1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2001 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 player movement speed (which is in fact a delay value) */
80 #define MOVE_DELAY_NORMAL_SPEED 8
81 #define MOVE_DELAY_HIGH_SPEED 4
83 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
84 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
85 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
86 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
88 /* game button identifiers */
89 #define GAME_CTRL_ID_STOP 0
90 #define GAME_CTRL_ID_PAUSE 1
91 #define GAME_CTRL_ID_PLAY 2
92 #define SOUND_CTRL_ID_MUSIC 3
93 #define SOUND_CTRL_ID_LOOPS 4
94 #define SOUND_CTRL_ID_SIMPLE 5
96 #define NUM_GAME_BUTTONS 6
98 /* forward declaration for internal use */
99 static void CloseAllOpenTimegates(void);
100 static void CheckGravityMovement(struct PlayerInfo *);
101 static void KillHeroUnlessProtected(int, int);
103 void PlaySoundLevel(int, int, int);
104 void PlaySoundLevelAction(int, int, int);
106 static void MapGameButtons();
107 static void HandleGameButtons(struct GadgetInfo *);
109 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
111 #define SND_ACTION_UNKNOWN 0
112 #define SND_ACTION_WAITING 1
113 #define SND_ACTION_MOVING 2
114 #define SND_ACTION_COLLECTING 3
115 #define SND_ACTION_IMPACT 4
116 #define SND_ACTION_PUSHING 5
117 #define SND_ACTION_ACTIVATING 6
119 #define NUM_SND_ACTIONS 7
126 } sound_action_properties[] =
128 /* insert _all_ loop sound actions here */
129 { ".waiting", SND_ACTION_WAITING, TRUE },
130 { ".moving", SND_ACTION_MOVING, TRUE }, /* continuos moving */
131 { ".running", SND_ACTION_UNKNOWN, TRUE },
132 { ".burning", SND_ACTION_UNKNOWN, TRUE },
133 { ".growing", SND_ACTION_UNKNOWN, TRUE },
134 { ".attacking", SND_ACTION_UNKNOWN, TRUE },
136 /* other (non-loop) sound actions are optional */
137 { ".stepping", SND_ACTION_MOVING, FALSE }, /* discrete moving */
138 { ".collecting", SND_ACTION_COLLECTING, FALSE },
139 { ".impact", SND_ACTION_IMPACT, FALSE },
140 { ".pushing", SND_ACTION_PUSHING, FALSE },
141 { ".activating", SND_ACTION_ACTIVATING, FALSE },
144 static int element_action_sound[NUM_LEVEL_ELEMENTS][NUM_SND_ACTIONS];
145 static boolean is_loop_sound[NUM_SOUND_EFFECTS];
147 #define IS_LOOP_SOUND(x) (is_loop_sound[x])
152 static unsigned int getStateCheckSum(int counter)
155 unsigned int mult = 1;
156 unsigned int checksum = 0;
158 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
160 static boolean first_game = TRUE;
162 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
168 lastFeld[x][y] = Feld[x][y];
169 else if (lastFeld[x][y] != Feld[x][y])
170 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
171 x, y, lastFeld[x][y], Feld[x][y]);
175 checksum += mult++ * Ur[x][y];
176 checksum += mult++ * Feld[x][y];
179 checksum += mult++ * MovPos[x][y];
180 checksum += mult++ * MovDir[x][y];
181 checksum += mult++ * MovDelay[x][y];
182 checksum += mult++ * Store[x][y];
183 checksum += mult++ * Store2[x][y];
184 checksum += mult++ * StorePlayer[x][y];
185 checksum += mult++ * Frame[x][y];
186 checksum += mult++ * AmoebaNr[x][y];
187 checksum += mult++ * JustStopped[x][y];
188 checksum += mult++ * Stop[x][y];
192 if (counter == 3 && first_game)
203 void GetPlayerConfig()
205 if (!audio.sound_available)
208 if (!audio.loops_available)
209 setup.sound_loops = FALSE;
211 if (!audio.music_available)
212 setup.sound_music = FALSE;
214 if (!video.fullscreen_available)
215 setup.fullscreen = FALSE;
217 setup.sound_simple = setup.sound;
219 SetAudioMode(setup.sound);
223 static int getBeltNrFromElement(int element)
225 return (element < EL_BELT2_LEFT ? 0 :
226 element < EL_BELT3_LEFT ? 1 :
227 element < EL_BELT4_LEFT ? 2 : 3);
230 static int getBeltNrFromSwitchElement(int element)
232 return (element < EL_BELT2_SWITCH_LEFT ? 0 :
233 element < EL_BELT3_SWITCH_LEFT ? 1 :
234 element < EL_BELT4_SWITCH_LEFT ? 2 : 3);
237 static int getBeltDirNrFromSwitchElement(int element)
239 static int belt_base_element[4] =
241 EL_BELT1_SWITCH_LEFT,
242 EL_BELT2_SWITCH_LEFT,
243 EL_BELT3_SWITCH_LEFT,
247 int belt_nr = getBeltNrFromSwitchElement(element);
248 int belt_dir_nr = element - belt_base_element[belt_nr];
250 return (belt_dir_nr % 3);
253 static int getBeltDirFromSwitchElement(int element)
255 static int belt_move_dir[3] =
262 int belt_dir_nr = getBeltDirNrFromSwitchElement(element);
264 return belt_move_dir[belt_dir_nr];
267 static void InitField(int x, int y, boolean init_game)
274 if (stored_player[0].present)
276 Feld[x][y] = EL_SP_MURPHY_CLONE;
283 Feld[x][y] = EL_SPIELER1;
291 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
292 int jx = player->jx, jy = player->jy;
294 player->present = TRUE;
296 if (!options.network || player->connected)
298 player->active = TRUE;
300 /* remove potentially duplicate players */
301 if (StorePlayer[jx][jy] == Feld[x][y])
302 StorePlayer[jx][jy] = 0;
304 StorePlayer[x][y] = Feld[x][y];
308 printf("Player %d activated.\n", player->element_nr);
309 printf("[Local player is %d and currently %s.]\n",
310 local_player->element_nr,
311 local_player->active ? "active" : "not active");
315 Feld[x][y] = EL_LEERRAUM;
316 player->jx = player->last_jx = x;
317 player->jy = player->last_jy = y;
322 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_SALZSAEURE)
323 Feld[x][y] = EL_BADEWANNE1;
324 else if (x > 0 && Feld[x-1][y] == EL_SALZSAEURE)
325 Feld[x][y] = EL_BADEWANNE2;
326 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE1)
327 Feld[x][y] = EL_BADEWANNE3;
328 else if (y > 0 && Feld[x][y-1] == EL_SALZSAEURE)
329 Feld[x][y] = EL_BADEWANNE4;
330 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE2)
331 Feld[x][y] = EL_BADEWANNE5;
334 case EL_KAEFER_RIGHT:
339 case EL_FLIEGER_RIGHT:
341 case EL_FLIEGER_LEFT:
342 case EL_FLIEGER_DOWN:
344 case EL_BUTTERFLY_RIGHT:
345 case EL_BUTTERFLY_UP:
346 case EL_BUTTERFLY_LEFT:
347 case EL_BUTTERFLY_DOWN:
349 case EL_FIREFLY_RIGHT:
351 case EL_FIREFLY_LEFT:
352 case EL_FIREFLY_DOWN:
354 case EL_PACMAN_RIGHT:
378 if (y == lev_fieldy - 1)
380 Feld[x][y] = EL_AMOEBING;
381 Store[x][y] = EL_AMOEBE_NASS;
385 case EL_DYNAMITE_ACTIVE:
390 local_player->lights_still_needed++;
393 case EL_SOKOBAN_FELD_LEER:
394 local_player->sokobanfields_still_needed++;
398 local_player->friends_still_needed++;
403 MovDir[x][y] = 1 << RND(4);
407 Feld[x][y] = EL_LEERRAUM;
410 case EL_EM_KEY_1_FILE:
411 Feld[x][y] = EL_EM_KEY_1;
413 case EL_EM_KEY_2_FILE:
414 Feld[x][y] = EL_EM_KEY_2;
416 case EL_EM_KEY_3_FILE:
417 Feld[x][y] = EL_EM_KEY_3;
419 case EL_EM_KEY_4_FILE:
420 Feld[x][y] = EL_EM_KEY_4;
423 case EL_BELT1_SWITCH_LEFT:
424 case EL_BELT1_SWITCH_MIDDLE:
425 case EL_BELT1_SWITCH_RIGHT:
426 case EL_BELT2_SWITCH_LEFT:
427 case EL_BELT2_SWITCH_MIDDLE:
428 case EL_BELT2_SWITCH_RIGHT:
429 case EL_BELT3_SWITCH_LEFT:
430 case EL_BELT3_SWITCH_MIDDLE:
431 case EL_BELT3_SWITCH_RIGHT:
432 case EL_BELT4_SWITCH_LEFT:
433 case EL_BELT4_SWITCH_MIDDLE:
434 case EL_BELT4_SWITCH_RIGHT:
437 int belt_nr = getBeltNrFromSwitchElement(Feld[x][y]);
438 int belt_dir = getBeltDirFromSwitchElement(Feld[x][y]);
439 int belt_dir_nr = getBeltDirNrFromSwitchElement(Feld[x][y]);
441 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
443 game.belt_dir[belt_nr] = belt_dir;
444 game.belt_dir_nr[belt_nr] = belt_dir_nr;
446 else /* more than one switch -- set it like the first switch */
448 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
453 case EL_SWITCHGATE_SWITCH_2: /* always start with same switch pos */
455 Feld[x][y] = EL_SWITCHGATE_SWITCH_1;
458 case EL_LIGHT_SWITCH_ON:
460 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
468 void DrawGameDoorValues()
472 for (i=0; i<MAX_PLAYERS; i++)
474 if (stored_player[i].key[j])
475 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
476 GFX_SCHLUESSEL1 + j);
478 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
479 int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
480 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
481 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
482 DrawText(DX + XX_SCORE, DY + YY_SCORE,
483 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
484 DrawText(DX + XX_TIME, DY + YY_TIME,
485 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
488 void InitGameEngine()
490 static int sound_effect_properties[NUM_SOUND_EFFECTS];
494 debug_print_timestamp(0, NULL);
497 for (i=0; i<NUM_SND_ACTIONS; i++)
498 for (j=0; j<NUM_LEVEL_ELEMENTS; j++)
499 element_action_sound[j][i] = -1;
501 for (i=0; i<NUM_SOUND_EFFECTS; i++)
503 int len_effect_text = strlen(sound_effects[i].text);
505 sound_effect_properties[i] = SND_ACTION_UNKNOWN;
506 is_loop_sound[i] = FALSE;
508 /* determine all loop sounds and identify certain sound classes */
511 while (sound_action_properties[j].text)
513 int len_action_text = strlen(sound_action_properties[j].text);
515 if (len_action_text < len_effect_text &&
516 strcmp(&sound_effects[i].text[len_effect_text - len_action_text],
517 sound_action_properties[j].text) == 0)
519 sound_effect_properties[i] = sound_action_properties[j].value;
521 if (sound_action_properties[j].is_loop)
522 is_loop_sound[i] = TRUE;
528 /* associate elements and some selected sound actions */
530 for (j=0; j<NUM_LEVEL_ELEMENTS; j++)
532 if (element_info[j].sound_class_name)
534 int len_class_text = strlen(element_info[j].sound_class_name);
536 if (len_class_text < len_effect_text &&
537 strncmp(sound_effects[i].text,
538 element_info[j].sound_class_name, len_class_text) == 0)
540 int sound_action_value = sound_effect_properties[i];
542 element_action_sound[j][sound_action_value] = i;
549 debug_print_timestamp(0, "InitGameEngine");
555 int element = EL_ROBOT;
556 int sound_action = SND_ACTION_COLLECTING;
559 while (sound_action_properties[j].text)
561 if (sound_action_properties[j].value == sound_action)
562 printf("element %d, sound action '%s' == %d\n",
563 element, sound_action_properties[j].text,
564 element_action_sound[element][sound_action]);
574 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
575 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
576 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
579 #if USE_NEW_AMOEBA_CODE
580 printf("Using new amoeba code.\n");
582 printf("Using old amoeba code.\n");
586 /* don't play tapes over network */
587 network_playing = (options.network && !tape.playing);
589 for (i=0; i<MAX_PLAYERS; i++)
591 struct PlayerInfo *player = &stored_player[i];
593 player->index_nr = i;
594 player->element_nr = EL_SPIELER1 + i;
596 player->present = FALSE;
597 player->active = FALSE;
600 player->effective_action = 0;
601 player->programmed_action = 0;
604 player->gems_still_needed = level.gems_needed;
605 player->sokobanfields_still_needed = 0;
606 player->lights_still_needed = 0;
607 player->friends_still_needed = 0;
610 player->key[j] = FALSE;
612 player->dynamite = 0;
613 player->dynabomb_count = 0;
614 player->dynabomb_size = 1;
615 player->dynabombs_left = 0;
616 player->dynabomb_xl = FALSE;
618 player->MovDir = MV_NO_MOVING;
620 player->Pushing = FALSE;
621 player->Switching = FALSE;
625 player->actual_frame_counter = 0;
627 player->frame_reset_delay = 0;
629 player->last_move_dir = MV_NO_MOVING;
630 player->is_moving = FALSE;
632 player->move_delay = -1; /* no initial move delay */
633 player->move_delay_value =
634 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
636 player->push_delay = 0;
637 player->push_delay_value = 5;
639 player->snapped = FALSE;
641 player->last_jx = player->last_jy = 0;
642 player->jx = player->jy = 0;
644 player->shield_passive_time_left = 0;
645 player->shield_active_time_left = 0;
647 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
648 SnapField(player, 0, 0);
650 player->LevelSolved = FALSE;
651 player->GameOver = FALSE;
654 network_player_action_received = FALSE;
656 #if defined(PLATFORM_UNIX)
657 /* initial null action */
659 SendToServer_MovePlayer(MV_NO_MOVING);
667 TimeLeft = level.time;
669 ScreenMovDir = MV_NO_MOVING;
673 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
675 AllPlayersGone = FALSE;
677 game.yam_content_nr = 0;
678 game.magic_wall_active = FALSE;
679 game.magic_wall_time_left = 0;
680 game.light_time_left = 0;
681 game.timegate_time_left = 0;
682 game.switchgate_pos = 0;
683 game.balloon_dir = MV_NO_MOVING;
684 game.explosions_delayed = TRUE;
688 game.belt_dir[i] = MV_NO_MOVING;
689 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
692 for (i=0; i<MAX_NUM_AMOEBA; i++)
693 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
695 for (x=0; x<lev_fieldx; x++)
697 for (y=0; y<lev_fieldy; y++)
699 Feld[x][y] = Ur[x][y];
700 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
701 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
704 JustStopped[x][y] = 0;
706 ExplodeField[x][y] = EX_NO_EXPLOSION;
710 for(y=0; y<lev_fieldy; y++)
712 for(x=0; x<lev_fieldx; x++)
714 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
716 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
718 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
721 InitField(x, y, TRUE);
725 /* correct non-moving belts to start moving left */
727 if (game.belt_dir[i] == MV_NO_MOVING)
728 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
730 /* check if any connected player was not found in playfield */
731 for (i=0; i<MAX_PLAYERS; i++)
733 struct PlayerInfo *player = &stored_player[i];
735 if (player->connected && !player->present)
737 for (j=0; j<MAX_PLAYERS; j++)
739 struct PlayerInfo *some_player = &stored_player[j];
740 int jx = some_player->jx, jy = some_player->jy;
742 /* assign first free player found that is present in the playfield */
743 if (some_player->present && !some_player->connected)
745 player->present = TRUE;
746 player->active = TRUE;
747 some_player->present = FALSE;
749 StorePlayer[jx][jy] = player->element_nr;
750 player->jx = player->last_jx = jx;
751 player->jy = player->last_jy = jy;
761 /* when playing a tape, eliminate all players who do not participate */
763 for (i=0; i<MAX_PLAYERS; i++)
765 if (stored_player[i].active && !tape.player_participates[i])
767 struct PlayerInfo *player = &stored_player[i];
768 int jx = player->jx, jy = player->jy;
770 player->active = FALSE;
771 StorePlayer[jx][jy] = 0;
772 Feld[jx][jy] = EL_LEERRAUM;
776 else if (!options.network && !setup.team_mode) /* && !tape.playing */
778 /* when in single player mode, eliminate all but the first active player */
780 for (i=0; i<MAX_PLAYERS; i++)
782 if (stored_player[i].active)
784 for (j=i+1; j<MAX_PLAYERS; j++)
786 if (stored_player[j].active)
788 struct PlayerInfo *player = &stored_player[j];
789 int jx = player->jx, jy = player->jy;
791 player->active = FALSE;
792 StorePlayer[jx][jy] = 0;
793 Feld[jx][jy] = EL_LEERRAUM;
800 /* when recording the game, store which players take part in the game */
803 for (i=0; i<MAX_PLAYERS; i++)
804 if (stored_player[i].active)
805 tape.player_participates[i] = TRUE;
810 for (i=0; i<MAX_PLAYERS; i++)
812 struct PlayerInfo *player = &stored_player[i];
814 printf("Player %d: present == %d, connected == %d, active == %d.\n",
819 if (local_player == player)
820 printf("Player %d is local player.\n", i+1);
824 game.version = (tape.playing ? tape.game_version : level.game_version);
825 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
826 emulate_sb ? EMU_SOKOBAN :
827 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
829 /* dynamically adjust element properties according to game engine version */
831 static int ep_em_slippery_wall[] =
841 static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall);
843 static int ep_em_slippery_wall_num =
844 sizeof(ep_em_slippery_wall) / sizeof(int);
848 printf("level %d: game.version == %06d\n", level_nr, level.game_version);
849 printf(" file_version == %06d\n", level.file_version);
852 for (i=0; i<ep_em_slippery_wall_num; i++)
855 if (level.em_slippery_gems) /* special EM style gems behaviour */
857 if (game.version >= GAME_VERSION_2_0)
859 Elementeigenschaften2[ep_em_slippery_wall[i]] |=
860 EP_BIT_EM_SLIPPERY_WALL;
862 Elementeigenschaften2[ep_em_slippery_wall[i]] &=
863 ~EP_BIT_EM_SLIPPERY_WALL;
867 if (BorderElement == EL_LEERRAUM)
870 SBX_Right = lev_fieldx - SCR_FIELDX;
872 SBY_Lower = lev_fieldy - SCR_FIELDY;
877 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
879 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
882 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
883 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
885 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
886 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
889 scroll_y = SBY_Upper;
890 if (local_player->jx >= SBX_Left + MIDPOSX)
891 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
892 local_player->jx - MIDPOSX :
894 if (local_player->jy >= SBY_Upper + MIDPOSY)
895 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
896 local_player->jy - MIDPOSY :
899 CloseDoor(DOOR_CLOSE_1);
905 /* after drawing the level, correct some elements */
906 if (game.timegate_time_left == 0)
907 CloseAllOpenTimegates();
909 if (setup.soft_scrolling)
910 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
912 redraw_mask |= REDRAW_FROM_BACKBUFFER;
914 /* copy default game door content to main double buffer */
915 BlitBitmap(pix[PIX_DOOR], drawto,
916 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
919 DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
920 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
923 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
924 int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3);
925 BlitBitmap(drawto, drawto,
926 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
927 FONT5_XSIZE * 3, FONT5_YSIZE - 1,
928 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
931 DrawGameDoorValues();
935 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
936 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
937 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
941 /* copy actual game door content to door double buffer for OpenDoor() */
942 BlitBitmap(drawto, pix[PIX_DB_DOOR],
943 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
945 OpenDoor(DOOR_OPEN_ALL);
947 PlaySoundStereo(SND_GAME_STARTING, SOUND_MAX_RIGHT);
948 if (setup.sound_music)
951 KeyboardAutoRepeatOff();
956 printf("Player %d %sactive.\n",
957 i + 1, (stored_player[i].active ? "" : "not "));
961 void InitMovDir(int x, int y)
963 int i, element = Feld[x][y];
964 static int xy[4][2] =
971 static int direction[3][4] =
973 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
974 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
