1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2001 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MoveFigure() */
36 #define MF_NO_ACTION 0
40 /* for ScrollFigure() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_NO_EXPLOSION 0
51 /* special positions in the game control window (relative to control window) */
54 #define XX_EMERALDS 29
55 #define YY_EMERALDS 54
56 #define XX_DYNAMITE 29
57 #define YY_DYNAMITE 89
65 /* special positions in the game control window (relative to main window) */
66 #define DX_LEVEL (DX + XX_LEVEL)
67 #define DY_LEVEL (DY + YY_LEVEL)
68 #define DX_EMERALDS (DX + XX_EMERALDS)
69 #define DY_EMERALDS (DY + YY_EMERALDS)
70 #define DX_DYNAMITE (DX + XX_DYNAMITE)
71 #define DY_DYNAMITE (DY + YY_DYNAMITE)
72 #define DX_KEYS (DX + XX_KEYS)
73 #define DY_KEYS (DY + YY_KEYS)
74 #define DX_SCORE (DX + XX_SCORE)
75 #define DY_SCORE (DY + YY_SCORE)
76 #define DX_TIME (DX + XX_TIME)
77 #define DY_TIME (DY + YY_TIME)
79 #define IS_LOOP_SOUND(s) ((s) == SND_BD_MAGIC_WALL_RUNNING || \
80 (s) == SND_BD_BUTTERFLY_MOVING || \
81 (s) == SND_BD_FIREFLY_MOVING || \
82 (s) == SND_SP_SNIKSNAK_MOVING || \
83 (s) == SND_SP_ELECTRON_MOVING || \
84 (s) == SND_DYNAMITE_BURNING || \
85 (s) == SND_BUG_MOVING || \
86 (s) == SND_SPACESHIP_MOVING || \
87 (s) == SND_YAMYAM_MOVING || \
88 (s) == SND_YAMYAM_WAITING || \
89 (s) == SND_ROBOT_WHEEL_RUNNING || \
90 (s) == SND_MAGIC_WALL_RUNNING || \
91 (s) == SND_BALLOON_MOVING || \
92 (s) == SND_MOLE_MOVING || \
93 (s) == SND_TIMEGATE_WHEEL_RUNNING || \
94 (s) == SND_CONVEYOR_BELT_RUNNING || \
95 (s) == SND_DYNABOMB_BURNING || \
96 (s) == SND_PACMAN_MOVING || \
97 (s) == SND_PENGUIN_MOVING || \
98 (s) == SND_PIG_MOVING || \
99 (s) == SND_DRAGON_MOVING || \
100 (s) == SND_DRAGON_BREATHING_FIRE)
102 /* values for player movement speed (which is in fact a delay value) */
103 #define MOVE_DELAY_NORMAL_SPEED 8
104 #define MOVE_DELAY_HIGH_SPEED 4
106 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
107 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
108 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
109 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
111 /* game button identifiers */
112 #define GAME_CTRL_ID_STOP 0
113 #define GAME_CTRL_ID_PAUSE 1
114 #define GAME_CTRL_ID_PLAY 2
115 #define SOUND_CTRL_ID_MUSIC 3
116 #define SOUND_CTRL_ID_LOOPS 4
117 #define SOUND_CTRL_ID_SIMPLE 5
119 #define NUM_GAME_BUTTONS 6
121 /* forward declaration for internal use */
122 static void CloseAllOpenTimegates(void);
123 static void CheckGravityMovement(struct PlayerInfo *);
124 static void KillHeroUnlessProtected(int, int);
126 static void MapGameButtons();
127 static void HandleGameButtons(struct GadgetInfo *);
129 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
135 static unsigned int getStateCheckSum(int counter)
138 unsigned int mult = 1;
139 unsigned int checksum = 0;
141 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
143 static boolean first_game = TRUE;
145 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
151 lastFeld[x][y] = Feld[x][y];
152 else if (lastFeld[x][y] != Feld[x][y])
153 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
154 x, y, lastFeld[x][y], Feld[x][y]);
158 checksum += mult++ * Ur[x][y];
159 checksum += mult++ * Feld[x][y];
162 checksum += mult++ * MovPos[x][y];
163 checksum += mult++ * MovDir[x][y];
164 checksum += mult++ * MovDelay[x][y];
165 checksum += mult++ * Store[x][y];
166 checksum += mult++ * Store2[x][y];
167 checksum += mult++ * StorePlayer[x][y];
168 checksum += mult++ * Frame[x][y];
169 checksum += mult++ * AmoebaNr[x][y];
170 checksum += mult++ * JustStopped[x][y];
171 checksum += mult++ * Stop[x][y];
175 if (counter == 3 && first_game)
186 void GetPlayerConfig()
188 if (!audio.sound_available)
191 if (!audio.loops_available)
192 setup.sound_loops = FALSE;
194 if (!audio.music_available)
195 setup.sound_music = FALSE;
197 if (!video.fullscreen_available)
198 setup.fullscreen = FALSE;
200 setup.sound_simple = setup.sound;
202 SetAudioMode(setup.sound);
206 static int getBeltNrFromElement(int element)
208 return (element < EL_BELT2_LEFT ? 0 :
209 element < EL_BELT3_LEFT ? 1 :
210 element < EL_BELT4_LEFT ? 2 : 3);
213 static int getBeltNrFromSwitchElement(int element)
215 return (element < EL_BELT2_SWITCH_LEFT ? 0 :
216 element < EL_BELT3_SWITCH_LEFT ? 1 :
217 element < EL_BELT4_SWITCH_LEFT ? 2 : 3);
220 static int getBeltDirNrFromSwitchElement(int element)
222 static int belt_base_element[4] =
224 EL_BELT1_SWITCH_LEFT,
225 EL_BELT2_SWITCH_LEFT,
226 EL_BELT3_SWITCH_LEFT,
230 int belt_nr = getBeltNrFromSwitchElement(element);
231 int belt_dir_nr = element - belt_base_element[belt_nr];
233 return (belt_dir_nr % 3);
236 static int getBeltDirFromSwitchElement(int element)
238 static int belt_move_dir[3] =
245 int belt_dir_nr = getBeltDirNrFromSwitchElement(element);
247 return belt_move_dir[belt_dir_nr];
250 static void InitField(int x, int y, boolean init_game)
257 if (stored_player[0].present)
259 Feld[x][y] = EL_SP_MURPHY_CLONE;
266 Feld[x][y] = EL_SPIELER1;
274 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
275 int jx = player->jx, jy = player->jy;
277 player->present = TRUE;
279 if (!options.network || player->connected)
281 player->active = TRUE;
283 /* remove potentially duplicate players */
284 if (StorePlayer[jx][jy] == Feld[x][y])
285 StorePlayer[jx][jy] = 0;
287 StorePlayer[x][y] = Feld[x][y];
291 printf("Player %d activated.\n", player->element_nr);
292 printf("[Local player is %d and currently %s.]\n",
293 local_player->element_nr,
294 local_player->active ? "active" : "not active");
298 Feld[x][y] = EL_LEERRAUM;
299 player->jx = player->last_jx = x;
300 player->jy = player->last_jy = y;
305 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_SALZSAEURE)
306 Feld[x][y] = EL_BADEWANNE1;
307 else if (x > 0 && Feld[x-1][y] == EL_SALZSAEURE)
308 Feld[x][y] = EL_BADEWANNE2;
309 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE1)
310 Feld[x][y] = EL_BADEWANNE3;
311 else if (y > 0 && Feld[x][y-1] == EL_SALZSAEURE)
312 Feld[x][y] = EL_BADEWANNE4;
313 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE2)
314 Feld[x][y] = EL_BADEWANNE5;
317 case EL_KAEFER_RIGHT:
322 case EL_FLIEGER_RIGHT:
324 case EL_FLIEGER_LEFT:
325 case EL_FLIEGER_DOWN:
327 case EL_BUTTERFLY_RIGHT:
328 case EL_BUTTERFLY_UP:
329 case EL_BUTTERFLY_LEFT:
330 case EL_BUTTERFLY_DOWN:
332 case EL_FIREFLY_RIGHT:
334 case EL_FIREFLY_LEFT:
335 case EL_FIREFLY_DOWN:
337 case EL_PACMAN_RIGHT:
361 if (y == lev_fieldy - 1)
363 Feld[x][y] = EL_AMOEBING;
364 Store[x][y] = EL_AMOEBE_NASS;
368 case EL_DYNAMITE_ACTIVE:
373 local_player->lights_still_needed++;
376 case EL_SOKOBAN_FELD_LEER:
377 local_player->sokobanfields_still_needed++;
381 local_player->friends_still_needed++;
386 MovDir[x][y] = 1 << RND(4);
390 Feld[x][y] = EL_LEERRAUM;
393 case EL_EM_KEY_1_FILE:
394 Feld[x][y] = EL_EM_KEY_1;
396 case EL_EM_KEY_2_FILE:
397 Feld[x][y] = EL_EM_KEY_2;
399 case EL_EM_KEY_3_FILE:
400 Feld[x][y] = EL_EM_KEY_3;
402 case EL_EM_KEY_4_FILE:
403 Feld[x][y] = EL_EM_KEY_4;
406 case EL_BELT1_SWITCH_LEFT:
407 case EL_BELT1_SWITCH_MIDDLE:
408 case EL_BELT1_SWITCH_RIGHT:
