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)
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_simple = setup.sound;
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++)
779 element_info[i].change.pre_change_function = NULL;
780 element_info[i].change.change_function = NULL;
781 element_info[i].change.post_change_function = NULL;
783 if (!IS_CUSTOM_ELEMENT(i))
785 element_info[i].change.target_element = EL_EMPTY_SPACE;
786 element_info[i].change.delay_fixed = 0;
787 element_info[i].change.delay_random = 0;
788 element_info[i].change.delay_frames = 1;
791 changing_element[i] = FALSE;
793 changing_element[i].base_element = EL_UNDEFINED;
794 changing_element[i].next_element = EL_UNDEFINED;
795 changing_element[i].change_delay = -1;
796 changing_element[i].pre_change_function = NULL;
797 changing_element[i].change_function = NULL;
798 changing_element[i].post_change_function = NULL;
802 /* add changing elements from pre-defined list */
803 for (i=0; changing_element_list[i].element != EL_UNDEFINED; i++)
805 int element = changing_element_list[i].element;
806 struct ChangingElementInfo *ce = &changing_element_list[i];
807 struct ElementChangeInfo *change = &element_info[element].change;
810 change->target_element = ce->target_element;
811 change->delay_fixed = ce->change_delay;
812 change->pre_change_function = ce->pre_change_function;
813 change->change_function = ce->change_function;
814 change->post_change_function = ce->post_change_function;
816 changing_element[element] = TRUE;
818 changing_element[element].base_element = ce->base_element;
819 changing_element[element].next_element = ce->next_element;
820 changing_element[element].change_delay = ce->change_delay;
821 changing_element[element].pre_change_function = ce->pre_change_function;
822 changing_element[element].change_function = ce->change_function;
823 changing_element[element].post_change_function = ce->post_change_function;
827 /* add changing elements from custom element configuration */
828 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
830 int element = EL_CUSTOM_START + i;
832 struct ElementChangeInfo *change = &element_info[element].change;
835 /* only add custom elements that change after fixed/random frame delay */
836 if (!CAN_CHANGE(element) || !HAS_CHANGE_EVENT(element, CE_DELAY))
840 changing_element[element] = TRUE;
842 changing_element[element].base_element = element;
843 changing_element[element].next_element = change->target_element;
844 changing_element[element].change_delay = (change->delay_fixed *
845 change->delay_frames);
849 /* ---------- initialize trigger events ---------------------------------- */
851 /* initialize trigger events information */
852 for (i=0; i<MAX_NUM_ELEMENTS; i++)
853 trigger_events[i] = EP_BITMASK_DEFAULT;
855 /* add trigger events from element change event properties */
856 for (i=0; i<MAX_NUM_ELEMENTS; i++)
857 if (HAS_CHANGE_EVENT(i, CE_BY_OTHER))
858 trigger_events[element_info[i].change.trigger_element] |=
859 element_info[i].change.events;
861 /* ---------- initialize push delay -------------------------------------- */
863 /* initialize push delay values to default */
864 for (i=0; i<MAX_NUM_ELEMENTS; i++)
866 if (!IS_CUSTOM_ELEMENT(i))
868 element_info[i].push_delay_fixed = 2;
869 element_info[i].push_delay_random = 8;
873 /* set push delay value for certain elements from pre-defined list */
874 for (i=0; push_delay_list[i].element != EL_UNDEFINED; i++)
876 int e = push_delay_list[i].element;
878 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
879 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
882 /* ---------- initialize move stepsize ----------------------------------- */
884 /* initialize move stepsize values to default */
885 for (i=0; i<MAX_NUM_ELEMENTS; i++)
886 if (!IS_CUSTOM_ELEMENT(i))
887 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
889 /* set move stepsize value for certain elements from pre-defined list */
890 for (i=0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
892 int e = move_stepsize_list[i].element;
894 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
897 /* ---------- initialize gem count --------------------------------------- */
899 /* initialize gem count values for each element */
900 for (i=0; i<MAX_NUM_ELEMENTS; i++)
901 if (!IS_CUSTOM_ELEMENT(i))
902 element_info[i].collect_count = 0;
904 /* add gem count values for all elements from pre-defined list */
905 for (i=0; collect_count_list[i].element != EL_UNDEFINED; i++)
906 element_info[collect_count_list[i].element].collect_count =
907 collect_count_list[i].count;
912 =============================================================================
914 -----------------------------------------------------------------------------
915 initialize and start new game
916 =============================================================================
921 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
922 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
923 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
930 #if USE_NEW_AMOEBA_CODE
931 printf("Using new amoeba code.\n");
933 printf("Using old amoeba code.\n");
938 /* don't play tapes over network */
939 network_playing = (options.network && !tape.playing);
941 for (i=0; i<MAX_PLAYERS; i++)
943 struct PlayerInfo *player = &stored_player[i];
945 player->index_nr = i;
946 player->element_nr = EL_PLAYER_1 + i;
948 player->present = FALSE;
949 player->active = FALSE;
952 player->effective_action = 0;
953 player->programmed_action = 0;
956 player->gems_still_needed = level.gems_needed;
957 player->sokobanfields_still_needed = 0;
958 player->lights_still_needed = 0;
959 player->friends_still_needed = 0;
962 player->key[j] = FALSE;
964 player->dynabomb_count = 0;
965 player->dynabomb_size = 1;
966 player->dynabombs_left = 0;
967 player->dynabomb_xl = FALSE;
969 player->MovDir = MV_NO_MOVING;
971 player->Pushing = FALSE;
972 player->Switching = FALSE;
974 player->GfxDir = MV_NO_MOVING;
975 player->GfxAction = ACTION_DEFAULT;
977 player->StepFrame = 0;
979 player->use_murphy_graphic = FALSE;
980 player->use_disk_red_graphic = FALSE;
982 player->actual_frame_counter = 0;
984 player->last_move_dir = MV_NO_MOVING;
986 player->is_moving = FALSE;
987 player->is_waiting = FALSE;
988 player->is_digging = FALSE;
989 player->is_collecting = FALSE;
991 player->move_delay = game.initial_move_delay;
992 player->move_delay_value = game.initial_move_delay_value;
994 player->push_delay = 0;
995 player->push_delay_value = 5;
997 player->snapped = FALSE;
999 player->last_jx = player->last_jy = 0;
1000 player->jx = player->jy = 0;
1002 player->shield_normal_time_left = 0;
1003 player->shield_deadly_time_left = 0;
1005 player->inventory_size = 0;
1007 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
1008 SnapField(player, 0, 0);
1010 player->LevelSolved = FALSE;
1011 player->GameOver = FALSE;
1014 network_player_action_received = FALSE;
1016 #if defined(PLATFORM_UNIX)
1017 /* initial null action */
1018 if (network_playing)
1019 SendToServer_MovePlayer(MV_NO_MOVING);
1027 TimeLeft = level.time;
1029 ScreenMovDir = MV_NO_MOVING;
1033 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
1035 AllPlayersGone = FALSE;
1037 game.yamyam_content_nr = 0;
1038 game.magic_wall_active = FALSE;
1039 game.magic_wall_time_left = 0;
1040 game.light_time_left = 0;
1041 game.timegate_time_left = 0;
1042 game.switchgate_pos = 0;
1043 game.balloon_dir = MV_NO_MOVING;
1044 game.explosions_delayed = TRUE;
1048 game.belt_dir[i] = MV_NO_MOVING;
1049 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1052 for (i=0; i<MAX_NUM_AMOEBA; i++)
1053 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
1055 for (x=0; x<lev_fieldx; x++)
1057 for (y=0; y<lev_fieldy; y++)
1059 Feld[x][y] = level.field[x][y];
1060 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
1061 ChangeDelay[x][y] = 0;
1062 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
1064 JustStopped[x][y] = 0;
1066 Pushed[x][y] = FALSE;
1067 Changing[x][y] = FALSE;
1068 ExplodePhase[x][y] = 0;
1069 ExplodeField[x][y] = EX_NO_EXPLOSION;
1072 GfxAction[x][y] = ACTION_DEFAULT;
1073 GfxRandom[x][y] = INIT_GFX_RANDOM();
1074 GfxElement[x][y] = EL_UNDEFINED;
1078 for(y=0; y<lev_fieldy; y++)
1080 for(x=0; x<lev_fieldx; x++)
1082 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
1084 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
1086 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
1089 InitField(x, y, TRUE);
1095 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
1096 emulate_sb ? EMU_SOKOBAN :
1097 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
1099 /* correct non-moving belts to start moving left */
1101 if (game.belt_dir[i] == MV_NO_MOVING)
1102 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1104 /* check if any connected player was not found in playfield */
1105 for (i=0; i<MAX_PLAYERS; i++)
1107 struct PlayerInfo *player = &stored_player[i];
1109 if (player->connected && !player->present)
1111 for (j=0; j<MAX_PLAYERS; j++)
1113 struct PlayerInfo *some_player = &stored_player[j];
1114 int jx = some_player->jx, jy = some_player->jy;
1116 /* assign first free player found that is present in the playfield */
1117 if (some_player->present && !some_player->connected)
1119 player->present = TRUE;
1120 player->active = TRUE;
1121 some_player->present = FALSE;
1123 StorePlayer[jx][jy] = player->element_nr;
1124 player->jx = player->last_jx = jx;
1125 player->jy = player->last_jy = jy;
1135 /* when playing a tape, eliminate all players who do not participate */
1137 for (i=0; i<MAX_PLAYERS; i++)
1139 if (stored_player[i].active && !tape.player_participates[i])
1141 struct PlayerInfo *player = &stored_player[i];
1142 int jx = player->jx, jy = player->jy;
1144 player->active = FALSE;
1145 StorePlayer[jx][jy] = 0;
1146 Feld[jx][jy] = EL_EMPTY;
1150 else if (!options.network && !setup.team_mode) /* && !tape.playing */
1152 /* when in single player mode, eliminate all but the first active player */
1154 for (i=0; i<MAX_PLAYERS; i++)
1156 if (stored_player[i].active)
1158 for (j=i+1; j<MAX_PLAYERS; j++)
1160 if (stored_player[j].active)
1162 struct PlayerInfo *player = &stored_player[j];
1163 int jx = player->jx, jy = player->jy;
1165 player->active = FALSE;
1166 StorePlayer[jx][jy] = 0;
1167 Feld[jx][jy] = EL_EMPTY;
1174 /* when recording the game, store which players take part in the game */
1177 for (i=0; i<MAX_PLAYERS; i++)
1178 if (stored_player[i].active)
1179 tape.player_participates[i] = TRUE;
1184 for (i=0; i<MAX_PLAYERS; i++)
1186 struct PlayerInfo *player = &stored_player[i];
1188 printf("Player %d: present == %d, connected == %d, active == %d.\n",
1193 if (local_player == player)
1194 printf("Player %d is local player.\n", i+1);
1198 if (BorderElement == EL_EMPTY)
1201 SBX_Right = lev_fieldx - SCR_FIELDX;
1203 SBY_Lower = lev_fieldy - SCR_FIELDY;
1208 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
1210 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
1213 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
1214 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
1216 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
1217 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
1219 /* if local player not found, look for custom element that might create
1220 the player (make some assumptions about the right custom element) */
1221 if (!local_player->present)
1223 int start_x = 0, start_y = 0;
1224 int found_rating = 0;
1226 for(y=0; y < lev_fieldy; y++)
1228 for(x=0; x < lev_fieldx; x++)
1230 int element = Feld[x][y];
1232 if (IS_CUSTOM_ELEMENT(element))
1236 for(yy=0; yy < 3; yy++)
1238 for(xx=0; xx < 3; xx++)
1243 content = element_info[element].content[xx][yy];
1244 is_player = (ELEM_IS_PLAYER(content) || content == EL_SP_MURPHY);
1246 if (is_player && found_rating < 2)
1248 start_x = x + xx - 1;
1249 start_y = y + yy - 1;
1254 content = element_info[element].change.content[xx][yy];
1255 is_player = (ELEM_IS_PLAYER(content) || content == EL_SP_MURPHY);
1257 if (is_player && found_rating < 1)
1259 start_x = x + xx - 1;
1260 start_y = y + yy - 1;
1270 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
1271 start_x > SBX_Right + MIDPOSX ? SBX_Right :
1274 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
1275 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
1281 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
1282 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
1283 local_player->jx - MIDPOSX);
1285 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
1286 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
1287 local_player->jy - MIDPOSY);
1289 scroll_x = SBX_Left;
1290 scroll_y = SBY_Upper;
1291 if (local_player->jx >= SBX_Left + MIDPOSX)
1292 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
1293 local_player->jx - MIDPOSX :
1295 if (local_player->jy >= SBY_Upper + MIDPOSY)
1296 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
1297 local_player->jy - MIDPOSY :
1302 CloseDoor(DOOR_CLOSE_1);
1307 /* after drawing the level, correct some elements */
1308 if (game.timegate_time_left == 0)
1309 CloseAllOpenTimegates();
1311 if (setup.soft_scrolling)
1312 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
1314 redraw_mask |= REDRAW_FROM_BACKBUFFER;
1317 /* copy default game door content to main double buffer */
1318 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
1319 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
1322 DrawText(DX + XX_LEVEL, DY + YY_LEVEL, int2str(level_nr, 2), FONT_TEXT_2);
1325 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
1326 int2str(level_nr, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
1327 BlitBitmap(drawto, drawto,
1328 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
1329 getFontWidth(FONT_LEVEL_NUMBER) * 3,
1330 getFontHeight(FONT_LEVEL_NUMBER) - 1,
1331 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
1334 DrawGameDoorValues();
1338 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
1339 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
1340 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
1344 /* copy actual game door content to door double buffer for OpenDoor() */
1345 BlitBitmap(drawto, bitmap_db_door,
1346 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
1348 OpenDoor(DOOR_OPEN_ALL);
1350 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
1351 if (setup.sound_music)
1352 PlayMusic(level_nr);
1354 KeyboardAutoRepeatOffUnlessAutoplay();
1359 printf("Player %d %sactive.\n",
1360 i + 1, (stored_player[i].active ? "" : "not "));
1364 void InitMovDir(int x, int y)
1366 int i, element = Feld[x][y];
1367 static int xy[4][2] =
1374 static int direction[3][4] =
1376 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1377 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1378 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1387 Feld[x][y] = EL_BUG;
1388 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
1391 case EL_SPACESHIP_RIGHT:
1392 case EL_SPACESHIP_UP:
1393 case EL_SPACESHIP_LEFT:
1394 case EL_SPACESHIP_DOWN:
1395 Feld[x][y] = EL_SPACESHIP;
1396 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
1399 case EL_BD_BUTTERFLY_RIGHT:
1400 case EL_BD_BUTTERFLY_UP:
1401 case EL_BD_BUTTERFLY_LEFT:
1402 case EL_BD_BUTTERFLY_DOWN:
1403 Feld[x][y] = EL_BD_BUTTERFLY;
1404 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
1407 case EL_BD_FIREFLY_RIGHT:
1408 case EL_BD_FIREFLY_UP:
1409 case EL_BD_FIREFLY_LEFT:
1410 case EL_BD_FIREFLY_DOWN:
1411 Feld[x][y] = EL_BD_FIREFLY;
1412 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1415 case EL_PACMAN_RIGHT:
1417 case EL_PACMAN_LEFT:
1418 case EL_PACMAN_DOWN:
1419 Feld[x][y] = EL_PACMAN;
1420 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1423 case EL_SP_SNIKSNAK:
1424 MovDir[x][y] = MV_UP;
1427 case EL_SP_ELECTRON:
1428 MovDir[x][y] = MV_LEFT;
1435 Feld[x][y] = EL_MOLE;
1436 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1440 if (IS_CUSTOM_ELEMENT(element))
1442 if (element_info[element].move_direction_initial != MV_NO_MOVING)
1443 MovDir[x][y] = element_info[element].move_direction_initial;
1444 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
1445 element_info[element].move_pattern == MV_TURNING_LEFT ||
1446 element_info[element].move_pattern == MV_TURNING_RIGHT)
1447 MovDir[x][y] = 1 << RND(4);
1448 else if (element_info[element].move_pattern == MV_HORIZONTAL)
1449 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
1450 else if (element_info[element].move_pattern == MV_VERTICAL)
1451 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
1452 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
1453 MovDir[x][y] = element_info[element].move_pattern;
1454 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE ||
1455 element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1459 int x1 = x + xy[i][0];
1460 int y1 = y + xy[i][1];
1462 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1464 if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1465 MovDir[x][y] = direction[0][i];
1467 MovDir[x][y] = direction[1][i];
1476 MovDir[x][y] = 1 << RND(4);
1478 if (element != EL_BUG &&
1479 element != EL_SPACESHIP &&
1480 element != EL_BD_BUTTERFLY &&
1481 element != EL_BD_FIREFLY)
1486 int x1 = x + xy[i][0];
1487 int y1 = y + xy[i][1];
1489 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1491 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1493 MovDir[x][y] = direction[0][i];
1496 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1497 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1499 MovDir[x][y] = direction[1][i];
1509 void InitAmoebaNr(int x, int y)
1512 int group_nr = AmoebeNachbarNr(x, y);
1516 for (i=1; i<MAX_NUM_AMOEBA; i++)
1518 if (AmoebaCnt[i] == 0)
1526 AmoebaNr[x][y] = group_nr;
1527 AmoebaCnt[group_nr]++;
1528 AmoebaCnt2[group_nr]++;
1534 boolean raise_level = FALSE;
1536 if (local_player->MovPos)
1539 if (tape.playing && tape.auto_play)
1540 tape.auto_play_level_solved = TRUE;
1542 local_player->LevelSolved = FALSE;
1544 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
1548 if (!tape.playing && setup.sound_loops)
1549 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1550 SND_CTRL_PLAY_LOOP);
1552 while (TimeLeft > 0)
1554 if (!tape.playing && !setup.sound_loops)
1555 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1556 if (TimeLeft > 0 && !(TimeLeft % 10))
1557 RaiseScore(level.score[SC_TIME_BONUS]);
1558 if (TimeLeft > 100 && !(TimeLeft % 10))
1562 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
1569 if (!tape.playing && setup.sound_loops)
1570 StopSound(SND_GAME_LEVELTIME_BONUS);
1572 else if (level.time == 0) /* level without time limit */
1574 if (!tape.playing && setup.sound_loops)
1575 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1576 SND_CTRL_PLAY_LOOP);
1578 while (TimePlayed < 999)
1580 if (!tape.playing && !setup.sound_loops)
1581 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1582 if (TimePlayed < 999 && !(TimePlayed % 10))
1583 RaiseScore(level.score[SC_TIME_BONUS]);
1584 if (TimePlayed < 900 && !(TimePlayed % 10))
1588 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
1595 if (!tape.playing && setup.sound_loops)
1596 StopSound(SND_GAME_LEVELTIME_BONUS);
1599 /* Hero disappears */
1600 DrawLevelField(ExitX, ExitY);
1606 CloseDoor(DOOR_CLOSE_1);
1611 SaveTape(tape.level_nr); /* Ask to save tape */
1614 if (level_nr == leveldir_current->handicap_level)
1616 leveldir_current->handicap_level++;
1617 SaveLevelSetup_SeriesInfo();
1620 if (level_editor_test_game)
1621 local_player->score = -1; /* no highscore when playing from editor */
1622 else if (level_nr < leveldir_current->last_level)
1623 raise_level = TRUE; /* advance to next level */
1625 if ((hi_pos = NewHiScore()) >= 0)
1627 game_status = GAME_MODE_SCORES;
1628 DrawHallOfFame(hi_pos);
1637 game_status = GAME_MODE_MAIN;
1654 LoadScore(level_nr);
1656 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1657 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1660 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1662 if (local_player->score > highscore[k].Score)
1664 /* player has made it to the hall of fame */
1666 if (k < MAX_SCORE_ENTRIES - 1)
1668 int m = MAX_SCORE_ENTRIES - 1;
1671 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1672 if (!strcmp(setup.player_name, highscore[l].Name))
1674 if (m == k) /* player's new highscore overwrites his old one */
1680 strcpy(highscore[l].Name, highscore[l - 1].Name);
1681 highscore[l].Score = highscore[l - 1].Score;
1688 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1689 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1690 highscore[k].Score = local_player->score;
1696 else if (!strncmp(setup.player_name, highscore[k].Name,
1697 MAX_PLAYER_NAME_LEN))
1698 break; /* player already there with a higher score */
1704 SaveScore(level_nr);
1709 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
1711 if (player->GfxAction != action || player->GfxDir != dir)
1714 printf("Player frame reset! (%d => %d, %d => %d)\n",
1715 player->GfxAction, action, player->GfxDir, dir);
1718 player->GfxAction = action;
1719 player->GfxDir = dir;
1721 player->StepFrame = 0;
1725 static void ResetRandomAnimationValue(int x, int y)