975 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
980 case EL_KAEFER_RIGHT:
984 Feld[x][y] = EL_KAEFER;
985 MovDir[x][y] = direction[0][element - EL_KAEFER_RIGHT];
988 case EL_FLIEGER_RIGHT:
990 case EL_FLIEGER_LEFT:
991 case EL_FLIEGER_DOWN:
992 Feld[x][y] = EL_FLIEGER;
993 MovDir[x][y] = direction[0][element - EL_FLIEGER_RIGHT];
996 case EL_BUTTERFLY_RIGHT:
997 case EL_BUTTERFLY_UP:
998 case EL_BUTTERFLY_LEFT:
999 case EL_BUTTERFLY_DOWN:
1000 Feld[x][y] = EL_BUTTERFLY;
1001 MovDir[x][y] = direction[0][element - EL_BUTTERFLY_RIGHT];
1004 case EL_FIREFLY_RIGHT:
1006 case EL_FIREFLY_LEFT:
1007 case EL_FIREFLY_DOWN:
1008 Feld[x][y] = EL_FIREFLY;
1009 MovDir[x][y] = direction[0][element - EL_FIREFLY_RIGHT];
1012 case EL_PACMAN_RIGHT:
1014 case EL_PACMAN_LEFT:
1015 case EL_PACMAN_DOWN:
1016 Feld[x][y] = EL_PACMAN;
1017 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1020 case EL_SP_SNIKSNAK:
1021 MovDir[x][y] = MV_UP;
1024 case EL_SP_ELECTRON:
1025 MovDir[x][y] = MV_LEFT;
1032 Feld[x][y] = EL_MOLE;
1033 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1037 MovDir[x][y] = 1 << RND(4);
1038 if (element != EL_KAEFER &&
1039 element != EL_FLIEGER &&
1040 element != EL_BUTTERFLY &&
1041 element != EL_FIREFLY)
1046 int x1 = x + xy[i][0];
1047 int y1 = y + xy[i][1];
1049 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1051 if (element == EL_KAEFER || element == EL_BUTTERFLY)
1053 MovDir[x][y] = direction[0][i];
1056 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
1057 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1059 MovDir[x][y] = direction[1][i];
1068 void InitAmoebaNr(int x, int y)
1071 int group_nr = AmoebeNachbarNr(x, y);
1075 for (i=1; i<MAX_NUM_AMOEBA; i++)
1077 if (AmoebaCnt[i] == 0)
1085 AmoebaNr[x][y] = group_nr;
1086 AmoebaCnt[group_nr]++;
1087 AmoebaCnt2[group_nr]++;
1093 boolean raise_level = FALSE;
1095 if (local_player->MovPos)
1098 local_player->LevelSolved = FALSE;
1100 PlaySoundStereo(SND_GAME_WINNING, SOUND_MAX_RIGHT);
1104 if (!tape.playing && setup.sound_loops)
1105 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1106 SND_CTRL_PLAY_LOOP);
1108 while (TimeLeft > 0)
1110 if (!tape.playing && !setup.sound_loops)
1111 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1112 if (TimeLeft > 0 && !(TimeLeft % 10))
1113 RaiseScore(level.score[SC_ZEITBONUS]);
1114 if (TimeLeft > 100 && !(TimeLeft % 10))
1118 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
1125 if (!tape.playing && setup.sound_loops)
1126 StopSound(SND_GAME_LEVELTIME_BONUS);
1128 else if (level.time == 0) /* level without time limit */
1130 if (!tape.playing && setup.sound_loops)
1131 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1132 SND_CTRL_PLAY_LOOP);
1134 while (TimePlayed < 999)
1136 if (!tape.playing && !setup.sound_loops)
1137 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1138 if (TimePlayed < 999 && !(TimePlayed % 10))
1139 RaiseScore(level.score[SC_ZEITBONUS]);
1140 if (TimePlayed < 900 && !(TimePlayed % 10))
1144 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
1151 if (!tape.playing && setup.sound_loops)
1152 StopSound(SND_GAME_LEVELTIME_BONUS);
1159 /* Hero disappears */
1160 DrawLevelField(ExitX, ExitY);
1166 CloseDoor(DOOR_CLOSE_1);
1171 SaveTape(tape.level_nr); /* Ask to save tape */
1174 if (level_nr == leveldir_current->handicap_level)
1176 leveldir_current->handicap_level++;
1177 SaveLevelSetup_SeriesInfo();
1180 if (level_editor_test_game)
1181 local_player->score = -1; /* no highscore when playing from editor */
1182 else if (level_nr < leveldir_current->last_level)
1183 raise_level = TRUE; /* advance to next level */
1185 if ((hi_pos = NewHiScore()) >= 0)
1187 game_status = HALLOFFAME;
1188 DrawHallOfFame(hi_pos);
1197 game_status = MAINMENU;
1214 LoadScore(level_nr);
1216 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1217 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1220 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1222 if (local_player->score > highscore[k].Score)
1224 /* player has made it to the hall of fame */
1226 if (k < MAX_SCORE_ENTRIES - 1)
1228 int m = MAX_SCORE_ENTRIES - 1;
1231 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1232 if (!strcmp(setup.player_name, highscore[l].Name))
1234 if (m == k) /* player's new highscore overwrites his old one */
1240 strcpy(highscore[l].Name, highscore[l - 1].Name);
1241 highscore[l].Score = highscore[l - 1].Score;
1248 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1249 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1250 highscore[k].Score = local_player->score;
1256 else if (!strncmp(setup.player_name, highscore[k].Name,
1257 MAX_PLAYER_NAME_LEN))
1258 break; /* player already there with a higher score */
1264 SaveScore(level_nr);
1269 void InitMovingField(int x, int y, int direction)
1271 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1272 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1274 MovDir[x][y] = direction;
1275 MovDir[newx][newy] = direction;
1276 if (Feld[newx][newy] == EL_LEERRAUM)
1277 Feld[newx][newy] = EL_BLOCKED;
1280 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1282 int direction = MovDir[x][y];
1283 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1284 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1290 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1292 int oldx = x, oldy = y;
1293 int direction = MovDir[x][y];
1295 if (direction == MV_LEFT)
1297 else if (direction == MV_RIGHT)
1299 else if (direction == MV_UP)
1301 else if (direction == MV_DOWN)
1304 *comes_from_x = oldx;
1305 *comes_from_y = oldy;
1308 int MovingOrBlocked2Element(int x, int y)
1310 int element = Feld[x][y];
1312 if (element == EL_BLOCKED)
1316 Blocked2Moving(x, y, &oldx, &oldy);
1317 return Feld[oldx][oldy];
1323 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1325 /* like MovingOrBlocked2Element(), but if element is moving
1326 and (x,y) is the field the moving element is just leaving,
1327 return EL_BLOCKED instead of the element value */
1328 int element = Feld[x][y];
1330 if (IS_MOVING(x, y))
1332 if (element == EL_BLOCKED)
1336 Blocked2Moving(x, y, &oldx, &oldy);
1337 return Feld[oldx][oldy];
1346 static void RemoveField(int x, int y)
1348 Feld[x][y] = EL_LEERRAUM;
1354 void RemoveMovingField(int x, int y)
1356 int oldx = x, oldy = y, newx = x, newy = y;
1358 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1361 if (IS_MOVING(x, y))
1363 Moving2Blocked(x, y, &newx, &newy);
1364 if (Feld[newx][newy] != EL_BLOCKED)
1367 else if (Feld[x][y] == EL_BLOCKED)
1369 Blocked2Moving(x, y, &oldx, &oldy);
1370 if (!IS_MOVING(oldx, oldy))
1374 if (Feld[x][y] == EL_BLOCKED &&
1375 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1376 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1377 Feld[oldx][oldy] == EL_MAGIC_WALL_BD_EMPTYING ||
1378 Feld[oldx][oldy] == EL_AMOEBA_DRIPPING))
1379 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1381 Feld[oldx][oldy] = EL_LEERRAUM;
1383 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1385 Feld[newx][newy] = EL_LEERRAUM;
1386 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1387 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1389 DrawLevelField(oldx, oldy);
1390 DrawLevelField(newx, newy);
1393 void DrawDynamite(int x, int y)
1395 int sx = SCREENX(x), sy = SCREENY(y);
1396 int graphic = el2gfx(Feld[x][y]);
1399 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1403 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
1405 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1407 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
1412 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
1416 if (game.emulation == EMU_SUPAPLEX)
1417 DrawGraphic(sx, sy, GFX_SP_DISK_RED);
1418 else if (Store[x][y])
1419 DrawGraphicThruMask(sx, sy, graphic + phase);
1421 DrawGraphic(sx, sy, graphic + phase);
1424 void CheckDynamite(int x, int y)
1426 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1432 if (!(MovDelay[x][y] % 12))
1434 if (!(MovDelay[x][y] % 6))
1437 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1438 PlaySoundLevel(x, y, SND_DYNAMITE_BURNING);
1440 PlaySoundLevel(x, y, SND_DYNABOMB_BURNING);
1443 if (IS_ACTIVE_BOMB(Feld[x][y]))
1445 int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6);
1447 if (!(MovDelay[x][y] % delay))
1455 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1456 StopSound(SND_DYNAMITE_BURNING);
1458 StopSound(SND_DYNABOMB_BURNING);
1463 void Explode(int ex, int ey, int phase, int mode)
1466 int num_phase = 9, delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1467 int last_phase = num_phase * delay;
1468 int half_phase = (num_phase / 2) * delay;
1469 int first_phase_after_start = EX_PHASE_START + 1;
1471 if (game.explosions_delayed)
1473 ExplodeField[ex][ey] = mode;
1477 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1479 int center_element = Feld[ex][ey];
1481 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1483 /* put moving element to center field (and let it explode there) */
1484 center_element = MovingOrBlocked2Element(ex, ey);
1485 RemoveMovingField(ex, ey);
1486 Feld[ex][ey] = center_element;
1489 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1493 if (!IN_LEV_FIELD(x, y) ||
1494 ((mode != EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
1495 (x != ex || y != ey)))
1498 element = Feld[x][y];
1500 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1502 element = MovingOrBlocked2Element(x, y);
1503 RemoveMovingField(x, y);
1506 if (IS_MASSIVE(element) || element == EL_BURNING)
1509 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1511 if (IS_ACTIVE_BOMB(element))
1513 /* re-activate things under the bomb like gate or penguin */
1514 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_LEERRAUM);
1521 if (element == EL_EXPLODING)
1522 element = Store2[x][y];
1524 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1526 switch(StorePlayer[ex][ey])
1529 Store[x][y] = EL_EDELSTEIN_ROT;
1532 Store[x][y] = EL_EDELSTEIN;
1535 Store[x][y] = EL_EDELSTEIN_LILA;
1539 Store[x][y] = EL_EDELSTEIN_GELB;
1543 if (game.emulation == EMU_SUPAPLEX)
1544 Store[x][y] = EL_LEERRAUM;
1546 else if (center_element == EL_MOLE)
1547 Store[x][y] = EL_EDELSTEIN_ROT;
1548 else if (center_element == EL_PINGUIN)
1549 Store[x][y] = EL_EDELSTEIN_LILA;
1550 else if (center_element == EL_KAEFER)
1551 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
1552 else if (center_element == EL_BUTTERFLY)
1553 Store[x][y] = EL_EDELSTEIN_BD;
1554 else if (center_element == EL_SP_ELECTRON)
1555 Store[x][y] = EL_SP_INFOTRON;
1556 else if (center_element == EL_MAMPFER)
1557 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1558 else if (center_element == EL_AMOEBA2DIAM)
1559 Store[x][y] = level.amoeba_content;
1560 else if (element == EL_ERZ_EDEL)
1561 Store[x][y] = EL_EDELSTEIN;
1562 else if (element == EL_ERZ_DIAM)
1563 Store[x][y] = EL_DIAMANT;
1564 else if (element == EL_ERZ_EDEL_BD)
1565 Store[x][y] = EL_EDELSTEIN_BD;
1566 else if (element == EL_ERZ_EDEL_GELB)
1567 Store[x][y] = EL_EDELSTEIN_GELB;
1568 else if (element == EL_ERZ_EDEL_ROT)
1569 Store[x][y] = EL_EDELSTEIN_ROT;
1570 else if (element == EL_ERZ_EDEL_LILA)
1571 Store[x][y] = EL_EDELSTEIN_LILA;
1572 else if (element == EL_WALL_PEARL)
1573 Store[x][y] = EL_PEARL;
1574 else if (element == EL_WALL_CRYSTAL)
1575 Store[x][y] = EL_CRYSTAL;
1576 else if (!IS_PFORTE(Store[x][y]))
1577 Store[x][y] = EL_LEERRAUM;
1579 if (x != ex || y != ey ||
1580 center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
1581 Store2[x][y] = element;
1583 if (AmoebaNr[x][y] &&
1584 (element == EL_AMOEBE_VOLL ||
1585 element == EL_AMOEBE_BD ||
1586 element == EL_AMOEBING))
1588 AmoebaCnt[AmoebaNr[x][y]]--;
1589 AmoebaCnt2[AmoebaNr[x][y]]--;
1592 Feld[x][y] = EL_EXPLODING;
1593 MovDir[x][y] = MovPos[x][y] = 0;
1599 if (center_element == EL_MAMPFER)
1600 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1611 Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
1613 if (phase == first_phase_after_start)
1615 int element = Store2[x][y];
1617 if (element == EL_BLACK_ORB)
1619 Feld[x][y] = Store2[x][y];
1624 else if (phase == half_phase)
1626 int element = Store2[x][y];
1628 if (IS_PLAYER(x, y))
1629 KillHeroUnlessProtected(x, y);
1630 else if (IS_EXPLOSIVE(element))
1632 Feld[x][y] = Store2[x][y];
1636 else if (element == EL_AMOEBA2DIAM)
1637 AmoebeUmwandeln(x, y);
1640 if (phase == last_phase)
1644 element = Feld[x][y] = Store[x][y];
1645 Store[x][y] = Store2[x][y] = 0;
1646 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1647 InitField(x, y, FALSE);
1648 if (CAN_MOVE(element) || COULD_MOVE(element))
1650 DrawLevelField(x, y);
1652 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1653 StorePlayer[x][y] = 0;
1655 else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1657 int graphic = GFX_EXPLOSION;
1659 if (game.emulation == EMU_SUPAPLEX)
1660 graphic = (Store[x][y] == EL_SP_INFOTRON ?
1661 GFX_SP_EXPLODE_INFOTRON :
1662 GFX_SP_EXPLODE_EMPTY);
1665 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1667 graphic += (phase / delay - 1);
1669 if (IS_PFORTE(Store[x][y]))
1671 DrawLevelElement(x, y, Store[x][y]);
1672 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic);
1675 DrawGraphic(SCREENX(x), SCREENY(y), graphic);
1679 void DynaExplode(int ex, int ey)
1682 int dynabomb_size = 1;
1683 boolean dynabomb_xl = FALSE;
1684 struct PlayerInfo *player;
1685 static int xy[4][2] =
1693 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1695 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_ACTIVE_1];
1696 dynabomb_size = player->dynabomb_size;
1697 dynabomb_xl = player->dynabomb_xl;
1698 player->dynabombs_left++;
1701 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1705 for (j=1; j<=dynabomb_size; j++)
1707 int x = ex + j * xy[i % 4][0];
1708 int y = ey + j * xy[i % 4][1];
1711 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1714 element = Feld[x][y];
1716 /* do not restart explosions of fields with active bombs */
1717 if (element == EL_EXPLODING && IS_ACTIVE_BOMB(Store2[x][y]))
1720 Explode(x, y, EX_PHASE_START, EX_BORDER);
1722 if (element != EL_LEERRAUM &&
1723 element != EL_ERDREICH &&
1724 element != EL_EXPLODING &&
1731 void Bang(int x, int y)
1733 int element = Feld[x][y];
1735 if (game.emulation == EMU_SUPAPLEX)
1736 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
1738 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
1741 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1742 element = EL_LEERRAUM;
1756 RaiseScoreElement(element);
1757 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1759 case EL_DYNABOMB_ACTIVE_1:
1760 case EL_DYNABOMB_ACTIVE_2:
1761 case EL_DYNABOMB_ACTIVE_3:
1762 case EL_DYNABOMB_ACTIVE_4:
1763 case EL_DYNABOMB_NR:
1764 case EL_DYNABOMB_SZ:
1765 case EL_DYNABOMB_XL:
1771 if (IS_PLAYER(x, y))
1772 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1774 Explode(x, y, EX_PHASE_START, EX_CENTER);
1777 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1782 void Blurb(int x, int y)
1784 int element = Feld[x][y];
1786 if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
1788 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
1789 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1790 (!IN_LEV_FIELD(x-1, y-1) ||
1791 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1793 Feld[x-1][y] = EL_BLURB_LEFT;
1795 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1796 (!IN_LEV_FIELD(x+1, y-1) ||
1797 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1799 Feld[x+1][y] = EL_BLURB_RIGHT;
1804 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1806 if (!MovDelay[x][y]) /* initialize animation counter */
1809 if (MovDelay[x][y]) /* continue animation */
1812 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1813 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1815 if (!MovDelay[x][y])
1817 Feld[x][y] = EL_LEERRAUM;
1818 DrawLevelField(x, y);
1824 static void ToggleBeltSwitch(int x, int y)
1826 static int belt_base_element[4] =
1828 EL_BELT1_SWITCH_LEFT,
1829 EL_BELT2_SWITCH_LEFT,
1830 EL_BELT3_SWITCH_LEFT,
1831 EL_BELT4_SWITCH_LEFT
1833 static int belt_move_dir[4] =
1841 int element = Feld[x][y];
1842 int belt_nr = getBeltNrFromSwitchElement(element);
1843 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1844 int belt_dir = belt_move_dir[belt_dir_nr];
1847 if (!IS_BELT_SWITCH(element))
1850 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1851 game.belt_dir[belt_nr] = belt_dir;
1853 if (belt_dir_nr == 3)
1856 for (yy=0; yy<lev_fieldy; yy++)
1858 for (xx=0; xx<lev_fieldx; xx++)
1860 int element = Feld[xx][yy];
1862 if (IS_BELT_SWITCH(element))
1864 int e_belt_nr = getBeltNrFromSwitchElement(element);
1866 if (e_belt_nr == belt_nr)
1868 Feld[xx][yy] = belt_base_element[belt_nr] + belt_dir_nr;
1869 DrawLevelField(xx, yy);
1872 else if (belt_dir == MV_NO_MOVING && IS_BELT(element))
1874 int e_belt_nr = getBeltNrFromElement(element);
1876 if (e_belt_nr == belt_nr)
1877 DrawLevelField(xx, yy); /* set belt to parking position */
1883 static void ToggleSwitchgateSwitch(int x, int y)
1887 game.switchgate_pos = !game.switchgate_pos;
1889 for (yy=0; yy<lev_fieldy; yy++)
1891 for (xx=0; xx<lev_fieldx; xx++)
1893 int element = Feld[xx][yy];
1895 if (element == EL_SWITCHGATE_SWITCH_1 ||
1896 element == EL_SWITCHGATE_SWITCH_2)
1898 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_1 + game.switchgate_pos;
1899 DrawLevelField(xx, yy);
1901 else if (element == EL_SWITCHGATE_OPEN ||
1902 element == EL_SWITCHGATE_OPENING)
1904 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
1905 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
1907 else if (element == EL_SWITCHGATE_CLOSED ||
1908 element == EL_SWITCHGATE_CLOSING)
1910 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
1911 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
1917 static void RedrawAllLightSwitchesAndInvisibleElements()
1921 for (y=0; y<lev_fieldy; y++)
1923 for (x=0; x<lev_fieldx; x++)
1925 int element = Feld[x][y];
1927 if (element == EL_LIGHT_SWITCH_OFF &&
1928 game.light_time_left > 0)
1930 Feld[x][y] = EL_LIGHT_SWITCH_ON;
1931 DrawLevelField(x, y);
1933 else if (element == EL_LIGHT_SWITCH_ON &&
1934 game.light_time_left == 0)
1936 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
1937 DrawLevelField(x, y);
1940 if (element == EL_INVISIBLE_STEEL ||
1941 element == EL_UNSICHTBAR ||
1942 element == EL_SAND_INVISIBLE)
1943 DrawLevelField(x, y);
1948 static void ToggleLightSwitch(int x, int y)
1950 int element = Feld[x][y];
1952 game.light_time_left =
1953 (element == EL_LIGHT_SWITCH_OFF ?