409 case EL_BELT2_SWITCH_LEFT:
410 case EL_BELT2_SWITCH_MIDDLE:
411 case EL_BELT2_SWITCH_RIGHT:
412 case EL_BELT3_SWITCH_LEFT:
413 case EL_BELT3_SWITCH_MIDDLE:
414 case EL_BELT3_SWITCH_RIGHT:
415 case EL_BELT4_SWITCH_LEFT:
416 case EL_BELT4_SWITCH_MIDDLE:
417 case EL_BELT4_SWITCH_RIGHT:
420 int belt_nr = getBeltNrFromSwitchElement(Feld[x][y]);
421 int belt_dir = getBeltDirFromSwitchElement(Feld[x][y]);
422 int belt_dir_nr = getBeltDirNrFromSwitchElement(Feld[x][y]);
424 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
426 game.belt_dir[belt_nr] = belt_dir;
427 game.belt_dir_nr[belt_nr] = belt_dir_nr;
429 else /* more than one switch -- set it like the first switch */
431 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
436 case EL_SWITCHGATE_SWITCH_2: /* always start with same switch pos */
438 Feld[x][y] = EL_SWITCHGATE_SWITCH_1;
441 case EL_LIGHT_SWITCH_ON:
443 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
451 void DrawGameDoorValues()
453 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
454 int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
455 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
456 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
457 DrawText(DX + XX_SCORE, DY + YY_SCORE,
458 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
459 DrawText(DX + XX_TIME, DY + YY_TIME,
460 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
466 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
467 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
468 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
471 #if USE_NEW_AMOEBA_CODE
472 printf("Using new amoeba code.\n");
474 printf("Using old amoeba code.\n");
478 /* don't play tapes over network */
479 network_playing = (options.network && !tape.playing);
481 for (i=0; i<MAX_PLAYERS; i++)
483 struct PlayerInfo *player = &stored_player[i];
485 player->index_nr = i;
486 player->element_nr = EL_SPIELER1 + i;
488 player->present = FALSE;
489 player->active = FALSE;
492 player->effective_action = 0;
493 player->programmed_action = 0;
496 player->gems_still_needed = level.gems_needed;
497 player->sokobanfields_still_needed = 0;
498 player->lights_still_needed = 0;
499 player->friends_still_needed = 0;
502 player->key[j] = FALSE;
504 player->dynamite = 0;
505 player->dynabomb_count = 0;
506 player->dynabomb_size = 1;
507 player->dynabombs_left = 0;
508 player->dynabomb_xl = FALSE;
510 player->MovDir = MV_NO_MOVING;
512 player->Pushing = FALSE;
513 player->Switching = FALSE;
517 player->actual_frame_counter = 0;
519 player->frame_reset_delay = 0;
521 player->last_move_dir = MV_NO_MOVING;
522 player->is_moving = FALSE;
524 player->move_delay = -1; /* no initial move delay */
525 player->move_delay_value =
526 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
528 player->push_delay = 0;
529 player->push_delay_value = 5;
531 player->snapped = FALSE;
533 player->last_jx = player->last_jy = 0;
534 player->jx = player->jy = 0;
536 player->shield_passive_time_left = 0;
537 player->shield_active_time_left = 0;
539 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
540 SnapField(player, 0, 0);
542 player->LevelSolved = FALSE;
543 player->GameOver = FALSE;
546 network_player_action_received = FALSE;
548 #if defined(PLATFORM_UNIX)
549 /* initial null action */
551 SendToServer_MovePlayer(MV_NO_MOVING);
559 TimeLeft = level.time;
561 ScreenMovDir = MV_NO_MOVING;
565 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
567 AllPlayersGone = FALSE;
569 game.yam_content_nr = 0;
570 game.magic_wall_active = FALSE;
571 game.magic_wall_time_left = 0;
572 game.light_time_left = 0;
573 game.timegate_time_left = 0;
574 game.switchgate_pos = 0;
575 game.balloon_dir = MV_NO_MOVING;
576 game.explosions_delayed = TRUE;
580 game.belt_dir[i] = MV_NO_MOVING;
581 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
584 for (i=0; i<MAX_NUM_AMOEBA; i++)
585 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
587 for (x=0; x<lev_fieldx; x++)
589 for (y=0; y<lev_fieldy; y++)
591 Feld[x][y] = Ur[x][y];
592 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
593 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
596 JustStopped[x][y] = 0;
598 ExplodeField[x][y] = EX_NO_EXPLOSION;
602 for(y=0; y<lev_fieldy; y++)
604 for(x=0; x<lev_fieldx; x++)
606 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
608 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
610 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
613 InitField(x, y, TRUE);
617 /* correct non-moving belts to start moving left */
619 if (game.belt_dir[i] == MV_NO_MOVING)
620 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
622 /* check if any connected player was not found in playfield */
623 for (i=0; i<MAX_PLAYERS; i++)
625 struct PlayerInfo *player = &stored_player[i];
627 if (player->connected && !player->present)
629 for (j=0; j<MAX_PLAYERS; j++)
631 struct PlayerInfo *some_player = &stored_player[j];
632 int jx = some_player->jx, jy = some_player->jy;
634 /* assign first free player found that is present in the playfield */
635 if (some_player->present && !some_player->connected)
637 player->present = TRUE;
638 player->active = TRUE;
639 some_player->present = FALSE;
641 StorePlayer[jx][jy] = player->element_nr;
642 player->jx = player->last_jx = jx;
643 player->jy = player->last_jy = jy;
653 /* when playing a tape, eliminate all players who do not participate */
655 for (i=0; i<MAX_PLAYERS; i++)
657 if (stored_player[i].active && !tape.player_participates[i])
659 struct PlayerInfo *player = &stored_player[i];
660 int jx = player->jx, jy = player->jy;
662 player->active = FALSE;
663 StorePlayer[jx][jy] = 0;
664 Feld[jx][jy] = EL_LEERRAUM;
668 else if (!options.network && !setup.team_mode) /* && !tape.playing */
670 /* when in single player mode, eliminate all but the first active player */
672 for (i=0; i<MAX_PLAYERS; i++)
674 if (stored_player[i].active)
676 for (j=i+1; j<MAX_PLAYERS; j++)
678 if (stored_player[j].active)
680 struct PlayerInfo *player = &stored_player[j];
681 int jx = player->jx, jy = player->jy;
683 player->active = FALSE;
684 StorePlayer[jx][jy] = 0;
685 Feld[jx][jy] = EL_LEERRAUM;
692 /* when recording the game, store which players take part in the game */
695 for (i=0; i<MAX_PLAYERS; i++)
696 if (stored_player[i].active)
697 tape.player_participates[i] = TRUE;
702 for (i=0; i<MAX_PLAYERS; i++)
704 struct PlayerInfo *player = &stored_player[i];
706 printf("Player %d: present == %d, connected == %d, active == %d.\n",
711 if (local_player == player)
712 printf("Player %d is local player.\n", i+1);
716 game.version = (tape.playing ? tape.game_version : level.game_version);
717 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
718 emulate_sb ? EMU_SOKOBAN :
719 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
721 /* dynamically adjust element properties according to game engine version */
723 static int ep_em_slippery_wall[] =
733 static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall);
735 static int ep_em_slippery_wall_num =
736 sizeof(ep_em_slippery_wall) / sizeof(int);
740 printf("level %d: game.version == %06d\n", level_nr, level.game_version);
