1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2001 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MoveFigure() */
36 #define MF_NO_ACTION 0
40 /* for ScrollFigure() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_NO_EXPLOSION 0
51 /* special positions in the game control window (relative to control window) */
54 #define XX_EMERALDS 29
55 #define YY_EMERALDS 54
56 #define XX_DYNAMITE 29
57 #define YY_DYNAMITE 89
65 /* special positions in the game control window (relative to main window) */
66 #define DX_LEVEL (DX + XX_LEVEL)
67 #define DY_LEVEL (DY + YY_LEVEL)
68 #define DX_EMERALDS (DX + XX_EMERALDS)
69 #define DY_EMERALDS (DY + YY_EMERALDS)
70 #define DX_DYNAMITE (DX + XX_DYNAMITE)
71 #define DY_DYNAMITE (DY + YY_DYNAMITE)
72 #define DX_KEYS (DX + XX_KEYS)
73 #define DY_KEYS (DY + YY_KEYS)
74 #define DX_SCORE (DX + XX_SCORE)
75 #define DY_SCORE (DY + YY_SCORE)
76 #define DX_TIME (DX + XX_TIME)
77 #define DY_TIME (DY + YY_TIME)
79 #define IS_LOOP_SOUND(s) ((s) == SND_BD_MAGIC_WALL_RUNNING || \
80 (s) == SND_BD_BUTTERFLY_MOVING || \
81 (s) == SND_BD_FIREFLY_MOVING || \
82 (s) == SND_SP_SNIKSNAK_MOVING || \
83 (s) == SND_SP_ELECTRON_MOVING || \
84 (s) == SND_DYNAMITE_BURNING || \
85 (s) == SND_BUG_MOVING || \
86 (s) == SND_SPACESHIP_MOVING || \
87 (s) == SND_YAMYAM_MOVING || \
88 (s) == SND_YAMYAM_WAITING || \
89 (s) == SND_ROBOT_WHEEL_RUNNING || \
90 (s) == SND_MAGIC_WALL_RUNNING || \
91 (s) == SND_BALLOON_MOVING || \
92 (s) == SND_MOLE_MOVING || \
93 (s) == SND_TIMEGATE_WHEEL_RUNNING || \
94 (s) == SND_CONVEYOR_BELT_RUNNING || \
95 (s) == SND_DYNABOMB_BURNING || \
96 (s) == SND_PACMAN_MOVING || \
97 (s) == SND_PENGUIN_MOVING || \
98 (s) == SND_PIG_MOVING || \
99 (s) == SND_DRAGON_MOVING || \
100 (s) == SND_DRAGON_BREATHING_FIRE)
102 /* values for player movement speed (which is in fact a delay value) */
103 #define MOVE_DELAY_NORMAL_SPEED 8
104 #define MOVE_DELAY_HIGH_SPEED 4
106 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
107 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
108 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
109 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
111 /* game button identifiers */
112 #define GAME_CTRL_ID_STOP 0
113 #define GAME_CTRL_ID_PAUSE 1
114 #define GAME_CTRL_ID_PLAY 2
115 #define SOUND_CTRL_ID_MUSIC 3
116 #define SOUND_CTRL_ID_LOOPS 4
117 #define SOUND_CTRL_ID_SIMPLE 5
119 #define NUM_GAME_BUTTONS 6
121 /* forward declaration for internal use */
122 static void CloseAllOpenTimegates(void);
123 static void CheckGravityMovement(struct PlayerInfo *);
124 static void KillHeroUnlessProtected(int, int);
126 static void MapGameButtons();
127 static void HandleGameButtons(struct GadgetInfo *);
129 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
135 static unsigned int getStateCheckSum(int counter)
138 unsigned int mult = 1;
139 unsigned int checksum = 0;
141 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
143 static boolean first_game = TRUE;
145 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
151 lastFeld[x][y] = Feld[x][y];
152 else if (lastFeld[x][y] != Feld[x][y])
153 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
154 x, y, lastFeld[x][y], Feld[x][y]);
158 checksum += mult++ * Ur[x][y];
159 checksum += mult++ * Feld[x][y];
162 checksum += mult++ * MovPos[x][y];
163 checksum += mult++ * MovDir[x][y];
164 checksum += mult++ * MovDelay[x][y];
165 checksum += mult++ * Store[x][y];
166 checksum += mult++ * Store2[x][y];
167 checksum += mult++ * StorePlayer[x][y];
168 checksum += mult++ * Frame[x][y];
169 checksum += mult++ * AmoebaNr[x][y];
170 checksum += mult++ * JustStopped[x][y];
171 checksum += mult++ * Stop[x][y];
175 if (counter == 3 && first_game)
186 void GetPlayerConfig()
188 if (!audio.sound_available)
191 if (!audio.loops_available)
192 setup.sound_loops = FALSE;
194 if (!audio.music_available)
195 setup.sound_music = FALSE;
197 if (!video.fullscreen_available)
198 setup.fullscreen = FALSE;
200 setup.sound_simple = setup.sound;
202 SetAudioMode(setup.sound);
206 static int getBeltNrFromElement(int element)
208 return (element < EL_BELT2_LEFT ? 0 :
209 element < EL_BELT3_LEFT ? 1 :
210 element < EL_BELT4_LEFT ? 2 : 3);
213 static int getBeltNrFromSwitchElement(int element)
215 return (element < EL_BELT2_SWITCH_LEFT ? 0 :
216 element < EL_BELT3_SWITCH_LEFT ? 1 :
217 element < EL_BELT4_SWITCH_LEFT ? 2 : 3);
220 static int getBeltDirNrFromSwitchElement(int element)
222 static int belt_base_element[4] =
224 EL_BELT1_SWITCH_LEFT,
225 EL_BELT2_SWITCH_LEFT,
226 EL_BELT3_SWITCH_LEFT,
230 int belt_nr = getBeltNrFromSwitchElement(element);
231 int belt_dir_nr = element - belt_base_element[belt_nr];
233 return (belt_dir_nr % 3);
236 static int getBeltDirFromSwitchElement(int element)
238 static int belt_move_dir[3] =
245 int belt_dir_nr = getBeltDirNrFromSwitchElement(element);
247 return belt_move_dir[belt_dir_nr];
250 static void InitField(int x, int y, boolean init_game)
257 if (stored_player[0].present)
259 Feld[x][y] = EL_SP_MURPHY_CLONE;
266 Feld[x][y] = EL_SPIELER1;
274 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
275 int jx = player->jx, jy = player->jy;
277 player->present = TRUE;
279 if (!options.network || player->connected)
281 player->active = TRUE;
283 /* remove potentially duplicate players */
284 if (StorePlayer[jx][jy] == Feld[x][y])
285 StorePlayer[jx][jy] = 0;
287 StorePlayer[x][y] = Feld[x][y];
291 printf("Player %d activated.\n", player->element_nr);
292 printf("[Local player is %d and currently %s.]\n",
293 local_player->element_nr,
294 local_player->active ? "active" : "not active");
298 Feld[x][y] = EL_LEERRAUM;
299 player->jx = player->last_jx = x;
300 player->jy = player->last_jy = y;
305 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_SALZSAEURE)
306 Feld[x][y] = EL_BADEWANNE1;
307 else if (x > 0 && Feld[x-1][y] == EL_SALZSAEURE)
308 Feld[x][y] = EL_BADEWANNE2;
309 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE1)
310 Feld[x][y] = EL_BADEWANNE3;
311 else if (y > 0 && Feld[x][y-1] == EL_SALZSAEURE)
312 Feld[x][y] = EL_BADEWANNE4;
313 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE2)
314 Feld[x][y] = EL_BADEWANNE5;
317 case EL_KAEFER_RIGHT:
322 case EL_FLIEGER_RIGHT:
324 case EL_FLIEGER_LEFT:
325 case EL_FLIEGER_DOWN:
327 case EL_BUTTERFLY_RIGHT:
328 case EL_BUTTERFLY_UP:
329 case EL_BUTTERFLY_LEFT:
330 case EL_BUTTERFLY_DOWN:
332 case EL_FIREFLY_RIGHT:
334 case EL_FIREFLY_LEFT:
335 case EL_FIREFLY_DOWN:
337 case EL_PACMAN_RIGHT:
361 if (y == lev_fieldy - 1)
363 Feld[x][y] = EL_AMOEBING;
364 Store[x][y] = EL_AMOEBE_NASS;
368 case EL_DYNAMITE_ACTIVE:
373 local_player->lights_still_needed++;
376 case EL_SOKOBAN_FELD_LEER:
377 local_player->sokobanfields_still_needed++;
381 local_player->friends_still_needed++;
386 MovDir[x][y] = 1 << RND(4);
390 Feld[x][y] = EL_LEERRAUM;
393 case EL_EM_KEY_1_FILE:
394 Feld[x][y] = EL_EM_KEY_1;
396 case EL_EM_KEY_2_FILE:
397 Feld[x][y] = EL_EM_KEY_2;
399 case EL_EM_KEY_3_FILE:
400 Feld[x][y] = EL_EM_KEY_3;
402 case EL_EM_KEY_4_FILE:
403 Feld[x][y] = EL_EM_KEY_4;
406 case EL_BELT1_SWITCH_LEFT:
407 case EL_BELT1_SWITCH_MIDDLE:
408 case EL_BELT1_SWITCH_RIGHT:
409 case EL_BELT2_SWITCH_LEFT:
410 case EL_BELT2_SWITCH_MIDDLE:
411 case EL_BELT2_SWITCH_RIGHT:
412 case EL_BELT3_SWITCH_LEFT:
413 case EL_BELT3_SWITCH_MIDDLE:
414 case EL_BELT3_SWITCH_RIGHT:
415 case EL_BELT4_SWITCH_LEFT:
416 case EL_BELT4_SWITCH_MIDDLE:
417 case EL_BELT4_SWITCH_RIGHT:
420 int belt_nr = getBeltNrFromSwitchElement(Feld[x][y]);
421 int belt_dir = getBeltDirFromSwitchElement(Feld[x][y]);
422 int belt_dir_nr = getBeltDirNrFromSwitchElement(Feld[x][y]);
424 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
426 game.belt_dir[belt_nr] = belt_dir;
427 game.belt_dir_nr[belt_nr] = belt_dir_nr;
429 else /* more than one switch -- set it like the first switch */
431 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
436 case EL_SWITCHGATE_SWITCH_2: /* always start with same switch pos */
438 Feld[x][y] = EL_SWITCHGATE_SWITCH_1;
441 case EL_LIGHT_SWITCH_ON:
443 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
451 void DrawGameDoorValues()
455 for (i=0; i<MAX_PLAYERS; i++)
457 if (stored_player[i].key[j])
458 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
459 GFX_SCHLUESSEL1 + j);
461 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
462 int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
463 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
464 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
465 DrawText(DX + XX_SCORE, DY + YY_SCORE,
466 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
467 DrawText(DX + XX_TIME, DY + YY_TIME,
468 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
474 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
475 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
476 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
479 #if USE_NEW_AMOEBA_CODE
480 printf("Using new amoeba code.\n");
482 printf("Using old amoeba code.\n");
486 /* don't play tapes over network */
487 network_playing = (options.network && !tape.playing);
489 for (i=0; i<MAX_PLAYERS; i++)
491 struct PlayerInfo *player = &stored_player[i];
493 player->index_nr = i;
494 player->element_nr = EL_SPIELER1 + i;
496 player->present = FALSE;
497 player->active = FALSE;
500 player->effective_action = 0;
501 player->programmed_action = 0;
504 player->gems_still_needed = level.gems_needed;
505 player->sokobanfields_still_needed = 0;
506 player->lights_still_needed = 0;
507 player->friends_still_needed = 0;
510 player->key[j] = FALSE;
512 player->dynamite = 0;
513 player->dynabomb_count = 0;
514 player->dynabomb_size = 1;
515 player->dynabombs_left = 0;
516 player->dynabomb_xl = FALSE;
518 player->MovDir = MV_NO_MOVING;
520 player->Pushing = FALSE;
521 player->Switching = FALSE;
525 player->actual_frame_counter = 0;
527 player->frame_reset_delay = 0;
529 player->last_move_dir = MV_NO_MOVING;
530 player->is_moving = FALSE;
532 player->move_delay = -1; /* no initial move delay */
533 player->move_delay_value =
534 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
536 player->push_delay = 0;
537 player->push_delay_value = 5;
539 player->snapped = FALSE;
541 player->last_jx = player->last_jy = 0;
542 player->jx = player->jy = 0;
544 player->shield_passive_time_left = 0;
545 player->shield_active_time_left = 0;
547 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
548 SnapField(player, 0, 0);
550 player->LevelSolved = FALSE;
551 player->GameOver = FALSE;
554 network_player_action_received = FALSE;
556 #if defined(PLATFORM_UNIX)
557 /* initial null action */
559 SendToServer_MovePlayer(MV_NO_MOVING);
567 TimeLeft = level.time;
569 ScreenMovDir = MV_NO_MOVING;
573 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
575 AllPlayersGone = FALSE;
577 game.yam_content_nr = 0;
578 game.magic_wall_active = FALSE;
579 game.magic_wall_time_left = 0;
580 game.light_time_left = 0;
581 game.timegate_time_left = 0;
582 game.switchgate_pos = 0;
583 game.balloon_dir = MV_NO_MOVING;
584 game.explosions_delayed = TRUE;
588 game.belt_dir[i] = MV_NO_MOVING;
589 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
592 for (i=0; i<MAX_NUM_AMOEBA; i++)
593 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
595 for (x=0; x<lev_fieldx; x++)
597 for (y=0; y<lev_fieldy; y++)
599 Feld[x][y] = Ur[x][y];
600 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
601 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
604 JustStopped[x][y] = 0;
606 ExplodeField[x][y] = EX_NO_EXPLOSION;
610 for(y=0; y<lev_fieldy; y++)
612 for(x=0; x<lev_fieldx; x++)
614 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
616 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
618 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
621 InitField(x, y, TRUE);
625 /* correct non-moving belts to start moving left */
627 if (game.belt_dir[i] == MV_NO_MOVING)
628 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
630 /* check if any connected player was not found in playfield */
631 for (i=0; i<MAX_PLAYERS; i++)
633 struct PlayerInfo *player = &stored_player[i];
635 if (player->connected && !player->present)
637 for (j=0; j<MAX_PLAYERS; j++)
639 struct PlayerInfo *some_player = &stored_player[j];
640 int jx = some_player->jx, jy = some_player->jy;
642 /* assign first free player found that is present in the playfield */
643 if (some_player->present && !some_player->connected)
645 player->present = TRUE;
646 player->active = TRUE;
647 some_player->present = FALSE;
649 StorePlayer[jx][jy] = player->element_nr;
650 player->jx = player->last_jx = jx;
651 player->jy = player->last_jy = jy;
661 /* when playing a tape, eliminate all players who do not participate */
663 for (i=0; i<MAX_PLAYERS; i++)
665 if (stored_player[i].active && !tape.player_participates[i])
667 struct PlayerInfo *player = &stored_player[i];
668 int jx = player->jx, jy = player->jy;
670 player->active = FALSE;
671 StorePlayer[jx][jy] = 0;
672 Feld[jx][jy] = EL_LEERRAUM;
676 else if (!options.network && !setup.team_mode) /* && !tape.playing */
678 /* when in single player mode, eliminate all but the first active player */
680 for (i=0; i<MAX_PLAYERS; i++)
682 if (stored_player[i].active)
684 for (j=i+1; j<MAX_PLAYERS; j++)
686 if (stored_player[j].active)
688 struct PlayerInfo *player = &stored_player[j];
689 int jx = player->jx, jy = player->jy;
691 player->active = FALSE;
692 StorePlayer[jx][jy] = 0;
693 Feld[jx][jy] = EL_LEERRAUM;
700 /* when recording the game, store which players take part in the game */
703 for (i=0; i<MAX_PLAYERS; i++)
704 if (stored_player[i].active)
705 tape.player_participates[i] = TRUE;
710 for (i=0; i<MAX_PLAYERS; i++)
712 struct PlayerInfo *player = &stored_player[i];
714 printf("Player %d: present == %d, connected == %d, active == %d.\n",
719 if (local_player == player)
720 printf("Player %d is local player.\n", i+1);
724 game.version = (tape.playing ? tape.game_version : level.game_version);
725 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
726 emulate_sb ? EMU_SOKOBAN :
727 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
729 /* dynamically adjust element properties according to game engine version */
731 static int ep_em_slippery_wall[] =
741 static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall);
743 static int ep_em_slippery_wall_num =
744 sizeof(ep_em_slippery_wall) / sizeof(int);
748 printf("level %d: game.version == %06d\n", level_nr, level.game_version);
749 printf(" file_version == %06d\n", level.file_version);
752 for (i=0; i<ep_em_slippery_wall_num; i++)
755 if (level.em_slippery_gems) /* special EM style gems behaviour */
757 if (game.version >= GAME_VERSION_2_0)
759 Elementeigenschaften2[ep_em_slippery_wall[i]] |=
760 EP_BIT_EM_SLIPPERY_WALL;
762 Elementeigenschaften2[ep_em_slippery_wall[i]] &=
763 ~EP_BIT_EM_SLIPPERY_WALL;
767 if (BorderElement == EL_LEERRAUM)
770 SBX_Right = lev_fieldx - SCR_FIELDX;
772 SBY_Lower = lev_fieldy - SCR_FIELDY;
777 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
779 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
782 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
783 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
785 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
786 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
789 scroll_y = SBY_Upper;
790 if (local_player->jx >= SBX_Left + MIDPOSX)
791 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
792 local_player->jx - MIDPOSX :
794 if (local_player->jy >= SBY_Upper + MIDPOSY)
795 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
796 local_player->jy - MIDPOSY :
799 CloseDoor(DOOR_CLOSE_1);
805 /* after drawing the level, correct some elements */
806 if (game.timegate_time_left == 0)
807 CloseAllOpenTimegates();
809 if (setup.soft_scrolling)
810 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
812 redraw_mask |= REDRAW_FROM_BACKBUFFER;
814 /* copy default game door content to main double buffer */
815 BlitBitmap(pix[PIX_DOOR], drawto,
816 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
819 DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
820 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
823 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
824 int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3);
825 BlitBitmap(drawto, drawto,
826 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
827 FONT5_XSIZE * 3, FONT5_YSIZE - 1,
828 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
831 DrawGameDoorValues();
835 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
836 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
837 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
841 /* copy actual game door content to door double buffer for OpenDoor() */
842 BlitBitmap(drawto, pix[PIX_DB_DOOR],
843 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
845 OpenDoor(DOOR_OPEN_ALL);
847 if (setup.sound_music)
850 KeyboardAutoRepeatOff();
855 printf("Player %d %sactive.\n",
856 i + 1, (stored_player[i].active ? "" : "not "));
860 void InitMovDir(int x, int y)
862 int i, element = Feld[x][y];
863 static int xy[4][2] =
870 static int direction[3][4] =
872 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
873 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
874 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
879 case EL_KAEFER_RIGHT:
883 Feld[x][y] = EL_KAEFER;
884 MovDir[x][y] = direction[0][element - EL_KAEFER_RIGHT];
887 case EL_FLIEGER_RIGHT:
889 case EL_FLIEGER_LEFT:
890 case EL_FLIEGER_DOWN:
891 Feld[x][y] = EL_FLIEGER;
892 MovDir[x][y] = direction[0][element - EL_FLIEGER_RIGHT];
895 case EL_BUTTERFLY_RIGHT:
896 case EL_BUTTERFLY_UP:
897 case EL_BUTTERFLY_LEFT:
898 case EL_BUTTERFLY_DOWN:
