1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2001 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MoveFigure() */
36 #define MF_NO_ACTION 0
40 /* for ScrollFigure() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_NO_EXPLOSION 0
51 /* special positions in the game control window (relative to control window) */
54 #define XX_EMERALDS 29
55 #define YY_EMERALDS 54
56 #define XX_DYNAMITE 29
57 #define YY_DYNAMITE 89
65 /* special positions in the game control window (relative to main window) */
66 #define DX_LEVEL (DX + XX_LEVEL)
67 #define DY_LEVEL (DY + YY_LEVEL)
68 #define DX_EMERALDS (DX + XX_EMERALDS)
69 #define DY_EMERALDS (DY + YY_EMERALDS)
70 #define DX_DYNAMITE (DX + XX_DYNAMITE)
71 #define DY_DYNAMITE (DY + YY_DYNAMITE)
72 #define DX_KEYS (DX + XX_KEYS)
73 #define DY_KEYS (DY + YY_KEYS)
74 #define DX_SCORE (DX + XX_SCORE)
75 #define DY_SCORE (DY + YY_SCORE)
76 #define DX_TIME (DX + XX_TIME)
77 #define DY_TIME (DY + YY_TIME)
79 /* values for 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 },
144 /* other (non-loop) sound actions are optional */
145 { ".stepping", SND_ACTION_MOVING, FALSE }, /* discrete moving */
146 { ".digging", SND_ACTION_DIGGING, FALSE },
147 { ".collecting", SND_ACTION_COLLECTING, FALSE },
148 { ".passing", SND_ACTION_PASSING, FALSE },
149 { ".impact", SND_ACTION_IMPACT, FALSE },
150 { ".pushing", SND_ACTION_PUSHING, FALSE },
151 { ".activating", SND_ACTION_ACTIVATING, FALSE },
154 static int element_action_sound[NUM_LEVEL_ELEMENTS][NUM_SND_ACTIONS];
155 static boolean is_loop_sound[NUM_SOUND_EFFECTS];
157 #define IS_LOOP_SOUND(x) (is_loop_sound[x])
162 static unsigned int getStateCheckSum(int counter)
165 unsigned int mult = 1;
166 unsigned int checksum = 0;
168 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
170 static boolean first_game = TRUE;
172 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
178 lastFeld[x][y] = Feld[x][y];
179 else if (lastFeld[x][y] != Feld[x][y])
180 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
181 x, y, lastFeld[x][y], Feld[x][y]);
185 checksum += mult++ * Ur[x][y];
186 checksum += mult++ * Feld[x][y];
189 checksum += mult++ * MovPos[x][y];
190 checksum += mult++ * MovDir[x][y];
191 checksum += mult++ * MovDelay[x][y];
192 checksum += mult++ * Store[x][y];
193 checksum += mult++ * Store2[x][y];
194 checksum += mult++ * StorePlayer[x][y];
195 checksum += mult++ * Frame[x][y];
196 checksum += mult++ * AmoebaNr[x][y];
197 checksum += mult++ * JustStopped[x][y];
198 checksum += mult++ * Stop[x][y];
202 if (counter == 3 && first_game)
213 void GetPlayerConfig()
215 if (!audio.sound_available)
218 if (!audio.loops_available)
219 setup.sound_loops = FALSE;
221 if (!audio.music_available)
222 setup.sound_music = FALSE;
224 if (!video.fullscreen_available)
225 setup.fullscreen = FALSE;
227 setup.sound_simple = setup.sound;
229 SetAudioMode(setup.sound);
233 static int getBeltNrFromElement(int element)
235 return (element < EL_BELT2_LEFT ? 0 :
236 element < EL_BELT3_LEFT ? 1 :
237 element < EL_BELT4_LEFT ? 2 : 3);
240 static int getBeltNrFromSwitchElement(int element)
242 return (element < EL_BELT2_SWITCH_LEFT ? 0 :
243 element < EL_BELT3_SWITCH_LEFT ? 1 :
244 element < EL_BELT4_SWITCH_LEFT ? 2 : 3);
247 static int getBeltDirNrFromSwitchElement(int element)
249 static int belt_base_element[4] =
251 EL_BELT1_SWITCH_LEFT,
252 EL_BELT2_SWITCH_LEFT,
253 EL_BELT3_SWITCH_LEFT,
257 int belt_nr = getBeltNrFromSwitchElement(element);
258 int belt_dir_nr = element - belt_base_element[belt_nr];
260 return (belt_dir_nr % 3);
263 static int getBeltDirFromSwitchElement(int element)
265 static int belt_move_dir[3] =
272 int belt_dir_nr = getBeltDirNrFromSwitchElement(element);
274 return belt_move_dir[belt_dir_nr];
277 static void InitField(int x, int y, boolean init_game)
284 if (stored_player[0].present)
286 Feld[x][y] = EL_SP_MURPHY_CLONE;
293 Feld[x][y] = EL_SPIELER1;
301 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
302 int jx = player->jx, jy = player->jy;
304 player->present = TRUE;
306 if (!options.network || player->connected)
308 player->active = TRUE;
310 /* remove potentially duplicate players */
311 if (StorePlayer[jx][jy] == Feld[x][y])
312 StorePlayer[jx][jy] = 0;
314 StorePlayer[x][y] = Feld[x][y];
318 printf("Player %d activated.\n", player->element_nr);
319 printf("[Local player is %d and currently %s.]\n",
320 local_player->element_nr,
321 local_player->active ? "active" : "not active");
325 Feld[x][y] = EL_LEERRAUM;
326 player->jx = player->last_jx = x;
327 player->jy = player->last_jy = y;
332 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_SALZSAEURE)
333 Feld[x][y] = EL_BADEWANNE1;
334 else if (x > 0 && Feld[x-1][y] == EL_SALZSAEURE)
335 Feld[x][y] = EL_BADEWANNE2;
336 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE1)
337 Feld[x][y] = EL_BADEWANNE3;
338 else if (y > 0 && Feld[x][y-1] == EL_SALZSAEURE)
339 Feld[x][y] = EL_BADEWANNE4;
340 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE2)
341 Feld[x][y] = EL_BADEWANNE5;
344 case EL_KAEFER_RIGHT:
349 case EL_FLIEGER_RIGHT:
351 case EL_FLIEGER_LEFT:
352 case EL_FLIEGER_DOWN:
354 case EL_BUTTERFLY_RIGHT:
355 case EL_BUTTERFLY_UP:
356 case EL_BUTTERFLY_LEFT:
357 case EL_BUTTERFLY_DOWN:
359 case EL_FIREFLY_RIGHT:
361 case EL_FIREFLY_LEFT:
362 case EL_FIREFLY_DOWN:
364 case EL_PACMAN_RIGHT:
388 if (y == lev_fieldy - 1)
390 Feld[x][y] = EL_AMOEBING;
391 Store[x][y] = EL_AMOEBE_NASS;
395 case EL_DYNAMITE_ACTIVE:
400 local_player->lights_still_needed++;
403 case EL_SOKOBAN_FELD_LEER:
404 local_player->sokobanfields_still_needed++;
408 local_player->friends_still_needed++;
413 MovDir[x][y] = 1 << RND(4);
417 Feld[x][y] = EL_LEERRAUM;
420 case EL_EM_KEY_1_FILE:
421 Feld[x][y] = EL_EM_KEY_1;
423 case EL_EM_KEY_2_FILE:
424 Feld[x][y] = EL_EM_KEY_2;
426 case EL_EM_KEY_3_FILE:
427 Feld[x][y] = EL_EM_KEY_3;
429 case EL_EM_KEY_4_FILE:
430 Feld[x][y] = EL_EM_KEY_4;
433 case EL_BELT1_SWITCH_LEFT:
434 case EL_BELT1_SWITCH_MIDDLE:
435 case EL_BELT1_SWITCH_RIGHT:
436 case EL_BELT2_SWITCH_LEFT:
437 case EL_BELT2_SWITCH_MIDDLE:
438 case EL_BELT2_SWITCH_RIGHT:
439 case EL_BELT3_SWITCH_LEFT:
440 case EL_BELT3_SWITCH_MIDDLE:
441 case EL_BELT3_SWITCH_RIGHT:
442 case EL_BELT4_SWITCH_LEFT:
443 case EL_BELT4_SWITCH_MIDDLE:
444 case EL_BELT4_SWITCH_RIGHT:
447 int belt_nr = getBeltNrFromSwitchElement(Feld[x][y]);
448 int belt_dir = getBeltDirFromSwitchElement(Feld[x][y]);
449 int belt_dir_nr = getBeltDirNrFromSwitchElement(Feld[x][y]);
451 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
453 game.belt_dir[belt_nr] = belt_dir;
454 game.belt_dir_nr[belt_nr] = belt_dir_nr;
456 else /* more than one switch -- set it like the first switch */
458 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
463 case EL_SWITCHGATE_SWITCH_2: /* always start with same switch pos */
465 Feld[x][y] = EL_SWITCHGATE_SWITCH_1;
468 case EL_LIGHT_SWITCH_ON:
470 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
478 void DrawGameDoorValues()
482 for (i=0; i<MAX_PLAYERS; i++)
484 if (stored_player[i].key[j])
485 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
486 GFX_SCHLUESSEL1 + j);
488 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
489 int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
490 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
491 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
492 DrawText(DX + XX_SCORE, DY + YY_SCORE,
493 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
494 DrawText(DX + XX_TIME, DY + YY_TIME,
495 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
500 =============================================================================
502 -----------------------------------------------------------------------------
503 initialize sound effect lookup table for element actions
504 =============================================================================
509 int sound_effect_properties[NUM_SOUND_EFFECTS];
513 debug_print_timestamp(0, NULL);
516 for (i=0; i<NUM_SND_ACTIONS; i++)
517 for (j=0; j<NUM_LEVEL_ELEMENTS; j++)
518 element_action_sound[j][i] = -1;
520 for (i=0; i<NUM_SOUND_EFFECTS; i++)
522 int len_effect_text = strlen(sound_effects[i].text);
524 sound_effect_properties[i] = SND_ACTION_UNKNOWN;
525 is_loop_sound[i] = FALSE;
527 /* determine all loop sounds and identify certain sound classes */
530 while (sound_action_properties[j].text)
532 int len_action_text = strlen(sound_action_properties[j].text);
534 if (len_action_text < len_effect_text &&
535 strcmp(&sound_effects[i].text[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;
547 /* associate elements and some selected sound actions */
549 for (j=0; j<NUM_LEVEL_ELEMENTS; j++)
551 if (element_info[j].sound_class_name)
553 int len_class_text = strlen(element_info[j].sound_class_name);
555 if (len_class_text + 1 < len_effect_text &&
556 strncmp(sound_effects[i].text,
557 element_info[j].sound_class_name, len_class_text) == 0 &&
558 sound_effects[i].text[len_class_text] == '.')
560 int sound_action_value = sound_effect_properties[i];
562 element_action_sound[j][sound_action_value] = i;
569 debug_print_timestamp(0, "InitGameEngine");
575 int element = EL_ERDREICH;
576 int sound_action = SND_ACTION_DIGGING;
579 while (sound_action_properties[j].text)
581 if (sound_action_properties[j].value == sound_action)
582 printf("element %d, sound action '%s' == %d\n",
583 element, sound_action_properties[j].text,
584 element_action_sound[element][sound_action]);
593 =============================================================================
595 -----------------------------------------------------------------------------
596 initialize game engine due to level / tape version number
597 =============================================================================
600 static void InitGameEngine()
604 game.engine_version = (tape.playing ? tape.engine_version :
608 printf("level %d: level version == %06d\n", level_nr, level.game_version);
609 printf(" tape version == %06d [%s] [file: %06d]\n",
610 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
612 printf(" => game.engine_version == %06d\n", game.engine_version);
615 /* dynamically adjust player properties according to game engine version */
616 game.initial_move_delay =
617 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
618 INITIAL_MOVE_DELAY_OFF);
620 /* dynamically adjust player properties according to level information */
621 game.initial_move_delay_value =
622 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
624 /* dynamically adjust element properties according to game engine version */
626 static int ep_em_slippery_wall[] =
635 static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall);
637 for (i=0; i<ep_em_slippery_wall_num; i++)
639 if (level.em_slippery_gems) /* special EM style gems behaviour */
640 Elementeigenschaften2[ep_em_slippery_wall[i]] |=
641 EP_BIT_EM_SLIPPERY_WALL;
643 Elementeigenschaften2[ep_em_slippery_wall[i]] &=
644 ~EP_BIT_EM_SLIPPERY_WALL;
647 /* "EL_MAUERND" was not slippery for EM gems in version 2.0.1 */
648 if (level.em_slippery_gems && game.engine_version > VERSION_IDENT(2,0,1))
649 Elementeigenschaften2[EL_MAUERND] |= EP_BIT_EM_SLIPPERY_WALL;
651 Elementeigenschaften2[EL_MAUERND] &= ~EP_BIT_EM_SLIPPERY_WALL;
657 =============================================================================
659 -----------------------------------------------------------------------------
660 initialize and start new game
661 =============================================================================
666 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
667 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
668 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
674 #if USE_NEW_AMOEBA_CODE
675 printf("Using new amoeba code.\n");
677 printf("Using old amoeba code.\n");
681 /* don't play tapes over network */
682 network_playing = (options.network && !tape.playing);
684 for (i=0; i<MAX_PLAYERS; i++)
686 struct PlayerInfo *player = &stored_player[i];
688 player->index_nr = i;
689 player->element_nr = EL_SPIELER1 + i;
691 player->present = FALSE;
692 player->active = FALSE;
695 player->effective_action = 0;
696 player->programmed_action = 0;
699 player->gems_still_needed = level.gems_needed;
700 player->sokobanfields_still_needed = 0;
701 player->lights_still_needed = 0;
702 player->friends_still_needed = 0;
705 player->key[j] = FALSE;
707 player->dynamite = 0;
708 player->dynabomb_count = 0;
709 player->dynabomb_size = 1;
710 player->dynabombs_left = 0;
711 player->dynabomb_xl = FALSE;
713 player->MovDir = MV_NO_MOVING;
715 player->Pushing = FALSE;
716 player->Switching = FALSE;
720 player->actual_frame_counter = 0;
722 player->frame_reset_delay = 0;
724 player->last_move_dir = MV_NO_MOVING;
725 player->is_moving = FALSE;
727 player->move_delay = game.initial_move_delay;
728 player->move_delay_value = game.initial_move_delay_value;
730 player->push_delay = 0;
731 player->push_delay_value = 5;
733 player->snapped = FALSE;
735 player->last_jx = player->last_jy = 0;
736 player->jx = player->jy = 0;
738 player->shield_passive_time_left = 0;
739 player->shield_active_time_left = 0;
741 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
742 SnapField(player, 0, 0);
744 player->LevelSolved = FALSE;
745 player->GameOver = FALSE;
748 network_player_action_received = FALSE;
750 #if defined(PLATFORM_UNIX)
751 /* initial null action */
753 SendToServer_MovePlayer(MV_NO_MOVING);
761 TimeLeft = level.time;
763 ScreenMovDir = MV_NO_MOVING;
767 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
769 AllPlayersGone = FALSE;
771 game.yam_content_nr = 0;
772 game.magic_wall_active = FALSE;
773 game.magic_wall_time_left = 0;
774 game.light_time_left = 0;
775 game.timegate_time_left = 0;
776 game.switchgate_pos = 0;
777 game.balloon_dir = MV_NO_MOVING;
778 game.explosions_delayed = TRUE;
782 game.belt_dir[i] = MV_NO_MOVING;
783 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
786 for (i=0; i<MAX_NUM_AMOEBA; i++)
787 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
789 for (x=0; x<lev_fieldx; x++)
791 for (y=0; y<lev_fieldy; y++)
793 Feld[x][y] = Ur[x][y];
794 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
795 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
798 JustStopped[x][y] = 0;
800 ExplodeField[x][y] = EX_NO_EXPLOSION;
804 for(y=0; y<lev_fieldy; y++)
806 for(x=0; x<lev_fieldx; x++)
808 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
810 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
812 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
815 InitField(x, y, TRUE);
819 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
820 emulate_sb ? EMU_SOKOBAN :
821 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
823 /* correct non-moving belts to start moving left */
825 if (game.belt_dir[i] == MV_NO_MOVING)
826 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
828 /* check if any connected player was not found in playfield */
829 for (i=0; i<MAX_PLAYERS; i++)
831 struct PlayerInfo *player = &stored_player[i];
833 if (player->connected && !player->present)
835 for (j=0; j<MAX_PLAYERS; j++)
837 struct PlayerInfo *some_player = &stored_player[j];
838 int jx = some_player->jx, jy = some_player->jy;
840 /* assign first free player found that is present in the playfield */
841 if (some_player->present && !some_player->connected)
843 player->present = TRUE;
844 player->active = TRUE;
845 some_player->present = FALSE;
847 StorePlayer[jx][jy] = player->element_nr;
848 player->jx = player->last_jx = jx;
849 player->jy = player->last_jy = jy;
859 /* when playing a tape, eliminate all players who do not participate */
861 for (i=0; i<MAX_PLAYERS; i++)
863 if (stored_player[i].active && !tape.player_participates[i])
865 struct PlayerInfo *player = &stored_player[i];
866 int jx = player->jx, jy = player->jy;
868 player->active = FALSE;
869 StorePlayer[jx][jy] = 0;
870 Feld[jx][jy] = EL_LEERRAUM;
874 else if (!options.network && !setup.team_mode) /* && !tape.playing */
876 /* when in single player mode, eliminate all but the first active player */
878 for (i=0; i<MAX_PLAYERS; i++)
