1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MoveFigure() */
36 #define MF_NO_ACTION 0
40 /* for ScrollFigure() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_NO_EXPLOSION 0
51 /* special positions in the game control window (relative to control window) */
54 #define XX_EMERALDS 29
55 #define YY_EMERALDS 54
56 #define XX_DYNAMITE 29
57 #define YY_DYNAMITE 89
65 /* special positions in the game control window (relative to main window) */
66 #define DX_LEVEL (DX + XX_LEVEL)
67 #define DY_LEVEL (DY + YY_LEVEL)
68 #define DX_EMERALDS (DX + XX_EMERALDS)
69 #define DY_EMERALDS (DY + YY_EMERALDS)
70 #define DX_DYNAMITE (DX + XX_DYNAMITE)
71 #define DY_DYNAMITE (DY + YY_DYNAMITE)
72 #define DX_KEYS (DX + XX_KEYS)
73 #define DY_KEYS (DY + YY_KEYS)
74 #define DX_SCORE (DX + XX_SCORE)
75 #define DY_SCORE (DY + YY_SCORE)
76 #define DX_TIME (DX + XX_TIME)
77 #define DY_TIME (DY + YY_TIME)
79 /* values for initial player move delay (initial delay counter value) */
80 #define INITIAL_MOVE_DELAY_OFF -1
81 #define INITIAL_MOVE_DELAY_ON 0
83 /* values for player movement speed (which is in fact a delay value) */
84 #define MOVE_DELAY_NORMAL_SPEED 8
85 #define MOVE_DELAY_HIGH_SPEED 4
87 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
88 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
89 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
90 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
92 /* values for other actions */
93 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
95 #define INIT_GFX_RANDOM() (SimpleRND(1000000))
97 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
98 RND(element_info[e].push_delay_random))
99 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
100 RND(element_info[e].move_delay_random))
102 #define ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, condition) \
103 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
105 (DONT_COLLIDE_WITH(e) && \
106 IS_FREE_OR_PLAYER(x, y))))
108 #define ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, condition) \
109 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
112 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
113 ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, 0)
115 #define ELEMENT_CAN_ENTER_FIELD_OR_ACID(e, x, y) \
116 ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, (Feld[x][y] == EL_ACID))
118 #define ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(x, y) \
119 ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, (Feld[x][y] == EL_ACID))
121 #define ENEMY_CAN_ENTER_FIELD(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
123 #define YAMYAM_CAN_ENTER_FIELD(x, y) \
124 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
125 Feld[x][y] == EL_DIAMOND))
127 #define DARK_YAMYAM_CAN_ENTER_FIELD(x, y) \
128 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
129 IS_FOOD_DARK_YAMYAM(Feld[x][y])))
131 #define PACMAN_CAN_ENTER_FIELD(x, y) \
132 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
133 IS_AMOEBOID(Feld[x][y])))
135 #define PIG_CAN_ENTER_FIELD(x, y) \
136 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
137 IS_FOOD_PIG(Feld[x][y])))
139 #define PENGUIN_CAN_ENTER_FIELD(x, y) \
140 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
141 IS_FOOD_PENGUIN(Feld[x][y]) || \
142 Feld[x][y] == EL_EXIT_OPEN || \
143 Feld[x][y] == EL_ACID))
145 #define MOLE_CAN_ENTER_FIELD(x, y, condition) \
146 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || (condition)))
148 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
149 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
151 /* game button identifiers */
152 #define GAME_CTRL_ID_STOP 0
153 #define GAME_CTRL_ID_PAUSE 1
154 #define GAME_CTRL_ID_PLAY 2
155 #define SOUND_CTRL_ID_MUSIC 3
156 #define SOUND_CTRL_ID_LOOPS 4
157 #define SOUND_CTRL_ID_SIMPLE 5
159 #define NUM_GAME_BUTTONS 6
162 /* forward declaration for internal use */
164 static void InitBeltMovement(void);
165 static void CloseAllOpenTimegates(void);
166 static void CheckGravityMovement(struct PlayerInfo *);
167 static void KillHeroUnlessProtected(int, int);
169 static void TestIfPlayerTouchesCustomElement(int, int);
170 static void TestIfElementTouchesCustomElement(int, int);
172 static boolean CheckTriggeredElementChange(int, int, int, int);
173 static boolean CheckElementChange(int, int, int, int);
175 static void PlaySoundLevel(int, int, int);
176 static void PlaySoundLevelNearest(int, int, int);
177 static void PlaySoundLevelAction(int, int, int);
178 static void PlaySoundLevelElementAction(int, int, int, int);
179 static void PlaySoundLevelActionIfLoop(int, int, int);
180 static void StopSoundLevelActionIfLoop(int, int, int);
182 static void MapGameButtons();
183 static void HandleGameButtons(struct GadgetInfo *);
185 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
188 /* ------------------------------------------------------------------------- */
189 /* definition of elements that automatically change to other elements after */
190 /* a specified time, eventually calling a function when changing */
191 /* ------------------------------------------------------------------------- */
193 /* forward declaration for changer functions */
194 static void InitBuggyBase(int x, int y);
195 static void WarnBuggyBase(int x, int y);
197 static void InitTrap(int x, int y);
198 static void ActivateTrap(int x, int y);
199 static void ChangeActiveTrap(int x, int y);
201 static void InitRobotWheel(int x, int y);
202 static void RunRobotWheel(int x, int y);
203 static void StopRobotWheel(int x, int y);
205 static void InitTimegateWheel(int x, int y);
206 static void RunTimegateWheel(int x, int y);
208 struct ChangingElementInfo
213 void (*pre_change_function)(int x, int y);
214 void (*change_function)(int x, int y);
215 void (*post_change_function)(int x, int y);
218 static struct ChangingElementInfo change_delay_list[] =
245 EL_SWITCHGATE_OPENING,
253 EL_SWITCHGATE_CLOSING,
254 EL_SWITCHGATE_CLOSED,
286 EL_ACID_SPLASH_RIGHT,
295 EL_SP_BUGGY_BASE_ACTIVATING,
302 EL_SP_BUGGY_BASE_ACTIVATING,
303 EL_SP_BUGGY_BASE_ACTIVE,
310 EL_SP_BUGGY_BASE_ACTIVE,
334 EL_ROBOT_WHEEL_ACTIVE,
342 EL_TIMEGATE_SWITCH_ACTIVE,
363 int push_delay_fixed, push_delay_random;
368 { EL_BALLOON, 0, 0 },
370 { EL_SOKOBAN_OBJECT, 2, 0 },
371 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
372 { EL_SATELLITE, 2, 0 },
373 { EL_SP_DISK_YELLOW, 2, 0 },
375 { EL_UNDEFINED, 0, 0 },
383 move_stepsize_list[] =
385 { EL_AMOEBA_DROP, 2 },
386 { EL_AMOEBA_DROPPING, 2 },
387 { EL_QUICKSAND_FILLING, 1 },
388 { EL_QUICKSAND_EMPTYING, 1 },
389 { EL_MAGIC_WALL_FILLING, 2 },
390 { EL_BD_MAGIC_WALL_FILLING, 2 },
391 { EL_MAGIC_WALL_EMPTYING, 2 },
392 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
402 collect_count_list[] =
405 { EL_BD_DIAMOND, 1 },
406 { EL_EMERALD_YELLOW, 1 },
407 { EL_EMERALD_RED, 1 },
408 { EL_EMERALD_PURPLE, 1 },
410 { EL_SP_INFOTRON, 1 },
417 static unsigned long trigger_events[MAX_NUM_ELEMENTS];
419 #define IS_AUTO_CHANGING(e) (element_info[e].change_events & \
420 CH_EVENT_BIT(CE_DELAY))
421 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
422 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
423 IS_JUST_CHANGING(x, y))
425 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
428 void GetPlayerConfig()
430 if (!audio.sound_available)
431 setup.sound_simple = FALSE;
433 if (!audio.loops_available)
434 setup.sound_loops = FALSE;
436 if (!audio.music_available)
437 setup.sound_music = FALSE;
439 if (!video.fullscreen_available)
440 setup.fullscreen = FALSE;
442 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
444 SetAudioMode(setup.sound);
448 static int getBeltNrFromBeltElement(int element)
450 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
451 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
452 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
455 static int getBeltNrFromBeltActiveElement(int element)
457 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
458 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
459 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
462 static int getBeltNrFromBeltSwitchElement(int element)
464 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
465 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
466 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
469 static int getBeltDirNrFromBeltSwitchElement(int element)
471 static int belt_base_element[4] =
473 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
474 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
475 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
476 EL_CONVEYOR_BELT_4_SWITCH_LEFT
479 int belt_nr = getBeltNrFromBeltSwitchElement(element);
480 int belt_dir_nr = element - belt_base_element[belt_nr];
482 return (belt_dir_nr % 3);
485 static int getBeltDirFromBeltSwitchElement(int element)
487 static int belt_move_dir[3] =
494 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
496 return belt_move_dir[belt_dir_nr];
499 static void InitPlayerField(int x, int y, int element, boolean init_game)
501 if (element == EL_SP_MURPHY)
505 if (stored_player[0].present)
507 Feld[x][y] = EL_SP_MURPHY_CLONE;
513 stored_player[0].use_murphy_graphic = TRUE;
516 Feld[x][y] = EL_PLAYER_1;
522 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
523 int jx = player->jx, jy = player->jy;
525 player->present = TRUE;
527 if (!options.network || player->connected)
529 player->active = TRUE;
531 /* remove potentially duplicate players */
532 if (StorePlayer[jx][jy] == Feld[x][y])
533 StorePlayer[jx][jy] = 0;
535 StorePlayer[x][y] = Feld[x][y];
539 printf("Player %d activated.\n", player->element_nr);
540 printf("[Local player is %d and currently %s.]\n",
541 local_player->element_nr,
542 local_player->active ? "active" : "not active");
546 Feld[x][y] = EL_EMPTY;
547 player->jx = player->last_jx = x;
548 player->jy = player->last_jy = y;
552 static void InitField(int x, int y, boolean init_game)
554 int element = Feld[x][y];
563 InitPlayerField(x, y, element, init_game);
567 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
568 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
569 else if (x > 0 && Feld[x-1][y] == EL_ACID)
570 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
571 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
572 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
573 else if (y > 0 && Feld[x][y-1] == EL_ACID)
574 Feld[x][y] = EL_ACID_POOL_BOTTOM;
575 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
576 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
584 case EL_SPACESHIP_RIGHT:
585 case EL_SPACESHIP_UP:
586 case EL_SPACESHIP_LEFT:
587 case EL_SPACESHIP_DOWN:
589 case EL_BD_BUTTERFLY_RIGHT:
590 case EL_BD_BUTTERFLY_UP:
591 case EL_BD_BUTTERFLY_LEFT:
592 case EL_BD_BUTTERFLY_DOWN:
593 case EL_BD_BUTTERFLY:
594 case EL_BD_FIREFLY_RIGHT:
595 case EL_BD_FIREFLY_UP:
596 case EL_BD_FIREFLY_LEFT:
597 case EL_BD_FIREFLY_DOWN:
599 case EL_PACMAN_RIGHT:
623 if (y == lev_fieldy - 1)
625 Feld[x][y] = EL_AMOEBA_GROWING;
626 Store[x][y] = EL_AMOEBA_WET;
630 case EL_DYNAMITE_ACTIVE:
635 local_player->lights_still_needed++;
638 case EL_SOKOBAN_FIELD_EMPTY:
639 local_player->sokobanfields_still_needed++;
643 local_player->friends_still_needed++;
648 MovDir[x][y] = 1 << RND(4);
652 Feld[x][y] = EL_EMPTY;
655 case EL_EM_KEY_1_FILE:
656 Feld[x][y] = EL_EM_KEY_1;
658 case EL_EM_KEY_2_FILE:
659 Feld[x][y] = EL_EM_KEY_2;
661 case EL_EM_KEY_3_FILE:
662 Feld[x][y] = EL_EM_KEY_3;
664 case EL_EM_KEY_4_FILE:
665 Feld[x][y] = EL_EM_KEY_4;
668 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
669 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
670 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
671 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
672 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
673 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
674 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
675 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
676 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
677 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
678 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
679 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
682 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
683 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
684 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
686 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
688 game.belt_dir[belt_nr] = belt_dir;
689 game.belt_dir_nr[belt_nr] = belt_dir_nr;
691 else /* more than one switch -- set it like the first switch */
693 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
698 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
700 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
703 case EL_LIGHT_SWITCH_ACTIVE:
705 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
709 if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
715 void DrawGameDoorValues()
719 for (i=0; i<MAX_PLAYERS; i++)
721 if (stored_player[i].key[j])
722 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
723 el2edimg(EL_KEY_1 + j));
725 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
726 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
727 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
728 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
729 DrawText(DX + XX_SCORE, DY + YY_SCORE,
730 int2str(local_player->score, 5), FONT_TEXT_2);
731 DrawText(DX + XX_TIME, DY + YY_TIME,
732 int2str(TimeLeft, 3), FONT_TEXT_2);
737 =============================================================================
739 -----------------------------------------------------------------------------
740 initialize game engine due to level / tape version number
741 =============================================================================
744 static void InitGameEngine()
748 /* set game engine from tape file when re-playing, else from level file */
749 game.engine_version = (tape.playing ? tape.engine_version :
752 /* dynamically adjust element properties according to game engine version */
753 InitElementPropertiesEngine(game.engine_version);
756 printf("level %d: level version == %06d\n", level_nr, level.game_version);
757 printf(" tape version == %06d [%s] [file: %06d]\n",
758 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
760 printf(" => game.engine_version == %06d\n", game.engine_version);
763 /* ---------- initialize player's initial move delay --------------------- */
765 /* dynamically adjust player properties according to game engine version */
766 game.initial_move_delay =
767 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
768 INITIAL_MOVE_DELAY_OFF);
770 /* dynamically adjust player properties according to level information */
771 game.initial_move_delay_value =
772 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
774 /* ---------- initialize changing elements ------------------------------- */
776 /* initialize changing elements information */
777 for (i=0; i < MAX_NUM_ELEMENTS; i++)
779 struct ElementInfo *ei = &element_info[i];
781 /* this pointer might have been changed in the level editor */
782 ei->change = &ei->change_page[0];
784 if (!IS_CUSTOM_ELEMENT(i))
786 ei->change->target_element = EL_EMPTY_SPACE;
787 ei->change->delay_fixed = 0;
788 ei->change->delay_random = 0;
789 ei->change->delay_frames = 1;
792 ei->change_events = CE_BITMASK_DEFAULT;
793 for (j=0; j < NUM_CHANGE_EVENTS; j++)
795 ei->event_page_num[j] = 0;
796 ei->event_page[j] = &ei->change_page[0];
800 /* add changing elements from pre-defined list */
801 for (i=0; change_delay_list[i].element != EL_UNDEFINED; i++)
803 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
804 struct ElementInfo *ei = &element_info[ch_delay->element];
806 ei->change->target_element = ch_delay->target_element;
807 ei->change->delay_fixed = ch_delay->change_delay;
809 ei->change->pre_change_function = ch_delay->pre_change_function;
810 ei->change->change_function = ch_delay->change_function;
811 ei->change->post_change_function = ch_delay->post_change_function;
813 ei->change_events |= CH_EVENT_BIT(CE_DELAY);
817 /* add change events from custom element configuration */
818 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
820 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
822 for (j=0; j < ei->num_change_pages; j++)
824 if (!ei->change_page[j].can_change)
827 for (k=0; k < NUM_CHANGE_EVENTS; k++)
829 /* only add event page for the first page found with this event */
830 if (ei->change_page[j].events & CH_EVENT_BIT(k) &&
831 !(ei->change_events & CH_EVENT_BIT(k)))
833 ei->change_events |= CH_EVENT_BIT(k);
834 ei->event_page_num[k] = j;
835 ei->event_page[k] = &ei->change_page[j];
843 /* add change events from custom element configuration */
844 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
846 int element = EL_CUSTOM_START + i;
848 /* only add custom elements that change after fixed/random frame delay */
849 if (CAN_CHANGE(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
850 element_info[element].change_events |= CH_EVENT_BIT(CE_DELAY);
854 /* ---------- initialize trigger events ---------------------------------- */
856 /* initialize trigger events information */
857 for (i=0; i<MAX_NUM_ELEMENTS; i++)
858 trigger_events[i] = EP_BITMASK_DEFAULT;
861 /* add trigger events from element change event properties */
862 for (i=0; i<MAX_NUM_ELEMENTS; i++)
864 struct ElementInfo *ei = &element_info[i];
866 for (j=0; j < ei->num_change_pages; j++)
868 if (!ei->change_page->can_change)
871 if (ei->change_page[j].events & CH_EVENT_BIT(CE_BY_OTHER))
873 int trigger_element = ei->change_page[j].trigger_element;
875 trigger_events[trigger_element] |= ei->change_page[j].events;
880 /* add trigger events from element change event properties */
881 for (i=0; i<MAX_NUM_ELEMENTS; i++)
882 if (HAS_CHANGE_EVENT(i, CE_BY_OTHER))
883 trigger_events[element_info[i].change->trigger_element] |=
884 element_info[i].change->events;
887 /* ---------- initialize push delay -------------------------------------- */
889 /* initialize push delay values to default */
890 for (i=0; i<MAX_NUM_ELEMENTS; i++)
892 if (!IS_CUSTOM_ELEMENT(i))
894 element_info[i].push_delay_fixed = 2;
895 element_info[i].push_delay_random = 8;
899 /* set push delay value for certain elements from pre-defined list */
900 for (i=0; push_delay_list[i].element != EL_UNDEFINED; i++)
902 int e = push_delay_list[i].element;
904 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
905 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
908 /* ---------- initialize move stepsize ----------------------------------- */
910 /* initialize move stepsize values to default */
911 for (i=0; i<MAX_NUM_ELEMENTS; i++)
912 if (!IS_CUSTOM_ELEMENT(i))
913 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
915 /* set move stepsize value for certain elements from pre-defined list */
916 for (i=0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
918 int e = move_stepsize_list[i].element;
920 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
923 /* ---------- initialize gem count --------------------------------------- */
925 /* initialize gem count values for each element */
926 for (i=0; i<MAX_NUM_ELEMENTS; i++)
927 if (!IS_CUSTOM_ELEMENT(i))
928 element_info[i].collect_count = 0;
930 /* add gem count values for all elements from pre-defined list */
931 for (i=0; collect_count_list[i].element != EL_UNDEFINED; i++)
932 element_info[collect_count_list[i].element].collect_count =
933 collect_count_list[i].count;
938 =============================================================================
940 -----------------------------------------------------------------------------
941 initialize and start new game
942 =============================================================================
947 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
948 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
949 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
956 #if USE_NEW_AMOEBA_CODE
957 printf("Using new amoeba code.\n");
959 printf("Using old amoeba code.\n");
964 /* don't play tapes over network */
965 network_playing = (options.network && !tape.playing);
967 for (i=0; i<MAX_PLAYERS; i++)
969 struct PlayerInfo *player = &stored_player[i];
971 player->index_nr = i;
972 player->element_nr = EL_PLAYER_1 + i;
974 player->present = FALSE;
975 player->active = FALSE;
978 player->effective_action = 0;
979 player->programmed_action = 0;
982 player->gems_still_needed = level.gems_needed;
983 player->sokobanfields_still_needed = 0;
984 player->lights_still_needed = 0;
985 player->friends_still_needed = 0;
988 player->key[j] = FALSE;
990 player->dynabomb_count = 0;
991 player->dynabomb_size = 1;
992 player->dynabombs_left = 0;
993 player->dynabomb_xl = FALSE;
995 player->MovDir = MV_NO_MOVING;
997 player->Pushing = FALSE;
998 player->Switching = FALSE;
1000 player->GfxDir = MV_NO_MOVING;
1001 player->GfxAction = ACTION_DEFAULT;
1003 player->StepFrame = 0;
1005 player->use_murphy_graphic = FALSE;
1006 player->use_disk_red_graphic = FALSE;
1008 player->actual_frame_counter = 0;
1010 player->last_move_dir = MV_NO_MOVING;
1012 player->is_moving = FALSE;
1013 player->is_waiting = FALSE;
1014 player->is_digging = FALSE;
1015 player->is_collecting = FALSE;
1017 player->move_delay = game.initial_move_delay;
1018 player->move_delay_value = game.initial_move_delay_value;
1020 player->push_delay = 0;
1021 player->push_delay_value = 5;
1023 player->snapped = FALSE;
1025 player->last_jx = player->last_jy = 0;
1026 player->jx = player->jy = 0;
1028 player->shield_normal_time_left = 0;
1029 player->shield_deadly_time_left = 0;
1031 player->inventory_size = 0;
1033 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
1034 SnapField(player, 0, 0);
1036 player->LevelSolved = FALSE;
1037 player->GameOver = FALSE;
1040 network_player_action_received = FALSE;
1042 #if defined(PLATFORM_UNIX)
1043 /* initial null action */
1044 if (network_playing)
1045 SendToServer_MovePlayer(MV_NO_MOVING);
1053 TimeLeft = level.time;
1055 ScreenMovDir = MV_NO_MOVING;
1059 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
1061 AllPlayersGone = FALSE;
1063 game.yamyam_content_nr = 0;
1064 game.magic_wall_active = FALSE;
1065 game.magic_wall_time_left = 0;
1066 game.light_time_left = 0;
1067 game.timegate_time_left = 0;
1068 game.switchgate_pos = 0;
1069 game.balloon_dir = MV_NO_MOVING;
1070 game.explosions_delayed = TRUE;
1074 game.belt_dir[i] = MV_NO_MOVING;
1075 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1078 for (i=0; i<MAX_NUM_AMOEBA; i++)
1079 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
1081 for (x=0; x<lev_fieldx; x++)
1083 for (y=0; y<lev_fieldy; y++)
1085 Feld[x][y] = level.field[x][y];
1086 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
