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);
174 static void ChangeElementNow(int, int, int);
176 static void PlaySoundLevel(int, int, int);
177 static void PlaySoundLevelNearest(int, int, int);
178 static void PlaySoundLevelAction(int, int, int);
179 static void PlaySoundLevelElementAction(int, int, int, int);
180 static void PlaySoundLevelActionIfLoop(int, int, int);
181 static void StopSoundLevelActionIfLoop(int, int, int);
183 static void MapGameButtons();
184 static void HandleGameButtons(struct GadgetInfo *);
186 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
189 /* ------------------------------------------------------------------------- */
190 /* definition of elements that automatically change to other elements after */
191 /* a specified time, eventually calling a function when changing */
192 /* ------------------------------------------------------------------------- */
194 /* forward declaration for changer functions */
195 static void InitBuggyBase(int x, int y);
196 static void WarnBuggyBase(int x, int y);
198 static void InitTrap(int x, int y);
199 static void ActivateTrap(int x, int y);
200 static void ChangeActiveTrap(int x, int y);
202 static void InitRobotWheel(int x, int y);
203 static void RunRobotWheel(int x, int y);
204 static void StopRobotWheel(int x, int y);
206 static void InitTimegateWheel(int x, int y);
207 static void RunTimegateWheel(int x, int y);
209 struct ChangingElementInfo
214 void (*pre_change_function)(int x, int y);
215 void (*change_function)(int x, int y);
216 void (*post_change_function)(int x, int y);
219 static struct ChangingElementInfo changing_element_list[] =
246 EL_SWITCHGATE_OPENING,
254 EL_SWITCHGATE_CLOSING,
255 EL_SWITCHGATE_CLOSED,
287 EL_ACID_SPLASH_RIGHT,
296 EL_SP_BUGGY_BASE_ACTIVATING,
303 EL_SP_BUGGY_BASE_ACTIVATING,
304 EL_SP_BUGGY_BASE_ACTIVE,
311 EL_SP_BUGGY_BASE_ACTIVE,
335 EL_ROBOT_WHEEL_ACTIVE,
343 EL_TIMEGATE_SWITCH_ACTIVE,
364 int push_delay_fixed, push_delay_random;
369 { EL_BALLOON, 0, 0 },
371 { EL_SOKOBAN_OBJECT, 2, 0 },
372 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
373 { EL_SATELLITE, 2, 0 },
374 { EL_SP_DISK_YELLOW, 2, 0 },
376 { EL_UNDEFINED, 0, 0 },
384 move_stepsize_list[] =
386 { EL_AMOEBA_DROP, 2 },
387 { EL_AMOEBA_DROPPING, 2 },
388 { EL_QUICKSAND_FILLING, 1 },
389 { EL_QUICKSAND_EMPTYING, 1 },
390 { EL_MAGIC_WALL_FILLING, 2 },
391 { EL_BD_MAGIC_WALL_FILLING, 2 },
392 { EL_MAGIC_WALL_EMPTYING, 2 },
393 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
403 collect_count_list[] =
406 { EL_BD_DIAMOND, 1 },
407 { EL_EMERALD_YELLOW, 1 },
408 { EL_EMERALD_RED, 1 },
409 { EL_EMERALD_PURPLE, 1 },
411 { EL_SP_INFOTRON, 1 },
418 static boolean changing_element[MAX_NUM_ELEMENTS];
419 static unsigned long trigger_events[MAX_NUM_ELEMENTS];
421 #define IS_AUTO_CHANGING(e) (changing_element[e])
422 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
423 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
424 IS_JUST_CHANGING(x, y))
427 void GetPlayerConfig()
429 if (!audio.sound_available)
430 setup.sound_simple = FALSE;
432 if (!audio.loops_available)
433 setup.sound_loops = FALSE;
435 if (!audio.music_available)
436 setup.sound_music = FALSE;
438 if (!video.fullscreen_available)
439 setup.fullscreen = FALSE;
441 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
443 SetAudioMode(setup.sound);
447 static int getBeltNrFromBeltElement(int element)
449 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
450 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
451 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
454 static int getBeltNrFromBeltActiveElement(int element)
456 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
457 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
458 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
461 static int getBeltNrFromBeltSwitchElement(int element)
463 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
464 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
465 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
468 static int getBeltDirNrFromBeltSwitchElement(int element)
470 static int belt_base_element[4] =
472 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
473 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
474 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
475 EL_CONVEYOR_BELT_4_SWITCH_LEFT
478 int belt_nr = getBeltNrFromBeltSwitchElement(element);
479 int belt_dir_nr = element - belt_base_element[belt_nr];
481 return (belt_dir_nr % 3);
484 static int getBeltDirFromBeltSwitchElement(int element)
486 static int belt_move_dir[3] =
493 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
495 return belt_move_dir[belt_dir_nr];
498 static void InitPlayerField(int x, int y, int element, boolean init_game)
500 if (element == EL_SP_MURPHY)
504 if (stored_player[0].present)
506 Feld[x][y] = EL_SP_MURPHY_CLONE;
512 stored_player[0].use_murphy_graphic = TRUE;
515 Feld[x][y] = EL_PLAYER_1;
521 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
522 int jx = player->jx, jy = player->jy;
524 player->present = TRUE;
526 if (!options.network || player->connected)
528 player->active = TRUE;
530 /* remove potentially duplicate players */
531 if (StorePlayer[jx][jy] == Feld[x][y])
532 StorePlayer[jx][jy] = 0;
534 StorePlayer[x][y] = Feld[x][y];
538 printf("Player %d activated.\n", player->element_nr);
539 printf("[Local player is %d and currently %s.]\n",
540 local_player->element_nr,
541 local_player->active ? "active" : "not active");
545 Feld[x][y] = EL_EMPTY;
546 player->jx = player->last_jx = x;
547 player->jy = player->last_jy = y;
551 static void InitField(int x, int y, boolean init_game)
553 int element = Feld[x][y];
562 InitPlayerField(x, y, element, init_game);
566 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
567 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
568 else if (x > 0 && Feld[x-1][y] == EL_ACID)
569 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
570 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
571 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
572 else if (y > 0 && Feld[x][y-1] == EL_ACID)
573 Feld[x][y] = EL_ACID_POOL_BOTTOM;
574 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
575 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
583 case EL_SPACESHIP_RIGHT:
584 case EL_SPACESHIP_UP:
585 case EL_SPACESHIP_LEFT:
586 case EL_SPACESHIP_DOWN:
588 case EL_BD_BUTTERFLY_RIGHT:
589 case EL_BD_BUTTERFLY_UP:
590 case EL_BD_BUTTERFLY_LEFT:
591 case EL_BD_BUTTERFLY_DOWN:
592 case EL_BD_BUTTERFLY:
593 case EL_BD_FIREFLY_RIGHT:
594 case EL_BD_FIREFLY_UP:
595 case EL_BD_FIREFLY_LEFT:
596 case EL_BD_FIREFLY_DOWN:
598 case EL_PACMAN_RIGHT:
622 if (y == lev_fieldy - 1)
624 Feld[x][y] = EL_AMOEBA_GROWING;
625 Store[x][y] = EL_AMOEBA_WET;
629 case EL_DYNAMITE_ACTIVE:
634 local_player->lights_still_needed++;
637 case EL_SOKOBAN_FIELD_EMPTY:
638 local_player->sokobanfields_still_needed++;
642 local_player->friends_still_needed++;
647 MovDir[x][y] = 1 << RND(4);
651 Feld[x][y] = EL_EMPTY;
654 case EL_EM_KEY_1_FILE:
655 Feld[x][y] = EL_EM_KEY_1;
657 case EL_EM_KEY_2_FILE:
658 Feld[x][y] = EL_EM_KEY_2;
660 case EL_EM_KEY_3_FILE:
661 Feld[x][y] = EL_EM_KEY_3;
663 case EL_EM_KEY_4_FILE:
664 Feld[x][y] = EL_EM_KEY_4;
667 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
668 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
669 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
670 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
671 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
672 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
673 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
674 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
675 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
676 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
677 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
678 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
681 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
682 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
683 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
685 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
687 game.belt_dir[belt_nr] = belt_dir;
688 game.belt_dir_nr[belt_nr] = belt_dir_nr;
690 else /* more than one switch -- set it like the first switch */
692 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
697 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
699 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
702 case EL_LIGHT_SWITCH_ACTIVE:
704 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
708 if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
714 void DrawGameDoorValues()
718 for (i=0; i<MAX_PLAYERS; i++)
720 if (stored_player[i].key[j])
721 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
722 el2edimg(EL_KEY_1 + j));
724 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
725 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
726 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
727 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
728 DrawText(DX + XX_SCORE, DY + YY_SCORE,
729 int2str(local_player->score, 5), FONT_TEXT_2);
730 DrawText(DX + XX_TIME, DY + YY_TIME,
731 int2str(TimeLeft, 3), FONT_TEXT_2);
736 =============================================================================
738 -----------------------------------------------------------------------------
739 initialize game engine due to level / tape version number
740 =============================================================================
743 static void InitGameEngine()
747 /* set game engine from tape file when re-playing, else from level file */
748 game.engine_version = (tape.playing ? tape.engine_version :
751 /* dynamically adjust element properties according to game engine version */
752 InitElementPropertiesEngine(game.engine_version);
755 printf("level %d: level version == %06d\n", level_nr, level.game_version);
756 printf(" tape version == %06d [%s] [file: %06d]\n",
757 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
759 printf(" => game.engine_version == %06d\n", game.engine_version);
762 /* ---------- initialize player's initial move delay --------------------- */
764 /* dynamically adjust player properties according to game engine version */
765 game.initial_move_delay =
766 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
767 INITIAL_MOVE_DELAY_OFF);
769 /* dynamically adjust player properties according to level information */
770 game.initial_move_delay_value =
771 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
773 /* ---------- initialize changing elements ------------------------------- */
775 /* initialize changing elements information */
776 for (i=0; i < MAX_NUM_ELEMENTS; i++)
778 /* this pointer might have been changed in the level editor */
779 element_info[i].change = &element_info[i].change_page[0];
781 if (!IS_CUSTOM_ELEMENT(i))
783 element_info[i].change->target_element = EL_EMPTY_SPACE;
784 element_info[i].change->delay_fixed = 0;
785 element_info[i].change->delay_random = 0;
786 element_info[i].change->delay_frames = 1;
789 changing_element[i] = FALSE;
792 /* add changing elements from pre-defined list */
793 for (i=0; changing_element_list[i].element != EL_UNDEFINED; i++)
795 int element = changing_element_list[i].element;
796 struct ChangingElementInfo *ce = &changing_element_list[i];
797 struct ElementChangeInfo *change = element_info[element].change;
799 change->target_element = ce->target_element;
800 change->delay_fixed = ce->change_delay;
802 change->pre_change_function = ce->pre_change_function;
803 change->change_function = ce->change_function;
804 change->post_change_function = ce->post_change_function;
806 changing_element[element] = TRUE;
809 /* add changing elements from custom element configuration */
810 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
812 int element = EL_CUSTOM_START + i;
814 /* only add custom elements that change after fixed/random frame delay */
815 if (!CAN_CHANGE(element) || !HAS_CHANGE_EVENT(element, CE_DELAY))
818 changing_element[element] = TRUE;
821 /* ---------- initialize trigger events ---------------------------------- */
823 /* initialize trigger events information */
824 for (i=0; i<MAX_NUM_ELEMENTS; i++)
825 trigger_events[i] = EP_BITMASK_DEFAULT;
827 /* add trigger events from element change event properties */
828 for (i=0; i<MAX_NUM_ELEMENTS; i++)
829 if (HAS_CHANGE_EVENT(i, CE_BY_OTHER))
830 trigger_events[element_info[i].change->trigger_element] |=
831 element_info[i].change->events;
833 /* ---------- initialize push delay -------------------------------------- */
835 /* initialize push delay values to default */
836 for (i=0; i<MAX_NUM_ELEMENTS; i++)
838 if (!IS_CUSTOM_ELEMENT(i))
840 element_info[i].push_delay_fixed = 2;
841 element_info[i].push_delay_random = 8;
845 /* set push delay value for certain elements from pre-defined list */
846 for (i=0; push_delay_list[i].element != EL_UNDEFINED; i++)
848 int e = push_delay_list[i].element;
850 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
851 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
854 /* ---------- initialize move stepsize ----------------------------------- */
856 /* initialize move stepsize values to default */
857 for (i=0; i<MAX_NUM_ELEMENTS; i++)
858 if (!IS_CUSTOM_ELEMENT(i))
859 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
861 /* set move stepsize value for certain elements from pre-defined list */
862 for (i=0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
864 int e = move_stepsize_list[i].element;
866 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
869 /* ---------- initialize gem count --------------------------------------- */
871 /* initialize gem count values for each element */
872 for (i=0; i<MAX_NUM_ELEMENTS; i++)
873 if (!IS_CUSTOM_ELEMENT(i))
874 element_info[i].collect_count = 0;
876 /* add gem count values for all elements from pre-defined list */
877 for (i=0; collect_count_list[i].element != EL_UNDEFINED; i++)
878 element_info[collect_count_list[i].element].collect_count =
879 collect_count_list[i].count;
884 =============================================================================
886 -----------------------------------------------------------------------------
887 initialize and start new game
888 =============================================================================
893 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
894 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
895 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
902 #if USE_NEW_AMOEBA_CODE
903 printf("Using new amoeba code.\n");
905 printf("Using old amoeba code.\n");
910 /* don't play tapes over network */
911 network_playing = (options.network && !tape.playing);
913 for (i=0; i<MAX_PLAYERS; i++)
915 struct PlayerInfo *player = &stored_player[i];
917 player->index_nr = i;
918 player->element_nr = EL_PLAYER_1 + i;
920 player->present = FALSE;
921 player->active = FALSE;
924 player->effective_action = 0;
925 player->programmed_action = 0;
928 player->gems_still_needed = level.gems_needed;
929 player->sokobanfields_still_needed = 0;
930 player->lights_still_needed = 0;
931 player->friends_still_needed = 0;
934 player->key[j] = FALSE;
936 player->dynabomb_count = 0;
937 player->dynabomb_size = 1;
938 player->dynabombs_left = 0;
939 player->dynabomb_xl = FALSE;
941 player->MovDir = MV_NO_MOVING;
943 player->Pushing = FALSE;
944 player->Switching = FALSE;
946 player->GfxDir = MV_NO_MOVING;
947 player->GfxAction = ACTION_DEFAULT;
949 player->StepFrame = 0;
951 player->use_murphy_graphic = FALSE;
952 player->use_disk_red_graphic = FALSE;
954 player->actual_frame_counter = 0;
956 player->last_move_dir = MV_NO_MOVING;
958 player->is_moving = FALSE;
959 player->is_waiting = FALSE;
960 player->is_digging = FALSE;
961 player->is_collecting = FALSE;
963 player->move_delay = game.initial_move_delay;
964 player->move_delay_value = game.initial_move_delay_value;
966 player->push_delay = 0;
967 player->push_delay_value = 5;
969 player->snapped = FALSE;
971 player->last_jx = player->last_jy = 0;
972 player->jx = player->jy = 0;
974 player->shield_normal_time_left = 0;
975 player->shield_deadly_time_left = 0;
977 player->inventory_size = 0;
979 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
980 SnapField(player, 0, 0);
982 player->LevelSolved = FALSE;
983 player->GameOver = FALSE;
986 network_player_action_received = FALSE;
988 #if defined(PLATFORM_UNIX)
989 /* initial null action */
991 SendToServer_MovePlayer(MV_NO_MOVING);
999 TimeLeft = level.time;
1001 ScreenMovDir = MV_NO_MOVING;
1005 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
1007 AllPlayersGone = FALSE;
1009 game.yamyam_content_nr = 0;
1010 game.magic_wall_active = FALSE;
1011 game.magic_wall_time_left = 0;
1012 game.light_time_left = 0;
1013 game.timegate_time_left = 0;
1014 game.switchgate_pos = 0;
1015 game.balloon_dir = MV_NO_MOVING;
1016 game.explosions_delayed = TRUE;
1020 game.belt_dir[i] = MV_NO_MOVING;
1021 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1024 for (i=0; i<MAX_NUM_AMOEBA; i++)
1025 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
1027 for (x=0; x<lev_fieldx; x++)
1029 for (y=0; y<lev_fieldy; y++)
1031 Feld[x][y] = level.field[x][y];
1032 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
1033 ChangeDelay[x][y] = 0;
1034 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
1036 JustStopped[x][y] = 0;
1038 Pushed[x][y] = FALSE;
1039 Changing[x][y] = FALSE;
1040 ExplodePhase[x][y] = 0;
1041 ExplodeField[x][y] = EX_NO_EXPLOSION;
1044 GfxAction[x][y] = ACTION_DEFAULT;
1045 GfxRandom[x][y] = INIT_GFX_RANDOM();
1046 GfxElement[x][y] = EL_UNDEFINED;
1050 for(y=0; y<lev_fieldy; y++)
1052 for(x=0; x<lev_fieldx; x++)
1054 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
1056 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
1058 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
1061 InitField(x, y, TRUE);
1067 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
1068 emulate_sb ? EMU_SOKOBAN :
1069 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
1071 /* correct non-moving belts to start moving left */
1073 if (game.belt_dir[i] == MV_NO_MOVING)
1074 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1076 /* check if any connected player was not found in playfield */
1077 for (i=0; i<MAX_PLAYERS; i++)
1079 struct PlayerInfo *player = &stored_player[i];
1081 if (player->connected && !player->present)
1083 for (j=0; j<MAX_PLAYERS; j++)
1085 struct PlayerInfo *some_player = &stored_player[j];
1086 int jx = some_player->jx, jy = some_player->jy;
1088 /* assign first free player found that is present in the playfield */
1089 if (some_player->present && !some_player->connected)
1091 player->present = TRUE;
1092 player->active = TRUE;
1093 some_player->present = FALSE;
1095 StorePlayer[jx][jy] = player->element_nr;
1096 player->jx = player->last_jx = jx;
1097 player->jy = player->last_jy = jy;
1107 /* when playing a tape, eliminate all players who do not participate */
1109 for (i=0; i<MAX_PLAYERS; i++)
1111 if (stored_player[i].active && !tape.player_participates[i])
1113 struct PlayerInfo *player = &stored_player[i];
1114 int jx = player->jx, jy = player->jy;
1116 player->active = FALSE;
1117 StorePlayer[jx][jy] = 0;
1118 Feld[jx][jy] = EL_EMPTY;
1122 else if (!options.network && !setup.team_mode) /* && !tape.playing */
1124 /* when in single player mode, eliminate all but the first active player */
1126 for (i=0; i<MAX_PLAYERS; i++)
1128 if (stored_player[i].active)
1130 for (j=i+1; j<MAX_PLAYERS; j++)
1132 if (stored_player[j].active)
1134 struct PlayerInfo *player = &stored_player[j];
1135 int jx = player->jx, jy = player->jy;
1137 player->active = FALSE;
1138 StorePlayer[jx][jy] = 0;
1139 Feld[jx][jy] = EL_EMPTY;
1146 /* when recording the game, store which players take part in the game */
1149 for (i=0; i<MAX_PLAYERS; i++)
1150 if (stored_player[i].active)
1151 tape.player_participates[i] = TRUE;
1156 for (i=0; i<MAX_PLAYERS; i++)
1158 struct PlayerInfo *player = &stored_player[i];
1160 printf("Player %d: present == %d, connected == %d, active == %d.\n",
1165 if (local_player == player)
1166 printf("Player %d is local player.\n", i+1);
1170 if (BorderElement == EL_EMPTY)
1173 SBX_Right = lev_fieldx - SCR_FIELDX;
1175 SBY_Lower = lev_fieldy - SCR_FIELDY;
1180 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
1182 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
1185 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
1186 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
1188 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
1189 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
1191 /* if local player not found, look for custom element that might create
1192 the player (make some assumptions about the right custom element) */
1193 if (!local_player->present)
1195 int start_x = 0, start_y = 0;
1196 int found_rating = 0;
1197 int found_element = EL_UNDEFINED;
1199 for(y=0; y < lev_fieldy; y++) for(x=0; x < lev_fieldx; x++)
1201 int element = Feld[x][y];
1206 if (!IS_CUSTOM_ELEMENT(element))
1209 if (CAN_CHANGE(element))
1211 content = element_info[element].change->target_element;
1212 is_player = ELEM_IS_PLAYER(content);
1214 if (is_player && (found_rating < 3 || element < found_element))
1220 found_element = element;
1224 for(yy=0; yy < 3; yy++) for(xx=0; xx < 3; xx++)
1226 content = element_info[element].content[xx][yy];
1227 is_player = ELEM_IS_PLAYER(content);
1229 if (is_player && (found_rating < 2 || element < found_element))
1231 start_x = x + xx - 1;
1232 start_y = y + yy - 1;
1235 found_element = element;
1238 if (!CAN_CHANGE(element))
1241 content = element_info[element].change->content[xx][yy];
