1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-98 Artsoft Entertainment *
8 * phone: ++49 +521 290471 *
9 * email: aeglos@valinor.owl.de *
10 *----------------------------------------------------------*
12 ***********************************************************/
26 /* this switch controls how rocks move horizontally */
27 #define OLD_GAME_BEHAVIOUR FALSE
34 /* for MoveFigure() */
35 #define MF_NO_ACTION 0
39 /* for ScrollFigure() */
41 #define SCROLL_GO_ON 1
44 #define EX_PHASE_START 0
49 /* special positions in the game control window (relative to control window) */
52 #define XX_EMERALDS 29
53 #define YY_EMERALDS 54
54 #define XX_DYNAMITE 29
55 #define YY_DYNAMITE 89
63 /* special positions in the game control window (relative to main window) */
64 #define DX_LEVEL (DX + XX_LEVEL)
65 #define DY_LEVEL (DY + YY_LEVEL)
66 #define DX_EMERALDS (DX + XX_EMERALDS)
67 #define DY_EMERALDS (DY + YY_EMERALDS)
68 #define DX_DYNAMITE (DX + XX_DYNAMITE)
69 #define DY_DYNAMITE (DY + YY_DYNAMITE)
70 #define DX_KEYS (DX + XX_KEYS)
71 #define DY_KEYS (DY + YY_KEYS)
72 #define DX_SCORE (DX + XX_SCORE)
73 #define DY_SCORE (DY + YY_SCORE)
74 #define DX_TIME (DX + XX_TIME)
75 #define DY_TIME (DY + YY_TIME)
77 #define IS_LOOP_SOUND(s) ((s)==SND_KLAPPER || (s)==SND_ROEHR || \
78 (s)==SND_NJAM || (s)==SND_MIEP)
79 #define IS_MUSIC_SOUND(s) ((s)==SND_ALCHEMY || (s)==SND_CHASE || \
80 (s)==SND_NETWORK || (s)==SND_CZARDASZ || \
81 (s)==SND_TYGER || (s)==SND_VOYAGER || \
84 /* values for player movement speed (which is in fact a delay value) */
85 #define MOVE_DELAY_NORMAL_SPEED 8
86 #define MOVE_DELAY_HIGH_SPEED 4
88 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
89 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
90 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
91 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
93 /* game button identifiers */
94 #define GAME_CTRL_ID_STOP 0
95 #define GAME_CTRL_ID_PAUSE 1
96 #define GAME_CTRL_ID_PLAY 2
97 #define SOUND_CTRL_ID_MUSIC 3
98 #define SOUND_CTRL_ID_LOOPS 4
99 #define SOUND_CTRL_ID_SIMPLE 5
101 #define NUM_GAME_BUTTONS 6
103 /* forward declaration for internal use */
104 static void CloseAllOpenTimegates(void);
105 static void CheckGravityMovement(struct PlayerInfo *);
106 static void KillHeroUnlessShield(struct PlayerInfo *);
108 static void MapGameButtons();
109 static void HandleGameButtons(struct GadgetInfo *);
111 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
117 static unsigned int getStateCheckSum(int counter)
120 unsigned int mult = 1;
121 unsigned int checksum = 0;
123 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
125 static boolean first_game = TRUE;
127 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
133 lastFeld[x][y] = Feld[x][y];
134 else if (lastFeld[x][y] != Feld[x][y])
135 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
136 x, y, lastFeld[x][y], Feld[x][y]);
140 checksum += mult++ * Ur[x][y];
141 checksum += mult++ * Feld[x][y];
144 checksum += mult++ * MovPos[x][y];
145 checksum += mult++ * MovDir[x][y];
146 checksum += mult++ * MovDelay[x][y];
147 checksum += mult++ * Store[x][y];
148 checksum += mult++ * Store2[x][y];
149 checksum += mult++ * StorePlayer[x][y];
150 checksum += mult++ * Frame[x][y];
151 checksum += mult++ * AmoebaNr[x][y];
152 checksum += mult++ * JustStopped[x][y];
153 checksum += mult++ * Stop[x][y];
157 if (counter == 3 && first_game)
168 void GetPlayerConfig()
170 if (sound_status == SOUND_OFF)
173 if (!sound_loops_allowed)
175 setup.sound_loops = FALSE;
176 setup.sound_music = FALSE;
179 setup.sound_simple = setup.sound;
184 static int getBeltNrFromElement(int element)
186 return (element < EL_BELT2_LEFT ? 0 :
187 element < EL_BELT3_LEFT ? 1 :
188 element < EL_BELT4_LEFT ? 2 : 3);
191 static int getBeltNrFromSwitchElement(int element)
193 return (element < EL_BELT2_SWITCH_LEFT ? 0 :
194 element < EL_BELT3_SWITCH_LEFT ? 1 :
195 element < EL_BELT4_SWITCH_LEFT ? 2 : 3);
198 static int getBeltDirNrFromSwitchElement(int element)
200 static int belt_base_element[4] =
202 EL_BELT1_SWITCH_LEFT,
203 EL_BELT2_SWITCH_LEFT,
204 EL_BELT3_SWITCH_LEFT,
208 int belt_nr = getBeltNrFromSwitchElement(element);
209 int belt_dir_nr = element - belt_base_element[belt_nr];
211 return (belt_dir_nr % 3);
214 static int getBeltDirFromSwitchElement(int element)
216 static int belt_move_dir[3] =
223 int belt_dir_nr = getBeltDirNrFromSwitchElement(element);
225 return belt_move_dir[belt_dir_nr];
228 static void InitField(int x, int y, boolean init_game)
235 Feld[x][y] = EL_SPIELER1;
243 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
244 int jx = player->jx, jy = player->jy;
246 player->present = TRUE;
248 if (!options.network || player->connected)
250 player->active = TRUE;
252 /* remove potentially duplicate players */
253 if (StorePlayer[jx][jy] == Feld[x][y])
254 StorePlayer[jx][jy] = 0;
256 StorePlayer[x][y] = Feld[x][y];
260 printf("Player %d activated.\n", player->element_nr);
261 printf("[Local player is %d and currently %s.]\n",
262 local_player->element_nr,
263 local_player->active ? "active" : "not active");
267 Feld[x][y] = EL_LEERRAUM;
268 player->jx = player->last_jx = x;
269 player->jy = player->last_jy = y;
274 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_SALZSAEURE)
275 Feld[x][y] = EL_BADEWANNE1;
276 else if (x > 0 && Feld[x-1][y] == EL_SALZSAEURE)
277 Feld[x][y] = EL_BADEWANNE2;
278 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE1)
279 Feld[x][y] = EL_BADEWANNE3;
280 else if (y > 0 && Feld[x][y-1] == EL_SALZSAEURE)
281 Feld[x][y] = EL_BADEWANNE4;
282 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE2)
283 Feld[x][y] = EL_BADEWANNE5;
286 case EL_KAEFER_RIGHT:
291 case EL_FLIEGER_RIGHT:
293 case EL_FLIEGER_LEFT:
294 case EL_FLIEGER_DOWN:
296 case EL_BUTTERFLY_RIGHT:
297 case EL_BUTTERFLY_UP:
298 case EL_BUTTERFLY_LEFT:
299 case EL_BUTTERFLY_DOWN:
301 case EL_FIREFLY_RIGHT:
303 case EL_FIREFLY_LEFT:
304 case EL_FIREFLY_DOWN:
306 case EL_PACMAN_RIGHT:
330 if (y == lev_fieldy - 1)
332 Feld[x][y] = EL_AMOEBING;
333 Store[x][y] = EL_AMOEBE_NASS;
337 case EL_DYNAMITE_ACTIVE:
342 local_player->lights_still_needed++;
345 case EL_SOKOBAN_FELD_LEER:
346 local_player->sokobanfields_still_needed++;
350 local_player->friends_still_needed++;
355 MovDir[x][y] = 1 << RND(4);
359 Feld[x][y] = EL_LEERRAUM;
362 case EL_EM_KEY_1_FILE:
363 Feld[x][y] = EL_EM_KEY_1;
365 case EL_EM_KEY_2_FILE:
366 Feld[x][y] = EL_EM_KEY_2;
368 case EL_EM_KEY_3_FILE:
369 Feld[x][y] = EL_EM_KEY_3;
371 case EL_EM_KEY_4_FILE:
372 Feld[x][y] = EL_EM_KEY_4;
375 case EL_BELT1_SWITCH_LEFT:
376 case EL_BELT1_SWITCH_MIDDLE:
377 case EL_BELT1_SWITCH_RIGHT:
378 case EL_BELT2_SWITCH_LEFT:
379 case EL_BELT2_SWITCH_MIDDLE:
380 case EL_BELT2_SWITCH_RIGHT:
381 case EL_BELT3_SWITCH_LEFT:
382 case EL_BELT3_SWITCH_MIDDLE:
383 case EL_BELT3_SWITCH_RIGHT:
384 case EL_BELT4_SWITCH_LEFT:
385 case EL_BELT4_SWITCH_MIDDLE:
386 case EL_BELT4_SWITCH_RIGHT:
389 int belt_nr = getBeltNrFromSwitchElement(Feld[x][y]);
390 int belt_dir = getBeltDirFromSwitchElement(Feld[x][y]);
391 int belt_dir_nr = getBeltDirNrFromSwitchElement(Feld[x][y]);
393 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
395 game.belt_dir[belt_nr] = belt_dir;
396 game.belt_dir_nr[belt_nr] = belt_dir_nr;
398 else /* more than one switch -- set it like the first switch */
400 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
405 case EL_SWITCHGATE_SWITCH_2: /* always start with same switch pos */
407 Feld[x][y] = EL_SWITCHGATE_SWITCH_1;
410 case EL_LIGHT_SWITCH_ON:
412 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
423 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
424 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
425 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
427 /* don't play tapes over network */
428 network_playing = (options.network && !tape.playing);
430 for (i=0; i<MAX_PLAYERS; i++)
432 struct PlayerInfo *player = &stored_player[i];
434 player->index_nr = i;
435 player->element_nr = EL_SPIELER1 + i;
437 player->present = FALSE;
438 player->active = FALSE;
441 player->effective_action = 0;
442 player->programmed_action = 0;
445 player->gems_still_needed = level.gems_needed;
446 player->sokobanfields_still_needed = 0;
447 player->lights_still_needed = 0;
448 player->friends_still_needed = 0;
451 player->key[j] = FALSE;
453 player->dynamite = 0;
454 player->dynabomb_count = 0;
455 player->dynabomb_size = 1;
456 player->dynabombs_left = 0;
457 player->dynabomb_xl = FALSE;
459 player->MovDir = MV_NO_MOVING;
461 player->Pushing = FALSE;
462 player->Switching = FALSE;
466 player->actual_frame_counter = 0;
468 player->frame_reset_delay = 0;
470 player->push_delay = 0;
471 player->push_delay_value = 5;
473 player->move_delay = 0;
474 player->last_move_dir = MV_NO_MOVING;
476 player->move_delay_value =
477 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
479 player->snapped = FALSE;
481 player->last_jx = player->last_jy = 0;
482 player->jx = player->jy = 0;
484 player->shield_passive_time_left = 0;
485 player->shield_active_time_left = 0;
487 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
488 SnapField(player, 0, 0);
490 player->LevelSolved = FALSE;
491 player->GameOver = FALSE;
494 network_player_action_received = FALSE;
497 /* initial null action */
499 SendToServer_MovePlayer(MV_NO_MOVING);
504 game.yam_content_nr = 0;
508 TimeLeft = level.time;
510 ScreenMovDir = MV_NO_MOVING;
514 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
516 AllPlayersGone = FALSE;
517 game.magic_wall_active = FALSE;
518 game.magic_wall_time_left = 0;
519 game.light_time_left = 0;
520 game.timegate_time_left = 0;
521 game.switchgate_pos = 0;
522 game.balloon_dir = MV_NO_MOVING;
526 game.belt_dir[i] = MV_NO_MOVING;
527 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
530 for (i=0; i<MAX_NUM_AMOEBA; i++)
531 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
533 for (x=0; x<lev_fieldx; x++)
535 for (y=0; y<lev_fieldy; y++)
537 Feld[x][y] = Ur[x][y];
538 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
539 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
542 JustStopped[x][y] = 0;
547 for(y=0; y<lev_fieldy; y++)
549 for(x=0; x<lev_fieldx; x++)
551 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
553 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
555 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
558 InitField(x, y, TRUE);
562 /* correct non-moving belts to start moving left */
564 if (game.belt_dir[i] == MV_NO_MOVING)
565 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
567 /* check if any connected player was not found in playfield */
568 for (i=0; i<MAX_PLAYERS; i++)
570 struct PlayerInfo *player = &stored_player[i];
572 if (player->connected && !player->present)
574 for (j=0; j<MAX_PLAYERS; j++)
576 struct PlayerInfo *some_player = &stored_player[j];
577 int jx = some_player->jx, jy = some_player->jy;
579 /* assign first free player found that is present in the playfield */
580 if (some_player->present && !some_player->connected)
582 player->present = TRUE;
583 player->active = TRUE;
584 some_player->present = FALSE;
586 StorePlayer[jx][jy] = player->element_nr;
587 player->jx = player->last_jx = jx;
588 player->jy = player->last_jy = jy;
598 /* when playing a tape, eliminate all players who do not participate */
600 for (i=0; i<MAX_PLAYERS; i++)
602 if (stored_player[i].active && !tape.player_participates[i])
604 struct PlayerInfo *player = &stored_player[i];
605 int jx = player->jx, jy = player->jy;
607 player->active = FALSE;
608 StorePlayer[jx][jy] = 0;
609 Feld[jx][jy] = EL_LEERRAUM;
613 else if (!options.network && !setup.team_mode) /* && !tape.playing */
615 /* when in single player mode, eliminate all but the first active player */
617 for (i=0; i<MAX_PLAYERS; i++)
619 if (stored_player[i].active)
621 for (j=i+1; j<MAX_PLAYERS; j++)
623 if (stored_player[j].active)
625 struct PlayerInfo *player = &stored_player[j];
626 int jx = player->jx, jy = player->jy;
628 player->active = FALSE;
629 StorePlayer[jx][jy] = 0;
630 Feld[jx][jy] = EL_LEERRAUM;
637 /* when recording the game, store which players take part in the game */
640 for (i=0; i<MAX_PLAYERS; i++)
641 if (stored_player[i].active)
642 tape.player_participates[i] = TRUE;
647 for (i=0; i<MAX_PLAYERS; i++)
649 struct PlayerInfo *player = &stored_player[i];
651 printf("Player %d: present == %d, connected == %d, active == %d.\n",
656 if (local_player == player)
657 printf("Player %d is local player.\n", i+1);
661 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
662 emulate_sb ? EMU_SOKOBAN :
663 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
665 if (BorderElement == EL_LEERRAUM)
668 SBX_Right = lev_fieldx - SCR_FIELDX;
670 SBY_Lower = lev_fieldy - SCR_FIELDY;
675 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
677 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
680 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
681 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
683 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
684 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
687 scroll_y = SBY_Upper;
688 if (local_player->jx >= SBX_Left + MIDPOSX)
689 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
690 local_player->jx - MIDPOSX :
692 if (local_player->jy >= SBY_Upper + MIDPOSY)
693 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
694 local_player->jy - MIDPOSY :
697 CloseDoor(DOOR_CLOSE_1);
703 /* after drawing the level, corect some elements */
705 if (game.timegate_time_left == 0)
706 CloseAllOpenTimegates();
708 if (setup.soft_scrolling)
709 XCopyArea(display, fieldbuffer, backbuffer, gc,