1954 level.time_light * FRAMES_PER_SECOND : 0);
1956 RedrawAllLightSwitchesAndInvisibleElements();
1959 static void ActivateTimegateSwitch(int x, int y)
1963 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
1965 for (yy=0; yy<lev_fieldy; yy++)
1967 for (xx=0; xx<lev_fieldx; xx++)
1969 int element = Feld[xx][yy];
1971 if (element == EL_TIMEGATE_CLOSED ||
1972 element == EL_TIMEGATE_CLOSING)
1974 Feld[xx][yy] = EL_TIMEGATE_OPENING;
1975 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
1979 else if (element == EL_TIMEGATE_SWITCH_ON)
1981 Feld[xx][yy] = EL_TIMEGATE_SWITCH_OFF;
1982 DrawLevelField(xx, yy);
1989 Feld[x][y] = EL_TIMEGATE_SWITCH_ON;
1992 void Impact(int x, int y)
1994 boolean lastline = (y == lev_fieldy-1);
1995 boolean object_hit = FALSE;
1996 int element = Feld[x][y];
1999 if (!lastline) /* check if element below was hit */
2001 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
2004 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
2005 MovDir[x][y+1]!=MV_DOWN ||
2006 MovPos[x][y+1]<=TILEY/2));
2008 smashed = MovingOrBlocked2Element(x, y+1);
2011 if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */
2017 if ((element == EL_BOMBE ||
2018 element == EL_SP_DISK_ORANGE ||
2019 element == EL_DX_SUPABOMB) &&
2020 (lastline || object_hit)) /* element is bomb */
2025 else if (element == EL_PEARL)
2027 Feld[x][y] = EL_PEARL_BREAKING;
2028 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2032 if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
2034 if (object_hit && IS_PLAYER(x, y+1))
2035 KillHeroUnlessProtected(x, y+1);
2036 else if (object_hit && smashed == EL_PINGUIN)
2040 Feld[x][y] = EL_AMOEBING;
2041 Store[x][y] = EL_AMOEBE_NASS;
2046 if (!lastline && object_hit) /* check which object was hit */
2048 if (CAN_CHANGE(element) &&
2049 (smashed == EL_MAGIC_WALL_OFF || smashed == EL_MAGIC_WALL_BD_OFF))
2052 int activated_magic_wall =
2053 (smashed == EL_MAGIC_WALL_OFF ? EL_MAGIC_WALL_EMPTY :
2054 EL_MAGIC_WALL_BD_EMPTY);
2056 /* activate magic wall / mill */
2057 for (yy=0; yy<lev_fieldy; yy++)
2058 for (xx=0; xx<lev_fieldx; xx++)
2059 if (Feld[xx][yy] == smashed)
2060 Feld[xx][yy] = activated_magic_wall;
2062 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2063 game.magic_wall_active = TRUE;
2065 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL_OFF ?
2066 SND_MAGIC_WALL_ACTIVATING :
2067 SND_BD_MAGIC_WALL_ACTIVATING));
2070 if (IS_PLAYER(x, y+1))
2072 KillHeroUnlessProtected(x, y+1);
2075 else if (smashed == EL_PINGUIN)
2080 else if (element == EL_EDELSTEIN_BD)
2082 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2088 else if ((element == EL_SP_INFOTRON || element == EL_SP_ZONK) &&
2089 (smashed == EL_SP_SNIKSNAK || smashed == EL_SP_ELECTRON ||
2090 smashed == EL_SP_DISK_ORANGE))
2095 else if (element == EL_FELSBROCKEN ||
2096 element == EL_SP_ZONK ||
2097 element == EL_BD_ROCK)
2099 if (IS_ENEMY(smashed) ||
2100 smashed == EL_BOMBE || smashed == EL_SP_DISK_ORANGE ||
2101 smashed == EL_DX_SUPABOMB ||
2102 smashed == EL_SONDE || smashed == EL_SCHWEIN ||
2103 smashed == EL_DRACHE || smashed == EL_MOLE)
2108 else if (!IS_MOVING(x, y+1))
2110 if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
2115 else if (smashed == EL_KOKOSNUSS)
2117 Feld[x][y+1] = EL_CRACKINGNUT;
2118 PlaySoundLevel(x, y, SND_NUT_CRACKING);
2119 RaiseScoreElement(EL_KOKOSNUSS);
2122 else if (smashed == EL_PEARL)
2124 Feld[x][y+1] = EL_PEARL_BREAKING;
2125 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2128 else if (smashed == EL_DIAMANT)
2130 Feld[x][y+1] = EL_LEERRAUM;
2131 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2134 else if (IS_BELT_SWITCH(smashed))
2136 ToggleBeltSwitch(x, y+1);
2138 else if (smashed == EL_SWITCHGATE_SWITCH_1 ||
2139 smashed == EL_SWITCHGATE_SWITCH_2)
2141 ToggleSwitchgateSwitch(x, y+1);
2143 else if (smashed == EL_LIGHT_SWITCH_OFF ||
2144 smashed == EL_LIGHT_SWITCH_ON)
2146 ToggleLightSwitch(x, y+1);
2152 /* play sound of magic wall / mill */
2154 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
2155 Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
2157 if (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY)
2158 PlaySoundLevel(x, y, SND_MAGIC_WALL_CHANGING);
2159 else if (Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY)
2160 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_CHANGING);
2165 /* play sound of object that hits the ground */
2166 if (lastline || object_hit)
2172 case EL_EDELSTEIN_BD:
2173 sound = SND_BD_DIAMOND_IMPACT;
2176 case EL_EDELSTEIN_GELB:
2177 case EL_EDELSTEIN_ROT:
2178 case EL_EDELSTEIN_LILA:
2179 sound = SND_EMERALD_IMPACT;
2182 sound = SND_DIAMOND_IMPACT;
2185 sound = SND_PEARL_IMPACT;
2188 sound = SND_CRYSTAL_IMPACT;
2190 case EL_SP_INFOTRON:
2191 sound = SND_SP_INFOTRON_IMPACT;
2194 sound = SND_NUT_IMPACT;
2197 sound = SND_BD_ROCK_IMPACT;
2199 case EL_FELSBROCKEN:
2200 sound = SND_ROCK_IMPACT;
2203 sound = SND_SP_ZONK_IMPACT;
2206 sound = SND_TIME_ORB_FULL_IMPACT;
2209 sound = SND_TIME_ORB_EMPTY_IMPACT;
2212 sound = SND_SPRING_IMPACT;
2220 PlaySoundLevelAction(x, y, SND_ACTION_IMPACT);
2223 PlaySoundLevel(x, y, sound);
2228 void TurnRound(int x, int y)
2240 { 0, 0 }, { 0, 0 }, { 0, 0 },
2245 int left, right, back;
2249 { MV_DOWN, MV_UP, MV_RIGHT },
2250 { MV_UP, MV_DOWN, MV_LEFT },
2252 { MV_LEFT, MV_RIGHT, MV_DOWN },
2253 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2254 { MV_RIGHT, MV_LEFT, MV_UP }
2257 int element = Feld[x][y];
2258 int old_move_dir = MovDir[x][y];
2259 int left_dir = turn[old_move_dir].left;
2260 int right_dir = turn[old_move_dir].right;
2261 int back_dir = turn[old_move_dir].back;
2263 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2264 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2265 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2266 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2268 int left_x = x+left_dx, left_y = y+left_dy;
2269 int right_x = x+right_dx, right_y = y+right_dy;
2270 int move_x = x+move_dx, move_y = y+move_dy;
2272 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2274 TestIfBadThingTouchesOtherBadThing(x, y);
2276 if (IN_LEV_FIELD(right_x, right_y) &&
2277 IS_FREE(right_x, right_y))
2278 MovDir[x][y] = right_dir;
2279 else if (!IN_LEV_FIELD(move_x, move_y) ||
2280 !IS_FREE(move_x, move_y))
2281 MovDir[x][y] = left_dir;
2283 if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
2285 else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2288 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
2289 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2291 TestIfBadThingTouchesOtherBadThing(x, y);
2293 if (IN_LEV_FIELD(left_x, left_y) &&
2294 IS_FREE(left_x, left_y))
2295 MovDir[x][y] = left_dir;
2296 else if (!IN_LEV_FIELD(move_x, move_y) ||
2297 !IS_FREE(move_x, move_y))
2298 MovDir[x][y] = right_dir;
2300 if ((element == EL_FLIEGER ||
2301 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2302 && MovDir[x][y] != old_move_dir)
2304 else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
2307 else if (element == EL_MAMPFER)
2309 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2311 if (IN_LEV_FIELD(left_x, left_y) &&
2312 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2313 Feld[left_x][left_y] == EL_DIAMANT))
2314 can_turn_left = TRUE;
2315 if (IN_LEV_FIELD(right_x, right_y) &&
2316 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2317 Feld[right_x][right_y] == EL_DIAMANT))
2318 can_turn_right = TRUE;
2320 if (can_turn_left && can_turn_right)
2321 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2322 else if (can_turn_left)
2323 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2324 else if (can_turn_right)
2325 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2327 MovDir[x][y] = back_dir;
2329 MovDelay[x][y] = 16+16*RND(3);
2331 else if (element == EL_MAMPFER2)
2333 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2335 if (IN_LEV_FIELD(left_x, left_y) &&
2336 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2337 IS_MAMPF2(Feld[left_x][left_y])))
2338 can_turn_left = TRUE;
2339 if (IN_LEV_FIELD(right_x, right_y) &&
2340 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2341 IS_MAMPF2(Feld[right_x][right_y])))
2342 can_turn_right = TRUE;
2344 if (can_turn_left && can_turn_right)
2345 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2346 else if (can_turn_left)
2347 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2348 else if (can_turn_right)
2349 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2351 MovDir[x][y] = back_dir;
2353 MovDelay[x][y] = 16+16*RND(3);
2355 else if (element == EL_PACMAN)
2357 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2359 if (IN_LEV_FIELD(left_x, left_y) &&
2360 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2361 IS_AMOEBOID(Feld[left_x][left_y])))
2362 can_turn_left = TRUE;
2363 if (IN_LEV_FIELD(right_x, right_y) &&
2364 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2365 IS_AMOEBOID(Feld[right_x][right_y])))
2366 can_turn_right = TRUE;
2368 if (can_turn_left && can_turn_right)
2369 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2370 else if (can_turn_left)
2371 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2372 else if (can_turn_right)
2373 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2375 MovDir[x][y] = back_dir;
2377 MovDelay[x][y] = 6+RND(40);
2379 else if (element == EL_SCHWEIN)
2381 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2382 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2383 boolean should_move_on = FALSE;
2385 int rnd = RND(rnd_value);
2387 if (IN_LEV_FIELD(left_x, left_y) &&
2388 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2389 can_turn_left = TRUE;
2390 if (IN_LEV_FIELD(right_x, right_y) &&
2391 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2392 can_turn_right = TRUE;
2393 if (IN_LEV_FIELD(move_x, move_y) &&
2394 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2397 if (can_turn_left &&
2399 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2400 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2401 should_turn_left = TRUE;
2402 if (can_turn_right &&
2404 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2405 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2406 should_turn_right = TRUE;
2408 (!can_turn_left || !can_turn_right ||
2409 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2410 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2411 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2412 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2413 should_move_on = TRUE;
2415 if (should_turn_left || should_turn_right || should_move_on)
2417 if (should_turn_left && should_turn_right && should_move_on)
2418 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2419 rnd < 2*rnd_value/3 ? right_dir :
2421 else if (should_turn_left && should_turn_right)
2422 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2423 else if (should_turn_left && should_move_on)
2424 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2425 else if (should_turn_right && should_move_on)
2426 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2427 else if (should_turn_left)
2428 MovDir[x][y] = left_dir;
2429 else if (should_turn_right)
2430 MovDir[x][y] = right_dir;
2431 else if (should_move_on)
2432 MovDir[x][y] = old_move_dir;
2434 else if (can_move_on && rnd > rnd_value/8)
2435 MovDir[x][y] = old_move_dir;
2436 else if (can_turn_left && can_turn_right)
2437 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2438 else if (can_turn_left && rnd > rnd_value/8)
2439 MovDir[x][y] = left_dir;
2440 else if (can_turn_right && rnd > rnd_value/8)
2441 MovDir[x][y] = right_dir;
2443 MovDir[x][y] = back_dir;
2445 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2446 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2447 MovDir[x][y] = old_move_dir;
2451 else if (element == EL_DRACHE)
2453 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2455 int rnd = RND(rnd_value);
2457 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2458 can_turn_left = TRUE;
2459 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2460 can_turn_right = TRUE;
2461 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2464 if (can_move_on && rnd > rnd_value/8)
2465 MovDir[x][y] = old_move_dir;
2466 else if (can_turn_left && can_turn_right)
2467 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2468 else if (can_turn_left && rnd > rnd_value/8)
2469 MovDir[x][y] = left_dir;
2470 else if (can_turn_right && rnd > rnd_value/8)
2471 MovDir[x][y] = right_dir;
2473 MovDir[x][y] = back_dir;
2475 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2476 MovDir[x][y] = old_move_dir;
2480 else if (element == EL_MOLE)
2482 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2484 if (IN_LEV_FIELD(move_x, move_y) &&
2485 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2486 Feld[move_x][move_y] == EL_DEAMOEBING))
2491 if (IN_LEV_FIELD(left_x, left_y) &&
2492 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2493 can_turn_left = TRUE;
2494 if (IN_LEV_FIELD(right_x, right_y) &&
2495 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2496 can_turn_right = TRUE;
2498 if (can_turn_left && can_turn_right)
2499 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2500 else if (can_turn_left)
2501 MovDir[x][y] = left_dir;
2503 MovDir[x][y] = right_dir;
2506 if (MovDir[x][y] != old_move_dir)
2509 else if (element == EL_BALLOON)
2511 MovDir[x][y] = game.balloon_dir;
2514 else if (element == EL_SPRING_MOVING)
2516 if (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2517 (IN_LEV_FIELD(x, y+1) && IS_FREE(x, y+1)))
2519 Feld[x][y] = EL_SPRING;
2520 MovDir[x][y] = MV_NO_MOVING;
2524 else if (element == EL_ROBOT || element == EL_SONDE || element == EL_PINGUIN)
2526 int attr_x = -1, attr_y = -1;
2537 for (i=0; i<MAX_PLAYERS; i++)
2539 struct PlayerInfo *player = &stored_player[i];
2540 int jx = player->jx, jy = player->jy;
2542 if (!player->active)
2545 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2553 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
2559 if (element == EL_PINGUIN)
2562 static int xy[4][2] =
2572 int ex = x + xy[i%4][0];
2573 int ey = y + xy[i%4][1];
2575 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
2584 MovDir[x][y] = MV_NO_MOVING;
2586 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2588 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2590 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2592 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2594 if (element == EL_ROBOT)
2598 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2599 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2600 Moving2Blocked(x, y, &newx, &newy);
2602 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2603 MovDelay[x][y] = 8+8*!RND(3);
2605 MovDelay[x][y] = 16;
2613 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2615 boolean first_horiz = RND(2);
2616 int new_move_dir = MovDir[x][y];
2619 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2620 Moving2Blocked(x, y, &newx, &newy);
2622 if (IN_LEV_FIELD(newx, newy) &&
2623 (IS_FREE(newx, newy) ||
2624 Feld[newx][newy] == EL_SALZSAEURE ||
2625 (element == EL_PINGUIN &&
2626 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2627 IS_MAMPF3(Feld[newx][newy])))))
2631 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2632 Moving2Blocked(x, y, &newx, &newy);
2634 if (IN_LEV_FIELD(newx, newy) &&
2635 (IS_FREE(newx, newy) ||
2636 Feld[newx][newy] == EL_SALZSAEURE ||
2637 (element == EL_PINGUIN &&
2638 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2639 IS_MAMPF3(Feld[newx][newy])))))
2642 MovDir[x][y] = old_move_dir;
2649 static boolean JustBeingPushed(int x, int y)
2653 for (i=0; i<MAX_PLAYERS; i++)
2655 struct PlayerInfo *player = &stored_player[i];
2657 if (player->active && player->Pushing && player->MovPos)
2659 int next_jx = player->jx + (player->jx - player->last_jx);
2660 int next_jy = player->jy + (player->jy - player->last_jy);
2662 if (x == next_jx && y == next_jy)
2670 void StartMoving(int x, int y)
2672 int element = Feld[x][y];
2677 if (CAN_FALL(element) && y<lev_fieldy-1)
2679 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2680 if (JustBeingPushed(x, y))
2683 if (element == EL_MORAST_VOLL)
2685 if (IS_FREE(x, y+1))
2687 InitMovingField(x, y, MV_DOWN);
2688 Feld[x][y] = EL_QUICKSAND_EMPTYING;
2689 Store[x][y] = EL_FELSBROCKEN;
2690 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
2692 else if (Feld[x][y+1] == EL_MORAST_LEER)
2694 if (!MovDelay[x][y])
2695 MovDelay[x][y] = TILEY + 1;
2704 Feld[x][y] = EL_MORAST_LEER;
2705 Feld[x][y+1] = EL_MORAST_VOLL;
2706 Store[x][y+1] = Store[x][y];
2708 PlaySoundLevel(x, y, SND_QUICKSAND_SLIPPING_THROUGH);
2711 else if ((element == EL_FELSBROCKEN || element == EL_BD_ROCK) &&
2712 Feld[x][y+1] == EL_MORAST_LEER)
2714 InitMovingField(x, y, MV_DOWN);
2715 Feld[x][y] = EL_QUICKSAND_FILLING;
2716 Store[x][y] = element;
2717 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
2719 else if (element == EL_MAGIC_WALL_FULL)
2721 if (IS_FREE(x, y+1))
2723 InitMovingField(x, y, MV_DOWN);
2724 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
2725 Store[x][y] = EL_CHANGED(Store[x][y]);
2727 else if (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY)
2729 if (!MovDelay[x][y])
2730 MovDelay[x][y] = TILEY/4 + 1;
2739 Feld[x][y] = EL_MAGIC_WALL_EMPTY;
2740 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
2741 Store[x][y+1] = EL_CHANGED(Store[x][y]);
2745 else if (element == EL_MAGIC_WALL_BD_FULL)
2747 if (IS_FREE(x, y+1))
2749 InitMovingField(x, y, MV_DOWN);
2750 Feld[x][y] = EL_MAGIC_WALL_BD_EMPTYING;
2751 Store[x][y] = EL_CHANGED2(Store[x][y]);
2753 else if (Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY)
2755 if (!MovDelay[x][y])
2756 MovDelay[x][y] = TILEY/4 + 1;
2765 Feld[x][y] = EL_MAGIC_WALL_BD_EMPTY;
2766 Feld[x][y+1] = EL_MAGIC_WALL_BD_FULL;
2767 Store[x][y+1] = EL_CHANGED2(Store[x][y]);
2771 else if (CAN_CHANGE(element) &&
