1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MoveFigure() */
36 #define MF_NO_ACTION 0
40 /* for ScrollFigure() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_NO_EXPLOSION 0
51 /* special positions in the game control window (relative to control window) */
54 #define XX_EMERALDS 29
55 #define YY_EMERALDS 54
56 #define XX_DYNAMITE 29
57 #define YY_DYNAMITE 89
65 /* special positions in the game control window (relative to main window) */
66 #define DX_LEVEL (DX + XX_LEVEL)
67 #define DY_LEVEL (DY + YY_LEVEL)
68 #define DX_EMERALDS (DX + XX_EMERALDS)
69 #define DY_EMERALDS (DY + YY_EMERALDS)
70 #define DX_DYNAMITE (DX + XX_DYNAMITE)
71 #define DY_DYNAMITE (DY + YY_DYNAMITE)
72 #define DX_KEYS (DX + XX_KEYS)
73 #define DY_KEYS (DY + YY_KEYS)
74 #define DX_SCORE (DX + XX_SCORE)
75 #define DY_SCORE (DY + YY_SCORE)
76 #define DX_TIME (DX + XX_TIME)
77 #define DY_TIME (DY + YY_TIME)
79 /* values for initial player move delay (initial delay counter value) */
80 #define INITIAL_MOVE_DELAY_OFF -1
81 #define INITIAL_MOVE_DELAY_ON 0
83 /* values for player movement speed (which is in fact a delay value) */
84 #define MOVE_DELAY_NORMAL_SPEED 8
85 #define MOVE_DELAY_HIGH_SPEED 4
87 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
88 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
89 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
90 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
92 /* game button identifiers */
93 #define GAME_CTRL_ID_STOP 0
94 #define GAME_CTRL_ID_PAUSE 1
95 #define GAME_CTRL_ID_PLAY 2
96 #define SOUND_CTRL_ID_MUSIC 3
97 #define SOUND_CTRL_ID_LOOPS 4
98 #define SOUND_CTRL_ID_SIMPLE 5
100 #define NUM_GAME_BUTTONS 6
102 /* forward declaration for internal use */
103 static void CloseAllOpenTimegates(void);
104 static void CheckGravityMovement(struct PlayerInfo *);
105 static void KillHeroUnlessProtected(int, int);
107 void PlaySoundLevel(int, int, int);
108 void PlaySoundLevelAction(int, int, int);
109 void PlaySoundLevelElementAction(int, int, int, int);
111 static void MapGameButtons();
112 static void HandleGameButtons(struct GadgetInfo *);
114 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
116 #define SND_ACTION_UNKNOWN 0
117 #define SND_ACTION_WAITING 1
118 #define SND_ACTION_MOVING 2
119 #define SND_ACTION_DIGGING 3
120 #define SND_ACTION_COLLECTING 4
121 #define SND_ACTION_PASSING 5
122 #define SND_ACTION_IMPACT 6
123 #define SND_ACTION_PUSHING 7
124 #define SND_ACTION_ACTIVATING 8
125 #define SND_ACTION_BURNING 9
127 #define NUM_SND_ACTIONS 10
134 } sound_action_properties[] =
136 /* insert _all_ loop sound actions here */
137 { ".waiting", SND_ACTION_WAITING, TRUE },
138 { ".moving", SND_ACTION_MOVING, TRUE }, /* continuos moving */
139 { ".running", SND_ACTION_UNKNOWN, TRUE },
140 { ".burning", SND_ACTION_BURNING, TRUE },
141 { ".growing", SND_ACTION_UNKNOWN, TRUE },
142 { ".attacking", SND_ACTION_UNKNOWN, TRUE },
143 { ".activated", SND_ACTION_UNKNOWN, TRUE },
145 /* other (non-loop) sound actions are optional */
146 { ".stepping", SND_ACTION_MOVING, FALSE }, /* discrete moving */
147 { ".digging", SND_ACTION_DIGGING, FALSE },
148 { ".collecting", SND_ACTION_COLLECTING, FALSE },
149 { ".passing", SND_ACTION_PASSING, FALSE },
150 { ".impact", SND_ACTION_IMPACT, FALSE },
151 { ".pushing", SND_ACTION_PUSHING, FALSE },
152 { ".activating", SND_ACTION_ACTIVATING, FALSE },
155 static int element_action_sound[NUM_LEVEL_ELEMENTS][NUM_SND_ACTIONS];
156 static boolean is_loop_sound[NUM_SOUND_EFFECTS];
158 #define IS_LOOP_SOUND(x) (is_loop_sound[x])
163 static unsigned int getStateCheckSum(int counter)
166 unsigned int mult = 1;
167 unsigned int checksum = 0;
169 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
171 static boolean first_game = TRUE;
173 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
179 lastFeld[x][y] = Feld[x][y];
180 else if (lastFeld[x][y] != Feld[x][y])
181 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
182 x, y, lastFeld[x][y], Feld[x][y]);
186 checksum += mult++ * Ur[x][y];
187 checksum += mult++ * Feld[x][y];
190 checksum += mult++ * MovPos[x][y];
191 checksum += mult++ * MovDir[x][y];
192 checksum += mult++ * MovDelay[x][y];
193 checksum += mult++ * Store[x][y];
194 checksum += mult++ * Store2[x][y];
195 checksum += mult++ * StorePlayer[x][y];
196 checksum += mult++ * Frame[x][y];
197 checksum += mult++ * AmoebaNr[x][y];
198 checksum += mult++ * JustStopped[x][y];
199 checksum += mult++ * Stop[x][y];
203 if (counter == 3 && first_game)
214 void GetPlayerConfig()
216 if (!audio.sound_available)
219 if (!audio.loops_available)
220 setup.sound_loops = FALSE;
222 if (!audio.music_available)
223 setup.sound_music = FALSE;
225 if (!video.fullscreen_available)
226 setup.fullscreen = FALSE;
228 setup.sound_simple = setup.sound;
230 SetAudioMode(setup.sound);
234 static int getBeltNrFromElement(int element)
236 return (element < EL_BELT2_LEFT ? 0 :
237 element < EL_BELT3_LEFT ? 1 :
238 element < EL_BELT4_LEFT ? 2 : 3);
241 static int getBeltNrFromSwitchElement(int element)
243 return (element < EL_BELT2_SWITCH_LEFT ? 0 :
244 element < EL_BELT3_SWITCH_LEFT ? 1 :
245 element < EL_BELT4_SWITCH_LEFT ? 2 : 3);
248 static int getBeltDirNrFromSwitchElement(int element)
250 static int belt_base_element[4] =
252 EL_BELT1_SWITCH_LEFT,
253 EL_BELT2_SWITCH_LEFT,
254 EL_BELT3_SWITCH_LEFT,
258 int belt_nr = getBeltNrFromSwitchElement(element);
259 int belt_dir_nr = element - belt_base_element[belt_nr];
261 return (belt_dir_nr % 3);
264 static int getBeltDirFromSwitchElement(int element)
266 static int belt_move_dir[3] =
273 int belt_dir_nr = getBeltDirNrFromSwitchElement(element);
275 return belt_move_dir[belt_dir_nr];
278 static void InitField(int x, int y, boolean init_game)
285 if (stored_player[0].present)
287 Feld[x][y] = EL_SP_MURPHY_CLONE;
294 Feld[x][y] = EL_SPIELER1;
302 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
303 int jx = player->jx, jy = player->jy;
305 player->present = TRUE;
307 if (!options.network || player->connected)
309 player->active = TRUE;
311 /* remove potentially duplicate players */
312 if (StorePlayer[jx][jy] == Feld[x][y])
313 StorePlayer[jx][jy] = 0;
315 StorePlayer[x][y] = Feld[x][y];
319 printf("Player %d activated.\n", player->element_nr);
320 printf("[Local player is %d and currently %s.]\n",
321 local_player->element_nr,
322 local_player->active ? "active" : "not active");
326 Feld[x][y] = EL_LEERRAUM;
327 player->jx = player->last_jx = x;
328 player->jy = player->last_jy = y;
333 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_SALZSAEURE)
334 Feld[x][y] = EL_BADEWANNE1;
335 else if (x > 0 && Feld[x-1][y] == EL_SALZSAEURE)
336 Feld[x][y] = EL_BADEWANNE2;
337 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE1)
338 Feld[x][y] = EL_BADEWANNE3;
339 else if (y > 0 && Feld[x][y-1] == EL_SALZSAEURE)
340 Feld[x][y] = EL_BADEWANNE4;
341 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE2)
342 Feld[x][y] = EL_BADEWANNE5;
345 case EL_KAEFER_RIGHT:
350 case EL_FLIEGER_RIGHT:
352 case EL_FLIEGER_LEFT:
353 case EL_FLIEGER_DOWN:
355 case EL_BUTTERFLY_RIGHT:
356 case EL_BUTTERFLY_UP:
357 case EL_BUTTERFLY_LEFT:
358 case EL_BUTTERFLY_DOWN:
360 case EL_FIREFLY_RIGHT:
362 case EL_FIREFLY_LEFT:
363 case EL_FIREFLY_DOWN:
365 case EL_PACMAN_RIGHT:
389 if (y == lev_fieldy - 1)
391 Feld[x][y] = EL_AMOEBING;
392 Store[x][y] = EL_AMOEBE_NASS;
396 case EL_DYNAMITE_ACTIVE:
401 local_player->lights_still_needed++;
404 case EL_SOKOBAN_FELD_LEER:
405 local_player->sokobanfields_still_needed++;
409 local_player->friends_still_needed++;
414 MovDir[x][y] = 1 << RND(4);
418 Feld[x][y] = EL_LEERRAUM;
421 case EL_EM_KEY_1_FILE:
422 Feld[x][y] = EL_EM_KEY_1;
424 case EL_EM_KEY_2_FILE:
425 Feld[x][y] = EL_EM_KEY_2;
427 case EL_EM_KEY_3_FILE:
428 Feld[x][y] = EL_EM_KEY_3;
430 case EL_EM_KEY_4_FILE:
431 Feld[x][y] = EL_EM_KEY_4;
434 case EL_BELT1_SWITCH_LEFT:
435 case EL_BELT1_SWITCH_MIDDLE:
436 case EL_BELT1_SWITCH_RIGHT:
437 case EL_BELT2_SWITCH_LEFT:
438 case EL_BELT2_SWITCH_MIDDLE:
439 case EL_BELT2_SWITCH_RIGHT:
440 case EL_BELT3_SWITCH_LEFT:
441 case EL_BELT3_SWITCH_MIDDLE:
442 case EL_BELT3_SWITCH_RIGHT:
443 case EL_BELT4_SWITCH_LEFT:
444 case EL_BELT4_SWITCH_MIDDLE:
445 case EL_BELT4_SWITCH_RIGHT:
448 int belt_nr = getBeltNrFromSwitchElement(Feld[x][y]);
449 int belt_dir = getBeltDirFromSwitchElement(Feld[x][y]);
450 int belt_dir_nr = getBeltDirNrFromSwitchElement(Feld[x][y]);
452 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
454 game.belt_dir[belt_nr] = belt_dir;
455 game.belt_dir_nr[belt_nr] = belt_dir_nr;
457 else /* more than one switch -- set it like the first switch */
459 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
464 case EL_SWITCHGATE_SWITCH_2: /* always start with same switch pos */
466 Feld[x][y] = EL_SWITCHGATE_SWITCH_1;
469 case EL_LIGHT_SWITCH_ON:
471 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
479 void DrawGameDoorValues()
483 for (i=0; i<MAX_PLAYERS; i++)
485 if (stored_player[i].key[j])
486 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
487 GFX_SCHLUESSEL1 + j);
489 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
490 int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
491 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
492 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
493 DrawText(DX + XX_SCORE, DY + YY_SCORE,
494 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
495 DrawText(DX + XX_TIME, DY + YY_TIME,
496 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
501 =============================================================================
503 -----------------------------------------------------------------------------
504 initialize sound effect lookup table for element actions
505 =============================================================================
510 int sound_effect_properties[NUM_SOUND_EFFECTS];
514 debug_print_timestamp(0, NULL);
517 for (i=0; i<NUM_SND_ACTIONS; i++)
518 for (j=0; j<NUM_LEVEL_ELEMENTS; j++)
519 element_action_sound[j][i] = -1;
521 for (i=0; i<NUM_SOUND_EFFECTS; i++)
523 int len_effect_text = strlen(sound_effects[i].text);
525 sound_effect_properties[i] = SND_ACTION_UNKNOWN;
526 is_loop_sound[i] = FALSE;
528 /* determine all loop sounds and identify certain sound classes */
531 while (sound_action_properties[j].text)
533 int len_action_text = strlen(sound_action_properties[j].text);
535 if (len_action_text < len_effect_text &&
536 strcmp(&sound_effects[i].text[len_effect_text - len_action_text],
537 sound_action_properties[j].text) == 0)
539 sound_effect_properties[i] = sound_action_properties[j].value;
541 if (sound_action_properties[j].is_loop)
542 is_loop_sound[i] = TRUE;
548 /* associate elements and some selected sound actions */
550 for (j=0; j<NUM_LEVEL_ELEMENTS; j++)
552 if (element_info[j].sound_class_name)
554 int len_class_text = strlen(element_info[j].sound_class_name);
556 if (len_class_text + 1 < len_effect_text &&
557 strncmp(sound_effects[i].text,
558 element_info[j].sound_class_name, len_class_text) == 0 &&
559 sound_effects[i].text[len_class_text] == '.')
