1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2001 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MoveFigure() */
36 #define MF_NO_ACTION 0
40 /* for ScrollFigure() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_NO_EXPLOSION 0
51 /* special positions in the game control window (relative to control window) */
54 #define XX_EMERALDS 29
55 #define YY_EMERALDS 54
56 #define XX_DYNAMITE 29
57 #define YY_DYNAMITE 89
65 /* special positions in the game control window (relative to main window) */
66 #define DX_LEVEL (DX + XX_LEVEL)
67 #define DY_LEVEL (DY + YY_LEVEL)
68 #define DX_EMERALDS (DX + XX_EMERALDS)
69 #define DY_EMERALDS (DY + YY_EMERALDS)
70 #define DX_DYNAMITE (DX + XX_DYNAMITE)
71 #define DY_DYNAMITE (DY + YY_DYNAMITE)
72 #define DX_KEYS (DX + XX_KEYS)
73 #define DY_KEYS (DY + YY_KEYS)
74 #define DX_SCORE (DX + XX_SCORE)
75 #define DY_SCORE (DY + YY_SCORE)
76 #define DX_TIME (DX + XX_TIME)
77 #define DY_TIME (DY + YY_TIME)
79 #define IS_LOOP_SOUND(s) ((s) == SND_BD_MAGIC_WALL_RUNNING || \
80 (s) == SND_BD_BUTTERFLY_MOVING || \
81 (s) == SND_BD_FIREFLY_MOVING || \
82 (s) == SND_SP_SNIKSNAK_MOVING || \
83 (s) == SND_SP_ELECTRON_MOVING || \
84 (s) == SND_DYNAMITE_BURNING || \
85 (s) == SND_BUG_MOVING || \
86 (s) == SND_SPACESHIP_MOVING || \
87 (s) == SND_YAMYAM_MOVING || \
88 (s) == SND_YAMYAM_WAITING || \
89 (s) == SND_ROBOT_WHEEL_RUNNING || \
90 (s) == SND_MAGIC_WALL_RUNNING || \
91 (s) == SND_BALLOON_MOVING || \
92 (s) == SND_MOLE_MOVING || \
93 (s) == SND_TIMEGATE_WHEEL_RUNNING || \
94 (s) == SND_CONVEYOR_BELT_RUNNING || \
95 (s) == SND_DYNABOMB_BURNING || \
96 (s) == SND_PACMAN_MOVING || \
97 (s) == SND_PENGUIN_MOVING || \
98 (s) == SND_PIG_MOVING || \
99 (s) == SND_DRAGON_MOVING || \
100 (s) == SND_DRAGON_BREATHING_FIRE)
102 /* values for player movement speed (which is in fact a delay value) */
103 #define MOVE_DELAY_NORMAL_SPEED 8
104 #define MOVE_DELAY_HIGH_SPEED 4
106 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
107 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
108 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
109 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
111 /* game button identifiers */
112 #define GAME_CTRL_ID_STOP 0
113 #define GAME_CTRL_ID_PAUSE 1
114 #define GAME_CTRL_ID_PLAY 2
115 #define SOUND_CTRL_ID_MUSIC 3
116 #define SOUND_CTRL_ID_LOOPS 4
117 #define SOUND_CTRL_ID_SIMPLE 5
119 #define NUM_GAME_BUTTONS 6
121 /* forward declaration for internal use */
122 static void CloseAllOpenTimegates(void);
123 static void CheckGravityMovement(struct PlayerInfo *);
124 static void KillHeroUnlessProtected(int, int);
126 static void MapGameButtons();
127 static void HandleGameButtons(struct GadgetInfo *);
129 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
135 static unsigned int getStateCheckSum(int counter)
138 unsigned int mult = 1;
139 unsigned int checksum = 0;
141 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
143 static boolean first_game = TRUE;
145 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
151 lastFeld[x][y] = Feld[x][y];
152 else if (lastFeld[x][y] != Feld[x][y])
153 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
154 x, y, lastFeld[x][y], Feld[x][y]);
158 checksum += mult++ * Ur[x][y];
159 checksum += mult++ * Feld[x][y];
162 checksum += mult++ * MovPos[x][y];
163 checksum += mult++ * MovDir[x][y];
164 checksum += mult++ * MovDelay[x][y];
165 checksum += mult++ * Store[x][y];
166 checksum += mult++ * Store2[x][y];
167 checksum += mult++ * StorePlayer[x][y];
168 checksum += mult++ * Frame[x][y];
169 checksum += mult++ * AmoebaNr[x][y];
170 checksum += mult++ * JustStopped[x][y];
171 checksum += mult++ * Stop[x][y];
175 if (counter == 3 && first_game)
186 void GetPlayerConfig()
188 if (!audio.sound_available)
191 if (!audio.loops_available)
192 setup.sound_loops = FALSE;
194 if (!audio.music_available)
195 setup.sound_music = FALSE;
197 if (!video.fullscreen_available)
198 setup.fullscreen = FALSE;
200 setup.sound_simple = setup.sound;
202 SetAudioMode(setup.sound);
206 static int getBeltNrFromElement(int element)
208 return (element < EL_BELT2_LEFT ? 0 :
209 element < EL_BELT3_LEFT ? 1 :
210 element < EL_BELT4_LEFT ? 2 : 3);
213 static int getBeltNrFromSwitchElement(int element)
215 return (element < EL_BELT2_SWITCH_LEFT ? 0 :
216 element < EL_BELT3_SWITCH_LEFT ? 1 :
217 element < EL_BELT4_SWITCH_LEFT ? 2 : 3);
220 static int getBeltDirNrFromSwitchElement(int element)
222 static int belt_base_element[4] =
224 EL_BELT1_SWITCH_LEFT,
225 EL_BELT2_SWITCH_LEFT,
226 EL_BELT3_SWITCH_LEFT,
230 int belt_nr = getBeltNrFromSwitchElement(element);
231 int belt_dir_nr = element - belt_base_element[belt_nr];
233 return (belt_dir_nr % 3);
236 static int getBeltDirFromSwitchElement(int element)
238 static int belt_move_dir[3] =
245 int belt_dir_nr = getBeltDirNrFromSwitchElement(element);
247 return belt_move_dir[belt_dir_nr];
250 static void InitField(int x, int y, boolean init_game)
257 if (stored_player[0].present)
259 Feld[x][y] = EL_SP_MURPHY_CLONE;
266 Feld[x][y] = EL_SPIELER1;
274 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
275 int jx = player->jx, jy = player->jy;
277 player->present = TRUE;
279 if (!options.network || player->connected)
281 player->active = TRUE;
283 /* remove potentially duplicate players */
284 if (StorePlayer[jx][jy] == Feld[x][y])
285 StorePlayer[jx][jy] = 0;
287 StorePlayer[x][y] = Feld[x][y];
291 printf("Player %d activated.\n", player->element_nr);
292 printf("[Local player is %d and currently %s.]\n",
293 local_player->element_nr,
294 local_player->active ? "active" : "not active");
298 Feld[x][y] = EL_LEERRAUM;
299 player->jx = player->last_jx = x;
300 player->jy = player->last_jy = y;
305 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_SALZSAEURE)
306 Feld[x][y] = EL_BADEWANNE1;
307 else if (x > 0 && Feld[x-1][y] == EL_SALZSAEURE)
308 Feld[x][y] = EL_BADEWANNE2;
309 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE1)
310 Feld[x][y] = EL_BADEWANNE3;
311 else if (y > 0 && Feld[x][y-1] == EL_SALZSAEURE)
312 Feld[x][y] = EL_BADEWANNE4;
313 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE2)
314 Feld[x][y] = EL_BADEWANNE5;
317 case EL_KAEFER_RIGHT:
322 case EL_FLIEGER_RIGHT:
324 case EL_FLIEGER_LEFT:
325 case EL_FLIEGER_DOWN:
327 case EL_BUTTERFLY_RIGHT:
328 case EL_BUTTERFLY_UP:
329 case EL_BUTTERFLY_LEFT:
330 case EL_BUTTERFLY_DOWN:
332 case EL_FIREFLY_RIGHT:
334 case EL_FIREFLY_LEFT:
335 case EL_FIREFLY_DOWN:
337 case EL_PACMAN_RIGHT:
361 if (y == lev_fieldy - 1)
363 Feld[x][y] = EL_AMOEBING;
364 Store[x][y] = EL_AMOEBE_NASS;
368 case EL_DYNAMITE_ACTIVE:
373 local_player->lights_still_needed++;
376 case EL_SOKOBAN_FELD_LEER:
377 local_player->sokobanfields_still_needed++;
381 local_player->friends_still_needed++;
386 MovDir[x][y] = 1 << RND(4);
390 Feld[x][y] = EL_LEERRAUM;
393 case EL_EM_KEY_1_FILE:
394 Feld[x][y] = EL_EM_KEY_1;
396 case EL_EM_KEY_2_FILE:
397 Feld[x][y] = EL_EM_KEY_2;
399 case EL_EM_KEY_3_FILE:
400 Feld[x][y] = EL_EM_KEY_3;
402 case EL_EM_KEY_4_FILE:
403 Feld[x][y] = EL_EM_KEY_4;
406 case EL_BELT1_SWITCH_LEFT:
407 case EL_BELT1_SWITCH_MIDDLE:
408 case EL_BELT1_SWITCH_RIGHT:
409 case EL_BELT2_SWITCH_LEFT:
410 case EL_BELT2_SWITCH_MIDDLE:
411 case EL_BELT2_SWITCH_RIGHT:
412 case EL_BELT3_SWITCH_LEFT:
413 case EL_BELT3_SWITCH_MIDDLE:
414 case EL_BELT3_SWITCH_RIGHT:
415 case EL_BELT4_SWITCH_LEFT:
416 case EL_BELT4_SWITCH_MIDDLE:
417 case EL_BELT4_SWITCH_RIGHT:
420 int belt_nr = getBeltNrFromSwitchElement(Feld[x][y]);
421 int belt_dir = getBeltDirFromSwitchElement(Feld[x][y]);
422 int belt_dir_nr = getBeltDirNrFromSwitchElement(Feld[x][y]);
424 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
426 game.belt_dir[belt_nr] = belt_dir;
427 game.belt_dir_nr[belt_nr] = belt_dir_nr;
429 else /* more than one switch -- set it like the first switch */
431 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
436 case EL_SWITCHGATE_SWITCH_2: /* always start with same switch pos */
438 Feld[x][y] = EL_SWITCHGATE_SWITCH_1;
441 case EL_LIGHT_SWITCH_ON:
443 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
451 void DrawGameDoorValues()
455 for (i=0; i<MAX_PLAYERS; i++)
457 if (stored_player[i].key[j])
458 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
459 GFX_SCHLUESSEL1 + j);
461 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
462 int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
463 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
464 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
465 DrawText(DX + XX_SCORE, DY + YY_SCORE,
466 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
467 DrawText(DX + XX_TIME, DY + YY_TIME,
468 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
474 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
475 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
476 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
479 #if USE_NEW_AMOEBA_CODE
480 printf("Using new amoeba code.\n");
482 printf("Using old amoeba code.\n");
486 /* don't play tapes over network */
487 network_playing = (options.network && !tape.playing);
489 for (i=0; i<MAX_PLAYERS; i++)
491 struct PlayerInfo *player = &stored_player[i];
493 player->index_nr = i;
494 player->element_nr = EL_SPIELER1 + i;
496 player->present = FALSE;
497 player->active = FALSE;
500 player->effective_action = 0;
501 player->programmed_action = 0;
504 player->gems_still_needed = level.gems_needed;
505 player->sokobanfields_still_needed = 0;
506 player->lights_still_needed = 0;
507 player->friends_still_needed = 0;
510 player->key[j] = FALSE;
512 player->dynamite = 0;
513 player->dynabomb_count = 0;
514 player->dynabomb_size = 1;
515 player->dynabombs_left = 0;
516 player->dynabomb_xl = FALSE;
518 player->MovDir = MV_NO_MOVING;
520 player->Pushing = FALSE;
521 player->Switching = FALSE;
525 player->actual_frame_counter = 0;
527 player->frame_reset_delay = 0;
529 player->last_move_dir = MV_NO_MOVING;
530 player->is_moving = FALSE;
532 player->move_delay = -1; /* no initial move delay */
533 player->move_delay_value =
534 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
536 player->push_delay = 0;
537 player->push_delay_value = 5;
539 player->snapped = FALSE;
541 player->last_jx = player->last_jy = 0;
542 player->jx = player->jy = 0;
544 player->shield_passive_time_left = 0;
545 player->shield_active_time_left = 0;
547 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
548 SnapField(player, 0, 0);
550 player->LevelSolved = FALSE;
551 player->GameOver = FALSE;
554 network_player_action_received = FALSE;
556 #if defined(PLATFORM_UNIX)
557 /* initial null action */
559 SendToServer_MovePlayer(MV_NO_MOVING);
567 TimeLeft = level.time;
569 ScreenMovDir = MV_NO_MOVING;
573 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
575 AllPlayersGone = FALSE;
577 game.yam_content_nr = 0;
578 game.magic_wall_active = FALSE;
579 game.magic_wall_time_left = 0;
580 game.light_time_left = 0;
581 game.timegate_time_left = 0;
582 game.switchgate_pos = 0;
583 game.balloon_dir = MV_NO_MOVING;
584 game.explosions_delayed = TRUE;
588 game.belt_dir[i] = MV_NO_MOVING;
589 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
592 for (i=0; i<MAX_NUM_AMOEBA; i++)
593 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
595 for (x=0; x<lev_fieldx; x++)
597 for (y=0; y<lev_fieldy; y++)
599 Feld[x][y] = Ur[x][y];
600 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
601 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
604 JustStopped[x][y] = 0;
606 ExplodeField[x][y] = EX_NO_EXPLOSION;
610 for(y=0; y<lev_fieldy; y++)
612 for(x=0; x<lev_fieldx; x++)
614 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
616 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
618 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
621 InitField(x, y, TRUE);
625 /* correct non-moving belts to start moving left */
627 if (game.belt_dir[i] == MV_NO_MOVING)
628 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
630 /* check if any connected player was not found in playfield */
631 for (i=0; i<MAX_PLAYERS; i++)
633 struct PlayerInfo *player = &stored_player[i];
635 if (player->connected && !player->present)
637 for (j=0; j<MAX_PLAYERS; j++)
639 struct PlayerInfo *some_player = &stored_player[j];
640 int jx = some_player->jx, jy = some_player->jy;
642 /* assign first free player found that is present in the playfield */
643 if (some_player->present && !some_player->connected)
645 player->present = TRUE;
646 player->active = TRUE;
647 some_player->present = FALSE;
649 StorePlayer[jx][jy] = player->element_nr;
650 player->jx = player->last_jx = jx;
651 player->jy = player->last_jy = jy;
661 /* when playing a tape, eliminate all players who do not participate */
663 for (i=0; i<MAX_PLAYERS; i++)
665 if (stored_player[i].active && !tape.player_participates[i])
667 struct PlayerInfo *player = &stored_player[i];
668 int jx = player->jx, jy = player->jy;
670 player->active = FALSE;
671 StorePlayer[jx][jy] = 0;
672 Feld[jx][jy] = EL_LEERRAUM;
676 else if (!options.network && !setup.team_mode) /* && !tape.playing */
678 /* when in single player mode, eliminate all but the first active player */
680 for (i=0; i<MAX_PLAYERS; i++)
682 if (stored_player[i].active)
684 for (j=i+1; j<MAX_PLAYERS; j++)
686 if (stored_player[j].active)
688 struct PlayerInfo *player = &stored_player[j];
689 int jx = player->jx, jy = player->jy;
691 player->active = FALSE;
692 StorePlayer[jx][jy] = 0;
693 Feld[jx][jy] = EL_LEERRAUM;
700 /* when recording the game, store which players take part in the game */
703 for (i=0; i<MAX_PLAYERS; i++)
704 if (stored_player[i].active)
705 tape.player_participates[i] = TRUE;
710 for (i=0; i<MAX_PLAYERS; i++)
712 struct PlayerInfo *player = &stored_player[i];
714 printf("Player %d: present == %d, connected == %d, active == %d.\n",
719 if (local_player == player)
720 printf("Player %d is local player.\n", i+1);
724 game.version = (tape.playing ? tape.game_version : level.game_version);
725 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
726 emulate_sb ? EMU_SOKOBAN :
727 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
729 /* dynamically adjust element properties according to game engine version */
731 static int ep_em_slippery_wall[] =
741 static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall);
743 static int ep_em_slippery_wall_num =
744 sizeof(ep_em_slippery_wall) / sizeof(int);
748 printf("level %d: game.version == %06d\n", level_nr, level.game_version);
749 printf(" file_version == %06d\n", level.file_version);
752 for (i=0; i<ep_em_slippery_wall_num; i++)
755 if (level.em_slippery_gems) /* special EM style gems behaviour */
757 if (game.version >= GAME_VERSION_2_0)
759 Elementeigenschaften2[ep_em_slippery_wall[i]] |=
760 EP_BIT_EM_SLIPPERY_WALL;
762 Elementeigenschaften2[ep_em_slippery_wall[i]] &=
763 ~EP_BIT_EM_SLIPPERY_WALL;
767 if (BorderElement == EL_LEERRAUM)
770 SBX_Right = lev_fieldx - SCR_FIELDX;
772 SBY_Lower = lev_fieldy - SCR_FIELDY;
777 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
779 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
782 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
783 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
785 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
786 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
789 scroll_y = SBY_Upper;
790 if (local_player->jx >= SBX_Left + MIDPOSX)
791 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
792 local_player->jx - MIDPOSX :
794 if (local_player->jy >= SBY_Upper + MIDPOSY)
795 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
796 local_player->jy - MIDPOSY :
799 CloseDoor(DOOR_CLOSE_1);
805 /* after drawing the level, correct some elements */
806 if (game.timegate_time_left == 0)
807 CloseAllOpenTimegates();
809 if (setup.soft_scrolling)
810 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
812 redraw_mask |= REDRAW_FROM_BACKBUFFER;
814 /* copy default game door content to main double buffer */
815 BlitBitmap(pix[PIX_DOOR], drawto,
816 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
819 DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
820 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
823 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
824 int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3);
825 BlitBitmap(drawto, drawto,
826 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
827 FONT5_XSIZE * 3, FONT5_YSIZE - 1,
828 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
831 DrawGameDoorValues();
835 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
836 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
837 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
841 /* copy actual game door content to door double buffer for OpenDoor() */
842 BlitBitmap(drawto, pix[PIX_DB_DOOR],
843 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
845 OpenDoor(DOOR_OPEN_ALL);
847 PlaySoundStereo(SND_GAME_STARTING, PSND_MAX_RIGHT);
848 if (setup.sound_music)
851 KeyboardAutoRepeatOff();
856 printf("Player %d %sactive.\n",
857 i + 1, (stored_player[i].active ? "" : "not "));
861 void InitMovDir(int x, int y)
863 int i, element = Feld[x][y];
864 static int xy[4][2] =
871 static int direction[3][4] =
873 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
874 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
875 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
880 case EL_KAEFER_RIGHT:
884 Feld[x][y] = EL_KAEFER;
885 MovDir[x][y] = direction[0][element - EL_KAEFER_RIGHT];
888 case EL_FLIEGER_RIGHT:
890 case EL_FLIEGER_LEFT:
891 case EL_FLIEGER_DOWN:
892 Feld[x][y] = EL_FLIEGER;
893 MovDir[x][y] = direction[0][element - EL_FLIEGER_RIGHT];
896 case EL_BUTTERFLY_RIGHT:
897 case EL_BUTTERFLY_UP:
898 case EL_BUTTERFLY_LEFT:
899 case EL_BUTTERFLY_DOWN:
900 Feld[x][y] = EL_BUTTERFLY;
901 MovDir[x][y] = direction[0][element - EL_BUTTERFLY_RIGHT];
904 case EL_FIREFLY_RIGHT:
906 case EL_FIREFLY_LEFT:
907 case EL_FIREFLY_DOWN:
908 Feld[x][y] = EL_FIREFLY;
909 MovDir[x][y] = direction[0][element - EL_FIREFLY_RIGHT];
912 case EL_PACMAN_RIGHT:
916 Feld[x][y] = EL_PACMAN;
917 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
921 MovDir[x][y] = MV_UP;
925 MovDir[x][y] = MV_LEFT;
932 Feld[x][y] = EL_MOLE;
933 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
937 MovDir[x][y] = 1 << RND(4);
938 if (element != EL_KAEFER &&
939 element != EL_FLIEGER &&
940 element != EL_BUTTERFLY &&
941 element != EL_FIREFLY)
946 int x1 = x + xy[i][0];
947 int y1 = y + xy[i][1];
949 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
951 if (element == EL_KAEFER || element == EL_BUTTERFLY)
953 MovDir[x][y] = direction[0][i];
956 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
957 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
959 MovDir[x][y] = direction[1][i];
968 void InitAmoebaNr(int x, int y)
971 int group_nr = AmoebeNachbarNr(x, y);
975 for (i=1; i<MAX_NUM_AMOEBA; i++)
977 if (AmoebaCnt[i] == 0)
985 AmoebaNr[x][y] = group_nr;
986 AmoebaCnt[group_nr]++;
987 AmoebaCnt2[group_nr]++;
993 boolean raise_level = FALSE;
995 if (local_player->MovPos)
998 local_player->LevelSolved = FALSE;
1000 PlaySoundStereo(SND_GAME_WINNING, PSND_MAX_RIGHT);
1004 if (!tape.playing && setup.sound_loops)
1005 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, PSND_MAX_VOLUME, PSND_MAX_RIGHT,
1006 SND_CTRL_PLAY_LOOP);
1008 while (TimeLeft > 0)
1010 if (!tape.playing && !setup.sound_loops)
1011 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, PSND_MAX_RIGHT);
1012 if (TimeLeft > 0 && !(TimeLeft % 10))
1013 RaiseScore(level.score[SC_ZEITBONUS]);
1014 if (TimeLeft > 100 && !(TimeLeft % 10))
1018 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
1025 if (!tape.playing && setup.sound_loops)
1026 StopSound(SND_GAME_LEVELTIME_BONUS);
1028 else if (level.time == 0) /* level without time limit */
1030 if (!tape.playing && setup.sound_loops)
1031 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, PSND_MAX_VOLUME, PSND_MAX_RIGHT,
1032 SND_CTRL_PLAY_LOOP);
1034 while (TimePlayed < 999)
1036 if (!tape.playing && !setup.sound_loops)
1037 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, PSND_MAX_RIGHT);
1038 if (TimePlayed < 999 && !(TimePlayed % 10))
1039 RaiseScore(level.score[SC_ZEITBONUS]);
1040 if (TimePlayed < 900 && !(TimePlayed % 10))
1044 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
1051 if (!tape.playing && setup.sound_loops)
1052 StopSound(SND_GAME_LEVELTIME_BONUS);
1059 /* Hero disappears */
1060 DrawLevelField(ExitX, ExitY);
1066 CloseDoor(DOOR_CLOSE_1);
1071 SaveTape(tape.level_nr); /* Ask to save tape */
1074 if (level_nr == leveldir_current->handicap_level)
1076 leveldir_current->handicap_level++;
1077 SaveLevelSetup_SeriesInfo();
1080 if (level_editor_test_game)
1081 local_player->score = -1; /* no highscore when playing from editor */
1082 else if (level_nr < leveldir_current->last_level)
1083 raise_level = TRUE; /* advance to next level */
1085 if ((hi_pos = NewHiScore()) >= 0)
1087 game_status = HALLOFFAME;
1088 DrawHallOfFame(hi_pos);
1097 game_status = MAINMENU;
1114 LoadScore(level_nr);
1116 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1117 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1120 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1122 if (local_player->score > highscore[k].Score)
1124 /* player has made it to the hall of fame */
1126 if (k < MAX_SCORE_ENTRIES - 1)
1128 int m = MAX_SCORE_ENTRIES - 1;
1131 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1132 if (!strcmp(setup.player_name, highscore[l].Name))
1134 if (m == k) /* player's new highscore overwrites his old one */
1140 strcpy(highscore[l].Name, highscore[l - 1].Name);
1141 highscore[l].Score = highscore[l - 1].Score;
1148 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1149 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1150 highscore[k].Score = local_player->score;
1156 else if (!strncmp(setup.player_name, highscore[k].Name,
1157 MAX_PLAYER_NAME_LEN))
1158 break; /* player already there with a higher score */
1164 SaveScore(level_nr);
1169 void InitMovingField(int x, int y, int direction)
1171 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1172 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1174 MovDir[x][y] = direction;
1175 MovDir[newx][newy] = direction;
1176 if (Feld[newx][newy] == EL_LEERRAUM)
1177 Feld[newx][newy] = EL_BLOCKED;
1180 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1182 int direction = MovDir[x][y];
1183 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1184 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1190 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1192 int oldx = x, oldy = y;
1193 int direction = MovDir[x][y];
1195 if (direction == MV_LEFT)
1197 else if (direction == MV_RIGHT)
1199 else if (direction == MV_UP)
1201 else if (direction == MV_DOWN)
1204 *comes_from_x = oldx;
1205 *comes_from_y = oldy;
1208 int MovingOrBlocked2Element(int x, int y)
1210 int element = Feld[x][y];
1212 if (element == EL_BLOCKED)
1216 Blocked2Moving(x, y, &oldx, &oldy);
1217 return Feld[oldx][oldy];
1223 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1225 /* like MovingOrBlocked2Element(), but if element is moving
1226 and (x,y) is the field the moving element is just leaving,
1227 return EL_BLOCKED instead of the element value */
1228 int element = Feld[x][y];
1230 if (IS_MOVING(x, y))
1232 if (element == EL_BLOCKED)
1236 Blocked2Moving(x, y, &oldx, &oldy);
1237 return Feld[oldx][oldy];
1246 static void RemoveField(int x, int y)
1248 Feld[x][y] = EL_LEERRAUM;
1254 void RemoveMovingField(int x, int y)
1256 int oldx = x, oldy = y, newx = x, newy = y;
1258 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1261 if (IS_MOVING(x, y))
1263 Moving2Blocked(x, y, &newx, &newy);
1264 if (Feld[newx][newy] != EL_BLOCKED)
1267 else if (Feld[x][y] == EL_BLOCKED)
1269 Blocked2Moving(x, y, &oldx, &oldy);
1270 if (!IS_MOVING(oldx, oldy))
1274 if (Feld[x][y] == EL_BLOCKED &&
1275 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1276 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1277 Feld[oldx][oldy] == EL_MAGIC_WALL_BD_EMPTYING ||
1278 Feld[oldx][oldy] == EL_AMOEBA_DRIPPING))
1279 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1281 Feld[oldx][oldy] = EL_LEERRAUM;
1283 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1285 Feld[newx][newy] = EL_LEERRAUM;
1286 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1287 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1289 DrawLevelField(oldx, oldy);
1290 DrawLevelField(newx, newy);
1293 void DrawDynamite(int x, int y)
1295 int sx = SCREENX(x), sy = SCREENY(y);
1296 int graphic = el2gfx(Feld[x][y]);
1299 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1303 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
1305 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1307 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
1312 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
1316 if (game.emulation == EMU_SUPAPLEX)
1317 DrawGraphic(sx, sy, GFX_SP_DISK_RED);
1318 else if (Store[x][y])
1319 DrawGraphicThruMask(sx, sy, graphic + phase);
1321 DrawGraphic(sx, sy, graphic + phase);
1324 void CheckDynamite(int x, int y)
1326 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1331 if (!(MovDelay[x][y] % 12))
1333 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1334 PlaySoundLevel(x, y, SND_DYNAMITE_BURNING);
1336 PlaySoundLevel(x, y, SND_DYNABOMB_BURNING);
1339 if (IS_ACTIVE_BOMB(Feld[x][y]))
1341 int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6);
1343 if (!(MovDelay[x][y] % delay))
1351 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1352 StopSound(SND_DYNAMITE_BURNING);
1354 StopSound(SND_DYNABOMB_BURNING);
1359 void Explode(int ex, int ey, int phase, int mode)
1362 int num_phase = 9, delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1363 int last_phase = num_phase * delay;
1364 int half_phase = (num_phase / 2) * delay;
1365 int first_phase_after_start = EX_PHASE_START + 1;
1367 if (game.explosions_delayed)
1369 ExplodeField[ex][ey] = mode;
1373 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1375 int center_element = Feld[ex][ey];
1377 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1379 /* put moving element to center field (and let it explode there) */
1380 center_element = MovingOrBlocked2Element(ex, ey);
1381 RemoveMovingField(ex, ey);
1382 Feld[ex][ey] = center_element;
1385 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1389 if (!IN_LEV_FIELD(x, y) ||
1390 ((mode != EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
1391 (x != ex || y != ey)))
1394 element = Feld[x][y];
1396 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1398 element = MovingOrBlocked2Element(x, y);
1399 RemoveMovingField(x, y);
1402 if (IS_MASSIVE(element) || element == EL_BURNING)
1405 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1407 if (IS_ACTIVE_BOMB(element))
1409 /* re-activate things under the bomb like gate or penguin */
1410 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_LEERRAUM);
1417 if (element == EL_EXPLODING)
1418 element = Store2[x][y];
1420 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1422 switch(StorePlayer[ex][ey])
1425 Store[x][y] = EL_EDELSTEIN_ROT;
1428 Store[x][y] = EL_EDELSTEIN;
1431 Store[x][y] = EL_EDELSTEIN_LILA;
1435 Store[x][y] = EL_EDELSTEIN_GELB;
1439 if (game.emulation == EMU_SUPAPLEX)
1440 Store[x][y] = EL_LEERRAUM;
1442 else if (center_element == EL_MOLE)
1443 Store[x][y] = EL_EDELSTEIN_ROT;
1444 else if (center_element == EL_PINGUIN)
1445 Store[x][y] = EL_EDELSTEIN_LILA;
1446 else if (center_element == EL_KAEFER)
1447 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
1448 else if (center_element == EL_BUTTERFLY)
1449 Store[x][y] = EL_EDELSTEIN_BD;
1450 else if (center_element == EL_SP_ELECTRON)
1451 Store[x][y] = EL_SP_INFOTRON;
1452 else if (center_element == EL_MAMPFER)
1453 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1454 else if (center_element == EL_AMOEBA2DIAM)
1455 Store[x][y] = level.amoeba_content;
1456 else if (element == EL_ERZ_EDEL)
1457 Store[x][y] = EL_EDELSTEIN;
1458 else if (element == EL_ERZ_DIAM)
1459 Store[x][y] = EL_DIAMANT;
1460 else if (element == EL_ERZ_EDEL_BD)
1461 Store[x][y] = EL_EDELSTEIN_BD;
1462 else if (element == EL_ERZ_EDEL_GELB)
1463 Store[x][y] = EL_EDELSTEIN_GELB;
1464 else if (element == EL_ERZ_EDEL_ROT)
1465 Store[x][y] = EL_EDELSTEIN_ROT;
1466 else if (element == EL_ERZ_EDEL_LILA)
1467 Store[x][y] = EL_EDELSTEIN_LILA;
1468 else if (element == EL_WALL_PEARL)
1469 Store[x][y] = EL_PEARL;
1470 else if (element == EL_WALL_CRYSTAL)
1471 Store[x][y] = EL_CRYSTAL;
1472 else if (!IS_PFORTE(Store[x][y]))
1473 Store[x][y] = EL_LEERRAUM;
1475 if (x != ex || y != ey ||
1476 center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
1477 Store2[x][y] = element;
1479 if (AmoebaNr[x][y] &&
1480 (element == EL_AMOEBE_VOLL ||
1481 element == EL_AMOEBE_BD ||
1482 element == EL_AMOEBING))
1484 AmoebaCnt[AmoebaNr[x][y]]--;
1485 AmoebaCnt2[AmoebaNr[x][y]]--;
1488 Feld[x][y] = EL_EXPLODING;
1489 MovDir[x][y] = MovPos[x][y] = 0;
1495 if (center_element == EL_MAMPFER)
1496 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1507 Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
1509 if (phase == first_phase_after_start)
1511 int element = Store2[x][y];
1513 if (element == EL_BLACK_ORB)
1515 Feld[x][y] = Store2[x][y];
1520 else if (phase == half_phase)
1522 int element = Store2[x][y];
1524 if (IS_PLAYER(x, y))
1525 KillHeroUnlessProtected(x, y);
1526 else if (IS_EXPLOSIVE(element))
1528 Feld[x][y] = Store2[x][y];
1532 else if (element == EL_AMOEBA2DIAM)
1533 AmoebeUmwandeln(x, y);
1536 if (phase == last_phase)
1540 element = Feld[x][y] = Store[x][y];
1541 Store[x][y] = Store2[x][y] = 0;
1542 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1543 InitField(x, y, FALSE);
1544 if (CAN_MOVE(element) || COULD_MOVE(element))
1546 DrawLevelField(x, y);
1548 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1549 StorePlayer[x][y] = 0;
1551 else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1553 int graphic = GFX_EXPLOSION;
1555 if (game.emulation == EMU_SUPAPLEX)
1556 graphic = (Store[x][y] == EL_SP_INFOTRON ?
1557 GFX_SP_EXPLODE_INFOTRON :
1558 GFX_SP_EXPLODE_EMPTY);
1561 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1563 graphic += (phase / delay - 1);
1565 if (IS_PFORTE(Store[x][y]))
1567 DrawLevelElement(x, y, Store[x][y]);
1568 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic);
1571 DrawGraphic(SCREENX(x), SCREENY(y), graphic);
1575 void DynaExplode(int ex, int ey)
1578 int dynabomb_size = 1;
1579 boolean dynabomb_xl = FALSE;
1580 struct PlayerInfo *player;
1581 static int xy[4][2] =
1589 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1591 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_ACTIVE_1];
1592 dynabomb_size = player->dynabomb_size;
1593 dynabomb_xl = player->dynabomb_xl;
1594 player->dynabombs_left++;
1597 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1601 for (j=1; j<=dynabomb_size; j++)
1603 int x = ex + j * xy[i % 4][0];
1604 int y = ey + j * xy[i % 4][1];
1607 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1610 element = Feld[x][y];
1612 /* do not restart explosions of fields with active bombs */
1613 if (element == EL_EXPLODING && IS_ACTIVE_BOMB(Store2[x][y]))
1616 Explode(x, y, EX_PHASE_START, EX_BORDER);
1618 if (element != EL_LEERRAUM &&
1619 element != EL_ERDREICH &&
1620 element != EL_EXPLODING &&
1627 void Bang(int x, int y)
1629 int element = Feld[x][y];
1631 if (game.emulation == EMU_SUPAPLEX)
1632 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
1634 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
1637 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1638 element = EL_LEERRAUM;
1652 RaiseScoreElement(element);
1653 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1655 case EL_DYNABOMB_ACTIVE_1:
1656 case EL_DYNABOMB_ACTIVE_2:
1657 case EL_DYNABOMB_ACTIVE_3:
1658 case EL_DYNABOMB_ACTIVE_4:
1659 case EL_DYNABOMB_NR:
1660 case EL_DYNABOMB_SZ:
1661 case EL_DYNABOMB_XL:
1667 if (IS_PLAYER(x, y))
1668 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1670 Explode(x, y, EX_PHASE_START, EX_CENTER);
1673 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1678 void Blurb(int x, int y)
1680 int element = Feld[x][y];
1682 if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
1684 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
1685 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1686 (!IN_LEV_FIELD(x-1, y-1) ||
1687 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1689 Feld[x-1][y] = EL_BLURB_LEFT;
1691 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1692 (!IN_LEV_FIELD(x+1, y-1) ||
1693 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1695 Feld[x+1][y] = EL_BLURB_RIGHT;
1700 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1702 if (!MovDelay[x][y]) /* initialize animation counter */
1705 if (MovDelay[x][y]) /* continue animation */
1708 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1709 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1711 if (!MovDelay[x][y])
1713 Feld[x][y] = EL_LEERRAUM;
1714 DrawLevelField(x, y);
1720 static void ToggleBeltSwitch(int x, int y)
1722 static int belt_base_element[4] =
1724 EL_BELT1_SWITCH_LEFT,
1725 EL_BELT2_SWITCH_LEFT,
1726 EL_BELT3_SWITCH_LEFT,
1727 EL_BELT4_SWITCH_LEFT
1729 static int belt_move_dir[4] =
1737 int element = Feld[x][y];
1738 int belt_nr = getBeltNrFromSwitchElement(element);
1739 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1740 int belt_dir = belt_move_dir[belt_dir_nr];
1743 if (!IS_BELT_SWITCH(element))
1746 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1747 game.belt_dir[belt_nr] = belt_dir;
1749 if (belt_dir_nr == 3)
1752 for (yy=0; yy<lev_fieldy; yy++)
1754 for (xx=0; xx<lev_fieldx; xx++)
1756 int element = Feld[xx][yy];
1758 if (IS_BELT_SWITCH(element))
1760 int e_belt_nr = getBeltNrFromSwitchElement(element);
1762 if (e_belt_nr == belt_nr)
1764 Feld[xx][yy] = belt_base_element[belt_nr] + belt_dir_nr;
1765 DrawLevelField(xx, yy);
1768 else if (belt_dir == MV_NO_MOVING && IS_BELT(element))
1770 int e_belt_nr = getBeltNrFromElement(element);
1772 if (e_belt_nr == belt_nr)
1773 DrawLevelField(xx, yy); /* set belt to parking position */
1779 static void ToggleSwitchgateSwitch(int x, int y)
1783 game.switchgate_pos = !game.switchgate_pos;
1785 for (yy=0; yy<lev_fieldy; yy++)
1787 for (xx=0; xx<lev_fieldx; xx++)
1789 int element = Feld[xx][yy];
1791 if (element == EL_SWITCHGATE_SWITCH_1 ||
1792 element == EL_SWITCHGATE_SWITCH_2)
1794 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_1 + game.switchgate_pos;
1795 DrawLevelField(xx, yy);
1797 else if (element == EL_SWITCHGATE_OPEN ||
1798 element == EL_SWITCHGATE_OPENING)
1800 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
1801 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
1803 else if (element == EL_SWITCHGATE_CLOSED ||
1804 element == EL_SWITCHGATE_CLOSING)
1806 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
1807 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
1813 static void RedrawAllLightSwitchesAndInvisibleElements()
1817 for (y=0; y<lev_fieldy; y++)
1819 for (x=0; x<lev_fieldx; x++)
1821 int element = Feld[x][y];
1823 if (element == EL_LIGHT_SWITCH_OFF &&
1824 game.light_time_left > 0)
1826 Feld[x][y] = EL_LIGHT_SWITCH_ON;
1827 DrawLevelField(x, y);
1829 else if (element == EL_LIGHT_SWITCH_ON &&
1830 game.light_time_left == 0)
1832 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
1833 DrawLevelField(x, y);
1836 if (element == EL_INVISIBLE_STEEL ||
1837 element == EL_UNSICHTBAR ||
1838 element == EL_SAND_INVISIBLE)
1839 DrawLevelField(x, y);
1844 static void ToggleLightSwitch(int x, int y)
1846 int element = Feld[x][y];
1848 game.light_time_left =
1849 (element == EL_LIGHT_SWITCH_OFF ?