1087 ChangeDelay[x][y] = 0;
1088 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
1090 JustStopped[x][y] = 0;
1092 Pushed[x][y] = FALSE;
1093 Changing[x][y] = FALSE;
1094 ExplodePhase[x][y] = 0;
1095 ExplodeField[x][y] = EX_NO_EXPLOSION;
1098 GfxAction[x][y] = ACTION_DEFAULT;
1099 GfxRandom[x][y] = INIT_GFX_RANDOM();
1100 GfxElement[x][y] = EL_UNDEFINED;
1104 for(y=0; y<lev_fieldy; y++)
1106 for(x=0; x<lev_fieldx; x++)
1108 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
1110 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
1112 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
1115 InitField(x, y, TRUE);
1121 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
1122 emulate_sb ? EMU_SOKOBAN :
1123 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
1125 /* correct non-moving belts to start moving left */
1127 if (game.belt_dir[i] == MV_NO_MOVING)
1128 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1130 /* check if any connected player was not found in playfield */
1131 for (i=0; i<MAX_PLAYERS; i++)
1133 struct PlayerInfo *player = &stored_player[i];
1135 if (player->connected && !player->present)
1137 for (j=0; j<MAX_PLAYERS; j++)
1139 struct PlayerInfo *some_player = &stored_player[j];
1140 int jx = some_player->jx, jy = some_player->jy;
1142 /* assign first free player found that is present in the playfield */
1143 if (some_player->present && !some_player->connected)
1145 player->present = TRUE;
1146 player->active = TRUE;
1147 some_player->present = FALSE;
1149 StorePlayer[jx][jy] = player->element_nr;
1150 player->jx = player->last_jx = jx;
1151 player->jy = player->last_jy = jy;
1161 /* when playing a tape, eliminate all players who do not participate */
1163 for (i=0; i<MAX_PLAYERS; i++)
1165 if (stored_player[i].active && !tape.player_participates[i])
1167 struct PlayerInfo *player = &stored_player[i];
1168 int jx = player->jx, jy = player->jy;
1170 player->active = FALSE;
1171 StorePlayer[jx][jy] = 0;
1172 Feld[jx][jy] = EL_EMPTY;
1176 else if (!options.network && !setup.team_mode) /* && !tape.playing */
1178 /* when in single player mode, eliminate all but the first active player */
1180 for (i=0; i<MAX_PLAYERS; i++)
1182 if (stored_player[i].active)
1184 for (j=i+1; j<MAX_PLAYERS; j++)
1186 if (stored_player[j].active)
1188 struct PlayerInfo *player = &stored_player[j];
1189 int jx = player->jx, jy = player->jy;
1191 player->active = FALSE;
1192 StorePlayer[jx][jy] = 0;
1193 Feld[jx][jy] = EL_EMPTY;
1200 /* when recording the game, store which players take part in the game */
1203 for (i=0; i<MAX_PLAYERS; i++)
1204 if (stored_player[i].active)
1205 tape.player_participates[i] = TRUE;
1210 for (i=0; i<MAX_PLAYERS; i++)
1212 struct PlayerInfo *player = &stored_player[i];
1214 printf("Player %d: present == %d, connected == %d, active == %d.\n",
1219 if (local_player == player)
1220 printf("Player %d is local player.\n", i+1);
1224 if (BorderElement == EL_EMPTY)
1227 SBX_Right = lev_fieldx - SCR_FIELDX;
1229 SBY_Lower = lev_fieldy - SCR_FIELDY;
1234 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
1236 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
1239 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
1240 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
1242 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
1243 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
1245 /* if local player not found, look for custom element that might create
1246 the player (make some assumptions about the right custom element) */
1247 if (!local_player->present)
1249 int start_x = 0, start_y = 0;
1250 int found_rating = 0;
1251 int found_element = EL_UNDEFINED;
1253 for(y=0; y < lev_fieldy; y++) for(x=0; x < lev_fieldx; x++)
1255 int element = Feld[x][y];
1260 if (!IS_CUSTOM_ELEMENT(element))
1263 if (CAN_CHANGE(element))
1265 for (i=0; i < element_info[element].num_change_pages; i++)
1267 content = element_info[element].change_page[i].target_element;
1268 is_player = ELEM_IS_PLAYER(content);
1270 if (is_player && (found_rating < 3 || element < found_element))
1276 found_element = element;
1281 for(yy=0; yy < 3; yy++) for(xx=0; xx < 3; xx++)
1283 content = element_info[element].content[xx][yy];
1284 is_player = ELEM_IS_PLAYER(content);
1286 if (is_player && (found_rating < 2 || element < found_element))
1288 start_x = x + xx - 1;
1289 start_y = y + yy - 1;
1292 found_element = element;
1295 if (!CAN_CHANGE(element))
1298 for (i=0; i < element_info[element].num_change_pages; i++)
1300 content = element_info[element].change_page[i].content[xx][yy];
1301 is_player = ELEM_IS_PLAYER(content);
1303 if (is_player && (found_rating < 1 || element < found_element))
1305 start_x = x + xx - 1;
1306 start_y = y + yy - 1;
1309 found_element = element;
1315 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
1316 start_x > SBX_Right + MIDPOSX ? SBX_Right :
1319 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
1320 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
1326 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
1327 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
1328 local_player->jx - MIDPOSX);
1330 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
1331 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
1332 local_player->jy - MIDPOSY);
1334 scroll_x = SBX_Left;
1335 scroll_y = SBY_Upper;
1336 if (local_player->jx >= SBX_Left + MIDPOSX)
1337 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
1338 local_player->jx - MIDPOSX :
1340 if (local_player->jy >= SBY_Upper + MIDPOSY)
1341 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
1342 local_player->jy - MIDPOSY :
1347 CloseDoor(DOOR_CLOSE_1);
1352 /* after drawing the level, correct some elements */
1353 if (game.timegate_time_left == 0)
1354 CloseAllOpenTimegates();
1356 if (setup.soft_scrolling)
1357 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
1359 redraw_mask |= REDRAW_FROM_BACKBUFFER;
1362 /* copy default game door content to main double buffer */
1363 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
1364 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
1367 DrawText(DX + XX_LEVEL, DY + YY_LEVEL, int2str(level_nr, 2), FONT_TEXT_2);
1370 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
1371 int2str(level_nr, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
1372 BlitBitmap(drawto, drawto,
1373 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
1374 getFontWidth(FONT_LEVEL_NUMBER) * 3,
1375 getFontHeight(FONT_LEVEL_NUMBER) - 1,
1376 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
1379 DrawGameDoorValues();
1383 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
1384 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
1385 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
1389 /* copy actual game door content to door double buffer for OpenDoor() */
1390 BlitBitmap(drawto, bitmap_db_door,
1391 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
1393 OpenDoor(DOOR_OPEN_ALL);
1395 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
1396 if (setup.sound_music)
1397 PlayMusic(level_nr);
1399 KeyboardAutoRepeatOffUnlessAutoplay();
1404 printf("Player %d %sactive.\n",
1405 i + 1, (stored_player[i].active ? "" : "not "));
1409 void InitMovDir(int x, int y)
1411 int i, element = Feld[x][y];
1412 static int xy[4][2] =
1419 static int direction[3][4] =
1421 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1422 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1423 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1432 Feld[x][y] = EL_BUG;
1433 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
1436 case EL_SPACESHIP_RIGHT:
1437 case EL_SPACESHIP_UP:
1438 case EL_SPACESHIP_LEFT:
1439 case EL_SPACESHIP_DOWN:
1440 Feld[x][y] = EL_SPACESHIP;
1441 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
1444 case EL_BD_BUTTERFLY_RIGHT:
1445 case EL_BD_BUTTERFLY_UP:
1446 case EL_BD_BUTTERFLY_LEFT:
1447 case EL_BD_BUTTERFLY_DOWN:
1448 Feld[x][y] = EL_BD_BUTTERFLY;
1449 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
1452 case EL_BD_FIREFLY_RIGHT:
1453 case EL_BD_FIREFLY_UP:
1454 case EL_BD_FIREFLY_LEFT:
1455 case EL_BD_FIREFLY_DOWN:
1456 Feld[x][y] = EL_BD_FIREFLY;
1457 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1460 case EL_PACMAN_RIGHT:
1462 case EL_PACMAN_LEFT:
1463 case EL_PACMAN_DOWN:
1464 Feld[x][y] = EL_PACMAN;
1465 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1468 case EL_SP_SNIKSNAK:
1469 MovDir[x][y] = MV_UP;
1472 case EL_SP_ELECTRON:
1473 MovDir[x][y] = MV_LEFT;
1480 Feld[x][y] = EL_MOLE;
1481 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1485 if (IS_CUSTOM_ELEMENT(element))
1487 if (element_info[element].move_direction_initial != MV_NO_MOVING)
1488 MovDir[x][y] = element_info[element].move_direction_initial;
1489 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
1490 element_info[element].move_pattern == MV_TURNING_LEFT ||
1491 element_info[element].move_pattern == MV_TURNING_RIGHT)
1492 MovDir[x][y] = 1 << RND(4);
1493 else if (element_info[element].move_pattern == MV_HORIZONTAL)
1494 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
1495 else if (element_info[element].move_pattern == MV_VERTICAL)
1496 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
1497 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
1498 MovDir[x][y] = element_info[element].move_pattern;
1499 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE ||
1500 element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1504 int x1 = x + xy[i][0];
1505 int y1 = y + xy[i][1];
1507 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1509 if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1510 MovDir[x][y] = direction[0][i];
1512 MovDir[x][y] = direction[1][i];
1521 MovDir[x][y] = 1 << RND(4);
1523 if (element != EL_BUG &&
1524 element != EL_SPACESHIP &&
1525 element != EL_BD_BUTTERFLY &&
1526 element != EL_BD_FIREFLY)
1531 int x1 = x + xy[i][0];
1532 int y1 = y + xy[i][1];
1534 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1536 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1538 MovDir[x][y] = direction[0][i];
1541 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1542 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1544 MovDir[x][y] = direction[1][i];
1554 void InitAmoebaNr(int x, int y)
1557 int group_nr = AmoebeNachbarNr(x, y);
1561 for (i=1; i<MAX_NUM_AMOEBA; i++)
1563 if (AmoebaCnt[i] == 0)
1571 AmoebaNr[x][y] = group_nr;
1572 AmoebaCnt[group_nr]++;
1573 AmoebaCnt2[group_nr]++;
1579 boolean raise_level = FALSE;
1581 if (local_player->MovPos)
1584 if (tape.playing && tape.auto_play)
1585 tape.auto_play_level_solved = TRUE;
1587 local_player->LevelSolved = FALSE;
1589 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
1593 if (!tape.playing && setup.sound_loops)
1594 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1595 SND_CTRL_PLAY_LOOP);
1597 while (TimeLeft > 0)
1599 if (!tape.playing && !setup.sound_loops)
1600 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1601 if (TimeLeft > 0 && !(TimeLeft % 10))
1602 RaiseScore(level.score[SC_TIME_BONUS]);
1603 if (TimeLeft > 100 && !(TimeLeft % 10))
1607 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
1614 if (!tape.playing && setup.sound_loops)
1615 StopSound(SND_GAME_LEVELTIME_BONUS);
1617 else if (level.time == 0) /* level without time limit */
1619 if (!tape.playing && setup.sound_loops)
1620 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1621 SND_CTRL_PLAY_LOOP);
1623 while (TimePlayed < 999)
1625 if (!tape.playing && !setup.sound_loops)
1626 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1627 if (TimePlayed < 999 && !(TimePlayed % 10))
1628 RaiseScore(level.score[SC_TIME_BONUS]);
1629 if (TimePlayed < 900 && !(TimePlayed % 10))
1633 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
1640 if (!tape.playing && setup.sound_loops)
1641 StopSound(SND_GAME_LEVELTIME_BONUS);
1644 /* Hero disappears */
1645 DrawLevelField(ExitX, ExitY);
1651 CloseDoor(DOOR_CLOSE_1);
1656 SaveTape(tape.level_nr); /* Ask to save tape */
1659 if (level_nr == leveldir_current->handicap_level)
1661 leveldir_current->handicap_level++;
1662 SaveLevelSetup_SeriesInfo();
1665 if (level_editor_test_game)
1666 local_player->score = -1; /* no highscore when playing from editor */
1667 else if (level_nr < leveldir_current->last_level)
1668 raise_level = TRUE; /* advance to next level */
1670 if ((hi_pos = NewHiScore()) >= 0)
1672 game_status = GAME_MODE_SCORES;
1673 DrawHallOfFame(hi_pos);
1682 game_status = GAME_MODE_MAIN;
1699 LoadScore(level_nr);
1701 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1702 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1705 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1707 if (local_player->score > highscore[k].Score)
1709 /* player has made it to the hall of fame */
1711 if (k < MAX_SCORE_ENTRIES - 1)
1713 int m = MAX_SCORE_ENTRIES - 1;
1716 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1717 if (!strcmp(setup.player_name, highscore[l].Name))
1719 if (m == k) /* player's new highscore overwrites his old one */
1725 strcpy(highscore[l].Name, highscore[l - 1].Name);
1726 highscore[l].Score = highscore[l - 1].Score;
1733 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1734 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1735 highscore[k].Score = local_player->score;
1741 else if (!strncmp(setup.player_name, highscore[k].Name,
1742 MAX_PLAYER_NAME_LEN))
1743 break; /* player already there with a higher score */
1749 SaveScore(level_nr);
1754 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
1756 if (player->GfxAction != action || player->GfxDir != dir)
1759 printf("Player frame reset! (%d => %d, %d => %d)\n",
1760 player->GfxAction, action, player->GfxDir, dir);
1763 player->GfxAction = action;
1764 player->GfxDir = dir;
1766 player->StepFrame = 0;
1770 static void ResetRandomAnimationValue(int x, int y)
1772 GfxRandom[x][y] = INIT_GFX_RANDOM();
1775 static void ResetGfxAnimation(int x, int y)
1778 GfxAction[x][y] = ACTION_DEFAULT;
1781 void InitMovingField(int x, int y, int direction)
1783 int element = Feld[x][y];
1784 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1785 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1789 if (!JustStopped[x][y] || direction != MovDir[x][y])
1790 ResetGfxAnimation(x, y);
1792 MovDir[newx][newy] = MovDir[x][y] = direction;
1794 if (Feld[newx][newy] == EL_EMPTY)
1795 Feld[newx][newy] = EL_BLOCKED;
1797 if (direction == MV_DOWN && CAN_FALL(element))
1798 GfxAction[x][y] = ACTION_FALLING;
1800 GfxAction[x][y] = ACTION_MOVING;
1802 GfxFrame[newx][newy] = GfxFrame[x][y];
1803 GfxAction[newx][newy] = GfxAction[x][y];
1804 GfxRandom[newx][newy] = GfxRandom[x][y];
1807 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1809 int direction = MovDir[x][y];
1810 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1811 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1817 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1819 int oldx = x, oldy = y;
1820 int direction = MovDir[x][y];
1822 if (direction == MV_LEFT)
1824 else if (direction == MV_RIGHT)
1826 else if (direction == MV_UP)
1828 else if (direction == MV_DOWN)
1831 *comes_from_x = oldx;
1832 *comes_from_y = oldy;
1835 int MovingOrBlocked2Element(int x, int y)
1837 int element = Feld[x][y];
1839 if (element == EL_BLOCKED)
1843 Blocked2Moving(x, y, &oldx, &oldy);
1844 return Feld[oldx][oldy];
1850 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1852 /* like MovingOrBlocked2Element(), but if element is moving
1853 and (x,y) is the field the moving element is just leaving,
1854 return EL_BLOCKED instead of the element value */
1855 int element = Feld[x][y];
1857 if (IS_MOVING(x, y))
1859 if (element == EL_BLOCKED)
1863 Blocked2Moving(x, y, &oldx, &oldy);
1864 return Feld[oldx][oldy];
1873 static void RemoveField(int x, int y)
1875 Feld[x][y] = EL_EMPTY;
1882 ChangeDelay[x][y] = 0;
1883 Pushed[x][y] = FALSE;
1885 GfxElement[x][y] = EL_UNDEFINED;
1886 GfxAction[x][y] = ACTION_DEFAULT;
1889 void RemoveMovingField(int x, int y)
1891 int oldx = x, oldy = y, newx = x, newy = y;
1892 int element = Feld[x][y];
1893 int next_element = EL_UNDEFINED;
1895 if (element != EL_BLOCKED && !IS_MOVING(x, y))
1898 if (IS_MOVING(x, y))
1900 Moving2Blocked(x, y, &newx, &newy);
1901 if (Feld[newx][newy] != EL_BLOCKED)
1904 else if (element == EL_BLOCKED)
1906 Blocked2Moving(x, y, &oldx, &oldy);
1907 if (!IS_MOVING(oldx, oldy))
1911 if (element == EL_BLOCKED &&
1912 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1913 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1914 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1915 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
1916 next_element = get_next_element(Feld[oldx][oldy]);
1918 RemoveField(oldx, oldy);
1919 RemoveField(newx, newy);
1921 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1923 if (next_element != EL_UNDEFINED)
1924 Feld[oldx][oldy] = next_element;
1926 DrawLevelField(oldx, oldy);
1927 DrawLevelField(newx, newy);
1930 void DrawDynamite(int x, int y)
1932 int sx = SCREENX(x), sy = SCREENY(y);
1933 int graphic = el2img(Feld[x][y]);
1936 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1939 if (IS_WALKABLE_INSIDE(Back[x][y]))
1943 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
1944 else if (Store[x][y])
1945 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
1947 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
1950 if (Back[x][y] || Store[x][y])
1951 DrawGraphicThruMask(sx, sy, graphic, frame);
1953 DrawGraphic(sx, sy, graphic, frame);
1955 if (game.emulation == EMU_SUPAPLEX)
1956 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
1957 else if (Store[x][y])
1958 DrawGraphicThruMask(sx, sy, graphic, frame);
1960 DrawGraphic(sx, sy, graphic, frame);
1964 void CheckDynamite(int x, int y)
1966 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
1970 if (MovDelay[x][y] != 0)
1973 PlaySoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1980 StopSoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1982 if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
1983 Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
1984 StopSound(SND_DYNAMITE_ACTIVE);
1986 StopSound(SND_DYNABOMB_ACTIVE);
1992 void RelocatePlayer(int x, int y, int element)
1994 struct PlayerInfo *player = &stored_player[element - EL_PLAYER_1];
1996 if (player->present)
1998 while (player->MovPos)
2000 ScrollFigure(player, SCROLL_GO_ON);
2001 ScrollScreen(NULL, SCROLL_GO_ON);
2007 RemoveField(player->jx, player->jy);
2008 DrawLevelField(player->jx, player->jy);
2011 InitPlayerField(x, y, element, TRUE);
2013 if (player == local_player)
2015 int scroll_xx = -999, scroll_yy = -999;
2017 while (scroll_xx != scroll_x || scroll_yy != scroll_y)
2020 int fx = FX, fy = FY;
2022 scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
2023 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
2024 local_player->jx - MIDPOSX);
2026 scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
2027 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
2028 local_player->jy - MIDPOSY);
2030 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
2031 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
2036 fx += dx * TILEX / 2;
2037 fy += dy * TILEY / 2;
2039 ScrollLevel(dx, dy);
2042 /* scroll in to steps of half tile size to make things smoother */
2043 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
2045 Delay(GAME_FRAME_DELAY);
2047 /* scroll second step to align at full tile size */
2049 Delay(GAME_FRAME_DELAY);
2054 void Explode(int ex, int ey, int phase, int mode)
2058 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
2059 int last_phase = num_phase * delay;
2060 int half_phase = (num_phase / 2) * delay;
2061 int first_phase_after_start = EX_PHASE_START + 1;
2063 if (game.explosions_delayed)
2065 ExplodeField[ex][ey] = mode;
2069 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
2071 int center_element = Feld[ex][ey];
2074 /* --- This is only really needed (and now handled) in "Impact()". --- */
2075 /* do not explode moving elements that left the explode field in time */
2076 if (game.engine_version >= RELEASE_IDENT(2,2,0,7) &&
2077 center_element == EL_EMPTY && (mode == EX_NORMAL || mode == EX_CENTER))
2081 if (mode == EX_NORMAL || mode == EX_CENTER)
2082 PlaySoundLevelAction(ex, ey, ACTION_EXPLODING);
2084 /* remove things displayed in background while burning dynamite */
2085 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
2088 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
2090 /* put moving element to center field (and let it explode there) */
2091 center_element = MovingOrBlocked2Element(ex, ey);
2092 RemoveMovingField(ex, ey);
2093 Feld[ex][ey] = center_element;
2096 for (y = ey - 1; y <= ey + 1; y++) for(x = ex - 1; x <= ex + 1; x++)
2098 int xx = x - ex + 1;
2099 int yy = y - ey + 1;
2102 if (!IN_LEV_FIELD(x, y) ||
2103 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
2104 (x != ex || y != ey)))
2107 element = Feld[x][y];
2109 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
2111 element = MovingOrBlocked2Element(x, y);
2113 if (!IS_EXPLOSION_PROOF(element))
2114 RemoveMovingField(x, y);
2120 if (IS_EXPLOSION_PROOF(element))
2123 /* indestructible elements can only explode in center (but not flames) */
2124 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey)) ||
2125 element == EL_FLAMES)
2130 if ((IS_INDESTRUCTIBLE(element) &&
2131 (game.engine_version < VERSION_IDENT(2,2,0) ||
2132 (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
2133 element == EL_FLAMES)
2137 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
2139 if (IS_ACTIVE_BOMB(element))
2141 /* re-activate things under the bomb like gate or penguin */
2142 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
2149 /* save walkable background elements while explosion on same tile */
2151 if (IS_INDESTRUCTIBLE(element))
2152 Back[x][y] = element;
2154 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element))
2155 Back[x][y] = element;
2158 /* ignite explodable elements reached by other explosion */
2159 if (element == EL_EXPLOSION)
2160 element = Store2[x][y];
2163 if (AmoebaNr[x][y] &&
2164 (element == EL_AMOEBA_FULL ||
2165 element == EL_BD_AMOEBA ||
2166 element == EL_AMOEBA_GROWING))
2168 AmoebaCnt[AmoebaNr[x][y]]--;
2169 AmoebaCnt2[AmoebaNr[x][y]]--;
2175 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
2177 switch(StorePlayer[ex][ey])
2180 Store[x][y] = EL_EMERALD_RED;
2183 Store[x][y] = EL_EMERALD;
2186 Store[x][y] = EL_EMERALD_PURPLE;
2190 Store[x][y] = EL_EMERALD_YELLOW;
2194 if (game.emulation == EMU_SUPAPLEX)
2195 Store[x][y] = EL_EMPTY;
2197 else if (center_element == EL_MOLE)
2198 Store[x][y] = EL_EMERALD_RED;
2199 else if (center_element == EL_PENGUIN)
2200 Store[x][y] = EL_EMERALD_PURPLE;