1727 GfxRandom[x][y] = INIT_GFX_RANDOM();
1730 static void ResetGfxAnimation(int x, int y)
1733 GfxAction[x][y] = ACTION_DEFAULT;
1736 void InitMovingField(int x, int y, int direction)
1738 int element = Feld[x][y];
1739 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1740 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1744 if (!JustStopped[x][y] || direction != MovDir[x][y])
1745 ResetGfxAnimation(x, y);
1747 MovDir[newx][newy] = MovDir[x][y] = direction;
1749 if (Feld[newx][newy] == EL_EMPTY)
1750 Feld[newx][newy] = EL_BLOCKED;
1752 if (direction == MV_DOWN && CAN_FALL(element))
1753 GfxAction[x][y] = ACTION_FALLING;
1755 GfxAction[x][y] = ACTION_MOVING;
1757 GfxFrame[newx][newy] = GfxFrame[x][y];
1758 GfxAction[newx][newy] = GfxAction[x][y];
1759 GfxRandom[newx][newy] = GfxRandom[x][y];
1762 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1764 int direction = MovDir[x][y];
1765 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1766 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1772 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1774 int oldx = x, oldy = y;
1775 int direction = MovDir[x][y];
1777 if (direction == MV_LEFT)
1779 else if (direction == MV_RIGHT)
1781 else if (direction == MV_UP)
1783 else if (direction == MV_DOWN)
1786 *comes_from_x = oldx;
1787 *comes_from_y = oldy;
1790 int MovingOrBlocked2Element(int x, int y)
1792 int element = Feld[x][y];
1794 if (element == EL_BLOCKED)
1798 Blocked2Moving(x, y, &oldx, &oldy);
1799 return Feld[oldx][oldy];
1805 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1807 /* like MovingOrBlocked2Element(), but if element is moving
1808 and (x,y) is the field the moving element is just leaving,
1809 return EL_BLOCKED instead of the element value */
1810 int element = Feld[x][y];
1812 if (IS_MOVING(x, y))
1814 if (element == EL_BLOCKED)
1818 Blocked2Moving(x, y, &oldx, &oldy);
1819 return Feld[oldx][oldy];
1828 static void RemoveField(int x, int y)
1830 Feld[x][y] = EL_EMPTY;
1837 ChangeDelay[x][y] = 0;
1838 Pushed[x][y] = FALSE;
1840 GfxElement[x][y] = EL_UNDEFINED;
1841 GfxAction[x][y] = ACTION_DEFAULT;
1844 void RemoveMovingField(int x, int y)
1846 int oldx = x, oldy = y, newx = x, newy = y;
1847 int element = Feld[x][y];
1848 int next_element = EL_UNDEFINED;
1850 if (element != EL_BLOCKED && !IS_MOVING(x, y))
1853 if (IS_MOVING(x, y))
1855 Moving2Blocked(x, y, &newx, &newy);
1856 if (Feld[newx][newy] != EL_BLOCKED)
1859 else if (element == EL_BLOCKED)
1861 Blocked2Moving(x, y, &oldx, &oldy);
1862 if (!IS_MOVING(oldx, oldy))
1866 if (element == EL_BLOCKED &&
1867 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1868 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1869 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1870 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
1871 next_element = get_next_element(Feld[oldx][oldy]);
1873 RemoveField(oldx, oldy);
1874 RemoveField(newx, newy);
1876 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1878 if (next_element != EL_UNDEFINED)
1879 Feld[oldx][oldy] = next_element;
1881 DrawLevelField(oldx, oldy);
1882 DrawLevelField(newx, newy);
1885 void DrawDynamite(int x, int y)
1887 int sx = SCREENX(x), sy = SCREENY(y);
1888 int graphic = el2img(Feld[x][y]);
1891 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1894 if (IS_WALKABLE_INSIDE(Back[x][y]))
1898 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
1899 else if (Store[x][y])
1900 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
1902 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
1905 if (Back[x][y] || Store[x][y])
1906 DrawGraphicThruMask(sx, sy, graphic, frame);
1908 DrawGraphic(sx, sy, graphic, frame);
1910 if (game.emulation == EMU_SUPAPLEX)
1911 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
1912 else if (Store[x][y])
1913 DrawGraphicThruMask(sx, sy, graphic, frame);
1915 DrawGraphic(sx, sy, graphic, frame);
1919 void CheckDynamite(int x, int y)
1921 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
1925 if (MovDelay[x][y] != 0)
1928 PlaySoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1935 StopSoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1937 if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
1938 Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
1939 StopSound(SND_DYNAMITE_ACTIVE);
1941 StopSound(SND_DYNABOMB_ACTIVE);
1947 void RelocatePlayer(int x, int y, int element)
1949 struct PlayerInfo *player = &stored_player[element - EL_PLAYER_1];
1951 if (player->present)
1953 while (player->MovPos)
1955 ScrollFigure(player, SCROLL_GO_ON);
1956 ScrollScreen(NULL, SCROLL_GO_ON);
1962 RemoveField(player->jx, player->jy);
1965 InitPlayerField(x, y, element, TRUE);
1967 if (player == local_player)
1969 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
1970 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
1971 local_player->jx - MIDPOSX);
1973 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
1974 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
1975 local_player->jy - MIDPOSY);
1981 void Explode(int ex, int ey, int phase, int mode)
1985 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1986 int last_phase = num_phase * delay;
1987 int half_phase = (num_phase / 2) * delay;
1988 int first_phase_after_start = EX_PHASE_START + 1;
1990 if (game.explosions_delayed)
1992 ExplodeField[ex][ey] = mode;
1996 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1998 int center_element = Feld[ex][ey];
2001 /* --- This is only really needed (and now handled) in "Impact()". --- */
2002 /* do not explode moving elements that left the explode field in time */
2003 if (game.engine_version >= RELEASE_IDENT(2,2,0,7) &&
2004 center_element == EL_EMPTY && (mode == EX_NORMAL || mode == EX_CENTER))
2008 if (mode == EX_NORMAL || mode == EX_CENTER)
2009 PlaySoundLevelAction(ex, ey, ACTION_EXPLODING);
2011 /* remove things displayed in background while burning dynamite */
2012 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
2015 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
2017 /* put moving element to center field (and let it explode there) */
2018 center_element = MovingOrBlocked2Element(ex, ey);
2019 RemoveMovingField(ex, ey);
2020 Feld[ex][ey] = center_element;
2023 for (y = ey - 1; y <= ey + 1; y++) for(x = ex - 1; x <= ex + 1; x++)
2025 int xx = x - ex + 1;
2026 int yy = y - ey + 1;
2029 if (!IN_LEV_FIELD(x, y) ||
2030 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
2031 (x != ex || y != ey)))
2034 element = Feld[x][y];
2036 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
2038 element = MovingOrBlocked2Element(x, y);
2040 if (!IS_EXPLOSION_PROOF(element))
2041 RemoveMovingField(x, y);
2047 if (IS_EXPLOSION_PROOF(element))
2050 /* indestructible elements can only explode in center (but not flames) */
2051 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey)) ||
2052 element == EL_FLAMES)
2057 if ((IS_INDESTRUCTIBLE(element) &&
2058 (game.engine_version < VERSION_IDENT(2,2,0) ||
2059 (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
2060 element == EL_FLAMES)
2064 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
2066 if (IS_ACTIVE_BOMB(element))
2068 /* re-activate things under the bomb like gate or penguin */
2069 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
2076 /* save walkable background elements while explosion on same tile */
2078 if (IS_INDESTRUCTIBLE(element))
2079 Back[x][y] = element;
2081 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element))
2082 Back[x][y] = element;
2085 /* ignite explodable elements reached by other explosion */
2086 if (element == EL_EXPLOSION)
2087 element = Store2[x][y];
2090 if (AmoebaNr[x][y] &&
2091 (element == EL_AMOEBA_FULL ||
2092 element == EL_BD_AMOEBA ||
2093 element == EL_AMOEBA_GROWING))
2095 AmoebaCnt[AmoebaNr[x][y]]--;
2096 AmoebaCnt2[AmoebaNr[x][y]]--;
2102 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
2104 switch(StorePlayer[ex][ey])
2107 Store[x][y] = EL_EMERALD_RED;
2110 Store[x][y] = EL_EMERALD;
2113 Store[x][y] = EL_EMERALD_PURPLE;
2117 Store[x][y] = EL_EMERALD_YELLOW;
2121 if (game.emulation == EMU_SUPAPLEX)
2122 Store[x][y] = EL_EMPTY;
2124 else if (center_element == EL_MOLE)
2125 Store[x][y] = EL_EMERALD_RED;
2126 else if (center_element == EL_PENGUIN)
2127 Store[x][y] = EL_EMERALD_PURPLE;
2128 else if (center_element == EL_BUG)
2129 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
2130 else if (center_element == EL_BD_BUTTERFLY)
2131 Store[x][y] = EL_BD_DIAMOND;
2132 else if (center_element == EL_SP_ELECTRON)
2133 Store[x][y] = EL_SP_INFOTRON;
2134 else if (center_element == EL_AMOEBA_TO_DIAMOND)
2135 Store[x][y] = level.amoeba_content;
2136 else if (center_element == EL_YAMYAM)
2137 Store[x][y] = level.yamyam_content[game.yamyam_content_nr][xx][yy];
2138 else if (IS_CUSTOM_ELEMENT(center_element) &&
2139 element_info[center_element].content[xx][yy] != EL_EMPTY)
2140 Store[x][y] = element_info[center_element].content[xx][yy];
2141 else if (element == EL_WALL_EMERALD)
2142 Store[x][y] = EL_EMERALD;
2143 else if (element == EL_WALL_DIAMOND)
2144 Store[x][y] = EL_DIAMOND;
2145 else if (element == EL_WALL_BD_DIAMOND)
2146 Store[x][y] = EL_BD_DIAMOND;
2147 else if (element == EL_WALL_EMERALD_YELLOW)
2148 Store[x][y] = EL_EMERALD_YELLOW;
2149 else if (element == EL_WALL_EMERALD_RED)
2150 Store[x][y] = EL_EMERALD_RED;
2151 else if (element == EL_WALL_EMERALD_PURPLE)
2152 Store[x][y] = EL_EMERALD_PURPLE;
2153 else if (element == EL_WALL_PEARL)
2154 Store[x][y] = EL_PEARL;
2155 else if (element == EL_WALL_CRYSTAL)
2156 Store[x][y] = EL_CRYSTAL;
2157 else if (IS_CUSTOM_ELEMENT(element) && !CAN_EXPLODE(element))
2158 Store[x][y] = element_info[element].content[1][1];
2160 Store[x][y] = EL_EMPTY;
2162 if (x != ex || y != ey ||
2163 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
2164 Store2[x][y] = element;
2167 if (AmoebaNr[x][y] &&
2168 (element == EL_AMOEBA_FULL ||
2169 element == EL_BD_AMOEBA ||
2170 element == EL_AMOEBA_GROWING))
2172 AmoebaCnt[AmoebaNr[x][y]]--;
2173 AmoebaCnt2[AmoebaNr[x][y]]--;
2179 MovDir[x][y] = MovPos[x][y] = 0;
2184 Feld[x][y] = EL_EXPLOSION;
2186 GfxElement[x][y] = center_element;
2188 GfxElement[x][y] = EL_UNDEFINED;
2191 ExplodePhase[x][y] = 1;
2195 if (center_element == EL_YAMYAM)
2196 game.yamyam_content_nr =
2197 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
2208 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
2210 if (phase == first_phase_after_start)
2212 int element = Store2[x][y];
2214 if (element == EL_BLACK_ORB)
2216 Feld[x][y] = Store2[x][y];
2221 else if (phase == half_phase)
2223 int element = Store2[x][y];
2225 if (IS_PLAYER(x, y))
2226 KillHeroUnlessProtected(x, y);
2227 else if (CAN_EXPLODE_BY_FIRE(element))
2229 Feld[x][y] = Store2[x][y];
2233 else if (element == EL_AMOEBA_TO_DIAMOND)
2234 AmoebeUmwandeln(x, y);
2237 if (phase == last_phase)
2241 element = Feld[x][y] = Store[x][y];
2242 Store[x][y] = Store2[x][y] = 0;
2243 GfxElement[x][y] = EL_UNDEFINED;
2245 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
2246 element = Feld[x][y] = Back[x][y];
2249 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = ChangeDelay[x][y] = 0;
2250 InitField(x, y, FALSE);
2251 if (CAN_MOVE(element))
2253 DrawLevelField(x, y);
2255 if (CAN_BE_CRUMBLED(element))
2256 DrawLevelFieldCrumbledSandNeighbours(x, y);
2258 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
2259 StorePlayer[x][y] = 0;
2261 if (ELEM_IS_PLAYER(element))
2262 RelocatePlayer(x, y, element);
2264 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2267 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
2269 int stored = Store[x][y];
2270 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
2271 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
2274 int frame = getGraphicAnimationFrame(graphic, phase - delay);
2277 DrawLevelFieldCrumbledSand(x, y);
2279 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
2281 DrawLevelElement(x, y, Back[x][y]);
2282 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
2284 else if (IS_WALKABLE_UNDER(Back[x][y]))
2286 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
2287 DrawLevelElementThruMask(x, y, Back[x][y]);
2289 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
2290 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
2294 void DynaExplode(int ex, int ey)
2297 int dynabomb_size = 1;
2298 boolean dynabomb_xl = FALSE;
2299 struct PlayerInfo *player;
2300 static int xy[4][2] =
2308 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
2310 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER_1_ACTIVE];
2311 dynabomb_size = player->dynabomb_size;
2312 dynabomb_xl = player->dynabomb_xl;
2313 player->dynabombs_left++;
2316 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
2320 for (j=1; j<=dynabomb_size; j++)
2322 int x = ex + j * xy[i % 4][0];
2323 int y = ey + j * xy[i % 4][1];
2326 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
2329 element = Feld[x][y];
2331 /* do not restart explosions of fields with active bombs */
2332 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
2335 Explode(x, y, EX_PHASE_START, EX_BORDER);
2337 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
2338 if (element != EL_EMPTY &&
2339 element != EL_SAND &&
2340 element != EL_EXPLOSION &&
2347 void Bang(int x, int y)
2350 int element = MovingOrBlocked2Element(x, y);
2352 int element = Feld[x][y];
2355 if (IS_PLAYER(x, y))
2357 struct PlayerInfo *player = PLAYERINFO(x, y);
2359 element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
2360 player->element_nr);
2365 PlaySoundLevelAction(x, y, ACTION_EXPLODING);
2367 if (game.emulation == EMU_SUPAPLEX)
2368 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
2370 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
2375 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
2383 case EL_BD_BUTTERFLY:
2386 case EL_DARK_YAMYAM:
2390 RaiseScoreElement(element);
2391 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2393 case EL_DYNABOMB_PLAYER_1_ACTIVE:
2394 case EL_DYNABOMB_PLAYER_2_ACTIVE:
2395 case EL_DYNABOMB_PLAYER_3_ACTIVE:
2396 case EL_DYNABOMB_PLAYER_4_ACTIVE:
2397 case EL_DYNABOMB_INCREASE_NUMBER:
2398 case EL_DYNABOMB_INCREASE_SIZE:
2399 case EL_DYNABOMB_INCREASE_POWER:
2404 case EL_LAMP_ACTIVE:
2405 if (IS_PLAYER(x, y))
2406 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2408 Explode(x, y, EX_PHASE_START, EX_CENTER);
2411 if (CAN_EXPLODE_1X1(element))
2412 Explode(x, y, EX_PHASE_START, EX_CENTER);
2414 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2418 CheckTriggeredElementChange(x, y, element, CE_OTHER_IS_EXPLODING);
2421 void SplashAcid(int x, int y)
2423 int element = Feld[x][y];
2425 if (element != EL_ACID_SPLASH_LEFT &&
2426 element != EL_ACID_SPLASH_RIGHT)
2428 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
2430 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
2431 (!IN_LEV_FIELD(x-1, y-1) ||
2432 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
2433 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
2435 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
2436 (!IN_LEV_FIELD(x+1, y-1) ||
2437 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
2438 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
2442 static void InitBeltMovement()
2444 static int belt_base_element[4] =
2446 EL_CONVEYOR_BELT_1_LEFT,
2447 EL_CONVEYOR_BELT_2_LEFT,
2448 EL_CONVEYOR_BELT_3_LEFT,
2449 EL_CONVEYOR_BELT_4_LEFT
2451 static int belt_base_active_element[4] =
2453 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2454 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2455 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2456 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2461 /* set frame order for belt animation graphic according to belt direction */
2468 int element = belt_base_active_element[belt_nr] + j;
2469 int graphic = el2img(element);
2471 if (game.belt_dir[i] == MV_LEFT)
2472 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2474 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2478 for(y=0; y<lev_fieldy; y++)
2480 for(x=0; x<lev_fieldx; x++)
2482 int element = Feld[x][y];
2486 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
2488 int e_belt_nr = getBeltNrFromBeltElement(element);
2491 if (e_belt_nr == belt_nr)
2493 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
2495 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
2503 static void ToggleBeltSwitch(int x, int y)
2505 static int belt_base_element[4] =
2507 EL_CONVEYOR_BELT_1_LEFT,
2508 EL_CONVEYOR_BELT_2_LEFT,
2509 EL_CONVEYOR_BELT_3_LEFT,
2510 EL_CONVEYOR_BELT_4_LEFT
2512 static int belt_base_active_element[4] =
2514 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2515 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2516 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2517 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2519 static int belt_base_switch_element[4] =
2521 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
2522 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
2523 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
2524 EL_CONVEYOR_BELT_4_SWITCH_LEFT
2526 static int belt_move_dir[4] =
2534 int element = Feld[x][y];
2535 int belt_nr = getBeltNrFromBeltSwitchElement(element);
2536 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
2537 int belt_dir = belt_move_dir[belt_dir_nr];
2540 if (!IS_BELT_SWITCH(element))
2543 game.belt_dir_nr[belt_nr] = belt_dir_nr;
2544 game.belt_dir[belt_nr] = belt_dir;
2546 if (belt_dir_nr == 3)
2549 /* set frame order for belt animation graphic according to belt direction */
2552 int element = belt_base_active_element[belt_nr] + i;
2553 int graphic = el2img(element);
2555 if (belt_dir == MV_LEFT)
2556 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2558 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2561 for (yy=0; yy<lev_fieldy; yy++)
2563 for (xx=0; xx<lev_fieldx; xx++)
2565 int element = Feld[xx][yy];
2567 if (IS_BELT_SWITCH(element))
2569 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
2571 if (e_belt_nr == belt_nr)
2573 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
2574 DrawLevelField(xx, yy);
2577 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
2579 int e_belt_nr = getBeltNrFromBeltElement(element);
2581 if (e_belt_nr == belt_nr)
2583 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
2585 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
2586 DrawLevelField(xx, yy);
2589 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
2591 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
2593 if (e_belt_nr == belt_nr)
2595 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
2597 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
2598 DrawLevelField(xx, yy);
2605 static void ToggleSwitchgateSwitch(int x, int y)
2609 game.switchgate_pos = !game.switchgate_pos;
2611 for (yy=0; yy<lev_fieldy; yy++)
2613 for (xx=0; xx<lev_fieldx; xx++)
2615 int element = Feld[xx][yy];
2617 if (element == EL_SWITCHGATE_SWITCH_UP ||
2618 element == EL_SWITCHGATE_SWITCH_DOWN)
2620 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2621 DrawLevelField(xx, yy);
2623 else if (element == EL_SWITCHGATE_OPEN ||
2624 element == EL_SWITCHGATE_OPENING)
2626 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2628 PlaySoundLevelAction(xx, yy, ACTION_CLOSING);
2630 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2633 else if (element == EL_SWITCHGATE_CLOSED ||
2634 element == EL_SWITCHGATE_CLOSING)
2636 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2638 PlaySoundLevelAction(xx, yy, ACTION_OPENING);
2640 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2647 static int getInvisibleActiveFromInvisibleElement(int element)
2649 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2650 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2651 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
2655 static int getInvisibleFromInvisibleActiveElement(int element)
2657 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2658 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2659 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
2663 static void RedrawAllLightSwitchesAndInvisibleElements()
2667 for (y=0; y<lev_fieldy; y++)
2669 for (x=0; x<lev_fieldx; x++)
2671 int element = Feld[x][y];
2673 if (element == EL_LIGHT_SWITCH &&
2674 game.light_time_left > 0)
2676 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2677 DrawLevelField(x, y);
2679 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2680 game.light_time_left == 0)
2682 Feld[x][y] = EL_LIGHT_SWITCH;
2683 DrawLevelField(x, y);
2685 else if (element == EL_INVISIBLE_STEELWALL ||
2686 element == EL_INVISIBLE_WALL ||
2687 element == EL_INVISIBLE_SAND)
2689 if (game.light_time_left > 0)
2690 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2692 DrawLevelField(x, y);
2694 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2695 element == EL_INVISIBLE_WALL_ACTIVE ||
2696 element == EL_INVISIBLE_SAND_ACTIVE)
2698 if (game.light_time_left == 0)
2699 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2701 DrawLevelField(x, y);
2707 static void ToggleLightSwitch(int x, int y)
2709 int element = Feld[x][y];
2711 game.light_time_left =
2712 (element == EL_LIGHT_SWITCH ?