741 printf(" file_version == %06d\n", level.file_version);
744 for (i=0; i<ep_em_slippery_wall_num; i++)
747 if (level.em_slippery_gems) /* special EM style gems behaviour */
749 if (game.version >= GAME_VERSION_2_0)
751 Elementeigenschaften2[ep_em_slippery_wall[i]] |=
752 EP_BIT_EM_SLIPPERY_WALL;
754 Elementeigenschaften2[ep_em_slippery_wall[i]] &=
755 ~EP_BIT_EM_SLIPPERY_WALL;
759 if (BorderElement == EL_LEERRAUM)
762 SBX_Right = lev_fieldx - SCR_FIELDX;
764 SBY_Lower = lev_fieldy - SCR_FIELDY;
769 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
771 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
774 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
775 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
777 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
778 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
781 scroll_y = SBY_Upper;
782 if (local_player->jx >= SBX_Left + MIDPOSX)
783 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
784 local_player->jx - MIDPOSX :
786 if (local_player->jy >= SBY_Upper + MIDPOSY)
787 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
788 local_player->jy - MIDPOSY :
791 CloseDoor(DOOR_CLOSE_1);
797 /* after drawing the level, correct some elements */
798 if (game.timegate_time_left == 0)
799 CloseAllOpenTimegates();
801 if (setup.soft_scrolling)
802 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
804 redraw_mask |= REDRAW_FROM_BACKBUFFER;
806 /* copy default game door content to main double buffer */
807 BlitBitmap(pix[PIX_DOOR], drawto,
808 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
811 DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
812 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
815 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
816 int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3);
817 BlitBitmap(drawto, drawto,
818 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
819 FONT5_XSIZE * 3, FONT5_YSIZE - 1,
820 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
824 DrawGameDoorValues();
826 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
827 int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
828 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
829 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
830 DrawText(DX + XX_SCORE, DY + YY_SCORE,
831 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
832 DrawText(DX + XX_TIME, DY + YY_TIME,
833 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
838 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
839 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
840 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
844 /* copy actual game door content to door double buffer for OpenDoor() */
845 BlitBitmap(drawto, pix[PIX_DB_DOOR],
846 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
848 OpenDoor(DOOR_OPEN_ALL);
850 if (setup.sound_music)
853 KeyboardAutoRepeatOff();
858 printf("Player %d %sactive.\n",
859 i + 1, (stored_player[i].active ? "" : "not "));
863 void InitMovDir(int x, int y)
865 int i, element = Feld[x][y];
866 static int xy[4][2] =
873 static int direction[3][4] =
875 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
876 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
877 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
882 case EL_KAEFER_RIGHT:
886 Feld[x][y] = EL_KAEFER;
887 MovDir[x][y] = direction[0][element - EL_KAEFER_RIGHT];
890 case EL_FLIEGER_RIGHT:
892 case EL_FLIEGER_LEFT:
893 case EL_FLIEGER_DOWN:
894 Feld[x][y] = EL_FLIEGER;
895 MovDir[x][y] = direction[0][element - EL_FLIEGER_RIGHT];
898 case EL_BUTTERFLY_RIGHT:
899 case EL_BUTTERFLY_UP:
900 case EL_BUTTERFLY_LEFT:
901 case EL_BUTTERFLY_DOWN:
902 Feld[x][y] = EL_BUTTERFLY;
903 MovDir[x][y] = direction[0][element - EL_BUTTERFLY_RIGHT];
906 case EL_FIREFLY_RIGHT:
908 case EL_FIREFLY_LEFT:
909 case EL_FIREFLY_DOWN:
910 Feld[x][y] = EL_FIREFLY;
911 MovDir[x][y] = direction[0][element - EL_FIREFLY_RIGHT];
914 case EL_PACMAN_RIGHT:
918 Feld[x][y] = EL_PACMAN;
919 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
923 MovDir[x][y] = MV_UP;
927 MovDir[x][y] = MV_LEFT;
934 Feld[x][y] = EL_MOLE;
935 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
939 MovDir[x][y] = 1 << RND(4);
940 if (element != EL_KAEFER &&
941 element != EL_FLIEGER &&
942 element != EL_BUTTERFLY &&
943 element != EL_FIREFLY)
948 int x1 = x + xy[i][0];
949 int y1 = y + xy[i][1];
951 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
953 if (element == EL_KAEFER || element == EL_BUTTERFLY)
955 MovDir[x][y] = direction[0][i];
958 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
959 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
961 MovDir[x][y] = direction[1][i];
970 void InitAmoebaNr(int x, int y)
973 int group_nr = AmoebeNachbarNr(x, y);
977 for (i=1; i<MAX_NUM_AMOEBA; i++)
979 if (AmoebaCnt[i] == 0)
987 AmoebaNr[x][y] = group_nr;
988 AmoebaCnt[group_nr]++;
989 AmoebaCnt2[group_nr]++;
995 boolean raise_level = FALSE;
997 if (local_player->MovPos)
1000 local_player->LevelSolved = FALSE;
1004 if (!tape.playing && setup.sound_loops)
1005 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, PSND_MAX_VOLUME, PSND_MAX_RIGHT,
1010 if (!tape.playing && !setup.sound_loops)
1011 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, PSND_MAX_RIGHT);
1012 if (TimeLeft > 0 && !(TimeLeft % 10))
1013 RaiseScore(level.score[SC_ZEITBONUS]);
1014 if (TimeLeft > 100 && !(TimeLeft % 10))
1018 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
1025 if (!tape.playing && setup.sound_loops)
1026 StopSound(SND_GAME_LEVELTIME_BONUS);
1028 else if (level.time == 0) /* level without time limit */
1030 if (!tape.playing && setup.sound_loops)
1031 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, PSND_MAX_VOLUME, PSND_MAX_RIGHT,
1034 while(TimePlayed < 999)
1036 if (!tape.playing && !setup.sound_loops)
1037 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, PSND_MAX_RIGHT);
1038 if (TimePlayed < 999 && !(TimePlayed % 10))
1039 RaiseScore(level.score[SC_ZEITBONUS]);
1040 if (TimePlayed < 900 && !(TimePlayed % 10))
1044 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
1051 if (!tape.playing && setup.sound_loops)
1052 StopSound(SND_GAME_LEVELTIME_BONUS);
1059 /* Hero disappears */
1060 DrawLevelField(ExitX, ExitY);
1066 CloseDoor(DOOR_CLOSE_1);
1071 SaveTape(tape.level_nr); /* Ask to save tape */
1074 if (level_nr == leveldir_current->handicap_level)
1076 leveldir_current->handicap_level++;
1077 SaveLevelSetup_SeriesInfo();
1080 if (level_editor_test_game)
1081 local_player->score = -1; /* no highscore when playing from editor */
1082 else if (level_nr < leveldir_current->last_level)
1083 raise_level = TRUE; /* advance to next level */
1085 if ((hi_pos = NewHiScore()) >= 0)
1087 game_status = HALLOFFAME;
1088 DrawHallOfFame(hi_pos);
1097 game_status = MAINMENU;
1114 LoadScore(level_nr);
1116 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1117 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1120 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1122 if (local_player->score > highscore[k].Score)
1124 /* player has made it to the hall of fame */
