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 MovePlayer() */
36 #define MF_NO_ACTION 0
40 /* for ScrollPlayer() */
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))
101 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
102 (element_info[e].move_delay_random))
104 #define ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, condition) \
105 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
107 (DONT_COLLIDE_WITH(e) && \
108 IS_FREE_OR_PLAYER(x, y))))
110 #define ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, condition) \
111 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
114 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
115 ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, 0)
117 #define ELEMENT_CAN_ENTER_FIELD_OR_ACID(e, x, y) \
118 ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, (Feld[x][y] == EL_ACID))
120 #define ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(x, y) \
121 ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, (Feld[x][y] == EL_ACID))
123 #define ENEMY_CAN_ENTER_FIELD(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
125 #define YAMYAM_CAN_ENTER_FIELD(x, y) \
126 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
127 Feld[x][y] == EL_DIAMOND))
129 #define DARK_YAMYAM_CAN_ENTER_FIELD(x, y) \
130 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
131 IS_FOOD_DARK_YAMYAM(Feld[x][y])))
133 #define PACMAN_CAN_ENTER_FIELD(x, y) \
134 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
135 IS_AMOEBOID(Feld[x][y])))
137 #define PIG_CAN_ENTER_FIELD(x, y) \
138 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
139 IS_FOOD_PIG(Feld[x][y])))
141 #define PENGUIN_CAN_ENTER_FIELD(x, y) \
142 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
143 IS_FOOD_PENGUIN(Feld[x][y]) || \
144 Feld[x][y] == EL_EXIT_OPEN || \
145 Feld[x][y] == EL_ACID))
147 #define MOLE_CAN_ENTER_FIELD(x, y, condition) \
148 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || (condition)))
150 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
151 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
153 /* game button identifiers */
154 #define GAME_CTRL_ID_STOP 0
155 #define GAME_CTRL_ID_PAUSE 1
156 #define GAME_CTRL_ID_PLAY 2
157 #define SOUND_CTRL_ID_MUSIC 3
158 #define SOUND_CTRL_ID_LOOPS 4
159 #define SOUND_CTRL_ID_SIMPLE 5
161 #define NUM_GAME_BUTTONS 6
164 /* forward declaration for internal use */
166 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
167 static boolean MovePlayer(struct PlayerInfo *, int, int);
168 static void ScrollPlayer(struct PlayerInfo *, int);
169 static void ScrollScreen(struct PlayerInfo *, int);
171 static void InitBeltMovement(void);
172 static void CloseAllOpenTimegates(void);
173 static void CheckGravityMovement(struct PlayerInfo *);
174 static void KillHeroUnlessProtected(int, int);
176 static void TestIfPlayerTouchesCustomElement(int, int);
177 static void TestIfElementTouchesCustomElement(int, int);
179 static void ChangeElement(int, int, int);
180 static boolean CheckTriggeredElementSideChange(int, int, int, int, int);
181 static boolean CheckTriggeredElementChange(int, int, int, int);
182 static boolean CheckElementSideChange(int, int, int, int, int, int);
183 static boolean CheckElementChange(int, int, int, int);
185 static void PlayLevelSound(int, int, int);
186 static void PlayLevelSoundNearest(int, int, int);
187 static void PlayLevelSoundAction(int, int, int);
188 static void PlayLevelSoundElementAction(int, int, int, int);
189 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
190 static void PlayLevelSoundActionIfLoop(int, int, int);
191 static void StopLevelSoundActionIfLoop(int, int, int);
192 static void PlayLevelMusic();
194 static void MapGameButtons();
195 static void HandleGameButtons(struct GadgetInfo *);
197 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
200 /* ------------------------------------------------------------------------- */
201 /* definition of elements that automatically change to other elements after */
202 /* a specified time, eventually calling a function when changing */
203 /* ------------------------------------------------------------------------- */
205 /* forward declaration for changer functions */
206 static void InitBuggyBase(int x, int y);
207 static void WarnBuggyBase(int x, int y);
209 static void InitTrap(int x, int y);
210 static void ActivateTrap(int x, int y);
211 static void ChangeActiveTrap(int x, int y);
213 static void InitRobotWheel(int x, int y);
214 static void RunRobotWheel(int x, int y);
215 static void StopRobotWheel(int x, int y);
217 static void InitTimegateWheel(int x, int y);
218 static void RunTimegateWheel(int x, int y);
220 struct ChangingElementInfo
225 void (*pre_change_function)(int x, int y);
226 void (*change_function)(int x, int y);
227 void (*post_change_function)(int x, int y);
230 static struct ChangingElementInfo change_delay_list[] =
281 EL_SWITCHGATE_OPENING,
289 EL_SWITCHGATE_CLOSING,
290 EL_SWITCHGATE_CLOSED,
322 EL_ACID_SPLASH_RIGHT,
331 EL_SP_BUGGY_BASE_ACTIVATING,
338 EL_SP_BUGGY_BASE_ACTIVATING,
339 EL_SP_BUGGY_BASE_ACTIVE,
346 EL_SP_BUGGY_BASE_ACTIVE,
370 EL_ROBOT_WHEEL_ACTIVE,
378 EL_TIMEGATE_SWITCH_ACTIVE,
399 int push_delay_fixed, push_delay_random;
404 { EL_BALLOON, 0, 0 },
406 { EL_SOKOBAN_OBJECT, 2, 0 },
407 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
408 { EL_SATELLITE, 2, 0 },
409 { EL_SP_DISK_YELLOW, 2, 0 },
411 { EL_UNDEFINED, 0, 0 },
419 move_stepsize_list[] =
421 { EL_AMOEBA_DROP, 2 },
422 { EL_AMOEBA_DROPPING, 2 },
423 { EL_QUICKSAND_FILLING, 1 },
424 { EL_QUICKSAND_EMPTYING, 1 },
425 { EL_MAGIC_WALL_FILLING, 2 },
426 { EL_BD_MAGIC_WALL_FILLING, 2 },
427 { EL_MAGIC_WALL_EMPTYING, 2 },
428 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
438 collect_count_list[] =
441 { EL_BD_DIAMOND, 1 },
442 { EL_EMERALD_YELLOW, 1 },
443 { EL_EMERALD_RED, 1 },
444 { EL_EMERALD_PURPLE, 1 },
446 { EL_SP_INFOTRON, 1 },
453 static unsigned long trigger_events[MAX_NUM_ELEMENTS];
455 #define IS_AUTO_CHANGING(e) (element_info[e].change_events & \
456 CH_EVENT_BIT(CE_DELAY))
457 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
458 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
459 IS_JUST_CHANGING(x, y))
461 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
464 void GetPlayerConfig()
466 if (!audio.sound_available)
467 setup.sound_simple = FALSE;
469 if (!audio.loops_available)
470 setup.sound_loops = FALSE;
472 if (!audio.music_available)
473 setup.sound_music = FALSE;
475 if (!video.fullscreen_available)
476 setup.fullscreen = FALSE;
478 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
480 SetAudioMode(setup.sound);
484 static int getBeltNrFromBeltElement(int element)
486 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
487 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
488 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
491 static int getBeltNrFromBeltActiveElement(int element)
493 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
494 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
495 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
498 static int getBeltNrFromBeltSwitchElement(int element)
500 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
501 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
502 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
505 static int getBeltDirNrFromBeltSwitchElement(int element)
507 static int belt_base_element[4] =
509 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
510 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
511 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
512 EL_CONVEYOR_BELT_4_SWITCH_LEFT
515 int belt_nr = getBeltNrFromBeltSwitchElement(element);
516 int belt_dir_nr = element - belt_base_element[belt_nr];
518 return (belt_dir_nr % 3);
521 static int getBeltDirFromBeltSwitchElement(int element)
523 static int belt_move_dir[3] =
530 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
532 return belt_move_dir[belt_dir_nr];
535 static void InitPlayerField(int x, int y, int element, boolean init_game)
537 if (element == EL_SP_MURPHY)
541 if (stored_player[0].present)
543 Feld[x][y] = EL_SP_MURPHY_CLONE;
549 stored_player[0].use_murphy_graphic = TRUE;
552 Feld[x][y] = EL_PLAYER_1;
558 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
559 int jx = player->jx, jy = player->jy;
561 player->present = TRUE;
563 if (!options.network || player->connected)
565 player->active = TRUE;
567 /* remove potentially duplicate players */
568 if (StorePlayer[jx][jy] == Feld[x][y])
569 StorePlayer[jx][jy] = 0;
571 StorePlayer[x][y] = Feld[x][y];
575 printf("Player %d activated.\n", player->element_nr);
576 printf("[Local player is %d and currently %s.]\n",
577 local_player->element_nr,
578 local_player->active ? "active" : "not active");
582 Feld[x][y] = EL_EMPTY;
583 player->jx = player->last_jx = x;
584 player->jy = player->last_jy = y;
588 static void InitField(int x, int y, boolean init_game)
590 int element = Feld[x][y];
599 InitPlayerField(x, y, element, init_game);
603 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
604 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
605 else if (x > 0 && Feld[x-1][y] == EL_ACID)
606 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
607 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
608 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
609 else if (y > 0 && Feld[x][y-1] == EL_ACID)
610 Feld[x][y] = EL_ACID_POOL_BOTTOM;
611 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
612 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
620 case EL_SPACESHIP_RIGHT:
621 case EL_SPACESHIP_UP:
622 case EL_SPACESHIP_LEFT:
623 case EL_SPACESHIP_DOWN:
625 case EL_BD_BUTTERFLY_RIGHT:
626 case EL_BD_BUTTERFLY_UP:
627 case EL_BD_BUTTERFLY_LEFT:
628 case EL_BD_BUTTERFLY_DOWN:
629 case EL_BD_BUTTERFLY:
630 case EL_BD_FIREFLY_RIGHT:
631 case EL_BD_FIREFLY_UP:
632 case EL_BD_FIREFLY_LEFT:
633 case EL_BD_FIREFLY_DOWN:
635 case EL_PACMAN_RIGHT:
659 if (y == lev_fieldy - 1)
661 Feld[x][y] = EL_AMOEBA_GROWING;
662 Store[x][y] = EL_AMOEBA_WET;
666 case EL_DYNAMITE_ACTIVE:
671 local_player->lights_still_needed++;
674 case EL_SOKOBAN_FIELD_EMPTY:
675 local_player->sokobanfields_still_needed++;
679 local_player->friends_still_needed++;
684 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
689 Feld[x][y] = EL_EMPTY;
694 case EL_EM_KEY_1_FILE:
695 Feld[x][y] = EL_EM_KEY_1;
697 case EL_EM_KEY_2_FILE:
698 Feld[x][y] = EL_EM_KEY_2;
700 case EL_EM_KEY_3_FILE:
701 Feld[x][y] = EL_EM_KEY_3;
703 case EL_EM_KEY_4_FILE:
704 Feld[x][y] = EL_EM_KEY_4;
708 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
709 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
710 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
711 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
712 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
713 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
714 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
715 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
716 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
717 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
718 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
719 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
722 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
723 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
724 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
726 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
728 game.belt_dir[belt_nr] = belt_dir;
729 game.belt_dir_nr[belt_nr] = belt_dir_nr;
731 else /* more than one switch -- set it like the first switch */
733 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
738 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
740 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
743 case EL_LIGHT_SWITCH_ACTIVE:
745 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
749 if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
755 void DrawGameDoorValues()
759 for (i=0; i<MAX_PLAYERS; i++)
761 if (stored_player[i].key[j])
762 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
763 el2edimg(EL_KEY_1 + j));
765 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
766 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
767 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
768 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
769 DrawText(DX + XX_SCORE, DY + YY_SCORE,
770 int2str(local_player->score, 5), FONT_TEXT_2);
771 DrawText(DX + XX_TIME, DY + YY_TIME,
772 int2str(TimeLeft, 3), FONT_TEXT_2);
777 =============================================================================
779 -----------------------------------------------------------------------------
780 initialize game engine due to level / tape version number
781 =============================================================================
784 static void InitGameEngine()
788 /* set game engine from tape file when re-playing, else from level file */
789 game.engine_version = (tape.playing ? tape.engine_version :
792 /* dynamically adjust element properties according to game engine version */
793 InitElementPropertiesEngine(game.engine_version);
796 printf("level %d: level version == %06d\n", level_nr, level.game_version);
797 printf(" tape version == %06d [%s] [file: %06d]\n",
798 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
800 printf(" => game.engine_version == %06d\n", game.engine_version);
803 /* ---------- initialize player's initial move delay --------------------- */
805 /* dynamically adjust player properties according to game engine version */
806 game.initial_move_delay =
807 (game.engine_version <= VERSION_IDENT(2,0,1,0) ? INITIAL_MOVE_DELAY_ON :
808 INITIAL_MOVE_DELAY_OFF);
810 /* dynamically adjust player properties according to level information */
811 game.initial_move_delay_value =
812 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
814 /* ---------- initialize player's initial push delay --------------------- */
816 /* dynamically adjust player properties according to game engine version */
817 game.initial_push_delay_value =
818 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
820 /* ---------- initialize changing elements ------------------------------- */
822 /* initialize changing elements information */
823 for (i=0; i < MAX_NUM_ELEMENTS; i++)
825 struct ElementInfo *ei = &element_info[i];
827 /* this pointer might have been changed in the level editor */
828 ei->change = &ei->change_page[0];
830 if (!IS_CUSTOM_ELEMENT(i))
832 ei->change->target_element = EL_EMPTY_SPACE;
833 ei->change->delay_fixed = 0;
834 ei->change->delay_random = 0;
835 ei->change->delay_frames = 1;
838 ei->change_events = CE_BITMASK_DEFAULT;
839 for (j=0; j < NUM_CHANGE_EVENTS; j++)
841 ei->event_page_nr[j] = 0;
842 ei->event_page[j] = &ei->change_page[0];
846 /* add changing elements from pre-defined list */
847 for (i=0; change_delay_list[i].element != EL_UNDEFINED; i++)
849 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
850 struct ElementInfo *ei = &element_info[ch_delay->element];
852 ei->change->target_element = ch_delay->target_element;
853 ei->change->delay_fixed = ch_delay->change_delay;
855 ei->change->pre_change_function = ch_delay->pre_change_function;
856 ei->change->change_function = ch_delay->change_function;
857 ei->change->post_change_function = ch_delay->post_change_function;
859 ei->change_events |= CH_EVENT_BIT(CE_DELAY);
863 /* add change events from custom element configuration */
864 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
866 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
868 for (j=0; j < ei->num_change_pages; j++)
870 if (!ei->change_page[j].can_change)
873 for (k=0; k < NUM_CHANGE_EVENTS; k++)
875 /* only add event page for the first page found with this event */
876 if (ei->change_page[j].events & CH_EVENT_BIT(k) &&
877 !(ei->change_events & CH_EVENT_BIT(k)))
879 ei->change_events |= CH_EVENT_BIT(k);
880 ei->event_page_nr[k] = j;
881 ei->event_page[k] = &ei->change_page[j];
889 /* add change events from custom element configuration */
890 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
892 int element = EL_CUSTOM_START + i;
894 /* only add custom elements that change after fixed/random frame delay */
895 if (CAN_CHANGE(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
896 element_info[element].change_events |= CH_EVENT_BIT(CE_DELAY);
900 /* ---------- initialize trigger events ---------------------------------- */
902 /* initialize trigger events information */
903 for (i=0; i<MAX_NUM_ELEMENTS; i++)
904 trigger_events[i] = EP_BITMASK_DEFAULT;
907 /* add trigger events from element change event properties */
908 for (i=0; i<MAX_NUM_ELEMENTS; i++)
910 struct ElementInfo *ei = &element_info[i];
912 for (j=0; j < ei->num_change_pages; j++)
914 if (!ei->change_page[j].can_change)
917 if (ei->change_page[j].events & CH_EVENT_BIT(CE_BY_OTHER_ACTION))
919 int trigger_element = ei->change_page[j].trigger_element;
921 trigger_events[trigger_element] |= ei->change_page[j].events;
926 /* add trigger events from element change event properties */
927 for (i=0; i<MAX_NUM_ELEMENTS; i++)
928 if (HAS_CHANGE_EVENT(i, CE_BY_OTHER_ACTION))
929 trigger_events[element_info[i].change->trigger_element] |=
930 element_info[i].change->events;
933 /* ---------- initialize push delay -------------------------------------- */
935 /* initialize push delay values to default */
936 for (i=0; i<MAX_NUM_ELEMENTS; i++)
938 if (!IS_CUSTOM_ELEMENT(i))
940 element_info[i].push_delay_fixed = game.default_push_delay_fixed;
941 element_info[i].push_delay_random = game.default_push_delay_random;
945 /* set push delay value for certain elements from pre-defined list */
946 for (i=0; push_delay_list[i].element != EL_UNDEFINED; i++)
948 int e = push_delay_list[i].element;
950 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
951 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
954 /* ---------- initialize move stepsize ----------------------------------- */
956 /* initialize move stepsize values to default */
957 for (i=0; i<MAX_NUM_ELEMENTS; i++)
958 if (!IS_CUSTOM_ELEMENT(i))
959 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
961 /* set move stepsize value for certain elements from pre-defined list */
962 for (i=0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
964 int e = move_stepsize_list[i].element;
966 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
969 /* ---------- initialize gem count --------------------------------------- */
971 /* initialize gem count values for each element */
972 for (i=0; i<MAX_NUM_ELEMENTS; i++)
973 if (!IS_CUSTOM_ELEMENT(i))
974 element_info[i].collect_count = 0;
976 /* add gem count values for all elements from pre-defined list */
977 for (i=0; collect_count_list[i].element != EL_UNDEFINED; i++)
978 element_info[collect_count_list[i].element].collect_count =
979 collect_count_list[i].count;
984 =============================================================================
986 -----------------------------------------------------------------------------
987 initialize and start new game
988 =============================================================================
993 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
994 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
995 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
1002 #if USE_NEW_AMOEBA_CODE
1003 printf("Using new amoeba code.\n");
1005 printf("Using old amoeba code.\n");
1010 /* don't play tapes over network */
1011 network_playing = (options.network && !tape.playing);
1013 for (i=0; i < MAX_PLAYERS; i++)
1015 struct PlayerInfo *player = &stored_player[i];
1017 player->index_nr = i;
1018 player->element_nr = EL_PLAYER_1 + i;
1020 player->present = FALSE;
1021 player->active = FALSE;
1024 player->effective_action = 0;
1025 player->programmed_action = 0;
1028 player->gems_still_needed = level.gems_needed;
1029 player->sokobanfields_still_needed = 0;
1030 player->lights_still_needed = 0;
1031 player->friends_still_needed = 0;
1033 for (j=0; j < 4; j++)
1034 player->key[j] = FALSE;
1036 player->dynabomb_count = 0;
1037 player->dynabomb_size = 1;
1038 player->dynabombs_left = 0;
1039 player->dynabomb_xl = FALSE;
1041 player->MovDir = MV_NO_MOVING;
1044 player->GfxDir = MV_NO_MOVING;
1045 player->GfxAction = ACTION_DEFAULT;
1047 player->StepFrame = 0;
1049 player->use_murphy_graphic = FALSE;
1051 player->actual_frame_counter = 0;
1053 player->last_move_dir = MV_NO_MOVING;
1055 player->is_waiting = FALSE;
1056 player->is_moving = FALSE;
1057 player->is_digging = FALSE;
1058 player->is_snapping = FALSE;
1059 player->is_collecting = FALSE;
1060 player->is_pushing = FALSE;
1061 player->is_switching = FALSE;
1063 player->is_bored = FALSE;
1064 player->is_sleeping = FALSE;
1066 player->frame_counter_bored = -1;
1067 player->frame_counter_sleeping = -1;
1069 player->anim_delay_counter = 0;
1070 player->post_delay_counter = 0;
1072 player->special_action_bored = ACTION_DEFAULT;
1073 player->special_action_sleeping = ACTION_DEFAULT;
1075 player->num_special_action_bored = 0;
1076 player->num_special_action_sleeping = 0;
1078 /* determine number of special actions for bored and sleeping animation */
1079 for (j=ACTION_BORING_1; j <= ACTION_BORING_8; j++)
1081 boolean found = FALSE;
1083 for (k=0; k < NUM_DIRECTIONS; k++)
1084 if (el_act_dir2img(player->element_nr, j, k) !=
1085 el_act_dir2img(player->element_nr, ACTION_DEFAULT, k))
1089 player->num_special_action_bored++;
1093 for (j=ACTION_SLEEPING_1; j <= ACTION_SLEEPING_3; j++)
1095 boolean found = FALSE;
1097 for (k=0; k < NUM_DIRECTIONS; k++)
1098 if (el_act_dir2img(player->element_nr, j, k) !=
1099 el_act_dir2img(player->element_nr, ACTION_DEFAULT, k))
1103 player->num_special_action_sleeping++;
1108 player->switch_x = -1;
1109 player->switch_y = -1;
1111 player->show_envelope = 0;
1113 player->move_delay = game.initial_move_delay;
1114 player->move_delay_value = game.initial_move_delay_value;
1116 player->push_delay = 0;
1117 player->push_delay_value = game.initial_push_delay_value;
1119 player->last_jx = player->last_jy = 0;
1120 player->jx = player->jy = 0;
1122 player->shield_normal_time_left = 0;
1123 player->shield_deadly_time_left = 0;
1125 player->inventory_size = 0;
1127 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
1128 SnapField(player, 0, 0);
1130 player->LevelSolved = FALSE;
1131 player->GameOver = FALSE;
1134 network_player_action_received = FALSE;
1136 #if defined(PLATFORM_UNIX)
1137 /* initial null action */
1138 if (network_playing)
1139 SendToServer_MovePlayer(MV_NO_MOVING);
1147 TimeLeft = level.time;
1149 ScreenMovDir = MV_NO_MOVING;
1153 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
1155 AllPlayersGone = FALSE;
1157 game.yamyam_content_nr = 0;
1158 game.magic_wall_active = FALSE;
1159 game.magic_wall_time_left = 0;
1160 game.light_time_left = 0;
1161 game.timegate_time_left = 0;
1162 game.switchgate_pos = 0;
1163 game.balloon_dir = MV_NO_MOVING;
1164 game.gravity = level.initial_gravity;
1165 game.explosions_delayed = TRUE;
1167 game.envelope_active = FALSE;
1171 game.belt_dir[i] = MV_NO_MOVING;
1172 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1175 for (i=0; i<MAX_NUM_AMOEBA; i++)
1176 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
1178 for (x=0; x<lev_fieldx; x++)
1180 for (y=0; y<lev_fieldy; y++)
1182 Feld[x][y] = level.field[x][y];
1183 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
1184 ChangeDelay[x][y] = 0;
1185 ChangePage[x][y] = -1;
1186 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
1188 WasJustMoving[x][y] = 0;
1189 WasJustFalling[x][y] = 0;
1191 Pushed[x][y] = FALSE;
1193 Changed[x][y] = CE_BITMASK_DEFAULT;
1194 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
1196 ExplodePhase[x][y] = 0;
1197 ExplodeField[x][y] = EX_NO_EXPLOSION;
1200 GfxRandom[x][y] = INIT_GFX_RANDOM();
1201 GfxElement[x][y] = EL_UNDEFINED;
1202 GfxAction[x][y] = ACTION_DEFAULT;
1203 GfxDir[x][y] = MV_NO_MOVING;
1207 for(y=0; y<lev_fieldy; y++)
1209 for(x=0; x<lev_fieldx; x++)
