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 { ".running", SND_ACTION_UNKNOWN, TRUE },
140 { ".burning", SND_ACTION_BURNING, TRUE },
141 { ".growing", SND_ACTION_UNKNOWN, TRUE },
142 { ".attacking", SND_ACTION_UNKNOWN, TRUE },
143 { ".activated", SND_ACTION_UNKNOWN, TRUE },
145 /* other (non-loop) sound actions are optional */
146 { ".stepping", SND_ACTION_MOVING, FALSE }, /* discrete moving */
147 { ".digging", SND_ACTION_DIGGING, FALSE },
148 { ".collecting", SND_ACTION_COLLECTING, FALSE },
149 { ".passing", SND_ACTION_PASSING, FALSE },
150 { ".impact", SND_ACTION_IMPACT, FALSE },
151 { ".pushing", SND_ACTION_PUSHING, FALSE },
152 { ".activating", SND_ACTION_ACTIVATING, FALSE },
155 static int element_action_sound[NUM_LEVEL_ELEMENTS][NUM_SND_ACTIONS];
156 static boolean is_loop_sound[NUM_SOUND_EFFECTS];
158 #define IS_LOOP_SOUND(x) (is_loop_sound[x])
163 static unsigned int getStateCheckSum(int counter)
166 unsigned int mult = 1;
167 unsigned int checksum = 0;
169 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
171 static boolean first_game = TRUE;
173 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
179 lastFeld[x][y] = Feld[x][y];
180 else if (lastFeld[x][y] != Feld[x][y])
181 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
182 x, y, lastFeld[x][y], Feld[x][y]);
186 checksum += mult++ * Ur[x][y];
187 checksum += mult++ * Feld[x][y];
190 checksum += mult++ * MovPos[x][y];
191 checksum += mult++ * MovDir[x][y];
192 checksum += mult++ * MovDelay[x][y];
193 checksum += mult++ * Store[x][y];
194 checksum += mult++ * Store2[x][y];
195 checksum += mult++ * StorePlayer[x][y];
196 checksum += mult++ * Frame[x][y];
197 checksum += mult++ * AmoebaNr[x][y];
198 checksum += mult++ * JustStopped[x][y];
199 checksum += mult++ * Stop[x][y];
203 if (counter == 3 && first_game)
214 void GetPlayerConfig()
216 if (!audio.sound_available)
219 if (!audio.loops_available)
220 setup.sound_loops = FALSE;
222 if (!audio.music_available)
223 setup.sound_music = FALSE;
225 if (!video.fullscreen_available)
226 setup.fullscreen = FALSE;
228 setup.sound_simple = setup.sound;
230 SetAudioMode(setup.sound);
234 static int getBeltNrFromElement(int element)
236 return (element < EL_BELT2_LEFT ? 0 :
237 element < EL_BELT3_LEFT ? 1 :
238 element < EL_BELT4_LEFT ? 2 : 3);
241 static int getBeltNrFromSwitchElement(int element)
243 return (element < EL_BELT2_SWITCH_LEFT ? 0 :
244 element < EL_BELT3_SWITCH_LEFT ? 1 :
245 element < EL_BELT4_SWITCH_LEFT ? 2 : 3);
248 static int getBeltDirNrFromSwitchElement(int element)
250 static int belt_base_element[4] =
252 EL_BELT1_SWITCH_LEFT,
253 EL_BELT2_SWITCH_LEFT,
254 EL_BELT3_SWITCH_LEFT,
258 int belt_nr = getBeltNrFromSwitchElement(element);
259 int belt_dir_nr = element - belt_base_element[belt_nr];
261 return (belt_dir_nr % 3);
264 static int getBeltDirFromSwitchElement(int element)
266 static int belt_move_dir[3] =
273 int belt_dir_nr = getBeltDirNrFromSwitchElement(element);
275 return belt_move_dir[belt_dir_nr];
278 static void InitField(int x, int y, boolean init_game)
285 if (stored_player[0].present)
287 Feld[x][y] = EL_SP_MURPHY_CLONE;
294 Feld[x][y] = EL_SPIELER1;
302 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
303 int jx = player->jx, jy = player->jy;
305 player->present = TRUE;
307 if (!options.network || player->connected)
309 player->active = TRUE;
311 /* remove potentially duplicate players */
312 if (StorePlayer[jx][jy] == Feld[x][y])
313 StorePlayer[jx][jy] = 0;
315 StorePlayer[x][y] = Feld[x][y];
319 printf("Player %d activated.\n", player->element_nr);
320 printf("[Local player is %d and currently %s.]\n",
321 local_player->element_nr,
322 local_player->active ? "active" : "not active");
326 Feld[x][y] = EL_LEERRAUM;
327 player->jx = player->last_jx = x;
328 player->jy = player->last_jy = y;
333 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_SALZSAEURE)
334 Feld[x][y] = EL_BADEWANNE1;
335 else if (x > 0 && Feld[x-1][y] == EL_SALZSAEURE)
336 Feld[x][y] = EL_BADEWANNE2;
337 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE1)
338 Feld[x][y] = EL_BADEWANNE3;
339 else if (y > 0 && Feld[x][y-1] == EL_SALZSAEURE)
340 Feld[x][y] = EL_BADEWANNE4;
341 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE2)
342 Feld[x][y] = EL_BADEWANNE5;
345 case EL_KAEFER_RIGHT:
350 case EL_FLIEGER_RIGHT:
352 case EL_FLIEGER_LEFT:
353 case EL_FLIEGER_DOWN:
355 case EL_BUTTERFLY_RIGHT:
356 case EL_BUTTERFLY_UP:
357 case EL_BUTTERFLY_LEFT:
358 case EL_BUTTERFLY_DOWN:
360 case EL_FIREFLY_RIGHT:
362 case EL_FIREFLY_LEFT:
363 case EL_FIREFLY_DOWN:
365 case EL_PACMAN_RIGHT:
389 if (y == lev_fieldy - 1)
391 Feld[x][y] = EL_AMOEBING;
392 Store[x][y] = EL_AMOEBE_NASS;
396 case EL_DYNAMITE_ACTIVE:
401 local_player->lights_still_needed++;
404 case EL_SOKOBAN_FELD_LEER:
405 local_player->sokobanfields_still_needed++;
409 local_player->friends_still_needed++;
414 MovDir[x][y] = 1 << RND(4);
418 Feld[x][y] = EL_LEERRAUM;
421 case EL_EM_KEY_1_FILE:
422 Feld[x][y] = EL_EM_KEY_1;
424 case EL_EM_KEY_2_FILE:
425 Feld[x][y] = EL_EM_KEY_2;
427 case EL_EM_KEY_3_FILE:
428 Feld[x][y] = EL_EM_KEY_3;
430 case EL_EM_KEY_4_FILE:
431 Feld[x][y] = EL_EM_KEY_4;
434 case EL_BELT1_SWITCH_LEFT:
435 case EL_BELT1_SWITCH_MIDDLE:
436 case EL_BELT1_SWITCH_RIGHT:
437 case EL_BELT2_SWITCH_LEFT:
438 case EL_BELT2_SWITCH_MIDDLE:
439 case EL_BELT2_SWITCH_RIGHT:
440 case EL_BELT3_SWITCH_LEFT:
441 case EL_BELT3_SWITCH_MIDDLE:
442 case EL_BELT3_SWITCH_RIGHT:
443 case EL_BELT4_SWITCH_LEFT:
444 case EL_BELT4_SWITCH_MIDDLE:
445 case EL_BELT4_SWITCH_RIGHT:
448 int belt_nr = getBeltNrFromSwitchElement(Feld[x][y]);
449 int belt_dir = getBeltDirFromSwitchElement(Feld[x][y]);
450 int belt_dir_nr = getBeltDirNrFromSwitchElement(Feld[x][y]);
452 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
454 game.belt_dir[belt_nr] = belt_dir;
455 game.belt_dir_nr[belt_nr] = belt_dir_nr;
457 else /* more than one switch -- set it like the first switch */
459 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
464 case EL_SWITCHGATE_SWITCH_2: /* always start with same switch pos */
466 Feld[x][y] = EL_SWITCHGATE_SWITCH_1;
469 case EL_LIGHT_SWITCH_ON:
471 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
479 void DrawGameDoorValues()
483 for (i=0; i<MAX_PLAYERS; i++)
485 if (stored_player[i].key[j])
486 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
487 GFX_SCHLUESSEL1 + j);
489 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
490 int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
491 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
492 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
493 DrawText(DX + XX_SCORE, DY + YY_SCORE,
494 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
495 DrawText(DX + XX_TIME, DY + YY_TIME,
496 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
501 =============================================================================
503 -----------------------------------------------------------------------------
504 initialize sound effect lookup table for element actions
505 =============================================================================
510 int sound_effect_properties[NUM_SOUND_EFFECTS];
514 debug_print_timestamp(0, NULL);
517 for (i=0; i<NUM_SND_ACTIONS; i++)
518 for (j=0; j<NUM_LEVEL_ELEMENTS; j++)
519 element_action_sound[j][i] = -1;
521 for (i=0; i<NUM_SOUND_EFFECTS; i++)
523 int len_effect_text = strlen(sound_effects[i].text);
525 sound_effect_properties[i] = SND_ACTION_UNKNOWN;
526 is_loop_sound[i] = FALSE;
528 /* determine all loop sounds and identify certain sound classes */
531 while (sound_action_properties[j].text)
533 int len_action_text = strlen(sound_action_properties[j].text);
535 if (len_action_text < len_effect_text &&
536 strcmp(&sound_effects[i].text[len_effect_text - len_action_text],
537 sound_action_properties[j].text) == 0)
539 sound_effect_properties[i] = sound_action_properties[j].value;
541 if (sound_action_properties[j].is_loop)
542 is_loop_sound[i] = TRUE;
548 /* associate elements and some selected sound actions */
550 for (j=0; j<NUM_LEVEL_ELEMENTS; j++)
552 if (element_info[j].sound_class_name)
554 int len_class_text = strlen(element_info[j].sound_class_name);
556 if (len_class_text + 1 < len_effect_text &&
557 strncmp(sound_effects[i].text,
558 element_info[j].sound_class_name, len_class_text) == 0 &&
559 sound_effects[i].text[len_class_text] == '.')
561 int sound_action_value = sound_effect_properties[i];
563 element_action_sound[j][sound_action_value] = i;
570 debug_print_timestamp(0, "InitGameEngine");
576 int element = EL_ERDREICH;
577 int sound_action = SND_ACTION_DIGGING;
580 while (sound_action_properties[j].text)
582 if (sound_action_properties[j].value == sound_action)
583 printf("element %d, sound action '%s' == %d\n",
584 element, sound_action_properties[j].text,
585 element_action_sound[element][sound_action]);
594 =============================================================================
596 -----------------------------------------------------------------------------
597 initialize game engine due to level / tape version number
598 =============================================================================
601 static void InitGameEngine()
605 game.engine_version = (tape.playing ? tape.engine_version :
609 printf("level %d: level version == %06d\n", level_nr, level.game_version);
610 printf(" tape version == %06d [%s] [file: %06d]\n",
611 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
613 printf(" => game.engine_version == %06d\n", game.engine_version);
616 /* dynamically adjust player properties according to game engine version */
617 game.initial_move_delay =
618 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
619 INITIAL_MOVE_DELAY_OFF);
621 /* dynamically adjust player properties according to level information */
622 game.initial_move_delay_value =
623 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
625 /* dynamically adjust element properties according to game engine version */
627 static int ep_em_slippery_wall[] =
636 static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall);
638 for (i=0; i<ep_em_slippery_wall_num; i++)
640 if (level.em_slippery_gems) /* special EM style gems behaviour */
641 Elementeigenschaften2[ep_em_slippery_wall[i]] |=
642 EP_BIT_EM_SLIPPERY_WALL;
644 Elementeigenschaften2[ep_em_slippery_wall[i]] &=
645 ~EP_BIT_EM_SLIPPERY_WALL;
648 /* "EL_MAUERND" was not slippery for EM gems in version 2.0.1 */
649 if (level.em_slippery_gems && game.engine_version > VERSION_IDENT(2,0,1))
650 Elementeigenschaften2[EL_MAUERND] |= EP_BIT_EM_SLIPPERY_WALL;
652 Elementeigenschaften2[EL_MAUERND] &= ~EP_BIT_EM_SLIPPERY_WALL;
658 =============================================================================
660 -----------------------------------------------------------------------------
661 initialize and start new game
662 =============================================================================
667 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
668 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
669 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
675 #if USE_NEW_AMOEBA_CODE
676 printf("Using new amoeba code.\n");
678 printf("Using old amoeba code.\n");
682 /* don't play tapes over network */
683 network_playing = (options.network && !tape.playing);
685 for (i=0; i<MAX_PLAYERS; i++)
687 struct PlayerInfo *player = &stored_player[i];
689 player->index_nr = i;
690 player->element_nr = EL_SPIELER1 + i;
692 player->present = FALSE;
693 player->active = FALSE;
696 player->effective_action = 0;
697 player->programmed_action = 0;
700 player->gems_still_needed = level.gems_needed;
701 player->sokobanfields_still_needed = 0;
702 player->lights_still_needed = 0;
703 player->friends_still_needed = 0;
706 player->key[j] = FALSE;
708 player->dynamite = 0;
709 player->dynabomb_count = 0;
710 player->dynabomb_size = 1;
711 player->dynabombs_left = 0;
712 player->dynabomb_xl = FALSE;
714 player->MovDir = MV_NO_MOVING;
716 player->Pushing = FALSE;
717 player->Switching = FALSE;
721 player->actual_frame_counter = 0;
723 player->frame_reset_delay = 0;
725 player->last_move_dir = MV_NO_MOVING;
726 player->is_moving = FALSE;
728 player->move_delay = game.initial_move_delay;
729 player->move_delay_value = game.initial_move_delay_value;
731 player->push_delay = 0;
732 player->push_delay_value = 5;
734 player->snapped = FALSE;
736 player->last_jx = player->last_jy = 0;
737 player->jx = player->jy = 0;
739 player->shield_passive_time_left = 0;
740 player->shield_active_time_left = 0;
742 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
743 SnapField(player, 0, 0);
745 player->LevelSolved = FALSE;
746 player->GameOver = FALSE;
749 network_player_action_received = FALSE;
751 #if defined(PLATFORM_UNIX)
752 /* initial null action */
754 SendToServer_MovePlayer(MV_NO_MOVING);
762 TimeLeft = level.time;
764 ScreenMovDir = MV_NO_MOVING;
768 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
770 AllPlayersGone = FALSE;
772 game.yam_content_nr = 0;
773 game.magic_wall_active = FALSE;
774 game.magic_wall_time_left = 0;
775 game.light_time_left = 0;
776 game.timegate_time_left = 0;
777 game.switchgate_pos = 0;
778 game.balloon_dir = MV_NO_MOVING;
779 game.explosions_delayed = TRUE;
783 game.belt_dir[i] = MV_NO_MOVING;
784 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
787 for (i=0; i<MAX_NUM_AMOEBA; i++)
788 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
790 for (x=0; x<lev_fieldx; x++)
792 for (y=0; y<lev_fieldy; y++)
794 Feld[x][y] = Ur[x][y];
795 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
796 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
799 JustStopped[x][y] = 0;
801 ExplodeField[x][y] = EX_NO_EXPLOSION;
805 for(y=0; y<lev_fieldy; y++)
807 for(x=0; x<lev_fieldx; x++)
809 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
811 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
813 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
816 InitField(x, y, TRUE);
820 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
821 emulate_sb ? EMU_SOKOBAN :
822 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
824 /* correct non-moving belts to start moving left */
826 if (game.belt_dir[i] == MV_NO_MOVING)
827 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
829 /* check if any connected player was not found in playfield */
830 for (i=0; i<MAX_PLAYERS; i++)
832 struct PlayerInfo *player = &stored_player[i];
834 if (player->connected && !player->present)
836 for (j=0; j<MAX_PLAYERS; j++)
838 struct PlayerInfo *some_player = &stored_player[j];
839 int jx = some_player->jx, jy = some_player->jy;
841 /* assign first free player found that is present in the playfield */
842 if (some_player->present && !some_player->connected)
844 player->present = TRUE;
845 player->active = TRUE;
846 some_player->present = FALSE;
848 StorePlayer[jx][jy] = player->element_nr;
849 player->jx = player->last_jx = jx;
850 player->jy = player->last_jy = jy;
860 /* when playing a tape, eliminate all players who do not participate */
862 for (i=0; i<MAX_PLAYERS; i++)
864 if (stored_player[i].active && !tape.player_participates[i])
866 struct PlayerInfo *player = &stored_player[i];
867 int jx = player->jx, jy = player->jy;
869 player->active = FALSE;
870 StorePlayer[jx][jy] = 0;
871 Feld[jx][jy] = EL_LEERRAUM;
875 else if (!options.network && !setup.team_mode) /* && !tape.playing */
877 /* when in single player mode, eliminate all but the first active player */
879 for (i=0; i<MAX_PLAYERS; i++)
881 if (stored_player[i].active)
883 for (j=i+1; j<MAX_PLAYERS; j++)
885 if (stored_player[j].active)
887 struct PlayerInfo *player = &stored_player[j];
888 int jx = player->jx, jy = player->jy;
890 player->active = FALSE;
891 StorePlayer[jx][jy] = 0;
892 Feld[jx][jy] = EL_LEERRAUM;