880 if (stored_player[i].active)
882 for (j=i+1; j<MAX_PLAYERS; j++)
884 if (stored_player[j].active)
886 struct PlayerInfo *player = &stored_player[j];
887 int jx = player->jx, jy = player->jy;
889 player->active = FALSE;
890 StorePlayer[jx][jy] = 0;
891 Feld[jx][jy] = EL_LEERRAUM;
898 /* when recording the game, store which players take part in the game */
901 for (i=0; i<MAX_PLAYERS; i++)
902 if (stored_player[i].active)
903 tape.player_participates[i] = TRUE;
908 for (i=0; i<MAX_PLAYERS; i++)
910 struct PlayerInfo *player = &stored_player[i];
912 printf("Player %d: present == %d, connected == %d, active == %d.\n",
917 if (local_player == player)
918 printf("Player %d is local player.\n", i+1);
922 if (BorderElement == EL_LEERRAUM)
925 SBX_Right = lev_fieldx - SCR_FIELDX;
927 SBY_Lower = lev_fieldy - SCR_FIELDY;
932 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
934 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
937 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
938 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
940 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
941 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
944 scroll_y = SBY_Upper;
945 if (local_player->jx >= SBX_Left + MIDPOSX)
946 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
947 local_player->jx - MIDPOSX :
949 if (local_player->jy >= SBY_Upper + MIDPOSY)
950 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
951 local_player->jy - MIDPOSY :
954 CloseDoor(DOOR_CLOSE_1);
960 /* after drawing the level, correct some elements */
961 if (game.timegate_time_left == 0)
962 CloseAllOpenTimegates();
964 if (setup.soft_scrolling)
965 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
967 redraw_mask |= REDRAW_FROM_BACKBUFFER;
969 /* copy default game door content to main double buffer */
970 BlitBitmap(pix[PIX_DOOR], drawto,
971 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
974 DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
975 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
978 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
979 int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3);
980 BlitBitmap(drawto, drawto,
981 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
982 FONT5_XSIZE * 3, FONT5_YSIZE - 1,
983 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
986 DrawGameDoorValues();
990 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
991 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
992 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
996 /* copy actual game door content to door double buffer for OpenDoor() */
997 BlitBitmap(drawto, pix[PIX_DB_DOOR],
998 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
1000 OpenDoor(DOOR_OPEN_ALL);
1002 PlaySoundStereo(SND_GAME_STARTING, SOUND_MAX_RIGHT);
1003 if (setup.sound_music)
1004 PlayMusic(level_nr);
1006 KeyboardAutoRepeatOff();
1011 printf("Player %d %sactive.\n",
1012 i + 1, (stored_player[i].active ? "" : "not "));
1016 void InitMovDir(int x, int y)
1018 int i, element = Feld[x][y];
1019 static int xy[4][2] =
1026 static int direction[3][4] =
1028 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1029 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1030 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1035 case EL_KAEFER_RIGHT:
1037 case EL_KAEFER_LEFT:
1038 case EL_KAEFER_DOWN:
1039 Feld[x][y] = EL_KAEFER;
1040 MovDir[x][y] = direction[0][element - EL_KAEFER_RIGHT];
1043 case EL_FLIEGER_RIGHT:
1045 case EL_FLIEGER_LEFT:
1046 case EL_FLIEGER_DOWN:
1047 Feld[x][y] = EL_FLIEGER;
1048 MovDir[x][y] = direction[0][element - EL_FLIEGER_RIGHT];
1051 case EL_BUTTERFLY_RIGHT:
1052 case EL_BUTTERFLY_UP:
1053 case EL_BUTTERFLY_LEFT:
1054 case EL_BUTTERFLY_DOWN:
1055 Feld[x][y] = EL_BUTTERFLY;
1056 MovDir[x][y] = direction[0][element - EL_BUTTERFLY_RIGHT];
1059 case EL_FIREFLY_RIGHT:
1061 case EL_FIREFLY_LEFT:
1062 case EL_FIREFLY_DOWN:
1063 Feld[x][y] = EL_FIREFLY;
1064 MovDir[x][y] = direction[0][element - EL_FIREFLY_RIGHT];
1067 case EL_PACMAN_RIGHT:
1069 case EL_PACMAN_LEFT:
1070 case EL_PACMAN_DOWN:
1071 Feld[x][y] = EL_PACMAN;
1072 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1075 case EL_SP_SNIKSNAK:
1076 MovDir[x][y] = MV_UP;
1079 case EL_SP_ELECTRON:
1080 MovDir[x][y] = MV_LEFT;
1087 Feld[x][y] = EL_MOLE;
1088 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1092 MovDir[x][y] = 1 << RND(4);
1093 if (element != EL_KAEFER &&
1094 element != EL_FLIEGER &&
1095 element != EL_BUTTERFLY &&
1096 element != EL_FIREFLY)
1101 int x1 = x + xy[i][0];
1102 int y1 = y + xy[i][1];
1104 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1106 if (element == EL_KAEFER || element == EL_BUTTERFLY)
1108 MovDir[x][y] = direction[0][i];
1111 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
1112 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1114 MovDir[x][y] = direction[1][i];
1123 void InitAmoebaNr(int x, int y)
1126 int group_nr = AmoebeNachbarNr(x, y);
1130 for (i=1; i<MAX_NUM_AMOEBA; i++)
1132 if (AmoebaCnt[i] == 0)
1140 AmoebaNr[x][y] = group_nr;
1141 AmoebaCnt[group_nr]++;
1142 AmoebaCnt2[group_nr]++;
1148 boolean raise_level = FALSE;
1150 if (local_player->MovPos)
1153 local_player->LevelSolved = FALSE;
1155 PlaySoundStereo(SND_GAME_WINNING, SOUND_MAX_RIGHT);
1159 if (!tape.playing && setup.sound_loops)
1160 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1161 SND_CTRL_PLAY_LOOP);
1163 while (TimeLeft > 0)
1165 if (!tape.playing && !setup.sound_loops)
1166 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1167 if (TimeLeft > 0 && !(TimeLeft % 10))
1168 RaiseScore(level.score[SC_ZEITBONUS]);
1169 if (TimeLeft > 100 && !(TimeLeft % 10))
1173 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
1180 if (!tape.playing && setup.sound_loops)
1181 StopSound(SND_GAME_LEVELTIME_BONUS);
1183 else if (level.time == 0) /* level without time limit */
1185 if (!tape.playing && setup.sound_loops)
1186 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1187 SND_CTRL_PLAY_LOOP);
1189 while (TimePlayed < 999)
1191 if (!tape.playing && !setup.sound_loops)
1192 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1193 if (TimePlayed < 999 && !(TimePlayed % 10))
1194 RaiseScore(level.score[SC_ZEITBONUS]);
1195 if (TimePlayed < 900 && !(TimePlayed % 10))
1199 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
1206 if (!tape.playing && setup.sound_loops)
1207 StopSound(SND_GAME_LEVELTIME_BONUS);
1214 /* Hero disappears */
1215 DrawLevelField(ExitX, ExitY);
1221 CloseDoor(DOOR_CLOSE_1);
1226 SaveTape(tape.level_nr); /* Ask to save tape */
1229 if (level_nr == leveldir_current->handicap_level)
1231 leveldir_current->handicap_level++;
1232 SaveLevelSetup_SeriesInfo();
1235 if (level_editor_test_game)
1236 local_player->score = -1; /* no highscore when playing from editor */
1237 else if (level_nr < leveldir_current->last_level)
1238 raise_level = TRUE; /* advance to next level */
1240 if ((hi_pos = NewHiScore()) >= 0)
1242 game_status = HALLOFFAME;
1243 DrawHallOfFame(hi_pos);
1252 game_status = MAINMENU;
1269 LoadScore(level_nr);
1271 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1272 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1275 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1277 if (local_player->score > highscore[k].Score)
1279 /* player has made it to the hall of fame */
1281 if (k < MAX_SCORE_ENTRIES - 1)
1283 int m = MAX_SCORE_ENTRIES - 1;
1286 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1287 if (!strcmp(setup.player_name, highscore[l].Name))
1289 if (m == k) /* player's new highscore overwrites his old one */
1295 strcpy(highscore[l].Name, highscore[l - 1].Name);
1296 highscore[l].Score = highscore[l - 1].Score;
1303 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1304 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1305 highscore[k].Score = local_player->score;
1311 else if (!strncmp(setup.player_name, highscore[k].Name,
1312 MAX_PLAYER_NAME_LEN))
1313 break; /* player already there with a higher score */
1319 SaveScore(level_nr);
1324 void InitMovingField(int x, int y, int direction)
1326 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1327 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1329 MovDir[x][y] = direction;
1330 MovDir[newx][newy] = direction;
1331 if (Feld[newx][newy] == EL_LEERRAUM)
1332 Feld[newx][newy] = EL_BLOCKED;
1335 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1337 int direction = MovDir[x][y];
1338 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1339 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1345 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1347 int oldx = x, oldy = y;
1348 int direction = MovDir[x][y];
1350 if (direction == MV_LEFT)
1352 else if (direction == MV_RIGHT)
1354 else if (direction == MV_UP)
1356 else if (direction == MV_DOWN)
1359 *comes_from_x = oldx;
1360 *comes_from_y = oldy;
1363 int MovingOrBlocked2Element(int x, int y)
1365 int element = Feld[x][y];
1367 if (element == EL_BLOCKED)
1371 Blocked2Moving(x, y, &oldx, &oldy);
1372 return Feld[oldx][oldy];
1378 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1380 /* like MovingOrBlocked2Element(), but if element is moving
1381 and (x,y) is the field the moving element is just leaving,
1382 return EL_BLOCKED instead of the element value */
1383 int element = Feld[x][y];
1385 if (IS_MOVING(x, y))
1387 if (element == EL_BLOCKED)
1391 Blocked2Moving(x, y, &oldx, &oldy);
1392 return Feld[oldx][oldy];
1401 static void RemoveField(int x, int y)
1403 Feld[x][y] = EL_LEERRAUM;
1409 void RemoveMovingField(int x, int y)
1411 int oldx = x, oldy = y, newx = x, newy = y;
1413 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1416 if (IS_MOVING(x, y))
1418 Moving2Blocked(x, y, &newx, &newy);
1419 if (Feld[newx][newy] != EL_BLOCKED)
1422 else if (Feld[x][y] == EL_BLOCKED)
1424 Blocked2Moving(x, y, &oldx, &oldy);
1425 if (!IS_MOVING(oldx, oldy))
1429 if (Feld[x][y] == EL_BLOCKED &&
1430 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1431 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1432 Feld[oldx][oldy] == EL_MAGIC_WALL_BD_EMPTYING ||
1433 Feld[oldx][oldy] == EL_AMOEBA_DRIPPING))
1434 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1436 Feld[oldx][oldy] = EL_LEERRAUM;
1438 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1440 Feld[newx][newy] = EL_LEERRAUM;
1441 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1442 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1444 DrawLevelField(oldx, oldy);
1445 DrawLevelField(newx, newy);
1448 void DrawDynamite(int x, int y)
1450 int sx = SCREENX(x), sy = SCREENY(y);
1451 int graphic = el2gfx(Feld[x][y]);
1454 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1458 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
1460 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1462 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
1467 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
1471 if (game.emulation == EMU_SUPAPLEX)
1472 DrawGraphic(sx, sy, GFX_SP_DISK_RED);
1473 else if (Store[x][y])
1474 DrawGraphicThruMask(sx, sy, graphic + phase);
1476 DrawGraphic(sx, sy, graphic + phase);
1479 void CheckDynamite(int x, int y)
1481 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1486 if (!(MovDelay[x][y] % 6))
1487 PlaySoundLevelAction(x, y, SND_ACTION_BURNING);
1489 if (IS_ACTIVE_BOMB(Feld[x][y]))
1491 int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6);
1493 if (!(MovDelay[x][y] % delay))
1501 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1502 StopSound(SND_DYNAMITE_BURNING);
1504 StopSound(SND_DYNABOMB_BURNING);
1509 void Explode(int ex, int ey, int phase, int mode)
1512 int num_phase = 9, delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1513 int last_phase = num_phase * delay;
1514 int half_phase = (num_phase / 2) * delay;
1515 int first_phase_after_start = EX_PHASE_START + 1;
1517 if (game.explosions_delayed)
1519 ExplodeField[ex][ey] = mode;
1523 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1525 int center_element = Feld[ex][ey];
1527 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1529 /* put moving element to center field (and let it explode there) */
1530 center_element = MovingOrBlocked2Element(ex, ey);
1531 RemoveMovingField(ex, ey);
1532 Feld[ex][ey] = center_element;
1535 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1539 if (!IN_LEV_FIELD(x, y) ||
1540 ((mode != EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
1541 (x != ex || y != ey)))
1544 element = Feld[x][y];
1546 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1548 element = MovingOrBlocked2Element(x, y);
1549 RemoveMovingField(x, y);
1552 if (IS_MASSIVE(element) || element == EL_BURNING)
1555 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1557 if (IS_ACTIVE_BOMB(element))
1559 /* re-activate things under the bomb like gate or penguin */
1560 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_LEERRAUM);
1567 if (element == EL_EXPLODING)
1568 element = Store2[x][y];
1570 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1572 switch(StorePlayer[ex][ey])
1575 Store[x][y] = EL_EDELSTEIN_ROT;
1578 Store[x][y] = EL_EDELSTEIN;
1581 Store[x][y] = EL_EDELSTEIN_LILA;
1585 Store[x][y] = EL_EDELSTEIN_GELB;
1589 if (game.emulation == EMU_SUPAPLEX)
1590 Store[x][y] = EL_LEERRAUM;
1592 else if (center_element == EL_MOLE)
1593 Store[x][y] = EL_EDELSTEIN_ROT;
1594 else if (center_element == EL_PINGUIN)
1595 Store[x][y] = EL_EDELSTEIN_LILA;
1596 else if (center_element == EL_KAEFER)
1597 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
1598 else if (center_element == EL_BUTTERFLY)
1599 Store[x][y] = EL_EDELSTEIN_BD;
1600 else if (center_element == EL_SP_ELECTRON)
1601 Store[x][y] = EL_SP_INFOTRON;
1602 else if (center_element == EL_MAMPFER)
1603 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1604 else if (center_element == EL_AMOEBA2DIAM)
1605 Store[x][y] = level.amoeba_content;
1606 else if (element == EL_ERZ_EDEL)
1607 Store[x][y] = EL_EDELSTEIN;
1608 else if (element == EL_ERZ_DIAM)
1609 Store[x][y] = EL_DIAMANT;
1610 else if (element == EL_ERZ_EDEL_BD)
1611 Store[x][y] = EL_EDELSTEIN_BD;
1612 else if (element == EL_ERZ_EDEL_GELB)
1613 Store[x][y] = EL_EDELSTEIN_GELB;
1614 else if (element == EL_ERZ_EDEL_ROT)
1615 Store[x][y] = EL_EDELSTEIN_ROT;
1616 else if (element == EL_ERZ_EDEL_LILA)
1617 Store[x][y] = EL_EDELSTEIN_LILA;
1618 else if (element == EL_WALL_PEARL)
1619 Store[x][y] = EL_PEARL;
1620 else if (element == EL_WALL_CRYSTAL)
1621 Store[x][y] = EL_CRYSTAL;
1622 else if (!IS_PFORTE(Store[x][y]))
1623 Store[x][y] = EL_LEERRAUM;
1625 if (x != ex || y != ey ||
1626 center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
1627 Store2[x][y] = element;
1629 if (AmoebaNr[x][y] &&
1630 (element == EL_AMOEBE_VOLL ||
1631 element == EL_AMOEBE_BD ||
1632 element == EL_AMOEBING))
1634 AmoebaCnt[AmoebaNr[x][y]]--;
1635 AmoebaCnt2[AmoebaNr[x][y]]--;
1638 Feld[x][y] = EL_EXPLODING;
1639 MovDir[x][y] = MovPos[x][y] = 0;
1645 if (center_element == EL_MAMPFER)
1646 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1657 Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
1659 if (phase == first_phase_after_start)
1661 int element = Store2[x][y];
1663 if (element == EL_BLACK_ORB)
1665 Feld[x][y] = Store2[x][y];
1670 else if (phase == half_phase)
1672 int element = Store2[x][y];
1674 if (IS_PLAYER(x, y))
1675 KillHeroUnlessProtected(x, y);
1676 else if (IS_EXPLOSIVE(element))
1678 Feld[x][y] = Store2[x][y];
1682 else if (element == EL_AMOEBA2DIAM)
1683 AmoebeUmwandeln(x, y);
1686 if (phase == last_phase)
1690 element = Feld[x][y] = Store[x][y];
1691 Store[x][y] = Store2[x][y] = 0;
1692 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1693 InitField(x, y, FALSE);
1694 if (CAN_MOVE(element) || COULD_MOVE(element))
1696 DrawLevelField(x, y);
1698 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1699 StorePlayer[x][y] = 0;
1701 else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1703 int graphic = GFX_EXPLOSION;
1705 if (game.emulation == EMU_SUPAPLEX)
1706 graphic = (Store[x][y] == EL_SP_INFOTRON ?