2201 else if (center_element == EL_BUG)
2202 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
2203 else if (center_element == EL_BD_BUTTERFLY)
2204 Store[x][y] = EL_BD_DIAMOND;
2205 else if (center_element == EL_SP_ELECTRON)
2206 Store[x][y] = EL_SP_INFOTRON;
2207 else if (center_element == EL_AMOEBA_TO_DIAMOND)
2208 Store[x][y] = level.amoeba_content;
2209 else if (center_element == EL_YAMYAM)
2210 Store[x][y] = level.yamyam_content[game.yamyam_content_nr][xx][yy];
2211 else if (IS_CUSTOM_ELEMENT(center_element) &&
2212 element_info[center_element].content[xx][yy] != EL_EMPTY)
2213 Store[x][y] = element_info[center_element].content[xx][yy];
2214 else if (element == EL_WALL_EMERALD)
2215 Store[x][y] = EL_EMERALD;
2216 else if (element == EL_WALL_DIAMOND)
2217 Store[x][y] = EL_DIAMOND;
2218 else if (element == EL_WALL_BD_DIAMOND)
2219 Store[x][y] = EL_BD_DIAMOND;
2220 else if (element == EL_WALL_EMERALD_YELLOW)
2221 Store[x][y] = EL_EMERALD_YELLOW;
2222 else if (element == EL_WALL_EMERALD_RED)
2223 Store[x][y] = EL_EMERALD_RED;
2224 else if (element == EL_WALL_EMERALD_PURPLE)
2225 Store[x][y] = EL_EMERALD_PURPLE;
2226 else if (element == EL_WALL_PEARL)
2227 Store[x][y] = EL_PEARL;
2228 else if (element == EL_WALL_CRYSTAL)
2229 Store[x][y] = EL_CRYSTAL;
2230 else if (IS_CUSTOM_ELEMENT(element) && !CAN_EXPLODE(element))
2231 Store[x][y] = element_info[element].content[1][1];
2233 Store[x][y] = EL_EMPTY;
2235 if (x != ex || y != ey ||
2236 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
2237 Store2[x][y] = element;
2240 if (AmoebaNr[x][y] &&
2241 (element == EL_AMOEBA_FULL ||
2242 element == EL_BD_AMOEBA ||
2243 element == EL_AMOEBA_GROWING))
2245 AmoebaCnt[AmoebaNr[x][y]]--;
2246 AmoebaCnt2[AmoebaNr[x][y]]--;
2252 MovDir[x][y] = MovPos[x][y] = 0;
2257 Feld[x][y] = EL_EXPLOSION;
2259 GfxElement[x][y] = center_element;
2261 GfxElement[x][y] = EL_UNDEFINED;
2264 ExplodePhase[x][y] = 1;
2268 if (center_element == EL_YAMYAM)
2269 game.yamyam_content_nr =
2270 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
2281 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
2283 if (phase == first_phase_after_start)
2285 int element = Store2[x][y];
2287 if (element == EL_BLACK_ORB)
2289 Feld[x][y] = Store2[x][y];
2294 else if (phase == half_phase)
2296 int element = Store2[x][y];
2298 if (IS_PLAYER(x, y))
2299 KillHeroUnlessProtected(x, y);
2300 else if (CAN_EXPLODE_BY_FIRE(element))
2302 Feld[x][y] = Store2[x][y];
2306 else if (element == EL_AMOEBA_TO_DIAMOND)
2307 AmoebeUmwandeln(x, y);
2310 if (phase == last_phase)
2314 element = Feld[x][y] = Store[x][y];
2315 Store[x][y] = Store2[x][y] = 0;
2316 GfxElement[x][y] = EL_UNDEFINED;
2318 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
2319 element = Feld[x][y] = Back[x][y];
2322 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = ChangeDelay[x][y] = 0;
2323 InitField(x, y, FALSE);
2324 if (CAN_MOVE(element))
2326 DrawLevelField(x, y);
2328 if (CAN_BE_CRUMBLED(element))
2329 DrawLevelFieldCrumbledSandNeighbours(x, y);
2331 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
2332 StorePlayer[x][y] = 0;
2334 if (ELEM_IS_PLAYER(element))
2335 RelocatePlayer(x, y, element);
2337 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2340 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
2342 int stored = Store[x][y];
2343 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
2344 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
2347 int frame = getGraphicAnimationFrame(graphic, phase - delay);
2350 DrawLevelFieldCrumbledSand(x, y);
2352 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
2354 DrawLevelElement(x, y, Back[x][y]);
2355 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
2357 else if (IS_WALKABLE_UNDER(Back[x][y]))
2359 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
2360 DrawLevelElementThruMask(x, y, Back[x][y]);
2362 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
2363 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
2367 void DynaExplode(int ex, int ey)
2370 int dynabomb_size = 1;
2371 boolean dynabomb_xl = FALSE;
2372 struct PlayerInfo *player;
2373 static int xy[4][2] =
2381 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
2383 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER_1_ACTIVE];
2384 dynabomb_size = player->dynabomb_size;
2385 dynabomb_xl = player->dynabomb_xl;
2386 player->dynabombs_left++;
2389 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
2393 for (j=1; j<=dynabomb_size; j++)
2395 int x = ex + j * xy[i % 4][0];
2396 int y = ey + j * xy[i % 4][1];
2399 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
2402 element = Feld[x][y];
2404 /* do not restart explosions of fields with active bombs */
2405 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
2408 Explode(x, y, EX_PHASE_START, EX_BORDER);
2410 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
2411 if (element != EL_EMPTY &&
2412 element != EL_SAND &&
2413 element != EL_EXPLOSION &&
2420 void Bang(int x, int y)
2423 int element = MovingOrBlocked2Element(x, y);
2425 int element = Feld[x][y];
2428 if (IS_PLAYER(x, y))
2430 struct PlayerInfo *player = PLAYERINFO(x, y);
2432 element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
2433 player->element_nr);
2438 PlaySoundLevelAction(x, y, ACTION_EXPLODING);
2440 if (game.emulation == EMU_SUPAPLEX)
2441 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
2443 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
2448 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
2456 case EL_BD_BUTTERFLY:
2459 case EL_DARK_YAMYAM:
2463 RaiseScoreElement(element);
2464 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2466 case EL_DYNABOMB_PLAYER_1_ACTIVE:
2467 case EL_DYNABOMB_PLAYER_2_ACTIVE:
2468 case EL_DYNABOMB_PLAYER_3_ACTIVE:
2469 case EL_DYNABOMB_PLAYER_4_ACTIVE:
2470 case EL_DYNABOMB_INCREASE_NUMBER:
2471 case EL_DYNABOMB_INCREASE_SIZE:
2472 case EL_DYNABOMB_INCREASE_POWER:
2477 case EL_LAMP_ACTIVE:
2478 if (IS_PLAYER(x, y))
2479 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2481 Explode(x, y, EX_PHASE_START, EX_CENTER);
2484 if (CAN_EXPLODE_1X1(element))
2485 Explode(x, y, EX_PHASE_START, EX_CENTER);
2487 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2491 CheckTriggeredElementChange(x, y, element, CE_OTHER_IS_EXPLODING);
2494 void SplashAcid(int x, int y)
2496 int element = Feld[x][y];
2498 if (element != EL_ACID_SPLASH_LEFT &&
2499 element != EL_ACID_SPLASH_RIGHT)
2501 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
2503 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
2504 (!IN_LEV_FIELD(x-1, y-1) ||
2505 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
2506 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
2508 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
2509 (!IN_LEV_FIELD(x+1, y-1) ||
2510 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
2511 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
2515 static void InitBeltMovement()
2517 static int belt_base_element[4] =
2519 EL_CONVEYOR_BELT_1_LEFT,
2520 EL_CONVEYOR_BELT_2_LEFT,
2521 EL_CONVEYOR_BELT_3_LEFT,
2522 EL_CONVEYOR_BELT_4_LEFT
2524 static int belt_base_active_element[4] =
2526 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2527 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2528 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2529 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2534 /* set frame order for belt animation graphic according to belt direction */
2541 int element = belt_base_active_element[belt_nr] + j;
2542 int graphic = el2img(element);
2544 if (game.belt_dir[i] == MV_LEFT)
2545 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2547 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2551 for(y=0; y<lev_fieldy; y++)
2553 for(x=0; x<lev_fieldx; x++)
2555 int element = Feld[x][y];
2559 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
2561 int e_belt_nr = getBeltNrFromBeltElement(element);
2564 if (e_belt_nr == belt_nr)
2566 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
2568 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
2576 static void ToggleBeltSwitch(int x, int y)
2578 static int belt_base_element[4] =
2580 EL_CONVEYOR_BELT_1_LEFT,
2581 EL_CONVEYOR_BELT_2_LEFT,
2582 EL_CONVEYOR_BELT_3_LEFT,
2583 EL_CONVEYOR_BELT_4_LEFT
2585 static int belt_base_active_element[4] =
2587 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2588 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2589 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2590 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2592 static int belt_base_switch_element[4] =
2594 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
2595 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
2596 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
2597 EL_CONVEYOR_BELT_4_SWITCH_LEFT
2599 static int belt_move_dir[4] =
2607 int element = Feld[x][y];
2608 int belt_nr = getBeltNrFromBeltSwitchElement(element);
2609 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
2610 int belt_dir = belt_move_dir[belt_dir_nr];
2613 if (!IS_BELT_SWITCH(element))
2616 game.belt_dir_nr[belt_nr] = belt_dir_nr;
2617 game.belt_dir[belt_nr] = belt_dir;
2619 if (belt_dir_nr == 3)
2622 /* set frame order for belt animation graphic according to belt direction */
2625 int element = belt_base_active_element[belt_nr] + i;
2626 int graphic = el2img(element);
2628 if (belt_dir == MV_LEFT)
2629 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2631 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2634 for (yy=0; yy<lev_fieldy; yy++)
2636 for (xx=0; xx<lev_fieldx; xx++)
2638 int element = Feld[xx][yy];
2640 if (IS_BELT_SWITCH(element))
2642 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
2644 if (e_belt_nr == belt_nr)
2646 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
2647 DrawLevelField(xx, yy);
2650 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
2652 int e_belt_nr = getBeltNrFromBeltElement(element);
2654 if (e_belt_nr == belt_nr)
2656 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
2658 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
2659 DrawLevelField(xx, yy);
2662 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
2664 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
2666 if (e_belt_nr == belt_nr)
2668 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
2670 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
2671 DrawLevelField(xx, yy);
2678 static void ToggleSwitchgateSwitch(int x, int y)
2682 game.switchgate_pos = !game.switchgate_pos;
2684 for (yy=0; yy<lev_fieldy; yy++)
2686 for (xx=0; xx<lev_fieldx; xx++)
2688 int element = Feld[xx][yy];
2690 if (element == EL_SWITCHGATE_SWITCH_UP ||
2691 element == EL_SWITCHGATE_SWITCH_DOWN)
2693 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2694 DrawLevelField(xx, yy);
2696 else if (element == EL_SWITCHGATE_OPEN ||
2697 element == EL_SWITCHGATE_OPENING)
2699 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2701 PlaySoundLevelAction(xx, yy, ACTION_CLOSING);
2703 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2706 else if (element == EL_SWITCHGATE_CLOSED ||
2707 element == EL_SWITCHGATE_CLOSING)
2709 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2711 PlaySoundLevelAction(xx, yy, ACTION_OPENING);
2713 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2720 static int getInvisibleActiveFromInvisibleElement(int element)
2722 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2723 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2724 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
2728 static int getInvisibleFromInvisibleActiveElement(int element)
2730 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2731 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2732 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
2736 static void RedrawAllLightSwitchesAndInvisibleElements()
2740 for (y=0; y<lev_fieldy; y++)
2742 for (x=0; x<lev_fieldx; x++)
2744 int element = Feld[x][y];
2746 if (element == EL_LIGHT_SWITCH &&
2747 game.light_time_left > 0)
2749 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2750 DrawLevelField(x, y);
2752 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2753 game.light_time_left == 0)
2755 Feld[x][y] = EL_LIGHT_SWITCH;
2756 DrawLevelField(x, y);
2758 else if (element == EL_INVISIBLE_STEELWALL ||
2759 element == EL_INVISIBLE_WALL ||
2760 element == EL_INVISIBLE_SAND)
2762 if (game.light_time_left > 0)
2763 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2765 DrawLevelField(x, y);
2767 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2768 element == EL_INVISIBLE_WALL_ACTIVE ||
2769 element == EL_INVISIBLE_SAND_ACTIVE)
2771 if (game.light_time_left == 0)
2772 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2774 DrawLevelField(x, y);
2780 static void ToggleLightSwitch(int x, int y)
2782 int element = Feld[x][y];
2784 game.light_time_left =
2785 (element == EL_LIGHT_SWITCH ?
2786 level.time_light * FRAMES_PER_SECOND : 0);
2788 RedrawAllLightSwitchesAndInvisibleElements();
2791 static void ActivateTimegateSwitch(int x, int y)
2795 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2797 for (yy=0; yy<lev_fieldy; yy++)
2799 for (xx=0; xx<lev_fieldx; xx++)
2801 int element = Feld[xx][yy];
2803 if (element == EL_TIMEGATE_CLOSED ||
2804 element == EL_TIMEGATE_CLOSING)
2806 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2807 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2811 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2813 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2814 DrawLevelField(xx, yy);
2821 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2824 inline static int getElementMoveStepsize(int x, int y)
2826 int element = Feld[x][y];
2827 int direction = MovDir[x][y];
2828 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2829 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2830 int horiz_move = (dx != 0);
2831 int sign = (horiz_move ? dx : dy);
2832 int step = sign * element_info[element].move_stepsize;
2834 /* special values for move stepsize for spring and things on conveyor belt */
2837 if (CAN_FALL(element) &&
2838 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
2839 step = sign * MOVE_STEPSIZE_NORMAL / 2;
2840 else if (element == EL_SPRING)
2841 step = sign * MOVE_STEPSIZE_NORMAL * 2;
2847 void Impact(int x, int y)
2849 boolean lastline = (y == lev_fieldy-1);
2850 boolean object_hit = FALSE;
2851 boolean impact = (lastline || object_hit);
2852 int element = Feld[x][y];
2853 int smashed = EL_UNDEFINED;
2855 if (!lastline) /* check if element below was hit */
2857 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
2860 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
2861 MovDir[x][y + 1] != MV_DOWN ||
2862 MovPos[x][y + 1] <= TILEY / 2));
2864 /* do not smash moving elements that left the smashed field in time */
2865 if (game.engine_version >= RELEASE_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
2866 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
2870 smashed = MovingOrBlocked2Element(x, y + 1);
2872 impact = (lastline || object_hit);
2875 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2881 /* only reset graphic animation if graphic really changes after impact */
2883 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
2885 ResetGfxAnimation(x, y);
2886 DrawLevelField(x, y);
2889 if (impact && CAN_EXPLODE_IMPACT(element))
2894 else if (impact && element == EL_PEARL)
2896 Feld[x][y] = EL_PEARL_BREAKING;
2897 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2900 else if (impact && CheckElementChange(x, y, element, CE_IMPACT))
2902 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2907 if (impact && element == EL_AMOEBA_DROP)
2909 if (object_hit && IS_PLAYER(x, y + 1))
2910 KillHeroUnlessProtected(x, y + 1);
2911 else if (object_hit && smashed == EL_PENGUIN)
2915 Feld[x][y] = EL_AMOEBA_GROWING;
2916 Store[x][y] = EL_AMOEBA_WET;
2918 ResetRandomAnimationValue(x, y);
2923 if (object_hit) /* check which object was hit */
2925 if (CAN_PASS_MAGIC_WALL(element) &&
2926 (smashed == EL_MAGIC_WALL ||
2927 smashed == EL_BD_MAGIC_WALL))
2930 int activated_magic_wall =
2931 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2932 EL_BD_MAGIC_WALL_ACTIVE);
2934 /* activate magic wall / mill */
2935 for (yy=0; yy<lev_fieldy; yy++)
2936 for (xx=0; xx<lev_fieldx; xx++)
2937 if (Feld[xx][yy] == smashed)
2938 Feld[xx][yy] = activated_magic_wall;
2940 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2941 game.magic_wall_active = TRUE;
2943 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2944 SND_MAGIC_WALL_ACTIVATING :
2945 SND_BD_MAGIC_WALL_ACTIVATING));
2948 if (IS_PLAYER(x, y + 1))
2950 if (CAN_SMASH_PLAYER(element))
2952 KillHeroUnlessProtected(x, y + 1);
2956 else if (smashed == EL_PENGUIN)
2958 if (CAN_SMASH_PLAYER(element))
2964 else if (element == EL_BD_DIAMOND)
2966 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2972 else if ((element == EL_SP_INFOTRON ||
2973 element == EL_SP_ZONK) &&
2974 (smashed == EL_SP_SNIKSNAK ||
2975 smashed == EL_SP_ELECTRON ||
2976 smashed == EL_SP_DISK_ORANGE))
2982 else if (CAN_SMASH_ENEMIES(element) && IS_CLASSIC_ENEMY(smashed))
2988 else if (CAN_SMASH_EVERYTHING(element))
2990 if (IS_CLASSIC_ENEMY(smashed) ||
2991 CAN_EXPLODE_SMASHED(smashed))
2996 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
2998 if (smashed == EL_LAMP ||
2999 smashed == EL_LAMP_ACTIVE)
3004 else if (smashed == EL_NUT)
3006 Feld[x][y + 1] = EL_NUT_BREAKING;
3007 PlaySoundLevel(x, y, SND_NUT_BREAKING);
3008 RaiseScoreElement(EL_NUT);
3011 else if (smashed == EL_PEARL)
3013 Feld[x][y + 1] = EL_PEARL_BREAKING;
3014 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
3017 else if (smashed == EL_DIAMOND)
3019 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
3020 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
3023 else if (IS_BELT_SWITCH(smashed))
3025 ToggleBeltSwitch(x, y + 1);
3027 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
3028 smashed == EL_SWITCHGATE_SWITCH_DOWN)
3030 ToggleSwitchgateSwitch(x, y + 1);
3032 else if (smashed == EL_LIGHT_SWITCH ||
3033 smashed == EL_LIGHT_SWITCH_ACTIVE)
3035 ToggleLightSwitch(x, y + 1);
3039 CheckElementChange(x, y + 1, smashed, CE_SMASHED);
3044 CheckElementChange(x, y + 1, smashed, CE_SMASHED);
3049 /* play sound of magic wall / mill */
3051 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3052 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3054 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3055 PlaySoundLevel(x, y, SND_MAGIC_WALL_FILLING);
3056 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3057 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_FILLING);
3062 /* play sound of object that hits the ground */
3063 if (lastline || object_hit)
3064 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
3067 void TurnRound(int x, int y)
3079 { 0, 0 }, { 0, 0 }, { 0, 0 },
3084 int left, right, back;
3088 { MV_DOWN, MV_UP, MV_RIGHT },
3089 { MV_UP, MV_DOWN, MV_LEFT },
3091 { MV_LEFT, MV_RIGHT, MV_DOWN },
3095 { MV_RIGHT, MV_LEFT, MV_UP }
3098 int element = Feld[x][y];
3099 int old_move_dir = MovDir[x][y];
3100 int left_dir = turn[old_move_dir].left;
3101 int right_dir = turn[old_move_dir].right;
3102 int back_dir = turn[old_move_dir].back;
3104 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
3105 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
3106 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
3107 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
3109 int left_x = x + left_dx, left_y = y + left_dy;
3110 int right_x = x + right_dx, right_y = y + right_dy;
3111 int move_x = x + move_dx, move_y = y + move_dy;
3115 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
3117 TestIfBadThingTouchesOtherBadThing(x, y);
3119 if (ENEMY_CAN_ENTER_FIELD(right_x, right_y))
3120 MovDir[x][y] = right_dir;
3121 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
3122 MovDir[x][y] = left_dir;
3124 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
3126 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
3129 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
3130 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
3132 TestIfBadThingTouchesOtherBadThing(x, y);
3134 if (ENEMY_CAN_ENTER_FIELD(left_x, left_y))
3135 MovDir[x][y] = left_dir;
3136 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
3137 MovDir[x][y] = right_dir;
3139 if ((element == EL_SPACESHIP ||
3140 element == EL_SP_SNIKSNAK ||
3141 element == EL_SP_ELECTRON)
3142 && MovDir[x][y] != old_move_dir)
3144 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
3147 else if (element == EL_YAMYAM)
3149 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
3150 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
3152 if (can_turn_left && can_turn_right)
3153 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3154 else if (can_turn_left)
3155 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3156 else if (can_turn_right)
3157 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3159 MovDir[x][y] = back_dir;
3161 MovDelay[x][y] = 16 + 16 * RND(3);
3163 else if (element == EL_DARK_YAMYAM)
3165 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
3166 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
3168 if (can_turn_left && can_turn_right)
3169 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3170 else if (can_turn_left)
3171 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3172 else if (can_turn_right)
3173 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3175 MovDir[x][y] = back_dir;
3177 MovDelay[x][y] = 16 + 16 * RND(3);
3179 else if (element == EL_PACMAN)
3181 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(left_x, left_y);
3182 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(right_x, right_y);
3184 if (can_turn_left && can_turn_right)
3185 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3186 else if (can_turn_left)
3187 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3188 else if (can_turn_right)
3189 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3191 MovDir[x][y] = back_dir;
3193 MovDelay[x][y] = 6 + RND(40);
3195 else if (element == EL_PIG)
3197 boolean can_turn_left = PIG_CAN_ENTER_FIELD(left_x, left_y);
3198 boolean can_turn_right = PIG_CAN_ENTER_FIELD(right_x, right_y);
3199 boolean can_move_on = PIG_CAN_ENTER_FIELD(move_x, move_y);
3200 boolean should_turn_left, should_turn_right, should_move_on;
3202 int rnd = RND(rnd_value);
3204 should_turn_left = (can_turn_left &&
3206 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
3207 y + back_dy + left_dy)));
3208 should_turn_right = (can_turn_right &&
3210 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
3211 y + back_dy + right_dy)));
3212 should_move_on = (can_move_on &&
3215 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