1242 is_player = ELEM_IS_PLAYER(content);
1244 if (is_player && (found_rating < 1 || element < found_element))
1246 start_x = x + xx - 1;
1247 start_y = y + yy - 1;
1250 found_element = element;
1255 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
1256 start_x > SBX_Right + MIDPOSX ? SBX_Right :
1259 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
1260 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
1266 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
1267 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
1268 local_player->jx - MIDPOSX);
1270 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
1271 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
1272 local_player->jy - MIDPOSY);
1274 scroll_x = SBX_Left;
1275 scroll_y = SBY_Upper;
1276 if (local_player->jx >= SBX_Left + MIDPOSX)
1277 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
1278 local_player->jx - MIDPOSX :
1280 if (local_player->jy >= SBY_Upper + MIDPOSY)
1281 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
1282 local_player->jy - MIDPOSY :
1287 CloseDoor(DOOR_CLOSE_1);
1292 /* after drawing the level, correct some elements */
1293 if (game.timegate_time_left == 0)
1294 CloseAllOpenTimegates();
1296 if (setup.soft_scrolling)
1297 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
1299 redraw_mask |= REDRAW_FROM_BACKBUFFER;
1302 /* copy default game door content to main double buffer */
1303 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
1304 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
1307 DrawText(DX + XX_LEVEL, DY + YY_LEVEL, int2str(level_nr, 2), FONT_TEXT_2);
1310 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
1311 int2str(level_nr, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
1312 BlitBitmap(drawto, drawto,
1313 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
1314 getFontWidth(FONT_LEVEL_NUMBER) * 3,
1315 getFontHeight(FONT_LEVEL_NUMBER) - 1,
1316 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
1319 DrawGameDoorValues();
1323 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
1324 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
1325 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
1329 /* copy actual game door content to door double buffer for OpenDoor() */
1330 BlitBitmap(drawto, bitmap_db_door,
1331 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
1333 OpenDoor(DOOR_OPEN_ALL);
1335 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
1336 if (setup.sound_music)
1337 PlayMusic(level_nr);
1339 KeyboardAutoRepeatOffUnlessAutoplay();
1344 printf("Player %d %sactive.\n",
1345 i + 1, (stored_player[i].active ? "" : "not "));
1349 void InitMovDir(int x, int y)
1351 int i, element = Feld[x][y];
1352 static int xy[4][2] =
1359 static int direction[3][4] =
1361 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1362 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1363 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1372 Feld[x][y] = EL_BUG;
1373 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
1376 case EL_SPACESHIP_RIGHT:
1377 case EL_SPACESHIP_UP:
1378 case EL_SPACESHIP_LEFT:
1379 case EL_SPACESHIP_DOWN:
1380 Feld[x][y] = EL_SPACESHIP;
1381 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
1384 case EL_BD_BUTTERFLY_RIGHT:
1385 case EL_BD_BUTTERFLY_UP:
1386 case EL_BD_BUTTERFLY_LEFT:
1387 case EL_BD_BUTTERFLY_DOWN:
1388 Feld[x][y] = EL_BD_BUTTERFLY;
1389 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
1392 case EL_BD_FIREFLY_RIGHT:
1393 case EL_BD_FIREFLY_UP:
1394 case EL_BD_FIREFLY_LEFT:
1395 case EL_BD_FIREFLY_DOWN:
1396 Feld[x][y] = EL_BD_FIREFLY;
1397 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1400 case EL_PACMAN_RIGHT:
1402 case EL_PACMAN_LEFT:
1403 case EL_PACMAN_DOWN:
1404 Feld[x][y] = EL_PACMAN;
1405 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1408 case EL_SP_SNIKSNAK:
1409 MovDir[x][y] = MV_UP;
1412 case EL_SP_ELECTRON:
1413 MovDir[x][y] = MV_LEFT;
1420 Feld[x][y] = EL_MOLE;
1421 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1425 if (IS_CUSTOM_ELEMENT(element))
1427 if (element_info[element].move_direction_initial != MV_NO_MOVING)
1428 MovDir[x][y] = element_info[element].move_direction_initial;
1429 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
1430 element_info[element].move_pattern == MV_TURNING_LEFT ||
1431 element_info[element].move_pattern == MV_TURNING_RIGHT)
1432 MovDir[x][y] = 1 << RND(4);
1433 else if (element_info[element].move_pattern == MV_HORIZONTAL)
1434 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
1435 else if (element_info[element].move_pattern == MV_VERTICAL)
1436 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
1437 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
1438 MovDir[x][y] = element_info[element].move_pattern;
1439 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE ||
1440 element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1444 int x1 = x + xy[i][0];
1445 int y1 = y + xy[i][1];
1447 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1449 if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1450 MovDir[x][y] = direction[0][i];
1452 MovDir[x][y] = direction[1][i];
1461 MovDir[x][y] = 1 << RND(4);
1463 if (element != EL_BUG &&
1464 element != EL_SPACESHIP &&
1465 element != EL_BD_BUTTERFLY &&
1466 element != EL_BD_FIREFLY)
1471 int x1 = x + xy[i][0];
1472 int y1 = y + xy[i][1];
1474 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1476 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1478 MovDir[x][y] = direction[0][i];
1481 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1482 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1484 MovDir[x][y] = direction[1][i];
1494 void InitAmoebaNr(int x, int y)
1497 int group_nr = AmoebeNachbarNr(x, y);
1501 for (i=1; i<MAX_NUM_AMOEBA; i++)
1503 if (AmoebaCnt[i] == 0)
1511 AmoebaNr[x][y] = group_nr;
1512 AmoebaCnt[group_nr]++;
1513 AmoebaCnt2[group_nr]++;
1519 boolean raise_level = FALSE;
1521 if (local_player->MovPos)
1524 if (tape.playing && tape.auto_play)
1525 tape.auto_play_level_solved = TRUE;
1527 local_player->LevelSolved = FALSE;
1529 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
1533 if (!tape.playing && setup.sound_loops)
1534 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1535 SND_CTRL_PLAY_LOOP);
1537 while (TimeLeft > 0)
1539 if (!tape.playing && !setup.sound_loops)
1540 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1541 if (TimeLeft > 0 && !(TimeLeft % 10))
1542 RaiseScore(level.score[SC_TIME_BONUS]);
1543 if (TimeLeft > 100 && !(TimeLeft % 10))
1547 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
1554 if (!tape.playing && setup.sound_loops)
1555 StopSound(SND_GAME_LEVELTIME_BONUS);
1557 else if (level.time == 0) /* level without time limit */
1559 if (!tape.playing && setup.sound_loops)
1560 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1561 SND_CTRL_PLAY_LOOP);
1563 while (TimePlayed < 999)
1565 if (!tape.playing && !setup.sound_loops)
1566 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1567 if (TimePlayed < 999 && !(TimePlayed % 10))
1568 RaiseScore(level.score[SC_TIME_BONUS]);
1569 if (TimePlayed < 900 && !(TimePlayed % 10))
1573 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
1580 if (!tape.playing && setup.sound_loops)
1581 StopSound(SND_GAME_LEVELTIME_BONUS);
1584 /* Hero disappears */
1585 DrawLevelField(ExitX, ExitY);
1591 CloseDoor(DOOR_CLOSE_1);
1596 SaveTape(tape.level_nr); /* Ask to save tape */
1599 if (level_nr == leveldir_current->handicap_level)
1601 leveldir_current->handicap_level++;
1602 SaveLevelSetup_SeriesInfo();
1605 if (level_editor_test_game)
1606 local_player->score = -1; /* no highscore when playing from editor */
1607 else if (level_nr < leveldir_current->last_level)
1608 raise_level = TRUE; /* advance to next level */
1610 if ((hi_pos = NewHiScore()) >= 0)
1612 game_status = GAME_MODE_SCORES;
1613 DrawHallOfFame(hi_pos);
1622 game_status = GAME_MODE_MAIN;
1639 LoadScore(level_nr);
1641 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1642 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1645 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1647 if (local_player->score > highscore[k].Score)
1649 /* player has made it to the hall of fame */
1651 if (k < MAX_SCORE_ENTRIES - 1)
1653 int m = MAX_SCORE_ENTRIES - 1;
1656 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1657 if (!strcmp(setup.player_name, highscore[l].Name))
1659 if (m == k) /* player's new highscore overwrites his old one */
1665 strcpy(highscore[l].Name, highscore[l - 1].Name);
1666 highscore[l].Score = highscore[l - 1].Score;
1673 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1674 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1675 highscore[k].Score = local_player->score;
1681 else if (!strncmp(setup.player_name, highscore[k].Name,
1682 MAX_PLAYER_NAME_LEN))
1683 break; /* player already there with a higher score */
1689 SaveScore(level_nr);
1694 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
1696 if (player->GfxAction != action || player->GfxDir != dir)
1699 printf("Player frame reset! (%d => %d, %d => %d)\n",
1700 player->GfxAction, action, player->GfxDir, dir);
1703 player->GfxAction = action;
1704 player->GfxDir = dir;
1706 player->StepFrame = 0;
1710 static void ResetRandomAnimationValue(int x, int y)
1712 GfxRandom[x][y] = INIT_GFX_RANDOM();
1715 static void ResetGfxAnimation(int x, int y)
1718 GfxAction[x][y] = ACTION_DEFAULT;
1721 void InitMovingField(int x, int y, int direction)
1723 int element = Feld[x][y];
1724 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1725 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1729 if (!JustStopped[x][y] || direction != MovDir[x][y])
1730 ResetGfxAnimation(x, y);
1732 MovDir[newx][newy] = MovDir[x][y] = direction;
1734 if (Feld[newx][newy] == EL_EMPTY)
1735 Feld[newx][newy] = EL_BLOCKED;
1737 if (direction == MV_DOWN && CAN_FALL(element))
1738 GfxAction[x][y] = ACTION_FALLING;
1740 GfxAction[x][y] = ACTION_MOVING;
1742 GfxFrame[newx][newy] = GfxFrame[x][y];
1743 GfxAction[newx][newy] = GfxAction[x][y];
1744 GfxRandom[newx][newy] = GfxRandom[x][y];
1747 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1749 int direction = MovDir[x][y];
1750 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1751 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1757 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1759 int oldx = x, oldy = y;
1760 int direction = MovDir[x][y];
1762 if (direction == MV_LEFT)
1764 else if (direction == MV_RIGHT)
1766 else if (direction == MV_UP)
1768 else if (direction == MV_DOWN)
1771 *comes_from_x = oldx;
1772 *comes_from_y = oldy;
1775 int MovingOrBlocked2Element(int x, int y)
1777 int element = Feld[x][y];
1779 if (element == EL_BLOCKED)
1783 Blocked2Moving(x, y, &oldx, &oldy);
1784 return Feld[oldx][oldy];
1790 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1792 /* like MovingOrBlocked2Element(), but if element is moving
1793 and (x,y) is the field the moving element is just leaving,
1794 return EL_BLOCKED instead of the element value */
1795 int element = Feld[x][y];
1797 if (IS_MOVING(x, y))
1799 if (element == EL_BLOCKED)
1803 Blocked2Moving(x, y, &oldx, &oldy);
1804 return Feld[oldx][oldy];
1813 static void RemoveField(int x, int y)
1815 Feld[x][y] = EL_EMPTY;
1822 ChangeDelay[x][y] = 0;
1823 Pushed[x][y] = FALSE;
1825 GfxElement[x][y] = EL_UNDEFINED;
1826 GfxAction[x][y] = ACTION_DEFAULT;
1829 void RemoveMovingField(int x, int y)
1831 int oldx = x, oldy = y, newx = x, newy = y;
1832 int element = Feld[x][y];
1833 int next_element = EL_UNDEFINED;
1835 if (element != EL_BLOCKED && !IS_MOVING(x, y))
1838 if (IS_MOVING(x, y))
1840 Moving2Blocked(x, y, &newx, &newy);
1841 if (Feld[newx][newy] != EL_BLOCKED)
1844 else if (element == EL_BLOCKED)
1846 Blocked2Moving(x, y, &oldx, &oldy);
1847 if (!IS_MOVING(oldx, oldy))
1851 if (element == EL_BLOCKED &&
1852 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1853 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1854 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1855 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
1856 next_element = get_next_element(Feld[oldx][oldy]);
1858 RemoveField(oldx, oldy);
1859 RemoveField(newx, newy);
1861 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1863 if (next_element != EL_UNDEFINED)
1864 Feld[oldx][oldy] = next_element;
1866 DrawLevelField(oldx, oldy);
1867 DrawLevelField(newx, newy);
1870 void DrawDynamite(int x, int y)
1872 int sx = SCREENX(x), sy = SCREENY(y);
1873 int graphic = el2img(Feld[x][y]);
1876 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1879 if (IS_WALKABLE_INSIDE(Back[x][y]))
1883 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
1884 else if (Store[x][y])
1885 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
1887 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
1890 if (Back[x][y] || Store[x][y])
1891 DrawGraphicThruMask(sx, sy, graphic, frame);
1893 DrawGraphic(sx, sy, graphic, frame);
1895 if (game.emulation == EMU_SUPAPLEX)
1896 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
1897 else if (Store[x][y])
1898 DrawGraphicThruMask(sx, sy, graphic, frame);
1900 DrawGraphic(sx, sy, graphic, frame);
1904 void CheckDynamite(int x, int y)
1906 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
1910 if (MovDelay[x][y] != 0)
1913 PlaySoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1920 StopSoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1922 if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
1923 Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
1924 StopSound(SND_DYNAMITE_ACTIVE);
1926 StopSound(SND_DYNABOMB_ACTIVE);
1932 void RelocatePlayer(int x, int y, int element)
1934 struct PlayerInfo *player = &stored_player[element - EL_PLAYER_1];
1936 if (player->present)
1938 while (player->MovPos)
1940 ScrollFigure(player, SCROLL_GO_ON);
1941 ScrollScreen(NULL, SCROLL_GO_ON);
1947 RemoveField(player->jx, player->jy);
1948 DrawLevelField(player->jx, player->jy);
1951 InitPlayerField(x, y, element, TRUE);
1953 if (player == local_player)
1955 int scroll_xx = -999, scroll_yy = -999;
1957 while (scroll_xx != scroll_x || scroll_yy != scroll_y)
1960 int fx = FX, fy = FY;
1962 scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
1963 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
1964 local_player->jx - MIDPOSX);
1966 scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
1967 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
1968 local_player->jy - MIDPOSY);
1970 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
1971 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
1976 fx += dx * TILEX / 2;
1977 fy += dy * TILEY / 2;
1979 ScrollLevel(dx, dy);
1982 /* scroll in to steps of half tile size to make things smoother */
1983 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
1985 Delay(GAME_FRAME_DELAY);
1987 /* scroll second step to align at full tile size */
1989 Delay(GAME_FRAME_DELAY);
1994 void Explode(int ex, int ey, int phase, int mode)
1998 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1999 int last_phase = num_phase * delay;
2000 int half_phase = (num_phase / 2) * delay;
2001 int first_phase_after_start = EX_PHASE_START + 1;
2003 if (game.explosions_delayed)
2005 ExplodeField[ex][ey] = mode;
2009 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
2011 int center_element = Feld[ex][ey];
2014 /* --- This is only really needed (and now handled) in "Impact()". --- */
2015 /* do not explode moving elements that left the explode field in time */
2016 if (game.engine_version >= RELEASE_IDENT(2,2,0,7) &&
2017 center_element == EL_EMPTY && (mode == EX_NORMAL || mode == EX_CENTER))
2021 if (mode == EX_NORMAL || mode == EX_CENTER)
2022 PlaySoundLevelAction(ex, ey, ACTION_EXPLODING);
2024 /* remove things displayed in background while burning dynamite */
2025 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
2028 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
2030 /* put moving element to center field (and let it explode there) */
2031 center_element = MovingOrBlocked2Element(ex, ey);
2032 RemoveMovingField(ex, ey);
2033 Feld[ex][ey] = center_element;
2036 for (y = ey - 1; y <= ey + 1; y++) for(x = ex - 1; x <= ex + 1; x++)
2038 int xx = x - ex + 1;
2039 int yy = y - ey + 1;
2042 if (!IN_LEV_FIELD(x, y) ||
2043 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
2044 (x != ex || y != ey)))
2047 element = Feld[x][y];
2049 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
2051 element = MovingOrBlocked2Element(x, y);
2053 if (!IS_EXPLOSION_PROOF(element))
2054 RemoveMovingField(x, y);
2060 if (IS_EXPLOSION_PROOF(element))
2063 /* indestructible elements can only explode in center (but not flames) */
2064 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey)) ||
2065 element == EL_FLAMES)
2070 if ((IS_INDESTRUCTIBLE(element) &&
2071 (game.engine_version < VERSION_IDENT(2,2,0) ||
2072 (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
2073 element == EL_FLAMES)
2077 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
2079 if (IS_ACTIVE_BOMB(element))
2081 /* re-activate things under the bomb like gate or penguin */
2082 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
2089 /* save walkable background elements while explosion on same tile */
2091 if (IS_INDESTRUCTIBLE(element))
2092 Back[x][y] = element;
2094 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element))
2095 Back[x][y] = element;
2098 /* ignite explodable elements reached by other explosion */
2099 if (element == EL_EXPLOSION)
2100 element = Store2[x][y];
2103 if (AmoebaNr[x][y] &&
2104 (element == EL_AMOEBA_FULL ||
2105 element == EL_BD_AMOEBA ||
2106 element == EL_AMOEBA_GROWING))
2108 AmoebaCnt[AmoebaNr[x][y]]--;
2109 AmoebaCnt2[AmoebaNr[x][y]]--;
2115 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
2117 switch(StorePlayer[ex][ey])
2120 Store[x][y] = EL_EMERALD_RED;
2123 Store[x][y] = EL_EMERALD;
2126 Store[x][y] = EL_EMERALD_PURPLE;
2130 Store[x][y] = EL_EMERALD_YELLOW;
2134 if (game.emulation == EMU_SUPAPLEX)
2135 Store[x][y] = EL_EMPTY;
2137 else if (center_element == EL_MOLE)
2138 Store[x][y] = EL_EMERALD_RED;
2139 else if (center_element == EL_PENGUIN)
2140 Store[x][y] = EL_EMERALD_PURPLE;
2141 else if (center_element == EL_BUG)
2142 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
2143 else if (center_element == EL_BD_BUTTERFLY)
2144 Store[x][y] = EL_BD_DIAMOND;
2145 else if (center_element == EL_SP_ELECTRON)
2146 Store[x][y] = EL_SP_INFOTRON;
2147 else if (center_element == EL_AMOEBA_TO_DIAMOND)
2148 Store[x][y] = level.amoeba_content;
2149 else if (center_element == EL_YAMYAM)
2150 Store[x][y] = level.yamyam_content[game.yamyam_content_nr][xx][yy];
2151 else if (IS_CUSTOM_ELEMENT(center_element) &&
2152 element_info[center_element].content[xx][yy] != EL_EMPTY)
2153 Store[x][y] = element_info[center_element].content[xx][yy];
2154 else if (element == EL_WALL_EMERALD)
2155 Store[x][y] = EL_EMERALD;
2156 else if (element == EL_WALL_DIAMOND)
2157 Store[x][y] = EL_DIAMOND;
2158 else if (element == EL_WALL_BD_DIAMOND)
2159 Store[x][y] = EL_BD_DIAMOND;
2160 else if (element == EL_WALL_EMERALD_YELLOW)
2161 Store[x][y] = EL_EMERALD_YELLOW;
2162 else if (element == EL_WALL_EMERALD_RED)
2163 Store[x][y] = EL_EMERALD_RED;
2164 else if (element == EL_WALL_EMERALD_PURPLE)
2165 Store[x][y] = EL_EMERALD_PURPLE;
2166 else if (element == EL_WALL_PEARL)
2167 Store[x][y] = EL_PEARL;
2168 else if (element == EL_WALL_CRYSTAL)
2169 Store[x][y] = EL_CRYSTAL;
2170 else if (IS_CUSTOM_ELEMENT(element) && !CAN_EXPLODE(element))
2171 Store[x][y] = element_info[element].content[1][1];
2173 Store[x][y] = EL_EMPTY;
2175 if (x != ex || y != ey ||
2176 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
2177 Store2[x][y] = element;
2180 if (AmoebaNr[x][y] &&
2181 (element == EL_AMOEBA_FULL ||
2182 element == EL_BD_AMOEBA ||
2183 element == EL_AMOEBA_GROWING))
2185 AmoebaCnt[AmoebaNr[x][y]]--;
2186 AmoebaCnt2[AmoebaNr[x][y]]--;
2192 MovDir[x][y] = MovPos[x][y] = 0;
2197 Feld[x][y] = EL_EXPLOSION;
2199 GfxElement[x][y] = center_element;
2201 GfxElement[x][y] = EL_UNDEFINED;
2204 ExplodePhase[x][y] = 1;
2208 if (center_element == EL_YAMYAM)
2209 game.yamyam_content_nr =
2210 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
2221 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
2223 if (phase == first_phase_after_start)
2225 int element = Store2[x][y];
2227 if (element == EL_BLACK_ORB)
2229 Feld[x][y] = Store2[x][y];
2234 else if (phase == half_phase)
2236 int element = Store2[x][y];
2238 if (IS_PLAYER(x, y))
2239 KillHeroUnlessProtected(x, y);
2240 else if (CAN_EXPLODE_BY_FIRE(element))
2242 Feld[x][y] = Store2[x][y];
2246 else if (element == EL_AMOEBA_TO_DIAMOND)
2247 AmoebeUmwandeln(x, y);
2250 if (phase == last_phase)
2254 element = Feld[x][y] = Store[x][y];
2255 Store[x][y] = Store2[x][y] = 0;
2256 GfxElement[x][y] = EL_UNDEFINED;
2258 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
2259 element = Feld[x][y] = Back[x][y];
2262 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = ChangeDelay[x][y] = 0;
2263 InitField(x, y, FALSE);
2264 if (CAN_MOVE(element))
2266 DrawLevelField(x, y);
2268 if (CAN_BE_CRUMBLED(element))
2269 DrawLevelFieldCrumbledSandNeighbours(x, y);
2271 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
2272 StorePlayer[x][y] = 0;
2274 if (ELEM_IS_PLAYER(element))
2275 RelocatePlayer(x, y, element);
2277 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2280 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
2282 int stored = Store[x][y];
2283 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
2284 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
2287 int frame = getGraphicAnimationFrame(graphic, phase - delay);
2290 DrawLevelFieldCrumbledSand(x, y);