1211 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
1213 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
1215 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
1218 InitField(x, y, TRUE);
1224 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
1225 emulate_sb ? EMU_SOKOBAN :
1226 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
1228 /* correct non-moving belts to start moving left */
1230 if (game.belt_dir[i] == MV_NO_MOVING)
1231 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1233 /* check if any connected player was not found in playfield */
1234 for (i=0; i<MAX_PLAYERS; i++)
1236 struct PlayerInfo *player = &stored_player[i];
1238 if (player->connected && !player->present)
1240 for (j=0; j<MAX_PLAYERS; j++)
1242 struct PlayerInfo *some_player = &stored_player[j];
1243 int jx = some_player->jx, jy = some_player->jy;
1245 /* assign first free player found that is present in the playfield */
1246 if (some_player->present && !some_player->connected)
1248 player->present = TRUE;
1249 player->active = TRUE;
1250 some_player->present = FALSE;
1252 StorePlayer[jx][jy] = player->element_nr;
1253 player->jx = player->last_jx = jx;
1254 player->jy = player->last_jy = jy;
1264 /* when playing a tape, eliminate all players who do not participate */
1266 for (i=0; i<MAX_PLAYERS; i++)
1268 if (stored_player[i].active && !tape.player_participates[i])
1270 struct PlayerInfo *player = &stored_player[i];
1271 int jx = player->jx, jy = player->jy;
1273 player->active = FALSE;
1274 StorePlayer[jx][jy] = 0;
1275 Feld[jx][jy] = EL_EMPTY;
1279 else if (!options.network && !setup.team_mode) /* && !tape.playing */
1281 /* when in single player mode, eliminate all but the first active player */
1283 for (i=0; i<MAX_PLAYERS; i++)
1285 if (stored_player[i].active)
1287 for (j=i+1; j<MAX_PLAYERS; j++)
1289 if (stored_player[j].active)
1291 struct PlayerInfo *player = &stored_player[j];
1292 int jx = player->jx, jy = player->jy;
1294 player->active = FALSE;
1295 StorePlayer[jx][jy] = 0;
1296 Feld[jx][jy] = EL_EMPTY;
1303 /* when recording the game, store which players take part in the game */
1306 for (i=0; i<MAX_PLAYERS; i++)
1307 if (stored_player[i].active)
1308 tape.player_participates[i] = TRUE;
1313 for (i=0; i<MAX_PLAYERS; i++)
1315 struct PlayerInfo *player = &stored_player[i];
1317 printf("Player %d: present == %d, connected == %d, active == %d.\n",
1322 if (local_player == player)
1323 printf("Player %d is local player.\n", i+1);
1327 if (BorderElement == EL_EMPTY)
1330 SBX_Right = lev_fieldx - SCR_FIELDX;
1332 SBY_Lower = lev_fieldy - SCR_FIELDY;
1337 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
1339 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
1342 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
1343 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
1345 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
1346 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
1348 /* if local player not found, look for custom element that might create
1349 the player (make some assumptions about the right custom element) */
1350 if (!local_player->present)
1352 int start_x = 0, start_y = 0;
1353 int found_rating = 0;
1354 int found_element = EL_UNDEFINED;
1356 for(y=0; y < lev_fieldy; y++) for(x=0; x < lev_fieldx; x++)
1358 int element = Feld[x][y];
1363 if (!IS_CUSTOM_ELEMENT(element))
1366 if (CAN_CHANGE(element))
1368 for (i=0; i < element_info[element].num_change_pages; i++)
1370 content = element_info[element].change_page[i].target_element;
1371 is_player = ELEM_IS_PLAYER(content);
1373 if (is_player && (found_rating < 3 || element < found_element))
1379 found_element = element;
1384 for(yy=0; yy < 3; yy++) for(xx=0; xx < 3; xx++)
1386 content = element_info[element].content[xx][yy];
1387 is_player = ELEM_IS_PLAYER(content);
1389 if (is_player && (found_rating < 2 || element < found_element))
1391 start_x = x + xx - 1;
1392 start_y = y + yy - 1;
1395 found_element = element;
1398 if (!CAN_CHANGE(element))
1401 for (i=0; i < element_info[element].num_change_pages; i++)
1403 content = element_info[element].change_page[i].content[xx][yy];
1404 is_player = ELEM_IS_PLAYER(content);
1406 if (is_player && (found_rating < 1 || element < found_element))
1408 start_x = x + xx - 1;
1409 start_y = y + yy - 1;
1412 found_element = element;
1418 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
1419 start_x > SBX_Right + MIDPOSX ? SBX_Right :
1422 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
1423 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
1429 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
1430 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
1431 local_player->jx - MIDPOSX);
1433 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
1434 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
1435 local_player->jy - MIDPOSY);
1437 scroll_x = SBX_Left;
1438 scroll_y = SBY_Upper;
1439 if (local_player->jx >= SBX_Left + MIDPOSX)
1440 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
1441 local_player->jx - MIDPOSX :
1443 if (local_player->jy >= SBY_Upper + MIDPOSY)
1444 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
1445 local_player->jy - MIDPOSY :
1450 CloseDoor(DOOR_CLOSE_1);
1455 /* after drawing the level, correct some elements */
1456 if (game.timegate_time_left == 0)
1457 CloseAllOpenTimegates();
1459 if (setup.soft_scrolling)
1460 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
1462 redraw_mask |= REDRAW_FROM_BACKBUFFER;
1465 /* copy default game door content to main double buffer */
1466 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
1467 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
1470 DrawText(DX + XX_LEVEL, DY + YY_LEVEL, int2str(level_nr, 2), FONT_TEXT_2);
1473 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
1474 int2str(level_nr, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
1475 BlitBitmap(drawto, drawto,
1476 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
1477 getFontWidth(FONT_LEVEL_NUMBER) * 3,
1478 getFontHeight(FONT_LEVEL_NUMBER) - 1,
1479 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
1482 DrawGameDoorValues();
1486 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
1487 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
1488 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
1492 /* copy actual game door content to door double buffer for OpenDoor() */
1493 BlitBitmap(drawto, bitmap_db_door,
1494 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
1496 OpenDoor(DOOR_OPEN_ALL);
1498 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
1500 if (setup.sound_music)
1503 KeyboardAutoRepeatOffUnlessAutoplay();
1508 printf("Player %d %sactive.\n",
1509 i + 1, (stored_player[i].active ? "" : "not "));
1513 printf("::: starting game [%d]\n", FrameCounter);
1517 void InitMovDir(int x, int y)
1519 int i, element = Feld[x][y];
1520 static int xy[4][2] =
1527 static int direction[3][4] =
1529 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1530 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1531 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1540 Feld[x][y] = EL_BUG;
1541 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
1544 case EL_SPACESHIP_RIGHT:
1545 case EL_SPACESHIP_UP:
1546 case EL_SPACESHIP_LEFT:
1547 case EL_SPACESHIP_DOWN:
1548 Feld[x][y] = EL_SPACESHIP;
1549 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
1552 case EL_BD_BUTTERFLY_RIGHT:
1553 case EL_BD_BUTTERFLY_UP:
1554 case EL_BD_BUTTERFLY_LEFT:
1555 case EL_BD_BUTTERFLY_DOWN:
1556 Feld[x][y] = EL_BD_BUTTERFLY;
1557 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
1560 case EL_BD_FIREFLY_RIGHT:
1561 case EL_BD_FIREFLY_UP:
1562 case EL_BD_FIREFLY_LEFT:
1563 case EL_BD_FIREFLY_DOWN:
1564 Feld[x][y] = EL_BD_FIREFLY;
1565 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1568 case EL_PACMAN_RIGHT:
1570 case EL_PACMAN_LEFT:
1571 case EL_PACMAN_DOWN:
1572 Feld[x][y] = EL_PACMAN;
1573 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1576 case EL_SP_SNIKSNAK:
1577 MovDir[x][y] = MV_UP;
1580 case EL_SP_ELECTRON:
1581 MovDir[x][y] = MV_LEFT;
1588 Feld[x][y] = EL_MOLE;
1589 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1593 if (IS_CUSTOM_ELEMENT(element))
1595 if (element_info[element].move_direction_initial != MV_NO_MOVING)
1596 MovDir[x][y] = element_info[element].move_direction_initial;
1597 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
1598 element_info[element].move_pattern == MV_TURNING_LEFT ||
1599 element_info[element].move_pattern == MV_TURNING_RIGHT)
1600 MovDir[x][y] = 1 << RND(4);
1601 else if (element_info[element].move_pattern == MV_HORIZONTAL)
1602 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
1603 else if (element_info[element].move_pattern == MV_VERTICAL)
1604 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
1605 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
1606 MovDir[x][y] = element_info[element].move_pattern;
1607 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE ||
1608 element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1612 int x1 = x + xy[i][0];
1613 int y1 = y + xy[i][1];
1615 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1617 if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1618 MovDir[x][y] = direction[0][i];
1620 MovDir[x][y] = direction[1][i];
1629 MovDir[x][y] = 1 << RND(4);
1631 if (element != EL_BUG &&
1632 element != EL_SPACESHIP &&
1633 element != EL_BD_BUTTERFLY &&
1634 element != EL_BD_FIREFLY)
1639 int x1 = x + xy[i][0];
1640 int y1 = y + xy[i][1];
1642 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1644 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1646 MovDir[x][y] = direction[0][i];
1649 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1650 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1652 MovDir[x][y] = direction[1][i];
1661 GfxDir[x][y] = MovDir[x][y];
1664 void InitAmoebaNr(int x, int y)
1667 int group_nr = AmoebeNachbarNr(x, y);
1671 for (i=1; i<MAX_NUM_AMOEBA; i++)
1673 if (AmoebaCnt[i] == 0)
1681 AmoebaNr[x][y] = group_nr;
1682 AmoebaCnt[group_nr]++;
1683 AmoebaCnt2[group_nr]++;
1689 boolean raise_level = FALSE;
1691 if (local_player->MovPos)
1695 if (tape.auto_play) /* tape might already be stopped here */
1696 tape.auto_play_level_solved = TRUE;
1698 if (tape.playing && tape.auto_play)
1699 tape.auto_play_level_solved = TRUE;
1702 local_player->LevelSolved = FALSE;
1704 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
1708 if (!tape.playing && setup.sound_loops)
1709 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1710 SND_CTRL_PLAY_LOOP);
1712 while (TimeLeft > 0)
1714 if (!tape.playing && !setup.sound_loops)
1715 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1716 if (TimeLeft > 0 && !(TimeLeft % 10))
1717 RaiseScore(level.score[SC_TIME_BONUS]);
1718 if (TimeLeft > 100 && !(TimeLeft % 10))
1722 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
1729 if (!tape.playing && setup.sound_loops)
1730 StopSound(SND_GAME_LEVELTIME_BONUS);
1732 else if (level.time == 0) /* level without time limit */
1734 if (!tape.playing && setup.sound_loops)
1735 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1736 SND_CTRL_PLAY_LOOP);
1738 while (TimePlayed < 999)
1740 if (!tape.playing && !setup.sound_loops)
1741 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1742 if (TimePlayed < 999 && !(TimePlayed % 10))
1743 RaiseScore(level.score[SC_TIME_BONUS]);
1744 if (TimePlayed < 900 && !(TimePlayed % 10))
1748 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
1755 if (!tape.playing && setup.sound_loops)
1756 StopSound(SND_GAME_LEVELTIME_BONUS);
1759 /* close exit door after last player */
1760 if ((Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
1761 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN) && AllPlayersGone)
1763 int element = Feld[ExitX][ExitY];
1765 Feld[ExitX][ExitY] = (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
1766 EL_SP_EXIT_CLOSING);
1768 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
1771 /* Hero disappears */
1772 DrawLevelField(ExitX, ExitY);
1778 CloseDoor(DOOR_CLOSE_1);
1783 SaveTape(tape.level_nr); /* Ask to save tape */
1786 if (level_nr == leveldir_current->handicap_level)
1788 leveldir_current->handicap_level++;
1789 SaveLevelSetup_SeriesInfo();
1792 if (level_editor_test_game)
1793 local_player->score = -1; /* no highscore when playing from editor */
1794 else if (level_nr < leveldir_current->last_level)
1795 raise_level = TRUE; /* advance to next level */
1797 if ((hi_pos = NewHiScore()) >= 0)
1799 game_status = GAME_MODE_SCORES;
1800 DrawHallOfFame(hi_pos);
1809 game_status = GAME_MODE_MAIN;
1826 LoadScore(level_nr);
1828 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1829 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1832 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1834 if (local_player->score > highscore[k].Score)
1836 /* player has made it to the hall of fame */
1838 if (k < MAX_SCORE_ENTRIES - 1)
1840 int m = MAX_SCORE_ENTRIES - 1;
1843 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1844 if (!strcmp(setup.player_name, highscore[l].Name))
1846 if (m == k) /* player's new highscore overwrites his old one */
1852 strcpy(highscore[l].Name, highscore[l - 1].Name);
1853 highscore[l].Score = highscore[l - 1].Score;
1860 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1861 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1862 highscore[k].Score = local_player->score;
1868 else if (!strncmp(setup.player_name, highscore[k].Name,
1869 MAX_PLAYER_NAME_LEN))
1870 break; /* player already there with a higher score */
1876 SaveScore(level_nr);
1881 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
1883 if (player->GfxAction != action || player->GfxDir != dir)
1886 printf("Player frame reset! (%d => %d, %d => %d)\n",
1887 player->GfxAction, action, player->GfxDir, dir);
1890 player->GfxAction = action;
1891 player->GfxDir = dir;
1893 player->StepFrame = 0;
1897 static void ResetRandomAnimationValue(int x, int y)
1899 GfxRandom[x][y] = INIT_GFX_RANDOM();
1902 static void ResetGfxAnimation(int x, int y)
1905 GfxAction[x][y] = ACTION_DEFAULT;
1906 GfxDir[x][y] = MovDir[x][y];
1909 void InitMovingField(int x, int y, int direction)
1911 int element = Feld[x][y];
1912 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1913 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1917 if (!WasJustMoving[x][y] || direction != MovDir[x][y])
1918 ResetGfxAnimation(x, y);
1920 MovDir[newx][newy] = MovDir[x][y] = direction;
1921 GfxDir[x][y] = direction;
1923 if (Feld[newx][newy] == EL_EMPTY)
1924 Feld[newx][newy] = EL_BLOCKED;
1926 if (direction == MV_DOWN && CAN_FALL(element))
1927 GfxAction[x][y] = ACTION_FALLING;
1929 GfxAction[x][y] = ACTION_MOVING;
1931 GfxFrame[newx][newy] = GfxFrame[x][y];
1932 GfxRandom[newx][newy] = GfxRandom[x][y];
1933 GfxAction[newx][newy] = GfxAction[x][y];
1934 GfxDir[newx][newy] = GfxDir[x][y];
1937 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1939 int direction = MovDir[x][y];
1940 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1941 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1947 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1949 int oldx = x, oldy = y;
1950 int direction = MovDir[x][y];
1952 if (direction == MV_LEFT)
1954 else if (direction == MV_RIGHT)
1956 else if (direction == MV_UP)
1958 else if (direction == MV_DOWN)
1961 *comes_from_x = oldx;
1962 *comes_from_y = oldy;
1965 int MovingOrBlocked2Element(int x, int y)
1967 int element = Feld[x][y];
1969 if (element == EL_BLOCKED)
1973 Blocked2Moving(x, y, &oldx, &oldy);
1974 return Feld[oldx][oldy];
1980 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1982 /* like MovingOrBlocked2Element(), but if element is moving
1983 and (x,y) is the field the moving element is just leaving,
1984 return EL_BLOCKED instead of the element value */
1985 int element = Feld[x][y];
1987 if (IS_MOVING(x, y))
1989 if (element == EL_BLOCKED)
1993 Blocked2Moving(x, y, &oldx, &oldy);
1994 return Feld[oldx][oldy];
2003 static void RemoveField(int x, int y)
2005 Feld[x][y] = EL_EMPTY;
2012 ChangeDelay[x][y] = 0;
2013 ChangePage[x][y] = -1;
2014 Pushed[x][y] = FALSE;
2016 GfxElement[x][y] = EL_UNDEFINED;
2017 GfxAction[x][y] = ACTION_DEFAULT;
2018 GfxDir[x][y] = MV_NO_MOVING;
2021 void RemoveMovingField(int x, int y)
2023 int oldx = x, oldy = y, newx = x, newy = y;
2024 int element = Feld[x][y];
2025 int next_element = EL_UNDEFINED;
2027 if (element != EL_BLOCKED && !IS_MOVING(x, y))
2030 if (IS_MOVING(x, y))
2032 Moving2Blocked(x, y, &newx, &newy);
2033 if (Feld[newx][newy] != EL_BLOCKED)
2036 else if (element == EL_BLOCKED)
2038 Blocked2Moving(x, y, &oldx, &oldy);
2039 if (!IS_MOVING(oldx, oldy))
2043 if (element == EL_BLOCKED &&
2044 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
2045 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
2046 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
2047 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
2048 next_element = get_next_element(Feld[oldx][oldy]);
2050 RemoveField(oldx, oldy);
2051 RemoveField(newx, newy);
2053 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
2055 if (next_element != EL_UNDEFINED)
2056 Feld[oldx][oldy] = next_element;
2058 DrawLevelField(oldx, oldy);
2059 DrawLevelField(newx, newy);
2062 void DrawDynamite(int x, int y)
2064 int sx = SCREENX(x), sy = SCREENY(y);
2065 int graphic = el2img(Feld[x][y]);
2068 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
2071 if (IS_WALKABLE_INSIDE(Back[x][y]))
2075 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
2076 else if (Store[x][y])
2077 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
2079 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
2082 if (Back[x][y] || Store[x][y])
2083 DrawGraphicThruMask(sx, sy, graphic, frame);
2085 DrawGraphic(sx, sy, graphic, frame);
2087 if (game.emulation == EMU_SUPAPLEX)
2088 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
2089 else if (Store[x][y])
2090 DrawGraphicThruMask(sx, sy, graphic, frame);
2092 DrawGraphic(sx, sy, graphic, frame);
2096 void CheckDynamite(int x, int y)
2098 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
2102 if (MovDelay[x][y] != 0)
2105 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
2112 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
2114 if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
2115 Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
2116 StopSound(SND_DYNAMITE_ACTIVE);
2118 StopSound(SND_DYNABOMB_ACTIVE);
2124 void RelocatePlayer(int x, int y, int element)
2126 struct PlayerInfo *player = &stored_player[element - EL_PLAYER_1];
2129 RemoveField(x, y); /* temporarily remove newly placed player */
2130 DrawLevelField(x, y);
2133 if (player->present)
2135 while (player->MovPos)
2137 ScrollPlayer(player, SCROLL_GO_ON);
2138 ScrollScreen(NULL, SCROLL_GO_ON);
2144 Delay(GAME_FRAME_DELAY);
2147 DrawPlayer(player); /* needed here only to cleanup last field */
2148 DrawLevelField(player->jx, player->jy); /* remove player graphic */
2150 player->is_moving = FALSE;
2153 Feld[x][y] = element;
2154 InitPlayerField(x, y, element, TRUE);
2156 if (player == local_player)
2158 int scroll_xx = -999, scroll_yy = -999;
2160 while (scroll_xx != scroll_x || scroll_yy != scroll_y)
2163 int fx = FX, fy = FY;
2165 scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
2166 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
2167 local_player->jx - MIDPOSX);
2169 scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
2170 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
2171 local_player->jy - MIDPOSY);
2173 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
2174 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
2179 fx += dx * TILEX / 2;
2180 fy += dy * TILEY / 2;
2182 ScrollLevel(dx, dy);
2185 /* scroll in two steps of half tile size to make things smoother */
2186 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
2188 Delay(GAME_FRAME_DELAY);
2190 /* scroll second step to align at full tile size */
2192 Delay(GAME_FRAME_DELAY);
2197 void Explode(int ex, int ey, int phase, int mode)
2201 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
2202 int last_phase = num_phase * delay;
2203 int half_phase = (num_phase / 2) * delay;
2204 int first_phase_after_start = EX_PHASE_START + 1;
2206 if (game.explosions_delayed)
2208 ExplodeField[ex][ey] = mode;
2212 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
2214 int center_element = Feld[ex][ey];
2217 /* --- This is only really needed (and now handled) in "Impact()". --- */
2218 /* do not explode moving elements that left the explode field in time */
2219 if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
2220 center_element == EL_EMPTY && (mode == EX_NORMAL || mode == EX_CENTER))
2224 if (mode == EX_NORMAL || mode == EX_CENTER)
2225 PlayLevelSoundAction(ex, ey, ACTION_EXPLODING);
2227 /* remove things displayed in background while burning dynamite */
2228 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
2231 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
2233 /* put moving element to center field (and let it explode there) */
2234 center_element = MovingOrBlocked2Element(ex, ey);
2235 RemoveMovingField(ex, ey);
2236 Feld[ex][ey] = center_element;
2239 for (y = ey - 1; y <= ey + 1; y++) for(x = ex - 1; x <= ex + 1; x++)
2241 int xx = x - ex + 1;
2242 int yy = y - ey + 1;
2245 if (!IN_LEV_FIELD(x, y) ||
2246 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
2247 (x != ex || y != ey)))
2250 element = Feld[x][y];
2252 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
2254 element = MovingOrBlocked2Element(x, y);
2256 if (!IS_EXPLOSION_PROOF(element))
2257 RemoveMovingField(x, y);
2263 if (IS_EXPLOSION_PROOF(element))
2266 /* indestructible elements can only explode in center (but not flames) */
2267 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey)) ||
2268 element == EL_FLAMES)
2273 if ((IS_INDESTRUCTIBLE(element) &&
2274 (game.engine_version < VERSION_IDENT(2,2,0,0) ||
2275 (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
2276 element == EL_FLAMES)
2280 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
2282 if (IS_ACTIVE_BOMB(element))
2284 /* re-activate things under the bomb like gate or penguin */
2285 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
2292 /* save walkable background elements while explosion on same tile */
2294 if (IS_INDESTRUCTIBLE(element))
2295 Back[x][y] = element;
2297 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element))
2298 Back[x][y] = element;
2301 /* ignite explodable elements reached by other explosion */
2302 if (element == EL_EXPLOSION)
2303 element = Store2[x][y];
2306 if (AmoebaNr[x][y] &&
2307 (element == EL_AMOEBA_FULL ||
2308 element == EL_BD_AMOEBA ||
2309 element == EL_AMOEBA_GROWING))
2311 AmoebaCnt[AmoebaNr[x][y]]--;
2312 AmoebaCnt2[AmoebaNr[x][y]]--;
2318 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
2320 switch(StorePlayer[ex][ey])
2323 Store[x][y] = EL_EMERALD_RED;
2326 Store[x][y] = EL_EMERALD;
2329 Store[x][y] = EL_EMERALD_PURPLE;
2333 Store[x][y] = EL_EMERALD_YELLOW;
2337 if (game.emulation == EMU_SUPAPLEX)
2338 Store[x][y] = EL_EMPTY;
2340 else if (center_element == EL_MOLE)
2341 Store[x][y] = EL_EMERALD_RED;
2342 else if (center_element == EL_PENGUIN)
2343 Store[x][y] = EL_EMERALD_PURPLE;
2344 else if (center_element == EL_BUG)
2345 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
2346 else if (center_element == EL_BD_BUTTERFLY)
2347 Store[x][y] = EL_BD_DIAMOND;
2348 else if (center_element == EL_SP_ELECTRON)
2349 Store[x][y] = EL_SP_INFOTRON;
2350 else if (center_element == EL_AMOEBA_TO_DIAMOND)
2351 Store[x][y] = level.amoeba_content;
2352 else if (center_element == EL_YAMYAM)
2353 Store[x][y] = level.yamyam_content[game.yamyam_content_nr][xx][yy];
2354 else if (IS_CUSTOM_ELEMENT(center_element) &&
2355 element_info[center_element].content[xx][yy] != EL_EMPTY)
2356 Store[x][y] = element_info[center_element].content[xx][yy];
2357 else if (element == EL_WALL_EMERALD)
2358 Store[x][y] = EL_EMERALD;
