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_FILES];
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_FILES];
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_FILES; i++)
523 int len_effect_text = strlen(sound_files[i].token);
525 sound_effect_properties[i] = SND_ACTION_UNKNOWN;
526 is_loop_sound[i] = FALSE;
528 /* determine all loop sounds and identify certain sound classes */
530 for (j=0; sound_action_properties[j].text; j++)
532 int len_action_text = strlen(sound_action_properties[j].text);
534 if (len_action_text < len_effect_text &&
535 strcmp(&sound_files[i].token[len_effect_text - len_action_text],
536 sound_action_properties[j].text) == 0)
538 sound_effect_properties[i] = sound_action_properties[j].value;
540 if (sound_action_properties[j].is_loop)
541 is_loop_sound[i] = TRUE;
545 /* associate elements and some selected sound actions */
547 for (j=0; j<NUM_LEVEL_ELEMENTS; j++)
549 if (element_info[j].sound_class_name)
551 int len_class_text = strlen(element_info[j].sound_class_name);
553 if (len_class_text + 1 < len_effect_text &&
554 strncmp(sound_files[i].token,
555 element_info[j].sound_class_name, len_class_text) == 0 &&
556 sound_files[i].token[len_class_text] == '.')
558 int sound_action_value = sound_effect_properties[i];
560 element_action_sound[j][sound_action_value] = i;
567 debug_print_timestamp(0, "InitGameEngine");
573 int element = EL_ERDREICH;
574 int sound_action = SND_ACTION_DIGGING;
577 while (sound_action_properties[j].text)
579 if (sound_action_properties[j].value == sound_action)
580 printf("element %d, sound action '%s' == %d\n",
581 element, sound_action_properties[j].text,
582 element_action_sound[element][sound_action]);
591 =============================================================================
593 -----------------------------------------------------------------------------
594 initialize game engine due to level / tape version number
595 =============================================================================
598 static void InitGameEngine()
602 game.engine_version = (tape.playing ? tape.engine_version :
606 printf("level %d: level version == %06d\n", level_nr, level.game_version);
607 printf(" tape version == %06d [%s] [file: %06d]\n",
608 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
610 printf(" => game.engine_version == %06d\n", game.engine_version);
613 /* dynamically adjust player properties according to game engine version */
614 game.initial_move_delay =
615 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
616 INITIAL_MOVE_DELAY_OFF);
618 /* dynamically adjust player properties according to level information */
619 game.initial_move_delay_value =
620 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
622 /* dynamically adjust element properties according to game engine version */
624 static int ep_em_slippery_wall[] =
633 static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall);
635 for (i=0; i<ep_em_slippery_wall_num; i++)
637 if (level.em_slippery_gems) /* special EM style gems behaviour */
638 Elementeigenschaften2[ep_em_slippery_wall[i]] |=
639 EP_BIT_EM_SLIPPERY_WALL;
641 Elementeigenschaften2[ep_em_slippery_wall[i]] &=
642 ~EP_BIT_EM_SLIPPERY_WALL;
645 /* "EL_MAUERND" was not slippery for EM gems in version 2.0.1 */
646 if (level.em_slippery_gems && game.engine_version > VERSION_IDENT(2,0,1))
647 Elementeigenschaften2[EL_MAUERND] |= EP_BIT_EM_SLIPPERY_WALL;
649 Elementeigenschaften2[EL_MAUERND] &= ~EP_BIT_EM_SLIPPERY_WALL;
655 =============================================================================
657 -----------------------------------------------------------------------------
658 initialize and start new game
659 =============================================================================
664 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
665 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
666 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
672 #if USE_NEW_AMOEBA_CODE
673 printf("Using new amoeba code.\n");
675 printf("Using old amoeba code.\n");
679 /* don't play tapes over network */
680 network_playing = (options.network && !tape.playing);
682 for (i=0; i<MAX_PLAYERS; i++)
684 struct PlayerInfo *player = &stored_player[i];
686 player->index_nr = i;
687 player->element_nr = EL_SPIELER1 + i;
689 player->present = FALSE;
690 player->active = FALSE;
693 player->effective_action = 0;
694 player->programmed_action = 0;
697 player->gems_still_needed = level.gems_needed;
698 player->sokobanfields_still_needed = 0;
699 player->lights_still_needed = 0;
700 player->friends_still_needed = 0;
703 player->key[j] = FALSE;
705 player->dynamite = 0;
706 player->dynabomb_count = 0;
707 player->dynabomb_size = 1;
708 player->dynabombs_left = 0;
709 player->dynabomb_xl = FALSE;
711 player->MovDir = MV_NO_MOVING;
713 player->Pushing = FALSE;
714 player->Switching = FALSE;
718 player->actual_frame_counter = 0;
720 player->frame_reset_delay = 0;
722 player->last_move_dir = MV_NO_MOVING;
723 player->is_moving = FALSE;
725 player->move_delay = game.initial_move_delay;
726 player->move_delay_value = game.initial_move_delay_value;
728 player->push_delay = 0;
729 player->push_delay_value = 5;
731 player->snapped = FALSE;
733 player->last_jx = player->last_jy = 0;
734 player->jx = player->jy = 0;
736 player->shield_passive_time_left = 0;
737 player->shield_active_time_left = 0;
739 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
740 SnapField(player, 0, 0);
742 player->LevelSolved = FALSE;
743 player->GameOver = FALSE;
746 network_player_action_received = FALSE;
748 #if defined(PLATFORM_UNIX)
749 /* initial null action */
751 SendToServer_MovePlayer(MV_NO_MOVING);
759 TimeLeft = level.time;
761 ScreenMovDir = MV_NO_MOVING;
765 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
767 AllPlayersGone = FALSE;
769 game.yam_content_nr = 0;
770 game.magic_wall_active = FALSE;
771 game.magic_wall_time_left = 0;
772 game.light_time_left = 0;
773 game.timegate_time_left = 0;
774 game.switchgate_pos = 0;
775 game.balloon_dir = MV_NO_MOVING;
776 game.explosions_delayed = TRUE;
780 game.belt_dir[i] = MV_NO_MOVING;
781 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
784 for (i=0; i<MAX_NUM_AMOEBA; i++)
785 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
787 for (x=0; x<lev_fieldx; x++)
789 for (y=0; y<lev_fieldy; y++)
791 Feld[x][y] = Ur[x][y];
792 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
793 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
796 JustStopped[x][y] = 0;
798 ExplodeField[x][y] = EX_NO_EXPLOSION;
802 for(y=0; y<lev_fieldy; y++)
804 for(x=0; x<lev_fieldx; x++)
806 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
808 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
810 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
813 InitField(x, y, TRUE);
817 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
818 emulate_sb ? EMU_SOKOBAN :
819 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
821 /* correct non-moving belts to start moving left */
823 if (game.belt_dir[i] == MV_NO_MOVING)
824 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
826 /* check if any connected player was not found in playfield */
827 for (i=0; i<MAX_PLAYERS; i++)
829 struct PlayerInfo *player = &stored_player[i];
831 if (player->connected && !player->present)
833 for (j=0; j<MAX_PLAYERS; j++)
835 struct PlayerInfo *some_player = &stored_player[j];
836 int jx = some_player->jx, jy = some_player->jy;
838 /* assign first free player found that is present in the playfield */
839 if (some_player->present && !some_player->connected)
841 player->present = TRUE;
842 player->active = TRUE;
843 some_player->present = FALSE;
845 StorePlayer[jx][jy] = player->element_nr;
846 player->jx = player->last_jx = jx;
847 player->jy = player->last_jy = jy;
857 /* when playing a tape, eliminate all players who do not participate */
859 for (i=0; i<MAX_PLAYERS; i++)
861 if (stored_player[i].active && !tape.player_participates[i])
863 struct PlayerInfo *player = &stored_player[i];
864 int jx = player->jx, jy = player->jy;
866 player->active = FALSE;
867 StorePlayer[jx][jy] = 0;
868 Feld[jx][jy] = EL_LEERRAUM;
872 else if (!options.network && !setup.team_mode) /* && !tape.playing */
874 /* when in single player mode, eliminate all but the first active player */
876 for (i=0; i<MAX_PLAYERS; i++)
878 if (stored_player[i].active)
880 for (j=i+1; j<MAX_PLAYERS; j++)
882 if (stored_player[j].active)
884 struct PlayerInfo *player = &stored_player[j];
885 int jx = player->jx, jy = player->jy;
887 player->active = FALSE;
888 StorePlayer[jx][jy] = 0;
889 Feld[jx][jy] = EL_LEERRAUM;
896 /* when recording the game, store which players take part in the game */
899 for (i=0; i<MAX_PLAYERS; i++)
900 if (stored_player[i].active)
901 tape.player_participates[i] = TRUE;
906 for (i=0; i<MAX_PLAYERS; i++)
908 struct PlayerInfo *player = &stored_player[i];
910 printf("Player %d: present == %d, connected == %d, active == %d.\n",
915 if (local_player == player)
916 printf("Player %d is local player.\n", i+1);
920 if (BorderElement == EL_LEERRAUM)
923 SBX_Right = lev_fieldx - SCR_FIELDX;
925 SBY_Lower = lev_fieldy - SCR_FIELDY;
930 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
932 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
935 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
936 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
938 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
939 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
942 scroll_y = SBY_Upper;
943 if (local_player->jx >= SBX_Left + MIDPOSX)
944 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
945 local_player->jx - MIDPOSX :
947 if (local_player->jy >= SBY_Upper + MIDPOSY)
948 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
949 local_player->jy - MIDPOSY :
952 CloseDoor(DOOR_CLOSE_1);
958 /* after drawing the level, correct some elements */
959 if (game.timegate_time_left == 0)
960 CloseAllOpenTimegates();
962 if (setup.soft_scrolling)
963 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
965 redraw_mask |= REDRAW_FROM_BACKBUFFER;
967 /* copy default game door content to main double buffer */
968 BlitBitmap(pix[PIX_DOOR], drawto,
969 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
972 DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
973 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
976 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
977 int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3);
978 BlitBitmap(drawto, drawto,
979 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
980 FONT5_XSIZE * 3, FONT5_YSIZE - 1,
981 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
984 DrawGameDoorValues();
988 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
989 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
990 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
994 /* copy actual game door content to door double buffer for OpenDoor() */
995 BlitBitmap(drawto, pix[PIX_DB_DOOR],
996 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
998 OpenDoor(DOOR_OPEN_ALL);
1000 PlaySoundStereo(SND_GAME_STARTING, SOUND_MAX_RIGHT);
1001 if (setup.sound_music)
1002 PlayMusic(level_nr);
1004 KeyboardAutoRepeatOff();
1009 printf("Player %d %sactive.\n",
1010 i + 1, (stored_player[i].active ? "" : "not "));
1014 void InitMovDir(int x, int y)
1016 int i, element = Feld[x][y];
1017 static int xy[4][2] =
1024 static int direction[3][4] =
1026 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1027 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1028 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1033 case EL_KAEFER_RIGHT:
1035 case EL_KAEFER_LEFT:
1036 case EL_KAEFER_DOWN:
1037 Feld[x][y] = EL_KAEFER;
1038 MovDir[x][y] = direction[0][element - EL_KAEFER_RIGHT];
1041 case EL_FLIEGER_RIGHT:
1043 case EL_FLIEGER_LEFT:
1044 case EL_FLIEGER_DOWN:
1045 Feld[x][y] = EL_FLIEGER;
1046 MovDir[x][y] = direction[0][element - EL_FLIEGER_RIGHT];
1049 case EL_BUTTERFLY_RIGHT:
1050 case EL_BUTTERFLY_UP:
1051 case EL_BUTTERFLY_LEFT:
1052 case EL_BUTTERFLY_DOWN:
1053 Feld[x][y] = EL_BUTTERFLY;
1054 MovDir[x][y] = direction[0][element - EL_BUTTERFLY_RIGHT];
1057 case EL_FIREFLY_RIGHT:
1059 case EL_FIREFLY_LEFT:
1060 case EL_FIREFLY_DOWN:
1061 Feld[x][y] = EL_FIREFLY;
1062 MovDir[x][y] = direction[0][element - EL_FIREFLY_RIGHT];
1065 case EL_PACMAN_RIGHT:
1067 case EL_PACMAN_LEFT:
1068 case EL_PACMAN_DOWN:
1069 Feld[x][y] = EL_PACMAN;
1070 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1073 case EL_SP_SNIKSNAK:
1074 MovDir[x][y] = MV_UP;
1077 case EL_SP_ELECTRON:
1078 MovDir[x][y] = MV_LEFT;
1085 Feld[x][y] = EL_MOLE;
1086 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1090 MovDir[x][y] = 1 << RND(4);
1091 if (element != EL_KAEFER &&
1092 element != EL_FLIEGER &&
1093 element != EL_BUTTERFLY &&
1094 element != EL_FIREFLY)
1099 int x1 = x + xy[i][0];
1100 int y1 = y + xy[i][1];
1102 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1104 if (element == EL_KAEFER || element == EL_BUTTERFLY)
1106 MovDir[x][y] = direction[0][i];
1109 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
1110 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1112 MovDir[x][y] = direction[1][i];
1121 void InitAmoebaNr(int x, int y)
1124 int group_nr = AmoebeNachbarNr(x, y);
1128 for (i=1; i<MAX_NUM_AMOEBA; i++)
1130 if (AmoebaCnt[i] == 0)
1138 AmoebaNr[x][y] = group_nr;
1139 AmoebaCnt[group_nr]++;
1140 AmoebaCnt2[group_nr]++;
1146 boolean raise_level = FALSE;
1148 if (local_player->MovPos)
1151 local_player->LevelSolved = FALSE;
1153 PlaySoundStereo(SND_GAME_WINNING, SOUND_MAX_RIGHT);
1157 if (!tape.playing && setup.sound_loops)
1158 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1159 SND_CTRL_PLAY_LOOP);
1161 while (TimeLeft > 0)
1163 if (!tape.playing && !setup.sound_loops)
1164 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1165 if (TimeLeft > 0 && !(TimeLeft % 10))
1166 RaiseScore(level.score[SC_ZEITBONUS]);
1167 if (TimeLeft > 100 && !(TimeLeft % 10))
1171 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
1178 if (!tape.playing && setup.sound_loops)
1179 StopSound(SND_GAME_LEVELTIME_BONUS);
1181 else if (level.time == 0) /* level without time limit */
1183 if (!tape.playing && setup.sound_loops)
1184 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1185 SND_CTRL_PLAY_LOOP);
1187 while (TimePlayed < 999)
1189 if (!tape.playing && !setup.sound_loops)
1190 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1191 if (TimePlayed < 999 && !(TimePlayed % 10))
1192 RaiseScore(level.score[SC_ZEITBONUS]);
1193 if (TimePlayed < 900 && !(TimePlayed % 10))
1197 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
1204 if (!tape.playing && setup.sound_loops)
1205 StopSound(SND_GAME_LEVELTIME_BONUS);
1212 /* Hero disappears */
1213 DrawLevelField(ExitX, ExitY);
1219 CloseDoor(DOOR_CLOSE_1);
1224 SaveTape(tape.level_nr); /* Ask to save tape */
1227 if (level_nr == leveldir_current->handicap_level)
1229 leveldir_current->handicap_level++;
1230 SaveLevelSetup_SeriesInfo();
1233 if (level_editor_test_game)
1234 local_player->score = -1; /* no highscore when playing from editor */
1235 else if (level_nr < leveldir_current->last_level)
1236 raise_level = TRUE; /* advance to next level */
1238 if ((hi_pos = NewHiScore()) >= 0)
1240 game_status = HALLOFFAME;
1241 DrawHallOfFame(hi_pos);
1250 game_status = MAINMENU;
1267 LoadScore(level_nr);
1269 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1270 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1273 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1275 if (local_player->score > highscore[k].Score)
1277 /* player has made it to the hall of fame */
1279 if (k < MAX_SCORE_ENTRIES - 1)
1281 int m = MAX_SCORE_ENTRIES - 1;
1284 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1285 if (!strcmp(setup.player_name, highscore[l].Name))
1287 if (m == k) /* player's new highscore overwrites his old one */
1293 strcpy(highscore[l].Name, highscore[l - 1].Name);
1294 highscore[l].Score = highscore[l - 1].Score;
1301 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1302 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1303 highscore[k].Score = local_player->score;