710 FX, FY, SXSIZE, SYSIZE, SX, SY);
712 redraw_mask |= REDRAW_FROM_BACKBUFFER;
714 /* copy default game door content to main double buffer */
715 XCopyArea(display, pix[PIX_DOOR], drawto, gc,
716 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
719 DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
720 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
723 DrawTextExt(drawto, gc, DX + XX_EMERALDS, DY + YY_EMERALDS,
724 int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3);
725 XCopyArea(display, drawto, drawto, gc,
726 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
727 FONT5_XSIZE * 3, FONT5_YSIZE - 1,
728 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
731 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
732 int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
733 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
734 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
735 DrawText(DX + XX_SCORE, DY + YY_SCORE,
736 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
737 DrawText(DX + XX_TIME, DY + YY_TIME,
738 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
741 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
742 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
743 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
747 /* copy actual game door content to door double buffer for OpenDoor() */
748 XCopyArea(display, drawto, pix[PIX_DB_DOOR], gc,
749 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
751 OpenDoor(DOOR_OPEN_ALL);
753 if (setup.sound_music)
754 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
756 XAutoRepeatOff(display);
761 printf("Player %d %sactive.\n",
762 i + 1, (stored_player[i].active ? "" : "not "));
766 void InitMovDir(int x, int y)
768 int i, element = Feld[x][y];
769 static int xy[4][2] =
776 static int direction[3][4] =
778 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
779 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
780 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
785 case EL_KAEFER_RIGHT:
789 Feld[x][y] = EL_KAEFER;
790 MovDir[x][y] = direction[0][element - EL_KAEFER_RIGHT];
793 case EL_FLIEGER_RIGHT:
795 case EL_FLIEGER_LEFT:
796 case EL_FLIEGER_DOWN:
797 Feld[x][y] = EL_FLIEGER;
798 MovDir[x][y] = direction[0][element - EL_FLIEGER_RIGHT];
801 case EL_BUTTERFLY_RIGHT:
802 case EL_BUTTERFLY_UP:
803 case EL_BUTTERFLY_LEFT:
804 case EL_BUTTERFLY_DOWN:
805 Feld[x][y] = EL_BUTTERFLY;
806 MovDir[x][y] = direction[0][element - EL_BUTTERFLY_RIGHT];
809 case EL_FIREFLY_RIGHT:
811 case EL_FIREFLY_LEFT:
812 case EL_FIREFLY_DOWN:
813 Feld[x][y] = EL_FIREFLY;
814 MovDir[x][y] = direction[0][element - EL_FIREFLY_RIGHT];
817 case EL_PACMAN_RIGHT:
821 Feld[x][y] = EL_PACMAN;
822 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
826 MovDir[x][y] = MV_UP;
830 MovDir[x][y] = MV_LEFT;
837 Feld[x][y] = EL_MOLE;
838 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
842 MovDir[x][y] = 1 << RND(4);
843 if (element != EL_KAEFER &&
844 element != EL_FLIEGER &&
845 element != EL_BUTTERFLY &&
846 element != EL_FIREFLY)
851 int x1 = x + xy[i][0];
852 int y1 = y + xy[i][1];
854 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
856 if (element == EL_KAEFER || element == EL_BUTTERFLY)
858 MovDir[x][y] = direction[0][i];
861 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
862 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
864 MovDir[x][y] = direction[1][i];
873 void InitAmoebaNr(int x, int y)
876 int group_nr = AmoebeNachbarNr(x, y);
880 for (i=1; i<MAX_NUM_AMOEBA; i++)
882 if (AmoebaCnt[i] == 0)
890 AmoebaNr[x][y] = group_nr;
891 AmoebaCnt[group_nr]++;
892 AmoebaCnt2[group_nr]++;
898 boolean raise_level = FALSE;
900 if (local_player->MovPos)
903 local_player->LevelSolved = FALSE;
907 if (setup.sound_loops)
908 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
912 if (!setup.sound_loops)
913 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
914 if (TimeLeft > 0 && !(TimeLeft % 10))
915 RaiseScore(level.score[SC_ZEITBONUS]);
916 if (TimeLeft > 100 && !(TimeLeft % 10))
920 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
925 if (setup.sound_loops)
928 else if (level.time == 0) /* level without time limit */
930 if (setup.sound_loops)
931 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
933 while(TimePlayed < 999)
935 if (!setup.sound_loops)
936 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
937 if (TimePlayed < 999 && !(TimePlayed % 10))
938 RaiseScore(level.score[SC_ZEITBONUS]);
939 if (TimePlayed < 900 && !(TimePlayed % 10))
943 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
948 if (setup.sound_loops)
954 /* Hero disappears */
955 DrawLevelField(ExitX, ExitY);
961 CloseDoor(DOOR_CLOSE_1);
966 SaveTape(tape.level_nr); /* Ask to save tape */
969 if (level_nr == leveldir[leveldir_nr].handicap_level)
971 leveldir[leveldir_nr].handicap_level++;
972 SaveLevelSetup_SeriesInfo(leveldir_nr);
974 if (level_nr < leveldir[leveldir_nr].last_level)
978 if ((hi_pos = NewHiScore()) >= 0)
980 game_status = HALLOFFAME;
981 DrawHallOfFame(hi_pos);
987 game_status = MAINMENU;
1001 LoadScore(level_nr);
1003 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1004 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1007 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1009 if (local_player->score > highscore[k].Score)
1011 /* player has made it to the hall of fame */
1013 if (k < MAX_SCORE_ENTRIES - 1)
1015 int m = MAX_SCORE_ENTRIES - 1;
1018 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1019 if (!strcmp(setup.player_name, highscore[l].Name))
1021 if (m == k) /* player's new highscore overwrites his old one */
1027 strcpy(highscore[l].Name, highscore[l - 1].Name);
1028 highscore[l].Score = highscore[l - 1].Score;
1035 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1036 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1037 highscore[k].Score = local_player->score;
1043 else if (!strncmp(setup.player_name, highscore[k].Name,
1044 MAX_PLAYER_NAME_LEN))
1045 break; /* player already there with a higher score */
1051 SaveScore(level_nr);
1056 void InitMovingField(int x, int y, int direction)
1058 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1059 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1061 MovDir[x][y] = direction;
1062 MovDir[newx][newy] = direction;
1063 if (Feld[newx][newy] == EL_LEERRAUM)
1064 Feld[newx][newy] = EL_BLOCKED;
1067 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1069 int direction = MovDir[x][y];
1070 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1071 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1077 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1079 int oldx = x, oldy = y;
1080 int direction = MovDir[x][y];
1082 if (direction == MV_LEFT)
1084 else if (direction == MV_RIGHT)
1086 else if (direction == MV_UP)
1088 else if (direction == MV_DOWN)
1091 *comes_from_x = oldx;
1092 *comes_from_y = oldy;
1095 int MovingOrBlocked2Element(int x, int y)
1097 int element = Feld[x][y];
1099 if (element == EL_BLOCKED)
1103 Blocked2Moving(x, y, &oldx, &oldy);
1104 return Feld[oldx][oldy];
1110 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1112 /* like MovingOrBlocked2Element(), but if element is moving
1113 and (x,y) is the field the moving element is just leaving,
1114 return EL_BLOCKED instead of the element value */
1115 int element = Feld[x][y];
1117 if (IS_MOVING(x, y))
1119 if (element == EL_BLOCKED)
1123 Blocked2Moving(x, y, &oldx, &oldy);
1124 return Feld[oldx][oldy];
1133 static void RemoveField(int x, int y)
1135 Feld[x][y] = EL_LEERRAUM;
1141 void RemoveMovingField(int x, int y)
1143 int oldx = x, oldy = y, newx = x, newy = y;
1145 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1148 if (IS_MOVING(x, y))
1150 Moving2Blocked(x, y, &newx, &newy);
1151 if (Feld[newx][newy] != EL_BLOCKED)
1154 else if (Feld[x][y] == EL_BLOCKED)
1156 Blocked2Moving(x, y, &oldx, &oldy);
1157 if (!IS_MOVING(oldx, oldy))
1161 if (Feld[x][y] == EL_BLOCKED &&
1162 (Store[oldx][oldy] == EL_MORAST_LEER ||
1163 Store[oldx][oldy] == EL_SIEB_LEER ||
1164 Store[oldx][oldy] == EL_SIEB2_LEER ||
1165 Store[oldx][oldy] == EL_AMOEBE_NASS))
1167 Feld[oldx][oldy] = Store[oldx][oldy];
1168 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1171 Feld[oldx][oldy] = EL_LEERRAUM;
1173 Feld[newx][newy] = EL_LEERRAUM;
1174 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1175 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1177 DrawLevelField(oldx, oldy);
1178 DrawLevelField(newx, newy);
1181 void DrawDynamite(int x, int y)
1183 int sx = SCREENX(x), sy = SCREENY(y);
1184 int graphic = el2gfx(Feld[x][y]);
1187 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1191 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
1193 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1195 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
1200 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
1204 if (game.emulation == EMU_SUPAPLEX)
1205 DrawGraphic(sx, sy, GFX_SP_DISK_RED);
1206 else if (Store[x][y])
1207 DrawGraphicThruMask(sx, sy, graphic + phase);
1209 DrawGraphic(sx, sy, graphic + phase);
1212 void CheckDynamite(int x, int y)
1214 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1219 if (!(MovDelay[x][y] % 12))
1220 PlaySoundLevel(x, y, SND_ZISCH);
1222 if (IS_ACTIVE_BOMB(Feld[x][y]))
1224 int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6);
1226 if (!(MovDelay[x][y] % delay))
1234 StopSound(SND_ZISCH);
1238 void Explode(int ex, int ey, int phase, int mode)
1241 int num_phase = 9, delay = 2;
1242 int last_phase = num_phase * delay;
1243 int half_phase = (num_phase / 2) * delay;
1244 int first_phase_after_start = EX_PHASE_START + 1;
1246 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1248 int center_element = Feld[ex][ey];
1250 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1252 /* put moving element to center field (and let it explode there) */
1253 center_element = MovingOrBlocked2Element(ex, ey);
1254 RemoveMovingField(ex, ey);
1255 Feld[ex][ey] = center_element;
1258 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1262 if (!IN_LEV_FIELD(x, y) ||
1263 ((mode != EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
1264 (x != ex || y != ey)))
1267 element = Feld[x][y];
1269 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1271 element = MovingOrBlocked2Element(x, y);
1272 RemoveMovingField(x, y);
1275 if (IS_MASSIVE(element) || element == EL_BURNING)
1278 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1280 if (IS_ACTIVE_BOMB(element))
1282 /* re-activate things under the bomb like gate or penguin */
1283 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_LEERRAUM);
1290 if (element == EL_EXPLODING)
1291 element = Store2[x][y];
1293 if (IS_PLAYER(ex, ey) && !SHIELD_ON(PLAYERINFO(ex, ey)))
1295 switch(StorePlayer[ex][ey])
1298 Store[x][y] = EL_EDELSTEIN_ROT;
1301 Store[x][y] = EL_EDELSTEIN;
1304 Store[x][y] = EL_EDELSTEIN_LILA;
1308 Store[x][y] = EL_EDELSTEIN_GELB;
1312 if (game.emulation == EMU_SUPAPLEX)
1313 Store[x][y] = EL_LEERRAUM;
1315 else if (center_element == EL_MOLE)
1316 Store[x][y] = EL_EDELSTEIN_ROT;
1317 else if (center_element == EL_PINGUIN)
1318 Store[x][y] = EL_EDELSTEIN_LILA;
1319 else if (center_element == EL_KAEFER)
1320 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
1321 else if (center_element == EL_BUTTERFLY)
1322 Store[x][y] = EL_EDELSTEIN_BD;
1323 else if (center_element == EL_SP_ELECTRON)
1324 Store[x][y] = EL_SP_INFOTRON;
1325 else if (center_element == EL_MAMPFER)
1326 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1327 else if (center_element == EL_AMOEBA2DIAM)
1328 Store[x][y] = level.amoeba_content;
1329 else if (element == EL_ERZ_EDEL)
1330 Store[x][y] = EL_EDELSTEIN;
1331 else if (element == EL_ERZ_DIAM)
1332 Store[x][y] = EL_DIAMANT;
1333 else if (element == EL_ERZ_EDEL_BD)
1334 Store[x][y] = EL_EDELSTEIN_BD;
1335 else if (element == EL_ERZ_EDEL_GELB)
1336 Store[x][y] = EL_EDELSTEIN_GELB;
1337 else if (element == EL_ERZ_EDEL_ROT)
1338 Store[x][y] = EL_EDELSTEIN_ROT;
1339 else if (element == EL_ERZ_EDEL_LILA)
1340 Store[x][y] = EL_EDELSTEIN_LILA;
1341 else if (!IS_PFORTE(Store[x][y]))
1342 Store[x][y] = EL_LEERRAUM;
1344 if (x != ex || y != ey ||
1345 center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
1346 Store2[x][y] = element;
1348 if (AmoebaNr[x][y] &&
1349 (element == EL_AMOEBE_VOLL ||
1350 element == EL_AMOEBE_BD ||
1351 element == EL_AMOEBING))
1353 AmoebaCnt[AmoebaNr[x][y]]--;
1354 AmoebaCnt2[AmoebaNr[x][y]]--;
1357 Feld[x][y] = EL_EXPLODING;
1358 MovDir[x][y] = MovPos[x][y] = 0;
1364 if (center_element == EL_MAMPFER)
1365 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1376 Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
1378 if (phase == first_phase_after_start)
1380 int element = Store2[x][y];
1382 if (element == EL_BLACK_ORB)
1384 Feld[x][y] = Store2[x][y];
1389 else if (phase == half_phase)
1391 int element = Store2[x][y];
1393 if (IS_PLAYER(x, y))
1394 KillHeroUnlessShield(PLAYERINFO(x, y));
1395 else if (IS_EXPLOSIVE(element))
1397 Feld[x][y] = Store2[x][y];
1401 else if (element == EL_AMOEBA2DIAM)
1402 AmoebeUmwandeln(x, y);
1405 if (phase == last_phase)
1409 element = Feld[x][y] = Store[x][y];
1410 Store[x][y] = Store2[x][y] = 0;
1411 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1412 InitField(x, y, FALSE);
1413 if (CAN_MOVE(element) || COULD_MOVE(element))
1415 DrawLevelField(x, y);
1417 else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1419 int graphic = GFX_EXPLOSION;
1421 if (game.emulation == EMU_SUPAPLEX)
1422 graphic = (Store[x][y] == EL_SP_INFOTRON ?