561 int sound_action_value = sound_effect_properties[i];
563 element_action_sound[j][sound_action_value] = i;
570 debug_print_timestamp(0, "InitGameEngine");
576 int element = EL_ERDREICH;
577 int sound_action = SND_ACTION_DIGGING;
580 while (sound_action_properties[j].text)
582 if (sound_action_properties[j].value == sound_action)
583 printf("element %d, sound action '%s' == %d\n",
584 element, sound_action_properties[j].text,
585 element_action_sound[element][sound_action]);
594 =============================================================================
596 -----------------------------------------------------------------------------
597 initialize game engine due to level / tape version number
598 =============================================================================
601 static void InitGameEngine()
605 game.engine_version = (tape.playing ? tape.engine_version :
609 printf("level %d: level version == %06d\n", level_nr, level.game_version);
610 printf(" tape version == %06d [%s] [file: %06d]\n",
611 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
613 printf(" => game.engine_version == %06d\n", game.engine_version);
616 /* dynamically adjust player properties according to game engine version */
617 game.initial_move_delay =
618 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
619 INITIAL_MOVE_DELAY_OFF);
621 /* dynamically adjust player properties according to level information */
622 game.initial_move_delay_value =
623 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
625 /* dynamically adjust element properties according to game engine version */
627 static int ep_em_slippery_wall[] =
636 static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall);
638 for (i=0; i<ep_em_slippery_wall_num; i++)
640 if (level.em_slippery_gems) /* special EM style gems behaviour */
641 Elementeigenschaften2[ep_em_slippery_wall[i]] |=
642 EP_BIT_EM_SLIPPERY_WALL;
644 Elementeigenschaften2[ep_em_slippery_wall[i]] &=
645 ~EP_BIT_EM_SLIPPERY_WALL;
648 /* "EL_MAUERND" was not slippery for EM gems in version 2.0.1 */
649 if (level.em_slippery_gems && game.engine_version > VERSION_IDENT(2,0,1))
650 Elementeigenschaften2[EL_MAUERND] |= EP_BIT_EM_SLIPPERY_WALL;
652 Elementeigenschaften2[EL_MAUERND] &= ~EP_BIT_EM_SLIPPERY_WALL;
658 =============================================================================
660 -----------------------------------------------------------------------------
661 initialize and start new game
662 =============================================================================
667 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
668 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
669 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
675 #if USE_NEW_AMOEBA_CODE
676 printf("Using new amoeba code.\n");
678 printf("Using old amoeba code.\n");
682 /* don't play tapes over network */
683 network_playing = (options.network && !tape.playing);
685 for (i=0; i<MAX_PLAYERS; i++)
687 struct PlayerInfo *player = &stored_player[i];
689 player->index_nr = i;
690 player->element_nr = EL_SPIELER1 + i;
692 player->present = FALSE;
693 player->active = FALSE;
696 player->effective_action = 0;
697 player->programmed_action = 0;
700 player->gems_still_needed = level.gems_needed;
701 player->sokobanfields_still_needed = 0;
702 player->lights_still_needed = 0;
703 player->friends_still_needed = 0;
706 player->key[j] = FALSE;
708 player->dynamite = 0;
709 player->dynabomb_count = 0;
710 player->dynabomb_size = 1;
711 player->dynabombs_left = 0;
712 player->dynabomb_xl = FALSE;
714 player->MovDir = MV_NO_MOVING;
716 player->Pushing = FALSE;
717 player->Switching = FALSE;
721 player->actual_frame_counter = 0;
723 player->frame_reset_delay = 0;
725 player->last_move_dir = MV_NO_MOVING;
726 player->is_moving = FALSE;
728 player->move_delay = game.initial_move_delay;
729 player->move_delay_value = game.initial_move_delay_value;
731 player->push_delay = 0;
732 player->push_delay_value = 5;
734 player->snapped = FALSE;
736 player->last_jx = player->last_jy = 0;
737 player->jx = player->jy = 0;
739 player->shield_passive_time_left = 0;
740 player->shield_active_time_left = 0;
742 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
743 SnapField(player, 0, 0);
745 player->LevelSolved = FALSE;
746 player->GameOver = FALSE;
749 network_player_action_received = FALSE;
751 #if defined(PLATFORM_UNIX)
752 /* initial null action */
754 SendToServer_MovePlayer(MV_NO_MOVING);
762 TimeLeft = level.time;
764 ScreenMovDir = MV_NO_MOVING;
768 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
770 AllPlayersGone = FALSE;
772 game.yam_content_nr = 0;
773 game.magic_wall_active = FALSE;
774 game.magic_wall_time_left = 0;
775 game.light_time_left = 0;
776 game.timegate_time_left = 0;
777 game.switchgate_pos = 0;
778 game.balloon_dir = MV_NO_MOVING;
779 game.explosions_delayed = TRUE;
783 game.belt_dir[i] = MV_NO_MOVING;
784 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
787 for (i=0; i<MAX_NUM_AMOEBA; i++)
788 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
790 for (x=0; x<lev_fieldx; x++)
792 for (y=0; y<lev_fieldy; y++)
794 Feld[x][y] = Ur[x][y];
795 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
796 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
799 JustStopped[x][y] = 0;
801 ExplodeField[x][y] = EX_NO_EXPLOSION;
805 for(y=0; y<lev_fieldy; y++)
807 for(x=0; x<lev_fieldx; x++)
809 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
811 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
813 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
816 InitField(x, y, TRUE);
820 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
821 emulate_sb ? EMU_SOKOBAN :
822 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
824 /* correct non-moving belts to start moving left */
826 if (game.belt_dir[i] == MV_NO_MOVING)
827 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
829 /* check if any connected player was not found in playfield */
830 for (i=0; i<MAX_PLAYERS; i++)
832 struct PlayerInfo *player = &stored_player[i];
834 if (player->connected && !player->present)
836 for (j=0; j<MAX_PLAYERS; j++)
838 struct PlayerInfo *some_player = &stored_player[j];
839 int jx = some_player->jx, jy = some_player->jy;
841 /* assign first free player found that is present in the playfield */
842 if (some_player->present && !some_player->connected)
844 player->present = TRUE;
845 player->active = TRUE;
846 some_player->present = FALSE;
848 StorePlayer[jx][jy] = player->element_nr;
849 player->jx = player->last_jx = jx;
850 player->jy = player->last_jy = jy;
860 /* when playing a tape, eliminate all players who do not participate */
862 for (i=0; i<MAX_PLAYERS; i++)
864 if (stored_player[i].active && !tape.player_participates[i])
866 struct PlayerInfo *player = &stored_player[i];
867 int jx = player->jx, jy = player->jy;
869 player->active = FALSE;
870 StorePlayer[jx][jy] = 0;
871 Feld[jx][jy] = EL_LEERRAUM;
875 else if (!options.network && !setup.team_mode) /* && !tape.playing */
877 /* when in single player mode, eliminate all but the first active player */
879 for (i=0; i<MAX_PLAYERS; i++)
881 if (stored_player[i].active)
883 for (j=i+1; j<MAX_PLAYERS; j++)
885 if (stored_player[j].active)
887 struct PlayerInfo *player = &stored_player[j];
888 int jx = player->jx, jy = player->jy;
890 player->active = FALSE;
891 StorePlayer[jx][jy] = 0;
892 Feld[jx][jy] = EL_LEERRAUM;
899 /* when recording the game, store which players take part in the game */
902 for (i=0; i<MAX_PLAYERS; i++)
903 if (stored_player[i].active)
904 tape.player_participates[i] = TRUE;
909 for (i=0; i<MAX_PLAYERS; i++)
911 struct PlayerInfo *player = &stored_player[i];
913 printf("Player %d: present == %d, connected == %d, active == %d.\n",
918 if (local_player == player)
919 printf("Player %d is local player.\n", i+1);
923 if (BorderElement == EL_LEERRAUM)
926 SBX_Right = lev_fieldx - SCR_FIELDX;
928 SBY_Lower = lev_fieldy - SCR_FIELDY;
933 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
935 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
938 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
939 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
941 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
942 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
945 scroll_y = SBY_Upper;
946 if (local_player->jx >= SBX_Left + MIDPOSX)
947 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
948 local_player->jx - MIDPOSX :
950 if (local_player->jy >= SBY_Upper + MIDPOSY)
951 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
952 local_player->jy - MIDPOSY :
955 CloseDoor(DOOR_CLOSE_1);
961 /* after drawing the level, correct some elements */
962 if (game.timegate_time_left == 0)
963 CloseAllOpenTimegates();
965 if (setup.soft_scrolling)
966 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
968 redraw_mask |= REDRAW_FROM_BACKBUFFER;
970 /* copy default game door content to main double buffer */
971 BlitBitmap(pix[PIX_DOOR], drawto,
972 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
975 DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
976 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
979 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
980 int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3);
981 BlitBitmap(drawto, drawto,
982 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
983 FONT5_XSIZE * 3, FONT5_YSIZE - 1,
984 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
987 DrawGameDoorValues();
991 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
992 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
993 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
997 /* copy actual game door content to door double buffer for OpenDoor() */
998 BlitBitmap(drawto, pix[PIX_DB_DOOR],
999 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
1001 OpenDoor(DOOR_OPEN_ALL);
1003 PlaySoundStereo(SND_GAME_STARTING, SOUND_MAX_RIGHT);
1004 if (setup.sound_music)
1005 PlayMusic(level_nr);
1007 KeyboardAutoRepeatOff();
1012 printf("Player %d %sactive.\n",
1013 i + 1, (stored_player[i].active ? "" : "not "));
1017 void InitMovDir(int x, int y)
1019 int i, element = Feld[x][y];
1020 static int xy[4][2] =
1027 static int direction[3][4] =
1029 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1030 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1031 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1036 case EL_KAEFER_RIGHT:
1038 case EL_KAEFER_LEFT:
1039 case EL_KAEFER_DOWN:
1040 Feld[x][y] = EL_KAEFER;
1041 MovDir[x][y] = direction[0][element - EL_KAEFER_RIGHT];
1044 case EL_FLIEGER_RIGHT:
1046 case EL_FLIEGER_LEFT:
1047 case EL_FLIEGER_DOWN:
1048 Feld[x][y] = EL_FLIEGER;
1049 MovDir[x][y] = direction[0][element - EL_FLIEGER_RIGHT];
1052 case EL_BUTTERFLY_RIGHT:
1053 case EL_BUTTERFLY_UP:
1054 case EL_BUTTERFLY_LEFT:
1055 case EL_BUTTERFLY_DOWN:
1056 Feld[x][y] = EL_BUTTERFLY;
1057 MovDir[x][y] = direction[0][element - EL_BUTTERFLY_RIGHT];
1060 case EL_FIREFLY_RIGHT:
1062 case EL_FIREFLY_LEFT:
1063 case EL_FIREFLY_DOWN:
1064 Feld[x][y] = EL_FIREFLY;
1065 MovDir[x][y] = direction[0][element - EL_FIREFLY_RIGHT];
1068 case EL_PACMAN_RIGHT:
1070 case EL_PACMAN_LEFT:
1071 case EL_PACMAN_DOWN:
1072 Feld[x][y] = EL_PACMAN;
1073 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1076 case EL_SP_SNIKSNAK:
1077 MovDir[x][y] = MV_UP;
1080 case EL_SP_ELECTRON:
1081 MovDir[x][y] = MV_LEFT;
1088 Feld[x][y] = EL_MOLE;
1089 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1093 MovDir[x][y] = 1 << RND(4);
1094 if (element != EL_KAEFER &&
1095 element != EL_FLIEGER &&
1096 element != EL_BUTTERFLY &&
1097 element != EL_FIREFLY)
1102 int x1 = x + xy[i][0];
1103 int y1 = y + xy[i][1];
1105 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1107 if (element == EL_KAEFER || element == EL_BUTTERFLY)
1109 MovDir[x][y] = direction[0][i];
1112 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
1113 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1115 MovDir[x][y] = direction[1][i];
1124 void InitAmoebaNr(int x, int y)
1127 int group_nr = AmoebeNachbarNr(x, y);
1131 for (i=1; i<MAX_NUM_AMOEBA; i++)
1133 if (AmoebaCnt[i] == 0)
1141 AmoebaNr[x][y] = group_nr;
1142 AmoebaCnt[group_nr]++;
1143 AmoebaCnt2[group_nr]++;
1149 boolean raise_level = FALSE;
1151 if (local_player->MovPos)
1154 local_player->LevelSolved = FALSE;
1156 PlaySoundStereo(SND_GAME_WINNING, SOUND_MAX_RIGHT);
1160 if (!tape.playing && setup.sound_loops)
1161 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1162 SND_CTRL_PLAY_LOOP);
1164 while (TimeLeft > 0)
1166 if (!tape.playing && !setup.sound_loops)
1167 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1168 if (TimeLeft > 0 && !(TimeLeft % 10))
1169 RaiseScore(level.score[SC_ZEITBONUS]);
1170 if (TimeLeft > 100 && !(TimeLeft % 10))
1174 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
1181 if (!tape.playing && setup.sound_loops)
1182 StopSound(SND_GAME_LEVELTIME_BONUS);
1184 else if (level.time == 0) /* level without time limit */
1186 if (!tape.playing && setup.sound_loops)
1187 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1188 SND_CTRL_PLAY_LOOP);
1190 while (TimePlayed < 999)
1192 if (!tape.playing && !setup.sound_loops)
1193 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1194 if (TimePlayed < 999 && !(TimePlayed % 10))
1195 RaiseScore(level.score[SC_ZEITBONUS]);
1196 if (TimePlayed < 900 && !(TimePlayed % 10))
1200 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
1207 if (!tape.playing && setup.sound_loops)
1208 StopSound(SND_GAME_LEVELTIME_BONUS);
1215 /* Hero disappears */
1216 DrawLevelField(ExitX, ExitY);
1222 CloseDoor(DOOR_CLOSE_1);
1227 SaveTape(tape.level_nr); /* Ask to save tape */
1230 if (level_nr == leveldir_current->handicap_level)
1232 leveldir_current->handicap_level++;
1233 SaveLevelSetup_SeriesInfo();
1236 if (level_editor_test_game)
1237 local_player->score = -1; /* no highscore when playing from editor */
1238 else if (level_nr < leveldir_current->last_level)
1239 raise_level = TRUE; /* advance to next level */
1241 if ((hi_pos = NewHiScore()) >= 0)
1243 game_status = HALLOFFAME;
1244 DrawHallOfFame(hi_pos);
1253 game_status = MAINMENU;
1270 LoadScore(level_nr);
1272 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1273 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1276 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1278 if (local_player->score > highscore[k].Score)
1280 /* player has made it to the hall of fame */
1282 if (k < MAX_SCORE_ENTRIES - 1)
1284 int m = MAX_SCORE_ENTRIES - 1;
1287 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1288 if (!strcmp(setup.player_name, highscore[l].Name))
1290 if (m == k) /* player's new highscore overwrites his old one */
1296 strcpy(highscore[l].Name, highscore[l - 1].Name);
1297 highscore[l].Score = highscore[l - 1].Score;
1304 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1305 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1306 highscore[k].Score = local_player->score;
1312 else if (!strncmp(setup.player_name, highscore[k].Name,
1313 MAX_PLAYER_NAME_LEN))
1314 break; /* player already there with a higher score */
1320 SaveScore(level_nr);
1325 void InitMovingField(int x, int y, int direction)
1327 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1328 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1330 MovDir[x][y] = direction;
1331 MovDir[newx][newy] = direction;
1332 if (Feld[newx][newy] == EL_LEERRAUM)
1333 Feld[newx][newy] = EL_BLOCKED;
1336 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1338 int direction = MovDir[x][y];
1339 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1340 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1346 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1348 int oldx = x, oldy = y;
1349 int direction = MovDir[x][y];
1351 if (direction == MV_LEFT)
1353 else if (direction == MV_RIGHT)
1355 else if (direction == MV_UP)
1357 else if (direction == MV_DOWN)
1360 *comes_from_x = oldx;
1361 *comes_from_y = oldy;
1364 int MovingOrBlocked2Element(int x, int y)
1366 int element = Feld[x][y];
1368 if (element == EL_BLOCKED)
1372 Blocked2Moving(x, y, &oldx, &oldy);
1373 return Feld[oldx][oldy];
1379 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1381 /* like MovingOrBlocked2Element(), but if element is moving
1382 and (x,y) is the field the moving element is just leaving,
1383 return EL_BLOCKED instead of the element value */
1384 int element = Feld[x][y];
1386 if (IS_MOVING(x, y))
1388 if (element == EL_BLOCKED)
1392 Blocked2Moving(x, y, &oldx, &oldy);
1393 return Feld[oldx][oldy];
1402 static void RemoveField(int x, int y)
1404 Feld[x][y] = EL_LEERRAUM;
1410 void RemoveMovingField(int x, int y)
1412 int oldx = x, oldy = y, newx = x, newy = y;
1414 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1417 if (IS_MOVING(x, y))
1419 Moving2Blocked(x, y, &newx, &newy);
1420 if (Feld[newx][newy] != EL_BLOCKED)
1423 else if (Feld[x][y] == EL_BLOCKED)
1425 Blocked2Moving(x, y, &oldx, &oldy);
1426 if (!IS_MOVING(oldx, oldy))
1430 if (Feld[x][y] == EL_BLOCKED &&
1431 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1432 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1433 Feld[oldx][oldy] == EL_MAGIC_WALL_BD_EMPTYING ||
1434 Feld[oldx][oldy] == EL_AMOEBA_DRIPPING))
1435 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1437 Feld[oldx][oldy] = EL_LEERRAUM;
1439 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1441 Feld[newx][newy] = EL_LEERRAUM;
1442 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1443 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1445 DrawLevelField(oldx, oldy);
1446 DrawLevelField(newx, newy);
1449 void DrawDynamite(int x, int y)
1451 int sx = SCREENX(x), sy = SCREENY(y);
1452 int graphic = el2gfx(Feld[x][y]);
1455 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1459 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
1461 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1463 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
1468 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
1472 if (game.emulation == EMU_SUPAPLEX)
1473 DrawGraphic(sx, sy, GFX_SP_DISK_RED);
1474 else if (Store[x][y])
1475 DrawGraphicThruMask(sx, sy, graphic + phase);
1477 DrawGraphic(sx, sy, graphic + phase);
1480 void CheckDynamite(int x, int y)
1482 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1487 if (!(MovDelay[x][y] % 6))
1488 PlaySoundLevelAction(x, y, SND_ACTION_BURNING);
1490 if (IS_ACTIVE_BOMB(Feld[x][y]))
1492 int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6);
1494 if (!(MovDelay[x][y] % delay))
1502 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1503 StopSound(SND_DYNAMITE_BURNING);
1505 StopSound(SND_DYNABOMB_BURNING);
1510 void Explode(int ex, int ey, int phase, int mode)
1513 int num_phase = 9, delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1514 int last_phase = num_phase * delay;
1515 int half_phase = (num_phase / 2) * delay;
1516 int first_phase_after_start = EX_PHASE_START + 1;
1518 if (game.explosions_delayed)
1520 ExplodeField[ex][ey] = mode;
1524 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1526 int center_element = Feld[ex][ey];
1528 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1530 /* put moving element to center field (and let it explode there) */
1531 center_element = MovingOrBlocked2Element(ex, ey);
1532 RemoveMovingField(ex, ey);
1533 Feld[ex][ey] = center_element;
1536 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1540 if (!IN_LEV_FIELD(x, y) ||
1541 ((mode != EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
1542 (x != ex || y != ey)))
1545 element = Feld[x][y];
1547 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1549 element = MovingOrBlocked2Element(x, y);
1550 RemoveMovingField(x, y);
1553 if (IS_MASSIVE(element) || element == EL_BURNING)
1556 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1558 if (IS_ACTIVE_BOMB(element))
1560 /* re-activate things under the bomb like gate or penguin */
1561 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_LEERRAUM);
1568 if (element == EL_EXPLODING)
1569 element = Store2[x][y];
1571 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1573 switch(StorePlayer[ex][ey])
1576 Store[x][y] = EL_EDELSTEIN_ROT;
1579 Store[x][y] = EL_EDELSTEIN;
1582 Store[x][y] = EL_EDELSTEIN_LILA;
1586 Store[x][y] = EL_EDELSTEIN_GELB;
1590 if (game.emulation == EMU_SUPAPLEX)
1591 Store[x][y] = EL_LEERRAUM;
1593 else if (center_element == EL_MOLE)
1594 Store[x][y] = EL_EDELSTEIN_ROT;
1595 else if (center_element == EL_PINGUIN)
1596 Store[x][y] = EL_EDELSTEIN_LILA;
1597 else if (center_element == EL_KAEFER)
1598 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
1599 else if (center_element == EL_BUTTERFLY)
1600 Store[x][y] = EL_EDELSTEIN_BD;
1601 else if (center_element == EL_SP_ELECTRON)
1602 Store[x][y] = EL_SP_INFOTRON;
1603 else if (center_element == EL_MAMPFER)
1604 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1605 else if (center_element == EL_AMOEBA2DIAM)
1606 Store[x][y] = level.amoeba_content;
1607 else if (element == EL_ERZ_EDEL)
1608 Store[x][y] = EL_EDELSTEIN;
1609 else if (element == EL_ERZ_DIAM)
1610 Store[x][y] = EL_DIAMANT;
1611 else if (element == EL_ERZ_EDEL_BD)
1612 Store[x][y] = EL_EDELSTEIN_BD;
1613 else if (element == EL_ERZ_EDEL_GELB)
1614 Store[x][y] = EL_EDELSTEIN_GELB;
1615 else if (element == EL_ERZ_EDEL_ROT)
1616 Store[x][y] = EL_EDELSTEIN_ROT;
1617 else if (element == EL_ERZ_EDEL_LILA)
1618 Store[x][y] = EL_EDELSTEIN_LILA;
1619 else if (element == EL_WALL_PEARL)
1620 Store[x][y] = EL_PEARL;
1621 else if (element == EL_WALL_CRYSTAL)
1622 Store[x][y] = EL_CRYSTAL;
1623 else if (!IS_PFORTE(Store[x][y]))
1624 Store[x][y] = EL_LEERRAUM;
1626 if (x != ex || y != ey ||
1627 center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
1628 Store2[x][y] = element;
1630 if (AmoebaNr[x][y] &&
1631 (element == EL_AMOEBE_VOLL ||
1632 element == EL_AMOEBE_BD ||
1633 element == EL_AMOEBING))
1635 AmoebaCnt[AmoebaNr[x][y]]--;
1636 AmoebaCnt2[AmoebaNr[x][y]]--;
1639 Feld[x][y] = EL_EXPLODING;
1640 MovDir[x][y] = MovPos[x][y] = 0;
1646 if (center_element == EL_MAMPFER)
1647 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1658 Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
1660 if (phase == first_phase_after_start)
1662 int element = Store2[x][y];
1664 if (element == EL_BLACK_ORB)
1666 Feld[x][y] = Store2[x][y];
1671 else if (phase == half_phase)
1673 int element = Store2[x][y];
1675 if (IS_PLAYER(x, y))
1676 KillHeroUnlessProtected(x, y);
1677 else if (IS_EXPLOSIVE(element))
1679 Feld[x][y] = Store2[x][y];
1683 else if (element == EL_AMOEBA2DIAM)
1684 AmoebeUmwandeln(x, y);
1687 if (phase == last_phase)
1691 element = Feld[x][y] = Store[x][y];
1692 Store[x][y] = Store2[x][y] = 0;
1693 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1694 InitField(x, y, FALSE);
1695 if (CAN_MOVE(element) || COULD_MOVE(element))
1697 DrawLevelField(x, y);
1699 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1700 StorePlayer[x][y] = 0;
1702 else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1704 int graphic = GFX_EXPLOSION;
1706 if (game.emulation == EMU_SUPAPLEX)
1707 graphic = (Store[x][y] == EL_SP_INFOTRON ?
