1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MoveFigure() */
36 #define MF_NO_ACTION 0
40 /* for ScrollFigure() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_NO_EXPLOSION 0
51 /* special positions in the game control window (relative to control window) */
54 #define XX_EMERALDS 29
55 #define YY_EMERALDS 54
56 #define XX_DYNAMITE 29
57 #define YY_DYNAMITE 89
65 /* special positions in the game control window (relative to main window) */
66 #define DX_LEVEL (DX + XX_LEVEL)
67 #define DY_LEVEL (DY + YY_LEVEL)
68 #define DX_EMERALDS (DX + XX_EMERALDS)
69 #define DY_EMERALDS (DY + YY_EMERALDS)
70 #define DX_DYNAMITE (DX + XX_DYNAMITE)
71 #define DY_DYNAMITE (DY + YY_DYNAMITE)
72 #define DX_KEYS (DX + XX_KEYS)
73 #define DY_KEYS (DY + YY_KEYS)
74 #define DX_SCORE (DX + XX_SCORE)
75 #define DY_SCORE (DY + YY_SCORE)
76 #define DX_TIME (DX + XX_TIME)
77 #define DY_TIME (DY + YY_TIME)
79 /* values for initial player move delay (initial delay counter value) */
80 #define INITIAL_MOVE_DELAY_OFF -1
81 #define INITIAL_MOVE_DELAY_ON 0
83 /* values for player movement speed (which is in fact a delay value) */
84 #define MOVE_DELAY_NORMAL_SPEED 8
85 #define MOVE_DELAY_HIGH_SPEED 4
87 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
88 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
89 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
90 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
92 /* values for other actions */
93 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
95 #define INIT_GFX_RANDOM() (SimpleRND(1000000))
97 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
98 RND(element_info[e].push_delay_random))
99 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
100 RND(element_info[e].move_delay_random))
102 #define ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, condition) \
103 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
105 (DONT_COLLIDE_WITH(e) && \
106 IS_FREE_OR_PLAYER(x, y))))
108 #define ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, condition) \
109 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
112 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
113 ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, 0)
115 #define ELEMENT_CAN_ENTER_FIELD_OR_ACID(e, x, y) \
116 ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, (Feld[x][y] == EL_ACID))
118 #define ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(x, y) \
119 ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, (Feld[x][y] == EL_ACID))
121 #define ENEMY_CAN_ENTER_FIELD(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
123 #define YAMYAM_CAN_ENTER_FIELD(x, y) \
124 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
125 Feld[x][y] == EL_DIAMOND))
127 #define DARK_YAMYAM_CAN_ENTER_FIELD(x, y) \
128 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
129 IS_FOOD_DARK_YAMYAM(Feld[x][y])))
131 #define PACMAN_CAN_ENTER_FIELD(x, y) \
132 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
133 IS_AMOEBOID(Feld[x][y])))
135 #define PIG_CAN_ENTER_FIELD(x, y) \
136 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
137 IS_FOOD_PIG(Feld[x][y])))
139 #define PENGUIN_CAN_ENTER_FIELD(x, y) \
140 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
141 IS_FOOD_PENGUIN(Feld[x][y]) || \
142 Feld[x][y] == EL_EXIT_OPEN || \
143 Feld[x][y] == EL_ACID))
145 #define MOLE_CAN_ENTER_FIELD(x, y, condition) \
146 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || (condition)))
148 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
149 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
151 /* game button identifiers */
152 #define GAME_CTRL_ID_STOP 0
153 #define GAME_CTRL_ID_PAUSE 1
154 #define GAME_CTRL_ID_PLAY 2
155 #define SOUND_CTRL_ID_MUSIC 3
156 #define SOUND_CTRL_ID_LOOPS 4
157 #define SOUND_CTRL_ID_SIMPLE 5
159 #define NUM_GAME_BUTTONS 6
162 /* forward declaration for internal use */
164 static void InitBeltMovement(void);
165 static void CloseAllOpenTimegates(void);
166 static void CheckGravityMovement(struct PlayerInfo *);
167 static void KillHeroUnlessProtected(int, int);
169 static void TestIfPlayerTouchesCustomElement(int, int);
170 static void TestIfElementTouchesCustomElement(int, int);
172 static boolean CheckTriggeredElementChange(int, int, int, int);
173 static boolean CheckElementChange(int, int, int, int);
175 static void PlaySoundLevel(int, int, int);
176 static void PlaySoundLevelNearest(int, int, int);
177 static void PlaySoundLevelAction(int, int, int);
178 static void PlaySoundLevelElementAction(int, int, int, int);
179 static void PlaySoundLevelActionIfLoop(int, int, int);
180 static void StopSoundLevelActionIfLoop(int, int, int);
182 static void MapGameButtons();
183 static void HandleGameButtons(struct GadgetInfo *);
185 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
188 /* ------------------------------------------------------------------------- */
189 /* definition of elements that automatically change to other elements after */
190 /* a specified time, eventually calling a function when changing */
191 /* ------------------------------------------------------------------------- */
193 /* forward declaration for changer functions */
194 static void InitBuggyBase(int x, int y);
195 static void WarnBuggyBase(int x, int y);
197 static void InitTrap(int x, int y);
198 static void ActivateTrap(int x, int y);
199 static void ChangeActiveTrap(int x, int y);
201 static void InitRobotWheel(int x, int y);
202 static void RunRobotWheel(int x, int y);
203 static void StopRobotWheel(int x, int y);
205 static void InitTimegateWheel(int x, int y);
206 static void RunTimegateWheel(int x, int y);
208 struct ChangingElementInfo
213 void (*pre_change_function)(int x, int y);
214 void (*change_function)(int x, int y);
215 void (*post_change_function)(int x, int y);
218 static struct ChangingElementInfo change_delay_list[] =
245 EL_SWITCHGATE_OPENING,
253 EL_SWITCHGATE_CLOSING,
254 EL_SWITCHGATE_CLOSED,
286 EL_ACID_SPLASH_RIGHT,
295 EL_SP_BUGGY_BASE_ACTIVATING,
302 EL_SP_BUGGY_BASE_ACTIVATING,
303 EL_SP_BUGGY_BASE_ACTIVE,
310 EL_SP_BUGGY_BASE_ACTIVE,
334 EL_ROBOT_WHEEL_ACTIVE,
342 EL_TIMEGATE_SWITCH_ACTIVE,
363 int push_delay_fixed, push_delay_random;
368 { EL_BALLOON, 0, 0 },
370 { EL_SOKOBAN_OBJECT, 2, 0 },
371 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
372 { EL_SATELLITE, 2, 0 },
373 { EL_SP_DISK_YELLOW, 2, 0 },
375 { EL_UNDEFINED, 0, 0 },
383 move_stepsize_list[] =
385 { EL_AMOEBA_DROP, 2 },
386 { EL_AMOEBA_DROPPING, 2 },
387 { EL_QUICKSAND_FILLING, 1 },
388 { EL_QUICKSAND_EMPTYING, 1 },
389 { EL_MAGIC_WALL_FILLING, 2 },
390 { EL_BD_MAGIC_WALL_FILLING, 2 },
391 { EL_MAGIC_WALL_EMPTYING, 2 },
392 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
402 collect_count_list[] =
405 { EL_BD_DIAMOND, 1 },
406 { EL_EMERALD_YELLOW, 1 },
407 { EL_EMERALD_RED, 1 },
408 { EL_EMERALD_PURPLE, 1 },
410 { EL_SP_INFOTRON, 1 },
417 static unsigned long trigger_events[MAX_NUM_ELEMENTS];
419 #define IS_AUTO_CHANGING(e) (element_info[e].change_events & \
420 CH_EVENT_BIT(CE_DELAY))
421 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
422 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
423 IS_JUST_CHANGING(x, y))
425 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
428 void GetPlayerConfig()
430 if (!audio.sound_available)
431 setup.sound_simple = FALSE;
433 if (!audio.loops_available)
434 setup.sound_loops = FALSE;
436 if (!audio.music_available)
437 setup.sound_music = FALSE;
439 if (!video.fullscreen_available)
440 setup.fullscreen = FALSE;
442 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
444 SetAudioMode(setup.sound);
448 static int getBeltNrFromBeltElement(int element)
450 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
451 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
452 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
455 static int getBeltNrFromBeltActiveElement(int element)
457 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
458 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
459 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
462 static int getBeltNrFromBeltSwitchElement(int element)
464 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
465 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
466 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
469 static int getBeltDirNrFromBeltSwitchElement(int element)
471 static int belt_base_element[4] =
473 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
474 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
475 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
476 EL_CONVEYOR_BELT_4_SWITCH_LEFT
479 int belt_nr = getBeltNrFromBeltSwitchElement(element);
480 int belt_dir_nr = element - belt_base_element[belt_nr];
482 return (belt_dir_nr % 3);
485 static int getBeltDirFromBeltSwitchElement(int element)
487 static int belt_move_dir[3] =
494 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
496 return belt_move_dir[belt_dir_nr];
499 static void InitPlayerField(int x, int y, int element, boolean init_game)
501 if (element == EL_SP_MURPHY)
505 if (stored_player[0].present)
507 Feld[x][y] = EL_SP_MURPHY_CLONE;
513 stored_player[0].use_murphy_graphic = TRUE;
516 Feld[x][y] = EL_PLAYER_1;
522 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
523 int jx = player->jx, jy = player->jy;
525 player->present = TRUE;
527 if (!options.network || player->connected)
529 player->active = TRUE;
531 /* remove potentially duplicate players */
532 if (StorePlayer[jx][jy] == Feld[x][y])
533 StorePlayer[jx][jy] = 0;
535 StorePlayer[x][y] = Feld[x][y];
539 printf("Player %d activated.\n", player->element_nr);
540 printf("[Local player is %d and currently %s.]\n",
541 local_player->element_nr,
542 local_player->active ? "active" : "not active");
546 Feld[x][y] = EL_EMPTY;
547 player->jx = player->last_jx = x;
548 player->jy = player->last_jy = y;
552 static void InitField(int x, int y, boolean init_game)
554 int element = Feld[x][y];
563 InitPlayerField(x, y, element, init_game);
567 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
568 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
569 else if (x > 0 && Feld[x-1][y] == EL_ACID)
570 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
571 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
572 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
573 else if (y > 0 && Feld[x][y-1] == EL_ACID)
574 Feld[x][y] = EL_ACID_POOL_BOTTOM;
575 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
576 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
584 case EL_SPACESHIP_RIGHT:
585 case EL_SPACESHIP_UP:
586 case EL_SPACESHIP_LEFT:
587 case EL_SPACESHIP_DOWN:
589 case EL_BD_BUTTERFLY_RIGHT:
590 case EL_BD_BUTTERFLY_UP:
591 case EL_BD_BUTTERFLY_LEFT:
592 case EL_BD_BUTTERFLY_DOWN:
593 case EL_BD_BUTTERFLY:
594 case EL_BD_FIREFLY_RIGHT:
595 case EL_BD_FIREFLY_UP:
596 case EL_BD_FIREFLY_LEFT:
597 case EL_BD_FIREFLY_DOWN:
599 case EL_PACMAN_RIGHT:
623 if (y == lev_fieldy - 1)
625 Feld[x][y] = EL_AMOEBA_GROWING;
626 Store[x][y] = EL_AMOEBA_WET;
630 case EL_DYNAMITE_ACTIVE:
635 local_player->lights_still_needed++;
638 case EL_SOKOBAN_FIELD_EMPTY:
639 local_player->sokobanfields_still_needed++;
643 local_player->friends_still_needed++;
648 MovDir[x][y] = 1 << RND(4);
652 Feld[x][y] = EL_EMPTY;
655 case EL_EM_KEY_1_FILE:
656 Feld[x][y] = EL_EM_KEY_1;
658 case EL_EM_KEY_2_FILE:
659 Feld[x][y] = EL_EM_KEY_2;
661 case EL_EM_KEY_3_FILE:
662 Feld[x][y] = EL_EM_KEY_3;
664 case EL_EM_KEY_4_FILE:
665 Feld[x][y] = EL_EM_KEY_4;
668 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
669 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
670 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
671 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
672 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
673 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
674 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
675 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
676 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
677 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
678 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
679 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
682 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
683 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
684 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
686 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
688 game.belt_dir[belt_nr] = belt_dir;
689 game.belt_dir_nr[belt_nr] = belt_dir_nr;
691 else /* more than one switch -- set it like the first switch */
693 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
698 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
700 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
703 case EL_LIGHT_SWITCH_ACTIVE:
705 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
709 if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
715 void DrawGameDoorValues()
719 for (i=0; i<MAX_PLAYERS; i++)
721 if (stored_player[i].key[j])
722 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
723 el2edimg(EL_KEY_1 + j));
725 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
726 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
727 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
728 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
729 DrawText(DX + XX_SCORE, DY + YY_SCORE,
730 int2str(local_player->score, 5), FONT_TEXT_2);
731 DrawText(DX + XX_TIME, DY + YY_TIME,
732 int2str(TimeLeft, 3), FONT_TEXT_2);
737 =============================================================================
739 -----------------------------------------------------------------------------
740 initialize game engine due to level / tape version number
741 =============================================================================
744 static void InitGameEngine()
748 /* set game engine from tape file when re-playing, else from level file */
749 game.engine_version = (tape.playing ? tape.engine_version :
752 /* dynamically adjust element properties according to game engine version */
753 InitElementPropertiesEngine(game.engine_version);
756 printf("level %d: level version == %06d\n", level_nr, level.game_version);
757 printf(" tape version == %06d [%s] [file: %06d]\n",
758 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
760 printf(" => game.engine_version == %06d\n", game.engine_version);
763 /* ---------- initialize player's initial move delay --------------------- */
765 /* dynamically adjust player properties according to game engine version */
766 game.initial_move_delay =
767 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
768 INITIAL_MOVE_DELAY_OFF);
770 /* dynamically adjust player properties according to level information */
771 game.initial_move_delay_value =
772 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
774 /* ---------- initialize changing elements ------------------------------- */
776 /* initialize changing elements information */
777 for (i=0; i < MAX_NUM_ELEMENTS; i++)
779 struct ElementInfo *ei = &element_info[i];
781 /* this pointer might have been changed in the level editor */
782 ei->change = &ei->change_page[0];
784 if (!IS_CUSTOM_ELEMENT(i))
786 ei->change->target_element = EL_EMPTY_SPACE;
787 ei->change->delay_fixed = 0;
788 ei->change->delay_random = 0;
789 ei->change->delay_frames = 1;
792 ei->change_events = CE_BITMASK_DEFAULT;
793 for (j=0; j < NUM_CHANGE_EVENTS; j++)
795 ei->event_page_num[j] = 0;
796 ei->event_page[j] = &ei->change_page[0];
800 /* add changing elements from pre-defined list */
801 for (i=0; change_delay_list[i].element != EL_UNDEFINED; i++)
803 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
804 struct ElementInfo *ei = &element_info[ch_delay->element];
806 ei->change->target_element = ch_delay->target_element;
807 ei->change->delay_fixed = ch_delay->change_delay;
809 ei->change->pre_change_function = ch_delay->pre_change_function;
810 ei->change->change_function = ch_delay->change_function;
811 ei->change->post_change_function = ch_delay->post_change_function;
813 ei->change_events |= CH_EVENT_BIT(CE_DELAY);
817 /* add change events from custom element configuration */
818 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
820 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
822 for (j=0; j < ei->num_change_pages; j++)
824 if (!ei->change_page[j].can_change)
827 for (k=0; k < NUM_CHANGE_EVENTS; k++)
829 /* only add event page for the first page found with this event */
830 if (ei->change_page[j].events & CH_EVENT_BIT(k) &&
831 !(ei->change_events & CH_EVENT_BIT(k)))
833 ei->change_events |= CH_EVENT_BIT(k);
834 ei->event_page_num[k] = j;
835 ei->event_page[k] = &ei->change_page[j];
843 /* add change events from custom element configuration */
844 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
846 int element = EL_CUSTOM_START + i;
848 /* only add custom elements that change after fixed/random frame delay */
849 if (CAN_CHANGE(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
850 element_info[element].change_events |= CH_EVENT_BIT(CE_DELAY);
854 /* ---------- initialize trigger events ---------------------------------- */
856 /* initialize trigger events information */
857 for (i=0; i<MAX_NUM_ELEMENTS; i++)
858 trigger_events[i] = EP_BITMASK_DEFAULT;
861 /* add trigger events from element change event properties */
862 for (i=0; i<MAX_NUM_ELEMENTS; i++)
864 struct ElementInfo *ei = &element_info[i];
866 for (j=0; j < ei->num_change_pages; j++)
868 if (!ei->change_page->can_change)
871 if (ei->change_page[j].events & CH_EVENT_BIT(CE_BY_OTHER_ACTION))
873 int trigger_element = ei->change_page[j].trigger_element;
875 trigger_events[trigger_element] |= ei->change_page[j].events;
880 /* add trigger events from element change event properties */
881 for (i=0; i<MAX_NUM_ELEMENTS; i++)
882 if (HAS_CHANGE_EVENT(i, CE_BY_OTHER_ACTION))
883 trigger_events[element_info[i].change->trigger_element] |=
884 element_info[i].change->events;
887 /* ---------- initialize push delay -------------------------------------- */
889 /* initialize push delay values to default */
890 for (i=0; i<MAX_NUM_ELEMENTS; i++)
892 if (!IS_CUSTOM_ELEMENT(i))
894 element_info[i].push_delay_fixed = 2;
895 element_info[i].push_delay_random = 8;
899 /* set push delay value for certain elements from pre-defined list */
900 for (i=0; push_delay_list[i].element != EL_UNDEFINED; i++)
902 int e = push_delay_list[i].element;
904 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
905 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
908 /* ---------- initialize move stepsize ----------------------------------- */
910 /* initialize move stepsize values to default */
911 for (i=0; i<MAX_NUM_ELEMENTS; i++)
912 if (!IS_CUSTOM_ELEMENT(i))
913 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
915 /* set move stepsize value for certain elements from pre-defined list */
916 for (i=0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
918 int e = move_stepsize_list[i].element;
920 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
923 /* ---------- initialize gem count --------------------------------------- */
925 /* initialize gem count values for each element */
926 for (i=0; i<MAX_NUM_ELEMENTS; i++)
927 if (!IS_CUSTOM_ELEMENT(i))
928 element_info[i].collect_count = 0;
930 /* add gem count values for all elements from pre-defined list */
931 for (i=0; collect_count_list[i].element != EL_UNDEFINED; i++)
932 element_info[collect_count_list[i].element].collect_count =
933 collect_count_list[i].count;
938 =============================================================================
940 -----------------------------------------------------------------------------
941 initialize and start new game
942 =============================================================================
947 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
948 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
949 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
956 #if USE_NEW_AMOEBA_CODE
957 printf("Using new amoeba code.\n");
959 printf("Using old amoeba code.\n");
964 /* don't play tapes over network */
965 network_playing = (options.network && !tape.playing);
967 for (i=0; i<MAX_PLAYERS; i++)
969 struct PlayerInfo *player = &stored_player[i];
971 player->index_nr = i;
972 player->element_nr = EL_PLAYER_1 + i;
974 player->present = FALSE;
975 player->active = FALSE;
978 player->effective_action = 0;
979 player->programmed_action = 0;
982 player->gems_still_needed = level.gems_needed;
983 player->sokobanfields_still_needed = 0;
984 player->lights_still_needed = 0;
985 player->friends_still_needed = 0;
988 player->key[j] = FALSE;
990 player->dynabomb_count = 0;
991 player->dynabomb_size = 1;
992 player->dynabombs_left = 0;
993 player->dynabomb_xl = FALSE;
995 player->MovDir = MV_NO_MOVING;
997 player->Pushing = FALSE;
998 player->Switching = FALSE;
1000 player->GfxDir = MV_NO_MOVING;
1001 player->GfxAction = ACTION_DEFAULT;
1003 player->StepFrame = 0;
1005 player->use_murphy_graphic = FALSE;
1006 player->use_disk_red_graphic = FALSE;
1008 player->actual_frame_counter = 0;
1010 player->last_move_dir = MV_NO_MOVING;
1012 player->is_moving = FALSE;
1013 player->is_waiting = FALSE;
1014 player->is_digging = FALSE;
1015 player->is_collecting = FALSE;
1017 player->move_delay = game.initial_move_delay;
1018 player->move_delay_value = game.initial_move_delay_value;
1020 player->push_delay = 0;
1021 player->push_delay_value = 5;
1023 player->snapped = FALSE;
1025 player->last_jx = player->last_jy = 0;
1026 player->jx = player->jy = 0;
1028 player->shield_normal_time_left = 0;
1029 player->shield_deadly_time_left = 0;
1031 player->inventory_size = 0;
1033 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
1034 SnapField(player, 0, 0);
1036 player->LevelSolved = FALSE;
1037 player->GameOver = FALSE;
1040 network_player_action_received = FALSE;
1042 #if defined(PLATFORM_UNIX)
1043 /* initial null action */
1044 if (network_playing)
1045 SendToServer_MovePlayer(MV_NO_MOVING);
1053 TimeLeft = level.time;
1055 ScreenMovDir = MV_NO_MOVING;
1059 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
1061 AllPlayersGone = FALSE;
1063 game.yamyam_content_nr = 0;
1064 game.magic_wall_active = FALSE;
1065 game.magic_wall_time_left = 0;
1066 game.light_time_left = 0;
1067 game.timegate_time_left = 0;
1068 game.switchgate_pos = 0;
1069 game.balloon_dir = MV_NO_MOVING;
1070 game.explosions_delayed = TRUE;
1074 game.belt_dir[i] = MV_NO_MOVING;
1075 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1078 for (i=0; i<MAX_NUM_AMOEBA; i++)
1079 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
1081 for (x=0; x<lev_fieldx; x++)
1083 for (y=0; y<lev_fieldy; y++)
1085 Feld[x][y] = level.field[x][y];
1086 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