899 Feld[x][y] = EL_BUTTERFLY;
900 MovDir[x][y] = direction[0][element - EL_BUTTERFLY_RIGHT];
903 case EL_FIREFLY_RIGHT:
905 case EL_FIREFLY_LEFT:
906 case EL_FIREFLY_DOWN:
907 Feld[x][y] = EL_FIREFLY;
908 MovDir[x][y] = direction[0][element - EL_FIREFLY_RIGHT];
911 case EL_PACMAN_RIGHT:
915 Feld[x][y] = EL_PACMAN;
916 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
920 MovDir[x][y] = MV_UP;
924 MovDir[x][y] = MV_LEFT;
931 Feld[x][y] = EL_MOLE;
932 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
936 MovDir[x][y] = 1 << RND(4);
937 if (element != EL_KAEFER &&
938 element != EL_FLIEGER &&
939 element != EL_BUTTERFLY &&
940 element != EL_FIREFLY)
945 int x1 = x + xy[i][0];
946 int y1 = y + xy[i][1];
948 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
950 if (element == EL_KAEFER || element == EL_BUTTERFLY)
952 MovDir[x][y] = direction[0][i];
955 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
956 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
958 MovDir[x][y] = direction[1][i];
967 void InitAmoebaNr(int x, int y)
970 int group_nr = AmoebeNachbarNr(x, y);
974 for (i=1; i<MAX_NUM_AMOEBA; i++)
976 if (AmoebaCnt[i] == 0)
984 AmoebaNr[x][y] = group_nr;
985 AmoebaCnt[group_nr]++;
986 AmoebaCnt2[group_nr]++;
992 boolean raise_level = FALSE;
994 if (local_player->MovPos)
997 local_player->LevelSolved = FALSE;
1001 if (!tape.playing && setup.sound_loops)
1002 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, PSND_MAX_VOLUME, PSND_MAX_RIGHT,
1005 while (TimeLeft > 0)
1007 if (!tape.playing && !setup.sound_loops)
1008 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, PSND_MAX_RIGHT);
1009 if (TimeLeft > 0 && !(TimeLeft % 10))
1010 RaiseScore(level.score[SC_ZEITBONUS]);
1011 if (TimeLeft > 100 && !(TimeLeft % 10))
1015 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
1022 if (!tape.playing && setup.sound_loops)
1023 StopSound(SND_GAME_LEVELTIME_BONUS);
1025 else if (level.time == 0) /* level without time limit */
1027 if (!tape.playing && setup.sound_loops)
1028 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, PSND_MAX_VOLUME, PSND_MAX_RIGHT,
1031 while (TimePlayed < 999)
1033 if (!tape.playing && !setup.sound_loops)
1034 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, PSND_MAX_RIGHT);
1035 if (TimePlayed < 999 && !(TimePlayed % 10))
1036 RaiseScore(level.score[SC_ZEITBONUS]);
1037 if (TimePlayed < 900 && !(TimePlayed % 10))
1041 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
1048 if (!tape.playing && setup.sound_loops)
1049 StopSound(SND_GAME_LEVELTIME_BONUS);
1056 /* Hero disappears */
1057 DrawLevelField(ExitX, ExitY);
1063 CloseDoor(DOOR_CLOSE_1);
1068 SaveTape(tape.level_nr); /* Ask to save tape */
1071 if (level_nr == leveldir_current->handicap_level)
1073 leveldir_current->handicap_level++;
1074 SaveLevelSetup_SeriesInfo();
1077 if (level_editor_test_game)
1078 local_player->score = -1; /* no highscore when playing from editor */
1079 else if (level_nr < leveldir_current->last_level)
1080 raise_level = TRUE; /* advance to next level */
1082 if ((hi_pos = NewHiScore()) >= 0)
1084 game_status = HALLOFFAME;
1085 DrawHallOfFame(hi_pos);
1094 game_status = MAINMENU;
1111 LoadScore(level_nr);
1113 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1114 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1117 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1119 if (local_player->score > highscore[k].Score)
1121 /* player has made it to the hall of fame */
1123 if (k < MAX_SCORE_ENTRIES - 1)
1125 int m = MAX_SCORE_ENTRIES - 1;
1128 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1129 if (!strcmp(setup.player_name, highscore[l].Name))
1131 if (m == k) /* player's new highscore overwrites his old one */
1137 strcpy(highscore[l].Name, highscore[l - 1].Name);
1138 highscore[l].Score = highscore[l - 1].Score;
1145 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1146 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1147 highscore[k].Score = local_player->score;
1153 else if (!strncmp(setup.player_name, highscore[k].Name,
1154 MAX_PLAYER_NAME_LEN))
1155 break; /* player already there with a higher score */
1161 SaveScore(level_nr);
1166 void InitMovingField(int x, int y, int direction)
1168 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1169 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1171 MovDir[x][y] = direction;
1172 MovDir[newx][newy] = direction;
1173 if (Feld[newx][newy] == EL_LEERRAUM)
1174 Feld[newx][newy] = EL_BLOCKED;
1177 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1179 int direction = MovDir[x][y];
1180 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1181 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1187 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1189 int oldx = x, oldy = y;
1190 int direction = MovDir[x][y];
1192 if (direction == MV_LEFT)
1194 else if (direction == MV_RIGHT)
1196 else if (direction == MV_UP)
1198 else if (direction == MV_DOWN)
1201 *comes_from_x = oldx;
1202 *comes_from_y = oldy;
1205 int MovingOrBlocked2Element(int x, int y)
1207 int element = Feld[x][y];
1209 if (element == EL_BLOCKED)
1213 Blocked2Moving(x, y, &oldx, &oldy);
1214 return Feld[oldx][oldy];
1220 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1222 /* like MovingOrBlocked2Element(), but if element is moving
1223 and (x,y) is the field the moving element is just leaving,
1224 return EL_BLOCKED instead of the element value */
1225 int element = Feld[x][y];
1227 if (IS_MOVING(x, y))
1229 if (element == EL_BLOCKED)
1233 Blocked2Moving(x, y, &oldx, &oldy);
1234 return Feld[oldx][oldy];
1243 static void RemoveField(int x, int y)
1245 Feld[x][y] = EL_LEERRAUM;
1251 void RemoveMovingField(int x, int y)
1253 int oldx = x, oldy = y, newx = x, newy = y;
1255 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1258 if (IS_MOVING(x, y))
1260 Moving2Blocked(x, y, &newx, &newy);
1261 if (Feld[newx][newy] != EL_BLOCKED)
1264 else if (Feld[x][y] == EL_BLOCKED)
1266 Blocked2Moving(x, y, &oldx, &oldy);
1267 if (!IS_MOVING(oldx, oldy))
1271 if (Feld[x][y] == EL_BLOCKED &&
1272 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1273 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1274 Feld[oldx][oldy] == EL_MAGIC_WALL_BD_EMPTYING ||
1275 Feld[oldx][oldy] == EL_AMOEBA_DRIPPING))
1276 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1278 Feld[oldx][oldy] = EL_LEERRAUM;
1280 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1282 Feld[newx][newy] = EL_LEERRAUM;
1283 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1284 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1286 DrawLevelField(oldx, oldy);
1287 DrawLevelField(newx, newy);
1290 void DrawDynamite(int x, int y)
1292 int sx = SCREENX(x), sy = SCREENY(y);
1293 int graphic = el2gfx(Feld[x][y]);
1296 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1300 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
1302 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1304 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
1309 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
1313 if (game.emulation == EMU_SUPAPLEX)
1314 DrawGraphic(sx, sy, GFX_SP_DISK_RED);
1315 else if (Store[x][y])
1316 DrawGraphicThruMask(sx, sy, graphic + phase);
1318 DrawGraphic(sx, sy, graphic + phase);
1321 void CheckDynamite(int x, int y)
1323 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1328 if (!(MovDelay[x][y] % 12))
1329 PlaySoundLevel(x, y, SND_DYNAMITE_BURNING);
1331 if (IS_ACTIVE_BOMB(Feld[x][y]))
1333 int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6);
1335 if (!(MovDelay[x][y] % delay))
1343 StopSound(SND_DYNAMITE_BURNING);
1347 void Explode(int ex, int ey, int phase, int mode)
1350 int num_phase = 9, delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1351 int last_phase = num_phase * delay;
1352 int half_phase = (num_phase / 2) * delay;
1353 int first_phase_after_start = EX_PHASE_START + 1;
1355 if (game.explosions_delayed)
1357 ExplodeField[ex][ey] = mode;
1361 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1363 int center_element = Feld[ex][ey];
1365 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1367 /* put moving element to center field (and let it explode there) */
1368 center_element = MovingOrBlocked2Element(ex, ey);
1369 RemoveMovingField(ex, ey);
1370 Feld[ex][ey] = center_element;
1373 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1377 if (!IN_LEV_FIELD(x, y) ||
1378 ((mode != EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
1379 (x != ex || y != ey)))
1382 element = Feld[x][y];
1384 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1386 element = MovingOrBlocked2Element(x, y);
1387 RemoveMovingField(x, y);
1390 if (IS_MASSIVE(element) || element == EL_BURNING)
1393 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1395 if (IS_ACTIVE_BOMB(element))
1397 /* re-activate things under the bomb like gate or penguin */
1398 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_LEERRAUM);
1405 if (element == EL_EXPLODING)
1406 element = Store2[x][y];
1408 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1410 switch(StorePlayer[ex][ey])
1413 Store[x][y] = EL_EDELSTEIN_ROT;
1416 Store[x][y] = EL_EDELSTEIN;
1419 Store[x][y] = EL_EDELSTEIN_LILA;
1423 Store[x][y] = EL_EDELSTEIN_GELB;
1427 if (game.emulation == EMU_SUPAPLEX)
1428 Store[x][y] = EL_LEERRAUM;
1430 else if (center_element == EL_MOLE)
1431 Store[x][y] = EL_EDELSTEIN_ROT;
1432 else if (center_element == EL_PINGUIN)
1433 Store[x][y] = EL_EDELSTEIN_LILA;
1434 else if (center_element == EL_KAEFER)
1435 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
1436 else if (center_element == EL_BUTTERFLY)
1437 Store[x][y] = EL_EDELSTEIN_BD;
1438 else if (center_element == EL_SP_ELECTRON)
1439 Store[x][y] = EL_SP_INFOTRON;
1440 else if (center_element == EL_MAMPFER)
1441 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1442 else if (center_element == EL_AMOEBA2DIAM)
1443 Store[x][y] = level.amoeba_content;
1444 else if (element == EL_ERZ_EDEL)
1445 Store[x][y] = EL_EDELSTEIN;
1446 else if (element == EL_ERZ_DIAM)
1447 Store[x][y] = EL_DIAMANT;
1448 else if (element == EL_ERZ_EDEL_BD)
1449 Store[x][y] = EL_EDELSTEIN_BD;
1450 else if (element == EL_ERZ_EDEL_GELB)
1451 Store[x][y] = EL_EDELSTEIN_GELB;
1452 else if (element == EL_ERZ_EDEL_ROT)
1453 Store[x][y] = EL_EDELSTEIN_ROT;
1454 else if (element == EL_ERZ_EDEL_LILA)
1455 Store[x][y] = EL_EDELSTEIN_LILA;
1456 else if (element == EL_WALL_PEARL)
1457 Store[x][y] = EL_PEARL;
1458 else if (element == EL_WALL_CRYSTAL)
1459 Store[x][y] = EL_CRYSTAL;
1460 else if (!IS_PFORTE(Store[x][y]))
1461 Store[x][y] = EL_LEERRAUM;
1463 if (x != ex || y != ey ||
1464 center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
1465 Store2[x][y] = element;
1467 if (AmoebaNr[x][y] &&
1468 (element == EL_AMOEBE_VOLL ||
1469 element == EL_AMOEBE_BD ||
1470 element == EL_AMOEBING))
1472 AmoebaCnt[AmoebaNr[x][y]]--;
1473 AmoebaCnt2[AmoebaNr[x][y]]--;
1476 Feld[x][y] = EL_EXPLODING;
1477 MovDir[x][y] = MovPos[x][y] = 0;
1483 if (center_element == EL_MAMPFER)
1484 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1495 Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
1497 if (phase == first_phase_after_start)
1499 int element = Store2[x][y];
1501 if (element == EL_BLACK_ORB)
1503 Feld[x][y] = Store2[x][y];
1508 else if (phase == half_phase)
1510 int element = Store2[x][y];
1512 if (IS_PLAYER(x, y))
1513 KillHeroUnlessProtected(x, y);
1514 else if (IS_EXPLOSIVE(element))
1516 Feld[x][y] = Store2[x][y];
1520 else if (element == EL_AMOEBA2DIAM)
1521 AmoebeUmwandeln(x, y);
1524 if (phase == last_phase)
1528 element = Feld[x][y] = Store[x][y];
1529 Store[x][y] = Store2[x][y] = 0;
1530 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1531 InitField(x, y, FALSE);
1532 if (CAN_MOVE(element) || COULD_MOVE(element))
1534 DrawLevelField(x, y);
1536 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1537 StorePlayer[x][y] = 0;
1539 else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1541 int graphic = GFX_EXPLOSION;
1543 if (game.emulation == EMU_SUPAPLEX)
1544 graphic = (Store[x][y] == EL_SP_INFOTRON ?
1545 GFX_SP_EXPLODE_INFOTRON :
1546 GFX_SP_EXPLODE_EMPTY);
1549 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1551 graphic += (phase / delay - 1);
1553 if (IS_PFORTE(Store[x][y]))
1555 DrawLevelElement(x, y, Store[x][y]);
1556 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic);
1559 DrawGraphic(SCREENX(x), SCREENY(y), graphic);
1563 void DynaExplode(int ex, int ey)
1566 int dynabomb_size = 1;
1567 boolean dynabomb_xl = FALSE;
1568 struct PlayerInfo *player;
1569 static int xy[4][2] =
1577 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1579 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_ACTIVE_1];
1580 dynabomb_size = player->dynabomb_size;
1581 dynabomb_xl = player->dynabomb_xl;
1582 player->dynabombs_left++;
1585 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1589 for (j=1; j<=dynabomb_size; j++)
1591 int x = ex + j * xy[i % 4][0];
1592 int y = ey + j * xy[i % 4][1];
1595 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1598 element = Feld[x][y];
1600 /* do not restart explosions of fields with active bombs */
1601 if (element == EL_EXPLODING && IS_ACTIVE_BOMB(Store2[x][y]))
1604 Explode(x, y, EX_PHASE_START, EX_BORDER);
1606 if (element != EL_LEERRAUM &&
1607 element != EL_ERDREICH &&
1608 element != EL_EXPLODING &&
1615 void Bang(int x, int y)
1617 int element = Feld[x][y];
1619 if (game.emulation == EMU_SUPAPLEX)
1620 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
1622 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
1625 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1626 element = EL_LEERRAUM;
1640 RaiseScoreElement(element);
1641 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1643 case EL_DYNABOMB_ACTIVE_1:
1644 case EL_DYNABOMB_ACTIVE_2:
1645 case EL_DYNABOMB_ACTIVE_3:
1646 case EL_DYNABOMB_ACTIVE_4:
1647 case EL_DYNABOMB_NR:
1648 case EL_DYNABOMB_SZ:
1649 case EL_DYNABOMB_XL:
1655 if (IS_PLAYER(x, y))
1656 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1658 Explode(x, y, EX_PHASE_START, EX_CENTER);
1661 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1666 void Blurb(int x, int y)
1668 int element = Feld[x][y];
1670 if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
1672 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
1673 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1674 (!IN_LEV_FIELD(x-1, y-1) ||
1675 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1677 Feld[x-1][y] = EL_BLURB_LEFT;
1679 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1680 (!IN_LEV_FIELD(x+1, y-1) ||
1681 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1683 Feld[x+1][y] = EL_BLURB_RIGHT;
1688 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1690 if (!MovDelay[x][y]) /* initialize animation counter */
1693 if (MovDelay[x][y]) /* continue animation */
1696 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1697 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1699 if (!MovDelay[x][y])
1701 Feld[x][y] = EL_LEERRAUM;
1702 DrawLevelField(x, y);
1708 static void ToggleBeltSwitch(int x, int y)
1710 static int belt_base_element[4] =
1712 EL_BELT1_SWITCH_LEFT,
1713 EL_BELT2_SWITCH_LEFT,
1714 EL_BELT3_SWITCH_LEFT,
1715 EL_BELT4_SWITCH_LEFT
1717 static int belt_move_dir[4] =
1725 int element = Feld[x][y];
1726 int belt_nr = getBeltNrFromSwitchElement(element);
1727 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1728 int belt_dir = belt_move_dir[belt_dir_nr];
1731 if (!IS_BELT_SWITCH(element))
1734 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1735 game.belt_dir[belt_nr] = belt_dir;
1737 if (belt_dir_nr == 3)
1740 for (yy=0; yy<lev_fieldy; yy++)
1742 for (xx=0; xx<lev_fieldx; xx++)
1744 int element = Feld[xx][yy];
1746 if (IS_BELT_SWITCH(element))
1748 int e_belt_nr = getBeltNrFromSwitchElement(element);
1750 if (e_belt_nr == belt_nr)
1752 Feld[xx][yy] = belt_base_element[belt_nr] + belt_dir_nr;
1753 DrawLevelField(xx, yy);
1756 else if (belt_dir == MV_NO_MOVING && IS_BELT(element))
1758 int e_belt_nr = getBeltNrFromElement(element);
1760 if (e_belt_nr == belt_nr)
1761 DrawLevelField(xx, yy); /* set belt to parking position */
1767 static void ToggleSwitchgateSwitch(int x, int y)
1771 game.switchgate_pos = !game.switchgate_pos;
1773 for (yy=0; yy<lev_fieldy; yy++)
1775 for (xx=0; xx<lev_fieldx; xx++)
1777 int element = Feld[xx][yy];
1779 if (element == EL_SWITCHGATE_SWITCH_1 ||
1780 element == EL_SWITCHGATE_SWITCH_2)
1782 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_1 + game.switchgate_pos;
1783 DrawLevelField(xx, yy);
1785 else if (element == EL_SWITCHGATE_OPEN ||
1786 element == EL_SWITCHGATE_OPENING)
1788 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
1789 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
1791 else if (element == EL_SWITCHGATE_CLOSED ||
1792 element == EL_SWITCHGATE_CLOSING)
1794 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
1795 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
1801 static void RedrawAllLightSwitchesAndInvisibleElements()
1805 for (y=0; y<lev_fieldy; y++)
1807 for (x=0; x<lev_fieldx; x++)
1809 int element = Feld[x][y];
1811 if (element == EL_LIGHT_SWITCH_OFF &&
1812 game.light_time_left > 0)
1814 Feld[x][y] = EL_LIGHT_SWITCH_ON;
1815 DrawLevelField(x, y);
1817 else if (element == EL_LIGHT_SWITCH_ON &&
1818 game.light_time_left == 0)
1820 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
1821 DrawLevelField(x, y);
1824 if (element == EL_INVISIBLE_STEEL ||
1825 element == EL_UNSICHTBAR ||
1826 element == EL_SAND_INVISIBLE)
1827 DrawLevelField(x, y);
1832 static void ToggleLightSwitch(int x, int y)
1834 int element = Feld[x][y];
1836 game.light_time_left =
1837 (element == EL_LIGHT_SWITCH_OFF ?