1850 level.time_light * FRAMES_PER_SECOND : 0);
1852 RedrawAllLightSwitchesAndInvisibleElements();
1855 static void ActivateTimegateSwitch(int x, int y)
1859 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
1861 for (yy=0; yy<lev_fieldy; yy++)
1863 for (xx=0; xx<lev_fieldx; xx++)
1865 int element = Feld[xx][yy];
1867 if (element == EL_TIMEGATE_CLOSED ||
1868 element == EL_TIMEGATE_CLOSING)
1870 Feld[xx][yy] = EL_TIMEGATE_OPENING;
1871 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
1875 else if (element == EL_TIMEGATE_SWITCH_ON)
1877 Feld[xx][yy] = EL_TIMEGATE_SWITCH_OFF;
1878 DrawLevelField(xx, yy);
1885 Feld[x][y] = EL_TIMEGATE_SWITCH_ON;
1888 void Impact(int x, int y)
1890 boolean lastline = (y == lev_fieldy-1);
1891 boolean object_hit = FALSE;
1892 int element = Feld[x][y];
1895 if (!lastline) /* check if element below was hit */
1897 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1900 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
1901 MovDir[x][y+1]!=MV_DOWN ||
1902 MovPos[x][y+1]<=TILEY/2));
1904 smashed = MovingOrBlocked2Element(x, y+1);
1907 if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */
1913 if ((element == EL_BOMBE ||
1914 element == EL_SP_DISK_ORANGE ||
1915 element == EL_DX_SUPABOMB) &&
1916 (lastline || object_hit)) /* element is bomb */
1921 else if (element == EL_PEARL)
1923 Feld[x][y] = EL_PEARL_BREAKING;
1924 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
1928 if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
1930 if (object_hit && IS_PLAYER(x, y+1))
1931 KillHeroUnlessProtected(x, y+1);
1932 else if (object_hit && smashed == EL_PINGUIN)
1936 Feld[x][y] = EL_AMOEBING;
1937 Store[x][y] = EL_AMOEBE_NASS;
1942 if (!lastline && object_hit) /* check which object was hit */
1944 if (CAN_CHANGE(element) &&
1945 (smashed == EL_MAGIC_WALL_OFF || smashed == EL_MAGIC_WALL_BD_OFF))
1948 int activated_magic_wall =
1949 (smashed == EL_MAGIC_WALL_OFF ? EL_MAGIC_WALL_EMPTY :
1950 EL_MAGIC_WALL_BD_EMPTY);
1952 /* activate magic wall / mill */
1953 for (yy=0; yy<lev_fieldy; yy++)
1954 for (xx=0; xx<lev_fieldx; xx++)
1955 if (Feld[xx][yy] == smashed)
1956 Feld[xx][yy] = activated_magic_wall;
1958 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
1959 game.magic_wall_active = TRUE;
1961 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL_OFF ?
1962 SND_MAGIC_WALL_ACTIVATING :
1963 SND_BD_MAGIC_WALL_ACTIVATING));
1966 if (IS_PLAYER(x, y+1))
1968 KillHeroUnlessProtected(x, y+1);
1971 else if (smashed == EL_PINGUIN)
1976 else if (element == EL_EDELSTEIN_BD)
1978 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1984 else if ((element == EL_SP_INFOTRON || element == EL_SP_ZONK) &&
1985 (smashed == EL_SP_SNIKSNAK || smashed == EL_SP_ELECTRON ||
1986 smashed == EL_SP_DISK_ORANGE))
1991 else if (element == EL_FELSBROCKEN ||
1992 element == EL_SP_ZONK ||
1993 element == EL_BD_ROCK)
1995 if (IS_ENEMY(smashed) ||
1996 smashed == EL_BOMBE || smashed == EL_SP_DISK_ORANGE ||
1997 smashed == EL_DX_SUPABOMB ||
1998 smashed == EL_SONDE || smashed == EL_SCHWEIN ||
1999 smashed == EL_DRACHE || smashed == EL_MOLE)
2004 else if (!IS_MOVING(x, y+1))
2006 if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
2011 else if (smashed == EL_KOKOSNUSS)
2013 Feld[x][y+1] = EL_CRACKINGNUT;
2014 PlaySoundLevel(x, y, SND_NUT_CRACKING);
2015 RaiseScoreElement(EL_KOKOSNUSS);
2018 else if (smashed == EL_PEARL)
2020 Feld[x][y+1] = EL_PEARL_BREAKING;
2021 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2024 else if (smashed == EL_DIAMANT)
2026 Feld[x][y+1] = EL_LEERRAUM;
2027 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2030 else if (IS_BELT_SWITCH(smashed))
2032 ToggleBeltSwitch(x, y+1);
2034 else if (smashed == EL_SWITCHGATE_SWITCH_1 ||
2035 smashed == EL_SWITCHGATE_SWITCH_2)
2037 ToggleSwitchgateSwitch(x, y+1);
2039 else if (smashed == EL_LIGHT_SWITCH_OFF ||
2040 smashed == EL_LIGHT_SWITCH_ON)
2042 ToggleLightSwitch(x, y+1);
2048 /* play sound of magic wall / mill */
2050 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
2051 Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
2053 if (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY)
2054 PlaySoundLevel(x, y, SND_MAGIC_WALL_CHANGING);
2055 else if (Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY)
2056 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_CHANGING);
2061 /* play sound of object that hits the ground */
2062 if (lastline || object_hit)
2068 case EL_EDELSTEIN_BD:
2069 sound = SND_BD_DIAMOND_IMPACT;
2072 case EL_EDELSTEIN_GELB:
2073 case EL_EDELSTEIN_ROT:
2074 case EL_EDELSTEIN_LILA:
2075 sound = SND_EMERALD_IMPACT;
2078 sound = SND_DIAMOND_IMPACT;
2081 sound = SND_PEARL_IMPACT;
2084 sound = SND_CRYSTAL_IMPACT;
2086 case EL_SP_INFOTRON:
2087 sound = SND_SP_INFOTRON_IMPACT;
2090 sound = SND_NUT_IMPACT;
2093 sound = SND_BD_ROCK_IMPACT;
2095 case EL_FELSBROCKEN:
2096 sound = SND_ROCK_IMPACT;
2099 sound = SND_SP_ZONK_IMPACT;
2102 sound = SND_TIME_ORB_FULL_IMPACT;
2105 sound = SND_TIME_ORB_EMPTY_IMPACT;
2108 sound = SND_SPRING_IMPACT;
2116 PlaySoundLevel(x, y, sound);
2120 void TurnRound(int x, int y)
2132 { 0, 0 }, { 0, 0 }, { 0, 0 },
2137 int left, right, back;
2141 { MV_DOWN, MV_UP, MV_RIGHT },
2142 { MV_UP, MV_DOWN, MV_LEFT },
2144 { MV_LEFT, MV_RIGHT, MV_DOWN },
2145 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2146 { MV_RIGHT, MV_LEFT, MV_UP }
2149 int element = Feld[x][y];
2150 int old_move_dir = MovDir[x][y];
2151 int left_dir = turn[old_move_dir].left;
2152 int right_dir = turn[old_move_dir].right;
2153 int back_dir = turn[old_move_dir].back;
2155 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2156 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2157 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2158 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2160 int left_x = x+left_dx, left_y = y+left_dy;
2161 int right_x = x+right_dx, right_y = y+right_dy;
2162 int move_x = x+move_dx, move_y = y+move_dy;
2164 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2166 TestIfBadThingTouchesOtherBadThing(x, y);
2168 if (IN_LEV_FIELD(right_x, right_y) &&
2169 IS_FREE(right_x, right_y))
2170 MovDir[x][y] = right_dir;
2171 else if (!IN_LEV_FIELD(move_x, move_y) ||
2172 !IS_FREE(move_x, move_y))
2173 MovDir[x][y] = left_dir;
2175 if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
2177 else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2180 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
2181 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2183 TestIfBadThingTouchesOtherBadThing(x, y);
2185 if (IN_LEV_FIELD(left_x, left_y) &&
2186 IS_FREE(left_x, left_y))
2187 MovDir[x][y] = left_dir;
2188 else if (!IN_LEV_FIELD(move_x, move_y) ||
2189 !IS_FREE(move_x, move_y))
2190 MovDir[x][y] = right_dir;
2192 if ((element == EL_FLIEGER ||
2193 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2194 && MovDir[x][y] != old_move_dir)
2196 else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
2199 else if (element == EL_MAMPFER)
2201 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2203 if (IN_LEV_FIELD(left_x, left_y) &&
2204 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2205 Feld[left_x][left_y] == EL_DIAMANT))
2206 can_turn_left = TRUE;
2207 if (IN_LEV_FIELD(right_x, right_y) &&
2208 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2209 Feld[right_x][right_y] == EL_DIAMANT))
2210 can_turn_right = TRUE;
2212 if (can_turn_left && can_turn_right)
2213 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2214 else if (can_turn_left)
2215 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2216 else if (can_turn_right)
2217 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2219 MovDir[x][y] = back_dir;
2221 MovDelay[x][y] = 16+16*RND(3);
2223 else if (element == EL_MAMPFER2)
2225 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2227 if (IN_LEV_FIELD(left_x, left_y) &&
2228 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2229 IS_MAMPF2(Feld[left_x][left_y])))
2230 can_turn_left = TRUE;
2231 if (IN_LEV_FIELD(right_x, right_y) &&
2232 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2233 IS_MAMPF2(Feld[right_x][right_y])))
2234 can_turn_right = TRUE;
2236 if (can_turn_left && can_turn_right)
2237 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2238 else if (can_turn_left)
2239 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2240 else if (can_turn_right)
2241 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2243 MovDir[x][y] = back_dir;
2245 MovDelay[x][y] = 16+16*RND(3);
2247 else if (element == EL_PACMAN)
2249 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2251 if (IN_LEV_FIELD(left_x, left_y) &&
2252 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2253 IS_AMOEBOID(Feld[left_x][left_y])))
2254 can_turn_left = TRUE;
2255 if (IN_LEV_FIELD(right_x, right_y) &&
2256 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2257 IS_AMOEBOID(Feld[right_x][right_y])))
2258 can_turn_right = TRUE;
2260 if (can_turn_left && can_turn_right)
2261 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2262 else if (can_turn_left)
2263 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2264 else if (can_turn_right)
2265 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2267 MovDir[x][y] = back_dir;
2269 MovDelay[x][y] = 6+RND(40);
2271 else if (element == EL_SCHWEIN)
2273 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2274 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2275 boolean should_move_on = FALSE;
2277 int rnd = RND(rnd_value);
2279 if (IN_LEV_FIELD(left_x, left_y) &&
2280 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2281 can_turn_left = TRUE;
2282 if (IN_LEV_FIELD(right_x, right_y) &&
2283 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2284 can_turn_right = TRUE;
2285 if (IN_LEV_FIELD(move_x, move_y) &&
2286 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2289 if (can_turn_left &&
2291 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2292 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2293 should_turn_left = TRUE;
2294 if (can_turn_right &&
2296 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2297 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2298 should_turn_right = TRUE;
2300 (!can_turn_left || !can_turn_right ||
2301 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2302 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2303 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2304 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2305 should_move_on = TRUE;
2307 if (should_turn_left || should_turn_right || should_move_on)
2309 if (should_turn_left && should_turn_right && should_move_on)
2310 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2311 rnd < 2*rnd_value/3 ? right_dir :
2313 else if (should_turn_left && should_turn_right)
2314 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2315 else if (should_turn_left && should_move_on)
2316 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2317 else if (should_turn_right && should_move_on)
2318 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2319 else if (should_turn_left)
2320 MovDir[x][y] = left_dir;
2321 else if (should_turn_right)
2322 MovDir[x][y] = right_dir;
2323 else if (should_move_on)
2324 MovDir[x][y] = old_move_dir;
2326 else if (can_move_on && rnd > rnd_value/8)
2327 MovDir[x][y] = old_move_dir;
2328 else if (can_turn_left && can_turn_right)
2329 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2330 else if (can_turn_left && rnd > rnd_value/8)
2331 MovDir[x][y] = left_dir;
2332 else if (can_turn_right && rnd > rnd_value/8)
2333 MovDir[x][y] = right_dir;
2335 MovDir[x][y] = back_dir;
2337 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2338 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2339 MovDir[x][y] = old_move_dir;
2343 else if (element == EL_DRACHE)
2345 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2347 int rnd = RND(rnd_value);
2349 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2350 can_turn_left = TRUE;
2351 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2352 can_turn_right = TRUE;
2353 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2356 if (can_move_on && rnd > rnd_value/8)
2357 MovDir[x][y] = old_move_dir;
2358 else if (can_turn_left && can_turn_right)
2359 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2360 else if (can_turn_left && rnd > rnd_value/8)
2361 MovDir[x][y] = left_dir;
2362 else if (can_turn_right && rnd > rnd_value/8)
2363 MovDir[x][y] = right_dir;
2365 MovDir[x][y] = back_dir;
2367 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2368 MovDir[x][y] = old_move_dir;
2372 else if (element == EL_MOLE)
2374 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2376 if (IN_LEV_FIELD(move_x, move_y) &&
2377 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2378 Feld[move_x][move_y] == EL_DEAMOEBING))
2383 if (IN_LEV_FIELD(left_x, left_y) &&
2384 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2385 can_turn_left = TRUE;
2386 if (IN_LEV_FIELD(right_x, right_y) &&
2387 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2388 can_turn_right = TRUE;
2390 if (can_turn_left && can_turn_right)
2391 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2392 else if (can_turn_left)
2393 MovDir[x][y] = left_dir;
2395 MovDir[x][y] = right_dir;
2398 if (MovDir[x][y] != old_move_dir)
2401 else if (element == EL_BALLOON)
2403 MovDir[x][y] = game.balloon_dir;
2406 else if (element == EL_SPRING_MOVING)
2408 if (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2409 (IN_LEV_FIELD(x, y+1) && IS_FREE(x, y+1)))
2411 Feld[x][y] = EL_SPRING;
2412 MovDir[x][y] = MV_NO_MOVING;
2416 else if (element == EL_ROBOT || element == EL_SONDE || element == EL_PINGUIN)
2418 int attr_x = -1, attr_y = -1;
2429 for (i=0; i<MAX_PLAYERS; i++)
2431 struct PlayerInfo *player = &stored_player[i];
2432 int jx = player->jx, jy = player->jy;
2434 if (!player->active)
2437 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2445 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
2451 if (element == EL_PINGUIN)
2454 static int xy[4][2] =
2464 int ex = x + xy[i%4][0];
2465 int ey = y + xy[i%4][1];
2467 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
2476 MovDir[x][y] = MV_NO_MOVING;
2478 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2480 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2482 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2484 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2486 if (element == EL_ROBOT)
2490 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2491 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2492 Moving2Blocked(x, y, &newx, &newy);
2494 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2495 MovDelay[x][y] = 8+8*!RND(3);
2497 MovDelay[x][y] = 16;
2505 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2507 boolean first_horiz = RND(2);
2508 int new_move_dir = MovDir[x][y];
2511 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2512 Moving2Blocked(x, y, &newx, &newy);
2514 if (IN_LEV_FIELD(newx, newy) &&
2515 (IS_FREE(newx, newy) ||
2516 Feld[newx][newy] == EL_SALZSAEURE ||
2517 (element == EL_PINGUIN &&
2518 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2519 IS_MAMPF3(Feld[newx][newy])))))
2523 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2524 Moving2Blocked(x, y, &newx, &newy);
2526 if (IN_LEV_FIELD(newx, newy) &&
2527 (IS_FREE(newx, newy) ||
2528 Feld[newx][newy] == EL_SALZSAEURE ||
2529 (element == EL_PINGUIN &&
2530 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2531 IS_MAMPF3(Feld[newx][newy])))))
2534 MovDir[x][y] = old_move_dir;
2541 static boolean JustBeingPushed(int x, int y)
2545 for (i=0; i<MAX_PLAYERS; i++)
2547 struct PlayerInfo *player = &stored_player[i];
2549 if (player->active && player->Pushing && player->MovPos)
2551 int next_jx = player->jx + (player->jx - player->last_jx);
2552 int next_jy = player->jy + (player->jy - player->last_jy);
2554 if (x == next_jx && y == next_jy)
2562 void StartMoving(int x, int y)
2564 int element = Feld[x][y];
2569 if (CAN_FALL(element) && y<lev_fieldy-1)
2571 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2572 if (JustBeingPushed(x, y))
2575 if (element == EL_MORAST_VOLL)
2577 if (IS_FREE(x, y+1))
2579 InitMovingField(x, y, MV_DOWN);
2580 Feld[x][y] = EL_QUICKSAND_EMPTYING;
2581 Store[x][y] = EL_FELSBROCKEN;
2582 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
2584 else if (Feld[x][y+1] == EL_MORAST_LEER)
2586 if (!MovDelay[x][y])
2587 MovDelay[x][y] = TILEY + 1;
2596 Feld[x][y] = EL_MORAST_LEER;
2597 Feld[x][y+1] = EL_MORAST_VOLL;
2598 Store[x][y+1] = Store[x][y];
2600 PlaySoundLevel(x, y, SND_QUICKSAND_SLIPPING_THROUGH);
2603 else if ((element == EL_FELSBROCKEN || element == EL_BD_ROCK) &&
2604 Feld[x][y+1] == EL_MORAST_LEER)
2606 InitMovingField(x, y, MV_DOWN);
2607 Feld[x][y] = EL_QUICKSAND_FILLING;
2608 Store[x][y] = element;
2609 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
2611 else if (element == EL_MAGIC_WALL_FULL)
2613 if (IS_FREE(x, y+1))
2615 InitMovingField(x, y, MV_DOWN);
2616 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
2617 Store[x][y] = EL_CHANGED(Store[x][y]);
2619 else if (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY)
2621 if (!MovDelay[x][y])
2622 MovDelay[x][y] = TILEY/4 + 1;
2631 Feld[x][y] = EL_MAGIC_WALL_EMPTY;
2632 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
2633 Store[x][y+1] = EL_CHANGED(Store[x][y]);
2637 else if (element == EL_MAGIC_WALL_BD_FULL)
2639 if (IS_FREE(x, y+1))
2641 InitMovingField(x, y, MV_DOWN);
2642 Feld[x][y] = EL_MAGIC_WALL_BD_EMPTYING;
2643 Store[x][y] = EL_CHANGED2(Store[x][y]);
2645 else if (Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY)
2647 if (!MovDelay[x][y])
2648 MovDelay[x][y] = TILEY/4 + 1;
2657 Feld[x][y] = EL_MAGIC_WALL_BD_EMPTY;
2658 Feld[x][y+1] = EL_MAGIC_WALL_BD_FULL;
2659 Store[x][y+1] = EL_CHANGED2(Store[x][y]);
2663 else if (CAN_CHANGE(element) &&
2664 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
2665 Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
2667 InitMovingField(x, y, MV_DOWN);
2669 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ? EL_MAGIC_WALL_FILLING :
2670 EL_MAGIC_WALL_BD_FILLING);
2671 Store[x][y] = element;
2673 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
2676 InitMovingField(x, y, MV_DOWN);