899 /* when recording the game, store which players take part in the game */
902 for (i=0; i<MAX_PLAYERS; i++)
903 if (stored_player[i].active)
904 tape.player_participates[i] = TRUE;
909 for (i=0; i<MAX_PLAYERS; i++)
911 struct PlayerInfo *player = &stored_player[i];
913 printf("Player %d: present == %d, connected == %d, active == %d.\n",
918 if (local_player == player)
919 printf("Player %d is local player.\n", i+1);
923 if (BorderElement == EL_LEERRAUM)
926 SBX_Right = lev_fieldx - SCR_FIELDX;
928 SBY_Lower = lev_fieldy - SCR_FIELDY;
933 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
935 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
938 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
939 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
941 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
942 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
945 scroll_y = SBY_Upper;
946 if (local_player->jx >= SBX_Left + MIDPOSX)
947 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
948 local_player->jx - MIDPOSX :
950 if (local_player->jy >= SBY_Upper + MIDPOSY)
951 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
952 local_player->jy - MIDPOSY :
955 CloseDoor(DOOR_CLOSE_1);
961 /* after drawing the level, correct some elements */
962 if (game.timegate_time_left == 0)
963 CloseAllOpenTimegates();
965 if (setup.soft_scrolling)
966 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
968 redraw_mask |= REDRAW_FROM_BACKBUFFER;
970 /* copy default game door content to main double buffer */
971 BlitBitmap(pix[PIX_DOOR], drawto,
972 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
975 DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
976 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
979 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
980 int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3);
981 BlitBitmap(drawto, drawto,
982 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
983 FONT5_XSIZE * 3, FONT5_YSIZE - 1,
984 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
987 DrawGameDoorValues();
991 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
992 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
993 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
997 /* copy actual game door content to door double buffer for OpenDoor() */
998 BlitBitmap(drawto, pix[PIX_DB_DOOR],
999 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
1001 OpenDoor(DOOR_OPEN_ALL);
1004 printf("starting game sound/music...\n");
1007 PlaySoundStereo(SND_GAME_STARTING, SOUND_MAX_RIGHT);
1008 if (setup.sound_music)
1009 PlayMusic(level_nr);
1011 KeyboardAutoRepeatOff();
1014 printf("started.\n");
1020 printf("Player %d %sactive.\n",
1021 i + 1, (stored_player[i].active ? "" : "not "));
1025 void InitMovDir(int x, int y)
1027 int i, element = Feld[x][y];
1028 static int xy[4][2] =
1035 static int direction[3][4] =
1037 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1038 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1039 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1044 case EL_KAEFER_RIGHT:
1046 case EL_KAEFER_LEFT:
1047 case EL_KAEFER_DOWN:
1048 Feld[x][y] = EL_KAEFER;
1049 MovDir[x][y] = direction[0][element - EL_KAEFER_RIGHT];
1052 case EL_FLIEGER_RIGHT:
1054 case EL_FLIEGER_LEFT:
1055 case EL_FLIEGER_DOWN:
1056 Feld[x][y] = EL_FLIEGER;
1057 MovDir[x][y] = direction[0][element - EL_FLIEGER_RIGHT];
1060 case EL_BUTTERFLY_RIGHT:
1061 case EL_BUTTERFLY_UP:
1062 case EL_BUTTERFLY_LEFT:
1063 case EL_BUTTERFLY_DOWN:
1064 Feld[x][y] = EL_BUTTERFLY;
1065 MovDir[x][y] = direction[0][element - EL_BUTTERFLY_RIGHT];
1068 case EL_FIREFLY_RIGHT:
1070 case EL_FIREFLY_LEFT:
1071 case EL_FIREFLY_DOWN:
1072 Feld[x][y] = EL_FIREFLY;
1073 MovDir[x][y] = direction[0][element - EL_FIREFLY_RIGHT];
1076 case EL_PACMAN_RIGHT:
1078 case EL_PACMAN_LEFT:
1079 case EL_PACMAN_DOWN:
1080 Feld[x][y] = EL_PACMAN;
1081 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1084 case EL_SP_SNIKSNAK:
1085 MovDir[x][y] = MV_UP;
1088 case EL_SP_ELECTRON:
1089 MovDir[x][y] = MV_LEFT;
1096 Feld[x][y] = EL_MOLE;
1097 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1101 MovDir[x][y] = 1 << RND(4);
1102 if (element != EL_KAEFER &&
1103 element != EL_FLIEGER &&
1104 element != EL_BUTTERFLY &&
1105 element != EL_FIREFLY)
1110 int x1 = x + xy[i][0];
1111 int y1 = y + xy[i][1];
1113 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1115 if (element == EL_KAEFER || element == EL_BUTTERFLY)
1117 MovDir[x][y] = direction[0][i];
1120 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
1121 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1123 MovDir[x][y] = direction[1][i];
1132 void InitAmoebaNr(int x, int y)
1135 int group_nr = AmoebeNachbarNr(x, y);
1139 for (i=1; i<MAX_NUM_AMOEBA; i++)
1141 if (AmoebaCnt[i] == 0)
1149 AmoebaNr[x][y] = group_nr;
1150 AmoebaCnt[group_nr]++;
1151 AmoebaCnt2[group_nr]++;
1157 boolean raise_level = FALSE;
1159 if (local_player->MovPos)
1162 local_player->LevelSolved = FALSE;
1164 PlaySoundStereo(SND_GAME_WINNING, SOUND_MAX_RIGHT);
1168 if (!tape.playing && setup.sound_loops)
1169 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1170 SND_CTRL_PLAY_LOOP);
1172 while (TimeLeft > 0)
1174 if (!tape.playing && !setup.sound_loops)
1175 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1176 if (TimeLeft > 0 && !(TimeLeft % 10))
1177 RaiseScore(level.score[SC_ZEITBONUS]);
1178 if (TimeLeft > 100 && !(TimeLeft % 10))
1182 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
1189 if (!tape.playing && setup.sound_loops)
1190 StopSound(SND_GAME_LEVELTIME_BONUS);
1192 else if (level.time == 0) /* level without time limit */
1194 if (!tape.playing && setup.sound_loops)
1195 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1196 SND_CTRL_PLAY_LOOP);
1198 while (TimePlayed < 999)
1200 if (!tape.playing && !setup.sound_loops)
1201 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1202 if (TimePlayed < 999 && !(TimePlayed % 10))
1203 RaiseScore(level.score[SC_ZEITBONUS]);
1204 if (TimePlayed < 900 && !(TimePlayed % 10))
1208 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
1215 if (!tape.playing && setup.sound_loops)
1216 StopSound(SND_GAME_LEVELTIME_BONUS);
1223 /* Hero disappears */
1224 DrawLevelField(ExitX, ExitY);
1230 CloseDoor(DOOR_CLOSE_1);
1235 SaveTape(tape.level_nr); /* Ask to save tape */
1238 if (level_nr == leveldir_current->handicap_level)
1240 leveldir_current->handicap_level++;
1241 SaveLevelSetup_SeriesInfo();
1244 if (level_editor_test_game)
1245 local_player->score = -1; /* no highscore when playing from editor */
1246 else if (level_nr < leveldir_current->last_level)
1247 raise_level = TRUE; /* advance to next level */
1249 if ((hi_pos = NewHiScore()) >= 0)
1251 game_status = HALLOFFAME;
1252 DrawHallOfFame(hi_pos);
1261 game_status = MAINMENU;
1278 LoadScore(level_nr);
1280 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1281 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1284 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1286 if (local_player->score > highscore[k].Score)
1288 /* player has made it to the hall of fame */
1290 if (k < MAX_SCORE_ENTRIES - 1)
1292 int m = MAX_SCORE_ENTRIES - 1;
1295 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1296 if (!strcmp(setup.player_name, highscore[l].Name))
1298 if (m == k) /* player's new highscore overwrites his old one */
1304 strcpy(highscore[l].Name, highscore[l - 1].Name);
1305 highscore[l].Score = highscore[l - 1].Score;
1312 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1313 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1314 highscore[k].Score = local_player->score;
1320 else if (!strncmp(setup.player_name, highscore[k].Name,
1321 MAX_PLAYER_NAME_LEN))
1322 break; /* player already there with a higher score */
1328 SaveScore(level_nr);
1333 void InitMovingField(int x, int y, int direction)
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);
1338 MovDir[x][y] = direction;
1339 MovDir[newx][newy] = direction;
1340 if (Feld[newx][newy] == EL_LEERRAUM)
1341 Feld[newx][newy] = EL_BLOCKED;
1344 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1346 int direction = MovDir[x][y];
1347 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1348 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1354 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1356 int oldx = x, oldy = y;
1357 int direction = MovDir[x][y];
1359 if (direction == MV_LEFT)
1361 else if (direction == MV_RIGHT)
1363 else if (direction == MV_UP)
1365 else if (direction == MV_DOWN)
1368 *comes_from_x = oldx;
1369 *comes_from_y = oldy;
1372 int MovingOrBlocked2Element(int x, int y)
1374 int element = Feld[x][y];
1376 if (element == EL_BLOCKED)
1380 Blocked2Moving(x, y, &oldx, &oldy);
1381 return Feld[oldx][oldy];
1387 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1389 /* like MovingOrBlocked2Element(), but if element is moving
1390 and (x,y) is the field the moving element is just leaving,
1391 return EL_BLOCKED instead of the element value */
1392 int element = Feld[x][y];
1394 if (IS_MOVING(x, y))
1396 if (element == EL_BLOCKED)
1400 Blocked2Moving(x, y, &oldx, &oldy);
1401 return Feld[oldx][oldy];
1410 static void RemoveField(int x, int y)
1412 Feld[x][y] = EL_LEERRAUM;
1418 void RemoveMovingField(int x, int y)
1420 int oldx = x, oldy = y, newx = x, newy = y;
1422 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1425 if (IS_MOVING(x, y))
1427 Moving2Blocked(x, y, &newx, &newy);
1428 if (Feld[newx][newy] != EL_BLOCKED)
1431 else if (Feld[x][y] == EL_BLOCKED)
1433 Blocked2Moving(x, y, &oldx, &oldy);
1434 if (!IS_MOVING(oldx, oldy))
1438 if (Feld[x][y] == EL_BLOCKED &&
1439 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1440 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1441 Feld[oldx][oldy] == EL_MAGIC_WALL_BD_EMPTYING ||
1442 Feld[oldx][oldy] == EL_AMOEBA_DRIPPING))
1443 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1445 Feld[oldx][oldy] = EL_LEERRAUM;
1447 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1449 Feld[newx][newy] = EL_LEERRAUM;
1450 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1451 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1453 DrawLevelField(oldx, oldy);
1454 DrawLevelField(newx, newy);
1457 void DrawDynamite(int x, int y)
1459 int sx = SCREENX(x), sy = SCREENY(y);
1460 int graphic = el2gfx(Feld[x][y]);
1463 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1467 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
1469 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1471 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
1476 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
1480 if (game.emulation == EMU_SUPAPLEX)
1481 DrawGraphic(sx, sy, GFX_SP_DISK_RED);
1482 else if (Store[x][y])
1483 DrawGraphicThruMask(sx, sy, graphic + phase);
1485 DrawGraphic(sx, sy, graphic + phase);
1488 void CheckDynamite(int x, int y)
1490 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1495 if (!(MovDelay[x][y] % 6))
1496 PlaySoundLevelAction(x, y, SND_ACTION_BURNING);
1498 if (IS_ACTIVE_BOMB(Feld[x][y]))
1500 int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6);
1502 if (!(MovDelay[x][y] % delay))
1510 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1511 StopSound(SND_DYNAMITE_BURNING);
1513 StopSound(SND_DYNABOMB_BURNING);
1518 void Explode(int ex, int ey, int phase, int mode)
1521 int num_phase = 9, delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1522 int last_phase = num_phase * delay;
1523 int half_phase = (num_phase / 2) * delay;
1524 int first_phase_after_start = EX_PHASE_START + 1;
1526 if (game.explosions_delayed)
1528 ExplodeField[ex][ey] = mode;
1532 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1534 int center_element = Feld[ex][ey];
1536 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1538 /* put moving element to center field (and let it explode there) */
1539 center_element = MovingOrBlocked2Element(ex, ey);
1540 RemoveMovingField(ex, ey);
1541 Feld[ex][ey] = center_element;
1544 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1548 if (!IN_LEV_FIELD(x, y) ||
1549 ((mode != EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
1550 (x != ex || y != ey)))
1553 element = Feld[x][y];
1555 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1557 element = MovingOrBlocked2Element(x, y);
1558 RemoveMovingField(x, y);
1561 if (IS_MASSIVE(element) || element == EL_BURNING)
1564 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1566 if (IS_ACTIVE_BOMB(element))
1568 /* re-activate things under the bomb like gate or penguin */
1569 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_LEERRAUM);
1576 if (element == EL_EXPLODING)
1577 element = Store2[x][y];
1579 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1581 switch(StorePlayer[ex][ey])
1584 Store[x][y] = EL_EDELSTEIN_ROT;
1587 Store[x][y] = EL_EDELSTEIN;
1590 Store[x][y] = EL_EDELSTEIN_LILA;
1594 Store[x][y] = EL_EDELSTEIN_GELB;
1598 if (game.emulation == EMU_SUPAPLEX)
1599 Store[x][y] = EL_LEERRAUM;
1601 else if (center_element == EL_MOLE)
1602 Store[x][y] = EL_EDELSTEIN_ROT;
1603 else if (center_element == EL_PINGUIN)
1604 Store[x][y] = EL_EDELSTEIN_LILA;
1605 else if (center_element == EL_KAEFER)
1606 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
1607 else if (center_element == EL_BUTTERFLY)
1608 Store[x][y] = EL_EDELSTEIN_BD;
1609 else if (center_element == EL_SP_ELECTRON)
1610 Store[x][y] = EL_SP_INFOTRON;
1611 else if (center_element == EL_MAMPFER)
1612 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1613 else if (center_element == EL_AMOEBA2DIAM)
1614 Store[x][y] = level.amoeba_content;
1615 else if (element == EL_ERZ_EDEL)
1616 Store[x][y] = EL_EDELSTEIN;
1617 else if (element == EL_ERZ_DIAM)
1618 Store[x][y] = EL_DIAMANT;
1619 else if (element == EL_ERZ_EDEL_BD)
1620 Store[x][y] = EL_EDELSTEIN_BD;
1621 else if (element == EL_ERZ_EDEL_GELB)
1622 Store[x][y] = EL_EDELSTEIN_GELB;
1623 else if (element == EL_ERZ_EDEL_ROT)
1624 Store[x][y] = EL_EDELSTEIN_ROT;
1625 else if (element == EL_ERZ_EDEL_LILA)
1626 Store[x][y] = EL_EDELSTEIN_LILA;
1627 else if (element == EL_WALL_PEARL)
1628 Store[x][y] = EL_PEARL;
1629 else if (element == EL_WALL_CRYSTAL)
1630 Store[x][y] = EL_CRYSTAL;
1631 else if (!IS_PFORTE(Store[x][y]))
1632 Store[x][y] = EL_LEERRAUM;
1634 if (x != ex || y != ey ||
1635 center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
1636 Store2[x][y] = element;
1638 if (AmoebaNr[x][y] &&
1639 (element == EL_AMOEBE_VOLL ||
1640 element == EL_AMOEBE_BD ||
1641 element == EL_AMOEBING))
1643 AmoebaCnt[AmoebaNr[x][y]]--;
1644 AmoebaCnt2[AmoebaNr[x][y]]--;
1647 Feld[x][y] = EL_EXPLODING;
1648 MovDir[x][y] = MovPos[x][y] = 0;
1654 if (center_element == EL_MAMPFER)
1655 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1666 Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
1668 if (phase == first_phase_after_start)
1670 int element = Store2[x][y];
1672 if (element == EL_BLACK_ORB)
1674 Feld[x][y] = Store2[x][y];
1679 else if (phase == half_phase)
1681 int element = Store2[x][y];
1683 if (IS_PLAYER(x, y))
1684 KillHeroUnlessProtected(x, y);
1685 else if (IS_EXPLOSIVE(element))
1687 Feld[x][y] = Store2[x][y];
1691 else if (element == EL_AMOEBA2DIAM)
1692 AmoebeUmwandeln(x, y);
1695 if (phase == last_phase)
1699 element = Feld[x][y] = Store[x][y];
1700 Store[x][y] = Store2[x][y] = 0;
1701 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1702 InitField(x, y, FALSE);
1703 if (CAN_MOVE(element) || COULD_MOVE(element))
1705 DrawLevelField(x, y);
1707 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1708 StorePlayer[x][y] = 0;
1710 else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1712 int graphic = GFX_EXPLOSION;
1714 if (game.emulation == EMU_SUPAPLEX)
1715 graphic = (Store[x][y] == EL_SP_INFOTRON ?