1126 if (k < MAX_SCORE_ENTRIES - 1)
1128 int m = MAX_SCORE_ENTRIES - 1;
1131 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1132 if (!strcmp(setup.player_name, highscore[l].Name))
1134 if (m == k) /* player's new highscore overwrites his old one */
1140 strcpy(highscore[l].Name, highscore[l - 1].Name);
1141 highscore[l].Score = highscore[l - 1].Score;
1148 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1149 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1150 highscore[k].Score = local_player->score;
1156 else if (!strncmp(setup.player_name, highscore[k].Name,
1157 MAX_PLAYER_NAME_LEN))
1158 break; /* player already there with a higher score */
1164 SaveScore(level_nr);
1169 void InitMovingField(int x, int y, int direction)
1171 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1172 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1174 MovDir[x][y] = direction;
1175 MovDir[newx][newy] = direction;
1176 if (Feld[newx][newy] == EL_LEERRAUM)
1177 Feld[newx][newy] = EL_BLOCKED;
1180 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1182 int direction = MovDir[x][y];
1183 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1184 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1190 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1192 int oldx = x, oldy = y;
1193 int direction = MovDir[x][y];
1195 if (direction == MV_LEFT)
1197 else if (direction == MV_RIGHT)
1199 else if (direction == MV_UP)
1201 else if (direction == MV_DOWN)
1204 *comes_from_x = oldx;
1205 *comes_from_y = oldy;
1208 int MovingOrBlocked2Element(int x, int y)
1210 int element = Feld[x][y];
1212 if (element == EL_BLOCKED)
1216 Blocked2Moving(x, y, &oldx, &oldy);
1217 return Feld[oldx][oldy];
1223 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1225 /* like MovingOrBlocked2Element(), but if element is moving
1226 and (x,y) is the field the moving element is just leaving,
1227 return EL_BLOCKED instead of the element value */
1228 int element = Feld[x][y];
1230 if (IS_MOVING(x, y))
1232 if (element == EL_BLOCKED)
1236 Blocked2Moving(x, y, &oldx, &oldy);
1237 return Feld[oldx][oldy];
1246 static void RemoveField(int x, int y)
1248 Feld[x][y] = EL_LEERRAUM;
1254 void RemoveMovingField(int x, int y)
1256 int oldx = x, oldy = y, newx = x, newy = y;
1258 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1261 if (IS_MOVING(x, y))
1263 Moving2Blocked(x, y, &newx, &newy);
1264 if (Feld[newx][newy] != EL_BLOCKED)
1267 else if (Feld[x][y] == EL_BLOCKED)
1269 Blocked2Moving(x, y, &oldx, &oldy);
1270 if (!IS_MOVING(oldx, oldy))
1274 if (Feld[x][y] == EL_BLOCKED &&
1275 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1276 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1277 Feld[oldx][oldy] == EL_MAGIC_WALL_BD_EMPTYING ||
1278 Feld[oldx][oldy] == EL_AMOEBA_DRIPPING))
1279 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1281 Feld[oldx][oldy] = EL_LEERRAUM;
1283 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1285 Feld[newx][newy] = EL_LEERRAUM;
1286 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1287 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1289 DrawLevelField(oldx, oldy);
1290 DrawLevelField(newx, newy);
1293 void DrawDynamite(int x, int y)
1295 int sx = SCREENX(x), sy = SCREENY(y);
1296 int graphic = el2gfx(Feld[x][y]);
1299 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1303 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
1305 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1307 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
1312 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
1316 if (game.emulation == EMU_SUPAPLEX)
1317 DrawGraphic(sx, sy, GFX_SP_DISK_RED);
1318 else if (Store[x][y])
1319 DrawGraphicThruMask(sx, sy, graphic + phase);
1321 DrawGraphic(sx, sy, graphic + phase);
1324 void CheckDynamite(int x, int y)
1326 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1331 if (!(MovDelay[x][y] % 12))
1332 PlaySoundLevel(x, y, SND_DYNAMITE_BURNING);
1334 if (IS_ACTIVE_BOMB(Feld[x][y]))
1336 int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6);
1338 if (!(MovDelay[x][y] % delay))
1346 StopSound(SND_DYNAMITE_BURNING);
1350 void Explode(int ex, int ey, int phase, int mode)
1353 int num_phase = 9, delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1354 int last_phase = num_phase * delay;
1355 int half_phase = (num_phase / 2) * delay;
1356 int first_phase_after_start = EX_PHASE_START + 1;
1358 if (game.explosions_delayed)
1360 ExplodeField[ex][ey] = mode;
1364 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1366 int center_element = Feld[ex][ey];
1368 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1370 /* put moving element to center field (and let it explode there) */
1371 center_element = MovingOrBlocked2Element(ex, ey);
1372 RemoveMovingField(ex, ey);
1373 Feld[ex][ey] = center_element;
1376 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1380 if (!IN_LEV_FIELD(x, y) ||
1381 ((mode != EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
1382 (x != ex || y != ey)))
1385 element = Feld[x][y];
1387 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1389 element = MovingOrBlocked2Element(x, y);
1390 RemoveMovingField(x, y);
1393 if (IS_MASSIVE(element) || element == EL_BURNING)
1396 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1398 if (IS_ACTIVE_BOMB(element))
1400 /* re-activate things under the bomb like gate or penguin */
1401 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_LEERRAUM);
1408 if (element == EL_EXPLODING)
1409 element = Store2[x][y];
1411 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1413 switch(StorePlayer[ex][ey])
1416 Store[x][y] = EL_EDELSTEIN_ROT;
1419 Store[x][y] = EL_EDELSTEIN;
1422 Store[x][y] = EL_EDELSTEIN_LILA;
1426 Store[x][y] = EL_EDELSTEIN_GELB;
1430 if (game.emulation == EMU_SUPAPLEX)
1431 Store[x][y] = EL_LEERRAUM;
1433 else if (center_element == EL_MOLE)
1434 Store[x][y] = EL_EDELSTEIN_ROT;
1435 else if (center_element == EL_PINGUIN)
1436 Store[x][y] = EL_EDELSTEIN_LILA;
1437 else if (center_element == EL_KAEFER)
1438 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
1439 else if (center_element == EL_BUTTERFLY)
1440 Store[x][y] = EL_EDELSTEIN_BD;
1441 else if (center_element == EL_SP_ELECTRON)
1442 Store[x][y] = EL_SP_INFOTRON;
1443 else if (center_element == EL_MAMPFER)
1444 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1445 else if (center_element == EL_AMOEBA2DIAM)
1446 Store[x][y] = level.amoeba_content;
1447 else if (element == EL_ERZ_EDEL)
1448 Store[x][y] = EL_EDELSTEIN;
1449 else if (element == EL_ERZ_DIAM)
1450 Store[x][y] = EL_DIAMANT;
1451 else if (element == EL_ERZ_EDEL_BD)
1452 Store[x][y] = EL_EDELSTEIN_BD;
1453 else if (element == EL_ERZ_EDEL_GELB)
1454 Store[x][y] = EL_EDELSTEIN_GELB;
1455 else if (element == EL_ERZ_EDEL_ROT)
1456 Store[x][y] = EL_EDELSTEIN_ROT;
1457 else if (element == EL_ERZ_EDEL_LILA)
1458 Store[x][y] = EL_EDELSTEIN_LILA;
1459 else if (element == EL_WALL_PEARL)
1460 Store[x][y] = EL_PEARL;
1461 else if (element == EL_WALL_CRYSTAL)
1462 Store[x][y] = EL_CRYSTAL;
1463 else if (!IS_PFORTE(Store[x][y]))
1464 Store[x][y] = EL_LEERRAUM;
