1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2001 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MoveFigure() */
36 #define MF_NO_ACTION 0
40 /* for ScrollFigure() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_NO_EXPLOSION 0
51 /* special positions in the game control window (relative to control window) */
54 #define XX_EMERALDS 29
55 #define YY_EMERALDS 54
56 #define XX_DYNAMITE 29
57 #define YY_DYNAMITE 89
65 /* special positions in the game control window (relative to main window) */
66 #define DX_LEVEL (DX + XX_LEVEL)
67 #define DY_LEVEL (DY + YY_LEVEL)
68 #define DX_EMERALDS (DX + XX_EMERALDS)
69 #define DY_EMERALDS (DY + YY_EMERALDS)
70 #define DX_DYNAMITE (DX + XX_DYNAMITE)
71 #define DY_DYNAMITE (DY + YY_DYNAMITE)
72 #define DX_KEYS (DX + XX_KEYS)
73 #define DY_KEYS (DY + YY_KEYS)
74 #define DX_SCORE (DX + XX_SCORE)
75 #define DY_SCORE (DY + YY_SCORE)
76 #define DX_TIME (DX + XX_TIME)
77 #define DY_TIME (DY + YY_TIME)
79 /* values for player movement speed (which is in fact a delay value) */
80 #define MOVE_DELAY_NORMAL_SPEED 8
81 #define MOVE_DELAY_HIGH_SPEED 4
83 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
84 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
85 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
86 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
88 /* game button identifiers */
89 #define GAME_CTRL_ID_STOP 0
90 #define GAME_CTRL_ID_PAUSE 1
91 #define GAME_CTRL_ID_PLAY 2
92 #define SOUND_CTRL_ID_MUSIC 3
93 #define SOUND_CTRL_ID_LOOPS 4
94 #define SOUND_CTRL_ID_SIMPLE 5
96 #define NUM_GAME_BUTTONS 6
98 /* forward declaration for internal use */
99 static void CloseAllOpenTimegates(void);
100 static void CheckGravityMovement(struct PlayerInfo *);
101 static void KillHeroUnlessProtected(int, int);
103 void PlaySoundLevel(int, int, int);
104 void PlaySoundLevelAction(int, int, int);
105 void PlaySoundLevelElementAction(int, int, int, int);
107 static void MapGameButtons();
108 static void HandleGameButtons(struct GadgetInfo *);
110 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
112 #define SND_ACTION_UNKNOWN 0
113 #define SND_ACTION_WAITING 1
114 #define SND_ACTION_MOVING 2
115 #define SND_ACTION_DIGGING 3
116 #define SND_ACTION_COLLECTING 4
117 #define SND_ACTION_PASSING 5
118 #define SND_ACTION_IMPACT 6
119 #define SND_ACTION_PUSHING 7
120 #define SND_ACTION_ACTIVATING 8
121 #define SND_ACTION_BURNING 9
123 #define NUM_SND_ACTIONS 10
130 } sound_action_properties[] =
132 /* insert _all_ loop sound actions here */
133 { ".waiting", SND_ACTION_WAITING, TRUE },
134 { ".moving", SND_ACTION_MOVING, TRUE }, /* continuos moving */
135 { ".running", SND_ACTION_UNKNOWN, TRUE },
136 { ".burning", SND_ACTION_BURNING, TRUE },
137 { ".growing", SND_ACTION_UNKNOWN, TRUE },
138 { ".attacking", SND_ACTION_UNKNOWN, TRUE },
140 /* other (non-loop) sound actions are optional */
141 { ".stepping", SND_ACTION_MOVING, FALSE }, /* discrete moving */
142 { ".digging", SND_ACTION_DIGGING, FALSE },
143 { ".collecting", SND_ACTION_COLLECTING, FALSE },
144 { ".passing", SND_ACTION_PASSING, FALSE },
145 { ".impact", SND_ACTION_IMPACT, FALSE },
146 { ".pushing", SND_ACTION_PUSHING, FALSE },
147 { ".activating", SND_ACTION_ACTIVATING, FALSE },
150 static int element_action_sound[NUM_LEVEL_ELEMENTS][NUM_SND_ACTIONS];
151 static boolean is_loop_sound[NUM_SOUND_EFFECTS];
153 #define IS_LOOP_SOUND(x) (is_loop_sound[x])
158 static unsigned int getStateCheckSum(int counter)
161 unsigned int mult = 1;
162 unsigned int checksum = 0;
164 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
166 static boolean first_game = TRUE;
168 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
174 lastFeld[x][y] = Feld[x][y];
175 else if (lastFeld[x][y] != Feld[x][y])
176 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
177 x, y, lastFeld[x][y], Feld[x][y]);
181 checksum += mult++ * Ur[x][y];
182 checksum += mult++ * Feld[x][y];
185 checksum += mult++ * MovPos[x][y];
186 checksum += mult++ * MovDir[x][y];
187 checksum += mult++ * MovDelay[x][y];
188 checksum += mult++ * Store[x][y];
189 checksum += mult++ * Store2[x][y];
190 checksum += mult++ * StorePlayer[x][y];
191 checksum += mult++ * Frame[x][y];
192 checksum += mult++ * AmoebaNr[x][y];
193 checksum += mult++ * JustStopped[x][y];
194 checksum += mult++ * Stop[x][y];
198 if (counter == 3 && first_game)
209 void GetPlayerConfig()
211 if (!audio.sound_available)
214 if (!audio.loops_available)
215 setup.sound_loops = FALSE;
217 if (!audio.music_available)
218 setup.sound_music = FALSE;
220 if (!video.fullscreen_available)
221 setup.fullscreen = FALSE;
223 setup.sound_simple = setup.sound;
225 SetAudioMode(setup.sound);
229 static int getBeltNrFromElement(int element)
231 return (element < EL_BELT2_LEFT ? 0 :
232 element < EL_BELT3_LEFT ? 1 :
233 element < EL_BELT4_LEFT ? 2 : 3);
236 static int getBeltNrFromSwitchElement(int element)
238 return (element < EL_BELT2_SWITCH_LEFT ? 0 :
239 element < EL_BELT3_SWITCH_LEFT ? 1 :
240 element < EL_BELT4_SWITCH_LEFT ? 2 : 3);
243 static int getBeltDirNrFromSwitchElement(int element)
245 static int belt_base_element[4] =
247 EL_BELT1_SWITCH_LEFT,
248 EL_BELT2_SWITCH_LEFT,
249 EL_BELT3_SWITCH_LEFT,
253 int belt_nr = getBeltNrFromSwitchElement(element);
254 int belt_dir_nr = element - belt_base_element[belt_nr];
256 return (belt_dir_nr % 3);
259 static int getBeltDirFromSwitchElement(int element)
261 static int belt_move_dir[3] =
268 int belt_dir_nr = getBeltDirNrFromSwitchElement(element);
270 return belt_move_dir[belt_dir_nr];
273 static void InitField(int x, int y, boolean init_game)
280 if (stored_player[0].present)
282 Feld[x][y] = EL_SP_MURPHY_CLONE;
289 Feld[x][y] = EL_SPIELER1;
297 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
298 int jx = player->jx, jy = player->jy;
300 player->present = TRUE;
302 if (!options.network || player->connected)
304 player->active = TRUE;
306 /* remove potentially duplicate players */
307 if (StorePlayer[jx][jy] == Feld[x][y])
308 StorePlayer[jx][jy] = 0;
310 StorePlayer[x][y] = Feld[x][y];
314 printf("Player %d activated.\n", player->element_nr);
315 printf("[Local player is %d and currently %s.]\n",
316 local_player->element_nr,
317 local_player->active ? "active" : "not active");
321 Feld[x][y] = EL_LEERRAUM;
322 player->jx = player->last_jx = x;
323 player->jy = player->last_jy = y;
328 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_SALZSAEURE)
329 Feld[x][y] = EL_BADEWANNE1;
330 else if (x > 0 && Feld[x-1][y] == EL_SALZSAEURE)
331 Feld[x][y] = EL_BADEWANNE2;
332 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE1)
333 Feld[x][y] = EL_BADEWANNE3;
334 else if (y > 0 && Feld[x][y-1] == EL_SALZSAEURE)
335 Feld[x][y] = EL_BADEWANNE4;
336 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE2)
337 Feld[x][y] = EL_BADEWANNE5;
340 case EL_KAEFER_RIGHT:
345 case EL_FLIEGER_RIGHT:
347 case EL_FLIEGER_LEFT:
348 case EL_FLIEGER_DOWN:
350 case EL_BUTTERFLY_RIGHT:
351 case EL_BUTTERFLY_UP:
352 case EL_BUTTERFLY_LEFT:
353 case EL_BUTTERFLY_DOWN:
355 case EL_FIREFLY_RIGHT:
357 case EL_FIREFLY_LEFT:
358 case EL_FIREFLY_DOWN:
360 case EL_PACMAN_RIGHT:
384 if (y == lev_fieldy - 1)
386 Feld[x][y] = EL_AMOEBING;
387 Store[x][y] = EL_AMOEBE_NASS;
391 case EL_DYNAMITE_ACTIVE:
396 local_player->lights_still_needed++;
399 case EL_SOKOBAN_FELD_LEER:
400 local_player->sokobanfields_still_needed++;
404 local_player->friends_still_needed++;
409 MovDir[x][y] = 1 << RND(4);
413 Feld[x][y] = EL_LEERRAUM;
416 case EL_EM_KEY_1_FILE:
417 Feld[x][y] = EL_EM_KEY_1;
419 case EL_EM_KEY_2_FILE:
420 Feld[x][y] = EL_EM_KEY_2;
422 case EL_EM_KEY_3_FILE:
423 Feld[x][y] = EL_EM_KEY_3;
425 case EL_EM_KEY_4_FILE:
426 Feld[x][y] = EL_EM_KEY_4;
429 case EL_BELT1_SWITCH_LEFT:
430 case EL_BELT1_SWITCH_MIDDLE:
431 case EL_BELT1_SWITCH_RIGHT:
432 case EL_BELT2_SWITCH_LEFT:
433 case EL_BELT2_SWITCH_MIDDLE:
434 case EL_BELT2_SWITCH_RIGHT:
435 case EL_BELT3_SWITCH_LEFT:
436 case EL_BELT3_SWITCH_MIDDLE:
437 case EL_BELT3_SWITCH_RIGHT:
438 case EL_BELT4_SWITCH_LEFT:
439 case EL_BELT4_SWITCH_MIDDLE:
440 case EL_BELT4_SWITCH_RIGHT:
443 int belt_nr = getBeltNrFromSwitchElement(Feld[x][y]);
444 int belt_dir = getBeltDirFromSwitchElement(Feld[x][y]);
445 int belt_dir_nr = getBeltDirNrFromSwitchElement(Feld[x][y]);
447 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
449 game.belt_dir[belt_nr] = belt_dir;
450 game.belt_dir_nr[belt_nr] = belt_dir_nr;
452 else /* more than one switch -- set it like the first switch */
454 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
459 case EL_SWITCHGATE_SWITCH_2: /* always start with same switch pos */
461 Feld[x][y] = EL_SWITCHGATE_SWITCH_1;
464 case EL_LIGHT_SWITCH_ON:
466 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
474 void DrawGameDoorValues()
478 for (i=0; i<MAX_PLAYERS; i++)
480 if (stored_player[i].key[j])
481 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
482 GFX_SCHLUESSEL1 + j);
484 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
485 int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
486 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
487 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
488 DrawText(DX + XX_SCORE, DY + YY_SCORE,
489 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
490 DrawText(DX + XX_TIME, DY + YY_TIME,
491 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
494 void InitGameEngine()
496 static int sound_effect_properties[NUM_SOUND_EFFECTS];
500 debug_print_timestamp(0, NULL);
503 for (i=0; i<NUM_SND_ACTIONS; i++)
504 for (j=0; j<NUM_LEVEL_ELEMENTS; j++)
505 element_action_sound[j][i] = -1;
507 for (i=0; i<NUM_SOUND_EFFECTS; i++)
509 int len_effect_text = strlen(sound_effects[i].text);
511 sound_effect_properties[i] = SND_ACTION_UNKNOWN;
512 is_loop_sound[i] = FALSE;
514 /* determine all loop sounds and identify certain sound classes */
517 while (sound_action_properties[j].text)
519 int len_action_text = strlen(sound_action_properties[j].text);
521 if (len_action_text < len_effect_text &&
522 strcmp(&sound_effects[i].text[len_effect_text - len_action_text],
523 sound_action_properties[j].text) == 0)
525 sound_effect_properties[i] = sound_action_properties[j].value;
527 if (sound_action_properties[j].is_loop)
528 is_loop_sound[i] = TRUE;
534 /* associate elements and some selected sound actions */
536 for (j=0; j<NUM_LEVEL_ELEMENTS; j++)
538 if (element_info[j].sound_class_name)
540 int len_class_text = strlen(element_info[j].sound_class_name);
542 if (len_class_text + 1 < len_effect_text &&
543 strncmp(sound_effects[i].text,
544 element_info[j].sound_class_name, len_class_text) == 0 &&
545 sound_effects[i].text[len_class_text] == '.')