1087 ChangeDelay[x][y] = 0;
1088 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
1090 JustStopped[x][y] = 0;
1092 Pushed[x][y] = FALSE;
1093 Changed[x][y] = FALSE;
1094 ExplodePhase[x][y] = 0;
1095 ExplodeField[x][y] = EX_NO_EXPLOSION;
1098 GfxAction[x][y] = ACTION_DEFAULT;
1099 GfxRandom[x][y] = INIT_GFX_RANDOM();
1100 GfxElement[x][y] = EL_UNDEFINED;
1104 for(y=0; y<lev_fieldy; y++)
1106 for(x=0; x<lev_fieldx; x++)
1108 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
1110 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
1112 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
1115 InitField(x, y, TRUE);
1121 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
1122 emulate_sb ? EMU_SOKOBAN :
1123 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
1125 /* correct non-moving belts to start moving left */
1127 if (game.belt_dir[i] == MV_NO_MOVING)
1128 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1130 /* check if any connected player was not found in playfield */
1131 for (i=0; i<MAX_PLAYERS; i++)
1133 struct PlayerInfo *player = &stored_player[i];
1135 if (player->connected && !player->present)
1137 for (j=0; j<MAX_PLAYERS; j++)
1139 struct PlayerInfo *some_player = &stored_player[j];
1140 int jx = some_player->jx, jy = some_player->jy;
1142 /* assign first free player found that is present in the playfield */
1143 if (some_player->present && !some_player->connected)
1145 player->present = TRUE;
1146 player->active = TRUE;
1147 some_player->present = FALSE;
1149 StorePlayer[jx][jy] = player->element_nr;
1150 player->jx = player->last_jx = jx;
1151 player->jy = player->last_jy = jy;
1161 /* when playing a tape, eliminate all players who do not participate */
1163 for (i=0; i<MAX_PLAYERS; i++)
1165 if (stored_player[i].active && !tape.player_participates[i])
1167 struct PlayerInfo *player = &stored_player[i];
1168 int jx = player->jx, jy = player->jy;
1170 player->active = FALSE;
1171 StorePlayer[jx][jy] = 0;
1172 Feld[jx][jy] = EL_EMPTY;
1176 else if (!options.network && !setup.team_mode) /* && !tape.playing */
1178 /* when in single player mode, eliminate all but the first active player */
1180 for (i=0; i<MAX_PLAYERS; i++)
1182 if (stored_player[i].active)
1184 for (j=i+1; j<MAX_PLAYERS; j++)
1186 if (stored_player[j].active)
1188 struct PlayerInfo *player = &stored_player[j];
1189 int jx = player->jx, jy = player->jy;
1191 player->active = FALSE;
1192 StorePlayer[jx][jy] = 0;
1193 Feld[jx][jy] = EL_EMPTY;
1200 /* when recording the game, store which players take part in the game */
1203 for (i=0; i<MAX_PLAYERS; i++)
1204 if (stored_player[i].active)
1205 tape.player_participates[i] = TRUE;
1210 for (i=0; i<MAX_PLAYERS; i++)
1212 struct PlayerInfo *player = &stored_player[i];
1214 printf("Player %d: present == %d, connected == %d, active == %d.\n",
1219 if (local_player == player)
1220 printf("Player %d is local player.\n", i+1);
1224 if (BorderElement == EL_EMPTY)
1227 SBX_Right = lev_fieldx - SCR_FIELDX;
1229 SBY_Lower = lev_fieldy - SCR_FIELDY;
1234 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
1236 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
1239 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
1240 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
1242 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
1243 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
1245 /* if local player not found, look for custom element that might create
1246 the player (make some assumptions about the right custom element) */
1247 if (!local_player->present)
1249 int start_x = 0, start_y = 0;
1250 int found_rating = 0;
1251 int found_element = EL_UNDEFINED;
1253 for(y=0; y < lev_fieldy; y++) for(x=0; x < lev_fieldx; x++)
1255 int element = Feld[x][y];
1260 if (!IS_CUSTOM_ELEMENT(element))
1263 if (CAN_CHANGE(element))
1265 for (i=0; i < element_info[element].num_change_pages; i++)
1267 content = element_info[element].change_page[i].target_element;
1268 is_player = ELEM_IS_PLAYER(content);
1270 if (is_player && (found_rating < 3 || element < found_element))
1276 found_element = element;
1281 for(yy=0; yy < 3; yy++) for(xx=0; xx < 3; xx++)
1283 content = element_info[element].content[xx][yy];
1284 is_player = ELEM_IS_PLAYER(content);
1286 if (is_player && (found_rating < 2 || element < found_element))
1288 start_x = x + xx - 1;
1289 start_y = y + yy - 1;
1292 found_element = element;
1295 if (!CAN_CHANGE(element))
1298 for (i=0; i < element_info[element].num_change_pages; i++)
1300 content = element_info[element].change_page[i].content[xx][yy];
1301 is_player = ELEM_IS_PLAYER(content);
1303 if (is_player && (found_rating < 1 || element < found_element))
1305 start_x = x + xx - 1;
1306 start_y = y + yy - 1;
1309 found_element = element;
1315 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
1316 start_x > SBX_Right + MIDPOSX ? SBX_Right :
1319 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
1320 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
1326 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
1327 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
1328 local_player->jx - MIDPOSX);
1330 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
1331 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
1332 local_player->jy - MIDPOSY);
1334 scroll_x = SBX_Left;
1335 scroll_y = SBY_Upper;
1336 if (local_player->jx >= SBX_Left + MIDPOSX)
1337 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
1338 local_player->jx - MIDPOSX :
1340 if (local_player->jy >= SBY_Upper + MIDPOSY)
1341 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
1342 local_player->jy - MIDPOSY :
1347 CloseDoor(DOOR_CLOSE_1);
1352 /* after drawing the level, correct some elements */
1353 if (game.timegate_time_left == 0)
1354 CloseAllOpenTimegates();
1356 if (setup.soft_scrolling)
1357 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
1359 redraw_mask |= REDRAW_FROM_BACKBUFFER;
1362 /* copy default game door content to main double buffer */
1363 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
1364 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
1367 DrawText(DX + XX_LEVEL, DY + YY_LEVEL, int2str(level_nr, 2), FONT_TEXT_2);
1370 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
1371 int2str(level_nr, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
1372 BlitBitmap(drawto, drawto,
1373 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
1374 getFontWidth(FONT_LEVEL_NUMBER) * 3,
1375 getFontHeight(FONT_LEVEL_NUMBER) - 1,
1376 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
1379 DrawGameDoorValues();
1383 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
1384 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
1385 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
1389 /* copy actual game door content to door double buffer for OpenDoor() */
1390 BlitBitmap(drawto, bitmap_db_door,
1391 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
1393 OpenDoor(DOOR_OPEN_ALL);
1395 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
1396 if (setup.sound_music)
1397 PlayMusic(level_nr);
1399 KeyboardAutoRepeatOffUnlessAutoplay();
1404 printf("Player %d %sactive.\n",
1405 i + 1, (stored_player[i].active ? "" : "not "));
1409 void InitMovDir(int x, int y)
1411 int i, element = Feld[x][y];
1412 static int xy[4][2] =
1419 static int direction[3][4] =
1421 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1422 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1423 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1432 Feld[x][y] = EL_BUG;
1433 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
1436 case EL_SPACESHIP_RIGHT:
1437 case EL_SPACESHIP_UP:
1438 case EL_SPACESHIP_LEFT:
1439 case EL_SPACESHIP_DOWN:
1440 Feld[x][y] = EL_SPACESHIP;
1441 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
1444 case EL_BD_BUTTERFLY_RIGHT:
1445 case EL_BD_BUTTERFLY_UP:
1446 case EL_BD_BUTTERFLY_LEFT:
1447 case EL_BD_BUTTERFLY_DOWN:
1448 Feld[x][y] = EL_BD_BUTTERFLY;
1449 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
1452 case EL_BD_FIREFLY_RIGHT:
1453 case EL_BD_FIREFLY_UP:
1454 case EL_BD_FIREFLY_LEFT:
1455 case EL_BD_FIREFLY_DOWN:
1456 Feld[x][y] = EL_BD_FIREFLY;
1457 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1460 case EL_PACMAN_RIGHT:
1462 case EL_PACMAN_LEFT:
1463 case EL_PACMAN_DOWN:
1464 Feld[x][y] = EL_PACMAN;
1465 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1468 case EL_SP_SNIKSNAK:
1469 MovDir[x][y] = MV_UP;
1472 case EL_SP_ELECTRON:
1473 MovDir[x][y] = MV_LEFT;
1480 Feld[x][y] = EL_MOLE;
1481 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1485 if (IS_CUSTOM_ELEMENT(element))
1487 if (element_info[element].move_direction_initial != MV_NO_MOVING)
1488 MovDir[x][y] = element_info[element].move_direction_initial;
1489 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
1490 element_info[element].move_pattern == MV_TURNING_LEFT ||
1491 element_info[element].move_pattern == MV_TURNING_RIGHT)
1492 MovDir[x][y] = 1 << RND(4);
1493 else if (element_info[element].move_pattern == MV_HORIZONTAL)
1494 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
1495 else if (element_info[element].move_pattern == MV_VERTICAL)
1496 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
1497 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
1498 MovDir[x][y] = element_info[element].move_pattern;
1499 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE ||
1500 element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1504 int x1 = x + xy[i][0];
1505 int y1 = y + xy[i][1];
1507 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1509 if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1510 MovDir[x][y] = direction[0][i];
1512 MovDir[x][y] = direction[1][i];
1521 MovDir[x][y] = 1 << RND(4);
1523 if (element != EL_BUG &&
1524 element != EL_SPACESHIP &&
1525 element != EL_BD_BUTTERFLY &&
1526 element != EL_BD_FIREFLY)
1531 int x1 = x + xy[i][0];
1532 int y1 = y + xy[i][1];
1534 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1536 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1538 MovDir[x][y] = direction[0][i];
1541 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1542 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1544 MovDir[x][y] = direction[1][i];
1554 void InitAmoebaNr(int x, int y)
1557 int group_nr = AmoebeNachbarNr(x, y);
1561 for (i=1; i<MAX_NUM_AMOEBA; i++)
1563 if (AmoebaCnt[i] == 0)
1571 AmoebaNr[x][y] = group_nr;
1572 AmoebaCnt[group_nr]++;
1573 AmoebaCnt2[group_nr]++;
1579 boolean raise_level = FALSE;
1581 if (local_player->MovPos)
1585 if (tape.auto_play) /* tape might already be stopped here */
1586 tape.auto_play_level_solved = TRUE;
1588 if (tape.playing && tape.auto_play)
1589 tape.auto_play_level_solved = TRUE;
1592 local_player->LevelSolved = FALSE;
1594 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
1598 if (!tape.playing && setup.sound_loops)
1599 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1600 SND_CTRL_PLAY_LOOP);
1602 while (TimeLeft > 0)
1604 if (!tape.playing && !setup.sound_loops)
1605 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1606 if (TimeLeft > 0 && !(TimeLeft % 10))
1607 RaiseScore(level.score[SC_TIME_BONUS]);
1608 if (TimeLeft > 100 && !(TimeLeft % 10))
1612 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
1619 if (!tape.playing && setup.sound_loops)
1620 StopSound(SND_GAME_LEVELTIME_BONUS);
1622 else if (level.time == 0) /* level without time limit */
1624 if (!tape.playing && setup.sound_loops)
1625 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1626 SND_CTRL_PLAY_LOOP);
1628 while (TimePlayed < 999)
1630 if (!tape.playing && !setup.sound_loops)
1631 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1632 if (TimePlayed < 999 && !(TimePlayed % 10))
1633 RaiseScore(level.score[SC_TIME_BONUS]);
1634 if (TimePlayed < 900 && !(TimePlayed % 10))
1638 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
1645 if (!tape.playing && setup.sound_loops)
1646 StopSound(SND_GAME_LEVELTIME_BONUS);
1649 /* Hero disappears */
1650 DrawLevelField(ExitX, ExitY);
1656 CloseDoor(DOOR_CLOSE_1);
1661 SaveTape(tape.level_nr); /* Ask to save tape */
1664 if (level_nr == leveldir_current->handicap_level)
1666 leveldir_current->handicap_level++;
1667 SaveLevelSetup_SeriesInfo();
1670 if (level_editor_test_game)
1671 local_player->score = -1; /* no highscore when playing from editor */
1672 else if (level_nr < leveldir_current->last_level)
1673 raise_level = TRUE; /* advance to next level */
1675 if ((hi_pos = NewHiScore()) >= 0)
1677 game_status = GAME_MODE_SCORES;
1678 DrawHallOfFame(hi_pos);
1687 game_status = GAME_MODE_MAIN;
1704 LoadScore(level_nr);
1706 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1707 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1710 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1712 if (local_player->score > highscore[k].Score)
1714 /* player has made it to the hall of fame */
1716 if (k < MAX_SCORE_ENTRIES - 1)
1718 int m = MAX_SCORE_ENTRIES - 1;
1721 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1722 if (!strcmp(setup.player_name, highscore[l].Name))
1724 if (m == k) /* player's new highscore overwrites his old one */
1730 strcpy(highscore[l].Name, highscore[l - 1].Name);
1731 highscore[l].Score = highscore[l - 1].Score;
1738 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1739 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1740 highscore[k].Score = local_player->score;
1746 else if (!strncmp(setup.player_name, highscore[k].Name,
1747 MAX_PLAYER_NAME_LEN))
1748 break; /* player already there with a higher score */
1754 SaveScore(level_nr);
1759 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
1761 if (player->GfxAction != action || player->GfxDir != dir)
1764 printf("Player frame reset! (%d => %d, %d => %d)\n",
1765 player->GfxAction, action, player->GfxDir, dir);
1768 player->GfxAction = action;
1769 player->GfxDir = dir;
1771 player->StepFrame = 0;
1775 static void ResetRandomAnimationValue(int x, int y)
1777 GfxRandom[x][y] = INIT_GFX_RANDOM();
1780 static void ResetGfxAnimation(int x, int y)
1783 GfxAction[x][y] = ACTION_DEFAULT;
1786 void InitMovingField(int x, int y, int direction)
1788 int element = Feld[x][y];
1789 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1790 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1794 if (!JustStopped[x][y] || direction != MovDir[x][y])
1795 ResetGfxAnimation(x, y);
1797 MovDir[newx][newy] = MovDir[x][y] = direction;
1799 if (Feld[newx][newy] == EL_EMPTY)
1800 Feld[newx][newy] = EL_BLOCKED;
1802 if (direction == MV_DOWN && CAN_FALL(element))
1803 GfxAction[x][y] = ACTION_FALLING;
1805 GfxAction[x][y] = ACTION_MOVING;
1807 GfxFrame[newx][newy] = GfxFrame[x][y];
1808 GfxAction[newx][newy] = GfxAction[x][y];
1809 GfxRandom[newx][newy] = GfxRandom[x][y];
1812 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1814 int direction = MovDir[x][y];
1815 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1816 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1822 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1824 int oldx = x, oldy = y;
1825 int direction = MovDir[x][y];
1827 if (direction == MV_LEFT)
1829 else if (direction == MV_RIGHT)
1831 else if (direction == MV_UP)
1833 else if (direction == MV_DOWN)
1836 *comes_from_x = oldx;
1837 *comes_from_y = oldy;
1840 int MovingOrBlocked2Element(int x, int y)
1842 int element = Feld[x][y];
1844 if (element == EL_BLOCKED)
1848 Blocked2Moving(x, y, &oldx, &oldy);
1849 return Feld[oldx][oldy];
1855 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1857 /* like MovingOrBlocked2Element(), but if element is moving
1858 and (x,y) is the field the moving element is just leaving,
1859 return EL_BLOCKED instead of the element value */
1860 int element = Feld[x][y];
1862 if (IS_MOVING(x, y))
1864 if (element == EL_BLOCKED)
1868 Blocked2Moving(x, y, &oldx, &oldy);
1869 return Feld[oldx][oldy];
1878 static void RemoveField(int x, int y)
1880 Feld[x][y] = EL_EMPTY;
1887 ChangeDelay[x][y] = 0;
1888 Pushed[x][y] = FALSE;
1890 GfxElement[x][y] = EL_UNDEFINED;
1891 GfxAction[x][y] = ACTION_DEFAULT;
1894 void RemoveMovingField(int x, int y)
1896 int oldx = x, oldy = y, newx = x, newy = y;
1897 int element = Feld[x][y];
1898 int next_element = EL_UNDEFINED;
1900 if (element != EL_BLOCKED && !IS_MOVING(x, y))
1903 if (IS_MOVING(x, y))
1905 Moving2Blocked(x, y, &newx, &newy);
1906 if (Feld[newx][newy] != EL_BLOCKED)
1909 else if (element == EL_BLOCKED)
1911 Blocked2Moving(x, y, &oldx, &oldy);
1912 if (!IS_MOVING(oldx, oldy))
1916 if (element == EL_BLOCKED &&
1917 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1918 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1919 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1920 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
1921 next_element = get_next_element(Feld[oldx][oldy]);
1923 RemoveField(oldx, oldy);
1924 RemoveField(newx, newy);
1926 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1928 if (next_element != EL_UNDEFINED)
1929 Feld[oldx][oldy] = next_element;
1931 DrawLevelField(oldx, oldy);
1932 DrawLevelField(newx, newy);
1935 void DrawDynamite(int x, int y)
1937 int sx = SCREENX(x), sy = SCREENY(y);
1938 int graphic = el2img(Feld[x][y]);
1941 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1944 if (IS_WALKABLE_INSIDE(Back[x][y]))
1948 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
1949 else if (Store[x][y])
1950 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
1952 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
1955 if (Back[x][y] || Store[x][y])
1956 DrawGraphicThruMask(sx, sy, graphic, frame);
1958 DrawGraphic(sx, sy, graphic, frame);
1960 if (game.emulation == EMU_SUPAPLEX)
1961 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
1962 else if (Store[x][y])
1963 DrawGraphicThruMask(sx, sy, graphic, frame);
1965 DrawGraphic(sx, sy, graphic, frame);
1969 void CheckDynamite(int x, int y)
1971 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
1975 if (MovDelay[x][y] != 0)
1978 PlaySoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1985 StopSoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1987 if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
1988 Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
1989 StopSound(SND_DYNAMITE_ACTIVE);
1991 StopSound(SND_DYNABOMB_ACTIVE);
1997 void RelocatePlayer(int x, int y, int element)
1999 struct PlayerInfo *player = &stored_player[element - EL_PLAYER_1];
2001 if (player->present)
2003 while (player->MovPos)
2005 ScrollFigure(player, SCROLL_GO_ON);
2006 ScrollScreen(NULL, SCROLL_GO_ON);
2012 RemoveField(player->jx, player->jy);
2013 DrawLevelField(player->jx, player->jy);
2016 InitPlayerField(x, y, element, TRUE);
2018 if (player == local_player)
2020 int scroll_xx = -999, scroll_yy = -999;
2022 while (scroll_xx != scroll_x || scroll_yy != scroll_y)
2025 int fx = FX, fy = FY;
2027 scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
2028 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
2029 local_player->jx - MIDPOSX);
2031 scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
2032 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
2033 local_player->jy - MIDPOSY);
2035 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
2036 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
2041 fx += dx * TILEX / 2;
2042 fy += dy * TILEY / 2;
2044 ScrollLevel(dx, dy);
2047 /* scroll in to steps of half tile size to make things smoother */
2048 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
2050 Delay(GAME_FRAME_DELAY);
2052 /* scroll second step to align at full tile size */
2054 Delay(GAME_FRAME_DELAY);
2059 void Explode(int ex, int ey, int phase, int mode)
2063 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
2064 int last_phase = num_phase * delay;
2065 int half_phase = (num_phase / 2) * delay;
2066 int first_phase_after_start = EX_PHASE_START + 1;
2068 if (game.explosions_delayed)
2070 ExplodeField[ex][ey] = mode;
2074 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
2076 int center_element = Feld[ex][ey];
2079 /* --- This is only really needed (and now handled) in "Impact()". --- */
2080 /* do not explode moving elements that left the explode field in time */
2081 if (game.engine_version >= RELEASE_IDENT(2,2,0,7) &&
2082 center_element == EL_EMPTY && (mode == EX_NORMAL || mode == EX_CENTER))
2086 if (mode == EX_NORMAL || mode == EX_CENTER)
2087 PlaySoundLevelAction(ex, ey, ACTION_EXPLODING);
2089 /* remove things displayed in background while burning dynamite */
2090 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
2093 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
2095 /* put moving element to center field (and let it explode there) */
2096 center_element = MovingOrBlocked2Element(ex, ey);
2097 RemoveMovingField(ex, ey);
2098 Feld[ex][ey] = center_element;
2101 for (y = ey - 1; y <= ey + 1; y++) for(x = ex - 1; x <= ex + 1; x++)
2103 int xx = x - ex + 1;
2104 int yy = y - ey + 1;
2107 if (!IN_LEV_FIELD(x, y) ||
2108 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
2109 (x != ex || y != ey)))
2112 element = Feld[x][y];
2114 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
2116 element = MovingOrBlocked2Element(x, y);
2118 if (!IS_EXPLOSION_PROOF(element))
2119 RemoveMovingField(x, y);
2125 if (IS_EXPLOSION_PROOF(element))
2128 /* indestructible elements can only explode in center (but not flames) */
2129 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey)) ||
2130 element == EL_FLAMES)
2135 if ((IS_INDESTRUCTIBLE(element) &&
2136 (game.engine_version < VERSION_IDENT(2,2,0) ||
2137 (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
2138 element == EL_FLAMES)
2142 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
2144 if (IS_ACTIVE_BOMB(element))
2146 /* re-activate things under the bomb like gate or penguin */
2147 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
2154 /* save walkable background elements while explosion on same tile */
2156 if (IS_INDESTRUCTIBLE(element))
2157 Back[x][y] = element;
2159 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element))
2160 Back[x][y] = element;
2163 /* ignite explodable elements reached by other explosion */
2164 if (element == EL_EXPLOSION)
2165 element = Store2[x][y];
2168 if (AmoebaNr[x][y] &&
2169 (element == EL_AMOEBA_FULL ||
2170 element == EL_BD_AMOEBA ||
2171 element == EL_AMOEBA_GROWING))
2173 AmoebaCnt[AmoebaNr[x][y]]--;
2174 AmoebaCnt2[AmoebaNr[x][y]]--;
2180 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
2182 switch(StorePlayer[ex][ey])
2185 Store[x][y] = EL_EMERALD_RED;
2188 Store[x][y] = EL_EMERALD;
2191 Store[x][y] = EL_EMERALD_PURPLE;
2195 Store[x][y] = EL_EMERALD_YELLOW;
2199 if (game.emulation == EMU_SUPAPLEX)
2200 Store[x][y] = EL_EMPTY;
2202 else if (center_element == EL_MOLE)
2203 Store[x][y] = EL_EMERALD_RED;
