1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MoveFigure() */
36 #define MF_NO_ACTION 0
40 /* for ScrollFigure() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_NO_EXPLOSION 0
51 /* special positions in the game control window (relative to control window) */
54 #define XX_EMERALDS 29
55 #define YY_EMERALDS 54
56 #define XX_DYNAMITE 29
57 #define YY_DYNAMITE 89
65 /* special positions in the game control window (relative to main window) */
66 #define DX_LEVEL (DX + XX_LEVEL)
67 #define DY_LEVEL (DY + YY_LEVEL)
68 #define DX_EMERALDS (DX + XX_EMERALDS)
69 #define DY_EMERALDS (DY + YY_EMERALDS)
70 #define DX_DYNAMITE (DX + XX_DYNAMITE)
71 #define DY_DYNAMITE (DY + YY_DYNAMITE)
72 #define DX_KEYS (DX + XX_KEYS)
73 #define DY_KEYS (DY + YY_KEYS)
74 #define DX_SCORE (DX + XX_SCORE)
75 #define DY_SCORE (DY + YY_SCORE)
76 #define DX_TIME (DX + XX_TIME)
77 #define DY_TIME (DY + YY_TIME)
79 /* values for initial player move delay (initial delay counter value) */
80 #define INITIAL_MOVE_DELAY_OFF -1
81 #define INITIAL_MOVE_DELAY_ON 0
83 /* values for player movement speed (which is in fact a delay value) */
84 #define MOVE_DELAY_NORMAL_SPEED 8
85 #define MOVE_DELAY_HIGH_SPEED 4
87 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
88 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
89 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
90 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
92 /* game button identifiers */
93 #define GAME_CTRL_ID_STOP 0
94 #define GAME_CTRL_ID_PAUSE 1
95 #define GAME_CTRL_ID_PLAY 2
96 #define SOUND_CTRL_ID_MUSIC 3
97 #define SOUND_CTRL_ID_LOOPS 4
98 #define SOUND_CTRL_ID_SIMPLE 5
100 #define NUM_GAME_BUTTONS 6
102 /* forward declaration for internal use */
103 static void CloseAllOpenTimegates(void);
104 static void CheckGravityMovement(struct PlayerInfo *);
105 static void KillHeroUnlessProtected(int, int);
107 void PlaySoundLevel(int, int, int);
108 void PlaySoundLevelAction(int, int, int);
109 void PlaySoundLevelElementAction(int, int, int, int);
111 static void MapGameButtons();
112 static void HandleGameButtons(struct GadgetInfo *);
114 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
116 #define SND_ACTION_UNKNOWN 0
117 #define SND_ACTION_WAITING 1
118 #define SND_ACTION_MOVING 2
119 #define SND_ACTION_DIGGING 3
120 #define SND_ACTION_COLLECTING 4
121 #define SND_ACTION_PASSING 5
122 #define SND_ACTION_IMPACT 6
123 #define SND_ACTION_PUSHING 7
124 #define SND_ACTION_ACTIVATING 8
125 #define SND_ACTION_BURNING 9
127 #define NUM_SND_ACTIONS 10
134 } sound_action_properties[] =
136 /* insert _all_ loop sound actions here */
137 { ".waiting", SND_ACTION_WAITING, TRUE },
138 { ".moving", SND_ACTION_MOVING, TRUE }, /* continuos moving */
139 { ".burning", SND_ACTION_BURNING, TRUE },
140 { ".growing", SND_ACTION_UNKNOWN, TRUE },
141 { ".attacking", SND_ACTION_UNKNOWN, TRUE },
142 { ".active", SND_ACTION_UNKNOWN, TRUE },
144 /* other (non-loop) sound actions are optional */
145 { ".stepping", SND_ACTION_MOVING, FALSE }, /* discrete moving */
146 { ".digging", SND_ACTION_DIGGING, FALSE },
147 { ".collecting", SND_ACTION_COLLECTING, FALSE },
148 { ".passing", SND_ACTION_PASSING, FALSE },
149 { ".impact", SND_ACTION_IMPACT, FALSE },
150 { ".pushing", SND_ACTION_PUSHING, FALSE },
151 { ".activating", SND_ACTION_ACTIVATING, FALSE },
154 static int element_action_sound[MAX_NUM_ELEMENTS][NUM_SND_ACTIONS];
155 static boolean is_loop_sound[NUM_SOUND_FILES];
157 #define IS_LOOP_SOUND(x) (is_loop_sound[x])
162 static unsigned int getStateCheckSum(int counter)
165 unsigned int mult = 1;
166 unsigned int checksum = 0;
168 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
170 static boolean first_game = TRUE;
172 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
178 lastFeld[x][y] = Feld[x][y];
179 else if (lastFeld[x][y] != Feld[x][y])
180 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
181 x, y, lastFeld[x][y], Feld[x][y]);
185 checksum += mult++ * Ur[x][y];
186 checksum += mult++ * Feld[x][y];
189 checksum += mult++ * MovPos[x][y];
190 checksum += mult++ * MovDir[x][y];
191 checksum += mult++ * MovDelay[x][y];
192 checksum += mult++ * Store[x][y];
193 checksum += mult++ * Store2[x][y];
194 checksum += mult++ * StorePlayer[x][y];
195 checksum += mult++ * Frame[x][y];
196 checksum += mult++ * AmoebaNr[x][y];
197 checksum += mult++ * JustStopped[x][y];
198 checksum += mult++ * Stop[x][y];
202 if (counter == 3 && first_game)
213 void GetPlayerConfig()
215 if (!audio.sound_available)
218 if (!audio.loops_available)
219 setup.sound_loops = FALSE;
221 if (!audio.music_available)
222 setup.sound_music = FALSE;
224 if (!video.fullscreen_available)
225 setup.fullscreen = FALSE;
227 setup.sound_simple = setup.sound;
229 SetAudioMode(setup.sound);
233 static int getBeltNrFromElement(int element)
235 return (element < EL_BELT2_LEFT ? 0 :
236 element < EL_BELT3_LEFT ? 1 :
237 element < EL_BELT4_LEFT ? 2 : 3);
240 static int getBeltNrFromSwitchElement(int element)
242 return (element < EL_BELT2_SWITCH_LEFT ? 0 :
243 element < EL_BELT3_SWITCH_LEFT ? 1 :
244 element < EL_BELT4_SWITCH_LEFT ? 2 : 3);
247 static int getBeltDirNrFromSwitchElement(int element)
249 static int belt_base_element[4] =
251 EL_BELT1_SWITCH_LEFT,
252 EL_BELT2_SWITCH_LEFT,
253 EL_BELT3_SWITCH_LEFT,
257 int belt_nr = getBeltNrFromSwitchElement(element);
258 int belt_dir_nr = element - belt_base_element[belt_nr];
260 return (belt_dir_nr % 3);
263 static int getBeltDirFromSwitchElement(int element)
265 static int belt_move_dir[3] =
272 int belt_dir_nr = getBeltDirNrFromSwitchElement(element);
274 return belt_move_dir[belt_dir_nr];
277 static void InitField(int x, int y, boolean init_game)
284 if (stored_player[0].present)
286 Feld[x][y] = EL_SP_MURPHY_CLONE;
293 Feld[x][y] = EL_SPIELER1;
301 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
302 int jx = player->jx, jy = player->jy;
304 player->present = TRUE;
306 if (!options.network || player->connected)
308 player->active = TRUE;
310 /* remove potentially duplicate players */
311 if (StorePlayer[jx][jy] == Feld[x][y])
312 StorePlayer[jx][jy] = 0;
314 StorePlayer[x][y] = Feld[x][y];
318 printf("Player %d activated.\n", player->element_nr);
319 printf("[Local player is %d and currently %s.]\n",
320 local_player->element_nr,
321 local_player->active ? "active" : "not active");
325 Feld[x][y] = EL_LEERRAUM;
326 player->jx = player->last_jx = x;
327 player->jy = player->last_jy = y;
332 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_SALZSAEURE)
333 Feld[x][y] = EL_BADEWANNE1;
334 else if (x > 0 && Feld[x-1][y] == EL_SALZSAEURE)
335 Feld[x][y] = EL_BADEWANNE2;
336 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE1)
337 Feld[x][y] = EL_BADEWANNE3;
338 else if (y > 0 && Feld[x][y-1] == EL_SALZSAEURE)
339 Feld[x][y] = EL_BADEWANNE4;
340 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE2)
341 Feld[x][y] = EL_BADEWANNE5;
344 case EL_KAEFER_RIGHT:
349 case EL_FLIEGER_RIGHT:
351 case EL_FLIEGER_LEFT:
352 case EL_FLIEGER_DOWN:
354 case EL_BUTTERFLY_RIGHT:
355 case EL_BUTTERFLY_UP:
356 case EL_BUTTERFLY_LEFT:
357 case EL_BUTTERFLY_DOWN:
359 case EL_FIREFLY_RIGHT:
361 case EL_FIREFLY_LEFT:
362 case EL_FIREFLY_DOWN:
364 case EL_PACMAN_RIGHT:
388 if (y == lev_fieldy - 1)
390 Feld[x][y] = EL_AMOEBING;
391 Store[x][y] = EL_AMOEBE_NASS;
395 case EL_DYNAMITE_ACTIVE:
400 local_player->lights_still_needed++;
403 case EL_SOKOBAN_FELD_LEER:
404 local_player->sokobanfields_still_needed++;
408 local_player->friends_still_needed++;
413 MovDir[x][y] = 1 << RND(4);
417 Feld[x][y] = EL_LEERRAUM;
420 case EL_EM_KEY_1_FILE:
421 Feld[x][y] = EL_EM_KEY_1;
423 case EL_EM_KEY_2_FILE:
424 Feld[x][y] = EL_EM_KEY_2;
426 case EL_EM_KEY_3_FILE:
427 Feld[x][y] = EL_EM_KEY_3;
429 case EL_EM_KEY_4_FILE:
430 Feld[x][y] = EL_EM_KEY_4;
433 case EL_BELT1_SWITCH_LEFT:
434 case EL_BELT1_SWITCH_MIDDLE:
435 case EL_BELT1_SWITCH_RIGHT:
436 case EL_BELT2_SWITCH_LEFT:
437 case EL_BELT2_SWITCH_MIDDLE:
438 case EL_BELT2_SWITCH_RIGHT:
439 case EL_BELT3_SWITCH_LEFT:
440 case EL_BELT3_SWITCH_MIDDLE:
441 case EL_BELT3_SWITCH_RIGHT:
442 case EL_BELT4_SWITCH_LEFT:
443 case EL_BELT4_SWITCH_MIDDLE:
444 case EL_BELT4_SWITCH_RIGHT:
447 int belt_nr = getBeltNrFromSwitchElement(Feld[x][y]);
448 int belt_dir = getBeltDirFromSwitchElement(Feld[x][y]);
449 int belt_dir_nr = getBeltDirNrFromSwitchElement(Feld[x][y]);
451 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
453 game.belt_dir[belt_nr] = belt_dir;
454 game.belt_dir_nr[belt_nr] = belt_dir_nr;
456 else /* more than one switch -- set it like the first switch */
458 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
463 case EL_SWITCHGATE_SWITCH_2: /* always start with same switch pos */
465 Feld[x][y] = EL_SWITCHGATE_SWITCH_1;
468 case EL_LIGHT_SWITCH_ON:
470 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
478 void DrawGameDoorValues()
482 for (i=0; i<MAX_PLAYERS; i++)
484 if (stored_player[i].key[j])
485 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
486 GFX_SCHLUESSEL1 + j);
488 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
489 int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
490 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
491 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
492 DrawText(DX + XX_SCORE, DY + YY_SCORE,
493 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
494 DrawText(DX + XX_TIME, DY + YY_TIME,
495 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
500 =============================================================================
502 -----------------------------------------------------------------------------
503 initialize sound effect lookup table for element actions
504 =============================================================================
509 int sound_effect_properties[NUM_SOUND_FILES];
513 debug_print_timestamp(0, NULL);
516 for (i=0; i<MAX_NUM_ELEMENTS; i++)
517 for (j=0; j<NUM_SND_ACTIONS; j++)
518 element_action_sound[i][j] = -1;
520 for (i=0; i<NUM_SOUND_FILES; i++)
522 int len_effect_text = strlen(sound_files[i].token);
524 sound_effect_properties[i] = SND_ACTION_UNKNOWN;
525 is_loop_sound[i] = FALSE;
527 /* determine all loop sounds and identify certain sound classes */
529 for (j=0; sound_action_properties[j].text; j++)
531 int len_action_text = strlen(sound_action_properties[j].text);
533 if (len_action_text < len_effect_text &&
534 strcmp(&sound_files[i].token[len_effect_text - len_action_text],
535 sound_action_properties[j].text) == 0)
537 sound_effect_properties[i] = sound_action_properties[j].value;
539 if (sound_action_properties[j].is_loop)
540 is_loop_sound[i] = TRUE;
544 /* associate elements and some selected sound actions */
546 for (j=0; j<MAX_NUM_ELEMENTS; j++)
548 if (element_info[j].sound_class_name)
550 int len_class_text = strlen(element_info[j].sound_class_name);
552 if (len_class_text + 1 < len_effect_text &&
553 strncmp(sound_files[i].token,
554 element_info[j].sound_class_name, len_class_text) == 0 &&
555 sound_files[i].token[len_class_text] == '.')