1707 GFX_SP_EXPLODE_INFOTRON :
1708 GFX_SP_EXPLODE_EMPTY);
1711 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1713 graphic += (phase / delay - 1);
1715 if (IS_PFORTE(Store[x][y]))
1717 DrawLevelElement(x, y, Store[x][y]);
1718 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic);
1721 DrawGraphic(SCREENX(x), SCREENY(y), graphic);
1725 void DynaExplode(int ex, int ey)
1728 int dynabomb_size = 1;
1729 boolean dynabomb_xl = FALSE;
1730 struct PlayerInfo *player;
1731 static int xy[4][2] =
1739 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1741 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_ACTIVE_1];
1742 dynabomb_size = player->dynabomb_size;
1743 dynabomb_xl = player->dynabomb_xl;
1744 player->dynabombs_left++;
1747 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1751 for (j=1; j<=dynabomb_size; j++)
1753 int x = ex + j * xy[i % 4][0];
1754 int y = ey + j * xy[i % 4][1];
1757 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1760 element = Feld[x][y];
1762 /* do not restart explosions of fields with active bombs */
1763 if (element == EL_EXPLODING && IS_ACTIVE_BOMB(Store2[x][y]))
1766 Explode(x, y, EX_PHASE_START, EX_BORDER);
1768 if (element != EL_LEERRAUM &&
1769 element != EL_ERDREICH &&
1770 element != EL_EXPLODING &&
1777 void Bang(int x, int y)
1779 int element = Feld[x][y];
1781 if (game.emulation == EMU_SUPAPLEX)
1782 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
1784 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
1787 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1788 element = EL_LEERRAUM;
1802 RaiseScoreElement(element);
1803 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1805 case EL_DYNABOMB_ACTIVE_1:
1806 case EL_DYNABOMB_ACTIVE_2:
1807 case EL_DYNABOMB_ACTIVE_3:
1808 case EL_DYNABOMB_ACTIVE_4:
1809 case EL_DYNABOMB_NR:
1810 case EL_DYNABOMB_SZ:
1811 case EL_DYNABOMB_XL:
1817 if (IS_PLAYER(x, y))
1818 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1820 Explode(x, y, EX_PHASE_START, EX_CENTER);
1823 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1828 void Blurb(int x, int y)
1830 int element = Feld[x][y];
1832 if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
1834 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
1835 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1836 (!IN_LEV_FIELD(x-1, y-1) ||
1837 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1839 Feld[x-1][y] = EL_BLURB_LEFT;
1841 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1842 (!IN_LEV_FIELD(x+1, y-1) ||
1843 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1845 Feld[x+1][y] = EL_BLURB_RIGHT;
1850 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1852 if (!MovDelay[x][y]) /* initialize animation counter */
1855 if (MovDelay[x][y]) /* continue animation */
1858 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1859 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1861 if (!MovDelay[x][y])
1863 Feld[x][y] = EL_LEERRAUM;
1864 DrawLevelField(x, y);
1870 static void ToggleBeltSwitch(int x, int y)
1872 static int belt_base_element[4] =
1874 EL_BELT1_SWITCH_LEFT,
1875 EL_BELT2_SWITCH_LEFT,
1876 EL_BELT3_SWITCH_LEFT,
1877 EL_BELT4_SWITCH_LEFT
1879 static int belt_move_dir[4] =
1887 int element = Feld[x][y];
1888 int belt_nr = getBeltNrFromSwitchElement(element);
1889 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1890 int belt_dir = belt_move_dir[belt_dir_nr];
1893 if (!IS_BELT_SWITCH(element))
1896 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1897 game.belt_dir[belt_nr] = belt_dir;
1899 if (belt_dir_nr == 3)
1902 for (yy=0; yy<lev_fieldy; yy++)
1904 for (xx=0; xx<lev_fieldx; xx++)
1906 int element = Feld[xx][yy];
1908 if (IS_BELT_SWITCH(element))
1910 int e_belt_nr = getBeltNrFromSwitchElement(element);
1912 if (e_belt_nr == belt_nr)
1914 Feld[xx][yy] = belt_base_element[belt_nr] + belt_dir_nr;
1915 DrawLevelField(xx, yy);
1918 else if (belt_dir == MV_NO_MOVING && IS_BELT(element))
1920 int e_belt_nr = getBeltNrFromElement(element);
1922 if (e_belt_nr == belt_nr)
1923 DrawLevelField(xx, yy); /* set belt to parking position */
1929 static void ToggleSwitchgateSwitch(int x, int y)
1933 game.switchgate_pos = !game.switchgate_pos;
1935 for (yy=0; yy<lev_fieldy; yy++)
1937 for (xx=0; xx<lev_fieldx; xx++)
1939 int element = Feld[xx][yy];
1941 if (element == EL_SWITCHGATE_SWITCH_1 ||
1942 element == EL_SWITCHGATE_SWITCH_2)
1944 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_1 + game.switchgate_pos;
1945 DrawLevelField(xx, yy);
1947 else if (element == EL_SWITCHGATE_OPEN ||
1948 element == EL_SWITCHGATE_OPENING)
1950 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
1951 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
1953 else if (element == EL_SWITCHGATE_CLOSED ||
1954 element == EL_SWITCHGATE_CLOSING)
1956 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
1957 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
1963 static void RedrawAllLightSwitchesAndInvisibleElements()
1967 for (y=0; y<lev_fieldy; y++)
1969 for (x=0; x<lev_fieldx; x++)
1971 int element = Feld[x][y];
1973 if (element == EL_LIGHT_SWITCH_OFF &&
1974 game.light_time_left > 0)
1976 Feld[x][y] = EL_LIGHT_SWITCH_ON;
1977 DrawLevelField(x, y);
1979 else if (element == EL_LIGHT_SWITCH_ON &&
1980 game.light_time_left == 0)
1982 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
1983 DrawLevelField(x, y);
1986 if (element == EL_INVISIBLE_STEEL ||
1987 element == EL_UNSICHTBAR ||
1988 element == EL_SAND_INVISIBLE)
1989 DrawLevelField(x, y);
1994 static void ToggleLightSwitch(int x, int y)
1996 int element = Feld[x][y];
1998 game.light_time_left =
1999 (element == EL_LIGHT_SWITCH_OFF ?
2000 level.time_light * FRAMES_PER_SECOND : 0);
2002 RedrawAllLightSwitchesAndInvisibleElements();
2005 static void ActivateTimegateSwitch(int x, int y)
2009 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2011 for (yy=0; yy<lev_fieldy; yy++)
2013 for (xx=0; xx<lev_fieldx; xx++)
2015 int element = Feld[xx][yy];
2017 if (element == EL_TIMEGATE_CLOSED ||
2018 element == EL_TIMEGATE_CLOSING)
2020 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2021 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2025 else if (element == EL_TIMEGATE_SWITCH_ON)
2027 Feld[xx][yy] = EL_TIMEGATE_SWITCH_OFF;
2028 DrawLevelField(xx, yy);
2035 Feld[x][y] = EL_TIMEGATE_SWITCH_ON;
2038 void Impact(int x, int y)
2040 boolean lastline = (y == lev_fieldy-1);
2041 boolean object_hit = FALSE;
2042 int element = Feld[x][y];
2045 if (!lastline) /* check if element below was hit */
2047 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
2050 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
2051 MovDir[x][y+1]!=MV_DOWN ||
2052 MovPos[x][y+1]<=TILEY/2));
2054 smashed = MovingOrBlocked2Element(x, y+1);
2057 if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */
2063 if ((element == EL_BOMBE ||
2064 element == EL_SP_DISK_ORANGE ||
2065 element == EL_DX_SUPABOMB) &&
2066 (lastline || object_hit)) /* element is bomb */
2071 else if (element == EL_PEARL)
2073 Feld[x][y] = EL_PEARL_BREAKING;
2074 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2078 if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
2080 if (object_hit && IS_PLAYER(x, y+1))
2081 KillHeroUnlessProtected(x, y+1);
2082 else if (object_hit && smashed == EL_PINGUIN)
2086 Feld[x][y] = EL_AMOEBING;
2087 Store[x][y] = EL_AMOEBE_NASS;
2092 if (!lastline && object_hit) /* check which object was hit */
2094 if (CAN_CHANGE(element) &&
2095 (smashed == EL_MAGIC_WALL_OFF || smashed == EL_MAGIC_WALL_BD_OFF))
2098 int activated_magic_wall =
2099 (smashed == EL_MAGIC_WALL_OFF ? EL_MAGIC_WALL_EMPTY :
2100 EL_MAGIC_WALL_BD_EMPTY);
2102 /* activate magic wall / mill */
2103 for (yy=0; yy<lev_fieldy; yy++)
2104 for (xx=0; xx<lev_fieldx; xx++)
2105 if (Feld[xx][yy] == smashed)
2106 Feld[xx][yy] = activated_magic_wall;
2108 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2109 game.magic_wall_active = TRUE;
2111 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL_OFF ?
2112 SND_MAGIC_WALL_ACTIVATING :
2113 SND_BD_MAGIC_WALL_ACTIVATING));
2116 if (IS_PLAYER(x, y+1))
2118 KillHeroUnlessProtected(x, y+1);
2121 else if (smashed == EL_PINGUIN)
2126 else if (element == EL_EDELSTEIN_BD)
2128 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2134 else if ((element == EL_SP_INFOTRON || element == EL_SP_ZONK) &&
2135 (smashed == EL_SP_SNIKSNAK || smashed == EL_SP_ELECTRON ||
2136 smashed == EL_SP_DISK_ORANGE))
2141 else if (element == EL_FELSBROCKEN ||
2142 element == EL_SP_ZONK ||
2143 element == EL_BD_ROCK)
2145 if (IS_ENEMY(smashed) ||
2146 smashed == EL_BOMBE || smashed == EL_SP_DISK_ORANGE ||
2147 smashed == EL_DX_SUPABOMB ||
2148 smashed == EL_SONDE || smashed == EL_SCHWEIN ||
2149 smashed == EL_DRACHE || smashed == EL_MOLE)
2154 else if (!IS_MOVING(x, y+1))
2156 if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
2161 else if (smashed == EL_KOKOSNUSS)
2163 Feld[x][y+1] = EL_CRACKINGNUT;
2164 PlaySoundLevel(x, y, SND_NUT_CRACKING);
2165 RaiseScoreElement(EL_KOKOSNUSS);
2168 else if (smashed == EL_PEARL)
2170 Feld[x][y+1] = EL_PEARL_BREAKING;
2171 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2174 else if (smashed == EL_DIAMANT)
2176 Feld[x][y+1] = EL_LEERRAUM;
2177 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2180 else if (IS_BELT_SWITCH(smashed))
2182 ToggleBeltSwitch(x, y+1);
2184 else if (smashed == EL_SWITCHGATE_SWITCH_1 ||
2185 smashed == EL_SWITCHGATE_SWITCH_2)
2187 ToggleSwitchgateSwitch(x, y+1);
2189 else if (smashed == EL_LIGHT_SWITCH_OFF ||
2190 smashed == EL_LIGHT_SWITCH_ON)
2192 ToggleLightSwitch(x, y+1);
2198 /* play sound of magic wall / mill */
2200 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
2201 Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
2203 if (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY)
2204 PlaySoundLevel(x, y, SND_MAGIC_WALL_CHANGING);
2205 else if (Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY)
2206 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_CHANGING);
2211 /* play sound of object that hits the ground */
2212 if (lastline || object_hit)
2213 PlaySoundLevelElementAction(x, y, element, SND_ACTION_IMPACT);
2216 void TurnRound(int x, int y)
2228 { 0, 0 }, { 0, 0 }, { 0, 0 },
2233 int left, right, back;
2237 { MV_DOWN, MV_UP, MV_RIGHT },
2238 { MV_UP, MV_DOWN, MV_LEFT },
2240 { MV_LEFT, MV_RIGHT, MV_DOWN },
2241 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2242 { MV_RIGHT, MV_LEFT, MV_UP }
2245 int element = Feld[x][y];
2246 int old_move_dir = MovDir[x][y];
2247 int left_dir = turn[old_move_dir].left;
2248 int right_dir = turn[old_move_dir].right;
2249 int back_dir = turn[old_move_dir].back;
2251 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2252 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2253 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2254 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2256 int left_x = x+left_dx, left_y = y+left_dy;
2257 int right_x = x+right_dx, right_y = y+right_dy;
2258 int move_x = x+move_dx, move_y = y+move_dy;
2260 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2262 TestIfBadThingTouchesOtherBadThing(x, y);
2264 if (IN_LEV_FIELD(right_x, right_y) &&
2265 IS_FREE(right_x, right_y))
2266 MovDir[x][y] = right_dir;
2267 else if (!IN_LEV_FIELD(move_x, move_y) ||
2268 !IS_FREE(move_x, move_y))
2269 MovDir[x][y] = left_dir;
2271 if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
2273 else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2276 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
2277 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2279 TestIfBadThingTouchesOtherBadThing(x, y);
2281 if (IN_LEV_FIELD(left_x, left_y) &&
2282 IS_FREE(left_x, left_y))
2283 MovDir[x][y] = left_dir;
2284 else if (!IN_LEV_FIELD(move_x, move_y) ||
2285 !IS_FREE(move_x, move_y))
2286 MovDir[x][y] = right_dir;
2288 if ((element == EL_FLIEGER ||
2289 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2290 && MovDir[x][y] != old_move_dir)
2292 else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
2295 else if (element == EL_MAMPFER)
2297 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2299 if (IN_LEV_FIELD(left_x, left_y) &&
2300 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2301 Feld[left_x][left_y] == EL_DIAMANT))
2302 can_turn_left = TRUE;
2303 if (IN_LEV_FIELD(right_x, right_y) &&
2304 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2305 Feld[right_x][right_y] == EL_DIAMANT))
2306 can_turn_right = TRUE;
2308 if (can_turn_left && can_turn_right)
2309 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2310 else if (can_turn_left)
2311 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2312 else if (can_turn_right)
2313 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2315 MovDir[x][y] = back_dir;
2317 MovDelay[x][y] = 16+16*RND(3);
2319 else if (element == EL_MAMPFER2)
2321 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2323 if (IN_LEV_FIELD(left_x, left_y) &&
2324 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2325 IS_MAMPF2(Feld[left_x][left_y])))
2326 can_turn_left = TRUE;
2327 if (IN_LEV_FIELD(right_x, right_y) &&
2328 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2329 IS_MAMPF2(Feld[right_x][right_y])))
2330 can_turn_right = TRUE;
2332 if (can_turn_left && can_turn_right)
2333 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2334 else if (can_turn_left)
2335 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2336 else if (can_turn_right)
2337 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2339 MovDir[x][y] = back_dir;
2341 MovDelay[x][y] = 16+16*RND(3);
2343 else if (element == EL_PACMAN)
2345 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2347 if (IN_LEV_FIELD(left_x, left_y) &&
2348 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2349 IS_AMOEBOID(Feld[left_x][left_y])))
2350 can_turn_left = TRUE;
2351 if (IN_LEV_FIELD(right_x, right_y) &&
2352 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2353 IS_AMOEBOID(Feld[right_x][right_y])))
2354 can_turn_right = TRUE;
2356 if (can_turn_left && can_turn_right)
2357 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2358 else if (can_turn_left)
2359 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2360 else if (can_turn_right)
2361 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2363 MovDir[x][y] = back_dir;
2365 MovDelay[x][y] = 6+RND(40);
2367 else if (element == EL_SCHWEIN)
2369 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2370 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2371 boolean should_move_on = FALSE;
2373 int rnd = RND(rnd_value);
2375 if (IN_LEV_FIELD(left_x, left_y) &&
2376 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2377 can_turn_left = TRUE;
2378 if (IN_LEV_FIELD(right_x, right_y) &&
2379 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2380 can_turn_right = TRUE;
2381 if (IN_LEV_FIELD(move_x, move_y) &&
2382 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2385 if (can_turn_left &&
2387 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2388 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2389 should_turn_left = TRUE;
2390 if (can_turn_right &&
2392 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2393 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2394 should_turn_right = TRUE;
2396 (!can_turn_left || !can_turn_right ||
2397 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2398 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2399 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2400 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2401 should_move_on = TRUE;
2403 if (should_turn_left || should_turn_right || should_move_on)
2405 if (should_turn_left && should_turn_right && should_move_on)
2406 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2407 rnd < 2*rnd_value/3 ? right_dir :
2409 else if (should_turn_left && should_turn_right)
2410 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2411 else if (should_turn_left && should_move_on)
2412 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2413 else if (should_turn_right && should_move_on)
2414 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2415 else if (should_turn_left)
2416 MovDir[x][y] = left_dir;
2417 else if (should_turn_right)
2418 MovDir[x][y] = right_dir;
2419 else if (should_move_on)
2420 MovDir[x][y] = old_move_dir;
2422 else if (can_move_on && rnd > rnd_value/8)
2423 MovDir[x][y] = old_move_dir;
2424 else if (can_turn_left && can_turn_right)
2425 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2426 else if (can_turn_left && rnd > rnd_value/8)
2427 MovDir[x][y] = left_dir;
2428 else if (can_turn_right && rnd > rnd_value/8)
2429 MovDir[x][y] = right_dir;
2431 MovDir[x][y] = back_dir;
2433 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2434 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2435 MovDir[x][y] = old_move_dir;
2439 else if (element == EL_DRACHE)
2441 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2443 int rnd = RND(rnd_value);
2445 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2446 can_turn_left = TRUE;
2447 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2448 can_turn_right = TRUE;
2449 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2452 if (can_move_on && rnd > rnd_value/8)
2453 MovDir[x][y] = old_move_dir;
2454 else if (can_turn_left && can_turn_right)
2455 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2456 else if (can_turn_left && rnd > rnd_value/8)
2457 MovDir[x][y] = left_dir;
2458 else if (can_turn_right && rnd > rnd_value/8)
2459 MovDir[x][y] = right_dir;
2461 MovDir[x][y] = back_dir;
2463 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2464 MovDir[x][y] = old_move_dir;
2468 else if (element == EL_MOLE)
2470 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2472 if (IN_LEV_FIELD(move_x, move_y) &&
2473 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2474 Feld[move_x][move_y] == EL_DEAMOEBING))
2479 if (IN_LEV_FIELD(left_x, left_y) &&
2480 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2481 can_turn_left = TRUE;
2482 if (IN_LEV_FIELD(right_x, right_y) &&
2483 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2484 can_turn_right = TRUE;
2486 if (can_turn_left && can_turn_right)
2487 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2488 else if (can_turn_left)
2489 MovDir[x][y] = left_dir;
2491 MovDir[x][y] = right_dir;
2494 if (MovDir[x][y] != old_move_dir)
2497 else if (element == EL_BALLOON)
2499 MovDir[x][y] = game.balloon_dir;
2502 else if (element == EL_SPRING_MOVING)
2504 if (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2505 (IN_LEV_FIELD(x, y+1) && IS_FREE(x, y+1)))
2507 Feld[x][y] = EL_SPRING;
2508 MovDir[x][y] = MV_NO_MOVING;
2512 else if (element == EL_ROBOT || element == EL_SONDE || element == EL_PINGUIN)
2514 int attr_x = -1, attr_y = -1;
2525 for (i=0; i<MAX_PLAYERS; i++)
2527 struct PlayerInfo *player = &stored_player[i];
2528 int jx = player->jx, jy = player->jy;
2530 if (!player->active)
2533 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2541 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
2547 if (element == EL_PINGUIN)
2550 static int xy[4][2] =
2560 int ex = x + xy[i%4][0];
2561 int ey = y + xy[i%4][1];
2563 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
2572 MovDir[x][y] = MV_NO_MOVING;
2574 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2576 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2578 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2580 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2582 if (element == EL_ROBOT)
