1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MoveFigure() */
36 #define MF_NO_ACTION 0
40 /* for ScrollFigure() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_NO_EXPLOSION 0
51 /* special positions in the game control window (relative to control window) */
54 #define XX_EMERALDS 29
55 #define YY_EMERALDS 54
56 #define XX_DYNAMITE 29
57 #define YY_DYNAMITE 89
65 /* special positions in the game control window (relative to main window) */
66 #define DX_LEVEL (DX + XX_LEVEL)
67 #define DY_LEVEL (DY + YY_LEVEL)
68 #define DX_EMERALDS (DX + XX_EMERALDS)
69 #define DY_EMERALDS (DY + YY_EMERALDS)
70 #define DX_DYNAMITE (DX + XX_DYNAMITE)
71 #define DY_DYNAMITE (DY + YY_DYNAMITE)
72 #define DX_KEYS (DX + XX_KEYS)
73 #define DY_KEYS (DY + YY_KEYS)
74 #define DX_SCORE (DX + XX_SCORE)
75 #define DY_SCORE (DY + YY_SCORE)
76 #define DX_TIME (DX + XX_TIME)
77 #define DY_TIME (DY + YY_TIME)
79 /* values for initial player move delay (initial delay counter value) */
80 #define INITIAL_MOVE_DELAY_OFF -1
81 #define INITIAL_MOVE_DELAY_ON 0
83 /* values for player movement speed (which is in fact a delay value) */
84 #define MOVE_DELAY_NORMAL_SPEED 8
85 #define MOVE_DELAY_HIGH_SPEED 4
87 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
88 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
89 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
90 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
92 /* values for other actions */
93 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
95 #define INIT_GFX_RANDOM() (SimpleRND(1000000))
97 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
98 RND(element_info[e].push_delay_random))
99 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
100 RND(element_info[e].move_delay_random))
102 #define ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, condition) \
103 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
105 (DONT_COLLIDE_WITH(e) && \
106 IS_FREE_OR_PLAYER(x, y))))
108 #define ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, condition) \
109 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
112 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
113 ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, 0)
115 #define ELEMENT_CAN_ENTER_FIELD_OR_ACID(e, x, y) \
116 ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, (Feld[x][y] == EL_ACID))
118 #define ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(x, y) \
119 ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, (Feld[x][y] == EL_ACID))
121 #define ENEMY_CAN_ENTER_FIELD(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
123 #define YAMYAM_CAN_ENTER_FIELD(x, y) \
124 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
125 Feld[x][y] == EL_DIAMOND))
127 #define DARK_YAMYAM_CAN_ENTER_FIELD(x, y) \
128 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
129 IS_FOOD_DARK_YAMYAM(Feld[x][y])))
131 #define PACMAN_CAN_ENTER_FIELD(x, y) \
132 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
133 IS_AMOEBOID(Feld[x][y])))
135 #define PIG_CAN_ENTER_FIELD(x, y) \
136 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
137 IS_FOOD_PIG(Feld[x][y])))
139 #define PENGUIN_CAN_ENTER_FIELD(x, y) \
140 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
141 IS_FOOD_PENGUIN(Feld[x][y]) || \
142 Feld[x][y] == EL_EXIT_OPEN || \
143 Feld[x][y] == EL_ACID))
145 #define MOLE_CAN_ENTER_FIELD(x, y, condition) \
146 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || (condition)))
148 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
149 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
151 /* game button identifiers */
152 #define GAME_CTRL_ID_STOP 0
153 #define GAME_CTRL_ID_PAUSE 1
154 #define GAME_CTRL_ID_PLAY 2
155 #define SOUND_CTRL_ID_MUSIC 3
156 #define SOUND_CTRL_ID_LOOPS 4
157 #define SOUND_CTRL_ID_SIMPLE 5
159 #define NUM_GAME_BUTTONS 6
162 /* forward declaration for internal use */
164 static void InitBeltMovement(void);
165 static void CloseAllOpenTimegates(void);
166 static void CheckGravityMovement(struct PlayerInfo *);
167 static void KillHeroUnlessProtected(int, int);
169 static void TestIfPlayerTouchesCustomElement(int, int);
170 static void TestIfElementTouchesCustomElement(int, int);
172 static boolean CheckTriggeredElementChange(int, int, int, int);
173 static boolean CheckElementChange(int, int, int, int);
175 static void PlaySoundLevel(int, int, int);
176 static void PlaySoundLevelNearest(int, int, int);
177 static void PlaySoundLevelAction(int, int, int);
178 static void PlaySoundLevelElementAction(int, int, int, int);
179 static void PlaySoundLevelActionIfLoop(int, int, int);
180 static void StopSoundLevelActionIfLoop(int, int, int);
182 static void MapGameButtons();
183 static void HandleGameButtons(struct GadgetInfo *);
185 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
188 /* ------------------------------------------------------------------------- */
189 /* definition of elements that automatically change to other elements after */
190 /* a specified time, eventually calling a function when changing */
191 /* ------------------------------------------------------------------------- */
193 /* forward declaration for changer functions */
194 static void InitBuggyBase(int x, int y);
195 static void WarnBuggyBase(int x, int y);
197 static void InitTrap(int x, int y);
198 static void ActivateTrap(int x, int y);
199 static void ChangeActiveTrap(int x, int y);
201 static void InitRobotWheel(int x, int y);
202 static void RunRobotWheel(int x, int y);
203 static void StopRobotWheel(int x, int y);
205 static void InitTimegateWheel(int x, int y);
206 static void RunTimegateWheel(int x, int y);
208 struct ChangingElementInfo
213 void (*pre_change_function)(int x, int y);
214 void (*change_function)(int x, int y);
215 void (*post_change_function)(int x, int y);
218 static struct ChangingElementInfo change_delay_list[] =
253 EL_SWITCHGATE_OPENING,
261 EL_SWITCHGATE_CLOSING,
262 EL_SWITCHGATE_CLOSED,
294 EL_ACID_SPLASH_RIGHT,
303 EL_SP_BUGGY_BASE_ACTIVATING,
310 EL_SP_BUGGY_BASE_ACTIVATING,
311 EL_SP_BUGGY_BASE_ACTIVE,
318 EL_SP_BUGGY_BASE_ACTIVE,
342 EL_ROBOT_WHEEL_ACTIVE,
350 EL_TIMEGATE_SWITCH_ACTIVE,
371 int push_delay_fixed, push_delay_random;
376 { EL_BALLOON, 0, 0 },
378 { EL_SOKOBAN_OBJECT, 2, 0 },
379 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
380 { EL_SATELLITE, 2, 0 },
381 { EL_SP_DISK_YELLOW, 2, 0 },
383 { EL_UNDEFINED, 0, 0 },
391 move_stepsize_list[] =
393 { EL_AMOEBA_DROP, 2 },
394 { EL_AMOEBA_DROPPING, 2 },
395 { EL_QUICKSAND_FILLING, 1 },
396 { EL_QUICKSAND_EMPTYING, 1 },
397 { EL_MAGIC_WALL_FILLING, 2 },
398 { EL_BD_MAGIC_WALL_FILLING, 2 },
399 { EL_MAGIC_WALL_EMPTYING, 2 },
400 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
410 collect_count_list[] =
413 { EL_BD_DIAMOND, 1 },
414 { EL_EMERALD_YELLOW, 1 },
415 { EL_EMERALD_RED, 1 },
416 { EL_EMERALD_PURPLE, 1 },
418 { EL_SP_INFOTRON, 1 },
425 static unsigned long trigger_events[MAX_NUM_ELEMENTS];
427 #define IS_AUTO_CHANGING(e) (element_info[e].change_events & \
428 CH_EVENT_BIT(CE_DELAY))
429 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
430 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
431 IS_JUST_CHANGING(x, y))
433 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
436 void GetPlayerConfig()
438 if (!audio.sound_available)
439 setup.sound_simple = FALSE;
441 if (!audio.loops_available)
442 setup.sound_loops = FALSE;
444 if (!audio.music_available)
445 setup.sound_music = FALSE;
447 if (!video.fullscreen_available)
448 setup.fullscreen = FALSE;
450 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
452 SetAudioMode(setup.sound);
456 static int getBeltNrFromBeltElement(int element)
458 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
459 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
460 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
463 static int getBeltNrFromBeltActiveElement(int element)
465 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
466 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
467 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
470 static int getBeltNrFromBeltSwitchElement(int element)
472 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
473 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
474 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
477 static int getBeltDirNrFromBeltSwitchElement(int element)
479 static int belt_base_element[4] =
481 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
482 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
483 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
484 EL_CONVEYOR_BELT_4_SWITCH_LEFT
487 int belt_nr = getBeltNrFromBeltSwitchElement(element);
488 int belt_dir_nr = element - belt_base_element[belt_nr];
490 return (belt_dir_nr % 3);
493 static int getBeltDirFromBeltSwitchElement(int element)
495 static int belt_move_dir[3] =
502 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
504 return belt_move_dir[belt_dir_nr];
507 static void InitPlayerField(int x, int y, int element, boolean init_game)
509 if (element == EL_SP_MURPHY)
513 if (stored_player[0].present)
515 Feld[x][y] = EL_SP_MURPHY_CLONE;
521 stored_player[0].use_murphy_graphic = TRUE;
524 Feld[x][y] = EL_PLAYER_1;
530 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
531 int jx = player->jx, jy = player->jy;
533 player->present = TRUE;
535 if (!options.network || player->connected)
537 player->active = TRUE;
539 /* remove potentially duplicate players */
540 if (StorePlayer[jx][jy] == Feld[x][y])
541 StorePlayer[jx][jy] = 0;
543 StorePlayer[x][y] = Feld[x][y];
547 printf("Player %d activated.\n", player->element_nr);
548 printf("[Local player is %d and currently %s.]\n",
549 local_player->element_nr,
550 local_player->active ? "active" : "not active");
554 Feld[x][y] = EL_EMPTY;
555 player->jx = player->last_jx = x;
556 player->jy = player->last_jy = y;
560 static void InitField(int x, int y, boolean init_game)
562 int element = Feld[x][y];
571 InitPlayerField(x, y, element, init_game);
575 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
576 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
577 else if (x > 0 && Feld[x-1][y] == EL_ACID)
578 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
579 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
580 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
581 else if (y > 0 && Feld[x][y-1] == EL_ACID)
582 Feld[x][y] = EL_ACID_POOL_BOTTOM;
583 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
584 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
592 case EL_SPACESHIP_RIGHT:
593 case EL_SPACESHIP_UP:
594 case EL_SPACESHIP_LEFT:
595 case EL_SPACESHIP_DOWN:
597 case EL_BD_BUTTERFLY_RIGHT:
598 case EL_BD_BUTTERFLY_UP:
599 case EL_BD_BUTTERFLY_LEFT:
600 case EL_BD_BUTTERFLY_DOWN:
601 case EL_BD_BUTTERFLY:
602 case EL_BD_FIREFLY_RIGHT:
603 case EL_BD_FIREFLY_UP:
604 case EL_BD_FIREFLY_LEFT:
605 case EL_BD_FIREFLY_DOWN:
607 case EL_PACMAN_RIGHT:
631 if (y == lev_fieldy - 1)
633 Feld[x][y] = EL_AMOEBA_GROWING;
634 Store[x][y] = EL_AMOEBA_WET;
638 case EL_DYNAMITE_ACTIVE:
643 local_player->lights_still_needed++;
646 case EL_SOKOBAN_FIELD_EMPTY:
647 local_player->sokobanfields_still_needed++;
651 local_player->friends_still_needed++;
656 MovDir[x][y] = 1 << RND(4);
660 Feld[x][y] = EL_EMPTY;
663 case EL_EM_KEY_1_FILE:
664 Feld[x][y] = EL_EM_KEY_1;
666 case EL_EM_KEY_2_FILE:
667 Feld[x][y] = EL_EM_KEY_2;
669 case EL_EM_KEY_3_FILE:
670 Feld[x][y] = EL_EM_KEY_3;
672 case EL_EM_KEY_4_FILE:
673 Feld[x][y] = EL_EM_KEY_4;
676 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
677 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
678 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
679 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
680 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
681 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
682 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
683 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
684 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
685 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
686 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
687 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
690 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
691 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
692 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
694 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
696 game.belt_dir[belt_nr] = belt_dir;
697 game.belt_dir_nr[belt_nr] = belt_dir_nr;
699 else /* more than one switch -- set it like the first switch */
701 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
706 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
708 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
711 case EL_LIGHT_SWITCH_ACTIVE:
713 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
717 if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
723 void DrawGameDoorValues()
727 for (i=0; i<MAX_PLAYERS; i++)
729 if (stored_player[i].key[j])
730 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
731 el2edimg(EL_KEY_1 + j));
733 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
734 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
735 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
736 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
737 DrawText(DX + XX_SCORE, DY + YY_SCORE,
738 int2str(local_player->score, 5), FONT_TEXT_2);
739 DrawText(DX + XX_TIME, DY + YY_TIME,
740 int2str(TimeLeft, 3), FONT_TEXT_2);
745 =============================================================================
747 -----------------------------------------------------------------------------
748 initialize game engine due to level / tape version number
749 =============================================================================
752 static void InitGameEngine()
756 /* set game engine from tape file when re-playing, else from level file */
757 game.engine_version = (tape.playing ? tape.engine_version :
760 /* dynamically adjust element properties according to game engine version */
761 InitElementPropertiesEngine(game.engine_version);
764 printf("level %d: level version == %06d\n", level_nr, level.game_version);
765 printf(" tape version == %06d [%s] [file: %06d]\n",
766 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
768 printf(" => game.engine_version == %06d\n", game.engine_version);
771 /* ---------- initialize player's initial move delay --------------------- */
773 /* dynamically adjust player properties according to game engine version */
774 game.initial_move_delay =
775 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
776 INITIAL_MOVE_DELAY_OFF);
778 /* dynamically adjust player properties according to level information */
779 game.initial_move_delay_value =
780 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
782 /* ---------- initialize changing elements ------------------------------- */
784 /* initialize changing elements information */
785 for (i=0; i < MAX_NUM_ELEMENTS; i++)
787 struct ElementInfo *ei = &element_info[i];
789 /* this pointer might have been changed in the level editor */
790 ei->change = &ei->change_page[0];
792 if (!IS_CUSTOM_ELEMENT(i))
794 ei->change->target_element = EL_EMPTY_SPACE;
795 ei->change->delay_fixed = 0;
796 ei->change->delay_random = 0;
797 ei->change->delay_frames = 1;
800 ei->change_events = CE_BITMASK_DEFAULT;
801 for (j=0; j < NUM_CHANGE_EVENTS; j++)
803 ei->event_page_num[j] = 0;
804 ei->event_page[j] = &ei->change_page[0];
808 /* add changing elements from pre-defined list */
809 for (i=0; change_delay_list[i].element != EL_UNDEFINED; i++)
811 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
812 struct ElementInfo *ei = &element_info[ch_delay->element];
814 ei->change->target_element = ch_delay->target_element;
815 ei->change->delay_fixed = ch_delay->change_delay;
817 ei->change->pre_change_function = ch_delay->pre_change_function;
818 ei->change->change_function = ch_delay->change_function;
819 ei->change->post_change_function = ch_delay->post_change_function;
821 ei->change_events |= CH_EVENT_BIT(CE_DELAY);
825 /* add change events from custom element configuration */
826 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
828 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
830 for (j=0; j < ei->num_change_pages; j++)
832 if (!ei->change_page[j].can_change)
835 for (k=0; k < NUM_CHANGE_EVENTS; k++)
837 /* only add event page for the first page found with this event */
838 if (ei->change_page[j].events & CH_EVENT_BIT(k) &&
839 !(ei->change_events & CH_EVENT_BIT(k)))
841 ei->change_events |= CH_EVENT_BIT(k);
842 ei->event_page_num[k] = j;
843 ei->event_page[k] = &ei->change_page[j];
851 /* add change events from custom element configuration */
852 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
854 int element = EL_CUSTOM_START + i;
856 /* only add custom elements that change after fixed/random frame delay */
857 if (CAN_CHANGE(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
858 element_info[element].change_events |= CH_EVENT_BIT(CE_DELAY);
862 /* ---------- initialize trigger events ---------------------------------- */
864 /* initialize trigger events information */
865 for (i=0; i<MAX_NUM_ELEMENTS; i++)
866 trigger_events[i] = EP_BITMASK_DEFAULT;
869 /* add trigger events from element change event properties */
870 for (i=0; i<MAX_NUM_ELEMENTS; i++)
872 struct ElementInfo *ei = &element_info[i];
874 for (j=0; j < ei->num_change_pages; j++)
876 if (!ei->change_page->can_change)
879 if (ei->change_page[j].events & CH_EVENT_BIT(CE_BY_OTHER_ACTION))
881 int trigger_element = ei->change_page[j].trigger_element;
883 trigger_events[trigger_element] |= ei->change_page[j].events;
888 /* add trigger events from element change event properties */
889 for (i=0; i<MAX_NUM_ELEMENTS; i++)
890 if (HAS_CHANGE_EVENT(i, CE_BY_OTHER_ACTION))
891 trigger_events[element_info[i].change->trigger_element] |=
892 element_info[i].change->events;
895 /* ---------- initialize push delay -------------------------------------- */
897 /* initialize push delay values to default */
898 for (i=0; i<MAX_NUM_ELEMENTS; i++)
900 if (!IS_CUSTOM_ELEMENT(i))
902 element_info[i].push_delay_fixed = 2;
903 element_info[i].push_delay_random = 8;
907 /* set push delay value for certain elements from pre-defined list */
908 for (i=0; push_delay_list[i].element != EL_UNDEFINED; i++)
910 int e = push_delay_list[i].element;
912 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
913 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
916 /* ---------- initialize move stepsize ----------------------------------- */
918 /* initialize move stepsize values to default */
919 for (i=0; i<MAX_NUM_ELEMENTS; i++)
920 if (!IS_CUSTOM_ELEMENT(i))
921 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
923 /* set move stepsize value for certain elements from pre-defined list */
924 for (i=0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
926 int e = move_stepsize_list[i].element;
928 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
931 /* ---------- initialize gem count --------------------------------------- */
933 /* initialize gem count values for each element */
934 for (i=0; i<MAX_NUM_ELEMENTS; i++)
935 if (!IS_CUSTOM_ELEMENT(i))
936 element_info[i].collect_count = 0;
938 /* add gem count values for all elements from pre-defined list */
939 for (i=0; collect_count_list[i].element != EL_UNDEFINED; i++)
940 element_info[collect_count_list[i].element].collect_count =
941 collect_count_list[i].count;
946 =============================================================================
948 -----------------------------------------------------------------------------
949 initialize and start new game
950 =============================================================================
955 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
956 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
957 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
964 #if USE_NEW_AMOEBA_CODE
965 printf("Using new amoeba code.\n");
967 printf("Using old amoeba code.\n");
972 /* don't play tapes over network */
973 network_playing = (options.network && !tape.playing);
975 for (i=0; i<MAX_PLAYERS; i++)
977 struct PlayerInfo *player = &stored_player[i];
979 player->index_nr = i;
980 player->element_nr = EL_PLAYER_1 + i;
982 player->present = FALSE;
983 player->active = FALSE;
986 player->effective_action = 0;
987 player->programmed_action = 0;
990 player->gems_still_needed = level.gems_needed;
991 player->sokobanfields_still_needed = 0;
992 player->lights_still_needed = 0;
993 player->friends_still_needed = 0;
996 player->key[j] = FALSE;
998 player->dynabomb_count = 0;
999 player->dynabomb_size = 1;
1000 player->dynabombs_left = 0;
1001 player->dynabomb_xl = FALSE;
1003 player->MovDir = MV_NO_MOVING;
1005 player->Pushing = FALSE;
1006 player->Switching = FALSE;
1008 player->GfxDir = MV_NO_MOVING;
1009 player->GfxAction = ACTION_DEFAULT;
1011 player->StepFrame = 0;
1013 player->use_murphy_graphic = FALSE;
1014 player->use_disk_red_graphic = FALSE;
1016 player->actual_frame_counter = 0;
1018 player->last_move_dir = MV_NO_MOVING;
1020 player->is_moving = FALSE;
1021 player->is_waiting = FALSE;
1022 player->is_digging = FALSE;
1023 player->is_collecting = FALSE;
1025 player->move_delay = game.initial_move_delay;
1026 player->move_delay_value = game.initial_move_delay_value;
1028 player->push_delay = 0;
1029 player->push_delay_value = 5;
1031 player->snapped = FALSE;
1033 player->last_jx = player->last_jy = 0;
1034 player->jx = player->jy = 0;
1036 player->shield_normal_time_left = 0;
1037 player->shield_deadly_time_left = 0;
1039 player->inventory_size = 0;
1041 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
1042 SnapField(player, 0, 0);
1044 player->LevelSolved = FALSE;
1045 player->GameOver = FALSE;
1048 network_player_action_received = FALSE;
1050 #if defined(PLATFORM_UNIX)
1051 /* initial null action */
1052 if (network_playing)
1053 SendToServer_MovePlayer(MV_NO_MOVING);
1061 TimeLeft = level.time;
1063 ScreenMovDir = MV_NO_MOVING;
1067 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
1069 AllPlayersGone = FALSE;
1071 game.yamyam_content_nr = 0;
1072 game.magic_wall_active = FALSE;
1073 game.magic_wall_time_left = 0;
1074 game.light_time_left = 0;
1075 game.timegate_time_left = 0;
1076 game.switchgate_pos = 0;
1077 game.balloon_dir = MV_NO_MOVING;
1078 game.explosions_delayed = TRUE;
1082 game.belt_dir[i] = MV_NO_MOVING;
1083 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1086 for (i=0; i<MAX_NUM_AMOEBA; i++)
1087 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
1089 for (x=0; x<lev_fieldx; x++)
1091 for (y=0; y<lev_fieldy; y++)
1093 Feld[x][y] = level.field[x][y];
1094 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
1095 ChangeDelay[x][y] = 0;
1096 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
1098 JustStopped[x][y] = 0;
