1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MoveFigure() */
36 #define MF_NO_ACTION 0
40 /* for ScrollFigure() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_NO_EXPLOSION 0
51 /* special positions in the game control window (relative to control window) */
54 #define XX_EMERALDS 29
55 #define YY_EMERALDS 54
56 #define XX_DYNAMITE 29
57 #define YY_DYNAMITE 89
65 /* special positions in the game control window (relative to main window) */
66 #define DX_LEVEL (DX + XX_LEVEL)
67 #define DY_LEVEL (DY + YY_LEVEL)
68 #define DX_EMERALDS (DX + XX_EMERALDS)
69 #define DY_EMERALDS (DY + YY_EMERALDS)
70 #define DX_DYNAMITE (DX + XX_DYNAMITE)
71 #define DY_DYNAMITE (DY + YY_DYNAMITE)
72 #define DX_KEYS (DX + XX_KEYS)
73 #define DY_KEYS (DY + YY_KEYS)
74 #define DX_SCORE (DX + XX_SCORE)
75 #define DY_SCORE (DY + YY_SCORE)
76 #define DX_TIME (DX + XX_TIME)
77 #define DY_TIME (DY + YY_TIME)
79 /* values for initial player move delay (initial delay counter value) */
80 #define INITIAL_MOVE_DELAY_OFF -1
81 #define INITIAL_MOVE_DELAY_ON 0
83 /* values for player movement speed (which is in fact a delay value) */
84 #define MOVE_DELAY_NORMAL_SPEED 8
85 #define MOVE_DELAY_HIGH_SPEED 4
87 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
88 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
89 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
90 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
92 /* game button identifiers */
93 #define GAME_CTRL_ID_STOP 0
94 #define GAME_CTRL_ID_PAUSE 1
95 #define GAME_CTRL_ID_PLAY 2
96 #define SOUND_CTRL_ID_MUSIC 3
97 #define SOUND_CTRL_ID_LOOPS 4
98 #define SOUND_CTRL_ID_SIMPLE 5
100 #define NUM_GAME_BUTTONS 6
102 /* forward declaration for internal use */
103 static void CloseAllOpenTimegates(void);
104 static void CheckGravityMovement(struct PlayerInfo *);
105 static void KillHeroUnlessProtected(int, int);
107 void PlaySoundLevel(int, int, int);
108 void PlaySoundLevelAction(int, int, int);
109 void PlaySoundLevelElementAction(int, int, int, int);
111 static void MapGameButtons();
112 static void HandleGameButtons(struct GadgetInfo *);
114 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
116 #define SND_ACTION_UNKNOWN 0
117 #define SND_ACTION_WAITING 1
118 #define SND_ACTION_MOVING 2
119 #define SND_ACTION_DIGGING 3
120 #define SND_ACTION_COLLECTING 4
121 #define SND_ACTION_PASSING 5
122 #define SND_ACTION_IMPACT 6
123 #define SND_ACTION_PUSHING 7
124 #define SND_ACTION_ACTIVATING 8
125 #define SND_ACTION_BURNING 9
127 #define NUM_SND_ACTIONS 10
134 } sound_action_properties[] =
136 /* insert _all_ loop sound actions here */
137 { ".waiting", SND_ACTION_WAITING, TRUE },
138 { ".moving", SND_ACTION_MOVING, TRUE }, /* continuos moving */
139 { ".running", SND_ACTION_UNKNOWN, TRUE },
140 { ".burning", SND_ACTION_BURNING, TRUE },
141 { ".growing", SND_ACTION_UNKNOWN, TRUE },
142 { ".attacking", SND_ACTION_UNKNOWN, TRUE },
143 { ".activated", SND_ACTION_UNKNOWN, TRUE },
145 /* other (non-loop) sound actions are optional */
146 { ".stepping", SND_ACTION_MOVING, FALSE }, /* discrete moving */
147 { ".digging", SND_ACTION_DIGGING, FALSE },
148 { ".collecting", SND_ACTION_COLLECTING, FALSE },
149 { ".passing", SND_ACTION_PASSING, FALSE },
150 { ".impact", SND_ACTION_IMPACT, FALSE },
151 { ".pushing", SND_ACTION_PUSHING, FALSE },
152 { ".activating", SND_ACTION_ACTIVATING, FALSE },
155 static int element_action_sound[NUM_LEVEL_ELEMENTS][NUM_SND_ACTIONS];
156 static boolean is_loop_sound[NUM_SOUND_FILES];
158 #define IS_LOOP_SOUND(x) (is_loop_sound[x])
163 static unsigned int getStateCheckSum(int counter)
166 unsigned int mult = 1;
167 unsigned int checksum = 0;
169 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
171 static boolean first_game = TRUE;
173 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
179 lastFeld[x][y] = Feld[x][y];
180 else if (lastFeld[x][y] != Feld[x][y])
181 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
182 x, y, lastFeld[x][y], Feld[x][y]);
186 checksum += mult++ * Ur[x][y];
187 checksum += mult++ * Feld[x][y];
190 checksum += mult++ * MovPos[x][y];
191 checksum += mult++ * MovDir[x][y];
192 checksum += mult++ * MovDelay[x][y];
193 checksum += mult++ * Store[x][y];
194 checksum += mult++ * Store2[x][y];
195 checksum += mult++ * StorePlayer[x][y];
196 checksum += mult++ * Frame[x][y];
197 checksum += mult++ * AmoebaNr[x][y];
198 checksum += mult++ * JustStopped[x][y];
199 checksum += mult++ * Stop[x][y];
203 if (counter == 3 && first_game)
214 void GetPlayerConfig()
216 if (!audio.sound_available)
219 if (!audio.loops_available)
220 setup.sound_loops = FALSE;
222 if (!audio.music_available)
223 setup.sound_music = FALSE;
225 if (!video.fullscreen_available)
226 setup.fullscreen = FALSE;
228 setup.sound_simple = setup.sound;
230 SetAudioMode(setup.sound);
234 static int getBeltNrFromElement(int element)
236 return (element < EL_BELT2_LEFT ? 0 :
237 element < EL_BELT3_LEFT ? 1 :
238 element < EL_BELT4_LEFT ? 2 : 3);
241 static int getBeltNrFromSwitchElement(int element)
243 return (element < EL_BELT2_SWITCH_LEFT ? 0 :
244 element < EL_BELT3_SWITCH_LEFT ? 1 :
245 element < EL_BELT4_SWITCH_LEFT ? 2 : 3);
248 static int getBeltDirNrFromSwitchElement(int element)
250 static int belt_base_element[4] =
252 EL_BELT1_SWITCH_LEFT,
253 EL_BELT2_SWITCH_LEFT,
254 EL_BELT3_SWITCH_LEFT,
258 int belt_nr = getBeltNrFromSwitchElement(element);
259 int belt_dir_nr = element - belt_base_element[belt_nr];
261 return (belt_dir_nr % 3);
264 static int getBeltDirFromSwitchElement(int element)
266 static int belt_move_dir[3] =
273 int belt_dir_nr = getBeltDirNrFromSwitchElement(element);
275 return belt_move_dir[belt_dir_nr];
278 static void InitField(int x, int y, boolean init_game)
285 if (stored_player[0].present)
287 Feld[x][y] = EL_SP_MURPHY_CLONE;
294 Feld[x][y] = EL_SPIELER1;
302 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
303 int jx = player->jx, jy = player->jy;
305 player->present = TRUE;
307 if (!options.network || player->connected)
309 player->active = TRUE;
311 /* remove potentially duplicate players */
312 if (StorePlayer[jx][jy] == Feld[x][y])
313 StorePlayer[jx][jy] = 0;
315 StorePlayer[x][y] = Feld[x][y];
319 printf("Player %d activated.\n", player->element_nr);
320 printf("[Local player is %d and currently %s.]\n",
321 local_player->element_nr,
322 local_player->active ? "active" : "not active");
326 Feld[x][y] = EL_LEERRAUM;
327 player->jx = player->last_jx = x;
328 player->jy = player->last_jy = y;
333 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_SALZSAEURE)
334 Feld[x][y] = EL_BADEWANNE1;
335 else if (x > 0 && Feld[x-1][y] == EL_SALZSAEURE)
336 Feld[x][y] = EL_BADEWANNE2;
337 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE1)
338 Feld[x][y] = EL_BADEWANNE3;
339 else if (y > 0 && Feld[x][y-1] == EL_SALZSAEURE)
340 Feld[x][y] = EL_BADEWANNE4;
341 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE2)
342 Feld[x][y] = EL_BADEWANNE5;
345 case EL_KAEFER_RIGHT:
350 case EL_FLIEGER_RIGHT:
352 case EL_FLIEGER_LEFT:
353 case EL_FLIEGER_DOWN:
355 case EL_BUTTERFLY_RIGHT:
356 case EL_BUTTERFLY_UP:
357 case EL_BUTTERFLY_LEFT:
358 case EL_BUTTERFLY_DOWN:
360 case EL_FIREFLY_RIGHT:
362 case EL_FIREFLY_LEFT:
363 case EL_FIREFLY_DOWN:
365 case EL_PACMAN_RIGHT:
389 if (y == lev_fieldy - 1)
391 Feld[x][y] = EL_AMOEBING;
392 Store[x][y] = EL_AMOEBE_NASS;
396 case EL_DYNAMITE_ACTIVE:
401 local_player->lights_still_needed++;
404 case EL_SOKOBAN_FELD_LEER:
405 local_player->sokobanfields_still_needed++;
409 local_player->friends_still_needed++;
414 MovDir[x][y] = 1 << RND(4);
418 Feld[x][y] = EL_LEERRAUM;
421 case EL_EM_KEY_1_FILE:
422 Feld[x][y] = EL_EM_KEY_1;
424 case EL_EM_KEY_2_FILE:
425 Feld[x][y] = EL_EM_KEY_2;
427 case EL_EM_KEY_3_FILE:
428 Feld[x][y] = EL_EM_KEY_3;
430 case EL_EM_KEY_4_FILE:
431 Feld[x][y] = EL_EM_KEY_4;
434 case EL_BELT1_SWITCH_LEFT:
435 case EL_BELT1_SWITCH_MIDDLE:
436 case EL_BELT1_SWITCH_RIGHT:
437 case EL_BELT2_SWITCH_LEFT:
438 case EL_BELT2_SWITCH_MIDDLE:
439 case EL_BELT2_SWITCH_RIGHT:
440 case EL_BELT3_SWITCH_LEFT:
441 case EL_BELT3_SWITCH_MIDDLE:
442 case EL_BELT3_SWITCH_RIGHT:
443 case EL_BELT4_SWITCH_LEFT:
444 case EL_BELT4_SWITCH_MIDDLE:
445 case EL_BELT4_SWITCH_RIGHT:
448 int belt_nr = getBeltNrFromSwitchElement(Feld[x][y]);
449 int belt_dir = getBeltDirFromSwitchElement(Feld[x][y]);
450 int belt_dir_nr = getBeltDirNrFromSwitchElement(Feld[x][y]);
452 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
454 game.belt_dir[belt_nr] = belt_dir;
455 game.belt_dir_nr[belt_nr] = belt_dir_nr;
457 else /* more than one switch -- set it like the first switch */
459 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
464 case EL_SWITCHGATE_SWITCH_2: /* always start with same switch pos */
466 Feld[x][y] = EL_SWITCHGATE_SWITCH_1;
469 case EL_LIGHT_SWITCH_ON:
471 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
479 void DrawGameDoorValues()
483 for (i=0; i<MAX_PLAYERS; i++)
485 if (stored_player[i].key[j])
486 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
487 GFX_SCHLUESSEL1 + j);
489 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
490 int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
491 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
492 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
493 DrawText(DX + XX_SCORE, DY + YY_SCORE,
494 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
495 DrawText(DX + XX_TIME, DY + YY_TIME,
496 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
501 =============================================================================
503 -----------------------------------------------------------------------------
504 initialize sound effect lookup table for element actions
505 =============================================================================
510 int sound_effect_properties[NUM_SOUND_FILES];
514 debug_print_timestamp(0, NULL);
517 for (i=0; i<NUM_SND_ACTIONS; i++)
518 for (j=0; j<NUM_LEVEL_ELEMENTS; j++)
519 element_action_sound[j][i] = -1;
521 for (i=0; i<NUM_SOUND_FILES; i++)
523 int len_effect_text = strlen(sound_files[i].token);
525 sound_effect_properties[i] = SND_ACTION_UNKNOWN;
526 is_loop_sound[i] = FALSE;
528 /* determine all loop sounds and identify certain sound classes */
530 for (j=0; sound_action_properties[j].text; j++)
532 int len_action_text = strlen(sound_action_properties[j].text);
534 if (len_action_text < len_effect_text &&
535 strcmp(&sound_files[i].token[len_effect_text - len_action_text],
536 sound_action_properties[j].text) == 0)
538 sound_effect_properties[i] = sound_action_properties[j].value;
540 if (sound_action_properties[j].is_loop)
541 is_loop_sound[i] = TRUE;
545 /* associate elements and some selected sound actions */
547 for (j=0; j<NUM_LEVEL_ELEMENTS; j++)
549 if (element_info[j].sound_class_name)
551 int len_class_text = strlen(element_info[j].sound_class_name);
553 if (len_class_text + 1 < len_effect_text &&
554 strncmp(sound_files[i].token,
555 element_info[j].sound_class_name, len_class_text) == 0 &&
556 sound_files[i].token[len_class_text] == '.')
