
5243 if (IN_LEV_FIELD(xx, yy) &&
5244 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
5246 if (Feld[xx][yy] == EL_DRAGON)
5247 dragon_found = TRUE;
5260 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
5262 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
5264 Feld[xx][yy] = EL_EMPTY;
5265 DrawLevelField(xx, yy);
5274 static void InitBuggyBase(int x, int y)
5276 int element = Feld[x][y];
5277 int activating_delay = FRAMES_PER_SECOND / 4;
5280 (element == EL_SP_BUGGY_BASE ?
5281 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
5282 element == EL_SP_BUGGY_BASE_ACTIVATING ?
5284 element == EL_SP_BUGGY_BASE_ACTIVE ?
5285 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
5288 static void WarnBuggyBase(int x, int y)
5291 static int xy[4][2] =
5301 int xx = x + xy[i][0], yy = y + xy[i][1];
5303 if (IS_PLAYER(xx, yy))
5305 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
5312 static void InitTrap(int x, int y)
5314 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
5317 static void ActivateTrap(int x, int y)
5319 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
5322 static void ChangeActiveTrap(int x, int y)
5324 int graphic = IMG_TRAP_ACTIVE;
5326 /* if new animation frame was drawn, correct crumbled sand border */
5327 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
5328 DrawLevelFieldCrumbledSand(x, y);
5331 static void ChangeElementNowExt(int x, int y, int target_element)
5333 /* check if element under player changes from accessible to unaccessible
5334 (needed for special case of dropping element which then changes) */
5335 if (IS_PLAYER(x, y) && !PLAYER_PROTECTED(x, y) &&
5336 IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(target_element))
5343 Feld[x][y] = target_element;
5345 Changed[x][y] = TRUE; /* no more changes in this frame */
5347 ResetGfxAnimation(x, y);
5348 ResetRandomAnimationValue(x, y);
5350 InitField(x, y, FALSE);
5351 if (CAN_MOVE(Feld[x][y]))
5354 DrawLevelField(x, y);
5356 if (CAN_BE_CRUMBLED(Feld[x][y]))
5357 DrawLevelFieldCrumbledSandNeighbours(x, y);
5359 TestIfBadThingTouchesHero(x, y);
5360 TestIfPlayerTouchesCustomElement(x, y);
5361 TestIfElementTouchesCustomElement(x, y);
5363 if (ELEM_IS_PLAYER(target_element))
5364 RelocatePlayer(x, y, target_element);
5367 static void ChangeElementNow(int x, int y, int element, int page)
5369 struct ElementChangeInfo *change = &element_info[element].change_page[page];
5371 Changed[x][y] = TRUE; /* no more changes in this frame */
5373 CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_IS_CHANGING);
5375 if (change->explode)
5381 if (change->use_content)
5383 boolean complete_change = TRUE;
5384 boolean can_change[3][3];
5387 for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
5389 boolean half_destructible;
5390 int ex = x + xx - 1;
5391 int ey = y + yy - 1;
5394 can_change[xx][yy] = TRUE;
5396 if (ex == x && ey == y) /* do not check changing element itself */
5399 if (change->content[xx][yy] == EL_EMPTY_SPACE)
5401 can_change[xx][yy] = FALSE; /* do not change empty borders */
5406 if (!IN_LEV_FIELD(ex, ey))
5408 can_change[xx][yy] = FALSE;
5409 complete_change = FALSE;
5416 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5417 e = MovingOrBlocked2Element(ex, ey);
5419 half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e));
5421 if ((change->power <= CP_NON_DESTRUCTIVE && !IS_FREE(ex, ey)) ||
5422 (change->power <= CP_HALF_DESTRUCTIVE && !half_destructible) ||
5423 (change->power <= CP_FULL_DESTRUCTIVE && IS_INDESTRUCTIBLE(e)))
5425 can_change[xx][yy] = FALSE;
5426 complete_change = FALSE;
5430 if (!change->only_complete || complete_change)
5432 boolean something_has_changed = FALSE;
5434 if (change->only_complete && change->use_random_change &&
5435 RND(100) < change->random)
5438 for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
5440 int ex = x + xx - 1;
5441 int ey = y + yy - 1;
5443 if (can_change[xx][yy] && (!change->use_random_change ||
5444 RND(100) < change->random))
5446 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5447 RemoveMovingField(ex, ey);
5449 ChangeElementNowExt(ex, ey, change->content[xx][yy]);
5451 something_has_changed = TRUE;
5453 /* for symmetry reasons, freeze newly created border elements */
5454 if (ex != x || ey != y)
5455 Stop[ex][ey] = TRUE; /* no more moving in this frame */
5459 if (something_has_changed)
5460 PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING);
5465 ChangeElementNowExt(x, y, change->target_element);
5467 PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING);
5471 static void ChangeElement(int x, int y, int page)
5473 int element = MovingOrBlocked2Element(x, y);
5474 struct ElementChangeInfo *change = &element_info[element].change_page[page];
5476 if (ChangeDelay[x][y] == 0) /* initialize element change */
5478 ChangeDelay[x][y] = ( change->delay_fixed * change->delay_frames +
5479 RND(change->delay_random * change->delay_frames)) + 1;
5481 ResetGfxAnimation(x, y);
5482 ResetRandomAnimationValue(x, y);
5484 if (change->pre_change_function)
5485 change->pre_change_function(x, y);
5488 ChangeDelay[x][y]--;
5490 if (ChangeDelay[x][y] != 0) /* continue element change */
5492 int graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5494 if (IS_ANIMATED(graphic))
5495 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5497 if (change->change_function)
5498 change->change_function(x, y);
5500 else /* finish element change */
5502 if (IS_MOVING(x, y)) /* never change a running system ;-) */
5504 ChangeDelay[x][y] = 1; /* try change after next move step */
5509 ChangeElementNow(x, y, element, page);
5511 if (change->post_change_function)
5512 change->post_change_function(x, y);
5516 static boolean CheckTriggeredElementChange(int lx, int ly, int trigger_element,
5521 if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
5525 /* prevent this function from running into a loop */
5526 if (trigger_event == CE_OTHER_IS_CHANGING)
5527 Changed[lx][ly] = TRUE;
5530 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
5532 int element = EL_CUSTOM_START + i;
5535 boolean change_element = FALSE;
5538 if (!CAN_CHANGE(element) ||
5539 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
5542 for (j=0; j < element_info[element].num_change_pages; j++)
5544 if (element_info[element].change_page[j].trigger_element ==
5547 change_element = TRUE;
5554 if (!change_element)
5558 if (!CAN_CHANGE(element) ||
5559 !HAS_ANY_CHANGE_EVENT(element, trigger_event) ||
5560 element_info[element].change->trigger_element != trigger_element)
5564 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5566 if (x == lx && y == ly) /* do not change trigger element itself */
5569 if (Changed[x][y]) /* do not change already changed elements */
5572 if (Feld[x][y] == element)
5574 ChangeDelay[x][y] = 1;
5575 ChangeElement(x, y, page);
5578 Changed[x][y] = TRUE; /* prevent element from being changed again */
5585 /* reset change prevention array */
5586 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5587 Changed[x][y] = FALSE;
5593 static boolean CheckElementChangeExt(int x, int y, int element,
5594 int trigger_event, int page)
5596 if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
5599 if (Feld[x][y] == EL_BLOCKED)
5600 Blocked2Moving(x, y, &x, &y);
5602 ChangeDelay[x][y] = 1;
5603 ChangeElement(x, y, page);
5608 static boolean CheckElementChange(int x, int y, int element, int trigger_event)
5610 int page = element_info[element].event_page_num[trigger_event];
5612 return CheckElementChangeExt(x, y, element, trigger_event, page);
5615 static void PlayerActions(struct PlayerInfo *player, byte player_action)
5617 static byte stored_player_action[MAX_PLAYERS];
5618 static int num_stored_actions = 0;
5619 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
5620 int left = player_action & JOY_LEFT;
5621 int right = player_action & JOY_RIGHT;
5622 int up = player_action & JOY_UP;
5623 int down = player_action & JOY_DOWN;
5624 int button1 = player_action & JOY_BUTTON_1;
5625 int button2 = player_action & JOY_BUTTON_2;
5626 int dx = (left ? -1 : right ? 1 : 0);
5627 int dy = (up ? -1 : down ? 1 : 0);
5629 stored_player_action[player->index_nr] = 0;
5630 num_stored_actions++;
5632 if (!player->active || tape.pausing)
5638 snapped = SnapField(player, dx, dy);
5642 dropped = DropElement(player);
5644 moved = MoveFigure(player, dx, dy);
5647 if (tape.single_step && tape.recording && !tape.pausing)
5649 if (button1 || (dropped && !moved))
5651 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5652 SnapField(player, 0, 0); /* stop snapping */