2772 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
2773 Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
2775 InitMovingField(x, y, MV_DOWN);
2777 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ? EL_MAGIC_WALL_FILLING :
2778 EL_MAGIC_WALL_BD_FILLING);
2779 Store[x][y] = element;
2781 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
2784 InitMovingField(x, y, MV_DOWN);
2785 Store[x][y] = EL_SALZSAEURE;
2787 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2792 else if (IS_FREE(x, y+1))
2794 InitMovingField(x, y, MV_DOWN);
2796 else if (element == EL_TROPFEN)
2798 Feld[x][y] = EL_AMOEBING;
2799 Store[x][y] = EL_AMOEBE_NASS;
2801 /* Store[x][y+1] must be zero, because:
2802 (EL_MORAST_VOLL -> EL_FELSBROCKEN): Store[x][y+1] == EL_MORAST_LEER
2805 #if OLD_GAME_BEHAVIOUR
2806 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2808 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2809 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2810 element != EL_DX_SUPABOMB)
2813 else if ((IS_SLIPPERY(Feld[x][y+1]) ||
2814 (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
2815 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2816 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
2819 boolean left = (x>0 && IS_FREE(x-1, y) &&
2820 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
2821 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2822 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
2826 if (left && right &&
2827 (game.emulation != EMU_BOULDERDASH &&
2828 element != EL_BD_ROCK && element != EL_EDELSTEIN_BD))
2829 left = !(right = RND(2));
2831 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2834 else if (IS_BELT(Feld[x][y+1]))
2836 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
2837 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
2838 int belt_nr = getBeltNrFromElement(Feld[x][y+1]);
2839 int belt_dir = game.belt_dir[belt_nr];
2841 if ((belt_dir == MV_LEFT && left_is_free) ||
2842 (belt_dir == MV_RIGHT && right_is_free))
2843 InitMovingField(x, y, belt_dir);
2846 else if (CAN_MOVE(element))
2850 if ((element == EL_SONDE || element == EL_BALLOON ||
2851 element == EL_SPRING_MOVING)
2852 && JustBeingPushed(x, y))
2855 if (!MovDelay[x][y]) /* start new movement phase */
2857 /* all objects that can change their move direction after each step */
2858 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2860 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
2864 if (MovDelay[x][y] && (element == EL_KAEFER ||
2865 element == EL_FLIEGER ||
2866 element == EL_SP_SNIKSNAK ||
2867 element == EL_SP_ELECTRON ||
2868 element == EL_MOLE))
2869 DrawLevelField(x, y);
2873 if (MovDelay[x][y]) /* wait some time before next movement */
2877 if (element == EL_ROBOT ||
2878 element == EL_MAMPFER || element == EL_MAMPFER2)
2880 int phase = MovDelay[x][y] % 8;
2885 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2886 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element) + phase);
2888 if (MovDelay[x][y] % 4 == 3)
2890 if (element == EL_MAMPFER)
2891 PlaySoundLevel(x, y, SND_YAMYAM_WAITING);
2892 else if (element == EL_MAMPFER2)
2893 PlaySoundLevel(x, y, SND_DARK_YAMYAM_WAITING);
2896 else if (element == EL_SP_ELECTRON)
2897 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2898 else if (element == EL_DRACHE)
2901 int dir = MovDir[x][y];
2902 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2903 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2904 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
2905 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
2906 dir == MV_UP ? GFX_FLAMMEN_UP :
2907 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
2908 int phase = FrameCounter % 2;
2910 for (i=1; i<=3; i++)
2912 int xx = x + i*dx, yy = y + i*dy;
2913 int sx = SCREENX(xx), sy = SCREENY(yy);
2915 if (!IN_LEV_FIELD(xx, yy) ||
2916 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
2921 int flamed = MovingOrBlocked2Element(xx, yy);
2923 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
2926 RemoveMovingField(xx, yy);
2928 Feld[xx][yy] = EL_BURNING;
2929 if (IN_SCR_FIELD(sx, sy))
2930 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
2934 if (Feld[xx][yy] == EL_BURNING)
2935 Feld[xx][yy] = EL_LEERRAUM;
2936 DrawLevelField(xx, yy);
2941 if (MovDelay[x][y]) /* element still has to wait some time */
2943 PlaySoundLevelAction(x, y, SND_ACTION_WAITING);
2949 /* now make next step */
2951 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
2953 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
2954 !PLAYER_PROTECTED(newx, newy))
2958 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
2961 /* enemy got the player */
2963 KillHero(PLAYERINFO(newx, newy));
2968 else if ((element == EL_PINGUIN || element == EL_ROBOT ||
2969 element == EL_SONDE || element == EL_BALLOON) &&
2970 IN_LEV_FIELD(newx, newy) &&
2971 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
2974 Store[x][y] = EL_SALZSAEURE;
2976 else if (element == EL_PINGUIN && IN_LEV_FIELD(newx, newy))
2978 if (Feld[newx][newy] == EL_AUSGANG_AUF)
2980 Feld[x][y] = EL_LEERRAUM;
2981 DrawLevelField(x, y);
2983 PlaySoundLevel(newx, newy, SND_PENGUIN_ENTERING_EXIT);
2984 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
2985 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
2987 local_player->friends_still_needed--;
2988 if (!local_player->friends_still_needed &&
2989 !local_player->GameOver && AllPlayersGone)
2990 local_player->LevelSolved = local_player->GameOver = TRUE;
2994 else if (IS_MAMPF3(Feld[newx][newy]))
2996 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
2997 DrawLevelField(newx, newy);
2999 MovDir[x][y] = MV_NO_MOVING;
3001 else if (!IS_FREE(newx, newy))
3003 if (IS_PLAYER(x, y))
3004 DrawPlayerField(x, y);
3006 DrawLevelField(x, y);
3010 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
3012 if (IS_GEM(Feld[newx][newy]))
3014 if (IS_MOVING(newx, newy))
3015 RemoveMovingField(newx, newy);
3018 Feld[newx][newy] = EL_LEERRAUM;
3019 DrawLevelField(newx, newy);
3022 PlaySoundLevel(x, y, SND_PIG_EATING_GEM);
3024 else if (!IS_FREE(newx, newy))
3026 if (IS_PLAYER(x, y))
3027 DrawPlayerField(x, y);
3029 DrawLevelField(x, y);
3033 else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
3035 if (!IS_FREE(newx, newy))
3037 if (IS_PLAYER(x, y))
3038 DrawPlayerField(x, y);
3040 DrawLevelField(x, y);
3045 boolean wanna_flame = !RND(10);
3046 int dx = newx - x, dy = newy - y;
3047 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3048 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3049 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3050 MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
3051 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3052 MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
3054 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
3055 element1 != EL_DRACHE && element2 != EL_DRACHE &&
3056 element1 != EL_BURNING && element2 != EL_BURNING)
3058 if (IS_PLAYER(x, y))
3059 DrawPlayerField(x, y);
3061 DrawLevelField(x, y);
3063 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3065 MovDelay[x][y] = 50;
3066 Feld[newx][newy] = EL_BURNING;
3067 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
3068 Feld[newx1][newy1] = EL_BURNING;
3069 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
3070 Feld[newx2][newy2] = EL_BURNING;
3075 else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
3076 Feld[newx][newy] == EL_DIAMANT)
3078 if (IS_MOVING(newx, newy))
3079 RemoveMovingField(newx, newy);
3082 Feld[newx][newy] = EL_LEERRAUM;
3083 DrawLevelField(newx, newy);
3086 PlaySoundLevel(x, y, SND_YAMYAM_EATING_DIAMOND);
3088 else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
3089 IS_MAMPF2(Feld[newx][newy]))
3091 if (AmoebaNr[newx][newy])
3093 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3094 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
3095 Feld[newx][newy] == EL_AMOEBE_BD)
3096 AmoebaCnt[AmoebaNr[newx][newy]]--;
3099 if (IS_MOVING(newx, newy))
3100 RemoveMovingField(newx, newy);
3103 Feld[newx][newy] = EL_LEERRAUM;
3104 DrawLevelField(newx, newy);
3107 PlaySoundLevel(x, y, SND_DARK_YAMYAM_EATING_ANY);
3109 else if ((element == EL_PACMAN || element == EL_MOLE)
3110 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3112 if (AmoebaNr[newx][newy])
3114 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3115 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
3116 Feld[newx][newy] == EL_AMOEBE_BD)
3117 AmoebaCnt[AmoebaNr[newx][newy]]--;
3120 if (element == EL_MOLE)
3122 Feld[newx][newy] = EL_DEAMOEBING;
3123 PlaySoundLevel(x, y, SND_MOLE_EATING_AMOEBA);
3124 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
3125 return; /* wait for shrinking amoeba */
3127 else /* element == EL_PACMAN */
3129 Feld[newx][newy] = EL_LEERRAUM;
3130 DrawLevelField(newx, newy);
3131 PlaySoundLevel(x, y, SND_PACMAN_EATING_AMOEBA);
3134 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
3135 (Feld[newx][newy] == EL_DEAMOEBING ||
3136 (Feld[newx][newy] == EL_LEERRAUM && Stop[newx][newy])))
3138 /* wait for shrinking amoeba to completely disappear */
3141 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3143 /* object was running against a wall */
3147 if (element == EL_KAEFER || element == EL_FLIEGER ||
3148 element == EL_SP_SNIKSNAK || element == EL_MOLE)
3149 DrawLevelField(x, y);
3150 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
3151 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
3152 else if (element == EL_SONDE)
3153 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
3154 else if (element == EL_SP_ELECTRON)
3155 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
3157 if (DONT_TOUCH(element))
3158 TestIfBadThingTouchesHero(x, y);
3160 PlaySoundLevelAction(x, y, SND_ACTION_WAITING);
3165 InitMovingField(x, y, MovDir[x][y]);
3167 PlaySoundLevelAction(x, y, SND_ACTION_MOVING);
3171 ContinueMoving(x, y);
3174 void ContinueMoving(int x, int y)
3176 int element = Feld[x][y];
3177 int direction = MovDir[x][y];
3178 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3179 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3180 int horiz_move = (dx!=0);
3181 int newx = x + dx, newy = y + dy;
3182 int step = (horiz_move ? dx : dy) * TILEX / 8;
3184 if (element == EL_TROPFEN || element == EL_AMOEBA_DRIPPING)
3186 else if (element == EL_QUICKSAND_FILLING ||
3187 element == EL_QUICKSAND_EMPTYING)
3189 else if (element == EL_MAGIC_WALL_FILLING ||
3190 element == EL_MAGIC_WALL_BD_FILLING ||
3191 element == EL_MAGIC_WALL_EMPTYING ||
3192 element == EL_MAGIC_WALL_BD_EMPTYING)
3194 else if (CAN_FALL(element) && horiz_move &&
3195 y < lev_fieldy-1 && IS_BELT(Feld[x][y+1]))
3197 else if (element == EL_SPRING_MOVING)
3200 #if OLD_GAME_BEHAVIOUR
3201 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3205 MovPos[x][y] += step;
3207 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
3209 Feld[x][y] = EL_LEERRAUM;
3210 Feld[newx][newy] = element;
3212 if (element == EL_MOLE)
3215 static int xy[4][2] =
3223 Feld[x][y] = EL_ERDREICH;
3224 DrawLevelField(x, y);
3233 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_ERDREICH)
3234 DrawLevelField(xx, yy); /* for "ErdreichAnbroeckeln()" */
3238 if (element == EL_QUICKSAND_FILLING)
3240 element = Feld[newx][newy] = get_next_element(element);
3241 Store[newx][newy] = Store[x][y];
3243 else if (element == EL_QUICKSAND_EMPTYING)
3245 Feld[x][y] = get_next_element(element);
3246 element = Feld[newx][newy] = Store[x][y];
3248 else if (element == EL_MAGIC_WALL_FILLING)
3250 element = Feld[newx][newy] = get_next_element(element);
3251 if (!game.magic_wall_active)
3252 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3253 Store[newx][newy] = Store[x][y];
3255 else if (element == EL_MAGIC_WALL_EMPTYING)
3257 Feld[x][y] = get_next_element(element);
3258 if (!game.magic_wall_active)
3259 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3260 element = Feld[newx][newy] = Store[x][y];
3262 else if (element == EL_MAGIC_WALL_BD_FILLING)
3264 element = Feld[newx][newy] = get_next_element(element);
3265 if (!game.magic_wall_active)
3266 element = Feld[newx][newy] = EL_MAGIC_WALL_BD_DEAD;
3267 Store[newx][newy] = Store[x][y];
3269 else if (element == EL_MAGIC_WALL_BD_EMPTYING)
3271 Feld[x][y] = get_next_element(element);
3272 if (!game.magic_wall_active)
3273 Feld[x][y] = EL_MAGIC_WALL_BD_DEAD;
3274 element = Feld[newx][newy] = Store[x][y];
3276 else if (element == EL_AMOEBA_DRIPPING)
3278 Feld[x][y] = get_next_element(element);
3279 element = Feld[newx][newy] = Store[x][y];
3281 else if (Store[x][y] == EL_SALZSAEURE)
3283 element = Feld[newx][newy] = EL_SALZSAEURE;
3287 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3288 MovDelay[newx][newy] = 0;
3290 if (!CAN_MOVE(element))
3291 MovDir[newx][newy] = 0;
3293 DrawLevelField(x, y);
3294 DrawLevelField(newx, newy);
3296 Stop[newx][newy] = TRUE;
3297 JustStopped[newx][newy] = 3;
3299 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3301 TestIfBadThingTouchesHero(newx, newy);
3302 TestIfBadThingTouchesFriend(newx, newy);
3303 TestIfBadThingTouchesOtherBadThing(newx, newy);
3305 else if (element == EL_PINGUIN)
3306 TestIfFriendTouchesBadThing(newx, newy);
3308 if (CAN_SMASH(element) && direction == MV_DOWN &&
3309 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3312 else /* still moving on */
3313 DrawLevelField(x, y);
3316 int AmoebeNachbarNr(int ax, int ay)
3319 int element = Feld[ax][ay];
3321 static int xy[4][2] =
3331 int x = ax + xy[i][0];
3332 int y = ay + xy[i][1];
3334 if (!IN_LEV_FIELD(x, y))
3337 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3338 group_nr = AmoebaNr[x][y];
3344 void AmoebenVereinigen(int ax, int ay)
3346 int i, x, y, xx, yy;
3347 int new_group_nr = AmoebaNr[ax][ay];
3348 static int xy[4][2] =
3356 if (new_group_nr == 0)
3364 if (!IN_LEV_FIELD(x, y))
3367 if ((Feld[x][y] == EL_AMOEBE_VOLL ||
3368 Feld[x][y] == EL_AMOEBE_BD ||
3369 Feld[x][y] == EL_AMOEBE_TOT) &&
3370 AmoebaNr[x][y] != new_group_nr)
3372 int old_group_nr = AmoebaNr[x][y];
3374 if (old_group_nr == 0)
3377 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3378 AmoebaCnt[old_group_nr] = 0;
3379 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3380 AmoebaCnt2[old_group_nr] = 0;
3382 for (yy=0; yy<lev_fieldy; yy++)
3384 for (xx=0; xx<lev_fieldx; xx++)
3386 if (AmoebaNr[xx][yy] == old_group_nr)
3387 AmoebaNr[xx][yy] = new_group_nr;
3394 void AmoebeUmwandeln(int ax, int ay)
3398 if (Feld[ax][ay] == EL_AMOEBE_TOT)
3400 int group_nr = AmoebaNr[ax][ay];
3405 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3406 printf("AmoebeUmwandeln(): This should never happen!\n");
3411 for (y=0; y<lev_fieldy; y++)
3413 for (x=0; x<lev_fieldx; x++)
3415 if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
3418 Feld[x][y] = EL_AMOEBA2DIAM;
3422 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
3423 SND_AMOEBA_TURNING_TO_GEM :
3424 SND_AMOEBA_TURNING_TO_ROCK));
3429 static int xy[4][2] =
3442 if (!IN_LEV_FIELD(x, y))
3445 if (Feld[x][y] == EL_AMOEBA2DIAM)
3447 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
3448 SND_AMOEBA_TURNING_TO_GEM :
3449 SND_AMOEBA_TURNING_TO_ROCK));
3456 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3459 int group_nr = AmoebaNr[ax][ay];
3460 boolean done = FALSE;
3465 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3466 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3471 for (y=0; y<lev_fieldy; y++)
3473 for (x=0; x<lev_fieldx; x++)
3475 if (AmoebaNr[x][y] == group_nr &&
3476 (Feld[x][y] == EL_AMOEBE_TOT ||
3477 Feld[x][y] == EL_AMOEBE_BD ||
3478 Feld[x][y] == EL_AMOEBING))
3481 Feld[x][y] = new_element;
3482 InitField(x, y, FALSE);
3483 DrawLevelField(x, y);
3490 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
3491 SND_BD_AMOEBA_TURNING_TO_ROCK :
3492 SND_BD_AMOEBA_TURNING_TO_GEM));
3495 void AmoebeWaechst(int x, int y)
3497 static unsigned long sound_delay = 0;
3498 static unsigned long sound_delay_value = 0;
3500 if (!MovDelay[x][y]) /* start new growing cycle */
3504 if (DelayReached(&sound_delay, sound_delay_value))
3506 if (Store[x][y] == EL_AMOEBE_BD)
3507 PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
3509 PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
3510 sound_delay_value = 30;
3514 if (MovDelay[x][y]) /* wait some time before growing bigger */
3517 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3518 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
3520 if (!MovDelay[x][y])
3522 Feld[x][y] = Store[x][y];
3524 DrawLevelField(x, y);
3529 void AmoebaDisappearing(int x, int y)
3531 static unsigned long sound_delay = 0;
3532 static unsigned long sound_delay_value = 0;
3534 if (!MovDelay[x][y]) /* start new shrinking cycle */
3538 if (DelayReached(&sound_delay, sound_delay_value))
3539 sound_delay_value = 30;
3542 if (MovDelay[x][y]) /* wait some time before shrinking */
3545 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3546 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + MovDelay[x][y]/2);
3548 if (!MovDelay[x][y])
3550 Feld[x][y] = EL_LEERRAUM;
3551 DrawLevelField(x, y);
3553 /* don't let mole enter this field in this cycle;
3554 (give priority to objects falling to this field from above) */
3560 void AmoebeAbleger(int ax, int ay)
3563 int element = Feld[ax][ay];
3564 int newax = ax, neway = ay;
3565 static int xy[4][2] =
3573 if (!level.amoeba_speed)
3575 Feld[ax][ay] = EL_AMOEBE_TOT;
3576 DrawLevelField(ax, ay);
3580 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3581 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3583 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3586 if (MovDelay[ax][ay])
3590 if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
3593 int x = ax + xy[start][0];
3594 int y = ay + xy[start][1];
3596 if (!IN_LEV_FIELD(x, y))
3599 if (IS_FREE(x, y) ||
3600 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3606 if (newax == ax && neway == ay)
3609 else /* normal or "filled" (BD style) amoeba */
3612 boolean waiting_for_player = FALSE;