1100 Pushed[x][y] = FALSE;
1101 Changed[x][y] = FALSE;
1102 ExplodePhase[x][y] = 0;
1103 ExplodeField[x][y] = EX_NO_EXPLOSION;
1106 GfxAction[x][y] = ACTION_DEFAULT;
1107 GfxRandom[x][y] = INIT_GFX_RANDOM();
1108 GfxElement[x][y] = EL_UNDEFINED;
1112 for(y=0; y<lev_fieldy; y++)
1114 for(x=0; x<lev_fieldx; x++)
1116 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
1118 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
1120 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
1123 InitField(x, y, TRUE);
1129 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
1130 emulate_sb ? EMU_SOKOBAN :
1131 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
1133 /* correct non-moving belts to start moving left */
1135 if (game.belt_dir[i] == MV_NO_MOVING)
1136 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1138 /* check if any connected player was not found in playfield */
1139 for (i=0; i<MAX_PLAYERS; i++)
1141 struct PlayerInfo *player = &stored_player[i];
1143 if (player->connected && !player->present)
1145 for (j=0; j<MAX_PLAYERS; j++)
1147 struct PlayerInfo *some_player = &stored_player[j];
1148 int jx = some_player->jx, jy = some_player->jy;
1150 /* assign first free player found that is present in the playfield */
1151 if (some_player->present && !some_player->connected)
1153 player->present = TRUE;
1154 player->active = TRUE;
1155 some_player->present = FALSE;
1157 StorePlayer[jx][jy] = player->element_nr;
1158 player->jx = player->last_jx = jx;
1159 player->jy = player->last_jy = jy;
1169 /* when playing a tape, eliminate all players who do not participate */
1171 for (i=0; i<MAX_PLAYERS; i++)
1173 if (stored_player[i].active && !tape.player_participates[i])
1175 struct PlayerInfo *player = &stored_player[i];
1176 int jx = player->jx, jy = player->jy;
1178 player->active = FALSE;
1179 StorePlayer[jx][jy] = 0;
1180 Feld[jx][jy] = EL_EMPTY;
1184 else if (!options.network && !setup.team_mode) /* && !tape.playing */
1186 /* when in single player mode, eliminate all but the first active player */
1188 for (i=0; i<MAX_PLAYERS; i++)
1190 if (stored_player[i].active)
1192 for (j=i+1; j<MAX_PLAYERS; j++)
1194 if (stored_player[j].active)
1196 struct PlayerInfo *player = &stored_player[j];
1197 int jx = player->jx, jy = player->jy;
1199 player->active = FALSE;
1200 StorePlayer[jx][jy] = 0;
1201 Feld[jx][jy] = EL_EMPTY;
1208 /* when recording the game, store which players take part in the game */
1211 for (i=0; i<MAX_PLAYERS; i++)
1212 if (stored_player[i].active)
1213 tape.player_participates[i] = TRUE;
1218 for (i=0; i<MAX_PLAYERS; i++)
1220 struct PlayerInfo *player = &stored_player[i];
1222 printf("Player %d: present == %d, connected == %d, active == %d.\n",
1227 if (local_player == player)
1228 printf("Player %d is local player.\n", i+1);
1232 if (BorderElement == EL_EMPTY)
1235 SBX_Right = lev_fieldx - SCR_FIELDX;
1237 SBY_Lower = lev_fieldy - SCR_FIELDY;
1242 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
1244 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
1247 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
1248 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
1250 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
1251 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
1253 /* if local player not found, look for custom element that might create
1254 the player (make some assumptions about the right custom element) */
1255 if (!local_player->present)
1257 int start_x = 0, start_y = 0;
1258 int found_rating = 0;
1259 int found_element = EL_UNDEFINED;
1261 for(y=0; y < lev_fieldy; y++) for(x=0; x < lev_fieldx; x++)
1263 int element = Feld[x][y];
1268 if (!IS_CUSTOM_ELEMENT(element))
1271 if (CAN_CHANGE(element))
1273 for (i=0; i < element_info[element].num_change_pages; i++)
1275 content = element_info[element].change_page[i].target_element;
1276 is_player = ELEM_IS_PLAYER(content);
1278 if (is_player && (found_rating < 3 || element < found_element))
1284 found_element = element;
1289 for(yy=0; yy < 3; yy++) for(xx=0; xx < 3; xx++)
1291 content = element_info[element].content[xx][yy];
1292 is_player = ELEM_IS_PLAYER(content);
1294 if (is_player && (found_rating < 2 || element < found_element))
1296 start_x = x + xx - 1;
1297 start_y = y + yy - 1;
1300 found_element = element;
1303 if (!CAN_CHANGE(element))
1306 for (i=0; i < element_info[element].num_change_pages; i++)
1308 content = element_info[element].change_page[i].content[xx][yy];
1309 is_player = ELEM_IS_PLAYER(content);
1311 if (is_player && (found_rating < 1 || element < found_element))
1313 start_x = x + xx - 1;
1314 start_y = y + yy - 1;
1317 found_element = element;
1323 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
1324 start_x > SBX_Right + MIDPOSX ? SBX_Right :
1327 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
1328 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
1334 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
1335 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
1336 local_player->jx - MIDPOSX);
1338 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
1339 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
1340 local_player->jy - MIDPOSY);
1342 scroll_x = SBX_Left;
1343 scroll_y = SBY_Upper;
1344 if (local_player->jx >= SBX_Left + MIDPOSX)
1345 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
1346 local_player->jx - MIDPOSX :
1348 if (local_player->jy >= SBY_Upper + MIDPOSY)
1349 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
1350 local_player->jy - MIDPOSY :
1355 CloseDoor(DOOR_CLOSE_1);
1360 /* after drawing the level, correct some elements */
1361 if (game.timegate_time_left == 0)
1362 CloseAllOpenTimegates();
1364 if (setup.soft_scrolling)
1365 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
1367 redraw_mask |= REDRAW_FROM_BACKBUFFER;
1370 /* copy default game door content to main double buffer */
1371 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
1372 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
1375 DrawText(DX + XX_LEVEL, DY + YY_LEVEL, int2str(level_nr, 2), FONT_TEXT_2);
1378 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
1379 int2str(level_nr, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
1380 BlitBitmap(drawto, drawto,
1381 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
1382 getFontWidth(FONT_LEVEL_NUMBER) * 3,
1383 getFontHeight(FONT_LEVEL_NUMBER) - 1,
1384 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
1387 DrawGameDoorValues();
1391 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
1392 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
1393 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
1397 /* copy actual game door content to door double buffer for OpenDoor() */
1398 BlitBitmap(drawto, bitmap_db_door,
1399 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
1401 OpenDoor(DOOR_OPEN_ALL);
1403 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
1404 if (setup.sound_music)
1405 PlayMusic(level_nr);
1407 KeyboardAutoRepeatOffUnlessAutoplay();
1412 printf("Player %d %sactive.\n",
1413 i + 1, (stored_player[i].active ? "" : "not "));
1417 void InitMovDir(int x, int y)
1419 int i, element = Feld[x][y];
1420 static int xy[4][2] =
1427 static int direction[3][4] =
1429 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1430 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1431 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1440 Feld[x][y] = EL_BUG;
1441 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
1444 case EL_SPACESHIP_RIGHT:
1445 case EL_SPACESHIP_UP:
1446 case EL_SPACESHIP_LEFT:
1447 case EL_SPACESHIP_DOWN:
1448 Feld[x][y] = EL_SPACESHIP;
1449 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
1452 case EL_BD_BUTTERFLY_RIGHT:
1453 case EL_BD_BUTTERFLY_UP:
1454 case EL_BD_BUTTERFLY_LEFT:
1455 case EL_BD_BUTTERFLY_DOWN:
1456 Feld[x][y] = EL_BD_BUTTERFLY;
1457 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
1460 case EL_BD_FIREFLY_RIGHT:
1461 case EL_BD_FIREFLY_UP:
1462 case EL_BD_FIREFLY_LEFT:
1463 case EL_BD_FIREFLY_DOWN:
1464 Feld[x][y] = EL_BD_FIREFLY;
1465 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1468 case EL_PACMAN_RIGHT:
1470 case EL_PACMAN_LEFT:
1471 case EL_PACMAN_DOWN:
1472 Feld[x][y] = EL_PACMAN;
1473 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1476 case EL_SP_SNIKSNAK:
1477 MovDir[x][y] = MV_UP;
1480 case EL_SP_ELECTRON:
1481 MovDir[x][y] = MV_LEFT;
1488 Feld[x][y] = EL_MOLE;
1489 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1493 if (IS_CUSTOM_ELEMENT(element))
1495 if (element_info[element].move_direction_initial != MV_NO_MOVING)
1496 MovDir[x][y] = element_info[element].move_direction_initial;
1497 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
1498 element_info[element].move_pattern == MV_TURNING_LEFT ||
1499 element_info[element].move_pattern == MV_TURNING_RIGHT)
1500 MovDir[x][y] = 1 << RND(4);
1501 else if (element_info[element].move_pattern == MV_HORIZONTAL)
1502 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
1503 else if (element_info[element].move_pattern == MV_VERTICAL)
1504 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
1505 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
1506 MovDir[x][y] = element_info[element].move_pattern;
1507 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE ||
1508 element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1512 int x1 = x + xy[i][0];
1513 int y1 = y + xy[i][1];
1515 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1517 if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1518 MovDir[x][y] = direction[0][i];
1520 MovDir[x][y] = direction[1][i];
1529 MovDir[x][y] = 1 << RND(4);
1531 if (element != EL_BUG &&
1532 element != EL_SPACESHIP &&
1533 element != EL_BD_BUTTERFLY &&
1534 element != EL_BD_FIREFLY)
1539 int x1 = x + xy[i][0];
1540 int y1 = y + xy[i][1];
1542 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1544 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1546 MovDir[x][y] = direction[0][i];
1549 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1550 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1552 MovDir[x][y] = direction[1][i];
1562 void InitAmoebaNr(int x, int y)
1565 int group_nr = AmoebeNachbarNr(x, y);
1569 for (i=1; i<MAX_NUM_AMOEBA; i++)
1571 if (AmoebaCnt[i] == 0)
1579 AmoebaNr[x][y] = group_nr;
1580 AmoebaCnt[group_nr]++;
1581 AmoebaCnt2[group_nr]++;
1587 boolean raise_level = FALSE;
1589 if (local_player->MovPos)
1593 if (tape.auto_play) /* tape might already be stopped here */
1594 tape.auto_play_level_solved = TRUE;
1596 if (tape.playing && tape.auto_play)
1597 tape.auto_play_level_solved = TRUE;
1600 local_player->LevelSolved = FALSE;
1602 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
1606 if (!tape.playing && setup.sound_loops)
1607 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1608 SND_CTRL_PLAY_LOOP);
1610 while (TimeLeft > 0)
1612 if (!tape.playing && !setup.sound_loops)
1613 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1614 if (TimeLeft > 0 && !(TimeLeft % 10))
1615 RaiseScore(level.score[SC_TIME_BONUS]);
1616 if (TimeLeft > 100 && !(TimeLeft % 10))
1620 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
1627 if (!tape.playing && setup.sound_loops)
1628 StopSound(SND_GAME_LEVELTIME_BONUS);
1630 else if (level.time == 0) /* level without time limit */
1632 if (!tape.playing && setup.sound_loops)
1633 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1634 SND_CTRL_PLAY_LOOP);
1636 while (TimePlayed < 999)
1638 if (!tape.playing && !setup.sound_loops)
1639 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1640 if (TimePlayed < 999 && !(TimePlayed % 10))
1641 RaiseScore(level.score[SC_TIME_BONUS]);
1642 if (TimePlayed < 900 && !(TimePlayed % 10))
1646 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
1653 if (!tape.playing && setup.sound_loops)
1654 StopSound(SND_GAME_LEVELTIME_BONUS);
1657 /* close exit door after last player */
1658 if (Feld[ExitX][ExitY] == EL_EXIT_OPEN && AllPlayersGone)
1660 Feld[ExitX][ExitY] = EL_EXIT_CLOSING;
1662 PlaySoundLevelElementAction(ExitX, ExitY, EL_EXIT_OPEN, ACTION_CLOSING);
1665 /* Hero disappears */
1666 DrawLevelField(ExitX, ExitY);
1672 CloseDoor(DOOR_CLOSE_1);
1677 SaveTape(tape.level_nr); /* Ask to save tape */
1680 if (level_nr == leveldir_current->handicap_level)
1682 leveldir_current->handicap_level++;
1683 SaveLevelSetup_SeriesInfo();
1686 if (level_editor_test_game)
1687 local_player->score = -1; /* no highscore when playing from editor */
1688 else if (level_nr < leveldir_current->last_level)
1689 raise_level = TRUE; /* advance to next level */
1691 if ((hi_pos = NewHiScore()) >= 0)
1693 game_status = GAME_MODE_SCORES;
1694 DrawHallOfFame(hi_pos);
1703 game_status = GAME_MODE_MAIN;
1720 LoadScore(level_nr);
1722 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1723 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1726 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1728 if (local_player->score > highscore[k].Score)
1730 /* player has made it to the hall of fame */
1732 if (k < MAX_SCORE_ENTRIES - 1)
1734 int m = MAX_SCORE_ENTRIES - 1;
1737 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1738 if (!strcmp(setup.player_name, highscore[l].Name))
1740 if (m == k) /* player's new highscore overwrites his old one */
1746 strcpy(highscore[l].Name, highscore[l - 1].Name);
1747 highscore[l].Score = highscore[l - 1].Score;
1754 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1755 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1756 highscore[k].Score = local_player->score;
1762 else if (!strncmp(setup.player_name, highscore[k].Name,
1763 MAX_PLAYER_NAME_LEN))
1764 break; /* player already there with a higher score */
1770 SaveScore(level_nr);
1775 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
1777 if (player->GfxAction != action || player->GfxDir != dir)
1780 printf("Player frame reset! (%d => %d, %d => %d)\n",
1781 player->GfxAction, action, player->GfxDir, dir);
1784 player->GfxAction = action;
1785 player->GfxDir = dir;
1787 player->StepFrame = 0;
1791 static void ResetRandomAnimationValue(int x, int y)
1793 GfxRandom[x][y] = INIT_GFX_RANDOM();
1796 static void ResetGfxAnimation(int x, int y)
1799 GfxAction[x][y] = ACTION_DEFAULT;
1802 void InitMovingField(int x, int y, int direction)
1804 int element = Feld[x][y];
1805 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1806 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1810 if (!JustStopped[x][y] || direction != MovDir[x][y])
1811 ResetGfxAnimation(x, y);
1813 MovDir[newx][newy] = MovDir[x][y] = direction;
1815 if (Feld[newx][newy] == EL_EMPTY)
1816 Feld[newx][newy] = EL_BLOCKED;
1818 if (direction == MV_DOWN && CAN_FALL(element))
1819 GfxAction[x][y] = ACTION_FALLING;
1821 GfxAction[x][y] = ACTION_MOVING;
1823 GfxFrame[newx][newy] = GfxFrame[x][y];
1824 GfxAction[newx][newy] = GfxAction[x][y];
1825 GfxRandom[newx][newy] = GfxRandom[x][y];
1828 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1830 int direction = MovDir[x][y];
1831 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1832 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1838 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1840 int oldx = x, oldy = y;
1841 int direction = MovDir[x][y];
1843 if (direction == MV_LEFT)
1845 else if (direction == MV_RIGHT)
1847 else if (direction == MV_UP)
1849 else if (direction == MV_DOWN)
1852 *comes_from_x = oldx;
1853 *comes_from_y = oldy;
1856 int MovingOrBlocked2Element(int x, int y)
1858 int element = Feld[x][y];
1860 if (element == EL_BLOCKED)
1864 Blocked2Moving(x, y, &oldx, &oldy);
1865 return Feld[oldx][oldy];
1871 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1873 /* like MovingOrBlocked2Element(), but if element is moving
1874 and (x,y) is the field the moving element is just leaving,
1875 return EL_BLOCKED instead of the element value */
1876 int element = Feld[x][y];
1878 if (IS_MOVING(x, y))
1880 if (element == EL_BLOCKED)
1884 Blocked2Moving(x, y, &oldx, &oldy);
1885 return Feld[oldx][oldy];
1894 static void RemoveField(int x, int y)
1896 Feld[x][y] = EL_EMPTY;
1903 ChangeDelay[x][y] = 0;
1904 Pushed[x][y] = FALSE;
1906 GfxElement[x][y] = EL_UNDEFINED;
1907 GfxAction[x][y] = ACTION_DEFAULT;
1910 void RemoveMovingField(int x, int y)
1912 int oldx = x, oldy = y, newx = x, newy = y;
1913 int element = Feld[x][y];
1914 int next_element = EL_UNDEFINED;
1916 if (element != EL_BLOCKED && !IS_MOVING(x, y))
1919 if (IS_MOVING(x, y))
1921 Moving2Blocked(x, y, &newx, &newy);
1922 if (Feld[newx][newy] != EL_BLOCKED)
1925 else if (element == EL_BLOCKED)
1927 Blocked2Moving(x, y, &oldx, &oldy);
1928 if (!IS_MOVING(oldx, oldy))
1932 if (element == EL_BLOCKED &&
1933 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1934 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1935 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1936 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
1937 next_element = get_next_element(Feld[oldx][oldy]);
1939 RemoveField(oldx, oldy);
1940 RemoveField(newx, newy);
1942 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1944 if (next_element != EL_UNDEFINED)
1945 Feld[oldx][oldy] = next_element;
1947 DrawLevelField(oldx, oldy);
1948 DrawLevelField(newx, newy);
1951 void DrawDynamite(int x, int y)
1953 int sx = SCREENX(x), sy = SCREENY(y);
1954 int graphic = el2img(Feld[x][y]);
1957 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1960 if (IS_WALKABLE_INSIDE(Back[x][y]))
1964 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
1965 else if (Store[x][y])
1966 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
1968 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
1971 if (Back[x][y] || Store[x][y])
1972 DrawGraphicThruMask(sx, sy, graphic, frame);
1974 DrawGraphic(sx, sy, graphic, frame);
1976 if (game.emulation == EMU_SUPAPLEX)
1977 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
1978 else if (Store[x][y])
1979 DrawGraphicThruMask(sx, sy, graphic, frame);
1981 DrawGraphic(sx, sy, graphic, frame);
1985 void CheckDynamite(int x, int y)
1987 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
1991 if (MovDelay[x][y] != 0)
1994 PlaySoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
2001 StopSoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
2003 if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
2004 Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
2005 StopSound(SND_DYNAMITE_ACTIVE);
2007 StopSound(SND_DYNABOMB_ACTIVE);
2013 void RelocatePlayer(int x, int y, int element)
2015 struct PlayerInfo *player = &stored_player[element - EL_PLAYER_1];
2017 if (player->present)
2019 while (player->MovPos)
2021 ScrollFigure(player, SCROLL_GO_ON);
2022 ScrollScreen(NULL, SCROLL_GO_ON);
2028 RemoveField(player->jx, player->jy);
2029 DrawLevelField(player->jx, player->jy);
2032 InitPlayerField(x, y, element, TRUE);
2034 if (player == local_player)
2036 int scroll_xx = -999, scroll_yy = -999;
2038 while (scroll_xx != scroll_x || scroll_yy != scroll_y)
2041 int fx = FX, fy = FY;
2043 scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
2044 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
2045 local_player->jx - MIDPOSX);
2047 scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
2048 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
2049 local_player->jy - MIDPOSY);
2051 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
2052 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
2057 fx += dx * TILEX / 2;
2058 fy += dy * TILEY / 2;
2060 ScrollLevel(dx, dy);
2063 /* scroll in to steps of half tile size to make things smoother */
2064 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
2066 Delay(GAME_FRAME_DELAY);
2068 /* scroll second step to align at full tile size */
2070 Delay(GAME_FRAME_DELAY);
2075 void Explode(int ex, int ey, int phase, int mode)
2079 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
2080 int last_phase = num_phase * delay;
2081 int half_phase = (num_phase / 2) * delay;
2082 int first_phase_after_start = EX_PHASE_START + 1;
2084 if (game.explosions_delayed)
2086 ExplodeField[ex][ey] = mode;
2090 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
2092 int center_element = Feld[ex][ey];
2095 /* --- This is only really needed (and now handled) in "Impact()". --- */
2096 /* do not explode moving elements that left the explode field in time */
2097 if (game.engine_version >= RELEASE_IDENT(2,2,0,7) &&
2098 center_element == EL_EMPTY && (mode == EX_NORMAL || mode == EX_CENTER))
2102 if (mode == EX_NORMAL || mode == EX_CENTER)
2103 PlaySoundLevelAction(ex, ey, ACTION_EXPLODING);
2105 /* remove things displayed in background while burning dynamite */
2106 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
2109 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
2111 /* put moving element to center field (and let it explode there) */
2112 center_element = MovingOrBlocked2Element(ex, ey);
2113 RemoveMovingField(ex, ey);
2114 Feld[ex][ey] = center_element;
2117 for (y = ey - 1; y <= ey + 1; y++) for(x = ex - 1; x <= ex + 1; x++)
2119 int xx = x - ex + 1;
2120 int yy = y - ey + 1;
2123 if (!IN_LEV_FIELD(x, y) ||
2124 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
2125 (x != ex || y != ey)))
2128 element = Feld[x][y];
2130 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
2132 element = MovingOrBlocked2Element(x, y);
2134 if (!IS_EXPLOSION_PROOF(element))
2135 RemoveMovingField(x, y);
2141 if (IS_EXPLOSION_PROOF(element))
2144 /* indestructible elements can only explode in center (but not flames) */
2145 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey)) ||
2146 element == EL_FLAMES)
2151 if ((IS_INDESTRUCTIBLE(element) &&
2152 (game.engine_version < VERSION_IDENT(2,2,0) ||
2153 (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
2154 element == EL_FLAMES)
2158 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
2160 if (IS_ACTIVE_BOMB(element))
2162 /* re-activate things under the bomb like gate or penguin */
2163 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
2170 /* save walkable background elements while explosion on same tile */
2172 if (IS_INDESTRUCTIBLE(element))
2173 Back[x][y] = element;
2175 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element))
2176 Back[x][y] = element;
2179 /* ignite explodable elements reached by other explosion */
2180 if (element == EL_EXPLOSION)
2181 element = Store2[x][y];
2184 if (AmoebaNr[x][y] &&
2185 (element == EL_AMOEBA_FULL ||
2186 element == EL_BD_AMOEBA ||
2187 element == EL_AMOEBA_GROWING))
2189 AmoebaCnt[AmoebaNr[x][y]]--;
2190 AmoebaCnt2[AmoebaNr[x][y]]--;
2196 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
2198 switch(StorePlayer[ex][ey])
2201 Store[x][y] = EL_EMERALD_RED;
2204 Store[x][y] = EL_EMERALD;
2207 Store[x][y] = EL_EMERALD_PURPLE;
2211 Store[x][y] = EL_EMERALD_YELLOW;
2215 if (game.emulation == EMU_SUPAPLEX)
2216 Store[x][y] = EL_EMPTY;
2218 else if (center_element == EL_MOLE)
2219 Store[x][y] = EL_EMERALD_RED;
2220 else if (center_element == EL_PENGUIN)