5656 stored_player_action[player->index_nr] = player_action;
5660 /* no actions for this player (no input at player's configured device) */
5662 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
5663 SnapField(player, 0, 0);
5664 CheckGravityMovement(player);
5666 if (player->MovPos == 0)
5667 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
5669 if (player->MovPos == 0) /* needed for tape.playing */
5670 player->is_moving = FALSE;
5673 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
5675 TapeRecordAction(stored_player_action);
5676 num_stored_actions = 0;
5682 static unsigned long action_delay = 0;
5683 unsigned long action_delay_value;
5684 int magic_wall_x = 0, magic_wall_y = 0;
5685 int i, x, y, element, graphic;
5686 byte *recorded_player_action;
5687 byte summarized_player_action = 0;
5689 if (game_status != GAME_MODE_PLAYING)
5692 action_delay_value =
5693 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
5695 if (tape.playing && tape.index_search && !tape.pausing)
5696 action_delay_value = 0;
5698 /* ---------- main game synchronization point ---------- */
5700 WaitUntilDelayReached(&action_delay, action_delay_value);
5702 if (network_playing && !network_player_action_received)
5706 printf("DEBUG: try to get network player actions in time\n");
5710 #if defined(PLATFORM_UNIX)
5711 /* last chance to get network player actions without main loop delay */
5715 if (game_status != GAME_MODE_PLAYING)
5718 if (!network_player_action_received)
5722 printf("DEBUG: failed to get network player actions in time\n");
5732 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
5734 for (i=0; i<MAX_PLAYERS; i++)
5736 summarized_player_action |= stored_player[i].action;
5738 if (!network_playing)
5739 stored_player[i].effective_action = stored_player[i].action;
5742 #if defined(PLATFORM_UNIX)
5743 if (network_playing)
5744 SendToServer_MovePlayer(summarized_player_action);
5747 if (!options.network && !setup.team_mode)
5748 local_player->effective_action = summarized_player_action;
5750 for (i=0; i<MAX_PLAYERS; i++)
5752 int actual_player_action = stored_player[i].effective_action;
5754 if (stored_player[i].programmed_action)
5755 actual_player_action = stored_player[i].programmed_action;
5757 if (recorded_player_action)
5758 actual_player_action = recorded_player_action[i];
5760 PlayerActions(&stored_player[i], actual_player_action);
5761 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
5764 network_player_action_received = FALSE;
5766 ScrollScreen(NULL, SCROLL_GO_ON);
5772 for (i=0; i<MAX_PLAYERS; i++)
5773 stored_player[i].Frame++;
5777 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
5779 for (i=0; i<MAX_PLAYERS; i++)
5781 struct PlayerInfo *player = &stored_player[i];
5785 if (player->active && player->Pushing && player->is_moving &&
5788 ContinueMoving(x, y);
5790 /* continue moving after pushing (this is actually a bug) */
5791 if (!IS_MOVING(x, y))
5800 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5802 Changed[x][y] = FALSE;
5805 if (JustStopped[x][y] > 0)
5806 JustStopped[x][y]--;
5811 /* reset finished pushing action (not done in ContinueMoving() to allow
5812 continous pushing animation for elements with zero push delay) */
5813 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
5815 ResetGfxAnimation(x, y);
5816 DrawLevelField(x, y);
5821 if (IS_BLOCKED(x, y))
5825 Blocked2Moving(x, y, &oldx, &oldy);
5826 if (!IS_MOVING(oldx, oldy))
5828 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
5829 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
5830 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
5831 printf("GameActions(): This should never happen!\n");
5837 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5839 element = Feld[x][y];
5841 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5843 graphic = el2img(element);
5849 printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
5851 element = graphic = 0;
5855 if (graphic_info[graphic].anim_global_sync)
5856 GfxFrame[x][y] = FrameCounter;
5858 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
5859 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
5860 ResetRandomAnimationValue(x, y);
5862 SetRandomAnimationValue(x, y);
5865 PlaySoundLevelActionIfLoop(x, y, GfxAction[x][y]);
5868 if (IS_INACTIVE(element))
5870 if (IS_ANIMATED(graphic))
5871 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5877 /* this may take place after moving, so 'element' may have changed */
5878 if (IS_CHANGING(x, y))
5880 ChangeElement(x, y, element_info[element].event_page_num[CE_DELAY]);
5881 element = Feld[x][y];
5882 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5886 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
5891 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5893 if (element == EL_MOLE)
5894 printf("::: %d, %d, %d [%d]\n",
5895 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y],
5899 if (element == EL_YAMYAM)
5900 printf("::: %d, %d, %d\n",
5901 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
5905 if (IS_ANIMATED(graphic) &&
5909 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5912 if (element == EL_MOLE)
5913 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
5917 if (IS_GEM(element) || element == EL_SP_INFOTRON)
5918 EdelsteinFunkeln(x, y);
5920 else if ((element == EL_ACID ||
5921 element == EL_EXIT_OPEN ||
5922 element == EL_SP_EXIT_OPEN ||
5923 element == EL_SP_TERMINAL ||
5924 element == EL_SP_TERMINAL_ACTIVE ||
5925 element == EL_EXTRA_TIME ||
5926 element == EL_SHIELD_NORMAL ||
5927 element == EL_SHIELD_DEADLY) &&
5928 IS_ANIMATED(graphic))
5929 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5930 else if (IS_MOVING(x, y))
5931 ContinueMoving(x, y);
5932 else if (IS_ACTIVE_BOMB(element))
5933 CheckDynamite(x, y);
5935 else if (element == EL_EXPLOSION && !game.explosions_delayed)
5936 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
5938 else if (element == EL_AMOEBA_GROWING)
5939 AmoebeWaechst(x, y);
5940 else if (element == EL_AMOEBA_SHRINKING)
5941 AmoebaDisappearing(x, y);
5943 #if !USE_NEW_AMOEBA_CODE
5944 else if (IS_AMOEBALIVE(element))
5945 AmoebeAbleger(x, y);
5948 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
5950 else if (element == EL_EXIT_CLOSED)
5952 else if (element == EL_SP_EXIT_CLOSED)
5954 else if (element == EL_EXPANDABLE_WALL_GROWING)
5956 else if (element == EL_EXPANDABLE_WALL ||
5957 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5958 element == EL_EXPANDABLE_WALL_VERTICAL ||
5959 element == EL_EXPANDABLE_WALL_ANY)
5961 else if (element == EL_FLAMES)
5962 CheckForDragon(x, y);
5964 else if (IS_AUTO_CHANGING(element))
5965 ChangeElement(x, y);
5967 else if (element == EL_EXPLOSION)
5968 ; /* drawing of correct explosion animation is handled separately */
5969 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
5970 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5973 /* this may take place after moving, so 'element' may have changed */
5974 if (IS_AUTO_CHANGING(Feld[x][y]))
5975 ChangeElement(x, y);
5978 if (IS_BELT_ACTIVE(element))
5979 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
5981 if (game.magic_wall_active)
5983 int jx = local_player->jx, jy = local_player->jy;
5985 /* play the element sound at the position nearest to the player */
5986 if ((element == EL_MAGIC_WALL_FULL ||
5987 element == EL_MAGIC_WALL_ACTIVE ||
5988 element == EL_MAGIC_WALL_EMPTYING ||
5989 element == EL_BD_MAGIC_WALL_FULL ||
5990 element == EL_BD_MAGIC_WALL_ACTIVE ||
5991 element == EL_BD_MAGIC_WALL_EMPTYING) &&
5992 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
6000 #if USE_NEW_AMOEBA_CODE
6001 /* new experimental amoeba growth stuff */
6003 if (!(FrameCounter % 8))
6006 static unsigned long random = 1684108901;
6008 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
6011 x = (random >> 10) % lev_fieldx;
6012 y = (random >> 20) % lev_fieldy;
6014 x = RND(lev_fieldx);
6015 y = RND(lev_fieldy);
6017 element = Feld[x][y];
6019 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
6020 if (!IS_PLAYER(x,y) &&
6021 (element == EL_EMPTY ||
6022 element == EL_SAND ||
6023 element == EL_QUICKSAND_EMPTY ||
6024 element == EL_ACID_SPLASH_LEFT ||
6025 element == EL_ACID_SPLASH_RIGHT))
6027 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
6028 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
6029 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
6030 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
6031 Feld[x][y] = EL_AMOEBA_DROP;
6034 random = random * 129 + 1;
6040 if (game.explosions_delayed)