2586 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2587 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2588 Moving2Blocked(x, y, &newx, &newy);
2590 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2591 MovDelay[x][y] = 8+8*!RND(3);
2593 MovDelay[x][y] = 16;
2601 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2603 boolean first_horiz = RND(2);
2604 int new_move_dir = MovDir[x][y];
2607 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2608 Moving2Blocked(x, y, &newx, &newy);
2610 if (IN_LEV_FIELD(newx, newy) &&
2611 (IS_FREE(newx, newy) ||
2612 Feld[newx][newy] == EL_SALZSAEURE ||
2613 (element == EL_PINGUIN &&
2614 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2615 IS_MAMPF3(Feld[newx][newy])))))
2619 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2620 Moving2Blocked(x, y, &newx, &newy);
2622 if (IN_LEV_FIELD(newx, newy) &&
2623 (IS_FREE(newx, newy) ||
2624 Feld[newx][newy] == EL_SALZSAEURE ||
2625 (element == EL_PINGUIN &&
2626 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2627 IS_MAMPF3(Feld[newx][newy])))))
2630 MovDir[x][y] = old_move_dir;
2637 static boolean JustBeingPushed(int x, int y)
2641 for (i=0; i<MAX_PLAYERS; i++)
2643 struct PlayerInfo *player = &stored_player[i];
2645 if (player->active && player->Pushing && player->MovPos)
2647 int next_jx = player->jx + (player->jx - player->last_jx);
2648 int next_jy = player->jy + (player->jy - player->last_jy);
2650 if (x == next_jx && y == next_jy)
2658 void StartMoving(int x, int y)
2660 int element = Feld[x][y];
2665 if (CAN_FALL(element) && y<lev_fieldy-1)
2667 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2668 if (JustBeingPushed(x, y))
2671 if (element == EL_MORAST_VOLL)
2673 if (IS_FREE(x, y+1))
2675 InitMovingField(x, y, MV_DOWN);
2676 Feld[x][y] = EL_QUICKSAND_EMPTYING;
2677 Store[x][y] = EL_FELSBROCKEN;
2678 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
2680 else if (Feld[x][y+1] == EL_MORAST_LEER)
2682 if (!MovDelay[x][y])
2683 MovDelay[x][y] = TILEY + 1;
2692 Feld[x][y] = EL_MORAST_LEER;
2693 Feld[x][y+1] = EL_MORAST_VOLL;
2694 Store[x][y+1] = Store[x][y];
2696 PlaySoundLevel(x, y, SND_QUICKSAND_SLIPPING_THROUGH);
2699 else if ((element == EL_FELSBROCKEN || element == EL_BD_ROCK) &&
2700 Feld[x][y+1] == EL_MORAST_LEER)
2702 InitMovingField(x, y, MV_DOWN);
2703 Feld[x][y] = EL_QUICKSAND_FILLING;
2704 Store[x][y] = element;
2705 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
2707 else if (element == EL_MAGIC_WALL_FULL)
2709 if (IS_FREE(x, y+1))
2711 InitMovingField(x, y, MV_DOWN);
2712 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
2713 Store[x][y] = EL_CHANGED(Store[x][y]);
2715 else if (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY)
2717 if (!MovDelay[x][y])
2718 MovDelay[x][y] = TILEY/4 + 1;
2727 Feld[x][y] = EL_MAGIC_WALL_EMPTY;
2728 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
2729 Store[x][y+1] = EL_CHANGED(Store[x][y]);
2733 else if (element == EL_MAGIC_WALL_BD_FULL)
2735 if (IS_FREE(x, y+1))
2737 InitMovingField(x, y, MV_DOWN);
2738 Feld[x][y] = EL_MAGIC_WALL_BD_EMPTYING;
2739 Store[x][y] = EL_CHANGED2(Store[x][y]);
2741 else if (Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY)
2743 if (!MovDelay[x][y])
2744 MovDelay[x][y] = TILEY/4 + 1;
2753 Feld[x][y] = EL_MAGIC_WALL_BD_EMPTY;
2754 Feld[x][y+1] = EL_MAGIC_WALL_BD_FULL;
2755 Store[x][y+1] = EL_CHANGED2(Store[x][y]);
2759 else if (CAN_CHANGE(element) &&
2760 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
2761 Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
2763 InitMovingField(x, y, MV_DOWN);
2765 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ? EL_MAGIC_WALL_FILLING :
2766 EL_MAGIC_WALL_BD_FILLING);
2767 Store[x][y] = element;
2769 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
2772 InitMovingField(x, y, MV_DOWN);
2773 Store[x][y] = EL_SALZSAEURE;
2775 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2780 else if (IS_FREE(x, y+1))
2782 InitMovingField(x, y, MV_DOWN);
2784 else if (element == EL_TROPFEN)
2786 Feld[x][y] = EL_AMOEBING;
2787 Store[x][y] = EL_AMOEBE_NASS;
2789 /* Store[x][y+1] must be zero, because:
2790 (EL_MORAST_VOLL -> EL_FELSBROCKEN): Store[x][y+1] == EL_MORAST_LEER
2793 #if OLD_GAME_BEHAVIOUR
2794 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2796 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2797 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2798 element != EL_DX_SUPABOMB)
2801 else if ((IS_SLIPPERY(Feld[x][y+1]) ||
2802 (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
2803 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2804 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
2807 boolean left = (x>0 && IS_FREE(x-1, y) &&
2808 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
2809 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2810 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
2814 if (left && right &&
2815 (game.emulation != EMU_BOULDERDASH &&
2816 element != EL_BD_ROCK && element != EL_EDELSTEIN_BD))
2817 left = !(right = RND(2));
2819 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2822 else if (IS_BELT(Feld[x][y+1]))
2824 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
2825 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
2826 int belt_nr = getBeltNrFromElement(Feld[x][y+1]);
2827 int belt_dir = game.belt_dir[belt_nr];
2829 if ((belt_dir == MV_LEFT && left_is_free) ||
2830 (belt_dir == MV_RIGHT && right_is_free))
2831 InitMovingField(x, y, belt_dir);
2834 else if (CAN_MOVE(element))
2838 if ((element == EL_SONDE || element == EL_BALLOON ||
2839 element == EL_SPRING_MOVING)
2840 && JustBeingPushed(x, y))
2843 if (!MovDelay[x][y]) /* start new movement phase */
2845 /* all objects that can change their move direction after each step */
2846 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2848 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
2852 if (MovDelay[x][y] && (element == EL_KAEFER ||
2853 element == EL_FLIEGER ||
2854 element == EL_SP_SNIKSNAK ||
2855 element == EL_SP_ELECTRON ||
2856 element == EL_MOLE))
2857 DrawLevelField(x, y);
2861 if (MovDelay[x][y]) /* wait some time before next movement */
2865 if (element == EL_ROBOT ||
2866 element == EL_MAMPFER || element == EL_MAMPFER2)
2868 int phase = MovDelay[x][y] % 8;
2873 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2874 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element) + phase);
2876 if (MovDelay[x][y] % 4 == 3)
2878 if (element == EL_MAMPFER)
2879 PlaySoundLevel(x, y, SND_YAMYAM_WAITING);
2880 else if (element == EL_MAMPFER2)
2881 PlaySoundLevel(x, y, SND_DARK_YAMYAM_WAITING);
2884 else if (element == EL_SP_ELECTRON)
2885 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2886 else if (element == EL_DRACHE)
2889 int dir = MovDir[x][y];
2890 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2891 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2892 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
2893 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
2894 dir == MV_UP ? GFX_FLAMMEN_UP :
2895 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
2896 int phase = FrameCounter % 2;
2898 for (i=1; i<=3; i++)
2900 int xx = x + i*dx, yy = y + i*dy;
2901 int sx = SCREENX(xx), sy = SCREENY(yy);
2903 if (!IN_LEV_FIELD(xx, yy) ||
2904 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
2909 int flamed = MovingOrBlocked2Element(xx, yy);
2911 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
2914 RemoveMovingField(xx, yy);
2916 Feld[xx][yy] = EL_BURNING;
2917 if (IN_SCR_FIELD(sx, sy))
2918 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
2922 if (Feld[xx][yy] == EL_BURNING)
2923 Feld[xx][yy] = EL_LEERRAUM;
2924 DrawLevelField(xx, yy);
2929 if (MovDelay[x][y]) /* element still has to wait some time */
2931 PlaySoundLevelAction(x, y, SND_ACTION_WAITING);
2937 /* now make next step */
2939 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
2941 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
2942 !PLAYER_PROTECTED(newx, newy))
2946 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
2949 /* enemy got the player */
2951 KillHero(PLAYERINFO(newx, newy));
2956 else if ((element == EL_PINGUIN || element == EL_ROBOT ||
2957 element == EL_SONDE || element == EL_BALLOON) &&
2958 IN_LEV_FIELD(newx, newy) &&
2959 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
2962 Store[x][y] = EL_SALZSAEURE;
2964 else if (element == EL_PINGUIN && IN_LEV_FIELD(newx, newy))
2966 if (Feld[newx][newy] == EL_AUSGANG_AUF)
2968 Feld[x][y] = EL_LEERRAUM;
2969 DrawLevelField(x, y);
2971 PlaySoundLevel(newx, newy, SND_PENGUIN_ENTERING_EXIT);
2972 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
2973 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
2975 local_player->friends_still_needed--;
2976 if (!local_player->friends_still_needed &&
2977 !local_player->GameOver && AllPlayersGone)
2978 local_player->LevelSolved = local_player->GameOver = TRUE;
2982 else if (IS_MAMPF3(Feld[newx][newy]))
2984 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
2985 DrawLevelField(newx, newy);
2987 MovDir[x][y] = MV_NO_MOVING;
2989 else if (!IS_FREE(newx, newy))
2991 if (IS_PLAYER(x, y))
2992 DrawPlayerField(x, y);
2994 DrawLevelField(x, y);
2998 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
3000 if (IS_GEM(Feld[newx][newy]))
3002 if (IS_MOVING(newx, newy))
3003 RemoveMovingField(newx, newy);
3006 Feld[newx][newy] = EL_LEERRAUM;
3007 DrawLevelField(newx, newy);
3010 PlaySoundLevel(x, y, SND_PIG_EATING_GEM);
3012 else if (!IS_FREE(newx, newy))
3014 if (IS_PLAYER(x, y))
3015 DrawPlayerField(x, y);
3017 DrawLevelField(x, y);
3021 else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
3023 if (!IS_FREE(newx, newy))
3025 if (IS_PLAYER(x, y))
3026 DrawPlayerField(x, y);
3028 DrawLevelField(x, y);
3033 boolean wanna_flame = !RND(10);
3034 int dx = newx - x, dy = newy - y;
3035 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3036 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3037 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3038 MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
3039 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3040 MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
3042 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
3043 element1 != EL_DRACHE && element2 != EL_DRACHE &&
3044 element1 != EL_BURNING && element2 != EL_BURNING)
3046 if (IS_PLAYER(x, y))
3047 DrawPlayerField(x, y);
3049 DrawLevelField(x, y);
3051 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3053 MovDelay[x][y] = 50;
3054 Feld[newx][newy] = EL_BURNING;
3055 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
3056 Feld[newx1][newy1] = EL_BURNING;
3057 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
3058 Feld[newx2][newy2] = EL_BURNING;
3063 else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
3064 Feld[newx][newy] == EL_DIAMANT)
3066 if (IS_MOVING(newx, newy))
3067 RemoveMovingField(newx, newy);
3070 Feld[newx][newy] = EL_LEERRAUM;
3071 DrawLevelField(newx, newy);
3074 PlaySoundLevel(x, y, SND_YAMYAM_EATING_DIAMOND);
3076 else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
3077 IS_MAMPF2(Feld[newx][newy]))
3079 if (AmoebaNr[newx][newy])
3081 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3082 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
3083 Feld[newx][newy] == EL_AMOEBE_BD)
3084 AmoebaCnt[AmoebaNr[newx][newy]]--;
3087 if (IS_MOVING(newx, newy))
3088 RemoveMovingField(newx, newy);
3091 Feld[newx][newy] = EL_LEERRAUM;
3092 DrawLevelField(newx, newy);
3095 PlaySoundLevel(x, y, SND_DARK_YAMYAM_EATING_ANY);
3097 else if ((element == EL_PACMAN || element == EL_MOLE)
3098 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3100 if (AmoebaNr[newx][newy])
3102 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3103 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
3104 Feld[newx][newy] == EL_AMOEBE_BD)
3105 AmoebaCnt[AmoebaNr[newx][newy]]--;
3108 if (element == EL_MOLE)
3110 Feld[newx][newy] = EL_DEAMOEBING;
3111 PlaySoundLevel(x, y, SND_MOLE_EATING_AMOEBA);
3112 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
3113 return; /* wait for shrinking amoeba */
3115 else /* element == EL_PACMAN */
3117 Feld[newx][newy] = EL_LEERRAUM;
3118 DrawLevelField(newx, newy);
3119 PlaySoundLevel(x, y, SND_PACMAN_EATING_AMOEBA);
3122 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
3123 (Feld[newx][newy] == EL_DEAMOEBING ||
3124 (Feld[newx][newy] == EL_LEERRAUM && Stop[newx][newy])))
3126 /* wait for shrinking amoeba to completely disappear */
3129 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3131 /* object was running against a wall */
3135 if (element == EL_KAEFER || element == EL_FLIEGER ||
3136 element == EL_SP_SNIKSNAK || element == EL_MOLE)
3137 DrawLevelField(x, y);
3138 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
3139 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
3140 else if (element == EL_SONDE)
3141 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
3142 else if (element == EL_SP_ELECTRON)
3143 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
3145 if (DONT_TOUCH(element))
3146 TestIfBadThingTouchesHero(x, y);
3148 PlaySoundLevelAction(x, y, SND_ACTION_WAITING);
3153 InitMovingField(x, y, MovDir[x][y]);
3155 PlaySoundLevelAction(x, y, SND_ACTION_MOVING);
3159 ContinueMoving(x, y);
3162 void ContinueMoving(int x, int y)
3164 int element = Feld[x][y];
3165 int direction = MovDir[x][y];
3166 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3167 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3168 int horiz_move = (dx!=0);
3169 int newx = x + dx, newy = y + dy;
3170 int step = (horiz_move ? dx : dy) * TILEX / 8;
3172 if (element == EL_TROPFEN || element == EL_AMOEBA_DRIPPING)
3174 else if (element == EL_QUICKSAND_FILLING ||
3175 element == EL_QUICKSAND_EMPTYING)
3177 else if (element == EL_MAGIC_WALL_FILLING ||
3178 element == EL_MAGIC_WALL_BD_FILLING ||
3179 element == EL_MAGIC_WALL_EMPTYING ||
3180 element == EL_MAGIC_WALL_BD_EMPTYING)
3182 else if (CAN_FALL(element) && horiz_move &&
3183 y < lev_fieldy-1 && IS_BELT(Feld[x][y+1]))
3185 else if (element == EL_SPRING_MOVING)
3188 #if OLD_GAME_BEHAVIOUR
3189 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3193 MovPos[x][y] += step;
3195 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
3197 Feld[x][y] = EL_LEERRAUM;
3198 Feld[newx][newy] = element;
3200 if (element == EL_MOLE)
3203 static int xy[4][2] =
3211 Feld[x][y] = EL_ERDREICH;
3212 DrawLevelField(x, y);
3221 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_ERDREICH)
3222 DrawLevelField(xx, yy); /* for "ErdreichAnbroeckeln()" */
3226 if (element == EL_QUICKSAND_FILLING)
3228 element = Feld[newx][newy] = get_next_element(element);
3229 Store[newx][newy] = Store[x][y];
3231 else if (element == EL_QUICKSAND_EMPTYING)
3233 Feld[x][y] = get_next_element(element);
3234 element = Feld[newx][newy] = Store[x][y];
3236 else if (element == EL_MAGIC_WALL_FILLING)
3238 element = Feld[newx][newy] = get_next_element(element);
3239 if (!game.magic_wall_active)
3240 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3241 Store[newx][newy] = Store[x][y];
3243 else if (element == EL_MAGIC_WALL_EMPTYING)
3245 Feld[x][y] = get_next_element(element);
3246 if (!game.magic_wall_active)
3247 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3248 element = Feld[newx][newy] = Store[x][y];
3250 else if (element == EL_MAGIC_WALL_BD_FILLING)
3252 element = Feld[newx][newy] = get_next_element(element);
3253 if (!game.magic_wall_active)
3254 element = Feld[newx][newy] = EL_MAGIC_WALL_BD_DEAD;
3255 Store[newx][newy] = Store[x][y];
3257 else if (element == EL_MAGIC_WALL_BD_EMPTYING)
3259 Feld[x][y] = get_next_element(element);
3260 if (!game.magic_wall_active)
3261 Feld[x][y] = EL_MAGIC_WALL_BD_DEAD;
3262 element = Feld[newx][newy] = Store[x][y];
3264 else if (element == EL_AMOEBA_DRIPPING)
3266 Feld[x][y] = get_next_element(element);
3267 element = Feld[newx][newy] = Store[x][y];
3269 else if (Store[x][y] == EL_SALZSAEURE)
3271 element = Feld[newx][newy] = EL_SALZSAEURE;
3275 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3276 MovDelay[newx][newy] = 0;
3278 if (!CAN_MOVE(element))
3279 MovDir[newx][newy] = 0;
3281 DrawLevelField(x, y);
3282 DrawLevelField(newx, newy);
3284 Stop[newx][newy] = TRUE;
3285 JustStopped[newx][newy] = 3;
3287 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3289 TestIfBadThingTouchesHero(newx, newy);
3290 TestIfBadThingTouchesFriend(newx, newy);
3291 TestIfBadThingTouchesOtherBadThing(newx, newy);
3293 else if (element == EL_PINGUIN)
3294 TestIfFriendTouchesBadThing(newx, newy);
3296 if (CAN_SMASH(element) && direction == MV_DOWN &&
3297 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3300 else /* still moving on */
3301 DrawLevelField(x, y);
3304 int AmoebeNachbarNr(int ax, int ay)
3307 int element = Feld[ax][ay];
3309 static int xy[4][2] =
3319 int x = ax + xy[i][0];
3320 int y = ay + xy[i][1];
3322 if (!IN_LEV_FIELD(x, y))
3325 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3326 group_nr = AmoebaNr[x][y];
3332 void AmoebenVereinigen(int ax, int ay)
3334 int i, x, y, xx, yy;
3335 int new_group_nr = AmoebaNr[ax][ay];
3336 static int xy[4][2] =
3344 if (new_group_nr == 0)
3352 if (!IN_LEV_FIELD(x, y))
3355 if ((Feld[x][y] == EL_AMOEBE_VOLL ||
3356 Feld[x][y] == EL_AMOEBE_BD ||
3357 Feld[x][y] == EL_AMOEBE_TOT) &&
3358 AmoebaNr[x][y] != new_group_nr)
3360 int old_group_nr = AmoebaNr[x][y];
3362 if (old_group_nr == 0)
3365 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3366 AmoebaCnt[old_group_nr] = 0;
3367 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3368 AmoebaCnt2[old_group_nr] = 0;
3370 for (yy=0; yy<lev_fieldy; yy++)
3372 for (xx=0; xx<lev_fieldx; xx++)
3374 if (AmoebaNr[xx][yy] == old_group_nr)
3375 AmoebaNr[xx][yy] = new_group_nr;
3382 void AmoebeUmwandeln(int ax, int ay)
3386 if (Feld[ax][ay] == EL_AMOEBE_TOT)
3388 int group_nr = AmoebaNr[ax][ay];
3393 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3394 printf("AmoebeUmwandeln(): This should never happen!\n");
3399 for (y=0; y<lev_fieldy; y++)
3401 for (x=0; x<lev_fieldx; x++)
3403 if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
3406 Feld[x][y] = EL_AMOEBA2DIAM;
3410 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
3411 SND_AMOEBA_TURNING_TO_GEM :
3412 SND_AMOEBA_TURNING_TO_ROCK));
3417 static int xy[4][2] =
3430 if (!IN_LEV_FIELD(x, y))
3433 if (Feld[x][y] == EL_AMOEBA2DIAM)
3435 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
3436 SND_AMOEBA_TURNING_TO_GEM :
3437 SND_AMOEBA_TURNING_TO_ROCK));
3444 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3447 int group_nr = AmoebaNr[ax][ay];
3448 boolean done = FALSE;
3453 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3454 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3459 for (y=0; y<lev_fieldy; y++)
3461 for (x=0; x<lev_fieldx; x++)
3463 if (AmoebaNr[x][y] == group_nr &&
3464 (Feld[x][y] == EL_AMOEBE_TOT ||
3465 Feld[x][y] == EL_AMOEBE_BD ||
3466 Feld[x][y] == EL_AMOEBING))
3469 Feld[x][y] = new_element;
3470 InitField(x, y, FALSE);
3471 DrawLevelField(x, y);
3478 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
3479 SND_BD_AMOEBA_TURNING_TO_ROCK :
3480 SND_BD_AMOEBA_TURNING_TO_GEM));
3483 void AmoebeWaechst(int x, int y)
3485 static unsigned long sound_delay = 0;
3486 static unsigned long sound_delay_value = 0;
3488 if (!MovDelay[x][y]) /* start new growing cycle */
3492 if (DelayReached(&sound_delay, sound_delay_value))
3494 if (Store[x][y] == EL_AMOEBE_BD)
3495 PlaySoundLevel(x, y, SND_BD_AMOEBA_CREATING);
3497 PlaySoundLevel(x, y, SND_AMOEBA_CREATING);
3498 sound_delay_value = 30;