2292 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
2294 DrawLevelElement(x, y, Back[x][y]);
2295 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
2297 else if (IS_WALKABLE_UNDER(Back[x][y]))
2299 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
2300 DrawLevelElementThruMask(x, y, Back[x][y]);
2302 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
2303 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
2307 void DynaExplode(int ex, int ey)
2310 int dynabomb_size = 1;
2311 boolean dynabomb_xl = FALSE;
2312 struct PlayerInfo *player;
2313 static int xy[4][2] =
2321 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
2323 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER_1_ACTIVE];
2324 dynabomb_size = player->dynabomb_size;
2325 dynabomb_xl = player->dynabomb_xl;
2326 player->dynabombs_left++;
2329 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
2333 for (j=1; j<=dynabomb_size; j++)
2335 int x = ex + j * xy[i % 4][0];
2336 int y = ey + j * xy[i % 4][1];
2339 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
2342 element = Feld[x][y];
2344 /* do not restart explosions of fields with active bombs */
2345 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
2348 Explode(x, y, EX_PHASE_START, EX_BORDER);
2350 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
2351 if (element != EL_EMPTY &&
2352 element != EL_SAND &&
2353 element != EL_EXPLOSION &&
2360 void Bang(int x, int y)
2363 int element = MovingOrBlocked2Element(x, y);
2365 int element = Feld[x][y];
2368 if (IS_PLAYER(x, y))
2370 struct PlayerInfo *player = PLAYERINFO(x, y);
2372 element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
2373 player->element_nr);
2378 PlaySoundLevelAction(x, y, ACTION_EXPLODING);
2380 if (game.emulation == EMU_SUPAPLEX)
2381 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
2383 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
2388 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
2396 case EL_BD_BUTTERFLY:
2399 case EL_DARK_YAMYAM:
2403 RaiseScoreElement(element);
2404 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2406 case EL_DYNABOMB_PLAYER_1_ACTIVE:
2407 case EL_DYNABOMB_PLAYER_2_ACTIVE:
2408 case EL_DYNABOMB_PLAYER_3_ACTIVE:
2409 case EL_DYNABOMB_PLAYER_4_ACTIVE:
2410 case EL_DYNABOMB_INCREASE_NUMBER:
2411 case EL_DYNABOMB_INCREASE_SIZE:
2412 case EL_DYNABOMB_INCREASE_POWER:
2417 case EL_LAMP_ACTIVE:
2418 if (IS_PLAYER(x, y))
2419 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2421 Explode(x, y, EX_PHASE_START, EX_CENTER);
2424 if (CAN_EXPLODE_1X1(element))
2425 Explode(x, y, EX_PHASE_START, EX_CENTER);
2427 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2431 CheckTriggeredElementChange(x, y, element, CE_OTHER_IS_EXPLODING);
2434 void SplashAcid(int x, int y)
2436 int element = Feld[x][y];
2438 if (element != EL_ACID_SPLASH_LEFT &&
2439 element != EL_ACID_SPLASH_RIGHT)
2441 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
2443 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
2444 (!IN_LEV_FIELD(x-1, y-1) ||
2445 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
2446 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
2448 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
2449 (!IN_LEV_FIELD(x+1, y-1) ||
2450 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
2451 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
2455 static void InitBeltMovement()
2457 static int belt_base_element[4] =
2459 EL_CONVEYOR_BELT_1_LEFT,
2460 EL_CONVEYOR_BELT_2_LEFT,
2461 EL_CONVEYOR_BELT_3_LEFT,
2462 EL_CONVEYOR_BELT_4_LEFT
2464 static int belt_base_active_element[4] =
2466 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2467 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2468 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2469 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2474 /* set frame order for belt animation graphic according to belt direction */
2481 int element = belt_base_active_element[belt_nr] + j;
2482 int graphic = el2img(element);
2484 if (game.belt_dir[i] == MV_LEFT)
2485 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2487 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2491 for(y=0; y<lev_fieldy; y++)
2493 for(x=0; x<lev_fieldx; x++)
2495 int element = Feld[x][y];
2499 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
2501 int e_belt_nr = getBeltNrFromBeltElement(element);
2504 if (e_belt_nr == belt_nr)
2506 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
2508 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
2516 static void ToggleBeltSwitch(int x, int y)
2518 static int belt_base_element[4] =
2520 EL_CONVEYOR_BELT_1_LEFT,
2521 EL_CONVEYOR_BELT_2_LEFT,
2522 EL_CONVEYOR_BELT_3_LEFT,
2523 EL_CONVEYOR_BELT_4_LEFT
2525 static int belt_base_active_element[4] =
2527 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2528 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2529 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2530 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2532 static int belt_base_switch_element[4] =
2534 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
2535 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
2536 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
2537 EL_CONVEYOR_BELT_4_SWITCH_LEFT
2539 static int belt_move_dir[4] =
2547 int element = Feld[x][y];
2548 int belt_nr = getBeltNrFromBeltSwitchElement(element);
2549 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
2550 int belt_dir = belt_move_dir[belt_dir_nr];
2553 if (!IS_BELT_SWITCH(element))
2556 game.belt_dir_nr[belt_nr] = belt_dir_nr;
2557 game.belt_dir[belt_nr] = belt_dir;
2559 if (belt_dir_nr == 3)
2562 /* set frame order for belt animation graphic according to belt direction */
2565 int element = belt_base_active_element[belt_nr] + i;
2566 int graphic = el2img(element);
2568 if (belt_dir == MV_LEFT)
2569 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2571 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2574 for (yy=0; yy<lev_fieldy; yy++)
2576 for (xx=0; xx<lev_fieldx; xx++)
2578 int element = Feld[xx][yy];
2580 if (IS_BELT_SWITCH(element))
2582 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
2584 if (e_belt_nr == belt_nr)
2586 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
2587 DrawLevelField(xx, yy);
2590 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
2592 int e_belt_nr = getBeltNrFromBeltElement(element);
2594 if (e_belt_nr == belt_nr)
2596 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
2598 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
2599 DrawLevelField(xx, yy);
2602 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
2604 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
2606 if (e_belt_nr == belt_nr)
2608 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
2610 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
2611 DrawLevelField(xx, yy);
2618 static void ToggleSwitchgateSwitch(int x, int y)
2622 game.switchgate_pos = !game.switchgate_pos;
2624 for (yy=0; yy<lev_fieldy; yy++)
2626 for (xx=0; xx<lev_fieldx; xx++)
2628 int element = Feld[xx][yy];
2630 if (element == EL_SWITCHGATE_SWITCH_UP ||
2631 element == EL_SWITCHGATE_SWITCH_DOWN)
2633 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2634 DrawLevelField(xx, yy);
2636 else if (element == EL_SWITCHGATE_OPEN ||
2637 element == EL_SWITCHGATE_OPENING)
2639 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2641 PlaySoundLevelAction(xx, yy, ACTION_CLOSING);
2643 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2646 else if (element == EL_SWITCHGATE_CLOSED ||
2647 element == EL_SWITCHGATE_CLOSING)
2649 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2651 PlaySoundLevelAction(xx, yy, ACTION_OPENING);
2653 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2660 static int getInvisibleActiveFromInvisibleElement(int element)
2662 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2663 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2664 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
2668 static int getInvisibleFromInvisibleActiveElement(int element)
2670 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2671 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2672 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
2676 static void RedrawAllLightSwitchesAndInvisibleElements()
2680 for (y=0; y<lev_fieldy; y++)
2682 for (x=0; x<lev_fieldx; x++)
2684 int element = Feld[x][y];
2686 if (element == EL_LIGHT_SWITCH &&
2687 game.light_time_left > 0)
2689 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2690 DrawLevelField(x, y);
2692 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2693 game.light_time_left == 0)
2695 Feld[x][y] = EL_LIGHT_SWITCH;
2696 DrawLevelField(x, y);
2698 else if (element == EL_INVISIBLE_STEELWALL ||
2699 element == EL_INVISIBLE_WALL ||
2700 element == EL_INVISIBLE_SAND)
2702 if (game.light_time_left > 0)
2703 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2705 DrawLevelField(x, y);
2707 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2708 element == EL_INVISIBLE_WALL_ACTIVE ||
2709 element == EL_INVISIBLE_SAND_ACTIVE)
2711 if (game.light_time_left == 0)
2712 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2714 DrawLevelField(x, y);
2720 static void ToggleLightSwitch(int x, int y)
2722 int element = Feld[x][y];
2724 game.light_time_left =
2725 (element == EL_LIGHT_SWITCH ?
2726 level.time_light * FRAMES_PER_SECOND : 0);
2728 RedrawAllLightSwitchesAndInvisibleElements();
2731 static void ActivateTimegateSwitch(int x, int y)
2735 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2737 for (yy=0; yy<lev_fieldy; yy++)
2739 for (xx=0; xx<lev_fieldx; xx++)
2741 int element = Feld[xx][yy];
2743 if (element == EL_TIMEGATE_CLOSED ||
2744 element == EL_TIMEGATE_CLOSING)
2746 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2747 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2751 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2753 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2754 DrawLevelField(xx, yy);
2761 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2764 inline static int getElementMoveStepsize(int x, int y)
2766 int element = Feld[x][y];
2767 int direction = MovDir[x][y];
2768 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2769 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2770 int horiz_move = (dx != 0);
2771 int sign = (horiz_move ? dx : dy);
2772 int step = sign * element_info[element].move_stepsize;
2774 /* special values for move stepsize for spring and things on conveyor belt */
2777 if (CAN_FALL(element) &&
2778 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
2779 step = sign * MOVE_STEPSIZE_NORMAL / 2;
2780 else if (element == EL_SPRING)
2781 step = sign * MOVE_STEPSIZE_NORMAL * 2;
2787 void Impact(int x, int y)
2789 boolean lastline = (y == lev_fieldy-1);
2790 boolean object_hit = FALSE;
2791 boolean impact = (lastline || object_hit);
2792 int element = Feld[x][y];
2793 int smashed = EL_UNDEFINED;
2795 if (!lastline) /* check if element below was hit */
2797 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
2800 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
2801 MovDir[x][y + 1] != MV_DOWN ||
2802 MovPos[x][y + 1] <= TILEY / 2));
2804 /* do not smash moving elements that left the smashed field in time */
2805 if (game.engine_version >= RELEASE_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
2806 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
2810 smashed = MovingOrBlocked2Element(x, y + 1);
2812 impact = (lastline || object_hit);
2815 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2821 /* only reset graphic animation if graphic really changes after impact */
2823 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
2825 ResetGfxAnimation(x, y);
2826 DrawLevelField(x, y);
2829 if (impact && CAN_EXPLODE_IMPACT(element))
2834 else if (impact && element == EL_PEARL)
2836 Feld[x][y] = EL_PEARL_BREAKING;
2837 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2841 else if (impact && CheckElementChange(x, y, element, CE_IMPACT))
2843 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2848 else if (impact && CAN_CHANGE(element) &&
2849 HAS_CHANGE_EVENT(element, CE_IMPACT))
2851 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2853 ChangeElementNow(x, y, element);
2859 if (impact && element == EL_AMOEBA_DROP)
2861 if (object_hit && IS_PLAYER(x, y + 1))
2862 KillHeroUnlessProtected(x, y + 1);
2863 else if (object_hit && smashed == EL_PENGUIN)
2867 Feld[x][y] = EL_AMOEBA_GROWING;
2868 Store[x][y] = EL_AMOEBA_WET;
2870 ResetRandomAnimationValue(x, y);
2875 if (object_hit) /* check which object was hit */
2877 if (CAN_PASS_MAGIC_WALL(element) &&
2878 (smashed == EL_MAGIC_WALL ||
2879 smashed == EL_BD_MAGIC_WALL))
2882 int activated_magic_wall =
2883 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2884 EL_BD_MAGIC_WALL_ACTIVE);
2886 /* activate magic wall / mill */
2887 for (yy=0; yy<lev_fieldy; yy++)
2888 for (xx=0; xx<lev_fieldx; xx++)
2889 if (Feld[xx][yy] == smashed)
2890 Feld[xx][yy] = activated_magic_wall;
2892 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2893 game.magic_wall_active = TRUE;
2895 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2896 SND_MAGIC_WALL_ACTIVATING :
2897 SND_BD_MAGIC_WALL_ACTIVATING));
2900 if (IS_PLAYER(x, y + 1))
2902 if (CAN_SMASH_PLAYER(element))
2904 KillHeroUnlessProtected(x, y + 1);
2908 else if (smashed == EL_PENGUIN)
2910 if (CAN_SMASH_PLAYER(element))
2916 else if (element == EL_BD_DIAMOND)
2918 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2924 else if ((element == EL_SP_INFOTRON ||
2925 element == EL_SP_ZONK) &&
2926 (smashed == EL_SP_SNIKSNAK ||
2927 smashed == EL_SP_ELECTRON ||
2928 smashed == EL_SP_DISK_ORANGE))
2934 else if (CAN_SMASH_ENEMIES(element) && IS_CLASSIC_ENEMY(smashed))
2940 else if (CAN_SMASH_EVERYTHING(element))
2942 if (IS_CLASSIC_ENEMY(smashed) ||
2943 CAN_EXPLODE_SMASHED(smashed))
2948 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
2950 if (smashed == EL_LAMP ||
2951 smashed == EL_LAMP_ACTIVE)
2956 else if (smashed == EL_NUT)
2958 Feld[x][y + 1] = EL_NUT_BREAKING;
2959 PlaySoundLevel(x, y, SND_NUT_BREAKING);
2960 RaiseScoreElement(EL_NUT);
2963 else if (smashed == EL_PEARL)
2965 Feld[x][y + 1] = EL_PEARL_BREAKING;
2966 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2969 else if (smashed == EL_DIAMOND)
2971 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
2972 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2975 else if (IS_BELT_SWITCH(smashed))
2977 ToggleBeltSwitch(x, y + 1);
2979 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
2980 smashed == EL_SWITCHGATE_SWITCH_DOWN)
2982 ToggleSwitchgateSwitch(x, y + 1);
2984 else if (smashed == EL_LIGHT_SWITCH ||
2985 smashed == EL_LIGHT_SWITCH_ACTIVE)
2987 ToggleLightSwitch(x, y + 1);
2992 CheckElementChange(x, y + 1, smashed, CE_SMASHED);
2995 else if (CAN_CHANGE(smashed) && HAS_CHANGE_EVENT(smashed, CE_SMASHED))
2997 ChangeElementNow(x, y + 1, smashed);
3003 CheckElementChange(x, y + 1, smashed, CE_SMASHED);
3008 /* play sound of magic wall / mill */
3010 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3011 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3013 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3014 PlaySoundLevel(x, y, SND_MAGIC_WALL_FILLING);
3015 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3016 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_FILLING);
3021 /* play sound of object that hits the ground */
3022 if (lastline || object_hit)
3023 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
3026 void TurnRound(int x, int y)
3038 { 0, 0 }, { 0, 0 }, { 0, 0 },
3043 int left, right, back;
3047 { MV_DOWN, MV_UP, MV_RIGHT },
3048 { MV_UP, MV_DOWN, MV_LEFT },
3050 { MV_LEFT, MV_RIGHT, MV_DOWN },
3054 { MV_RIGHT, MV_LEFT, MV_UP }
3057 int element = Feld[x][y];
3058 int old_move_dir = MovDir[x][y];
3059 int left_dir = turn[old_move_dir].left;
3060 int right_dir = turn[old_move_dir].right;
3061 int back_dir = turn[old_move_dir].back;
3063 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
3064 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
3065 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
3066 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
3068 int left_x = x + left_dx, left_y = y + left_dy;
3069 int right_x = x + right_dx, right_y = y + right_dy;
3070 int move_x = x + move_dx, move_y = y + move_dy;
3074 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
3076 TestIfBadThingTouchesOtherBadThing(x, y);
3078 if (ENEMY_CAN_ENTER_FIELD(right_x, right_y))
3079 MovDir[x][y] = right_dir;
3080 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
3081 MovDir[x][y] = left_dir;
3083 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
3085 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
3088 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
3089 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
3091 TestIfBadThingTouchesOtherBadThing(x, y);
3093 if (ENEMY_CAN_ENTER_FIELD(left_x, left_y))
3094 MovDir[x][y] = left_dir;
3095 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
3096 MovDir[x][y] = right_dir;
3098 if ((element == EL_SPACESHIP ||
3099 element == EL_SP_SNIKSNAK ||
3100 element == EL_SP_ELECTRON)
3101 && MovDir[x][y] != old_move_dir)
3103 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
3106 else if (element == EL_YAMYAM)
3108 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
3109 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
3111 if (can_turn_left && can_turn_right)
3112 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3113 else if (can_turn_left)
3114 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3115 else if (can_turn_right)
3116 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3118 MovDir[x][y] = back_dir;
3120 MovDelay[x][y] = 16 + 16 * RND(3);
3122 else if (element == EL_DARK_YAMYAM)
3124 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
3125 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
3127 if (can_turn_left && can_turn_right)
3128 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3129 else if (can_turn_left)
3130 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3131 else if (can_turn_right)
3132 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3134 MovDir[x][y] = back_dir;
3136 MovDelay[x][y] = 16 + 16 * RND(3);
3138 else if (element == EL_PACMAN)
3140 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(left_x, left_y);
3141 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(right_x, right_y);
3143 if (can_turn_left && can_turn_right)
3144 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3145 else if (can_turn_left)
3146 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3147 else if (can_turn_right)
3148 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3150 MovDir[x][y] = back_dir;
3152 MovDelay[x][y] = 6 + RND(40);
3154 else if (element == EL_PIG)
3156 boolean can_turn_left = PIG_CAN_ENTER_FIELD(left_x, left_y);
3157 boolean can_turn_right = PIG_CAN_ENTER_FIELD(right_x, right_y);
3158 boolean can_move_on = PIG_CAN_ENTER_FIELD(move_x, move_y);
3159 boolean should_turn_left, should_turn_right, should_move_on;
3161 int rnd = RND(rnd_value);
3163 should_turn_left = (can_turn_left &&
3165 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
3166 y + back_dy + left_dy)));
3167 should_turn_right = (can_turn_right &&
3169 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
3170 y + back_dy + right_dy)));
3171 should_move_on = (can_move_on &&
3174 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
3175 y + move_dy + left_dy) ||
3176 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
3177 y + move_dy + right_dy)));
3179 if (should_turn_left || should_turn_right || should_move_on)
3181 if (should_turn_left && should_turn_right && should_move_on)
3182 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
3183 rnd < 2 * rnd_value / 3 ? right_dir :
3185 else if (should_turn_left && should_turn_right)
3186 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3187 else if (should_turn_left && should_move_on)
3188 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
3189 else if (should_turn_right && should_move_on)
3190 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
3191 else if (should_turn_left)
3192 MovDir[x][y] = left_dir;
3193 else if (should_turn_right)
3194 MovDir[x][y] = right_dir;
3195 else if (should_move_on)
3196 MovDir[x][y] = old_move_dir;
3198 else if (can_move_on && rnd > rnd_value / 8)
3199 MovDir[x][y] = old_move_dir;
3200 else if (can_turn_left && can_turn_right)
3201 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3202 else if (can_turn_left && rnd > rnd_value / 8)
3203 MovDir[x][y] = left_dir;
3204 else if (can_turn_right && rnd > rnd_value/8)
3205 MovDir[x][y] = right_dir;
3207 MovDir[x][y] = back_dir;
3209 xx = x + move_xy[MovDir[x][y]].x;
3210 yy = y + move_xy[MovDir[x][y]].y;
3212 if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy]))
3213 MovDir[x][y] = old_move_dir;
3217 else if (element == EL_DRAGON)
3219 boolean can_turn_left = IN_LEV_FIELD_AND_IS_FREE(left_x, left_y);
3220 boolean can_turn_right = IN_LEV_FIELD_AND_IS_FREE(right_x, right_y);
3221 boolean can_move_on = IN_LEV_FIELD_AND_IS_FREE(move_x, move_y);
3223 int rnd = RND(rnd_value);
3225 if (can_move_on && rnd > rnd_value / 8)
3226 MovDir[x][y] = old_move_dir;
3227 else if (can_turn_left && can_turn_right)
3228 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3229 else if (can_turn_left && rnd > rnd_value / 8)
3230 MovDir[x][y] = left_dir;
3231 else if (can_turn_right && rnd > rnd_value / 8)
3232 MovDir[x][y] = right_dir;
3234 MovDir[x][y] = back_dir;
3236 xx = x + move_xy[MovDir[x][y]].x;
3237 yy = y + move_xy[MovDir[x][y]].y;
3239 if (!IS_FREE(xx, yy))