2221 Store[x][y] = EL_EMERALD_PURPLE;
2222 else if (center_element == EL_BUG)
2223 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
2224 else if (center_element == EL_BD_BUTTERFLY)
2225 Store[x][y] = EL_BD_DIAMOND;
2226 else if (center_element == EL_SP_ELECTRON)
2227 Store[x][y] = EL_SP_INFOTRON;
2228 else if (center_element == EL_AMOEBA_TO_DIAMOND)
2229 Store[x][y] = level.amoeba_content;
2230 else if (center_element == EL_YAMYAM)
2231 Store[x][y] = level.yamyam_content[game.yamyam_content_nr][xx][yy];
2232 else if (IS_CUSTOM_ELEMENT(center_element) &&
2233 element_info[center_element].content[xx][yy] != EL_EMPTY)
2234 Store[x][y] = element_info[center_element].content[xx][yy];
2235 else if (element == EL_WALL_EMERALD)
2236 Store[x][y] = EL_EMERALD;
2237 else if (element == EL_WALL_DIAMOND)
2238 Store[x][y] = EL_DIAMOND;
2239 else if (element == EL_WALL_BD_DIAMOND)
2240 Store[x][y] = EL_BD_DIAMOND;
2241 else if (element == EL_WALL_EMERALD_YELLOW)
2242 Store[x][y] = EL_EMERALD_YELLOW;
2243 else if (element == EL_WALL_EMERALD_RED)
2244 Store[x][y] = EL_EMERALD_RED;
2245 else if (element == EL_WALL_EMERALD_PURPLE)
2246 Store[x][y] = EL_EMERALD_PURPLE;
2247 else if (element == EL_WALL_PEARL)
2248 Store[x][y] = EL_PEARL;
2249 else if (element == EL_WALL_CRYSTAL)
2250 Store[x][y] = EL_CRYSTAL;
2251 else if (IS_CUSTOM_ELEMENT(element) && !CAN_EXPLODE(element))
2252 Store[x][y] = element_info[element].content[1][1];
2254 Store[x][y] = EL_EMPTY;
2256 if (x != ex || y != ey ||
2257 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
2258 Store2[x][y] = element;
2261 if (AmoebaNr[x][y] &&
2262 (element == EL_AMOEBA_FULL ||
2263 element == EL_BD_AMOEBA ||
2264 element == EL_AMOEBA_GROWING))
2266 AmoebaCnt[AmoebaNr[x][y]]--;
2267 AmoebaCnt2[AmoebaNr[x][y]]--;
2273 MovDir[x][y] = MovPos[x][y] = 0;
2278 Feld[x][y] = EL_EXPLOSION;
2280 GfxElement[x][y] = center_element;
2282 GfxElement[x][y] = EL_UNDEFINED;
2285 ExplodePhase[x][y] = 1;
2289 if (center_element == EL_YAMYAM)
2290 game.yamyam_content_nr =
2291 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
2302 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
2306 /* activate this even in non-DEBUG version until cause for crash in
2307 getGraphicAnimationFrame() (see below) is found and eliminated */
2311 if (GfxElement[x][y] == EL_UNDEFINED)
2314 printf("Explode(): x = %d, y = %d: GfxElement == EL_UNDEFINED\n", x, y);
2315 printf("Explode(): This should never happen!\n");
2318 GfxElement[x][y] = EL_EMPTY;
2322 if (phase == first_phase_after_start)
2324 int element = Store2[x][y];
2326 if (element == EL_BLACK_ORB)
2328 Feld[x][y] = Store2[x][y];
2333 else if (phase == half_phase)
2335 int element = Store2[x][y];
2337 if (IS_PLAYER(x, y))
2338 KillHeroUnlessProtected(x, y);
2339 else if (CAN_EXPLODE_BY_FIRE(element))
2341 Feld[x][y] = Store2[x][y];
2345 else if (element == EL_AMOEBA_TO_DIAMOND)
2346 AmoebeUmwandeln(x, y);
2349 if (phase == last_phase)
2353 element = Feld[x][y] = Store[x][y];
2354 Store[x][y] = Store2[x][y] = 0;
2355 GfxElement[x][y] = EL_UNDEFINED;
2357 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
2358 element = Feld[x][y] = Back[x][y];
2361 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = ChangeDelay[x][y] = 0;
2362 InitField(x, y, FALSE);
2363 if (CAN_MOVE(element))
2365 DrawLevelField(x, y);
2367 if (CAN_BE_CRUMBLED(element))
2368 DrawLevelFieldCrumbledSandNeighbours(x, y);
2370 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
2371 StorePlayer[x][y] = 0;
2373 if (ELEM_IS_PLAYER(element))
2374 RelocatePlayer(x, y, element);
2376 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2379 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
2381 int stored = Store[x][y];
2382 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
2383 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
2386 int frame = getGraphicAnimationFrame(graphic, phase - delay);
2389 DrawLevelFieldCrumbledSand(x, y);
2391 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
2393 DrawLevelElement(x, y, Back[x][y]);
2394 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
2396 else if (IS_WALKABLE_UNDER(Back[x][y]))
2398 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
2399 DrawLevelElementThruMask(x, y, Back[x][y]);
2401 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
2402 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
2406 void DynaExplode(int ex, int ey)
2409 int dynabomb_size = 1;
2410 boolean dynabomb_xl = FALSE;
2411 struct PlayerInfo *player;
2412 static int xy[4][2] =
2420 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
2422 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER_1_ACTIVE];
2423 dynabomb_size = player->dynabomb_size;
2424 dynabomb_xl = player->dynabomb_xl;
2425 player->dynabombs_left++;
2428 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
2432 for (j=1; j<=dynabomb_size; j++)
2434 int x = ex + j * xy[i % 4][0];
2435 int y = ey + j * xy[i % 4][1];
2438 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
2441 element = Feld[x][y];
2443 /* do not restart explosions of fields with active bombs */
2444 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
2447 Explode(x, y, EX_PHASE_START, EX_BORDER);
2449 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
2450 if (element != EL_EMPTY &&
2451 element != EL_SAND &&
2452 element != EL_EXPLOSION &&
2459 void Bang(int x, int y)
2462 int element = MovingOrBlocked2Element(x, y);
2464 int element = Feld[x][y];
2467 if (IS_PLAYER(x, y))
2469 struct PlayerInfo *player = PLAYERINFO(x, y);
2471 element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
2472 player->element_nr);
2477 PlaySoundLevelAction(x, y, ACTION_EXPLODING);
2479 if (game.emulation == EMU_SUPAPLEX)
2480 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
2482 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
2487 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
2495 case EL_BD_BUTTERFLY:
2498 case EL_DARK_YAMYAM:
2502 RaiseScoreElement(element);
2503 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2505 case EL_DYNABOMB_PLAYER_1_ACTIVE:
2506 case EL_DYNABOMB_PLAYER_2_ACTIVE:
2507 case EL_DYNABOMB_PLAYER_3_ACTIVE:
2508 case EL_DYNABOMB_PLAYER_4_ACTIVE:
2509 case EL_DYNABOMB_INCREASE_NUMBER:
2510 case EL_DYNABOMB_INCREASE_SIZE:
2511 case EL_DYNABOMB_INCREASE_POWER:
2516 case EL_LAMP_ACTIVE:
2517 if (IS_PLAYER(x, y))
2518 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2520 Explode(x, y, EX_PHASE_START, EX_CENTER);
2523 if (CAN_EXPLODE_1X1(element))
2524 Explode(x, y, EX_PHASE_START, EX_CENTER);
2526 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2530 CheckTriggeredElementChange(x, y, element, CE_OTHER_IS_EXPLODING);
2533 void SplashAcid(int x, int y)
2535 int element = Feld[x][y];
2537 if (element != EL_ACID_SPLASH_LEFT &&
2538 element != EL_ACID_SPLASH_RIGHT)
2540 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
2542 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
2543 (!IN_LEV_FIELD(x-1, y-1) ||
2544 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
2545 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
2547 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
2548 (!IN_LEV_FIELD(x+1, y-1) ||
2549 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
2550 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
2554 static void InitBeltMovement()
2556 static int belt_base_element[4] =
2558 EL_CONVEYOR_BELT_1_LEFT,
2559 EL_CONVEYOR_BELT_2_LEFT,
2560 EL_CONVEYOR_BELT_3_LEFT,
2561 EL_CONVEYOR_BELT_4_LEFT
2563 static int belt_base_active_element[4] =
2565 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2566 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2567 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2568 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2573 /* set frame order for belt animation graphic according to belt direction */
2580 int element = belt_base_active_element[belt_nr] + j;
2581 int graphic = el2img(element);
2583 if (game.belt_dir[i] == MV_LEFT)
2584 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2586 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2590 for(y=0; y<lev_fieldy; y++)
2592 for(x=0; x<lev_fieldx; x++)
2594 int element = Feld[x][y];
2598 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
2600 int e_belt_nr = getBeltNrFromBeltElement(element);
2603 if (e_belt_nr == belt_nr)
2605 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
2607 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
2615 static void ToggleBeltSwitch(int x, int y)
2617 static int belt_base_element[4] =
2619 EL_CONVEYOR_BELT_1_LEFT,
2620 EL_CONVEYOR_BELT_2_LEFT,
2621 EL_CONVEYOR_BELT_3_LEFT,
2622 EL_CONVEYOR_BELT_4_LEFT
2624 static int belt_base_active_element[4] =
2626 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2627 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2628 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2629 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2631 static int belt_base_switch_element[4] =
2633 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
2634 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
2635 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
2636 EL_CONVEYOR_BELT_4_SWITCH_LEFT
2638 static int belt_move_dir[4] =
2646 int element = Feld[x][y];
2647 int belt_nr = getBeltNrFromBeltSwitchElement(element);
2648 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
2649 int belt_dir = belt_move_dir[belt_dir_nr];
2652 if (!IS_BELT_SWITCH(element))
2655 game.belt_dir_nr[belt_nr] = belt_dir_nr;
2656 game.belt_dir[belt_nr] = belt_dir;
2658 if (belt_dir_nr == 3)
2661 /* set frame order for belt animation graphic according to belt direction */
2664 int element = belt_base_active_element[belt_nr] + i;
2665 int graphic = el2img(element);
2667 if (belt_dir == MV_LEFT)
2668 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2670 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2673 for (yy=0; yy<lev_fieldy; yy++)
2675 for (xx=0; xx<lev_fieldx; xx++)
2677 int element = Feld[xx][yy];
2679 if (IS_BELT_SWITCH(element))
2681 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
2683 if (e_belt_nr == belt_nr)
2685 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
2686 DrawLevelField(xx, yy);
2689 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
2691 int e_belt_nr = getBeltNrFromBeltElement(element);
2693 if (e_belt_nr == belt_nr)
2695 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
2697 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
2698 DrawLevelField(xx, yy);
2701 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
2703 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
2705 if (e_belt_nr == belt_nr)
2707 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
2709 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
2710 DrawLevelField(xx, yy);
2717 static void ToggleSwitchgateSwitch(int x, int y)
2721 game.switchgate_pos = !game.switchgate_pos;
2723 for (yy=0; yy<lev_fieldy; yy++)
2725 for (xx=0; xx<lev_fieldx; xx++)
2727 int element = Feld[xx][yy];
2729 if (element == EL_SWITCHGATE_SWITCH_UP ||
2730 element == EL_SWITCHGATE_SWITCH_DOWN)
2732 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2733 DrawLevelField(xx, yy);
2735 else if (element == EL_SWITCHGATE_OPEN ||
2736 element == EL_SWITCHGATE_OPENING)
2738 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2740 PlaySoundLevelAction(xx, yy, ACTION_CLOSING);
2742 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2745 else if (element == EL_SWITCHGATE_CLOSED ||
2746 element == EL_SWITCHGATE_CLOSING)
2748 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2750 PlaySoundLevelAction(xx, yy, ACTION_OPENING);
2752 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2759 static int getInvisibleActiveFromInvisibleElement(int element)
2761 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2762 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2763 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
2767 static int getInvisibleFromInvisibleActiveElement(int element)
2769 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2770 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2771 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
2775 static void RedrawAllLightSwitchesAndInvisibleElements()
2779 for (y=0; y<lev_fieldy; y++)
2781 for (x=0; x<lev_fieldx; x++)
2783 int element = Feld[x][y];
2785 if (element == EL_LIGHT_SWITCH &&
2786 game.light_time_left > 0)
2788 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2789 DrawLevelField(x, y);
2791 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2792 game.light_time_left == 0)
2794 Feld[x][y] = EL_LIGHT_SWITCH;
2795 DrawLevelField(x, y);
2797 else if (element == EL_INVISIBLE_STEELWALL ||
2798 element == EL_INVISIBLE_WALL ||
2799 element == EL_INVISIBLE_SAND)
2801 if (game.light_time_left > 0)
2802 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2804 DrawLevelField(x, y);
2806 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2807 element == EL_INVISIBLE_WALL_ACTIVE ||
2808 element == EL_INVISIBLE_SAND_ACTIVE)
2810 if (game.light_time_left == 0)
2811 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2813 DrawLevelField(x, y);
2819 static void ToggleLightSwitch(int x, int y)
2821 int element = Feld[x][y];
2823 game.light_time_left =
2824 (element == EL_LIGHT_SWITCH ?
2825 level.time_light * FRAMES_PER_SECOND : 0);
2827 RedrawAllLightSwitchesAndInvisibleElements();
2830 static void ActivateTimegateSwitch(int x, int y)
2834 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2836 for (yy=0; yy<lev_fieldy; yy++)
2838 for (xx=0; xx<lev_fieldx; xx++)
2840 int element = Feld[xx][yy];
2842 if (element == EL_TIMEGATE_CLOSED ||
2843 element == EL_TIMEGATE_CLOSING)
2845 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2846 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2850 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2852 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2853 DrawLevelField(xx, yy);
2860 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2863 inline static int getElementMoveStepsize(int x, int y)
2865 int element = Feld[x][y];
2866 int direction = MovDir[x][y];
2867 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2868 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2869 int horiz_move = (dx != 0);
2870 int sign = (horiz_move ? dx : dy);
2871 int step = sign * element_info[element].move_stepsize;
2873 /* special values for move stepsize for spring and things on conveyor belt */
2876 if (CAN_FALL(element) &&
2877 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
2878 step = sign * MOVE_STEPSIZE_NORMAL / 2;
2879 else if (element == EL_SPRING)
2880 step = sign * MOVE_STEPSIZE_NORMAL * 2;
2886 void Impact(int x, int y)
2888 boolean lastline = (y == lev_fieldy-1);
2889 boolean object_hit = FALSE;
2890 boolean impact = (lastline || object_hit);
2891 int element = Feld[x][y];
2892 int smashed = EL_UNDEFINED;
2894 if (!lastline) /* check if element below was hit */
2896 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
2899 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
2900 MovDir[x][y + 1] != MV_DOWN ||
2901 MovPos[x][y + 1] <= TILEY / 2));
2903 /* do not smash moving elements that left the smashed field in time */
2904 if (game.engine_version >= RELEASE_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
2905 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
2909 smashed = MovingOrBlocked2Element(x, y + 1);
2911 impact = (lastline || object_hit);
2914 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2920 /* only reset graphic animation if graphic really changes after impact */
2922 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
2924 ResetGfxAnimation(x, y);
2925 DrawLevelField(x, y);
2928 if (impact && CAN_EXPLODE_IMPACT(element))
2933 else if (impact && element == EL_PEARL)
2935 Feld[x][y] = EL_PEARL_BREAKING;
2936 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2939 else if (impact && CheckElementChange(x, y, element, CE_IMPACT))
2941 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2946 if (impact && element == EL_AMOEBA_DROP)
2948 if (object_hit && IS_PLAYER(x, y + 1))
2949 KillHeroUnlessProtected(x, y + 1);
2950 else if (object_hit && smashed == EL_PENGUIN)
2954 Feld[x][y] = EL_AMOEBA_GROWING;
2955 Store[x][y] = EL_AMOEBA_WET;
2957 ResetRandomAnimationValue(x, y);
2962 if (object_hit) /* check which object was hit */
2964 if (CAN_PASS_MAGIC_WALL(element) &&
2965 (smashed == EL_MAGIC_WALL ||
2966 smashed == EL_BD_MAGIC_WALL))
2969 int activated_magic_wall =
2970 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2971 EL_BD_MAGIC_WALL_ACTIVE);
2973 /* activate magic wall / mill */
2974 for (yy=0; yy<lev_fieldy; yy++)
2975 for (xx=0; xx<lev_fieldx; xx++)
2976 if (Feld[xx][yy] == smashed)
2977 Feld[xx][yy] = activated_magic_wall;
2979 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2980 game.magic_wall_active = TRUE;
2982 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2983 SND_MAGIC_WALL_ACTIVATING :
2984 SND_BD_MAGIC_WALL_ACTIVATING));
2987 if (IS_PLAYER(x, y + 1))
2989 if (CAN_SMASH_PLAYER(element))
2991 KillHeroUnlessProtected(x, y + 1);
2995 else if (smashed == EL_PENGUIN)
2997 if (CAN_SMASH_PLAYER(element))
3003 else if (element == EL_BD_DIAMOND)
3005 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
3011 else if ((element == EL_SP_INFOTRON ||
3012 element == EL_SP_ZONK) &&
3013 (smashed == EL_SP_SNIKSNAK ||
3014 smashed == EL_SP_ELECTRON ||
3015 smashed == EL_SP_DISK_ORANGE))
3021 else if (CAN_SMASH_ENEMIES(element) && IS_CLASSIC_ENEMY(smashed))
3027 else if (CAN_SMASH_EVERYTHING(element))
3029 if (IS_CLASSIC_ENEMY(smashed) ||
3030 CAN_EXPLODE_SMASHED(smashed))
3035 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
3037 if (smashed == EL_LAMP ||
3038 smashed == EL_LAMP_ACTIVE)
3043 else if (smashed == EL_NUT)
3045 Feld[x][y + 1] = EL_NUT_BREAKING;
3046 PlaySoundLevel(x, y, SND_NUT_BREAKING);
3047 RaiseScoreElement(EL_NUT);
3050 else if (smashed == EL_PEARL)
3052 Feld[x][y + 1] = EL_PEARL_BREAKING;
3053 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
3056 else if (smashed == EL_DIAMOND)
3058 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
3059 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
3062 else if (IS_BELT_SWITCH(smashed))
3064 ToggleBeltSwitch(x, y + 1);
3066 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
3067 smashed == EL_SWITCHGATE_SWITCH_DOWN)
3069 ToggleSwitchgateSwitch(x, y + 1);
3071 else if (smashed == EL_LIGHT_SWITCH ||
3072 smashed == EL_LIGHT_SWITCH_ACTIVE)
3074 ToggleLightSwitch(x, y + 1);
3078 CheckElementChange(x, y + 1, smashed, CE_SMASHED);
3083 CheckElementChange(x, y + 1, smashed, CE_SMASHED);
3088 /* play sound of magic wall / mill */
3090 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3091 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3093 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3094 PlaySoundLevel(x, y, SND_MAGIC_WALL_FILLING);
3095 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3096 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_FILLING);
3101 /* play sound of object that hits the ground */
3102 if (lastline || object_hit)
3103 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
3106 void TurnRound(int x, int y)
3118 { 0, 0 }, { 0, 0 }, { 0, 0 },
3123 int left, right, back;
3127 { MV_DOWN, MV_UP, MV_RIGHT },
3128 { MV_UP, MV_DOWN, MV_LEFT },
3130 { MV_LEFT, MV_RIGHT, MV_DOWN },
3134 { MV_RIGHT, MV_LEFT, MV_UP }
3137 int element = Feld[x][y];
3138 int old_move_dir = MovDir[x][y];
3139 int left_dir = turn[old_move_dir].left;
3140 int right_dir = turn[old_move_dir].right;
3141 int back_dir = turn[old_move_dir].back;
3143 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
3144 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
3145 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
3146 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
3148 int left_x = x + left_dx, left_y = y + left_dy;
3149 int right_x = x + right_dx, right_y = y + right_dy;
3150 int move_x = x + move_dx, move_y = y + move_dy;
3154 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
3156 TestIfBadThingTouchesOtherBadThing(x, y);
3158 if (ENEMY_CAN_ENTER_FIELD(right_x, right_y))
3159 MovDir[x][y] = right_dir;
3160 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
3161 MovDir[x][y] = left_dir;
3163 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
3165 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
3168 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
3169 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
3171 TestIfBadThingTouchesOtherBadThing(x, y);
3173 if (ENEMY_CAN_ENTER_FIELD(left_x, left_y))
3174 MovDir[x][y] = left_dir;
3175 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
3176 MovDir[x][y] = right_dir;
3178 if ((element == EL_SPACESHIP ||
3179 element == EL_SP_SNIKSNAK ||
3180 element == EL_SP_ELECTRON)
3181 && MovDir[x][y] != old_move_dir)
3183 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
3186 else if (element == EL_YAMYAM)
3188 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
3189 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
3191 if (can_turn_left && can_turn_right)
3192 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3193 else if (can_turn_left)
3194 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3195 else if (can_turn_right)
3196 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3198 MovDir[x][y] = back_dir;
3200 MovDelay[x][y] = 16 + 16 * RND(3);
3202 else if (element == EL_DARK_YAMYAM)
3204 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
3205 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
3207 if (can_turn_left && can_turn_right)
3208 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3209 else if (can_turn_left)
3210 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3211 else if (can_turn_right)
3212 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3214 MovDir[x][y] = back_dir;
3216 MovDelay[x][y] = 16 + 16 * RND(3);
3218 else if (element == EL_PACMAN)
3220 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(left_x, left_y);
3221 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(right_x, right_y);
3223 if (can_turn_left && can_turn_right)
3224 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3225 else if (can_turn_left)
3226 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3227 else if (can_turn_right)
3228 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3230 MovDir[x][y] = back_dir;
3232 MovDelay[x][y] = 6 + RND(40);
3234 else if (element == EL_PIG)
3236 boolean can_turn_left = PIG_CAN_ENTER_FIELD(left_x, left_y);
3237 boolean can_turn_right = PIG_CAN_ENTER_FIELD(right_x, right_y);
3238 boolean can_move_on = PIG_CAN_ENTER_FIELD(move_x, move_y);
3239 boolean should_turn_left, should_turn_right, should_move_on;
3241 int rnd = RND(rnd_value);
3243 should_turn_left = (can_turn_left &&
3245 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