3616 int j = (start + i) % 4;
3617 int x = ax + xy[j][0];
3618 int y = ay + xy[j][1];
3620 if (!IN_LEV_FIELD(x, y))
3623 if (IS_FREE(x, y) ||
3624 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3630 else if (IS_PLAYER(x, y))
3631 waiting_for_player = TRUE;
3634 if (newax == ax && neway == ay) /* amoeba cannot grow */
3636 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3638 Feld[ax][ay] = EL_AMOEBE_TOT;
3639 DrawLevelField(ax, ay);
3640 AmoebaCnt[AmoebaNr[ax][ay]]--;
3642 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3644 if (element == EL_AMOEBE_VOLL)
3645 AmoebeUmwandeln(ax, ay);
3646 else if (element == EL_AMOEBE_BD)
3647 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3652 else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
3654 /* amoeba gets larger by growing in some direction */
3656 int new_group_nr = AmoebaNr[ax][ay];
3659 if (new_group_nr == 0)
3661 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3662 printf("AmoebeAbleger(): This should never happen!\n");
3667 AmoebaNr[newax][neway] = new_group_nr;
3668 AmoebaCnt[new_group_nr]++;
3669 AmoebaCnt2[new_group_nr]++;
3671 /* if amoeba touches other amoeba(s) after growing, unify them */
3672 AmoebenVereinigen(newax, neway);
3674 if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200)
3676 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
3682 if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) ||
3683 (neway == lev_fieldy - 1 && newax != ax))
3685 Feld[newax][neway] = EL_AMOEBING; /* simple growth of new amoeba tile */
3686 Store[newax][neway] = element;
3688 else if (neway == ay)
3690 Feld[newax][neway] = EL_TROPFEN; /* drop left or right from amoeba */
3691 PlaySoundLevel(newax, neway, SND_AMOEBA_DROPPING);
3695 InitMovingField(ax, ay, MV_DOWN); /* drop dripping out of amoeba */
3696 Feld[ax][ay] = EL_AMOEBA_DRIPPING;
3697 Store[ax][ay] = EL_TROPFEN;
3698 ContinueMoving(ax, ay);
3702 DrawLevelField(newax, neway);
3705 void Life(int ax, int ay)
3708 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3710 int element = Feld[ax][ay];
3711 boolean changed = FALSE;
3716 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3717 MovDelay[ax][ay] = life_time;
3719 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3722 if (MovDelay[ax][ay])
3726 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3728 int xx = ax+x1, yy = ay+y1;
3731 if (!IN_LEV_FIELD(xx, yy))
3734 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3736 int x = xx+x2, y = yy+y2;
3738 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3741 if (((Feld[x][y] == element ||
3742 (element == EL_LIFE && IS_PLAYER(x, y))) &&
3744 (IS_FREE(x, y) && Stop[x][y]))
3748 if (xx == ax && yy == ay) /* field in the middle */
3750 if (nachbarn < life[0] || nachbarn > life[1])
3752 Feld[xx][yy] = EL_LEERRAUM;
3754 DrawLevelField(xx, yy);
3755 Stop[xx][yy] = TRUE;
3759 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
3760 { /* free border field */
3761 if (nachbarn >= life[2] && nachbarn <= life[3])
3763 Feld[xx][yy] = element;
3764 MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
3766 DrawLevelField(xx, yy);
3767 Stop[xx][yy] = TRUE;
3774 PlaySoundLevel(ax, ay, element == EL_LIFE ? SND_GAMEOFLIFE_GROWING :
3775 SND_BIOMAZE_GROWING);
3778 void RobotWheel(int x, int y)
3780 if (!MovDelay[x][y]) /* next animation frame */
3781 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3783 if (MovDelay[x][y]) /* wait some time before next frame */
3788 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3789 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
3790 if (!(MovDelay[x][y]%4))
3791 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_RUNNING);
3796 Feld[x][y] = EL_ABLENK_AUS;
3797 DrawLevelField(x, y);
3798 if (ZX == x && ZY == y)
3802 void TimegateWheel(int x, int y)
3804 if (!MovDelay[x][y]) /* next animation frame */
3805 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3807 if (MovDelay[x][y]) /* wait some time before next frame */
3812 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3813 DrawGraphic(SCREENX(x), SCREENY(y),
3814 GFX_TIMEGATE_SWITCH + MovDelay[x][y]%4);
3815 if (!(MovDelay[x][y]%4))
3816 PlaySoundLevel(x, y, SND_TIMEGATE_WHEEL_RUNNING);
3821 Feld[x][y] = EL_TIMEGATE_SWITCH_OFF;
3822 DrawLevelField(x, y);
3823 if (ZX == x && ZY == y)
3827 void Birne(int x, int y)
3829 if (!MovDelay[x][y]) /* next animation frame */
3830 MovDelay[x][y] = 800;
3832 if (MovDelay[x][y]) /* wait some time before next frame */
3837 if (!(MovDelay[x][y]%5))
3839 if (!(MovDelay[x][y]%10))
3840 Feld[x][y]=EL_ABLENK_EIN;
3842 Feld[x][y]=EL_ABLENK_AUS;
3843 DrawLevelField(x, y);
3844 Feld[x][y]=EL_ABLENK_EIN;
3850 Feld[x][y]=EL_ABLENK_AUS;
3851 DrawLevelField(x, y);
3852 if (ZX == x && ZY == y)
3856 void Blubber(int x, int y)
3858 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
3859 DrawLevelField(x, y-1);
3861 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
3864 void NussKnacken(int x, int y)
3866 if (!MovDelay[x][y]) /* next animation frame */
3869 if (MovDelay[x][y]) /* wait some time before next frame */
3872 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3873 DrawGraphic(SCREENX(x), SCREENY(y),
3874 GFX_CRACKINGNUT + 3 - MovDelay[x][y]/2);
3876 if (!MovDelay[x][y])
3878 Feld[x][y] = EL_EDELSTEIN;
3879 DrawLevelField(x, y);
3884 void BreakingPearl(int x, int y)
3886 if (!MovDelay[x][y]) /* next animation frame */
3889 if (MovDelay[x][y]) /* wait some time before next frame */
3892 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3893 DrawGraphic(SCREENX(x), SCREENY(y),
3894 GFX_PEARL_BREAKING + 4 - MovDelay[x][y]/2);
3896 if (!MovDelay[x][y])
3898 Feld[x][y] = EL_LEERRAUM;
3899 DrawLevelField(x, y);
3904 void SiebAktivieren(int x, int y, int typ)
3906 int graphic = (typ == 1 ? GFX_MAGIC_WALL_FULL : GFX_MAGIC_WALL_BD_FULL) + 3;
3908 DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
3911 void AusgangstuerPruefen(int x, int y)
3913 if (!local_player->gems_still_needed &&
3914 !local_player->sokobanfields_still_needed &&
3915 !local_player->lights_still_needed)
3917 Feld[x][y] = EL_AUSGANG_ACT;
3919 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
3920 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
3921 y < LEVELY(BY1) ? LEVELY(BY1) :
3922 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
3927 void AusgangstuerOeffnen(int x, int y)
3931 if (!MovDelay[x][y]) /* next animation frame */
3932 MovDelay[x][y] = 5*delay;
3934 if (MovDelay[x][y]) /* wait some time before next frame */
3939 tuer = MovDelay[x][y]/delay;
3940 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3941 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
3943 if (!MovDelay[x][y])
3945 Feld[x][y] = EL_AUSGANG_AUF;
3946 DrawLevelField(x, y);
3951 void AusgangstuerBlinken(int x, int y)
3953 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
3956 void OpenSwitchgate(int x, int y)
3960 if (!MovDelay[x][y]) /* next animation frame */
3961 MovDelay[x][y] = 5 * delay;
3963 if (MovDelay[x][y]) /* wait some time before next frame */
3968 phase = MovDelay[x][y] / delay;
3969 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3970 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_OPEN - phase);
3972 if (!MovDelay[x][y])
3974 Feld[x][y] = EL_SWITCHGATE_OPEN;
3975 DrawLevelField(x, y);
3980 void CloseSwitchgate(int x, int y)
3984 if (!MovDelay[x][y]) /* next animation frame */
3985 MovDelay[x][y] = 5 * delay;
3987 if (MovDelay[x][y]) /* wait some time before next frame */
3992 phase = MovDelay[x][y] / delay;
3993 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3994 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_CLOSED + phase);
3996 if (!MovDelay[x][y])
3998 Feld[x][y] = EL_SWITCHGATE_CLOSED;
3999 DrawLevelField(x, y);
4004 void OpenTimegate(int x, int y)
4008 if (!MovDelay[x][y]) /* next animation frame */
4009 MovDelay[x][y] = 5 * delay;
4011 if (MovDelay[x][y]) /* wait some time before next frame */
4016 phase = MovDelay[x][y] / delay;
4017 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4018 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_OPEN - phase);
4020 if (!MovDelay[x][y])
4022 Feld[x][y] = EL_TIMEGATE_OPEN;
4023 DrawLevelField(x, y);
4028 void CloseTimegate(int x, int y)
4032 if (!MovDelay[x][y]) /* next animation frame */
4033 MovDelay[x][y] = 5 * delay;
4035 if (MovDelay[x][y]) /* wait some time before next frame */
4040 phase = MovDelay[x][y] / delay;
4041 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4042 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_CLOSED + phase);
4044 if (!MovDelay[x][y])
4046 Feld[x][y] = EL_TIMEGATE_CLOSED;
4047 DrawLevelField(x, y);
4052 static void CloseAllOpenTimegates()
4056 for (y=0; y<lev_fieldy; y++)
4058 for (x=0; x<lev_fieldx; x++)
4060 int element = Feld[x][y];
4062 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4064 Feld[x][y] = EL_TIMEGATE_CLOSING;
4065 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4071 void EdelsteinFunkeln(int x, int y)
4073 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4076 if (Feld[x][y] == EL_EDELSTEIN_BD)
4077 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
4080 if (!MovDelay[x][y]) /* next animation frame */
4081 MovDelay[x][y] = 11 * !SimpleRND(500);
4083 if (MovDelay[x][y]) /* wait some time before next frame */
4087 if (setup.direct_draw && MovDelay[x][y])
4088 SetDrawtoField(DRAW_BUFFERED);
4090 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
4094 int phase = (MovDelay[x][y]-1)/2;
4099 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
4101 if (setup.direct_draw)
4105 dest_x = FX + SCREENX(x)*TILEX;
4106 dest_y = FY + SCREENY(y)*TILEY;
4108 BlitBitmap(drawto_field, window,
4109 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4110 SetDrawtoField(DRAW_DIRECT);
4117 void MauerWaechst(int x, int y)
4121 if (!MovDelay[x][y]) /* next animation frame */
4122 MovDelay[x][y] = 3*delay;
4124 if (MovDelay[x][y]) /* wait some time before next frame */
4129 phase = 2-MovDelay[x][y]/delay;
4130 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4131 DrawGraphic(SCREENX(x), SCREENY(y),
4132 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
4133 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
4134 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
4135 GFX_MAUER_DOWN ) + phase);
4137 if (!MovDelay[x][y])
4139 if (MovDir[x][y] == MV_LEFT)
4141 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
4142 DrawLevelField(x-1, y);
4144 else if (MovDir[x][y] == MV_RIGHT)
4146 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
4147 DrawLevelField(x+1, y);
4149 else if (MovDir[x][y] == MV_UP)
4151 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
4152 DrawLevelField(x, y-1);
4156 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
4157 DrawLevelField(x, y+1);
4160 Feld[x][y] = Store[x][y];
4162 MovDir[x][y] = MV_NO_MOVING;
4163 DrawLevelField(x, y);
4168 void MauerAbleger(int ax, int ay)
4170 int element = Feld[ax][ay];
4171 boolean oben_frei = FALSE, unten_frei = FALSE;
4172 boolean links_frei = FALSE, rechts_frei = FALSE;
4173 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4174 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4175 boolean new_wall = FALSE;
4177 if (!MovDelay[ax][ay]) /* start building new wall */
4178 MovDelay[ax][ay] = 6;
4180 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4183 if (MovDelay[ax][ay])
4187 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4189 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4191 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4193 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4196 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
4200 Feld[ax][ay-1] = EL_MAUERND;
4201 Store[ax][ay-1] = element;
4202 MovDir[ax][ay-1] = MV_UP;
4203 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4204 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
4209 Feld[ax][ay+1] = EL_MAUERND;
4210 Store[ax][ay+1] = element;
4211 MovDir[ax][ay+1] = MV_DOWN;
4212 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4213 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
4218 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
4219 element == EL_MAUER_LEBT)
4223 Feld[ax-1][ay] = EL_MAUERND;
4224 Store[ax-1][ay] = element;
4225 MovDir[ax-1][ay] = MV_LEFT;
4226 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4227 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
4232 Feld[ax+1][ay] = EL_MAUERND;
4233 Store[ax+1][ay] = element;
4234 MovDir[ax+1][ay] = MV_RIGHT;
4235 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4236 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
4241 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
4242 DrawLevelField(ax, ay);
4244 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
4246 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
4247 unten_massiv = TRUE;
4248 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
4249 links_massiv = TRUE;
4250 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
4251 rechts_massiv = TRUE;
4253 if (((oben_massiv && unten_massiv) ||
4254 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
4255 ((links_massiv && rechts_massiv) ||
4256 element == EL_MAUER_Y))
4257 Feld[ax][ay] = EL_MAUERWERK;
4260 PlaySoundLevel(ax, ay, SND_WALL_GROWING);
4263 void CheckForDragon(int x, int y)
4266 boolean dragon_found = FALSE;
4267 static int xy[4][2] =
4279 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4281 if (IN_LEV_FIELD(xx, yy) &&
4282 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
4284 if (Feld[xx][yy] == EL_DRACHE)
4285 dragon_found = TRUE;
4298 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4300 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
4302 Feld[xx][yy] = EL_LEERRAUM;
4303 DrawLevelField(xx, yy);
4312 static void CheckBuggyBase(int x, int y)
4314 int element = Feld[x][y];
4316 if (element == EL_SP_BUG)
4318 if (!MovDelay[x][y]) /* wait some time before activating base */
4319 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4324 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4325 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
4329 Feld[x][y] = EL_SP_BUG_ACTIVE;
4332 else if (element == EL_SP_BUG_ACTIVE)
4334 if (!MovDelay[x][y]) /* start activating buggy base */
4335 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
4343 static int xy[4][2] =
4351 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4352 DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
4356 int xx = x + xy[i][0], yy = y + xy[i][1];
4358 if (IS_PLAYER(xx, yy))
4360 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVATING);
4368 Feld[x][y] = EL_SP_BUG;
4369 DrawLevelField(x, y);
4374 static void CheckTrap(int x, int y)
4376 int element = Feld[x][y];
4378 if (element == EL_TRAP_INACTIVE)
4380 if (!MovDelay[x][y]) /* wait some time before activating trap */
4381 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4389 Feld[x][y] = EL_TRAP_ACTIVE;
4390 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
4393 else if (element == EL_TRAP_ACTIVE)
4398 if (!MovDelay[x][y]) /* start activating trap */
4399 MovDelay[x][y] = num_frames * delay;
4407 if (!(MovDelay[x][y] % delay))
4409 int phase = MovDelay[x][y]/delay;
4411 if (phase >= num_frames/2)
4412 phase = num_frames - phase;
4414 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4416 DrawGraphic(SCREENX(x),SCREENY(y), GFX_TRAP_INACTIVE + phase - 1);
4417 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
4424 Feld[x][y] = EL_TRAP_INACTIVE;
4425 DrawLevelField(x, y);
4430 static void DrawBeltAnimation(int x, int y, int element)
4432 int belt_nr = getBeltNrFromElement(element);
4433 int belt_dir = game.belt_dir[belt_nr];
4435 if (belt_dir != MV_NO_MOVING)
4438 int mode = (belt_dir == MV_LEFT ? ANIM_NORMAL : ANIM_REVERSE);
4439 int graphic = el2gfx(element) + (belt_dir == MV_LEFT ? 0 : 7);
4441 DrawGraphicAnimation(x, y, graphic, 8, delay, mode);
4443 if (!(FrameCounter % 2))
4444 PlaySoundLevel(x, y, SND_CONVEYOR_BELT_RUNNING);
4448 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4450 static byte stored_player_action[MAX_PLAYERS];
4451 static int num_stored_actions = 0;
4453 static boolean save_tape_entry = FALSE;
4455 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4456 int left = player_action & JOY_LEFT;
4457 int right = player_action & JOY_RIGHT;
4458 int up = player_action & JOY_UP;
4459 int down = player_action & JOY_DOWN;
4460 int button1 = player_action & JOY_BUTTON_1;
4461 int button2 = player_action & JOY_BUTTON_2;
4462 int dx = (left ? -1 : right ? 1 : 0);
4463 int dy = (up ? -1 : down ? 1 : 0);
4465 stored_player_action[player->index_nr] = 0;
4466 num_stored_actions++;
4468 if (!player->active || tape.pausing)
4474 save_tape_entry = TRUE;
4476 player->frame_reset_delay = 0;
4479 snapped = SnapField(player, dx, dy);
4483 bombed = PlaceBomb(player);
4484 moved = MoveFigure(player, dx, dy);
4487 if (tape.single_step && tape.recording && !tape.pausing)
4489 if (button1 || (bombed && !moved))
4491 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
4492 SnapField(player, 0, 0); /* stop snapping */
4497 if (tape.recording && (moved || snapped || bombed))
4499 if (bombed && !moved)
4500 player_action &= JOY_BUTTON;
4502 stored_player_action[player->index_nr] = player_action;
4503 save_tape_entry = TRUE;
4505 else if (tape.playing && snapped)
4506 SnapField(player, 0, 0); /* stop snapping */
4508 stored_player_action[player->index_nr] = player_action;
4513 /* no actions for this player (no input at player's configured device) */
4515 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4516 SnapField(player, 0, 0);
4517 CheckGravityMovement(player);
4520 if (player->MovPos == 0) /* needed for tape.playing */
4521 player->is_moving = FALSE;
4524 if (player->MovPos == 0) /* needed for tape.playing */
4525 player->last_move_dir = MV_NO_MOVING;
4527 /* !!! CHECK THIS AGAIN !!!
4528 (Seems to be needed for some EL_ROBOT stuff, but breaks
4529 tapes when walking through pipes!)