1708 GFX_SP_EXPLODE_INFOTRON :
1709 GFX_SP_EXPLODE_EMPTY);
1712 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1714 graphic += (phase / delay - 1);
1716 if (IS_PFORTE(Store[x][y]))
1718 DrawLevelElement(x, y, Store[x][y]);
1719 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic);
1722 DrawGraphic(SCREENX(x), SCREENY(y), graphic);
1726 void DynaExplode(int ex, int ey)
1729 int dynabomb_size = 1;
1730 boolean dynabomb_xl = FALSE;
1731 struct PlayerInfo *player;
1732 static int xy[4][2] =
1740 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1742 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_ACTIVE_1];
1743 dynabomb_size = player->dynabomb_size;
1744 dynabomb_xl = player->dynabomb_xl;
1745 player->dynabombs_left++;
1748 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1752 for (j=1; j<=dynabomb_size; j++)
1754 int x = ex + j * xy[i % 4][0];
1755 int y = ey + j * xy[i % 4][1];
1758 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1761 element = Feld[x][y];
1763 /* do not restart explosions of fields with active bombs */
1764 if (element == EL_EXPLODING && IS_ACTIVE_BOMB(Store2[x][y]))
1767 Explode(x, y, EX_PHASE_START, EX_BORDER);
1769 if (element != EL_LEERRAUM &&
1770 element != EL_ERDREICH &&
1771 element != EL_EXPLODING &&
1778 void Bang(int x, int y)
1780 int element = Feld[x][y];
1782 if (game.emulation == EMU_SUPAPLEX)
1783 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
1785 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
1788 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1789 element = EL_LEERRAUM;
1803 RaiseScoreElement(element);
1804 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1806 case EL_DYNABOMB_ACTIVE_1:
1807 case EL_DYNABOMB_ACTIVE_2:
1808 case EL_DYNABOMB_ACTIVE_3:
1809 case EL_DYNABOMB_ACTIVE_4:
1810 case EL_DYNABOMB_NR:
1811 case EL_DYNABOMB_SZ:
1812 case EL_DYNABOMB_XL:
1818 if (IS_PLAYER(x, y))
1819 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1821 Explode(x, y, EX_PHASE_START, EX_CENTER);
1824 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1829 void Blurb(int x, int y)
1831 int element = Feld[x][y];
1833 if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
1835 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
1836 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1837 (!IN_LEV_FIELD(x-1, y-1) ||
1838 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1840 Feld[x-1][y] = EL_BLURB_LEFT;
1842 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1843 (!IN_LEV_FIELD(x+1, y-1) ||
1844 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1846 Feld[x+1][y] = EL_BLURB_RIGHT;
1851 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1853 if (!MovDelay[x][y]) /* initialize animation counter */
1856 if (MovDelay[x][y]) /* continue animation */
1859 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1860 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1862 if (!MovDelay[x][y])
1864 Feld[x][y] = EL_LEERRAUM;
1865 DrawLevelField(x, y);
1871 static void ToggleBeltSwitch(int x, int y)
1873 static int belt_base_element[4] =
1875 EL_BELT1_SWITCH_LEFT,
1876 EL_BELT2_SWITCH_LEFT,
1877 EL_BELT3_SWITCH_LEFT,
1878 EL_BELT4_SWITCH_LEFT
1880 static int belt_move_dir[4] =
1888 int element = Feld[x][y];
1889 int belt_nr = getBeltNrFromSwitchElement(element);
1890 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1891 int belt_dir = belt_move_dir[belt_dir_nr];
1894 if (!IS_BELT_SWITCH(element))
1897 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1898 game.belt_dir[belt_nr] = belt_dir;
1900 if (belt_dir_nr == 3)
1903 for (yy=0; yy<lev_fieldy; yy++)
1905 for (xx=0; xx<lev_fieldx; xx++)
1907 int element = Feld[xx][yy];
1909 if (IS_BELT_SWITCH(element))
1911 int e_belt_nr = getBeltNrFromSwitchElement(element);
1913 if (e_belt_nr == belt_nr)
1915 Feld[xx][yy] = belt_base_element[belt_nr] + belt_dir_nr;
1916 DrawLevelField(xx, yy);
1919 else if (belt_dir == MV_NO_MOVING && IS_BELT(element))
1921 int e_belt_nr = getBeltNrFromElement(element);
1923 if (e_belt_nr == belt_nr)
1924 DrawLevelField(xx, yy); /* set belt to parking position */
1930 static void ToggleSwitchgateSwitch(int x, int y)
1934 game.switchgate_pos = !game.switchgate_pos;
1936 for (yy=0; yy<lev_fieldy; yy++)
1938 for (xx=0; xx<lev_fieldx; xx++)
1940 int element = Feld[xx][yy];
1942 if (element == EL_SWITCHGATE_SWITCH_1 ||
1943 element == EL_SWITCHGATE_SWITCH_2)
1945 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_1 + game.switchgate_pos;
1946 DrawLevelField(xx, yy);
1948 else if (element == EL_SWITCHGATE_OPEN ||
1949 element == EL_SWITCHGATE_OPENING)
1951 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
1952 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
1954 else if (element == EL_SWITCHGATE_CLOSED ||
1955 element == EL_SWITCHGATE_CLOSING)
1957 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
1958 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
1964 static void RedrawAllLightSwitchesAndInvisibleElements()
1968 for (y=0; y<lev_fieldy; y++)
1970 for (x=0; x<lev_fieldx; x++)
1972 int element = Feld[x][y];
1974 if (element == EL_LIGHT_SWITCH_OFF &&
1975 game.light_time_left > 0)
1977 Feld[x][y] = EL_LIGHT_SWITCH_ON;
1978 DrawLevelField(x, y);
1980 else if (element == EL_LIGHT_SWITCH_ON &&
1981 game.light_time_left == 0)
1983 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
1984 DrawLevelField(x, y);
1987 if (element == EL_INVISIBLE_STEEL ||
1988 element == EL_UNSICHTBAR ||
1989 element == EL_SAND_INVISIBLE)
1990 DrawLevelField(x, y);
1995 static void ToggleLightSwitch(int x, int y)
1997 int element = Feld[x][y];
1999 game.light_time_left =
2000 (element == EL_LIGHT_SWITCH_OFF ?
2001 level.time_light * FRAMES_PER_SECOND : 0);
2003 RedrawAllLightSwitchesAndInvisibleElements();
2006 static void ActivateTimegateSwitch(int x, int y)
2010 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2012 for (yy=0; yy<lev_fieldy; yy++)
2014 for (xx=0; xx<lev_fieldx; xx++)
2016 int element = Feld[xx][yy];
2018 if (element == EL_TIMEGATE_CLOSED ||
2019 element == EL_TIMEGATE_CLOSING)
2021 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2022 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2026 else if (element == EL_TIMEGATE_SWITCH_ON)
2028 Feld[xx][yy] = EL_TIMEGATE_SWITCH_OFF;
2029 DrawLevelField(xx, yy);
2036 Feld[x][y] = EL_TIMEGATE_SWITCH_ON;
2039 void Impact(int x, int y)
2041 boolean lastline = (y == lev_fieldy-1);
2042 boolean object_hit = FALSE;
2043 int element = Feld[x][y];
2046 if (!lastline) /* check if element below was hit */
2048 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
2051 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
2052 MovDir[x][y+1]!=MV_DOWN ||
2053 MovPos[x][y+1]<=TILEY/2));
2055 smashed = MovingOrBlocked2Element(x, y+1);
2058 if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */
2064 if ((element == EL_BOMBE ||
2065 element == EL_SP_DISK_ORANGE ||
2066 element == EL_DX_SUPABOMB) &&
2067 (lastline || object_hit)) /* element is bomb */
2072 else if (element == EL_PEARL)
2074 Feld[x][y] = EL_PEARL_BREAKING;
2075 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2079 if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
2081 if (object_hit && IS_PLAYER(x, y+1))
2082 KillHeroUnlessProtected(x, y+1);
2083 else if (object_hit && smashed == EL_PINGUIN)
2087 Feld[x][y] = EL_AMOEBING;
2088 Store[x][y] = EL_AMOEBE_NASS;
2093 if (!lastline && object_hit) /* check which object was hit */
2095 if (CAN_CHANGE(element) &&
2096 (smashed == EL_MAGIC_WALL_OFF || smashed == EL_MAGIC_WALL_BD_OFF))
2099 int activated_magic_wall =
2100 (smashed == EL_MAGIC_WALL_OFF ? EL_MAGIC_WALL_EMPTY :
2101 EL_MAGIC_WALL_BD_EMPTY);
2103 /* activate magic wall / mill */
2104 for (yy=0; yy<lev_fieldy; yy++)
2105 for (xx=0; xx<lev_fieldx; xx++)
2106 if (Feld[xx][yy] == smashed)
2107 Feld[xx][yy] = activated_magic_wall;
2109 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2110 game.magic_wall_active = TRUE;
2112 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL_OFF ?
2113 SND_MAGIC_WALL_ACTIVATING :
2114 SND_BD_MAGIC_WALL_ACTIVATING));
2117 if (IS_PLAYER(x, y+1))
2119 KillHeroUnlessProtected(x, y+1);
2122 else if (smashed == EL_PINGUIN)
2127 else if (element == EL_EDELSTEIN_BD)
2129 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2135 else if ((element == EL_SP_INFOTRON || element == EL_SP_ZONK) &&
2136 (smashed == EL_SP_SNIKSNAK || smashed == EL_SP_ELECTRON ||
2137 smashed == EL_SP_DISK_ORANGE))
2142 else if (element == EL_FELSBROCKEN ||
2143 element == EL_SP_ZONK ||
2144 element == EL_BD_ROCK)
2146 if (IS_ENEMY(smashed) ||
2147 smashed == EL_BOMBE || smashed == EL_SP_DISK_ORANGE ||
2148 smashed == EL_DX_SUPABOMB ||
2149 smashed == EL_SONDE || smashed == EL_SCHWEIN ||
2150 smashed == EL_DRACHE || smashed == EL_MOLE)
2155 else if (!IS_MOVING(x, y+1))
2157 if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
2162 else if (smashed == EL_KOKOSNUSS)
2164 Feld[x][y+1] = EL_CRACKINGNUT;
2165 PlaySoundLevel(x, y, SND_NUT_CRACKING);
2166 RaiseScoreElement(EL_KOKOSNUSS);
2169 else if (smashed == EL_PEARL)
2171 Feld[x][y+1] = EL_PEARL_BREAKING;
2172 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2175 else if (smashed == EL_DIAMANT)
2177 Feld[x][y+1] = EL_LEERRAUM;
2178 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2181 else if (IS_BELT_SWITCH(smashed))
2183 ToggleBeltSwitch(x, y+1);
2185 else if (smashed == EL_SWITCHGATE_SWITCH_1 ||
2186 smashed == EL_SWITCHGATE_SWITCH_2)
2188 ToggleSwitchgateSwitch(x, y+1);
2190 else if (smashed == EL_LIGHT_SWITCH_OFF ||
2191 smashed == EL_LIGHT_SWITCH_ON)
2193 ToggleLightSwitch(x, y+1);
2199 /* play sound of magic wall / mill */
2201 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
2202 Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
2204 if (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY)
2205 PlaySoundLevel(x, y, SND_MAGIC_WALL_CHANGING);
2206 else if (Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY)
2207 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_CHANGING);
2212 /* play sound of object that hits the ground */
2213 if (lastline || object_hit)
2214 PlaySoundLevelElementAction(x, y, element, SND_ACTION_IMPACT);
2217 void TurnRound(int x, int y)
2229 { 0, 0 }, { 0, 0 }, { 0, 0 },
2234 int left, right, back;
2238 { MV_DOWN, MV_UP, MV_RIGHT },
2239 { MV_UP, MV_DOWN, MV_LEFT },
2241 { MV_LEFT, MV_RIGHT, MV_DOWN },
2242 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2243 { MV_RIGHT, MV_LEFT, MV_UP }
2246 int element = Feld[x][y];
2247 int old_move_dir = MovDir[x][y];
2248 int left_dir = turn[old_move_dir].left;
2249 int right_dir = turn[old_move_dir].right;
2250 int back_dir = turn[old_move_dir].back;
2252 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2253 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2254 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2255 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2257 int left_x = x+left_dx, left_y = y+left_dy;
2258 int right_x = x+right_dx, right_y = y+right_dy;
2259 int move_x = x+move_dx, move_y = y+move_dy;
2261 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2263 TestIfBadThingTouchesOtherBadThing(x, y);
2265 if (IN_LEV_FIELD(right_x, right_y) &&
2266 IS_FREE(right_x, right_y))
2267 MovDir[x][y] = right_dir;
2268 else if (!IN_LEV_FIELD(move_x, move_y) ||
2269 !IS_FREE(move_x, move_y))
2270 MovDir[x][y] = left_dir;
2272 if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
2274 else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2277 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
2278 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2280 TestIfBadThingTouchesOtherBadThing(x, y);
2282 if (IN_LEV_FIELD(left_x, left_y) &&
2283 IS_FREE(left_x, left_y))
2284 MovDir[x][y] = left_dir;
2285 else if (!IN_LEV_FIELD(move_x, move_y) ||
2286 !IS_FREE(move_x, move_y))
2287 MovDir[x][y] = right_dir;
2289 if ((element == EL_FLIEGER ||
2290 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2291 && MovDir[x][y] != old_move_dir)
2293 else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
2296 else if (element == EL_MAMPFER)
2298 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2300 if (IN_LEV_FIELD(left_x, left_y) &&
2301 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2302 Feld[left_x][left_y] == EL_DIAMANT))
2303 can_turn_left = TRUE;
2304 if (IN_LEV_FIELD(right_x, right_y) &&
2305 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2306 Feld[right_x][right_y] == EL_DIAMANT))
2307 can_turn_right = TRUE;
2309 if (can_turn_left && can_turn_right)
2310 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2311 else if (can_turn_left)
2312 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2313 else if (can_turn_right)
2314 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2316 MovDir[x][y] = back_dir;
2318 MovDelay[x][y] = 16+16*RND(3);
2320 else if (element == EL_MAMPFER2)
2322 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2324 if (IN_LEV_FIELD(left_x, left_y) &&
2325 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2326 IS_MAMPF2(Feld[left_x][left_y])))
2327 can_turn_left = TRUE;
2328 if (IN_LEV_FIELD(right_x, right_y) &&
2329 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2330 IS_MAMPF2(Feld[right_x][right_y])))
2331 can_turn_right = TRUE;
2333 if (can_turn_left && can_turn_right)
2334 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2335 else if (can_turn_left)
2336 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2337 else if (can_turn_right)
2338 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2340 MovDir[x][y] = back_dir;
2342 MovDelay[x][y] = 16+16*RND(3);
2344 else if (element == EL_PACMAN)
2346 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2348 if (IN_LEV_FIELD(left_x, left_y) &&
2349 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2350 IS_AMOEBOID(Feld[left_x][left_y])))
2351 can_turn_left = TRUE;
2352 if (IN_LEV_FIELD(right_x, right_y) &&
2353 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2354 IS_AMOEBOID(Feld[right_x][right_y])))
2355 can_turn_right = TRUE;
2357 if (can_turn_left && can_turn_right)
2358 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2359 else if (can_turn_left)
2360 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2361 else if (can_turn_right)
2362 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2364 MovDir[x][y] = back_dir;
2366 MovDelay[x][y] = 6+RND(40);
2368 else if (element == EL_SCHWEIN)
2370 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2371 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2372 boolean should_move_on = FALSE;
2374 int rnd = RND(rnd_value);
2376 if (IN_LEV_FIELD(left_x, left_y) &&
2377 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2378 can_turn_left = TRUE;
2379 if (IN_LEV_FIELD(right_x, right_y) &&
2380 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2381 can_turn_right = TRUE;
2382 if (IN_LEV_FIELD(move_x, move_y) &&
2383 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2386 if (can_turn_left &&
2388 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2389 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2390 should_turn_left = TRUE;
2391 if (can_turn_right &&
2393 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2394 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2395 should_turn_right = TRUE;
2397 (!can_turn_left || !can_turn_right ||
2398 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2399 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2400 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2401 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2402 should_move_on = TRUE;
2404 if (should_turn_left || should_turn_right || should_move_on)
2406 if (should_turn_left && should_turn_right && should_move_on)
2407 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2408 rnd < 2*rnd_value/3 ? right_dir :
2410 else if (should_turn_left && should_turn_right)
2411 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2412 else if (should_turn_left && should_move_on)
2413 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2414 else if (should_turn_right && should_move_on)
2415 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2416 else if (should_turn_left)
2417 MovDir[x][y] = left_dir;
2418 else if (should_turn_right)
2419 MovDir[x][y] = right_dir;
2420 else if (should_move_on)
2421 MovDir[x][y] = old_move_dir;
2423 else if (can_move_on && rnd > rnd_value/8)
2424 MovDir[x][y] = old_move_dir;
2425 else if (can_turn_left && can_turn_right)
2426 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2427 else if (can_turn_left && rnd > rnd_value/8)
2428 MovDir[x][y] = left_dir;
2429 else if (can_turn_right && rnd > rnd_value/8)
2430 MovDir[x][y] = right_dir;
2432 MovDir[x][y] = back_dir;
2434 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2435 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2436 MovDir[x][y] = old_move_dir;
2440 else if (element == EL_DRACHE)
2442 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2444 int rnd = RND(rnd_value);
2446 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2447 can_turn_left = TRUE;
2448 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2449 can_turn_right = TRUE;
2450 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2453 if (can_move_on && rnd > rnd_value/8)
2454 MovDir[x][y] = old_move_dir;
2455 else if (can_turn_left && can_turn_right)
2456 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2457 else if (can_turn_left && rnd > rnd_value/8)
2458 MovDir[x][y] = left_dir;
2459 else if (can_turn_right && rnd > rnd_value/8)
2460 MovDir[x][y] = right_dir;
2462 MovDir[x][y] = back_dir;
2464 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2465 MovDir[x][y] = old_move_dir;
2469 else if (element == EL_MOLE)
2471 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2473 if (IN_LEV_FIELD(move_x, move_y) &&
2474 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2475 Feld[move_x][move_y] == EL_DEAMOEBING))
2480 if (IN_LEV_FIELD(left_x, left_y) &&
2481 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2482 can_turn_left = TRUE;
2483 if (IN_LEV_FIELD(right_x, right_y) &&
2484 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2485 can_turn_right = TRUE;
2487 if (can_turn_left && can_turn_right)
2488 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2489 else if (can_turn_left)
2490 MovDir[x][y] = left_dir;
2492 MovDir[x][y] = right_dir;
2495 if (MovDir[x][y] != old_move_dir)
2498 else if (element == EL_BALLOON)
2500 MovDir[x][y] = game.balloon_dir;
2503 else if (element == EL_SPRING_MOVING)
2505 if (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2506 (IN_LEV_FIELD(x, y+1) && IS_FREE(x, y+1)))
2508 Feld[x][y] = EL_SPRING;
2509 MovDir[x][y] = MV_NO_MOVING;
2513 else if (element == EL_ROBOT || element == EL_SONDE || element == EL_PINGUIN)
2515 int attr_x = -1, attr_y = -1;
2526 for (i=0; i<MAX_PLAYERS; i++)
2528 struct PlayerInfo *player = &stored_player[i];
2529 int jx = player->jx, jy = player->jy;
2531 if (!player->active)
2534 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2542 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
2548 if (element == EL_PINGUIN)
2551 static int xy[4][2] =
2561 int ex = x + xy[i%4][0];
2562 int ey = y + xy[i%4][1];
2564 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
2573 MovDir[x][y] = MV_NO_MOVING;
2575 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2577 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2579 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2581 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2583 if (element == EL_ROBOT)