558 int sound_action_value = sound_effect_properties[i];
560 element_action_sound[j][sound_action_value] = i;
567 debug_print_timestamp(0, "InitGameEngine");
573 int element = EL_ERDREICH;
574 int sound_action = SND_ACTION_DIGGING;
577 while (sound_action_properties[j].text)
579 if (sound_action_properties[j].value == sound_action)
580 printf("element %d, sound action '%s' == %d\n",
581 element, sound_action_properties[j].text,
582 element_action_sound[element][sound_action]);
591 =============================================================================
593 -----------------------------------------------------------------------------
594 initialize game engine due to level / tape version number
595 =============================================================================
598 static void InitGameEngine()
602 game.engine_version = (tape.playing ? tape.engine_version :
606 printf("level %d: level version == %06d\n", level_nr, level.game_version);
607 printf(" tape version == %06d [%s] [file: %06d]\n",
608 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
610 printf(" => game.engine_version == %06d\n", game.engine_version);
613 /* dynamically adjust player properties according to game engine version */
614 game.initial_move_delay =
615 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
616 INITIAL_MOVE_DELAY_OFF);
618 /* dynamically adjust player properties according to level information */
619 game.initial_move_delay_value =
620 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
622 /* dynamically adjust element properties according to game engine version */
624 static int ep_em_slippery_wall[] =
633 static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall);
635 for (i=0; i<ep_em_slippery_wall_num; i++)
637 if (level.em_slippery_gems) /* special EM style gems behaviour */
638 Elementeigenschaften2[ep_em_slippery_wall[i]] |=
639 EP_BIT_EM_SLIPPERY_WALL;
641 Elementeigenschaften2[ep_em_slippery_wall[i]] &=
642 ~EP_BIT_EM_SLIPPERY_WALL;
645 /* "EL_MAUERND" was not slippery for EM gems in version 2.0.1 */
646 if (level.em_slippery_gems && game.engine_version > VERSION_IDENT(2,0,1))
647 Elementeigenschaften2[EL_MAUERND] |= EP_BIT_EM_SLIPPERY_WALL;
649 Elementeigenschaften2[EL_MAUERND] &= ~EP_BIT_EM_SLIPPERY_WALL;
655 =============================================================================
657 -----------------------------------------------------------------------------
658 initialize and start new game
659 =============================================================================
664 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
665 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
666 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
672 #if USE_NEW_AMOEBA_CODE
673 printf("Using new amoeba code.\n");
675 printf("Using old amoeba code.\n");
679 /* don't play tapes over network */
680 network_playing = (options.network && !tape.playing);
682 for (i=0; i<MAX_PLAYERS; i++)
684 struct PlayerInfo *player = &stored_player[i];
686 player->index_nr = i;
687 player->element_nr = EL_SPIELER1 + i;
689 player->present = FALSE;
690 player->active = FALSE;
693 player->effective_action = 0;
694 player->programmed_action = 0;
697 player->gems_still_needed = level.gems_needed;
698 player->sokobanfields_still_needed = 0;
699 player->lights_still_needed = 0;
700 player->friends_still_needed = 0;
703 player->key[j] = FALSE;
705 player->dynamite = 0;
706 player->dynabomb_count = 0;
707 player->dynabomb_size = 1;
708 player->dynabombs_left = 0;
709 player->dynabomb_xl = FALSE;
711 player->MovDir = MV_NO_MOVING;
713 player->Pushing = FALSE;
714 player->Switching = FALSE;
718 player->actual_frame_counter = 0;
720 player->frame_reset_delay = 0;
722 player->last_move_dir = MV_NO_MOVING;
723 player->is_moving = FALSE;
725 player->move_delay = game.initial_move_delay;
726 player->move_delay_value = game.initial_move_delay_value;
728 player->push_delay = 0;
729 player->push_delay_value = 5;
731 player->snapped = FALSE;
733 player->last_jx = player->last_jy = 0;
734 player->jx = player->jy = 0;
736 player->shield_passive_time_left = 0;
737 player->shield_active_time_left = 0;
739 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
740 SnapField(player, 0, 0);
742 player->LevelSolved = FALSE;
743 player->GameOver = FALSE;
746 network_player_action_received = FALSE;
748 #if defined(PLATFORM_UNIX)
749 /* initial null action */
751 SendToServer_MovePlayer(MV_NO_MOVING);
759 TimeLeft = level.time;
761 ScreenMovDir = MV_NO_MOVING;
765 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
767 AllPlayersGone = FALSE;
769 game.yam_content_nr = 0;
770 game.magic_wall_active = FALSE;
771 game.magic_wall_time_left = 0;
772 game.light_time_left = 0;
773 game.timegate_time_left = 0;
774 game.switchgate_pos = 0;
775 game.balloon_dir = MV_NO_MOVING;
776 game.explosions_delayed = TRUE;
780 game.belt_dir[i] = MV_NO_MOVING;
781 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
784 for (i=0; i<MAX_NUM_AMOEBA; i++)
785 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
787 for (x=0; x<lev_fieldx; x++)
789 for (y=0; y<lev_fieldy; y++)
791 Feld[x][y] = Ur[x][y];
792 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
793 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
796 JustStopped[x][y] = 0;
798 ExplodeField[x][y] = EX_NO_EXPLOSION;
802 for(y=0; y<lev_fieldy; y++)
804 for(x=0; x<lev_fieldx; x++)
806 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
808 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
810 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
813 InitField(x, y, TRUE);
817 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
818 emulate_sb ? EMU_SOKOBAN :
819 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
821 /* correct non-moving belts to start moving left */
823 if (game.belt_dir[i] == MV_NO_MOVING)
824 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
826 /* check if any connected player was not found in playfield */
827 for (i=0; i<MAX_PLAYERS; i++)
829 struct PlayerInfo *player = &stored_player[i];
831 if (player->connected && !player->present)
833 for (j=0; j<MAX_PLAYERS; j++)
835 struct PlayerInfo *some_player = &stored_player[j];
836 int jx = some_player->jx, jy = some_player->jy;
838 /* assign first free player found that is present in the playfield */
839 if (some_player->present && !some_player->connected)
841 player->present = TRUE;
842 player->active = TRUE;
843 some_player->present = FALSE;
845 StorePlayer[jx][jy] = player->element_nr;
846 player->jx = player->last_jx = jx;
847 player->jy = player->last_jy = jy;
857 /* when playing a tape, eliminate all players who do not participate */
859 for (i=0; i<MAX_PLAYERS; i++)
861 if (stored_player[i].active && !tape.player_participates[i])
863 struct PlayerInfo *player = &stored_player[i];
864 int jx = player->jx, jy = player->jy;
866 player->active = FALSE;
867 StorePlayer[jx][jy] = 0;
868 Feld[jx][jy] = EL_LEERRAUM;
872 else if (!options.network && !setup.team_mode) /* && !tape.playing */
874 /* when in single player mode, eliminate all but the first active player */
876 for (i=0; i<MAX_PLAYERS; i++)
878 if (stored_player[i].active)
880 for (j=i+1; j<MAX_PLAYERS; j++)
882 if (stored_player[j].active)
884 struct PlayerInfo *player = &stored_player[j];
885 int jx = player->jx, jy = player->jy;
887 player->active = FALSE;
888 StorePlayer[jx][jy] = 0;
889 Feld[jx][jy] = EL_LEERRAUM;
896 /* when recording the game, store which players take part in the game */
899 for (i=0; i<MAX_PLAYERS; i++)
900 if (stored_player[i].active)
901 tape.player_participates[i] = TRUE;
906 for (i=0; i<MAX_PLAYERS; i++)
908 struct PlayerInfo *player = &stored_player[i];
910 printf("Player %d: present == %d, connected == %d, active == %d.\n",
915 if (local_player == player)
916 printf("Player %d is local player.\n", i+1);
920 if (BorderElement == EL_LEERRAUM)
923 SBX_Right = lev_fieldx - SCR_FIELDX;
925 SBY_Lower = lev_fieldy - SCR_FIELDY;
930 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
932 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
935 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
936 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
938 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
939 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
942 scroll_y = SBY_Upper;
943 if (local_player->jx >= SBX_Left + MIDPOSX)
944 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
945 local_player->jx - MIDPOSX :
947 if (local_player->jy >= SBY_Upper + MIDPOSY)
948 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
949 local_player->jy - MIDPOSY :
952 CloseDoor(DOOR_CLOSE_1);
958 /* after drawing the level, correct some elements */
959 if (game.timegate_time_left == 0)
960 CloseAllOpenTimegates();
962 if (setup.soft_scrolling)
963 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
965 redraw_mask |= REDRAW_FROM_BACKBUFFER;
967 /* copy default game door content to main double buffer */
968 BlitBitmap(pix[PIX_DOOR], drawto,
969 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
972 DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
973 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
976 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
977 int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3);
978 BlitBitmap(drawto, drawto,
979 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
980 FONT5_XSIZE * 3, FONT5_YSIZE - 1,
981 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
984 DrawGameDoorValues();
988 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
989 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
990 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
994 /* copy actual game door content to door double buffer for OpenDoor() */
995 BlitBitmap(drawto, pix[PIX_DB_DOOR],
996 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
998 OpenDoor(DOOR_OPEN_ALL);
1000 PlaySoundStereo(SND_GAME_STARTING, SOUND_MAX_RIGHT);
1001 if (setup.sound_music)
1002 PlayMusic(level_nr);
1004 KeyboardAutoRepeatOff();
1009 printf("Player %d %sactive.\n",
1010 i + 1, (stored_player[i].active ? "" : "not "));
1014 void InitMovDir(int x, int y)
1016 int i, element = Feld[x][y];
1017 static int xy[4][2] =
1024 static int direction[3][4] =
1026 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1027 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1028 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1033 case EL_KAEFER_RIGHT:
1035 case EL_KAEFER_LEFT:
1036 case EL_KAEFER_DOWN:
1037 Feld[x][y] = EL_KAEFER;
1038 MovDir[x][y] = direction[0][element - EL_KAEFER_RIGHT];
1041 case EL_FLIEGER_RIGHT:
1043 case EL_FLIEGER_LEFT:
1044 case EL_FLIEGER_DOWN:
1045 Feld[x][y] = EL_FLIEGER;
1046 MovDir[x][y] = direction[0][element - EL_FLIEGER_RIGHT];
1049 case EL_BUTTERFLY_RIGHT:
1050 case EL_BUTTERFLY_UP:
1051 case EL_BUTTERFLY_LEFT:
1052 case EL_BUTTERFLY_DOWN:
1053 Feld[x][y] = EL_BUTTERFLY;
1054 MovDir[x][y] = direction[0][element - EL_BUTTERFLY_RIGHT];
1057 case EL_FIREFLY_RIGHT:
1059 case EL_FIREFLY_LEFT:
1060 case EL_FIREFLY_DOWN:
1061 Feld[x][y] = EL_FIREFLY;
1062 MovDir[x][y] = direction[0][element - EL_FIREFLY_RIGHT];
1065 case EL_PACMAN_RIGHT:
1067 case EL_PACMAN_LEFT:
1068 case EL_PACMAN_DOWN:
1069 Feld[x][y] = EL_PACMAN;
1070 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1073 case EL_SP_SNIKSNAK:
1074 MovDir[x][y] = MV_UP;
1077 case EL_SP_ELECTRON:
1078 MovDir[x][y] = MV_LEFT;
1085 Feld[x][y] = EL_MOLE;
1086 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1090 MovDir[x][y] = 1 << RND(4);
1091 if (element != EL_KAEFER &&
1092 element != EL_FLIEGER &&
1093 element != EL_BUTTERFLY &&
1094 element != EL_FIREFLY)
1099 int x1 = x + xy[i][0];
1100 int y1 = y + xy[i][1];
1102 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1104 if (element == EL_KAEFER || element == EL_BUTTERFLY)
1106 MovDir[x][y] = direction[0][i];
1109 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
1110 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1112 MovDir[x][y] = direction[1][i];
1121 void InitAmoebaNr(int x, int y)
1124 int group_nr = AmoebeNachbarNr(x, y);
1128 for (i=1; i<MAX_NUM_AMOEBA; i++)
1130 if (AmoebaCnt[i] == 0)
1138 AmoebaNr[x][y] = group_nr;
1139 AmoebaCnt[group_nr]++;
1140 AmoebaCnt2[group_nr]++;
1146 boolean raise_level = FALSE;
1148 if (local_player->MovPos)
1151 local_player->LevelSolved = FALSE;
1153 PlaySoundStereo(SND_GAME_WINNING, SOUND_MAX_RIGHT);
1157 if (!tape.playing && setup.sound_loops)
1158 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1159 SND_CTRL_PLAY_LOOP);
1161 while (TimeLeft > 0)
1163 if (!tape.playing && !setup.sound_loops)
1164 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1165 if (TimeLeft > 0 && !(TimeLeft % 10))
1166 RaiseScore(level.score[SC_ZEITBONUS]);
1167 if (TimeLeft > 100 && !(TimeLeft % 10))
1171 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
1178 if (!tape.playing && setup.sound_loops)
1179 StopSound(SND_GAME_LEVELTIME_BONUS);
1181 else if (level.time == 0) /* level without time limit */
1183 if (!tape.playing && setup.sound_loops)
1184 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1185 SND_CTRL_PLAY_LOOP);
1187 while (TimePlayed < 999)
1189 if (!tape.playing && !setup.sound_loops)
1190 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1191 if (TimePlayed < 999 && !(TimePlayed % 10))
1192 RaiseScore(level.score[SC_ZEITBONUS]);
1193 if (TimePlayed < 900 && !(TimePlayed % 10))
1197 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
1204 if (!tape.playing && setup.sound_loops)
1205 StopSound(SND_GAME_LEVELTIME_BONUS);
1212 /* Hero disappears */
1213 DrawLevelField(ExitX, ExitY);
1219 CloseDoor(DOOR_CLOSE_1);
1224 SaveTape(tape.level_nr); /* Ask to save tape */
1227 if (level_nr == leveldir_current->handicap_level)
1229 leveldir_current->handicap_level++;
1230 SaveLevelSetup_SeriesInfo();
1233 if (level_editor_test_game)
1234 local_player->score = -1; /* no highscore when playing from editor */
1235 else if (level_nr < leveldir_current->last_level)
1236 raise_level = TRUE; /* advance to next level */
1238 if ((hi_pos = NewHiScore()) >= 0)
1240 game_status = HALLOFFAME;
1241 DrawHallOfFame(hi_pos);
1250 game_status = MAINMENU;
1267 LoadScore(level_nr);
1269 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1270 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1273 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1275 if (local_player->score > highscore[k].Score)
1277 /* player has made it to the hall of fame */
1279 if (k < MAX_SCORE_ENTRIES - 1)
1281 int m = MAX_SCORE_ENTRIES - 1;
1284 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1285 if (!strcmp(setup.player_name, highscore[l].Name))
1287 if (m == k) /* player's new highscore overwrites his old one */
1293 strcpy(highscore[l].Name, highscore[l - 1].Name);
1294 highscore[l].Score = highscore[l - 1].Score;
1301 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1302 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1303 highscore[k].Score = local_player->score;
1309 else if (!strncmp(setup.player_name, highscore[k].Name,
1310 MAX_PLAYER_NAME_LEN))
1311 break; /* player already there with a higher score */
1317 SaveScore(level_nr);
1322 void InitMovingField(int x, int y, int direction)
1324 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1325 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1327 MovDir[x][y] = direction;
1328 MovDir[newx][newy] = direction;
1329 if (Feld[newx][newy] == EL_LEERRAUM)
1330 Feld[newx][newy] = EL_BLOCKED;
1333 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1335 int direction = MovDir[x][y];
1336 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1337 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1343 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1345 int oldx = x, oldy = y;
1346 int direction = MovDir[x][y];
1348 if (direction == MV_LEFT)
1350 else if (direction == MV_RIGHT)
1352 else if (direction == MV_UP)
1354 else if (direction == MV_DOWN)
1357 *comes_from_x = oldx;
1358 *comes_from_y = oldy;
1361 int MovingOrBlocked2Element(int x, int y)
1363 int element = Feld[x][y];
1365 if (element == EL_BLOCKED)
1369 Blocked2Moving(x, y, &oldx, &oldy);
1370 return Feld[oldx][oldy];
1376 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1378 /* like MovingOrBlocked2Element(), but if element is moving
1379 and (x,y) is the field the moving element is just leaving,
1380 return EL_BLOCKED instead of the element value */
1381 int element = Feld[x][y];
1383 if (IS_MOVING(x, y))
1385 if (element == EL_BLOCKED)
1389 Blocked2Moving(x, y, &oldx, &oldy);
1390 return Feld[oldx][oldy];
1399 static void RemoveField(int x, int y)
1401 Feld[x][y] = EL_LEERRAUM;
1407 void RemoveMovingField(int x, int y)
1409 int oldx = x, oldy = y, newx = x, newy = y;
1411 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1414 if (IS_MOVING(x, y))
1416 Moving2Blocked(x, y, &newx, &newy);
1417 if (Feld[newx][newy] != EL_BLOCKED)
1420 else if (Feld[x][y] == EL_BLOCKED)
1422 Blocked2Moving(x, y, &oldx, &oldy);
1423 if (!IS_MOVING(oldx, oldy))
1427 if (Feld[x][y] == EL_BLOCKED &&
1428 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1429 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1430 Feld[oldx][oldy] == EL_MAGIC_WALL_BD_EMPTYING ||
1431 Feld[oldx][oldy] == EL_AMOEBA_DRIPPING))
1432 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1434 Feld[oldx][oldy] = EL_LEERRAUM;
1436 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1438 Feld[newx][newy] = EL_LEERRAUM;
1439 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1440 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1442 DrawLevelField(oldx, oldy);
1443 DrawLevelField(newx, newy);
1446 void DrawDynamite(int x, int y)
1448 int sx = SCREENX(x), sy = SCREENY(y);
1449 int graphic = el2gfx(Feld[x][y]);
1452 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1456 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
1458 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1460 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
1465 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
1469 if (game.emulation == EMU_SUPAPLEX)
1470 DrawGraphic(sx, sy, GFX_SP_DISK_RED);
1471 else if (Store[x][y])
1472 DrawGraphicThruMask(sx, sy, graphic + phase);
1474 DrawGraphic(sx, sy, graphic + phase);
1477 void CheckDynamite(int x, int y)
1479 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1484 if (!(MovDelay[x][y] % 6))
1485 PlaySoundLevelAction(x, y, SND_ACTION_BURNING);
1487 if (IS_ACTIVE_BOMB(Feld[x][y]))
1489 int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6);
1491 if (!(MovDelay[x][y] % delay))
1499 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1500 StopSound(SND_DYNAMITE_BURNING);
1502 StopSound(SND_DYNABOMB_BURNING);
1507 void Explode(int ex, int ey, int phase, int mode)
1510 int num_phase = 9, delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1511 int last_phase = num_phase * delay;
1512 int half_phase = (num_phase / 2) * delay;
1513 int first_phase_after_start = EX_PHASE_START + 1;
1515 if (game.explosions_delayed)
1517 ExplodeField[ex][ey] = mode;
1521 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1523 int center_element = Feld[ex][ey];
1525 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1527 /* put moving element to center field (and let it explode there) */
1528 center_element = MovingOrBlocked2Element(ex, ey);
1529 RemoveMovingField(ex, ey);
1530 Feld[ex][ey] = center_element;
1533 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1537 if (!IN_LEV_FIELD(x, y) ||
1538 ((mode != EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
1539 (x != ex || y != ey)))
1542 element = Feld[x][y];
1544 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1546 element = MovingOrBlocked2Element(x, y);
1547 RemoveMovingField(x, y);
1550 if (IS_MASSIVE(element) || element == EL_BURNING)
1553 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1555 if (IS_ACTIVE_BOMB(element))
1557 /* re-activate things under the bomb like gate or penguin */
1558 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_LEERRAUM);
1565 if (element == EL_EXPLODING)
1566 element = Store2[x][y];
1568 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1570 switch(StorePlayer[ex][ey])
1573 Store[x][y] = EL_EDELSTEIN_ROT;
1576 Store[x][y] = EL_EDELSTEIN;
1579 Store[x][y] = EL_EDELSTEIN_LILA;
1583 Store[x][y] = EL_EDELSTEIN_GELB;
1587 if (game.emulation == EMU_SUPAPLEX)
1588 Store[x][y] = EL_LEERRAUM;
1590 else if (center_element == EL_MOLE)
1591 Store[x][y] = EL_EDELSTEIN_ROT;
1592 else if (center_element == EL_PINGUIN)
1593 Store[x][y] = EL_EDELSTEIN_LILA;
1594 else if (center_element == EL_KAEFER)
1595 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
1596 else if (center_element == EL_BUTTERFLY)
1597 Store[x][y] = EL_EDELSTEIN_BD;
1598 else if (center_element == EL_SP_ELECTRON)
1599 Store[x][y] = EL_SP_INFOTRON;
1600 else if (center_element == EL_MAMPFER)
1601 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1602 else if (center_element == EL_AMOEBA2DIAM)
1603 Store[x][y] = level.amoeba_content;
1604 else if (element == EL_ERZ_EDEL)
1605 Store[x][y] = EL_EDELSTEIN;
1606 else if (element == EL_ERZ_DIAM)
1607 Store[x][y] = EL_DIAMANT;
1608 else if (element == EL_ERZ_EDEL_BD)
1609 Store[x][y] = EL_EDELSTEIN_BD;
1610 else if (element == EL_ERZ_EDEL_GELB)
1611 Store[x][y] = EL_EDELSTEIN_GELB;
1612 else if (element == EL_ERZ_EDEL_ROT)
1613 Store[x][y] = EL_EDELSTEIN_ROT;
1614 else if (element == EL_ERZ_EDEL_LILA)
1615 Store[x][y] = EL_EDELSTEIN_LILA;
1616 else if (element == EL_WALL_PEARL)
1617 Store[x][y] = EL_PEARL;
1618 else if (element == EL_WALL_CRYSTAL)
1619 Store[x][y] = EL_CRYSTAL;
1620 else if (!IS_PFORTE(Store[x][y]))
1621 Store[x][y] = EL_LEERRAUM;
1623 if (x != ex || y != ey ||
1624 center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
1625 Store2[x][y] = element;
1627 if (AmoebaNr[x][y] &&
1628 (element == EL_AMOEBE_VOLL ||
1629 element == EL_AMOEBE_BD ||
1630 element == EL_AMOEBING))
1632 AmoebaCnt[AmoebaNr[x][y]]--;
1633 AmoebaCnt2[AmoebaNr[x][y]]--;
1636 Feld[x][y] = EL_EXPLODING;
1637 MovDir[x][y] = MovPos[x][y] = 0;
1643 if (center_element == EL_MAMPFER)
1644 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1655 Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
1657 if (phase == first_phase_after_start)
1659 int element = Store2[x][y];
1661 if (element == EL_BLACK_ORB)
1663 Feld[x][y] = Store2[x][y];
1668 else if (phase == half_phase)
1670 int element = Store2[x][y];
1672 if (IS_PLAYER(x, y))
1673 KillHeroUnlessProtected(x, y);
1674 else if (IS_EXPLOSIVE(element))
1676 Feld[x][y] = Store2[x][y];
1680 else if (element == EL_AMOEBA2DIAM)
1681 AmoebeUmwandeln(x, y);
1684 if (phase == last_phase)
1688 element = Feld[x][y] = Store[x][y];
1689 Store[x][y] = Store2[x][y] = 0;
1690 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1691 InitField(x, y, FALSE);
1692 if (CAN_MOVE(element) || COULD_MOVE(element))
1694 DrawLevelField(x, y);
1696 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1697 StorePlayer[x][y] = 0;
1699 else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1701 int graphic = GFX_EXPLOSION;
1703 if (game.emulation == EMU_SUPAPLEX)
1704 graphic = (Store[x][y] == EL_SP_INFOTRON ?