557 int sound_action_value = sound_effect_properties[i];
559 element_action_sound[j][sound_action_value] = i;
566 debug_print_timestamp(0, "InitGameEngine");
572 int element = EL_ERDREICH;
573 int sound_action = SND_ACTION_DIGGING;
576 while (sound_action_properties[j].text)
578 if (sound_action_properties[j].value == sound_action)
579 printf("element %d, sound action '%s' == %d\n",
580 element, sound_action_properties[j].text,
581 element_action_sound[element][sound_action]);
590 =============================================================================
592 -----------------------------------------------------------------------------
593 initialize game engine due to level / tape version number
594 =============================================================================
597 static void InitGameEngine()
601 game.engine_version = (tape.playing ? tape.engine_version :
605 printf("level %d: level version == %06d\n", level_nr, level.game_version);
606 printf(" tape version == %06d [%s] [file: %06d]\n",
607 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
609 printf(" => game.engine_version == %06d\n", game.engine_version);
612 /* dynamically adjust player properties according to game engine version */
613 game.initial_move_delay =
614 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
615 INITIAL_MOVE_DELAY_OFF);
617 /* dynamically adjust player properties according to level information */
618 game.initial_move_delay_value =
619 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
621 /* dynamically adjust element properties according to game engine version */
623 static int ep_em_slippery_wall[] =
632 static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall);
634 for (i=0; i<ep_em_slippery_wall_num; i++)
636 if (level.em_slippery_gems) /* special EM style gems behaviour */
637 Elementeigenschaften2[ep_em_slippery_wall[i]] |=
638 EP_BIT_EM_SLIPPERY_WALL;
640 Elementeigenschaften2[ep_em_slippery_wall[i]] &=
641 ~EP_BIT_EM_SLIPPERY_WALL;
644 /* "EL_MAUERND" was not slippery for EM gems in version 2.0.1 */
645 if (level.em_slippery_gems && game.engine_version > VERSION_IDENT(2,0,1))
646 Elementeigenschaften2[EL_MAUERND] |= EP_BIT_EM_SLIPPERY_WALL;
648 Elementeigenschaften2[EL_MAUERND] &= ~EP_BIT_EM_SLIPPERY_WALL;
654 =============================================================================
656 -----------------------------------------------------------------------------
657 initialize and start new game
658 =============================================================================
663 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
664 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
665 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
671 #if USE_NEW_AMOEBA_CODE
672 printf("Using new amoeba code.\n");
674 printf("Using old amoeba code.\n");
678 /* don't play tapes over network */
679 network_playing = (options.network && !tape.playing);
681 for (i=0; i<MAX_PLAYERS; i++)
683 struct PlayerInfo *player = &stored_player[i];
685 player->index_nr = i;
686 player->element_nr = EL_SPIELER1 + i;
688 player->present = FALSE;
689 player->active = FALSE;
692 player->effective_action = 0;
693 player->programmed_action = 0;
696 player->gems_still_needed = level.gems_needed;
697 player->sokobanfields_still_needed = 0;
698 player->lights_still_needed = 0;
699 player->friends_still_needed = 0;
702 player->key[j] = FALSE;
704 player->dynamite = 0;
705 player->dynabomb_count = 0;
706 player->dynabomb_size = 1;
707 player->dynabombs_left = 0;
708 player->dynabomb_xl = FALSE;
710 player->MovDir = MV_NO_MOVING;
712 player->Pushing = FALSE;
713 player->Switching = FALSE;
717 player->actual_frame_counter = 0;
719 player->frame_reset_delay = 0;
721 player->last_move_dir = MV_NO_MOVING;
722 player->is_moving = FALSE;
724 player->move_delay = game.initial_move_delay;
725 player->move_delay_value = game.initial_move_delay_value;
727 player->push_delay = 0;
728 player->push_delay_value = 5;
730 player->snapped = FALSE;
732 player->last_jx = player->last_jy = 0;
733 player->jx = player->jy = 0;
735 player->shield_passive_time_left = 0;
736 player->shield_active_time_left = 0;
738 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
739 SnapField(player, 0, 0);
741 player->LevelSolved = FALSE;
742 player->GameOver = FALSE;
745 network_player_action_received = FALSE;
747 #if defined(PLATFORM_UNIX)
748 /* initial null action */
750 SendToServer_MovePlayer(MV_NO_MOVING);
758 TimeLeft = level.time;
760 ScreenMovDir = MV_NO_MOVING;
764 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
766 AllPlayersGone = FALSE;
768 game.yam_content_nr = 0;
769 game.magic_wall_active = FALSE;
770 game.magic_wall_time_left = 0;
771 game.light_time_left = 0;
772 game.timegate_time_left = 0;
773 game.switchgate_pos = 0;
774 game.balloon_dir = MV_NO_MOVING;
775 game.explosions_delayed = TRUE;
779 game.belt_dir[i] = MV_NO_MOVING;
780 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
783 for (i=0; i<MAX_NUM_AMOEBA; i++)
784 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
786 for (x=0; x<lev_fieldx; x++)
788 for (y=0; y<lev_fieldy; y++)
790 Feld[x][y] = Ur[x][y];
791 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
792 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
795 JustStopped[x][y] = 0;
797 ExplodeField[x][y] = EX_NO_EXPLOSION;
801 for(y=0; y<lev_fieldy; y++)
803 for(x=0; x<lev_fieldx; x++)
805 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
807 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
809 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
812 InitField(x, y, TRUE);
816 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
817 emulate_sb ? EMU_SOKOBAN :
818 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
820 /* correct non-moving belts to start moving left */
822 if (game.belt_dir[i] == MV_NO_MOVING)
823 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
825 /* check if any connected player was not found in playfield */
826 for (i=0; i<MAX_PLAYERS; i++)
828 struct PlayerInfo *player = &stored_player[i];
830 if (player->connected && !player->present)
832 for (j=0; j<MAX_PLAYERS; j++)
834 struct PlayerInfo *some_player = &stored_player[j];
835 int jx = some_player->jx, jy = some_player->jy;
837 /* assign first free player found that is present in the playfield */
838 if (some_player->present && !some_player->connected)
840 player->present = TRUE;
841 player->active = TRUE;
842 some_player->present = FALSE;
844 StorePlayer[jx][jy] = player->element_nr;
845 player->jx = player->last_jx = jx;
846 player->jy = player->last_jy = jy;
856 /* when playing a tape, eliminate all players who do not participate */
858 for (i=0; i<MAX_PLAYERS; i++)
860 if (stored_player[i].active && !tape.player_participates[i])
862 struct PlayerInfo *player = &stored_player[i];
863 int jx = player->jx, jy = player->jy;
865 player->active = FALSE;
866 StorePlayer[jx][jy] = 0;
867 Feld[jx][jy] = EL_LEERRAUM;
871 else if (!options.network && !setup.team_mode) /* && !tape.playing */
873 /* when in single player mode, eliminate all but the first active player */
875 for (i=0; i<MAX_PLAYERS; i++)
877 if (stored_player[i].active)
879 for (j=i+1; j<MAX_PLAYERS; j++)
881 if (stored_player[j].active)
883 struct PlayerInfo *player = &stored_player[j];
884 int jx = player->jx, jy = player->jy;
886 player->active = FALSE;
887 StorePlayer[jx][jy] = 0;
888 Feld[jx][jy] = EL_LEERRAUM;
895 /* when recording the game, store which players take part in the game */
898 for (i=0; i<MAX_PLAYERS; i++)
899 if (stored_player[i].active)
900 tape.player_participates[i] = TRUE;
905 for (i=0; i<MAX_PLAYERS; i++)
907 struct PlayerInfo *player = &stored_player[i];
909 printf("Player %d: present == %d, connected == %d, active == %d.\n",
914 if (local_player == player)
915 printf("Player %d is local player.\n", i+1);
919 if (BorderElement == EL_LEERRAUM)
922 SBX_Right = lev_fieldx - SCR_FIELDX;
924 SBY_Lower = lev_fieldy - SCR_FIELDY;
929 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
931 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
934 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
935 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
937 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
938 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
941 scroll_y = SBY_Upper;
942 if (local_player->jx >= SBX_Left + MIDPOSX)
943 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
944 local_player->jx - MIDPOSX :
946 if (local_player->jy >= SBY_Upper + MIDPOSY)
947 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
948 local_player->jy - MIDPOSY :
951 CloseDoor(DOOR_CLOSE_1);
957 /* after drawing the level, correct some elements */
958 if (game.timegate_time_left == 0)
959 CloseAllOpenTimegates();
961 if (setup.soft_scrolling)
962 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
964 redraw_mask |= REDRAW_FROM_BACKBUFFER;
966 /* copy default game door content to main double buffer */
967 BlitBitmap(pix[PIX_DOOR], drawto,
968 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
971 DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
972 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
975 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
976 int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3);
977 BlitBitmap(drawto, drawto,
978 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
979 FONT5_XSIZE * 3, FONT5_YSIZE - 1,
980 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
983 DrawGameDoorValues();
987 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
988 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
989 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
993 /* copy actual game door content to door double buffer for OpenDoor() */
994 BlitBitmap(drawto, pix[PIX_DB_DOOR],
995 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
997 OpenDoor(DOOR_OPEN_ALL);
999 PlaySoundStereo(SND_GAME_STARTING, SOUND_MAX_RIGHT);
1000 if (setup.sound_music)
1001 PlayMusic(level_nr);
1003 KeyboardAutoRepeatOff();
1008 printf("Player %d %sactive.\n",
1009 i + 1, (stored_player[i].active ? "" : "not "));
1013 void InitMovDir(int x, int y)
1015 int i, element = Feld[x][y];
1016 static int xy[4][2] =
1023 static int direction[3][4] =
1025 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1026 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1027 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1032 case EL_KAEFER_RIGHT:
1034 case EL_KAEFER_LEFT:
1035 case EL_KAEFER_DOWN:
1036 Feld[x][y] = EL_KAEFER;
1037 MovDir[x][y] = direction[0][element - EL_KAEFER_RIGHT];
1040 case EL_FLIEGER_RIGHT:
1042 case EL_FLIEGER_LEFT:
1043 case EL_FLIEGER_DOWN:
1044 Feld[x][y] = EL_FLIEGER;
1045 MovDir[x][y] = direction[0][element - EL_FLIEGER_RIGHT];
1048 case EL_BUTTERFLY_RIGHT:
1049 case EL_BUTTERFLY_UP:
1050 case EL_BUTTERFLY_LEFT:
1051 case EL_BUTTERFLY_DOWN:
1052 Feld[x][y] = EL_BUTTERFLY;
1053 MovDir[x][y] = direction[0][element - EL_BUTTERFLY_RIGHT];
1056 case EL_FIREFLY_RIGHT:
1058 case EL_FIREFLY_LEFT:
1059 case EL_FIREFLY_DOWN:
1060 Feld[x][y] = EL_FIREFLY;
1061 MovDir[x][y] = direction[0][element - EL_FIREFLY_RIGHT];
1064 case EL_PACMAN_RIGHT:
1066 case EL_PACMAN_LEFT:
1067 case EL_PACMAN_DOWN:
1068 Feld[x][y] = EL_PACMAN;
1069 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1072 case EL_SP_SNIKSNAK:
1073 MovDir[x][y] = MV_UP;
1076 case EL_SP_ELECTRON:
1077 MovDir[x][y] = MV_LEFT;
1084 Feld[x][y] = EL_MOLE;
1085 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1089 MovDir[x][y] = 1 << RND(4);
1090 if (element != EL_KAEFER &&
1091 element != EL_FLIEGER &&
1092 element != EL_BUTTERFLY &&
1093 element != EL_FIREFLY)
1098 int x1 = x + xy[i][0];
1099 int y1 = y + xy[i][1];
1101 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1103 if (element == EL_KAEFER || element == EL_BUTTERFLY)
1105 MovDir[x][y] = direction[0][i];
1108 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
1109 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1111 MovDir[x][y] = direction[1][i];
1120 void InitAmoebaNr(int x, int y)
1123 int group_nr = AmoebeNachbarNr(x, y);
1127 for (i=1; i<MAX_NUM_AMOEBA; i++)
1129 if (AmoebaCnt[i] == 0)
1137 AmoebaNr[x][y] = group_nr;
1138 AmoebaCnt[group_nr]++;
1139 AmoebaCnt2[group_nr]++;
1145 boolean raise_level = FALSE;
1147 if (local_player->MovPos)
1150 local_player->LevelSolved = FALSE;
1152 PlaySoundStereo(SND_GAME_WINNING, SOUND_MAX_RIGHT);
1156 if (!tape.playing && setup.sound_loops)
1157 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1158 SND_CTRL_PLAY_LOOP);
1160 while (TimeLeft > 0)
1162 if (!tape.playing && !setup.sound_loops)
1163 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1164 if (TimeLeft > 0 && !(TimeLeft % 10))
1165 RaiseScore(level.score[SC_ZEITBONUS]);
1166 if (TimeLeft > 100 && !(TimeLeft % 10))
1170 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
1177 if (!tape.playing && setup.sound_loops)
1178 StopSound(SND_GAME_LEVELTIME_BONUS);
1180 else if (level.time == 0) /* level without time limit */
1182 if (!tape.playing && setup.sound_loops)
1183 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1184 SND_CTRL_PLAY_LOOP);
1186 while (TimePlayed < 999)
1188 if (!tape.playing && !setup.sound_loops)
1189 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1190 if (TimePlayed < 999 && !(TimePlayed % 10))
1191 RaiseScore(level.score[SC_ZEITBONUS]);
1192 if (TimePlayed < 900 && !(TimePlayed % 10))
1196 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
1203 if (!tape.playing && setup.sound_loops)
1204 StopSound(SND_GAME_LEVELTIME_BONUS);
1211 /* Hero disappears */
1212 DrawLevelField(ExitX, ExitY);
1218 CloseDoor(DOOR_CLOSE_1);
1223 SaveTape(tape.level_nr); /* Ask to save tape */
1226 if (level_nr == leveldir_current->handicap_level)
1228 leveldir_current->handicap_level++;
1229 SaveLevelSetup_SeriesInfo();
1232 if (level_editor_test_game)
1233 local_player->score = -1; /* no highscore when playing from editor */
1234 else if (level_nr < leveldir_current->last_level)
1235 raise_level = TRUE; /* advance to next level */
1237 if ((hi_pos = NewHiScore()) >= 0)
1239 game_status = HALLOFFAME;
1240 DrawHallOfFame(hi_pos);
1249 game_status = MAINMENU;
1266 LoadScore(level_nr);
1268 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1269 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1272 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1274 if (local_player->score > highscore[k].Score)
1276 /* player has made it to the hall of fame */
1278 if (k < MAX_SCORE_ENTRIES - 1)
1280 int m = MAX_SCORE_ENTRIES - 1;
1283 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1284 if (!strcmp(setup.player_name, highscore[l].Name))
1286 if (m == k) /* player's new highscore overwrites his old one */
1292 strcpy(highscore[l].Name, highscore[l - 1].Name);
1293 highscore[l].Score = highscore[l - 1].Score;
1300 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1301 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1302 highscore[k].Score = local_player->score;
1308 else if (!strncmp(setup.player_name, highscore[k].Name,
1309 MAX_PLAYER_NAME_LEN))
1310 break; /* player already there with a higher score */
1316 SaveScore(level_nr);
1321 void InitMovingField(int x, int y, int direction)
1323 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1324 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1326 MovDir[x][y] = direction;
1327 MovDir[newx][newy] = direction;
1328 if (Feld[newx][newy] == EL_LEERRAUM)
1329 Feld[newx][newy] = EL_BLOCKED;
1332 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1334 int direction = MovDir[x][y];
1335 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1336 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1342 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1344 int oldx = x, oldy = y;
1345 int direction = MovDir[x][y];
1347 if (direction == MV_LEFT)
1349 else if (direction == MV_RIGHT)
1351 else if (direction == MV_UP)
1353 else if (direction == MV_DOWN)
1356 *comes_from_x = oldx;
1357 *comes_from_y = oldy;
1360 int MovingOrBlocked2Element(int x, int y)
1362 int element = Feld[x][y];
1364 if (element == EL_BLOCKED)
1368 Blocked2Moving(x, y, &oldx, &oldy);
1369 return Feld[oldx][oldy];
1375 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1377 /* like MovingOrBlocked2Element(), but if element is moving
1378 and (x,y) is the field the moving element is just leaving,
1379 return EL_BLOCKED instead of the element value */
1380 int element = Feld[x][y];
1382 if (IS_MOVING(x, y))
1384 if (element == EL_BLOCKED)
1388 Blocked2Moving(x, y, &oldx, &oldy);
1389 return Feld[oldx][oldy];
1398 static void RemoveField(int x, int y)
1400 Feld[x][y] = EL_LEERRAUM;
1406 void RemoveMovingField(int x, int y)
1408 int oldx = x, oldy = y, newx = x, newy = y;
1410 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1413 if (IS_MOVING(x, y))
1415 Moving2Blocked(x, y, &newx, &newy);
1416 if (Feld[newx][newy] != EL_BLOCKED)
1419 else if (Feld[x][y] == EL_BLOCKED)
1421 Blocked2Moving(x, y, &oldx, &oldy);
1422 if (!IS_MOVING(oldx, oldy))
1426 if (Feld[x][y] == EL_BLOCKED &&
1427 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1428 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1429 Feld[oldx][oldy] == EL_MAGIC_WALL_BD_EMPTYING ||
1430 Feld[oldx][oldy] == EL_AMOEBA_DRIPPING))
1431 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1433 Feld[oldx][oldy] = EL_LEERRAUM;
1435 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1437 Feld[newx][newy] = EL_LEERRAUM;
1438 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1439 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1441 DrawLevelField(oldx, oldy);
1442 DrawLevelField(newx, newy);
1445 void DrawDynamite(int x, int y)
1447 int sx = SCREENX(x), sy = SCREENY(y);
1448 int graphic = el2gfx(Feld[x][y]);
1451 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1455 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
1457 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1459 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
1464 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
1468 if (game.emulation == EMU_SUPAPLEX)
1469 DrawGraphic(sx, sy, GFX_SP_DISK_RED);
1470 else if (Store[x][y])
1471 DrawGraphicThruMask(sx, sy, graphic + phase);
1473 DrawGraphic(sx, sy, graphic + phase);
1476 void CheckDynamite(int x, int y)
1478 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1483 if (!(MovDelay[x][y] % 6))
1484 PlaySoundLevelAction(x, y, SND_ACTION_BURNING);
1486 if (IS_ACTIVE_BOMB(Feld[x][y]))
1488 int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6);
1490 if (!(MovDelay[x][y] % delay))
1498 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1499 StopSound(SND_DYNAMITE_BURNING);
1501 StopSound(SND_DYNABOMB_BURNING);
1506 void Explode(int ex, int ey, int phase, int mode)
1509 int num_phase = 9, delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1510 int last_phase = num_phase * delay;
1511 int half_phase = (num_phase / 2) * delay;
1512 int first_phase_after_start = EX_PHASE_START + 1;
1514 if (game.explosions_delayed)
1516 ExplodeField[ex][ey] = mode;
1520 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1522 int center_element = Feld[ex][ey];
1524 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1526 /* put moving element to center field (and let it explode there) */
1527 center_element = MovingOrBlocked2Element(ex, ey);
1528 RemoveMovingField(ex, ey);
1529 Feld[ex][ey] = center_element;
1532 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1536 if (!IN_LEV_FIELD(x, y) ||
1537 ((mode != EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
1538 (x != ex || y != ey)))
1541 element = Feld[x][y];
1543 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1545 element = MovingOrBlocked2Element(x, y);
1546 RemoveMovingField(x, y);
1549 if (IS_MASSIVE(element) || element == EL_BURNING)
1552 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1554 if (IS_ACTIVE_BOMB(element))
1556 /* re-activate things under the bomb like gate or penguin */
1557 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_LEERRAUM);
1564 if (element == EL_EXPLODING)
1565 element = Store2[x][y];
1567 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1569 switch(StorePlayer[ex][ey])
1572 Store[x][y] = EL_EDELSTEIN_ROT;
1575 Store[x][y] = EL_EDELSTEIN;
1578 Store[x][y] = EL_EDELSTEIN_LILA;
1582 Store[x][y] = EL_EDELSTEIN_GELB;
1586 if (game.emulation == EMU_SUPAPLEX)
1587 Store[x][y] = EL_LEERRAUM;
1589 else if (center_element == EL_MOLE)
1590 Store[x][y] = EL_EDELSTEIN_ROT;
1591 else if (center_element == EL_PINGUIN)
1592 Store[x][y] = EL_EDELSTEIN_LILA;
1593 else if (center_element == EL_KAEFER)
1594 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
1595 else if (center_element == EL_BUTTERFLY)
1596 Store[x][y] = EL_EDELSTEIN_BD;
1597 else if (center_element == EL_SP_ELECTRON)
1598 Store[x][y] = EL_SP_INFOTRON;
1599 else if (center_element == EL_MAMPFER)
1600 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1601 else if (center_element == EL_AMOEBA2DIAM)
1602 Store[x][y] = level.amoeba_content;
1603 else if (element == EL_ERZ_EDEL)
1604 Store[x][y] = EL_EDELSTEIN;
1605 else if (element == EL_ERZ_DIAM)
1606 Store[x][y] = EL_DIAMANT;
1607 else if (element == EL_ERZ_EDEL_BD)
1608 Store[x][y] = EL_EDELSTEIN_BD;
1609 else if (element == EL_ERZ_EDEL_GELB)
1610 Store[x][y] = EL_EDELSTEIN_GELB;
1611 else if (element == EL_ERZ_EDEL_ROT)
1612 Store[x][y] = EL_EDELSTEIN_ROT;
1613 else if (element == EL_ERZ_EDEL_LILA)
1614 Store[x][y] = EL_EDELSTEIN_LILA;
1615 else if (element == EL_WALL_PEARL)
1616 Store[x][y] = EL_PEARL;
1617 else if (element == EL_WALL_CRYSTAL)
1618 Store[x][y] = EL_CRYSTAL;
1619 else if (!IS_PFORTE(Store[x][y]))
1620 Store[x][y] = EL_LEERRAUM;
1622 if (x != ex || y != ey ||
1623 center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
1624 Store2[x][y] = element;
1626 if (AmoebaNr[x][y] &&
1627 (element == EL_AMOEBE_VOLL ||
1628 element == EL_AMOEBE_BD ||
1629 element == EL_AMOEBING))
1631 AmoebaCnt[AmoebaNr[x][y]]--;
1632 AmoebaCnt2[AmoebaNr[x][y]]--;
1635 Feld[x][y] = EL_EXPLODING;
1636 MovDir[x][y] = MovPos[x][y] = 0;
1642 if (center_element == EL_MAMPFER)
1643 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1654 Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
1656 if (phase == first_phase_after_start)
1658 int element = Store2[x][y];
1660 if (element == EL_BLACK_ORB)
1662 Feld[x][y] = Store2[x][y];
1667 else if (phase == half_phase)
1669 int element = Store2[x][y];
1671 if (IS_PLAYER(x, y))
1672 KillHeroUnlessProtected(x, y);
1673 else if (IS_EXPLOSIVE(element))
1675 Feld[x][y] = Store2[x][y];
1679 else if (element == EL_AMOEBA2DIAM)
1680 AmoebeUmwandeln(x, y);
1683 if (phase == last_phase)
1687 element = Feld[x][y] = Store[x][y];
1688 Store[x][y] = Store2[x][y] = 0;
1689 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1690 InitField(x, y, FALSE);
1691 if (CAN_MOVE(element) || COULD_MOVE(element))
1693 DrawLevelField(x, y);
1695 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1696 StorePlayer[x][y] = 0;
1698 else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1700 int graphic = GFX_EXPLOSION;
1702 if (game.emulation == EMU_SUPAPLEX)
1703 graphic = (Store[x][y] == EL_SP_INFOTRON ?