3240 MovDir[x][y] = old_move_dir;
3244 else if (element == EL_MOLE)
3246 boolean can_move_on =
3247 (MOLE_CAN_ENTER_FIELD(move_x, move_y,
3248 IS_AMOEBOID(Feld[move_x][move_y]) ||
3249 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
3252 boolean can_turn_left =
3253 (MOLE_CAN_ENTER_FIELD(left_x, left_y,
3254 IS_AMOEBOID(Feld[left_x][left_y])));
3256 boolean can_turn_right =
3257 (MOLE_CAN_ENTER_FIELD(right_x, right_y,
3258 IS_AMOEBOID(Feld[right_x][right_y])));
3260 if (can_turn_left && can_turn_right)
3261 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
3262 else if (can_turn_left)
3263 MovDir[x][y] = left_dir;
3265 MovDir[x][y] = right_dir;
3268 if (MovDir[x][y] != old_move_dir)
3271 else if (element == EL_BALLOON)
3273 MovDir[x][y] = game.balloon_dir;
3276 else if (element == EL_SPRING)
3278 if (MovDir[x][y] & MV_HORIZONTAL &&
3279 (!IN_LEV_FIELD_AND_IS_FREE(move_x, move_y) ||
3280 IN_LEV_FIELD_AND_IS_FREE(x, y + 1)))
3281 MovDir[x][y] = MV_NO_MOVING;
3285 else if (element == EL_ROBOT ||
3286 element == EL_SATELLITE ||
3287 element == EL_PENGUIN)
3289 int attr_x = -1, attr_y = -1;
3300 for (i=0; i<MAX_PLAYERS; i++)
3302 struct PlayerInfo *player = &stored_player[i];
3303 int jx = player->jx, jy = player->jy;
3305 if (!player->active)
3309 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
3317 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
3323 if (element == EL_PENGUIN)
3326 static int xy[4][2] =
3336 int ex = x + xy[i % 4][0];
3337 int ey = y + xy[i % 4][1];
3339 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
3348 MovDir[x][y] = MV_NO_MOVING;
3350 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
3351 else if (attr_x > x)
3352 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
3354 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
3355 else if (attr_y > y)
3356 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
3358 if (element == EL_ROBOT)
3362 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3363 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
3364 Moving2Blocked(x, y, &newx, &newy);
3366 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
3367 MovDelay[x][y] = 8 + 8 * !RND(3);
3369 MovDelay[x][y] = 16;
3371 else if (element == EL_PENGUIN)
3377 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3379 boolean first_horiz = RND(2);
3380 int new_move_dir = MovDir[x][y];
3383 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3384 Moving2Blocked(x, y, &newx, &newy);
3386 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
3390 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3391 Moving2Blocked(x, y, &newx, &newy);
3393 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
3396 MovDir[x][y] = old_move_dir;
3400 else /* (element == EL_SATELLITE) */
3406 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3408 boolean first_horiz = RND(2);
3409 int new_move_dir = MovDir[x][y];
3412 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3413 Moving2Blocked(x, y, &newx, &newy);
3415 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
3419 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3420 Moving2Blocked(x, y, &newx, &newy);
3422 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
3425 MovDir[x][y] = old_move_dir;
3430 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
3431 element_info[element].move_pattern == MV_TURNING_LEFT ||
3432 element_info[element].move_pattern == MV_TURNING_RIGHT)
3434 boolean can_turn_left = ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
3435 boolean can_turn_right = ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
3437 if (element_info[element].move_pattern == MV_TURNING_LEFT)
3438 MovDir[x][y] = left_dir;
3439 else if (element_info[element].move_pattern == MV_TURNING_RIGHT)
3440 MovDir[x][y] = right_dir;
3441 else if (can_turn_left && can_turn_right)
3442 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3443 else if (can_turn_left)
3444 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3445 else if (can_turn_right)
3446 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3448 MovDir[x][y] = back_dir;
3450 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3452 else if (element_info[element].move_pattern == MV_HORIZONTAL ||
3453 element_info[element].move_pattern == MV_VERTICAL)
3455 if (element_info[element].move_pattern & old_move_dir)
3456 MovDir[x][y] = back_dir;
3457 else if (element_info[element].move_pattern == MV_HORIZONTAL)
3458 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
3459 else if (element_info[element].move_pattern == MV_VERTICAL)
3460 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
3462 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3464 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
3466 MovDir[x][y] = element_info[element].move_pattern;
3467 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3469 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE)
3471 if (ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
3472 MovDir[x][y] = left_dir;
3473 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3474 MovDir[x][y] = right_dir;
3476 if (MovDir[x][y] != old_move_dir)
3477 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3479 else if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
3481 if (ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
3482 MovDir[x][y] = right_dir;
3483 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3484 MovDir[x][y] = left_dir;
3486 if (MovDir[x][y] != old_move_dir)
3487 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3489 else if (element_info[element].move_pattern == MV_TOWARDS_PLAYER ||
3490 element_info[element].move_pattern == MV_AWAY_FROM_PLAYER)
3492 int attr_x = -1, attr_y = -1;
3495 (element_info[element].move_pattern == MV_AWAY_FROM_PLAYER);
3506 for (i=0; i<MAX_PLAYERS; i++)
3508 struct PlayerInfo *player = &stored_player[i];
3509 int jx = player->jx, jy = player->jy;
3511 if (!player->active)
3515 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
3523 MovDir[x][y] = MV_NO_MOVING;
3525 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
3526 else if (attr_x > x)
3527 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
3529 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
3530 else if (attr_y > y)
3531 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
3533 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3535 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3537 boolean first_horiz = RND(2);
3538 int new_move_dir = MovDir[x][y];
3541 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3542 Moving2Blocked(x, y, &newx, &newy);
3544 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
3548 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3549 Moving2Blocked(x, y, &newx, &newy);
3551 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
3554 MovDir[x][y] = old_move_dir;
3559 static boolean JustBeingPushed(int x, int y)
3563 for (i=0; i<MAX_PLAYERS; i++)
3565 struct PlayerInfo *player = &stored_player[i];
3567 if (player->active && player->Pushing && player->MovPos)
3569 int next_jx = player->jx + (player->jx - player->last_jx);
3570 int next_jy = player->jy + (player->jy - player->last_jy);
3572 if (x == next_jx && y == next_jy)
3580 void StartMoving(int x, int y)
3582 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
3583 boolean started_moving = FALSE; /* some elements can fall _and_ move */
3584 int element = Feld[x][y];
3589 /* !!! this should be handled more generic (not only for mole) !!! */
3590 if (element != EL_MOLE && GfxAction[x][y] != ACTION_DIGGING)
3591 GfxAction[x][y] = ACTION_DEFAULT;
3593 if (CAN_FALL(element) && y < lev_fieldy - 1)
3595 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
3596 (x < lev_fieldx-1 && IS_PLAYER(x + 1, y)))
3597 if (JustBeingPushed(x, y))
3600 if (element == EL_QUICKSAND_FULL)
3602 if (IS_FREE(x, y + 1))
3604 InitMovingField(x, y, MV_DOWN);
3605 started_moving = TRUE;
3607 Feld[x][y] = EL_QUICKSAND_EMPTYING;
3608 Store[x][y] = EL_ROCK;
3610 PlaySoundLevelAction(x, y, ACTION_EMPTYING);
3612 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
3615 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3617 if (!MovDelay[x][y])
3618 MovDelay[x][y] = TILEY + 1;
3627 Feld[x][y] = EL_QUICKSAND_EMPTY;
3628 Feld[x][y + 1] = EL_QUICKSAND_FULL;
3629 Store[x][y + 1] = Store[x][y];
3632 PlaySoundLevelAction(x, y, ACTION_FILLING);
3634 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3638 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
3639 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3641 InitMovingField(x, y, MV_DOWN);
3642 started_moving = TRUE;
3644 Feld[x][y] = EL_QUICKSAND_FILLING;
3645 Store[x][y] = element;
3647 PlaySoundLevelAction(x, y, ACTION_FILLING);
3649 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3652 else if (element == EL_MAGIC_WALL_FULL)
3654 if (IS_FREE(x, y + 1))
3656 InitMovingField(x, y, MV_DOWN);
3657 started_moving = TRUE;
3659 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
3660 Store[x][y] = EL_CHANGED(Store[x][y]);
3662 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3664 if (!MovDelay[x][y])
3665 MovDelay[x][y] = TILEY/4 + 1;
3674 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
3675 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
3676 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
3680 else if (element == EL_BD_MAGIC_WALL_FULL)
3682 if (IS_FREE(x, y + 1))
3684 InitMovingField(x, y, MV_DOWN);
3685 started_moving = TRUE;
3687 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
3688 Store[x][y] = EL_CHANGED2(Store[x][y]);
3690 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3692 if (!MovDelay[x][y])
3693 MovDelay[x][y] = TILEY/4 + 1;
3702 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
3703 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
3704 Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
3708 else if (CAN_PASS_MAGIC_WALL(element) &&
3709 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3710 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3712 InitMovingField(x, y, MV_DOWN);
3713 started_moving = TRUE;
3716 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
3717 EL_BD_MAGIC_WALL_FILLING);
3718 Store[x][y] = element;
3721 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID)
3723 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
3728 InitMovingField(x, y, MV_DOWN);
3729 started_moving = TRUE;
3731 Store[x][y] = EL_ACID;
3733 /* !!! TEST !!! better use "_FALLING" etc. !!! */
3734 GfxAction[x][y + 1] = ACTION_ACTIVE;
3739 else if (game.engine_version < RELEASE_IDENT(2,2,0,7) &&
3740 CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3741 JustStopped[x][y] && !Pushed[x][y + 1])
3743 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3747 /* calling "Impact()" here is not only completely unneccessary
3748 (because it already gets called from "ContinueMoving()" in
3749 all relevant situations), but also completely bullshit, because
3750 "JustStopped" also indicates a finished *horizontal* movement;
3751 we must keep this trash for backwards compatibility with older
3757 else if (IS_FREE(x, y + 1) && element == EL_SPRING && use_spring_bug)
3759 if (MovDir[x][y] == MV_NO_MOVING)
3761 InitMovingField(x, y, MV_DOWN);
3762 started_moving = TRUE;
3765 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
3767 if (JustStopped[x][y]) /* prevent animation from being restarted */
3768 MovDir[x][y] = MV_DOWN;
3770 InitMovingField(x, y, MV_DOWN);
3771 started_moving = TRUE;
3773 else if (element == EL_AMOEBA_DROP)
3775 Feld[x][y] = EL_AMOEBA_GROWING;
3776 Store[x][y] = EL_AMOEBA_WET;
3778 /* Store[x][y + 1] must be zero, because:
3779 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY
3782 #if OLD_GAME_BEHAVIOUR
3783 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1])
3785 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] &&
3786 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3787 element != EL_DX_SUPABOMB)
3790 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
3791 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
3792 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3793 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
3796 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
3797 (IS_FREE(x - 1, y + 1) ||
3798 Feld[x - 1][y + 1] == EL_ACID));
3799 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
3800 (IS_FREE(x + 1, y + 1) ||
3801 Feld[x + 1][y + 1] == EL_ACID));
3802 boolean can_fall_any = (can_fall_left || can_fall_right);
3803 boolean can_fall_both = (can_fall_left && can_fall_right);
3805 if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
3807 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
3809 if (slippery_type == SLIPPERY_ONLY_LEFT)
3810 can_fall_right = FALSE;
3811 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
3812 can_fall_left = FALSE;
3813 else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
3814 can_fall_right = FALSE;
3815 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
3816 can_fall_left = FALSE;
3818 can_fall_any = (can_fall_left || can_fall_right);
3819 can_fall_both = (can_fall_left && can_fall_right);
3824 if (can_fall_both &&
3825 (game.emulation != EMU_BOULDERDASH &&
3826 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
3827 can_fall_left = !(can_fall_right = RND(2));
3829 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
3830 started_moving = TRUE;
3833 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
3835 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
3836 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
3837 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
3838 int belt_dir = game.belt_dir[belt_nr];
3840 if ((belt_dir == MV_LEFT && left_is_free) ||
3841 (belt_dir == MV_RIGHT && right_is_free))
3843 InitMovingField(x, y, belt_dir);
3844 started_moving = TRUE;
3846 GfxAction[x][y] = ACTION_DEFAULT;
3851 /* not "else if" because of elements that can fall and move (EL_SPRING) */
3852 if (CAN_MOVE(element) && !started_moving)
3856 if ((element == EL_SATELLITE ||
3857 element == EL_BALLOON ||
3858 element == EL_SPRING)
3859 && JustBeingPushed(x, y))
3864 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
3865 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
3867 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
3869 Moving2Blocked(x, y, &newx, &newy);
3870 if (Feld[newx][newy] == EL_BLOCKED)
3871 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
3876 if (!MovDelay[x][y]) /* start new movement phase */
3878 /* all objects that can change their move direction after each step
3879 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
3881 if (element != EL_YAMYAM &&
3882 element != EL_DARK_YAMYAM &&
3883 element != EL_PACMAN &&
3884 !(element_info[element].move_pattern & MV_ANY_DIRECTION) &&
3885 element_info[element].move_pattern != MV_TURNING_LEFT &&
3886 element_info[element].move_pattern != MV_TURNING_RIGHT)
3890 if (MovDelay[x][y] && (element == EL_BUG ||
3891 element == EL_SPACESHIP ||
3892 element == EL_SP_SNIKSNAK ||
3893 element == EL_SP_ELECTRON ||
3894 element == EL_MOLE))
3895 DrawLevelField(x, y);
3899 if (MovDelay[x][y]) /* wait some time before next movement */
3904 if (element == EL_YAMYAM)
3907 el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT));
3908 DrawLevelElementAnimation(x, y, element);
3912 if (MovDelay[x][y]) /* element still has to wait some time */
3915 /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
3916 ResetGfxAnimation(x, y);
3918 GfxAction[x][y] = ACTION_WAITING;
3921 if (element == EL_ROBOT ||
3923 element == EL_PACMAN ||
3925 element == EL_YAMYAM ||
3926 element == EL_DARK_YAMYAM)
3929 DrawLevelElementAnimation(x, y, element);
3931 DrawLevelElementAnimationIfNeeded(x, y, element);
3933 PlaySoundLevelAction(x, y, ACTION_WAITING);
3935 else if (element == EL_SP_ELECTRON)
3936 DrawLevelElementAnimationIfNeeded(x, y, element);
3937 else if (element == EL_DRAGON)
3940 int dir = MovDir[x][y];
3941 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
3942 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
3943 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
3944 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
3945 dir == MV_UP ? IMG_FLAMES_1_UP :
3946 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
3947 int frame = getGraphicAnimationFrame(graphic, -1);
3949 for (i=1; i<=3; i++)
3951 int xx = x + i*dx, yy = y + i*dy;
3952 int sx = SCREENX(xx), sy = SCREENY(yy);
3953 int flame_graphic = graphic + (i - 1);
3955 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
3960 int flamed = MovingOrBlocked2Element(xx, yy);
3962 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_FIRE(flamed))
3965 RemoveMovingField(xx, yy);
3967 Feld[xx][yy] = EL_FLAMES;
3968 if (IN_SCR_FIELD(sx, sy))
3969 DrawGraphic(sx, sy, flame_graphic, frame);
3973 if (Feld[xx][yy] == EL_FLAMES)
3974 Feld[xx][yy] = EL_EMPTY;
3975 DrawLevelField(xx, yy);
3980 if (MovDelay[x][y]) /* element still has to wait some time */
3982 PlaySoundLevelAction(x, y, ACTION_WAITING);
3987 /* special case of "moving" animation of waiting elements (FIX THIS !!!);
3988 for all other elements GfxAction will be set by InitMovingField() */
3989 if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
3990 GfxAction[x][y] = ACTION_MOVING;
3993 /* now make next step */
3995 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
3997 if (DONT_COLLIDE_WITH(element) &&
3998 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
3999 !PLAYER_PROTECTED(newx, newy))
4002 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
4005 /* player killed by element which is deadly when colliding with */
4007 KillHero(PLAYERINFO(newx, newy));
4012 else if ((element == EL_PENGUIN ||
4013 element == EL_ROBOT ||
4014 element == EL_SATELLITE ||
4015 element == EL_BALLOON ||
4016 IS_CUSTOM_ELEMENT(element)) &&
4017 IN_LEV_FIELD(newx, newy) &&
4018 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
4021 Store[x][y] = EL_ACID;
4023 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
4025 if (Feld[newx][newy] == EL_EXIT_OPEN)
4027 Feld[x][y] = EL_EMPTY;
4028 DrawLevelField(x, y);
4030 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING);
4031 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
4032 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
4034 local_player->friends_still_needed--;
4035 if (!local_player->friends_still_needed &&
4036 !local_player->GameOver && AllPlayersGone)
4037 local_player->LevelSolved = local_player->GameOver = TRUE;
4041 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
4043 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
4044 DrawLevelField(newx, newy);
4046 MovDir[x][y] = MV_NO_MOVING;
4048 else if (!IS_FREE(newx, newy))
4050 GfxAction[x][y] = ACTION_WAITING;
4052 if (IS_PLAYER(x, y))
4053 DrawPlayerField(x, y);
4055 DrawLevelField(x, y);
4059 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
4061 if (IS_FOOD_PIG(Feld[newx][newy]))
4063 if (IS_MOVING(newx, newy))
4064 RemoveMovingField(newx, newy);
4067 Feld[newx][newy] = EL_EMPTY;
4068 DrawLevelField(newx, newy);
4071 PlaySoundLevel(x, y, SND_PIG_DIGGING);
4073 else if (!IS_FREE(newx, newy))
4075 if (IS_PLAYER(x, y))
4076 DrawPlayerField(x, y);
4078 DrawLevelField(x, y);
4082 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
4084 if (!IS_FREE(newx, newy))
4086 if (IS_PLAYER(x, y))
4087 DrawPlayerField(x, y);
4089 DrawLevelField(x, y);
4094 boolean wanna_flame = !RND(10);
4095 int dx = newx - x, dy = newy - y;
4096 int newx1 = newx+1*dx, newy1 = newy+1*dy;
4097 int newx2 = newx+2*dx, newy2 = newy+2*dy;
4098 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
4099 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
4100 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
4101 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
4104 IS_CLASSIC_ENEMY(element1) ||
4105 IS_CLASSIC_ENEMY(element2)) &&
4106 element1 != EL_DRAGON && element2 != EL_DRAGON &&
4107 element1 != EL_FLAMES && element2 != EL_FLAMES)
4109 if (IS_PLAYER(x, y))
4110 DrawPlayerField(x, y);
4112 DrawLevelField(x, y);
4114 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
4116 MovDelay[x][y] = 50;
4117 Feld[newx][newy] = EL_FLAMES;
4118 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
4119 Feld[newx1][newy1] = EL_FLAMES;
4120 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
4121 Feld[newx2][newy2] = EL_FLAMES;
4126 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
4127 Feld[newx][newy] == EL_DIAMOND)
4129 if (IS_MOVING(newx, newy))
4130 RemoveMovingField(newx, newy);
4133 Feld[newx][newy] = EL_EMPTY;
4134 DrawLevelField(newx, newy);
4137 PlaySoundLevel(x, y, SND_YAMYAM_DIGGING);
4139 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
4140 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
4142 if (AmoebaNr[newx][newy])
4144 AmoebaCnt2[AmoebaNr[newx][newy]]--;
4145 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
4146 Feld[newx][newy] == EL_BD_AMOEBA)
4147 AmoebaCnt[AmoebaNr[newx][newy]]--;
4150 if (IS_MOVING(newx, newy))
4151 RemoveMovingField(newx, newy);
4154 Feld[newx][newy] = EL_EMPTY;
4155 DrawLevelField(newx, newy);
4158 PlaySoundLevel(x, y, SND_DARK_YAMYAM_DIGGING);
4160 else if ((element == EL_PACMAN || element == EL_MOLE)
4161 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
4163 if (AmoebaNr[newx][newy])
4165 AmoebaCnt2[AmoebaNr[newx][newy]]--;
4166 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
4167 Feld[newx][newy] == EL_BD_AMOEBA)
4168 AmoebaCnt[AmoebaNr[newx][newy]]--;
4171 if (element == EL_MOLE)
4173 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
4174 PlaySoundLevel(x, y, SND_MOLE_DIGGING);
4176 ResetGfxAnimation(x, y);
4177 GfxAction[x][y] = ACTION_DIGGING;
4178 DrawLevelField(x, y);
4180 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