1705 GFX_SP_EXPLODE_INFOTRON :
1706 GFX_SP_EXPLODE_EMPTY);
1709 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1711 graphic += (phase / delay - 1);
1713 if (IS_PFORTE(Store[x][y]))
1715 DrawLevelElement(x, y, Store[x][y]);
1716 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic);
1719 DrawGraphic(SCREENX(x), SCREENY(y), graphic);
1723 void DynaExplode(int ex, int ey)
1726 int dynabomb_size = 1;
1727 boolean dynabomb_xl = FALSE;
1728 struct PlayerInfo *player;
1729 static int xy[4][2] =
1737 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1739 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_ACTIVE_1];
1740 dynabomb_size = player->dynabomb_size;
1741 dynabomb_xl = player->dynabomb_xl;
1742 player->dynabombs_left++;
1745 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1749 for (j=1; j<=dynabomb_size; j++)
1751 int x = ex + j * xy[i % 4][0];
1752 int y = ey + j * xy[i % 4][1];
1755 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1758 element = Feld[x][y];
1760 /* do not restart explosions of fields with active bombs */
1761 if (element == EL_EXPLODING && IS_ACTIVE_BOMB(Store2[x][y]))
1764 Explode(x, y, EX_PHASE_START, EX_BORDER);
1766 if (element != EL_LEERRAUM &&
1767 element != EL_ERDREICH &&
1768 element != EL_EXPLODING &&
1775 void Bang(int x, int y)
1777 int element = Feld[x][y];
1779 if (game.emulation == EMU_SUPAPLEX)
1780 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
1782 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
1785 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1786 element = EL_LEERRAUM;
1800 RaiseScoreElement(element);
1801 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1803 case EL_DYNABOMB_ACTIVE_1:
1804 case EL_DYNABOMB_ACTIVE_2:
1805 case EL_DYNABOMB_ACTIVE_3:
1806 case EL_DYNABOMB_ACTIVE_4:
1807 case EL_DYNABOMB_NR:
1808 case EL_DYNABOMB_SZ:
1809 case EL_DYNABOMB_XL:
1815 if (IS_PLAYER(x, y))
1816 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1818 Explode(x, y, EX_PHASE_START, EX_CENTER);
1821 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1826 void Blurb(int x, int y)
1828 int element = Feld[x][y];
1830 if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
1832 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
1833 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1834 (!IN_LEV_FIELD(x-1, y-1) ||
1835 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1837 Feld[x-1][y] = EL_BLURB_LEFT;
1839 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1840 (!IN_LEV_FIELD(x+1, y-1) ||
1841 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1843 Feld[x+1][y] = EL_BLURB_RIGHT;
1848 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1850 if (!MovDelay[x][y]) /* initialize animation counter */
1853 if (MovDelay[x][y]) /* continue animation */
1856 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1857 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1859 if (!MovDelay[x][y])
1861 Feld[x][y] = EL_LEERRAUM;
1862 DrawLevelField(x, y);
1868 static void ToggleBeltSwitch(int x, int y)
1870 static int belt_base_element[4] =
1872 EL_BELT1_SWITCH_LEFT,
1873 EL_BELT2_SWITCH_LEFT,
1874 EL_BELT3_SWITCH_LEFT,
1875 EL_BELT4_SWITCH_LEFT
1877 static int belt_move_dir[4] =
1885 int element = Feld[x][y];
1886 int belt_nr = getBeltNrFromSwitchElement(element);
1887 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1888 int belt_dir = belt_move_dir[belt_dir_nr];
1891 if (!IS_BELT_SWITCH(element))
1894 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1895 game.belt_dir[belt_nr] = belt_dir;
1897 if (belt_dir_nr == 3)
1900 for (yy=0; yy<lev_fieldy; yy++)
1902 for (xx=0; xx<lev_fieldx; xx++)
1904 int element = Feld[xx][yy];
1906 if (IS_BELT_SWITCH(element))
1908 int e_belt_nr = getBeltNrFromSwitchElement(element);
1910 if (e_belt_nr == belt_nr)
1912 Feld[xx][yy] = belt_base_element[belt_nr] + belt_dir_nr;
1913 DrawLevelField(xx, yy);
1916 else if (belt_dir == MV_NO_MOVING && IS_BELT(element))
1918 int e_belt_nr = getBeltNrFromElement(element);
1920 if (e_belt_nr == belt_nr)
1921 DrawLevelField(xx, yy); /* set belt to parking position */
1927 static void ToggleSwitchgateSwitch(int x, int y)
1931 game.switchgate_pos = !game.switchgate_pos;
1933 for (yy=0; yy<lev_fieldy; yy++)
1935 for (xx=0; xx<lev_fieldx; xx++)
1937 int element = Feld[xx][yy];
1939 if (element == EL_SWITCHGATE_SWITCH_1 ||
1940 element == EL_SWITCHGATE_SWITCH_2)
1942 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_1 + game.switchgate_pos;
1943 DrawLevelField(xx, yy);
1945 else if (element == EL_SWITCHGATE_OPEN ||
1946 element == EL_SWITCHGATE_OPENING)
1948 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
1949 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
1951 else if (element == EL_SWITCHGATE_CLOSED ||
1952 element == EL_SWITCHGATE_CLOSING)
1954 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
1955 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
1961 static void RedrawAllLightSwitchesAndInvisibleElements()
1965 for (y=0; y<lev_fieldy; y++)
1967 for (x=0; x<lev_fieldx; x++)
1969 int element = Feld[x][y];
1971 if (element == EL_LIGHT_SWITCH_OFF &&
1972 game.light_time_left > 0)
1974 Feld[x][y] = EL_LIGHT_SWITCH_ON;
1975 DrawLevelField(x, y);
1977 else if (element == EL_LIGHT_SWITCH_ON &&
1978 game.light_time_left == 0)
1980 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
1981 DrawLevelField(x, y);
1984 if (element == EL_INVISIBLE_STEEL ||
1985 element == EL_UNSICHTBAR ||
1986 element == EL_SAND_INVISIBLE)
1987 DrawLevelField(x, y);
1992 static void ToggleLightSwitch(int x, int y)
1994 int element = Feld[x][y];
1996 game.light_time_left =
1997 (element == EL_LIGHT_SWITCH_OFF ?
1998 level.time_light * FRAMES_PER_SECOND : 0);
2000 RedrawAllLightSwitchesAndInvisibleElements();
2003 static void ActivateTimegateSwitch(int x, int y)
2007 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2009 for (yy=0; yy<lev_fieldy; yy++)
2011 for (xx=0; xx<lev_fieldx; xx++)
2013 int element = Feld[xx][yy];
2015 if (element == EL_TIMEGATE_CLOSED ||
2016 element == EL_TIMEGATE_CLOSING)
2018 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2019 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2023 else if (element == EL_TIMEGATE_SWITCH_ON)
2025 Feld[xx][yy] = EL_TIMEGATE_SWITCH_OFF;
2026 DrawLevelField(xx, yy);
2033 Feld[x][y] = EL_TIMEGATE_SWITCH_ON;
2036 void Impact(int x, int y)
2038 boolean lastline = (y == lev_fieldy-1);
2039 boolean object_hit = FALSE;
2040 int element = Feld[x][y];
2043 if (!lastline) /* check if element below was hit */
2045 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
2048 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
2049 MovDir[x][y+1]!=MV_DOWN ||
2050 MovPos[x][y+1]<=TILEY/2));
2052 smashed = MovingOrBlocked2Element(x, y+1);
2055 if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */
2061 if ((element == EL_BOMBE ||
2062 element == EL_SP_DISK_ORANGE ||
2063 element == EL_DX_SUPABOMB) &&
2064 (lastline || object_hit)) /* element is bomb */
2069 else if (element == EL_PEARL)
2071 Feld[x][y] = EL_PEARL_BREAKING;
2072 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2076 if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
2078 if (object_hit && IS_PLAYER(x, y+1))
2079 KillHeroUnlessProtected(x, y+1);
2080 else if (object_hit && smashed == EL_PINGUIN)
2084 Feld[x][y] = EL_AMOEBING;
2085 Store[x][y] = EL_AMOEBE_NASS;
2090 if (!lastline && object_hit) /* check which object was hit */
2092 if (CAN_CHANGE(element) &&
2093 (smashed == EL_MAGIC_WALL_OFF || smashed == EL_MAGIC_WALL_BD_OFF))
2096 int activated_magic_wall =
2097 (smashed == EL_MAGIC_WALL_OFF ? EL_MAGIC_WALL_EMPTY :
2098 EL_MAGIC_WALL_BD_EMPTY);
2100 /* activate magic wall / mill */
2101 for (yy=0; yy<lev_fieldy; yy++)
2102 for (xx=0; xx<lev_fieldx; xx++)
2103 if (Feld[xx][yy] == smashed)
2104 Feld[xx][yy] = activated_magic_wall;
2106 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2107 game.magic_wall_active = TRUE;
2109 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL_OFF ?
2110 SND_MAGIC_WALL_ACTIVATING :
2111 SND_BD_MAGIC_WALL_ACTIVATING));
2114 if (IS_PLAYER(x, y+1))
2116 KillHeroUnlessProtected(x, y+1);
2119 else if (smashed == EL_PINGUIN)
2124 else if (element == EL_EDELSTEIN_BD)
2126 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2132 else if ((element == EL_SP_INFOTRON || element == EL_SP_ZONK) &&
2133 (smashed == EL_SP_SNIKSNAK || smashed == EL_SP_ELECTRON ||
2134 smashed == EL_SP_DISK_ORANGE))
2139 else if (element == EL_FELSBROCKEN ||
2140 element == EL_SP_ZONK ||
2141 element == EL_BD_ROCK)
2143 if (IS_ENEMY(smashed) ||
2144 smashed == EL_BOMBE || smashed == EL_SP_DISK_ORANGE ||
2145 smashed == EL_DX_SUPABOMB ||
2146 smashed == EL_SONDE || smashed == EL_SCHWEIN ||
2147 smashed == EL_DRACHE || smashed == EL_MOLE)
2152 else if (!IS_MOVING(x, y+1))
2154 if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
2159 else if (smashed == EL_KOKOSNUSS)
2161 Feld[x][y+1] = EL_CRACKINGNUT;
2162 PlaySoundLevel(x, y, SND_NUT_CRACKING);
2163 RaiseScoreElement(EL_KOKOSNUSS);
2166 else if (smashed == EL_PEARL)
2168 Feld[x][y+1] = EL_PEARL_BREAKING;
2169 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2172 else if (smashed == EL_DIAMANT)
2174 Feld[x][y+1] = EL_LEERRAUM;
2175 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2178 else if (IS_BELT_SWITCH(smashed))
2180 ToggleBeltSwitch(x, y+1);
2182 else if (smashed == EL_SWITCHGATE_SWITCH_1 ||
2183 smashed == EL_SWITCHGATE_SWITCH_2)
2185 ToggleSwitchgateSwitch(x, y+1);
2187 else if (smashed == EL_LIGHT_SWITCH_OFF ||
2188 smashed == EL_LIGHT_SWITCH_ON)
2190 ToggleLightSwitch(x, y+1);
2196 /* play sound of magic wall / mill */
2198 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
2199 Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
2201 if (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY)
2202 PlaySoundLevel(x, y, SND_MAGIC_WALL_CHANGING);
2203 else if (Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY)
2204 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_CHANGING);
2209 /* play sound of object that hits the ground */
2210 if (lastline || object_hit)
2211 PlaySoundLevelElementAction(x, y, element, SND_ACTION_IMPACT);
2214 void TurnRound(int x, int y)
2226 { 0, 0 }, { 0, 0 }, { 0, 0 },
2231 int left, right, back;
2235 { MV_DOWN, MV_UP, MV_RIGHT },
2236 { MV_UP, MV_DOWN, MV_LEFT },
2238 { MV_LEFT, MV_RIGHT, MV_DOWN },
2239 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2240 { MV_RIGHT, MV_LEFT, MV_UP }
2243 int element = Feld[x][y];
2244 int old_move_dir = MovDir[x][y];
2245 int left_dir = turn[old_move_dir].left;
2246 int right_dir = turn[old_move_dir].right;
2247 int back_dir = turn[old_move_dir].back;
2249 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2250 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2251 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2252 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2254 int left_x = x+left_dx, left_y = y+left_dy;
2255 int right_x = x+right_dx, right_y = y+right_dy;
2256 int move_x = x+move_dx, move_y = y+move_dy;
2258 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2260 TestIfBadThingTouchesOtherBadThing(x, y);
2262 if (IN_LEV_FIELD(right_x, right_y) &&
2263 IS_FREE(right_x, right_y))
2264 MovDir[x][y] = right_dir;
2265 else if (!IN_LEV_FIELD(move_x, move_y) ||
2266 !IS_FREE(move_x, move_y))
2267 MovDir[x][y] = left_dir;
2269 if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
2271 else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2274 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
2275 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2277 TestIfBadThingTouchesOtherBadThing(x, y);
2279 if (IN_LEV_FIELD(left_x, left_y) &&
2280 IS_FREE(left_x, left_y))
2281 MovDir[x][y] = left_dir;
2282 else if (!IN_LEV_FIELD(move_x, move_y) ||
2283 !IS_FREE(move_x, move_y))
2284 MovDir[x][y] = right_dir;
2286 if ((element == EL_FLIEGER ||
2287 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2288 && MovDir[x][y] != old_move_dir)
2290 else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
2293 else if (element == EL_MAMPFER)
2295 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2297 if (IN_LEV_FIELD(left_x, left_y) &&
2298 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2299 Feld[left_x][left_y] == EL_DIAMANT))
2300 can_turn_left = TRUE;
2301 if (IN_LEV_FIELD(right_x, right_y) &&
2302 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2303 Feld[right_x][right_y] == EL_DIAMANT))
2304 can_turn_right = TRUE;
2306 if (can_turn_left && can_turn_right)
2307 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2308 else if (can_turn_left)
2309 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2310 else if (can_turn_right)
2311 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2313 MovDir[x][y] = back_dir;
2315 MovDelay[x][y] = 16+16*RND(3);
2317 else if (element == EL_MAMPFER2)
2319 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2321 if (IN_LEV_FIELD(left_x, left_y) &&
2322 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2323 IS_MAMPF2(Feld[left_x][left_y])))
2324 can_turn_left = TRUE;
2325 if (IN_LEV_FIELD(right_x, right_y) &&
2326 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2327 IS_MAMPF2(Feld[right_x][right_y])))
2328 can_turn_right = TRUE;
2330 if (can_turn_left && can_turn_right)
2331 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2332 else if (can_turn_left)
2333 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2334 else if (can_turn_right)
2335 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2337 MovDir[x][y] = back_dir;
2339 MovDelay[x][y] = 16+16*RND(3);
2341 else if (element == EL_PACMAN)
2343 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2345 if (IN_LEV_FIELD(left_x, left_y) &&
2346 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2347 IS_AMOEBOID(Feld[left_x][left_y])))
2348 can_turn_left = TRUE;
2349 if (IN_LEV_FIELD(right_x, right_y) &&
2350 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2351 IS_AMOEBOID(Feld[right_x][right_y])))
2352 can_turn_right = TRUE;
2354 if (can_turn_left && can_turn_right)
2355 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2356 else if (can_turn_left)
2357 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2358 else if (can_turn_right)
2359 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2361 MovDir[x][y] = back_dir;
2363 MovDelay[x][y] = 6+RND(40);
2365 else if (element == EL_SCHWEIN)
2367 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2368 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2369 boolean should_move_on = FALSE;
2371 int rnd = RND(rnd_value);
2373 if (IN_LEV_FIELD(left_x, left_y) &&
2374 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2375 can_turn_left = TRUE;
2376 if (IN_LEV_FIELD(right_x, right_y) &&
2377 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2378 can_turn_right = TRUE;
2379 if (IN_LEV_FIELD(move_x, move_y) &&
2380 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2383 if (can_turn_left &&
2385 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2386 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2387 should_turn_left = TRUE;
2388 if (can_turn_right &&
2390 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2391 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2392 should_turn_right = TRUE;
2394 (!can_turn_left || !can_turn_right ||
2395 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2396 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2397 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2398 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2399 should_move_on = TRUE;
2401 if (should_turn_left || should_turn_right || should_move_on)
2403 if (should_turn_left && should_turn_right && should_move_on)
2404 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2405 rnd < 2*rnd_value/3 ? right_dir :
2407 else if (should_turn_left && should_turn_right)
2408 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2409 else if (should_turn_left && should_move_on)
2410 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2411 else if (should_turn_right && should_move_on)
2412 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2413 else if (should_turn_left)
2414 MovDir[x][y] = left_dir;
2415 else if (should_turn_right)
2416 MovDir[x][y] = right_dir;
2417 else if (should_move_on)
2418 MovDir[x][y] = old_move_dir;
2420 else if (can_move_on && rnd > rnd_value/8)
2421 MovDir[x][y] = old_move_dir;
2422 else if (can_turn_left && can_turn_right)
2423 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2424 else if (can_turn_left && rnd > rnd_value/8)
2425 MovDir[x][y] = left_dir;
2426 else if (can_turn_right && rnd > rnd_value/8)
2427 MovDir[x][y] = right_dir;
2429 MovDir[x][y] = back_dir;
2431 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2432 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2433 MovDir[x][y] = old_move_dir;
2437 else if (element == EL_DRACHE)
2439 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2441 int rnd = RND(rnd_value);
2443 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2444 can_turn_left = TRUE;
2445 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2446 can_turn_right = TRUE;
2447 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2450 if (can_move_on && rnd > rnd_value/8)
2451 MovDir[x][y] = old_move_dir;
2452 else if (can_turn_left && can_turn_right)
2453 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2454 else if (can_turn_left && rnd > rnd_value/8)
2455 MovDir[x][y] = left_dir;
2456 else if (can_turn_right && rnd > rnd_value/8)
2457 MovDir[x][y] = right_dir;
2459 MovDir[x][y] = back_dir;
2461 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2462 MovDir[x][y] = old_move_dir;
2466 else if (element == EL_MOLE)
2468 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2470 if (IN_LEV_FIELD(move_x, move_y) &&
2471 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2472 Feld[move_x][move_y] == EL_DEAMOEBING))
2477 if (IN_LEV_FIELD(left_x, left_y) &&
2478 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2479 can_turn_left = TRUE;
2480 if (IN_LEV_FIELD(right_x, right_y) &&
2481 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2482 can_turn_right = TRUE;
2484 if (can_turn_left && can_turn_right)
2485 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2486 else if (can_turn_left)
2487 MovDir[x][y] = left_dir;
2489 MovDir[x][y] = right_dir;
2492 if (MovDir[x][y] != old_move_dir)
2495 else if (element == EL_BALLOON)
2497 MovDir[x][y] = game.balloon_dir;
2500 else if (element == EL_SPRING_MOVING)