2677 Store[x][y] = EL_SALZSAEURE;
2679 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2684 else if (IS_FREE(x, y+1))
2686 InitMovingField(x, y, MV_DOWN);
2688 else if (element == EL_TROPFEN)
2690 Feld[x][y] = EL_AMOEBING;
2691 Store[x][y] = EL_AMOEBE_NASS;
2693 /* Store[x][y+1] must be zero, because:
2694 (EL_MORAST_VOLL -> EL_FELSBROCKEN): Store[x][y+1] == EL_MORAST_LEER
2697 #if OLD_GAME_BEHAVIOUR
2698 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2700 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2701 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2702 element != EL_DX_SUPABOMB)
2705 else if ((IS_SLIPPERY(Feld[x][y+1]) ||
2706 (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
2707 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2708 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
2711 boolean left = (x>0 && IS_FREE(x-1, y) &&
2712 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
2713 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2714 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
2718 if (left && right &&
2719 (game.emulation != EMU_BOULDERDASH &&
2720 element != EL_BD_ROCK && element != EL_EDELSTEIN_BD))
2721 left = !(right = RND(2));
2723 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2726 else if (IS_BELT(Feld[x][y+1]))
2728 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
2729 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
2730 int belt_nr = getBeltNrFromElement(Feld[x][y+1]);
2731 int belt_dir = game.belt_dir[belt_nr];
2733 if ((belt_dir == MV_LEFT && left_is_free) ||
2734 (belt_dir == MV_RIGHT && right_is_free))
2735 InitMovingField(x, y, belt_dir);
2738 else if (CAN_MOVE(element))
2742 if ((element == EL_SONDE || element == EL_BALLOON ||
2743 element == EL_SPRING_MOVING)
2744 && JustBeingPushed(x, y))
2747 if (!MovDelay[x][y]) /* start new movement phase */
2749 /* all objects that can change their move direction after each step */
2750 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2752 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
2755 if (MovDelay[x][y] && (element == EL_KAEFER ||
2756 element == EL_FLIEGER ||
2757 element == EL_SP_SNIKSNAK ||
2758 element == EL_SP_ELECTRON ||
2759 element == EL_MOLE))
2760 DrawLevelField(x, y);
2764 if (MovDelay[x][y]) /* wait some time before next movement */
2768 if (element == EL_ROBOT ||
2769 element == EL_MAMPFER || element == EL_MAMPFER2)
2771 int phase = MovDelay[x][y] % 8;
2776 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2777 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element) + phase);
2779 if (MovDelay[x][y] % 4 == 3)
2781 if (element == EL_MAMPFER)
2782 PlaySoundLevel(x, y, SND_YAMYAM_WAITING);
2783 else if (element == EL_MAMPFER2)
2784 PlaySoundLevel(x, y, SND_DARK_YAMYAM_WAITING);
2787 else if (element == EL_SP_ELECTRON)
2788 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2789 else if (element == EL_DRACHE)
2792 int dir = MovDir[x][y];
2793 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2794 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2795 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
2796 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
2797 dir == MV_UP ? GFX_FLAMMEN_UP :
2798 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
2799 int phase = FrameCounter % 2;
2801 for (i=1; i<=3; i++)
2803 int xx = x + i*dx, yy = y + i*dy;
2804 int sx = SCREENX(xx), sy = SCREENY(yy);
2806 if (!IN_LEV_FIELD(xx, yy) ||
2807 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
2812 int flamed = MovingOrBlocked2Element(xx, yy);
2814 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
2817 RemoveMovingField(xx, yy);
2819 Feld[xx][yy] = EL_BURNING;
2820 if (IN_SCR_FIELD(sx, sy))
2821 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
2825 if (Feld[xx][yy] == EL_BURNING)
2826 Feld[xx][yy] = EL_LEERRAUM;
2827 DrawLevelField(xx, yy);
2836 if (element == EL_KAEFER)
2837 PlaySoundLevel(x, y, SND_BUG_MOVING);
2838 else if (element == EL_FLIEGER)
2839 PlaySoundLevel(x, y, SND_SPACESHIP_MOVING);
2840 else if (element == EL_BUTTERFLY)
2841 PlaySoundLevel(x, y, SND_BD_BUTTERFLY_MOVING);
2842 else if (element == EL_FIREFLY)
2843 PlaySoundLevel(x, y, SND_BD_FIREFLY_MOVING);
2844 else if (element == EL_SP_SNIKSNAK)
2845 PlaySoundLevel(x, y, SND_SP_SNIKSNAK_MOVING);
2846 else if (element == EL_SP_ELECTRON)
2847 PlaySoundLevel(x, y, SND_SP_ELECTRON_MOVING);
2848 else if (element == EL_MAMPFER)
2849 PlaySoundLevel(x, y, SND_YAMYAM_MOVING);
2850 else if (element == EL_MAMPFER2)
2851 PlaySoundLevel(x, y, SND_DARK_YAMYAM_MOVING);
2852 else if (element == EL_BALLOON)
2853 PlaySoundLevel(x, y, SND_BALLOON_MOVING);
2854 else if (element == EL_SPRING_MOVING)
2855 PlaySoundLevel(x, y, SND_SPRING_MOVING);
2856 else if (element == EL_MOLE)
2857 PlaySoundLevel(x, y, SND_MOLE_MOVING);
2858 else if (element == EL_SONDE)
2859 PlaySoundLevel(x, y, SND_SATELLITE_MOVING);
2860 else if (element == EL_PACMAN)
2861 PlaySoundLevel(x, y, SND_PACMAN_MOVING);
2862 else if (element == EL_PINGUIN)
2863 PlaySoundLevel(x, y, SND_PENGUIN_MOVING);
2864 else if (element == EL_SCHWEIN)
2865 PlaySoundLevel(x, y, SND_PIG_MOVING);
2866 else if (element == EL_DRACHE)
2867 PlaySoundLevel(x, y, SND_DRAGON_MOVING);
2869 /* now make next step */
2871 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
2873 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
2874 !PLAYER_PROTECTED(newx, newy))
2878 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
2881 /* enemy got the player */
2883 KillHero(PLAYERINFO(newx, newy));
2888 else if ((element == EL_PINGUIN || element == EL_ROBOT ||
2889 element == EL_SONDE || element == EL_BALLOON) &&
2890 IN_LEV_FIELD(newx, newy) &&
2891 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
2894 Store[x][y] = EL_SALZSAEURE;
2896 else if (element == EL_PINGUIN && IN_LEV_FIELD(newx, newy))
2898 if (Feld[newx][newy] == EL_AUSGANG_AUF)
2900 Feld[x][y] = EL_LEERRAUM;
2901 DrawLevelField(x, y);
2903 PlaySoundLevel(newx, newy, SND_PENGUIN_ENTERING_EXIT);
2904 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
2905 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
2907 local_player->friends_still_needed--;
2908 if (!local_player->friends_still_needed &&
2909 !local_player->GameOver && AllPlayersGone)
2910 local_player->LevelSolved = local_player->GameOver = TRUE;
2914 else if (IS_MAMPF3(Feld[newx][newy]))
2916 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
2917 DrawLevelField(newx, newy);
2919 MovDir[x][y] = MV_NO_MOVING;
2921 else if (!IS_FREE(newx, newy))
2923 if (IS_PLAYER(x, y))
2924 DrawPlayerField(x, y);
2926 DrawLevelField(x, y);
2930 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
2932 if (IS_GEM(Feld[newx][newy]))
2934 if (IS_MOVING(newx, newy))
2935 RemoveMovingField(newx, newy);
2938 Feld[newx][newy] = EL_LEERRAUM;
2939 DrawLevelField(newx, newy);
2942 PlaySoundLevel(x, y, SND_PIG_EATING_GEM);
2944 else if (!IS_FREE(newx, newy))
2946 if (IS_PLAYER(x, y))
2947 DrawPlayerField(x, y);
2949 DrawLevelField(x, y);
2953 else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
2955 if (!IS_FREE(newx, newy))
2957 if (IS_PLAYER(x, y))
2958 DrawPlayerField(x, y);
2960 DrawLevelField(x, y);
2965 boolean wanna_flame = !RND(10);
2966 int dx = newx - x, dy = newy - y;
2967 int newx1 = newx+1*dx, newy1 = newy+1*dy;
2968 int newx2 = newx+2*dx, newy2 = newy+2*dy;
2969 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
2970 MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
2971 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
2972 MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
2974 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
2975 element1 != EL_DRACHE && element2 != EL_DRACHE &&
2976 element1 != EL_BURNING && element2 != EL_BURNING)
2978 if (IS_PLAYER(x, y))
2979 DrawPlayerField(x, y);
2981 DrawLevelField(x, y);
2983 PlaySoundLevel(x, y, SND_DRAGON_BREATHING_FIRE);
2985 MovDelay[x][y] = 50;
2986 Feld[newx][newy] = EL_BURNING;
2987 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
2988 Feld[newx1][newy1] = EL_BURNING;
2989 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
2990 Feld[newx2][newy2] = EL_BURNING;
2995 else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
2996 Feld[newx][newy] == EL_DIAMANT)
2998 if (IS_MOVING(newx, newy))
2999 RemoveMovingField(newx, newy);
3002 Feld[newx][newy] = EL_LEERRAUM;
3003 DrawLevelField(newx, newy);
3006 PlaySoundLevel(x, y, SND_YAMYAM_EATING_DIAMOND);
3008 else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
3009 IS_MAMPF2(Feld[newx][newy]))
3011 if (AmoebaNr[newx][newy])
3013 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3014 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
3015 Feld[newx][newy] == EL_AMOEBE_BD)
3016 AmoebaCnt[AmoebaNr[newx][newy]]--;
3019 if (IS_MOVING(newx, newy))
3020 RemoveMovingField(newx, newy);
3023 Feld[newx][newy] = EL_LEERRAUM;
3024 DrawLevelField(newx, newy);
3027 PlaySoundLevel(x, y, SND_DARK_YAMYAM_EATING_ANY);
3029 else if ((element == EL_PACMAN || element == EL_MOLE)
3030 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3032 if (AmoebaNr[newx][newy])
3034 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3035 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
3036 Feld[newx][newy] == EL_AMOEBE_BD)
3037 AmoebaCnt[AmoebaNr[newx][newy]]--;
3040 if (element == EL_MOLE)
3042 Feld[newx][newy] = EL_DEAMOEBING;
3043 PlaySoundLevel(x, y, SND_MOLE_EATING_AMOEBA);
3044 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
3045 return; /* wait for shrinking amoeba */
3047 else /* element == EL_PACMAN */
3049 Feld[newx][newy] = EL_LEERRAUM;
3050 DrawLevelField(newx, newy);
3051 PlaySoundLevel(x, y, SND_PACMAN_EATING_AMOEBA);
3054 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
3055 (Feld[newx][newy] == EL_DEAMOEBING ||
3056 (Feld[newx][newy] == EL_LEERRAUM && Stop[newx][newy])))
3058 /* wait for shrinking amoeba to completely disappear */
3061 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3063 /* object was running against a wall */
3067 if (element == EL_KAEFER || element == EL_FLIEGER ||
3068 element == EL_SP_SNIKSNAK || element == EL_MOLE)
3069 DrawLevelField(x, y);
3070 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
3071 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
3072 else if (element == EL_SONDE)
3073 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
3074 else if (element == EL_SP_ELECTRON)
3075 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
3077 if (DONT_TOUCH(element))
3078 TestIfBadThingTouchesHero(x, y);
3083 if (element == EL_ROBOT && IN_SCR_FIELD(x, y))
3084 PlaySoundLevel(x, y, SND_ROBOT_MOVING);
3086 InitMovingField(x, y, MovDir[x][y]);
3090 ContinueMoving(x, y);
3093 void ContinueMoving(int x, int y)
3095 int element = Feld[x][y];
3096 int direction = MovDir[x][y];
3097 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3098 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3099 int horiz_move = (dx!=0);
3100 int newx = x + dx, newy = y + dy;
3101 int step = (horiz_move ? dx : dy) * TILEX / 8;
3103 if (element == EL_TROPFEN || element == EL_AMOEBA_DRIPPING)
3105 else if (element == EL_QUICKSAND_FILLING ||
3106 element == EL_QUICKSAND_EMPTYING)
3108 else if (element == EL_MAGIC_WALL_FILLING ||
3109 element == EL_MAGIC_WALL_BD_FILLING ||
3110 element == EL_MAGIC_WALL_EMPTYING ||
3111 element == EL_MAGIC_WALL_BD_EMPTYING)
3113 else if (CAN_FALL(element) && horiz_move &&
3114 y < lev_fieldy-1 && IS_BELT(Feld[x][y+1]))
3116 else if (element == EL_SPRING_MOVING)
3119 #if OLD_GAME_BEHAVIOUR
3120 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3124 MovPos[x][y] += step;
3126 if (ABS(MovPos[x][y])>=TILEX) /* object reached its destination */
3128 Feld[x][y] = EL_LEERRAUM;
3129 Feld[newx][newy] = element;
3131 if (element == EL_MOLE)
3134 static int xy[4][2] =
3142 Feld[x][y] = EL_ERDREICH;
3143 DrawLevelField(x, y);
3152 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_ERDREICH)
3153 DrawLevelField(xx, yy); /* for "ErdreichAnbroeckeln()" */
3157 if (element == EL_QUICKSAND_FILLING)
3159 element = Feld[newx][newy] = get_next_element(element);
3160 Store[newx][newy] = Store[x][y];
3162 else if (element == EL_QUICKSAND_EMPTYING)
3164 Feld[x][y] = get_next_element(element);
3165 element = Feld[newx][newy] = Store[x][y];
3167 else if (element == EL_MAGIC_WALL_FILLING)
3169 element = Feld[newx][newy] = get_next_element(element);
3170 if (!game.magic_wall_active)
3171 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3172 Store[newx][newy] = Store[x][y];
3174 else if (element == EL_MAGIC_WALL_EMPTYING)
3176 Feld[x][y] = get_next_element(element);
3177 if (!game.magic_wall_active)
3178 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3179 element = Feld[newx][newy] = Store[x][y];
3181 else if (element == EL_MAGIC_WALL_BD_FILLING)
3183 element = Feld[newx][newy] = get_next_element(element);
3184 if (!game.magic_wall_active)
3185 element = Feld[newx][newy] = EL_MAGIC_WALL_BD_DEAD;
3186 Store[newx][newy] = Store[x][y];
3188 else if (element == EL_MAGIC_WALL_BD_EMPTYING)
3190 Feld[x][y] = get_next_element(element);
3191 if (!game.magic_wall_active)
3192 Feld[x][y] = EL_MAGIC_WALL_BD_DEAD;
3193 element = Feld[newx][newy] = Store[x][y];
3195 else if (element == EL_AMOEBA_DRIPPING)
3197 Feld[x][y] = get_next_element(element);
3198 element = Feld[newx][newy] = Store[x][y];
3200 else if (Store[x][y] == EL_SALZSAEURE)
3202 element = Feld[newx][newy] = EL_SALZSAEURE;
3206 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3207 MovDelay[newx][newy] = 0;
3209 if (!CAN_MOVE(element))
3210 MovDir[newx][newy] = 0;
3212 DrawLevelField(x, y);
3213 DrawLevelField(newx, newy);
3215 Stop[newx][newy] = TRUE;
3216 JustStopped[newx][newy] = 3;
3218 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3220 TestIfBadThingTouchesHero(newx, newy);
3221 TestIfBadThingTouchesFriend(newx, newy);
3222 TestIfBadThingTouchesOtherBadThing(newx, newy);
3224 else if (element == EL_PINGUIN)
3225 TestIfFriendTouchesBadThing(newx, newy);
3227 if (CAN_SMASH(element) && direction == MV_DOWN &&
3228 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3231 else /* still moving on */
3232 DrawLevelField(x, y);
3235 int AmoebeNachbarNr(int ax, int ay)
3238 int element = Feld[ax][ay];
3240 static int xy[4][2] =
3250 int x = ax + xy[i][0];
3251 int y = ay + xy[i][1];
3253 if (!IN_LEV_FIELD(x, y))
3256 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3257 group_nr = AmoebaNr[x][y];
3263 void AmoebenVereinigen(int ax, int ay)
3265 int i, x, y, xx, yy;
3266 int new_group_nr = AmoebaNr[ax][ay];
3267 static int xy[4][2] =
3275 if (new_group_nr == 0)
3283 if (!IN_LEV_FIELD(x, y))
3286 if ((Feld[x][y] == EL_AMOEBE_VOLL ||
3287 Feld[x][y] == EL_AMOEBE_BD ||
3288 Feld[x][y] == EL_AMOEBE_TOT) &&
3289 AmoebaNr[x][y] != new_group_nr)
3291 int old_group_nr = AmoebaNr[x][y];
3293 if (old_group_nr == 0)
3296 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3297 AmoebaCnt[old_group_nr] = 0;
3298 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3299 AmoebaCnt2[old_group_nr] = 0;
3301 for (yy=0; yy<lev_fieldy; yy++)
3303 for (xx=0; xx<lev_fieldx; xx++)
3305 if (AmoebaNr[xx][yy] == old_group_nr)
3306 AmoebaNr[xx][yy] = new_group_nr;
3313 void AmoebeUmwandeln(int ax, int ay)
3317 if (Feld[ax][ay] == EL_AMOEBE_TOT)
3319 int group_nr = AmoebaNr[ax][ay];
3324 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3325 printf("AmoebeUmwandeln(): This should never happen!\n");
3330 for (y=0; y<lev_fieldy; y++)
3332 for (x=0; x<lev_fieldx; x++)
3334 if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
3337 Feld[x][y] = EL_AMOEBA2DIAM;
3341 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
3342 SND_AMOEBA_TURNING_TO_GEM :
3343 SND_AMOEBA_TURNING_TO_ROCK));
3348 static int xy[4][2] =
3361 if (!IN_LEV_FIELD(x, y))
3364 if (Feld[x][y] == EL_AMOEBA2DIAM)
3366 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
3367 SND_AMOEBA_TURNING_TO_GEM :
3368 SND_AMOEBA_TURNING_TO_ROCK));
3375 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3378 int group_nr = AmoebaNr[ax][ay];
3379 boolean done = FALSE;
3384 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3385 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3390 for (y=0; y<lev_fieldy; y++)
3392 for (x=0; x<lev_fieldx; x++)
3394 if (AmoebaNr[x][y] == group_nr &&
3395 (Feld[x][y] == EL_AMOEBE_TOT ||
3396 Feld[x][y] == EL_AMOEBE_BD ||
3397 Feld[x][y] == EL_AMOEBING))
3400 Feld[x][y] = new_element;
3401 InitField(x, y, FALSE);
3402 DrawLevelField(x, y);
3409 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
3410 SND_BD_AMOEBA_TURNING_TO_ROCK :
3411 SND_BD_AMOEBA_TURNING_TO_GEM));
3414 void AmoebeWaechst(int x, int y)
3416 static unsigned long sound_delay = 0;
3417 static unsigned long sound_delay_value = 0;
3419 if (!MovDelay[x][y]) /* start new growing cycle */
3423 if (DelayReached(&sound_delay, sound_delay_value))
3425 if (Store[x][y] == EL_AMOEBE_BD)
3426 PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
3428 PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
3429 sound_delay_value = 30;
3433 if (MovDelay[x][y]) /* wait some time before growing bigger */
3436 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3437 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
3439 if (!MovDelay[x][y])
3441 Feld[x][y] = Store[x][y];
3443 DrawLevelField(x, y);
3448 void AmoebaDisappearing(int x, int y)
3450 static unsigned long sound_delay = 0;
3451 static unsigned long sound_delay_value = 0;
3453 if (!MovDelay[x][y]) /* start new shrinking cycle */
3457 if (DelayReached(&sound_delay, sound_delay_value))
3458 sound_delay_value = 30;
3461 if (MovDelay[x][y]) /* wait some time before shrinking */
3464 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3465 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + MovDelay[x][y]/2);
3467 if (!MovDelay[x][y])
3469 Feld[x][y] = EL_LEERRAUM;
3470 DrawLevelField(x, y);
3472 /* don't let mole enter this field in this cycle;
3473 (give priority to objects falling to this field from above) */
3479 void AmoebeAbleger(int ax, int ay)
3482 int element = Feld[ax][ay];
3483 int newax = ax, neway = ay;
3484 static int xy[4][2] =
3492 if (!level.amoeba_speed)
3494 Feld[ax][ay] = EL_AMOEBE_TOT;
3495 DrawLevelField(ax, ay);