4181 return; /* wait for shrinking amoeba */
4183 else /* element == EL_PACMAN */
4185 Feld[newx][newy] = EL_EMPTY;
4186 DrawLevelField(newx, newy);
4187 PlaySoundLevel(x, y, SND_PACMAN_DIGGING);
4190 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
4191 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
4192 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
4194 /* wait for shrinking amoeba to completely disappear */
4197 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
4199 /* object was running against a wall */
4204 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
4205 DrawLevelElementAnimation(x, y, element);
4207 if (element == EL_BUG ||
4208 element == EL_SPACESHIP ||
4209 element == EL_SP_SNIKSNAK)
4210 DrawLevelField(x, y);
4211 else if (element == EL_MOLE)
4212 DrawLevelField(x, y);
4213 else if (element == EL_BD_BUTTERFLY ||
4214 element == EL_BD_FIREFLY)
4215 DrawLevelElementAnimationIfNeeded(x, y, element);
4216 else if (element == EL_SATELLITE)
4217 DrawLevelElementAnimationIfNeeded(x, y, element);
4218 else if (element == EL_SP_ELECTRON)
4219 DrawLevelElementAnimationIfNeeded(x, y, element);
4222 if (DONT_TOUCH(element))
4223 TestIfBadThingTouchesHero(x, y);
4226 PlaySoundLevelAction(x, y, ACTION_WAITING);
4232 InitMovingField(x, y, MovDir[x][y]);
4234 PlaySoundLevelAction(x, y, ACTION_MOVING);
4238 ContinueMoving(x, y);
4241 void ContinueMoving(int x, int y)
4243 int element = Feld[x][y];
4244 int direction = MovDir[x][y];
4245 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4246 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4247 int newx = x + dx, newy = y + dy;
4248 int nextx = newx + dx, nexty = newy + dy;
4249 boolean pushed = Pushed[x][y];
4251 MovPos[x][y] += getElementMoveStepsize(x, y);
4253 if (pushed) /* special case: moving object pushed by player */
4254 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
4256 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
4258 Feld[x][y] = EL_EMPTY;
4259 Feld[newx][newy] = element;
4260 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
4262 if (element == EL_MOLE)
4264 Feld[x][y] = EL_SAND;
4266 DrawLevelFieldCrumbledSandNeighbours(x, y);
4268 else if (element == EL_QUICKSAND_FILLING)
4270 element = Feld[newx][newy] = get_next_element(element);
4271 Store[newx][newy] = Store[x][y];
4273 else if (element == EL_QUICKSAND_EMPTYING)
4275 Feld[x][y] = get_next_element(element);
4276 element = Feld[newx][newy] = Store[x][y];
4278 else if (element == EL_MAGIC_WALL_FILLING)
4280 element = Feld[newx][newy] = get_next_element(element);
4281 if (!game.magic_wall_active)
4282 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
4283 Store[newx][newy] = Store[x][y];
4285 else if (element == EL_MAGIC_WALL_EMPTYING)
4287 Feld[x][y] = get_next_element(element);
4288 if (!game.magic_wall_active)
4289 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4290 element = Feld[newx][newy] = Store[x][y];
4292 else if (element == EL_BD_MAGIC_WALL_FILLING)
4294 element = Feld[newx][newy] = get_next_element(element);
4295 if (!game.magic_wall_active)
4296 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
4297 Store[newx][newy] = Store[x][y];
4299 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
4301 Feld[x][y] = get_next_element(element);
4302 if (!game.magic_wall_active)
4303 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
4304 element = Feld[newx][newy] = Store[x][y];
4306 else if (element == EL_AMOEBA_DROPPING)
4308 Feld[x][y] = get_next_element(element);
4309 element = Feld[newx][newy] = Store[x][y];
4311 else if (element == EL_SOKOBAN_OBJECT)
4314 Feld[x][y] = Back[x][y];
4316 if (Back[newx][newy])
4317 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
4319 Back[x][y] = Back[newx][newy] = 0;
4321 else if (Store[x][y] == EL_ACID)
4323 element = Feld[newx][newy] = EL_ACID;
4327 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
4328 MovDelay[newx][newy] = 0;
4330 /* copy element change control values to new field */
4331 ChangeDelay[newx][newy] = ChangeDelay[x][y];
4333 /* copy animation control values to new field */
4334 GfxFrame[newx][newy] = GfxFrame[x][y];
4335 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
4336 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
4338 Pushed[x][y] = Pushed[newx][newy] = FALSE;
4340 ResetGfxAnimation(x, y); /* reset animation values for old field */
4343 /* 2.1.1 (does not work correctly for spring) */
4344 if (!CAN_MOVE(element))
4345 MovDir[newx][newy] = 0;
4349 /* (does not work for falling objects that slide horizontally) */
4350 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
4351 MovDir[newx][newy] = 0;
4354 if (!CAN_MOVE(element) ||
4355 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
4356 MovDir[newx][newy] = 0;
4359 if (!CAN_MOVE(element) ||
4360 (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN))
4361 MovDir[newx][newy] = 0;
4365 DrawLevelField(x, y);
4366 DrawLevelField(newx, newy);
4368 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
4370 if (!pushed) /* special case: moving object pushed by player */
4371 JustStopped[newx][newy] = 3;
4373 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
4375 TestIfBadThingTouchesHero(newx, newy);
4376 TestIfBadThingTouchesFriend(newx, newy);
4377 TestIfBadThingTouchesOtherBadThing(newx, newy);
4379 else if (element == EL_PENGUIN)
4380 TestIfFriendTouchesBadThing(newx, newy);
4382 if (CAN_FALL(element) && direction == MV_DOWN &&
4383 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
4386 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
4387 CheckElementChange(newx, newy, element, CE_COLLISION);
4389 TestIfPlayerTouchesCustomElement(newx, newy);
4390 TestIfElementTouchesCustomElement(newx, newy);
4392 else /* still moving on */
4394 DrawLevelField(x, y);
4398 int AmoebeNachbarNr(int ax, int ay)
4401 int element = Feld[ax][ay];
4403 static int xy[4][2] =
4413 int x = ax + xy[i][0];
4414 int y = ay + xy[i][1];
4416 if (!IN_LEV_FIELD(x, y))
4419 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
4420 group_nr = AmoebaNr[x][y];
4426 void AmoebenVereinigen(int ax, int ay)
4428 int i, x, y, xx, yy;
4429 int new_group_nr = AmoebaNr[ax][ay];
4430 static int xy[4][2] =
4438 if (new_group_nr == 0)
4446 if (!IN_LEV_FIELD(x, y))
4449 if ((Feld[x][y] == EL_AMOEBA_FULL ||
4450 Feld[x][y] == EL_BD_AMOEBA ||
4451 Feld[x][y] == EL_AMOEBA_DEAD) &&
4452 AmoebaNr[x][y] != new_group_nr)
4454 int old_group_nr = AmoebaNr[x][y];
4456 if (old_group_nr == 0)
4459 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
4460 AmoebaCnt[old_group_nr] = 0;
4461 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
4462 AmoebaCnt2[old_group_nr] = 0;
4464 for (yy=0; yy<lev_fieldy; yy++)
4466 for (xx=0; xx<lev_fieldx; xx++)
4468 if (AmoebaNr[xx][yy] == old_group_nr)
4469 AmoebaNr[xx][yy] = new_group_nr;
4476 void AmoebeUmwandeln(int ax, int ay)
4480 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
4482 int group_nr = AmoebaNr[ax][ay];
4487 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
4488 printf("AmoebeUmwandeln(): This should never happen!\n");
4493 for (y=0; y<lev_fieldy; y++)
4495 for (x=0; x<lev_fieldx; x++)
4497 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
4500 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
4504 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
4505 SND_AMOEBA_TURNING_TO_GEM :
4506 SND_AMOEBA_TURNING_TO_ROCK));
4511 static int xy[4][2] =
4524 if (!IN_LEV_FIELD(x, y))
4527 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
4529 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
4530 SND_AMOEBA_TURNING_TO_GEM :
4531 SND_AMOEBA_TURNING_TO_ROCK));
4538 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
4541 int group_nr = AmoebaNr[ax][ay];
4542 boolean done = FALSE;
4547 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
4548 printf("AmoebeUmwandelnBD(): This should never happen!\n");
4553 for (y=0; y<lev_fieldy; y++)
4555 for (x=0; x<lev_fieldx; x++)
4557 if (AmoebaNr[x][y] == group_nr &&
4558 (Feld[x][y] == EL_AMOEBA_DEAD ||
4559 Feld[x][y] == EL_BD_AMOEBA ||
4560 Feld[x][y] == EL_AMOEBA_GROWING))
4563 Feld[x][y] = new_element;
4564 InitField(x, y, FALSE);
4565 DrawLevelField(x, y);
4572 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
4573 SND_BD_AMOEBA_TURNING_TO_ROCK :
4574 SND_BD_AMOEBA_TURNING_TO_GEM));
4577 void AmoebeWaechst(int x, int y)
4579 static unsigned long sound_delay = 0;
4580 static unsigned long sound_delay_value = 0;
4582 if (!MovDelay[x][y]) /* start new growing cycle */
4586 if (DelayReached(&sound_delay, sound_delay_value))
4589 PlaySoundLevelElementAction(x, y, Store[x][y], ACTION_GROWING);
4591 if (Store[x][y] == EL_BD_AMOEBA)
4592 PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
4594 PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
4596 sound_delay_value = 30;
4600 if (MovDelay[x][y]) /* wait some time before growing bigger */
4603 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4605 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
4606 6 - MovDelay[x][y]);
4608 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
4611 if (!MovDelay[x][y])
4613 Feld[x][y] = Store[x][y];
4615 DrawLevelField(x, y);
4620 void AmoebaDisappearing(int x, int y)
4622 static unsigned long sound_delay = 0;
4623 static unsigned long sound_delay_value = 0;
4625 if (!MovDelay[x][y]) /* start new shrinking cycle */
4629 if (DelayReached(&sound_delay, sound_delay_value))
4630 sound_delay_value = 30;
4633 if (MovDelay[x][y]) /* wait some time before shrinking */
4636 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4638 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
4639 6 - MovDelay[x][y]);
4641 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
4644 if (!MovDelay[x][y])
4646 Feld[x][y] = EL_EMPTY;
4647 DrawLevelField(x, y);
4649 /* don't let mole enter this field in this cycle;
4650 (give priority to objects falling to this field from above) */
4656 void AmoebeAbleger(int ax, int ay)
4659 int element = Feld[ax][ay];
4660 int graphic = el2img(element);
4661 int newax = ax, neway = ay;
4662 static int xy[4][2] =
4670 if (!level.amoeba_speed)
4672 Feld[ax][ay] = EL_AMOEBA_DEAD;
4673 DrawLevelField(ax, ay);
4677 if (IS_ANIMATED(graphic))
4678 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4680 if (!MovDelay[ax][ay]) /* start making new amoeba field */
4681 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
4683 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
4686 if (MovDelay[ax][ay])
4690 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
4693 int x = ax + xy[start][0];
4694 int y = ay + xy[start][1];
4696 if (!IN_LEV_FIELD(x, y))
4699 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
4700 if (IS_FREE(x, y) ||
4701 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4707 if (newax == ax && neway == ay)
4710 else /* normal or "filled" (BD style) amoeba */
4713 boolean waiting_for_player = FALSE;
4717 int j = (start + i) % 4;
4718 int x = ax + xy[j][0];
4719 int y = ay + xy[j][1];
4721 if (!IN_LEV_FIELD(x, y))
4724 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
4725 if (IS_FREE(x, y) ||
4726 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4732 else if (IS_PLAYER(x, y))
4733 waiting_for_player = TRUE;
4736 if (newax == ax && neway == ay) /* amoeba cannot grow */
4738 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
4740 Feld[ax][ay] = EL_AMOEBA_DEAD;
4741 DrawLevelField(ax, ay);
4742 AmoebaCnt[AmoebaNr[ax][ay]]--;
4744 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
4746 if (element == EL_AMOEBA_FULL)
4747 AmoebeUmwandeln(ax, ay);
4748 else if (element == EL_BD_AMOEBA)
4749 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
4754 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
4756 /* amoeba gets larger by growing in some direction */
4758 int new_group_nr = AmoebaNr[ax][ay];
4761 if (new_group_nr == 0)
4763 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
4764 printf("AmoebeAbleger(): This should never happen!\n");
4769 AmoebaNr[newax][neway] = new_group_nr;
4770 AmoebaCnt[new_group_nr]++;
4771 AmoebaCnt2[new_group_nr]++;
4773 /* if amoeba touches other amoeba(s) after growing, unify them */
4774 AmoebenVereinigen(newax, neway);
4776 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
4778 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
4784 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
4785 (neway == lev_fieldy - 1 && newax != ax))
4787 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
4788 Store[newax][neway] = element;
4790 else if (neway == ay)
4792 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
4794 PlaySoundLevelAction(newax, neway, ACTION_GROWING);
4796 PlaySoundLevel(newax, neway, SND_AMOEBA_GROWING);
4801 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
4802 Feld[ax][ay] = EL_AMOEBA_DROPPING;
4803 Store[ax][ay] = EL_AMOEBA_DROP;
4804 ContinueMoving(ax, ay);
4808 DrawLevelField(newax, neway);
4811 void Life(int ax, int ay)
4814 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
4816 int element = Feld[ax][ay];
4817 int graphic = el2img(element);
4818 boolean changed = FALSE;
4820 if (IS_ANIMATED(graphic))
4821 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4826 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
4827 MovDelay[ax][ay] = life_time;
4829 if (MovDelay[ax][ay]) /* wait some time before next cycle */
4832 if (MovDelay[ax][ay])
4836 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
4838 int xx = ax+x1, yy = ay+y1;
4841 if (!IN_LEV_FIELD(xx, yy))
4844 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
4846 int x = xx+x2, y = yy+y2;
4848 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
4851 if (((Feld[x][y] == element ||
4852 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
4854 (IS_FREE(x, y) && Stop[x][y]))
4858 if (xx == ax && yy == ay) /* field in the middle */
4860 if (nachbarn < life[0] || nachbarn > life[1])
4862 Feld[xx][yy] = EL_EMPTY;
4864 DrawLevelField(xx, yy);
4865 Stop[xx][yy] = TRUE;
4869 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
4870 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
4871 { /* free border field */
4872 if (nachbarn >= life[2] && nachbarn <= life[3])
4874 Feld[xx][yy] = element;
4875 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
4877 DrawLevelField(xx, yy);
4878 Stop[xx][yy] = TRUE;
4885 PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
4886 SND_GAME_OF_LIFE_GROWING);
4889 static void InitRobotWheel(int x, int y)
4891 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4894 static void RunRobotWheel(int x, int y)
4896 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
4899 static void StopRobotWheel(int x, int y)
4901 if (ZX == x && ZY == y)
4905 static void InitTimegateWheel(int x, int y)
4907 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4910 static void RunTimegateWheel(int x, int y)
4912 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
4915 void CheckExit(int x, int y)
4917 if (local_player->gems_still_needed > 0 ||
4918 local_player->sokobanfields_still_needed > 0 ||
4919 local_player->lights_still_needed > 0)
4921 int element = Feld[x][y];
4922 int graphic = el2img(element);
4924 if (IS_ANIMATED(graphic))
4925 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4930 Feld[x][y] = EL_EXIT_OPENING;
4932 PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING);
4935 void CheckExitSP(int x, int y)
4937 if (local_player->gems_still_needed > 0)
4939 int element = Feld[x][y];
4940 int graphic = el2img(element);
4942 if (IS_ANIMATED(graphic))
4943 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4948 Feld[x][y] = EL_SP_EXIT_OPEN;
4950 PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
4953 static void CloseAllOpenTimegates()
4957 for (y=0; y<lev_fieldy; y++)
4959 for (x=0; x<lev_fieldx; x++)
4961 int element = Feld[x][y];
4963 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4965 Feld[x][y] = EL_TIMEGATE_CLOSING;
4967 PlaySoundLevelAction(x, y, ACTION_CLOSING);
4969 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4976 void EdelsteinFunkeln(int x, int y)
4978 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4981 if (Feld[x][y] == EL_BD_DIAMOND)
4984 if (MovDelay[x][y] == 0) /* next animation frame */
4985 MovDelay[x][y] = 11 * !SimpleRND(500);
4987 if (MovDelay[x][y] != 0) /* wait some time before next frame */
4991 if (setup.direct_draw && MovDelay[x][y])
4992 SetDrawtoField(DRAW_BUFFERED);
4994 DrawLevelElementAnimation(x, y, Feld[x][y]);
4996 if (MovDelay[x][y] != 0)
4998 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
4999 10 - MovDelay[x][y]);
5001 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
5003 if (setup.direct_draw)
5007 dest_x = FX + SCREENX(x) * TILEX;
5008 dest_y = FY + SCREENY(y) * TILEY;
5010 BlitBitmap(drawto_field, window,
5011 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
5012 SetDrawtoField(DRAW_DIRECT);
5018 void MauerWaechst(int x, int y)
5022 if (!MovDelay[x][y]) /* next animation frame */
5023 MovDelay[x][y] = 3 * delay;
5025 if (MovDelay[x][y]) /* wait some time before next frame */
5029 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5031 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
5032 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
5034 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5037 if (!MovDelay[x][y])
5039 if (MovDir[x][y] == MV_LEFT)
5041 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
5042 DrawLevelField(x - 1, y);
5044 else if (MovDir[x][y] == MV_RIGHT)
5046 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
5047 DrawLevelField(x + 1, y);
5049 else if (MovDir[x][y] == MV_UP)
5051 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
5052 DrawLevelField(x, y - 1);
5056 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
5057 DrawLevelField(x, y + 1);
5060 Feld[x][y] = Store[x][y];
5062 MovDir[x][y] = MV_NO_MOVING;
5063 DrawLevelField(x, y);
5068 void MauerAbleger(int ax, int ay)
5070 int element = Feld[ax][ay];
5071 int graphic = el2img(element);
5072 boolean oben_frei = FALSE, unten_frei = FALSE;
5073 boolean links_frei = FALSE, rechts_frei = FALSE;
5074 boolean oben_massiv = FALSE, unten_massiv = FALSE;
5075 boolean links_massiv = FALSE, rechts_massiv = FALSE;
5076 boolean new_wall = FALSE;
5078 if (IS_ANIMATED(graphic))
5079 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
5081 if (!MovDelay[ax][ay]) /* start building new wall */
5082 MovDelay[ax][ay] = 6;
5084 if (MovDelay[ax][ay]) /* wait some time before building new wall */
5087 if (MovDelay[ax][ay])
5091 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
5093 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
5095 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
5097 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
5100 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
5101 element == EL_EXPANDABLE_WALL_ANY)
5105 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
5106 Store[ax][ay-1] = element;
5107 MovDir[ax][ay-1] = MV_UP;
5108 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
5109 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
5110 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
5115 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
5116 Store[ax][ay+1] = element;
5117 MovDir[ax][ay+1] = MV_DOWN;
5118 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
5119 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
5120 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
5125 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5126 element == EL_EXPANDABLE_WALL_ANY ||
5127 element == EL_EXPANDABLE_WALL)
5131 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
5132 Store[ax-1][ay] = element;
5133 MovDir[ax-1][ay] = MV_LEFT;
5134 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
5135 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
5136 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
5142 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
5143 Store[ax+1][ay] = element;
5144 MovDir[ax+1][ay] = MV_RIGHT;
5145 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
5146 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
5147 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
5152 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
5153 DrawLevelField(ax, ay);
5155 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
5157 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
5158 unten_massiv = TRUE;
5159 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
5160 links_massiv = TRUE;
5161 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
5162 rechts_massiv = TRUE;
5164 if (((oben_massiv && unten_massiv) ||
5165 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5166 element == EL_EXPANDABLE_WALL) &&
5167 ((links_massiv && rechts_massiv) ||
5168 element == EL_EXPANDABLE_WALL_VERTICAL))
5169 Feld[ax][ay] = EL_WALL;
5173 PlaySoundLevelAction(ax, ay, ACTION_GROWING);
5175 PlaySoundLevel(ax, ay, SND_EXPANDABLE_WALL_GROWING);
5179 void CheckForDragon(int x, int y)
5182 boolean dragon_found = FALSE;
5183 static int xy[4][2] =
5195 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
5197 if (IN_LEV_FIELD(xx, yy) &&
5198 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
5200 if (Feld[xx][yy] == EL_DRAGON)
5201 dragon_found = TRUE;
5214 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
5216 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
5218 Feld[xx][yy] = EL_EMPTY;
5219 DrawLevelField(xx, yy);
5228 static void InitBuggyBase(int x, int y)
5230 int element = Feld[x][y];
5231 int activating_delay = FRAMES_PER_SECOND / 4;
5234 (element == EL_SP_BUGGY_BASE ?
5235 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
5236 element == EL_SP_BUGGY_BASE_ACTIVATING ?
5238 element == EL_SP_BUGGY_BASE_ACTIVE ?