1704 GFX_SP_EXPLODE_INFOTRON :
1705 GFX_SP_EXPLODE_EMPTY);
1708 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1710 graphic += (phase / delay - 1);
1712 if (IS_PFORTE(Store[x][y]))
1714 DrawLevelElement(x, y, Store[x][y]);
1715 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic);
1718 DrawGraphic(SCREENX(x), SCREENY(y), graphic);
1722 void DynaExplode(int ex, int ey)
1725 int dynabomb_size = 1;
1726 boolean dynabomb_xl = FALSE;
1727 struct PlayerInfo *player;
1728 static int xy[4][2] =
1736 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1738 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_ACTIVE_1];
1739 dynabomb_size = player->dynabomb_size;
1740 dynabomb_xl = player->dynabomb_xl;
1741 player->dynabombs_left++;
1744 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1748 for (j=1; j<=dynabomb_size; j++)
1750 int x = ex + j * xy[i % 4][0];
1751 int y = ey + j * xy[i % 4][1];
1754 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1757 element = Feld[x][y];
1759 /* do not restart explosions of fields with active bombs */
1760 if (element == EL_EXPLODING && IS_ACTIVE_BOMB(Store2[x][y]))
1763 Explode(x, y, EX_PHASE_START, EX_BORDER);
1765 if (element != EL_LEERRAUM &&
1766 element != EL_ERDREICH &&
1767 element != EL_EXPLODING &&
1774 void Bang(int x, int y)
1776 int element = Feld[x][y];
1778 if (game.emulation == EMU_SUPAPLEX)
1779 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
1781 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
1784 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1785 element = EL_LEERRAUM;
1799 RaiseScoreElement(element);
1800 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1802 case EL_DYNABOMB_ACTIVE_1:
1803 case EL_DYNABOMB_ACTIVE_2:
1804 case EL_DYNABOMB_ACTIVE_3:
1805 case EL_DYNABOMB_ACTIVE_4:
1806 case EL_DYNABOMB_NR:
1807 case EL_DYNABOMB_SZ:
1808 case EL_DYNABOMB_XL:
1814 if (IS_PLAYER(x, y))
1815 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1817 Explode(x, y, EX_PHASE_START, EX_CENTER);
1820 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1825 void Blurb(int x, int y)
1827 int element = Feld[x][y];
1829 if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
1831 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
1832 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1833 (!IN_LEV_FIELD(x-1, y-1) ||
1834 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1836 Feld[x-1][y] = EL_BLURB_LEFT;
1838 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1839 (!IN_LEV_FIELD(x+1, y-1) ||
1840 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1842 Feld[x+1][y] = EL_BLURB_RIGHT;
1847 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1849 if (!MovDelay[x][y]) /* initialize animation counter */
1852 if (MovDelay[x][y]) /* continue animation */
1855 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1856 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1858 if (!MovDelay[x][y])
1860 Feld[x][y] = EL_LEERRAUM;
1861 DrawLevelField(x, y);
1867 static void ToggleBeltSwitch(int x, int y)
1869 static int belt_base_element[4] =
1871 EL_BELT1_SWITCH_LEFT,
1872 EL_BELT2_SWITCH_LEFT,
1873 EL_BELT3_SWITCH_LEFT,
1874 EL_BELT4_SWITCH_LEFT
1876 static int belt_move_dir[4] =
1884 int element = Feld[x][y];
1885 int belt_nr = getBeltNrFromSwitchElement(element);
1886 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1887 int belt_dir = belt_move_dir[belt_dir_nr];
1890 if (!IS_BELT_SWITCH(element))
1893 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1894 game.belt_dir[belt_nr] = belt_dir;
1896 if (belt_dir_nr == 3)
1899 for (yy=0; yy<lev_fieldy; yy++)
1901 for (xx=0; xx<lev_fieldx; xx++)
1903 int element = Feld[xx][yy];
1905 if (IS_BELT_SWITCH(element))
1907 int e_belt_nr = getBeltNrFromSwitchElement(element);
1909 if (e_belt_nr == belt_nr)
1911 Feld[xx][yy] = belt_base_element[belt_nr] + belt_dir_nr;
1912 DrawLevelField(xx, yy);
1915 else if (belt_dir == MV_NO_MOVING && IS_BELT(element))
1917 int e_belt_nr = getBeltNrFromElement(element);
1919 if (e_belt_nr == belt_nr)
1920 DrawLevelField(xx, yy); /* set belt to parking position */
1926 static void ToggleSwitchgateSwitch(int x, int y)
1930 game.switchgate_pos = !game.switchgate_pos;
1932 for (yy=0; yy<lev_fieldy; yy++)
1934 for (xx=0; xx<lev_fieldx; xx++)
1936 int element = Feld[xx][yy];
1938 if (element == EL_SWITCHGATE_SWITCH_1 ||
1939 element == EL_SWITCHGATE_SWITCH_2)
1941 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_1 + game.switchgate_pos;
1942 DrawLevelField(xx, yy);
1944 else if (element == EL_SWITCHGATE_OPEN ||
1945 element == EL_SWITCHGATE_OPENING)
1947 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
1948 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
1950 else if (element == EL_SWITCHGATE_CLOSED ||
1951 element == EL_SWITCHGATE_CLOSING)
1953 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
1954 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
1960 static void RedrawAllLightSwitchesAndInvisibleElements()
1964 for (y=0; y<lev_fieldy; y++)
1966 for (x=0; x<lev_fieldx; x++)
1968 int element = Feld[x][y];
1970 if (element == EL_LIGHT_SWITCH_OFF &&
1971 game.light_time_left > 0)
1973 Feld[x][y] = EL_LIGHT_SWITCH_ON;
1974 DrawLevelField(x, y);
1976 else if (element == EL_LIGHT_SWITCH_ON &&
1977 game.light_time_left == 0)
1979 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
1980 DrawLevelField(x, y);
1983 if (element == EL_INVISIBLE_STEEL ||
1984 element == EL_UNSICHTBAR ||
1985 element == EL_SAND_INVISIBLE)
1986 DrawLevelField(x, y);
1991 static void ToggleLightSwitch(int x, int y)
1993 int element = Feld[x][y];
1995 game.light_time_left =
1996 (element == EL_LIGHT_SWITCH_OFF ?
1997 level.time_light * FRAMES_PER_SECOND : 0);
1999 RedrawAllLightSwitchesAndInvisibleElements();
2002 static void ActivateTimegateSwitch(int x, int y)
2006 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2008 for (yy=0; yy<lev_fieldy; yy++)
2010 for (xx=0; xx<lev_fieldx; xx++)
2012 int element = Feld[xx][yy];
2014 if (element == EL_TIMEGATE_CLOSED ||
2015 element == EL_TIMEGATE_CLOSING)
2017 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2018 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2022 else if (element == EL_TIMEGATE_SWITCH_ON)
2024 Feld[xx][yy] = EL_TIMEGATE_SWITCH_OFF;
2025 DrawLevelField(xx, yy);
2032 Feld[x][y] = EL_TIMEGATE_SWITCH_ON;
2035 void Impact(int x, int y)
2037 boolean lastline = (y == lev_fieldy-1);
2038 boolean object_hit = FALSE;
2039 int element = Feld[x][y];
2042 if (!lastline) /* check if element below was hit */
2044 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
2047 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
2048 MovDir[x][y+1]!=MV_DOWN ||
2049 MovPos[x][y+1]<=TILEY/2));
2051 smashed = MovingOrBlocked2Element(x, y+1);
2054 if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */
2060 if ((element == EL_BOMBE ||
2061 element == EL_SP_DISK_ORANGE ||
2062 element == EL_DX_SUPABOMB) &&
2063 (lastline || object_hit)) /* element is bomb */
2068 else if (element == EL_PEARL)
2070 Feld[x][y] = EL_PEARL_BREAKING;
2071 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2075 if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
2077 if (object_hit && IS_PLAYER(x, y+1))
2078 KillHeroUnlessProtected(x, y+1);
2079 else if (object_hit && smashed == EL_PINGUIN)
2083 Feld[x][y] = EL_AMOEBING;
2084 Store[x][y] = EL_AMOEBE_NASS;
2089 if (!lastline && object_hit) /* check which object was hit */
2091 if (CAN_CHANGE(element) &&
2092 (smashed == EL_MAGIC_WALL_OFF || smashed == EL_MAGIC_WALL_BD_OFF))
2095 int activated_magic_wall =
2096 (smashed == EL_MAGIC_WALL_OFF ? EL_MAGIC_WALL_EMPTY :
2097 EL_MAGIC_WALL_BD_EMPTY);
2099 /* activate magic wall / mill */
2100 for (yy=0; yy<lev_fieldy; yy++)
2101 for (xx=0; xx<lev_fieldx; xx++)
2102 if (Feld[xx][yy] == smashed)
2103 Feld[xx][yy] = activated_magic_wall;
2105 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2106 game.magic_wall_active = TRUE;
2108 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL_OFF ?
2109 SND_MAGIC_WALL_ACTIVATING :
2110 SND_BD_MAGIC_WALL_ACTIVATING));
2113 if (IS_PLAYER(x, y+1))
2115 KillHeroUnlessProtected(x, y+1);
2118 else if (smashed == EL_PINGUIN)
2123 else if (element == EL_EDELSTEIN_BD)
2125 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2131 else if ((element == EL_SP_INFOTRON || element == EL_SP_ZONK) &&
2132 (smashed == EL_SP_SNIKSNAK || smashed == EL_SP_ELECTRON ||
2133 smashed == EL_SP_DISK_ORANGE))
2138 else if (element == EL_FELSBROCKEN ||
2139 element == EL_SP_ZONK ||
2140 element == EL_BD_ROCK)
2142 if (IS_ENEMY(smashed) ||
2143 smashed == EL_BOMBE || smashed == EL_SP_DISK_ORANGE ||
2144 smashed == EL_DX_SUPABOMB ||
2145 smashed == EL_SONDE || smashed == EL_SCHWEIN ||
2146 smashed == EL_DRACHE || smashed == EL_MOLE)
2151 else if (!IS_MOVING(x, y+1))
2153 if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
2158 else if (smashed == EL_KOKOSNUSS)
2160 Feld[x][y+1] = EL_CRACKINGNUT;
2161 PlaySoundLevel(x, y, SND_NUT_CRACKING);
2162 RaiseScoreElement(EL_KOKOSNUSS);
2165 else if (smashed == EL_PEARL)
2167 Feld[x][y+1] = EL_PEARL_BREAKING;
2168 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2171 else if (smashed == EL_DIAMANT)
2173 Feld[x][y+1] = EL_LEERRAUM;
2174 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2177 else if (IS_BELT_SWITCH(smashed))
2179 ToggleBeltSwitch(x, y+1);
2181 else if (smashed == EL_SWITCHGATE_SWITCH_1 ||
2182 smashed == EL_SWITCHGATE_SWITCH_2)
2184 ToggleSwitchgateSwitch(x, y+1);
2186 else if (smashed == EL_LIGHT_SWITCH_OFF ||
2187 smashed == EL_LIGHT_SWITCH_ON)
2189 ToggleLightSwitch(x, y+1);
2195 /* play sound of magic wall / mill */
2197 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
2198 Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
2200 if (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY)
2201 PlaySoundLevel(x, y, SND_MAGIC_WALL_CHANGING);
2202 else if (Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY)
2203 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_CHANGING);
2208 /* play sound of object that hits the ground */
2209 if (lastline || object_hit)
2210 PlaySoundLevelElementAction(x, y, element, SND_ACTION_IMPACT);
2213 void TurnRound(int x, int y)
2225 { 0, 0 }, { 0, 0 }, { 0, 0 },
2230 int left, right, back;
2234 { MV_DOWN, MV_UP, MV_RIGHT },
2235 { MV_UP, MV_DOWN, MV_LEFT },
2237 { MV_LEFT, MV_RIGHT, MV_DOWN },
2238 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2239 { MV_RIGHT, MV_LEFT, MV_UP }
2242 int element = Feld[x][y];
2243 int old_move_dir = MovDir[x][y];
2244 int left_dir = turn[old_move_dir].left;
2245 int right_dir = turn[old_move_dir].right;
2246 int back_dir = turn[old_move_dir].back;
2248 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2249 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2250 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2251 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2253 int left_x = x+left_dx, left_y = y+left_dy;
2254 int right_x = x+right_dx, right_y = y+right_dy;
2255 int move_x = x+move_dx, move_y = y+move_dy;
2257 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2259 TestIfBadThingTouchesOtherBadThing(x, y);
2261 if (IN_LEV_FIELD(right_x, right_y) &&
2262 IS_FREE(right_x, right_y))
2263 MovDir[x][y] = right_dir;
2264 else if (!IN_LEV_FIELD(move_x, move_y) ||
2265 !IS_FREE(move_x, move_y))
2266 MovDir[x][y] = left_dir;
2268 if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
2270 else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2273 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
2274 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2276 TestIfBadThingTouchesOtherBadThing(x, y);
2278 if (IN_LEV_FIELD(left_x, left_y) &&
2279 IS_FREE(left_x, left_y))
2280 MovDir[x][y] = left_dir;
2281 else if (!IN_LEV_FIELD(move_x, move_y) ||
2282 !IS_FREE(move_x, move_y))
2283 MovDir[x][y] = right_dir;
2285 if ((element == EL_FLIEGER ||
2286 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2287 && MovDir[x][y] != old_move_dir)
2289 else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
2292 else if (element == EL_MAMPFER)
2294 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2296 if (IN_LEV_FIELD(left_x, left_y) &&
2297 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2298 Feld[left_x][left_y] == EL_DIAMANT))
2299 can_turn_left = TRUE;
2300 if (IN_LEV_FIELD(right_x, right_y) &&
2301 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2302 Feld[right_x][right_y] == EL_DIAMANT))
2303 can_turn_right = TRUE;
2305 if (can_turn_left && can_turn_right)
2306 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2307 else if (can_turn_left)
2308 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2309 else if (can_turn_right)
2310 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2312 MovDir[x][y] = back_dir;
2314 MovDelay[x][y] = 16+16*RND(3);
2316 else if (element == EL_MAMPFER2)
2318 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2320 if (IN_LEV_FIELD(left_x, left_y) &&
2321 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2322 IS_MAMPF2(Feld[left_x][left_y])))
2323 can_turn_left = TRUE;
2324 if (IN_LEV_FIELD(right_x, right_y) &&
2325 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2326 IS_MAMPF2(Feld[right_x][right_y])))
2327 can_turn_right = TRUE;
2329 if (can_turn_left && can_turn_right)
2330 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2331 else if (can_turn_left)
2332 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2333 else if (can_turn_right)
2334 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2336 MovDir[x][y] = back_dir;
2338 MovDelay[x][y] = 16+16*RND(3);
2340 else if (element == EL_PACMAN)
2342 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2344 if (IN_LEV_FIELD(left_x, left_y) &&
2345 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2346 IS_AMOEBOID(Feld[left_x][left_y])))
2347 can_turn_left = TRUE;
2348 if (IN_LEV_FIELD(right_x, right_y) &&
2349 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2350 IS_AMOEBOID(Feld[right_x][right_y])))
2351 can_turn_right = TRUE;
2353 if (can_turn_left && can_turn_right)
2354 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2355 else if (can_turn_left)
2356 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2357 else if (can_turn_right)
2358 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2360 MovDir[x][y] = back_dir;
2362 MovDelay[x][y] = 6+RND(40);
2364 else if (element == EL_SCHWEIN)
2366 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2367 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2368 boolean should_move_on = FALSE;
2370 int rnd = RND(rnd_value);
2372 if (IN_LEV_FIELD(left_x, left_y) &&
2373 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2374 can_turn_left = TRUE;
2375 if (IN_LEV_FIELD(right_x, right_y) &&
2376 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2377 can_turn_right = TRUE;
2378 if (IN_LEV_FIELD(move_x, move_y) &&
2379 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2382 if (can_turn_left &&
2384 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2385 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2386 should_turn_left = TRUE;
2387 if (can_turn_right &&
2389 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2390 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2391 should_turn_right = TRUE;
2393 (!can_turn_left || !can_turn_right ||
2394 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2395 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2396 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2397 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2398 should_move_on = TRUE;
2400 if (should_turn_left || should_turn_right || should_move_on)
2402 if (should_turn_left && should_turn_right && should_move_on)
2403 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2404 rnd < 2*rnd_value/3 ? right_dir :
2406 else if (should_turn_left && should_turn_right)
2407 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2408 else if (should_turn_left && should_move_on)
2409 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2410 else if (should_turn_right && should_move_on)
2411 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2412 else if (should_turn_left)
2413 MovDir[x][y] = left_dir;
2414 else if (should_turn_right)
2415 MovDir[x][y] = right_dir;
2416 else if (should_move_on)
2417 MovDir[x][y] = old_move_dir;
2419 else if (can_move_on && rnd > rnd_value/8)
2420 MovDir[x][y] = old_move_dir;
2421 else if (can_turn_left && can_turn_right)
2422 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2423 else if (can_turn_left && rnd > rnd_value/8)
2424 MovDir[x][y] = left_dir;
2425 else if (can_turn_right && rnd > rnd_value/8)
2426 MovDir[x][y] = right_dir;
2428 MovDir[x][y] = back_dir;
2430 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2431 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2432 MovDir[x][y] = old_move_dir;
2436 else if (element == EL_DRACHE)
2438 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2440 int rnd = RND(rnd_value);
2442 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2443 can_turn_left = TRUE;
2444 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2445 can_turn_right = TRUE;
2446 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2449 if (can_move_on && rnd > rnd_value/8)
2450 MovDir[x][y] = old_move_dir;
2451 else if (can_turn_left && can_turn_right)
2452 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2453 else if (can_turn_left && rnd > rnd_value/8)
2454 MovDir[x][y] = left_dir;
2455 else if (can_turn_right && rnd > rnd_value/8)
2456 MovDir[x][y] = right_dir;
2458 MovDir[x][y] = back_dir;
2460 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2461 MovDir[x][y] = old_move_dir;
2465 else if (element == EL_MOLE)
2467 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2469 if (IN_LEV_FIELD(move_x, move_y) &&
2470 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2471 Feld[move_x][move_y] == EL_DEAMOEBING))
2476 if (IN_LEV_FIELD(left_x, left_y) &&
2477 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2478 can_turn_left = TRUE;
2479 if (IN_LEV_FIELD(right_x, right_y) &&
2480 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2481 can_turn_right = TRUE;
2483 if (can_turn_left && can_turn_right)
2484 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2485 else if (can_turn_left)
2486 MovDir[x][y] = left_dir;
2488 MovDir[x][y] = right_dir;
2491 if (MovDir[x][y] != old_move_dir)
2494 else if (element == EL_BALLOON)
2496 MovDir[x][y] = game.balloon_dir;
2499 else if (element == EL_SPRING_MOVING)