1309 else if (!strncmp(setup.player_name, highscore[k].Name,
1310 MAX_PLAYER_NAME_LEN))
1311 break; /* player already there with a higher score */
1317 SaveScore(level_nr);
1322 void InitMovingField(int x, int y, int direction)
1324 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1325 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1327 MovDir[x][y] = direction;
1328 MovDir[newx][newy] = direction;
1329 if (Feld[newx][newy] == EL_LEERRAUM)
1330 Feld[newx][newy] = EL_BLOCKED;
1333 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1335 int direction = MovDir[x][y];
1336 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1337 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1343 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1345 int oldx = x, oldy = y;
1346 int direction = MovDir[x][y];
1348 if (direction == MV_LEFT)
1350 else if (direction == MV_RIGHT)
1352 else if (direction == MV_UP)
1354 else if (direction == MV_DOWN)
1357 *comes_from_x = oldx;
1358 *comes_from_y = oldy;
1361 int MovingOrBlocked2Element(int x, int y)
1363 int element = Feld[x][y];
1365 if (element == EL_BLOCKED)
1369 Blocked2Moving(x, y, &oldx, &oldy);
1370 return Feld[oldx][oldy];
1376 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1378 /* like MovingOrBlocked2Element(), but if element is moving
1379 and (x,y) is the field the moving element is just leaving,
1380 return EL_BLOCKED instead of the element value */
1381 int element = Feld[x][y];
1383 if (IS_MOVING(x, y))
1385 if (element == EL_BLOCKED)
1389 Blocked2Moving(x, y, &oldx, &oldy);
1390 return Feld[oldx][oldy];
1399 static void RemoveField(int x, int y)
1401 Feld[x][y] = EL_LEERRAUM;
1407 void RemoveMovingField(int x, int y)
1409 int oldx = x, oldy = y, newx = x, newy = y;
1411 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1414 if (IS_MOVING(x, y))
1416 Moving2Blocked(x, y, &newx, &newy);
1417 if (Feld[newx][newy] != EL_BLOCKED)
1420 else if (Feld[x][y] == EL_BLOCKED)
1422 Blocked2Moving(x, y, &oldx, &oldy);
1423 if (!IS_MOVING(oldx, oldy))
1427 if (Feld[x][y] == EL_BLOCKED &&
1428 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1429 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1430 Feld[oldx][oldy] == EL_MAGIC_WALL_BD_EMPTYING ||
1431 Feld[oldx][oldy] == EL_AMOEBA_DRIPPING))
1432 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1434 Feld[oldx][oldy] = EL_LEERRAUM;
1436 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1438 Feld[newx][newy] = EL_LEERRAUM;
1439 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1440 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1442 DrawLevelField(oldx, oldy);
1443 DrawLevelField(newx, newy);
1446 void DrawDynamite(int x, int y)
1448 int sx = SCREENX(x), sy = SCREENY(y);
1449 int graphic = el2gfx(Feld[x][y]);
1452 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1456 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
1458 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1460 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
1465 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
1469 if (game.emulation == EMU_SUPAPLEX)
1470 DrawGraphic(sx, sy, GFX_SP_DISK_RED);
1471 else if (Store[x][y])
1472 DrawGraphicThruMask(sx, sy, graphic + phase);
1474 DrawGraphic(sx, sy, graphic + phase);
1477 void CheckDynamite(int x, int y)
1479 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1484 if (!(MovDelay[x][y] % 6))
1485 PlaySoundLevelAction(x, y, SND_ACTION_BURNING);
1487 if (IS_ACTIVE_BOMB(Feld[x][y]))
1489 int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6);
1491 if (!(MovDelay[x][y] % delay))
1499 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1500 StopSound(SND_DYNAMITE_BURNING);
1502 StopSound(SND_DYNABOMB_BURNING);
1507 void Explode(int ex, int ey, int phase, int mode)
1510 int num_phase = 9, delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1511 int last_phase = num_phase * delay;
1512 int half_phase = (num_phase / 2) * delay;
1513 int first_phase_after_start = EX_PHASE_START + 1;
1515 if (game.explosions_delayed)
1517 ExplodeField[ex][ey] = mode;
1521 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1523 int center_element = Feld[ex][ey];
1525 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1527 /* put moving element to center field (and let it explode there) */
1528 center_element = MovingOrBlocked2Element(ex, ey);
1529 RemoveMovingField(ex, ey);
1530 Feld[ex][ey] = center_element;
1533 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1537 if (!IN_LEV_FIELD(x, y) ||
1538 ((mode != EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
1539 (x != ex || y != ey)))
1542 element = Feld[x][y];
1544 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1546 element = MovingOrBlocked2Element(x, y);
1547 RemoveMovingField(x, y);
1550 if (IS_MASSIVE(element) || element == EL_BURNING)
1553 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1555 if (IS_ACTIVE_BOMB(element))
1557 /* re-activate things under the bomb like gate or penguin */
1558 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_LEERRAUM);
1565 if (element == EL_EXPLODING)
1566 element = Store2[x][y];
1568 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1570 switch(StorePlayer[ex][ey])
1573 Store[x][y] = EL_EDELSTEIN_ROT;
1576 Store[x][y] = EL_EDELSTEIN;
1579 Store[x][y] = EL_EDELSTEIN_LILA;
1583 Store[x][y] = EL_EDELSTEIN_GELB;
1587 if (game.emulation == EMU_SUPAPLEX)
1588 Store[x][y] = EL_LEERRAUM;
1590 else if (center_element == EL_MOLE)
1591 Store[x][y] = EL_EDELSTEIN_ROT;
1592 else if (center_element == EL_PINGUIN)
1593 Store[x][y] = EL_EDELSTEIN_LILA;
1594 else if (center_element == EL_KAEFER)
1595 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
1596 else if (center_element == EL_BUTTERFLY)
1597 Store[x][y] = EL_EDELSTEIN_BD;
1598 else if (center_element == EL_SP_ELECTRON)
1599 Store[x][y] = EL_SP_INFOTRON;
1600 else if (center_element == EL_MAMPFER)
1601 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1602 else if (center_element == EL_AMOEBA2DIAM)
1603 Store[x][y] = level.amoeba_content;
1604 else if (element == EL_ERZ_EDEL)
1605 Store[x][y] = EL_EDELSTEIN;
1606 else if (element == EL_ERZ_DIAM)
1607 Store[x][y] = EL_DIAMANT;
1608 else if (element == EL_ERZ_EDEL_BD)
1609 Store[x][y] = EL_EDELSTEIN_BD;
1610 else if (element == EL_ERZ_EDEL_GELB)
1611 Store[x][y] = EL_EDELSTEIN_GELB;
1612 else if (element == EL_ERZ_EDEL_ROT)
1613 Store[x][y] = EL_EDELSTEIN_ROT;
1614 else if (element == EL_ERZ_EDEL_LILA)
1615 Store[x][y] = EL_EDELSTEIN_LILA;
1616 else if (element == EL_WALL_PEARL)
1617 Store[x][y] = EL_PEARL;
1618 else if (element == EL_WALL_CRYSTAL)
1619 Store[x][y] = EL_CRYSTAL;
1620 else if (!IS_PFORTE(Store[x][y]))
1621 Store[x][y] = EL_LEERRAUM;
1623 if (x != ex || y != ey ||
1624 center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
1625 Store2[x][y] = element;
1627 if (AmoebaNr[x][y] &&
1628 (element == EL_AMOEBE_VOLL ||
1629 element == EL_AMOEBE_BD ||
1630 element == EL_AMOEBING))
1632 AmoebaCnt[AmoebaNr[x][y]]--;
1633 AmoebaCnt2[AmoebaNr[x][y]]--;
1636 Feld[x][y] = EL_EXPLODING;
1637 MovDir[x][y] = MovPos[x][y] = 0;
1643 if (center_element == EL_MAMPFER)
1644 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1655 Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
1657 if (phase == first_phase_after_start)
1659 int element = Store2[x][y];
1661 if (element == EL_BLACK_ORB)
1663 Feld[x][y] = Store2[x][y];
1668 else if (phase == half_phase)
1670 int element = Store2[x][y];
1672 if (IS_PLAYER(x, y))
1673 KillHeroUnlessProtected(x, y);
1674 else if (IS_EXPLOSIVE(element))
1676 Feld[x][y] = Store2[x][y];
1680 else if (element == EL_AMOEBA2DIAM)
1681 AmoebeUmwandeln(x, y);
1684 if (phase == last_phase)
1688 element = Feld[x][y] = Store[x][y];
1689 Store[x][y] = Store2[x][y] = 0;
1690 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1691 InitField(x, y, FALSE);
1692 if (CAN_MOVE(element) || COULD_MOVE(element))
1694 DrawLevelField(x, y);
1696 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1697 StorePlayer[x][y] = 0;
1699 else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1701 int graphic = GFX_EXPLOSION;
1703 if (game.emulation == EMU_SUPAPLEX)
1704 graphic = (Store[x][y] == EL_SP_INFOTRON ?
1705 GFX_SP_EXPLODE_INFOTRON :
1706 GFX_SP_EXPLODE_EMPTY);
1709 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1711 graphic += (phase / delay - 1);
1713 if (IS_PFORTE(Store[x][y]))
1715 DrawLevelElement(x, y, Store[x][y]);
1716 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic);
1719 DrawGraphic(SCREENX(x), SCREENY(y), graphic);
1723 void DynaExplode(int ex, int ey)
1726 int dynabomb_size = 1;
1727 boolean dynabomb_xl = FALSE;
1728 struct PlayerInfo *player;
1729 static int xy[4][2] =
1737 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1739 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_ACTIVE_1];
1740 dynabomb_size = player->dynabomb_size;
1741 dynabomb_xl = player->dynabomb_xl;
1742 player->dynabombs_left++;
1745 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1749 for (j=1; j<=dynabomb_size; j++)
1751 int x = ex + j * xy[i % 4][0];
1752 int y = ey + j * xy[i % 4][1];
1755 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1758 element = Feld[x][y];
1760 /* do not restart explosions of fields with active bombs */
1761 if (element == EL_EXPLODING && IS_ACTIVE_BOMB(Store2[x][y]))
1764 Explode(x, y, EX_PHASE_START, EX_BORDER);
1766 if (element != EL_LEERRAUM &&
1767 element != EL_ERDREICH &&
1768 element != EL_EXPLODING &&
1775 void Bang(int x, int y)
1777 int element = Feld[x][y];
1779 if (game.emulation == EMU_SUPAPLEX)
1780 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
1782 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
1785 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1786 element = EL_LEERRAUM;
1800 RaiseScoreElement(element);
1801 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1803 case EL_DYNABOMB_ACTIVE_1:
1804 case EL_DYNABOMB_ACTIVE_2:
1805 case EL_DYNABOMB_ACTIVE_3:
1806 case EL_DYNABOMB_ACTIVE_4:
1807 case EL_DYNABOMB_NR:
1808 case EL_DYNABOMB_SZ:
1809 case EL_DYNABOMB_XL:
1815 if (IS_PLAYER(x, y))
1816 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1818 Explode(x, y, EX_PHASE_START, EX_CENTER);
1821 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1826 void Blurb(int x, int y)
1828 int element = Feld[x][y];
1830 if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
1832 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
1833 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1834 (!IN_LEV_FIELD(x-1, y-1) ||
1835 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1837 Feld[x-1][y] = EL_BLURB_LEFT;
1839 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1840 (!IN_LEV_FIELD(x+1, y-1) ||
1841 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1843 Feld[x+1][y] = EL_BLURB_RIGHT;
1848 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1850 if (!MovDelay[x][y]) /* initialize animation counter */
1853 if (MovDelay[x][y]) /* continue animation */
1856 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1857 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1859 if (!MovDelay[x][y])
1861 Feld[x][y] = EL_LEERRAUM;
1862 DrawLevelField(x, y);
1868 static void ToggleBeltSwitch(int x, int y)
1870 static int belt_base_element[4] =
1872 EL_BELT1_SWITCH_LEFT,
1873 EL_BELT2_SWITCH_LEFT,
1874 EL_BELT3_SWITCH_LEFT,
1875 EL_BELT4_SWITCH_LEFT
1877 static int belt_move_dir[4] =
1885 int element = Feld[x][y];
1886 int belt_nr = getBeltNrFromSwitchElement(element);
1887 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1888 int belt_dir = belt_move_dir[belt_dir_nr];
1891 if (!IS_BELT_SWITCH(element))
1894 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1895 game.belt_dir[belt_nr] = belt_dir;
1897 if (belt_dir_nr == 3)
1900 for (yy=0; yy<lev_fieldy; yy++)
1902 for (xx=0; xx<lev_fieldx; xx++)
1904 int element = Feld[xx][yy];
1906 if (IS_BELT_SWITCH(element))
1908 int e_belt_nr = getBeltNrFromSwitchElement(element);
1910 if (e_belt_nr == belt_nr)
1912 Feld[xx][yy] = belt_base_element[belt_nr] + belt_dir_nr;
1913 DrawLevelField(xx, yy);
1916 else if (belt_dir == MV_NO_MOVING && IS_BELT(element))
1918 int e_belt_nr = getBeltNrFromElement(element);
1920 if (e_belt_nr == belt_nr)
1921 DrawLevelField(xx, yy); /* set belt to parking position */
1927 static void ToggleSwitchgateSwitch(int x, int y)
1931 game.switchgate_pos = !game.switchgate_pos;
1933 for (yy=0; yy<lev_fieldy; yy++)
1935 for (xx=0; xx<lev_fieldx; xx++)
1937 int element = Feld[xx][yy];
1939 if (element == EL_SWITCHGATE_SWITCH_1 ||
1940 element == EL_SWITCHGATE_SWITCH_2)
1942 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_1 + game.switchgate_pos;
1943 DrawLevelField(xx, yy);
1945 else if (element == EL_SWITCHGATE_OPEN ||
1946 element == EL_SWITCHGATE_OPENING)
1948 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
1949 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
1951 else if (element == EL_SWITCHGATE_CLOSED ||
1952 element == EL_SWITCHGATE_CLOSING)
1954 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
1955 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
1961 static void RedrawAllLightSwitchesAndInvisibleElements()
1965 for (y=0; y<lev_fieldy; y++)
1967 for (x=0; x<lev_fieldx; x++)
1969 int element = Feld[x][y];
1971 if (element == EL_LIGHT_SWITCH_OFF &&
1972 game.light_time_left > 0)
1974 Feld[x][y] = EL_LIGHT_SWITCH_ON;
1975 DrawLevelField(x, y);
1977 else if (element == EL_LIGHT_SWITCH_ON &&
1978 game.light_time_left == 0)
1980 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
1981 DrawLevelField(x, y);
1984 if (element == EL_INVISIBLE_STEEL ||
1985 element == EL_UNSICHTBAR ||
1986 element == EL_SAND_INVISIBLE)
1987 DrawLevelField(x, y);
1992 static void ToggleLightSwitch(int x, int y)
1994 int element = Feld[x][y];
1996 game.light_time_left =
1997 (element == EL_LIGHT_SWITCH_OFF ?
1998 level.time_light * FRAMES_PER_SECOND : 0);
2000 RedrawAllLightSwitchesAndInvisibleElements();
2003 static void ActivateTimegateSwitch(int x, int y)
2007 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2009 for (yy=0; yy<lev_fieldy; yy++)
2011 for (xx=0; xx<lev_fieldx; xx++)
2013 int element = Feld[xx][yy];
2015 if (element == EL_TIMEGATE_CLOSED ||
2016 element == EL_TIMEGATE_CLOSING)
2018 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2019 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2023 else if (element == EL_TIMEGATE_SWITCH_ON)
2025 Feld[xx][yy] = EL_TIMEGATE_SWITCH_OFF;
2026 DrawLevelField(xx, yy);
2033 Feld[x][y] = EL_TIMEGATE_SWITCH_ON;
2036 void Impact(int x, int y)
2038 boolean lastline = (y == lev_fieldy-1);
2039 boolean object_hit = FALSE;
2040 int element = Feld[x][y];
2043 if (!lastline) /* check if element below was hit */
2045 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
2048 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
2049 MovDir[x][y+1]!=MV_DOWN ||
2050 MovPos[x][y+1]<=TILEY/2));
2052 smashed = MovingOrBlocked2Element(x, y+1);
2055 if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */
2061 if ((element == EL_BOMBE ||
2062 element == EL_SP_DISK_ORANGE ||
2063 element == EL_DX_SUPABOMB) &&
2064 (lastline || object_hit)) /* element is bomb */
2069 else if (element == EL_PEARL)
2071 Feld[x][y] = EL_PEARL_BREAKING;
2072 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2076 if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
2078 if (object_hit && IS_PLAYER(x, y+1))
2079 KillHeroUnlessProtected(x, y+1);
2080 else if (object_hit && smashed == EL_PINGUIN)
2084 Feld[x][y] = EL_AMOEBING;
2085 Store[x][y] = EL_AMOEBE_NASS;
2090 if (!lastline && object_hit) /* check which object was hit */
2092 if (CAN_CHANGE(element) &&
2093 (smashed == EL_MAGIC_WALL_OFF || smashed == EL_MAGIC_WALL_BD_OFF))
2096 int activated_magic_wall =
2097 (smashed == EL_MAGIC_WALL_OFF ? EL_MAGIC_WALL_EMPTY :
2098 EL_MAGIC_WALL_BD_EMPTY);
2100 /* activate magic wall / mill */
2101 for (yy=0; yy<lev_fieldy; yy++)
2102 for (xx=0; xx<lev_fieldx; xx++)
2103 if (Feld[xx][yy] == smashed)
2104 Feld[xx][yy] = activated_magic_wall;
2106 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2107 game.magic_wall_active = TRUE;
2109 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL_OFF ?