4532 /* it seems that "player->last_move_dir" is misused as some sort of
4533 "player->is_just_moving_in_this_moment", which is needed for the
4534 robot stuff (robots don't kill players when they are moving)
4538 if (++player->frame_reset_delay > player->move_delay_value)
4543 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
4545 TapeRecordAction(stored_player_action);
4546 num_stored_actions = 0;
4547 save_tape_entry = FALSE;
4550 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
4552 TapeRecordAction(stored_player_action);
4553 num_stored_actions = 0;
4558 if (tape.playing && !tape.pausing && !player_action &&
4559 tape.counter < tape.length)
4561 int jx = player->jx, jy = player->jy;
4563 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
4565 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
4566 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
4568 int dx = (next_joy == JOY_LEFT ? -1 : +1);
4570 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
4572 int el = Feld[jx+dx][jy];
4573 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 :
4574 (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10);
4576 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
4578 player->MovDir = next_joy;
4579 player->Frame = FrameCounter % 4;
4580 player->Pushing = TRUE;
4590 static unsigned long action_delay = 0;
4591 unsigned long action_delay_value;
4592 int sieb_x = 0, sieb_y = 0;
4593 int i, x, y, element;
4594 byte *recorded_player_action;
4595 byte summarized_player_action = 0;
4597 if (game_status != PLAYING)
4600 action_delay_value =
4601 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4603 if (tape.playing && tape.index_search && !tape.pausing)
4604 action_delay_value = 0;
4606 /* ---------- main game synchronization point ---------- */
4608 WaitUntilDelayReached(&action_delay, action_delay_value);
4610 if (network_playing && !network_player_action_received)
4614 printf("DEBUG: try to get network player actions in time\n");
4618 #if defined(PLATFORM_UNIX)
4619 /* last chance to get network player actions without main loop delay */
4623 if (game_status != PLAYING)
4626 if (!network_player_action_received)
4630 printf("DEBUG: failed to get network player actions in time\n");
4640 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4642 for (i=0; i<MAX_PLAYERS; i++)
4644 summarized_player_action |= stored_player[i].action;
4646 if (!network_playing)
4647 stored_player[i].effective_action = stored_player[i].action;
4650 #if defined(PLATFORM_UNIX)
4651 if (network_playing)
4652 SendToServer_MovePlayer(summarized_player_action);
4655 if (!options.network && !setup.team_mode)
4656 local_player->effective_action = summarized_player_action;
4658 for (i=0; i<MAX_PLAYERS; i++)
4660 int actual_player_action = stored_player[i].effective_action;
4662 if (stored_player[i].programmed_action)
4663 actual_player_action = stored_player[i].programmed_action;
4665 if (recorded_player_action)
4666 actual_player_action = recorded_player_action[i];
4668 PlayerActions(&stored_player[i], actual_player_action);
4669 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4672 network_player_action_received = FALSE;
4674 ScrollScreen(NULL, SCROLL_GO_ON);
4680 if (TimeFrames == 0 && local_player->active)
4682 extern unsigned int last_RND();
4684 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
4685 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
4692 if (GameFrameDelay >= 500)
4693 printf("FrameCounter == %d\n", FrameCounter);
4702 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4705 if (JustStopped[x][y] > 0)
4706 JustStopped[x][y]--;
4709 if (IS_BLOCKED(x, y))
4713 Blocked2Moving(x, y, &oldx, &oldy);
4714 if (!IS_MOVING(oldx, oldy))
4716 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4717 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4718 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4719 printf("GameActions(): This should never happen!\n");
4725 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4727 element = Feld[x][y];
4729 if (IS_INACTIVE(element))
4732 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4736 if (IS_GEM(element) || element == EL_SP_INFOTRON)
4737 EdelsteinFunkeln(x, y);
4739 else if (IS_MOVING(x, y))
4740 ContinueMoving(x, y);
4741 else if (IS_ACTIVE_BOMB(element))
4742 CheckDynamite(x, y);
4744 else if (element == EL_EXPLODING && !game.explosions_delayed)
4745 Explode(x, y, Frame[x][y], EX_NORMAL);
4747 else if (element == EL_AMOEBING)
4748 AmoebeWaechst(x, y);
4749 else if (element == EL_DEAMOEBING)
4750 AmoebaDisappearing(x, y);
4752 #if !USE_NEW_AMOEBA_CODE
4753 else if (IS_AMOEBALIVE(element))
4754 AmoebeAbleger(x, y);
4757 else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
4759 else if (element == EL_ABLENK_EIN)
4761 else if (element == EL_TIMEGATE_SWITCH_ON)
4762 TimegateWheel(x, y);
4763 else if (element == EL_SALZSAEURE)
4765 else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
4767 else if (element == EL_CRACKINGNUT)
4769 else if (element == EL_PEARL_BREAKING)
4770 BreakingPearl(x, y);
4771 else if (element == EL_AUSGANG_ZU)
4772 AusgangstuerPruefen(x, y);
4773 else if (element == EL_AUSGANG_ACT)
4774 AusgangstuerOeffnen(x, y);
4775 else if (element == EL_AUSGANG_AUF)
4776 AusgangstuerBlinken(x, y);
4777 else if (element == EL_MAUERND)
4779 else if (element == EL_MAUER_LEBT ||
4780 element == EL_MAUER_X ||
4781 element == EL_MAUER_Y ||
4782 element == EL_MAUER_XY)
4784 else if (element == EL_BURNING)
4785 CheckForDragon(x, y);
4786 else if (element == EL_SP_BUG || element == EL_SP_BUG_ACTIVE)
4787 CheckBuggyBase(x, y);
4788 else if (element == EL_TRAP_INACTIVE || element == EL_TRAP_ACTIVE)
4790 else if (element == EL_SP_TERMINAL)
4791 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL);
4792 else if (element == EL_SP_TERMINAL_ACTIVE)
4793 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
4794 else if (IS_BELT(element))
4795 DrawBeltAnimation(x, y, element);
4796 else if (element == EL_SWITCHGATE_OPENING)
4797 OpenSwitchgate(x, y);
4798 else if (element == EL_SWITCHGATE_CLOSING)
4799 CloseSwitchgate(x, y);
4800 else if (element == EL_TIMEGATE_OPENING)
4802 else if (element == EL_TIMEGATE_CLOSING)
4803 CloseTimegate(x, y);
4804 else if (element == EL_EXTRA_TIME)
4805 DrawGraphicAnimation(x, y, GFX_EXTRA_TIME, 6, 4, ANIM_NORMAL);
4806 else if (element == EL_SHIELD_PASSIVE)
4808 DrawGraphicAnimation(x, y, GFX_SHIELD_PASSIVE, 6, 4, ANIM_NORMAL);
4809 if (!(FrameCounter % 4))
4810 PlaySoundLevel(x, y, SND_SHIELD_PASSIVE_ACTIVATED);
4812 else if (element == EL_SHIELD_ACTIVE)
4814 DrawGraphicAnimation(x, y, GFX_SHIELD_ACTIVE, 6, 4, ANIM_NORMAL);
4815 if (!(FrameCounter % 4))
4816 PlaySoundLevel(x, y, SND_SHIELD_ACTIVE_ACTIVATED);
4819 if (game.magic_wall_active)
4821 boolean sieb = FALSE;
4822 int jx = local_player->jx, jy = local_player->jy;
4824 if (element == EL_MAGIC_WALL_FULL ||
4825 element == EL_MAGIC_WALL_EMPTY ||
4826 element == EL_MAGIC_WALL_EMPTYING)
4828 SiebAktivieren(x, y, 1);
4831 else if (element == EL_MAGIC_WALL_BD_FULL ||
4832 element == EL_MAGIC_WALL_BD_EMPTY ||
4833 element == EL_MAGIC_WALL_BD_EMPTYING)
4835 SiebAktivieren(x, y, 2);
4839 /* play the element sound at the position nearest to the player */
4840 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
4848 #if USE_NEW_AMOEBA_CODE
4849 /* new experimental amoeba growth stuff */
4851 if (!(FrameCounter % 8))
4854 static unsigned long random = 1684108901;
4856 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
4859 x = (random >> 10) % lev_fieldx;
4860 y = (random >> 20) % lev_fieldy;
4862 x = RND(lev_fieldx);
4863 y = RND(lev_fieldy);
4865 element = Feld[x][y];
4867 if (!IS_PLAYER(x,y) &&
4868 (element == EL_LEERRAUM ||
4869 element == EL_ERDREICH ||
4870 element == EL_MORAST_LEER ||
4871 element == EL_BLURB_LEFT ||
4872 element == EL_BLURB_RIGHT))
4874 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBE_NASS) ||
4875 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBE_NASS) ||
4876 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBE_NASS) ||
4877 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBE_NASS))
4878 Feld[x][y] = EL_TROPFEN;
4881 random = random * 129 + 1;
4887 if (game.explosions_delayed)
4890 game.explosions_delayed = FALSE;
4892 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4894 element = Feld[x][y];
4896 if (ExplodeField[x][y])
4897 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
4898 else if (element == EL_EXPLODING)
4899 Explode(x, y, Frame[x][y], EX_NORMAL);
4901 ExplodeField[x][y] = EX_NO_EXPLOSION;
4904 game.explosions_delayed = TRUE;
4907 if (game.magic_wall_active)
4909 if (!(game.magic_wall_time_left % 4))
4911 int element = Feld[sieb_x][sieb_y];
4913 if (element == EL_MAGIC_WALL_BD_FULL ||
4914 element == EL_MAGIC_WALL_BD_EMPTY ||
4915 element == EL_MAGIC_WALL_BD_EMPTYING)
4916 PlaySoundLevel(sieb_x, sieb_y, SND_BD_MAGIC_WALL_RUNNING);
4918 PlaySoundLevel(sieb_x, sieb_y, SND_MAGIC_WALL_RUNNING);
4921 if (game.magic_wall_time_left > 0)
4923 game.magic_wall_time_left--;
4924 if (!game.magic_wall_time_left)
4926 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4928 element = Feld[x][y];
4930 if (element == EL_MAGIC_WALL_EMPTY ||
4931 element == EL_MAGIC_WALL_FULL)
4933 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4934 DrawLevelField(x, y);
4936 else if (element == EL_MAGIC_WALL_BD_EMPTY ||
4937 element == EL_MAGIC_WALL_BD_FULL)
4939 Feld[x][y] = EL_MAGIC_WALL_BD_DEAD;
4940 DrawLevelField(x, y);
4944 game.magic_wall_active = FALSE;
4949 if (game.light_time_left > 0)
4951 game.light_time_left--;
4953 if (game.light_time_left == 0)
4955 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4957 element = Feld[x][y];
4959 if (element == EL_LIGHT_SWITCH_ON)
4961 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
4962 DrawLevelField(x, y);
4964 else if (element == EL_INVISIBLE_STEEL ||
4965 element == EL_UNSICHTBAR ||
4966 element == EL_SAND_INVISIBLE)
4967 DrawLevelField(x, y);
4972 if (game.timegate_time_left > 0)
4974 game.timegate_time_left--;
4976 if (game.timegate_time_left == 0)
4977 CloseAllOpenTimegates();
4980 if (TimeFrames >= (1000 / GameFrameDelay))
4985 for (i=0; i<MAX_PLAYERS; i++)
4987 if (SHIELD_ON(&stored_player[i]))
4989 stored_player[i].shield_passive_time_left--;
4991 if (stored_player[i].shield_active_time_left > 0)
4992 stored_player[i].shield_active_time_left--;
4996 if (tape.recording || tape.playing)
4997 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
5003 if (TimeLeft <= 10 && setup.time_limit)
5004 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MAX_RIGHT);
5006 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5008 if (!TimeLeft && setup.time_limit)
5009 for (i=0; i<MAX_PLAYERS; i++)
5010 KillHero(&stored_player[i]);
5012 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
5013 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
5018 if (options.debug) /* calculate frames per second */
5020 static unsigned long fps_counter = 0;
5021 static int fps_frames = 0;
5022 unsigned long fps_delay_ms = Counter() - fps_counter;
5026 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
5028 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
5031 fps_counter = Counter();
5034 redraw_mask |= REDRAW_FPS;
5038 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
5040 int min_x = x, min_y = y, max_x = x, max_y = y;
5043 for (i=0; i<MAX_PLAYERS; i++)
5045 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5047 if (!stored_player[i].active || &stored_player[i] == player)
5050 min_x = MIN(min_x, jx);
5051 min_y = MIN(min_y, jy);
5052 max_x = MAX(max_x, jx);
5053 max_y = MAX(max_y, jy);
5056 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
5059 static boolean AllPlayersInVisibleScreen()
5063 for (i=0; i<MAX_PLAYERS; i++)
5065 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5067 if (!stored_player[i].active)
5070 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5077 void ScrollLevel(int dx, int dy)
5079 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
5082 BlitBitmap(drawto_field, drawto_field,
5083 FX + TILEX*(dx == -1) - softscroll_offset,
5084 FY + TILEY*(dy == -1) - softscroll_offset,
5085 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
5086 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
5087 FX + TILEX*(dx == 1) - softscroll_offset,
5088 FY + TILEY*(dy == 1) - softscroll_offset);
5092 x = (dx == 1 ? BX1 : BX2);
5093 for (y=BY1; y<=BY2; y++)
5094 DrawScreenField(x, y);
5098 y = (dy == 1 ? BY1 : BY2);
5099 for (x=BX1; x<=BX2; x++)
5100 DrawScreenField(x, y);
5103 redraw_mask |= REDRAW_FIELD;
5106 static void CheckGravityMovement(struct PlayerInfo *player)
5108 if (level.gravity && !player->programmed_action)
5110 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
5111 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
5113 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
5114 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
5115 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
5116 int jx = player->jx, jy = player->jy;
5117 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
5118 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
5119 int new_jx = jx + dx, new_jy = jy + dy;
5120 boolean field_under_player_is_free =
5121 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
5122 boolean player_is_moving_to_valid_field =
5123 (IN_LEV_FIELD(new_jx, new_jy) &&
5124 (Feld[new_jx][new_jy] == EL_SP_BASE ||
5125 Feld[new_jx][new_jy] == EL_ERDREICH));
5127 if (field_under_player_is_free &&
5128 !player_is_moving_to_valid_field &&
5129 !IS_TUBE(Feld[jx][jy]))
5130 player->programmed_action = MV_DOWN;
5134 boolean MoveFigureOneStep(struct PlayerInfo *player,
5135 int dx, int dy, int real_dx, int real_dy)
5137 int jx = player->jx, jy = player->jy;
5138 int new_jx = jx+dx, new_jy = jy+dy;
5142 if (!player->active || (!dx && !dy))
5143 return MF_NO_ACTION;
5145 player->MovDir = (dx < 0 ? MV_LEFT :
5148 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5150 if (!IN_LEV_FIELD(new_jx, new_jy))
5151 return MF_NO_ACTION;
5153 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
5154 return MF_NO_ACTION;
5157 element = MovingOrBlocked2Element(new_jx, new_jy);
5159 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
5162 if (DONT_GO_TO(element))
5164 if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
5167 Feld[jx][jy] = EL_SPIELFIGUR;
5168 InitMovingField(jx, jy, MV_DOWN);
5169 Store[jx][jy] = EL_SALZSAEURE;
5170 ContinueMoving(jx, jy);
5174 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
5179 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
5180 if (can_move != MF_MOVING)
5183 StorePlayer[jx][jy] = 0;
5184 player->last_jx = jx;
5185 player->last_jy = jy;
5186 jx = player->jx = new_jx;
5187 jy = player->jy = new_jy;
5188 StorePlayer[jx][jy] = player->element_nr;
5191 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
5193 ScrollFigure(player, SCROLL_INIT);
5198 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
5200 int jx = player->jx, jy = player->jy;
5201 int old_jx = jx, old_jy = jy;
5202 int moved = MF_NO_ACTION;
5204 if (!player->active || (!dx && !dy))
5208 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5212 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5213 !(tape.playing && tape.game_version < GAME_VERSION_2_0))
5217 /* remove the last programmed player action */
5218 player->programmed_action = 0;
5222 /* should only happen if pre-1.2 tape recordings are played */
5223 /* this is only for backward compatibility */
5225 int original_move_delay_value = player->move_delay_value;
5228 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
5231 /* scroll remaining steps with finest movement resolution */
5232 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
5234 while (player->MovPos)
5236 ScrollFigure(player, SCROLL_GO_ON);
5237 ScrollScreen(NULL, SCROLL_GO_ON);
5243 player->move_delay_value = original_move_delay_value;
5246 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
5248 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
5249 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5253 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5254 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5260 if (moved & MF_MOVING && !ScreenMovPos &&
5261 (player == local_player || !options.network))
5263 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5264 int offset = (setup.scroll_delay ? 3 : 0);
5266 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5268 /* actual player has left the screen -- scroll in that direction */
5269 if (jx != old_jx) /* player has moved horizontally */
5270 scroll_x += (jx - old_jx);