1466 if (x != ex || y != ey ||
1467 center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
1468 Store2[x][y] = element;
1470 if (AmoebaNr[x][y] &&
1471 (element == EL_AMOEBE_VOLL ||
1472 element == EL_AMOEBE_BD ||
1473 element == EL_AMOEBING))
1475 AmoebaCnt[AmoebaNr[x][y]]--;
1476 AmoebaCnt2[AmoebaNr[x][y]]--;
1479 Feld[x][y] = EL_EXPLODING;
1480 MovDir[x][y] = MovPos[x][y] = 0;
1486 if (center_element == EL_MAMPFER)
1487 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1498 Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
1500 if (phase == first_phase_after_start)
1502 int element = Store2[x][y];
1504 if (element == EL_BLACK_ORB)
1506 Feld[x][y] = Store2[x][y];
1511 else if (phase == half_phase)
1513 int element = Store2[x][y];
1515 if (IS_PLAYER(x, y))
1516 KillHeroUnlessProtected(x, y);
1517 else if (IS_EXPLOSIVE(element))
1519 Feld[x][y] = Store2[x][y];
1523 else if (element == EL_AMOEBA2DIAM)
1524 AmoebeUmwandeln(x, y);
1527 if (phase == last_phase)
1531 element = Feld[x][y] = Store[x][y];
1532 Store[x][y] = Store2[x][y] = 0;
1533 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1534 InitField(x, y, FALSE);
1535 if (CAN_MOVE(element) || COULD_MOVE(element))
1537 DrawLevelField(x, y);
1539 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1540 StorePlayer[x][y] = 0;
1542 else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1544 int graphic = GFX_EXPLOSION;
1546 if (game.emulation == EMU_SUPAPLEX)
1547 graphic = (Store[x][y] == EL_SP_INFOTRON ?
1548 GFX_SP_EXPLODE_INFOTRON :
1549 GFX_SP_EXPLODE_EMPTY);
1552 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1554 graphic += (phase / delay - 1);
1556 if (IS_PFORTE(Store[x][y]))
1558 DrawLevelElement(x, y, Store[x][y]);
1559 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic);
1562 DrawGraphic(SCREENX(x), SCREENY(y), graphic);
1566 void DynaExplode(int ex, int ey)
1569 int dynabomb_size = 1;
1570 boolean dynabomb_xl = FALSE;
1571 struct PlayerInfo *player;
1572 static int xy[4][2] =
1580 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1582 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_ACTIVE_1];
1583 dynabomb_size = player->dynabomb_size;
1584 dynabomb_xl = player->dynabomb_xl;
1585 player->dynabombs_left++;
1588 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1592 for (j=1; j<=dynabomb_size; j++)
1594 int x = ex + j * xy[i % 4][0];
1595 int y = ey + j * xy[i % 4][1];
1598 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1601 element = Feld[x][y];
1603 /* do not restart explosions of fields with active bombs */
1604 if (element == EL_EXPLODING && IS_ACTIVE_BOMB(Store2[x][y]))
1607 Explode(x, y, EX_PHASE_START, EX_BORDER);
1609 if (element != EL_LEERRAUM &&
1610 element != EL_ERDREICH &&
1611 element != EL_EXPLODING &&
1618 void Bang(int x, int y)
1620 int element = Feld[x][y];
1622 if (game.emulation == EMU_SUPAPLEX)
1623 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
1625 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
1628 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1629 element = EL_LEERRAUM;
1643 RaiseScoreElement(element);
1644 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1646 case EL_DYNABOMB_ACTIVE_1:
1647 case EL_DYNABOMB_ACTIVE_2:
1648 case EL_DYNABOMB_ACTIVE_3:
1649 case EL_DYNABOMB_ACTIVE_4:
1650 case EL_DYNABOMB_NR:
1651 case EL_DYNABOMB_SZ:
1652 case EL_DYNABOMB_XL:
1658 if (IS_PLAYER(x, y))
1659 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1661 Explode(x, y, EX_PHASE_START, EX_CENTER);
1664 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1669 void Blurb(int x, int y)
1671 int element = Feld[x][y];
1673 if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
1675 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
1676 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1677 (!IN_LEV_FIELD(x-1, y-1) ||
1678 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1680 Feld[x-1][y] = EL_BLURB_LEFT;
1682 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1683 (!IN_LEV_FIELD(x+1, y-1) ||
1684 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1686 Feld[x+1][y] = EL_BLURB_RIGHT;
1691 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1693 if (!MovDelay[x][y]) /* initialize animation counter */
1696 if (MovDelay[x][y]) /* continue animation */
1699 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1700 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1702 if (!MovDelay[x][y])
1704 Feld[x][y] = EL_LEERRAUM;
1705 DrawLevelField(x, y);
1711 static void ToggleBeltSwitch(int x, int y)
1713 static int belt_base_element[4] =
1715 EL_BELT1_SWITCH_LEFT,
1716 EL_BELT2_SWITCH_LEFT,
1717 EL_BELT3_SWITCH_LEFT,
1718 EL_BELT4_SWITCH_LEFT
1720 static int belt_move_dir[4] =
1728 int element = Feld[x][y];
1729 int belt_nr = getBeltNrFromSwitchElement(element);
1730 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1731 int belt_dir = belt_move_dir[belt_dir_nr];
1734 if (!IS_BELT_SWITCH(element))
1737 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1738 game.belt_dir[belt_nr] = belt_dir;
1740 if (belt_dir_nr == 3)
1743 for (yy=0; yy<lev_fieldy; yy++)
1745 for (xx=0; xx<lev_fieldx; xx++)
1747 int element = Feld[xx][yy];
1749 if (IS_BELT_SWITCH(element))
1751 int e_belt_nr = getBeltNrFromSwitchElement(element);
1753 if (e_belt_nr == belt_nr)
1755 Feld[xx][yy] = belt_base_element[belt_nr] + belt_dir_nr;
1756 DrawLevelField(xx, yy);
1759 else if (belt_dir == MV_NO_MOVING && IS_BELT(element))
1761 int e_belt_nr = getBeltNrFromElement(element);
1763 if (e_belt_nr == belt_nr)
1764 DrawLevelField(xx, yy); /* set belt to parking position */
1770 static void ToggleSwitchgateSwitch(int x, int y)
1774 game.switchgate_pos = !game.switchgate_pos;
1776 for (yy=0; yy<lev_fieldy; yy++)
1778 for (xx=0; xx<lev_fieldx; xx++)
1780 int element = Feld[xx][yy];
1782 if (element == EL_SWITCHGATE_SWITCH_1 ||
1783 element == EL_SWITCHGATE_SWITCH_2)
1785 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_1 + game.switchgate_pos;
1786 DrawLevelField(xx, yy);
1788 else if (element == EL_SWITCHGATE_OPEN ||
1789 element == EL_SWITCHGATE_OPENING)
1791 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
1792 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
1794 else if (element == EL_SWITCHGATE_CLOSED ||
1795 element == EL_SWITCHGATE_CLOSING)
1797 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
1798 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
1804 static void RedrawAllLightSwitchesAndInvisibleElements()
1808 for (y=0; y<lev_fieldy; y++)
1810 for (x=0; x<lev_fieldx; x++)
1812 int element = Feld[x][y];
1814 if (element == EL_LIGHT_SWITCH_OFF &&
1815 game.light_time_left > 0)
1817 Feld[x][y] = EL_LIGHT_SWITCH_ON;
1818 DrawLevelField(x, y);
1820 else if (element == EL_LIGHT_SWITCH_ON &&
1821 game.light_time_left == 0)
1823 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
1824 DrawLevelField(x, y);
1827 if (element == EL_INVISIBLE_STEEL ||
1828 element == EL_UNSICHTBAR ||
1829 element == EL_SAND_INVISIBLE)
1830 DrawLevelField(x, y);
1835 static void ToggleLightSwitch(int x, int y)
1837 int element = Feld[x][y];
1839 game.light_time_left =
1840 (element == EL_LIGHT_SWITCH_OFF ?