1423 GFX_SP_EXPLODE_INFOTRON :
1424 GFX_SP_EXPLODE_EMPTY);
1427 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1429 DrawGraphic(SCREENX(x), SCREENY(y), graphic + (phase / delay - 1));
1433 void DynaExplode(int ex, int ey)
1436 int dynabomb_size = 1;
1437 boolean dynabomb_xl = FALSE;
1438 struct PlayerInfo *player;
1439 static int xy[4][2] =
1447 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1449 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_ACTIVE_1];
1450 dynabomb_size = player->dynabomb_size;
1451 dynabomb_xl = player->dynabomb_xl;
1452 player->dynabombs_left++;
1455 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1459 for (j=1; j<=dynabomb_size; j++)
1461 int x = ex + j * xy[i % 4][0];
1462 int y = ey + j * xy[i % 4][1];
1465 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1468 element = Feld[x][y];
1470 /* do not restart explosions of fields with active bombs */
1471 if (element == EL_EXPLODING && IS_ACTIVE_BOMB(Store2[x][y]))
1474 Explode(x, y, EX_PHASE_START, EX_BORDER);
1476 if (element != EL_LEERRAUM &&
1477 element != EL_ERDREICH &&
1478 element != EL_EXPLODING &&
1485 void Bang(int x, int y)
1487 int element = Feld[x][y];
1489 if (game.emulation == EMU_SUPAPLEX)
1490 PlaySoundLevel(x, y, SND_SP_BOOOM);
1492 PlaySoundLevel(x, y, SND_ROAAAR);
1495 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1496 element = EL_LEERRAUM;
1510 RaiseScoreElement(element);
1511 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1513 case EL_DYNABOMB_ACTIVE_1:
1514 case EL_DYNABOMB_ACTIVE_2:
1515 case EL_DYNABOMB_ACTIVE_3:
1516 case EL_DYNABOMB_ACTIVE_4:
1517 case EL_DYNABOMB_NR:
1518 case EL_DYNABOMB_SZ:
1519 case EL_DYNABOMB_XL:
1525 if (IS_PLAYER(x, y))
1526 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1528 Explode(x, y, EX_PHASE_START, EX_CENTER);
1531 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1536 void Blurb(int x, int y)
1538 int element = Feld[x][y];
1540 if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
1542 PlaySoundLevel(x, y, SND_BLURB);
1543 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1544 (!IN_LEV_FIELD(x-1, y-1) ||
1545 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1547 Feld[x-1][y] = EL_BLURB_LEFT;
1549 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1550 (!IN_LEV_FIELD(x+1, y-1) ||
1551 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1553 Feld[x+1][y] = EL_BLURB_RIGHT;
1558 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1560 if (!MovDelay[x][y]) /* initialize animation counter */
1563 if (MovDelay[x][y]) /* continue animation */
1566 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1567 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1569 if (!MovDelay[x][y])
1571 Feld[x][y] = EL_LEERRAUM;
1572 DrawLevelField(x, y);
1578 static void ToggleBeltSwitch(int x, int y)
1580 static int belt_base_element[4] =
1582 EL_BELT1_SWITCH_LEFT,
1583 EL_BELT2_SWITCH_LEFT,
1584 EL_BELT3_SWITCH_LEFT,
1585 EL_BELT4_SWITCH_LEFT
1587 static int belt_move_dir[4] =
1595 int element = Feld[x][y];
1596 int belt_nr = getBeltNrFromSwitchElement(element);
1597 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1598 int belt_dir = belt_move_dir[belt_dir_nr];
1601 if (!IS_BELT_SWITCH(element))
1604 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1605 game.belt_dir[belt_nr] = belt_dir;
1607 if (belt_dir_nr == 3)
1610 for (yy=0; yy<lev_fieldy; yy++)
1612 for (xx=0; xx<lev_fieldx; xx++)
1614 int element = Feld[xx][yy];
1616 if (IS_BELT_SWITCH(element))
1618 int e_belt_nr = getBeltNrFromSwitchElement(element);
1620 if (e_belt_nr == belt_nr)
1622 Feld[xx][yy] = belt_base_element[belt_nr] + belt_dir_nr;
1623 DrawLevelField(xx, yy);
1626 else if (belt_dir == MV_NO_MOVING && IS_BELT(element))
1628 int e_belt_nr = getBeltNrFromElement(element);
1630 if (e_belt_nr == belt_nr)
1631 DrawLevelField(xx, yy); /* set belt to parking position */
1637 static void ToggleSwitchgateSwitch(int x, int y)
1641 game.switchgate_pos = !game.switchgate_pos;
1643 for (yy=0; yy<lev_fieldy; yy++)
1645 for (xx=0; xx<lev_fieldx; xx++)
1647 int element = Feld[xx][yy];
1649 if (element == EL_SWITCHGATE_SWITCH_1 ||
1650 element == EL_SWITCHGATE_SWITCH_2)
1652 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_1 + game.switchgate_pos;
1653 DrawLevelField(xx, yy);
1655 else if (element == EL_SWITCHGATE_OPEN ||
1656 element == EL_SWITCHGATE_OPENING)
1658 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
1659 PlaySoundLevel(xx, yy, SND_OEFFNEN);
1661 else if (element == EL_SWITCHGATE_CLOSED ||
1662 element == EL_SWITCHGATE_CLOSING)
1664 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
1665 PlaySoundLevel(xx, yy, SND_OEFFNEN);
1671 static void RedrawAllLightSwitchesAndInvisibleElements()
1675 for (y=0; y<lev_fieldy; y++)
1677 for (x=0; x<lev_fieldx; x++)
1679 int element = Feld[x][y];
1681 if (element == EL_LIGHT_SWITCH_OFF &&
1682 game.light_time_left > 0)
1684 Feld[x][y] = EL_LIGHT_SWITCH_ON;
1685 DrawLevelField(x, y);
1687 else if (element == EL_LIGHT_SWITCH_ON &&
1688 game.light_time_left == 0)
1690 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
1691 DrawLevelField(x, y);
1694 if (element == EL_INVISIBLE_STEEL ||
1695 element == EL_UNSICHTBAR ||
1696 element == EL_SAND_INVISIBLE)
1697 DrawLevelField(x, y);
1702 static void ToggleLightSwitch(int x, int y)
1704 int element = Feld[x][y];
1706 game.light_time_left =
1707 (element == EL_LIGHT_SWITCH_OFF ?
1708 level.time_light * FRAMES_PER_SECOND : 0);
1710 RedrawAllLightSwitchesAndInvisibleElements();
1713 static void ActivateTimegateSwitch(int x, int y)
1717 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
1719 for (yy=0; yy<lev_fieldy; yy++)
1721 for (xx=0; xx<lev_fieldx; xx++)
1723 int element = Feld[xx][yy];
1725 if (element == EL_TIMEGATE_CLOSED ||
1726 element == EL_TIMEGATE_CLOSING)
1728 Feld[xx][yy] = EL_TIMEGATE_OPENING;
1729 PlaySoundLevel(xx, yy, SND_OEFFNEN);
1733 else if (element == EL_TIMEGATE_SWITCH_ON)
1735 Feld[xx][yy] = EL_TIMEGATE_SWITCH_OFF;
1736 DrawLevelField(xx, yy);
1743 Feld[x][y] = EL_TIMEGATE_SWITCH_ON;
1746 void Impact(int x, int y)
1748 boolean lastline = (y == lev_fieldy-1);
1749 boolean object_hit = FALSE;
1750 int element = Feld[x][y];
1753 if (!lastline) /* check if element below was hit */
1755 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1758 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
1759 MovDir[x][y+1]!=MV_DOWN ||
1760 MovPos[x][y+1]<=TILEY/2));
1762 smashed = MovingOrBlocked2Element(x, y+1);
1765 if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */
1771 if ((element == EL_BOMBE || element == EL_SP_DISK_ORANGE) &&
1772 (lastline || object_hit)) /* element is bomb */
1778 if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
1780 if (object_hit && IS_PLAYER(x, y+1))
1781 KillHeroUnlessShield(PLAYERINFO(x, y+1));
1782 else if (object_hit && smashed == EL_PINGUIN)
1786 Feld[x][y] = EL_AMOEBING;
1787 Store[x][y] = EL_AMOEBE_NASS;
1792 if (!lastline && object_hit) /* check which object was hit */
1794 if (CAN_CHANGE(element) &&
1795 (smashed == EL_SIEB_INAKTIV || smashed == EL_SIEB2_INAKTIV))
1798 int activated_magic_wall =
1799 (smashed == EL_SIEB_INAKTIV ? EL_SIEB_LEER : EL_SIEB2_LEER);
1801 /* activate magic wall / mill */
1803 for (y=0; y<lev_fieldy; y++)
1804 for (x=0; x<lev_fieldx; x++)
1805 if (Feld[x][y] == smashed)
1806 Feld[x][y] = activated_magic_wall;
1808 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
1809 game.magic_wall_active = TRUE;
1812 if (IS_PLAYER(x, y+1))
1814 KillHeroUnlessShield(PLAYERINFO(x, y+1));
1817 else if (smashed == EL_PINGUIN)
1822 else if (element == EL_EDELSTEIN_BD)
1824 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1830 else if (element == EL_FELSBROCKEN || element == EL_SP_ZONK)
1832 if (IS_ENEMY(smashed) ||
1833 smashed == EL_BOMBE || smashed == EL_SP_DISK_ORANGE ||
1834 smashed == EL_SONDE || smashed == EL_SCHWEIN ||
1835 smashed == EL_DRACHE || smashed == EL_MOLE)
1840 else if (!IS_MOVING(x, y+1))
1842 if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
1847 else if (smashed == EL_KOKOSNUSS)
1849 Feld[x][y+1] = EL_CRACKINGNUT;
1850 PlaySoundLevel(x, y, SND_KNACK);
1851 RaiseScoreElement(EL_KOKOSNUSS);
1854 else if (smashed == EL_DIAMANT)
1856 Feld[x][y+1] = EL_LEERRAUM;
1857 PlaySoundLevel(x, y, SND_QUIRK);
1860 else if (IS_BELT_SWITCH(smashed))
1862 ToggleBeltSwitch(x, y+1);
1864 else if (smashed == EL_SWITCHGATE_SWITCH_1 ||
1865 smashed == EL_SWITCHGATE_SWITCH_2)
1867 ToggleSwitchgateSwitch(x, y+1);
1869 else if (smashed == EL_LIGHT_SWITCH_OFF ||
1870 smashed == EL_LIGHT_SWITCH_ON)
1872 ToggleLightSwitch(x, y+1);
1878 /* play sound of magic wall / mill */
1880 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
1882 PlaySoundLevel(x, y, SND_QUIRK);
1886 /* play sound of object that hits the ground */
1887 if (lastline || object_hit)
1894 case EL_EDELSTEIN_BD:
1895 case EL_EDELSTEIN_GELB:
1896 case EL_EDELSTEIN_ROT:
1897 case EL_EDELSTEIN_LILA:
1899 case EL_SP_INFOTRON:
1905 case EL_FELSBROCKEN:
1909 sound = SND_SP_ZONKDOWN;
1912 case EL_SCHLUESSEL1:
1913 case EL_SCHLUESSEL2:
1914 case EL_SCHLUESSEL3:
1915 case EL_SCHLUESSEL4:
1932 PlaySoundLevel(x, y, sound);
1936 void TurnRound(int x, int y)
1948 { 0, 0 }, { 0, 0 }, { 0, 0 },
1953 int left, right, back;
1957 { MV_DOWN, MV_UP, MV_RIGHT },
1958 { MV_UP, MV_DOWN, MV_LEFT },
1960 { MV_LEFT, MV_RIGHT, MV_DOWN },
1961 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
1962 { MV_RIGHT, MV_LEFT, MV_UP }
1965 int element = Feld[x][y];
1966 int old_move_dir = MovDir[x][y];
1967 int left_dir = turn[old_move_dir].left;
1968 int right_dir = turn[old_move_dir].right;
1969 int back_dir = turn[old_move_dir].back;
1971 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
1972 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
1973 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
1974 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
1976 int left_x = x+left_dx, left_y = y+left_dy;
1977 int right_x = x+right_dx, right_y = y+right_dy;
1978 int move_x = x+move_dx, move_y = y+move_dy;
1980 if (element == EL_KAEFER || element == EL_BUTTERFLY)
1982 TestIfBadThingHitsOtherBadThing(x, y);
1984 if (IN_LEV_FIELD(right_x, right_y) &&
1985 IS_FREE(right_x, right_y))
1986 MovDir[x][y] = right_dir;
1987 else if (!IN_LEV_FIELD(move_x, move_y) ||
1988 !IS_FREE(move_x, move_y))
1989 MovDir[x][y] = left_dir;
1991 if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
1993 else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
1996 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
1997 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1999 TestIfBadThingHitsOtherBadThing(x, y);
2001 if (IN_LEV_FIELD(left_x, left_y) &&
2002 IS_FREE(left_x, left_y))
2003 MovDir[x][y] = left_dir;
2004 else if (!IN_LEV_FIELD(move_x, move_y) ||
2005 !IS_FREE(move_x, move_y))
2006 MovDir[x][y] = right_dir;
2008 if ((element == EL_FLIEGER ||
2009 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2010 && MovDir[x][y] != old_move_dir)
2012 else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
2015 else if (element == EL_MAMPFER)
2017 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2019 if (IN_LEV_FIELD(left_x, left_y) &&
2020 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2021 Feld[left_x][left_y] == EL_DIAMANT))
2022 can_turn_left = TRUE;
2023 if (IN_LEV_FIELD(right_x, right_y) &&
2024 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2025 Feld[right_x][right_y] == EL_DIAMANT))
2026 can_turn_right = TRUE;
2028 if (can_turn_left && can_turn_right)
2029 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2030 else if (can_turn_left)
2031 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2032 else if (can_turn_right)
2033 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2035 MovDir[x][y] = back_dir;
2037 MovDelay[x][y] = 16+16*RND(3);
2039 else if (element == EL_MAMPFER2)
2041 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2043 if (IN_LEV_FIELD(left_x, left_y) &&
2044 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2045 IS_MAMPF2(Feld[left_x][left_y])))
2046 can_turn_left = TRUE;
2047 if (IN_LEV_FIELD(right_x, right_y) &&
2048 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2049 IS_MAMPF2(Feld[right_x][right_y])))
2050 can_turn_right = TRUE;
2052 if (can_turn_left && can_turn_right)
2053 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2054 else if (can_turn_left)
2055 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2056 else if (can_turn_right)
2057 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2059 MovDir[x][y] = back_dir;
2061 MovDelay[x][y] = 16+16*RND(3);
2063 else if (element == EL_PACMAN)
2065 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2067 if (IN_LEV_FIELD(left_x, left_y) &&
2068 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2069 IS_AMOEBOID(Feld[left_x][left_y])))
2070 can_turn_left = TRUE;
2071 if (IN_LEV_FIELD(right_x, right_y) &&
2072 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2073 IS_AMOEBOID(Feld[right_x][right_y])))
2074 can_turn_right = TRUE;
2076 if (can_turn_left && can_turn_right)
2077 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2078 else if (can_turn_left)
2079 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2080 else if (can_turn_right)
2081 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2083 MovDir[x][y] = back_dir;
2085 MovDelay[x][y] = 6+RND(40);
2087 else if (element == EL_SCHWEIN)
2089 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2090 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2091 boolean should_move_on = FALSE;
2093 int rnd = RND(rnd_value);
2095 if (IN_LEV_FIELD(left_x, left_y) &&
2096 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2097 can_turn_left = TRUE;
2098 if (IN_LEV_FIELD(right_x, right_y) &&
2099 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2100 can_turn_right = TRUE;
2101 if (IN_LEV_FIELD(move_x, move_y) &&
2102 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2105 if (can_turn_left &&
2107 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2108 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2109 should_turn_left = TRUE;
2110 if (can_turn_right &&
2112 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2113 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2114 should_turn_right = TRUE;
2116 (!can_turn_left || !can_turn_right ||
2117 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2118 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2119 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2120 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2121 should_move_on = TRUE;
2123 if (should_turn_left || should_turn_right || should_move_on)
2125 if (should_turn_left && should_turn_right && should_move_on)
2126 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2127 rnd < 2*rnd_value/3 ? right_dir :
2129 else if (should_turn_left && should_turn_right)
2130 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2131 else if (should_turn_left && should_move_on)
2132 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2133 else if (should_turn_right && should_move_on)
2134 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2135 else if (should_turn_left)
2136 MovDir[x][y] = left_dir;
2137 else if (should_turn_right)
2138 MovDir[x][y] = right_dir;
2139 else if (should_move_on)
2140 MovDir[x][y] = old_move_dir;
2142 else if (can_move_on && rnd > rnd_value/8)
2143 MovDir[x][y] = old_move_dir;
2144 else if (can_turn_left && can_turn_right)