2713 level.time_light * FRAMES_PER_SECOND : 0);
2715 RedrawAllLightSwitchesAndInvisibleElements();
2718 static void ActivateTimegateSwitch(int x, int y)
2722 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2724 for (yy=0; yy<lev_fieldy; yy++)
2726 for (xx=0; xx<lev_fieldx; xx++)
2728 int element = Feld[xx][yy];
2730 if (element == EL_TIMEGATE_CLOSED ||
2731 element == EL_TIMEGATE_CLOSING)
2733 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2734 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2738 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2740 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2741 DrawLevelField(xx, yy);
2748 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2751 inline static int getElementMoveStepsize(int x, int y)
2753 int element = Feld[x][y];
2754 int direction = MovDir[x][y];
2755 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2756 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2757 int horiz_move = (dx != 0);
2758 int sign = (horiz_move ? dx : dy);
2759 int step = sign * element_info[element].move_stepsize;
2761 /* special values for move stepsize for spring and things on conveyor belt */
2764 if (CAN_FALL(element) &&
2765 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
2766 step = sign * MOVE_STEPSIZE_NORMAL / 2;
2767 else if (element == EL_SPRING)
2768 step = sign * MOVE_STEPSIZE_NORMAL * 2;
2774 void Impact(int x, int y)
2776 boolean lastline = (y == lev_fieldy-1);
2777 boolean object_hit = FALSE;
2778 boolean impact = (lastline || object_hit);
2779 int element = Feld[x][y];
2780 int smashed = EL_UNDEFINED;
2782 if (!lastline) /* check if element below was hit */
2784 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
2787 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
2788 MovDir[x][y + 1] != MV_DOWN ||
2789 MovPos[x][y + 1] <= TILEY / 2));
2791 /* do not smash moving elements that left the smashed field in time */
2792 if (game.engine_version >= RELEASE_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
2793 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
2797 smashed = MovingOrBlocked2Element(x, y + 1);
2799 impact = (lastline || object_hit);
2802 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2808 /* only reset graphic animation if graphic really changes after impact */
2810 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
2812 ResetGfxAnimation(x, y);
2813 DrawLevelField(x, y);
2816 if (impact && CAN_EXPLODE_IMPACT(element))
2821 else if (impact && element == EL_PEARL)
2823 Feld[x][y] = EL_PEARL_BREAKING;
2824 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2828 else if (impact && CheckElementChange(x, y, element, CE_IMPACT))
2830 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2835 else if (impact && CAN_CHANGE(element) &&
2836 HAS_CHANGE_EVENT(element, CE_IMPACT))
2838 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2840 ChangeElementNow(x, y, element);
2846 if (impact && element == EL_AMOEBA_DROP)
2848 if (object_hit && IS_PLAYER(x, y + 1))
2849 KillHeroUnlessProtected(x, y + 1);
2850 else if (object_hit && smashed == EL_PENGUIN)
2854 Feld[x][y] = EL_AMOEBA_GROWING;
2855 Store[x][y] = EL_AMOEBA_WET;
2857 ResetRandomAnimationValue(x, y);
2862 if (object_hit) /* check which object was hit */
2864 if (CAN_PASS_MAGIC_WALL(element) &&
2865 (smashed == EL_MAGIC_WALL ||
2866 smashed == EL_BD_MAGIC_WALL))
2869 int activated_magic_wall =
2870 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2871 EL_BD_MAGIC_WALL_ACTIVE);
2873 /* activate magic wall / mill */
2874 for (yy=0; yy<lev_fieldy; yy++)
2875 for (xx=0; xx<lev_fieldx; xx++)
2876 if (Feld[xx][yy] == smashed)
2877 Feld[xx][yy] = activated_magic_wall;
2879 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2880 game.magic_wall_active = TRUE;
2882 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2883 SND_MAGIC_WALL_ACTIVATING :
2884 SND_BD_MAGIC_WALL_ACTIVATING));
2887 if (IS_PLAYER(x, y + 1))
2889 if (CAN_SMASH_PLAYER(element))
2891 KillHeroUnlessProtected(x, y + 1);
2895 else if (smashed == EL_PENGUIN)
2897 if (CAN_SMASH_PLAYER(element))
2903 else if (element == EL_BD_DIAMOND)
2905 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2911 else if ((element == EL_SP_INFOTRON ||
2912 element == EL_SP_ZONK) &&
2913 (smashed == EL_SP_SNIKSNAK ||
2914 smashed == EL_SP_ELECTRON ||
2915 smashed == EL_SP_DISK_ORANGE))
2921 else if (CAN_SMASH_ENEMIES(element) && IS_CLASSIC_ENEMY(smashed))
2927 else if (CAN_SMASH_EVERYTHING(element))
2929 if (IS_CLASSIC_ENEMY(smashed) ||
2930 CAN_EXPLODE_SMASHED(smashed))
2935 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
2937 if (smashed == EL_LAMP ||
2938 smashed == EL_LAMP_ACTIVE)
2943 else if (smashed == EL_NUT)
2945 Feld[x][y + 1] = EL_NUT_BREAKING;
2946 PlaySoundLevel(x, y, SND_NUT_BREAKING);
2947 RaiseScoreElement(EL_NUT);
2950 else if (smashed == EL_PEARL)
2952 Feld[x][y + 1] = EL_PEARL_BREAKING;
2953 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2956 else if (smashed == EL_DIAMOND)
2958 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
2959 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2962 else if (IS_BELT_SWITCH(smashed))
2964 ToggleBeltSwitch(x, y + 1);
2966 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
2967 smashed == EL_SWITCHGATE_SWITCH_DOWN)
2969 ToggleSwitchgateSwitch(x, y + 1);
2971 else if (smashed == EL_LIGHT_SWITCH ||
2972 smashed == EL_LIGHT_SWITCH_ACTIVE)
2974 ToggleLightSwitch(x, y + 1);
2979 CheckElementChange(x, y + 1, smashed, CE_SMASHED);
2982 else if (CAN_CHANGE(smashed) && HAS_CHANGE_EVENT(smashed, CE_SMASHED))
2984 ChangeElementNow(x, y + 1, smashed);
2990 CheckElementChange(x, y + 1, smashed, CE_SMASHED);
2995 /* play sound of magic wall / mill */
2997 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
2998 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3000 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3001 PlaySoundLevel(x, y, SND_MAGIC_WALL_FILLING);
3002 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3003 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_FILLING);
3008 /* play sound of object that hits the ground */
3009 if (lastline || object_hit)
3010 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
3013 void TurnRound(int x, int y)
3025 { 0, 0 }, { 0, 0 }, { 0, 0 },
3030 int left, right, back;
3034 { MV_DOWN, MV_UP, MV_RIGHT },
3035 { MV_UP, MV_DOWN, MV_LEFT },
3037 { MV_LEFT, MV_RIGHT, MV_DOWN },
3041 { MV_RIGHT, MV_LEFT, MV_UP }
3044 int element = Feld[x][y];
3045 int old_move_dir = MovDir[x][y];
3046 int left_dir = turn[old_move_dir].left;
3047 int right_dir = turn[old_move_dir].right;
3048 int back_dir = turn[old_move_dir].back;
3050 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
3051 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
3052 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
3053 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
3055 int left_x = x + left_dx, left_y = y + left_dy;
3056 int right_x = x + right_dx, right_y = y + right_dy;
3057 int move_x = x + move_dx, move_y = y + move_dy;
3061 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
3063 TestIfBadThingTouchesOtherBadThing(x, y);
3065 if (ENEMY_CAN_ENTER_FIELD(right_x, right_y))
3066 MovDir[x][y] = right_dir;
3067 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
3068 MovDir[x][y] = left_dir;
3070 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
3072 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
3075 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
3076 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
3078 TestIfBadThingTouchesOtherBadThing(x, y);
3080 if (ENEMY_CAN_ENTER_FIELD(left_x, left_y))
3081 MovDir[x][y] = left_dir;
3082 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
3083 MovDir[x][y] = right_dir;
3085 if ((element == EL_SPACESHIP ||
3086 element == EL_SP_SNIKSNAK ||
3087 element == EL_SP_ELECTRON)
3088 && MovDir[x][y] != old_move_dir)
3090 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
3093 else if (element == EL_YAMYAM)
3095 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
3096 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
3098 if (can_turn_left && can_turn_right)
3099 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3100 else if (can_turn_left)
3101 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3102 else if (can_turn_right)
3103 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3105 MovDir[x][y] = back_dir;
3107 MovDelay[x][y] = 16 + 16 * RND(3);
3109 else if (element == EL_DARK_YAMYAM)
3111 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
3112 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
3114 if (can_turn_left && can_turn_right)
3115 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3116 else if (can_turn_left)
3117 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3118 else if (can_turn_right)
3119 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3121 MovDir[x][y] = back_dir;
3123 MovDelay[x][y] = 16 + 16 * RND(3);
3125 else if (element == EL_PACMAN)
3127 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(left_x, left_y);
3128 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(right_x, right_y);
3130 if (can_turn_left && can_turn_right)
3131 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3132 else if (can_turn_left)
3133 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3134 else if (can_turn_right)
3135 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3137 MovDir[x][y] = back_dir;
3139 MovDelay[x][y] = 6 + RND(40);
3141 else if (element == EL_PIG)
3143 boolean can_turn_left = PIG_CAN_ENTER_FIELD(left_x, left_y);
3144 boolean can_turn_right = PIG_CAN_ENTER_FIELD(right_x, right_y);
3145 boolean can_move_on = PIG_CAN_ENTER_FIELD(move_x, move_y);
3146 boolean should_turn_left, should_turn_right, should_move_on;
3148 int rnd = RND(rnd_value);
3150 should_turn_left = (can_turn_left &&
3152 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
3153 y + back_dy + left_dy)));
3154 should_turn_right = (can_turn_right &&
3156 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
3157 y + back_dy + right_dy)));
3158 should_move_on = (can_move_on &&
3161 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
3162 y + move_dy + left_dy) ||
3163 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
3164 y + move_dy + right_dy)));
3166 if (should_turn_left || should_turn_right || should_move_on)
3168 if (should_turn_left && should_turn_right && should_move_on)
3169 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
3170 rnd < 2 * rnd_value / 3 ? right_dir :
3172 else if (should_turn_left && should_turn_right)
3173 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3174 else if (should_turn_left && should_move_on)
3175 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
3176 else if (should_turn_right && should_move_on)
3177 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
3178 else if (should_turn_left)
3179 MovDir[x][y] = left_dir;
3180 else if (should_turn_right)
3181 MovDir[x][y] = right_dir;
3182 else if (should_move_on)
3183 MovDir[x][y] = old_move_dir;
3185 else if (can_move_on && rnd > rnd_value / 8)
3186 MovDir[x][y] = old_move_dir;
3187 else if (can_turn_left && can_turn_right)
3188 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3189 else if (can_turn_left && rnd > rnd_value / 8)
3190 MovDir[x][y] = left_dir;
3191 else if (can_turn_right && rnd > rnd_value/8)
3192 MovDir[x][y] = right_dir;
3194 MovDir[x][y] = back_dir;
3196 xx = x + move_xy[MovDir[x][y]].x;
3197 yy = y + move_xy[MovDir[x][y]].y;
3199 if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy]))
3200 MovDir[x][y] = old_move_dir;
3204 else if (element == EL_DRAGON)
3206 boolean can_turn_left = IN_LEV_FIELD_AND_IS_FREE(left_x, left_y);
3207 boolean can_turn_right = IN_LEV_FIELD_AND_IS_FREE(right_x, right_y);
3208 boolean can_move_on = IN_LEV_FIELD_AND_IS_FREE(move_x, move_y);
3210 int rnd = RND(rnd_value);
3212 if (can_move_on && rnd > rnd_value / 8)
3213 MovDir[x][y] = old_move_dir;
3214 else if (can_turn_left && can_turn_right)
3215 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3216 else if (can_turn_left && rnd > rnd_value / 8)
3217 MovDir[x][y] = left_dir;
3218 else if (can_turn_right && rnd > rnd_value / 8)
3219 MovDir[x][y] = right_dir;
3221 MovDir[x][y] = back_dir;
3223 xx = x + move_xy[MovDir[x][y]].x;
3224 yy = y + move_xy[MovDir[x][y]].y;
3226 if (!IS_FREE(xx, yy))
3227 MovDir[x][y] = old_move_dir;
3231 else if (element == EL_MOLE)
3233 boolean can_move_on =
3234 (MOLE_CAN_ENTER_FIELD(move_x, move_y,
3235 IS_AMOEBOID(Feld[move_x][move_y]) ||
3236 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
3239 boolean can_turn_left =
3240 (MOLE_CAN_ENTER_FIELD(left_x, left_y,
3241 IS_AMOEBOID(Feld[left_x][left_y])));
3243 boolean can_turn_right =
3244 (MOLE_CAN_ENTER_FIELD(right_x, right_y,
3245 IS_AMOEBOID(Feld[right_x][right_y])));
3247 if (can_turn_left && can_turn_right)
3248 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
3249 else if (can_turn_left)
3250 MovDir[x][y] = left_dir;
3252 MovDir[x][y] = right_dir;
3255 if (MovDir[x][y] != old_move_dir)
3258 else if (element == EL_BALLOON)
3260 MovDir[x][y] = game.balloon_dir;
3263 else if (element == EL_SPRING)
3265 if (MovDir[x][y] & MV_HORIZONTAL &&
3266 (!IN_LEV_FIELD_AND_IS_FREE(move_x, move_y) ||
3267 IN_LEV_FIELD_AND_IS_FREE(x, y + 1)))
3268 MovDir[x][y] = MV_NO_MOVING;
3272 else if (element == EL_ROBOT ||
3273 element == EL_SATELLITE ||
3274 element == EL_PENGUIN)
3276 int attr_x = -1, attr_y = -1;
3287 for (i=0; i<MAX_PLAYERS; i++)
3289 struct PlayerInfo *player = &stored_player[i];
3290 int jx = player->jx, jy = player->jy;
3292 if (!player->active)
3296 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
3304 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
3310 if (element == EL_PENGUIN)
3313 static int xy[4][2] =
3323 int ex = x + xy[i % 4][0];
3324 int ey = y + xy[i % 4][1];
3326 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
3335 MovDir[x][y] = MV_NO_MOVING;
3337 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
3338 else if (attr_x > x)
3339 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
3341 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
3342 else if (attr_y > y)
3343 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
3345 if (element == EL_ROBOT)
3349 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3350 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
3351 Moving2Blocked(x, y, &newx, &newy);
3353 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
3354 MovDelay[x][y] = 8 + 8 * !RND(3);
3356 MovDelay[x][y] = 16;
3358 else if (element == EL_PENGUIN)
3364 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3366 boolean first_horiz = RND(2);
3367 int new_move_dir = MovDir[x][y];
3370 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3371 Moving2Blocked(x, y, &newx, &newy);
3373 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
3377 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3378 Moving2Blocked(x, y, &newx, &newy);
3380 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
3383 MovDir[x][y] = old_move_dir;
3387 else /* (element == EL_SATELLITE) */
3393 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3395 boolean first_horiz = RND(2);
3396 int new_move_dir = MovDir[x][y];
3399 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3400 Moving2Blocked(x, y, &newx, &newy);
3402 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
3406 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3407 Moving2Blocked(x, y, &newx, &newy);
3409 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
3412 MovDir[x][y] = old_move_dir;
3417 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
3418 element_info[element].move_pattern == MV_TURNING_LEFT ||
3419 element_info[element].move_pattern == MV_TURNING_RIGHT)
3421 boolean can_turn_left = ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
3422 boolean can_turn_right = ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
3424 if (element_info[element].move_pattern == MV_TURNING_LEFT)
3425 MovDir[x][y] = left_dir;
3426 else if (element_info[element].move_pattern == MV_TURNING_RIGHT)
3427 MovDir[x][y] = right_dir;
3428 else if (can_turn_left && can_turn_right)
3429 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3430 else if (can_turn_left)
3431 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3432 else if (can_turn_right)
3433 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3435 MovDir[x][y] = back_dir;
3437 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3439 else if (element_info[element].move_pattern == MV_HORIZONTAL ||
3440 element_info[element].move_pattern == MV_VERTICAL)
3442 if (element_info[element].move_pattern & old_move_dir)
3443 MovDir[x][y] = back_dir;
3444 else if (element_info[element].move_pattern == MV_HORIZONTAL)
3445 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
3446 else if (element_info[element].move_pattern == MV_VERTICAL)
3447 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
3449 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3451 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
3453 MovDir[x][y] = element_info[element].move_pattern;
3454 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3456 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE)
3458 if (ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
3459 MovDir[x][y] = left_dir;
3460 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3461 MovDir[x][y] = right_dir;
3463 if (MovDir[x][y] != old_move_dir)
3464 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3466 else if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
3468 if (ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
3469 MovDir[x][y] = right_dir;
3470 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3471 MovDir[x][y] = left_dir;
3473 if (MovDir[x][y] != old_move_dir)
3474 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3476 else if (element_info[element].move_pattern == MV_TOWARDS_PLAYER ||
3477 element_info[element].move_pattern == MV_AWAY_FROM_PLAYER)
3479 int attr_x = -1, attr_y = -1;
3482 (element_info[element].move_pattern == MV_AWAY_FROM_PLAYER);
3493 for (i=0; i<MAX_PLAYERS; i++)
3495 struct PlayerInfo *player = &stored_player[i];
3496 int jx = player->jx, jy = player->jy;
3498 if (!player->active)
3502 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
3510 MovDir[x][y] = MV_NO_MOVING;
3512 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
3513 else if (attr_x > x)
3514 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
3516 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