1838 level.time_light * FRAMES_PER_SECOND : 0);
1840 RedrawAllLightSwitchesAndInvisibleElements();
1843 static void ActivateTimegateSwitch(int x, int y)
1847 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
1849 for (yy=0; yy<lev_fieldy; yy++)
1851 for (xx=0; xx<lev_fieldx; xx++)
1853 int element = Feld[xx][yy];
1855 if (element == EL_TIMEGATE_CLOSED ||
1856 element == EL_TIMEGATE_CLOSING)
1858 Feld[xx][yy] = EL_TIMEGATE_OPENING;
1859 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
1863 else if (element == EL_TIMEGATE_SWITCH_ON)
1865 Feld[xx][yy] = EL_TIMEGATE_SWITCH_OFF;
1866 DrawLevelField(xx, yy);
1873 Feld[x][y] = EL_TIMEGATE_SWITCH_ON;
1876 void Impact(int x, int y)
1878 boolean lastline = (y == lev_fieldy-1);
1879 boolean object_hit = FALSE;
1880 int element = Feld[x][y];
1883 if (!lastline) /* check if element below was hit */
1885 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1888 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
1889 MovDir[x][y+1]!=MV_DOWN ||
1890 MovPos[x][y+1]<=TILEY/2));
1892 smashed = MovingOrBlocked2Element(x, y+1);
1895 if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */
1901 if ((element == EL_BOMBE ||
1902 element == EL_SP_DISK_ORANGE ||
1903 element == EL_DX_SUPABOMB) &&
1904 (lastline || object_hit)) /* element is bomb */
1909 else if (element == EL_PEARL)
1911 Feld[x][y] = EL_PEARL_BREAKING;
1912 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
1916 if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
1918 if (object_hit && IS_PLAYER(x, y+1))
1919 KillHeroUnlessProtected(x, y+1);
1920 else if (object_hit && smashed == EL_PINGUIN)
1924 Feld[x][y] = EL_AMOEBING;
1925 Store[x][y] = EL_AMOEBE_NASS;
1930 if (!lastline && object_hit) /* check which object was hit */
1932 if (CAN_CHANGE(element) &&
1933 (smashed == EL_MAGIC_WALL_OFF || smashed == EL_MAGIC_WALL_BD_OFF))
1936 int activated_magic_wall =
1937 (smashed == EL_MAGIC_WALL_OFF ? EL_MAGIC_WALL_EMPTY :
1938 EL_MAGIC_WALL_BD_EMPTY);
1940 /* activate magic wall / mill */
1942 for (y=0; y<lev_fieldy; y++)
1943 for (x=0; x<lev_fieldx; x++)
1944 if (Feld[x][y] == smashed)
1945 Feld[x][y] = activated_magic_wall;
1947 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
1948 game.magic_wall_active = TRUE;
1951 if (IS_PLAYER(x, y+1))
1953 KillHeroUnlessProtected(x, y+1);
1956 else if (smashed == EL_PINGUIN)
1961 else if (element == EL_EDELSTEIN_BD)
1963 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1969 else if ((element == EL_SP_INFOTRON || element == EL_SP_ZONK) &&
1970 (smashed == EL_SP_SNIKSNAK || smashed == EL_SP_ELECTRON ||
1971 smashed == EL_SP_DISK_ORANGE))
1976 else if (element == EL_FELSBROCKEN ||
1977 element == EL_SP_ZONK ||
1978 element == EL_BD_ROCK)
1980 if (IS_ENEMY(smashed) ||
1981 smashed == EL_BOMBE || smashed == EL_SP_DISK_ORANGE ||
1982 smashed == EL_DX_SUPABOMB ||
1983 smashed == EL_SONDE || smashed == EL_SCHWEIN ||
1984 smashed == EL_DRACHE || smashed == EL_MOLE)
1989 else if (!IS_MOVING(x, y+1))
1991 if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
1996 else if (smashed == EL_KOKOSNUSS)
1998 Feld[x][y+1] = EL_CRACKINGNUT;
1999 PlaySoundLevel(x, y, SND_NUT_CRACKING);
2000 RaiseScoreElement(EL_KOKOSNUSS);
2003 else if (smashed == EL_PEARL)
2005 Feld[x][y+1] = EL_PEARL_BREAKING;
2006 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2009 else if (smashed == EL_DIAMANT)
2011 Feld[x][y+1] = EL_LEERRAUM;
2012 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2015 else if (IS_BELT_SWITCH(smashed))
2017 ToggleBeltSwitch(x, y+1);
2019 else if (smashed == EL_SWITCHGATE_SWITCH_1 ||
2020 smashed == EL_SWITCHGATE_SWITCH_2)
2022 ToggleSwitchgateSwitch(x, y+1);
2024 else if (smashed == EL_LIGHT_SWITCH_OFF ||
2025 smashed == EL_LIGHT_SWITCH_ON)
2027 ToggleLightSwitch(x, y+1);
2033 /* play sound of magic wall / mill */
2035 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
2036 Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
2038 if (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY)
2039 PlaySoundLevel(x, y, SND_MAGIC_WALL_CHANGING);
2040 else if (Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY)
2041 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_CHANGING);
2046 /* play sound of object that hits the ground */
2047 if (lastline || object_hit)
2053 case EL_EDELSTEIN_BD:
2054 sound = SND_BD_DIAMOND_IMPACT;
2057 case EL_EDELSTEIN_GELB:
2058 case EL_EDELSTEIN_ROT:
2059 case EL_EDELSTEIN_LILA:
2060 sound = SND_EMERALD_IMPACT;
2063 sound = SND_DIAMOND_IMPACT;
2065 case EL_SP_INFOTRON:
2066 sound = SND_SP_INFOTRON_IMPACT;
2069 sound = SND_NUT_IMPACT;
2072 sound = SND_BD_ROCK_IMPACT;
2074 case EL_FELSBROCKEN:
2075 sound = SND_ROCK_IMPACT;
2078 sound = SND_SP_ZONK_IMPACT;
2081 sound = SND_TIME_ORB_FULL_IMPACT;
2084 sound = SND_TIME_ORB_EMPTY_IMPACT;
2092 PlaySoundLevel(x, y, sound);
2096 void TurnRound(int x, int y)
2108 { 0, 0 }, { 0, 0 }, { 0, 0 },
2113 int left, right, back;
2117 { MV_DOWN, MV_UP, MV_RIGHT },
2118 { MV_UP, MV_DOWN, MV_LEFT },
2120 { MV_LEFT, MV_RIGHT, MV_DOWN },
2121 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2122 { MV_RIGHT, MV_LEFT, MV_UP }
2125 int element = Feld[x][y];
2126 int old_move_dir = MovDir[x][y];
2127 int left_dir = turn[old_move_dir].left;
2128 int right_dir = turn[old_move_dir].right;
2129 int back_dir = turn[old_move_dir].back;
2131 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2132 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2133 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2134 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2136 int left_x = x+left_dx, left_y = y+left_dy;
2137 int right_x = x+right_dx, right_y = y+right_dy;
2138 int move_x = x+move_dx, move_y = y+move_dy;
2140 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2142 TestIfBadThingTouchesOtherBadThing(x, y);
2144 if (IN_LEV_FIELD(right_x, right_y) &&
2145 IS_FREE(right_x, right_y))
2146 MovDir[x][y] = right_dir;
2147 else if (!IN_LEV_FIELD(move_x, move_y) ||
2148 !IS_FREE(move_x, move_y))
2149 MovDir[x][y] = left_dir;
2151 if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
2153 else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2156 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
2157 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2159 TestIfBadThingTouchesOtherBadThing(x, y);
2161 if (IN_LEV_FIELD(left_x, left_y) &&
2162 IS_FREE(left_x, left_y))
2163 MovDir[x][y] = left_dir;
2164 else if (!IN_LEV_FIELD(move_x, move_y) ||
2165 !IS_FREE(move_x, move_y))
2166 MovDir[x][y] = right_dir;
2168 if ((element == EL_FLIEGER ||
2169 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2170 && MovDir[x][y] != old_move_dir)
2172 else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
2175 else if (element == EL_MAMPFER)
2177 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2179 if (IN_LEV_FIELD(left_x, left_y) &&
2180 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2181 Feld[left_x][left_y] == EL_DIAMANT))
2182 can_turn_left = TRUE;
2183 if (IN_LEV_FIELD(right_x, right_y) &&
2184 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2185 Feld[right_x][right_y] == EL_DIAMANT))
2186 can_turn_right = TRUE;
2188 if (can_turn_left && can_turn_right)
2189 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2190 else if (can_turn_left)
2191 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2192 else if (can_turn_right)
2193 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2195 MovDir[x][y] = back_dir;
2197 MovDelay[x][y] = 16+16*RND(3);
2199 else if (element == EL_MAMPFER2)
2201 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2203 if (IN_LEV_FIELD(left_x, left_y) &&
2204 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2205 IS_MAMPF2(Feld[left_x][left_y])))
2206 can_turn_left = TRUE;
2207 if (IN_LEV_FIELD(right_x, right_y) &&
2208 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2209 IS_MAMPF2(Feld[right_x][right_y])))
2210 can_turn_right = TRUE;
2212 if (can_turn_left && can_turn_right)
2213 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2214 else if (can_turn_left)
2215 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2216 else if (can_turn_right)
2217 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2219 MovDir[x][y] = back_dir;
2221 MovDelay[x][y] = 16+16*RND(3);
2223 else if (element == EL_PACMAN)
2225 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2227 if (IN_LEV_FIELD(left_x, left_y) &&
2228 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2229 IS_AMOEBOID(Feld[left_x][left_y])))
2230 can_turn_left = TRUE;
2231 if (IN_LEV_FIELD(right_x, right_y) &&
2232 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2233 IS_AMOEBOID(Feld[right_x][right_y])))
2234 can_turn_right = TRUE;
2236 if (can_turn_left && can_turn_right)
2237 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2238 else if (can_turn_left)
2239 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2240 else if (can_turn_right)
2241 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2243 MovDir[x][y] = back_dir;
2245 MovDelay[x][y] = 6+RND(40);
2247 else if (element == EL_SCHWEIN)
2249 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2250 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2251 boolean should_move_on = FALSE;
2253 int rnd = RND(rnd_value);
2255 if (IN_LEV_FIELD(left_x, left_y) &&
2256 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2257 can_turn_left = TRUE;
2258 if (IN_LEV_FIELD(right_x, right_y) &&
2259 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2260 can_turn_right = TRUE;
2261 if (IN_LEV_FIELD(move_x, move_y) &&
2262 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2265 if (can_turn_left &&
2267 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2268 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2269 should_turn_left = TRUE;
2270 if (can_turn_right &&
2272 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2273 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2274 should_turn_right = TRUE;
2276 (!can_turn_left || !can_turn_right ||
2277 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2278 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2279 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2280 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2281 should_move_on = TRUE;
2283 if (should_turn_left || should_turn_right || should_move_on)
2285 if (should_turn_left && should_turn_right && should_move_on)
2286 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2287 rnd < 2*rnd_value/3 ? right_dir :
2289 else if (should_turn_left && should_turn_right)
2290 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2291 else if (should_turn_left && should_move_on)
2292 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2293 else if (should_turn_right && should_move_on)
2294 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2295 else if (should_turn_left)
2296 MovDir[x][y] = left_dir;
2297 else if (should_turn_right)
2298 MovDir[x][y] = right_dir;
2299 else if (should_move_on)
2300 MovDir[x][y] = old_move_dir;
2302 else if (can_move_on && rnd > rnd_value/8)
2303 MovDir[x][y] = old_move_dir;
2304 else if (can_turn_left && can_turn_right)
2305 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2306 else if (can_turn_left && rnd > rnd_value/8)
2307 MovDir[x][y] = left_dir;
2308 else if (can_turn_right && rnd > rnd_value/8)
2309 MovDir[x][y] = right_dir;
2311 MovDir[x][y] = back_dir;
2313 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2314 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2315 MovDir[x][y] = old_move_dir;
2319 else if (element == EL_DRACHE)
2321 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2323 int rnd = RND(rnd_value);
2325 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2326 can_turn_left = TRUE;
2327 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2328 can_turn_right = TRUE;
2329 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2332 if (can_move_on && rnd > rnd_value/8)
2333 MovDir[x][y] = old_move_dir;
2334 else if (can_turn_left && can_turn_right)
2335 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2336 else if (can_turn_left && rnd > rnd_value/8)
2337 MovDir[x][y] = left_dir;
2338 else if (can_turn_right && rnd > rnd_value/8)
2339 MovDir[x][y] = right_dir;
2341 MovDir[x][y] = back_dir;
2343 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2344 MovDir[x][y] = old_move_dir;
2348 else if (element == EL_MOLE)
2350 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2352 if (IN_LEV_FIELD(move_x, move_y) &&
2353 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2354 Feld[move_x][move_y] == EL_DEAMOEBING))
2359 if (IN_LEV_FIELD(left_x, left_y) &&
2360 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2361 can_turn_left = TRUE;
2362 if (IN_LEV_FIELD(right_x, right_y) &&
2363 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2364 can_turn_right = TRUE;
2366 if (can_turn_left && can_turn_right)
2367 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2368 else if (can_turn_left)
2369 MovDir[x][y] = left_dir;
2371 MovDir[x][y] = right_dir;
2374 if (MovDir[x][y] != old_move_dir)
2377 else if (element == EL_BALLOON)
2379 MovDir[x][y] = game.balloon_dir;
2382 else if (element == EL_SPRING_MOVING)
2384 if (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2385 (IN_LEV_FIELD(x, y+1) && IS_FREE(x, y+1)))
2387 Feld[x][y] = EL_SPRING;
2388 MovDir[x][y] = MV_NO_MOVING;
2392 else if (element == EL_ROBOT || element == EL_SONDE || element == EL_PINGUIN)
2394 int attr_x = -1, attr_y = -1;
2405 for (i=0; i<MAX_PLAYERS; i++)
2407 struct PlayerInfo *player = &stored_player[i];
2408 int jx = player->jx, jy = player->jy;
2410 if (!player->active)
2413 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2421 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
2427 if (element == EL_PINGUIN)
2430 static int xy[4][2] =
2440 int ex = x + xy[i%4][0];
2441 int ey = y + xy[i%4][1];
2443 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
2452 MovDir[x][y] = MV_NO_MOVING;
2454 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2456 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2458 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2460 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2462 if (element == EL_ROBOT)
2466 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2467 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2468 Moving2Blocked(x, y, &newx, &newy);
2470 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2471 MovDelay[x][y] = 8+8*!RND(3);
2473 MovDelay[x][y] = 16;
2481 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2483 boolean first_horiz = RND(2);
2484 int new_move_dir = MovDir[x][y];
2487 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2488 Moving2Blocked(x, y, &newx, &newy);
2490 if (IN_LEV_FIELD(newx, newy) &&
2491 (IS_FREE(newx, newy) ||
2492 Feld[newx][newy] == EL_SALZSAEURE ||
2493 (element == EL_PINGUIN &&
2494 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2495 IS_MAMPF3(Feld[newx][newy])))))
2499 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2500 Moving2Blocked(x, y, &newx, &newy);
2502 if (IN_LEV_FIELD(newx, newy) &&
2503 (IS_FREE(newx, newy) ||
2504 Feld[newx][newy] == EL_SALZSAEURE ||
2505 (element == EL_PINGUIN &&
2506 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2507 IS_MAMPF3(Feld[newx][newy])))))
2510 MovDir[x][y] = old_move_dir;
2517 static boolean JustBeingPushed(int x, int y)
2521 for (i=0; i<MAX_PLAYERS; i++)
2523 struct PlayerInfo *player = &stored_player[i];
2525 if (player->active && player->Pushing && player->MovPos)
2527 int next_jx = player->jx + (player->jx - player->last_jx);
2528 int next_jy = player->jy + (player->jy - player->last_jy);
2530 if (x == next_jx && y == next_jy)
2538 void StartMoving(int x, int y)
2540 int element = Feld[x][y];
2545 if (CAN_FALL(element) && y<lev_fieldy-1)
2547 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2548 if (JustBeingPushed(x, y))
2551 if (element == EL_MORAST_VOLL)
2553 if (IS_FREE(x, y+1))
2555 InitMovingField(x, y, MV_DOWN);
2556 Feld[x][y] = EL_QUICKSAND_EMPTYING;
2557 Store[x][y] = EL_FELSBROCKEN;
2559 else if (Feld[x][y+1] == EL_MORAST_LEER)
2561 if (!MovDelay[x][y])
2562 MovDelay[x][y] = TILEY + 1;
2571 Feld[x][y] = EL_MORAST_LEER;
2572 Feld[x][y+1] = EL_MORAST_VOLL;
2573 Store[x][y+1] = Store[x][y];
2577 else if ((element == EL_FELSBROCKEN || element == EL_BD_ROCK) &&
2578 Feld[x][y+1] == EL_MORAST_LEER)
2580 InitMovingField(x, y, MV_DOWN);
2581 Feld[x][y] = EL_QUICKSAND_FILLING;
2582 Store[x][y] = element;
2584 else if (element == EL_MAGIC_WALL_FULL)
2586 if (IS_FREE(x, y+1))
2588 InitMovingField(x, y, MV_DOWN);
2589 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
2590 Store[x][y] = EL_CHANGED(Store[x][y]);
2592 else if (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY)
2594 if (!MovDelay[x][y])
2595 MovDelay[x][y] = TILEY/4 + 1;
2604 Feld[x][y] = EL_MAGIC_WALL_EMPTY;
2605 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
2606 Store[x][y+1] = EL_CHANGED(Store[x][y]);
2610 else if (element == EL_MAGIC_WALL_BD_FULL)
2612 if (IS_FREE(x, y+1))
2614 InitMovingField(x, y, MV_DOWN);
2615 Feld[x][y] = EL_MAGIC_WALL_BD_EMPTYING;
2616 Store[x][y] = EL_CHANGED2(Store[x][y]);
2618 else if (Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY)
2620 if (!MovDelay[x][y])
2621 MovDelay[x][y] = TILEY/4 + 1;
2630 Feld[x][y] = EL_MAGIC_WALL_BD_EMPTY;
2631 Feld[x][y+1] = EL_MAGIC_WALL_BD_FULL;
2632 Store[x][y+1] = EL_CHANGED2(Store[x][y]);
2636 else if (CAN_CHANGE(element) &&