3246 y + back_dy + left_dy)));
3247 should_turn_right = (can_turn_right &&
3249 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
3250 y + back_dy + right_dy)));
3251 should_move_on = (can_move_on &&
3254 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
3255 y + move_dy + left_dy) ||
3256 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
3257 y + move_dy + right_dy)));
3259 if (should_turn_left || should_turn_right || should_move_on)
3261 if (should_turn_left && should_turn_right && should_move_on)
3262 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
3263 rnd < 2 * rnd_value / 3 ? right_dir :
3265 else if (should_turn_left && should_turn_right)
3266 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3267 else if (should_turn_left && should_move_on)
3268 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
3269 else if (should_turn_right && should_move_on)
3270 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
3271 else if (should_turn_left)
3272 MovDir[x][y] = left_dir;
3273 else if (should_turn_right)
3274 MovDir[x][y] = right_dir;
3275 else if (should_move_on)
3276 MovDir[x][y] = old_move_dir;
3278 else if (can_move_on && rnd > rnd_value / 8)
3279 MovDir[x][y] = old_move_dir;
3280 else if (can_turn_left && can_turn_right)
3281 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3282 else if (can_turn_left && rnd > rnd_value / 8)
3283 MovDir[x][y] = left_dir;
3284 else if (can_turn_right && rnd > rnd_value/8)
3285 MovDir[x][y] = right_dir;
3287 MovDir[x][y] = back_dir;
3289 xx = x + move_xy[MovDir[x][y]].x;
3290 yy = y + move_xy[MovDir[x][y]].y;
3292 if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy]))
3293 MovDir[x][y] = old_move_dir;
3297 else if (element == EL_DRAGON)
3299 boolean can_turn_left = IN_LEV_FIELD_AND_IS_FREE(left_x, left_y);
3300 boolean can_turn_right = IN_LEV_FIELD_AND_IS_FREE(right_x, right_y);
3301 boolean can_move_on = IN_LEV_FIELD_AND_IS_FREE(move_x, move_y);
3303 int rnd = RND(rnd_value);
3305 if (can_move_on && rnd > rnd_value / 8)
3306 MovDir[x][y] = old_move_dir;
3307 else if (can_turn_left && can_turn_right)
3308 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3309 else if (can_turn_left && rnd > rnd_value / 8)
3310 MovDir[x][y] = left_dir;
3311 else if (can_turn_right && rnd > rnd_value / 8)
3312 MovDir[x][y] = right_dir;
3314 MovDir[x][y] = back_dir;
3316 xx = x + move_xy[MovDir[x][y]].x;
3317 yy = y + move_xy[MovDir[x][y]].y;
3319 if (!IS_FREE(xx, yy))
3320 MovDir[x][y] = old_move_dir;
3324 else if (element == EL_MOLE)
3326 boolean can_move_on =
3327 (MOLE_CAN_ENTER_FIELD(move_x, move_y,
3328 IS_AMOEBOID(Feld[move_x][move_y]) ||
3329 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
3332 boolean can_turn_left =
3333 (MOLE_CAN_ENTER_FIELD(left_x, left_y,
3334 IS_AMOEBOID(Feld[left_x][left_y])));
3336 boolean can_turn_right =
3337 (MOLE_CAN_ENTER_FIELD(right_x, right_y,
3338 IS_AMOEBOID(Feld[right_x][right_y])));
3340 if (can_turn_left && can_turn_right)
3341 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
3342 else if (can_turn_left)
3343 MovDir[x][y] = left_dir;
3345 MovDir[x][y] = right_dir;
3348 if (MovDir[x][y] != old_move_dir)
3351 else if (element == EL_BALLOON)
3353 MovDir[x][y] = game.balloon_dir;
3356 else if (element == EL_SPRING)
3358 if (MovDir[x][y] & MV_HORIZONTAL &&
3359 (!IN_LEV_FIELD_AND_IS_FREE(move_x, move_y) ||
3360 IN_LEV_FIELD_AND_IS_FREE(x, y + 1)))
3361 MovDir[x][y] = MV_NO_MOVING;
3365 else if (element == EL_ROBOT ||
3366 element == EL_SATELLITE ||
3367 element == EL_PENGUIN)
3369 int attr_x = -1, attr_y = -1;
3380 for (i=0; i<MAX_PLAYERS; i++)
3382 struct PlayerInfo *player = &stored_player[i];
3383 int jx = player->jx, jy = player->jy;
3385 if (!player->active)
3389 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
3397 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
3403 if (element == EL_PENGUIN)
3406 static int xy[4][2] =
3416 int ex = x + xy[i % 4][0];
3417 int ey = y + xy[i % 4][1];
3419 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
3428 MovDir[x][y] = MV_NO_MOVING;
3430 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
3431 else if (attr_x > x)
3432 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
3434 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
3435 else if (attr_y > y)
3436 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
3438 if (element == EL_ROBOT)
3442 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3443 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
3444 Moving2Blocked(x, y, &newx, &newy);
3446 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
3447 MovDelay[x][y] = 8 + 8 * !RND(3);
3449 MovDelay[x][y] = 16;
3451 else if (element == EL_PENGUIN)
3457 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3459 boolean first_horiz = RND(2);
3460 int new_move_dir = MovDir[x][y];
3463 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3464 Moving2Blocked(x, y, &newx, &newy);
3466 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
3470 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3471 Moving2Blocked(x, y, &newx, &newy);
3473 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
3476 MovDir[x][y] = old_move_dir;
3480 else /* (element == EL_SATELLITE) */
3486 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3488 boolean first_horiz = RND(2);
3489 int new_move_dir = MovDir[x][y];
3492 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3493 Moving2Blocked(x, y, &newx, &newy);
3495 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
3499 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3500 Moving2Blocked(x, y, &newx, &newy);
3502 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
3505 MovDir[x][y] = old_move_dir;
3510 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
3511 element_info[element].move_pattern == MV_TURNING_LEFT ||
3512 element_info[element].move_pattern == MV_TURNING_RIGHT)
3514 boolean can_turn_left = ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
3515 boolean can_turn_right = ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
3517 if (element_info[element].move_pattern == MV_TURNING_LEFT)
3518 MovDir[x][y] = left_dir;
3519 else if (element_info[element].move_pattern == MV_TURNING_RIGHT)
3520 MovDir[x][y] = right_dir;
3521 else if (can_turn_left && can_turn_right)
3522 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3523 else if (can_turn_left)
3524 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3525 else if (can_turn_right)
3526 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3528 MovDir[x][y] = back_dir;
3530 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3532 else if (element_info[element].move_pattern == MV_HORIZONTAL ||
3533 element_info[element].move_pattern == MV_VERTICAL)
3535 if (element_info[element].move_pattern & old_move_dir)
3536 MovDir[x][y] = back_dir;
3537 else if (element_info[element].move_pattern == MV_HORIZONTAL)
3538 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
3539 else if (element_info[element].move_pattern == MV_VERTICAL)
3540 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
3542 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3544 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
3546 MovDir[x][y] = element_info[element].move_pattern;
3547 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3549 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE)
3551 if (ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
3552 MovDir[x][y] = left_dir;
3553 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3554 MovDir[x][y] = right_dir;
3556 if (MovDir[x][y] != old_move_dir)
3557 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3559 else if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
3561 if (ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
3562 MovDir[x][y] = right_dir;
3563 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3564 MovDir[x][y] = left_dir;
3566 if (MovDir[x][y] != old_move_dir)
3567 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3569 else if (element_info[element].move_pattern == MV_TOWARDS_PLAYER ||
3570 element_info[element].move_pattern == MV_AWAY_FROM_PLAYER)
3572 int attr_x = -1, attr_y = -1;
3575 (element_info[element].move_pattern == MV_AWAY_FROM_PLAYER);
3586 for (i=0; i<MAX_PLAYERS; i++)
3588 struct PlayerInfo *player = &stored_player[i];
3589 int jx = player->jx, jy = player->jy;
3591 if (!player->active)
3595 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
3603 MovDir[x][y] = MV_NO_MOVING;
3605 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
3606 else if (attr_x > x)
3607 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
3609 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
3610 else if (attr_y > y)
3611 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
3613 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3615 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3617 boolean first_horiz = RND(2);
3618 int new_move_dir = MovDir[x][y];
3621 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3622 Moving2Blocked(x, y, &newx, &newy);
3624 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
3628 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3629 Moving2Blocked(x, y, &newx, &newy);
3631 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
3634 MovDir[x][y] = old_move_dir;
3639 static boolean JustBeingPushed(int x, int y)
3643 for (i=0; i<MAX_PLAYERS; i++)
3645 struct PlayerInfo *player = &stored_player[i];
3647 if (player->active && player->Pushing && player->MovPos)
3649 int next_jx = player->jx + (player->jx - player->last_jx);
3650 int next_jy = player->jy + (player->jy - player->last_jy);
3652 if (x == next_jx && y == next_jy)
3660 void StartMoving(int x, int y)
3662 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
3663 boolean started_moving = FALSE; /* some elements can fall _and_ move */
3664 int element = Feld[x][y];
3669 /* !!! this should be handled more generic (not only for mole) !!! */
3670 if (element != EL_MOLE && GfxAction[x][y] != ACTION_DIGGING)
3671 GfxAction[x][y] = ACTION_DEFAULT;
3673 if (CAN_FALL(element) && y < lev_fieldy - 1)
3675 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
3676 (x < lev_fieldx-1 && IS_PLAYER(x + 1, y)))
3677 if (JustBeingPushed(x, y))
3680 if (element == EL_QUICKSAND_FULL)
3682 if (IS_FREE(x, y + 1))
3684 InitMovingField(x, y, MV_DOWN);
3685 started_moving = TRUE;
3687 Feld[x][y] = EL_QUICKSAND_EMPTYING;
3688 Store[x][y] = EL_ROCK;
3690 PlaySoundLevelAction(x, y, ACTION_EMPTYING);
3692 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
3695 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3697 if (!MovDelay[x][y])
3698 MovDelay[x][y] = TILEY + 1;
3707 Feld[x][y] = EL_QUICKSAND_EMPTY;
3708 Feld[x][y + 1] = EL_QUICKSAND_FULL;
3709 Store[x][y + 1] = Store[x][y];
3712 PlaySoundLevelAction(x, y, ACTION_FILLING);
3714 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3718 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
3719 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3721 InitMovingField(x, y, MV_DOWN);
3722 started_moving = TRUE;
3724 Feld[x][y] = EL_QUICKSAND_FILLING;
3725 Store[x][y] = element;
3727 PlaySoundLevelAction(x, y, ACTION_FILLING);
3729 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3732 else if (element == EL_MAGIC_WALL_FULL)
3734 if (IS_FREE(x, y + 1))
3736 InitMovingField(x, y, MV_DOWN);
3737 started_moving = TRUE;
3739 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
3740 Store[x][y] = EL_CHANGED(Store[x][y]);
3742 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3744 if (!MovDelay[x][y])
3745 MovDelay[x][y] = TILEY/4 + 1;
3754 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
3755 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
3756 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
3760 else if (element == EL_BD_MAGIC_WALL_FULL)
3762 if (IS_FREE(x, y + 1))
3764 InitMovingField(x, y, MV_DOWN);
3765 started_moving = TRUE;
3767 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
3768 Store[x][y] = EL_CHANGED2(Store[x][y]);
3770 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3772 if (!MovDelay[x][y])
3773 MovDelay[x][y] = TILEY/4 + 1;
3782 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
3783 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
3784 Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
3788 else if (CAN_PASS_MAGIC_WALL(element) &&
3789 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3790 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3792 InitMovingField(x, y, MV_DOWN);
3793 started_moving = TRUE;
3796 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
3797 EL_BD_MAGIC_WALL_FILLING);
3798 Store[x][y] = element;
3801 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID)
3803 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
3808 InitMovingField(x, y, MV_DOWN);
3809 started_moving = TRUE;
3811 Store[x][y] = EL_ACID;
3813 /* !!! TEST !!! better use "_FALLING" etc. !!! */
3814 GfxAction[x][y + 1] = ACTION_ACTIVE;
3819 else if (game.engine_version < RELEASE_IDENT(2,2,0,7) &&
3820 CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3821 JustStopped[x][y] && !Pushed[x][y + 1])
3823 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3827 /* calling "Impact()" here is not only completely unneccessary
3828 (because it already gets called from "ContinueMoving()" in
3829 all relevant situations), but also completely bullshit, because
3830 "JustStopped" also indicates a finished *horizontal* movement;
3831 we must keep this trash for backwards compatibility with older
3837 else if (IS_FREE(x, y + 1) && element == EL_SPRING && use_spring_bug)
3839 if (MovDir[x][y] == MV_NO_MOVING)
3841 InitMovingField(x, y, MV_DOWN);
3842 started_moving = TRUE;
3845 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
3847 if (JustStopped[x][y]) /* prevent animation from being restarted */
3848 MovDir[x][y] = MV_DOWN;
3850 InitMovingField(x, y, MV_DOWN);
3851 started_moving = TRUE;
3853 else if (element == EL_AMOEBA_DROP)
3855 Feld[x][y] = EL_AMOEBA_GROWING;
3856 Store[x][y] = EL_AMOEBA_WET;
3858 /* Store[x][y + 1] must be zero, because:
3859 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY
3862 #if OLD_GAME_BEHAVIOUR
3863 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1])
3865 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] &&
3866 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3867 element != EL_DX_SUPABOMB)
3870 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
3871 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
3872 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3873 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
3876 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
3877 (IS_FREE(x - 1, y + 1) ||
3878 Feld[x - 1][y + 1] == EL_ACID));
3879 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
3880 (IS_FREE(x + 1, y + 1) ||
3881 Feld[x + 1][y + 1] == EL_ACID));
3882 boolean can_fall_any = (can_fall_left || can_fall_right);
3883 boolean can_fall_both = (can_fall_left && can_fall_right);
3885 if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
3887 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
3889 if (slippery_type == SLIPPERY_ONLY_LEFT)
3890 can_fall_right = FALSE;
3891 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
3892 can_fall_left = FALSE;
3893 else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
3894 can_fall_right = FALSE;
3895 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
3896 can_fall_left = FALSE;
3898 can_fall_any = (can_fall_left || can_fall_right);
3899 can_fall_both = (can_fall_left && can_fall_right);
3904 if (can_fall_both &&
3905 (game.emulation != EMU_BOULDERDASH &&
3906 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
3907 can_fall_left = !(can_fall_right = RND(2));
3909 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
3910 started_moving = TRUE;
3913 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
3915 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
3916 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
3917 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
3918 int belt_dir = game.belt_dir[belt_nr];
3920 if ((belt_dir == MV_LEFT && left_is_free) ||
3921 (belt_dir == MV_RIGHT && right_is_free))
3923 InitMovingField(x, y, belt_dir);
3924 started_moving = TRUE;
3926 GfxAction[x][y] = ACTION_DEFAULT;
3931 /* not "else if" because of elements that can fall and move (EL_SPRING) */
3932 if (CAN_MOVE(element) && !started_moving)
3936 if ((element == EL_SATELLITE ||
3937 element == EL_BALLOON ||
3938 element == EL_SPRING)
3939 && JustBeingPushed(x, y))
3944 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
3945 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
3947 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
3949 Moving2Blocked(x, y, &newx, &newy);
3950 if (Feld[newx][newy] == EL_BLOCKED)
3951 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
3956 if (!MovDelay[x][y]) /* start new movement phase */
3958 /* all objects that can change their move direction after each step
3959 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
3961 if (element != EL_YAMYAM &&
3962 element != EL_DARK_YAMYAM &&
3963 element != EL_PACMAN &&
3964 !(element_info[element].move_pattern & MV_ANY_DIRECTION) &&
3965 element_info[element].move_pattern != MV_TURNING_LEFT &&
3966 element_info[element].move_pattern != MV_TURNING_RIGHT)
3970 if (MovDelay[x][y] && (element == EL_BUG ||
3971 element == EL_SPACESHIP ||
3972 element == EL_SP_SNIKSNAK ||
3973 element == EL_SP_ELECTRON ||
3974 element == EL_MOLE))
3975 DrawLevelField(x, y);
3979 if (MovDelay[x][y]) /* wait some time before next movement */
3984 if (element == EL_YAMYAM)
3987 el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT));
3988 DrawLevelElementAnimation(x, y, element);
3992 if (MovDelay[x][y]) /* element still has to wait some time */
3995 /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
3996 ResetGfxAnimation(x, y);
3998 GfxAction[x][y] = ACTION_WAITING;
4001 if (element == EL_ROBOT ||
4003 element == EL_PACMAN ||
4005 element == EL_YAMYAM ||
4006 element == EL_DARK_YAMYAM)
4009 DrawLevelElementAnimation(x, y, element);
4011 DrawLevelElementAnimationIfNeeded(x, y, element);
4013 PlaySoundLevelAction(x, y, ACTION_WAITING);
4015 else if (element == EL_SP_ELECTRON)
4016 DrawLevelElementAnimationIfNeeded(x, y, element);
4017 else if (element == EL_DRAGON)
4020 int dir = MovDir[x][y];
4021 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
4022 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
4023 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
4024 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
4025 dir == MV_UP ? IMG_FLAMES_1_UP :
4026 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
4027 int frame = getGraphicAnimationFrame(graphic, -1);
4029 for (i=1; i<=3; i++)
4031 int xx = x + i*dx, yy = y + i*dy;
4032 int sx = SCREENX(xx), sy = SCREENY(yy);
4033 int flame_graphic = graphic + (i - 1);
4035 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
4040 int flamed = MovingOrBlocked2Element(xx, yy);
4042 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_FIRE(flamed))
4045 RemoveMovingField(xx, yy);
4047 Feld[xx][yy] = EL_FLAMES;
4048 if (IN_SCR_FIELD(sx, sy))
4049 DrawGraphic(sx, sy, flame_graphic, frame);
4053 if (Feld[xx][yy] == EL_FLAMES)
4054 Feld[xx][yy] = EL_EMPTY;
4055 DrawLevelField(xx, yy);
4060 if (MovDelay[x][y]) /* element still has to wait some time */
4062 PlaySoundLevelAction(x, y, ACTION_WAITING);
4067 /* special case of "moving" animation of waiting elements (FIX THIS !!!);
4068 for all other elements GfxAction will be set by InitMovingField() */
4069 if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
4070 GfxAction[x][y] = ACTION_MOVING;
4073 /* now make next step */
4075 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
4077 if (DONT_COLLIDE_WITH(element) &&
4078 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
4079 !PLAYER_PROTECTED(newx, newy))
4082 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
4085 /* player killed by element which is deadly when colliding with */
4087 KillHero(PLAYERINFO(newx, newy));
4092 else if ((element == EL_PENGUIN ||
4093 element == EL_ROBOT ||
4094 element == EL_SATELLITE ||
4095 element == EL_BALLOON ||
4096 IS_CUSTOM_ELEMENT(element)) &&
4097 IN_LEV_FIELD(newx, newy) &&
4098 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
4101 Store[x][y] = EL_ACID;
4103 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
4105 if (Feld[newx][newy] == EL_EXIT_OPEN)
4107 Feld[x][y] = EL_EMPTY;
4108 DrawLevelField(x, y);
4110 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING);
4111 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
4112 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
4114 local_player->friends_still_needed--;
4115 if (!local_player->friends_still_needed &&
4116 !local_player->GameOver && AllPlayersGone)
4117 local_player->LevelSolved = local_player->GameOver = TRUE;
4121 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
4123 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
4124 DrawLevelField(newx, newy);
4126 MovDir[x][y] = MV_NO_MOVING;
4128 else if (!IS_FREE(newx, newy))
4130 GfxAction[x][y] = ACTION_WAITING;
4132 if (IS_PLAYER(x, y))
4133 DrawPlayerField(x, y);
4135 DrawLevelField(x, y);
4139 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
4141 if (IS_FOOD_PIG(Feld[newx][newy]))
4143 if (IS_MOVING(newx, newy))
4144 RemoveMovingField(newx, newy);
4147 Feld[newx][newy] = EL_EMPTY;
4148 DrawLevelField(newx, newy);
4151 PlaySoundLevel(x, y, SND_PIG_DIGGING);
4153 else if (!IS_FREE(newx, newy))
4155 if (IS_PLAYER(x, y))
4156 DrawPlayerField(x, y);
4158 DrawLevelField(x, y);
4162 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
4164 if (!IS_FREE(newx, newy))
4166 if (IS_PLAYER(x, y))
4167 DrawPlayerField(x, y);
4169 DrawLevelField(x, y);
4174 boolean wanna_flame = !RND(10);
4175 int dx = newx - x, dy = newy - y;
4176 int newx1 = newx+1*dx, newy1 = newy+1*dy;
4177 int newx2 = newx+2*dx, newy2 = newy+2*dy;
4178 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
4179 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
4180 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
4181 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
4184 IS_CLASSIC_ENEMY(element1) ||
4185 IS_CLASSIC_ENEMY(element2)) &&
4186 element1 != EL_DRAGON && element2 != EL_DRAGON &&
4187 element1 != EL_FLAMES && element2 != EL_FLAMES)
4189 if (IS_PLAYER(x, y))
4190 DrawPlayerField(x, y);
4192 DrawLevelField(x, y);
4194 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
4196 MovDelay[x][y] = 50;
4197 Feld[newx][newy] = EL_FLAMES;
4198 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
4199 Feld[newx1][newy1] = EL_FLAMES;
4200 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
4201 Feld[newx2][newy2] = EL_FLAMES;
4206 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
4207 Feld[newx][newy] == EL_DIAMOND)
4209 if (IS_MOVING(newx, newy))