2204 else if (center_element == EL_PENGUIN)
2205 Store[x][y] = EL_EMERALD_PURPLE;
2206 else if (center_element == EL_BUG)
2207 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
2208 else if (center_element == EL_BD_BUTTERFLY)
2209 Store[x][y] = EL_BD_DIAMOND;
2210 else if (center_element == EL_SP_ELECTRON)
2211 Store[x][y] = EL_SP_INFOTRON;
2212 else if (center_element == EL_AMOEBA_TO_DIAMOND)
2213 Store[x][y] = level.amoeba_content;
2214 else if (center_element == EL_YAMYAM)
2215 Store[x][y] = level.yamyam_content[game.yamyam_content_nr][xx][yy];
2216 else if (IS_CUSTOM_ELEMENT(center_element) &&
2217 element_info[center_element].content[xx][yy] != EL_EMPTY)
2218 Store[x][y] = element_info[center_element].content[xx][yy];
2219 else if (element == EL_WALL_EMERALD)
2220 Store[x][y] = EL_EMERALD;
2221 else if (element == EL_WALL_DIAMOND)
2222 Store[x][y] = EL_DIAMOND;
2223 else if (element == EL_WALL_BD_DIAMOND)
2224 Store[x][y] = EL_BD_DIAMOND;
2225 else if (element == EL_WALL_EMERALD_YELLOW)
2226 Store[x][y] = EL_EMERALD_YELLOW;
2227 else if (element == EL_WALL_EMERALD_RED)
2228 Store[x][y] = EL_EMERALD_RED;
2229 else if (element == EL_WALL_EMERALD_PURPLE)
2230 Store[x][y] = EL_EMERALD_PURPLE;
2231 else if (element == EL_WALL_PEARL)
2232 Store[x][y] = EL_PEARL;
2233 else if (element == EL_WALL_CRYSTAL)
2234 Store[x][y] = EL_CRYSTAL;
2235 else if (IS_CUSTOM_ELEMENT(element) && !CAN_EXPLODE(element))
2236 Store[x][y] = element_info[element].content[1][1];
2238 Store[x][y] = EL_EMPTY;
2240 if (x != ex || y != ey ||
2241 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
2242 Store2[x][y] = element;
2245 if (AmoebaNr[x][y] &&
2246 (element == EL_AMOEBA_FULL ||
2247 element == EL_BD_AMOEBA ||
2248 element == EL_AMOEBA_GROWING))
2250 AmoebaCnt[AmoebaNr[x][y]]--;
2251 AmoebaCnt2[AmoebaNr[x][y]]--;
2257 MovDir[x][y] = MovPos[x][y] = 0;
2262 Feld[x][y] = EL_EXPLOSION;
2264 GfxElement[x][y] = center_element;
2266 GfxElement[x][y] = EL_UNDEFINED;
2269 ExplodePhase[x][y] = 1;
2273 if (center_element == EL_YAMYAM)
2274 game.yamyam_content_nr =
2275 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
2286 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
2290 /* activate this even in non-DEBUG version until cause for crash in
2291 getGraphicAnimationFrame() (see below) is found and eliminated */
2295 if (GfxElement[x][y] == EL_UNDEFINED)
2297 printf("Explode(): x = %d, y = %d: GfxElement == EL_UNDEFINED\n", x, y);
2298 printf("Explode(): This should never happen!\n");
2300 GfxElement[x][y] = EL_EMPTY;
2304 if (phase == first_phase_after_start)
2306 int element = Store2[x][y];
2308 if (element == EL_BLACK_ORB)
2310 Feld[x][y] = Store2[x][y];
2315 else if (phase == half_phase)
2317 int element = Store2[x][y];
2319 if (IS_PLAYER(x, y))
2320 KillHeroUnlessProtected(x, y);
2321 else if (CAN_EXPLODE_BY_FIRE(element))
2323 Feld[x][y] = Store2[x][y];
2327 else if (element == EL_AMOEBA_TO_DIAMOND)
2328 AmoebeUmwandeln(x, y);
2331 if (phase == last_phase)
2335 element = Feld[x][y] = Store[x][y];
2336 Store[x][y] = Store2[x][y] = 0;
2337 GfxElement[x][y] = EL_UNDEFINED;
2339 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
2340 element = Feld[x][y] = Back[x][y];
2343 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = ChangeDelay[x][y] = 0;
2344 InitField(x, y, FALSE);
2345 if (CAN_MOVE(element))
2347 DrawLevelField(x, y);
2349 if (CAN_BE_CRUMBLED(element))
2350 DrawLevelFieldCrumbledSandNeighbours(x, y);
2352 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
2353 StorePlayer[x][y] = 0;
2355 if (ELEM_IS_PLAYER(element))
2356 RelocatePlayer(x, y, element);
2358 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2361 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
2363 int stored = Store[x][y];
2364 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
2365 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
2368 int frame = getGraphicAnimationFrame(graphic, phase - delay);
2371 DrawLevelFieldCrumbledSand(x, y);
2373 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
2375 DrawLevelElement(x, y, Back[x][y]);
2376 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
2378 else if (IS_WALKABLE_UNDER(Back[x][y]))
2380 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
2381 DrawLevelElementThruMask(x, y, Back[x][y]);
2383 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
2384 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
2388 void DynaExplode(int ex, int ey)
2391 int dynabomb_size = 1;
2392 boolean dynabomb_xl = FALSE;
2393 struct PlayerInfo *player;
2394 static int xy[4][2] =
2402 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
2404 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER_1_ACTIVE];
2405 dynabomb_size = player->dynabomb_size;
2406 dynabomb_xl = player->dynabomb_xl;
2407 player->dynabombs_left++;
2410 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
2414 for (j=1; j<=dynabomb_size; j++)
2416 int x = ex + j * xy[i % 4][0];
2417 int y = ey + j * xy[i % 4][1];
2420 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
2423 element = Feld[x][y];
2425 /* do not restart explosions of fields with active bombs */
2426 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
2429 Explode(x, y, EX_PHASE_START, EX_BORDER);
2431 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
2432 if (element != EL_EMPTY &&
2433 element != EL_SAND &&
2434 element != EL_EXPLOSION &&
2441 void Bang(int x, int y)
2444 int element = MovingOrBlocked2Element(x, y);
2446 int element = Feld[x][y];
2449 if (IS_PLAYER(x, y))
2451 struct PlayerInfo *player = PLAYERINFO(x, y);
2453 element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
2454 player->element_nr);
2459 PlaySoundLevelAction(x, y, ACTION_EXPLODING);
2461 if (game.emulation == EMU_SUPAPLEX)
2462 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
2464 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
2469 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
2477 case EL_BD_BUTTERFLY:
2480 case EL_DARK_YAMYAM:
2484 RaiseScoreElement(element);
2485 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2487 case EL_DYNABOMB_PLAYER_1_ACTIVE:
2488 case EL_DYNABOMB_PLAYER_2_ACTIVE:
2489 case EL_DYNABOMB_PLAYER_3_ACTIVE:
2490 case EL_DYNABOMB_PLAYER_4_ACTIVE:
2491 case EL_DYNABOMB_INCREASE_NUMBER:
2492 case EL_DYNABOMB_INCREASE_SIZE:
2493 case EL_DYNABOMB_INCREASE_POWER:
2498 case EL_LAMP_ACTIVE:
2499 if (IS_PLAYER(x, y))
2500 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2502 Explode(x, y, EX_PHASE_START, EX_CENTER);
2505 if (CAN_EXPLODE_1X1(element))
2506 Explode(x, y, EX_PHASE_START, EX_CENTER);
2508 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2512 CheckTriggeredElementChange(x, y, element, CE_OTHER_IS_EXPLODING);
2515 void SplashAcid(int x, int y)
2517 int element = Feld[x][y];
2519 if (element != EL_ACID_SPLASH_LEFT &&
2520 element != EL_ACID_SPLASH_RIGHT)
2522 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
2524 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
2525 (!IN_LEV_FIELD(x-1, y-1) ||
2526 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
2527 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
2529 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
2530 (!IN_LEV_FIELD(x+1, y-1) ||
2531 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
2532 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
2536 static void InitBeltMovement()
2538 static int belt_base_element[4] =
2540 EL_CONVEYOR_BELT_1_LEFT,
2541 EL_CONVEYOR_BELT_2_LEFT,
2542 EL_CONVEYOR_BELT_3_LEFT,
2543 EL_CONVEYOR_BELT_4_LEFT
2545 static int belt_base_active_element[4] =
2547 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2548 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2549 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2550 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2555 /* set frame order for belt animation graphic according to belt direction */
2562 int element = belt_base_active_element[belt_nr] + j;
2563 int graphic = el2img(element);
2565 if (game.belt_dir[i] == MV_LEFT)
2566 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2568 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2572 for(y=0; y<lev_fieldy; y++)
2574 for(x=0; x<lev_fieldx; x++)
2576 int element = Feld[x][y];
2580 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
2582 int e_belt_nr = getBeltNrFromBeltElement(element);
2585 if (e_belt_nr == belt_nr)
2587 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
2589 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
2597 static void ToggleBeltSwitch(int x, int y)
2599 static int belt_base_element[4] =
2601 EL_CONVEYOR_BELT_1_LEFT,
2602 EL_CONVEYOR_BELT_2_LEFT,
2603 EL_CONVEYOR_BELT_3_LEFT,
2604 EL_CONVEYOR_BELT_4_LEFT
2606 static int belt_base_active_element[4] =
2608 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2609 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2610 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2611 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2613 static int belt_base_switch_element[4] =
2615 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
2616 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
2617 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
2618 EL_CONVEYOR_BELT_4_SWITCH_LEFT
2620 static int belt_move_dir[4] =
2628 int element = Feld[x][y];
2629 int belt_nr = getBeltNrFromBeltSwitchElement(element);
2630 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
2631 int belt_dir = belt_move_dir[belt_dir_nr];
2634 if (!IS_BELT_SWITCH(element))
2637 game.belt_dir_nr[belt_nr] = belt_dir_nr;
2638 game.belt_dir[belt_nr] = belt_dir;
2640 if (belt_dir_nr == 3)
2643 /* set frame order for belt animation graphic according to belt direction */
2646 int element = belt_base_active_element[belt_nr] + i;
2647 int graphic = el2img(element);
2649 if (belt_dir == MV_LEFT)
2650 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2652 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2655 for (yy=0; yy<lev_fieldy; yy++)
2657 for (xx=0; xx<lev_fieldx; xx++)
2659 int element = Feld[xx][yy];
2661 if (IS_BELT_SWITCH(element))
2663 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
2665 if (e_belt_nr == belt_nr)
2667 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
2668 DrawLevelField(xx, yy);
2671 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
2673 int e_belt_nr = getBeltNrFromBeltElement(element);
2675 if (e_belt_nr == belt_nr)
2677 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
2679 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
2680 DrawLevelField(xx, yy);
2683 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
2685 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
2687 if (e_belt_nr == belt_nr)
2689 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
2691 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
2692 DrawLevelField(xx, yy);
2699 static void ToggleSwitchgateSwitch(int x, int y)
2703 game.switchgate_pos = !game.switchgate_pos;
2705 for (yy=0; yy<lev_fieldy; yy++)
2707 for (xx=0; xx<lev_fieldx; xx++)
2709 int element = Feld[xx][yy];
2711 if (element == EL_SWITCHGATE_SWITCH_UP ||
2712 element == EL_SWITCHGATE_SWITCH_DOWN)
2714 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2715 DrawLevelField(xx, yy);
2717 else if (element == EL_SWITCHGATE_OPEN ||
2718 element == EL_SWITCHGATE_OPENING)
2720 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2722 PlaySoundLevelAction(xx, yy, ACTION_CLOSING);
2724 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2727 else if (element == EL_SWITCHGATE_CLOSED ||
2728 element == EL_SWITCHGATE_CLOSING)
2730 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2732 PlaySoundLevelAction(xx, yy, ACTION_OPENING);
2734 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2741 static int getInvisibleActiveFromInvisibleElement(int element)
2743 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2744 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2745 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
2749 static int getInvisibleFromInvisibleActiveElement(int element)
2751 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2752 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2753 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
2757 static void RedrawAllLightSwitchesAndInvisibleElements()
2761 for (y=0; y<lev_fieldy; y++)
2763 for (x=0; x<lev_fieldx; x++)
2765 int element = Feld[x][y];
2767 if (element == EL_LIGHT_SWITCH &&
2768 game.light_time_left > 0)
2770 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2771 DrawLevelField(x, y);
2773 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2774 game.light_time_left == 0)
2776 Feld[x][y] = EL_LIGHT_SWITCH;
2777 DrawLevelField(x, y);
2779 else if (element == EL_INVISIBLE_STEELWALL ||
2780 element == EL_INVISIBLE_WALL ||
2781 element == EL_INVISIBLE_SAND)
2783 if (game.light_time_left > 0)
2784 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2786 DrawLevelField(x, y);
2788 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2789 element == EL_INVISIBLE_WALL_ACTIVE ||
2790 element == EL_INVISIBLE_SAND_ACTIVE)
2792 if (game.light_time_left == 0)
2793 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2795 DrawLevelField(x, y);
2801 static void ToggleLightSwitch(int x, int y)
2803 int element = Feld[x][y];
2805 game.light_time_left =
2806 (element == EL_LIGHT_SWITCH ?
2807 level.time_light * FRAMES_PER_SECOND : 0);
2809 RedrawAllLightSwitchesAndInvisibleElements();
2812 static void ActivateTimegateSwitch(int x, int y)
2816 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2818 for (yy=0; yy<lev_fieldy; yy++)
2820 for (xx=0; xx<lev_fieldx; xx++)
2822 int element = Feld[xx][yy];
2824 if (element == EL_TIMEGATE_CLOSED ||
2825 element == EL_TIMEGATE_CLOSING)
2827 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2828 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2832 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2834 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2835 DrawLevelField(xx, yy);
2842 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2845 inline static int getElementMoveStepsize(int x, int y)
2847 int element = Feld[x][y];
2848 int direction = MovDir[x][y];
2849 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2850 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2851 int horiz_move = (dx != 0);
2852 int sign = (horiz_move ? dx : dy);
2853 int step = sign * element_info[element].move_stepsize;
2855 /* special values for move stepsize for spring and things on conveyor belt */
2858 if (CAN_FALL(element) &&
2859 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
2860 step = sign * MOVE_STEPSIZE_NORMAL / 2;
2861 else if (element == EL_SPRING)
2862 step = sign * MOVE_STEPSIZE_NORMAL * 2;
2868 void Impact(int x, int y)
2870 boolean lastline = (y == lev_fieldy-1);
2871 boolean object_hit = FALSE;
2872 boolean impact = (lastline || object_hit);
2873 int element = Feld[x][y];
2874 int smashed = EL_UNDEFINED;
2876 if (!lastline) /* check if element below was hit */
2878 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
2881 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
2882 MovDir[x][y + 1] != MV_DOWN ||
2883 MovPos[x][y + 1] <= TILEY / 2));
2885 /* do not smash moving elements that left the smashed field in time */
2886 if (game.engine_version >= RELEASE_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
2887 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
2891 smashed = MovingOrBlocked2Element(x, y + 1);
2893 impact = (lastline || object_hit);
2896 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2902 /* only reset graphic animation if graphic really changes after impact */
2904 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
2906 ResetGfxAnimation(x, y);
2907 DrawLevelField(x, y);
2910 if (impact && CAN_EXPLODE_IMPACT(element))
2915 else if (impact && element == EL_PEARL)
2917 Feld[x][y] = EL_PEARL_BREAKING;
2918 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2921 else if (impact && CheckElementChange(x, y, element, CE_IMPACT))
2923 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2928 if (impact && element == EL_AMOEBA_DROP)
2930 if (object_hit && IS_PLAYER(x, y + 1))
2931 KillHeroUnlessProtected(x, y + 1);
2932 else if (object_hit && smashed == EL_PENGUIN)
2936 Feld[x][y] = EL_AMOEBA_GROWING;
2937 Store[x][y] = EL_AMOEBA_WET;
2939 ResetRandomAnimationValue(x, y);
2944 if (object_hit) /* check which object was hit */
2946 if (CAN_PASS_MAGIC_WALL(element) &&
2947 (smashed == EL_MAGIC_WALL ||
2948 smashed == EL_BD_MAGIC_WALL))
2951 int activated_magic_wall =
2952 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2953 EL_BD_MAGIC_WALL_ACTIVE);
2955 /* activate magic wall / mill */
2956 for (yy=0; yy<lev_fieldy; yy++)
2957 for (xx=0; xx<lev_fieldx; xx++)
2958 if (Feld[xx][yy] == smashed)
2959 Feld[xx][yy] = activated_magic_wall;
2961 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2962 game.magic_wall_active = TRUE;
2964 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2965 SND_MAGIC_WALL_ACTIVATING :
2966 SND_BD_MAGIC_WALL_ACTIVATING));
2969 if (IS_PLAYER(x, y + 1))
2971 if (CAN_SMASH_PLAYER(element))
2973 KillHeroUnlessProtected(x, y + 1);
2977 else if (smashed == EL_PENGUIN)
2979 if (CAN_SMASH_PLAYER(element))
2985 else if (element == EL_BD_DIAMOND)
2987 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2993 else if ((element == EL_SP_INFOTRON ||
2994 element == EL_SP_ZONK) &&
2995 (smashed == EL_SP_SNIKSNAK ||
2996 smashed == EL_SP_ELECTRON ||
2997 smashed == EL_SP_DISK_ORANGE))
3003 else if (CAN_SMASH_ENEMIES(element) && IS_CLASSIC_ENEMY(smashed))
3009 else if (CAN_SMASH_EVERYTHING(element))
3011 if (IS_CLASSIC_ENEMY(smashed) ||
3012 CAN_EXPLODE_SMASHED(smashed))
3017 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
3019 if (smashed == EL_LAMP ||
3020 smashed == EL_LAMP_ACTIVE)
3025 else if (smashed == EL_NUT)
3027 Feld[x][y + 1] = EL_NUT_BREAKING;
3028 PlaySoundLevel(x, y, SND_NUT_BREAKING);
3029 RaiseScoreElement(EL_NUT);
3032 else if (smashed == EL_PEARL)
3034 Feld[x][y + 1] = EL_PEARL_BREAKING;
3035 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
3038 else if (smashed == EL_DIAMOND)
3040 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
3041 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
3044 else if (IS_BELT_SWITCH(smashed))
3046 ToggleBeltSwitch(x, y + 1);
3048 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
3049 smashed == EL_SWITCHGATE_SWITCH_DOWN)
3051 ToggleSwitchgateSwitch(x, y + 1);
3053 else if (smashed == EL_LIGHT_SWITCH ||
3054 smashed == EL_LIGHT_SWITCH_ACTIVE)
3056 ToggleLightSwitch(x, y + 1);
3060 CheckElementChange(x, y + 1, smashed, CE_SMASHED);
3065 CheckElementChange(x, y + 1, smashed, CE_SMASHED);
3070 /* play sound of magic wall / mill */
3072 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3073 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3075 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3076 PlaySoundLevel(x, y, SND_MAGIC_WALL_FILLING);
3077 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3078 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_FILLING);
3083 /* play sound of object that hits the ground */
3084 if (lastline || object_hit)
3085 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
3088 void TurnRound(int x, int y)
3100 { 0, 0 }, { 0, 0 }, { 0, 0 },
3105 int left, right, back;
3109 { MV_DOWN, MV_UP, MV_RIGHT },
3110 { MV_UP, MV_DOWN, MV_LEFT },
3112 { MV_LEFT, MV_RIGHT, MV_DOWN },
3116 { MV_RIGHT, MV_LEFT, MV_UP }
3119 int element = Feld[x][y];
3120 int old_move_dir = MovDir[x][y];
3121 int left_dir = turn[old_move_dir].left;
3122 int right_dir = turn[old_move_dir].right;
3123 int back_dir = turn[old_move_dir].back;
3125 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
3126 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
3127 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
3128 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
3130 int left_x = x + left_dx, left_y = y + left_dy;
3131 int right_x = x + right_dx, right_y = y + right_dy;
3132 int move_x = x + move_dx, move_y = y + move_dy;
3136 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
3138 TestIfBadThingTouchesOtherBadThing(x, y);
3140 if (ENEMY_CAN_ENTER_FIELD(right_x, right_y))
3141 MovDir[x][y] = right_dir;
3142 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
3143 MovDir[x][y] = left_dir;
3145 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
3147 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
3150 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
3151 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
3153 TestIfBadThingTouchesOtherBadThing(x, y);
3155 if (ENEMY_CAN_ENTER_FIELD(left_x, left_y))
3156 MovDir[x][y] = left_dir;
3157 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
3158 MovDir[x][y] = right_dir;
3160 if ((element == EL_SPACESHIP ||
3161 element == EL_SP_SNIKSNAK ||
3162 element == EL_SP_ELECTRON)
3163 && MovDir[x][y] != old_move_dir)
3165 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
3168 else if (element == EL_YAMYAM)
3170 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
3171 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
3173 if (can_turn_left && can_turn_right)
3174 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3175 else if (can_turn_left)
3176 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3177 else if (can_turn_right)
3178 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3180 MovDir[x][y] = back_dir;
3182 MovDelay[x][y] = 16 + 16 * RND(3);
3184 else if (element == EL_DARK_YAMYAM)
3186 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
3187 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
3189 if (can_turn_left && can_turn_right)
3190 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3191 else if (can_turn_left)
3192 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3193 else if (can_turn_right)
3194 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3196 MovDir[x][y] = back_dir;
3198 MovDelay[x][y] = 16 + 16 * RND(3);
3200 else if (element == EL_PACMAN)
3202 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(left_x, left_y);
3203 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(right_x, right_y);
3205 if (can_turn_left && can_turn_right)
3206 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3207 else if (can_turn_left)
3208 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3209 else if (can_turn_right)
3210 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3212 MovDir[x][y] = back_dir;
3214 MovDelay[x][y] = 6 + RND(40);
3216 else if (element == EL_PIG)
3218 boolean can_turn_left = PIG_CAN_ENTER_FIELD(left_x, left_y);
3219 boolean can_turn_right = PIG_CAN_ENTER_FIELD(right_x, right_y);
3220 boolean can_move_on = PIG_CAN_ENTER_FIELD(move_x, move_y);
3221 boolean should_turn_left, should_turn_right, should_move_on;