547 int sound_action_value = sound_effect_properties[i];
549 element_action_sound[j][sound_action_value] = i;
556 debug_print_timestamp(0, "InitGameEngine");
562 int element = EL_ERDREICH;
563 int sound_action = SND_ACTION_DIGGING;
566 while (sound_action_properties[j].text)
568 if (sound_action_properties[j].value == sound_action)
569 printf("element %d, sound action '%s' == %d\n",
570 element, sound_action_properties[j].text,
571 element_action_sound[element][sound_action]);
581 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
582 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
583 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
586 #if USE_NEW_AMOEBA_CODE
587 printf("Using new amoeba code.\n");
589 printf("Using old amoeba code.\n");
593 /* don't play tapes over network */
594 network_playing = (options.network && !tape.playing);
596 for (i=0; i<MAX_PLAYERS; i++)
598 struct PlayerInfo *player = &stored_player[i];
600 player->index_nr = i;
601 player->element_nr = EL_SPIELER1 + i;
603 player->present = FALSE;
604 player->active = FALSE;
607 player->effective_action = 0;
608 player->programmed_action = 0;
611 player->gems_still_needed = level.gems_needed;
612 player->sokobanfields_still_needed = 0;
613 player->lights_still_needed = 0;
614 player->friends_still_needed = 0;
617 player->key[j] = FALSE;
619 player->dynamite = 0;
620 player->dynabomb_count = 0;
621 player->dynabomb_size = 1;
622 player->dynabombs_left = 0;
623 player->dynabomb_xl = FALSE;
625 player->MovDir = MV_NO_MOVING;
627 player->Pushing = FALSE;
628 player->Switching = FALSE;
632 player->actual_frame_counter = 0;
634 player->frame_reset_delay = 0;
636 player->last_move_dir = MV_NO_MOVING;
637 player->is_moving = FALSE;
639 player->move_delay = -1; /* no initial move delay */
640 player->move_delay_value =
641 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
643 player->push_delay = 0;
644 player->push_delay_value = 5;
646 player->snapped = FALSE;
648 player->last_jx = player->last_jy = 0;
649 player->jx = player->jy = 0;
651 player->shield_passive_time_left = 0;
652 player->shield_active_time_left = 0;
654 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
655 SnapField(player, 0, 0);
657 player->LevelSolved = FALSE;
658 player->GameOver = FALSE;
661 network_player_action_received = FALSE;
663 #if defined(PLATFORM_UNIX)
664 /* initial null action */
666 SendToServer_MovePlayer(MV_NO_MOVING);
674 TimeLeft = level.time;
676 ScreenMovDir = MV_NO_MOVING;
680 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
682 AllPlayersGone = FALSE;
684 game.yam_content_nr = 0;
685 game.magic_wall_active = FALSE;
686 game.magic_wall_time_left = 0;
687 game.light_time_left = 0;
688 game.timegate_time_left = 0;
689 game.switchgate_pos = 0;
690 game.balloon_dir = MV_NO_MOVING;
691 game.explosions_delayed = TRUE;
695 game.belt_dir[i] = MV_NO_MOVING;
696 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
699 for (i=0; i<MAX_NUM_AMOEBA; i++)
700 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
702 for (x=0; x<lev_fieldx; x++)
704 for (y=0; y<lev_fieldy; y++)
706 Feld[x][y] = Ur[x][y];
707 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
708 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
711 JustStopped[x][y] = 0;
713 ExplodeField[x][y] = EX_NO_EXPLOSION;
717 for(y=0; y<lev_fieldy; y++)
719 for(x=0; x<lev_fieldx; x++)
721 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
723 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
725 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
728 InitField(x, y, TRUE);
732 /* correct non-moving belts to start moving left */
734 if (game.belt_dir[i] == MV_NO_MOVING)
735 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
737 /* check if any connected player was not found in playfield */
738 for (i=0; i<MAX_PLAYERS; i++)
740 struct PlayerInfo *player = &stored_player[i];
742 if (player->connected && !player->present)
744 for (j=0; j<MAX_PLAYERS; j++)
746 struct PlayerInfo *some_player = &stored_player[j];
747 int jx = some_player->jx, jy = some_player->jy;
749 /* assign first free player found that is present in the playfield */
750 if (some_player->present && !some_player->connected)
752 player->present = TRUE;
753 player->active = TRUE;
754 some_player->present = FALSE;
756 StorePlayer[jx][jy] = player->element_nr;
757 player->jx = player->last_jx = jx;
758 player->jy = player->last_jy = jy;
768 /* when playing a tape, eliminate all players who do not participate */
770 for (i=0; i<MAX_PLAYERS; i++)
772 if (stored_player[i].active && !tape.player_participates[i])
774 struct PlayerInfo *player = &stored_player[i];
775 int jx = player->jx, jy = player->jy;
777 player->active = FALSE;
778 StorePlayer[jx][jy] = 0;
779 Feld[jx][jy] = EL_LEERRAUM;
783 else if (!options.network && !setup.team_mode) /* && !tape.playing */
785 /* when in single player mode, eliminate all but the first active player */
787 for (i=0; i<MAX_PLAYERS; i++)
789 if (stored_player[i].active)
791 for (j=i+1; j<MAX_PLAYERS; j++)
793 if (stored_player[j].active)
795 struct PlayerInfo *player = &stored_player[j];
796 int jx = player->jx, jy = player->jy;
798 player->active = FALSE;
799 StorePlayer[jx][jy] = 0;
800 Feld[jx][jy] = EL_LEERRAUM;
807 /* when recording the game, store which players take part in the game */
810 for (i=0; i<MAX_PLAYERS; i++)
811 if (stored_player[i].active)
812 tape.player_participates[i] = TRUE;
817 for (i=0; i<MAX_PLAYERS; i++)
819 struct PlayerInfo *player = &stored_player[i];
821 printf("Player %d: present == %d, connected == %d, active == %d.\n",
826 if (local_player == player)
827 printf("Player %d is local player.\n", i+1);
831 game.version = (tape.playing ? tape.game_version : level.game_version);
832 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
833 emulate_sb ? EMU_SOKOBAN :
834 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
836 /* dynamically adjust element properties according to game engine version */
838 static int ep_em_slippery_wall[] =
840 EL_BETON, /* dummy entry; may be overwritten with EL_MAUERND */
849 static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall);
851 static int ep_em_slippery_wall_num =
852 sizeof(ep_em_slippery_wall) / sizeof(int);
856 printf("level %d: level version == %06d\n", level_nr, level.game_version);
857 printf(" tape version == %06d\n", tape.game_version);
858 printf(" => game.version == %06d\n", game.version);
861 printf("level %d: game.version == %06d\n", level_nr, level.game_version);
862 printf(" file_version == %06d\n", level.file_version);
866 if (game.version > VERSION_IDENT(2,0,1))
867 ep_em_slippery_wall[0] = EL_MAUERND;
869 ep_em_slippery_wall[0] = EL_BETON; /* dummy entry */
871 Elementeigenschaften2[EL_MAUERND] &= ~EP_BIT_EM_SLIPPERY_WALL;
873 for (i=0; i<ep_em_slippery_wall_num; i++)
876 if (level.em_slippery_gems) /* special EM style gems behaviour */
878 if (game.version >= GAME_VERSION_2_0)
880 Elementeigenschaften2[ep_em_slippery_wall[i]] |=
881 EP_BIT_EM_SLIPPERY_WALL;
883 Elementeigenschaften2[ep_em_slippery_wall[i]] &=
884 ~EP_BIT_EM_SLIPPERY_WALL;
887 if (IS_EM_SLIPPERY_WALL(EL_MAUERND))
888 printf("IS_EM_SLIPPERY_WALL(EL_MAUERND)\n");
890 printf("! IS_EM_SLIPPERY_WALL(EL_MAUERND)\n");
893 if (BorderElement == EL_LEERRAUM)
896 SBX_Right = lev_fieldx - SCR_FIELDX;
898 SBY_Lower = lev_fieldy - SCR_FIELDY;
903 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
905 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
908 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
909 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
911 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
912 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
915 scroll_y = SBY_Upper;
916 if (local_player->jx >= SBX_Left + MIDPOSX)
917 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
918 local_player->jx - MIDPOSX :
920 if (local_player->jy >= SBY_Upper + MIDPOSY)
921 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
922 local_player->jy - MIDPOSY :
925 CloseDoor(DOOR_CLOSE_1);
931 /* after drawing the level, correct some elements */
932 if (game.timegate_time_left == 0)
933 CloseAllOpenTimegates();
935 if (setup.soft_scrolling)
936 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
938 redraw_mask |= REDRAW_FROM_BACKBUFFER;
940 /* copy default game door content to main double buffer */
941 BlitBitmap(pix[PIX_DOOR], drawto,
942 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
945 DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
946 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
949 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
950 int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3);
951 BlitBitmap(drawto, drawto,
952 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
953 FONT5_XSIZE * 3, FONT5_YSIZE - 1,
954 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
957 DrawGameDoorValues();
961 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
962 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
963 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
967 /* copy actual game door content to door double buffer for OpenDoor() */
968 BlitBitmap(drawto, pix[PIX_DB_DOOR],
969 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
971 OpenDoor(DOOR_OPEN_ALL);
973 PlaySoundStereo(SND_GAME_STARTING, SOUND_MAX_RIGHT);
974 if (setup.sound_music)
977 KeyboardAutoRepeatOff();
982 printf("Player %d %sactive.\n",
983 i + 1, (stored_player[i].active ? "" : "not "));
987 void InitMovDir(int x, int y)
989 int i, element = Feld[x][y];
990 static int xy[4][2] =
997 static int direction[3][4] =
999 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1000 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1001 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1006 case EL_KAEFER_RIGHT:
1008 case EL_KAEFER_LEFT:
1009 case EL_KAEFER_DOWN:
1010 Feld[x][y] = EL_KAEFER;
1011 MovDir[x][y] = direction[0][element - EL_KAEFER_RIGHT];
1014 case EL_FLIEGER_RIGHT:
1016 case EL_FLIEGER_LEFT:
1017 case EL_FLIEGER_DOWN:
1018 Feld[x][y] = EL_FLIEGER;
1019 MovDir[x][y] = direction[0][element - EL_FLIEGER_RIGHT];
1022 case EL_BUTTERFLY_RIGHT:
1023 case EL_BUTTERFLY_UP:
1024 case EL_BUTTERFLY_LEFT:
1025 case EL_BUTTERFLY_DOWN:
1026 Feld[x][y] = EL_BUTTERFLY;
1027 MovDir[x][y] = direction[0][element - EL_BUTTERFLY_RIGHT];
1030 case EL_FIREFLY_RIGHT:
1032 case EL_FIREFLY_LEFT:
1033 case EL_FIREFLY_DOWN:
1034 Feld[x][y] = EL_FIREFLY;
1035 MovDir[x][y] = direction[0][element - EL_FIREFLY_RIGHT];
1038 case EL_PACMAN_RIGHT:
1040 case EL_PACMAN_LEFT:
1041 case EL_PACMAN_DOWN:
1042 Feld[x][y] = EL_PACMAN;
1043 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1046 case EL_SP_SNIKSNAK:
1047 MovDir[x][y] = MV_UP;
1050 case EL_SP_ELECTRON:
1051 MovDir[x][y] = MV_LEFT;
1058 Feld[x][y] = EL_MOLE;
1059 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1063 MovDir[x][y] = 1 << RND(4);
1064 if (element != EL_KAEFER &&
1065 element != EL_FLIEGER &&
1066 element != EL_BUTTERFLY &&
1067 element != EL_FIREFLY)
1072 int x1 = x + xy[i][0];
1073 int y1 = y + xy[i][1];
1075 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1077 if (element == EL_KAEFER || element == EL_BUTTERFLY)
1079 MovDir[x][y] = direction[0][i];
1082 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
1083 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1085 MovDir[x][y] = direction[1][i];
1094 void InitAmoebaNr(int x, int y)
1097 int group_nr = AmoebeNachbarNr(x, y);
1101 for (i=1; i<MAX_NUM_AMOEBA; i++)
1103 if (AmoebaCnt[i] == 0)
1111 AmoebaNr[x][y] = group_nr;
1112 AmoebaCnt[group_nr]++;
1113 AmoebaCnt2[group_nr]++;
1119 boolean raise_level = FALSE;
1121 if (local_player->MovPos)
1124 local_player->LevelSolved = FALSE;
1126 PlaySoundStereo(SND_GAME_WINNING, SOUND_MAX_RIGHT);
1130 if (!tape.playing && setup.sound_loops)
1131 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1132 SND_CTRL_PLAY_LOOP);
1134 while (TimeLeft > 0)
1136 if (!tape.playing && !setup.sound_loops)
1137 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1138 if (TimeLeft > 0 && !(TimeLeft % 10))
1139 RaiseScore(level.score[SC_ZEITBONUS]);
1140 if (TimeLeft > 100 && !(TimeLeft % 10))
1144 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
1151 if (!tape.playing && setup.sound_loops)
1152 StopSound(SND_GAME_LEVELTIME_BONUS);
1154 else if (level.time == 0) /* level without time limit */
1156 if (!tape.playing && setup.sound_loops)
1157 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1158 SND_CTRL_PLAY_LOOP);
1160 while (TimePlayed < 999)
1162 if (!tape.playing && !setup.sound_loops)
1163 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1164 if (TimePlayed < 999 && !(TimePlayed % 10))
1165 RaiseScore(level.score[SC_ZEITBONUS]);
1166 if (TimePlayed < 900 && !(TimePlayed % 10))
1170 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
1177 if (!tape.playing && setup.sound_loops)
1178 StopSound(SND_GAME_LEVELTIME_BONUS);
1185 /* Hero disappears */
1186 DrawLevelField(ExitX, ExitY);
1192 CloseDoor(DOOR_CLOSE_1);
1197 SaveTape(tape.level_nr); /* Ask to save tape */
1200 if (level_nr == leveldir_current->handicap_level)
1202 leveldir_current->handicap_level++;
1203 SaveLevelSetup_SeriesInfo();
1206 if (level_editor_test_game)
1207 local_player->score = -1; /* no highscore when playing from editor */
1208 else if (level_nr < leveldir_current->last_level)
1209 raise_level = TRUE; /* advance to next level */
1211 if ((hi_pos = NewHiScore()) >= 0)
1213 game_status = HALLOFFAME;
1214 DrawHallOfFame(hi_pos);
1223 game_status = MAINMENU;
1240 LoadScore(level_nr);
1242 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1243 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1246 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1248 if (local_player->score > highscore[k].Score)
1250 /* player has made it to the hall of fame */
1252 if (k < MAX_SCORE_ENTRIES - 1)
1254 int m = MAX_SCORE_ENTRIES - 1;
1257 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1258 if (!strcmp(setup.player_name, highscore[l].Name))
1260 if (m == k) /* player's new highscore overwrites his old one */
1266 strcpy(highscore[l].Name, highscore[l - 1].Name);
1267 highscore[l].Score = highscore[l - 1].Score;
1274 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1275 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1276 highscore[k].Score = local_player->score;
1282 else if (!strncmp(setup.player_name, highscore[k].Name,
1283 MAX_PLAYER_NAME_LEN))
1284 break; /* player already there with a higher score */
1290 SaveScore(level_nr);
1295 void InitMovingField(int x, int y, int direction)
1297 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1298 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1300 MovDir[x][y] = direction;
1301 MovDir[newx][newy] = direction;
1302 if (Feld[newx][newy] == EL_LEERRAUM)
1303 Feld[newx][newy] = EL_BLOCKED;
1306 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1308 int direction = MovDir[x][y];
1309 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1310 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1316 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1318 int oldx = x, oldy = y;
1319 int direction = MovDir[x][y];
1321 if (direction == MV_LEFT)
1323 else if (direction == MV_RIGHT)
1325 else if (direction == MV_UP)
1327 else if (direction == MV_DOWN)
1330 *comes_from_x = oldx;
1331 *comes_from_y = oldy;
1334 int MovingOrBlocked2Element(int x, int y)
1336 int element = Feld[x][y];
1338 if (element == EL_BLOCKED)
1342 Blocked2Moving(x, y, &oldx, &oldy);
1343 return Feld[oldx][oldy];
1349 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1351 /* like MovingOrBlocked2Element(), but if element is moving
1352 and (x,y) is the field the moving element is just leaving,
1353 return EL_BLOCKED instead of the element value */
1354 int element = Feld[x][y];
1356 if (IS_MOVING(x, y))
1358 if (element == EL_BLOCKED)
1362 Blocked2Moving(x, y, &oldx, &oldy);
1363 return Feld[oldx][oldy];
1372 static void RemoveField(int x, int y)
1374 Feld[x][y] = EL_LEERRAUM;
1380 void RemoveMovingField(int x, int y)
1382 int oldx = x, oldy = y, newx = x, newy = y;
1384 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1387 if (IS_MOVING(x, y))
1389 Moving2Blocked(x, y, &newx, &newy);
1390 if (Feld[newx][newy] != EL_BLOCKED)
1393 else if (Feld[x][y] == EL_BLOCKED)
1395 Blocked2Moving(x, y, &oldx, &oldy);
1396 if (!IS_MOVING(oldx, oldy))
1400 if (Feld[x][y] == EL_BLOCKED &&
1401 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1402 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1403 Feld[oldx][oldy] == EL_MAGIC_WALL_BD_EMPTYING ||
1404 Feld[oldx][oldy] == EL_AMOEBA_DRIPPING))
1405 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1407 Feld[oldx][oldy] = EL_LEERRAUM;
1409 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1411 Feld[newx][newy] = EL_LEERRAUM;
1412 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1413 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1415 DrawLevelField(oldx, oldy);
1416 DrawLevelField(newx, newy);
1419 void DrawDynamite(int x, int y)
1421 int sx = SCREENX(x), sy = SCREENY(y);
1422 int graphic = el2gfx(Feld[x][y]);
1425 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1429 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
1431 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1433 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
1438 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
1442 if (game.emulation == EMU_SUPAPLEX)
1443 DrawGraphic(sx, sy, GFX_SP_DISK_RED);
1444 else if (Store[x][y])
1445 DrawGraphicThruMask(sx, sy, graphic + phase);
1447 DrawGraphic(sx, sy, graphic + phase);
1450 void CheckDynamite(int x, int y)
1452 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1457 if (!(MovDelay[x][y] % 6))
1458 PlaySoundLevelAction(x, y, SND_ACTION_BURNING);
1460 if (IS_ACTIVE_BOMB(Feld[x][y]))
1462 int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6);
1464 if (!(MovDelay[x][y] % delay))
1472 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1473 StopSound(SND_DYNAMITE_BURNING);
1475 StopSound(SND_DYNABOMB_BURNING);
1480 void Explode(int ex, int ey, int phase, int mode)
1483 int num_phase = 9, delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1484 int last_phase = num_phase * delay;
1485 int half_phase = (num_phase / 2) * delay;
1486 int first_phase_after_start = EX_PHASE_START + 1;
1488 if (game.explosions_delayed)
1490 ExplodeField[ex][ey] = mode;
1494 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1496 int center_element = Feld[ex][ey];
1498 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1500 /* put moving element to center field (and let it explode there) */
1501 center_element = MovingOrBlocked2Element(ex, ey);
1502 RemoveMovingField(ex, ey);
1503 Feld[ex][ey] = center_element;
1506 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1510 if (!IN_LEV_FIELD(x, y) ||
1511 ((mode != EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
1512 (x != ex || y != ey)))
1515 element = Feld[x][y];
1517 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1519 element = MovingOrBlocked2Element(x, y);
1520 RemoveMovingField(x, y);
1523 if (IS_MASSIVE(element) || element == EL_BURNING)
1526 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1528 if (IS_ACTIVE_BOMB(element))
1530 /* re-activate things under the bomb like gate or penguin */
1531 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_LEERRAUM);
1538 if (element == EL_EXPLODING)
1539 element = Store2[x][y];
1541 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1543 switch(StorePlayer[ex][ey])
1546 Store[x][y] = EL_EDELSTEIN_ROT;
1549 Store[x][y] = EL_EDELSTEIN;
1552 Store[x][y] = EL_EDELSTEIN_LILA;
1556 Store[x][y] = EL_EDELSTEIN_GELB;
1560 if (game.emulation == EMU_SUPAPLEX)
1561 Store[x][y] = EL_LEERRAUM;
1563 else if (center_element == EL_MOLE)
1564 Store[x][y] = EL_EDELSTEIN_ROT;
1565 else if (center_element == EL_PINGUIN)
1566 Store[x][y] = EL_EDELSTEIN_LILA;
1567 else if (center_element == EL_KAEFER)
1568 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
1569 else if (center_element == EL_BUTTERFLY)
1570 Store[x][y] = EL_EDELSTEIN_BD;
1571 else if (center_element == EL_SP_ELECTRON)
1572 Store[x][y] = EL_SP_INFOTRON;
1573 else if (center_element == EL_MAMPFER)
1574 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1575 else if (center_element == EL_AMOEBA2DIAM)
1576 Store[x][y] = level.amoeba_content;
1577 else if (element == EL_ERZ_EDEL)
1578 Store[x][y] = EL_EDELSTEIN;
1579 else if (element == EL_ERZ_DIAM)
1580 Store[x][y] = EL_DIAMANT;
1581 else if (element == EL_ERZ_EDEL_BD)
1582 Store[x][y] = EL_EDELSTEIN_BD;
1583 else if (element == EL_ERZ_EDEL_GELB)
1584 Store[x][y] = EL_EDELSTEIN_GELB;
1585 else if (element == EL_ERZ_EDEL_ROT)
1586 Store[x][y] = EL_EDELSTEIN_ROT;
1587 else if (element == EL_ERZ_EDEL_LILA)
1588 Store[x][y] = EL_EDELSTEIN_LILA;
1589 else if (element == EL_WALL_PEARL)
1590 Store[x][y] = EL_PEARL;
1591 else if (element == EL_WALL_CRYSTAL)
1592 Store[x][y] = EL_CRYSTAL;
1593 else if (!IS_PFORTE(Store[x][y]))
1594 Store[x][y] = EL_LEERRAUM;
1596 if (x != ex || y != ey ||
1597 center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
1598 Store2[x][y] = element;
1600 if (AmoebaNr[x][y] &&
1601 (element == EL_AMOEBE_VOLL ||
1602 element == EL_AMOEBE_BD ||
1603 element == EL_AMOEBING))
1605 AmoebaCnt[AmoebaNr[x][y]]--;
1606 AmoebaCnt2[AmoebaNr[x][y]]--;
1609 Feld[x][y] = EL_EXPLODING;
1610 MovDir[x][y] = MovPos[x][y] = 0;
1616 if (center_element == EL_MAMPFER)
1617 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1628 Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
1630 if (phase == first_phase_after_start)
1632 int element = Store2[x][y];
1634 if (element == EL_BLACK_ORB)
1636 Feld[x][y] = Store2[x][y];
1641 else if (phase == half_phase)
1643 int element = Store2[x][y];
1645 if (IS_PLAYER(x, y))
1646 KillHeroUnlessProtected(x, y);
1647 else if (IS_EXPLOSIVE(element))
1649 Feld[x][y] = Store2[x][y];
1653 else if (element == EL_AMOEBA2DIAM)
1654 AmoebeUmwandeln(x, y);
1657 if (phase == last_phase)
1661 element = Feld[x][y] = Store[x][y];
1662 Store[x][y] = Store2[x][y] = 0;
1663 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1664 InitField(x, y, FALSE);
1665 if (CAN_MOVE(element) || COULD_MOVE(element))
1667 DrawLevelField(x, y);
1669 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1670 StorePlayer[x][y] = 0;
1672 else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1674 int graphic = GFX_EXPLOSION;
1676 if (game.emulation == EMU_SUPAPLEX)
1677 graphic = (Store[x][y] == EL_SP_INFOTRON ?