1716 GFX_SP_EXPLODE_INFOTRON :
1717 GFX_SP_EXPLODE_EMPTY);
1720 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1722 graphic += (phase / delay - 1);
1724 if (IS_PFORTE(Store[x][y]))
1726 DrawLevelElement(x, y, Store[x][y]);
1727 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic);
1730 DrawGraphic(SCREENX(x), SCREENY(y), graphic);
1734 void DynaExplode(int ex, int ey)
1737 int dynabomb_size = 1;
1738 boolean dynabomb_xl = FALSE;
1739 struct PlayerInfo *player;
1740 static int xy[4][2] =
1748 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1750 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_ACTIVE_1];
1751 dynabomb_size = player->dynabomb_size;
1752 dynabomb_xl = player->dynabomb_xl;
1753 player->dynabombs_left++;
1756 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1760 for (j=1; j<=dynabomb_size; j++)
1762 int x = ex + j * xy[i % 4][0];
1763 int y = ey + j * xy[i % 4][1];
1766 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1769 element = Feld[x][y];
1771 /* do not restart explosions of fields with active bombs */
1772 if (element == EL_EXPLODING && IS_ACTIVE_BOMB(Store2[x][y]))
1775 Explode(x, y, EX_PHASE_START, EX_BORDER);
1777 if (element != EL_LEERRAUM &&
1778 element != EL_ERDREICH &&
1779 element != EL_EXPLODING &&
1786 void Bang(int x, int y)
1788 int element = Feld[x][y];
1790 if (game.emulation == EMU_SUPAPLEX)
1791 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
1793 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
1796 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1797 element = EL_LEERRAUM;
1811 RaiseScoreElement(element);
1812 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1814 case EL_DYNABOMB_ACTIVE_1:
1815 case EL_DYNABOMB_ACTIVE_2:
1816 case EL_DYNABOMB_ACTIVE_3:
1817 case EL_DYNABOMB_ACTIVE_4:
1818 case EL_DYNABOMB_NR:
1819 case EL_DYNABOMB_SZ:
1820 case EL_DYNABOMB_XL:
1826 if (IS_PLAYER(x, y))
1827 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1829 Explode(x, y, EX_PHASE_START, EX_CENTER);
1832 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1837 void Blurb(int x, int y)
1839 int element = Feld[x][y];
1841 if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
1843 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
1844 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1845 (!IN_LEV_FIELD(x-1, y-1) ||
1846 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1848 Feld[x-1][y] = EL_BLURB_LEFT;
1850 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1851 (!IN_LEV_FIELD(x+1, y-1) ||
1852 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1854 Feld[x+1][y] = EL_BLURB_RIGHT;
1859 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1861 if (!MovDelay[x][y]) /* initialize animation counter */
1864 if (MovDelay[x][y]) /* continue animation */
1867 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1868 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1870 if (!MovDelay[x][y])
1872 Feld[x][y] = EL_LEERRAUM;
1873 DrawLevelField(x, y);
1879 static void ToggleBeltSwitch(int x, int y)
1881 static int belt_base_element[4] =
1883 EL_BELT1_SWITCH_LEFT,
1884 EL_BELT2_SWITCH_LEFT,
1885 EL_BELT3_SWITCH_LEFT,
1886 EL_BELT4_SWITCH_LEFT
1888 static int belt_move_dir[4] =
1896 int element = Feld[x][y];
1897 int belt_nr = getBeltNrFromSwitchElement(element);
1898 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1899 int belt_dir = belt_move_dir[belt_dir_nr];
1902 if (!IS_BELT_SWITCH(element))
1905 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1906 game.belt_dir[belt_nr] = belt_dir;
1908 if (belt_dir_nr == 3)
1911 for (yy=0; yy<lev_fieldy; yy++)
1913 for (xx=0; xx<lev_fieldx; xx++)
1915 int element = Feld[xx][yy];
1917 if (IS_BELT_SWITCH(element))
1919 int e_belt_nr = getBeltNrFromSwitchElement(element);
1921 if (e_belt_nr == belt_nr)
1923 Feld[xx][yy] = belt_base_element[belt_nr] + belt_dir_nr;
1924 DrawLevelField(xx, yy);
1927 else if (belt_dir == MV_NO_MOVING && IS_BELT(element))
1929 int e_belt_nr = getBeltNrFromElement(element);
1931 if (e_belt_nr == belt_nr)
1932 DrawLevelField(xx, yy); /* set belt to parking position */
1938 static void ToggleSwitchgateSwitch(int x, int y)
1942 game.switchgate_pos = !game.switchgate_pos;
1944 for (yy=0; yy<lev_fieldy; yy++)
1946 for (xx=0; xx<lev_fieldx; xx++)
1948 int element = Feld[xx][yy];
1950 if (element == EL_SWITCHGATE_SWITCH_1 ||
1951 element == EL_SWITCHGATE_SWITCH_2)
1953 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_1 + game.switchgate_pos;
1954 DrawLevelField(xx, yy);
1956 else if (element == EL_SWITCHGATE_OPEN ||
1957 element == EL_SWITCHGATE_OPENING)
1959 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
1960 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
1962 else if (element == EL_SWITCHGATE_CLOSED ||
1963 element == EL_SWITCHGATE_CLOSING)
1965 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
1966 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
1972 static void RedrawAllLightSwitchesAndInvisibleElements()
1976 for (y=0; y<lev_fieldy; y++)
1978 for (x=0; x<lev_fieldx; x++)
1980 int element = Feld[x][y];
1982 if (element == EL_LIGHT_SWITCH_OFF &&
1983 game.light_time_left > 0)
1985 Feld[x][y] = EL_LIGHT_SWITCH_ON;
1986 DrawLevelField(x, y);
1988 else if (element == EL_LIGHT_SWITCH_ON &&
1989 game.light_time_left == 0)
1991 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
1992 DrawLevelField(x, y);
1995 if (element == EL_INVISIBLE_STEEL ||
1996 element == EL_UNSICHTBAR ||
1997 element == EL_SAND_INVISIBLE)
1998 DrawLevelField(x, y);
2003 static void ToggleLightSwitch(int x, int y)
2005 int element = Feld[x][y];
2007 game.light_time_left =
2008 (element == EL_LIGHT_SWITCH_OFF ?
2009 level.time_light * FRAMES_PER_SECOND : 0);
2011 RedrawAllLightSwitchesAndInvisibleElements();
2014 static void ActivateTimegateSwitch(int x, int y)
2018 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2020 for (yy=0; yy<lev_fieldy; yy++)
2022 for (xx=0; xx<lev_fieldx; xx++)
2024 int element = Feld[xx][yy];
2026 if (element == EL_TIMEGATE_CLOSED ||
2027 element == EL_TIMEGATE_CLOSING)
2029 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2030 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2034 else if (element == EL_TIMEGATE_SWITCH_ON)
2036 Feld[xx][yy] = EL_TIMEGATE_SWITCH_OFF;
2037 DrawLevelField(xx, yy);
2044 Feld[x][y] = EL_TIMEGATE_SWITCH_ON;
2047 void Impact(int x, int y)
2049 boolean lastline = (y == lev_fieldy-1);
2050 boolean object_hit = FALSE;
2051 int element = Feld[x][y];
2054 if (!lastline) /* check if element below was hit */
2056 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
2059 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
2060 MovDir[x][y+1]!=MV_DOWN ||
2061 MovPos[x][y+1]<=TILEY/2));
2063 smashed = MovingOrBlocked2Element(x, y+1);
2066 if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */
2072 if ((element == EL_BOMBE ||
2073 element == EL_SP_DISK_ORANGE ||
2074 element == EL_DX_SUPABOMB) &&
2075 (lastline || object_hit)) /* element is bomb */
2080 else if (element == EL_PEARL)
2082 Feld[x][y] = EL_PEARL_BREAKING;
2083 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2087 if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
2089 if (object_hit && IS_PLAYER(x, y+1))
2090 KillHeroUnlessProtected(x, y+1);
2091 else if (object_hit && smashed == EL_PINGUIN)
2095 Feld[x][y] = EL_AMOEBING;
2096 Store[x][y] = EL_AMOEBE_NASS;
2101 if (!lastline && object_hit) /* check which object was hit */
2103 if (CAN_CHANGE(element) &&
2104 (smashed == EL_MAGIC_WALL_OFF || smashed == EL_MAGIC_WALL_BD_OFF))
2107 int activated_magic_wall =
2108 (smashed == EL_MAGIC_WALL_OFF ? EL_MAGIC_WALL_EMPTY :
2109 EL_MAGIC_WALL_BD_EMPTY);
2111 /* activate magic wall / mill */
2112 for (yy=0; yy<lev_fieldy; yy++)
2113 for (xx=0; xx<lev_fieldx; xx++)
2114 if (Feld[xx][yy] == smashed)
2115 Feld[xx][yy] = activated_magic_wall;
2117 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2118 game.magic_wall_active = TRUE;
2120 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL_OFF ?
2121 SND_MAGIC_WALL_ACTIVATING :
2122 SND_BD_MAGIC_WALL_ACTIVATING));
2125 if (IS_PLAYER(x, y+1))
2127 KillHeroUnlessProtected(x, y+1);
2130 else if (smashed == EL_PINGUIN)
2135 else if (element == EL_EDELSTEIN_BD)
2137 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2143 else if ((element == EL_SP_INFOTRON || element == EL_SP_ZONK) &&
2144 (smashed == EL_SP_SNIKSNAK || smashed == EL_SP_ELECTRON ||
2145 smashed == EL_SP_DISK_ORANGE))
2150 else if (element == EL_FELSBROCKEN ||
2151 element == EL_SP_ZONK ||
2152 element == EL_BD_ROCK)
2154 if (IS_ENEMY(smashed) ||
2155 smashed == EL_BOMBE || smashed == EL_SP_DISK_ORANGE ||
2156 smashed == EL_DX_SUPABOMB ||
2157 smashed == EL_SONDE || smashed == EL_SCHWEIN ||
2158 smashed == EL_DRACHE || smashed == EL_MOLE)
2163 else if (!IS_MOVING(x, y+1))
2165 if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
2170 else if (smashed == EL_KOKOSNUSS)
2172 Feld[x][y+1] = EL_CRACKINGNUT;
2173 PlaySoundLevel(x, y, SND_NUT_CRACKING);
2174 RaiseScoreElement(EL_KOKOSNUSS);
2177 else if (smashed == EL_PEARL)
2179 Feld[x][y+1] = EL_PEARL_BREAKING;
2180 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2183 else if (smashed == EL_DIAMANT)
2185 Feld[x][y+1] = EL_LEERRAUM;
2186 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2189 else if (IS_BELT_SWITCH(smashed))
2191 ToggleBeltSwitch(x, y+1);
2193 else if (smashed == EL_SWITCHGATE_SWITCH_1 ||
2194 smashed == EL_SWITCHGATE_SWITCH_2)
2196 ToggleSwitchgateSwitch(x, y+1);
2198 else if (smashed == EL_LIGHT_SWITCH_OFF ||
2199 smashed == EL_LIGHT_SWITCH_ON)
2201 ToggleLightSwitch(x, y+1);
2207 /* play sound of magic wall / mill */
2209 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
2210 Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
2212 if (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY)
2213 PlaySoundLevel(x, y, SND_MAGIC_WALL_CHANGING);
2214 else if (Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY)
2215 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_CHANGING);
2220 /* play sound of object that hits the ground */
2221 if (lastline || object_hit)
2222 PlaySoundLevelElementAction(x, y, element, SND_ACTION_IMPACT);
2225 void TurnRound(int x, int y)
2237 { 0, 0 }, { 0, 0 }, { 0, 0 },
2242 int left, right, back;
2246 { MV_DOWN, MV_UP, MV_RIGHT },
2247 { MV_UP, MV_DOWN, MV_LEFT },
2249 { MV_LEFT, MV_RIGHT, MV_DOWN },
2250 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2251 { MV_RIGHT, MV_LEFT, MV_UP }
2254 int element = Feld[x][y];
2255 int old_move_dir = MovDir[x][y];
2256 int left_dir = turn[old_move_dir].left;
2257 int right_dir = turn[old_move_dir].right;
2258 int back_dir = turn[old_move_dir].back;
2260 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2261 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2262 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2263 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2265 int left_x = x+left_dx, left_y = y+left_dy;
2266 int right_x = x+right_dx, right_y = y+right_dy;
2267 int move_x = x+move_dx, move_y = y+move_dy;
2269 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2271 TestIfBadThingTouchesOtherBadThing(x, y);
2273 if (IN_LEV_FIELD(right_x, right_y) &&
2274 IS_FREE(right_x, right_y))
2275 MovDir[x][y] = right_dir;
2276 else if (!IN_LEV_FIELD(move_x, move_y) ||
2277 !IS_FREE(move_x, move_y))
2278 MovDir[x][y] = left_dir;
2280 if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
2282 else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2285 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
2286 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2288 TestIfBadThingTouchesOtherBadThing(x, y);
2290 if (IN_LEV_FIELD(left_x, left_y) &&
2291 IS_FREE(left_x, left_y))
2292 MovDir[x][y] = left_dir;
2293 else if (!IN_LEV_FIELD(move_x, move_y) ||
2294 !IS_FREE(move_x, move_y))
2295 MovDir[x][y] = right_dir;
2297 if ((element == EL_FLIEGER ||
2298 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2299 && MovDir[x][y] != old_move_dir)
2301 else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
2304 else if (element == EL_MAMPFER)
2306 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2308 if (IN_LEV_FIELD(left_x, left_y) &&
2309 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2310 Feld[left_x][left_y] == EL_DIAMANT))
2311 can_turn_left = TRUE;
2312 if (IN_LEV_FIELD(right_x, right_y) &&
2313 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2314 Feld[right_x][right_y] == EL_DIAMANT))
2315 can_turn_right = TRUE;
2317 if (can_turn_left && can_turn_right)
2318 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2319 else if (can_turn_left)
2320 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2321 else if (can_turn_right)
2322 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2324 MovDir[x][y] = back_dir;
2326 MovDelay[x][y] = 16+16*RND(3);
2328 else if (element == EL_MAMPFER2)
2330 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2332 if (IN_LEV_FIELD(left_x, left_y) &&
2333 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2334 IS_MAMPF2(Feld[left_x][left_y])))
2335 can_turn_left = TRUE;
2336 if (IN_LEV_FIELD(right_x, right_y) &&
2337 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2338 IS_MAMPF2(Feld[right_x][right_y])))
2339 can_turn_right = TRUE;
2341 if (can_turn_left && can_turn_right)
2342 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2343 else if (can_turn_left)
2344 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2345 else if (can_turn_right)
2346 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2348 MovDir[x][y] = back_dir;
2350 MovDelay[x][y] = 16+16*RND(3);
2352 else if (element == EL_PACMAN)
2354 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2356 if (IN_LEV_FIELD(left_x, left_y) &&
2357 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2358 IS_AMOEBOID(Feld[left_x][left_y])))
2359 can_turn_left = TRUE;
2360 if (IN_LEV_FIELD(right_x, right_y) &&
2361 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2362 IS_AMOEBOID(Feld[right_x][right_y])))
2363 can_turn_right = TRUE;
2365 if (can_turn_left && can_turn_right)
2366 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2367 else if (can_turn_left)
2368 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2369 else if (can_turn_right)
2370 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2372 MovDir[x][y] = back_dir;
2374 MovDelay[x][y] = 6+RND(40);
2376 else if (element == EL_SCHWEIN)
2378 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2379 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2380 boolean should_move_on = FALSE;
2382 int rnd = RND(rnd_value);
2384 if (IN_LEV_FIELD(left_x, left_y) &&
2385 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2386 can_turn_left = TRUE;
2387 if (IN_LEV_FIELD(right_x, right_y) &&
2388 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2389 can_turn_right = TRUE;
2390 if (IN_LEV_FIELD(move_x, move_y) &&
2391 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2394 if (can_turn_left &&
2396 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2397 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2398 should_turn_left = TRUE;
2399 if (can_turn_right &&
2401 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2402 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2403 should_turn_right = TRUE;
2405 (!can_turn_left || !can_turn_right ||
2406 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2407 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2408 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2409 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2410 should_move_on = TRUE;
2412 if (should_turn_left || should_turn_right || should_move_on)
2414 if (should_turn_left && should_turn_right && should_move_on)
2415 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2416 rnd < 2*rnd_value/3 ? right_dir :
2418 else if (should_turn_left && should_turn_right)
2419 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2420 else if (should_turn_left && should_move_on)
2421 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2422 else if (should_turn_right && should_move_on)
2423 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2424 else if (should_turn_left)
2425 MovDir[x][y] = left_dir;
2426 else if (should_turn_right)
2427 MovDir[x][y] = right_dir;
2428 else if (should_move_on)
2429 MovDir[x][y] = old_move_dir;
2431 else if (can_move_on && rnd > rnd_value/8)
2432 MovDir[x][y] = old_move_dir;
2433 else if (can_turn_left && can_turn_right)
2434 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2435 else if (can_turn_left && rnd > rnd_value/8)
2436 MovDir[x][y] = left_dir;
2437 else if (can_turn_right && rnd > rnd_value/8)
2438 MovDir[x][y] = right_dir;
2440 MovDir[x][y] = back_dir;
2442 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2443 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2444 MovDir[x][y] = old_move_dir;
2448 else if (element == EL_DRACHE)
2450 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2452 int rnd = RND(rnd_value);
2454 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2455 can_turn_left = TRUE;
2456 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2457 can_turn_right = TRUE;
2458 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2461 if (can_move_on && rnd > rnd_value/8)
2462 MovDir[x][y] = old_move_dir;
2463 else if (can_turn_left && can_turn_right)
2464 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2465 else if (can_turn_left && rnd > rnd_value/8)
2466 MovDir[x][y] = left_dir;
2467 else if (can_turn_right && rnd > rnd_value/8)
2468 MovDir[x][y] = right_dir;
2470 MovDir[x][y] = back_dir;
2472 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2473 MovDir[x][y] = old_move_dir;
2477 else if (element == EL_MOLE)
2479 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2481 if (IN_LEV_FIELD(move_x, move_y) &&
2482 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2483 Feld[move_x][move_y] == EL_DEAMOEBING))
2488 if (IN_LEV_FIELD(left_x, left_y) &&
2489 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2490 can_turn_left = TRUE;
2491 if (IN_LEV_FIELD(right_x, right_y) &&
2492 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2493 can_turn_right = TRUE;
2495 if (can_turn_left && can_turn_right)
2496 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2497 else if (can_turn_left)
2498 MovDir[x][y] = left_dir;
2500 MovDir[x][y] = right_dir;
2503 if (MovDir[x][y] != old_move_dir)
2506 else if (element == EL_BALLOON)
2508 MovDir[x][y] = game.balloon_dir;
2511 else if (element == EL_SPRING_MOVING)
2513 if (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2514 (IN_LEV_FIELD(x, y+1) && IS_FREE(x, y+1)))
2516 Feld[x][y] = EL_SPRING;
2517 MovDir[x][y] = MV_NO_MOVING;
2521 else if (element == EL_ROBOT || element == EL_SONDE || element == EL_PINGUIN)
2523 int attr_x = -1, attr_y = -1;
2534 for (i=0; i<MAX_PLAYERS; i++)
2536 struct PlayerInfo *player = &stored_player[i];
2537 int jx = player->jx, jy = player->jy;
2539 if (!player->active)
2542 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2550 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
2556 if (element == EL_PINGUIN)
2559 static int xy[4][2] =
2569 int ex = x + xy[i%4][0];
2570 int ey = y + xy[i%4][1];
2572 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
2581 MovDir[x][y] = MV_NO_MOVING;
2583 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2585 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2587 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2589 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2591 if (element == EL_ROBOT)