3223 int rnd = RND(rnd_value);
3225 should_turn_left = (can_turn_left &&
3227 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
3228 y + back_dy + left_dy)));
3229 should_turn_right = (can_turn_right &&
3231 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
3232 y + back_dy + right_dy)));
3233 should_move_on = (can_move_on &&
3236 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
3237 y + move_dy + left_dy) ||
3238 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
3239 y + move_dy + right_dy)));
3241 if (should_turn_left || should_turn_right || should_move_on)
3243 if (should_turn_left && should_turn_right && should_move_on)
3244 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
3245 rnd < 2 * rnd_value / 3 ? right_dir :
3247 else if (should_turn_left && should_turn_right)
3248 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3249 else if (should_turn_left && should_move_on)
3250 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
3251 else if (should_turn_right && should_move_on)
3252 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
3253 else if (should_turn_left)
3254 MovDir[x][y] = left_dir;
3255 else if (should_turn_right)
3256 MovDir[x][y] = right_dir;
3257 else if (should_move_on)
3258 MovDir[x][y] = old_move_dir;
3260 else if (can_move_on && rnd > rnd_value / 8)
3261 MovDir[x][y] = old_move_dir;
3262 else if (can_turn_left && can_turn_right)
3263 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3264 else if (can_turn_left && rnd > rnd_value / 8)
3265 MovDir[x][y] = left_dir;
3266 else if (can_turn_right && rnd > rnd_value/8)
3267 MovDir[x][y] = right_dir;
3269 MovDir[x][y] = back_dir;
3271 xx = x + move_xy[MovDir[x][y]].x;
3272 yy = y + move_xy[MovDir[x][y]].y;
3274 if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy]))
3275 MovDir[x][y] = old_move_dir;
3279 else if (element == EL_DRAGON)
3281 boolean can_turn_left = IN_LEV_FIELD_AND_IS_FREE(left_x, left_y);
3282 boolean can_turn_right = IN_LEV_FIELD_AND_IS_FREE(right_x, right_y);
3283 boolean can_move_on = IN_LEV_FIELD_AND_IS_FREE(move_x, move_y);
3285 int rnd = RND(rnd_value);
3287 if (can_move_on && rnd > rnd_value / 8)
3288 MovDir[x][y] = old_move_dir;
3289 else if (can_turn_left && can_turn_right)
3290 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3291 else if (can_turn_left && rnd > rnd_value / 8)
3292 MovDir[x][y] = left_dir;
3293 else if (can_turn_right && rnd > rnd_value / 8)
3294 MovDir[x][y] = right_dir;
3296 MovDir[x][y] = back_dir;
3298 xx = x + move_xy[MovDir[x][y]].x;
3299 yy = y + move_xy[MovDir[x][y]].y;
3301 if (!IS_FREE(xx, yy))
3302 MovDir[x][y] = old_move_dir;
3306 else if (element == EL_MOLE)
3308 boolean can_move_on =
3309 (MOLE_CAN_ENTER_FIELD(move_x, move_y,
3310 IS_AMOEBOID(Feld[move_x][move_y]) ||
3311 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
3314 boolean can_turn_left =
3315 (MOLE_CAN_ENTER_FIELD(left_x, left_y,
3316 IS_AMOEBOID(Feld[left_x][left_y])));
3318 boolean can_turn_right =
3319 (MOLE_CAN_ENTER_FIELD(right_x, right_y,
3320 IS_AMOEBOID(Feld[right_x][right_y])));
3322 if (can_turn_left && can_turn_right)
3323 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
3324 else if (can_turn_left)
3325 MovDir[x][y] = left_dir;
3327 MovDir[x][y] = right_dir;
3330 if (MovDir[x][y] != old_move_dir)
3333 else if (element == EL_BALLOON)
3335 MovDir[x][y] = game.balloon_dir;
3338 else if (element == EL_SPRING)
3340 if (MovDir[x][y] & MV_HORIZONTAL &&
3341 (!IN_LEV_FIELD_AND_IS_FREE(move_x, move_y) ||
3342 IN_LEV_FIELD_AND_IS_FREE(x, y + 1)))
3343 MovDir[x][y] = MV_NO_MOVING;
3347 else if (element == EL_ROBOT ||
3348 element == EL_SATELLITE ||
3349 element == EL_PENGUIN)
3351 int attr_x = -1, attr_y = -1;
3362 for (i=0; i<MAX_PLAYERS; i++)
3364 struct PlayerInfo *player = &stored_player[i];
3365 int jx = player->jx, jy = player->jy;
3367 if (!player->active)
3371 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
3379 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
3385 if (element == EL_PENGUIN)
3388 static int xy[4][2] =
3398 int ex = x + xy[i % 4][0];
3399 int ey = y + xy[i % 4][1];
3401 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
3410 MovDir[x][y] = MV_NO_MOVING;
3412 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
3413 else if (attr_x > x)
3414 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
3416 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
3417 else if (attr_y > y)
3418 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
3420 if (element == EL_ROBOT)
3424 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3425 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
3426 Moving2Blocked(x, y, &newx, &newy);
3428 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
3429 MovDelay[x][y] = 8 + 8 * !RND(3);
3431 MovDelay[x][y] = 16;
3433 else if (element == EL_PENGUIN)
3439 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3441 boolean first_horiz = RND(2);
3442 int new_move_dir = MovDir[x][y];
3445 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3446 Moving2Blocked(x, y, &newx, &newy);
3448 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
3452 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3453 Moving2Blocked(x, y, &newx, &newy);
3455 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
3458 MovDir[x][y] = old_move_dir;
3462 else /* (element == EL_SATELLITE) */
3468 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3470 boolean first_horiz = RND(2);
3471 int new_move_dir = MovDir[x][y];
3474 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3475 Moving2Blocked(x, y, &newx, &newy);
3477 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
3481 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3482 Moving2Blocked(x, y, &newx, &newy);
3484 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
3487 MovDir[x][y] = old_move_dir;
3492 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
3493 element_info[element].move_pattern == MV_TURNING_LEFT ||
3494 element_info[element].move_pattern == MV_TURNING_RIGHT)
3496 boolean can_turn_left = ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
3497 boolean can_turn_right = ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
3499 if (element_info[element].move_pattern == MV_TURNING_LEFT)
3500 MovDir[x][y] = left_dir;
3501 else if (element_info[element].move_pattern == MV_TURNING_RIGHT)
3502 MovDir[x][y] = right_dir;
3503 else if (can_turn_left && can_turn_right)
3504 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3505 else if (can_turn_left)
3506 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3507 else if (can_turn_right)
3508 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3510 MovDir[x][y] = back_dir;
3512 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3514 else if (element_info[element].move_pattern == MV_HORIZONTAL ||
3515 element_info[element].move_pattern == MV_VERTICAL)
3517 if (element_info[element].move_pattern & old_move_dir)
3518 MovDir[x][y] = back_dir;
3519 else if (element_info[element].move_pattern == MV_HORIZONTAL)
3520 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
3521 else if (element_info[element].move_pattern == MV_VERTICAL)
3522 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
3524 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3526 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
3528 MovDir[x][y] = element_info[element].move_pattern;
3529 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3531 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE)
3533 if (ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
3534 MovDir[x][y] = left_dir;
3535 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3536 MovDir[x][y] = right_dir;
3538 if (MovDir[x][y] != old_move_dir)
3539 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3541 else if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
3543 if (ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
3544 MovDir[x][y] = right_dir;
3545 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3546 MovDir[x][y] = left_dir;
3548 if (MovDir[x][y] != old_move_dir)
3549 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3551 else if (element_info[element].move_pattern == MV_TOWARDS_PLAYER ||
3552 element_info[element].move_pattern == MV_AWAY_FROM_PLAYER)
3554 int attr_x = -1, attr_y = -1;
3557 (element_info[element].move_pattern == MV_AWAY_FROM_PLAYER);
3568 for (i=0; i<MAX_PLAYERS; i++)
3570 struct PlayerInfo *player = &stored_player[i];
3571 int jx = player->jx, jy = player->jy;
3573 if (!player->active)
3577 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
3585 MovDir[x][y] = MV_NO_MOVING;
3587 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
3588 else if (attr_x > x)
3589 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
3591 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
3592 else if (attr_y > y)
3593 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
3595 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3597 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3599 boolean first_horiz = RND(2);
3600 int new_move_dir = MovDir[x][y];
3603 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3604 Moving2Blocked(x, y, &newx, &newy);
3606 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
3610 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3611 Moving2Blocked(x, y, &newx, &newy);
3613 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
3616 MovDir[x][y] = old_move_dir;
3621 static boolean JustBeingPushed(int x, int y)
3625 for (i=0; i<MAX_PLAYERS; i++)
3627 struct PlayerInfo *player = &stored_player[i];
3629 if (player->active && player->Pushing && player->MovPos)
3631 int next_jx = player->jx + (player->jx - player->last_jx);
3632 int next_jy = player->jy + (player->jy - player->last_jy);
3634 if (x == next_jx && y == next_jy)
3642 void StartMoving(int x, int y)
3644 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
3645 boolean started_moving = FALSE; /* some elements can fall _and_ move */
3646 int element = Feld[x][y];
3651 /* !!! this should be handled more generic (not only for mole) !!! */
3652 if (element != EL_MOLE && GfxAction[x][y] != ACTION_DIGGING)
3653 GfxAction[x][y] = ACTION_DEFAULT;
3655 if (CAN_FALL(element) && y < lev_fieldy - 1)
3657 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
3658 (x < lev_fieldx-1 && IS_PLAYER(x + 1, y)))
3659 if (JustBeingPushed(x, y))
3662 if (element == EL_QUICKSAND_FULL)
3664 if (IS_FREE(x, y + 1))
3666 InitMovingField(x, y, MV_DOWN);
3667 started_moving = TRUE;
3669 Feld[x][y] = EL_QUICKSAND_EMPTYING;
3670 Store[x][y] = EL_ROCK;
3672 PlaySoundLevelAction(x, y, ACTION_EMPTYING);
3674 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
3677 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3679 if (!MovDelay[x][y])
3680 MovDelay[x][y] = TILEY + 1;
3689 Feld[x][y] = EL_QUICKSAND_EMPTY;
3690 Feld[x][y + 1] = EL_QUICKSAND_FULL;
3691 Store[x][y + 1] = Store[x][y];
3694 PlaySoundLevelAction(x, y, ACTION_FILLING);
3696 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3700 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
3701 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3703 InitMovingField(x, y, MV_DOWN);
3704 started_moving = TRUE;
3706 Feld[x][y] = EL_QUICKSAND_FILLING;
3707 Store[x][y] = element;
3709 PlaySoundLevelAction(x, y, ACTION_FILLING);
3711 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3714 else if (element == EL_MAGIC_WALL_FULL)
3716 if (IS_FREE(x, y + 1))
3718 InitMovingField(x, y, MV_DOWN);
3719 started_moving = TRUE;
3721 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
3722 Store[x][y] = EL_CHANGED(Store[x][y]);
3724 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3726 if (!MovDelay[x][y])
3727 MovDelay[x][y] = TILEY/4 + 1;
3736 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
3737 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
3738 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
3742 else if (element == EL_BD_MAGIC_WALL_FULL)
3744 if (IS_FREE(x, y + 1))
3746 InitMovingField(x, y, MV_DOWN);
3747 started_moving = TRUE;
3749 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
3750 Store[x][y] = EL_CHANGED2(Store[x][y]);
3752 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3754 if (!MovDelay[x][y])
3755 MovDelay[x][y] = TILEY/4 + 1;
3764 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
3765 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
3766 Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
3770 else if (CAN_PASS_MAGIC_WALL(element) &&
3771 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3772 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3774 InitMovingField(x, y, MV_DOWN);
3775 started_moving = TRUE;
3778 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
3779 EL_BD_MAGIC_WALL_FILLING);
3780 Store[x][y] = element;
3783 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID)
3785 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
3790 InitMovingField(x, y, MV_DOWN);
3791 started_moving = TRUE;
3793 Store[x][y] = EL_ACID;
3795 /* !!! TEST !!! better use "_FALLING" etc. !!! */
3796 GfxAction[x][y + 1] = ACTION_ACTIVE;
3801 else if (game.engine_version < RELEASE_IDENT(2,2,0,7) &&
3802 CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3803 JustStopped[x][y] && !Pushed[x][y + 1])
3805 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3809 /* calling "Impact()" here is not only completely unneccessary
3810 (because it already gets called from "ContinueMoving()" in
3811 all relevant situations), but also completely bullshit, because
3812 "JustStopped" also indicates a finished *horizontal* movement;
3813 we must keep this trash for backwards compatibility with older
3819 else if (IS_FREE(x, y + 1) && element == EL_SPRING && use_spring_bug)
3821 if (MovDir[x][y] == MV_NO_MOVING)
3823 InitMovingField(x, y, MV_DOWN);
3824 started_moving = TRUE;
3827 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
3829 if (JustStopped[x][y]) /* prevent animation from being restarted */
3830 MovDir[x][y] = MV_DOWN;
3832 InitMovingField(x, y, MV_DOWN);
3833 started_moving = TRUE;
3835 else if (element == EL_AMOEBA_DROP)
3837 Feld[x][y] = EL_AMOEBA_GROWING;
3838 Store[x][y] = EL_AMOEBA_WET;
3840 /* Store[x][y + 1] must be zero, because:
3841 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY
3844 #if OLD_GAME_BEHAVIOUR
3845 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1])
3847 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] &&
3848 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3849 element != EL_DX_SUPABOMB)
3852 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
3853 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
3854 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3855 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
3858 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
3859 (IS_FREE(x - 1, y + 1) ||
3860 Feld[x - 1][y + 1] == EL_ACID));
3861 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
3862 (IS_FREE(x + 1, y + 1) ||
3863 Feld[x + 1][y + 1] == EL_ACID));
3864 boolean can_fall_any = (can_fall_left || can_fall_right);
3865 boolean can_fall_both = (can_fall_left && can_fall_right);
3867 if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
3869 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
3871 if (slippery_type == SLIPPERY_ONLY_LEFT)
3872 can_fall_right = FALSE;
3873 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
3874 can_fall_left = FALSE;
3875 else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
3876 can_fall_right = FALSE;
3877 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
3878 can_fall_left = FALSE;
3880 can_fall_any = (can_fall_left || can_fall_right);
3881 can_fall_both = (can_fall_left && can_fall_right);
3886 if (can_fall_both &&
3887 (game.emulation != EMU_BOULDERDASH &&
3888 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
3889 can_fall_left = !(can_fall_right = RND(2));
3891 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
3892 started_moving = TRUE;
3895 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
3897 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
3898 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
3899 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
3900 int belt_dir = game.belt_dir[belt_nr];
3902 if ((belt_dir == MV_LEFT && left_is_free) ||
3903 (belt_dir == MV_RIGHT && right_is_free))
3905 InitMovingField(x, y, belt_dir);
3906 started_moving = TRUE;
3908 GfxAction[x][y] = ACTION_DEFAULT;
3913 /* not "else if" because of elements that can fall and move (EL_SPRING) */
3914 if (CAN_MOVE(element) && !started_moving)
3918 if ((element == EL_SATELLITE ||
3919 element == EL_BALLOON ||
3920 element == EL_SPRING)
3921 && JustBeingPushed(x, y))
3926 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
3927 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
3929 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
3931 Moving2Blocked(x, y, &newx, &newy);
3932 if (Feld[newx][newy] == EL_BLOCKED)
3933 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
3938 if (!MovDelay[x][y]) /* start new movement phase */
3940 /* all objects that can change their move direction after each step
3941 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
3943 if (element != EL_YAMYAM &&
3944 element != EL_DARK_YAMYAM &&
3945 element != EL_PACMAN &&
3946 !(element_info[element].move_pattern & MV_ANY_DIRECTION) &&
3947 element_info[element].move_pattern != MV_TURNING_LEFT &&
3948 element_info[element].move_pattern != MV_TURNING_RIGHT)
3952 if (MovDelay[x][y] && (element == EL_BUG ||
3953 element == EL_SPACESHIP ||
3954 element == EL_SP_SNIKSNAK ||
3955 element == EL_SP_ELECTRON ||
3956 element == EL_MOLE))
3957 DrawLevelField(x, y);
3961 if (MovDelay[x][y]) /* wait some time before next movement */
3966 if (element == EL_YAMYAM)
3969 el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT));
3970 DrawLevelElementAnimation(x, y, element);
3974 if (MovDelay[x][y]) /* element still has to wait some time */
3977 /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
3978 ResetGfxAnimation(x, y);
3980 GfxAction[x][y] = ACTION_WAITING;
3983 if (element == EL_ROBOT ||
3985 element == EL_PACMAN ||
3987 element == EL_YAMYAM ||
3988 element == EL_DARK_YAMYAM)
3991 DrawLevelElementAnimation(x, y, element);
3993 DrawLevelElementAnimationIfNeeded(x, y, element);
3995 PlaySoundLevelAction(x, y, ACTION_WAITING);
3997 else if (element == EL_SP_ELECTRON)
3998 DrawLevelElementAnimationIfNeeded(x, y, element);
3999 else if (element == EL_DRAGON)
4002 int dir = MovDir[x][y];
4003 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
4004 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
4005 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
4006 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
4007 dir == MV_UP ? IMG_FLAMES_1_UP :
4008 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
4009 int frame = getGraphicAnimationFrame(graphic, -1);
4011 for (i=1; i<=3; i++)
4013 int xx = x + i*dx, yy = y + i*dy;
4014 int sx = SCREENX(xx), sy = SCREENY(yy);
4015 int flame_graphic = graphic + (i - 1);
4017 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
4022 int flamed = MovingOrBlocked2Element(xx, yy);
4024 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_FIRE(flamed))
4027 RemoveMovingField(xx, yy);
4029 Feld[xx][yy] = EL_FLAMES;
4030 if (IN_SCR_FIELD(sx, sy))
4031 DrawGraphic(sx, sy, flame_graphic, frame);
4035 if (Feld[xx][yy] == EL_FLAMES)
4036 Feld[xx][yy] = EL_EMPTY;
4037 DrawLevelField(xx, yy);
4042 if (MovDelay[x][y]) /* element still has to wait some time */
4044 PlaySoundLevelAction(x, y, ACTION_WAITING);
4049 /* special case of "moving" animation of waiting elements (FIX THIS !!!);
4050 for all other elements GfxAction will be set by InitMovingField() */
4051 if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
4052 GfxAction[x][y] = ACTION_MOVING;
4055 /* now make next step */
4057 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
4059 if (DONT_COLLIDE_WITH(element) &&
4060 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
4061 !PLAYER_PROTECTED(newx, newy))
4064 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
4067 /* player killed by element which is deadly when colliding with */
4069 KillHero(PLAYERINFO(newx, newy));
4074 else if ((element == EL_PENGUIN ||
4075 element == EL_ROBOT ||
4076 element == EL_SATELLITE ||
4077 element == EL_BALLOON ||
4078 IS_CUSTOM_ELEMENT(element)) &&
4079 IN_LEV_FIELD(newx, newy) &&
4080 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
4083 Store[x][y] = EL_ACID;
4085 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
4087 if (Feld[newx][newy] == EL_EXIT_OPEN)
4089 Feld[x][y] = EL_EMPTY;
4090 DrawLevelField(x, y);
4092 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING);
4093 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
4094 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
4096 local_player->friends_still_needed--;
4097 if (!local_player->friends_still_needed &&
4098 !local_player->GameOver && AllPlayersGone)
4099 local_player->LevelSolved = local_player->GameOver = TRUE;
4103 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
4105 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
4106 DrawLevelField(newx, newy);
4108 MovDir[x][y] = MV_NO_MOVING;
4110 else if (!IS_FREE(newx, newy))
4112 GfxAction[x][y] = ACTION_WAITING;
4114 if (IS_PLAYER(x, y))
4115 DrawPlayerField(x, y);
4117 DrawLevelField(x, y);
4121 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
4123 if (IS_FOOD_PIG(Feld[newx][newy]))
4125 if (IS_MOVING(newx, newy))
4126 RemoveMovingField(newx, newy);
4129 Feld[newx][newy] = EL_EMPTY;
4130 DrawLevelField(newx, newy);
4133 PlaySoundLevel(x, y, SND_PIG_DIGGING);
4135 else if (!IS_FREE(newx, newy))
4137 if (IS_PLAYER(x, y))
4138 DrawPlayerField(x, y);
4140 DrawLevelField(x, y);
4144 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
4146 if (!IS_FREE(newx, newy))
4148 if (IS_PLAYER(x, y))
4149 DrawPlayerField(x, y);
4151 DrawLevelField(x, y);
4156 boolean wanna_flame = !RND(10);
4157 int dx = newx - x, dy = newy - y;
4158 int newx1 = newx+1*dx, newy1 = newy+1*dy;
4159 int newx2 = newx+2*dx, newy2 = newy+2*dy;
4160 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
4161 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
4162 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
4163 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
4166 IS_CLASSIC_ENEMY(element1) ||
4167 IS_CLASSIC_ENEMY(element2)) &&
4168 element1 != EL_DRAGON && element2 != EL_DRAGON &&
4169 element1 != EL_FLAMES && element2 != EL_FLAMES)
4171 if (IS_PLAYER(x, y))
4172 DrawPlayerField(x, y);
4174 DrawLevelField(x, y);
4176 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
4178 MovDelay[x][y] = 50;
4179 Feld[newx][newy] = EL_FLAMES;
4180 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