2110 SND_MAGIC_WALL_ACTIVATING :
2111 SND_BD_MAGIC_WALL_ACTIVATING));
2114 if (IS_PLAYER(x, y+1))
2116 KillHeroUnlessProtected(x, y+1);
2119 else if (smashed == EL_PINGUIN)
2124 else if (element == EL_EDELSTEIN_BD)
2126 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2132 else if ((element == EL_SP_INFOTRON || element == EL_SP_ZONK) &&
2133 (smashed == EL_SP_SNIKSNAK || smashed == EL_SP_ELECTRON ||
2134 smashed == EL_SP_DISK_ORANGE))
2139 else if (element == EL_FELSBROCKEN ||
2140 element == EL_SP_ZONK ||
2141 element == EL_BD_ROCK)
2143 if (IS_ENEMY(smashed) ||
2144 smashed == EL_BOMBE || smashed == EL_SP_DISK_ORANGE ||
2145 smashed == EL_DX_SUPABOMB ||
2146 smashed == EL_SONDE || smashed == EL_SCHWEIN ||
2147 smashed == EL_DRACHE || smashed == EL_MOLE)
2152 else if (!IS_MOVING(x, y+1))
2154 if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
2159 else if (smashed == EL_KOKOSNUSS)
2161 Feld[x][y+1] = EL_CRACKINGNUT;
2162 PlaySoundLevel(x, y, SND_NUT_CRACKING);
2163 RaiseScoreElement(EL_KOKOSNUSS);
2166 else if (smashed == EL_PEARL)
2168 Feld[x][y+1] = EL_PEARL_BREAKING;
2169 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2172 else if (smashed == EL_DIAMANT)
2174 Feld[x][y+1] = EL_LEERRAUM;
2175 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2178 else if (IS_BELT_SWITCH(smashed))
2180 ToggleBeltSwitch(x, y+1);
2182 else if (smashed == EL_SWITCHGATE_SWITCH_1 ||
2183 smashed == EL_SWITCHGATE_SWITCH_2)
2185 ToggleSwitchgateSwitch(x, y+1);
2187 else if (smashed == EL_LIGHT_SWITCH_OFF ||
2188 smashed == EL_LIGHT_SWITCH_ON)
2190 ToggleLightSwitch(x, y+1);
2196 /* play sound of magic wall / mill */
2198 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
2199 Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
2201 if (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY)
2202 PlaySoundLevel(x, y, SND_MAGIC_WALL_CHANGING);
2203 else if (Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY)
2204 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_CHANGING);
2209 /* play sound of object that hits the ground */
2210 if (lastline || object_hit)
2211 PlaySoundLevelElementAction(x, y, element, SND_ACTION_IMPACT);
2214 void TurnRound(int x, int y)
2226 { 0, 0 }, { 0, 0 }, { 0, 0 },
2231 int left, right, back;
2235 { MV_DOWN, MV_UP, MV_RIGHT },
2236 { MV_UP, MV_DOWN, MV_LEFT },
2238 { MV_LEFT, MV_RIGHT, MV_DOWN },
2239 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2240 { MV_RIGHT, MV_LEFT, MV_UP }
2243 int element = Feld[x][y];
2244 int old_move_dir = MovDir[x][y];
2245 int left_dir = turn[old_move_dir].left;
2246 int right_dir = turn[old_move_dir].right;
2247 int back_dir = turn[old_move_dir].back;
2249 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2250 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2251 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2252 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2254 int left_x = x+left_dx, left_y = y+left_dy;
2255 int right_x = x+right_dx, right_y = y+right_dy;
2256 int move_x = x+move_dx, move_y = y+move_dy;
2258 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2260 TestIfBadThingTouchesOtherBadThing(x, y);
2262 if (IN_LEV_FIELD(right_x, right_y) &&
2263 IS_FREE(right_x, right_y))
2264 MovDir[x][y] = right_dir;
2265 else if (!IN_LEV_FIELD(move_x, move_y) ||
2266 !IS_FREE(move_x, move_y))
2267 MovDir[x][y] = left_dir;
2269 if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
2271 else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2274 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
2275 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2277 TestIfBadThingTouchesOtherBadThing(x, y);
2279 if (IN_LEV_FIELD(left_x, left_y) &&
2280 IS_FREE(left_x, left_y))
2281 MovDir[x][y] = left_dir;
2282 else if (!IN_LEV_FIELD(move_x, move_y) ||
2283 !IS_FREE(move_x, move_y))
2284 MovDir[x][y] = right_dir;
2286 if ((element == EL_FLIEGER ||
2287 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2288 && MovDir[x][y] != old_move_dir)
2290 else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
2293 else if (element == EL_MAMPFER)
2295 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2297 if (IN_LEV_FIELD(left_x, left_y) &&
2298 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2299 Feld[left_x][left_y] == EL_DIAMANT))
2300 can_turn_left = TRUE;
2301 if (IN_LEV_FIELD(right_x, right_y) &&
2302 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2303 Feld[right_x][right_y] == EL_DIAMANT))
2304 can_turn_right = TRUE;
2306 if (can_turn_left && can_turn_right)
2307 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2308 else if (can_turn_left)
2309 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2310 else if (can_turn_right)
2311 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2313 MovDir[x][y] = back_dir;
2315 MovDelay[x][y] = 16+16*RND(3);
2317 else if (element == EL_MAMPFER2)
2319 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2321 if (IN_LEV_FIELD(left_x, left_y) &&
2322 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2323 IS_MAMPF2(Feld[left_x][left_y])))
2324 can_turn_left = TRUE;
2325 if (IN_LEV_FIELD(right_x, right_y) &&
2326 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2327 IS_MAMPF2(Feld[right_x][right_y])))
2328 can_turn_right = TRUE;
2330 if (can_turn_left && can_turn_right)
2331 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2332 else if (can_turn_left)
2333 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2334 else if (can_turn_right)
2335 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2337 MovDir[x][y] = back_dir;
2339 MovDelay[x][y] = 16+16*RND(3);
2341 else if (element == EL_PACMAN)
2343 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2345 if (IN_LEV_FIELD(left_x, left_y) &&
2346 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2347 IS_AMOEBOID(Feld[left_x][left_y])))
2348 can_turn_left = TRUE;
2349 if (IN_LEV_FIELD(right_x, right_y) &&
2350 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2351 IS_AMOEBOID(Feld[right_x][right_y])))
2352 can_turn_right = TRUE;
2354 if (can_turn_left && can_turn_right)
2355 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2356 else if (can_turn_left)
2357 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2358 else if (can_turn_right)
2359 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2361 MovDir[x][y] = back_dir;
2363 MovDelay[x][y] = 6+RND(40);
2365 else if (element == EL_SCHWEIN)
2367 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2368 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2369 boolean should_move_on = FALSE;
2371 int rnd = RND(rnd_value);
2373 if (IN_LEV_FIELD(left_x, left_y) &&
2374 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2375 can_turn_left = TRUE;
2376 if (IN_LEV_FIELD(right_x, right_y) &&
2377 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2378 can_turn_right = TRUE;
2379 if (IN_LEV_FIELD(move_x, move_y) &&
2380 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2383 if (can_turn_left &&
2385 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2386 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2387 should_turn_left = TRUE;
2388 if (can_turn_right &&
2390 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2391 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2392 should_turn_right = TRUE;
2394 (!can_turn_left || !can_turn_right ||
2395 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2396 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2397 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2398 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2399 should_move_on = TRUE;
2401 if (should_turn_left || should_turn_right || should_move_on)
2403 if (should_turn_left && should_turn_right && should_move_on)
2404 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2405 rnd < 2*rnd_value/3 ? right_dir :
2407 else if (should_turn_left && should_turn_right)
2408 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2409 else if (should_turn_left && should_move_on)
2410 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2411 else if (should_turn_right && should_move_on)
2412 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2413 else if (should_turn_left)
2414 MovDir[x][y] = left_dir;
2415 else if (should_turn_right)
2416 MovDir[x][y] = right_dir;
2417 else if (should_move_on)
2418 MovDir[x][y] = old_move_dir;
2420 else if (can_move_on && rnd > rnd_value/8)
2421 MovDir[x][y] = old_move_dir;
2422 else if (can_turn_left && can_turn_right)
2423 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2424 else if (can_turn_left && rnd > rnd_value/8)
2425 MovDir[x][y] = left_dir;
2426 else if (can_turn_right && rnd > rnd_value/8)
2427 MovDir[x][y] = right_dir;
2429 MovDir[x][y] = back_dir;
2431 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2432 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2433 MovDir[x][y] = old_move_dir;
2437 else if (element == EL_DRACHE)
2439 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2441 int rnd = RND(rnd_value);
2443 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2444 can_turn_left = TRUE;
2445 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2446 can_turn_right = TRUE;
2447 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2450 if (can_move_on && rnd > rnd_value/8)
2451 MovDir[x][y] = old_move_dir;
2452 else if (can_turn_left && can_turn_right)
2453 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2454 else if (can_turn_left && rnd > rnd_value/8)
2455 MovDir[x][y] = left_dir;
2456 else if (can_turn_right && rnd > rnd_value/8)
2457 MovDir[x][y] = right_dir;
2459 MovDir[x][y] = back_dir;
2461 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2462 MovDir[x][y] = old_move_dir;
2466 else if (element == EL_MOLE)
2468 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2470 if (IN_LEV_FIELD(move_x, move_y) &&
2471 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2472 Feld[move_x][move_y] == EL_DEAMOEBING))
2477 if (IN_LEV_FIELD(left_x, left_y) &&
2478 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2479 can_turn_left = TRUE;
2480 if (IN_LEV_FIELD(right_x, right_y) &&
2481 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2482 can_turn_right = TRUE;
2484 if (can_turn_left && can_turn_right)
2485 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2486 else if (can_turn_left)
2487 MovDir[x][y] = left_dir;
2489 MovDir[x][y] = right_dir;
2492 if (MovDir[x][y] != old_move_dir)
2495 else if (element == EL_BALLOON)
2497 MovDir[x][y] = game.balloon_dir;
2500 else if (element == EL_SPRING_MOVING)
2502 if (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2503 (IN_LEV_FIELD(x, y+1) && IS_FREE(x, y+1)))
2505 Feld[x][y] = EL_SPRING;
2506 MovDir[x][y] = MV_NO_MOVING;
2510 else if (element == EL_ROBOT || element == EL_SONDE || element == EL_PINGUIN)
2512 int attr_x = -1, attr_y = -1;
2523 for (i=0; i<MAX_PLAYERS; i++)
2525 struct PlayerInfo *player = &stored_player[i];
2526 int jx = player->jx, jy = player->jy;
2528 if (!player->active)
2531 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2539 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
2545 if (element == EL_PINGUIN)
2548 static int xy[4][2] =
2558 int ex = x + xy[i%4][0];
2559 int ey = y + xy[i%4][1];
2561 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
2570 MovDir[x][y] = MV_NO_MOVING;
2572 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2574 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2576 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2578 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2580 if (element == EL_ROBOT)
2584 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2585 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2586 Moving2Blocked(x, y, &newx, &newy);
2588 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2589 MovDelay[x][y] = 8+8*!RND(3);
2591 MovDelay[x][y] = 16;
2599 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2601 boolean first_horiz = RND(2);
2602 int new_move_dir = MovDir[x][y];
2605 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2606 Moving2Blocked(x, y, &newx, &newy);
2608 if (IN_LEV_FIELD(newx, newy) &&
2609 (IS_FREE(newx, newy) ||
2610 Feld[newx][newy] == EL_SALZSAEURE ||
2611 (element == EL_PINGUIN &&
2612 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2613 IS_MAMPF3(Feld[newx][newy])))))
2617 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2618 Moving2Blocked(x, y, &newx, &newy);
2620 if (IN_LEV_FIELD(newx, newy) &&
2621 (IS_FREE(newx, newy) ||
2622 Feld[newx][newy] == EL_SALZSAEURE ||
2623 (element == EL_PINGUIN &&
2624 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2625 IS_MAMPF3(Feld[newx][newy])))))
2628 MovDir[x][y] = old_move_dir;
2635 static boolean JustBeingPushed(int x, int y)
2639 for (i=0; i<MAX_PLAYERS; i++)
2641 struct PlayerInfo *player = &stored_player[i];
2643 if (player->active && player->Pushing && player->MovPos)
2645 int next_jx = player->jx + (player->jx - player->last_jx);
2646 int next_jy = player->jy + (player->jy - player->last_jy);
2648 if (x == next_jx && y == next_jy)
2656 void StartMoving(int x, int y)
2658 int element = Feld[x][y];
2663 if (CAN_FALL(element) && y<lev_fieldy-1)
2665 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2666 if (JustBeingPushed(x, y))
2669 if (element == EL_MORAST_VOLL)
2671 if (IS_FREE(x, y+1))
2673 InitMovingField(x, y, MV_DOWN);
2674 Feld[x][y] = EL_QUICKSAND_EMPTYING;
2675 Store[x][y] = EL_FELSBROCKEN;
2676 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
2678 else if (Feld[x][y+1] == EL_MORAST_LEER)
2680 if (!MovDelay[x][y])
2681 MovDelay[x][y] = TILEY + 1;
2690 Feld[x][y] = EL_MORAST_LEER;
2691 Feld[x][y+1] = EL_MORAST_VOLL;
2692 Store[x][y+1] = Store[x][y];
2694 PlaySoundLevel(x, y, SND_QUICKSAND_SLIPPING_THROUGH);
2697 else if ((element == EL_FELSBROCKEN || element == EL_BD_ROCK) &&
2698 Feld[x][y+1] == EL_MORAST_LEER)
2700 InitMovingField(x, y, MV_DOWN);
2701 Feld[x][y] = EL_QUICKSAND_FILLING;
2702 Store[x][y] = element;
2703 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
2705 else if (element == EL_MAGIC_WALL_FULL)
2707 if (IS_FREE(x, y+1))
2709 InitMovingField(x, y, MV_DOWN);
2710 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
2711 Store[x][y] = EL_CHANGED(Store[x][y]);
2713 else if (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY)
2715 if (!MovDelay[x][y])
2716 MovDelay[x][y] = TILEY/4 + 1;
2725 Feld[x][y] = EL_MAGIC_WALL_EMPTY;
2726 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
2727 Store[x][y+1] = EL_CHANGED(Store[x][y]);
2731 else if (element == EL_MAGIC_WALL_BD_FULL)
2733 if (IS_FREE(x, y+1))
2735 InitMovingField(x, y, MV_DOWN);
2736 Feld[x][y] = EL_MAGIC_WALL_BD_EMPTYING;
2737 Store[x][y] = EL_CHANGED2(Store[x][y]);
2739 else if (Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY)
2741 if (!MovDelay[x][y])
2742 MovDelay[x][y] = TILEY/4 + 1;
2751 Feld[x][y] = EL_MAGIC_WALL_BD_EMPTY;
2752 Feld[x][y+1] = EL_MAGIC_WALL_BD_FULL;
2753 Store[x][y+1] = EL_CHANGED2(Store[x][y]);
2757 else if (CAN_CHANGE(element) &&
2758 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
2759 Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
2761 InitMovingField(x, y, MV_DOWN);
2763 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ? EL_MAGIC_WALL_FILLING :
2764 EL_MAGIC_WALL_BD_FILLING);
2765 Store[x][y] = element;
2767 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
2770 InitMovingField(x, y, MV_DOWN);
2771 Store[x][y] = EL_SALZSAEURE;
2773 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2778 else if (IS_FREE(x, y+1))
2780 InitMovingField(x, y, MV_DOWN);
2782 else if (element == EL_TROPFEN)
2784 Feld[x][y] = EL_AMOEBING;
2785 Store[x][y] = EL_AMOEBE_NASS;
2787 /* Store[x][y+1] must be zero, because:
2788 (EL_MORAST_VOLL -> EL_FELSBROCKEN): Store[x][y+1] == EL_MORAST_LEER
2791 #if OLD_GAME_BEHAVIOUR
2792 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2794 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2795 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2796 element != EL_DX_SUPABOMB)
2799 else if ((IS_SLIPPERY(Feld[x][y+1]) ||
2800 (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
2801 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2802 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
2805 boolean left = (x>0 && IS_FREE(x-1, y) &&
2806 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
2807 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2808 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
2812 if (left && right &&
2813 (game.emulation != EMU_BOULDERDASH &&
2814 element != EL_BD_ROCK && element != EL_EDELSTEIN_BD))
2815 left = !(right = RND(2));
2817 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2820 else if (IS_BELT(Feld[x][y+1]))
2822 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
2823 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
2824 int belt_nr = getBeltNrFromElement(Feld[x][y+1]);
2825 int belt_dir = game.belt_dir[belt_nr];
2827 if ((belt_dir == MV_LEFT && left_is_free) ||