1678 GFX_SP_EXPLODE_INFOTRON :
1679 GFX_SP_EXPLODE_EMPTY);
1682 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1684 graphic += (phase / delay - 1);
1686 if (IS_PFORTE(Store[x][y]))
1688 DrawLevelElement(x, y, Store[x][y]);
1689 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic);
1692 DrawGraphic(SCREENX(x), SCREENY(y), graphic);
1696 void DynaExplode(int ex, int ey)
1699 int dynabomb_size = 1;
1700 boolean dynabomb_xl = FALSE;
1701 struct PlayerInfo *player;
1702 static int xy[4][2] =
1710 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1712 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_ACTIVE_1];
1713 dynabomb_size = player->dynabomb_size;
1714 dynabomb_xl = player->dynabomb_xl;
1715 player->dynabombs_left++;
1718 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1722 for (j=1; j<=dynabomb_size; j++)
1724 int x = ex + j * xy[i % 4][0];
1725 int y = ey + j * xy[i % 4][1];
1728 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1731 element = Feld[x][y];
1733 /* do not restart explosions of fields with active bombs */
1734 if (element == EL_EXPLODING && IS_ACTIVE_BOMB(Store2[x][y]))
1737 Explode(x, y, EX_PHASE_START, EX_BORDER);
1739 if (element != EL_LEERRAUM &&
1740 element != EL_ERDREICH &&
1741 element != EL_EXPLODING &&
1748 void Bang(int x, int y)
1750 int element = Feld[x][y];
1752 if (game.emulation == EMU_SUPAPLEX)
1753 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
1755 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
1758 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1759 element = EL_LEERRAUM;
1773 RaiseScoreElement(element);
1774 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1776 case EL_DYNABOMB_ACTIVE_1:
1777 case EL_DYNABOMB_ACTIVE_2:
1778 case EL_DYNABOMB_ACTIVE_3:
1779 case EL_DYNABOMB_ACTIVE_4:
1780 case EL_DYNABOMB_NR:
1781 case EL_DYNABOMB_SZ:
1782 case EL_DYNABOMB_XL:
1788 if (IS_PLAYER(x, y))
1789 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1791 Explode(x, y, EX_PHASE_START, EX_CENTER);
1794 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1799 void Blurb(int x, int y)
1801 int element = Feld[x][y];
1803 if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
1805 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
1806 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1807 (!IN_LEV_FIELD(x-1, y-1) ||
1808 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1810 Feld[x-1][y] = EL_BLURB_LEFT;
1812 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1813 (!IN_LEV_FIELD(x+1, y-1) ||
1814 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1816 Feld[x+1][y] = EL_BLURB_RIGHT;
1821 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1823 if (!MovDelay[x][y]) /* initialize animation counter */
1826 if (MovDelay[x][y]) /* continue animation */
1829 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1830 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1832 if (!MovDelay[x][y])
1834 Feld[x][y] = EL_LEERRAUM;
1835 DrawLevelField(x, y);
1841 static void ToggleBeltSwitch(int x, int y)
1843 static int belt_base_element[4] =
1845 EL_BELT1_SWITCH_LEFT,
1846 EL_BELT2_SWITCH_LEFT,
1847 EL_BELT3_SWITCH_LEFT,
1848 EL_BELT4_SWITCH_LEFT
1850 static int belt_move_dir[4] =
1858 int element = Feld[x][y];
1859 int belt_nr = getBeltNrFromSwitchElement(element);
1860 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1861 int belt_dir = belt_move_dir[belt_dir_nr];
1864 if (!IS_BELT_SWITCH(element))
1867 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1868 game.belt_dir[belt_nr] = belt_dir;
1870 if (belt_dir_nr == 3)
1873 for (yy=0; yy<lev_fieldy; yy++)
1875 for (xx=0; xx<lev_fieldx; xx++)
1877 int element = Feld[xx][yy];
1879 if (IS_BELT_SWITCH(element))
1881 int e_belt_nr = getBeltNrFromSwitchElement(element);
1883 if (e_belt_nr == belt_nr)
1885 Feld[xx][yy] = belt_base_element[belt_nr] + belt_dir_nr;
1886 DrawLevelField(xx, yy);
1889 else if (belt_dir == MV_NO_MOVING && IS_BELT(element))
1891 int e_belt_nr = getBeltNrFromElement(element);
1893 if (e_belt_nr == belt_nr)
1894 DrawLevelField(xx, yy); /* set belt to parking position */
1900 static void ToggleSwitchgateSwitch(int x, int y)
1904 game.switchgate_pos = !game.switchgate_pos;
1906 for (yy=0; yy<lev_fieldy; yy++)
1908 for (xx=0; xx<lev_fieldx; xx++)
1910 int element = Feld[xx][yy];
1912 if (element == EL_SWITCHGATE_SWITCH_1 ||
1913 element == EL_SWITCHGATE_SWITCH_2)
1915 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_1 + game.switchgate_pos;
1916 DrawLevelField(xx, yy);
1918 else if (element == EL_SWITCHGATE_OPEN ||
1919 element == EL_SWITCHGATE_OPENING)
1921 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
1922 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
1924 else if (element == EL_SWITCHGATE_CLOSED ||
1925 element == EL_SWITCHGATE_CLOSING)
1927 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
1928 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
1934 static void RedrawAllLightSwitchesAndInvisibleElements()
1938 for (y=0; y<lev_fieldy; y++)
1940 for (x=0; x<lev_fieldx; x++)
1942 int element = Feld[x][y];
1944 if (element == EL_LIGHT_SWITCH_OFF &&
1945 game.light_time_left > 0)
1947 Feld[x][y] = EL_LIGHT_SWITCH_ON;
1948 DrawLevelField(x, y);
1950 else if (element == EL_LIGHT_SWITCH_ON &&
1951 game.light_time_left == 0)
1953 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
1954 DrawLevelField(x, y);
1957 if (element == EL_INVISIBLE_STEEL ||
1958 element == EL_UNSICHTBAR ||
1959 element == EL_SAND_INVISIBLE)
1960 DrawLevelField(x, y);
1965 static void ToggleLightSwitch(int x, int y)
1967 int element = Feld[x][y];
1969 game.light_time_left =
1970 (element == EL_LIGHT_SWITCH_OFF ?
1971 level.time_light * FRAMES_PER_SECOND : 0);
1973 RedrawAllLightSwitchesAndInvisibleElements();
1976 static void ActivateTimegateSwitch(int x, int y)
1980 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
1982 for (yy=0; yy<lev_fieldy; yy++)
1984 for (xx=0; xx<lev_fieldx; xx++)
1986 int element = Feld[xx][yy];
1988 if (element == EL_TIMEGATE_CLOSED ||
1989 element == EL_TIMEGATE_CLOSING)
1991 Feld[xx][yy] = EL_TIMEGATE_OPENING;
1992 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
1996 else if (element == EL_TIMEGATE_SWITCH_ON)
1998 Feld[xx][yy] = EL_TIMEGATE_SWITCH_OFF;
1999 DrawLevelField(xx, yy);
2006 Feld[x][y] = EL_TIMEGATE_SWITCH_ON;
2009 void Impact(int x, int y)
2011 boolean lastline = (y == lev_fieldy-1);
2012 boolean object_hit = FALSE;
2013 int element = Feld[x][y];
2016 if (!lastline) /* check if element below was hit */
2018 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
2021 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
2022 MovDir[x][y+1]!=MV_DOWN ||
2023 MovPos[x][y+1]<=TILEY/2));
2025 smashed = MovingOrBlocked2Element(x, y+1);
2028 if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */
2034 if ((element == EL_BOMBE ||
2035 element == EL_SP_DISK_ORANGE ||
2036 element == EL_DX_SUPABOMB) &&
2037 (lastline || object_hit)) /* element is bomb */
2042 else if (element == EL_PEARL)
2044 Feld[x][y] = EL_PEARL_BREAKING;
2045 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2049 if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
2051 if (object_hit && IS_PLAYER(x, y+1))
2052 KillHeroUnlessProtected(x, y+1);
2053 else if (object_hit && smashed == EL_PINGUIN)
2057 Feld[x][y] = EL_AMOEBING;
2058 Store[x][y] = EL_AMOEBE_NASS;
2063 if (!lastline && object_hit) /* check which object was hit */
2065 if (CAN_CHANGE(element) &&
2066 (smashed == EL_MAGIC_WALL_OFF || smashed == EL_MAGIC_WALL_BD_OFF))
2069 int activated_magic_wall =
2070 (smashed == EL_MAGIC_WALL_OFF ? EL_MAGIC_WALL_EMPTY :
2071 EL_MAGIC_WALL_BD_EMPTY);
2073 /* activate magic wall / mill */
2074 for (yy=0; yy<lev_fieldy; yy++)
2075 for (xx=0; xx<lev_fieldx; xx++)
2076 if (Feld[xx][yy] == smashed)
2077 Feld[xx][yy] = activated_magic_wall;
2079 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2080 game.magic_wall_active = TRUE;
2082 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL_OFF ?
2083 SND_MAGIC_WALL_ACTIVATING :
2084 SND_BD_MAGIC_WALL_ACTIVATING));
2087 if (IS_PLAYER(x, y+1))
2089 KillHeroUnlessProtected(x, y+1);
2092 else if (smashed == EL_PINGUIN)
2097 else if (element == EL_EDELSTEIN_BD)
2099 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2105 else if ((element == EL_SP_INFOTRON || element == EL_SP_ZONK) &&
2106 (smashed == EL_SP_SNIKSNAK || smashed == EL_SP_ELECTRON ||
2107 smashed == EL_SP_DISK_ORANGE))
2112 else if (element == EL_FELSBROCKEN ||
2113 element == EL_SP_ZONK ||
2114 element == EL_BD_ROCK)
2116 if (IS_ENEMY(smashed) ||
2117 smashed == EL_BOMBE || smashed == EL_SP_DISK_ORANGE ||
2118 smashed == EL_DX_SUPABOMB ||
2119 smashed == EL_SONDE || smashed == EL_SCHWEIN ||
2120 smashed == EL_DRACHE || smashed == EL_MOLE)
2125 else if (!IS_MOVING(x, y+1))
2127 if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
2132 else if (smashed == EL_KOKOSNUSS)
2134 Feld[x][y+1] = EL_CRACKINGNUT;
2135 PlaySoundLevel(x, y, SND_NUT_CRACKING);
2136 RaiseScoreElement(EL_KOKOSNUSS);
2139 else if (smashed == EL_PEARL)
2141 Feld[x][y+1] = EL_PEARL_BREAKING;
2142 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2145 else if (smashed == EL_DIAMANT)
2147 Feld[x][y+1] = EL_LEERRAUM;
2148 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2151 else if (IS_BELT_SWITCH(smashed))
2153 ToggleBeltSwitch(x, y+1);
2155 else if (smashed == EL_SWITCHGATE_SWITCH_1 ||
2156 smashed == EL_SWITCHGATE_SWITCH_2)
2158 ToggleSwitchgateSwitch(x, y+1);
2160 else if (smashed == EL_LIGHT_SWITCH_OFF ||
2161 smashed == EL_LIGHT_SWITCH_ON)
2163 ToggleLightSwitch(x, y+1);
2169 /* play sound of magic wall / mill */
2171 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
2172 Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
2174 if (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY)
2175 PlaySoundLevel(x, y, SND_MAGIC_WALL_CHANGING);
2176 else if (Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY)
2177 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_CHANGING);
2182 /* play sound of object that hits the ground */
2183 if (lastline || object_hit)
2184 PlaySoundLevelElementAction(x, y, element, SND_ACTION_IMPACT);
2187 void TurnRound(int x, int y)
2199 { 0, 0 }, { 0, 0 }, { 0, 0 },
2204 int left, right, back;
2208 { MV_DOWN, MV_UP, MV_RIGHT },
2209 { MV_UP, MV_DOWN, MV_LEFT },
2211 { MV_LEFT, MV_RIGHT, MV_DOWN },
2212 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2213 { MV_RIGHT, MV_LEFT, MV_UP }
2216 int element = Feld[x][y];
2217 int old_move_dir = MovDir[x][y];
2218 int left_dir = turn[old_move_dir].left;
2219 int right_dir = turn[old_move_dir].right;
2220 int back_dir = turn[old_move_dir].back;
2222 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2223 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2224 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2225 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2227 int left_x = x+left_dx, left_y = y+left_dy;
2228 int right_x = x+right_dx, right_y = y+right_dy;
2229 int move_x = x+move_dx, move_y = y+move_dy;
2231 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2233 TestIfBadThingTouchesOtherBadThing(x, y);
2235 if (IN_LEV_FIELD(right_x, right_y) &&
2236 IS_FREE(right_x, right_y))
2237 MovDir[x][y] = right_dir;
2238 else if (!IN_LEV_FIELD(move_x, move_y) ||
2239 !IS_FREE(move_x, move_y))
2240 MovDir[x][y] = left_dir;
2242 if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
2244 else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2247 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
2248 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2250 TestIfBadThingTouchesOtherBadThing(x, y);
2252 if (IN_LEV_FIELD(left_x, left_y) &&
2253 IS_FREE(left_x, left_y))
2254 MovDir[x][y] = left_dir;
2255 else if (!IN_LEV_FIELD(move_x, move_y) ||
2256 !IS_FREE(move_x, move_y))
2257 MovDir[x][y] = right_dir;
2259 if ((element == EL_FLIEGER ||
2260 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2261 && MovDir[x][y] != old_move_dir)
2263 else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
2266 else if (element == EL_MAMPFER)
2268 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2270 if (IN_LEV_FIELD(left_x, left_y) &&
2271 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2272 Feld[left_x][left_y] == EL_DIAMANT))
2273 can_turn_left = TRUE;
2274 if (IN_LEV_FIELD(right_x, right_y) &&
2275 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2276 Feld[right_x][right_y] == EL_DIAMANT))
2277 can_turn_right = TRUE;
2279 if (can_turn_left && can_turn_right)
2280 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2281 else if (can_turn_left)
2282 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2283 else if (can_turn_right)
2284 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2286 MovDir[x][y] = back_dir;
2288 MovDelay[x][y] = 16+16*RND(3);
2290 else if (element == EL_MAMPFER2)
2292 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2294 if (IN_LEV_FIELD(left_x, left_y) &&
2295 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2296 IS_MAMPF2(Feld[left_x][left_y])))
2297 can_turn_left = TRUE;
2298 if (IN_LEV_FIELD(right_x, right_y) &&
2299 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2300 IS_MAMPF2(Feld[right_x][right_y])))
2301 can_turn_right = TRUE;
2303 if (can_turn_left && can_turn_right)
2304 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2305 else if (can_turn_left)
2306 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2307 else if (can_turn_right)
2308 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2310 MovDir[x][y] = back_dir;
2312 MovDelay[x][y] = 16+16*RND(3);
2314 else if (element == EL_PACMAN)
2316 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2318 if (IN_LEV_FIELD(left_x, left_y) &&
2319 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2320 IS_AMOEBOID(Feld[left_x][left_y])))
2321 can_turn_left = TRUE;
2322 if (IN_LEV_FIELD(right_x, right_y) &&
2323 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2324 IS_AMOEBOID(Feld[right_x][right_y])))
2325 can_turn_right = TRUE;
2327 if (can_turn_left && can_turn_right)
2328 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2329 else if (can_turn_left)
2330 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2331 else if (can_turn_right)
2332 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2334 MovDir[x][y] = back_dir;
2336 MovDelay[x][y] = 6+RND(40);
2338 else if (element == EL_SCHWEIN)
2340 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2341 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2342 boolean should_move_on = FALSE;
2344 int rnd = RND(rnd_value);
2346 if (IN_LEV_FIELD(left_x, left_y) &&
2347 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2348 can_turn_left = TRUE;
2349 if (IN_LEV_FIELD(right_x, right_y) &&
2350 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2351 can_turn_right = TRUE;
2352 if (IN_LEV_FIELD(move_x, move_y) &&
2353 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2356 if (can_turn_left &&
2358 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2359 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2360 should_turn_left = TRUE;
2361 if (can_turn_right &&
2363 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2364 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2365 should_turn_right = TRUE;
2367 (!can_turn_left || !can_turn_right ||
2368 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2369 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2370 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2371 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2372 should_move_on = TRUE;
2374 if (should_turn_left || should_turn_right || should_move_on)
2376 if (should_turn_left && should_turn_right && should_move_on)
2377 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2378 rnd < 2*rnd_value/3 ? right_dir :
2380 else if (should_turn_left && should_turn_right)
2381 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2382 else if (should_turn_left && should_move_on)
2383 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2384 else if (should_turn_right && should_move_on)
2385 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2386 else if (should_turn_left)
2387 MovDir[x][y] = left_dir;
2388 else if (should_turn_right)
2389 MovDir[x][y] = right_dir;
2390 else if (should_move_on)
2391 MovDir[x][y] = old_move_dir;
2393 else if (can_move_on && rnd > rnd_value/8)
2394 MovDir[x][y] = old_move_dir;
2395 else if (can_turn_left && can_turn_right)
2396 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2397 else if (can_turn_left && rnd > rnd_value/8)
2398 MovDir[x][y] = left_dir;
2399 else if (can_turn_right && rnd > rnd_value/8)
2400 MovDir[x][y] = right_dir;
2402 MovDir[x][y] = back_dir;
2404 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2405 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2406 MovDir[x][y] = old_move_dir;
2410 else if (element == EL_DRACHE)
2412 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2414 int rnd = RND(rnd_value);
2416 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2417 can_turn_left = TRUE;
2418 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2419 can_turn_right = TRUE;
2420 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2423 if (can_move_on && rnd > rnd_value/8)
2424 MovDir[x][y] = old_move_dir;
2425 else if (can_turn_left && can_turn_right)
2426 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2427 else if (can_turn_left && rnd > rnd_value/8)
2428 MovDir[x][y] = left_dir;
2429 else if (can_turn_right && rnd > rnd_value/8)
2430 MovDir[x][y] = right_dir;
2432 MovDir[x][y] = back_dir;
2434 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2435 MovDir[x][y] = old_move_dir;
2439 else if (element == EL_MOLE)
2441 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2443 if (IN_LEV_FIELD(move_x, move_y) &&
2444 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2445 Feld[move_x][move_y] == EL_DEAMOEBING))
2450 if (IN_LEV_FIELD(left_x, left_y) &&
2451 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2452 can_turn_left = TRUE;
2453 if (IN_LEV_FIELD(right_x, right_y) &&
2454 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2455 can_turn_right = TRUE;
2457 if (can_turn_left && can_turn_right)
2458 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2459 else if (can_turn_left)
2460 MovDir[x][y] = left_dir;
2462 MovDir[x][y] = right_dir;
2465 if (MovDir[x][y] != old_move_dir)
2468 else if (element == EL_BALLOON)
2470 MovDir[x][y] = game.balloon_dir;
2473 else if (element == EL_SPRING_MOVING)
2475 if (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2476 (IN_LEV_FIELD(x, y+1) && IS_FREE(x, y+1)))
2478 Feld[x][y] = EL_SPRING;
2479 MovDir[x][y] = MV_NO_MOVING;
2483 else if (element == EL_ROBOT || element == EL_SONDE || element == EL_PINGUIN)
2485 int attr_x = -1, attr_y = -1;
2496 for (i=0; i<MAX_PLAYERS; i++)
2498 struct PlayerInfo *player = &stored_player[i];
2499 int jx = player->jx, jy = player->jy;
2501 if (!player->active)
2504 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2512 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
2518 if (element == EL_PINGUIN)
2521 static int xy[4][2] =
2531 int ex = x + xy[i%4][0];
2532 int ey = y + xy[i%4][1];
2534 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
2543 MovDir[x][y] = MV_NO_MOVING;
2545 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2547 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2549 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2551 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2553 if (element == EL_ROBOT)
