1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2001 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MoveFigure() */
36 #define MF_NO_ACTION 0
40 /* for ScrollFigure() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_NO_EXPLOSION 0
51 /* special positions in the game control window (relative to control window) */
54 #define XX_EMERALDS 29
55 #define YY_EMERALDS 54
56 #define XX_DYNAMITE 29
57 #define YY_DYNAMITE 89
65 /* special positions in the game control window (relative to main window) */
66 #define DX_LEVEL (DX + XX_LEVEL)
67 #define DY_LEVEL (DY + YY_LEVEL)
68 #define DX_EMERALDS (DX + XX_EMERALDS)
69 #define DY_EMERALDS (DY + YY_EMERALDS)
70 #define DX_DYNAMITE (DX + XX_DYNAMITE)
71 #define DY_DYNAMITE (DY + YY_DYNAMITE)
72 #define DX_KEYS (DX + XX_KEYS)
73 #define DY_KEYS (DY + YY_KEYS)
74 #define DX_SCORE (DX + XX_SCORE)
75 #define DY_SCORE (DY + YY_SCORE)
76 #define DX_TIME (DX + XX_TIME)
77 #define DY_TIME (DY + YY_TIME)
79 /* values for player movement speed (which is in fact a delay value) */
80 #define MOVE_DELAY_NORMAL_SPEED 8
81 #define MOVE_DELAY_HIGH_SPEED 4
83 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
84 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
85 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
86 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
88 /* game button identifiers */
89 #define GAME_CTRL_ID_STOP 0
90 #define GAME_CTRL_ID_PAUSE 1
91 #define GAME_CTRL_ID_PLAY 2
92 #define SOUND_CTRL_ID_MUSIC 3
93 #define SOUND_CTRL_ID_LOOPS 4
94 #define SOUND_CTRL_ID_SIMPLE 5
96 #define NUM_GAME_BUTTONS 6
98 /* forward declaration for internal use */
99 static void CloseAllOpenTimegates(void);
100 static void CheckGravityMovement(struct PlayerInfo *);
101 static void KillHeroUnlessProtected(int, int);
103 static void MapGameButtons();
104 static void HandleGameButtons(struct GadgetInfo *);
106 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
108 static boolean is_loop_sound[NUM_SOUND_EFFECTS];
109 static boolean is_loop_sound_initialized = FALSE;
110 static int loop_sounds[] =
112 SND_BD_MAGIC_WALL_RUNNING,
113 SND_BD_BUTTERFLY_MOVING,
114 SND_BD_FIREFLY_MOVING,
115 SND_SP_SNIKSNAK_MOVING,
116 SND_SP_ELECTRON_MOVING,
117 SND_DYNAMITE_BURNING,
119 SND_SPACESHIP_MOVING,
122 SND_ROBOT_WHEEL_RUNNING,
123 SND_MAGIC_WALL_RUNNING,
126 SND_TIMEGATE_WHEEL_RUNNING,
127 SND_CONVEYOR_BELT_RUNNING,
128 SND_DYNABOMB_BURNING,
133 SND_DRAGON_BREATHING_FIRE
136 #define IS_LOOP_SOUND(x) (is_loop_sound[x])
142 static unsigned int getStateCheckSum(int counter)
145 unsigned int mult = 1;
146 unsigned int checksum = 0;
148 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
150 static boolean first_game = TRUE;
152 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
158 lastFeld[x][y] = Feld[x][y];
159 else if (lastFeld[x][y] != Feld[x][y])
160 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
161 x, y, lastFeld[x][y], Feld[x][y]);
165 checksum += mult++ * Ur[x][y];
166 checksum += mult++ * Feld[x][y];
169 checksum += mult++ * MovPos[x][y];
170 checksum += mult++ * MovDir[x][y];
171 checksum += mult++ * MovDelay[x][y];
172 checksum += mult++ * Store[x][y];
173 checksum += mult++ * Store2[x][y];
174 checksum += mult++ * StorePlayer[x][y];
175 checksum += mult++ * Frame[x][y];
176 checksum += mult++ * AmoebaNr[x][y];
177 checksum += mult++ * JustStopped[x][y];
178 checksum += mult++ * Stop[x][y];
182 if (counter == 3 && first_game)
193 void GetPlayerConfig()
195 if (!audio.sound_available)
198 if (!audio.loops_available)
199 setup.sound_loops = FALSE;
201 if (!audio.music_available)
202 setup.sound_music = FALSE;
204 if (!video.fullscreen_available)
205 setup.fullscreen = FALSE;
207 setup.sound_simple = setup.sound;
209 SetAudioMode(setup.sound);
213 static int getBeltNrFromElement(int element)
215 return (element < EL_BELT2_LEFT ? 0 :
216 element < EL_BELT3_LEFT ? 1 :
217 element < EL_BELT4_LEFT ? 2 : 3);
220 static int getBeltNrFromSwitchElement(int element)
222 return (element < EL_BELT2_SWITCH_LEFT ? 0 :
223 element < EL_BELT3_SWITCH_LEFT ? 1 :
224 element < EL_BELT4_SWITCH_LEFT ? 2 : 3);
227 static int getBeltDirNrFromSwitchElement(int element)
229 static int belt_base_element[4] =
231 EL_BELT1_SWITCH_LEFT,
232 EL_BELT2_SWITCH_LEFT,
233 EL_BELT3_SWITCH_LEFT,
237 int belt_nr = getBeltNrFromSwitchElement(element);
238 int belt_dir_nr = element - belt_base_element[belt_nr];
240 return (belt_dir_nr % 3);
243 static int getBeltDirFromSwitchElement(int element)
245 static int belt_move_dir[3] =
252 int belt_dir_nr = getBeltDirNrFromSwitchElement(element);
254 return belt_move_dir[belt_dir_nr];
257 static void InitField(int x, int y, boolean init_game)
264 if (stored_player[0].present)
266 Feld[x][y] = EL_SP_MURPHY_CLONE;
273 Feld[x][y] = EL_SPIELER1;
281 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
282 int jx = player->jx, jy = player->jy;
284 player->present = TRUE;
286 if (!options.network || player->connected)
288 player->active = TRUE;
290 /* remove potentially duplicate players */
291 if (StorePlayer[jx][jy] == Feld[x][y])
292 StorePlayer[jx][jy] = 0;
294 StorePlayer[x][y] = Feld[x][y];
298 printf("Player %d activated.\n", player->element_nr);
299 printf("[Local player is %d and currently %s.]\n",
300 local_player->element_nr,
301 local_player->active ? "active" : "not active");
305 Feld[x][y] = EL_LEERRAUM;
306 player->jx = player->last_jx = x;
307 player->jy = player->last_jy = y;
312 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_SALZSAEURE)
313 Feld[x][y] = EL_BADEWANNE1;
314 else if (x > 0 && Feld[x-1][y] == EL_SALZSAEURE)
315 Feld[x][y] = EL_BADEWANNE2;
316 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE1)
317 Feld[x][y] = EL_BADEWANNE3;
318 else if (y > 0 && Feld[x][y-1] == EL_SALZSAEURE)
319 Feld[x][y] = EL_BADEWANNE4;
320 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE2)
321 Feld[x][y] = EL_BADEWANNE5;
324 case EL_KAEFER_RIGHT:
329 case EL_FLIEGER_RIGHT:
331 case EL_FLIEGER_LEFT:
332 case EL_FLIEGER_DOWN:
334 case EL_BUTTERFLY_RIGHT:
335 case EL_BUTTERFLY_UP:
336 case EL_BUTTERFLY_LEFT:
337 case EL_BUTTERFLY_DOWN:
339 case EL_FIREFLY_RIGHT:
341 case EL_FIREFLY_LEFT:
342 case EL_FIREFLY_DOWN:
344 case EL_PACMAN_RIGHT:
368 if (y == lev_fieldy - 1)
370 Feld[x][y] = EL_AMOEBING;
371 Store[x][y] = EL_AMOEBE_NASS;
375 case EL_DYNAMITE_ACTIVE:
380 local_player->lights_still_needed++;
383 case EL_SOKOBAN_FELD_LEER:
384 local_player->sokobanfields_still_needed++;
388 local_player->friends_still_needed++;
393 MovDir[x][y] = 1 << RND(4);
397 Feld[x][y] = EL_LEERRAUM;
400 case EL_EM_KEY_1_FILE:
401 Feld[x][y] = EL_EM_KEY_1;
403 case EL_EM_KEY_2_FILE:
404 Feld[x][y] = EL_EM_KEY_2;
406 case EL_EM_KEY_3_FILE:
407 Feld[x][y] = EL_EM_KEY_3;
409 case EL_EM_KEY_4_FILE:
410 Feld[x][y] = EL_EM_KEY_4;
413 case EL_BELT1_SWITCH_LEFT:
414 case EL_BELT1_SWITCH_MIDDLE:
415 case EL_BELT1_SWITCH_RIGHT:
416 case EL_BELT2_SWITCH_LEFT:
417 case EL_BELT2_SWITCH_MIDDLE:
418 case EL_BELT2_SWITCH_RIGHT:
419 case EL_BELT3_SWITCH_LEFT:
420 case EL_BELT3_SWITCH_MIDDLE:
421 case EL_BELT3_SWITCH_RIGHT:
422 case EL_BELT4_SWITCH_LEFT:
423 case EL_BELT4_SWITCH_MIDDLE:
424 case EL_BELT4_SWITCH_RIGHT:
427 int belt_nr = getBeltNrFromSwitchElement(Feld[x][y]);
428 int belt_dir = getBeltDirFromSwitchElement(Feld[x][y]);
429 int belt_dir_nr = getBeltDirNrFromSwitchElement(Feld[x][y]);
431 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
433 game.belt_dir[belt_nr] = belt_dir;
434 game.belt_dir_nr[belt_nr] = belt_dir_nr;
436 else /* more than one switch -- set it like the first switch */
438 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
443 case EL_SWITCHGATE_SWITCH_2: /* always start with same switch pos */
445 Feld[x][y] = EL_SWITCHGATE_SWITCH_1;
448 case EL_LIGHT_SWITCH_ON:
450 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
458 void DrawGameDoorValues()
462 for (i=0; i<MAX_PLAYERS; i++)
464 if (stored_player[i].key[j])
465 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
466 GFX_SCHLUESSEL1 + j);
468 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
469 int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
470 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
471 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
472 DrawText(DX + XX_SCORE, DY + YY_SCORE,
473 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
474 DrawText(DX + XX_TIME, DY + YY_TIME,
475 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
481 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
482 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
483 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
486 #if USE_NEW_AMOEBA_CODE
487 printf("Using new amoeba code.\n");
489 printf("Using old amoeba code.\n");
493 /* don't play tapes over network */
494 network_playing = (options.network && !tape.playing);
496 for (i=0; i<MAX_PLAYERS; i++)
498 struct PlayerInfo *player = &stored_player[i];
500 player->index_nr = i;
501 player->element_nr = EL_SPIELER1 + i;
503 player->present = FALSE;
504 player->active = FALSE;
507 player->effective_action = 0;
508 player->programmed_action = 0;
511 player->gems_still_needed = level.gems_needed;
512 player->sokobanfields_still_needed = 0;
513 player->lights_still_needed = 0;
514 player->friends_still_needed = 0;
517 player->key[j] = FALSE;
519 player->dynamite = 0;
520 player->dynabomb_count = 0;
521 player->dynabomb_size = 1;
522 player->dynabombs_left = 0;
523 player->dynabomb_xl = FALSE;
525 player->MovDir = MV_NO_MOVING;
527 player->Pushing = FALSE;
528 player->Switching = FALSE;
532 player->actual_frame_counter = 0;
534 player->frame_reset_delay = 0;
536 player->last_move_dir = MV_NO_MOVING;
537 player->is_moving = FALSE;
539 player->move_delay = -1; /* no initial move delay */
540 player->move_delay_value =
541 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
543 player->push_delay = 0;
544 player->push_delay_value = 5;
546 player->snapped = FALSE;
548 player->last_jx = player->last_jy = 0;
549 player->jx = player->jy = 0;
551 player->shield_passive_time_left = 0;
552 player->shield_active_time_left = 0;
554 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
555 SnapField(player, 0, 0);
557 player->LevelSolved = FALSE;
558 player->GameOver = FALSE;
561 network_player_action_received = FALSE;
563 #if defined(PLATFORM_UNIX)
564 /* initial null action */
566 SendToServer_MovePlayer(MV_NO_MOVING);
574 TimeLeft = level.time;
576 ScreenMovDir = MV_NO_MOVING;
580 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
582 AllPlayersGone = FALSE;
584 game.yam_content_nr = 0;
585 game.magic_wall_active = FALSE;
586 game.magic_wall_time_left = 0;
587 game.light_time_left = 0;
588 game.timegate_time_left = 0;
589 game.switchgate_pos = 0;
590 game.balloon_dir = MV_NO_MOVING;
591 game.explosions_delayed = TRUE;
595 game.belt_dir[i] = MV_NO_MOVING;
596 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
599 for (i=0; i<MAX_NUM_AMOEBA; i++)
600 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
602 for (x=0; x<lev_fieldx; x++)
604 for (y=0; y<lev_fieldy; y++)
606 Feld[x][y] = Ur[x][y];
607 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
608 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
611 JustStopped[x][y] = 0;
613 ExplodeField[x][y] = EX_NO_EXPLOSION;
617 for(y=0; y<lev_fieldy; y++)
619 for(x=0; x<lev_fieldx; x++)
621 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
623 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
625 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
628 InitField(x, y, TRUE);
632 /* correct non-moving belts to start moving left */
634 if (game.belt_dir[i] == MV_NO_MOVING)
635 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
637 /* check if any connected player was not found in playfield */
638 for (i=0; i<MAX_PLAYERS; i++)
640 struct PlayerInfo *player = &stored_player[i];
642 if (player->connected && !player->present)
644 for (j=0; j<MAX_PLAYERS; j++)
646 struct PlayerInfo *some_player = &stored_player[j];
647 int jx = some_player->jx, jy = some_player->jy;
649 /* assign first free player found that is present in the playfield */
650 if (some_player->present && !some_player->connected)
652 player->present = TRUE;
653 player->active = TRUE;
654 some_player->present = FALSE;
656 StorePlayer[jx][jy] = player->element_nr;
657 player->jx = player->last_jx = jx;
658 player->jy = player->last_jy = jy;
668 /* when playing a tape, eliminate all players who do not participate */
670 for (i=0; i<MAX_PLAYERS; i++)
672 if (stored_player[i].active && !tape.player_participates[i])
674 struct PlayerInfo *player = &stored_player[i];
675 int jx = player->jx, jy = player->jy;
677 player->active = FALSE;
678 StorePlayer[jx][jy] = 0;
679 Feld[jx][jy] = EL_LEERRAUM;
683 else if (!options.network && !setup.team_mode) /* && !tape.playing */
685 /* when in single player mode, eliminate all but the first active player */
687 for (i=0; i<MAX_PLAYERS; i++)
689 if (stored_player[i].active)
691 for (j=i+1; j<MAX_PLAYERS; j++)
693 if (stored_player[j].active)
695 struct PlayerInfo *player = &stored_player[j];
696 int jx = player->jx, jy = player->jy;
698 player->active = FALSE;
699 StorePlayer[jx][jy] = 0;
700 Feld[jx][jy] = EL_LEERRAUM;
707 /* when recording the game, store which players take part in the game */
710 for (i=0; i<MAX_PLAYERS; i++)
711 if (stored_player[i].active)
712 tape.player_participates[i] = TRUE;
717 for (i=0; i<MAX_PLAYERS; i++)
719 struct PlayerInfo *player = &stored_player[i];
721 printf("Player %d: present == %d, connected == %d, active == %d.\n",
726 if (local_player == player)
727 printf("Player %d is local player.\n", i+1);
731 /* initialize sound effect properties */
732 if (!is_loop_sound_initialized)
736 for (i=0; i<NUM_SOUND_EFFECTS; i++)
737 is_loop_sound[i] = FALSE;
739 for (i=0; i<SIZEOF_ARRAY_INT(loop_sounds); i++)
740 is_loop_sound[loop_sounds[i]] = TRUE;
742 is_loop_sound_initialized = TRUE;
745 game.version = (tape.playing ? tape.game_version : level.game_version);
746 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
747 emulate_sb ? EMU_SOKOBAN :
748 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
750 /* dynamically adjust element properties according to game engine version */
752 static int ep_em_slippery_wall[] =
762 static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall);
764 static int ep_em_slippery_wall_num =
765 sizeof(ep_em_slippery_wall) / sizeof(int);
769 printf("level %d: game.version == %06d\n", level_nr, level.game_version);
770 printf(" file_version == %06d\n", level.file_version);
773 for (i=0; i<ep_em_slippery_wall_num; i++)
776 if (level.em_slippery_gems) /* special EM style gems behaviour */
778 if (game.version >= GAME_VERSION_2_0)
780 Elementeigenschaften2[ep_em_slippery_wall[i]] |=
781 EP_BIT_EM_SLIPPERY_WALL;
783 Elementeigenschaften2[ep_em_slippery_wall[i]] &=
784 ~EP_BIT_EM_SLIPPERY_WALL;
788 if (BorderElement == EL_LEERRAUM)
791 SBX_Right = lev_fieldx - SCR_FIELDX;
793 SBY_Lower = lev_fieldy - SCR_FIELDY;
798 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
800 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
803 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
804 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
806 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
807 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
810 scroll_y = SBY_Upper;
811 if (local_player->jx >= SBX_Left + MIDPOSX)
812 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
813 local_player->jx - MIDPOSX :
815 if (local_player->jy >= SBY_Upper + MIDPOSY)
816 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
817 local_player->jy - MIDPOSY :
820 CloseDoor(DOOR_CLOSE_1);
826 /* after drawing the level, correct some elements */
827 if (game.timegate_time_left == 0)
828 CloseAllOpenTimegates();
830 if (setup.soft_scrolling)
831 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
833 redraw_mask |= REDRAW_FROM_BACKBUFFER;
835 /* copy default game door content to main double buffer */
836 BlitBitmap(pix[PIX_DOOR], drawto,
837 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
840 DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
841 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
844 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
845 int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3);
846 BlitBitmap(drawto, drawto,
847 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
848 FONT5_XSIZE * 3, FONT5_YSIZE - 1,
849 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
852 DrawGameDoorValues();
856 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
857 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
858 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
862 /* copy actual game door content to door double buffer for OpenDoor() */
863 BlitBitmap(drawto, pix[PIX_DB_DOOR],
864 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
866 OpenDoor(DOOR_OPEN_ALL);
868 PlaySoundStereo(SND_GAME_STARTING, SOUND_MAX_RIGHT);
869 if (setup.sound_music)
872 KeyboardAutoRepeatOff();
877 printf("Player %d %sactive.\n",
878 i + 1, (stored_player[i].active ? "" : "not "));
882 void InitMovDir(int x, int y)
884 int i, element = Feld[x][y];
885 static int xy[4][2] =
892 static int direction[3][4] =
894 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
895 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
896 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
901 case EL_KAEFER_RIGHT:
905 Feld[x][y] = EL_KAEFER;
906 MovDir[x][y] = direction[0][element - EL_KAEFER_RIGHT];
909 case EL_FLIEGER_RIGHT:
911 case EL_FLIEGER_LEFT:
912 case EL_FLIEGER_DOWN:
913 Feld[x][y] = EL_FLIEGER;
914 MovDir[x][y] = direction[0][element - EL_FLIEGER_RIGHT];
917 case EL_BUTTERFLY_RIGHT:
918 case EL_BUTTERFLY_UP:
919 case EL_BUTTERFLY_LEFT:
920 case EL_BUTTERFLY_DOWN:
921 Feld[x][y] = EL_BUTTERFLY;
922 MovDir[x][y] = direction[0][element - EL_BUTTERFLY_RIGHT];