3502 if (MovDelay[x][y]) /* wait some time before growing bigger */
3505 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3506 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
3508 if (!MovDelay[x][y])
3510 Feld[x][y] = Store[x][y];
3512 DrawLevelField(x, y);
3517 void AmoebaDisappearing(int x, int y)
3519 static unsigned long sound_delay = 0;
3520 static unsigned long sound_delay_value = 0;
3522 if (!MovDelay[x][y]) /* start new shrinking cycle */
3526 if (DelayReached(&sound_delay, sound_delay_value))
3527 sound_delay_value = 30;
3530 if (MovDelay[x][y]) /* wait some time before shrinking */
3533 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3534 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + MovDelay[x][y]/2);
3536 if (!MovDelay[x][y])
3538 Feld[x][y] = EL_LEERRAUM;
3539 DrawLevelField(x, y);
3541 /* don't let mole enter this field in this cycle;
3542 (give priority to objects falling to this field from above) */
3548 void AmoebeAbleger(int ax, int ay)
3551 int element = Feld[ax][ay];
3552 int newax = ax, neway = ay;
3553 static int xy[4][2] =
3561 if (!level.amoeba_speed)
3563 Feld[ax][ay] = EL_AMOEBE_TOT;
3564 DrawLevelField(ax, ay);
3568 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3569 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3571 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3574 if (MovDelay[ax][ay])
3578 if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
3581 int x = ax + xy[start][0];
3582 int y = ay + xy[start][1];
3584 if (!IN_LEV_FIELD(x, y))
3587 if (IS_FREE(x, y) ||
3588 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3594 if (newax == ax && neway == ay)
3597 else /* normal or "filled" (BD style) amoeba */
3600 boolean waiting_for_player = FALSE;
3604 int j = (start + i) % 4;
3605 int x = ax + xy[j][0];
3606 int y = ay + xy[j][1];
3608 if (!IN_LEV_FIELD(x, y))
3611 if (IS_FREE(x, y) ||
3612 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3618 else if (IS_PLAYER(x, y))
3619 waiting_for_player = TRUE;
3622 if (newax == ax && neway == ay) /* amoeba cannot grow */
3624 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3626 Feld[ax][ay] = EL_AMOEBE_TOT;
3627 DrawLevelField(ax, ay);
3628 AmoebaCnt[AmoebaNr[ax][ay]]--;
3630 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3632 if (element == EL_AMOEBE_VOLL)
3633 AmoebeUmwandeln(ax, ay);
3634 else if (element == EL_AMOEBE_BD)
3635 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3640 else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
3642 /* amoeba gets larger by growing in some direction */
3644 int new_group_nr = AmoebaNr[ax][ay];
3647 if (new_group_nr == 0)
3649 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3650 printf("AmoebeAbleger(): This should never happen!\n");
3655 AmoebaNr[newax][neway] = new_group_nr;
3656 AmoebaCnt[new_group_nr]++;
3657 AmoebaCnt2[new_group_nr]++;
3659 /* if amoeba touches other amoeba(s) after growing, unify them */
3660 AmoebenVereinigen(newax, neway);
3662 if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200)
3664 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
3670 if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) ||
3671 (neway == lev_fieldy - 1 && newax != ax))
3673 Feld[newax][neway] = EL_AMOEBING; /* simple growth of new amoeba tile */
3674 Store[newax][neway] = element;
3676 else if (neway == ay)
3678 Feld[newax][neway] = EL_TROPFEN; /* drop left or right from amoeba */
3679 PlaySoundLevel(newax, neway, SND_AMOEBA_DROPPING);
3683 InitMovingField(ax, ay, MV_DOWN); /* drop dripping out of amoeba */
3684 Feld[ax][ay] = EL_AMOEBA_DRIPPING;
3685 Store[ax][ay] = EL_TROPFEN;
3686 ContinueMoving(ax, ay);
3690 DrawLevelField(newax, neway);
3693 void Life(int ax, int ay)
3696 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3698 int element = Feld[ax][ay];
3699 boolean changed = FALSE;
3704 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3705 MovDelay[ax][ay] = life_time;
3707 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3710 if (MovDelay[ax][ay])
3714 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3716 int xx = ax+x1, yy = ay+y1;
3719 if (!IN_LEV_FIELD(xx, yy))
3722 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3724 int x = xx+x2, y = yy+y2;
3726 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3729 if (((Feld[x][y] == element ||
3730 (element == EL_LIFE && IS_PLAYER(x, y))) &&
3732 (IS_FREE(x, y) && Stop[x][y]))
3736 if (xx == ax && yy == ay) /* field in the middle */
3738 if (nachbarn < life[0] || nachbarn > life[1])
3740 Feld[xx][yy] = EL_LEERRAUM;
3742 DrawLevelField(xx, yy);
3743 Stop[xx][yy] = TRUE;
3747 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
3748 { /* free border field */
3749 if (nachbarn >= life[2] && nachbarn <= life[3])
3751 Feld[xx][yy] = element;
3752 MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
3754 DrawLevelField(xx, yy);
3755 Stop[xx][yy] = TRUE;
3762 PlaySoundLevel(ax, ay, element == EL_LIFE ? SND_GAMEOFLIFE_CREATING :
3763 SND_BIOMAZE_CREATING);
3766 void RobotWheel(int x, int y)
3768 if (!MovDelay[x][y]) /* next animation frame */
3769 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3771 if (MovDelay[x][y]) /* wait some time before next frame */
3776 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3777 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
3778 if (!(MovDelay[x][y]%4))
3779 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_RUNNING);
3784 Feld[x][y] = EL_ABLENK_AUS;
3785 DrawLevelField(x, y);
3786 if (ZX == x && ZY == y)
3790 void TimegateWheel(int x, int y)
3792 if (!MovDelay[x][y]) /* next animation frame */
3793 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3795 if (MovDelay[x][y]) /* wait some time before next frame */
3800 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3801 DrawGraphic(SCREENX(x), SCREENY(y),
3802 GFX_TIMEGATE_SWITCH + MovDelay[x][y]%4);
3803 if (!(MovDelay[x][y]%4))
3804 PlaySoundLevel(x, y, SND_TIMEGATE_WHEEL_RUNNING);
3809 Feld[x][y] = EL_TIMEGATE_SWITCH_OFF;
3810 DrawLevelField(x, y);
3811 if (ZX == x && ZY == y)
3815 void Birne(int x, int y)
3817 if (!MovDelay[x][y]) /* next animation frame */
3818 MovDelay[x][y] = 800;
3820 if (MovDelay[x][y]) /* wait some time before next frame */
3825 if (!(MovDelay[x][y]%5))
3827 if (!(MovDelay[x][y]%10))
3828 Feld[x][y]=EL_ABLENK_EIN;
3830 Feld[x][y]=EL_ABLENK_AUS;
3831 DrawLevelField(x, y);
3832 Feld[x][y]=EL_ABLENK_EIN;
3838 Feld[x][y]=EL_ABLENK_AUS;
3839 DrawLevelField(x, y);
3840 if (ZX == x && ZY == y)
3844 void Blubber(int x, int y)
3846 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
3847 DrawLevelField(x, y-1);
3849 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
3852 void NussKnacken(int x, int y)
3854 if (!MovDelay[x][y]) /* next animation frame */
3857 if (MovDelay[x][y]) /* wait some time before next frame */
3860 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3861 DrawGraphic(SCREENX(x), SCREENY(y),
3862 GFX_CRACKINGNUT + 3 - MovDelay[x][y]/2);
3864 if (!MovDelay[x][y])
3866 Feld[x][y] = EL_EDELSTEIN;
3867 DrawLevelField(x, y);
3872 void BreakingPearl(int x, int y)
3874 if (!MovDelay[x][y]) /* next animation frame */
3877 if (MovDelay[x][y]) /* wait some time before next frame */
3880 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3881 DrawGraphic(SCREENX(x), SCREENY(y),
3882 GFX_PEARL_BREAKING + 4 - MovDelay[x][y]/2);
3884 if (!MovDelay[x][y])
3886 Feld[x][y] = EL_LEERRAUM;
3887 DrawLevelField(x, y);
3892 void SiebAktivieren(int x, int y, int typ)
3894 int graphic = (typ == 1 ? GFX_MAGIC_WALL_FULL : GFX_MAGIC_WALL_BD_FULL) + 3;
3896 DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
3899 void AusgangstuerPruefen(int x, int y)
3901 if (!local_player->gems_still_needed &&
3902 !local_player->sokobanfields_still_needed &&
3903 !local_player->lights_still_needed)
3905 Feld[x][y] = EL_AUSGANG_ACT;
3907 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
3908 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
3909 y < LEVELY(BY1) ? LEVELY(BY1) :
3910 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
3915 void AusgangstuerOeffnen(int x, int y)
3919 if (!MovDelay[x][y]) /* next animation frame */
3920 MovDelay[x][y] = 5*delay;
3922 if (MovDelay[x][y]) /* wait some time before next frame */
3927 tuer = MovDelay[x][y]/delay;
3928 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3929 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
3931 if (!MovDelay[x][y])
3933 Feld[x][y] = EL_AUSGANG_AUF;
3934 DrawLevelField(x, y);
3939 void AusgangstuerBlinken(int x, int y)
3941 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
3944 void OpenSwitchgate(int x, int y)
3948 if (!MovDelay[x][y]) /* next animation frame */
3949 MovDelay[x][y] = 5 * delay;
3951 if (MovDelay[x][y]) /* wait some time before next frame */
3956 phase = MovDelay[x][y] / delay;
3957 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3958 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_OPEN - phase);
3960 if (!MovDelay[x][y])
3962 Feld[x][y] = EL_SWITCHGATE_OPEN;
3963 DrawLevelField(x, y);
3968 void CloseSwitchgate(int x, int y)
3972 if (!MovDelay[x][y]) /* next animation frame */
3973 MovDelay[x][y] = 5 * delay;
3975 if (MovDelay[x][y]) /* wait some time before next frame */
3980 phase = MovDelay[x][y] / delay;
3981 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3982 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_CLOSED + phase);
3984 if (!MovDelay[x][y])
3986 Feld[x][y] = EL_SWITCHGATE_CLOSED;
3987 DrawLevelField(x, y);
3992 void OpenTimegate(int x, int y)
3996 if (!MovDelay[x][y]) /* next animation frame */
3997 MovDelay[x][y] = 5 * delay;
3999 if (MovDelay[x][y]) /* wait some time before next frame */
4004 phase = MovDelay[x][y] / delay;
4005 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4006 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_OPEN - phase);
4008 if (!MovDelay[x][y])
4010 Feld[x][y] = EL_TIMEGATE_OPEN;
4011 DrawLevelField(x, y);
4016 void CloseTimegate(int x, int y)
4020 if (!MovDelay[x][y]) /* next animation frame */
4021 MovDelay[x][y] = 5 * delay;
4023 if (MovDelay[x][y]) /* wait some time before next frame */
4028 phase = MovDelay[x][y] / delay;
4029 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4030 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_CLOSED + phase);
4032 if (!MovDelay[x][y])
4034 Feld[x][y] = EL_TIMEGATE_CLOSED;
4035 DrawLevelField(x, y);
4040 static void CloseAllOpenTimegates()
4044 for (y=0; y<lev_fieldy; y++)
4046 for (x=0; x<lev_fieldx; x++)
4048 int element = Feld[x][y];
4050 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4052 Feld[x][y] = EL_TIMEGATE_CLOSING;
4053 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4059 void EdelsteinFunkeln(int x, int y)
4061 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4064 if (Feld[x][y] == EL_EDELSTEIN_BD)
4065 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
4068 if (!MovDelay[x][y]) /* next animation frame */
4069 MovDelay[x][y] = 11 * !SimpleRND(500);
4071 if (MovDelay[x][y]) /* wait some time before next frame */
4075 if (setup.direct_draw && MovDelay[x][y])
4076 SetDrawtoField(DRAW_BUFFERED);
4078 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
4082 int phase = (MovDelay[x][y]-1)/2;
4087 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
4089 if (setup.direct_draw)
4093 dest_x = FX + SCREENX(x)*TILEX;
4094 dest_y = FY + SCREENY(y)*TILEY;
4096 BlitBitmap(drawto_field, window,
4097 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4098 SetDrawtoField(DRAW_DIRECT);
4105 void MauerWaechst(int x, int y)
4109 if (!MovDelay[x][y]) /* next animation frame */
4110 MovDelay[x][y] = 3*delay;
4112 if (MovDelay[x][y]) /* wait some time before next frame */
4117 phase = 2-MovDelay[x][y]/delay;
4118 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4119 DrawGraphic(SCREENX(x), SCREENY(y),
4120 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
4121 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
4122 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
4123 GFX_MAUER_DOWN ) + phase);
4125 if (!MovDelay[x][y])
4127 if (MovDir[x][y] == MV_LEFT)
4129 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
4130 DrawLevelField(x-1, y);
4132 else if (MovDir[x][y] == MV_RIGHT)
4134 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
4135 DrawLevelField(x+1, y);
4137 else if (MovDir[x][y] == MV_UP)
4139 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
4140 DrawLevelField(x, y-1);
4144 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
4145 DrawLevelField(x, y+1);
4148 Feld[x][y] = Store[x][y];
4150 MovDir[x][y] = MV_NO_MOVING;
4151 DrawLevelField(x, y);
4156 void MauerAbleger(int ax, int ay)
4158 int element = Feld[ax][ay];
4159 boolean oben_frei = FALSE, unten_frei = FALSE;
4160 boolean links_frei = FALSE, rechts_frei = FALSE;
4161 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4162 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4163 boolean new_wall = FALSE;
4165 if (!MovDelay[ax][ay]) /* start building new wall */
4166 MovDelay[ax][ay] = 6;
4168 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4171 if (MovDelay[ax][ay])
4175 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4177 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4179 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4181 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4184 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
4188 Feld[ax][ay-1] = EL_MAUERND;
4189 Store[ax][ay-1] = element;
4190 MovDir[ax][ay-1] = MV_UP;
4191 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4192 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
4197 Feld[ax][ay+1] = EL_MAUERND;
4198 Store[ax][ay+1] = element;
4199 MovDir[ax][ay+1] = MV_DOWN;
4200 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4201 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
4206 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
4207 element == EL_MAUER_LEBT)
4211 Feld[ax-1][ay] = EL_MAUERND;
4212 Store[ax-1][ay] = element;
4213 MovDir[ax-1][ay] = MV_LEFT;
4214 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4215 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
4221 Feld[ax+1][ay] = EL_MAUERND;
4222 Store[ax+1][ay] = element;
4223 MovDir[ax+1][ay] = MV_RIGHT;
4224 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4225 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
4230 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
4231 DrawLevelField(ax, ay);
4233 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
4235 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
4236 unten_massiv = TRUE;
4237 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
4238 links_massiv = TRUE;
4239 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
4240 rechts_massiv = TRUE;
4242 if (((oben_massiv && unten_massiv) ||
4243 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
4244 ((links_massiv && rechts_massiv) ||
4245 element == EL_MAUER_Y))
4246 Feld[ax][ay] = EL_MAUERWERK;
4249 PlaySoundLevel(ax, ay, SND_WALL_GROWING);
4252 void CheckForDragon(int x, int y)
4255 boolean dragon_found = FALSE;
4256 static int xy[4][2] =
4268 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4270 if (IN_LEV_FIELD(xx, yy) &&
4271 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
4273 if (Feld[xx][yy] == EL_DRACHE)
4274 dragon_found = TRUE;
4287 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4289 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
4291 Feld[xx][yy] = EL_LEERRAUM;
4292 DrawLevelField(xx, yy);
4301 static void CheckBuggyBase(int x, int y)
4303 int element = Feld[x][y];
4305 if (element == EL_SP_BUG)
4307 if (!MovDelay[x][y]) /* wait some time before activating base */
4308 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4313 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4314 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
4318 Feld[x][y] = EL_SP_BUG_ACTIVE;
4321 else if (element == EL_SP_BUG_ACTIVE)
4323 if (!MovDelay[x][y]) /* start activating buggy base */
4324 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
4332 static int xy[4][2] =
4340 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4341 DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
4345 int xx = x + xy[i][0], yy = y + xy[i][1];
4347 if (IS_PLAYER(xx, yy))
4349 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVATING);
4357 Feld[x][y] = EL_SP_BUG;
4358 DrawLevelField(x, y);
4363 static void CheckTrap(int x, int y)
4365 int element = Feld[x][y];
4367 if (element == EL_TRAP_INACTIVE)
4369 if (!MovDelay[x][y]) /* wait some time before activating trap */
4370 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4378 Feld[x][y] = EL_TRAP_ACTIVE;
4379 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
4382 else if (element == EL_TRAP_ACTIVE)
4387 if (!MovDelay[x][y]) /* start activating trap */
4388 MovDelay[x][y] = num_frames * delay;
4396 if (!(MovDelay[x][y] % delay))
4398 int phase = MovDelay[x][y]/delay;
4400 if (phase >= num_frames/2)
4401 phase = num_frames - phase;
4403 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4405 DrawGraphic(SCREENX(x),SCREENY(y), GFX_TRAP_INACTIVE + phase - 1);
4406 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
4413 Feld[x][y] = EL_TRAP_INACTIVE;
4414 DrawLevelField(x, y);
4419 static void DrawBeltAnimation(int x, int y, int element)
4421 int belt_nr = getBeltNrFromElement(element);
4422 int belt_dir = game.belt_dir[belt_nr];
4424 if (belt_dir != MV_NO_MOVING)
4427 int mode = (belt_dir == MV_LEFT ? ANIM_NORMAL : ANIM_REVERSE);
4428 int graphic = el2gfx(element) + (belt_dir == MV_LEFT ? 0 : 7);
4430 DrawGraphicAnimation(x, y, graphic, 8, delay, mode);
4432 if (!(FrameCounter % 2))
4433 PlaySoundLevel(x, y, SND_CONVEYOR_BELT_RUNNING);
4437 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4439 static byte stored_player_action[MAX_PLAYERS];
4440 static int num_stored_actions = 0;
4442 static boolean save_tape_entry = FALSE;
4444 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4445 int left = player_action & JOY_LEFT;
4446 int right = player_action & JOY_RIGHT;
4447 int up = player_action & JOY_UP;
4448 int down = player_action & JOY_DOWN;
4449 int button1 = player_action & JOY_BUTTON_1;
4450 int button2 = player_action & JOY_BUTTON_2;
4451 int dx = (left ? -1 : right ? 1 : 0);
4452 int dy = (up ? -1 : down ? 1 : 0);
4454 stored_player_action[player->index_nr] = 0;
4455 num_stored_actions++;
4457 if (!player->active || tape.pausing)
4463 save_tape_entry = TRUE;
4465 player->frame_reset_delay = 0;
4468 snapped = SnapField(player, dx, dy);
4472 bombed = PlaceBomb(player);
4473 moved = MoveFigure(player, dx, dy);
4476 if (tape.single_step && tape.recording && !tape.pausing)
4478 if (button1 || (bombed && !moved))
4480 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
4481 SnapField(player, 0, 0); /* stop snapping */
4486 if (tape.recording && (moved || snapped || bombed))
4488 if (bombed && !moved)
4489 player_action &= JOY_BUTTON;
4491 stored_player_action[player->index_nr] = player_action;
4492 save_tape_entry = TRUE;
4494 else if (tape.playing && snapped)
4495 SnapField(player, 0, 0); /* stop snapping */
4497 stored_player_action[player->index_nr] = player_action;
4502 /* no actions for this player (no input at player's configured device) */
4504 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4505 SnapField(player, 0, 0);
4506 CheckGravityMovement(player);
4509 if (player->MovPos == 0) /* needed for tape.playing */
4510 player->is_moving = FALSE;
4513 if (player->MovPos == 0) /* needed for tape.playing */
4514 player->last_move_dir = MV_NO_MOVING;
4516 /* !!! CHECK THIS AGAIN !!!