5239 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
5242 static void WarnBuggyBase(int x, int y)
5245 static int xy[4][2] =
5255 int xx = x + xy[i][0], yy = y + xy[i][1];
5257 if (IS_PLAYER(xx, yy))
5259 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
5266 static void InitTrap(int x, int y)
5268 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
5271 static void ActivateTrap(int x, int y)
5273 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
5276 static void ChangeActiveTrap(int x, int y)
5278 int graphic = IMG_TRAP_ACTIVE;
5280 /* if new animation frame was drawn, correct crumbled sand border */
5281 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
5282 DrawLevelFieldCrumbledSand(x, y);
5285 static void ChangeElementNowExt(int x, int y, int target_element)
5287 /* check if element under player changes from accessible to unaccessible
5288 (needed for special case of dropping element which then changes) */
5289 if (IS_PLAYER(x, y) &&
5290 IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(target_element))
5297 Feld[x][y] = target_element;
5299 ResetGfxAnimation(x, y);
5300 ResetRandomAnimationValue(x, y);
5302 InitField(x, y, FALSE);
5303 if (CAN_MOVE(Feld[x][y]))
5306 DrawLevelField(x, y);
5308 if (CAN_BE_CRUMBLED(Feld[x][y]))
5309 DrawLevelFieldCrumbledSandNeighbours(x, y);
5311 TestIfBadThingTouchesHero(x, y);
5312 TestIfPlayerTouchesCustomElement(x, y);
5313 TestIfElementTouchesCustomElement(x, y);
5315 if (ELEM_IS_PLAYER(target_element))
5316 RelocatePlayer(x, y, target_element);
5319 static void ChangeElementNow(int x, int y, int element)
5321 struct ElementChangeInfo *change = element_info[element].change;
5324 if (element >= EL_CUSTOM_START + 17 && element <= EL_CUSTOM_START + 39)
5325 printf("::: changing... [%d]\n", FrameCounter);
5329 /* prevent CheckTriggeredElementChange() from looping */
5330 Changing[x][y] = TRUE;
5333 CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_IS_CHANGING);
5336 Changing[x][y] = FALSE;
5339 if (change->explode)
5345 if (change->use_content)
5347 boolean complete_change = TRUE;
5348 boolean can_change[3][3];
5351 for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
5353 boolean half_destructible;
5354 int ex = x + xx - 1;
5355 int ey = y + yy - 1;
5358 can_change[xx][yy] = TRUE;
5360 if (ex == x && ey == y) /* do not check changing element itself */
5363 if (change->content[xx][yy] == EL_EMPTY_SPACE)
5365 can_change[xx][yy] = FALSE; /* do not change empty borders */
5370 if (!IN_LEV_FIELD(ex, ey))
5372 can_change[xx][yy] = FALSE;
5373 complete_change = FALSE;
5380 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5381 e = MovingOrBlocked2Element(ex, ey);
5383 half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e));
5385 if ((change->power <= CP_NON_DESTRUCTIVE && !IS_FREE(ex, ey)) ||
5386 (change->power <= CP_HALF_DESTRUCTIVE && !half_destructible) ||
5387 (change->power <= CP_FULL_DESTRUCTIVE && IS_INDESTRUCTIBLE(e)))
5389 can_change[xx][yy] = FALSE;
5390 complete_change = FALSE;
5394 if (!change->only_complete || complete_change)
5396 boolean something_has_changed = FALSE;
5398 if (change->only_complete && change->use_random_change &&
5399 RND(100) < change->random)
5402 for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
5404 int ex = x + xx - 1;
5405 int ey = y + yy - 1;
5407 if (can_change[xx][yy] && (!change->use_random_change ||
5408 RND(100) < change->random))
5410 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5411 RemoveMovingField(ex, ey);
5413 ChangeElementNowExt(ex, ey, change->content[xx][yy]);
5415 something_has_changed = TRUE;
5417 /* for symmetry reasons, stop newly created border elements */
5418 if (ex != x || ey != y)
5419 Stop[ex][ey] = TRUE;
5423 if (something_has_changed)
5424 PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING);
5429 ChangeElementNowExt(x, y, change->target_element);
5431 PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING);
5435 static void ChangeElement(int x, int y)
5438 int element = MovingOrBlocked2Element(x, y);
5440 int element = Feld[x][y];
5442 struct ElementChangeInfo *change = element_info[element].change;
5444 if (ChangeDelay[x][y] == 0) /* initialize element change */
5447 ChangeDelay[x][y] = ( change->delay_fixed * change->delay_frames +
5448 RND(change->delay_random * change->delay_frames)) + 1;
5450 ChangeDelay[x][y] = changing_element[element].change_delay + 1;
5452 if (IS_CUSTOM_ELEMENT(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
5454 int max_random_delay = element_info[element].change->delay_random;
5455 int delay_frames = element_info[element].change->delay_frames;
5457 ChangeDelay[x][y] += RND(max_random_delay * delay_frames);
5461 ResetGfxAnimation(x, y);
5462 ResetRandomAnimationValue(x, y);
5465 if (change->pre_change_function)
5466 change->pre_change_function(x, y);
5468 if (changing_element[element].pre_change_function)
5469 changing_element[element].pre_change_function(x, y);
5473 ChangeDelay[x][y]--;
5475 if (ChangeDelay[x][y] != 0) /* continue element change */
5477 int graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5479 if (IS_ANIMATED(graphic))
5480 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5483 if (change->change_function)
5484 change->change_function(x, y);
5486 if (changing_element[element].change_function)
5487 changing_element[element].change_function(x, y);
5490 else /* finish element change */
5493 int next_element = changing_element[element].next_element;
5496 if (IS_MOVING(x, y)) /* never change a running system ;-) */
5498 ChangeDelay[x][y] = 1; /* try change after next move step */
5504 ChangeElementNow(x, y, element);
5506 if (change->post_change_function)
5507 change->post_change_function(x, y);
5509 if (next_element != EL_UNDEFINED)
5510 ChangeElementNow(x, y, next_element);
5512 ChangeElementNow(x, y, element_info[element].change->target_element);
5514 if (changing_element[element].post_change_function)
5515 changing_element[element].post_change_function(x, y);
5520 static boolean CheckTriggeredElementChange(int lx, int ly, int trigger_element,
5525 if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
5528 /* prevent this function from running into a loop */
5529 if (trigger_event == CE_OTHER_IS_CHANGING)
5530 Changing[lx][ly] = TRUE;
5532 for (i=0; i<MAX_NUM_ELEMENTS; i++)
5534 if (!CAN_CHANGE(i) || !HAS_CHANGE_EVENT(i, trigger_event) ||
5535 element_info[i].change->trigger_element != trigger_element)
5538 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5540 if (x == lx && y == ly) /* do not change trigger element itself */
5543 if (Changing[x][y]) /* do not change just changing elements */
5546 if (Feld[x][y] == i)
5548 ChangeDelay[x][y] = 1;
5549 ChangeElement(x, y);
5551 Changing[x][y] = TRUE; /* do not change just changed elements */
5556 /* reset change prevention array */
5557 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5558 Changing[x][y] = FALSE;
5563 static boolean CheckElementChange(int x, int y, int element, int trigger_event)
5565 if (!CAN_CHANGE(element) || !HAS_CHANGE_EVENT(element, trigger_event))
5568 if (Feld[x][y] == EL_BLOCKED)
5569 Blocked2Moving(x, y, &x, &y);
5571 ChangeDelay[x][y] = 1;
5572 ChangeElement(x, y);
5577 static void PlayerActions(struct PlayerInfo *player, byte player_action)
5579 static byte stored_player_action[MAX_PLAYERS];
5580 static int num_stored_actions = 0;
5581 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
5582 int left = player_action & JOY_LEFT;
5583 int right = player_action & JOY_RIGHT;
5584 int up = player_action & JOY_UP;
5585 int down = player_action & JOY_DOWN;
5586 int button1 = player_action & JOY_BUTTON_1;
5587 int button2 = player_action & JOY_BUTTON_2;
5588 int dx = (left ? -1 : right ? 1 : 0);
5589 int dy = (up ? -1 : down ? 1 : 0);
5591 stored_player_action[player->index_nr] = 0;
5592 num_stored_actions++;
5594 if (!player->active || tape.pausing)
5600 snapped = SnapField(player, dx, dy);
5604 dropped = DropElement(player);
5606 moved = MoveFigure(player, dx, dy);
5609 if (tape.single_step && tape.recording && !tape.pausing)
5611 if (button1 || (dropped && !moved))
5613 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5614 SnapField(player, 0, 0); /* stop snapping */
5618 stored_player_action[player->index_nr] = player_action;
5622 /* no actions for this player (no input at player's configured device) */
5624 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
5625 SnapField(player, 0, 0);
5626 CheckGravityMovement(player);
5628 if (player->MovPos == 0)
5631 printf("Trying... Player frame reset\n");
5634 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
5637 if (player->MovPos == 0) /* needed for tape.playing */
5638 player->is_moving = FALSE;
5641 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
5643 TapeRecordAction(stored_player_action);
5644 num_stored_actions = 0;
5650 static unsigned long action_delay = 0;
5651 unsigned long action_delay_value;
5652 int magic_wall_x = 0, magic_wall_y = 0;
5653 int i, x, y, element, graphic;
5654 byte *recorded_player_action;
5655 byte summarized_player_action = 0;
5657 if (game_status != GAME_MODE_PLAYING)
5660 action_delay_value =
5661 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
5663 if (tape.playing && tape.index_search && !tape.pausing)
5664 action_delay_value = 0;
5666 /* ---------- main game synchronization point ---------- */
5668 WaitUntilDelayReached(&action_delay, action_delay_value);
5670 if (network_playing && !network_player_action_received)
5674 printf("DEBUG: try to get network player actions in time\n");
5678 #if defined(PLATFORM_UNIX)
5679 /* last chance to get network player actions without main loop delay */
5683 if (game_status != GAME_MODE_PLAYING)
5686 if (!network_player_action_received)
5690 printf("DEBUG: failed to get network player actions in time\n");
5700 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
5702 for (i=0; i<MAX_PLAYERS; i++)
5704 summarized_player_action |= stored_player[i].action;
5706 if (!network_playing)
5707 stored_player[i].effective_action = stored_player[i].action;
5710 #if defined(PLATFORM_UNIX)
5711 if (network_playing)
5712 SendToServer_MovePlayer(summarized_player_action);
5715 if (!options.network && !setup.team_mode)
5716 local_player->effective_action = summarized_player_action;
5718 for (i=0; i<MAX_PLAYERS; i++)
5720 int actual_player_action = stored_player[i].effective_action;
5722 if (stored_player[i].programmed_action)
5723 actual_player_action = stored_player[i].programmed_action;
5725 if (recorded_player_action)
5726 actual_player_action = recorded_player_action[i];
5728 PlayerActions(&stored_player[i], actual_player_action);
5729 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
5732 network_player_action_received = FALSE;
5734 ScrollScreen(NULL, SCROLL_GO_ON);
5740 for (i=0; i<MAX_PLAYERS; i++)
5741 stored_player[i].Frame++;
5745 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
5747 for (i=0; i<MAX_PLAYERS; i++)
5749 struct PlayerInfo *player = &stored_player[i];
5753 if (player->active && player->Pushing && player->is_moving &&
5756 ContinueMoving(x, y);
5758 /* continue moving after pushing (this is actually a bug) */
5759 if (!IS_MOVING(x, y))
5768 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5771 if (JustStopped[x][y] > 0)
5772 JustStopped[x][y]--;
5777 /* reset finished pushing action (not done in ContinueMoving() to allow
5778 continous pushing animation for elements without push delay) */
5779 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
5781 ResetGfxAnimation(x, y);
5782 DrawLevelField(x, y);
5787 if (IS_BLOCKED(x, y))
5791 Blocked2Moving(x, y, &oldx, &oldy);
5792 if (!IS_MOVING(oldx, oldy))
5794 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
5795 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
5796 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
5797 printf("GameActions(): This should never happen!\n");
5803 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5805 element = Feld[x][y];
5807 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5809 graphic = el2img(element);
5815 printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
5817 element = graphic = 0;
5821 if (graphic_info[graphic].anim_global_sync)
5822 GfxFrame[x][y] = FrameCounter;
5824 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
5825 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
5826 ResetRandomAnimationValue(x, y);
5828 SetRandomAnimationValue(x, y);
5831 PlaySoundLevelActionIfLoop(x, y, GfxAction[x][y]);
5834 if (IS_INACTIVE(element))
5836 if (IS_ANIMATED(graphic))
5837 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5843 /* this may take place after moving, so 'element' may have changed */
5844 if (IS_CHANGING(x, y))
5846 ChangeElement(x, y);
5847 element = Feld[x][y];
5848 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5852 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
5857 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5859 if (element == EL_MOLE)
5860 printf("::: %d, %d, %d [%d]\n",
5861 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y],
5865 if (element == EL_YAMYAM)
5866 printf("::: %d, %d, %d\n",
5867 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
5871 if (IS_ANIMATED(graphic) &&
5875 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5878 if (element == EL_MOLE)
5879 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
5883 if (IS_GEM(element) || element == EL_SP_INFOTRON)
5884 EdelsteinFunkeln(x, y);
5886 else if ((element == EL_ACID ||
5887 element == EL_EXIT_OPEN ||
5888 element == EL_SP_EXIT_OPEN ||
5889 element == EL_SP_TERMINAL ||
5890 element == EL_SP_TERMINAL_ACTIVE ||
5891 element == EL_EXTRA_TIME ||
5892 element == EL_SHIELD_NORMAL ||
5893 element == EL_SHIELD_DEADLY) &&
5894 IS_ANIMATED(graphic))
5895 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5896 else if (IS_MOVING(x, y))
5897 ContinueMoving(x, y);
5898 else if (IS_ACTIVE_BOMB(element))
5899 CheckDynamite(x, y);
5901 else if (element == EL_EXPLOSION && !game.explosions_delayed)
5902 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
5904 else if (element == EL_AMOEBA_GROWING)
5905 AmoebeWaechst(x, y);
5906 else if (element == EL_AMOEBA_SHRINKING)
5907 AmoebaDisappearing(x, y);
5909 #if !USE_NEW_AMOEBA_CODE
5910 else if (IS_AMOEBALIVE(element))
5911 AmoebeAbleger(x, y);
5914 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
5916 else if (element == EL_EXIT_CLOSED)
5918 else if (element == EL_SP_EXIT_CLOSED)
5920 else if (element == EL_EXPANDABLE_WALL_GROWING)
5922 else if (element == EL_EXPANDABLE_WALL ||
5923 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5924 element == EL_EXPANDABLE_WALL_VERTICAL ||
5925 element == EL_EXPANDABLE_WALL_ANY)
5927 else if (element == EL_FLAMES)
5928 CheckForDragon(x, y);
5930 else if (IS_AUTO_CHANGING(element))
5931 ChangeElement(x, y);
5933 else if (element == EL_EXPLOSION)
5934 ; /* drawing of correct explosion animation is handled separately */
5935 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
5936 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5939 /* this may take place after moving, so 'element' may have changed */
5940 if (IS_AUTO_CHANGING(Feld[x][y]))
5941 ChangeElement(x, y);
5944 if (IS_BELT_ACTIVE(element))
5945 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
5947 if (game.magic_wall_active)
5949 int jx = local_player->jx, jy = local_player->jy;
5951 /* play the element sound at the position nearest to the player */
5952 if ((element == EL_MAGIC_WALL_FULL ||
5953 element == EL_MAGIC_WALL_ACTIVE ||
5954 element == EL_MAGIC_WALL_EMPTYING ||
5955 element == EL_BD_MAGIC_WALL_FULL ||
5956 element == EL_BD_MAGIC_WALL_ACTIVE ||
5957 element == EL_BD_MAGIC_WALL_EMPTYING) &&
5958 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
5966 #if USE_NEW_AMOEBA_CODE
5967 /* new experimental amoeba growth stuff */
5969 if (!(FrameCounter % 8))
5972 static unsigned long random = 1684108901;
5974 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
5977 x = (random >> 10) % lev_fieldx;
5978 y = (random >> 20) % lev_fieldy;
5980 x = RND(lev_fieldx);
5981 y = RND(lev_fieldy);
5983 element = Feld[x][y];
5985 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
5986 if (!IS_PLAYER(x,y) &&
5987 (element == EL_EMPTY ||
5988 element == EL_SAND ||
5989 element == EL_QUICKSAND_EMPTY ||
5990 element == EL_ACID_SPLASH_LEFT ||
5991 element == EL_ACID_SPLASH_RIGHT))
5993 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
5994 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
5995 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
5996 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
5997 Feld[x][y] = EL_AMOEBA_DROP;
6000 random = random * 129 + 1;
6006 if (game.explosions_delayed)
6009 game.explosions_delayed = FALSE;
6011 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
6013 element = Feld[x][y];
6015 if (ExplodeField[x][y])
6016 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
6017 else if (element == EL_EXPLOSION)
6018 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
6020 ExplodeField[x][y] = EX_NO_EXPLOSION;
6023 game.explosions_delayed = TRUE;
6026 if (game.magic_wall_active)
6028 if (!(game.magic_wall_time_left % 4))
6030 int element = Feld[magic_wall_x][magic_wall_y];
6032 if (element == EL_BD_MAGIC_WALL_FULL ||
6033 element == EL_BD_MAGIC_WALL_ACTIVE ||
6034 element == EL_BD_MAGIC_WALL_EMPTYING)
6035 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
6037 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
6040 if (game.magic_wall_time_left > 0)
6042 game.magic_wall_time_left--;
6043 if (!game.magic_wall_time_left)
6045 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
6047 element = Feld[x][y];
6049 if (element == EL_MAGIC_WALL_ACTIVE ||
6050 element == EL_MAGIC_WALL_FULL)
6052 Feld[x][y] = EL_MAGIC_WALL_DEAD;
6053 DrawLevelField(x, y);
6055 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
6056 element == EL_BD_MAGIC_WALL_FULL)
6058 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
6059 DrawLevelField(x, y);
6063 game.magic_wall_active = FALSE;
6068 if (game.light_time_left > 0)
6070 game.light_time_left--;
6072 if (game.light_time_left == 0)
6073 RedrawAllLightSwitchesAndInvisibleElements();
6076 if (game.timegate_time_left > 0)
6078 game.timegate_time_left--;
6080 if (game.timegate_time_left == 0)
6081 CloseAllOpenTimegates();
6084 for (i=0; i<MAX_PLAYERS; i++)
6086 struct PlayerInfo *player = &stored_player[i];
6088 if (SHIELD_ON(player))
6090 if (player->shield_deadly_time_left)
6091 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
6092 else if (player->shield_normal_time_left)
6093 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
6097 if (TimeFrames >= (1000 / GameFrameDelay))
6102 for (i=0; i<MAX_PLAYERS; i++)
6104 struct PlayerInfo *player = &stored_player[i];
6106 if (SHIELD_ON(player))
6108 player->shield_normal_time_left--;
6110 if (player->shield_deadly_time_left > 0)
6111 player->shield_deadly_time_left--;
6115 if (tape.recording || tape.playing)
6116 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
6122 if (TimeLeft <= 10 && setup.time_limit)
6123 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
6125 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
6127 if (!TimeLeft && setup.time_limit)
6128 for (i=0; i<MAX_PLAYERS; i++)
6129 KillHero(&stored_player[i]);
6131 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
6132 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
6137 if (options.debug) /* calculate frames per second */
6139 static unsigned long fps_counter = 0;
6140 static int fps_frames = 0;
6141 unsigned long fps_delay_ms = Counter() - fps_counter;
6145 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
6147 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
6150 fps_counter = Counter();
6153 redraw_mask |= REDRAW_FPS;
6157 if (stored_player[0].jx != stored_player[0].last_jx ||
6158 stored_player[0].jy != stored_player[0].last_jy)
6159 printf("::: %d, %d, %d, %d, %d\n",
6160 stored_player[0].MovDir,
6161 stored_player[0].MovPos,
6162 stored_player[0].GfxPos,
6163 stored_player[0].Frame,
6164 stored_player[0].StepFrame);
6171 for (i=0; i<MAX_PLAYERS; i++)
6174 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
6176 stored_player[i].Frame += move_frames;
6178 if (stored_player[i].MovPos != 0)
6179 stored_player[i].StepFrame += move_frames;
6184 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
6186 int min_x = x, min_y = y, max_x = x, max_y = y;
6189 for (i=0; i<MAX_PLAYERS; i++)
6191 int jx = stored_player[i].jx, jy = stored_player[i].jy;
6193 if (!stored_player[i].active || &stored_player[i] == player)
6196 min_x = MIN(min_x, jx);
6197 min_y = MIN(min_y, jy);
6198 max_x = MAX(max_x, jx);
6199 max_y = MAX(max_y, jy);
6202 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
6205 static boolean AllPlayersInVisibleScreen()
6209 for (i=0; i<MAX_PLAYERS; i++)
6211 int jx = stored_player[i].jx, jy = stored_player[i].jy;
6213 if (!stored_player[i].active)
6216 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
6223 void ScrollLevel(int dx, int dy)
6225 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
6228 BlitBitmap(drawto_field, drawto_field,
6229 FX + TILEX * (dx == -1) - softscroll_offset,
6230 FY + TILEY * (dy == -1) - softscroll_offset,
6231 SXSIZE - TILEX * (dx!=0) + 2 * softscroll_offset,
6232 SYSIZE - TILEY * (dy!=0) + 2 * softscroll_offset,
6233 FX + TILEX * (dx == 1) - softscroll_offset,
6234 FY + TILEY * (dy == 1) - softscroll_offset);
6238 x = (dx == 1 ? BX1 : BX2);
6239 for (y=BY1; y <= BY2; y++)
6240 DrawScreenField(x, y);
6245 y = (dy == 1 ? BY1 : BY2);
6246 for (x=BX1; x <= BX2; x++)
6247 DrawScreenField(x, y);
6250 redraw_mask |= REDRAW_FIELD;
6253 static void CheckGravityMovement(struct PlayerInfo *player)
6255 if (level.gravity && !player->programmed_action)
6257 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
6258 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
6260 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
6261 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
6262 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
6263 int jx = player->jx, jy = player->jy;
6264 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
6265 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
6266 int new_jx = jx + dx, new_jy = jy + dy;
6267 boolean field_under_player_is_free =
6268 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
6269 boolean player_is_moving_to_valid_field =
6270 (IN_LEV_FIELD(new_jx, new_jy) &&
6271 (Feld[new_jx][new_jy] == EL_SP_BASE ||
6272 Feld[new_jx][new_jy] == EL_SAND));
6273 /* !!! extend EL_SAND to anything diggable !!! */
6275 if (field_under_player_is_free &&
6276 !player_is_moving_to_valid_field &&
6277 !IS_WALKABLE_INSIDE(Feld[jx][jy]))
6278 player->programmed_action = MV_DOWN;
6284 -----------------------------------------------------------------------------
6285 dx, dy: direction (non-diagonal) to try to move the player to
6286 real_dx, real_dy: direction as read from input device (can be diagonal)
6289 boolean MoveFigureOneStep(struct PlayerInfo *player,
6290 int dx, int dy, int real_dx, int real_dy)
6292 int jx = player->jx, jy = player->jy;
6293 int new_jx = jx+dx, new_jy = jy+dy;
6297 if (!player->active || (!dx && !dy))
6298 return MF_NO_ACTION;
6300 player->MovDir = (dx < 0 ? MV_LEFT :
6303 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6305 if (!IN_LEV_FIELD(new_jx, new_jy))
6306 return MF_NO_ACTION;
6308 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
6309 return MF_NO_ACTION;
6312 element = MovingOrBlocked2Element(new_jx, new_jy);
6314 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
6317 if (DONT_RUN_INTO(element))
6319 if (element == EL_ACID && dx == 0 && dy == 1)
6322 Feld[jx][jy] = EL_PLAYER_1;
6323 InitMovingField(jx, jy, MV_DOWN);
6324 Store[jx][jy] = EL_ACID;
6325 ContinueMoving(jx, jy);
6329 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
6334 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
6335 if (can_move != MF_MOVING)
6338 /* check if DigField() has caused relocation of the player */
6339 if (player->jx != jx || player->jy != jy)
6340 return MF_NO_ACTION;
6342 StorePlayer[jx][jy] = 0;
6343 player->last_jx = jx;
6344 player->last_jy = jy;
6345 jx = player->jx = new_jx;
6346 jy = player->jy = new_jy;
6347 StorePlayer[jx][jy] = player->element_nr;
6350 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
6352 ScrollFigure(player, SCROLL_INIT);
6357 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
6359 int jx = player->jx, jy = player->jy;
6360 int old_jx = jx, old_jy = jy;
6361 int moved = MF_NO_ACTION;
6363 if (!player->active || (!dx && !dy))
6367 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
6371 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
6372 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
6376 /* remove the last programmed player action */
6377 player->programmed_action = 0;
6381 /* should only happen if pre-1.2 tape recordings are played */
6382 /* this is only for backward compatibility */