2828 (belt_dir == MV_RIGHT && right_is_free))
2829 InitMovingField(x, y, belt_dir);
2832 else if (CAN_MOVE(element))
2836 if ((element == EL_SONDE || element == EL_BALLOON ||
2837 element == EL_SPRING_MOVING)
2838 && JustBeingPushed(x, y))
2841 if (!MovDelay[x][y]) /* start new movement phase */
2843 /* all objects that can change their move direction after each step */
2844 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2846 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
2850 if (MovDelay[x][y] && (element == EL_KAEFER ||
2851 element == EL_FLIEGER ||
2852 element == EL_SP_SNIKSNAK ||
2853 element == EL_SP_ELECTRON ||
2854 element == EL_MOLE))
2855 DrawLevelField(x, y);
2859 if (MovDelay[x][y]) /* wait some time before next movement */
2863 if (element == EL_ROBOT ||
2864 element == EL_MAMPFER || element == EL_MAMPFER2)
2866 int phase = MovDelay[x][y] % 8;
2871 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2872 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element) + phase);
2874 if (MovDelay[x][y] % 4 == 3)
2876 if (element == EL_MAMPFER)
2877 PlaySoundLevel(x, y, SND_YAMYAM_WAITING);
2878 else if (element == EL_MAMPFER2)
2879 PlaySoundLevel(x, y, SND_DARK_YAMYAM_WAITING);
2882 else if (element == EL_SP_ELECTRON)
2883 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2884 else if (element == EL_DRACHE)
2887 int dir = MovDir[x][y];
2888 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2889 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2890 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
2891 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
2892 dir == MV_UP ? GFX_FLAMMEN_UP :
2893 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
2894 int phase = FrameCounter % 2;
2896 for (i=1; i<=3; i++)
2898 int xx = x + i*dx, yy = y + i*dy;
2899 int sx = SCREENX(xx), sy = SCREENY(yy);
2901 if (!IN_LEV_FIELD(xx, yy) ||
2902 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
2907 int flamed = MovingOrBlocked2Element(xx, yy);
2909 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
2912 RemoveMovingField(xx, yy);
2914 Feld[xx][yy] = EL_BURNING;
2915 if (IN_SCR_FIELD(sx, sy))
2916 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
2920 if (Feld[xx][yy] == EL_BURNING)
2921 Feld[xx][yy] = EL_LEERRAUM;
2922 DrawLevelField(xx, yy);
2927 if (MovDelay[x][y]) /* element still has to wait some time */
2929 PlaySoundLevelAction(x, y, SND_ACTION_WAITING);
2935 /* now make next step */
2937 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
2939 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
2940 !PLAYER_PROTECTED(newx, newy))
2944 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
2947 /* enemy got the player */
2949 KillHero(PLAYERINFO(newx, newy));
2954 else if ((element == EL_PINGUIN || element == EL_ROBOT ||
2955 element == EL_SONDE || element == EL_BALLOON) &&
2956 IN_LEV_FIELD(newx, newy) &&
2957 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
2960 Store[x][y] = EL_SALZSAEURE;
2962 else if (element == EL_PINGUIN && IN_LEV_FIELD(newx, newy))
2964 if (Feld[newx][newy] == EL_AUSGANG_AUF)
2966 Feld[x][y] = EL_LEERRAUM;
2967 DrawLevelField(x, y);
2969 PlaySoundLevel(newx, newy, SND_PENGUIN_ENTERING_EXIT);
2970 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
2971 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
2973 local_player->friends_still_needed--;
2974 if (!local_player->friends_still_needed &&
2975 !local_player->GameOver && AllPlayersGone)
2976 local_player->LevelSolved = local_player->GameOver = TRUE;
2980 else if (IS_MAMPF3(Feld[newx][newy]))
2982 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
2983 DrawLevelField(newx, newy);
2985 MovDir[x][y] = MV_NO_MOVING;
2987 else if (!IS_FREE(newx, newy))
2989 if (IS_PLAYER(x, y))
2990 DrawPlayerField(x, y);
2992 DrawLevelField(x, y);
2996 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
2998 if (IS_GEM(Feld[newx][newy]))
3000 if (IS_MOVING(newx, newy))
3001 RemoveMovingField(newx, newy);
3004 Feld[newx][newy] = EL_LEERRAUM;
3005 DrawLevelField(newx, newy);
3008 PlaySoundLevel(x, y, SND_PIG_EATING_GEM);
3010 else if (!IS_FREE(newx, newy))
3012 if (IS_PLAYER(x, y))
3013 DrawPlayerField(x, y);
3015 DrawLevelField(x, y);
3019 else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
3021 if (!IS_FREE(newx, newy))
3023 if (IS_PLAYER(x, y))
3024 DrawPlayerField(x, y);
3026 DrawLevelField(x, y);
3031 boolean wanna_flame = !RND(10);
3032 int dx = newx - x, dy = newy - y;
3033 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3034 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3035 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3036 MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
3037 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3038 MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
3040 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
3041 element1 != EL_DRACHE && element2 != EL_DRACHE &&
3042 element1 != EL_BURNING && element2 != EL_BURNING)
3044 if (IS_PLAYER(x, y))
3045 DrawPlayerField(x, y);
3047 DrawLevelField(x, y);
3049 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3051 MovDelay[x][y] = 50;
3052 Feld[newx][newy] = EL_BURNING;
3053 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
3054 Feld[newx1][newy1] = EL_BURNING;
3055 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
3056 Feld[newx2][newy2] = EL_BURNING;
3061 else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
3062 Feld[newx][newy] == EL_DIAMANT)
3064 if (IS_MOVING(newx, newy))
3065 RemoveMovingField(newx, newy);
3068 Feld[newx][newy] = EL_LEERRAUM;
3069 DrawLevelField(newx, newy);
3072 PlaySoundLevel(x, y, SND_YAMYAM_EATING_DIAMOND);
3074 else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
3075 IS_MAMPF2(Feld[newx][newy]))
3077 if (AmoebaNr[newx][newy])
3079 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3080 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
3081 Feld[newx][newy] == EL_AMOEBE_BD)
3082 AmoebaCnt[AmoebaNr[newx][newy]]--;
3085 if (IS_MOVING(newx, newy))
3086 RemoveMovingField(newx, newy);
3089 Feld[newx][newy] = EL_LEERRAUM;
3090 DrawLevelField(newx, newy);
3093 PlaySoundLevel(x, y, SND_DARK_YAMYAM_EATING_ANY);
3095 else if ((element == EL_PACMAN || element == EL_MOLE)
3096 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3098 if (AmoebaNr[newx][newy])
3100 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3101 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
3102 Feld[newx][newy] == EL_AMOEBE_BD)
3103 AmoebaCnt[AmoebaNr[newx][newy]]--;
3106 if (element == EL_MOLE)
3108 Feld[newx][newy] = EL_DEAMOEBING;
3109 PlaySoundLevel(x, y, SND_MOLE_EATING_AMOEBA);
3110 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
3111 return; /* wait for shrinking amoeba */
3113 else /* element == EL_PACMAN */
3115 Feld[newx][newy] = EL_LEERRAUM;
3116 DrawLevelField(newx, newy);
3117 PlaySoundLevel(x, y, SND_PACMAN_EATING_AMOEBA);
3120 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
3121 (Feld[newx][newy] == EL_DEAMOEBING ||
3122 (Feld[newx][newy] == EL_LEERRAUM && Stop[newx][newy])))
3124 /* wait for shrinking amoeba to completely disappear */
3127 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3129 /* object was running against a wall */
3133 if (element == EL_KAEFER || element == EL_FLIEGER ||
3134 element == EL_SP_SNIKSNAK || element == EL_MOLE)
3135 DrawLevelField(x, y);
3136 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
3137 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
3138 else if (element == EL_SONDE)
3139 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
3140 else if (element == EL_SP_ELECTRON)
3141 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
3143 if (DONT_TOUCH(element))
3144 TestIfBadThingTouchesHero(x, y);
3146 PlaySoundLevelAction(x, y, SND_ACTION_WAITING);
3151 InitMovingField(x, y, MovDir[x][y]);
3153 PlaySoundLevelAction(x, y, SND_ACTION_MOVING);
3157 ContinueMoving(x, y);
3160 void ContinueMoving(int x, int y)
3162 int element = Feld[x][y];
3163 int direction = MovDir[x][y];
3164 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3165 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3166 int horiz_move = (dx!=0);
3167 int newx = x + dx, newy = y + dy;
3168 int step = (horiz_move ? dx : dy) * TILEX / 8;
3170 if (element == EL_TROPFEN || element == EL_AMOEBA_DRIPPING)
3172 else if (element == EL_QUICKSAND_FILLING ||
3173 element == EL_QUICKSAND_EMPTYING)
3175 else if (element == EL_MAGIC_WALL_FILLING ||
3176 element == EL_MAGIC_WALL_BD_FILLING ||
3177 element == EL_MAGIC_WALL_EMPTYING ||
3178 element == EL_MAGIC_WALL_BD_EMPTYING)
3180 else if (CAN_FALL(element) && horiz_move &&
3181 y < lev_fieldy-1 && IS_BELT(Feld[x][y+1]))
3183 else if (element == EL_SPRING_MOVING)
3186 #if OLD_GAME_BEHAVIOUR
3187 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3191 MovPos[x][y] += step;
3193 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
3195 Feld[x][y] = EL_LEERRAUM;
3196 Feld[newx][newy] = element;
3198 if (element == EL_MOLE)
3201 static int xy[4][2] =
3209 Feld[x][y] = EL_ERDREICH;
3210 DrawLevelField(x, y);
3219 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_ERDREICH)
3220 DrawLevelField(xx, yy); /* for "ErdreichAnbroeckeln()" */
3224 if (element == EL_QUICKSAND_FILLING)
3226 element = Feld[newx][newy] = get_next_element(element);
3227 Store[newx][newy] = Store[x][y];
3229 else if (element == EL_QUICKSAND_EMPTYING)
3231 Feld[x][y] = get_next_element(element);
3232 element = Feld[newx][newy] = Store[x][y];
3234 else if (element == EL_MAGIC_WALL_FILLING)
3236 element = Feld[newx][newy] = get_next_element(element);
3237 if (!game.magic_wall_active)
3238 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3239 Store[newx][newy] = Store[x][y];
3241 else if (element == EL_MAGIC_WALL_EMPTYING)
3243 Feld[x][y] = get_next_element(element);
3244 if (!game.magic_wall_active)
3245 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3246 element = Feld[newx][newy] = Store[x][y];
3248 else if (element == EL_MAGIC_WALL_BD_FILLING)
3250 element = Feld[newx][newy] = get_next_element(element);
3251 if (!game.magic_wall_active)
3252 element = Feld[newx][newy] = EL_MAGIC_WALL_BD_DEAD;
3253 Store[newx][newy] = Store[x][y];
3255 else if (element == EL_MAGIC_WALL_BD_EMPTYING)
3257 Feld[x][y] = get_next_element(element);
3258 if (!game.magic_wall_active)
3259 Feld[x][y] = EL_MAGIC_WALL_BD_DEAD;
3260 element = Feld[newx][newy] = Store[x][y];
3262 else if (element == EL_AMOEBA_DRIPPING)
3264 Feld[x][y] = get_next_element(element);
3265 element = Feld[newx][newy] = Store[x][y];
3267 else if (Store[x][y] == EL_SALZSAEURE)
3269 element = Feld[newx][newy] = EL_SALZSAEURE;
3273 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3274 MovDelay[newx][newy] = 0;
3276 if (!CAN_MOVE(element))
3277 MovDir[newx][newy] = 0;
3279 DrawLevelField(x, y);
3280 DrawLevelField(newx, newy);
3282 Stop[newx][newy] = TRUE;
3283 JustStopped[newx][newy] = 3;
3285 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3287 TestIfBadThingTouchesHero(newx, newy);
3288 TestIfBadThingTouchesFriend(newx, newy);
3289 TestIfBadThingTouchesOtherBadThing(newx, newy);
3291 else if (element == EL_PINGUIN)
3292 TestIfFriendTouchesBadThing(newx, newy);
3294 if (CAN_SMASH(element) && direction == MV_DOWN &&
3295 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3298 else /* still moving on */
3299 DrawLevelField(x, y);
3302 int AmoebeNachbarNr(int ax, int ay)
3305 int element = Feld[ax][ay];
3307 static int xy[4][2] =
3317 int x = ax + xy[i][0];
3318 int y = ay + xy[i][1];
3320 if (!IN_LEV_FIELD(x, y))
3323 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3324 group_nr = AmoebaNr[x][y];
3330 void AmoebenVereinigen(int ax, int ay)
3332 int i, x, y, xx, yy;
3333 int new_group_nr = AmoebaNr[ax][ay];
3334 static int xy[4][2] =
3342 if (new_group_nr == 0)
3350 if (!IN_LEV_FIELD(x, y))
3353 if ((Feld[x][y] == EL_AMOEBE_VOLL ||
3354 Feld[x][y] == EL_AMOEBE_BD ||
3355 Feld[x][y] == EL_AMOEBE_TOT) &&
3356 AmoebaNr[x][y] != new_group_nr)
3358 int old_group_nr = AmoebaNr[x][y];
3360 if (old_group_nr == 0)
3363 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3364 AmoebaCnt[old_group_nr] = 0;
3365 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3366 AmoebaCnt2[old_group_nr] = 0;
3368 for (yy=0; yy<lev_fieldy; yy++)
3370 for (xx=0; xx<lev_fieldx; xx++)
3372 if (AmoebaNr[xx][yy] == old_group_nr)
3373 AmoebaNr[xx][yy] = new_group_nr;
3380 void AmoebeUmwandeln(int ax, int ay)
3384 if (Feld[ax][ay] == EL_AMOEBE_TOT)
3386 int group_nr = AmoebaNr[ax][ay];
3391 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3392 printf("AmoebeUmwandeln(): This should never happen!\n");
3397 for (y=0; y<lev_fieldy; y++)
3399 for (x=0; x<lev_fieldx; x++)
3401 if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
3404 Feld[x][y] = EL_AMOEBA2DIAM;
3408 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
3409 SND_AMOEBA_TURNING_TO_GEM :
3410 SND_AMOEBA_TURNING_TO_ROCK));
3415 static int xy[4][2] =
3428 if (!IN_LEV_FIELD(x, y))
3431 if (Feld[x][y] == EL_AMOEBA2DIAM)
3433 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
3434 SND_AMOEBA_TURNING_TO_GEM :
3435 SND_AMOEBA_TURNING_TO_ROCK));
3442 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3445 int group_nr = AmoebaNr[ax][ay];
3446 boolean done = FALSE;
3451 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3452 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3457 for (y=0; y<lev_fieldy; y++)
3459 for (x=0; x<lev_fieldx; x++)
3461 if (AmoebaNr[x][y] == group_nr &&
3462 (Feld[x][y] == EL_AMOEBE_TOT ||
3463 Feld[x][y] == EL_AMOEBE_BD ||
3464 Feld[x][y] == EL_AMOEBING))
3467 Feld[x][y] = new_element;
3468 InitField(x, y, FALSE);
3469 DrawLevelField(x, y);
3476 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
3477 SND_BD_AMOEBA_TURNING_TO_ROCK :
3478 SND_BD_AMOEBA_TURNING_TO_GEM));
3481 void AmoebeWaechst(int x, int y)
3483 static unsigned long sound_delay = 0;
3484 static unsigned long sound_delay_value = 0;
3486 if (!MovDelay[x][y]) /* start new growing cycle */
3490 if (DelayReached(&sound_delay, sound_delay_value))
3492 if (Store[x][y] == EL_AMOEBE_BD)
3493 PlaySoundLevel(x, y, SND_BD_AMOEBA_CREATING);
3495 PlaySoundLevel(x, y, SND_AMOEBA_CREATING);
3496 sound_delay_value = 30;
3500 if (MovDelay[x][y]) /* wait some time before growing bigger */
3503 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3504 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
3506 if (!MovDelay[x][y])
3508 Feld[x][y] = Store[x][y];
3510 DrawLevelField(x, y);
3515 void AmoebaDisappearing(int x, int y)
3517 static unsigned long sound_delay = 0;
3518 static unsigned long sound_delay_value = 0;
3520 if (!MovDelay[x][y]) /* start new shrinking cycle */
3524 if (DelayReached(&sound_delay, sound_delay_value))
3525 sound_delay_value = 30;
3528 if (MovDelay[x][y]) /* wait some time before shrinking */
3531 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3532 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + MovDelay[x][y]/2);
3534 if (!MovDelay[x][y])
3536 Feld[x][y] = EL_LEERRAUM;
3537 DrawLevelField(x, y);
3539 /* don't let mole enter this field in this cycle;
3540 (give priority to objects falling to this field from above) */
3546 void AmoebeAbleger(int ax, int ay)
3549 int element = Feld[ax][ay];
3550 int newax = ax, neway = ay;
3551 static int xy[4][2] =
3559 if (!level.amoeba_speed)
3561 Feld[ax][ay] = EL_AMOEBE_TOT;
3562 DrawLevelField(ax, ay);
3566 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3567 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3569 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3572 if (MovDelay[ax][ay])
3576 if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
3579 int x = ax + xy[start][0];
3580 int y = ay + xy[start][1];
3582 if (!IN_LEV_FIELD(x, y))
3585 if (IS_FREE(x, y) ||
3586 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3592 if (newax == ax && neway == ay)
3595 else /* normal or "filled" (BD style) amoeba */
3598 boolean waiting_for_player = FALSE;
3602 int j = (start + i) % 4;
3603 int x = ax + xy[j][0];
3604 int y = ay + xy[j][1];
3606 if (!IN_LEV_FIELD(x, y))
3609 if (IS_FREE(x, y) ||
3610 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3616 else if (IS_PLAYER(x, y))
3617 waiting_for_player = TRUE;
3620 if (newax == ax && neway == ay) /* amoeba cannot grow */
3622 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3624 Feld[ax][ay] = EL_AMOEBE_TOT;
3625 DrawLevelField(ax, ay);
3626 AmoebaCnt[AmoebaNr[ax][ay]]--;
3628 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3630 if (element == EL_AMOEBE_VOLL)
3631 AmoebeUmwandeln(ax, ay);
3632 else if (element == EL_AMOEBE_BD)
3633 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3638 else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
3640 /* amoeba gets larger by growing in some direction */
3642 int new_group_nr = AmoebaNr[ax][ay];
3645 if (new_group_nr == 0)