2587 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2588 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2589 Moving2Blocked(x, y, &newx, &newy);
2591 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2592 MovDelay[x][y] = 8+8*!RND(3);
2594 MovDelay[x][y] = 16;
2602 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2604 boolean first_horiz = RND(2);
2605 int new_move_dir = MovDir[x][y];
2608 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2609 Moving2Blocked(x, y, &newx, &newy);
2611 if (IN_LEV_FIELD(newx, newy) &&
2612 (IS_FREE(newx, newy) ||
2613 Feld[newx][newy] == EL_SALZSAEURE ||
2614 (element == EL_PINGUIN &&
2615 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2616 IS_MAMPF3(Feld[newx][newy])))))
2620 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2621 Moving2Blocked(x, y, &newx, &newy);
2623 if (IN_LEV_FIELD(newx, newy) &&
2624 (IS_FREE(newx, newy) ||
2625 Feld[newx][newy] == EL_SALZSAEURE ||
2626 (element == EL_PINGUIN &&
2627 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2628 IS_MAMPF3(Feld[newx][newy])))))
2631 MovDir[x][y] = old_move_dir;
2638 static boolean JustBeingPushed(int x, int y)
2642 for (i=0; i<MAX_PLAYERS; i++)
2644 struct PlayerInfo *player = &stored_player[i];
2646 if (player->active && player->Pushing && player->MovPos)
2648 int next_jx = player->jx + (player->jx - player->last_jx);
2649 int next_jy = player->jy + (player->jy - player->last_jy);
2651 if (x == next_jx && y == next_jy)
2659 void StartMoving(int x, int y)
2661 int element = Feld[x][y];
2666 if (CAN_FALL(element) && y<lev_fieldy-1)
2668 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2669 if (JustBeingPushed(x, y))
2672 if (element == EL_MORAST_VOLL)
2674 if (IS_FREE(x, y+1))
2676 InitMovingField(x, y, MV_DOWN);
2677 Feld[x][y] = EL_QUICKSAND_EMPTYING;
2678 Store[x][y] = EL_FELSBROCKEN;
2679 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
2681 else if (Feld[x][y+1] == EL_MORAST_LEER)
2683 if (!MovDelay[x][y])
2684 MovDelay[x][y] = TILEY + 1;
2693 Feld[x][y] = EL_MORAST_LEER;
2694 Feld[x][y+1] = EL_MORAST_VOLL;
2695 Store[x][y+1] = Store[x][y];
2697 PlaySoundLevel(x, y, SND_QUICKSAND_SLIPPING_THROUGH);
2700 else if ((element == EL_FELSBROCKEN || element == EL_BD_ROCK) &&
2701 Feld[x][y+1] == EL_MORAST_LEER)
2703 InitMovingField(x, y, MV_DOWN);
2704 Feld[x][y] = EL_QUICKSAND_FILLING;
2705 Store[x][y] = element;
2706 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
2708 else if (element == EL_MAGIC_WALL_FULL)
2710 if (IS_FREE(x, y+1))
2712 InitMovingField(x, y, MV_DOWN);
2713 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
2714 Store[x][y] = EL_CHANGED(Store[x][y]);
2716 else if (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY)
2718 if (!MovDelay[x][y])
2719 MovDelay[x][y] = TILEY/4 + 1;
2728 Feld[x][y] = EL_MAGIC_WALL_EMPTY;
2729 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
2730 Store[x][y+1] = EL_CHANGED(Store[x][y]);
2734 else if (element == EL_MAGIC_WALL_BD_FULL)
2736 if (IS_FREE(x, y+1))
2738 InitMovingField(x, y, MV_DOWN);
2739 Feld[x][y] = EL_MAGIC_WALL_BD_EMPTYING;
2740 Store[x][y] = EL_CHANGED2(Store[x][y]);
2742 else if (Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY)
2744 if (!MovDelay[x][y])
2745 MovDelay[x][y] = TILEY/4 + 1;
2754 Feld[x][y] = EL_MAGIC_WALL_BD_EMPTY;
2755 Feld[x][y+1] = EL_MAGIC_WALL_BD_FULL;
2756 Store[x][y+1] = EL_CHANGED2(Store[x][y]);
2760 else if (CAN_CHANGE(element) &&
2761 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
2762 Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
2764 InitMovingField(x, y, MV_DOWN);
2766 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ? EL_MAGIC_WALL_FILLING :
2767 EL_MAGIC_WALL_BD_FILLING);
2768 Store[x][y] = element;
2770 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
2773 InitMovingField(x, y, MV_DOWN);
2774 Store[x][y] = EL_SALZSAEURE;
2776 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2781 else if (IS_FREE(x, y+1))
2783 InitMovingField(x, y, MV_DOWN);
2785 else if (element == EL_TROPFEN)
2787 Feld[x][y] = EL_AMOEBING;
2788 Store[x][y] = EL_AMOEBE_NASS;
2790 /* Store[x][y+1] must be zero, because:
2791 (EL_MORAST_VOLL -> EL_FELSBROCKEN): Store[x][y+1] == EL_MORAST_LEER
2794 #if OLD_GAME_BEHAVIOUR
2795 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2797 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2798 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2799 element != EL_DX_SUPABOMB)
2802 else if ((IS_SLIPPERY(Feld[x][y+1]) ||
2803 (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
2804 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2805 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
2808 boolean left = (x>0 && IS_FREE(x-1, y) &&
2809 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
2810 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2811 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
2815 if (left && right &&
2816 (game.emulation != EMU_BOULDERDASH &&
2817 element != EL_BD_ROCK && element != EL_EDELSTEIN_BD))
2818 left = !(right = RND(2));
2820 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2823 else if (IS_BELT(Feld[x][y+1]))
2825 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
2826 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
2827 int belt_nr = getBeltNrFromElement(Feld[x][y+1]);
2828 int belt_dir = game.belt_dir[belt_nr];
2830 if ((belt_dir == MV_LEFT && left_is_free) ||
2831 (belt_dir == MV_RIGHT && right_is_free))
2832 InitMovingField(x, y, belt_dir);
2835 else if (CAN_MOVE(element))
2839 if ((element == EL_SONDE || element == EL_BALLOON ||
2840 element == EL_SPRING_MOVING)
2841 && JustBeingPushed(x, y))
2844 if (!MovDelay[x][y]) /* start new movement phase */
2846 /* all objects that can change their move direction after each step */
2847 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2849 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
2853 if (MovDelay[x][y] && (element == EL_KAEFER ||
2854 element == EL_FLIEGER ||
2855 element == EL_SP_SNIKSNAK ||
2856 element == EL_SP_ELECTRON ||
2857 element == EL_MOLE))
2858 DrawLevelField(x, y);
2862 if (MovDelay[x][y]) /* wait some time before next movement */
2866 if (element == EL_ROBOT ||
2867 element == EL_MAMPFER || element == EL_MAMPFER2)
2869 int phase = MovDelay[x][y] % 8;
2874 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2875 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element) + phase);
2877 if (MovDelay[x][y] % 4 == 3)
2879 if (element == EL_MAMPFER)
2880 PlaySoundLevel(x, y, SND_YAMYAM_WAITING);
2881 else if (element == EL_MAMPFER2)
2882 PlaySoundLevel(x, y, SND_DARK_YAMYAM_WAITING);
2885 else if (element == EL_SP_ELECTRON)
2886 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2887 else if (element == EL_DRACHE)
2890 int dir = MovDir[x][y];
2891 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2892 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2893 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
2894 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
2895 dir == MV_UP ? GFX_FLAMMEN_UP :
2896 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
2897 int phase = FrameCounter % 2;
2899 for (i=1; i<=3; i++)
2901 int xx = x + i*dx, yy = y + i*dy;
2902 int sx = SCREENX(xx), sy = SCREENY(yy);
2904 if (!IN_LEV_FIELD(xx, yy) ||
2905 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
2910 int flamed = MovingOrBlocked2Element(xx, yy);
2912 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
2915 RemoveMovingField(xx, yy);
2917 Feld[xx][yy] = EL_BURNING;
2918 if (IN_SCR_FIELD(sx, sy))
2919 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
2923 if (Feld[xx][yy] == EL_BURNING)
2924 Feld[xx][yy] = EL_LEERRAUM;
2925 DrawLevelField(xx, yy);
2930 if (MovDelay[x][y]) /* element still has to wait some time */
2932 PlaySoundLevelAction(x, y, SND_ACTION_WAITING);
2938 /* now make next step */
2940 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
2942 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
2943 !PLAYER_PROTECTED(newx, newy))
2947 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
2950 /* enemy got the player */
2952 KillHero(PLAYERINFO(newx, newy));
2957 else if ((element == EL_PINGUIN || element == EL_ROBOT ||
2958 element == EL_SONDE || element == EL_BALLOON) &&
2959 IN_LEV_FIELD(newx, newy) &&
2960 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
2963 Store[x][y] = EL_SALZSAEURE;
2965 else if (element == EL_PINGUIN && IN_LEV_FIELD(newx, newy))
2967 if (Feld[newx][newy] == EL_AUSGANG_AUF)
2969 Feld[x][y] = EL_LEERRAUM;
2970 DrawLevelField(x, y);
2972 PlaySoundLevel(newx, newy, SND_PENGUIN_ENTERING_EXIT);
2973 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
2974 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
2976 local_player->friends_still_needed--;
2977 if (!local_player->friends_still_needed &&
2978 !local_player->GameOver && AllPlayersGone)
2979 local_player->LevelSolved = local_player->GameOver = TRUE;
2983 else if (IS_MAMPF3(Feld[newx][newy]))
2985 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
2986 DrawLevelField(newx, newy);
2988 MovDir[x][y] = MV_NO_MOVING;
2990 else if (!IS_FREE(newx, newy))
2992 if (IS_PLAYER(x, y))
2993 DrawPlayerField(x, y);
2995 DrawLevelField(x, y);
2999 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
3001 if (IS_GEM(Feld[newx][newy]))
3003 if (IS_MOVING(newx, newy))
3004 RemoveMovingField(newx, newy);
3007 Feld[newx][newy] = EL_LEERRAUM;
3008 DrawLevelField(newx, newy);
3011 PlaySoundLevel(x, y, SND_PIG_EATING_GEM);
3013 else if (!IS_FREE(newx, newy))
3015 if (IS_PLAYER(x, y))
3016 DrawPlayerField(x, y);
3018 DrawLevelField(x, y);
3022 else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
3024 if (!IS_FREE(newx, newy))
3026 if (IS_PLAYER(x, y))
3027 DrawPlayerField(x, y);
3029 DrawLevelField(x, y);
3034 boolean wanna_flame = !RND(10);
3035 int dx = newx - x, dy = newy - y;
3036 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3037 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3038 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3039 MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
3040 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3041 MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
3043 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
3044 element1 != EL_DRACHE && element2 != EL_DRACHE &&
3045 element1 != EL_BURNING && element2 != EL_BURNING)
3047 if (IS_PLAYER(x, y))
3048 DrawPlayerField(x, y);
3050 DrawLevelField(x, y);
3052 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3054 MovDelay[x][y] = 50;
3055 Feld[newx][newy] = EL_BURNING;
3056 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
3057 Feld[newx1][newy1] = EL_BURNING;
3058 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
3059 Feld[newx2][newy2] = EL_BURNING;
3064 else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
3065 Feld[newx][newy] == EL_DIAMANT)
3067 if (IS_MOVING(newx, newy))
3068 RemoveMovingField(newx, newy);
3071 Feld[newx][newy] = EL_LEERRAUM;
3072 DrawLevelField(newx, newy);
3075 PlaySoundLevel(x, y, SND_YAMYAM_EATING_DIAMOND);
3077 else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
3078 IS_MAMPF2(Feld[newx][newy]))
3080 if (AmoebaNr[newx][newy])
3082 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3083 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
3084 Feld[newx][newy] == EL_AMOEBE_BD)
3085 AmoebaCnt[AmoebaNr[newx][newy]]--;
3088 if (IS_MOVING(newx, newy))
3089 RemoveMovingField(newx, newy);
3092 Feld[newx][newy] = EL_LEERRAUM;
3093 DrawLevelField(newx, newy);
3096 PlaySoundLevel(x, y, SND_DARK_YAMYAM_EATING_ANY);
3098 else if ((element == EL_PACMAN || element == EL_MOLE)
3099 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3101 if (AmoebaNr[newx][newy])
3103 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3104 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
3105 Feld[newx][newy] == EL_AMOEBE_BD)
3106 AmoebaCnt[AmoebaNr[newx][newy]]--;
3109 if (element == EL_MOLE)
3111 Feld[newx][newy] = EL_DEAMOEBING;
3112 PlaySoundLevel(x, y, SND_MOLE_EATING_AMOEBA);
3113 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
3114 return; /* wait for shrinking amoeba */
3116 else /* element == EL_PACMAN */
3118 Feld[newx][newy] = EL_LEERRAUM;
3119 DrawLevelField(newx, newy);
3120 PlaySoundLevel(x, y, SND_PACMAN_EATING_AMOEBA);
3123 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
3124 (Feld[newx][newy] == EL_DEAMOEBING ||
3125 (Feld[newx][newy] == EL_LEERRAUM && Stop[newx][newy])))
3127 /* wait for shrinking amoeba to completely disappear */
3130 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3132 /* object was running against a wall */
3136 if (element == EL_KAEFER || element == EL_FLIEGER ||
3137 element == EL_SP_SNIKSNAK || element == EL_MOLE)
3138 DrawLevelField(x, y);
3139 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
3140 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
3141 else if (element == EL_SONDE)
3142 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
3143 else if (element == EL_SP_ELECTRON)
3144 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
3146 if (DONT_TOUCH(element))
3147 TestIfBadThingTouchesHero(x, y);
3149 PlaySoundLevelAction(x, y, SND_ACTION_WAITING);
3154 InitMovingField(x, y, MovDir[x][y]);
3156 PlaySoundLevelAction(x, y, SND_ACTION_MOVING);
3160 ContinueMoving(x, y);
3163 void ContinueMoving(int x, int y)
3165 int element = Feld[x][y];
3166 int direction = MovDir[x][y];
3167 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3168 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3169 int horiz_move = (dx!=0);
3170 int newx = x + dx, newy = y + dy;
3171 int step = (horiz_move ? dx : dy) * TILEX / 8;
3173 if (element == EL_TROPFEN || element == EL_AMOEBA_DRIPPING)
3175 else if (element == EL_QUICKSAND_FILLING ||
3176 element == EL_QUICKSAND_EMPTYING)
3178 else if (element == EL_MAGIC_WALL_FILLING ||
3179 element == EL_MAGIC_WALL_BD_FILLING ||
3180 element == EL_MAGIC_WALL_EMPTYING ||
3181 element == EL_MAGIC_WALL_BD_EMPTYING)
3183 else if (CAN_FALL(element) && horiz_move &&
3184 y < lev_fieldy-1 && IS_BELT(Feld[x][y+1]))
3186 else if (element == EL_SPRING_MOVING)
3189 #if OLD_GAME_BEHAVIOUR
3190 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3194 MovPos[x][y] += step;
3196 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
3198 Feld[x][y] = EL_LEERRAUM;
3199 Feld[newx][newy] = element;
3201 if (element == EL_MOLE)
3204 static int xy[4][2] =
3212 Feld[x][y] = EL_ERDREICH;
3213 DrawLevelField(x, y);
3222 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_ERDREICH)
3223 DrawLevelField(xx, yy); /* for "ErdreichAnbroeckeln()" */
3227 if (element == EL_QUICKSAND_FILLING)
3229 element = Feld[newx][newy] = get_next_element(element);
3230 Store[newx][newy] = Store[x][y];
3232 else if (element == EL_QUICKSAND_EMPTYING)
3234 Feld[x][y] = get_next_element(element);
3235 element = Feld[newx][newy] = Store[x][y];
3237 else if (element == EL_MAGIC_WALL_FILLING)
3239 element = Feld[newx][newy] = get_next_element(element);
3240 if (!game.magic_wall_active)
3241 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3242 Store[newx][newy] = Store[x][y];
3244 else if (element == EL_MAGIC_WALL_EMPTYING)
3246 Feld[x][y] = get_next_element(element);
3247 if (!game.magic_wall_active)
3248 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3249 element = Feld[newx][newy] = Store[x][y];
3251 else if (element == EL_MAGIC_WALL_BD_FILLING)
3253 element = Feld[newx][newy] = get_next_element(element);
3254 if (!game.magic_wall_active)
3255 element = Feld[newx][newy] = EL_MAGIC_WALL_BD_DEAD;
3256 Store[newx][newy] = Store[x][y];
3258 else if (element == EL_MAGIC_WALL_BD_EMPTYING)
3260 Feld[x][y] = get_next_element(element);
3261 if (!game.magic_wall_active)
3262 Feld[x][y] = EL_MAGIC_WALL_BD_DEAD;
3263 element = Feld[newx][newy] = Store[x][y];
3265 else if (element == EL_AMOEBA_DRIPPING)
3267 Feld[x][y] = get_next_element(element);
3268 element = Feld[newx][newy] = Store[x][y];
3270 else if (Store[x][y] == EL_SALZSAEURE)
3272 element = Feld[newx][newy] = EL_SALZSAEURE;
3276 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3277 MovDelay[newx][newy] = 0;
3279 if (!CAN_MOVE(element))
3280 MovDir[newx][newy] = 0;
3282 DrawLevelField(x, y);
3283 DrawLevelField(newx, newy);
3285 Stop[newx][newy] = TRUE;
3286 JustStopped[newx][newy] = 3;
3288 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3290 TestIfBadThingTouchesHero(newx, newy);
3291 TestIfBadThingTouchesFriend(newx, newy);
3292 TestIfBadThingTouchesOtherBadThing(newx, newy);
3294 else if (element == EL_PINGUIN)
3295 TestIfFriendTouchesBadThing(newx, newy);
3297 if (CAN_SMASH(element) && direction == MV_DOWN &&
3298 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3301 else /* still moving on */
3302 DrawLevelField(x, y);
3305 int AmoebeNachbarNr(int ax, int ay)
3308 int element = Feld[ax][ay];
3310 static int xy[4][2] =
3320 int x = ax + xy[i][0];
3321 int y = ay + xy[i][1];
3323 if (!IN_LEV_FIELD(x, y))
3326 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3327 group_nr = AmoebaNr[x][y];
3333 void AmoebenVereinigen(int ax, int ay)
3335 int i, x, y, xx, yy;
3336 int new_group_nr = AmoebaNr[ax][ay];
3337 static int xy[4][2] =
3345 if (new_group_nr == 0)
3353 if (!IN_LEV_FIELD(x, y))
3356 if ((Feld[x][y] == EL_AMOEBE_VOLL ||
3357 Feld[x][y] == EL_AMOEBE_BD ||
3358 Feld[x][y] == EL_AMOEBE_TOT) &&
3359 AmoebaNr[x][y] != new_group_nr)
3361 int old_group_nr = AmoebaNr[x][y];
3363 if (old_group_nr == 0)
3366 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3367 AmoebaCnt[old_group_nr] = 0;
3368 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3369 AmoebaCnt2[old_group_nr] = 0;
3371 for (yy=0; yy<lev_fieldy; yy++)
3373 for (xx=0; xx<lev_fieldx; xx++)
3375 if (AmoebaNr[xx][yy] == old_group_nr)
3376 AmoebaNr[xx][yy] = new_group_nr;
3383 void AmoebeUmwandeln(int ax, int ay)
3387 if (Feld[ax][ay] == EL_AMOEBE_TOT)
3389 int group_nr = AmoebaNr[ax][ay];
3394 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3395 printf("AmoebeUmwandeln(): This should never happen!\n");
3400 for (y=0; y<lev_fieldy; y++)
3402 for (x=0; x<lev_fieldx; x++)
3404 if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
3407 Feld[x][y] = EL_AMOEBA2DIAM;
3411 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
3412 SND_AMOEBA_TURNING_TO_GEM :
3413 SND_AMOEBA_TURNING_TO_ROCK));
3418 static int xy[4][2] =
3431 if (!IN_LEV_FIELD(x, y))
3434 if (Feld[x][y] == EL_AMOEBA2DIAM)
3436 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
3437 SND_AMOEBA_TURNING_TO_GEM :
3438 SND_AMOEBA_TURNING_TO_ROCK));
3445 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3448 int group_nr = AmoebaNr[ax][ay];
3449 boolean done = FALSE;
3454 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3455 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3460 for (y=0; y<lev_fieldy; y++)
3462 for (x=0; x<lev_fieldx; x++)
3464 if (AmoebaNr[x][y] == group_nr &&
3465 (Feld[x][y] == EL_AMOEBE_TOT ||
3466 Feld[x][y] == EL_AMOEBE_BD ||
3467 Feld[x][y] == EL_AMOEBING))
3470 Feld[x][y] = new_element;
3471 InitField(x, y, FALSE);
3472 DrawLevelField(x, y);
3479 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
3480 SND_BD_AMOEBA_TURNING_TO_ROCK :
3481 SND_BD_AMOEBA_TURNING_TO_GEM));
3484 void AmoebeWaechst(int x, int y)
3486 static unsigned long sound_delay = 0;
3487 static unsigned long sound_delay_value = 0;
3489 if (!MovDelay[x][y]) /* start new growing cycle */
3493 if (DelayReached(&sound_delay, sound_delay_value))
3495 if (Store[x][y] == EL_AMOEBE_BD)
3496 PlaySoundLevel(x, y, SND_BD_AMOEBA_CREATING);
3498 PlaySoundLevel(x, y, SND_AMOEBA_CREATING);
3499 sound_delay_value = 30;