4210 RemoveMovingField(newx, newy);
4213 Feld[newx][newy] = EL_EMPTY;
4214 DrawLevelField(newx, newy);
4217 PlaySoundLevel(x, y, SND_YAMYAM_DIGGING);
4219 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
4220 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
4222 if (AmoebaNr[newx][newy])
4224 AmoebaCnt2[AmoebaNr[newx][newy]]--;
4225 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
4226 Feld[newx][newy] == EL_BD_AMOEBA)
4227 AmoebaCnt[AmoebaNr[newx][newy]]--;
4230 if (IS_MOVING(newx, newy))
4231 RemoveMovingField(newx, newy);
4234 Feld[newx][newy] = EL_EMPTY;
4235 DrawLevelField(newx, newy);
4238 PlaySoundLevel(x, y, SND_DARK_YAMYAM_DIGGING);
4240 else if ((element == EL_PACMAN || element == EL_MOLE)
4241 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
4243 if (AmoebaNr[newx][newy])
4245 AmoebaCnt2[AmoebaNr[newx][newy]]--;
4246 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
4247 Feld[newx][newy] == EL_BD_AMOEBA)
4248 AmoebaCnt[AmoebaNr[newx][newy]]--;
4251 if (element == EL_MOLE)
4253 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
4254 PlaySoundLevel(x, y, SND_MOLE_DIGGING);
4256 ResetGfxAnimation(x, y);
4257 GfxAction[x][y] = ACTION_DIGGING;
4258 DrawLevelField(x, y);
4260 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
4261 return; /* wait for shrinking amoeba */
4263 else /* element == EL_PACMAN */
4265 Feld[newx][newy] = EL_EMPTY;
4266 DrawLevelField(newx, newy);
4267 PlaySoundLevel(x, y, SND_PACMAN_DIGGING);
4270 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
4271 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
4272 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
4274 /* wait for shrinking amoeba to completely disappear */
4277 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
4279 /* object was running against a wall */
4284 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
4285 DrawLevelElementAnimation(x, y, element);
4287 if (element == EL_BUG ||
4288 element == EL_SPACESHIP ||
4289 element == EL_SP_SNIKSNAK)
4290 DrawLevelField(x, y);
4291 else if (element == EL_MOLE)
4292 DrawLevelField(x, y);
4293 else if (element == EL_BD_BUTTERFLY ||
4294 element == EL_BD_FIREFLY)
4295 DrawLevelElementAnimationIfNeeded(x, y, element);
4296 else if (element == EL_SATELLITE)
4297 DrawLevelElementAnimationIfNeeded(x, y, element);
4298 else if (element == EL_SP_ELECTRON)
4299 DrawLevelElementAnimationIfNeeded(x, y, element);
4302 if (DONT_TOUCH(element))
4303 TestIfBadThingTouchesHero(x, y);
4306 PlaySoundLevelAction(x, y, ACTION_WAITING);
4312 InitMovingField(x, y, MovDir[x][y]);
4314 PlaySoundLevelAction(x, y, ACTION_MOVING);
4318 ContinueMoving(x, y);
4321 void ContinueMoving(int x, int y)
4323 int element = Feld[x][y];
4324 int direction = MovDir[x][y];
4325 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4326 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4327 int newx = x + dx, newy = y + dy;
4328 int nextx = newx + dx, nexty = newy + dy;
4329 boolean pushed = Pushed[x][y];
4331 MovPos[x][y] += getElementMoveStepsize(x, y);
4333 if (pushed) /* special case: moving object pushed by player */
4334 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
4336 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
4338 Feld[x][y] = EL_EMPTY;
4339 Feld[newx][newy] = element;
4340 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
4342 if (element == EL_MOLE)
4344 Feld[x][y] = EL_SAND;
4346 DrawLevelFieldCrumbledSandNeighbours(x, y);
4348 else if (element == EL_QUICKSAND_FILLING)
4350 element = Feld[newx][newy] = get_next_element(element);
4351 Store[newx][newy] = Store[x][y];
4353 else if (element == EL_QUICKSAND_EMPTYING)
4355 Feld[x][y] = get_next_element(element);
4356 element = Feld[newx][newy] = Store[x][y];
4358 else if (element == EL_MAGIC_WALL_FILLING)
4360 element = Feld[newx][newy] = get_next_element(element);
4361 if (!game.magic_wall_active)
4362 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
4363 Store[newx][newy] = Store[x][y];
4365 else if (element == EL_MAGIC_WALL_EMPTYING)
4367 Feld[x][y] = get_next_element(element);
4368 if (!game.magic_wall_active)
4369 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4370 element = Feld[newx][newy] = Store[x][y];
4372 else if (element == EL_BD_MAGIC_WALL_FILLING)
4374 element = Feld[newx][newy] = get_next_element(element);
4375 if (!game.magic_wall_active)
4376 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
4377 Store[newx][newy] = Store[x][y];
4379 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
4381 Feld[x][y] = get_next_element(element);
4382 if (!game.magic_wall_active)
4383 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
4384 element = Feld[newx][newy] = Store[x][y];
4386 else if (element == EL_AMOEBA_DROPPING)
4388 Feld[x][y] = get_next_element(element);
4389 element = Feld[newx][newy] = Store[x][y];
4391 else if (element == EL_SOKOBAN_OBJECT)
4394 Feld[x][y] = Back[x][y];
4396 if (Back[newx][newy])
4397 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
4399 Back[x][y] = Back[newx][newy] = 0;
4401 else if (Store[x][y] == EL_ACID)
4403 element = Feld[newx][newy] = EL_ACID;
4407 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
4408 MovDelay[newx][newy] = 0;
4410 /* copy element change control values to new field */
4411 ChangeDelay[newx][newy] = ChangeDelay[x][y];
4413 /* copy animation control values to new field */
4414 GfxFrame[newx][newy] = GfxFrame[x][y];
4415 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
4416 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
4418 Pushed[x][y] = Pushed[newx][newy] = FALSE;
4420 ResetGfxAnimation(x, y); /* reset animation values for old field */
4423 /* 2.1.1 (does not work correctly for spring) */
4424 if (!CAN_MOVE(element))
4425 MovDir[newx][newy] = 0;
4429 /* (does not work for falling objects that slide horizontally) */
4430 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
4431 MovDir[newx][newy] = 0;
4434 if (!CAN_MOVE(element) ||
4435 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
4436 MovDir[newx][newy] = 0;
4439 if (!CAN_MOVE(element) ||
4440 (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN))
4441 MovDir[newx][newy] = 0;
4445 DrawLevelField(x, y);
4446 DrawLevelField(newx, newy);
4448 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
4450 if (!pushed) /* special case: moving object pushed by player */
4451 JustStopped[newx][newy] = 3;
4453 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
4455 TestIfBadThingTouchesHero(newx, newy);
4456 TestIfBadThingTouchesFriend(newx, newy);
4457 TestIfBadThingTouchesOtherBadThing(newx, newy);
4459 else if (element == EL_PENGUIN)
4460 TestIfFriendTouchesBadThing(newx, newy);
4462 if (CAN_FALL(element) && direction == MV_DOWN &&
4463 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
4466 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
4467 CheckElementChange(newx, newy, element, CE_COLLISION);
4469 TestIfPlayerTouchesCustomElement(newx, newy);
4470 TestIfElementTouchesCustomElement(newx, newy);
4472 else /* still moving on */
4474 DrawLevelField(x, y);
4478 int AmoebeNachbarNr(int ax, int ay)
4481 int element = Feld[ax][ay];
4483 static int xy[4][2] =
4493 int x = ax + xy[i][0];
4494 int y = ay + xy[i][1];
4496 if (!IN_LEV_FIELD(x, y))
4499 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
4500 group_nr = AmoebaNr[x][y];
4506 void AmoebenVereinigen(int ax, int ay)
4508 int i, x, y, xx, yy;
4509 int new_group_nr = AmoebaNr[ax][ay];
4510 static int xy[4][2] =
4518 if (new_group_nr == 0)
4526 if (!IN_LEV_FIELD(x, y))
4529 if ((Feld[x][y] == EL_AMOEBA_FULL ||
4530 Feld[x][y] == EL_BD_AMOEBA ||
4531 Feld[x][y] == EL_AMOEBA_DEAD) &&
4532 AmoebaNr[x][y] != new_group_nr)
4534 int old_group_nr = AmoebaNr[x][y];
4536 if (old_group_nr == 0)
4539 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
4540 AmoebaCnt[old_group_nr] = 0;
4541 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
4542 AmoebaCnt2[old_group_nr] = 0;
4544 for (yy=0; yy<lev_fieldy; yy++)
4546 for (xx=0; xx<lev_fieldx; xx++)
4548 if (AmoebaNr[xx][yy] == old_group_nr)
4549 AmoebaNr[xx][yy] = new_group_nr;
4556 void AmoebeUmwandeln(int ax, int ay)
4560 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
4562 int group_nr = AmoebaNr[ax][ay];
4567 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
4568 printf("AmoebeUmwandeln(): This should never happen!\n");
4573 for (y=0; y<lev_fieldy; y++)
4575 for (x=0; x<lev_fieldx; x++)
4577 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
4580 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
4584 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
4585 SND_AMOEBA_TURNING_TO_GEM :
4586 SND_AMOEBA_TURNING_TO_ROCK));
4591 static int xy[4][2] =
4604 if (!IN_LEV_FIELD(x, y))
4607 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
4609 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
4610 SND_AMOEBA_TURNING_TO_GEM :
4611 SND_AMOEBA_TURNING_TO_ROCK));
4618 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
4621 int group_nr = AmoebaNr[ax][ay];
4622 boolean done = FALSE;
4627 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
4628 printf("AmoebeUmwandelnBD(): This should never happen!\n");
4633 for (y=0; y<lev_fieldy; y++)
4635 for (x=0; x<lev_fieldx; x++)
4637 if (AmoebaNr[x][y] == group_nr &&
4638 (Feld[x][y] == EL_AMOEBA_DEAD ||
4639 Feld[x][y] == EL_BD_AMOEBA ||
4640 Feld[x][y] == EL_AMOEBA_GROWING))
4643 Feld[x][y] = new_element;
4644 InitField(x, y, FALSE);
4645 DrawLevelField(x, y);
4652 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
4653 SND_BD_AMOEBA_TURNING_TO_ROCK :
4654 SND_BD_AMOEBA_TURNING_TO_GEM));
4657 void AmoebeWaechst(int x, int y)
4659 static unsigned long sound_delay = 0;
4660 static unsigned long sound_delay_value = 0;
4662 if (!MovDelay[x][y]) /* start new growing cycle */
4666 if (DelayReached(&sound_delay, sound_delay_value))
4669 PlaySoundLevelElementAction(x, y, Store[x][y], ACTION_GROWING);
4671 if (Store[x][y] == EL_BD_AMOEBA)
4672 PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
4674 PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
4676 sound_delay_value = 30;
4680 if (MovDelay[x][y]) /* wait some time before growing bigger */
4683 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4685 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
4686 6 - MovDelay[x][y]);
4688 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
4691 if (!MovDelay[x][y])
4693 Feld[x][y] = Store[x][y];
4695 DrawLevelField(x, y);
4700 void AmoebaDisappearing(int x, int y)
4702 static unsigned long sound_delay = 0;
4703 static unsigned long sound_delay_value = 0;
4705 if (!MovDelay[x][y]) /* start new shrinking cycle */
4709 if (DelayReached(&sound_delay, sound_delay_value))
4710 sound_delay_value = 30;
4713 if (MovDelay[x][y]) /* wait some time before shrinking */
4716 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4718 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
4719 6 - MovDelay[x][y]);
4721 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
4724 if (!MovDelay[x][y])
4726 Feld[x][y] = EL_EMPTY;
4727 DrawLevelField(x, y);
4729 /* don't let mole enter this field in this cycle;
4730 (give priority to objects falling to this field from above) */
4736 void AmoebeAbleger(int ax, int ay)
4739 int element = Feld[ax][ay];
4740 int graphic = el2img(element);
4741 int newax = ax, neway = ay;
4742 static int xy[4][2] =
4750 if (!level.amoeba_speed)
4752 Feld[ax][ay] = EL_AMOEBA_DEAD;
4753 DrawLevelField(ax, ay);
4757 if (IS_ANIMATED(graphic))
4758 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4760 if (!MovDelay[ax][ay]) /* start making new amoeba field */
4761 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
4763 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
4766 if (MovDelay[ax][ay])
4770 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
4773 int x = ax + xy[start][0];
4774 int y = ay + xy[start][1];
4776 if (!IN_LEV_FIELD(x, y))
4779 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
4780 if (IS_FREE(x, y) ||
4781 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4787 if (newax == ax && neway == ay)
4790 else /* normal or "filled" (BD style) amoeba */
4793 boolean waiting_for_player = FALSE;
4797 int j = (start + i) % 4;
4798 int x = ax + xy[j][0];
4799 int y = ay + xy[j][1];
4801 if (!IN_LEV_FIELD(x, y))
4804 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
4805 if (IS_FREE(x, y) ||
4806 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4812 else if (IS_PLAYER(x, y))
4813 waiting_for_player = TRUE;
4816 if (newax == ax && neway == ay) /* amoeba cannot grow */
4818 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
4820 Feld[ax][ay] = EL_AMOEBA_DEAD;
4821 DrawLevelField(ax, ay);
4822 AmoebaCnt[AmoebaNr[ax][ay]]--;
4824 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
4826 if (element == EL_AMOEBA_FULL)
4827 AmoebeUmwandeln(ax, ay);
4828 else if (element == EL_BD_AMOEBA)
4829 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
4834 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
4836 /* amoeba gets larger by growing in some direction */
4838 int new_group_nr = AmoebaNr[ax][ay];
4841 if (new_group_nr == 0)
4843 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
4844 printf("AmoebeAbleger(): This should never happen!\n");
4849 AmoebaNr[newax][neway] = new_group_nr;
4850 AmoebaCnt[new_group_nr]++;
4851 AmoebaCnt2[new_group_nr]++;
4853 /* if amoeba touches other amoeba(s) after growing, unify them */
4854 AmoebenVereinigen(newax, neway);
4856 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
4858 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
4864 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
4865 (neway == lev_fieldy - 1 && newax != ax))
4867 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
4868 Store[newax][neway] = element;
4870 else if (neway == ay)
4872 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
4874 PlaySoundLevelAction(newax, neway, ACTION_GROWING);
4876 PlaySoundLevel(newax, neway, SND_AMOEBA_GROWING);
4881 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
4882 Feld[ax][ay] = EL_AMOEBA_DROPPING;
4883 Store[ax][ay] = EL_AMOEBA_DROP;
4884 ContinueMoving(ax, ay);
4888 DrawLevelField(newax, neway);
4891 void Life(int ax, int ay)
4894 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
4896 int element = Feld[ax][ay];
4897 int graphic = el2img(element);
4898 boolean changed = FALSE;
4900 if (IS_ANIMATED(graphic))
4901 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4906 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
4907 MovDelay[ax][ay] = life_time;
4909 if (MovDelay[ax][ay]) /* wait some time before next cycle */
4912 if (MovDelay[ax][ay])
4916 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
4918 int xx = ax+x1, yy = ay+y1;
4921 if (!IN_LEV_FIELD(xx, yy))
4924 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
4926 int x = xx+x2, y = yy+y2;
4928 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
4931 if (((Feld[x][y] == element ||
4932 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
4934 (IS_FREE(x, y) && Stop[x][y]))
4938 if (xx == ax && yy == ay) /* field in the middle */
4940 if (nachbarn < life[0] || nachbarn > life[1])
4942 Feld[xx][yy] = EL_EMPTY;
4944 DrawLevelField(xx, yy);
4945 Stop[xx][yy] = TRUE;
4949 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
4950 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
4951 { /* free border field */
4952 if (nachbarn >= life[2] && nachbarn <= life[3])
4954 Feld[xx][yy] = element;
4955 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
4957 DrawLevelField(xx, yy);
4958 Stop[xx][yy] = TRUE;
4965 PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
4966 SND_GAME_OF_LIFE_GROWING);
4969 static void InitRobotWheel(int x, int y)
4971 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4974 static void RunRobotWheel(int x, int y)
4976 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
4979 static void StopRobotWheel(int x, int y)
4981 if (ZX == x && ZY == y)
4985 static void InitTimegateWheel(int x, int y)
4987 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4990 static void RunTimegateWheel(int x, int y)
4992 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
4995 void CheckExit(int x, int y)
4997 if (local_player->gems_still_needed > 0 ||
4998 local_player->sokobanfields_still_needed > 0 ||
4999 local_player->lights_still_needed > 0)
5001 int element = Feld[x][y];
5002 int graphic = el2img(element);
5004 if (IS_ANIMATED(graphic))
5005 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5010 if (AllPlayersGone) /* do not re-open exit door closed after last player */
5013 Feld[x][y] = EL_EXIT_OPENING;
5015 PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING);
5018 void CheckExitSP(int x, int y)
5020 if (local_player->gems_still_needed > 0)
5022 int element = Feld[x][y];
5023 int graphic = el2img(element);
5025 if (IS_ANIMATED(graphic))
5026 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5031 Feld[x][y] = EL_SP_EXIT_OPEN;
5033 PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
5036 static void CloseAllOpenTimegates()
5040 for (y=0; y<lev_fieldy; y++)
5042 for (x=0; x<lev_fieldx; x++)
5044 int element = Feld[x][y];
5046 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
5048 Feld[x][y] = EL_TIMEGATE_CLOSING;
5050 PlaySoundLevelAction(x, y, ACTION_CLOSING);
5052 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
5059 void EdelsteinFunkeln(int x, int y)
5061 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
5064 if (Feld[x][y] == EL_BD_DIAMOND)
5067 if (MovDelay[x][y] == 0) /* next animation frame */
5068 MovDelay[x][y] = 11 * !SimpleRND(500);
5070 if (MovDelay[x][y] != 0) /* wait some time before next frame */
5074 if (setup.direct_draw && MovDelay[x][y])
5075 SetDrawtoField(DRAW_BUFFERED);
5077 DrawLevelElementAnimation(x, y, Feld[x][y]);
5079 if (MovDelay[x][y] != 0)
5081 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
5082 10 - MovDelay[x][y]);
5084 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
5086 if (setup.direct_draw)
5090 dest_x = FX + SCREENX(x) * TILEX;
5091 dest_y = FY + SCREENY(y) * TILEY;
5093 BlitBitmap(drawto_field, window,
5094 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
5095 SetDrawtoField(DRAW_DIRECT);
5101 void MauerWaechst(int x, int y)
5105 if (!MovDelay[x][y]) /* next animation frame */
5106 MovDelay[x][y] = 3 * delay;
5108 if (MovDelay[x][y]) /* wait some time before next frame */
5112 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5114 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
5115 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
5117 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5120 if (!MovDelay[x][y])
5122 if (MovDir[x][y] == MV_LEFT)
5124 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
5125 DrawLevelField(x - 1, y);
5127 else if (MovDir[x][y] == MV_RIGHT)
5129 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
5130 DrawLevelField(x + 1, y);
5132 else if (MovDir[x][y] == MV_UP)
5134 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
5135 DrawLevelField(x, y - 1);
5139 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
5140 DrawLevelField(x, y + 1);
5143 Feld[x][y] = Store[x][y];
5145 MovDir[x][y] = MV_NO_MOVING;
5146 DrawLevelField(x, y);
5151 void MauerAbleger(int ax, int ay)
5153 int element = Feld[ax][ay];
5154 int graphic = el2img(element);
5155 boolean oben_frei = FALSE, unten_frei = FALSE;
5156 boolean links_frei = FALSE, rechts_frei = FALSE;
5157 boolean oben_massiv = FALSE, unten_massiv = FALSE;
5158 boolean links_massiv = FALSE, rechts_massiv = FALSE;
5159 boolean new_wall = FALSE;
5161 if (IS_ANIMATED(graphic))
5162 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
5164 if (!MovDelay[ax][ay]) /* start building new wall */
5165 MovDelay[ax][ay] = 6;
5167 if (MovDelay[ax][ay]) /* wait some time before building new wall */
5170 if (MovDelay[ax][ay])
5174 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
5176 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
5178 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
5180 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
5183 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
5184 element == EL_EXPANDABLE_WALL_ANY)
5188 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
5189 Store[ax][ay-1] = element;
5190 MovDir[ax][ay-1] = MV_UP;
5191 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
5192 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
5193 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
5198 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
5199 Store[ax][ay+1] = element;
5200 MovDir[ax][ay+1] = MV_DOWN;
5201 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
5202 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
5203 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
5208 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5209 element == EL_EXPANDABLE_WALL_ANY ||
5210 element == EL_EXPANDABLE_WALL)
5214 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
5215 Store[ax-1][ay] = element;
5216 MovDir[ax-1][ay] = MV_LEFT;
5217 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
5218 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
5219 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
5225 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
5226 Store[ax+1][ay] = element;
5227 MovDir[ax+1][ay] = MV_RIGHT;
5228 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
5229 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
5230 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
5235 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
5236 DrawLevelField(ax, ay);
5238 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
5240 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
5241 unten_massiv = TRUE;
5242 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
5243 links_massiv = TRUE;
5244 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
5245 rechts_massiv = TRUE;
5247 if (((oben_massiv && unten_massiv) ||
5248 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5249 element == EL_EXPANDABLE_WALL) &&
5250 ((links_massiv && rechts_massiv) ||
5251 element == EL_EXPANDABLE_WALL_VERTICAL))
5252 Feld[ax][ay] = EL_WALL;
5256 PlaySoundLevelAction(ax, ay, ACTION_GROWING);
5258 PlaySoundLevel(ax, ay, SND_EXPANDABLE_WALL_GROWING);
5262 void CheckForDragon(int x, int y)
5265 boolean dragon_found = FALSE;
5266 static int xy[4][2] =
5278 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
5280 if (IN_LEV_FIELD(xx, yy) &&
5281 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
5283 if (Feld[xx][yy] == EL_DRAGON)
5284 dragon_found = TRUE;
5297 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
5299 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
5301 Feld[xx][yy] = EL_EMPTY;
5302 DrawLevelField(xx, yy);
5311 static void InitBuggyBase(int x, int y)
5313 int element = Feld[x][y];
5314 int activating_delay = FRAMES_PER_SECOND / 4;
5317 (element == EL_SP_BUGGY_BASE ?