925 case EL_FIREFLY_RIGHT:
927 case EL_FIREFLY_LEFT:
928 case EL_FIREFLY_DOWN:
929 Feld[x][y] = EL_FIREFLY;
930 MovDir[x][y] = direction[0][element - EL_FIREFLY_RIGHT];
933 case EL_PACMAN_RIGHT:
937 Feld[x][y] = EL_PACMAN;
938 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
942 MovDir[x][y] = MV_UP;
946 MovDir[x][y] = MV_LEFT;
953 Feld[x][y] = EL_MOLE;
954 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
958 MovDir[x][y] = 1 << RND(4);
959 if (element != EL_KAEFER &&
960 element != EL_FLIEGER &&
961 element != EL_BUTTERFLY &&
962 element != EL_FIREFLY)
967 int x1 = x + xy[i][0];
968 int y1 = y + xy[i][1];
970 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
972 if (element == EL_KAEFER || element == EL_BUTTERFLY)
974 MovDir[x][y] = direction[0][i];
977 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
978 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
980 MovDir[x][y] = direction[1][i];
989 void InitAmoebaNr(int x, int y)
992 int group_nr = AmoebeNachbarNr(x, y);
996 for (i=1; i<MAX_NUM_AMOEBA; i++)
998 if (AmoebaCnt[i] == 0)
1006 AmoebaNr[x][y] = group_nr;
1007 AmoebaCnt[group_nr]++;
1008 AmoebaCnt2[group_nr]++;
1014 boolean raise_level = FALSE;
1016 if (local_player->MovPos)
1019 local_player->LevelSolved = FALSE;
1021 PlaySoundStereo(SND_GAME_WINNING, SOUND_MAX_RIGHT);
1025 if (!tape.playing && setup.sound_loops)
1026 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1027 SND_CTRL_PLAY_LOOP);
1029 while (TimeLeft > 0)
1031 if (!tape.playing && !setup.sound_loops)
1032 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1033 if (TimeLeft > 0 && !(TimeLeft % 10))
1034 RaiseScore(level.score[SC_ZEITBONUS]);
1035 if (TimeLeft > 100 && !(TimeLeft % 10))
1039 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
1046 if (!tape.playing && setup.sound_loops)
1047 StopSound(SND_GAME_LEVELTIME_BONUS);
1049 else if (level.time == 0) /* level without time limit */
1051 if (!tape.playing && setup.sound_loops)
1052 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1053 SND_CTRL_PLAY_LOOP);
1055 while (TimePlayed < 999)
1057 if (!tape.playing && !setup.sound_loops)
1058 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1059 if (TimePlayed < 999 && !(TimePlayed % 10))
1060 RaiseScore(level.score[SC_ZEITBONUS]);
1061 if (TimePlayed < 900 && !(TimePlayed % 10))
1065 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
1072 if (!tape.playing && setup.sound_loops)
1073 StopSound(SND_GAME_LEVELTIME_BONUS);
1080 /* Hero disappears */
1081 DrawLevelField(ExitX, ExitY);
1087 CloseDoor(DOOR_CLOSE_1);
1092 SaveTape(tape.level_nr); /* Ask to save tape */
1095 if (level_nr == leveldir_current->handicap_level)
1097 leveldir_current->handicap_level++;
1098 SaveLevelSetup_SeriesInfo();
1101 if (level_editor_test_game)
1102 local_player->score = -1; /* no highscore when playing from editor */
1103 else if (level_nr < leveldir_current->last_level)
1104 raise_level = TRUE; /* advance to next level */
1106 if ((hi_pos = NewHiScore()) >= 0)
1108 game_status = HALLOFFAME;
1109 DrawHallOfFame(hi_pos);
1118 game_status = MAINMENU;
1135 LoadScore(level_nr);
1137 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1138 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1141 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1143 if (local_player->score > highscore[k].Score)
1145 /* player has made it to the hall of fame */
1147 if (k < MAX_SCORE_ENTRIES - 1)
1149 int m = MAX_SCORE_ENTRIES - 1;
1152 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1153 if (!strcmp(setup.player_name, highscore[l].Name))
1155 if (m == k) /* player's new highscore overwrites his old one */
1161 strcpy(highscore[l].Name, highscore[l - 1].Name);
1162 highscore[l].Score = highscore[l - 1].Score;
1169 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1170 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1171 highscore[k].Score = local_player->score;
1177 else if (!strncmp(setup.player_name, highscore[k].Name,
1178 MAX_PLAYER_NAME_LEN))
1179 break; /* player already there with a higher score */
1185 SaveScore(level_nr);
1190 void InitMovingField(int x, int y, int direction)
1192 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1193 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1195 MovDir[x][y] = direction;
1196 MovDir[newx][newy] = direction;
1197 if (Feld[newx][newy] == EL_LEERRAUM)
1198 Feld[newx][newy] = EL_BLOCKED;
1201 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1203 int direction = MovDir[x][y];
1204 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1205 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1211 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1213 int oldx = x, oldy = y;
1214 int direction = MovDir[x][y];
1216 if (direction == MV_LEFT)
1218 else if (direction == MV_RIGHT)
1220 else if (direction == MV_UP)
1222 else if (direction == MV_DOWN)
1225 *comes_from_x = oldx;
1226 *comes_from_y = oldy;
1229 int MovingOrBlocked2Element(int x, int y)
1231 int element = Feld[x][y];
1233 if (element == EL_BLOCKED)
1237 Blocked2Moving(x, y, &oldx, &oldy);
1238 return Feld[oldx][oldy];
1244 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1246 /* like MovingOrBlocked2Element(), but if element is moving
1247 and (x,y) is the field the moving element is just leaving,
1248 return EL_BLOCKED instead of the element value */
1249 int element = Feld[x][y];
1251 if (IS_MOVING(x, y))
1253 if (element == EL_BLOCKED)
1257 Blocked2Moving(x, y, &oldx, &oldy);
1258 return Feld[oldx][oldy];
1267 static void RemoveField(int x, int y)
1269 Feld[x][y] = EL_LEERRAUM;
1275 void RemoveMovingField(int x, int y)
1277 int oldx = x, oldy = y, newx = x, newy = y;
1279 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1282 if (IS_MOVING(x, y))
1284 Moving2Blocked(x, y, &newx, &newy);
1285 if (Feld[newx][newy] != EL_BLOCKED)
1288 else if (Feld[x][y] == EL_BLOCKED)
1290 Blocked2Moving(x, y, &oldx, &oldy);
1291 if (!IS_MOVING(oldx, oldy))
1295 if (Feld[x][y] == EL_BLOCKED &&
1296 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1297 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1298 Feld[oldx][oldy] == EL_MAGIC_WALL_BD_EMPTYING ||
1299 Feld[oldx][oldy] == EL_AMOEBA_DRIPPING))
1300 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1302 Feld[oldx][oldy] = EL_LEERRAUM;
1304 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1306 Feld[newx][newy] = EL_LEERRAUM;
1307 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1308 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1310 DrawLevelField(oldx, oldy);
1311 DrawLevelField(newx, newy);
1314 void DrawDynamite(int x, int y)
1316 int sx = SCREENX(x), sy = SCREENY(y);
1317 int graphic = el2gfx(Feld[x][y]);
1320 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1324 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
1326 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1328 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
1333 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
1337 if (game.emulation == EMU_SUPAPLEX)
1338 DrawGraphic(sx, sy, GFX_SP_DISK_RED);
1339 else if (Store[x][y])
1340 DrawGraphicThruMask(sx, sy, graphic + phase);
1342 DrawGraphic(sx, sy, graphic + phase);
1345 void CheckDynamite(int x, int y)
1347 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1353 if (!(MovDelay[x][y] % 12))
1355 if (!(MovDelay[x][y] % 6))
1358 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1359 PlaySoundLevel(x, y, SND_DYNAMITE_BURNING);
1361 PlaySoundLevel(x, y, SND_DYNABOMB_BURNING);
1364 if (IS_ACTIVE_BOMB(Feld[x][y]))
1366 int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6);
1368 if (!(MovDelay[x][y] % delay))
1376 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1377 StopSound(SND_DYNAMITE_BURNING);
1379 StopSound(SND_DYNABOMB_BURNING);
1384 void Explode(int ex, int ey, int phase, int mode)
1387 int num_phase = 9, delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1388 int last_phase = num_phase * delay;
1389 int half_phase = (num_phase / 2) * delay;
1390 int first_phase_after_start = EX_PHASE_START + 1;
1392 if (game.explosions_delayed)
1394 ExplodeField[ex][ey] = mode;
1398 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1400 int center_element = Feld[ex][ey];
1402 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1404 /* put moving element to center field (and let it explode there) */
1405 center_element = MovingOrBlocked2Element(ex, ey);
1406 RemoveMovingField(ex, ey);
1407 Feld[ex][ey] = center_element;
1410 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1414 if (!IN_LEV_FIELD(x, y) ||
1415 ((mode != EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
1416 (x != ex || y != ey)))
1419 element = Feld[x][y];
1421 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1423 element = MovingOrBlocked2Element(x, y);
1424 RemoveMovingField(x, y);
1427 if (IS_MASSIVE(element) || element == EL_BURNING)
1430 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1432 if (IS_ACTIVE_BOMB(element))
1434 /* re-activate things under the bomb like gate or penguin */
1435 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_LEERRAUM);
1442 if (element == EL_EXPLODING)
1443 element = Store2[x][y];
1445 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1447 switch(StorePlayer[ex][ey])
1450 Store[x][y] = EL_EDELSTEIN_ROT;
1453 Store[x][y] = EL_EDELSTEIN;
1456 Store[x][y] = EL_EDELSTEIN_LILA;
1460 Store[x][y] = EL_EDELSTEIN_GELB;
1464 if (game.emulation == EMU_SUPAPLEX)
1465 Store[x][y] = EL_LEERRAUM;
1467 else if (center_element == EL_MOLE)
1468 Store[x][y] = EL_EDELSTEIN_ROT;
1469 else if (center_element == EL_PINGUIN)
1470 Store[x][y] = EL_EDELSTEIN_LILA;
1471 else if (center_element == EL_KAEFER)
1472 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
1473 else if (center_element == EL_BUTTERFLY)
1474 Store[x][y] = EL_EDELSTEIN_BD;
1475 else if (center_element == EL_SP_ELECTRON)
1476 Store[x][y] = EL_SP_INFOTRON;
1477 else if (center_element == EL_MAMPFER)
1478 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1479 else if (center_element == EL_AMOEBA2DIAM)
1480 Store[x][y] = level.amoeba_content;
1481 else if (element == EL_ERZ_EDEL)
1482 Store[x][y] = EL_EDELSTEIN;
1483 else if (element == EL_ERZ_DIAM)
1484 Store[x][y] = EL_DIAMANT;
1485 else if (element == EL_ERZ_EDEL_BD)
1486 Store[x][y] = EL_EDELSTEIN_BD;
1487 else if (element == EL_ERZ_EDEL_GELB)
1488 Store[x][y] = EL_EDELSTEIN_GELB;
1489 else if (element == EL_ERZ_EDEL_ROT)
1490 Store[x][y] = EL_EDELSTEIN_ROT;
1491 else if (element == EL_ERZ_EDEL_LILA)
1492 Store[x][y] = EL_EDELSTEIN_LILA;
1493 else if (element == EL_WALL_PEARL)
1494 Store[x][y] = EL_PEARL;
1495 else if (element == EL_WALL_CRYSTAL)
1496 Store[x][y] = EL_CRYSTAL;
1497 else if (!IS_PFORTE(Store[x][y]))
1498 Store[x][y] = EL_LEERRAUM;
1500 if (x != ex || y != ey ||
1501 center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
1502 Store2[x][y] = element;
1504 if (AmoebaNr[x][y] &&
1505 (element == EL_AMOEBE_VOLL ||
1506 element == EL_AMOEBE_BD ||
1507 element == EL_AMOEBING))
1509 AmoebaCnt[AmoebaNr[x][y]]--;
1510 AmoebaCnt2[AmoebaNr[x][y]]--;
1513 Feld[x][y] = EL_EXPLODING;
1514 MovDir[x][y] = MovPos[x][y] = 0;
1520 if (center_element == EL_MAMPFER)
1521 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1532 Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
1534 if (phase == first_phase_after_start)
1536 int element = Store2[x][y];
1538 if (element == EL_BLACK_ORB)
1540 Feld[x][y] = Store2[x][y];
1545 else if (phase == half_phase)
1547 int element = Store2[x][y];
1549 if (IS_PLAYER(x, y))
1550 KillHeroUnlessProtected(x, y);
1551 else if (IS_EXPLOSIVE(element))
1553 Feld[x][y] = Store2[x][y];
1557 else if (element == EL_AMOEBA2DIAM)
1558 AmoebeUmwandeln(x, y);
1561 if (phase == last_phase)
1565 element = Feld[x][y] = Store[x][y];
1566 Store[x][y] = Store2[x][y] = 0;
1567 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1568 InitField(x, y, FALSE);
1569 if (CAN_MOVE(element) || COULD_MOVE(element))
1571 DrawLevelField(x, y);
1573 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1574 StorePlayer[x][y] = 0;
1576 else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1578 int graphic = GFX_EXPLOSION;
1580 if (game.emulation == EMU_SUPAPLEX)
1581 graphic = (Store[x][y] == EL_SP_INFOTRON ?
1582 GFX_SP_EXPLODE_INFOTRON :
1583 GFX_SP_EXPLODE_EMPTY);
1586 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1588 graphic += (phase / delay - 1);
1590 if (IS_PFORTE(Store[x][y]))
1592 DrawLevelElement(x, y, Store[x][y]);
1593 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic);
1596 DrawGraphic(SCREENX(x), SCREENY(y), graphic);
1600 void DynaExplode(int ex, int ey)
1603 int dynabomb_size = 1;
1604 boolean dynabomb_xl = FALSE;
1605 struct PlayerInfo *player;
1606 static int xy[4][2] =
1614 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1616 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_ACTIVE_1];
1617 dynabomb_size = player->dynabomb_size;
1618 dynabomb_xl = player->dynabomb_xl;
1619 player->dynabombs_left++;
1622 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1626 for (j=1; j<=dynabomb_size; j++)
1628 int x = ex + j * xy[i % 4][0];
1629 int y = ey + j * xy[i % 4][1];
1632 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1635 element = Feld[x][y];
1637 /* do not restart explosions of fields with active bombs */
1638 if (element == EL_EXPLODING && IS_ACTIVE_BOMB(Store2[x][y]))
1641 Explode(x, y, EX_PHASE_START, EX_BORDER);
1643 if (element != EL_LEERRAUM &&
1644 element != EL_ERDREICH &&
1645 element != EL_EXPLODING &&
1652 void Bang(int x, int y)
1654 int element = Feld[x][y];
1656 if (game.emulation == EMU_SUPAPLEX)
1657 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
1659 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
1662 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1663 element = EL_LEERRAUM;
1677 RaiseScoreElement(element);
1678 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1680 case EL_DYNABOMB_ACTIVE_1:
1681 case EL_DYNABOMB_ACTIVE_2:
1682 case EL_DYNABOMB_ACTIVE_3:
1683 case EL_DYNABOMB_ACTIVE_4:
1684 case EL_DYNABOMB_NR:
1685 case EL_DYNABOMB_SZ:
1686 case EL_DYNABOMB_XL:
1692 if (IS_PLAYER(x, y))
1693 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1695 Explode(x, y, EX_PHASE_START, EX_CENTER);
1698 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1703 void Blurb(int x, int y)
1705 int element = Feld[x][y];
1707 if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
1709 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
1710 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1711 (!IN_LEV_FIELD(x-1, y-1) ||
1712 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1714 Feld[x-1][y] = EL_BLURB_LEFT;
1716 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1717 (!IN_LEV_FIELD(x+1, y-1) ||
1718 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1720 Feld[x+1][y] = EL_BLURB_RIGHT;
1725 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1727 if (!MovDelay[x][y]) /* initialize animation counter */
1730 if (MovDelay[x][y]) /* continue animation */
1733 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1734 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1736 if (!MovDelay[x][y])
1738 Feld[x][y] = EL_LEERRAUM;
1739 DrawLevelField(x, y);
1745 static void ToggleBeltSwitch(int x, int y)
1747 static int belt_base_element[4] =
1749 EL_BELT1_SWITCH_LEFT,
1750 EL_BELT2_SWITCH_LEFT,
1751 EL_BELT3_SWITCH_LEFT,
1752 EL_BELT4_SWITCH_LEFT
1754 static int belt_move_dir[4] =
1762 int element = Feld[x][y];
1763 int belt_nr = getBeltNrFromSwitchElement(element);
1764 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1765 int belt_dir = belt_move_dir[belt_dir_nr];
1768 if (!IS_BELT_SWITCH(element))
1771 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1772 game.belt_dir[belt_nr] = belt_dir;
1774 if (belt_dir_nr == 3)
1777 for (yy=0; yy<lev_fieldy; yy++)
1779 for (xx=0; xx<lev_fieldx; xx++)
1781 int element = Feld[xx][yy];
1783 if (IS_BELT_SWITCH(element))
1785 int e_belt_nr = getBeltNrFromSwitchElement(element);
1787 if (e_belt_nr == belt_nr)
1789 Feld[xx][yy] = belt_base_element[belt_nr] + belt_dir_nr;
1790 DrawLevelField(xx, yy);
1793 else if (belt_dir == MV_NO_MOVING && IS_BELT(element))
1795 int e_belt_nr = getBeltNrFromElement(element);
1797 if (e_belt_nr == belt_nr)
1798 DrawLevelField(xx, yy); /* set belt to parking position */
1804 static void ToggleSwitchgateSwitch(int x, int y)
1808 game.switchgate_pos = !game.switchgate_pos;
1810 for (yy=0; yy<lev_fieldy; yy++)
1812 for (xx=0; xx<lev_fieldx; xx++)
1814 int element = Feld[xx][yy];
1816 if (element == EL_SWITCHGATE_SWITCH_1 ||
1817 element == EL_SWITCHGATE_SWITCH_2)
1819 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_1 + game.switchgate_pos;
1820 DrawLevelField(xx, yy);
1822 else if (element == EL_SWITCHGATE_OPEN ||
1823 element == EL_SWITCHGATE_OPENING)
1825 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
1826 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
1828 else if (element == EL_SWITCHGATE_CLOSED ||
1829 element == EL_SWITCHGATE_CLOSING)
1831 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
1832 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
1838 static void RedrawAllLightSwitchesAndInvisibleElements()
1842 for (y=0; y<lev_fieldy; y++)
1844 for (x=0; x<lev_fieldx; x++)
1846 int element = Feld[x][y];
1848 if (element == EL_LIGHT_SWITCH_OFF &&
1849 game.light_time_left > 0)
1851 Feld[x][y] = EL_LIGHT_SWITCH_ON;
1852 DrawLevelField(x, y);
1854 else if (element == EL_LIGHT_SWITCH_ON &&
1855 game.light_time_left == 0)
1857 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
1858 DrawLevelField(x, y);
1861 if (element == EL_INVISIBLE_STEEL ||
1862 element == EL_UNSICHTBAR ||
1863 element == EL_SAND_INVISIBLE)
1864 DrawLevelField(x, y);
1869 static void ToggleLightSwitch(int x, int y)
1871 int element = Feld[x][y];
1873 game.light_time_left =
1874 (element == EL_LIGHT_SWITCH_OFF ?