3503 if (MovDelay[x][y]) /* wait some time before growing bigger */
3506 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3507 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
3509 if (!MovDelay[x][y])
3511 Feld[x][y] = Store[x][y];
3513 DrawLevelField(x, y);
3518 void AmoebaDisappearing(int x, int y)
3520 static unsigned long sound_delay = 0;
3521 static unsigned long sound_delay_value = 0;
3523 if (!MovDelay[x][y]) /* start new shrinking cycle */
3527 if (DelayReached(&sound_delay, sound_delay_value))
3528 sound_delay_value = 30;
3531 if (MovDelay[x][y]) /* wait some time before shrinking */
3534 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3535 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + MovDelay[x][y]/2);
3537 if (!MovDelay[x][y])
3539 Feld[x][y] = EL_LEERRAUM;
3540 DrawLevelField(x, y);
3542 /* don't let mole enter this field in this cycle;
3543 (give priority to objects falling to this field from above) */
3549 void AmoebeAbleger(int ax, int ay)
3552 int element = Feld[ax][ay];
3553 int newax = ax, neway = ay;
3554 static int xy[4][2] =
3562 if (!level.amoeba_speed)
3564 Feld[ax][ay] = EL_AMOEBE_TOT;
3565 DrawLevelField(ax, ay);
3569 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3570 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3572 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3575 if (MovDelay[ax][ay])
3579 if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
3582 int x = ax + xy[start][0];
3583 int y = ay + xy[start][1];
3585 if (!IN_LEV_FIELD(x, y))
3588 if (IS_FREE(x, y) ||
3589 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3595 if (newax == ax && neway == ay)
3598 else /* normal or "filled" (BD style) amoeba */
3601 boolean waiting_for_player = FALSE;
3605 int j = (start + i) % 4;
3606 int x = ax + xy[j][0];
3607 int y = ay + xy[j][1];
3609 if (!IN_LEV_FIELD(x, y))
3612 if (IS_FREE(x, y) ||
3613 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3619 else if (IS_PLAYER(x, y))
3620 waiting_for_player = TRUE;
3623 if (newax == ax && neway == ay) /* amoeba cannot grow */
3625 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3627 Feld[ax][ay] = EL_AMOEBE_TOT;
3628 DrawLevelField(ax, ay);
3629 AmoebaCnt[AmoebaNr[ax][ay]]--;
3631 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3633 if (element == EL_AMOEBE_VOLL)
3634 AmoebeUmwandeln(ax, ay);
3635 else if (element == EL_AMOEBE_BD)
3636 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3641 else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
3643 /* amoeba gets larger by growing in some direction */
3645 int new_group_nr = AmoebaNr[ax][ay];
3648 if (new_group_nr == 0)
3650 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3651 printf("AmoebeAbleger(): This should never happen!\n");
3656 AmoebaNr[newax][neway] = new_group_nr;
3657 AmoebaCnt[new_group_nr]++;
3658 AmoebaCnt2[new_group_nr]++;
3660 /* if amoeba touches other amoeba(s) after growing, unify them */
3661 AmoebenVereinigen(newax, neway);
3663 if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200)
3665 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
3671 if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) ||
3672 (neway == lev_fieldy - 1 && newax != ax))
3674 Feld[newax][neway] = EL_AMOEBING; /* simple growth of new amoeba tile */
3675 Store[newax][neway] = element;
3677 else if (neway == ay)
3679 Feld[newax][neway] = EL_TROPFEN; /* drop left or right from amoeba */
3680 PlaySoundLevel(newax, neway, SND_AMOEBA_DROPPING);
3684 InitMovingField(ax, ay, MV_DOWN); /* drop dripping out of amoeba */
3685 Feld[ax][ay] = EL_AMOEBA_DRIPPING;
3686 Store[ax][ay] = EL_TROPFEN;
3687 ContinueMoving(ax, ay);
3691 DrawLevelField(newax, neway);
3694 void Life(int ax, int ay)
3697 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3699 int element = Feld[ax][ay];
3700 boolean changed = FALSE;
3705 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3706 MovDelay[ax][ay] = life_time;
3708 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3711 if (MovDelay[ax][ay])
3715 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3717 int xx = ax+x1, yy = ay+y1;
3720 if (!IN_LEV_FIELD(xx, yy))
3723 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3725 int x = xx+x2, y = yy+y2;
3727 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3730 if (((Feld[x][y] == element ||
3731 (element == EL_LIFE && IS_PLAYER(x, y))) &&
3733 (IS_FREE(x, y) && Stop[x][y]))
3737 if (xx == ax && yy == ay) /* field in the middle */
3739 if (nachbarn < life[0] || nachbarn > life[1])
3741 Feld[xx][yy] = EL_LEERRAUM;
3743 DrawLevelField(xx, yy);
3744 Stop[xx][yy] = TRUE;
3748 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
3749 { /* free border field */
3750 if (nachbarn >= life[2] && nachbarn <= life[3])
3752 Feld[xx][yy] = element;
3753 MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
3755 DrawLevelField(xx, yy);
3756 Stop[xx][yy] = TRUE;
3763 PlaySoundLevel(ax, ay, element == EL_LIFE ? SND_GAMEOFLIFE_CREATING :
3764 SND_BIOMAZE_CREATING);
3767 void RobotWheel(int x, int y)
3769 if (!MovDelay[x][y]) /* next animation frame */
3770 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3772 if (MovDelay[x][y]) /* wait some time before next frame */
3777 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3778 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
3779 if (!(MovDelay[x][y]%4))
3780 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_RUNNING);
3785 Feld[x][y] = EL_ABLENK_AUS;
3786 DrawLevelField(x, y);
3787 if (ZX == x && ZY == y)
3791 void TimegateWheel(int x, int y)
3793 if (!MovDelay[x][y]) /* next animation frame */
3794 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3796 if (MovDelay[x][y]) /* wait some time before next frame */
3801 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3802 DrawGraphic(SCREENX(x), SCREENY(y),
3803 GFX_TIMEGATE_SWITCH + MovDelay[x][y]%4);
3804 if (!(MovDelay[x][y]%4))
3805 PlaySoundLevel(x, y, SND_TIMEGATE_WHEEL_RUNNING);
3810 Feld[x][y] = EL_TIMEGATE_SWITCH_OFF;
3811 DrawLevelField(x, y);
3812 if (ZX == x && ZY == y)
3816 void Birne(int x, int y)
3818 if (!MovDelay[x][y]) /* next animation frame */
3819 MovDelay[x][y] = 800;
3821 if (MovDelay[x][y]) /* wait some time before next frame */
3826 if (!(MovDelay[x][y]%5))
3828 if (!(MovDelay[x][y]%10))
3829 Feld[x][y]=EL_ABLENK_EIN;
3831 Feld[x][y]=EL_ABLENK_AUS;
3832 DrawLevelField(x, y);
3833 Feld[x][y]=EL_ABLENK_EIN;
3839 Feld[x][y]=EL_ABLENK_AUS;
3840 DrawLevelField(x, y);
3841 if (ZX == x && ZY == y)
3845 void Blubber(int x, int y)
3847 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
3848 DrawLevelField(x, y-1);
3850 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
3853 void NussKnacken(int x, int y)
3855 if (!MovDelay[x][y]) /* next animation frame */
3858 if (MovDelay[x][y]) /* wait some time before next frame */
3861 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3862 DrawGraphic(SCREENX(x), SCREENY(y),
3863 GFX_CRACKINGNUT + 3 - MovDelay[x][y]/2);
3865 if (!MovDelay[x][y])
3867 Feld[x][y] = EL_EDELSTEIN;
3868 DrawLevelField(x, y);
3873 void BreakingPearl(int x, int y)
3875 if (!MovDelay[x][y]) /* next animation frame */
3878 if (MovDelay[x][y]) /* wait some time before next frame */
3881 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3882 DrawGraphic(SCREENX(x), SCREENY(y),
3883 GFX_PEARL_BREAKING + 4 - MovDelay[x][y]/2);
3885 if (!MovDelay[x][y])
3887 Feld[x][y] = EL_LEERRAUM;
3888 DrawLevelField(x, y);
3893 void SiebAktivieren(int x, int y, int typ)
3895 int graphic = (typ == 1 ? GFX_MAGIC_WALL_FULL : GFX_MAGIC_WALL_BD_FULL) + 3;
3897 DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
3900 void AusgangstuerPruefen(int x, int y)
3902 if (!local_player->gems_still_needed &&
3903 !local_player->sokobanfields_still_needed &&
3904 !local_player->lights_still_needed)
3906 Feld[x][y] = EL_AUSGANG_ACT;
3908 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
3909 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
3910 y < LEVELY(BY1) ? LEVELY(BY1) :
3911 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
3916 void AusgangstuerOeffnen(int x, int y)
3920 if (!MovDelay[x][y]) /* next animation frame */
3921 MovDelay[x][y] = 5*delay;
3923 if (MovDelay[x][y]) /* wait some time before next frame */
3928 tuer = MovDelay[x][y]/delay;
3929 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3930 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
3932 if (!MovDelay[x][y])
3934 Feld[x][y] = EL_AUSGANG_AUF;
3935 DrawLevelField(x, y);
3940 void AusgangstuerBlinken(int x, int y)
3942 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
3945 void OpenSwitchgate(int x, int y)
3949 if (!MovDelay[x][y]) /* next animation frame */
3950 MovDelay[x][y] = 5 * delay;
3952 if (MovDelay[x][y]) /* wait some time before next frame */
3957 phase = MovDelay[x][y] / delay;
3958 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3959 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_OPEN - phase);
3961 if (!MovDelay[x][y])
3963 Feld[x][y] = EL_SWITCHGATE_OPEN;
3964 DrawLevelField(x, y);
3969 void CloseSwitchgate(int x, int y)
3973 if (!MovDelay[x][y]) /* next animation frame */
3974 MovDelay[x][y] = 5 * delay;
3976 if (MovDelay[x][y]) /* wait some time before next frame */
3981 phase = MovDelay[x][y] / delay;
3982 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3983 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_CLOSED + phase);
3985 if (!MovDelay[x][y])
3987 Feld[x][y] = EL_SWITCHGATE_CLOSED;
3988 DrawLevelField(x, y);
3993 void OpenTimegate(int x, int y)
3997 if (!MovDelay[x][y]) /* next animation frame */
3998 MovDelay[x][y] = 5 * delay;
4000 if (MovDelay[x][y]) /* wait some time before next frame */
4005 phase = MovDelay[x][y] / delay;
4006 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4007 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_OPEN - phase);
4009 if (!MovDelay[x][y])
4011 Feld[x][y] = EL_TIMEGATE_OPEN;
4012 DrawLevelField(x, y);
4017 void CloseTimegate(int x, int y)
4021 if (!MovDelay[x][y]) /* next animation frame */
4022 MovDelay[x][y] = 5 * delay;
4024 if (MovDelay[x][y]) /* wait some time before next frame */
4029 phase = MovDelay[x][y] / delay;
4030 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4031 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_CLOSED + phase);
4033 if (!MovDelay[x][y])
4035 Feld[x][y] = EL_TIMEGATE_CLOSED;
4036 DrawLevelField(x, y);
4041 static void CloseAllOpenTimegates()
4045 for (y=0; y<lev_fieldy; y++)
4047 for (x=0; x<lev_fieldx; x++)
4049 int element = Feld[x][y];
4051 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4053 Feld[x][y] = EL_TIMEGATE_CLOSING;
4054 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4060 void EdelsteinFunkeln(int x, int y)
4062 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4065 if (Feld[x][y] == EL_EDELSTEIN_BD)
4066 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
4069 if (!MovDelay[x][y]) /* next animation frame */
4070 MovDelay[x][y] = 11 * !SimpleRND(500);
4072 if (MovDelay[x][y]) /* wait some time before next frame */
4076 if (setup.direct_draw && MovDelay[x][y])
4077 SetDrawtoField(DRAW_BUFFERED);
4079 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
4083 int phase = (MovDelay[x][y]-1)/2;
4088 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
4090 if (setup.direct_draw)
4094 dest_x = FX + SCREENX(x)*TILEX;
4095 dest_y = FY + SCREENY(y)*TILEY;
4097 BlitBitmap(drawto_field, window,
4098 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4099 SetDrawtoField(DRAW_DIRECT);
4106 void MauerWaechst(int x, int y)
4110 if (!MovDelay[x][y]) /* next animation frame */
4111 MovDelay[x][y] = 3*delay;
4113 if (MovDelay[x][y]) /* wait some time before next frame */
4118 phase = 2-MovDelay[x][y]/delay;
4119 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4120 DrawGraphic(SCREENX(x), SCREENY(y),
4121 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
4122 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
4123 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
4124 GFX_MAUER_DOWN ) + phase);
4126 if (!MovDelay[x][y])
4128 if (MovDir[x][y] == MV_LEFT)
4130 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
4131 DrawLevelField(x-1, y);
4133 else if (MovDir[x][y] == MV_RIGHT)
4135 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
4136 DrawLevelField(x+1, y);
4138 else if (MovDir[x][y] == MV_UP)
4140 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
4141 DrawLevelField(x, y-1);
4145 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
4146 DrawLevelField(x, y+1);
4149 Feld[x][y] = Store[x][y];
4151 MovDir[x][y] = MV_NO_MOVING;
4152 DrawLevelField(x, y);
4157 void MauerAbleger(int ax, int ay)
4159 int element = Feld[ax][ay];
4160 boolean oben_frei = FALSE, unten_frei = FALSE;
4161 boolean links_frei = FALSE, rechts_frei = FALSE;
4162 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4163 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4164 boolean new_wall = FALSE;
4166 if (!MovDelay[ax][ay]) /* start building new wall */
4167 MovDelay[ax][ay] = 6;
4169 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4172 if (MovDelay[ax][ay])
4176 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4178 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4180 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4182 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4185 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
4189 Feld[ax][ay-1] = EL_MAUERND;
4190 Store[ax][ay-1] = element;
4191 MovDir[ax][ay-1] = MV_UP;
4192 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4193 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
4198 Feld[ax][ay+1] = EL_MAUERND;
4199 Store[ax][ay+1] = element;
4200 MovDir[ax][ay+1] = MV_DOWN;
4201 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4202 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
4207 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
4208 element == EL_MAUER_LEBT)
4212 Feld[ax-1][ay] = EL_MAUERND;
4213 Store[ax-1][ay] = element;
4214 MovDir[ax-1][ay] = MV_LEFT;
4215 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4216 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
4222 Feld[ax+1][ay] = EL_MAUERND;
4223 Store[ax+1][ay] = element;
4224 MovDir[ax+1][ay] = MV_RIGHT;
4225 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4226 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
4231 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
4232 DrawLevelField(ax, ay);
4234 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
4236 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
4237 unten_massiv = TRUE;
4238 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
4239 links_massiv = TRUE;
4240 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
4241 rechts_massiv = TRUE;
4243 if (((oben_massiv && unten_massiv) ||
4244 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
4245 ((links_massiv && rechts_massiv) ||
4246 element == EL_MAUER_Y))
4247 Feld[ax][ay] = EL_MAUERWERK;
4250 PlaySoundLevel(ax, ay, SND_WALL_GROWING);
4253 void CheckForDragon(int x, int y)
4256 boolean dragon_found = FALSE;
4257 static int xy[4][2] =
4269 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4271 if (IN_LEV_FIELD(xx, yy) &&
4272 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
4274 if (Feld[xx][yy] == EL_DRACHE)
4275 dragon_found = TRUE;
4288 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4290 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
4292 Feld[xx][yy] = EL_LEERRAUM;
4293 DrawLevelField(xx, yy);
4302 static void CheckBuggyBase(int x, int y)
4304 int element = Feld[x][y];
4306 if (element == EL_SP_BUG)
4308 if (!MovDelay[x][y]) /* wait some time before activating base */
4309 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4314 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4315 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
4319 Feld[x][y] = EL_SP_BUG_ACTIVE;
4322 else if (element == EL_SP_BUG_ACTIVE)
4324 if (!MovDelay[x][y]) /* start activating buggy base */
4325 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
4333 static int xy[4][2] =
4341 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4342 DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
4346 int xx = x + xy[i][0], yy = y + xy[i][1];
4348 if (IS_PLAYER(xx, yy))
4350 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVATING);
4358 Feld[x][y] = EL_SP_BUG;
4359 DrawLevelField(x, y);
4364 static void CheckTrap(int x, int y)
4366 int element = Feld[x][y];
4368 if (element == EL_TRAP_INACTIVE)
4370 if (!MovDelay[x][y]) /* wait some time before activating trap */
4371 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4379 Feld[x][y] = EL_TRAP_ACTIVE;
4380 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
4383 else if (element == EL_TRAP_ACTIVE)
4388 if (!MovDelay[x][y]) /* start activating trap */
4389 MovDelay[x][y] = num_frames * delay;
4397 if (!(MovDelay[x][y] % delay))
4399 int phase = MovDelay[x][y]/delay;
4401 if (phase >= num_frames/2)
4402 phase = num_frames - phase;
4404 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4406 DrawGraphic(SCREENX(x),SCREENY(y), GFX_TRAP_INACTIVE + phase - 1);
4407 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
4414 Feld[x][y] = EL_TRAP_INACTIVE;
4415 DrawLevelField(x, y);
4420 static void DrawBeltAnimation(int x, int y, int element)
4422 int belt_nr = getBeltNrFromElement(element);
4423 int belt_dir = game.belt_dir[belt_nr];
4425 if (belt_dir != MV_NO_MOVING)
4428 int mode = (belt_dir == MV_LEFT ? ANIM_NORMAL : ANIM_REVERSE);
4429 int graphic = el2gfx(element) + (belt_dir == MV_LEFT ? 0 : 7);
4431 DrawGraphicAnimation(x, y, graphic, 8, delay, mode);
4433 if (!(FrameCounter % 2))
4434 PlaySoundLevel(x, y, SND_CONVEYOR_BELT_RUNNING);
4438 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4440 static byte stored_player_action[MAX_PLAYERS];
4441 static int num_stored_actions = 0;
4443 static boolean save_tape_entry = FALSE;
4445 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4446 int left = player_action & JOY_LEFT;
4447 int right = player_action & JOY_RIGHT;
4448 int up = player_action & JOY_UP;
4449 int down = player_action & JOY_DOWN;
4450 int button1 = player_action & JOY_BUTTON_1;
4451 int button2 = player_action & JOY_BUTTON_2;
4452 int dx = (left ? -1 : right ? 1 : 0);
4453 int dy = (up ? -1 : down ? 1 : 0);
4455 stored_player_action[player->index_nr] = 0;
4456 num_stored_actions++;
4458 if (!player->active || tape.pausing)
4464 save_tape_entry = TRUE;
4466 player->frame_reset_delay = 0;
4469 snapped = SnapField(player, dx, dy);
4473 bombed = PlaceBomb(player);
4474 moved = MoveFigure(player, dx, dy);
4477 if (tape.single_step && tape.recording && !tape.pausing)
4479 if (button1 || (bombed && !moved))
4481 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
4482 SnapField(player, 0, 0); /* stop snapping */
4487 if (tape.recording && (moved || snapped || bombed))
4489 if (bombed && !moved)
4490 player_action &= JOY_BUTTON;
4492 stored_player_action[player->index_nr] = player_action;
4493 save_tape_entry = TRUE;
4495 else if (tape.playing && snapped)
4496 SnapField(player, 0, 0); /* stop snapping */
4498 stored_player_action[player->index_nr] = player_action;
4503 /* no actions for this player (no input at player's configured device) */
4505 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4506 SnapField(player, 0, 0);
4507 CheckGravityMovement(player);
4510 if (player->MovPos == 0) /* needed for tape.playing */
4511 player->is_moving = FALSE;
4514 if (player->MovPos == 0) /* needed for tape.playing */
4515 player->last_move_dir = MV_NO_MOVING;
4517 /* !!! CHECK THIS AGAIN !!!