2557 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2558 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2559 Moving2Blocked(x, y, &newx, &newy);
2561 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2562 MovDelay[x][y] = 8+8*!RND(3);
2564 MovDelay[x][y] = 16;
2572 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2574 boolean first_horiz = RND(2);
2575 int new_move_dir = MovDir[x][y];
2578 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2579 Moving2Blocked(x, y, &newx, &newy);
2581 if (IN_LEV_FIELD(newx, newy) &&
2582 (IS_FREE(newx, newy) ||
2583 Feld[newx][newy] == EL_SALZSAEURE ||
2584 (element == EL_PINGUIN &&
2585 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2586 IS_MAMPF3(Feld[newx][newy])))))
2590 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2591 Moving2Blocked(x, y, &newx, &newy);
2593 if (IN_LEV_FIELD(newx, newy) &&
2594 (IS_FREE(newx, newy) ||
2595 Feld[newx][newy] == EL_SALZSAEURE ||
2596 (element == EL_PINGUIN &&
2597 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2598 IS_MAMPF3(Feld[newx][newy])))))
2601 MovDir[x][y] = old_move_dir;
2608 static boolean JustBeingPushed(int x, int y)
2612 for (i=0; i<MAX_PLAYERS; i++)
2614 struct PlayerInfo *player = &stored_player[i];
2616 if (player->active && player->Pushing && player->MovPos)
2618 int next_jx = player->jx + (player->jx - player->last_jx);
2619 int next_jy = player->jy + (player->jy - player->last_jy);
2621 if (x == next_jx && y == next_jy)
2629 void StartMoving(int x, int y)
2631 int element = Feld[x][y];
2636 if (CAN_FALL(element) && y<lev_fieldy-1)
2638 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2639 if (JustBeingPushed(x, y))
2642 if (element == EL_MORAST_VOLL)
2644 if (IS_FREE(x, y+1))
2646 InitMovingField(x, y, MV_DOWN);
2647 Feld[x][y] = EL_QUICKSAND_EMPTYING;
2648 Store[x][y] = EL_FELSBROCKEN;
2649 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
2651 else if (Feld[x][y+1] == EL_MORAST_LEER)
2653 if (!MovDelay[x][y])
2654 MovDelay[x][y] = TILEY + 1;
2663 Feld[x][y] = EL_MORAST_LEER;
2664 Feld[x][y+1] = EL_MORAST_VOLL;
2665 Store[x][y+1] = Store[x][y];
2667 PlaySoundLevel(x, y, SND_QUICKSAND_SLIPPING_THROUGH);
2670 else if ((element == EL_FELSBROCKEN || element == EL_BD_ROCK) &&
2671 Feld[x][y+1] == EL_MORAST_LEER)
2673 InitMovingField(x, y, MV_DOWN);
2674 Feld[x][y] = EL_QUICKSAND_FILLING;
2675 Store[x][y] = element;
2676 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
2678 else if (element == EL_MAGIC_WALL_FULL)
2680 if (IS_FREE(x, y+1))
2682 InitMovingField(x, y, MV_DOWN);
2683 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
2684 Store[x][y] = EL_CHANGED(Store[x][y]);
2686 else if (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY)
2688 if (!MovDelay[x][y])
2689 MovDelay[x][y] = TILEY/4 + 1;
2698 Feld[x][y] = EL_MAGIC_WALL_EMPTY;
2699 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
2700 Store[x][y+1] = EL_CHANGED(Store[x][y]);
2704 else if (element == EL_MAGIC_WALL_BD_FULL)
2706 if (IS_FREE(x, y+1))
2708 InitMovingField(x, y, MV_DOWN);
2709 Feld[x][y] = EL_MAGIC_WALL_BD_EMPTYING;
2710 Store[x][y] = EL_CHANGED2(Store[x][y]);
2712 else if (Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY)
2714 if (!MovDelay[x][y])
2715 MovDelay[x][y] = TILEY/4 + 1;
2724 Feld[x][y] = EL_MAGIC_WALL_BD_EMPTY;
2725 Feld[x][y+1] = EL_MAGIC_WALL_BD_FULL;
2726 Store[x][y+1] = EL_CHANGED2(Store[x][y]);
2730 else if (CAN_CHANGE(element) &&
2731 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
2732 Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
2734 InitMovingField(x, y, MV_DOWN);
2736 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ? EL_MAGIC_WALL_FILLING :
2737 EL_MAGIC_WALL_BD_FILLING);
2738 Store[x][y] = element;
2740 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
2743 InitMovingField(x, y, MV_DOWN);
2744 Store[x][y] = EL_SALZSAEURE;
2746 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2751 else if (IS_FREE(x, y+1))
2753 InitMovingField(x, y, MV_DOWN);
2755 else if (element == EL_TROPFEN)
2757 Feld[x][y] = EL_AMOEBING;
2758 Store[x][y] = EL_AMOEBE_NASS;
2760 /* Store[x][y+1] must be zero, because:
2761 (EL_MORAST_VOLL -> EL_FELSBROCKEN): Store[x][y+1] == EL_MORAST_LEER
2764 #if OLD_GAME_BEHAVIOUR
2765 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2767 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2768 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2769 element != EL_DX_SUPABOMB)
2772 else if ((IS_SLIPPERY(Feld[x][y+1]) ||
2773 (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
2774 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2775 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
2778 boolean left = (x>0 && IS_FREE(x-1, y) &&
2779 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
2780 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2781 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
2785 if (left && right &&
2786 (game.emulation != EMU_BOULDERDASH &&
2787 element != EL_BD_ROCK && element != EL_EDELSTEIN_BD))
2788 left = !(right = RND(2));
2790 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2793 else if (IS_BELT(Feld[x][y+1]))
2795 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
2796 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
2797 int belt_nr = getBeltNrFromElement(Feld[x][y+1]);
2798 int belt_dir = game.belt_dir[belt_nr];
2800 if ((belt_dir == MV_LEFT && left_is_free) ||
2801 (belt_dir == MV_RIGHT && right_is_free))
2802 InitMovingField(x, y, belt_dir);
2805 else if (CAN_MOVE(element))
2809 if ((element == EL_SONDE || element == EL_BALLOON ||
2810 element == EL_SPRING_MOVING)
2811 && JustBeingPushed(x, y))
2814 if (!MovDelay[x][y]) /* start new movement phase */
2816 /* all objects that can change their move direction after each step */
2817 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2819 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
2823 if (MovDelay[x][y] && (element == EL_KAEFER ||
2824 element == EL_FLIEGER ||
2825 element == EL_SP_SNIKSNAK ||
2826 element == EL_SP_ELECTRON ||
2827 element == EL_MOLE))
2828 DrawLevelField(x, y);
2832 if (MovDelay[x][y]) /* wait some time before next movement */
2836 if (element == EL_ROBOT ||
2837 element == EL_MAMPFER || element == EL_MAMPFER2)
2839 int phase = MovDelay[x][y] % 8;
2844 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2845 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element) + phase);
2847 if (MovDelay[x][y] % 4 == 3)
2849 if (element == EL_MAMPFER)
2850 PlaySoundLevel(x, y, SND_YAMYAM_WAITING);
2851 else if (element == EL_MAMPFER2)
2852 PlaySoundLevel(x, y, SND_DARK_YAMYAM_WAITING);
2855 else if (element == EL_SP_ELECTRON)
2856 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2857 else if (element == EL_DRACHE)
2860 int dir = MovDir[x][y];
2861 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2862 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2863 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
2864 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
2865 dir == MV_UP ? GFX_FLAMMEN_UP :
2866 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
2867 int phase = FrameCounter % 2;
2869 for (i=1; i<=3; i++)
2871 int xx = x + i*dx, yy = y + i*dy;
2872 int sx = SCREENX(xx), sy = SCREENY(yy);
2874 if (!IN_LEV_FIELD(xx, yy) ||
2875 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
2880 int flamed = MovingOrBlocked2Element(xx, yy);
2882 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
2885 RemoveMovingField(xx, yy);
2887 Feld[xx][yy] = EL_BURNING;
2888 if (IN_SCR_FIELD(sx, sy))
2889 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
2893 if (Feld[xx][yy] == EL_BURNING)
2894 Feld[xx][yy] = EL_LEERRAUM;
2895 DrawLevelField(xx, yy);
2900 if (MovDelay[x][y]) /* element still has to wait some time */
2902 PlaySoundLevelAction(x, y, SND_ACTION_WAITING);
2908 /* now make next step */
2910 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
2912 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
2913 !PLAYER_PROTECTED(newx, newy))
2917 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
2920 /* enemy got the player */
2922 KillHero(PLAYERINFO(newx, newy));
2927 else if ((element == EL_PINGUIN || element == EL_ROBOT ||
2928 element == EL_SONDE || element == EL_BALLOON) &&
2929 IN_LEV_FIELD(newx, newy) &&
2930 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
2933 Store[x][y] = EL_SALZSAEURE;
2935 else if (element == EL_PINGUIN && IN_LEV_FIELD(newx, newy))
2937 if (Feld[newx][newy] == EL_AUSGANG_AUF)
2939 Feld[x][y] = EL_LEERRAUM;
2940 DrawLevelField(x, y);
2942 PlaySoundLevel(newx, newy, SND_PENGUIN_ENTERING_EXIT);
2943 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
2944 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
2946 local_player->friends_still_needed--;
2947 if (!local_player->friends_still_needed &&
2948 !local_player->GameOver && AllPlayersGone)
2949 local_player->LevelSolved = local_player->GameOver = TRUE;
2953 else if (IS_MAMPF3(Feld[newx][newy]))
2955 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
2956 DrawLevelField(newx, newy);
2958 MovDir[x][y] = MV_NO_MOVING;
2960 else if (!IS_FREE(newx, newy))
2962 if (IS_PLAYER(x, y))
2963 DrawPlayerField(x, y);
2965 DrawLevelField(x, y);
2969 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
2971 if (IS_GEM(Feld[newx][newy]))
2973 if (IS_MOVING(newx, newy))
2974 RemoveMovingField(newx, newy);
2977 Feld[newx][newy] = EL_LEERRAUM;
2978 DrawLevelField(newx, newy);
2981 PlaySoundLevel(x, y, SND_PIG_EATING_GEM);
2983 else if (!IS_FREE(newx, newy))
2985 if (IS_PLAYER(x, y))
2986 DrawPlayerField(x, y);
2988 DrawLevelField(x, y);
2992 else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
2994 if (!IS_FREE(newx, newy))
2996 if (IS_PLAYER(x, y))
2997 DrawPlayerField(x, y);
2999 DrawLevelField(x, y);
3004 boolean wanna_flame = !RND(10);
3005 int dx = newx - x, dy = newy - y;
3006 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3007 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3008 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3009 MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
3010 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3011 MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
3013 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
3014 element1 != EL_DRACHE && element2 != EL_DRACHE &&
3015 element1 != EL_BURNING && element2 != EL_BURNING)
3017 if (IS_PLAYER(x, y))
3018 DrawPlayerField(x, y);
3020 DrawLevelField(x, y);
3022 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3024 MovDelay[x][y] = 50;
3025 Feld[newx][newy] = EL_BURNING;
3026 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
3027 Feld[newx1][newy1] = EL_BURNING;
3028 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
3029 Feld[newx2][newy2] = EL_BURNING;
3034 else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
3035 Feld[newx][newy] == EL_DIAMANT)
3037 if (IS_MOVING(newx, newy))
3038 RemoveMovingField(newx, newy);
3041 Feld[newx][newy] = EL_LEERRAUM;
3042 DrawLevelField(newx, newy);
3045 PlaySoundLevel(x, y, SND_YAMYAM_EATING_DIAMOND);
3047 else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
3048 IS_MAMPF2(Feld[newx][newy]))
3050 if (AmoebaNr[newx][newy])
3052 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3053 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
3054 Feld[newx][newy] == EL_AMOEBE_BD)
3055 AmoebaCnt[AmoebaNr[newx][newy]]--;
3058 if (IS_MOVING(newx, newy))
3059 RemoveMovingField(newx, newy);
3062 Feld[newx][newy] = EL_LEERRAUM;
3063 DrawLevelField(newx, newy);
3066 PlaySoundLevel(x, y, SND_DARK_YAMYAM_EATING_ANY);
3068 else if ((element == EL_PACMAN || element == EL_MOLE)
3069 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3071 if (AmoebaNr[newx][newy])
3073 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3074 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
3075 Feld[newx][newy] == EL_AMOEBE_BD)
3076 AmoebaCnt[AmoebaNr[newx][newy]]--;
3079 if (element == EL_MOLE)
3081 Feld[newx][newy] = EL_DEAMOEBING;
3082 PlaySoundLevel(x, y, SND_MOLE_EATING_AMOEBA);
3083 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
3084 return; /* wait for shrinking amoeba */
3086 else /* element == EL_PACMAN */
3088 Feld[newx][newy] = EL_LEERRAUM;
3089 DrawLevelField(newx, newy);
3090 PlaySoundLevel(x, y, SND_PACMAN_EATING_AMOEBA);
3093 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
3094 (Feld[newx][newy] == EL_DEAMOEBING ||
3095 (Feld[newx][newy] == EL_LEERRAUM && Stop[newx][newy])))
3097 /* wait for shrinking amoeba to completely disappear */
3100 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3102 /* object was running against a wall */
3106 if (element == EL_KAEFER || element == EL_FLIEGER ||
3107 element == EL_SP_SNIKSNAK || element == EL_MOLE)
3108 DrawLevelField(x, y);
3109 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
3110 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
3111 else if (element == EL_SONDE)
3112 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
3113 else if (element == EL_SP_ELECTRON)
3114 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
3116 if (DONT_TOUCH(element))
3117 TestIfBadThingTouchesHero(x, y);
3119 PlaySoundLevelAction(x, y, SND_ACTION_WAITING);
3124 InitMovingField(x, y, MovDir[x][y]);
3126 PlaySoundLevelAction(x, y, SND_ACTION_MOVING);
3130 ContinueMoving(x, y);
3133 void ContinueMoving(int x, int y)
3135 int element = Feld[x][y];
3136 int direction = MovDir[x][y];
3137 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3138 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3139 int horiz_move = (dx!=0);
3140 int newx = x + dx, newy = y + dy;
3141 int step = (horiz_move ? dx : dy) * TILEX / 8;
3143 if (element == EL_TROPFEN || element == EL_AMOEBA_DRIPPING)
3145 else if (element == EL_QUICKSAND_FILLING ||
3146 element == EL_QUICKSAND_EMPTYING)
3148 else if (element == EL_MAGIC_WALL_FILLING ||
3149 element == EL_MAGIC_WALL_BD_FILLING ||
3150 element == EL_MAGIC_WALL_EMPTYING ||
3151 element == EL_MAGIC_WALL_BD_EMPTYING)
3153 else if (CAN_FALL(element) && horiz_move &&
3154 y < lev_fieldy-1 && IS_BELT(Feld[x][y+1]))
3156 else if (element == EL_SPRING_MOVING)
3159 #if OLD_GAME_BEHAVIOUR
3160 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3164 MovPos[x][y] += step;
3166 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
3168 Feld[x][y] = EL_LEERRAUM;
3169 Feld[newx][newy] = element;
3171 if (element == EL_MOLE)
3174 static int xy[4][2] =
3182 Feld[x][y] = EL_ERDREICH;
3183 DrawLevelField(x, y);
3192 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_ERDREICH)
3193 DrawLevelField(xx, yy); /* for "ErdreichAnbroeckeln()" */
3197 if (element == EL_QUICKSAND_FILLING)
3199 element = Feld[newx][newy] = get_next_element(element);
3200 Store[newx][newy] = Store[x][y];
3202 else if (element == EL_QUICKSAND_EMPTYING)
3204 Feld[x][y] = get_next_element(element);
3205 element = Feld[newx][newy] = Store[x][y];
3207 else if (element == EL_MAGIC_WALL_FILLING)
3209 element = Feld[newx][newy] = get_next_element(element);
3210 if (!game.magic_wall_active)
3211 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3212 Store[newx][newy] = Store[x][y];
3214 else if (element == EL_MAGIC_WALL_EMPTYING)
3216 Feld[x][y] = get_next_element(element);
3217 if (!game.magic_wall_active)
3218 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3219 element = Feld[newx][newy] = Store[x][y];
3221 else if (element == EL_MAGIC_WALL_BD_FILLING)
3223 element = Feld[newx][newy] = get_next_element(element);
3224 if (!game.magic_wall_active)
3225 element = Feld[newx][newy] = EL_MAGIC_WALL_BD_DEAD;
3226 Store[newx][newy] = Store[x][y];
3228 else if (element == EL_MAGIC_WALL_BD_EMPTYING)
3230 Feld[x][y] = get_next_element(element);
3231 if (!game.magic_wall_active)
3232 Feld[x][y] = EL_MAGIC_WALL_BD_DEAD;
3233 element = Feld[newx][newy] = Store[x][y];
3235 else if (element == EL_AMOEBA_DRIPPING)
3237 Feld[x][y] = get_next_element(element);
3238 element = Feld[newx][newy] = Store[x][y];
3240 else if (Store[x][y] == EL_SALZSAEURE)
3242 element = Feld[newx][newy] = EL_SALZSAEURE;
3246 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3247 MovDelay[newx][newy] = 0;
3249 if (!CAN_MOVE(element))
3250 MovDir[newx][newy] = 0;
3252 DrawLevelField(x, y);
3253 DrawLevelField(newx, newy);
3255 Stop[newx][newy] = TRUE;
3256 JustStopped[newx][newy] = 3;
3258 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3260 TestIfBadThingTouchesHero(newx, newy);
3261 TestIfBadThingTouchesFriend(newx, newy);
3262 TestIfBadThingTouchesOtherBadThing(newx, newy);
3264 else if (element == EL_PINGUIN)
3265 TestIfFriendTouchesBadThing(newx, newy);
3267 if (CAN_SMASH(element) && direction == MV_DOWN &&
3268 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3271 else /* still moving on */
3272 DrawLevelField(x, y);
3275 int AmoebeNachbarNr(int ax, int ay)
3278 int element = Feld[ax][ay];
3280 static int xy[4][2] =
3290 int x = ax + xy[i][0];
3291 int y = ay + xy[i][1];
3293 if (!IN_LEV_FIELD(x, y))
3296 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3297 group_nr = AmoebaNr[x][y];
3303 void AmoebenVereinigen(int ax, int ay)
3305 int i, x, y, xx, yy;
3306 int new_group_nr = AmoebaNr[ax][ay];
3307 static int xy[4][2] =
3315 if (new_group_nr == 0)
3323 if (!IN_LEV_FIELD(x, y))
3326 if ((Feld[x][y] == EL_AMOEBE_VOLL ||
3327 Feld[x][y] == EL_AMOEBE_BD ||
3328 Feld[x][y] == EL_AMOEBE_TOT) &&
3329 AmoebaNr[x][y] != new_group_nr)
3331 int old_group_nr = AmoebaNr[x][y];
3333 if (old_group_nr == 0)
3336 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3337 AmoebaCnt[old_group_nr] = 0;
3338 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3339 AmoebaCnt2[old_group_nr] = 0;
3341 for (yy=0; yy<lev_fieldy; yy++)
3343 for (xx=0; xx<lev_fieldx; xx++)
3345 if (AmoebaNr[xx][yy] == old_group_nr)
3346 AmoebaNr[xx][yy] = new_group_nr;
3353 void AmoebeUmwandeln(int ax, int ay)
3357 if (Feld[ax][ay] == EL_AMOEBE_TOT)
3359 int group_nr = AmoebaNr[ax][ay];
3364 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3365 printf("AmoebeUmwandeln(): This should never happen!\n");
3370 for (y=0; y<lev_fieldy; y++)
3372 for (x=0; x<lev_fieldx; x++)
3374 if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
3377 Feld[x][y] = EL_AMOEBA2DIAM;
3381 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
3382 SND_AMOEBA_TURNING_TO_GEM :
3383 SND_AMOEBA_TURNING_TO_ROCK));
3388 static int xy[4][2] =
3401 if (!IN_LEV_FIELD(x, y))
3404 if (Feld[x][y] == EL_AMOEBA2DIAM)
3406 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
3407 SND_AMOEBA_TURNING_TO_GEM :
3408 SND_AMOEBA_TURNING_TO_ROCK));
3415 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3418 int group_nr = AmoebaNr[ax][ay];
3419 boolean done = FALSE;
3424 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3425 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3430 for (y=0; y<lev_fieldy; y++)
3432 for (x=0; x<lev_fieldx; x++)
3434 if (AmoebaNr[x][y] == group_nr &&
3435 (Feld[x][y] == EL_AMOEBE_TOT ||
3436 Feld[x][y] == EL_AMOEBE_BD ||
3437 Feld[x][y] == EL_AMOEBING))
3440 Feld[x][y] = new_element;
3441 InitField(x, y, FALSE);
3442 DrawLevelField(x, y);
3449 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
3450 SND_BD_AMOEBA_TURNING_TO_ROCK :
3451 SND_BD_AMOEBA_TURNING_TO_GEM));
3454 void AmoebeWaechst(int x, int y)
3456 static unsigned long sound_delay = 0;
3457 static unsigned long sound_delay_value = 0;
3459 if (!MovDelay[x][y]) /* start new growing cycle */
3463 if (DelayReached(&sound_delay, sound_delay_value))
3465 if (Store[x][y] == EL_AMOEBE_BD)
3466 PlaySoundLevel(x, y, SND_BD_AMOEBA_CREATING);
3468 PlaySoundLevel(x, y, SND_AMOEBA_CREATING);
3469 sound_delay_value = 30;