3499 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3500 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3502 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3505 if (MovDelay[ax][ay])
3509 if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
3512 int x = ax + xy[start][0];
3513 int y = ay + xy[start][1];
3515 if (!IN_LEV_FIELD(x, y))
3518 if (IS_FREE(x, y) ||
3519 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3525 if (newax == ax && neway == ay)
3528 else /* normal or "filled" (BD style) amoeba */
3531 boolean waiting_for_player = FALSE;
3535 int j = (start + i) % 4;
3536 int x = ax + xy[j][0];
3537 int y = ay + xy[j][1];
3539 if (!IN_LEV_FIELD(x, y))
3542 if (IS_FREE(x, y) ||
3543 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3549 else if (IS_PLAYER(x, y))
3550 waiting_for_player = TRUE;
3553 if (newax == ax && neway == ay) /* amoeba cannot grow */
3555 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3557 Feld[ax][ay] = EL_AMOEBE_TOT;
3558 DrawLevelField(ax, ay);
3559 AmoebaCnt[AmoebaNr[ax][ay]]--;
3561 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3563 if (element == EL_AMOEBE_VOLL)
3564 AmoebeUmwandeln(ax, ay);
3565 else if (element == EL_AMOEBE_BD)
3566 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3571 else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
3573 /* amoeba gets larger by growing in some direction */
3575 int new_group_nr = AmoebaNr[ax][ay];
3578 if (new_group_nr == 0)
3580 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3581 printf("AmoebeAbleger(): This should never happen!\n");
3586 AmoebaNr[newax][neway] = new_group_nr;
3587 AmoebaCnt[new_group_nr]++;
3588 AmoebaCnt2[new_group_nr]++;
3590 /* if amoeba touches other amoeba(s) after growing, unify them */
3591 AmoebenVereinigen(newax, neway);
3593 if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200)
3595 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
3601 if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) ||
3602 (neway == lev_fieldy - 1 && newax != ax))
3604 Feld[newax][neway] = EL_AMOEBING; /* simple growth of new amoeba tile */
3605 Store[newax][neway] = element;
3607 else if (neway == ay)
3609 Feld[newax][neway] = EL_TROPFEN; /* drop left or right from amoeba */
3610 PlaySoundLevel(newax, neway, SND_AMOEBA_DROPPING);
3614 InitMovingField(ax, ay, MV_DOWN); /* drop dripping out of amoeba */
3615 Feld[ax][ay] = EL_AMOEBA_DRIPPING;
3616 Store[ax][ay] = EL_TROPFEN;
3617 ContinueMoving(ax, ay);
3621 DrawLevelField(newax, neway);
3624 void Life(int ax, int ay)
3627 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3629 int element = Feld[ax][ay];
3630 boolean changed = FALSE;
3635 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3636 MovDelay[ax][ay] = life_time;
3638 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3641 if (MovDelay[ax][ay])
3645 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3647 int xx = ax+x1, yy = ay+y1;
3650 if (!IN_LEV_FIELD(xx, yy))
3653 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3655 int x = xx+x2, y = yy+y2;
3657 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3660 if (((Feld[x][y] == element ||
3661 (element == EL_LIFE && IS_PLAYER(x, y))) &&
3663 (IS_FREE(x, y) && Stop[x][y]))
3667 if (xx == ax && yy == ay) /* field in the middle */
3669 if (nachbarn < life[0] || nachbarn > life[1])
3671 Feld[xx][yy] = EL_LEERRAUM;
3673 DrawLevelField(xx, yy);
3674 Stop[xx][yy] = TRUE;
3678 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
3679 { /* free border field */
3680 if (nachbarn >= life[2] && nachbarn <= life[3])
3682 Feld[xx][yy] = element;
3683 MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
3685 DrawLevelField(xx, yy);
3686 Stop[xx][yy] = TRUE;
3693 PlaySoundLevel(ax, ay, element == EL_LIFE ? SND_GAMEOFLIFE_GROWING :
3694 SND_BIOMAZE_GROWING);
3697 void RobotWheel(int x, int y)
3699 if (!MovDelay[x][y]) /* next animation frame */
3700 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3702 if (MovDelay[x][y]) /* wait some time before next frame */
3707 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3708 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
3709 if (!(MovDelay[x][y]%4))
3710 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_RUNNING);
3715 Feld[x][y] = EL_ABLENK_AUS;
3716 DrawLevelField(x, y);
3717 if (ZX == x && ZY == y)
3721 void TimegateWheel(int x, int y)
3723 if (!MovDelay[x][y]) /* next animation frame */
3724 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3726 if (MovDelay[x][y]) /* wait some time before next frame */
3731 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3732 DrawGraphic(SCREENX(x), SCREENY(y),
3733 GFX_TIMEGATE_SWITCH + MovDelay[x][y]%4);
3734 if (!(MovDelay[x][y]%4))
3735 PlaySoundLevel(x, y, SND_TIMEGATE_WHEEL_RUNNING);
3740 Feld[x][y] = EL_TIMEGATE_SWITCH_OFF;
3741 DrawLevelField(x, y);
3742 if (ZX == x && ZY == y)
3746 void Birne(int x, int y)
3748 if (!MovDelay[x][y]) /* next animation frame */
3749 MovDelay[x][y] = 800;
3751 if (MovDelay[x][y]) /* wait some time before next frame */
3756 if (!(MovDelay[x][y]%5))
3758 if (!(MovDelay[x][y]%10))
3759 Feld[x][y]=EL_ABLENK_EIN;
3761 Feld[x][y]=EL_ABLENK_AUS;
3762 DrawLevelField(x, y);
3763 Feld[x][y]=EL_ABLENK_EIN;
3769 Feld[x][y]=EL_ABLENK_AUS;
3770 DrawLevelField(x, y);
3771 if (ZX == x && ZY == y)
3775 void Blubber(int x, int y)
3777 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
3778 DrawLevelField(x, y-1);
3780 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
3783 void NussKnacken(int x, int y)
3785 if (!MovDelay[x][y]) /* next animation frame */
3788 if (MovDelay[x][y]) /* wait some time before next frame */
3791 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3792 DrawGraphic(SCREENX(x), SCREENY(y),
3793 GFX_CRACKINGNUT + 3 - MovDelay[x][y]/2);
3795 if (!MovDelay[x][y])
3797 Feld[x][y] = EL_EDELSTEIN;
3798 DrawLevelField(x, y);
3803 void BreakingPearl(int x, int y)
3805 if (!MovDelay[x][y]) /* next animation frame */
3808 if (MovDelay[x][y]) /* wait some time before next frame */
3811 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3812 DrawGraphic(SCREENX(x), SCREENY(y),
3813 GFX_PEARL_BREAKING + 4 - MovDelay[x][y]/2);
3815 if (!MovDelay[x][y])
3817 Feld[x][y] = EL_LEERRAUM;
3818 DrawLevelField(x, y);
3823 void SiebAktivieren(int x, int y, int typ)
3825 int graphic = (typ == 1 ? GFX_MAGIC_WALL_FULL : GFX_MAGIC_WALL_BD_FULL) + 3;
3827 DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
3830 void AusgangstuerPruefen(int x, int y)
3832 if (!local_player->gems_still_needed &&
3833 !local_player->sokobanfields_still_needed &&
3834 !local_player->lights_still_needed)
3836 Feld[x][y] = EL_AUSGANG_ACT;
3838 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
3839 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
3840 y < LEVELY(BY1) ? LEVELY(BY1) :
3841 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
3846 void AusgangstuerOeffnen(int x, int y)
3850 if (!MovDelay[x][y]) /* next animation frame */
3851 MovDelay[x][y] = 5*delay;
3853 if (MovDelay[x][y]) /* wait some time before next frame */
3858 tuer = MovDelay[x][y]/delay;
3859 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3860 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
3862 if (!MovDelay[x][y])
3864 Feld[x][y] = EL_AUSGANG_AUF;
3865 DrawLevelField(x, y);
3870 void AusgangstuerBlinken(int x, int y)
3872 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
3875 void OpenSwitchgate(int x, int y)
3879 if (!MovDelay[x][y]) /* next animation frame */
3880 MovDelay[x][y] = 5 * delay;
3882 if (MovDelay[x][y]) /* wait some time before next frame */
3887 phase = MovDelay[x][y] / delay;
3888 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3889 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_OPEN - phase);
3891 if (!MovDelay[x][y])
3893 Feld[x][y] = EL_SWITCHGATE_OPEN;
3894 DrawLevelField(x, y);
3899 void CloseSwitchgate(int x, int y)
3903 if (!MovDelay[x][y]) /* next animation frame */
3904 MovDelay[x][y] = 5 * delay;
3906 if (MovDelay[x][y]) /* wait some time before next frame */
3911 phase = MovDelay[x][y] / delay;
3912 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3913 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_CLOSED + phase);
3915 if (!MovDelay[x][y])
3917 Feld[x][y] = EL_SWITCHGATE_CLOSED;
3918 DrawLevelField(x, y);
3923 void OpenTimegate(int x, int y)
3927 if (!MovDelay[x][y]) /* next animation frame */
3928 MovDelay[x][y] = 5 * delay;
3930 if (MovDelay[x][y]) /* wait some time before next frame */
3935 phase = MovDelay[x][y] / delay;
3936 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3937 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_OPEN - phase);
3939 if (!MovDelay[x][y])
3941 Feld[x][y] = EL_TIMEGATE_OPEN;
3942 DrawLevelField(x, y);
3947 void CloseTimegate(int x, int y)
3951 if (!MovDelay[x][y]) /* next animation frame */
3952 MovDelay[x][y] = 5 * delay;
3954 if (MovDelay[x][y]) /* wait some time before next frame */
3959 phase = MovDelay[x][y] / delay;
3960 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3961 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_CLOSED + phase);
3963 if (!MovDelay[x][y])
3965 Feld[x][y] = EL_TIMEGATE_CLOSED;
3966 DrawLevelField(x, y);
3971 static void CloseAllOpenTimegates()
3975 for (y=0; y<lev_fieldy; y++)
3977 for (x=0; x<lev_fieldx; x++)
3979 int element = Feld[x][y];
3981 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
3983 Feld[x][y] = EL_TIMEGATE_CLOSING;
3984 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
3990 void EdelsteinFunkeln(int x, int y)
3992 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
3995 if (Feld[x][y] == EL_EDELSTEIN_BD)
3996 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
3999 if (!MovDelay[x][y]) /* next animation frame */
4000 MovDelay[x][y] = 11 * !SimpleRND(500);
4002 if (MovDelay[x][y]) /* wait some time before next frame */
4006 if (setup.direct_draw && MovDelay[x][y])
4007 SetDrawtoField(DRAW_BUFFERED);
4009 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
4013 int phase = (MovDelay[x][y]-1)/2;
4018 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
4020 if (setup.direct_draw)
4024 dest_x = FX + SCREENX(x)*TILEX;
4025 dest_y = FY + SCREENY(y)*TILEY;
4027 BlitBitmap(drawto_field, window,
4028 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4029 SetDrawtoField(DRAW_DIRECT);
4036 void MauerWaechst(int x, int y)
4040 if (!MovDelay[x][y]) /* next animation frame */
4041 MovDelay[x][y] = 3*delay;
4043 if (MovDelay[x][y]) /* wait some time before next frame */
4048 phase = 2-MovDelay[x][y]/delay;
4049 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4050 DrawGraphic(SCREENX(x), SCREENY(y),
4051 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
4052 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
4053 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
4054 GFX_MAUER_DOWN ) + phase);
4056 if (!MovDelay[x][y])
4058 if (MovDir[x][y] == MV_LEFT)
4060 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
4061 DrawLevelField(x-1, y);
4063 else if (MovDir[x][y] == MV_RIGHT)
4065 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
4066 DrawLevelField(x+1, y);
4068 else if (MovDir[x][y] == MV_UP)
4070 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
4071 DrawLevelField(x, y-1);
4075 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
4076 DrawLevelField(x, y+1);
4079 Feld[x][y] = Store[x][y];
4081 MovDir[x][y] = MV_NO_MOVING;
4082 DrawLevelField(x, y);
4087 void MauerAbleger(int ax, int ay)
4089 int element = Feld[ax][ay];
4090 boolean oben_frei = FALSE, unten_frei = FALSE;
4091 boolean links_frei = FALSE, rechts_frei = FALSE;
4092 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4093 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4094 boolean new_wall = FALSE;
4096 if (!MovDelay[ax][ay]) /* start building new wall */
4097 MovDelay[ax][ay] = 6;
4099 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4102 if (MovDelay[ax][ay])
4106 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4108 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4110 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4112 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4115 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
4119 Feld[ax][ay-1] = EL_MAUERND;
4120 Store[ax][ay-1] = element;
4121 MovDir[ax][ay-1] = MV_UP;
4122 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4123 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
4128 Feld[ax][ay+1] = EL_MAUERND;
4129 Store[ax][ay+1] = element;
4130 MovDir[ax][ay+1] = MV_DOWN;
4131 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4132 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
4137 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
4138 element == EL_MAUER_LEBT)
4142 Feld[ax-1][ay] = EL_MAUERND;
4143 Store[ax-1][ay] = element;
4144 MovDir[ax-1][ay] = MV_LEFT;
4145 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4146 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
4151 Feld[ax+1][ay] = EL_MAUERND;
4152 Store[ax+1][ay] = element;
4153 MovDir[ax+1][ay] = MV_RIGHT;
4154 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4155 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
4160 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
4161 DrawLevelField(ax, ay);
4163 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
4165 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
4166 unten_massiv = TRUE;
4167 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
4168 links_massiv = TRUE;
4169 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
4170 rechts_massiv = TRUE;
4172 if (((oben_massiv && unten_massiv) ||
4173 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
4174 ((links_massiv && rechts_massiv) ||
4175 element == EL_MAUER_Y))
4176 Feld[ax][ay] = EL_MAUERWERK;
4179 PlaySoundLevel(ax, ay, SND_WALL_GROWING);
4182 void CheckForDragon(int x, int y)
4185 boolean dragon_found = FALSE;
4186 static int xy[4][2] =
4198 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4200 if (IN_LEV_FIELD(xx, yy) &&
4201 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
4203 if (Feld[xx][yy] == EL_DRACHE)
4204 dragon_found = TRUE;
4217 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4219 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
4221 Feld[xx][yy] = EL_LEERRAUM;
4222 DrawLevelField(xx, yy);
4231 static void CheckBuggyBase(int x, int y)
4233 int element = Feld[x][y];
4235 if (element == EL_SP_BUG)
4237 if (!MovDelay[x][y]) /* wait some time before activating base */
4238 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4243 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4244 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
4248 Feld[x][y] = EL_SP_BUG_ACTIVE;
4251 else if (element == EL_SP_BUG_ACTIVE)
4253 if (!MovDelay[x][y]) /* start activating buggy base */
4254 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
4262 static int xy[4][2] =
4270 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4271 DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
4275 int xx = x + xy[i][0], yy = y + xy[i][1];
4277 if (IS_PLAYER(xx, yy))
4279 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVATING);
4287 Feld[x][y] = EL_SP_BUG;
4288 DrawLevelField(x, y);
4293 static void CheckTrap(int x, int y)
4295 int element = Feld[x][y];
4297 if (element == EL_TRAP_INACTIVE)
4299 if (!MovDelay[x][y]) /* wait some time before activating trap */
4300 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4308 Feld[x][y] = EL_TRAP_ACTIVE;
4309 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
4312 else if (element == EL_TRAP_ACTIVE)
4317 if (!MovDelay[x][y]) /* start activating trap */
4318 MovDelay[x][y] = num_frames * delay;
4326 if (!(MovDelay[x][y] % delay))
4328 int phase = MovDelay[x][y]/delay;
4330 if (phase >= num_frames/2)
4331 phase = num_frames - phase;
4333 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4335 DrawGraphic(SCREENX(x),SCREENY(y), GFX_TRAP_INACTIVE + phase - 1);
4336 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
4343 Feld[x][y] = EL_TRAP_INACTIVE;
4344 DrawLevelField(x, y);
4349 static void DrawBeltAnimation(int x, int y, int element)
4351 int belt_nr = getBeltNrFromElement(element);
4352 int belt_dir = game.belt_dir[belt_nr];
4354 if (belt_dir != MV_NO_MOVING)
4357 int mode = (belt_dir == MV_LEFT ? ANIM_NORMAL : ANIM_REVERSE);
4358 int graphic = el2gfx(element) + (belt_dir == MV_LEFT ? 0 : 7);
4360 DrawGraphicAnimation(x, y, graphic, 8, delay, mode);
4364 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4366 static byte stored_player_action[MAX_PLAYERS];
4367 static int num_stored_actions = 0;
4369 static boolean save_tape_entry = FALSE;
4371 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4372 int left = player_action & JOY_LEFT;
4373 int right = player_action & JOY_RIGHT;
4374 int up = player_action & JOY_UP;
4375 int down = player_action & JOY_DOWN;
4376 int button1 = player_action & JOY_BUTTON_1;
4377 int button2 = player_action & JOY_BUTTON_2;
4378 int dx = (left ? -1 : right ? 1 : 0);
4379 int dy = (up ? -1 : down ? 1 : 0);
4381 stored_player_action[player->index_nr] = 0;
4382 num_stored_actions++;
4384 if (!player->active || tape.pausing)
4390 save_tape_entry = TRUE;
4392 player->frame_reset_delay = 0;
4395 snapped = SnapField(player, dx, dy);
4399 bombed = PlaceBomb(player);
4400 moved = MoveFigure(player, dx, dy);
4403 if (tape.single_step && tape.recording && !tape.pausing)
4405 if (button1 || (bombed && !moved))
4407 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
4408 SnapField(player, 0, 0); /* stop snapping */
4413 if (tape.recording && (moved || snapped || bombed))
4415 if (bombed && !moved)
4416 player_action &= JOY_BUTTON;
4418 stored_player_action[player->index_nr] = player_action;
4419 save_tape_entry = TRUE;
4421 else if (tape.playing && snapped)
4422 SnapField(player, 0, 0); /* stop snapping */
4424 stored_player_action[player->index_nr] = player_action;
4429 /* no actions for this player (no input at player's configured device) */
4431 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4432 SnapField(player, 0, 0);
4433 CheckGravityMovement(player);
4436 if (player->MovPos == 0) /* needed for tape.playing */
4437 player->is_moving = FALSE;
4440 if (player->MovPos == 0) /* needed for tape.playing */
4441 player->last_move_dir = MV_NO_MOVING;
4443 /* !!! CHECK THIS AGAIN !!!