2595 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2596 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2597 Moving2Blocked(x, y, &newx, &newy);
2599 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2600 MovDelay[x][y] = 8+8*!RND(3);
2602 MovDelay[x][y] = 16;
2610 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2612 boolean first_horiz = RND(2);
2613 int new_move_dir = MovDir[x][y];
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])))))
2628 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2629 Moving2Blocked(x, y, &newx, &newy);
2631 if (IN_LEV_FIELD(newx, newy) &&
2632 (IS_FREE(newx, newy) ||
2633 Feld[newx][newy] == EL_SALZSAEURE ||
2634 (element == EL_PINGUIN &&
2635 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2636 IS_MAMPF3(Feld[newx][newy])))))
2639 MovDir[x][y] = old_move_dir;
2646 static boolean JustBeingPushed(int x, int y)
2650 for (i=0; i<MAX_PLAYERS; i++)
2652 struct PlayerInfo *player = &stored_player[i];
2654 if (player->active && player->Pushing && player->MovPos)
2656 int next_jx = player->jx + (player->jx - player->last_jx);
2657 int next_jy = player->jy + (player->jy - player->last_jy);
2659 if (x == next_jx && y == next_jy)
2667 void StartMoving(int x, int y)
2669 int element = Feld[x][y];
2674 if (CAN_FALL(element) && y<lev_fieldy-1)
2676 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2677 if (JustBeingPushed(x, y))
2680 if (element == EL_MORAST_VOLL)
2682 if (IS_FREE(x, y+1))
2684 InitMovingField(x, y, MV_DOWN);
2685 Feld[x][y] = EL_QUICKSAND_EMPTYING;
2686 Store[x][y] = EL_FELSBROCKEN;
2687 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
2689 else if (Feld[x][y+1] == EL_MORAST_LEER)
2691 if (!MovDelay[x][y])
2692 MovDelay[x][y] = TILEY + 1;
2701 Feld[x][y] = EL_MORAST_LEER;
2702 Feld[x][y+1] = EL_MORAST_VOLL;
2703 Store[x][y+1] = Store[x][y];
2705 PlaySoundLevel(x, y, SND_QUICKSAND_SLIPPING_THROUGH);
2708 else if ((element == EL_FELSBROCKEN || element == EL_BD_ROCK) &&
2709 Feld[x][y+1] == EL_MORAST_LEER)
2711 InitMovingField(x, y, MV_DOWN);
2712 Feld[x][y] = EL_QUICKSAND_FILLING;
2713 Store[x][y] = element;
2714 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
2716 else if (element == EL_MAGIC_WALL_FULL)
2718 if (IS_FREE(x, y+1))
2720 InitMovingField(x, y, MV_DOWN);
2721 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
2722 Store[x][y] = EL_CHANGED(Store[x][y]);
2724 else if (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY)
2726 if (!MovDelay[x][y])
2727 MovDelay[x][y] = TILEY/4 + 1;
2736 Feld[x][y] = EL_MAGIC_WALL_EMPTY;
2737 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
2738 Store[x][y+1] = EL_CHANGED(Store[x][y]);
2742 else if (element == EL_MAGIC_WALL_BD_FULL)
2744 if (IS_FREE(x, y+1))
2746 InitMovingField(x, y, MV_DOWN);
2747 Feld[x][y] = EL_MAGIC_WALL_BD_EMPTYING;
2748 Store[x][y] = EL_CHANGED2(Store[x][y]);
2750 else if (Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY)
2752 if (!MovDelay[x][y])
2753 MovDelay[x][y] = TILEY/4 + 1;
2762 Feld[x][y] = EL_MAGIC_WALL_BD_EMPTY;
2763 Feld[x][y+1] = EL_MAGIC_WALL_BD_FULL;
2764 Store[x][y+1] = EL_CHANGED2(Store[x][y]);
2768 else if (CAN_CHANGE(element) &&
2769 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
2770 Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
2772 InitMovingField(x, y, MV_DOWN);
2774 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ? EL_MAGIC_WALL_FILLING :
2775 EL_MAGIC_WALL_BD_FILLING);
2776 Store[x][y] = element;
2778 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
2781 InitMovingField(x, y, MV_DOWN);
2782 Store[x][y] = EL_SALZSAEURE;
2784 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2789 else if (IS_FREE(x, y+1))
2791 InitMovingField(x, y, MV_DOWN);
2793 else if (element == EL_TROPFEN)
2795 Feld[x][y] = EL_AMOEBING;
2796 Store[x][y] = EL_AMOEBE_NASS;
2798 /* Store[x][y+1] must be zero, because:
2799 (EL_MORAST_VOLL -> EL_FELSBROCKEN): Store[x][y+1] == EL_MORAST_LEER
2802 #if OLD_GAME_BEHAVIOUR
2803 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2805 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2806 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2807 element != EL_DX_SUPABOMB)
2810 else if ((IS_SLIPPERY(Feld[x][y+1]) ||
2811 (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
2812 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2813 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
2816 boolean left = (x>0 && IS_FREE(x-1, y) &&
2817 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
2818 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2819 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
2823 if (left && right &&
2824 (game.emulation != EMU_BOULDERDASH &&
2825 element != EL_BD_ROCK && element != EL_EDELSTEIN_BD))
2826 left = !(right = RND(2));
2828 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2831 else if (IS_BELT(Feld[x][y+1]))
2833 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
2834 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
2835 int belt_nr = getBeltNrFromElement(Feld[x][y+1]);
2836 int belt_dir = game.belt_dir[belt_nr];
2838 if ((belt_dir == MV_LEFT && left_is_free) ||
2839 (belt_dir == MV_RIGHT && right_is_free))
2840 InitMovingField(x, y, belt_dir);
2843 else if (CAN_MOVE(element))
2847 if ((element == EL_SONDE || element == EL_BALLOON ||
2848 element == EL_SPRING_MOVING)
2849 && JustBeingPushed(x, y))
2852 if (!MovDelay[x][y]) /* start new movement phase */
2854 /* all objects that can change their move direction after each step */
2855 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2857 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
2861 if (MovDelay[x][y] && (element == EL_KAEFER ||
2862 element == EL_FLIEGER ||
2863 element == EL_SP_SNIKSNAK ||
2864 element == EL_SP_ELECTRON ||
2865 element == EL_MOLE))
2866 DrawLevelField(x, y);
2870 if (MovDelay[x][y]) /* wait some time before next movement */
2874 if (element == EL_ROBOT ||
2875 element == EL_MAMPFER || element == EL_MAMPFER2)
2877 int phase = MovDelay[x][y] % 8;
2882 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2883 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element) + phase);
2885 if (MovDelay[x][y] % 4 == 3)
2887 if (element == EL_MAMPFER)
2888 PlaySoundLevel(x, y, SND_YAMYAM_WAITING);
2889 else if (element == EL_MAMPFER2)
2890 PlaySoundLevel(x, y, SND_DARK_YAMYAM_WAITING);
2893 else if (element == EL_SP_ELECTRON)
2894 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2895 else if (element == EL_DRACHE)
2898 int dir = MovDir[x][y];
2899 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2900 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2901 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
2902 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
2903 dir == MV_UP ? GFX_FLAMMEN_UP :
2904 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
2905 int phase = FrameCounter % 2;
2907 for (i=1; i<=3; i++)
2909 int xx = x + i*dx, yy = y + i*dy;
2910 int sx = SCREENX(xx), sy = SCREENY(yy);
2912 if (!IN_LEV_FIELD(xx, yy) ||
2913 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
2918 int flamed = MovingOrBlocked2Element(xx, yy);
2920 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
2923 RemoveMovingField(xx, yy);
2925 Feld[xx][yy] = EL_BURNING;
2926 if (IN_SCR_FIELD(sx, sy))
2927 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
2931 if (Feld[xx][yy] == EL_BURNING)
2932 Feld[xx][yy] = EL_LEERRAUM;
2933 DrawLevelField(xx, yy);
2938 if (MovDelay[x][y]) /* element still has to wait some time */
2940 PlaySoundLevelAction(x, y, SND_ACTION_WAITING);
2946 /* now make next step */
2948 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
2950 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
2951 !PLAYER_PROTECTED(newx, newy))
2955 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
2958 /* enemy got the player */
2960 KillHero(PLAYERINFO(newx, newy));
2965 else if ((element == EL_PINGUIN || element == EL_ROBOT ||
2966 element == EL_SONDE || element == EL_BALLOON) &&
2967 IN_LEV_FIELD(newx, newy) &&
2968 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
2971 Store[x][y] = EL_SALZSAEURE;
2973 else if (element == EL_PINGUIN && IN_LEV_FIELD(newx, newy))
2975 if (Feld[newx][newy] == EL_AUSGANG_AUF)
2977 Feld[x][y] = EL_LEERRAUM;
2978 DrawLevelField(x, y);
2980 PlaySoundLevel(newx, newy, SND_PENGUIN_ENTERING_EXIT);
2981 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
2982 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
2984 local_player->friends_still_needed--;
2985 if (!local_player->friends_still_needed &&
2986 !local_player->GameOver && AllPlayersGone)
2987 local_player->LevelSolved = local_player->GameOver = TRUE;
2991 else if (IS_MAMPF3(Feld[newx][newy]))
2993 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
2994 DrawLevelField(newx, newy);
2996 MovDir[x][y] = MV_NO_MOVING;
2998 else if (!IS_FREE(newx, newy))
3000 if (IS_PLAYER(x, y))
3001 DrawPlayerField(x, y);
3003 DrawLevelField(x, y);
3007 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
3009 if (IS_GEM(Feld[newx][newy]))
3011 if (IS_MOVING(newx, newy))
3012 RemoveMovingField(newx, newy);
3015 Feld[newx][newy] = EL_LEERRAUM;
3016 DrawLevelField(newx, newy);
3019 PlaySoundLevel(x, y, SND_PIG_EATING_GEM);
3021 else if (!IS_FREE(newx, newy))
3023 if (IS_PLAYER(x, y))
3024 DrawPlayerField(x, y);
3026 DrawLevelField(x, y);
3030 else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
3032 if (!IS_FREE(newx, newy))
3034 if (IS_PLAYER(x, y))
3035 DrawPlayerField(x, y);
3037 DrawLevelField(x, y);
3042 boolean wanna_flame = !RND(10);
3043 int dx = newx - x, dy = newy - y;
3044 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3045 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3046 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3047 MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
3048 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3049 MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
3051 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
3052 element1 != EL_DRACHE && element2 != EL_DRACHE &&
3053 element1 != EL_BURNING && element2 != EL_BURNING)
3055 if (IS_PLAYER(x, y))
3056 DrawPlayerField(x, y);
3058 DrawLevelField(x, y);
3060 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3062 MovDelay[x][y] = 50;
3063 Feld[newx][newy] = EL_BURNING;
3064 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
3065 Feld[newx1][newy1] = EL_BURNING;
3066 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
3067 Feld[newx2][newy2] = EL_BURNING;
3072 else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
3073 Feld[newx][newy] == EL_DIAMANT)
3075 if (IS_MOVING(newx, newy))
3076 RemoveMovingField(newx, newy);
3079 Feld[newx][newy] = EL_LEERRAUM;
3080 DrawLevelField(newx, newy);
3083 PlaySoundLevel(x, y, SND_YAMYAM_EATING_DIAMOND);
3085 else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
3086 IS_MAMPF2(Feld[newx][newy]))
3088 if (AmoebaNr[newx][newy])
3090 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3091 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
3092 Feld[newx][newy] == EL_AMOEBE_BD)
3093 AmoebaCnt[AmoebaNr[newx][newy]]--;
3096 if (IS_MOVING(newx, newy))
3097 RemoveMovingField(newx, newy);
3100 Feld[newx][newy] = EL_LEERRAUM;
3101 DrawLevelField(newx, newy);
3104 PlaySoundLevel(x, y, SND_DARK_YAMYAM_EATING_ANY);
3106 else if ((element == EL_PACMAN || element == EL_MOLE)
3107 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3109 if (AmoebaNr[newx][newy])
3111 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3112 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
3113 Feld[newx][newy] == EL_AMOEBE_BD)
3114 AmoebaCnt[AmoebaNr[newx][newy]]--;
3117 if (element == EL_MOLE)
3119 Feld[newx][newy] = EL_DEAMOEBING;
3120 PlaySoundLevel(x, y, SND_MOLE_EATING_AMOEBA);
3121 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
3122 return; /* wait for shrinking amoeba */
3124 else /* element == EL_PACMAN */
3126 Feld[newx][newy] = EL_LEERRAUM;
3127 DrawLevelField(newx, newy);
3128 PlaySoundLevel(x, y, SND_PACMAN_EATING_AMOEBA);
3131 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
3132 (Feld[newx][newy] == EL_DEAMOEBING ||
3133 (Feld[newx][newy] == EL_LEERRAUM && Stop[newx][newy])))
3135 /* wait for shrinking amoeba to completely disappear */
3138 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3140 /* object was running against a wall */
3144 if (element == EL_KAEFER || element == EL_FLIEGER ||
3145 element == EL_SP_SNIKSNAK || element == EL_MOLE)
3146 DrawLevelField(x, y);
3147 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
3148 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
3149 else if (element == EL_SONDE)
3150 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
3151 else if (element == EL_SP_ELECTRON)
3152 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
3154 if (DONT_TOUCH(element))
3155 TestIfBadThingTouchesHero(x, y);
3157 PlaySoundLevelAction(x, y, SND_ACTION_WAITING);
3162 InitMovingField(x, y, MovDir[x][y]);
3164 PlaySoundLevelAction(x, y, SND_ACTION_MOVING);
3168 ContinueMoving(x, y);
3171 void ContinueMoving(int x, int y)
3173 int element = Feld[x][y];
3174 int direction = MovDir[x][y];
3175 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3176 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3177 int horiz_move = (dx!=0);
3178 int newx = x + dx, newy = y + dy;
3179 int step = (horiz_move ? dx : dy) * TILEX / 8;
3181 if (element == EL_TROPFEN || element == EL_AMOEBA_DRIPPING)
3183 else if (element == EL_QUICKSAND_FILLING ||
3184 element == EL_QUICKSAND_EMPTYING)
3186 else if (element == EL_MAGIC_WALL_FILLING ||
3187 element == EL_MAGIC_WALL_BD_FILLING ||
3188 element == EL_MAGIC_WALL_EMPTYING ||
3189 element == EL_MAGIC_WALL_BD_EMPTYING)
3191 else if (CAN_FALL(element) && horiz_move &&
3192 y < lev_fieldy-1 && IS_BELT(Feld[x][y+1]))
3194 else if (element == EL_SPRING_MOVING)
3197 #if OLD_GAME_BEHAVIOUR
3198 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3202 MovPos[x][y] += step;
3204 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
3206 Feld[x][y] = EL_LEERRAUM;
3207 Feld[newx][newy] = element;
3209 if (element == EL_MOLE)
3212 static int xy[4][2] =
3220 Feld[x][y] = EL_ERDREICH;
3221 DrawLevelField(x, y);
3230 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_ERDREICH)
3231 DrawLevelField(xx, yy); /* for "ErdreichAnbroeckeln()" */
3235 if (element == EL_QUICKSAND_FILLING)
3237 element = Feld[newx][newy] = get_next_element(element);
3238 Store[newx][newy] = Store[x][y];
3240 else if (element == EL_QUICKSAND_EMPTYING)
3242 Feld[x][y] = get_next_element(element);
3243 element = Feld[newx][newy] = Store[x][y];
3245 else if (element == EL_MAGIC_WALL_FILLING)
3247 element = Feld[newx][newy] = get_next_element(element);
3248 if (!game.magic_wall_active)
3249 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3250 Store[newx][newy] = Store[x][y];
3252 else if (element == EL_MAGIC_WALL_EMPTYING)
3254 Feld[x][y] = get_next_element(element);
3255 if (!game.magic_wall_active)
3256 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3257 element = Feld[newx][newy] = Store[x][y];
3259 else if (element == EL_MAGIC_WALL_BD_FILLING)
3261 element = Feld[newx][newy] = get_next_element(element);
3262 if (!game.magic_wall_active)
3263 element = Feld[newx][newy] = EL_MAGIC_WALL_BD_DEAD;
3264 Store[newx][newy] = Store[x][y];
3266 else if (element == EL_MAGIC_WALL_BD_EMPTYING)
3268 Feld[x][y] = get_next_element(element);
3269 if (!game.magic_wall_active)
3270 Feld[x][y] = EL_MAGIC_WALL_BD_DEAD;
3271 element = Feld[newx][newy] = Store[x][y];
3273 else if (element == EL_AMOEBA_DRIPPING)
3275 Feld[x][y] = get_next_element(element);
3276 element = Feld[newx][newy] = Store[x][y];
3278 else if (Store[x][y] == EL_SALZSAEURE)
3280 element = Feld[newx][newy] = EL_SALZSAEURE;
3284 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3285 MovDelay[newx][newy] = 0;
3287 if (!CAN_MOVE(element))
3288 MovDir[newx][newy] = 0;
3290 DrawLevelField(x, y);
3291 DrawLevelField(newx, newy);
3293 Stop[newx][newy] = TRUE;
3294 JustStopped[newx][newy] = 3;
3296 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3298 TestIfBadThingTouchesHero(newx, newy);
3299 TestIfBadThingTouchesFriend(newx, newy);
3300 TestIfBadThingTouchesOtherBadThing(newx, newy);
3302 else if (element == EL_PINGUIN)
3303 TestIfFriendTouchesBadThing(newx, newy);
3305 if (CAN_SMASH(element) && direction == MV_DOWN &&
3306 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3309 else /* still moving on */
3310 DrawLevelField(x, y);
3313 int AmoebeNachbarNr(int ax, int ay)
3316 int element = Feld[ax][ay];
3318 static int xy[4][2] =
3328 int x = ax + xy[i][0];
3329 int y = ay + xy[i][1];
3331 if (!IN_LEV_FIELD(x, y))
3334 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3335 group_nr = AmoebaNr[x][y];
3341 void AmoebenVereinigen(int ax, int ay)
3343 int i, x, y, xx, yy;
3344 int new_group_nr = AmoebaNr[ax][ay];
3345 static int xy[4][2] =
3353 if (new_group_nr == 0)
3361 if (!IN_LEV_FIELD(x, y))
3364 if ((Feld[x][y] == EL_AMOEBE_VOLL ||
3365 Feld[x][y] == EL_AMOEBE_BD ||
3366 Feld[x][y] == EL_AMOEBE_TOT) &&
3367 AmoebaNr[x][y] != new_group_nr)
3369 int old_group_nr = AmoebaNr[x][y];
3371 if (old_group_nr == 0)
3374 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3375 AmoebaCnt[old_group_nr] = 0;
3376 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3377 AmoebaCnt2[old_group_nr] = 0;
3379 for (yy=0; yy<lev_fieldy; yy++)
3381 for (xx=0; xx<lev_fieldx; xx++)
3383 if (AmoebaNr[xx][yy] == old_group_nr)
3384 AmoebaNr[xx][yy] = new_group_nr;
3391 void AmoebeUmwandeln(int ax, int ay)
3395 if (Feld[ax][ay] == EL_AMOEBE_TOT)
3397 int group_nr = AmoebaNr[ax][ay];
3402 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3403 printf("AmoebeUmwandeln(): This should never happen!\n");
3408 for (y=0; y<lev_fieldy; y++)
3410 for (x=0; x<lev_fieldx; x++)
3412 if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
3415 Feld[x][y] = EL_AMOEBA2DIAM;
3419 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
3420 SND_AMOEBA_TURNING_TO_GEM :
3421 SND_AMOEBA_TURNING_TO_ROCK));
3426 static int xy[4][2] =
3439 if (!IN_LEV_FIELD(x, y))
3442 if (Feld[x][y] == EL_AMOEBA2DIAM)
3444 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
3445 SND_AMOEBA_TURNING_TO_GEM :
3446 SND_AMOEBA_TURNING_TO_ROCK));
3453 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3456 int group_nr = AmoebaNr[ax][ay];
3457 boolean done = FALSE;
3462 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3463 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3468 for (y=0; y<lev_fieldy; y++)
3470 for (x=0; x<lev_fieldx; x++)
3472 if (AmoebaNr[x][y] == group_nr &&
3473 (Feld[x][y] == EL_AMOEBE_TOT ||
3474 Feld[x][y] == EL_AMOEBE_BD ||
3475 Feld[x][y] == EL_AMOEBING))
3478 Feld[x][y] = new_element;
3479 InitField(x, y, FALSE);
3480 DrawLevelField(x, y);
3487 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
3488 SND_BD_AMOEBA_TURNING_TO_ROCK :
3489 SND_BD_AMOEBA_TURNING_TO_GEM));
3492 void AmoebeWaechst(int x, int y)
3494 static unsigned long sound_delay = 0;
3495 static unsigned long sound_delay_value = 0;
3497 if (!MovDelay[x][y]) /* start new growing cycle */
3501 if (DelayReached(&sound_delay, sound_delay_value))
3503 if (Store[x][y] == EL_AMOEBE_BD)
3504 PlaySoundLevel(x, y, SND_BD_AMOEBA_CREATING);
3506 PlaySoundLevel(x, y, SND_AMOEBA_CREATING);
3507 sound_delay_value = 30;
3511 if (MovDelay[x][y]) /* wait some time before growing bigger */