2501 if (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2502 (IN_LEV_FIELD(x, y+1) && IS_FREE(x, y+1)))
2504 Feld[x][y] = EL_SPRING;
2505 MovDir[x][y] = MV_NO_MOVING;
2509 else if (element == EL_ROBOT || element == EL_SONDE || element == EL_PINGUIN)
2511 int attr_x = -1, attr_y = -1;
2522 for (i=0; i<MAX_PLAYERS; i++)
2524 struct PlayerInfo *player = &stored_player[i];
2525 int jx = player->jx, jy = player->jy;
2527 if (!player->active)
2530 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2538 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
2544 if (element == EL_PINGUIN)
2547 static int xy[4][2] =
2557 int ex = x + xy[i%4][0];
2558 int ey = y + xy[i%4][1];
2560 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
2569 MovDir[x][y] = MV_NO_MOVING;
2571 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2573 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2575 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2577 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2579 if (element == EL_ROBOT)
2583 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2584 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2585 Moving2Blocked(x, y, &newx, &newy);
2587 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2588 MovDelay[x][y] = 8+8*!RND(3);
2590 MovDelay[x][y] = 16;
2598 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2600 boolean first_horiz = RND(2);
2601 int new_move_dir = MovDir[x][y];
2604 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2605 Moving2Blocked(x, y, &newx, &newy);
2607 if (IN_LEV_FIELD(newx, newy) &&
2608 (IS_FREE(newx, newy) ||
2609 Feld[newx][newy] == EL_SALZSAEURE ||
2610 (element == EL_PINGUIN &&
2611 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2612 IS_MAMPF3(Feld[newx][newy])))))
2616 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2617 Moving2Blocked(x, y, &newx, &newy);
2619 if (IN_LEV_FIELD(newx, newy) &&
2620 (IS_FREE(newx, newy) ||
2621 Feld[newx][newy] == EL_SALZSAEURE ||
2622 (element == EL_PINGUIN &&
2623 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2624 IS_MAMPF3(Feld[newx][newy])))))
2627 MovDir[x][y] = old_move_dir;
2634 static boolean JustBeingPushed(int x, int y)
2638 for (i=0; i<MAX_PLAYERS; i++)
2640 struct PlayerInfo *player = &stored_player[i];
2642 if (player->active && player->Pushing && player->MovPos)
2644 int next_jx = player->jx + (player->jx - player->last_jx);
2645 int next_jy = player->jy + (player->jy - player->last_jy);
2647 if (x == next_jx && y == next_jy)
2655 void StartMoving(int x, int y)
2657 int element = Feld[x][y];
2662 if (CAN_FALL(element) && y<lev_fieldy-1)
2664 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2665 if (JustBeingPushed(x, y))
2668 if (element == EL_MORAST_VOLL)
2670 if (IS_FREE(x, y+1))
2672 InitMovingField(x, y, MV_DOWN);
2673 Feld[x][y] = EL_QUICKSAND_EMPTYING;
2674 Store[x][y] = EL_FELSBROCKEN;
2675 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
2677 else if (Feld[x][y+1] == EL_MORAST_LEER)
2679 if (!MovDelay[x][y])
2680 MovDelay[x][y] = TILEY + 1;
2689 Feld[x][y] = EL_MORAST_LEER;
2690 Feld[x][y+1] = EL_MORAST_VOLL;
2691 Store[x][y+1] = Store[x][y];
2693 PlaySoundLevel(x, y, SND_QUICKSAND_SLIPPING);
2696 else if ((element == EL_FELSBROCKEN || element == EL_BD_ROCK) &&
2697 Feld[x][y+1] == EL_MORAST_LEER)
2699 InitMovingField(x, y, MV_DOWN);
2700 Feld[x][y] = EL_QUICKSAND_FILLING;
2701 Store[x][y] = element;
2702 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
2704 else if (element == EL_MAGIC_WALL_FULL)
2706 if (IS_FREE(x, y+1))
2708 InitMovingField(x, y, MV_DOWN);
2709 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
2710 Store[x][y] = EL_CHANGED(Store[x][y]);
2712 else if (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY)
2714 if (!MovDelay[x][y])
2715 MovDelay[x][y] = TILEY/4 + 1;
2724 Feld[x][y] = EL_MAGIC_WALL_EMPTY;
2725 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
2726 Store[x][y+1] = EL_CHANGED(Store[x][y]);
2730 else if (element == EL_MAGIC_WALL_BD_FULL)
2732 if (IS_FREE(x, y+1))
2734 InitMovingField(x, y, MV_DOWN);
2735 Feld[x][y] = EL_MAGIC_WALL_BD_EMPTYING;
2736 Store[x][y] = EL_CHANGED2(Store[x][y]);
2738 else if (Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY)
2740 if (!MovDelay[x][y])
2741 MovDelay[x][y] = TILEY/4 + 1;
2750 Feld[x][y] = EL_MAGIC_WALL_BD_EMPTY;
2751 Feld[x][y+1] = EL_MAGIC_WALL_BD_FULL;
2752 Store[x][y+1] = EL_CHANGED2(Store[x][y]);
2756 else if (CAN_CHANGE(element) &&
2757 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
2758 Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
2760 InitMovingField(x, y, MV_DOWN);
2762 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ? EL_MAGIC_WALL_FILLING :
2763 EL_MAGIC_WALL_BD_FILLING);
2764 Store[x][y] = element;
2766 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
2769 InitMovingField(x, y, MV_DOWN);
2770 Store[x][y] = EL_SALZSAEURE;
2772 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2777 else if (IS_FREE(x, y+1))
2779 InitMovingField(x, y, MV_DOWN);
2781 else if (element == EL_TROPFEN)
2783 Feld[x][y] = EL_AMOEBING;
2784 Store[x][y] = EL_AMOEBE_NASS;
2786 /* Store[x][y+1] must be zero, because:
2787 (EL_MORAST_VOLL -> EL_FELSBROCKEN): Store[x][y+1] == EL_MORAST_LEER
2790 #if OLD_GAME_BEHAVIOUR
2791 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2793 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2794 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2795 element != EL_DX_SUPABOMB)
2798 else if ((IS_SLIPPERY(Feld[x][y+1]) ||
2799 (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
2800 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2801 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
2804 boolean left = (x>0 && IS_FREE(x-1, y) &&
2805 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
2806 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2807 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
2811 if (left && right &&
2812 (game.emulation != EMU_BOULDERDASH &&
2813 element != EL_BD_ROCK && element != EL_EDELSTEIN_BD))
2814 left = !(right = RND(2));
2816 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2819 else if (IS_BELT(Feld[x][y+1]))
2821 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
2822 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
2823 int belt_nr = getBeltNrFromElement(Feld[x][y+1]);
2824 int belt_dir = game.belt_dir[belt_nr];
2826 if ((belt_dir == MV_LEFT && left_is_free) ||
2827 (belt_dir == MV_RIGHT && right_is_free))
2828 InitMovingField(x, y, belt_dir);
2831 else if (CAN_MOVE(element))
2835 if ((element == EL_SONDE || element == EL_BALLOON ||
2836 element == EL_SPRING_MOVING)
2837 && JustBeingPushed(x, y))
2840 if (!MovDelay[x][y]) /* start new movement phase */
2842 /* all objects that can change their move direction after each step */
2843 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2845 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
2849 if (MovDelay[x][y] && (element == EL_KAEFER ||
2850 element == EL_FLIEGER ||
2851 element == EL_SP_SNIKSNAK ||
2852 element == EL_SP_ELECTRON))
2853 DrawNewLevelField(x, y);
2854 else if (MovDelay[x][y] && (element == EL_KAEFER ||
2855 element == EL_FLIEGER ||
2856 element == EL_SP_SNIKSNAK ||
2857 element == EL_SP_ELECTRON ||
2858 element == EL_MOLE))
2859 DrawLevelField(x, y);
2863 if (MovDelay[x][y]) /* wait some time before next movement */
2867 if (element == EL_ROBOT ||
2868 element == EL_MAMPFER || element == EL_MAMPFER2)
2870 int phase = MovDelay[x][y] % 8;
2875 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2876 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element) + phase);
2878 if (MovDelay[x][y] % 4 == 3)
2880 if (element == EL_MAMPFER)
2881 PlaySoundLevel(x, y, SND_YAMYAM_WAITING);
2882 else if (element == EL_MAMPFER2)
2883 PlaySoundLevel(x, y, SND_DARK_YAMYAM_WAITING);
2886 else if (element == EL_SP_ELECTRON)
2887 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2888 else if (element == EL_DRACHE)
2891 int dir = MovDir[x][y];
2892 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2893 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2894 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
2895 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
2896 dir == MV_UP ? GFX_FLAMMEN_UP :
2897 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
2898 int phase = FrameCounter % 2;
2900 for (i=1; i<=3; i++)
2902 int xx = x + i*dx, yy = y + i*dy;
2903 int sx = SCREENX(xx), sy = SCREENY(yy);
2905 if (!IN_LEV_FIELD(xx, yy) ||
2906 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
2911 int flamed = MovingOrBlocked2Element(xx, yy);
2913 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
2916 RemoveMovingField(xx, yy);
2918 Feld[xx][yy] = EL_BURNING;
2919 if (IN_SCR_FIELD(sx, sy))
2920 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
2924 if (Feld[xx][yy] == EL_BURNING)
2925 Feld[xx][yy] = EL_LEERRAUM;
2926 DrawLevelField(xx, yy);
2931 if (MovDelay[x][y]) /* element still has to wait some time */
2933 PlaySoundLevelAction(x, y, SND_ACTION_WAITING);
2939 /* now make next step */
2941 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
2943 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
2944 !PLAYER_PROTECTED(newx, newy))
2948 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
2951 /* enemy got the player */
2953 KillHero(PLAYERINFO(newx, newy));
2958 else if ((element == EL_PINGUIN || element == EL_ROBOT ||
2959 element == EL_SONDE || element == EL_BALLOON) &&
2960 IN_LEV_FIELD(newx, newy) &&
2961 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
2964 Store[x][y] = EL_SALZSAEURE;
2966 else if (element == EL_PINGUIN && IN_LEV_FIELD(newx, newy))
2968 if (Feld[newx][newy] == EL_AUSGANG_AUF)
2970 Feld[x][y] = EL_LEERRAUM;
2971 DrawLevelField(x, y);
2973 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING_EXIT);
2974 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
2975 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
2977 local_player->friends_still_needed--;
2978 if (!local_player->friends_still_needed &&
2979 !local_player->GameOver && AllPlayersGone)
2980 local_player->LevelSolved = local_player->GameOver = TRUE;
2984 else if (IS_MAMPF3(Feld[newx][newy]))
2986 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
2987 DrawLevelField(newx, newy);
2989 MovDir[x][y] = MV_NO_MOVING;
2991 else if (!IS_FREE(newx, newy))
2993 if (IS_PLAYER(x, y))
2994 DrawPlayerField(x, y);
2996 DrawLevelField(x, y);
3000 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
3002 if (IS_GEM(Feld[newx][newy]))
3004 if (IS_MOVING(newx, newy))
3005 RemoveMovingField(newx, newy);
3008 Feld[newx][newy] = EL_LEERRAUM;
3009 DrawLevelField(newx, newy);
3012 PlaySoundLevel(x, y, SND_PIG_EATING);
3014 else if (!IS_FREE(newx, newy))
3016 if (IS_PLAYER(x, y))
3017 DrawPlayerField(x, y);
3019 DrawLevelField(x, y);
3023 else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
3025 if (!IS_FREE(newx, newy))
3027 if (IS_PLAYER(x, y))
3028 DrawPlayerField(x, y);
3030 DrawLevelField(x, y);
3035 boolean wanna_flame = !RND(10);
3036 int dx = newx - x, dy = newy - y;
3037 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3038 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3039 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3040 MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
3041 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3042 MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
3044 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
3045 element1 != EL_DRACHE && element2 != EL_DRACHE &&
3046 element1 != EL_BURNING && element2 != EL_BURNING)
3048 if (IS_PLAYER(x, y))
3049 DrawPlayerField(x, y);
3051 DrawLevelField(x, y);
3053 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3055 MovDelay[x][y] = 50;
3056 Feld[newx][newy] = EL_BURNING;
3057 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
3058 Feld[newx1][newy1] = EL_BURNING;
3059 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
3060 Feld[newx2][newy2] = EL_BURNING;
3065 else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
3066 Feld[newx][newy] == EL_DIAMANT)
3068 if (IS_MOVING(newx, newy))
3069 RemoveMovingField(newx, newy);
3072 Feld[newx][newy] = EL_LEERRAUM;
3073 DrawLevelField(newx, newy);
3076 PlaySoundLevel(x, y, SND_YAMYAM_EATING);
3078 else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
3079 IS_MAMPF2(Feld[newx][newy]))
3081 if (AmoebaNr[newx][newy])
3083 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3084 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
3085 Feld[newx][newy] == EL_AMOEBE_BD)
3086 AmoebaCnt[AmoebaNr[newx][newy]]--;
3089 if (IS_MOVING(newx, newy))
3090 RemoveMovingField(newx, newy);
3093 Feld[newx][newy] = EL_LEERRAUM;
3094 DrawLevelField(newx, newy);
3097 PlaySoundLevel(x, y, SND_DARK_YAMYAM_EATING);
3099 else if ((element == EL_PACMAN || element == EL_MOLE)
3100 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3102 if (AmoebaNr[newx][newy])
3104 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3105 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
3106 Feld[newx][newy] == EL_AMOEBE_BD)
3107 AmoebaCnt[AmoebaNr[newx][newy]]--;
3110 if (element == EL_MOLE)
3112 Feld[newx][newy] = EL_DEAMOEBING;
3113 PlaySoundLevel(x, y, SND_MOLE_EATING);
3114 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
3115 return; /* wait for shrinking amoeba */
3117 else /* element == EL_PACMAN */
3119 Feld[newx][newy] = EL_LEERRAUM;
3120 DrawNewLevelField(newx, newy);
3121 PlaySoundLevel(x, y, SND_PACMAN_EATING);
3124 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
3125 (Feld[newx][newy] == EL_DEAMOEBING ||
3126 (Feld[newx][newy] == EL_LEERRAUM && Stop[newx][newy])))
3128 /* wait for shrinking amoeba to completely disappear */
3131 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3133 /* object was running against a wall */
3137 if (element == EL_KAEFER || element == EL_FLIEGER ||
3138 element == EL_SP_SNIKSNAK)
3140 DrawLevelField(x, y);
3142 DrawNewLevelField(x, y);
3144 else if (element == EL_KAEFER || element == EL_FLIEGER ||
3145 element == EL_SP_SNIKSNAK || element == EL_MOLE)
3147 DrawLevelField(x, y);
3149 DrawNewLevelField(x, y);
3151 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
3153 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
3155 DrawNewGraphicAnimation(x, y, el2img(element));
3157 else if (element == EL_SONDE)
3159 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
3161 DrawNewGraphicAnimation(x, y, IMG_SATELLITE);
3163 else if (element == EL_SP_ELECTRON)
3165 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
3167 DrawNewGraphicAnimation(x, y, IMG_SP_ELECTRON);
3170 if (DONT_TOUCH(element))
3171 TestIfBadThingTouchesHero(x, y);
3173 PlaySoundLevelAction(x, y, SND_ACTION_WAITING);
3178 InitMovingField(x, y, MovDir[x][y]);
3180 PlaySoundLevelAction(x, y, SND_ACTION_MOVING);
3184 ContinueMoving(x, y);
3187 void ContinueMoving(int x, int y)
3189 int element = Feld[x][y];
3190 int direction = MovDir[x][y];
3191 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3192 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3193 int horiz_move = (dx!=0);
3194 int newx = x + dx, newy = y + dy;
3195 int step = (horiz_move ? dx : dy) * TILEX / 8;
3197 if (element == EL_TROPFEN || element == EL_AMOEBA_DRIPPING)
3199 else if (element == EL_QUICKSAND_FILLING ||
3200 element == EL_QUICKSAND_EMPTYING)
3202 else if (element == EL_MAGIC_WALL_FILLING ||
3203 element == EL_MAGIC_WALL_BD_FILLING ||
3204 element == EL_MAGIC_WALL_EMPTYING ||
3205 element == EL_MAGIC_WALL_BD_EMPTYING)
3207 else if (CAN_FALL(element) && horiz_move &&
3208 y < lev_fieldy-1 && IS_BELT(Feld[x][y+1]))
3210 else if (element == EL_SPRING_MOVING)
3213 #if OLD_GAME_BEHAVIOUR
3214 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3218 MovPos[x][y] += step;
3220 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
3222 Feld[x][y] = EL_LEERRAUM;
3223 Feld[newx][newy] = element;
3225 if (element == EL_MOLE)
3228 static int xy[4][2] =
3236 Feld[x][y] = EL_ERDREICH;
3237 DrawLevelField(x, y);
3246 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_ERDREICH)
3247 DrawLevelField(xx, yy); /* for "ErdreichAnbroeckeln()" */
3251 if (element == EL_QUICKSAND_FILLING)
3253 element = Feld[newx][newy] = get_next_element(element);
3254 Store[newx][newy] = Store[x][y];
3256 else if (element == EL_QUICKSAND_EMPTYING)
3258 Feld[x][y] = get_next_element(element);
3259 element = Feld[newx][newy] = Store[x][y];
3261 else if (element == EL_MAGIC_WALL_FILLING)
3263 element = Feld[newx][newy] = get_next_element(element);
3264 if (!game.magic_wall_active)
3265 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3266 Store[newx][newy] = Store[x][y];
3268 else if (element == EL_MAGIC_WALL_EMPTYING)
3270 Feld[x][y] = get_next_element(element);
3271 if (!game.magic_wall_active)
3272 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3273 element = Feld[newx][newy] = Store[x][y];
3275 else if (element == EL_MAGIC_WALL_BD_FILLING)
3277 element = Feld[newx][newy] = get_next_element(element);
3278 if (!game.magic_wall_active)
3279 element = Feld[newx][newy] = EL_MAGIC_WALL_BD_DEAD;
3280 Store[newx][newy] = Store[x][y];
3282 else if (element == EL_MAGIC_WALL_BD_EMPTYING)
3284 Feld[x][y] = get_next_element(element);
3285 if (!game.magic_wall_active)
3286 Feld[x][y] = EL_MAGIC_WALL_BD_DEAD;
3287 element = Feld[newx][newy] = Store[x][y];
3289 else if (element == EL_AMOEBA_DRIPPING)
3291 Feld[x][y] = get_next_element(element);
3292 element = Feld[newx][newy] = Store[x][y];
3294 else if (Store[x][y] == EL_SALZSAEURE)
3296 element = Feld[newx][newy] = EL_SALZSAEURE;
3300 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3301 MovDelay[newx][newy] = 0;
3303 if (!CAN_MOVE(element))
3304 MovDir[newx][newy] = 0;
3306 if (element == EL_KAEFER || element == EL_FLIEGER ||
3307 element == EL_SP_SNIKSNAK || element == EL_PACMAN ||
3308 element == EL_SP_ELECTRON)
3310 DrawNewLevelField(x, y);
3311 DrawNewLevelField(newx, newy);
3315 DrawLevelField(x, y);
3316 DrawLevelField(newx, newy);
3319 Stop[newx][newy] = TRUE;
3320 JustStopped[newx][newy] = 3;
3322 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3324 TestIfBadThingTouchesHero(newx, newy);
3325 TestIfBadThingTouchesFriend(newx, newy);
3326 TestIfBadThingTouchesOtherBadThing(newx, newy);
3328 else if (element == EL_PINGUIN)
3329 TestIfFriendTouchesBadThing(newx, newy);
3331 if (CAN_SMASH(element) && direction == MV_DOWN &&
3332 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3335 else /* still moving on */