2145 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2146 else if (can_turn_left && rnd > rnd_value/8)
2147 MovDir[x][y] = left_dir;
2148 else if (can_turn_right && rnd > rnd_value/8)
2149 MovDir[x][y] = right_dir;
2151 MovDir[x][y] = back_dir;
2153 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2154 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2155 MovDir[x][y] = old_move_dir;
2159 else if (element == EL_DRACHE)
2161 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2163 int rnd = RND(rnd_value);
2165 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2166 can_turn_left = TRUE;
2167 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2168 can_turn_right = TRUE;
2169 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2172 if (can_move_on && rnd > rnd_value/8)
2173 MovDir[x][y] = old_move_dir;
2174 else if (can_turn_left && can_turn_right)
2175 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2176 else if (can_turn_left && rnd > rnd_value/8)
2177 MovDir[x][y] = left_dir;
2178 else if (can_turn_right && rnd > rnd_value/8)
2179 MovDir[x][y] = right_dir;
2181 MovDir[x][y] = back_dir;
2183 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2184 MovDir[x][y] = old_move_dir;
2188 else if (element == EL_MOLE)
2190 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2192 if (IN_LEV_FIELD(move_x, move_y) &&
2193 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2194 Feld[move_x][move_y] == EL_DEAMOEBING))
2199 if (IN_LEV_FIELD(left_x, left_y) &&
2200 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2201 can_turn_left = TRUE;
2202 if (IN_LEV_FIELD(right_x, right_y) &&
2203 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2204 can_turn_right = TRUE;
2206 if (can_turn_left && can_turn_right)
2207 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2208 else if (can_turn_left)
2209 MovDir[x][y] = left_dir;
2211 MovDir[x][y] = right_dir;
2214 if (MovDir[x][y] != old_move_dir)
2217 else if (element == EL_BALLOON)
2219 MovDir[x][y] = game.balloon_dir;
2222 else if (element == EL_ROBOT || element == EL_SONDE || element == EL_PINGUIN)
2224 int attr_x = -1, attr_y = -1;
2235 for (i=0; i<MAX_PLAYERS; i++)
2237 struct PlayerInfo *player = &stored_player[i];
2238 int jx = player->jx, jy = player->jy;
2240 if (!player->active)
2243 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2251 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
2257 if (element == EL_PINGUIN)
2260 static int xy[4][2] =
2270 int ex = x + xy[i%4][0];
2271 int ey = y + xy[i%4][1];
2273 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
2282 MovDir[x][y] = MV_NO_MOVING;
2284 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2286 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2288 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2290 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2292 if (element == EL_ROBOT)
2296 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2297 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2298 Moving2Blocked(x, y, &newx, &newy);
2300 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2301 MovDelay[x][y] = 8+8*!RND(3);
2303 MovDelay[x][y] = 16;
2311 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2313 boolean first_horiz = RND(2);
2314 int new_move_dir = MovDir[x][y];
2317 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2318 Moving2Blocked(x, y, &newx, &newy);
2320 if (IN_LEV_FIELD(newx, newy) &&
2321 (IS_FREE(newx, newy) ||
2322 Feld[newx][newy] == EL_SALZSAEURE ||
2323 (element == EL_PINGUIN &&
2324 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2325 IS_MAMPF3(Feld[newx][newy])))))
2329 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2330 Moving2Blocked(x, y, &newx, &newy);
2332 if (IN_LEV_FIELD(newx, newy) &&
2333 (IS_FREE(newx, newy) ||
2334 Feld[newx][newy] == EL_SALZSAEURE ||
2335 (element == EL_PINGUIN &&
2336 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2337 IS_MAMPF3(Feld[newx][newy])))))
2340 MovDir[x][y] = old_move_dir;
2347 static boolean JustBeingPushed(int x, int y)
2351 for (i=0; i<MAX_PLAYERS; i++)
2353 struct PlayerInfo *player = &stored_player[i];
2355 if (player->active && player->Pushing && player->MovPos)
2357 int next_jx = player->jx + (player->jx - player->last_jx);
2358 int next_jy = player->jy + (player->jy - player->last_jy);
2360 if (x == next_jx && y == next_jy)
2368 void StartMoving(int x, int y)
2370 int element = Feld[x][y];
2375 if (CAN_FALL(element) && y<lev_fieldy-1)
2377 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2378 if (JustBeingPushed(x, y))
2381 if (element == EL_MORAST_VOLL)
2383 if (IS_FREE(x, y+1))
2385 InitMovingField(x, y, MV_DOWN);
2386 Feld[x][y] = EL_FELSBROCKEN;
2387 Store[x][y] = EL_MORAST_LEER;
2389 else if (Feld[x][y+1] == EL_MORAST_LEER)
2391 if (!MovDelay[x][y])
2392 MovDelay[x][y] = TILEY + 1;
2401 Feld[x][y] = EL_MORAST_LEER;
2402 Feld[x][y+1] = EL_MORAST_VOLL;
2405 else if (element == EL_FELSBROCKEN && Feld[x][y+1] == EL_MORAST_LEER)
2407 InitMovingField(x, y, MV_DOWN);
2408 Store[x][y] = EL_MORAST_VOLL;
2410 else if (element == EL_SIEB_VOLL)
2412 if (IS_FREE(x, y+1))
2414 InitMovingField(x, y, MV_DOWN);
2415 Feld[x][y] = EL_CHANGED(Store2[x][y]);
2416 Store[x][y] = EL_SIEB_LEER;
2418 else if (Feld[x][y+1] == EL_SIEB_LEER)
2420 if (!MovDelay[x][y])
2421 MovDelay[x][y] = TILEY/4 + 1;
2430 Feld[x][y] = EL_SIEB_LEER;
2431 Feld[x][y+1] = EL_SIEB_VOLL;
2432 Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
2436 else if (element == EL_SIEB2_VOLL)
2438 if (IS_FREE(x, y+1))
2440 InitMovingField(x, y, MV_DOWN);
2441 Feld[x][y] = EL_CHANGED2(Store2[x][y]);
2442 Store[x][y] = EL_SIEB2_LEER;
2444 else if (Feld[x][y+1] == EL_SIEB2_LEER)
2446 if (!MovDelay[x][y])
2447 MovDelay[x][y] = TILEY/4 + 1;
2456 Feld[x][y] = EL_SIEB2_LEER;
2457 Feld[x][y+1] = EL_SIEB2_VOLL;
2458 Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
2462 else if (CAN_CHANGE(element) &&
2463 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
2465 InitMovingField(x, y, MV_DOWN);
2467 (Feld[x][y+1] == EL_SIEB_LEER ? EL_SIEB_VOLL : EL_SIEB2_VOLL);
2468 Store2[x][y+1] = element;
2470 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
2473 InitMovingField(x, y, MV_DOWN);
2474 Store[x][y] = EL_SALZSAEURE;
2476 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2481 else if (IS_FREE(x, y+1))
2483 InitMovingField(x, y, MV_DOWN);
2485 else if (element == EL_TROPFEN)
2487 Feld[x][y] = EL_AMOEBING;
2488 Store[x][y] = EL_AMOEBE_NASS;
2490 #if OLD_GAME_BEHAVIOUR
2491 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2493 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2494 !IS_FALLING(x, y+1) && !JustStopped[x][y+1])
2497 boolean left = (x>0 && IS_FREE(x-1, y) &&
2498 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
2499 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2500 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
2504 if (left && right && game.emulation != EMU_BOULDERDASH)
2505 left = !(right = RND(2));
2507 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2510 else if (IS_BELT(Feld[x][y+1]))
2512 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
2513 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
2514 int belt_nr = getBeltNrFromElement(Feld[x][y+1]);
2515 int belt_dir = game.belt_dir[belt_nr];
2517 if ((belt_dir == MV_LEFT && left_is_free) ||
2518 (belt_dir == MV_RIGHT && right_is_free))
2519 InitMovingField(x, y, belt_dir);
2522 else if (CAN_MOVE(element))
2526 if ((element == EL_SONDE || element == EL_BALLOON)
2527 && JustBeingPushed(x, y))
2530 if (!MovDelay[x][y]) /* start new movement phase */
2532 /* all objects that can change their move direction after each step */
2533 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2535 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
2538 if (MovDelay[x][y] && (element == EL_KAEFER ||
2539 element == EL_FLIEGER ||
2540 element == EL_SP_SNIKSNAK ||
2541 element == EL_SP_ELECTRON ||
2542 element == EL_MOLE))
2543 DrawLevelField(x, y);
2547 if (MovDelay[x][y]) /* wait some time before next movement */
2551 if (element == EL_ROBOT ||
2552 element == EL_MAMPFER || element == EL_MAMPFER2)
2554 int phase = MovDelay[x][y] % 8;
2559 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2560 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element)+phase);
2562 if ((element == EL_MAMPFER || element == EL_MAMPFER2)
2563 && MovDelay[x][y]%4 == 3)
2564 PlaySoundLevel(x, y, SND_NJAM);
2566 else if (element == EL_SP_ELECTRON)
2567 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2568 else if (element == EL_DRACHE)
2571 int dir = MovDir[x][y];
2572 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2573 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2574 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
2575 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
2576 dir == MV_UP ? GFX_FLAMMEN_UP :
2577 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
2578 int phase = FrameCounter % 2;
2580 for (i=1; i<=3; i++)
2582 int xx = x + i*dx, yy = y + i*dy;
2583 int sx = SCREENX(xx), sy = SCREENY(yy);
2585 if (!IN_LEV_FIELD(xx, yy) ||
2586 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
2591 int flamed = MovingOrBlocked2Element(xx, yy);
2593 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
2596 RemoveMovingField(xx, yy);
2598 Feld[xx][yy] = EL_BURNING;
2599 if (IN_SCR_FIELD(sx, sy))
2600 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
2604 if (Feld[xx][yy] == EL_BURNING)
2605 Feld[xx][yy] = EL_LEERRAUM;
2606 DrawLevelField(xx, yy);
2615 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2617 PlaySoundLevel(x, y, SND_KLAPPER);
2619 else if (element == EL_FLIEGER || element == EL_FIREFLY)
2621 PlaySoundLevel(x, y, SND_ROEHR);
2624 /* now make next step */
2626 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
2628 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
2629 !SHIELD_ON(PLAYERINFO(newx, newy)))
2633 TestIfBadThingHitsHero(x, y);
2636 /* enemy got the player */
2638 KillHero(PLAYERINFO(newx, newy));
2643 else if ((element == EL_PINGUIN || element == EL_ROBOT ||
2644 element == EL_SONDE || element == EL_BALLOON) &&
2645 IN_LEV_FIELD(newx, newy) &&
2646 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
2649 Store[x][y] = EL_SALZSAEURE;
2651 else if (element == EL_PINGUIN && IN_LEV_FIELD(newx, newy))
2653 if (Feld[newx][newy] == EL_AUSGANG_AUF)
2655 Feld[x][y] = EL_LEERRAUM;
2656 DrawLevelField(x, y);
2658 PlaySoundLevel(newx, newy, SND_BUING);
2659 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
2660 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
2662 local_player->friends_still_needed--;
2663 if (!local_player->friends_still_needed &&
2664 !local_player->GameOver && AllPlayersGone)
2665 local_player->LevelSolved = local_player->GameOver = TRUE;
2669 else if (IS_MAMPF3(Feld[newx][newy]))
2671 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
2672 DrawLevelField(newx, newy);
2674 MovDir[x][y] = MV_NO_MOVING;
2676 else if (!IS_FREE(newx, newy))
2678 if (IS_PLAYER(x, y))
2679 DrawPlayerField(x, y);
2681 DrawLevelField(x, y);
2685 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
2687 if (IS_GEM(Feld[newx][newy]))
2689 if (IS_MOVING(newx, newy))
2690 RemoveMovingField(newx, newy);
2693 Feld[newx][newy] = EL_LEERRAUM;
2694 DrawLevelField(newx, newy);
2697 else if (!IS_FREE(newx, newy))
2699 if (IS_PLAYER(x, y))
2700 DrawPlayerField(x, y);
2702 DrawLevelField(x, y);
2706 else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
2708 if (!IS_FREE(newx, newy))
2710 if (IS_PLAYER(x, y))
2711 DrawPlayerField(x, y);
2713 DrawLevelField(x, y);
2718 boolean wanna_flame = !RND(10);
2719 int dx = newx - x, dy = newy - y;
2720 int newx1 = newx+1*dx, newy1 = newy+1*dy;
2721 int newx2 = newx+2*dx, newy2 = newy+2*dy;
2722 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
2723 MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
2724 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
2725 MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
2727 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
2728 element1 != EL_DRACHE && element2 != EL_DRACHE &&
2729 element1 != EL_BURNING && element2 != EL_BURNING)
2731 if (IS_PLAYER(x, y))
2732 DrawPlayerField(x, y);
2734 DrawLevelField(x, y);
2736 MovDelay[x][y] = 50;
2737 Feld[newx][newy] = EL_BURNING;
2738 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
2739 Feld[newx1][newy1] = EL_BURNING;
2740 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
2741 Feld[newx2][newy2] = EL_BURNING;
2746 else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
2747 Feld[newx][newy] == EL_DIAMANT)
2749 if (IS_MOVING(newx, newy))
2750 RemoveMovingField(newx, newy);
2753 Feld[newx][newy] = EL_LEERRAUM;
2754 DrawLevelField(newx, newy);
2757 else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
2758 IS_MAMPF2(Feld[newx][newy]))
2760 if (AmoebaNr[newx][newy])
2762 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2763 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2764 Feld[newx][newy] == EL_AMOEBE_BD)
2765 AmoebaCnt[AmoebaNr[newx][newy]]--;
2768 if (IS_MOVING(newx, newy))
2769 RemoveMovingField(newx, newy);
2772 Feld[newx][newy] = EL_LEERRAUM;
2773 DrawLevelField(newx, newy);
2776 else if ((element == EL_PACMAN || element == EL_MOLE)
2777 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
2779 if (AmoebaNr[newx][newy])
2781 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2782 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2783 Feld[newx][newy] == EL_AMOEBE_BD)
2784 AmoebaCnt[AmoebaNr[newx][newy]]--;
2787 if (element == EL_MOLE)
2789 Feld[newx][newy] = EL_DEAMOEBING;
2790 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
2791 return; /* wait for shrinking amoeba */
2793 else /* element == EL_PACMAN */
2795 Feld[newx][newy] = EL_LEERRAUM;
2796 DrawLevelField(newx, newy);
2799 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
2800 (Feld[newx][newy] == EL_DEAMOEBING ||
2801 (Feld[newx][newy] == EL_LEERRAUM && Stop[newx][newy])))
2803 /* wait for shrinking amoeba to completely disappear */
2806 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
2808 /* object was running against a wall */
2812 if (element == EL_KAEFER || element == EL_FLIEGER ||
2813 element == EL_SP_SNIKSNAK || element == EL_MOLE)
2814 DrawLevelField(x, y);
2815 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
2816 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
2817 else if (element == EL_SONDE)
2818 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
2819 else if (element == EL_SP_ELECTRON)
2820 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2822 if (DONT_TOUCH(element))
2823 TestIfBadThingHitsHero(x, y);
2828 if (element == EL_ROBOT && IN_SCR_FIELD(x, y))
2829 PlaySoundLevel(x, y, SND_SCHLURF);
2831 InitMovingField(x, y, MovDir[x][y]);
2835 ContinueMoving(x, y);
2838 void ContinueMoving(int x, int y)
2840 int element = Feld[x][y];
2841 int direction = MovDir[x][y];
2842 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2843 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2844 int horiz_move = (dx!=0);
2845 int newx = x + dx, newy = y + dy;
2846 int step = (horiz_move ? dx : dy) * TILEX / 8;
2848 if (element == EL_TROPFEN)
2850 else if (Store[x][y] == EL_MORAST_VOLL || Store[x][y] == EL_MORAST_LEER)
2852 else if (CAN_FALL(element) && horiz_move &&
2853 y < lev_fieldy-1 && IS_BELT(Feld[x][y+1]))
2856 #if OLD_GAME_BEHAVIOUR
2857 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