2359 else if (element == EL_WALL_DIAMOND)
2360 Store[x][y] = EL_DIAMOND;
2361 else if (element == EL_WALL_BD_DIAMOND)
2362 Store[x][y] = EL_BD_DIAMOND;
2363 else if (element == EL_WALL_EMERALD_YELLOW)
2364 Store[x][y] = EL_EMERALD_YELLOW;
2365 else if (element == EL_WALL_EMERALD_RED)
2366 Store[x][y] = EL_EMERALD_RED;
2367 else if (element == EL_WALL_EMERALD_PURPLE)
2368 Store[x][y] = EL_EMERALD_PURPLE;
2369 else if (element == EL_WALL_PEARL)
2370 Store[x][y] = EL_PEARL;
2371 else if (element == EL_WALL_CRYSTAL)
2372 Store[x][y] = EL_CRYSTAL;
2373 else if (IS_CUSTOM_ELEMENT(element) && !CAN_EXPLODE(element))
2374 Store[x][y] = element_info[element].content[1][1];
2376 Store[x][y] = EL_EMPTY;
2378 if (x != ex || y != ey ||
2379 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
2380 Store2[x][y] = element;
2383 if (AmoebaNr[x][y] &&
2384 (element == EL_AMOEBA_FULL ||
2385 element == EL_BD_AMOEBA ||
2386 element == EL_AMOEBA_GROWING))
2388 AmoebaCnt[AmoebaNr[x][y]]--;
2389 AmoebaCnt2[AmoebaNr[x][y]]--;
2395 MovDir[x][y] = MovPos[x][y] = 0;
2396 GfxDir[x][y] = MovDir[x][y];
2401 Feld[x][y] = EL_EXPLOSION;
2403 GfxElement[x][y] = center_element;
2405 GfxElement[x][y] = EL_UNDEFINED;
2408 ExplodePhase[x][y] = 1;
2412 if (center_element == EL_YAMYAM)
2413 game.yamyam_content_nr =
2414 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
2425 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
2429 /* activate this even in non-DEBUG version until cause for crash in
2430 getGraphicAnimationFrame() (see below) is found and eliminated */
2434 if (GfxElement[x][y] == EL_UNDEFINED)
2437 printf("Explode(): x = %d, y = %d: GfxElement == EL_UNDEFINED\n", x, y);
2438 printf("Explode(): This should never happen!\n");
2441 GfxElement[x][y] = EL_EMPTY;
2445 if (phase == first_phase_after_start)
2447 int element = Store2[x][y];
2449 if (element == EL_BLACK_ORB)
2451 Feld[x][y] = Store2[x][y];
2456 else if (phase == half_phase)
2458 int element = Store2[x][y];
2460 if (IS_PLAYER(x, y))
2461 KillHeroUnlessProtected(x, y);
2462 else if (CAN_EXPLODE_BY_FIRE(element))
2464 Feld[x][y] = Store2[x][y];
2468 else if (element == EL_AMOEBA_TO_DIAMOND)
2469 AmoebeUmwandeln(x, y);
2472 if (phase == last_phase)
2476 element = Feld[x][y] = Store[x][y];
2477 Store[x][y] = Store2[x][y] = 0;
2478 GfxElement[x][y] = EL_UNDEFINED;
2480 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
2481 element = Feld[x][y] = Back[x][y];
2484 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
2485 GfxDir[x][y] = MV_NO_MOVING;
2486 ChangeDelay[x][y] = 0;
2487 ChangePage[x][y] = -1;
2489 InitField(x, y, FALSE);
2490 if (CAN_MOVE(element))
2492 DrawLevelField(x, y);
2494 TestIfElementTouchesCustomElement(x, y);
2496 if (GFX_CRUMBLED(element))
2497 DrawLevelFieldCrumbledSandNeighbours(x, y);
2499 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
2500 StorePlayer[x][y] = 0;
2502 if (ELEM_IS_PLAYER(element))
2503 RelocatePlayer(x, y, element);
2505 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2508 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
2510 int stored = Store[x][y];
2511 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
2512 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
2515 int frame = getGraphicAnimationFrame(graphic, phase - delay);
2518 DrawLevelFieldCrumbledSand(x, y);
2520 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
2522 DrawLevelElement(x, y, Back[x][y]);
2523 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
2525 else if (IS_WALKABLE_UNDER(Back[x][y]))
2527 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
2528 DrawLevelElementThruMask(x, y, Back[x][y]);
2530 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
2531 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
2535 void DynaExplode(int ex, int ey)
2538 int dynabomb_size = 1;
2539 boolean dynabomb_xl = FALSE;
2540 struct PlayerInfo *player;
2541 static int xy[4][2] =
2549 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
2551 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER_1_ACTIVE];
2552 dynabomb_size = player->dynabomb_size;
2553 dynabomb_xl = player->dynabomb_xl;
2554 player->dynabombs_left++;
2557 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
2561 for (j=1; j<=dynabomb_size; j++)
2563 int x = ex + j * xy[i % 4][0];
2564 int y = ey + j * xy[i % 4][1];
2567 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
2570 element = Feld[x][y];
2572 /* do not restart explosions of fields with active bombs */
2573 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
2576 Explode(x, y, EX_PHASE_START, EX_BORDER);
2578 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
2579 if (element != EL_EMPTY &&
2580 element != EL_SAND &&
2581 element != EL_EXPLOSION &&
2588 void Bang(int x, int y)
2591 int element = MovingOrBlocked2Element(x, y);
2593 int element = Feld[x][y];
2597 if (IS_PLAYER(x, y) && !PLAYER_PROTECTED(x, y))
2599 if (IS_PLAYER(x, y))
2602 struct PlayerInfo *player = PLAYERINFO(x, y);
2604 element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
2605 player->element_nr);
2610 PlayLevelSoundAction(x, y, ACTION_EXPLODING);
2612 if (game.emulation == EMU_SUPAPLEX)
2613 PlayLevelSound(x, y, SND_SP_ELEMENT_EXPLODING);
2615 PlayLevelSound(x, y, SND_ELEMENT_EXPLODING);
2620 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
2628 case EL_BD_BUTTERFLY:
2631 case EL_DARK_YAMYAM:
2635 RaiseScoreElement(element);
2636 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2638 case EL_DYNABOMB_PLAYER_1_ACTIVE:
2639 case EL_DYNABOMB_PLAYER_2_ACTIVE:
2640 case EL_DYNABOMB_PLAYER_3_ACTIVE:
2641 case EL_DYNABOMB_PLAYER_4_ACTIVE:
2642 case EL_DYNABOMB_INCREASE_NUMBER:
2643 case EL_DYNABOMB_INCREASE_SIZE:
2644 case EL_DYNABOMB_INCREASE_POWER:
2649 case EL_LAMP_ACTIVE:
2650 if (IS_PLAYER(x, y))
2651 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2653 Explode(x, y, EX_PHASE_START, EX_CENTER);
2656 if (CAN_EXPLODE_1X1(element))
2657 Explode(x, y, EX_PHASE_START, EX_CENTER);
2659 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2663 CheckTriggeredElementChange(x, y, element, CE_OTHER_IS_EXPLODING);
2666 void SplashAcid(int x, int y)
2668 int element = Feld[x][y];
2670 if (element != EL_ACID_SPLASH_LEFT &&
2671 element != EL_ACID_SPLASH_RIGHT)
2673 PlayLevelSound(x, y, SND_ACID_SPLASHING);
2675 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
2676 (!IN_LEV_FIELD(x-1, y-1) ||
2677 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
2678 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
2680 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
2681 (!IN_LEV_FIELD(x+1, y-1) ||
2682 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
2683 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
2687 static void InitBeltMovement()
2689 static int belt_base_element[4] =
2691 EL_CONVEYOR_BELT_1_LEFT,
2692 EL_CONVEYOR_BELT_2_LEFT,
2693 EL_CONVEYOR_BELT_3_LEFT,
2694 EL_CONVEYOR_BELT_4_LEFT
2696 static int belt_base_active_element[4] =
2698 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2699 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2700 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2701 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2706 /* set frame order for belt animation graphic according to belt direction */
2713 int element = belt_base_active_element[belt_nr] + j;
2714 int graphic = el2img(element);
2716 if (game.belt_dir[i] == MV_LEFT)
2717 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2719 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2723 for(y=0; y<lev_fieldy; y++)
2725 for(x=0; x<lev_fieldx; x++)
2727 int element = Feld[x][y];
2731 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
2733 int e_belt_nr = getBeltNrFromBeltElement(element);
2736 if (e_belt_nr == belt_nr)
2738 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
2740 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
2748 static void ToggleBeltSwitch(int x, int y)
2750 static int belt_base_element[4] =
2752 EL_CONVEYOR_BELT_1_LEFT,
2753 EL_CONVEYOR_BELT_2_LEFT,
2754 EL_CONVEYOR_BELT_3_LEFT,
2755 EL_CONVEYOR_BELT_4_LEFT
2757 static int belt_base_active_element[4] =
2759 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2760 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2761 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2762 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2764 static int belt_base_switch_element[4] =
2766 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
2767 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
2768 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
2769 EL_CONVEYOR_BELT_4_SWITCH_LEFT
2771 static int belt_move_dir[4] =
2779 int element = Feld[x][y];
2780 int belt_nr = getBeltNrFromBeltSwitchElement(element);
2781 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
2782 int belt_dir = belt_move_dir[belt_dir_nr];
2785 if (!IS_BELT_SWITCH(element))
2788 game.belt_dir_nr[belt_nr] = belt_dir_nr;
2789 game.belt_dir[belt_nr] = belt_dir;
2791 if (belt_dir_nr == 3)
2794 /* set frame order for belt animation graphic according to belt direction */
2797 int element = belt_base_active_element[belt_nr] + i;
2798 int graphic = el2img(element);
2800 if (belt_dir == MV_LEFT)
2801 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2803 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2806 for (yy=0; yy<lev_fieldy; yy++)
2808 for (xx=0; xx<lev_fieldx; xx++)
2810 int element = Feld[xx][yy];
2812 if (IS_BELT_SWITCH(element))
2814 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
2816 if (e_belt_nr == belt_nr)
2818 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
2819 DrawLevelField(xx, yy);
2822 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
2824 int e_belt_nr = getBeltNrFromBeltElement(element);
2826 if (e_belt_nr == belt_nr)
2828 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
2830 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
2831 DrawLevelField(xx, yy);
2834 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
2836 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
2838 if (e_belt_nr == belt_nr)
2840 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
2842 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
2843 DrawLevelField(xx, yy);
2850 static void ToggleSwitchgateSwitch(int x, int y)
2854 game.switchgate_pos = !game.switchgate_pos;
2856 for (yy=0; yy<lev_fieldy; yy++)
2858 for (xx=0; xx<lev_fieldx; xx++)
2860 int element = Feld[xx][yy];
2862 if (element == EL_SWITCHGATE_SWITCH_UP ||
2863 element == EL_SWITCHGATE_SWITCH_DOWN)
2865 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2866 DrawLevelField(xx, yy);
2868 else if (element == EL_SWITCHGATE_OPEN ||
2869 element == EL_SWITCHGATE_OPENING)
2871 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2873 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
2875 PlayLevelSound(xx, yy, SND_SWITCHGATE_CLOSING);
2878 else if (element == EL_SWITCHGATE_CLOSED ||
2879 element == EL_SWITCHGATE_CLOSING)
2881 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2883 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
2885 PlayLevelSound(xx, yy, SND_SWITCHGATE_OPENING);
2892 static int getInvisibleActiveFromInvisibleElement(int element)
2894 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2895 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2896 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
2900 static int getInvisibleFromInvisibleActiveElement(int element)
2902 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2903 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2904 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
2908 static void RedrawAllLightSwitchesAndInvisibleElements()
2912 for (y=0; y<lev_fieldy; y++)
2914 for (x=0; x<lev_fieldx; x++)
2916 int element = Feld[x][y];
2918 if (element == EL_LIGHT_SWITCH &&
2919 game.light_time_left > 0)
2921 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2922 DrawLevelField(x, y);
2924 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2925 game.light_time_left == 0)
2927 Feld[x][y] = EL_LIGHT_SWITCH;
2928 DrawLevelField(x, y);
2930 else if (element == EL_INVISIBLE_STEELWALL ||
2931 element == EL_INVISIBLE_WALL ||
2932 element == EL_INVISIBLE_SAND)
2934 if (game.light_time_left > 0)
2935 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2937 DrawLevelField(x, y);
2939 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2940 element == EL_INVISIBLE_WALL_ACTIVE ||
2941 element == EL_INVISIBLE_SAND_ACTIVE)
2943 if (game.light_time_left == 0)
2944 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2946 DrawLevelField(x, y);
2952 static void ToggleLightSwitch(int x, int y)
2954 int element = Feld[x][y];
2956 game.light_time_left =
2957 (element == EL_LIGHT_SWITCH ?
2958 level.time_light * FRAMES_PER_SECOND : 0);
2960 RedrawAllLightSwitchesAndInvisibleElements();
2963 static void ActivateTimegateSwitch(int x, int y)
2967 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2969 for (yy=0; yy<lev_fieldy; yy++)
2971 for (xx=0; xx<lev_fieldx; xx++)
2973 int element = Feld[xx][yy];
2975 if (element == EL_TIMEGATE_CLOSED ||
2976 element == EL_TIMEGATE_CLOSING)
2978 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2979 PlayLevelSound(xx, yy, SND_TIMEGATE_OPENING);
2983 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2985 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2986 DrawLevelField(xx, yy);
2993 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2996 inline static int getElementMoveStepsize(int x, int y)
2998 int element = Feld[x][y];
2999 int direction = MovDir[x][y];
3000 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3001 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3002 int horiz_move = (dx != 0);
3003 int sign = (horiz_move ? dx : dy);
3004 int step = sign * element_info[element].move_stepsize;
3006 /* special values for move stepsize for spring and things on conveyor belt */
3009 if (CAN_FALL(element) &&
3010 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
3011 step = sign * MOVE_STEPSIZE_NORMAL / 2;
3012 else if (element == EL_SPRING)
3013 step = sign * MOVE_STEPSIZE_NORMAL * 2;
3019 void Impact(int x, int y)
3021 boolean lastline = (y == lev_fieldy-1);
3022 boolean object_hit = FALSE;
3023 boolean impact = (lastline || object_hit);
3024 int element = Feld[x][y];
3025 int smashed = EL_UNDEFINED;
3027 if (!lastline) /* check if element below was hit */
3029 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
3032 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
3033 MovDir[x][y + 1] != MV_DOWN ||
3034 MovPos[x][y + 1] <= TILEY / 2));
3036 /* do not smash moving elements that left the smashed field in time */
3037 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
3038 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
3042 smashed = MovingOrBlocked2Element(x, y + 1);
3044 impact = (lastline || object_hit);
3047 if (!lastline && smashed == EL_ACID) /* element falls into acid */
3053 /* only reset graphic animation if graphic really changes after impact */
3055 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
3057 ResetGfxAnimation(x, y);
3058 DrawLevelField(x, y);
3061 if (impact && CAN_EXPLODE_IMPACT(element))
3066 else if (impact && element == EL_PEARL)
3068 Feld[x][y] = EL_PEARL_BREAKING;
3069 PlayLevelSound(x, y, SND_PEARL_BREAKING);
3072 else if (impact && CheckElementChange(x, y, element, CE_IMPACT))
3074 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
3079 if (impact && element == EL_AMOEBA_DROP)
3081 if (object_hit && IS_PLAYER(x, y + 1))
3082 KillHeroUnlessProtected(x, y + 1);
3083 else if (object_hit && smashed == EL_PENGUIN)
3087 Feld[x][y] = EL_AMOEBA_GROWING;
3088 Store[x][y] = EL_AMOEBA_WET;
3090 ResetRandomAnimationValue(x, y);
3095 if (object_hit) /* check which object was hit */
3097 if (CAN_PASS_MAGIC_WALL(element) &&
3098 (smashed == EL_MAGIC_WALL ||
3099 smashed == EL_BD_MAGIC_WALL))
3102 int activated_magic_wall =
3103 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
3104 EL_BD_MAGIC_WALL_ACTIVE);
3106 /* activate magic wall / mill */
3107 for (yy=0; yy<lev_fieldy; yy++)
3108 for (xx=0; xx<lev_fieldx; xx++)
3109 if (Feld[xx][yy] == smashed)
3110 Feld[xx][yy] = activated_magic_wall;
3112 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
3113 game.magic_wall_active = TRUE;
3115 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
3116 SND_MAGIC_WALL_ACTIVATING :
3117 SND_BD_MAGIC_WALL_ACTIVATING));
3120 if (IS_PLAYER(x, y + 1))
3122 if (CAN_SMASH_PLAYER(element))
3124 KillHeroUnlessProtected(x, y + 1);
3128 else if (smashed == EL_PENGUIN)
3130 if (CAN_SMASH_PLAYER(element))
3136 else if (element == EL_BD_DIAMOND)
3138 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
3144 else if ((element == EL_SP_INFOTRON ||
3145 element == EL_SP_ZONK) &&
3146 (smashed == EL_SP_SNIKSNAK ||
3147 smashed == EL_SP_ELECTRON ||
3148 smashed == EL_SP_DISK_ORANGE))
3154 else if (CAN_SMASH_ENEMIES(element) && IS_CLASSIC_ENEMY(smashed))
3160 else if (CAN_SMASH_EVERYTHING(element))
3162 if (IS_CLASSIC_ENEMY(smashed) ||
3163 CAN_EXPLODE_SMASHED(smashed))
3168 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
3170 if (smashed == EL_LAMP ||
3171 smashed == EL_LAMP_ACTIVE)
3176 else if (smashed == EL_NUT)
3178 Feld[x][y + 1] = EL_NUT_BREAKING;
3179 PlayLevelSound(x, y, SND_NUT_BREAKING);
3180 RaiseScoreElement(EL_NUT);
3183 else if (smashed == EL_PEARL)
3185 Feld[x][y + 1] = EL_PEARL_BREAKING;
3186 PlayLevelSound(x, y, SND_PEARL_BREAKING);
3189 else if (smashed == EL_DIAMOND)
3191 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
3192 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
3195 else if (IS_BELT_SWITCH(smashed))
3197 ToggleBeltSwitch(x, y + 1);
3199 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
3200 smashed == EL_SWITCHGATE_SWITCH_DOWN)
3202 ToggleSwitchgateSwitch(x, y + 1);
3204 else if (smashed == EL_LIGHT_SWITCH ||
3205 smashed == EL_LIGHT_SWITCH_ACTIVE)
3207 ToggleLightSwitch(x, y + 1);
3211 CheckElementChange(x, y + 1, smashed, CE_SMASHED);
3213 CheckTriggeredElementSideChange(x, y + 1, smashed, CH_SIDE_TOP,
3214 CE_OTHER_IS_SWITCHING);
3215 CheckElementSideChange(x, y + 1, smashed, CH_SIDE_TOP,
3221 CheckElementChange(x, y + 1, smashed, CE_SMASHED);
3226 /* play sound of magic wall / mill */
3228 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3229 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3231 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3232 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
3233 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3234 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
3239 /* play sound of object that hits the ground */
3240 if (lastline || object_hit)
3241 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
3244 inline static void TurnRoundExt(int x, int y)
3256 { 0, 0 }, { 0, 0 }, { 0, 0 },
3261 int left, right, back;
3265 { MV_DOWN, MV_UP, MV_RIGHT },
3266 { MV_UP, MV_DOWN, MV_LEFT },
3268 { MV_LEFT, MV_RIGHT, MV_DOWN },
3272 { MV_RIGHT, MV_LEFT, MV_UP }
3275 int element = Feld[x][y];
3276 int old_move_dir = MovDir[x][y];
3277 int left_dir = turn[old_move_dir].left;
3278 int right_dir = turn[old_move_dir].right;
3279 int back_dir = turn[old_move_dir].back;
3281 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
3282 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
3283 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
3284 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
3286 int left_x = x + left_dx, left_y = y + left_dy;
3287 int right_x = x + right_dx, right_y = y + right_dy;
3288 int move_x = x + move_dx, move_y = y + move_dy;
3292 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
3294 TestIfBadThingTouchesOtherBadThing(x, y);
3296 if (ENEMY_CAN_ENTER_FIELD(right_x, right_y))
3297 MovDir[x][y] = right_dir;
3298 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
3299 MovDir[x][y] = left_dir;
3301 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
3303 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
3306 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
3307 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
3309 TestIfBadThingTouchesOtherBadThing(x, y);
3311 if (ENEMY_CAN_ENTER_FIELD(left_x, left_y))
3312 MovDir[x][y] = left_dir;
3313 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
3314 MovDir[x][y] = right_dir;
3316 if ((element == EL_SPACESHIP ||
3317 element == EL_SP_SNIKSNAK ||
3318 element == EL_SP_ELECTRON)
3319 && MovDir[x][y] != old_move_dir)
3321 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
3324 else if (element == EL_YAMYAM)
3326 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
3327 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
3329 if (can_turn_left && can_turn_right)
3330 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3331 else if (can_turn_left)
3332 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3333 else if (can_turn_right)
3334 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3336 MovDir[x][y] = back_dir;
3338 MovDelay[x][y] = 16 + 16 * RND(3);
3340 else if (element == EL_DARK_YAMYAM)
3342 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
3343 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
3345 if (can_turn_left && can_turn_right)
3346 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3347 else if (can_turn_left)
3348 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3349 else if (can_turn_right)
3350 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3352 MovDir[x][y] = back_dir;
3354 MovDelay[x][y] = 16 + 16 * RND(3);
3356 else if (element == EL_PACMAN)
3358 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(left_x, left_y);
3359 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(right_x, right_y);
3361 if (can_turn_left && can_turn_right)
3362 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3363 else if (can_turn_left)
3364 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3365 else if (can_turn_right)
3366 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3368 MovDir[x][y] = back_dir;
3370 MovDelay[x][y] = 6 + RND(40);
3372 else if (element == EL_PIG)
3374 boolean can_turn_left = PIG_CAN_ENTER_FIELD(left_x, left_y);
3375 boolean can_turn_right = PIG_CAN_ENTER_FIELD(right_x, right_y);
3376 boolean can_move_on = PIG_CAN_ENTER_FIELD(move_x, move_y);
3377 boolean should_turn_left, should_turn_right, should_move_on;
3379 int rnd = RND(rnd_value);
3381 should_turn_left = (can_turn_left &&
3383 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
3384 y + back_dy + left_dy)));
3385 should_turn_right = (can_turn_right &&
3387 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
3388 y + back_dy + right_dy)));
3389 should_move_on = (can_move_on &&
3392 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
3393 y + move_dy + left_dy) ||
3394 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
3395 y + move_dy + right_dy)));
3397 if (should_turn_left || should_turn_right || should_move_on)
3399 if (should_turn_left && should_turn_right && should_move_on)
3400 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
3401 rnd < 2 * rnd_value / 3 ? right_dir :
3403 else if (should_turn_left && should_turn_right)
3404 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3405 else if (should_turn_left && should_move_on)
3406 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
3407 else if (should_turn_right && should_move_on)
3408 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
3409 else if (should_turn_left)
3410 MovDir[x][y] = left_dir;
3411 else if (should_turn_right)
3412 MovDir[x][y] = right_dir;
3413 else if (should_move_on)
3414 MovDir[x][y] = old_move_dir;
3416 else if (can_move_on && rnd > rnd_value / 8)
3417 MovDir[x][y] = old_move_dir;
3418 else if (can_turn_left && can_turn_right)
3419 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3420 else if (can_turn_left && rnd > rnd_value / 8)
3421 MovDir[x][y] = left_dir;
3422 else if (can_turn_right && rnd > rnd_value/8)
3423 MovDir[x][y] = right_dir;
3425 MovDir[x][y] = back_dir;
3427 xx = x + move_xy[MovDir[x][y]].x;
3428 yy = y + move_xy[MovDir[x][y]].y;