3216 y + move_dy + left_dy) ||
3217 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
3218 y + move_dy + right_dy)));
3220 if (should_turn_left || should_turn_right || should_move_on)
3222 if (should_turn_left && should_turn_right && should_move_on)
3223 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
3224 rnd < 2 * rnd_value / 3 ? right_dir :
3226 else if (should_turn_left && should_turn_right)
3227 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3228 else if (should_turn_left && should_move_on)
3229 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
3230 else if (should_turn_right && should_move_on)
3231 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
3232 else if (should_turn_left)
3233 MovDir[x][y] = left_dir;
3234 else if (should_turn_right)
3235 MovDir[x][y] = right_dir;
3236 else if (should_move_on)
3237 MovDir[x][y] = old_move_dir;
3239 else if (can_move_on && rnd > rnd_value / 8)
3240 MovDir[x][y] = old_move_dir;
3241 else if (can_turn_left && can_turn_right)
3242 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3243 else if (can_turn_left && rnd > rnd_value / 8)
3244 MovDir[x][y] = left_dir;
3245 else if (can_turn_right && rnd > rnd_value/8)
3246 MovDir[x][y] = right_dir;
3248 MovDir[x][y] = back_dir;
3250 xx = x + move_xy[MovDir[x][y]].x;
3251 yy = y + move_xy[MovDir[x][y]].y;
3253 if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy]))
3254 MovDir[x][y] = old_move_dir;
3258 else if (element == EL_DRAGON)
3260 boolean can_turn_left = IN_LEV_FIELD_AND_IS_FREE(left_x, left_y);
3261 boolean can_turn_right = IN_LEV_FIELD_AND_IS_FREE(right_x, right_y);
3262 boolean can_move_on = IN_LEV_FIELD_AND_IS_FREE(move_x, move_y);
3264 int rnd = RND(rnd_value);
3266 if (can_move_on && rnd > rnd_value / 8)
3267 MovDir[x][y] = old_move_dir;
3268 else if (can_turn_left && can_turn_right)
3269 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3270 else if (can_turn_left && rnd > rnd_value / 8)
3271 MovDir[x][y] = left_dir;
3272 else if (can_turn_right && rnd > rnd_value / 8)
3273 MovDir[x][y] = right_dir;
3275 MovDir[x][y] = back_dir;
3277 xx = x + move_xy[MovDir[x][y]].x;
3278 yy = y + move_xy[MovDir[x][y]].y;
3280 if (!IS_FREE(xx, yy))
3281 MovDir[x][y] = old_move_dir;
3285 else if (element == EL_MOLE)
3287 boolean can_move_on =
3288 (MOLE_CAN_ENTER_FIELD(move_x, move_y,
3289 IS_AMOEBOID(Feld[move_x][move_y]) ||
3290 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
3293 boolean can_turn_left =
3294 (MOLE_CAN_ENTER_FIELD(left_x, left_y,
3295 IS_AMOEBOID(Feld[left_x][left_y])));
3297 boolean can_turn_right =
3298 (MOLE_CAN_ENTER_FIELD(right_x, right_y,
3299 IS_AMOEBOID(Feld[right_x][right_y])));
3301 if (can_turn_left && can_turn_right)
3302 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
3303 else if (can_turn_left)
3304 MovDir[x][y] = left_dir;
3306 MovDir[x][y] = right_dir;
3309 if (MovDir[x][y] != old_move_dir)
3312 else if (element == EL_BALLOON)
3314 MovDir[x][y] = game.balloon_dir;
3317 else if (element == EL_SPRING)
3319 if (MovDir[x][y] & MV_HORIZONTAL &&
3320 (!IN_LEV_FIELD_AND_IS_FREE(move_x, move_y) ||
3321 IN_LEV_FIELD_AND_IS_FREE(x, y + 1)))
3322 MovDir[x][y] = MV_NO_MOVING;
3326 else if (element == EL_ROBOT ||
3327 element == EL_SATELLITE ||
3328 element == EL_PENGUIN)
3330 int attr_x = -1, attr_y = -1;
3341 for (i=0; i<MAX_PLAYERS; i++)
3343 struct PlayerInfo *player = &stored_player[i];
3344 int jx = player->jx, jy = player->jy;
3346 if (!player->active)
3350 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
3358 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
3364 if (element == EL_PENGUIN)
3367 static int xy[4][2] =
3377 int ex = x + xy[i % 4][0];
3378 int ey = y + xy[i % 4][1];
3380 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
3389 MovDir[x][y] = MV_NO_MOVING;
3391 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
3392 else if (attr_x > x)
3393 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
3395 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
3396 else if (attr_y > y)
3397 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
3399 if (element == EL_ROBOT)
3403 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3404 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
3405 Moving2Blocked(x, y, &newx, &newy);
3407 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
3408 MovDelay[x][y] = 8 + 8 * !RND(3);
3410 MovDelay[x][y] = 16;
3412 else if (element == EL_PENGUIN)
3418 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3420 boolean first_horiz = RND(2);
3421 int new_move_dir = MovDir[x][y];
3424 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3425 Moving2Blocked(x, y, &newx, &newy);
3427 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
3431 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3432 Moving2Blocked(x, y, &newx, &newy);
3434 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
3437 MovDir[x][y] = old_move_dir;
3441 else /* (element == EL_SATELLITE) */
3447 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3449 boolean first_horiz = RND(2);
3450 int new_move_dir = MovDir[x][y];
3453 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3454 Moving2Blocked(x, y, &newx, &newy);
3456 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
3460 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3461 Moving2Blocked(x, y, &newx, &newy);
3463 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
3466 MovDir[x][y] = old_move_dir;
3471 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
3472 element_info[element].move_pattern == MV_TURNING_LEFT ||
3473 element_info[element].move_pattern == MV_TURNING_RIGHT)
3475 boolean can_turn_left = ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
3476 boolean can_turn_right = ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
3478 if (element_info[element].move_pattern == MV_TURNING_LEFT)
3479 MovDir[x][y] = left_dir;
3480 else if (element_info[element].move_pattern == MV_TURNING_RIGHT)
3481 MovDir[x][y] = right_dir;
3482 else if (can_turn_left && can_turn_right)
3483 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3484 else if (can_turn_left)
3485 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3486 else if (can_turn_right)
3487 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3489 MovDir[x][y] = back_dir;
3491 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3493 else if (element_info[element].move_pattern == MV_HORIZONTAL ||
3494 element_info[element].move_pattern == MV_VERTICAL)
3496 if (element_info[element].move_pattern & old_move_dir)
3497 MovDir[x][y] = back_dir;
3498 else if (element_info[element].move_pattern == MV_HORIZONTAL)
3499 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
3500 else if (element_info[element].move_pattern == MV_VERTICAL)
3501 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
3503 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3505 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
3507 MovDir[x][y] = element_info[element].move_pattern;
3508 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3510 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE)
3512 if (ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
3513 MovDir[x][y] = left_dir;
3514 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3515 MovDir[x][y] = right_dir;
3517 if (MovDir[x][y] != old_move_dir)
3518 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3520 else if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
3522 if (ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
3523 MovDir[x][y] = right_dir;
3524 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3525 MovDir[x][y] = left_dir;
3527 if (MovDir[x][y] != old_move_dir)
3528 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3530 else if (element_info[element].move_pattern == MV_TOWARDS_PLAYER ||
3531 element_info[element].move_pattern == MV_AWAY_FROM_PLAYER)
3533 int attr_x = -1, attr_y = -1;
3536 (element_info[element].move_pattern == MV_AWAY_FROM_PLAYER);
3547 for (i=0; i<MAX_PLAYERS; i++)
3549 struct PlayerInfo *player = &stored_player[i];
3550 int jx = player->jx, jy = player->jy;
3552 if (!player->active)
3556 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
3564 MovDir[x][y] = MV_NO_MOVING;
3566 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
3567 else if (attr_x > x)
3568 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
3570 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
3571 else if (attr_y > y)
3572 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
3574 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3576 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3578 boolean first_horiz = RND(2);
3579 int new_move_dir = MovDir[x][y];
3582 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3583 Moving2Blocked(x, y, &newx, &newy);
3585 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
3589 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3590 Moving2Blocked(x, y, &newx, &newy);
3592 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
3595 MovDir[x][y] = old_move_dir;
3600 static boolean JustBeingPushed(int x, int y)
3604 for (i=0; i<MAX_PLAYERS; i++)
3606 struct PlayerInfo *player = &stored_player[i];
3608 if (player->active && player->Pushing && player->MovPos)
3610 int next_jx = player->jx + (player->jx - player->last_jx);
3611 int next_jy = player->jy + (player->jy - player->last_jy);
3613 if (x == next_jx && y == next_jy)
3621 void StartMoving(int x, int y)
3623 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
3624 boolean started_moving = FALSE; /* some elements can fall _and_ move */
3625 int element = Feld[x][y];
3630 /* !!! this should be handled more generic (not only for mole) !!! */
3631 if (element != EL_MOLE && GfxAction[x][y] != ACTION_DIGGING)
3632 GfxAction[x][y] = ACTION_DEFAULT;
3634 if (CAN_FALL(element) && y < lev_fieldy - 1)
3636 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
3637 (x < lev_fieldx-1 && IS_PLAYER(x + 1, y)))
3638 if (JustBeingPushed(x, y))
3641 if (element == EL_QUICKSAND_FULL)
3643 if (IS_FREE(x, y + 1))
3645 InitMovingField(x, y, MV_DOWN);
3646 started_moving = TRUE;
3648 Feld[x][y] = EL_QUICKSAND_EMPTYING;
3649 Store[x][y] = EL_ROCK;
3651 PlaySoundLevelAction(x, y, ACTION_EMPTYING);
3653 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
3656 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3658 if (!MovDelay[x][y])
3659 MovDelay[x][y] = TILEY + 1;
3668 Feld[x][y] = EL_QUICKSAND_EMPTY;
3669 Feld[x][y + 1] = EL_QUICKSAND_FULL;
3670 Store[x][y + 1] = Store[x][y];
3673 PlaySoundLevelAction(x, y, ACTION_FILLING);
3675 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3679 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
3680 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3682 InitMovingField(x, y, MV_DOWN);
3683 started_moving = TRUE;
3685 Feld[x][y] = EL_QUICKSAND_FILLING;
3686 Store[x][y] = element;
3688 PlaySoundLevelAction(x, y, ACTION_FILLING);
3690 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3693 else if (element == EL_MAGIC_WALL_FULL)
3695 if (IS_FREE(x, y + 1))
3697 InitMovingField(x, y, MV_DOWN);
3698 started_moving = TRUE;
3700 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
3701 Store[x][y] = EL_CHANGED(Store[x][y]);
3703 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3705 if (!MovDelay[x][y])
3706 MovDelay[x][y] = TILEY/4 + 1;
3715 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
3716 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
3717 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
3721 else if (element == EL_BD_MAGIC_WALL_FULL)
3723 if (IS_FREE(x, y + 1))
3725 InitMovingField(x, y, MV_DOWN);
3726 started_moving = TRUE;
3728 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
3729 Store[x][y] = EL_CHANGED2(Store[x][y]);
3731 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3733 if (!MovDelay[x][y])
3734 MovDelay[x][y] = TILEY/4 + 1;
3743 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
3744 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
3745 Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
3749 else if (CAN_PASS_MAGIC_WALL(element) &&
3750 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3751 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3753 InitMovingField(x, y, MV_DOWN);
3754 started_moving = TRUE;
3757 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
3758 EL_BD_MAGIC_WALL_FILLING);
3759 Store[x][y] = element;
3762 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID)
3764 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
3769 InitMovingField(x, y, MV_DOWN);
3770 started_moving = TRUE;
3772 Store[x][y] = EL_ACID;
3774 /* !!! TEST !!! better use "_FALLING" etc. !!! */
3775 GfxAction[x][y + 1] = ACTION_ACTIVE;
3780 else if (game.engine_version < RELEASE_IDENT(2,2,0,7) &&
3781 CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3782 JustStopped[x][y] && !Pushed[x][y + 1])
3784 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3788 /* calling "Impact()" here is not only completely unneccessary
3789 (because it already gets called from "ContinueMoving()" in
3790 all relevant situations), but also completely bullshit, because
3791 "JustStopped" also indicates a finished *horizontal* movement;
3792 we must keep this trash for backwards compatibility with older
3798 else if (IS_FREE(x, y + 1) && element == EL_SPRING && use_spring_bug)
3800 if (MovDir[x][y] == MV_NO_MOVING)
3802 InitMovingField(x, y, MV_DOWN);
3803 started_moving = TRUE;
3806 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
3808 if (JustStopped[x][y]) /* prevent animation from being restarted */
3809 MovDir[x][y] = MV_DOWN;
3811 InitMovingField(x, y, MV_DOWN);
3812 started_moving = TRUE;
3814 else if (element == EL_AMOEBA_DROP)
3816 Feld[x][y] = EL_AMOEBA_GROWING;
3817 Store[x][y] = EL_AMOEBA_WET;
3819 /* Store[x][y + 1] must be zero, because:
3820 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY
3823 #if OLD_GAME_BEHAVIOUR
3824 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1])
3826 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] &&
3827 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3828 element != EL_DX_SUPABOMB)
3831 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
3832 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
3833 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3834 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
3837 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
3838 (IS_FREE(x - 1, y + 1) ||
3839 Feld[x - 1][y + 1] == EL_ACID));
3840 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
3841 (IS_FREE(x + 1, y + 1) ||
3842 Feld[x + 1][y + 1] == EL_ACID));
3843 boolean can_fall_any = (can_fall_left || can_fall_right);
3844 boolean can_fall_both = (can_fall_left && can_fall_right);
3846 if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
3848 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
3850 if (slippery_type == SLIPPERY_ONLY_LEFT)
3851 can_fall_right = FALSE;
3852 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
3853 can_fall_left = FALSE;
3854 else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
3855 can_fall_right = FALSE;
3856 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
3857 can_fall_left = FALSE;
3859 can_fall_any = (can_fall_left || can_fall_right);
3860 can_fall_both = (can_fall_left && can_fall_right);
3865 if (can_fall_both &&
3866 (game.emulation != EMU_BOULDERDASH &&
3867 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
3868 can_fall_left = !(can_fall_right = RND(2));
3870 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
3871 started_moving = TRUE;
3874 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
3876 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
3877 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
3878 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
3879 int belt_dir = game.belt_dir[belt_nr];
3881 if ((belt_dir == MV_LEFT && left_is_free) ||
3882 (belt_dir == MV_RIGHT && right_is_free))
3884 InitMovingField(x, y, belt_dir);
3885 started_moving = TRUE;
3887 GfxAction[x][y] = ACTION_DEFAULT;
3892 /* not "else if" because of elements that can fall and move (EL_SPRING) */
3893 if (CAN_MOVE(element) && !started_moving)
3897 if ((element == EL_SATELLITE ||
3898 element == EL_BALLOON ||
3899 element == EL_SPRING)
3900 && JustBeingPushed(x, y))
3905 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
3906 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
3908 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
3910 Moving2Blocked(x, y, &newx, &newy);
3911 if (Feld[newx][newy] == EL_BLOCKED)
3912 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
3917 if (!MovDelay[x][y]) /* start new movement phase */
3919 /* all objects that can change their move direction after each step
3920 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
3922 if (element != EL_YAMYAM &&
3923 element != EL_DARK_YAMYAM &&
3924 element != EL_PACMAN &&
3925 !(element_info[element].move_pattern & MV_ANY_DIRECTION) &&
3926 element_info[element].move_pattern != MV_TURNING_LEFT &&
3927 element_info[element].move_pattern != MV_TURNING_RIGHT)
3931 if (MovDelay[x][y] && (element == EL_BUG ||
3932 element == EL_SPACESHIP ||
3933 element == EL_SP_SNIKSNAK ||
3934 element == EL_SP_ELECTRON ||
3935 element == EL_MOLE))
3936 DrawLevelField(x, y);
3940 if (MovDelay[x][y]) /* wait some time before next movement */
3945 if (element == EL_YAMYAM)
3948 el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT));
3949 DrawLevelElementAnimation(x, y, element);
3953 if (MovDelay[x][y]) /* element still has to wait some time */
3956 /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
3957 ResetGfxAnimation(x, y);
3959 GfxAction[x][y] = ACTION_WAITING;
3962 if (element == EL_ROBOT ||
3964 element == EL_PACMAN ||
3966 element == EL_YAMYAM ||
3967 element == EL_DARK_YAMYAM)
3970 DrawLevelElementAnimation(x, y, element);
3972 DrawLevelElementAnimationIfNeeded(x, y, element);
3974 PlaySoundLevelAction(x, y, ACTION_WAITING);
3976 else if (element == EL_SP_ELECTRON)
3977 DrawLevelElementAnimationIfNeeded(x, y, element);
3978 else if (element == EL_DRAGON)
3981 int dir = MovDir[x][y];
3982 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
3983 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
3984 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
3985 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
3986 dir == MV_UP ? IMG_FLAMES_1_UP :
3987 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
3988 int frame = getGraphicAnimationFrame(graphic, -1);
3990 for (i=1; i<=3; i++)
3992 int xx = x + i*dx, yy = y + i*dy;
3993 int sx = SCREENX(xx), sy = SCREENY(yy);
3994 int flame_graphic = graphic + (i - 1);
3996 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
4001 int flamed = MovingOrBlocked2Element(xx, yy);
4003 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_FIRE(flamed))
4006 RemoveMovingField(xx, yy);
4008 Feld[xx][yy] = EL_FLAMES;
4009 if (IN_SCR_FIELD(sx, sy))
4010 DrawGraphic(sx, sy, flame_graphic, frame);
4014 if (Feld[xx][yy] == EL_FLAMES)
4015 Feld[xx][yy] = EL_EMPTY;
4016 DrawLevelField(xx, yy);
4021 if (MovDelay[x][y]) /* element still has to wait some time */
4023 PlaySoundLevelAction(x, y, ACTION_WAITING);
4028 /* special case of "moving" animation of waiting elements (FIX THIS !!!);
4029 for all other elements GfxAction will be set by InitMovingField() */
4030 if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
4031 GfxAction[x][y] = ACTION_MOVING;
4034 /* now make next step */
4036 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
4038 if (DONT_COLLIDE_WITH(element) &&
4039 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
4040 !PLAYER_PROTECTED(newx, newy))
4043 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
4046 /* player killed by element which is deadly when colliding with */
4048 KillHero(PLAYERINFO(newx, newy));
4053 else if ((element == EL_PENGUIN ||
4054 element == EL_ROBOT ||
4055 element == EL_SATELLITE ||
4056 element == EL_BALLOON ||
4057 IS_CUSTOM_ELEMENT(element)) &&
4058 IN_LEV_FIELD(newx, newy) &&
4059 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
4062 Store[x][y] = EL_ACID;
4064 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
4066 if (Feld[newx][newy] == EL_EXIT_OPEN)
4068 Feld[x][y] = EL_EMPTY;
4069 DrawLevelField(x, y);
4071 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING);
4072 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
4073 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
4075 local_player->friends_still_needed--;
4076 if (!local_player->friends_still_needed &&
4077 !local_player->GameOver && AllPlayersGone)
4078 local_player->LevelSolved = local_player->GameOver = TRUE;
4082 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
4084 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
4085 DrawLevelField(newx, newy);
4087 MovDir[x][y] = MV_NO_MOVING;
4089 else if (!IS_FREE(newx, newy))
4091 GfxAction[x][y] = ACTION_WAITING;
4093 if (IS_PLAYER(x, y))
4094 DrawPlayerField(x, y);
4096 DrawLevelField(x, y);
4100 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
4102 if (IS_FOOD_PIG(Feld[newx][newy]))
4104 if (IS_MOVING(newx, newy))
4105 RemoveMovingField(newx, newy);
4108 Feld[newx][newy] = EL_EMPTY;
4109 DrawLevelField(newx, newy);
4112 PlaySoundLevel(x, y, SND_PIG_DIGGING);
4114 else if (!IS_FREE(newx, newy))
4116 if (IS_PLAYER(x, y))
4117 DrawPlayerField(x, y);
4119 DrawLevelField(x, y);
4123 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
4125 if (!IS_FREE(newx, newy))
4127 if (IS_PLAYER(x, y))
4128 DrawPlayerField(x, y);
4130 DrawLevelField(x, y);
4135 boolean wanna_flame = !RND(10);
4136 int dx = newx - x, dy = newy - y;
4137 int newx1 = newx+1*dx, newy1 = newy+1*dy;
4138 int newx2 = newx+2*dx, newy2 = newy+2*dy;
4139 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
4140 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
4141 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
4142 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
4145 IS_CLASSIC_ENEMY(element1) ||
4146 IS_CLASSIC_ENEMY(element2)) &&
4147 element1 != EL_DRAGON && element2 != EL_DRAGON &&
4148 element1 != EL_FLAMES && element2 != EL_FLAMES)
4150 if (IS_PLAYER(x, y))
4151 DrawPlayerField(x, y);
4153 DrawLevelField(x, y);
4155 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
4157 MovDelay[x][y] = 50;
4158 Feld[newx][newy] = EL_FLAMES;
4159 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
4160 Feld[newx1][newy1] = EL_FLAMES;
4161 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
4162 Feld[newx2][newy2] = EL_FLAMES;
4167 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
4168 Feld[newx][newy] == EL_DIAMOND)
4170 if (IS_MOVING(newx, newy))
4171 RemoveMovingField(newx, newy);
4174 Feld[newx][newy] = EL_EMPTY;