2861 MovPos[x][y] += step;
2863 if (ABS(MovPos[x][y])>=TILEX) /* object reached its destination */
2865 Feld[x][y] = EL_LEERRAUM;
2866 Feld[newx][newy] = element;
2868 if (element == EL_MOLE)
2871 static int xy[4][2] =
2879 Feld[x][y] = EL_ERDREICH;
2880 DrawLevelField(x, y);
2889 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_ERDREICH)
2890 DrawLevelField(xx, yy); /* for "ErdreichAnbroeckeln()" */
2894 if (Store[x][y] == EL_MORAST_VOLL)
2897 Feld[newx][newy] = EL_MORAST_VOLL;
2898 element = EL_MORAST_VOLL;
2900 else if (Store[x][y] == EL_MORAST_LEER)
2903 Feld[x][y] = EL_MORAST_LEER;
2905 else if (Store[x][y] == EL_SIEB_VOLL)
2908 element = Feld[newx][newy] =
2909 (game.magic_wall_active ? EL_SIEB_VOLL : EL_SIEB_TOT);
2911 else if (Store[x][y] == EL_SIEB_LEER)
2913 Store[x][y] = Store2[x][y] = 0;
2914 Feld[x][y] = (game.magic_wall_active ? EL_SIEB_LEER : EL_SIEB_TOT);
2916 else if (Store[x][y] == EL_SIEB2_VOLL)
2919 element = Feld[newx][newy] =
2920 (game.magic_wall_active ? EL_SIEB2_VOLL : EL_SIEB2_TOT);
2922 else if (Store[x][y] == EL_SIEB2_LEER)
2924 Store[x][y] = Store2[x][y] = 0;
2925 Feld[x][y] = (game.magic_wall_active ? EL_SIEB2_LEER : EL_SIEB2_TOT);
2927 else if (Store[x][y] == EL_SALZSAEURE)
2930 Feld[newx][newy] = EL_SALZSAEURE;
2931 element = EL_SALZSAEURE;
2933 else if (Store[x][y] == EL_AMOEBE_NASS)
2936 Feld[x][y] = EL_AMOEBE_NASS;
2939 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
2940 MovDelay[newx][newy] = 0;
2942 if (!CAN_MOVE(element))
2943 MovDir[newx][newy] = 0;
2945 DrawLevelField(x, y);
2946 DrawLevelField(newx, newy);
2948 Stop[newx][newy] = TRUE;
2949 JustStopped[newx][newy] = 3;
2951 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
2953 TestIfBadThingHitsHero(newx, newy);
2954 TestIfBadThingHitsFriend(newx, newy);
2955 TestIfBadThingHitsOtherBadThing(newx, newy);
2957 else if (element == EL_PINGUIN)
2958 TestIfFriendHitsBadThing(newx, newy);
2960 if (CAN_SMASH(element) && direction == MV_DOWN &&
2961 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
2964 else /* still moving on */
2965 DrawLevelField(x, y);
2968 int AmoebeNachbarNr(int ax, int ay)
2971 int element = Feld[ax][ay];
2973 static int xy[4][2] =
2983 int x = ax + xy[i][0];
2984 int y = ay + xy[i][1];
2986 if (!IN_LEV_FIELD(x, y))
2989 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
2990 group_nr = AmoebaNr[x][y];
2996 void AmoebenVereinigen(int ax, int ay)
2998 int i, x, y, xx, yy;
2999 int new_group_nr = AmoebaNr[ax][ay];
3000 static int xy[4][2] =
3008 if (new_group_nr == 0)
3016 if (!IN_LEV_FIELD(x, y))
3019 if ((Feld[x][y] == EL_AMOEBE_VOLL ||
3020 Feld[x][y] == EL_AMOEBE_BD ||
3021 Feld[x][y] == EL_AMOEBE_TOT) &&
3022 AmoebaNr[x][y] != new_group_nr)
3024 int old_group_nr = AmoebaNr[x][y];
3026 if (old_group_nr == 0)
3029 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3030 AmoebaCnt[old_group_nr] = 0;
3031 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3032 AmoebaCnt2[old_group_nr] = 0;
3034 for (yy=0; yy<lev_fieldy; yy++)
3036 for (xx=0; xx<lev_fieldx; xx++)
3038 if (AmoebaNr[xx][yy] == old_group_nr)
3039 AmoebaNr[xx][yy] = new_group_nr;
3046 void AmoebeUmwandeln(int ax, int ay)
3050 if (Feld[ax][ay] == EL_AMOEBE_TOT)
3052 int group_nr = AmoebaNr[ax][ay];
3057 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3058 printf("AmoebeUmwandeln(): This should never happen!\n");
3063 for (y=0; y<lev_fieldy; y++)
3065 for (x=0; x<lev_fieldx; x++)
3067 if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
3070 Feld[x][y] = EL_AMOEBA2DIAM;
3078 static int xy[4][2] =
3091 if (!IN_LEV_FIELD(x, y))
3094 if (Feld[x][y] == EL_AMOEBA2DIAM)
3100 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3103 int group_nr = AmoebaNr[ax][ay];
3104 boolean done = FALSE;
3109 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3110 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3115 for (y=0; y<lev_fieldy; y++)
3117 for (x=0; x<lev_fieldx; x++)
3119 if (AmoebaNr[x][y] == group_nr &&
3120 (Feld[x][y] == EL_AMOEBE_TOT ||
3121 Feld[x][y] == EL_AMOEBE_BD ||
3122 Feld[x][y] == EL_AMOEBING))
3125 Feld[x][y] = new_element;
3126 InitField(x, y, FALSE);
3127 DrawLevelField(x, y);
3134 PlaySoundLevel(ax, ay,
3135 (new_element == EL_FELSBROCKEN ? SND_KLOPF : SND_PLING));
3138 void AmoebeWaechst(int x, int y)
3140 static unsigned long sound_delay = 0;
3141 static unsigned long sound_delay_value = 0;
3143 if (!MovDelay[x][y]) /* start new growing cycle */
3147 if (DelayReached(&sound_delay, sound_delay_value))
3149 PlaySoundLevel(x, y, SND_AMOEBE);
3150 sound_delay_value = 30;
3154 if (MovDelay[x][y]) /* wait some time before growing bigger */
3157 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3158 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
3160 if (!MovDelay[x][y])
3162 Feld[x][y] = Store[x][y];
3164 DrawLevelField(x, y);
3169 void AmoebeSchrumpft(int x, int y)
3171 static unsigned long sound_delay = 0;
3172 static unsigned long sound_delay_value = 0;
3174 if (!MovDelay[x][y]) /* start new shrinking cycle */
3178 if (DelayReached(&sound_delay, sound_delay_value))
3180 PlaySoundLevel(x, y, SND_BLURB);
3181 sound_delay_value = 30;
3185 if (MovDelay[x][y]) /* wait some time before shrinking */
3188 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3189 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + MovDelay[x][y]/2);
3191 if (!MovDelay[x][y])
3193 Feld[x][y] = EL_LEERRAUM;
3194 DrawLevelField(x, y);
3196 /* don't let mole enter this field in this cycle;
3197 (give priority to objects falling to this field from above) */
3203 void AmoebeAbleger(int ax, int ay)
3206 int element = Feld[ax][ay];
3207 int newax = ax, neway = ay;
3208 static int xy[4][2] =
3216 if (!level.amoeba_speed)
3218 Feld[ax][ay] = EL_AMOEBE_TOT;
3219 DrawLevelField(ax, ay);
3223 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3224 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3226 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3229 if (MovDelay[ax][ay])
3233 if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
3236 int x = ax + xy[start][0];
3237 int y = ay + xy[start][1];
3239 if (!IN_LEV_FIELD(x, y))
3242 if (IS_FREE(x, y) ||
3243 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3249 if (newax == ax && neway == ay)
3252 else /* normal or "filled" (BD style) amoeba */
3255 boolean waiting_for_player = FALSE;
3259 int j = (start + i) % 4;
3260 int x = ax + xy[j][0];
3261 int y = ay + xy[j][1];
3263 if (!IN_LEV_FIELD(x, y))
3266 if (IS_FREE(x, y) ||
3267 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3273 else if (IS_PLAYER(x, y))
3274 waiting_for_player = TRUE;
3277 if (newax == ax && neway == ay) /* amoeba cannot grow */
3279 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3281 Feld[ax][ay] = EL_AMOEBE_TOT;
3282 DrawLevelField(ax, ay);
3283 AmoebaCnt[AmoebaNr[ax][ay]]--;
3285 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3287 if (element == EL_AMOEBE_VOLL)
3288 AmoebeUmwandeln(ax, ay);
3289 else if (element == EL_AMOEBE_BD)
3290 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3295 else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
3297 /* amoeba gets larger by growing in some direction */
3299 int new_group_nr = AmoebaNr[ax][ay];
3302 if (new_group_nr == 0)
3304 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3305 printf("AmoebeAbleger(): This should never happen!\n");
3310 AmoebaNr[newax][neway] = new_group_nr;
3311 AmoebaCnt[new_group_nr]++;
3312 AmoebaCnt2[new_group_nr]++;
3314 /* if amoeba touches other amoeba(s) after growing, unify them */
3315 AmoebenVereinigen(newax, neway);
3317 if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200)
3319 AmoebeUmwandelnBD(newax, neway, EL_FELSBROCKEN);
3325 if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) ||
3326 (neway == lev_fieldy - 1 && newax != ax))
3328 Feld[newax][neway] = EL_AMOEBING;
3329 Store[newax][neway] = element;
3331 else if (neway == ay)
3332 Feld[newax][neway] = EL_TROPFEN;
3335 InitMovingField(ax, ay, MV_DOWN);
3336 Feld[ax][ay] = EL_TROPFEN;
3337 Store[ax][ay] = EL_AMOEBE_NASS;
3338 ContinueMoving(ax, ay);
3342 DrawLevelField(newax, neway);
3345 void Life(int ax, int ay)
3348 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3350 int element = Feld[ax][ay];
3355 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3356 MovDelay[ax][ay] = life_time;
3358 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3361 if (MovDelay[ax][ay])
3365 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3367 int xx = ax+x1, yy = ay+y1;
3370 if (!IN_LEV_FIELD(xx, yy))
3373 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3375 int x = xx+x2, y = yy+y2;
3377 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3380 if (((Feld[x][y] == element ||
3381 (element == EL_LIFE && IS_PLAYER(x, y))) &&
3383 (IS_FREE(x, y) && Stop[x][y]))
3387 if (xx == ax && yy == ay) /* field in the middle */
3389 if (nachbarn<life[0] || nachbarn>life[1])
3391 Feld[xx][yy] = EL_LEERRAUM;
3393 DrawLevelField(xx, yy);
3394 Stop[xx][yy] = TRUE;
3397 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
3398 { /* free border field */
3399 if (nachbarn>=life[2] && nachbarn<=life[3])
3401 Feld[xx][yy] = element;
3402 MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
3404 DrawLevelField(xx, yy);
3405 Stop[xx][yy] = TRUE;
3411 void Ablenk(int x, int y)
3413 if (!MovDelay[x][y]) /* next animation frame */
3414 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3416 if (MovDelay[x][y]) /* wait some time before next frame */
3421 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3422 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
3423 if (!(MovDelay[x][y]%4))
3424 PlaySoundLevel(x, y, SND_MIEP);
3429 Feld[x][y] = EL_ABLENK_AUS;
3430 DrawLevelField(x, y);
3431 if (ZX == x && ZY == y)
3435 void TimegateWheel(int x, int y)
3437 if (!MovDelay[x][y]) /* next animation frame */
3438 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3440 if (MovDelay[x][y]) /* wait some time before next frame */
3445 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3446 DrawGraphic(SCREENX(x), SCREENY(y),
3447 GFX_TIMEGATE_SWITCH + MovDelay[x][y]%4);
3448 if (!(MovDelay[x][y]%4))
3449 PlaySoundLevel(x, y, SND_MIEP);
3454 Feld[x][y] = EL_TIMEGATE_SWITCH_OFF;
3455 DrawLevelField(x, y);
3456 if (ZX == x && ZY == y)
3460 void Birne(int x, int y)
3462 if (!MovDelay[x][y]) /* next animation frame */
3463 MovDelay[x][y] = 800;
3465 if (MovDelay[x][y]) /* wait some time before next frame */
3470 if (!(MovDelay[x][y]%5))
3472 if (!(MovDelay[x][y]%10))
3473 Feld[x][y]=EL_ABLENK_EIN;
3475 Feld[x][y]=EL_ABLENK_AUS;
3476 DrawLevelField(x, y);
3477 Feld[x][y]=EL_ABLENK_EIN;
3483 Feld[x][y]=EL_ABLENK_AUS;
3484 DrawLevelField(x, y);
3485 if (ZX == x && ZY == y)
3489 void Blubber(int x, int y)
3491 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
3492 DrawLevelField(x, y-1);
3494 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
3497 void NussKnacken(int x, int y)
3499 if (!MovDelay[x][y]) /* next animation frame */
3502 if (MovDelay[x][y]) /* wait some time before next frame */
3505 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3506 DrawGraphic(SCREENX(x), SCREENY(y), GFX_CRACKINGNUT+3-MovDelay[x][y]/2);
3508 if (!MovDelay[x][y])
3510 Feld[x][y] = EL_EDELSTEIN;
3511 DrawLevelField(x, y);
3516 void SiebAktivieren(int x, int y, int typ)
3518 int graphic = (typ == 1 ? GFX_SIEB_VOLL : GFX_SIEB2_VOLL) + 3;
3520 DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
3523 void AusgangstuerPruefen(int x, int y)
3525 if (!local_player->gems_still_needed &&
3526 !local_player->sokobanfields_still_needed &&
3527 !local_player->lights_still_needed)
3529 Feld[x][y] = EL_AUSGANG_ACT;
3531 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
3532 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
3533 y < LEVELY(BY1) ? LEVELY(BY1) :
3534 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
3539 void AusgangstuerOeffnen(int x, int y)
3543 if (!MovDelay[x][y]) /* next animation frame */
3544 MovDelay[x][y] = 5*delay;
3546 if (MovDelay[x][y]) /* wait some time before next frame */
3551 tuer = MovDelay[x][y]/delay;
3552 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3553 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
3555 if (!MovDelay[x][y])
3557 Feld[x][y] = EL_AUSGANG_AUF;
3558 DrawLevelField(x, y);
3563 void AusgangstuerBlinken(int x, int y)
3565 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
3568 void OpenSwitchgate(int x, int y)
3572 if (!MovDelay[x][y]) /* next animation frame */
3573 MovDelay[x][y] = 5 * delay;
3575 if (MovDelay[x][y]) /* wait some time before next frame */
3580 phase = MovDelay[x][y] / delay;
3581 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3582 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_OPEN - phase);
3584 if (!MovDelay[x][y])
3586 Feld[x][y] = EL_SWITCHGATE_OPEN;
3587 DrawLevelField(x, y);
3592 void CloseSwitchgate(int x, int y)
3596 if (!MovDelay[x][y]) /* next animation frame */
3597 MovDelay[x][y] = 5 * delay;
3599 if (MovDelay[x][y]) /* wait some time before next frame */
3604 phase = MovDelay[x][y] / delay;
3605 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3606 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_CLOSED + phase);
3608 if (!MovDelay[x][y])
3610 Feld[x][y] = EL_SWITCHGATE_CLOSED;
3611 DrawLevelField(x, y);
3616 void OpenTimegate(int x, int y)
3620 if (!MovDelay[x][y]) /* next animation frame */
3621 MovDelay[x][y] = 5 * delay;
3623 if (MovDelay[x][y]) /* wait some time before next frame */
3628 phase = MovDelay[x][y] / delay;
3629 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3630 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_OPEN - phase);
3632 if (!MovDelay[x][y])
3634 Feld[x][y] = EL_TIMEGATE_OPEN;
3635 DrawLevelField(x, y);
3640 void CloseTimegate(int x, int y)
3644 if (!MovDelay[x][y]) /* next animation frame */
3645 MovDelay[x][y] = 5 * delay;
3647 if (MovDelay[x][y]) /* wait some time before next frame */
3652 phase = MovDelay[x][y] / delay;
3653 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3654 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_CLOSED + phase);
3656 if (!MovDelay[x][y])
3658 Feld[x][y] = EL_TIMEGATE_CLOSED;
3659 DrawLevelField(x, y);
3664 static void CloseAllOpenTimegates()
3668 for (y=0; y<lev_fieldy; y++)
3670 for (x=0; x<lev_fieldx; x++)
3672 int element = Feld[x][y];
3674 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
3676 Feld[x][y] = EL_TIMEGATE_CLOSING;
3677 PlaySoundLevel(x, y, SND_OEFFNEN);
3683 void EdelsteinFunkeln(int x, int y)
3685 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
3688 if (Feld[x][y] == EL_EDELSTEIN_BD)
3689 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
3692 if (!MovDelay[x][y]) /* next animation frame */
3693 MovDelay[x][y] = 11 * !SimpleRND(500);
3695 if (MovDelay[x][y]) /* wait some time before next frame */
3699 if (setup.direct_draw && MovDelay[x][y])
3700 SetDrawtoField(DRAW_BUFFERED);
3702 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
3706 int phase = (MovDelay[x][y]-1)/2;
3711 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
3713 if (setup.direct_draw)
3717 dest_x = FX + SCREENX(x)*TILEX;
3718 dest_y = FY + SCREENY(y)*TILEY;
3720 XCopyArea(display, drawto_field, window, gc,
3721 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
3722 SetDrawtoField(DRAW_DIRECT);
3729 void MauerWaechst(int x, int y)
3733 if (!MovDelay[x][y]) /* next animation frame */