4518 (Seems to be needed for some EL_ROBOT stuff, but breaks
4519 tapes when walking through pipes!)
4522 /* it seems that "player->last_move_dir" is misused as some sort of
4523 "player->is_just_moving_in_this_moment", which is needed for the
4524 robot stuff (robots don't kill players when they are moving)
4528 if (++player->frame_reset_delay > player->move_delay_value)
4533 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
4535 TapeRecordAction(stored_player_action);
4536 num_stored_actions = 0;
4537 save_tape_entry = FALSE;
4540 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
4542 TapeRecordAction(stored_player_action);
4543 num_stored_actions = 0;
4548 if (tape.playing && !tape.pausing && !player_action &&
4549 tape.counter < tape.length)
4551 int jx = player->jx, jy = player->jy;
4553 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
4555 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
4556 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
4558 int dx = (next_joy == JOY_LEFT ? -1 : +1);
4560 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
4562 int el = Feld[jx+dx][jy];
4563 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 :
4564 (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10);
4566 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
4568 player->MovDir = next_joy;
4569 player->Frame = FrameCounter % 4;
4570 player->Pushing = TRUE;
4580 static unsigned long action_delay = 0;
4581 unsigned long action_delay_value;
4582 int sieb_x = 0, sieb_y = 0;
4583 int i, x, y, element;
4584 byte *recorded_player_action;
4585 byte summarized_player_action = 0;
4587 if (game_status != PLAYING)
4590 action_delay_value =
4591 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4593 if (tape.playing && tape.index_search && !tape.pausing)
4594 action_delay_value = 0;
4596 /* ---------- main game synchronization point ---------- */
4598 WaitUntilDelayReached(&action_delay, action_delay_value);
4600 if (network_playing && !network_player_action_received)
4604 printf("DEBUG: try to get network player actions in time\n");
4608 #if defined(PLATFORM_UNIX)
4609 /* last chance to get network player actions without main loop delay */
4613 if (game_status != PLAYING)
4616 if (!network_player_action_received)
4620 printf("DEBUG: failed to get network player actions in time\n");
4630 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4632 for (i=0; i<MAX_PLAYERS; i++)
4634 summarized_player_action |= stored_player[i].action;
4636 if (!network_playing)
4637 stored_player[i].effective_action = stored_player[i].action;
4640 #if defined(PLATFORM_UNIX)
4641 if (network_playing)
4642 SendToServer_MovePlayer(summarized_player_action);
4645 if (!options.network && !setup.team_mode)
4646 local_player->effective_action = summarized_player_action;
4648 for (i=0; i<MAX_PLAYERS; i++)
4650 int actual_player_action = stored_player[i].effective_action;
4652 if (stored_player[i].programmed_action)
4653 actual_player_action = stored_player[i].programmed_action;
4655 if (recorded_player_action)
4656 actual_player_action = recorded_player_action[i];
4658 PlayerActions(&stored_player[i], actual_player_action);
4659 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4662 network_player_action_received = FALSE;
4664 ScrollScreen(NULL, SCROLL_GO_ON);
4670 if (TimeFrames == 0 && local_player->active)
4672 extern unsigned int last_RND();
4674 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
4675 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
4682 if (GameFrameDelay >= 500)
4683 printf("FrameCounter == %d\n", FrameCounter);
4692 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4695 if (JustStopped[x][y] > 0)
4696 JustStopped[x][y]--;
4699 if (IS_BLOCKED(x, y))
4703 Blocked2Moving(x, y, &oldx, &oldy);
4704 if (!IS_MOVING(oldx, oldy))
4706 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4707 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4708 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4709 printf("GameActions(): This should never happen!\n");
4715 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4717 element = Feld[x][y];
4719 if (IS_INACTIVE(element))
4722 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4726 if (IS_GEM(element) || element == EL_SP_INFOTRON)
4727 EdelsteinFunkeln(x, y);
4729 else if (IS_MOVING(x, y))
4730 ContinueMoving(x, y);
4731 else if (IS_ACTIVE_BOMB(element))
4732 CheckDynamite(x, y);
4734 else if (element == EL_EXPLODING && !game.explosions_delayed)
4735 Explode(x, y, Frame[x][y], EX_NORMAL);
4737 else if (element == EL_AMOEBING)
4738 AmoebeWaechst(x, y);
4739 else if (element == EL_DEAMOEBING)
4740 AmoebaDisappearing(x, y);
4742 #if !USE_NEW_AMOEBA_CODE
4743 else if (IS_AMOEBALIVE(element))
4744 AmoebeAbleger(x, y);
4747 else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
4749 else if (element == EL_ABLENK_EIN)
4751 else if (element == EL_TIMEGATE_SWITCH_ON)
4752 TimegateWheel(x, y);
4753 else if (element == EL_SALZSAEURE)
4755 else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
4757 else if (element == EL_CRACKINGNUT)
4759 else if (element == EL_PEARL_BREAKING)
4760 BreakingPearl(x, y);
4761 else if (element == EL_AUSGANG_ZU)
4762 AusgangstuerPruefen(x, y);
4763 else if (element == EL_AUSGANG_ACT)
4764 AusgangstuerOeffnen(x, y);
4765 else if (element == EL_AUSGANG_AUF)
4766 AusgangstuerBlinken(x, y);
4767 else if (element == EL_MAUERND)
4769 else if (element == EL_MAUER_LEBT ||
4770 element == EL_MAUER_X ||
4771 element == EL_MAUER_Y ||
4772 element == EL_MAUER_XY)
4774 else if (element == EL_BURNING)
4775 CheckForDragon(x, y);
4776 else if (element == EL_SP_BUG || element == EL_SP_BUG_ACTIVE)
4777 CheckBuggyBase(x, y);
4778 else if (element == EL_TRAP_INACTIVE || element == EL_TRAP_ACTIVE)
4780 else if (element == EL_SP_TERMINAL)
4781 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL);
4782 else if (element == EL_SP_TERMINAL_ACTIVE)
4783 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
4784 else if (IS_BELT(element))
4785 DrawBeltAnimation(x, y, element);
4786 else if (element == EL_SWITCHGATE_OPENING)
4787 OpenSwitchgate(x, y);
4788 else if (element == EL_SWITCHGATE_CLOSING)
4789 CloseSwitchgate(x, y);
4790 else if (element == EL_TIMEGATE_OPENING)
4792 else if (element == EL_TIMEGATE_CLOSING)
4793 CloseTimegate(x, y);
4794 else if (element == EL_EXTRA_TIME)
4795 DrawGraphicAnimation(x, y, GFX_EXTRA_TIME, 6, 4, ANIM_NORMAL);
4796 else if (element == EL_SHIELD_PASSIVE)
4798 DrawGraphicAnimation(x, y, GFX_SHIELD_PASSIVE, 6, 4, ANIM_NORMAL);
4800 if (!(FrameCounter % 4))
4801 PlaySoundLevel(x, y, SND_SHIELD_PASSIVE_ACTIVATED);
4804 else if (element == EL_SHIELD_ACTIVE)
4806 DrawGraphicAnimation(x, y, GFX_SHIELD_ACTIVE, 6, 4, ANIM_NORMAL);
4808 if (!(FrameCounter % 4))
4809 PlaySoundLevel(x, y, SND_SHIELD_ACTIVE_ACTIVATED);
4813 if (game.magic_wall_active)
4815 boolean sieb = FALSE;
4816 int jx = local_player->jx, jy = local_player->jy;
4818 if (element == EL_MAGIC_WALL_FULL ||
4819 element == EL_MAGIC_WALL_EMPTY ||
4820 element == EL_MAGIC_WALL_EMPTYING)
4822 SiebAktivieren(x, y, 1);
4825 else if (element == EL_MAGIC_WALL_BD_FULL ||
4826 element == EL_MAGIC_WALL_BD_EMPTY ||
4827 element == EL_MAGIC_WALL_BD_EMPTYING)
4829 SiebAktivieren(x, y, 2);
4833 /* play the element sound at the position nearest to the player */
4834 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
4842 #if USE_NEW_AMOEBA_CODE
4843 /* new experimental amoeba growth stuff */
4845 if (!(FrameCounter % 8))
4848 static unsigned long random = 1684108901;
4850 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
4853 x = (random >> 10) % lev_fieldx;
4854 y = (random >> 20) % lev_fieldy;
4856 x = RND(lev_fieldx);
4857 y = RND(lev_fieldy);
4859 element = Feld[x][y];
4861 if (!IS_PLAYER(x,y) &&
4862 (element == EL_LEERRAUM ||
4863 element == EL_ERDREICH ||
4864 element == EL_MORAST_LEER ||
4865 element == EL_BLURB_LEFT ||
4866 element == EL_BLURB_RIGHT))
4868 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBE_NASS) ||
4869 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBE_NASS) ||
4870 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBE_NASS) ||
4871 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBE_NASS))
4872 Feld[x][y] = EL_TROPFEN;
4875 random = random * 129 + 1;
4881 if (game.explosions_delayed)
4884 game.explosions_delayed = FALSE;
4886 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4888 element = Feld[x][y];
4890 if (ExplodeField[x][y])
4891 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
4892 else if (element == EL_EXPLODING)
4893 Explode(x, y, Frame[x][y], EX_NORMAL);
4895 ExplodeField[x][y] = EX_NO_EXPLOSION;
4898 game.explosions_delayed = TRUE;
4901 if (game.magic_wall_active)
4903 if (!(game.magic_wall_time_left % 4))
4905 int element = Feld[sieb_x][sieb_y];
4907 if (element == EL_MAGIC_WALL_BD_FULL ||
4908 element == EL_MAGIC_WALL_BD_EMPTY ||
4909 element == EL_MAGIC_WALL_BD_EMPTYING)
4910 PlaySoundLevel(sieb_x, sieb_y, SND_BD_MAGIC_WALL_RUNNING);
4912 PlaySoundLevel(sieb_x, sieb_y, SND_MAGIC_WALL_RUNNING);
4915 if (game.magic_wall_time_left > 0)
4917 game.magic_wall_time_left--;
4918 if (!game.magic_wall_time_left)
4920 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4922 element = Feld[x][y];
4924 if (element == EL_MAGIC_WALL_EMPTY ||
4925 element == EL_MAGIC_WALL_FULL)
4927 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4928 DrawLevelField(x, y);
4930 else if (element == EL_MAGIC_WALL_BD_EMPTY ||
4931 element == EL_MAGIC_WALL_BD_FULL)
4933 Feld[x][y] = EL_MAGIC_WALL_BD_DEAD;
4934 DrawLevelField(x, y);
4938 game.magic_wall_active = FALSE;
4943 if (game.light_time_left > 0)
4945 game.light_time_left--;
4947 if (game.light_time_left == 0)
4949 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4951 element = Feld[x][y];
4953 if (element == EL_LIGHT_SWITCH_ON)
4955 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
4956 DrawLevelField(x, y);
4958 else if (element == EL_INVISIBLE_STEEL ||
4959 element == EL_UNSICHTBAR ||
4960 element == EL_SAND_INVISIBLE)
4961 DrawLevelField(x, y);
4966 if (game.timegate_time_left > 0)
4968 game.timegate_time_left--;
4970 if (game.timegate_time_left == 0)
4971 CloseAllOpenTimegates();
4974 for (i=0; i<MAX_PLAYERS; i++)
4976 struct PlayerInfo *player = &stored_player[i];
4978 if (SHIELD_ON(player))
4980 if (player->shield_active_time_left)
4981 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_ACTIVE_ACTIVATED);
4982 else if (player->shield_passive_time_left)
4983 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_PASSIVE_ACTIVATED);
4987 if (TimeFrames >= (1000 / GameFrameDelay))
4992 for (i=0; i<MAX_PLAYERS; i++)
4994 struct PlayerInfo *player = &stored_player[i];
4996 if (SHIELD_ON(player))
4998 player->shield_passive_time_left--;
5000 if (player->shield_active_time_left > 0)
5001 player->shield_active_time_left--;
5005 if (tape.recording || tape.playing)
5006 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
5012 if (TimeLeft <= 10 && setup.time_limit)
5013 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MAX_RIGHT);
5015 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5017 if (!TimeLeft && setup.time_limit)
5018 for (i=0; i<MAX_PLAYERS; i++)
5019 KillHero(&stored_player[i]);
5021 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
5022 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
5027 if (options.debug) /* calculate frames per second */
5029 static unsigned long fps_counter = 0;
5030 static int fps_frames = 0;
5031 unsigned long fps_delay_ms = Counter() - fps_counter;
5035 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
5037 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
5040 fps_counter = Counter();
5043 redraw_mask |= REDRAW_FPS;
5047 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
5049 int min_x = x, min_y = y, max_x = x, max_y = y;
5052 for (i=0; i<MAX_PLAYERS; i++)
5054 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5056 if (!stored_player[i].active || &stored_player[i] == player)
5059 min_x = MIN(min_x, jx);
5060 min_y = MIN(min_y, jy);
5061 max_x = MAX(max_x, jx);
5062 max_y = MAX(max_y, jy);
5065 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
5068 static boolean AllPlayersInVisibleScreen()
5072 for (i=0; i<MAX_PLAYERS; i++)
5074 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5076 if (!stored_player[i].active)
5079 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5086 void ScrollLevel(int dx, int dy)
5088 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
5091 BlitBitmap(drawto_field, drawto_field,
5092 FX + TILEX*(dx == -1) - softscroll_offset,
5093 FY + TILEY*(dy == -1) - softscroll_offset,
5094 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
5095 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
5096 FX + TILEX*(dx == 1) - softscroll_offset,
5097 FY + TILEY*(dy == 1) - softscroll_offset);
5101 x = (dx == 1 ? BX1 : BX2);
5102 for (y=BY1; y<=BY2; y++)
5103 DrawScreenField(x, y);
5107 y = (dy == 1 ? BY1 : BY2);
5108 for (x=BX1; x<=BX2; x++)
5109 DrawScreenField(x, y);
5112 redraw_mask |= REDRAW_FIELD;
5115 static void CheckGravityMovement(struct PlayerInfo *player)
5117 if (level.gravity && !player->programmed_action)
5119 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
5120 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
5122 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
5123 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
5124 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
5125 int jx = player->jx, jy = player->jy;
5126 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
5127 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
5128 int new_jx = jx + dx, new_jy = jy + dy;
5129 boolean field_under_player_is_free =
5130 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
5131 boolean player_is_moving_to_valid_field =
5132 (IN_LEV_FIELD(new_jx, new_jy) &&
5133 (Feld[new_jx][new_jy] == EL_SP_BASE ||
5134 Feld[new_jx][new_jy] == EL_ERDREICH));
5136 if (field_under_player_is_free &&
5137 !player_is_moving_to_valid_field &&
5138 !IS_TUBE(Feld[jx][jy]))
5139 player->programmed_action = MV_DOWN;
5143 boolean MoveFigureOneStep(struct PlayerInfo *player,
5144 int dx, int dy, int real_dx, int real_dy)
5146 int jx = player->jx, jy = player->jy;
5147 int new_jx = jx+dx, new_jy = jy+dy;
5151 if (!player->active || (!dx && !dy))
5152 return MF_NO_ACTION;
5154 player->MovDir = (dx < 0 ? MV_LEFT :
5157 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5159 if (!IN_LEV_FIELD(new_jx, new_jy))
5160 return MF_NO_ACTION;
5162 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
5163 return MF_NO_ACTION;
5166 element = MovingOrBlocked2Element(new_jx, new_jy);
5168 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
5171 if (DONT_GO_TO(element))
5173 if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
5176 Feld[jx][jy] = EL_SPIELFIGUR;
5177 InitMovingField(jx, jy, MV_DOWN);
5178 Store[jx][jy] = EL_SALZSAEURE;
5179 ContinueMoving(jx, jy);
5183 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
5188 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
5189 if (can_move != MF_MOVING)
5192 StorePlayer[jx][jy] = 0;
5193 player->last_jx = jx;
5194 player->last_jy = jy;
5195 jx = player->jx = new_jx;
5196 jy = player->jy = new_jy;
5197 StorePlayer[jx][jy] = player->element_nr;
5200 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
5202 ScrollFigure(player, SCROLL_INIT);
5207 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
5209 int jx = player->jx, jy = player->jy;
5210 int old_jx = jx, old_jy = jy;
5211 int moved = MF_NO_ACTION;
5213 if (!player->active || (!dx && !dy))
5217 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5221 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5222 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
5226 /* remove the last programmed player action */
5227 player->programmed_action = 0;
5231 /* should only happen if pre-1.2 tape recordings are played */
5232 /* this is only for backward compatibility */
5234 int original_move_delay_value = player->move_delay_value;
5237 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
5240 /* scroll remaining steps with finest movement resolution */
5241 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
5243 while (player->MovPos)
5245 ScrollFigure(player, SCROLL_GO_ON);
5246 ScrollScreen(NULL, SCROLL_GO_ON);
5252 player->move_delay_value = original_move_delay_value;