3430 if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy]))
3431 MovDir[x][y] = old_move_dir;
3435 else if (element == EL_DRAGON)
3437 boolean can_turn_left = IN_LEV_FIELD_AND_IS_FREE(left_x, left_y);
3438 boolean can_turn_right = IN_LEV_FIELD_AND_IS_FREE(right_x, right_y);
3439 boolean can_move_on = IN_LEV_FIELD_AND_IS_FREE(move_x, move_y);
3441 int rnd = RND(rnd_value);
3444 if (FrameCounter < 1 && x == 0 && y == 29)
3445 printf(":2: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
3448 if (can_move_on && rnd > rnd_value / 8)
3449 MovDir[x][y] = old_move_dir;
3450 else if (can_turn_left && can_turn_right)
3451 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3452 else if (can_turn_left && rnd > rnd_value / 8)
3453 MovDir[x][y] = left_dir;
3454 else if (can_turn_right && rnd > rnd_value / 8)
3455 MovDir[x][y] = right_dir;
3457 MovDir[x][y] = back_dir;
3459 xx = x + move_xy[MovDir[x][y]].x;
3460 yy = y + move_xy[MovDir[x][y]].y;
3463 if (FrameCounter < 1 && x == 0 && y == 29)
3464 printf(":3: %d/%d: %d (%d/%d: %d) [%d]\n", x, y, MovDir[x][y],
3465 xx, yy, Feld[xx][yy],
3470 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
3471 MovDir[x][y] = old_move_dir;
3473 if (!IS_FREE(xx, yy))
3474 MovDir[x][y] = old_move_dir;
3478 if (FrameCounter < 1 && x == 0 && y == 29)
3479 printf(":4: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
3484 else if (element == EL_MOLE)
3486 boolean can_move_on =
3487 (MOLE_CAN_ENTER_FIELD(move_x, move_y,
3488 IS_AMOEBOID(Feld[move_x][move_y]) ||
3489 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
3492 boolean can_turn_left =
3493 (MOLE_CAN_ENTER_FIELD(left_x, left_y,
3494 IS_AMOEBOID(Feld[left_x][left_y])));
3496 boolean can_turn_right =
3497 (MOLE_CAN_ENTER_FIELD(right_x, right_y,
3498 IS_AMOEBOID(Feld[right_x][right_y])));
3500 if (can_turn_left && can_turn_right)
3501 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
3502 else if (can_turn_left)
3503 MovDir[x][y] = left_dir;
3505 MovDir[x][y] = right_dir;
3508 if (MovDir[x][y] != old_move_dir)
3511 else if (element == EL_BALLOON)
3513 MovDir[x][y] = game.balloon_dir;
3516 else if (element == EL_SPRING)
3518 if (MovDir[x][y] & MV_HORIZONTAL &&
3519 (!IN_LEV_FIELD_AND_IS_FREE(move_x, move_y) ||
3520 IN_LEV_FIELD_AND_IS_FREE(x, y + 1)))
3521 MovDir[x][y] = MV_NO_MOVING;
3525 else if (element == EL_ROBOT ||
3526 element == EL_SATELLITE ||
3527 element == EL_PENGUIN)
3529 int attr_x = -1, attr_y = -1;
3540 for (i=0; i<MAX_PLAYERS; i++)
3542 struct PlayerInfo *player = &stored_player[i];
3543 int jx = player->jx, jy = player->jy;
3545 if (!player->active)
3549 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
3557 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
3563 if (element == EL_PENGUIN)
3566 static int xy[4][2] =
3576 int ex = x + xy[i % 4][0];
3577 int ey = y + xy[i % 4][1];
3579 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
3588 MovDir[x][y] = MV_NO_MOVING;
3590 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
3591 else if (attr_x > x)
3592 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
3594 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
3595 else if (attr_y > y)
3596 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
3598 if (element == EL_ROBOT)
3602 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3603 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
3604 Moving2Blocked(x, y, &newx, &newy);
3606 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
3607 MovDelay[x][y] = 8 + 8 * !RND(3);
3609 MovDelay[x][y] = 16;
3611 else if (element == EL_PENGUIN)
3617 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3619 boolean first_horiz = RND(2);
3620 int new_move_dir = MovDir[x][y];
3623 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3624 Moving2Blocked(x, y, &newx, &newy);
3626 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
3630 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3631 Moving2Blocked(x, y, &newx, &newy);
3633 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
3636 MovDir[x][y] = old_move_dir;
3640 else /* (element == EL_SATELLITE) */
3646 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3648 boolean first_horiz = RND(2);
3649 int new_move_dir = MovDir[x][y];
3652 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3653 Moving2Blocked(x, y, &newx, &newy);
3655 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
3659 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3660 Moving2Blocked(x, y, &newx, &newy);
3662 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
3665 MovDir[x][y] = old_move_dir;
3670 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
3671 element_info[element].move_pattern == MV_TURNING_LEFT ||
3672 element_info[element].move_pattern == MV_TURNING_RIGHT)
3674 boolean can_turn_left = ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
3675 boolean can_turn_right = ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
3677 if (element_info[element].move_pattern == MV_TURNING_LEFT)
3678 MovDir[x][y] = left_dir;
3679 else if (element_info[element].move_pattern == MV_TURNING_RIGHT)
3680 MovDir[x][y] = right_dir;
3681 else if (can_turn_left && can_turn_right)
3682 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3683 else if (can_turn_left)
3684 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3685 else if (can_turn_right)
3686 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3688 MovDir[x][y] = back_dir;
3690 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3692 else if (element_info[element].move_pattern == MV_HORIZONTAL ||
3693 element_info[element].move_pattern == MV_VERTICAL)
3695 if (element_info[element].move_pattern & old_move_dir)
3696 MovDir[x][y] = back_dir;
3697 else if (element_info[element].move_pattern == MV_HORIZONTAL)
3698 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
3699 else if (element_info[element].move_pattern == MV_VERTICAL)
3700 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
3702 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3704 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
3706 MovDir[x][y] = element_info[element].move_pattern;
3707 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3709 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE)
3711 if (ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
3712 MovDir[x][y] = left_dir;
3713 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3714 MovDir[x][y] = right_dir;
3716 if (MovDir[x][y] != old_move_dir)
3717 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3719 else if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
3721 if (ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
3722 MovDir[x][y] = right_dir;
3723 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3724 MovDir[x][y] = left_dir;
3726 if (MovDir[x][y] != old_move_dir)
3727 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3729 else if (element_info[element].move_pattern == MV_TOWARDS_PLAYER ||
3730 element_info[element].move_pattern == MV_AWAY_FROM_PLAYER)
3732 int attr_x = -1, attr_y = -1;
3735 (element_info[element].move_pattern == MV_AWAY_FROM_PLAYER);
3746 for (i=0; i<MAX_PLAYERS; i++)
3748 struct PlayerInfo *player = &stored_player[i];
3749 int jx = player->jx, jy = player->jy;
3751 if (!player->active)
3755 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
3763 MovDir[x][y] = MV_NO_MOVING;
3765 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
3766 else if (attr_x > x)
3767 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
3769 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
3770 else if (attr_y > y)
3771 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
3773 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3775 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3777 boolean first_horiz = RND(2);
3778 int new_move_dir = MovDir[x][y];
3781 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3782 Moving2Blocked(x, y, &newx, &newy);
3784 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
3788 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3789 Moving2Blocked(x, y, &newx, &newy);
3791 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
3794 MovDir[x][y] = old_move_dir;
3797 else if (element_info[element].move_pattern == MV_WHEN_PUSHED)
3799 if (!IN_LEV_FIELD_AND_IS_FREE(move_x, move_y))
3800 MovDir[x][y] = MV_NO_MOVING;
3806 static void TurnRound(int x, int y)
3808 int direction = MovDir[x][y];
3811 GfxDir[x][y] = MovDir[x][y];
3817 GfxDir[x][y] = MovDir[x][y];
3820 if (direction != MovDir[x][y])
3825 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_BIT(direction);
3828 GfxAction[x][y] = ACTION_WAITING;
3832 static boolean JustBeingPushed(int x, int y)
3836 for (i=0; i<MAX_PLAYERS; i++)
3838 struct PlayerInfo *player = &stored_player[i];
3840 if (player->active && player->is_pushing && player->MovPos)
3842 int next_jx = player->jx + (player->jx - player->last_jx);
3843 int next_jy = player->jy + (player->jy - player->last_jy);
3845 if (x == next_jx && y == next_jy)
3853 void StartMoving(int x, int y)
3855 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0,0));
3856 boolean started_moving = FALSE; /* some elements can fall _and_ move */
3857 int element = Feld[x][y];
3863 if (MovDelay[x][y] == 0)
3864 GfxAction[x][y] = ACTION_DEFAULT;
3866 /* !!! this should be handled more generic (not only for mole) !!! */
3867 if (element != EL_MOLE && GfxAction[x][y] != ACTION_DIGGING)
3868 GfxAction[x][y] = ACTION_DEFAULT;
3871 if (CAN_FALL(element) && y < lev_fieldy - 1)
3873 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
3874 (x < lev_fieldx-1 && IS_PLAYER(x + 1, y)))
3875 if (JustBeingPushed(x, y))
3878 if (element == EL_QUICKSAND_FULL)
3880 if (IS_FREE(x, y + 1))
3882 InitMovingField(x, y, MV_DOWN);
3883 started_moving = TRUE;
3885 Feld[x][y] = EL_QUICKSAND_EMPTYING;
3886 Store[x][y] = EL_ROCK;
3888 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
3890 PlayLevelSound(x, y, SND_QUICKSAND_EMPTYING);
3893 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3895 if (!MovDelay[x][y])
3896 MovDelay[x][y] = TILEY + 1;
3905 Feld[x][y] = EL_QUICKSAND_EMPTY;
3906 Feld[x][y + 1] = EL_QUICKSAND_FULL;
3907 Store[x][y + 1] = Store[x][y];
3910 PlayLevelSoundAction(x, y, ACTION_FILLING);
3912 PlayLevelSound(x, y, SND_QUICKSAND_FILLING);
3916 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
3917 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3919 InitMovingField(x, y, MV_DOWN);
3920 started_moving = TRUE;
3922 Feld[x][y] = EL_QUICKSAND_FILLING;
3923 Store[x][y] = element;
3925 PlayLevelSoundAction(x, y, ACTION_FILLING);
3927 PlayLevelSound(x, y, SND_QUICKSAND_FILLING);
3930 else if (element == EL_MAGIC_WALL_FULL)
3932 if (IS_FREE(x, y + 1))
3934 InitMovingField(x, y, MV_DOWN);
3935 started_moving = TRUE;
3937 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
3938 Store[x][y] = EL_CHANGED(Store[x][y]);
3940 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3942 if (!MovDelay[x][y])
3943 MovDelay[x][y] = TILEY/4 + 1;
3952 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
3953 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
3954 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
3958 else if (element == EL_BD_MAGIC_WALL_FULL)
3960 if (IS_FREE(x, y + 1))
3962 InitMovingField(x, y, MV_DOWN);
3963 started_moving = TRUE;
3965 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
3966 Store[x][y] = EL_CHANGED2(Store[x][y]);
3968 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3970 if (!MovDelay[x][y])
3971 MovDelay[x][y] = TILEY/4 + 1;
3980 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
3981 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
3982 Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
3986 else if (CAN_PASS_MAGIC_WALL(element) &&
3987 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3988 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3990 InitMovingField(x, y, MV_DOWN);
3991 started_moving = TRUE;
3994 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
3995 EL_BD_MAGIC_WALL_FILLING);
3996 Store[x][y] = element;
3999 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID)
4001 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
4006 InitMovingField(x, y, MV_DOWN);
4007 started_moving = TRUE;
4009 Store[x][y] = EL_ACID;
4011 /* !!! TEST !!! better use "_FALLING" etc. !!! */
4012 GfxAction[x][y + 1] = ACTION_ACTIVE;
4016 else if ((game.engine_version < VERSION_IDENT(2,2,0,7) &&
4017 CAN_SMASH(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
4018 (Feld[x][y + 1] == EL_BLOCKED)) ||
4019 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
4020 CAN_SMASH(element) && WasJustFalling[x][y] &&
4021 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))))
4025 else if (game.engine_version < VERSION_IDENT(2,2,0,7) &&
4026 CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
4027 WasJustMoving[x][y] && !Pushed[x][y + 1])
4029 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
4030 WasJustMoving[x][y])
4035 /* this is needed for a special case not covered by calling "Impact()"
4036 from "ContinueMoving()": if an element moves to a tile directly below
4037 another element which was just falling on that tile (which was empty
4038 in the previous frame), the falling element above would just stop
4039 instead of smashing the element below (in previous version, the above
4040 element was just checked for "moving" instead of "falling", resulting
4041 in incorrect smashes caused by horizontal movement of the above
4042 element; also, the case of the player being the element to smash was
4043 simply not covered here... :-/ ) */
4047 else if (IS_FREE(x, y + 1) && element == EL_SPRING && use_spring_bug)
4049 if (MovDir[x][y] == MV_NO_MOVING)
4051 InitMovingField(x, y, MV_DOWN);
4052 started_moving = TRUE;
4055 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
4057 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
4058 MovDir[x][y] = MV_DOWN;
4060 InitMovingField(x, y, MV_DOWN);
4061 started_moving = TRUE;
4063 else if (element == EL_AMOEBA_DROP)
4065 Feld[x][y] = EL_AMOEBA_GROWING;
4066 Store[x][y] = EL_AMOEBA_WET;
4068 /* Store[x][y + 1] must be zero, because:
4069 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY
4072 #if OLD_GAME_BEHAVIOUR
4073 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1])
4075 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] &&
4076 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
4077 element != EL_DX_SUPABOMB)
4080 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
4081 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
4082 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
4083 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
4086 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
4087 (IS_FREE(x - 1, y + 1) ||
4088 Feld[x - 1][y + 1] == EL_ACID));
4089 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
4090 (IS_FREE(x + 1, y + 1) ||
4091 Feld[x + 1][y + 1] == EL_ACID));
4092 boolean can_fall_any = (can_fall_left || can_fall_right);
4093 boolean can_fall_both = (can_fall_left && can_fall_right);
4095 if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
4097 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
4099 if (slippery_type == SLIPPERY_ONLY_LEFT)
4100 can_fall_right = FALSE;
4101 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
4102 can_fall_left = FALSE;
4103 else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
4104 can_fall_right = FALSE;
4105 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
4106 can_fall_left = FALSE;
4108 can_fall_any = (can_fall_left || can_fall_right);
4109 can_fall_both = (can_fall_left && can_fall_right);
4114 if (can_fall_both &&
4115 (game.emulation != EMU_BOULDERDASH &&
4116 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
4117 can_fall_left = !(can_fall_right = RND(2));
4119 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
4120 started_moving = TRUE;
4123 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
4125 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
4126 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
4127 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
4128 int belt_dir = game.belt_dir[belt_nr];
4130 if ((belt_dir == MV_LEFT && left_is_free) ||
4131 (belt_dir == MV_RIGHT && right_is_free))
4133 InitMovingField(x, y, belt_dir);
4134 started_moving = TRUE;
4136 GfxAction[x][y] = ACTION_DEFAULT;
4141 /* not "else if" because of elements that can fall and move (EL_SPRING) */
4142 if (CAN_MOVE(element) && !started_moving)
4147 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
4150 if ((element == EL_SATELLITE ||
4151 element == EL_BALLOON ||
4152 element == EL_SPRING)
4153 && JustBeingPushed(x, y))
4159 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
4160 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
4162 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
4164 Moving2Blocked(x, y, &newx, &newy);
4165 if (Feld[newx][newy] == EL_BLOCKED)
4166 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
4172 if (FrameCounter < 1 && x == 0 && y == 29)
4173 printf(":1: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
4176 if (!MovDelay[x][y]) /* start new movement phase */
4178 /* all objects that can change their move direction after each step
4179 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
4181 if (element != EL_YAMYAM &&
4182 element != EL_DARK_YAMYAM &&
4183 element != EL_PACMAN &&
4184 !(element_info[element].move_pattern & MV_ANY_DIRECTION) &&
4185 element_info[element].move_pattern != MV_TURNING_LEFT &&
4186 element_info[element].move_pattern != MV_TURNING_RIGHT)
4191 if (FrameCounter < 1 && x == 0 && y == 29)
4192 printf(":9: %d: %d [%d]\n", y, MovDir[x][y], FrameCounter);
4195 if (MovDelay[x][y] && (element == EL_BUG ||
4196 element == EL_SPACESHIP ||
4197 element == EL_SP_SNIKSNAK ||
4198 element == EL_SP_ELECTRON ||
4199 element == EL_MOLE))
4200 DrawLevelField(x, y);
4204 if (MovDelay[x][y]) /* wait some time before next movement */
4209 if (element == EL_YAMYAM)
4212 el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT));
4213 DrawLevelElementAnimation(x, y, element);
4217 if (MovDelay[x][y]) /* element still has to wait some time */
4220 /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
4221 ResetGfxAnimation(x, y);
4225 if (GfxAction[x][y] != ACTION_WAITING)
4226 printf("::: %d: %d != ACTION_WAITING\n", element, GfxAction[x][y]);
4228 GfxAction[x][y] = ACTION_WAITING;
4232 if (element == EL_ROBOT ||
4234 element == EL_PACMAN ||
4236 element == EL_YAMYAM ||
4237 element == EL_DARK_YAMYAM)
4240 DrawLevelElementAnimation(x, y, element);
4242 DrawLevelElementAnimationIfNeeded(x, y, element);
4244 PlayLevelSoundAction(x, y, ACTION_WAITING);
4246 else if (element == EL_SP_ELECTRON)
4247 DrawLevelElementAnimationIfNeeded(x, y, element);
4248 else if (element == EL_DRAGON)
4251 int dir = MovDir[x][y];
4252 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
4253 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
4254 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
4255 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
4256 dir == MV_UP ? IMG_FLAMES_1_UP :
4257 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
4258 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
4261 printf("::: %d, %d\n", GfxAction[x][y], GfxFrame[x][y]);
4264 GfxAction[x][y] = ACTION_ATTACKING;
4266 if (IS_PLAYER(x, y))
4267 DrawPlayerField(x, y);
4269 DrawLevelField(x, y);
4271 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
4273 for (i=1; i <= 3; i++)
4275 int xx = x + i * dx;
4276 int yy = y + i * dy;
4277 int sx = SCREENX(xx);
4278 int sy = SCREENY(yy);
4279 int flame_graphic = graphic + (i - 1);
4281 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
4286 int flamed = MovingOrBlocked2Element(xx, yy);
4288 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_FIRE(flamed))
4291 RemoveMovingField(xx, yy);
4293 Feld[xx][yy] = EL_FLAMES;
4294 if (IN_SCR_FIELD(sx, sy))
4296 DrawLevelFieldCrumbledSand(xx, yy);
4297 DrawGraphic(sx, sy, flame_graphic, frame);
4302 if (Feld[xx][yy] == EL_FLAMES)
4303 Feld[xx][yy] = EL_EMPTY;
4304 DrawLevelField(xx, yy);
4309 if (MovDelay[x][y]) /* element still has to wait some time */
4311 PlayLevelSoundAction(x, y, ACTION_WAITING);
4317 /* special case of "moving" animation of waiting elements (FIX THIS !!!);
4318 for all other elements GfxAction will be set by InitMovingField() */
4319 if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
4320 GfxAction[x][y] = ACTION_MOVING;
4324 /* now make next step */
4326 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
4328 if (DONT_COLLIDE_WITH(element) &&
4329 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
4330 !PLAYER_PROTECTED(newx, newy))
4333 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
4336 /* player killed by element which is deadly when colliding with */
4338 KillHero(PLAYERINFO(newx, newy));
4343 else if ((element == EL_PENGUIN ||
4344 element == EL_ROBOT ||
4345 element == EL_SATELLITE ||
4346 element == EL_BALLOON ||
4347 IS_CUSTOM_ELEMENT(element)) &&
4348 IN_LEV_FIELD(newx, newy) &&
4349 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
4352 Store[x][y] = EL_ACID;
4354 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
4356 if (Feld[newx][newy] == EL_EXIT_OPEN)
4358 Feld[x][y] = EL_EMPTY;
4359 DrawLevelField(x, y);
4361 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
4362 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
4363 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
4365 local_player->friends_still_needed--;
4366 if (!local_player->friends_still_needed &&
4367 !local_player->GameOver && AllPlayersGone)
4368 local_player->LevelSolved = local_player->GameOver = TRUE;
4372 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
4374 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
4375 DrawLevelField(newx, newy);
4377 GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
4379 else if (!IS_FREE(newx, newy))
4381 GfxAction[x][y] = ACTION_WAITING;
4383 if (IS_PLAYER(x, y))
4384 DrawPlayerField(x, y);
4386 DrawLevelField(x, y);
4390 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
4392 if (IS_FOOD_PIG(Feld[newx][newy]))
4394 if (IS_MOVING(newx, newy))
4395 RemoveMovingField(newx, newy);
4398 Feld[newx][newy] = EL_EMPTY;
4399 DrawLevelField(newx, newy);
4402 PlayLevelSound(x, y, SND_PIG_DIGGING);
4404 else if (!IS_FREE(newx, newy))
4406 if (IS_PLAYER(x, y))
4407 DrawPlayerField(x, y);
4409 DrawLevelField(x, y);
4413 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
4415 if (!IS_FREE(newx, newy))
4417 if (IS_PLAYER(x, y))
4418 DrawPlayerField(x, y);
4420 DrawLevelField(x, y);
4426 boolean wanna_flame = !RND(10);
4427 int dx = newx - x, dy = newy - y;
4428 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
4429 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
4430 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
4431 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
4432 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
4433 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
4436 IS_CLASSIC_ENEMY(element1) ||
4437 IS_CLASSIC_ENEMY(element2)) &&
4438 element1 != EL_DRAGON && element2 != EL_DRAGON &&
4439 element1 != EL_FLAMES && element2 != EL_FLAMES)
4442 ResetGfxAnimation(x, y);
4443 GfxAction[x][y] = ACTION_ATTACKING;
4446 if (IS_PLAYER(x, y))
4447 DrawPlayerField(x, y);
4449 DrawLevelField(x, y);
4451 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
4453 MovDelay[x][y] = 50;
4455 Feld[newx][newy] = EL_FLAMES;
4456 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
4457 Feld[newx1][newy1] = EL_FLAMES;
4458 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
4459 Feld[newx2][newy2] = EL_FLAMES;
4465 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
4466 Feld[newx][newy] == EL_DIAMOND)
4468 if (IS_MOVING(newx, newy))
4469 RemoveMovingField(newx, newy);
4472 Feld[newx][newy] = EL_EMPTY;
4473 DrawLevelField(newx, newy);
4476 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
4478 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