1875 level.time_light * FRAMES_PER_SECOND : 0);
1877 RedrawAllLightSwitchesAndInvisibleElements();
1880 static void ActivateTimegateSwitch(int x, int y)
1884 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
1886 for (yy=0; yy<lev_fieldy; yy++)
1888 for (xx=0; xx<lev_fieldx; xx++)
1890 int element = Feld[xx][yy];
1892 if (element == EL_TIMEGATE_CLOSED ||
1893 element == EL_TIMEGATE_CLOSING)
1895 Feld[xx][yy] = EL_TIMEGATE_OPENING;
1896 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
1900 else if (element == EL_TIMEGATE_SWITCH_ON)
1902 Feld[xx][yy] = EL_TIMEGATE_SWITCH_OFF;
1903 DrawLevelField(xx, yy);
1910 Feld[x][y] = EL_TIMEGATE_SWITCH_ON;
1913 void Impact(int x, int y)
1915 boolean lastline = (y == lev_fieldy-1);
1916 boolean object_hit = FALSE;
1917 int element = Feld[x][y];
1920 if (!lastline) /* check if element below was hit */
1922 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1925 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
1926 MovDir[x][y+1]!=MV_DOWN ||
1927 MovPos[x][y+1]<=TILEY/2));
1929 smashed = MovingOrBlocked2Element(x, y+1);
1932 if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */
1938 if ((element == EL_BOMBE ||
1939 element == EL_SP_DISK_ORANGE ||
1940 element == EL_DX_SUPABOMB) &&
1941 (lastline || object_hit)) /* element is bomb */
1946 else if (element == EL_PEARL)
1948 Feld[x][y] = EL_PEARL_BREAKING;
1949 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
1953 if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
1955 if (object_hit && IS_PLAYER(x, y+1))
1956 KillHeroUnlessProtected(x, y+1);
1957 else if (object_hit && smashed == EL_PINGUIN)
1961 Feld[x][y] = EL_AMOEBING;
1962 Store[x][y] = EL_AMOEBE_NASS;
1967 if (!lastline && object_hit) /* check which object was hit */
1969 if (CAN_CHANGE(element) &&
1970 (smashed == EL_MAGIC_WALL_OFF || smashed == EL_MAGIC_WALL_BD_OFF))
1973 int activated_magic_wall =
1974 (smashed == EL_MAGIC_WALL_OFF ? EL_MAGIC_WALL_EMPTY :
1975 EL_MAGIC_WALL_BD_EMPTY);
1977 /* activate magic wall / mill */
1978 for (yy=0; yy<lev_fieldy; yy++)
1979 for (xx=0; xx<lev_fieldx; xx++)
1980 if (Feld[xx][yy] == smashed)
1981 Feld[xx][yy] = activated_magic_wall;
1983 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
1984 game.magic_wall_active = TRUE;
1986 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL_OFF ?
1987 SND_MAGIC_WALL_ACTIVATING :
1988 SND_BD_MAGIC_WALL_ACTIVATING));
1991 if (IS_PLAYER(x, y+1))
1993 KillHeroUnlessProtected(x, y+1);
1996 else if (smashed == EL_PINGUIN)
2001 else if (element == EL_EDELSTEIN_BD)
2003 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2009 else if ((element == EL_SP_INFOTRON || element == EL_SP_ZONK) &&
2010 (smashed == EL_SP_SNIKSNAK || smashed == EL_SP_ELECTRON ||
2011 smashed == EL_SP_DISK_ORANGE))
2016 else if (element == EL_FELSBROCKEN ||
2017 element == EL_SP_ZONK ||
2018 element == EL_BD_ROCK)
2020 if (IS_ENEMY(smashed) ||
2021 smashed == EL_BOMBE || smashed == EL_SP_DISK_ORANGE ||
2022 smashed == EL_DX_SUPABOMB ||
2023 smashed == EL_SONDE || smashed == EL_SCHWEIN ||
2024 smashed == EL_DRACHE || smashed == EL_MOLE)
2029 else if (!IS_MOVING(x, y+1))
2031 if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
2036 else if (smashed == EL_KOKOSNUSS)
2038 Feld[x][y+1] = EL_CRACKINGNUT;
2039 PlaySoundLevel(x, y, SND_NUT_CRACKING);
2040 RaiseScoreElement(EL_KOKOSNUSS);
2043 else if (smashed == EL_PEARL)
2045 Feld[x][y+1] = EL_PEARL_BREAKING;
2046 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2049 else if (smashed == EL_DIAMANT)
2051 Feld[x][y+1] = EL_LEERRAUM;
2052 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2055 else if (IS_BELT_SWITCH(smashed))
2057 ToggleBeltSwitch(x, y+1);
2059 else if (smashed == EL_SWITCHGATE_SWITCH_1 ||
2060 smashed == EL_SWITCHGATE_SWITCH_2)
2062 ToggleSwitchgateSwitch(x, y+1);
2064 else if (smashed == EL_LIGHT_SWITCH_OFF ||
2065 smashed == EL_LIGHT_SWITCH_ON)
2067 ToggleLightSwitch(x, y+1);
2073 /* play sound of magic wall / mill */
2075 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
2076 Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
2078 if (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY)
2079 PlaySoundLevel(x, y, SND_MAGIC_WALL_CHANGING);
2080 else if (Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY)
2081 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_CHANGING);
2086 /* play sound of object that hits the ground */
2087 if (lastline || object_hit)
2093 case EL_EDELSTEIN_BD:
2094 sound = SND_BD_DIAMOND_IMPACT;
2097 case EL_EDELSTEIN_GELB:
2098 case EL_EDELSTEIN_ROT:
2099 case EL_EDELSTEIN_LILA:
2100 sound = SND_EMERALD_IMPACT;
2103 sound = SND_DIAMOND_IMPACT;
2106 sound = SND_PEARL_IMPACT;
2109 sound = SND_CRYSTAL_IMPACT;
2111 case EL_SP_INFOTRON:
2112 sound = SND_SP_INFOTRON_IMPACT;
2115 sound = SND_NUT_IMPACT;
2118 sound = SND_BD_ROCK_IMPACT;
2120 case EL_FELSBROCKEN:
2121 sound = SND_ROCK_IMPACT;
2124 sound = SND_SP_ZONK_IMPACT;
2127 sound = SND_TIME_ORB_FULL_IMPACT;
2130 sound = SND_TIME_ORB_EMPTY_IMPACT;
2133 sound = SND_SPRING_IMPACT;
2141 PlaySoundLevel(x, y, sound);
2145 void TurnRound(int x, int y)
2157 { 0, 0 }, { 0, 0 }, { 0, 0 },
2162 int left, right, back;
2166 { MV_DOWN, MV_UP, MV_RIGHT },
2167 { MV_UP, MV_DOWN, MV_LEFT },
2169 { MV_LEFT, MV_RIGHT, MV_DOWN },
2170 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2171 { MV_RIGHT, MV_LEFT, MV_UP }
2174 int element = Feld[x][y];
2175 int old_move_dir = MovDir[x][y];
2176 int left_dir = turn[old_move_dir].left;
2177 int right_dir = turn[old_move_dir].right;
2178 int back_dir = turn[old_move_dir].back;
2180 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2181 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2182 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2183 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2185 int left_x = x+left_dx, left_y = y+left_dy;
2186 int right_x = x+right_dx, right_y = y+right_dy;
2187 int move_x = x+move_dx, move_y = y+move_dy;
2189 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2191 TestIfBadThingTouchesOtherBadThing(x, y);
2193 if (IN_LEV_FIELD(right_x, right_y) &&
2194 IS_FREE(right_x, right_y))
2195 MovDir[x][y] = right_dir;
2196 else if (!IN_LEV_FIELD(move_x, move_y) ||
2197 !IS_FREE(move_x, move_y))
2198 MovDir[x][y] = left_dir;
2200 if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
2202 else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2205 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
2206 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2208 TestIfBadThingTouchesOtherBadThing(x, y);
2210 if (IN_LEV_FIELD(left_x, left_y) &&
2211 IS_FREE(left_x, left_y))
2212 MovDir[x][y] = left_dir;
2213 else if (!IN_LEV_FIELD(move_x, move_y) ||
2214 !IS_FREE(move_x, move_y))
2215 MovDir[x][y] = right_dir;
2217 if ((element == EL_FLIEGER ||
2218 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2219 && MovDir[x][y] != old_move_dir)
2221 else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
2224 else if (element == EL_MAMPFER)
2226 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2228 if (IN_LEV_FIELD(left_x, left_y) &&
2229 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2230 Feld[left_x][left_y] == EL_DIAMANT))
2231 can_turn_left = TRUE;
2232 if (IN_LEV_FIELD(right_x, right_y) &&
2233 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2234 Feld[right_x][right_y] == EL_DIAMANT))
2235 can_turn_right = TRUE;
2237 if (can_turn_left && can_turn_right)
2238 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2239 else if (can_turn_left)
2240 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2241 else if (can_turn_right)
2242 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2244 MovDir[x][y] = back_dir;
2246 MovDelay[x][y] = 16+16*RND(3);
2248 else if (element == EL_MAMPFER2)
2250 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2252 if (IN_LEV_FIELD(left_x, left_y) &&
2253 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2254 IS_MAMPF2(Feld[left_x][left_y])))
2255 can_turn_left = TRUE;
2256 if (IN_LEV_FIELD(right_x, right_y) &&
2257 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2258 IS_MAMPF2(Feld[right_x][right_y])))
2259 can_turn_right = TRUE;
2261 if (can_turn_left && can_turn_right)
2262 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2263 else if (can_turn_left)
2264 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2265 else if (can_turn_right)
2266 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2268 MovDir[x][y] = back_dir;
2270 MovDelay[x][y] = 16+16*RND(3);
2272 else if (element == EL_PACMAN)
2274 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2276 if (IN_LEV_FIELD(left_x, left_y) &&
2277 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2278 IS_AMOEBOID(Feld[left_x][left_y])))
2279 can_turn_left = TRUE;
2280 if (IN_LEV_FIELD(right_x, right_y) &&
2281 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2282 IS_AMOEBOID(Feld[right_x][right_y])))
2283 can_turn_right = TRUE;
2285 if (can_turn_left && can_turn_right)
2286 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2287 else if (can_turn_left)
2288 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2289 else if (can_turn_right)
2290 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2292 MovDir[x][y] = back_dir;
2294 MovDelay[x][y] = 6+RND(40);
2296 else if (element == EL_SCHWEIN)
2298 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2299 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2300 boolean should_move_on = FALSE;
2302 int rnd = RND(rnd_value);
2304 if (IN_LEV_FIELD(left_x, left_y) &&
2305 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2306 can_turn_left = TRUE;
2307 if (IN_LEV_FIELD(right_x, right_y) &&
2308 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2309 can_turn_right = TRUE;
2310 if (IN_LEV_FIELD(move_x, move_y) &&
2311 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2314 if (can_turn_left &&
2316 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2317 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2318 should_turn_left = TRUE;
2319 if (can_turn_right &&
2321 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2322 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2323 should_turn_right = TRUE;
2325 (!can_turn_left || !can_turn_right ||
2326 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2327 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2328 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2329 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2330 should_move_on = TRUE;
2332 if (should_turn_left || should_turn_right || should_move_on)
2334 if (should_turn_left && should_turn_right && should_move_on)
2335 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2336 rnd < 2*rnd_value/3 ? right_dir :
2338 else if (should_turn_left && should_turn_right)
2339 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2340 else if (should_turn_left && should_move_on)
2341 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2342 else if (should_turn_right && should_move_on)
2343 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2344 else if (should_turn_left)
2345 MovDir[x][y] = left_dir;
2346 else if (should_turn_right)
2347 MovDir[x][y] = right_dir;
2348 else if (should_move_on)
2349 MovDir[x][y] = old_move_dir;
2351 else if (can_move_on && rnd > rnd_value/8)
2352 MovDir[x][y] = old_move_dir;
2353 else if (can_turn_left && can_turn_right)
2354 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2355 else if (can_turn_left && rnd > rnd_value/8)
2356 MovDir[x][y] = left_dir;
2357 else if (can_turn_right && rnd > rnd_value/8)
2358 MovDir[x][y] = right_dir;
2360 MovDir[x][y] = back_dir;
2362 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2363 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2364 MovDir[x][y] = old_move_dir;
2368 else if (element == EL_DRACHE)
2370 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2372 int rnd = RND(rnd_value);
2374 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2375 can_turn_left = TRUE;
2376 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2377 can_turn_right = TRUE;
2378 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2381 if (can_move_on && rnd > rnd_value/8)
2382 MovDir[x][y] = old_move_dir;
2383 else if (can_turn_left && can_turn_right)
2384 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2385 else if (can_turn_left && rnd > rnd_value/8)
2386 MovDir[x][y] = left_dir;
2387 else if (can_turn_right && rnd > rnd_value/8)
2388 MovDir[x][y] = right_dir;
2390 MovDir[x][y] = back_dir;
2392 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2393 MovDir[x][y] = old_move_dir;
2397 else if (element == EL_MOLE)
2399 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2401 if (IN_LEV_FIELD(move_x, move_y) &&
2402 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2403 Feld[move_x][move_y] == EL_DEAMOEBING))
2408 if (IN_LEV_FIELD(left_x, left_y) &&
2409 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2410 can_turn_left = TRUE;
2411 if (IN_LEV_FIELD(right_x, right_y) &&
2412 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2413 can_turn_right = TRUE;
2415 if (can_turn_left && can_turn_right)
2416 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2417 else if (can_turn_left)
2418 MovDir[x][y] = left_dir;
2420 MovDir[x][y] = right_dir;
2423 if (MovDir[x][y] != old_move_dir)
2426 else if (element == EL_BALLOON)
2428 MovDir[x][y] = game.balloon_dir;
2431 else if (element == EL_SPRING_MOVING)
2433 if (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2434 (IN_LEV_FIELD(x, y+1) && IS_FREE(x, y+1)))
2436 Feld[x][y] = EL_SPRING;
2437 MovDir[x][y] = MV_NO_MOVING;
2441 else if (element == EL_ROBOT || element == EL_SONDE || element == EL_PINGUIN)
2443 int attr_x = -1, attr_y = -1;
2454 for (i=0; i<MAX_PLAYERS; i++)
2456 struct PlayerInfo *player = &stored_player[i];
2457 int jx = player->jx, jy = player->jy;
2459 if (!player->active)
2462 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2470 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
2476 if (element == EL_PINGUIN)
2479 static int xy[4][2] =
2489 int ex = x + xy[i%4][0];
2490 int ey = y + xy[i%4][1];
2492 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
2501 MovDir[x][y] = MV_NO_MOVING;
2503 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2505 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2507 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2509 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2511 if (element == EL_ROBOT)
2515 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2516 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2517 Moving2Blocked(x, y, &newx, &newy);
2519 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2520 MovDelay[x][y] = 8+8*!RND(3);
2522 MovDelay[x][y] = 16;
2530 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2532 boolean first_horiz = RND(2);
2533 int new_move_dir = MovDir[x][y];
2536 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2537 Moving2Blocked(x, y, &newx, &newy);
2539 if (IN_LEV_FIELD(newx, newy) &&
2540 (IS_FREE(newx, newy) ||
2541 Feld[newx][newy] == EL_SALZSAEURE ||
2542 (element == EL_PINGUIN &&
2543 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2544 IS_MAMPF3(Feld[newx][newy])))))
2548 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2549 Moving2Blocked(x, y, &newx, &newy);
2551 if (IN_LEV_FIELD(newx, newy) &&
2552 (IS_FREE(newx, newy) ||
2553 Feld[newx][newy] == EL_SALZSAEURE ||
2554 (element == EL_PINGUIN &&
2555 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2556 IS_MAMPF3(Feld[newx][newy])))))
2559 MovDir[x][y] = old_move_dir;
2566 static boolean JustBeingPushed(int x, int y)
2570 for (i=0; i<MAX_PLAYERS; i++)
2572 struct PlayerInfo *player = &stored_player[i];
2574 if (player->active && player->Pushing && player->MovPos)
2576 int next_jx = player->jx + (player->jx - player->last_jx);
2577 int next_jy = player->jy + (player->jy - player->last_jy);
2579 if (x == next_jx && y == next_jy)
2587 void StartMoving(int x, int y)
2589 int element = Feld[x][y];
2594 if (CAN_FALL(element) && y<lev_fieldy-1)
2596 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2597 if (JustBeingPushed(x, y))
2600 if (element == EL_MORAST_VOLL)
2602 if (IS_FREE(x, y+1))
2604 InitMovingField(x, y, MV_DOWN);
2605 Feld[x][y] = EL_QUICKSAND_EMPTYING;
2606 Store[x][y] = EL_FELSBROCKEN;
2607 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
2609 else if (Feld[x][y+1] == EL_MORAST_LEER)
2611 if (!MovDelay[x][y])
2612 MovDelay[x][y] = TILEY + 1;
2621 Feld[x][y] = EL_MORAST_LEER;
2622 Feld[x][y+1] = EL_MORAST_VOLL;
2623 Store[x][y+1] = Store[x][y];
2625 PlaySoundLevel(x, y, SND_QUICKSAND_SLIPPING_THROUGH);
2628 else if ((element == EL_FELSBROCKEN || element == EL_BD_ROCK) &&
2629 Feld[x][y+1] == EL_MORAST_LEER)
2631 InitMovingField(x, y, MV_DOWN);
2632 Feld[x][y] = EL_QUICKSAND_FILLING;
2633 Store[x][y] = element;
2634 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
2636 else if (element == EL_MAGIC_WALL_FULL)
2638 if (IS_FREE(x, y+1))
2640 InitMovingField(x, y, MV_DOWN);
2641 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
2642 Store[x][y] = EL_CHANGED(Store[x][y]);
2644 else if (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY)
2646 if (!MovDelay[x][y])
2647 MovDelay[x][y] = TILEY/4 + 1;
2656 Feld[x][y] = EL_MAGIC_WALL_EMPTY;
2657 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
2658 Store[x][y+1] = EL_CHANGED(Store[x][y]);
2662 else if (element == EL_MAGIC_WALL_BD_FULL)
2664 if (IS_FREE(x, y+1))
2666 InitMovingField(x, y, MV_DOWN);
2667 Feld[x][y] = EL_MAGIC_WALL_BD_EMPTYING;
2668 Store[x][y] = EL_CHANGED2(Store[x][y]);
2670 else if (Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY)
2672 if (!MovDelay[x][y])
2673 MovDelay[x][y] = TILEY/4 + 1;
2682 Feld[x][y] = EL_MAGIC_WALL_BD_EMPTY;
2683 Feld[x][y+1] = EL_MAGIC_WALL_BD_FULL;
2684 Store[x][y+1] = EL_CHANGED2(Store[x][y]);
2688 else if (CAN_CHANGE(element) &&
2689 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
2690 Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
2692 InitMovingField(x, y, MV_DOWN);
2694 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ? EL_MAGIC_WALL_FILLING :
2695 EL_MAGIC_WALL_BD_FILLING);
2696 Store[x][y] = element;
2698 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
2701 InitMovingField(x, y, MV_DOWN);
2702 Store[x][y] = EL_SALZSAEURE;