2502 if (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2503 (IN_LEV_FIELD(x, y+1) && IS_FREE(x, y+1)))
2505 Feld[x][y] = EL_SPRING;
2506 MovDir[x][y] = MV_NO_MOVING;
2510 else if (element == EL_ROBOT || element == EL_SONDE || element == EL_PINGUIN)
2512 int attr_x = -1, attr_y = -1;
2523 for (i=0; i<MAX_PLAYERS; i++)
2525 struct PlayerInfo *player = &stored_player[i];
2526 int jx = player->jx, jy = player->jy;
2528 if (!player->active)
2531 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2539 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
2545 if (element == EL_PINGUIN)
2548 static int xy[4][2] =
2558 int ex = x + xy[i%4][0];
2559 int ey = y + xy[i%4][1];
2561 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
2570 MovDir[x][y] = MV_NO_MOVING;
2572 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2574 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2576 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2578 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2580 if (element == EL_ROBOT)
2584 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2585 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2586 Moving2Blocked(x, y, &newx, &newy);
2588 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2589 MovDelay[x][y] = 8+8*!RND(3);
2591 MovDelay[x][y] = 16;
2599 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2601 boolean first_horiz = RND(2);
2602 int new_move_dir = MovDir[x][y];
2605 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2606 Moving2Blocked(x, y, &newx, &newy);
2608 if (IN_LEV_FIELD(newx, newy) &&
2609 (IS_FREE(newx, newy) ||
2610 Feld[newx][newy] == EL_SALZSAEURE ||
2611 (element == EL_PINGUIN &&
2612 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2613 IS_MAMPF3(Feld[newx][newy])))))
2617 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2618 Moving2Blocked(x, y, &newx, &newy);
2620 if (IN_LEV_FIELD(newx, newy) &&
2621 (IS_FREE(newx, newy) ||
2622 Feld[newx][newy] == EL_SALZSAEURE ||
2623 (element == EL_PINGUIN &&
2624 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2625 IS_MAMPF3(Feld[newx][newy])))))
2628 MovDir[x][y] = old_move_dir;
2635 static boolean JustBeingPushed(int x, int y)
2639 for (i=0; i<MAX_PLAYERS; i++)
2641 struct PlayerInfo *player = &stored_player[i];
2643 if (player->active && player->Pushing && player->MovPos)
2645 int next_jx = player->jx + (player->jx - player->last_jx);
2646 int next_jy = player->jy + (player->jy - player->last_jy);
2648 if (x == next_jx && y == next_jy)
2656 void StartMoving(int x, int y)
2658 int element = Feld[x][y];
2663 if (CAN_FALL(element) && y<lev_fieldy-1)
2665 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2666 if (JustBeingPushed(x, y))
2669 if (element == EL_MORAST_VOLL)
2671 if (IS_FREE(x, y+1))
2673 InitMovingField(x, y, MV_DOWN);
2674 Feld[x][y] = EL_QUICKSAND_EMPTYING;
2675 Store[x][y] = EL_FELSBROCKEN;
2676 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
2678 else if (Feld[x][y+1] == EL_MORAST_LEER)
2680 if (!MovDelay[x][y])
2681 MovDelay[x][y] = TILEY + 1;
2690 Feld[x][y] = EL_MORAST_LEER;
2691 Feld[x][y+1] = EL_MORAST_VOLL;
2692 Store[x][y+1] = Store[x][y];
2694 PlaySoundLevel(x, y, SND_QUICKSAND_SLIPPING_THROUGH);
2697 else if ((element == EL_FELSBROCKEN || element == EL_BD_ROCK) &&
2698 Feld[x][y+1] == EL_MORAST_LEER)
2700 InitMovingField(x, y, MV_DOWN);
2701 Feld[x][y] = EL_QUICKSAND_FILLING;
2702 Store[x][y] = element;
2703 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
2705 else if (element == EL_MAGIC_WALL_FULL)
2707 if (IS_FREE(x, y+1))
2709 InitMovingField(x, y, MV_DOWN);
2710 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
2711 Store[x][y] = EL_CHANGED(Store[x][y]);
2713 else if (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY)
2715 if (!MovDelay[x][y])
2716 MovDelay[x][y] = TILEY/4 + 1;
2725 Feld[x][y] = EL_MAGIC_WALL_EMPTY;
2726 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
2727 Store[x][y+1] = EL_CHANGED(Store[x][y]);
2731 else if (element == EL_MAGIC_WALL_BD_FULL)
2733 if (IS_FREE(x, y+1))
2735 InitMovingField(x, y, MV_DOWN);
2736 Feld[x][y] = EL_MAGIC_WALL_BD_EMPTYING;
2737 Store[x][y] = EL_CHANGED2(Store[x][y]);
2739 else if (Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY)
2741 if (!MovDelay[x][y])
2742 MovDelay[x][y] = TILEY/4 + 1;
2751 Feld[x][y] = EL_MAGIC_WALL_BD_EMPTY;
2752 Feld[x][y+1] = EL_MAGIC_WALL_BD_FULL;
2753 Store[x][y+1] = EL_CHANGED2(Store[x][y]);
2757 else if (CAN_CHANGE(element) &&
2758 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
2759 Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
2761 InitMovingField(x, y, MV_DOWN);
2763 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ? EL_MAGIC_WALL_FILLING :
2764 EL_MAGIC_WALL_BD_FILLING);
2765 Store[x][y] = element;
2767 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
2770 InitMovingField(x, y, MV_DOWN);
2771 Store[x][y] = EL_SALZSAEURE;
2773 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2778 else if (IS_FREE(x, y+1))
2780 InitMovingField(x, y, MV_DOWN);
2782 else if (element == EL_TROPFEN)
2784 Feld[x][y] = EL_AMOEBING;
2785 Store[x][y] = EL_AMOEBE_NASS;
2787 /* Store[x][y+1] must be zero, because:
2788 (EL_MORAST_VOLL -> EL_FELSBROCKEN): Store[x][y+1] == EL_MORAST_LEER
2791 #if OLD_GAME_BEHAVIOUR
2792 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2794 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2795 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2796 element != EL_DX_SUPABOMB)
2799 else if ((IS_SLIPPERY(Feld[x][y+1]) ||
2800 (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
2801 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2802 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
2805 boolean left = (x>0 && IS_FREE(x-1, y) &&
2806 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
2807 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2808 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
2812 if (left && right &&
2813 (game.emulation != EMU_BOULDERDASH &&
2814 element != EL_BD_ROCK && element != EL_EDELSTEIN_BD))
2815 left = !(right = RND(2));
2817 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2820 else if (IS_BELT(Feld[x][y+1]))
2822 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
2823 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
2824 int belt_nr = getBeltNrFromElement(Feld[x][y+1]);
2825 int belt_dir = game.belt_dir[belt_nr];
2827 if ((belt_dir == MV_LEFT && left_is_free) ||
2828 (belt_dir == MV_RIGHT && right_is_free))
2829 InitMovingField(x, y, belt_dir);
2832 else if (CAN_MOVE(element))
2836 if ((element == EL_SONDE || element == EL_BALLOON ||
2837 element == EL_SPRING_MOVING)
2838 && JustBeingPushed(x, y))
2841 if (!MovDelay[x][y]) /* start new movement phase */
2843 /* all objects that can change their move direction after each step */
2844 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2846 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
2850 if (MovDelay[x][y] && (element == EL_KAEFER ||
2851 element == EL_FLIEGER ||
2852 element == EL_SP_SNIKSNAK ||
2853 element == EL_SP_ELECTRON))
2854 DrawNewLevelField(x, y);
2855 else if (MovDelay[x][y] && (element == EL_KAEFER ||
2856 element == EL_FLIEGER ||
2857 element == EL_SP_SNIKSNAK ||
2858 element == EL_SP_ELECTRON ||
2859 element == EL_MOLE))
2860 DrawLevelField(x, y);
2864 if (MovDelay[x][y]) /* wait some time before next movement */
2868 if (element == EL_ROBOT ||
2869 element == EL_MAMPFER || element == EL_MAMPFER2)
2871 int phase = MovDelay[x][y] % 8;
2876 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2877 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element) + phase);
2879 if (MovDelay[x][y] % 4 == 3)
2881 if (element == EL_MAMPFER)
2882 PlaySoundLevel(x, y, SND_YAMYAM_WAITING);
2883 else if (element == EL_MAMPFER2)
2884 PlaySoundLevel(x, y, SND_DARK_YAMYAM_WAITING);
2887 else if (element == EL_SP_ELECTRON)
2888 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2889 else if (element == EL_DRACHE)
2892 int dir = MovDir[x][y];
2893 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2894 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2895 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
2896 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
2897 dir == MV_UP ? GFX_FLAMMEN_UP :
2898 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
2899 int phase = FrameCounter % 2;
2901 for (i=1; i<=3; i++)
2903 int xx = x + i*dx, yy = y + i*dy;
2904 int sx = SCREENX(xx), sy = SCREENY(yy);
2906 if (!IN_LEV_FIELD(xx, yy) ||
2907 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
2912 int flamed = MovingOrBlocked2Element(xx, yy);
2914 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
2917 RemoveMovingField(xx, yy);
2919 Feld[xx][yy] = EL_BURNING;
2920 if (IN_SCR_FIELD(sx, sy))
2921 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
2925 if (Feld[xx][yy] == EL_BURNING)
2926 Feld[xx][yy] = EL_LEERRAUM;
2927 DrawLevelField(xx, yy);
2932 if (MovDelay[x][y]) /* element still has to wait some time */
2934 PlaySoundLevelAction(x, y, SND_ACTION_WAITING);
2940 /* now make next step */
2942 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
2944 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
2945 !PLAYER_PROTECTED(newx, newy))
2949 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
2952 /* enemy got the player */
2954 KillHero(PLAYERINFO(newx, newy));
2959 else if ((element == EL_PINGUIN || element == EL_ROBOT ||
2960 element == EL_SONDE || element == EL_BALLOON) &&
2961 IN_LEV_FIELD(newx, newy) &&
2962 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
2965 Store[x][y] = EL_SALZSAEURE;
2967 else if (element == EL_PINGUIN && IN_LEV_FIELD(newx, newy))
2969 if (Feld[newx][newy] == EL_AUSGANG_AUF)
2971 Feld[x][y] = EL_LEERRAUM;
2972 DrawLevelField(x, y);
2974 PlaySoundLevel(newx, newy, SND_PENGUIN_ENTERING_EXIT);
2975 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
2976 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
2978 local_player->friends_still_needed--;
2979 if (!local_player->friends_still_needed &&
2980 !local_player->GameOver && AllPlayersGone)
2981 local_player->LevelSolved = local_player->GameOver = TRUE;
2985 else if (IS_MAMPF3(Feld[newx][newy]))
2987 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
2988 DrawLevelField(newx, newy);
2990 MovDir[x][y] = MV_NO_MOVING;
2992 else if (!IS_FREE(newx, newy))
2994 if (IS_PLAYER(x, y))
2995 DrawPlayerField(x, y);
2997 DrawLevelField(x, y);
3001 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
3003 if (IS_GEM(Feld[newx][newy]))
3005 if (IS_MOVING(newx, newy))
3006 RemoveMovingField(newx, newy);
3009 Feld[newx][newy] = EL_LEERRAUM;
3010 DrawLevelField(newx, newy);
3013 PlaySoundLevel(x, y, SND_PIG_EATING_GEM);
3015 else if (!IS_FREE(newx, newy))
3017 if (IS_PLAYER(x, y))
3018 DrawPlayerField(x, y);
3020 DrawLevelField(x, y);
3024 else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
3026 if (!IS_FREE(newx, newy))
3028 if (IS_PLAYER(x, y))
3029 DrawPlayerField(x, y);
3031 DrawLevelField(x, y);
3036 boolean wanna_flame = !RND(10);
3037 int dx = newx - x, dy = newy - y;
3038 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3039 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3040 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3041 MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
3042 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3043 MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
3045 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
3046 element1 != EL_DRACHE && element2 != EL_DRACHE &&
3047 element1 != EL_BURNING && element2 != EL_BURNING)
3049 if (IS_PLAYER(x, y))
3050 DrawPlayerField(x, y);
3052 DrawLevelField(x, y);
3054 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3056 MovDelay[x][y] = 50;
3057 Feld[newx][newy] = EL_BURNING;
3058 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
3059 Feld[newx1][newy1] = EL_BURNING;
3060 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
3061 Feld[newx2][newy2] = EL_BURNING;
3066 else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
3067 Feld[newx][newy] == EL_DIAMANT)
3069 if (IS_MOVING(newx, newy))
3070 RemoveMovingField(newx, newy);
3073 Feld[newx][newy] = EL_LEERRAUM;
3074 DrawLevelField(newx, newy);
3077 PlaySoundLevel(x, y, SND_YAMYAM_EATING_DIAMOND);
3079 else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
3080 IS_MAMPF2(Feld[newx][newy]))
3082 if (AmoebaNr[newx][newy])
3084 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3085 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
3086 Feld[newx][newy] == EL_AMOEBE_BD)
3087 AmoebaCnt[AmoebaNr[newx][newy]]--;
3090 if (IS_MOVING(newx, newy))
3091 RemoveMovingField(newx, newy);
3094 Feld[newx][newy] = EL_LEERRAUM;
3095 DrawLevelField(newx, newy);
3098 PlaySoundLevel(x, y, SND_DARK_YAMYAM_EATING_ANY);
3100 else if ((element == EL_PACMAN || element == EL_MOLE)
3101 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3103 if (AmoebaNr[newx][newy])
3105 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3106 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
3107 Feld[newx][newy] == EL_AMOEBE_BD)
3108 AmoebaCnt[AmoebaNr[newx][newy]]--;
3111 if (element == EL_MOLE)
3113 Feld[newx][newy] = EL_DEAMOEBING;
3114 PlaySoundLevel(x, y, SND_MOLE_EATING_AMOEBA);
3115 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
3116 return; /* wait for shrinking amoeba */
3118 else /* element == EL_PACMAN */
3120 Feld[newx][newy] = EL_LEERRAUM;
3121 DrawNewLevelField(newx, newy);
3122 PlaySoundLevel(x, y, SND_PACMAN_EATING_AMOEBA);
3125 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
3126 (Feld[newx][newy] == EL_DEAMOEBING ||
3127 (Feld[newx][newy] == EL_LEERRAUM && Stop[newx][newy])))
3129 /* wait for shrinking amoeba to completely disappear */
3132 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3134 /* object was running against a wall */
3138 if (element == EL_KAEFER || element == EL_FLIEGER ||
3139 element == EL_SP_SNIKSNAK)
3141 DrawLevelField(x, y);
3143 DrawNewLevelField(x, y);
3145 else if (element == EL_KAEFER || element == EL_FLIEGER ||
3146 element == EL_SP_SNIKSNAK || element == EL_MOLE)
3148 DrawLevelField(x, y);
3150 DrawNewLevelField(x, y);
3152 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
3154 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
3156 DrawNewGraphicAnimation(x, y, el2img(element));
3158 else if (element == EL_SONDE)
3160 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
3162 DrawNewGraphicAnimation(x, y, IMG_SATELLITE);
3164 else if (element == EL_SP_ELECTRON)
3166 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
3168 DrawNewGraphicAnimation(x, y, IMG_SP_ELECTRON);
3171 if (DONT_TOUCH(element))
3172 TestIfBadThingTouchesHero(x, y);
3174 PlaySoundLevelAction(x, y, SND_ACTION_WAITING);
3179 InitMovingField(x, y, MovDir[x][y]);
3181 PlaySoundLevelAction(x, y, SND_ACTION_MOVING);
3185 ContinueMoving(x, y);
3188 void ContinueMoving(int x, int y)
3190 int element = Feld[x][y];
3191 int direction = MovDir[x][y];
3192 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3193 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3194 int horiz_move = (dx!=0);
3195 int newx = x + dx, newy = y + dy;
3196 int step = (horiz_move ? dx : dy) * TILEX / 8;
3198 if (element == EL_TROPFEN || element == EL_AMOEBA_DRIPPING)
3200 else if (element == EL_QUICKSAND_FILLING ||
3201 element == EL_QUICKSAND_EMPTYING)
3203 else if (element == EL_MAGIC_WALL_FILLING ||
3204 element == EL_MAGIC_WALL_BD_FILLING ||
3205 element == EL_MAGIC_WALL_EMPTYING ||
3206 element == EL_MAGIC_WALL_BD_EMPTYING)
3208 else if (CAN_FALL(element) && horiz_move &&
3209 y < lev_fieldy-1 && IS_BELT(Feld[x][y+1]))
3211 else if (element == EL_SPRING_MOVING)
3214 #if OLD_GAME_BEHAVIOUR
3215 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3219 MovPos[x][y] += step;
3221 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
3223 Feld[x][y] = EL_LEERRAUM;
3224 Feld[newx][newy] = element;
3226 if (element == EL_MOLE)
3229 static int xy[4][2] =
3237 Feld[x][y] = EL_ERDREICH;
3238 DrawLevelField(x, y);
3247 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_ERDREICH)
3248 DrawLevelField(xx, yy); /* for "ErdreichAnbroeckeln()" */
3252 if (element == EL_QUICKSAND_FILLING)
3254 element = Feld[newx][newy] = get_next_element(element);
3255 Store[newx][newy] = Store[x][y];
3257 else if (element == EL_QUICKSAND_EMPTYING)
3259 Feld[x][y] = get_next_element(element);
3260 element = Feld[newx][newy] = Store[x][y];
3262 else if (element == EL_MAGIC_WALL_FILLING)
3264 element = Feld[newx][newy] = get_next_element(element);
3265 if (!game.magic_wall_active)
3266 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3267 Store[newx][newy] = Store[x][y];
3269 else if (element == EL_MAGIC_WALL_EMPTYING)
3271 Feld[x][y] = get_next_element(element);
3272 if (!game.magic_wall_active)
3273 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3274 element = Feld[newx][newy] = Store[x][y];
3276 else if (element == EL_MAGIC_WALL_BD_FILLING)
3278 element = Feld[newx][newy] = get_next_element(element);
3279 if (!game.magic_wall_active)
3280 element = Feld[newx][newy] = EL_MAGIC_WALL_BD_DEAD;
3281 Store[newx][newy] = Store[x][y];
3283 else if (element == EL_MAGIC_WALL_BD_EMPTYING)
3285 Feld[x][y] = get_next_element(element);
3286 if (!game.magic_wall_active)
3287 Feld[x][y] = EL_MAGIC_WALL_BD_DEAD;
3288 element = Feld[newx][newy] = Store[x][y];
3290 else if (element == EL_AMOEBA_DRIPPING)
3292 Feld[x][y] = get_next_element(element);
3293 element = Feld[newx][newy] = Store[x][y];
3295 else if (Store[x][y] == EL_SALZSAEURE)
3297 element = Feld[newx][newy] = EL_SALZSAEURE;
3301 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3302 MovDelay[newx][newy] = 0;
3304 if (!CAN_MOVE(element))
3305 MovDir[newx][newy] = 0;
3307 if (element == EL_KAEFER || element == EL_FLIEGER ||
3308 element == EL_SP_SNIKSNAK || element == EL_PACMAN ||
3309 element == EL_SP_ELECTRON)
3311 DrawNewLevelField(x, y);
3312 DrawNewLevelField(newx, newy);
3316 DrawLevelField(x, y);
3317 DrawLevelField(newx, newy);
3320 Stop[newx][newy] = TRUE;
3321 JustStopped[newx][newy] = 3;
3323 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3325 TestIfBadThingTouchesHero(newx, newy);
3326 TestIfBadThingTouchesFriend(newx, newy);
3327 TestIfBadThingTouchesOtherBadThing(newx, newy);
3329 else if (element == EL_PINGUIN)
3330 TestIfFriendTouchesBadThing(newx, newy);
3332 if (CAN_SMASH(element) && direction == MV_DOWN &&