3647 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3648 printf("AmoebeAbleger(): This should never happen!\n");
3653 AmoebaNr[newax][neway] = new_group_nr;
3654 AmoebaCnt[new_group_nr]++;
3655 AmoebaCnt2[new_group_nr]++;
3657 /* if amoeba touches other amoeba(s) after growing, unify them */
3658 AmoebenVereinigen(newax, neway);
3660 if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200)
3662 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
3668 if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) ||
3669 (neway == lev_fieldy - 1 && newax != ax))
3671 Feld[newax][neway] = EL_AMOEBING; /* simple growth of new amoeba tile */
3672 Store[newax][neway] = element;
3674 else if (neway == ay)
3676 Feld[newax][neway] = EL_TROPFEN; /* drop left or right from amoeba */
3677 PlaySoundLevel(newax, neway, SND_AMOEBA_DROPPING);
3681 InitMovingField(ax, ay, MV_DOWN); /* drop dripping out of amoeba */
3682 Feld[ax][ay] = EL_AMOEBA_DRIPPING;
3683 Store[ax][ay] = EL_TROPFEN;
3684 ContinueMoving(ax, ay);
3688 DrawLevelField(newax, neway);
3691 void Life(int ax, int ay)
3694 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3696 int element = Feld[ax][ay];
3697 boolean changed = FALSE;
3702 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3703 MovDelay[ax][ay] = life_time;
3705 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3708 if (MovDelay[ax][ay])
3712 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3714 int xx = ax+x1, yy = ay+y1;
3717 if (!IN_LEV_FIELD(xx, yy))
3720 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3722 int x = xx+x2, y = yy+y2;
3724 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3727 if (((Feld[x][y] == element ||
3728 (element == EL_LIFE && IS_PLAYER(x, y))) &&
3730 (IS_FREE(x, y) && Stop[x][y]))
3734 if (xx == ax && yy == ay) /* field in the middle */
3736 if (nachbarn < life[0] || nachbarn > life[1])
3738 Feld[xx][yy] = EL_LEERRAUM;
3740 DrawLevelField(xx, yy);
3741 Stop[xx][yy] = TRUE;
3745 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
3746 { /* free border field */
3747 if (nachbarn >= life[2] && nachbarn <= life[3])
3749 Feld[xx][yy] = element;
3750 MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
3752 DrawLevelField(xx, yy);
3753 Stop[xx][yy] = TRUE;
3760 PlaySoundLevel(ax, ay, element == EL_LIFE ? SND_GAMEOFLIFE_CREATING :
3761 SND_BIOMAZE_CREATING);
3764 void RobotWheel(int x, int y)
3766 if (!MovDelay[x][y]) /* next animation frame */
3767 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3769 if (MovDelay[x][y]) /* wait some time before next frame */
3774 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3775 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
3776 if (!(MovDelay[x][y]%4))
3777 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_RUNNING);
3782 Feld[x][y] = EL_ABLENK_AUS;
3783 DrawLevelField(x, y);
3784 if (ZX == x && ZY == y)
3788 void TimegateWheel(int x, int y)
3790 if (!MovDelay[x][y]) /* next animation frame */
3791 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3793 if (MovDelay[x][y]) /* wait some time before next frame */
3798 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3799 DrawGraphic(SCREENX(x), SCREENY(y),
3800 GFX_TIMEGATE_SWITCH + MovDelay[x][y]%4);
3801 if (!(MovDelay[x][y]%4))
3802 PlaySoundLevel(x, y, SND_TIMEGATE_WHEEL_RUNNING);
3807 Feld[x][y] = EL_TIMEGATE_SWITCH_OFF;
3808 DrawLevelField(x, y);
3809 if (ZX == x && ZY == y)
3813 void Birne(int x, int y)
3815 if (!MovDelay[x][y]) /* next animation frame */
3816 MovDelay[x][y] = 800;
3818 if (MovDelay[x][y]) /* wait some time before next frame */
3823 if (!(MovDelay[x][y]%5))
3825 if (!(MovDelay[x][y]%10))
3826 Feld[x][y]=EL_ABLENK_EIN;
3828 Feld[x][y]=EL_ABLENK_AUS;
3829 DrawLevelField(x, y);
3830 Feld[x][y]=EL_ABLENK_EIN;
3836 Feld[x][y]=EL_ABLENK_AUS;
3837 DrawLevelField(x, y);
3838 if (ZX == x && ZY == y)
3842 void Blubber(int x, int y)
3844 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
3845 DrawLevelField(x, y-1);
3847 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
3850 void NussKnacken(int x, int y)
3852 if (!MovDelay[x][y]) /* next animation frame */
3855 if (MovDelay[x][y]) /* wait some time before next frame */
3858 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3859 DrawGraphic(SCREENX(x), SCREENY(y),
3860 GFX_CRACKINGNUT + 3 - MovDelay[x][y]/2);
3862 if (!MovDelay[x][y])
3864 Feld[x][y] = EL_EDELSTEIN;
3865 DrawLevelField(x, y);
3870 void BreakingPearl(int x, int y)
3872 if (!MovDelay[x][y]) /* next animation frame */
3875 if (MovDelay[x][y]) /* wait some time before next frame */
3878 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3879 DrawGraphic(SCREENX(x), SCREENY(y),
3880 GFX_PEARL_BREAKING + 4 - MovDelay[x][y]/2);
3882 if (!MovDelay[x][y])
3884 Feld[x][y] = EL_LEERRAUM;
3885 DrawLevelField(x, y);
3890 void SiebAktivieren(int x, int y, int typ)
3892 int graphic = (typ == 1 ? GFX_MAGIC_WALL_FULL : GFX_MAGIC_WALL_BD_FULL) + 3;
3894 DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
3897 void AusgangstuerPruefen(int x, int y)
3899 if (!local_player->gems_still_needed &&
3900 !local_player->sokobanfields_still_needed &&
3901 !local_player->lights_still_needed)
3903 Feld[x][y] = EL_AUSGANG_ACT;
3905 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
3906 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
3907 y < LEVELY(BY1) ? LEVELY(BY1) :
3908 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
3913 void AusgangstuerOeffnen(int x, int y)
3917 if (!MovDelay[x][y]) /* next animation frame */
3918 MovDelay[x][y] = 5*delay;
3920 if (MovDelay[x][y]) /* wait some time before next frame */
3925 tuer = MovDelay[x][y]/delay;
3926 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3927 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
3929 if (!MovDelay[x][y])
3931 Feld[x][y] = EL_AUSGANG_AUF;
3932 DrawLevelField(x, y);
3937 void AusgangstuerBlinken(int x, int y)
3939 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
3942 void OpenSwitchgate(int x, int y)
3946 if (!MovDelay[x][y]) /* next animation frame */
3947 MovDelay[x][y] = 5 * delay;
3949 if (MovDelay[x][y]) /* wait some time before next frame */
3954 phase = MovDelay[x][y] / delay;
3955 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3956 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_OPEN - phase);
3958 if (!MovDelay[x][y])
3960 Feld[x][y] = EL_SWITCHGATE_OPEN;
3961 DrawLevelField(x, y);
3966 void CloseSwitchgate(int x, int y)
3970 if (!MovDelay[x][y]) /* next animation frame */
3971 MovDelay[x][y] = 5 * delay;
3973 if (MovDelay[x][y]) /* wait some time before next frame */
3978 phase = MovDelay[x][y] / delay;
3979 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3980 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_CLOSED + phase);
3982 if (!MovDelay[x][y])
3984 Feld[x][y] = EL_SWITCHGATE_CLOSED;
3985 DrawLevelField(x, y);
3990 void OpenTimegate(int x, int y)
3994 if (!MovDelay[x][y]) /* next animation frame */
3995 MovDelay[x][y] = 5 * delay;
3997 if (MovDelay[x][y]) /* wait some time before next frame */
4002 phase = MovDelay[x][y] / delay;
4003 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4004 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_OPEN - phase);
4006 if (!MovDelay[x][y])
4008 Feld[x][y] = EL_TIMEGATE_OPEN;
4009 DrawLevelField(x, y);
4014 void CloseTimegate(int x, int y)
4018 if (!MovDelay[x][y]) /* next animation frame */
4019 MovDelay[x][y] = 5 * delay;
4021 if (MovDelay[x][y]) /* wait some time before next frame */
4026 phase = MovDelay[x][y] / delay;
4027 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4028 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_CLOSED + phase);
4030 if (!MovDelay[x][y])
4032 Feld[x][y] = EL_TIMEGATE_CLOSED;
4033 DrawLevelField(x, y);
4038 static void CloseAllOpenTimegates()
4042 for (y=0; y<lev_fieldy; y++)
4044 for (x=0; x<lev_fieldx; x++)
4046 int element = Feld[x][y];
4048 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4050 Feld[x][y] = EL_TIMEGATE_CLOSING;
4051 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4057 void EdelsteinFunkeln(int x, int y)
4059 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4062 if (Feld[x][y] == EL_EDELSTEIN_BD)
4063 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
4066 if (!MovDelay[x][y]) /* next animation frame */
4067 MovDelay[x][y] = 11 * !SimpleRND(500);
4069 if (MovDelay[x][y]) /* wait some time before next frame */
4073 if (setup.direct_draw && MovDelay[x][y])
4074 SetDrawtoField(DRAW_BUFFERED);
4076 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
4080 int phase = (MovDelay[x][y]-1)/2;
4085 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
4087 if (setup.direct_draw)
4091 dest_x = FX + SCREENX(x)*TILEX;
4092 dest_y = FY + SCREENY(y)*TILEY;
4094 BlitBitmap(drawto_field, window,
4095 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4096 SetDrawtoField(DRAW_DIRECT);
4103 void MauerWaechst(int x, int y)
4107 if (!MovDelay[x][y]) /* next animation frame */
4108 MovDelay[x][y] = 3*delay;
4110 if (MovDelay[x][y]) /* wait some time before next frame */
4115 phase = 2-MovDelay[x][y]/delay;
4116 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4117 DrawGraphic(SCREENX(x), SCREENY(y),
4118 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
4119 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
4120 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
4121 GFX_MAUER_DOWN ) + phase);
4123 if (!MovDelay[x][y])
4125 if (MovDir[x][y] == MV_LEFT)
4127 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
4128 DrawLevelField(x-1, y);
4130 else if (MovDir[x][y] == MV_RIGHT)
4132 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
4133 DrawLevelField(x+1, y);
4135 else if (MovDir[x][y] == MV_UP)
4137 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
4138 DrawLevelField(x, y-1);
4142 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
4143 DrawLevelField(x, y+1);
4146 Feld[x][y] = Store[x][y];
4148 MovDir[x][y] = MV_NO_MOVING;
4149 DrawLevelField(x, y);
4154 void MauerAbleger(int ax, int ay)
4156 int element = Feld[ax][ay];
4157 boolean oben_frei = FALSE, unten_frei = FALSE;
4158 boolean links_frei = FALSE, rechts_frei = FALSE;
4159 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4160 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4161 boolean new_wall = FALSE;
4163 if (!MovDelay[ax][ay]) /* start building new wall */
4164 MovDelay[ax][ay] = 6;
4166 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4169 if (MovDelay[ax][ay])
4173 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4175 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4177 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4179 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4182 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
4186 Feld[ax][ay-1] = EL_MAUERND;
4187 Store[ax][ay-1] = element;
4188 MovDir[ax][ay-1] = MV_UP;
4189 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4190 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
4195 Feld[ax][ay+1] = EL_MAUERND;
4196 Store[ax][ay+1] = element;
4197 MovDir[ax][ay+1] = MV_DOWN;
4198 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4199 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
4204 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
4205 element == EL_MAUER_LEBT)
4209 Feld[ax-1][ay] = EL_MAUERND;
4210 Store[ax-1][ay] = element;
4211 MovDir[ax-1][ay] = MV_LEFT;
4212 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4213 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
4219 Feld[ax+1][ay] = EL_MAUERND;
4220 Store[ax+1][ay] = element;
4221 MovDir[ax+1][ay] = MV_RIGHT;
4222 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4223 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
4228 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
4229 DrawLevelField(ax, ay);
4231 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
4233 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
4234 unten_massiv = TRUE;
4235 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
4236 links_massiv = TRUE;
4237 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
4238 rechts_massiv = TRUE;
4240 if (((oben_massiv && unten_massiv) ||
4241 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
4242 ((links_massiv && rechts_massiv) ||
4243 element == EL_MAUER_Y))
4244 Feld[ax][ay] = EL_MAUERWERK;
4247 PlaySoundLevel(ax, ay, SND_WALL_GROWING);
4250 void CheckForDragon(int x, int y)
4253 boolean dragon_found = FALSE;
4254 static int xy[4][2] =
4266 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4268 if (IN_LEV_FIELD(xx, yy) &&
4269 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
4271 if (Feld[xx][yy] == EL_DRACHE)
4272 dragon_found = TRUE;
4285 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4287 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
4289 Feld[xx][yy] = EL_LEERRAUM;
4290 DrawLevelField(xx, yy);
4299 static void CheckBuggyBase(int x, int y)
4301 int element = Feld[x][y];
4303 if (element == EL_SP_BUG)
4305 if (!MovDelay[x][y]) /* wait some time before activating base */
4306 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4311 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4312 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
4316 Feld[x][y] = EL_SP_BUG_ACTIVE;
4319 else if (element == EL_SP_BUG_ACTIVE)
4321 if (!MovDelay[x][y]) /* start activating buggy base */
4322 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
4330 static int xy[4][2] =
4338 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4339 DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
4343 int xx = x + xy[i][0], yy = y + xy[i][1];
4345 if (IS_PLAYER(xx, yy))
4347 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVATING);
4355 Feld[x][y] = EL_SP_BUG;
4356 DrawLevelField(x, y);
4361 static void CheckTrap(int x, int y)
4363 int element = Feld[x][y];
4365 if (element == EL_TRAP_INACTIVE)
4367 if (!MovDelay[x][y]) /* wait some time before activating trap */
4368 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4376 Feld[x][y] = EL_TRAP_ACTIVE;
4377 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
4380 else if (element == EL_TRAP_ACTIVE)
4385 if (!MovDelay[x][y]) /* start activating trap */
4386 MovDelay[x][y] = num_frames * delay;
4394 if (!(MovDelay[x][y] % delay))
4396 int phase = MovDelay[x][y]/delay;
4398 if (phase >= num_frames/2)
4399 phase = num_frames - phase;
4401 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4403 DrawGraphic(SCREENX(x),SCREENY(y), GFX_TRAP_INACTIVE + phase - 1);
4404 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
4411 Feld[x][y] = EL_TRAP_INACTIVE;
4412 DrawLevelField(x, y);
4417 static void DrawBeltAnimation(int x, int y, int element)
4419 int belt_nr = getBeltNrFromElement(element);
4420 int belt_dir = game.belt_dir[belt_nr];
4422 if (belt_dir != MV_NO_MOVING)
4425 int mode = (belt_dir == MV_LEFT ? ANIM_NORMAL : ANIM_REVERSE);
4426 int graphic = el2gfx(element) + (belt_dir == MV_LEFT ? 0 : 7);
4428 DrawGraphicAnimation(x, y, graphic, 8, delay, mode);
4430 if (!(FrameCounter % 2))
4431 PlaySoundLevel(x, y, SND_CONVEYOR_BELT_RUNNING);
4435 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4437 static byte stored_player_action[MAX_PLAYERS];
4438 static int num_stored_actions = 0;
4440 static boolean save_tape_entry = FALSE;
4442 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4443 int left = player_action & JOY_LEFT;
4444 int right = player_action & JOY_RIGHT;
4445 int up = player_action & JOY_UP;
4446 int down = player_action & JOY_DOWN;
4447 int button1 = player_action & JOY_BUTTON_1;
4448 int button2 = player_action & JOY_BUTTON_2;
4449 int dx = (left ? -1 : right ? 1 : 0);
4450 int dy = (up ? -1 : down ? 1 : 0);
4452 stored_player_action[player->index_nr] = 0;
4453 num_stored_actions++;
4455 if (!player->active || tape.pausing)
4461 save_tape_entry = TRUE;
4463 player->frame_reset_delay = 0;
4466 snapped = SnapField(player, dx, dy);
4470 bombed = PlaceBomb(player);
4471 moved = MoveFigure(player, dx, dy);
4474 if (tape.single_step && tape.recording && !tape.pausing)
4476 if (button1 || (bombed && !moved))
4478 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
4479 SnapField(player, 0, 0); /* stop snapping */
4484 if (tape.recording && (moved || snapped || bombed))
4486 if (bombed && !moved)
4487 player_action &= JOY_BUTTON;
4489 stored_player_action[player->index_nr] = player_action;
4490 save_tape_entry = TRUE;
4492 else if (tape.playing && snapped)
4493 SnapField(player, 0, 0); /* stop snapping */
4495 stored_player_action[player->index_nr] = player_action;
4500 /* no actions for this player (no input at player's configured device) */
4502 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4503 SnapField(player, 0, 0);
4504 CheckGravityMovement(player);
4507 if (player->MovPos == 0) /* needed for tape.playing */
4508 player->is_moving = FALSE;
4511 if (player->MovPos == 0) /* needed for tape.playing */
4512 player->last_move_dir = MV_NO_MOVING;
4514 /* !!! CHECK THIS AGAIN !!!