2704 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2709 else if (IS_FREE(x, y+1))
2711 InitMovingField(x, y, MV_DOWN);
2713 else if (element == EL_TROPFEN)
2715 Feld[x][y] = EL_AMOEBING;
2716 Store[x][y] = EL_AMOEBE_NASS;
2718 /* Store[x][y+1] must be zero, because:
2719 (EL_MORAST_VOLL -> EL_FELSBROCKEN): Store[x][y+1] == EL_MORAST_LEER
2722 #if OLD_GAME_BEHAVIOUR
2723 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2725 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2726 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2727 element != EL_DX_SUPABOMB)
2730 else if ((IS_SLIPPERY(Feld[x][y+1]) ||
2731 (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
2732 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2733 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
2736 boolean left = (x>0 && IS_FREE(x-1, y) &&
2737 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
2738 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2739 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
2743 if (left && right &&
2744 (game.emulation != EMU_BOULDERDASH &&
2745 element != EL_BD_ROCK && element != EL_EDELSTEIN_BD))
2746 left = !(right = RND(2));
2748 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2751 else if (IS_BELT(Feld[x][y+1]))
2753 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
2754 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
2755 int belt_nr = getBeltNrFromElement(Feld[x][y+1]);
2756 int belt_dir = game.belt_dir[belt_nr];
2758 if ((belt_dir == MV_LEFT && left_is_free) ||
2759 (belt_dir == MV_RIGHT && right_is_free))
2760 InitMovingField(x, y, belt_dir);
2763 else if (CAN_MOVE(element))
2767 if ((element == EL_SONDE || element == EL_BALLOON ||
2768 element == EL_SPRING_MOVING)
2769 && JustBeingPushed(x, y))
2772 if (!MovDelay[x][y]) /* start new movement phase */
2774 /* all objects that can change their move direction after each step */
2775 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2777 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
2780 if (MovDelay[x][y] && (element == EL_KAEFER ||
2781 element == EL_FLIEGER ||
2782 element == EL_SP_SNIKSNAK ||
2783 element == EL_SP_ELECTRON ||
2784 element == EL_MOLE))
2785 DrawLevelField(x, y);
2789 if (MovDelay[x][y]) /* wait some time before next movement */
2793 if (element == EL_ROBOT ||
2794 element == EL_MAMPFER || element == EL_MAMPFER2)
2796 int phase = MovDelay[x][y] % 8;
2801 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2802 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element) + phase);
2804 if (MovDelay[x][y] % 4 == 3)
2806 if (element == EL_MAMPFER)
2807 PlaySoundLevel(x, y, SND_YAMYAM_WAITING);
2808 else if (element == EL_MAMPFER2)
2809 PlaySoundLevel(x, y, SND_DARK_YAMYAM_WAITING);
2812 else if (element == EL_SP_ELECTRON)
2813 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2814 else if (element == EL_DRACHE)
2817 int dir = MovDir[x][y];
2818 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2819 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2820 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
2821 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
2822 dir == MV_UP ? GFX_FLAMMEN_UP :
2823 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
2824 int phase = FrameCounter % 2;
2826 for (i=1; i<=3; i++)
2828 int xx = x + i*dx, yy = y + i*dy;
2829 int sx = SCREENX(xx), sy = SCREENY(yy);
2831 if (!IN_LEV_FIELD(xx, yy) ||
2832 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
2837 int flamed = MovingOrBlocked2Element(xx, yy);
2839 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
2842 RemoveMovingField(xx, yy);
2844 Feld[xx][yy] = EL_BURNING;
2845 if (IN_SCR_FIELD(sx, sy))
2846 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
2850 if (Feld[xx][yy] == EL_BURNING)
2851 Feld[xx][yy] = EL_LEERRAUM;
2852 DrawLevelField(xx, yy);
2861 if (element == EL_KAEFER)
2862 PlaySoundLevel(x, y, SND_BUG_MOVING);
2863 else if (element == EL_FLIEGER)
2864 PlaySoundLevel(x, y, SND_SPACESHIP_MOVING);
2865 else if (element == EL_BUTTERFLY)
2866 PlaySoundLevel(x, y, SND_BD_BUTTERFLY_MOVING);
2867 else if (element == EL_FIREFLY)
2868 PlaySoundLevel(x, y, SND_BD_FIREFLY_MOVING);
2869 else if (element == EL_SP_SNIKSNAK)
2870 PlaySoundLevel(x, y, SND_SP_SNIKSNAK_MOVING);
2871 else if (element == EL_SP_ELECTRON)
2872 PlaySoundLevel(x, y, SND_SP_ELECTRON_MOVING);
2873 else if (element == EL_MAMPFER)
2874 PlaySoundLevel(x, y, SND_YAMYAM_MOVING);
2875 else if (element == EL_MAMPFER2)
2876 PlaySoundLevel(x, y, SND_DARK_YAMYAM_MOVING);
2877 else if (element == EL_BALLOON)
2878 PlaySoundLevel(x, y, SND_BALLOON_MOVING);
2879 else if (element == EL_SPRING_MOVING)
2880 PlaySoundLevel(x, y, SND_SPRING_MOVING);
2881 else if (element == EL_MOLE)
2882 PlaySoundLevel(x, y, SND_MOLE_MOVING);
2883 else if (element == EL_SONDE)
2884 PlaySoundLevel(x, y, SND_SATELLITE_MOVING);
2885 else if (element == EL_PACMAN)
2886 PlaySoundLevel(x, y, SND_PACMAN_MOVING);
2887 else if (element == EL_PINGUIN)
2888 PlaySoundLevel(x, y, SND_PENGUIN_MOVING);
2889 else if (element == EL_SCHWEIN)
2890 PlaySoundLevel(x, y, SND_PIG_MOVING);
2891 else if (element == EL_DRACHE)
2892 PlaySoundLevel(x, y, SND_DRAGON_MOVING);
2894 /* now make next step */
2896 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
2898 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
2899 !PLAYER_PROTECTED(newx, newy))
2903 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
2906 /* enemy got the player */
2908 KillHero(PLAYERINFO(newx, newy));
2913 else if ((element == EL_PINGUIN || element == EL_ROBOT ||
2914 element == EL_SONDE || element == EL_BALLOON) &&
2915 IN_LEV_FIELD(newx, newy) &&
2916 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
2919 Store[x][y] = EL_SALZSAEURE;
2921 else if (element == EL_PINGUIN && IN_LEV_FIELD(newx, newy))
2923 if (Feld[newx][newy] == EL_AUSGANG_AUF)
2925 Feld[x][y] = EL_LEERRAUM;
2926 DrawLevelField(x, y);
2928 PlaySoundLevel(newx, newy, SND_PENGUIN_ENTERING_EXIT);
2929 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
2930 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
2932 local_player->friends_still_needed--;
2933 if (!local_player->friends_still_needed &&
2934 !local_player->GameOver && AllPlayersGone)
2935 local_player->LevelSolved = local_player->GameOver = TRUE;
2939 else if (IS_MAMPF3(Feld[newx][newy]))
2941 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
2942 DrawLevelField(newx, newy);
2944 MovDir[x][y] = MV_NO_MOVING;
2946 else if (!IS_FREE(newx, newy))
2948 if (IS_PLAYER(x, y))
2949 DrawPlayerField(x, y);
2951 DrawLevelField(x, y);
2955 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
2957 if (IS_GEM(Feld[newx][newy]))
2959 if (IS_MOVING(newx, newy))
2960 RemoveMovingField(newx, newy);
2963 Feld[newx][newy] = EL_LEERRAUM;
2964 DrawLevelField(newx, newy);
2967 PlaySoundLevel(x, y, SND_PIG_EATING_GEM);
2969 else if (!IS_FREE(newx, newy))
2971 if (IS_PLAYER(x, y))
2972 DrawPlayerField(x, y);
2974 DrawLevelField(x, y);
2978 else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
2980 if (!IS_FREE(newx, newy))
2982 if (IS_PLAYER(x, y))
2983 DrawPlayerField(x, y);
2985 DrawLevelField(x, y);
2990 boolean wanna_flame = !RND(10);
2991 int dx = newx - x, dy = newy - y;
2992 int newx1 = newx+1*dx, newy1 = newy+1*dy;
2993 int newx2 = newx+2*dx, newy2 = newy+2*dy;
2994 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
2995 MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
2996 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
2997 MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
2999 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
3000 element1 != EL_DRACHE && element2 != EL_DRACHE &&
3001 element1 != EL_BURNING && element2 != EL_BURNING)
3003 if (IS_PLAYER(x, y))
3004 DrawPlayerField(x, y);
3006 DrawLevelField(x, y);
3008 PlaySoundLevel(x, y, SND_DRAGON_BREATHING_FIRE);
3010 MovDelay[x][y] = 50;
3011 Feld[newx][newy] = EL_BURNING;
3012 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
3013 Feld[newx1][newy1] = EL_BURNING;
3014 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
3015 Feld[newx2][newy2] = EL_BURNING;
3020 else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
3021 Feld[newx][newy] == EL_DIAMANT)
3023 if (IS_MOVING(newx, newy))
3024 RemoveMovingField(newx, newy);
3027 Feld[newx][newy] = EL_LEERRAUM;
3028 DrawLevelField(newx, newy);
3031 PlaySoundLevel(x, y, SND_YAMYAM_EATING_DIAMOND);
3033 else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
3034 IS_MAMPF2(Feld[newx][newy]))
3036 if (AmoebaNr[newx][newy])
3038 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3039 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
3040 Feld[newx][newy] == EL_AMOEBE_BD)
3041 AmoebaCnt[AmoebaNr[newx][newy]]--;
3044 if (IS_MOVING(newx, newy))
3045 RemoveMovingField(newx, newy);
3048 Feld[newx][newy] = EL_LEERRAUM;
3049 DrawLevelField(newx, newy);
3052 PlaySoundLevel(x, y, SND_DARK_YAMYAM_EATING_ANY);
3054 else if ((element == EL_PACMAN || element == EL_MOLE)
3055 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3057 if (AmoebaNr[newx][newy])
3059 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3060 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
3061 Feld[newx][newy] == EL_AMOEBE_BD)
3062 AmoebaCnt[AmoebaNr[newx][newy]]--;
3065 if (element == EL_MOLE)
3067 Feld[newx][newy] = EL_DEAMOEBING;
3068 PlaySoundLevel(x, y, SND_MOLE_EATING_AMOEBA);
3069 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
3070 return; /* wait for shrinking amoeba */
3072 else /* element == EL_PACMAN */
3074 Feld[newx][newy] = EL_LEERRAUM;
3075 DrawLevelField(newx, newy);
3076 PlaySoundLevel(x, y, SND_PACMAN_EATING_AMOEBA);
3079 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
3080 (Feld[newx][newy] == EL_DEAMOEBING ||
3081 (Feld[newx][newy] == EL_LEERRAUM && Stop[newx][newy])))
3083 /* wait for shrinking amoeba to completely disappear */
3086 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3088 /* object was running against a wall */
3092 if (element == EL_KAEFER || element == EL_FLIEGER ||
3093 element == EL_SP_SNIKSNAK || element == EL_MOLE)
3094 DrawLevelField(x, y);
3095 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
3096 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
3097 else if (element == EL_SONDE)
3098 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
3099 else if (element == EL_SP_ELECTRON)
3100 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
3102 if (DONT_TOUCH(element))
3103 TestIfBadThingTouchesHero(x, y);
3108 if (element == EL_ROBOT && IN_SCR_FIELD(x, y))
3109 PlaySoundLevel(x, y, SND_ROBOT_MOVING);
3111 InitMovingField(x, y, MovDir[x][y]);
3115 ContinueMoving(x, y);
3118 void ContinueMoving(int x, int y)
3120 int element = Feld[x][y];
3121 int direction = MovDir[x][y];
3122 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3123 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3124 int horiz_move = (dx!=0);
3125 int newx = x + dx, newy = y + dy;
3126 int step = (horiz_move ? dx : dy) * TILEX / 8;
3128 if (element == EL_TROPFEN || element == EL_AMOEBA_DRIPPING)
3130 else if (element == EL_QUICKSAND_FILLING ||
3131 element == EL_QUICKSAND_EMPTYING)
3133 else if (element == EL_MAGIC_WALL_FILLING ||
3134 element == EL_MAGIC_WALL_BD_FILLING ||
3135 element == EL_MAGIC_WALL_EMPTYING ||
3136 element == EL_MAGIC_WALL_BD_EMPTYING)
3138 else if (CAN_FALL(element) && horiz_move &&
3139 y < lev_fieldy-1 && IS_BELT(Feld[x][y+1]))
3141 else if (element == EL_SPRING_MOVING)
3144 #if OLD_GAME_BEHAVIOUR
3145 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3149 MovPos[x][y] += step;
3151 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
3153 Feld[x][y] = EL_LEERRAUM;
3154 Feld[newx][newy] = element;
3156 if (element == EL_MOLE)
3159 static int xy[4][2] =
3167 Feld[x][y] = EL_ERDREICH;
3168 DrawLevelField(x, y);
3177 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_ERDREICH)
3178 DrawLevelField(xx, yy); /* for "ErdreichAnbroeckeln()" */
3182 if (element == EL_QUICKSAND_FILLING)
3184 element = Feld[newx][newy] = get_next_element(element);
3185 Store[newx][newy] = Store[x][y];
3187 else if (element == EL_QUICKSAND_EMPTYING)
3189 Feld[x][y] = get_next_element(element);
3190 element = Feld[newx][newy] = Store[x][y];
3192 else if (element == EL_MAGIC_WALL_FILLING)
3194 element = Feld[newx][newy] = get_next_element(element);
3195 if (!game.magic_wall_active)
3196 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3197 Store[newx][newy] = Store[x][y];
3199 else if (element == EL_MAGIC_WALL_EMPTYING)
3201 Feld[x][y] = get_next_element(element);
3202 if (!game.magic_wall_active)
3203 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3204 element = Feld[newx][newy] = Store[x][y];
3206 else if (element == EL_MAGIC_WALL_BD_FILLING)
3208 element = Feld[newx][newy] = get_next_element(element);
3209 if (!game.magic_wall_active)
3210 element = Feld[newx][newy] = EL_MAGIC_WALL_BD_DEAD;
3211 Store[newx][newy] = Store[x][y];
3213 else if (element == EL_MAGIC_WALL_BD_EMPTYING)
3215 Feld[x][y] = get_next_element(element);
3216 if (!game.magic_wall_active)
3217 Feld[x][y] = EL_MAGIC_WALL_BD_DEAD;
3218 element = Feld[newx][newy] = Store[x][y];
3220 else if (element == EL_AMOEBA_DRIPPING)
3222 Feld[x][y] = get_next_element(element);
3223 element = Feld[newx][newy] = Store[x][y];
3225 else if (Store[x][y] == EL_SALZSAEURE)
3227 element = Feld[newx][newy] = EL_SALZSAEURE;
3231 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3232 MovDelay[newx][newy] = 0;
3234 if (!CAN_MOVE(element))
3235 MovDir[newx][newy] = 0;
3237 DrawLevelField(x, y);
3238 DrawLevelField(newx, newy);
3240 Stop[newx][newy] = TRUE;
3241 JustStopped[newx][newy] = 3;
3243 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3245 TestIfBadThingTouchesHero(newx, newy);
3246 TestIfBadThingTouchesFriend(newx, newy);
3247 TestIfBadThingTouchesOtherBadThing(newx, newy);
3249 else if (element == EL_PINGUIN)
3250 TestIfFriendTouchesBadThing(newx, newy);
3252 if (CAN_SMASH(element) && direction == MV_DOWN &&
3253 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3256 else /* still moving on */
3257 DrawLevelField(x, y);
3260 int AmoebeNachbarNr(int ax, int ay)
3263 int element = Feld[ax][ay];
3265 static int xy[4][2] =
3275 int x = ax + xy[i][0];
3276 int y = ay + xy[i][1];
3278 if (!IN_LEV_FIELD(x, y))
3281 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3282 group_nr = AmoebaNr[x][y];
3288 void AmoebenVereinigen(int ax, int ay)
3290 int i, x, y, xx, yy;
3291 int new_group_nr = AmoebaNr[ax][ay];
3292 static int xy[4][2] =
3300 if (new_group_nr == 0)
3308 if (!IN_LEV_FIELD(x, y))
3311 if ((Feld[x][y] == EL_AMOEBE_VOLL ||
3312 Feld[x][y] == EL_AMOEBE_BD ||
3313 Feld[x][y] == EL_AMOEBE_TOT) &&
3314 AmoebaNr[x][y] != new_group_nr)
3316 int old_group_nr = AmoebaNr[x][y];
3318 if (old_group_nr == 0)
3321 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3322 AmoebaCnt[old_group_nr] = 0;
3323 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3324 AmoebaCnt2[old_group_nr] = 0;
3326 for (yy=0; yy<lev_fieldy; yy++)
3328 for (xx=0; xx<lev_fieldx; xx++)
3330 if (AmoebaNr[xx][yy] == old_group_nr)
3331 AmoebaNr[xx][yy] = new_group_nr;
3338 void AmoebeUmwandeln(int ax, int ay)
3342 if (Feld[ax][ay] == EL_AMOEBE_TOT)
3344 int group_nr = AmoebaNr[ax][ay];
3349 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3350 printf("AmoebeUmwandeln(): This should never happen!\n");
3355 for (y=0; y<lev_fieldy; y++)
3357 for (x=0; x<lev_fieldx; x++)
3359 if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
3362 Feld[x][y] = EL_AMOEBA2DIAM;
3366 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
3367 SND_AMOEBA_TURNING_TO_GEM :
3368 SND_AMOEBA_TURNING_TO_ROCK));
3373 static int xy[4][2] =
3386 if (!IN_LEV_FIELD(x, y))
3389 if (Feld[x][y] == EL_AMOEBA2DIAM)
3391 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
3392 SND_AMOEBA_TURNING_TO_GEM :
3393 SND_AMOEBA_TURNING_TO_ROCK));
3400 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3403 int group_nr = AmoebaNr[ax][ay];
3404 boolean done = FALSE;
3409 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3410 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3415 for (y=0; y<lev_fieldy; y++)
3417 for (x=0; x<lev_fieldx; x++)
3419 if (AmoebaNr[x][y] == group_nr &&
3420 (Feld[x][y] == EL_AMOEBE_TOT ||
3421 Feld[x][y] == EL_AMOEBE_BD ||
3422 Feld[x][y] == EL_AMOEBING))
3425 Feld[x][y] = new_element;
3426 InitField(x, y, FALSE);
3427 DrawLevelField(x, y);
3434 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
3435 SND_BD_AMOEBA_TURNING_TO_ROCK :
3436 SND_BD_AMOEBA_TURNING_TO_GEM));
3439 void AmoebeWaechst(int x, int y)
3441 static unsigned long sound_delay = 0;
3442 static unsigned long sound_delay_value = 0;
3444 if (!MovDelay[x][y]) /* start new growing cycle */
3448 if (DelayReached(&sound_delay, sound_delay_value))
3450 if (Store[x][y] == EL_AMOEBE_BD)
3451 PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
3453 PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
3454 sound_delay_value = 30;
3458 if (MovDelay[x][y]) /* wait some time before growing bigger */
3461 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3462 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
3464 if (!MovDelay[x][y])
3466 Feld[x][y] = Store[x][y];
3468 DrawLevelField(x, y);
3473 void AmoebaDisappearing(int x, int y)
3475 static unsigned long sound_delay = 0;
3476 static unsigned long sound_delay_value = 0;
3478 if (!MovDelay[x][y]) /* start new shrinking cycle */
3482 if (DelayReached(&sound_delay, sound_delay_value))
3483 sound_delay_value = 30;
3486 if (MovDelay[x][y]) /* wait some time before shrinking */
3489 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3490 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + MovDelay[x][y]/2);
3492 if (!MovDelay[x][y])
3494 Feld[x][y] = EL_LEERRAUM;
3495 DrawLevelField(x, y);
3497 /* don't let mole enter this field in this cycle;
3498 (give priority to objects falling to this field from above) */
3504 void AmoebeAbleger(int ax, int ay)
3507 int element = Feld[ax][ay];
3508 int newax = ax, neway = ay;
3509 static int xy[4][2] =
3517 if (!level.amoeba_speed)
3519 Feld[ax][ay] = EL_AMOEBE_TOT;
3520 DrawLevelField(ax, ay);
3524 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3525 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3527 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3530 if (MovDelay[ax][ay])