5255 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
5257 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
5258 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5262 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5263 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5269 if (moved & MF_MOVING && !ScreenMovPos &&
5270 (player == local_player || !options.network))
5272 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5273 int offset = (setup.scroll_delay ? 3 : 0);
5275 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5277 /* actual player has left the screen -- scroll in that direction */
5278 if (jx != old_jx) /* player has moved horizontally */
5279 scroll_x += (jx - old_jx);
5280 else /* player has moved vertically */
5281 scroll_y += (jy - old_jy);
5285 if (jx != old_jx) /* player has moved horizontally */
5287 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5288 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5289 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5291 /* don't scroll over playfield boundaries */
5292 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5293 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5295 /* don't scroll more than one field at a time */
5296 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5298 /* don't scroll against the player's moving direction */
5299 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5300 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5301 scroll_x = old_scroll_x;
5303 else /* player has moved vertically */
5305 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5306 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5307 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5309 /* don't scroll over playfield boundaries */
5310 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5311 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5313 /* don't scroll more than one field at a time */
5314 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5316 /* don't scroll against the player's moving direction */
5317 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5318 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5319 scroll_y = old_scroll_y;
5323 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5325 if (!options.network && !AllPlayersInVisibleScreen())
5327 scroll_x = old_scroll_x;
5328 scroll_y = old_scroll_y;
5332 ScrollScreen(player, SCROLL_INIT);
5333 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5338 if (!(moved & MF_MOVING) && !player->Pushing)
5341 player->Frame = (player->Frame + 1) % 4;
5343 if (moved & MF_MOVING)
5345 if (old_jx != jx && old_jy == jy)
5346 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5347 else if (old_jx == jx && old_jy != jy)
5348 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5350 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
5352 player->last_move_dir = player->MovDir;
5353 player->is_moving = TRUE;
5357 CheckGravityMovement(player);
5360 player->last_move_dir = MV_NO_MOVING;
5362 player->is_moving = FALSE;
5365 TestIfHeroTouchesBadThing(jx, jy);
5367 if (!player->active)
5373 void ScrollFigure(struct PlayerInfo *player, int mode)
5375 int jx = player->jx, jy = player->jy;
5376 int last_jx = player->last_jx, last_jy = player->last_jy;
5377 int move_stepsize = TILEX / player->move_delay_value;
5379 if (!player->active || !player->MovPos)
5382 if (mode == SCROLL_INIT)
5384 player->actual_frame_counter = FrameCounter;
5385 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5387 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
5388 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5393 else if (!FrameReached(&player->actual_frame_counter, 1))
5396 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5397 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5399 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5400 Feld[last_jx][last_jy] = EL_LEERRAUM;
5402 /* before DrawPlayer() to draw correct player graphic for this case */
5403 if (player->MovPos == 0)
5404 CheckGravityMovement(player);
5408 if (player->MovPos == 0)
5410 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
5412 /* continue with normal speed after quickly moving through gate */
5413 HALVE_PLAYER_SPEED(player);
5415 /* be able to make the next move without delay */
5416 player->move_delay = 0;
5419 player->last_jx = jx;
5420 player->last_jy = jy;
5422 if (Feld[jx][jy] == EL_AUSGANG_AUF)
5426 if (!local_player->friends_still_needed)
5427 player->LevelSolved = player->GameOver = TRUE;
5430 if (tape.single_step && tape.recording && !tape.pausing &&
5431 !player->programmed_action)
5432 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5436 void ScrollScreen(struct PlayerInfo *player, int mode)
5438 static unsigned long screen_frame_counter = 0;
5440 if (mode == SCROLL_INIT)
5442 /* set scrolling step size according to actual player's moving speed */
5443 ScrollStepSize = TILEX / player->move_delay_value;
5445 screen_frame_counter = FrameCounter;
5446 ScreenMovDir = player->MovDir;
5447 ScreenMovPos = player->MovPos;
5448 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5451 else if (!FrameReached(&screen_frame_counter, 1))
5456 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5457 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5458 redraw_mask |= REDRAW_FIELD;
5461 ScreenMovDir = MV_NO_MOVING;
5464 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
5466 int i, kill_x = -1, kill_y = -1;
5467 static int test_xy[4][2] =
5474 static int test_dir[4] =
5484 int test_x, test_y, test_move_dir, test_element;
5486 test_x = good_x + test_xy[i][0];
5487 test_y = good_y + test_xy[i][1];
5488 if (!IN_LEV_FIELD(test_x, test_y))
5492 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5495 test_element = Feld[test_x][test_y];
5497 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
5500 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5501 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5503 if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) ||
5504 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
5512 if (kill_x != -1 || kill_y != -1)
5514 if (IS_PLAYER(good_x, good_y))
5516 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
5518 if (player->shield_active_time_left > 0)
5519 Bang(kill_x, kill_y);
5520 else if (!PLAYER_PROTECTED(good_x, good_y))
5524 Bang(good_x, good_y);
5528 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
5530 int i, kill_x = -1, kill_y = -1;
5531 int bad_element = Feld[bad_x][bad_y];
5532 static int test_xy[4][2] =
5539 static int test_dir[4] =
5547 if (bad_element == EL_EXPLODING) /* skip just exploding bad things */
5552 int test_x, test_y, test_move_dir, test_element;
5554 test_x = bad_x + test_xy[i][0];
5555 test_y = bad_y + test_xy[i][1];
5556 if (!IN_LEV_FIELD(test_x, test_y))
5560 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5562 test_element = Feld[test_x][test_y];
5564 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5565 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5567 if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) ||
5568 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
5570 /* good thing is player or penguin that does not move away */
5571 if (IS_PLAYER(test_x, test_y))
5573 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
5575 if (bad_element == EL_ROBOT && player->is_moving)
5576 continue; /* robot does not kill player if he is moving */
5582 else if (test_element == EL_PINGUIN)
5591 if (kill_x != -1 || kill_y != -1)
5593 if (IS_PLAYER(kill_x, kill_y))
5595 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
5598 int dir = player->MovDir;
5599 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5600 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5602 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5603 newx != bad_x && newy != bad_y)
5604 ; /* robot does not kill player if he is moving */
5606 printf("-> %d\n", player->MovDir);
5608 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5609 newx != bad_x && newy != bad_y)
5610 ; /* robot does not kill player if he is moving */
5615 if (player->shield_active_time_left > 0)
5617 else if (!PLAYER_PROTECTED(kill_x, kill_y))
5621 Bang(kill_x, kill_y);
5625 void TestIfHeroTouchesBadThing(int x, int y)
5627 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5630 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
5632 TestIfGoodThingHitsBadThing(x, y, move_dir);
5635 void TestIfBadThingTouchesHero(int x, int y)
5637 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5640 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
5642 TestIfBadThingHitsGoodThing(x, y, move_dir);
5645 void TestIfFriendTouchesBadThing(int x, int y)
5647 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5650 void TestIfBadThingTouchesFriend(int x, int y)
5652 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5655 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
5657 int i, kill_x = bad_x, kill_y = bad_y;
5658 static int xy[4][2] =
5670 x = bad_x + xy[i][0];
5671 y = bad_y + xy[i][1];
5672 if (!IN_LEV_FIELD(x, y))
5675 element = Feld[x][y];
5676 if (IS_AMOEBOID(element) || element == EL_LIFE ||
5677 element == EL_AMOEBING || element == EL_TROPFEN)
5685 if (kill_x != bad_x || kill_y != bad_y)
5689 void KillHero(struct PlayerInfo *player)
5691 int jx = player->jx, jy = player->jy;
5693 if (!player->active)
5696 if (IS_PFORTE(Feld[jx][jy]))
5697 Feld[jx][jy] = EL_LEERRAUM;
5699 /* deactivate shield (else Bang()/Explode() would not work right) */
5700 player->shield_passive_time_left = 0;
5701 player->shield_active_time_left = 0;
5707 static void KillHeroUnlessProtected(int x, int y)
5709 if (!PLAYER_PROTECTED(x, y))
5710 KillHero(PLAYERINFO(x, y));
5713 void BuryHero(struct PlayerInfo *player)
5715 int jx = player->jx, jy = player->jy;
5717 if (!player->active)
5720 PlaySoundLevel(jx, jy, SND_PLAYER_DYING);
5721 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
5723 player->GameOver = TRUE;
5727 void RemoveHero(struct PlayerInfo *player)
5729 int jx = player->jx, jy = player->jy;
5730 int i, found = FALSE;
5732 player->present = FALSE;
5733 player->active = FALSE;
5735 if (!ExplodeField[jx][jy])
5736 StorePlayer[jx][jy] = 0;
5738 for (i=0; i<MAX_PLAYERS; i++)
5739 if (stored_player[i].active)
5743 AllPlayersGone = TRUE;
5749 int DigField(struct PlayerInfo *player,
5750 int x, int y, int real_dx, int real_dy, int mode)
5752 int jx = player->jx, jy = player->jy;
5753 int dx = x - jx, dy = y - jy;
5754 int move_direction = (dx == -1 ? MV_LEFT :
5755 dx == +1 ? MV_RIGHT :
5757 dy == +1 ? MV_DOWN : MV_NO_MOVING);
5760 if (player->MovPos == 0)
5761 player->Pushing = FALSE;
5763 if (mode == DF_NO_PUSH)
5765 player->Switching = FALSE;
5766 player->push_delay = 0;
5767 return MF_NO_ACTION;
5770 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
5771 return MF_NO_ACTION;
5773 if (IS_TUBE(Feld[jx][jy]))
5776 int tube_leave_directions[][2] =
5778 { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5779 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5780 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5781 { EL_TUBE_VERT_LEFT, MV_LEFT | MV_UP | MV_DOWN },
5782 { EL_TUBE_VERT_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
5783 { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_UP },
5784 { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
5785 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
5786 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
5787 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
5788 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
5789 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
5792 while (tube_leave_directions[i][0] != Feld[jx][jy])
5795 if (tube_leave_directions[i][0] == -1) /* should not happen */
5799 if (!(tube_leave_directions[i][1] & move_direction))
5800 return MF_NO_ACTION; /* tube has no opening in this direction */
5803 element = Feld[x][y];
5809 case EL_SAND_INVISIBLE:
5810 case EL_TRAP_INACTIVE:
5814 PlaySoundLevelElementAction(x, y, element, SND_ACTION_DIGGING);
5818 case EL_EDELSTEIN_BD:
5819 case EL_EDELSTEIN_GELB:
5820 case EL_EDELSTEIN_ROT:
5821 case EL_EDELSTEIN_LILA:
5823 case EL_SP_INFOTRON:
5827 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 :
5828 element == EL_PEARL ? 5 :
5829 element == EL_CRYSTAL ? 8 : 1);
5830 if (local_player->gems_still_needed < 0)
5831 local_player->gems_still_needed = 0;
5832 RaiseScoreElement(element);
5833 DrawText(DX_EMERALDS, DY_EMERALDS,
5834 int2str(local_player->gems_still_needed, 3),
5835 FS_SMALL, FC_YELLOW);
5836 PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING);
5841 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
5842 PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
5846 Feld[x][y] = EL_LEERRAUM;
5847 PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
5855 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5857 PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MAX_RIGHT);
5860 case EL_SHIELD_PASSIVE:
5862 player->shield_passive_time_left += 10;
5863 PlaySoundLevel(x, y, SND_SHIELD_PASSIVE_COLLECTING);
5866 case EL_SHIELD_ACTIVE:
5868 player->shield_passive_time_left += 10;
5869 player->shield_active_time_left += 10;
5870 PlaySoundLevel(x, y, SND_SHIELD_ACTIVE_COLLECTING);
5873 case EL_DYNAMITE_INACTIVE:
5874 case EL_SP_DISK_RED:
5877 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5878 DrawText(DX_DYNAMITE, DY_DYNAMITE,
5879 int2str(local_player->dynamite, 3),
5880 FS_SMALL, FC_YELLOW);
5881 PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING);
5884 case EL_DYNABOMB_NR:
5886 player->dynabomb_count++;
5887 player->dynabombs_left++;
5888 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5889 PlaySoundLevel(x, y, SND_DYNABOMB_NR_COLLECTING);
5892 case EL_DYNABOMB_SZ:
5894 player->dynabomb_size++;
5895 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5896 PlaySoundLevel(x, y, SND_DYNABOMB_SZ_COLLECTING);
5899 case EL_DYNABOMB_XL:
5901 player->dynabomb_xl = TRUE;
5902 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5903 PlaySoundLevel(x, y, SND_DYNABOMB_XL_COLLECTING);
5906 case EL_SCHLUESSEL1:
5907 case EL_SCHLUESSEL2:
5908 case EL_SCHLUESSEL3:
5909 case EL_SCHLUESSEL4:
5911 int key_nr = element - EL_SCHLUESSEL1;
5914 player->key[key_nr] = TRUE;
5915 RaiseScoreElement(EL_SCHLUESSEL);
5916 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5917 GFX_SCHLUESSEL1 + key_nr);
5918 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5919 GFX_SCHLUESSEL1 + key_nr);
5920 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
5929 int key_nr = element - EL_EM_KEY_1;
5932 player->key[key_nr] = TRUE;
5933 RaiseScoreElement(EL_SCHLUESSEL);
5934 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5935 GFX_SCHLUESSEL1 + key_nr);
5936 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5937 GFX_SCHLUESSEL1 + key_nr);
5938 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
5943 Feld[x][y] = EL_ABLENK_EIN;
5946 DrawLevelField(x, y);
5947 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
5951 case EL_SP_TERMINAL:
5955 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
5957 for (yy=0; yy<lev_fieldy; yy++)
5959 for (xx=0; xx<lev_fieldx; xx++)
5961 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
5963 else if (Feld[xx][yy] == EL_SP_TERMINAL)
5964 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
5972 case EL_BELT1_SWITCH_LEFT:
5973 case EL_BELT1_SWITCH_MIDDLE:
5974 case EL_BELT1_SWITCH_RIGHT:
5975 case EL_BELT2_SWITCH_LEFT:
5976 case EL_BELT2_SWITCH_MIDDLE:
5977 case EL_BELT2_SWITCH_RIGHT:
5978 case EL_BELT3_SWITCH_LEFT:
5979 case EL_BELT3_SWITCH_MIDDLE:
5980 case EL_BELT3_SWITCH_RIGHT:
5981 case EL_BELT4_SWITCH_LEFT:
5982 case EL_BELT4_SWITCH_MIDDLE:
5983 case EL_BELT4_SWITCH_RIGHT:
5984 if (!player->Switching)
5986 player->Switching = TRUE;
5987 ToggleBeltSwitch(x, y);
5988 PlaySoundLevel(x, y, SND_CONVEYOR_BELT_SWITCH_ACTIVATING);
5993 case EL_SWITCHGATE_SWITCH_1:
5994 case EL_SWITCHGATE_SWITCH_2:
5995 if (!player->Switching)
5997 player->Switching = TRUE;
5998 ToggleSwitchgateSwitch(x, y);
5999 PlaySoundLevel(x, y, SND_SWITCHGATE_SWITCH_ACTIVATING);
6004 case EL_LIGHT_SWITCH_OFF:
6005 case EL_LIGHT_SWITCH_ON:
6006 if (!player->Switching)
6008 player->Switching = TRUE;
6009 ToggleLightSwitch(x, y);
6010 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH_OFF ?