5318 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
5319 element == EL_SP_BUGGY_BASE_ACTIVATING ?
5321 element == EL_SP_BUGGY_BASE_ACTIVE ?
5322 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
5325 static void WarnBuggyBase(int x, int y)
5328 static int xy[4][2] =
5338 int xx = x + xy[i][0], yy = y + xy[i][1];
5340 if (IS_PLAYER(xx, yy))
5342 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
5349 static void InitTrap(int x, int y)
5351 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
5354 static void ActivateTrap(int x, int y)
5356 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
5359 static void ChangeActiveTrap(int x, int y)
5361 int graphic = IMG_TRAP_ACTIVE;
5363 /* if new animation frame was drawn, correct crumbled sand border */
5364 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
5365 DrawLevelFieldCrumbledSand(x, y);
5368 static void ChangeElementNowExt(int x, int y, int target_element)
5370 /* check if element under player changes from accessible to unaccessible
5371 (needed for special case of dropping element which then changes) */
5372 if (IS_PLAYER(x, y) && !PLAYER_PROTECTED(x, y) &&
5373 IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(target_element))
5380 Feld[x][y] = target_element;
5382 Changed[x][y] = TRUE; /* no more changes in this frame */
5384 ResetGfxAnimation(x, y);
5385 ResetRandomAnimationValue(x, y);
5387 InitField(x, y, FALSE);
5388 if (CAN_MOVE(Feld[x][y]))
5391 DrawLevelField(x, y);
5393 if (CAN_BE_CRUMBLED(Feld[x][y]))
5394 DrawLevelFieldCrumbledSandNeighbours(x, y);
5396 TestIfBadThingTouchesHero(x, y);
5397 TestIfPlayerTouchesCustomElement(x, y);
5398 TestIfElementTouchesCustomElement(x, y);
5400 if (ELEM_IS_PLAYER(target_element))
5401 RelocatePlayer(x, y, target_element);
5404 static boolean ChangeElementNow(int x, int y, int element, int page)
5406 struct ElementChangeInfo *change = &element_info[element].change_page[page];
5408 if (Changed[x][y]) /* do not change already changed elements */
5411 Changed[x][y] = TRUE; /* no more changes in this frame */
5413 CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_IS_CHANGING);
5415 if (change->explode)
5422 if (change->use_content)
5424 boolean complete_change = TRUE;
5425 boolean can_change[3][3];
5428 for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
5430 boolean half_destructible;
5431 int ex = x + xx - 1;
5432 int ey = y + yy - 1;
5435 can_change[xx][yy] = TRUE;
5437 if (ex == x && ey == y) /* do not check changing element itself */
5440 if (change->content[xx][yy] == EL_EMPTY_SPACE)
5442 can_change[xx][yy] = FALSE; /* do not change empty borders */
5447 if (!IN_LEV_FIELD(ex, ey))
5449 can_change[xx][yy] = FALSE;
5450 complete_change = FALSE;
5457 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5458 e = MovingOrBlocked2Element(ex, ey);
5460 half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e));
5462 if ((change->power <= CP_NON_DESTRUCTIVE && !IS_FREE(ex, ey)) ||
5463 (change->power <= CP_HALF_DESTRUCTIVE && !half_destructible) ||
5464 (change->power <= CP_FULL_DESTRUCTIVE && IS_INDESTRUCTIBLE(e)))
5466 can_change[xx][yy] = FALSE;
5467 complete_change = FALSE;
5471 if (!change->only_complete || complete_change)
5473 boolean something_has_changed = FALSE;
5475 if (change->only_complete && change->use_random_change &&
5476 RND(100) < change->random)
5479 for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
5481 int ex = x + xx - 1;
5482 int ey = y + yy - 1;
5484 if (can_change[xx][yy] && (!change->use_random_change ||
5485 RND(100) < change->random))
5487 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5488 RemoveMovingField(ex, ey);
5490 ChangeElementNowExt(ex, ey, change->content[xx][yy]);
5492 something_has_changed = TRUE;
5494 /* for symmetry reasons, freeze newly created border elements */
5495 if (ex != x || ey != y)
5496 Stop[ex][ey] = TRUE; /* no more moving in this frame */
5500 if (something_has_changed)
5501 PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING);
5506 ChangeElementNowExt(x, y, change->target_element);
5508 PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING);
5514 static void ChangeElement(int x, int y, int page)
5516 int element = MovingOrBlocked2Element(x, y);
5517 struct ElementChangeInfo *change = &element_info[element].change_page[page];
5519 if (ChangeDelay[x][y] == 0) /* initialize element change */
5521 ChangeDelay[x][y] = ( change->delay_fixed * change->delay_frames +
5522 RND(change->delay_random * change->delay_frames)) + 1;
5524 ResetGfxAnimation(x, y);
5525 ResetRandomAnimationValue(x, y);
5527 if (change->pre_change_function)
5528 change->pre_change_function(x, y);
5531 ChangeDelay[x][y]--;
5533 if (ChangeDelay[x][y] != 0) /* continue element change */
5535 int graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5537 if (IS_ANIMATED(graphic))
5538 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5540 if (change->change_function)
5541 change->change_function(x, y);
5543 else /* finish element change */
5545 if (IS_MOVING(x, y)) /* never change a running system ;-) */
5547 ChangeDelay[x][y] = 1; /* try change after next move step */
5552 if (ChangeElementNow(x, y, element, page))
5554 if (change->post_change_function)
5555 change->post_change_function(x, y);
5560 static boolean CheckTriggeredElementChange(int lx, int ly, int trigger_element,
5565 if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
5569 /* prevent this function from running into a loop */
5570 if (trigger_event == CE_OTHER_IS_CHANGING)
5571 Changed[lx][ly] = TRUE;
5574 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
5576 int element = EL_CUSTOM_START + i;
5579 boolean change_element = FALSE;
5582 if (!CAN_CHANGE(element) ||
5583 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
5586 for (j=0; j < element_info[element].num_change_pages; j++)
5588 if (element_info[element].change_page[j].trigger_element ==
5591 change_element = TRUE;
5598 if (!change_element)
5602 if (!CAN_CHANGE(element) ||
5603 !HAS_ANY_CHANGE_EVENT(element, trigger_event) ||
5604 element_info[element].change->trigger_element != trigger_element)
5608 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5610 if (x == lx && y == ly) /* do not change trigger element itself */
5614 if (Changed[x][y]) /* do not change already changed elements */
5618 if (Feld[x][y] == element)
5620 ChangeDelay[x][y] = 1;
5621 ChangeElement(x, y, page);
5624 Changed[x][y] = TRUE; /* prevent element from being changed again */
5631 /* reset change prevention array */
5632 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5633 Changed[x][y] = FALSE;
5639 static boolean CheckElementChangeExt(int x, int y, int element,
5640 int trigger_event, int page)
5642 if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
5645 if (Feld[x][y] == EL_BLOCKED)
5646 Blocked2Moving(x, y, &x, &y);
5648 ChangeDelay[x][y] = 1;
5649 ChangeElement(x, y, page);
5654 static boolean CheckElementChange(int x, int y, int element, int trigger_event)
5656 int page = element_info[element].event_page_num[trigger_event];
5658 return CheckElementChangeExt(x, y, element, trigger_event, page);
5661 static void PlayerActions(struct PlayerInfo *player, byte player_action)
5663 static byte stored_player_action[MAX_PLAYERS];
5664 static int num_stored_actions = 0;
5665 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
5666 int left = player_action & JOY_LEFT;
5667 int right = player_action & JOY_RIGHT;
5668 int up = player_action & JOY_UP;
5669 int down = player_action & JOY_DOWN;
5670 int button1 = player_action & JOY_BUTTON_1;
5671 int button2 = player_action & JOY_BUTTON_2;
5672 int dx = (left ? -1 : right ? 1 : 0);
5673 int dy = (up ? -1 : down ? 1 : 0);
5675 stored_player_action[player->index_nr] = 0;
5676 num_stored_actions++;
5678 if (!player->active || tape.pausing)
5684 snapped = SnapField(player, dx, dy);
5688 dropped = DropElement(player);
5690 moved = MoveFigure(player, dx, dy);
5693 if (tape.single_step && tape.recording && !tape.pausing)
5695 if (button1 || (dropped && !moved))
5697 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5698 SnapField(player, 0, 0); /* stop snapping */
5702 stored_player_action[player->index_nr] = player_action;
5706 /* no actions for this player (no input at player's configured device) */
5708 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
5709 SnapField(player, 0, 0);
5710 CheckGravityMovement(player);
5712 if (player->MovPos == 0)
5713 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
5715 if (player->MovPos == 0) /* needed for tape.playing */
5716 player->is_moving = FALSE;
5719 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
5721 TapeRecordAction(stored_player_action);
5722 num_stored_actions = 0;
5728 static unsigned long action_delay = 0;
5729 unsigned long action_delay_value;
5730 int magic_wall_x = 0, magic_wall_y = 0;
5731 int i, x, y, element, graphic;
5732 byte *recorded_player_action;
5733 byte summarized_player_action = 0;
5735 if (game_status != GAME_MODE_PLAYING)
5738 action_delay_value =
5739 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
5741 if (tape.playing && tape.index_search && !tape.pausing)
5742 action_delay_value = 0;
5744 /* ---------- main game synchronization point ---------- */
5746 WaitUntilDelayReached(&action_delay, action_delay_value);
5748 if (network_playing && !network_player_action_received)
5752 printf("DEBUG: try to get network player actions in time\n");
5756 #if defined(PLATFORM_UNIX)
5757 /* last chance to get network player actions without main loop delay */
5761 if (game_status != GAME_MODE_PLAYING)
5764 if (!network_player_action_received)
5768 printf("DEBUG: failed to get network player actions in time\n");
5778 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
5780 for (i=0; i<MAX_PLAYERS; i++)
5782 summarized_player_action |= stored_player[i].action;
5784 if (!network_playing)
5785 stored_player[i].effective_action = stored_player[i].action;
5788 #if defined(PLATFORM_UNIX)
5789 if (network_playing)
5790 SendToServer_MovePlayer(summarized_player_action);
5793 if (!options.network && !setup.team_mode)
5794 local_player->effective_action = summarized_player_action;
5796 for (i=0; i<MAX_PLAYERS; i++)
5798 int actual_player_action = stored_player[i].effective_action;
5800 if (stored_player[i].programmed_action)
5801 actual_player_action = stored_player[i].programmed_action;
5803 if (recorded_player_action)
5804 actual_player_action = recorded_player_action[i];
5806 PlayerActions(&stored_player[i], actual_player_action);
5807 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
5810 network_player_action_received = FALSE;
5812 ScrollScreen(NULL, SCROLL_GO_ON);
5818 for (i=0; i<MAX_PLAYERS; i++)
5819 stored_player[i].Frame++;
5823 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
5825 for (i=0; i<MAX_PLAYERS; i++)
5827 struct PlayerInfo *player = &stored_player[i];
5831 if (player->active && player->Pushing && player->is_moving &&
5834 ContinueMoving(x, y);
5836 /* continue moving after pushing (this is actually a bug) */
5837 if (!IS_MOVING(x, y))
5846 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5848 Changed[x][y] = FALSE;
5851 if (JustStopped[x][y] > 0)
5852 JustStopped[x][y]--;
5857 /* reset finished pushing action (not done in ContinueMoving() to allow
5858 continous pushing animation for elements with zero push delay) */
5859 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
5861 ResetGfxAnimation(x, y);
5862 DrawLevelField(x, y);
5867 if (IS_BLOCKED(x, y))
5871 Blocked2Moving(x, y, &oldx, &oldy);
5872 if (!IS_MOVING(oldx, oldy))
5874 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
5875 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
5876 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
5877 printf("GameActions(): This should never happen!\n");
5883 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5885 element = Feld[x][y];
5887 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5889 graphic = el2img(element);
5895 printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
5897 element = graphic = 0;
5901 if (graphic_info[graphic].anim_global_sync)
5902 GfxFrame[x][y] = FrameCounter;
5904 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
5905 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
5906 ResetRandomAnimationValue(x, y);
5908 SetRandomAnimationValue(x, y);
5911 PlaySoundLevelActionIfLoop(x, y, GfxAction[x][y]);
5914 if (IS_INACTIVE(element))
5916 if (IS_ANIMATED(graphic))
5917 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5923 /* this may take place after moving, so 'element' may have changed */
5924 if (IS_CHANGING(x, y))
5926 ChangeElement(x, y, element_info[element].event_page_num[CE_DELAY]);
5927 element = Feld[x][y];
5928 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5932 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
5937 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5939 if (element == EL_MOLE)
5940 printf("::: %d, %d, %d [%d]\n",
5941 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y],
5945 if (element == EL_YAMYAM)
5946 printf("::: %d, %d, %d\n",
5947 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
5951 if (IS_ANIMATED(graphic) &&
5955 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5958 if (element == EL_MOLE)
5959 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
5963 if (IS_GEM(element) || element == EL_SP_INFOTRON)
5964 EdelsteinFunkeln(x, y);
5966 else if ((element == EL_ACID ||
5967 element == EL_EXIT_OPEN ||
5968 element == EL_SP_EXIT_OPEN ||
5969 element == EL_SP_TERMINAL ||
5970 element == EL_SP_TERMINAL_ACTIVE ||
5971 element == EL_EXTRA_TIME ||
5972 element == EL_SHIELD_NORMAL ||
5973 element == EL_SHIELD_DEADLY) &&
5974 IS_ANIMATED(graphic))
5975 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5976 else if (IS_MOVING(x, y))
5977 ContinueMoving(x, y);
5978 else if (IS_ACTIVE_BOMB(element))
5979 CheckDynamite(x, y);
5981 else if (element == EL_EXPLOSION && !game.explosions_delayed)
5982 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
5984 else if (element == EL_AMOEBA_GROWING)
5985 AmoebeWaechst(x, y);
5986 else if (element == EL_AMOEBA_SHRINKING)
5987 AmoebaDisappearing(x, y);
5989 #if !USE_NEW_AMOEBA_CODE
5990 else if (IS_AMOEBALIVE(element))
5991 AmoebeAbleger(x, y);
5994 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
5996 else if (element == EL_EXIT_CLOSED)
5998 else if (element == EL_SP_EXIT_CLOSED)
6000 else if (element == EL_EXPANDABLE_WALL_GROWING)
6002 else if (element == EL_EXPANDABLE_WALL ||
6003 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
6004 element == EL_EXPANDABLE_WALL_VERTICAL ||
6005 element == EL_EXPANDABLE_WALL_ANY)
6007 else if (element == EL_FLAMES)
6008 CheckForDragon(x, y);
6010 else if (IS_AUTO_CHANGING(element))
6011 ChangeElement(x, y);
6013 else if (element == EL_EXPLOSION)
6014 ; /* drawing of correct explosion animation is handled separately */
6015 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
6016 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6019 /* this may take place after moving, so 'element' may have changed */
6020 if (IS_AUTO_CHANGING(Feld[x][y]))
6021 ChangeElement(x, y);
6024 if (IS_BELT_ACTIVE(element))
6025 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
6027 if (game.magic_wall_active)
6029 int jx = local_player->jx, jy = local_player->jy;
6031 /* play the element sound at the position nearest to the player */
6032 if ((element == EL_MAGIC_WALL_FULL ||
6033 element == EL_MAGIC_WALL_ACTIVE ||
6034 element == EL_MAGIC_WALL_EMPTYING ||
6035 element == EL_BD_MAGIC_WALL_FULL ||
6036 element == EL_BD_MAGIC_WALL_ACTIVE ||
6037 element == EL_BD_MAGIC_WALL_EMPTYING) &&
6038 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
6046 #if USE_NEW_AMOEBA_CODE
6047 /* new experimental amoeba growth stuff */
6049 if (!(FrameCounter % 8))
6052 static unsigned long random = 1684108901;
6054 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
6057 x = (random >> 10) % lev_fieldx;
6058 y = (random >> 20) % lev_fieldy;
6060 x = RND(lev_fieldx);
6061 y = RND(lev_fieldy);
6063 element = Feld[x][y];
6065 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
6066 if (!IS_PLAYER(x,y) &&
6067 (element == EL_EMPTY ||
6068 element == EL_SAND ||
6069 element == EL_QUICKSAND_EMPTY ||
6070 element == EL_ACID_SPLASH_LEFT ||
6071 element == EL_ACID_SPLASH_RIGHT))
6073 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
6074 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
6075 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
6076 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
6077 Feld[x][y] = EL_AMOEBA_DROP;
6080 random = random * 129 + 1;
6086 if (game.explosions_delayed)
6089 game.explosions_delayed = FALSE;
6091 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
6093 element = Feld[x][y];
6095 if (ExplodeField[x][y])
6096 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
6097 else if (element == EL_EXPLOSION)
6098 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
6100 ExplodeField[x][y] = EX_NO_EXPLOSION;
6103 game.explosions_delayed = TRUE;
6106 if (game.magic_wall_active)
6108 if (!(game.magic_wall_time_left % 4))
6110 int element = Feld[magic_wall_x][magic_wall_y];
6112 if (element == EL_BD_MAGIC_WALL_FULL ||
6113 element == EL_BD_MAGIC_WALL_ACTIVE ||
6114 element == EL_BD_MAGIC_WALL_EMPTYING)
6115 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
6117 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
6120 if (game.magic_wall_time_left > 0)
6122 game.magic_wall_time_left--;
6123 if (!game.magic_wall_time_left)
6125 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
6127 element = Feld[x][y];
6129 if (element == EL_MAGIC_WALL_ACTIVE ||
6130 element == EL_MAGIC_WALL_FULL)
6132 Feld[x][y] = EL_MAGIC_WALL_DEAD;
6133 DrawLevelField(x, y);
6135 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
6136 element == EL_BD_MAGIC_WALL_FULL)
6138 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
6139 DrawLevelField(x, y);
6143 game.magic_wall_active = FALSE;
6148 if (game.light_time_left > 0)
6150 game.light_time_left--;
6152 if (game.light_time_left == 0)
6153 RedrawAllLightSwitchesAndInvisibleElements();
6156 if (game.timegate_time_left > 0)
6158 game.timegate_time_left--;
6160 if (game.timegate_time_left == 0)
6161 CloseAllOpenTimegates();
6164 for (i=0; i<MAX_PLAYERS; i++)
6166 struct PlayerInfo *player = &stored_player[i];
6168 if (SHIELD_ON(player))
6170 if (player->shield_deadly_time_left)
6171 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
6172 else if (player->shield_normal_time_left)
6173 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
6177 if (TimeFrames >= (1000 / GameFrameDelay))
6182 for (i=0; i<MAX_PLAYERS; i++)
6184 struct PlayerInfo *player = &stored_player[i];
6186 if (SHIELD_ON(player))
6188 player->shield_normal_time_left--;
6190 if (player->shield_deadly_time_left > 0)
6191 player->shield_deadly_time_left--;
6195 if (tape.recording || tape.playing)
6196 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
6202 if (TimeLeft <= 10 && setup.time_limit)
6203 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
6205 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
6207 if (!TimeLeft && setup.time_limit)
6208 for (i=0; i<MAX_PLAYERS; i++)
6209 KillHero(&stored_player[i]);
6211 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
6212 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
6217 if (options.debug) /* calculate frames per second */
6219 static unsigned long fps_counter = 0;
6220 static int fps_frames = 0;
6221 unsigned long fps_delay_ms = Counter() - fps_counter;
6225 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
6227 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
6230 fps_counter = Counter();
6233 redraw_mask |= REDRAW_FPS;
6237 if (stored_player[0].jx != stored_player[0].last_jx ||
6238 stored_player[0].jy != stored_player[0].last_jy)
6239 printf("::: %d, %d, %d, %d, %d\n",
6240 stored_player[0].MovDir,
6241 stored_player[0].MovPos,
6242 stored_player[0].GfxPos,
6243 stored_player[0].Frame,
6244 stored_player[0].StepFrame);
6251 for (i=0; i<MAX_PLAYERS; i++)
6254 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
6256 stored_player[i].Frame += move_frames;
6258 if (stored_player[i].MovPos != 0)
6259 stored_player[i].StepFrame += move_frames;
6264 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
6266 int min_x = x, min_y = y, max_x = x, max_y = y;
6269 for (i=0; i<MAX_PLAYERS; i++)
6271 int jx = stored_player[i].jx, jy = stored_player[i].jy;
6273 if (!stored_player[i].active || &stored_player[i] == player)
6276 min_x = MIN(min_x, jx);
6277 min_y = MIN(min_y, jy);
6278 max_x = MAX(max_x, jx);
6279 max_y = MAX(max_y, jy);
6282 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
6285 static boolean AllPlayersInVisibleScreen()
6289 for (i=0; i<MAX_PLAYERS; i++)
6291 int jx = stored_player[i].jx, jy = stored_player[i].jy;
6293 if (!stored_player[i].active)
6296 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
6303 void ScrollLevel(int dx, int dy)
6305 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
6308 BlitBitmap(drawto_field, drawto_field,
6309 FX + TILEX * (dx == -1) - softscroll_offset,
6310 FY + TILEY * (dy == -1) - softscroll_offset,
6311 SXSIZE - TILEX * (dx!=0) + 2 * softscroll_offset,
6312 SYSIZE - TILEY * (dy!=0) + 2 * softscroll_offset,
6313 FX + TILEX * (dx == 1) - softscroll_offset,
6314 FY + TILEY * (dy == 1) - softscroll_offset);
6318 x = (dx == 1 ? BX1 : BX2);
6319 for (y=BY1; y <= BY2; y++)
6320 DrawScreenField(x, y);
6325 y = (dy == 1 ? BY1 : BY2);
6326 for (x=BX1; x <= BX2; x++)
6327 DrawScreenField(x, y);
6330 redraw_mask |= REDRAW_FIELD;
6333 static void CheckGravityMovement(struct PlayerInfo *player)
6335 if (level.gravity && !player->programmed_action)
6337 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
6338 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
6340 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
6341 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
6342 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
6343 int jx = player->jx, jy = player->jy;
6344 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
6345 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
6346 int new_jx = jx + dx, new_jy = jy + dy;
6347 boolean field_under_player_is_free =
6348 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
6349 boolean player_is_moving_to_valid_field =
6350 (IN_LEV_FIELD(new_jx, new_jy) &&
6351 (Feld[new_jx][new_jy] == EL_SP_BASE ||
6352 Feld[new_jx][new_jy] == EL_SAND));
6353 /* !!! extend EL_SAND to anything diggable !!! */
6355 if (field_under_player_is_free &&
6356 !player_is_moving_to_valid_field &&
6357 !IS_WALKABLE_INSIDE(Feld[jx][jy]))
6358 player->programmed_action = MV_DOWN;
6364 -----------------------------------------------------------------------------
6365 dx, dy: direction (non-diagonal) to try to move the player to
6366 real_dx, real_dy: direction as read from input device (can be diagonal)
6369 boolean MoveFigureOneStep(struct PlayerInfo *player,
6370 int dx, int dy, int real_dx, int real_dy)
6372 int jx = player->jx, jy = player->jy;
6373 int new_jx = jx+dx, new_jy = jy+dy;
6377 if (!player->active || (!dx && !dy))
6378 return MF_NO_ACTION;
6380 player->MovDir = (dx < 0 ? MV_LEFT :
6383 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6385 if (!IN_LEV_FIELD(new_jx, new_jy))
6386 return MF_NO_ACTION;
6388 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
6389 return MF_NO_ACTION;
6392 element = MovingOrBlocked2Element(new_jx, new_jy);
6394 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
6397 if (DONT_RUN_INTO(element))
6399 if (element == EL_ACID && dx == 0 && dy == 1)
6402 Feld[jx][jy] = EL_PLAYER_1;
6403 InitMovingField(jx, jy, MV_DOWN);
6404 Store[jx][jy] = EL_ACID;
6405 ContinueMoving(jx, jy);
6409 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
6414 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
6415 if (can_move != MF_MOVING)
6418 /* check if DigField() has caused relocation of the player */
6419 if (player->jx != jx || player->jy != jy)
6420 return MF_NO_ACTION;
6422 StorePlayer[jx][jy] = 0;
6423 player->last_jx = jx;
6424 player->last_jy = jy;
6425 jx = player->jx = new_jx;
6426 jy = player->jy = new_jy;
6427 StorePlayer[jx][jy] = player->element_nr;
6430 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
6432 ScrollFigure(player, SCROLL_INIT);
6437 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
6439 int jx = player->jx, jy = player->jy;
6440 int old_jx = jx, old_jy = jy;
6441 int moved = MF_NO_ACTION;
6443 if (!player->active || (!dx && !dy))
6447 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
6451 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
6452 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
6456 /* remove the last programmed player action */
6457 player->programmed_action = 0;
6461 /* should only happen if pre-1.2 tape recordings are played */
6462 /* this is only for backward compatibility */
6464 int original_move_delay_value = player->move_delay_value;
6467 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
6471 /* scroll remaining steps with finest movement resolution */
6472 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
6474 while (player->MovPos)
6476 ScrollFigure(player, SCROLL_GO_ON);
6477 ScrollScreen(NULL, SCROLL_GO_ON);
6483 player->move_delay_value = original_move_delay_value;