2637 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
2638 Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
2640 InitMovingField(x, y, MV_DOWN);
2642 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ? EL_MAGIC_WALL_FILLING :
2643 EL_MAGIC_WALL_BD_FILLING);
2644 Store[x][y] = element;
2646 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
2649 InitMovingField(x, y, MV_DOWN);
2650 Store[x][y] = EL_SALZSAEURE;
2652 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2657 else if (IS_FREE(x, y+1))
2659 InitMovingField(x, y, MV_DOWN);
2661 else if (element == EL_TROPFEN)
2663 Feld[x][y] = EL_AMOEBING;
2664 Store[x][y] = EL_AMOEBE_NASS;
2666 /* Store[x][y+1] must be zero, because:
2667 (EL_MORAST_VOLL -> EL_FELSBROCKEN): Store[x][y+1] == EL_MORAST_LEER
2670 #if OLD_GAME_BEHAVIOUR
2671 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2673 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2674 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2675 element != EL_DX_SUPABOMB)
2678 else if ((IS_SLIPPERY(Feld[x][y+1]) ||
2679 (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
2680 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2681 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
2684 boolean left = (x>0 && IS_FREE(x-1, y) &&
2685 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
2686 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2687 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
2691 if (left && right &&
2692 (game.emulation != EMU_BOULDERDASH &&
2693 element != EL_BD_ROCK && element != EL_EDELSTEIN_BD))
2694 left = !(right = RND(2));
2696 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2699 else if (IS_BELT(Feld[x][y+1]))
2701 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
2702 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
2703 int belt_nr = getBeltNrFromElement(Feld[x][y+1]);
2704 int belt_dir = game.belt_dir[belt_nr];
2706 if ((belt_dir == MV_LEFT && left_is_free) ||
2707 (belt_dir == MV_RIGHT && right_is_free))
2708 InitMovingField(x, y, belt_dir);
2711 else if (CAN_MOVE(element))
2715 if ((element == EL_SONDE || element == EL_BALLOON ||
2716 element == EL_SPRING_MOVING)
2717 && JustBeingPushed(x, y))
2720 if (!MovDelay[x][y]) /* start new movement phase */
2722 /* all objects that can change their move direction after each step */
2723 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2725 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
2728 if (MovDelay[x][y] && (element == EL_KAEFER ||
2729 element == EL_FLIEGER ||
2730 element == EL_SP_SNIKSNAK ||
2731 element == EL_SP_ELECTRON ||
2732 element == EL_MOLE))
2733 DrawLevelField(x, y);
2737 if (MovDelay[x][y]) /* wait some time before next movement */
2741 if (element == EL_ROBOT ||
2742 element == EL_MAMPFER || element == EL_MAMPFER2)
2744 int phase = MovDelay[x][y] % 8;
2749 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2750 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element)+phase);
2752 if (MovDelay[x][y] % 4 == 3)
2754 if (element == EL_MAMPFER)
2755 PlaySoundLevel(x, y, SND_YAMYAM_WAITING);
2756 else if (element == EL_MAMPFER2)
2757 PlaySoundLevel(x, y, SND_DARK_YAMYAM_WAITING);
2760 else if (element == EL_SP_ELECTRON)
2761 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2762 else if (element == EL_DRACHE)
2765 int dir = MovDir[x][y];
2766 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2767 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2768 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
2769 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
2770 dir == MV_UP ? GFX_FLAMMEN_UP :
2771 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
2772 int phase = FrameCounter % 2;
2774 for (i=1; i<=3; i++)
2776 int xx = x + i*dx, yy = y + i*dy;
2777 int sx = SCREENX(xx), sy = SCREENY(yy);
2779 if (!IN_LEV_FIELD(xx, yy) ||
2780 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
2785 int flamed = MovingOrBlocked2Element(xx, yy);
2787 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
2790 RemoveMovingField(xx, yy);
2792 Feld[xx][yy] = EL_BURNING;
2793 if (IN_SCR_FIELD(sx, sy))
2794 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
2798 if (Feld[xx][yy] == EL_BURNING)
2799 Feld[xx][yy] = EL_LEERRAUM;
2800 DrawLevelField(xx, yy);
2809 if (element == EL_KAEFER)
2810 PlaySoundLevel(x, y, SND_BUG_MOVING);
2811 else if (element == EL_FLIEGER)
2812 PlaySoundLevel(x, y, SND_SPACESHIP_MOVING);
2813 else if (element == EL_BUTTERFLY)
2814 PlaySoundLevel(x, y, SND_BD_BUTTERFLY_MOVING);
2815 else if (element == EL_FIREFLY)
2816 PlaySoundLevel(x, y, SND_BD_FIREFLY_MOVING);
2818 /* now make next step */
2820 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
2822 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
2823 !PLAYER_PROTECTED(newx, newy))
2827 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
2830 /* enemy got the player */
2832 KillHero(PLAYERINFO(newx, newy));
2837 else if ((element == EL_PINGUIN || element == EL_ROBOT ||
2838 element == EL_SONDE || element == EL_BALLOON) &&
2839 IN_LEV_FIELD(newx, newy) &&
2840 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
2843 Store[x][y] = EL_SALZSAEURE;
2845 else if (element == EL_PINGUIN && IN_LEV_FIELD(newx, newy))
2847 if (Feld[newx][newy] == EL_AUSGANG_AUF)
2849 Feld[x][y] = EL_LEERRAUM;
2850 DrawLevelField(x, y);
2852 PlaySoundLevel(newx, newy, SND_PENGUIN_ENTERING_EXIT);
2853 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
2854 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
2856 local_player->friends_still_needed--;
2857 if (!local_player->friends_still_needed &&
2858 !local_player->GameOver && AllPlayersGone)
2859 local_player->LevelSolved = local_player->GameOver = TRUE;
2863 else if (IS_MAMPF3(Feld[newx][newy]))
2865 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
2866 DrawLevelField(newx, newy);
2868 MovDir[x][y] = MV_NO_MOVING;
2870 else if (!IS_FREE(newx, newy))
2872 if (IS_PLAYER(x, y))
2873 DrawPlayerField(x, y);
2875 DrawLevelField(x, y);
2879 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
2881 if (IS_GEM(Feld[newx][newy]))
2883 if (IS_MOVING(newx, newy))
2884 RemoveMovingField(newx, newy);
2887 Feld[newx][newy] = EL_LEERRAUM;
2888 DrawLevelField(newx, newy);
2891 else if (!IS_FREE(newx, newy))
2893 if (IS_PLAYER(x, y))
2894 DrawPlayerField(x, y);
2896 DrawLevelField(x, y);
2900 else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
2902 if (!IS_FREE(newx, newy))
2904 if (IS_PLAYER(x, y))
2905 DrawPlayerField(x, y);
2907 DrawLevelField(x, y);
2912 boolean wanna_flame = !RND(10);
2913 int dx = newx - x, dy = newy - y;
2914 int newx1 = newx+1*dx, newy1 = newy+1*dy;
2915 int newx2 = newx+2*dx, newy2 = newy+2*dy;
2916 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
2917 MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
2918 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
2919 MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
2921 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
2922 element1 != EL_DRACHE && element2 != EL_DRACHE &&
2923 element1 != EL_BURNING && element2 != EL_BURNING)
2925 if (IS_PLAYER(x, y))
2926 DrawPlayerField(x, y);
2928 DrawLevelField(x, y);
2930 MovDelay[x][y] = 50;
2931 Feld[newx][newy] = EL_BURNING;
2932 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
2933 Feld[newx1][newy1] = EL_BURNING;
2934 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
2935 Feld[newx2][newy2] = EL_BURNING;
2940 else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
2941 Feld[newx][newy] == EL_DIAMANT)
2943 if (IS_MOVING(newx, newy))
2944 RemoveMovingField(newx, newy);
2947 Feld[newx][newy] = EL_LEERRAUM;
2948 DrawLevelField(newx, newy);
2951 else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
2952 IS_MAMPF2(Feld[newx][newy]))
2954 if (AmoebaNr[newx][newy])
2956 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2957 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2958 Feld[newx][newy] == EL_AMOEBE_BD)
2959 AmoebaCnt[AmoebaNr[newx][newy]]--;
2962 if (IS_MOVING(newx, newy))
2963 RemoveMovingField(newx, newy);
2966 Feld[newx][newy] = EL_LEERRAUM;
2967 DrawLevelField(newx, newy);
2970 else if ((element == EL_PACMAN || element == EL_MOLE)
2971 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
2973 if (AmoebaNr[newx][newy])
2975 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2976 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2977 Feld[newx][newy] == EL_AMOEBE_BD)
2978 AmoebaCnt[AmoebaNr[newx][newy]]--;
2981 if (element == EL_MOLE)
2983 Feld[newx][newy] = EL_DEAMOEBING;
2984 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
2985 return; /* wait for shrinking amoeba */
2987 else /* element == EL_PACMAN */
2989 Feld[newx][newy] = EL_LEERRAUM;
2990 DrawLevelField(newx, newy);
2993 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
2994 (Feld[newx][newy] == EL_DEAMOEBING ||
2995 (Feld[newx][newy] == EL_LEERRAUM && Stop[newx][newy])))
2997 /* wait for shrinking amoeba to completely disappear */
3000 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3002 /* object was running against a wall */
3006 if (element == EL_KAEFER || element == EL_FLIEGER ||
3007 element == EL_SP_SNIKSNAK || element == EL_MOLE)
3008 DrawLevelField(x, y);
3009 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
3010 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
3011 else if (element == EL_SONDE)
3012 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
3013 else if (element == EL_SP_ELECTRON)
3014 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
3016 if (DONT_TOUCH(element))
3017 TestIfBadThingTouchesHero(x, y);
3022 if (element == EL_ROBOT && IN_SCR_FIELD(x, y))
3023 PlaySoundLevel(x, y, SND_ROBOT_MOVING);
3025 InitMovingField(x, y, MovDir[x][y]);
3029 ContinueMoving(x, y);
3032 void ContinueMoving(int x, int y)
3034 int element = Feld[x][y];
3035 int direction = MovDir[x][y];
3036 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3037 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3038 int horiz_move = (dx!=0);
3039 int newx = x + dx, newy = y + dy;
3040 int step = (horiz_move ? dx : dy) * TILEX / 8;
3042 if (element == EL_TROPFEN || element == EL_AMOEBA_DRIPPING)
3044 else if (element == EL_QUICKSAND_FILLING ||
3045 element == EL_QUICKSAND_EMPTYING)
3047 else if (element == EL_MAGIC_WALL_FILLING ||
3048 element == EL_MAGIC_WALL_BD_FILLING ||
3049 element == EL_MAGIC_WALL_EMPTYING ||
3050 element == EL_MAGIC_WALL_BD_EMPTYING)
3052 else if (CAN_FALL(element) && horiz_move &&
3053 y < lev_fieldy-1 && IS_BELT(Feld[x][y+1]))
3055 else if (element == EL_SPRING_MOVING)
3058 #if OLD_GAME_BEHAVIOUR
3059 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3063 MovPos[x][y] += step;
3065 if (ABS(MovPos[x][y])>=TILEX) /* object reached its destination */
3067 Feld[x][y] = EL_LEERRAUM;
3068 Feld[newx][newy] = element;
3070 if (element == EL_MOLE)
3073 static int xy[4][2] =
3081 Feld[x][y] = EL_ERDREICH;
3082 DrawLevelField(x, y);
3091 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_ERDREICH)
3092 DrawLevelField(xx, yy); /* for "ErdreichAnbroeckeln()" */
3096 if (element == EL_QUICKSAND_FILLING)
3098 element = Feld[newx][newy] = get_next_element(element);
3099 Store[newx][newy] = Store[x][y];
3101 else if (element == EL_QUICKSAND_EMPTYING)
3103 Feld[x][y] = get_next_element(element);
3104 element = Feld[newx][newy] = Store[x][y];
3106 else if (element == EL_MAGIC_WALL_FILLING)
3108 element = Feld[newx][newy] = get_next_element(element);
3109 if (!game.magic_wall_active)
3110 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3111 Store[newx][newy] = Store[x][y];
3113 else if (element == EL_MAGIC_WALL_EMPTYING)
3115 Feld[x][y] = get_next_element(element);
3116 if (!game.magic_wall_active)
3117 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3118 element = Feld[newx][newy] = Store[x][y];
3120 else if (element == EL_MAGIC_WALL_BD_FILLING)
3122 element = Feld[newx][newy] = get_next_element(element);
3123 if (!game.magic_wall_active)
3124 element = Feld[newx][newy] = EL_MAGIC_WALL_BD_DEAD;
3125 Store[newx][newy] = Store[x][y];
3127 else if (element == EL_MAGIC_WALL_BD_EMPTYING)
3129 Feld[x][y] = get_next_element(element);
3130 if (!game.magic_wall_active)
3131 Feld[x][y] = EL_MAGIC_WALL_BD_DEAD;
3132 element = Feld[newx][newy] = Store[x][y];
3134 else if (element == EL_AMOEBA_DRIPPING)
3136 Feld[x][y] = get_next_element(element);
3137 element = Feld[newx][newy] = Store[x][y];
3139 else if (Store[x][y] == EL_SALZSAEURE)
3141 element = Feld[newx][newy] = EL_SALZSAEURE;
3145 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3146 MovDelay[newx][newy] = 0;
3148 if (!CAN_MOVE(element))
3149 MovDir[newx][newy] = 0;
3151 DrawLevelField(x, y);
3152 DrawLevelField(newx, newy);
3154 Stop[newx][newy] = TRUE;
3155 JustStopped[newx][newy] = 3;
3157 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3159 TestIfBadThingTouchesHero(newx, newy);
3160 TestIfBadThingTouchesFriend(newx, newy);
3161 TestIfBadThingTouchesOtherBadThing(newx, newy);
3163 else if (element == EL_PINGUIN)
3164 TestIfFriendTouchesBadThing(newx, newy);
3166 if (CAN_SMASH(element) && direction == MV_DOWN &&
3167 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3170 else /* still moving on */
3171 DrawLevelField(x, y);
3174 int AmoebeNachbarNr(int ax, int ay)
3177 int element = Feld[ax][ay];
3179 static int xy[4][2] =
3189 int x = ax + xy[i][0];
3190 int y = ay + xy[i][1];
3192 if (!IN_LEV_FIELD(x, y))
3195 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3196 group_nr = AmoebaNr[x][y];
3202 void AmoebenVereinigen(int ax, int ay)
3204 int i, x, y, xx, yy;
3205 int new_group_nr = AmoebaNr[ax][ay];
3206 static int xy[4][2] =
3214 if (new_group_nr == 0)
3222 if (!IN_LEV_FIELD(x, y))
3225 if ((Feld[x][y] == EL_AMOEBE_VOLL ||
3226 Feld[x][y] == EL_AMOEBE_BD ||
3227 Feld[x][y] == EL_AMOEBE_TOT) &&
3228 AmoebaNr[x][y] != new_group_nr)
3230 int old_group_nr = AmoebaNr[x][y];
3232 if (old_group_nr == 0)
3235 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3236 AmoebaCnt[old_group_nr] = 0;
3237 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3238 AmoebaCnt2[old_group_nr] = 0;
3240 for (yy=0; yy<lev_fieldy; yy++)
3242 for (xx=0; xx<lev_fieldx; xx++)
3244 if (AmoebaNr[xx][yy] == old_group_nr)
3245 AmoebaNr[xx][yy] = new_group_nr;
3252 void AmoebeUmwandeln(int ax, int ay)
3256 if (Feld[ax][ay] == EL_AMOEBE_TOT)
3258 int group_nr = AmoebaNr[ax][ay];
3263 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3264 printf("AmoebeUmwandeln(): This should never happen!\n");
3269 for (y=0; y<lev_fieldy; y++)
3271 for (x=0; x<lev_fieldx; x++)
3273 if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
3276 Feld[x][y] = EL_AMOEBA2DIAM;
3284 static int xy[4][2] =
3297 if (!IN_LEV_FIELD(x, y))
3300 if (Feld[x][y] == EL_AMOEBA2DIAM)
3306 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3309 int group_nr = AmoebaNr[ax][ay];
3310 boolean done = FALSE;
3315 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3316 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3321 for (y=0; y<lev_fieldy; y++)
3323 for (x=0; x<lev_fieldx; x++)
3325 if (AmoebaNr[x][y] == group_nr &&
3326 (Feld[x][y] == EL_AMOEBE_TOT ||
3327 Feld[x][y] == EL_AMOEBE_BD ||
3328 Feld[x][y] == EL_AMOEBING))
3331 Feld[x][y] = new_element;
3332 InitField(x, y, FALSE);
3333 DrawLevelField(x, y);
3340 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
3341 SND_BD_AMOEBA_TURNING_TO_ROCK :
3342 SND_BD_AMOEBA_TURNING_TO_GEM));
3345 void AmoebeWaechst(int x, int y)
3347 static unsigned long sound_delay = 0;
3348 static unsigned long sound_delay_value = 0;
3350 if (!MovDelay[x][y]) /* start new growing cycle */
3354 if (DelayReached(&sound_delay, sound_delay_value))
3356 if (Store[x][y] == EL_AMOEBE_BD)
3357 PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
3359 PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
3360 sound_delay_value = 30;
3364 if (MovDelay[x][y]) /* wait some time before growing bigger */
3367 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3368 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
3370 if (!MovDelay[x][y])
3372 Feld[x][y] = Store[x][y];
3374 DrawLevelField(x, y);
3379 void AmoebaEatenByMole(int x, int y)
3381 static unsigned long sound_delay = 0;
3382 static unsigned long sound_delay_value = 0;
3384 if (!MovDelay[x][y]) /* start new shrinking cycle */
3388 if (DelayReached(&sound_delay, sound_delay_value))
3390 PlaySoundLevel(x, y, SND_MOLE_EATING_AMOEBA);
3391 sound_delay_value = 30;
3395 if (MovDelay[x][y]) /* wait some time before shrinking */
3398 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3399 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + MovDelay[x][y]/2);
3401 if (!MovDelay[x][y])
3403 Feld[x][y] = EL_LEERRAUM;
3404 DrawLevelField(x, y);
3406 /* don't let mole enter this field in this cycle;
3407 (give priority to objects falling to this field from above) */
3413 void AmoebeAbleger(int ax, int ay)
3416 int element = Feld[ax][ay];
3417 int newax = ax, neway = ay;
3418 static int xy[4][2] =
3426 if (!level.amoeba_speed)
3428 Feld[ax][ay] = EL_AMOEBE_TOT;
3429 DrawLevelField(ax, ay);
3433 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3434 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3436 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3439 if (MovDelay[ax][ay])
3443 if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
3446 int x = ax + xy[start][0];
3447 int y = ay + xy[start][1];
3449 if (!IN_LEV_FIELD(x, y))
3452 if (IS_FREE(x, y) ||