3333 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3336 else /* still moving on */
3338 if (element == EL_KAEFER || element == EL_FLIEGER ||
3339 element == EL_SP_SNIKSNAK || element == EL_PACMAN ||
3340 element == EL_SP_ELECTRON)
3341 DrawNewLevelField(x, y);
3343 DrawLevelField(x, y);
3347 int AmoebeNachbarNr(int ax, int ay)
3350 int element = Feld[ax][ay];
3352 static int xy[4][2] =
3362 int x = ax + xy[i][0];
3363 int y = ay + xy[i][1];
3365 if (!IN_LEV_FIELD(x, y))
3368 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3369 group_nr = AmoebaNr[x][y];
3375 void AmoebenVereinigen(int ax, int ay)
3377 int i, x, y, xx, yy;
3378 int new_group_nr = AmoebaNr[ax][ay];
3379 static int xy[4][2] =
3387 if (new_group_nr == 0)
3395 if (!IN_LEV_FIELD(x, y))
3398 if ((Feld[x][y] == EL_AMOEBE_VOLL ||
3399 Feld[x][y] == EL_AMOEBE_BD ||
3400 Feld[x][y] == EL_AMOEBE_TOT) &&
3401 AmoebaNr[x][y] != new_group_nr)
3403 int old_group_nr = AmoebaNr[x][y];
3405 if (old_group_nr == 0)
3408 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3409 AmoebaCnt[old_group_nr] = 0;
3410 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3411 AmoebaCnt2[old_group_nr] = 0;
3413 for (yy=0; yy<lev_fieldy; yy++)
3415 for (xx=0; xx<lev_fieldx; xx++)
3417 if (AmoebaNr[xx][yy] == old_group_nr)
3418 AmoebaNr[xx][yy] = new_group_nr;
3425 void AmoebeUmwandeln(int ax, int ay)
3429 if (Feld[ax][ay] == EL_AMOEBE_TOT)
3431 int group_nr = AmoebaNr[ax][ay];
3436 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3437 printf("AmoebeUmwandeln(): This should never happen!\n");
3442 for (y=0; y<lev_fieldy; y++)
3444 for (x=0; x<lev_fieldx; x++)
3446 if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
3449 Feld[x][y] = EL_AMOEBA2DIAM;
3453 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
3454 SND_AMOEBA_TURNING_TO_GEM :
3455 SND_AMOEBA_TURNING_TO_ROCK));
3460 static int xy[4][2] =
3473 if (!IN_LEV_FIELD(x, y))
3476 if (Feld[x][y] == EL_AMOEBA2DIAM)
3478 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
3479 SND_AMOEBA_TURNING_TO_GEM :
3480 SND_AMOEBA_TURNING_TO_ROCK));
3487 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3490 int group_nr = AmoebaNr[ax][ay];
3491 boolean done = FALSE;
3496 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3497 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3502 for (y=0; y<lev_fieldy; y++)
3504 for (x=0; x<lev_fieldx; x++)
3506 if (AmoebaNr[x][y] == group_nr &&
3507 (Feld[x][y] == EL_AMOEBE_TOT ||
3508 Feld[x][y] == EL_AMOEBE_BD ||
3509 Feld[x][y] == EL_AMOEBING))
3512 Feld[x][y] = new_element;
3513 InitField(x, y, FALSE);
3514 DrawLevelField(x, y);
3521 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
3522 SND_BD_AMOEBA_TURNING_TO_ROCK :
3523 SND_BD_AMOEBA_TURNING_TO_GEM));
3526 void AmoebeWaechst(int x, int y)
3528 static unsigned long sound_delay = 0;
3529 static unsigned long sound_delay_value = 0;
3531 if (!MovDelay[x][y]) /* start new growing cycle */
3535 if (DelayReached(&sound_delay, sound_delay_value))
3537 if (Store[x][y] == EL_AMOEBE_BD)
3538 PlaySoundLevel(x, y, SND_BD_AMOEBA_CREATING);
3540 PlaySoundLevel(x, y, SND_AMOEBA_CREATING);
3541 sound_delay_value = 30;
3545 if (MovDelay[x][y]) /* wait some time before growing bigger */
3548 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3549 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
3551 if (!MovDelay[x][y])
3553 Feld[x][y] = Store[x][y];
3555 DrawLevelField(x, y);
3560 void AmoebaDisappearing(int x, int y)
3562 static unsigned long sound_delay = 0;
3563 static unsigned long sound_delay_value = 0;
3565 if (!MovDelay[x][y]) /* start new shrinking cycle */
3569 if (DelayReached(&sound_delay, sound_delay_value))
3570 sound_delay_value = 30;
3573 if (MovDelay[x][y]) /* wait some time before shrinking */
3576 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3577 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + MovDelay[x][y]/2);
3579 if (!MovDelay[x][y])
3581 Feld[x][y] = EL_LEERRAUM;
3582 DrawLevelField(x, y);
3584 /* don't let mole enter this field in this cycle;
3585 (give priority to objects falling to this field from above) */
3591 void AmoebeAbleger(int ax, int ay)
3594 int element = Feld[ax][ay];
3595 int newax = ax, neway = ay;
3596 static int xy[4][2] =
3604 if (!level.amoeba_speed)
3606 Feld[ax][ay] = EL_AMOEBE_TOT;
3607 DrawLevelField(ax, ay);
3611 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3612 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3614 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3617 if (MovDelay[ax][ay])
3621 if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
3624 int x = ax + xy[start][0];
3625 int y = ay + xy[start][1];
3627 if (!IN_LEV_FIELD(x, y))
3630 if (IS_FREE(x, y) ||
3631 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3637 if (newax == ax && neway == ay)
3640 else /* normal or "filled" (BD style) amoeba */
3643 boolean waiting_for_player = FALSE;
3647 int j = (start + i) % 4;
3648 int x = ax + xy[j][0];
3649 int y = ay + xy[j][1];
3651 if (!IN_LEV_FIELD(x, y))
3654 if (IS_FREE(x, y) ||
3655 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3661 else if (IS_PLAYER(x, y))
3662 waiting_for_player = TRUE;
3665 if (newax == ax && neway == ay) /* amoeba cannot grow */
3667 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3669 Feld[ax][ay] = EL_AMOEBE_TOT;
3670 DrawLevelField(ax, ay);
3671 AmoebaCnt[AmoebaNr[ax][ay]]--;
3673 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3675 if (element == EL_AMOEBE_VOLL)
3676 AmoebeUmwandeln(ax, ay);
3677 else if (element == EL_AMOEBE_BD)
3678 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3683 else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
3685 /* amoeba gets larger by growing in some direction */
3687 int new_group_nr = AmoebaNr[ax][ay];
3690 if (new_group_nr == 0)
3692 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3693 printf("AmoebeAbleger(): This should never happen!\n");
3698 AmoebaNr[newax][neway] = new_group_nr;
3699 AmoebaCnt[new_group_nr]++;
3700 AmoebaCnt2[new_group_nr]++;
3702 /* if amoeba touches other amoeba(s) after growing, unify them */
3703 AmoebenVereinigen(newax, neway);
3705 if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200)
3707 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
3713 if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) ||
3714 (neway == lev_fieldy - 1 && newax != ax))
3716 Feld[newax][neway] = EL_AMOEBING; /* simple growth of new amoeba tile */
3717 Store[newax][neway] = element;
3719 else if (neway == ay)
3721 Feld[newax][neway] = EL_TROPFEN; /* drop left or right from amoeba */
3722 PlaySoundLevel(newax, neway, SND_AMOEBA_DROPPING);
3726 InitMovingField(ax, ay, MV_DOWN); /* drop dripping out of amoeba */
3727 Feld[ax][ay] = EL_AMOEBA_DRIPPING;
3728 Store[ax][ay] = EL_TROPFEN;
3729 ContinueMoving(ax, ay);
3733 DrawLevelField(newax, neway);
3736 void Life(int ax, int ay)
3739 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3741 int element = Feld[ax][ay];
3742 boolean changed = FALSE;
3747 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3748 MovDelay[ax][ay] = life_time;
3750 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3753 if (MovDelay[ax][ay])
3757 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3759 int xx = ax+x1, yy = ay+y1;
3762 if (!IN_LEV_FIELD(xx, yy))
3765 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3767 int x = xx+x2, y = yy+y2;
3769 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3772 if (((Feld[x][y] == element ||
3773 (element == EL_LIFE && IS_PLAYER(x, y))) &&
3775 (IS_FREE(x, y) && Stop[x][y]))
3779 if (xx == ax && yy == ay) /* field in the middle */
3781 if (nachbarn < life[0] || nachbarn > life[1])
3783 Feld[xx][yy] = EL_LEERRAUM;
3785 DrawLevelField(xx, yy);
3786 Stop[xx][yy] = TRUE;
3790 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
3791 { /* free border field */
3792 if (nachbarn >= life[2] && nachbarn <= life[3])
3794 Feld[xx][yy] = element;
3795 MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
3797 DrawLevelField(xx, yy);
3798 Stop[xx][yy] = TRUE;
3805 PlaySoundLevel(ax, ay, element == EL_LIFE ? SND_GAMEOFLIFE_CREATING :
3806 SND_BIOMAZE_CREATING);
3809 void RobotWheel(int x, int y)
3811 if (!MovDelay[x][y]) /* next animation frame */
3812 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3814 if (MovDelay[x][y]) /* wait some time before next frame */
3819 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3820 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
3821 if (!(MovDelay[x][y]%4))
3822 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_RUNNING);
3827 Feld[x][y] = EL_ABLENK_AUS;
3828 DrawLevelField(x, y);
3829 if (ZX == x && ZY == y)
3833 void TimegateWheel(int x, int y)
3835 if (!MovDelay[x][y]) /* next animation frame */
3836 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3838 if (MovDelay[x][y]) /* wait some time before next frame */
3843 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3844 DrawGraphic(SCREENX(x), SCREENY(y),
3845 GFX_TIMEGATE_SWITCH + MovDelay[x][y]%4);
3846 if (!(MovDelay[x][y]%4))
3847 PlaySoundLevel(x, y, SND_TIMEGATE_WHEEL_RUNNING);
3852 Feld[x][y] = EL_TIMEGATE_SWITCH_OFF;
3853 DrawLevelField(x, y);
3854 if (ZX == x && ZY == y)
3858 void Birne(int x, int y)
3860 if (!MovDelay[x][y]) /* next animation frame */
3861 MovDelay[x][y] = 800;
3863 if (MovDelay[x][y]) /* wait some time before next frame */
3868 if (!(MovDelay[x][y]%5))
3870 if (!(MovDelay[x][y]%10))
3871 Feld[x][y]=EL_ABLENK_EIN;
3873 Feld[x][y]=EL_ABLENK_AUS;
3874 DrawLevelField(x, y);
3875 Feld[x][y]=EL_ABLENK_EIN;
3881 Feld[x][y]=EL_ABLENK_AUS;
3882 DrawLevelField(x, y);
3883 if (ZX == x && ZY == y)
3887 void Blubber(int x, int y)
3889 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
3890 DrawLevelField(x, y-1);
3892 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
3895 void NussKnacken(int x, int y)
3897 if (!MovDelay[x][y]) /* next animation frame */
3900 if (MovDelay[x][y]) /* wait some time before next frame */
3903 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3904 DrawGraphic(SCREENX(x), SCREENY(y),
3905 GFX_CRACKINGNUT + 3 - MovDelay[x][y]/2);
3907 if (!MovDelay[x][y])
3909 Feld[x][y] = EL_EDELSTEIN;
3910 DrawLevelField(x, y);
3915 void BreakingPearl(int x, int y)
3917 if (!MovDelay[x][y]) /* next animation frame */
3920 if (MovDelay[x][y]) /* wait some time before next frame */
3923 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3924 DrawGraphic(SCREENX(x), SCREENY(y),
3925 GFX_PEARL_BREAKING + 4 - MovDelay[x][y]/2);
3927 if (!MovDelay[x][y])
3929 Feld[x][y] = EL_LEERRAUM;
3930 DrawLevelField(x, y);
3935 void SiebAktivieren(int x, int y, int typ)
3937 int graphic = (typ == 1 ? GFX_MAGIC_WALL_FULL : GFX_MAGIC_WALL_BD_FULL) + 3;
3939 DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
3942 void AusgangstuerPruefen(int x, int y)
3944 if (!local_player->gems_still_needed &&
3945 !local_player->sokobanfields_still_needed &&
3946 !local_player->lights_still_needed)
3948 Feld[x][y] = EL_AUSGANG_ACT;
3950 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
3951 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
3952 y < LEVELY(BY1) ? LEVELY(BY1) :
3953 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
3958 void AusgangstuerOeffnen(int x, int y)
3962 if (!MovDelay[x][y]) /* next animation frame */
3963 MovDelay[x][y] = 5*delay;
3965 if (MovDelay[x][y]) /* wait some time before next frame */
3970 tuer = MovDelay[x][y]/delay;
3971 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3972 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
3974 if (!MovDelay[x][y])
3976 Feld[x][y] = EL_AUSGANG_AUF;
3977 DrawLevelField(x, y);
3982 void AusgangstuerBlinken(int x, int y)
3984 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_PINGPONG);
3987 void OpenSwitchgate(int x, int y)
3991 if (!MovDelay[x][y]) /* next animation frame */
3992 MovDelay[x][y] = 5 * delay;
3994 if (MovDelay[x][y]) /* wait some time before next frame */
3999 phase = MovDelay[x][y] / delay;
4000 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4001 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_OPEN - phase);
4003 if (!MovDelay[x][y])
4005 Feld[x][y] = EL_SWITCHGATE_OPEN;
4006 DrawLevelField(x, y);
4011 void CloseSwitchgate(int x, int y)
4015 if (!MovDelay[x][y]) /* next animation frame */
4016 MovDelay[x][y] = 5 * delay;
4018 if (MovDelay[x][y]) /* wait some time before next frame */
4023 phase = MovDelay[x][y] / delay;
4024 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4025 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_CLOSED + phase);
4027 if (!MovDelay[x][y])
4029 Feld[x][y] = EL_SWITCHGATE_CLOSED;
4030 DrawLevelField(x, y);
4035 void OpenTimegate(int x, int y)
4039 if (!MovDelay[x][y]) /* next animation frame */
4040 MovDelay[x][y] = 5 * delay;
4042 if (MovDelay[x][y]) /* wait some time before next frame */
4047 phase = MovDelay[x][y] / delay;
4048 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4049 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_OPEN - phase);
4051 if (!MovDelay[x][y])
4053 Feld[x][y] = EL_TIMEGATE_OPEN;
4054 DrawLevelField(x, y);
4059 void CloseTimegate(int x, int y)
4063 if (!MovDelay[x][y]) /* next animation frame */
4064 MovDelay[x][y] = 5 * delay;
4066 if (MovDelay[x][y]) /* wait some time before next frame */
4071 phase = MovDelay[x][y] / delay;
4072 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4073 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_CLOSED + phase);
4075 if (!MovDelay[x][y])
4077 Feld[x][y] = EL_TIMEGATE_CLOSED;
4078 DrawLevelField(x, y);
4083 static void CloseAllOpenTimegates()
4087 for (y=0; y<lev_fieldy; y++)
4089 for (x=0; x<lev_fieldx; x++)
4091 int element = Feld[x][y];
4093 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4095 Feld[x][y] = EL_TIMEGATE_CLOSING;
4096 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4102 void EdelsteinFunkeln(int x, int y)
4104 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4107 if (Feld[x][y] == EL_EDELSTEIN_BD)
4108 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
4111 if (!MovDelay[x][y]) /* next animation frame */
4112 MovDelay[x][y] = 11 * !SimpleRND(500);
4114 if (MovDelay[x][y]) /* wait some time before next frame */
4118 if (setup.direct_draw && MovDelay[x][y])
4119 SetDrawtoField(DRAW_BUFFERED);
4121 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
4125 int phase = (MovDelay[x][y]-1)/2;
4130 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
4132 if (setup.direct_draw)
4136 dest_x = FX + SCREENX(x)*TILEX;
4137 dest_y = FY + SCREENY(y)*TILEY;
4139 BlitBitmap(drawto_field, window,
4140 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4141 SetDrawtoField(DRAW_DIRECT);
4148 void MauerWaechst(int x, int y)
4152 if (!MovDelay[x][y]) /* next animation frame */
4153 MovDelay[x][y] = 3*delay;
4155 if (MovDelay[x][y]) /* wait some time before next frame */
4160 phase = 2-MovDelay[x][y]/delay;
4161 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4162 DrawGraphic(SCREENX(x), SCREENY(y),
4163 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
4164 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
4165 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
4166 GFX_MAUER_DOWN ) + phase);
4168 if (!MovDelay[x][y])
4170 if (MovDir[x][y] == MV_LEFT)
4172 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
4173 DrawLevelField(x-1, y);
4175 else if (MovDir[x][y] == MV_RIGHT)
4177 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
4178 DrawLevelField(x+1, y);
4180 else if (MovDir[x][y] == MV_UP)
4182 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
4183 DrawLevelField(x, y-1);
4187 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
4188 DrawLevelField(x, y+1);
4191 Feld[x][y] = Store[x][y];
4193 MovDir[x][y] = MV_NO_MOVING;
4194 DrawLevelField(x, y);
4199 void MauerAbleger(int ax, int ay)
4201 int element = Feld[ax][ay];
4202 boolean oben_frei = FALSE, unten_frei = FALSE;
4203 boolean links_frei = FALSE, rechts_frei = FALSE;
4204 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4205 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4206 boolean new_wall = FALSE;
4208 if (!MovDelay[ax][ay]) /* start building new wall */
4209 MovDelay[ax][ay] = 6;
4211 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4214 if (MovDelay[ax][ay])
4218 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4220 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4222 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4224 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4227 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
4231 Feld[ax][ay-1] = EL_MAUERND;
4232 Store[ax][ay-1] = element;
4233 MovDir[ax][ay-1] = MV_UP;
4234 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4235 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
4240 Feld[ax][ay+1] = EL_MAUERND;
4241 Store[ax][ay+1] = element;
4242 MovDir[ax][ay+1] = MV_DOWN;
4243 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4244 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
4249 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
4250 element == EL_MAUER_LEBT)
4254 Feld[ax-1][ay] = EL_MAUERND;
4255 Store[ax-1][ay] = element;
4256 MovDir[ax-1][ay] = MV_LEFT;
4257 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4258 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
4264 Feld[ax+1][ay] = EL_MAUERND;
4265 Store[ax+1][ay] = element;
4266 MovDir[ax+1][ay] = MV_RIGHT;
4267 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4268 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
4273 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
4274 DrawLevelField(ax, ay);
4276 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
4278 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
4279 unten_massiv = TRUE;
4280 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
4281 links_massiv = TRUE;
4282 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
4283 rechts_massiv = TRUE;
4285 if (((oben_massiv && unten_massiv) ||
4286 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
4287 ((links_massiv && rechts_massiv) ||
4288 element == EL_MAUER_Y))
4289 Feld[ax][ay] = EL_MAUERWERK;
4292 PlaySoundLevel(ax, ay, SND_WALL_GROWING);
4295 void CheckForDragon(int x, int y)
4298 boolean dragon_found = FALSE;
4299 static int xy[4][2] =
4311 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4313 if (IN_LEV_FIELD(xx, yy) &&
4314 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
4316 if (Feld[xx][yy] == EL_DRACHE)
4317 dragon_found = TRUE;