6486 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
6488 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
6489 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
6493 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
6494 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
6500 if (moved & MF_MOVING && !ScreenMovPos &&
6501 (player == local_player || !options.network))
6503 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
6504 int offset = (setup.scroll_delay ? 3 : 0);
6506 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
6508 /* actual player has left the screen -- scroll in that direction */
6509 if (jx != old_jx) /* player has moved horizontally */
6510 scroll_x += (jx - old_jx);
6511 else /* player has moved vertically */
6512 scroll_y += (jy - old_jy);
6516 if (jx != old_jx) /* player has moved horizontally */
6518 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
6519 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
6520 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
6522 /* don't scroll over playfield boundaries */
6523 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
6524 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
6526 /* don't scroll more than one field at a time */
6527 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
6529 /* don't scroll against the player's moving direction */
6530 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
6531 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
6532 scroll_x = old_scroll_x;
6534 else /* player has moved vertically */
6536 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
6537 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
6538 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
6540 /* don't scroll over playfield boundaries */
6541 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
6542 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
6544 /* don't scroll more than one field at a time */
6545 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
6547 /* don't scroll against the player's moving direction */
6548 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
6549 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
6550 scroll_y = old_scroll_y;
6554 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
6556 if (!options.network && !AllPlayersInVisibleScreen())
6558 scroll_x = old_scroll_x;
6559 scroll_y = old_scroll_y;
6563 ScrollScreen(player, SCROLL_INIT);
6564 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
6571 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
6573 if (!(moved & MF_MOVING) && !player->Pushing)
6578 player->StepFrame = 0;
6580 if (moved & MF_MOVING)
6582 if (old_jx != jx && old_jy == jy)
6583 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
6584 else if (old_jx == jx && old_jy != jy)
6585 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
6587 DrawLevelField(jx, jy); /* for "crumbled sand" */
6589 player->last_move_dir = player->MovDir;
6590 player->is_moving = TRUE;
6592 player->snapped = FALSE;
6597 CheckGravityMovement(player);
6600 player->last_move_dir = MV_NO_MOVING;
6602 player->is_moving = FALSE;
6605 TestIfHeroTouchesBadThing(jx, jy);
6606 TestIfPlayerTouchesCustomElement(jx, jy);
6608 if (!player->active)
6614 void ScrollFigure(struct PlayerInfo *player, int mode)
6616 int jx = player->jx, jy = player->jy;
6617 int last_jx = player->last_jx, last_jy = player->last_jy;
6618 int move_stepsize = TILEX / player->move_delay_value;
6620 if (!player->active || !player->MovPos)
6623 if (mode == SCROLL_INIT)
6625 player->actual_frame_counter = FrameCounter;
6626 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
6628 if (Feld[last_jx][last_jy] == EL_EMPTY)
6629 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
6636 else if (!FrameReached(&player->actual_frame_counter, 1))
6639 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
6640 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
6642 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
6643 Feld[last_jx][last_jy] = EL_EMPTY;
6645 /* before DrawPlayer() to draw correct player graphic for this case */
6646 if (player->MovPos == 0)
6647 CheckGravityMovement(player);
6650 DrawPlayer(player); /* needed here only to cleanup last field */
6653 if (player->MovPos == 0)
6655 if (IS_PASSABLE(Feld[last_jx][last_jy]))
6657 /* continue with normal speed after quickly moving through gate */
6658 HALVE_PLAYER_SPEED(player);
6660 /* be able to make the next move without delay */
6661 player->move_delay = 0;
6664 player->last_jx = jx;
6665 player->last_jy = jy;
6667 if (Feld[jx][jy] == EL_EXIT_OPEN ||
6668 Feld[jx][jy] == EL_SP_EXIT_OPEN)
6670 DrawPlayer(player); /* needed here only to cleanup last field */
6673 if (local_player->friends_still_needed == 0 ||
6674 Feld[jx][jy] == EL_SP_EXIT_OPEN)
6675 player->LevelSolved = player->GameOver = TRUE;
6678 if (tape.single_step && tape.recording && !tape.pausing &&
6679 !player->programmed_action)
6680 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
6684 void ScrollScreen(struct PlayerInfo *player, int mode)
6686 static unsigned long screen_frame_counter = 0;
6688 if (mode == SCROLL_INIT)
6690 /* set scrolling step size according to actual player's moving speed */
6691 ScrollStepSize = TILEX / player->move_delay_value;
6693 screen_frame_counter = FrameCounter;
6694 ScreenMovDir = player->MovDir;
6695 ScreenMovPos = player->MovPos;
6696 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6699 else if (!FrameReached(&screen_frame_counter, 1))
6704 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
6705 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6706 redraw_mask |= REDRAW_FIELD;
6709 ScreenMovDir = MV_NO_MOVING;
6712 void TestIfPlayerTouchesCustomElement(int x, int y)
6715 static boolean check_changing = FALSE;
6717 static int xy[4][2] =
6727 if (check_changing) /* prevent this function from running into a loop */
6730 check_changing = TRUE;
6735 int xx = x + xy[i][0];
6736 int yy = y + xy[i][1];
6738 if (!IN_LEV_FIELD(xx, yy))
6741 if (IS_PLAYER(x, y))
6743 CheckTriggeredElementChange(xx, yy, Feld[xx][yy], CE_OTHER_GETS_TOUCHED);
6744 CheckElementChange(xx, yy, Feld[xx][yy], CE_TOUCHED_BY_PLAYER);
6746 else if (IS_PLAYER(xx, yy))
6748 CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_GETS_TOUCHED);
6749 CheckElementChange(x, y, Feld[x][y], CE_TOUCHED_BY_PLAYER);
6756 check_changing = FALSE;
6760 void TestIfElementTouchesCustomElement(int x, int y)
6763 static boolean check_changing = FALSE;
6765 static int xy[4][2] =
6772 boolean change_center_element = FALSE;
6773 int center_element_change_page = 0;
6774 int center_element = Feld[x][y];
6778 if (check_changing) /* prevent this function from running into a loop */
6781 check_changing = TRUE;
6786 int xx = x + xy[i][0];
6787 int yy = y + xy[i][1];
6790 if (!IN_LEV_FIELD(xx, yy))
6793 border_element = Feld[xx][yy];
6795 /* check for change of center element (but change it only once) */
6796 if (IS_CUSTOM_ELEMENT(center_element) &&
6797 HAS_ANY_CHANGE_EVENT(center_element, CE_OTHER_IS_TOUCHING) &&
6798 !change_center_element)
6800 for (j=0; j < element_info[center_element].num_change_pages; j++)
6802 struct ElementChangeInfo *change =
6803 &element_info[center_element].change_page[j];
6805 if (change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
6806 change->trigger_element == border_element)
6808 change_center_element = TRUE;
6809 center_element_change_page = j;
6816 /* check for change of border element */
6817 if (IS_CUSTOM_ELEMENT(border_element) &&
6818 HAS_ANY_CHANGE_EVENT(border_element, CE_OTHER_IS_TOUCHING))
6820 for (j=0; j < element_info[border_element].num_change_pages; j++)
6822 struct ElementChangeInfo *change =
6823 &element_info[border_element].change_page[j];
6825 if (change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
6826 change->trigger_element == center_element)
6828 CheckElementChangeExt(xx,yy, border_element,CE_OTHER_IS_TOUCHING, j);
6835 if (change_center_element)
6836 CheckElementChangeExt(x, y, center_element, CE_OTHER_IS_TOUCHING,
6837 center_element_change_page);
6840 check_changing = FALSE;
6844 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
6846 int i, kill_x = -1, kill_y = -1;
6847 static int test_xy[4][2] =
6854 static int test_dir[4] =
6864 int test_x, test_y, test_move_dir, test_element;
6866 test_x = good_x + test_xy[i][0];
6867 test_y = good_y + test_xy[i][1];
6868 if (!IN_LEV_FIELD(test_x, test_y))
6872 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
6875 test_element = Feld[test_x][test_y];
6877 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
6880 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
6881 2nd case: DONT_TOUCH style bad thing does not move away from good thing
6883 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
6884 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
6892 if (kill_x != -1 || kill_y != -1)
6894 if (IS_PLAYER(good_x, good_y))
6896 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
6898 if (player->shield_deadly_time_left > 0)
6899 Bang(kill_x, kill_y);
6900 else if (!PLAYER_PROTECTED(good_x, good_y))
6904 Bang(good_x, good_y);
6908 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
6910 int i, kill_x = -1, kill_y = -1;
6911 int bad_element = Feld[bad_x][bad_y];
6912 static int test_xy[4][2] =
6919 static int test_dir[4] =
6927 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
6932 int test_x, test_y, test_move_dir, test_element;
6934 test_x = bad_x + test_xy[i][0];
6935 test_y = bad_y + test_xy[i][1];
6936 if (!IN_LEV_FIELD(test_x, test_y))
6940 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
6942 test_element = Feld[test_x][test_y];
6944 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
6945 2nd case: DONT_TOUCH style bad thing does not move away from good thing
6947 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
6948 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
6950 /* good thing is player or penguin that does not move away */
6951 if (IS_PLAYER(test_x, test_y))
6953 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
6955 if (bad_element == EL_ROBOT && player->is_moving)
6956 continue; /* robot does not kill player if he is moving */
6962 else if (test_element == EL_PENGUIN)
6971 if (kill_x != -1 || kill_y != -1)
6973 if (IS_PLAYER(kill_x, kill_y))
6975 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
6978 int dir = player->MovDir;
6979 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
6980 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
6982 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
6983 newx != bad_x && newy != bad_y)
6984 ; /* robot does not kill player if he is moving */
6986 printf("-> %d\n", player->MovDir);
6988 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
6989 newx != bad_x && newy != bad_y)
6990 ; /* robot does not kill player if he is moving */
6995 if (player->shield_deadly_time_left > 0)
6997 else if (!PLAYER_PROTECTED(kill_x, kill_y))
7001 Bang(kill_x, kill_y);
7005 void TestIfHeroTouchesBadThing(int x, int y)
7007 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
7010 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
7012 TestIfGoodThingHitsBadThing(x, y, move_dir);
7015 void TestIfBadThingTouchesHero(int x, int y)
7017 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
7020 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
7022 TestIfBadThingHitsGoodThing(x, y, move_dir);
7025 void TestIfFriendTouchesBadThing(int x, int y)
7027 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
7030 void TestIfBadThingTouchesFriend(int x, int y)
7032 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
7035 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
7037 int i, kill_x = bad_x, kill_y = bad_y;
7038 static int xy[4][2] =
7050 x = bad_x + xy[i][0];
7051 y = bad_y + xy[i][1];
7052 if (!IN_LEV_FIELD(x, y))
7055 element = Feld[x][y];
7056 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
7057 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
7065 if (kill_x != bad_x || kill_y != bad_y)
7069 void KillHero(struct PlayerInfo *player)
7071 int jx = player->jx, jy = player->jy;
7073 if (!player->active)
7076 /* remove accessible field at the player's position */
7077 Feld[jx][jy] = EL_EMPTY;
7079 /* deactivate shield (else Bang()/Explode() would not work right) */
7080 player->shield_normal_time_left = 0;
7081 player->shield_deadly_time_left = 0;
7087 static void KillHeroUnlessProtected(int x, int y)
7089 if (!PLAYER_PROTECTED(x, y))
7090 KillHero(PLAYERINFO(x, y));
7093 void BuryHero(struct PlayerInfo *player)
7095 int jx = player->jx, jy = player->jy;
7097 if (!player->active)
7101 PlaySoundLevelElementAction(jx, jy, player->element_nr, ACTION_DYING);
7103 PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING);
7105 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
7107 player->GameOver = TRUE;
7111 void RemoveHero(struct PlayerInfo *player)
7113 int jx = player->jx, jy = player->jy;
7114 int i, found = FALSE;
7116 player->present = FALSE;
7117 player->active = FALSE;
7119 if (!ExplodeField[jx][jy])
7120 StorePlayer[jx][jy] = 0;
7122 for (i=0; i<MAX_PLAYERS; i++)
7123 if (stored_player[i].active)
7127 AllPlayersGone = TRUE;
7134 =============================================================================
7135 checkDiagonalPushing()
7136 -----------------------------------------------------------------------------
7137 check if diagonal input device direction results in pushing of object
7138 (by checking if the alternative direction is walkable, diggable, ...)
7139 =============================================================================
7142 static boolean checkDiagonalPushing(struct PlayerInfo *player,
7143 int x, int y, int real_dx, int real_dy)
7145 int jx, jy, dx, dy, xx, yy;
7147 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
7150 /* diagonal direction: check alternative direction */
7155 xx = jx + (dx == 0 ? real_dx : 0);
7156 yy = jy + (dy == 0 ? real_dy : 0);
7158 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
7162 =============================================================================
7164 -----------------------------------------------------------------------------
7165 x, y: field next to player (non-diagonal) to try to dig to
7166 real_dx, real_dy: direction as read from input device (can be diagonal)
7167 =============================================================================
7170 int DigField(struct PlayerInfo *player,
7171 int x, int y, int real_dx, int real_dy, int mode)
7173 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
7174 int jx = player->jx, jy = player->jy;
7175 int dx = x - jx, dy = y - jy;
7176 int nextx = x + dx, nexty = y + dy;
7177 int move_direction = (dx == -1 ? MV_LEFT :
7178 dx == +1 ? MV_RIGHT :
7180 dy == +1 ? MV_DOWN : MV_NO_MOVING);
7183 if (player->MovPos == 0)
7185 player->is_digging = FALSE;
7186 player->is_collecting = FALSE;
7189 if (player->MovPos == 0) /* last pushing move finished */
7190 player->Pushing = FALSE;
7192 if (mode == DF_NO_PUSH) /* player just stopped pushing */
7194 player->Switching = FALSE;
7195 player->push_delay = 0;
7197 return MF_NO_ACTION;
7200 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
7201 return MF_NO_ACTION;
7204 if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
7206 if (IS_TUBE(Feld[jx][jy]) ||
7207 (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0)))
7211 int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
7212 int tube_leave_directions[][2] =
7214 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
7215 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
7216 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
7217 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
7218 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
7219 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
7220 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
7221 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
7222 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
7223 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
7224 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
7225 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
7228 while (tube_leave_directions[i][0] != tube_element)
7231 if (tube_leave_directions[i][0] == -1) /* should not happen */
7235 if (!(tube_leave_directions[i][1] & move_direction))
7236 return MF_NO_ACTION; /* tube has no opening in this direction */
7239 element = Feld[x][y];
7241 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
7242 game.engine_version >= VERSION_IDENT(2,2,0))
7243 return MF_NO_ACTION;
7247 case EL_ROBOT_WHEEL:
7248 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
7251 DrawLevelField(x, y);
7252 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
7256 case EL_SP_TERMINAL:
7260 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
7262 for (yy=0; yy<lev_fieldy; yy++)
7264 for (xx=0; xx<lev_fieldx; xx++)
7266 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
7268 else if (Feld[xx][yy] == EL_SP_TERMINAL)
7269 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
7277 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
7278 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
7279 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
7280 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
7281 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
7282 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
7283 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
7284 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
7285 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
7286 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
7287 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
7288 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
7289 if (!player->Switching)
7291 player->Switching = TRUE;
7292 ToggleBeltSwitch(x, y);
7293 PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
7298 case EL_SWITCHGATE_SWITCH_UP:
7299 case EL_SWITCHGATE_SWITCH_DOWN:
7300 if (!player->Switching)
7302 player->Switching = TRUE;
7303 ToggleSwitchgateSwitch(x, y);
7304 PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
7309 case EL_LIGHT_SWITCH:
7310 case EL_LIGHT_SWITCH_ACTIVE:
7311 if (!player->Switching)
7313 player->Switching = TRUE;
7314 ToggleLightSwitch(x, y);
7315 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
7316 SND_LIGHT_SWITCH_ACTIVATING :
7317 SND_LIGHT_SWITCH_DEACTIVATING);
7322 case EL_TIMEGATE_SWITCH:
7323 ActivateTimegateSwitch(x, y);
7324 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
7329 case EL_BALLOON_SWITCH_LEFT:
7330 case EL_BALLOON_SWITCH_RIGHT:
7331 case EL_BALLOON_SWITCH_UP:
7332 case EL_BALLOON_SWITCH_DOWN:
7333 case EL_BALLOON_SWITCH_ANY:
7334 if (element == EL_BALLOON_SWITCH_ANY)
7335 game.balloon_dir = move_direction;
7337 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
7338 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
7339 element == EL_BALLOON_SWITCH_UP ? MV_UP :
7340 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
7342 PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING);
7347 case EL_SP_PORT_LEFT:
7348 case EL_SP_PORT_RIGHT:
7350 case EL_SP_PORT_DOWN:
7351 case EL_SP_PORT_HORIZONTAL:
7352 case EL_SP_PORT_VERTICAL:
7353 case EL_SP_PORT_ANY:
7354 case EL_SP_GRAVITY_PORT_LEFT:
7355 case EL_SP_GRAVITY_PORT_RIGHT:
7356 case EL_SP_GRAVITY_PORT_UP:
7357 case EL_SP_GRAVITY_PORT_DOWN:
7359 element != EL_SP_PORT_LEFT &&
7360 element != EL_SP_GRAVITY_PORT_LEFT &&
7361 element != EL_SP_PORT_HORIZONTAL &&
7362 element != EL_SP_PORT_ANY) ||
7364 element != EL_SP_PORT_RIGHT &&
7365 element != EL_SP_GRAVITY_PORT_RIGHT &&
7366 element != EL_SP_PORT_HORIZONTAL &&
7367 element != EL_SP_PORT_ANY) ||
7369 element != EL_SP_PORT_UP &&
7370 element != EL_SP_GRAVITY_PORT_UP &&
7371 element != EL_SP_PORT_VERTICAL &&
7372 element != EL_SP_PORT_ANY) ||
7374 element != EL_SP_PORT_DOWN &&
7375 element != EL_SP_GRAVITY_PORT_DOWN &&
7376 element != EL_SP_PORT_VERTICAL &&
7377 element != EL_SP_PORT_ANY) ||
7378 !IN_LEV_FIELD(nextx, nexty) ||
7379 !IS_FREE(nextx, nexty))
7380 return MF_NO_ACTION;
7382 if (element == EL_SP_GRAVITY_PORT_LEFT ||
7383 element == EL_SP_GRAVITY_PORT_RIGHT ||
7384 element == EL_SP_GRAVITY_PORT_UP ||
7385 element == EL_SP_GRAVITY_PORT_DOWN)
7386 level.gravity = !level.gravity;
7388 /* automatically move to the next field with double speed */
7389 player->programmed_action = move_direction;
7390 DOUBLE_PLAYER_SPEED(player);
7392 PlaySoundLevel(x, y, SND_CLASS_SP_PORT_PASSING);
7396 case EL_TUBE_VERTICAL:
7397 case EL_TUBE_HORIZONTAL:
7398 case EL_TUBE_VERTICAL_LEFT:
7399 case EL_TUBE_VERTICAL_RIGHT:
7400 case EL_TUBE_HORIZONTAL_UP:
7401 case EL_TUBE_HORIZONTAL_DOWN:
7402 case EL_TUBE_LEFT_UP:
7403 case EL_TUBE_LEFT_DOWN:
7404 case EL_TUBE_RIGHT_UP:
7405 case EL_TUBE_RIGHT_DOWN:
7408 int tube_enter_directions[][2] =
7410 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
7411 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
7412 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
7413 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
7414 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
7415 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
7416 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
7417 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
7418 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
7419 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
7420 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
7421 { -1, MV_NO_MOVING }
7424 while (tube_enter_directions[i][0] != element)
7427 if (tube_enter_directions[i][0] == -1) /* should not happen */
7431 if (!(tube_enter_directions[i][1] & move_direction))
7432 return MF_NO_ACTION; /* tube has no opening in this direction */
7434 PlaySoundLevel(x, y, SND_CLASS_TUBE_WALKING);
7439 Feld[x][y] = EL_LAMP_ACTIVE;
7440 local_player->lights_still_needed--;
7441 DrawLevelField(x, y);
7442 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
7446 case EL_TIME_ORB_FULL:
7447 Feld[x][y] = EL_TIME_ORB_EMPTY;
7449 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
7450 DrawLevelField(x, y);
7451 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
7457 if (IS_WALKABLE(element))
7459 int sound_action = ACTION_WALKING;
7461 if (element >= EL_GATE_1 && element <= EL_GATE_4)
7463 if (!player->key[element - EL_GATE_1])
7464 return MF_NO_ACTION;
7466 else if (element >= EL_GATE_1_GRAY && element <= EL_GATE_4_GRAY)
7468 if (!player->key[element - EL_GATE_1_GRAY])
7469 return MF_NO_ACTION;
7471 else if (element == EL_EXIT_OPEN || element == EL_SP_EXIT_OPEN)
7473 sound_action = ACTION_PASSING; /* player is passing exit */
7475 else if (element == EL_EMPTY)
7477 sound_action = ACTION_MOVING; /* nothing to walk on */
7480 /* play sound from background or player, whatever is available */
7481 if (element_info[element].sound[sound_action] != SND_UNDEFINED)
7482 PlaySoundLevelElementAction(x, y, element, sound_action);
7484 PlaySoundLevelElementAction(x, y, player->element_nr, sound_action);
7488 else if (IS_PASSABLE(element))
7490 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
7491 return MF_NO_ACTION;
7493 if (element >= EL_EM_GATE_1 && element <= EL_EM_GATE_4)
7495 if (!player->key[element - EL_EM_GATE_1])
7496 return MF_NO_ACTION;
7498 else if (element >= EL_EM_GATE_1_GRAY && element <= EL_EM_GATE_4_GRAY)
7500 if (!player->key[element - EL_EM_GATE_1_GRAY])
7501 return MF_NO_ACTION;
7504 /* automatically move to the next field with double speed */
7505 player->programmed_action = move_direction;
7506 DOUBLE_PLAYER_SPEED(player);
7508 PlaySoundLevelAction(x, y, ACTION_PASSING);
7512 else if (IS_DIGGABLE(element))
7516 if (mode != DF_SNAP)
7519 GfxElement[x][y] = GFX_ELEMENT(element);
7522 (CAN_BE_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
7524 player->is_digging = TRUE;
7527 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
7529 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_DIGGED);
7531 TestIfElementTouchesCustomElement(x, y);
7535 else if (IS_COLLECTIBLE(element))
7539 if (mode != DF_SNAP)
7541 GfxElement[x][y] = element;
7542 player->is_collecting = TRUE;
7545 if (element == EL_SPEED_PILL)
7546 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
7547 else if (element == EL_EXTRA_TIME && level.time > 0)
7550 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
7552 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
7554 player->shield_normal_time_left += 10;
7555 if (element == EL_SHIELD_DEADLY)
7556 player->shield_deadly_time_left += 10;
7558 else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
7560 if (player->inventory_size < MAX_INVENTORY_SIZE)
7561 player->inventory_element[player->inventory_size++] = element;
7563 player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
7565 DrawText(DX_DYNAMITE, DY_DYNAMITE,
7566 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
7568 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
7570 player->dynabomb_count++;
7571 player->dynabombs_left++;
7573 else if (element == EL_DYNABOMB_INCREASE_SIZE)
7575 player->dynabomb_size++;
7577 else if (element == EL_DYNABOMB_INCREASE_POWER)
7579 player->dynabomb_xl = TRUE;
7581 else if ((element >= EL_KEY_1 && element <= EL_KEY_4) ||
7582 (element >= EL_EM_KEY_1 && element <= EL_EM_KEY_4))
7584 int key_nr = (element >= EL_KEY_1 && element <= EL_KEY_4 ?