3514 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3515 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
3517 if (!MovDelay[x][y])
3519 Feld[x][y] = Store[x][y];
3521 DrawLevelField(x, y);
3526 void AmoebaDisappearing(int x, int y)
3528 static unsigned long sound_delay = 0;
3529 static unsigned long sound_delay_value = 0;
3531 if (!MovDelay[x][y]) /* start new shrinking cycle */
3535 if (DelayReached(&sound_delay, sound_delay_value))
3536 sound_delay_value = 30;
3539 if (MovDelay[x][y]) /* wait some time before shrinking */
3542 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3543 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + MovDelay[x][y]/2);
3545 if (!MovDelay[x][y])
3547 Feld[x][y] = EL_LEERRAUM;
3548 DrawLevelField(x, y);
3550 /* don't let mole enter this field in this cycle;
3551 (give priority to objects falling to this field from above) */
3557 void AmoebeAbleger(int ax, int ay)
3560 int element = Feld[ax][ay];
3561 int newax = ax, neway = ay;
3562 static int xy[4][2] =
3570 if (!level.amoeba_speed)
3572 Feld[ax][ay] = EL_AMOEBE_TOT;
3573 DrawLevelField(ax, ay);
3577 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3578 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3580 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3583 if (MovDelay[ax][ay])
3587 if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
3590 int x = ax + xy[start][0];
3591 int y = ay + xy[start][1];
3593 if (!IN_LEV_FIELD(x, y))
3596 if (IS_FREE(x, y) ||
3597 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3603 if (newax == ax && neway == ay)
3606 else /* normal or "filled" (BD style) amoeba */
3609 boolean waiting_for_player = FALSE;
3613 int j = (start + i) % 4;
3614 int x = ax + xy[j][0];
3615 int y = ay + xy[j][1];
3617 if (!IN_LEV_FIELD(x, y))
3620 if (IS_FREE(x, y) ||
3621 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3627 else if (IS_PLAYER(x, y))
3628 waiting_for_player = TRUE;
3631 if (newax == ax && neway == ay) /* amoeba cannot grow */
3633 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3635 Feld[ax][ay] = EL_AMOEBE_TOT;
3636 DrawLevelField(ax, ay);
3637 AmoebaCnt[AmoebaNr[ax][ay]]--;
3639 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3641 if (element == EL_AMOEBE_VOLL)
3642 AmoebeUmwandeln(ax, ay);
3643 else if (element == EL_AMOEBE_BD)
3644 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3649 else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
3651 /* amoeba gets larger by growing in some direction */
3653 int new_group_nr = AmoebaNr[ax][ay];
3656 if (new_group_nr == 0)
3658 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3659 printf("AmoebeAbleger(): This should never happen!\n");
3664 AmoebaNr[newax][neway] = new_group_nr;
3665 AmoebaCnt[new_group_nr]++;
3666 AmoebaCnt2[new_group_nr]++;
3668 /* if amoeba touches other amoeba(s) after growing, unify them */
3669 AmoebenVereinigen(newax, neway);
3671 if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200)
3673 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
3679 if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) ||
3680 (neway == lev_fieldy - 1 && newax != ax))
3682 Feld[newax][neway] = EL_AMOEBING; /* simple growth of new amoeba tile */
3683 Store[newax][neway] = element;
3685 else if (neway == ay)
3687 Feld[newax][neway] = EL_TROPFEN; /* drop left or right from amoeba */
3688 PlaySoundLevel(newax, neway, SND_AMOEBA_DROPPING);
3692 InitMovingField(ax, ay, MV_DOWN); /* drop dripping out of amoeba */
3693 Feld[ax][ay] = EL_AMOEBA_DRIPPING;
3694 Store[ax][ay] = EL_TROPFEN;
3695 ContinueMoving(ax, ay);
3699 DrawLevelField(newax, neway);
3702 void Life(int ax, int ay)
3705 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3707 int element = Feld[ax][ay];
3708 boolean changed = FALSE;
3713 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3714 MovDelay[ax][ay] = life_time;
3716 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3719 if (MovDelay[ax][ay])
3723 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3725 int xx = ax+x1, yy = ay+y1;
3728 if (!IN_LEV_FIELD(xx, yy))
3731 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3733 int x = xx+x2, y = yy+y2;
3735 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3738 if (((Feld[x][y] == element ||
3739 (element == EL_LIFE && IS_PLAYER(x, y))) &&
3741 (IS_FREE(x, y) && Stop[x][y]))
3745 if (xx == ax && yy == ay) /* field in the middle */
3747 if (nachbarn < life[0] || nachbarn > life[1])
3749 Feld[xx][yy] = EL_LEERRAUM;
3751 DrawLevelField(xx, yy);
3752 Stop[xx][yy] = TRUE;
3756 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
3757 { /* free border field */
3758 if (nachbarn >= life[2] && nachbarn <= life[3])
3760 Feld[xx][yy] = element;
3761 MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
3763 DrawLevelField(xx, yy);
3764 Stop[xx][yy] = TRUE;
3771 PlaySoundLevel(ax, ay, element == EL_LIFE ? SND_GAMEOFLIFE_CREATING :
3772 SND_BIOMAZE_CREATING);
3775 void RobotWheel(int x, int y)
3777 if (!MovDelay[x][y]) /* next animation frame */
3778 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3780 if (MovDelay[x][y]) /* wait some time before next frame */
3785 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3786 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
3787 if (!(MovDelay[x][y]%4))
3788 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_RUNNING);
3793 Feld[x][y] = EL_ABLENK_AUS;
3794 DrawLevelField(x, y);
3795 if (ZX == x && ZY == y)
3799 void TimegateWheel(int x, int y)
3801 if (!MovDelay[x][y]) /* next animation frame */
3802 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3804 if (MovDelay[x][y]) /* wait some time before next frame */
3809 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3810 DrawGraphic(SCREENX(x), SCREENY(y),
3811 GFX_TIMEGATE_SWITCH + MovDelay[x][y]%4);
3812 if (!(MovDelay[x][y]%4))
3813 PlaySoundLevel(x, y, SND_TIMEGATE_WHEEL_RUNNING);
3818 Feld[x][y] = EL_TIMEGATE_SWITCH_OFF;
3819 DrawLevelField(x, y);
3820 if (ZX == x && ZY == y)
3824 void Birne(int x, int y)
3826 if (!MovDelay[x][y]) /* next animation frame */
3827 MovDelay[x][y] = 800;
3829 if (MovDelay[x][y]) /* wait some time before next frame */
3834 if (!(MovDelay[x][y]%5))
3836 if (!(MovDelay[x][y]%10))
3837 Feld[x][y]=EL_ABLENK_EIN;
3839 Feld[x][y]=EL_ABLENK_AUS;
3840 DrawLevelField(x, y);
3841 Feld[x][y]=EL_ABLENK_EIN;
3847 Feld[x][y]=EL_ABLENK_AUS;
3848 DrawLevelField(x, y);
3849 if (ZX == x && ZY == y)
3853 void Blubber(int x, int y)
3855 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
3856 DrawLevelField(x, y-1);
3858 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
3861 void NussKnacken(int x, int y)
3863 if (!MovDelay[x][y]) /* next animation frame */
3866 if (MovDelay[x][y]) /* wait some time before next frame */
3869 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3870 DrawGraphic(SCREENX(x), SCREENY(y),
3871 GFX_CRACKINGNUT + 3 - MovDelay[x][y]/2);
3873 if (!MovDelay[x][y])
3875 Feld[x][y] = EL_EDELSTEIN;
3876 DrawLevelField(x, y);
3881 void BreakingPearl(int x, int y)
3883 if (!MovDelay[x][y]) /* next animation frame */
3886 if (MovDelay[x][y]) /* wait some time before next frame */
3889 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3890 DrawGraphic(SCREENX(x), SCREENY(y),
3891 GFX_PEARL_BREAKING + 4 - MovDelay[x][y]/2);
3893 if (!MovDelay[x][y])
3895 Feld[x][y] = EL_LEERRAUM;
3896 DrawLevelField(x, y);
3901 void SiebAktivieren(int x, int y, int typ)
3903 int graphic = (typ == 1 ? GFX_MAGIC_WALL_FULL : GFX_MAGIC_WALL_BD_FULL) + 3;
3905 DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
3908 void AusgangstuerPruefen(int x, int y)
3910 if (!local_player->gems_still_needed &&
3911 !local_player->sokobanfields_still_needed &&
3912 !local_player->lights_still_needed)
3914 Feld[x][y] = EL_AUSGANG_ACT;
3916 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
3917 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
3918 y < LEVELY(BY1) ? LEVELY(BY1) :
3919 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
3924 void AusgangstuerOeffnen(int x, int y)
3928 if (!MovDelay[x][y]) /* next animation frame */
3929 MovDelay[x][y] = 5*delay;
3931 if (MovDelay[x][y]) /* wait some time before next frame */
3936 tuer = MovDelay[x][y]/delay;
3937 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3938 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
3940 if (!MovDelay[x][y])
3942 Feld[x][y] = EL_AUSGANG_AUF;
3943 DrawLevelField(x, y);
3948 void AusgangstuerBlinken(int x, int y)
3950 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
3953 void OpenSwitchgate(int x, int y)
3957 if (!MovDelay[x][y]) /* next animation frame */
3958 MovDelay[x][y] = 5 * delay;
3960 if (MovDelay[x][y]) /* wait some time before next frame */
3965 phase = MovDelay[x][y] / delay;
3966 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3967 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_OPEN - phase);
3969 if (!MovDelay[x][y])
3971 Feld[x][y] = EL_SWITCHGATE_OPEN;
3972 DrawLevelField(x, y);
3977 void CloseSwitchgate(int x, int y)
3981 if (!MovDelay[x][y]) /* next animation frame */
3982 MovDelay[x][y] = 5 * delay;
3984 if (MovDelay[x][y]) /* wait some time before next frame */
3989 phase = MovDelay[x][y] / delay;
3990 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3991 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_CLOSED + phase);
3993 if (!MovDelay[x][y])
3995 Feld[x][y] = EL_SWITCHGATE_CLOSED;
3996 DrawLevelField(x, y);
4001 void OpenTimegate(int x, int y)
4005 if (!MovDelay[x][y]) /* next animation frame */
4006 MovDelay[x][y] = 5 * delay;
4008 if (MovDelay[x][y]) /* wait some time before next frame */
4013 phase = MovDelay[x][y] / delay;
4014 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4015 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_OPEN - phase);
4017 if (!MovDelay[x][y])
4019 Feld[x][y] = EL_TIMEGATE_OPEN;
4020 DrawLevelField(x, y);
4025 void CloseTimegate(int x, int y)
4029 if (!MovDelay[x][y]) /* next animation frame */
4030 MovDelay[x][y] = 5 * delay;
4032 if (MovDelay[x][y]) /* wait some time before next frame */
4037 phase = MovDelay[x][y] / delay;
4038 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4039 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_CLOSED + phase);
4041 if (!MovDelay[x][y])
4043 Feld[x][y] = EL_TIMEGATE_CLOSED;
4044 DrawLevelField(x, y);
4049 static void CloseAllOpenTimegates()
4053 for (y=0; y<lev_fieldy; y++)
4055 for (x=0; x<lev_fieldx; x++)
4057 int element = Feld[x][y];
4059 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4061 Feld[x][y] = EL_TIMEGATE_CLOSING;
4062 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4068 void EdelsteinFunkeln(int x, int y)
4070 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4073 if (Feld[x][y] == EL_EDELSTEIN_BD)
4074 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
4077 if (!MovDelay[x][y]) /* next animation frame */
4078 MovDelay[x][y] = 11 * !SimpleRND(500);
4080 if (MovDelay[x][y]) /* wait some time before next frame */
4084 if (setup.direct_draw && MovDelay[x][y])
4085 SetDrawtoField(DRAW_BUFFERED);
4087 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
4091 int phase = (MovDelay[x][y]-1)/2;
4096 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
4098 if (setup.direct_draw)
4102 dest_x = FX + SCREENX(x)*TILEX;
4103 dest_y = FY + SCREENY(y)*TILEY;
4105 BlitBitmap(drawto_field, window,
4106 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4107 SetDrawtoField(DRAW_DIRECT);
4114 void MauerWaechst(int x, int y)
4118 if (!MovDelay[x][y]) /* next animation frame */
4119 MovDelay[x][y] = 3*delay;
4121 if (MovDelay[x][y]) /* wait some time before next frame */
4126 phase = 2-MovDelay[x][y]/delay;
4127 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4128 DrawGraphic(SCREENX(x), SCREENY(y),
4129 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
4130 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
4131 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
4132 GFX_MAUER_DOWN ) + phase);
4134 if (!MovDelay[x][y])
4136 if (MovDir[x][y] == MV_LEFT)
4138 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
4139 DrawLevelField(x-1, y);
4141 else if (MovDir[x][y] == MV_RIGHT)
4143 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
4144 DrawLevelField(x+1, y);
4146 else if (MovDir[x][y] == MV_UP)
4148 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
4149 DrawLevelField(x, y-1);
4153 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
4154 DrawLevelField(x, y+1);
4157 Feld[x][y] = Store[x][y];
4159 MovDir[x][y] = MV_NO_MOVING;
4160 DrawLevelField(x, y);
4165 void MauerAbleger(int ax, int ay)
4167 int element = Feld[ax][ay];
4168 boolean oben_frei = FALSE, unten_frei = FALSE;
4169 boolean links_frei = FALSE, rechts_frei = FALSE;
4170 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4171 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4172 boolean new_wall = FALSE;
4174 if (!MovDelay[ax][ay]) /* start building new wall */
4175 MovDelay[ax][ay] = 6;
4177 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4180 if (MovDelay[ax][ay])
4184 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4186 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4188 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4190 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4193 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
4197 Feld[ax][ay-1] = EL_MAUERND;
4198 Store[ax][ay-1] = element;
4199 MovDir[ax][ay-1] = MV_UP;
4200 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4201 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
4206 Feld[ax][ay+1] = EL_MAUERND;
4207 Store[ax][ay+1] = element;
4208 MovDir[ax][ay+1] = MV_DOWN;
4209 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4210 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
4215 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
4216 element == EL_MAUER_LEBT)
4220 Feld[ax-1][ay] = EL_MAUERND;
4221 Store[ax-1][ay] = element;
4222 MovDir[ax-1][ay] = MV_LEFT;
4223 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4224 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
4230 Feld[ax+1][ay] = EL_MAUERND;
4231 Store[ax+1][ay] = element;
4232 MovDir[ax+1][ay] = MV_RIGHT;
4233 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4234 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
4239 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
4240 DrawLevelField(ax, ay);
4242 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
4244 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
4245 unten_massiv = TRUE;
4246 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
4247 links_massiv = TRUE;
4248 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
4249 rechts_massiv = TRUE;
4251 if (((oben_massiv && unten_massiv) ||
4252 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
4253 ((links_massiv && rechts_massiv) ||
4254 element == EL_MAUER_Y))
4255 Feld[ax][ay] = EL_MAUERWERK;
4258 PlaySoundLevel(ax, ay, SND_WALL_GROWING);
4261 void CheckForDragon(int x, int y)
4264 boolean dragon_found = FALSE;
4265 static int xy[4][2] =
4277 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4279 if (IN_LEV_FIELD(xx, yy) &&
4280 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
4282 if (Feld[xx][yy] == EL_DRACHE)
4283 dragon_found = TRUE;
4296 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4298 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
4300 Feld[xx][yy] = EL_LEERRAUM;
4301 DrawLevelField(xx, yy);
4310 static void CheckBuggyBase(int x, int y)
4312 int element = Feld[x][y];
4314 if (element == EL_SP_BUG)
4316 if (!MovDelay[x][y]) /* wait some time before activating base */
4317 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4322 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4323 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
4327 Feld[x][y] = EL_SP_BUG_ACTIVE;
4330 else if (element == EL_SP_BUG_ACTIVE)
4332 if (!MovDelay[x][y]) /* start activating buggy base */
4333 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
4341 static int xy[4][2] =
4349 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4350 DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
4354 int xx = x + xy[i][0], yy = y + xy[i][1];
4356 if (IS_PLAYER(xx, yy))
4358 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVATING);
4366 Feld[x][y] = EL_SP_BUG;
4367 DrawLevelField(x, y);
4372 static void CheckTrap(int x, int y)
4374 int element = Feld[x][y];
4376 if (element == EL_TRAP_INACTIVE)
4378 if (!MovDelay[x][y]) /* wait some time before activating trap */
4379 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4387 Feld[x][y] = EL_TRAP_ACTIVE;
4388 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
4391 else if (element == EL_TRAP_ACTIVE)
4396 if (!MovDelay[x][y]) /* start activating trap */
4397 MovDelay[x][y] = num_frames * delay;
4405 if (!(MovDelay[x][y] % delay))
4407 int phase = MovDelay[x][y]/delay;
4409 if (phase >= num_frames/2)
4410 phase = num_frames - phase;
4412 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4414 DrawGraphic(SCREENX(x),SCREENY(y), GFX_TRAP_INACTIVE + phase - 1);
4415 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
4422 Feld[x][y] = EL_TRAP_INACTIVE;
4423 DrawLevelField(x, y);
4428 static void DrawBeltAnimation(int x, int y, int element)
4430 int belt_nr = getBeltNrFromElement(element);
4431 int belt_dir = game.belt_dir[belt_nr];
4433 if (belt_dir != MV_NO_MOVING)
4436 int mode = (belt_dir == MV_LEFT ? ANIM_NORMAL : ANIM_REVERSE);
4437 int graphic = el2gfx(element) + (belt_dir == MV_LEFT ? 0 : 7);
4439 DrawGraphicAnimation(x, y, graphic, 8, delay, mode);
4441 if (!(FrameCounter % 2))
4442 PlaySoundLevel(x, y, SND_CONVEYOR_BELT_RUNNING);
4446 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4448 static byte stored_player_action[MAX_PLAYERS];
4449 static int num_stored_actions = 0;
4451 static boolean save_tape_entry = FALSE;
4453 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4454 int left = player_action & JOY_LEFT;
4455 int right = player_action & JOY_RIGHT;
4456 int up = player_action & JOY_UP;
4457 int down = player_action & JOY_DOWN;
4458 int button1 = player_action & JOY_BUTTON_1;
4459 int button2 = player_action & JOY_BUTTON_2;
4460 int dx = (left ? -1 : right ? 1 : 0);
4461 int dy = (up ? -1 : down ? 1 : 0);
4463 stored_player_action[player->index_nr] = 0;
4464 num_stored_actions++;
4466 if (!player->active || tape.pausing)
4472 save_tape_entry = TRUE;
4474 player->frame_reset_delay = 0;
4477 snapped = SnapField(player, dx, dy);
4481 bombed = PlaceBomb(player);
4482 moved = MoveFigure(player, dx, dy);
4485 if (tape.single_step && tape.recording && !tape.pausing)
4487 if (button1 || (bombed && !moved))
4489 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
4490 SnapField(player, 0, 0); /* stop snapping */
4495 if (tape.recording && (moved || snapped || bombed))
4497 if (bombed && !moved)
4498 player_action &= JOY_BUTTON;
4500 stored_player_action[player->index_nr] = player_action;
4501 save_tape_entry = TRUE;
4503 else if (tape.playing && snapped)
4504 SnapField(player, 0, 0); /* stop snapping */
4506 stored_player_action[player->index_nr] = player_action;
4511 /* no actions for this player (no input at player's configured device) */
4513 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4514 SnapField(player, 0, 0);
4515 CheckGravityMovement(player);
4518 if (player->MovPos == 0) /* needed for tape.playing */
4519 player->is_moving = FALSE;
4522 if (player->MovPos == 0) /* needed for tape.playing */
4523 player->last_move_dir = MV_NO_MOVING;
4525 /* !!! CHECK THIS AGAIN !!!