4330 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4332 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
4334 Feld[xx][yy] = EL_LEERRAUM;
4335 DrawLevelField(xx, yy);
4344 static void CheckBuggyBase(int x, int y)
4346 int element = Feld[x][y];
4348 if (element == EL_SP_BUG)
4350 if (!MovDelay[x][y]) /* wait some time before activating base */
4351 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4356 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4357 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
4361 Feld[x][y] = EL_SP_BUG_ACTIVE;
4364 else if (element == EL_SP_BUG_ACTIVE)
4366 if (!MovDelay[x][y]) /* start activating buggy base */
4367 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
4375 static int xy[4][2] =
4383 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4384 DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
4388 int xx = x + xy[i][0], yy = y + xy[i][1];
4390 if (IS_PLAYER(xx, yy))
4392 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVATING);
4400 Feld[x][y] = EL_SP_BUG;
4401 DrawLevelField(x, y);
4406 static void CheckTrap(int x, int y)
4408 int element = Feld[x][y];
4410 if (element == EL_TRAP_INACTIVE)
4412 if (!MovDelay[x][y]) /* wait some time before activating trap */
4413 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4421 Feld[x][y] = EL_TRAP_ACTIVE;
4422 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
4425 else if (element == EL_TRAP_ACTIVE)
4430 if (!MovDelay[x][y]) /* start activating trap */
4431 MovDelay[x][y] = num_frames * delay;
4439 if (!(MovDelay[x][y] % delay))
4441 int phase = MovDelay[x][y]/delay;
4443 if (phase >= num_frames/2)
4444 phase = num_frames - phase;
4446 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4448 DrawGraphic(SCREENX(x),SCREENY(y), GFX_TRAP_INACTIVE + phase - 1);
4449 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
4456 Feld[x][y] = EL_TRAP_INACTIVE;
4457 DrawLevelField(x, y);
4462 static void DrawBeltAnimation(int x, int y, int element)
4464 int belt_nr = getBeltNrFromElement(element);
4465 int belt_dir = game.belt_dir[belt_nr];
4467 if (belt_dir != MV_NO_MOVING)
4470 int mode = (belt_dir == MV_LEFT ? ANIM_NORMAL : ANIM_REVERSE);
4471 int graphic = el2gfx(element) + (belt_dir == MV_LEFT ? 0 : 7);
4473 DrawGraphicAnimation(x, y, graphic, 8, delay, mode);
4475 if (!(FrameCounter % 2))
4476 PlaySoundLevel(x, y, SND_CONVEYOR_BELT_RUNNING);
4480 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4482 static byte stored_player_action[MAX_PLAYERS];
4483 static int num_stored_actions = 0;
4485 static boolean save_tape_entry = FALSE;
4487 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4488 int left = player_action & JOY_LEFT;
4489 int right = player_action & JOY_RIGHT;
4490 int up = player_action & JOY_UP;
4491 int down = player_action & JOY_DOWN;
4492 int button1 = player_action & JOY_BUTTON_1;
4493 int button2 = player_action & JOY_BUTTON_2;
4494 int dx = (left ? -1 : right ? 1 : 0);
4495 int dy = (up ? -1 : down ? 1 : 0);
4497 stored_player_action[player->index_nr] = 0;
4498 num_stored_actions++;
4500 if (!player->active || tape.pausing)
4506 save_tape_entry = TRUE;
4508 player->frame_reset_delay = 0;
4511 snapped = SnapField(player, dx, dy);
4515 bombed = PlaceBomb(player);
4516 moved = MoveFigure(player, dx, dy);
4519 if (tape.single_step && tape.recording && !tape.pausing)
4521 if (button1 || (bombed && !moved))
4523 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
4524 SnapField(player, 0, 0); /* stop snapping */
4529 if (tape.recording && (moved || snapped || bombed))
4531 if (bombed && !moved)
4532 player_action &= JOY_BUTTON;
4534 stored_player_action[player->index_nr] = player_action;
4535 save_tape_entry = TRUE;
4537 else if (tape.playing && snapped)
4538 SnapField(player, 0, 0); /* stop snapping */
4540 stored_player_action[player->index_nr] = player_action;
4545 /* no actions for this player (no input at player's configured device) */
4547 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4548 SnapField(player, 0, 0);
4549 CheckGravityMovement(player);
4552 if (player->MovPos == 0) /* needed for tape.playing */
4553 player->is_moving = FALSE;
4556 if (player->MovPos == 0) /* needed for tape.playing */
4557 player->last_move_dir = MV_NO_MOVING;
4559 /* !!! CHECK THIS AGAIN !!!
4560 (Seems to be needed for some EL_ROBOT stuff, but breaks
4561 tapes when walking through pipes!)
4564 /* it seems that "player->last_move_dir" is misused as some sort of
4565 "player->is_just_moving_in_this_moment", which is needed for the
4566 robot stuff (robots don't kill players when they are moving)
4570 if (++player->frame_reset_delay > player->move_delay_value)
4575 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
4577 TapeRecordAction(stored_player_action);
4578 num_stored_actions = 0;
4579 save_tape_entry = FALSE;
4582 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
4584 TapeRecordAction(stored_player_action);
4585 num_stored_actions = 0;
4590 if (tape.playing && !tape.pausing && !player_action &&
4591 tape.counter < tape.length)
4593 int jx = player->jx, jy = player->jy;
4595 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
4597 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
4598 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
4600 int dx = (next_joy == JOY_LEFT ? -1 : +1);
4602 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
4604 int el = Feld[jx+dx][jy];
4605 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 :
4606 (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10);
4608 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
4610 player->MovDir = next_joy;
4611 player->Frame = FrameCounter % 4;
4612 player->Pushing = TRUE;
4622 static unsigned long action_delay = 0;
4623 unsigned long action_delay_value;
4624 int sieb_x = 0, sieb_y = 0;
4625 int i, x, y, element;
4626 byte *recorded_player_action;
4627 byte summarized_player_action = 0;
4629 if (game_status != PLAYING)
4632 action_delay_value =
4633 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4635 if (tape.playing && tape.index_search && !tape.pausing)
4636 action_delay_value = 0;
4638 /* ---------- main game synchronization point ---------- */
4640 WaitUntilDelayReached(&action_delay, action_delay_value);
4642 if (network_playing && !network_player_action_received)
4646 printf("DEBUG: try to get network player actions in time\n");
4650 #if defined(PLATFORM_UNIX)
4651 /* last chance to get network player actions without main loop delay */
4655 if (game_status != PLAYING)
4658 if (!network_player_action_received)
4662 printf("DEBUG: failed to get network player actions in time\n");
4672 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4674 for (i=0; i<MAX_PLAYERS; i++)
4676 summarized_player_action |= stored_player[i].action;
4678 if (!network_playing)
4679 stored_player[i].effective_action = stored_player[i].action;
4682 #if defined(PLATFORM_UNIX)
4683 if (network_playing)
4684 SendToServer_MovePlayer(summarized_player_action);
4687 if (!options.network && !setup.team_mode)
4688 local_player->effective_action = summarized_player_action;
4690 for (i=0; i<MAX_PLAYERS; i++)
4692 int actual_player_action = stored_player[i].effective_action;
4694 if (stored_player[i].programmed_action)
4695 actual_player_action = stored_player[i].programmed_action;
4697 if (recorded_player_action)
4698 actual_player_action = recorded_player_action[i];
4700 PlayerActions(&stored_player[i], actual_player_action);
4701 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4704 network_player_action_received = FALSE;
4706 ScrollScreen(NULL, SCROLL_GO_ON);
4712 if (TimeFrames == 0 && local_player->active)
4714 extern unsigned int last_RND();
4716 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
4717 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
4724 if (GameFrameDelay >= 500)
4725 printf("FrameCounter == %d\n", FrameCounter);
4734 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4737 if (JustStopped[x][y] > 0)
4738 JustStopped[x][y]--;
4741 if (IS_BLOCKED(x, y))
4745 Blocked2Moving(x, y, &oldx, &oldy);
4746 if (!IS_MOVING(oldx, oldy))
4748 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4749 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4750 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4751 printf("GameActions(): This should never happen!\n");
4757 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4759 element = Feld[x][y];
4761 if (IS_INACTIVE(element))
4764 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4768 if (IS_GEM(element) || element == EL_SP_INFOTRON)
4769 EdelsteinFunkeln(x, y);
4771 else if (IS_MOVING(x, y))
4772 ContinueMoving(x, y);
4773 else if (IS_ACTIVE_BOMB(element))
4774 CheckDynamite(x, y);
4776 else if (element == EL_EXPLODING && !game.explosions_delayed)
4777 Explode(x, y, Frame[x][y], EX_NORMAL);
4779 else if (element == EL_AMOEBING)
4780 AmoebeWaechst(x, y);
4781 else if (element == EL_DEAMOEBING)
4782 AmoebaDisappearing(x, y);
4784 #if !USE_NEW_AMOEBA_CODE
4785 else if (IS_AMOEBALIVE(element))
4786 AmoebeAbleger(x, y);
4789 else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
4791 else if (element == EL_ABLENK_EIN)
4793 else if (element == EL_TIMEGATE_SWITCH_ON)
4794 TimegateWheel(x, y);
4795 else if (element == EL_SALZSAEURE)
4797 else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
4799 else if (element == EL_CRACKINGNUT)
4801 else if (element == EL_PEARL_BREAKING)
4802 BreakingPearl(x, y);
4803 else if (element == EL_AUSGANG_ZU)
4804 AusgangstuerPruefen(x, y);
4805 else if (element == EL_AUSGANG_ACT)
4806 AusgangstuerOeffnen(x, y);
4807 else if (element == EL_AUSGANG_AUF)
4808 AusgangstuerBlinken(x, y);
4809 else if (element == EL_MAUERND)
4811 else if (element == EL_MAUER_LEBT ||
4812 element == EL_MAUER_X ||
4813 element == EL_MAUER_Y ||
4814 element == EL_MAUER_XY)
4816 else if (element == EL_BURNING)
4817 CheckForDragon(x, y);
4818 else if (element == EL_SP_BUG || element == EL_SP_BUG_ACTIVE)
4819 CheckBuggyBase(x, y);
4820 else if (element == EL_TRAP_INACTIVE || element == EL_TRAP_ACTIVE)
4822 else if (element == EL_SP_TERMINAL)
4823 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL);
4824 else if (element == EL_SP_TERMINAL_ACTIVE)
4825 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
4826 else if (IS_BELT(element))
4827 DrawBeltAnimation(x, y, element);
4828 else if (element == EL_SWITCHGATE_OPENING)
4829 OpenSwitchgate(x, y);
4830 else if (element == EL_SWITCHGATE_CLOSING)
4831 CloseSwitchgate(x, y);
4832 else if (element == EL_TIMEGATE_OPENING)
4834 else if (element == EL_TIMEGATE_CLOSING)
4835 CloseTimegate(x, y);
4836 else if (element == EL_EXTRA_TIME)
4837 DrawGraphicAnimation(x, y, GFX_EXTRA_TIME, 6, 4, ANIM_NORMAL);
4838 else if (element == EL_SHIELD_PASSIVE)
4840 DrawGraphicAnimation(x, y, GFX_SHIELD_PASSIVE, 6, 4, ANIM_NORMAL);
4842 if (!(FrameCounter % 4))
4843 PlaySoundLevel(x, y, SND_SHIELD_PASSIVE_ACTIVATED);
4846 else if (element == EL_SHIELD_ACTIVE)
4848 DrawGraphicAnimation(x, y, GFX_SHIELD_ACTIVE, 6, 4, ANIM_NORMAL);
4850 if (!(FrameCounter % 4))
4851 PlaySoundLevel(x, y, SND_SHIELD_ACTIVE_ACTIVATED);
4855 if (game.magic_wall_active)
4857 boolean sieb = FALSE;
4858 int jx = local_player->jx, jy = local_player->jy;
4860 if (element == EL_MAGIC_WALL_FULL ||
4861 element == EL_MAGIC_WALL_EMPTY ||
4862 element == EL_MAGIC_WALL_EMPTYING)
4864 SiebAktivieren(x, y, 1);
4867 else if (element == EL_MAGIC_WALL_BD_FULL ||
4868 element == EL_MAGIC_WALL_BD_EMPTY ||
4869 element == EL_MAGIC_WALL_BD_EMPTYING)
4871 SiebAktivieren(x, y, 2);
4875 /* play the element sound at the position nearest to the player */
4876 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
4884 #if USE_NEW_AMOEBA_CODE
4885 /* new experimental amoeba growth stuff */
4887 if (!(FrameCounter % 8))
4890 static unsigned long random = 1684108901;
4892 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
4895 x = (random >> 10) % lev_fieldx;
4896 y = (random >> 20) % lev_fieldy;
4898 x = RND(lev_fieldx);
4899 y = RND(lev_fieldy);
4901 element = Feld[x][y];
4903 if (!IS_PLAYER(x,y) &&
4904 (element == EL_LEERRAUM ||
4905 element == EL_ERDREICH ||
4906 element == EL_MORAST_LEER ||
4907 element == EL_BLURB_LEFT ||
4908 element == EL_BLURB_RIGHT))
4910 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBE_NASS) ||
4911 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBE_NASS) ||
4912 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBE_NASS) ||
4913 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBE_NASS))
4914 Feld[x][y] = EL_TROPFEN;
4917 random = random * 129 + 1;
4923 if (game.explosions_delayed)
4926 game.explosions_delayed = FALSE;
4928 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4930 element = Feld[x][y];
4932 if (ExplodeField[x][y])
4933 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
4934 else if (element == EL_EXPLODING)
4935 Explode(x, y, Frame[x][y], EX_NORMAL);
4937 ExplodeField[x][y] = EX_NO_EXPLOSION;
4940 game.explosions_delayed = TRUE;
4943 if (game.magic_wall_active)
4945 if (!(game.magic_wall_time_left % 4))
4947 int element = Feld[sieb_x][sieb_y];
4949 if (element == EL_MAGIC_WALL_BD_FULL ||
4950 element == EL_MAGIC_WALL_BD_EMPTY ||
4951 element == EL_MAGIC_WALL_BD_EMPTYING)
4952 PlaySoundLevel(sieb_x, sieb_y, SND_BD_MAGIC_WALL_RUNNING);
4954 PlaySoundLevel(sieb_x, sieb_y, SND_MAGIC_WALL_RUNNING);
4957 if (game.magic_wall_time_left > 0)
4959 game.magic_wall_time_left--;
4960 if (!game.magic_wall_time_left)
4962 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4964 element = Feld[x][y];
4966 if (element == EL_MAGIC_WALL_EMPTY ||
4967 element == EL_MAGIC_WALL_FULL)
4969 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4970 DrawLevelField(x, y);
4972 else if (element == EL_MAGIC_WALL_BD_EMPTY ||
4973 element == EL_MAGIC_WALL_BD_FULL)
4975 Feld[x][y] = EL_MAGIC_WALL_BD_DEAD;
4976 DrawLevelField(x, y);
4980 game.magic_wall_active = FALSE;
4985 if (game.light_time_left > 0)
4987 game.light_time_left--;
4989 if (game.light_time_left == 0)
4991 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4993 element = Feld[x][y];
4995 if (element == EL_LIGHT_SWITCH_ON)
4997 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
4998 DrawLevelField(x, y);
5000 else if (element == EL_INVISIBLE_STEEL ||
5001 element == EL_UNSICHTBAR ||
5002 element == EL_SAND_INVISIBLE)
5003 DrawLevelField(x, y);
5008 if (game.timegate_time_left > 0)
5010 game.timegate_time_left--;
5012 if (game.timegate_time_left == 0)
5013 CloseAllOpenTimegates();
5016 for (i=0; i<MAX_PLAYERS; i++)
5018 struct PlayerInfo *player = &stored_player[i];
5020 if (SHIELD_ON(player))
5022 if (player->shield_active_time_left)
5023 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_ACTIVE_ACTIVATED);
5024 else if (player->shield_passive_time_left)
5025 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_PASSIVE_ACTIVATED);
5029 if (TimeFrames >= (1000 / GameFrameDelay))
5034 for (i=0; i<MAX_PLAYERS; i++)
5036 struct PlayerInfo *player = &stored_player[i];
5038 if (SHIELD_ON(player))
5040 player->shield_passive_time_left--;
5042 if (player->shield_active_time_left > 0)
5043 player->shield_active_time_left--;
5047 if (tape.recording || tape.playing)
5048 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
5054 if (TimeLeft <= 10 && setup.time_limit)
5055 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MAX_RIGHT);
5057 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5059 if (!TimeLeft && setup.time_limit)
5060 for (i=0; i<MAX_PLAYERS; i++)
5061 KillHero(&stored_player[i]);
5063 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
5064 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
5069 if (options.debug) /* calculate frames per second */
5071 static unsigned long fps_counter = 0;
5072 static int fps_frames = 0;
5073 unsigned long fps_delay_ms = Counter() - fps_counter;
5077 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
5079 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
5082 fps_counter = Counter();
5085 redraw_mask |= REDRAW_FPS;
5089 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
5091 int min_x = x, min_y = y, max_x = x, max_y = y;
5094 for (i=0; i<MAX_PLAYERS; i++)
5096 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5098 if (!stored_player[i].active || &stored_player[i] == player)
5101 min_x = MIN(min_x, jx);
5102 min_y = MIN(min_y, jy);
5103 max_x = MAX(max_x, jx);
5104 max_y = MAX(max_y, jy);
5107 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
5110 static boolean AllPlayersInVisibleScreen()
5114 for (i=0; i<MAX_PLAYERS; i++)
5116 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5118 if (!stored_player[i].active)
5121 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5128 void ScrollLevel(int dx, int dy)
5130 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
5133 BlitBitmap(drawto_field, drawto_field,
5134 FX + TILEX*(dx == -1) - softscroll_offset,
5135 FY + TILEY*(dy == -1) - softscroll_offset,
5136 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
5137 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
5138 FX + TILEX*(dx == 1) - softscroll_offset,
5139 FY + TILEY*(dy == 1) - softscroll_offset);
5143 x = (dx == 1 ? BX1 : BX2);
5144 for (y=BY1; y<=BY2; y++)
5145 DrawScreenField(x, y);
5149 y = (dy == 1 ? BY1 : BY2);
5150 for (x=BX1; x<=BX2; x++)
5151 DrawScreenField(x, y);
5154 redraw_mask |= REDRAW_FIELD;
5157 static void CheckGravityMovement(struct PlayerInfo *player)
5159 if (level.gravity && !player->programmed_action)
5161 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
5162 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
5164 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
5165 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
5166 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
5167 int jx = player->jx, jy = player->jy;
5168 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
5169 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
5170 int new_jx = jx + dx, new_jy = jy + dy;
5171 boolean field_under_player_is_free =
5172 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
5173 boolean player_is_moving_to_valid_field =
5174 (IN_LEV_FIELD(new_jx, new_jy) &&
5175 (Feld[new_jx][new_jy] == EL_SP_BASE ||
5176 Feld[new_jx][new_jy] == EL_ERDREICH));
5178 if (field_under_player_is_free &&
5179 !player_is_moving_to_valid_field &&
5180 !IS_TUBE(Feld[jx][jy]))
5181 player->programmed_action = MV_DOWN;
5185 boolean MoveFigureOneStep(struct PlayerInfo *player,
5186 int dx, int dy, int real_dx, int real_dy)
5188 int jx = player->jx, jy = player->jy;