6011 SND_LIGHT_SWITCH_ACTIVATING :
6012 SND_LIGHT_SWITCH_DEACTIVATING);
6017 case EL_TIMEGATE_SWITCH_OFF:
6018 ActivateTimegateSwitch(x, y);
6019 PlaySoundLevel(x, y, SND_TIMEGATE_WHEEL_ACTIVATING);
6024 case EL_BALLOON_SEND_LEFT:
6025 case EL_BALLOON_SEND_RIGHT:
6026 case EL_BALLOON_SEND_UP:
6027 case EL_BALLOON_SEND_DOWN:
6028 case EL_BALLOON_SEND_ANY:
6029 if (element == EL_BALLOON_SEND_ANY)
6030 game.balloon_dir = move_direction;
6032 game.balloon_dir = (element == EL_BALLOON_SEND_LEFT ? MV_LEFT :
6033 element == EL_BALLOON_SEND_RIGHT ? MV_RIGHT :
6034 element == EL_BALLOON_SEND_UP ? MV_UP :
6035 element == EL_BALLOON_SEND_DOWN ? MV_DOWN :
6037 PlaySoundLevel(x, y, SND_BALLOON_SWITCH_ACTIVATING);
6043 if (local_player->gems_still_needed > 0)
6044 return MF_NO_ACTION;
6046 player->LevelSolved = player->GameOver = TRUE;
6047 PlaySoundStereo(SND_SP_EXIT_ENTERING, SOUND_MAX_RIGHT);
6050 /* the following elements cannot be pushed by "snapping" */
6051 case EL_FELSBROCKEN:
6053 case EL_DX_SUPABOMB:
6057 case EL_SP_DISK_ORANGE:
6059 if (mode == DF_SNAP)
6060 return MF_NO_ACTION;
6061 /* no "break" -- fall through to next case */
6062 /* the following elements can be pushed by "snapping" */
6065 return MF_NO_ACTION;
6067 player->Pushing = TRUE;
6069 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6070 return MF_NO_ACTION;
6074 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6075 return MF_NO_ACTION;
6078 if (player->push_delay == 0)
6079 player->push_delay = FrameCounter;
6081 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6082 !tape.playing && element != EL_SPRING)
6083 return MF_NO_ACTION;
6085 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6086 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6087 element != EL_SPRING)
6088 return MF_NO_ACTION;
6091 if (mode == DF_SNAP)
6093 InitMovingField(x, y, move_direction);
6094 ContinueMoving(x, y);
6099 Feld[x+dx][y+dy] = element;
6102 if (element == EL_SPRING)
6104 Feld[x+dx][y+dy] = EL_SPRING_MOVING;
6105 MovDir[x+dx][y+dy] = move_direction;
6108 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
6110 DrawLevelField(x+dx, y+dy);
6111 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING);
6118 if (!player->key[element - EL_PFORTE1])
6119 return MF_NO_ACTION;
6126 if (!player->key[element - EL_PFORTE1X])
6127 return MF_NO_ACTION;
6134 if (!player->key[element - EL_EM_GATE_1])
6135 return MF_NO_ACTION;
6136 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6137 return MF_NO_ACTION;
6139 /* automatically move to the next field with double speed */
6140 player->programmed_action = move_direction;
6141 DOUBLE_PLAYER_SPEED(player);
6143 PlaySoundLevel(x, y, SND_GATE_PASSING);
6150 if (!player->key[element - EL_EM_GATE_1X])
6151 return MF_NO_ACTION;
6152 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6153 return MF_NO_ACTION;
6155 /* automatically move to the next field with double speed */
6156 player->programmed_action = move_direction;
6157 DOUBLE_PLAYER_SPEED(player);
6159 PlaySoundLevel(x, y, SND_GATE_PASSING);
6162 case EL_SWITCHGATE_OPEN:
6163 case EL_TIMEGATE_OPEN:
6164 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6165 return MF_NO_ACTION;
6167 /* automatically move to the next field with double speed */
6168 player->programmed_action = move_direction;
6169 DOUBLE_PLAYER_SPEED(player);
6171 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PASSING);
6174 case EL_SP_PORT1_LEFT:
6175 case EL_SP_PORT2_LEFT:
6176 case EL_SP_PORT1_RIGHT:
6177 case EL_SP_PORT2_RIGHT:
6178 case EL_SP_PORT1_UP:
6179 case EL_SP_PORT2_UP:
6180 case EL_SP_PORT1_DOWN:
6181 case EL_SP_PORT2_DOWN:
6186 element != EL_SP_PORT1_LEFT &&
6187 element != EL_SP_PORT2_LEFT &&
6188 element != EL_SP_PORT_X &&
6189 element != EL_SP_PORT_XY) ||
6191 element != EL_SP_PORT1_RIGHT &&
6192 element != EL_SP_PORT2_RIGHT &&
6193 element != EL_SP_PORT_X &&
6194 element != EL_SP_PORT_XY) ||
6196 element != EL_SP_PORT1_UP &&
6197 element != EL_SP_PORT2_UP &&
6198 element != EL_SP_PORT_Y &&
6199 element != EL_SP_PORT_XY) ||
6201 element != EL_SP_PORT1_DOWN &&
6202 element != EL_SP_PORT2_DOWN &&
6203 element != EL_SP_PORT_Y &&
6204 element != EL_SP_PORT_XY) ||
6205 !IN_LEV_FIELD(x + dx, y + dy) ||
6206 !IS_FREE(x + dx, y + dy))
6207 return MF_NO_ACTION;
6209 /* automatically move to the next field with double speed */
6210 player->programmed_action = move_direction;
6211 DOUBLE_PLAYER_SPEED(player);
6213 PlaySoundLevel(x, y, SND_SP_PORT_PASSING);
6217 case EL_TUBE_VERTICAL:
6218 case EL_TUBE_HORIZONTAL:
6219 case EL_TUBE_VERT_LEFT:
6220 case EL_TUBE_VERT_RIGHT:
6221 case EL_TUBE_HORIZ_UP:
6222 case EL_TUBE_HORIZ_DOWN:
6223 case EL_TUBE_LEFT_UP:
6224 case EL_TUBE_LEFT_DOWN:
6225 case EL_TUBE_RIGHT_UP:
6226 case EL_TUBE_RIGHT_DOWN:
6229 int tube_enter_directions[][2] =
6231 { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6232 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6233 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6234 { EL_TUBE_VERT_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
6235 { EL_TUBE_VERT_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
6236 { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
6237 { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
6238 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
6239 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
6240 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
6241 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
6242 { -1, MV_NO_MOVING }
6245 while (tube_enter_directions[i][0] != element)
6248 if (tube_enter_directions[i][0] == -1) /* should not happen */
6252 if (!(tube_enter_directions[i][1] & move_direction))
6253 return MF_NO_ACTION; /* tube has no opening in this direction */
6255 PlaySoundLevel(x, y, SND_TUBE_PASSING);
6260 case EL_AUSGANG_ACT:
6261 /* door is not (yet) open */
6262 return MF_NO_ACTION;
6265 case EL_AUSGANG_AUF:
6266 if (mode == DF_SNAP)
6267 return MF_NO_ACTION;
6269 PlaySoundLevel(x, y, SND_EXIT_ENTERING);
6274 Feld[x][y] = EL_BIRNE_EIN;
6275 local_player->lights_still_needed--;
6276 DrawLevelField(x, y);
6277 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
6282 Feld[x][y] = EL_ZEIT_LEER;
6284 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
6285 DrawLevelField(x, y);
6286 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MAX_RIGHT);
6290 case EL_SOKOBAN_FELD_LEER:
6293 case EL_SOKOBAN_OBJEKT:
6294 case EL_SOKOBAN_FELD_VOLL:
6296 case EL_SP_DISK_YELLOW:
6298 if (mode == DF_SNAP)
6299 return MF_NO_ACTION;
6301 player->Pushing = TRUE;
6303 if (!IN_LEV_FIELD(x+dx, y+dy)
6304 || (!IS_FREE(x+dx, y+dy)
6305 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
6306 || !IS_SB_ELEMENT(element))))
6307 return MF_NO_ACTION;
6311 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6312 return MF_NO_ACTION;
6314 else if (dy && real_dx)
6316 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
6317 return MF_NO_ACTION;
6320 if (player->push_delay == 0)
6321 player->push_delay = FrameCounter;
6323 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6324 !tape.playing && element != EL_BALLOON)
6325 return MF_NO_ACTION;
6327 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6328 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6329 element != EL_BALLOON)
6330 return MF_NO_ACTION;
6333 if (IS_SB_ELEMENT(element))
6335 if (element == EL_SOKOBAN_FELD_VOLL)
6337 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
6338 local_player->sokobanfields_still_needed++;
6343 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
6345 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
6346 local_player->sokobanfields_still_needed--;
6347 if (element == EL_SOKOBAN_OBJEKT)
6348 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_FILLING);
6350 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6354 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
6355 if (element == EL_SOKOBAN_FELD_VOLL)
6356 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_CLEARING);
6358 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6364 Feld[x+dx][y+dy] = element;
6365 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING);
6368 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
6370 DrawLevelField(x, y);
6371 DrawLevelField(x+dx, y+dy);
6373 if (IS_SB_ELEMENT(element) &&
6374 local_player->sokobanfields_still_needed == 0 &&
6375 game.emulation == EMU_SOKOBAN)
6377 player->LevelSolved = player->GameOver = TRUE;
6378 PlaySoundLevel(x, y, SND_SOKOBAN_GAME_SOLVING);
6389 return MF_NO_ACTION;
6392 player->push_delay = 0;
6397 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
6399 int jx = player->jx, jy = player->jy;
6400 int x = jx + dx, y = jy + dy;
6402 if (!player->active || !IN_LEV_FIELD(x, y))
6410 if (player->MovPos == 0)
6411 player->Pushing = FALSE;
6413 player->snapped = FALSE;
6417 if (player->snapped)
6420 player->MovDir = (dx < 0 ? MV_LEFT :
6423 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6425 if (!DigField(player, x, y, 0, 0, DF_SNAP))
6428 player->snapped = TRUE;
6429 DrawLevelField(x, y);
6435 boolean PlaceBomb(struct PlayerInfo *player)
6437 int jx = player->jx, jy = player->jy;
6440 if (!player->active || player->MovPos)
6443 element = Feld[jx][jy];
6445 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
6446 IS_ACTIVE_BOMB(element) || element == EL_EXPLODING)
6449 if (element != EL_LEERRAUM)
6450 Store[jx][jy] = element;
6452 if (player->dynamite)
6454 Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
6455 MovDelay[jx][jy] = 96;
6457 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6458 FS_SMALL, FC_YELLOW);
6459 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6461 if (game.emulation == EMU_SUPAPLEX)
6462 DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
6464 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
6467 PlaySoundLevel(jx, jy, SND_DYNAMITE_PLACING);
6471 Feld[jx][jy] = EL_DYNABOMB_ACTIVE_1 + (player->element_nr - EL_SPIELER1);
6472 MovDelay[jx][jy] = 96;
6473 player->dynabombs_left--;
6474 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6475 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
6477 PlaySoundLevel(jx, jy, SND_DYNABOMB_PLACING);
6483 void PlaySoundLevel(int x, int y, int nr)
6485 static int loop_sound_frame[NUM_SOUND_EFFECTS];
6486 static int loop_sound_volume[NUM_SOUND_EFFECTS];
6487 int sx = SCREENX(x), sy = SCREENY(y);
6488 int volume, stereo_position;
6489 int max_distance = 8;
6490 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
6492 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
6493 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
6496 if (!IN_LEV_FIELD(x, y) ||
6497 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
6498 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
6501 volume = SOUND_MAX_VOLUME;
6503 if (!IN_SCR_FIELD(sx, sy))
6505 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
6506 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
6508 volume -= volume * (dx > dy ? dx : dy) / max_distance;
6511 stereo_position = (SOUND_MAX_LEFT +
6512 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
6513 (SCR_FIELDX + 2 * max_distance));
6515 if (IS_LOOP_SOUND(nr))
6517 /* This assures that quieter loop sounds do not overwrite louder ones,
6518 while restarting sound volume comparison with each new game frame. */
6520 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
6523 loop_sound_volume[nr] = volume;
6524 loop_sound_frame[nr] = FrameCounter;
6527 PlaySoundExt(nr, volume, stereo_position, type);
6530 void PlaySoundLevelAction(int x, int y, int sound_action)
6532 PlaySoundLevelElementAction(x, y, Feld[x][y], sound_action);
6535 void PlaySoundLevelElementAction(int x, int y, int element, int sound_action)
6537 int sound_effect = element_action_sound[element][sound_action];
6539 if (sound_effect != -1)
6540 PlaySoundLevel(x, y, sound_effect);
6543 void RaiseScore(int value)
6545 local_player->score += value;
6546 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
6547 FS_SMALL, FC_YELLOW);
6550 void RaiseScoreElement(int element)
6555 case EL_EDELSTEIN_BD:
6556 case EL_EDELSTEIN_GELB:
6557 case EL_EDELSTEIN_ROT:
6558 case EL_EDELSTEIN_LILA:
6559 RaiseScore(level.score[SC_EDELSTEIN]);
6562 RaiseScore(level.score[SC_DIAMANT]);
6566 RaiseScore(level.score[SC_KAEFER]);
6570 RaiseScore(level.score[SC_FLIEGER]);
6574 RaiseScore(level.score[SC_MAMPFER]);
6577 RaiseScore(level.score[SC_ROBOT]);
6580 RaiseScore(level.score[SC_PACMAN]);
6583 RaiseScore(level.score[SC_KOKOSNUSS]);
6585 case EL_DYNAMITE_INACTIVE:
6586 RaiseScore(level.score[SC_DYNAMIT]);
6589 RaiseScore(level.score[SC_SCHLUESSEL]);
6596 void RequestQuitGame(boolean ask_if_really_quit)
6598 if (AllPlayersGone ||
6599 !ask_if_really_quit ||
6600 level_editor_test_game ||
6601 Request("Do you really want to quit the game ?",
6602 REQ_ASK | REQ_STAY_CLOSED))
6604 #if defined(PLATFORM_UNIX)
6605 if (options.network)
6606 SendToServer_StopPlaying();
6610 game_status = MAINMENU;
6616 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
6621 /* ---------- new game button stuff ---------------------------------------- */
6623 /* graphic position values for game buttons */
6624 #define GAME_BUTTON_XSIZE 30
6625 #define GAME_BUTTON_YSIZE 30
6626 #define GAME_BUTTON_XPOS 5
6627 #define GAME_BUTTON_YPOS 215
6628 #define SOUND_BUTTON_XPOS 5
6629 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
6631 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6632 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6633 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6634 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6635 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6636 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6643 } gamebutton_info[NUM_GAME_BUTTONS] =
6646 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
6651 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
6656 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
6661 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
6662 SOUND_CTRL_ID_MUSIC,
6663 "background music on/off"
6666 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
6667 SOUND_CTRL_ID_LOOPS,
6668 "sound loops on/off"
6671 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
6672 SOUND_CTRL_ID_SIMPLE,
6673 "normal sounds on/off"
6677 void CreateGameButtons()
6681 for (i=0; i<NUM_GAME_BUTTONS; i++)
6683 Bitmap *gd_bitmap = pix[PIX_DOOR];
6684 struct GadgetInfo *gi;
6687 unsigned long event_mask;
6688 int gd_xoffset, gd_yoffset;
6689 int gd_x1, gd_x2, gd_y1, gd_y2;
6692 gd_xoffset = gamebutton_info[i].x;
6693 gd_yoffset = gamebutton_info[i].y;
6694 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
6695 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
6697 if (id == GAME_CTRL_ID_STOP ||
6698 id == GAME_CTRL_ID_PAUSE ||
6699 id == GAME_CTRL_ID_PLAY)
6701 button_type = GD_TYPE_NORMAL_BUTTON;
6703 event_mask = GD_EVENT_RELEASED;
6704 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6705 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6709 button_type = GD_TYPE_CHECK_BUTTON;
6711 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
6712 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
6713 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
6714 event_mask = GD_EVENT_PRESSED;
6715 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
6716 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6719 gi = CreateGadget(GDI_CUSTOM_ID, id,
6720 GDI_INFO_TEXT, gamebutton_info[i].infotext,
6721 GDI_X, DX + gd_xoffset,
6722 GDI_Y, DY + gd_yoffset,
6723 GDI_WIDTH, GAME_BUTTON_XSIZE,
6724 GDI_HEIGHT, GAME_BUTTON_YSIZE,
6725 GDI_TYPE, button_type,
6726 GDI_STATE, GD_BUTTON_UNPRESSED,
6727 GDI_CHECKED, checked,
6728 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
6729 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
6730 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
6731 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
6732 GDI_EVENT_MASK, event_mask,
6733 GDI_CALLBACK_ACTION, HandleGameButtons,
6737 Error(ERR_EXIT, "cannot create gadget");
6739 game_gadget[id] = gi;
6743 static void MapGameButtons()
6747 for (i=0; i<NUM_GAME_BUTTONS; i++)
6748 MapGadget(game_gadget[i]);
6751 void UnmapGameButtons()
6755 for (i=0; i<NUM_GAME_BUTTONS; i++)
6756 UnmapGadget(game_gadget[i]);
6759 static void HandleGameButtons(struct GadgetInfo *gi)
6761 int id = gi->custom_id;
6763 if (game_status != PLAYING)
6768 case GAME_CTRL_ID_STOP:
6769 RequestQuitGame(TRUE);
6772 case GAME_CTRL_ID_PAUSE:
6773 if (options.network)
6775 #if defined(PLATFORM_UNIX)
6777 SendToServer_ContinuePlaying();
6779 SendToServer_PausePlaying();
6783 TapeTogglePause(TAPE_TOGGLE_MANUAL);
6786 case GAME_CTRL_ID_PLAY:
6789 #if defined(PLATFORM_UNIX)
6790 if (options.network)
6791 SendToServer_ContinuePlaying();
6795 tape.pausing = FALSE;
6796 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
6801 case SOUND_CTRL_ID_MUSIC:
6802 if (setup.sound_music)
6804 setup.sound_music = FALSE;
6807 else if (audio.music_available)
6809 setup.sound = setup.sound_music = TRUE;
6810 PlayMusic(level_nr);
6814 case SOUND_CTRL_ID_LOOPS:
6815 if (setup.sound_loops)
6816 setup.sound_loops = FALSE;
6817 else if (audio.loops_available)
6818 setup.sound = setup.sound_loops = TRUE;
6821 case SOUND_CTRL_ID_SIMPLE:
6822 if (setup.sound_simple)
6823 setup.sound_simple = FALSE;
6824 else if (audio.sound_available)
6825 setup.sound = setup.sound_simple = TRUE;