3337 if (element == EL_KAEFER || element == EL_FLIEGER ||
3338 element == EL_SP_SNIKSNAK || element == EL_PACMAN ||
3339 element == EL_SP_ELECTRON)
3340 DrawNewLevelField(x, y);
3342 DrawLevelField(x, y);
3346 int AmoebeNachbarNr(int ax, int ay)
3349 int element = Feld[ax][ay];
3351 static int xy[4][2] =
3361 int x = ax + xy[i][0];
3362 int y = ay + xy[i][1];
3364 if (!IN_LEV_FIELD(x, y))
3367 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3368 group_nr = AmoebaNr[x][y];
3374 void AmoebenVereinigen(int ax, int ay)
3376 int i, x, y, xx, yy;
3377 int new_group_nr = AmoebaNr[ax][ay];
3378 static int xy[4][2] =
3386 if (new_group_nr == 0)
3394 if (!IN_LEV_FIELD(x, y))
3397 if ((Feld[x][y] == EL_AMOEBE_VOLL ||
3398 Feld[x][y] == EL_AMOEBE_BD ||
3399 Feld[x][y] == EL_AMOEBE_TOT) &&
3400 AmoebaNr[x][y] != new_group_nr)
3402 int old_group_nr = AmoebaNr[x][y];
3404 if (old_group_nr == 0)
3407 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3408 AmoebaCnt[old_group_nr] = 0;
3409 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3410 AmoebaCnt2[old_group_nr] = 0;
3412 for (yy=0; yy<lev_fieldy; yy++)
3414 for (xx=0; xx<lev_fieldx; xx++)
3416 if (AmoebaNr[xx][yy] == old_group_nr)
3417 AmoebaNr[xx][yy] = new_group_nr;
3424 void AmoebeUmwandeln(int ax, int ay)
3428 if (Feld[ax][ay] == EL_AMOEBE_TOT)
3430 int group_nr = AmoebaNr[ax][ay];
3435 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3436 printf("AmoebeUmwandeln(): This should never happen!\n");
3441 for (y=0; y<lev_fieldy; y++)
3443 for (x=0; x<lev_fieldx; x++)
3445 if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
3448 Feld[x][y] = EL_AMOEBA2DIAM;
3452 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
3453 SND_AMOEBA_TURNING_TO_GEM :
3454 SND_AMOEBA_TURNING_TO_ROCK));
3459 static int xy[4][2] =
3472 if (!IN_LEV_FIELD(x, y))
3475 if (Feld[x][y] == EL_AMOEBA2DIAM)
3477 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
3478 SND_AMOEBA_TURNING_TO_GEM :
3479 SND_AMOEBA_TURNING_TO_ROCK));
3486 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3489 int group_nr = AmoebaNr[ax][ay];
3490 boolean done = FALSE;
3495 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3496 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3501 for (y=0; y<lev_fieldy; y++)
3503 for (x=0; x<lev_fieldx; x++)
3505 if (AmoebaNr[x][y] == group_nr &&
3506 (Feld[x][y] == EL_AMOEBE_TOT ||
3507 Feld[x][y] == EL_AMOEBE_BD ||
3508 Feld[x][y] == EL_AMOEBING))
3511 Feld[x][y] = new_element;
3512 InitField(x, y, FALSE);
3513 DrawLevelField(x, y);
3520 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
3521 SND_BD_AMOEBA_TURNING_TO_ROCK :
3522 SND_BD_AMOEBA_TURNING_TO_GEM));
3525 void AmoebeWaechst(int x, int y)
3527 static unsigned long sound_delay = 0;
3528 static unsigned long sound_delay_value = 0;
3530 if (!MovDelay[x][y]) /* start new growing cycle */
3534 if (DelayReached(&sound_delay, sound_delay_value))
3536 if (Store[x][y] == EL_AMOEBE_BD)
3537 PlaySoundLevel(x, y, SND_BD_AMOEBA_CREATING);
3539 PlaySoundLevel(x, y, SND_AMOEBA_CREATING);
3540 sound_delay_value = 30;
3544 if (MovDelay[x][y]) /* wait some time before growing bigger */
3547 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3548 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
3550 if (!MovDelay[x][y])
3552 Feld[x][y] = Store[x][y];
3554 DrawLevelField(x, y);
3559 void AmoebaDisappearing(int x, int y)
3561 static unsigned long sound_delay = 0;
3562 static unsigned long sound_delay_value = 0;
3564 if (!MovDelay[x][y]) /* start new shrinking cycle */
3568 if (DelayReached(&sound_delay, sound_delay_value))
3569 sound_delay_value = 30;
3572 if (MovDelay[x][y]) /* wait some time before shrinking */
3575 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3576 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + MovDelay[x][y]/2);
3578 if (!MovDelay[x][y])
3580 Feld[x][y] = EL_LEERRAUM;
3581 DrawLevelField(x, y);
3583 /* don't let mole enter this field in this cycle;
3584 (give priority to objects falling to this field from above) */
3590 void AmoebeAbleger(int ax, int ay)
3593 int element = Feld[ax][ay];
3594 int newax = ax, neway = ay;
3595 static int xy[4][2] =
3603 if (!level.amoeba_speed)
3605 Feld[ax][ay] = EL_AMOEBE_TOT;
3606 DrawLevelField(ax, ay);
3610 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3611 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3613 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3616 if (MovDelay[ax][ay])
3620 if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
3623 int x = ax + xy[start][0];
3624 int y = ay + xy[start][1];
3626 if (!IN_LEV_FIELD(x, y))
3629 if (IS_FREE(x, y) ||
3630 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3636 if (newax == ax && neway == ay)
3639 else /* normal or "filled" (BD style) amoeba */
3642 boolean waiting_for_player = FALSE;
3646 int j = (start + i) % 4;
3647 int x = ax + xy[j][0];
3648 int y = ay + xy[j][1];
3650 if (!IN_LEV_FIELD(x, y))
3653 if (IS_FREE(x, y) ||
3654 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3660 else if (IS_PLAYER(x, y))
3661 waiting_for_player = TRUE;
3664 if (newax == ax && neway == ay) /* amoeba cannot grow */
3666 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3668 Feld[ax][ay] = EL_AMOEBE_TOT;
3669 DrawLevelField(ax, ay);
3670 AmoebaCnt[AmoebaNr[ax][ay]]--;
3672 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3674 if (element == EL_AMOEBE_VOLL)
3675 AmoebeUmwandeln(ax, ay);
3676 else if (element == EL_AMOEBE_BD)
3677 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3682 else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
3684 /* amoeba gets larger by growing in some direction */
3686 int new_group_nr = AmoebaNr[ax][ay];
3689 if (new_group_nr == 0)
3691 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3692 printf("AmoebeAbleger(): This should never happen!\n");
3697 AmoebaNr[newax][neway] = new_group_nr;
3698 AmoebaCnt[new_group_nr]++;
3699 AmoebaCnt2[new_group_nr]++;
3701 /* if amoeba touches other amoeba(s) after growing, unify them */
3702 AmoebenVereinigen(newax, neway);
3704 if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200)
3706 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
3712 if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) ||
3713 (neway == lev_fieldy - 1 && newax != ax))
3715 Feld[newax][neway] = EL_AMOEBING; /* simple growth of new amoeba tile */
3716 Store[newax][neway] = element;
3718 else if (neway == ay)
3720 Feld[newax][neway] = EL_TROPFEN; /* drop left or right from amoeba */
3721 PlaySoundLevel(newax, neway, SND_AMOEBA_DROP_CREATING);
3725 InitMovingField(ax, ay, MV_DOWN); /* drop dripping out of amoeba */
3726 Feld[ax][ay] = EL_AMOEBA_DRIPPING;
3727 Store[ax][ay] = EL_TROPFEN;
3728 ContinueMoving(ax, ay);
3732 DrawLevelField(newax, neway);
3735 void Life(int ax, int ay)
3738 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3740 int element = Feld[ax][ay];
3741 boolean changed = FALSE;
3746 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3747 MovDelay[ax][ay] = life_time;
3749 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3752 if (MovDelay[ax][ay])
3756 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3758 int xx = ax+x1, yy = ay+y1;
3761 if (!IN_LEV_FIELD(xx, yy))
3764 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3766 int x = xx+x2, y = yy+y2;
3768 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3771 if (((Feld[x][y] == element ||
3772 (element == EL_LIFE && IS_PLAYER(x, y))) &&
3774 (IS_FREE(x, y) && Stop[x][y]))
3778 if (xx == ax && yy == ay) /* field in the middle */
3780 if (nachbarn < life[0] || nachbarn > life[1])
3782 Feld[xx][yy] = EL_LEERRAUM;
3784 DrawLevelField(xx, yy);
3785 Stop[xx][yy] = TRUE;
3789 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
3790 { /* free border field */
3791 if (nachbarn >= life[2] && nachbarn <= life[3])
3793 Feld[xx][yy] = element;
3794 MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
3796 DrawLevelField(xx, yy);
3797 Stop[xx][yy] = TRUE;
3804 PlaySoundLevel(ax, ay, element == EL_LIFE ? SND_GAMEOFLIFE_CREATING :
3805 SND_BIOMAZE_CREATING);
3808 void RobotWheel(int x, int y)
3810 if (!MovDelay[x][y]) /* next animation frame */
3811 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3813 if (MovDelay[x][y]) /* wait some time before next frame */
3818 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3819 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
3820 if (!(MovDelay[x][y]%4))
3821 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
3826 Feld[x][y] = EL_ABLENK_AUS;
3827 DrawLevelField(x, y);
3828 if (ZX == x && ZY == y)
3832 void TimegateWheel(int x, int y)
3834 if (!MovDelay[x][y]) /* next animation frame */
3835 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3837 if (MovDelay[x][y]) /* wait some time before next frame */
3842 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3843 DrawGraphic(SCREENX(x), SCREENY(y),
3844 GFX_TIMEGATE_SWITCH + MovDelay[x][y]%4);
3845 if (!(MovDelay[x][y]%4))
3846 PlaySoundLevel(x, y, SND_TIMEGATE_WHEEL_ACTIVE);
3851 Feld[x][y] = EL_TIMEGATE_SWITCH_OFF;
3852 DrawLevelField(x, y);
3853 if (ZX == x && ZY == y)
3857 void Birne(int x, int y)
3859 if (!MovDelay[x][y]) /* next animation frame */
3860 MovDelay[x][y] = 800;
3862 if (MovDelay[x][y]) /* wait some time before next frame */
3867 if (!(MovDelay[x][y]%5))
3869 if (!(MovDelay[x][y]%10))
3870 Feld[x][y]=EL_ABLENK_EIN;
3872 Feld[x][y]=EL_ABLENK_AUS;
3873 DrawLevelField(x, y);
3874 Feld[x][y]=EL_ABLENK_EIN;
3880 Feld[x][y]=EL_ABLENK_AUS;
3881 DrawLevelField(x, y);
3882 if (ZX == x && ZY == y)
3886 void Blubber(int x, int y)
3888 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
3889 DrawLevelField(x, y-1);
3891 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
3894 void NussKnacken(int x, int y)
3896 if (!MovDelay[x][y]) /* next animation frame */
3899 if (MovDelay[x][y]) /* wait some time before next frame */
3902 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3903 DrawGraphic(SCREENX(x), SCREENY(y),
3904 GFX_CRACKINGNUT + 3 - MovDelay[x][y]/2);
3906 if (!MovDelay[x][y])
3908 Feld[x][y] = EL_EDELSTEIN;
3909 DrawLevelField(x, y);
3914 void BreakingPearl(int x, int y)
3916 if (!MovDelay[x][y]) /* next animation frame */
3919 if (MovDelay[x][y]) /* wait some time before next frame */
3922 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3923 DrawGraphic(SCREENX(x), SCREENY(y),
3924 GFX_PEARL_BREAKING + 4 - MovDelay[x][y]/2);
3926 if (!MovDelay[x][y])
3928 Feld[x][y] = EL_LEERRAUM;
3929 DrawLevelField(x, y);
3934 void SiebAktivieren(int x, int y, int typ)
3936 int graphic = (typ == 1 ? GFX_MAGIC_WALL_FULL : GFX_MAGIC_WALL_BD_FULL) + 3;
3938 DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
3941 void AusgangstuerPruefen(int x, int y)
3943 if (!local_player->gems_still_needed &&
3944 !local_player->sokobanfields_still_needed &&
3945 !local_player->lights_still_needed)
3947 Feld[x][y] = EL_AUSGANG_ACT;
3949 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
3950 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
3951 y < LEVELY(BY1) ? LEVELY(BY1) :
3952 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
3957 void AusgangstuerOeffnen(int x, int y)
3961 if (!MovDelay[x][y]) /* next animation frame */
3962 MovDelay[x][y] = 5*delay;
3964 if (MovDelay[x][y]) /* wait some time before next frame */
3969 tuer = MovDelay[x][y]/delay;
3970 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3971 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
3973 if (!MovDelay[x][y])
3975 Feld[x][y] = EL_AUSGANG_AUF;
3976 DrawLevelField(x, y);
3981 void AusgangstuerBlinken(int x, int y)
3983 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_PINGPONG);
3986 void OpenSwitchgate(int x, int y)
3990 if (!MovDelay[x][y]) /* next animation frame */
3991 MovDelay[x][y] = 5 * delay;
3993 if (MovDelay[x][y]) /* wait some time before next frame */
3998 phase = MovDelay[x][y] / delay;
3999 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4000 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_OPEN - phase);
4002 if (!MovDelay[x][y])
4004 Feld[x][y] = EL_SWITCHGATE_OPEN;
4005 DrawLevelField(x, y);
4010 void CloseSwitchgate(int x, int y)
4014 if (!MovDelay[x][y]) /* next animation frame */
4015 MovDelay[x][y] = 5 * delay;
4017 if (MovDelay[x][y]) /* wait some time before next frame */
4022 phase = MovDelay[x][y] / delay;
4023 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4024 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_CLOSED + phase);
4026 if (!MovDelay[x][y])
4028 Feld[x][y] = EL_SWITCHGATE_CLOSED;
4029 DrawLevelField(x, y);
4034 void OpenTimegate(int x, int y)
4038 if (!MovDelay[x][y]) /* next animation frame */
4039 MovDelay[x][y] = 5 * delay;
4041 if (MovDelay[x][y]) /* wait some time before next frame */
4046 phase = MovDelay[x][y] / delay;
4047 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4048 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_OPEN - phase);
4050 if (!MovDelay[x][y])
4052 Feld[x][y] = EL_TIMEGATE_OPEN;
4053 DrawLevelField(x, y);
4058 void CloseTimegate(int x, int y)
4062 if (!MovDelay[x][y]) /* next animation frame */
4063 MovDelay[x][y] = 5 * delay;
4065 if (MovDelay[x][y]) /* wait some time before next frame */
4070 phase = MovDelay[x][y] / delay;
4071 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4072 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_CLOSED + phase);
4074 if (!MovDelay[x][y])
4076 Feld[x][y] = EL_TIMEGATE_CLOSED;
4077 DrawLevelField(x, y);
4082 static void CloseAllOpenTimegates()
4086 for (y=0; y<lev_fieldy; y++)
4088 for (x=0; x<lev_fieldx; x++)
4090 int element = Feld[x][y];
4092 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4094 Feld[x][y] = EL_TIMEGATE_CLOSING;
4095 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4101 void EdelsteinFunkeln(int x, int y)
4103 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4106 if (Feld[x][y] == EL_EDELSTEIN_BD)
4107 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
4110 if (!MovDelay[x][y]) /* next animation frame */
4111 MovDelay[x][y] = 11 * !SimpleRND(500);
4113 if (MovDelay[x][y]) /* wait some time before next frame */
4117 if (setup.direct_draw && MovDelay[x][y])
4118 SetDrawtoField(DRAW_BUFFERED);
4120 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
4124 int phase = (MovDelay[x][y]-1)/2;
4129 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
4131 if (setup.direct_draw)
4135 dest_x = FX + SCREENX(x)*TILEX;
4136 dest_y = FY + SCREENY(y)*TILEY;
4138 BlitBitmap(drawto_field, window,
4139 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4140 SetDrawtoField(DRAW_DIRECT);
4147 void MauerWaechst(int x, int y)
4151 if (!MovDelay[x][y]) /* next animation frame */
4152 MovDelay[x][y] = 3*delay;
4154 if (MovDelay[x][y]) /* wait some time before next frame */
4159 phase = 2-MovDelay[x][y]/delay;
4160 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4161 DrawGraphic(SCREENX(x), SCREENY(y),
4162 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
4163 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
4164 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
4165 GFX_MAUER_DOWN ) + phase);
4167 if (!MovDelay[x][y])
4169 if (MovDir[x][y] == MV_LEFT)
4171 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
4172 DrawLevelField(x-1, y);
4174 else if (MovDir[x][y] == MV_RIGHT)
4176 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
4177 DrawLevelField(x+1, y);
4179 else if (MovDir[x][y] == MV_UP)
4181 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
4182 DrawLevelField(x, y-1);
4186 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
4187 DrawLevelField(x, y+1);
4190 Feld[x][y] = Store[x][y];
4192 MovDir[x][y] = MV_NO_MOVING;
4193 DrawLevelField(x, y);
4198 void MauerAbleger(int ax, int ay)
4200 int element = Feld[ax][ay];
4201 boolean oben_frei = FALSE, unten_frei = FALSE;
4202 boolean links_frei = FALSE, rechts_frei = FALSE;
4203 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4204 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4205 boolean new_wall = FALSE;
4207 if (!MovDelay[ax][ay]) /* start building new wall */
4208 MovDelay[ax][ay] = 6;
4210 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4213 if (MovDelay[ax][ay])
4217 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4219 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4221 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4223 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4226 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
4230 Feld[ax][ay-1] = EL_MAUERND;
4231 Store[ax][ay-1] = element;
4232 MovDir[ax][ay-1] = MV_UP;
4233 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4234 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
4239 Feld[ax][ay+1] = EL_MAUERND;
4240 Store[ax][ay+1] = element;
4241 MovDir[ax][ay+1] = MV_DOWN;
4242 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4243 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
4248 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
4249 element == EL_MAUER_LEBT)
4253 Feld[ax-1][ay] = EL_MAUERND;
4254 Store[ax-1][ay] = element;
4255 MovDir[ax-1][ay] = MV_LEFT;
4256 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4257 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
4263 Feld[ax+1][ay] = EL_MAUERND;
4264 Store[ax+1][ay] = element;
4265 MovDir[ax+1][ay] = MV_RIGHT;
4266 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4267 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
4272 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
4273 DrawLevelField(ax, ay);
4275 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
4277 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
4278 unten_massiv = TRUE;
4279 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
4280 links_massiv = TRUE;
4281 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
4282 rechts_massiv = TRUE;
4284 if (((oben_massiv && unten_massiv) ||
4285 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
4286 ((links_massiv && rechts_massiv) ||
4287 element == EL_MAUER_Y))
4288 Feld[ax][ay] = EL_MAUERWERK;
4291 PlaySoundLevel(ax, ay, SND_WALL_GROWING);
4294 void CheckForDragon(int x, int y)
4297 boolean dragon_found = FALSE;
4298 static int xy[4][2] =
4310 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4312 if (IN_LEV_FIELD(xx, yy) &&
4313 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
4315 if (Feld[xx][yy] == EL_DRACHE)
4316 dragon_found = TRUE;
4329 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4331 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