4517 (Seems to be needed for some EL_ROBOT stuff, but breaks
4518 tapes when walking through pipes!)
4521 /* it seems that "player->last_move_dir" is misused as some sort of
4522 "player->is_just_moving_in_this_moment", which is needed for the
4523 robot stuff (robots don't kill players when they are moving)
4527 if (++player->frame_reset_delay > player->move_delay_value)
4532 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
4534 TapeRecordAction(stored_player_action);
4535 num_stored_actions = 0;
4536 save_tape_entry = FALSE;
4539 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
4541 TapeRecordAction(stored_player_action);
4542 num_stored_actions = 0;
4547 if (tape.playing && !tape.pausing && !player_action &&
4548 tape.counter < tape.length)
4550 int jx = player->jx, jy = player->jy;
4552 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
4554 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
4555 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
4557 int dx = (next_joy == JOY_LEFT ? -1 : +1);
4559 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
4561 int el = Feld[jx+dx][jy];
4562 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 :
4563 (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10);
4565 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
4567 player->MovDir = next_joy;
4568 player->Frame = FrameCounter % 4;
4569 player->Pushing = TRUE;
4579 static unsigned long action_delay = 0;
4580 unsigned long action_delay_value;
4581 int sieb_x = 0, sieb_y = 0;
4582 int i, x, y, element;
4583 byte *recorded_player_action;
4584 byte summarized_player_action = 0;
4586 if (game_status != PLAYING)
4589 action_delay_value =
4590 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4592 if (tape.playing && tape.index_search && !tape.pausing)
4593 action_delay_value = 0;
4595 /* ---------- main game synchronization point ---------- */
4597 WaitUntilDelayReached(&action_delay, action_delay_value);
4599 if (network_playing && !network_player_action_received)
4603 printf("DEBUG: try to get network player actions in time\n");
4607 #if defined(PLATFORM_UNIX)
4608 /* last chance to get network player actions without main loop delay */
4612 if (game_status != PLAYING)
4615 if (!network_player_action_received)
4619 printf("DEBUG: failed to get network player actions in time\n");
4629 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4631 for (i=0; i<MAX_PLAYERS; i++)
4633 summarized_player_action |= stored_player[i].action;
4635 if (!network_playing)
4636 stored_player[i].effective_action = stored_player[i].action;
4639 #if defined(PLATFORM_UNIX)
4640 if (network_playing)
4641 SendToServer_MovePlayer(summarized_player_action);
4644 if (!options.network && !setup.team_mode)
4645 local_player->effective_action = summarized_player_action;
4647 for (i=0; i<MAX_PLAYERS; i++)
4649 int actual_player_action = stored_player[i].effective_action;
4651 if (stored_player[i].programmed_action)
4652 actual_player_action = stored_player[i].programmed_action;
4654 if (recorded_player_action)
4655 actual_player_action = recorded_player_action[i];
4657 PlayerActions(&stored_player[i], actual_player_action);
4658 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4661 network_player_action_received = FALSE;
4663 ScrollScreen(NULL, SCROLL_GO_ON);
4669 if (TimeFrames == 0 && local_player->active)
4671 extern unsigned int last_RND();
4673 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
4674 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
4681 if (GameFrameDelay >= 500)
4682 printf("FrameCounter == %d\n", FrameCounter);
4691 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4694 if (JustStopped[x][y] > 0)
4695 JustStopped[x][y]--;
4698 if (IS_BLOCKED(x, y))
4702 Blocked2Moving(x, y, &oldx, &oldy);
4703 if (!IS_MOVING(oldx, oldy))
4705 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4706 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4707 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4708 printf("GameActions(): This should never happen!\n");
4714 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4716 element = Feld[x][y];
4718 if (IS_INACTIVE(element))
4721 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4725 if (IS_GEM(element) || element == EL_SP_INFOTRON)
4726 EdelsteinFunkeln(x, y);
4728 else if (IS_MOVING(x, y))
4729 ContinueMoving(x, y);
4730 else if (IS_ACTIVE_BOMB(element))
4731 CheckDynamite(x, y);
4733 else if (element == EL_EXPLODING && !game.explosions_delayed)
4734 Explode(x, y, Frame[x][y], EX_NORMAL);
4736 else if (element == EL_AMOEBING)
4737 AmoebeWaechst(x, y);
4738 else if (element == EL_DEAMOEBING)
4739 AmoebaDisappearing(x, y);
4741 #if !USE_NEW_AMOEBA_CODE
4742 else if (IS_AMOEBALIVE(element))
4743 AmoebeAbleger(x, y);
4746 else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
4748 else if (element == EL_ABLENK_EIN)
4750 else if (element == EL_TIMEGATE_SWITCH_ON)
4751 TimegateWheel(x, y);
4752 else if (element == EL_SALZSAEURE)
4754 else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
4756 else if (element == EL_CRACKINGNUT)
4758 else if (element == EL_PEARL_BREAKING)
4759 BreakingPearl(x, y);
4760 else if (element == EL_AUSGANG_ZU)
4761 AusgangstuerPruefen(x, y);
4762 else if (element == EL_AUSGANG_ACT)
4763 AusgangstuerOeffnen(x, y);
4764 else if (element == EL_AUSGANG_AUF)
4765 AusgangstuerBlinken(x, y);
4766 else if (element == EL_MAUERND)
4768 else if (element == EL_MAUER_LEBT ||
4769 element == EL_MAUER_X ||
4770 element == EL_MAUER_Y ||
4771 element == EL_MAUER_XY)
4773 else if (element == EL_BURNING)
4774 CheckForDragon(x, y);
4775 else if (element == EL_SP_BUG || element == EL_SP_BUG_ACTIVE)
4776 CheckBuggyBase(x, y);
4777 else if (element == EL_TRAP_INACTIVE || element == EL_TRAP_ACTIVE)
4779 else if (element == EL_SP_TERMINAL)
4780 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL);
4781 else if (element == EL_SP_TERMINAL_ACTIVE)
4782 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
4783 else if (IS_BELT(element))
4784 DrawBeltAnimation(x, y, element);
4785 else if (element == EL_SWITCHGATE_OPENING)
4786 OpenSwitchgate(x, y);
4787 else if (element == EL_SWITCHGATE_CLOSING)
4788 CloseSwitchgate(x, y);
4789 else if (element == EL_TIMEGATE_OPENING)
4791 else if (element == EL_TIMEGATE_CLOSING)
4792 CloseTimegate(x, y);
4793 else if (element == EL_EXTRA_TIME)
4794 DrawGraphicAnimation(x, y, GFX_EXTRA_TIME, 6, 4, ANIM_NORMAL);
4795 else if (element == EL_SHIELD_PASSIVE)
4797 DrawGraphicAnimation(x, y, GFX_SHIELD_PASSIVE, 6, 4, ANIM_NORMAL);
4798 if (!(FrameCounter % 4))
4799 PlaySoundLevel(x, y, SND_SHIELD_PASSIVE_ACTIVATED);
4801 else if (element == EL_SHIELD_ACTIVE)
4803 DrawGraphicAnimation(x, y, GFX_SHIELD_ACTIVE, 6, 4, ANIM_NORMAL);
4804 if (!(FrameCounter % 4))
4805 PlaySoundLevel(x, y, SND_SHIELD_ACTIVE_ACTIVATED);
4808 if (game.magic_wall_active)
4810 boolean sieb = FALSE;
4811 int jx = local_player->jx, jy = local_player->jy;
4813 if (element == EL_MAGIC_WALL_FULL ||
4814 element == EL_MAGIC_WALL_EMPTY ||
4815 element == EL_MAGIC_WALL_EMPTYING)
4817 SiebAktivieren(x, y, 1);
4820 else if (element == EL_MAGIC_WALL_BD_FULL ||
4821 element == EL_MAGIC_WALL_BD_EMPTY ||
4822 element == EL_MAGIC_WALL_BD_EMPTYING)
4824 SiebAktivieren(x, y, 2);
4828 /* play the element sound at the position nearest to the player */
4829 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
4837 #if USE_NEW_AMOEBA_CODE
4838 /* new experimental amoeba growth stuff */
4840 if (!(FrameCounter % 8))
4843 static unsigned long random = 1684108901;
4845 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
4848 x = (random >> 10) % lev_fieldx;
4849 y = (random >> 20) % lev_fieldy;
4851 x = RND(lev_fieldx);
4852 y = RND(lev_fieldy);
4854 element = Feld[x][y];
4856 if (!IS_PLAYER(x,y) &&
4857 (element == EL_LEERRAUM ||
4858 element == EL_ERDREICH ||
4859 element == EL_MORAST_LEER ||
4860 element == EL_BLURB_LEFT ||
4861 element == EL_BLURB_RIGHT))
4863 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBE_NASS) ||
4864 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBE_NASS) ||
4865 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBE_NASS) ||
4866 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBE_NASS))
4867 Feld[x][y] = EL_TROPFEN;
4870 random = random * 129 + 1;
4876 if (game.explosions_delayed)
4879 game.explosions_delayed = FALSE;
4881 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4883 element = Feld[x][y];
4885 if (ExplodeField[x][y])
4886 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
4887 else if (element == EL_EXPLODING)
4888 Explode(x, y, Frame[x][y], EX_NORMAL);
4890 ExplodeField[x][y] = EX_NO_EXPLOSION;
4893 game.explosions_delayed = TRUE;
4896 if (game.magic_wall_active)
4898 if (!(game.magic_wall_time_left % 4))
4900 int element = Feld[sieb_x][sieb_y];
4902 if (element == EL_MAGIC_WALL_BD_FULL ||
4903 element == EL_MAGIC_WALL_BD_EMPTY ||
4904 element == EL_MAGIC_WALL_BD_EMPTYING)
4905 PlaySoundLevel(sieb_x, sieb_y, SND_BD_MAGIC_WALL_RUNNING);
4907 PlaySoundLevel(sieb_x, sieb_y, SND_MAGIC_WALL_RUNNING);
4910 if (game.magic_wall_time_left > 0)
4912 game.magic_wall_time_left--;
4913 if (!game.magic_wall_time_left)
4915 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4917 element = Feld[x][y];
4919 if (element == EL_MAGIC_WALL_EMPTY ||
4920 element == EL_MAGIC_WALL_FULL)
4922 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4923 DrawLevelField(x, y);
4925 else if (element == EL_MAGIC_WALL_BD_EMPTY ||
4926 element == EL_MAGIC_WALL_BD_FULL)
4928 Feld[x][y] = EL_MAGIC_WALL_BD_DEAD;
4929 DrawLevelField(x, y);
4933 game.magic_wall_active = FALSE;
4938 if (game.light_time_left > 0)
4940 game.light_time_left--;
4942 if (game.light_time_left == 0)
4944 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4946 element = Feld[x][y];
4948 if (element == EL_LIGHT_SWITCH_ON)
4950 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
4951 DrawLevelField(x, y);
4953 else if (element == EL_INVISIBLE_STEEL ||
4954 element == EL_UNSICHTBAR ||
4955 element == EL_SAND_INVISIBLE)
4956 DrawLevelField(x, y);
4961 if (game.timegate_time_left > 0)
4963 game.timegate_time_left--;
4965 if (game.timegate_time_left == 0)
4966 CloseAllOpenTimegates();
4969 if (TimeFrames >= (1000 / GameFrameDelay))
4974 for (i=0; i<MAX_PLAYERS; i++)
4976 if (SHIELD_ON(&stored_player[i]))
4978 stored_player[i].shield_passive_time_left--;
4980 if (stored_player[i].shield_active_time_left > 0)
4981 stored_player[i].shield_active_time_left--;
4985 if (tape.recording || tape.playing)
4986 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
4992 if (TimeLeft <= 10 && setup.time_limit)
4993 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MAX_RIGHT);
4995 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
4997 if (!TimeLeft && setup.time_limit)
4998 for (i=0; i<MAX_PLAYERS; i++)
4999 KillHero(&stored_player[i]);
5001 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
5002 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
5007 if (options.debug) /* calculate frames per second */
5009 static unsigned long fps_counter = 0;
5010 static int fps_frames = 0;
5011 unsigned long fps_delay_ms = Counter() - fps_counter;
5015 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
5017 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
5020 fps_counter = Counter();
5023 redraw_mask |= REDRAW_FPS;
5027 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
5029 int min_x = x, min_y = y, max_x = x, max_y = y;
5032 for (i=0; i<MAX_PLAYERS; i++)
5034 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5036 if (!stored_player[i].active || &stored_player[i] == player)
5039 min_x = MIN(min_x, jx);
5040 min_y = MIN(min_y, jy);
5041 max_x = MAX(max_x, jx);
5042 max_y = MAX(max_y, jy);
5045 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
5048 static boolean AllPlayersInVisibleScreen()
5052 for (i=0; i<MAX_PLAYERS; i++)
5054 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5056 if (!stored_player[i].active)
5059 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5066 void ScrollLevel(int dx, int dy)
5068 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
5071 BlitBitmap(drawto_field, drawto_field,
5072 FX + TILEX*(dx == -1) - softscroll_offset,
5073 FY + TILEY*(dy == -1) - softscroll_offset,
5074 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
5075 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
5076 FX + TILEX*(dx == 1) - softscroll_offset,
5077 FY + TILEY*(dy == 1) - softscroll_offset);
5081 x = (dx == 1 ? BX1 : BX2);
5082 for (y=BY1; y<=BY2; y++)
5083 DrawScreenField(x, y);
5087 y = (dy == 1 ? BY1 : BY2);
5088 for (x=BX1; x<=BX2; x++)
5089 DrawScreenField(x, y);
5092 redraw_mask |= REDRAW_FIELD;
5095 static void CheckGravityMovement(struct PlayerInfo *player)
5097 if (level.gravity && !player->programmed_action)
5099 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
5100 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
5102 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
5103 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
5104 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
5105 int jx = player->jx, jy = player->jy;
5106 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
5107 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
5108 int new_jx = jx + dx, new_jy = jy + dy;
5109 boolean field_under_player_is_free =
5110 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
5111 boolean player_is_moving_to_valid_field =
5112 (IN_LEV_FIELD(new_jx, new_jy) &&
5113 (Feld[new_jx][new_jy] == EL_SP_BASE ||
5114 Feld[new_jx][new_jy] == EL_ERDREICH));
5116 if (field_under_player_is_free &&
5117 !player_is_moving_to_valid_field &&
5118 !IS_TUBE(Feld[jx][jy]))
5119 player->programmed_action = MV_DOWN;
5123 boolean MoveFigureOneStep(struct PlayerInfo *player,
5124 int dx, int dy, int real_dx, int real_dy)
5126 int jx = player->jx, jy = player->jy;
5127 int new_jx = jx+dx, new_jy = jy+dy;
5131 if (!player->active || (!dx && !dy))
5132 return MF_NO_ACTION;
5134 player->MovDir = (dx < 0 ? MV_LEFT :
5137 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5139 if (!IN_LEV_FIELD(new_jx, new_jy))
5140 return MF_NO_ACTION;
5142 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
5143 return MF_NO_ACTION;
5146 element = MovingOrBlocked2Element(new_jx, new_jy);
5148 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
5151 if (DONT_GO_TO(element))
5153 if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
5156 Feld[jx][jy] = EL_SPIELFIGUR;
5157 InitMovingField(jx, jy, MV_DOWN);
5158 Store[jx][jy] = EL_SALZSAEURE;
5159 ContinueMoving(jx, jy);
5163 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
5168 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
5169 if (can_move != MF_MOVING)
5172 StorePlayer[jx][jy] = 0;
5173 player->last_jx = jx;
5174 player->last_jy = jy;
5175 jx = player->jx = new_jx;
5176 jy = player->jy = new_jy;
5177 StorePlayer[jx][jy] = player->element_nr;
5180 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
5182 ScrollFigure(player, SCROLL_INIT);
5187 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
5189 int jx = player->jx, jy = player->jy;
5190 int old_jx = jx, old_jy = jy;
5191 int moved = MF_NO_ACTION;
5193 if (!player->active || (!dx && !dy))
5197 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5201 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5202 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
5206 /* remove the last programmed player action */
5207 player->programmed_action = 0;
5211 /* should only happen if pre-1.2 tape recordings are played */
5212 /* this is only for backward compatibility */
5214 int original_move_delay_value = player->move_delay_value;
5217 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
5220 /* scroll remaining steps with finest movement resolution */
5221 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
5223 while (player->MovPos)
5225 ScrollFigure(player, SCROLL_GO_ON);
5226 ScrollScreen(NULL, SCROLL_GO_ON);
5232 player->move_delay_value = original_move_delay_value;
5235 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
5237 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