3453 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3459 if (newax == ax && neway == ay)
3462 else /* normal or "filled" (BD style) amoeba */
3465 boolean waiting_for_player = FALSE;
3469 int j = (start + i) % 4;
3470 int x = ax + xy[j][0];
3471 int y = ay + xy[j][1];
3473 if (!IN_LEV_FIELD(x, y))
3476 if (IS_FREE(x, y) ||
3477 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3483 else if (IS_PLAYER(x, y))
3484 waiting_for_player = TRUE;
3487 if (newax == ax && neway == ay) /* amoeba cannot grow */
3489 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3491 Feld[ax][ay] = EL_AMOEBE_TOT;
3492 DrawLevelField(ax, ay);
3493 AmoebaCnt[AmoebaNr[ax][ay]]--;
3495 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3497 if (element == EL_AMOEBE_VOLL)
3498 AmoebeUmwandeln(ax, ay);
3499 else if (element == EL_AMOEBE_BD)
3500 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3505 else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
3507 /* amoeba gets larger by growing in some direction */
3509 int new_group_nr = AmoebaNr[ax][ay];
3512 if (new_group_nr == 0)
3514 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3515 printf("AmoebeAbleger(): This should never happen!\n");
3520 AmoebaNr[newax][neway] = new_group_nr;
3521 AmoebaCnt[new_group_nr]++;
3522 AmoebaCnt2[new_group_nr]++;
3524 /* if amoeba touches other amoeba(s) after growing, unify them */
3525 AmoebenVereinigen(newax, neway);
3527 if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200)
3529 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
3535 if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) ||
3536 (neway == lev_fieldy - 1 && newax != ax))
3538 Feld[newax][neway] = EL_AMOEBING; /* simple growth of new amoeba tile */
3539 Store[newax][neway] = element;
3541 else if (neway == ay)
3542 Feld[newax][neway] = EL_TROPFEN; /* drop left or right from amoeba */
3545 InitMovingField(ax, ay, MV_DOWN); /* drop dripping out of amoeba */
3546 Feld[ax][ay] = EL_AMOEBA_DRIPPING;
3547 Store[ax][ay] = EL_TROPFEN;
3548 ContinueMoving(ax, ay);
3552 DrawLevelField(newax, neway);
3555 void Life(int ax, int ay)
3558 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3560 int element = Feld[ax][ay];
3565 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3566 MovDelay[ax][ay] = life_time;
3568 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3571 if (MovDelay[ax][ay])
3575 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3577 int xx = ax+x1, yy = ay+y1;
3580 if (!IN_LEV_FIELD(xx, yy))
3583 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3585 int x = xx+x2, y = yy+y2;
3587 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3590 if (((Feld[x][y] == element ||
3591 (element == EL_LIFE && IS_PLAYER(x, y))) &&
3593 (IS_FREE(x, y) && Stop[x][y]))
3597 if (xx == ax && yy == ay) /* field in the middle */
3599 if (nachbarn<life[0] || nachbarn>life[1])
3601 Feld[xx][yy] = EL_LEERRAUM;
3603 DrawLevelField(xx, yy);
3604 Stop[xx][yy] = TRUE;
3607 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
3608 { /* free border field */
3609 if (nachbarn>=life[2] && nachbarn<=life[3])
3611 Feld[xx][yy] = element;
3612 MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
3614 DrawLevelField(xx, yy);
3615 Stop[xx][yy] = TRUE;
3621 void RobotWheel(int x, int y)
3623 if (!MovDelay[x][y]) /* next animation frame */
3624 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3626 if (MovDelay[x][y]) /* wait some time before next frame */
3631 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3632 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
3633 if (!(MovDelay[x][y]%4))
3634 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_RUNNING);
3639 Feld[x][y] = EL_ABLENK_AUS;
3640 DrawLevelField(x, y);
3641 if (ZX == x && ZY == y)
3645 void TimegateWheel(int x, int y)
3647 if (!MovDelay[x][y]) /* next animation frame */
3648 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3650 if (MovDelay[x][y]) /* wait some time before next frame */
3655 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3656 DrawGraphic(SCREENX(x), SCREENY(y),
3657 GFX_TIMEGATE_SWITCH + MovDelay[x][y]%4);
3658 if (!(MovDelay[x][y]%4))
3659 PlaySoundLevel(x, y, SND_TIMEGATE_WHEEL_RUNNING);
3664 Feld[x][y] = EL_TIMEGATE_SWITCH_OFF;
3665 DrawLevelField(x, y);
3666 if (ZX == x && ZY == y)
3670 void Birne(int x, int y)
3672 if (!MovDelay[x][y]) /* next animation frame */
3673 MovDelay[x][y] = 800;
3675 if (MovDelay[x][y]) /* wait some time before next frame */
3680 if (!(MovDelay[x][y]%5))
3682 if (!(MovDelay[x][y]%10))
3683 Feld[x][y]=EL_ABLENK_EIN;
3685 Feld[x][y]=EL_ABLENK_AUS;
3686 DrawLevelField(x, y);
3687 Feld[x][y]=EL_ABLENK_EIN;
3693 Feld[x][y]=EL_ABLENK_AUS;
3694 DrawLevelField(x, y);
3695 if (ZX == x && ZY == y)
3699 void Blubber(int x, int y)
3701 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
3702 DrawLevelField(x, y-1);
3704 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
3707 void NussKnacken(int x, int y)
3709 if (!MovDelay[x][y]) /* next animation frame */
3712 if (MovDelay[x][y]) /* wait some time before next frame */
3715 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3716 DrawGraphic(SCREENX(x), SCREENY(y),
3717 GFX_CRACKINGNUT + 3 - MovDelay[x][y]/2);
3719 if (!MovDelay[x][y])
3721 Feld[x][y] = EL_EDELSTEIN;
3722 DrawLevelField(x, y);
3727 void BreakingPearl(int x, int y)
3729 if (!MovDelay[x][y]) /* next animation frame */
3732 if (MovDelay[x][y]) /* wait some time before next frame */
3735 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3736 DrawGraphic(SCREENX(x), SCREENY(y),
3737 GFX_PEARL_BREAKING + 4 - MovDelay[x][y]/2);
3739 if (!MovDelay[x][y])
3741 Feld[x][y] = EL_LEERRAUM;
3742 DrawLevelField(x, y);
3747 void SiebAktivieren(int x, int y, int typ)
3749 int graphic = (typ == 1 ? GFX_MAGIC_WALL_FULL : GFX_MAGIC_WALL_BD_FULL) + 3;
3751 DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
3754 void AusgangstuerPruefen(int x, int y)
3756 if (!local_player->gems_still_needed &&
3757 !local_player->sokobanfields_still_needed &&
3758 !local_player->lights_still_needed)
3760 Feld[x][y] = EL_AUSGANG_ACT;
3762 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
3763 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
3764 y < LEVELY(BY1) ? LEVELY(BY1) :
3765 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
3770 void AusgangstuerOeffnen(int x, int y)
3774 if (!MovDelay[x][y]) /* next animation frame */
3775 MovDelay[x][y] = 5*delay;
3777 if (MovDelay[x][y]) /* wait some time before next frame */
3782 tuer = MovDelay[x][y]/delay;
3783 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3784 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
3786 if (!MovDelay[x][y])
3788 Feld[x][y] = EL_AUSGANG_AUF;
3789 DrawLevelField(x, y);
3794 void AusgangstuerBlinken(int x, int y)
3796 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
3799 void OpenSwitchgate(int x, int y)
3803 if (!MovDelay[x][y]) /* next animation frame */
3804 MovDelay[x][y] = 5 * delay;
3806 if (MovDelay[x][y]) /* wait some time before next frame */
3811 phase = MovDelay[x][y] / delay;
3812 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3813 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_OPEN - phase);
3815 if (!MovDelay[x][y])
3817 Feld[x][y] = EL_SWITCHGATE_OPEN;
3818 DrawLevelField(x, y);
3823 void CloseSwitchgate(int x, int y)
3827 if (!MovDelay[x][y]) /* next animation frame */
3828 MovDelay[x][y] = 5 * delay;
3830 if (MovDelay[x][y]) /* wait some time before next frame */
3835 phase = MovDelay[x][y] / delay;
3836 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3837 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_CLOSED + phase);
3839 if (!MovDelay[x][y])
3841 Feld[x][y] = EL_SWITCHGATE_CLOSED;
3842 DrawLevelField(x, y);
3847 void OpenTimegate(int x, int y)
3851 if (!MovDelay[x][y]) /* next animation frame */
3852 MovDelay[x][y] = 5 * delay;
3854 if (MovDelay[x][y]) /* wait some time before next frame */
3859 phase = MovDelay[x][y] / delay;
3860 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3861 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_OPEN - phase);
3863 if (!MovDelay[x][y])
3865 Feld[x][y] = EL_TIMEGATE_OPEN;
3866 DrawLevelField(x, y);
3871 void CloseTimegate(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 phase = MovDelay[x][y] / delay;
3884 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3885 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_CLOSED + phase);
3887 if (!MovDelay[x][y])
3889 Feld[x][y] = EL_TIMEGATE_CLOSED;
3890 DrawLevelField(x, y);
3895 static void CloseAllOpenTimegates()
3899 for (y=0; y<lev_fieldy; y++)
3901 for (x=0; x<lev_fieldx; x++)
3903 int element = Feld[x][y];
3905 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
3907 Feld[x][y] = EL_TIMEGATE_CLOSING;
3908 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
3914 void EdelsteinFunkeln(int x, int y)
3916 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
3919 if (Feld[x][y] == EL_EDELSTEIN_BD)
3920 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
3923 if (!MovDelay[x][y]) /* next animation frame */
3924 MovDelay[x][y] = 11 * !SimpleRND(500);
3926 if (MovDelay[x][y]) /* wait some time before next frame */
3930 if (setup.direct_draw && MovDelay[x][y])
3931 SetDrawtoField(DRAW_BUFFERED);
3933 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
3937 int phase = (MovDelay[x][y]-1)/2;
3942 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
3944 if (setup.direct_draw)
3948 dest_x = FX + SCREENX(x)*TILEX;
3949 dest_y = FY + SCREENY(y)*TILEY;
3951 BlitBitmap(drawto_field, window,
3952 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
3953 SetDrawtoField(DRAW_DIRECT);
3960 void MauerWaechst(int x, int y)
3964 if (!MovDelay[x][y]) /* next animation frame */
3965 MovDelay[x][y] = 3*delay;
3967 if (MovDelay[x][y]) /* wait some time before next frame */
3972 phase = 2-MovDelay[x][y]/delay;
3973 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3974 DrawGraphic(SCREENX(x), SCREENY(y),
3975 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
3976 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
3977 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
3978 GFX_MAUER_DOWN ) + phase);
3980 if (!MovDelay[x][y])
3982 if (MovDir[x][y] == MV_LEFT)
3984 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
3985 DrawLevelField(x-1, y);
3987 else if (MovDir[x][y] == MV_RIGHT)
3989 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
3990 DrawLevelField(x+1, y);
3992 else if (MovDir[x][y] == MV_UP)
3994 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
3995 DrawLevelField(x, y-1);
3999 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
4000 DrawLevelField(x, y+1);
4003 Feld[x][y] = Store[x][y];
4005 MovDir[x][y] = MV_NO_MOVING;
4006 DrawLevelField(x, y);
4011 void MauerAbleger(int ax, int ay)
4013 int element = Feld[ax][ay];
4014 boolean oben_frei = FALSE, unten_frei = FALSE;
4015 boolean links_frei = FALSE, rechts_frei = FALSE;
4016 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4017 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4019 if (!MovDelay[ax][ay]) /* start building new wall */
4020 MovDelay[ax][ay] = 6;
4022 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4025 if (MovDelay[ax][ay])
4029 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4031 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4033 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4035 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4038 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
4042 Feld[ax][ay-1] = EL_MAUERND;
4043 Store[ax][ay-1] = element;
4044 MovDir[ax][ay-1] = MV_UP;
4045 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4046 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
4050 Feld[ax][ay+1] = EL_MAUERND;
4051 Store[ax][ay+1] = element;
4052 MovDir[ax][ay+1] = MV_DOWN;
4053 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4054 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
4058 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
4059 element == EL_MAUER_LEBT)
4063 Feld[ax-1][ay] = EL_MAUERND;
4064 Store[ax-1][ay] = element;
4065 MovDir[ax-1][ay] = MV_LEFT;
4066 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4067 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
4071 Feld[ax+1][ay] = EL_MAUERND;
4072 Store[ax+1][ay] = element;
4073 MovDir[ax+1][ay] = MV_RIGHT;
4074 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4075 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
4079 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
4080 DrawLevelField(ax, ay);
4082 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
4084 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
4085 unten_massiv = TRUE;
4086 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
4087 links_massiv = TRUE;
4088 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
4089 rechts_massiv = TRUE;
4091 if (((oben_massiv && unten_massiv) ||
4092 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
4093 ((links_massiv && rechts_massiv) ||
4094 element == EL_MAUER_Y))
4095 Feld[ax][ay] = EL_MAUERWERK;
4098 void CheckForDragon(int x, int y)
4101 boolean dragon_found = FALSE;
4102 static int xy[4][2] =
4114 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4116 if (IN_LEV_FIELD(xx, yy) &&
4117 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
4119 if (Feld[xx][yy] == EL_DRACHE)
4120 dragon_found = TRUE;
4133 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4135 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
4137 Feld[xx][yy] = EL_LEERRAUM;
4138 DrawLevelField(xx, yy);
4147 static void CheckBuggyBase(int x, int y)
4149 int element = Feld[x][y];
4151 if (element == EL_SP_BUG)
4153 if (!MovDelay[x][y]) /* wait some time before activating base */
4154 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4159 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4160 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
4164 Feld[x][y] = EL_SP_BUG_ACTIVE;
4167 else if (element == EL_SP_BUG_ACTIVE)
4169 if (!MovDelay[x][y]) /* start activating buggy base */
4170 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
4178 static int xy[4][2] =
4186 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4187 DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
4191 int xx = x + xy[i][0], yy = y + xy[i][1];
4193 if (IS_PLAYER(xx, yy))
4195 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVATING);
4203 Feld[x][y] = EL_SP_BUG;
4204 DrawLevelField(x, y);
4209 static void CheckTrap(int x, int y)
4211 int element = Feld[x][y];
4213 if (element == EL_TRAP_INACTIVE)
4215 if (!MovDelay[x][y]) /* wait some time before activating trap */
4216 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4224 Feld[x][y] = EL_TRAP_ACTIVE;
4227 else if (element == EL_TRAP_ACTIVE)
4232 if (!MovDelay[x][y]) /* start activating trap */
4233 MovDelay[x][y] = num_frames * delay;
4241 if (!(MovDelay[x][y] % delay))
4243 int phase = MovDelay[x][y]/delay;
4245 if (phase >= num_frames/2)
4246 phase = num_frames - phase;
4248 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4250 DrawGraphic(SCREENX(x),SCREENY(y), GFX_TRAP_INACTIVE + phase - 1);
4251 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
4258 Feld[x][y] = EL_TRAP_INACTIVE;
4259 DrawLevelField(x, y);
4264 static void DrawBeltAnimation(int x, int y, int element)
4266 int belt_nr = getBeltNrFromElement(element);
4267 int belt_dir = game.belt_dir[belt_nr];
4269 if (belt_dir != MV_NO_MOVING)
4272 int mode = (belt_dir == MV_LEFT ? ANIM_NORMAL : ANIM_REVERSE);
4273 int graphic = el2gfx(element) + (belt_dir == MV_LEFT ? 0 : 7);
4275 DrawGraphicAnimation(x, y, graphic, 8, delay, mode);
4279 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4281 static byte stored_player_action[MAX_PLAYERS];
4282 static int num_stored_actions = 0;
4284 static boolean save_tape_entry = FALSE;
4286 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4287 int left = player_action & JOY_LEFT;
4288 int right = player_action & JOY_RIGHT;
4289 int up = player_action & JOY_UP;
4290 int down = player_action & JOY_DOWN;
4291 int button1 = player_action & JOY_BUTTON_1;
4292 int button2 = player_action & JOY_BUTTON_2;
4293 int dx = (left ? -1 : right ? 1 : 0);
4294 int dy = (up ? -1 : down ? 1 : 0);
4296 stored_player_action[player->index_nr] = 0;
4297 num_stored_actions++;
4299 if (!player->active || tape.pausing)
4305 save_tape_entry = TRUE;
4307 player->frame_reset_delay = 0;
4310 snapped = SnapField(player, dx, dy);
4314 bombed = PlaceBomb(player);
4315 moved = MoveFigure(player, dx, dy);
4318 if (tape.single_step && tape.recording && !tape.pausing)
4320 if (button1 || (bombed && !moved))
4322 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
4323 SnapField(player, 0, 0); /* stop snapping */
4328 if (tape.recording && (moved || snapped || bombed))
4330 if (bombed && !moved)
4331 player_action &= JOY_BUTTON;
4333 stored_player_action[player->index_nr] = player_action;
4334 save_tape_entry = TRUE;
4336 else if (tape.playing && snapped)
4337 SnapField(player, 0, 0); /* stop snapping */
4339 stored_player_action[player->index_nr] = player_action;
4344 /* no actions for this player (no input at player's configured device) */
4346 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4347 SnapField(player, 0, 0);
4348 CheckGravityMovement(player);
4351 if (player->MovPos == 0) /* needed for tape.playing */
4352 player->is_moving = FALSE;
4355 if (player->MovPos == 0) /* needed for tape.playing */
4356 player->last_move_dir = MV_NO_MOVING;
4358 /* !!! CHECK THIS AGAIN !!!