4479 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
4481 if (AmoebaNr[newx][newy])
4483 AmoebaCnt2[AmoebaNr[newx][newy]]--;
4484 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
4485 Feld[newx][newy] == EL_BD_AMOEBA)
4486 AmoebaCnt[AmoebaNr[newx][newy]]--;
4489 if (IS_MOVING(newx, newy))
4490 RemoveMovingField(newx, newy);
4493 Feld[newx][newy] = EL_EMPTY;
4494 DrawLevelField(newx, newy);
4497 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
4499 else if ((element == EL_PACMAN || element == EL_MOLE)
4500 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
4502 if (AmoebaNr[newx][newy])
4504 AmoebaCnt2[AmoebaNr[newx][newy]]--;
4505 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
4506 Feld[newx][newy] == EL_BD_AMOEBA)
4507 AmoebaCnt[AmoebaNr[newx][newy]]--;
4510 if (element == EL_MOLE)
4512 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
4513 PlayLevelSound(x, y, SND_MOLE_DIGGING);
4515 ResetGfxAnimation(x, y);
4516 GfxAction[x][y] = ACTION_DIGGING;
4517 DrawLevelField(x, y);
4519 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
4520 return; /* wait for shrinking amoeba */
4522 else /* element == EL_PACMAN */
4524 Feld[newx][newy] = EL_EMPTY;
4525 DrawLevelField(newx, newy);
4526 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
4529 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
4530 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
4531 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
4533 /* wait for shrinking amoeba to completely disappear */
4536 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
4538 /* object was running against a wall */
4543 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
4544 DrawLevelElementAnimation(x, y, element);
4546 if (element == EL_BUG ||
4547 element == EL_SPACESHIP ||
4548 element == EL_SP_SNIKSNAK)
4549 DrawLevelField(x, y);
4550 else if (element == EL_MOLE)
4551 DrawLevelField(x, y);
4552 else if (element == EL_BD_BUTTERFLY ||
4553 element == EL_BD_FIREFLY)
4554 DrawLevelElementAnimationIfNeeded(x, y, element);
4555 else if (element == EL_SATELLITE)
4556 DrawLevelElementAnimationIfNeeded(x, y, element);
4557 else if (element == EL_SP_ELECTRON)
4558 DrawLevelElementAnimationIfNeeded(x, y, element);
4561 if (DONT_TOUCH(element))
4562 TestIfBadThingTouchesHero(x, y);
4565 PlayLevelSoundAction(x, y, ACTION_WAITING);
4571 InitMovingField(x, y, MovDir[x][y]);
4573 PlayLevelSoundAction(x, y, ACTION_MOVING);
4577 ContinueMoving(x, y);
4580 void ContinueMoving(int x, int y)
4582 int element = Feld[x][y];
4583 int direction = MovDir[x][y];
4584 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4585 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4586 int newx = x + dx, newy = y + dy;
4587 int nextx = newx + dx, nexty = newy + dy;
4588 boolean pushed = Pushed[x][y];
4590 MovPos[x][y] += getElementMoveStepsize(x, y);
4592 if (pushed) /* special case: moving object pushed by player */
4593 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
4595 if (ABS(MovPos[x][y]) < TILEX)
4597 DrawLevelField(x, y);
4599 return; /* element is still moving */
4602 /* element reached destination field */
4604 Feld[x][y] = EL_EMPTY;
4605 Feld[newx][newy] = element;
4606 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
4608 if (element == EL_MOLE)
4610 Feld[x][y] = EL_SAND;
4612 DrawLevelFieldCrumbledSandNeighbours(x, y);
4614 else if (element == EL_QUICKSAND_FILLING)
4616 element = Feld[newx][newy] = get_next_element(element);
4617 Store[newx][newy] = Store[x][y];
4619 else if (element == EL_QUICKSAND_EMPTYING)
4621 Feld[x][y] = get_next_element(element);
4622 element = Feld[newx][newy] = Store[x][y];
4624 else if (element == EL_MAGIC_WALL_FILLING)
4626 element = Feld[newx][newy] = get_next_element(element);
4627 if (!game.magic_wall_active)
4628 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
4629 Store[newx][newy] = Store[x][y];
4631 else if (element == EL_MAGIC_WALL_EMPTYING)
4633 Feld[x][y] = get_next_element(element);
4634 if (!game.magic_wall_active)
4635 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4636 element = Feld[newx][newy] = Store[x][y];
4638 else if (element == EL_BD_MAGIC_WALL_FILLING)
4640 element = Feld[newx][newy] = get_next_element(element);
4641 if (!game.magic_wall_active)
4642 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
4643 Store[newx][newy] = Store[x][y];
4645 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
4647 Feld[x][y] = get_next_element(element);
4648 if (!game.magic_wall_active)
4649 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
4650 element = Feld[newx][newy] = Store[x][y];
4652 else if (element == EL_AMOEBA_DROPPING)
4654 Feld[x][y] = get_next_element(element);
4655 element = Feld[newx][newy] = Store[x][y];
4657 else if (element == EL_SOKOBAN_OBJECT)
4660 Feld[x][y] = Back[x][y];
4662 if (Back[newx][newy])
4663 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
4665 Back[x][y] = Back[newx][newy] = 0;
4667 else if (Store[x][y] == EL_ACID)
4669 element = Feld[newx][newy] = EL_ACID;
4673 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
4674 MovDelay[newx][newy] = 0;
4676 /* copy element change control values to new field */
4677 ChangeDelay[newx][newy] = ChangeDelay[x][y];
4678 ChangePage[newx][newy] = ChangePage[x][y];
4679 Changed[newx][newy] = Changed[x][y];
4680 ChangeEvent[newx][newy] = ChangeEvent[x][y];
4682 ChangeDelay[x][y] = 0;
4683 ChangePage[x][y] = -1;
4684 Changed[x][y] = CE_BITMASK_DEFAULT;
4685 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
4687 /* copy animation control values to new field */
4688 GfxFrame[newx][newy] = GfxFrame[x][y];
4689 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
4690 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
4691 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
4693 Pushed[x][y] = Pushed[newx][newy] = FALSE;
4695 ResetGfxAnimation(x, y); /* reset animation values for old field */
4698 /* 2.1.1 (does not work correctly for spring) */
4699 if (!CAN_MOVE(element))
4700 MovDir[newx][newy] = 0;
4704 /* (does not work for falling objects that slide horizontally) */
4705 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
4706 MovDir[newx][newy] = 0;
4709 if (!CAN_MOVE(element) ||
4710 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
4711 MovDir[newx][newy] = 0;
4714 if (!CAN_MOVE(element) ||
4715 (CAN_FALL(element) && direction == MV_DOWN))
4716 GfxDir[x][y] = MovDir[newx][newy] = 0;
4721 DrawLevelField(x, y);
4722 DrawLevelField(newx, newy);
4724 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
4726 /* prevent pushed element from moving on in pushed direction */
4727 if (pushed && CAN_MOVE(element) &&
4728 element_info[element].move_pattern & MV_ANY_DIRECTION &&
4729 !(element_info[element].move_pattern & direction))
4730 TurnRound(newx, newy);
4732 if (!pushed) /* special case: moving object pushed by player */
4734 WasJustMoving[newx][newy] = 3;
4736 if (CAN_FALL(element) && direction == MV_DOWN)
4737 WasJustFalling[newx][newy] = 3;
4740 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
4742 TestIfBadThingTouchesHero(newx, newy);
4743 TestIfBadThingTouchesFriend(newx, newy);
4745 if (!IS_CUSTOM_ELEMENT(element))
4746 TestIfBadThingTouchesOtherBadThing(newx, newy);
4748 else if (element == EL_PENGUIN)
4749 TestIfFriendTouchesBadThing(newx, newy);
4751 if (CAN_FALL(element) && direction == MV_DOWN &&
4752 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
4756 TestIfElementTouchesCustomElement(x, y); /* for empty space */
4760 if (ChangePage[newx][newy] != -1) /* delayed change */
4761 ChangeElement(newx, newy, ChangePage[newx][newy]);
4764 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
4765 CheckElementSideChange(newx, newy, Feld[newx][newy], direction,
4768 TestIfPlayerTouchesCustomElement(newx, newy);
4769 TestIfElementTouchesCustomElement(newx, newy);
4772 int AmoebeNachbarNr(int ax, int ay)
4775 int element = Feld[ax][ay];
4777 static int xy[4][2] =
4787 int x = ax + xy[i][0];
4788 int y = ay + xy[i][1];
4790 if (!IN_LEV_FIELD(x, y))
4793 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
4794 group_nr = AmoebaNr[x][y];
4800 void AmoebenVereinigen(int ax, int ay)
4802 int i, x, y, xx, yy;
4803 int new_group_nr = AmoebaNr[ax][ay];
4804 static int xy[4][2] =
4812 if (new_group_nr == 0)
4820 if (!IN_LEV_FIELD(x, y))
4823 if ((Feld[x][y] == EL_AMOEBA_FULL ||
4824 Feld[x][y] == EL_BD_AMOEBA ||
4825 Feld[x][y] == EL_AMOEBA_DEAD) &&
4826 AmoebaNr[x][y] != new_group_nr)
4828 int old_group_nr = AmoebaNr[x][y];
4830 if (old_group_nr == 0)
4833 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
4834 AmoebaCnt[old_group_nr] = 0;
4835 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
4836 AmoebaCnt2[old_group_nr] = 0;
4838 for (yy=0; yy<lev_fieldy; yy++)
4840 for (xx=0; xx<lev_fieldx; xx++)
4842 if (AmoebaNr[xx][yy] == old_group_nr)
4843 AmoebaNr[xx][yy] = new_group_nr;
4850 void AmoebeUmwandeln(int ax, int ay)
4854 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
4856 int group_nr = AmoebaNr[ax][ay];
4861 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
4862 printf("AmoebeUmwandeln(): This should never happen!\n");
4867 for (y=0; y<lev_fieldy; y++)
4869 for (x=0; x<lev_fieldx; x++)
4871 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
4874 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
4878 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
4879 SND_AMOEBA_TURNING_TO_GEM :
4880 SND_AMOEBA_TURNING_TO_ROCK));
4885 static int xy[4][2] =
4898 if (!IN_LEV_FIELD(x, y))
4901 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
4903 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
4904 SND_AMOEBA_TURNING_TO_GEM :
4905 SND_AMOEBA_TURNING_TO_ROCK));
4912 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
4915 int group_nr = AmoebaNr[ax][ay];
4916 boolean done = FALSE;
4921 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
4922 printf("AmoebeUmwandelnBD(): This should never happen!\n");
4927 for (y=0; y<lev_fieldy; y++)
4929 for (x=0; x<lev_fieldx; x++)
4931 if (AmoebaNr[x][y] == group_nr &&
4932 (Feld[x][y] == EL_AMOEBA_DEAD ||
4933 Feld[x][y] == EL_BD_AMOEBA ||
4934 Feld[x][y] == EL_AMOEBA_GROWING))
4937 Feld[x][y] = new_element;
4938 InitField(x, y, FALSE);
4939 DrawLevelField(x, y);
4946 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
4947 SND_BD_AMOEBA_TURNING_TO_ROCK :
4948 SND_BD_AMOEBA_TURNING_TO_GEM));
4951 void AmoebeWaechst(int x, int y)
4953 static unsigned long sound_delay = 0;
4954 static unsigned long sound_delay_value = 0;
4956 if (!MovDelay[x][y]) /* start new growing cycle */
4960 if (DelayReached(&sound_delay, sound_delay_value))
4963 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
4965 if (Store[x][y] == EL_BD_AMOEBA)
4966 PlayLevelSound(x, y, SND_BD_AMOEBA_GROWING);
4968 PlayLevelSound(x, y, SND_AMOEBA_GROWING);
4970 sound_delay_value = 30;
4974 if (MovDelay[x][y]) /* wait some time before growing bigger */
4977 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4979 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
4980 6 - MovDelay[x][y]);
4982 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
4985 if (!MovDelay[x][y])
4987 Feld[x][y] = Store[x][y];
4989 DrawLevelField(x, y);
4994 void AmoebaDisappearing(int x, int y)
4996 static unsigned long sound_delay = 0;
4997 static unsigned long sound_delay_value = 0;
4999 if (!MovDelay[x][y]) /* start new shrinking cycle */
5003 if (DelayReached(&sound_delay, sound_delay_value))
5004 sound_delay_value = 30;
5007 if (MovDelay[x][y]) /* wait some time before shrinking */
5010 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5012 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
5013 6 - MovDelay[x][y]);
5015 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
5018 if (!MovDelay[x][y])
5020 Feld[x][y] = EL_EMPTY;
5021 DrawLevelField(x, y);
5023 /* don't let mole enter this field in this cycle;
5024 (give priority to objects falling to this field from above) */
5030 void AmoebeAbleger(int ax, int ay)
5033 int element = Feld[ax][ay];
5034 int graphic = el2img(element);
5035 int newax = ax, neway = ay;
5036 static int xy[4][2] =
5044 if (!level.amoeba_speed)
5046 Feld[ax][ay] = EL_AMOEBA_DEAD;
5047 DrawLevelField(ax, ay);
5051 if (IS_ANIMATED(graphic))
5052 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
5054 if (!MovDelay[ax][ay]) /* start making new amoeba field */
5055 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
5057 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
5060 if (MovDelay[ax][ay])
5064 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
5067 int x = ax + xy[start][0];
5068 int y = ay + xy[start][1];
5070 if (!IN_LEV_FIELD(x, y))
5073 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
5074 if (IS_FREE(x, y) ||
5075 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
5081 if (newax == ax && neway == ay)
5084 else /* normal or "filled" (BD style) amoeba */
5087 boolean waiting_for_player = FALSE;
5091 int j = (start + i) % 4;
5092 int x = ax + xy[j][0];
5093 int y = ay + xy[j][1];
5095 if (!IN_LEV_FIELD(x, y))
5098 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
5099 if (IS_FREE(x, y) ||
5100 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
5106 else if (IS_PLAYER(x, y))
5107 waiting_for_player = TRUE;
5110 if (newax == ax && neway == ay) /* amoeba cannot grow */
5112 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
5114 Feld[ax][ay] = EL_AMOEBA_DEAD;
5115 DrawLevelField(ax, ay);
5116 AmoebaCnt[AmoebaNr[ax][ay]]--;
5118 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
5120 if (element == EL_AMOEBA_FULL)
5121 AmoebeUmwandeln(ax, ay);
5122 else if (element == EL_BD_AMOEBA)
5123 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
5128 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
5130 /* amoeba gets larger by growing in some direction */
5132 int new_group_nr = AmoebaNr[ax][ay];
5135 if (new_group_nr == 0)
5137 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
5138 printf("AmoebeAbleger(): This should never happen!\n");
5143 AmoebaNr[newax][neway] = new_group_nr;
5144 AmoebaCnt[new_group_nr]++;
5145 AmoebaCnt2[new_group_nr]++;
5147 /* if amoeba touches other amoeba(s) after growing, unify them */
5148 AmoebenVereinigen(newax, neway);
5150 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
5152 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
5158 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
5159 (neway == lev_fieldy - 1 && newax != ax))
5161 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
5162 Store[newax][neway] = element;
5164 else if (neway == ay)
5166 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
5168 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
5170 PlayLevelSound(newax, neway, SND_AMOEBA_GROWING);
5175 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
5176 Feld[ax][ay] = EL_AMOEBA_DROPPING;
5177 Store[ax][ay] = EL_AMOEBA_DROP;
5178 ContinueMoving(ax, ay);
5182 DrawLevelField(newax, neway);
5185 void Life(int ax, int ay)
5188 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
5190 int element = Feld[ax][ay];
5191 int graphic = el2img(element);
5192 boolean changed = FALSE;
5194 if (IS_ANIMATED(graphic))
5195 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
5200 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
5201 MovDelay[ax][ay] = life_time;
5203 if (MovDelay[ax][ay]) /* wait some time before next cycle */
5206 if (MovDelay[ax][ay])
5210 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
5212 int xx = ax+x1, yy = ay+y1;
5215 if (!IN_LEV_FIELD(xx, yy))
5218 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
5220 int x = xx+x2, y = yy+y2;
5222 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
5225 if (((Feld[x][y] == element ||
5226 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
5228 (IS_FREE(x, y) && Stop[x][y]))
5232 if (xx == ax && yy == ay) /* field in the middle */
5234 if (nachbarn < life[0] || nachbarn > life[1])
5236 Feld[xx][yy] = EL_EMPTY;
5238 DrawLevelField(xx, yy);
5239 Stop[xx][yy] = TRUE;
5243 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
5244 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
5245 { /* free border field */
5246 if (nachbarn >= life[2] && nachbarn <= life[3])
5248 Feld[xx][yy] = element;
5249 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
5251 DrawLevelField(xx, yy);
5252 Stop[xx][yy] = TRUE;
5259 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
5260 SND_GAME_OF_LIFE_GROWING);
5263 static void InitRobotWheel(int x, int y)
5265 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
5268 static void RunRobotWheel(int x, int y)
5270 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
5273 static void StopRobotWheel(int x, int y)
5275 if (ZX == x && ZY == y)
5279 static void InitTimegateWheel(int x, int y)
5281 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
5284 static void RunTimegateWheel(int x, int y)
5286 PlayLevelSound(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
5289 void CheckExit(int x, int y)
5291 if (local_player->gems_still_needed > 0 ||
5292 local_player->sokobanfields_still_needed > 0 ||
5293 local_player->lights_still_needed > 0)
5295 int element = Feld[x][y];
5296 int graphic = el2img(element);
5298 if (IS_ANIMATED(graphic))
5299 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5304 if (AllPlayersGone) /* do not re-open exit door closed after last player */
5307 Feld[x][y] = EL_EXIT_OPENING;
5309 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
5312 void CheckExitSP(int x, int y)
5314 if (local_player->gems_still_needed > 0)
5316 int element = Feld[x][y];
5317 int graphic = el2img(element);
5319 if (IS_ANIMATED(graphic))
5320 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5325 if (AllPlayersGone) /* do not re-open exit door closed after last player */
5328 Feld[x][y] = EL_SP_EXIT_OPENING;
5330 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
5333 static void CloseAllOpenTimegates()
5337 for (y=0; y<lev_fieldy; y++)
5339 for (x=0; x<lev_fieldx; x++)
5341 int element = Feld[x][y];
5343 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
5345 Feld[x][y] = EL_TIMEGATE_CLOSING;
5347 PlayLevelSoundAction(x, y, ACTION_CLOSING);
5349 PlayLevelSound(x, y, SND_TIMEGATE_CLOSING);
5356 void EdelsteinFunkeln(int x, int y)
5358 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
5361 if (Feld[x][y] == EL_BD_DIAMOND)
5364 if (MovDelay[x][y] == 0) /* next animation frame */
5365 MovDelay[x][y] = 11 * !SimpleRND(500);
5367 if (MovDelay[x][y] != 0) /* wait some time before next frame */
5371 if (setup.direct_draw && MovDelay[x][y])
5372 SetDrawtoField(DRAW_BUFFERED);
5374 DrawLevelElementAnimation(x, y, Feld[x][y]);
5376 if (MovDelay[x][y] != 0)
5378 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
5379 10 - MovDelay[x][y]);
5381 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
5383 if (setup.direct_draw)
5387 dest_x = FX + SCREENX(x) * TILEX;
5388 dest_y = FY + SCREENY(y) * TILEY;
5390 BlitBitmap(drawto_field, window,
5391 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
5392 SetDrawtoField(DRAW_DIRECT);
5398 void MauerWaechst(int x, int y)
5402 if (!MovDelay[x][y]) /* next animation frame */
5403 MovDelay[x][y] = 3 * delay;
5405 if (MovDelay[x][y]) /* wait some time before next frame */
5409 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5411 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
5412 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
5414 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5417 if (!MovDelay[x][y])
5419 if (MovDir[x][y] == MV_LEFT)
5421 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
5422 DrawLevelField(x - 1, y);
5424 else if (MovDir[x][y] == MV_RIGHT)
5426 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
5427 DrawLevelField(x + 1, y);
5429 else if (MovDir[x][y] == MV_UP)
5431 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
5432 DrawLevelField(x, y - 1);
5436 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
5437 DrawLevelField(x, y + 1);
5440 Feld[x][y] = Store[x][y];
5442 GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
5443 DrawLevelField(x, y);
5448 void MauerAbleger(int ax, int ay)
5450 int element = Feld[ax][ay];
5451 int graphic = el2img(element);
5452 boolean oben_frei = FALSE, unten_frei = FALSE;
5453 boolean links_frei = FALSE, rechts_frei = FALSE;
5454 boolean oben_massiv = FALSE, unten_massiv = FALSE;
5455 boolean links_massiv = FALSE, rechts_massiv = FALSE;
5456 boolean new_wall = FALSE;
5458 if (IS_ANIMATED(graphic))
5459 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
5461 if (!MovDelay[ax][ay]) /* start building new wall */
5462 MovDelay[ax][ay] = 6;
5464 if (MovDelay[ax][ay]) /* wait some time before building new wall */
5467 if (MovDelay[ax][ay])
5471 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
5473 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
5475 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
5477 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
5480 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
5481 element == EL_EXPANDABLE_WALL_ANY)
5485 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
5486 Store[ax][ay-1] = element;
5487 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
5488 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
5489 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
5490 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
5495 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
5496 Store[ax][ay+1] = element;
5497 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
5498 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
5499 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
5500 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
5505 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5506 element == EL_EXPANDABLE_WALL_ANY ||
5507 element == EL_EXPANDABLE_WALL)
5511 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
5512 Store[ax-1][ay] = element;
5513 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
5514 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
5515 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
5516 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
5522 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
5523 Store[ax+1][ay] = element;
5524 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
5525 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
5526 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
5527 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
5532 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
5533 DrawLevelField(ax, ay);
5535 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
5537 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
5538 unten_massiv = TRUE;
5539 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
5540 links_massiv = TRUE;
5541 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
5542 rechts_massiv = TRUE;
5544 if (((oben_massiv && unten_massiv) ||
5545 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5546 element == EL_EXPANDABLE_WALL) &&
5547 ((links_massiv && rechts_massiv) ||
5548 element == EL_EXPANDABLE_WALL_VERTICAL))
5549 Feld[ax][ay] = EL_WALL;
5553 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
5555 PlayLevelSound(ax, ay, SND_EXPANDABLE_WALL_GROWING);
5559 void CheckForDragon(int x, int y)
5562 boolean dragon_found = FALSE;
5563 static int xy[4][2] =
5575 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
5577 if (IN_LEV_FIELD(xx, yy) &&
5578 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
5580 if (Feld[xx][yy] == EL_DRAGON)
5581 dragon_found = TRUE;
5594 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
5596 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
5598 Feld[xx][yy] = EL_EMPTY;
5599 DrawLevelField(xx, yy);
5608 static void InitBuggyBase(int x, int y)
5610 int element = Feld[x][y];
5611 int activating_delay = FRAMES_PER_SECOND / 4;
5614 (element == EL_SP_BUGGY_BASE ?
5615 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
5616 element == EL_SP_BUGGY_BASE_ACTIVATING ?
5618 element == EL_SP_BUGGY_BASE_ACTIVE ?