5238 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5242 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5243 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5249 if (moved & MF_MOVING && !ScreenMovPos &&
5250 (player == local_player || !options.network))
5252 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5253 int offset = (setup.scroll_delay ? 3 : 0);
5255 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5257 /* actual player has left the screen -- scroll in that direction */
5258 if (jx != old_jx) /* player has moved horizontally */
5259 scroll_x += (jx - old_jx);
5260 else /* player has moved vertically */
5261 scroll_y += (jy - old_jy);
5265 if (jx != old_jx) /* player has moved horizontally */
5267 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5268 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5269 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5271 /* don't scroll over playfield boundaries */
5272 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5273 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5275 /* don't scroll more than one field at a time */
5276 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5278 /* don't scroll against the player's moving direction */
5279 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5280 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5281 scroll_x = old_scroll_x;
5283 else /* player has moved vertically */
5285 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5286 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5287 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5289 /* don't scroll over playfield boundaries */
5290 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5291 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5293 /* don't scroll more than one field at a time */
5294 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5296 /* don't scroll against the player's moving direction */
5297 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5298 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5299 scroll_y = old_scroll_y;
5303 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5305 if (!options.network && !AllPlayersInVisibleScreen())
5307 scroll_x = old_scroll_x;
5308 scroll_y = old_scroll_y;
5312 ScrollScreen(player, SCROLL_INIT);
5313 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5318 if (!(moved & MF_MOVING) && !player->Pushing)
5321 player->Frame = (player->Frame + 1) % 4;
5323 if (moved & MF_MOVING)
5325 if (old_jx != jx && old_jy == jy)
5326 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5327 else if (old_jx == jx && old_jy != jy)
5328 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5330 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
5332 player->last_move_dir = player->MovDir;
5333 player->is_moving = TRUE;
5337 CheckGravityMovement(player);
5340 player->last_move_dir = MV_NO_MOVING;
5342 player->is_moving = FALSE;
5345 TestIfHeroTouchesBadThing(jx, jy);
5347 if (!player->active)
5353 void ScrollFigure(struct PlayerInfo *player, int mode)
5355 int jx = player->jx, jy = player->jy;
5356 int last_jx = player->last_jx, last_jy = player->last_jy;
5357 int move_stepsize = TILEX / player->move_delay_value;
5359 if (!player->active || !player->MovPos)
5362 if (mode == SCROLL_INIT)
5364 player->actual_frame_counter = FrameCounter;
5365 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5367 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
5368 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5373 else if (!FrameReached(&player->actual_frame_counter, 1))
5376 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5377 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5379 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5380 Feld[last_jx][last_jy] = EL_LEERRAUM;
5382 /* before DrawPlayer() to draw correct player graphic for this case */
5383 if (player->MovPos == 0)
5384 CheckGravityMovement(player);
5388 if (player->MovPos == 0)
5390 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
5392 /* continue with normal speed after quickly moving through gate */
5393 HALVE_PLAYER_SPEED(player);
5395 /* be able to make the next move without delay */
5396 player->move_delay = 0;
5399 player->last_jx = jx;
5400 player->last_jy = jy;
5402 if (Feld[jx][jy] == EL_AUSGANG_AUF)
5406 if (!local_player->friends_still_needed)
5407 player->LevelSolved = player->GameOver = TRUE;
5410 if (tape.single_step && tape.recording && !tape.pausing &&
5411 !player->programmed_action)
5412 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5416 void ScrollScreen(struct PlayerInfo *player, int mode)
5418 static unsigned long screen_frame_counter = 0;
5420 if (mode == SCROLL_INIT)
5422 /* set scrolling step size according to actual player's moving speed */
5423 ScrollStepSize = TILEX / player->move_delay_value;
5425 screen_frame_counter = FrameCounter;
5426 ScreenMovDir = player->MovDir;
5427 ScreenMovPos = player->MovPos;
5428 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5431 else if (!FrameReached(&screen_frame_counter, 1))
5436 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5437 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5438 redraw_mask |= REDRAW_FIELD;
5441 ScreenMovDir = MV_NO_MOVING;
5444 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
5446 int i, kill_x = -1, kill_y = -1;
5447 static int test_xy[4][2] =
5454 static int test_dir[4] =
5464 int test_x, test_y, test_move_dir, test_element;
5466 test_x = good_x + test_xy[i][0];
5467 test_y = good_y + test_xy[i][1];
5468 if (!IN_LEV_FIELD(test_x, test_y))
5472 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5475 test_element = Feld[test_x][test_y];
5477 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
5480 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5481 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5483 if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) ||
5484 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
5492 if (kill_x != -1 || kill_y != -1)
5494 if (IS_PLAYER(good_x, good_y))
5496 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
5498 if (player->shield_active_time_left > 0)
5499 Bang(kill_x, kill_y);
5500 else if (!PLAYER_PROTECTED(good_x, good_y))
5504 Bang(good_x, good_y);
5508 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
5510 int i, kill_x = -1, kill_y = -1;
5511 int bad_element = Feld[bad_x][bad_y];
5512 static int test_xy[4][2] =
5519 static int test_dir[4] =
5527 if (bad_element == EL_EXPLODING) /* skip just exploding bad things */
5532 int test_x, test_y, test_move_dir, test_element;
5534 test_x = bad_x + test_xy[i][0];
5535 test_y = bad_y + test_xy[i][1];
5536 if (!IN_LEV_FIELD(test_x, test_y))
5540 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5542 test_element = Feld[test_x][test_y];
5544 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5545 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5547 if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) ||
5548 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
5550 /* good thing is player or penguin that does not move away */
5551 if (IS_PLAYER(test_x, test_y))
5553 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
5555 if (bad_element == EL_ROBOT && player->is_moving)
5556 continue; /* robot does not kill player if he is moving */
5562 else if (test_element == EL_PINGUIN)
5571 if (kill_x != -1 || kill_y != -1)
5573 if (IS_PLAYER(kill_x, kill_y))
5575 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
5578 int dir = player->MovDir;
5579 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5580 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5582 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5583 newx != bad_x && newy != bad_y)
5584 ; /* robot does not kill player if he is moving */
5586 printf("-> %d\n", player->MovDir);
5588 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5589 newx != bad_x && newy != bad_y)
5590 ; /* robot does not kill player if he is moving */
5595 if (player->shield_active_time_left > 0)
5597 else if (!PLAYER_PROTECTED(kill_x, kill_y))
5601 Bang(kill_x, kill_y);
5605 void TestIfHeroTouchesBadThing(int x, int y)
5607 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5610 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
5612 TestIfGoodThingHitsBadThing(x, y, move_dir);
5615 void TestIfBadThingTouchesHero(int x, int y)
5617 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5620 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
5622 TestIfBadThingHitsGoodThing(x, y, move_dir);
5625 void TestIfFriendTouchesBadThing(int x, int y)
5627 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5630 void TestIfBadThingTouchesFriend(int x, int y)
5632 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5635 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
5637 int i, kill_x = bad_x, kill_y = bad_y;
5638 static int xy[4][2] =
5650 x = bad_x + xy[i][0];
5651 y = bad_y + xy[i][1];
5652 if (!IN_LEV_FIELD(x, y))
5655 element = Feld[x][y];
5656 if (IS_AMOEBOID(element) || element == EL_LIFE ||
5657 element == EL_AMOEBING || element == EL_TROPFEN)
5665 if (kill_x != bad_x || kill_y != bad_y)
5669 void KillHero(struct PlayerInfo *player)
5671 int jx = player->jx, jy = player->jy;
5673 if (!player->active)
5676 if (IS_PFORTE(Feld[jx][jy]))
5677 Feld[jx][jy] = EL_LEERRAUM;
5679 /* deactivate shield (else Bang()/Explode() would not work right) */
5680 player->shield_passive_time_left = 0;
5681 player->shield_active_time_left = 0;
5687 static void KillHeroUnlessProtected(int x, int y)
5689 if (!PLAYER_PROTECTED(x, y))
5690 KillHero(PLAYERINFO(x, y));
5693 void BuryHero(struct PlayerInfo *player)
5695 int jx = player->jx, jy = player->jy;
5697 if (!player->active)
5700 PlaySoundLevel(jx, jy, SND_PLAYER_DYING);
5701 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
5703 player->GameOver = TRUE;
5707 void RemoveHero(struct PlayerInfo *player)
5709 int jx = player->jx, jy = player->jy;
5710 int i, found = FALSE;
5712 player->present = FALSE;
5713 player->active = FALSE;
5715 if (!ExplodeField[jx][jy])
5716 StorePlayer[jx][jy] = 0;
5718 for (i=0; i<MAX_PLAYERS; i++)
5719 if (stored_player[i].active)
5723 AllPlayersGone = TRUE;
5729 int DigField(struct PlayerInfo *player,
5730 int x, int y, int real_dx, int real_dy, int mode)
5732 int jx = player->jx, jy = player->jy;
5733 int dx = x - jx, dy = y - jy;
5734 int move_direction = (dx == -1 ? MV_LEFT :
5735 dx == +1 ? MV_RIGHT :
5737 dy == +1 ? MV_DOWN : MV_NO_MOVING);
5740 if (player->MovPos == 0)
5741 player->Pushing = FALSE;
5743 if (mode == DF_NO_PUSH)
5745 player->Switching = FALSE;
5746 player->push_delay = 0;
5747 return MF_NO_ACTION;
5750 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
5751 return MF_NO_ACTION;
5753 if (IS_TUBE(Feld[jx][jy]))
5756 int tube_leave_directions[][2] =
5758 { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5759 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5760 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5761 { EL_TUBE_VERT_LEFT, MV_LEFT | MV_UP | MV_DOWN },
5762 { EL_TUBE_VERT_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
5763 { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_UP },
5764 { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
5765 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
5766 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
5767 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
5768 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
5769 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
5772 while (tube_leave_directions[i][0] != Feld[jx][jy])
5775 if (tube_leave_directions[i][0] == -1) /* should not happen */
5779 if (!(tube_leave_directions[i][1] & move_direction))
5780 return MF_NO_ACTION; /* tube has no opening in this direction */
5783 element = Feld[x][y];
5789 case EL_SAND_INVISIBLE:
5790 case EL_TRAP_INACTIVE:
5794 PlaySoundLevelElementAction(x, y, element, SND_ACTION_DIGGING);
5798 case EL_EDELSTEIN_BD:
5799 case EL_EDELSTEIN_GELB:
5800 case EL_EDELSTEIN_ROT:
5801 case EL_EDELSTEIN_LILA:
5803 case EL_SP_INFOTRON:
5807 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 :
5808 element == EL_PEARL ? 5 :
5809 element == EL_CRYSTAL ? 8 : 1);
5810 if (local_player->gems_still_needed < 0)
5811 local_player->gems_still_needed = 0;
5812 RaiseScoreElement(element);
5813 DrawText(DX_EMERALDS, DY_EMERALDS,
5814 int2str(local_player->gems_still_needed, 3),
5815 FS_SMALL, FC_YELLOW);
5816 PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING);
5821 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
5822 PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
5826 Feld[x][y] = EL_LEERRAUM;
5827 PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
5835 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5837 PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MAX_RIGHT);
5840 case EL_SHIELD_PASSIVE:
5842 player->shield_passive_time_left += 10;
5843 PlaySoundLevel(x, y, SND_SHIELD_PASSIVE_COLLECTING);
5846 case EL_SHIELD_ACTIVE:
5848 player->shield_passive_time_left += 10;
5849 player->shield_active_time_left += 10;
5850 PlaySoundLevel(x, y, SND_SHIELD_ACTIVE_COLLECTING);
5853 case EL_DYNAMITE_INACTIVE:
5854 case EL_SP_DISK_RED:
5857 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5858 DrawText(DX_DYNAMITE, DY_DYNAMITE,
5859 int2str(local_player->dynamite, 3),
5860 FS_SMALL, FC_YELLOW);
5861 PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING);
5864 case EL_DYNABOMB_NR:
5866 player->dynabomb_count++;
5867 player->dynabombs_left++;
5868 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5869 PlaySoundLevel(x, y, SND_DYNABOMB_NR_COLLECTING);
5872 case EL_DYNABOMB_SZ:
5874 player->dynabomb_size++;
5875 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5876 PlaySoundLevel(x, y, SND_DYNABOMB_SZ_COLLECTING);
5879 case EL_DYNABOMB_XL:
5881 player->dynabomb_xl = TRUE;
5882 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5883 PlaySoundLevel(x, y, SND_DYNABOMB_XL_COLLECTING);
5886 case EL_SCHLUESSEL1:
5887 case EL_SCHLUESSEL2:
5888 case EL_SCHLUESSEL3:
5889 case EL_SCHLUESSEL4:
5891 int key_nr = element - EL_SCHLUESSEL1;
5894 player->key[key_nr] = TRUE;
5895 RaiseScoreElement(EL_SCHLUESSEL);
5896 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5897 GFX_SCHLUESSEL1 + key_nr);
5898 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5899 GFX_SCHLUESSEL1 + key_nr);
5900 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
5909 int key_nr = element - EL_EM_KEY_1;
5912 player->key[key_nr] = TRUE;
5913 RaiseScoreElement(EL_SCHLUESSEL);
5914 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5915 GFX_SCHLUESSEL1 + key_nr);
5916 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5917 GFX_SCHLUESSEL1 + key_nr);
5918 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
5923 Feld[x][y] = EL_ABLENK_EIN;
5926 DrawLevelField(x, y);
5927 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
5931 case EL_SP_TERMINAL:
5935 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
5937 for (yy=0; yy<lev_fieldy; yy++)
5939 for (xx=0; xx<lev_fieldx; xx++)
5941 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
5943 else if (Feld[xx][yy] == EL_SP_TERMINAL)
5944 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
5952 case EL_BELT1_SWITCH_LEFT:
5953 case EL_BELT1_SWITCH_MIDDLE:
5954 case EL_BELT1_SWITCH_RIGHT:
5955 case EL_BELT2_SWITCH_LEFT:
5956 case EL_BELT2_SWITCH_MIDDLE:
5957 case EL_BELT2_SWITCH_RIGHT:
5958 case EL_BELT3_SWITCH_LEFT:
5959 case EL_BELT3_SWITCH_MIDDLE:
5960 case EL_BELT3_SWITCH_RIGHT:
5961 case EL_BELT4_SWITCH_LEFT:
5962 case EL_BELT4_SWITCH_MIDDLE:
5963 case EL_BELT4_SWITCH_RIGHT:
5964 if (!player->Switching)
5966 player->Switching = TRUE;
5967 ToggleBeltSwitch(x, y);
5968 PlaySoundLevel(x, y, SND_CONVEYOR_BELT_SWITCH_ACTIVATING);
5973 case EL_SWITCHGATE_SWITCH_1:
5974 case EL_SWITCHGATE_SWITCH_2:
5975 if (!player->Switching)
5977 player->Switching = TRUE;
5978 ToggleSwitchgateSwitch(x, y);
5979 PlaySoundLevel(x, y, SND_SWITCHGATE_SWITCH_ACTIVATING);
5984 case EL_LIGHT_SWITCH_OFF:
5985 case EL_LIGHT_SWITCH_ON:
5986 if (!player->Switching)
5988 player->Switching = TRUE;
5989 ToggleLightSwitch(x, y);
5990 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH_OFF ?