3473 if (MovDelay[x][y]) /* wait some time before growing bigger */
3476 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3477 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
3479 if (!MovDelay[x][y])
3481 Feld[x][y] = Store[x][y];
3483 DrawLevelField(x, y);
3488 void AmoebaDisappearing(int x, int y)
3490 static unsigned long sound_delay = 0;
3491 static unsigned long sound_delay_value = 0;
3493 if (!MovDelay[x][y]) /* start new shrinking cycle */
3497 if (DelayReached(&sound_delay, sound_delay_value))
3498 sound_delay_value = 30;
3501 if (MovDelay[x][y]) /* wait some time before shrinking */
3504 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3505 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + MovDelay[x][y]/2);
3507 if (!MovDelay[x][y])
3509 Feld[x][y] = EL_LEERRAUM;
3510 DrawLevelField(x, y);
3512 /* don't let mole enter this field in this cycle;
3513 (give priority to objects falling to this field from above) */
3519 void AmoebeAbleger(int ax, int ay)
3522 int element = Feld[ax][ay];
3523 int newax = ax, neway = ay;
3524 static int xy[4][2] =
3532 if (!level.amoeba_speed)
3534 Feld[ax][ay] = EL_AMOEBE_TOT;
3535 DrawLevelField(ax, ay);
3539 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3540 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3542 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3545 if (MovDelay[ax][ay])
3549 if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
3552 int x = ax + xy[start][0];
3553 int y = ay + xy[start][1];
3555 if (!IN_LEV_FIELD(x, y))
3558 if (IS_FREE(x, y) ||
3559 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3565 if (newax == ax && neway == ay)
3568 else /* normal or "filled" (BD style) amoeba */
3571 boolean waiting_for_player = FALSE;
3575 int j = (start + i) % 4;
3576 int x = ax + xy[j][0];
3577 int y = ay + xy[j][1];
3579 if (!IN_LEV_FIELD(x, y))
3582 if (IS_FREE(x, y) ||
3583 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3589 else if (IS_PLAYER(x, y))
3590 waiting_for_player = TRUE;
3593 if (newax == ax && neway == ay) /* amoeba cannot grow */
3595 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3597 Feld[ax][ay] = EL_AMOEBE_TOT;
3598 DrawLevelField(ax, ay);
3599 AmoebaCnt[AmoebaNr[ax][ay]]--;
3601 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3603 if (element == EL_AMOEBE_VOLL)
3604 AmoebeUmwandeln(ax, ay);
3605 else if (element == EL_AMOEBE_BD)
3606 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3611 else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
3613 /* amoeba gets larger by growing in some direction */
3615 int new_group_nr = AmoebaNr[ax][ay];
3618 if (new_group_nr == 0)
3620 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3621 printf("AmoebeAbleger(): This should never happen!\n");
3626 AmoebaNr[newax][neway] = new_group_nr;
3627 AmoebaCnt[new_group_nr]++;
3628 AmoebaCnt2[new_group_nr]++;
3630 /* if amoeba touches other amoeba(s) after growing, unify them */
3631 AmoebenVereinigen(newax, neway);
3633 if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200)
3635 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
3641 if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) ||
3642 (neway == lev_fieldy - 1 && newax != ax))
3644 Feld[newax][neway] = EL_AMOEBING; /* simple growth of new amoeba tile */
3645 Store[newax][neway] = element;
3647 else if (neway == ay)
3649 Feld[newax][neway] = EL_TROPFEN; /* drop left or right from amoeba */
3650 PlaySoundLevel(newax, neway, SND_AMOEBA_DROPPING);
3654 InitMovingField(ax, ay, MV_DOWN); /* drop dripping out of amoeba */
3655 Feld[ax][ay] = EL_AMOEBA_DRIPPING;
3656 Store[ax][ay] = EL_TROPFEN;
3657 ContinueMoving(ax, ay);
3661 DrawLevelField(newax, neway);
3664 void Life(int ax, int ay)
3667 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3669 int element = Feld[ax][ay];
3670 boolean changed = FALSE;
3675 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3676 MovDelay[ax][ay] = life_time;
3678 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3681 if (MovDelay[ax][ay])
3685 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3687 int xx = ax+x1, yy = ay+y1;
3690 if (!IN_LEV_FIELD(xx, yy))
3693 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3695 int x = xx+x2, y = yy+y2;
3697 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3700 if (((Feld[x][y] == element ||
3701 (element == EL_LIFE && IS_PLAYER(x, y))) &&
3703 (IS_FREE(x, y) && Stop[x][y]))
3707 if (xx == ax && yy == ay) /* field in the middle */
3709 if (nachbarn < life[0] || nachbarn > life[1])
3711 Feld[xx][yy] = EL_LEERRAUM;
3713 DrawLevelField(xx, yy);
3714 Stop[xx][yy] = TRUE;
3718 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
3719 { /* free border field */
3720 if (nachbarn >= life[2] && nachbarn <= life[3])
3722 Feld[xx][yy] = element;
3723 MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
3725 DrawLevelField(xx, yy);
3726 Stop[xx][yy] = TRUE;
3733 PlaySoundLevel(ax, ay, element == EL_LIFE ? SND_GAMEOFLIFE_CREATING :
3734 SND_BIOMAZE_CREATING);
3737 void RobotWheel(int x, int y)
3739 if (!MovDelay[x][y]) /* next animation frame */
3740 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3742 if (MovDelay[x][y]) /* wait some time before next frame */
3747 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3748 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
3749 if (!(MovDelay[x][y]%4))
3750 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_RUNNING);
3755 Feld[x][y] = EL_ABLENK_AUS;
3756 DrawLevelField(x, y);
3757 if (ZX == x && ZY == y)
3761 void TimegateWheel(int x, int y)
3763 if (!MovDelay[x][y]) /* next animation frame */
3764 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3766 if (MovDelay[x][y]) /* wait some time before next frame */
3771 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3772 DrawGraphic(SCREENX(x), SCREENY(y),
3773 GFX_TIMEGATE_SWITCH + MovDelay[x][y]%4);
3774 if (!(MovDelay[x][y]%4))
3775 PlaySoundLevel(x, y, SND_TIMEGATE_WHEEL_RUNNING);
3780 Feld[x][y] = EL_TIMEGATE_SWITCH_OFF;
3781 DrawLevelField(x, y);
3782 if (ZX == x && ZY == y)
3786 void Birne(int x, int y)
3788 if (!MovDelay[x][y]) /* next animation frame */
3789 MovDelay[x][y] = 800;
3791 if (MovDelay[x][y]) /* wait some time before next frame */
3796 if (!(MovDelay[x][y]%5))
3798 if (!(MovDelay[x][y]%10))
3799 Feld[x][y]=EL_ABLENK_EIN;
3801 Feld[x][y]=EL_ABLENK_AUS;
3802 DrawLevelField(x, y);
3803 Feld[x][y]=EL_ABLENK_EIN;
3809 Feld[x][y]=EL_ABLENK_AUS;
3810 DrawLevelField(x, y);
3811 if (ZX == x && ZY == y)
3815 void Blubber(int x, int y)
3817 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
3818 DrawLevelField(x, y-1);
3820 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
3823 void NussKnacken(int x, int y)
3825 if (!MovDelay[x][y]) /* next animation frame */
3828 if (MovDelay[x][y]) /* wait some time before next frame */
3831 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3832 DrawGraphic(SCREENX(x), SCREENY(y),
3833 GFX_CRACKINGNUT + 3 - MovDelay[x][y]/2);
3835 if (!MovDelay[x][y])
3837 Feld[x][y] = EL_EDELSTEIN;
3838 DrawLevelField(x, y);
3843 void BreakingPearl(int x, int y)
3845 if (!MovDelay[x][y]) /* next animation frame */
3848 if (MovDelay[x][y]) /* wait some time before next frame */
3851 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3852 DrawGraphic(SCREENX(x), SCREENY(y),
3853 GFX_PEARL_BREAKING + 4 - MovDelay[x][y]/2);
3855 if (!MovDelay[x][y])
3857 Feld[x][y] = EL_LEERRAUM;
3858 DrawLevelField(x, y);
3863 void SiebAktivieren(int x, int y, int typ)
3865 int graphic = (typ == 1 ? GFX_MAGIC_WALL_FULL : GFX_MAGIC_WALL_BD_FULL) + 3;
3867 DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
3870 void AusgangstuerPruefen(int x, int y)
3872 if (!local_player->gems_still_needed &&
3873 !local_player->sokobanfields_still_needed &&
3874 !local_player->lights_still_needed)
3876 Feld[x][y] = EL_AUSGANG_ACT;
3878 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
3879 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
3880 y < LEVELY(BY1) ? LEVELY(BY1) :
3881 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
3886 void AusgangstuerOeffnen(int x, int y)
3890 if (!MovDelay[x][y]) /* next animation frame */
3891 MovDelay[x][y] = 5*delay;
3893 if (MovDelay[x][y]) /* wait some time before next frame */
3898 tuer = MovDelay[x][y]/delay;
3899 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3900 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
3902 if (!MovDelay[x][y])
3904 Feld[x][y] = EL_AUSGANG_AUF;
3905 DrawLevelField(x, y);
3910 void AusgangstuerBlinken(int x, int y)
3912 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
3915 void OpenSwitchgate(int x, int y)
3919 if (!MovDelay[x][y]) /* next animation frame */
3920 MovDelay[x][y] = 5 * delay;
3922 if (MovDelay[x][y]) /* wait some time before next frame */
3927 phase = MovDelay[x][y] / delay;
3928 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3929 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_OPEN - phase);
3931 if (!MovDelay[x][y])
3933 Feld[x][y] = EL_SWITCHGATE_OPEN;
3934 DrawLevelField(x, y);
3939 void CloseSwitchgate(int x, int y)
3943 if (!MovDelay[x][y]) /* next animation frame */
3944 MovDelay[x][y] = 5 * delay;
3946 if (MovDelay[x][y]) /* wait some time before next frame */
3951 phase = MovDelay[x][y] / delay;
3952 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3953 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_CLOSED + phase);
3955 if (!MovDelay[x][y])
3957 Feld[x][y] = EL_SWITCHGATE_CLOSED;
3958 DrawLevelField(x, y);
3963 void OpenTimegate(int x, int y)
3967 if (!MovDelay[x][y]) /* next animation frame */
3968 MovDelay[x][y] = 5 * delay;
3970 if (MovDelay[x][y]) /* wait some time before next frame */
3975 phase = MovDelay[x][y] / delay;
3976 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3977 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_OPEN - phase);
3979 if (!MovDelay[x][y])
3981 Feld[x][y] = EL_TIMEGATE_OPEN;
3982 DrawLevelField(x, y);
3987 void CloseTimegate(int x, int y)
3991 if (!MovDelay[x][y]) /* next animation frame */
3992 MovDelay[x][y] = 5 * delay;
3994 if (MovDelay[x][y]) /* wait some time before next frame */
3999 phase = MovDelay[x][y] / delay;
4000 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4001 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_CLOSED + phase);
4003 if (!MovDelay[x][y])
4005 Feld[x][y] = EL_TIMEGATE_CLOSED;
4006 DrawLevelField(x, y);
4011 static void CloseAllOpenTimegates()
4015 for (y=0; y<lev_fieldy; y++)
4017 for (x=0; x<lev_fieldx; x++)
4019 int element = Feld[x][y];
4021 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4023 Feld[x][y] = EL_TIMEGATE_CLOSING;
4024 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4030 void EdelsteinFunkeln(int x, int y)
4032 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4035 if (Feld[x][y] == EL_EDELSTEIN_BD)
4036 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
4039 if (!MovDelay[x][y]) /* next animation frame */
4040 MovDelay[x][y] = 11 * !SimpleRND(500);
4042 if (MovDelay[x][y]) /* wait some time before next frame */
4046 if (setup.direct_draw && MovDelay[x][y])
4047 SetDrawtoField(DRAW_BUFFERED);
4049 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
4053 int phase = (MovDelay[x][y]-1)/2;
4058 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
4060 if (setup.direct_draw)
4064 dest_x = FX + SCREENX(x)*TILEX;
4065 dest_y = FY + SCREENY(y)*TILEY;
4067 BlitBitmap(drawto_field, window,
4068 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4069 SetDrawtoField(DRAW_DIRECT);
4076 void MauerWaechst(int x, int y)
4080 if (!MovDelay[x][y]) /* next animation frame */
4081 MovDelay[x][y] = 3*delay;
4083 if (MovDelay[x][y]) /* wait some time before next frame */
4088 phase = 2-MovDelay[x][y]/delay;
4089 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4090 DrawGraphic(SCREENX(x), SCREENY(y),
4091 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
4092 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
4093 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
4094 GFX_MAUER_DOWN ) + phase);
4096 if (!MovDelay[x][y])
4098 if (MovDir[x][y] == MV_LEFT)
4100 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
4101 DrawLevelField(x-1, y);
4103 else if (MovDir[x][y] == MV_RIGHT)
4105 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
4106 DrawLevelField(x+1, y);
4108 else if (MovDir[x][y] == MV_UP)
4110 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
4111 DrawLevelField(x, y-1);
4115 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
4116 DrawLevelField(x, y+1);
4119 Feld[x][y] = Store[x][y];
4121 MovDir[x][y] = MV_NO_MOVING;
4122 DrawLevelField(x, y);
4127 void MauerAbleger(int ax, int ay)
4129 int element = Feld[ax][ay];
4130 boolean oben_frei = FALSE, unten_frei = FALSE;
4131 boolean links_frei = FALSE, rechts_frei = FALSE;
4132 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4133 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4134 boolean new_wall = FALSE;
4136 if (!MovDelay[ax][ay]) /* start building new wall */
4137 MovDelay[ax][ay] = 6;
4139 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4142 if (MovDelay[ax][ay])
4146 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4148 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4150 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4152 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4155 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
4159 Feld[ax][ay-1] = EL_MAUERND;
4160 Store[ax][ay-1] = element;
4161 MovDir[ax][ay-1] = MV_UP;
4162 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4163 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
4168 Feld[ax][ay+1] = EL_MAUERND;
4169 Store[ax][ay+1] = element;
4170 MovDir[ax][ay+1] = MV_DOWN;
4171 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4172 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
4177 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
4178 element == EL_MAUER_LEBT)
4182 Feld[ax-1][ay] = EL_MAUERND;
4183 Store[ax-1][ay] = element;
4184 MovDir[ax-1][ay] = MV_LEFT;
4185 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4186 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
4191 Feld[ax+1][ay] = EL_MAUERND;
4192 Store[ax+1][ay] = element;
4193 MovDir[ax+1][ay] = MV_RIGHT;
4194 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4195 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
4200 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
4201 DrawLevelField(ax, ay);
4203 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
4205 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
4206 unten_massiv = TRUE;
4207 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
4208 links_massiv = TRUE;
4209 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
4210 rechts_massiv = TRUE;
4212 if (((oben_massiv && unten_massiv) ||
4213 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
4214 ((links_massiv && rechts_massiv) ||
4215 element == EL_MAUER_Y))
4216 Feld[ax][ay] = EL_MAUERWERK;
4219 PlaySoundLevel(ax, ay, SND_WALL_GROWING);
4222 void CheckForDragon(int x, int y)
4225 boolean dragon_found = FALSE;
4226 static int xy[4][2] =
4238 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4240 if (IN_LEV_FIELD(xx, yy) &&
4241 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
4243 if (Feld[xx][yy] == EL_DRACHE)
4244 dragon_found = TRUE;
4257 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4259 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
4261 Feld[xx][yy] = EL_LEERRAUM;
4262 DrawLevelField(xx, yy);
4271 static void CheckBuggyBase(int x, int y)
4273 int element = Feld[x][y];
4275 if (element == EL_SP_BUG)
4277 if (!MovDelay[x][y]) /* wait some time before activating base */
4278 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4283 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4284 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
4288 Feld[x][y] = EL_SP_BUG_ACTIVE;
4291 else if (element == EL_SP_BUG_ACTIVE)
4293 if (!MovDelay[x][y]) /* start activating buggy base */
4294 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
4302 static int xy[4][2] =
4310 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4311 DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
4315 int xx = x + xy[i][0], yy = y + xy[i][1];
4317 if (IS_PLAYER(xx, yy))
4319 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVATING);
4327 Feld[x][y] = EL_SP_BUG;
4328 DrawLevelField(x, y);
4333 static void CheckTrap(int x, int y)
4335 int element = Feld[x][y];
4337 if (element == EL_TRAP_INACTIVE)
4339 if (!MovDelay[x][y]) /* wait some time before activating trap */
4340 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4348 Feld[x][y] = EL_TRAP_ACTIVE;
4349 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
4352 else if (element == EL_TRAP_ACTIVE)
4357 if (!MovDelay[x][y]) /* start activating trap */
4358 MovDelay[x][y] = num_frames * delay;
4366 if (!(MovDelay[x][y] % delay))
4368 int phase = MovDelay[x][y]/delay;
4370 if (phase >= num_frames/2)
4371 phase = num_frames - phase;
4373 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4375 DrawGraphic(SCREENX(x),SCREENY(y), GFX_TRAP_INACTIVE + phase - 1);
4376 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
4383 Feld[x][y] = EL_TRAP_INACTIVE;
4384 DrawLevelField(x, y);
4389 static void DrawBeltAnimation(int x, int y, int element)
4391 int belt_nr = getBeltNrFromElement(element);
4392 int belt_dir = game.belt_dir[belt_nr];
4394 if (belt_dir != MV_NO_MOVING)
4397 int mode = (belt_dir == MV_LEFT ? ANIM_NORMAL : ANIM_REVERSE);
4398 int graphic = el2gfx(element) + (belt_dir == MV_LEFT ? 0 : 7);
4400 DrawGraphicAnimation(x, y, graphic, 8, delay, mode);
4402 if (!(FrameCounter % 2))
4403 PlaySoundLevel(x, y, SND_CONVEYOR_BELT_RUNNING);
4407 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4409 static byte stored_player_action[MAX_PLAYERS];
4410 static int num_stored_actions = 0;
4412 static boolean save_tape_entry = FALSE;
4414 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4415 int left = player_action & JOY_LEFT;
4416 int right = player_action & JOY_RIGHT;
4417 int up = player_action & JOY_UP;
4418 int down = player_action & JOY_DOWN;
4419 int button1 = player_action & JOY_BUTTON_1;
4420 int button2 = player_action & JOY_BUTTON_2;
4421 int dx = (left ? -1 : right ? 1 : 0);
4422 int dy = (up ? -1 : down ? 1 : 0);
4424 stored_player_action[player->index_nr] = 0;
4425 num_stored_actions++;
4427 if (!player->active || tape.pausing)
4433 save_tape_entry = TRUE;
4435 player->frame_reset_delay = 0;
4438 snapped = SnapField(player, dx, dy);
4442 bombed = PlaceBomb(player);
4443 moved = MoveFigure(player, dx, dy);
4446 if (tape.single_step && tape.recording && !tape.pausing)
4448 if (button1 || (bombed && !moved))
4450 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
4451 SnapField(player, 0, 0); /* stop snapping */
4456 if (tape.recording && (moved || snapped || bombed))
4458 if (bombed && !moved)
4459 player_action &= JOY_BUTTON;
4461 stored_player_action[player->index_nr] = player_action;
4462 save_tape_entry = TRUE;
4464 else if (tape.playing && snapped)
4465 SnapField(player, 0, 0); /* stop snapping */
4467 stored_player_action[player->index_nr] = player_action;
4472 /* no actions for this player (no input at player's configured device) */
4474 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4475 SnapField(player, 0, 0);
4476 CheckGravityMovement(player);
4479 if (player->MovPos == 0) /* needed for tape.playing */
4480 player->is_moving = FALSE;
4483 if (player->MovPos == 0) /* needed for tape.playing */
4484 player->last_move_dir = MV_NO_MOVING;
4486 /* !!! CHECK THIS AGAIN !!!