4175 DrawLevelField(newx, newy);
4178 PlaySoundLevel(x, y, SND_YAMYAM_DIGGING);
4180 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
4181 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
4183 if (AmoebaNr[newx][newy])
4185 AmoebaCnt2[AmoebaNr[newx][newy]]--;
4186 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
4187 Feld[newx][newy] == EL_BD_AMOEBA)
4188 AmoebaCnt[AmoebaNr[newx][newy]]--;
4191 if (IS_MOVING(newx, newy))
4192 RemoveMovingField(newx, newy);
4195 Feld[newx][newy] = EL_EMPTY;
4196 DrawLevelField(newx, newy);
4199 PlaySoundLevel(x, y, SND_DARK_YAMYAM_DIGGING);
4201 else if ((element == EL_PACMAN || element == EL_MOLE)
4202 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
4204 if (AmoebaNr[newx][newy])
4206 AmoebaCnt2[AmoebaNr[newx][newy]]--;
4207 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
4208 Feld[newx][newy] == EL_BD_AMOEBA)
4209 AmoebaCnt[AmoebaNr[newx][newy]]--;
4212 if (element == EL_MOLE)
4214 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
4215 PlaySoundLevel(x, y, SND_MOLE_DIGGING);
4217 ResetGfxAnimation(x, y);
4218 GfxAction[x][y] = ACTION_DIGGING;
4219 DrawLevelField(x, y);
4221 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
4222 return; /* wait for shrinking amoeba */
4224 else /* element == EL_PACMAN */
4226 Feld[newx][newy] = EL_EMPTY;
4227 DrawLevelField(newx, newy);
4228 PlaySoundLevel(x, y, SND_PACMAN_DIGGING);
4231 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
4232 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
4233 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
4235 /* wait for shrinking amoeba to completely disappear */
4238 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
4240 /* object was running against a wall */
4245 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
4246 DrawLevelElementAnimation(x, y, element);
4248 if (element == EL_BUG ||
4249 element == EL_SPACESHIP ||
4250 element == EL_SP_SNIKSNAK)
4251 DrawLevelField(x, y);
4252 else if (element == EL_MOLE)
4253 DrawLevelField(x, y);
4254 else if (element == EL_BD_BUTTERFLY ||
4255 element == EL_BD_FIREFLY)
4256 DrawLevelElementAnimationIfNeeded(x, y, element);
4257 else if (element == EL_SATELLITE)
4258 DrawLevelElementAnimationIfNeeded(x, y, element);
4259 else if (element == EL_SP_ELECTRON)
4260 DrawLevelElementAnimationIfNeeded(x, y, element);
4263 if (DONT_TOUCH(element))
4264 TestIfBadThingTouchesHero(x, y);
4267 PlaySoundLevelAction(x, y, ACTION_WAITING);
4273 InitMovingField(x, y, MovDir[x][y]);
4275 PlaySoundLevelAction(x, y, ACTION_MOVING);
4279 ContinueMoving(x, y);
4282 void ContinueMoving(int x, int y)
4284 int element = Feld[x][y];
4285 int direction = MovDir[x][y];
4286 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4287 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4288 int newx = x + dx, newy = y + dy;
4289 int nextx = newx + dx, nexty = newy + dy;
4290 boolean pushed = Pushed[x][y];
4292 MovPos[x][y] += getElementMoveStepsize(x, y);
4294 if (pushed) /* special case: moving object pushed by player */
4295 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
4297 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
4299 Feld[x][y] = EL_EMPTY;
4300 Feld[newx][newy] = element;
4301 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
4303 if (element == EL_MOLE)
4305 Feld[x][y] = EL_SAND;
4307 DrawLevelFieldCrumbledSandNeighbours(x, y);
4309 else if (element == EL_QUICKSAND_FILLING)
4311 element = Feld[newx][newy] = get_next_element(element);
4312 Store[newx][newy] = Store[x][y];
4314 else if (element == EL_QUICKSAND_EMPTYING)
4316 Feld[x][y] = get_next_element(element);
4317 element = Feld[newx][newy] = Store[x][y];
4319 else if (element == EL_MAGIC_WALL_FILLING)
4321 element = Feld[newx][newy] = get_next_element(element);
4322 if (!game.magic_wall_active)
4323 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
4324 Store[newx][newy] = Store[x][y];
4326 else if (element == EL_MAGIC_WALL_EMPTYING)
4328 Feld[x][y] = get_next_element(element);
4329 if (!game.magic_wall_active)
4330 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4331 element = Feld[newx][newy] = Store[x][y];
4333 else if (element == EL_BD_MAGIC_WALL_FILLING)
4335 element = Feld[newx][newy] = get_next_element(element);
4336 if (!game.magic_wall_active)
4337 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
4338 Store[newx][newy] = Store[x][y];
4340 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
4342 Feld[x][y] = get_next_element(element);
4343 if (!game.magic_wall_active)
4344 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
4345 element = Feld[newx][newy] = Store[x][y];
4347 else if (element == EL_AMOEBA_DROPPING)
4349 Feld[x][y] = get_next_element(element);
4350 element = Feld[newx][newy] = Store[x][y];
4352 else if (element == EL_SOKOBAN_OBJECT)
4355 Feld[x][y] = Back[x][y];
4357 if (Back[newx][newy])
4358 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
4360 Back[x][y] = Back[newx][newy] = 0;
4362 else if (Store[x][y] == EL_ACID)
4364 element = Feld[newx][newy] = EL_ACID;
4368 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
4369 MovDelay[newx][newy] = 0;
4371 /* copy element change control values to new field */
4372 ChangeDelay[newx][newy] = ChangeDelay[x][y];
4374 /* copy animation control values to new field */
4375 GfxFrame[newx][newy] = GfxFrame[x][y];
4376 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
4377 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
4379 Pushed[x][y] = Pushed[newx][newy] = FALSE;
4381 ResetGfxAnimation(x, y); /* reset animation values for old field */
4384 /* 2.1.1 (does not work correctly for spring) */
4385 if (!CAN_MOVE(element))
4386 MovDir[newx][newy] = 0;
4390 /* (does not work for falling objects that slide horizontally) */
4391 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
4392 MovDir[newx][newy] = 0;
4395 if (!CAN_MOVE(element) ||
4396 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
4397 MovDir[newx][newy] = 0;
4400 if (!CAN_MOVE(element) ||
4401 (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN))
4402 MovDir[newx][newy] = 0;
4406 DrawLevelField(x, y);
4407 DrawLevelField(newx, newy);
4409 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
4411 if (!pushed) /* special case: moving object pushed by player */
4412 JustStopped[newx][newy] = 3;
4414 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
4416 TestIfBadThingTouchesHero(newx, newy);
4417 TestIfBadThingTouchesFriend(newx, newy);
4418 TestIfBadThingTouchesOtherBadThing(newx, newy);
4420 else if (element == EL_PENGUIN)
4421 TestIfFriendTouchesBadThing(newx, newy);
4423 if (CAN_FALL(element) && direction == MV_DOWN &&
4424 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
4427 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
4428 CheckElementChange(newx, newy, element, CE_COLLISION);
4430 TestIfPlayerTouchesCustomElement(newx, newy);
4431 TestIfElementTouchesCustomElement(newx, newy);
4433 else /* still moving on */
4435 DrawLevelField(x, y);
4439 int AmoebeNachbarNr(int ax, int ay)
4442 int element = Feld[ax][ay];
4444 static int xy[4][2] =
4454 int x = ax + xy[i][0];
4455 int y = ay + xy[i][1];
4457 if (!IN_LEV_FIELD(x, y))
4460 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
4461 group_nr = AmoebaNr[x][y];
4467 void AmoebenVereinigen(int ax, int ay)
4469 int i, x, y, xx, yy;
4470 int new_group_nr = AmoebaNr[ax][ay];
4471 static int xy[4][2] =
4479 if (new_group_nr == 0)
4487 if (!IN_LEV_FIELD(x, y))
4490 if ((Feld[x][y] == EL_AMOEBA_FULL ||
4491 Feld[x][y] == EL_BD_AMOEBA ||
4492 Feld[x][y] == EL_AMOEBA_DEAD) &&
4493 AmoebaNr[x][y] != new_group_nr)
4495 int old_group_nr = AmoebaNr[x][y];
4497 if (old_group_nr == 0)
4500 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
4501 AmoebaCnt[old_group_nr] = 0;
4502 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
4503 AmoebaCnt2[old_group_nr] = 0;
4505 for (yy=0; yy<lev_fieldy; yy++)
4507 for (xx=0; xx<lev_fieldx; xx++)
4509 if (AmoebaNr[xx][yy] == old_group_nr)
4510 AmoebaNr[xx][yy] = new_group_nr;
4517 void AmoebeUmwandeln(int ax, int ay)
4521 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
4523 int group_nr = AmoebaNr[ax][ay];
4528 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
4529 printf("AmoebeUmwandeln(): This should never happen!\n");
4534 for (y=0; y<lev_fieldy; y++)
4536 for (x=0; x<lev_fieldx; x++)
4538 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
4541 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
4545 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
4546 SND_AMOEBA_TURNING_TO_GEM :
4547 SND_AMOEBA_TURNING_TO_ROCK));
4552 static int xy[4][2] =
4565 if (!IN_LEV_FIELD(x, y))
4568 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
4570 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
4571 SND_AMOEBA_TURNING_TO_GEM :
4572 SND_AMOEBA_TURNING_TO_ROCK));
4579 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
4582 int group_nr = AmoebaNr[ax][ay];
4583 boolean done = FALSE;
4588 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
4589 printf("AmoebeUmwandelnBD(): This should never happen!\n");
4594 for (y=0; y<lev_fieldy; y++)
4596 for (x=0; x<lev_fieldx; x++)
4598 if (AmoebaNr[x][y] == group_nr &&
4599 (Feld[x][y] == EL_AMOEBA_DEAD ||
4600 Feld[x][y] == EL_BD_AMOEBA ||
4601 Feld[x][y] == EL_AMOEBA_GROWING))
4604 Feld[x][y] = new_element;
4605 InitField(x, y, FALSE);
4606 DrawLevelField(x, y);
4613 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
4614 SND_BD_AMOEBA_TURNING_TO_ROCK :
4615 SND_BD_AMOEBA_TURNING_TO_GEM));
4618 void AmoebeWaechst(int x, int y)
4620 static unsigned long sound_delay = 0;
4621 static unsigned long sound_delay_value = 0;
4623 if (!MovDelay[x][y]) /* start new growing cycle */
4627 if (DelayReached(&sound_delay, sound_delay_value))
4630 PlaySoundLevelElementAction(x, y, Store[x][y], ACTION_GROWING);
4632 if (Store[x][y] == EL_BD_AMOEBA)
4633 PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
4635 PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
4637 sound_delay_value = 30;
4641 if (MovDelay[x][y]) /* wait some time before growing bigger */
4644 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4646 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
4647 6 - MovDelay[x][y]);
4649 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
4652 if (!MovDelay[x][y])
4654 Feld[x][y] = Store[x][y];
4656 DrawLevelField(x, y);
4661 void AmoebaDisappearing(int x, int y)
4663 static unsigned long sound_delay = 0;
4664 static unsigned long sound_delay_value = 0;
4666 if (!MovDelay[x][y]) /* start new shrinking cycle */
4670 if (DelayReached(&sound_delay, sound_delay_value))
4671 sound_delay_value = 30;
4674 if (MovDelay[x][y]) /* wait some time before shrinking */
4677 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4679 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
4680 6 - MovDelay[x][y]);
4682 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
4685 if (!MovDelay[x][y])
4687 Feld[x][y] = EL_EMPTY;
4688 DrawLevelField(x, y);
4690 /* don't let mole enter this field in this cycle;
4691 (give priority to objects falling to this field from above) */
4697 void AmoebeAbleger(int ax, int ay)
4700 int element = Feld[ax][ay];
4701 int graphic = el2img(element);
4702 int newax = ax, neway = ay;
4703 static int xy[4][2] =
4711 if (!level.amoeba_speed)
4713 Feld[ax][ay] = EL_AMOEBA_DEAD;
4714 DrawLevelField(ax, ay);
4718 if (IS_ANIMATED(graphic))
4719 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4721 if (!MovDelay[ax][ay]) /* start making new amoeba field */
4722 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
4724 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
4727 if (MovDelay[ax][ay])
4731 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
4734 int x = ax + xy[start][0];
4735 int y = ay + xy[start][1];
4737 if (!IN_LEV_FIELD(x, y))
4740 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
4741 if (IS_FREE(x, y) ||
4742 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4748 if (newax == ax && neway == ay)
4751 else /* normal or "filled" (BD style) amoeba */
4754 boolean waiting_for_player = FALSE;
4758 int j = (start + i) % 4;
4759 int x = ax + xy[j][0];
4760 int y = ay + xy[j][1];
4762 if (!IN_LEV_FIELD(x, y))
4765 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
4766 if (IS_FREE(x, y) ||
4767 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4773 else if (IS_PLAYER(x, y))
4774 waiting_for_player = TRUE;
4777 if (newax == ax && neway == ay) /* amoeba cannot grow */
4779 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
4781 Feld[ax][ay] = EL_AMOEBA_DEAD;
4782 DrawLevelField(ax, ay);
4783 AmoebaCnt[AmoebaNr[ax][ay]]--;
4785 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
4787 if (element == EL_AMOEBA_FULL)
4788 AmoebeUmwandeln(ax, ay);
4789 else if (element == EL_BD_AMOEBA)
4790 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
4795 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
4797 /* amoeba gets larger by growing in some direction */
4799 int new_group_nr = AmoebaNr[ax][ay];
4802 if (new_group_nr == 0)
4804 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
4805 printf("AmoebeAbleger(): This should never happen!\n");
4810 AmoebaNr[newax][neway] = new_group_nr;
4811 AmoebaCnt[new_group_nr]++;
4812 AmoebaCnt2[new_group_nr]++;
4814 /* if amoeba touches other amoeba(s) after growing, unify them */
4815 AmoebenVereinigen(newax, neway);
4817 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
4819 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
4825 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
4826 (neway == lev_fieldy - 1 && newax != ax))
4828 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
4829 Store[newax][neway] = element;
4831 else if (neway == ay)
4833 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
4835 PlaySoundLevelAction(newax, neway, ACTION_GROWING);
4837 PlaySoundLevel(newax, neway, SND_AMOEBA_GROWING);
4842 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
4843 Feld[ax][ay] = EL_AMOEBA_DROPPING;
4844 Store[ax][ay] = EL_AMOEBA_DROP;
4845 ContinueMoving(ax, ay);
4849 DrawLevelField(newax, neway);
4852 void Life(int ax, int ay)
4855 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
4857 int element = Feld[ax][ay];
4858 int graphic = el2img(element);
4859 boolean changed = FALSE;
4861 if (IS_ANIMATED(graphic))
4862 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4867 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
4868 MovDelay[ax][ay] = life_time;
4870 if (MovDelay[ax][ay]) /* wait some time before next cycle */
4873 if (MovDelay[ax][ay])
4877 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
4879 int xx = ax+x1, yy = ay+y1;
4882 if (!IN_LEV_FIELD(xx, yy))
4885 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
4887 int x = xx+x2, y = yy+y2;
4889 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
4892 if (((Feld[x][y] == element ||
4893 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
4895 (IS_FREE(x, y) && Stop[x][y]))
4899 if (xx == ax && yy == ay) /* field in the middle */
4901 if (nachbarn < life[0] || nachbarn > life[1])
4903 Feld[xx][yy] = EL_EMPTY;
4905 DrawLevelField(xx, yy);
4906 Stop[xx][yy] = TRUE;
4910 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
4911 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
4912 { /* free border field */
4913 if (nachbarn >= life[2] && nachbarn <= life[3])
4915 Feld[xx][yy] = element;
4916 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
4918 DrawLevelField(xx, yy);
4919 Stop[xx][yy] = TRUE;
4926 PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
4927 SND_GAME_OF_LIFE_GROWING);
4930 static void InitRobotWheel(int x, int y)
4932 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4935 static void RunRobotWheel(int x, int y)
4937 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
4940 static void StopRobotWheel(int x, int y)
4942 if (ZX == x && ZY == y)
4946 static void InitTimegateWheel(int x, int y)
4948 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4951 static void RunTimegateWheel(int x, int y)
4953 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
4956 void CheckExit(int x, int y)
4958 if (local_player->gems_still_needed > 0 ||
4959 local_player->sokobanfields_still_needed > 0 ||
4960 local_player->lights_still_needed > 0)
4962 int element = Feld[x][y];
4963 int graphic = el2img(element);
4965 if (IS_ANIMATED(graphic))
4966 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4971 Feld[x][y] = EL_EXIT_OPENING;
4973 PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING);
4976 void CheckExitSP(int x, int y)
4978 if (local_player->gems_still_needed > 0)
4980 int element = Feld[x][y];
4981 int graphic = el2img(element);
4983 if (IS_ANIMATED(graphic))
4984 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4989 Feld[x][y] = EL_SP_EXIT_OPEN;
4991 PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
4994 static void CloseAllOpenTimegates()
4998 for (y=0; y<lev_fieldy; y++)
5000 for (x=0; x<lev_fieldx; x++)
5002 int element = Feld[x][y];
5004 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
5006 Feld[x][y] = EL_TIMEGATE_CLOSING;
5008 PlaySoundLevelAction(x, y, ACTION_CLOSING);
5010 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
5017 void EdelsteinFunkeln(int x, int y)
5019 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
5022 if (Feld[x][y] == EL_BD_DIAMOND)
5025 if (MovDelay[x][y] == 0) /* next animation frame */
5026 MovDelay[x][y] = 11 * !SimpleRND(500);
5028 if (MovDelay[x][y] != 0) /* wait some time before next frame */
5032 if (setup.direct_draw && MovDelay[x][y])
5033 SetDrawtoField(DRAW_BUFFERED);
5035 DrawLevelElementAnimation(x, y, Feld[x][y]);
5037 if (MovDelay[x][y] != 0)
5039 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
5040 10 - MovDelay[x][y]);
5042 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
5044 if (setup.direct_draw)
5048 dest_x = FX + SCREENX(x) * TILEX;
5049 dest_y = FY + SCREENY(y) * TILEY;
5051 BlitBitmap(drawto_field, window,
5052 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
5053 SetDrawtoField(DRAW_DIRECT);
5059 void MauerWaechst(int x, int y)
5063 if (!MovDelay[x][y]) /* next animation frame */
5064 MovDelay[x][y] = 3 * delay;
5066 if (MovDelay[x][y]) /* wait some time before next frame */
5070 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5072 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
5073 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
5075 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5078 if (!MovDelay[x][y])
5080 if (MovDir[x][y] == MV_LEFT)
5082 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
5083 DrawLevelField(x - 1, y);
5085 else if (MovDir[x][y] == MV_RIGHT)
5087 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
5088 DrawLevelField(x + 1, y);
5090 else if (MovDir[x][y] == MV_UP)
5092 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
5093 DrawLevelField(x, y - 1);
5097 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
5098 DrawLevelField(x, y + 1);
5101 Feld[x][y] = Store[x][y];
5103 MovDir[x][y] = MV_NO_MOVING;
5104 DrawLevelField(x, y);
5109 void MauerAbleger(int ax, int ay)
5111 int element = Feld[ax][ay];
5112 int graphic = el2img(element);
5113 boolean oben_frei = FALSE, unten_frei = FALSE;
5114 boolean links_frei = FALSE, rechts_frei = FALSE;
5115 boolean oben_massiv = FALSE, unten_massiv = FALSE;
5116 boolean links_massiv = FALSE, rechts_massiv = FALSE;
5117 boolean new_wall = FALSE;
5119 if (IS_ANIMATED(graphic))
5120 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
5122 if (!MovDelay[ax][ay]) /* start building new wall */
5123 MovDelay[ax][ay] = 6;
5125 if (MovDelay[ax][ay]) /* wait some time before building new wall */
5128 if (MovDelay[ax][ay])
5132 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
5134 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
5136 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
5138 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
5141 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
5142 element == EL_EXPANDABLE_WALL_ANY)
5146 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
5147 Store[ax][ay-1] = element;
5148 MovDir[ax][ay-1] = MV_UP;
5149 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
5150 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
5151 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
5156 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
5157 Store[ax][ay+1] = element;
5158 MovDir[ax][ay+1] = MV_DOWN;
5159 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
5160 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
5161 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
5166 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5167 element == EL_EXPANDABLE_WALL_ANY ||
5168 element == EL_EXPANDABLE_WALL)
5172 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
5173 Store[ax-1][ay] = element;
5174 MovDir[ax-1][ay] = MV_LEFT;
5175 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
5176 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
5177 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
5183 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
5184 Store[ax+1][ay] = element;
5185 MovDir[ax+1][ay] = MV_RIGHT;
5186 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
5187 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
5188 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
5193 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
5194 DrawLevelField(ax, ay);
5196 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
5198 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
5199 unten_massiv = TRUE;
5200 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
5201 links_massiv = TRUE;
5202 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
5203 rechts_massiv = TRUE;
5205 if (((oben_massiv && unten_massiv) ||
5206 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5207 element == EL_EXPANDABLE_WALL) &&
5208 ((links_massiv && rechts_massiv) ||
5209 element == EL_EXPANDABLE_WALL_VERTICAL))
5210 Feld[ax][ay] = EL_WALL;
5214 PlaySoundLevelAction(ax, ay, ACTION_GROWING);
5216 PlaySoundLevel(ax, ay, SND_EXPANDABLE_WALL_GROWING);
5220 void CheckForDragon(int x, int y)
5223 boolean dragon_found = FALSE;
5224 static int xy[4][2] =
5236 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
5238 if (IN_LEV_FIELD(xx, yy) &&
5239 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
5241 if (Feld[xx][yy] == EL_DRAGON)
5242 dragon_found = TRUE;
5255 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
5257 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
5259 Feld[xx][yy] = EL_EMPTY;
5260 DrawLevelField(xx, yy);
5269 static void InitBuggyBase(int x, int y)
5271 int element = Feld[x][y];
5272 int activating_delay = FRAMES_PER_SECOND / 4;
5275 (element == EL_SP_BUGGY_BASE ?