5619 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
5622 static void WarnBuggyBase(int x, int y)
5625 static int xy[4][2] =
5635 int xx = x + xy[i][0], yy = y + xy[i][1];
5637 if (IS_PLAYER(xx, yy))
5639 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
5646 static void InitTrap(int x, int y)
5648 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
5651 static void ActivateTrap(int x, int y)
5653 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
5656 static void ChangeActiveTrap(int x, int y)
5658 int graphic = IMG_TRAP_ACTIVE;
5660 /* if new animation frame was drawn, correct crumbled sand border */
5661 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
5662 DrawLevelFieldCrumbledSand(x, y);
5665 static void ChangeElementNowExt(int x, int y, int target_element)
5667 /* check if element under player changes from accessible to unaccessible
5668 (needed for special case of dropping element which then changes) */
5669 if (IS_PLAYER(x, y) && !PLAYER_PROTECTED(x, y) &&
5670 IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(target_element))
5677 Feld[x][y] = target_element;
5679 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
5681 ResetGfxAnimation(x, y);
5682 ResetRandomAnimationValue(x, y);
5684 InitField(x, y, FALSE);
5685 if (CAN_MOVE(Feld[x][y]))
5688 DrawLevelField(x, y);
5690 if (GFX_CRUMBLED(Feld[x][y]))
5691 DrawLevelFieldCrumbledSandNeighbours(x, y);
5693 TestIfBadThingTouchesHero(x, y);
5694 TestIfPlayerTouchesCustomElement(x, y);
5695 TestIfElementTouchesCustomElement(x, y);
5697 if (ELEM_IS_PLAYER(target_element))
5698 RelocatePlayer(x, y, target_element);
5701 static boolean ChangeElementNow(int x, int y, int element, int page)
5703 struct ElementChangeInfo *change = &element_info[element].change_page[page];
5705 /* always use default change event to prevent running into a loop */
5706 if (ChangeEvent[x][y] == CE_BITMASK_DEFAULT)
5707 ChangeEvent[x][y] = CH_EVENT_BIT(CE_DELAY);
5709 /* do not change already changed elements with same change event */
5711 if (Changed[x][y] & ChangeEvent[x][y])
5718 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
5720 CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_IS_CHANGING);
5722 if (change->explode)
5729 if (change->use_content)
5731 boolean complete_change = TRUE;
5732 boolean can_change[3][3];
5735 for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
5737 boolean half_destructible;
5738 int ex = x + xx - 1;
5739 int ey = y + yy - 1;
5742 can_change[xx][yy] = TRUE;
5744 if (ex == x && ey == y) /* do not check changing element itself */
5747 if (change->content[xx][yy] == EL_EMPTY_SPACE)
5749 can_change[xx][yy] = FALSE; /* do not change empty borders */
5754 if (!IN_LEV_FIELD(ex, ey))
5756 can_change[xx][yy] = FALSE;
5757 complete_change = FALSE;
5764 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5765 e = MovingOrBlocked2Element(ex, ey);
5767 half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e));
5769 if ((change->power <= CP_NON_DESTRUCTIVE && !IS_FREE(ex, ey)) ||
5770 (change->power <= CP_HALF_DESTRUCTIVE && !half_destructible) ||
5771 (change->power <= CP_FULL_DESTRUCTIVE && IS_INDESTRUCTIBLE(e)))
5773 can_change[xx][yy] = FALSE;
5774 complete_change = FALSE;
5778 if (!change->only_complete || complete_change)
5780 boolean something_has_changed = FALSE;
5782 if (change->only_complete && change->use_random_change &&
5783 RND(100) < change->random)
5786 for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
5788 int ex = x + xx - 1;
5789 int ey = y + yy - 1;
5791 if (can_change[xx][yy] && (!change->use_random_change ||
5792 RND(100) < change->random))
5794 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5795 RemoveMovingField(ex, ey);
5797 ChangeEvent[ex][ey] = ChangeEvent[x][y];
5799 ChangeElementNowExt(ex, ey, change->content[xx][yy]);
5801 something_has_changed = TRUE;
5803 /* for symmetry reasons, freeze newly created border elements */
5804 if (ex != x || ey != y)
5805 Stop[ex][ey] = TRUE; /* no more moving in this frame */
5809 if (something_has_changed)
5810 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
5815 ChangeElementNowExt(x, y, change->target_element);
5817 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
5823 static void ChangeElement(int x, int y, int page)
5825 int element = MovingOrBlocked2Element(x, y);
5826 struct ElementInfo *ei = &element_info[element];
5827 struct ElementChangeInfo *change = &ei->change_page[page];
5831 if (!CAN_CHANGE(element))
5834 printf("ChangeElement(): %d,%d: element = %d ('%s')\n",
5835 x, y, element, element_info[element].token_name);
5836 printf("ChangeElement(): This should never happen!\n");
5842 if (ChangeDelay[x][y] == 0) /* initialize element change */
5844 ChangeDelay[x][y] = ( change->delay_fixed * change->delay_frames +
5845 RND(change->delay_random * change->delay_frames)) + 1;
5847 ResetGfxAnimation(x, y);
5848 ResetRandomAnimationValue(x, y);
5850 if (change->pre_change_function)
5851 change->pre_change_function(x, y);
5854 ChangeDelay[x][y]--;
5856 if (ChangeDelay[x][y] != 0) /* continue element change */
5858 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
5860 if (IS_ANIMATED(graphic))
5861 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5863 if (change->change_function)
5864 change->change_function(x, y);
5866 else /* finish element change */
5868 if (ChangePage[x][y] != -1) /* remember page from delayed change */
5870 page = ChangePage[x][y];
5871 ChangePage[x][y] = -1;
5874 if (IS_MOVING(x, y)) /* never change a running system ;-) */
5876 ChangeDelay[x][y] = 1; /* try change after next move step */
5877 ChangePage[x][y] = page; /* remember page to use for change */
5882 if (ChangeElementNow(x, y, element, page))
5884 if (change->post_change_function)
5885 change->post_change_function(x, y);
5890 static boolean CheckTriggeredElementSideChange(int lx, int ly,
5891 int trigger_element,
5897 if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
5900 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
5902 int element = EL_CUSTOM_START + i;
5904 boolean change_element = FALSE;
5907 if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
5910 for (j=0; j < element_info[element].num_change_pages; j++)
5912 struct ElementChangeInfo *change = &element_info[element].change_page[j];
5914 if (change->can_change &&
5916 change->events & CH_EVENT_BIT(trigger_event) &&
5918 change->sides & trigger_side &&
5919 change->trigger_element == trigger_element)
5922 if (!(change->events & CH_EVENT_BIT(trigger_event)))
5923 printf("::: !!! %d triggers %d: using wrong page %d [event %d]\n",
5924 trigger_element-EL_CUSTOM_START+1, i+1, j, trigger_event);
5927 change_element = TRUE;
5934 if (!change_element)
5937 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5940 if (x == lx && y == ly) /* do not change trigger element itself */
5944 if (Feld[x][y] == element)
5946 ChangeDelay[x][y] = 1;
5947 ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event);
5948 ChangeElement(x, y, page);
5956 static boolean CheckTriggeredElementChange(int lx, int ly, int trigger_element,
5959 return CheckTriggeredElementSideChange(lx, ly, trigger_element, CH_SIDE_ANY,
5963 static boolean CheckElementSideChange(int x, int y, int element, int side,
5964 int trigger_event, int page)
5966 if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
5969 if (Feld[x][y] == EL_BLOCKED)
5971 Blocked2Moving(x, y, &x, &y);
5972 element = Feld[x][y];
5976 page = element_info[element].event_page_nr[trigger_event];
5978 if (!(element_info[element].change_page[page].sides & side))
5981 ChangeDelay[x][y] = 1;
5982 ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event);
5983 ChangeElement(x, y, page);
5988 static boolean CheckElementChange(int x, int y, int element, int trigger_event)
5990 return CheckElementSideChange(x, y, element, CH_SIDE_ANY, trigger_event, -1);
5993 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
5995 boolean was_waiting = player->is_waiting;
5999 int jx = player->jx, jy = player->jy;
6000 int element = player->element_nr;
6003 if (!was_waiting) /* not waiting -> waiting */
6005 player->is_waiting = TRUE;
6007 player->frame_counter_bored =
6009 game.player_boring_delay_fixed +
6010 SimpleRND(game.player_boring_delay_random);
6011 player->frame_counter_sleeping =
6013 game.player_sleeping_delay_fixed +
6014 SimpleRND(game.player_sleeping_delay_random);
6016 InitPlayerGfxAnimation(player, ACTION_WAITING, player->MovDir);
6019 if (game.player_sleeping_delay_fixed != -1 &&
6020 game.player_sleeping_delay_random != -1 &&
6021 player->anim_delay_counter == 0 &&
6022 player->post_delay_counter == 0 &&
6023 FrameCounter >= player->frame_counter_sleeping)
6024 player->is_sleeping = TRUE;
6025 else if (game.player_boring_delay_fixed != -1 &&
6026 game.player_boring_delay_random != -1 &&
6027 FrameCounter >= player->frame_counter_bored)
6028 player->is_bored = TRUE;
6030 action = (player->is_sleeping ? ACTION_SLEEPING :
6031 player->is_bored ? ACTION_BORING : ACTION_WAITING);
6034 PlayLevelSoundElementAction(jx, jy, element, action);
6036 PlayLevelSoundElementActionIfLoop(jx, jy, element, action);
6038 else if (was_waiting) /* waiting -> not waiting */
6040 player->is_waiting = FALSE;
6041 player->is_bored = FALSE;
6042 player->is_sleeping = FALSE;
6044 player->frame_counter_bored = -1;
6045 player->frame_counter_sleeping = -1;
6047 player->anim_delay_counter = 0;
6048 player->post_delay_counter = 0;
6053 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
6056 static byte stored_player_action[MAX_PLAYERS];
6057 static int num_stored_actions = 0;
6059 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
6060 int left = player_action & JOY_LEFT;
6061 int right = player_action & JOY_RIGHT;
6062 int up = player_action & JOY_UP;
6063 int down = player_action & JOY_DOWN;
6064 int button1 = player_action & JOY_BUTTON_1;
6065 int button2 = player_action & JOY_BUTTON_2;
6066 int dx = (left ? -1 : right ? 1 : 0);
6067 int dy = (up ? -1 : down ? 1 : 0);
6070 stored_player_action[player->index_nr] = 0;
6071 num_stored_actions++;
6075 printf("::: player %d [%d]\n", player->index_nr, FrameCounter);
6078 if (!player->active || tape.pausing)
6084 printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter);
6088 snapped = SnapField(player, dx, dy);
6092 dropped = DropElement(player);
6094 moved = MovePlayer(player, dx, dy);
6097 if (tape.single_step && tape.recording && !tape.pausing)
6099 if (button1 || (dropped && !moved))
6101 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
6102 SnapField(player, 0, 0); /* stop snapping */
6106 SetPlayerWaiting(player, FALSE);
6109 return player_action;
6111 stored_player_action[player->index_nr] = player_action;
6117 printf("::: player %d waits [%d]\n", player->index_nr, FrameCounter);
6120 /* no actions for this player (no input at player's configured device) */
6122 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
6123 SnapField(player, 0, 0);
6124 CheckGravityMovement(player);
6126 if (player->MovPos == 0)
6127 SetPlayerWaiting(player, TRUE);
6129 if (player->MovPos == 0) /* needed for tape.playing */
6130 player->is_moving = FALSE;
6136 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
6138 printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter);
6140 TapeRecordAction(stored_player_action);
6141 num_stored_actions = 0;
6148 static void PlayerActions(struct PlayerInfo *player, byte player_action)
6150 static byte stored_player_action[MAX_PLAYERS];
6151 static int num_stored_actions = 0;
6152 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
6153 int left = player_action & JOY_LEFT;
6154 int right = player_action & JOY_RIGHT;
6155 int up = player_action & JOY_UP;
6156 int down = player_action & JOY_DOWN;
6157 int button1 = player_action & JOY_BUTTON_1;
6158 int button2 = player_action & JOY_BUTTON_2;
6159 int dx = (left ? -1 : right ? 1 : 0);
6160 int dy = (up ? -1 : down ? 1 : 0);
6162 stored_player_action[player->index_nr] = 0;
6163 num_stored_actions++;
6165 printf("::: player %d [%d]\n", player->index_nr, FrameCounter);
6167 if (!player->active || tape.pausing)
6172 printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter);
6175 snapped = SnapField(player, dx, dy);
6179 dropped = DropElement(player);
6181 moved = MovePlayer(player, dx, dy);
6184 if (tape.single_step && tape.recording && !tape.pausing)
6186 if (button1 || (dropped && !moved))
6188 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
6189 SnapField(player, 0, 0); /* stop snapping */
6193 stored_player_action[player->index_nr] = player_action;
6197 printf("::: player %d waits [%d]\n", player->index_nr, FrameCounter);
6199 /* no actions for this player (no input at player's configured device) */
6201 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
6202 SnapField(player, 0, 0);
6203 CheckGravityMovement(player);
6205 if (player->MovPos == 0)
6206 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
6208 if (player->MovPos == 0) /* needed for tape.playing */
6209 player->is_moving = FALSE;
6212 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
6214 printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter);
6216 TapeRecordAction(stored_player_action);
6217 num_stored_actions = 0;
6224 static unsigned long action_delay = 0;
6225 unsigned long action_delay_value;
6226 int magic_wall_x = 0, magic_wall_y = 0;
6227 int i, x, y, element, graphic;
6228 byte *recorded_player_action;
6229 byte summarized_player_action = 0;
6231 byte tape_action[MAX_PLAYERS];
6234 if (game_status != GAME_MODE_PLAYING)
6237 action_delay_value =
6238 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
6240 if (tape.playing && tape.index_search && !tape.pausing)
6241 action_delay_value = 0;
6243 /* ---------- main game synchronization point ---------- */
6245 WaitUntilDelayReached(&action_delay, action_delay_value);
6247 if (network_playing && !network_player_action_received)
6251 printf("DEBUG: try to get network player actions in time\n");
6255 #if defined(PLATFORM_UNIX)
6256 /* last chance to get network player actions without main loop delay */
6260 if (game_status != GAME_MODE_PLAYING)
6263 if (!network_player_action_received)
6267 printf("DEBUG: failed to get network player actions in time\n");
6278 printf("::: getting new tape action [%d]\n", FrameCounter);
6281 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
6283 for (i=0; i<MAX_PLAYERS; i++)
6285 summarized_player_action |= stored_player[i].action;
6287 if (!network_playing)
6288 stored_player[i].effective_action = stored_player[i].action;
6291 #if defined(PLATFORM_UNIX)
6292 if (network_playing)
6293 SendToServer_MovePlayer(summarized_player_action);
6296 if (!options.network && !setup.team_mode)
6297 local_player->effective_action = summarized_player_action;
6299 for (i=0; i < MAX_PLAYERS; i++)
6301 int actual_player_action = stored_player[i].effective_action;
6303 if (stored_player[i].programmed_action)
6304 actual_player_action = stored_player[i].programmed_action;
6306 if (recorded_player_action)
6307 actual_player_action = recorded_player_action[i];
6309 tape_action[i] = PlayerActions(&stored_player[i], actual_player_action);
6311 if (tape.recording && tape_action[i] && !tape.player_participates[i])
6312 tape.player_participates[i] = TRUE; /* player just appeared from CE */
6314 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
6319 TapeRecordAction(tape_action);
6322 network_player_action_received = FALSE;
6324 ScrollScreen(NULL, SCROLL_GO_ON);
6330 for (i=0; i<MAX_PLAYERS; i++)
6331 stored_player[i].Frame++;
6335 if (game.engine_version < VERSION_IDENT(2,2,0,7))
6337 for (i=0; i<MAX_PLAYERS; i++)
6339 struct PlayerInfo *player = &stored_player[i];
6343 if (player->active && player->is_pushing && player->is_moving &&
6346 ContinueMoving(x, y);
6348 /* continue moving after pushing (this is actually a bug) */
6349 if (!IS_MOVING(x, y))
6358 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
6360 Changed[x][y] = CE_BITMASK_DEFAULT;
6361 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
6364 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
6366 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
6367 printf("GameActions(): This should never happen!\n");
6369 ChangePage[x][y] = -1;
6374 if (WasJustMoving[x][y] > 0)
6375 WasJustMoving[x][y]--;
6376 if (WasJustFalling[x][y] > 0)
6377 WasJustFalling[x][y]--;
6382 /* reset finished pushing action (not done in ContinueMoving() to allow
6383 continous pushing animation for elements with zero push delay) */
6384 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
6386 ResetGfxAnimation(x, y);
6387 DrawLevelField(x, y);
6392 if (IS_BLOCKED(x, y))
6396 Blocked2Moving(x, y, &oldx, &oldy);
6397 if (!IS_MOVING(oldx, oldy))
6399 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
6400 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
6401 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
6402 printf("GameActions(): This should never happen!\n");
6408 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
6410 element = Feld[x][y];
6412 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
6414 graphic = el2img(element);
6420 printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
6422 element = graphic = 0;
6426 if (graphic_info[graphic].anim_global_sync)
6427 GfxFrame[x][y] = FrameCounter;
6429 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
6430 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
6431 ResetRandomAnimationValue(x, y);
6433 SetRandomAnimationValue(x, y);
6436 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
6439 if (IS_INACTIVE(element))
6441 if (IS_ANIMATED(graphic))
6442 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6448 /* this may take place after moving, so 'element' may have changed */
6450 if (IS_CHANGING(x, y))
6452 if (IS_CHANGING(x, y) &&
6453 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
6457 ChangeElement(x, y, ChangePage[x][y] != -1 ? ChangePage[x][y] :
6458 element_info[element].event_page_nr[CE_DELAY]);
6460 ChangeElement(x, y, element_info[element].event_page_nr[CE_DELAY]);
6463 element = Feld[x][y];
6464 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
6468 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
6473 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
6475 if (element == EL_MOLE)
6476 printf("::: %d, %d, %d [%d]\n",
6477 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y],
6481 if (element == EL_YAMYAM)
6482 printf("::: %d, %d, %d\n",
6483 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
6487 if (IS_ANIMATED(graphic) &&
6491 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6494 if (element == EL_BUG)
6495 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
6499 if (element == EL_MOLE)
6500 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
6504 if (IS_GEM(element) || element == EL_SP_INFOTRON)
6505 EdelsteinFunkeln(x, y);
6507 else if ((element == EL_ACID ||
6508 element == EL_EXIT_OPEN ||
6509 element == EL_SP_EXIT_OPEN ||
6510 element == EL_SP_TERMINAL ||
6511 element == EL_SP_TERMINAL_ACTIVE ||
6512 element == EL_EXTRA_TIME ||
6513 element == EL_SHIELD_NORMAL ||
6514 element == EL_SHIELD_DEADLY) &&
6515 IS_ANIMATED(graphic))
6516 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6517 else if (IS_MOVING(x, y))
6518 ContinueMoving(x, y);
6519 else if (IS_ACTIVE_BOMB(element))
6520 CheckDynamite(x, y);
6522 else if (element == EL_EXPLOSION && !game.explosions_delayed)
6523 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
6525 else if (element == EL_AMOEBA_GROWING)
6526 AmoebeWaechst(x, y);
6527 else if (element == EL_AMOEBA_SHRINKING)
6528 AmoebaDisappearing(x, y);
6530 #if !USE_NEW_AMOEBA_CODE
6531 else if (IS_AMOEBALIVE(element))
6532 AmoebeAbleger(x, y);
6535 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
6537 else if (element == EL_EXIT_CLOSED)
6539 else if (element == EL_SP_EXIT_CLOSED)
6541 else if (element == EL_EXPANDABLE_WALL_GROWING)
6543 else if (element == EL_EXPANDABLE_WALL ||
6544 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
6545 element == EL_EXPANDABLE_WALL_VERTICAL ||
6546 element == EL_EXPANDABLE_WALL_ANY)
6548 else if (element == EL_FLAMES)
6549 CheckForDragon(x, y);
6551 else if (IS_AUTO_CHANGING(element))
6552 ChangeElement(x, y);
6554 else if (element == EL_EXPLOSION)
6555 ; /* drawing of correct explosion animation is handled separately */
6556 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
6557 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6560 /* this may take place after moving, so 'element' may have changed */
6561 if (IS_AUTO_CHANGING(Feld[x][y]))
6562 ChangeElement(x, y);
6565 if (IS_BELT_ACTIVE(element))
6566 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
6568 if (game.magic_wall_active)
6570 int jx = local_player->jx, jy = local_player->jy;
6572 /* play the element sound at the position nearest to the player */
6573 if ((element == EL_MAGIC_WALL_FULL ||
6574 element == EL_MAGIC_WALL_ACTIVE ||
6575 element == EL_MAGIC_WALL_EMPTYING ||
6576 element == EL_BD_MAGIC_WALL_FULL ||
6577 element == EL_BD_MAGIC_WALL_ACTIVE ||
6578 element == EL_BD_MAGIC_WALL_EMPTYING) &&
6579 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
6587 #if USE_NEW_AMOEBA_CODE
6588 /* new experimental amoeba growth stuff */
6590 if (!(FrameCounter % 8))
6593 static unsigned long random = 1684108901;
6595 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
6598 x = (random >> 10) % lev_fieldx;
6599 y = (random >> 20) % lev_fieldy;
6601 x = RND(lev_fieldx);
6602 y = RND(lev_fieldy);
6604 element = Feld[x][y];
6606 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
6607 if (!IS_PLAYER(x,y) &&
6608 (element == EL_EMPTY ||
6609 element == EL_SAND ||
6610 element == EL_QUICKSAND_EMPTY ||
6611 element == EL_ACID_SPLASH_LEFT ||
6612 element == EL_ACID_SPLASH_RIGHT))
6614 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
6615 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
6616 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
6617 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
6618 Feld[x][y] = EL_AMOEBA_DROP;
6621 random = random * 129 + 1;
6627 if (game.explosions_delayed)
6630 game.explosions_delayed = FALSE;
6632 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
6634 element = Feld[x][y];
6636 if (ExplodeField[x][y])
6637 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
6638 else if (element == EL_EXPLOSION)
6639 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
6641 ExplodeField[x][y] = EX_NO_EXPLOSION;
6644 game.explosions_delayed = TRUE;
6647 if (game.magic_wall_active)
6649 if (!(game.magic_wall_time_left % 4))
6651 int element = Feld[magic_wall_x][magic_wall_y];
6653 if (element == EL_BD_MAGIC_WALL_FULL ||
6654 element == EL_BD_MAGIC_WALL_ACTIVE ||
6655 element == EL_BD_MAGIC_WALL_EMPTYING)
6656 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
6658 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
6661 if (game.magic_wall_time_left > 0)
6663 game.magic_wall_time_left--;
6664 if (!game.magic_wall_time_left)
6666 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
6668 element = Feld[x][y];
6670 if (element == EL_MAGIC_WALL_ACTIVE ||
6671 element == EL_MAGIC_WALL_FULL)
6673 Feld[x][y] = EL_MAGIC_WALL_DEAD;
6674 DrawLevelField(x, y);
6676 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
6677 element == EL_BD_MAGIC_WALL_FULL)
6679 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
6680 DrawLevelField(x, y);
6684 game.magic_wall_active = FALSE;
6689 if (game.light_time_left > 0)
6691 game.light_time_left--;
6693 if (game.light_time_left == 0)
6694 RedrawAllLightSwitchesAndInvisibleElements();
6697 if (game.timegate_time_left > 0)
6699 game.timegate_time_left--;
6701 if (game.timegate_time_left == 0)
6702 CloseAllOpenTimegates();
6705 for (i=0; i<MAX_PLAYERS; i++)
6707 struct PlayerInfo *player = &stored_player[i];
6709 if (SHIELD_ON(player))
6711 if (player->shield_deadly_time_left)
6712 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
6713 else if (player->shield_normal_time_left)
6714 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
6718 if (TimeFrames >= FRAMES_PER_SECOND)
6723 for (i=0; i<MAX_PLAYERS; i++)
6725 struct PlayerInfo *player = &stored_player[i];
6727 if (SHIELD_ON(player))
6729 player->shield_normal_time_left--;
6731 if (player->shield_deadly_time_left > 0)
6732 player->shield_deadly_time_left--;
6736 if (tape.recording || tape.playing)
6737 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
6743 if (TimeLeft <= 10 && setup.time_limit)
6744 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
6746 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
6748 if (!TimeLeft && setup.time_limit)
6749 for (i=0; i<MAX_PLAYERS; i++)
6750 KillHero(&stored_player[i]);
6752 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
6753 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
6758 if (options.debug) /* calculate frames per second */
6760 static unsigned long fps_counter = 0;
6761 static int fps_frames = 0;
6762 unsigned long fps_delay_ms = Counter() - fps_counter;
6766 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
6768 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
6771 fps_counter = Counter();
6774 redraw_mask |= REDRAW_FPS;
6778 if (stored_player[0].jx != stored_player[0].last_jx ||
6779 stored_player[0].jy != stored_player[0].last_jy)
6780 printf("::: %d, %d, %d, %d, %d\n",
6781 stored_player[0].MovDir,
6782 stored_player[0].MovPos,
6783 stored_player[0].GfxPos,
6784 stored_player[0].Frame,
6785 stored_player[0].StepFrame);
6792 for (i=0; i<MAX_PLAYERS; i++)
6795 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
6797 stored_player[i].Frame += move_frames;
6799 if (stored_player[i].MovPos != 0)
6800 stored_player[i].StepFrame += move_frames;
6805 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
6807 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
6809 local_player->show_envelope = 0;
6814 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
6816 int min_x = x, min_y = y, max_x = x, max_y = y;
6819 for (i=0; i<MAX_PLAYERS; i++)
6821 int jx = stored_player[i].jx, jy = stored_player[i].jy;
6823 if (!stored_player[i].active || &stored_player[i] == player)
6826 min_x = MIN(min_x, jx);
6827 min_y = MIN(min_y, jy);
6828 max_x = MAX(max_x, jx);
6829 max_y = MAX(max_y, jy);
6832 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
6835 static boolean AllPlayersInVisibleScreen()
6839 for (i=0; i<MAX_PLAYERS; i++)
6841 int jx = stored_player[i].jx, jy = stored_player[i].jy;
6843 if (!stored_player[i].active)
6846 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
6853 void ScrollLevel(int dx, int dy)
6855 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
6858 BlitBitmap(drawto_field, drawto_field,
6859 FX + TILEX * (dx == -1) - softscroll_offset,
6860 FY + TILEY * (dy == -1) - softscroll_offset,
6861 SXSIZE - TILEX * (dx!=0) + 2 * softscroll_offset,
6862 SYSIZE - TILEY * (dy!=0) + 2 * softscroll_offset,
6863 FX + TILEX * (dx == 1) - softscroll_offset,
6864 FY + TILEY * (dy == 1) - softscroll_offset);
6868 x = (dx == 1 ? BX1 : BX2);
6869 for (y=BY1; y <= BY2; y++)
6870 DrawScreenField(x, y);
6875 y = (dy == 1 ? BY1 : BY2);
6876 for (x=BX1; x <= BX2; x++)
6877 DrawScreenField(x, y);
6880 redraw_mask |= REDRAW_FIELD;
6883 static void CheckGravityMovement(struct PlayerInfo *player)
6885 if (game.gravity && !player->programmed_action)
6887 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
6888 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
6890 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
6891 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
6892 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
6893 int jx = player->jx, jy = player->jy;
6894 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
6895 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
6896 int new_jx = jx + dx, new_jy = jy + dy;
6897 boolean field_under_player_is_free =
6898 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
6899 boolean player_is_moving_to_valid_field =
6900 (IN_LEV_FIELD(new_jx, new_jy) &&
6901 (Feld[new_jx][new_jy] == EL_SP_BASE ||
6902 Feld[new_jx][new_jy] == EL_SAND));
6903 /* !!! extend EL_SAND to anything diggable !!! */
6905 if (field_under_player_is_free &&
6906 !player_is_moving_to_valid_field &&
6907 !IS_WALKABLE_INSIDE(Feld[jx][jy]))
6908 player->programmed_action = MV_DOWN;
6914 -----------------------------------------------------------------------------
6915 dx, dy: direction (non-diagonal) to try to move the player to
6916 real_dx, real_dy: direction as read from input device (can be diagonal)
6919 boolean MovePlayerOneStep(struct PlayerInfo *player,
6920 int dx, int dy, int real_dx, int real_dy)
6923 static int change_sides[4][2] =
6925 /* enter side leave side */
6926 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */
6927 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */
6928 { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
6929 { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