3734 MovDelay[x][y] = 3*delay;
3736 if (MovDelay[x][y]) /* wait some time before next frame */
3741 phase = 2-MovDelay[x][y]/delay;
3742 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3743 DrawGraphic(SCREENX(x), SCREENY(y),
3744 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
3745 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
3746 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
3747 GFX_MAUER_DOWN ) + phase);
3749 if (!MovDelay[x][y])
3751 if (MovDir[x][y] == MV_LEFT)
3753 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
3754 DrawLevelField(x-1, y);
3756 else if (MovDir[x][y] == MV_RIGHT)
3758 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
3759 DrawLevelField(x+1, y);
3761 else if (MovDir[x][y] == MV_UP)
3763 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
3764 DrawLevelField(x, y-1);
3768 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
3769 DrawLevelField(x, y+1);
3772 Feld[x][y] = Store[x][y];
3774 MovDir[x][y] = MV_NO_MOVING;
3775 DrawLevelField(x, y);
3780 void MauerAbleger(int ax, int ay)
3782 int element = Feld[ax][ay];
3783 boolean oben_frei = FALSE, unten_frei = FALSE;
3784 boolean links_frei = FALSE, rechts_frei = FALSE;
3785 boolean oben_massiv = FALSE, unten_massiv = FALSE;
3786 boolean links_massiv = FALSE, rechts_massiv = FALSE;
3788 if (!MovDelay[ax][ay]) /* start building new wall */
3789 MovDelay[ax][ay] = 6;
3791 if (MovDelay[ax][ay]) /* wait some time before building new wall */
3794 if (MovDelay[ax][ay])
3798 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
3800 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
3802 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
3804 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
3807 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
3811 Feld[ax][ay-1] = EL_MAUERND;
3812 Store[ax][ay-1] = element;
3813 MovDir[ax][ay-1] = MV_UP;
3814 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
3815 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
3819 Feld[ax][ay+1] = EL_MAUERND;
3820 Store[ax][ay+1] = element;
3821 MovDir[ax][ay+1] = MV_DOWN;
3822 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
3823 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
3827 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
3828 element == EL_MAUER_LEBT)
3832 Feld[ax-1][ay] = EL_MAUERND;
3833 Store[ax-1][ay] = element;
3834 MovDir[ax-1][ay] = MV_LEFT;
3835 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
3836 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
3840 Feld[ax+1][ay] = EL_MAUERND;
3841 Store[ax+1][ay] = element;
3842 MovDir[ax+1][ay] = MV_RIGHT;
3843 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
3844 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
3848 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
3849 DrawLevelField(ax, ay);
3851 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
3853 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
3854 unten_massiv = TRUE;
3855 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
3856 links_massiv = TRUE;
3857 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
3858 rechts_massiv = TRUE;
3860 if (((oben_massiv && unten_massiv) ||
3861 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
3862 ((links_massiv && rechts_massiv) ||
3863 element == EL_MAUER_Y))
3864 Feld[ax][ay] = EL_MAUERWERK;
3867 void CheckForDragon(int x, int y)
3870 boolean dragon_found = FALSE;
3871 static int xy[4][2] =
3883 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3885 if (IN_LEV_FIELD(xx, yy) &&
3886 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
3888 if (Feld[xx][yy] == EL_DRACHE)
3889 dragon_found = TRUE;
3902 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3904 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
3906 Feld[xx][yy] = EL_LEERRAUM;
3907 DrawLevelField(xx, yy);
3916 static void CheckBuggyBase(int x, int y)
3918 int element = Feld[x][y];
3920 if (element == EL_SP_BUG)
3922 if (!MovDelay[x][y]) /* start activating buggy base */
3923 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
3925 if (MovDelay[x][y]) /* wait some time before activating base */
3928 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3929 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
3933 Feld[x][y] = EL_SP_BUG_ACTIVE;
3936 else if (element == EL_SP_BUG_ACTIVE)
3938 if (!MovDelay[x][y]) /* start activating buggy base */
3939 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
3941 if (MovDelay[x][y]) /* wait some time before activating base */
3947 static int xy[4][2] =
3955 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3956 DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
3960 int xx = x + xy[i][0], yy = y + xy[i][1];
3962 if (IS_PLAYER(xx, yy))
3964 PlaySoundLevel(x, y, SND_SP_BUG);
3972 Feld[x][y] = EL_SP_BUG;
3973 DrawLevelField(x, y);
3978 static void DrawBeltAnimation(int x, int y, int element)
3980 int belt_nr = getBeltNrFromElement(element);
3981 int belt_dir = game.belt_dir[belt_nr];
3983 if (belt_dir != MV_NO_MOVING)
3986 int mode = (belt_dir == MV_LEFT ? ANIM_NORMAL : ANIM_REVERSE);
3987 int graphic = el2gfx(element) + (belt_dir == MV_LEFT ? 0 : 7);
3989 DrawGraphicAnimation(x, y, graphic, 8, delay, mode);
3993 static void PlayerActions(struct PlayerInfo *player, byte player_action)
3995 static byte stored_player_action[MAX_PLAYERS];
3996 static int num_stored_actions = 0;
3997 static boolean save_tape_entry = FALSE;
3998 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
3999 int jx = player->jx, jy = player->jy;
4000 int left = player_action & JOY_LEFT;
4001 int right = player_action & JOY_RIGHT;
4002 int up = player_action & JOY_UP;
4003 int down = player_action & JOY_DOWN;
4004 int button1 = player_action & JOY_BUTTON_1;
4005 int button2 = player_action & JOY_BUTTON_2;
4006 int dx = (left ? -1 : right ? 1 : 0);
4007 int dy = (up ? -1 : down ? 1 : 0);
4009 stored_player_action[player->index_nr] = 0;
4010 num_stored_actions++;
4012 if (!player->active || tape.pausing)
4017 save_tape_entry = TRUE;
4018 player->frame_reset_delay = 0;
4021 snapped = SnapField(player, dx, dy);
4025 bombed = PlaceBomb(player);
4026 moved = MoveFigure(player, dx, dy);
4029 if (tape.recording && (moved || snapped || bombed))
4031 if (bombed && !moved)
4032 player_action &= JOY_BUTTON;
4034 stored_player_action[player->index_nr] = player_action;
4036 else if (tape.playing && snapped)
4037 SnapField(player, 0, 0); /* stop snapping */
4041 /* no actions for this player (no input at player's configured device) */
4043 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4044 SnapField(player, 0, 0);
4045 CheckGravityMovement(player);
4047 if (++player->frame_reset_delay > player->move_delay_value)
4051 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
4053 TapeRecordAction(stored_player_action);
4054 num_stored_actions = 0;
4055 save_tape_entry = FALSE;
4058 if (tape.playing && !tape.pausing && !player_action &&
4059 tape.counter < tape.length)
4062 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
4064 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
4065 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
4067 int dx = (next_joy == JOY_LEFT ? -1 : +1);
4069 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
4071 int el = Feld[jx+dx][jy];
4072 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 :
4073 el == EL_BALLOON ? 0 : 10);
4075 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
4077 player->MovDir = next_joy;
4078 player->Frame = FrameCounter % 4;
4079 player->Pushing = TRUE;
4088 static unsigned long action_delay = 0;
4089 unsigned long action_delay_value;
4090 int sieb_x = 0, sieb_y = 0;
4091 int i, x, y, element;
4092 byte *recorded_player_action;
4093 byte summarized_player_action = 0;
4095 if (game_status != PLAYING)
4098 action_delay_value =
4099 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4101 /* ---------- main game synchronization point ---------- */
4103 WaitUntilDelayReached(&action_delay, action_delay_value);
4105 if (network_playing && !network_player_action_received)
4109 printf("DEBUG: try to get network player actions in time\n");
4114 /* last chance to get network player actions without main loop delay */
4118 if (game_status != PLAYING)
4121 if (!network_player_action_received)
4125 printf("DEBUG: failed to get network player actions in time\n");
4137 else if (tape.recording)
4140 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4142 for (i=0; i<MAX_PLAYERS; i++)
4144 summarized_player_action |= stored_player[i].action;
4146 if (!network_playing)
4147 stored_player[i].effective_action = stored_player[i].action;
4151 if (network_playing)
4152 SendToServer_MovePlayer(summarized_player_action);
4155 if (!options.network && !setup.team_mode)
4156 local_player->effective_action = summarized_player_action;
4158 for (i=0; i<MAX_PLAYERS; i++)
4160 int actual_player_action = stored_player[i].effective_action;
4162 if (stored_player[i].programmed_action)
4163 actual_player_action = stored_player[i].programmed_action;
4165 if (recorded_player_action)
4166 actual_player_action = recorded_player_action[i];
4168 PlayerActions(&stored_player[i], actual_player_action);
4169 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4172 network_player_action_received = FALSE;
4174 ScrollScreen(NULL, SCROLL_GO_ON);
4180 if (TimeFrames == 0 && local_player->active)
4182 extern unsigned int last_RND();
4184 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
4185 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
4192 if (GameFrameDelay >= 500)
4193 printf("FrameCounter == %d\n", FrameCounter);
4202 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4205 if (JustStopped[x][y] > 0)
4206 JustStopped[x][y]--;
4209 if (IS_BLOCKED(x, y))
4213 Blocked2Moving(x, y, &oldx, &oldy);
4214 if (!IS_MOVING(oldx, oldy))
4216 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4217 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4218 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4219 printf("GameActions(): This should never happen!\n");
4225 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4227 element = Feld[x][y];
4229 if (IS_INACTIVE(element))
4232 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4236 if (IS_GEM(element))
4237 EdelsteinFunkeln(x, y);
4239 else if (IS_MOVING(x, y))
4240 ContinueMoving(x, y);
4241 else if (IS_ACTIVE_BOMB(element))
4242 CheckDynamite(x, y);
4243 else if (element == EL_EXPLODING)
4244 Explode(x, y, Frame[x][y], EX_NORMAL);
4245 else if (element == EL_AMOEBING)
4246 AmoebeWaechst(x, y);
4247 else if (element == EL_DEAMOEBING)
4248 AmoebeSchrumpft(x, y);
4249 else if (IS_AMOEBALIVE(element))
4250 AmoebeAbleger(x, y);
4251 else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
4253 else if (element == EL_ABLENK_EIN)
4255 else if (element == EL_TIMEGATE_SWITCH_ON)
4256 TimegateWheel(x, y);
4257 else if (element == EL_SALZSAEURE)
4259 else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
4261 else if (element == EL_CRACKINGNUT)
4263 else if (element == EL_AUSGANG_ZU)
4264 AusgangstuerPruefen(x, y);
4265 else if (element == EL_AUSGANG_ACT)
4266 AusgangstuerOeffnen(x, y);
4267 else if (element == EL_AUSGANG_AUF)
4268 AusgangstuerBlinken(x, y);
4269 else if (element == EL_MAUERND)
4271 else if (element == EL_MAUER_LEBT ||
4272 element == EL_MAUER_X ||
4273 element == EL_MAUER_Y ||
4274 element == EL_MAUER_XY)
4276 else if (element == EL_BURNING)
4277 CheckForDragon(x, y);
4278 else if (element == EL_SP_BUG || element == EL_SP_BUG_ACTIVE)
4279 CheckBuggyBase(x, y);
4280 else if (element == EL_SP_TERMINAL)
4281 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL);
4282 else if (element == EL_SP_TERMINAL_ACTIVE)
4283 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
4284 else if (IS_BELT(element))
4285 DrawBeltAnimation(x, y, element);
4286 else if (element == EL_SWITCHGATE_OPENING)
4287 OpenSwitchgate(x, y);
4288 else if (element == EL_SWITCHGATE_CLOSING)
4289 CloseSwitchgate(x, y);
4290 else if (element == EL_TIMEGATE_OPENING)
4292 else if (element == EL_TIMEGATE_CLOSING)
4293 CloseTimegate(x, y);
4294 else if (element == EL_EXTRA_TIME)
4295 DrawGraphicAnimation(x, y, GFX_EXTRA_TIME, 6, 4, ANIM_NORMAL);
4296 else if (element == EL_SHIELD_PASSIVE)
4297 DrawGraphicAnimation(x, y, GFX_SHIELD_PASSIVE, 6, 4, ANIM_NORMAL);
4298 else if (element == EL_SHIELD_ACTIVE)
4299 DrawGraphicAnimation(x, y, GFX_SHIELD_ACTIVE, 6, 4, ANIM_NORMAL);
4301 if (game.magic_wall_active)
4303 boolean sieb = FALSE;
4304 int jx = local_player->jx, jy = local_player->jy;
4306 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL ||
4307 Store[x][y] == EL_SIEB_LEER)
4309 SiebAktivieren(x, y, 1);
4312 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL ||
4313 Store[x][y] == EL_SIEB2_LEER)
4315 SiebAktivieren(x, y, 2);
4319 /* play the element sound at the position nearest to the player */
4320 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
4328 if (game.magic_wall_active)
4330 if (!(game.magic_wall_time_left % 4))
4331 PlaySoundLevel(sieb_x, sieb_y, SND_MIEP);
4333 if (game.magic_wall_time_left > 0)
4335 game.magic_wall_time_left--;
4336 if (!game.magic_wall_time_left)
4338 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4340 element = Feld[x][y];
4342 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL)
4344 Feld[x][y] = EL_SIEB_TOT;
4345 DrawLevelField(x, y);
4347 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL)
4349 Feld[x][y] = EL_SIEB2_TOT;
4350 DrawLevelField(x, y);
4354 game.magic_wall_active = FALSE;
4359 if (game.light_time_left > 0)
4361 game.light_time_left--;
4363 if (game.light_time_left == 0)
4365 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4367 element = Feld[x][y];
4369 if (element == EL_LIGHT_SWITCH_ON)
4371 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
4372 DrawLevelField(x, y);
4374 else if (element == EL_INVISIBLE_STEEL ||
4375 element == EL_UNSICHTBAR ||
4376 element == EL_SAND_INVISIBLE)
4377 DrawLevelField(x, y);
4382 if (game.timegate_time_left > 0)
4384 game.timegate_time_left--;
4386 if (game.timegate_time_left == 0)
4387 CloseAllOpenTimegates();
4390 if (TimeFrames >= (1000 / GameFrameDelay))
4395 for (i=0; i<MAX_PLAYERS; i++)
4397 if (SHIELD_ON(&stored_player[i]))
4399 stored_player[i].shield_passive_time_left--;
4401 if (stored_player[i].shield_active_time_left > 0)
4402 stored_player[i].shield_active_time_left--;
4406 if (tape.recording || tape.playing)
4407 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
4413 if (TimeLeft <= 10 && setup.time_limit)
4414 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
4416 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
4418 if (!TimeLeft && setup.time_limit)
4419 for (i=0; i<MAX_PLAYERS; i++)
4420 KillHero(&stored_player[i]);
4422 else if (level.time == 0) /* level without time limit */
4423 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
4429 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
4431 int min_x = x, min_y = y, max_x = x, max_y = y;
4434 for (i=0; i<MAX_PLAYERS; i++)
4436 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4438 if (!stored_player[i].active || &stored_player[i] == player)
4441 min_x = MIN(min_x, jx);
4442 min_y = MIN(min_y, jy);
4443 max_x = MAX(max_x, jx);
4444 max_y = MAX(max_y, jy);
4447 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
4450 static boolean AllPlayersInVisibleScreen()
4454 for (i=0; i<MAX_PLAYERS; i++)