5276 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
5277 element == EL_SP_BUGGY_BASE_ACTIVATING ?
5279 element == EL_SP_BUGGY_BASE_ACTIVE ?
5280 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
5283 static void WarnBuggyBase(int x, int y)
5286 static int xy[4][2] =
5296 int xx = x + xy[i][0], yy = y + xy[i][1];
5298 if (IS_PLAYER(xx, yy))
5300 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
5307 static void InitTrap(int x, int y)
5309 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
5312 static void ActivateTrap(int x, int y)
5314 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
5317 static void ChangeActiveTrap(int x, int y)
5319 int graphic = IMG_TRAP_ACTIVE;
5321 /* if new animation frame was drawn, correct crumbled sand border */
5322 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
5323 DrawLevelFieldCrumbledSand(x, y);
5326 static void ChangeElementNowExt(int x, int y, int target_element)
5328 /* check if element under player changes from accessible to unaccessible
5329 (needed for special case of dropping element which then changes) */
5330 if (IS_PLAYER(x, y) && !PLAYER_PROTECTED(x, y) &&
5331 IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(target_element))
5338 Feld[x][y] = target_element;
5340 ResetGfxAnimation(x, y);
5341 ResetRandomAnimationValue(x, y);
5343 InitField(x, y, FALSE);
5344 if (CAN_MOVE(Feld[x][y]))
5347 DrawLevelField(x, y);
5349 if (CAN_BE_CRUMBLED(Feld[x][y]))
5350 DrawLevelFieldCrumbledSandNeighbours(x, y);
5352 TestIfBadThingTouchesHero(x, y);
5353 TestIfPlayerTouchesCustomElement(x, y);
5354 TestIfElementTouchesCustomElement(x, y);
5356 if (ELEM_IS_PLAYER(target_element))
5357 RelocatePlayer(x, y, target_element);
5360 static void ChangeElementNow(int x, int y, int element, int page)
5362 struct ElementChangeInfo *change = &element_info[element].change_page[page];
5364 CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_IS_CHANGING);
5366 if (change->explode)
5372 if (change->use_content)
5374 boolean complete_change = TRUE;
5375 boolean can_change[3][3];
5378 for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
5380 boolean half_destructible;
5381 int ex = x + xx - 1;
5382 int ey = y + yy - 1;
5385 can_change[xx][yy] = TRUE;
5387 if (ex == x && ey == y) /* do not check changing element itself */
5390 if (change->content[xx][yy] == EL_EMPTY_SPACE)
5392 can_change[xx][yy] = FALSE; /* do not change empty borders */
5397 if (!IN_LEV_FIELD(ex, ey))
5399 can_change[xx][yy] = FALSE;
5400 complete_change = FALSE;
5407 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5408 e = MovingOrBlocked2Element(ex, ey);
5410 half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e));
5412 if ((change->power <= CP_NON_DESTRUCTIVE && !IS_FREE(ex, ey)) ||
5413 (change->power <= CP_HALF_DESTRUCTIVE && !half_destructible) ||
5414 (change->power <= CP_FULL_DESTRUCTIVE && IS_INDESTRUCTIBLE(e)))
5416 can_change[xx][yy] = FALSE;
5417 complete_change = FALSE;
5421 if (!change->only_complete || complete_change)
5423 boolean something_has_changed = FALSE;
5425 if (change->only_complete && change->use_random_change &&
5426 RND(100) < change->random)
5429 for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
5431 int ex = x + xx - 1;
5432 int ey = y + yy - 1;
5434 if (can_change[xx][yy] && (!change->use_random_change ||
5435 RND(100) < change->random))
5437 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5438 RemoveMovingField(ex, ey);
5440 ChangeElementNowExt(ex, ey, change->content[xx][yy]);
5442 something_has_changed = TRUE;
5444 /* for symmetry reasons, stop newly created border elements */
5445 if (ex != x || ey != y)
5446 Stop[ex][ey] = TRUE;
5450 if (something_has_changed)
5451 PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING);
5456 ChangeElementNowExt(x, y, change->target_element);
5458 PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING);
5462 static void ChangeElement(int x, int y, int page)
5464 int element = MovingOrBlocked2Element(x, y);
5465 struct ElementChangeInfo *change = &element_info[element].change_page[page];
5467 if (ChangeDelay[x][y] == 0) /* initialize element change */
5469 ChangeDelay[x][y] = ( change->delay_fixed * change->delay_frames +
5470 RND(change->delay_random * change->delay_frames)) + 1;
5472 ResetGfxAnimation(x, y);
5473 ResetRandomAnimationValue(x, y);
5475 if (change->pre_change_function)
5476 change->pre_change_function(x, y);
5479 ChangeDelay[x][y]--;
5481 if (ChangeDelay[x][y] != 0) /* continue element change */
5483 int graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5485 if (IS_ANIMATED(graphic))
5486 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5488 if (change->change_function)
5489 change->change_function(x, y);
5491 else /* finish element change */
5493 if (IS_MOVING(x, y)) /* never change a running system ;-) */
5495 ChangeDelay[x][y] = 1; /* try change after next move step */
5500 ChangeElementNow(x, y, element, page);
5502 if (change->post_change_function)
5503 change->post_change_function(x, y);
5507 static boolean CheckTriggeredElementChange(int lx, int ly, int trigger_element,
5512 if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
5515 /* prevent this function from running into a loop */
5516 if (trigger_event == CE_OTHER_IS_CHANGING)
5517 Changing[lx][ly] = TRUE;
5519 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
5521 int element = EL_CUSTOM_START + i;
5524 boolean change_element = FALSE;
5527 if (!CAN_CHANGE(element) ||
5528 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
5531 for (j=0; j < element_info[element].num_change_pages; j++)
5533 if (element_info[element].change_page[j].trigger_element ==
5536 change_element = TRUE;
5543 if (!change_element)
5547 if (!CAN_CHANGE(element) ||
5548 !HAS_ANY_CHANGE_EVENT(element, trigger_event) ||
5549 element_info[element].change->trigger_element != trigger_element)
5553 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5555 if (x == lx && y == ly) /* do not change trigger element itself */
5558 if (Changing[x][y]) /* do not change just changing elements */
5561 if (Feld[x][y] == element)
5563 ChangeDelay[x][y] = 1;
5564 ChangeElement(x, y, page);
5566 Changing[x][y] = TRUE; /* do not change just changed elements */
5571 /* reset change prevention array */
5572 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5573 Changing[x][y] = FALSE;
5578 static boolean CheckElementChangeExt(int x, int y, int element,
5579 int trigger_event, int page)
5581 if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
5584 if (Feld[x][y] == EL_BLOCKED)
5585 Blocked2Moving(x, y, &x, &y);
5587 ChangeDelay[x][y] = 1;
5588 ChangeElement(x, y, page);
5593 static boolean CheckElementChange(int x, int y, int element, int trigger_event)
5595 int page = element_info[element].event_page_num[trigger_event];
5597 return CheckElementChangeExt(x, y, element, trigger_event, page);
5600 static void PlayerActions(struct PlayerInfo *player, byte player_action)
5602 static byte stored_player_action[MAX_PLAYERS];
5603 static int num_stored_actions = 0;
5604 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
5605 int left = player_action & JOY_LEFT;
5606 int right = player_action & JOY_RIGHT;
5607 int up = player_action & JOY_UP;
5608 int down = player_action & JOY_DOWN;
5609 int button1 = player_action & JOY_BUTTON_1;
5610 int button2 = player_action & JOY_BUTTON_2;
5611 int dx = (left ? -1 : right ? 1 : 0);
5612 int dy = (up ? -1 : down ? 1 : 0);
5614 stored_player_action[player->index_nr] = 0;
5615 num_stored_actions++;
5617 if (!player->active || tape.pausing)
5623 snapped = SnapField(player, dx, dy);
5627 dropped = DropElement(player);
5629 moved = MoveFigure(player, dx, dy);
5632 if (tape.single_step && tape.recording && !tape.pausing)
5634 if (button1 || (dropped && !moved))
5636 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5637 SnapField(player, 0, 0); /* stop snapping */
5641 stored_player_action[player->index_nr] = player_action;
5645 /* no actions for this player (no input at player's configured device) */
5647 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
5648 SnapField(player, 0, 0);
5649 CheckGravityMovement(player);
5651 if (player->MovPos == 0)
5652 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
5654 if (player->MovPos == 0) /* needed for tape.playing */
5655 player->is_moving = FALSE;
5658 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
5660 TapeRecordAction(stored_player_action);
5661 num_stored_actions = 0;
5667 static unsigned long action_delay = 0;
5668 unsigned long action_delay_value;
5669 int magic_wall_x = 0, magic_wall_y = 0;
5670 int i, x, y, element, graphic;
5671 byte *recorded_player_action;
5672 byte summarized_player_action = 0;
5674 if (game_status != GAME_MODE_PLAYING)
5677 action_delay_value =
5678 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
5680 if (tape.playing && tape.index_search && !tape.pausing)
5681 action_delay_value = 0;
5683 /* ---------- main game synchronization point ---------- */
5685 WaitUntilDelayReached(&action_delay, action_delay_value);
5687 if (network_playing && !network_player_action_received)
5691 printf("DEBUG: try to get network player actions in time\n");
5695 #if defined(PLATFORM_UNIX)
5696 /* last chance to get network player actions without main loop delay */
5700 if (game_status != GAME_MODE_PLAYING)
5703 if (!network_player_action_received)
5707 printf("DEBUG: failed to get network player actions in time\n");
5717 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
5719 for (i=0; i<MAX_PLAYERS; i++)
5721 summarized_player_action |= stored_player[i].action;
5723 if (!network_playing)
5724 stored_player[i].effective_action = stored_player[i].action;
5727 #if defined(PLATFORM_UNIX)
5728 if (network_playing)
5729 SendToServer_MovePlayer(summarized_player_action);
5732 if (!options.network && !setup.team_mode)
5733 local_player->effective_action = summarized_player_action;
5735 for (i=0; i<MAX_PLAYERS; i++)
5737 int actual_player_action = stored_player[i].effective_action;
5739 if (stored_player[i].programmed_action)
5740 actual_player_action = stored_player[i].programmed_action;
5742 if (recorded_player_action)
5743 actual_player_action = recorded_player_action[i];
5745 PlayerActions(&stored_player[i], actual_player_action);
5746 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
5749 network_player_action_received = FALSE;
5751 ScrollScreen(NULL, SCROLL_GO_ON);
5757 for (i=0; i<MAX_PLAYERS; i++)
5758 stored_player[i].Frame++;
5762 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
5764 for (i=0; i<MAX_PLAYERS; i++)
5766 struct PlayerInfo *player = &stored_player[i];
5770 if (player->active && player->Pushing && player->is_moving &&
5773 ContinueMoving(x, y);
5775 /* continue moving after pushing (this is actually a bug) */
5776 if (!IS_MOVING(x, y))
5785 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5788 if (JustStopped[x][y] > 0)
5789 JustStopped[x][y]--;
5794 /* reset finished pushing action (not done in ContinueMoving() to allow
5795 continous pushing animation for elements without push delay) */
5796 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
5798 ResetGfxAnimation(x, y);
5799 DrawLevelField(x, y);
5804 if (IS_BLOCKED(x, y))
5808 Blocked2Moving(x, y, &oldx, &oldy);
5809 if (!IS_MOVING(oldx, oldy))
5811 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
5812 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
5813 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
5814 printf("GameActions(): This should never happen!\n");
5820 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5822 element = Feld[x][y];
5824 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5826 graphic = el2img(element);
5832 printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
5834 element = graphic = 0;
5838 if (graphic_info[graphic].anim_global_sync)
5839 GfxFrame[x][y] = FrameCounter;
5841 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
5842 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
5843 ResetRandomAnimationValue(x, y);
5845 SetRandomAnimationValue(x, y);
5848 PlaySoundLevelActionIfLoop(x, y, GfxAction[x][y]);
5851 if (IS_INACTIVE(element))
5853 if (IS_ANIMATED(graphic))
5854 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5860 /* this may take place after moving, so 'element' may have changed */
5861 if (IS_CHANGING(x, y))
5863 ChangeElement(x, y, element_info[element].event_page_num[CE_DELAY]);
5864 element = Feld[x][y];
5865 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5869 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
5874 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5876 if (element == EL_MOLE)
5877 printf("::: %d, %d, %d [%d]\n",
5878 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y],
5882 if (element == EL_YAMYAM)
5883 printf("::: %d, %d, %d\n",
5884 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
5888 if (IS_ANIMATED(graphic) &&
5892 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5895 if (element == EL_MOLE)
5896 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
5900 if (IS_GEM(element) || element == EL_SP_INFOTRON)
5901 EdelsteinFunkeln(x, y);
5903 else if ((element == EL_ACID ||
5904 element == EL_EXIT_OPEN ||
5905 element == EL_SP_EXIT_OPEN ||
5906 element == EL_SP_TERMINAL ||
5907 element == EL_SP_TERMINAL_ACTIVE ||
5908 element == EL_EXTRA_TIME ||
5909 element == EL_SHIELD_NORMAL ||
5910 element == EL_SHIELD_DEADLY) &&
5911 IS_ANIMATED(graphic))
5912 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5913 else if (IS_MOVING(x, y))
5914 ContinueMoving(x, y);
5915 else if (IS_ACTIVE_BOMB(element))
5916 CheckDynamite(x, y);
5918 else if (element == EL_EXPLOSION && !game.explosions_delayed)
5919 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
5921 else if (element == EL_AMOEBA_GROWING)
5922 AmoebeWaechst(x, y);
5923 else if (element == EL_AMOEBA_SHRINKING)
5924 AmoebaDisappearing(x, y);
5926 #if !USE_NEW_AMOEBA_CODE
5927 else if (IS_AMOEBALIVE(element))
5928 AmoebeAbleger(x, y);
5931 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
5933 else if (element == EL_EXIT_CLOSED)
5935 else if (element == EL_SP_EXIT_CLOSED)
5937 else if (element == EL_EXPANDABLE_WALL_GROWING)
5939 else if (element == EL_EXPANDABLE_WALL ||
5940 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5941 element == EL_EXPANDABLE_WALL_VERTICAL ||
5942 element == EL_EXPANDABLE_WALL_ANY)
5944 else if (element == EL_FLAMES)
5945 CheckForDragon(x, y);
5947 else if (IS_AUTO_CHANGING(element))
5948 ChangeElement(x, y);
5950 else if (element == EL_EXPLOSION)
5951 ; /* drawing of correct explosion animation is handled separately */
5952 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
5953 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5956 /* this may take place after moving, so 'element' may have changed */
5957 if (IS_AUTO_CHANGING(Feld[x][y]))
5958 ChangeElement(x, y);
5961 if (IS_BELT_ACTIVE(element))
5962 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
5964 if (game.magic_wall_active)
5966 int jx = local_player->jx, jy = local_player->jy;
5968 /* play the element sound at the position nearest to the player */
5969 if ((element == EL_MAGIC_WALL_FULL ||
5970 element == EL_MAGIC_WALL_ACTIVE ||
5971 element == EL_MAGIC_WALL_EMPTYING ||
5972 element == EL_BD_MAGIC_WALL_FULL ||
5973 element == EL_BD_MAGIC_WALL_ACTIVE ||
5974 element == EL_BD_MAGIC_WALL_EMPTYING) &&
5975 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
5983 #if USE_NEW_AMOEBA_CODE
5984 /* new experimental amoeba growth stuff */
5986 if (!(FrameCounter % 8))
5989 static unsigned long random = 1684108901;
5991 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
5994 x = (random >> 10) % lev_fieldx;
5995 y = (random >> 20) % lev_fieldy;
5997 x = RND(lev_fieldx);
5998 y = RND(lev_fieldy);
6000 element = Feld[x][y];
6002 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
6003 if (!IS_PLAYER(x,y) &&
6004 (element == EL_EMPTY ||
6005 element == EL_SAND ||
6006 element == EL_QUICKSAND_EMPTY ||
6007 element == EL_ACID_SPLASH_LEFT ||
6008 element == EL_ACID_SPLASH_RIGHT))
6010 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
6011 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
6012 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
6013 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
6014 Feld[x][y] = EL_AMOEBA_DROP;
6017 random = random * 129 + 1;
6023 if (game.explosions_delayed)
6026 game.explosions_delayed = FALSE;
6028 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
6030 element = Feld[x][y];
6032 if (ExplodeField[x][y])
6033 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
6034 else if (element == EL_EXPLOSION)
6035 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
6037 ExplodeField[x][y] = EX_NO_EXPLOSION;
6040 game.explosions_delayed = TRUE;
6043 if (game.magic_wall_active)
6045 if (!(game.magic_wall_time_left % 4))
6047 int element = Feld[magic_wall_x][magic_wall_y];
6049 if (element == EL_BD_MAGIC_WALL_FULL ||
6050 element == EL_BD_MAGIC_WALL_ACTIVE ||
6051 element == EL_BD_MAGIC_WALL_EMPTYING)
6052 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
6054 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
6057 if (game.magic_wall_time_left > 0)
6059 game.magic_wall_time_left--;
6060 if (!game.magic_wall_time_left)
6062 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
6064 element = Feld[x][y];
6066 if (element == EL_MAGIC_WALL_ACTIVE ||
6067 element == EL_MAGIC_WALL_FULL)
6069 Feld[x][y] = EL_MAGIC_WALL_DEAD;
6070 DrawLevelField(x, y);
6072 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
6073 element == EL_BD_MAGIC_WALL_FULL)
6075 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
6076 DrawLevelField(x, y);
6080 game.magic_wall_active = FALSE;
6085 if (game.light_time_left > 0)
6087 game.light_time_left--;
6089 if (game.light_time_left == 0)
6090 RedrawAllLightSwitchesAndInvisibleElements();
6093 if (game.timegate_time_left > 0)
6095 game.timegate_time_left--;
6097 if (game.timegate_time_left == 0)
6098 CloseAllOpenTimegates();
6101 for (i=0; i<MAX_PLAYERS; i++)
6103 struct PlayerInfo *player = &stored_player[i];
6105 if (SHIELD_ON(player))
6107 if (player->shield_deadly_time_left)
6108 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
6109 else if (player->shield_normal_time_left)
6110 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
6114 if (TimeFrames >= (1000 / GameFrameDelay))
6119 for (i=0; i<MAX_PLAYERS; i++)
6121 struct PlayerInfo *player = &stored_player[i];
6123 if (SHIELD_ON(player))
6125 player->shield_normal_time_left--;
6127 if (player->shield_deadly_time_left > 0)
6128 player->shield_deadly_time_left--;
6132 if (tape.recording || tape.playing)
6133 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
6139 if (TimeLeft <= 10 && setup.time_limit)
6140 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
6142 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
6144 if (!TimeLeft && setup.time_limit)
6145 for (i=0; i<MAX_PLAYERS; i++)
6146 KillHero(&stored_player[i]);
6148 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
6149 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
6154 if (options.debug) /* calculate frames per second */
6156 static unsigned long fps_counter = 0;
6157 static int fps_frames = 0;
6158 unsigned long fps_delay_ms = Counter() - fps_counter;
6162 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