5189 int new_jx = jx+dx, new_jy = jy+dy;
5193 if (!player->active || (!dx && !dy))
5194 return MF_NO_ACTION;
5196 player->MovDir = (dx < 0 ? MV_LEFT :
5199 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5201 if (!IN_LEV_FIELD(new_jx, new_jy))
5202 return MF_NO_ACTION;
5204 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
5205 return MF_NO_ACTION;
5208 element = MovingOrBlocked2Element(new_jx, new_jy);
5210 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
5213 if (DONT_GO_TO(element))
5215 if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
5218 Feld[jx][jy] = EL_SPIELFIGUR;
5219 InitMovingField(jx, jy, MV_DOWN);
5220 Store[jx][jy] = EL_SALZSAEURE;
5221 ContinueMoving(jx, jy);
5225 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
5230 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
5231 if (can_move != MF_MOVING)
5234 StorePlayer[jx][jy] = 0;
5235 player->last_jx = jx;
5236 player->last_jy = jy;
5237 jx = player->jx = new_jx;
5238 jy = player->jy = new_jy;
5239 StorePlayer[jx][jy] = player->element_nr;
5242 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
5244 ScrollFigure(player, SCROLL_INIT);
5249 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
5251 int jx = player->jx, jy = player->jy;
5252 int old_jx = jx, old_jy = jy;
5253 int moved = MF_NO_ACTION;
5255 if (!player->active || (!dx && !dy))
5259 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5263 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5264 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
5268 /* remove the last programmed player action */
5269 player->programmed_action = 0;
5273 /* should only happen if pre-1.2 tape recordings are played */
5274 /* this is only for backward compatibility */
5276 int original_move_delay_value = player->move_delay_value;
5279 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
5282 /* scroll remaining steps with finest movement resolution */
5283 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
5285 while (player->MovPos)
5287 ScrollFigure(player, SCROLL_GO_ON);
5288 ScrollScreen(NULL, SCROLL_GO_ON);
5294 player->move_delay_value = original_move_delay_value;
5297 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
5299 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
5300 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5304 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5305 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5311 if (moved & MF_MOVING && !ScreenMovPos &&
5312 (player == local_player || !options.network))
5314 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5315 int offset = (setup.scroll_delay ? 3 : 0);
5317 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5319 /* actual player has left the screen -- scroll in that direction */
5320 if (jx != old_jx) /* player has moved horizontally */
5321 scroll_x += (jx - old_jx);
5322 else /* player has moved vertically */
5323 scroll_y += (jy - old_jy);
5327 if (jx != old_jx) /* player has moved horizontally */
5329 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5330 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5331 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5333 /* don't scroll over playfield boundaries */
5334 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5335 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5337 /* don't scroll more than one field at a time */
5338 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5340 /* don't scroll against the player's moving direction */
5341 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5342 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5343 scroll_x = old_scroll_x;
5345 else /* player has moved vertically */
5347 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5348 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5349 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5351 /* don't scroll over playfield boundaries */
5352 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5353 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5355 /* don't scroll more than one field at a time */
5356 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5358 /* don't scroll against the player's moving direction */
5359 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5360 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5361 scroll_y = old_scroll_y;
5365 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5367 if (!options.network && !AllPlayersInVisibleScreen())
5369 scroll_x = old_scroll_x;
5370 scroll_y = old_scroll_y;
5374 ScrollScreen(player, SCROLL_INIT);
5375 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5380 if (!(moved & MF_MOVING) && !player->Pushing)
5383 player->Frame = (player->Frame + 1) % 4;
5385 if (moved & MF_MOVING)
5387 if (old_jx != jx && old_jy == jy)
5388 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5389 else if (old_jx == jx && old_jy != jy)
5390 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5392 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
5394 player->last_move_dir = player->MovDir;
5395 player->is_moving = TRUE;
5399 CheckGravityMovement(player);
5402 player->last_move_dir = MV_NO_MOVING;
5404 player->is_moving = FALSE;
5407 TestIfHeroTouchesBadThing(jx, jy);
5409 if (!player->active)
5415 void ScrollFigure(struct PlayerInfo *player, int mode)
5417 int jx = player->jx, jy = player->jy;
5418 int last_jx = player->last_jx, last_jy = player->last_jy;
5419 int move_stepsize = TILEX / player->move_delay_value;
5421 if (!player->active || !player->MovPos)
5424 if (mode == SCROLL_INIT)
5426 player->actual_frame_counter = FrameCounter;
5427 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5429 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
5430 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5435 else if (!FrameReached(&player->actual_frame_counter, 1))
5438 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5439 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5441 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5442 Feld[last_jx][last_jy] = EL_LEERRAUM;
5444 /* before DrawPlayer() to draw correct player graphic for this case */
5445 if (player->MovPos == 0)
5446 CheckGravityMovement(player);
5450 if (player->MovPos == 0)
5452 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
5454 /* continue with normal speed after quickly moving through gate */
5455 HALVE_PLAYER_SPEED(player);
5457 /* be able to make the next move without delay */
5458 player->move_delay = 0;
5461 player->last_jx = jx;
5462 player->last_jy = jy;
5464 if (Feld[jx][jy] == EL_AUSGANG_AUF)
5468 if (!local_player->friends_still_needed)
5469 player->LevelSolved = player->GameOver = TRUE;
5472 if (tape.single_step && tape.recording && !tape.pausing &&
5473 !player->programmed_action)
5474 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5478 void ScrollScreen(struct PlayerInfo *player, int mode)
5480 static unsigned long screen_frame_counter = 0;
5482 if (mode == SCROLL_INIT)
5484 /* set scrolling step size according to actual player's moving speed */
5485 ScrollStepSize = TILEX / player->move_delay_value;
5487 screen_frame_counter = FrameCounter;
5488 ScreenMovDir = player->MovDir;
5489 ScreenMovPos = player->MovPos;
5490 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5493 else if (!FrameReached(&screen_frame_counter, 1))
5498 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5499 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5500 redraw_mask |= REDRAW_FIELD;
5503 ScreenMovDir = MV_NO_MOVING;
5506 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
5508 int i, kill_x = -1, kill_y = -1;
5509 static int test_xy[4][2] =
5516 static int test_dir[4] =
5526 int test_x, test_y, test_move_dir, test_element;
5528 test_x = good_x + test_xy[i][0];
5529 test_y = good_y + test_xy[i][1];
5530 if (!IN_LEV_FIELD(test_x, test_y))
5534 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5537 test_element = Feld[test_x][test_y];
5539 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
5542 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5543 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5545 if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) ||
5546 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
5554 if (kill_x != -1 || kill_y != -1)
5556 if (IS_PLAYER(good_x, good_y))
5558 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
5560 if (player->shield_active_time_left > 0)
5561 Bang(kill_x, kill_y);
5562 else if (!PLAYER_PROTECTED(good_x, good_y))
5566 Bang(good_x, good_y);
5570 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
5572 int i, kill_x = -1, kill_y = -1;
5573 int bad_element = Feld[bad_x][bad_y];
5574 static int test_xy[4][2] =
5581 static int test_dir[4] =
5589 if (bad_element == EL_EXPLODING) /* skip just exploding bad things */
5594 int test_x, test_y, test_move_dir, test_element;
5596 test_x = bad_x + test_xy[i][0];
5597 test_y = bad_y + test_xy[i][1];
5598 if (!IN_LEV_FIELD(test_x, test_y))
5602 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5604 test_element = Feld[test_x][test_y];
5606 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5607 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5609 if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) ||
5610 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
5612 /* good thing is player or penguin that does not move away */
5613 if (IS_PLAYER(test_x, test_y))
5615 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
5617 if (bad_element == EL_ROBOT && player->is_moving)
5618 continue; /* robot does not kill player if he is moving */
5624 else if (test_element == EL_PINGUIN)
5633 if (kill_x != -1 || kill_y != -1)
5635 if (IS_PLAYER(kill_x, kill_y))
5637 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
5640 int dir = player->MovDir;
5641 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5642 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5644 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5645 newx != bad_x && newy != bad_y)
5646 ; /* robot does not kill player if he is moving */
5648 printf("-> %d\n", player->MovDir);
5650 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5651 newx != bad_x && newy != bad_y)
5652 ; /* robot does not kill player if he is moving */
5657 if (player->shield_active_time_left > 0)
5659 else if (!PLAYER_PROTECTED(kill_x, kill_y))
5663 Bang(kill_x, kill_y);
5667 void TestIfHeroTouchesBadThing(int x, int y)
5669 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5672 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
5674 TestIfGoodThingHitsBadThing(x, y, move_dir);
5677 void TestIfBadThingTouchesHero(int x, int y)
5679 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5682 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
5684 TestIfBadThingHitsGoodThing(x, y, move_dir);
5687 void TestIfFriendTouchesBadThing(int x, int y)
5689 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5692 void TestIfBadThingTouchesFriend(int x, int y)
5694 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5697 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
5699 int i, kill_x = bad_x, kill_y = bad_y;
5700 static int xy[4][2] =
5712 x = bad_x + xy[i][0];
5713 y = bad_y + xy[i][1];
5714 if (!IN_LEV_FIELD(x, y))
5717 element = Feld[x][y];
5718 if (IS_AMOEBOID(element) || element == EL_LIFE ||
5719 element == EL_AMOEBING || element == EL_TROPFEN)
5727 if (kill_x != bad_x || kill_y != bad_y)
5731 void KillHero(struct PlayerInfo *player)
5733 int jx = player->jx, jy = player->jy;
5735 if (!player->active)
5738 if (IS_PFORTE(Feld[jx][jy]))
5739 Feld[jx][jy] = EL_LEERRAUM;
5741 /* deactivate shield (else Bang()/Explode() would not work right) */
5742 player->shield_passive_time_left = 0;
5743 player->shield_active_time_left = 0;
5749 static void KillHeroUnlessProtected(int x, int y)
5751 if (!PLAYER_PROTECTED(x, y))
5752 KillHero(PLAYERINFO(x, y));
5755 void BuryHero(struct PlayerInfo *player)
5757 int jx = player->jx, jy = player->jy;
5759 if (!player->active)
5762 PlaySoundLevel(jx, jy, SND_PLAYER_DYING);
5763 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
5765 player->GameOver = TRUE;
5769 void RemoveHero(struct PlayerInfo *player)
5771 int jx = player->jx, jy = player->jy;
5772 int i, found = FALSE;
5774 player->present = FALSE;
5775 player->active = FALSE;
5777 if (!ExplodeField[jx][jy])
5778 StorePlayer[jx][jy] = 0;
5780 for (i=0; i<MAX_PLAYERS; i++)
5781 if (stored_player[i].active)
5785 AllPlayersGone = TRUE;
5791 int DigField(struct PlayerInfo *player,
5792 int x, int y, int real_dx, int real_dy, int mode)
5794 int jx = player->jx, jy = player->jy;
5795 int dx = x - jx, dy = y - jy;
5796 int move_direction = (dx == -1 ? MV_LEFT :
5797 dx == +1 ? MV_RIGHT :
5799 dy == +1 ? MV_DOWN : MV_NO_MOVING);
5802 if (player->MovPos == 0)
5803 player->Pushing = FALSE;
5805 if (mode == DF_NO_PUSH)
5807 player->Switching = FALSE;
5808 player->push_delay = 0;
5809 return MF_NO_ACTION;
5812 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
5813 return MF_NO_ACTION;
5815 if (IS_TUBE(Feld[jx][jy]))
5818 int tube_leave_directions[][2] =
5820 { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5821 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5822 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5823 { EL_TUBE_VERT_LEFT, MV_LEFT | MV_UP | MV_DOWN },
5824 { EL_TUBE_VERT_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
5825 { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_UP },
5826 { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
5827 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
5828 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
5829 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
5830 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
5831 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
5834 while (tube_leave_directions[i][0] != Feld[jx][jy])
5837 if (tube_leave_directions[i][0] == -1) /* should not happen */
5841 if (!(tube_leave_directions[i][1] & move_direction))
5842 return MF_NO_ACTION; /* tube has no opening in this direction */
5845 element = Feld[x][y];
5851 case EL_SAND_INVISIBLE:
5852 case EL_TRAP_INACTIVE:
5856 PlaySoundLevelElementAction(x, y, element, SND_ACTION_DIGGING);
5860 case EL_EDELSTEIN_BD:
5861 case EL_EDELSTEIN_GELB:
5862 case EL_EDELSTEIN_ROT:
5863 case EL_EDELSTEIN_LILA:
5865 case EL_SP_INFOTRON:
5869 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 :
5870 element == EL_PEARL ? 5 :
5871 element == EL_CRYSTAL ? 8 : 1);
5872 if (local_player->gems_still_needed < 0)
5873 local_player->gems_still_needed = 0;
5874 RaiseScoreElement(element);
5875 DrawText(DX_EMERALDS, DY_EMERALDS,
5876 int2str(local_player->gems_still_needed, 3),
5877 FS_SMALL, FC_YELLOW);
5878 PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING);
5883 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
5884 PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
5888 Feld[x][y] = EL_LEERRAUM;
5889 PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
5897 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5899 PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MAX_RIGHT);
5902 case EL_SHIELD_PASSIVE:
5904 player->shield_passive_time_left += 10;
5905 PlaySoundLevel(x, y, SND_SHIELD_PASSIVE_COLLECTING);
5908 case EL_SHIELD_ACTIVE:
5910 player->shield_passive_time_left += 10;
5911 player->shield_active_time_left += 10;
5912 PlaySoundLevel(x, y, SND_SHIELD_ACTIVE_COLLECTING);
5915 case EL_DYNAMITE_INACTIVE:
5916 case EL_SP_DISK_RED:
5919 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5920 DrawText(DX_DYNAMITE, DY_DYNAMITE,
5921 int2str(local_player->dynamite, 3),
5922 FS_SMALL, FC_YELLOW);
5923 PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING);
5926 case EL_DYNABOMB_NR:
5928 player->dynabomb_count++;
5929 player->dynabombs_left++;
5930 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5931 PlaySoundLevel(x, y, SND_DYNABOMB_NR_COLLECTING);
5934 case EL_DYNABOMB_SZ:
5936 player->dynabomb_size++;
5937 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5938 PlaySoundLevel(x, y, SND_DYNABOMB_SZ_COLLECTING);
5941 case EL_DYNABOMB_XL:
5943 player->dynabomb_xl = TRUE;
5944 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5945 PlaySoundLevel(x, y, SND_DYNABOMB_XL_COLLECTING);
5948 case EL_SCHLUESSEL1:
5949 case EL_SCHLUESSEL2:
5950 case EL_SCHLUESSEL3:
5951 case EL_SCHLUESSEL4:
5953 int key_nr = element - EL_SCHLUESSEL1;
5956 player->key[key_nr] = TRUE;
5957 RaiseScoreElement(EL_SCHLUESSEL);
5958 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5959 GFX_SCHLUESSEL1 + key_nr);
5960 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5961 GFX_SCHLUESSEL1 + key_nr);
5962 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
5971 int key_nr = element - EL_EM_KEY_1;
5974 player->key[key_nr] = TRUE;
5975 RaiseScoreElement(EL_SCHLUESSEL);
5976 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5977 GFX_SCHLUESSEL1 + key_nr);
5978 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5979 GFX_SCHLUESSEL1 + key_nr);
5980 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
5985 Feld[x][y] = EL_ABLENK_EIN;
5988 DrawLevelField(x, y);
5989 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
5993 case EL_SP_TERMINAL:
5997 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
5999 for (yy=0; yy<lev_fieldy; yy++)
6001 for (xx=0; xx<lev_fieldx; xx++)
6003 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
6005 else if (Feld[xx][yy] == EL_SP_TERMINAL)
6006 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
6014 case EL_BELT1_SWITCH_LEFT:
6015 case EL_BELT1_SWITCH_MIDDLE:
6016 case EL_BELT1_SWITCH_RIGHT:
6017 case EL_BELT2_SWITCH_LEFT:
6018 case EL_BELT2_SWITCH_MIDDLE:
6019 case EL_BELT2_SWITCH_RIGHT:
6020 case EL_BELT3_SWITCH_LEFT:
6021 case EL_BELT3_SWITCH_MIDDLE:
6022 case EL_BELT3_SWITCH_RIGHT:
6023 case EL_BELT4_SWITCH_LEFT:
6024 case EL_BELT4_SWITCH_MIDDLE:
6025 case EL_BELT4_SWITCH_RIGHT:
6026 if (!player->Switching)
6028 player->Switching = TRUE;
6029 ToggleBeltSwitch(x, y);
6030 PlaySoundLevel(x, y, SND_CONVEYOR_BELT_SWITCH_ACTIVATING);
6035 case EL_SWITCHGATE_SWITCH_1:
6036 case EL_SWITCHGATE_SWITCH_2:
6037 if (!player->Switching)
6039 player->Switching = TRUE;
6040 ToggleSwitchgateSwitch(x, y);
6041 PlaySoundLevel(x, y, SND_SWITCHGATE_SWITCH_ACTIVATING);
6046 case EL_LIGHT_SWITCH_OFF:
6047 case EL_LIGHT_SWITCH_ON:
6048 if (!player->Switching)
6050 player->Switching = TRUE;
6051 ToggleLightSwitch(x, y);
6052 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH_OFF ?