4181 Feld[newx1][newy1] = EL_FLAMES;
4182 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
4183 Feld[newx2][newy2] = EL_FLAMES;
4188 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
4189 Feld[newx][newy] == EL_DIAMOND)
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_YAMYAM_DIGGING);
4201 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
4202 IS_FOOD_DARK_YAMYAM(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 (IS_MOVING(newx, newy))
4213 RemoveMovingField(newx, newy);
4216 Feld[newx][newy] = EL_EMPTY;
4217 DrawLevelField(newx, newy);
4220 PlaySoundLevel(x, y, SND_DARK_YAMYAM_DIGGING);
4222 else if ((element == EL_PACMAN || element == EL_MOLE)
4223 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
4225 if (AmoebaNr[newx][newy])
4227 AmoebaCnt2[AmoebaNr[newx][newy]]--;
4228 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
4229 Feld[newx][newy] == EL_BD_AMOEBA)
4230 AmoebaCnt[AmoebaNr[newx][newy]]--;
4233 if (element == EL_MOLE)
4235 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
4236 PlaySoundLevel(x, y, SND_MOLE_DIGGING);
4238 ResetGfxAnimation(x, y);
4239 GfxAction[x][y] = ACTION_DIGGING;
4240 DrawLevelField(x, y);
4242 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
4243 return; /* wait for shrinking amoeba */
4245 else /* element == EL_PACMAN */
4247 Feld[newx][newy] = EL_EMPTY;
4248 DrawLevelField(newx, newy);
4249 PlaySoundLevel(x, y, SND_PACMAN_DIGGING);
4252 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
4253 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
4254 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
4256 /* wait for shrinking amoeba to completely disappear */
4259 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
4261 /* object was running against a wall */
4266 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
4267 DrawLevelElementAnimation(x, y, element);
4269 if (element == EL_BUG ||
4270 element == EL_SPACESHIP ||
4271 element == EL_SP_SNIKSNAK)
4272 DrawLevelField(x, y);
4273 else if (element == EL_MOLE)
4274 DrawLevelField(x, y);
4275 else if (element == EL_BD_BUTTERFLY ||
4276 element == EL_BD_FIREFLY)
4277 DrawLevelElementAnimationIfNeeded(x, y, element);
4278 else if (element == EL_SATELLITE)
4279 DrawLevelElementAnimationIfNeeded(x, y, element);
4280 else if (element == EL_SP_ELECTRON)
4281 DrawLevelElementAnimationIfNeeded(x, y, element);
4284 if (DONT_TOUCH(element))
4285 TestIfBadThingTouchesHero(x, y);
4288 PlaySoundLevelAction(x, y, ACTION_WAITING);
4294 InitMovingField(x, y, MovDir[x][y]);
4296 PlaySoundLevelAction(x, y, ACTION_MOVING);
4300 ContinueMoving(x, y);
4303 void ContinueMoving(int x, int y)
4305 int element = Feld[x][y];
4306 int direction = MovDir[x][y];
4307 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4308 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4309 int newx = x + dx, newy = y + dy;
4310 int nextx = newx + dx, nexty = newy + dy;
4311 boolean pushed = Pushed[x][y];
4313 MovPos[x][y] += getElementMoveStepsize(x, y);
4315 if (pushed) /* special case: moving object pushed by player */
4316 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
4318 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
4320 Feld[x][y] = EL_EMPTY;
4321 Feld[newx][newy] = element;
4322 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
4324 if (element == EL_MOLE)
4326 Feld[x][y] = EL_SAND;
4328 DrawLevelFieldCrumbledSandNeighbours(x, y);
4330 else if (element == EL_QUICKSAND_FILLING)
4332 element = Feld[newx][newy] = get_next_element(element);
4333 Store[newx][newy] = Store[x][y];
4335 else if (element == EL_QUICKSAND_EMPTYING)
4337 Feld[x][y] = get_next_element(element);
4338 element = Feld[newx][newy] = Store[x][y];
4340 else if (element == EL_MAGIC_WALL_FILLING)
4342 element = Feld[newx][newy] = get_next_element(element);
4343 if (!game.magic_wall_active)
4344 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
4345 Store[newx][newy] = Store[x][y];
4347 else if (element == EL_MAGIC_WALL_EMPTYING)
4349 Feld[x][y] = get_next_element(element);
4350 if (!game.magic_wall_active)
4351 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4352 element = Feld[newx][newy] = Store[x][y];
4354 else if (element == EL_BD_MAGIC_WALL_FILLING)
4356 element = Feld[newx][newy] = get_next_element(element);
4357 if (!game.magic_wall_active)
4358 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
4359 Store[newx][newy] = Store[x][y];
4361 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
4363 Feld[x][y] = get_next_element(element);
4364 if (!game.magic_wall_active)
4365 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
4366 element = Feld[newx][newy] = Store[x][y];
4368 else if (element == EL_AMOEBA_DROPPING)
4370 Feld[x][y] = get_next_element(element);
4371 element = Feld[newx][newy] = Store[x][y];
4373 else if (element == EL_SOKOBAN_OBJECT)
4376 Feld[x][y] = Back[x][y];
4378 if (Back[newx][newy])
4379 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
4381 Back[x][y] = Back[newx][newy] = 0;
4383 else if (Store[x][y] == EL_ACID)
4385 element = Feld[newx][newy] = EL_ACID;
4389 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
4390 MovDelay[newx][newy] = 0;
4392 /* copy element change control values to new field */
4393 ChangeDelay[newx][newy] = ChangeDelay[x][y];
4395 /* copy animation control values to new field */
4396 GfxFrame[newx][newy] = GfxFrame[x][y];
4397 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
4398 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
4400 Pushed[x][y] = Pushed[newx][newy] = FALSE;
4402 ResetGfxAnimation(x, y); /* reset animation values for old field */
4405 /* 2.1.1 (does not work correctly for spring) */
4406 if (!CAN_MOVE(element))
4407 MovDir[newx][newy] = 0;
4411 /* (does not work for falling objects that slide horizontally) */
4412 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
4413 MovDir[newx][newy] = 0;
4416 if (!CAN_MOVE(element) ||
4417 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
4418 MovDir[newx][newy] = 0;
4421 if (!CAN_MOVE(element) ||
4422 (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN))
4423 MovDir[newx][newy] = 0;
4427 DrawLevelField(x, y);
4428 DrawLevelField(newx, newy);
4430 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
4432 if (!pushed) /* special case: moving object pushed by player */
4433 JustStopped[newx][newy] = 3;
4435 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
4437 TestIfBadThingTouchesHero(newx, newy);
4438 TestIfBadThingTouchesFriend(newx, newy);
4439 TestIfBadThingTouchesOtherBadThing(newx, newy);
4441 else if (element == EL_PENGUIN)
4442 TestIfFriendTouchesBadThing(newx, newy);
4444 if (CAN_FALL(element) && direction == MV_DOWN &&
4445 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
4448 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
4449 CheckElementChange(newx, newy, element, CE_COLLISION);
4451 TestIfPlayerTouchesCustomElement(newx, newy);
4452 TestIfElementTouchesCustomElement(newx, newy);
4454 else /* still moving on */
4456 DrawLevelField(x, y);
4460 int AmoebeNachbarNr(int ax, int ay)
4463 int element = Feld[ax][ay];
4465 static int xy[4][2] =
4475 int x = ax + xy[i][0];
4476 int y = ay + xy[i][1];
4478 if (!IN_LEV_FIELD(x, y))
4481 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
4482 group_nr = AmoebaNr[x][y];
4488 void AmoebenVereinigen(int ax, int ay)
4490 int i, x, y, xx, yy;
4491 int new_group_nr = AmoebaNr[ax][ay];
4492 static int xy[4][2] =
4500 if (new_group_nr == 0)
4508 if (!IN_LEV_FIELD(x, y))
4511 if ((Feld[x][y] == EL_AMOEBA_FULL ||
4512 Feld[x][y] == EL_BD_AMOEBA ||
4513 Feld[x][y] == EL_AMOEBA_DEAD) &&
4514 AmoebaNr[x][y] != new_group_nr)
4516 int old_group_nr = AmoebaNr[x][y];
4518 if (old_group_nr == 0)
4521 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
4522 AmoebaCnt[old_group_nr] = 0;
4523 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
4524 AmoebaCnt2[old_group_nr] = 0;
4526 for (yy=0; yy<lev_fieldy; yy++)
4528 for (xx=0; xx<lev_fieldx; xx++)
4530 if (AmoebaNr[xx][yy] == old_group_nr)
4531 AmoebaNr[xx][yy] = new_group_nr;
4538 void AmoebeUmwandeln(int ax, int ay)
4542 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
4544 int group_nr = AmoebaNr[ax][ay];
4549 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
4550 printf("AmoebeUmwandeln(): This should never happen!\n");
4555 for (y=0; y<lev_fieldy; y++)
4557 for (x=0; x<lev_fieldx; x++)
4559 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
4562 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
4566 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
4567 SND_AMOEBA_TURNING_TO_GEM :
4568 SND_AMOEBA_TURNING_TO_ROCK));
4573 static int xy[4][2] =
4586 if (!IN_LEV_FIELD(x, y))
4589 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
4591 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
4592 SND_AMOEBA_TURNING_TO_GEM :
4593 SND_AMOEBA_TURNING_TO_ROCK));
4600 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
4603 int group_nr = AmoebaNr[ax][ay];
4604 boolean done = FALSE;
4609 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
4610 printf("AmoebeUmwandelnBD(): This should never happen!\n");
4615 for (y=0; y<lev_fieldy; y++)
4617 for (x=0; x<lev_fieldx; x++)
4619 if (AmoebaNr[x][y] == group_nr &&
4620 (Feld[x][y] == EL_AMOEBA_DEAD ||
4621 Feld[x][y] == EL_BD_AMOEBA ||
4622 Feld[x][y] == EL_AMOEBA_GROWING))
4625 Feld[x][y] = new_element;
4626 InitField(x, y, FALSE);
4627 DrawLevelField(x, y);
4634 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
4635 SND_BD_AMOEBA_TURNING_TO_ROCK :
4636 SND_BD_AMOEBA_TURNING_TO_GEM));
4639 void AmoebeWaechst(int x, int y)
4641 static unsigned long sound_delay = 0;
4642 static unsigned long sound_delay_value = 0;
4644 if (!MovDelay[x][y]) /* start new growing cycle */
4648 if (DelayReached(&sound_delay, sound_delay_value))
4651 PlaySoundLevelElementAction(x, y, Store[x][y], ACTION_GROWING);
4653 if (Store[x][y] == EL_BD_AMOEBA)
4654 PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
4656 PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
4658 sound_delay_value = 30;
4662 if (MovDelay[x][y]) /* wait some time before growing bigger */
4665 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4667 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
4668 6 - MovDelay[x][y]);
4670 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
4673 if (!MovDelay[x][y])
4675 Feld[x][y] = Store[x][y];
4677 DrawLevelField(x, y);
4682 void AmoebaDisappearing(int x, int y)
4684 static unsigned long sound_delay = 0;
4685 static unsigned long sound_delay_value = 0;
4687 if (!MovDelay[x][y]) /* start new shrinking cycle */
4691 if (DelayReached(&sound_delay, sound_delay_value))
4692 sound_delay_value = 30;
4695 if (MovDelay[x][y]) /* wait some time before shrinking */
4698 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4700 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
4701 6 - MovDelay[x][y]);
4703 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
4706 if (!MovDelay[x][y])
4708 Feld[x][y] = EL_EMPTY;
4709 DrawLevelField(x, y);
4711 /* don't let mole enter this field in this cycle;
4712 (give priority to objects falling to this field from above) */
4718 void AmoebeAbleger(int ax, int ay)
4721 int element = Feld[ax][ay];
4722 int graphic = el2img(element);
4723 int newax = ax, neway = ay;
4724 static int xy[4][2] =
4732 if (!level.amoeba_speed)
4734 Feld[ax][ay] = EL_AMOEBA_DEAD;
4735 DrawLevelField(ax, ay);
4739 if (IS_ANIMATED(graphic))
4740 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4742 if (!MovDelay[ax][ay]) /* start making new amoeba field */
4743 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
4745 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
4748 if (MovDelay[ax][ay])
4752 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
4755 int x = ax + xy[start][0];
4756 int y = ay + xy[start][1];
4758 if (!IN_LEV_FIELD(x, y))
4761 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
4762 if (IS_FREE(x, y) ||
4763 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4769 if (newax == ax && neway == ay)
4772 else /* normal or "filled" (BD style) amoeba */
4775 boolean waiting_for_player = FALSE;
4779 int j = (start + i) % 4;
4780 int x = ax + xy[j][0];
4781 int y = ay + xy[j][1];
4783 if (!IN_LEV_FIELD(x, y))
4786 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
4787 if (IS_FREE(x, y) ||
4788 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4794 else if (IS_PLAYER(x, y))
4795 waiting_for_player = TRUE;
4798 if (newax == ax && neway == ay) /* amoeba cannot grow */
4800 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
4802 Feld[ax][ay] = EL_AMOEBA_DEAD;
4803 DrawLevelField(ax, ay);
4804 AmoebaCnt[AmoebaNr[ax][ay]]--;
4806 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
4808 if (element == EL_AMOEBA_FULL)
4809 AmoebeUmwandeln(ax, ay);
4810 else if (element == EL_BD_AMOEBA)
4811 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
4816 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
4818 /* amoeba gets larger by growing in some direction */
4820 int new_group_nr = AmoebaNr[ax][ay];
4823 if (new_group_nr == 0)
4825 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
4826 printf("AmoebeAbleger(): This should never happen!\n");
4831 AmoebaNr[newax][neway] = new_group_nr;
4832 AmoebaCnt[new_group_nr]++;
4833 AmoebaCnt2[new_group_nr]++;
4835 /* if amoeba touches other amoeba(s) after growing, unify them */
4836 AmoebenVereinigen(newax, neway);
4838 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
4840 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
4846 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
4847 (neway == lev_fieldy - 1 && newax != ax))
4849 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
4850 Store[newax][neway] = element;
4852 else if (neway == ay)
4854 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
4856 PlaySoundLevelAction(newax, neway, ACTION_GROWING);
4858 PlaySoundLevel(newax, neway, SND_AMOEBA_GROWING);
4863 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
4864 Feld[ax][ay] = EL_AMOEBA_DROPPING;
4865 Store[ax][ay] = EL_AMOEBA_DROP;
4866 ContinueMoving(ax, ay);
4870 DrawLevelField(newax, neway);
4873 void Life(int ax, int ay)
4876 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
4878 int element = Feld[ax][ay];
4879 int graphic = el2img(element);
4880 boolean changed = FALSE;
4882 if (IS_ANIMATED(graphic))
4883 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4888 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
4889 MovDelay[ax][ay] = life_time;
4891 if (MovDelay[ax][ay]) /* wait some time before next cycle */
4894 if (MovDelay[ax][ay])
4898 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
4900 int xx = ax+x1, yy = ay+y1;
4903 if (!IN_LEV_FIELD(xx, yy))
4906 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
4908 int x = xx+x2, y = yy+y2;
4910 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
4913 if (((Feld[x][y] == element ||
4914 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
4916 (IS_FREE(x, y) && Stop[x][y]))
4920 if (xx == ax && yy == ay) /* field in the middle */
4922 if (nachbarn < life[0] || nachbarn > life[1])
4924 Feld[xx][yy] = EL_EMPTY;
4926 DrawLevelField(xx, yy);
4927 Stop[xx][yy] = TRUE;
4931 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
4932 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
4933 { /* free border field */
4934 if (nachbarn >= life[2] && nachbarn <= life[3])
4936 Feld[xx][yy] = element;
4937 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
4939 DrawLevelField(xx, yy);
4940 Stop[xx][yy] = TRUE;
4947 PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
4948 SND_GAME_OF_LIFE_GROWING);
4951 static void InitRobotWheel(int x, int y)
4953 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4956 static void RunRobotWheel(int x, int y)
4958 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
4961 static void StopRobotWheel(int x, int y)
4963 if (ZX == x && ZY == y)
4967 static void InitTimegateWheel(int x, int y)
4969 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4972 static void RunTimegateWheel(int x, int y)
4974 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
4977 void CheckExit(int x, int y)
4979 if (local_player->gems_still_needed > 0 ||
4980 local_player->sokobanfields_still_needed > 0 ||
4981 local_player->lights_still_needed > 0)
4983 int element = Feld[x][y];
4984 int graphic = el2img(element);
4986 if (IS_ANIMATED(graphic))
4987 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4992 Feld[x][y] = EL_EXIT_OPENING;
4994 PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING);
4997 void CheckExitSP(int x, int y)
4999 if (local_player->gems_still_needed > 0)
5001 int element = Feld[x][y];
5002 int graphic = el2img(element);
5004 if (IS_ANIMATED(graphic))
5005 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5010 Feld[x][y] = EL_SP_EXIT_OPEN;
5012 PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
5015 static void CloseAllOpenTimegates()
5019 for (y=0; y<lev_fieldy; y++)
5021 for (x=0; x<lev_fieldx; x++)
5023 int element = Feld[x][y];
5025 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
5027 Feld[x][y] = EL_TIMEGATE_CLOSING;
5029 PlaySoundLevelAction(x, y, ACTION_CLOSING);
5031 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
5038 void EdelsteinFunkeln(int x, int y)
5040 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
5043 if (Feld[x][y] == EL_BD_DIAMOND)
5046 if (MovDelay[x][y] == 0) /* next animation frame */
5047 MovDelay[x][y] = 11 * !SimpleRND(500);
5049 if (MovDelay[x][y] != 0) /* wait some time before next frame */
5053 if (setup.direct_draw && MovDelay[x][y])
5054 SetDrawtoField(DRAW_BUFFERED);
5056 DrawLevelElementAnimation(x, y, Feld[x][y]);
5058 if (MovDelay[x][y] != 0)
5060 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
5061 10 - MovDelay[x][y]);
5063 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
5065 if (setup.direct_draw)
5069 dest_x = FX + SCREENX(x) * TILEX;
5070 dest_y = FY + SCREENY(y) * TILEY;
5072 BlitBitmap(drawto_field, window,
5073 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
5074 SetDrawtoField(DRAW_DIRECT);
5080 void MauerWaechst(int x, int y)
5084 if (!MovDelay[x][y]) /* next animation frame */
5085 MovDelay[x][y] = 3 * delay;
5087 if (MovDelay[x][y]) /* wait some time before next frame */
5091 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5093 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
5094 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
5096 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5099 if (!MovDelay[x][y])
5101 if (MovDir[x][y] == MV_LEFT)
5103 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
5104 DrawLevelField(x - 1, y);
5106 else if (MovDir[x][y] == MV_RIGHT)
5108 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
5109 DrawLevelField(x + 1, y);
5111 else if (MovDir[x][y] == MV_UP)
5113 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
5114 DrawLevelField(x, y - 1);
5118 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
5119 DrawLevelField(x, y + 1);
5122 Feld[x][y] = Store[x][y];
5124 MovDir[x][y] = MV_NO_MOVING;
5125 DrawLevelField(x, y);
5130 void MauerAbleger(int ax, int ay)
5132 int element = Feld[ax][ay];
5133 int graphic = el2img(element);
5134 boolean oben_frei = FALSE, unten_frei = FALSE;
5135 boolean links_frei = FALSE, rechts_frei = FALSE;
5136 boolean oben_massiv = FALSE, unten_massiv = FALSE;
5137 boolean links_massiv = FALSE, rechts_massiv = FALSE;
5138 boolean new_wall = FALSE;
5140 if (IS_ANIMATED(graphic))
5141 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
5143 if (!MovDelay[ax][ay]) /* start building new wall */
5144 MovDelay[ax][ay] = 6;
5146 if (MovDelay[ax][ay]) /* wait some time before building new wall */
5149 if (MovDelay[ax][ay])
5153 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
5155 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
5157 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
5159 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
5162 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
5163 element == EL_EXPANDABLE_WALL_ANY)
5167 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
5168 Store[ax][ay-1] = element;
5169 MovDir[ax][ay-1] = MV_UP;
5170 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
5171 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
5172 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
5177 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
5178 Store[ax][ay+1] = element;
5179 MovDir[ax][ay+1] = MV_DOWN;
5180 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
5181 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
5182 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
5187 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5188 element == EL_EXPANDABLE_WALL_ANY ||
5189 element == EL_EXPANDABLE_WALL)
5193 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
5194 Store[ax-1][ay] = element;
5195 MovDir[ax-1][ay] = MV_LEFT;
5196 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
5197 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
5198 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
5204 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
5205 Store[ax+1][ay] = element;
5206 MovDir[ax+1][ay] = MV_RIGHT;
5207 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
5208 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
5209 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
5214 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
5215 DrawLevelField(ax, ay);
5217 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
5219 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
5220 unten_massiv = TRUE;
5221 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
5222 links_massiv = TRUE;
5223 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
5224 rechts_massiv = TRUE;
5226 if (((oben_massiv && unten_massiv) ||
5227 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5228 element == EL_EXPANDABLE_WALL) &&
5229 ((links_massiv && rechts_massiv) ||
5230 element == EL_EXPANDABLE_WALL_VERTICAL))
5231 Feld[ax][ay] = EL_WALL;
5235 PlaySoundLevelAction(ax, ay, ACTION_GROWING);
5237 PlaySoundLevel(ax, ay, SND_EXPANDABLE_WALL_GROWING);
5241 void CheckForDragon(int x, int y)
5244 boolean dragon_found = FALSE;
5245 static int xy[4][2] =
5257 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
5259 if (IN_LEV_FIELD(xx, yy) &&
5260 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
5262 if (Feld[xx][yy] == EL_DRAGON)
5263 dragon_found = TRUE;
5276 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
5278 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
5280 Feld[xx][yy] = EL_EMPTY;
5281 DrawLevelField(xx, yy);
5290 static void InitBuggyBase(int x, int y)
5292 int element = Feld[x][y];
5293 int activating_delay = FRAMES_PER_SECOND / 4;
5296 (element == EL_SP_BUGGY_BASE ?