4359 (Seems to be needed for some EL_ROBOT stuff, but breaks
4360 tapes when walking through pipes!)
4363 /* it seems that "player->last_move_dir" is misused as some sort of
4364 "player->is_just_moving_in_this_moment", which is needed for the
4365 robot stuff (robots don't kill players when they are moving)
4369 if (++player->frame_reset_delay > player->move_delay_value)
4374 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
4376 TapeRecordAction(stored_player_action);
4377 num_stored_actions = 0;
4378 save_tape_entry = FALSE;
4381 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
4383 TapeRecordAction(stored_player_action);
4384 num_stored_actions = 0;
4389 if (tape.playing && !tape.pausing && !player_action &&
4390 tape.counter < tape.length)
4392 int jx = player->jx, jy = player->jy;
4394 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
4396 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
4397 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
4399 int dx = (next_joy == JOY_LEFT ? -1 : +1);
4401 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
4403 int el = Feld[jx+dx][jy];
4404 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 :
4405 (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10);
4407 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
4409 player->MovDir = next_joy;
4410 player->Frame = FrameCounter % 4;
4411 player->Pushing = TRUE;
4421 static unsigned long action_delay = 0;
4422 unsigned long action_delay_value;
4423 int sieb_x = 0, sieb_y = 0;
4424 int i, x, y, element;
4425 byte *recorded_player_action;
4426 byte summarized_player_action = 0;
4428 if (game_status != PLAYING)
4431 action_delay_value =
4432 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4434 if (tape.playing && tape.index_search && !tape.pausing)
4435 action_delay_value = 0;
4437 /* ---------- main game synchronization point ---------- */
4439 WaitUntilDelayReached(&action_delay, action_delay_value);
4441 if (network_playing && !network_player_action_received)
4445 printf("DEBUG: try to get network player actions in time\n");
4449 #if defined(PLATFORM_UNIX)
4450 /* last chance to get network player actions without main loop delay */
4454 if (game_status != PLAYING)
4457 if (!network_player_action_received)
4461 printf("DEBUG: failed to get network player actions in time\n");
4471 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4473 for (i=0; i<MAX_PLAYERS; i++)
4475 summarized_player_action |= stored_player[i].action;
4477 if (!network_playing)
4478 stored_player[i].effective_action = stored_player[i].action;
4481 #if defined(PLATFORM_UNIX)
4482 if (network_playing)
4483 SendToServer_MovePlayer(summarized_player_action);
4486 if (!options.network && !setup.team_mode)
4487 local_player->effective_action = summarized_player_action;
4489 for (i=0; i<MAX_PLAYERS; i++)
4491 int actual_player_action = stored_player[i].effective_action;
4493 if (stored_player[i].programmed_action)
4494 actual_player_action = stored_player[i].programmed_action;
4496 if (recorded_player_action)
4497 actual_player_action = recorded_player_action[i];
4499 PlayerActions(&stored_player[i], actual_player_action);
4500 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4503 network_player_action_received = FALSE;
4505 ScrollScreen(NULL, SCROLL_GO_ON);
4511 if (TimeFrames == 0 && local_player->active)
4513 extern unsigned int last_RND();
4515 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
4516 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
4523 if (GameFrameDelay >= 500)
4524 printf("FrameCounter == %d\n", FrameCounter);
4533 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4536 if (JustStopped[x][y] > 0)
4537 JustStopped[x][y]--;
4540 if (IS_BLOCKED(x, y))
4544 Blocked2Moving(x, y, &oldx, &oldy);
4545 if (!IS_MOVING(oldx, oldy))
4547 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4548 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4549 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4550 printf("GameActions(): This should never happen!\n");
4556 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4558 element = Feld[x][y];
4560 if (IS_INACTIVE(element))
4563 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4567 if (IS_GEM(element) || element == EL_SP_INFOTRON)
4568 EdelsteinFunkeln(x, y);
4570 else if (IS_MOVING(x, y))
4571 ContinueMoving(x, y);
4572 else if (IS_ACTIVE_BOMB(element))
4573 CheckDynamite(x, y);
4575 else if (element == EL_EXPLODING && !game.explosions_delayed)
4576 Explode(x, y, Frame[x][y], EX_NORMAL);
4578 else if (element == EL_AMOEBING)
4579 AmoebeWaechst(x, y);
4580 else if (element == EL_DEAMOEBING)
4581 AmoebaEatenByMole(x, y);
4583 #if !USE_NEW_AMOEBA_CODE
4584 else if (IS_AMOEBALIVE(element))
4585 AmoebeAbleger(x, y);
4588 else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
4590 else if (element == EL_ABLENK_EIN)
4592 else if (element == EL_TIMEGATE_SWITCH_ON)
4593 TimegateWheel(x, y);
4594 else if (element == EL_SALZSAEURE)
4596 else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
4598 else if (element == EL_CRACKINGNUT)
4600 else if (element == EL_PEARL_BREAKING)
4601 BreakingPearl(x, y);
4602 else if (element == EL_AUSGANG_ZU)
4603 AusgangstuerPruefen(x, y);
4604 else if (element == EL_AUSGANG_ACT)
4605 AusgangstuerOeffnen(x, y);
4606 else if (element == EL_AUSGANG_AUF)
4607 AusgangstuerBlinken(x, y);
4608 else if (element == EL_MAUERND)
4610 else if (element == EL_MAUER_LEBT ||
4611 element == EL_MAUER_X ||
4612 element == EL_MAUER_Y ||
4613 element == EL_MAUER_XY)
4615 else if (element == EL_BURNING)
4616 CheckForDragon(x, y);
4617 else if (element == EL_SP_BUG || element == EL_SP_BUG_ACTIVE)
4618 CheckBuggyBase(x, y);
4619 else if (element == EL_TRAP_INACTIVE || element == EL_TRAP_ACTIVE)
4621 else if (element == EL_SP_TERMINAL)
4622 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL);
4623 else if (element == EL_SP_TERMINAL_ACTIVE)
4624 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
4625 else if (IS_BELT(element))
4626 DrawBeltAnimation(x, y, element);
4627 else if (element == EL_SWITCHGATE_OPENING)
4628 OpenSwitchgate(x, y);
4629 else if (element == EL_SWITCHGATE_CLOSING)
4630 CloseSwitchgate(x, y);
4631 else if (element == EL_TIMEGATE_OPENING)
4633 else if (element == EL_TIMEGATE_CLOSING)
4634 CloseTimegate(x, y);
4635 else if (element == EL_EXTRA_TIME)
4636 DrawGraphicAnimation(x, y, GFX_EXTRA_TIME, 6, 4, ANIM_NORMAL);
4637 else if (element == EL_SHIELD_PASSIVE)
4638 DrawGraphicAnimation(x, y, GFX_SHIELD_PASSIVE, 6, 4, ANIM_NORMAL);
4639 else if (element == EL_SHIELD_ACTIVE)
4640 DrawGraphicAnimation(x, y, GFX_SHIELD_ACTIVE, 6, 4, ANIM_NORMAL);
4642 if (game.magic_wall_active)
4644 boolean sieb = FALSE;
4645 int jx = local_player->jx, jy = local_player->jy;
4647 if (element == EL_MAGIC_WALL_FULL ||
4648 element == EL_MAGIC_WALL_EMPTY ||
4649 element == EL_MAGIC_WALL_EMPTYING)
4651 SiebAktivieren(x, y, 1);
4654 else if (element == EL_MAGIC_WALL_BD_FULL ||
4655 element == EL_MAGIC_WALL_BD_EMPTY ||
4656 element == EL_MAGIC_WALL_BD_EMPTYING)
4658 SiebAktivieren(x, y, 2);
4662 /* play the element sound at the position nearest to the player */
4663 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
4671 #if USE_NEW_AMOEBA_CODE
4672 /* new experimental amoeba growth stuff */
4674 if (!(FrameCounter % 8))
4677 static unsigned long random = 1684108901;
4679 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
4682 x = (random >> 10) % lev_fieldx;
4683 y = (random >> 20) % lev_fieldy;
4685 x = RND(lev_fieldx);
4686 y = RND(lev_fieldy);
4688 element = Feld[x][y];
4690 if (!IS_PLAYER(x,y) &&
4691 (element == EL_LEERRAUM ||
4692 element == EL_ERDREICH ||
4693 element == EL_MORAST_LEER ||
4694 element == EL_BLURB_LEFT ||
4695 element == EL_BLURB_RIGHT))
4697 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBE_NASS) ||
4698 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBE_NASS) ||
4699 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBE_NASS) ||
4700 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBE_NASS))
4701 Feld[x][y] = EL_TROPFEN;
4704 random = random * 129 + 1;
4710 if (game.explosions_delayed)
4713 game.explosions_delayed = FALSE;
4715 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4717 element = Feld[x][y];
4719 if (ExplodeField[x][y])
4720 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
4721 else if (element == EL_EXPLODING)
4722 Explode(x, y, Frame[x][y], EX_NORMAL);
4724 ExplodeField[x][y] = EX_NO_EXPLOSION;
4727 game.explosions_delayed = TRUE;
4730 if (game.magic_wall_active)
4732 if (!(game.magic_wall_time_left % 4))
4734 int element = Feld[sieb_x][sieb_y];
4736 if (element == EL_MAGIC_WALL_BD_FULL ||
4737 element == EL_MAGIC_WALL_BD_EMPTY ||
4738 element == EL_MAGIC_WALL_BD_EMPTYING)
4739 PlaySoundLevel(sieb_x, sieb_y, SND_BD_MAGIC_WALL_RUNNING);
4741 PlaySoundLevel(sieb_x, sieb_y, SND_MAGIC_WALL_RUNNING);
4744 if (game.magic_wall_time_left > 0)
4746 game.magic_wall_time_left--;
4747 if (!game.magic_wall_time_left)
4749 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4751 element = Feld[x][y];
4753 if (element == EL_MAGIC_WALL_EMPTY ||
4754 element == EL_MAGIC_WALL_FULL)
4756 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4757 DrawLevelField(x, y);
4759 else if (element == EL_MAGIC_WALL_BD_EMPTY ||
4760 element == EL_MAGIC_WALL_BD_FULL)
4762 Feld[x][y] = EL_MAGIC_WALL_BD_DEAD;
4763 DrawLevelField(x, y);
4767 game.magic_wall_active = FALSE;
4772 if (game.light_time_left > 0)
4774 game.light_time_left--;
4776 if (game.light_time_left == 0)
4778 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4780 element = Feld[x][y];
4782 if (element == EL_LIGHT_SWITCH_ON)
4784 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
4785 DrawLevelField(x, y);
4787 else if (element == EL_INVISIBLE_STEEL ||
4788 element == EL_UNSICHTBAR ||
4789 element == EL_SAND_INVISIBLE)
4790 DrawLevelField(x, y);
4795 if (game.timegate_time_left > 0)
4797 game.timegate_time_left--;
4799 if (game.timegate_time_left == 0)
4800 CloseAllOpenTimegates();
4803 if (TimeFrames >= (1000 / GameFrameDelay))
4808 for (i=0; i<MAX_PLAYERS; i++)
4810 if (SHIELD_ON(&stored_player[i]))
4812 stored_player[i].shield_passive_time_left--;
4814 if (stored_player[i].shield_active_time_left > 0)
4815 stored_player[i].shield_active_time_left--;
4819 if (tape.recording || tape.playing)
4820 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
4826 if (TimeLeft <= 10 && setup.time_limit)
4827 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, PSND_MAX_RIGHT);
4829 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
4831 if (!TimeLeft && setup.time_limit)
4832 for (i=0; i<MAX_PLAYERS; i++)
4833 KillHero(&stored_player[i]);
4835 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
4836 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
4841 if (options.debug) /* calculate frames per second */
4843 static unsigned long fps_counter = 0;
4844 static int fps_frames = 0;
4845 unsigned long fps_delay_ms = Counter() - fps_counter;
4849 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
4851 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
4854 fps_counter = Counter();
4857 redraw_mask |= REDRAW_FPS;
4861 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
4863 int min_x = x, min_y = y, max_x = x, max_y = y;
4866 for (i=0; i<MAX_PLAYERS; i++)
4868 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4870 if (!stored_player[i].active || &stored_player[i] == player)
4873 min_x = MIN(min_x, jx);
4874 min_y = MIN(min_y, jy);
4875 max_x = MAX(max_x, jx);
4876 max_y = MAX(max_y, jy);
4879 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
4882 static boolean AllPlayersInVisibleScreen()
4886 for (i=0; i<MAX_PLAYERS; i++)
4888 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4890 if (!stored_player[i].active)
4893 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
4900 void ScrollLevel(int dx, int dy)
4902 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
4905 BlitBitmap(drawto_field, drawto_field,
4906 FX + TILEX*(dx == -1) - softscroll_offset,
4907 FY + TILEY*(dy == -1) - softscroll_offset,
4908 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
4909 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
4910 FX + TILEX*(dx == 1) - softscroll_offset,
4911 FY + TILEY*(dy == 1) - softscroll_offset);
4915 x = (dx == 1 ? BX1 : BX2);
4916 for (y=BY1; y<=BY2; y++)
4917 DrawScreenField(x, y);
4921 y = (dy == 1 ? BY1 : BY2);
4922 for (x=BX1; x<=BX2; x++)
4923 DrawScreenField(x, y);
4926 redraw_mask |= REDRAW_FIELD;
4929 static void CheckGravityMovement(struct PlayerInfo *player)
4931 if (level.gravity && !player->programmed_action)
4933 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
4934 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
4936 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
4937 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
4938 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
4939 int jx = player->jx, jy = player->jy;
4940 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
4941 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
4942 int new_jx = jx + dx, new_jy = jy + dy;
4943 boolean field_under_player_is_free =
4944 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
4945 boolean player_is_moving_to_valid_field =
4946 (IN_LEV_FIELD(new_jx, new_jy) &&
4947 (Feld[new_jx][new_jy] == EL_SP_BASE ||
4948 Feld[new_jx][new_jy] == EL_ERDREICH));
4950 if (field_under_player_is_free && !player_is_moving_to_valid_field)
4951 player->programmed_action = MV_DOWN;
4955 boolean MoveFigureOneStep(struct PlayerInfo *player,
4956 int dx, int dy, int real_dx, int real_dy)
4958 int jx = player->jx, jy = player->jy;
4959 int new_jx = jx+dx, new_jy = jy+dy;
4963 if (!player->active || (!dx && !dy))
4964 return MF_NO_ACTION;
4966 player->MovDir = (dx < 0 ? MV_LEFT :
4969 dy > 0 ? MV_DOWN : MV_NO_MOVING);
4971 if (!IN_LEV_FIELD(new_jx, new_jy))
4972 return MF_NO_ACTION;
4974 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
4975 return MF_NO_ACTION;
4978 element = MovingOrBlocked2Element(new_jx, new_jy);
4980 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
4983 if (DONT_GO_TO(element))
4985 if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
4988 Feld[jx][jy] = EL_SPIELFIGUR;
4989 InitMovingField(jx, jy, MV_DOWN);
4990 Store[jx][jy] = EL_SALZSAEURE;
4991 ContinueMoving(jx, jy);
4995 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
5000 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
5001 if (can_move != MF_MOVING)
5004 StorePlayer[jx][jy] = 0;
5005 player->last_jx = jx;
5006 player->last_jy = jy;
5007 jx = player->jx = new_jx;
5008 jy = player->jy = new_jy;
5009 StorePlayer[jx][jy] = player->element_nr;
5012 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
5014 ScrollFigure(player, SCROLL_INIT);
5019 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
5021 int jx = player->jx, jy = player->jy;
5022 int old_jx = jx, old_jy = jy;
5023 int moved = MF_NO_ACTION;
5025 if (!player->active || (!dx && !dy))
5029 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5033 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5034 !(tape.playing && tape.game_version < GAME_VERSION_2_0))
5038 /* remove the last programmed player action */
5039 player->programmed_action = 0;
5043 /* should only happen if pre-1.2 tape recordings are played */
5044 /* this is only for backward compatibility */
5046 int original_move_delay_value = player->move_delay_value;
5049 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
5052 /* scroll remaining steps with finest movement resolution */
5053 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
5055 while (player->MovPos)
5057 ScrollFigure(player, SCROLL_GO_ON);
5058 ScrollScreen(NULL, SCROLL_GO_ON);
5064 player->move_delay_value = original_move_delay_value;
5067 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
5069 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
5070 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5074 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5075 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5081 if (moved & MF_MOVING && !ScreenMovPos &&
5082 (player == local_player || !options.network))
5084 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5085 int offset = (setup.scroll_delay ? 3 : 0);
5087 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5089 /* actual player has left the screen -- scroll in that direction */
5090 if (jx != old_jx) /* player has moved horizontally */
5091 scroll_x += (jx - old_jx);
5092 else /* player has moved vertically */
5093 scroll_y += (jy - old_jy);
5097 if (jx != old_jx) /* player has moved horizontally */