3534 if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
3537 int x = ax + xy[start][0];
3538 int y = ay + xy[start][1];
3540 if (!IN_LEV_FIELD(x, y))
3543 if (IS_FREE(x, y) ||
3544 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3550 if (newax == ax && neway == ay)
3553 else /* normal or "filled" (BD style) amoeba */
3556 boolean waiting_for_player = FALSE;
3560 int j = (start + i) % 4;
3561 int x = ax + xy[j][0];
3562 int y = ay + xy[j][1];
3564 if (!IN_LEV_FIELD(x, y))
3567 if (IS_FREE(x, y) ||
3568 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3574 else if (IS_PLAYER(x, y))
3575 waiting_for_player = TRUE;
3578 if (newax == ax && neway == ay) /* amoeba cannot grow */
3580 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3582 Feld[ax][ay] = EL_AMOEBE_TOT;
3583 DrawLevelField(ax, ay);
3584 AmoebaCnt[AmoebaNr[ax][ay]]--;
3586 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3588 if (element == EL_AMOEBE_VOLL)
3589 AmoebeUmwandeln(ax, ay);
3590 else if (element == EL_AMOEBE_BD)
3591 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3596 else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
3598 /* amoeba gets larger by growing in some direction */
3600 int new_group_nr = AmoebaNr[ax][ay];
3603 if (new_group_nr == 0)
3605 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3606 printf("AmoebeAbleger(): This should never happen!\n");
3611 AmoebaNr[newax][neway] = new_group_nr;
3612 AmoebaCnt[new_group_nr]++;
3613 AmoebaCnt2[new_group_nr]++;
3615 /* if amoeba touches other amoeba(s) after growing, unify them */
3616 AmoebenVereinigen(newax, neway);
3618 if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200)
3620 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
3626 if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) ||
3627 (neway == lev_fieldy - 1 && newax != ax))
3629 Feld[newax][neway] = EL_AMOEBING; /* simple growth of new amoeba tile */
3630 Store[newax][neway] = element;
3632 else if (neway == ay)
3634 Feld[newax][neway] = EL_TROPFEN; /* drop left or right from amoeba */
3635 PlaySoundLevel(newax, neway, SND_AMOEBA_DROPPING);
3639 InitMovingField(ax, ay, MV_DOWN); /* drop dripping out of amoeba */
3640 Feld[ax][ay] = EL_AMOEBA_DRIPPING;
3641 Store[ax][ay] = EL_TROPFEN;
3642 ContinueMoving(ax, ay);
3646 DrawLevelField(newax, neway);
3649 void Life(int ax, int ay)
3652 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3654 int element = Feld[ax][ay];
3655 boolean changed = FALSE;
3660 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3661 MovDelay[ax][ay] = life_time;
3663 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3666 if (MovDelay[ax][ay])
3670 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3672 int xx = ax+x1, yy = ay+y1;
3675 if (!IN_LEV_FIELD(xx, yy))
3678 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3680 int x = xx+x2, y = yy+y2;
3682 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3685 if (((Feld[x][y] == element ||
3686 (element == EL_LIFE && IS_PLAYER(x, y))) &&
3688 (IS_FREE(x, y) && Stop[x][y]))
3692 if (xx == ax && yy == ay) /* field in the middle */
3694 if (nachbarn < life[0] || nachbarn > life[1])
3696 Feld[xx][yy] = EL_LEERRAUM;
3698 DrawLevelField(xx, yy);
3699 Stop[xx][yy] = TRUE;
3703 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
3704 { /* free border field */
3705 if (nachbarn >= life[2] && nachbarn <= life[3])
3707 Feld[xx][yy] = element;
3708 MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
3710 DrawLevelField(xx, yy);
3711 Stop[xx][yy] = TRUE;
3718 PlaySoundLevel(ax, ay, element == EL_LIFE ? SND_GAMEOFLIFE_GROWING :
3719 SND_BIOMAZE_GROWING);
3722 void RobotWheel(int x, int y)
3724 if (!MovDelay[x][y]) /* next animation frame */
3725 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3727 if (MovDelay[x][y]) /* wait some time before next frame */
3732 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3733 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
3734 if (!(MovDelay[x][y]%4))
3735 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_RUNNING);
3740 Feld[x][y] = EL_ABLENK_AUS;
3741 DrawLevelField(x, y);
3742 if (ZX == x && ZY == y)
3746 void TimegateWheel(int x, int y)
3748 if (!MovDelay[x][y]) /* next animation frame */
3749 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3751 if (MovDelay[x][y]) /* wait some time before next frame */
3756 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3757 DrawGraphic(SCREENX(x), SCREENY(y),
3758 GFX_TIMEGATE_SWITCH + MovDelay[x][y]%4);
3759 if (!(MovDelay[x][y]%4))
3760 PlaySoundLevel(x, y, SND_TIMEGATE_WHEEL_RUNNING);
3765 Feld[x][y] = EL_TIMEGATE_SWITCH_OFF;
3766 DrawLevelField(x, y);
3767 if (ZX == x && ZY == y)
3771 void Birne(int x, int y)
3773 if (!MovDelay[x][y]) /* next animation frame */
3774 MovDelay[x][y] = 800;
3776 if (MovDelay[x][y]) /* wait some time before next frame */
3781 if (!(MovDelay[x][y]%5))
3783 if (!(MovDelay[x][y]%10))
3784 Feld[x][y]=EL_ABLENK_EIN;
3786 Feld[x][y]=EL_ABLENK_AUS;
3787 DrawLevelField(x, y);
3788 Feld[x][y]=EL_ABLENK_EIN;
3794 Feld[x][y]=EL_ABLENK_AUS;
3795 DrawLevelField(x, y);
3796 if (ZX == x && ZY == y)
3800 void Blubber(int x, int y)
3802 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
3803 DrawLevelField(x, y-1);
3805 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
3808 void NussKnacken(int x, int y)
3810 if (!MovDelay[x][y]) /* next animation frame */
3813 if (MovDelay[x][y]) /* wait some time before next frame */
3816 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3817 DrawGraphic(SCREENX(x), SCREENY(y),
3818 GFX_CRACKINGNUT + 3 - MovDelay[x][y]/2);
3820 if (!MovDelay[x][y])
3822 Feld[x][y] = EL_EDELSTEIN;
3823 DrawLevelField(x, y);
3828 void BreakingPearl(int x, int y)
3830 if (!MovDelay[x][y]) /* next animation frame */
3833 if (MovDelay[x][y]) /* wait some time before next frame */
3836 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3837 DrawGraphic(SCREENX(x), SCREENY(y),
3838 GFX_PEARL_BREAKING + 4 - MovDelay[x][y]/2);
3840 if (!MovDelay[x][y])
3842 Feld[x][y] = EL_LEERRAUM;
3843 DrawLevelField(x, y);
3848 void SiebAktivieren(int x, int y, int typ)
3850 int graphic = (typ == 1 ? GFX_MAGIC_WALL_FULL : GFX_MAGIC_WALL_BD_FULL) + 3;
3852 DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
3855 void AusgangstuerPruefen(int x, int y)
3857 if (!local_player->gems_still_needed &&
3858 !local_player->sokobanfields_still_needed &&
3859 !local_player->lights_still_needed)
3861 Feld[x][y] = EL_AUSGANG_ACT;
3863 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
3864 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
3865 y < LEVELY(BY1) ? LEVELY(BY1) :
3866 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
3871 void AusgangstuerOeffnen(int x, int y)
3875 if (!MovDelay[x][y]) /* next animation frame */
3876 MovDelay[x][y] = 5*delay;
3878 if (MovDelay[x][y]) /* wait some time before next frame */
3883 tuer = MovDelay[x][y]/delay;
3884 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3885 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
3887 if (!MovDelay[x][y])
3889 Feld[x][y] = EL_AUSGANG_AUF;
3890 DrawLevelField(x, y);
3895 void AusgangstuerBlinken(int x, int y)
3897 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
3900 void OpenSwitchgate(int x, int y)
3904 if (!MovDelay[x][y]) /* next animation frame */
3905 MovDelay[x][y] = 5 * delay;
3907 if (MovDelay[x][y]) /* wait some time before next frame */
3912 phase = MovDelay[x][y] / delay;
3913 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3914 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_OPEN - phase);
3916 if (!MovDelay[x][y])
3918 Feld[x][y] = EL_SWITCHGATE_OPEN;
3919 DrawLevelField(x, y);
3924 void CloseSwitchgate(int x, int y)
3928 if (!MovDelay[x][y]) /* next animation frame */
3929 MovDelay[x][y] = 5 * delay;
3931 if (MovDelay[x][y]) /* wait some time before next frame */
3936 phase = MovDelay[x][y] / delay;
3937 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3938 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_CLOSED + phase);
3940 if (!MovDelay[x][y])
3942 Feld[x][y] = EL_SWITCHGATE_CLOSED;
3943 DrawLevelField(x, y);
3948 void OpenTimegate(int x, int y)
3952 if (!MovDelay[x][y]) /* next animation frame */
3953 MovDelay[x][y] = 5 * delay;
3955 if (MovDelay[x][y]) /* wait some time before next frame */
3960 phase = MovDelay[x][y] / delay;
3961 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3962 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_OPEN - phase);
3964 if (!MovDelay[x][y])
3966 Feld[x][y] = EL_TIMEGATE_OPEN;
3967 DrawLevelField(x, y);
3972 void CloseTimegate(int x, int y)
3976 if (!MovDelay[x][y]) /* next animation frame */
3977 MovDelay[x][y] = 5 * delay;
3979 if (MovDelay[x][y]) /* wait some time before next frame */
3984 phase = MovDelay[x][y] / delay;
3985 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3986 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_CLOSED + phase);
3988 if (!MovDelay[x][y])
3990 Feld[x][y] = EL_TIMEGATE_CLOSED;
3991 DrawLevelField(x, y);
3996 static void CloseAllOpenTimegates()
4000 for (y=0; y<lev_fieldy; y++)
4002 for (x=0; x<lev_fieldx; x++)
4004 int element = Feld[x][y];
4006 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4008 Feld[x][y] = EL_TIMEGATE_CLOSING;
4009 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4015 void EdelsteinFunkeln(int x, int y)
4017 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4020 if (Feld[x][y] == EL_EDELSTEIN_BD)
4021 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
4024 if (!MovDelay[x][y]) /* next animation frame */
4025 MovDelay[x][y] = 11 * !SimpleRND(500);
4027 if (MovDelay[x][y]) /* wait some time before next frame */
4031 if (setup.direct_draw && MovDelay[x][y])
4032 SetDrawtoField(DRAW_BUFFERED);
4034 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
4038 int phase = (MovDelay[x][y]-1)/2;
4043 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
4045 if (setup.direct_draw)
4049 dest_x = FX + SCREENX(x)*TILEX;
4050 dest_y = FY + SCREENY(y)*TILEY;
4052 BlitBitmap(drawto_field, window,
4053 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4054 SetDrawtoField(DRAW_DIRECT);
4061 void MauerWaechst(int x, int y)
4065 if (!MovDelay[x][y]) /* next animation frame */
4066 MovDelay[x][y] = 3*delay;
4068 if (MovDelay[x][y]) /* wait some time before next frame */
4073 phase = 2-MovDelay[x][y]/delay;
4074 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4075 DrawGraphic(SCREENX(x), SCREENY(y),
4076 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
4077 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
4078 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
4079 GFX_MAUER_DOWN ) + phase);
4081 if (!MovDelay[x][y])
4083 if (MovDir[x][y] == MV_LEFT)
4085 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
4086 DrawLevelField(x-1, y);
4088 else if (MovDir[x][y] == MV_RIGHT)
4090 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
4091 DrawLevelField(x+1, y);
4093 else if (MovDir[x][y] == MV_UP)
4095 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
4096 DrawLevelField(x, y-1);
4100 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
4101 DrawLevelField(x, y+1);
4104 Feld[x][y] = Store[x][y];
4106 MovDir[x][y] = MV_NO_MOVING;
4107 DrawLevelField(x, y);
4112 void MauerAbleger(int ax, int ay)
4114 int element = Feld[ax][ay];
4115 boolean oben_frei = FALSE, unten_frei = FALSE;
4116 boolean links_frei = FALSE, rechts_frei = FALSE;
4117 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4118 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4119 boolean new_wall = FALSE;
4121 if (!MovDelay[ax][ay]) /* start building new wall */
4122 MovDelay[ax][ay] = 6;
4124 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4127 if (MovDelay[ax][ay])
4131 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4133 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4135 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4137 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4140 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
4144 Feld[ax][ay-1] = EL_MAUERND;
4145 Store[ax][ay-1] = element;
4146 MovDir[ax][ay-1] = MV_UP;
4147 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4148 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
4153 Feld[ax][ay+1] = EL_MAUERND;
4154 Store[ax][ay+1] = element;
4155 MovDir[ax][ay+1] = MV_DOWN;
4156 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4157 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
4162 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
4163 element == EL_MAUER_LEBT)
4167 Feld[ax-1][ay] = EL_MAUERND;
4168 Store[ax-1][ay] = element;
4169 MovDir[ax-1][ay] = MV_LEFT;
4170 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4171 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
4176 Feld[ax+1][ay] = EL_MAUERND;
4177 Store[ax+1][ay] = element;
4178 MovDir[ax+1][ay] = MV_RIGHT;
4179 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4180 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
4185 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
4186 DrawLevelField(ax, ay);
4188 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
4190 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
4191 unten_massiv = TRUE;
4192 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
4193 links_massiv = TRUE;
4194 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
4195 rechts_massiv = TRUE;
4197 if (((oben_massiv && unten_massiv) ||
4198 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
4199 ((links_massiv && rechts_massiv) ||
4200 element == EL_MAUER_Y))
4201 Feld[ax][ay] = EL_MAUERWERK;
4204 PlaySoundLevel(ax, ay, SND_WALL_GROWING);
4207 void CheckForDragon(int x, int y)
4210 boolean dragon_found = FALSE;
4211 static int xy[4][2] =
4223 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4225 if (IN_LEV_FIELD(xx, yy) &&
4226 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
4228 if (Feld[xx][yy] == EL_DRACHE)
4229 dragon_found = TRUE;
4242 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4244 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
4246 Feld[xx][yy] = EL_LEERRAUM;
4247 DrawLevelField(xx, yy);
4256 static void CheckBuggyBase(int x, int y)
4258 int element = Feld[x][y];
4260 if (element == EL_SP_BUG)
4262 if (!MovDelay[x][y]) /* wait some time before activating base */
4263 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4268 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4269 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
4273 Feld[x][y] = EL_SP_BUG_ACTIVE;
4276 else if (element == EL_SP_BUG_ACTIVE)
4278 if (!MovDelay[x][y]) /* start activating buggy base */
4279 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
4287 static int xy[4][2] =
4295 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4296 DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
4300 int xx = x + xy[i][0], yy = y + xy[i][1];
4302 if (IS_PLAYER(xx, yy))
4304 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVATING);
4312 Feld[x][y] = EL_SP_BUG;
4313 DrawLevelField(x, y);
4318 static void CheckTrap(int x, int y)
4320 int element = Feld[x][y];
4322 if (element == EL_TRAP_INACTIVE)
4324 if (!MovDelay[x][y]) /* wait some time before activating trap */
4325 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4333 Feld[x][y] = EL_TRAP_ACTIVE;
4334 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
4337 else if (element == EL_TRAP_ACTIVE)
4342 if (!MovDelay[x][y]) /* start activating trap */
4343 MovDelay[x][y] = num_frames * delay;
4351 if (!(MovDelay[x][y] % delay))
4353 int phase = MovDelay[x][y]/delay;
4355 if (phase >= num_frames/2)
4356 phase = num_frames - phase;
4358 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4360 DrawGraphic(SCREENX(x),SCREENY(y), GFX_TRAP_INACTIVE + phase - 1);
4361 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
4368 Feld[x][y] = EL_TRAP_INACTIVE;
4369 DrawLevelField(x, y);
4374 static void DrawBeltAnimation(int x, int y, int element)
4376 int belt_nr = getBeltNrFromElement(element);
4377 int belt_dir = game.belt_dir[belt_nr];
4379 if (belt_dir != MV_NO_MOVING)
4382 int mode = (belt_dir == MV_LEFT ? ANIM_NORMAL : ANIM_REVERSE);
4383 int graphic = el2gfx(element) + (belt_dir == MV_LEFT ? 0 : 7);
4385 DrawGraphicAnimation(x, y, graphic, 8, delay, mode);
4387 if (!(FrameCounter % 2))
4388 PlaySoundLevel(x, y, SND_CONVEYOR_BELT_RUNNING);
4392 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4394 static byte stored_player_action[MAX_PLAYERS];
4395 static int num_stored_actions = 0;
4397 static boolean save_tape_entry = FALSE;
4399 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4400 int left = player_action & JOY_LEFT;
4401 int right = player_action & JOY_RIGHT;
4402 int up = player_action & JOY_UP;
4403 int down = player_action & JOY_DOWN;
4404 int button1 = player_action & JOY_BUTTON_1;
4405 int button2 = player_action & JOY_BUTTON_2;
4406 int dx = (left ? -1 : right ? 1 : 0);
4407 int dy = (up ? -1 : down ? 1 : 0);
4409 stored_player_action[player->index_nr] = 0;
4410 num_stored_actions++;
4412 if (!player->active || tape.pausing)
4418 save_tape_entry = TRUE;
4420 player->frame_reset_delay = 0;
4423 snapped = SnapField(player, dx, dy);
4427 bombed = PlaceBomb(player);
4428 moved = MoveFigure(player, dx, dy);
4431 if (tape.single_step && tape.recording && !tape.pausing)
4433 if (button1 || (bombed && !moved))
4435 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
4436 SnapField(player, 0, 0); /* stop snapping */
4441 if (tape.recording && (moved || snapped || bombed))
4443 if (bombed && !moved)
4444 player_action &= JOY_BUTTON;
4446 stored_player_action[player->index_nr] = player_action;
4447 save_tape_entry = TRUE;
4449 else if (tape.playing && snapped)
4450 SnapField(player, 0, 0); /* stop snapping */
4452 stored_player_action[player->index_nr] = player_action;
4457 /* no actions for this player (no input at player's configured device) */
4459 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4460 SnapField(player, 0, 0);
4461 CheckGravityMovement(player);
4464 if (player->MovPos == 0) /* needed for tape.playing */
4465 player->is_moving = FALSE;
4468 if (player->MovPos == 0) /* needed for tape.playing */
4469 player->last_move_dir = MV_NO_MOVING;
4471 /* !!! CHECK THIS AGAIN !!!