3517 else if (attr_y > y)
3518 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
3520 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3522 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3524 boolean first_horiz = RND(2);
3525 int new_move_dir = MovDir[x][y];
3528 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3529 Moving2Blocked(x, y, &newx, &newy);
3531 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
3535 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3536 Moving2Blocked(x, y, &newx, &newy);
3538 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
3541 MovDir[x][y] = old_move_dir;
3546 static boolean JustBeingPushed(int x, int y)
3550 for (i=0; i<MAX_PLAYERS; i++)
3552 struct PlayerInfo *player = &stored_player[i];
3554 if (player->active && player->Pushing && player->MovPos)
3556 int next_jx = player->jx + (player->jx - player->last_jx);
3557 int next_jy = player->jy + (player->jy - player->last_jy);
3559 if (x == next_jx && y == next_jy)
3567 void StartMoving(int x, int y)
3569 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
3570 boolean started_moving = FALSE; /* some elements can fall _and_ move */
3571 int element = Feld[x][y];
3576 /* !!! this should be handled more generic (not only for mole) !!! */
3577 if (element != EL_MOLE && GfxAction[x][y] != ACTION_DIGGING)
3578 GfxAction[x][y] = ACTION_DEFAULT;
3580 if (CAN_FALL(element) && y < lev_fieldy - 1)
3582 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
3583 if (JustBeingPushed(x, y))
3586 if (element == EL_QUICKSAND_FULL)
3588 if (IS_FREE(x, y + 1))
3590 InitMovingField(x, y, MV_DOWN);
3591 started_moving = TRUE;
3593 Feld[x][y] = EL_QUICKSAND_EMPTYING;
3594 Store[x][y] = EL_ROCK;
3596 PlaySoundLevelAction(x, y, ACTION_EMPTYING);
3598 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
3601 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3603 if (!MovDelay[x][y])
3604 MovDelay[x][y] = TILEY + 1;
3613 Feld[x][y] = EL_QUICKSAND_EMPTY;
3614 Feld[x][y + 1] = EL_QUICKSAND_FULL;
3615 Store[x][y + 1] = Store[x][y];
3618 PlaySoundLevelAction(x, y, ACTION_FILLING);
3620 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3624 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
3625 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3627 InitMovingField(x, y, MV_DOWN);
3628 started_moving = TRUE;
3630 Feld[x][y] = EL_QUICKSAND_FILLING;
3631 Store[x][y] = element;
3633 PlaySoundLevelAction(x, y, ACTION_FILLING);
3635 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3638 else if (element == EL_MAGIC_WALL_FULL)
3640 if (IS_FREE(x, y + 1))
3642 InitMovingField(x, y, MV_DOWN);
3643 started_moving = TRUE;
3645 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
3646 Store[x][y] = EL_CHANGED(Store[x][y]);
3648 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3650 if (!MovDelay[x][y])
3651 MovDelay[x][y] = TILEY/4 + 1;
3660 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
3661 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
3662 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
3666 else if (element == EL_BD_MAGIC_WALL_FULL)
3668 if (IS_FREE(x, y + 1))
3670 InitMovingField(x, y, MV_DOWN);
3671 started_moving = TRUE;
3673 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
3674 Store[x][y] = EL_CHANGED2(Store[x][y]);
3676 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3678 if (!MovDelay[x][y])
3679 MovDelay[x][y] = TILEY/4 + 1;
3688 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
3689 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
3690 Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
3694 else if (CAN_PASS_MAGIC_WALL(element) &&
3695 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3696 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3698 InitMovingField(x, y, MV_DOWN);
3699 started_moving = TRUE;
3702 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
3703 EL_BD_MAGIC_WALL_FILLING);
3704 Store[x][y] = element;
3707 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID)
3709 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
3714 InitMovingField(x, y, MV_DOWN);
3715 started_moving = TRUE;
3717 Store[x][y] = EL_ACID;
3719 /* !!! TEST !!! better use "_FALLING" etc. !!! */
3720 GfxAction[x][y + 1] = ACTION_ACTIVE;
3725 else if (game.engine_version < RELEASE_IDENT(2,2,0,7) &&
3726 CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3727 JustStopped[x][y] && !Pushed[x][y + 1])
3729 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3733 /* calling "Impact()" here is not only completely unneccessary
3734 (because it already gets called from "ContinueMoving()" in
3735 all relevant situations), but also completely bullshit, because
3736 "JustStopped" also indicates a finished *horizontal* movement;
3737 we must keep this trash for backwards compatibility with older
3743 else if (IS_FREE(x, y + 1) && element == EL_SPRING && use_spring_bug)
3745 if (MovDir[x][y] == MV_NO_MOVING)
3747 InitMovingField(x, y, MV_DOWN);
3748 started_moving = TRUE;
3751 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
3753 if (JustStopped[x][y]) /* prevent animation from being restarted */
3754 MovDir[x][y] = MV_DOWN;
3756 InitMovingField(x, y, MV_DOWN);
3757 started_moving = TRUE;
3759 else if (element == EL_AMOEBA_DROP)
3761 Feld[x][y] = EL_AMOEBA_GROWING;
3762 Store[x][y] = EL_AMOEBA_WET;
3764 /* Store[x][y + 1] must be zero, because:
3765 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY
3768 #if OLD_GAME_BEHAVIOUR
3769 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1])
3771 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] &&
3772 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3773 element != EL_DX_SUPABOMB)
3776 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
3777 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
3778 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3779 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
3782 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
3783 (IS_FREE(x - 1, y + 1) ||
3784 Feld[x - 1][y + 1] == EL_ACID));
3785 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
3786 (IS_FREE(x + 1, y + 1) ||
3787 Feld[x + 1][y + 1] == EL_ACID));
3788 boolean can_fall_any = (can_fall_left || can_fall_right);
3789 boolean can_fall_both = (can_fall_left && can_fall_right);
3791 if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
3793 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
3795 if (slippery_type == SLIPPERY_ONLY_LEFT)
3796 can_fall_right = FALSE;
3797 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
3798 can_fall_left = FALSE;
3799 else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
3800 can_fall_right = FALSE;
3801 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
3802 can_fall_left = FALSE;
3804 can_fall_any = (can_fall_left || can_fall_right);
3805 can_fall_both = (can_fall_left && can_fall_right);
3810 if (can_fall_both &&
3811 (game.emulation != EMU_BOULDERDASH &&
3812 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
3813 can_fall_left = !(can_fall_right = RND(2));
3815 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
3816 started_moving = TRUE;
3819 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
3821 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
3822 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
3823 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
3824 int belt_dir = game.belt_dir[belt_nr];
3826 if ((belt_dir == MV_LEFT && left_is_free) ||
3827 (belt_dir == MV_RIGHT && right_is_free))
3829 InitMovingField(x, y, belt_dir);
3830 started_moving = TRUE;
3832 GfxAction[x][y] = ACTION_DEFAULT;
3837 /* not "else if" because of elements that can fall and move (EL_SPRING) */
3838 if (CAN_MOVE(element) && !started_moving)
3842 if ((element == EL_SATELLITE ||
3843 element == EL_BALLOON ||
3844 element == EL_SPRING)
3845 && JustBeingPushed(x, y))
3850 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
3851 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
3853 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
3855 Moving2Blocked(x, y, &newx, &newy);
3856 if (Feld[newx][newy] == EL_BLOCKED)
3857 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
3862 if (!MovDelay[x][y]) /* start new movement phase */
3864 /* all objects that can change their move direction after each step
3865 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
3867 if (element != EL_YAMYAM &&
3868 element != EL_DARK_YAMYAM &&
3869 element != EL_PACMAN &&
3870 !(element_info[element].move_pattern & MV_ANY_DIRECTION) &&
3871 element_info[element].move_pattern != MV_TURNING_LEFT &&
3872 element_info[element].move_pattern != MV_TURNING_RIGHT)
3876 if (MovDelay[x][y] && (element == EL_BUG ||
3877 element == EL_SPACESHIP ||
3878 element == EL_SP_SNIKSNAK ||
3879 element == EL_SP_ELECTRON ||
3880 element == EL_MOLE))
3881 DrawLevelField(x, y);
3885 if (MovDelay[x][y]) /* wait some time before next movement */
3890 if (element == EL_YAMYAM)
3893 el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT));
3894 DrawLevelElementAnimation(x, y, element);
3898 if (MovDelay[x][y]) /* element still has to wait some time */
3901 /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
3902 ResetGfxAnimation(x, y);
3904 GfxAction[x][y] = ACTION_WAITING;
3907 if (element == EL_ROBOT ||
3909 element == EL_PACMAN ||
3911 element == EL_YAMYAM ||
3912 element == EL_DARK_YAMYAM)
3915 DrawLevelElementAnimation(x, y, element);
3917 DrawLevelElementAnimationIfNeeded(x, y, element);
3919 PlaySoundLevelAction(x, y, ACTION_WAITING);
3921 else if (element == EL_SP_ELECTRON)
3922 DrawLevelElementAnimationIfNeeded(x, y, element);
3923 else if (element == EL_DRAGON)
3926 int dir = MovDir[x][y];
3927 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
3928 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
3929 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
3930 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
3931 dir == MV_UP ? IMG_FLAMES_1_UP :
3932 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
3933 int frame = getGraphicAnimationFrame(graphic, -1);
3935 for (i=1; i<=3; i++)
3937 int xx = x + i*dx, yy = y + i*dy;
3938 int sx = SCREENX(xx), sy = SCREENY(yy);
3939 int flame_graphic = graphic + (i - 1);
3941 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
3946 int flamed = MovingOrBlocked2Element(xx, yy);
3948 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_FIRE(flamed))
3951 RemoveMovingField(xx, yy);
3953 Feld[xx][yy] = EL_FLAMES;
3954 if (IN_SCR_FIELD(sx, sy))
3955 DrawGraphic(sx, sy, flame_graphic, frame);
3959 if (Feld[xx][yy] == EL_FLAMES)
3960 Feld[xx][yy] = EL_EMPTY;
3961 DrawLevelField(xx, yy);
3966 if (MovDelay[x][y]) /* element still has to wait some time */
3968 PlaySoundLevelAction(x, y, ACTION_WAITING);
3973 /* special case of "moving" animation of waiting elements (FIX THIS !!!);
3974 for all other elements GfxAction will be set by InitMovingField() */
3975 if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
3976 GfxAction[x][y] = ACTION_MOVING;
3979 /* now make next step */
3981 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
3983 if (DONT_COLLIDE_WITH(element) && IS_PLAYER(newx, newy) &&
3984 !PLAYER_PROTECTED(newx, newy))
3987 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
3990 /* player killed by element which is deadly when colliding with */
3992 KillHero(PLAYERINFO(newx, newy));
3997 else if ((element == EL_PENGUIN ||
3998 element == EL_ROBOT ||
3999 element == EL_SATELLITE ||
4000 element == EL_BALLOON ||
4001 IS_CUSTOM_ELEMENT(element)) &&
4002 IN_LEV_FIELD(newx, newy) &&
4003 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
4006 Store[x][y] = EL_ACID;
4008 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
4010 if (Feld[newx][newy] == EL_EXIT_OPEN)
4012 Feld[x][y] = EL_EMPTY;
4013 DrawLevelField(x, y);
4015 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING);
4016 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
4017 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
4019 local_player->friends_still_needed--;
4020 if (!local_player->friends_still_needed &&
4021 !local_player->GameOver && AllPlayersGone)
4022 local_player->LevelSolved = local_player->GameOver = TRUE;
4026 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
4028 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
4029 DrawLevelField(newx, newy);
4031 MovDir[x][y] = MV_NO_MOVING;
4033 else if (!IS_FREE(newx, newy))
4035 GfxAction[x][y] = ACTION_WAITING;
4037 if (IS_PLAYER(x, y))
4038 DrawPlayerField(x, y);
4040 DrawLevelField(x, y);
4044 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
4046 if (IS_FOOD_PIG(Feld[newx][newy]))
4048 if (IS_MOVING(newx, newy))
4049 RemoveMovingField(newx, newy);
4052 Feld[newx][newy] = EL_EMPTY;
4053 DrawLevelField(newx, newy);
4056 PlaySoundLevel(x, y, SND_PIG_DIGGING);
4058 else if (!IS_FREE(newx, newy))
4060 if (IS_PLAYER(x, y))
4061 DrawPlayerField(x, y);
4063 DrawLevelField(x, y);
4067 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
4069 if (!IS_FREE(newx, newy))
4071 if (IS_PLAYER(x, y))
4072 DrawPlayerField(x, y);
4074 DrawLevelField(x, y);
4079 boolean wanna_flame = !RND(10);
4080 int dx = newx - x, dy = newy - y;
4081 int newx1 = newx+1*dx, newy1 = newy+1*dy;
4082 int newx2 = newx+2*dx, newy2 = newy+2*dy;
4083 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
4084 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
4085 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
4086 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
4089 IS_CLASSIC_ENEMY(element1) ||
4090 IS_CLASSIC_ENEMY(element2)) &&
4091 element1 != EL_DRAGON && element2 != EL_DRAGON &&
4092 element1 != EL_FLAMES && element2 != EL_FLAMES)
4094 if (IS_PLAYER(x, y))
4095 DrawPlayerField(x, y);
4097 DrawLevelField(x, y);
4099 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
4101 MovDelay[x][y] = 50;
4102 Feld[newx][newy] = EL_FLAMES;
4103 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
4104 Feld[newx1][newy1] = EL_FLAMES;
4105 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
4106 Feld[newx2][newy2] = EL_FLAMES;
4111 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
4112 Feld[newx][newy] == EL_DIAMOND)
4114 if (IS_MOVING(newx, newy))
4115 RemoveMovingField(newx, newy);
4118 Feld[newx][newy] = EL_EMPTY;
4119 DrawLevelField(newx, newy);
4122 PlaySoundLevel(x, y, SND_YAMYAM_DIGGING);
4124 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
4125 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
4127 if (AmoebaNr[newx][newy])
4129 AmoebaCnt2[AmoebaNr[newx][newy]]--;
4130 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
4131 Feld[newx][newy] == EL_BD_AMOEBA)
4132 AmoebaCnt[AmoebaNr[newx][newy]]--;
4135 if (IS_MOVING(newx, newy))
4136 RemoveMovingField(newx, newy);
4139 Feld[newx][newy] = EL_EMPTY;
4140 DrawLevelField(newx, newy);
4143 PlaySoundLevel(x, y, SND_DARK_YAMYAM_DIGGING);
4145 else if ((element == EL_PACMAN || element == EL_MOLE)
4146 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
4148 if (AmoebaNr[newx][newy])
4150 AmoebaCnt2[AmoebaNr[newx][newy]]--;
4151 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
4152 Feld[newx][newy] == EL_BD_AMOEBA)
4153 AmoebaCnt[AmoebaNr[newx][newy]]--;
4156 if (element == EL_MOLE)
4158 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
4159 PlaySoundLevel(x, y, SND_MOLE_DIGGING);
4161 ResetGfxAnimation(x, y);
4162 GfxAction[x][y] = ACTION_DIGGING;
4163 DrawLevelField(x, y);
4165 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
4166 return; /* wait for shrinking amoeba */
4168 else /* element == EL_PACMAN */
4170 Feld[newx][newy] = EL_EMPTY;
4171 DrawLevelField(newx, newy);
4172 PlaySoundLevel(x, y, SND_PACMAN_DIGGING);
4175 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
4176 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
4177 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
4179 /* wait for shrinking amoeba to completely disappear */
4182 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
4184 /* object was running against a wall */
4189 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
4190 DrawLevelElementAnimation(x, y, element);
4192 if (element == EL_BUG ||
4193 element == EL_SPACESHIP ||
4194 element == EL_SP_SNIKSNAK)
4195 DrawLevelField(x, y);
4196 else if (element == EL_MOLE)
4197 DrawLevelField(x, y);
4198 else if (element == EL_BD_BUTTERFLY ||
4199 element == EL_BD_FIREFLY)
4200 DrawLevelElementAnimationIfNeeded(x, y, element);
4201 else if (element == EL_SATELLITE)
4202 DrawLevelElementAnimationIfNeeded(x, y, element);
4203 else if (element == EL_SP_ELECTRON)
4204 DrawLevelElementAnimationIfNeeded(x, y, element);
4207 if (DONT_TOUCH(element))
4208 TestIfBadThingTouchesHero(x, y);
4211 PlaySoundLevelAction(x, y, ACTION_WAITING);
4217 InitMovingField(x, y, MovDir[x][y]);
4219 PlaySoundLevelAction(x, y, ACTION_MOVING);
4223 ContinueMoving(x, y);
4226 void ContinueMoving(int x, int y)
4228 int element = Feld[x][y];
4229 int direction = MovDir[x][y];
4230 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4231 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4232 int newx = x + dx, newy = y + dy;
4233 int nextx = newx + dx, nexty = newy + dy;
4234 boolean pushed = Pushed[x][y];
4236 MovPos[x][y] += getElementMoveStepsize(x, y);
4238 if (pushed) /* special case: moving object pushed by player */
4239 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
4241 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
4243 Feld[x][y] = EL_EMPTY;
4244 Feld[newx][newy] = element;
4245 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
4247 if (element == EL_MOLE)
4249 Feld[x][y] = EL_SAND;
4251 DrawLevelFieldCrumbledSandNeighbours(x, y);
4253 else if (element == EL_QUICKSAND_FILLING)
4255 element = Feld[newx][newy] = get_next_element(element);
4256 Store[newx][newy] = Store[x][y];
4258 else if (element == EL_QUICKSAND_EMPTYING)
4260 Feld[x][y] = get_next_element(element);
4261 element = Feld[newx][newy] = Store[x][y];
4263 else if (element == EL_MAGIC_WALL_FILLING)
4265 element = Feld[newx][newy] = get_next_element(element);
4266 if (!game.magic_wall_active)
4267 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
4268 Store[newx][newy] = Store[x][y];
4270 else if (element == EL_MAGIC_WALL_EMPTYING)
4272 Feld[x][y] = get_next_element(element);
4273 if (!game.magic_wall_active)
4274 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4275 element = Feld[newx][newy] = Store[x][y];
4277 else if (element == EL_BD_MAGIC_WALL_FILLING)
4279 element = Feld[newx][newy] = get_next_element(element);
4280 if (!game.magic_wall_active)
4281 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