6164 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
6167 fps_counter = Counter();
6170 redraw_mask |= REDRAW_FPS;
6174 if (stored_player[0].jx != stored_player[0].last_jx ||
6175 stored_player[0].jy != stored_player[0].last_jy)
6176 printf("::: %d, %d, %d, %d, %d\n",
6177 stored_player[0].MovDir,
6178 stored_player[0].MovPos,
6179 stored_player[0].GfxPos,
6180 stored_player[0].Frame,
6181 stored_player[0].StepFrame);
6188 for (i=0; i<MAX_PLAYERS; i++)
6191 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
6193 stored_player[i].Frame += move_frames;
6195 if (stored_player[i].MovPos != 0)
6196 stored_player[i].StepFrame += move_frames;
6201 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
6203 int min_x = x, min_y = y, max_x = x, max_y = y;
6206 for (i=0; i<MAX_PLAYERS; i++)
6208 int jx = stored_player[i].jx, jy = stored_player[i].jy;
6210 if (!stored_player[i].active || &stored_player[i] == player)
6213 min_x = MIN(min_x, jx);
6214 min_y = MIN(min_y, jy);
6215 max_x = MAX(max_x, jx);
6216 max_y = MAX(max_y, jy);
6219 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
6222 static boolean AllPlayersInVisibleScreen()
6226 for (i=0; i<MAX_PLAYERS; i++)
6228 int jx = stored_player[i].jx, jy = stored_player[i].jy;
6230 if (!stored_player[i].active)
6233 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
6240 void ScrollLevel(int dx, int dy)
6242 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
6245 BlitBitmap(drawto_field, drawto_field,
6246 FX + TILEX * (dx == -1) - softscroll_offset,
6247 FY + TILEY * (dy == -1) - softscroll_offset,
6248 SXSIZE - TILEX * (dx!=0) + 2 * softscroll_offset,
6249 SYSIZE - TILEY * (dy!=0) + 2 * softscroll_offset,
6250 FX + TILEX * (dx == 1) - softscroll_offset,
6251 FY + TILEY * (dy == 1) - softscroll_offset);
6255 x = (dx == 1 ? BX1 : BX2);
6256 for (y=BY1; y <= BY2; y++)
6257 DrawScreenField(x, y);
6262 y = (dy == 1 ? BY1 : BY2);
6263 for (x=BX1; x <= BX2; x++)
6264 DrawScreenField(x, y);
6267 redraw_mask |= REDRAW_FIELD;
6270 static void CheckGravityMovement(struct PlayerInfo *player)
6272 if (level.gravity && !player->programmed_action)
6274 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
6275 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
6277 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
6278 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
6279 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
6280 int jx = player->jx, jy = player->jy;
6281 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
6282 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
6283 int new_jx = jx + dx, new_jy = jy + dy;
6284 boolean field_under_player_is_free =
6285 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
6286 boolean player_is_moving_to_valid_field =
6287 (IN_LEV_FIELD(new_jx, new_jy) &&
6288 (Feld[new_jx][new_jy] == EL_SP_BASE ||
6289 Feld[new_jx][new_jy] == EL_SAND));
6290 /* !!! extend EL_SAND to anything diggable !!! */
6292 if (field_under_player_is_free &&
6293 !player_is_moving_to_valid_field &&
6294 !IS_WALKABLE_INSIDE(Feld[jx][jy]))
6295 player->programmed_action = MV_DOWN;
6301 -----------------------------------------------------------------------------
6302 dx, dy: direction (non-diagonal) to try to move the player to
6303 real_dx, real_dy: direction as read from input device (can be diagonal)
6306 boolean MoveFigureOneStep(struct PlayerInfo *player,
6307 int dx, int dy, int real_dx, int real_dy)
6309 int jx = player->jx, jy = player->jy;
6310 int new_jx = jx+dx, new_jy = jy+dy;
6314 if (!player->active || (!dx && !dy))
6315 return MF_NO_ACTION;
6317 player->MovDir = (dx < 0 ? MV_LEFT :
6320 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6322 if (!IN_LEV_FIELD(new_jx, new_jy))
6323 return MF_NO_ACTION;
6325 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
6326 return MF_NO_ACTION;
6329 element = MovingOrBlocked2Element(new_jx, new_jy);
6331 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
6334 if (DONT_RUN_INTO(element))
6336 if (element == EL_ACID && dx == 0 && dy == 1)
6339 Feld[jx][jy] = EL_PLAYER_1;
6340 InitMovingField(jx, jy, MV_DOWN);
6341 Store[jx][jy] = EL_ACID;
6342 ContinueMoving(jx, jy);
6346 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
6351 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
6352 if (can_move != MF_MOVING)
6355 /* check if DigField() has caused relocation of the player */
6356 if (player->jx != jx || player->jy != jy)
6357 return MF_NO_ACTION;
6359 StorePlayer[jx][jy] = 0;
6360 player->last_jx = jx;
6361 player->last_jy = jy;
6362 jx = player->jx = new_jx;
6363 jy = player->jy = new_jy;
6364 StorePlayer[jx][jy] = player->element_nr;
6367 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
6369 ScrollFigure(player, SCROLL_INIT);
6374 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
6376 int jx = player->jx, jy = player->jy;
6377 int old_jx = jx, old_jy = jy;
6378 int moved = MF_NO_ACTION;
6380 if (!player->active || (!dx && !dy))
6384 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
6388 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
6389 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
6393 /* remove the last programmed player action */
6394 player->programmed_action = 0;
6398 /* should only happen if pre-1.2 tape recordings are played */
6399 /* this is only for backward compatibility */
6401 int original_move_delay_value = player->move_delay_value;
6404 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
6408 /* scroll remaining steps with finest movement resolution */
6409 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
6411 while (player->MovPos)
6413 ScrollFigure(player, SCROLL_GO_ON);
6414 ScrollScreen(NULL, SCROLL_GO_ON);
6420 player->move_delay_value = original_move_delay_value;
6423 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
6425 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
6426 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
6430 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
6431 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
6437 if (moved & MF_MOVING && !ScreenMovPos &&
6438 (player == local_player || !options.network))
6440 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
6441 int offset = (setup.scroll_delay ? 3 : 0);
6443 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
6445 /* actual player has left the screen -- scroll in that direction */
6446 if (jx != old_jx) /* player has moved horizontally */
6447 scroll_x += (jx - old_jx);
6448 else /* player has moved vertically */
6449 scroll_y += (jy - old_jy);
6453 if (jx != old_jx) /* player has moved horizontally */
6455 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
6456 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
6457 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
6459 /* don't scroll over playfield boundaries */
6460 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
6461 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
6463 /* don't scroll more than one field at a time */
6464 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
6466 /* don't scroll against the player's moving direction */
6467 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
6468 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
6469 scroll_x = old_scroll_x;
6471 else /* player has moved vertically */
6473 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
6474 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
6475 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
6477 /* don't scroll over playfield boundaries */
6478 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
6479 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
6481 /* don't scroll more than one field at a time */
6482 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
6484 /* don't scroll against the player's moving direction */
6485 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
6486 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
6487 scroll_y = old_scroll_y;
6491 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
6493 if (!options.network && !AllPlayersInVisibleScreen())
6495 scroll_x = old_scroll_x;
6496 scroll_y = old_scroll_y;
6500 ScrollScreen(player, SCROLL_INIT);
6501 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
6508 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
6510 if (!(moved & MF_MOVING) && !player->Pushing)
6515 player->StepFrame = 0;
6517 if (moved & MF_MOVING)
6519 if (old_jx != jx && old_jy == jy)
6520 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
6521 else if (old_jx == jx && old_jy != jy)
6522 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
6524 DrawLevelField(jx, jy); /* for "crumbled sand" */
6526 player->last_move_dir = player->MovDir;
6527 player->is_moving = TRUE;
6529 player->snapped = FALSE;
6534 CheckGravityMovement(player);
6537 player->last_move_dir = MV_NO_MOVING;
6539 player->is_moving = FALSE;
6542 TestIfHeroTouchesBadThing(jx, jy);
6543 TestIfPlayerTouchesCustomElement(jx, jy);
6545 if (!player->active)
6551 void ScrollFigure(struct PlayerInfo *player, int mode)
6553 int jx = player->jx, jy = player->jy;
6554 int last_jx = player->last_jx, last_jy = player->last_jy;
6555 int move_stepsize = TILEX / player->move_delay_value;
6557 if (!player->active || !player->MovPos)
6560 if (mode == SCROLL_INIT)
6562 player->actual_frame_counter = FrameCounter;
6563 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
6565 if (Feld[last_jx][last_jy] == EL_EMPTY)
6566 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
6573 else if (!FrameReached(&player->actual_frame_counter, 1))
6576 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
6577 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
6579 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
6580 Feld[last_jx][last_jy] = EL_EMPTY;
6582 /* before DrawPlayer() to draw correct player graphic for this case */
6583 if (player->MovPos == 0)
6584 CheckGravityMovement(player);
6587 DrawPlayer(player); /* needed here only to cleanup last field */
6590 if (player->MovPos == 0)
6592 if (IS_PASSABLE(Feld[last_jx][last_jy]))
6594 /* continue with normal speed after quickly moving through gate */
6595 HALVE_PLAYER_SPEED(player);
6597 /* be able to make the next move without delay */
6598 player->move_delay = 0;
6601 player->last_jx = jx;
6602 player->last_jy = jy;
6604 if (Feld[jx][jy] == EL_EXIT_OPEN ||
6605 Feld[jx][jy] == EL_SP_EXIT_OPEN)
6607 DrawPlayer(player); /* needed here only to cleanup last field */
6610 if (local_player->friends_still_needed == 0 ||
6611 Feld[jx][jy] == EL_SP_EXIT_OPEN)
6612 player->LevelSolved = player->GameOver = TRUE;
6615 if (tape.single_step && tape.recording && !tape.pausing &&
6616 !player->programmed_action)
6617 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
6621 void ScrollScreen(struct PlayerInfo *player, int mode)
6623 static unsigned long screen_frame_counter = 0;
6625 if (mode == SCROLL_INIT)
6627 /* set scrolling step size according to actual player's moving speed */
6628 ScrollStepSize = TILEX / player->move_delay_value;
6630 screen_frame_counter = FrameCounter;
6631 ScreenMovDir = player->MovDir;
6632 ScreenMovPos = player->MovPos;
6633 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6636 else if (!FrameReached(&screen_frame_counter, 1))
6641 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
6642 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6643 redraw_mask |= REDRAW_FIELD;
6646 ScreenMovDir = MV_NO_MOVING;
6649 void TestIfPlayerTouchesCustomElement(int x, int y)
6651 static boolean check_changing = FALSE;
6652 static int xy[4][2] =
6661 if (check_changing) /* prevent this function from running into a loop */
6664 check_changing = TRUE;
6668 int xx = x + xy[i][0];
6669 int yy = y + xy[i][1];
6671 if (!IN_LEV_FIELD(xx, yy))
6674 if (IS_PLAYER(x, y))
6676 CheckTriggeredElementChange(xx, yy, Feld[xx][yy], CE_OTHER_GETS_TOUCHED);
6677 CheckElementChange(xx, yy, Feld[xx][yy], CE_TOUCHED_BY_PLAYER);
6679 else if (IS_PLAYER(xx, yy))
6681 CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_GETS_TOUCHED);
6682 CheckElementChange(x, y, Feld[x][y], CE_TOUCHED_BY_PLAYER);
6688 check_changing = FALSE;
6691 void TestIfElementTouchesCustomElement(int x, int y)
6693 static boolean check_changing = FALSE;
6694 static int xy[4][2] =
6701 boolean change_center_element = FALSE;
6702 int center_element_change_page = 0;
6703 int center_element = Feld[x][y];
6706 if (check_changing) /* prevent this function from running into a loop */
6709 check_changing = TRUE;
6713 int xx = x + xy[i][0];
6714 int yy = y + xy[i][1];
6717 if (!IN_LEV_FIELD(xx, yy))
6720 border_element = Feld[xx][yy];
6722 /* check for change of center element (but change it only once) */
6723 if (IS_CUSTOM_ELEMENT(center_element) &&
6724 HAS_ANY_CHANGE_EVENT(center_element, CE_OTHER_IS_TOUCHING) &&
6725 !change_center_element)
6727 for (j=0; j < element_info[center_element].num_change_pages; j++)
6729 struct ElementChangeInfo *change =
6730 &element_info[center_element].change_page[j];
6732 if (change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
6733 change->trigger_element == border_element)
6735 change_center_element = TRUE;
6736 center_element_change_page = j;
6743 /* check for change of border element */
6744 if (IS_CUSTOM_ELEMENT(border_element) &&
6745 HAS_ANY_CHANGE_EVENT(border_element, CE_OTHER_IS_TOUCHING))
6747 for (j=0; j < element_info[border_element].num_change_pages; j++)
6749 struct ElementChangeInfo *change =
6750 &element_info[border_element].change_page[j];
6752 if (change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
6753 change->trigger_element == center_element)
6755 CheckElementChangeExt(xx,yy, border_element,CE_OTHER_IS_TOUCHING, j);
6762 if (change_center_element)
6763 CheckElementChangeExt(x, y, center_element, CE_OTHER_IS_TOUCHING,
6764 center_element_change_page);
6766 check_changing = FALSE;
6769 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
6771 int i, kill_x = -1, kill_y = -1;
6772 static int test_xy[4][2] =
6779 static int test_dir[4] =
6789 int test_x, test_y, test_move_dir, test_element;
6791 test_x = good_x + test_xy[i][0];
6792 test_y = good_y + test_xy[i][1];
6793 if (!IN_LEV_FIELD(test_x, test_y))
6797 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
6800 test_element = Feld[test_x][test_y];
6802 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
6805 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
6806 2nd case: DONT_TOUCH style bad thing does not move away from good thing
6808 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
6809 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
6817 if (kill_x != -1 || kill_y != -1)
6819 if (IS_PLAYER(good_x, good_y))
6821 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
6823 if (player->shield_deadly_time_left > 0)
6824 Bang(kill_x, kill_y);
6825 else if (!PLAYER_PROTECTED(good_x, good_y))
6829 Bang(good_x, good_y);
6833 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
6835 int i, kill_x = -1, kill_y = -1;
6836 int bad_element = Feld[bad_x][bad_y];
6837 static int test_xy[4][2] =
6844 static int test_dir[4] =
6852 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
6857 int test_x, test_y, test_move_dir, test_element;
6859 test_x = bad_x + test_xy[i][0];
6860 test_y = bad_y + test_xy[i][1];
6861 if (!IN_LEV_FIELD(test_x, test_y))
6865 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
6867 test_element = Feld[test_x][test_y];
6869 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
6870 2nd case: DONT_TOUCH style bad thing does not move away from good thing
6872 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
6873 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
6875 /* good thing is player or penguin that does not move away */
6876 if (IS_PLAYER(test_x, test_y))
6878 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
6880 if (bad_element == EL_ROBOT && player->is_moving)
6881 continue; /* robot does not kill player if he is moving */
6887 else if (test_element == EL_PENGUIN)
6896 if (kill_x != -1 || kill_y != -1)
6898 if (IS_PLAYER(kill_x, kill_y))
6900 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
6903 int dir = player->MovDir;
6904 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
6905 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
6907 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
6908 newx != bad_x && newy != bad_y)
6909 ; /* robot does not kill player if he is moving */
6911 printf("-> %d\n", player->MovDir);
6913 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
6914 newx != bad_x && newy != bad_y)
6915 ; /* robot does not kill player if he is moving */
6920 if (player->shield_deadly_time_left > 0)
6922 else if (!PLAYER_PROTECTED(kill_x, kill_y))
6926 Bang(kill_x, kill_y);
6930 void TestIfHeroTouchesBadThing(int x, int y)
6932 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
6935 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
6937 TestIfGoodThingHitsBadThing(x, y, move_dir);
6940 void TestIfBadThingTouchesHero(int x, int y)
6942 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
6945 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
6947 TestIfBadThingHitsGoodThing(x, y, move_dir);
6950 void TestIfFriendTouchesBadThing(int x, int y)
6952 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
6955 void TestIfBadThingTouchesFriend(int x, int y)
6957 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
6960 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
6962 int i, kill_x = bad_x, kill_y = bad_y;
6963 static int xy[4][2] =
6975 x = bad_x + xy[i][0];
6976 y = bad_y + xy[i][1];
6977 if (!IN_LEV_FIELD(x, y))
6980 element = Feld[x][y];
6981 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
6982 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
6990 if (kill_x != bad_x || kill_y != bad_y)
6994 void KillHero(struct PlayerInfo *player)
6996 int jx = player->jx, jy = player->jy;
6998 if (!player->active)
7001 /* remove accessible field at the player's position */
7002 Feld[jx][jy] = EL_EMPTY;
7004 /* deactivate shield (else Bang()/Explode() would not work right) */
7005 player->shield_normal_time_left = 0;
7006 player->shield_deadly_time_left = 0;
7012 static void KillHeroUnlessProtected(int x, int y)
7014 if (!PLAYER_PROTECTED(x, y))
7015 KillHero(PLAYERINFO(x, y));
7018 void BuryHero(struct PlayerInfo *player)
7020 int jx = player->jx, jy = player->jy;
7022 if (!player->active)
7026 PlaySoundLevelElementAction(jx, jy, player->element_nr, ACTION_DYING);
7028 PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING);
7030 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
7032 player->GameOver = TRUE;
7036 void RemoveHero(struct PlayerInfo *player)
7038 int jx = player->jx, jy = player->jy;
7039 int i, found = FALSE;
7041 player->present = FALSE;
7042 player->active = FALSE;
7044 if (!ExplodeField[jx][jy])
7045 StorePlayer[jx][jy] = 0;
7047 for (i=0; i<MAX_PLAYERS; i++)
7048 if (stored_player[i].active)
7052 AllPlayersGone = TRUE;
7059 =============================================================================
7060 checkDiagonalPushing()
7061 -----------------------------------------------------------------------------
7062 check if diagonal input device direction results in pushing of object
7063 (by checking if the alternative direction is walkable, diggable, ...)