5297 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
5298 element == EL_SP_BUGGY_BASE_ACTIVATING ?
5300 element == EL_SP_BUGGY_BASE_ACTIVE ?
5301 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
5304 static void WarnBuggyBase(int x, int y)
5307 static int xy[4][2] =
5317 int xx = x + xy[i][0], yy = y + xy[i][1];
5319 if (IS_PLAYER(xx, yy))
5321 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
5328 static void InitTrap(int x, int y)
5330 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
5333 static void ActivateTrap(int x, int y)
5335 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
5338 static void ChangeActiveTrap(int x, int y)
5340 int graphic = IMG_TRAP_ACTIVE;
5342 /* if new animation frame was drawn, correct crumbled sand border */
5343 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
5344 DrawLevelFieldCrumbledSand(x, y);
5347 static void ChangeElementNowExt(int x, int y, int target_element)
5349 /* check if element under player changes from accessible to unaccessible
5350 (needed for special case of dropping element which then changes) */
5351 if (IS_PLAYER(x, y) && !PLAYER_PROTECTED(x, y) &&
5352 IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(target_element))
5359 Feld[x][y] = target_element;
5361 Changed[x][y] = TRUE; /* no more changes in this frame */
5363 ResetGfxAnimation(x, y);
5364 ResetRandomAnimationValue(x, y);
5366 InitField(x, y, FALSE);
5367 if (CAN_MOVE(Feld[x][y]))
5370 DrawLevelField(x, y);
5372 if (CAN_BE_CRUMBLED(Feld[x][y]))
5373 DrawLevelFieldCrumbledSandNeighbours(x, y);
5375 TestIfBadThingTouchesHero(x, y);
5376 TestIfPlayerTouchesCustomElement(x, y);
5377 TestIfElementTouchesCustomElement(x, y);
5379 if (ELEM_IS_PLAYER(target_element))
5380 RelocatePlayer(x, y, target_element);
5383 static boolean ChangeElementNow(int x, int y, int element, int page)
5385 struct ElementChangeInfo *change = &element_info[element].change_page[page];
5387 if (Changed[x][y]) /* do not change already changed elements */
5390 Changed[x][y] = TRUE; /* no more changes in this frame */
5392 CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_IS_CHANGING);
5394 if (change->explode)
5401 if (change->use_content)
5403 boolean complete_change = TRUE;
5404 boolean can_change[3][3];
5407 for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
5409 boolean half_destructible;
5410 int ex = x + xx - 1;
5411 int ey = y + yy - 1;
5414 can_change[xx][yy] = TRUE;
5416 if (ex == x && ey == y) /* do not check changing element itself */
5419 if (change->content[xx][yy] == EL_EMPTY_SPACE)
5421 can_change[xx][yy] = FALSE; /* do not change empty borders */
5426 if (!IN_LEV_FIELD(ex, ey))
5428 can_change[xx][yy] = FALSE;
5429 complete_change = FALSE;
5436 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5437 e = MovingOrBlocked2Element(ex, ey);
5439 half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e));
5441 if ((change->power <= CP_NON_DESTRUCTIVE && !IS_FREE(ex, ey)) ||
5442 (change->power <= CP_HALF_DESTRUCTIVE && !half_destructible) ||
5443 (change->power <= CP_FULL_DESTRUCTIVE && IS_INDESTRUCTIBLE(e)))
5445 can_change[xx][yy] = FALSE;
5446 complete_change = FALSE;
5450 if (!change->only_complete || complete_change)
5452 boolean something_has_changed = FALSE;
5454 if (change->only_complete && change->use_random_change &&
5455 RND(100) < change->random)
5458 for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
5460 int ex = x + xx - 1;
5461 int ey = y + yy - 1;
5463 if (can_change[xx][yy] && (!change->use_random_change ||
5464 RND(100) < change->random))
5466 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5467 RemoveMovingField(ex, ey);
5469 ChangeElementNowExt(ex, ey, change->content[xx][yy]);
5471 something_has_changed = TRUE;
5473 /* for symmetry reasons, freeze newly created border elements */
5474 if (ex != x || ey != y)
5475 Stop[ex][ey] = TRUE; /* no more moving in this frame */
5479 if (something_has_changed)
5480 PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING);
5485 ChangeElementNowExt(x, y, change->target_element);
5487 PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING);
5493 static void ChangeElement(int x, int y, int page)
5495 int element = MovingOrBlocked2Element(x, y);
5496 struct ElementChangeInfo *change = &element_info[element].change_page[page];
5498 if (ChangeDelay[x][y] == 0) /* initialize element change */
5500 ChangeDelay[x][y] = ( change->delay_fixed * change->delay_frames +
5501 RND(change->delay_random * change->delay_frames)) + 1;
5503 ResetGfxAnimation(x, y);
5504 ResetRandomAnimationValue(x, y);
5506 if (change->pre_change_function)
5507 change->pre_change_function(x, y);
5510 ChangeDelay[x][y]--;
5512 if (ChangeDelay[x][y] != 0) /* continue element change */
5514 int graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5516 if (IS_ANIMATED(graphic))
5517 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5519 if (change->change_function)
5520 change->change_function(x, y);
5522 else /* finish element change */
5524 if (IS_MOVING(x, y)) /* never change a running system ;-) */
5526 ChangeDelay[x][y] = 1; /* try change after next move step */
5531 if (ChangeElementNow(x, y, element, page))
5533 if (change->post_change_function)
5534 change->post_change_function(x, y);
5539 static boolean CheckTriggeredElementChange(int lx, int ly, int trigger_element,
5544 if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
5548 /* prevent this function from running into a loop */
5549 if (trigger_event == CE_OTHER_IS_CHANGING)
5550 Changed[lx][ly] = TRUE;
5553 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
5555 int element = EL_CUSTOM_START + i;
5558 boolean change_element = FALSE;
5561 if (!CAN_CHANGE(element) ||
5562 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
5565 for (j=0; j < element_info[element].num_change_pages; j++)
5567 if (element_info[element].change_page[j].trigger_element ==
5570 change_element = TRUE;
5577 if (!change_element)
5581 if (!CAN_CHANGE(element) ||
5582 !HAS_ANY_CHANGE_EVENT(element, trigger_event) ||
5583 element_info[element].change->trigger_element != trigger_element)
5587 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5589 if (x == lx && y == ly) /* do not change trigger element itself */
5593 if (Changed[x][y]) /* do not change already changed elements */
5597 if (Feld[x][y] == element)
5599 ChangeDelay[x][y] = 1;
5600 ChangeElement(x, y, page);
5603 Changed[x][y] = TRUE; /* prevent element from being changed again */
5610 /* reset change prevention array */
5611 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5612 Changed[x][y] = FALSE;
5618 static boolean CheckElementChangeExt(int x, int y, int element,
5619 int trigger_event, int page)
5621 if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
5624 if (Feld[x][y] == EL_BLOCKED)
5625 Blocked2Moving(x, y, &x, &y);
5627 ChangeDelay[x][y] = 1;
5628 ChangeElement(x, y, page);
5633 static boolean CheckElementChange(int x, int y, int element, int trigger_event)
5635 int page = element_info[element].event_page_num[trigger_event];
5637 return CheckElementChangeExt(x, y, element, trigger_event, page);
5640 static void PlayerActions(struct PlayerInfo *player, byte player_action)
5642 static byte stored_player_action[MAX_PLAYERS];
5643 static int num_stored_actions = 0;
5644 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
5645 int left = player_action & JOY_LEFT;
5646 int right = player_action & JOY_RIGHT;
5647 int up = player_action & JOY_UP;
5648 int down = player_action & JOY_DOWN;
5649 int button1 = player_action & JOY_BUTTON_1;
5650 int button2 = player_action & JOY_BUTTON_2;
5651 int dx = (left ? -1 : right ? 1 : 0);
5652 int dy = (up ? -1 : down ? 1 : 0);
5654 stored_player_action[player->index_nr] = 0;
5655 num_stored_actions++;
5657 if (!player->active || tape.pausing)
5663 snapped = SnapField(player, dx, dy);
5667 dropped = DropElement(player);
5669 moved = MoveFigure(player, dx, dy);
5672 if (tape.single_step && tape.recording && !tape.pausing)
5674 if (button1 || (dropped && !moved))
5676 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5677 SnapField(player, 0, 0); /* stop snapping */
5681 stored_player_action[player->index_nr] = player_action;
5685 /* no actions for this player (no input at player's configured device) */
5687 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
5688 SnapField(player, 0, 0);
5689 CheckGravityMovement(player);
5691 if (player->MovPos == 0)
5692 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
5694 if (player->MovPos == 0) /* needed for tape.playing */
5695 player->is_moving = FALSE;
5698 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
5700 TapeRecordAction(stored_player_action);
5701 num_stored_actions = 0;
5707 static unsigned long action_delay = 0;
5708 unsigned long action_delay_value;
5709 int magic_wall_x = 0, magic_wall_y = 0;
5710 int i, x, y, element, graphic;
5711 byte *recorded_player_action;
5712 byte summarized_player_action = 0;
5714 if (game_status != GAME_MODE_PLAYING)
5717 action_delay_value =
5718 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
5720 if (tape.playing && tape.index_search && !tape.pausing)
5721 action_delay_value = 0;
5723 /* ---------- main game synchronization point ---------- */
5725 WaitUntilDelayReached(&action_delay, action_delay_value);
5727 if (network_playing && !network_player_action_received)
5731 printf("DEBUG: try to get network player actions in time\n");
5735 #if defined(PLATFORM_UNIX)
5736 /* last chance to get network player actions without main loop delay */
5740 if (game_status != GAME_MODE_PLAYING)
5743 if (!network_player_action_received)
5747 printf("DEBUG: failed to get network player actions in time\n");
5757 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
5759 for (i=0; i<MAX_PLAYERS; i++)
5761 summarized_player_action |= stored_player[i].action;
5763 if (!network_playing)
5764 stored_player[i].effective_action = stored_player[i].action;
5767 #if defined(PLATFORM_UNIX)
5768 if (network_playing)
5769 SendToServer_MovePlayer(summarized_player_action);
5772 if (!options.network && !setup.team_mode)
5773 local_player->effective_action = summarized_player_action;
5775 for (i=0; i<MAX_PLAYERS; i++)
5777 int actual_player_action = stored_player[i].effective_action;
5779 if (stored_player[i].programmed_action)
5780 actual_player_action = stored_player[i].programmed_action;
5782 if (recorded_player_action)
5783 actual_player_action = recorded_player_action[i];
5785 PlayerActions(&stored_player[i], actual_player_action);
5786 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
5789 network_player_action_received = FALSE;
5791 ScrollScreen(NULL, SCROLL_GO_ON);
5797 for (i=0; i<MAX_PLAYERS; i++)
5798 stored_player[i].Frame++;
5802 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
5804 for (i=0; i<MAX_PLAYERS; i++)
5806 struct PlayerInfo *player = &stored_player[i];
5810 if (player->active && player->Pushing && player->is_moving &&
5813 ContinueMoving(x, y);
5815 /* continue moving after pushing (this is actually a bug) */
5816 if (!IS_MOVING(x, y))
5825 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5827 Changed[x][y] = FALSE;
5830 if (JustStopped[x][y] > 0)
5831 JustStopped[x][y]--;
5836 /* reset finished pushing action (not done in ContinueMoving() to allow
5837 continous pushing animation for elements with zero push delay) */
5838 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
5840 ResetGfxAnimation(x, y);
5841 DrawLevelField(x, y);
5846 if (IS_BLOCKED(x, y))
5850 Blocked2Moving(x, y, &oldx, &oldy);
5851 if (!IS_MOVING(oldx, oldy))
5853 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
5854 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
5855 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
5856 printf("GameActions(): This should never happen!\n");
5862 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5864 element = Feld[x][y];
5866 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5868 graphic = el2img(element);
5874 printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
5876 element = graphic = 0;
5880 if (graphic_info[graphic].anim_global_sync)
5881 GfxFrame[x][y] = FrameCounter;
5883 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
5884 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
5885 ResetRandomAnimationValue(x, y);
5887 SetRandomAnimationValue(x, y);
5890 PlaySoundLevelActionIfLoop(x, y, GfxAction[x][y]);
5893 if (IS_INACTIVE(element))
5895 if (IS_ANIMATED(graphic))
5896 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5902 /* this may take place after moving, so 'element' may have changed */
5903 if (IS_CHANGING(x, y))
5905 ChangeElement(x, y, element_info[element].event_page_num[CE_DELAY]);
5906 element = Feld[x][y];
5907 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5911 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
5916 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5918 if (element == EL_MOLE)
5919 printf("::: %d, %d, %d [%d]\n",
5920 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y],
5924 if (element == EL_YAMYAM)
5925 printf("::: %d, %d, %d\n",
5926 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
5930 if (IS_ANIMATED(graphic) &&
5934 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5937 if (element == EL_MOLE)
5938 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
5942 if (IS_GEM(element) || element == EL_SP_INFOTRON)
5943 EdelsteinFunkeln(x, y);
5945 else if ((element == EL_ACID ||
5946 element == EL_EXIT_OPEN ||
5947 element == EL_SP_EXIT_OPEN ||
5948 element == EL_SP_TERMINAL ||
5949 element == EL_SP_TERMINAL_ACTIVE ||
5950 element == EL_EXTRA_TIME ||
5951 element == EL_SHIELD_NORMAL ||
5952 element == EL_SHIELD_DEADLY) &&
5953 IS_ANIMATED(graphic))
5954 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5955 else if (IS_MOVING(x, y))
5956 ContinueMoving(x, y);
5957 else if (IS_ACTIVE_BOMB(element))
5958 CheckDynamite(x, y);
5960 else if (element == EL_EXPLOSION && !game.explosions_delayed)
5961 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
5963 else if (element == EL_AMOEBA_GROWING)
5964 AmoebeWaechst(x, y);
5965 else if (element == EL_AMOEBA_SHRINKING)
5966 AmoebaDisappearing(x, y);
5968 #if !USE_NEW_AMOEBA_CODE
5969 else if (IS_AMOEBALIVE(element))
5970 AmoebeAbleger(x, y);
5973 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
5975 else if (element == EL_EXIT_CLOSED)
5977 else if (element == EL_SP_EXIT_CLOSED)
5979 else if (element == EL_EXPANDABLE_WALL_GROWING)
5981 else if (element == EL_EXPANDABLE_WALL ||
5982 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5983 element == EL_EXPANDABLE_WALL_VERTICAL ||
5984 element == EL_EXPANDABLE_WALL_ANY)
5986 else if (element == EL_FLAMES)
5987 CheckForDragon(x, y);
5989 else if (IS_AUTO_CHANGING(element))
5990 ChangeElement(x, y);
5992 else if (element == EL_EXPLOSION)
5993 ; /* drawing of correct explosion animation is handled separately */
5994 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
5995 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5998 /* this may take place after moving, so 'element' may have changed */
5999 if (IS_AUTO_CHANGING(Feld[x][y]))
6000 ChangeElement(x, y);
6003 if (IS_BELT_ACTIVE(element))
6004 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
6006 if (game.magic_wall_active)
6008 int jx = local_player->jx, jy = local_player->jy;
6010 /* play the element sound at the position nearest to the player */
6011 if ((element == EL_MAGIC_WALL_FULL ||
6012 element == EL_MAGIC_WALL_ACTIVE ||
6013 element == EL_MAGIC_WALL_EMPTYING ||
6014 element == EL_BD_MAGIC_WALL_FULL ||
6015 element == EL_BD_MAGIC_WALL_ACTIVE ||
6016 element == EL_BD_MAGIC_WALL_EMPTYING) &&
6017 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
6025 #if USE_NEW_AMOEBA_CODE
6026 /* new experimental amoeba growth stuff */
6028 if (!(FrameCounter % 8))
6031 static unsigned long random = 1684108901;
6033 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
6036 x = (random >> 10) % lev_fieldx;
6037 y = (random >> 20) % lev_fieldy;
6039 x = RND(lev_fieldx);
6040 y = RND(lev_fieldy);
6042 element = Feld[x][y];
6044 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
6045 if (!IS_PLAYER(x,y) &&
6046 (element == EL_EMPTY ||
6047 element == EL_SAND ||
6048 element == EL_QUICKSAND_EMPTY ||
6049 element == EL_ACID_SPLASH_LEFT ||
6050 element == EL_ACID_SPLASH_RIGHT))
6052 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
6053 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
6054 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
6055 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
6056 Feld[x][y] = EL_AMOEBA_DROP;
6059 random = random * 129 + 1;
6065 if (game.explosions_delayed)
6068 game.explosions_delayed = FALSE;
6070 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
6072 element = Feld[x][y];
6074 if (ExplodeField[x][y])
6075 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
6076 else if (element == EL_EXPLOSION)
6077 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
6079 ExplodeField[x][y] = EX_NO_EXPLOSION;
6082 game.explosions_delayed = TRUE;
6085 if (game.magic_wall_active)
6087 if (!(game.magic_wall_time_left % 4))
6089 int element = Feld[magic_wall_x][magic_wall_y];
6091 if (element == EL_BD_MAGIC_WALL_FULL ||
6092 element == EL_BD_MAGIC_WALL_ACTIVE ||
6093 element == EL_BD_MAGIC_WALL_EMPTYING)
6094 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
6096 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
6099 if (game.magic_wall_time_left > 0)
6101 game.magic_wall_time_left--;
6102 if (!game.magic_wall_time_left)
6104 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
6106 element = Feld[x][y];
6108 if (element == EL_MAGIC_WALL_ACTIVE ||
6109 element == EL_MAGIC_WALL_FULL)
6111 Feld[x][y] = EL_MAGIC_WALL_DEAD;
6112 DrawLevelField(x, y);
6114 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
6115 element == EL_BD_MAGIC_WALL_FULL)
6117 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
6118 DrawLevelField(x, y);
6122 game.magic_wall_active = FALSE;
6127 if (game.light_time_left > 0)
6129 game.light_time_left--;
6131 if (game.light_time_left == 0)
6132 RedrawAllLightSwitchesAndInvisibleElements();
6135 if (game.timegate_time_left > 0)
6137 game.timegate_time_left--;
6139 if (game.timegate_time_left == 0)
6140 CloseAllOpenTimegates();
6143 for (i=0; i<MAX_PLAYERS; i++)
6145 struct PlayerInfo *player = &stored_player[i];
6147 if (SHIELD_ON(player))
6149 if (player->shield_deadly_time_left)
6150 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
6151 else if (player->shield_normal_time_left)
6152 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
6156 if (TimeFrames >= (1000 / GameFrameDelay))
6161 for (i=0; i<MAX_PLAYERS; i++)
6163 struct PlayerInfo *player = &stored_player[i];
6165 if (SHIELD_ON(player))
6167 player->shield_normal_time_left--;
6169 if (player->shield_deadly_time_left > 0)
6170 player->shield_deadly_time_left--;
6174 if (tape.recording || tape.playing)
6175 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
6181 if (TimeLeft <= 10 && setup.time_limit)
6182 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
6184 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
6186 if (!TimeLeft && setup.time_limit)
6187 for (i=0; i<MAX_PLAYERS; i++)
6188 KillHero(&stored_player[i]);
6190 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
6191 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
6196 if (options.debug) /* calculate frames per second */
6198 static unsigned long fps_counter = 0;
6199 static int fps_frames = 0;
6200 unsigned long fps_delay_ms = Counter() - fps_counter;
6204 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
6206 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
6209 fps_counter = Counter();
6212 redraw_mask |= REDRAW_FPS;
6216 if (stored_player[0].jx != stored_player[0].last_jx ||
6217 stored_player[0].jy != stored_player[0].last_jy)
6218 printf("::: %d, %d, %d, %d, %d\n",
6219 stored_player[0].MovDir,
6220 stored_player[0].MovPos,
6221 stored_player[0].GfxPos,
6222 stored_player[0].Frame,
6223 stored_player[0].StepFrame);
6230 for (i=0; i<MAX_PLAYERS; i++)
6233 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
6235 stored_player[i].Frame += move_frames;
6237 if (stored_player[i].MovPos != 0)
6238 stored_player[i].StepFrame += move_frames;
6243 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
6245 int min_x = x, min_y = y, max_x = x, max_y = y;
6248 for (i=0; i<MAX_PLAYERS; i++)
6250 int jx = stored_player[i].jx, jy = stored_player[i].jy;
6252 if (!stored_player[i].active || &stored_player[i] == player)
6255 min_x = MIN(min_x, jx);
6256 min_y = MIN(min_y, jy);
6257 max_x = MAX(max_x, jx);
6258 max_y = MAX(max_y, jy);
6261 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
6264 static boolean AllPlayersInVisibleScreen()
6268 for (i=0; i<MAX_PLAYERS; i++)
6270 int jx = stored_player[i].jx, jy = stored_player[i].jy;
6272 if (!stored_player[i].active)
6275 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
6282 void ScrollLevel(int dx, int dy)
6284 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
6287 BlitBitmap(drawto_field, drawto_field,
6288 FX + TILEX * (dx == -1) - softscroll_offset,
6289 FY + TILEY * (dy == -1) - softscroll_offset,
6290 SXSIZE - TILEX * (dx!=0) + 2 * softscroll_offset,
6291 SYSIZE - TILEY * (dy!=0) + 2 * softscroll_offset,
6292 FX + TILEX * (dx == 1) - softscroll_offset,
6293 FY + TILEY * (dy == 1) - softscroll_offset);
6297 x = (dx == 1 ? BX1 : BX2);
6298 for (y=BY1; y <= BY2; y++)
6299 DrawScreenField(x, y);
6304 y = (dy == 1 ? BY1 : BY2);
6305 for (x=BX1; x <= BX2; x++)
6306 DrawScreenField(x, y);
6309 redraw_mask |= REDRAW_FIELD;
6312 static void CheckGravityMovement(struct PlayerInfo *player)
6314 if (level.gravity && !player->programmed_action)
6316 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
6317 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
6319 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
6320 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
6321 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
6322 int jx = player->jx, jy = player->jy;
6323 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
6324 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
6325 int new_jx = jx + dx, new_jy = jy + dy;
6326 boolean field_under_player_is_free =
6327 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
6328 boolean player_is_moving_to_valid_field =
6329 (IN_LEV_FIELD(new_jx, new_jy) &&
6330 (Feld[new_jx][new_jy] == EL_SP_BASE ||
6331 Feld[new_jx][new_jy] == EL_SAND));
6332 /* !!! extend EL_SAND to anything diggable !!! */
6334 if (field_under_player_is_free &&
6335 !player_is_moving_to_valid_field &&
6336 !IS_WALKABLE_INSIDE(Feld[jx][jy]))
6337 player->programmed_action = MV_DOWN;
6343 -----------------------------------------------------------------------------
6344 dx, dy: direction (non-diagonal) to try to move the player to
6345 real_dx, real_dy: direction as read from input device (can be diagonal)
6348 boolean MoveFigureOneStep(struct PlayerInfo *player,
6349 int dx, int dy, int real_dx, int real_dy)
6351 int jx = player->jx, jy = player->jy;
6352 int new_jx = jx+dx, new_jy = jy+dy;
6356 if (!player->active || (!dx && !dy))
6357 return MF_NO_ACTION;
6359 player->MovDir = (dx < 0 ? MV_LEFT :
6362 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6364 if (!IN_LEV_FIELD(new_jx, new_jy))
6365 return MF_NO_ACTION;
6367 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
6368 return MF_NO_ACTION;
6371 element = MovingOrBlocked2Element(new_jx, new_jy);
6373 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
6376 if (DONT_RUN_INTO(element))
6378 if (element == EL_ACID && dx == 0 && dy == 1)
6381 Feld[jx][jy] = EL_PLAYER_1;
6382 InitMovingField(jx, jy, MV_DOWN);
6383 Store[jx][jy] = EL_ACID;
6384 ContinueMoving(jx, jy);
6388 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
6393 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
6394 if (can_move != MF_MOVING)
6397 /* check if DigField() has caused relocation of the player */
6398 if (player->jx != jx || player->jy != jy)
6399 return MF_NO_ACTION;
6401 StorePlayer[jx][jy] = 0;
6402 player->last_jx = jx;
6403 player->last_jy = jy;
6404 jx = player->jx = new_jx;
6405 jy = player->jy = new_jy;
6406 StorePlayer[jx][jy] = player->element_nr;
6409 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
6411 ScrollFigure(player, SCROLL_INIT);
6416 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
6418 int jx = player->jx, jy = player->jy;
6419 int old_jx = jx, old_jy = jy;
6420 int moved = MF_NO_ACTION;
6422 if (!player->active || (!dx && !dy))
6426 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
6430 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
6431 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
6435 /* remove the last programmed player action */
6436 player->programmed_action = 0;
6440 /* should only happen if pre-1.2 tape recordings are played */
6441 /* this is only for backward compatibility */
6443 int original_move_delay_value = player->move_delay_value;
6446 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
6450 /* scroll remaining steps with finest movement resolution */
6451 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
6453 while (player->MovPos)
6455 ScrollFigure(player, SCROLL_GO_ON);
6456 ScrollScreen(NULL, SCROLL_GO_ON);
6462 player->move_delay_value = original_move_delay_value;