4282 Store[newx][newy] = Store[x][y];
4284 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
4286 Feld[x][y] = get_next_element(element);
4287 if (!game.magic_wall_active)
4288 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
4289 element = Feld[newx][newy] = Store[x][y];
4291 else if (element == EL_AMOEBA_DROPPING)
4293 Feld[x][y] = get_next_element(element);
4294 element = Feld[newx][newy] = Store[x][y];
4296 else if (element == EL_SOKOBAN_OBJECT)
4299 Feld[x][y] = Back[x][y];
4301 if (Back[newx][newy])
4302 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
4304 Back[x][y] = Back[newx][newy] = 0;
4306 else if (Store[x][y] == EL_ACID)
4308 element = Feld[newx][newy] = EL_ACID;
4312 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
4313 MovDelay[newx][newy] = 0;
4315 /* copy element change control values to new field */
4316 ChangeDelay[newx][newy] = ChangeDelay[x][y];
4318 /* copy animation control values to new field */
4319 GfxFrame[newx][newy] = GfxFrame[x][y];
4320 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
4321 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
4323 Pushed[x][y] = Pushed[newx][newy] = FALSE;
4325 ResetGfxAnimation(x, y); /* reset animation values for old field */
4328 /* 2.1.1 (does not work correctly for spring) */
4329 if (!CAN_MOVE(element))
4330 MovDir[newx][newy] = 0;
4334 /* (does not work for falling objects that slide horizontally) */
4335 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
4336 MovDir[newx][newy] = 0;
4339 if (!CAN_MOVE(element) ||
4340 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
4341 MovDir[newx][newy] = 0;
4344 if (!CAN_MOVE(element) ||
4345 (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN))
4346 MovDir[newx][newy] = 0;
4350 DrawLevelField(x, y);
4351 DrawLevelField(newx, newy);
4353 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
4355 if (!pushed) /* special case: moving object pushed by player */
4356 JustStopped[newx][newy] = 3;
4358 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
4360 TestIfBadThingTouchesHero(newx, newy);
4361 TestIfBadThingTouchesFriend(newx, newy);
4362 TestIfBadThingTouchesOtherBadThing(newx, newy);
4364 else if (element == EL_PENGUIN)
4365 TestIfFriendTouchesBadThing(newx, newy);
4367 if (CAN_FALL(element) && direction == MV_DOWN &&
4368 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
4371 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
4372 CheckElementChange(newx, newy, element, CE_COLLISION);
4374 TestIfPlayerTouchesCustomElement(newx, newy);
4375 TestIfElementTouchesCustomElement(newx, newy);
4377 else /* still moving on */
4379 DrawLevelField(x, y);
4383 int AmoebeNachbarNr(int ax, int ay)
4386 int element = Feld[ax][ay];
4388 static int xy[4][2] =
4398 int x = ax + xy[i][0];
4399 int y = ay + xy[i][1];
4401 if (!IN_LEV_FIELD(x, y))
4404 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
4405 group_nr = AmoebaNr[x][y];
4411 void AmoebenVereinigen(int ax, int ay)
4413 int i, x, y, xx, yy;
4414 int new_group_nr = AmoebaNr[ax][ay];
4415 static int xy[4][2] =
4423 if (new_group_nr == 0)
4431 if (!IN_LEV_FIELD(x, y))
4434 if ((Feld[x][y] == EL_AMOEBA_FULL ||
4435 Feld[x][y] == EL_BD_AMOEBA ||
4436 Feld[x][y] == EL_AMOEBA_DEAD) &&
4437 AmoebaNr[x][y] != new_group_nr)
4439 int old_group_nr = AmoebaNr[x][y];
4441 if (old_group_nr == 0)
4444 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
4445 AmoebaCnt[old_group_nr] = 0;
4446 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
4447 AmoebaCnt2[old_group_nr] = 0;
4449 for (yy=0; yy<lev_fieldy; yy++)
4451 for (xx=0; xx<lev_fieldx; xx++)
4453 if (AmoebaNr[xx][yy] == old_group_nr)
4454 AmoebaNr[xx][yy] = new_group_nr;
4461 void AmoebeUmwandeln(int ax, int ay)
4465 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
4467 int group_nr = AmoebaNr[ax][ay];
4472 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
4473 printf("AmoebeUmwandeln(): This should never happen!\n");
4478 for (y=0; y<lev_fieldy; y++)
4480 for (x=0; x<lev_fieldx; x++)
4482 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
4485 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
4489 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
4490 SND_AMOEBA_TURNING_TO_GEM :
4491 SND_AMOEBA_TURNING_TO_ROCK));
4496 static int xy[4][2] =
4509 if (!IN_LEV_FIELD(x, y))
4512 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
4514 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
4515 SND_AMOEBA_TURNING_TO_GEM :
4516 SND_AMOEBA_TURNING_TO_ROCK));
4523 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
4526 int group_nr = AmoebaNr[ax][ay];
4527 boolean done = FALSE;
4532 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
4533 printf("AmoebeUmwandelnBD(): This should never happen!\n");
4538 for (y=0; y<lev_fieldy; y++)
4540 for (x=0; x<lev_fieldx; x++)
4542 if (AmoebaNr[x][y] == group_nr &&
4543 (Feld[x][y] == EL_AMOEBA_DEAD ||
4544 Feld[x][y] == EL_BD_AMOEBA ||
4545 Feld[x][y] == EL_AMOEBA_GROWING))
4548 Feld[x][y] = new_element;
4549 InitField(x, y, FALSE);
4550 DrawLevelField(x, y);
4557 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
4558 SND_BD_AMOEBA_TURNING_TO_ROCK :
4559 SND_BD_AMOEBA_TURNING_TO_GEM));
4562 void AmoebeWaechst(int x, int y)
4564 static unsigned long sound_delay = 0;
4565 static unsigned long sound_delay_value = 0;
4567 if (!MovDelay[x][y]) /* start new growing cycle */
4571 if (DelayReached(&sound_delay, sound_delay_value))
4574 PlaySoundLevelElementAction(x, y, Store[x][y], ACTION_GROWING);
4576 if (Store[x][y] == EL_BD_AMOEBA)
4577 PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
4579 PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
4581 sound_delay_value = 30;
4585 if (MovDelay[x][y]) /* wait some time before growing bigger */
4588 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4590 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
4591 6 - MovDelay[x][y]);
4593 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
4596 if (!MovDelay[x][y])
4598 Feld[x][y] = Store[x][y];
4600 DrawLevelField(x, y);
4605 void AmoebaDisappearing(int x, int y)
4607 static unsigned long sound_delay = 0;
4608 static unsigned long sound_delay_value = 0;
4610 if (!MovDelay[x][y]) /* start new shrinking cycle */
4614 if (DelayReached(&sound_delay, sound_delay_value))
4615 sound_delay_value = 30;
4618 if (MovDelay[x][y]) /* wait some time before shrinking */
4621 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4623 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
4624 6 - MovDelay[x][y]);
4626 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
4629 if (!MovDelay[x][y])
4631 Feld[x][y] = EL_EMPTY;
4632 DrawLevelField(x, y);
4634 /* don't let mole enter this field in this cycle;
4635 (give priority to objects falling to this field from above) */
4641 void AmoebeAbleger(int ax, int ay)
4644 int element = Feld[ax][ay];
4645 int graphic = el2img(element);
4646 int newax = ax, neway = ay;
4647 static int xy[4][2] =
4655 if (!level.amoeba_speed)
4657 Feld[ax][ay] = EL_AMOEBA_DEAD;
4658 DrawLevelField(ax, ay);
4662 if (IS_ANIMATED(graphic))
4663 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4665 if (!MovDelay[ax][ay]) /* start making new amoeba field */
4666 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
4668 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
4671 if (MovDelay[ax][ay])
4675 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
4678 int x = ax + xy[start][0];
4679 int y = ay + xy[start][1];
4681 if (!IN_LEV_FIELD(x, y))
4684 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
4685 if (IS_FREE(x, y) ||
4686 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4692 if (newax == ax && neway == ay)
4695 else /* normal or "filled" (BD style) amoeba */
4698 boolean waiting_for_player = FALSE;
4702 int j = (start + i) % 4;
4703 int x = ax + xy[j][0];
4704 int y = ay + xy[j][1];
4706 if (!IN_LEV_FIELD(x, y))
4709 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
4710 if (IS_FREE(x, y) ||
4711 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4717 else if (IS_PLAYER(x, y))
4718 waiting_for_player = TRUE;
4721 if (newax == ax && neway == ay) /* amoeba cannot grow */
4723 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
4725 Feld[ax][ay] = EL_AMOEBA_DEAD;
4726 DrawLevelField(ax, ay);
4727 AmoebaCnt[AmoebaNr[ax][ay]]--;
4729 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
4731 if (element == EL_AMOEBA_FULL)
4732 AmoebeUmwandeln(ax, ay);
4733 else if (element == EL_BD_AMOEBA)
4734 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
4739 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
4741 /* amoeba gets larger by growing in some direction */
4743 int new_group_nr = AmoebaNr[ax][ay];
4746 if (new_group_nr == 0)
4748 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
4749 printf("AmoebeAbleger(): This should never happen!\n");
4754 AmoebaNr[newax][neway] = new_group_nr;
4755 AmoebaCnt[new_group_nr]++;
4756 AmoebaCnt2[new_group_nr]++;
4758 /* if amoeba touches other amoeba(s) after growing, unify them */
4759 AmoebenVereinigen(newax, neway);
4761 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
4763 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
4769 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
4770 (neway == lev_fieldy - 1 && newax != ax))
4772 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
4773 Store[newax][neway] = element;
4775 else if (neway == ay)
4777 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
4779 PlaySoundLevelAction(newax, neway, ACTION_GROWING);
4781 PlaySoundLevel(newax, neway, SND_AMOEBA_GROWING);
4786 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
4787 Feld[ax][ay] = EL_AMOEBA_DROPPING;
4788 Store[ax][ay] = EL_AMOEBA_DROP;
4789 ContinueMoving(ax, ay);
4793 DrawLevelField(newax, neway);
4796 void Life(int ax, int ay)
4799 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
4801 int element = Feld[ax][ay];
4802 int graphic = el2img(element);
4803 boolean changed = FALSE;
4805 if (IS_ANIMATED(graphic))
4806 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4811 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
4812 MovDelay[ax][ay] = life_time;
4814 if (MovDelay[ax][ay]) /* wait some time before next cycle */
4817 if (MovDelay[ax][ay])
4821 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
4823 int xx = ax+x1, yy = ay+y1;
4826 if (!IN_LEV_FIELD(xx, yy))
4829 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
4831 int x = xx+x2, y = yy+y2;
4833 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
4836 if (((Feld[x][y] == element ||
4837 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
4839 (IS_FREE(x, y) && Stop[x][y]))
4843 if (xx == ax && yy == ay) /* field in the middle */
4845 if (nachbarn < life[0] || nachbarn > life[1])
4847 Feld[xx][yy] = EL_EMPTY;
4849 DrawLevelField(xx, yy);
4850 Stop[xx][yy] = TRUE;
4854 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
4855 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
4856 { /* free border field */
4857 if (nachbarn >= life[2] && nachbarn <= life[3])
4859 Feld[xx][yy] = element;
4860 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
4862 DrawLevelField(xx, yy);
4863 Stop[xx][yy] = TRUE;
4870 PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
4871 SND_GAME_OF_LIFE_GROWING);
4874 static void InitRobotWheel(int x, int y)
4876 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4879 static void RunRobotWheel(int x, int y)
4881 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
4884 static void StopRobotWheel(int x, int y)
4886 if (ZX == x && ZY == y)
4890 static void InitTimegateWheel(int x, int y)
4892 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4895 static void RunTimegateWheel(int x, int y)
4897 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
4900 void CheckExit(int x, int y)
4902 if (local_player->gems_still_needed > 0 ||
4903 local_player->sokobanfields_still_needed > 0 ||
4904 local_player->lights_still_needed > 0)
4906 int element = Feld[x][y];
4907 int graphic = el2img(element);
4909 if (IS_ANIMATED(graphic))
4910 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4915 Feld[x][y] = EL_EXIT_OPENING;
4917 PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING);
4920 void CheckExitSP(int x, int y)
4922 if (local_player->gems_still_needed > 0)
4924 int element = Feld[x][y];
4925 int graphic = el2img(element);
4927 if (IS_ANIMATED(graphic))
4928 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4933 Feld[x][y] = EL_SP_EXIT_OPEN;
4935 PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
4938 static void CloseAllOpenTimegates()
4942 for (y=0; y<lev_fieldy; y++)
4944 for (x=0; x<lev_fieldx; x++)
4946 int element = Feld[x][y];
4948 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4950 Feld[x][y] = EL_TIMEGATE_CLOSING;
4952 PlaySoundLevelAction(x, y, ACTION_CLOSING);
4954 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4961 void EdelsteinFunkeln(int x, int y)
4963 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4966 if (Feld[x][y] == EL_BD_DIAMOND)
4969 if (MovDelay[x][y] == 0) /* next animation frame */
4970 MovDelay[x][y] = 11 * !SimpleRND(500);
4972 if (MovDelay[x][y] != 0) /* wait some time before next frame */
4976 if (setup.direct_draw && MovDelay[x][y])
4977 SetDrawtoField(DRAW_BUFFERED);
4979 DrawLevelElementAnimation(x, y, Feld[x][y]);
4981 if (MovDelay[x][y] != 0)
4983 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
4984 10 - MovDelay[x][y]);
4986 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
4988 if (setup.direct_draw)
4992 dest_x = FX + SCREENX(x) * TILEX;
4993 dest_y = FY + SCREENY(y) * TILEY;
4995 BlitBitmap(drawto_field, window,
4996 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4997 SetDrawtoField(DRAW_DIRECT);
5003 void MauerWaechst(int x, int y)
5007 if (!MovDelay[x][y]) /* next animation frame */
5008 MovDelay[x][y] = 3 * delay;
5010 if (MovDelay[x][y]) /* wait some time before next frame */
5014 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5016 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
5017 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
5019 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5022 if (!MovDelay[x][y])
5024 if (MovDir[x][y] == MV_LEFT)
5026 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
5027 DrawLevelField(x - 1, y);
5029 else if (MovDir[x][y] == MV_RIGHT)
5031 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
5032 DrawLevelField(x + 1, y);
5034 else if (MovDir[x][y] == MV_UP)
5036 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
5037 DrawLevelField(x, y - 1);
5041 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
5042 DrawLevelField(x, y + 1);
5045 Feld[x][y] = Store[x][y];
5047 MovDir[x][y] = MV_NO_MOVING;
5048 DrawLevelField(x, y);
5053 void MauerAbleger(int ax, int ay)
5055 int element = Feld[ax][ay];
5056 int graphic = el2img(element);
5057 boolean oben_frei = FALSE, unten_frei = FALSE;
5058 boolean links_frei = FALSE, rechts_frei = FALSE;
5059 boolean oben_massiv = FALSE, unten_massiv = FALSE;
5060 boolean links_massiv = FALSE, rechts_massiv = FALSE;
5061 boolean new_wall = FALSE;
5063 if (IS_ANIMATED(graphic))
5064 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
5066 if (!MovDelay[ax][ay]) /* start building new wall */
5067 MovDelay[ax][ay] = 6;
5069 if (MovDelay[ax][ay]) /* wait some time before building new wall */
5072 if (MovDelay[ax][ay])
5076 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
5078 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
5080 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
5082 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
5085 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
5086 element == EL_EXPANDABLE_WALL_ANY)
5090 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
5091 Store[ax][ay-1] = element;
5092 MovDir[ax][ay-1] = MV_UP;
5093 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
5094 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
5095 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
5100 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
5101 Store[ax][ay+1] = element;
5102 MovDir[ax][ay+1] = MV_DOWN;
5103 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
5104 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
5105 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
5110 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5111 element == EL_EXPANDABLE_WALL_ANY ||
5112 element == EL_EXPANDABLE_WALL)
5116 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
5117 Store[ax-1][ay] = element;
5118 MovDir[ax-1][ay] = MV_LEFT;
5119 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
5120 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
5121 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
5127 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
5128 Store[ax+1][ay] = element;
5129 MovDir[ax+1][ay] = MV_RIGHT;
5130 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
5131 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
5132 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
5137 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
5138 DrawLevelField(ax, ay);
5140 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
5142 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
5143 unten_massiv = TRUE;
5144 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
5145 links_massiv = TRUE;
5146 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
5147 rechts_massiv = TRUE;
5149 if (((oben_massiv && unten_massiv) ||
5150 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5151 element == EL_EXPANDABLE_WALL) &&
5152 ((links_massiv && rechts_massiv) ||
5153 element == EL_EXPANDABLE_WALL_VERTICAL))
5154 Feld[ax][ay] = EL_WALL;
5158 PlaySoundLevelAction(ax, ay, ACTION_GROWING);
5160 PlaySoundLevel(ax, ay, SND_EXPANDABLE_WALL_GROWING);
5164 void CheckForDragon(int x, int y)
5167 boolean dragon_found = FALSE;
5168 static int xy[4][2] =
5180 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
5182 if (IN_LEV_FIELD(xx, yy) &&
5183 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
5185 if (Feld[xx][yy] == EL_DRAGON)
5186 dragon_found = TRUE;
5199 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
5201 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
5203 Feld[xx][yy] = EL_EMPTY;
5204 DrawLevelField(xx, yy);
5213 static void InitBuggyBase(int x, int y)
5215 int element = Feld[x][y];
5216 int activating_delay = FRAMES_PER_SECOND / 4;
5219 (element == EL_SP_BUGGY_BASE ?
5220 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
5221 element == EL_SP_BUGGY_BASE_ACTIVATING ?
5223 element == EL_SP_BUGGY_BASE_ACTIVE ?