4456 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4458 if (!stored_player[i].active)
4461 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
4468 void ScrollLevel(int dx, int dy)
4470 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
4473 XCopyArea(display, drawto_field, drawto_field, gc,
4474 FX + TILEX*(dx == -1) - softscroll_offset,
4475 FY + TILEY*(dy == -1) - softscroll_offset,
4476 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
4477 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
4478 FX + TILEX*(dx == 1) - softscroll_offset,
4479 FY + TILEY*(dy == 1) - softscroll_offset);
4483 x = (dx == 1 ? BX1 : BX2);
4484 for (y=BY1; y<=BY2; y++)
4485 DrawScreenField(x, y);
4489 y = (dy == 1 ? BY1 : BY2);
4490 for (x=BX1; x<=BX2; x++)
4491 DrawScreenField(x, y);
4494 redraw_mask |= REDRAW_FIELD;
4497 static void CheckGravityMovement(struct PlayerInfo *player)
4499 if (level.gravity && !player->programmed_action)
4501 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
4502 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
4504 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
4505 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
4506 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
4507 int jx = player->jx, jy = player->jy;
4508 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
4509 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
4510 int new_jx = jx + dx, new_jy = jy + dy;
4511 boolean field_under_player_is_free =
4512 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
4513 boolean player_is_moving_to_valid_field =
4514 (IN_LEV_FIELD(new_jx, new_jy) &&
4515 (Feld[new_jx][new_jy] == EL_SP_BASE ||
4516 Feld[new_jx][new_jy] == EL_ERDREICH));
4518 if (field_under_player_is_free && !player_is_moving_to_valid_field)
4519 player->programmed_action = MV_DOWN;
4523 boolean MoveFigureOneStep(struct PlayerInfo *player,
4524 int dx, int dy, int real_dx, int real_dy)
4526 int jx = player->jx, jy = player->jy;
4527 int new_jx = jx+dx, new_jy = jy+dy;
4531 if (!player->active || (!dx && !dy))
4532 return MF_NO_ACTION;
4534 player->MovDir = (dx < 0 ? MV_LEFT :
4537 dy > 0 ? MV_DOWN : MV_NO_MOVING);
4539 if (!IN_LEV_FIELD(new_jx, new_jy))
4540 return MF_NO_ACTION;
4542 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
4543 return MF_NO_ACTION;
4546 element = MovingOrBlocked2Element(new_jx, new_jy);
4548 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
4551 if (DONT_GO_TO(element))
4553 if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
4556 Feld[jx][jy] = EL_SPIELFIGUR;
4557 InitMovingField(jx, jy, MV_DOWN);
4558 Store[jx][jy] = EL_SALZSAEURE;
4559 ContinueMoving(jx, jy);
4565 TestIfBadThingHitsHero(new_jx, new_jy);
4567 if (player->shield_time_left == 0)
4575 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
4576 if (can_move != MF_MOVING)
4579 StorePlayer[jx][jy] = 0;
4580 player->last_jx = jx;
4581 player->last_jy = jy;
4582 jx = player->jx = new_jx;
4583 jy = player->jy = new_jy;
4584 StorePlayer[jx][jy] = player->element_nr;
4587 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
4589 ScrollFigure(player, SCROLL_INIT);
4594 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
4596 int jx = player->jx, jy = player->jy;
4597 int old_jx = jx, old_jy = jy;
4598 int moved = MF_NO_ACTION;
4600 if (!player->active || (!dx && !dy))
4603 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
4607 /* remove the last programmed player action */
4608 player->programmed_action = 0;
4612 /* should only happen if pre-1.2 tape recordings are played */
4613 /* this is only for backward compatibility */
4615 int original_move_delay_value = player->move_delay_value;
4618 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
4621 /* scroll remaining steps with finest movement resolution */
4622 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
4624 while (player->MovPos)
4626 ScrollFigure(player, SCROLL_GO_ON);
4627 ScrollScreen(NULL, SCROLL_GO_ON);
4633 player->move_delay_value = original_move_delay_value;
4636 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
4638 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
4639 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
4643 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
4644 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
4650 if (moved & MF_MOVING && !ScreenMovPos &&
4651 (player == local_player || !options.network))
4653 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
4654 int offset = (setup.scroll_delay ? 3 : 0);
4656 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
4658 /* actual player has left the screen -- scroll in that direction */
4659 if (jx != old_jx) /* player has moved horizontally */
4660 scroll_x += (jx - old_jx);
4661 else /* player has moved vertically */
4662 scroll_y += (jy - old_jy);
4666 if (jx != old_jx) /* player has moved horizontally */
4668 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
4669 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
4670 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
4672 /* don't scroll over playfield boundaries */
4673 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
4674 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
4676 /* don't scroll more than one field at a time */
4677 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
4679 /* don't scroll against the player's moving direction */
4680 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
4681 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
4682 scroll_x = old_scroll_x;
4684 else /* player has moved vertically */
4686 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
4687 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
4688 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
4690 /* don't scroll over playfield boundaries */
4691 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
4692 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
4694 /* don't scroll more than one field at a time */
4695 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
4697 /* don't scroll against the player's moving direction */
4698 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
4699 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
4700 scroll_y = old_scroll_y;
4704 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
4706 if (!options.network && !AllPlayersInVisibleScreen())
4708 scroll_x = old_scroll_x;
4709 scroll_y = old_scroll_y;
4713 ScrollScreen(player, SCROLL_INIT);
4714 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
4719 if (!(moved & MF_MOVING) && !player->Pushing)
4722 player->Frame = (player->Frame + 1) % 4;
4724 if (moved & MF_MOVING)
4726 if (old_jx != jx && old_jy == jy)
4727 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
4728 else if (old_jx == jx && old_jy != jy)
4729 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
4731 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
4733 player->last_move_dir = player->MovDir;
4737 CheckGravityMovement(player);
4739 player->last_move_dir = MV_NO_MOVING;
4742 TestIfHeroHitsBadThing(jx, jy);
4744 if (!player->active)
4750 void ScrollFigure(struct PlayerInfo *player, int mode)
4752 int jx = player->jx, jy = player->jy;
4753 int last_jx = player->last_jx, last_jy = player->last_jy;
4754 int move_stepsize = TILEX / player->move_delay_value;
4756 if (!player->active || !player->MovPos)
4759 if (mode == SCROLL_INIT)
4761 player->actual_frame_counter = FrameCounter;
4762 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
4764 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
4765 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
4770 else if (!FrameReached(&player->actual_frame_counter, 1))
4773 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
4774 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
4776 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
4777 Feld[last_jx][last_jy] = EL_LEERRAUM;
4779 /* before DrawPlayer() to draw correct player graphic for this case */
4780 if (player->MovPos == 0)
4781 CheckGravityMovement(player);
4785 if (player->MovPos == 0)
4787 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
4789 /* continue with normal speed after quickly moving through gate */
4790 HALVE_PLAYER_SPEED(player);
4792 /* be able to make the next move without delay */
4793 player->move_delay = 0;
4796 player->last_jx = jx;
4797 player->last_jy = jy;
4799 if (Feld[jx][jy] == EL_AUSGANG_AUF)
4803 if (!local_player->friends_still_needed)
4804 player->LevelSolved = player->GameOver = TRUE;
4809 void ScrollScreen(struct PlayerInfo *player, int mode)
4811 static unsigned long screen_frame_counter = 0;
4813 if (mode == SCROLL_INIT)
4815 /* set scrolling step size according to actual player's moving speed */
4816 ScrollStepSize = TILEX / player->move_delay_value;
4818 screen_frame_counter = FrameCounter;
4819 ScreenMovDir = player->MovDir;
4820 ScreenMovPos = player->MovPos;
4821 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
4824 else if (!FrameReached(&screen_frame_counter, 1))
4829 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
4830 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
4831 redraw_mask |= REDRAW_FIELD;
4834 ScreenMovDir = MV_NO_MOVING;
4837 void TestIfGoodThingHitsBadThing(int goodx, int goody)
4839 int i, killx = goodx, killy = goody;
4840 static int xy[4][2] =
4847 static int harmless[4] =
4859 x = goodx + xy[i][0];
4860 y = goody + xy[i][1];
4861 if (!IN_LEV_FIELD(x, y))
4865 element = Feld[x][y];
4867 element = MovingOrBlocked2ElementIfNotLeaving(x, y);
4870 if (DONT_TOUCH(element))
4872 if (MovDir[x][y] == harmless[i])
4881 if (killx != goodx || killy != goody)
4883 if (IS_PLAYER(goodx, goody))
4885 struct PlayerInfo *player = PLAYERINFO(goodx, goody);
4887 if (player->shield_active_time_left > 0)
4889 else if (player->shield_passive_time_left == 0)
4897 void TestIfBadThingHitsGoodThing(int badx, int bady)
4899 int i, killx = badx, killy = bady;
4900 static int xy[4][2] =
4907 static int harmless[4] =
4915 if (Feld[badx][bady] == EL_EXPLODING) /* skip just exploding bad things */
4922 x = badx + xy[i][0];
4923 y = bady + xy[i][1];
4924 if (!IN_LEV_FIELD(x, y))
4927 element = Feld[x][y];
4929 if (IS_PLAYER(x, y))
4935 else if (element == EL_PINGUIN)
4937 if (MovDir[x][y] == harmless[i] && IS_MOVING(x, y))
4946 if (killx != badx || killy != bady)
4948 if (IS_PLAYER(killx, killy))
4950 struct PlayerInfo *player = PLAYERINFO(killx, killy);
4952 if (player->shield_active_time_left > 0)
4954 else if (player->shield_passive_time_left == 0)
4962 void TestIfHeroHitsBadThing(int x, int y)
4964 TestIfGoodThingHitsBadThing(x, y);
4967 void TestIfBadThingHitsHero(int x, int y)
4969 TestIfBadThingHitsGoodThing(x, y);
4972 void TestIfFriendHitsBadThing(int x, int y)
4974 TestIfGoodThingHitsBadThing(x, y);
4977 void TestIfBadThingHitsFriend(int x, int y)
4979 TestIfBadThingHitsGoodThing(x, y);
4982 void TestIfBadThingHitsOtherBadThing(int badx, int bady)
4984 int i, killx = badx, killy = bady;
4985 static int xy[4][2] =
4999 if (!IN_LEV_FIELD(x, y))
5002 element = Feld[x][y];
5003 if (IS_AMOEBOID(element) || element == EL_LIFE ||
5004 element == EL_AMOEBING || element == EL_TROPFEN)
5012 if (killx != badx || killy != bady)
5016 void KillHero(struct PlayerInfo *player)
5018 int jx = player->jx, jy = player->jy;
5020 if (!player->active)
5023 if (IS_PFORTE(Feld[jx][jy]))
5024 Feld[jx][jy] = EL_LEERRAUM;
5026 /* deactivate shield (else Bang()/Explode() would not work right) */
5027 player->shield_passive_time_left = 0;
5028 player->shield_active_time_left = 0;
5034 static void KillHeroUnlessShield(struct PlayerInfo *player)
5036 if (!SHIELD_ON(player))
5040 void BuryHero(struct PlayerInfo *player)
5042 int jx = player->jx, jy = player->jy;
5044 if (!player->active)
5047 PlaySoundLevel(jx, jy, SND_AUTSCH);
5048 PlaySoundLevel(jx, jy, SND_LACHEN);
5050 player->GameOver = TRUE;
5054 void RemoveHero(struct PlayerInfo *player)
5056 int jx = player->jx, jy = player->jy;
5057 int i, found = FALSE;
5059 player->present = FALSE;
5060 player->active = FALSE;
5062 StorePlayer[jx][jy] = 0;
5064 for (i=0; i<MAX_PLAYERS; i++)
5065 if (stored_player[i].active)
5069 AllPlayersGone = TRUE;
5075 int DigField(struct PlayerInfo *player,
5076 int x, int y, int real_dx, int real_dy, int mode)
5078 int jx = player->jx, jy = player->jy;
5079 int dx = x - jx, dy = y - jy;
5080 int move_direction = (dx == -1 ? MV_LEFT :
5081 dx == +1 ? MV_RIGHT :
5083 dy == +1 ? MV_DOWN : MV_NO_MOVING);
5086 if (!player->MovPos)
5087 player->Pushing = FALSE;
5089 if (mode == DF_NO_PUSH)
5091 player->Switching = FALSE;
5092 player->push_delay = 0;
5093 return MF_NO_ACTION;
5096 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
5097 return MF_NO_ACTION;
5099 element = Feld[x][y];
5104 PlaySoundLevel(x, y, SND_EMPTY);
5108 case EL_SAND_INVISIBLE:
5109 Feld[x][y] = EL_LEERRAUM;
5110 PlaySoundLevel(x, y, SND_SCHLURF);
5115 Feld[x][y] = EL_LEERRAUM;
5116 PlaySoundLevel(x, y, SND_SP_BASE);
5120 case EL_EDELSTEIN_BD:
5121 case EL_EDELSTEIN_GELB:
5122 case EL_EDELSTEIN_ROT:
5123 case EL_EDELSTEIN_LILA:
5125 case EL_SP_INFOTRON:
5127 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 : 1);
5128 if (local_player->gems_still_needed < 0)
5129 local_player->gems_still_needed = 0;
5130 RaiseScoreElement(element);
5131 DrawText(DX_EMERALDS, DY_EMERALDS,
5132 int2str(local_player->gems_still_needed, 3),
5133 FS_SMALL, FC_YELLOW);
5134 if (element == EL_SP_INFOTRON)
5135 PlaySoundLevel(x, y, SND_SP_INFOTRON);
5137 PlaySoundLevel(x, y, SND_PONG);
5142 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
5143 PlaySoundLevel(x, y, SND_PONG);
5147 Feld[x][y] = EL_LEERRAUM;
5148 PlaySoundLevel(x, y, SND_PONG);
5156 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5158 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
5161 case EL_SHIELD_PASSIVE:
5163 player->shield_passive_time_left += 10;
5164 PlaySoundLevel(x, y, SND_PONG);
5167 case EL_SHIELD_ACTIVE:
5169 player->shield_passive_time_left += 10;
5170 player->shield_active_time_left += 10;
5171 PlaySoundLevel(x, y, SND_PONG);
5174 case EL_DYNAMITE_INACTIVE:
5175 case EL_SP_DISK_RED:
5178 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5179 DrawText(DX_DYNAMITE, DY_DYNAMITE,
5180 int2str(local_player->dynamite, 3),
5181 FS_SMALL, FC_YELLOW);
5182 if (element == EL_SP_DISK_RED)
5183 PlaySoundLevel(x, y, SND_SP_INFOTRON);
5185 PlaySoundLevel(x, y, SND_PONG);
5188 case EL_DYNABOMB_NR:
5190 player->dynabomb_count++;
5191 player->dynabombs_left++;
5192 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5193 PlaySoundLevel(x, y, SND_PONG);
5196 case EL_DYNABOMB_SZ:
5198 player->dynabomb_size++;
5199 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5200 PlaySoundLevel(x, y, SND_PONG);
5203 case EL_DYNABOMB_XL:
5205 player->dynabomb_xl = TRUE;
5206 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5207 PlaySoundLevel(x, y, SND_PONG);
5210 case EL_SCHLUESSEL1:
5211 case EL_SCHLUESSEL2:
5212 case EL_SCHLUESSEL3:
5213 case EL_SCHLUESSEL4:
5215 int key_nr = element - EL_SCHLUESSEL1;
5218 player->key[key_nr] = TRUE;
5219 RaiseScoreElement(EL_SCHLUESSEL);
5220 DrawMiniGraphicExt(drawto, gc,
5221 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
5222 GFX_SCHLUESSEL1+key_nr);
5223 DrawMiniGraphicExt(window, gc,
5224 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
5225 GFX_SCHLUESSEL1+key_nr);
5226 PlaySoundLevel(x, y, SND_PONG);
5235 int key_nr = element - EL_EM_KEY_1;
5238 player->key[key_nr] = TRUE;