4472 (Seems to be needed for some EL_ROBOT stuff, but breaks
4473 tapes when walking through pipes!)
4476 /* it seems that "player->last_move_dir" is misused as some sort of
4477 "player->is_just_moving_in_this_moment", which is needed for the
4478 robot stuff (robots don't kill players when they are moving)
4482 if (++player->frame_reset_delay > player->move_delay_value)
4487 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
4489 TapeRecordAction(stored_player_action);
4490 num_stored_actions = 0;
4491 save_tape_entry = FALSE;
4494 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
4496 TapeRecordAction(stored_player_action);
4497 num_stored_actions = 0;
4502 if (tape.playing && !tape.pausing && !player_action &&
4503 tape.counter < tape.length)
4505 int jx = player->jx, jy = player->jy;
4507 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
4509 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
4510 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
4512 int dx = (next_joy == JOY_LEFT ? -1 : +1);
4514 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
4516 int el = Feld[jx+dx][jy];
4517 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 :
4518 (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10);
4520 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
4522 player->MovDir = next_joy;
4523 player->Frame = FrameCounter % 4;
4524 player->Pushing = TRUE;
4534 static unsigned long action_delay = 0;
4535 unsigned long action_delay_value;
4536 int sieb_x = 0, sieb_y = 0;
4537 int i, x, y, element;
4538 byte *recorded_player_action;
4539 byte summarized_player_action = 0;
4541 if (game_status != PLAYING)
4544 action_delay_value =
4545 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4547 if (tape.playing && tape.index_search && !tape.pausing)
4548 action_delay_value = 0;
4550 /* ---------- main game synchronization point ---------- */
4552 WaitUntilDelayReached(&action_delay, action_delay_value);
4554 if (network_playing && !network_player_action_received)
4558 printf("DEBUG: try to get network player actions in time\n");
4562 #if defined(PLATFORM_UNIX)
4563 /* last chance to get network player actions without main loop delay */
4567 if (game_status != PLAYING)
4570 if (!network_player_action_received)
4574 printf("DEBUG: failed to get network player actions in time\n");
4584 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4586 for (i=0; i<MAX_PLAYERS; i++)
4588 summarized_player_action |= stored_player[i].action;
4590 if (!network_playing)
4591 stored_player[i].effective_action = stored_player[i].action;
4594 #if defined(PLATFORM_UNIX)
4595 if (network_playing)
4596 SendToServer_MovePlayer(summarized_player_action);
4599 if (!options.network && !setup.team_mode)
4600 local_player->effective_action = summarized_player_action;
4602 for (i=0; i<MAX_PLAYERS; i++)
4604 int actual_player_action = stored_player[i].effective_action;
4606 if (stored_player[i].programmed_action)
4607 actual_player_action = stored_player[i].programmed_action;
4609 if (recorded_player_action)
4610 actual_player_action = recorded_player_action[i];
4612 PlayerActions(&stored_player[i], actual_player_action);
4613 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4616 network_player_action_received = FALSE;
4618 ScrollScreen(NULL, SCROLL_GO_ON);
4624 if (TimeFrames == 0 && local_player->active)
4626 extern unsigned int last_RND();
4628 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
4629 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
4636 if (GameFrameDelay >= 500)
4637 printf("FrameCounter == %d\n", FrameCounter);
4646 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4649 if (JustStopped[x][y] > 0)
4650 JustStopped[x][y]--;
4653 if (IS_BLOCKED(x, y))
4657 Blocked2Moving(x, y, &oldx, &oldy);
4658 if (!IS_MOVING(oldx, oldy))
4660 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4661 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4662 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4663 printf("GameActions(): This should never happen!\n");
4669 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4671 element = Feld[x][y];
4673 if (IS_INACTIVE(element))
4676 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4680 if (IS_GEM(element) || element == EL_SP_INFOTRON)
4681 EdelsteinFunkeln(x, y);
4683 else if (IS_MOVING(x, y))
4684 ContinueMoving(x, y);
4685 else if (IS_ACTIVE_BOMB(element))
4686 CheckDynamite(x, y);
4688 else if (element == EL_EXPLODING && !game.explosions_delayed)
4689 Explode(x, y, Frame[x][y], EX_NORMAL);
4691 else if (element == EL_AMOEBING)
4692 AmoebeWaechst(x, y);
4693 else if (element == EL_DEAMOEBING)
4694 AmoebaDisappearing(x, y);
4696 #if !USE_NEW_AMOEBA_CODE
4697 else if (IS_AMOEBALIVE(element))
4698 AmoebeAbleger(x, y);
4701 else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
4703 else if (element == EL_ABLENK_EIN)
4705 else if (element == EL_TIMEGATE_SWITCH_ON)
4706 TimegateWheel(x, y);
4707 else if (element == EL_SALZSAEURE)
4709 else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
4711 else if (element == EL_CRACKINGNUT)
4713 else if (element == EL_PEARL_BREAKING)
4714 BreakingPearl(x, y);
4715 else if (element == EL_AUSGANG_ZU)
4716 AusgangstuerPruefen(x, y);
4717 else if (element == EL_AUSGANG_ACT)
4718 AusgangstuerOeffnen(x, y);
4719 else if (element == EL_AUSGANG_AUF)
4720 AusgangstuerBlinken(x, y);
4721 else if (element == EL_MAUERND)
4723 else if (element == EL_MAUER_LEBT ||
4724 element == EL_MAUER_X ||
4725 element == EL_MAUER_Y ||
4726 element == EL_MAUER_XY)
4728 else if (element == EL_BURNING)
4729 CheckForDragon(x, y);
4730 else if (element == EL_SP_BUG || element == EL_SP_BUG_ACTIVE)
4731 CheckBuggyBase(x, y);
4732 else if (element == EL_TRAP_INACTIVE || element == EL_TRAP_ACTIVE)
4734 else if (element == EL_SP_TERMINAL)
4735 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL);
4736 else if (element == EL_SP_TERMINAL_ACTIVE)
4737 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
4738 else if (IS_BELT(element))
4739 DrawBeltAnimation(x, y, element);
4740 else if (element == EL_SWITCHGATE_OPENING)
4741 OpenSwitchgate(x, y);
4742 else if (element == EL_SWITCHGATE_CLOSING)
4743 CloseSwitchgate(x, y);
4744 else if (element == EL_TIMEGATE_OPENING)
4746 else if (element == EL_TIMEGATE_CLOSING)
4747 CloseTimegate(x, y);
4748 else if (element == EL_EXTRA_TIME)
4749 DrawGraphicAnimation(x, y, GFX_EXTRA_TIME, 6, 4, ANIM_NORMAL);
4750 else if (element == EL_SHIELD_PASSIVE)
4752 DrawGraphicAnimation(x, y, GFX_SHIELD_PASSIVE, 6, 4, ANIM_NORMAL);
4753 if (!(FrameCounter % 4))
4754 PlaySoundLevel(x, y, SND_SHIELD_PASSIVE_ACTIVATED);
4756 else if (element == EL_SHIELD_ACTIVE)
4758 DrawGraphicAnimation(x, y, GFX_SHIELD_ACTIVE, 6, 4, ANIM_NORMAL);
4759 if (!(FrameCounter % 4))
4760 PlaySoundLevel(x, y, SND_SHIELD_ACTIVE_ACTIVATED);
4763 if (game.magic_wall_active)
4765 boolean sieb = FALSE;
4766 int jx = local_player->jx, jy = local_player->jy;
4768 if (element == EL_MAGIC_WALL_FULL ||
4769 element == EL_MAGIC_WALL_EMPTY ||
4770 element == EL_MAGIC_WALL_EMPTYING)
4772 SiebAktivieren(x, y, 1);
4775 else if (element == EL_MAGIC_WALL_BD_FULL ||
4776 element == EL_MAGIC_WALL_BD_EMPTY ||
4777 element == EL_MAGIC_WALL_BD_EMPTYING)
4779 SiebAktivieren(x, y, 2);
4783 /* play the element sound at the position nearest to the player */
4784 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
4792 #if USE_NEW_AMOEBA_CODE
4793 /* new experimental amoeba growth stuff */
4795 if (!(FrameCounter % 8))
4798 static unsigned long random = 1684108901;
4800 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
4803 x = (random >> 10) % lev_fieldx;
4804 y = (random >> 20) % lev_fieldy;
4806 x = RND(lev_fieldx);
4807 y = RND(lev_fieldy);
4809 element = Feld[x][y];
4811 if (!IS_PLAYER(x,y) &&
4812 (element == EL_LEERRAUM ||
4813 element == EL_ERDREICH ||
4814 element == EL_MORAST_LEER ||
4815 element == EL_BLURB_LEFT ||
4816 element == EL_BLURB_RIGHT))
4818 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBE_NASS) ||
4819 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBE_NASS) ||
4820 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBE_NASS) ||
4821 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBE_NASS))
4822 Feld[x][y] = EL_TROPFEN;
4825 random = random * 129 + 1;
4831 if (game.explosions_delayed)
4834 game.explosions_delayed = FALSE;
4836 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4838 element = Feld[x][y];
4840 if (ExplodeField[x][y])
4841 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
4842 else if (element == EL_EXPLODING)
4843 Explode(x, y, Frame[x][y], EX_NORMAL);
4845 ExplodeField[x][y] = EX_NO_EXPLOSION;
4848 game.explosions_delayed = TRUE;
4851 if (game.magic_wall_active)
4853 if (!(game.magic_wall_time_left % 4))
4855 int element = Feld[sieb_x][sieb_y];
4857 if (element == EL_MAGIC_WALL_BD_FULL ||
4858 element == EL_MAGIC_WALL_BD_EMPTY ||
4859 element == EL_MAGIC_WALL_BD_EMPTYING)
4860 PlaySoundLevel(sieb_x, sieb_y, SND_BD_MAGIC_WALL_RUNNING);
4862 PlaySoundLevel(sieb_x, sieb_y, SND_MAGIC_WALL_RUNNING);
4865 if (game.magic_wall_time_left > 0)
4867 game.magic_wall_time_left--;
4868 if (!game.magic_wall_time_left)
4870 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4872 element = Feld[x][y];
4874 if (element == EL_MAGIC_WALL_EMPTY ||
4875 element == EL_MAGIC_WALL_FULL)
4877 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4878 DrawLevelField(x, y);
4880 else if (element == EL_MAGIC_WALL_BD_EMPTY ||
4881 element == EL_MAGIC_WALL_BD_FULL)
4883 Feld[x][y] = EL_MAGIC_WALL_BD_DEAD;
4884 DrawLevelField(x, y);
4888 game.magic_wall_active = FALSE;
4893 if (game.light_time_left > 0)
4895 game.light_time_left--;
4897 if (game.light_time_left == 0)
4899 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4901 element = Feld[x][y];
4903 if (element == EL_LIGHT_SWITCH_ON)
4905 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
4906 DrawLevelField(x, y);
4908 else if (element == EL_INVISIBLE_STEEL ||
4909 element == EL_UNSICHTBAR ||
4910 element == EL_SAND_INVISIBLE)
4911 DrawLevelField(x, y);
4916 if (game.timegate_time_left > 0)
4918 game.timegate_time_left--;
4920 if (game.timegate_time_left == 0)
4921 CloseAllOpenTimegates();
4924 if (TimeFrames >= (1000 / GameFrameDelay))
4929 for (i=0; i<MAX_PLAYERS; i++)
4931 if (SHIELD_ON(&stored_player[i]))
4933 stored_player[i].shield_passive_time_left--;
4935 if (stored_player[i].shield_active_time_left > 0)
4936 stored_player[i].shield_active_time_left--;
4940 if (tape.recording || tape.playing)
4941 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
4947 if (TimeLeft <= 10 && setup.time_limit)
4948 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MAX_RIGHT);
4950 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
4952 if (!TimeLeft && setup.time_limit)
4953 for (i=0; i<MAX_PLAYERS; i++)
4954 KillHero(&stored_player[i]);
4956 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
4957 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
4962 if (options.debug) /* calculate frames per second */
4964 static unsigned long fps_counter = 0;
4965 static int fps_frames = 0;
4966 unsigned long fps_delay_ms = Counter() - fps_counter;
4970 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
4972 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
4975 fps_counter = Counter();
4978 redraw_mask |= REDRAW_FPS;
4982 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
4984 int min_x = x, min_y = y, max_x = x, max_y = y;
4987 for (i=0; i<MAX_PLAYERS; i++)
4989 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4991 if (!stored_player[i].active || &stored_player[i] == player)
4994 min_x = MIN(min_x, jx);
4995 min_y = MIN(min_y, jy);
4996 max_x = MAX(max_x, jx);
4997 max_y = MAX(max_y, jy);
5000 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
5003 static boolean AllPlayersInVisibleScreen()
5007 for (i=0; i<MAX_PLAYERS; i++)
5009 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5011 if (!stored_player[i].active)
5014 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5021 void ScrollLevel(int dx, int dy)
5023 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
5026 BlitBitmap(drawto_field, drawto_field,
5027 FX + TILEX*(dx == -1) - softscroll_offset,
5028 FY + TILEY*(dy == -1) - softscroll_offset,
5029 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
5030 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
5031 FX + TILEX*(dx == 1) - softscroll_offset,
5032 FY + TILEY*(dy == 1) - softscroll_offset);
5036 x = (dx == 1 ? BX1 : BX2);
5037 for (y=BY1; y<=BY2; y++)
5038 DrawScreenField(x, y);
5042 y = (dy == 1 ? BY1 : BY2);
5043 for (x=BX1; x<=BX2; x++)
5044 DrawScreenField(x, y);
5047 redraw_mask |= REDRAW_FIELD;
5050 static void CheckGravityMovement(struct PlayerInfo *player)
5052 if (level.gravity && !player->programmed_action)
5054 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
5055 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
5057 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
5058 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
5059 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
5060 int jx = player->jx, jy = player->jy;
5061 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
5062 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
5063 int new_jx = jx + dx, new_jy = jy + dy;
5064 boolean field_under_player_is_free =
5065 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
5066 boolean player_is_moving_to_valid_field =
5067 (IN_LEV_FIELD(new_jx, new_jy) &&
5068 (Feld[new_jx][new_jy] == EL_SP_BASE ||
5069 Feld[new_jx][new_jy] == EL_ERDREICH));
5071 if (field_under_player_is_free &&
5072 !player_is_moving_to_valid_field &&
5073 !IS_TUBE(Feld[jx][jy]))
5074 player->programmed_action = MV_DOWN;
5078 boolean MoveFigureOneStep(struct PlayerInfo *player,
5079 int dx, int dy, int real_dx, int real_dy)
5081 int jx = player->jx, jy = player->jy;
5082 int new_jx = jx+dx, new_jy = jy+dy;
5086 if (!player->active || (!dx && !dy))
5087 return MF_NO_ACTION;
5089 player->MovDir = (dx < 0 ? MV_LEFT :
5092 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5094 if (!IN_LEV_FIELD(new_jx, new_jy))
5095 return MF_NO_ACTION;
5097 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
5098 return MF_NO_ACTION;
5101 element = MovingOrBlocked2Element(new_jx, new_jy);
5103 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
5106 if (DONT_GO_TO(element))
5108 if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
5111 Feld[jx][jy] = EL_SPIELFIGUR;
5112 InitMovingField(jx, jy, MV_DOWN);
5113 Store[jx][jy] = EL_SALZSAEURE;
5114 ContinueMoving(jx, jy);
5118 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
5123 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
5124 if (can_move != MF_MOVING)
5127 StorePlayer[jx][jy] = 0;
5128 player->last_jx = jx;
5129 player->last_jy = jy;
5130 jx = player->jx = new_jx;
5131 jy = player->jy = new_jy;
5132 StorePlayer[jx][jy] = player->element_nr;
5135 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
5137 ScrollFigure(player, SCROLL_INIT);
5142 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
5144 int jx = player->jx, jy = player->jy;
5145 int old_jx = jx, old_jy = jy;
5146 int moved = MF_NO_ACTION;
5148 if (!player->active || (!dx && !dy))
5152 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5156 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5157 !(tape.playing && tape.game_version < GAME_VERSION_2_0))
5161 /* remove the last programmed player action */
5162 player->programmed_action = 0;
5166 /* should only happen if pre-1.2 tape recordings are played */
5167 /* this is only for backward compatibility */
5169 int original_move_delay_value = player->move_delay_value;
5172 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
5175 /* scroll remaining steps with finest movement resolution */
5176 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
5178 while (player->MovPos)
5180 ScrollFigure(player, SCROLL_GO_ON);
5181 ScrollScreen(NULL, SCROLL_GO_ON);
5187 player->move_delay_value = original_move_delay_value;
5190 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
5192 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
5193 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5197 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5198 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5204 if (moved & MF_MOVING && !ScreenMovPos &&
5205 (player == local_player || !options.network))
5207 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5208 int offset = (setup.scroll_delay ? 3 : 0);
5210 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5212 /* actual player has left the screen -- scroll in that direction */
5213 if (jx != old_jx) /* player has moved horizontally */