6043 game.explosions_delayed = FALSE;
6045 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
6047 element = Feld[x][y];
6049 if (ExplodeField[x][y])
6050 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
6051 else if (element == EL_EXPLOSION)
6052 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
6054 ExplodeField[x][y] = EX_NO_EXPLOSION;
6057 game.explosions_delayed = TRUE;
6060 if (game.magic_wall_active)
6062 if (!(game.magic_wall_time_left % 4))
6064 int element = Feld[magic_wall_x][magic_wall_y];
6066 if (element == EL_BD_MAGIC_WALL_FULL ||
6067 element == EL_BD_MAGIC_WALL_ACTIVE ||
6068 element == EL_BD_MAGIC_WALL_EMPTYING)
6069 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
6071 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
6074 if (game.magic_wall_time_left > 0)
6076 game.magic_wall_time_left--;
6077 if (!game.magic_wall_time_left)
6079 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
6081 element = Feld[x][y];
6083 if (element == EL_MAGIC_WALL_ACTIVE ||
6084 element == EL_MAGIC_WALL_FULL)
6086 Feld[x][y] = EL_MAGIC_WALL_DEAD;
6087 DrawLevelField(x, y);
6089 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
6090 element == EL_BD_MAGIC_WALL_FULL)
6092 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
6093 DrawLevelField(x, y);
6097 game.magic_wall_active = FALSE;
6102 if (game.light_time_left > 0)
6104 game.light_time_left--;
6106 if (game.light_time_left == 0)
6107 RedrawAllLightSwitchesAndInvisibleElements();
6110 if (game.timegate_time_left > 0)
6112 game.timegate_time_left--;
6114 if (game.timegate_time_left == 0)
6115 CloseAllOpenTimegates();
6118 for (i=0; i<MAX_PLAYERS; i++)
6120 struct PlayerInfo *player = &stored_player[i];
6122 if (SHIELD_ON(player))
6124 if (player->shield_deadly_time_left)
6125 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
6126 else if (player->shield_normal_time_left)
6127 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
6131 if (TimeFrames >= (1000 / GameFrameDelay))
6136 for (i=0; i<MAX_PLAYERS; i++)
6138 struct PlayerInfo *player = &stored_player[i];
6140 if (SHIELD_ON(player))
6142 player->shield_normal_time_left--;
6144 if (player->shield_deadly_time_left > 0)
6145 player->shield_deadly_time_left--;
6149 if (tape.recording || tape.playing)
6150 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
6156 if (TimeLeft <= 10 && setup.time_limit)
6157 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
6159 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
6161 if (!TimeLeft && setup.time_limit)
6162 for (i=0; i<MAX_PLAYERS; i++)
6163 KillHero(&stored_player[i]);
6165 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
6166 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
6171 if (options.debug) /* calculate frames per second */
6173 static unsigned long fps_counter = 0;
6174 static int fps_frames = 0;
6175 unsigned long fps_delay_ms = Counter() - fps_counter;
6179 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
6181 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
6184 fps_counter = Counter();
6187 redraw_mask |= REDRAW_FPS;
6191 if (stored_player[0].jx != stored_player[0].last_jx ||
6192 stored_player[0].jy != stored_player[0].last_jy)
6193 printf("::: %d, %d, %d, %d, %d\n",
6194 stored_player[0].MovDir,
6195 stored_player[0].MovPos,
6196 stored_player[0].GfxPos,
6197 stored_player[0].Frame,
6198 stored_player[0].StepFrame);
6205 for (i=0; i<MAX_PLAYERS; i++)
6208 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
6210 stored_player[i].Frame += move_frames;
6212 if (stored_player[i].MovPos != 0)
6213 stored_player[i].StepFrame += move_frames;
6218 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
6220 int min_x = x, min_y = y, max_x = x, max_y = y;
6223 for (i=0; i<MAX_PLAYERS; i++)
6225 int jx = stored_player[i].jx, jy = stored_player[i].jy;
6227 if (!stored_player[i].active || &stored_player[i] == player)
6230 min_x = MIN(min_x, jx);
6231 min_y = MIN(min_y, jy);
6232 max_x = MAX(max_x, jx);
6233 max_y = MAX(max_y, jy);
6236 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
6239 static boolean AllPlayersInVisibleScreen()
6243 for (i=0; i<MAX_PLAYERS; i++)
6245 int jx = stored_player[i].jx, jy = stored_player[i].jy;
6247 if (!stored_player[i].active)
6250 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
6257 void ScrollLevel(int dx, int dy)
6259 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
6262 BlitBitmap(drawto_field, drawto_field,
6263 FX + TILEX * (dx == -1) - softscroll_offset,
6264 FY + TILEY * (dy == -1) - softscroll_offset,
6265 SXSIZE - TILEX * (dx!=0) + 2 * softscroll_offset,
6266 SYSIZE - TILEY * (dy!=0) + 2 * softscroll_offset,
6267 FX + TILEX * (dx == 1) - softscroll_offset,
6268 FY + TILEY * (dy == 1) - softscroll_offset);
6272 x = (dx == 1 ? BX1 : BX2);
6273 for (y=BY1; y <= BY2; y++)
6274 DrawScreenField(x, y);
6279 y = (dy == 1 ? BY1 : BY2);
6280 for (x=BX1; x <= BX2; x++)
6281 DrawScreenField(x, y);
6284 redraw_mask |= REDRAW_FIELD;
6287 static void CheckGravityMovement(struct PlayerInfo *player)
6289 if (level.gravity && !player->programmed_action)
6291 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
6292 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
6294 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
6295 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
6296 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
6297 int jx = player->jx, jy = player->jy;
6298 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
6299 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
6300 int new_jx = jx + dx, new_jy = jy + dy;
6301 boolean field_under_player_is_free =
6302 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
6303 boolean player_is_moving_to_valid_field =
6304 (IN_LEV_FIELD(new_jx, new_jy) &&
6305 (Feld[new_jx][new_jy] == EL_SP_BASE ||
6306 Feld[new_jx][new_jy] == EL_SAND));
6307 /* !!! extend EL_SAND to anything diggable !!! */
6309 if (field_under_player_is_free &&
6310 !player_is_moving_to_valid_field &&
6311 !IS_WALKABLE_INSIDE(Feld[jx][jy]))
6312 player->programmed_action = MV_DOWN;
6318 -----------------------------------------------------------------------------
6319 dx, dy: direction (non-diagonal) to try to move the player to
6320 real_dx, real_dy: direction as read from input device (can be diagonal)
6323 boolean MoveFigureOneStep(struct PlayerInfo *player,
6324 int dx, int dy, int real_dx, int real_dy)
6326 int jx = player->jx, jy = player->jy;
6327 int new_jx = jx+dx, new_jy = jy+dy;
6331 if (!player->active || (!dx && !dy))
6332 return MF_NO_ACTION;
6334 player->MovDir = (dx < 0 ? MV_LEFT :
6337 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6339 if (!IN_LEV_FIELD(new_jx, new_jy))
6340 return MF_NO_ACTION;
6342 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
6343 return MF_NO_ACTION;
6346 element = MovingOrBlocked2Element(new_jx, new_jy);
6348 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
6351 if (DONT_RUN_INTO(element))
6353 if (element == EL_ACID && dx == 0 && dy == 1)
6356 Feld[jx][jy] = EL_PLAYER_1;
6357 InitMovingField(jx, jy, MV_DOWN);
6358 Store[jx][jy] = EL_ACID;
6359 ContinueMoving(jx, jy);
6363 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
6368 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
6369 if (can_move != MF_MOVING)
6372 /* check if DigField() has caused relocation of the player */
6373 if (player->jx != jx || player->jy != jy)
6374 return MF_NO_ACTION;
6376 StorePlayer[jx][jy] = 0;
6377 player->last_jx = jx;
6378 player->last_jy = jy;
6379 jx = player->jx = new_jx;
6380 jy = player->jy = new_jy;
6381 StorePlayer[jx][jy] = player->element_nr;
6384 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
6386 ScrollFigure(player, SCROLL_INIT);
6391 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
6393 int jx = player->jx, jy = player->jy;
6394 int old_jx = jx, old_jy = jy;
6395 int moved = MF_NO_ACTION;
6397 if (!player->active || (!dx && !dy))
6401 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
6405 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
6406 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
6410 /* remove the last programmed player action */
6411 player->programmed_action = 0;
6415 /* should only happen if pre-1.2 tape recordings are played */
6416 /* this is only for backward compatibility */
6418 int original_move_delay_value = player->move_delay_value;
6421 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
6425 /* scroll remaining steps with finest movement resolution */
6426 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