5239 RaiseScoreElement(EL_SCHLUESSEL);
5240 DrawMiniGraphicExt(drawto, gc,
5241 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
5242 GFX_SCHLUESSEL1+key_nr);
5243 DrawMiniGraphicExt(window, gc,
5244 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
5245 GFX_SCHLUESSEL1+key_nr);
5246 PlaySoundLevel(x, y, SND_PONG);
5251 Feld[x][y] = EL_ABLENK_EIN;
5254 DrawLevelField(x, y);
5258 case EL_SP_TERMINAL:
5262 for (yy=0; yy<lev_fieldy; yy++)
5264 for (xx=0; xx<lev_fieldx; xx++)
5266 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
5268 else if (Feld[xx][yy] == EL_SP_TERMINAL)
5269 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
5277 case EL_BELT1_SWITCH_LEFT:
5278 case EL_BELT1_SWITCH_MIDDLE:
5279 case EL_BELT1_SWITCH_RIGHT:
5280 case EL_BELT2_SWITCH_LEFT:
5281 case EL_BELT2_SWITCH_MIDDLE:
5282 case EL_BELT2_SWITCH_RIGHT:
5283 case EL_BELT3_SWITCH_LEFT:
5284 case EL_BELT3_SWITCH_MIDDLE:
5285 case EL_BELT3_SWITCH_RIGHT:
5286 case EL_BELT4_SWITCH_LEFT:
5287 case EL_BELT4_SWITCH_MIDDLE:
5288 case EL_BELT4_SWITCH_RIGHT:
5289 if (!player->Switching)
5291 player->Switching = TRUE;
5292 ToggleBeltSwitch(x, y);
5297 case EL_SWITCHGATE_SWITCH_1:
5298 case EL_SWITCHGATE_SWITCH_2:
5299 if (!player->Switching)
5301 player->Switching = TRUE;
5302 ToggleSwitchgateSwitch(x, y);
5307 case EL_LIGHT_SWITCH_OFF:
5308 case EL_LIGHT_SWITCH_ON:
5309 if (!player->Switching)
5311 player->Switching = TRUE;
5312 ToggleLightSwitch(x, y);
5317 case EL_TIMEGATE_SWITCH_OFF:
5318 ActivateTimegateSwitch(x, y);
5323 case EL_BALLOON_SEND_LEFT:
5324 case EL_BALLOON_SEND_RIGHT:
5325 case EL_BALLOON_SEND_UP:
5326 case EL_BALLOON_SEND_DOWN:
5327 case EL_BALLOON_SEND_ANY:
5328 if (element == EL_BALLOON_SEND_ANY)
5329 game.balloon_dir = move_direction;
5331 game.balloon_dir = (element == EL_BALLOON_SEND_LEFT ? MV_LEFT :
5332 element == EL_BALLOON_SEND_RIGHT ? MV_RIGHT :
5333 element == EL_BALLOON_SEND_UP ? MV_UP :
5334 element == EL_BALLOON_SEND_DOWN ? MV_DOWN :
5341 if (local_player->gems_still_needed > 0)
5342 return MF_NO_ACTION;
5344 player->LevelSolved = player->GameOver = TRUE;
5345 PlaySoundStereo(SND_SP_EXIT, PSND_MAX_RIGHT);
5348 case EL_FELSBROCKEN:
5353 case EL_SP_DISK_ORANGE:
5354 if (dy || mode == DF_SNAP)
5355 return MF_NO_ACTION;
5357 player->Pushing = TRUE;
5359 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
5360 return MF_NO_ACTION;
5364 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
5365 return MF_NO_ACTION;
5368 if (player->push_delay == 0)
5369 player->push_delay = FrameCounter;
5370 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
5372 return MF_NO_ACTION;
5375 Feld[x+dx][y+dy] = element;
5377 player->push_delay_value = 2+RND(8);
5379 DrawLevelField(x+dx, y+dy);
5380 if (element == EL_FELSBROCKEN)
5381 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
5382 else if (element == EL_KOKOSNUSS)
5383 PlaySoundLevel(x+dx, y+dy, SND_KNURK);
5384 else if (IS_SP_ELEMENT(element))
5385 PlaySoundLevel(x+dx, y+dy, SND_SP_ZONKPUSH);
5387 PlaySoundLevel(x+dx, y+dy, SND_PUSCH); /* better than "SND_KLOPF" */
5394 if (!player->key[element - EL_PFORTE1])
5395 return MF_NO_ACTION;
5402 if (!player->key[element - EL_PFORTE1X])
5403 return MF_NO_ACTION;
5410 if (!player->key[element - EL_EM_GATE_1])
5411 return MF_NO_ACTION;
5412 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5413 return MF_NO_ACTION;
5415 /* automatically move to the next field with double speed */
5416 player->programmed_action = move_direction;
5417 DOUBLE_PLAYER_SPEED(player);
5419 PlaySoundLevel(x, y, SND_GATE);
5427 if (!player->key[element - EL_EM_GATE_1X])
5428 return MF_NO_ACTION;
5429 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5430 return MF_NO_ACTION;
5432 /* automatically move to the next field with double speed */
5433 player->programmed_action = move_direction;
5434 DOUBLE_PLAYER_SPEED(player);
5436 PlaySoundLevel(x, y, SND_GATE);
5440 case EL_SWITCHGATE_OPEN:
5441 case EL_TIMEGATE_OPEN:
5442 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5443 return MF_NO_ACTION;
5445 /* automatically move to the next field with double speed */
5446 player->programmed_action = move_direction;
5447 DOUBLE_PLAYER_SPEED(player);
5449 PlaySoundLevel(x, y, SND_GATE);
5453 case EL_SP_PORT1_LEFT:
5454 case EL_SP_PORT2_LEFT:
5455 case EL_SP_PORT1_RIGHT:
5456 case EL_SP_PORT2_RIGHT:
5457 case EL_SP_PORT1_UP:
5458 case EL_SP_PORT2_UP:
5459 case EL_SP_PORT1_DOWN:
5460 case EL_SP_PORT2_DOWN:
5465 element != EL_SP_PORT1_LEFT &&
5466 element != EL_SP_PORT2_LEFT &&
5467 element != EL_SP_PORT_X &&
5468 element != EL_SP_PORT_XY) ||
5470 element != EL_SP_PORT1_RIGHT &&
5471 element != EL_SP_PORT2_RIGHT &&
5472 element != EL_SP_PORT_X &&
5473 element != EL_SP_PORT_XY) ||
5475 element != EL_SP_PORT1_UP &&
5476 element != EL_SP_PORT2_UP &&
5477 element != EL_SP_PORT_Y &&
5478 element != EL_SP_PORT_XY) ||
5480 element != EL_SP_PORT1_DOWN &&
5481 element != EL_SP_PORT2_DOWN &&
5482 element != EL_SP_PORT_Y &&
5483 element != EL_SP_PORT_XY) ||
5484 !IN_LEV_FIELD(x + dx, y + dy) ||
5485 !IS_FREE(x + dx, y + dy))
5486 return MF_NO_ACTION;
5488 /* automatically move to the next field with double speed */
5489 player->programmed_action = move_direction;
5490 DOUBLE_PLAYER_SPEED(player);
5492 PlaySoundLevel(x, y, SND_GATE);
5497 case EL_AUSGANG_ACT:
5498 /* door is not (yet) open */
5499 return MF_NO_ACTION;
5502 case EL_AUSGANG_AUF:
5503 if (mode == DF_SNAP)
5504 return MF_NO_ACTION;
5506 PlaySoundLevel(x, y, SND_BUING);
5511 Feld[x][y] = EL_BIRNE_EIN;
5512 local_player->lights_still_needed--;
5513 DrawLevelField(x, y);
5514 PlaySoundLevel(x, y, SND_DENG);
5519 Feld[x][y] = EL_ZEIT_LEER;
5521 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5522 DrawLevelField(x, y);
5523 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
5527 case EL_SOKOBAN_FELD_LEER:
5530 case EL_SOKOBAN_FELD_VOLL:
5531 case EL_SOKOBAN_OBJEKT:
5533 case EL_SP_DISK_YELLOW:
5535 if (mode == DF_SNAP)
5536 return MF_NO_ACTION;
5538 player->Pushing = TRUE;
5540 if (!IN_LEV_FIELD(x+dx, y+dy)
5541 || (!IS_FREE(x+dx, y+dy)
5542 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
5543 || !IS_SB_ELEMENT(element))))
5544 return MF_NO_ACTION;
5548 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
5549 return MF_NO_ACTION;
5551 else if (dy && real_dx)
5553 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
5554 return MF_NO_ACTION;
5557 if (player->push_delay == 0)
5558 player->push_delay = FrameCounter;
5559 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
5560 !tape.playing && element != EL_BALLOON)
5561 return MF_NO_ACTION;
5563 if (IS_SB_ELEMENT(element))
5565 if (element == EL_SOKOBAN_FELD_VOLL)
5567 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
5568 local_player->sokobanfields_still_needed++;
5573 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
5575 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
5576 local_player->sokobanfields_still_needed--;
5577 if (element == EL_SOKOBAN_OBJEKT)
5578 PlaySoundLevel(x, y, SND_DENG);
5581 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
5586 Feld[x+dx][y+dy] = element;
5589 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
5591 DrawLevelField(x, y);
5592 DrawLevelField(x+dx, y+dy);
5593 if (element == EL_BALLOON)
5594 PlaySoundLevel(x+dx, y+dy, SND_SCHLURF);
5596 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
5598 if (IS_SB_ELEMENT(element) &&
5599 local_player->sokobanfields_still_needed == 0 &&
5600 game.emulation == EMU_SOKOBAN)
5602 player->LevelSolved = player->GameOver = TRUE;
5603 PlaySoundLevel(x, y, SND_BUING);
5614 return MF_NO_ACTION;
5617 player->push_delay = 0;
5622 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
5624 int jx = player->jx, jy = player->jy;
5625 int x = jx + dx, y = jy + dy;
5627 if (!player->active || !IN_LEV_FIELD(x, y))
5635 player->snapped = FALSE;
5639 if (player->snapped)
5642 player->MovDir = (dx < 0 ? MV_LEFT :
5645 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5647 if (!DigField(player, x, y, 0, 0, DF_SNAP))
5650 player->snapped = TRUE;
5651 DrawLevelField(x, y);
5657 boolean PlaceBomb(struct PlayerInfo *player)
5659 int jx = player->jx, jy = player->jy;
5662 if (!player->active || player->MovPos)
5665 element = Feld[jx][jy];
5667 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
5668 IS_ACTIVE_BOMB(element) || element == EL_EXPLODING)
5671 if (element != EL_LEERRAUM)
5672 Store[jx][jy] = element;
5674 if (player->dynamite)
5676 Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
5677 MovDelay[jx][jy] = 96;
5679 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
5680 FS_SMALL, FC_YELLOW);
5681 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
5683 if (game.emulation == EMU_SUPAPLEX)
5684 DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
5686 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
5691 Feld[jx][jy] = EL_DYNABOMB_ACTIVE_1 + (player->element_nr - EL_SPIELER1);
5692 MovDelay[jx][jy] = 96;
5693 player->dynabombs_left--;
5694 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
5695 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
5701 void PlaySoundLevel(int x, int y, int sound_nr)
5703 int sx = SCREENX(x), sy = SCREENY(y);
5705 int silence_distance = 8;
5707 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) ||
5708 (!setup.sound_loops && IS_LOOP_SOUND(sound_nr)))
5711 if (!IN_LEV_FIELD(x, y) ||
5712 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
5713 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
5716 volume = PSND_MAX_VOLUME;
5719 stereo = (sx - SCR_FIELDX/2) * 12;
5721 stereo = PSND_MIDDLE + (2 * sx - (SCR_FIELDX - 1)) * 5;
5722 if (stereo > PSND_MAX_RIGHT)
5723 stereo = PSND_MAX_RIGHT;
5724 if (stereo < PSND_MAX_LEFT)
5725 stereo = PSND_MAX_LEFT;
5728 if (!IN_SCR_FIELD(sx, sy))
5730 int dx = ABS(sx - SCR_FIELDX/2) - SCR_FIELDX/2;
5731 int dy = ABS(sy - SCR_FIELDY/2) - SCR_FIELDY/2;
5733 volume -= volume * (dx > dy ? dx : dy) / silence_distance;
5736 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
5739 void RaiseScore(int value)
5741 local_player->score += value;
5742 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
5743 FS_SMALL, FC_YELLOW);
5746 void RaiseScoreElement(int element)
5751 case EL_EDELSTEIN_BD:
5752 case EL_EDELSTEIN_GELB:
5753 case EL_EDELSTEIN_ROT:
5754 case EL_EDELSTEIN_LILA:
5755 RaiseScore(level.score[SC_EDELSTEIN]);
5758 RaiseScore(level.score[SC_DIAMANT]);
5762 RaiseScore(level.score[SC_KAEFER]);
5766 RaiseScore(level.score[SC_FLIEGER]);
5770 RaiseScore(level.score[SC_MAMPFER]);
5773 RaiseScore(level.score[SC_ROBOT]);
5776 RaiseScore(level.score[SC_PACMAN]);
5779 RaiseScore(level.score[SC_KOKOSNUSS]);
5781 case EL_DYNAMITE_INACTIVE:
5782 RaiseScore(level.score[SC_DYNAMIT]);
5785 RaiseScore(level.score[SC_SCHLUESSEL]);
5792 /* ---------- new game button stuff ---------------------------------------- */
5794 /* graphic position values for game buttons */
5795 #define GAME_BUTTON_XSIZE 30
5796 #define GAME_BUTTON_YSIZE 30
5797 #define GAME_BUTTON_XPOS 5
5798 #define GAME_BUTTON_YPOS 215
5799 #define SOUND_BUTTON_XPOS 5
5800 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
5802 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
5803 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
5804 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
5805 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
5806 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
5807 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
5814 } gamebutton_info[NUM_GAME_BUTTONS] =
5817 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
5822 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
5827 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
5832 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
5833 SOUND_CTRL_ID_MUSIC,
5834 "background music on/off"
5837 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
5838 SOUND_CTRL_ID_LOOPS,
5839 "sound loops on/off"
5842 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
5843 SOUND_CTRL_ID_SIMPLE,
5844 "normal sounds on/off"
5848 void CreateGameButtons()
5852 for (i=0; i<NUM_GAME_BUTTONS; i++)
5854 Pixmap gd_pixmap = pix[PIX_DOOR];
5855 struct GadgetInfo *gi;
5858 unsigned long event_mask;
5859 int gd_xoffset, gd_yoffset;
5860 int gd_x1, gd_x2, gd_y1, gd_y2;
5863 gd_xoffset = gamebutton_info[i].x;
5864 gd_yoffset = gamebutton_info[i].y;
5865 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
5866 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
5868 if (id == GAME_CTRL_ID_STOP ||
5869 id == GAME_CTRL_ID_PAUSE ||
5870 id == GAME_CTRL_ID_PLAY)
5872 button_type = GD_TYPE_NORMAL_BUTTON;
5874 event_mask = GD_EVENT_RELEASED;
5875 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
5876 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
5880 button_type = GD_TYPE_CHECK_BUTTON;
5882 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
5883 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
5884 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
5885 event_mask = GD_EVENT_PRESSED;
5886 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
5887 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
5890 gi = CreateGadget(GDI_CUSTOM_ID, id,
5891 GDI_INFO_TEXT, gamebutton_info[i].infotext,
5892 GDI_X, DX + gd_xoffset,
5893 GDI_Y, DY + gd_yoffset,
5894 GDI_WIDTH, GAME_BUTTON_XSIZE,
5895 GDI_HEIGHT, GAME_BUTTON_YSIZE,
5896 GDI_TYPE, button_type,
5897 GDI_STATE, GD_BUTTON_UNPRESSED,
5898 GDI_CHECKED, checked,
5899 GDI_DESIGN_UNPRESSED, gd_pixmap, gd_x1, gd_y1,
5900 GDI_DESIGN_PRESSED, gd_pixmap, gd_x2, gd_y1,
5901 GDI_ALT_DESIGN_UNPRESSED, gd_pixmap, gd_x1, gd_y2,
5902 GDI_ALT_DESIGN_PRESSED, gd_pixmap, gd_x2, gd_y2,
5903 GDI_EVENT_MASK, event_mask,
5904 GDI_CALLBACK_ACTION, HandleGameButtons,
5908 Error(ERR_EXIT, "cannot create gadget");
5910 game_gadget[id] = gi;
5914 static void MapGameButtons()
5918 for (i=0; i<NUM_GAME_BUTTONS; i++)
5919 MapGadget(game_gadget[i]);
5922 void UnmapGameButtons()
5926 for (i=0; i<NUM_GAME_BUTTONS; i++)
5927 UnmapGadget(game_gadget[i]);
5930 static void HandleGameButtons(struct GadgetInfo *gi)
5932 int id = gi->custom_id;
5934 if (game_status != PLAYING)
5939 case GAME_CTRL_ID_STOP:
5942 CloseDoor(DOOR_CLOSE_1);
5943 game_status = MAINMENU;
5948 if (level_editor_test_game ||
5949 Request("Do you really want to quit the game ?",
5950 REQ_ASK | REQ_STAY_CLOSED))
5953 if (options.network)
5954 SendToServer_StopPlaying();
5958 game_status = MAINMENU;
5963 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
5966 case GAME_CTRL_ID_PAUSE:
5967 if (options.network)
5971 SendToServer_ContinuePlaying();
5973 SendToServer_PausePlaying();
5980 case GAME_CTRL_ID_PLAY:
5984 if (options.network)
5985 SendToServer_ContinuePlaying();
5989 tape.pausing = FALSE;
5990 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
5995 case SOUND_CTRL_ID_MUSIC:
5996 if (setup.sound_music)
5998 setup.sound_music = FALSE;
5999 FadeSound(background_loop[level_nr % num_bg_loops]);
6001 else if (sound_loops_allowed)
6003 setup.sound = setup.sound_music = TRUE;
6004 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
6008 case SOUND_CTRL_ID_LOOPS:
6009 if (setup.sound_loops)
6010 setup.sound_loops = FALSE;
6011 else if (sound_loops_allowed)
6012 setup.sound = setup.sound_loops = TRUE;
6015 case SOUND_CTRL_ID_SIMPLE:
6016 if (setup.sound_simple)
6017 setup.sound_simple = FALSE;
6018 else if (sound_status==SOUND_AVAILABLE)
6019 setup.sound = setup.sound_simple = TRUE;