5214 scroll_x += (jx - old_jx);
5215 else /* player has moved vertically */
5216 scroll_y += (jy - old_jy);
5220 if (jx != old_jx) /* player has moved horizontally */
5222 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5223 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5224 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5226 /* don't scroll over playfield boundaries */
5227 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5228 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5230 /* don't scroll more than one field at a time */
5231 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5233 /* don't scroll against the player's moving direction */
5234 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5235 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5236 scroll_x = old_scroll_x;
5238 else /* player has moved vertically */
5240 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5241 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5242 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5244 /* don't scroll over playfield boundaries */
5245 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5246 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5248 /* don't scroll more than one field at a time */
5249 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5251 /* don't scroll against the player's moving direction */
5252 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5253 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5254 scroll_y = old_scroll_y;
5258 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5260 if (!options.network && !AllPlayersInVisibleScreen())
5262 scroll_x = old_scroll_x;
5263 scroll_y = old_scroll_y;
5267 ScrollScreen(player, SCROLL_INIT);
5268 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5273 if (!(moved & MF_MOVING) && !player->Pushing)
5276 player->Frame = (player->Frame + 1) % 4;
5278 if (moved & MF_MOVING)
5280 if (old_jx != jx && old_jy == jy)
5281 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5282 else if (old_jx == jx && old_jy != jy)
5283 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5285 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
5287 player->last_move_dir = player->MovDir;
5288 player->is_moving = TRUE;
5292 CheckGravityMovement(player);
5295 player->last_move_dir = MV_NO_MOVING;
5297 player->is_moving = FALSE;
5300 TestIfHeroTouchesBadThing(jx, jy);
5302 if (!player->active)
5308 void ScrollFigure(struct PlayerInfo *player, int mode)
5310 int jx = player->jx, jy = player->jy;
5311 int last_jx = player->last_jx, last_jy = player->last_jy;
5312 int move_stepsize = TILEX / player->move_delay_value;
5314 if (!player->active || !player->MovPos)
5317 if (mode == SCROLL_INIT)
5319 player->actual_frame_counter = FrameCounter;
5320 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5322 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
5323 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5328 else if (!FrameReached(&player->actual_frame_counter, 1))
5331 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5332 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5334 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5335 Feld[last_jx][last_jy] = EL_LEERRAUM;
5337 /* before DrawPlayer() to draw correct player graphic for this case */
5338 if (player->MovPos == 0)
5339 CheckGravityMovement(player);
5343 if (player->MovPos == 0)
5345 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
5347 /* continue with normal speed after quickly moving through gate */
5348 HALVE_PLAYER_SPEED(player);
5350 /* be able to make the next move without delay */
5351 player->move_delay = 0;
5354 player->last_jx = jx;
5355 player->last_jy = jy;
5357 if (Feld[jx][jy] == EL_AUSGANG_AUF)
5361 if (!local_player->friends_still_needed)
5362 player->LevelSolved = player->GameOver = TRUE;
5365 if (tape.single_step && tape.recording && !tape.pausing &&
5366 !player->programmed_action)
5367 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5371 void ScrollScreen(struct PlayerInfo *player, int mode)
5373 static unsigned long screen_frame_counter = 0;
5375 if (mode == SCROLL_INIT)
5377 /* set scrolling step size according to actual player's moving speed */
5378 ScrollStepSize = TILEX / player->move_delay_value;
5380 screen_frame_counter = FrameCounter;
5381 ScreenMovDir = player->MovDir;
5382 ScreenMovPos = player->MovPos;
5383 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5386 else if (!FrameReached(&screen_frame_counter, 1))
5391 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5392 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5393 redraw_mask |= REDRAW_FIELD;
5396 ScreenMovDir = MV_NO_MOVING;
5399 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
5401 int i, kill_x = -1, kill_y = -1;
5402 static int test_xy[4][2] =
5409 static int test_dir[4] =
5419 int test_x, test_y, test_move_dir, test_element;
5421 test_x = good_x + test_xy[i][0];
5422 test_y = good_y + test_xy[i][1];
5423 if (!IN_LEV_FIELD(test_x, test_y))
5427 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5430 test_element = Feld[test_x][test_y];
5432 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
5435 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5436 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5438 if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) ||
5439 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
5447 if (kill_x != -1 || kill_y != -1)
5449 if (IS_PLAYER(good_x, good_y))
5451 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
5453 if (player->shield_active_time_left > 0)
5454 Bang(kill_x, kill_y);
5455 else if (!PLAYER_PROTECTED(good_x, good_y))
5459 Bang(good_x, good_y);
5463 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
5465 int i, kill_x = -1, kill_y = -1;
5466 int bad_element = Feld[bad_x][bad_y];
5467 static int test_xy[4][2] =
5474 static int test_dir[4] =
5482 if (bad_element == EL_EXPLODING) /* skip just exploding bad things */
5487 int test_x, test_y, test_move_dir, test_element;
5489 test_x = bad_x + test_xy[i][0];
5490 test_y = bad_y + test_xy[i][1];
5491 if (!IN_LEV_FIELD(test_x, test_y))
5495 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5497 test_element = Feld[test_x][test_y];
5499 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5500 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5502 if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) ||
5503 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
5505 /* good thing is player or penguin that does not move away */
5506 if (IS_PLAYER(test_x, test_y))
5508 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
5510 if (bad_element == EL_ROBOT && player->is_moving)
5511 continue; /* robot does not kill player if he is moving */
5517 else if (test_element == EL_PINGUIN)
5526 if (kill_x != -1 || kill_y != -1)
5528 if (IS_PLAYER(kill_x, kill_y))
5530 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
5533 int dir = player->MovDir;
5534 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5535 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5537 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5538 newx != bad_x && newy != bad_y)
5539 ; /* robot does not kill player if he is moving */
5541 printf("-> %d\n", player->MovDir);
5543 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5544 newx != bad_x && newy != bad_y)
5545 ; /* robot does not kill player if he is moving */
5550 if (player->shield_active_time_left > 0)
5552 else if (!PLAYER_PROTECTED(kill_x, kill_y))
5556 Bang(kill_x, kill_y);
5560 void TestIfHeroTouchesBadThing(int x, int y)
5562 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5565 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
5567 TestIfGoodThingHitsBadThing(x, y, move_dir);
5570 void TestIfBadThingTouchesHero(int x, int y)
5572 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5575 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
5577 TestIfBadThingHitsGoodThing(x, y, move_dir);
5580 void TestIfFriendTouchesBadThing(int x, int y)
5582 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5585 void TestIfBadThingTouchesFriend(int x, int y)
5587 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5590 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
5592 int i, kill_x = bad_x, kill_y = bad_y;
5593 static int xy[4][2] =
5605 x = bad_x + xy[i][0];
5606 y = bad_y + xy[i][1];
5607 if (!IN_LEV_FIELD(x, y))
5610 element = Feld[x][y];
5611 if (IS_AMOEBOID(element) || element == EL_LIFE ||
5612 element == EL_AMOEBING || element == EL_TROPFEN)
5620 if (kill_x != bad_x || kill_y != bad_y)
5624 void KillHero(struct PlayerInfo *player)
5626 int jx = player->jx, jy = player->jy;
5628 if (!player->active)
5631 if (IS_PFORTE(Feld[jx][jy]))
5632 Feld[jx][jy] = EL_LEERRAUM;
5634 /* deactivate shield (else Bang()/Explode() would not work right) */
5635 player->shield_passive_time_left = 0;
5636 player->shield_active_time_left = 0;
5642 static void KillHeroUnlessProtected(int x, int y)
5644 if (!PLAYER_PROTECTED(x, y))
5645 KillHero(PLAYERINFO(x, y));
5648 void BuryHero(struct PlayerInfo *player)
5650 int jx = player->jx, jy = player->jy;
5652 if (!player->active)
5655 PlaySoundLevel(jx, jy, SND_PLAYER_DYING);
5656 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
5658 player->GameOver = TRUE;
5662 void RemoveHero(struct PlayerInfo *player)
5664 int jx = player->jx, jy = player->jy;
5665 int i, found = FALSE;
5667 player->present = FALSE;
5668 player->active = FALSE;
5670 if (!ExplodeField[jx][jy])
5671 StorePlayer[jx][jy] = 0;
5673 for (i=0; i<MAX_PLAYERS; i++)
5674 if (stored_player[i].active)
5678 AllPlayersGone = TRUE;
5684 int DigField(struct PlayerInfo *player,
5685 int x, int y, int real_dx, int real_dy, int mode)
5687 int jx = player->jx, jy = player->jy;
5688 int dx = x - jx, dy = y - jy;
5689 int move_direction = (dx == -1 ? MV_LEFT :
5690 dx == +1 ? MV_RIGHT :
5692 dy == +1 ? MV_DOWN : MV_NO_MOVING);
5695 if (player->MovPos == 0)
5696 player->Pushing = FALSE;
5698 if (mode == DF_NO_PUSH)
5700 player->Switching = FALSE;
5701 player->push_delay = 0;
5702 return MF_NO_ACTION;
5705 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
5706 return MF_NO_ACTION;
5708 if (IS_TUBE(Feld[jx][jy]))
5711 int tube_leave_directions[][2] =
5713 { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5714 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5715 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5716 { EL_TUBE_VERT_LEFT, MV_LEFT | MV_UP | MV_DOWN },
5717 { EL_TUBE_VERT_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
5718 { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_UP },
5719 { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
5720 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
5721 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
5722 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
5723 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
5724 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
5727 while (tube_leave_directions[i][0] != Feld[jx][jy])
5730 if (tube_leave_directions[i][0] == -1) /* should not happen */
5734 if (!(tube_leave_directions[i][1] & move_direction))
5735 return MF_NO_ACTION; /* tube has no opening in this direction */
5738 element = Feld[x][y];
5744 case EL_SAND_INVISIBLE:
5745 case EL_TRAP_INACTIVE:
5750 if (element == EL_LEERRAUM)
5751 PlaySoundLevel(x, y, SND_EMPTY_SPACE_DIGGING);
5752 else if (element == EL_ERDREICH)
5753 PlaySoundLevel(x, y, SND_SAND_DIGGING);
5754 else if (element == EL_SAND_INVISIBLE)
5755 PlaySoundLevel(x, y, SND_SAND_INVISIBLE_DIGGING);
5756 else if (element == EL_TRAP_INACTIVE)
5757 PlaySoundLevel(x, y, SND_TRAP_INACTIVE_DIGGING);
5758 else if (element == EL_SP_BASE)
5759 PlaySoundLevel(x, y, SND_SP_BASE_DIGGING);
5760 else if (element == EL_SP_BUG)
5761 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_DIGGING);
5765 case EL_EDELSTEIN_BD:
5766 case EL_EDELSTEIN_GELB:
5767 case EL_EDELSTEIN_ROT:
5768 case EL_EDELSTEIN_LILA:
5770 case EL_SP_INFOTRON:
5774 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 :
5775 element == EL_PEARL ? 5 :
5776 element == EL_CRYSTAL ? 8 : 1);
5777 if (local_player->gems_still_needed < 0)
5778 local_player->gems_still_needed = 0;
5779 RaiseScoreElement(element);
5780 DrawText(DX_EMERALDS, DY_EMERALDS,
5781 int2str(local_player->gems_still_needed, 3),
5782 FS_SMALL, FC_YELLOW);
5784 if (element == EL_EDELSTEIN_BD)
5785 PlaySoundLevel(x, y, SND_BD_DIAMOND_COLLECTING);
5786 else if (element == EL_DIAMANT)
5787 PlaySoundLevel(x, y, SND_DIAMOND_COLLECTING);
5788 else if (element == EL_SP_INFOTRON)
5789 PlaySoundLevel(x, y, SND_SP_INFOTRON_COLLECTING);
5790 else if (element == EL_PEARL)
5791 PlaySoundLevel(x, y, SND_PEARL_COLLECTING);
5792 else if (element == EL_CRYSTAL)
5793 PlaySoundLevel(x, y, SND_CRYSTAL_COLLECTING);
5794 else /* EL_EDELSTEIN style element */
5795 PlaySoundLevel(x, y, SND_EMERALD_COLLECTING);
5800 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
5801 PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
5805 Feld[x][y] = EL_LEERRAUM;
5806 PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
5814 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5816 PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MAX_RIGHT);
5819 case EL_SHIELD_PASSIVE:
5821 player->shield_passive_time_left += 10;
5822 PlaySoundLevel(x, y, SND_SHIELD_PASSIVE_COLLECTING);
5825 case EL_SHIELD_ACTIVE:
5827 player->shield_passive_time_left += 10;
5828 player->shield_active_time_left += 10;
5829 PlaySoundLevel(x, y, SND_SHIELD_ACTIVE_COLLECTING);
5832 case EL_DYNAMITE_INACTIVE:
5833 case EL_SP_DISK_RED:
5836 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5837 DrawText(DX_DYNAMITE, DY_DYNAMITE,
5838 int2str(local_player->dynamite, 3),
5839 FS_SMALL, FC_YELLOW);
5840 if (element == EL_SP_DISK_RED)
5841 PlaySoundLevel(x, y, SND_SP_DISK_RED_COLLECTING);
5843 PlaySoundLevel(x, y, SND_DYNAMITE_COLLECTING);
5846 case EL_DYNABOMB_NR:
5848 player->dynabomb_count++;
5849 player->dynabombs_left++;
5850 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5851 PlaySoundLevel(x, y, SND_DYNABOMB_NR_COLLECTING);
5854 case EL_DYNABOMB_SZ:
5856 player->dynabomb_size++;
5857 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5858 PlaySoundLevel(x, y, SND_DYNABOMB_SZ_COLLECTING);
5861 case EL_DYNABOMB_XL:
5863 player->dynabomb_xl = TRUE;
5864 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5865 PlaySoundLevel(x, y, SND_DYNABOMB_XL_COLLECTING);
5868 case EL_SCHLUESSEL1:
5869 case EL_SCHLUESSEL2:
5870 case EL_SCHLUESSEL3:
5871 case EL_SCHLUESSEL4:
5873 int key_nr = element - EL_SCHLUESSEL1;
5876 player->key[key_nr] = TRUE;
5877 RaiseScoreElement(EL_SCHLUESSEL);
5878 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5879 GFX_SCHLUESSEL1 + key_nr);
5880 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5881 GFX_SCHLUESSEL1 + key_nr);
5882 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
5891 int key_nr = element - EL_EM_KEY_1;
5894 player->key[key_nr] = TRUE;
5895 RaiseScoreElement(EL_SCHLUESSEL);
5896 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5897 GFX_SCHLUESSEL1 + key_nr);
5898 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5899 GFX_SCHLUESSEL1 + key_nr);
5900 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
5905 Feld[x][y] = EL_ABLENK_EIN;
5908 DrawLevelField(x, y);
5909 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
5913 case EL_SP_TERMINAL:
5917 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
5919 for (yy=0; yy<lev_fieldy; yy++)
5921 for (xx=0; xx<lev_fieldx; xx++)
5923 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
5925 else if (Feld[xx][yy] == EL_SP_TERMINAL)
5926 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
5934 case EL_BELT1_SWITCH_LEFT:
5935 case EL_BELT1_SWITCH_MIDDLE:
5936 case EL_BELT1_SWITCH_RIGHT:
5937 case EL_BELT2_SWITCH_LEFT:
5938 case EL_BELT2_SWITCH_MIDDLE:
5939 case EL_BELT2_SWITCH_RIGHT:
5940 case EL_BELT3_SWITCH_LEFT:
5941 case EL_BELT3_SWITCH_MIDDLE:
5942 case EL_BELT3_SWITCH_RIGHT:
5943 case EL_BELT4_SWITCH_LEFT:
5944 case EL_BELT4_SWITCH_MIDDLE:
5945 case EL_BELT4_SWITCH_RIGHT:
5946 if (!player->Switching)
5948 player->Switching = TRUE;
5949 ToggleBeltSwitch(x, y);
5950 PlaySoundLevel(x, y, SND_CONVEYOR_BELT_SWITCH_ACTIVATING);
5955 case EL_SWITCHGATE_SWITCH_1:
5956 case EL_SWITCHGATE_SWITCH_2:
5957 if (!player->Switching)
5959 player->Switching = TRUE;
5960 ToggleSwitchgateSwitch(x, y);
5961 PlaySoundLevel(x, y, SND_SWITCHGATE_SWITCH_ACTIVATING);
5966 case EL_LIGHT_SWITCH_OFF:
5967 case EL_LIGHT_SWITCH_ON:
5968 if (!player->Switching)
5970 player->Switching = TRUE;
5971 ToggleLightSwitch(x, y);
5972 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH_OFF ?