1841 level.time_light * FRAMES_PER_SECOND : 0);
1843 RedrawAllLightSwitchesAndInvisibleElements();
1846 static void ActivateTimegateSwitch(int x, int y)
1850 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
1852 for (yy=0; yy<lev_fieldy; yy++)
1854 for (xx=0; xx<lev_fieldx; xx++)
1856 int element = Feld[xx][yy];
1858 if (element == EL_TIMEGATE_CLOSED ||
1859 element == EL_TIMEGATE_CLOSING)
1861 Feld[xx][yy] = EL_TIMEGATE_OPENING;
1862 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
1866 else if (element == EL_TIMEGATE_SWITCH_ON)
1868 Feld[xx][yy] = EL_TIMEGATE_SWITCH_OFF;
1869 DrawLevelField(xx, yy);
1876 Feld[x][y] = EL_TIMEGATE_SWITCH_ON;
1879 void Impact(int x, int y)
1881 boolean lastline = (y == lev_fieldy-1);
1882 boolean object_hit = FALSE;
1883 int element = Feld[x][y];
1886 if (!lastline) /* check if element below was hit */
1888 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1891 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
1892 MovDir[x][y+1]!=MV_DOWN ||
1893 MovPos[x][y+1]<=TILEY/2));
1895 smashed = MovingOrBlocked2Element(x, y+1);
1898 if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */
1904 if ((element == EL_BOMBE ||
1905 element == EL_SP_DISK_ORANGE ||
1906 element == EL_DX_SUPABOMB) &&
1907 (lastline || object_hit)) /* element is bomb */
1912 else if (element == EL_PEARL)
1914 Feld[x][y] = EL_PEARL_BREAKING;
1915 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
1919 if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
1921 if (object_hit && IS_PLAYER(x, y+1))
1922 KillHeroUnlessProtected(x, y+1);
1923 else if (object_hit && smashed == EL_PINGUIN)
1927 Feld[x][y] = EL_AMOEBING;
1928 Store[x][y] = EL_AMOEBE_NASS;
1933 if (!lastline && object_hit) /* check which object was hit */
1935 if (CAN_CHANGE(element) &&
1936 (smashed == EL_MAGIC_WALL_OFF || smashed == EL_MAGIC_WALL_BD_OFF))
1939 int activated_magic_wall =
1940 (smashed == EL_MAGIC_WALL_OFF ? EL_MAGIC_WALL_EMPTY :
1941 EL_MAGIC_WALL_BD_EMPTY);
1943 /* activate magic wall / mill */
1945 for (y=0; y<lev_fieldy; y++)
1946 for (x=0; x<lev_fieldx; x++)
1947 if (Feld[x][y] == smashed)
1948 Feld[x][y] = activated_magic_wall;
1950 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
1951 game.magic_wall_active = TRUE;
1954 if (IS_PLAYER(x, y+1))
1956 KillHeroUnlessProtected(x, y+1);
1959 else if (smashed == EL_PINGUIN)
1964 else if (element == EL_EDELSTEIN_BD)
1966 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1972 else if ((element == EL_SP_INFOTRON || element == EL_SP_ZONK) &&
1973 (smashed == EL_SP_SNIKSNAK || smashed == EL_SP_ELECTRON ||
1974 smashed == EL_SP_DISK_ORANGE))
1979 else if (element == EL_FELSBROCKEN ||
1980 element == EL_SP_ZONK ||
1981 element == EL_BD_ROCK)
1983 if (IS_ENEMY(smashed) ||
1984 smashed == EL_BOMBE || smashed == EL_SP_DISK_ORANGE ||
1985 smashed == EL_DX_SUPABOMB ||
1986 smashed == EL_SONDE || smashed == EL_SCHWEIN ||
1987 smashed == EL_DRACHE || smashed == EL_MOLE)
1992 else if (!IS_MOVING(x, y+1))
1994 if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
1999 else if (smashed == EL_KOKOSNUSS)
2001 Feld[x][y+1] = EL_CRACKINGNUT;
2002 PlaySoundLevel(x, y, SND_NUT_CRACKING);
2003 RaiseScoreElement(EL_KOKOSNUSS);
2006 else if (smashed == EL_PEARL)
2008 Feld[x][y+1] = EL_PEARL_BREAKING;
2009 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2012 else if (smashed == EL_DIAMANT)
2014 Feld[x][y+1] = EL_LEERRAUM;
2015 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2018 else if (IS_BELT_SWITCH(smashed))
2020 ToggleBeltSwitch(x, y+1);
2022 else if (smashed == EL_SWITCHGATE_SWITCH_1 ||
2023 smashed == EL_SWITCHGATE_SWITCH_2)
2025 ToggleSwitchgateSwitch(x, y+1);
2027 else if (smashed == EL_LIGHT_SWITCH_OFF ||
2028 smashed == EL_LIGHT_SWITCH_ON)
2030 ToggleLightSwitch(x, y+1);
2036 /* play sound of magic wall / mill */
2038 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
2039 Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
2041 if (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY)
2042 PlaySoundLevel(x, y, SND_MAGIC_WALL_CHANGING);
2043 else if (Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY)
2044 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_CHANGING);
2049 /* play sound of object that hits the ground */
2050 if (lastline || object_hit)
2056 case EL_EDELSTEIN_BD:
2057 sound = SND_BD_DIAMOND_IMPACT;
2060 case EL_EDELSTEIN_GELB:
2061 case EL_EDELSTEIN_ROT:
2062 case EL_EDELSTEIN_LILA:
2063 sound = SND_EMERALD_IMPACT;
2066 sound = SND_DIAMOND_IMPACT;
2068 case EL_SP_INFOTRON:
2069 sound = SND_SP_INFOTRON_IMPACT;
2072 sound = SND_NUT_IMPACT;
2075 sound = SND_BD_ROCK_IMPACT;
2077 case EL_FELSBROCKEN:
2078 sound = SND_ROCK_IMPACT;
2081 sound = SND_SP_ZONK_IMPACT;
2084 sound = SND_TIME_ORB_FULL_IMPACT;
2087 sound = SND_TIME_ORB_EMPTY_IMPACT;
2095 PlaySoundLevel(x, y, sound);
2099 void TurnRound(int x, int y)
2111 { 0, 0 }, { 0, 0 }, { 0, 0 },
2116 int left, right, back;
2120 { MV_DOWN, MV_UP, MV_RIGHT },
2121 { MV_UP, MV_DOWN, MV_LEFT },
2123 { MV_LEFT, MV_RIGHT, MV_DOWN },
2124 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2125 { MV_RIGHT, MV_LEFT, MV_UP }
2128 int element = Feld[x][y];
2129 int old_move_dir = MovDir[x][y];
2130 int left_dir = turn[old_move_dir].left;
2131 int right_dir = turn[old_move_dir].right;
2132 int back_dir = turn[old_move_dir].back;
2134 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2135 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2136 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2137 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2139 int left_x = x+left_dx, left_y = y+left_dy;
2140 int right_x = x+right_dx, right_y = y+right_dy;
2141 int move_x = x+move_dx, move_y = y+move_dy;
2143 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2145 TestIfBadThingTouchesOtherBadThing(x, y);
2147 if (IN_LEV_FIELD(right_x, right_y) &&
2148 IS_FREE(right_x, right_y))
2149 MovDir[x][y] = right_dir;
2150 else if (!IN_LEV_FIELD(move_x, move_y) ||
2151 !IS_FREE(move_x, move_y))
2152 MovDir[x][y] = left_dir;
2154 if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
2156 else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2159 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
2160 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2162 TestIfBadThingTouchesOtherBadThing(x, y);
2164 if (IN_LEV_FIELD(left_x, left_y) &&
2165 IS_FREE(left_x, left_y))
2166 MovDir[x][y] = left_dir;
2167 else if (!IN_LEV_FIELD(move_x, move_y) ||
2168 !IS_FREE(move_x, move_y))
2169 MovDir[x][y] = right_dir;
2171 if ((element == EL_FLIEGER ||
2172 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2173 && MovDir[x][y] != old_move_dir)
2175 else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
2178 else if (element == EL_MAMPFER)