4444 (Seems to be needed for some EL_ROBOT stuff, but breaks
4445 tapes when walking through pipes!)
4448 /* it seems that "player->last_move_dir" is misused as some sort of
4449 "player->is_just_moving_in_this_moment", which is needed for the
4450 robot stuff (robots don't kill players when they are moving)
4454 if (++player->frame_reset_delay > player->move_delay_value)
4459 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
4461 TapeRecordAction(stored_player_action);
4462 num_stored_actions = 0;
4463 save_tape_entry = FALSE;
4466 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
4468 TapeRecordAction(stored_player_action);
4469 num_stored_actions = 0;
4474 if (tape.playing && !tape.pausing && !player_action &&
4475 tape.counter < tape.length)
4477 int jx = player->jx, jy = player->jy;
4479 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
4481 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
4482 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
4484 int dx = (next_joy == JOY_LEFT ? -1 : +1);
4486 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
4488 int el = Feld[jx+dx][jy];
4489 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 :
4490 (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10);
4492 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
4494 player->MovDir = next_joy;
4495 player->Frame = FrameCounter % 4;
4496 player->Pushing = TRUE;
4506 static unsigned long action_delay = 0;
4507 unsigned long action_delay_value;
4508 int sieb_x = 0, sieb_y = 0;
4509 int i, x, y, element;
4510 byte *recorded_player_action;
4511 byte summarized_player_action = 0;
4513 if (game_status != PLAYING)
4516 action_delay_value =
4517 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4519 if (tape.playing && tape.index_search && !tape.pausing)
4520 action_delay_value = 0;
4522 /* ---------- main game synchronization point ---------- */
4524 WaitUntilDelayReached(&action_delay, action_delay_value);
4526 if (network_playing && !network_player_action_received)
4530 printf("DEBUG: try to get network player actions in time\n");
4534 #if defined(PLATFORM_UNIX)
4535 /* last chance to get network player actions without main loop delay */
4539 if (game_status != PLAYING)
4542 if (!network_player_action_received)
4546 printf("DEBUG: failed to get network player actions in time\n");
4556 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4558 for (i=0; i<MAX_PLAYERS; i++)
4560 summarized_player_action |= stored_player[i].action;
4562 if (!network_playing)
4563 stored_player[i].effective_action = stored_player[i].action;
4566 #if defined(PLATFORM_UNIX)
4567 if (network_playing)
4568 SendToServer_MovePlayer(summarized_player_action);
4571 if (!options.network && !setup.team_mode)
4572 local_player->effective_action = summarized_player_action;
4574 for (i=0; i<MAX_PLAYERS; i++)
4576 int actual_player_action = stored_player[i].effective_action;
4578 if (stored_player[i].programmed_action)
4579 actual_player_action = stored_player[i].programmed_action;
4581 if (recorded_player_action)
4582 actual_player_action = recorded_player_action[i];
4584 PlayerActions(&stored_player[i], actual_player_action);
4585 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4588 network_player_action_received = FALSE;
4590 ScrollScreen(NULL, SCROLL_GO_ON);
4596 if (TimeFrames == 0 && local_player->active)
4598 extern unsigned int last_RND();
4600 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
4601 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
4608 if (GameFrameDelay >= 500)
4609 printf("FrameCounter == %d\n", FrameCounter);
4618 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4621 if (JustStopped[x][y] > 0)
4622 JustStopped[x][y]--;
4625 if (IS_BLOCKED(x, y))
4629 Blocked2Moving(x, y, &oldx, &oldy);
4630 if (!IS_MOVING(oldx, oldy))
4632 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4633 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4634 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4635 printf("GameActions(): This should never happen!\n");
4641 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4643 element = Feld[x][y];
4645 if (IS_INACTIVE(element))
4648 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4652 if (IS_GEM(element) || element == EL_SP_INFOTRON)
4653 EdelsteinFunkeln(x, y);
4655 else if (IS_MOVING(x, y))
4656 ContinueMoving(x, y);
4657 else if (IS_ACTIVE_BOMB(element))
4658 CheckDynamite(x, y);
4660 else if (element == EL_EXPLODING && !game.explosions_delayed)
4661 Explode(x, y, Frame[x][y], EX_NORMAL);
4663 else if (element == EL_AMOEBING)
4664 AmoebeWaechst(x, y);
4665 else if (element == EL_DEAMOEBING)
4666 AmoebaDisappearing(x, y);
4668 #if !USE_NEW_AMOEBA_CODE
4669 else if (IS_AMOEBALIVE(element))
4670 AmoebeAbleger(x, y);
4673 else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
4675 else if (element == EL_ABLENK_EIN)
4677 else if (element == EL_TIMEGATE_SWITCH_ON)
4678 TimegateWheel(x, y);
4679 else if (element == EL_SALZSAEURE)
4681 else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
4683 else if (element == EL_CRACKINGNUT)
4685 else if (element == EL_PEARL_BREAKING)
4686 BreakingPearl(x, y);
4687 else if (element == EL_AUSGANG_ZU)
4688 AusgangstuerPruefen(x, y);
4689 else if (element == EL_AUSGANG_ACT)
4690 AusgangstuerOeffnen(x, y);
4691 else if (element == EL_AUSGANG_AUF)
4692 AusgangstuerBlinken(x, y);
4693 else if (element == EL_MAUERND)
4695 else if (element == EL_MAUER_LEBT ||
4696 element == EL_MAUER_X ||
4697 element == EL_MAUER_Y ||
4698 element == EL_MAUER_XY)
4700 else if (element == EL_BURNING)
4701 CheckForDragon(x, y);
4702 else if (element == EL_SP_BUG || element == EL_SP_BUG_ACTIVE)
4703 CheckBuggyBase(x, y);
4704 else if (element == EL_TRAP_INACTIVE || element == EL_TRAP_ACTIVE)
4706 else if (element == EL_SP_TERMINAL)
4707 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL);
4708 else if (element == EL_SP_TERMINAL_ACTIVE)
4709 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
4710 else if (IS_BELT(element))
4712 DrawBeltAnimation(x, y, element);
4713 if (!(FrameCounter % 2))
4714 PlaySoundLevel(x, y, SND_CONVEYOR_BELT_RUNNING);
4716 else if (element == EL_SWITCHGATE_OPENING)
4717 OpenSwitchgate(x, y);
4718 else if (element == EL_SWITCHGATE_CLOSING)
4719 CloseSwitchgate(x, y);
4720 else if (element == EL_TIMEGATE_OPENING)
4722 else if (element == EL_TIMEGATE_CLOSING)
4723 CloseTimegate(x, y);
4724 else if (element == EL_EXTRA_TIME)
4725 DrawGraphicAnimation(x, y, GFX_EXTRA_TIME, 6, 4, ANIM_NORMAL);
4726 else if (element == EL_SHIELD_PASSIVE)
4728 DrawGraphicAnimation(x, y, GFX_SHIELD_PASSIVE, 6, 4, ANIM_NORMAL);
4729 if (!(FrameCounter % 4))
4730 PlaySoundLevel(x, y, SND_SHIELD_PASSIVE_ACTIVATED);
4732 else if (element == EL_SHIELD_ACTIVE)
4734 DrawGraphicAnimation(x, y, GFX_SHIELD_ACTIVE, 6, 4, ANIM_NORMAL);
4735 if (!(FrameCounter % 4))
4736 PlaySoundLevel(x, y, SND_SHIELD_ACTIVE_ACTIVATED);
4739 if (game.magic_wall_active)
4741 boolean sieb = FALSE;
4742 int jx = local_player->jx, jy = local_player->jy;
4744 if (element == EL_MAGIC_WALL_FULL ||
4745 element == EL_MAGIC_WALL_EMPTY ||
4746 element == EL_MAGIC_WALL_EMPTYING)
4748 SiebAktivieren(x, y, 1);
4751 else if (element == EL_MAGIC_WALL_BD_FULL ||
4752 element == EL_MAGIC_WALL_BD_EMPTY ||
4753 element == EL_MAGIC_WALL_BD_EMPTYING)
4755 SiebAktivieren(x, y, 2);
4759 /* play the element sound at the position nearest to the player */
4760 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
4768 #if USE_NEW_AMOEBA_CODE
4769 /* new experimental amoeba growth stuff */
4771 if (!(FrameCounter % 8))
4774 static unsigned long random = 1684108901;
4776 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
4779 x = (random >> 10) % lev_fieldx;
4780 y = (random >> 20) % lev_fieldy;
4782 x = RND(lev_fieldx);
4783 y = RND(lev_fieldy);
4785 element = Feld[x][y];
4787 if (!IS_PLAYER(x,y) &&
4788 (element == EL_LEERRAUM ||
4789 element == EL_ERDREICH ||
4790 element == EL_MORAST_LEER ||
4791 element == EL_BLURB_LEFT ||
4792 element == EL_BLURB_RIGHT))
4794 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBE_NASS) ||
4795 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBE_NASS) ||
4796 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBE_NASS) ||
4797 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBE_NASS))
4798 Feld[x][y] = EL_TROPFEN;
4801 random = random * 129 + 1;
4807 if (game.explosions_delayed)
4810 game.explosions_delayed = FALSE;
4812 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4814 element = Feld[x][y];
4816 if (ExplodeField[x][y])
4817 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
4818 else if (element == EL_EXPLODING)
4819 Explode(x, y, Frame[x][y], EX_NORMAL);
4821 ExplodeField[x][y] = EX_NO_EXPLOSION;
4824 game.explosions_delayed = TRUE;
4827 if (game.magic_wall_active)
4829 if (!(game.magic_wall_time_left % 4))
4831 int element = Feld[sieb_x][sieb_y];
4833 if (element == EL_MAGIC_WALL_BD_FULL ||
4834 element == EL_MAGIC_WALL_BD_EMPTY ||
4835 element == EL_MAGIC_WALL_BD_EMPTYING)
4836 PlaySoundLevel(sieb_x, sieb_y, SND_BD_MAGIC_WALL_RUNNING);
4838 PlaySoundLevel(sieb_x, sieb_y, SND_MAGIC_WALL_RUNNING);
4841 if (game.magic_wall_time_left > 0)
4843 game.magic_wall_time_left--;
4844 if (!game.magic_wall_time_left)
4846 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4848 element = Feld[x][y];
4850 if (element == EL_MAGIC_WALL_EMPTY ||
4851 element == EL_MAGIC_WALL_FULL)
4853 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4854 DrawLevelField(x, y);
4856 else if (element == EL_MAGIC_WALL_BD_EMPTY ||
4857 element == EL_MAGIC_WALL_BD_FULL)
4859 Feld[x][y] = EL_MAGIC_WALL_BD_DEAD;
4860 DrawLevelField(x, y);
4864 game.magic_wall_active = FALSE;
4869 if (game.light_time_left > 0)
4871 game.light_time_left--;
4873 if (game.light_time_left == 0)
4875 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4877 element = Feld[x][y];
4879 if (element == EL_LIGHT_SWITCH_ON)
4881 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
4882 DrawLevelField(x, y);
4884 else if (element == EL_INVISIBLE_STEEL ||
4885 element == EL_UNSICHTBAR ||
4886 element == EL_SAND_INVISIBLE)
4887 DrawLevelField(x, y);
4892 if (game.timegate_time_left > 0)
4894 game.timegate_time_left--;
4896 if (game.timegate_time_left == 0)
4897 CloseAllOpenTimegates();
4900 if (TimeFrames >= (1000 / GameFrameDelay))
4905 for (i=0; i<MAX_PLAYERS; i++)
4907 if (SHIELD_ON(&stored_player[i]))
4909 stored_player[i].shield_passive_time_left--;
4911 if (stored_player[i].shield_active_time_left > 0)
4912 stored_player[i].shield_active_time_left--;
4916 if (tape.recording || tape.playing)
4917 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
4923 if (TimeLeft <= 10 && setup.time_limit)
4924 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, PSND_MAX_RIGHT);
4926 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
4928 if (!TimeLeft && setup.time_limit)
4929 for (i=0; i<MAX_PLAYERS; i++)
4930 KillHero(&stored_player[i]);
4932 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
4933 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
4938 if (options.debug) /* calculate frames per second */
4940 static unsigned long fps_counter = 0;
4941 static int fps_frames = 0;
4942 unsigned long fps_delay_ms = Counter() - fps_counter;
4946 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
4948 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
4951 fps_counter = Counter();
4954 redraw_mask |= REDRAW_FPS;
4958 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
4960 int min_x = x, min_y = y, max_x = x, max_y = y;
4963 for (i=0; i<MAX_PLAYERS; i++)
4965 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4967 if (!stored_player[i].active || &stored_player[i] == player)
4970 min_x = MIN(min_x, jx);
4971 min_y = MIN(min_y, jy);
4972 max_x = MAX(max_x, jx);
4973 max_y = MAX(max_y, jy);
4976 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
4979 static boolean AllPlayersInVisibleScreen()
4983 for (i=0; i<MAX_PLAYERS; i++)
4985 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4987 if (!stored_player[i].active)
4990 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
4997 void ScrollLevel(int dx, int dy)
4999 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
5002 BlitBitmap(drawto_field, drawto_field,
5003 FX + TILEX*(dx == -1) - softscroll_offset,
5004 FY + TILEY*(dy == -1) - softscroll_offset,
5005 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
5006 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
5007 FX + TILEX*(dx == 1) - softscroll_offset,
5008 FY + TILEY*(dy == 1) - softscroll_offset);
5012 x = (dx == 1 ? BX1 : BX2);
5013 for (y=BY1; y<=BY2; y++)
5014 DrawScreenField(x, y);
5018 y = (dy == 1 ? BY1 : BY2);
5019 for (x=BX1; x<=BX2; x++)
5020 DrawScreenField(x, y);
5023 redraw_mask |= REDRAW_FIELD;
5026 static void CheckGravityMovement(struct PlayerInfo *player)
5028 if (level.gravity && !player->programmed_action)
5030 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
5031 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
5033 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
5034 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
5035 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
5036 int jx = player->jx, jy = player->jy;
5037 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
5038 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
5039 int new_jx = jx + dx, new_jy = jy + dy;
5040 boolean field_under_player_is_free =
5041 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
5042 boolean player_is_moving_to_valid_field =
5043 (IN_LEV_FIELD(new_jx, new_jy) &&
5044 (Feld[new_jx][new_jy] == EL_SP_BASE ||
5045 Feld[new_jx][new_jy] == EL_ERDREICH));
5047 if (field_under_player_is_free && !player_is_moving_to_valid_field)
5048 player->programmed_action = MV_DOWN;
5052 boolean MoveFigureOneStep(struct PlayerInfo *player,
5053 int dx, int dy, int real_dx, int real_dy)
5055 int jx = player->jx, jy = player->jy;
5056 int new_jx = jx+dx, new_jy = jy+dy;
5060 if (!player->active || (!dx && !dy))
5061 return MF_NO_ACTION;
5063 player->MovDir = (dx < 0 ? MV_LEFT :
5066 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5068 if (!IN_LEV_FIELD(new_jx, new_jy))
5069 return MF_NO_ACTION;
5071 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
5072 return MF_NO_ACTION;
5075 element = MovingOrBlocked2Element(new_jx, new_jy);
5077 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
5080 if (DONT_GO_TO(element))
5082 if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
5085 Feld[jx][jy] = EL_SPIELFIGUR;
5086 InitMovingField(jx, jy, MV_DOWN);
5087 Store[jx][jy] = EL_SALZSAEURE;
5088 ContinueMoving(jx, jy);
5092 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
5097 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
5098 if (can_move != MF_MOVING)
5101 StorePlayer[jx][jy] = 0;
5102 player->last_jx = jx;
5103 player->last_jy = jy;
5104 jx = player->jx = new_jx;
5105 jy = player->jy = new_jy;
5106 StorePlayer[jx][jy] = player->element_nr;
5109 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
5111 ScrollFigure(player, SCROLL_INIT);
5116 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
5118 int jx = player->jx, jy = player->jy;
5119 int old_jx = jx, old_jy = jy;
5120 int moved = MF_NO_ACTION;
5122 if (!player->active || (!dx && !dy))
5126 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5130 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5131 !(tape.playing && tape.game_version < GAME_VERSION_2_0))
5135 /* remove the last programmed player action */
5136 player->programmed_action = 0;
5140 /* should only happen if pre-1.2 tape recordings are played */
5141 /* this is only for backward compatibility */
5143 int original_move_delay_value = player->move_delay_value;
5146 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
5149 /* scroll remaining steps with finest movement resolution */
5150 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
5152 while (player->MovPos)
5154 ScrollFigure(player, SCROLL_GO_ON);
5155 ScrollScreen(NULL, SCROLL_GO_ON);
5161 player->move_delay_value = original_move_delay_value;
5164 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
5166 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
5167 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5171 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5172 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5178 if (moved & MF_MOVING && !ScreenMovPos &&
5179 (player == local_player || !options.network))
5181 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5182 int offset = (setup.scroll_delay ? 3 : 0);
5184 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5186 /* actual player has left the screen -- scroll in that direction */