6384 int original_move_delay_value = player->move_delay_value;
6387 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
6391 /* scroll remaining steps with finest movement resolution */
6392 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
6394 while (player->MovPos)
6396 ScrollFigure(player, SCROLL_GO_ON);
6397 ScrollScreen(NULL, SCROLL_GO_ON);
6403 player->move_delay_value = original_move_delay_value;
6406 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
6408 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
6409 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
6413 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
6414 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
6420 if (moved & MF_MOVING && !ScreenMovPos &&
6421 (player == local_player || !options.network))
6423 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
6424 int offset = (setup.scroll_delay ? 3 : 0);
6426 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
6428 /* actual player has left the screen -- scroll in that direction */
6429 if (jx != old_jx) /* player has moved horizontally */
6430 scroll_x += (jx - old_jx);
6431 else /* player has moved vertically */
6432 scroll_y += (jy - old_jy);
6436 if (jx != old_jx) /* player has moved horizontally */
6438 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
6439 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
6440 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
6442 /* don't scroll over playfield boundaries */
6443 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
6444 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
6446 /* don't scroll more than one field at a time */
6447 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
6449 /* don't scroll against the player's moving direction */
6450 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
6451 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
6452 scroll_x = old_scroll_x;
6454 else /* player has moved vertically */
6456 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
6457 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
6458 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
6460 /* don't scroll over playfield boundaries */
6461 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
6462 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
6464 /* don't scroll more than one field at a time */
6465 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
6467 /* don't scroll against the player's moving direction */
6468 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
6469 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
6470 scroll_y = old_scroll_y;
6474 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
6476 if (!options.network && !AllPlayersInVisibleScreen())
6478 scroll_x = old_scroll_x;
6479 scroll_y = old_scroll_y;
6483 ScrollScreen(player, SCROLL_INIT);
6484 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
6491 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
6493 if (!(moved & MF_MOVING) && !player->Pushing)
6498 player->StepFrame = 0;
6500 if (moved & MF_MOVING)
6502 if (old_jx != jx && old_jy == jy)
6503 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
6504 else if (old_jx == jx && old_jy != jy)
6505 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
6507 DrawLevelField(jx, jy); /* for "crumbled sand" */
6509 player->last_move_dir = player->MovDir;
6510 player->is_moving = TRUE;
6512 player->snapped = FALSE;
6517 CheckGravityMovement(player);
6520 player->last_move_dir = MV_NO_MOVING;
6522 player->is_moving = FALSE;
6525 TestIfHeroTouchesBadThing(jx, jy);
6526 TestIfPlayerTouchesCustomElement(jx, jy);
6528 if (!player->active)
6534 void ScrollFigure(struct PlayerInfo *player, int mode)
6536 int jx = player->jx, jy = player->jy;
6537 int last_jx = player->last_jx, last_jy = player->last_jy;
6538 int move_stepsize = TILEX / player->move_delay_value;
6540 if (!player->active || !player->MovPos)
6543 if (mode == SCROLL_INIT)
6545 player->actual_frame_counter = FrameCounter;
6546 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
6548 if (Feld[last_jx][last_jy] == EL_EMPTY)
6549 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
6556 else if (!FrameReached(&player->actual_frame_counter, 1))
6559 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
6560 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
6562 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
6563 Feld[last_jx][last_jy] = EL_EMPTY;
6565 /* before DrawPlayer() to draw correct player graphic for this case */
6566 if (player->MovPos == 0)
6567 CheckGravityMovement(player);
6570 DrawPlayer(player); /* needed here only to cleanup last field */
6573 if (player->MovPos == 0)
6575 if (IS_PASSABLE(Feld[last_jx][last_jy]))
6577 /* continue with normal speed after quickly moving through gate */
6578 HALVE_PLAYER_SPEED(player);
6580 /* be able to make the next move without delay */
6581 player->move_delay = 0;
6584 player->last_jx = jx;
6585 player->last_jy = jy;
6587 if (Feld[jx][jy] == EL_EXIT_OPEN ||
6588 Feld[jx][jy] == EL_SP_EXIT_OPEN)
6590 DrawPlayer(player); /* needed here only to cleanup last field */
6593 if (local_player->friends_still_needed == 0 ||
6594 Feld[jx][jy] == EL_SP_EXIT_OPEN)
6595 player->LevelSolved = player->GameOver = TRUE;
6598 if (tape.single_step && tape.recording && !tape.pausing &&
6599 !player->programmed_action)
6600 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
6604 void ScrollScreen(struct PlayerInfo *player, int mode)
6606 static unsigned long screen_frame_counter = 0;
6608 if (mode == SCROLL_INIT)
6610 /* set scrolling step size according to actual player's moving speed */
6611 ScrollStepSize = TILEX / player->move_delay_value;
6613 screen_frame_counter = FrameCounter;
6614 ScreenMovDir = player->MovDir;
6615 ScreenMovPos = player->MovPos;
6616 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6619 else if (!FrameReached(&screen_frame_counter, 1))
6624 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
6625 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6626 redraw_mask |= REDRAW_FIELD;
6629 ScreenMovDir = MV_NO_MOVING;
6632 void TestIfPlayerTouchesCustomElement(int x, int y)
6634 static boolean check_changing = FALSE;
6635 static int xy[4][2] =
6644 if (check_changing) /* prevent this function from running into a loop */
6647 check_changing = TRUE;
6651 int xx = x + xy[i][0];
6652 int yy = y + xy[i][1];
6654 if (!IN_LEV_FIELD(xx, yy))
6657 if (IS_PLAYER(x, y))
6659 CheckTriggeredElementChange(xx, yy, Feld[xx][yy], CE_OTHER_GETS_TOUCHED);
6660 CheckElementChange(xx, yy, Feld[xx][yy], CE_TOUCHED_BY_PLAYER);
6662 else if (IS_PLAYER(xx, yy))
6664 CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_GETS_TOUCHED);
6665 CheckElementChange(x, y, Feld[x][y], CE_TOUCHED_BY_PLAYER);
6671 check_changing = FALSE;
6674 void TestIfElementTouchesCustomElement(int x, int y)
6676 static boolean check_changing = FALSE;
6677 static int xy[4][2] =
6684 boolean change_center_element = FALSE;
6685 int center_element = Feld[x][y];
6688 if (check_changing) /* prevent this function from running into a loop */
6691 check_changing = TRUE;
6695 int xx = x + xy[i][0];
6696 int yy = y + xy[i][1];
6699 if (!IN_LEV_FIELD(xx, yy))
6702 border_element = Feld[xx][yy];
6704 /* check for change of center element (but change it only once) */
6705 if (IS_CUSTOM_ELEMENT(center_element) &&
6706 border_element == element_info[center_element].change->trigger_element)
6707 change_center_element = TRUE;
6709 /* check for change of border element */
6710 if (IS_CUSTOM_ELEMENT(border_element) &&
6711 center_element == element_info[border_element].change->trigger_element)
6712 CheckElementChange(xx, yy, border_element, CE_OTHER_IS_TOUCHING);
6715 if (change_center_element)
6716 CheckElementChange(x, y, center_element, CE_OTHER_IS_TOUCHING);
6718 check_changing = FALSE;
6721 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
6723 int i, kill_x = -1, kill_y = -1;
6724 static int test_xy[4][2] =
6731 static int test_dir[4] =
6741 int test_x, test_y, test_move_dir, test_element;
6743 test_x = good_x + test_xy[i][0];
6744 test_y = good_y + test_xy[i][1];
6745 if (!IN_LEV_FIELD(test_x, test_y))
6749 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
6752 test_element = Feld[test_x][test_y];
6754 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
6757 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
6758 2nd case: DONT_TOUCH style bad thing does not move away from good thing
6760 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
6761 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
6769 if (kill_x != -1 || kill_y != -1)
6771 if (IS_PLAYER(good_x, good_y))
6773 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
6775 if (player->shield_deadly_time_left > 0)
6776 Bang(kill_x, kill_y);
6777 else if (!PLAYER_PROTECTED(good_x, good_y))
6781 Bang(good_x, good_y);
6785 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
6787 int i, kill_x = -1, kill_y = -1;
6788 int bad_element = Feld[bad_x][bad_y];
6789 static int test_xy[4][2] =
6796 static int test_dir[4] =
6804 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
6809 int test_x, test_y, test_move_dir, test_element;
6811 test_x = bad_x + test_xy[i][0];
6812 test_y = bad_y + test_xy[i][1];
6813 if (!IN_LEV_FIELD(test_x, test_y))
6817 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
6819 test_element = Feld[test_x][test_y];
6821 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
6822 2nd case: DONT_TOUCH style bad thing does not move away from good thing
6824 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
6825 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
6827 /* good thing is player or penguin that does not move away */
6828 if (IS_PLAYER(test_x, test_y))
6830 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
6832 if (bad_element == EL_ROBOT && player->is_moving)
6833 continue; /* robot does not kill player if he is moving */
6839 else if (test_element == EL_PENGUIN)
6848 if (kill_x != -1 || kill_y != -1)
6850 if (IS_PLAYER(kill_x, kill_y))
6852 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
6855 int dir = player->MovDir;
6856 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
6857 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
6859 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
6860 newx != bad_x && newy != bad_y)
6861 ; /* robot does not kill player if he is moving */
6863 printf("-> %d\n", player->MovDir);
6865 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
6866 newx != bad_x && newy != bad_y)
6867 ; /* robot does not kill player if he is moving */
6872 if (player->shield_deadly_time_left > 0)
6874 else if (!PLAYER_PROTECTED(kill_x, kill_y))
6878 Bang(kill_x, kill_y);
6882 void TestIfHeroTouchesBadThing(int x, int y)
6884 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
6887 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
6889 TestIfGoodThingHitsBadThing(x, y, move_dir);
6892 void TestIfBadThingTouchesHero(int x, int y)
6894 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
6897 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
6899 TestIfBadThingHitsGoodThing(x, y, move_dir);
6902 void TestIfFriendTouchesBadThing(int x, int y)
6904 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
6907 void TestIfBadThingTouchesFriend(int x, int y)
6909 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
6912 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
6914 int i, kill_x = bad_x, kill_y = bad_y;
6915 static int xy[4][2] =
6927 x = bad_x + xy[i][0];
6928 y = bad_y + xy[i][1];
6929 if (!IN_LEV_FIELD(x, y))
6932 element = Feld[x][y];
6933 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
6934 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
6942 if (kill_x != bad_x || kill_y != bad_y)
6946 void KillHero(struct PlayerInfo *player)
6948 int jx = player->jx, jy = player->jy;
6950 if (!player->active)
6953 /* remove accessible field at the player's position */
6954 Feld[jx][jy] = EL_EMPTY;
6956 /* deactivate shield (else Bang()/Explode() would not work right) */
6957 player->shield_normal_time_left = 0;
6958 player->shield_deadly_time_left = 0;
6964 static void KillHeroUnlessProtected(int x, int y)
6966 if (!PLAYER_PROTECTED(x, y))
6967 KillHero(PLAYERINFO(x, y));
6970 void BuryHero(struct PlayerInfo *player)
6972 int jx = player->jx, jy = player->jy;
6974 if (!player->active)
6978 PlaySoundLevelElementAction(jx, jy, player->element_nr, ACTION_DYING);
6980 PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING);
6982 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
6984 player->GameOver = TRUE;
6988 void RemoveHero(struct PlayerInfo *player)
6990 int jx = player->jx, jy = player->jy;
6991 int i, found = FALSE;
6993 player->present = FALSE;
6994 player->active = FALSE;
6996 if (!ExplodeField[jx][jy])
6997 StorePlayer[jx][jy] = 0;
6999 for (i=0; i<MAX_PLAYERS; i++)
7000 if (stored_player[i].active)
7004 AllPlayersGone = TRUE;
7011 =============================================================================
7012 checkDiagonalPushing()
7013 -----------------------------------------------------------------------------
7014 check if diagonal input device direction results in pushing of object
7015 (by checking if the alternative direction is walkable, diggable, ...)
7016 =============================================================================
7019 static boolean checkDiagonalPushing(struct PlayerInfo *player,
7020 int x, int y, int real_dx, int real_dy)
7022 int jx, jy, dx, dy, xx, yy;
7024 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
7027 /* diagonal direction: check alternative direction */
7032 xx = jx + (dx == 0 ? real_dx : 0);
7033 yy = jy + (dy == 0 ? real_dy : 0);
7035 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
7039 =============================================================================
7041 -----------------------------------------------------------------------------
7042 x, y: field next to player (non-diagonal) to try to dig to
7043 real_dx, real_dy: direction as read from input device (can be diagonal)
7044 =============================================================================
7047 int DigField(struct PlayerInfo *player,
7048 int x, int y, int real_dx, int real_dy, int mode)
7050 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
7051 int jx = player->jx, jy = player->jy;
7052 int dx = x - jx, dy = y - jy;
7053 int nextx = x + dx, nexty = y + dy;
7054 int move_direction = (dx == -1 ? MV_LEFT :
7055 dx == +1 ? MV_RIGHT :
7057 dy == +1 ? MV_DOWN : MV_NO_MOVING);
7060 if (player->MovPos == 0)
7062 player->is_digging = FALSE;
7063 player->is_collecting = FALSE;
7066 if (player->MovPos == 0) /* last pushing move finished */
7067 player->Pushing = FALSE;
7069 if (mode == DF_NO_PUSH) /* player just stopped pushing */
7071 player->Switching = FALSE;
7072 player->push_delay = 0;
7074 return MF_NO_ACTION;
7077 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
7078 return MF_NO_ACTION;
7081 if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
7083 if (IS_TUBE(Feld[jx][jy]) ||
7084 (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0)))
7088 int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
7089 int tube_leave_directions[][2] =
7091 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
7092 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
7093 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
7094 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
7095 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
7096 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
7097 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
7098 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
7099 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
7100 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
7101 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
7102 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
7105 while (tube_leave_directions[i][0] != tube_element)
7108 if (tube_leave_directions[i][0] == -1) /* should not happen */
7112 if (!(tube_leave_directions[i][1] & move_direction))
7113 return MF_NO_ACTION; /* tube has no opening in this direction */
7116 element = Feld[x][y];
7118 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
7119 game.engine_version >= VERSION_IDENT(2,2,0))
7120 return MF_NO_ACTION;
7124 case EL_ROBOT_WHEEL:
7125 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
7128 DrawLevelField(x, y);
7129 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
7133 case EL_SP_TERMINAL:
7137 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
7139 for (yy=0; yy<lev_fieldy; yy++)
7141 for (xx=0; xx<lev_fieldx; xx++)
7143 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
7145 else if (Feld[xx][yy] == EL_SP_TERMINAL)
7146 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
7154 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
7155 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
7156 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
7157 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
7158 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
7159 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
7160 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
7161 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
7162 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
7163 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
7164 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
7165 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
7166 if (!player->Switching)
7168 player->Switching = TRUE;
7169 ToggleBeltSwitch(x, y);
7170 PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
7175 case EL_SWITCHGATE_SWITCH_UP:
7176 case EL_SWITCHGATE_SWITCH_DOWN:
7177 if (!player->Switching)
7179 player->Switching = TRUE;
7180 ToggleSwitchgateSwitch(x, y);
7181 PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
7186 case EL_LIGHT_SWITCH:
7187 case EL_LIGHT_SWITCH_ACTIVE:
7188 if (!player->Switching)
7190 player->Switching = TRUE;
7191 ToggleLightSwitch(x, y);
7192 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
7193 SND_LIGHT_SWITCH_ACTIVATING :
7194 SND_LIGHT_SWITCH_DEACTIVATING);
7199 case EL_TIMEGATE_SWITCH:
7200 ActivateTimegateSwitch(x, y);
7201 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
7206 case EL_BALLOON_SWITCH_LEFT:
7207 case EL_BALLOON_SWITCH_RIGHT:
7208 case EL_BALLOON_SWITCH_UP:
7209 case EL_BALLOON_SWITCH_DOWN:
7210 case EL_BALLOON_SWITCH_ANY:
7211 if (element == EL_BALLOON_SWITCH_ANY)
7212 game.balloon_dir = move_direction;
7214 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
7215 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
7216 element == EL_BALLOON_SWITCH_UP ? MV_UP :
7217 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
7219 PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING);
7224 case EL_SP_PORT_LEFT:
7225 case EL_SP_PORT_RIGHT:
7227 case EL_SP_PORT_DOWN:
7228 case EL_SP_PORT_HORIZONTAL:
7229 case EL_SP_PORT_VERTICAL:
7230 case EL_SP_PORT_ANY:
7231 case EL_SP_GRAVITY_PORT_LEFT:
7232 case EL_SP_GRAVITY_PORT_RIGHT:
7233 case EL_SP_GRAVITY_PORT_UP:
7234 case EL_SP_GRAVITY_PORT_DOWN:
7236 element != EL_SP_PORT_LEFT &&
7237 element != EL_SP_GRAVITY_PORT_LEFT &&
7238 element != EL_SP_PORT_HORIZONTAL &&
7239 element != EL_SP_PORT_ANY) ||
7241 element != EL_SP_PORT_RIGHT &&
7242 element != EL_SP_GRAVITY_PORT_RIGHT &&
7243 element != EL_SP_PORT_HORIZONTAL &&
7244 element != EL_SP_PORT_ANY) ||
7246 element != EL_SP_PORT_UP &&
7247 element != EL_SP_GRAVITY_PORT_UP &&
7248 element != EL_SP_PORT_VERTICAL &&
7249 element != EL_SP_PORT_ANY) ||
7251 element != EL_SP_PORT_DOWN &&
7252 element != EL_SP_GRAVITY_PORT_DOWN &&
7253 element != EL_SP_PORT_VERTICAL &&
7254 element != EL_SP_PORT_ANY) ||
7255 !IN_LEV_FIELD(nextx, nexty) ||
7256 !IS_FREE(nextx, nexty))
7257 return MF_NO_ACTION;
7259 if (element == EL_SP_GRAVITY_PORT_LEFT ||
7260 element == EL_SP_GRAVITY_PORT_RIGHT ||
7261 element == EL_SP_GRAVITY_PORT_UP ||
7262 element == EL_SP_GRAVITY_PORT_DOWN)
7263 level.gravity = !level.gravity;
7265 /* automatically move to the next field with double speed */
7266 player->programmed_action = move_direction;
7267 DOUBLE_PLAYER_SPEED(player);
7269 PlaySoundLevel(x, y, SND_CLASS_SP_PORT_PASSING);
7273 case EL_TUBE_VERTICAL:
7274 case EL_TUBE_HORIZONTAL:
7275 case EL_TUBE_VERTICAL_LEFT:
7276 case EL_TUBE_VERTICAL_RIGHT:
7277 case EL_TUBE_HORIZONTAL_UP:
7278 case EL_TUBE_HORIZONTAL_DOWN:
7279 case EL_TUBE_LEFT_UP:
7280 case EL_TUBE_LEFT_DOWN:
7281 case EL_TUBE_RIGHT_UP:
7282 case EL_TUBE_RIGHT_DOWN:
7285 int tube_enter_directions[][2] =
7287 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
7288 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
7289 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
7290 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
7291 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
7292 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
7293 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
7294 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
7295 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
7296 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
7297 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
7298 { -1, MV_NO_MOVING }
7301 while (tube_enter_directions[i][0] != element)
7304 if (tube_enter_directions[i][0] == -1) /* should not happen */
7308 if (!(tube_enter_directions[i][1] & move_direction))
7309 return MF_NO_ACTION; /* tube has no opening in this direction */
7311 PlaySoundLevel(x, y, SND_CLASS_TUBE_WALKING);
7316 Feld[x][y] = EL_LAMP_ACTIVE;
7317 local_player->lights_still_needed--;
7318 DrawLevelField(x, y);
7319 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
7323 case EL_TIME_ORB_FULL:
7324 Feld[x][y] = EL_TIME_ORB_EMPTY;
7326 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
7327 DrawLevelField(x, y);
7328 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
7334 if (IS_WALKABLE(element))
7336 int sound_action = ACTION_WALKING;
7338 if (element >= EL_GATE_1 && element <= EL_GATE_4)
7340 if (!player->key[element - EL_GATE_1])
7341 return MF_NO_ACTION;
7343 else if (element >= EL_GATE_1_GRAY && element <= EL_GATE_4_GRAY)
7345 if (!player->key[element - EL_GATE_1_GRAY])
7346 return MF_NO_ACTION;
7348 else if (element == EL_EXIT_OPEN || element == EL_SP_EXIT_OPEN)
7350 sound_action = ACTION_PASSING; /* player is passing exit */
7352 else if (element == EL_EMPTY)
7354 sound_action = ACTION_MOVING; /* nothing to walk on */
7357 /* play sound from background or player, whatever is available */
7358 if (element_info[element].sound[sound_action] != SND_UNDEFINED)
7359 PlaySoundLevelElementAction(x, y, element, sound_action);
7361 PlaySoundLevelElementAction(x, y, player->element_nr, sound_action);
7365 else if (IS_PASSABLE(element))
7367 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
7368 return MF_NO_ACTION;
7370 if (element >= EL_EM_GATE_1 && element <= EL_EM_GATE_4)
7372 if (!player->key[element - EL_EM_GATE_1])
7373 return MF_NO_ACTION;
7375 else if (element >= EL_EM_GATE_1_GRAY && element <= EL_EM_GATE_4_GRAY)
7377 if (!player->key[element - EL_EM_GATE_1_GRAY])
7378 return MF_NO_ACTION;
7381 /* automatically move to the next field with double speed */
7382 player->programmed_action = move_direction;
7383 DOUBLE_PLAYER_SPEED(player);
7385 PlaySoundLevelAction(x, y, ACTION_PASSING);
7389 else if (IS_DIGGABLE(element))
7393 if (mode != DF_SNAP)
7396 GfxElement[x][y] = GFX_ELEMENT(element);
7399 (CAN_BE_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
7401 player->is_digging = TRUE;
7404 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
7408 else if (IS_COLLECTIBLE(element))
7412 if (mode != DF_SNAP)
7414 GfxElement[x][y] = element;
7415 player->is_collecting = TRUE;
7418 if (element == EL_SPEED_PILL)
7419 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
7420 else if (element == EL_EXTRA_TIME && level.time > 0)
7423 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
7425 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
7427 player->shield_normal_time_left += 10;
7428 if (element == EL_SHIELD_DEADLY)
7429 player->shield_deadly_time_left += 10;
7431 else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
7433 if (player->inventory_size < MAX_INVENTORY_SIZE)
7434 player->inventory_element[player->inventory_size++] = element;
7436 player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
7438 DrawText(DX_DYNAMITE, DY_DYNAMITE,
7439 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
7441 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
7443 player->dynabomb_count++;
7444 player->dynabombs_left++;
7446 else if (element == EL_DYNABOMB_INCREASE_SIZE)
7448 player->dynabomb_size++;
7450 else if (element == EL_DYNABOMB_INCREASE_POWER)
7452 player->dynabomb_xl = TRUE;
7454 else if ((element >= EL_KEY_1 && element <= EL_KEY_4) ||
7455 (element >= EL_EM_KEY_1 && element <= EL_EM_KEY_4))
7457 int key_nr = (element >= EL_KEY_1 && element <= EL_KEY_4 ?