4333 Feld[xx][yy] = EL_LEERRAUM;
4334 DrawLevelField(xx, yy);
4343 static void CheckBuggyBase(int x, int y)
4345 int element = Feld[x][y];
4347 if (element == EL_SP_BUG)
4349 if (!MovDelay[x][y]) /* wait some time before activating base */
4350 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4355 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4356 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
4360 Feld[x][y] = EL_SP_BUG_ACTIVE;
4363 else if (element == EL_SP_BUG_ACTIVE)
4365 if (!MovDelay[x][y]) /* start activating buggy base */
4366 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
4374 static int xy[4][2] =
4382 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4383 DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
4387 int xx = x + xy[i][0], yy = y + xy[i][1];
4389 if (IS_PLAYER(xx, yy))
4391 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVATING);
4399 Feld[x][y] = EL_SP_BUG;
4400 DrawLevelField(x, y);
4405 static void CheckTrap(int x, int y)
4407 int element = Feld[x][y];
4409 if (element == EL_TRAP_INACTIVE)
4411 if (!MovDelay[x][y]) /* wait some time before activating trap */
4412 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4420 Feld[x][y] = EL_TRAP_ACTIVE;
4421 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
4424 else if (element == EL_TRAP_ACTIVE)
4429 if (!MovDelay[x][y]) /* start activating trap */
4430 MovDelay[x][y] = num_frames * delay;
4438 if (!(MovDelay[x][y] % delay))
4440 int phase = MovDelay[x][y]/delay;
4442 if (phase >= num_frames/2)
4443 phase = num_frames - phase;
4445 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4447 DrawGraphic(SCREENX(x),SCREENY(y), GFX_TRAP_INACTIVE + phase - 1);
4448 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
4455 Feld[x][y] = EL_TRAP_INACTIVE;
4456 DrawLevelField(x, y);
4461 static void DrawBeltAnimation(int x, int y, int element)
4463 int belt_nr = getBeltNrFromElement(element);
4464 int belt_dir = game.belt_dir[belt_nr];
4466 if (belt_dir != MV_NO_MOVING)
4469 int mode = (belt_dir == MV_LEFT ? ANIM_NORMAL : ANIM_REVERSE);
4470 int graphic = el2gfx(element) + (belt_dir == MV_LEFT ? 0 : 7);
4472 DrawGraphicAnimation(x, y, graphic, 8, delay, mode);
4474 if (!(FrameCounter % 2))
4475 PlaySoundLevel(x, y, SND_CONVEYOR_BELT_ACTIVE);
4479 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4481 static byte stored_player_action[MAX_PLAYERS];
4482 static int num_stored_actions = 0;
4484 static boolean save_tape_entry = FALSE;
4486 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4487 int left = player_action & JOY_LEFT;
4488 int right = player_action & JOY_RIGHT;
4489 int up = player_action & JOY_UP;
4490 int down = player_action & JOY_DOWN;
4491 int button1 = player_action & JOY_BUTTON_1;
4492 int button2 = player_action & JOY_BUTTON_2;
4493 int dx = (left ? -1 : right ? 1 : 0);
4494 int dy = (up ? -1 : down ? 1 : 0);
4496 stored_player_action[player->index_nr] = 0;
4497 num_stored_actions++;
4499 if (!player->active || tape.pausing)
4505 save_tape_entry = TRUE;
4507 player->frame_reset_delay = 0;
4510 snapped = SnapField(player, dx, dy);
4514 bombed = PlaceBomb(player);
4515 moved = MoveFigure(player, dx, dy);
4518 if (tape.single_step && tape.recording && !tape.pausing)
4520 if (button1 || (bombed && !moved))
4522 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
4523 SnapField(player, 0, 0); /* stop snapping */
4528 if (tape.recording && (moved || snapped || bombed))
4530 if (bombed && !moved)
4531 player_action &= JOY_BUTTON;
4533 stored_player_action[player->index_nr] = player_action;
4534 save_tape_entry = TRUE;
4536 else if (tape.playing && snapped)
4537 SnapField(player, 0, 0); /* stop snapping */
4539 stored_player_action[player->index_nr] = player_action;
4544 /* no actions for this player (no input at player's configured device) */
4546 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4547 SnapField(player, 0, 0);
4548 CheckGravityMovement(player);
4551 if (player->MovPos == 0) /* needed for tape.playing */
4552 player->is_moving = FALSE;
4555 if (player->MovPos == 0) /* needed for tape.playing */
4556 player->last_move_dir = MV_NO_MOVING;
4558 /* !!! CHECK THIS AGAIN !!!
4559 (Seems to be needed for some EL_ROBOT stuff, but breaks
4560 tapes when walking through pipes!)
4563 /* it seems that "player->last_move_dir" is misused as some sort of
4564 "player->is_just_moving_in_this_moment", which is needed for the
4565 robot stuff (robots don't kill players when they are moving)
4569 if (++player->frame_reset_delay > player->move_delay_value)
4574 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
4576 TapeRecordAction(stored_player_action);
4577 num_stored_actions = 0;
4578 save_tape_entry = FALSE;
4581 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
4583 TapeRecordAction(stored_player_action);
4584 num_stored_actions = 0;
4589 if (tape.playing && !tape.pausing && !player_action &&
4590 tape.counter < tape.length)
4592 int jx = player->jx, jy = player->jy;
4594 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
4596 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
4597 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
4599 int dx = (next_joy == JOY_LEFT ? -1 : +1);
4601 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
4603 int el = Feld[jx+dx][jy];
4604 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 :
4605 (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10);
4607 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
4609 player->MovDir = next_joy;
4610 player->Frame = FrameCounter % 4;
4611 player->Pushing = TRUE;
4621 static unsigned long action_delay = 0;
4622 unsigned long action_delay_value;
4623 int sieb_x = 0, sieb_y = 0;
4624 int i, x, y, element;
4625 byte *recorded_player_action;
4626 byte summarized_player_action = 0;
4628 if (game_status != PLAYING)
4631 action_delay_value =
4632 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4634 if (tape.playing && tape.index_search && !tape.pausing)
4635 action_delay_value = 0;
4637 /* ---------- main game synchronization point ---------- */
4639 WaitUntilDelayReached(&action_delay, action_delay_value);
4641 if (network_playing && !network_player_action_received)
4645 printf("DEBUG: try to get network player actions in time\n");
4649 #if defined(PLATFORM_UNIX)
4650 /* last chance to get network player actions without main loop delay */
4654 if (game_status != PLAYING)
4657 if (!network_player_action_received)
4661 printf("DEBUG: failed to get network player actions in time\n");
4671 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4673 for (i=0; i<MAX_PLAYERS; i++)
4675 summarized_player_action |= stored_player[i].action;
4677 if (!network_playing)
4678 stored_player[i].effective_action = stored_player[i].action;
4681 #if defined(PLATFORM_UNIX)
4682 if (network_playing)
4683 SendToServer_MovePlayer(summarized_player_action);
4686 if (!options.network && !setup.team_mode)
4687 local_player->effective_action = summarized_player_action;
4689 for (i=0; i<MAX_PLAYERS; i++)
4691 int actual_player_action = stored_player[i].effective_action;
4693 if (stored_player[i].programmed_action)
4694 actual_player_action = stored_player[i].programmed_action;
4696 if (recorded_player_action)
4697 actual_player_action = recorded_player_action[i];
4699 PlayerActions(&stored_player[i], actual_player_action);
4700 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4703 network_player_action_received = FALSE;
4705 ScrollScreen(NULL, SCROLL_GO_ON);
4711 if (TimeFrames == 0 && local_player->active)
4713 extern unsigned int last_RND();
4715 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
4716 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
4723 if (GameFrameDelay >= 500)
4724 printf("FrameCounter == %d\n", FrameCounter);
4733 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4736 if (JustStopped[x][y] > 0)
4737 JustStopped[x][y]--;
4740 if (IS_BLOCKED(x, y))
4744 Blocked2Moving(x, y, &oldx, &oldy);
4745 if (!IS_MOVING(oldx, oldy))
4747 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4748 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4749 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4750 printf("GameActions(): This should never happen!\n");
4756 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4758 element = Feld[x][y];
4760 if (IS_INACTIVE(element))
4763 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4767 if (IS_GEM(element) || element == EL_SP_INFOTRON)
4768 EdelsteinFunkeln(x, y);
4770 else if (IS_MOVING(x, y))
4771 ContinueMoving(x, y);
4772 else if (IS_ACTIVE_BOMB(element))
4773 CheckDynamite(x, y);
4775 else if (element == EL_EXPLODING && !game.explosions_delayed)
4776 Explode(x, y, Frame[x][y], EX_NORMAL);
4778 else if (element == EL_AMOEBING)
4779 AmoebeWaechst(x, y);
4780 else if (element == EL_DEAMOEBING)
4781 AmoebaDisappearing(x, y);
4783 #if !USE_NEW_AMOEBA_CODE
4784 else if (IS_AMOEBALIVE(element))
4785 AmoebeAbleger(x, y);
4788 else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
4790 else if (element == EL_ABLENK_EIN)
4792 else if (element == EL_TIMEGATE_SWITCH_ON)
4793 TimegateWheel(x, y);
4794 else if (element == EL_SALZSAEURE)
4796 else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
4798 else if (element == EL_CRACKINGNUT)
4800 else if (element == EL_PEARL_BREAKING)
4801 BreakingPearl(x, y);
4802 else if (element == EL_AUSGANG_ZU)
4803 AusgangstuerPruefen(x, y);
4804 else if (element == EL_AUSGANG_ACT)
4805 AusgangstuerOeffnen(x, y);
4806 else if (element == EL_AUSGANG_AUF)
4807 AusgangstuerBlinken(x, y);
4808 else if (element == EL_MAUERND)
4810 else if (element == EL_MAUER_LEBT ||
4811 element == EL_MAUER_X ||
4812 element == EL_MAUER_Y ||
4813 element == EL_MAUER_XY)
4815 else if (element == EL_BURNING)
4816 CheckForDragon(x, y);
4817 else if (element == EL_SP_BUG || element == EL_SP_BUG_ACTIVE)
4818 CheckBuggyBase(x, y);
4819 else if (element == EL_TRAP_INACTIVE || element == EL_TRAP_ACTIVE)
4821 else if (element == EL_SP_TERMINAL)
4822 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL);
4823 else if (element == EL_SP_TERMINAL_ACTIVE)
4825 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
4827 if (!(FrameCounter % 4))
4828 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVE);
4831 else if (IS_BELT(element))
4832 DrawBeltAnimation(x, y, element);
4833 else if (element == EL_SWITCHGATE_OPENING)
4834 OpenSwitchgate(x, y);
4835 else if (element == EL_SWITCHGATE_CLOSING)
4836 CloseSwitchgate(x, y);
4837 else if (element == EL_TIMEGATE_OPENING)
4839 else if (element == EL_TIMEGATE_CLOSING)
4840 CloseTimegate(x, y);
4841 else if (element == EL_EXTRA_TIME)
4842 DrawGraphicAnimation(x, y, GFX_EXTRA_TIME, 6, 4, ANIM_NORMAL);
4843 else if (element == EL_SHIELD_PASSIVE)
4845 DrawGraphicAnimation(x, y, GFX_SHIELD_PASSIVE, 6, 4, ANIM_NORMAL);
4847 if (!(FrameCounter % 4))
4848 PlaySoundLevel(x, y, SND_SHIELD_PASSIVE_ACTIVATED);
4851 else if (element == EL_SHIELD_ACTIVE)
4853 DrawGraphicAnimation(x, y, GFX_SHIELD_ACTIVE, 6, 4, ANIM_NORMAL);
4855 if (!(FrameCounter % 4))
4856 PlaySoundLevel(x, y, SND_SHIELD_DEADLY_ACTIVE);
4860 if (game.magic_wall_active)
4862 boolean sieb = FALSE;
4863 int jx = local_player->jx, jy = local_player->jy;
4865 if (element == EL_MAGIC_WALL_FULL ||
4866 element == EL_MAGIC_WALL_EMPTY ||
4867 element == EL_MAGIC_WALL_EMPTYING)
4869 SiebAktivieren(x, y, 1);
4872 else if (element == EL_MAGIC_WALL_BD_FULL ||
4873 element == EL_MAGIC_WALL_BD_EMPTY ||
4874 element == EL_MAGIC_WALL_BD_EMPTYING)
4876 SiebAktivieren(x, y, 2);
4880 /* play the element sound at the position nearest to the player */
4881 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
4889 #if USE_NEW_AMOEBA_CODE
4890 /* new experimental amoeba growth stuff */
4892 if (!(FrameCounter % 8))
4895 static unsigned long random = 1684108901;
4897 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
4900 x = (random >> 10) % lev_fieldx;
4901 y = (random >> 20) % lev_fieldy;
4903 x = RND(lev_fieldx);
4904 y = RND(lev_fieldy);
4906 element = Feld[x][y];
4908 if (!IS_PLAYER(x,y) &&
4909 (element == EL_LEERRAUM ||
4910 element == EL_ERDREICH ||
4911 element == EL_MORAST_LEER ||
4912 element == EL_BLURB_LEFT ||
4913 element == EL_BLURB_RIGHT))
4915 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBE_NASS) ||
4916 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBE_NASS) ||
4917 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBE_NASS) ||
4918 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBE_NASS))
4919 Feld[x][y] = EL_TROPFEN;
4922 random = random * 129 + 1;
4928 if (game.explosions_delayed)
4931 game.explosions_delayed = FALSE;
4933 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4935 element = Feld[x][y];
4937 if (ExplodeField[x][y])
4938 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
4939 else if (element == EL_EXPLODING)
4940 Explode(x, y, Frame[x][y], EX_NORMAL);
4942 ExplodeField[x][y] = EX_NO_EXPLOSION;
4945 game.explosions_delayed = TRUE;
4948 if (game.magic_wall_active)
4950 if (!(game.magic_wall_time_left % 4))
4952 int element = Feld[sieb_x][sieb_y];
4954 if (element == EL_MAGIC_WALL_BD_FULL ||
4955 element == EL_MAGIC_WALL_BD_EMPTY ||
4956 element == EL_MAGIC_WALL_BD_EMPTYING)
4957 PlaySoundLevel(sieb_x, sieb_y, SND_BD_MAGIC_WALL_ACTIVE);
4959 PlaySoundLevel(sieb_x, sieb_y, SND_MAGIC_WALL_ACTIVE);
4962 if (game.magic_wall_time_left > 0)
4964 game.magic_wall_time_left--;
4965 if (!game.magic_wall_time_left)
4967 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4969 element = Feld[x][y];
4971 if (element == EL_MAGIC_WALL_EMPTY ||
4972 element == EL_MAGIC_WALL_FULL)
4974 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4975 DrawLevelField(x, y);
4977 else if (element == EL_MAGIC_WALL_BD_EMPTY ||
4978 element == EL_MAGIC_WALL_BD_FULL)
4980 Feld[x][y] = EL_MAGIC_WALL_BD_DEAD;
4981 DrawLevelField(x, y);
4985 game.magic_wall_active = FALSE;
4990 if (game.light_time_left > 0)
4992 game.light_time_left--;
4994 if (game.light_time_left == 0)
4996 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4998 element = Feld[x][y];
5000 if (element == EL_LIGHT_SWITCH_ON)
5002 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
5003 DrawLevelField(x, y);
5005 else if (element == EL_INVISIBLE_STEEL ||
5006 element == EL_UNSICHTBAR ||
5007 element == EL_SAND_INVISIBLE)
5008 DrawLevelField(x, y);
5013 if (game.timegate_time_left > 0)
5015 game.timegate_time_left--;
5017 if (game.timegate_time_left == 0)
5018 CloseAllOpenTimegates();
5021 for (i=0; i<MAX_PLAYERS; i++)
5023 struct PlayerInfo *player = &stored_player[i];
5025 if (SHIELD_ON(player))
5027 if (player->shield_active_time_left)
5028 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
5029 else if (player->shield_passive_time_left)
5030 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
5034 if (TimeFrames >= (1000 / GameFrameDelay))
5039 for (i=0; i<MAX_PLAYERS; i++)
5041 struct PlayerInfo *player = &stored_player[i];
5043 if (SHIELD_ON(player))
5045 player->shield_passive_time_left--;
5047 if (player->shield_active_time_left > 0)
5048 player->shield_active_time_left--;
5052 if (tape.recording || tape.playing)
5053 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
5059 if (TimeLeft <= 10 && setup.time_limit)
5060 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MAX_RIGHT);
5062 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5064 if (!TimeLeft && setup.time_limit)
5065 for (i=0; i<MAX_PLAYERS; i++)
5066 KillHero(&stored_player[i]);
5068 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
5069 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
5074 if (options.debug) /* calculate frames per second */
5076 static unsigned long fps_counter = 0;
5077 static int fps_frames = 0;
5078 unsigned long fps_delay_ms = Counter() - fps_counter;
5082 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
5084 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
5087 fps_counter = Counter();
5090 redraw_mask |= REDRAW_FPS;
5094 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
5096 int min_x = x, min_y = y, max_x = x, max_y = y;
5099 for (i=0; i<MAX_PLAYERS; i++)
5101 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5103 if (!stored_player[i].active || &stored_player[i] == player)
5106 min_x = MIN(min_x, jx);
5107 min_y = MIN(min_y, jy);
5108 max_x = MAX(max_x, jx);
5109 max_y = MAX(max_y, jy);
5112 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
5115 static boolean AllPlayersInVisibleScreen()
5119 for (i=0; i<MAX_PLAYERS; i++)
5121 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5123 if (!stored_player[i].active)
5126 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5133 void ScrollLevel(int dx, int dy)
5135 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
5138 BlitBitmap(drawto_field, drawto_field,
5139 FX + TILEX*(dx == -1) - softscroll_offset,
5140 FY + TILEY*(dy == -1) - softscroll_offset,
5141 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
5142 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
5143 FX + TILEX*(dx == 1) - softscroll_offset,
5144 FY + TILEY*(dy == 1) - softscroll_offset);
5148 x = (dx == 1 ? BX1 : BX2);
5149 for (y=BY1; y<=BY2; y++)
5150 DrawScreenField(x, y);
5154 y = (dy == 1 ? BY1 : BY2);
5155 for (x=BX1; x<=BX2; x++)
5156 DrawScreenField(x, y);
5159 redraw_mask |= REDRAW_FIELD;
5162 static void CheckGravityMovement(struct PlayerInfo *player)
5164 if (level.gravity && !player->programmed_action)
5166 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
5167 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
5169 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
5170 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
5171 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
5172 int jx = player->jx, jy = player->jy;
5173 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
5174 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
5175 int new_jx = jx + dx, new_jy = jy + dy;
5176 boolean field_under_player_is_free =
5177 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
5178 boolean player_is_moving_to_valid_field =
5179 (IN_LEV_FIELD(new_jx, new_jy) &&
5180 (Feld[new_jx][new_jy] == EL_SP_BASE ||
5181 Feld[new_jx][new_jy] == EL_ERDREICH));
5183 if (field_under_player_is_free &&
5184 !player_is_moving_to_valid_field &&
5185 !IS_TUBE(Feld[jx][jy]))
5186 player->programmed_action = MV_DOWN;
5190 boolean MoveFigureOneStep(struct PlayerInfo *player,
5191 int dx, int dy, int real_dx, int real_dy)
5193 int jx = player->jx, jy = player->jy;