4526 (Seems to be needed for some EL_ROBOT stuff, but breaks
4527 tapes when walking through pipes!)
4530 /* it seems that "player->last_move_dir" is misused as some sort of
4531 "player->is_just_moving_in_this_moment", which is needed for the
4532 robot stuff (robots don't kill players when they are moving)
4536 if (++player->frame_reset_delay > player->move_delay_value)
4541 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
4543 TapeRecordAction(stored_player_action);
4544 num_stored_actions = 0;
4545 save_tape_entry = FALSE;
4548 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
4550 TapeRecordAction(stored_player_action);
4551 num_stored_actions = 0;
4556 if (tape.playing && !tape.pausing && !player_action &&
4557 tape.counter < tape.length)
4559 int jx = player->jx, jy = player->jy;
4561 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
4563 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
4564 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
4566 int dx = (next_joy == JOY_LEFT ? -1 : +1);
4568 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
4570 int el = Feld[jx+dx][jy];
4571 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 :
4572 (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10);
4574 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
4576 player->MovDir = next_joy;
4577 player->Frame = FrameCounter % 4;
4578 player->Pushing = TRUE;
4588 static unsigned long action_delay = 0;
4589 unsigned long action_delay_value;
4590 int sieb_x = 0, sieb_y = 0;
4591 int i, x, y, element;
4592 byte *recorded_player_action;
4593 byte summarized_player_action = 0;
4595 if (game_status != PLAYING)
4598 action_delay_value =
4599 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4601 if (tape.playing && tape.index_search && !tape.pausing)
4602 action_delay_value = 0;
4604 /* ---------- main game synchronization point ---------- */
4606 WaitUntilDelayReached(&action_delay, action_delay_value);
4608 if (network_playing && !network_player_action_received)
4612 printf("DEBUG: try to get network player actions in time\n");
4616 #if defined(PLATFORM_UNIX)
4617 /* last chance to get network player actions without main loop delay */
4621 if (game_status != PLAYING)
4624 if (!network_player_action_received)
4628 printf("DEBUG: failed to get network player actions in time\n");
4638 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4640 for (i=0; i<MAX_PLAYERS; i++)
4642 summarized_player_action |= stored_player[i].action;
4644 if (!network_playing)
4645 stored_player[i].effective_action = stored_player[i].action;
4648 #if defined(PLATFORM_UNIX)
4649 if (network_playing)
4650 SendToServer_MovePlayer(summarized_player_action);
4653 if (!options.network && !setup.team_mode)
4654 local_player->effective_action = summarized_player_action;
4656 for (i=0; i<MAX_PLAYERS; i++)
4658 int actual_player_action = stored_player[i].effective_action;
4660 if (stored_player[i].programmed_action)
4661 actual_player_action = stored_player[i].programmed_action;
4663 if (recorded_player_action)
4664 actual_player_action = recorded_player_action[i];
4666 PlayerActions(&stored_player[i], actual_player_action);
4667 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4670 network_player_action_received = FALSE;
4672 ScrollScreen(NULL, SCROLL_GO_ON);
4678 if (TimeFrames == 0 && local_player->active)
4680 extern unsigned int last_RND();
4682 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
4683 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
4690 if (GameFrameDelay >= 500)
4691 printf("FrameCounter == %d\n", FrameCounter);
4700 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4703 if (JustStopped[x][y] > 0)
4704 JustStopped[x][y]--;
4707 if (IS_BLOCKED(x, y))
4711 Blocked2Moving(x, y, &oldx, &oldy);
4712 if (!IS_MOVING(oldx, oldy))
4714 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4715 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4716 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4717 printf("GameActions(): This should never happen!\n");
4723 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4725 element = Feld[x][y];
4727 if (IS_INACTIVE(element))
4730 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4734 if (IS_GEM(element) || element == EL_SP_INFOTRON)
4735 EdelsteinFunkeln(x, y);
4737 else if (IS_MOVING(x, y))
4738 ContinueMoving(x, y);
4739 else if (IS_ACTIVE_BOMB(element))
4740 CheckDynamite(x, y);
4742 else if (element == EL_EXPLODING && !game.explosions_delayed)
4743 Explode(x, y, Frame[x][y], EX_NORMAL);
4745 else if (element == EL_AMOEBING)
4746 AmoebeWaechst(x, y);
4747 else if (element == EL_DEAMOEBING)
4748 AmoebaDisappearing(x, y);
4750 #if !USE_NEW_AMOEBA_CODE
4751 else if (IS_AMOEBALIVE(element))
4752 AmoebeAbleger(x, y);
4755 else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
4757 else if (element == EL_ABLENK_EIN)
4759 else if (element == EL_TIMEGATE_SWITCH_ON)
4760 TimegateWheel(x, y);
4761 else if (element == EL_SALZSAEURE)
4763 else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
4765 else if (element == EL_CRACKINGNUT)
4767 else if (element == EL_PEARL_BREAKING)
4768 BreakingPearl(x, y);
4769 else if (element == EL_AUSGANG_ZU)
4770 AusgangstuerPruefen(x, y);
4771 else if (element == EL_AUSGANG_ACT)
4772 AusgangstuerOeffnen(x, y);
4773 else if (element == EL_AUSGANG_AUF)
4774 AusgangstuerBlinken(x, y);
4775 else if (element == EL_MAUERND)
4777 else if (element == EL_MAUER_LEBT ||
4778 element == EL_MAUER_X ||
4779 element == EL_MAUER_Y ||
4780 element == EL_MAUER_XY)
4782 else if (element == EL_BURNING)
4783 CheckForDragon(x, y);
4784 else if (element == EL_SP_BUG || element == EL_SP_BUG_ACTIVE)
4785 CheckBuggyBase(x, y);
4786 else if (element == EL_TRAP_INACTIVE || element == EL_TRAP_ACTIVE)
4788 else if (element == EL_SP_TERMINAL)
4789 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL);
4790 else if (element == EL_SP_TERMINAL_ACTIVE)
4791 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
4792 else if (IS_BELT(element))
4793 DrawBeltAnimation(x, y, element);
4794 else if (element == EL_SWITCHGATE_OPENING)
4795 OpenSwitchgate(x, y);
4796 else if (element == EL_SWITCHGATE_CLOSING)
4797 CloseSwitchgate(x, y);
4798 else if (element == EL_TIMEGATE_OPENING)
4800 else if (element == EL_TIMEGATE_CLOSING)
4801 CloseTimegate(x, y);
4802 else if (element == EL_EXTRA_TIME)
4803 DrawGraphicAnimation(x, y, GFX_EXTRA_TIME, 6, 4, ANIM_NORMAL);
4804 else if (element == EL_SHIELD_PASSIVE)
4806 DrawGraphicAnimation(x, y, GFX_SHIELD_PASSIVE, 6, 4, ANIM_NORMAL);
4808 if (!(FrameCounter % 4))
4809 PlaySoundLevel(x, y, SND_SHIELD_PASSIVE_ACTIVATED);
4812 else if (element == EL_SHIELD_ACTIVE)
4814 DrawGraphicAnimation(x, y, GFX_SHIELD_ACTIVE, 6, 4, ANIM_NORMAL);
4816 if (!(FrameCounter % 4))
4817 PlaySoundLevel(x, y, SND_SHIELD_ACTIVE_ACTIVATED);
4821 if (game.magic_wall_active)
4823 boolean sieb = FALSE;
4824 int jx = local_player->jx, jy = local_player->jy;
4826 if (element == EL_MAGIC_WALL_FULL ||
4827 element == EL_MAGIC_WALL_EMPTY ||
4828 element == EL_MAGIC_WALL_EMPTYING)
4830 SiebAktivieren(x, y, 1);
4833 else if (element == EL_MAGIC_WALL_BD_FULL ||
4834 element == EL_MAGIC_WALL_BD_EMPTY ||
4835 element == EL_MAGIC_WALL_BD_EMPTYING)
4837 SiebAktivieren(x, y, 2);
4841 /* play the element sound at the position nearest to the player */
4842 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
4850 #if USE_NEW_AMOEBA_CODE
4851 /* new experimental amoeba growth stuff */
4853 if (!(FrameCounter % 8))
4856 static unsigned long random = 1684108901;
4858 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
4861 x = (random >> 10) % lev_fieldx;
4862 y = (random >> 20) % lev_fieldy;
4864 x = RND(lev_fieldx);
4865 y = RND(lev_fieldy);
4867 element = Feld[x][y];
4869 if (!IS_PLAYER(x,y) &&
4870 (element == EL_LEERRAUM ||
4871 element == EL_ERDREICH ||
4872 element == EL_MORAST_LEER ||
4873 element == EL_BLURB_LEFT ||
4874 element == EL_BLURB_RIGHT))
4876 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBE_NASS) ||
4877 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBE_NASS) ||
4878 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBE_NASS) ||
4879 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBE_NASS))
4880 Feld[x][y] = EL_TROPFEN;
4883 random = random * 129 + 1;
4889 if (game.explosions_delayed)
4892 game.explosions_delayed = FALSE;
4894 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4896 element = Feld[x][y];
4898 if (ExplodeField[x][y])
4899 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
4900 else if (element == EL_EXPLODING)
4901 Explode(x, y, Frame[x][y], EX_NORMAL);
4903 ExplodeField[x][y] = EX_NO_EXPLOSION;
4906 game.explosions_delayed = TRUE;
4909 if (game.magic_wall_active)
4911 if (!(game.magic_wall_time_left % 4))
4913 int element = Feld[sieb_x][sieb_y];
4915 if (element == EL_MAGIC_WALL_BD_FULL ||
4916 element == EL_MAGIC_WALL_BD_EMPTY ||
4917 element == EL_MAGIC_WALL_BD_EMPTYING)
4918 PlaySoundLevel(sieb_x, sieb_y, SND_BD_MAGIC_WALL_RUNNING);
4920 PlaySoundLevel(sieb_x, sieb_y, SND_MAGIC_WALL_RUNNING);
4923 if (game.magic_wall_time_left > 0)
4925 game.magic_wall_time_left--;
4926 if (!game.magic_wall_time_left)
4928 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4930 element = Feld[x][y];
4932 if (element == EL_MAGIC_WALL_EMPTY ||
4933 element == EL_MAGIC_WALL_FULL)
4935 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4936 DrawLevelField(x, y);
4938 else if (element == EL_MAGIC_WALL_BD_EMPTY ||
4939 element == EL_MAGIC_WALL_BD_FULL)
4941 Feld[x][y] = EL_MAGIC_WALL_BD_DEAD;
4942 DrawLevelField(x, y);
4946 game.magic_wall_active = FALSE;
4951 if (game.light_time_left > 0)
4953 game.light_time_left--;
4955 if (game.light_time_left == 0)
4957 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4959 element = Feld[x][y];
4961 if (element == EL_LIGHT_SWITCH_ON)
4963 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
4964 DrawLevelField(x, y);
4966 else if (element == EL_INVISIBLE_STEEL ||
4967 element == EL_UNSICHTBAR ||
4968 element == EL_SAND_INVISIBLE)
4969 DrawLevelField(x, y);
4974 if (game.timegate_time_left > 0)
4976 game.timegate_time_left--;
4978 if (game.timegate_time_left == 0)
4979 CloseAllOpenTimegates();
4982 for (i=0; i<MAX_PLAYERS; i++)
4984 struct PlayerInfo *player = &stored_player[i];
4986 if (SHIELD_ON(player))
4988 if (player->shield_active_time_left)
4989 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_ACTIVE_ACTIVATED);
4990 else if (player->shield_passive_time_left)
4991 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_PASSIVE_ACTIVATED);
4995 if (TimeFrames >= (1000 / GameFrameDelay))
5000 for (i=0; i<MAX_PLAYERS; i++)
5002 struct PlayerInfo *player = &stored_player[i];
5004 if (SHIELD_ON(player))
5006 player->shield_passive_time_left--;
5008 if (player->shield_active_time_left > 0)
5009 player->shield_active_time_left--;
5013 if (tape.recording || tape.playing)
5014 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
5020 if (TimeLeft <= 10 && setup.time_limit)
5021 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MAX_RIGHT);
5023 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5025 if (!TimeLeft && setup.time_limit)
5026 for (i=0; i<MAX_PLAYERS; i++)
5027 KillHero(&stored_player[i]);
5029 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
5030 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
5035 if (options.debug) /* calculate frames per second */
5037 static unsigned long fps_counter = 0;
5038 static int fps_frames = 0;
5039 unsigned long fps_delay_ms = Counter() - fps_counter;
5043 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
5045 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
5048 fps_counter = Counter();
5051 redraw_mask |= REDRAW_FPS;
5055 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
5057 int min_x = x, min_y = y, max_x = x, max_y = y;
5060 for (i=0; i<MAX_PLAYERS; i++)
5062 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5064 if (!stored_player[i].active || &stored_player[i] == player)
5067 min_x = MIN(min_x, jx);
5068 min_y = MIN(min_y, jy);
5069 max_x = MAX(max_x, jx);
5070 max_y = MAX(max_y, jy);
5073 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
5076 static boolean AllPlayersInVisibleScreen()
5080 for (i=0; i<MAX_PLAYERS; i++)
5082 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5084 if (!stored_player[i].active)
5087 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5094 void ScrollLevel(int dx, int dy)
5096 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
5099 BlitBitmap(drawto_field, drawto_field,
5100 FX + TILEX*(dx == -1) - softscroll_offset,
5101 FY + TILEY*(dy == -1) - softscroll_offset,
5102 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
5103 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
5104 FX + TILEX*(dx == 1) - softscroll_offset,
5105 FY + TILEY*(dy == 1) - softscroll_offset);
5109 x = (dx == 1 ? BX1 : BX2);
5110 for (y=BY1; y<=BY2; y++)
5111 DrawScreenField(x, y);
5115 y = (dy == 1 ? BY1 : BY2);
5116 for (x=BX1; x<=BX2; x++)
5117 DrawScreenField(x, y);
5120 redraw_mask |= REDRAW_FIELD;
5123 static void CheckGravityMovement(struct PlayerInfo *player)
5125 if (level.gravity && !player->programmed_action)
5127 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
5128 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
5130 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
5131 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
5132 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
5133 int jx = player->jx, jy = player->jy;
5134 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
5135 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
5136 int new_jx = jx + dx, new_jy = jy + dy;
5137 boolean field_under_player_is_free =
5138 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
5139 boolean player_is_moving_to_valid_field =
5140 (IN_LEV_FIELD(new_jx, new_jy) &&
5141 (Feld[new_jx][new_jy] == EL_SP_BASE ||
5142 Feld[new_jx][new_jy] == EL_ERDREICH));
5144 if (field_under_player_is_free &&
5145 !player_is_moving_to_valid_field &&
5146 !IS_TUBE(Feld[jx][jy]))
5147 player->programmed_action = MV_DOWN;
5151 boolean MoveFigureOneStep(struct PlayerInfo *player,
5152 int dx, int dy, int real_dx, int real_dy)
5154 int jx = player->jx, jy = player->jy;
5155 int new_jx = jx+dx, new_jy = jy+dy;
5159 if (!player->active || (!dx && !dy))
5160 return MF_NO_ACTION;
5162 player->MovDir = (dx < 0 ? MV_LEFT :
5165 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5167 if (!IN_LEV_FIELD(new_jx, new_jy))
5168 return MF_NO_ACTION;
5170 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
5171 return MF_NO_ACTION;
5174 element = MovingOrBlocked2Element(new_jx, new_jy);
5176 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
5179 if (DONT_GO_TO(element))
5181 if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
5184 Feld[jx][jy] = EL_SPIELFIGUR;
5185 InitMovingField(jx, jy, MV_DOWN);
5186 Store[jx][jy] = EL_SALZSAEURE;
5187 ContinueMoving(jx, jy);
5191 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
5196 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
5197 if (can_move != MF_MOVING)
5200 StorePlayer[jx][jy] = 0;
5201 player->last_jx = jx;
5202 player->last_jy = jy;
5203 jx = player->jx = new_jx;
5204 jy = player->jy = new_jy;
5205 StorePlayer[jx][jy] = player->element_nr;
5208 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
5210 ScrollFigure(player, SCROLL_INIT);
5215 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
5217 int jx = player->jx, jy = player->jy;
5218 int old_jx = jx, old_jy = jy;
5219 int moved = MF_NO_ACTION;
5221 if (!player->active || (!dx && !dy))
5225 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5229 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5230 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
5234 /* remove the last programmed player action */
5235 player->programmed_action = 0;
5239 /* should only happen if pre-1.2 tape recordings are played */
5240 /* this is only for backward compatibility */
5242 int original_move_delay_value = player->move_delay_value;
5245 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
5248 /* scroll remaining steps with finest movement resolution */
5249 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
5251 while (player->MovPos)
5253 ScrollFigure(player, SCROLL_GO_ON);
5254 ScrollScreen(NULL, SCROLL_GO_ON);
5260 player->move_delay_value = original_move_delay_value;