6428 while (player->MovPos)
6430 ScrollFigure(player, SCROLL_GO_ON);
6431 ScrollScreen(NULL, SCROLL_GO_ON);
6437 player->move_delay_value = original_move_delay_value;
6440 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
6442 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
6443 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
6447 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
6448 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
6454 if (moved & MF_MOVING && !ScreenMovPos &&
6455 (player == local_player || !options.network))
6457 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
6458 int offset = (setup.scroll_delay ? 3 : 0);
6460 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
6462 /* actual player has left the screen -- scroll in that direction */
6463 if (jx != old_jx) /* player has moved horizontally */
6464 scroll_x += (jx - old_jx);
6465 else /* player has moved vertically */
6466 scroll_y += (jy - old_jy);
6470 if (jx != old_jx) /* player has moved horizontally */
6472 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
6473 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
6474 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
6476 /* don't scroll over playfield boundaries */
6477 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
6478 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
6480 /* don't scroll more than one field at a time */
6481 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
6483 /* don't scroll against the player's moving direction */
6484 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
6485 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
6486 scroll_x = old_scroll_x;
6488 else /* player has moved vertically */
6490 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
6491 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
6492 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
6494 /* don't scroll over playfield boundaries */
6495 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
6496 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
6498 /* don't scroll more than one field at a time */
6499 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
6501 /* don't scroll against the player's moving direction */
6502 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
6503 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
6504 scroll_y = old_scroll_y;
6508 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
6510 if (!options.network && !AllPlayersInVisibleScreen())
6512 scroll_x = old_scroll_x;
6513 scroll_y = old_scroll_y;
6517 ScrollScreen(player, SCROLL_INIT);
6518 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
6525 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
6527 if (!(moved & MF_MOVING) && !player->Pushing)
6532 player->StepFrame = 0;
6534 if (moved & MF_MOVING)
6536 if (old_jx != jx && old_jy == jy)
6537 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
6538 else if (old_jx == jx && old_jy != jy)
6539 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
6541 DrawLevelField(jx, jy); /* for "crumbled sand" */
6543 player->last_move_dir = player->MovDir;
6544 player->is_moving = TRUE;
6546 player->snapped = FALSE;
6551 CheckGravityMovement(player);
6554 player->last_move_dir = MV_NO_MOVING;
6556 player->is_moving = FALSE;
6559 TestIfHeroTouchesBadThing(jx, jy);
6560 TestIfPlayerTouchesCustomElement(jx, jy);
6562 if (!player->active)
6568 void ScrollFigure(struct PlayerInfo *player, int mode)
6570 int jx = player->jx, jy = player->jy;
6571 int last_jx = player->last_jx, last_jy = player->last_jy;
6572 int move_stepsize = TILEX / player->move_delay_value;
6574 if (!player->active || !player->MovPos)
6577 if (mode == SCROLL_INIT)
6579 player->actual_frame_counter = FrameCounter;
6580 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
6582 if (Feld[last_jx][last_jy] == EL_EMPTY)
6583 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
6590 else if (!FrameReached(&player->actual_frame_counter, 1))
6593 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
6594 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
6596 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
6597 Feld[last_jx][last_jy] = EL_EMPTY;
6599 /* before DrawPlayer() to draw correct player graphic for this case */
6600 if (player->MovPos == 0)
6601 CheckGravityMovement(player);
6604 DrawPlayer(player); /* needed here only to cleanup last field */
6607 if (player->MovPos == 0)
6609 if (IS_PASSABLE(Feld[last_jx][last_jy]))
6611 /* continue with normal speed after quickly moving through gate */
6612 HALVE_PLAYER_SPEED(player);
6614 /* be able to make the next move without delay */
6615 player->move_delay = 0;
6618 player->last_jx = jx;
6619 player->last_jy = jy;
6621 if (Feld[jx][jy] == EL_EXIT_OPEN ||
6622 Feld[jx][jy] == EL_SP_EXIT_OPEN)
6624 DrawPlayer(player); /* needed here only to cleanup last field */
6627 if (local_player->friends_still_needed == 0 ||
6628 Feld[jx][jy] == EL_SP_EXIT_OPEN)
6629 player->LevelSolved = player->GameOver = TRUE;
6632 if (tape.single_step && tape.recording && !tape.pausing &&
6633 !player->programmed_action)
6634 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
6638 void ScrollScreen(struct PlayerInfo *player, int mode)
6640 static unsigned long screen_frame_counter = 0;
6642 if (mode == SCROLL_INIT)
6644 /* set scrolling step size according to actual player's moving speed */
6645 ScrollStepSize = TILEX / player->move_delay_value;
6647 screen_frame_counter = FrameCounter;
6648 ScreenMovDir = player->MovDir;
6649 ScreenMovPos = player->MovPos;
6650 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6653 else if (!FrameReached(&screen_frame_counter, 1))
6658 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
6659 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6660 redraw_mask |= REDRAW_FIELD;
6663 ScreenMovDir = MV_NO_MOVING;
6666 void TestIfPlayerTouchesCustomElement(int x, int y)
6669 static boolean check_changing = FALSE;
6671 static int xy[4][2] =
6681 if (check_changing) /* prevent this function from running into a loop */
6684 check_changing = TRUE;
6689 int xx = x + xy[i][0];
6690 int yy = y + xy[i][1];
6692 if (!IN_LEV_FIELD(xx, yy))
6695 if (IS_PLAYER(x, y))
6697 CheckTriggeredElementChange(xx, yy, Feld[xx][yy], CE_OTHER_GETS_TOUCHED);
6698 CheckElementChange(xx, yy, Feld[xx][yy], CE_TOUCHED_BY_PLAYER);
6700 else if (IS_PLAYER(xx, yy))
6702 CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_GETS_TOUCHED);
6703 CheckElementChange(x, y, Feld[x][y], CE_TOUCHED_BY_PLAYER);
6710 check_changing = FALSE;
6714 void TestIfElementTouchesCustomElement(int x, int y)
6717 static boolean check_changing = FALSE;
6719 static int xy[4][2] =
6726 boolean change_center_element = FALSE;
6727 int center_element_change_page = 0;
6728 int center_element = Feld[x][y];
6732 if (check_changing) /* prevent this function from running into a loop */
6735 check_changing = TRUE;
6740 int xx = x + xy[i][0];
6741 int yy = y + xy[i][1];
6744 if (!IN_LEV_FIELD(xx, yy))
6747 border_element = Feld[xx][yy];
6749 /* check for change of center element (but change it only once) */
6750 if (IS_CUSTOM_ELEMENT(center_element) &&
6751 HAS_ANY_CHANGE_EVENT(center_element, CE_OTHER_IS_TOUCHING) &&
6752 !change_center_element)
6754 for (j=0; j < element_info[center_element].num_change_pages; j++)
6756 struct ElementChangeInfo *change =
6757 &element_info[center_element].change_page[j];
6759 if (change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
6760 change->trigger_element == border_element)
6762 change_center_element = TRUE;
6763 center_element_change_page = j;
6770 /* check for change of border element */
6771 if (IS_CUSTOM_ELEMENT(border_element) &&
6772 HAS_ANY_CHANGE_EVENT(border_element, CE_OTHER_IS_TOUCHING))
6774 for (j=0; j < element_info[border_element].num_change_pages; j++)
6776 struct ElementChangeInfo *change =
6777 &element_info[border_element].change_page[j];
6779 if (change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
6780 change->trigger_element == center_element)
6782 CheckElementChangeExt(xx,yy, border_element,CE_OTHER_IS_TOUCHING, j);
6789 if (change_center_element)
6790 CheckElementChangeExt(x, y, center_element, CE_OTHER_IS_TOUCHING,
6791 center_element_change_page);
6794 check_changing = FALSE;
6798 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
6800 int i, kill_x = -1, kill_y = -1;
6801 static int test_xy[4][2] =
6808 static int test_dir[4] =
6818 int test_x, test_y, test_move_dir, test_element;