7458 element - EL_KEY_1 : element - EL_EM_KEY_1);
7460 player->key[key_nr] = TRUE;
7462 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
7463 el2edimg(EL_KEY_1 + key_nr));
7464 redraw_mask |= REDRAW_DOOR_1;
7466 else if (IS_DROPPABLE(element)) /* can be collected and dropped */
7470 for (i=0; i < element_info[element].collect_count; i++)
7471 if (player->inventory_size < MAX_INVENTORY_SIZE)
7472 player->inventory_element[player->inventory_size++] = element;
7474 DrawText(DX_DYNAMITE, DY_DYNAMITE,
7475 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
7477 else if (element_info[element].collect_count > 0)
7479 local_player->gems_still_needed -=
7480 element_info[element].collect_count;
7481 if (local_player->gems_still_needed < 0)
7482 local_player->gems_still_needed = 0;
7484 DrawText(DX_EMERALDS, DY_EMERALDS,
7485 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
7488 RaiseScoreElement(element);
7489 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
7491 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_COLLECTED);
7495 else if (IS_PUSHABLE(element))
7497 if (mode == DF_SNAP && element != EL_BD_ROCK)
7498 return MF_NO_ACTION;
7500 if (CAN_FALL(element) && dy)
7501 return MF_NO_ACTION;
7503 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
7504 !(element == EL_SPRING && use_spring_bug))
7505 return MF_NO_ACTION;
7507 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
7508 return MF_NO_ACTION;
7510 if (!player->Pushing &&
7511 game.engine_version >= RELEASE_IDENT(2,2,0,7))
7512 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7514 player->Pushing = TRUE;
7516 if (!(IN_LEV_FIELD(nextx, nexty) &&
7517 (IS_FREE(nextx, nexty) ||
7518 (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
7519 IS_SB_ELEMENT(element)))))
7520 return MF_NO_ACTION;
7522 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
7523 return MF_NO_ACTION;
7525 if (player->push_delay == 0) /* new pushing; restart delay */
7526 player->push_delay = FrameCounter;
7528 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
7529 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
7530 element != EL_SPRING && element != EL_BALLOON)
7531 return MF_NO_ACTION;
7533 if (IS_SB_ELEMENT(element))
7535 if (element == EL_SOKOBAN_FIELD_FULL)
7537 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
7538 local_player->sokobanfields_still_needed++;
7541 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
7543 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
7544 local_player->sokobanfields_still_needed--;
7547 Feld[x][y] = EL_SOKOBAN_OBJECT;
7549 if (Back[x][y] == Back[nextx][nexty])
7550 PlaySoundLevelAction(x, y, ACTION_PUSHING);
7551 else if (Back[x][y] != 0)
7552 PlaySoundLevelElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
7555 PlaySoundLevelElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
7558 if (local_player->sokobanfields_still_needed == 0 &&
7559 game.emulation == EMU_SOKOBAN)
7561 player->LevelSolved = player->GameOver = TRUE;
7562 PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
7566 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
7568 InitMovingField(x, y, move_direction);
7569 GfxAction[x][y] = ACTION_PUSHING;
7571 if (mode == DF_SNAP)
7572 ContinueMoving(x, y);
7574 MovPos[x][y] = (dx != 0 ? dx : dy);
7576 Pushed[x][y] = TRUE;
7577 Pushed[nextx][nexty] = TRUE;
7579 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
7580 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7582 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PUSHED);
7583 CheckElementChange(x, y, element, CE_PUSHED_BY_PLAYER);
7589 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PRESSED);
7590 CheckElementChange(x, y, element, CE_PRESSED_BY_PLAYER);
7593 return MF_NO_ACTION;
7596 player->push_delay = 0;
7598 if (Feld[x][y] != element) /* really digged/collected something */
7599 player->is_collecting = !player->is_digging;
7604 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
7606 int jx = player->jx, jy = player->jy;
7607 int x = jx + dx, y = jy + dy;
7608 int snap_direction = (dx == -1 ? MV_LEFT :
7609 dx == +1 ? MV_RIGHT :
7611 dy == +1 ? MV_DOWN : MV_NO_MOVING);
7613 if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0))
7616 if (!player->active || !IN_LEV_FIELD(x, y))
7624 if (player->MovPos == 0)
7625 player->Pushing = FALSE;
7627 player->snapped = FALSE;
7629 if (player->MovPos == 0)
7631 player->is_digging = FALSE;
7632 player->is_collecting = FALSE;
7634 player->is_moving = FALSE;
7639 printf("::: trying to snap...\n");
7645 if (player->snapped)
7648 player->MovDir = snap_direction;
7651 player->is_digging = FALSE;
7652 player->is_collecting = FALSE;
7654 player->is_moving = FALSE;
7658 if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
7661 player->snapped = TRUE;
7663 player->is_digging = FALSE;
7664 player->is_collecting = FALSE;
7666 player->is_moving = FALSE;
7670 DrawLevelField(x, y);
7676 boolean DropElement(struct PlayerInfo *player)
7678 int jx = player->jx, jy = player->jy;
7681 if (!player->active || player->MovPos)
7684 old_element = Feld[jx][jy];
7686 /* check if player has anything that can be dropped */
7687 if (player->inventory_size == 0 && player->dynabombs_left == 0)
7690 /* check if anything can be dropped at the current position */
7691 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
7694 /* collected custom elements can only be dropped on empty fields */
7695 if (player->inventory_size > 0 &&
7696 IS_CUSTOM_ELEMENT(player->inventory_element[player->inventory_size - 1])
7697 && old_element != EL_EMPTY)
7700 if (old_element != EL_EMPTY)
7701 Back[jx][jy] = old_element; /* store old element on this field */
7703 MovDelay[jx][jy] = 96;
7705 ResetGfxAnimation(jx, jy);
7706 ResetRandomAnimationValue(jx, jy);
7708 if (player->inventory_size > 0)
7710 int new_element = player->inventory_element[--player->inventory_size];
7713 Feld[jx][jy] = (new_element == EL_DYNAMITE ? EL_DYNAMITE_ACTIVE :
7714 new_element == EL_SP_DISK_RED ? EL_SP_DISK_RED_ACTIVE :
7717 Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
7718 EL_DYNAMITE_ACTIVE);
7721 DrawText(DX_DYNAMITE, DY_DYNAMITE,
7722 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
7724 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
7725 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
7727 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
7729 CheckTriggeredElementChange(jx, jy, new_element, CE_OTHER_GETS_DROPPED);
7730 CheckElementChange(jx, jy, new_element, CE_DROPPED_BY_PLAYER);
7732 else /* player is dropping a dyna bomb */
7734 player->dynabombs_left--;
7737 EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1);
7739 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
7740 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
7742 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
7748 /* ------------------------------------------------------------------------- */
7749 /* game sound playing functions */
7750 /* ------------------------------------------------------------------------- */
7752 static int *loop_sound_frame = NULL;
7753 static int *loop_sound_volume = NULL;
7755 void InitPlaySoundLevel()
7757 int num_sounds = getSoundListSize();
7759 if (loop_sound_frame != NULL)
7760 free(loop_sound_frame);
7762 if (loop_sound_volume != NULL)
7763 free(loop_sound_volume);
7765 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
7766 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
7769 static void PlaySoundLevel(int x, int y, int nr)
7771 int sx = SCREENX(x), sy = SCREENY(y);
7772 int volume, stereo_position;
7773 int max_distance = 8;
7774 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
7776 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
7777 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
7780 if (!IN_LEV_FIELD(x, y) ||
7781 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
7782 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
7785 volume = SOUND_MAX_VOLUME;
7787 if (!IN_SCR_FIELD(sx, sy))
7789 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
7790 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
7792 volume -= volume * (dx > dy ? dx : dy) / max_distance;
7795 stereo_position = (SOUND_MAX_LEFT +
7796 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
7797 (SCR_FIELDX + 2 * max_distance));
7799 if (IS_LOOP_SOUND(nr))
7801 /* This assures that quieter loop sounds do not overwrite louder ones,
7802 while restarting sound volume comparison with each new game frame. */
7804 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
7807 loop_sound_volume[nr] = volume;
7808 loop_sound_frame[nr] = FrameCounter;
7811 PlaySoundExt(nr, volume, stereo_position, type);
7814 static void PlaySoundLevelNearest(int x, int y, int sound_action)
7816 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
7817 x > LEVELX(BX2) ? LEVELX(BX2) : x,
7818 y < LEVELY(BY1) ? LEVELY(BY1) :
7819 y > LEVELY(BY2) ? LEVELY(BY2) : y,
7823 static void PlaySoundLevelAction(int x, int y, int action)
7825 PlaySoundLevelElementAction(x, y, Feld[x][y], action);
7828 static void PlaySoundLevelElementAction(int x, int y, int element, int action)
7830 int sound_effect = element_info[element].sound[action];
7832 if (sound_effect != SND_UNDEFINED)
7833 PlaySoundLevel(x, y, sound_effect);
7836 static void PlaySoundLevelActionIfLoop(int x, int y, int action)
7838 int sound_effect = element_info[Feld[x][y]].sound[action];
7840 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
7841 PlaySoundLevel(x, y, sound_effect);
7844 static void StopSoundLevelActionIfLoop(int x, int y, int action)
7846 int sound_effect = element_info[Feld[x][y]].sound[action];
7848 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
7849 StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND);
7852 void RaiseScore(int value)
7854 local_player->score += value;
7855 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2);
7858 void RaiseScoreElement(int element)
7864 case EL_EMERALD_YELLOW:
7865 case EL_EMERALD_RED:
7866 case EL_EMERALD_PURPLE:
7867 case EL_SP_INFOTRON:
7868 RaiseScore(level.score[SC_EMERALD]);
7871 RaiseScore(level.score[SC_DIAMOND]);
7874 RaiseScore(level.score[SC_CRYSTAL]);
7877 RaiseScore(level.score[SC_PEARL]);
7880 case EL_BD_BUTTERFLY:
7881 case EL_SP_ELECTRON:
7882 RaiseScore(level.score[SC_BUG]);
7886 case EL_SP_SNIKSNAK:
7887 RaiseScore(level.score[SC_SPACESHIP]);
7890 case EL_DARK_YAMYAM:
7891 RaiseScore(level.score[SC_YAMYAM]);
7894 RaiseScore(level.score[SC_ROBOT]);
7897 RaiseScore(level.score[SC_PACMAN]);
7900 RaiseScore(level.score[SC_NUT]);
7903 case EL_SP_DISK_RED:
7904 case EL_DYNABOMB_INCREASE_NUMBER:
7905 case EL_DYNABOMB_INCREASE_SIZE:
7906 case EL_DYNABOMB_INCREASE_POWER:
7907 RaiseScore(level.score[SC_DYNAMITE]);
7909 case EL_SHIELD_NORMAL:
7910 case EL_SHIELD_DEADLY:
7911 RaiseScore(level.score[SC_SHIELD]);
7914 RaiseScore(level.score[SC_TIME_BONUS]);
7920 RaiseScore(level.score[SC_KEY]);
7923 RaiseScore(element_info[element].collect_score);
7928 void RequestQuitGame(boolean ask_if_really_quit)
7930 if (AllPlayersGone ||
7931 !ask_if_really_quit ||
7932 level_editor_test_game ||
7933 Request("Do you really want to quit the game ?",
7934 REQ_ASK | REQ_STAY_CLOSED))
7936 #if defined(PLATFORM_UNIX)
7937 if (options.network)
7938 SendToServer_StopPlaying();
7942 game_status = GAME_MODE_MAIN;
7948 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
7953 /* ---------- new game button stuff ---------------------------------------- */
7955 /* graphic position values for game buttons */
7956 #define GAME_BUTTON_XSIZE 30
7957 #define GAME_BUTTON_YSIZE 30
7958 #define GAME_BUTTON_XPOS 5
7959 #define GAME_BUTTON_YPOS 215
7960 #define SOUND_BUTTON_XPOS 5
7961 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
7963 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
7964 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
7965 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
7966 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
7967 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
7968 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
7975 } gamebutton_info[NUM_GAME_BUTTONS] =
7978 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
7983 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
7988 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
7993 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
7994 SOUND_CTRL_ID_MUSIC,
7995 "background music on/off"
7998 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
7999 SOUND_CTRL_ID_LOOPS,
8000 "sound loops on/off"
8003 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
8004 SOUND_CTRL_ID_SIMPLE,
8005 "normal sounds on/off"
8009 void CreateGameButtons()
8013 for (i=0; i<NUM_GAME_BUTTONS; i++)
8015 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
8016 struct GadgetInfo *gi;
8019 unsigned long event_mask;
8020 int gd_xoffset, gd_yoffset;
8021 int gd_x1, gd_x2, gd_y1, gd_y2;
8024 gd_xoffset = gamebutton_info[i].x;
8025 gd_yoffset = gamebutton_info[i].y;
8026 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
8027 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
8029 if (id == GAME_CTRL_ID_STOP ||
8030 id == GAME_CTRL_ID_PAUSE ||
8031 id == GAME_CTRL_ID_PLAY)
8033 button_type = GD_TYPE_NORMAL_BUTTON;
8035 event_mask = GD_EVENT_RELEASED;
8036 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
8037 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
8041 button_type = GD_TYPE_CHECK_BUTTON;
8043 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
8044 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
8045 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
8046 event_mask = GD_EVENT_PRESSED;
8047 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
8048 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
8051 gi = CreateGadget(GDI_CUSTOM_ID, id,
8052 GDI_INFO_TEXT, gamebutton_info[i].infotext,
8053 GDI_X, DX + gd_xoffset,
8054 GDI_Y, DY + gd_yoffset,
8055 GDI_WIDTH, GAME_BUTTON_XSIZE,
8056 GDI_HEIGHT, GAME_BUTTON_YSIZE,
8057 GDI_TYPE, button_type,
8058 GDI_STATE, GD_BUTTON_UNPRESSED,
8059 GDI_CHECKED, checked,
8060 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
8061 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
8062 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
8063 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
8064 GDI_EVENT_MASK, event_mask,
8065 GDI_CALLBACK_ACTION, HandleGameButtons,
8069 Error(ERR_EXIT, "cannot create gadget");
8071 game_gadget[id] = gi;
8075 void FreeGameButtons()
8079 for (i=0; i<NUM_GAME_BUTTONS; i++)
8080 FreeGadget(game_gadget[i]);
8083 static void MapGameButtons()
8087 for (i=0; i<NUM_GAME_BUTTONS; i++)
8088 MapGadget(game_gadget[i]);
8091 void UnmapGameButtons()
8095 for (i=0; i<NUM_GAME_BUTTONS; i++)
8096 UnmapGadget(game_gadget[i]);
8099 static void HandleGameButtons(struct GadgetInfo *gi)
8101 int id = gi->custom_id;
8103 if (game_status != GAME_MODE_PLAYING)
8108 case GAME_CTRL_ID_STOP:
8109 RequestQuitGame(TRUE);
8112 case GAME_CTRL_ID_PAUSE:
8113 if (options.network)
8115 #if defined(PLATFORM_UNIX)
8117 SendToServer_ContinuePlaying();
8119 SendToServer_PausePlaying();
8123 TapeTogglePause(TAPE_TOGGLE_MANUAL);
8126 case GAME_CTRL_ID_PLAY:
8129 #if defined(PLATFORM_UNIX)
8130 if (options.network)
8131 SendToServer_ContinuePlaying();
8135 tape.pausing = FALSE;
8136 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
8141 case SOUND_CTRL_ID_MUSIC:
8142 if (setup.sound_music)
8144 setup.sound_music = FALSE;
8147 else if (audio.music_available)
8149 setup.sound = setup.sound_music = TRUE;
8151 SetAudioMode(setup.sound);
8152 PlayMusic(level_nr);
8156 case SOUND_CTRL_ID_LOOPS:
8157 if (setup.sound_loops)
8158 setup.sound_loops = FALSE;
8159 else if (audio.loops_available)
8161 setup.sound = setup.sound_loops = TRUE;
8162 SetAudioMode(setup.sound);
8166 case SOUND_CTRL_ID_SIMPLE:
8167 if (setup.sound_simple)
8168 setup.sound_simple = FALSE;
8169 else if (audio.sound_available)
8171 setup.sound = setup.sound_simple = TRUE;
8172 SetAudioMode(setup.sound);