5263 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
5265 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
5266 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5270 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5271 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5277 if (moved & MF_MOVING && !ScreenMovPos &&
5278 (player == local_player || !options.network))
5280 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5281 int offset = (setup.scroll_delay ? 3 : 0);
5283 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5285 /* actual player has left the screen -- scroll in that direction */
5286 if (jx != old_jx) /* player has moved horizontally */
5287 scroll_x += (jx - old_jx);
5288 else /* player has moved vertically */
5289 scroll_y += (jy - old_jy);
5293 if (jx != old_jx) /* player has moved horizontally */
5295 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5296 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5297 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5299 /* don't scroll over playfield boundaries */
5300 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5301 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5303 /* don't scroll more than one field at a time */
5304 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5306 /* don't scroll against the player's moving direction */
5307 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5308 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5309 scroll_x = old_scroll_x;
5311 else /* player has moved vertically */
5313 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5314 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5315 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5317 /* don't scroll over playfield boundaries */
5318 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5319 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5321 /* don't scroll more than one field at a time */
5322 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5324 /* don't scroll against the player's moving direction */
5325 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5326 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5327 scroll_y = old_scroll_y;
5331 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5333 if (!options.network && !AllPlayersInVisibleScreen())
5335 scroll_x = old_scroll_x;
5336 scroll_y = old_scroll_y;
5340 ScrollScreen(player, SCROLL_INIT);
5341 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5346 if (!(moved & MF_MOVING) && !player->Pushing)
5349 player->Frame = (player->Frame + 1) % 4;
5351 if (moved & MF_MOVING)
5353 if (old_jx != jx && old_jy == jy)
5354 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5355 else if (old_jx == jx && old_jy != jy)
5356 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5358 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
5360 player->last_move_dir = player->MovDir;
5361 player->is_moving = TRUE;
5365 CheckGravityMovement(player);
5368 player->last_move_dir = MV_NO_MOVING;
5370 player->is_moving = FALSE;
5373 TestIfHeroTouchesBadThing(jx, jy);
5375 if (!player->active)
5381 void ScrollFigure(struct PlayerInfo *player, int mode)
5383 int jx = player->jx, jy = player->jy;
5384 int last_jx = player->last_jx, last_jy = player->last_jy;
5385 int move_stepsize = TILEX / player->move_delay_value;
5387 if (!player->active || !player->MovPos)
5390 if (mode == SCROLL_INIT)
5392 player->actual_frame_counter = FrameCounter;
5393 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5395 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
5396 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5401 else if (!FrameReached(&player->actual_frame_counter, 1))
5404 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5405 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5407 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5408 Feld[last_jx][last_jy] = EL_LEERRAUM;
5410 /* before DrawPlayer() to draw correct player graphic for this case */
5411 if (player->MovPos == 0)
5412 CheckGravityMovement(player);
5416 if (player->MovPos == 0)
5418 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
5420 /* continue with normal speed after quickly moving through gate */
5421 HALVE_PLAYER_SPEED(player);
5423 /* be able to make the next move without delay */
5424 player->move_delay = 0;
5427 player->last_jx = jx;
5428 player->last_jy = jy;
5430 if (Feld[jx][jy] == EL_AUSGANG_AUF)
5434 if (!local_player->friends_still_needed)
5435 player->LevelSolved = player->GameOver = TRUE;
5438 if (tape.single_step && tape.recording && !tape.pausing &&
5439 !player->programmed_action)
5440 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5444 void ScrollScreen(struct PlayerInfo *player, int mode)
5446 static unsigned long screen_frame_counter = 0;
5448 if (mode == SCROLL_INIT)
5450 /* set scrolling step size according to actual player's moving speed */
5451 ScrollStepSize = TILEX / player->move_delay_value;
5453 screen_frame_counter = FrameCounter;
5454 ScreenMovDir = player->MovDir;
5455 ScreenMovPos = player->MovPos;
5456 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5459 else if (!FrameReached(&screen_frame_counter, 1))
5464 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5465 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5466 redraw_mask |= REDRAW_FIELD;
5469 ScreenMovDir = MV_NO_MOVING;
5472 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
5474 int i, kill_x = -1, kill_y = -1;
5475 static int test_xy[4][2] =
5482 static int test_dir[4] =
5492 int test_x, test_y, test_move_dir, test_element;
5494 test_x = good_x + test_xy[i][0];
5495 test_y = good_y + test_xy[i][1];
5496 if (!IN_LEV_FIELD(test_x, test_y))
5500 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5503 test_element = Feld[test_x][test_y];
5505 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
5508 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5509 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5511 if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) ||
5512 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
5520 if (kill_x != -1 || kill_y != -1)
5522 if (IS_PLAYER(good_x, good_y))
5524 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
5526 if (player->shield_active_time_left > 0)
5527 Bang(kill_x, kill_y);
5528 else if (!PLAYER_PROTECTED(good_x, good_y))
5532 Bang(good_x, good_y);
5536 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
5538 int i, kill_x = -1, kill_y = -1;
5539 int bad_element = Feld[bad_x][bad_y];
5540 static int test_xy[4][2] =
5547 static int test_dir[4] =
5555 if (bad_element == EL_EXPLODING) /* skip just exploding bad things */
5560 int test_x, test_y, test_move_dir, test_element;
5562 test_x = bad_x + test_xy[i][0];
5563 test_y = bad_y + test_xy[i][1];
5564 if (!IN_LEV_FIELD(test_x, test_y))
5568 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5570 test_element = Feld[test_x][test_y];
5572 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5573 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5575 if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) ||
5576 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
5578 /* good thing is player or penguin that does not move away */
5579 if (IS_PLAYER(test_x, test_y))
5581 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
5583 if (bad_element == EL_ROBOT && player->is_moving)
5584 continue; /* robot does not kill player if he is moving */
5590 else if (test_element == EL_PINGUIN)
5599 if (kill_x != -1 || kill_y != -1)
5601 if (IS_PLAYER(kill_x, kill_y))
5603 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
5606 int dir = player->MovDir;
5607 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5608 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5610 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5611 newx != bad_x && newy != bad_y)
5612 ; /* robot does not kill player if he is moving */
5614 printf("-> %d\n", player->MovDir);
5616 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5617 newx != bad_x && newy != bad_y)
5618 ; /* robot does not kill player if he is moving */
5623 if (player->shield_active_time_left > 0)
5625 else if (!PLAYER_PROTECTED(kill_x, kill_y))
5629 Bang(kill_x, kill_y);
5633 void TestIfHeroTouchesBadThing(int x, int y)
5635 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5638 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
5640 TestIfGoodThingHitsBadThing(x, y, move_dir);
5643 void TestIfBadThingTouchesHero(int x, int y)
5645 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5648 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
5650 TestIfBadThingHitsGoodThing(x, y, move_dir);
5653 void TestIfFriendTouchesBadThing(int x, int y)
5655 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5658 void TestIfBadThingTouchesFriend(int x, int y)
5660 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5663 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
5665 int i, kill_x = bad_x, kill_y = bad_y;
5666 static int xy[4][2] =
5678 x = bad_x + xy[i][0];
5679 y = bad_y + xy[i][1];
5680 if (!IN_LEV_FIELD(x, y))
5683 element = Feld[x][y];
5684 if (IS_AMOEBOID(element) || element == EL_LIFE ||
5685 element == EL_AMOEBING || element == EL_TROPFEN)
5693 if (kill_x != bad_x || kill_y != bad_y)
5697 void KillHero(struct PlayerInfo *player)
5699 int jx = player->jx, jy = player->jy;
5701 if (!player->active)
5704 if (IS_PFORTE(Feld[jx][jy]))
5705 Feld[jx][jy] = EL_LEERRAUM;
5707 /* deactivate shield (else Bang()/Explode() would not work right) */
5708 player->shield_passive_time_left = 0;
5709 player->shield_active_time_left = 0;
5715 static void KillHeroUnlessProtected(int x, int y)
5717 if (!PLAYER_PROTECTED(x, y))
5718 KillHero(PLAYERINFO(x, y));
5721 void BuryHero(struct PlayerInfo *player)
5723 int jx = player->jx, jy = player->jy;
5725 if (!player->active)
5728 PlaySoundLevel(jx, jy, SND_PLAYER_DYING);
5729 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
5731 player->GameOver = TRUE;
5735 void RemoveHero(struct PlayerInfo *player)
5737 int jx = player->jx, jy = player->jy;
5738 int i, found = FALSE;
5740 player->present = FALSE;
5741 player->active = FALSE;
5743 if (!ExplodeField[jx][jy])
5744 StorePlayer[jx][jy] = 0;
5746 for (i=0; i<MAX_PLAYERS; i++)
5747 if (stored_player[i].active)
5751 AllPlayersGone = TRUE;
5757 int DigField(struct PlayerInfo *player,
5758 int x, int y, int real_dx, int real_dy, int mode)
5760 int jx = player->jx, jy = player->jy;
5761 int dx = x - jx, dy = y - jy;
5762 int move_direction = (dx == -1 ? MV_LEFT :
5763 dx == +1 ? MV_RIGHT :
5765 dy == +1 ? MV_DOWN : MV_NO_MOVING);
5768 if (player->MovPos == 0)
5769 player->Pushing = FALSE;
5771 if (mode == DF_NO_PUSH)
5773 player->Switching = FALSE;
5774 player->push_delay = 0;
5775 return MF_NO_ACTION;
5778 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
5779 return MF_NO_ACTION;
5781 if (IS_TUBE(Feld[jx][jy]))
5784 int tube_leave_directions[][2] =
5786 { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5787 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5788 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5789 { EL_TUBE_VERT_LEFT, MV_LEFT | MV_UP | MV_DOWN },
5790 { EL_TUBE_VERT_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
5791 { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_UP },
5792 { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
5793 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
5794 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
5795 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
5796 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
5797 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
5800 while (tube_leave_directions[i][0] != Feld[jx][jy])
5803 if (tube_leave_directions[i][0] == -1) /* should not happen */
5807 if (!(tube_leave_directions[i][1] & move_direction))
5808 return MF_NO_ACTION; /* tube has no opening in this direction */
5811 element = Feld[x][y];
5817 case EL_SAND_INVISIBLE:
5818 case EL_TRAP_INACTIVE:
5822 PlaySoundLevelElementAction(x, y, element, SND_ACTION_DIGGING);
5826 case EL_EDELSTEIN_BD:
5827 case EL_EDELSTEIN_GELB:
5828 case EL_EDELSTEIN_ROT:
5829 case EL_EDELSTEIN_LILA:
5831 case EL_SP_INFOTRON:
5835 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 :
5836 element == EL_PEARL ? 5 :
5837 element == EL_CRYSTAL ? 8 : 1);
5838 if (local_player->gems_still_needed < 0)
5839 local_player->gems_still_needed = 0;
5840 RaiseScoreElement(element);
5841 DrawText(DX_EMERALDS, DY_EMERALDS,
5842 int2str(local_player->gems_still_needed, 3),
5843 FS_SMALL, FC_YELLOW);
5844 PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING);
5849 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
5850 PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
5854 Feld[x][y] = EL_LEERRAUM;
5855 PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
5863 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5865 PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MAX_RIGHT);
5868 case EL_SHIELD_PASSIVE:
5870 player->shield_passive_time_left += 10;
5871 PlaySoundLevel(x, y, SND_SHIELD_PASSIVE_COLLECTING);
5874 case EL_SHIELD_ACTIVE:
5876 player->shield_passive_time_left += 10;
5877 player->shield_active_time_left += 10;
5878 PlaySoundLevel(x, y, SND_SHIELD_ACTIVE_COLLECTING);
5881 case EL_DYNAMITE_INACTIVE:
5882 case EL_SP_DISK_RED:
5885 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5886 DrawText(DX_DYNAMITE, DY_DYNAMITE,
5887 int2str(local_player->dynamite, 3),
5888 FS_SMALL, FC_YELLOW);
5889 PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING);
5892 case EL_DYNABOMB_NR:
5894 player->dynabomb_count++;
5895 player->dynabombs_left++;
5896 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5897 PlaySoundLevel(x, y, SND_DYNABOMB_NR_COLLECTING);
5900 case EL_DYNABOMB_SZ:
5902 player->dynabomb_size++;
5903 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5904 PlaySoundLevel(x, y, SND_DYNABOMB_SZ_COLLECTING);
5907 case EL_DYNABOMB_XL:
5909 player->dynabomb_xl = TRUE;
5910 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5911 PlaySoundLevel(x, y, SND_DYNABOMB_XL_COLLECTING);
5914 case EL_SCHLUESSEL1:
5915 case EL_SCHLUESSEL2:
5916 case EL_SCHLUESSEL3:
5917 case EL_SCHLUESSEL4:
5919 int key_nr = element - EL_SCHLUESSEL1;
5922 player->key[key_nr] = TRUE;
5923 RaiseScoreElement(EL_SCHLUESSEL);
5924 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5925 GFX_SCHLUESSEL1 + key_nr);
5926 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5927 GFX_SCHLUESSEL1 + key_nr);
5928 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
5937 int key_nr = element - EL_EM_KEY_1;
5940 player->key[key_nr] = TRUE;
5941 RaiseScoreElement(EL_SCHLUESSEL);
5942 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5943 GFX_SCHLUESSEL1 + key_nr);
5944 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5945 GFX_SCHLUESSEL1 + key_nr);
5946 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
5951 Feld[x][y] = EL_ABLENK_EIN;
5954 DrawLevelField(x, y);
5955 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
5959 case EL_SP_TERMINAL:
5963 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
5965 for (yy=0; yy<lev_fieldy; yy++)
5967 for (xx=0; xx<lev_fieldx; xx++)
5969 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
5971 else if (Feld[xx][yy] == EL_SP_TERMINAL)
5972 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
5980 case EL_BELT1_SWITCH_LEFT:
5981 case EL_BELT1_SWITCH_MIDDLE:
5982 case EL_BELT1_SWITCH_RIGHT:
5983 case EL_BELT2_SWITCH_LEFT:
5984 case EL_BELT2_SWITCH_MIDDLE:
5985 case EL_BELT2_SWITCH_RIGHT:
5986 case EL_BELT3_SWITCH_LEFT:
5987 case EL_BELT3_SWITCH_MIDDLE:
5988 case EL_BELT3_SWITCH_RIGHT:
5989 case EL_BELT4_SWITCH_LEFT:
5990 case EL_BELT4_SWITCH_MIDDLE:
5991 case EL_BELT4_SWITCH_RIGHT:
5992 if (!player->Switching)
5994 player->Switching = TRUE;
5995 ToggleBeltSwitch(x, y);
5996 PlaySoundLevel(x, y, SND_CONVEYOR_BELT_SWITCH_ACTIVATING);
6001 case EL_SWITCHGATE_SWITCH_1:
6002 case EL_SWITCHGATE_SWITCH_2:
6003 if (!player->Switching)
6005 player->Switching = TRUE;
6006 ToggleSwitchgateSwitch(x, y);
6007 PlaySoundLevel(x, y, SND_SWITCHGATE_SWITCH_ACTIVATING);
6012 case EL_LIGHT_SWITCH_OFF:
6013 case EL_LIGHT_SWITCH_ON:
6014 if (!player->Switching)
6016 player->Switching = TRUE;
6017 ToggleLightSwitch(x, y);
6018 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH_OFF ?