7585 element - EL_KEY_1 : element - EL_EM_KEY_1);
7587 player->key[key_nr] = TRUE;
7589 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
7590 el2edimg(EL_KEY_1 + key_nr));
7591 redraw_mask |= REDRAW_DOOR_1;
7593 else if (element == EL_ENVELOPE)
7597 else if (IS_DROPPABLE(element)) /* can be collected and dropped */
7601 for (i=0; i < element_info[element].collect_count; i++)
7602 if (player->inventory_size < MAX_INVENTORY_SIZE)
7603 player->inventory_element[player->inventory_size++] = element;
7605 DrawText(DX_DYNAMITE, DY_DYNAMITE,
7606 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
7608 else if (element_info[element].collect_count > 0)
7610 local_player->gems_still_needed -=
7611 element_info[element].collect_count;
7612 if (local_player->gems_still_needed < 0)
7613 local_player->gems_still_needed = 0;
7615 DrawText(DX_EMERALDS, DY_EMERALDS,
7616 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
7619 RaiseScoreElement(element);
7620 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
7622 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_COLLECTED);
7624 TestIfElementTouchesCustomElement(x, y);
7628 else if (IS_PUSHABLE(element))
7630 if (mode == DF_SNAP && element != EL_BD_ROCK)
7631 return MF_NO_ACTION;
7633 if (CAN_FALL(element) && dy)
7634 return MF_NO_ACTION;
7636 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
7637 !(element == EL_SPRING && use_spring_bug))
7638 return MF_NO_ACTION;
7640 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
7641 return MF_NO_ACTION;
7643 if (!player->Pushing &&
7644 game.engine_version >= RELEASE_IDENT(2,2,0,7))
7645 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7647 player->Pushing = TRUE;
7649 if (!(IN_LEV_FIELD(nextx, nexty) &&
7650 (IS_FREE(nextx, nexty) ||
7651 (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
7652 IS_SB_ELEMENT(element)))))
7653 return MF_NO_ACTION;
7655 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
7656 return MF_NO_ACTION;
7658 if (player->push_delay == 0) /* new pushing; restart delay */
7659 player->push_delay = FrameCounter;
7661 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
7662 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
7663 element != EL_SPRING && element != EL_BALLOON)
7664 return MF_NO_ACTION;
7666 if (IS_SB_ELEMENT(element))
7668 if (element == EL_SOKOBAN_FIELD_FULL)
7670 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
7671 local_player->sokobanfields_still_needed++;
7674 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
7676 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
7677 local_player->sokobanfields_still_needed--;
7680 Feld[x][y] = EL_SOKOBAN_OBJECT;
7682 if (Back[x][y] == Back[nextx][nexty])
7683 PlaySoundLevelAction(x, y, ACTION_PUSHING);
7684 else if (Back[x][y] != 0)
7685 PlaySoundLevelElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
7688 PlaySoundLevelElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
7691 if (local_player->sokobanfields_still_needed == 0 &&
7692 game.emulation == EMU_SOKOBAN)
7694 player->LevelSolved = player->GameOver = TRUE;
7695 PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
7699 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
7701 InitMovingField(x, y, move_direction);
7702 GfxAction[x][y] = ACTION_PUSHING;
7704 if (mode == DF_SNAP)
7705 ContinueMoving(x, y);
7707 MovPos[x][y] = (dx != 0 ? dx : dy);
7709 Pushed[x][y] = TRUE;
7710 Pushed[nextx][nexty] = TRUE;
7712 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
7713 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7715 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PUSHED);
7716 CheckElementChange(x, y, element, CE_PUSHED_BY_PLAYER);
7722 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PRESSED);
7723 CheckElementChange(x, y, element, CE_PRESSED_BY_PLAYER);
7726 return MF_NO_ACTION;
7729 player->push_delay = 0;
7731 if (Feld[x][y] != element) /* really digged/collected something */
7732 player->is_collecting = !player->is_digging;
7737 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
7739 int jx = player->jx, jy = player->jy;
7740 int x = jx + dx, y = jy + dy;
7741 int snap_direction = (dx == -1 ? MV_LEFT :
7742 dx == +1 ? MV_RIGHT :
7744 dy == +1 ? MV_DOWN : MV_NO_MOVING);
7746 if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0))
7749 if (!player->active || !IN_LEV_FIELD(x, y))
7757 if (player->MovPos == 0)
7758 player->Pushing = FALSE;
7760 player->snapped = FALSE;
7762 if (player->MovPos == 0)
7764 player->is_digging = FALSE;
7765 player->is_collecting = FALSE;
7767 player->is_moving = FALSE;
7772 printf("::: trying to snap...\n");
7778 if (player->snapped)
7781 player->MovDir = snap_direction;
7784 player->is_digging = FALSE;
7785 player->is_collecting = FALSE;
7787 player->is_moving = FALSE;
7791 if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
7794 player->snapped = TRUE;
7796 player->is_digging = FALSE;
7797 player->is_collecting = FALSE;
7799 player->is_moving = FALSE;
7803 DrawLevelField(x, y);
7809 boolean DropElement(struct PlayerInfo *player)
7811 int jx = player->jx, jy = player->jy;
7814 if (!player->active || player->MovPos)
7817 old_element = Feld[jx][jy];
7819 /* check if player has anything that can be dropped */
7820 if (player->inventory_size == 0 && player->dynabombs_left == 0)
7823 /* check if anything can be dropped at the current position */
7824 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
7827 /* collected custom elements can only be dropped on empty fields */
7828 if (player->inventory_size > 0 &&
7829 IS_CUSTOM_ELEMENT(player->inventory_element[player->inventory_size - 1])
7830 && old_element != EL_EMPTY)
7833 if (old_element != EL_EMPTY)
7834 Back[jx][jy] = old_element; /* store old element on this field */
7836 MovDelay[jx][jy] = 96;
7838 ResetGfxAnimation(jx, jy);
7839 ResetRandomAnimationValue(jx, jy);
7841 if (player->inventory_size > 0)
7843 int new_element = player->inventory_element[--player->inventory_size];
7846 Feld[jx][jy] = (new_element == EL_DYNAMITE ? EL_DYNAMITE_ACTIVE :
7847 new_element == EL_SP_DISK_RED ? EL_SP_DISK_RED_ACTIVE :
7850 Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
7851 EL_DYNAMITE_ACTIVE);
7854 DrawText(DX_DYNAMITE, DY_DYNAMITE,
7855 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
7857 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
7858 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
7860 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
7862 CheckTriggeredElementChange(jx, jy, new_element, CE_OTHER_GETS_DROPPED);
7863 CheckElementChange(jx, jy, new_element, CE_DROPPED_BY_PLAYER);
7865 TestIfElementTouchesCustomElement(jx, jy);
7867 else /* player is dropping a dyna bomb */
7869 player->dynabombs_left--;
7872 EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1);
7874 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
7875 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
7877 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
7883 /* ------------------------------------------------------------------------- */
7884 /* game sound playing functions */
7885 /* ------------------------------------------------------------------------- */
7887 static int *loop_sound_frame = NULL;
7888 static int *loop_sound_volume = NULL;
7890 void InitPlaySoundLevel()
7892 int num_sounds = getSoundListSize();
7894 if (loop_sound_frame != NULL)
7895 free(loop_sound_frame);
7897 if (loop_sound_volume != NULL)
7898 free(loop_sound_volume);
7900 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
7901 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
7904 static void PlaySoundLevel(int x, int y, int nr)
7906 int sx = SCREENX(x), sy = SCREENY(y);
7907 int volume, stereo_position;
7908 int max_distance = 8;
7909 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
7911 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
7912 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
7915 if (!IN_LEV_FIELD(x, y) ||
7916 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
7917 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
7920 volume = SOUND_MAX_VOLUME;
7922 if (!IN_SCR_FIELD(sx, sy))
7924 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
7925 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
7927 volume -= volume * (dx > dy ? dx : dy) / max_distance;
7930 stereo_position = (SOUND_MAX_LEFT +
7931 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
7932 (SCR_FIELDX + 2 * max_distance));
7934 if (IS_LOOP_SOUND(nr))
7936 /* This assures that quieter loop sounds do not overwrite louder ones,
7937 while restarting sound volume comparison with each new game frame. */
7939 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
7942 loop_sound_volume[nr] = volume;
7943 loop_sound_frame[nr] = FrameCounter;
7946 PlaySoundExt(nr, volume, stereo_position, type);
7949 static void PlaySoundLevelNearest(int x, int y, int sound_action)
7951 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
7952 x > LEVELX(BX2) ? LEVELX(BX2) : x,
7953 y < LEVELY(BY1) ? LEVELY(BY1) :
7954 y > LEVELY(BY2) ? LEVELY(BY2) : y,
7958 static void PlaySoundLevelAction(int x, int y, int action)
7960 PlaySoundLevelElementAction(x, y, Feld[x][y], action);
7963 static void PlaySoundLevelElementAction(int x, int y, int element, int action)
7965 int sound_effect = element_info[element].sound[action];
7967 if (sound_effect != SND_UNDEFINED)
7968 PlaySoundLevel(x, y, sound_effect);
7971 static void PlaySoundLevelActionIfLoop(int x, int y, int action)
7973 int sound_effect = element_info[Feld[x][y]].sound[action];
7975 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
7976 PlaySoundLevel(x, y, sound_effect);
7979 static void StopSoundLevelActionIfLoop(int x, int y, int action)
7981 int sound_effect = element_info[Feld[x][y]].sound[action];
7983 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
7984 StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND);
7987 void RaiseScore(int value)
7989 local_player->score += value;
7990 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2);
7993 void RaiseScoreElement(int element)
7999 case EL_EMERALD_YELLOW:
8000 case EL_EMERALD_RED:
8001 case EL_EMERALD_PURPLE:
8002 case EL_SP_INFOTRON:
8003 RaiseScore(level.score[SC_EMERALD]);
8006 RaiseScore(level.score[SC_DIAMOND]);
8009 RaiseScore(level.score[SC_CRYSTAL]);
8012 RaiseScore(level.score[SC_PEARL]);
8015 case EL_BD_BUTTERFLY:
8016 case EL_SP_ELECTRON:
8017 RaiseScore(level.score[SC_BUG]);
8021 case EL_SP_SNIKSNAK:
8022 RaiseScore(level.score[SC_SPACESHIP]);
8025 case EL_DARK_YAMYAM:
8026 RaiseScore(level.score[SC_YAMYAM]);
8029 RaiseScore(level.score[SC_ROBOT]);
8032 RaiseScore(level.score[SC_PACMAN]);
8035 RaiseScore(level.score[SC_NUT]);
8038 case EL_SP_DISK_RED:
8039 case EL_DYNABOMB_INCREASE_NUMBER:
8040 case EL_DYNABOMB_INCREASE_SIZE:
8041 case EL_DYNABOMB_INCREASE_POWER:
8042 RaiseScore(level.score[SC_DYNAMITE]);
8044 case EL_SHIELD_NORMAL:
8045 case EL_SHIELD_DEADLY:
8046 RaiseScore(level.score[SC_SHIELD]);
8049 RaiseScore(level.score[SC_TIME_BONUS]);
8055 RaiseScore(level.score[SC_KEY]);
8058 RaiseScore(element_info[element].collect_score);
8063 void RequestQuitGame(boolean ask_if_really_quit)
8065 if (AllPlayersGone ||
8066 !ask_if_really_quit ||
8067 level_editor_test_game ||
8068 Request("Do you really want to quit the game ?",
8069 REQ_ASK | REQ_STAY_CLOSED))
8071 #if defined(PLATFORM_UNIX)
8072 if (options.network)
8073 SendToServer_StopPlaying();
8077 game_status = GAME_MODE_MAIN;
8083 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
8088 /* ---------- new game button stuff ---------------------------------------- */
8090 /* graphic position values for game buttons */
8091 #define GAME_BUTTON_XSIZE 30
8092 #define GAME_BUTTON_YSIZE 30
8093 #define GAME_BUTTON_XPOS 5
8094 #define GAME_BUTTON_YPOS 215
8095 #define SOUND_BUTTON_XPOS 5
8096 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
8098 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
8099 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
8100 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
8101 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
8102 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
8103 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
8110 } gamebutton_info[NUM_GAME_BUTTONS] =
8113 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
8118 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
8123 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
8128 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
8129 SOUND_CTRL_ID_MUSIC,
8130 "background music on/off"
8133 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
8134 SOUND_CTRL_ID_LOOPS,
8135 "sound loops on/off"
8138 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
8139 SOUND_CTRL_ID_SIMPLE,
8140 "normal sounds on/off"
8144 void CreateGameButtons()
8148 for (i=0; i<NUM_GAME_BUTTONS; i++)
8150 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
8151 struct GadgetInfo *gi;
8154 unsigned long event_mask;
8155 int gd_xoffset, gd_yoffset;
8156 int gd_x1, gd_x2, gd_y1, gd_y2;
8159 gd_xoffset = gamebutton_info[i].x;
8160 gd_yoffset = gamebutton_info[i].y;
8161 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
8162 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
8164 if (id == GAME_CTRL_ID_STOP ||
8165 id == GAME_CTRL_ID_PAUSE ||
8166 id == GAME_CTRL_ID_PLAY)
8168 button_type = GD_TYPE_NORMAL_BUTTON;
8170 event_mask = GD_EVENT_RELEASED;
8171 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
8172 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
8176 button_type = GD_TYPE_CHECK_BUTTON;
8178 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
8179 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
8180 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
8181 event_mask = GD_EVENT_PRESSED;
8182 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
8183 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
8186 gi = CreateGadget(GDI_CUSTOM_ID, id,
8187 GDI_INFO_TEXT, gamebutton_info[i].infotext,
8188 GDI_X, DX + gd_xoffset,
8189 GDI_Y, DY + gd_yoffset,
8190 GDI_WIDTH, GAME_BUTTON_XSIZE,
8191 GDI_HEIGHT, GAME_BUTTON_YSIZE,
8192 GDI_TYPE, button_type,
8193 GDI_STATE, GD_BUTTON_UNPRESSED,
8194 GDI_CHECKED, checked,
8195 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
8196 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
8197 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
8198 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
8199 GDI_EVENT_MASK, event_mask,
8200 GDI_CALLBACK_ACTION, HandleGameButtons,
8204 Error(ERR_EXIT, "cannot create gadget");
8206 game_gadget[id] = gi;
8210 void FreeGameButtons()
8214 for (i=0; i<NUM_GAME_BUTTONS; i++)
8215 FreeGadget(game_gadget[i]);
8218 static void MapGameButtons()
8222 for (i=0; i<NUM_GAME_BUTTONS; i++)
8223 MapGadget(game_gadget[i]);
8226 void UnmapGameButtons()
8230 for (i=0; i<NUM_GAME_BUTTONS; i++)
8231 UnmapGadget(game_gadget[i]);
8234 static void HandleGameButtons(struct GadgetInfo *gi)
8236 int id = gi->custom_id;
8238 if (game_status != GAME_MODE_PLAYING)
8243 case GAME_CTRL_ID_STOP:
8244 RequestQuitGame(TRUE);
8247 case GAME_CTRL_ID_PAUSE:
8248 if (options.network)
8250 #if defined(PLATFORM_UNIX)
8252 SendToServer_ContinuePlaying();
8254 SendToServer_PausePlaying();
8258 TapeTogglePause(TAPE_TOGGLE_MANUAL);
8261 case GAME_CTRL_ID_PLAY:
8264 #if defined(PLATFORM_UNIX)
8265 if (options.network)
8266 SendToServer_ContinuePlaying();
8270 tape.pausing = FALSE;
8271 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
8276 case SOUND_CTRL_ID_MUSIC:
8277 if (setup.sound_music)
8279 setup.sound_music = FALSE;
8282 else if (audio.music_available)
8284 setup.sound = setup.sound_music = TRUE;
8286 SetAudioMode(setup.sound);
8287 PlayMusic(level_nr);
8291 case SOUND_CTRL_ID_LOOPS:
8292 if (setup.sound_loops)
8293 setup.sound_loops = FALSE;
8294 else if (audio.loops_available)
8296 setup.sound = setup.sound_loops = TRUE;
8297 SetAudioMode(setup.sound);
8301 case SOUND_CTRL_ID_SIMPLE:
8302 if (setup.sound_simple)
8303 setup.sound_simple = FALSE;
8304 else if (audio.sound_available)
8306 setup.sound = setup.sound_simple = TRUE;
8307 SetAudioMode(setup.sound);