4487 (Seems to be needed for some EL_ROBOT stuff, but breaks
4488 tapes when walking through pipes!)
4491 /* it seems that "player->last_move_dir" is misused as some sort of
4492 "player->is_just_moving_in_this_moment", which is needed for the
4493 robot stuff (robots don't kill players when they are moving)
4497 if (++player->frame_reset_delay > player->move_delay_value)
4502 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
4504 TapeRecordAction(stored_player_action);
4505 num_stored_actions = 0;
4506 save_tape_entry = FALSE;
4509 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
4511 TapeRecordAction(stored_player_action);
4512 num_stored_actions = 0;
4517 if (tape.playing && !tape.pausing && !player_action &&
4518 tape.counter < tape.length)
4520 int jx = player->jx, jy = player->jy;
4522 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
4524 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
4525 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
4527 int dx = (next_joy == JOY_LEFT ? -1 : +1);
4529 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
4531 int el = Feld[jx+dx][jy];
4532 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 :
4533 (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10);
4535 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
4537 player->MovDir = next_joy;
4538 player->Frame = FrameCounter % 4;
4539 player->Pushing = TRUE;
4549 static unsigned long action_delay = 0;
4550 unsigned long action_delay_value;
4551 int sieb_x = 0, sieb_y = 0;
4552 int i, x, y, element;
4553 byte *recorded_player_action;
4554 byte summarized_player_action = 0;
4556 if (game_status != PLAYING)
4559 action_delay_value =
4560 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4562 if (tape.playing && tape.index_search && !tape.pausing)
4563 action_delay_value = 0;
4565 /* ---------- main game synchronization point ---------- */
4567 WaitUntilDelayReached(&action_delay, action_delay_value);
4569 if (network_playing && !network_player_action_received)
4573 printf("DEBUG: try to get network player actions in time\n");
4577 #if defined(PLATFORM_UNIX)
4578 /* last chance to get network player actions without main loop delay */
4582 if (game_status != PLAYING)
4585 if (!network_player_action_received)
4589 printf("DEBUG: failed to get network player actions in time\n");
4599 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4601 for (i=0; i<MAX_PLAYERS; i++)
4603 summarized_player_action |= stored_player[i].action;
4605 if (!network_playing)
4606 stored_player[i].effective_action = stored_player[i].action;
4609 #if defined(PLATFORM_UNIX)
4610 if (network_playing)
4611 SendToServer_MovePlayer(summarized_player_action);
4614 if (!options.network && !setup.team_mode)
4615 local_player->effective_action = summarized_player_action;
4617 for (i=0; i<MAX_PLAYERS; i++)
4619 int actual_player_action = stored_player[i].effective_action;
4621 if (stored_player[i].programmed_action)
4622 actual_player_action = stored_player[i].programmed_action;
4624 if (recorded_player_action)
4625 actual_player_action = recorded_player_action[i];
4627 PlayerActions(&stored_player[i], actual_player_action);
4628 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4631 network_player_action_received = FALSE;
4633 ScrollScreen(NULL, SCROLL_GO_ON);
4639 if (TimeFrames == 0 && local_player->active)
4641 extern unsigned int last_RND();
4643 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
4644 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
4651 if (GameFrameDelay >= 500)
4652 printf("FrameCounter == %d\n", FrameCounter);
4661 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4664 if (JustStopped[x][y] > 0)
4665 JustStopped[x][y]--;
4668 if (IS_BLOCKED(x, y))
4672 Blocked2Moving(x, y, &oldx, &oldy);
4673 if (!IS_MOVING(oldx, oldy))
4675 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4676 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4677 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4678 printf("GameActions(): This should never happen!\n");
4684 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4686 element = Feld[x][y];
4688 if (IS_INACTIVE(element))
4691 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4695 if (IS_GEM(element) || element == EL_SP_INFOTRON)
4696 EdelsteinFunkeln(x, y);
4698 else if (IS_MOVING(x, y))
4699 ContinueMoving(x, y);
4700 else if (IS_ACTIVE_BOMB(element))
4701 CheckDynamite(x, y);
4703 else if (element == EL_EXPLODING && !game.explosions_delayed)
4704 Explode(x, y, Frame[x][y], EX_NORMAL);
4706 else if (element == EL_AMOEBING)
4707 AmoebeWaechst(x, y);
4708 else if (element == EL_DEAMOEBING)
4709 AmoebaDisappearing(x, y);
4711 #if !USE_NEW_AMOEBA_CODE
4712 else if (IS_AMOEBALIVE(element))
4713 AmoebeAbleger(x, y);
4716 else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
4718 else if (element == EL_ABLENK_EIN)
4720 else if (element == EL_TIMEGATE_SWITCH_ON)
4721 TimegateWheel(x, y);
4722 else if (element == EL_SALZSAEURE)
4724 else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
4726 else if (element == EL_CRACKINGNUT)
4728 else if (element == EL_PEARL_BREAKING)
4729 BreakingPearl(x, y);
4730 else if (element == EL_AUSGANG_ZU)
4731 AusgangstuerPruefen(x, y);
4732 else if (element == EL_AUSGANG_ACT)
4733 AusgangstuerOeffnen(x, y);
4734 else if (element == EL_AUSGANG_AUF)
4735 AusgangstuerBlinken(x, y);
4736 else if (element == EL_MAUERND)
4738 else if (element == EL_MAUER_LEBT ||
4739 element == EL_MAUER_X ||
4740 element == EL_MAUER_Y ||
4741 element == EL_MAUER_XY)
4743 else if (element == EL_BURNING)
4744 CheckForDragon(x, y);
4745 else if (element == EL_SP_BUG || element == EL_SP_BUG_ACTIVE)
4746 CheckBuggyBase(x, y);
4747 else if (element == EL_TRAP_INACTIVE || element == EL_TRAP_ACTIVE)
4749 else if (element == EL_SP_TERMINAL)
4750 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL);
4751 else if (element == EL_SP_TERMINAL_ACTIVE)
4752 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
4753 else if (IS_BELT(element))
4754 DrawBeltAnimation(x, y, element);
4755 else if (element == EL_SWITCHGATE_OPENING)
4756 OpenSwitchgate(x, y);
4757 else if (element == EL_SWITCHGATE_CLOSING)
4758 CloseSwitchgate(x, y);
4759 else if (element == EL_TIMEGATE_OPENING)
4761 else if (element == EL_TIMEGATE_CLOSING)
4762 CloseTimegate(x, y);
4763 else if (element == EL_EXTRA_TIME)
4764 DrawGraphicAnimation(x, y, GFX_EXTRA_TIME, 6, 4, ANIM_NORMAL);
4765 else if (element == EL_SHIELD_PASSIVE)
4767 DrawGraphicAnimation(x, y, GFX_SHIELD_PASSIVE, 6, 4, ANIM_NORMAL);
4768 if (!(FrameCounter % 4))
4769 PlaySoundLevel(x, y, SND_SHIELD_PASSIVE_ACTIVATED);
4771 else if (element == EL_SHIELD_ACTIVE)
4773 DrawGraphicAnimation(x, y, GFX_SHIELD_ACTIVE, 6, 4, ANIM_NORMAL);
4774 if (!(FrameCounter % 4))
4775 PlaySoundLevel(x, y, SND_SHIELD_ACTIVE_ACTIVATED);
4778 if (game.magic_wall_active)
4780 boolean sieb = FALSE;
4781 int jx = local_player->jx, jy = local_player->jy;
4783 if (element == EL_MAGIC_WALL_FULL ||
4784 element == EL_MAGIC_WALL_EMPTY ||
4785 element == EL_MAGIC_WALL_EMPTYING)
4787 SiebAktivieren(x, y, 1);
4790 else if (element == EL_MAGIC_WALL_BD_FULL ||
4791 element == EL_MAGIC_WALL_BD_EMPTY ||
4792 element == EL_MAGIC_WALL_BD_EMPTYING)
4794 SiebAktivieren(x, y, 2);
4798 /* play the element sound at the position nearest to the player */
4799 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
4807 #if USE_NEW_AMOEBA_CODE
4808 /* new experimental amoeba growth stuff */
4810 if (!(FrameCounter % 8))
4813 static unsigned long random = 1684108901;
4815 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
4818 x = (random >> 10) % lev_fieldx;
4819 y = (random >> 20) % lev_fieldy;
4821 x = RND(lev_fieldx);
4822 y = RND(lev_fieldy);
4824 element = Feld[x][y];
4826 if (!IS_PLAYER(x,y) &&
4827 (element == EL_LEERRAUM ||
4828 element == EL_ERDREICH ||
4829 element == EL_MORAST_LEER ||
4830 element == EL_BLURB_LEFT ||
4831 element == EL_BLURB_RIGHT))
4833 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBE_NASS) ||
4834 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBE_NASS) ||
4835 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBE_NASS) ||
4836 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBE_NASS))
4837 Feld[x][y] = EL_TROPFEN;
4840 random = random * 129 + 1;
4846 if (game.explosions_delayed)
4849 game.explosions_delayed = FALSE;
4851 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4853 element = Feld[x][y];
4855 if (ExplodeField[x][y])
4856 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
4857 else if (element == EL_EXPLODING)
4858 Explode(x, y, Frame[x][y], EX_NORMAL);
4860 ExplodeField[x][y] = EX_NO_EXPLOSION;
4863 game.explosions_delayed = TRUE;
4866 if (game.magic_wall_active)
4868 if (!(game.magic_wall_time_left % 4))
4870 int element = Feld[sieb_x][sieb_y];
4872 if (element == EL_MAGIC_WALL_BD_FULL ||
4873 element == EL_MAGIC_WALL_BD_EMPTY ||
4874 element == EL_MAGIC_WALL_BD_EMPTYING)
4875 PlaySoundLevel(sieb_x, sieb_y, SND_BD_MAGIC_WALL_RUNNING);
4877 PlaySoundLevel(sieb_x, sieb_y, SND_MAGIC_WALL_RUNNING);
4880 if (game.magic_wall_time_left > 0)
4882 game.magic_wall_time_left--;
4883 if (!game.magic_wall_time_left)
4885 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4887 element = Feld[x][y];
4889 if (element == EL_MAGIC_WALL_EMPTY ||
4890 element == EL_MAGIC_WALL_FULL)
4892 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4893 DrawLevelField(x, y);
4895 else if (element == EL_MAGIC_WALL_BD_EMPTY ||
4896 element == EL_MAGIC_WALL_BD_FULL)
4898 Feld[x][y] = EL_MAGIC_WALL_BD_DEAD;
4899 DrawLevelField(x, y);
4903 game.magic_wall_active = FALSE;
4908 if (game.light_time_left > 0)
4910 game.light_time_left--;
4912 if (game.light_time_left == 0)
4914 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4916 element = Feld[x][y];
4918 if (element == EL_LIGHT_SWITCH_ON)
4920 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
4921 DrawLevelField(x, y);
4923 else if (element == EL_INVISIBLE_STEEL ||
4924 element == EL_UNSICHTBAR ||
4925 element == EL_SAND_INVISIBLE)
4926 DrawLevelField(x, y);
4931 if (game.timegate_time_left > 0)
4933 game.timegate_time_left--;
4935 if (game.timegate_time_left == 0)
4936 CloseAllOpenTimegates();
4939 if (TimeFrames >= (1000 / GameFrameDelay))
4944 for (i=0; i<MAX_PLAYERS; i++)
4946 if (SHIELD_ON(&stored_player[i]))
4948 stored_player[i].shield_passive_time_left--;
4950 if (stored_player[i].shield_active_time_left > 0)
4951 stored_player[i].shield_active_time_left--;
4955 if (tape.recording || tape.playing)
4956 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
4962 if (TimeLeft <= 10 && setup.time_limit)
4963 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MAX_RIGHT);
4965 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
4967 if (!TimeLeft && setup.time_limit)
4968 for (i=0; i<MAX_PLAYERS; i++)
4969 KillHero(&stored_player[i]);
4971 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
4972 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
4977 if (options.debug) /* calculate frames per second */
4979 static unsigned long fps_counter = 0;
4980 static int fps_frames = 0;
4981 unsigned long fps_delay_ms = Counter() - fps_counter;
4985 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
4987 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
4990 fps_counter = Counter();
4993 redraw_mask |= REDRAW_FPS;
4997 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
4999 int min_x = x, min_y = y, max_x = x, max_y = y;
5002 for (i=0; i<MAX_PLAYERS; i++)
5004 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5006 if (!stored_player[i].active || &stored_player[i] == player)
5009 min_x = MIN(min_x, jx);
5010 min_y = MIN(min_y, jy);
5011 max_x = MAX(max_x, jx);
5012 max_y = MAX(max_y, jy);
5015 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
5018 static boolean AllPlayersInVisibleScreen()
5022 for (i=0; i<MAX_PLAYERS; i++)
5024 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5026 if (!stored_player[i].active)
5029 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5036 void ScrollLevel(int dx, int dy)
5038 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
5041 BlitBitmap(drawto_field, drawto_field,
5042 FX + TILEX*(dx == -1) - softscroll_offset,
5043 FY + TILEY*(dy == -1) - softscroll_offset,
5044 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
5045 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
5046 FX + TILEX*(dx == 1) - softscroll_offset,
5047 FY + TILEY*(dy == 1) - softscroll_offset);
5051 x = (dx == 1 ? BX1 : BX2);
5052 for (y=BY1; y<=BY2; y++)
5053 DrawScreenField(x, y);
5057 y = (dy == 1 ? BY1 : BY2);
5058 for (x=BX1; x<=BX2; x++)
5059 DrawScreenField(x, y);
5062 redraw_mask |= REDRAW_FIELD;
5065 static void CheckGravityMovement(struct PlayerInfo *player)
5067 if (level.gravity && !player->programmed_action)
5069 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
5070 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
5072 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
5073 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
5074 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
5075 int jx = player->jx, jy = player->jy;
5076 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
5077 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
5078 int new_jx = jx + dx, new_jy = jy + dy;
5079 boolean field_under_player_is_free =
5080 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
5081 boolean player_is_moving_to_valid_field =
5082 (IN_LEV_FIELD(new_jx, new_jy) &&
5083 (Feld[new_jx][new_jy] == EL_SP_BASE ||
5084 Feld[new_jx][new_jy] == EL_ERDREICH));
5086 if (field_under_player_is_free &&
5087 !player_is_moving_to_valid_field &&
5088 !IS_TUBE(Feld[jx][jy]))
5089 player->programmed_action = MV_DOWN;
5093 boolean MoveFigureOneStep(struct PlayerInfo *player,
5094 int dx, int dy, int real_dx, int real_dy)
5096 int jx = player->jx, jy = player->jy;
5097 int new_jx = jx+dx, new_jy = jy+dy;
5101 if (!player->active || (!dx && !dy))
5102 return MF_NO_ACTION;
5104 player->MovDir = (dx < 0 ? MV_LEFT :
5107 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5109 if (!IN_LEV_FIELD(new_jx, new_jy))
5110 return MF_NO_ACTION;
5112 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
5113 return MF_NO_ACTION;
5116 element = MovingOrBlocked2Element(new_jx, new_jy);
5118 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
5121 if (DONT_GO_TO(element))
5123 if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
5126 Feld[jx][jy] = EL_SPIELFIGUR;
5127 InitMovingField(jx, jy, MV_DOWN);
5128 Store[jx][jy] = EL_SALZSAEURE;
5129 ContinueMoving(jx, jy);
5133 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
5138 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
5139 if (can_move != MF_MOVING)
5142 StorePlayer[jx][jy] = 0;
5143 player->last_jx = jx;
5144 player->last_jy = jy;
5145 jx = player->jx = new_jx;
5146 jy = player->jy = new_jy;
5147 StorePlayer[jx][jy] = player->element_nr;
5150 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
5152 ScrollFigure(player, SCROLL_INIT);
5157 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
5159 int jx = player->jx, jy = player->jy;
5160 int old_jx = jx, old_jy = jy;
5161 int moved = MF_NO_ACTION;
5163 if (!player->active || (!dx && !dy))
5167 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5171 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5172 !(tape.playing && tape.game_version < GAME_VERSION_2_0))
5176 /* remove the last programmed player action */
5177 player->programmed_action = 0;
5181 /* should only happen if pre-1.2 tape recordings are played */
5182 /* this is only for backward compatibility */
5184 int original_move_delay_value = player->move_delay_value;
5187 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
5190 /* scroll remaining steps with finest movement resolution */
5191 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
5193 while (player->MovPos)
5195 ScrollFigure(player, SCROLL_GO_ON);
5196 ScrollScreen(NULL, SCROLL_GO_ON);
5202 player->move_delay_value = original_move_delay_value;
5205 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
5207 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