5271 else /* player has moved vertically */
5272 scroll_y += (jy - old_jy);
5276 if (jx != old_jx) /* player has moved horizontally */
5278 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5279 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5280 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5282 /* don't scroll over playfield boundaries */
5283 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5284 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5286 /* don't scroll more than one field at a time */
5287 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5289 /* don't scroll against the player's moving direction */
5290 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5291 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5292 scroll_x = old_scroll_x;
5294 else /* player has moved vertically */
5296 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5297 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5298 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5300 /* don't scroll over playfield boundaries */
5301 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5302 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5304 /* don't scroll more than one field at a time */
5305 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5307 /* don't scroll against the player's moving direction */
5308 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5309 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5310 scroll_y = old_scroll_y;
5314 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5316 if (!options.network && !AllPlayersInVisibleScreen())
5318 scroll_x = old_scroll_x;
5319 scroll_y = old_scroll_y;
5323 ScrollScreen(player, SCROLL_INIT);
5324 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5329 if (!(moved & MF_MOVING) && !player->Pushing)
5332 player->Frame = (player->Frame + 1) % 4;
5334 if (moved & MF_MOVING)
5336 if (old_jx != jx && old_jy == jy)
5337 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5338 else if (old_jx == jx && old_jy != jy)
5339 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5341 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
5343 player->last_move_dir = player->MovDir;
5344 player->is_moving = TRUE;
5348 CheckGravityMovement(player);
5351 player->last_move_dir = MV_NO_MOVING;
5353 player->is_moving = FALSE;
5356 TestIfHeroTouchesBadThing(jx, jy);
5358 if (!player->active)
5364 void ScrollFigure(struct PlayerInfo *player, int mode)
5366 int jx = player->jx, jy = player->jy;
5367 int last_jx = player->last_jx, last_jy = player->last_jy;
5368 int move_stepsize = TILEX / player->move_delay_value;
5370 if (!player->active || !player->MovPos)
5373 if (mode == SCROLL_INIT)
5375 player->actual_frame_counter = FrameCounter;
5376 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5378 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
5379 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5384 else if (!FrameReached(&player->actual_frame_counter, 1))
5387 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5388 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5390 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5391 Feld[last_jx][last_jy] = EL_LEERRAUM;
5393 /* before DrawPlayer() to draw correct player graphic for this case */
5394 if (player->MovPos == 0)
5395 CheckGravityMovement(player);
5399 if (player->MovPos == 0)
5401 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
5403 /* continue with normal speed after quickly moving through gate */
5404 HALVE_PLAYER_SPEED(player);
5406 /* be able to make the next move without delay */
5407 player->move_delay = 0;
5410 player->last_jx = jx;
5411 player->last_jy = jy;
5413 if (Feld[jx][jy] == EL_AUSGANG_AUF)
5417 if (!local_player->friends_still_needed)
5418 player->LevelSolved = player->GameOver = TRUE;
5421 if (tape.single_step && tape.recording && !tape.pausing &&
5422 !player->programmed_action)
5423 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5427 void ScrollScreen(struct PlayerInfo *player, int mode)
5429 static unsigned long screen_frame_counter = 0;
5431 if (mode == SCROLL_INIT)
5433 /* set scrolling step size according to actual player's moving speed */
5434 ScrollStepSize = TILEX / player->move_delay_value;
5436 screen_frame_counter = FrameCounter;
5437 ScreenMovDir = player->MovDir;
5438 ScreenMovPos = player->MovPos;
5439 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5442 else if (!FrameReached(&screen_frame_counter, 1))
5447 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5448 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5449 redraw_mask |= REDRAW_FIELD;
5452 ScreenMovDir = MV_NO_MOVING;
5455 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
5457 int i, kill_x = -1, kill_y = -1;
5458 static int test_xy[4][2] =
5465 static int test_dir[4] =
5475 int test_x, test_y, test_move_dir, test_element;
5477 test_x = good_x + test_xy[i][0];
5478 test_y = good_y + test_xy[i][1];
5479 if (!IN_LEV_FIELD(test_x, test_y))
5483 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5486 test_element = Feld[test_x][test_y];
5488 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
5491 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5492 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5494 if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) ||
5495 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
5503 if (kill_x != -1 || kill_y != -1)
5505 if (IS_PLAYER(good_x, good_y))
5507 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
5509 if (player->shield_active_time_left > 0)
5510 Bang(kill_x, kill_y);
5511 else if (!PLAYER_PROTECTED(good_x, good_y))
5515 Bang(good_x, good_y);
5519 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
5521 int i, kill_x = -1, kill_y = -1;
5522 int bad_element = Feld[bad_x][bad_y];
5523 static int test_xy[4][2] =
5530 static int test_dir[4] =
5538 if (bad_element == EL_EXPLODING) /* skip just exploding bad things */
5543 int test_x, test_y, test_move_dir, test_element;
5545 test_x = bad_x + test_xy[i][0];
5546 test_y = bad_y + test_xy[i][1];
5547 if (!IN_LEV_FIELD(test_x, test_y))
5551 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5553 test_element = Feld[test_x][test_y];
5555 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5556 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5558 if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) ||
5559 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
5561 /* good thing is player or penguin that does not move away */
5562 if (IS_PLAYER(test_x, test_y))
5564 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
5566 if (bad_element == EL_ROBOT && player->is_moving)
5567 continue; /* robot does not kill player if he is moving */
5573 else if (test_element == EL_PINGUIN)
5582 if (kill_x != -1 || kill_y != -1)
5584 if (IS_PLAYER(kill_x, kill_y))
5586 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
5589 int dir = player->MovDir;
5590 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5591 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5593 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5594 newx != bad_x && newy != bad_y)
5595 ; /* robot does not kill player if he is moving */
5597 printf("-> %d\n", player->MovDir);
5599 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5600 newx != bad_x && newy != bad_y)
5601 ; /* robot does not kill player if he is moving */
5606 if (player->shield_active_time_left > 0)
5608 else if (!PLAYER_PROTECTED(kill_x, kill_y))
5612 Bang(kill_x, kill_y);
5616 void TestIfHeroTouchesBadThing(int x, int y)
5618 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5621 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
5623 TestIfGoodThingHitsBadThing(x, y, move_dir);
5626 void TestIfBadThingTouchesHero(int x, int y)
5628 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5631 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
5633 TestIfBadThingHitsGoodThing(x, y, move_dir);
5636 void TestIfFriendTouchesBadThing(int x, int y)
5638 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5641 void TestIfBadThingTouchesFriend(int x, int y)
5643 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5646 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
5648 int i, kill_x = bad_x, kill_y = bad_y;
5649 static int xy[4][2] =
5661 x = bad_x + xy[i][0];
5662 y = bad_y + xy[i][1];
5663 if (!IN_LEV_FIELD(x, y))
5666 element = Feld[x][y];
5667 if (IS_AMOEBOID(element) || element == EL_LIFE ||
5668 element == EL_AMOEBING || element == EL_TROPFEN)
5676 if (kill_x != bad_x || kill_y != bad_y)
5680 void KillHero(struct PlayerInfo *player)
5682 int jx = player->jx, jy = player->jy;
5684 if (!player->active)
5687 if (IS_PFORTE(Feld[jx][jy]))
5688 Feld[jx][jy] = EL_LEERRAUM;
5690 /* deactivate shield (else Bang()/Explode() would not work right) */
5691 player->shield_passive_time_left = 0;
5692 player->shield_active_time_left = 0;
5698 static void KillHeroUnlessProtected(int x, int y)
5700 if (!PLAYER_PROTECTED(x, y))
5701 KillHero(PLAYERINFO(x, y));
5704 void BuryHero(struct PlayerInfo *player)
5706 int jx = player->jx, jy = player->jy;
5708 if (!player->active)
5711 PlaySoundLevel(jx, jy, SND_PLAYER_DYING);
5712 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
5714 player->GameOver = TRUE;
5718 void RemoveHero(struct PlayerInfo *player)
5720 int jx = player->jx, jy = player->jy;
5721 int i, found = FALSE;
5723 player->present = FALSE;
5724 player->active = FALSE;
5726 if (!ExplodeField[jx][jy])
5727 StorePlayer[jx][jy] = 0;
5729 for (i=0; i<MAX_PLAYERS; i++)
5730 if (stored_player[i].active)
5734 AllPlayersGone = TRUE;
5740 int DigField(struct PlayerInfo *player,
5741 int x, int y, int real_dx, int real_dy, int mode)
5743 int jx = player->jx, jy = player->jy;
5744 int dx = x - jx, dy = y - jy;
5745 int move_direction = (dx == -1 ? MV_LEFT :
5746 dx == +1 ? MV_RIGHT :
5748 dy == +1 ? MV_DOWN : MV_NO_MOVING);
5751 if (player->MovPos == 0)
5752 player->Pushing = FALSE;
5754 if (mode == DF_NO_PUSH)
5756 player->Switching = FALSE;
5757 player->push_delay = 0;
5758 return MF_NO_ACTION;
5761 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
5762 return MF_NO_ACTION;
5764 if (IS_TUBE(Feld[jx][jy]))
5767 int tube_leave_directions[][2] =
5769 { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5770 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5771 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5772 { EL_TUBE_VERT_LEFT, MV_LEFT | MV_UP | MV_DOWN },
5773 { EL_TUBE_VERT_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
5774 { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_UP },
5775 { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
5776 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
5777 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
5778 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
5779 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
5780 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
5783 while (tube_leave_directions[i][0] != Feld[jx][jy])
5786 if (tube_leave_directions[i][0] == -1) /* should not happen */
5790 if (!(tube_leave_directions[i][1] & move_direction))
5791 return MF_NO_ACTION; /* tube has no opening in this direction */
5794 element = Feld[x][y];
5800 case EL_SAND_INVISIBLE:
5801 case EL_TRAP_INACTIVE:
5806 if (element == EL_LEERRAUM)
5807 PlaySoundLevel(x, y, SND_EMPTY_SPACE_DIGGING);
5808 else if (element == EL_ERDREICH)
5809 PlaySoundLevel(x, y, SND_SAND_DIGGING);
5810 else if (element == EL_SAND_INVISIBLE)
5811 PlaySoundLevel(x, y, SND_SAND_INVISIBLE_DIGGING);
5812 else if (element == EL_TRAP_INACTIVE)
5813 PlaySoundLevel(x, y, SND_TRAP_INACTIVE_DIGGING);
5814 else if (element == EL_SP_BASE)
5815 PlaySoundLevel(x, y, SND_SP_BASE_DIGGING);
5816 else if (element == EL_SP_BUG)
5817 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_DIGGING);
5821 case EL_EDELSTEIN_BD:
5822 case EL_EDELSTEIN_GELB:
5823 case EL_EDELSTEIN_ROT:
5824 case EL_EDELSTEIN_LILA:
5826 case EL_SP_INFOTRON:
5830 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 :
5831 element == EL_PEARL ? 5 :
5832 element == EL_CRYSTAL ? 8 : 1);
5833 if (local_player->gems_still_needed < 0)
5834 local_player->gems_still_needed = 0;
5835 RaiseScoreElement(element);
5836 DrawText(DX_EMERALDS, DY_EMERALDS,
5837 int2str(local_player->gems_still_needed, 3),
5838 FS_SMALL, FC_YELLOW);
5840 if (element == EL_EDELSTEIN_BD)
5841 PlaySoundLevel(x, y, SND_BD_DIAMOND_COLLECTING);
5842 else if (element == EL_DIAMANT)
5843 PlaySoundLevel(x, y, SND_DIAMOND_COLLECTING);
5844 else if (element == EL_SP_INFOTRON)
5845 PlaySoundLevel(x, y, SND_SP_INFOTRON_COLLECTING);
5846 else if (element == EL_PEARL)
5847 PlaySoundLevel(x, y, SND_PEARL_COLLECTING);
5848 else if (element == EL_CRYSTAL)
5849 PlaySoundLevel(x, y, SND_CRYSTAL_COLLECTING);
5850 else /* EL_EDELSTEIN style element */
5851 PlaySoundLevel(x, y, SND_EMERALD_COLLECTING);
5856 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
5857 PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
5861 Feld[x][y] = EL_LEERRAUM;
5862 PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
5870 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5872 PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MAX_RIGHT);
5875 case EL_SHIELD_PASSIVE:
5877 player->shield_passive_time_left += 10;
5878 PlaySoundLevel(x, y, SND_SHIELD_PASSIVE_COLLECTING);
5881 case EL_SHIELD_ACTIVE:
5883 player->shield_passive_time_left += 10;
5884 player->shield_active_time_left += 10;
5885 PlaySoundLevel(x, y, SND_SHIELD_ACTIVE_COLLECTING);
5888 case EL_DYNAMITE_INACTIVE:
5889 case EL_SP_DISK_RED:
5892 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5893 DrawText(DX_DYNAMITE, DY_DYNAMITE,
5894 int2str(local_player->dynamite, 3),
5895 FS_SMALL, FC_YELLOW);
5896 if (element == EL_SP_DISK_RED)
5897 PlaySoundLevel(x, y, SND_SP_DISK_RED_COLLECTING);
5899 PlaySoundLevel(x, y, SND_DYNAMITE_COLLECTING);
5902 case EL_DYNABOMB_NR:
5904 player->dynabomb_count++;
5905 player->dynabombs_left++;
5906 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5907 PlaySoundLevel(x, y, SND_DYNABOMB_NR_COLLECTING);
5910 case EL_DYNABOMB_SZ:
5912 player->dynabomb_size++;
5913 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5914 PlaySoundLevel(x, y, SND_DYNABOMB_SZ_COLLECTING);
5917 case EL_DYNABOMB_XL:
5919 player->dynabomb_xl = TRUE;
5920 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5921 PlaySoundLevel(x, y, SND_DYNABOMB_XL_COLLECTING);
5924 case EL_SCHLUESSEL1:
5925 case EL_SCHLUESSEL2:
5926 case EL_SCHLUESSEL3:
5927 case EL_SCHLUESSEL4:
5929 int key_nr = element - EL_SCHLUESSEL1;
5932 player->key[key_nr] = TRUE;
5933 RaiseScoreElement(EL_SCHLUESSEL);
5934 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5935 GFX_SCHLUESSEL1 + key_nr);
5936 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5937 GFX_SCHLUESSEL1 + key_nr);
5938 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
5947 int key_nr = element - EL_EM_KEY_1;
5950 player->key[key_nr] = TRUE;
5951 RaiseScoreElement(EL_SCHLUESSEL);
5952 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5953 GFX_SCHLUESSEL1 + key_nr);
5954 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5955 GFX_SCHLUESSEL1 + key_nr);
5956 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
5961 Feld[x][y] = EL_ABLENK_EIN;
5964 DrawLevelField(x, y);
5965 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
5969 case EL_SP_TERMINAL:
5973 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
5975 for (yy=0; yy<lev_fieldy; yy++)
5977 for (xx=0; xx<lev_fieldx; xx++)
5979 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
5981 else if (Feld[xx][yy] == EL_SP_TERMINAL)
5982 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
5990 case EL_BELT1_SWITCH_LEFT:
5991 case EL_BELT1_SWITCH_MIDDLE:
5992 case EL_BELT1_SWITCH_RIGHT:
5993 case EL_BELT2_SWITCH_LEFT:
5994 case EL_BELT2_SWITCH_MIDDLE:
5995 case EL_BELT2_SWITCH_RIGHT:
5996 case EL_BELT3_SWITCH_LEFT:
5997 case EL_BELT3_SWITCH_MIDDLE:
5998 case EL_BELT3_SWITCH_RIGHT:
5999 case EL_BELT4_SWITCH_LEFT:
6000 case EL_BELT4_SWITCH_MIDDLE:
6001 case EL_BELT4_SWITCH_RIGHT:
6002 if (!player->Switching)
6004 player->Switching = TRUE;
6005 ToggleBeltSwitch(x, y);
6006 PlaySoundLevel(x, y, SND_CONVEYOR_BELT_SWITCH_ACTIVATING);
6011 case EL_SWITCHGATE_SWITCH_1:
6012 case EL_SWITCHGATE_SWITCH_2:
6013 if (!player->Switching)
6015 player->Switching = TRUE;
6016 ToggleSwitchgateSwitch(x, y);
6017 PlaySoundLevel(x, y, SND_SWITCHGATE_SWITCH_ACTIVATING);
6022 case EL_LIGHT_SWITCH_OFF:
6023 case EL_LIGHT_SWITCH_ON:
6024 if (!player->Switching)
6026 player->Switching = TRUE;
6027 ToggleLightSwitch(x, y);
6028 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH_OFF ?