6465 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
6467 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
6468 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
6472 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
6473 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
6479 if (moved & MF_MOVING && !ScreenMovPos &&
6480 (player == local_player || !options.network))
6482 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
6483 int offset = (setup.scroll_delay ? 3 : 0);
6485 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
6487 /* actual player has left the screen -- scroll in that direction */
6488 if (jx != old_jx) /* player has moved horizontally */
6489 scroll_x += (jx - old_jx);
6490 else /* player has moved vertically */
6491 scroll_y += (jy - old_jy);
6495 if (jx != old_jx) /* player has moved horizontally */
6497 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
6498 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
6499 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
6501 /* don't scroll over playfield boundaries */
6502 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
6503 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
6505 /* don't scroll more than one field at a time */
6506 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
6508 /* don't scroll against the player's moving direction */
6509 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
6510 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
6511 scroll_x = old_scroll_x;
6513 else /* player has moved vertically */
6515 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
6516 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
6517 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
6519 /* don't scroll over playfield boundaries */
6520 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
6521 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
6523 /* don't scroll more than one field at a time */
6524 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
6526 /* don't scroll against the player's moving direction */
6527 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
6528 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
6529 scroll_y = old_scroll_y;
6533 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
6535 if (!options.network && !AllPlayersInVisibleScreen())
6537 scroll_x = old_scroll_x;
6538 scroll_y = old_scroll_y;
6542 ScrollScreen(player, SCROLL_INIT);
6543 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
6550 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
6552 if (!(moved & MF_MOVING) && !player->Pushing)
6557 player->StepFrame = 0;
6559 if (moved & MF_MOVING)
6561 if (old_jx != jx && old_jy == jy)
6562 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
6563 else if (old_jx == jx && old_jy != jy)
6564 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
6566 DrawLevelField(jx, jy); /* for "crumbled sand" */
6568 player->last_move_dir = player->MovDir;
6569 player->is_moving = TRUE;
6571 player->snapped = FALSE;
6576 CheckGravityMovement(player);
6579 player->last_move_dir = MV_NO_MOVING;
6581 player->is_moving = FALSE;
6584 TestIfHeroTouchesBadThing(jx, jy);
6585 TestIfPlayerTouchesCustomElement(jx, jy);
6587 if (!player->active)
6593 void ScrollFigure(struct PlayerInfo *player, int mode)
6595 int jx = player->jx, jy = player->jy;
6596 int last_jx = player->last_jx, last_jy = player->last_jy;
6597 int move_stepsize = TILEX / player->move_delay_value;
6599 if (!player->active || !player->MovPos)
6602 if (mode == SCROLL_INIT)
6604 player->actual_frame_counter = FrameCounter;
6605 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
6607 if (Feld[last_jx][last_jy] == EL_EMPTY)
6608 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
6615 else if (!FrameReached(&player->actual_frame_counter, 1))
6618 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
6619 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
6621 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
6622 Feld[last_jx][last_jy] = EL_EMPTY;
6624 /* before DrawPlayer() to draw correct player graphic for this case */
6625 if (player->MovPos == 0)
6626 CheckGravityMovement(player);
6629 DrawPlayer(player); /* needed here only to cleanup last field */
6632 if (player->MovPos == 0)
6634 if (IS_PASSABLE(Feld[last_jx][last_jy]))
6636 /* continue with normal speed after quickly moving through gate */
6637 HALVE_PLAYER_SPEED(player);
6639 /* be able to make the next move without delay */
6640 player->move_delay = 0;
6643 player->last_jx = jx;
6644 player->last_jy = jy;
6646 if (Feld[jx][jy] == EL_EXIT_OPEN ||
6647 Feld[jx][jy] == EL_SP_EXIT_OPEN)
6649 DrawPlayer(player); /* needed here only to cleanup last field */
6652 if (local_player->friends_still_needed == 0 ||
6653 Feld[jx][jy] == EL_SP_EXIT_OPEN)
6654 player->LevelSolved = player->GameOver = TRUE;
6657 if (tape.single_step && tape.recording && !tape.pausing &&
6658 !player->programmed_action)
6659 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
6663 void ScrollScreen(struct PlayerInfo *player, int mode)
6665 static unsigned long screen_frame_counter = 0;
6667 if (mode == SCROLL_INIT)
6669 /* set scrolling step size according to actual player's moving speed */
6670 ScrollStepSize = TILEX / player->move_delay_value;
6672 screen_frame_counter = FrameCounter;
6673 ScreenMovDir = player->MovDir;
6674 ScreenMovPos = player->MovPos;
6675 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6678 else if (!FrameReached(&screen_frame_counter, 1))
6683 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
6684 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6685 redraw_mask |= REDRAW_FIELD;
6688 ScreenMovDir = MV_NO_MOVING;
6691 void TestIfPlayerTouchesCustomElement(int x, int y)
6694 static boolean check_changing = FALSE;
6696 static int xy[4][2] =
6706 if (check_changing) /* prevent this function from running into a loop */
6709 check_changing = TRUE;
6714 int xx = x + xy[i][0];
6715 int yy = y + xy[i][1];
6717 if (!IN_LEV_FIELD(xx, yy))
6720 if (IS_PLAYER(x, y))
6722 CheckTriggeredElementChange(xx, yy, Feld[xx][yy], CE_OTHER_GETS_TOUCHED);
6723 CheckElementChange(xx, yy, Feld[xx][yy], CE_TOUCHED_BY_PLAYER);
6725 else if (IS_PLAYER(xx, yy))
6727 CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_GETS_TOUCHED);
6728 CheckElementChange(x, y, Feld[x][y], CE_TOUCHED_BY_PLAYER);
6735 check_changing = FALSE;
6739 void TestIfElementTouchesCustomElement(int x, int y)
6742 static boolean check_changing = FALSE;
6744 static int xy[4][2] =
6751 boolean change_center_element = FALSE;
6752 int center_element_change_page = 0;
6753 int center_element = Feld[x][y];
6757 if (check_changing) /* prevent this function from running into a loop */
6760 check_changing = TRUE;
6765 int xx = x + xy[i][0];
6766 int yy = y + xy[i][1];
6769 if (!IN_LEV_FIELD(xx, yy))
6772 border_element = Feld[xx][yy];
6774 /* check for change of center element (but change it only once) */
6775 if (IS_CUSTOM_ELEMENT(center_element) &&
6776 HAS_ANY_CHANGE_EVENT(center_element, CE_OTHER_IS_TOUCHING) &&
6777 !change_center_element)
6779 for (j=0; j < element_info[center_element].num_change_pages; j++)
6781 struct ElementChangeInfo *change =
6782 &element_info[center_element].change_page[j];
6784 if (change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
6785 change->trigger_element == border_element)
6787 change_center_element = TRUE;
6788 center_element_change_page = j;
6795 /* check for change of border element */
6796 if (IS_CUSTOM_ELEMENT(border_element) &&
6797 HAS_ANY_CHANGE_EVENT(border_element, CE_OTHER_IS_TOUCHING))
6799 for (j=0; j < element_info[border_element].num_change_pages; j++)
6801 struct ElementChangeInfo *change =
6802 &element_info[border_element].change_page[j];
6804 if (change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
6805 change->trigger_element == center_element)
6807 CheckElementChangeExt(xx,yy, border_element,CE_OTHER_IS_TOUCHING, j);
6814 if (change_center_element)
6815 CheckElementChangeExt(x, y, center_element, CE_OTHER_IS_TOUCHING,
6816 center_element_change_page);
6819 check_changing = FALSE;
6823 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
6825 int i, kill_x = -1, kill_y = -1;
6826 static int test_xy[4][2] =
6833 static int test_dir[4] =
6843 int test_x, test_y, test_move_dir, test_element;
6845 test_x = good_x + test_xy[i][0];
6846 test_y = good_y + test_xy[i][1];
6847 if (!IN_LEV_FIELD(test_x, test_y))
6851 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
6854 test_element = Feld[test_x][test_y];
6856 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
6859 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
6860 2nd case: DONT_TOUCH style bad thing does not move away from good thing
6862 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
6863 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
6871 if (kill_x != -1 || kill_y != -1)
6873 if (IS_PLAYER(good_x, good_y))
6875 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
6877 if (player->shield_deadly_time_left > 0)
6878 Bang(kill_x, kill_y);
6879 else if (!PLAYER_PROTECTED(good_x, good_y))
6883 Bang(good_x, good_y);
6887 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
6889 int i, kill_x = -1, kill_y = -1;
6890 int bad_element = Feld[bad_x][bad_y];
6891 static int test_xy[4][2] =
6898 static int test_dir[4] =
6906 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
6911 int test_x, test_y, test_move_dir, test_element;
6913 test_x = bad_x + test_xy[i][0];
6914 test_y = bad_y + test_xy[i][1];
6915 if (!IN_LEV_FIELD(test_x, test_y))
6919 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
6921 test_element = Feld[test_x][test_y];
6923 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
6924 2nd case: DONT_TOUCH style bad thing does not move away from good thing
6926 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
6927 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
6929 /* good thing is player or penguin that does not move away */
6930 if (IS_PLAYER(test_x, test_y))
6932 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
6934 if (bad_element == EL_ROBOT && player->is_moving)
6935 continue; /* robot does not kill player if he is moving */
6941 else if (test_element == EL_PENGUIN)
6950 if (kill_x != -1 || kill_y != -1)
6952 if (IS_PLAYER(kill_x, kill_y))
6954 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
6957 int dir = player->MovDir;
6958 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
6959 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
6961 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
6962 newx != bad_x && newy != bad_y)
6963 ; /* robot does not kill player if he is moving */
6965 printf("-> %d\n", player->MovDir);
6967 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
6968 newx != bad_x && newy != bad_y)
6969 ; /* robot does not kill player if he is moving */
6974 if (player->shield_deadly_time_left > 0)
6976 else if (!PLAYER_PROTECTED(kill_x, kill_y))
6980 Bang(kill_x, kill_y);
6984 void TestIfHeroTouchesBadThing(int x, int y)
6986 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
6989 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
6991 TestIfGoodThingHitsBadThing(x, y, move_dir);
6994 void TestIfBadThingTouchesHero(int x, int y)
6996 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
6999 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
7001 TestIfBadThingHitsGoodThing(x, y, move_dir);
7004 void TestIfFriendTouchesBadThing(int x, int y)
7006 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
7009 void TestIfBadThingTouchesFriend(int x, int y)
7011 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
7014 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
7016 int i, kill_x = bad_x, kill_y = bad_y;
7017 static int xy[4][2] =
7029 x = bad_x + xy[i][0];
7030 y = bad_y + xy[i][1];
7031 if (!IN_LEV_FIELD(x, y))
7034 element = Feld[x][y];
7035 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
7036 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
7044 if (kill_x != bad_x || kill_y != bad_y)
7048 void KillHero(struct PlayerInfo *player)
7050 int jx = player->jx, jy = player->jy;
7052 if (!player->active)
7055 /* remove accessible field at the player's position */
7056 Feld[jx][jy] = EL_EMPTY;
7058 /* deactivate shield (else Bang()/Explode() would not work right) */
7059 player->shield_normal_time_left = 0;
7060 player->shield_deadly_time_left = 0;
7066 static void KillHeroUnlessProtected(int x, int y)
7068 if (!PLAYER_PROTECTED(x, y))
7069 KillHero(PLAYERINFO(x, y));
7072 void BuryHero(struct PlayerInfo *player)
7074 int jx = player->jx, jy = player->jy;
7076 if (!player->active)
7080 PlaySoundLevelElementAction(jx, jy, player->element_nr, ACTION_DYING);
7082 PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING);
7084 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
7086 player->GameOver = TRUE;
7090 void RemoveHero(struct PlayerInfo *player)
7092 int jx = player->jx, jy = player->jy;
7093 int i, found = FALSE;
7095 player->present = FALSE;
7096 player->active = FALSE;
7098 if (!ExplodeField[jx][jy])
7099 StorePlayer[jx][jy] = 0;
7101 for (i=0; i<MAX_PLAYERS; i++)
7102 if (stored_player[i].active)
7106 AllPlayersGone = TRUE;
7113 =============================================================================
7114 checkDiagonalPushing()
7115 -----------------------------------------------------------------------------
7116 check if diagonal input device direction results in pushing of object
7117 (by checking if the alternative direction is walkable, diggable, ...)
7118 =============================================================================
7121 static boolean checkDiagonalPushing(struct PlayerInfo *player,
7122 int x, int y, int real_dx, int real_dy)
7124 int jx, jy, dx, dy, xx, yy;
7126 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
7129 /* diagonal direction: check alternative direction */
7134 xx = jx + (dx == 0 ? real_dx : 0);
7135 yy = jy + (dy == 0 ? real_dy : 0);
7137 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
7141 =============================================================================
7143 -----------------------------------------------------------------------------
7144 x, y: field next to player (non-diagonal) to try to dig to
7145 real_dx, real_dy: direction as read from input device (can be diagonal)
7146 =============================================================================
7149 int DigField(struct PlayerInfo *player,
7150 int x, int y, int real_dx, int real_dy, int mode)
7152 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
7153 int jx = player->jx, jy = player->jy;
7154 int dx = x - jx, dy = y - jy;
7155 int nextx = x + dx, nexty = y + dy;
7156 int move_direction = (dx == -1 ? MV_LEFT :
7157 dx == +1 ? MV_RIGHT :
7159 dy == +1 ? MV_DOWN : MV_NO_MOVING);
7162 if (player->MovPos == 0)
7164 player->is_digging = FALSE;
7165 player->is_collecting = FALSE;
7168 if (player->MovPos == 0) /* last pushing move finished */
7169 player->Pushing = FALSE;
7171 if (mode == DF_NO_PUSH) /* player just stopped pushing */
7173 player->Switching = FALSE;
7174 player->push_delay = 0;
7176 return MF_NO_ACTION;
7179 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
7180 return MF_NO_ACTION;
7183 if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
7185 if (IS_TUBE(Feld[jx][jy]) ||
7186 (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0)))
7190 int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
7191 int tube_leave_directions[][2] =
7193 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
7194 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
7195 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
7196 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
7197 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
7198 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
7199 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
7200 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
7201 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
7202 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
7203 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
7204 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
7207 while (tube_leave_directions[i][0] != tube_element)
7210 if (tube_leave_directions[i][0] == -1) /* should not happen */
7214 if (!(tube_leave_directions[i][1] & move_direction))
7215 return MF_NO_ACTION; /* tube has no opening in this direction */
7218 element = Feld[x][y];
7220 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
7221 game.engine_version >= VERSION_IDENT(2,2,0))
7222 return MF_NO_ACTION;
7226 case EL_ROBOT_WHEEL:
7227 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
7230 DrawLevelField(x, y);
7231 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
7235 case EL_SP_TERMINAL:
7239 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
7241 for (yy=0; yy<lev_fieldy; yy++)
7243 for (xx=0; xx<lev_fieldx; xx++)
7245 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
7247 else if (Feld[xx][yy] == EL_SP_TERMINAL)
7248 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
7256 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
7257 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
7258 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
7259 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
7260 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
7261 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
7262 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
7263 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
7264 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
7265 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
7266 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
7267 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
7268 if (!player->Switching)
7270 player->Switching = TRUE;
7271 ToggleBeltSwitch(x, y);
7272 PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
7277 case EL_SWITCHGATE_SWITCH_UP:
7278 case EL_SWITCHGATE_SWITCH_DOWN:
7279 if (!player->Switching)
7281 player->Switching = TRUE;
7282 ToggleSwitchgateSwitch(x, y);
7283 PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
7288 case EL_LIGHT_SWITCH:
7289 case EL_LIGHT_SWITCH_ACTIVE:
7290 if (!player->Switching)
7292 player->Switching = TRUE;
7293 ToggleLightSwitch(x, y);
7294 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
7295 SND_LIGHT_SWITCH_ACTIVATING :
7296 SND_LIGHT_SWITCH_DEACTIVATING);
7301 case EL_TIMEGATE_SWITCH:
7302 ActivateTimegateSwitch(x, y);
7303 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
7308 case EL_BALLOON_SWITCH_LEFT:
7309 case EL_BALLOON_SWITCH_RIGHT:
7310 case EL_BALLOON_SWITCH_UP:
7311 case EL_BALLOON_SWITCH_DOWN:
7312 case EL_BALLOON_SWITCH_ANY:
7313 if (element == EL_BALLOON_SWITCH_ANY)
7314 game.balloon_dir = move_direction;
7316 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
7317 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
7318 element == EL_BALLOON_SWITCH_UP ? MV_UP :
7319 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
7321 PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING);
7326 case EL_SP_PORT_LEFT:
7327 case EL_SP_PORT_RIGHT:
7329 case EL_SP_PORT_DOWN:
7330 case EL_SP_PORT_HORIZONTAL:
7331 case EL_SP_PORT_VERTICAL:
7332 case EL_SP_PORT_ANY:
7333 case EL_SP_GRAVITY_PORT_LEFT:
7334 case EL_SP_GRAVITY_PORT_RIGHT:
7335 case EL_SP_GRAVITY_PORT_UP:
7336 case EL_SP_GRAVITY_PORT_DOWN:
7338 element != EL_SP_PORT_LEFT &&
7339 element != EL_SP_GRAVITY_PORT_LEFT &&
7340 element != EL_SP_PORT_HORIZONTAL &&
7341 element != EL_SP_PORT_ANY) ||
7343 element != EL_SP_PORT_RIGHT &&
7344 element != EL_SP_GRAVITY_PORT_RIGHT &&
7345 element != EL_SP_PORT_HORIZONTAL &&
7346 element != EL_SP_PORT_ANY) ||
7348 element != EL_SP_PORT_UP &&
7349 element != EL_SP_GRAVITY_PORT_UP &&
7350 element != EL_SP_PORT_VERTICAL &&
7351 element != EL_SP_PORT_ANY) ||
7353 element != EL_SP_PORT_DOWN &&
7354 element != EL_SP_GRAVITY_PORT_DOWN &&
7355 element != EL_SP_PORT_VERTICAL &&
7356 element != EL_SP_PORT_ANY) ||
7357 !IN_LEV_FIELD(nextx, nexty) ||
7358 !IS_FREE(nextx, nexty))
7359 return MF_NO_ACTION;
7361 if (element == EL_SP_GRAVITY_PORT_LEFT ||
7362 element == EL_SP_GRAVITY_PORT_RIGHT ||
7363 element == EL_SP_GRAVITY_PORT_UP ||
7364 element == EL_SP_GRAVITY_PORT_DOWN)
7365 level.gravity = !level.gravity;
7367 /* automatically move to the next field with double speed */
7368 player->programmed_action = move_direction;
7369 DOUBLE_PLAYER_SPEED(player);
7371 PlaySoundLevel(x, y, SND_CLASS_SP_PORT_PASSING);
7375 case EL_TUBE_VERTICAL:
7376 case EL_TUBE_HORIZONTAL:
7377 case EL_TUBE_VERTICAL_LEFT:
7378 case EL_TUBE_VERTICAL_RIGHT:
7379 case EL_TUBE_HORIZONTAL_UP:
7380 case EL_TUBE_HORIZONTAL_DOWN:
7381 case EL_TUBE_LEFT_UP:
7382 case EL_TUBE_LEFT_DOWN:
7383 case EL_TUBE_RIGHT_UP:
7384 case EL_TUBE_RIGHT_DOWN:
7387 int tube_enter_directions[][2] =
7389 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
7390 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
7391 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
7392 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
7393 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
7394 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
7395 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
7396 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
7397 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
7398 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
7399 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
7400 { -1, MV_NO_MOVING }
7403 while (tube_enter_directions[i][0] != element)
7406 if (tube_enter_directions[i][0] == -1) /* should not happen */
7410 if (!(tube_enter_directions[i][1] & move_direction))
7411 return MF_NO_ACTION; /* tube has no opening in this direction */
7413 PlaySoundLevel(x, y, SND_CLASS_TUBE_WALKING);
7418 Feld[x][y] = EL_LAMP_ACTIVE;
7419 local_player->lights_still_needed--;
7420 DrawLevelField(x, y);
7421 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
7425 case EL_TIME_ORB_FULL:
7426 Feld[x][y] = EL_TIME_ORB_EMPTY;
7428 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
7429 DrawLevelField(x, y);
7430 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
7436 if (IS_WALKABLE(element))
7438 int sound_action = ACTION_WALKING;
7440 if (element >= EL_GATE_1 && element <= EL_GATE_4)
7442 if (!player->key[element - EL_GATE_1])
7443 return MF_NO_ACTION;
7445 else if (element >= EL_GATE_1_GRAY && element <= EL_GATE_4_GRAY)
7447 if (!player->key[element - EL_GATE_1_GRAY])
7448 return MF_NO_ACTION;
7450 else if (element == EL_EXIT_OPEN || element == EL_SP_EXIT_OPEN)
7452 sound_action = ACTION_PASSING; /* player is passing exit */
7454 else if (element == EL_EMPTY)
7456 sound_action = ACTION_MOVING; /* nothing to walk on */
7459 /* play sound from background or player, whatever is available */
7460 if (element_info[element].sound[sound_action] != SND_UNDEFINED)
7461 PlaySoundLevelElementAction(x, y, element, sound_action);
7463 PlaySoundLevelElementAction(x, y, player->element_nr, sound_action);
7467 else if (IS_PASSABLE(element))
7469 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
7470 return MF_NO_ACTION;
7472 if (element >= EL_EM_GATE_1 && element <= EL_EM_GATE_4)
7474 if (!player->key[element - EL_EM_GATE_1])
7475 return MF_NO_ACTION;
7477 else if (element >= EL_EM_GATE_1_GRAY && element <= EL_EM_GATE_4_GRAY)
7479 if (!player->key[element - EL_EM_GATE_1_GRAY])
7480 return MF_NO_ACTION;
7483 /* automatically move to the next field with double speed */
7484 player->programmed_action = move_direction;
7485 DOUBLE_PLAYER_SPEED(player);
7487 PlaySoundLevelAction(x, y, ACTION_PASSING);
7491 else if (IS_DIGGABLE(element))
7495 if (mode != DF_SNAP)
7498 GfxElement[x][y] = GFX_ELEMENT(element);
7501 (CAN_BE_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
7503 player->is_digging = TRUE;
7506 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
7508 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_DIGGED);
7510 TestIfElementTouchesCustomElement(x, y);
7514 else if (IS_COLLECTIBLE(element))
7518 if (mode != DF_SNAP)
7520 GfxElement[x][y] = element;
7521 player->is_collecting = TRUE;
7524 if (element == EL_SPEED_PILL)
7525 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
7526 else if (element == EL_EXTRA_TIME && level.time > 0)
7529 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
7531 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
7533 player->shield_normal_time_left += 10;
7534 if (element == EL_SHIELD_DEADLY)
7535 player->shield_deadly_time_left += 10;
7537 else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
7539 if (player->inventory_size < MAX_INVENTORY_SIZE)
7540 player->inventory_element[player->inventory_size++] = element;
7542 player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
7544 DrawText(DX_DYNAMITE, DY_DYNAMITE,
7545 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
7547 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
7549 player->dynabomb_count++;
7550 player->dynabombs_left++;
7552 else if (element == EL_DYNABOMB_INCREASE_SIZE)
7554 player->dynabomb_size++;
7556 else if (element == EL_DYNABOMB_INCREASE_POWER)
7558 player->dynabomb_xl = TRUE;
7560 else if ((element >= EL_KEY_1 && element <= EL_KEY_4) ||
7561 (element >= EL_EM_KEY_1 && element <= EL_EM_KEY_4))
7563 int key_nr = (element >= EL_KEY_1 && element <= EL_KEY_4 ?