5187 if (jx != old_jx) /* player has moved horizontally */
5188 scroll_x += (jx - old_jx);
5189 else /* player has moved vertically */
5190 scroll_y += (jy - old_jy);
5194 if (jx != old_jx) /* player has moved horizontally */
5196 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5197 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5198 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5200 /* don't scroll over playfield boundaries */
5201 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5202 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5204 /* don't scroll more than one field at a time */
5205 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5207 /* don't scroll against the player's moving direction */
5208 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5209 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5210 scroll_x = old_scroll_x;
5212 else /* player has moved vertically */
5214 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5215 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5216 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5218 /* don't scroll over playfield boundaries */
5219 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5220 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5222 /* don't scroll more than one field at a time */
5223 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5225 /* don't scroll against the player's moving direction */
5226 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5227 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5228 scroll_y = old_scroll_y;
5232 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5234 if (!options.network && !AllPlayersInVisibleScreen())
5236 scroll_x = old_scroll_x;
5237 scroll_y = old_scroll_y;
5241 ScrollScreen(player, SCROLL_INIT);
5242 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5247 if (!(moved & MF_MOVING) && !player->Pushing)
5250 player->Frame = (player->Frame + 1) % 4;
5252 if (moved & MF_MOVING)
5254 if (old_jx != jx && old_jy == jy)
5255 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5256 else if (old_jx == jx && old_jy != jy)
5257 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5259 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
5261 player->last_move_dir = player->MovDir;
5262 player->is_moving = TRUE;
5266 CheckGravityMovement(player);
5269 player->last_move_dir = MV_NO_MOVING;
5271 player->is_moving = FALSE;
5274 TestIfHeroTouchesBadThing(jx, jy);
5276 if (!player->active)
5282 void ScrollFigure(struct PlayerInfo *player, int mode)
5284 int jx = player->jx, jy = player->jy;
5285 int last_jx = player->last_jx, last_jy = player->last_jy;
5286 int move_stepsize = TILEX / player->move_delay_value;
5288 if (!player->active || !player->MovPos)
5291 if (mode == SCROLL_INIT)
5293 player->actual_frame_counter = FrameCounter;
5294 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5296 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
5297 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5302 else if (!FrameReached(&player->actual_frame_counter, 1))
5305 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5306 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5308 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5309 Feld[last_jx][last_jy] = EL_LEERRAUM;
5311 /* before DrawPlayer() to draw correct player graphic for this case */
5312 if (player->MovPos == 0)
5313 CheckGravityMovement(player);
5317 if (player->MovPos == 0)
5319 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
5321 /* continue with normal speed after quickly moving through gate */
5322 HALVE_PLAYER_SPEED(player);
5324 /* be able to make the next move without delay */
5325 player->move_delay = 0;
5328 player->last_jx = jx;
5329 player->last_jy = jy;
5331 if (Feld[jx][jy] == EL_AUSGANG_AUF)
5335 if (!local_player->friends_still_needed)
5336 player->LevelSolved = player->GameOver = TRUE;
5339 if (tape.single_step && tape.recording && !tape.pausing &&
5340 !player->programmed_action)
5341 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5345 void ScrollScreen(struct PlayerInfo *player, int mode)
5347 static unsigned long screen_frame_counter = 0;
5349 if (mode == SCROLL_INIT)
5351 /* set scrolling step size according to actual player's moving speed */
5352 ScrollStepSize = TILEX / player->move_delay_value;
5354 screen_frame_counter = FrameCounter;
5355 ScreenMovDir = player->MovDir;
5356 ScreenMovPos = player->MovPos;
5357 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5360 else if (!FrameReached(&screen_frame_counter, 1))
5365 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5366 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5367 redraw_mask |= REDRAW_FIELD;
5370 ScreenMovDir = MV_NO_MOVING;
5373 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
5375 int i, kill_x = -1, kill_y = -1;
5376 static int test_xy[4][2] =
5383 static int test_dir[4] =
5393 int test_x, test_y, test_move_dir, test_element;
5395 test_x = good_x + test_xy[i][0];
5396 test_y = good_y + test_xy[i][1];
5397 if (!IN_LEV_FIELD(test_x, test_y))
5401 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5404 test_element = Feld[test_x][test_y];
5406 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
5409 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5410 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5412 if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) ||
5413 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
5421 if (kill_x != -1 || kill_y != -1)
5423 if (IS_PLAYER(good_x, good_y))
5425 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
5427 if (player->shield_active_time_left > 0)
5428 Bang(kill_x, kill_y);
5429 else if (!PLAYER_PROTECTED(good_x, good_y))
5433 Bang(good_x, good_y);
5437 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
5439 int i, kill_x = -1, kill_y = -1;
5440 int bad_element = Feld[bad_x][bad_y];
5441 static int test_xy[4][2] =
5448 static int test_dir[4] =
5456 if (bad_element == EL_EXPLODING) /* skip just exploding bad things */
5461 int test_x, test_y, test_move_dir, test_element;
5463 test_x = bad_x + test_xy[i][0];
5464 test_y = bad_y + test_xy[i][1];
5465 if (!IN_LEV_FIELD(test_x, test_y))
5469 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5471 test_element = Feld[test_x][test_y];
5473 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5474 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5476 if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) ||
5477 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
5479 /* good thing is player or penguin that does not move away */
5480 if (IS_PLAYER(test_x, test_y))
5482 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
5484 if (bad_element == EL_ROBOT && player->is_moving)
5485 continue; /* robot does not kill player if he is moving */
5491 else if (test_element == EL_PINGUIN)
5500 if (kill_x != -1 || kill_y != -1)
5502 if (IS_PLAYER(kill_x, kill_y))
5504 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
5507 int dir = player->MovDir;
5508 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5509 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5511 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5512 newx != bad_x && newy != bad_y)
5513 ; /* robot does not kill player if he is moving */
5515 printf("-> %d\n", player->MovDir);
5517 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5518 newx != bad_x && newy != bad_y)
5519 ; /* robot does not kill player if he is moving */
5524 if (player->shield_active_time_left > 0)
5526 else if (!PLAYER_PROTECTED(kill_x, kill_y))
5530 Bang(kill_x, kill_y);
5534 void TestIfHeroTouchesBadThing(int x, int y)
5536 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5539 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
5541 TestIfGoodThingHitsBadThing(x, y, move_dir);
5544 void TestIfBadThingTouchesHero(int x, int y)
5546 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5549 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
5551 TestIfBadThingHitsGoodThing(x, y, move_dir);
5554 void TestIfFriendTouchesBadThing(int x, int y)
5556 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5559 void TestIfBadThingTouchesFriend(int x, int y)
5561 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5564 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
5566 int i, kill_x = bad_x, kill_y = bad_y;
5567 static int xy[4][2] =
5579 x = bad_x + xy[i][0];
5580 y = bad_y + xy[i][1];
5581 if (!IN_LEV_FIELD(x, y))
5584 element = Feld[x][y];
5585 if (IS_AMOEBOID(element) || element == EL_LIFE ||
5586 element == EL_AMOEBING || element == EL_TROPFEN)
5594 if (kill_x != bad_x || kill_y != bad_y)
5598 void KillHero(struct PlayerInfo *player)
5600 int jx = player->jx, jy = player->jy;
5602 if (!player->active)
5605 if (IS_PFORTE(Feld[jx][jy]))
5606 Feld[jx][jy] = EL_LEERRAUM;
5608 /* deactivate shield (else Bang()/Explode() would not work right) */
5609 player->shield_passive_time_left = 0;
5610 player->shield_active_time_left = 0;
5616 static void KillHeroUnlessProtected(int x, int y)
5618 if (!PLAYER_PROTECTED(x, y))
5619 KillHero(PLAYERINFO(x, y));
5622 void BuryHero(struct PlayerInfo *player)
5624 int jx = player->jx, jy = player->jy;
5626 if (!player->active)
5629 PlaySoundLevel(jx, jy, SND_PLAYER_DYING);
5630 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
5632 player->GameOver = TRUE;
5636 void RemoveHero(struct PlayerInfo *player)
5638 int jx = player->jx, jy = player->jy;
5639 int i, found = FALSE;
5641 player->present = FALSE;
5642 player->active = FALSE;
5644 if (!ExplodeField[jx][jy])
5645 StorePlayer[jx][jy] = 0;
5647 for (i=0; i<MAX_PLAYERS; i++)
5648 if (stored_player[i].active)
5652 AllPlayersGone = TRUE;
5658 int DigField(struct PlayerInfo *player,
5659 int x, int y, int real_dx, int real_dy, int mode)
5661 int jx = player->jx, jy = player->jy;
5662 int dx = x - jx, dy = y - jy;
5663 int move_direction = (dx == -1 ? MV_LEFT :
5664 dx == +1 ? MV_RIGHT :
5666 dy == +1 ? MV_DOWN : MV_NO_MOVING);
5669 if (!player->MovPos)
5670 player->Pushing = FALSE;
5672 if (mode == DF_NO_PUSH)
5674 player->Switching = FALSE;
5675 player->push_delay = 0;
5676 return MF_NO_ACTION;
5679 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
5680 return MF_NO_ACTION;
5682 if (IS_TUBE(Feld[jx][jy]))
5685 int tube_leave_directions[][2] =
5687 { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5688 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5689 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5690 { EL_TUBE_VERT_LEFT, MV_LEFT | MV_UP | MV_DOWN },
5691 { EL_TUBE_VERT_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
5692 { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_UP },
5693 { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
5694 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
5695 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
5696 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
5697 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
5698 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
5701 while (tube_leave_directions[i][0] != Feld[jx][jy])
5704 if (tube_leave_directions[i][0] == -1) /* should not happen */
5708 if (!(tube_leave_directions[i][1] & move_direction))
5709 return MF_NO_ACTION; /* tube has no opening in this direction */
5712 element = Feld[x][y];
5718 case EL_SAND_INVISIBLE:
5719 case EL_TRAP_INACTIVE:
5724 if (element == EL_LEERRAUM)
5725 PlaySoundLevel(x, y, SND_EMPTY_SPACE_DIGGING);
5726 else if (element == EL_ERDREICH)
5727 PlaySoundLevel(x, y, SND_SAND_DIGGING);
5728 else if (element == EL_SAND_INVISIBLE)
5729 PlaySoundLevel(x, y, SND_SAND_INVISIBLE_DIGGING);
5730 else if (element == EL_TRAP_INACTIVE)
5731 PlaySoundLevel(x, y, SND_TRAP_INACTIVE_DIGGING);
5732 else if (element == EL_SP_BASE)
5733 PlaySoundLevel(x, y, SND_SP_BASE_DIGGING);
5734 else if (element == EL_SP_BUG)
5735 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_DIGGING);
5739 case EL_EDELSTEIN_BD:
5740 case EL_EDELSTEIN_GELB:
5741 case EL_EDELSTEIN_ROT:
5742 case EL_EDELSTEIN_LILA:
5744 case EL_SP_INFOTRON:
5748 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 :
5749 element == EL_PEARL ? 5 :
5750 element == EL_CRYSTAL ? 8 : 1);
5751 if (local_player->gems_still_needed < 0)
5752 local_player->gems_still_needed = 0;
5753 RaiseScoreElement(element);
5754 DrawText(DX_EMERALDS, DY_EMERALDS,
5755 int2str(local_player->gems_still_needed, 3),
5756 FS_SMALL, FC_YELLOW);
5758 if (element == EL_EDELSTEIN_BD)
5759 PlaySoundLevel(x, y, SND_BD_DIAMOND_COLLECTING);
5760 else if (element == EL_DIAMANT)
5761 PlaySoundLevel(x, y, SND_DIAMOND_COLLECTING);
5762 else if (element == EL_SP_INFOTRON)
5763 PlaySoundLevel(x, y, SND_SP_INFOTRON_COLLECTING);
5764 else if (element == EL_PEARL)
5765 PlaySoundLevel(x, y, SND_PEARL_COLLECTING);
5766 else if (element == EL_CRYSTAL)
5767 PlaySoundLevel(x, y, SND_CRYSTAL_COLLECTING);
5768 else /* EL_EDELSTEIN style element */
5769 PlaySoundLevel(x, y, SND_EMERALD_COLLECTING);
5774 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
5775 PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
5779 Feld[x][y] = EL_LEERRAUM;
5780 PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
5788 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5790 PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, PSND_MAX_RIGHT);
5793 case EL_SHIELD_PASSIVE:
5795 player->shield_passive_time_left += 10;
5796 PlaySoundLevel(x, y, SND_SHIELD_PASSIVE_COLLECTING);
5799 case EL_SHIELD_ACTIVE:
5801 player->shield_passive_time_left += 10;
5802 player->shield_active_time_left += 10;
5803 PlaySoundLevel(x, y, SND_SHIELD_ACTIVE_COLLECTING);
5806 case EL_DYNAMITE_INACTIVE:
5807 case EL_SP_DISK_RED:
5810 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5811 DrawText(DX_DYNAMITE, DY_DYNAMITE,
5812 int2str(local_player->dynamite, 3),
5813 FS_SMALL, FC_YELLOW);
5814 if (element == EL_SP_DISK_RED)
5815 PlaySoundLevel(x, y, SND_SP_DISK_RED_COLLECTING);
5817 PlaySoundLevel(x, y, SND_DYNAMITE_COLLECTING);
5820 case EL_DYNABOMB_NR:
5822 player->dynabomb_count++;
5823 player->dynabombs_left++;
5824 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5825 PlaySoundLevel(x, y, SND_DYNABOMB_NR_COLLECTING);
5828 case EL_DYNABOMB_SZ:
5830 player->dynabomb_size++;
5831 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5832 PlaySoundLevel(x, y, SND_DYNABOMB_SZ_COLLECTING);
5835 case EL_DYNABOMB_XL:
5837 player->dynabomb_xl = TRUE;
5838 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5839 PlaySoundLevel(x, y, SND_DYNABOMB_XL_COLLECTING);
5842 case EL_SCHLUESSEL1:
5843 case EL_SCHLUESSEL2:
5844 case EL_SCHLUESSEL3:
5845 case EL_SCHLUESSEL4:
5847 int key_nr = element - EL_SCHLUESSEL1;
5850 player->key[key_nr] = TRUE;
5851 RaiseScoreElement(EL_SCHLUESSEL);
5852 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5853 GFX_SCHLUESSEL1 + key_nr);
5854 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5855 GFX_SCHLUESSEL1 + key_nr);
5856 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
5865 int key_nr = element - EL_EM_KEY_1;
5868 player->key[key_nr] = TRUE;
5869 RaiseScoreElement(EL_SCHLUESSEL);
5870 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5871 GFX_SCHLUESSEL1 + key_nr);
5872 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5873 GFX_SCHLUESSEL1 + key_nr);
5874 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
5879 Feld[x][y] = EL_ABLENK_EIN;
5882 DrawLevelField(x, y);
5883 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
5887 case EL_SP_TERMINAL:
5891 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
5893 for (yy=0; yy<lev_fieldy; yy++)
5895 for (xx=0; xx<lev_fieldx; xx++)
5897 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
5899 else if (Feld[xx][yy] == EL_SP_TERMINAL)
5900 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
5908 case EL_BELT1_SWITCH_LEFT:
5909 case EL_BELT1_SWITCH_MIDDLE:
5910 case EL_BELT1_SWITCH_RIGHT:
5911 case EL_BELT2_SWITCH_LEFT:
5912 case EL_BELT2_SWITCH_MIDDLE:
5913 case EL_BELT2_SWITCH_RIGHT:
5914 case EL_BELT3_SWITCH_LEFT:
5915 case EL_BELT3_SWITCH_MIDDLE:
5916 case EL_BELT3_SWITCH_RIGHT:
5917 case EL_BELT4_SWITCH_LEFT:
5918 case EL_BELT4_SWITCH_MIDDLE:
5919 case EL_BELT4_SWITCH_RIGHT:
5920 if (!player->Switching)
5922 player->Switching = TRUE;
5923 ToggleBeltSwitch(x, y);
5924 PlaySoundLevel(x, y, SND_CONVEYOR_BELT_SWITCH_ACTIVATING);
5929 case EL_SWITCHGATE_SWITCH_1:
5930 case EL_SWITCHGATE_SWITCH_2:
5931 if (!player->Switching)
5933 player->Switching = TRUE;
5934 ToggleSwitchgateSwitch(x, y);
5935 PlaySoundLevel(x, y, SND_SWITCHGATE_SWITCH_ACTIVATING);
5940 case EL_LIGHT_SWITCH_OFF:
5941 case EL_LIGHT_SWITCH_ON:
5942 if (!player->Switching)
5944 player->Switching = TRUE;
5945 ToggleLightSwitch(x, y);
5946 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH_OFF ?