6029 SND_LIGHT_SWITCH_ACTIVATING :
6030 SND_LIGHT_SWITCH_DEACTIVATING);
6035 case EL_TIMEGATE_SWITCH_OFF:
6036 ActivateTimegateSwitch(x, y);
6037 PlaySoundLevel(x, y, SND_TIMEGATE_WHEEL_ACTIVATING);
6042 case EL_BALLOON_SEND_LEFT:
6043 case EL_BALLOON_SEND_RIGHT:
6044 case EL_BALLOON_SEND_UP:
6045 case EL_BALLOON_SEND_DOWN:
6046 case EL_BALLOON_SEND_ANY:
6047 if (element == EL_BALLOON_SEND_ANY)
6048 game.balloon_dir = move_direction;
6050 game.balloon_dir = (element == EL_BALLOON_SEND_LEFT ? MV_LEFT :
6051 element == EL_BALLOON_SEND_RIGHT ? MV_RIGHT :
6052 element == EL_BALLOON_SEND_UP ? MV_UP :
6053 element == EL_BALLOON_SEND_DOWN ? MV_DOWN :
6055 PlaySoundLevel(x, y, SND_BALLOON_SWITCH_ACTIVATING);
6061 if (local_player->gems_still_needed > 0)
6062 return MF_NO_ACTION;
6064 player->LevelSolved = player->GameOver = TRUE;
6065 PlaySoundStereo(SND_SP_EXIT_ENTERING, SOUND_MAX_RIGHT);
6068 /* the following elements cannot be pushed by "snapping" */
6069 case EL_FELSBROCKEN:
6071 case EL_DX_SUPABOMB:
6075 case EL_SP_DISK_ORANGE:
6077 if (mode == DF_SNAP)
6078 return MF_NO_ACTION;
6079 /* no "break" -- fall through to next case */
6080 /* the following elements can be pushed by "snapping" */
6083 return MF_NO_ACTION;
6085 player->Pushing = TRUE;
6087 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6088 return MF_NO_ACTION;
6092 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6093 return MF_NO_ACTION;
6096 if (player->push_delay == 0)
6097 player->push_delay = FrameCounter;
6099 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6100 !tape.playing && element != EL_SPRING)
6101 return MF_NO_ACTION;
6103 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6104 !(tape.playing && tape.game_version < GAME_VERSION_2_0) &&
6105 element != EL_SPRING)
6106 return MF_NO_ACTION;
6109 if (mode == DF_SNAP)
6111 InitMovingField(x, y, move_direction);
6112 ContinueMoving(x, y);
6117 Feld[x+dx][y+dy] = element;
6120 if (element == EL_SPRING)
6122 Feld[x+dx][y+dy] = EL_SPRING_MOVING;
6123 MovDir[x+dx][y+dy] = move_direction;
6126 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
6128 DrawLevelField(x+dx, y+dy);
6129 if (element == EL_FELSBROCKEN)
6130 PlaySoundLevel(x+dx, y+dy, SND_ROCK_PUSHING);
6131 else if (element == EL_BD_ROCK)
6132 PlaySoundLevel(x+dx, y+dy, SND_BD_ROCK_PUSHING);
6133 else if (element == EL_BOMBE)
6134 PlaySoundLevel(x+dx, y+dy, SND_BOMB_PUSHING);
6135 else if (element == EL_DX_SUPABOMB)
6136 PlaySoundLevel(x+dx, y+dy, SND_DX_BOMB_PUSHING);
6137 else if (element == EL_KOKOSNUSS)
6138 PlaySoundLevel(x+dx, y+dy, SND_NUT_PUSHING);
6139 else if (element == EL_ZEIT_LEER)
6140 PlaySoundLevel(x+dx, y+dy, SND_TIME_ORB_EMPTY_PUSHING);
6141 else if (element == EL_SP_ZONK)
6142 PlaySoundLevel(x+dx, y+dy, SND_SP_ZONK_PUSHING);
6143 else if (element == EL_SP_DISK_ORANGE)
6144 PlaySoundLevel(x+dx, y+dy, SND_SP_DISK_ORANGE_PUSHING);
6145 else if (element == EL_SPRING)
6146 PlaySoundLevel(x+dx, y+dy, SND_SPRING_PUSHING);
6153 if (!player->key[element - EL_PFORTE1])
6154 return MF_NO_ACTION;
6161 if (!player->key[element - EL_PFORTE1X])
6162 return MF_NO_ACTION;
6169 if (!player->key[element - EL_EM_GATE_1])
6170 return MF_NO_ACTION;
6171 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6172 return MF_NO_ACTION;
6174 /* automatically move to the next field with double speed */
6175 player->programmed_action = move_direction;
6176 DOUBLE_PLAYER_SPEED(player);
6178 PlaySoundLevel(x, y, SND_GATE_PASSING);
6186 if (!player->key[element - EL_EM_GATE_1X])
6187 return MF_NO_ACTION;
6188 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6189 return MF_NO_ACTION;
6191 /* automatically move to the next field with double speed */
6192 player->programmed_action = move_direction;
6193 DOUBLE_PLAYER_SPEED(player);
6195 PlaySoundLevel(x, y, SND_GATE_PASSING);
6199 case EL_SWITCHGATE_OPEN:
6200 case EL_TIMEGATE_OPEN:
6201 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6202 return MF_NO_ACTION;
6204 /* automatically move to the next field with double speed */
6205 player->programmed_action = move_direction;
6206 DOUBLE_PLAYER_SPEED(player);
6208 if (element == EL_SWITCHGATE_OPEN)
6209 PlaySoundLevel(x, y, SND_SWITCHGATE_PASSING);
6211 PlaySoundLevel(x, y, SND_TIMEGATE_PASSING);
6215 case EL_SP_PORT1_LEFT:
6216 case EL_SP_PORT2_LEFT:
6217 case EL_SP_PORT1_RIGHT:
6218 case EL_SP_PORT2_RIGHT:
6219 case EL_SP_PORT1_UP:
6220 case EL_SP_PORT2_UP:
6221 case EL_SP_PORT1_DOWN:
6222 case EL_SP_PORT2_DOWN:
6227 element != EL_SP_PORT1_LEFT &&
6228 element != EL_SP_PORT2_LEFT &&
6229 element != EL_SP_PORT_X &&
6230 element != EL_SP_PORT_XY) ||
6232 element != EL_SP_PORT1_RIGHT &&
6233 element != EL_SP_PORT2_RIGHT &&
6234 element != EL_SP_PORT_X &&
6235 element != EL_SP_PORT_XY) ||
6237 element != EL_SP_PORT1_UP &&
6238 element != EL_SP_PORT2_UP &&
6239 element != EL_SP_PORT_Y &&
6240 element != EL_SP_PORT_XY) ||
6242 element != EL_SP_PORT1_DOWN &&
6243 element != EL_SP_PORT2_DOWN &&
6244 element != EL_SP_PORT_Y &&
6245 element != EL_SP_PORT_XY) ||
6246 !IN_LEV_FIELD(x + dx, y + dy) ||
6247 !IS_FREE(x + dx, y + dy))
6248 return MF_NO_ACTION;
6250 /* automatically move to the next field with double speed */
6251 player->programmed_action = move_direction;
6252 DOUBLE_PLAYER_SPEED(player);
6254 PlaySoundLevel(x, y, SND_SP_PORT_PASSING);
6258 case EL_TUBE_VERTICAL:
6259 case EL_TUBE_HORIZONTAL:
6260 case EL_TUBE_VERT_LEFT:
6261 case EL_TUBE_VERT_RIGHT:
6262 case EL_TUBE_HORIZ_UP:
6263 case EL_TUBE_HORIZ_DOWN:
6264 case EL_TUBE_LEFT_UP:
6265 case EL_TUBE_LEFT_DOWN:
6266 case EL_TUBE_RIGHT_UP:
6267 case EL_TUBE_RIGHT_DOWN:
6270 int tube_enter_directions[][2] =
6272 { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6273 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6274 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6275 { EL_TUBE_VERT_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
6276 { EL_TUBE_VERT_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
6277 { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
6278 { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
6279 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
6280 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
6281 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
6282 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
6283 { -1, MV_NO_MOVING }
6286 while (tube_enter_directions[i][0] != element)
6289 if (tube_enter_directions[i][0] == -1) /* should not happen */
6293 if (!(tube_enter_directions[i][1] & move_direction))
6294 return MF_NO_ACTION; /* tube has no opening in this direction */
6296 PlaySoundLevel(x, y, SND_TUBE_PASSING);
6301 case EL_AUSGANG_ACT:
6302 /* door is not (yet) open */
6303 return MF_NO_ACTION;
6306 case EL_AUSGANG_AUF:
6307 if (mode == DF_SNAP)
6308 return MF_NO_ACTION;
6310 PlaySoundLevel(x, y, SND_EXIT_ENTERING);
6315 Feld[x][y] = EL_BIRNE_EIN;
6316 local_player->lights_still_needed--;
6317 DrawLevelField(x, y);
6318 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
6323 Feld[x][y] = EL_ZEIT_LEER;
6325 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
6326 DrawLevelField(x, y);
6327 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MAX_RIGHT);
6331 case EL_SOKOBAN_FELD_LEER:
6334 case EL_SOKOBAN_OBJEKT:
6335 case EL_SOKOBAN_FELD_VOLL:
6337 case EL_SP_DISK_YELLOW:
6339 if (mode == DF_SNAP)
6340 return MF_NO_ACTION;
6342 player->Pushing = TRUE;
6344 if (!IN_LEV_FIELD(x+dx, y+dy)
6345 || (!IS_FREE(x+dx, y+dy)
6346 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
6347 || !IS_SB_ELEMENT(element))))
6348 return MF_NO_ACTION;
6352 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6353 return MF_NO_ACTION;
6355 else if (dy && real_dx)
6357 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
6358 return MF_NO_ACTION;
6361 if (player->push_delay == 0)
6362 player->push_delay = FrameCounter;
6364 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6365 !tape.playing && element != EL_BALLOON)
6366 return MF_NO_ACTION;
6368 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6369 !(tape.playing && tape.game_version < GAME_VERSION_2_0) &&
6370 element != EL_BALLOON)
6371 return MF_NO_ACTION;
6374 if (IS_SB_ELEMENT(element))
6376 if (element == EL_SOKOBAN_FELD_VOLL)
6378 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
6379 local_player->sokobanfields_still_needed++;
6384 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
6386 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
6387 local_player->sokobanfields_still_needed--;
6388 if (element == EL_SOKOBAN_OBJEKT)
6389 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_FILLING);
6391 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6395 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
6396 if (element == EL_SOKOBAN_FELD_VOLL)
6397 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_CLEARING);
6399 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6405 Feld[x+dx][y+dy] = element;
6408 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
6410 DrawLevelField(x, y);
6411 DrawLevelField(x+dx, y+dy);
6412 if (element == EL_SONDE)
6413 PlaySoundLevel(x+dx, y+dy, SND_SATELLITE_PUSHING);
6414 else if (element == EL_SP_DISK_YELLOW)
6415 PlaySoundLevel(x+dx, y+dy, SND_SP_DISK_YELLOW_PUSHING);
6416 else if (element == EL_BALLOON)
6417 PlaySoundLevel(x+dx, y+dy, SND_BALLOON_PUSHING);
6419 if (IS_SB_ELEMENT(element) &&
6420 local_player->sokobanfields_still_needed == 0 &&
6421 game.emulation == EMU_SOKOBAN)
6423 player->LevelSolved = player->GameOver = TRUE;
6424 PlaySoundLevel(x, y, SND_SOKOBAN_GAME_SOLVING);
6435 return MF_NO_ACTION;
6438 player->push_delay = 0;
6443 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
6445 int jx = player->jx, jy = player->jy;
6446 int x = jx + dx, y = jy + dy;
6448 if (!player->active || !IN_LEV_FIELD(x, y))
6456 if (player->MovPos == 0)
6457 player->Pushing = FALSE;
6459 player->snapped = FALSE;
6463 if (player->snapped)
6466 player->MovDir = (dx < 0 ? MV_LEFT :
6469 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6471 if (!DigField(player, x, y, 0, 0, DF_SNAP))
6474 player->snapped = TRUE;
6475 DrawLevelField(x, y);
6481 boolean PlaceBomb(struct PlayerInfo *player)
6483 int jx = player->jx, jy = player->jy;
6486 if (!player->active || player->MovPos)
6489 element = Feld[jx][jy];
6491 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
6492 IS_ACTIVE_BOMB(element) || element == EL_EXPLODING)
6495 if (element != EL_LEERRAUM)
6496 Store[jx][jy] = element;
6498 if (player->dynamite)
6500 Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
6501 MovDelay[jx][jy] = 96;
6503 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6504 FS_SMALL, FC_YELLOW);
6505 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6507 if (game.emulation == EMU_SUPAPLEX)
6508 DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
6510 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
6513 PlaySoundLevel(jx, jy, SND_DYNAMITE_PLACING);
6517 Feld[jx][jy] = EL_DYNABOMB_ACTIVE_1 + (player->element_nr - EL_SPIELER1);
6518 MovDelay[jx][jy] = 96;
6519 player->dynabombs_left--;
6520 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6521 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
6523 PlaySoundLevel(jx, jy, SND_DYNABOMB_PLACING);
6529 void PlaySoundLevel(int x, int y, int nr)
6531 static int loop_sound_frame[NUM_SOUND_EFFECTS];
6532 static int loop_sound_volume[NUM_SOUND_EFFECTS];
6533 int sx = SCREENX(x), sy = SCREENY(y);
6534 int volume, stereo_position;
6535 int max_distance = 8;
6536 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
6538 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
6539 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
6542 if (!IN_LEV_FIELD(x, y) ||
6543 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
6544 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
6547 volume = SOUND_MAX_VOLUME;
6549 if (!IN_SCR_FIELD(sx, sy))
6551 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
6552 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
6554 volume -= volume * (dx > dy ? dx : dy) / max_distance;
6557 stereo_position = (SOUND_MAX_LEFT +
6558 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
6559 (SCR_FIELDX + 2 * max_distance));
6561 if (IS_LOOP_SOUND(nr))
6563 /* This assures that quieter loop sounds do not overwrite louder ones,
6564 while restarting sound volume comparison with each new game frame. */
6566 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
6569 loop_sound_volume[nr] = volume;
6570 loop_sound_frame[nr] = FrameCounter;
6573 PlaySoundExt(nr, volume, stereo_position, type);
6576 void PlaySoundLevelAction(int x, int y, int sound_action)
6578 int element = Feld[x][y];
6579 int sound_effect = element_action_sound[element][sound_action];
6582 if (sound_effect != -1)
6583 PlaySoundLevel(x, y, sound_effect);
6585 if (sound_action == SND_ACTION_MOVING)
6587 if (element == EL_KAEFER)
6588 PlaySoundLevel(x, y, SND_BUG_MOVING);
6589 else if (element == EL_FLIEGER)
6590 PlaySoundLevel(x, y, SND_SPACESHIP_MOVING);
6591 else if (element == EL_BUTTERFLY)
6592 PlaySoundLevel(x, y, SND_BD_BUTTERFLY_MOVING);
6593 else if (element == EL_FIREFLY)
6594 PlaySoundLevel(x, y, SND_BD_FIREFLY_MOVING);
6595 else if (element == EL_SP_SNIKSNAK)
6596 PlaySoundLevel(x, y, SND_SP_SNIKSNAK_MOVING);
6597 else if (element == EL_SP_ELECTRON)
6598 PlaySoundLevel(x, y, SND_SP_ELECTRON_MOVING);
6599 else if (element == EL_MAMPFER)
6600 PlaySoundLevel(x, y, SND_YAMYAM_MOVING);
6601 else if (element == EL_MAMPFER2)
6602 PlaySoundLevel(x, y, SND_DARK_YAMYAM_MOVING);
6603 else if (element == EL_BALLOON)
6604 PlaySoundLevel(x, y, SND_BALLOON_MOVING);
6605 else if (element == EL_SPRING_MOVING)
6606 PlaySoundLevel(x, y, SND_SPRING_MOVING);
6607 else if (element == EL_MOLE)
6608 PlaySoundLevel(x, y, SND_MOLE_MOVING);
6609 else if (element == EL_SONDE)
6610 PlaySoundLevel(x, y, SND_SATELLITE_MOVING);
6611 else if (element == EL_PACMAN)
6612 PlaySoundLevel(x, y, SND_PACMAN_MOVING);
6613 else if (element == EL_PINGUIN)
6614 PlaySoundLevel(x, y, SND_PENGUIN_MOVING);
6615 else if (element == EL_SCHWEIN)
6616 PlaySoundLevel(x, y, SND_PIG_MOVING);
6617 else if (element == EL_DRACHE)
6618 PlaySoundLevel(x, y, SND_DRAGON_MOVING);
6619 else if (element == EL_ROBOT)
6620 PlaySoundLevel(x, y, SND_ROBOT_STEPPING);
6622 else if (sound_action == SND_ACTION_WAITING)
6624 if (element == EL_KAEFER)
6625 PlaySoundLevel(x, y, SND_BUG_WAITING);
6626 else if (element == EL_FLIEGER)
6627 PlaySoundLevel(x, y, SND_SPACESHIP_WAITING);
6628 else if (element == EL_BUTTERFLY)
6629 PlaySoundLevel(x, y, SND_BD_BUTTERFLY_WAITING);
6630 else if (element == EL_FIREFLY)
6631 PlaySoundLevel(x, y, SND_BD_FIREFLY_WAITING);
6632 else if (element == EL_SP_SNIKSNAK)
6633 PlaySoundLevel(x, y, SND_SP_SNIKSNAK_WAITING);
6634 else if (element == EL_SP_ELECTRON)
6635 PlaySoundLevel(x, y, SND_SP_ELECTRON_WAITING);
6636 else if (element == EL_MAMPFER)
6637 PlaySoundLevel(x, y, SND_YAMYAM_WAITING);
6638 else if (element == EL_MAMPFER2)
6639 PlaySoundLevel(x, y, SND_DARK_YAMYAM_WAITING);
6640 else if (element == EL_BALLOON)
6641 PlaySoundLevel(x, y, SND_BALLOON_WAITING);
6642 else if (element == EL_MOLE)
6643 PlaySoundLevel(x, y, SND_MOLE_WAITING);
6644 else if (element == EL_SONDE)
6645 PlaySoundLevel(x, y, SND_SATELLITE_WAITING);
6646 else if (element == EL_PACMAN)
6647 PlaySoundLevel(x, y, SND_PACMAN_WAITING);
6648 else if (element == EL_PINGUIN)
6649 PlaySoundLevel(x, y, SND_PENGUIN_WAITING);
6650 else if (element == EL_SCHWEIN)
6651 PlaySoundLevel(x, y, SND_PIG_WAITING);
6652 else if (element == EL_DRACHE)
6653 PlaySoundLevel(x, y, SND_DRAGON_WAITING);
6654 else if (element == EL_ROBOT)
6655 PlaySoundLevel(x, y, SND_ROBOT_WAITING);
6660 void RaiseScore(int value)
6662 local_player->score += value;
6663 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
6664 FS_SMALL, FC_YELLOW);
6667 void RaiseScoreElement(int element)
6672 case EL_EDELSTEIN_BD:
6673 case EL_EDELSTEIN_GELB:
6674 case EL_EDELSTEIN_ROT:
6675 case EL_EDELSTEIN_LILA:
6676 RaiseScore(level.score[SC_EDELSTEIN]);
6679 RaiseScore(level.score[SC_DIAMANT]);
6683 RaiseScore(level.score[SC_KAEFER]);
6687 RaiseScore(level.score[SC_FLIEGER]);
6691 RaiseScore(level.score[SC_MAMPFER]);
6694 RaiseScore(level.score[SC_ROBOT]);
6697 RaiseScore(level.score[SC_PACMAN]);
6700 RaiseScore(level.score[SC_KOKOSNUSS]);
6702 case EL_DYNAMITE_INACTIVE:
6703 RaiseScore(level.score[SC_DYNAMIT]);
6706 RaiseScore(level.score[SC_SCHLUESSEL]);
6713 void RequestQuitGame(boolean ask_if_really_quit)
6715 if (AllPlayersGone ||
6716 !ask_if_really_quit ||
6717 level_editor_test_game ||
6718 Request("Do you really want to quit the game ?",
6719 REQ_ASK | REQ_STAY_CLOSED))
6721 #if defined(PLATFORM_UNIX)
6722 if (options.network)
6723 SendToServer_StopPlaying();
6727 game_status = MAINMENU;
6733 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
6738 /* ---------- new game button stuff ---------------------------------------- */
6740 /* graphic position values for game buttons */
6741 #define GAME_BUTTON_XSIZE 30
6742 #define GAME_BUTTON_YSIZE 30
6743 #define GAME_BUTTON_XPOS 5
6744 #define GAME_BUTTON_YPOS 215
6745 #define SOUND_BUTTON_XPOS 5
6746 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
6748 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6749 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6750 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6751 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6752 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6753 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6760 } gamebutton_info[NUM_GAME_BUTTONS] =
6763 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
6768 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
6773 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
6778 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
6779 SOUND_CTRL_ID_MUSIC,
6780 "background music on/off"
6783 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
6784 SOUND_CTRL_ID_LOOPS,
6785 "sound loops on/off"
6788 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
6789 SOUND_CTRL_ID_SIMPLE,
6790 "normal sounds on/off"
6794 void CreateGameButtons()
6798 for (i=0; i<NUM_GAME_BUTTONS; i++)
6800 Bitmap *gd_bitmap = pix[PIX_DOOR];
6801 struct GadgetInfo *gi;
6804 unsigned long event_mask;
6805 int gd_xoffset, gd_yoffset;
6806 int gd_x1, gd_x2, gd_y1, gd_y2;
6809 gd_xoffset = gamebutton_info[i].x;
6810 gd_yoffset = gamebutton_info[i].y;
6811 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
6812 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
6814 if (id == GAME_CTRL_ID_STOP ||
6815 id == GAME_CTRL_ID_PAUSE ||
6816 id == GAME_CTRL_ID_PLAY)
6818 button_type = GD_TYPE_NORMAL_BUTTON;
6820 event_mask = GD_EVENT_RELEASED;
6821 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6822 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6826 button_type = GD_TYPE_CHECK_BUTTON;
6828 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
6829 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
6830 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
6831 event_mask = GD_EVENT_PRESSED;
6832 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
6833 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6836 gi = CreateGadget(GDI_CUSTOM_ID, id,
6837 GDI_INFO_TEXT, gamebutton_info[i].infotext,
6838 GDI_X, DX + gd_xoffset,
6839 GDI_Y, DY + gd_yoffset,
6840 GDI_WIDTH, GAME_BUTTON_XSIZE,
6841 GDI_HEIGHT, GAME_BUTTON_YSIZE,
6842 GDI_TYPE, button_type,
6843 GDI_STATE, GD_BUTTON_UNPRESSED,
6844 GDI_CHECKED, checked,
6845 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
6846 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
6847 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
6848 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
6849 GDI_EVENT_MASK, event_mask,
6850 GDI_CALLBACK_ACTION, HandleGameButtons,
6854 Error(ERR_EXIT, "cannot create gadget");
6856 game_gadget[id] = gi;
6860 static void MapGameButtons()
6864 for (i=0; i<NUM_GAME_BUTTONS; i++)
6865 MapGadget(game_gadget[i]);
6868 void UnmapGameButtons()
6872 for (i=0; i<NUM_GAME_BUTTONS; i++)
6873 UnmapGadget(game_gadget[i]);
6876 static void HandleGameButtons(struct GadgetInfo *gi)
6878 int id = gi->custom_id;
6880 if (game_status != PLAYING)
6885 case GAME_CTRL_ID_STOP:
6886 RequestQuitGame(TRUE);
6889 case GAME_CTRL_ID_PAUSE:
6890 if (options.network)
6892 #if defined(PLATFORM_UNIX)
6894 SendToServer_ContinuePlaying();
6896 SendToServer_PausePlaying();
6900 TapeTogglePause(TAPE_TOGGLE_MANUAL);
6903 case GAME_CTRL_ID_PLAY:
6906 #if defined(PLATFORM_UNIX)
6907 if (options.network)
6908 SendToServer_ContinuePlaying();
6912 tape.pausing = FALSE;
6913 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
6918 case SOUND_CTRL_ID_MUSIC:
6919 if (setup.sound_music)
6921 setup.sound_music = FALSE;
6924 else if (audio.music_available)
6926 setup.sound = setup.sound_music = TRUE;
6927 PlayMusic(level_nr);
6931 case SOUND_CTRL_ID_LOOPS:
6932 if (setup.sound_loops)
6933 setup.sound_loops = FALSE;
6934 else if (audio.loops_available)
6935 setup.sound = setup.sound_loops = TRUE;
6938 case SOUND_CTRL_ID_SIMPLE:
6939 if (setup.sound_simple)
6940 setup.sound_simple = FALSE;
6941 else if (audio.sound_available)
6942 setup.sound = setup.sound_simple = TRUE;