6820 test_x = good_x + test_xy[i][0];
6821 test_y = good_y + test_xy[i][1];
6822 if (!IN_LEV_FIELD(test_x, test_y))
6826 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
6829 test_element = Feld[test_x][test_y];
6831 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
6834 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
6835 2nd case: DONT_TOUCH style bad thing does not move away from good thing
6837 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
6838 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
6846 if (kill_x != -1 || kill_y != -1)
6848 if (IS_PLAYER(good_x, good_y))
6850 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
6852 if (player->shield_deadly_time_left > 0)
6853 Bang(kill_x, kill_y);
6854 else if (!PLAYER_PROTECTED(good_x, good_y))
6858 Bang(good_x, good_y);
6862 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
6864 int i, kill_x = -1, kill_y = -1;
6865 int bad_element = Feld[bad_x][bad_y];
6866 static int test_xy[4][2] =
6873 static int test_dir[4] =
6881 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
6886 int test_x, test_y, test_move_dir, test_element;
6888 test_x = bad_x + test_xy[i][0];
6889 test_y = bad_y + test_xy[i][1];
6890 if (!IN_LEV_FIELD(test_x, test_y))
6894 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
6896 test_element = Feld[test_x][test_y];
6898 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
6899 2nd case: DONT_TOUCH style bad thing does not move away from good thing
6901 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
6902 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
6904 /* good thing is player or penguin that does not move away */
6905 if (IS_PLAYER(test_x, test_y))
6907 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
6909 if (bad_element == EL_ROBOT && player->is_moving)
6910 continue; /* robot does not kill player if he is moving */
6916 else if (test_element == EL_PENGUIN)
6925 if (kill_x != -1 || kill_y != -1)
6927 if (IS_PLAYER(kill_x, kill_y))
6929 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
6932 int dir = player->MovDir;
6933 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
6934 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
6936 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
6937 newx != bad_x && newy != bad_y)
6938 ; /* robot does not kill player if he is moving */
6940 printf("-> %d\n", player->MovDir);
6942 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
6943 newx != bad_x && newy != bad_y)
6944 ; /* robot does not kill player if he is moving */
6949 if (player->shield_deadly_time_left > 0)
6951 else if (!PLAYER_PROTECTED(kill_x, kill_y))
6955 Bang(kill_x, kill_y);
6959 void TestIfHeroTouchesBadThing(int x, int y)
6961 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
6964 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
6966 TestIfGoodThingHitsBadThing(x, y, move_dir);
6969 void TestIfBadThingTouchesHero(int x, int y)
6971 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
6974 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
6976 TestIfBadThingHitsGoodThing(x, y, move_dir);
6979 void TestIfFriendTouchesBadThing(int x, int y)
6981 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
6984 void TestIfBadThingTouchesFriend(int x, int y)
6986 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
6989 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
6991 int i, kill_x = bad_x, kill_y = bad_y;
6992 static int xy[4][2] =
7004 x = bad_x + xy[i][0];
7005 y = bad_y + xy[i][1];
7006 if (!IN_LEV_FIELD(x, y))
7009 element = Feld[x][y];
7010 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
7011 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
7019 if (kill_x != bad_x || kill_y != bad_y)
7023 void KillHero(struct PlayerInfo *player)
7025 int jx = player->jx, jy = player->jy;
7027 if (!player->active)
7030 /* remove accessible field at the player's position */
7031 Feld[jx][jy] = EL_EMPTY;
7033 /* deactivate shield (else Bang()/Explode() would not work right) */
7034 player->shield_normal_time_left = 0;
7035 player->shield_deadly_time_left = 0;
7041 static void KillHeroUnlessProtected(int x, int y)
7043 if (!PLAYER_PROTECTED(x, y))
7044 KillHero(PLAYERINFO(x, y));
7047 void BuryHero(struct PlayerInfo *player)
7049 int jx = player->jx, jy = player->jy;
7051 if (!player->active)
7055 PlaySoundLevelElementAction(jx, jy, player->element_nr, ACTION_DYING);
7057 PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING);
7059 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
7061 player->GameOver = TRUE;
7065 void RemoveHero(struct PlayerInfo *player)
7067 int jx = player->jx, jy = player->jy;
7068 int i, found = FALSE;
7070 player->present = FALSE;
7071 player->active = FALSE;
7073 if (!ExplodeField[jx][jy])
7074 StorePlayer[jx][jy] = 0;
7076 for (i=0; i<MAX_PLAYERS; i++)
7077 if (stored_player[i].active)
7081 AllPlayersGone = TRUE;
7088 =============================================================================
7089 checkDiagonalPushing()
7090 -----------------------------------------------------------------------------
7091 check if diagonal input device direction results in pushing of object
7092 (by checking if the alternative direction is walkable, diggable, ...)
7093 =============================================================================
7096 static boolean checkDiagonalPushing(struct PlayerInfo *player,
7097 int x, int y, int real_dx, int real_dy)
7099 int jx, jy, dx, dy, xx, yy;
7101 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
7104 /* diagonal direction: check alternative direction */
7109 xx = jx + (dx == 0 ? real_dx : 0);
7110 yy = jy + (dy == 0 ? real_dy : 0);
7112 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
7116 =============================================================================
7118 -----------------------------------------------------------------------------
7119 x, y: field next to player (non-diagonal) to try to dig to
7120 real_dx, real_dy: direction as read from input device (can be diagonal)
7121 =============================================================================
7124 int DigField(struct PlayerInfo *player,
7125 int x, int y, int real_dx, int real_dy, int mode)
7127 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
7128 int jx = player->jx, jy = player->jy;
7129 int dx = x - jx, dy = y - jy;
7130 int nextx = x + dx, nexty = y + dy;
7131 int move_direction = (dx == -1 ? MV_LEFT :
7132 dx == +1 ? MV_RIGHT :
7134 dy == +1 ? MV_DOWN : MV_NO_MOVING);
7137 if (player->MovPos == 0)
7139 player->is_digging = FALSE;
7140 player->is_collecting = FALSE;
7143 if (player->MovPos == 0) /* last pushing move finished */
7144 player->Pushing = FALSE;
7146 if (mode == DF_NO_PUSH) /* player just stopped pushing */
7148 player->Switching = FALSE;
7149 player->push_delay = 0;
7151 return MF_NO_ACTION;
7154 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
7155 return MF_NO_ACTION;
7158 if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
7160 if (IS_TUBE(Feld[jx][jy]) ||
7161 (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0)))
7165 int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
7166 int tube_leave_directions[][2] =
7168 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
7169 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
7170 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
7171 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
7172 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
7173 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
7174 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
7175 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
7176 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
7177 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
7178 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
7179 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
7182 while (tube_leave_directions[i][0] != tube_element)
7185 if (tube_leave_directions[i][0] == -1) /* should not happen */
7189 if (!(tube_leave_directions[i][1] & move_direction))
7190 return MF_NO_ACTION; /* tube has no opening in this direction */
7193 element = Feld[x][y];
7195 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
7196 game.engine_version >= VERSION_IDENT(2,2,0))
7197 return MF_NO_ACTION;
7201 case EL_ROBOT_WHEEL:
7202 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
7205 DrawLevelField(x, y);
7206 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
7210 case EL_SP_TERMINAL:
7214 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