5947 SND_LIGHT_SWITCH_ACTIVATING :
5948 SND_LIGHT_SWITCH_DEACTIVATING);
5953 case EL_TIMEGATE_SWITCH_OFF:
5954 ActivateTimegateSwitch(x, y);
5955 PlaySoundLevel(x, y, SND_TIMEGATE_WHEEL_ACTIVATING);
5960 case EL_BALLOON_SEND_LEFT:
5961 case EL_BALLOON_SEND_RIGHT:
5962 case EL_BALLOON_SEND_UP:
5963 case EL_BALLOON_SEND_DOWN:
5964 case EL_BALLOON_SEND_ANY:
5965 if (element == EL_BALLOON_SEND_ANY)
5966 game.balloon_dir = move_direction;
5968 game.balloon_dir = (element == EL_BALLOON_SEND_LEFT ? MV_LEFT :
5969 element == EL_BALLOON_SEND_RIGHT ? MV_RIGHT :
5970 element == EL_BALLOON_SEND_UP ? MV_UP :
5971 element == EL_BALLOON_SEND_DOWN ? MV_DOWN :
5978 if (local_player->gems_still_needed > 0)
5979 return MF_NO_ACTION;
5981 player->LevelSolved = player->GameOver = TRUE;
5982 PlaySoundStereo(SND_SP_EXIT_ENTERING, PSND_MAX_RIGHT);
5985 case EL_FELSBROCKEN:
5988 case EL_DX_SUPABOMB:
5992 case EL_SP_DISK_ORANGE:
5994 if (dy || mode == DF_SNAP)
5995 return MF_NO_ACTION;
5997 player->Pushing = TRUE;
5999 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6000 return MF_NO_ACTION;
6004 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6005 return MF_NO_ACTION;
6008 if (player->push_delay == 0)
6009 player->push_delay = FrameCounter;
6011 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6012 !tape.playing && element != EL_SPRING)
6013 return MF_NO_ACTION;
6015 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6016 !(tape.playing && tape.game_version < GAME_VERSION_2_0) &&
6017 element != EL_SPRING)
6018 return MF_NO_ACTION;
6022 Feld[x+dx][y+dy] = element;
6024 if (element == EL_SPRING)
6026 Feld[x+dx][y+dy] = EL_SPRING_MOVING;
6027 MovDir[x+dx][y+dy] = move_direction;
6030 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
6032 DrawLevelField(x+dx, y+dy);
6033 if (element == EL_FELSBROCKEN)
6034 PlaySoundLevel(x+dx, y+dy, SND_ROCK_PUSHING);
6035 else if (element == EL_BD_ROCK)
6036 PlaySoundLevel(x+dx, y+dy, SND_BD_ROCK_PUSHING);
6037 else if (element == EL_BOMBE)
6038 PlaySoundLevel(x+dx, y+dy, SND_BOMB_PUSHING);
6039 else if (element == EL_DX_SUPABOMB)
6040 PlaySoundLevel(x+dx, y+dy, SND_DX_BOMB_PUSHING);
6041 else if (element == EL_KOKOSNUSS)
6042 PlaySoundLevel(x+dx, y+dy, SND_NUT_PUSHING);
6043 else if (element == EL_ZEIT_LEER)
6044 PlaySoundLevel(x+dx, y+dy, SND_TIME_ORB_EMPTY_PUSHING);
6045 else if (element == EL_SP_ZONK)
6046 PlaySoundLevel(x+dx, y+dy, SND_SP_ZONK_PUSHING);
6047 else if (element == EL_SP_DISK_ORANGE)
6048 PlaySoundLevel(x+dx, y+dy, SND_SP_DISK_ORANGE_PUSHING);
6049 else if (element == EL_SPRING)
6050 PlaySoundLevel(x+dx, y+dy, SND_SPRING_PUSHING);
6057 if (!player->key[element - EL_PFORTE1])
6058 return MF_NO_ACTION;
6065 if (!player->key[element - EL_PFORTE1X])
6066 return MF_NO_ACTION;
6073 if (!player->key[element - EL_EM_GATE_1])
6074 return MF_NO_ACTION;
6075 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6076 return MF_NO_ACTION;
6078 /* automatically move to the next field with double speed */
6079 player->programmed_action = move_direction;
6080 DOUBLE_PLAYER_SPEED(player);
6082 PlaySoundLevel(x, y, SND_GATE_PASSING);
6090 if (!player->key[element - EL_EM_GATE_1X])
6091 return MF_NO_ACTION;
6092 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6093 return MF_NO_ACTION;
6095 /* automatically move to the next field with double speed */
6096 player->programmed_action = move_direction;
6097 DOUBLE_PLAYER_SPEED(player);
6099 PlaySoundLevel(x, y, SND_GATE_PASSING);
6103 case EL_SWITCHGATE_OPEN:
6104 case EL_TIMEGATE_OPEN:
6105 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6106 return MF_NO_ACTION;
6108 /* automatically move to the next field with double speed */
6109 player->programmed_action = move_direction;
6110 DOUBLE_PLAYER_SPEED(player);
6112 if (element == EL_SWITCHGATE_OPEN)
6113 PlaySoundLevel(x, y, SND_SWITCHGATE_PASSING);
6115 PlaySoundLevel(x, y, SND_TIMEGATE_PASSING);
6119 case EL_SP_PORT1_LEFT:
6120 case EL_SP_PORT2_LEFT:
6121 case EL_SP_PORT1_RIGHT:
6122 case EL_SP_PORT2_RIGHT:
6123 case EL_SP_PORT1_UP:
6124 case EL_SP_PORT2_UP:
6125 case EL_SP_PORT1_DOWN:
6126 case EL_SP_PORT2_DOWN:
6131 element != EL_SP_PORT1_LEFT &&
6132 element != EL_SP_PORT2_LEFT &&
6133 element != EL_SP_PORT_X &&
6134 element != EL_SP_PORT_XY) ||
6136 element != EL_SP_PORT1_RIGHT &&
6137 element != EL_SP_PORT2_RIGHT &&
6138 element != EL_SP_PORT_X &&
6139 element != EL_SP_PORT_XY) ||
6141 element != EL_SP_PORT1_UP &&
6142 element != EL_SP_PORT2_UP &&
6143 element != EL_SP_PORT_Y &&
6144 element != EL_SP_PORT_XY) ||
6146 element != EL_SP_PORT1_DOWN &&
6147 element != EL_SP_PORT2_DOWN &&
6148 element != EL_SP_PORT_Y &&
6149 element != EL_SP_PORT_XY) ||
6150 !IN_LEV_FIELD(x + dx, y + dy) ||
6151 !IS_FREE(x + dx, y + dy))
6152 return MF_NO_ACTION;
6154 /* automatically move to the next field with double speed */
6155 player->programmed_action = move_direction;
6156 DOUBLE_PLAYER_SPEED(player);
6158 PlaySoundLevel(x, y, SND_SP_PORT_PASSING);
6162 case EL_TUBE_VERTICAL:
6163 case EL_TUBE_HORIZONTAL:
6164 case EL_TUBE_VERT_LEFT:
6165 case EL_TUBE_VERT_RIGHT:
6166 case EL_TUBE_HORIZ_UP:
6167 case EL_TUBE_HORIZ_DOWN:
6168 case EL_TUBE_LEFT_UP:
6169 case EL_TUBE_LEFT_DOWN:
6170 case EL_TUBE_RIGHT_UP:
6171 case EL_TUBE_RIGHT_DOWN:
6174 int tube_enter_directions[][2] =
6176 { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6177 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6178 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6179 { EL_TUBE_VERT_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
6180 { EL_TUBE_VERT_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
6181 { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
6182 { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
6183 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
6184 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
6185 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
6186 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
6187 { -1, MV_NO_MOVING }
6190 while (tube_enter_directions[i][0] != element)
6193 if (tube_enter_directions[i][0] == -1) /* should not happen */
6197 if (!(tube_enter_directions[i][1] & move_direction))
6198 return MF_NO_ACTION; /* tube has no opening in this direction */
6203 case EL_AUSGANG_ACT:
6204 /* door is not (yet) open */
6205 return MF_NO_ACTION;
6208 case EL_AUSGANG_AUF:
6209 if (mode == DF_SNAP)
6210 return MF_NO_ACTION;
6212 PlaySoundLevel(x, y, SND_EXIT_ENTERING);
6217 Feld[x][y] = EL_BIRNE_EIN;
6218 local_player->lights_still_needed--;
6219 DrawLevelField(x, y);
6220 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
6225 Feld[x][y] = EL_ZEIT_LEER;
6227 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
6228 DrawLevelField(x, y);
6229 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, PSND_MAX_RIGHT);
6233 case EL_SOKOBAN_FELD_LEER:
6236 case EL_SOKOBAN_OBJEKT:
6237 case EL_SOKOBAN_FELD_VOLL:
6239 case EL_SP_DISK_YELLOW:
6241 if (mode == DF_SNAP)
6242 return MF_NO_ACTION;
6244 player->Pushing = TRUE;
6246 if (!IN_LEV_FIELD(x+dx, y+dy)
6247 || (!IS_FREE(x+dx, y+dy)
6248 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
6249 || !IS_SB_ELEMENT(element))))
6250 return MF_NO_ACTION;
6254 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6255 return MF_NO_ACTION;
6257 else if (dy && real_dx)
6259 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
6260 return MF_NO_ACTION;
6263 if (player->push_delay == 0)
6264 player->push_delay = FrameCounter;
6266 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6267 !tape.playing && element != EL_BALLOON)
6268 return MF_NO_ACTION;
6270 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6271 !(tape.playing && tape.game_version < GAME_VERSION_2_0) &&
6272 element != EL_BALLOON)
6273 return MF_NO_ACTION;
6276 if (IS_SB_ELEMENT(element))
6278 if (element == EL_SOKOBAN_FELD_VOLL)
6280 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
6281 local_player->sokobanfields_still_needed++;
6286 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
6288 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
6289 local_player->sokobanfields_still_needed--;
6290 if (element == EL_SOKOBAN_OBJEKT)
6291 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_FILLING);
6293 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6297 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
6298 if (element == EL_SOKOBAN_FELD_VOLL)
6299 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_CLEARING);
6301 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6307 Feld[x+dx][y+dy] = element;
6310 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
6312 DrawLevelField(x, y);
6313 DrawLevelField(x+dx, y+dy);
6314 if (element == EL_SONDE)
6315 PlaySoundLevel(x+dx, y+dy, SND_SATELLITE_PUSHING);
6316 else if (element == EL_SP_DISK_YELLOW)
6317 PlaySoundLevel(x+dx, y+dy, SND_SP_DISK_YELLOW_PUSHING);
6318 else if (element == EL_BALLOON)
6319 PlaySoundLevel(x+dx, y+dy, SND_BALLOON_PUSHING);
6321 if (IS_SB_ELEMENT(element) &&
6322 local_player->sokobanfields_still_needed == 0 &&
6323 game.emulation == EMU_SOKOBAN)
6325 player->LevelSolved = player->GameOver = TRUE;
6326 PlaySoundLevel(x, y, SND_SOKOBAN_GAME_SOLVING);
6337 return MF_NO_ACTION;
6340 player->push_delay = 0;
6345 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
6347 int jx = player->jx, jy = player->jy;
6348 int x = jx + dx, y = jy + dy;
6350 if (!player->active || !IN_LEV_FIELD(x, y))
6358 player->snapped = FALSE;
6362 if (player->snapped)
6365 player->MovDir = (dx < 0 ? MV_LEFT :
6368 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6370 if (!DigField(player, x, y, 0, 0, DF_SNAP))
6373 player->snapped = TRUE;
6374 DrawLevelField(x, y);
6380 boolean PlaceBomb(struct PlayerInfo *player)
6382 int jx = player->jx, jy = player->jy;
6385 if (!player->active || player->MovPos)
6388 element = Feld[jx][jy];
6390 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
6391 IS_ACTIVE_BOMB(element) || element == EL_EXPLODING)
6394 if (element != EL_LEERRAUM)
6395 Store[jx][jy] = element;
6397 if (player->dynamite)
6399 Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
6400 MovDelay[jx][jy] = 96;
6402 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6403 FS_SMALL, FC_YELLOW);
6404 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6406 if (game.emulation == EMU_SUPAPLEX)
6407 DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
6409 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
6412 PlaySoundLevel(jx, jy, SND_DYNAMITE_PLACING);
6416 Feld[jx][jy] = EL_DYNABOMB_ACTIVE_1 + (player->element_nr - EL_SPIELER1);
6417 MovDelay[jx][jy] = 96;
6418 player->dynabombs_left--;
6419 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6420 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
6422 PlaySoundLevel(jx, jy, SND_DYNABOMB_PLACING);
6428 void PlaySoundLevel(int x, int y, int sound_nr)
6430 int sx = SCREENX(x), sy = SCREENY(y);
6432 int silence_distance = 8;
6434 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) ||
6435 (!setup.sound_loops && IS_LOOP_SOUND(sound_nr)))
6438 if (!IN_LEV_FIELD(x, y) ||
6439 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
6440 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
6443 volume = PSND_MAX_VOLUME;
6445 #if !defined(PLATFORM_MSDOS)
6446 stereo = (sx - SCR_FIELDX/2) * 12;
6448 stereo = PSND_MIDDLE + (2 * sx - (SCR_FIELDX - 1)) * 5;
6449 if (stereo > PSND_MAX_RIGHT)
6450 stereo = PSND_MAX_RIGHT;
6451 if (stereo < PSND_MAX_LEFT)
6452 stereo = PSND_MAX_LEFT;
6455 if (!IN_SCR_FIELD(sx, sy))
6457 int dx = ABS(sx - SCR_FIELDX/2) - SCR_FIELDX/2;
6458 int dy = ABS(sy - SCR_FIELDY/2) - SCR_FIELDY/2;
6460 volume -= volume * (dx > dy ? dx : dy) / silence_distance;
6463 PlaySoundExt(sound_nr, volume, stereo, SND_CTRL_PLAY_SOUND);
6466 void RaiseScore(int value)
6468 local_player->score += value;
6469 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
6470 FS_SMALL, FC_YELLOW);
6473 void RaiseScoreElement(int element)
6478 case EL_EDELSTEIN_BD:
6479 case EL_EDELSTEIN_GELB:
6480 case EL_EDELSTEIN_ROT:
6481 case EL_EDELSTEIN_LILA:
6482 RaiseScore(level.score[SC_EDELSTEIN]);
6485 RaiseScore(level.score[SC_DIAMANT]);
6489 RaiseScore(level.score[SC_KAEFER]);
6493 RaiseScore(level.score[SC_FLIEGER]);
6497 RaiseScore(level.score[SC_MAMPFER]);
6500 RaiseScore(level.score[SC_ROBOT]);
6503 RaiseScore(level.score[SC_PACMAN]);
6506 RaiseScore(level.score[SC_KOKOSNUSS]);
6508 case EL_DYNAMITE_INACTIVE:
6509 RaiseScore(level.score[SC_DYNAMIT]);
6512 RaiseScore(level.score[SC_SCHLUESSEL]);
6519 void RequestQuitGame(boolean ask_if_really_quit)
6521 if (AllPlayersGone ||
6522 !ask_if_really_quit ||
6523 level_editor_test_game ||
6524 Request("Do you really want to quit the game ?",
6525 REQ_ASK | REQ_STAY_CLOSED))
6527 #if defined(PLATFORM_UNIX)
6528 if (options.network)
6529 SendToServer_StopPlaying();
6533 game_status = MAINMENU;
6539 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
6544 /* ---------- new game button stuff ---------------------------------------- */
6546 /* graphic position values for game buttons */
6547 #define GAME_BUTTON_XSIZE 30
6548 #define GAME_BUTTON_YSIZE 30
6549 #define GAME_BUTTON_XPOS 5
6550 #define GAME_BUTTON_YPOS 215
6551 #define SOUND_BUTTON_XPOS 5
6552 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
6554 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6555 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6556 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6557 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6558 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6559 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6566 } gamebutton_info[NUM_GAME_BUTTONS] =
6569 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
6574 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
6579 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
6584 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
6585 SOUND_CTRL_ID_MUSIC,
6586 "background music on/off"
6589 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
6590 SOUND_CTRL_ID_LOOPS,
6591 "sound loops on/off"
6594 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
6595 SOUND_CTRL_ID_SIMPLE,
6596 "normal sounds on/off"
6600 void CreateGameButtons()
6604 for (i=0; i<NUM_GAME_BUTTONS; i++)
6606 Bitmap *gd_bitmap = pix[PIX_DOOR];
6607 struct GadgetInfo *gi;
6610 unsigned long event_mask;
6611 int gd_xoffset, gd_yoffset;
6612 int gd_x1, gd_x2, gd_y1, gd_y2;
6615 gd_xoffset = gamebutton_info[i].x;
6616 gd_yoffset = gamebutton_info[i].y;
6617 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
6618 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
6620 if (id == GAME_CTRL_ID_STOP ||
6621 id == GAME_CTRL_ID_PAUSE ||
6622 id == GAME_CTRL_ID_PLAY)
6624 button_type = GD_TYPE_NORMAL_BUTTON;
6626 event_mask = GD_EVENT_RELEASED;
6627 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6628 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6632 button_type = GD_TYPE_CHECK_BUTTON;
6634 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
6635 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
6636 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
6637 event_mask = GD_EVENT_PRESSED;
6638 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
6639 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6642 gi = CreateGadget(GDI_CUSTOM_ID, id,
6643 GDI_INFO_TEXT, gamebutton_info[i].infotext,
6644 GDI_X, DX + gd_xoffset,
6645 GDI_Y, DY + gd_yoffset,
6646 GDI_WIDTH, GAME_BUTTON_XSIZE,
6647 GDI_HEIGHT, GAME_BUTTON_YSIZE,
6648 GDI_TYPE, button_type,
6649 GDI_STATE, GD_BUTTON_UNPRESSED,
6650 GDI_CHECKED, checked,
6651 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
6652 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
6653 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
6654 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
6655 GDI_EVENT_MASK, event_mask,
6656 GDI_CALLBACK_ACTION, HandleGameButtons,
6660 Error(ERR_EXIT, "cannot create gadget");
6662 game_gadget[id] = gi;
6666 static void MapGameButtons()
6670 for (i=0; i<NUM_GAME_BUTTONS; i++)
6671 MapGadget(game_gadget[i]);
6674 void UnmapGameButtons()
6678 for (i=0; i<NUM_GAME_BUTTONS; i++)
6679 UnmapGadget(game_gadget[i]);
6682 static void HandleGameButtons(struct GadgetInfo *gi)
6684 int id = gi->custom_id;
6686 if (game_status != PLAYING)
6691 case GAME_CTRL_ID_STOP:
6692 RequestQuitGame(TRUE);
6695 case GAME_CTRL_ID_PAUSE:
6696 if (options.network)
6698 #if defined(PLATFORM_UNIX)
6700 SendToServer_ContinuePlaying();
6702 SendToServer_PausePlaying();
6706 TapeTogglePause(TAPE_TOGGLE_MANUAL);
6709 case GAME_CTRL_ID_PLAY:
6712 #if defined(PLATFORM_UNIX)
6713 if (options.network)
6714 SendToServer_ContinuePlaying();
6718 tape.pausing = FALSE;
6719 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
6724 case SOUND_CTRL_ID_MUSIC:
6725 if (setup.sound_music)
6727 setup.sound_music = FALSE;
6730 else if (audio.music_available)
6732 setup.sound = setup.sound_music = TRUE;
6733 PlayMusic(level_nr);
6737 case SOUND_CTRL_ID_LOOPS:
6738 if (setup.sound_loops)
6739 setup.sound_loops = FALSE;
6740 else if (audio.loops_available)
6741 setup.sound = setup.sound_loops = TRUE;
6744 case SOUND_CTRL_ID_SIMPLE:
6745 if (setup.sound_simple)
6746 setup.sound_simple = FALSE;
6747 else if (audio.sound_available)
6748 setup.sound = setup.sound_simple = TRUE;