5099 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5100 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5101 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5103 /* don't scroll over playfield boundaries */
5104 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5105 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5107 /* don't scroll more than one field at a time */
5108 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5110 /* don't scroll against the player's moving direction */
5111 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5112 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5113 scroll_x = old_scroll_x;
5115 else /* player has moved vertically */
5117 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5118 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5119 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5121 /* don't scroll over playfield boundaries */
5122 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5123 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5125 /* don't scroll more than one field at a time */
5126 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5128 /* don't scroll against the player's moving direction */
5129 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5130 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5131 scroll_y = old_scroll_y;
5135 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5137 if (!options.network && !AllPlayersInVisibleScreen())
5139 scroll_x = old_scroll_x;
5140 scroll_y = old_scroll_y;
5144 ScrollScreen(player, SCROLL_INIT);
5145 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5150 if (!(moved & MF_MOVING) && !player->Pushing)
5153 player->Frame = (player->Frame + 1) % 4;
5155 if (moved & MF_MOVING)
5157 if (old_jx != jx && old_jy == jy)
5158 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5159 else if (old_jx == jx && old_jy != jy)
5160 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5162 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
5164 player->last_move_dir = player->MovDir;
5165 player->is_moving = TRUE;
5169 CheckGravityMovement(player);
5172 player->last_move_dir = MV_NO_MOVING;
5174 player->is_moving = FALSE;
5177 TestIfHeroTouchesBadThing(jx, jy);
5179 if (!player->active)
5185 void ScrollFigure(struct PlayerInfo *player, int mode)
5187 int jx = player->jx, jy = player->jy;
5188 int last_jx = player->last_jx, last_jy = player->last_jy;
5189 int move_stepsize = TILEX / player->move_delay_value;
5191 if (!player->active || !player->MovPos)
5194 if (mode == SCROLL_INIT)
5196 player->actual_frame_counter = FrameCounter;
5197 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5199 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
5200 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5205 else if (!FrameReached(&player->actual_frame_counter, 1))
5208 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5209 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5211 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5212 Feld[last_jx][last_jy] = EL_LEERRAUM;
5214 /* before DrawPlayer() to draw correct player graphic for this case */
5215 if (player->MovPos == 0)
5216 CheckGravityMovement(player);
5220 if (player->MovPos == 0)
5222 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
5224 /* continue with normal speed after quickly moving through gate */
5225 HALVE_PLAYER_SPEED(player);
5227 /* be able to make the next move without delay */
5228 player->move_delay = 0;
5231 player->last_jx = jx;
5232 player->last_jy = jy;
5234 if (Feld[jx][jy] == EL_AUSGANG_AUF)
5238 if (!local_player->friends_still_needed)
5239 player->LevelSolved = player->GameOver = TRUE;
5242 if (tape.single_step && tape.recording && !tape.pausing &&
5243 !player->programmed_action)
5244 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5248 void ScrollScreen(struct PlayerInfo *player, int mode)
5250 static unsigned long screen_frame_counter = 0;
5252 if (mode == SCROLL_INIT)
5254 /* set scrolling step size according to actual player's moving speed */
5255 ScrollStepSize = TILEX / player->move_delay_value;
5257 screen_frame_counter = FrameCounter;
5258 ScreenMovDir = player->MovDir;
5259 ScreenMovPos = player->MovPos;
5260 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5263 else if (!FrameReached(&screen_frame_counter, 1))
5268 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5269 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5270 redraw_mask |= REDRAW_FIELD;
5273 ScreenMovDir = MV_NO_MOVING;
5276 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
5278 int i, kill_x = -1, kill_y = -1;
5279 static int test_xy[4][2] =
5286 static int test_dir[4] =
5296 int test_x, test_y, test_move_dir, test_element;
5298 test_x = good_x + test_xy[i][0];
5299 test_y = good_y + test_xy[i][1];
5300 if (!IN_LEV_FIELD(test_x, test_y))
5304 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5307 test_element = Feld[test_x][test_y];
5309 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
5312 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5313 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5315 if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) ||
5316 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
5324 if (kill_x != -1 || kill_y != -1)
5326 if (IS_PLAYER(good_x, good_y))
5328 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
5330 if (player->shield_active_time_left > 0)
5331 Bang(kill_x, kill_y);
5332 else if (!PLAYER_PROTECTED(good_x, good_y))
5336 Bang(good_x, good_y);
5340 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
5342 int i, kill_x = -1, kill_y = -1;
5343 int bad_element = Feld[bad_x][bad_y];
5344 static int test_xy[4][2] =
5351 static int test_dir[4] =
5359 if (bad_element == EL_EXPLODING) /* skip just exploding bad things */
5364 int test_x, test_y, test_move_dir, test_element;
5366 test_x = bad_x + test_xy[i][0];
5367 test_y = bad_y + test_xy[i][1];
5368 if (!IN_LEV_FIELD(test_x, test_y))
5372 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5374 test_element = Feld[test_x][test_y];
5376 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5377 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5379 if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) ||
5380 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
5382 /* good thing is player or penguin that does not move away */
5383 if (IS_PLAYER(test_x, test_y))
5385 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
5387 if (bad_element == EL_ROBOT && player->is_moving)
5388 continue; /* robot does not kill player if he is moving */
5394 else if (test_element == EL_PINGUIN)
5403 if (kill_x != -1 || kill_y != -1)
5405 if (IS_PLAYER(kill_x, kill_y))
5407 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
5410 int dir = player->MovDir;
5411 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5412 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5414 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5415 newx != bad_x && newy != bad_y)
5416 ; /* robot does not kill player if he is moving */
5418 printf("-> %d\n", player->MovDir);
5420 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5421 newx != bad_x && newy != bad_y)
5422 ; /* robot does not kill player if he is moving */
5427 if (player->shield_active_time_left > 0)
5429 else if (!PLAYER_PROTECTED(kill_x, kill_y))
5433 Bang(kill_x, kill_y);
5437 void TestIfHeroTouchesBadThing(int x, int y)
5439 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5442 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
5444 TestIfGoodThingHitsBadThing(x, y, move_dir);
5447 void TestIfBadThingTouchesHero(int x, int y)
5449 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5452 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
5454 TestIfBadThingHitsGoodThing(x, y, move_dir);
5457 void TestIfFriendTouchesBadThing(int x, int y)
5459 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5462 void TestIfBadThingTouchesFriend(int x, int y)
5464 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5467 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
5469 int i, kill_x = bad_x, kill_y = bad_y;
5470 static int xy[4][2] =
5482 x = bad_x + xy[i][0];
5483 y = bad_y + xy[i][1];
5484 if (!IN_LEV_FIELD(x, y))
5487 element = Feld[x][y];
5488 if (IS_AMOEBOID(element) || element == EL_LIFE ||
5489 element == EL_AMOEBING || element == EL_TROPFEN)
5497 if (kill_x != bad_x || kill_y != bad_y)
5501 void KillHero(struct PlayerInfo *player)
5503 int jx = player->jx, jy = player->jy;
5505 if (!player->active)
5508 if (IS_PFORTE(Feld[jx][jy]))
5509 Feld[jx][jy] = EL_LEERRAUM;
5511 /* deactivate shield (else Bang()/Explode() would not work right) */
5512 player->shield_passive_time_left = 0;
5513 player->shield_active_time_left = 0;
5519 static void KillHeroUnlessProtected(int x, int y)
5521 if (!PLAYER_PROTECTED(x, y))
5522 KillHero(PLAYERINFO(x, y));
5525 void BuryHero(struct PlayerInfo *player)
5527 int jx = player->jx, jy = player->jy;
5529 if (!player->active)
5532 PlaySoundLevel(jx, jy, SND_PLAYER_DYING);
5533 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
5535 player->GameOver = TRUE;
5539 void RemoveHero(struct PlayerInfo *player)
5541 int jx = player->jx, jy = player->jy;
5542 int i, found = FALSE;
5544 player->present = FALSE;
5545 player->active = FALSE;
5547 if (!ExplodeField[jx][jy])
5548 StorePlayer[jx][jy] = 0;
5550 for (i=0; i<MAX_PLAYERS; i++)
5551 if (stored_player[i].active)
5555 AllPlayersGone = TRUE;
5561 int DigField(struct PlayerInfo *player,
5562 int x, int y, int real_dx, int real_dy, int mode)
5564 int jx = player->jx, jy = player->jy;
5565 int dx = x - jx, dy = y - jy;
5566 int move_direction = (dx == -1 ? MV_LEFT :
5567 dx == +1 ? MV_RIGHT :
5569 dy == +1 ? MV_DOWN : MV_NO_MOVING);
5572 if (!player->MovPos)
5573 player->Pushing = FALSE;
5575 if (mode == DF_NO_PUSH)
5577 player->Switching = FALSE;
5578 player->push_delay = 0;
5579 return MF_NO_ACTION;
5582 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
5583 return MF_NO_ACTION;
5585 if (IS_TUBE(Feld[jx][jy]))
5588 int tube_leave_directions[][2] =
5590 { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5591 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5592 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5593 { EL_TUBE_VERT_LEFT, MV_LEFT | MV_UP | MV_DOWN },
5594 { EL_TUBE_VERT_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
5595 { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_UP },
5596 { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
5597 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
5598 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
5599 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
5600 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
5601 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
5604 while (tube_leave_directions[i][0] != Feld[jx][jy])
5607 if (tube_leave_directions[i][0] == -1) /* should not happen */
5611 if (!(tube_leave_directions[i][1] & move_direction))
5612 return MF_NO_ACTION; /* tube has no opening in this direction */
5615 element = Feld[x][y];
5621 case EL_SAND_INVISIBLE:
5622 case EL_TRAP_INACTIVE:
5627 if (element == EL_LEERRAUM)
5628 PlaySoundLevel(x, y, SND_EMPTY_SPACE_DIGGING);
5629 else if (element == EL_ERDREICH)
5630 PlaySoundLevel(x, y, SND_SAND_DIGGING);
5631 else if (element == EL_SAND_INVISIBLE)
5632 PlaySoundLevel(x, y, SND_SAND_INVISIBLE_DIGGING);
5633 else if (element == EL_TRAP_INACTIVE)
5634 PlaySoundLevel(x, y, SND_TRAP_INACTIVE_DIGGING);
5635 else if (element == EL_SP_BASE)
5636 PlaySoundLevel(x, y, SND_SP_BASE_DIGGING);
5637 else if (element == EL_SP_BUG)
5638 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_DIGGING);
5642 case EL_EDELSTEIN_BD:
5643 case EL_EDELSTEIN_GELB:
5644 case EL_EDELSTEIN_ROT:
5645 case EL_EDELSTEIN_LILA:
5647 case EL_SP_INFOTRON:
5651 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 :
5652 element == EL_PEARL ? 5 :
5653 element == EL_CRYSTAL ? 8 : 1);
5654 if (local_player->gems_still_needed < 0)
5655 local_player->gems_still_needed = 0;
5656 RaiseScoreElement(element);
5657 DrawText(DX_EMERALDS, DY_EMERALDS,
5658 int2str(local_player->gems_still_needed, 3),
5659 FS_SMALL, FC_YELLOW);
5661 if (element == EL_EDELSTEIN_BD)
5662 PlaySoundLevel(x, y, SND_BD_DIAMOND_COLLECTING);
5663 else if (element == EL_DIAMANT)
5664 PlaySoundLevel(x, y, SND_DIAMOND_COLLECTING);
5665 else if (element == EL_SP_INFOTRON)
5666 PlaySoundLevel(x, y, SND_SP_INFOTRON_COLLECTING);
5667 else if (element == EL_PEARL)
5668 PlaySoundLevel(x, y, SND_PEARL_COLLECTING);
5669 else if (element == EL_CRYSTAL)
5670 PlaySoundLevel(x, y, SND_CRYSTAL_COLLECTING);
5671 else /* EL_EDELSTEIN style element */
5672 PlaySoundLevel(x, y, SND_EMERALD_COLLECTING);
5677 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
5678 PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
5682 Feld[x][y] = EL_LEERRAUM;
5683 PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
5691 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5693 PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, PSND_MAX_RIGHT);
5696 case EL_SHIELD_PASSIVE:
5698 player->shield_passive_time_left += 10;
5699 PlaySoundLevel(x, y, SND_SHIELD_PASSIVE_COLLECTING);
5702 case EL_SHIELD_ACTIVE:
5704 player->shield_passive_time_left += 10;
5705 player->shield_active_time_left += 10;
5706 PlaySoundLevel(x, y, SND_SHIELD_ACTIVE_COLLECTING);
5709 case EL_DYNAMITE_INACTIVE:
5710 case EL_SP_DISK_RED:
5713 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5714 DrawText(DX_DYNAMITE, DY_DYNAMITE,
5715 int2str(local_player->dynamite, 3),
5716 FS_SMALL, FC_YELLOW);
5717 if (element == EL_SP_DISK_RED)
5718 PlaySoundLevel(x, y, SND_SP_DISK_RED_COLLECTING);
5720 PlaySoundLevel(x, y, SND_DYNAMITE_COLLECTING);
5723 case EL_DYNABOMB_NR:
5725 player->dynabomb_count++;
5726 player->dynabombs_left++;
5727 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5728 PlaySoundLevel(x, y, SND_DYNABOMB_NR_COLLECTING);
5731 case EL_DYNABOMB_SZ:
5733 player->dynabomb_size++;
5734 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5735 PlaySoundLevel(x, y, SND_DYNABOMB_SZ_COLLECTING);
5738 case EL_DYNABOMB_XL:
5740 player->dynabomb_xl = TRUE;
5741 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5742 PlaySoundLevel(x, y, SND_DYNABOMB_XL_COLLECTING);
5745 case EL_SCHLUESSEL1:
5746 case EL_SCHLUESSEL2:
5747 case EL_SCHLUESSEL3:
5748 case EL_SCHLUESSEL4:
5750 int key_nr = element - EL_SCHLUESSEL1;
5753 player->key[key_nr] = TRUE;
5754 RaiseScoreElement(EL_SCHLUESSEL);
5755 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5756 GFX_SCHLUESSEL1 + key_nr);
5757 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5758 GFX_SCHLUESSEL1 + key_nr);
5759 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
5768 int key_nr = element - EL_EM_KEY_1;
5771 player->key[key_nr] = TRUE;
5772 RaiseScoreElement(EL_SCHLUESSEL);
5773 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5774 GFX_SCHLUESSEL1 + key_nr);
5775 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5776 GFX_SCHLUESSEL1 + key_nr);
5777 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
5782 Feld[x][y] = EL_ABLENK_EIN;
5785 DrawLevelField(x, y);
5789 case EL_SP_TERMINAL:
5793 for (yy=0; yy<lev_fieldy; yy++)
5795 for (xx=0; xx<lev_fieldx; xx++)
5797 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
5799 else if (Feld[xx][yy] == EL_SP_TERMINAL)
5800 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
5808 case EL_BELT1_SWITCH_LEFT:
5809 case EL_BELT1_SWITCH_MIDDLE:
5810 case EL_BELT1_SWITCH_RIGHT:
5811 case EL_BELT2_SWITCH_LEFT:
5812 case EL_BELT2_SWITCH_MIDDLE:
5813 case EL_BELT2_SWITCH_RIGHT:
5814 case EL_BELT3_SWITCH_LEFT:
5815 case EL_BELT3_SWITCH_MIDDLE:
5816 case EL_BELT3_SWITCH_RIGHT:
5817 case EL_BELT4_SWITCH_LEFT:
5818 case EL_BELT4_SWITCH_MIDDLE:
5819 case EL_BELT4_SWITCH_RIGHT:
5820 if (!player->Switching)
5822 player->Switching = TRUE;
5823 ToggleBeltSwitch(x, y);
5828 case EL_SWITCHGATE_SWITCH_1:
5829 case EL_SWITCHGATE_SWITCH_2:
5830 if (!player->Switching)
5832 player->Switching = TRUE;
5833 ToggleSwitchgateSwitch(x, y);
5838 case EL_LIGHT_SWITCH_OFF:
5839 case EL_LIGHT_SWITCH_ON:
5840 if (!player->Switching)
5842 player->Switching = TRUE;
5843 ToggleLightSwitch(x, y);
5848 case EL_TIMEGATE_SWITCH_OFF:
5849 ActivateTimegateSwitch(x, y);
5854 case EL_BALLOON_SEND_LEFT:
5855 case EL_BALLOON_SEND_RIGHT:
5856 case EL_BALLOON_SEND_UP:
5857 case EL_BALLOON_SEND_DOWN:
5858 case EL_BALLOON_SEND_ANY:
5859 if (element == EL_BALLOON_SEND_ANY)
5860 game.balloon_dir = move_direction;
5862 game.balloon_dir = (element == EL_BALLOON_SEND_LEFT ? MV_LEFT :
5863 element == EL_BALLOON_SEND_RIGHT ? MV_RIGHT :