5224 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
5227 static void WarnBuggyBase(int x, int y)
5230 static int xy[4][2] =
5240 int xx = x + xy[i][0], yy = y + xy[i][1];
5242 if (IS_PLAYER(xx, yy))
5244 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
5251 static void InitTrap(int x, int y)
5253 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
5256 static void ActivateTrap(int x, int y)
5258 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
5261 static void ChangeActiveTrap(int x, int y)
5263 int graphic = IMG_TRAP_ACTIVE;
5265 /* if new animation frame was drawn, correct crumbled sand border */
5266 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
5267 DrawLevelFieldCrumbledSand(x, y);
5270 static void ChangeElementNowExt(int x, int y, int target_element)
5272 #if 0 /* !!! let the player exacpe from a suddenly unaccessible element */
5273 if (IS_PLAYER(x, y) && !IS_ACCESSIBLE(target_element))
5281 Feld[x][y] = target_element;
5283 ResetGfxAnimation(x, y);
5284 ResetRandomAnimationValue(x, y);
5286 InitField(x, y, FALSE);
5287 if (CAN_MOVE(Feld[x][y]))
5290 DrawLevelField(x, y);
5292 if (CAN_BE_CRUMBLED(Feld[x][y]))
5293 DrawLevelFieldCrumbledSandNeighbours(x, y);
5295 TestIfBadThingTouchesHero(x, y);
5296 TestIfPlayerTouchesCustomElement(x, y);
5297 TestIfElementTouchesCustomElement(x, y);
5300 static void ChangeElementNow(int x, int y, int element)
5302 struct ElementChangeInfo *change = &element_info[element].change;
5304 /* prevent CheckTriggeredElementChange() from looping */
5305 Changing[x][y] = TRUE;
5307 CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_IS_CHANGING);
5309 Changing[x][y] = FALSE;
5311 if (change->explode)
5317 if (change->use_content)
5319 boolean complete_change = TRUE;
5320 boolean can_change[3][3];
5323 for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
5325 boolean half_destructible;
5326 int ex = x + xx - 1;
5327 int ey = y + yy - 1;
5330 can_change[xx][yy] = TRUE;
5332 if (ex == x && ey == y) /* do not check changing element itself */
5335 if (change->content[xx][yy] == EL_EMPTY_SPACE)
5337 can_change[xx][yy] = FALSE; /* do not change empty borders */
5342 if (!IN_LEV_FIELD(ex, ey))
5344 can_change[xx][yy] = FALSE;
5345 complete_change = FALSE;
5352 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5353 e = MovingOrBlocked2Element(ex, ey);
5355 half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e));
5357 if ((change->power <= CP_NON_DESTRUCTIVE && !IS_FREE(ex, ey)) ||
5358 (change->power <= CP_HALF_DESTRUCTIVE && !half_destructible) ||
5359 (change->power <= CP_FULL_DESTRUCTIVE && IS_INDESTRUCTIBLE(e)))
5361 can_change[xx][yy] = FALSE;
5362 complete_change = FALSE;
5366 if (!change->only_complete || complete_change)
5368 boolean something_has_changed = FALSE;
5370 if (change->only_complete && change->use_random_change &&
5371 RND(100) < change->random)
5374 for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
5376 int ex = x + xx - 1;
5377 int ey = y + yy - 1;
5379 if (can_change[xx][yy] && (!change->use_random_change ||
5380 RND(100) < change->random))
5382 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5383 RemoveMovingField(ex, ey);
5385 ChangeElementNowExt(ex, ey, change->content[xx][yy]);
5387 something_has_changed = TRUE;
5389 /* for symmetry reasons, stop newly created border elements */
5390 if (ex != x || ey != y)
5391 Stop[ex][ey] = TRUE;
5395 if (something_has_changed)
5396 PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING);
5401 ChangeElementNowExt(x, y, change->target_element);
5403 PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING);
5407 static void ChangeElement(int x, int y)
5410 int element = MovingOrBlocked2Element(x, y);
5412 int element = Feld[x][y];
5414 struct ElementChangeInfo *change = &element_info[element].change;
5416 if (ChangeDelay[x][y] == 0) /* initialize element change */
5419 ChangeDelay[x][y] = ( change->delay_fixed * change->delay_frames +
5420 RND(change->delay_random * change->delay_frames)) + 1;
5422 ChangeDelay[x][y] = changing_element[element].change_delay + 1;
5424 if (IS_CUSTOM_ELEMENT(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
5426 int max_random_delay = element_info[element].change.delay_random;
5427 int delay_frames = element_info[element].change.delay_frames;
5429 ChangeDelay[x][y] += RND(max_random_delay * delay_frames);
5433 ResetGfxAnimation(x, y);
5434 ResetRandomAnimationValue(x, y);
5437 if (change->pre_change_function)
5438 change->pre_change_function(x, y);
5440 if (changing_element[element].pre_change_function)
5441 changing_element[element].pre_change_function(x, y);
5445 ChangeDelay[x][y]--;
5447 if (ChangeDelay[x][y] != 0) /* continue element change */
5449 int graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5451 if (IS_ANIMATED(graphic))
5452 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5455 if (change->change_function)
5456 change->change_function(x, y);
5458 if (changing_element[element].change_function)
5459 changing_element[element].change_function(x, y);
5462 else /* finish element change */
5465 int next_element = changing_element[element].next_element;
5468 if (IS_MOVING(x, y)) /* never change a running system ;-) */
5470 ChangeDelay[x][y] = 1; /* try change after next move step */
5476 ChangeElementNow(x, y, element);
5478 if (change->post_change_function)
5479 change->post_change_function(x, y);
5481 if (next_element != EL_UNDEFINED)
5482 ChangeElementNow(x, y, next_element);
5484 ChangeElementNow(x, y, element_info[element].change.target_element);
5486 if (changing_element[element].post_change_function)
5487 changing_element[element].post_change_function(x, y);
5492 static boolean CheckTriggeredElementChange(int lx, int ly, int trigger_element,
5497 if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
5500 for (i=0; i<MAX_NUM_ELEMENTS; i++)
5502 if (!CAN_CHANGE(i) || !HAS_CHANGE_EVENT(i, trigger_event) ||
5503 element_info[i].change.trigger_element != trigger_element)
5506 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5508 if (x == lx && y == ly) /* do not change trigger element itself */
5511 if (Changing[x][y]) /* do not change just changing elements */
5514 if (Feld[x][y] == i)
5516 ChangeDelay[x][y] = 1;
5517 ChangeElement(x, y);
5525 static boolean CheckElementChange(int x, int y, int element, int trigger_event)
5527 if (!CAN_CHANGE(element) || !HAS_CHANGE_EVENT(element, trigger_event))
5530 if (Feld[x][y] == EL_BLOCKED)
5531 Blocked2Moving(x, y, &x, &y);
5533 ChangeDelay[x][y] = 1;
5534 ChangeElement(x, y);
5539 static void PlayerActions(struct PlayerInfo *player, byte player_action)
5541 static byte stored_player_action[MAX_PLAYERS];
5542 static int num_stored_actions = 0;
5543 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
5544 int left = player_action & JOY_LEFT;
5545 int right = player_action & JOY_RIGHT;
5546 int up = player_action & JOY_UP;
5547 int down = player_action & JOY_DOWN;
5548 int button1 = player_action & JOY_BUTTON_1;
5549 int button2 = player_action & JOY_BUTTON_2;
5550 int dx = (left ? -1 : right ? 1 : 0);
5551 int dy = (up ? -1 : down ? 1 : 0);
5553 stored_player_action[player->index_nr] = 0;
5554 num_stored_actions++;
5556 if (!player->active || tape.pausing)
5562 snapped = SnapField(player, dx, dy);
5566 dropped = DropElement(player);
5568 moved = MoveFigure(player, dx, dy);
5571 if (tape.single_step && tape.recording && !tape.pausing)
5573 if (button1 || (dropped && !moved))
5575 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5576 SnapField(player, 0, 0); /* stop snapping */
5580 stored_player_action[player->index_nr] = player_action;
5584 /* no actions for this player (no input at player's configured device) */
5586 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
5587 SnapField(player, 0, 0);
5588 CheckGravityMovement(player);
5590 if (player->MovPos == 0)
5593 printf("Trying... Player frame reset\n");
5596 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
5599 if (player->MovPos == 0) /* needed for tape.playing */
5600 player->is_moving = FALSE;
5603 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
5605 TapeRecordAction(stored_player_action);
5606 num_stored_actions = 0;
5612 static unsigned long action_delay = 0;
5613 unsigned long action_delay_value;
5614 int magic_wall_x = 0, magic_wall_y = 0;
5615 int i, x, y, element, graphic;
5616 byte *recorded_player_action;
5617 byte summarized_player_action = 0;
5619 if (game_status != GAME_MODE_PLAYING)
5622 action_delay_value =
5623 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
5625 if (tape.playing && tape.index_search && !tape.pausing)
5626 action_delay_value = 0;
5628 /* ---------- main game synchronization point ---------- */
5630 WaitUntilDelayReached(&action_delay, action_delay_value);
5632 if (network_playing && !network_player_action_received)
5636 printf("DEBUG: try to get network player actions in time\n");
5640 #if defined(PLATFORM_UNIX)
5641 /* last chance to get network player actions without main loop delay */
5645 if (game_status != GAME_MODE_PLAYING)
5648 if (!network_player_action_received)
5652 printf("DEBUG: failed to get network player actions in time\n");
5662 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
5664 for (i=0; i<MAX_PLAYERS; i++)
5666 summarized_player_action |= stored_player[i].action;
5668 if (!network_playing)
5669 stored_player[i].effective_action = stored_player[i].action;
5672 #if defined(PLATFORM_UNIX)
5673 if (network_playing)
5674 SendToServer_MovePlayer(summarized_player_action);
5677 if (!options.network && !setup.team_mode)
5678 local_player->effective_action = summarized_player_action;
5680 for (i=0; i<MAX_PLAYERS; i++)
5682 int actual_player_action = stored_player[i].effective_action;
5684 if (stored_player[i].programmed_action)
5685 actual_player_action = stored_player[i].programmed_action;
5687 if (recorded_player_action)
5688 actual_player_action = recorded_player_action[i];
5690 PlayerActions(&stored_player[i], actual_player_action);
5691 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
5694 network_player_action_received = FALSE;
5696 ScrollScreen(NULL, SCROLL_GO_ON);
5702 for (i=0; i<MAX_PLAYERS; i++)
5703 stored_player[i].Frame++;
5707 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
5709 for (i=0; i<MAX_PLAYERS; i++)
5711 struct PlayerInfo *player = &stored_player[i];
5715 if (player->active && player->Pushing && player->is_moving &&
5718 ContinueMoving(x, y);
5720 /* continue moving after pushing (this is actually a bug) */
5721 if (!IS_MOVING(x, y))
5730 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5733 if (JustStopped[x][y] > 0)
5734 JustStopped[x][y]--;
5739 /* reset finished pushing action (not done in ContinueMoving() to allow
5740 continous pushing animation for elements without push delay) */
5741 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
5743 ResetGfxAnimation(x, y);
5744 DrawLevelField(x, y);
5749 if (IS_BLOCKED(x, y))
5753 Blocked2Moving(x, y, &oldx, &oldy);
5754 if (!IS_MOVING(oldx, oldy))
5756 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
5757 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
5758 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
5759 printf("GameActions(): This should never happen!\n");
5765 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5767 element = Feld[x][y];
5769 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5771 graphic = el2img(element);
5777 printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
5779 element = graphic = 0;
5783 if (graphic_info[graphic].anim_global_sync)
5784 GfxFrame[x][y] = FrameCounter;
5786 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
5787 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
5788 ResetRandomAnimationValue(x, y);
5790 SetRandomAnimationValue(x, y);
5793 PlaySoundLevelActionIfLoop(x, y, GfxAction[x][y]);
5796 if (IS_INACTIVE(element))
5798 if (IS_ANIMATED(graphic))
5799 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5805 /* this may take place after moving, so 'element' may have changed */
5806 if (IS_CHANGING(x, y))
5808 ChangeElement(x, y);
5809 element = Feld[x][y];
5810 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5814 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
5819 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5821 if (element == EL_MOLE)
5822 printf("::: %d, %d, %d [%d]\n",
5823 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y],
5827 if (element == EL_YAMYAM)
5828 printf("::: %d, %d, %d\n",
5829 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
5833 if (IS_ANIMATED(graphic) &&
5837 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5840 if (element == EL_MOLE)
5841 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
5845 if (IS_GEM(element) || element == EL_SP_INFOTRON)
5846 EdelsteinFunkeln(x, y);
5848 else if ((element == EL_ACID ||
5849 element == EL_EXIT_OPEN ||
5850 element == EL_SP_EXIT_OPEN ||
5851 element == EL_SP_TERMINAL ||
5852 element == EL_SP_TERMINAL_ACTIVE ||
5853 element == EL_EXTRA_TIME ||
5854 element == EL_SHIELD_NORMAL ||
5855 element == EL_SHIELD_DEADLY) &&
5856 IS_ANIMATED(graphic))
5857 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5858 else if (IS_MOVING(x, y))
5859 ContinueMoving(x, y);
5860 else if (IS_ACTIVE_BOMB(element))
5861 CheckDynamite(x, y);
5863 else if (element == EL_EXPLOSION && !game.explosions_delayed)
5864 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
5866 else if (element == EL_AMOEBA_GROWING)
5867 AmoebeWaechst(x, y);
5868 else if (element == EL_AMOEBA_SHRINKING)
5869 AmoebaDisappearing(x, y);
5871 #if !USE_NEW_AMOEBA_CODE
5872 else if (IS_AMOEBALIVE(element))
5873 AmoebeAbleger(x, y);
5876 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
5878 else if (element == EL_EXIT_CLOSED)
5880 else if (element == EL_SP_EXIT_CLOSED)
5882 else if (element == EL_EXPANDABLE_WALL_GROWING)
5884 else if (element == EL_EXPANDABLE_WALL ||
5885 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5886 element == EL_EXPANDABLE_WALL_VERTICAL ||
5887 element == EL_EXPANDABLE_WALL_ANY)
5889 else if (element == EL_FLAMES)
5890 CheckForDragon(x, y);
5892 else if (IS_AUTO_CHANGING(element))
5893 ChangeElement(x, y);
5895 else if (element == EL_EXPLOSION)
5896 ; /* drawing of correct explosion animation is handled separately */
5897 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
5898 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5901 /* this may take place after moving, so 'element' may have changed */
5902 if (IS_AUTO_CHANGING(Feld[x][y]))
5903 ChangeElement(x, y);
5906 if (IS_BELT_ACTIVE(element))
5907 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
5909 if (game.magic_wall_active)
5911 int jx = local_player->jx, jy = local_player->jy;
5913 /* play the element sound at the position nearest to the player */
5914 if ((element == EL_MAGIC_WALL_FULL ||
5915 element == EL_MAGIC_WALL_ACTIVE ||
5916 element == EL_MAGIC_WALL_EMPTYING ||
5917 element == EL_BD_MAGIC_WALL_FULL ||
5918 element == EL_BD_MAGIC_WALL_ACTIVE ||
5919 element == EL_BD_MAGIC_WALL_EMPTYING) &&
5920 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
5928 #if USE_NEW_AMOEBA_CODE
5929 /* new experimental amoeba growth stuff */
5931 if (!(FrameCounter % 8))
5934 static unsigned long random = 1684108901;
5936 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
5939 x = (random >> 10) % lev_fieldx;
5940 y = (random >> 20) % lev_fieldy;
5942 x = RND(lev_fieldx);
5943 y = RND(lev_fieldy);
5945 element = Feld[x][y];
5947 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
5948 if (!IS_PLAYER(x,y) &&
5949 (element == EL_EMPTY ||
5950 element == EL_SAND ||
5951 element == EL_QUICKSAND_EMPTY ||
5952 element == EL_ACID_SPLASH_LEFT ||
5953 element == EL_ACID_SPLASH_RIGHT))
5955 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
5956 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
5957 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
5958 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
5959 Feld[x][y] = EL_AMOEBA_DROP;
5962 random = random * 129 + 1;
5968 if (game.explosions_delayed)
5971 game.explosions_delayed = FALSE;
5973 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5975 element = Feld[x][y];
5977 if (ExplodeField[x][y])
5978 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
5979 else if (element == EL_EXPLOSION)
5980 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
5982 ExplodeField[x][y] = EX_NO_EXPLOSION;
5985 game.explosions_delayed = TRUE;
5988 if (game.magic_wall_active)
5990 if (!(game.magic_wall_time_left % 4))
5992 int element = Feld[magic_wall_x][magic_wall_y];
5994 if (element == EL_BD_MAGIC_WALL_FULL ||
5995 element == EL_BD_MAGIC_WALL_ACTIVE ||
5996 element == EL_BD_MAGIC_WALL_EMPTYING)
5997 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
5999 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
6002 if (game.magic_wall_time_left > 0)
6004 game.magic_wall_time_left--;
6005 if (!game.magic_wall_time_left)
6007 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
6009 element = Feld[x][y];
6011 if (element == EL_MAGIC_WALL_ACTIVE ||
6012 element == EL_MAGIC_WALL_FULL)
6014 Feld[x][y] = EL_MAGIC_WALL_DEAD;
6015 DrawLevelField(x, y);
6017 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
6018 element == EL_BD_MAGIC_WALL_FULL)
6020 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
6021 DrawLevelField(x, y);
6025 game.magic_wall_active = FALSE;
6030 if (game.light_time_left > 0)
6032 game.light_time_left--;
6034 if (game.light_time_left == 0)
6035 RedrawAllLightSwitchesAndInvisibleElements();
6038 if (game.timegate_time_left > 0)
6040 game.timegate_time_left--;
6042 if (game.timegate_time_left == 0)
6043 CloseAllOpenTimegates();
6046 for (i=0; i<MAX_PLAYERS; i++)
6048 struct PlayerInfo *player = &stored_player[i];
6050 if (SHIELD_ON(player))
6052 if (player->shield_deadly_time_left)
6053 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
6054 else if (player->shield_normal_time_left)
6055 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
6059 if (TimeFrames >= (1000 / GameFrameDelay))
6064 for (i=0; i<MAX_PLAYERS; i++)
6066 struct PlayerInfo *player = &stored_player[i];
6068 if (SHIELD_ON(player))
6070 player->shield_normal_time_left--;
6072 if (player->shield_deadly_time_left > 0)
6073 player->shield_deadly_time_left--;
6077 if (tape.recording || tape.playing)
6078 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
6084 if (TimeLeft <= 10 && setup.time_limit)
6085 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
6087 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
6089 if (!TimeLeft && setup.time_limit)
6090 for (i=0; i<MAX_PLAYERS; i++)
6091 KillHero(&stored_player[i]);
6093 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
6094 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
6099 if (options.debug) /* calculate frames per second */
6101 static unsigned long fps_counter = 0;
6102 static int fps_frames = 0;
6103 unsigned long fps_delay_ms = Counter() - fps_counter;
6107 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
6109 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
6112 fps_counter = Counter();
6115 redraw_mask |= REDRAW_FPS;
6119 if (stored_player[0].jx != stored_player[0].last_jx ||
6120 stored_player[0].jy != stored_player[0].last_jy)
6121 printf("::: %d, %d, %d, %d, %d\n",
6122 stored_player[0].MovDir,
6123 stored_player[0].MovPos,
6124 stored_player[0].GfxPos,
6125 stored_player[0].Frame,
6126 stored_player[0].StepFrame);
6133 for (i=0; i<MAX_PLAYERS; i++)
6136 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
6138 stored_player[i].Frame += move_frames;
6140 if (stored_player[i].MovPos != 0)
6141 stored_player[i].StepFrame += move_frames;
6146 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
6148 int min_x = x, min_y = y, max_x = x, max_y = y;
6151 for (i=0; i<MAX_PLAYERS; i++)
6153 int jx = stored_player[i].jx, jy = stored_player[i].jy;
6155 if (!stored_player[i].active || &stored_player[i] == player)
6158 min_x = MIN(min_x, jx);
6159 min_y = MIN(min_y, jy);
6160 max_x = MAX(max_x, jx);
6161 max_y = MAX(max_y, jy);
6164 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
6167 static boolean AllPlayersInVisibleScreen()
6171 for (i=0; i<MAX_PLAYERS; i++)
6173 int jx = stored_player[i].jx, jy = stored_player[i].jy;
6175 if (!stored_player[i].active)
6178 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
6185 void ScrollLevel(int dx, int dy)
6187 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
6190 BlitBitmap(drawto_field, drawto_field,
6191 FX + TILEX*(dx == -1) - softscroll_offset,
6192 FY + TILEY*(dy == -1) - softscroll_offset,
6193 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
6194 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
6195 FX + TILEX*(dx == 1) - softscroll_offset,
6196 FY + TILEY*(dy == 1) - softscroll_offset);
6200 x = (dx == 1 ? BX1 : BX2);
6201 for (y=BY1; y<=BY2; y++)
6202 DrawScreenField(x, y);
6207 y = (dy == 1 ? BY1 : BY2);
6208 for (x=BX1; x<=BX2; x++)
6209 DrawScreenField(x, y);
6212 redraw_mask |= REDRAW_FIELD;
6215 static void CheckGravityMovement(struct PlayerInfo *player)
6217 if (level.gravity && !player->programmed_action)
6219 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
6220 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
6222 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
6223 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
6224 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
6225 int jx = player->jx, jy = player->jy;
6226 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
6227 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
6228 int new_jx = jx + dx, new_jy = jy + dy;
6229 boolean field_under_player_is_free =
6230 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
6231 boolean player_is_moving_to_valid_field =
6232 (IN_LEV_FIELD(new_jx, new_jy) &&
6233 (Feld[new_jx][new_jy] == EL_SP_BASE ||
6234 Feld[new_jx][new_jy] == EL_SAND));
6235 /* !!! extend EL_SAND to anything diggable !!! */
6237 if (field_under_player_is_free &&
6238 !player_is_moving_to_valid_field &&
6239 !IS_WALKABLE_INSIDE(Feld[jx][jy]))
6240 player->programmed_action = MV_DOWN;
6246 -----------------------------------------------------------------------------
6247 dx, dy: direction (non-diagonal) to try to move the player to
6248 real_dx, real_dy: direction as read from input device (can be diagonal)
6251 boolean MoveFigureOneStep(struct PlayerInfo *player,
6252 int dx, int dy, int real_dx, int real_dy)
6254 int jx = player->jx, jy = player->jy;
6255 int new_jx = jx+dx, new_jy = jy+dy;
6259 if (!player->active || (!dx && !dy))
6260 return MF_NO_ACTION;
6262 player->MovDir = (dx < 0 ? MV_LEFT :
6265 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6267 if (!IN_LEV_FIELD(new_jx, new_jy))
6268 return MF_NO_ACTION;
6270 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
6271 return MF_NO_ACTION;
6274 element = MovingOrBlocked2Element(new_jx, new_jy);
6276 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
6279 if (DONT_RUN_INTO(element))
6281 if (element == EL_ACID && dx == 0 && dy == 1)
6284 Feld[jx][jy] = EL_PLAYER_1;
6285 InitMovingField(jx, jy, MV_DOWN);
6286 Store[jx][jy] = EL_ACID;
6287 ContinueMoving(jx, jy);
6291 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
6296 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
6297 if (can_move != MF_MOVING)
6300 StorePlayer[jx][jy] = 0;
6301 player->last_jx = jx;
6302 player->last_jy = jy;
6303 jx = player->jx = new_jx;
6304 jy = player->jy = new_jy;
6305 StorePlayer[jx][jy] = player->element_nr;
6308 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
6310 ScrollFigure(player, SCROLL_INIT);
6315 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
6317 int jx = player->jx, jy = player->jy;
6318 int old_jx = jx, old_jy = jy;
6319 int moved = MF_NO_ACTION;
6321 if (!player->active || (!dx && !dy))
6325 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
6329 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
6330 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
6334 /* remove the last programmed player action */
6335 player->programmed_action = 0;
6339 /* should only happen if pre-1.2 tape recordings are played */
6340 /* this is only for backward compatibility */
6342 int original_move_delay_value = player->move_delay_value;
6345 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
6349 /* scroll remaining steps with finest movement resolution */
6350 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
6352 while (player->MovPos)
6354 ScrollFigure(player, SCROLL_GO_ON);
6355 ScrollScreen(NULL, SCROLL_GO_ON);