7216 for (yy=0; yy<lev_fieldy; yy++)
7218 for (xx=0; xx<lev_fieldx; xx++)
7220 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
7222 else if (Feld[xx][yy] == EL_SP_TERMINAL)
7223 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
7231 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
7232 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
7233 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
7234 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
7235 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
7236 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
7237 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
7238 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
7239 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
7240 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
7241 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
7242 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
7243 if (!player->Switching)
7245 player->Switching = TRUE;
7246 ToggleBeltSwitch(x, y);
7247 PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
7252 case EL_SWITCHGATE_SWITCH_UP:
7253 case EL_SWITCHGATE_SWITCH_DOWN:
7254 if (!player->Switching)
7256 player->Switching = TRUE;
7257 ToggleSwitchgateSwitch(x, y);
7258 PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
7263 case EL_LIGHT_SWITCH:
7264 case EL_LIGHT_SWITCH_ACTIVE:
7265 if (!player->Switching)
7267 player->Switching = TRUE;
7268 ToggleLightSwitch(x, y);
7269 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
7270 SND_LIGHT_SWITCH_ACTIVATING :
7271 SND_LIGHT_SWITCH_DEACTIVATING);
7276 case EL_TIMEGATE_SWITCH:
7277 ActivateTimegateSwitch(x, y);
7278 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
7283 case EL_BALLOON_SWITCH_LEFT:
7284 case EL_BALLOON_SWITCH_RIGHT:
7285 case EL_BALLOON_SWITCH_UP:
7286 case EL_BALLOON_SWITCH_DOWN:
7287 case EL_BALLOON_SWITCH_ANY:
7288 if (element == EL_BALLOON_SWITCH_ANY)
7289 game.balloon_dir = move_direction;
7291 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
7292 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
7293 element == EL_BALLOON_SWITCH_UP ? MV_UP :
7294 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
7296 PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING);
7301 case EL_SP_PORT_LEFT:
7302 case EL_SP_PORT_RIGHT:
7304 case EL_SP_PORT_DOWN:
7305 case EL_SP_PORT_HORIZONTAL:
7306 case EL_SP_PORT_VERTICAL:
7307 case EL_SP_PORT_ANY:
7308 case EL_SP_GRAVITY_PORT_LEFT:
7309 case EL_SP_GRAVITY_PORT_RIGHT:
7310 case EL_SP_GRAVITY_PORT_UP:
7311 case EL_SP_GRAVITY_PORT_DOWN:
7313 element != EL_SP_PORT_LEFT &&
7314 element != EL_SP_GRAVITY_PORT_LEFT &&
7315 element != EL_SP_PORT_HORIZONTAL &&
7316 element != EL_SP_PORT_ANY) ||
7318 element != EL_SP_PORT_RIGHT &&
7319 element != EL_SP_GRAVITY_PORT_RIGHT &&
7320 element != EL_SP_PORT_HORIZONTAL &&
7321 element != EL_SP_PORT_ANY) ||
7323 element != EL_SP_PORT_UP &&
7324 element != EL_SP_GRAVITY_PORT_UP &&
7325 element != EL_SP_PORT_VERTICAL &&
7326 element != EL_SP_PORT_ANY) ||
7328 element != EL_SP_PORT_DOWN &&
7329 element != EL_SP_GRAVITY_PORT_DOWN &&
7330 element != EL_SP_PORT_VERTICAL &&
7331 element != EL_SP_PORT_ANY) ||
7332 !IN_LEV_FIELD(nextx, nexty) ||
7333 !IS_FREE(nextx, nexty))
7334 return MF_NO_ACTION;
7336 if (element == EL_SP_GRAVITY_PORT_LEFT ||
7337 element == EL_SP_GRAVITY_PORT_RIGHT ||
7338 element == EL_SP_GRAVITY_PORT_UP ||
7339 element == EL_SP_GRAVITY_PORT_DOWN)
7340 level.gravity = !level.gravity;
7342 /* automatically move to the next field with double speed */
7343 player->programmed_action = move_direction;
7344 DOUBLE_PLAYER_SPEED(player);
7346 PlaySoundLevel(x, y, SND_CLASS_SP_PORT_PASSING);
7350 case EL_TUBE_VERTICAL:
7351 case EL_TUBE_HORIZONTAL:
7352 case EL_TUBE_VERTICAL_LEFT:
7353 case EL_TUBE_VERTICAL_RIGHT:
7354 case EL_TUBE_HORIZONTAL_UP:
7355 case EL_TUBE_HORIZONTAL_DOWN:
7356 case EL_TUBE_LEFT_UP:
7357 case EL_TUBE_LEFT_DOWN:
7358 case EL_TUBE_RIGHT_UP:
7359 case EL_TUBE_RIGHT_DOWN:
7362 int tube_enter_directions[][2] =
7364 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
7365 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
7366 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
7367 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
7368 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
7369 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
7370 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
7371 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
7372 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
7373 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
7374 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
7375 { -1, MV_NO_MOVING }
7378 while (tube_enter_directions[i][0] != element)
7381 if (tube_enter_directions[i][0] == -1) /* should not happen */
7385 if (!(tube_enter_directions[i][1] & move_direction))
7386 return MF_NO_ACTION; /* tube has no opening in this direction */
7388 PlaySoundLevel(x, y, SND_CLASS_TUBE_WALKING);
7393 Feld[x][y] = EL_LAMP_ACTIVE;
7394 local_player->lights_still_needed--;
7395 DrawLevelField(x, y);
7396 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
7400 case EL_TIME_ORB_FULL:
7401 Feld[x][y] = EL_TIME_ORB_EMPTY;
7403 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
7404 DrawLevelField(x, y);
7405 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
7411 if (IS_WALKABLE(element))
7413 int sound_action = ACTION_WALKING;
7415 if (element >= EL_GATE_1 && element <= EL_GATE_4)
7417 if (!player->key[element - EL_GATE_1])
7418 return MF_NO_ACTION;
7420 else if (element >= EL_GATE_1_GRAY && element <= EL_GATE_4_GRAY)
7422 if (!player->key[element - EL_GATE_1_GRAY])
7423 return MF_NO_ACTION;
7425 else if (element == EL_EXIT_OPEN || element == EL_SP_EXIT_OPEN)
7427 sound_action = ACTION_PASSING; /* player is passing exit */
7429 else if (element == EL_EMPTY)
7431 sound_action = ACTION_MOVING; /* nothing to walk on */
7434 /* play sound from background or player, whatever is available */
7435 if (element_info[element].sound[sound_action] != SND_UNDEFINED)
7436 PlaySoundLevelElementAction(x, y, element, sound_action);
7438 PlaySoundLevelElementAction(x, y, player->element_nr, sound_action);
7442 else if (IS_PASSABLE(element))
7444 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
7445 return MF_NO_ACTION;
7447 if (element >= EL_EM_GATE_1 && element <= EL_EM_GATE_4)
7449 if (!player->key[element - EL_EM_GATE_1])
7450 return MF_NO_ACTION;
7452 else if (element >= EL_EM_GATE_1_GRAY && element <= EL_EM_GATE_4_GRAY)
7454 if (!player->key[element - EL_EM_GATE_1_GRAY])
7455 return MF_NO_ACTION;
7458 /* automatically move to the next field with double speed */
7459 player->programmed_action = move_direction;
7460 DOUBLE_PLAYER_SPEED(player);
7462 PlaySoundLevelAction(x, y, ACTION_PASSING);
7466 else if (IS_DIGGABLE(element))
7470 if (mode != DF_SNAP)
7473 GfxElement[x][y] = GFX_ELEMENT(element);
7476 (CAN_BE_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
7478 player->is_digging = TRUE;
7481 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
7483 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_DIGGED);
7485 TestIfElementTouchesCustomElement(x, y);
7489 else if (IS_COLLECTIBLE(element))
7493 if (mode != DF_SNAP)
7495 GfxElement[x][y] = element;
7496 player->is_collecting = TRUE;
7499 if (element == EL_SPEED_PILL)
7500 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
7501 else if (element == EL_EXTRA_TIME && level.time > 0)
7504 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
7506 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
7508 player->shield_normal_time_left += 10;
7509 if (element == EL_SHIELD_DEADLY)
7510 player->shield_deadly_time_left += 10;
7512 else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
7514 if (player->inventory_size < MAX_INVENTORY_SIZE)
7515 player->inventory_element[player->inventory_size++] = element;
7517 player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
7519 DrawText(DX_DYNAMITE, DY_DYNAMITE,
7520 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
7522 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
7524 player->dynabomb_count++;
7525 player->dynabombs_left++;
7527 else if (element == EL_DYNABOMB_INCREASE_SIZE)
7529 player->dynabomb_size++;
7531 else if (element == EL_DYNABOMB_INCREASE_POWER)
7533 player->dynabomb_xl = TRUE;
7535 else if ((element >= EL_KEY_1 && element <= EL_KEY_4) ||
7536 (element >= EL_EM_KEY_1 && element <= EL_EM_KEY_4))
7538 int key_nr = (element >= EL_KEY_1 && element <= EL_KEY_4 ?