5991 SND_LIGHT_SWITCH_ACTIVATING :
5992 SND_LIGHT_SWITCH_DEACTIVATING);
5997 case EL_TIMEGATE_SWITCH_OFF:
5998 ActivateTimegateSwitch(x, y);
5999 PlaySoundLevel(x, y, SND_TIMEGATE_WHEEL_ACTIVATING);
6004 case EL_BALLOON_SEND_LEFT:
6005 case EL_BALLOON_SEND_RIGHT:
6006 case EL_BALLOON_SEND_UP:
6007 case EL_BALLOON_SEND_DOWN:
6008 case EL_BALLOON_SEND_ANY:
6009 if (element == EL_BALLOON_SEND_ANY)
6010 game.balloon_dir = move_direction;
6012 game.balloon_dir = (element == EL_BALLOON_SEND_LEFT ? MV_LEFT :
6013 element == EL_BALLOON_SEND_RIGHT ? MV_RIGHT :
6014 element == EL_BALLOON_SEND_UP ? MV_UP :
6015 element == EL_BALLOON_SEND_DOWN ? MV_DOWN :
6017 PlaySoundLevel(x, y, SND_BALLOON_SWITCH_ACTIVATING);
6023 if (local_player->gems_still_needed > 0)
6024 return MF_NO_ACTION;
6026 player->LevelSolved = player->GameOver = TRUE;
6027 PlaySoundStereo(SND_SP_EXIT_ENTERING, SOUND_MAX_RIGHT);
6030 /* the following elements cannot be pushed by "snapping" */
6031 case EL_FELSBROCKEN:
6033 case EL_DX_SUPABOMB:
6037 case EL_SP_DISK_ORANGE:
6039 if (mode == DF_SNAP)
6040 return MF_NO_ACTION;
6041 /* no "break" -- fall through to next case */
6042 /* the following elements can be pushed by "snapping" */
6045 return MF_NO_ACTION;
6047 player->Pushing = TRUE;
6049 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6050 return MF_NO_ACTION;
6054 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6055 return MF_NO_ACTION;
6058 if (player->push_delay == 0)
6059 player->push_delay = FrameCounter;
6061 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6062 !tape.playing && element != EL_SPRING)
6063 return MF_NO_ACTION;
6065 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6066 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6067 element != EL_SPRING)
6068 return MF_NO_ACTION;
6071 if (mode == DF_SNAP)
6073 InitMovingField(x, y, move_direction);
6074 ContinueMoving(x, y);
6079 Feld[x+dx][y+dy] = element;
6082 if (element == EL_SPRING)
6084 Feld[x+dx][y+dy] = EL_SPRING_MOVING;
6085 MovDir[x+dx][y+dy] = move_direction;
6088 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
6090 DrawLevelField(x+dx, y+dy);
6091 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING);
6098 if (!player->key[element - EL_PFORTE1])
6099 return MF_NO_ACTION;
6106 if (!player->key[element - EL_PFORTE1X])
6107 return MF_NO_ACTION;
6114 if (!player->key[element - EL_EM_GATE_1])
6115 return MF_NO_ACTION;
6116 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6117 return MF_NO_ACTION;
6119 /* automatically move to the next field with double speed */
6120 player->programmed_action = move_direction;
6121 DOUBLE_PLAYER_SPEED(player);
6123 PlaySoundLevel(x, y, SND_GATE_PASSING);
6130 if (!player->key[element - EL_EM_GATE_1X])
6131 return MF_NO_ACTION;
6132 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6133 return MF_NO_ACTION;
6135 /* automatically move to the next field with double speed */
6136 player->programmed_action = move_direction;
6137 DOUBLE_PLAYER_SPEED(player);
6139 PlaySoundLevel(x, y, SND_GATE_PASSING);
6142 case EL_SWITCHGATE_OPEN:
6143 case EL_TIMEGATE_OPEN:
6144 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6145 return MF_NO_ACTION;
6147 /* automatically move to the next field with double speed */
6148 player->programmed_action = move_direction;
6149 DOUBLE_PLAYER_SPEED(player);
6151 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PASSING);
6154 case EL_SP_PORT1_LEFT:
6155 case EL_SP_PORT2_LEFT:
6156 case EL_SP_PORT1_RIGHT:
6157 case EL_SP_PORT2_RIGHT:
6158 case EL_SP_PORT1_UP:
6159 case EL_SP_PORT2_UP:
6160 case EL_SP_PORT1_DOWN:
6161 case EL_SP_PORT2_DOWN:
6166 element != EL_SP_PORT1_LEFT &&
6167 element != EL_SP_PORT2_LEFT &&
6168 element != EL_SP_PORT_X &&
6169 element != EL_SP_PORT_XY) ||
6171 element != EL_SP_PORT1_RIGHT &&
6172 element != EL_SP_PORT2_RIGHT &&
6173 element != EL_SP_PORT_X &&
6174 element != EL_SP_PORT_XY) ||
6176 element != EL_SP_PORT1_UP &&
6177 element != EL_SP_PORT2_UP &&
6178 element != EL_SP_PORT_Y &&
6179 element != EL_SP_PORT_XY) ||
6181 element != EL_SP_PORT1_DOWN &&
6182 element != EL_SP_PORT2_DOWN &&
6183 element != EL_SP_PORT_Y &&
6184 element != EL_SP_PORT_XY) ||
6185 !IN_LEV_FIELD(x + dx, y + dy) ||
6186 !IS_FREE(x + dx, y + dy))
6187 return MF_NO_ACTION;
6189 /* automatically move to the next field with double speed */
6190 player->programmed_action = move_direction;
6191 DOUBLE_PLAYER_SPEED(player);
6193 PlaySoundLevel(x, y, SND_SP_PORT_PASSING);
6197 case EL_TUBE_VERTICAL:
6198 case EL_TUBE_HORIZONTAL:
6199 case EL_TUBE_VERT_LEFT:
6200 case EL_TUBE_VERT_RIGHT:
6201 case EL_TUBE_HORIZ_UP:
6202 case EL_TUBE_HORIZ_DOWN:
6203 case EL_TUBE_LEFT_UP:
6204 case EL_TUBE_LEFT_DOWN:
6205 case EL_TUBE_RIGHT_UP:
6206 case EL_TUBE_RIGHT_DOWN:
6209 int tube_enter_directions[][2] =
6211 { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6212 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6213 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6214 { EL_TUBE_VERT_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
6215 { EL_TUBE_VERT_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
6216 { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
6217 { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
6218 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
6219 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
6220 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
6221 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
6222 { -1, MV_NO_MOVING }
6225 while (tube_enter_directions[i][0] != element)
6228 if (tube_enter_directions[i][0] == -1) /* should not happen */
6232 if (!(tube_enter_directions[i][1] & move_direction))
6233 return MF_NO_ACTION; /* tube has no opening in this direction */
6235 PlaySoundLevel(x, y, SND_TUBE_PASSING);
6240 case EL_AUSGANG_ACT:
6241 /* door is not (yet) open */
6242 return MF_NO_ACTION;
6245 case EL_AUSGANG_AUF:
6246 if (mode == DF_SNAP)
6247 return MF_NO_ACTION;
6249 PlaySoundLevel(x, y, SND_EXIT_ENTERING);
6254 Feld[x][y] = EL_BIRNE_EIN;
6255 local_player->lights_still_needed--;
6256 DrawLevelField(x, y);
6257 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
6262 Feld[x][y] = EL_ZEIT_LEER;
6264 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
6265 DrawLevelField(x, y);
6266 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MAX_RIGHT);
6270 case EL_SOKOBAN_FELD_LEER:
6273 case EL_SOKOBAN_OBJEKT:
6274 case EL_SOKOBAN_FELD_VOLL:
6276 case EL_SP_DISK_YELLOW:
6278 if (mode == DF_SNAP)
6279 return MF_NO_ACTION;
6281 player->Pushing = TRUE;
6283 if (!IN_LEV_FIELD(x+dx, y+dy)
6284 || (!IS_FREE(x+dx, y+dy)
6285 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
6286 || !IS_SB_ELEMENT(element))))
6287 return MF_NO_ACTION;
6291 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6292 return MF_NO_ACTION;
6294 else if (dy && real_dx)
6296 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
6297 return MF_NO_ACTION;
6300 if (player->push_delay == 0)
6301 player->push_delay = FrameCounter;
6303 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6304 !tape.playing && element != EL_BALLOON)
6305 return MF_NO_ACTION;
6307 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6308 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6309 element != EL_BALLOON)
6310 return MF_NO_ACTION;
6313 if (IS_SB_ELEMENT(element))
6315 if (element == EL_SOKOBAN_FELD_VOLL)
6317 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
6318 local_player->sokobanfields_still_needed++;
6323 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
6325 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
6326 local_player->sokobanfields_still_needed--;
6327 if (element == EL_SOKOBAN_OBJEKT)
6328 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_FILLING);
6330 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6334 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
6335 if (element == EL_SOKOBAN_FELD_VOLL)
6336 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_CLEARING);
6338 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6344 Feld[x+dx][y+dy] = element;
6345 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING);
6348 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
6350 DrawLevelField(x, y);
6351 DrawLevelField(x+dx, y+dy);
6353 if (IS_SB_ELEMENT(element) &&
6354 local_player->sokobanfields_still_needed == 0 &&
6355 game.emulation == EMU_SOKOBAN)
6357 player->LevelSolved = player->GameOver = TRUE;
6358 PlaySoundLevel(x, y, SND_SOKOBAN_GAME_SOLVING);
6369 return MF_NO_ACTION;
6372 player->push_delay = 0;
6377 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
6379 int jx = player->jx, jy = player->jy;
6380 int x = jx + dx, y = jy + dy;
6382 if (!player->active || !IN_LEV_FIELD(x, y))
6390 if (player->MovPos == 0)
6391 player->Pushing = FALSE;
6393 player->snapped = FALSE;
6397 if (player->snapped)
6400 player->MovDir = (dx < 0 ? MV_LEFT :
6403 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6405 if (!DigField(player, x, y, 0, 0, DF_SNAP))
6408 player->snapped = TRUE;
6409 DrawLevelField(x, y);
6415 boolean PlaceBomb(struct PlayerInfo *player)
6417 int jx = player->jx, jy = player->jy;
6420 if (!player->active || player->MovPos)
6423 element = Feld[jx][jy];
6425 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
6426 IS_ACTIVE_BOMB(element) || element == EL_EXPLODING)
6429 if (element != EL_LEERRAUM)
6430 Store[jx][jy] = element;
6432 if (player->dynamite)
6434 Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
6435 MovDelay[jx][jy] = 96;
6437 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6438 FS_SMALL, FC_YELLOW);
6439 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6441 if (game.emulation == EMU_SUPAPLEX)
6442 DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
6444 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
6447 PlaySoundLevel(jx, jy, SND_DYNAMITE_PLACING);
6451 Feld[jx][jy] = EL_DYNABOMB_ACTIVE_1 + (player->element_nr - EL_SPIELER1);
6452 MovDelay[jx][jy] = 96;
6453 player->dynabombs_left--;
6454 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6455 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
6457 PlaySoundLevel(jx, jy, SND_DYNABOMB_PLACING);
6463 void PlaySoundLevel(int x, int y, int nr)
6465 static int loop_sound_frame[NUM_SOUND_EFFECTS];
6466 static int loop_sound_volume[NUM_SOUND_EFFECTS];
6467 int sx = SCREENX(x), sy = SCREENY(y);
6468 int volume, stereo_position;
6469 int max_distance = 8;
6470 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
6472 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
6473 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
6476 if (!IN_LEV_FIELD(x, y) ||
6477 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
6478 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
6481 volume = SOUND_MAX_VOLUME;
6483 if (!IN_SCR_FIELD(sx, sy))
6485 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
6486 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
6488 volume -= volume * (dx > dy ? dx : dy) / max_distance;
6491 stereo_position = (SOUND_MAX_LEFT +
6492 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
6493 (SCR_FIELDX + 2 * max_distance));
6495 if (IS_LOOP_SOUND(nr))
6497 /* This assures that quieter loop sounds do not overwrite louder ones,
6498 while restarting sound volume comparison with each new game frame. */
6500 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
6503 loop_sound_volume[nr] = volume;
6504 loop_sound_frame[nr] = FrameCounter;
6507 PlaySoundExt(nr, volume, stereo_position, type);
6510 void PlaySoundLevelAction(int x, int y, int sound_action)
6512 PlaySoundLevelElementAction(x, y, Feld[x][y], sound_action);
6515 void PlaySoundLevelElementAction(int x, int y, int element, int sound_action)
6517 int sound_effect = element_action_sound[element][sound_action];
6519 if (sound_effect != -1)
6520 PlaySoundLevel(x, y, sound_effect);
6523 void RaiseScore(int value)
6525 local_player->score += value;
6526 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
6527 FS_SMALL, FC_YELLOW);
6530 void RaiseScoreElement(int element)
6535 case EL_EDELSTEIN_BD:
6536 case EL_EDELSTEIN_GELB:
6537 case EL_EDELSTEIN_ROT:
6538 case EL_EDELSTEIN_LILA:
6539 RaiseScore(level.score[SC_EDELSTEIN]);
6542 RaiseScore(level.score[SC_DIAMANT]);
6546 RaiseScore(level.score[SC_KAEFER]);
6550 RaiseScore(level.score[SC_FLIEGER]);
6554 RaiseScore(level.score[SC_MAMPFER]);
6557 RaiseScore(level.score[SC_ROBOT]);
6560 RaiseScore(level.score[SC_PACMAN]);
6563 RaiseScore(level.score[SC_KOKOSNUSS]);
6565 case EL_DYNAMITE_INACTIVE:
6566 RaiseScore(level.score[SC_DYNAMIT]);
6569 RaiseScore(level.score[SC_SCHLUESSEL]);
6576 void RequestQuitGame(boolean ask_if_really_quit)
6578 if (AllPlayersGone ||
6579 !ask_if_really_quit ||
6580 level_editor_test_game ||
6581 Request("Do you really want to quit the game ?",
6582 REQ_ASK | REQ_STAY_CLOSED))
6584 #if defined(PLATFORM_UNIX)
6585 if (options.network)
6586 SendToServer_StopPlaying();
6590 game_status = MAINMENU;
6596 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
6601 /* ---------- new game button stuff ---------------------------------------- */
6603 /* graphic position values for game buttons */
6604 #define GAME_BUTTON_XSIZE 30
6605 #define GAME_BUTTON_YSIZE 30
6606 #define GAME_BUTTON_XPOS 5
6607 #define GAME_BUTTON_YPOS 215
6608 #define SOUND_BUTTON_XPOS 5
6609 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
6611 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6612 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6613 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6614 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6615 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6616 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6623 } gamebutton_info[NUM_GAME_BUTTONS] =
6626 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
6631 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
6636 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
6641 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
6642 SOUND_CTRL_ID_MUSIC,
6643 "background music on/off"
6646 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
6647 SOUND_CTRL_ID_LOOPS,
6648 "sound loops on/off"
6651 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
6652 SOUND_CTRL_ID_SIMPLE,
6653 "normal sounds on/off"
6657 void CreateGameButtons()
6661 for (i=0; i<NUM_GAME_BUTTONS; i++)
6663 Bitmap *gd_bitmap = pix[PIX_DOOR];
6664 struct GadgetInfo *gi;
6667 unsigned long event_mask;
6668 int gd_xoffset, gd_yoffset;
6669 int gd_x1, gd_x2, gd_y1, gd_y2;
6672 gd_xoffset = gamebutton_info[i].x;
6673 gd_yoffset = gamebutton_info[i].y;
6674 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
6675 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
6677 if (id == GAME_CTRL_ID_STOP ||
6678 id == GAME_CTRL_ID_PAUSE ||
6679 id == GAME_CTRL_ID_PLAY)
6681 button_type = GD_TYPE_NORMAL_BUTTON;
6683 event_mask = GD_EVENT_RELEASED;
6684 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6685 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6689 button_type = GD_TYPE_CHECK_BUTTON;
6691 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
6692 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
6693 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
6694 event_mask = GD_EVENT_PRESSED;
6695 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
6696 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6699 gi = CreateGadget(GDI_CUSTOM_ID, id,
6700 GDI_INFO_TEXT, gamebutton_info[i].infotext,
6701 GDI_X, DX + gd_xoffset,
6702 GDI_Y, DY + gd_yoffset,
6703 GDI_WIDTH, GAME_BUTTON_XSIZE,
6704 GDI_HEIGHT, GAME_BUTTON_YSIZE,
6705 GDI_TYPE, button_type,
6706 GDI_STATE, GD_BUTTON_UNPRESSED,
6707 GDI_CHECKED, checked,
6708 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
6709 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
6710 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
6711 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
6712 GDI_EVENT_MASK, event_mask,
6713 GDI_CALLBACK_ACTION, HandleGameButtons,
6717 Error(ERR_EXIT, "cannot create gadget");
6719 game_gadget[id] = gi;
6723 static void MapGameButtons()
6727 for (i=0; i<NUM_GAME_BUTTONS; i++)
6728 MapGadget(game_gadget[i]);
6731 void UnmapGameButtons()
6735 for (i=0; i<NUM_GAME_BUTTONS; i++)
6736 UnmapGadget(game_gadget[i]);
6739 static void HandleGameButtons(struct GadgetInfo *gi)
6741 int id = gi->custom_id;
6743 if (game_status != PLAYING)
6748 case GAME_CTRL_ID_STOP:
6749 RequestQuitGame(TRUE);
6752 case GAME_CTRL_ID_PAUSE:
6753 if (options.network)
6755 #if defined(PLATFORM_UNIX)
6757 SendToServer_ContinuePlaying();
6759 SendToServer_PausePlaying();
6763 TapeTogglePause(TAPE_TOGGLE_MANUAL);
6766 case GAME_CTRL_ID_PLAY:
6769 #if defined(PLATFORM_UNIX)
6770 if (options.network)
6771 SendToServer_ContinuePlaying();
6775 tape.pausing = FALSE;
6776 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
6781 case SOUND_CTRL_ID_MUSIC:
6782 if (setup.sound_music)
6784 setup.sound_music = FALSE;
6787 else if (audio.music_available)
6789 setup.sound = setup.sound_music = TRUE;
6790 PlayMusic(level_nr);
6794 case SOUND_CTRL_ID_LOOPS:
6795 if (setup.sound_loops)
6796 setup.sound_loops = FALSE;
6797 else if (audio.loops_available)
6798 setup.sound = setup.sound_loops = TRUE;
6801 case SOUND_CTRL_ID_SIMPLE:
6802 if (setup.sound_simple)
6803 setup.sound_simple = FALSE;
6804 else if (audio.sound_available)
6805 setup.sound = setup.sound_simple = TRUE;