7064 =============================================================================
7067 static boolean checkDiagonalPushing(struct PlayerInfo *player,
7068 int x, int y, int real_dx, int real_dy)
7070 int jx, jy, dx, dy, xx, yy;
7072 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
7075 /* diagonal direction: check alternative direction */
7080 xx = jx + (dx == 0 ? real_dx : 0);
7081 yy = jy + (dy == 0 ? real_dy : 0);
7083 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
7087 =============================================================================
7089 -----------------------------------------------------------------------------
7090 x, y: field next to player (non-diagonal) to try to dig to
7091 real_dx, real_dy: direction as read from input device (can be diagonal)
7092 =============================================================================
7095 int DigField(struct PlayerInfo *player,
7096 int x, int y, int real_dx, int real_dy, int mode)
7098 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
7099 int jx = player->jx, jy = player->jy;
7100 int dx = x - jx, dy = y - jy;
7101 int nextx = x + dx, nexty = y + dy;
7102 int move_direction = (dx == -1 ? MV_LEFT :
7103 dx == +1 ? MV_RIGHT :
7105 dy == +1 ? MV_DOWN : MV_NO_MOVING);
7108 if (player->MovPos == 0)
7110 player->is_digging = FALSE;
7111 player->is_collecting = FALSE;
7114 if (player->MovPos == 0) /* last pushing move finished */
7115 player->Pushing = FALSE;
7117 if (mode == DF_NO_PUSH) /* player just stopped pushing */
7119 player->Switching = FALSE;
7120 player->push_delay = 0;
7122 return MF_NO_ACTION;
7125 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
7126 return MF_NO_ACTION;
7129 if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
7131 if (IS_TUBE(Feld[jx][jy]) ||
7132 (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0)))
7136 int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
7137 int tube_leave_directions[][2] =
7139 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
7140 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
7141 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
7142 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
7143 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
7144 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
7145 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
7146 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
7147 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
7148 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
7149 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
7150 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
7153 while (tube_leave_directions[i][0] != tube_element)
7156 if (tube_leave_directions[i][0] == -1) /* should not happen */
7160 if (!(tube_leave_directions[i][1] & move_direction))
7161 return MF_NO_ACTION; /* tube has no opening in this direction */
7164 element = Feld[x][y];
7166 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
7167 game.engine_version >= VERSION_IDENT(2,2,0))
7168 return MF_NO_ACTION;
7172 case EL_ROBOT_WHEEL:
7173 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
7176 DrawLevelField(x, y);
7177 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
7181 case EL_SP_TERMINAL:
7185 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
7187 for (yy=0; yy<lev_fieldy; yy++)
7189 for (xx=0; xx<lev_fieldx; xx++)
7191 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
7193 else if (Feld[xx][yy] == EL_SP_TERMINAL)
7194 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
7202 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
7203 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
7204 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
7205 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
7206 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
7207 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
7208 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
7209 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
7210 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
7211 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
7212 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
7213 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
7214 if (!player->Switching)
7216 player->Switching = TRUE;
7217 ToggleBeltSwitch(x, y);
7218 PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
7223 case EL_SWITCHGATE_SWITCH_UP:
7224 case EL_SWITCHGATE_SWITCH_DOWN:
7225 if (!player->Switching)
7227 player->Switching = TRUE;
7228 ToggleSwitchgateSwitch(x, y);
7229 PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
7234 case EL_LIGHT_SWITCH:
7235 case EL_LIGHT_SWITCH_ACTIVE:
7236 if (!player->Switching)
7238 player->Switching = TRUE;
7239 ToggleLightSwitch(x, y);
7240 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
7241 SND_LIGHT_SWITCH_ACTIVATING :
7242 SND_LIGHT_SWITCH_DEACTIVATING);
7247 case EL_TIMEGATE_SWITCH:
7248 ActivateTimegateSwitch(x, y);
7249 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
7254 case EL_BALLOON_SWITCH_LEFT:
7255 case EL_BALLOON_SWITCH_RIGHT:
7256 case EL_BALLOON_SWITCH_UP:
7257 case EL_BALLOON_SWITCH_DOWN:
7258 case EL_BALLOON_SWITCH_ANY:
7259 if (element == EL_BALLOON_SWITCH_ANY)
7260 game.balloon_dir = move_direction;
7262 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
7263 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
7264 element == EL_BALLOON_SWITCH_UP ? MV_UP :
7265 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
7267 PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING);
7272 case EL_SP_PORT_LEFT:
7273 case EL_SP_PORT_RIGHT:
7275 case EL_SP_PORT_DOWN:
7276 case EL_SP_PORT_HORIZONTAL:
7277 case EL_SP_PORT_VERTICAL:
7278 case EL_SP_PORT_ANY:
7279 case EL_SP_GRAVITY_PORT_LEFT:
7280 case EL_SP_GRAVITY_PORT_RIGHT:
7281 case EL_SP_GRAVITY_PORT_UP:
7282 case EL_SP_GRAVITY_PORT_DOWN:
7284 element != EL_SP_PORT_LEFT &&
7285 element != EL_SP_GRAVITY_PORT_LEFT &&
7286 element != EL_SP_PORT_HORIZONTAL &&
7287 element != EL_SP_PORT_ANY) ||
7289 element != EL_SP_PORT_RIGHT &&
7290 element != EL_SP_GRAVITY_PORT_RIGHT &&
7291 element != EL_SP_PORT_HORIZONTAL &&
7292 element != EL_SP_PORT_ANY) ||
7294 element != EL_SP_PORT_UP &&
7295 element != EL_SP_GRAVITY_PORT_UP &&
7296 element != EL_SP_PORT_VERTICAL &&
7297 element != EL_SP_PORT_ANY) ||
7299 element != EL_SP_PORT_DOWN &&
7300 element != EL_SP_GRAVITY_PORT_DOWN &&
7301 element != EL_SP_PORT_VERTICAL &&
7302 element != EL_SP_PORT_ANY) ||
7303 !IN_LEV_FIELD(nextx, nexty) ||
7304 !IS_FREE(nextx, nexty))
7305 return MF_NO_ACTION;
7307 if (element == EL_SP_GRAVITY_PORT_LEFT ||
7308 element == EL_SP_GRAVITY_PORT_RIGHT ||
7309 element == EL_SP_GRAVITY_PORT_UP ||
7310 element == EL_SP_GRAVITY_PORT_DOWN)
7311 level.gravity = !level.gravity;
7313 /* automatically move to the next field with double speed */
7314 player->programmed_action = move_direction;
7315 DOUBLE_PLAYER_SPEED(player);
7317 PlaySoundLevel(x, y, SND_CLASS_SP_PORT_PASSING);
7321 case EL_TUBE_VERTICAL:
7322 case EL_TUBE_HORIZONTAL:
7323 case EL_TUBE_VERTICAL_LEFT:
7324 case EL_TUBE_VERTICAL_RIGHT:
7325 case EL_TUBE_HORIZONTAL_UP:
7326 case EL_TUBE_HORIZONTAL_DOWN:
7327 case EL_TUBE_LEFT_UP:
7328 case EL_TUBE_LEFT_DOWN:
7329 case EL_TUBE_RIGHT_UP:
7330 case EL_TUBE_RIGHT_DOWN:
7333 int tube_enter_directions[][2] =
7335 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
7336 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
7337 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
7338 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
7339 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
7340 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
7341 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
7342 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
7343 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
7344 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
7345 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
7346 { -1, MV_NO_MOVING }
7349 while (tube_enter_directions[i][0] != element)
7352 if (tube_enter_directions[i][0] == -1) /* should not happen */
7356 if (!(tube_enter_directions[i][1] & move_direction))
7357 return MF_NO_ACTION; /* tube has no opening in this direction */
7359 PlaySoundLevel(x, y, SND_CLASS_TUBE_WALKING);
7364 Feld[x][y] = EL_LAMP_ACTIVE;
7365 local_player->lights_still_needed--;
7366 DrawLevelField(x, y);
7367 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
7371 case EL_TIME_ORB_FULL:
7372 Feld[x][y] = EL_TIME_ORB_EMPTY;
7374 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
7375 DrawLevelField(x, y);
7376 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
7382 if (IS_WALKABLE(element))
7384 int sound_action = ACTION_WALKING;
7386 if (element >= EL_GATE_1 && element <= EL_GATE_4)
7388 if (!player->key[element - EL_GATE_1])
7389 return MF_NO_ACTION;
7391 else if (element >= EL_GATE_1_GRAY && element <= EL_GATE_4_GRAY)
7393 if (!player->key[element - EL_GATE_1_GRAY])
7394 return MF_NO_ACTION;
7396 else if (element == EL_EXIT_OPEN || element == EL_SP_EXIT_OPEN)
7398 sound_action = ACTION_PASSING; /* player is passing exit */
7400 else if (element == EL_EMPTY)
7402 sound_action = ACTION_MOVING; /* nothing to walk on */
7405 /* play sound from background or player, whatever is available */
7406 if (element_info[element].sound[sound_action] != SND_UNDEFINED)
7407 PlaySoundLevelElementAction(x, y, element, sound_action);
7409 PlaySoundLevelElementAction(x, y, player->element_nr, sound_action);
7413 else if (IS_PASSABLE(element))
7415 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
7416 return MF_NO_ACTION;
7418 if (element >= EL_EM_GATE_1 && element <= EL_EM_GATE_4)
7420 if (!player->key[element - EL_EM_GATE_1])
7421 return MF_NO_ACTION;
7423 else if (element >= EL_EM_GATE_1_GRAY && element <= EL_EM_GATE_4_GRAY)
7425 if (!player->key[element - EL_EM_GATE_1_GRAY])
7426 return MF_NO_ACTION;
7429 /* automatically move to the next field with double speed */
7430 player->programmed_action = move_direction;
7431 DOUBLE_PLAYER_SPEED(player);
7433 PlaySoundLevelAction(x, y, ACTION_PASSING);
7437 else if (IS_DIGGABLE(element))
7441 if (mode != DF_SNAP)
7444 GfxElement[x][y] = GFX_ELEMENT(element);
7447 (CAN_BE_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
7449 player->is_digging = TRUE;
7452 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
7456 else if (IS_COLLECTIBLE(element))
7460 if (mode != DF_SNAP)
7462 GfxElement[x][y] = element;
7463 player->is_collecting = TRUE;
7466 if (element == EL_SPEED_PILL)
7467 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
7468 else if (element == EL_EXTRA_TIME && level.time > 0)
7471 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
7473 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
7475 player->shield_normal_time_left += 10;
7476 if (element == EL_SHIELD_DEADLY)
7477 player->shield_deadly_time_left += 10;
7479 else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
7481 if (player->inventory_size < MAX_INVENTORY_SIZE)
7482 player->inventory_element[player->inventory_size++] = element;
7484 player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
7486 DrawText(DX_DYNAMITE, DY_DYNAMITE,
7487 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
7489 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
7491 player->dynabomb_count++;
7492 player->dynabombs_left++;
7494 else if (element == EL_DYNABOMB_INCREASE_SIZE)
7496 player->dynabomb_size++;
7498 else if (element == EL_DYNABOMB_INCREASE_POWER)
7500 player->dynabomb_xl = TRUE;
7502 else if ((element >= EL_KEY_1 && element <= EL_KEY_4) ||
7503 (element >= EL_EM_KEY_1 && element <= EL_EM_KEY_4))
7505 int key_nr = (element >= EL_KEY_1 && element <= EL_KEY_4 ?
7506 element - EL_KEY_1 : element - EL_EM_KEY_1);
7508 player->key[key_nr] = TRUE;
7510 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
7511 el2edimg(EL_KEY_1 + key_nr));
7512 redraw_mask |= REDRAW_DOOR_1;
7514 else if (IS_DROPPABLE(element)) /* can be collected and dropped */
7518 for (i=0; i < element_info[element].collect_count; i++)
7519 if (player->inventory_size < MAX_INVENTORY_SIZE)
7520 player->inventory_element[player->inventory_size++] = element;
7522 DrawText(DX_DYNAMITE, DY_DYNAMITE,
7523 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
7525 else if (element_info[element].collect_count > 0)
7527 local_player->gems_still_needed -=
7528 element_info[element].collect_count;
7529 if (local_player->gems_still_needed < 0)
7530 local_player->gems_still_needed = 0;
7532 DrawText(DX_EMERALDS, DY_EMERALDS,
7533 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
7536 RaiseScoreElement(element);
7537 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
7539 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_COLLECTED);
7543 else if (IS_PUSHABLE(element))
7545 if (mode == DF_SNAP && element != EL_BD_ROCK)
7546 return MF_NO_ACTION;
7548 if (CAN_FALL(element) && dy)
7549 return MF_NO_ACTION;
7551 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
7552 !(element == EL_SPRING && use_spring_bug))
7553 return MF_NO_ACTION;
7555 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
7556 return MF_NO_ACTION;
7558 if (!player->Pushing &&
7559 game.engine_version >= RELEASE_IDENT(2,2,0,7))
7560 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7562 player->Pushing = TRUE;
7564 if (!(IN_LEV_FIELD(nextx, nexty) &&
7565 (IS_FREE(nextx, nexty) ||
7566 (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
7567 IS_SB_ELEMENT(element)))))
7568 return MF_NO_ACTION;
7570 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
7571 return MF_NO_ACTION;
7573 if (player->push_delay == 0) /* new pushing; restart delay */
7574 player->push_delay = FrameCounter;
7576 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
7577 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
7578 element != EL_SPRING && element != EL_BALLOON)
7579 return MF_NO_ACTION;
7581 if (IS_SB_ELEMENT(element))
7583 if (element == EL_SOKOBAN_FIELD_FULL)
7585 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
7586 local_player->sokobanfields_still_needed++;
7589 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
7591 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
7592 local_player->sokobanfields_still_needed--;
7595 Feld[x][y] = EL_SOKOBAN_OBJECT;
7597 if (Back[x][y] == Back[nextx][nexty])
7598 PlaySoundLevelAction(x, y, ACTION_PUSHING);
7599 else if (Back[x][y] != 0)
7600 PlaySoundLevelElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
7603 PlaySoundLevelElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
7606 if (local_player->sokobanfields_still_needed == 0 &&
7607 game.emulation == EMU_SOKOBAN)
7609 player->LevelSolved = player->GameOver = TRUE;
7610 PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
7614 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
7616 InitMovingField(x, y, move_direction);
7617 GfxAction[x][y] = ACTION_PUSHING;
7619 if (mode == DF_SNAP)
7620 ContinueMoving(x, y);
7622 MovPos[x][y] = (dx != 0 ? dx : dy);
7624 Pushed[x][y] = TRUE;
7625 Pushed[nextx][nexty] = TRUE;
7627 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
7628 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7630 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PUSHED);
7631 CheckElementChange(x, y, element, CE_PUSHED_BY_PLAYER);
7637 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PRESSED);
7638 CheckElementChange(x, y, element, CE_PRESSED_BY_PLAYER);
7641 return MF_NO_ACTION;
7644 player->push_delay = 0;
7646 if (Feld[x][y] != element) /* really digged/collected something */
7647 player->is_collecting = !player->is_digging;
7652 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
7654 int jx = player->jx, jy = player->jy;
7655 int x = jx + dx, y = jy + dy;
7656 int snap_direction = (dx == -1 ? MV_LEFT :
7657 dx == +1 ? MV_RIGHT :
7659 dy == +1 ? MV_DOWN : MV_NO_MOVING);
7661 if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0))
7664 if (!player->active || !IN_LEV_FIELD(x, y))
7672 if (player->MovPos == 0)
7673 player->Pushing = FALSE;
7675 player->snapped = FALSE;
7677 if (player->MovPos == 0)
7679 player->is_digging = FALSE;
7680 player->is_collecting = FALSE;
7682 player->is_moving = FALSE;
7687 printf("::: trying to snap...\n");
7693 if (player->snapped)
7696 player->MovDir = snap_direction;
7699 player->is_digging = FALSE;
7700 player->is_collecting = FALSE;
7702 player->is_moving = FALSE;
7706 if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
7709 player->snapped = TRUE;
7711 player->is_digging = FALSE;
7712 player->is_collecting = FALSE;
7714 player->is_moving = FALSE;
7718 DrawLevelField(x, y);
7724 boolean DropElement(struct PlayerInfo *player)
7726 int jx = player->jx, jy = player->jy;
7729 if (!player->active || player->MovPos)
7732 old_element = Feld[jx][jy];
7734 /* check if player has anything that can be dropped */
7735 if (player->inventory_size == 0 && player->dynabombs_left == 0)
7738 /* check if anything can be dropped at the current position */
7739 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
7742 /* collected custom elements can only be dropped on empty fields */
7743 if (player->inventory_size > 0 &&
7744 IS_CUSTOM_ELEMENT(player->inventory_element[player->inventory_size - 1])
7745 && old_element != EL_EMPTY)
7748 if (old_element != EL_EMPTY)
7749 Back[jx][jy] = old_element; /* store old element on this field */
7751 MovDelay[jx][jy] = 96;
7753 ResetGfxAnimation(jx, jy);
7754 ResetRandomAnimationValue(jx, jy);
7756 if (player->inventory_size > 0)
7758 int new_element = player->inventory_element[--player->inventory_size];
7761 Feld[jx][jy] = (new_element == EL_DYNAMITE ? EL_DYNAMITE_ACTIVE :
7762 new_element == EL_SP_DISK_RED ? EL_SP_DISK_RED_ACTIVE :
7765 Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
7766 EL_DYNAMITE_ACTIVE);
7769 DrawText(DX_DYNAMITE, DY_DYNAMITE,
7770 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
7772 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
7773 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
7775 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
7777 CheckTriggeredElementChange(jx, jy, new_element, CE_OTHER_GETS_DROPPED);
7778 CheckElementChange(jx, jy, new_element, CE_DROPPED_BY_PLAYER);
7780 else /* player is dropping a dyna bomb */
7782 player->dynabombs_left--;
7785 EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1);
7787 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
7788 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
7790 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
7796 /* ------------------------------------------------------------------------- */
7797 /* game sound playing functions */
7798 /* ------------------------------------------------------------------------- */
7800 static int *loop_sound_frame = NULL;
7801 static int *loop_sound_volume = NULL;
7803 void InitPlaySoundLevel()
7805 int num_sounds = getSoundListSize();
7807 if (loop_sound_frame != NULL)
7808 free(loop_sound_frame);
7810 if (loop_sound_volume != NULL)
7811 free(loop_sound_volume);
7813 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
7814 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
7817 static void PlaySoundLevel(int x, int y, int nr)
7819 int sx = SCREENX(x), sy = SCREENY(y);
7820 int volume, stereo_position;
7821 int max_distance = 8;
7822 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
7824 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
7825 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
7828 if (!IN_LEV_FIELD(x, y) ||
7829 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
7830 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
7833 volume = SOUND_MAX_VOLUME;
7835 if (!IN_SCR_FIELD(sx, sy))
7837 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
7838 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
7840 volume -= volume * (dx > dy ? dx : dy) / max_distance;
7843 stereo_position = (SOUND_MAX_LEFT +
7844 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
7845 (SCR_FIELDX + 2 * max_distance));
7847 if (IS_LOOP_SOUND(nr))
7849 /* This assures that quieter loop sounds do not overwrite louder ones,
7850 while restarting sound volume comparison with each new game frame. */
7852 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
7855 loop_sound_volume[nr] = volume;
7856 loop_sound_frame[nr] = FrameCounter;
7859 PlaySoundExt(nr, volume, stereo_position, type);
7862 static void PlaySoundLevelNearest(int x, int y, int sound_action)
7864 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
7865 x > LEVELX(BX2) ? LEVELX(BX2) : x,
7866 y < LEVELY(BY1) ? LEVELY(BY1) :
7867 y > LEVELY(BY2) ? LEVELY(BY2) : y,
7871 static void PlaySoundLevelAction(int x, int y, int action)
7873 PlaySoundLevelElementAction(x, y, Feld[x][y], action);
7876 static void PlaySoundLevelElementAction(int x, int y, int element, int action)
7878 int sound_effect = element_info[element].sound[action];
7880 if (sound_effect != SND_UNDEFINED)
7881 PlaySoundLevel(x, y, sound_effect);
7884 static void PlaySoundLevelActionIfLoop(int x, int y, int action)
7886 int sound_effect = element_info[Feld[x][y]].sound[action];
7888 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
7889 PlaySoundLevel(x, y, sound_effect);
7892 static void StopSoundLevelActionIfLoop(int x, int y, int action)
7894 int sound_effect = element_info[Feld[x][y]].sound[action];
7896 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
7897 StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND);
7900 void RaiseScore(int value)
7902 local_player->score += value;
7903 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2);
7906 void RaiseScoreElement(int element)
7912 case EL_EMERALD_YELLOW:
7913 case EL_EMERALD_RED:
7914 case EL_EMERALD_PURPLE:
7915 case EL_SP_INFOTRON:
7916 RaiseScore(level.score[SC_EMERALD]);
7919 RaiseScore(level.score[SC_DIAMOND]);
7922 RaiseScore(level.score[SC_CRYSTAL]);
7925 RaiseScore(level.score[SC_PEARL]);
7928 case EL_BD_BUTTERFLY:
7929 case EL_SP_ELECTRON:
7930 RaiseScore(level.score[SC_BUG]);
7934 case EL_SP_SNIKSNAK:
7935 RaiseScore(level.score[SC_SPACESHIP]);
7938 case EL_DARK_YAMYAM:
7939 RaiseScore(level.score[SC_YAMYAM]);
7942 RaiseScore(level.score[SC_ROBOT]);
7945 RaiseScore(level.score[SC_PACMAN]);
7948 RaiseScore(level.score[SC_NUT]);
7951 case EL_SP_DISK_RED:
7952 case EL_DYNABOMB_INCREASE_NUMBER:
7953 case EL_DYNABOMB_INCREASE_SIZE:
7954 case EL_DYNABOMB_INCREASE_POWER:
7955 RaiseScore(level.score[SC_DYNAMITE]);
7957 case EL_SHIELD_NORMAL:
7958 case EL_SHIELD_DEADLY:
7959 RaiseScore(level.score[SC_SHIELD]);
7962 RaiseScore(level.score[SC_TIME_BONUS]);
7968 RaiseScore(level.score[SC_KEY]);
7971 RaiseScore(element_info[element].collect_score);
7976 void RequestQuitGame(boolean ask_if_really_quit)
7978 if (AllPlayersGone ||
7979 !ask_if_really_quit ||
7980 level_editor_test_game ||
7981 Request("Do you really want to quit the game ?",
7982 REQ_ASK | REQ_STAY_CLOSED))
7984 #if defined(PLATFORM_UNIX)
7985 if (options.network)
7986 SendToServer_StopPlaying();
7990 game_status = GAME_MODE_MAIN;
7996 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
8001 /* ---------- new game button stuff ---------------------------------------- */
8003 /* graphic position values for game buttons */
8004 #define GAME_BUTTON_XSIZE 30
8005 #define GAME_BUTTON_YSIZE 30
8006 #define GAME_BUTTON_XPOS 5
8007 #define GAME_BUTTON_YPOS 215
8008 #define SOUND_BUTTON_XPOS 5
8009 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
8011 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
8012 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
8013 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
8014 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
8015 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
8016 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
8023 } gamebutton_info[NUM_GAME_BUTTONS] =
8026 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
8031 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
8036 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
8041 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
8042 SOUND_CTRL_ID_MUSIC,
8043 "background music on/off"
8046 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
8047 SOUND_CTRL_ID_LOOPS,
8048 "sound loops on/off"
8051 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
8052 SOUND_CTRL_ID_SIMPLE,
8053 "normal sounds on/off"
8057 void CreateGameButtons()
8061 for (i=0; i<NUM_GAME_BUTTONS; i++)
8063 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
8064 struct GadgetInfo *gi;
8067 unsigned long event_mask;
8068 int gd_xoffset, gd_yoffset;
8069 int gd_x1, gd_x2, gd_y1, gd_y2;
8072 gd_xoffset = gamebutton_info[i].x;
8073 gd_yoffset = gamebutton_info[i].y;
8074 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
8075 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
8077 if (id == GAME_CTRL_ID_STOP ||
8078 id == GAME_CTRL_ID_PAUSE ||
8079 id == GAME_CTRL_ID_PLAY)
8081 button_type = GD_TYPE_NORMAL_BUTTON;
8083 event_mask = GD_EVENT_RELEASED;
8084 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
8085 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
8089 button_type = GD_TYPE_CHECK_BUTTON;
8091 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
8092 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
8093 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
8094 event_mask = GD_EVENT_PRESSED;
8095 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
8096 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
8099 gi = CreateGadget(GDI_CUSTOM_ID, id,
8100 GDI_INFO_TEXT, gamebutton_info[i].infotext,
8101 GDI_X, DX + gd_xoffset,
8102 GDI_Y, DY + gd_yoffset,
8103 GDI_WIDTH, GAME_BUTTON_XSIZE,
8104 GDI_HEIGHT, GAME_BUTTON_YSIZE,
8105 GDI_TYPE, button_type,
8106 GDI_STATE, GD_BUTTON_UNPRESSED,
8107 GDI_CHECKED, checked,
8108 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
8109 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
8110 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
8111 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
8112 GDI_EVENT_MASK, event_mask,
8113 GDI_CALLBACK_ACTION, HandleGameButtons,
8117 Error(ERR_EXIT, "cannot create gadget");
8119 game_gadget[id] = gi;
8123 void FreeGameButtons()
8127 for (i=0; i<NUM_GAME_BUTTONS; i++)
8128 FreeGadget(game_gadget[i]);
8131 static void MapGameButtons()
8135 for (i=0; i<NUM_GAME_BUTTONS; i++)
8136 MapGadget(game_gadget[i]);
8139 void UnmapGameButtons()
8143 for (i=0; i<NUM_GAME_BUTTONS; i++)
8144 UnmapGadget(game_gadget[i]);
8147 static void HandleGameButtons(struct GadgetInfo *gi)
8149 int id = gi->custom_id;
8151 if (game_status != GAME_MODE_PLAYING)
8156 case GAME_CTRL_ID_STOP:
8157 RequestQuitGame(TRUE);
8160 case GAME_CTRL_ID_PAUSE:
8161 if (options.network)
8163 #if defined(PLATFORM_UNIX)
8165 SendToServer_ContinuePlaying();
8167 SendToServer_PausePlaying();
8171 TapeTogglePause(TAPE_TOGGLE_MANUAL);
8174 case GAME_CTRL_ID_PLAY:
8177 #if defined(PLATFORM_UNIX)
8178 if (options.network)
8179 SendToServer_ContinuePlaying();
8183 tape.pausing = FALSE;
8184 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
8189 case SOUND_CTRL_ID_MUSIC:
8190 if (setup.sound_music)
8192 setup.sound_music = FALSE;
8195 else if (audio.music_available)
8197 setup.sound = setup.sound_music = TRUE;
8199 SetAudioMode(setup.sound);
8200 PlayMusic(level_nr);
8204 case SOUND_CTRL_ID_LOOPS:
8205 if (setup.sound_loops)
8206 setup.sound_loops = FALSE;
8207 else if (audio.loops_available)
8209 setup.sound = setup.sound_loops = TRUE;
8210 SetAudioMode(setup.sound);
8214 case SOUND_CTRL_ID_SIMPLE:
8215 if (setup.sound_simple)
8216 setup.sound_simple = FALSE;
8217 else if (audio.sound_available)
8219 setup.sound = setup.sound_simple = TRUE;
8220 SetAudioMode(setup.sound);