6931 int move_direction = (dx == -1 ? MV_LEFT :
6932 dx == +1 ? MV_RIGHT :
6934 dy == +1 ? MV_DOWN : MV_NO_MOVING);
6935 int enter_side = change_sides[MV_DIR_BIT(move_direction)][0];
6936 int leave_side = change_sides[MV_DIR_BIT(move_direction)][1];
6938 int jx = player->jx, jy = player->jy;
6939 int new_jx = jx + dx, new_jy = jy + dy;
6943 if (!player->active || (!dx && !dy))
6944 return MF_NO_ACTION;
6946 player->MovDir = (dx < 0 ? MV_LEFT :
6949 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6951 if (!IN_LEV_FIELD(new_jx, new_jy))
6952 return MF_NO_ACTION;
6954 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
6955 return MF_NO_ACTION;
6958 element = MovingOrBlocked2Element(new_jx, new_jy);
6960 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
6963 if (DONT_RUN_INTO(element))
6965 if (element == EL_ACID && dx == 0 && dy == 1)
6968 Feld[jx][jy] = EL_PLAYER_1;
6969 InitMovingField(jx, jy, MV_DOWN);
6970 Store[jx][jy] = EL_ACID;
6971 ContinueMoving(jx, jy);
6975 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
6980 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
6981 if (can_move != MF_MOVING)
6984 /* check if DigField() has caused relocation of the player */
6985 if (player->jx != jx || player->jy != jy)
6986 return MF_NO_ACTION;
6988 StorePlayer[jx][jy] = 0;
6989 player->last_jx = jx;
6990 player->last_jy = jy;
6991 player->jx = new_jx;
6992 player->jy = new_jy;
6993 StorePlayer[new_jx][new_jy] = player->element_nr;
6996 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
6998 ScrollPlayer(player, SCROLL_INIT);
7001 if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
7003 CheckTriggeredElementSideChange(jx, jy, Feld[jx][jy], leave_side,
7004 CE_OTHER_GETS_LEFT);
7005 CheckElementSideChange(jx, jy, Feld[jx][jy], leave_side,
7006 CE_LEFT_BY_PLAYER, -1);
7009 if (IS_CUSTOM_ELEMENT(Feld[new_jx][new_jy]))
7011 CheckTriggeredElementSideChange(new_jx, new_jy, Feld[new_jx][new_jy],
7012 enter_side, CE_OTHER_GETS_ENTERED);
7013 CheckElementSideChange(new_jx, new_jy, Feld[new_jx][new_jy], enter_side,
7014 CE_ENTERED_BY_PLAYER, -1);
7021 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
7023 int jx = player->jx, jy = player->jy;
7024 int old_jx = jx, old_jy = jy;
7025 int moved = MF_NO_ACTION;
7027 if (!player->active || (!dx && !dy))
7031 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
7035 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
7036 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
7040 /* remove the last programmed player action */
7041 player->programmed_action = 0;
7045 /* should only happen if pre-1.2 tape recordings are played */
7046 /* this is only for backward compatibility */
7048 int original_move_delay_value = player->move_delay_value;
7051 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
7055 /* scroll remaining steps with finest movement resolution */
7056 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
7058 while (player->MovPos)
7060 ScrollPlayer(player, SCROLL_GO_ON);
7061 ScrollScreen(NULL, SCROLL_GO_ON);
7067 player->move_delay_value = original_move_delay_value;
7070 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
7072 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
7073 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
7077 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
7078 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
7084 if (moved & MF_MOVING && !ScreenMovPos &&
7085 (player == local_player || !options.network))
7087 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
7088 int offset = (setup.scroll_delay ? 3 : 0);
7090 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
7092 /* actual player has left the screen -- scroll in that direction */
7093 if (jx != old_jx) /* player has moved horizontally */
7094 scroll_x += (jx - old_jx);
7095 else /* player has moved vertically */
7096 scroll_y += (jy - old_jy);
7100 if (jx != old_jx) /* player has moved horizontally */
7102 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
7103 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
7104 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
7106 /* don't scroll over playfield boundaries */
7107 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
7108 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
7110 /* don't scroll more than one field at a time */
7111 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
7113 /* don't scroll against the player's moving direction */
7114 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
7115 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
7116 scroll_x = old_scroll_x;
7118 else /* player has moved vertically */
7120 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
7121 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
7122 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
7124 /* don't scroll over playfield boundaries */
7125 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
7126 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
7128 /* don't scroll more than one field at a time */
7129 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
7131 /* don't scroll against the player's moving direction */
7132 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
7133 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
7134 scroll_y = old_scroll_y;
7138 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
7140 if (!options.network && !AllPlayersInVisibleScreen())
7142 scroll_x = old_scroll_x;
7143 scroll_y = old_scroll_y;
7147 ScrollScreen(player, SCROLL_INIT);
7148 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
7155 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
7157 if (!(moved & MF_MOVING) && !player->is_pushing)
7162 player->StepFrame = 0;
7164 if (moved & MF_MOVING)
7166 if (old_jx != jx && old_jy == jy)
7167 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
7168 else if (old_jx == jx && old_jy != jy)
7169 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
7171 DrawLevelField(jx, jy); /* for "crumbled sand" */
7173 player->last_move_dir = player->MovDir;
7174 player->is_moving = TRUE;
7176 player->is_snapping = FALSE;
7180 player->is_switching = FALSE;
7186 static int change_sides[4][2] =
7188 /* enter side leave side */
7189 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */
7190 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */
7191 { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
7192 { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
7194 int move_direction = player->MovDir;
7195 int enter_side = change_sides[MV_DIR_BIT(move_direction)][0];
7196 int leave_side = change_sides[MV_DIR_BIT(move_direction)][1];
7199 if (IS_CUSTOM_ELEMENT(Feld[old_jx][old_jy]))
7201 CheckTriggeredElementSideChange(old_jx, old_jy, Feld[old_jx][old_jy],
7202 leave_side, CE_OTHER_GETS_LEFT);
7203 CheckElementSideChange(old_jx, old_jy, Feld[old_jx][old_jy],
7204 leave_side, CE_LEFT_BY_PLAYER, -1);
7207 if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
7209 CheckTriggeredElementSideChange(jx, jy, Feld[jx][jy],
7210 enter_side, CE_OTHER_GETS_ENTERED);
7211 CheckElementSideChange(jx, jy, Feld[jx][jy],
7212 enter_side, CE_ENTERED_BY_PLAYER, -1);
7223 CheckGravityMovement(player);
7226 player->last_move_dir = MV_NO_MOVING;
7228 player->is_moving = FALSE;
7231 if (game.engine_version < VERSION_IDENT(3,0,7,0))
7233 TestIfHeroTouchesBadThing(jx, jy);
7234 TestIfPlayerTouchesCustomElement(jx, jy);
7237 if (!player->active)
7243 void ScrollPlayer(struct PlayerInfo *player, int mode)
7245 int jx = player->jx, jy = player->jy;
7246 int last_jx = player->last_jx, last_jy = player->last_jy;
7247 int move_stepsize = TILEX / player->move_delay_value;
7249 if (!player->active || !player->MovPos)
7252 if (mode == SCROLL_INIT)
7254 player->actual_frame_counter = FrameCounter;
7255 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
7257 if (Feld[last_jx][last_jy] == EL_EMPTY)
7258 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
7265 else if (!FrameReached(&player->actual_frame_counter, 1))
7268 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
7269 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
7271 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
7272 Feld[last_jx][last_jy] = EL_EMPTY;
7274 /* before DrawPlayer() to draw correct player graphic for this case */
7275 if (player->MovPos == 0)
7276 CheckGravityMovement(player);
7279 DrawPlayer(player); /* needed here only to cleanup last field */
7282 if (player->MovPos == 0) /* player reached destination field */
7284 if (IS_PASSABLE(Feld[last_jx][last_jy]))
7286 /* continue with normal speed after quickly moving through gate */
7287 HALVE_PLAYER_SPEED(player);
7289 /* be able to make the next move without delay */
7290 player->move_delay = 0;
7293 player->last_jx = jx;
7294 player->last_jy = jy;
7296 if (Feld[jx][jy] == EL_EXIT_OPEN ||
7297 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
7298 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
7300 DrawPlayer(player); /* needed here only to cleanup last field */
7303 if (local_player->friends_still_needed == 0 ||
7304 IS_SP_ELEMENT(Feld[jx][jy]))
7305 player->LevelSolved = player->GameOver = TRUE;
7308 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
7310 TestIfHeroTouchesBadThing(jx, jy);
7311 TestIfPlayerTouchesCustomElement(jx, jy);
7313 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
7316 if (!player->active)
7320 if (tape.single_step && tape.recording && !tape.pausing &&
7321 !player->programmed_action)
7322 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
7326 void ScrollScreen(struct PlayerInfo *player, int mode)
7328 static unsigned long screen_frame_counter = 0;
7330 if (mode == SCROLL_INIT)
7332 /* set scrolling step size according to actual player's moving speed */
7333 ScrollStepSize = TILEX / player->move_delay_value;
7335 screen_frame_counter = FrameCounter;
7336 ScreenMovDir = player->MovDir;
7337 ScreenMovPos = player->MovPos;
7338 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
7341 else if (!FrameReached(&screen_frame_counter, 1))
7346 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
7347 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
7348 redraw_mask |= REDRAW_FIELD;
7351 ScreenMovDir = MV_NO_MOVING;
7354 void TestIfPlayerTouchesCustomElement(int x, int y)
7356 static int xy[4][2] =
7363 static int change_sides[4][2] =
7365 /* center side border side */
7366 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
7367 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
7368 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
7369 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
7371 static int touch_dir[4] =
7378 int center_element = Feld[x][y]; /* should always be non-moving! */
7383 int xx = x + xy[i][0];
7384 int yy = y + xy[i][1];
7385 int center_side = change_sides[i][0];
7386 int border_side = change_sides[i][1];
7389 if (!IN_LEV_FIELD(xx, yy))
7392 if (IS_PLAYER(x, y))
7394 if (game.engine_version < VERSION_IDENT(3,0,7,0))
7395 border_element = Feld[xx][yy]; /* may be moving! */
7396 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
7397 border_element = Feld[xx][yy];
7398 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
7399 border_element = MovingOrBlocked2Element(xx, yy);
7401 continue; /* center and border element do not touch */
7403 CheckTriggeredElementSideChange(xx, yy, border_element, border_side,
7404 CE_OTHER_GETS_TOUCHED);
7405 CheckElementSideChange(xx, yy, border_element, border_side,
7406 CE_TOUCHED_BY_PLAYER, -1);
7408 else if (IS_PLAYER(xx, yy))
7410 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
7412 struct PlayerInfo *player = PLAYERINFO(xx, yy);
7414 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
7415 continue; /* center and border element do not touch */
7418 CheckTriggeredElementSideChange(x, y, center_element, center_side,
7419 CE_OTHER_GETS_TOUCHED);
7420 CheckElementSideChange(x, y, center_element, center_side,
7421 CE_TOUCHED_BY_PLAYER, -1);
7428 void TestIfElementTouchesCustomElement(int x, int y)
7430 static int xy[4][2] =
7437 static int change_sides[4][2] =
7439 /* center side border side */
7440 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
7441 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
7442 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
7443 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
7445 static int touch_dir[4] =
7452 boolean change_center_element = FALSE;
7453 int center_element_change_page = 0;
7454 int center_element = Feld[x][y]; /* should always be non-moving! */
7459 int xx = x + xy[i][0];
7460 int yy = y + xy[i][1];
7461 int center_side = change_sides[i][0];
7462 int border_side = change_sides[i][1];
7465 if (!IN_LEV_FIELD(xx, yy))
7468 if (game.engine_version < VERSION_IDENT(3,0,7,0))
7469 border_element = Feld[xx][yy]; /* may be moving! */
7470 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
7471 border_element = Feld[xx][yy];
7472 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
7473 border_element = MovingOrBlocked2Element(xx, yy);
7475 continue; /* center and border element do not touch */
7477 /* check for change of center element (but change it only once) */
7478 if (IS_CUSTOM_ELEMENT(center_element) &&
7479 HAS_ANY_CHANGE_EVENT(center_element, CE_OTHER_IS_TOUCHING) &&
7480 !change_center_element)
7482 for (j=0; j < element_info[center_element].num_change_pages; j++)
7484 struct ElementChangeInfo *change =
7485 &element_info[center_element].change_page[j];
7487 if (change->can_change &&
7488 change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
7489 change->sides & border_side &&
7490 change->trigger_element == border_element)
7492 change_center_element = TRUE;
7493 center_element_change_page = j;
7500 /* check for change of border element */
7501 if (IS_CUSTOM_ELEMENT(border_element) &&
7502 HAS_ANY_CHANGE_EVENT(border_element, CE_OTHER_IS_TOUCHING))
7504 for (j=0; j < element_info[border_element].num_change_pages; j++)
7506 struct ElementChangeInfo *change =
7507 &element_info[border_element].change_page[j];
7509 if (change->can_change &&
7510 change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
7511 change->sides & center_side &&
7512 change->trigger_element == center_element)
7514 CheckElementSideChange(xx, yy, border_element, CH_SIDE_ANY,
7515 CE_OTHER_IS_TOUCHING, j);
7522 if (change_center_element)
7523 CheckElementSideChange(x, y, center_element, CH_SIDE_ANY,
7524 CE_OTHER_IS_TOUCHING, center_element_change_page);
7527 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
7529 int i, kill_x = -1, kill_y = -1;
7530 static int test_xy[4][2] =
7537 static int test_dir[4] =
7547 int test_x, test_y, test_move_dir, test_element;
7549 test_x = good_x + test_xy[i][0];
7550 test_y = good_y + test_xy[i][1];
7551 if (!IN_LEV_FIELD(test_x, test_y))
7555 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
7558 test_element = Feld[test_x][test_y];
7560 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
7563 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
7564 2nd case: DONT_TOUCH style bad thing does not move away from good thing
7566 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
7567 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
7575 if (kill_x != -1 || kill_y != -1)
7577 if (IS_PLAYER(good_x, good_y))
7579 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
7581 if (player->shield_deadly_time_left > 0)
7582 Bang(kill_x, kill_y);
7583 else if (!PLAYER_PROTECTED(good_x, good_y))
7587 Bang(good_x, good_y);
7591 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
7593 int i, kill_x = -1, kill_y = -1;
7594 int bad_element = Feld[bad_x][bad_y];
7595 static int test_xy[4][2] =
7602 static int touch_dir[4] =
7609 static int test_dir[4] =
7617 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
7622 int test_x, test_y, test_move_dir, test_element;
7624 test_x = bad_x + test_xy[i][0];
7625 test_y = bad_y + test_xy[i][1];
7626 if (!IN_LEV_FIELD(test_x, test_y))
7630 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
7632 test_element = Feld[test_x][test_y];
7634 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
7635 2nd case: DONT_TOUCH style bad thing does not move away from good thing
7637 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
7638 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
7640 /* good thing is player or penguin that does not move away */
7641 if (IS_PLAYER(test_x, test_y))
7643 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
7645 if (bad_element == EL_ROBOT && player->is_moving)
7646 continue; /* robot does not kill player if he is moving */
7648 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
7650 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
7651 continue; /* center and border element do not touch */
7658 else if (test_element == EL_PENGUIN)
7667 if (kill_x != -1 || kill_y != -1)
7669 if (IS_PLAYER(kill_x, kill_y))
7671 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
7673 if (player->shield_deadly_time_left > 0)
7675 else if (!PLAYER_PROTECTED(kill_x, kill_y))
7679 Bang(kill_x, kill_y);
7683 void TestIfHeroTouchesBadThing(int x, int y)
7685 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
7688 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
7690 TestIfGoodThingHitsBadThing(x, y, move_dir);
7693 void TestIfBadThingTouchesHero(int x, int y)
7695 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
7698 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
7700 TestIfBadThingHitsGoodThing(x, y, move_dir);
7703 void TestIfFriendTouchesBadThing(int x, int y)
7705 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
7708 void TestIfBadThingTouchesFriend(int x, int y)
7710 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
7713 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
7715 int i, kill_x = bad_x, kill_y = bad_y;
7716 static int xy[4][2] =
7728 x = bad_x + xy[i][0];
7729 y = bad_y + xy[i][1];
7730 if (!IN_LEV_FIELD(x, y))
7733 element = Feld[x][y];
7734 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
7735 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
7743 if (kill_x != bad_x || kill_y != bad_y)
7747 void KillHero(struct PlayerInfo *player)
7749 int jx = player->jx, jy = player->jy;
7751 if (!player->active)
7754 /* remove accessible field at the player's position */
7755 Feld[jx][jy] = EL_EMPTY;
7757 /* deactivate shield (else Bang()/Explode() would not work right) */
7758 player->shield_normal_time_left = 0;
7759 player->shield_deadly_time_left = 0;
7765 static void KillHeroUnlessProtected(int x, int y)
7767 if (!PLAYER_PROTECTED(x, y))
7768 KillHero(PLAYERINFO(x, y));
7771 void BuryHero(struct PlayerInfo *player)
7773 int jx = player->jx, jy = player->jy;
7775 if (!player->active)
7779 PlayLevelSoundElementAction(jx, jy, player->element_nr, ACTION_DYING);
7781 PlayLevelSound(jx, jy, SND_CLASS_PLAYER_DYING);
7783 PlayLevelSound(jx, jy, SND_GAME_LOSING);
7785 player->GameOver = TRUE;
7789 void RemoveHero(struct PlayerInfo *player)
7791 int jx = player->jx, jy = player->jy;
7792 int i, found = FALSE;
7794 player->present = FALSE;
7795 player->active = FALSE;
7797 if (!ExplodeField[jx][jy])
7798 StorePlayer[jx][jy] = 0;
7800 for (i=0; i<MAX_PLAYERS; i++)
7801 if (stored_player[i].active)
7805 AllPlayersGone = TRUE;
7812 =============================================================================
7813 checkDiagonalPushing()
7814 -----------------------------------------------------------------------------
7815 check if diagonal input device direction results in pushing of object
7816 (by checking if the alternative direction is walkable, diggable, ...)
7817 =============================================================================
7820 static boolean checkDiagonalPushing(struct PlayerInfo *player,
7821 int x, int y, int real_dx, int real_dy)
7823 int jx, jy, dx, dy, xx, yy;
7825 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
7828 /* diagonal direction: check alternative direction */
7833 xx = jx + (dx == 0 ? real_dx : 0);
7834 yy = jy + (dy == 0 ? real_dy : 0);
7836 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
7840 =============================================================================
7842 -----------------------------------------------------------------------------
7843 x, y: field next to player (non-diagonal) to try to dig to
7844 real_dx, real_dy: direction as read from input device (can be diagonal)
7845 =============================================================================
7848 int DigField(struct PlayerInfo *player,
7849 int x, int y, int real_dx, int real_dy, int mode)
7851 static int change_sides[4] =
7853 CH_SIDE_RIGHT, /* moving left */
7854 CH_SIDE_LEFT, /* moving right */
7855 CH_SIDE_BOTTOM, /* moving up */
7856 CH_SIDE_TOP, /* moving down */
7858 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0,0));
7859 int jx = player->jx, jy = player->jy;
7860 int dx = x - jx, dy = y - jy;
7861 int nextx = x + dx, nexty = y + dy;
7862 int move_direction = (dx == -1 ? MV_LEFT :
7863 dx == +1 ? MV_RIGHT :
7865 dy == +1 ? MV_DOWN : MV_NO_MOVING);
7866 int dig_side = change_sides[MV_DIR_BIT(move_direction)];
7869 if (player->MovPos == 0)
7871 player->is_digging = FALSE;
7872 player->is_collecting = FALSE;
7875 if (player->MovPos == 0) /* last pushing move finished */
7876 player->is_pushing = FALSE;
7878 if (mode == DF_NO_PUSH) /* player just stopped pushing */
7880 player->is_switching = FALSE;
7881 player->push_delay = 0;
7883 return MF_NO_ACTION;
7886 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
7887 return MF_NO_ACTION;
7890 if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
7892 if (IS_TUBE(Feld[jx][jy]) ||
7893 (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0)))
7897 int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
7898 int tube_leave_directions[][2] =
7900 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
7901 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
7902 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
7903 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
7904 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
7905 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
7906 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
7907 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
7908 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
7909 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
7910 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
7911 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
7914 while (tube_leave_directions[i][0] != tube_element)
7917 if (tube_leave_directions[i][0] == -1) /* should not happen */
7921 if (!(tube_leave_directions[i][1] & move_direction))
7922 return MF_NO_ACTION; /* tube has no opening in this direction */
7925 element = Feld[x][y];
7927 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
7928 game.engine_version >= VERSION_IDENT(2,2,0,0))
7929 return MF_NO_ACTION;
7933 case EL_SP_PORT_LEFT:
7934 case EL_SP_PORT_RIGHT:
7936 case EL_SP_PORT_DOWN:
7937 case EL_SP_PORT_HORIZONTAL:
7938 case EL_SP_PORT_VERTICAL:
7939 case EL_SP_PORT_ANY:
7940 case EL_SP_GRAVITY_PORT_LEFT:
7941 case EL_SP_GRAVITY_PORT_RIGHT:
7942 case EL_SP_GRAVITY_PORT_UP:
7943 case EL_SP_GRAVITY_PORT_DOWN:
7945 element != EL_SP_PORT_LEFT &&
7946 element != EL_SP_GRAVITY_PORT_LEFT &&
7947 element != EL_SP_PORT_HORIZONTAL &&
7948 element != EL_SP_PORT_ANY) ||
7950 element != EL_SP_PORT_RIGHT &&
7951 element != EL_SP_GRAVITY_PORT_RIGHT &&
7952 element != EL_SP_PORT_HORIZONTAL &&
7953 element != EL_SP_PORT_ANY) ||
7955 element != EL_SP_PORT_UP &&
7956 element != EL_SP_GRAVITY_PORT_UP &&
7957 element != EL_SP_PORT_VERTICAL &&
7958 element != EL_SP_PORT_ANY) ||
7960 element != EL_SP_PORT_DOWN &&
7961 element != EL_SP_GRAVITY_PORT_DOWN &&
7962 element != EL_SP_PORT_VERTICAL &&
7963 element != EL_SP_PORT_ANY) ||
7964 !IN_LEV_FIELD(nextx, nexty) ||
7965 !IS_FREE(nextx, nexty))
7966 return MF_NO_ACTION;
7968 if (element == EL_SP_GRAVITY_PORT_LEFT ||
7969 element == EL_SP_GRAVITY_PORT_RIGHT ||
7970 element == EL_SP_GRAVITY_PORT_UP ||
7971 element == EL_SP_GRAVITY_PORT_DOWN)
7972 game.gravity = !game.gravity;
7974 /* automatically move to the next field with double speed */
7975 player->programmed_action = move_direction;
7976 DOUBLE_PLAYER_SPEED(player);
7978 PlayLevelSound(x, y, SND_CLASS_SP_PORT_PASSING);
7982 case EL_TUBE_VERTICAL:
7983 case EL_TUBE_HORIZONTAL:
7984 case EL_TUBE_VERTICAL_LEFT:
7985 case EL_TUBE_VERTICAL_RIGHT:
7986 case EL_TUBE_HORIZONTAL_UP:
7987 case EL_TUBE_HORIZONTAL_DOWN:
7988 case EL_TUBE_LEFT_UP:
7989 case EL_TUBE_LEFT_DOWN:
7990 case EL_TUBE_RIGHT_UP:
7991 case EL_TUBE_RIGHT_DOWN:
7994 int tube_enter_directions[][2] =
7996 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
7997 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
7998 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
7999 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
8000 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
8001 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
8002 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
8003 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
8004 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
8005 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
8006 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
8007 { -1, MV_NO_MOVING }
8010 while (tube_enter_directions[i][0] != element)
8013 if (tube_enter_directions[i][0] == -1) /* should not happen */
8017 if (!(tube_enter_directions[i][1] & move_direction))
8018 return MF_NO_ACTION; /* tube has no opening in this direction */
8020 PlayLevelSound(x, y, SND_CLASS_TUBE_WALKING);
8026 if (IS_WALKABLE(element))
8028 int sound_action = ACTION_WALKING;
8030 if (element >= EL_GATE_1 && element <= EL_GATE_4)
8032 if (!player->key[element - EL_GATE_1])
8033 return MF_NO_ACTION;
8035 else if (element >= EL_GATE_1_GRAY && element <= EL_GATE_4_GRAY)
8037 if (!player->key[element - EL_GATE_1_GRAY])
8038 return MF_NO_ACTION;
8040 else if (element == EL_EXIT_OPEN ||
8041 element == EL_SP_EXIT_OPEN ||
8042 element == EL_SP_EXIT_OPENING)
8044 sound_action = ACTION_PASSING; /* player is passing exit */
8046 else if (element == EL_EMPTY)
8048 sound_action = ACTION_MOVING; /* nothing to walk on */
8051 /* play sound from background or player, whatever is available */
8052 if (element_info[element].sound[sound_action] != SND_UNDEFINED)
8053 PlayLevelSoundElementAction(x, y, element, sound_action);
8055 PlayLevelSoundElementAction(x, y, player->element_nr, sound_action);
8059 else if (IS_PASSABLE(element))
8061 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
8062 return MF_NO_ACTION;
8065 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
8066 return MF_NO_ACTION;
8069 if (element >= EL_EM_GATE_1 && element <= EL_EM_GATE_4)
8071 if (!player->key[element - EL_EM_GATE_1])
8072 return MF_NO_ACTION;
8074 else if (element >= EL_EM_GATE_1_GRAY && element <= EL_EM_GATE_4_GRAY)
8076 if (!player->key[element - EL_EM_GATE_1_GRAY])
8077 return MF_NO_ACTION;
8080 /* automatically move to the next field with double speed */
8081 player->programmed_action = move_direction;
8082 DOUBLE_PLAYER_SPEED(player);
8084 PlayLevelSoundAction(x, y, ACTION_PASSING);
8088 else if (IS_DIGGABLE(element))
8092 if (mode != DF_SNAP)
8095 GfxElement[x][y] = GFX_ELEMENT(element);
8098 (GFX_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
8100 player->is_digging = TRUE;
8103 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
8105 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_DIGGED);
8108 if (mode == DF_SNAP)
8109 TestIfElementTouchesCustomElement(x, y); /* for empty space */
8114 else if (IS_COLLECTIBLE(element))
8118 if (mode != DF_SNAP)
8120 GfxElement[x][y] = element;
8121 player->is_collecting = TRUE;
8124 if (element == EL_SPEED_PILL)
8125 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
8126 else if (element == EL_EXTRA_TIME && level.time > 0)
8129 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
8131 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
8133 player->shield_normal_time_left += 10;
8134 if (element == EL_SHIELD_DEADLY)
8135 player->shield_deadly_time_left += 10;
8137 else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
8139 if (player->inventory_size < MAX_INVENTORY_SIZE)
8140 player->inventory_element[player->inventory_size++] = element;
8142 DrawText(DX_DYNAMITE, DY_DYNAMITE,
8143 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
8145 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
8147 player->dynabomb_count++;
8148 player->dynabombs_left++;
8150 else if (element == EL_DYNABOMB_INCREASE_SIZE)
8152 player->dynabomb_size++;
8154 else if (element == EL_DYNABOMB_INCREASE_POWER)
8156 player->dynabomb_xl = TRUE;
8158 else if ((element >= EL_KEY_1 && element <= EL_KEY_4) ||
8159 (element >= EL_EM_KEY_1 && element <= EL_EM_KEY_4))
8161 int key_nr = (element >= EL_KEY_1 && element <= EL_KEY_4 ?