4515 (Seems to be needed for some EL_ROBOT stuff, but breaks
4516 tapes when walking through pipes!)
4519 /* it seems that "player->last_move_dir" is misused as some sort of
4520 "player->is_just_moving_in_this_moment", which is needed for the
4521 robot stuff (robots don't kill players when they are moving)
4525 if (++player->frame_reset_delay > player->move_delay_value)
4530 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
4532 TapeRecordAction(stored_player_action);
4533 num_stored_actions = 0;
4534 save_tape_entry = FALSE;
4537 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
4539 TapeRecordAction(stored_player_action);
4540 num_stored_actions = 0;
4545 if (tape.playing && !tape.pausing && !player_action &&
4546 tape.counter < tape.length)
4548 int jx = player->jx, jy = player->jy;
4550 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
4552 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
4553 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
4555 int dx = (next_joy == JOY_LEFT ? -1 : +1);
4557 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
4559 int el = Feld[jx+dx][jy];
4560 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 :
4561 (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10);
4563 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
4565 player->MovDir = next_joy;
4566 player->Frame = FrameCounter % 4;
4567 player->Pushing = TRUE;
4577 static unsigned long action_delay = 0;
4578 unsigned long action_delay_value;
4579 int sieb_x = 0, sieb_y = 0;
4580 int i, x, y, element;
4581 byte *recorded_player_action;
4582 byte summarized_player_action = 0;
4584 if (game_status != PLAYING)
4587 action_delay_value =
4588 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4590 if (tape.playing && tape.index_search && !tape.pausing)
4591 action_delay_value = 0;
4593 /* ---------- main game synchronization point ---------- */
4595 WaitUntilDelayReached(&action_delay, action_delay_value);
4597 if (network_playing && !network_player_action_received)
4601 printf("DEBUG: try to get network player actions in time\n");
4605 #if defined(PLATFORM_UNIX)
4606 /* last chance to get network player actions without main loop delay */
4610 if (game_status != PLAYING)
4613 if (!network_player_action_received)
4617 printf("DEBUG: failed to get network player actions in time\n");
4627 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4629 for (i=0; i<MAX_PLAYERS; i++)
4631 summarized_player_action |= stored_player[i].action;
4633 if (!network_playing)
4634 stored_player[i].effective_action = stored_player[i].action;
4637 #if defined(PLATFORM_UNIX)
4638 if (network_playing)
4639 SendToServer_MovePlayer(summarized_player_action);
4642 if (!options.network && !setup.team_mode)
4643 local_player->effective_action = summarized_player_action;
4645 for (i=0; i<MAX_PLAYERS; i++)
4647 int actual_player_action = stored_player[i].effective_action;
4649 if (stored_player[i].programmed_action)
4650 actual_player_action = stored_player[i].programmed_action;
4652 if (recorded_player_action)
4653 actual_player_action = recorded_player_action[i];
4655 PlayerActions(&stored_player[i], actual_player_action);
4656 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4659 network_player_action_received = FALSE;
4661 ScrollScreen(NULL, SCROLL_GO_ON);
4667 if (TimeFrames == 0 && local_player->active)
4669 extern unsigned int last_RND();
4671 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
4672 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
4679 if (GameFrameDelay >= 500)
4680 printf("FrameCounter == %d\n", FrameCounter);
4689 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4692 if (JustStopped[x][y] > 0)
4693 JustStopped[x][y]--;
4696 if (IS_BLOCKED(x, y))
4700 Blocked2Moving(x, y, &oldx, &oldy);
4701 if (!IS_MOVING(oldx, oldy))
4703 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4704 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4705 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4706 printf("GameActions(): This should never happen!\n");
4712 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4714 element = Feld[x][y];
4716 if (IS_INACTIVE(element))
4719 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4723 if (IS_GEM(element) || element == EL_SP_INFOTRON)
4724 EdelsteinFunkeln(x, y);
4726 else if (IS_MOVING(x, y))
4727 ContinueMoving(x, y);
4728 else if (IS_ACTIVE_BOMB(element))
4729 CheckDynamite(x, y);
4731 else if (element == EL_EXPLODING && !game.explosions_delayed)
4732 Explode(x, y, Frame[x][y], EX_NORMAL);
4734 else if (element == EL_AMOEBING)
4735 AmoebeWaechst(x, y);
4736 else if (element == EL_DEAMOEBING)
4737 AmoebaDisappearing(x, y);
4739 #if !USE_NEW_AMOEBA_CODE
4740 else if (IS_AMOEBALIVE(element))
4741 AmoebeAbleger(x, y);
4744 else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
4746 else if (element == EL_ABLENK_EIN)
4748 else if (element == EL_TIMEGATE_SWITCH_ON)
4749 TimegateWheel(x, y);
4750 else if (element == EL_SALZSAEURE)
4752 else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
4754 else if (element == EL_CRACKINGNUT)
4756 else if (element == EL_PEARL_BREAKING)
4757 BreakingPearl(x, y);
4758 else if (element == EL_AUSGANG_ZU)
4759 AusgangstuerPruefen(x, y);
4760 else if (element == EL_AUSGANG_ACT)
4761 AusgangstuerOeffnen(x, y);
4762 else if (element == EL_AUSGANG_AUF)
4763 AusgangstuerBlinken(x, y);
4764 else if (element == EL_MAUERND)
4766 else if (element == EL_MAUER_LEBT ||
4767 element == EL_MAUER_X ||
4768 element == EL_MAUER_Y ||
4769 element == EL_MAUER_XY)
4771 else if (element == EL_BURNING)
4772 CheckForDragon(x, y);
4773 else if (element == EL_SP_BUG || element == EL_SP_BUG_ACTIVE)
4774 CheckBuggyBase(x, y);
4775 else if (element == EL_TRAP_INACTIVE || element == EL_TRAP_ACTIVE)
4777 else if (element == EL_SP_TERMINAL)
4778 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL);
4779 else if (element == EL_SP_TERMINAL_ACTIVE)
4780 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
4781 else if (IS_BELT(element))
4782 DrawBeltAnimation(x, y, element);
4783 else if (element == EL_SWITCHGATE_OPENING)
4784 OpenSwitchgate(x, y);
4785 else if (element == EL_SWITCHGATE_CLOSING)
4786 CloseSwitchgate(x, y);
4787 else if (element == EL_TIMEGATE_OPENING)
4789 else if (element == EL_TIMEGATE_CLOSING)
4790 CloseTimegate(x, y);
4791 else if (element == EL_EXTRA_TIME)
4792 DrawGraphicAnimation(x, y, GFX_EXTRA_TIME, 6, 4, ANIM_NORMAL);
4793 else if (element == EL_SHIELD_PASSIVE)
4795 DrawGraphicAnimation(x, y, GFX_SHIELD_PASSIVE, 6, 4, ANIM_NORMAL);
4797 if (!(FrameCounter % 4))
4798 PlaySoundLevel(x, y, SND_SHIELD_PASSIVE_ACTIVATED);
4801 else if (element == EL_SHIELD_ACTIVE)
4803 DrawGraphicAnimation(x, y, GFX_SHIELD_ACTIVE, 6, 4, ANIM_NORMAL);
4805 if (!(FrameCounter % 4))
4806 PlaySoundLevel(x, y, SND_SHIELD_ACTIVE_ACTIVATED);
4810 if (game.magic_wall_active)
4812 boolean sieb = FALSE;
4813 int jx = local_player->jx, jy = local_player->jy;
4815 if (element == EL_MAGIC_WALL_FULL ||
4816 element == EL_MAGIC_WALL_EMPTY ||
4817 element == EL_MAGIC_WALL_EMPTYING)
4819 SiebAktivieren(x, y, 1);
4822 else if (element == EL_MAGIC_WALL_BD_FULL ||
4823 element == EL_MAGIC_WALL_BD_EMPTY ||
4824 element == EL_MAGIC_WALL_BD_EMPTYING)
4826 SiebAktivieren(x, y, 2);
4830 /* play the element sound at the position nearest to the player */
4831 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
4839 #if USE_NEW_AMOEBA_CODE
4840 /* new experimental amoeba growth stuff */
4842 if (!(FrameCounter % 8))
4845 static unsigned long random = 1684108901;
4847 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
4850 x = (random >> 10) % lev_fieldx;
4851 y = (random >> 20) % lev_fieldy;
4853 x = RND(lev_fieldx);
4854 y = RND(lev_fieldy);
4856 element = Feld[x][y];
4858 if (!IS_PLAYER(x,y) &&
4859 (element == EL_LEERRAUM ||
4860 element == EL_ERDREICH ||
4861 element == EL_MORAST_LEER ||
4862 element == EL_BLURB_LEFT ||
4863 element == EL_BLURB_RIGHT))
4865 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBE_NASS) ||
4866 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBE_NASS) ||
4867 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBE_NASS) ||
4868 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBE_NASS))
4869 Feld[x][y] = EL_TROPFEN;
4872 random = random * 129 + 1;
4878 if (game.explosions_delayed)
4881 game.explosions_delayed = FALSE;
4883 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4885 element = Feld[x][y];
4887 if (ExplodeField[x][y])
4888 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
4889 else if (element == EL_EXPLODING)
4890 Explode(x, y, Frame[x][y], EX_NORMAL);
4892 ExplodeField[x][y] = EX_NO_EXPLOSION;
4895 game.explosions_delayed = TRUE;
4898 if (game.magic_wall_active)
4900 if (!(game.magic_wall_time_left % 4))
4902 int element = Feld[sieb_x][sieb_y];
4904 if (element == EL_MAGIC_WALL_BD_FULL ||
4905 element == EL_MAGIC_WALL_BD_EMPTY ||
4906 element == EL_MAGIC_WALL_BD_EMPTYING)
4907 PlaySoundLevel(sieb_x, sieb_y, SND_BD_MAGIC_WALL_RUNNING);
4909 PlaySoundLevel(sieb_x, sieb_y, SND_MAGIC_WALL_RUNNING);
4912 if (game.magic_wall_time_left > 0)
4914 game.magic_wall_time_left--;
4915 if (!game.magic_wall_time_left)
4917 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4919 element = Feld[x][y];
4921 if (element == EL_MAGIC_WALL_EMPTY ||
4922 element == EL_MAGIC_WALL_FULL)
4924 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4925 DrawLevelField(x, y);
4927 else if (element == EL_MAGIC_WALL_BD_EMPTY ||
4928 element == EL_MAGIC_WALL_BD_FULL)
4930 Feld[x][y] = EL_MAGIC_WALL_BD_DEAD;
4931 DrawLevelField(x, y);
4935 game.magic_wall_active = FALSE;
4940 if (game.light_time_left > 0)
4942 game.light_time_left--;
4944 if (game.light_time_left == 0)
4946 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4948 element = Feld[x][y];
4950 if (element == EL_LIGHT_SWITCH_ON)
4952 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
4953 DrawLevelField(x, y);
4955 else if (element == EL_INVISIBLE_STEEL ||
4956 element == EL_UNSICHTBAR ||
4957 element == EL_SAND_INVISIBLE)
4958 DrawLevelField(x, y);
4963 if (game.timegate_time_left > 0)
4965 game.timegate_time_left--;
4967 if (game.timegate_time_left == 0)
4968 CloseAllOpenTimegates();
4971 for (i=0; i<MAX_PLAYERS; i++)
4973 struct PlayerInfo *player = &stored_player[i];
4975 if (SHIELD_ON(player))
4977 if (player->shield_active_time_left)
4978 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_ACTIVE_ACTIVATED);
4979 else if (player->shield_passive_time_left)
4980 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_PASSIVE_ACTIVATED);
4984 if (TimeFrames >= (1000 / GameFrameDelay))
4989 for (i=0; i<MAX_PLAYERS; i++)
4991 struct PlayerInfo *player = &stored_player[i];
4993 if (SHIELD_ON(player))
4995 player->shield_passive_time_left--;
4997 if (player->shield_active_time_left > 0)
4998 player->shield_active_time_left--;
5002 if (tape.recording || tape.playing)
5003 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
5009 if (TimeLeft <= 10 && setup.time_limit)
5010 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MAX_RIGHT);
5012 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5014 if (!TimeLeft && setup.time_limit)
5015 for (i=0; i<MAX_PLAYERS; i++)
5016 KillHero(&stored_player[i]);
5018 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
5019 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
5024 if (options.debug) /* calculate frames per second */
5026 static unsigned long fps_counter = 0;
5027 static int fps_frames = 0;
5028 unsigned long fps_delay_ms = Counter() - fps_counter;
5032 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
5034 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
5037 fps_counter = Counter();
5040 redraw_mask |= REDRAW_FPS;
5044 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
5046 int min_x = x, min_y = y, max_x = x, max_y = y;
5049 for (i=0; i<MAX_PLAYERS; i++)
5051 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5053 if (!stored_player[i].active || &stored_player[i] == player)
5056 min_x = MIN(min_x, jx);
5057 min_y = MIN(min_y, jy);
5058 max_x = MAX(max_x, jx);
5059 max_y = MAX(max_y, jy);
5062 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
5065 static boolean AllPlayersInVisibleScreen()
5069 for (i=0; i<MAX_PLAYERS; i++)
5071 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5073 if (!stored_player[i].active)
5076 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5083 void ScrollLevel(int dx, int dy)
5085 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
5088 BlitBitmap(drawto_field, drawto_field,
5089 FX + TILEX*(dx == -1) - softscroll_offset,
5090 FY + TILEY*(dy == -1) - softscroll_offset,
5091 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
5092 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
5093 FX + TILEX*(dx == 1) - softscroll_offset,
5094 FY + TILEY*(dy == 1) - softscroll_offset);
5098 x = (dx == 1 ? BX1 : BX2);
5099 for (y=BY1; y<=BY2; y++)
5100 DrawScreenField(x, y);
5104 y = (dy == 1 ? BY1 : BY2);
5105 for (x=BX1; x<=BX2; x++)
5106 DrawScreenField(x, y);
5109 redraw_mask |= REDRAW_FIELD;
5112 static void CheckGravityMovement(struct PlayerInfo *player)
5114 if (level.gravity && !player->programmed_action)
5116 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
5117 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
5119 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
5120 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
5121 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
5122 int jx = player->jx, jy = player->jy;
5123 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
5124 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
5125 int new_jx = jx + dx, new_jy = jy + dy;
5126 boolean field_under_player_is_free =
5127 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
5128 boolean player_is_moving_to_valid_field =
5129 (IN_LEV_FIELD(new_jx, new_jy) &&
5130 (Feld[new_jx][new_jy] == EL_SP_BASE ||
5131 Feld[new_jx][new_jy] == EL_ERDREICH));
5133 if (field_under_player_is_free &&
5134 !player_is_moving_to_valid_field &&
5135 !IS_TUBE(Feld[jx][jy]))
5136 player->programmed_action = MV_DOWN;
5140 boolean MoveFigureOneStep(struct PlayerInfo *player,
5141 int dx, int dy, int real_dx, int real_dy)
5143 int jx = player->jx, jy = player->jy;
5144 int new_jx = jx+dx, new_jy = jy+dy;
5148 if (!player->active || (!dx && !dy))
5149 return MF_NO_ACTION;
5151 player->MovDir = (dx < 0 ? MV_LEFT :
5154 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5156 if (!IN_LEV_FIELD(new_jx, new_jy))
5157 return MF_NO_ACTION;
5159 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
5160 return MF_NO_ACTION;
5163 element = MovingOrBlocked2Element(new_jx, new_jy);
5165 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
5168 if (DONT_GO_TO(element))
5170 if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
5173 Feld[jx][jy] = EL_SPIELFIGUR;
5174 InitMovingField(jx, jy, MV_DOWN);
5175 Store[jx][jy] = EL_SALZSAEURE;
5176 ContinueMoving(jx, jy);
5180 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
5185 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
5186 if (can_move != MF_MOVING)
5189 StorePlayer[jx][jy] = 0;
5190 player->last_jx = jx;
5191 player->last_jy = jy;
5192 jx = player->jx = new_jx;
5193 jy = player->jy = new_jy;
5194 StorePlayer[jx][jy] = player->element_nr;
5197 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
5199 ScrollFigure(player, SCROLL_INIT);
5204 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
5206 int jx = player->jx, jy = player->jy;
5207 int old_jx = jx, old_jy = jy;
5208 int moved = MF_NO_ACTION;
5210 if (!player->active || (!dx && !dy))
5214 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5218 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5219 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
5223 /* remove the last programmed player action */
5224 player->programmed_action = 0;
5228 /* should only happen if pre-1.2 tape recordings are played */
5229 /* this is only for backward compatibility */
5231 int original_move_delay_value = player->move_delay_value;
5234 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
5237 /* scroll remaining steps with finest movement resolution */
5238 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
5240 while (player->MovPos)
5242 ScrollFigure(player, SCROLL_GO_ON);
5243 ScrollScreen(NULL, SCROLL_GO_ON);
5249 player->move_delay_value = original_move_delay_value;