6361 player->move_delay_value = original_move_delay_value;
6364 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
6366 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
6367 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
6371 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
6372 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
6378 if (moved & MF_MOVING && !ScreenMovPos &&
6379 (player == local_player || !options.network))
6381 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
6382 int offset = (setup.scroll_delay ? 3 : 0);
6384 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
6386 /* actual player has left the screen -- scroll in that direction */
6387 if (jx != old_jx) /* player has moved horizontally */
6388 scroll_x += (jx - old_jx);
6389 else /* player has moved vertically */
6390 scroll_y += (jy - old_jy);
6394 if (jx != old_jx) /* player has moved horizontally */
6396 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
6397 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
6398 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
6400 /* don't scroll over playfield boundaries */
6401 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
6402 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
6404 /* don't scroll more than one field at a time */
6405 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
6407 /* don't scroll against the player's moving direction */
6408 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
6409 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
6410 scroll_x = old_scroll_x;
6412 else /* player has moved vertically */
6414 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
6415 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
6416 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
6418 /* don't scroll over playfield boundaries */
6419 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
6420 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
6422 /* don't scroll more than one field at a time */
6423 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
6425 /* don't scroll against the player's moving direction */
6426 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
6427 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
6428 scroll_y = old_scroll_y;
6432 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
6434 if (!options.network && !AllPlayersInVisibleScreen())
6436 scroll_x = old_scroll_x;
6437 scroll_y = old_scroll_y;
6441 ScrollScreen(player, SCROLL_INIT);
6442 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
6449 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
6451 if (!(moved & MF_MOVING) && !player->Pushing)
6456 player->StepFrame = 0;
6458 if (moved & MF_MOVING)
6460 if (old_jx != jx && old_jy == jy)
6461 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
6462 else if (old_jx == jx && old_jy != jy)
6463 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
6465 DrawLevelField(jx, jy); /* for "crumbled sand" */
6467 player->last_move_dir = player->MovDir;
6468 player->is_moving = TRUE;
6472 CheckGravityMovement(player);
6475 player->last_move_dir = MV_NO_MOVING;
6477 player->is_moving = FALSE;
6480 TestIfHeroTouchesBadThing(jx, jy);
6481 TestIfPlayerTouchesCustomElement(jx, jy);
6483 if (!player->active)
6489 void ScrollFigure(struct PlayerInfo *player, int mode)
6491 int jx = player->jx, jy = player->jy;
6492 int last_jx = player->last_jx, last_jy = player->last_jy;
6493 int move_stepsize = TILEX / player->move_delay_value;
6495 if (!player->active || !player->MovPos)
6498 if (mode == SCROLL_INIT)
6500 player->actual_frame_counter = FrameCounter;
6501 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
6503 if (Feld[last_jx][last_jy] == EL_EMPTY)
6504 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
6511 else if (!FrameReached(&player->actual_frame_counter, 1))
6514 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
6515 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
6517 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
6518 Feld[last_jx][last_jy] = EL_EMPTY;
6520 /* before DrawPlayer() to draw correct player graphic for this case */
6521 if (player->MovPos == 0)
6522 CheckGravityMovement(player);
6525 DrawPlayer(player); /* needed here only to cleanup last field */
6528 if (player->MovPos == 0)
6530 if (IS_PASSABLE(Feld[last_jx][last_jy]))
6532 /* continue with normal speed after quickly moving through gate */
6533 HALVE_PLAYER_SPEED(player);
6535 /* be able to make the next move without delay */
6536 player->move_delay = 0;
6539 player->last_jx = jx;
6540 player->last_jy = jy;
6542 if (Feld[jx][jy] == EL_EXIT_OPEN ||
6543 Feld[jx][jy] == EL_SP_EXIT_OPEN)
6547 if (local_player->friends_still_needed == 0 ||
6548 Feld[jx][jy] == EL_SP_EXIT_OPEN)
6549 player->LevelSolved = player->GameOver = TRUE;
6552 if (tape.single_step && tape.recording && !tape.pausing &&
6553 !player->programmed_action)
6554 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
6558 void ScrollScreen(struct PlayerInfo *player, int mode)
6560 static unsigned long screen_frame_counter = 0;
6562 if (mode == SCROLL_INIT)
6564 /* set scrolling step size according to actual player's moving speed */
6565 ScrollStepSize = TILEX / player->move_delay_value;
6567 screen_frame_counter = FrameCounter;
6568 ScreenMovDir = player->MovDir;
6569 ScreenMovPos = player->MovPos;
6570 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6573 else if (!FrameReached(&screen_frame_counter, 1))
6578 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
6579 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6580 redraw_mask |= REDRAW_FIELD;
6583 ScreenMovDir = MV_NO_MOVING;
6586 void TestIfPlayerTouchesCustomElement(int x, int y)
6588 static boolean check_changing = FALSE;
6589 static int xy[4][2] =
6598 if (check_changing) /* prevent this function from running into a loop */
6601 check_changing = TRUE;
6605 int xx = x + xy[i][0];
6606 int yy = y + xy[i][1];
6608 if (!IN_LEV_FIELD(xx, yy))
6611 if (IS_PLAYER(x, y))
6613 CheckTriggeredElementChange(xx, yy, Feld[xx][yy], CE_OTHER_GETS_TOUCHED);
6614 CheckElementChange(xx, yy, Feld[xx][yy], CE_TOUCHED_BY_PLAYER);
6616 else if (IS_PLAYER(xx, yy))
6618 CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_GETS_TOUCHED);
6619 CheckElementChange(x, y, Feld[x][y], CE_TOUCHED_BY_PLAYER);
6625 check_changing = FALSE;
6628 void TestIfElementTouchesCustomElement(int x, int y)
6630 static boolean check_changing = FALSE;
6631 static int xy[4][2] =
6638 boolean change_center_element = FALSE;
6639 int center_element = Feld[x][y];
6642 if (check_changing) /* prevent this function from running into a loop */
6645 check_changing = TRUE;
6649 int xx = x + xy[i][0];
6650 int yy = y + xy[i][1];
6653 if (!IN_LEV_FIELD(xx, yy))
6656 border_element = Feld[xx][yy];
6658 /* check for change of center element (but change it only once) */
6659 if (IS_CUSTOM_ELEMENT(center_element) &&
6660 border_element == element_info[center_element].change.trigger_element)
6661 change_center_element = TRUE;
6663 /* check for change of border element */
6664 if (IS_CUSTOM_ELEMENT(border_element) &&
6665 center_element == element_info[border_element].change.trigger_element)
6666 CheckElementChange(xx, yy, border_element, CE_OTHER_IS_TOUCHING);
6669 if (change_center_element)
6670 CheckElementChange(x, y, center_element, CE_OTHER_IS_TOUCHING);
6672 check_changing = FALSE;
6675 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
6677 int i, kill_x = -1, kill_y = -1;
6678 static int test_xy[4][2] =
6685 static int test_dir[4] =
6695 int test_x, test_y, test_move_dir, test_element;
6697 test_x = good_x + test_xy[i][0];
6698 test_y = good_y + test_xy[i][1];
6699 if (!IN_LEV_FIELD(test_x, test_y))
6703 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
6706 test_element = Feld[test_x][test_y];
6708 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
6711 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
6712 2nd case: DONT_TOUCH style bad thing does not move away from good thing
6714 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
6715 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
6723 if (kill_x != -1 || kill_y != -1)
6725 if (IS_PLAYER(good_x, good_y))
6727 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
6729 if (player->shield_deadly_time_left > 0)
6730 Bang(kill_x, kill_y);
6731 else if (!PLAYER_PROTECTED(good_x, good_y))
6735 Bang(good_x, good_y);
6739 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
6741 int i, kill_x = -1, kill_y = -1;
6742 int bad_element = Feld[bad_x][bad_y];
6743 static int test_xy[4][2] =
6750 static int test_dir[4] =
6758 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
6763 int test_x, test_y, test_move_dir, test_element;
6765 test_x = bad_x + test_xy[i][0];
6766 test_y = bad_y + test_xy[i][1];
6767 if (!IN_LEV_FIELD(test_x, test_y))
6771 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
6773 test_element = Feld[test_x][test_y];
6775 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
6776 2nd case: DONT_TOUCH style bad thing does not move away from good thing
6778 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
6779 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
6781 /* good thing is player or penguin that does not move away */
6782 if (IS_PLAYER(test_x, test_y))
6784 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
6786 if (bad_element == EL_ROBOT && player->is_moving)
6787 continue; /* robot does not kill player if he is moving */
6793 else if (test_element == EL_PENGUIN)
6802 if (kill_x != -1 || kill_y != -1)
6804 if (IS_PLAYER(kill_x, kill_y))
6806 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
6809 int dir = player->MovDir;
6810 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
6811 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
6813 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
6814 newx != bad_x && newy != bad_y)
6815 ; /* robot does not kill player if he is moving */
6817 printf("-> %d\n", player->MovDir);
6819 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
6820 newx != bad_x && newy != bad_y)
6821 ; /* robot does not kill player if he is moving */
6826 if (player->shield_deadly_time_left > 0)
6828 else if (!PLAYER_PROTECTED(kill_x, kill_y))
6832 Bang(kill_x, kill_y);
6836 void TestIfHeroTouchesBadThing(int x, int y)
6838 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
6841 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
6843 TestIfGoodThingHitsBadThing(x, y, move_dir);
6846 void TestIfBadThingTouchesHero(int x, int y)
6848 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
6851 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
6853 TestIfBadThingHitsGoodThing(x, y, move_dir);
6856 void TestIfFriendTouchesBadThing(int x, int y)
6858 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
6861 void TestIfBadThingTouchesFriend(int x, int y)
6863 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
6866 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
6868 int i, kill_x = bad_x, kill_y = bad_y;
6869 static int xy[4][2] =
6881 x = bad_x + xy[i][0];
6882 y = bad_y + xy[i][1];
6883 if (!IN_LEV_FIELD(x, y))
6886 element = Feld[x][y];
6887 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
6888 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
6896 if (kill_x != bad_x || kill_y != bad_y)
6900 void KillHero(struct PlayerInfo *player)
6902 int jx = player->jx, jy = player->jy;
6904 if (!player->active)
6907 /* remove accessible field at the player's position */
6908 Feld[jx][jy] = EL_EMPTY;
6910 /* deactivate shield (else Bang()/Explode() would not work right) */
6911 player->shield_normal_time_left = 0;
6912 player->shield_deadly_time_left = 0;
6918 static void KillHeroUnlessProtected(int x, int y)
6920 if (!PLAYER_PROTECTED(x, y))
6921 KillHero(PLAYERINFO(x, y));
6924 void BuryHero(struct PlayerInfo *player)
6926 int jx = player->jx, jy = player->jy;
6928 if (!player->active)
6932 PlaySoundLevelElementAction(jx, jy, player->element_nr, ACTION_DYING);
6934 PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING);
6936 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
6938 player->GameOver = TRUE;
6942 void RemoveHero(struct PlayerInfo *player)
6944 int jx = player->jx, jy = player->jy;
6945 int i, found = FALSE;
6947 player->present = FALSE;
6948 player->active = FALSE;
6950 if (!ExplodeField[jx][jy])
6951 StorePlayer[jx][jy] = 0;
6953 for (i=0; i<MAX_PLAYERS; i++)
6954 if (stored_player[i].active)
6958 AllPlayersGone = TRUE;
6965 =============================================================================
6966 checkDiagonalPushing()
6967 -----------------------------------------------------------------------------
6968 check if diagonal input device direction results in pushing of object
6969 (by checking if the alternative direction is walkable, diggable, ...)
6970 =============================================================================
6973 static boolean checkDiagonalPushing(struct PlayerInfo *player,
6974 int x, int y, int real_dx, int real_dy)
6976 int jx, jy, dx, dy, xx, yy;
6978 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
6981 /* diagonal direction: check alternative direction */
6986 xx = jx + (dx == 0 ? real_dx : 0);
6987 yy = jy + (dy == 0 ? real_dy : 0);
6989 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
6993 =============================================================================
6995 -----------------------------------------------------------------------------
6996 x, y: field next to player (non-diagonal) to try to dig to
6997 real_dx, real_dy: direction as read from input device (can be diagonal)
6998 =============================================================================
7001 int DigField(struct PlayerInfo *player,
7002 int x, int y, int real_dx, int real_dy, int mode)
7004 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
7005 int jx = player->jx, jy = player->jy;
7006 int dx = x - jx, dy = y - jy;
7007 int nextx = x + dx, nexty = y + dy;
7008 int move_direction = (dx == -1 ? MV_LEFT :
7009 dx == +1 ? MV_RIGHT :
7011 dy == +1 ? MV_DOWN : MV_NO_MOVING);
7014 if (player->MovPos == 0)
7016 player->is_digging = FALSE;
7017 player->is_collecting = FALSE;
7020 if (player->MovPos == 0) /* last pushing move finished */
7021 player->Pushing = FALSE;
7023 if (mode == DF_NO_PUSH) /* player just stopped pushing */
7025 player->Switching = FALSE;
7026 player->push_delay = 0;
7028 return MF_NO_ACTION;
7031 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
7032 return MF_NO_ACTION;
7035 if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
7037 if (IS_TUBE(Feld[jx][jy]) ||
7038 (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0)))
7042 int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
7043 int tube_leave_directions[][2] =
7045 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
7046 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
7047 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
7048 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
7049 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
7050 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
7051 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
7052 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
7053 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
7054 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
7055 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
7056 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
7059 while (tube_leave_directions[i][0] != tube_element)
7062 if (tube_leave_directions[i][0] == -1) /* should not happen */
7066 if (!(tube_leave_directions[i][1] & move_direction))
7067 return MF_NO_ACTION; /* tube has no opening in this direction */
7070 element = Feld[x][y];
7072 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
7073 game.engine_version >= VERSION_IDENT(2,2,0))
7074 return MF_NO_ACTION;
7078 case EL_ROBOT_WHEEL:
7079 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
7082 DrawLevelField(x, y);
7083 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
7087 case EL_SP_TERMINAL:
7091 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
7093 for (yy=0; yy<lev_fieldy; yy++)
7095 for (xx=0; xx<lev_fieldx; xx++)
7097 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
7099 else if (Feld[xx][yy] == EL_SP_TERMINAL)
7100 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
7108 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
7109 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
7110 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
7111 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
7112 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
7113 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
7114 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
7115 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
7116 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
7117 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
7118 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
7119 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
7120 if (!player->Switching)
7122 player->Switching = TRUE;
7123 ToggleBeltSwitch(x, y);
7124 PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
7129 case EL_SWITCHGATE_SWITCH_UP:
7130 case EL_SWITCHGATE_SWITCH_DOWN:
7131 if (!player->Switching)
7133 player->Switching = TRUE;
7134 ToggleSwitchgateSwitch(x, y);
7135 PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
7140 case EL_LIGHT_SWITCH:
7141 case EL_LIGHT_SWITCH_ACTIVE:
7142 if (!player->Switching)
7144 player->Switching = TRUE;
7145 ToggleLightSwitch(x, y);
7146 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
7147 SND_LIGHT_SWITCH_ACTIVATING :
7148 SND_LIGHT_SWITCH_DEACTIVATING);
7153 case EL_TIMEGATE_SWITCH:
7154 ActivateTimegateSwitch(x, y);
7155 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
7160 case EL_BALLOON_SWITCH_LEFT:
7161 case EL_BALLOON_SWITCH_RIGHT:
7162 case EL_BALLOON_SWITCH_UP:
7163 case EL_BALLOON_SWITCH_DOWN:
7164 case EL_BALLOON_SWITCH_ANY:
7165 if (element == EL_BALLOON_SWITCH_ANY)
7166 game.balloon_dir = move_direction;
7168 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
7169 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
7170 element == EL_BALLOON_SWITCH_UP ? MV_UP :
7171 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
7173 PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING);
7178 case EL_SP_PORT_LEFT:
7179 case EL_SP_PORT_RIGHT:
7181 case EL_SP_PORT_DOWN:
7182 case EL_SP_PORT_HORIZONTAL:
7183 case EL_SP_PORT_VERTICAL:
7184 case EL_SP_PORT_ANY:
7185 case EL_SP_GRAVITY_PORT_LEFT:
7186 case EL_SP_GRAVITY_PORT_RIGHT:
7187 case EL_SP_GRAVITY_PORT_UP:
7188 case EL_SP_GRAVITY_PORT_DOWN:
7190 element != EL_SP_PORT_LEFT &&
7191 element != EL_SP_GRAVITY_PORT_LEFT &&
7192 element != EL_SP_PORT_HORIZONTAL &&
7193 element != EL_SP_PORT_ANY) ||
7195 element != EL_SP_PORT_RIGHT &&
7196 element != EL_SP_GRAVITY_PORT_RIGHT &&
7197 element != EL_SP_PORT_HORIZONTAL &&
7198 element != EL_SP_PORT_ANY) ||
7200 element != EL_SP_PORT_UP &&
7201 element != EL_SP_GRAVITY_PORT_UP &&
7202 element != EL_SP_PORT_VERTICAL &&
7203 element != EL_SP_PORT_ANY) ||
7205 element != EL_SP_PORT_DOWN &&
7206 element != EL_SP_GRAVITY_PORT_DOWN &&
7207 element != EL_SP_PORT_VERTICAL &&
7208 element != EL_SP_PORT_ANY) ||
7209 !IN_LEV_FIELD(nextx, nexty) ||
7210 !IS_FREE(nextx, nexty))
7211 return MF_NO_ACTION;
7213 if (element == EL_SP_GRAVITY_PORT_LEFT ||
7214 element == EL_SP_GRAVITY_PORT_RIGHT ||
7215 element == EL_SP_GRAVITY_PORT_UP ||
7216 element == EL_SP_GRAVITY_PORT_DOWN)
7217 level.gravity = !level.gravity;
7219 /* automatically move to the next field with double speed */
7220 player->programmed_action = move_direction;
7221 DOUBLE_PLAYER_SPEED(player);
7223 PlaySoundLevel(x, y, SND_CLASS_SP_PORT_PASSING);
7227 case EL_TUBE_VERTICAL:
7228 case EL_TUBE_HORIZONTAL:
7229 case EL_TUBE_VERTICAL_LEFT:
7230 case EL_TUBE_VERTICAL_RIGHT:
7231 case EL_TUBE_HORIZONTAL_UP:
7232 case EL_TUBE_HORIZONTAL_DOWN:
7233 case EL_TUBE_LEFT_UP:
7234 case EL_TUBE_LEFT_DOWN:
7235 case EL_TUBE_RIGHT_UP:
7236 case EL_TUBE_RIGHT_DOWN:
7239 int tube_enter_directions[][2] =
7241 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
7242 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
7243 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
7244 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
7245 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
7246 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
7247 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
7248 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
7249 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
7250 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
7251 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
7252 { -1, MV_NO_MOVING }
7255 while (tube_enter_directions[i][0] != element)
7258 if (tube_enter_directions[i][0] == -1) /* should not happen */
7262 if (!(tube_enter_directions[i][1] & move_direction))
7263 return MF_NO_ACTION; /* tube has no opening in this direction */
7265 PlaySoundLevel(x, y, SND_CLASS_TUBE_WALKING);
7270 Feld[x][y] = EL_LAMP_ACTIVE;
7271 local_player->lights_still_needed--;
7272 DrawLevelField(x, y);
7273 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
7277 case EL_TIME_ORB_FULL:
7278 Feld[x][y] = EL_TIME_ORB_EMPTY;
7280 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
7281 DrawLevelField(x, y);
7282 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
7288 if (IS_WALKABLE(element))
7290 int sound_action = ACTION_WALKING;
7292 if (element >= EL_GATE_1 && element <= EL_GATE_4)
7294 if (!player->key[element - EL_GATE_1])
7295 return MF_NO_ACTION;
7297 else if (element >= EL_GATE_1_GRAY && element <= EL_GATE_4_GRAY)
7299 if (!player->key[element - EL_GATE_1_GRAY])
7300 return MF_NO_ACTION;
7302 else if (element == EL_EXIT_OPEN || element == EL_SP_EXIT_OPEN)
7304 sound_action = ACTION_PASSING; /* player is passing exit */
7306 else if (element == EL_EMPTY)
7308 sound_action = ACTION_MOVING; /* nothing to walk on */
7311 /* play sound from background or player, whatever is available */
7312 if (element_info[element].sound[sound_action] != SND_UNDEFINED)
7313 PlaySoundLevelElementAction(x, y, element, sound_action);
7315 PlaySoundLevelElementAction(x, y, player->element_nr, sound_action);
7319 else if (IS_PASSABLE(element))
7321 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
7322 return MF_NO_ACTION;
7324 if (element >= EL_EM_GATE_1 && element <= EL_EM_GATE_4)
7326 if (!player->key[element - EL_EM_GATE_1])
7327 return MF_NO_ACTION;
7329 else if (element >= EL_EM_GATE_1_GRAY && element <= EL_EM_GATE_4_GRAY)
7331 if (!player->key[element - EL_EM_GATE_1_GRAY])
7332 return MF_NO_ACTION;
7335 /* automatically move to the next field with double speed */
7336 player->programmed_action = move_direction;
7337 DOUBLE_PLAYER_SPEED(player);
7339 PlaySoundLevelAction(x, y, ACTION_PASSING);
7343 else if (IS_DIGGABLE(element))
7347 if (mode != DF_SNAP)
7350 GfxElement[x][y] = GFX_ELEMENT(element);
7353 (CAN_BE_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
7355 player->is_digging = TRUE;
7358 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
7362 else if (IS_COLLECTIBLE(element))
7366 if (mode != DF_SNAP)
7368 GfxElement[x][y] = element;
7369 player->is_collecting = TRUE;
7372 if (element == EL_SPEED_PILL)
7373 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
7374 else if (element == EL_EXTRA_TIME && level.time > 0)
7377 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
7379 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
7381 player->shield_normal_time_left += 10;
7382 if (element == EL_SHIELD_DEADLY)
7383 player->shield_deadly_time_left += 10;
7385 else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
7387 if (player->inventory_size < MAX_INVENTORY_SIZE)
7388 player->inventory_element[player->inventory_size++] = element;
7390 player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
7392 DrawText(DX_DYNAMITE, DY_DYNAMITE,
7393 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
7395 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
7397 player->dynabomb_count++;
7398 player->dynabombs_left++;
7400 else if (element == EL_DYNABOMB_INCREASE_SIZE)
7402 player->dynabomb_size++;
7404 else if (element == EL_DYNABOMB_INCREASE_POWER)
7406 player->dynabomb_xl = TRUE;
7408 else if ((element >= EL_KEY_1 && element <= EL_KEY_4) ||
7409 (element >= EL_EM_KEY_1 && element <= EL_EM_KEY_4))
7411 int key_nr = (element >= EL_KEY_1 && element <= EL_KEY_4 ?