8162 element - EL_KEY_1 : element - EL_EM_KEY_1);
8164 player->key[key_nr] = TRUE;
8166 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
8167 el2edimg(EL_KEY_1 + key_nr));
8168 redraw_mask |= REDRAW_DOOR_1;
8170 else if (IS_ENVELOPE(element))
8173 player->show_envelope = element;
8175 ShowEnvelope(element - EL_ENVELOPE_1);
8178 else if (IS_DROPPABLE(element)) /* can be collected and dropped */
8182 for (i=0; i < element_info[element].collect_count; i++)
8183 if (player->inventory_size < MAX_INVENTORY_SIZE)
8184 player->inventory_element[player->inventory_size++] = element;
8186 DrawText(DX_DYNAMITE, DY_DYNAMITE,
8187 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
8189 else if (element_info[element].collect_count > 0)
8191 local_player->gems_still_needed -=
8192 element_info[element].collect_count;
8193 if (local_player->gems_still_needed < 0)
8194 local_player->gems_still_needed = 0;
8196 DrawText(DX_EMERALDS, DY_EMERALDS,
8197 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
8200 RaiseScoreElement(element);
8201 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
8203 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_COLLECTED);
8206 if (mode == DF_SNAP)
8207 TestIfElementTouchesCustomElement(x, y); /* for empty space */
8212 else if (IS_PUSHABLE(element))
8214 if (mode == DF_SNAP && element != EL_BD_ROCK)
8215 return MF_NO_ACTION;
8217 if (CAN_FALL(element) && dy)
8218 return MF_NO_ACTION;
8220 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
8221 !(element == EL_SPRING && use_spring_bug))
8222 return MF_NO_ACTION;
8225 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
8226 ((move_direction & MV_VERTICAL &&
8227 ((element_info[element].move_pattern & MV_LEFT &&
8228 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
8229 (element_info[element].move_pattern & MV_RIGHT &&
8230 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
8231 (move_direction & MV_HORIZONTAL &&
8232 ((element_info[element].move_pattern & MV_UP &&
8233 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
8234 (element_info[element].move_pattern & MV_DOWN &&
8235 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
8236 return MF_NO_ACTION;
8240 /* do not push elements already moving away faster than player */
8241 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
8242 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
8243 return MF_NO_ACTION;
8245 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
8246 return MF_NO_ACTION;
8250 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
8252 if (player->push_delay_value == -1)
8253 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
8255 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
8257 if (!player->is_pushing)
8258 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
8262 if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
8263 (game.engine_version < VERSION_IDENT(3,0,7,1) ||
8264 !player_is_pushing))
8265 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
8268 if (!player->is_pushing &&
8269 game.engine_version >= VERSION_IDENT(2,2,0,7))
8270 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
8274 printf("::: push delay: %ld [%d, %d] [%d]\n",
8275 player->push_delay_value, FrameCounter, game.engine_version,
8276 player->is_pushing);
8279 player->is_pushing = TRUE;
8281 if (!(IN_LEV_FIELD(nextx, nexty) &&
8282 (IS_FREE(nextx, nexty) ||
8283 (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
8284 IS_SB_ELEMENT(element)))))
8285 return MF_NO_ACTION;
8287 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
8288 return MF_NO_ACTION;
8290 if (player->push_delay == 0) /* new pushing; restart delay */
8291 player->push_delay = FrameCounter;
8293 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
8294 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
8295 element != EL_SPRING && element != EL_BALLOON)
8297 /* make sure that there is no move delay before next try to push */
8298 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
8299 player->move_delay = INITIAL_MOVE_DELAY_OFF;
8301 return MF_NO_ACTION;
8305 printf("::: NOW PUSHING... [%d]\n", FrameCounter);
8308 if (IS_SB_ELEMENT(element))
8310 if (element == EL_SOKOBAN_FIELD_FULL)
8312 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
8313 local_player->sokobanfields_still_needed++;
8316 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
8318 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
8319 local_player->sokobanfields_still_needed--;
8322 Feld[x][y] = EL_SOKOBAN_OBJECT;
8324 if (Back[x][y] == Back[nextx][nexty])
8325 PlayLevelSoundAction(x, y, ACTION_PUSHING);
8326 else if (Back[x][y] != 0)
8327 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
8330 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
8333 if (local_player->sokobanfields_still_needed == 0 &&
8334 game.emulation == EMU_SOKOBAN)
8336 player->LevelSolved = player->GameOver = TRUE;
8337 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
8341 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
8343 InitMovingField(x, y, move_direction);
8344 GfxAction[x][y] = ACTION_PUSHING;
8346 if (mode == DF_SNAP)
8347 ContinueMoving(x, y);
8349 MovPos[x][y] = (dx != 0 ? dx : dy);
8351 Pushed[x][y] = TRUE;
8352 Pushed[nextx][nexty] = TRUE;
8354 if (game.engine_version < VERSION_IDENT(2,2,0,7))
8355 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
8357 player->push_delay_value = -1; /* get new value later */
8359 CheckTriggeredElementSideChange(x, y, element, dig_side,
8360 CE_OTHER_GETS_PUSHED);
8361 CheckElementSideChange(x, y, element, dig_side,
8362 CE_PUSHED_BY_PLAYER, -1);
8366 else if (IS_SWITCHABLE(element))
8368 if (PLAYER_SWITCHING(player, x, y))
8371 player->is_switching = TRUE;
8372 player->switch_x = x;
8373 player->switch_y = y;
8375 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
8377 if (element == EL_ROBOT_WHEEL)
8379 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
8383 DrawLevelField(x, y);
8385 else if (element == EL_SP_TERMINAL)
8389 for (yy=0; yy < lev_fieldy; yy++) for (xx=0; xx < lev_fieldx; xx++)
8391 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
8393 else if (Feld[xx][yy] == EL_SP_TERMINAL)
8394 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
8397 else if (IS_BELT_SWITCH(element))
8399 ToggleBeltSwitch(x, y);
8401 else if (element == EL_SWITCHGATE_SWITCH_UP ||
8402 element == EL_SWITCHGATE_SWITCH_DOWN)
8404 ToggleSwitchgateSwitch(x, y);
8406 else if (element == EL_LIGHT_SWITCH ||
8407 element == EL_LIGHT_SWITCH_ACTIVE)
8409 ToggleLightSwitch(x, y);
8412 PlayLevelSound(x, y, element == EL_LIGHT_SWITCH ?
8413 SND_LIGHT_SWITCH_ACTIVATING :
8414 SND_LIGHT_SWITCH_DEACTIVATING);
8417 else if (element == EL_TIMEGATE_SWITCH)
8419 ActivateTimegateSwitch(x, y);
8421 else if (element == EL_BALLOON_SWITCH_LEFT ||
8422 element == EL_BALLOON_SWITCH_RIGHT ||
8423 element == EL_BALLOON_SWITCH_UP ||
8424 element == EL_BALLOON_SWITCH_DOWN ||
8425 element == EL_BALLOON_SWITCH_ANY)
8427 if (element == EL_BALLOON_SWITCH_ANY)
8428 game.balloon_dir = move_direction;
8430 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
8431 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
8432 element == EL_BALLOON_SWITCH_UP ? MV_UP :
8433 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
8436 else if (element == EL_LAMP)
8438 Feld[x][y] = EL_LAMP_ACTIVE;
8439 local_player->lights_still_needed--;
8441 DrawLevelField(x, y);
8443 else if (element == EL_TIME_ORB_FULL)
8445 Feld[x][y] = EL_TIME_ORB_EMPTY;
8447 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
8449 DrawLevelField(x, y);
8452 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
8460 if (!PLAYER_SWITCHING(player, x, y))
8462 player->is_switching = TRUE;
8463 player->switch_x = x;
8464 player->switch_y = y;
8466 CheckTriggeredElementSideChange(x, y, element, dig_side,
8467 CE_OTHER_IS_SWITCHING);
8468 CheckElementSideChange(x, y, element, dig_side, CE_SWITCHED, -1);
8471 CheckTriggeredElementSideChange(x, y, element, dig_side,
8472 CE_OTHER_GETS_PRESSED);
8473 CheckElementSideChange(x, y, element, dig_side,
8474 CE_PRESSED_BY_PLAYER, -1);
8477 return MF_NO_ACTION;
8480 player->push_delay = 0;
8482 if (Feld[x][y] != element) /* really digged/collected something */
8483 player->is_collecting = !player->is_digging;
8488 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
8490 int jx = player->jx, jy = player->jy;
8491 int x = jx + dx, y = jy + dy;
8492 int snap_direction = (dx == -1 ? MV_LEFT :
8493 dx == +1 ? MV_RIGHT :
8495 dy == +1 ? MV_DOWN : MV_NO_MOVING);
8497 if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0,0))
8500 if (!player->active || !IN_LEV_FIELD(x, y))
8508 if (player->MovPos == 0)
8509 player->is_pushing = FALSE;
8511 player->is_snapping = FALSE;
8513 if (player->MovPos == 0)
8515 player->is_moving = FALSE;
8516 player->is_digging = FALSE;
8517 player->is_collecting = FALSE;
8523 if (player->is_snapping)
8526 player->MovDir = snap_direction;
8528 player->is_moving = FALSE;
8529 player->is_digging = FALSE;
8530 player->is_collecting = FALSE;
8532 if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
8535 player->is_snapping = TRUE;
8537 player->is_moving = FALSE;
8538 player->is_digging = FALSE;
8539 player->is_collecting = FALSE;
8541 DrawLevelField(x, y);
8547 boolean DropElement(struct PlayerInfo *player)
8549 int jx = player->jx, jy = player->jy;
8552 if (!player->active || player->MovPos)
8555 old_element = Feld[jx][jy];
8557 /* check if player has anything that can be dropped */
8558 if (player->inventory_size == 0 && player->dynabombs_left == 0)
8561 /* check if anything can be dropped at the current position */
8562 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
8565 /* collected custom elements can only be dropped on empty fields */
8566 if (player->inventory_size > 0 &&
8567 IS_CUSTOM_ELEMENT(player->inventory_element[player->inventory_size - 1])
8568 && old_element != EL_EMPTY)
8571 if (old_element != EL_EMPTY)
8572 Back[jx][jy] = old_element; /* store old element on this field */
8574 MovDelay[jx][jy] = 96;
8576 ResetGfxAnimation(jx, jy);
8577 ResetRandomAnimationValue(jx, jy);
8579 if (player->inventory_size > 0)
8581 int new_element = player->inventory_element[--player->inventory_size];
8583 Feld[jx][jy] = (new_element == EL_DYNAMITE ? EL_DYNAMITE_ACTIVE :
8584 new_element == EL_SP_DISK_RED ? EL_SP_DISK_RED_ACTIVE :
8587 DrawText(DX_DYNAMITE, DY_DYNAMITE,
8588 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
8590 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
8591 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
8593 PlayLevelSoundAction(jx, jy, ACTION_DROPPING);
8595 CheckTriggeredElementChange(jx, jy, new_element, CE_OTHER_GETS_DROPPED);
8596 CheckElementChange(jx, jy, new_element, CE_DROPPED_BY_PLAYER);
8598 TestIfElementTouchesCustomElement(jx, jy);
8600 else /* player is dropping a dyna bomb */
8602 player->dynabombs_left--;
8605 EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1);
8607 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
8608 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
8610 PlayLevelSoundAction(jx, jy, ACTION_DROPPING);
8616 /* ------------------------------------------------------------------------- */
8617 /* game sound playing functions */
8618 /* ------------------------------------------------------------------------- */
8620 static int *loop_sound_frame = NULL;
8621 static int *loop_sound_volume = NULL;
8623 void InitPlayLevelSound()
8625 int num_sounds = getSoundListSize();
8627 if (loop_sound_frame != NULL)
8628 free(loop_sound_frame);
8630 if (loop_sound_volume != NULL)
8631 free(loop_sound_volume);
8633 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
8634 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
8637 static void PlayLevelSound(int x, int y, int nr)
8639 int sx = SCREENX(x), sy = SCREENY(y);
8640 int volume, stereo_position;
8641 int max_distance = 8;
8642 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
8644 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
8645 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
8648 if (!IN_LEV_FIELD(x, y) ||
8649 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
8650 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
8653 volume = SOUND_MAX_VOLUME;
8655 if (!IN_SCR_FIELD(sx, sy))
8657 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
8658 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
8660 volume -= volume * (dx > dy ? dx : dy) / max_distance;
8663 stereo_position = (SOUND_MAX_LEFT +
8664 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
8665 (SCR_FIELDX + 2 * max_distance));
8667 if (IS_LOOP_SOUND(nr))
8669 /* This assures that quieter loop sounds do not overwrite louder ones,
8670 while restarting sound volume comparison with each new game frame. */
8672 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
8675 loop_sound_volume[nr] = volume;
8676 loop_sound_frame[nr] = FrameCounter;
8679 PlaySoundExt(nr, volume, stereo_position, type);
8682 static void PlayLevelSoundNearest(int x, int y, int sound_action)
8684 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
8685 x > LEVELX(BX2) ? LEVELX(BX2) : x,
8686 y < LEVELY(BY1) ? LEVELY(BY1) :
8687 y > LEVELY(BY2) ? LEVELY(BY2) : y,
8691 static void PlayLevelSoundAction(int x, int y, int action)
8693 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
8696 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
8698 int sound_effect = element_info[element].sound[action];
8700 if (sound_effect != SND_UNDEFINED)
8701 PlayLevelSound(x, y, sound_effect);
8704 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
8707 int sound_effect = element_info[element].sound[action];
8709 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
8710 PlayLevelSound(x, y, sound_effect);
8713 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
8715 int sound_effect = element_info[Feld[x][y]].sound[action];
8717 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
8718 PlayLevelSound(x, y, sound_effect);
8721 static void StopLevelSoundActionIfLoop(int x, int y, int action)
8723 int sound_effect = element_info[Feld[x][y]].sound[action];
8725 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
8726 StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND);
8729 static void PlayLevelMusic()
8732 if (levelset.music[level_nr] != MUS_UNDEFINED)
8733 PlayMusic(levelset.music[level_nr]); /* from config file */
8735 PlayMusic(-(level_nr + 1)); /* from music dir */
8737 PlayMusic(level_nr);
8741 void RaiseScore(int value)
8743 local_player->score += value;
8744 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2);
8747 void RaiseScoreElement(int element)
8753 case EL_EMERALD_YELLOW:
8754 case EL_EMERALD_RED:
8755 case EL_EMERALD_PURPLE:
8756 case EL_SP_INFOTRON:
8757 RaiseScore(level.score[SC_EMERALD]);
8760 RaiseScore(level.score[SC_DIAMOND]);
8763 RaiseScore(level.score[SC_CRYSTAL]);
8766 RaiseScore(level.score[SC_PEARL]);
8769 case EL_BD_BUTTERFLY:
8770 case EL_SP_ELECTRON:
8771 RaiseScore(level.score[SC_BUG]);
8775 case EL_SP_SNIKSNAK:
8776 RaiseScore(level.score[SC_SPACESHIP]);
8779 case EL_DARK_YAMYAM:
8780 RaiseScore(level.score[SC_YAMYAM]);
8783 RaiseScore(level.score[SC_ROBOT]);
8786 RaiseScore(level.score[SC_PACMAN]);
8789 RaiseScore(level.score[SC_NUT]);
8792 case EL_SP_DISK_RED:
8793 case EL_DYNABOMB_INCREASE_NUMBER:
8794 case EL_DYNABOMB_INCREASE_SIZE:
8795 case EL_DYNABOMB_INCREASE_POWER:
8796 RaiseScore(level.score[SC_DYNAMITE]);
8798 case EL_SHIELD_NORMAL:
8799 case EL_SHIELD_DEADLY:
8800 RaiseScore(level.score[SC_SHIELD]);
8803 RaiseScore(level.score[SC_TIME_BONUS]);
8809 RaiseScore(level.score[SC_KEY]);
8812 RaiseScore(element_info[element].collect_score);
8817 void RequestQuitGame(boolean ask_if_really_quit)
8819 if (AllPlayersGone ||
8820 !ask_if_really_quit ||
8821 level_editor_test_game ||
8822 Request("Do you really want to quit the game ?",
8823 REQ_ASK | REQ_STAY_CLOSED))
8825 #if defined(PLATFORM_UNIX)
8826 if (options.network)
8827 SendToServer_StopPlaying();
8831 game_status = GAME_MODE_MAIN;
8837 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
8842 /* ---------- new game button stuff ---------------------------------------- */
8844 /* graphic position values for game buttons */
8845 #define GAME_BUTTON_XSIZE 30
8846 #define GAME_BUTTON_YSIZE 30
8847 #define GAME_BUTTON_XPOS 5
8848 #define GAME_BUTTON_YPOS 215
8849 #define SOUND_BUTTON_XPOS 5
8850 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
8852 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
8853 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
8854 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
8855 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
8856 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
8857 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
8864 } gamebutton_info[NUM_GAME_BUTTONS] =
8867 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
8872 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
8877 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
8882 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
8883 SOUND_CTRL_ID_MUSIC,
8884 "background music on/off"
8887 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
8888 SOUND_CTRL_ID_LOOPS,
8889 "sound loops on/off"
8892 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
8893 SOUND_CTRL_ID_SIMPLE,
8894 "normal sounds on/off"
8898 void CreateGameButtons()
8902 for (i=0; i<NUM_GAME_BUTTONS; i++)
8904 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
8905 struct GadgetInfo *gi;
8908 unsigned long event_mask;
8909 int gd_xoffset, gd_yoffset;
8910 int gd_x1, gd_x2, gd_y1, gd_y2;
8913 gd_xoffset = gamebutton_info[i].x;
8914 gd_yoffset = gamebutton_info[i].y;
8915 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
8916 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
8918 if (id == GAME_CTRL_ID_STOP ||
8919 id == GAME_CTRL_ID_PAUSE ||
8920 id == GAME_CTRL_ID_PLAY)
8922 button_type = GD_TYPE_NORMAL_BUTTON;
8924 event_mask = GD_EVENT_RELEASED;
8925 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
8926 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
8930 button_type = GD_TYPE_CHECK_BUTTON;
8932 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
8933 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
8934 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
8935 event_mask = GD_EVENT_PRESSED;
8936 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
8937 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
8940 gi = CreateGadget(GDI_CUSTOM_ID, id,
8941 GDI_INFO_TEXT, gamebutton_info[i].infotext,
8942 GDI_X, DX + gd_xoffset,
8943 GDI_Y, DY + gd_yoffset,
8944 GDI_WIDTH, GAME_BUTTON_XSIZE,
8945 GDI_HEIGHT, GAME_BUTTON_YSIZE,
8946 GDI_TYPE, button_type,
8947 GDI_STATE, GD_BUTTON_UNPRESSED,
8948 GDI_CHECKED, checked,
8949 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
8950 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
8951 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
8952 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
8953 GDI_EVENT_MASK, event_mask,
8954 GDI_CALLBACK_ACTION, HandleGameButtons,
8958 Error(ERR_EXIT, "cannot create gadget");
8960 game_gadget[id] = gi;
8964 void FreeGameButtons()
8968 for (i=0; i<NUM_GAME_BUTTONS; i++)
8969 FreeGadget(game_gadget[i]);
8972 static void MapGameButtons()
8976 for (i=0; i<NUM_GAME_BUTTONS; i++)
8977 MapGadget(game_gadget[i]);
8980 void UnmapGameButtons()
8984 for (i=0; i<NUM_GAME_BUTTONS; i++)
8985 UnmapGadget(game_gadget[i]);
8988 static void HandleGameButtons(struct GadgetInfo *gi)
8990 int id = gi->custom_id;
8992 if (game_status != GAME_MODE_PLAYING)
8997 case GAME_CTRL_ID_STOP:
8998 RequestQuitGame(TRUE);
9001 case GAME_CTRL_ID_PAUSE:
9002 if (options.network)
9004 #if defined(PLATFORM_UNIX)
9006 SendToServer_ContinuePlaying();
9008 SendToServer_PausePlaying();
9012 TapeTogglePause(TAPE_TOGGLE_MANUAL);
9015 case GAME_CTRL_ID_PLAY:
9018 #if defined(PLATFORM_UNIX)
9019 if (options.network)
9020 SendToServer_ContinuePlaying();
9024 tape.pausing = FALSE;
9025 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
9030 case SOUND_CTRL_ID_MUSIC:
9031 if (setup.sound_music)
9033 setup.sound_music = FALSE;
9036 else if (audio.music_available)
9038 setup.sound = setup.sound_music = TRUE;
9040 SetAudioMode(setup.sound);
9046 case SOUND_CTRL_ID_LOOPS:
9047 if (setup.sound_loops)
9048 setup.sound_loops = FALSE;
9049 else if (audio.loops_available)
9051 setup.sound = setup.sound_loops = TRUE;
9052 SetAudioMode(setup.sound);
9056 case SOUND_CTRL_ID_SIMPLE:
9057 if (setup.sound_simple)
9058 setup.sound_simple = FALSE;
9059 else if (audio.sound_available)
9061 setup.sound = setup.sound_simple = TRUE;
9062 SetAudioMode(setup.sound);