5252 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
5254 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
5255 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5259 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5260 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5266 if (moved & MF_MOVING && !ScreenMovPos &&
5267 (player == local_player || !options.network))
5269 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5270 int offset = (setup.scroll_delay ? 3 : 0);
5272 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5274 /* actual player has left the screen -- scroll in that direction */
5275 if (jx != old_jx) /* player has moved horizontally */
5276 scroll_x += (jx - old_jx);
5277 else /* player has moved vertically */
5278 scroll_y += (jy - old_jy);
5282 if (jx != old_jx) /* player has moved horizontally */
5284 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5285 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5286 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5288 /* don't scroll over playfield boundaries */
5289 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5290 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5292 /* don't scroll more than one field at a time */
5293 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5295 /* don't scroll against the player's moving direction */
5296 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5297 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5298 scroll_x = old_scroll_x;
5300 else /* player has moved vertically */
5302 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5303 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5304 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5306 /* don't scroll over playfield boundaries */
5307 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5308 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5310 /* don't scroll more than one field at a time */
5311 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5313 /* don't scroll against the player's moving direction */
5314 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5315 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5316 scroll_y = old_scroll_y;
5320 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5322 if (!options.network && !AllPlayersInVisibleScreen())
5324 scroll_x = old_scroll_x;
5325 scroll_y = old_scroll_y;
5329 ScrollScreen(player, SCROLL_INIT);
5330 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5335 if (!(moved & MF_MOVING) && !player->Pushing)
5338 player->Frame = (player->Frame + 1) % 4;
5340 if (moved & MF_MOVING)
5342 if (old_jx != jx && old_jy == jy)
5343 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5344 else if (old_jx == jx && old_jy != jy)
5345 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5347 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
5349 player->last_move_dir = player->MovDir;
5350 player->is_moving = TRUE;
5354 CheckGravityMovement(player);
5357 player->last_move_dir = MV_NO_MOVING;
5359 player->is_moving = FALSE;
5362 TestIfHeroTouchesBadThing(jx, jy);
5364 if (!player->active)
5370 void ScrollFigure(struct PlayerInfo *player, int mode)
5372 int jx = player->jx, jy = player->jy;
5373 int last_jx = player->last_jx, last_jy = player->last_jy;
5374 int move_stepsize = TILEX / player->move_delay_value;
5376 if (!player->active || !player->MovPos)
5379 if (mode == SCROLL_INIT)
5381 player->actual_frame_counter = FrameCounter;
5382 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5384 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
5385 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5390 else if (!FrameReached(&player->actual_frame_counter, 1))
5393 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5394 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5396 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5397 Feld[last_jx][last_jy] = EL_LEERRAUM;
5399 /* before DrawPlayer() to draw correct player graphic for this case */
5400 if (player->MovPos == 0)
5401 CheckGravityMovement(player);
5405 if (player->MovPos == 0)
5407 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
5409 /* continue with normal speed after quickly moving through gate */
5410 HALVE_PLAYER_SPEED(player);
5412 /* be able to make the next move without delay */
5413 player->move_delay = 0;
5416 player->last_jx = jx;
5417 player->last_jy = jy;
5419 if (Feld[jx][jy] == EL_AUSGANG_AUF)
5423 if (!local_player->friends_still_needed)
5424 player->LevelSolved = player->GameOver = TRUE;
5427 if (tape.single_step && tape.recording && !tape.pausing &&
5428 !player->programmed_action)
5429 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5433 void ScrollScreen(struct PlayerInfo *player, int mode)
5435 static unsigned long screen_frame_counter = 0;
5437 if (mode == SCROLL_INIT)
5439 /* set scrolling step size according to actual player's moving speed */
5440 ScrollStepSize = TILEX / player->move_delay_value;
5442 screen_frame_counter = FrameCounter;
5443 ScreenMovDir = player->MovDir;
5444 ScreenMovPos = player->MovPos;
5445 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5448 else if (!FrameReached(&screen_frame_counter, 1))
5453 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5454 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5455 redraw_mask |= REDRAW_FIELD;
5458 ScreenMovDir = MV_NO_MOVING;
5461 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
5463 int i, kill_x = -1, kill_y = -1;
5464 static int test_xy[4][2] =
5471 static int test_dir[4] =
5481 int test_x, test_y, test_move_dir, test_element;
5483 test_x = good_x + test_xy[i][0];
5484 test_y = good_y + test_xy[i][1];
5485 if (!IN_LEV_FIELD(test_x, test_y))
5489 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5492 test_element = Feld[test_x][test_y];
5494 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
5497 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5498 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5500 if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) ||
5501 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
5509 if (kill_x != -1 || kill_y != -1)
5511 if (IS_PLAYER(good_x, good_y))
5513 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
5515 if (player->shield_active_time_left > 0)
5516 Bang(kill_x, kill_y);
5517 else if (!PLAYER_PROTECTED(good_x, good_y))
5521 Bang(good_x, good_y);
5525 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
5527 int i, kill_x = -1, kill_y = -1;
5528 int bad_element = Feld[bad_x][bad_y];
5529 static int test_xy[4][2] =
5536 static int test_dir[4] =
5544 if (bad_element == EL_EXPLODING) /* skip just exploding bad things */
5549 int test_x, test_y, test_move_dir, test_element;
5551 test_x = bad_x + test_xy[i][0];
5552 test_y = bad_y + test_xy[i][1];
5553 if (!IN_LEV_FIELD(test_x, test_y))
5557 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5559 test_element = Feld[test_x][test_y];
5561 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5562 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5564 if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) ||
5565 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
5567 /* good thing is player or penguin that does not move away */
5568 if (IS_PLAYER(test_x, test_y))
5570 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
5572 if (bad_element == EL_ROBOT && player->is_moving)
5573 continue; /* robot does not kill player if he is moving */
5579 else if (test_element == EL_PINGUIN)
5588 if (kill_x != -1 || kill_y != -1)
5590 if (IS_PLAYER(kill_x, kill_y))
5592 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
5595 int dir = player->MovDir;
5596 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5597 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5599 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5600 newx != bad_x && newy != bad_y)
5601 ; /* robot does not kill player if he is moving */
5603 printf("-> %d\n", player->MovDir);
5605 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5606 newx != bad_x && newy != bad_y)
5607 ; /* robot does not kill player if he is moving */
5612 if (player->shield_active_time_left > 0)
5614 else if (!PLAYER_PROTECTED(kill_x, kill_y))
5618 Bang(kill_x, kill_y);
5622 void TestIfHeroTouchesBadThing(int x, int y)
5624 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5627 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
5629 TestIfGoodThingHitsBadThing(x, y, move_dir);
5632 void TestIfBadThingTouchesHero(int x, int y)
5634 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5637 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
5639 TestIfBadThingHitsGoodThing(x, y, move_dir);
5642 void TestIfFriendTouchesBadThing(int x, int y)
5644 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5647 void TestIfBadThingTouchesFriend(int x, int y)
5649 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5652 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
5654 int i, kill_x = bad_x, kill_y = bad_y;
5655 static int xy[4][2] =
5667 x = bad_x + xy[i][0];
5668 y = bad_y + xy[i][1];
5669 if (!IN_LEV_FIELD(x, y))
5672 element = Feld[x][y];
5673 if (IS_AMOEBOID(element) || element == EL_LIFE ||
5674 element == EL_AMOEBING || element == EL_TROPFEN)
5682 if (kill_x != bad_x || kill_y != bad_y)
5686 void KillHero(struct PlayerInfo *player)
5688 int jx = player->jx, jy = player->jy;
5690 if (!player->active)
5693 if (IS_PFORTE(Feld[jx][jy]))
5694 Feld[jx][jy] = EL_LEERRAUM;
5696 /* deactivate shield (else Bang()/Explode() would not work right) */
5697 player->shield_passive_time_left = 0;
5698 player->shield_active_time_left = 0;
5704 static void KillHeroUnlessProtected(int x, int y)
5706 if (!PLAYER_PROTECTED(x, y))
5707 KillHero(PLAYERINFO(x, y));
5710 void BuryHero(struct PlayerInfo *player)
5712 int jx = player->jx, jy = player->jy;
5714 if (!player->active)
5717 PlaySoundLevel(jx, jy, SND_PLAYER_DYING);
5718 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
5720 player->GameOver = TRUE;
5724 void RemoveHero(struct PlayerInfo *player)
5726 int jx = player->jx, jy = player->jy;
5727 int i, found = FALSE;
5729 player->present = FALSE;
5730 player->active = FALSE;
5732 if (!ExplodeField[jx][jy])
5733 StorePlayer[jx][jy] = 0;
5735 for (i=0; i<MAX_PLAYERS; i++)
5736 if (stored_player[i].active)
5740 AllPlayersGone = TRUE;
5746 int DigField(struct PlayerInfo *player,
5747 int x, int y, int real_dx, int real_dy, int mode)
5749 int jx = player->jx, jy = player->jy;
5750 int dx = x - jx, dy = y - jy;
5751 int move_direction = (dx == -1 ? MV_LEFT :
5752 dx == +1 ? MV_RIGHT :
5754 dy == +1 ? MV_DOWN : MV_NO_MOVING);
5757 if (player->MovPos == 0)
5758 player->Pushing = FALSE;
5760 if (mode == DF_NO_PUSH)
5762 player->Switching = FALSE;
5763 player->push_delay = 0;
5764 return MF_NO_ACTION;
5767 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
5768 return MF_NO_ACTION;
5770 if (IS_TUBE(Feld[jx][jy]))
5773 int tube_leave_directions[][2] =
5775 { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5776 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5777 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5778 { EL_TUBE_VERT_LEFT, MV_LEFT | MV_UP | MV_DOWN },
5779 { EL_TUBE_VERT_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
5780 { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_UP },
5781 { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
5782 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
5783 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
5784 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
5785 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
5786 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
5789 while (tube_leave_directions[i][0] != Feld[jx][jy])
5792 if (tube_leave_directions[i][0] == -1) /* should not happen */
5796 if (!(tube_leave_directions[i][1] & move_direction))
5797 return MF_NO_ACTION; /* tube has no opening in this direction */
5800 element = Feld[x][y];
5806 case EL_SAND_INVISIBLE:
5807 case EL_TRAP_INACTIVE:
5811 PlaySoundLevelElementAction(x, y, element, SND_ACTION_DIGGING);
5815 case EL_EDELSTEIN_BD:
5816 case EL_EDELSTEIN_GELB:
5817 case EL_EDELSTEIN_ROT:
5818 case EL_EDELSTEIN_LILA:
5820 case EL_SP_INFOTRON:
5824 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 :
5825 element == EL_PEARL ? 5 :
5826 element == EL_CRYSTAL ? 8 : 1);
5827 if (local_player->gems_still_needed < 0)
5828 local_player->gems_still_needed = 0;
5829 RaiseScoreElement(element);
5830 DrawText(DX_EMERALDS, DY_EMERALDS,
5831 int2str(local_player->gems_still_needed, 3),
5832 FS_SMALL, FC_YELLOW);
5833 PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING);
5838 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
5839 PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
5843 Feld[x][y] = EL_LEERRAUM;
5844 PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
5852 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5854 PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MAX_RIGHT);
5857 case EL_SHIELD_PASSIVE:
5859 player->shield_passive_time_left += 10;
5860 PlaySoundLevel(x, y, SND_SHIELD_PASSIVE_COLLECTING);
5863 case EL_SHIELD_ACTIVE:
5865 player->shield_passive_time_left += 10;
5866 player->shield_active_time_left += 10;
5867 PlaySoundLevel(x, y, SND_SHIELD_ACTIVE_COLLECTING);
5870 case EL_DYNAMITE_INACTIVE:
5871 case EL_SP_DISK_RED:
5874 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5875 DrawText(DX_DYNAMITE, DY_DYNAMITE,
5876 int2str(local_player->dynamite, 3),
5877 FS_SMALL, FC_YELLOW);
5878 PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING);
5881 case EL_DYNABOMB_NR:
5883 player->dynabomb_count++;
5884 player->dynabombs_left++;
5885 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5886 PlaySoundLevel(x, y, SND_DYNABOMB_NR_COLLECTING);
5889 case EL_DYNABOMB_SZ:
5891 player->dynabomb_size++;
5892 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5893 PlaySoundLevel(x, y, SND_DYNABOMB_SZ_COLLECTING);
5896 case EL_DYNABOMB_XL:
5898 player->dynabomb_xl = TRUE;
5899 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5900 PlaySoundLevel(x, y, SND_DYNABOMB_XL_COLLECTING);
5903 case EL_SCHLUESSEL1:
5904 case EL_SCHLUESSEL2:
5905 case EL_SCHLUESSEL3:
5906 case EL_SCHLUESSEL4:
5908 int key_nr = element - EL_SCHLUESSEL1;
5911 player->key[key_nr] = TRUE;
5912 RaiseScoreElement(EL_SCHLUESSEL);
5913 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5914 GFX_SCHLUESSEL1 + key_nr);
5915 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5916 GFX_SCHLUESSEL1 + key_nr);
5917 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
5926 int key_nr = element - EL_EM_KEY_1;
5929 player->key[key_nr] = TRUE;
5930 RaiseScoreElement(EL_SCHLUESSEL);
5931 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5932 GFX_SCHLUESSEL1 + key_nr);
5933 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5934 GFX_SCHLUESSEL1 + key_nr);
5935 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
5940 Feld[x][y] = EL_ABLENK_EIN;
5943 DrawLevelField(x, y);
5944 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
5948 case EL_SP_TERMINAL:
5952 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
5954 for (yy=0; yy<lev_fieldy; yy++)
5956 for (xx=0; xx<lev_fieldx; xx++)
5958 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
5960 else if (Feld[xx][yy] == EL_SP_TERMINAL)
5961 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
5969 case EL_BELT1_SWITCH_LEFT:
5970 case EL_BELT1_SWITCH_MIDDLE:
5971 case EL_BELT1_SWITCH_RIGHT:
5972 case EL_BELT2_SWITCH_LEFT:
5973 case EL_BELT2_SWITCH_MIDDLE:
5974 case EL_BELT2_SWITCH_RIGHT:
5975 case EL_BELT3_SWITCH_LEFT:
5976 case EL_BELT3_SWITCH_MIDDLE:
5977 case EL_BELT3_SWITCH_RIGHT:
5978 case EL_BELT4_SWITCH_LEFT:
5979 case EL_BELT4_SWITCH_MIDDLE:
5980 case EL_BELT4_SWITCH_RIGHT:
5981 if (!player->Switching)
5983 player->Switching = TRUE;
5984 ToggleBeltSwitch(x, y);
5985 PlaySoundLevel(x, y, SND_CONVEYOR_BELT_SWITCH_ACTIVATING);
5990 case EL_SWITCHGATE_SWITCH_1:
5991 case EL_SWITCHGATE_SWITCH_2:
5992 if (!player->Switching)
5994 player->Switching = TRUE;
5995 ToggleSwitchgateSwitch(x, y);
5996 PlaySoundLevel(x, y, SND_SWITCHGATE_SWITCH_ACTIVATING);
6001 case EL_LIGHT_SWITCH_OFF:
6002 case EL_LIGHT_SWITCH_ON:
6003 if (!player->Switching)
6005 player->Switching = TRUE;
6006 ToggleLightSwitch(x, y);
6007 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH_OFF ?