2180 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2182 if (IN_LEV_FIELD(left_x, left_y) &&
2183 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2184 Feld[left_x][left_y] == EL_DIAMANT))
2185 can_turn_left = TRUE;
2186 if (IN_LEV_FIELD(right_x, right_y) &&
2187 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2188 Feld[right_x][right_y] == EL_DIAMANT))
2189 can_turn_right = TRUE;
2191 if (can_turn_left && can_turn_right)
2192 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2193 else if (can_turn_left)
2194 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2195 else if (can_turn_right)
2196 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2198 MovDir[x][y] = back_dir;
2200 MovDelay[x][y] = 16+16*RND(3);
2202 else if (element == EL_MAMPFER2)
2204 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2206 if (IN_LEV_FIELD(left_x, left_y) &&
2207 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2208 IS_MAMPF2(Feld[left_x][left_y])))
2209 can_turn_left = TRUE;
2210 if (IN_LEV_FIELD(right_x, right_y) &&
2211 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2212 IS_MAMPF2(Feld[right_x][right_y])))
2213 can_turn_right = TRUE;
2215 if (can_turn_left && can_turn_right)
2216 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2217 else if (can_turn_left)
2218 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2219 else if (can_turn_right)
2220 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2222 MovDir[x][y] = back_dir;
2224 MovDelay[x][y] = 16+16*RND(3);
2226 else if (element == EL_PACMAN)
2228 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2230 if (IN_LEV_FIELD(left_x, left_y) &&
2231 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2232 IS_AMOEBOID(Feld[left_x][left_y])))
2233 can_turn_left = TRUE;
2234 if (IN_LEV_FIELD(right_x, right_y) &&
2235 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2236 IS_AMOEBOID(Feld[right_x][right_y])))
2237 can_turn_right = TRUE;
2239 if (can_turn_left && can_turn_right)
2240 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2241 else if (can_turn_left)
2242 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2243 else if (can_turn_right)
2244 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2246 MovDir[x][y] = back_dir;
2248 MovDelay[x][y] = 6+RND(40);
2250 else if (element == EL_SCHWEIN)
2252 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2253 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2254 boolean should_move_on = FALSE;
2256 int rnd = RND(rnd_value);
2258 if (IN_LEV_FIELD(left_x, left_y) &&
2259 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2260 can_turn_left = TRUE;
2261 if (IN_LEV_FIELD(right_x, right_y) &&
2262 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2263 can_turn_right = TRUE;
2264 if (IN_LEV_FIELD(move_x, move_y) &&
2265 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2268 if (can_turn_left &&
2270 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2271 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2272 should_turn_left = TRUE;
2273 if (can_turn_right &&
2275 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2276 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2277 should_turn_right = TRUE;
2279 (!can_turn_left || !can_turn_right ||
2280 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2281 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2282 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2283 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2284 should_move_on = TRUE;
2286 if (should_turn_left || should_turn_right || should_move_on)
2288 if (should_turn_left && should_turn_right && should_move_on)
2289 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2290 rnd < 2*rnd_value/3 ? right_dir :
2292 else if (should_turn_left && should_turn_right)
2293 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2294 else if (should_turn_left && should_move_on)
2295 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2296 else if (should_turn_right && should_move_on)
2297 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2298 else if (should_turn_left)
2299 MovDir[x][y] = left_dir;
2300 else if (should_turn_right)
2301 MovDir[x][y] = right_dir;
2302 else if (should_move_on)
2303 MovDir[x][y] = old_move_dir;
2305 else if (can_move_on && rnd > rnd_value/8)
2306 MovDir[x][y] = old_move_dir;
2307 else if (can_turn_left && can_turn_right)
2308 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2309 else if (can_turn_left && rnd > rnd_value/8)
2310 MovDir[x][y] = left_dir;
2311 else if (can_turn_right && rnd > rnd_value/8)
2312 MovDir[x][y] = right_dir;
2314 MovDir[x][y] = back_dir;
2316 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2317 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2318 MovDir[x][y] = old_move_dir;
2322 else if (element == EL_DRACHE)
2324 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2326 int rnd = RND(rnd_value);
2328 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2329 can_turn_left = TRUE;
2330 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2331 can_turn_right = TRUE;
2332 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2335 if (can_move_on && rnd > rnd_value/8)
2336 MovDir[x][y] = old_move_dir;
2337 else if (can_turn_left && can_turn_right)
2338 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2339 else if (can_turn_left && rnd > rnd_value/8)
2340 MovDir[x][y] = left_dir;
2341 else if (can_turn_right && rnd > rnd_value/8)
2342 MovDir[x][y] = right_dir;
2344 MovDir[x][y] = back_dir;
2346 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2347 MovDir[x][y] = old_move_dir;
2351 else if (element == EL_MOLE)
2353 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2355 if (IN_LEV_FIELD(move_x, move_y) &&
2356 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2357 Feld[move_x][move_y] == EL_DEAMOEBING))
2362 if (IN_LEV_FIELD(left_x, left_y) &&
2363 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2364 can_turn_left = TRUE;
2365 if (IN_LEV_FIELD(right_x, right_y) &&
2366 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2367 can_turn_right = TRUE;
2369 if (can_turn_left && can_turn_right)
2370 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2371 else if (can_turn_left)
2372 MovDir[x][y] = left_dir;
2374 MovDir[x][y] = right_dir;
2377 if (MovDir[x][y] != old_move_dir)
2380 else if (element == EL_BALLOON)
2382 MovDir[x][y] = game.balloon_dir;
2385 else if (element == EL_SPRING_MOVING)
2387 if (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2388 (IN_LEV_FIELD(x, y+1) && IS_FREE(x, y+1)))
2390 Feld[x][y] = EL_SPRING;
2391 MovDir[x][y] = MV_NO_MOVING;
2395 else if (element == EL_ROBOT || element == EL_SONDE || element == EL_PINGUIN)
2397 int attr_x = -1, attr_y = -1;
2408 for (i=0; i<MAX_PLAYERS; i++)