5864 element == EL_BALLOON_SEND_UP ? MV_UP :
5865 element == EL_BALLOON_SEND_DOWN ? MV_DOWN :
5872 if (local_player->gems_still_needed > 0)
5873 return MF_NO_ACTION;
5875 player->LevelSolved = player->GameOver = TRUE;
5876 PlaySoundStereo(SND_SP_EXIT_ENTERING, PSND_MAX_RIGHT);
5879 case EL_FELSBROCKEN:
5882 case EL_DX_SUPABOMB:
5886 case EL_SP_DISK_ORANGE:
5888 if (dy || mode == DF_SNAP)
5889 return MF_NO_ACTION;
5891 player->Pushing = TRUE;
5893 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
5894 return MF_NO_ACTION;
5898 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
5899 return MF_NO_ACTION;
5902 if (player->push_delay == 0)
5903 player->push_delay = FrameCounter;
5905 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
5906 !tape.playing && element != EL_SPRING)
5907 return MF_NO_ACTION;
5909 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
5910 !(tape.playing && tape.game_version < GAME_VERSION_2_0) &&
5911 element != EL_SPRING)
5912 return MF_NO_ACTION;
5916 Feld[x+dx][y+dy] = element;
5918 if (element == EL_SPRING)
5920 Feld[x+dx][y+dy] = EL_SPRING_MOVING;
5921 MovDir[x+dx][y+dy] = move_direction;
5924 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
5926 DrawLevelField(x+dx, y+dy);
5927 if (element == EL_FELSBROCKEN)
5928 PlaySoundLevel(x+dx, y+dy, SND_ROCK_PUSHING);
5929 else if (element == EL_BD_ROCK)
5930 PlaySoundLevel(x+dx, y+dy, SND_BD_ROCK_PUSHING);
5931 else if (element == EL_BOMBE)
5932 PlaySoundLevel(x+dx, y+dy, SND_BOMB_PUSHING);
5933 else if (element == EL_DX_SUPABOMB)
5934 PlaySoundLevel(x+dx, y+dy, SND_DX_BOMB_PUSHING);
5935 else if (element == EL_KOKOSNUSS)
5936 PlaySoundLevel(x+dx, y+dy, SND_NUT_PUSHING);
5937 else if (element == EL_ZEIT_LEER)
5938 PlaySoundLevel(x+dx, y+dy, SND_TIME_ORB_EMPTY_PUSHING);
5939 else if (element == EL_SP_ZONK)
5940 PlaySoundLevel(x+dx, y+dy, SND_SP_ZONK_PUSHING);
5941 else if (element == EL_SP_DISK_ORANGE)
5942 PlaySoundLevel(x+dx, y+dy, SND_SP_DISK_ORANGE_PUSHING);
5943 else if (element == EL_SPRING)
5944 PlaySoundLevel(x+dx, y+dy, SND_SPRING_PUSHING);
5951 if (!player->key[element - EL_PFORTE1])
5952 return MF_NO_ACTION;
5959 if (!player->key[element - EL_PFORTE1X])
5960 return MF_NO_ACTION;
5967 if (!player->key[element - EL_EM_GATE_1])
5968 return MF_NO_ACTION;
5969 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5970 return MF_NO_ACTION;
5972 /* automatically move to the next field with double speed */
5973 player->programmed_action = move_direction;
5974 DOUBLE_PLAYER_SPEED(player);
5976 PlaySoundLevel(x, y, SND_GATE_PASSING);
5984 if (!player->key[element - EL_EM_GATE_1X])
5985 return MF_NO_ACTION;
5986 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5987 return MF_NO_ACTION;
5989 /* automatically move to the next field with double speed */
5990 player->programmed_action = move_direction;
5991 DOUBLE_PLAYER_SPEED(player);
5993 PlaySoundLevel(x, y, SND_GATE_PASSING);
5997 case EL_SWITCHGATE_OPEN:
5998 case EL_TIMEGATE_OPEN:
5999 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6000 return MF_NO_ACTION;
6002 /* automatically move to the next field with double speed */
6003 player->programmed_action = move_direction;
6004 DOUBLE_PLAYER_SPEED(player);
6006 if (element == EL_SWITCHGATE_OPEN)
6007 PlaySoundLevel(x, y, SND_SWITCHGATE_PASSING);
6009 PlaySoundLevel(x, y, SND_TIMEGATE_PASSING);
6013 case EL_SP_PORT1_LEFT:
6014 case EL_SP_PORT2_LEFT:
6015 case EL_SP_PORT1_RIGHT:
6016 case EL_SP_PORT2_RIGHT:
6017 case EL_SP_PORT1_UP:
6018 case EL_SP_PORT2_UP:
6019 case EL_SP_PORT1_DOWN:
6020 case EL_SP_PORT2_DOWN:
6025 element != EL_SP_PORT1_LEFT &&
6026 element != EL_SP_PORT2_LEFT &&
6027 element != EL_SP_PORT_X &&
6028 element != EL_SP_PORT_XY) ||
6030 element != EL_SP_PORT1_RIGHT &&
6031 element != EL_SP_PORT2_RIGHT &&
6032 element != EL_SP_PORT_X &&
6033 element != EL_SP_PORT_XY) ||
6035 element != EL_SP_PORT1_UP &&
6036 element != EL_SP_PORT2_UP &&
6037 element != EL_SP_PORT_Y &&
6038 element != EL_SP_PORT_XY) ||
6040 element != EL_SP_PORT1_DOWN &&
6041 element != EL_SP_PORT2_DOWN &&
6042 element != EL_SP_PORT_Y &&
6043 element != EL_SP_PORT_XY) ||
6044 !IN_LEV_FIELD(x + dx, y + dy) ||
6045 !IS_FREE(x + dx, y + dy))
6046 return MF_NO_ACTION;
6048 /* automatically move to the next field with double speed */
6049 player->programmed_action = move_direction;
6050 DOUBLE_PLAYER_SPEED(player);
6052 PlaySoundLevel(x, y, SND_SP_PORT_PASSING);
6056 case EL_TUBE_VERTICAL:
6057 case EL_TUBE_HORIZONTAL:
6058 case EL_TUBE_VERT_LEFT:
6059 case EL_TUBE_VERT_RIGHT:
6060 case EL_TUBE_HORIZ_UP:
6061 case EL_TUBE_HORIZ_DOWN:
6062 case EL_TUBE_LEFT_UP:
6063 case EL_TUBE_LEFT_DOWN:
6064 case EL_TUBE_RIGHT_UP:
6065 case EL_TUBE_RIGHT_DOWN:
6068 int tube_enter_directions[][2] =
6070 { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6071 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6072 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6073 { EL_TUBE_VERT_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
6074 { EL_TUBE_VERT_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
6075 { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
6076 { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
6077 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
6078 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
6079 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
6080 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
6081 { -1, MV_NO_MOVING }
6084 while (tube_enter_directions[i][0] != element)
6087 if (tube_enter_directions[i][0] == -1) /* should not happen */
6091 if (!(tube_enter_directions[i][1] & move_direction))
6092 return MF_NO_ACTION; /* tube has no opening in this direction */
6097 case EL_AUSGANG_ACT:
6098 /* door is not (yet) open */
6099 return MF_NO_ACTION;
6102 case EL_AUSGANG_AUF:
6103 if (mode == DF_SNAP)
6104 return MF_NO_ACTION;
6106 PlaySoundLevel(x, y, SND_EXIT_ENTERING);
6111 Feld[x][y] = EL_BIRNE_EIN;
6112 local_player->lights_still_needed--;
6113 DrawLevelField(x, y);
6114 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
6119 Feld[x][y] = EL_ZEIT_LEER;
6121 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
6122 DrawLevelField(x, y);
6123 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, PSND_MAX_RIGHT);
6127 case EL_SOKOBAN_FELD_LEER:
6130 case EL_SOKOBAN_OBJEKT:
6131 case EL_SOKOBAN_FELD_VOLL:
6133 case EL_SP_DISK_YELLOW:
6135 if (mode == DF_SNAP)
6136 return MF_NO_ACTION;
6138 player->Pushing = TRUE;
6140 if (!IN_LEV_FIELD(x+dx, y+dy)
6141 || (!IS_FREE(x+dx, y+dy)
6142 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
6143 || !IS_SB_ELEMENT(element))))
6144 return MF_NO_ACTION;
6148 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6149 return MF_NO_ACTION;
6151 else if (dy && real_dx)
6153 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
6154 return MF_NO_ACTION;
6157 if (player->push_delay == 0)
6158 player->push_delay = FrameCounter;
6160 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6161 !tape.playing && element != EL_BALLOON)
6162 return MF_NO_ACTION;
6164 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6165 !(tape.playing && tape.game_version < GAME_VERSION_2_0) &&
6166 element != EL_BALLOON)
6167 return MF_NO_ACTION;
6170 if (IS_SB_ELEMENT(element))
6172 if (element == EL_SOKOBAN_FELD_VOLL)
6174 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
6175 local_player->sokobanfields_still_needed++;
6180 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
6182 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
6183 local_player->sokobanfields_still_needed--;
6184 if (element == EL_SOKOBAN_OBJEKT)
6185 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_FILLING);
6187 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6191 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
6192 if (element == EL_SOKOBAN_FELD_VOLL)
6193 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_CLEARING);
6195 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6201 Feld[x+dx][y+dy] = element;
6204 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
6206 DrawLevelField(x, y);
6207 DrawLevelField(x+dx, y+dy);
6208 if (element == EL_SONDE)
6209 PlaySoundLevel(x+dx, y+dy, SND_SATELLITE_PUSHING);
6210 else if (element == EL_SP_DISK_YELLOW)
6211 PlaySoundLevel(x+dx, y+dy, SND_SP_DISK_YELLOW_PUSHING);
6212 else if (element == EL_BALLOON)
6213 PlaySoundLevel(x+dx, y+dy, SND_BALLOON_PUSHING);
6215 if (IS_SB_ELEMENT(element) &&
6216 local_player->sokobanfields_still_needed == 0 &&
6217 game.emulation == EMU_SOKOBAN)
6219 player->LevelSolved = player->GameOver = TRUE;
6220 PlaySoundLevel(x, y, SND_SOKOBAN_GAME_SOLVING);
6231 return MF_NO_ACTION;
6234 player->push_delay = 0;
6239 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
6241 int jx = player->jx, jy = player->jy;
6242 int x = jx + dx, y = jy + dy;
6244 if (!player->active || !IN_LEV_FIELD(x, y))
6252 player->snapped = FALSE;
6256 if (player->snapped)
6259 player->MovDir = (dx < 0 ? MV_LEFT :
6262 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6264 if (!DigField(player, x, y, 0, 0, DF_SNAP))
6267 player->snapped = TRUE;
6268 DrawLevelField(x, y);
6274 boolean PlaceBomb(struct PlayerInfo *player)
6276 int jx = player->jx, jy = player->jy;
6279 if (!player->active || player->MovPos)
6282 element = Feld[jx][jy];
6284 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
6285 IS_ACTIVE_BOMB(element) || element == EL_EXPLODING)
6288 if (element != EL_LEERRAUM)
6289 Store[jx][jy] = element;
6291 if (player->dynamite)
6293 Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
6294 MovDelay[jx][jy] = 96;
6296 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6297 FS_SMALL, FC_YELLOW);
6298 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6300 if (game.emulation == EMU_SUPAPLEX)
6301 DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
6303 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
6308 Feld[jx][jy] = EL_DYNABOMB_ACTIVE_1 + (player->element_nr - EL_SPIELER1);
6309 MovDelay[jx][jy] = 96;
6310 player->dynabombs_left--;
6311 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6312 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
6318 void PlaySoundLevel(int x, int y, int sound_nr)
6320 int sx = SCREENX(x), sy = SCREENY(y);
6322 int silence_distance = 8;
6324 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) ||
6325 (!setup.sound_loops && IS_LOOP_SOUND(sound_nr)))
6328 if (!IN_LEV_FIELD(x, y) ||
6329 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
6330 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
6333 volume = PSND_MAX_VOLUME;
6335 #if !defined(PLATFORM_MSDOS)
6336 stereo = (sx - SCR_FIELDX/2) * 12;
6338 stereo = PSND_MIDDLE + (2 * sx - (SCR_FIELDX - 1)) * 5;
6339 if (stereo > PSND_MAX_RIGHT)
6340 stereo = PSND_MAX_RIGHT;
6341 if (stereo < PSND_MAX_LEFT)
6342 stereo = PSND_MAX_LEFT;
6345 if (!IN_SCR_FIELD(sx, sy))
6347 int dx = ABS(sx - SCR_FIELDX/2) - SCR_FIELDX/2;
6348 int dy = ABS(sy - SCR_FIELDY/2) - SCR_FIELDY/2;
6350 volume -= volume * (dx > dy ? dx : dy) / silence_distance;
6353 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
6356 void RaiseScore(int value)
6358 local_player->score += value;
6359 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
6360 FS_SMALL, FC_YELLOW);
6363 void RaiseScoreElement(int element)
6368 case EL_EDELSTEIN_BD:
6369 case EL_EDELSTEIN_GELB:
6370 case EL_EDELSTEIN_ROT:
6371 case EL_EDELSTEIN_LILA:
6372 RaiseScore(level.score[SC_EDELSTEIN]);
6375 RaiseScore(level.score[SC_DIAMANT]);
6379 RaiseScore(level.score[SC_KAEFER]);
6383 RaiseScore(level.score[SC_FLIEGER]);
6387 RaiseScore(level.score[SC_MAMPFER]);
6390 RaiseScore(level.score[SC_ROBOT]);
6393 RaiseScore(level.score[SC_PACMAN]);
6396 RaiseScore(level.score[SC_KOKOSNUSS]);
6398 case EL_DYNAMITE_INACTIVE:
6399 RaiseScore(level.score[SC_DYNAMIT]);
6402 RaiseScore(level.score[SC_SCHLUESSEL]);
6409 void RequestQuitGame(boolean ask_if_really_quit)
6411 if (AllPlayersGone ||
6412 !ask_if_really_quit ||
6413 level_editor_test_game ||
6414 Request("Do you really want to quit the game ?",
6415 REQ_ASK | REQ_STAY_CLOSED))
6417 #if defined(PLATFORM_UNIX)
6418 if (options.network)
6419 SendToServer_StopPlaying();
6423 game_status = MAINMENU;
6429 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
6434 /* ---------- new game button stuff ---------------------------------------- */
6436 /* graphic position values for game buttons */
6437 #define GAME_BUTTON_XSIZE 30
6438 #define GAME_BUTTON_YSIZE 30
6439 #define GAME_BUTTON_XPOS 5
6440 #define GAME_BUTTON_YPOS 215
6441 #define SOUND_BUTTON_XPOS 5
6442 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
6444 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6445 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6446 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6447 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6448 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6449 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6456 } gamebutton_info[NUM_GAME_BUTTONS] =
6459 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
6464 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
6469 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
6474 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
6475 SOUND_CTRL_ID_MUSIC,
6476 "background music on/off"
6479 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
6480 SOUND_CTRL_ID_LOOPS,
6481 "sound loops on/off"
6484 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
6485 SOUND_CTRL_ID_SIMPLE,
6486 "normal sounds on/off"
6490 void CreateGameButtons()
6494 for (i=0; i<NUM_GAME_BUTTONS; i++)
6496 Bitmap *gd_bitmap = pix[PIX_DOOR];
6497 struct GadgetInfo *gi;
6500 unsigned long event_mask;
6501 int gd_xoffset, gd_yoffset;
6502 int gd_x1, gd_x2, gd_y1, gd_y2;
6505 gd_xoffset = gamebutton_info[i].x;
6506 gd_yoffset = gamebutton_info[i].y;
6507 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
6508 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
6510 if (id == GAME_CTRL_ID_STOP ||
6511 id == GAME_CTRL_ID_PAUSE ||
6512 id == GAME_CTRL_ID_PLAY)
6514 button_type = GD_TYPE_NORMAL_BUTTON;
6516 event_mask = GD_EVENT_RELEASED;
6517 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6518 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6522 button_type = GD_TYPE_CHECK_BUTTON;
6524 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
6525 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
6526 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
6527 event_mask = GD_EVENT_PRESSED;
6528 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
6529 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6532 gi = CreateGadget(GDI_CUSTOM_ID, id,
6533 GDI_INFO_TEXT, gamebutton_info[i].infotext,
6534 GDI_X, DX + gd_xoffset,
6535 GDI_Y, DY + gd_yoffset,
6536 GDI_WIDTH, GAME_BUTTON_XSIZE,
6537 GDI_HEIGHT, GAME_BUTTON_YSIZE,
6538 GDI_TYPE, button_type,
6539 GDI_STATE, GD_BUTTON_UNPRESSED,
6540 GDI_CHECKED, checked,
6541 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
6542 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
6543 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
6544 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
6545 GDI_EVENT_MASK, event_mask,
6546 GDI_CALLBACK_ACTION, HandleGameButtons,
6550 Error(ERR_EXIT, "cannot create gadget");
6552 game_gadget[id] = gi;
6556 static void MapGameButtons()
6560 for (i=0; i<NUM_GAME_BUTTONS; i++)
6561 MapGadget(game_gadget[i]);
6564 void UnmapGameButtons()
6568 for (i=0; i<NUM_GAME_BUTTONS; i++)
6569 UnmapGadget(game_gadget[i]);
6572 static void HandleGameButtons(struct GadgetInfo *gi)
6574 int id = gi->custom_id;
6576 if (game_status != PLAYING)
6581 case GAME_CTRL_ID_STOP:
6582 RequestQuitGame(TRUE);
6585 case GAME_CTRL_ID_PAUSE:
6586 if (options.network)
6588 #if defined(PLATFORM_UNIX)
6590 SendToServer_ContinuePlaying();
6592 SendToServer_PausePlaying();
6596 TapeTogglePause(TAPE_TOGGLE_MANUAL);
6599 case GAME_CTRL_ID_PLAY:
6602 #if defined(PLATFORM_UNIX)
6603 if (options.network)
6604 SendToServer_ContinuePlaying();
6608 tape.pausing = FALSE;
6609 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
6614 case SOUND_CTRL_ID_MUSIC:
6615 if (setup.sound_music)
6617 setup.sound_music = FALSE;
6620 else if (audio.music_available)
6622 setup.sound = setup.sound_music = TRUE;
6623 PlayMusic(level_nr);
6627 case SOUND_CTRL_ID_LOOPS:
6628 if (setup.sound_loops)
6629 setup.sound_loops = FALSE;
6630 else if (audio.loops_available)
6631 setup.sound = setup.sound_loops = TRUE;
6634 case SOUND_CTRL_ID_SIMPLE:
6635 if (setup.sound_simple)
6636 setup.sound_simple = FALSE;
6637 else if (audio.sound_available)
6638 setup.sound = setup.sound_simple = TRUE;