6019 SND_LIGHT_SWITCH_ACTIVATING :
6020 SND_LIGHT_SWITCH_DEACTIVATING);
6025 case EL_TIMEGATE_SWITCH_OFF:
6026 ActivateTimegateSwitch(x, y);
6027 PlaySoundLevel(x, y, SND_TIMEGATE_WHEEL_ACTIVATING);
6032 case EL_BALLOON_SEND_LEFT:
6033 case EL_BALLOON_SEND_RIGHT:
6034 case EL_BALLOON_SEND_UP:
6035 case EL_BALLOON_SEND_DOWN:
6036 case EL_BALLOON_SEND_ANY:
6037 if (element == EL_BALLOON_SEND_ANY)
6038 game.balloon_dir = move_direction;
6040 game.balloon_dir = (element == EL_BALLOON_SEND_LEFT ? MV_LEFT :
6041 element == EL_BALLOON_SEND_RIGHT ? MV_RIGHT :
6042 element == EL_BALLOON_SEND_UP ? MV_UP :
6043 element == EL_BALLOON_SEND_DOWN ? MV_DOWN :
6045 PlaySoundLevel(x, y, SND_BALLOON_SWITCH_ACTIVATING);
6051 if (local_player->gems_still_needed > 0)
6052 return MF_NO_ACTION;
6054 player->LevelSolved = player->GameOver = TRUE;
6055 PlaySoundStereo(SND_SP_EXIT_ENTERING, SOUND_MAX_RIGHT);
6058 /* the following elements cannot be pushed by "snapping" */
6059 case EL_FELSBROCKEN:
6061 case EL_DX_SUPABOMB:
6065 case EL_SP_DISK_ORANGE:
6067 if (mode == DF_SNAP)
6068 return MF_NO_ACTION;
6069 /* no "break" -- fall through to next case */
6070 /* the following elements can be pushed by "snapping" */
6073 return MF_NO_ACTION;
6075 player->Pushing = TRUE;
6077 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6078 return MF_NO_ACTION;
6082 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6083 return MF_NO_ACTION;
6086 if (player->push_delay == 0)
6087 player->push_delay = FrameCounter;
6089 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6090 !tape.playing && element != EL_SPRING)
6091 return MF_NO_ACTION;
6093 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6094 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6095 element != EL_SPRING)
6096 return MF_NO_ACTION;
6099 if (mode == DF_SNAP)
6101 InitMovingField(x, y, move_direction);
6102 ContinueMoving(x, y);
6107 Feld[x+dx][y+dy] = element;
6110 if (element == EL_SPRING)
6112 Feld[x+dx][y+dy] = EL_SPRING_MOVING;
6113 MovDir[x+dx][y+dy] = move_direction;
6116 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
6118 DrawLevelField(x+dx, y+dy);
6119 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING);
6126 if (!player->key[element - EL_PFORTE1])
6127 return MF_NO_ACTION;
6134 if (!player->key[element - EL_PFORTE1X])
6135 return MF_NO_ACTION;
6142 if (!player->key[element - EL_EM_GATE_1])
6143 return MF_NO_ACTION;
6144 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6145 return MF_NO_ACTION;
6147 /* automatically move to the next field with double speed */
6148 player->programmed_action = move_direction;
6149 DOUBLE_PLAYER_SPEED(player);
6151 PlaySoundLevel(x, y, SND_GATE_PASSING);
6158 if (!player->key[element - EL_EM_GATE_1X])
6159 return MF_NO_ACTION;
6160 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6161 return MF_NO_ACTION;
6163 /* automatically move to the next field with double speed */
6164 player->programmed_action = move_direction;
6165 DOUBLE_PLAYER_SPEED(player);
6167 PlaySoundLevel(x, y, SND_GATE_PASSING);
6170 case EL_SWITCHGATE_OPEN:
6171 case EL_TIMEGATE_OPEN:
6172 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6173 return MF_NO_ACTION;
6175 /* automatically move to the next field with double speed */
6176 player->programmed_action = move_direction;
6177 DOUBLE_PLAYER_SPEED(player);
6179 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PASSING);
6182 case EL_SP_PORT1_LEFT:
6183 case EL_SP_PORT2_LEFT:
6184 case EL_SP_PORT1_RIGHT:
6185 case EL_SP_PORT2_RIGHT:
6186 case EL_SP_PORT1_UP:
6187 case EL_SP_PORT2_UP:
6188 case EL_SP_PORT1_DOWN:
6189 case EL_SP_PORT2_DOWN:
6194 element != EL_SP_PORT1_LEFT &&
6195 element != EL_SP_PORT2_LEFT &&
6196 element != EL_SP_PORT_X &&
6197 element != EL_SP_PORT_XY) ||
6199 element != EL_SP_PORT1_RIGHT &&
6200 element != EL_SP_PORT2_RIGHT &&
6201 element != EL_SP_PORT_X &&
6202 element != EL_SP_PORT_XY) ||
6204 element != EL_SP_PORT1_UP &&
6205 element != EL_SP_PORT2_UP &&
6206 element != EL_SP_PORT_Y &&
6207 element != EL_SP_PORT_XY) ||
6209 element != EL_SP_PORT1_DOWN &&
6210 element != EL_SP_PORT2_DOWN &&
6211 element != EL_SP_PORT_Y &&
6212 element != EL_SP_PORT_XY) ||
6213 !IN_LEV_FIELD(x + dx, y + dy) ||
6214 !IS_FREE(x + dx, y + dy))
6215 return MF_NO_ACTION;
6217 /* automatically move to the next field with double speed */
6218 player->programmed_action = move_direction;
6219 DOUBLE_PLAYER_SPEED(player);
6221 PlaySoundLevel(x, y, SND_SP_PORT_PASSING);
6225 case EL_TUBE_VERTICAL:
6226 case EL_TUBE_HORIZONTAL:
6227 case EL_TUBE_VERT_LEFT:
6228 case EL_TUBE_VERT_RIGHT:
6229 case EL_TUBE_HORIZ_UP:
6230 case EL_TUBE_HORIZ_DOWN:
6231 case EL_TUBE_LEFT_UP:
6232 case EL_TUBE_LEFT_DOWN:
6233 case EL_TUBE_RIGHT_UP:
6234 case EL_TUBE_RIGHT_DOWN:
6237 int tube_enter_directions[][2] =
6239 { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6240 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6241 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6242 { EL_TUBE_VERT_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
6243 { EL_TUBE_VERT_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
6244 { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
6245 { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
6246 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
6247 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
6248 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
6249 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
6250 { -1, MV_NO_MOVING }
6253 while (tube_enter_directions[i][0] != element)
6256 if (tube_enter_directions[i][0] == -1) /* should not happen */
6260 if (!(tube_enter_directions[i][1] & move_direction))
6261 return MF_NO_ACTION; /* tube has no opening in this direction */
6263 PlaySoundLevel(x, y, SND_TUBE_PASSING);
6268 case EL_AUSGANG_ACT:
6269 /* door is not (yet) open */
6270 return MF_NO_ACTION;
6273 case EL_AUSGANG_AUF:
6274 if (mode == DF_SNAP)
6275 return MF_NO_ACTION;
6277 PlaySoundLevel(x, y, SND_EXIT_ENTERING);
6282 Feld[x][y] = EL_BIRNE_EIN;
6283 local_player->lights_still_needed--;
6284 DrawLevelField(x, y);
6285 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
6290 Feld[x][y] = EL_ZEIT_LEER;
6292 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
6293 DrawLevelField(x, y);
6294 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MAX_RIGHT);
6298 case EL_SOKOBAN_FELD_LEER:
6301 case EL_SOKOBAN_OBJEKT:
6302 case EL_SOKOBAN_FELD_VOLL:
6304 case EL_SP_DISK_YELLOW:
6306 if (mode == DF_SNAP)
6307 return MF_NO_ACTION;
6309 player->Pushing = TRUE;
6311 if (!IN_LEV_FIELD(x+dx, y+dy)
6312 || (!IS_FREE(x+dx, y+dy)
6313 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
6314 || !IS_SB_ELEMENT(element))))
6315 return MF_NO_ACTION;
6319 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6320 return MF_NO_ACTION;
6322 else if (dy && real_dx)
6324 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
6325 return MF_NO_ACTION;
6328 if (player->push_delay == 0)
6329 player->push_delay = FrameCounter;
6331 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6332 !tape.playing && element != EL_BALLOON)
6333 return MF_NO_ACTION;
6335 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6336 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6337 element != EL_BALLOON)
6338 return MF_NO_ACTION;
6341 if (IS_SB_ELEMENT(element))
6343 if (element == EL_SOKOBAN_FELD_VOLL)
6345 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
6346 local_player->sokobanfields_still_needed++;
6351 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
6353 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
6354 local_player->sokobanfields_still_needed--;
6355 if (element == EL_SOKOBAN_OBJEKT)
6356 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_FILLING);
6358 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6362 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
6363 if (element == EL_SOKOBAN_FELD_VOLL)
6364 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_CLEARING);
6366 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6372 Feld[x+dx][y+dy] = element;
6373 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING);
6376 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
6378 DrawLevelField(x, y);
6379 DrawLevelField(x+dx, y+dy);
6381 if (IS_SB_ELEMENT(element) &&
6382 local_player->sokobanfields_still_needed == 0 &&
6383 game.emulation == EMU_SOKOBAN)
6385 player->LevelSolved = player->GameOver = TRUE;
6386 PlaySoundLevel(x, y, SND_SOKOBAN_GAME_SOLVING);
6397 return MF_NO_ACTION;
6400 player->push_delay = 0;
6405 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
6407 int jx = player->jx, jy = player->jy;
6408 int x = jx + dx, y = jy + dy;
6410 if (!player->active || !IN_LEV_FIELD(x, y))
6418 if (player->MovPos == 0)
6419 player->Pushing = FALSE;
6421 player->snapped = FALSE;
6425 if (player->snapped)
6428 player->MovDir = (dx < 0 ? MV_LEFT :
6431 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6433 if (!DigField(player, x, y, 0, 0, DF_SNAP))
6436 player->snapped = TRUE;
6437 DrawLevelField(x, y);
6443 boolean PlaceBomb(struct PlayerInfo *player)
6445 int jx = player->jx, jy = player->jy;
6448 if (!player->active || player->MovPos)
6451 element = Feld[jx][jy];
6453 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
6454 IS_ACTIVE_BOMB(element) || element == EL_EXPLODING)
6457 if (element != EL_LEERRAUM)
6458 Store[jx][jy] = element;
6460 if (player->dynamite)
6462 Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
6463 MovDelay[jx][jy] = 96;
6465 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6466 FS_SMALL, FC_YELLOW);
6467 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6469 if (game.emulation == EMU_SUPAPLEX)
6470 DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
6472 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
6475 PlaySoundLevel(jx, jy, SND_DYNAMITE_PLACING);
6479 Feld[jx][jy] = EL_DYNABOMB_ACTIVE_1 + (player->element_nr - EL_SPIELER1);
6480 MovDelay[jx][jy] = 96;
6481 player->dynabombs_left--;
6482 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6483 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
6485 PlaySoundLevel(jx, jy, SND_DYNABOMB_PLACING);
6491 void PlaySoundLevel(int x, int y, int nr)
6493 static int loop_sound_frame[NUM_SOUND_EFFECTS];
6494 static int loop_sound_volume[NUM_SOUND_EFFECTS];
6495 int sx = SCREENX(x), sy = SCREENY(y);
6496 int volume, stereo_position;
6497 int max_distance = 8;
6498 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
6500 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
6501 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
6504 if (!IN_LEV_FIELD(x, y) ||
6505 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
6506 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
6509 volume = SOUND_MAX_VOLUME;
6511 if (!IN_SCR_FIELD(sx, sy))
6513 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
6514 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
6516 volume -= volume * (dx > dy ? dx : dy) / max_distance;
6519 stereo_position = (SOUND_MAX_LEFT +
6520 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
6521 (SCR_FIELDX + 2 * max_distance));
6523 if (IS_LOOP_SOUND(nr))
6525 /* This assures that quieter loop sounds do not overwrite louder ones,
6526 while restarting sound volume comparison with each new game frame. */
6528 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
6531 loop_sound_volume[nr] = volume;
6532 loop_sound_frame[nr] = FrameCounter;
6535 PlaySoundExt(nr, volume, stereo_position, type);
6538 void PlaySoundLevelAction(int x, int y, int sound_action)
6540 PlaySoundLevelElementAction(x, y, Feld[x][y], sound_action);
6543 void PlaySoundLevelElementAction(int x, int y, int element, int sound_action)
6545 int sound_effect = element_action_sound[element][sound_action];
6547 if (sound_effect != -1)
6548 PlaySoundLevel(x, y, sound_effect);
6551 void RaiseScore(int value)
6553 local_player->score += value;
6554 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
6555 FS_SMALL, FC_YELLOW);
6558 void RaiseScoreElement(int element)
6563 case EL_EDELSTEIN_BD:
6564 case EL_EDELSTEIN_GELB:
6565 case EL_EDELSTEIN_ROT:
6566 case EL_EDELSTEIN_LILA:
6567 RaiseScore(level.score[SC_EDELSTEIN]);
6570 RaiseScore(level.score[SC_DIAMANT]);
6574 RaiseScore(level.score[SC_KAEFER]);
6578 RaiseScore(level.score[SC_FLIEGER]);
6582 RaiseScore(level.score[SC_MAMPFER]);
6585 RaiseScore(level.score[SC_ROBOT]);
6588 RaiseScore(level.score[SC_PACMAN]);
6591 RaiseScore(level.score[SC_KOKOSNUSS]);
6593 case EL_DYNAMITE_INACTIVE:
6594 RaiseScore(level.score[SC_DYNAMIT]);
6597 RaiseScore(level.score[SC_SCHLUESSEL]);
6604 void RequestQuitGame(boolean ask_if_really_quit)
6606 if (AllPlayersGone ||
6607 !ask_if_really_quit ||
6608 level_editor_test_game ||
6609 Request("Do you really want to quit the game ?",
6610 REQ_ASK | REQ_STAY_CLOSED))
6612 #if defined(PLATFORM_UNIX)
6613 if (options.network)
6614 SendToServer_StopPlaying();
6618 game_status = MAINMENU;
6624 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
6629 /* ---------- new game button stuff ---------------------------------------- */
6631 /* graphic position values for game buttons */
6632 #define GAME_BUTTON_XSIZE 30
6633 #define GAME_BUTTON_YSIZE 30
6634 #define GAME_BUTTON_XPOS 5
6635 #define GAME_BUTTON_YPOS 215
6636 #define SOUND_BUTTON_XPOS 5
6637 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
6639 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6640 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6641 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6642 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6643 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6644 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6651 } gamebutton_info[NUM_GAME_BUTTONS] =
6654 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
6659 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
6664 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
6669 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
6670 SOUND_CTRL_ID_MUSIC,
6671 "background music on/off"
6674 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
6675 SOUND_CTRL_ID_LOOPS,
6676 "sound loops on/off"
6679 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
6680 SOUND_CTRL_ID_SIMPLE,
6681 "normal sounds on/off"
6685 void CreateGameButtons()
6689 for (i=0; i<NUM_GAME_BUTTONS; i++)
6691 Bitmap *gd_bitmap = pix[PIX_DOOR];
6692 struct GadgetInfo *gi;
6695 unsigned long event_mask;
6696 int gd_xoffset, gd_yoffset;
6697 int gd_x1, gd_x2, gd_y1, gd_y2;
6700 gd_xoffset = gamebutton_info[i].x;
6701 gd_yoffset = gamebutton_info[i].y;
6702 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
6703 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
6705 if (id == GAME_CTRL_ID_STOP ||
6706 id == GAME_CTRL_ID_PAUSE ||
6707 id == GAME_CTRL_ID_PLAY)
6709 button_type = GD_TYPE_NORMAL_BUTTON;
6711 event_mask = GD_EVENT_RELEASED;
6712 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6713 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6717 button_type = GD_TYPE_CHECK_BUTTON;
6719 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
6720 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
6721 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
6722 event_mask = GD_EVENT_PRESSED;
6723 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
6724 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6727 gi = CreateGadget(GDI_CUSTOM_ID, id,
6728 GDI_INFO_TEXT, gamebutton_info[i].infotext,
6729 GDI_X, DX + gd_xoffset,
6730 GDI_Y, DY + gd_yoffset,
6731 GDI_WIDTH, GAME_BUTTON_XSIZE,
6732 GDI_HEIGHT, GAME_BUTTON_YSIZE,
6733 GDI_TYPE, button_type,
6734 GDI_STATE, GD_BUTTON_UNPRESSED,
6735 GDI_CHECKED, checked,
6736 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
6737 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
6738 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
6739 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
6740 GDI_EVENT_MASK, event_mask,
6741 GDI_CALLBACK_ACTION, HandleGameButtons,
6745 Error(ERR_EXIT, "cannot create gadget");
6747 game_gadget[id] = gi;
6751 static void MapGameButtons()
6755 for (i=0; i<NUM_GAME_BUTTONS; i++)
6756 MapGadget(game_gadget[i]);
6759 void UnmapGameButtons()
6763 for (i=0; i<NUM_GAME_BUTTONS; i++)
6764 UnmapGadget(game_gadget[i]);
6767 static void HandleGameButtons(struct GadgetInfo *gi)
6769 int id = gi->custom_id;
6771 if (game_status != PLAYING)
6776 case GAME_CTRL_ID_STOP:
6777 RequestQuitGame(TRUE);
6780 case GAME_CTRL_ID_PAUSE:
6781 if (options.network)
6783 #if defined(PLATFORM_UNIX)
6785 SendToServer_ContinuePlaying();
6787 SendToServer_PausePlaying();
6791 TapeTogglePause(TAPE_TOGGLE_MANUAL);
6794 case GAME_CTRL_ID_PLAY:
6797 #if defined(PLATFORM_UNIX)
6798 if (options.network)
6799 SendToServer_ContinuePlaying();
6803 tape.pausing = FALSE;
6804 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
6809 case SOUND_CTRL_ID_MUSIC:
6810 if (setup.sound_music)
6812 setup.sound_music = FALSE;
6815 else if (audio.music_available)
6817 setup.sound = setup.sound_music = TRUE;
6818 PlayMusic(level_nr);
6822 case SOUND_CTRL_ID_LOOPS:
6823 if (setup.sound_loops)
6824 setup.sound_loops = FALSE;
6825 else if (audio.loops_available)
6826 setup.sound = setup.sound_loops = TRUE;
6829 case SOUND_CTRL_ID_SIMPLE:
6830 if (setup.sound_simple)
6831 setup.sound_simple = FALSE;
6832 else if (audio.sound_available)
6833 setup.sound = setup.sound_simple = TRUE;