5194 int new_jx = jx+dx, new_jy = jy+dy;
5198 if (!player->active || (!dx && !dy))
5199 return MF_NO_ACTION;
5201 player->MovDir = (dx < 0 ? MV_LEFT :
5204 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5206 if (!IN_LEV_FIELD(new_jx, new_jy))
5207 return MF_NO_ACTION;
5209 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
5210 return MF_NO_ACTION;
5213 element = MovingOrBlocked2Element(new_jx, new_jy);
5215 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
5218 if (DONT_GO_TO(element))
5220 if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
5223 Feld[jx][jy] = EL_SPIELFIGUR;
5224 InitMovingField(jx, jy, MV_DOWN);
5225 Store[jx][jy] = EL_SALZSAEURE;
5226 ContinueMoving(jx, jy);
5230 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
5235 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
5236 if (can_move != MF_MOVING)
5239 StorePlayer[jx][jy] = 0;
5240 player->last_jx = jx;
5241 player->last_jy = jy;
5242 jx = player->jx = new_jx;
5243 jy = player->jy = new_jy;
5244 StorePlayer[jx][jy] = player->element_nr;
5247 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
5249 ScrollFigure(player, SCROLL_INIT);
5254 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
5256 int jx = player->jx, jy = player->jy;
5257 int old_jx = jx, old_jy = jy;
5258 int moved = MF_NO_ACTION;
5260 if (!player->active || (!dx && !dy))
5264 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5268 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5269 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
5273 /* remove the last programmed player action */
5274 player->programmed_action = 0;
5278 /* should only happen if pre-1.2 tape recordings are played */
5279 /* this is only for backward compatibility */
5281 int original_move_delay_value = player->move_delay_value;
5284 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
5287 /* scroll remaining steps with finest movement resolution */
5288 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
5290 while (player->MovPos)
5292 ScrollFigure(player, SCROLL_GO_ON);
5293 ScrollScreen(NULL, SCROLL_GO_ON);
5299 player->move_delay_value = original_move_delay_value;
5302 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
5304 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
5305 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5309 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5310 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5316 if (moved & MF_MOVING && !ScreenMovPos &&
5317 (player == local_player || !options.network))
5319 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5320 int offset = (setup.scroll_delay ? 3 : 0);
5322 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5324 /* actual player has left the screen -- scroll in that direction */
5325 if (jx != old_jx) /* player has moved horizontally */
5326 scroll_x += (jx - old_jx);
5327 else /* player has moved vertically */
5328 scroll_y += (jy - old_jy);
5332 if (jx != old_jx) /* player has moved horizontally */
5334 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5335 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5336 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5338 /* don't scroll over playfield boundaries */
5339 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5340 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5342 /* don't scroll more than one field at a time */
5343 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5345 /* don't scroll against the player's moving direction */
5346 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5347 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5348 scroll_x = old_scroll_x;
5350 else /* player has moved vertically */
5352 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5353 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5354 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5356 /* don't scroll over playfield boundaries */
5357 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5358 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5360 /* don't scroll more than one field at a time */
5361 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5363 /* don't scroll against the player's moving direction */
5364 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5365 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5366 scroll_y = old_scroll_y;
5370 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5372 if (!options.network && !AllPlayersInVisibleScreen())
5374 scroll_x = old_scroll_x;
5375 scroll_y = old_scroll_y;
5379 ScrollScreen(player, SCROLL_INIT);
5380 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5385 if (!(moved & MF_MOVING) && !player->Pushing)
5388 player->Frame = (player->Frame + 1) % 4;
5390 if (moved & MF_MOVING)
5392 if (old_jx != jx && old_jy == jy)
5393 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5394 else if (old_jx == jx && old_jy != jy)
5395 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5397 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
5399 player->last_move_dir = player->MovDir;
5400 player->is_moving = TRUE;
5404 CheckGravityMovement(player);
5407 player->last_move_dir = MV_NO_MOVING;
5409 player->is_moving = FALSE;
5412 TestIfHeroTouchesBadThing(jx, jy);
5414 if (!player->active)
5420 void ScrollFigure(struct PlayerInfo *player, int mode)
5422 int jx = player->jx, jy = player->jy;
5423 int last_jx = player->last_jx, last_jy = player->last_jy;
5424 int move_stepsize = TILEX / player->move_delay_value;
5426 if (!player->active || !player->MovPos)
5429 if (mode == SCROLL_INIT)
5431 player->actual_frame_counter = FrameCounter;
5432 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5434 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
5435 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5440 else if (!FrameReached(&player->actual_frame_counter, 1))
5443 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5444 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5446 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5447 Feld[last_jx][last_jy] = EL_LEERRAUM;
5449 /* before DrawPlayer() to draw correct player graphic for this case */
5450 if (player->MovPos == 0)
5451 CheckGravityMovement(player);
5455 if (player->MovPos == 0)
5457 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
5459 /* continue with normal speed after quickly moving through gate */
5460 HALVE_PLAYER_SPEED(player);
5462 /* be able to make the next move without delay */
5463 player->move_delay = 0;
5466 player->last_jx = jx;
5467 player->last_jy = jy;
5469 if (Feld[jx][jy] == EL_AUSGANG_AUF)
5473 if (!local_player->friends_still_needed)
5474 player->LevelSolved = player->GameOver = TRUE;
5477 if (tape.single_step && tape.recording && !tape.pausing &&
5478 !player->programmed_action)
5479 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5483 void ScrollScreen(struct PlayerInfo *player, int mode)
5485 static unsigned long screen_frame_counter = 0;
5487 if (mode == SCROLL_INIT)
5489 /* set scrolling step size according to actual player's moving speed */
5490 ScrollStepSize = TILEX / player->move_delay_value;
5492 screen_frame_counter = FrameCounter;
5493 ScreenMovDir = player->MovDir;
5494 ScreenMovPos = player->MovPos;
5495 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5498 else if (!FrameReached(&screen_frame_counter, 1))
5503 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5504 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5505 redraw_mask |= REDRAW_FIELD;
5508 ScreenMovDir = MV_NO_MOVING;
5511 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
5513 int i, kill_x = -1, kill_y = -1;
5514 static int test_xy[4][2] =
5521 static int test_dir[4] =
5531 int test_x, test_y, test_move_dir, test_element;
5533 test_x = good_x + test_xy[i][0];
5534 test_y = good_y + test_xy[i][1];
5535 if (!IN_LEV_FIELD(test_x, test_y))
5539 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5542 test_element = Feld[test_x][test_y];
5544 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
5547 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5548 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5550 if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) ||
5551 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
5559 if (kill_x != -1 || kill_y != -1)
5561 if (IS_PLAYER(good_x, good_y))
5563 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
5565 if (player->shield_active_time_left > 0)
5566 Bang(kill_x, kill_y);
5567 else if (!PLAYER_PROTECTED(good_x, good_y))
5571 Bang(good_x, good_y);
5575 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
5577 int i, kill_x = -1, kill_y = -1;
5578 int bad_element = Feld[bad_x][bad_y];
5579 static int test_xy[4][2] =
5586 static int test_dir[4] =
5594 if (bad_element == EL_EXPLODING) /* skip just exploding bad things */
5599 int test_x, test_y, test_move_dir, test_element;
5601 test_x = bad_x + test_xy[i][0];
5602 test_y = bad_y + test_xy[i][1];
5603 if (!IN_LEV_FIELD(test_x, test_y))
5607 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5609 test_element = Feld[test_x][test_y];
5611 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5612 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5614 if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) ||
5615 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
5617 /* good thing is player or penguin that does not move away */
5618 if (IS_PLAYER(test_x, test_y))
5620 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
5622 if (bad_element == EL_ROBOT && player->is_moving)
5623 continue; /* robot does not kill player if he is moving */
5629 else if (test_element == EL_PINGUIN)
5638 if (kill_x != -1 || kill_y != -1)
5640 if (IS_PLAYER(kill_x, kill_y))
5642 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
5645 int dir = player->MovDir;
5646 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5647 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5649 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5650 newx != bad_x && newy != bad_y)
5651 ; /* robot does not kill player if he is moving */
5653 printf("-> %d\n", player->MovDir);
5655 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5656 newx != bad_x && newy != bad_y)
5657 ; /* robot does not kill player if he is moving */
5662 if (player->shield_active_time_left > 0)
5664 else if (!PLAYER_PROTECTED(kill_x, kill_y))
5668 Bang(kill_x, kill_y);
5672 void TestIfHeroTouchesBadThing(int x, int y)
5674 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5677 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
5679 TestIfGoodThingHitsBadThing(x, y, move_dir);
5682 void TestIfBadThingTouchesHero(int x, int y)
5684 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5687 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
5689 TestIfBadThingHitsGoodThing(x, y, move_dir);
5692 void TestIfFriendTouchesBadThing(int x, int y)
5694 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5697 void TestIfBadThingTouchesFriend(int x, int y)
5699 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5702 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
5704 int i, kill_x = bad_x, kill_y = bad_y;
5705 static int xy[4][2] =
5717 x = bad_x + xy[i][0];
5718 y = bad_y + xy[i][1];
5719 if (!IN_LEV_FIELD(x, y))
5722 element = Feld[x][y];
5723 if (IS_AMOEBOID(element) || element == EL_LIFE ||
5724 element == EL_AMOEBING || element == EL_TROPFEN)
5732 if (kill_x != bad_x || kill_y != bad_y)
5736 void KillHero(struct PlayerInfo *player)
5738 int jx = player->jx, jy = player->jy;
5740 if (!player->active)
5743 if (IS_PFORTE(Feld[jx][jy]))
5744 Feld[jx][jy] = EL_LEERRAUM;
5746 /* deactivate shield (else Bang()/Explode() would not work right) */
5747 player->shield_passive_time_left = 0;
5748 player->shield_active_time_left = 0;
5754 static void KillHeroUnlessProtected(int x, int y)
5756 if (!PLAYER_PROTECTED(x, y))
5757 KillHero(PLAYERINFO(x, y));
5760 void BuryHero(struct PlayerInfo *player)
5762 int jx = player->jx, jy = player->jy;
5764 if (!player->active)
5767 PlaySoundLevel(jx, jy, SND_PLAYER_DYING);
5768 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
5770 player->GameOver = TRUE;
5774 void RemoveHero(struct PlayerInfo *player)
5776 int jx = player->jx, jy = player->jy;
5777 int i, found = FALSE;
5779 player->present = FALSE;
5780 player->active = FALSE;
5782 if (!ExplodeField[jx][jy])
5783 StorePlayer[jx][jy] = 0;
5785 for (i=0; i<MAX_PLAYERS; i++)
5786 if (stored_player[i].active)
5790 AllPlayersGone = TRUE;
5796 int DigField(struct PlayerInfo *player,
5797 int x, int y, int real_dx, int real_dy, int mode)
5799 int jx = player->jx, jy = player->jy;
5800 int dx = x - jx, dy = y - jy;
5801 int move_direction = (dx == -1 ? MV_LEFT :
5802 dx == +1 ? MV_RIGHT :
5804 dy == +1 ? MV_DOWN : MV_NO_MOVING);
5807 if (player->MovPos == 0)
5808 player->Pushing = FALSE;
5810 if (mode == DF_NO_PUSH)
5812 player->Switching = FALSE;
5813 player->push_delay = 0;
5814 return MF_NO_ACTION;
5817 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
5818 return MF_NO_ACTION;
5820 if (IS_TUBE(Feld[jx][jy]))
5823 int tube_leave_directions[][2] =
5825 { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5826 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5827 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5828 { EL_TUBE_VERT_LEFT, MV_LEFT | MV_UP | MV_DOWN },
5829 { EL_TUBE_VERT_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
5830 { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_UP },
5831 { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
5832 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
5833 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
5834 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
5835 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
5836 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
5839 while (tube_leave_directions[i][0] != Feld[jx][jy])
5842 if (tube_leave_directions[i][0] == -1) /* should not happen */
5846 if (!(tube_leave_directions[i][1] & move_direction))
5847 return MF_NO_ACTION; /* tube has no opening in this direction */
5850 element = Feld[x][y];
5856 case EL_SAND_INVISIBLE:
5857 case EL_TRAP_INACTIVE:
5861 PlaySoundLevelElementAction(x, y, element, SND_ACTION_DIGGING);
5865 case EL_EDELSTEIN_BD:
5866 case EL_EDELSTEIN_GELB:
5867 case EL_EDELSTEIN_ROT:
5868 case EL_EDELSTEIN_LILA:
5870 case EL_SP_INFOTRON:
5874 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 :
5875 element == EL_PEARL ? 5 :
5876 element == EL_CRYSTAL ? 8 : 1);
5877 if (local_player->gems_still_needed < 0)
5878 local_player->gems_still_needed = 0;
5879 RaiseScoreElement(element);
5880 DrawText(DX_EMERALDS, DY_EMERALDS,
5881 int2str(local_player->gems_still_needed, 3),
5882 FS_SMALL, FC_YELLOW);
5883 PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING);
5888 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
5889 PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
5893 Feld[x][y] = EL_LEERRAUM;
5894 PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
5902 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5904 PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MAX_RIGHT);
5907 case EL_SHIELD_PASSIVE:
5909 player->shield_passive_time_left += 10;
5910 PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING);
5913 case EL_SHIELD_ACTIVE:
5915 player->shield_passive_time_left += 10;
5916 player->shield_active_time_left += 10;
5917 PlaySoundLevel(x, y, SND_SHIELD_DEADLY_COLLECTING);
5920 case EL_DYNAMITE_INACTIVE:
5921 case EL_SP_DISK_RED:
5924 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5925 DrawText(DX_DYNAMITE, DY_DYNAMITE,
5926 int2str(local_player->dynamite, 3),
5927 FS_SMALL, FC_YELLOW);
5928 PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING);
5931 case EL_DYNABOMB_NR:
5933 player->dynabomb_count++;
5934 player->dynabombs_left++;
5935 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5936 PlaySoundLevel(x, y, SND_DYNABOMB_NR_COLLECTING);
5939 case EL_DYNABOMB_SZ:
5941 player->dynabomb_size++;
5942 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5943 PlaySoundLevel(x, y, SND_DYNABOMB_SZ_COLLECTING);
5946 case EL_DYNABOMB_XL:
5948 player->dynabomb_xl = TRUE;
5949 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5950 PlaySoundLevel(x, y, SND_DYNABOMB_XL_COLLECTING);
5953 case EL_SCHLUESSEL1:
5954 case EL_SCHLUESSEL2:
5955 case EL_SCHLUESSEL3:
5956 case EL_SCHLUESSEL4:
5958 int key_nr = element - EL_SCHLUESSEL1;
5961 player->key[key_nr] = TRUE;
5962 RaiseScoreElement(EL_SCHLUESSEL);
5963 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5964 GFX_SCHLUESSEL1 + key_nr);
5965 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5966 GFX_SCHLUESSEL1 + key_nr);
5967 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
5976 int key_nr = element - EL_EM_KEY_1;
5979 player->key[key_nr] = TRUE;
5980 RaiseScoreElement(EL_SCHLUESSEL);
5981 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5982 GFX_SCHLUESSEL1 + key_nr);
5983 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5984 GFX_SCHLUESSEL1 + key_nr);
5985 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
5990 Feld[x][y] = EL_ABLENK_EIN;
5993 DrawLevelField(x, y);
5994 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
5998 case EL_SP_TERMINAL:
6002 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
6004 for (yy=0; yy<lev_fieldy; yy++)
6006 for (xx=0; xx<lev_fieldx; xx++)
6008 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
6010 else if (Feld[xx][yy] == EL_SP_TERMINAL)
6011 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
6019 case EL_BELT1_SWITCH_LEFT:
6020 case EL_BELT1_SWITCH_MIDDLE:
6021 case EL_BELT1_SWITCH_RIGHT:
6022 case EL_BELT2_SWITCH_LEFT:
6023 case EL_BELT2_SWITCH_MIDDLE:
6024 case EL_BELT2_SWITCH_RIGHT:
6025 case EL_BELT3_SWITCH_LEFT:
6026 case EL_BELT3_SWITCH_MIDDLE:
6027 case EL_BELT3_SWITCH_RIGHT:
6028 case EL_BELT4_SWITCH_LEFT:
6029 case EL_BELT4_SWITCH_MIDDLE:
6030 case EL_BELT4_SWITCH_RIGHT:
6031 if (!player->Switching)
6033 player->Switching = TRUE;
6034 ToggleBeltSwitch(x, y);
6035 PlaySoundLevel(x, y, SND_CONVEYOR_BELT_SWITCH_ACTIVATING);
6040 case EL_SWITCHGATE_SWITCH_1:
6041 case EL_SWITCHGATE_SWITCH_2:
6042 if (!player->Switching)
6044 player->Switching = TRUE;
6045 ToggleSwitchgateSwitch(x, y);
6046 PlaySoundLevel(x, y, SND_SWITCHGATE_SWITCH_ACTIVATING);
6051 case EL_LIGHT_SWITCH_OFF:
6052 case EL_LIGHT_SWITCH_ON:
6053 if (!player->Switching)
6055 player->Switching = TRUE;
6056 ToggleLightSwitch(x, y);
6057 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH_OFF ?