7412 element - EL_KEY_1 : element - EL_EM_KEY_1);
7414 player->key[key_nr] = TRUE;
7416 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
7417 el2edimg(EL_KEY_1 + key_nr));
7418 redraw_mask |= REDRAW_DOOR_1;
7420 else if (IS_DROPPABLE(element)) /* can be collected and dropped */
7424 for (i=0; i < element_info[element].collect_count; i++)
7425 if (player->inventory_size < MAX_INVENTORY_SIZE)
7426 player->inventory_element[player->inventory_size++] = element;
7428 DrawText(DX_DYNAMITE, DY_DYNAMITE,
7429 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
7431 else if (element_info[element].collect_count > 0)
7433 local_player->gems_still_needed -=
7434 element_info[element].collect_count;
7435 if (local_player->gems_still_needed < 0)
7436 local_player->gems_still_needed = 0;
7438 DrawText(DX_EMERALDS, DY_EMERALDS,
7439 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
7442 RaiseScoreElement(element);
7443 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
7445 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_COLLECTED);
7449 else if (IS_PUSHABLE(element))
7451 if (mode == DF_SNAP && element != EL_BD_ROCK)
7452 return MF_NO_ACTION;
7454 if (CAN_FALL(element) && dy)
7455 return MF_NO_ACTION;
7457 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
7458 !(element == EL_SPRING && use_spring_bug))
7459 return MF_NO_ACTION;
7461 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
7462 return MF_NO_ACTION;
7464 if (!player->Pushing &&
7465 game.engine_version >= RELEASE_IDENT(2,2,0,7))
7466 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7468 player->Pushing = TRUE;
7470 if (!(IN_LEV_FIELD(nextx, nexty) &&
7471 (IS_FREE(nextx, nexty) ||
7472 (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
7473 IS_SB_ELEMENT(element)))))
7474 return MF_NO_ACTION;
7476 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
7477 return MF_NO_ACTION;
7479 if (player->push_delay == 0) /* new pushing; restart delay */
7480 player->push_delay = FrameCounter;
7482 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
7483 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
7484 element != EL_SPRING && element != EL_BALLOON)
7485 return MF_NO_ACTION;
7487 if (IS_SB_ELEMENT(element))
7489 if (element == EL_SOKOBAN_FIELD_FULL)
7491 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
7492 local_player->sokobanfields_still_needed++;
7495 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
7497 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
7498 local_player->sokobanfields_still_needed--;
7501 Feld[x][y] = EL_SOKOBAN_OBJECT;
7503 if (Back[x][y] == Back[nextx][nexty])
7504 PlaySoundLevelAction(x, y, ACTION_PUSHING);
7505 else if (Back[x][y] != 0)
7506 PlaySoundLevelElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
7509 PlaySoundLevelElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
7512 if (local_player->sokobanfields_still_needed == 0 &&
7513 game.emulation == EMU_SOKOBAN)
7515 player->LevelSolved = player->GameOver = TRUE;
7516 PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
7520 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
7522 InitMovingField(x, y, move_direction);
7523 GfxAction[x][y] = ACTION_PUSHING;
7525 if (mode == DF_SNAP)
7526 ContinueMoving(x, y);
7528 MovPos[x][y] = (dx != 0 ? dx : dy);
7530 Pushed[x][y] = TRUE;
7531 Pushed[nextx][nexty] = TRUE;
7533 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
7534 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7536 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PUSHED);
7537 CheckElementChange(x, y, element, CE_PUSHED_BY_PLAYER);
7543 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PRESSED);
7544 CheckElementChange(x, y, element, CE_PRESSED_BY_PLAYER);
7547 return MF_NO_ACTION;
7550 player->push_delay = 0;
7552 if (Feld[x][y] != element) /* really digged/collected something */
7553 player->is_collecting = !player->is_digging;
7558 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
7560 int jx = player->jx, jy = player->jy;
7561 int x = jx + dx, y = jy + dy;
7562 int snap_direction = (dx == -1 ? MV_LEFT :
7563 dx == +1 ? MV_RIGHT :
7565 dy == +1 ? MV_DOWN : MV_NO_MOVING);
7567 if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0))
7570 if (!player->active || !IN_LEV_FIELD(x, y))
7578 if (player->MovPos == 0)
7579 player->Pushing = FALSE;
7581 player->snapped = FALSE;
7583 if (player->MovPos == 0)
7585 player->is_digging = FALSE;
7586 player->is_collecting = FALSE;
7592 if (player->snapped)
7595 player->MovDir = snap_direction;
7597 if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
7600 player->snapped = TRUE;
7601 player->is_digging = FALSE;
7602 player->is_collecting = FALSE;
7604 DrawLevelField(x, y);
7610 boolean DropElement(struct PlayerInfo *player)
7612 int jx = player->jx, jy = player->jy;
7615 if (!player->active || player->MovPos)
7618 old_element = Feld[jx][jy];
7620 /* check if player has anything that can be dropped */
7621 if (player->inventory_size == 0 && player->dynabombs_left == 0)
7624 /* check if anything can be dropped at the current position */
7625 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
7628 /* collected custom elements can only be dropped on empty fields */
7629 if (player->inventory_size > 0 &&
7630 IS_CUSTOM_ELEMENT(player->inventory_element[player->inventory_size - 1])
7631 && old_element != EL_EMPTY)
7634 if (old_element != EL_EMPTY)
7635 Back[jx][jy] = old_element; /* store old element on this field */
7637 MovDelay[jx][jy] = 96;
7639 ResetGfxAnimation(jx, jy);
7640 ResetRandomAnimationValue(jx, jy);
7642 if (player->inventory_size > 0)
7644 int new_element = player->inventory_element[--player->inventory_size];
7647 Feld[jx][jy] = (new_element == EL_DYNAMITE ? EL_DYNAMITE_ACTIVE :
7648 new_element == EL_SP_DISK_RED ? EL_SP_DISK_RED_ACTIVE :
7651 Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
7652 EL_DYNAMITE_ACTIVE);
7655 DrawText(DX_DYNAMITE, DY_DYNAMITE,
7656 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
7658 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
7659 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
7661 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
7663 CheckTriggeredElementChange(jx, jy, new_element, CE_OTHER_GETS_DROPPED);
7664 CheckElementChange(jx, jy, new_element, CE_DROPPED_BY_PLAYER);
7666 else /* player is dropping a dyna bomb */
7668 player->dynabombs_left--;
7671 EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1);
7673 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
7674 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
7676 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
7682 /* ------------------------------------------------------------------------- */
7683 /* game sound playing functions */
7684 /* ------------------------------------------------------------------------- */
7686 static int *loop_sound_frame = NULL;
7687 static int *loop_sound_volume = NULL;
7689 void InitPlaySoundLevel()
7691 int num_sounds = getSoundListSize();
7693 if (loop_sound_frame != NULL)
7694 free(loop_sound_frame);
7696 if (loop_sound_volume != NULL)
7697 free(loop_sound_volume);
7699 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
7700 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
7703 static void PlaySoundLevel(int x, int y, int nr)
7705 int sx = SCREENX(x), sy = SCREENY(y);
7706 int volume, stereo_position;
7707 int max_distance = 8;
7708 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
7710 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
7711 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
7714 if (!IN_LEV_FIELD(x, y) ||
7715 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
7716 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
7719 volume = SOUND_MAX_VOLUME;
7721 if (!IN_SCR_FIELD(sx, sy))
7723 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
7724 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
7726 volume -= volume * (dx > dy ? dx : dy) / max_distance;
7729 stereo_position = (SOUND_MAX_LEFT +
7730 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
7731 (SCR_FIELDX + 2 * max_distance));
7733 if (IS_LOOP_SOUND(nr))
7735 /* This assures that quieter loop sounds do not overwrite louder ones,
7736 while restarting sound volume comparison with each new game frame. */
7738 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
7741 loop_sound_volume[nr] = volume;
7742 loop_sound_frame[nr] = FrameCounter;
7745 PlaySoundExt(nr, volume, stereo_position, type);
7748 static void PlaySoundLevelNearest(int x, int y, int sound_action)
7750 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
7751 x > LEVELX(BX2) ? LEVELX(BX2) : x,
7752 y < LEVELY(BY1) ? LEVELY(BY1) :
7753 y > LEVELY(BY2) ? LEVELY(BY2) : y,
7757 static void PlaySoundLevelAction(int x, int y, int action)
7759 PlaySoundLevelElementAction(x, y, Feld[x][y], action);
7762 static void PlaySoundLevelElementAction(int x, int y, int element, int action)
7764 int sound_effect = element_info[element].sound[action];
7766 if (sound_effect != SND_UNDEFINED)
7767 PlaySoundLevel(x, y, sound_effect);
7770 static void PlaySoundLevelActionIfLoop(int x, int y, int action)
7772 int sound_effect = element_info[Feld[x][y]].sound[action];
7774 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
7775 PlaySoundLevel(x, y, sound_effect);
7778 static void StopSoundLevelActionIfLoop(int x, int y, int action)
7780 int sound_effect = element_info[Feld[x][y]].sound[action];
7782 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
7783 StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND);
7786 void RaiseScore(int value)
7788 local_player->score += value;
7789 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2);
7792 void RaiseScoreElement(int element)
7798 case EL_EMERALD_YELLOW:
7799 case EL_EMERALD_RED:
7800 case EL_EMERALD_PURPLE:
7801 case EL_SP_INFOTRON:
7802 RaiseScore(level.score[SC_EMERALD]);
7805 RaiseScore(level.score[SC_DIAMOND]);
7808 RaiseScore(level.score[SC_CRYSTAL]);
7811 RaiseScore(level.score[SC_PEARL]);
7814 case EL_BD_BUTTERFLY:
7815 case EL_SP_ELECTRON:
7816 RaiseScore(level.score[SC_BUG]);
7820 case EL_SP_SNIKSNAK:
7821 RaiseScore(level.score[SC_SPACESHIP]);
7824 case EL_DARK_YAMYAM:
7825 RaiseScore(level.score[SC_YAMYAM]);
7828 RaiseScore(level.score[SC_ROBOT]);
7831 RaiseScore(level.score[SC_PACMAN]);
7834 RaiseScore(level.score[SC_NUT]);
7837 case EL_SP_DISK_RED:
7838 case EL_DYNABOMB_INCREASE_NUMBER:
7839 case EL_DYNABOMB_INCREASE_SIZE:
7840 case EL_DYNABOMB_INCREASE_POWER:
7841 RaiseScore(level.score[SC_DYNAMITE]);
7843 case EL_SHIELD_NORMAL:
7844 case EL_SHIELD_DEADLY:
7845 RaiseScore(level.score[SC_SHIELD]);
7848 RaiseScore(level.score[SC_TIME_BONUS]);
7854 RaiseScore(level.score[SC_KEY]);
7857 RaiseScore(element_info[element].collect_score);
7862 void RequestQuitGame(boolean ask_if_really_quit)
7864 if (AllPlayersGone ||
7865 !ask_if_really_quit ||
7866 level_editor_test_game ||
7867 Request("Do you really want to quit the game ?",
7868 REQ_ASK | REQ_STAY_CLOSED))
7870 #if defined(PLATFORM_UNIX)
7871 if (options.network)
7872 SendToServer_StopPlaying();
7876 game_status = GAME_MODE_MAIN;
7882 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
7887 /* ---------- new game button stuff ---------------------------------------- */
7889 /* graphic position values for game buttons */
7890 #define GAME_BUTTON_XSIZE 30
7891 #define GAME_BUTTON_YSIZE 30
7892 #define GAME_BUTTON_XPOS 5
7893 #define GAME_BUTTON_YPOS 215
7894 #define SOUND_BUTTON_XPOS 5
7895 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
7897 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
7898 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
7899 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
7900 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
7901 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
7902 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
7909 } gamebutton_info[NUM_GAME_BUTTONS] =
7912 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
7917 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
7922 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
7927 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
7928 SOUND_CTRL_ID_MUSIC,
7929 "background music on/off"
7932 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
7933 SOUND_CTRL_ID_LOOPS,
7934 "sound loops on/off"
7937 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
7938 SOUND_CTRL_ID_SIMPLE,
7939 "normal sounds on/off"
7943 void CreateGameButtons()
7947 for (i=0; i<NUM_GAME_BUTTONS; i++)
7949 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
7950 struct GadgetInfo *gi;
7953 unsigned long event_mask;
7954 int gd_xoffset, gd_yoffset;
7955 int gd_x1, gd_x2, gd_y1, gd_y2;
7958 gd_xoffset = gamebutton_info[i].x;
7959 gd_yoffset = gamebutton_info[i].y;
7960 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
7961 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
7963 if (id == GAME_CTRL_ID_STOP ||
7964 id == GAME_CTRL_ID_PAUSE ||
7965 id == GAME_CTRL_ID_PLAY)
7967 button_type = GD_TYPE_NORMAL_BUTTON;
7969 event_mask = GD_EVENT_RELEASED;
7970 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7971 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7975 button_type = GD_TYPE_CHECK_BUTTON;
7977 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
7978 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
7979 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
7980 event_mask = GD_EVENT_PRESSED;
7981 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
7982 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7985 gi = CreateGadget(GDI_CUSTOM_ID, id,
7986 GDI_INFO_TEXT, gamebutton_info[i].infotext,
7987 GDI_X, DX + gd_xoffset,
7988 GDI_Y, DY + gd_yoffset,
7989 GDI_WIDTH, GAME_BUTTON_XSIZE,
7990 GDI_HEIGHT, GAME_BUTTON_YSIZE,
7991 GDI_TYPE, button_type,
7992 GDI_STATE, GD_BUTTON_UNPRESSED,
7993 GDI_CHECKED, checked,
7994 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
7995 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
7996 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
7997 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
7998 GDI_EVENT_MASK, event_mask,
7999 GDI_CALLBACK_ACTION, HandleGameButtons,
8003 Error(ERR_EXIT, "cannot create gadget");
8005 game_gadget[id] = gi;
8009 void FreeGameButtons()
8013 for (i=0; i<NUM_GAME_BUTTONS; i++)
8014 FreeGadget(game_gadget[i]);
8017 static void MapGameButtons()
8021 for (i=0; i<NUM_GAME_BUTTONS; i++)
8022 MapGadget(game_gadget[i]);
8025 void UnmapGameButtons()
8029 for (i=0; i<NUM_GAME_BUTTONS; i++)
8030 UnmapGadget(game_gadget[i]);
8033 static void HandleGameButtons(struct GadgetInfo *gi)
8035 int id = gi->custom_id;
8037 if (game_status != GAME_MODE_PLAYING)
8042 case GAME_CTRL_ID_STOP:
8043 RequestQuitGame(TRUE);
8046 case GAME_CTRL_ID_PAUSE:
8047 if (options.network)
8049 #if defined(PLATFORM_UNIX)
8051 SendToServer_ContinuePlaying();
8053 SendToServer_PausePlaying();
8057 TapeTogglePause(TAPE_TOGGLE_MANUAL);
8060 case GAME_CTRL_ID_PLAY:
8063 #if defined(PLATFORM_UNIX)
8064 if (options.network)
8065 SendToServer_ContinuePlaying();
8069 tape.pausing = FALSE;
8070 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
8075 case SOUND_CTRL_ID_MUSIC:
8076 if (setup.sound_music)
8078 setup.sound_music = FALSE;
8081 else if (audio.music_available)
8083 setup.sound = setup.sound_music = TRUE;
8085 SetAudioMode(setup.sound);
8086 PlayMusic(level_nr);
8090 case SOUND_CTRL_ID_LOOPS:
8091 if (setup.sound_loops)
8092 setup.sound_loops = FALSE;
8093 else if (audio.loops_available)
8095 setup.sound = setup.sound_loops = TRUE;
8096 SetAudioMode(setup.sound);
8100 case SOUND_CTRL_ID_SIMPLE:
8101 if (setup.sound_simple)
8102 setup.sound_simple = FALSE;
8103 else if (audio.sound_available)
8105 setup.sound = setup.sound_simple = TRUE;
8106 SetAudioMode(setup.sound);