6053 SND_LIGHT_SWITCH_ACTIVATING :
6054 SND_LIGHT_SWITCH_DEACTIVATING);
6059 case EL_TIMEGATE_SWITCH_OFF:
6060 ActivateTimegateSwitch(x, y);
6061 PlaySoundLevel(x, y, SND_TIMEGATE_WHEEL_ACTIVATING);
6066 case EL_BALLOON_SEND_LEFT:
6067 case EL_BALLOON_SEND_RIGHT:
6068 case EL_BALLOON_SEND_UP:
6069 case EL_BALLOON_SEND_DOWN:
6070 case EL_BALLOON_SEND_ANY:
6071 if (element == EL_BALLOON_SEND_ANY)
6072 game.balloon_dir = move_direction;
6074 game.balloon_dir = (element == EL_BALLOON_SEND_LEFT ? MV_LEFT :
6075 element == EL_BALLOON_SEND_RIGHT ? MV_RIGHT :
6076 element == EL_BALLOON_SEND_UP ? MV_UP :
6077 element == EL_BALLOON_SEND_DOWN ? MV_DOWN :
6079 PlaySoundLevel(x, y, SND_BALLOON_SWITCH_ACTIVATING);
6085 if (local_player->gems_still_needed > 0)
6086 return MF_NO_ACTION;
6088 player->LevelSolved = player->GameOver = TRUE;
6089 PlaySoundStereo(SND_SP_EXIT_ENTERING, SOUND_MAX_RIGHT);
6092 /* the following elements cannot be pushed by "snapping" */
6093 case EL_FELSBROCKEN:
6095 case EL_DX_SUPABOMB:
6099 case EL_SP_DISK_ORANGE:
6101 if (mode == DF_SNAP)
6102 return MF_NO_ACTION;
6103 /* no "break" -- fall through to next case */
6104 /* the following elements can be pushed by "snapping" */
6107 return MF_NO_ACTION;
6109 player->Pushing = TRUE;
6111 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6112 return MF_NO_ACTION;
6116 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6117 return MF_NO_ACTION;
6120 if (player->push_delay == 0)
6121 player->push_delay = FrameCounter;
6123 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6124 !tape.playing && element != EL_SPRING)
6125 return MF_NO_ACTION;
6127 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6128 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6129 element != EL_SPRING)
6130 return MF_NO_ACTION;
6133 if (mode == DF_SNAP)
6135 InitMovingField(x, y, move_direction);
6136 ContinueMoving(x, y);
6141 Feld[x+dx][y+dy] = element;
6144 if (element == EL_SPRING)
6146 Feld[x+dx][y+dy] = EL_SPRING_MOVING;
6147 MovDir[x+dx][y+dy] = move_direction;
6150 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
6152 DrawLevelField(x+dx, y+dy);
6153 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING);
6160 if (!player->key[element - EL_PFORTE1])
6161 return MF_NO_ACTION;
6168 if (!player->key[element - EL_PFORTE1X])
6169 return MF_NO_ACTION;
6176 if (!player->key[element - EL_EM_GATE_1])
6177 return MF_NO_ACTION;
6178 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6179 return MF_NO_ACTION;
6181 /* automatically move to the next field with double speed */
6182 player->programmed_action = move_direction;
6183 DOUBLE_PLAYER_SPEED(player);
6185 PlaySoundLevel(x, y, SND_GATE_PASSING);
6192 if (!player->key[element - EL_EM_GATE_1X])
6193 return MF_NO_ACTION;
6194 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6195 return MF_NO_ACTION;
6197 /* automatically move to the next field with double speed */
6198 player->programmed_action = move_direction;
6199 DOUBLE_PLAYER_SPEED(player);
6201 PlaySoundLevel(x, y, SND_GATE_PASSING);
6204 case EL_SWITCHGATE_OPEN:
6205 case EL_TIMEGATE_OPEN:
6206 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6207 return MF_NO_ACTION;
6209 /* automatically move to the next field with double speed */
6210 player->programmed_action = move_direction;
6211 DOUBLE_PLAYER_SPEED(player);
6213 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PASSING);
6216 case EL_SP_PORT1_LEFT:
6217 case EL_SP_PORT2_LEFT:
6218 case EL_SP_PORT1_RIGHT:
6219 case EL_SP_PORT2_RIGHT:
6220 case EL_SP_PORT1_UP:
6221 case EL_SP_PORT2_UP:
6222 case EL_SP_PORT1_DOWN:
6223 case EL_SP_PORT2_DOWN:
6228 element != EL_SP_PORT1_LEFT &&
6229 element != EL_SP_PORT2_LEFT &&
6230 element != EL_SP_PORT_X &&
6231 element != EL_SP_PORT_XY) ||
6233 element != EL_SP_PORT1_RIGHT &&
6234 element != EL_SP_PORT2_RIGHT &&
6235 element != EL_SP_PORT_X &&
6236 element != EL_SP_PORT_XY) ||
6238 element != EL_SP_PORT1_UP &&
6239 element != EL_SP_PORT2_UP &&
6240 element != EL_SP_PORT_Y &&
6241 element != EL_SP_PORT_XY) ||
6243 element != EL_SP_PORT1_DOWN &&
6244 element != EL_SP_PORT2_DOWN &&
6245 element != EL_SP_PORT_Y &&
6246 element != EL_SP_PORT_XY) ||
6247 !IN_LEV_FIELD(x + dx, y + dy) ||
6248 !IS_FREE(x + dx, y + dy))
6249 return MF_NO_ACTION;
6251 /* automatically move to the next field with double speed */
6252 player->programmed_action = move_direction;
6253 DOUBLE_PLAYER_SPEED(player);
6255 PlaySoundLevel(x, y, SND_SP_PORT_PASSING);
6259 case EL_TUBE_VERTICAL:
6260 case EL_TUBE_HORIZONTAL:
6261 case EL_TUBE_VERT_LEFT:
6262 case EL_TUBE_VERT_RIGHT:
6263 case EL_TUBE_HORIZ_UP:
6264 case EL_TUBE_HORIZ_DOWN:
6265 case EL_TUBE_LEFT_UP:
6266 case EL_TUBE_LEFT_DOWN:
6267 case EL_TUBE_RIGHT_UP:
6268 case EL_TUBE_RIGHT_DOWN:
6271 int tube_enter_directions[][2] =
6273 { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6274 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6275 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6276 { EL_TUBE_VERT_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
6277 { EL_TUBE_VERT_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
6278 { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
6279 { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
6280 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
6281 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
6282 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
6283 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
6284 { -1, MV_NO_MOVING }
6287 while (tube_enter_directions[i][0] != element)
6290 if (tube_enter_directions[i][0] == -1) /* should not happen */
6294 if (!(tube_enter_directions[i][1] & move_direction))
6295 return MF_NO_ACTION; /* tube has no opening in this direction */
6297 PlaySoundLevel(x, y, SND_TUBE_PASSING);
6302 case EL_AUSGANG_ACT:
6303 /* door is not (yet) open */
6304 return MF_NO_ACTION;
6307 case EL_AUSGANG_AUF:
6308 if (mode == DF_SNAP)
6309 return MF_NO_ACTION;
6311 PlaySoundLevel(x, y, SND_EXIT_ENTERING);
6316 Feld[x][y] = EL_BIRNE_EIN;
6317 local_player->lights_still_needed--;
6318 DrawLevelField(x, y);
6319 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
6324 Feld[x][y] = EL_ZEIT_LEER;
6326 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
6327 DrawLevelField(x, y);
6328 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MAX_RIGHT);
6332 case EL_SOKOBAN_FELD_LEER:
6335 case EL_SOKOBAN_OBJEKT:
6336 case EL_SOKOBAN_FELD_VOLL:
6338 case EL_SP_DISK_YELLOW:
6340 if (mode == DF_SNAP)
6341 return MF_NO_ACTION;
6343 player->Pushing = TRUE;
6345 if (!IN_LEV_FIELD(x+dx, y+dy)
6346 || (!IS_FREE(x+dx, y+dy)
6347 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
6348 || !IS_SB_ELEMENT(element))))
6349 return MF_NO_ACTION;
6353 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6354 return MF_NO_ACTION;
6356 else if (dy && real_dx)
6358 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
6359 return MF_NO_ACTION;
6362 if (player->push_delay == 0)
6363 player->push_delay = FrameCounter;
6365 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6366 !tape.playing && element != EL_BALLOON)
6367 return MF_NO_ACTION;
6369 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6370 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6371 element != EL_BALLOON)
6372 return MF_NO_ACTION;
6375 if (IS_SB_ELEMENT(element))
6377 if (element == EL_SOKOBAN_FELD_VOLL)
6379 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
6380 local_player->sokobanfields_still_needed++;
6385 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
6387 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
6388 local_player->sokobanfields_still_needed--;
6389 if (element == EL_SOKOBAN_OBJEKT)
6390 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_FILLING);
6392 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6396 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
6397 if (element == EL_SOKOBAN_FELD_VOLL)
6398 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_CLEARING);
6400 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6406 Feld[x+dx][y+dy] = element;
6407 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING);
6410 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
6412 DrawLevelField(x, y);
6413 DrawLevelField(x+dx, y+dy);
6415 if (IS_SB_ELEMENT(element) &&
6416 local_player->sokobanfields_still_needed == 0 &&
6417 game.emulation == EMU_SOKOBAN)
6419 player->LevelSolved = player->GameOver = TRUE;
6420 PlaySoundLevel(x, y, SND_SOKOBAN_GAME_SOLVING);
6431 return MF_NO_ACTION;
6434 player->push_delay = 0;
6439 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
6441 int jx = player->jx, jy = player->jy;
6442 int x = jx + dx, y = jy + dy;
6444 if (!player->active || !IN_LEV_FIELD(x, y))
6452 if (player->MovPos == 0)
6453 player->Pushing = FALSE;
6455 player->snapped = FALSE;
6459 if (player->snapped)
6462 player->MovDir = (dx < 0 ? MV_LEFT :
6465 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6467 if (!DigField(player, x, y, 0, 0, DF_SNAP))
6470 player->snapped = TRUE;
6471 DrawLevelField(x, y);
6477 boolean PlaceBomb(struct PlayerInfo *player)
6479 int jx = player->jx, jy = player->jy;
6482 if (!player->active || player->MovPos)
6485 element = Feld[jx][jy];
6487 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
6488 IS_ACTIVE_BOMB(element) || element == EL_EXPLODING)
6491 if (element != EL_LEERRAUM)
6492 Store[jx][jy] = element;
6494 if (player->dynamite)
6496 Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
6497 MovDelay[jx][jy] = 96;
6499 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6500 FS_SMALL, FC_YELLOW);
6501 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6503 if (game.emulation == EMU_SUPAPLEX)
6504 DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
6506 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
6509 PlaySoundLevel(jx, jy, SND_DYNAMITE_PLACING);
6513 Feld[jx][jy] = EL_DYNABOMB_ACTIVE_1 + (player->element_nr - EL_SPIELER1);
6514 MovDelay[jx][jy] = 96;
6515 player->dynabombs_left--;
6516 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6517 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
6519 PlaySoundLevel(jx, jy, SND_DYNABOMB_PLACING);
6525 void PlaySoundLevel(int x, int y, int nr)
6527 static int loop_sound_frame[NUM_SOUND_FILES];
6528 static int loop_sound_volume[NUM_SOUND_FILES];
6529 int sx = SCREENX(x), sy = SCREENY(y);
6530 int volume, stereo_position;
6531 int max_distance = 8;
6532 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
6534 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
6535 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
6538 if (!IN_LEV_FIELD(x, y) ||
6539 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
6540 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
6543 volume = SOUND_MAX_VOLUME;
6545 if (!IN_SCR_FIELD(sx, sy))
6547 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
6548 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
6550 volume -= volume * (dx > dy ? dx : dy) / max_distance;
6553 stereo_position = (SOUND_MAX_LEFT +
6554 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
6555 (SCR_FIELDX + 2 * max_distance));
6557 if (IS_LOOP_SOUND(nr))
6559 /* This assures that quieter loop sounds do not overwrite louder ones,
6560 while restarting sound volume comparison with each new game frame. */
6562 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
6565 loop_sound_volume[nr] = volume;
6566 loop_sound_frame[nr] = FrameCounter;
6569 PlaySoundExt(nr, volume, stereo_position, type);
6572 void PlaySoundLevelAction(int x, int y, int sound_action)
6574 PlaySoundLevelElementAction(x, y, Feld[x][y], sound_action);
6577 void PlaySoundLevelElementAction(int x, int y, int element, int sound_action)
6579 int sound_effect = element_action_sound[element][sound_action];
6581 if (sound_effect != -1)
6582 PlaySoundLevel(x, y, sound_effect);
6585 void RaiseScore(int value)
6587 local_player->score += value;
6588 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
6589 FS_SMALL, FC_YELLOW);
6592 void RaiseScoreElement(int element)
6597 case EL_EDELSTEIN_BD:
6598 case EL_EDELSTEIN_GELB:
6599 case EL_EDELSTEIN_ROT:
6600 case EL_EDELSTEIN_LILA:
6601 RaiseScore(level.score[SC_EDELSTEIN]);
6604 RaiseScore(level.score[SC_DIAMANT]);
6608 RaiseScore(level.score[SC_KAEFER]);
6612 RaiseScore(level.score[SC_FLIEGER]);
6616 RaiseScore(level.score[SC_MAMPFER]);
6619 RaiseScore(level.score[SC_ROBOT]);
6622 RaiseScore(level.score[SC_PACMAN]);
6625 RaiseScore(level.score[SC_KOKOSNUSS]);
6627 case EL_DYNAMITE_INACTIVE:
6628 RaiseScore(level.score[SC_DYNAMIT]);
6631 RaiseScore(level.score[SC_SCHLUESSEL]);
6638 void RequestQuitGame(boolean ask_if_really_quit)
6640 if (AllPlayersGone ||
6641 !ask_if_really_quit ||
6642 level_editor_test_game ||
6643 Request("Do you really want to quit the game ?",
6644 REQ_ASK | REQ_STAY_CLOSED))
6646 #if defined(PLATFORM_UNIX)
6647 if (options.network)
6648 SendToServer_StopPlaying();
6652 game_status = MAINMENU;
6658 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
6663 /* ---------- new game button stuff ---------------------------------------- */
6665 /* graphic position values for game buttons */
6666 #define GAME_BUTTON_XSIZE 30
6667 #define GAME_BUTTON_YSIZE 30
6668 #define GAME_BUTTON_XPOS 5
6669 #define GAME_BUTTON_YPOS 215
6670 #define SOUND_BUTTON_XPOS 5
6671 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
6673 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6674 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6675 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6676 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6677 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6678 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6685 } gamebutton_info[NUM_GAME_BUTTONS] =
6688 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
6693 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
6698 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
6703 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
6704 SOUND_CTRL_ID_MUSIC,
6705 "background music on/off"
6708 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
6709 SOUND_CTRL_ID_LOOPS,
6710 "sound loops on/off"
6713 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
6714 SOUND_CTRL_ID_SIMPLE,
6715 "normal sounds on/off"
6719 void CreateGameButtons()
6723 for (i=0; i<NUM_GAME_BUTTONS; i++)
6725 Bitmap *gd_bitmap = pix[PIX_DOOR];
6726 struct GadgetInfo *gi;
6729 unsigned long event_mask;
6730 int gd_xoffset, gd_yoffset;
6731 int gd_x1, gd_x2, gd_y1, gd_y2;
6734 gd_xoffset = gamebutton_info[i].x;
6735 gd_yoffset = gamebutton_info[i].y;
6736 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
6737 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
6739 if (id == GAME_CTRL_ID_STOP ||
6740 id == GAME_CTRL_ID_PAUSE ||
6741 id == GAME_CTRL_ID_PLAY)
6743 button_type = GD_TYPE_NORMAL_BUTTON;
6745 event_mask = GD_EVENT_RELEASED;
6746 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6747 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6751 button_type = GD_TYPE_CHECK_BUTTON;
6753 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
6754 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
6755 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
6756 event_mask = GD_EVENT_PRESSED;
6757 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
6758 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6761 gi = CreateGadget(GDI_CUSTOM_ID, id,
6762 GDI_INFO_TEXT, gamebutton_info[i].infotext,
6763 GDI_X, DX + gd_xoffset,
6764 GDI_Y, DY + gd_yoffset,
6765 GDI_WIDTH, GAME_BUTTON_XSIZE,
6766 GDI_HEIGHT, GAME_BUTTON_YSIZE,
6767 GDI_TYPE, button_type,
6768 GDI_STATE, GD_BUTTON_UNPRESSED,
6769 GDI_CHECKED, checked,
6770 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
6771 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
6772 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
6773 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
6774 GDI_EVENT_MASK, event_mask,
6775 GDI_CALLBACK_ACTION, HandleGameButtons,
6779 Error(ERR_EXIT, "cannot create gadget");
6781 game_gadget[id] = gi;
6785 static void MapGameButtons()
6789 for (i=0; i<NUM_GAME_BUTTONS; i++)
6790 MapGadget(game_gadget[i]);
6793 void UnmapGameButtons()
6797 for (i=0; i<NUM_GAME_BUTTONS; i++)
6798 UnmapGadget(game_gadget[i]);
6801 static void HandleGameButtons(struct GadgetInfo *gi)
6803 int id = gi->custom_id;
6805 if (game_status != PLAYING)
6810 case GAME_CTRL_ID_STOP:
6811 RequestQuitGame(TRUE);
6814 case GAME_CTRL_ID_PAUSE:
6815 if (options.network)
6817 #if defined(PLATFORM_UNIX)
6819 SendToServer_ContinuePlaying();
6821 SendToServer_PausePlaying();
6825 TapeTogglePause(TAPE_TOGGLE_MANUAL);
6828 case GAME_CTRL_ID_PLAY:
6831 #if defined(PLATFORM_UNIX)
6832 if (options.network)
6833 SendToServer_ContinuePlaying();
6837 tape.pausing = FALSE;
6838 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
6843 case SOUND_CTRL_ID_MUSIC:
6844 if (setup.sound_music)
6846 setup.sound_music = FALSE;
6849 else if (audio.music_available)
6851 setup.sound = setup.sound_music = TRUE;
6852 PlayMusic(level_nr);
6856 case SOUND_CTRL_ID_LOOPS:
6857 if (setup.sound_loops)
6858 setup.sound_loops = FALSE;
6859 else if (audio.loops_available)
6860 setup.sound = setup.sound_loops = TRUE;
6863 case SOUND_CTRL_ID_SIMPLE:
6864 if (setup.sound_simple)
6865 setup.sound_simple = FALSE;
6866 else if (audio.sound_available)
6867 setup.sound = setup.sound_simple = TRUE;