6058 SND_LIGHT_SWITCH_ACTIVATING :
6059 SND_LIGHT_SWITCH_DEACTIVATING);
6064 case EL_TIMEGATE_SWITCH_OFF:
6065 ActivateTimegateSwitch(x, y);
6066 PlaySoundLevel(x, y, SND_TIMEGATE_WHEEL_ACTIVATING);
6071 case EL_BALLOON_SEND_LEFT:
6072 case EL_BALLOON_SEND_RIGHT:
6073 case EL_BALLOON_SEND_UP:
6074 case EL_BALLOON_SEND_DOWN:
6075 case EL_BALLOON_SEND_ANY:
6076 if (element == EL_BALLOON_SEND_ANY)
6077 game.balloon_dir = move_direction;
6079 game.balloon_dir = (element == EL_BALLOON_SEND_LEFT ? MV_LEFT :
6080 element == EL_BALLOON_SEND_RIGHT ? MV_RIGHT :
6081 element == EL_BALLOON_SEND_UP ? MV_UP :
6082 element == EL_BALLOON_SEND_DOWN ? MV_DOWN :
6084 PlaySoundLevel(x, y, SND_BALLOON_SWITCH_ACTIVATING);
6090 if (local_player->gems_still_needed > 0)
6091 return MF_NO_ACTION;
6093 player->LevelSolved = player->GameOver = TRUE;
6094 PlaySoundStereo(SND_SP_EXIT_PASSING, SOUND_MAX_RIGHT);
6097 /* the following elements cannot be pushed by "snapping" */
6098 case EL_FELSBROCKEN:
6100 case EL_DX_SUPABOMB:
6104 case EL_SP_DISK_ORANGE:
6106 if (mode == DF_SNAP)
6107 return MF_NO_ACTION;
6108 /* no "break" -- fall through to next case */
6109 /* the following elements can be pushed by "snapping" */
6112 return MF_NO_ACTION;
6114 player->Pushing = TRUE;
6116 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6117 return MF_NO_ACTION;
6121 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6122 return MF_NO_ACTION;
6125 if (player->push_delay == 0)
6126 player->push_delay = FrameCounter;
6128 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6129 !tape.playing && element != EL_SPRING)
6130 return MF_NO_ACTION;
6132 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6133 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6134 element != EL_SPRING)
6135 return MF_NO_ACTION;
6138 if (mode == DF_SNAP)
6140 InitMovingField(x, y, move_direction);
6141 ContinueMoving(x, y);
6146 Feld[x+dx][y+dy] = element;
6149 if (element == EL_SPRING)
6151 Feld[x+dx][y+dy] = EL_SPRING_MOVING;
6152 MovDir[x+dx][y+dy] = move_direction;
6155 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
6157 DrawLevelField(x+dx, y+dy);
6158 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING);
6165 if (!player->key[element - EL_PFORTE1])
6166 return MF_NO_ACTION;
6173 if (!player->key[element - EL_PFORTE1X])
6174 return MF_NO_ACTION;
6181 if (!player->key[element - EL_EM_GATE_1])
6182 return MF_NO_ACTION;
6183 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6184 return MF_NO_ACTION;
6186 /* automatically move to the next field with double speed */
6187 player->programmed_action = move_direction;
6188 DOUBLE_PLAYER_SPEED(player);
6190 PlaySoundLevel(x, y, SND_GATE_PASSING);
6197 if (!player->key[element - EL_EM_GATE_1X])
6198 return MF_NO_ACTION;
6199 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6200 return MF_NO_ACTION;
6202 /* automatically move to the next field with double speed */
6203 player->programmed_action = move_direction;
6204 DOUBLE_PLAYER_SPEED(player);
6206 PlaySoundLevel(x, y, SND_GATE_PASSING);
6209 case EL_SWITCHGATE_OPEN:
6210 case EL_TIMEGATE_OPEN:
6211 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6212 return MF_NO_ACTION;
6214 /* automatically move to the next field with double speed */
6215 player->programmed_action = move_direction;
6216 DOUBLE_PLAYER_SPEED(player);
6218 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PASSING);
6221 case EL_SP_PORT1_LEFT:
6222 case EL_SP_PORT2_LEFT:
6223 case EL_SP_PORT1_RIGHT:
6224 case EL_SP_PORT2_RIGHT:
6225 case EL_SP_PORT1_UP:
6226 case EL_SP_PORT2_UP:
6227 case EL_SP_PORT1_DOWN:
6228 case EL_SP_PORT2_DOWN:
6233 element != EL_SP_PORT1_LEFT &&
6234 element != EL_SP_PORT2_LEFT &&
6235 element != EL_SP_PORT_X &&
6236 element != EL_SP_PORT_XY) ||
6238 element != EL_SP_PORT1_RIGHT &&
6239 element != EL_SP_PORT2_RIGHT &&
6240 element != EL_SP_PORT_X &&
6241 element != EL_SP_PORT_XY) ||
6243 element != EL_SP_PORT1_UP &&
6244 element != EL_SP_PORT2_UP &&
6245 element != EL_SP_PORT_Y &&
6246 element != EL_SP_PORT_XY) ||
6248 element != EL_SP_PORT1_DOWN &&
6249 element != EL_SP_PORT2_DOWN &&
6250 element != EL_SP_PORT_Y &&
6251 element != EL_SP_PORT_XY) ||
6252 !IN_LEV_FIELD(x + dx, y + dy) ||
6253 !IS_FREE(x + dx, y + dy))
6254 return MF_NO_ACTION;
6256 /* automatically move to the next field with double speed */
6257 player->programmed_action = move_direction;
6258 DOUBLE_PLAYER_SPEED(player);
6260 PlaySoundLevel(x, y, SND_SP_PORT_PASSING);
6264 case EL_TUBE_VERTICAL:
6265 case EL_TUBE_HORIZONTAL:
6266 case EL_TUBE_VERT_LEFT:
6267 case EL_TUBE_VERT_RIGHT:
6268 case EL_TUBE_HORIZ_UP:
6269 case EL_TUBE_HORIZ_DOWN:
6270 case EL_TUBE_LEFT_UP:
6271 case EL_TUBE_LEFT_DOWN:
6272 case EL_TUBE_RIGHT_UP:
6273 case EL_TUBE_RIGHT_DOWN:
6276 int tube_enter_directions[][2] =
6278 { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6279 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6280 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6281 { EL_TUBE_VERT_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
6282 { EL_TUBE_VERT_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
6283 { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
6284 { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
6285 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
6286 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
6287 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
6288 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
6289 { -1, MV_NO_MOVING }
6292 while (tube_enter_directions[i][0] != element)
6295 if (tube_enter_directions[i][0] == -1) /* should not happen */
6299 if (!(tube_enter_directions[i][1] & move_direction))
6300 return MF_NO_ACTION; /* tube has no opening in this direction */
6302 PlaySoundLevel(x, y, SND_TUBE_PASSING);
6307 case EL_AUSGANG_ACT:
6308 /* door is not (yet) open */
6309 return MF_NO_ACTION;
6312 case EL_AUSGANG_AUF:
6313 if (mode == DF_SNAP)
6314 return MF_NO_ACTION;
6316 PlaySoundLevel(x, y, SND_EXIT_PASSING);
6321 Feld[x][y] = EL_BIRNE_EIN;
6322 local_player->lights_still_needed--;
6323 DrawLevelField(x, y);
6324 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
6329 Feld[x][y] = EL_ZEIT_LEER;
6331 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
6332 DrawLevelField(x, y);
6333 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MAX_RIGHT);
6337 case EL_SOKOBAN_FELD_LEER:
6340 case EL_SOKOBAN_OBJEKT:
6341 case EL_SOKOBAN_FELD_VOLL:
6343 case EL_SP_DISK_YELLOW:
6345 if (mode == DF_SNAP)
6346 return MF_NO_ACTION;
6348 player->Pushing = TRUE;
6350 if (!IN_LEV_FIELD(x+dx, y+dy)
6351 || (!IS_FREE(x+dx, y+dy)
6352 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
6353 || !IS_SB_ELEMENT(element))))
6354 return MF_NO_ACTION;
6358 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6359 return MF_NO_ACTION;
6361 else if (dy && real_dx)
6363 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
6364 return MF_NO_ACTION;
6367 if (player->push_delay == 0)
6368 player->push_delay = FrameCounter;
6370 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6371 !tape.playing && element != EL_BALLOON)
6372 return MF_NO_ACTION;
6374 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6375 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6376 element != EL_BALLOON)
6377 return MF_NO_ACTION;
6380 if (IS_SB_ELEMENT(element))
6382 if (element == EL_SOKOBAN_FELD_VOLL)
6384 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
6385 local_player->sokobanfields_still_needed++;
6390 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
6392 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
6393 local_player->sokobanfields_still_needed--;
6394 if (element == EL_SOKOBAN_OBJEKT)
6395 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_FILLING);
6397 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6401 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
6402 if (element == EL_SOKOBAN_FELD_VOLL)
6403 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_EMPTYING);
6405 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6411 Feld[x+dx][y+dy] = element;
6412 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING);
6415 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
6417 DrawLevelField(x, y);
6418 DrawLevelField(x+dx, y+dy);
6420 if (IS_SB_ELEMENT(element) &&
6421 local_player->sokobanfields_still_needed == 0 &&
6422 game.emulation == EMU_SOKOBAN)
6424 player->LevelSolved = player->GameOver = TRUE;
6425 PlaySoundLevel(x, y, SND_SOKOBAN_GAME_SOLVING);
6436 return MF_NO_ACTION;
6439 player->push_delay = 0;
6444 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
6446 int jx = player->jx, jy = player->jy;
6447 int x = jx + dx, y = jy + dy;
6449 if (!player->active || !IN_LEV_FIELD(x, y))
6457 if (player->MovPos == 0)
6458 player->Pushing = FALSE;
6460 player->snapped = FALSE;
6464 if (player->snapped)
6467 player->MovDir = (dx < 0 ? MV_LEFT :
6470 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6472 if (!DigField(player, x, y, 0, 0, DF_SNAP))
6475 player->snapped = TRUE;
6476 DrawLevelField(x, y);
6482 boolean PlaceBomb(struct PlayerInfo *player)
6484 int jx = player->jx, jy = player->jy;
6487 if (!player->active || player->MovPos)
6490 element = Feld[jx][jy];
6492 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
6493 IS_ACTIVE_BOMB(element) || element == EL_EXPLODING)
6496 if (element != EL_LEERRAUM)
6497 Store[jx][jy] = element;
6499 if (player->dynamite)
6501 Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
6502 MovDelay[jx][jy] = 96;
6504 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6505 FS_SMALL, FC_YELLOW);
6506 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6508 if (game.emulation == EMU_SUPAPLEX)
6509 DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
6511 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
6514 PlaySoundLevel(jx, jy, SND_DYNAMITE_DROPPING);
6518 Feld[jx][jy] = EL_DYNABOMB_ACTIVE_1 + (player->element_nr - EL_SPIELER1);
6519 MovDelay[jx][jy] = 96;
6520 player->dynabombs_left--;
6521 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6522 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
6524 PlaySoundLevel(jx, jy, SND_DYNABOMB_DROPPING);
6530 void PlaySoundLevel(int x, int y, int nr)
6532 static int loop_sound_frame[NUM_SOUND_FILES];
6533 static int loop_sound_volume[NUM_SOUND_FILES];
6534 int sx = SCREENX(x), sy = SCREENY(y);
6535 int volume, stereo_position;
6536 int max_distance = 8;
6537 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
6539 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
6540 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
6543 if (!IN_LEV_FIELD(x, y) ||
6544 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
6545 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
6548 volume = SOUND_MAX_VOLUME;
6550 if (!IN_SCR_FIELD(sx, sy))
6552 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
6553 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
6555 volume -= volume * (dx > dy ? dx : dy) / max_distance;
6558 stereo_position = (SOUND_MAX_LEFT +
6559 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
6560 (SCR_FIELDX + 2 * max_distance));
6562 if (IS_LOOP_SOUND(nr))
6564 /* This assures that quieter loop sounds do not overwrite louder ones,
6565 while restarting sound volume comparison with each new game frame. */
6567 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
6570 loop_sound_volume[nr] = volume;
6571 loop_sound_frame[nr] = FrameCounter;
6574 PlaySoundExt(nr, volume, stereo_position, type);
6577 void PlaySoundLevelAction(int x, int y, int sound_action)
6579 PlaySoundLevelElementAction(x, y, Feld[x][y], sound_action);
6582 void PlaySoundLevelElementAction(int x, int y, int element, int sound_action)
6584 int sound_effect = element_action_sound[element][sound_action];
6586 if (sound_effect != -1)
6587 PlaySoundLevel(x, y, sound_effect);
6590 void RaiseScore(int value)
6592 local_player->score += value;
6593 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
6594 FS_SMALL, FC_YELLOW);
6597 void RaiseScoreElement(int element)
6602 case EL_EDELSTEIN_BD:
6603 case EL_EDELSTEIN_GELB:
6604 case EL_EDELSTEIN_ROT:
6605 case EL_EDELSTEIN_LILA:
6606 RaiseScore(level.score[SC_EDELSTEIN]);
6609 RaiseScore(level.score[SC_DIAMANT]);
6613 RaiseScore(level.score[SC_KAEFER]);
6617 RaiseScore(level.score[SC_FLIEGER]);
6621 RaiseScore(level.score[SC_MAMPFER]);
6624 RaiseScore(level.score[SC_ROBOT]);
6627 RaiseScore(level.score[SC_PACMAN]);
6630 RaiseScore(level.score[SC_KOKOSNUSS]);
6632 case EL_DYNAMITE_INACTIVE:
6633 RaiseScore(level.score[SC_DYNAMIT]);
6636 RaiseScore(level.score[SC_SCHLUESSEL]);
6643 void RequestQuitGame(boolean ask_if_really_quit)
6645 if (AllPlayersGone ||
6646 !ask_if_really_quit ||
6647 level_editor_test_game ||
6648 Request("Do you really want to quit the game ?",
6649 REQ_ASK | REQ_STAY_CLOSED))
6651 #if defined(PLATFORM_UNIX)
6652 if (options.network)
6653 SendToServer_StopPlaying();
6657 game_status = MAINMENU;
6663 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
6668 /* ---------- new game button stuff ---------------------------------------- */
6670 /* graphic position values for game buttons */
6671 #define GAME_BUTTON_XSIZE 30
6672 #define GAME_BUTTON_YSIZE 30
6673 #define GAME_BUTTON_XPOS 5
6674 #define GAME_BUTTON_YPOS 215
6675 #define SOUND_BUTTON_XPOS 5
6676 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
6678 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6679 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6680 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6681 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6682 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6683 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6690 } gamebutton_info[NUM_GAME_BUTTONS] =
6693 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
6698 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
6703 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
6708 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
6709 SOUND_CTRL_ID_MUSIC,
6710 "background music on/off"
6713 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
6714 SOUND_CTRL_ID_LOOPS,
6715 "sound loops on/off"
6718 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
6719 SOUND_CTRL_ID_SIMPLE,
6720 "normal sounds on/off"
6724 void CreateGameButtons()
6728 for (i=0; i<NUM_GAME_BUTTONS; i++)
6730 Bitmap *gd_bitmap = pix[PIX_DOOR];
6731 struct GadgetInfo *gi;
6734 unsigned long event_mask;
6735 int gd_xoffset, gd_yoffset;
6736 int gd_x1, gd_x2, gd_y1, gd_y2;
6739 gd_xoffset = gamebutton_info[i].x;
6740 gd_yoffset = gamebutton_info[i].y;
6741 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
6742 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
6744 if (id == GAME_CTRL_ID_STOP ||
6745 id == GAME_CTRL_ID_PAUSE ||
6746 id == GAME_CTRL_ID_PLAY)
6748 button_type = GD_TYPE_NORMAL_BUTTON;
6750 event_mask = GD_EVENT_RELEASED;
6751 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6752 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6756 button_type = GD_TYPE_CHECK_BUTTON;
6758 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
6759 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
6760 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
6761 event_mask = GD_EVENT_PRESSED;
6762 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
6763 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6766 gi = CreateGadget(GDI_CUSTOM_ID, id,
6767 GDI_INFO_TEXT, gamebutton_info[i].infotext,
6768 GDI_X, DX + gd_xoffset,
6769 GDI_Y, DY + gd_yoffset,
6770 GDI_WIDTH, GAME_BUTTON_XSIZE,
6771 GDI_HEIGHT, GAME_BUTTON_YSIZE,
6772 GDI_TYPE, button_type,
6773 GDI_STATE, GD_BUTTON_UNPRESSED,
6774 GDI_CHECKED, checked,
6775 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
6776 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
6777 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
6778 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
6779 GDI_EVENT_MASK, event_mask,
6780 GDI_CALLBACK_ACTION, HandleGameButtons,
6784 Error(ERR_EXIT, "cannot create gadget");
6786 game_gadget[id] = gi;
6790 static void MapGameButtons()
6794 for (i=0; i<NUM_GAME_BUTTONS; i++)
6795 MapGadget(game_gadget[i]);
6798 void UnmapGameButtons()
6802 for (i=0; i<NUM_GAME_BUTTONS; i++)
6803 UnmapGadget(game_gadget[i]);
6806 static void HandleGameButtons(struct GadgetInfo *gi)
6808 int id = gi->custom_id;
6810 if (game_status != PLAYING)
6815 case GAME_CTRL_ID_STOP:
6816 RequestQuitGame(TRUE);
6819 case GAME_CTRL_ID_PAUSE:
6820 if (options.network)
6822 #if defined(PLATFORM_UNIX)
6824 SendToServer_ContinuePlaying();
6826 SendToServer_PausePlaying();
6830 TapeTogglePause(TAPE_TOGGLE_MANUAL);
6833 case GAME_CTRL_ID_PLAY:
6836 #if defined(PLATFORM_UNIX)
6837 if (options.network)
6838 SendToServer_ContinuePlaying();
6842 tape.pausing = FALSE;
6843 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
6848 case SOUND_CTRL_ID_MUSIC:
6849 if (setup.sound_music)
6851 setup.sound_music = FALSE;
6854 else if (audio.music_available)
6856 setup.sound = setup.sound_music = TRUE;
6857 PlayMusic(level_nr);
6861 case SOUND_CTRL_ID_LOOPS:
6862 if (setup.sound_loops)
6863 setup.sound_loops = FALSE;
6864 else if (audio.loops_available)
6865 setup.sound = setup.sound_loops = TRUE;
6868 case SOUND_CTRL_ID_SIMPLE:
6869 if (setup.sound_simple)
6870 setup.sound_simple = FALSE;
6871 else if (audio.sound_available)
6872 setup.sound = setup.sound_simple = TRUE;