5208 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5212 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5213 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5219 if (moved & MF_MOVING && !ScreenMovPos &&
5220 (player == local_player || !options.network))
5222 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5223 int offset = (setup.scroll_delay ? 3 : 0);
5225 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5227 /* actual player has left the screen -- scroll in that direction */
5228 if (jx != old_jx) /* player has moved horizontally */
5229 scroll_x += (jx - old_jx);
5230 else /* player has moved vertically */
5231 scroll_y += (jy - old_jy);
5235 if (jx != old_jx) /* player has moved horizontally */
5237 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5238 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5239 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5241 /* don't scroll over playfield boundaries */
5242 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5243 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5245 /* don't scroll more than one field at a time */
5246 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5248 /* don't scroll against the player's moving direction */
5249 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5250 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5251 scroll_x = old_scroll_x;
5253 else /* player has moved vertically */
5255 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5256 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5257 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5259 /* don't scroll over playfield boundaries */
5260 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5261 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5263 /* don't scroll more than one field at a time */
5264 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5266 /* don't scroll against the player's moving direction */
5267 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5268 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5269 scroll_y = old_scroll_y;
5273 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5275 if (!options.network && !AllPlayersInVisibleScreen())
5277 scroll_x = old_scroll_x;
5278 scroll_y = old_scroll_y;
5282 ScrollScreen(player, SCROLL_INIT);
5283 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5288 if (!(moved & MF_MOVING) && !player->Pushing)
5291 player->Frame = (player->Frame + 1) % 4;
5293 if (moved & MF_MOVING)
5295 if (old_jx != jx && old_jy == jy)
5296 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5297 else if (old_jx == jx && old_jy != jy)
5298 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5300 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
5302 player->last_move_dir = player->MovDir;
5303 player->is_moving = TRUE;
5307 CheckGravityMovement(player);
5310 player->last_move_dir = MV_NO_MOVING;
5312 player->is_moving = FALSE;
5315 TestIfHeroTouchesBadThing(jx, jy);
5317 if (!player->active)
5323 void ScrollFigure(struct PlayerInfo *player, int mode)
5325 int jx = player->jx, jy = player->jy;
5326 int last_jx = player->last_jx, last_jy = player->last_jy;
5327 int move_stepsize = TILEX / player->move_delay_value;
5329 if (!player->active || !player->MovPos)
5332 if (mode == SCROLL_INIT)
5334 player->actual_frame_counter = FrameCounter;
5335 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5337 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
5338 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5343 else if (!FrameReached(&player->actual_frame_counter, 1))
5346 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5347 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5349 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5350 Feld[last_jx][last_jy] = EL_LEERRAUM;
5352 /* before DrawPlayer() to draw correct player graphic for this case */
5353 if (player->MovPos == 0)
5354 CheckGravityMovement(player);
5358 if (player->MovPos == 0)
5360 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
5362 /* continue with normal speed after quickly moving through gate */
5363 HALVE_PLAYER_SPEED(player);
5365 /* be able to make the next move without delay */
5366 player->move_delay = 0;
5369 player->last_jx = jx;
5370 player->last_jy = jy;
5372 if (Feld[jx][jy] == EL_AUSGANG_AUF)
5376 if (!local_player->friends_still_needed)
5377 player->LevelSolved = player->GameOver = TRUE;
5380 if (tape.single_step && tape.recording && !tape.pausing &&
5381 !player->programmed_action)
5382 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5386 void ScrollScreen(struct PlayerInfo *player, int mode)
5388 static unsigned long screen_frame_counter = 0;
5390 if (mode == SCROLL_INIT)
5392 /* set scrolling step size according to actual player's moving speed */
5393 ScrollStepSize = TILEX / player->move_delay_value;
5395 screen_frame_counter = FrameCounter;
5396 ScreenMovDir = player->MovDir;
5397 ScreenMovPos = player->MovPos;
5398 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5401 else if (!FrameReached(&screen_frame_counter, 1))
5406 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5407 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5408 redraw_mask |= REDRAW_FIELD;
5411 ScreenMovDir = MV_NO_MOVING;
5414 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
5416 int i, kill_x = -1, kill_y = -1;
5417 static int test_xy[4][2] =
5424 static int test_dir[4] =
5434 int test_x, test_y, test_move_dir, test_element;
5436 test_x = good_x + test_xy[i][0];
5437 test_y = good_y + test_xy[i][1];
5438 if (!IN_LEV_FIELD(test_x, test_y))
5442 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5445 test_element = Feld[test_x][test_y];
5447 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
5450 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5451 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5453 if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) ||
5454 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
5462 if (kill_x != -1 || kill_y != -1)
5464 if (IS_PLAYER(good_x, good_y))
5466 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
5468 if (player->shield_active_time_left > 0)
5469 Bang(kill_x, kill_y);
5470 else if (!PLAYER_PROTECTED(good_x, good_y))
5474 Bang(good_x, good_y);
5478 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
5480 int i, kill_x = -1, kill_y = -1;
5481 int bad_element = Feld[bad_x][bad_y];
5482 static int test_xy[4][2] =
5489 static int test_dir[4] =
5497 if (bad_element == EL_EXPLODING) /* skip just exploding bad things */
5502 int test_x, test_y, test_move_dir, test_element;
5504 test_x = bad_x + test_xy[i][0];
5505 test_y = bad_y + test_xy[i][1];
5506 if (!IN_LEV_FIELD(test_x, test_y))
5510 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5512 test_element = Feld[test_x][test_y];
5514 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5515 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5517 if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) ||
5518 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
5520 /* good thing is player or penguin that does not move away */
5521 if (IS_PLAYER(test_x, test_y))
5523 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
5525 if (bad_element == EL_ROBOT && player->is_moving)
5526 continue; /* robot does not kill player if he is moving */
5532 else if (test_element == EL_PINGUIN)
5541 if (kill_x != -1 || kill_y != -1)
5543 if (IS_PLAYER(kill_x, kill_y))
5545 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
5548 int dir = player->MovDir;
5549 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5550 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5552 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5553 newx != bad_x && newy != bad_y)
5554 ; /* robot does not kill player if he is moving */
5556 printf("-> %d\n", player->MovDir);
5558 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5559 newx != bad_x && newy != bad_y)
5560 ; /* robot does not kill player if he is moving */
5565 if (player->shield_active_time_left > 0)
5567 else if (!PLAYER_PROTECTED(kill_x, kill_y))
5571 Bang(kill_x, kill_y);
5575 void TestIfHeroTouchesBadThing(int x, int y)
5577 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5580 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
5582 TestIfGoodThingHitsBadThing(x, y, move_dir);
5585 void TestIfBadThingTouchesHero(int x, int y)
5587 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5590 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
5592 TestIfBadThingHitsGoodThing(x, y, move_dir);
5595 void TestIfFriendTouchesBadThing(int x, int y)
5597 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5600 void TestIfBadThingTouchesFriend(int x, int y)
5602 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5605 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
5607 int i, kill_x = bad_x, kill_y = bad_y;
5608 static int xy[4][2] =
5620 x = bad_x + xy[i][0];
5621 y = bad_y + xy[i][1];
5622 if (!IN_LEV_FIELD(x, y))
5625 element = Feld[x][y];
5626 if (IS_AMOEBOID(element) || element == EL_LIFE ||
5627 element == EL_AMOEBING || element == EL_TROPFEN)
5635 if (kill_x != bad_x || kill_y != bad_y)
5639 void KillHero(struct PlayerInfo *player)
5641 int jx = player->jx, jy = player->jy;
5643 if (!player->active)
5646 if (IS_PFORTE(Feld[jx][jy]))
5647 Feld[jx][jy] = EL_LEERRAUM;
5649 /* deactivate shield (else Bang()/Explode() would not work right) */
5650 player->shield_passive_time_left = 0;
5651 player->shield_active_time_left = 0;
5657 static void KillHeroUnlessProtected(int x, int y)
5659 if (!PLAYER_PROTECTED(x, y))
5660 KillHero(PLAYERINFO(x, y));
5663 void BuryHero(struct PlayerInfo *player)
5665 int jx = player->jx, jy = player->jy;
5667 if (!player->active)
5670 PlaySoundLevel(jx, jy, SND_PLAYER_DYING);
5671 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
5673 player->GameOver = TRUE;
5677 void RemoveHero(struct PlayerInfo *player)
5679 int jx = player->jx, jy = player->jy;
5680 int i, found = FALSE;
5682 player->present = FALSE;
5683 player->active = FALSE;
5685 if (!ExplodeField[jx][jy])
5686 StorePlayer[jx][jy] = 0;
5688 for (i=0; i<MAX_PLAYERS; i++)
5689 if (stored_player[i].active)
5693 AllPlayersGone = TRUE;
5699 int DigField(struct PlayerInfo *player,
5700 int x, int y, int real_dx, int real_dy, int mode)
5702 int jx = player->jx, jy = player->jy;
5703 int dx = x - jx, dy = y - jy;
5704 int move_direction = (dx == -1 ? MV_LEFT :
5705 dx == +1 ? MV_RIGHT :
5707 dy == +1 ? MV_DOWN : MV_NO_MOVING);
5710 if (player->MovPos == 0)
5711 player->Pushing = FALSE;
5713 if (mode == DF_NO_PUSH)
5715 player->Switching = FALSE;
5716 player->push_delay = 0;
5717 return MF_NO_ACTION;
5720 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
5721 return MF_NO_ACTION;
5723 if (IS_TUBE(Feld[jx][jy]))
5726 int tube_leave_directions[][2] =
5728 { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5729 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5730 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5731 { EL_TUBE_VERT_LEFT, MV_LEFT | MV_UP | MV_DOWN },
5732 { EL_TUBE_VERT_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
5733 { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_UP },
5734 { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
5735 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
5736 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
5737 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
5738 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
5739 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
5742 while (tube_leave_directions[i][0] != Feld[jx][jy])
5745 if (tube_leave_directions[i][0] == -1) /* should not happen */
5749 if (!(tube_leave_directions[i][1] & move_direction))
5750 return MF_NO_ACTION; /* tube has no opening in this direction */
5753 element = Feld[x][y];
5759 case EL_SAND_INVISIBLE:
5760 case EL_TRAP_INACTIVE:
5764 PlaySoundLevelElementAction(x, y, element, SND_ACTION_DIGGING);
5768 case EL_EDELSTEIN_BD:
5769 case EL_EDELSTEIN_GELB:
5770 case EL_EDELSTEIN_ROT:
5771 case EL_EDELSTEIN_LILA:
5773 case EL_SP_INFOTRON:
5777 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 :
5778 element == EL_PEARL ? 5 :
5779 element == EL_CRYSTAL ? 8 : 1);
5780 if (local_player->gems_still_needed < 0)
5781 local_player->gems_still_needed = 0;
5782 RaiseScoreElement(element);
5783 DrawText(DX_EMERALDS, DY_EMERALDS,
5784 int2str(local_player->gems_still_needed, 3),
5785 FS_SMALL, FC_YELLOW);
5786 PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING);
5791 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
5792 PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
5796 Feld[x][y] = EL_LEERRAUM;
5797 PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
5805 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5807 PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MAX_RIGHT);
5810 case EL_SHIELD_PASSIVE:
5812 player->shield_passive_time_left += 10;
5813 PlaySoundLevel(x, y, SND_SHIELD_PASSIVE_COLLECTING);
5816 case EL_SHIELD_ACTIVE:
5818 player->shield_passive_time_left += 10;
5819 player->shield_active_time_left += 10;
5820 PlaySoundLevel(x, y, SND_SHIELD_ACTIVE_COLLECTING);
5823 case EL_DYNAMITE_INACTIVE:
5824 case EL_SP_DISK_RED:
5827 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5828 DrawText(DX_DYNAMITE, DY_DYNAMITE,
5829 int2str(local_player->dynamite, 3),
5830 FS_SMALL, FC_YELLOW);
5831 PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING);
5834 case EL_DYNABOMB_NR:
5836 player->dynabomb_count++;
5837 player->dynabombs_left++;
5838 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5839 PlaySoundLevel(x, y, SND_DYNABOMB_NR_COLLECTING);
5842 case EL_DYNABOMB_SZ:
5844 player->dynabomb_size++;
5845 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5846 PlaySoundLevel(x, y, SND_DYNABOMB_SZ_COLLECTING);
5849 case EL_DYNABOMB_XL:
5851 player->dynabomb_xl = TRUE;
5852 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5853 PlaySoundLevel(x, y, SND_DYNABOMB_XL_COLLECTING);
5856 case EL_SCHLUESSEL1:
5857 case EL_SCHLUESSEL2:
5858 case EL_SCHLUESSEL3:
5859 case EL_SCHLUESSEL4:
5861 int key_nr = element - EL_SCHLUESSEL1;
5864 player->key[key_nr] = TRUE;
5865 RaiseScoreElement(EL_SCHLUESSEL);
5866 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5867 GFX_SCHLUESSEL1 + key_nr);
5868 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5869 GFX_SCHLUESSEL1 + key_nr);
5870 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
5879 int key_nr = element - EL_EM_KEY_1;
5882 player->key[key_nr] = TRUE;
5883 RaiseScoreElement(EL_SCHLUESSEL);
5884 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5885 GFX_SCHLUESSEL1 + key_nr);
5886 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5887 GFX_SCHLUESSEL1 + key_nr);
5888 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
5893 Feld[x][y] = EL_ABLENK_EIN;
5896 DrawLevelField(x, y);
5897 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
5901 case EL_SP_TERMINAL:
5905 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
5907 for (yy=0; yy<lev_fieldy; yy++)
5909 for (xx=0; xx<lev_fieldx; xx++)
5911 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
5913 else if (Feld[xx][yy] == EL_SP_TERMINAL)
5914 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
5922 case EL_BELT1_SWITCH_LEFT:
5923 case EL_BELT1_SWITCH_MIDDLE:
5924 case EL_BELT1_SWITCH_RIGHT:
5925 case EL_BELT2_SWITCH_LEFT:
5926 case EL_BELT2_SWITCH_MIDDLE:
5927 case EL_BELT2_SWITCH_RIGHT:
5928 case EL_BELT3_SWITCH_LEFT:
5929 case EL_BELT3_SWITCH_MIDDLE:
5930 case EL_BELT3_SWITCH_RIGHT:
5931 case EL_BELT4_SWITCH_LEFT:
5932 case EL_BELT4_SWITCH_MIDDLE:
5933 case EL_BELT4_SWITCH_RIGHT:
5934 if (!player->Switching)
5936 player->Switching = TRUE;
5937 ToggleBeltSwitch(x, y);
5938 PlaySoundLevel(x, y, SND_CONVEYOR_BELT_SWITCH_ACTIVATING);
5943 case EL_SWITCHGATE_SWITCH_1:
5944 case EL_SWITCHGATE_SWITCH_2:
5945 if (!player->Switching)
5947 player->Switching = TRUE;
5948 ToggleSwitchgateSwitch(x, y);
5949 PlaySoundLevel(x, y, SND_SWITCHGATE_SWITCH_ACTIVATING);
5954 case EL_LIGHT_SWITCH_OFF:
5955 case EL_LIGHT_SWITCH_ON:
5956 if (!player->Switching)
5958 player->Switching = TRUE;
5959 ToggleLightSwitch(x, y);
5960 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH_OFF ?