7539 element - EL_KEY_1 : element - EL_EM_KEY_1);
7541 player->key[key_nr] = TRUE;
7543 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
7544 el2edimg(EL_KEY_1 + key_nr));
7545 redraw_mask |= REDRAW_DOOR_1;
7547 else if (element == EL_ENVELOPE)
7551 else if (IS_DROPPABLE(element)) /* can be collected and dropped */
7555 for (i=0; i < element_info[element].collect_count; i++)
7556 if (player->inventory_size < MAX_INVENTORY_SIZE)
7557 player->inventory_element[player->inventory_size++] = element;
7559 DrawText(DX_DYNAMITE, DY_DYNAMITE,
7560 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
7562 else if (element_info[element].collect_count > 0)
7564 local_player->gems_still_needed -=
7565 element_info[element].collect_count;
7566 if (local_player->gems_still_needed < 0)
7567 local_player->gems_still_needed = 0;
7569 DrawText(DX_EMERALDS, DY_EMERALDS,
7570 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
7573 RaiseScoreElement(element);
7574 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
7576 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_COLLECTED);
7578 TestIfElementTouchesCustomElement(x, y);
7582 else if (IS_PUSHABLE(element))
7584 if (mode == DF_SNAP && element != EL_BD_ROCK)
7585 return MF_NO_ACTION;
7587 if (CAN_FALL(element) && dy)
7588 return MF_NO_ACTION;
7590 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
7591 !(element == EL_SPRING && use_spring_bug))
7592 return MF_NO_ACTION;
7594 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
7595 return MF_NO_ACTION;
7597 if (!player->Pushing &&
7598 game.engine_version >= RELEASE_IDENT(2,2,0,7))
7599 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7601 player->Pushing = TRUE;
7603 if (!(IN_LEV_FIELD(nextx, nexty) &&
7604 (IS_FREE(nextx, nexty) ||
7605 (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
7606 IS_SB_ELEMENT(element)))))
7607 return MF_NO_ACTION;
7609 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
7610 return MF_NO_ACTION;
7612 if (player->push_delay == 0) /* new pushing; restart delay */
7613 player->push_delay = FrameCounter;
7615 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
7616 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
7617 element != EL_SPRING && element != EL_BALLOON)
7618 return MF_NO_ACTION;
7620 if (IS_SB_ELEMENT(element))
7622 if (element == EL_SOKOBAN_FIELD_FULL)
7624 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
7625 local_player->sokobanfields_still_needed++;
7628 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
7630 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
7631 local_player->sokobanfields_still_needed--;
7634 Feld[x][y] = EL_SOKOBAN_OBJECT;
7636 if (Back[x][y] == Back[nextx][nexty])
7637 PlaySoundLevelAction(x, y, ACTION_PUSHING);
7638 else if (Back[x][y] != 0)
7639 PlaySoundLevelElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
7642 PlaySoundLevelElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
7645 if (local_player->sokobanfields_still_needed == 0 &&
7646 game.emulation == EMU_SOKOBAN)
7648 player->LevelSolved = player->GameOver = TRUE;
7649 PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
7653 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
7655 InitMovingField(x, y, move_direction);
7656 GfxAction[x][y] = ACTION_PUSHING;
7658 if (mode == DF_SNAP)
7659 ContinueMoving(x, y);
7661 MovPos[x][y] = (dx != 0 ? dx : dy);
7663 Pushed[x][y] = TRUE;
7664 Pushed[nextx][nexty] = TRUE;
7666 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
7667 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7669 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PUSHED);
7670 CheckElementChange(x, y, element, CE_PUSHED_BY_PLAYER);
7676 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PRESSED);
7677 CheckElementChange(x, y, element, CE_PRESSED_BY_PLAYER);
7680 return MF_NO_ACTION;
7683 player->push_delay = 0;
7685 if (Feld[x][y] != element) /* really digged/collected something */
7686 player->is_collecting = !player->is_digging;
7691 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
7693 int jx = player->jx, jy = player->jy;
7694 int x = jx + dx, y = jy + dy;
7695 int snap_direction = (dx == -1 ? MV_LEFT :
7696 dx == +1 ? MV_RIGHT :
7698 dy == +1 ? MV_DOWN : MV_NO_MOVING);
7700 if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0))
7703 if (!player->active || !IN_LEV_FIELD(x, y))
7711 if (player->MovPos == 0)
7712 player->Pushing = FALSE;
7714 player->snapped = FALSE;
7716 if (player->MovPos == 0)
7718 player->is_digging = FALSE;
7719 player->is_collecting = FALSE;
7721 player->is_moving = FALSE;
7726 printf("::: trying to snap...\n");
7732 if (player->snapped)
7735 player->MovDir = snap_direction;
7738 player->is_digging = FALSE;
7739 player->is_collecting = FALSE;
7741 player->is_moving = FALSE;
7745 if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
7748 player->snapped = TRUE;
7750 player->is_digging = FALSE;
7751 player->is_collecting = FALSE;
7753 player->is_moving = FALSE;
7757 DrawLevelField(x, y);
7763 boolean DropElement(struct PlayerInfo *player)
7765 int jx = player->jx, jy = player->jy;
7768 if (!player->active || player->MovPos)
7771 old_element = Feld[jx][jy];
7773 /* check if player has anything that can be dropped */
7774 if (player->inventory_size == 0 && player->dynabombs_left == 0)
7777 /* check if anything can be dropped at the current position */
7778 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
7781 /* collected custom elements can only be dropped on empty fields */
7782 if (player->inventory_size > 0 &&
7783 IS_CUSTOM_ELEMENT(player->inventory_element[player->inventory_size - 1])
7784 && old_element != EL_EMPTY)
7787 if (old_element != EL_EMPTY)
7788 Back[jx][jy] = old_element; /* store old element on this field */
7790 MovDelay[jx][jy] = 96;
7792 ResetGfxAnimation(jx, jy);
7793 ResetRandomAnimationValue(jx, jy);
7795 if (player->inventory_size > 0)
7797 int new_element = player->inventory_element[--player->inventory_size];
7800 Feld[jx][jy] = (new_element == EL_DYNAMITE ? EL_DYNAMITE_ACTIVE :
7801 new_element == EL_SP_DISK_RED ? EL_SP_DISK_RED_ACTIVE :
7804 Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
7805 EL_DYNAMITE_ACTIVE);
7808 DrawText(DX_DYNAMITE, DY_DYNAMITE,
7809 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
7811 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
7812 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
7814 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
7816 CheckTriggeredElementChange(jx, jy, new_element, CE_OTHER_GETS_DROPPED);
7817 CheckElementChange(jx, jy, new_element, CE_DROPPED_BY_PLAYER);
7819 TestIfElementTouchesCustomElement(jx, jy);
7821 else /* player is dropping a dyna bomb */
7823 player->dynabombs_left--;
7826 EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1);
7828 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
7829 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
7831 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
7837 /* ------------------------------------------------------------------------- */
7838 /* game sound playing functions */
7839 /* ------------------------------------------------------------------------- */
7841 static int *loop_sound_frame = NULL;
7842 static int *loop_sound_volume = NULL;
7844 void InitPlaySoundLevel()
7846 int num_sounds = getSoundListSize();
7848 if (loop_sound_frame != NULL)
7849 free(loop_sound_frame);
7851 if (loop_sound_volume != NULL)
7852 free(loop_sound_volume);
7854 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
7855 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
7858 static void PlaySoundLevel(int x, int y, int nr)
7860 int sx = SCREENX(x), sy = SCREENY(y);
7861 int volume, stereo_position;
7862 int max_distance = 8;
7863 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
7865 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
7866 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
7869 if (!IN_LEV_FIELD(x, y) ||
7870 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
7871 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
7874 volume = SOUND_MAX_VOLUME;