5973 SND_LIGHT_SWITCH_ACTIVATING :
5974 SND_LIGHT_SWITCH_DEACTIVATING);
5979 case EL_TIMEGATE_SWITCH_OFF:
5980 ActivateTimegateSwitch(x, y);
5981 PlaySoundLevel(x, y, SND_TIMEGATE_WHEEL_ACTIVATING);
5986 case EL_BALLOON_SEND_LEFT:
5987 case EL_BALLOON_SEND_RIGHT:
5988 case EL_BALLOON_SEND_UP:
5989 case EL_BALLOON_SEND_DOWN:
5990 case EL_BALLOON_SEND_ANY:
5991 if (element == EL_BALLOON_SEND_ANY)
5992 game.balloon_dir = move_direction;
5994 game.balloon_dir = (element == EL_BALLOON_SEND_LEFT ? MV_LEFT :
5995 element == EL_BALLOON_SEND_RIGHT ? MV_RIGHT :
5996 element == EL_BALLOON_SEND_UP ? MV_UP :
5997 element == EL_BALLOON_SEND_DOWN ? MV_DOWN :
6004 if (local_player->gems_still_needed > 0)
6005 return MF_NO_ACTION;
6007 player->LevelSolved = player->GameOver = TRUE;
6008 PlaySoundStereo(SND_SP_EXIT_ENTERING, SOUND_MAX_RIGHT);
6011 /* the following elements cannot be pushed by "snapping" */
6012 case EL_FELSBROCKEN:
6014 case EL_DX_SUPABOMB:
6018 case EL_SP_DISK_ORANGE:
6020 if (mode == DF_SNAP)
6021 return MF_NO_ACTION;
6022 /* no "break" -- fall through to next case */
6023 /* the following elements can be pushed by "snapping" */
6026 return MF_NO_ACTION;
6028 player->Pushing = TRUE;
6030 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6031 return MF_NO_ACTION;
6035 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6036 return MF_NO_ACTION;
6039 if (player->push_delay == 0)
6040 player->push_delay = FrameCounter;
6042 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6043 !tape.playing && element != EL_SPRING)
6044 return MF_NO_ACTION;
6046 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6047 !(tape.playing && tape.game_version < GAME_VERSION_2_0) &&
6048 element != EL_SPRING)
6049 return MF_NO_ACTION;
6052 if (mode == DF_SNAP)
6054 InitMovingField(x, y, move_direction);
6055 ContinueMoving(x, y);
6060 Feld[x+dx][y+dy] = element;
6063 if (element == EL_SPRING)
6065 Feld[x+dx][y+dy] = EL_SPRING_MOVING;
6066 MovDir[x+dx][y+dy] = move_direction;
6069 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
6071 DrawLevelField(x+dx, y+dy);
6072 if (element == EL_FELSBROCKEN)
6073 PlaySoundLevel(x+dx, y+dy, SND_ROCK_PUSHING);
6074 else if (element == EL_BD_ROCK)
6075 PlaySoundLevel(x+dx, y+dy, SND_BD_ROCK_PUSHING);
6076 else if (element == EL_BOMBE)
6077 PlaySoundLevel(x+dx, y+dy, SND_BOMB_PUSHING);
6078 else if (element == EL_DX_SUPABOMB)
6079 PlaySoundLevel(x+dx, y+dy, SND_DX_BOMB_PUSHING);
6080 else if (element == EL_KOKOSNUSS)
6081 PlaySoundLevel(x+dx, y+dy, SND_NUT_PUSHING);
6082 else if (element == EL_ZEIT_LEER)
6083 PlaySoundLevel(x+dx, y+dy, SND_TIME_ORB_EMPTY_PUSHING);
6084 else if (element == EL_SP_ZONK)
6085 PlaySoundLevel(x+dx, y+dy, SND_SP_ZONK_PUSHING);
6086 else if (element == EL_SP_DISK_ORANGE)
6087 PlaySoundLevel(x+dx, y+dy, SND_SP_DISK_ORANGE_PUSHING);
6088 else if (element == EL_SPRING)
6089 PlaySoundLevel(x+dx, y+dy, SND_SPRING_PUSHING);
6096 if (!player->key[element - EL_PFORTE1])
6097 return MF_NO_ACTION;
6104 if (!player->key[element - EL_PFORTE1X])
6105 return MF_NO_ACTION;
6112 if (!player->key[element - EL_EM_GATE_1])
6113 return MF_NO_ACTION;
6114 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6115 return MF_NO_ACTION;
6117 /* automatically move to the next field with double speed */
6118 player->programmed_action = move_direction;
6119 DOUBLE_PLAYER_SPEED(player);
6121 PlaySoundLevel(x, y, SND_GATE_PASSING);
6129 if (!player->key[element - EL_EM_GATE_1X])
6130 return MF_NO_ACTION;
6131 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6132 return MF_NO_ACTION;
6134 /* automatically move to the next field with double speed */
6135 player->programmed_action = move_direction;
6136 DOUBLE_PLAYER_SPEED(player);
6138 PlaySoundLevel(x, y, SND_GATE_PASSING);
6142 case EL_SWITCHGATE_OPEN:
6143 case EL_TIMEGATE_OPEN:
6144 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6145 return MF_NO_ACTION;
6147 /* automatically move to the next field with double speed */
6148 player->programmed_action = move_direction;
6149 DOUBLE_PLAYER_SPEED(player);
6151 if (element == EL_SWITCHGATE_OPEN)
6152 PlaySoundLevel(x, y, SND_SWITCHGATE_PASSING);
6154 PlaySoundLevel(x, y, SND_TIMEGATE_PASSING);
6158 case EL_SP_PORT1_LEFT:
6159 case EL_SP_PORT2_LEFT:
6160 case EL_SP_PORT1_RIGHT:
6161 case EL_SP_PORT2_RIGHT:
6162 case EL_SP_PORT1_UP:
6163 case EL_SP_PORT2_UP:
6164 case EL_SP_PORT1_DOWN:
6165 case EL_SP_PORT2_DOWN:
6170 element != EL_SP_PORT1_LEFT &&
6171 element != EL_SP_PORT2_LEFT &&
6172 element != EL_SP_PORT_X &&
6173 element != EL_SP_PORT_XY) ||
6175 element != EL_SP_PORT1_RIGHT &&
6176 element != EL_SP_PORT2_RIGHT &&
6177 element != EL_SP_PORT_X &&
6178 element != EL_SP_PORT_XY) ||
6180 element != EL_SP_PORT1_UP &&
6181 element != EL_SP_PORT2_UP &&
6182 element != EL_SP_PORT_Y &&
6183 element != EL_SP_PORT_XY) ||
6185 element != EL_SP_PORT1_DOWN &&
6186 element != EL_SP_PORT2_DOWN &&
6187 element != EL_SP_PORT_Y &&
6188 element != EL_SP_PORT_XY) ||
6189 !IN_LEV_FIELD(x + dx, y + dy) ||
6190 !IS_FREE(x + dx, y + dy))
6191 return MF_NO_ACTION;
6193 /* automatically move to the next field with double speed */
6194 player->programmed_action = move_direction;
6195 DOUBLE_PLAYER_SPEED(player);
6197 PlaySoundLevel(x, y, SND_SP_PORT_PASSING);
6201 case EL_TUBE_VERTICAL:
6202 case EL_TUBE_HORIZONTAL:
6203 case EL_TUBE_VERT_LEFT:
6204 case EL_TUBE_VERT_RIGHT:
6205 case EL_TUBE_HORIZ_UP:
6206 case EL_TUBE_HORIZ_DOWN:
6207 case EL_TUBE_LEFT_UP:
6208 case EL_TUBE_LEFT_DOWN:
6209 case EL_TUBE_RIGHT_UP:
6210 case EL_TUBE_RIGHT_DOWN:
6213 int tube_enter_directions[][2] =
6215 { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6216 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6217 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6218 { EL_TUBE_VERT_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
6219 { EL_TUBE_VERT_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
6220 { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
6221 { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
6222 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
6223 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
6224 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
6225 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
6226 { -1, MV_NO_MOVING }
6229 while (tube_enter_directions[i][0] != element)
6232 if (tube_enter_directions[i][0] == -1) /* should not happen */
6236 if (!(tube_enter_directions[i][1] & move_direction))
6237 return MF_NO_ACTION; /* tube has no opening in this direction */
6242 case EL_AUSGANG_ACT:
6243 /* door is not (yet) open */
6244 return MF_NO_ACTION;
6247 case EL_AUSGANG_AUF:
6248 if (mode == DF_SNAP)
6249 return MF_NO_ACTION;
6251 PlaySoundLevel(x, y, SND_EXIT_ENTERING);
6256 Feld[x][y] = EL_BIRNE_EIN;
6257 local_player->lights_still_needed--;
6258 DrawLevelField(x, y);
6259 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
6264 Feld[x][y] = EL_ZEIT_LEER;
6266 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
6267 DrawLevelField(x, y);
6268 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MAX_RIGHT);
6272 case EL_SOKOBAN_FELD_LEER:
6275 case EL_SOKOBAN_OBJEKT:
6276 case EL_SOKOBAN_FELD_VOLL:
6278 case EL_SP_DISK_YELLOW:
6280 if (mode == DF_SNAP)
6281 return MF_NO_ACTION;
6283 player->Pushing = TRUE;
6285 if (!IN_LEV_FIELD(x+dx, y+dy)
6286 || (!IS_FREE(x+dx, y+dy)
6287 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
6288 || !IS_SB_ELEMENT(element))))
6289 return MF_NO_ACTION;
6293 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6294 return MF_NO_ACTION;
6296 else if (dy && real_dx)
6298 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
6299 return MF_NO_ACTION;
6302 if (player->push_delay == 0)
6303 player->push_delay = FrameCounter;
6305 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6306 !tape.playing && element != EL_BALLOON)
6307 return MF_NO_ACTION;
6309 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6310 !(tape.playing && tape.game_version < GAME_VERSION_2_0) &&
6311 element != EL_BALLOON)
6312 return MF_NO_ACTION;
6315 if (IS_SB_ELEMENT(element))
6317 if (element == EL_SOKOBAN_FELD_VOLL)
6319 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
6320 local_player->sokobanfields_still_needed++;
6325 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
6327 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
6328 local_player->sokobanfields_still_needed--;
6329 if (element == EL_SOKOBAN_OBJEKT)
6330 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_FILLING);
6332 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6336 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
6337 if (element == EL_SOKOBAN_FELD_VOLL)
6338 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_CLEARING);
6340 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6346 Feld[x+dx][y+dy] = element;
6349 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
6351 DrawLevelField(x, y);
6352 DrawLevelField(x+dx, y+dy);
6353 if (element == EL_SONDE)
6354 PlaySoundLevel(x+dx, y+dy, SND_SATELLITE_PUSHING);
6355 else if (element == EL_SP_DISK_YELLOW)
6356 PlaySoundLevel(x+dx, y+dy, SND_SP_DISK_YELLOW_PUSHING);
6357 else if (element == EL_BALLOON)
6358 PlaySoundLevel(x+dx, y+dy, SND_BALLOON_PUSHING);
6360 if (IS_SB_ELEMENT(element) &&
6361 local_player->sokobanfields_still_needed == 0 &&
6362 game.emulation == EMU_SOKOBAN)
6364 player->LevelSolved = player->GameOver = TRUE;
6365 PlaySoundLevel(x, y, SND_SOKOBAN_GAME_SOLVING);
6376 return MF_NO_ACTION;
6379 player->push_delay = 0;
6384 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
6386 int jx = player->jx, jy = player->jy;
6387 int x = jx + dx, y = jy + dy;
6389 if (!player->active || !IN_LEV_FIELD(x, y))
6397 if (player->MovPos == 0)
6398 player->Pushing = FALSE;
6400 player->snapped = FALSE;
6404 if (player->snapped)
6407 player->MovDir = (dx < 0 ? MV_LEFT :
6410 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6412 if (!DigField(player, x, y, 0, 0, DF_SNAP))
6415 player->snapped = TRUE;
6416 DrawLevelField(x, y);
6422 boolean PlaceBomb(struct PlayerInfo *player)
6424 int jx = player->jx, jy = player->jy;
6427 if (!player->active || player->MovPos)
6430 element = Feld[jx][jy];
6432 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
6433 IS_ACTIVE_BOMB(element) || element == EL_EXPLODING)
6436 if (element != EL_LEERRAUM)
6437 Store[jx][jy] = element;
6439 if (player->dynamite)
6441 Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
6442 MovDelay[jx][jy] = 96;
6444 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6445 FS_SMALL, FC_YELLOW);
6446 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6448 if (game.emulation == EMU_SUPAPLEX)
6449 DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
6451 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
6454 PlaySoundLevel(jx, jy, SND_DYNAMITE_PLACING);
6458 Feld[jx][jy] = EL_DYNABOMB_ACTIVE_1 + (player->element_nr - EL_SPIELER1);
6459 MovDelay[jx][jy] = 96;
6460 player->dynabombs_left--;
6461 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6462 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
6464 PlaySoundLevel(jx, jy, SND_DYNABOMB_PLACING);
6470 void PlaySoundLevel(int x, int y, int nr)
6472 static int loop_sound_frame[NUM_SOUND_EFFECTS];
6473 static int loop_sound_volume[NUM_SOUND_EFFECTS];
6474 int sx = SCREENX(x), sy = SCREENY(y);
6475 int volume, stereo_position;
6476 int max_distance = 8;
6477 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
6479 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
6480 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
6483 if (!IN_LEV_FIELD(x, y) ||
6484 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
6485 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
6488 volume = SOUND_MAX_VOLUME;
6490 if (!IN_SCR_FIELD(sx, sy))
6492 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
6493 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
6495 volume -= volume * (dx > dy ? dx : dy) / max_distance;
6498 stereo_position = (SOUND_MAX_LEFT +
6499 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
6500 (SCR_FIELDX + 2 * max_distance));
6502 if (IS_LOOP_SOUND(nr))
6504 /* This assures that quieter loop sounds do not overwrite louder ones,
6505 while restarting sound volume comparison with each new game frame. */
6507 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
6510 loop_sound_volume[nr] = volume;
6511 loop_sound_frame[nr] = FrameCounter;
6514 PlaySoundExt(nr, volume, stereo_position, type);
6517 void RaiseScore(int value)
6519 local_player->score += value;
6520 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
6521 FS_SMALL, FC_YELLOW);
6524 void RaiseScoreElement(int element)
6529 case EL_EDELSTEIN_BD:
6530 case EL_EDELSTEIN_GELB:
6531 case EL_EDELSTEIN_ROT:
6532 case EL_EDELSTEIN_LILA:
6533 RaiseScore(level.score[SC_EDELSTEIN]);
6536 RaiseScore(level.score[SC_DIAMANT]);
6540 RaiseScore(level.score[SC_KAEFER]);
6544 RaiseScore(level.score[SC_FLIEGER]);
6548 RaiseScore(level.score[SC_MAMPFER]);
6551 RaiseScore(level.score[SC_ROBOT]);
6554 RaiseScore(level.score[SC_PACMAN]);
6557 RaiseScore(level.score[SC_KOKOSNUSS]);
6559 case EL_DYNAMITE_INACTIVE:
6560 RaiseScore(level.score[SC_DYNAMIT]);
6563 RaiseScore(level.score[SC_SCHLUESSEL]);
6570 void RequestQuitGame(boolean ask_if_really_quit)
6572 if (AllPlayersGone ||
6573 !ask_if_really_quit ||
6574 level_editor_test_game ||
6575 Request("Do you really want to quit the game ?",
6576 REQ_ASK | REQ_STAY_CLOSED))
6578 #if defined(PLATFORM_UNIX)
6579 if (options.network)
6580 SendToServer_StopPlaying();
6584 game_status = MAINMENU;
6590 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
6595 /* ---------- new game button stuff ---------------------------------------- */
6597 /* graphic position values for game buttons */
6598 #define GAME_BUTTON_XSIZE 30
6599 #define GAME_BUTTON_YSIZE 30
6600 #define GAME_BUTTON_XPOS 5
6601 #define GAME_BUTTON_YPOS 215
6602 #define SOUND_BUTTON_XPOS 5
6603 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
6605 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6606 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6607 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6608 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6609 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6610 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6617 } gamebutton_info[NUM_GAME_BUTTONS] =
6620 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
6625 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
6630 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
6635 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
6636 SOUND_CTRL_ID_MUSIC,
6637 "background music on/off"
6640 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
6641 SOUND_CTRL_ID_LOOPS,
6642 "sound loops on/off"
6645 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
6646 SOUND_CTRL_ID_SIMPLE,
6647 "normal sounds on/off"
6651 void CreateGameButtons()
6655 for (i=0; i<NUM_GAME_BUTTONS; i++)
6657 Bitmap *gd_bitmap = pix[PIX_DOOR];
6658 struct GadgetInfo *gi;
6661 unsigned long event_mask;
6662 int gd_xoffset, gd_yoffset;
6663 int gd_x1, gd_x2, gd_y1, gd_y2;
6666 gd_xoffset = gamebutton_info[i].x;
6667 gd_yoffset = gamebutton_info[i].y;
6668 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
6669 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
6671 if (id == GAME_CTRL_ID_STOP ||
6672 id == GAME_CTRL_ID_PAUSE ||
6673 id == GAME_CTRL_ID_PLAY)
6675 button_type = GD_TYPE_NORMAL_BUTTON;
6677 event_mask = GD_EVENT_RELEASED;
6678 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6679 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6683 button_type = GD_TYPE_CHECK_BUTTON;
6685 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
6686 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
6687 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
6688 event_mask = GD_EVENT_PRESSED;
6689 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
6690 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6693 gi = CreateGadget(GDI_CUSTOM_ID, id,
6694 GDI_INFO_TEXT, gamebutton_info[i].infotext,
6695 GDI_X, DX + gd_xoffset,
6696 GDI_Y, DY + gd_yoffset,
6697 GDI_WIDTH, GAME_BUTTON_XSIZE,
6698 GDI_HEIGHT, GAME_BUTTON_YSIZE,
6699 GDI_TYPE, button_type,
6700 GDI_STATE, GD_BUTTON_UNPRESSED,
6701 GDI_CHECKED, checked,
6702 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
6703 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
6704 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
6705 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
6706 GDI_EVENT_MASK, event_mask,
6707 GDI_CALLBACK_ACTION, HandleGameButtons,
6711 Error(ERR_EXIT, "cannot create gadget");
6713 game_gadget[id] = gi;
6717 static void MapGameButtons()
6721 for (i=0; i<NUM_GAME_BUTTONS; i++)
6722 MapGadget(game_gadget[i]);
6725 void UnmapGameButtons()
6729 for (i=0; i<NUM_GAME_BUTTONS; i++)
6730 UnmapGadget(game_gadget[i]);
6733 static void HandleGameButtons(struct GadgetInfo *gi)
6735 int id = gi->custom_id;
6737 if (game_status != PLAYING)
6742 case GAME_CTRL_ID_STOP:
6743 RequestQuitGame(TRUE);
6746 case GAME_CTRL_ID_PAUSE:
6747 if (options.network)
6749 #if defined(PLATFORM_UNIX)
6751 SendToServer_ContinuePlaying();
6753 SendToServer_PausePlaying();
6757 TapeTogglePause(TAPE_TOGGLE_MANUAL);
6760 case GAME_CTRL_ID_PLAY:
6763 #if defined(PLATFORM_UNIX)
6764 if (options.network)
6765 SendToServer_ContinuePlaying();
6769 tape.pausing = FALSE;
6770 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
6775 case SOUND_CTRL_ID_MUSIC:
6776 if (setup.sound_music)
6778 setup.sound_music = FALSE;
6781 else if (audio.music_available)
6783 setup.sound = setup.sound_music = TRUE;
6784 PlayMusic(level_nr);
6788 case SOUND_CTRL_ID_LOOPS:
6789 if (setup.sound_loops)
6790 setup.sound_loops = FALSE;
6791 else if (audio.loops_available)
6792 setup.sound = setup.sound_loops = TRUE;
6795 case SOUND_CTRL_ID_SIMPLE:
6796 if (setup.sound_simple)
6797 setup.sound_simple = FALSE;
6798 else if (audio.sound_available)
6799 setup.sound = setup.sound_simple = TRUE;