5961 SND_LIGHT_SWITCH_ACTIVATING :
5962 SND_LIGHT_SWITCH_DEACTIVATING);
5967 case EL_TIMEGATE_SWITCH_OFF:
5968 ActivateTimegateSwitch(x, y);
5969 PlaySoundLevel(x, y, SND_TIMEGATE_WHEEL_ACTIVATING);
5974 case EL_BALLOON_SEND_LEFT:
5975 case EL_BALLOON_SEND_RIGHT:
5976 case EL_BALLOON_SEND_UP:
5977 case EL_BALLOON_SEND_DOWN:
5978 case EL_BALLOON_SEND_ANY:
5979 if (element == EL_BALLOON_SEND_ANY)
5980 game.balloon_dir = move_direction;
5982 game.balloon_dir = (element == EL_BALLOON_SEND_LEFT ? MV_LEFT :
5983 element == EL_BALLOON_SEND_RIGHT ? MV_RIGHT :
5984 element == EL_BALLOON_SEND_UP ? MV_UP :
5985 element == EL_BALLOON_SEND_DOWN ? MV_DOWN :
5987 PlaySoundLevel(x, y, SND_BALLOON_SWITCH_ACTIVATING);
5993 if (local_player->gems_still_needed > 0)
5994 return MF_NO_ACTION;
5996 player->LevelSolved = player->GameOver = TRUE;
5997 PlaySoundStereo(SND_SP_EXIT_ENTERING, SOUND_MAX_RIGHT);
6000 /* the following elements cannot be pushed by "snapping" */
6001 case EL_FELSBROCKEN:
6003 case EL_DX_SUPABOMB:
6007 case EL_SP_DISK_ORANGE:
6009 if (mode == DF_SNAP)
6010 return MF_NO_ACTION;
6011 /* no "break" -- fall through to next case */
6012 /* the following elements can be pushed by "snapping" */
6015 return MF_NO_ACTION;
6017 player->Pushing = TRUE;
6019 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6020 return MF_NO_ACTION;
6024 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6025 return MF_NO_ACTION;
6028 if (player->push_delay == 0)
6029 player->push_delay = FrameCounter;
6031 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6032 !tape.playing && element != EL_SPRING)
6033 return MF_NO_ACTION;
6035 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6036 !(tape.playing && tape.game_version < GAME_VERSION_2_0) &&
6037 element != EL_SPRING)
6038 return MF_NO_ACTION;
6041 if (mode == DF_SNAP)
6043 InitMovingField(x, y, move_direction);
6044 ContinueMoving(x, y);
6049 Feld[x+dx][y+dy] = element;
6052 if (element == EL_SPRING)
6054 Feld[x+dx][y+dy] = EL_SPRING_MOVING;
6055 MovDir[x+dx][y+dy] = move_direction;
6058 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
6060 DrawLevelField(x+dx, y+dy);
6061 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING);
6068 if (!player->key[element - EL_PFORTE1])
6069 return MF_NO_ACTION;
6076 if (!player->key[element - EL_PFORTE1X])
6077 return MF_NO_ACTION;
6084 if (!player->key[element - EL_EM_GATE_1])
6085 return MF_NO_ACTION;
6086 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6087 return MF_NO_ACTION;
6089 /* automatically move to the next field with double speed */
6090 player->programmed_action = move_direction;
6091 DOUBLE_PLAYER_SPEED(player);
6093 PlaySoundLevel(x, y, SND_GATE_PASSING);
6100 if (!player->key[element - EL_EM_GATE_1X])
6101 return MF_NO_ACTION;
6102 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6103 return MF_NO_ACTION;
6105 /* automatically move to the next field with double speed */
6106 player->programmed_action = move_direction;
6107 DOUBLE_PLAYER_SPEED(player);
6109 PlaySoundLevel(x, y, SND_GATE_PASSING);
6112 case EL_SWITCHGATE_OPEN:
6113 case EL_TIMEGATE_OPEN:
6114 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6115 return MF_NO_ACTION;
6117 /* automatically move to the next field with double speed */
6118 player->programmed_action = move_direction;
6119 DOUBLE_PLAYER_SPEED(player);
6121 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PASSING);
6124 case EL_SP_PORT1_LEFT:
6125 case EL_SP_PORT2_LEFT:
6126 case EL_SP_PORT1_RIGHT:
6127 case EL_SP_PORT2_RIGHT:
6128 case EL_SP_PORT1_UP:
6129 case EL_SP_PORT2_UP:
6130 case EL_SP_PORT1_DOWN:
6131 case EL_SP_PORT2_DOWN:
6136 element != EL_SP_PORT1_LEFT &&
6137 element != EL_SP_PORT2_LEFT &&
6138 element != EL_SP_PORT_X &&
6139 element != EL_SP_PORT_XY) ||
6141 element != EL_SP_PORT1_RIGHT &&
6142 element != EL_SP_PORT2_RIGHT &&
6143 element != EL_SP_PORT_X &&
6144 element != EL_SP_PORT_XY) ||
6146 element != EL_SP_PORT1_UP &&
6147 element != EL_SP_PORT2_UP &&
6148 element != EL_SP_PORT_Y &&
6149 element != EL_SP_PORT_XY) ||
6151 element != EL_SP_PORT1_DOWN &&
6152 element != EL_SP_PORT2_DOWN &&
6153 element != EL_SP_PORT_Y &&
6154 element != EL_SP_PORT_XY) ||
6155 !IN_LEV_FIELD(x + dx, y + dy) ||
6156 !IS_FREE(x + dx, y + dy))
6157 return MF_NO_ACTION;
6159 /* automatically move to the next field with double speed */
6160 player->programmed_action = move_direction;
6161 DOUBLE_PLAYER_SPEED(player);
6163 PlaySoundLevel(x, y, SND_SP_PORT_PASSING);
6167 case EL_TUBE_VERTICAL:
6168 case EL_TUBE_HORIZONTAL:
6169 case EL_TUBE_VERT_LEFT:
6170 case EL_TUBE_VERT_RIGHT:
6171 case EL_TUBE_HORIZ_UP:
6172 case EL_TUBE_HORIZ_DOWN:
6173 case EL_TUBE_LEFT_UP:
6174 case EL_TUBE_LEFT_DOWN:
6175 case EL_TUBE_RIGHT_UP:
6176 case EL_TUBE_RIGHT_DOWN:
6179 int tube_enter_directions[][2] =
6181 { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6182 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6183 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6184 { EL_TUBE_VERT_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
6185 { EL_TUBE_VERT_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
6186 { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
6187 { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
6188 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
6189 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
6190 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
6191 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
6192 { -1, MV_NO_MOVING }
6195 while (tube_enter_directions[i][0] != element)
6198 if (tube_enter_directions[i][0] == -1) /* should not happen */
6202 if (!(tube_enter_directions[i][1] & move_direction))
6203 return MF_NO_ACTION; /* tube has no opening in this direction */
6205 PlaySoundLevel(x, y, SND_TUBE_PASSING);
6210 case EL_AUSGANG_ACT:
6211 /* door is not (yet) open */
6212 return MF_NO_ACTION;
6215 case EL_AUSGANG_AUF:
6216 if (mode == DF_SNAP)
6217 return MF_NO_ACTION;
6219 PlaySoundLevel(x, y, SND_EXIT_ENTERING);
6224 Feld[x][y] = EL_BIRNE_EIN;
6225 local_player->lights_still_needed--;
6226 DrawLevelField(x, y);
6227 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
6232 Feld[x][y] = EL_ZEIT_LEER;
6234 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
6235 DrawLevelField(x, y);
6236 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MAX_RIGHT);
6240 case EL_SOKOBAN_FELD_LEER:
6243 case EL_SOKOBAN_OBJEKT:
6244 case EL_SOKOBAN_FELD_VOLL:
6246 case EL_SP_DISK_YELLOW:
6248 if (mode == DF_SNAP)
6249 return MF_NO_ACTION;
6251 player->Pushing = TRUE;
6253 if (!IN_LEV_FIELD(x+dx, y+dy)
6254 || (!IS_FREE(x+dx, y+dy)
6255 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
6256 || !IS_SB_ELEMENT(element))))
6257 return MF_NO_ACTION;
6261 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6262 return MF_NO_ACTION;
6264 else if (dy && real_dx)
6266 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
6267 return MF_NO_ACTION;
6270 if (player->push_delay == 0)
6271 player->push_delay = FrameCounter;
6273 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6274 !tape.playing && element != EL_BALLOON)
6275 return MF_NO_ACTION;
6277 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6278 !(tape.playing && tape.game_version < GAME_VERSION_2_0) &&
6279 element != EL_BALLOON)
6280 return MF_NO_ACTION;
6283 if (IS_SB_ELEMENT(element))
6285 if (element == EL_SOKOBAN_FELD_VOLL)
6287 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
6288 local_player->sokobanfields_still_needed++;
6293 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
6295 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
6296 local_player->sokobanfields_still_needed--;
6297 if (element == EL_SOKOBAN_OBJEKT)
6298 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_FILLING);
6300 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6304 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
6305 if (element == EL_SOKOBAN_FELD_VOLL)
6306 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_CLEARING);
6308 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6314 Feld[x+dx][y+dy] = element;
6315 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING);
6318 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
6320 DrawLevelField(x, y);
6321 DrawLevelField(x+dx, y+dy);
6323 if (IS_SB_ELEMENT(element) &&
6324 local_player->sokobanfields_still_needed == 0 &&
6325 game.emulation == EMU_SOKOBAN)
6327 player->LevelSolved = player->GameOver = TRUE;
6328 PlaySoundLevel(x, y, SND_SOKOBAN_GAME_SOLVING);
6339 return MF_NO_ACTION;
6342 player->push_delay = 0;
6347 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
6349 int jx = player->jx, jy = player->jy;
6350 int x = jx + dx, y = jy + dy;
6352 if (!player->active || !IN_LEV_FIELD(x, y))
6360 if (player->MovPos == 0)
6361 player->Pushing = FALSE;
6363 player->snapped = FALSE;
6367 if (player->snapped)
6370 player->MovDir = (dx < 0 ? MV_LEFT :
6373 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6375 if (!DigField(player, x, y, 0, 0, DF_SNAP))
6378 player->snapped = TRUE;
6379 DrawLevelField(x, y);
6385 boolean PlaceBomb(struct PlayerInfo *player)
6387 int jx = player->jx, jy = player->jy;
6390 if (!player->active || player->MovPos)
6393 element = Feld[jx][jy];
6395 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
6396 IS_ACTIVE_BOMB(element) || element == EL_EXPLODING)
6399 if (element != EL_LEERRAUM)
6400 Store[jx][jy] = element;
6402 if (player->dynamite)
6404 Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
6405 MovDelay[jx][jy] = 96;
6407 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6408 FS_SMALL, FC_YELLOW);
6409 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6411 if (game.emulation == EMU_SUPAPLEX)
6412 DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
6414 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
6417 PlaySoundLevel(jx, jy, SND_DYNAMITE_PLACING);
6421 Feld[jx][jy] = EL_DYNABOMB_ACTIVE_1 + (player->element_nr - EL_SPIELER1);
6422 MovDelay[jx][jy] = 96;
6423 player->dynabombs_left--;
6424 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6425 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
6427 PlaySoundLevel(jx, jy, SND_DYNABOMB_PLACING);
6433 void PlaySoundLevel(int x, int y, int nr)
6435 static int loop_sound_frame[NUM_SOUND_EFFECTS];
6436 static int loop_sound_volume[NUM_SOUND_EFFECTS];
6437 int sx = SCREENX(x), sy = SCREENY(y);
6438 int volume, stereo_position;
6439 int max_distance = 8;
6440 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
6442 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
6443 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
6446 if (!IN_LEV_FIELD(x, y) ||
6447 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
6448 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
6451 volume = SOUND_MAX_VOLUME;
6453 if (!IN_SCR_FIELD(sx, sy))
6455 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
6456 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
6458 volume -= volume * (dx > dy ? dx : dy) / max_distance;
6461 stereo_position = (SOUND_MAX_LEFT +
6462 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
6463 (SCR_FIELDX + 2 * max_distance));
6465 if (IS_LOOP_SOUND(nr))
6467 /* This assures that quieter loop sounds do not overwrite louder ones,
6468 while restarting sound volume comparison with each new game frame. */
6470 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
6473 loop_sound_volume[nr] = volume;
6474 loop_sound_frame[nr] = FrameCounter;
6477 PlaySoundExt(nr, volume, stereo_position, type);
6480 void PlaySoundLevelAction(int x, int y, int sound_action)
6482 PlaySoundLevelElementAction(x, y, Feld[x][y], sound_action);
6485 void PlaySoundLevelElementAction(int x, int y, int element, int sound_action)
6487 int sound_effect = element_action_sound[element][sound_action];
6489 if (sound_effect != -1)
6490 PlaySoundLevel(x, y, sound_effect);
6493 void RaiseScore(int value)
6495 local_player->score += value;
6496 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
6497 FS_SMALL, FC_YELLOW);
6500 void RaiseScoreElement(int element)
6505 case EL_EDELSTEIN_BD:
6506 case EL_EDELSTEIN_GELB:
6507 case EL_EDELSTEIN_ROT:
6508 case EL_EDELSTEIN_LILA:
6509 RaiseScore(level.score[SC_EDELSTEIN]);
6512 RaiseScore(level.score[SC_DIAMANT]);
6516 RaiseScore(level.score[SC_KAEFER]);
6520 RaiseScore(level.score[SC_FLIEGER]);
6524 RaiseScore(level.score[SC_MAMPFER]);
6527 RaiseScore(level.score[SC_ROBOT]);
6530 RaiseScore(level.score[SC_PACMAN]);
6533 RaiseScore(level.score[SC_KOKOSNUSS]);
6535 case EL_DYNAMITE_INACTIVE:
6536 RaiseScore(level.score[SC_DYNAMIT]);
6539 RaiseScore(level.score[SC_SCHLUESSEL]);
6546 void RequestQuitGame(boolean ask_if_really_quit)
6548 if (AllPlayersGone ||
6549 !ask_if_really_quit ||
6550 level_editor_test_game ||
6551 Request("Do you really want to quit the game ?",
6552 REQ_ASK | REQ_STAY_CLOSED))
6554 #if defined(PLATFORM_UNIX)
6555 if (options.network)
6556 SendToServer_StopPlaying();
6560 game_status = MAINMENU;
6566 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
6571 /* ---------- new game button stuff ---------------------------------------- */
6573 /* graphic position values for game buttons */
6574 #define GAME_BUTTON_XSIZE 30
6575 #define GAME_BUTTON_YSIZE 30
6576 #define GAME_BUTTON_XPOS 5
6577 #define GAME_BUTTON_YPOS 215
6578 #define SOUND_BUTTON_XPOS 5
6579 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
6581 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6582 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6583 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6584 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6585 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6586 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6593 } gamebutton_info[NUM_GAME_BUTTONS] =
6596 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
6601 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
6606 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
6611 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
6612 SOUND_CTRL_ID_MUSIC,
6613 "background music on/off"
6616 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
6617 SOUND_CTRL_ID_LOOPS,
6618 "sound loops on/off"
6621 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
6622 SOUND_CTRL_ID_SIMPLE,
6623 "normal sounds on/off"
6627 void CreateGameButtons()
6631 for (i=0; i<NUM_GAME_BUTTONS; i++)
6633 Bitmap *gd_bitmap = pix[PIX_DOOR];
6634 struct GadgetInfo *gi;
6637 unsigned long event_mask;
6638 int gd_xoffset, gd_yoffset;
6639 int gd_x1, gd_x2, gd_y1, gd_y2;
6642 gd_xoffset = gamebutton_info[i].x;
6643 gd_yoffset = gamebutton_info[i].y;
6644 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
6645 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
6647 if (id == GAME_CTRL_ID_STOP ||
6648 id == GAME_CTRL_ID_PAUSE ||
6649 id == GAME_CTRL_ID_PLAY)
6651 button_type = GD_TYPE_NORMAL_BUTTON;
6653 event_mask = GD_EVENT_RELEASED;
6654 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6655 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6659 button_type = GD_TYPE_CHECK_BUTTON;
6661 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
6662 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
6663 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
6664 event_mask = GD_EVENT_PRESSED;
6665 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
6666 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6669 gi = CreateGadget(GDI_CUSTOM_ID, id,
6670 GDI_INFO_TEXT, gamebutton_info[i].infotext,
6671 GDI_X, DX + gd_xoffset,
6672 GDI_Y, DY + gd_yoffset,
6673 GDI_WIDTH, GAME_BUTTON_XSIZE,
6674 GDI_HEIGHT, GAME_BUTTON_YSIZE,
6675 GDI_TYPE, button_type,
6676 GDI_STATE, GD_BUTTON_UNPRESSED,
6677 GDI_CHECKED, checked,
6678 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
6679 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
6680 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
6681 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
6682 GDI_EVENT_MASK, event_mask,
6683 GDI_CALLBACK_ACTION, HandleGameButtons,
6687 Error(ERR_EXIT, "cannot create gadget");
6689 game_gadget[id] = gi;
6693 static void MapGameButtons()
6697 for (i=0; i<NUM_GAME_BUTTONS; i++)
6698 MapGadget(game_gadget[i]);
6701 void UnmapGameButtons()
6705 for (i=0; i<NUM_GAME_BUTTONS; i++)
6706 UnmapGadget(game_gadget[i]);
6709 static void HandleGameButtons(struct GadgetInfo *gi)
6711 int id = gi->custom_id;
6713 if (game_status != PLAYING)
6718 case GAME_CTRL_ID_STOP:
6719 RequestQuitGame(TRUE);
6722 case GAME_CTRL_ID_PAUSE:
6723 if (options.network)
6725 #if defined(PLATFORM_UNIX)
6727 SendToServer_ContinuePlaying();
6729 SendToServer_PausePlaying();
6733 TapeTogglePause(TAPE_TOGGLE_MANUAL);
6736 case GAME_CTRL_ID_PLAY:
6739 #if defined(PLATFORM_UNIX)
6740 if (options.network)
6741 SendToServer_ContinuePlaying();
6745 tape.pausing = FALSE;
6746 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
6751 case SOUND_CTRL_ID_MUSIC:
6752 if (setup.sound_music)
6754 setup.sound_music = FALSE;
6757 else if (audio.music_available)
6759 setup.sound = setup.sound_music = TRUE;
6760 PlayMusic(level_nr);
6764 case SOUND_CTRL_ID_LOOPS:
6765 if (setup.sound_loops)
6766 setup.sound_loops = FALSE;
6767 else if (audio.loops_available)
6768 setup.sound = setup.sound_loops = TRUE;
6771 case SOUND_CTRL_ID_SIMPLE:
6772 if (setup.sound_simple)
6773 setup.sound_simple = FALSE;
6774 else if (audio.sound_available)
6775 setup.sound = setup.sound_simple = TRUE;