7876 if (!IN_SCR_FIELD(sx, sy))
7878 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
7879 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
7881 volume -= volume * (dx > dy ? dx : dy) / max_distance;
7884 stereo_position = (SOUND_MAX_LEFT +
7885 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
7886 (SCR_FIELDX + 2 * max_distance));
7888 if (IS_LOOP_SOUND(nr))
7890 /* This assures that quieter loop sounds do not overwrite louder ones,
7891 while restarting sound volume comparison with each new game frame. */
7893 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
7896 loop_sound_volume[nr] = volume;
7897 loop_sound_frame[nr] = FrameCounter;
7900 PlaySoundExt(nr, volume, stereo_position, type);
7903 static void PlaySoundLevelNearest(int x, int y, int sound_action)
7905 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
7906 x > LEVELX(BX2) ? LEVELX(BX2) : x,
7907 y < LEVELY(BY1) ? LEVELY(BY1) :
7908 y > LEVELY(BY2) ? LEVELY(BY2) : y,
7912 static void PlaySoundLevelAction(int x, int y, int action)
7914 PlaySoundLevelElementAction(x, y, Feld[x][y], action);
7917 static void PlaySoundLevelElementAction(int x, int y, int element, int action)
7919 int sound_effect = element_info[element].sound[action];
7921 if (sound_effect != SND_UNDEFINED)
7922 PlaySoundLevel(x, y, sound_effect);
7925 static void PlaySoundLevelActionIfLoop(int x, int y, int action)
7927 int sound_effect = element_info[Feld[x][y]].sound[action];
7929 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
7930 PlaySoundLevel(x, y, sound_effect);
7933 static void StopSoundLevelActionIfLoop(int x, int y, int action)
7935 int sound_effect = element_info[Feld[x][y]].sound[action];
7937 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
7938 StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND);
7941 void RaiseScore(int value)
7943 local_player->score += value;
7944 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2);
7947 void RaiseScoreElement(int element)
7953 case EL_EMERALD_YELLOW:
7954 case EL_EMERALD_RED:
7955 case EL_EMERALD_PURPLE:
7956 case EL_SP_INFOTRON:
7957 RaiseScore(level.score[SC_EMERALD]);
7960 RaiseScore(level.score[SC_DIAMOND]);
7963 RaiseScore(level.score[SC_CRYSTAL]);
7966 RaiseScore(level.score[SC_PEARL]);
7969 case EL_BD_BUTTERFLY:
7970 case EL_SP_ELECTRON:
7971 RaiseScore(level.score[SC_BUG]);
7975 case EL_SP_SNIKSNAK:
7976 RaiseScore(level.score[SC_SPACESHIP]);
7979 case EL_DARK_YAMYAM:
7980 RaiseScore(level.score[SC_YAMYAM]);
7983 RaiseScore(level.score[SC_ROBOT]);
7986 RaiseScore(level.score[SC_PACMAN]);
7989 RaiseScore(level.score[SC_NUT]);
7992 case EL_SP_DISK_RED:
7993 case EL_DYNABOMB_INCREASE_NUMBER:
7994 case EL_DYNABOMB_INCREASE_SIZE:
7995 case EL_DYNABOMB_INCREASE_POWER:
7996 RaiseScore(level.score[SC_DYNAMITE]);
7998 case EL_SHIELD_NORMAL:
7999 case EL_SHIELD_DEADLY:
8000 RaiseScore(level.score[SC_SHIELD]);
8003 RaiseScore(level.score[SC_TIME_BONUS]);
8009 RaiseScore(level.score[SC_KEY]);
8012 RaiseScore(element_info[element].collect_score);
8017 void RequestQuitGame(boolean ask_if_really_quit)
8019 if (AllPlayersGone ||
8020 !ask_if_really_quit ||
8021 level_editor_test_game ||
8022 Request("Do you really want to quit the game ?",
8023 REQ_ASK | REQ_STAY_CLOSED))
8025 #if defined(PLATFORM_UNIX)
8026 if (options.network)
8027 SendToServer_StopPlaying();
8031 game_status = GAME_MODE_MAIN;
8037 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
8042 /* ---------- new game button stuff ---------------------------------------- */
8044 /* graphic position values for game buttons */
8045 #define GAME_BUTTON_XSIZE 30
8046 #define GAME_BUTTON_YSIZE 30
8047 #define GAME_BUTTON_XPOS 5
8048 #define GAME_BUTTON_YPOS 215
8049 #define SOUND_BUTTON_XPOS 5
8050 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
8052 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
8053 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
8054 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
8055 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
8056 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
8057 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
8064 } gamebutton_info[NUM_GAME_BUTTONS] =
8067 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
8072 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
8077 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
8082 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
8083 SOUND_CTRL_ID_MUSIC,
8084 "background music on/off"
8087 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
8088 SOUND_CTRL_ID_LOOPS,
8089 "sound loops on/off"
8092 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
8093 SOUND_CTRL_ID_SIMPLE,
8094 "normal sounds on/off"
8098 void CreateGameButtons()
8102 for (i=0; i<NUM_GAME_BUTTONS; i++)
8104 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
8105 struct GadgetInfo *gi;
8108 unsigned long event_mask;
8109 int gd_xoffset, gd_yoffset;
8110 int gd_x1, gd_x2, gd_y1, gd_y2;
8113 gd_xoffset = gamebutton_info[i].x;
8114 gd_yoffset = gamebutton_info[i].y;
8115 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
8116 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
8118 if (id == GAME_CTRL_ID_STOP ||
8119 id == GAME_CTRL_ID_PAUSE ||
8120 id == GAME_CTRL_ID_PLAY)
8122 button_type = GD_TYPE_NORMAL_BUTTON;
8124 event_mask = GD_EVENT_RELEASED;
8125 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
8126 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
8130 button_type = GD_TYPE_CHECK_BUTTON;
8132 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
8133 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
8134 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
8135 event_mask = GD_EVENT_PRESSED;
8136 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
8137 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
8140 gi = CreateGadget(GDI_CUSTOM_ID, id,
8141 GDI_INFO_TEXT, gamebutton_info[i].infotext,
8142 GDI_X, DX + gd_xoffset,
8143 GDI_Y, DY + gd_yoffset,
8144 GDI_WIDTH, GAME_BUTTON_XSIZE,
8145 GDI_HEIGHT, GAME_BUTTON_YSIZE,
8146 GDI_TYPE, button_type,
8147 GDI_STATE, GD_BUTTON_UNPRESSED,
8148 GDI_CHECKED, checked,
8149 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
8150 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
8151 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
8152 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
8153 GDI_EVENT_MASK, event_mask,
8154 GDI_CALLBACK_ACTION, HandleGameButtons,
8158 Error(ERR_EXIT, "cannot create gadget");
8160 game_gadget[id] = gi;
8164 void FreeGameButtons()
8168 for (i=0; i<NUM_GAME_BUTTONS; i++)
8169 FreeGadget(game_gadget[i]);
8172 static void MapGameButtons()
8176 for (i=0; i<NUM_GAME_BUTTONS; i++)
8177 MapGadget(game_gadget[i]);
8180 void UnmapGameButtons()
8184 for (i=0; i<NUM_GAME_BUTTONS; i++)
8185 UnmapGadget(game_gadget[i]);
8188 static void HandleGameButtons(struct GadgetInfo *gi)
8190 int id = gi->custom_id;
8192 if (game_status != GAME_MODE_PLAYING)
8197 case GAME_CTRL_ID_STOP:
8198 RequestQuitGame(TRUE);
8201 case GAME_CTRL_ID_PAUSE:
8202 if (options.network)
8204 #if defined(PLATFORM_UNIX)
8206 SendToServer_ContinuePlaying();
8208 SendToServer_PausePlaying();
8212 TapeTogglePause(TAPE_TOGGLE_MANUAL);
8215 case GAME_CTRL_ID_PLAY:
8218 #if defined(PLATFORM_UNIX)
8219 if (options.network)
8220 SendToServer_ContinuePlaying();
8224 tape.pausing = FALSE;
8225 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
8230 case SOUND_CTRL_ID_MUSIC:
8231 if (setup.sound_music)
8233 setup.sound_music = FALSE;
8236 else if (audio.music_available)
8238 setup.sound = setup.sound_music = TRUE;
8240 SetAudioMode(setup.sound);
8241 PlayMusic(level_nr);
8245 case SOUND_CTRL_ID_LOOPS:
8246 if (setup.sound_loops)
8247 setup.sound_loops = FALSE;
8248 else if (audio.loops_available)
8250 setup.sound = setup.sound_loops = TRUE;
8251 SetAudioMode(setup.sound);
8255 case SOUND_CTRL_ID_SIMPLE:
8256 if (setup.sound_simple)
8257 setup.sound_simple = FALSE;
8258 else if (audio.sound_available)
8260 setup.sound = setup.sound_simple = TRUE;
8261 SetAudioMode(setup.sound);