7564 element - EL_KEY_1 : element - EL_EM_KEY_1);
7566 player->key[key_nr] = TRUE;
7568 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
7569 el2edimg(EL_KEY_1 + key_nr));
7570 redraw_mask |= REDRAW_DOOR_1;
7572 else if (element == EL_ENVELOPE)
7576 else if (IS_DROPPABLE(element)) /* can be collected and dropped */
7580 for (i=0; i < element_info[element].collect_count; i++)
7581 if (player->inventory_size < MAX_INVENTORY_SIZE)
7582 player->inventory_element[player->inventory_size++] = element;
7584 DrawText(DX_DYNAMITE, DY_DYNAMITE,
7585 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
7587 else if (element_info[element].collect_count > 0)
7589 local_player->gems_still_needed -=
7590 element_info[element].collect_count;
7591 if (local_player->gems_still_needed < 0)
7592 local_player->gems_still_needed = 0;
7594 DrawText(DX_EMERALDS, DY_EMERALDS,
7595 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
7598 RaiseScoreElement(element);
7599 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
7601 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_COLLECTED);
7603 TestIfElementTouchesCustomElement(x, y);
7607 else if (IS_PUSHABLE(element))
7609 if (mode == DF_SNAP && element != EL_BD_ROCK)
7610 return MF_NO_ACTION;
7612 if (CAN_FALL(element) && dy)
7613 return MF_NO_ACTION;
7615 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
7616 !(element == EL_SPRING && use_spring_bug))
7617 return MF_NO_ACTION;
7619 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
7620 return MF_NO_ACTION;
7622 if (!player->Pushing &&
7623 game.engine_version >= RELEASE_IDENT(2,2,0,7))
7624 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7626 player->Pushing = TRUE;
7628 if (!(IN_LEV_FIELD(nextx, nexty) &&
7629 (IS_FREE(nextx, nexty) ||
7630 (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
7631 IS_SB_ELEMENT(element)))))
7632 return MF_NO_ACTION;
7634 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
7635 return MF_NO_ACTION;
7637 if (player->push_delay == 0) /* new pushing; restart delay */
7638 player->push_delay = FrameCounter;
7640 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
7641 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
7642 element != EL_SPRING && element != EL_BALLOON)
7643 return MF_NO_ACTION;
7645 if (IS_SB_ELEMENT(element))
7647 if (element == EL_SOKOBAN_FIELD_FULL)
7649 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
7650 local_player->sokobanfields_still_needed++;
7653 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
7655 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
7656 local_player->sokobanfields_still_needed--;
7659 Feld[x][y] = EL_SOKOBAN_OBJECT;
7661 if (Back[x][y] == Back[nextx][nexty])
7662 PlaySoundLevelAction(x, y, ACTION_PUSHING);
7663 else if (Back[x][y] != 0)
7664 PlaySoundLevelElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
7667 PlaySoundLevelElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
7670 if (local_player->sokobanfields_still_needed == 0 &&
7671 game.emulation == EMU_SOKOBAN)
7673 player->LevelSolved = player->GameOver = TRUE;
7674 PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
7678 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
7680 InitMovingField(x, y, move_direction);
7681 GfxAction[x][y] = ACTION_PUSHING;
7683 if (mode == DF_SNAP)
7684 ContinueMoving(x, y);
7686 MovPos[x][y] = (dx != 0 ? dx : dy);
7688 Pushed[x][y] = TRUE;
7689 Pushed[nextx][nexty] = TRUE;
7691 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
7692 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7694 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PUSHED);
7695 CheckElementChange(x, y, element, CE_PUSHED_BY_PLAYER);
7701 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PRESSED);
7702 CheckElementChange(x, y, element, CE_PRESSED_BY_PLAYER);
7705 return MF_NO_ACTION;
7708 player->push_delay = 0;
7710 if (Feld[x][y] != element) /* really digged/collected something */
7711 player->is_collecting = !player->is_digging;
7716 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
7718 int jx = player->jx, jy = player->jy;
7719 int x = jx + dx, y = jy + dy;
7720 int snap_direction = (dx == -1 ? MV_LEFT :
7721 dx == +1 ? MV_RIGHT :
7723 dy == +1 ? MV_DOWN : MV_NO_MOVING);
7725 if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0))
7728 if (!player->active || !IN_LEV_FIELD(x, y))
7736 if (player->MovPos == 0)
7737 player->Pushing = FALSE;
7739 player->snapped = FALSE;
7741 if (player->MovPos == 0)
7743 player->is_digging = FALSE;
7744 player->is_collecting = FALSE;
7746 player->is_moving = FALSE;
7751 printf("::: trying to snap...\n");
7757 if (player->snapped)
7760 player->MovDir = snap_direction;
7763 player->is_digging = FALSE;
7764 player->is_collecting = FALSE;
7766 player->is_moving = FALSE;
7770 if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
7773 player->snapped = TRUE;
7775 player->is_digging = FALSE;
7776 player->is_collecting = FALSE;
7778 player->is_moving = FALSE;
7782 DrawLevelField(x, y);
7788 boolean DropElement(struct PlayerInfo *player)
7790 int jx = player->jx, jy = player->jy;
7793 if (!player->active || player->MovPos)
7796 old_element = Feld[jx][jy];
7798 /* check if player has anything that can be dropped */
7799 if (player->inventory_size == 0 && player->dynabombs_left == 0)
7802 /* check if anything can be dropped at the current position */
7803 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
7806 /* collected custom elements can only be dropped on empty fields */
7807 if (player->inventory_size > 0 &&
7808 IS_CUSTOM_ELEMENT(player->inventory_element[player->inventory_size - 1])
7809 && old_element != EL_EMPTY)
7812 if (old_element != EL_EMPTY)
7813 Back[jx][jy] = old_element; /* store old element on this field */
7815 MovDelay[jx][jy] = 96;
7817 ResetGfxAnimation(jx, jy);
7818 ResetRandomAnimationValue(jx, jy);
7820 if (player->inventory_size > 0)
7822 int new_element = player->inventory_element[--player->inventory_size];
7825 Feld[jx][jy] = (new_element == EL_DYNAMITE ? EL_DYNAMITE_ACTIVE :
7826 new_element == EL_SP_DISK_RED ? EL_SP_DISK_RED_ACTIVE :
7829 Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
7830 EL_DYNAMITE_ACTIVE);
7833 DrawText(DX_DYNAMITE, DY_DYNAMITE,
7834 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
7836 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
7837 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
7839 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
7841 CheckTriggeredElementChange(jx, jy, new_element, CE_OTHER_GETS_DROPPED);
7842 CheckElementChange(jx, jy, new_element, CE_DROPPED_BY_PLAYER);
7844 TestIfElementTouchesCustomElement(jx, jy);
7846 else /* player is dropping a dyna bomb */
7848 player->dynabombs_left--;
7851 EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1);
7853 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
7854 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
7856 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
7862 /* ------------------------------------------------------------------------- */
7863 /* game sound playing functions */
7864 /* ------------------------------------------------------------------------- */
7866 static int *loop_sound_frame = NULL;
7867 static int *loop_sound_volume = NULL;
7869 void InitPlaySoundLevel()
7871 int num_sounds = getSoundListSize();
7873 if (loop_sound_frame != NULL)
7874 free(loop_sound_frame);
7876 if (loop_sound_volume != NULL)
7877 free(loop_sound_volume);
7879 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
7880 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
7883 static void PlaySoundLevel(int x, int y, int nr)
7885 int sx = SCREENX(x), sy = SCREENY(y);
7886 int volume, stereo_position;
7887 int max_distance = 8;
7888 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
7890 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
7891 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
7894 if (!IN_LEV_FIELD(x, y) ||
7895 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
7896 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
7899 volume = SOUND_MAX_VOLUME;
7901 if (!IN_SCR_FIELD(sx, sy))
7903 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
7904 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
7906 volume -= volume * (dx > dy ? dx : dy) / max_distance;
7909 stereo_position = (SOUND_MAX_LEFT +
7910 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
7911 (SCR_FIELDX + 2 * max_distance));
7913 if (IS_LOOP_SOUND(nr))
7915 /* This assures that quieter loop sounds do not overwrite louder ones,
7916 while restarting sound volume comparison with each new game frame. */
7918 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
7921 loop_sound_volume[nr] = volume;
7922 loop_sound_frame[nr] = FrameCounter;
7925 PlaySoundExt(nr, volume, stereo_position, type);
7928 static void PlaySoundLevelNearest(int x, int y, int sound_action)
7930 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
7931 x > LEVELX(BX2) ? LEVELX(BX2) : x,
7932 y < LEVELY(BY1) ? LEVELY(BY1) :
7933 y > LEVELY(BY2) ? LEVELY(BY2) : y,
7937 static void PlaySoundLevelAction(int x, int y, int action)
7939 PlaySoundLevelElementAction(x, y, Feld[x][y], action);
7942 static void PlaySoundLevelElementAction(int x, int y, int element, int action)
7944 int sound_effect = element_info[element].sound[action];
7946 if (sound_effect != SND_UNDEFINED)
7947 PlaySoundLevel(x, y, sound_effect);
7950 static void PlaySoundLevelActionIfLoop(int x, int y, int action)
7952 int sound_effect = element_info[Feld[x][y]].sound[action];
7954 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
7955 PlaySoundLevel(x, y, sound_effect);
7958 static void StopSoundLevelActionIfLoop(int x, int y, int action)
7960 int sound_effect = element_info[Feld[x][y]].sound[action];
7962 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
7963 StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND);
7966 void RaiseScore(int value)
7968 local_player->score += value;
7969 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2);
7972 void RaiseScoreElement(int element)
7978 case EL_EMERALD_YELLOW:
7979 case EL_EMERALD_RED:
7980 case EL_EMERALD_PURPLE:
7981 case EL_SP_INFOTRON:
7982 RaiseScore(level.score[SC_EMERALD]);
7985 RaiseScore(level.score[SC_DIAMOND]);
7988 RaiseScore(level.score[SC_CRYSTAL]);
7991 RaiseScore(level.score[SC_PEARL]);
7994 case EL_BD_BUTTERFLY:
7995 case EL_SP_ELECTRON:
7996 RaiseScore(level.score[SC_BUG]);
8000 case EL_SP_SNIKSNAK:
8001 RaiseScore(level.score[SC_SPACESHIP]);
8004 case EL_DARK_YAMYAM:
8005 RaiseScore(level.score[SC_YAMYAM]);
8008 RaiseScore(level.score[SC_ROBOT]);
8011 RaiseScore(level.score[SC_PACMAN]);
8014 RaiseScore(level.score[SC_NUT]);
8017 case EL_SP_DISK_RED:
8018 case EL_DYNABOMB_INCREASE_NUMBER:
8019 case EL_DYNABOMB_INCREASE_SIZE:
8020 case EL_DYNABOMB_INCREASE_POWER:
8021 RaiseScore(level.score[SC_DYNAMITE]);
8023 case EL_SHIELD_NORMAL:
8024 case EL_SHIELD_DEADLY:
8025 RaiseScore(level.score[SC_SHIELD]);
8028 RaiseScore(level.score[SC_TIME_BONUS]);
8034 RaiseScore(level.score[SC_KEY]);
8037 RaiseScore(element_info[element].collect_score);
8042 void RequestQuitGame(boolean ask_if_really_quit)
8044 if (AllPlayersGone ||
8045 !ask_if_really_quit ||
8046 level_editor_test_game ||
8047 Request("Do you really want to quit the game ?",
8048 REQ_ASK | REQ_STAY_CLOSED))
8050 #if defined(PLATFORM_UNIX)
8051 if (options.network)
8052 SendToServer_StopPlaying();
8056 game_status = GAME_MODE_MAIN;
8062 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
8067 /* ---------- new game button stuff ---------------------------------------- */
8069 /* graphic position values for game buttons */
8070 #define GAME_BUTTON_XSIZE 30
8071 #define GAME_BUTTON_YSIZE 30
8072 #define GAME_BUTTON_XPOS 5
8073 #define GAME_BUTTON_YPOS 215
8074 #define SOUND_BUTTON_XPOS 5
8075 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
8077 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
8078 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
8079 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
8080 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
8081 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
8082 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
8089 } gamebutton_info[NUM_GAME_BUTTONS] =
8092 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
8097 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
8102 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
8107 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
8108 SOUND_CTRL_ID_MUSIC,
8109 "background music on/off"
8112 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
8113 SOUND_CTRL_ID_LOOPS,
8114 "sound loops on/off"
8117 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
8118 SOUND_CTRL_ID_SIMPLE,
8119 "normal sounds on/off"
8123 void CreateGameButtons()
8127 for (i=0; i<NUM_GAME_BUTTONS; i++)
8129 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
8130 struct GadgetInfo *gi;
8133 unsigned long event_mask;
8134 int gd_xoffset, gd_yoffset;
8135 int gd_x1, gd_x2, gd_y1, gd_y2;
8138 gd_xoffset = gamebutton_info[i].x;
8139 gd_yoffset = gamebutton_info[i].y;
8140 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
8141 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
8143 if (id == GAME_CTRL_ID_STOP ||
8144 id == GAME_CTRL_ID_PAUSE ||
8145 id == GAME_CTRL_ID_PLAY)
8147 button_type = GD_TYPE_NORMAL_BUTTON;
8149 event_mask = GD_EVENT_RELEASED;
8150 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
8151 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
8155 button_type = GD_TYPE_CHECK_BUTTON;
8157 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
8158 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
8159 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
8160 event_mask = GD_EVENT_PRESSED;
8161 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
8162 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
8165 gi = CreateGadget(GDI_CUSTOM_ID, id,
8166 GDI_INFO_TEXT, gamebutton_info[i].infotext,
8167 GDI_X, DX + gd_xoffset,
8168 GDI_Y, DY + gd_yoffset,
8169 GDI_WIDTH, GAME_BUTTON_XSIZE,
8170 GDI_HEIGHT, GAME_BUTTON_YSIZE,
8171 GDI_TYPE, button_type,
8172 GDI_STATE, GD_BUTTON_UNPRESSED,
8173 GDI_CHECKED, checked,
8174 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
8175 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
8176 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
8177 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
8178 GDI_EVENT_MASK, event_mask,
8179 GDI_CALLBACK_ACTION, HandleGameButtons,
8183 Error(ERR_EXIT, "cannot create gadget");
8185 game_gadget[id] = gi;
8189 void FreeGameButtons()
8193 for (i=0; i<NUM_GAME_BUTTONS; i++)
8194 FreeGadget(game_gadget[i]);
8197 static void MapGameButtons()
8201 for (i=0; i<NUM_GAME_BUTTONS; i++)
8202 MapGadget(game_gadget[i]);
8205 void UnmapGameButtons()
8209 for (i=0; i<NUM_GAME_BUTTONS; i++)
8210 UnmapGadget(game_gadget[i]);
8213 static void HandleGameButtons(struct GadgetInfo *gi)
8215 int id = gi->custom_id;
8217 if (game_status != GAME_MODE_PLAYING)
8222 case GAME_CTRL_ID_STOP:
8223 RequestQuitGame(TRUE);
8226 case GAME_CTRL_ID_PAUSE:
8227 if (options.network)
8229 #if defined(PLATFORM_UNIX)
8231 SendToServer_ContinuePlaying();
8233 SendToServer_PausePlaying();
8237 TapeTogglePause(TAPE_TOGGLE_MANUAL);
8240 case GAME_CTRL_ID_PLAY:
8243 #if defined(PLATFORM_UNIX)
8244 if (options.network)
8245 SendToServer_ContinuePlaying();
8249 tape.pausing = FALSE;
8250 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
8255 case SOUND_CTRL_ID_MUSIC:
8256 if (setup.sound_music)
8258 setup.sound_music = FALSE;
8261 else if (audio.music_available)
8263 setup.sound = setup.sound_music = TRUE;
8265 SetAudioMode(setup.sound);
8266 PlayMusic(level_nr);
8270 case SOUND_CTRL_ID_LOOPS:
8271 if (setup.sound_loops)
8272 setup.sound_loops = FALSE;
8273 else if (audio.loops_available)
8275 setup.sound = setup.sound_loops = TRUE;
8276 SetAudioMode(setup.sound);
8280 case SOUND_CTRL_ID_SIMPLE:
8281 if (setup.sound_simple)
8282 setup.sound_simple = FALSE;
8283 else if (audio.sound_available)
8285 setup.sound = setup.sound_simple = TRUE;
8286 SetAudioMode(setup.sound);