6008 SND_LIGHT_SWITCH_ACTIVATING :
6009 SND_LIGHT_SWITCH_DEACTIVATING);
6014 case EL_TIMEGATE_SWITCH_OFF:
6015 ActivateTimegateSwitch(x, y);
6016 PlaySoundLevel(x, y, SND_TIMEGATE_WHEEL_ACTIVATING);
6021 case EL_BALLOON_SEND_LEFT:
6022 case EL_BALLOON_SEND_RIGHT:
6023 case EL_BALLOON_SEND_UP:
6024 case EL_BALLOON_SEND_DOWN:
6025 case EL_BALLOON_SEND_ANY:
6026 if (element == EL_BALLOON_SEND_ANY)
6027 game.balloon_dir = move_direction;
6029 game.balloon_dir = (element == EL_BALLOON_SEND_LEFT ? MV_LEFT :
6030 element == EL_BALLOON_SEND_RIGHT ? MV_RIGHT :
6031 element == EL_BALLOON_SEND_UP ? MV_UP :
6032 element == EL_BALLOON_SEND_DOWN ? MV_DOWN :
6034 PlaySoundLevel(x, y, SND_BALLOON_SWITCH_ACTIVATING);
6040 if (local_player->gems_still_needed > 0)
6041 return MF_NO_ACTION;
6043 player->LevelSolved = player->GameOver = TRUE;
6044 PlaySoundStereo(SND_SP_EXIT_ENTERING, SOUND_MAX_RIGHT);
6047 /* the following elements cannot be pushed by "snapping" */
6048 case EL_FELSBROCKEN:
6050 case EL_DX_SUPABOMB:
6054 case EL_SP_DISK_ORANGE:
6056 if (mode == DF_SNAP)
6057 return MF_NO_ACTION;
6058 /* no "break" -- fall through to next case */
6059 /* the following elements can be pushed by "snapping" */
6062 return MF_NO_ACTION;
6064 player->Pushing = TRUE;
6066 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6067 return MF_NO_ACTION;
6071 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6072 return MF_NO_ACTION;
6075 if (player->push_delay == 0)
6076 player->push_delay = FrameCounter;
6078 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6079 !tape.playing && element != EL_SPRING)
6080 return MF_NO_ACTION;
6082 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6083 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6084 element != EL_SPRING)
6085 return MF_NO_ACTION;
6088 if (mode == DF_SNAP)
6090 InitMovingField(x, y, move_direction);
6091 ContinueMoving(x, y);
6096 Feld[x+dx][y+dy] = element;
6099 if (element == EL_SPRING)
6101 Feld[x+dx][y+dy] = EL_SPRING_MOVING;
6102 MovDir[x+dx][y+dy] = move_direction;
6105 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
6107 DrawLevelField(x+dx, y+dy);
6108 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING);
6115 if (!player->key[element - EL_PFORTE1])
6116 return MF_NO_ACTION;
6123 if (!player->key[element - EL_PFORTE1X])
6124 return MF_NO_ACTION;
6131 if (!player->key[element - EL_EM_GATE_1])
6132 return MF_NO_ACTION;
6133 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6134 return MF_NO_ACTION;
6136 /* automatically move to the next field with double speed */
6137 player->programmed_action = move_direction;
6138 DOUBLE_PLAYER_SPEED(player);
6140 PlaySoundLevel(x, y, SND_GATE_PASSING);
6147 if (!player->key[element - EL_EM_GATE_1X])
6148 return MF_NO_ACTION;
6149 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6150 return MF_NO_ACTION;
6152 /* automatically move to the next field with double speed */
6153 player->programmed_action = move_direction;
6154 DOUBLE_PLAYER_SPEED(player);
6156 PlaySoundLevel(x, y, SND_GATE_PASSING);
6159 case EL_SWITCHGATE_OPEN:
6160 case EL_TIMEGATE_OPEN:
6161 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6162 return MF_NO_ACTION;
6164 /* automatically move to the next field with double speed */
6165 player->programmed_action = move_direction;
6166 DOUBLE_PLAYER_SPEED(player);
6168 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PASSING);
6171 case EL_SP_PORT1_LEFT:
6172 case EL_SP_PORT2_LEFT:
6173 case EL_SP_PORT1_RIGHT:
6174 case EL_SP_PORT2_RIGHT:
6175 case EL_SP_PORT1_UP:
6176 case EL_SP_PORT2_UP:
6177 case EL_SP_PORT1_DOWN:
6178 case EL_SP_PORT2_DOWN:
6183 element != EL_SP_PORT1_LEFT &&
6184 element != EL_SP_PORT2_LEFT &&
6185 element != EL_SP_PORT_X &&
6186 element != EL_SP_PORT_XY) ||
6188 element != EL_SP_PORT1_RIGHT &&
6189 element != EL_SP_PORT2_RIGHT &&
6190 element != EL_SP_PORT_X &&
6191 element != EL_SP_PORT_XY) ||
6193 element != EL_SP_PORT1_UP &&
6194 element != EL_SP_PORT2_UP &&
6195 element != EL_SP_PORT_Y &&
6196 element != EL_SP_PORT_XY) ||
6198 element != EL_SP_PORT1_DOWN &&
6199 element != EL_SP_PORT2_DOWN &&
6200 element != EL_SP_PORT_Y &&
6201 element != EL_SP_PORT_XY) ||
6202 !IN_LEV_FIELD(x + dx, y + dy) ||
6203 !IS_FREE(x + dx, y + dy))
6204 return MF_NO_ACTION;
6206 /* automatically move to the next field with double speed */
6207 player->programmed_action = move_direction;
6208 DOUBLE_PLAYER_SPEED(player);
6210 PlaySoundLevel(x, y, SND_SP_PORT_PASSING);
6214 case EL_TUBE_VERTICAL:
6215 case EL_TUBE_HORIZONTAL:
6216 case EL_TUBE_VERT_LEFT:
6217 case EL_TUBE_VERT_RIGHT:
6218 case EL_TUBE_HORIZ_UP:
6219 case EL_TUBE_HORIZ_DOWN:
6220 case EL_TUBE_LEFT_UP:
6221 case EL_TUBE_LEFT_DOWN:
6222 case EL_TUBE_RIGHT_UP:
6223 case EL_TUBE_RIGHT_DOWN:
6226 int tube_enter_directions[][2] =
6228 { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6229 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6230 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6231 { EL_TUBE_VERT_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
6232 { EL_TUBE_VERT_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
6233 { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
6234 { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
6235 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
6236 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
6237 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
6238 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
6239 { -1, MV_NO_MOVING }
6242 while (tube_enter_directions[i][0] != element)
6245 if (tube_enter_directions[i][0] == -1) /* should not happen */
6249 if (!(tube_enter_directions[i][1] & move_direction))
6250 return MF_NO_ACTION; /* tube has no opening in this direction */
6252 PlaySoundLevel(x, y, SND_TUBE_PASSING);
6257 case EL_AUSGANG_ACT:
6258 /* door is not (yet) open */
6259 return MF_NO_ACTION;
6262 case EL_AUSGANG_AUF:
6263 if (mode == DF_SNAP)
6264 return MF_NO_ACTION;
6266 PlaySoundLevel(x, y, SND_EXIT_ENTERING);
6271 Feld[x][y] = EL_BIRNE_EIN;
6272 local_player->lights_still_needed--;
6273 DrawLevelField(x, y);
6274 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
6279 Feld[x][y] = EL_ZEIT_LEER;
6281 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
6282 DrawLevelField(x, y);
6283 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MAX_RIGHT);
6287 case EL_SOKOBAN_FELD_LEER:
6290 case EL_SOKOBAN_OBJEKT:
6291 case EL_SOKOBAN_FELD_VOLL:
6293 case EL_SP_DISK_YELLOW:
6295 if (mode == DF_SNAP)
6296 return MF_NO_ACTION;
6298 player->Pushing = TRUE;
6300 if (!IN_LEV_FIELD(x+dx, y+dy)
6301 || (!IS_FREE(x+dx, y+dy)
6302 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
6303 || !IS_SB_ELEMENT(element))))
6304 return MF_NO_ACTION;
6308 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6309 return MF_NO_ACTION;
6311 else if (dy && real_dx)
6313 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
6314 return MF_NO_ACTION;
6317 if (player->push_delay == 0)
6318 player->push_delay = FrameCounter;
6320 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6321 !tape.playing && element != EL_BALLOON)
6322 return MF_NO_ACTION;
6324 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6325 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6326 element != EL_BALLOON)
6327 return MF_NO_ACTION;
6330 if (IS_SB_ELEMENT(element))
6332 if (element == EL_SOKOBAN_FELD_VOLL)
6334 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
6335 local_player->sokobanfields_still_needed++;
6340 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
6342 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
6343 local_player->sokobanfields_still_needed--;
6344 if (element == EL_SOKOBAN_OBJEKT)
6345 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_FILLING);
6347 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6351 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
6352 if (element == EL_SOKOBAN_FELD_VOLL)
6353 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_CLEARING);
6355 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6361 Feld[x+dx][y+dy] = element;
6362 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING);
6365 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
6367 DrawLevelField(x, y);
6368 DrawLevelField(x+dx, y+dy);
6370 if (IS_SB_ELEMENT(element) &&
6371 local_player->sokobanfields_still_needed == 0 &&
6372 game.emulation == EMU_SOKOBAN)
6374 player->LevelSolved = player->GameOver = TRUE;
6375 PlaySoundLevel(x, y, SND_SOKOBAN_GAME_SOLVING);
6386 return MF_NO_ACTION;
6389 player->push_delay = 0;
6394 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
6396 int jx = player->jx, jy = player->jy;
6397 int x = jx + dx, y = jy + dy;
6399 if (!player->active || !IN_LEV_FIELD(x, y))
6407 if (player->MovPos == 0)
6408 player->Pushing = FALSE;
6410 player->snapped = FALSE;
6414 if (player->snapped)
6417 player->MovDir = (dx < 0 ? MV_LEFT :
6420 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6422 if (!DigField(player, x, y, 0, 0, DF_SNAP))
6425 player->snapped = TRUE;
6426 DrawLevelField(x, y);
6432 boolean PlaceBomb(struct PlayerInfo *player)
6434 int jx = player->jx, jy = player->jy;
6437 if (!player->active || player->MovPos)
6440 element = Feld[jx][jy];
6442 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
6443 IS_ACTIVE_BOMB(element) || element == EL_EXPLODING)
6446 if (element != EL_LEERRAUM)
6447 Store[jx][jy] = element;
6449 if (player->dynamite)
6451 Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
6452 MovDelay[jx][jy] = 96;
6454 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6455 FS_SMALL, FC_YELLOW);
6456 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6458 if (game.emulation == EMU_SUPAPLEX)
6459 DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
6461 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
6464 PlaySoundLevel(jx, jy, SND_DYNAMITE_PLACING);
6468 Feld[jx][jy] = EL_DYNABOMB_ACTIVE_1 + (player->element_nr - EL_SPIELER1);
6469 MovDelay[jx][jy] = 96;
6470 player->dynabombs_left--;
6471 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6472 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
6474 PlaySoundLevel(jx, jy, SND_DYNABOMB_PLACING);
6480 void PlaySoundLevel(int x, int y, int nr)
6482 static int loop_sound_frame[NUM_SOUND_FILES];
6483 static int loop_sound_volume[NUM_SOUND_FILES];
6484 int sx = SCREENX(x), sy = SCREENY(y);
6485 int volume, stereo_position;
6486 int max_distance = 8;
6487 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
6489 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
6490 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
6493 if (!IN_LEV_FIELD(x, y) ||
6494 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
6495 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
6498 volume = SOUND_MAX_VOLUME;
6500 if (!IN_SCR_FIELD(sx, sy))
6502 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
6503 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
6505 volume -= volume * (dx > dy ? dx : dy) / max_distance;
6508 stereo_position = (SOUND_MAX_LEFT +
6509 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
6510 (SCR_FIELDX + 2 * max_distance));
6512 if (IS_LOOP_SOUND(nr))
6514 /* This assures that quieter loop sounds do not overwrite louder ones,
6515 while restarting sound volume comparison with each new game frame. */
6517 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
6520 loop_sound_volume[nr] = volume;
6521 loop_sound_frame[nr] = FrameCounter;
6524 PlaySoundExt(nr, volume, stereo_position, type);
6527 void PlaySoundLevelAction(int x, int y, int sound_action)
6529 PlaySoundLevelElementAction(x, y, Feld[x][y], sound_action);
6532 void PlaySoundLevelElementAction(int x, int y, int element, int sound_action)
6534 int sound_effect = element_action_sound[element][sound_action];
6536 if (sound_effect != -1)
6537 PlaySoundLevel(x, y, sound_effect);
6540 void RaiseScore(int value)
6542 local_player->score += value;
6543 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
6544 FS_SMALL, FC_YELLOW);
6547 void RaiseScoreElement(int element)
6552 case EL_EDELSTEIN_BD:
6553 case EL_EDELSTEIN_GELB:
6554 case EL_EDELSTEIN_ROT:
6555 case EL_EDELSTEIN_LILA:
6556 RaiseScore(level.score[SC_EDELSTEIN]);
6559 RaiseScore(level.score[SC_DIAMANT]);
6563 RaiseScore(level.score[SC_KAEFER]);
6567 RaiseScore(level.score[SC_FLIEGER]);
6571 RaiseScore(level.score[SC_MAMPFER]);
6574 RaiseScore(level.score[SC_ROBOT]);
6577 RaiseScore(level.score[SC_PACMAN]);
6580 RaiseScore(level.score[SC_KOKOSNUSS]);
6582 case EL_DYNAMITE_INACTIVE:
6583 RaiseScore(level.score[SC_DYNAMIT]);
6586 RaiseScore(level.score[SC_SCHLUESSEL]);
6593 void RequestQuitGame(boolean ask_if_really_quit)
6595 if (AllPlayersGone ||
6596 !ask_if_really_quit ||
6597 level_editor_test_game ||
6598 Request("Do you really want to quit the game ?",
6599 REQ_ASK | REQ_STAY_CLOSED))
6601 #if defined(PLATFORM_UNIX)
6602 if (options.network)
6603 SendToServer_StopPlaying();
6607 game_status = MAINMENU;
6613 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
6618 /* ---------- new game button stuff ---------------------------------------- */
6620 /* graphic position values for game buttons */
6621 #define GAME_BUTTON_XSIZE 30
6622 #define GAME_BUTTON_YSIZE 30
6623 #define GAME_BUTTON_XPOS 5
6624 #define GAME_BUTTON_YPOS 215
6625 #define SOUND_BUTTON_XPOS 5
6626 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
6628 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6629 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6630 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6631 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6632 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6633 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6640 } gamebutton_info[NUM_GAME_BUTTONS] =
6643 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
6648 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
6653 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
6658 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
6659 SOUND_CTRL_ID_MUSIC,
6660 "background music on/off"
6663 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
6664 SOUND_CTRL_ID_LOOPS,
6665 "sound loops on/off"
6668 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
6669 SOUND_CTRL_ID_SIMPLE,
6670 "normal sounds on/off"
6674 void CreateGameButtons()
6678 for (i=0; i<NUM_GAME_BUTTONS; i++)
6680 Bitmap *gd_bitmap = pix[PIX_DOOR];
6681 struct GadgetInfo *gi;
6684 unsigned long event_mask;
6685 int gd_xoffset, gd_yoffset;
6686 int gd_x1, gd_x2, gd_y1, gd_y2;
6689 gd_xoffset = gamebutton_info[i].x;
6690 gd_yoffset = gamebutton_info[i].y;
6691 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
6692 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
6694 if (id == GAME_CTRL_ID_STOP ||
6695 id == GAME_CTRL_ID_PAUSE ||
6696 id == GAME_CTRL_ID_PLAY)
6698 button_type = GD_TYPE_NORMAL_BUTTON;
6700 event_mask = GD_EVENT_RELEASED;
6701 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6702 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6706 button_type = GD_TYPE_CHECK_BUTTON;
6708 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
6709 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
6710 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
6711 event_mask = GD_EVENT_PRESSED;
6712 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
6713 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6716 gi = CreateGadget(GDI_CUSTOM_ID, id,
6717 GDI_INFO_TEXT, gamebutton_info[i].infotext,
6718 GDI_X, DX + gd_xoffset,
6719 GDI_Y, DY + gd_yoffset,
6720 GDI_WIDTH, GAME_BUTTON_XSIZE,
6721 GDI_HEIGHT, GAME_BUTTON_YSIZE,
6722 GDI_TYPE, button_type,
6723 GDI_STATE, GD_BUTTON_UNPRESSED,
6724 GDI_CHECKED, checked,
6725 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
6726 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
6727 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
6728 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
6729 GDI_EVENT_MASK, event_mask,
6730 GDI_CALLBACK_ACTION, HandleGameButtons,
6734 Error(ERR_EXIT, "cannot create gadget");
6736 game_gadget[id] = gi;
6740 static void MapGameButtons()
6744 for (i=0; i<NUM_GAME_BUTTONS; i++)
6745 MapGadget(game_gadget[i]);
6748 void UnmapGameButtons()
6752 for (i=0; i<NUM_GAME_BUTTONS; i++)
6753 UnmapGadget(game_gadget[i]);
6756 static void HandleGameButtons(struct GadgetInfo *gi)
6758 int id = gi->custom_id;
6760 if (game_status != PLAYING)
6765 case GAME_CTRL_ID_STOP:
6766 RequestQuitGame(TRUE);
6769 case GAME_CTRL_ID_PAUSE:
6770 if (options.network)
6772 #if defined(PLATFORM_UNIX)
6774 SendToServer_ContinuePlaying();
6776 SendToServer_PausePlaying();
6780 TapeTogglePause(TAPE_TOGGLE_MANUAL);
6783 case GAME_CTRL_ID_PLAY:
6786 #if defined(PLATFORM_UNIX)
6787 if (options.network)
6788 SendToServer_ContinuePlaying();
6792 tape.pausing = FALSE;
6793 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
6798 case SOUND_CTRL_ID_MUSIC:
6799 if (setup.sound_music)
6801 setup.sound_music = FALSE;
6804 else if (audio.music_available)
6806 setup.sound = setup.sound_music = TRUE;
6807 PlayMusic(level_nr);
6811 case SOUND_CTRL_ID_LOOPS:
6812 if (setup.sound_loops)
6813 setup.sound_loops = FALSE;
6814 else if (audio.loops_available)
6815 setup.sound = setup.sound_loops = TRUE;
6818 case SOUND_CTRL_ID_SIMPLE:
6819 if (setup.sound_simple)
6820 setup.sound_simple = FALSE;
6821 else if (audio.sound_available)
6822 setup.sound = setup.sound_simple = TRUE;