2410 struct PlayerInfo *player = &stored_player[i];
2411 int jx = player->jx, jy = player->jy;
2413 if (!player->active)
2416 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2424 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
2430 if (element == EL_PINGUIN)
2433 static int xy[4][2] =
2443 int ex = x + xy[i%4][0];
2444 int ey = y + xy[i%4][1];
2446 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
2455 MovDir[x][y] = MV_NO_MOVING;
2457 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2459 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2461 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2463 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2465 if (element == EL_ROBOT)
2469 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2470 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2471 Moving2Blocked(x, y, &newx, &newy);
2473 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2474 MovDelay[x][y] = 8+8*!RND(3);
2476 MovDelay[x][y] = 16;
2484 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2486 boolean first_horiz = RND(2);
2487 int new_move_dir = MovDir[x][y];
2490 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2491 Moving2Blocked(x, y, &newx, &newy);
2493 if (IN_LEV_FIELD(newx, newy) &&
2494 (IS_FREE(newx, newy) ||
2495 Feld[newx][newy] == EL_SALZSAEURE ||
2496 (element == EL_PINGUIN &&
2497 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2498 IS_MAMPF3(Feld[newx][newy])))))
2502 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2503 Moving2Blocked(x, y, &newx, &newy);
2505 if (IN_LEV_FIELD(newx, newy) &&
2506 (IS_FREE(newx, newy) ||
2507 Feld[newx][newy] == EL_SALZSAEURE ||
2508 (element == EL_PINGUIN &&
2509 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2510 IS_MAMPF3(Feld[newx][newy])))))
2513 MovDir[x][y] = old_move_dir;
2520 static boolean JustBeingPushed(int x, int y)
2524 for (i=0; i<MAX_PLAYERS; i++)
2526 struct PlayerInfo *player = &stored_player[i];
2528 if (player->active && player->Pushing && player->MovPos)
2530 int next_jx = player->jx + (player->jx - player->last_jx);
2531 int next_jy = player->jy + (player->jy - player->last_jy);
2533 if (x == next_jx && y == next_jy)
2541 void StartMoving(int x, int y)
2543 int element = Feld[x][y];
2548 if (CAN_FALL(element) && y<lev_fieldy-1)
2550 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2551 if (JustBeingPushed(x, y))
2554 if (element == EL_MORAST_VOLL)
2556 if (IS_FREE(x, y+1))
2558 InitMovingField(x, y, MV_DOWN);
2559 Feld[x][y] = EL_QUICKSAND_EMPTYING;
2560 Store[x][y] = EL_FELSBROCKEN;
2562 else if (Feld[x][y+1] == EL_MORAST_LEER)
2564 if (!MovDelay[x][y])
2565 MovDelay[x][y] = TILEY + 1;
2574 Feld[x][y] = EL_MORAST_LEER;
2575 Feld[x][y+1] = EL_MORAST_VOLL;
2576 Store[x][y+1] = Store[x][y];
2580 else if ((element == EL_FELSBROCKEN || element == EL_BD_ROCK) &&
2581 Feld[x][y+1] == EL_MORAST_LEER)
2583 InitMovingField(x, y, MV_DOWN);
2584 Feld[x][y] = EL_QUICKSAND_FILLING;
2585 Store[x][y] = element;
2587 else if (element == EL_MAGIC_WALL_FULL)
2589 if (IS_FREE(x, y+1))
2591 InitMovingField(x, y, MV_DOWN);
2592 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
2593 Store[x][y] = EL_CHANGED(Store[x][y]);
2595 else if (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY)
2597 if (!MovDelay[x][y])
2598 MovDelay[x][y] = TILEY/4 + 1;
2607 Feld[x][y] = EL_MAGIC_WALL_EMPTY;
2608 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
2609 Store[x][y+1] = EL_CHANGED(Store[x][y]);
2613 else if (element == EL_MAGIC_WALL_BD_FULL)
2615 if (IS_FREE(x, y+1))
2617 InitMovingField(x, y, MV_DOWN);
2618 Feld[x][y] = EL_MAGIC_WALL_BD_EMPTYING;
2619 Store[x][y] = EL_CHANGED2(Store[x][y]);
2621 else if (Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY)
2623 if (!MovDelay[x][y])
2624 MovDelay[x][y] = TILEY/4 + 1;
2633 Feld[x][y] = EL_MAGIC_WALL_BD_EMPTY;
2634 Feld[x][y+1] = EL_MAGIC_WALL_BD_FULL;
2635 Store[x][y+1] = EL_CHANGED2(Store[x][y]);
2639 else if (CAN_CHANGE(element) &&
2640 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
2641 Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
2643 InitMovingField(x, y, MV_DOWN);
2645 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ? EL_MAGIC_WALL_FILLING :
2646 EL_MAGIC_WALL_BD_FILLING);
2647 Store[x][y] = element;
2649 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
2652 InitMovingField(x, y, MV_DOWN);
2653 Store[x][y] = EL_SALZSAEURE;
2655 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2660 else if (IS_FREE(x, y+1))
2662 InitMovingField(x, y, MV_DOWN);
2664 else if (element == EL_TROPFEN)
2666 Feld[x][y] = EL_AMOEBING;
2667 Store[x][y] = EL_AMOEBE_NASS;
2669 /* Store[x][y+1] must be zero, because:
2670 (EL_MORAST_VOLL -> EL_FELSBROCKEN): Store[x][y+1] == EL_MORAST_LEER
2673 #if OLD_GAME_BEHAVIOUR
2674 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2676 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2677 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2678 element != EL_DX_SUPABOMB)
2681 else if ((IS_SLIPPERY(Feld[x][y+1]) ||
2682 (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
2683 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2684 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
2687 boolean left = (x>0 && IS_FREE(x-1, y) &&
2688 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
2689 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2690 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
2694 if (left && right &&
2695 (game.emulation != EMU_BOULDERDASH &&
2696 element != EL_BD_ROCK && element != EL_EDELSTEIN_BD))
2697 left = !(right = RND(2));
2699 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2702 else if (IS_BELT(Feld[x][y+1]))
2704 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
2705 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
2706 int belt_nr = getBeltNrFromElement(Feld[x][y+1]);
2707 int belt_dir = game.belt_dir[belt_nr];
2709 if ((belt_dir == MV_LEFT && left_is_free) ||
2710 (belt_dir == MV_RIGHT && right_is_free))
2711 InitMovingField(x, y, belt_dir);
2714 else if (CAN_MOVE(element))
2718 if ((element == EL_SONDE || element == EL_BALLOON ||
2719 element == EL_SPRING_MOVING)
2720 && JustBeingPushed(x, y))
2723 if (!MovDelay[x][y]) /* start new movement phase */
2725 /* all objects that can change their move direction after each step */
2726 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2728 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
2731 if (MovDelay[x][y] && (element == EL_KAEFER ||
2732 element == EL_FLIEGER ||
2733 element == EL_SP_SNIKSNAK ||
2734 element == EL_SP_ELECTRON ||
2735 element == EL_MOLE))
2736 DrawLevelField(x, y);
2740 if (MovDelay[x][y]) /* wait some time before next movement */
2744 if (element == EL_ROBOT ||
2745 element == EL_MAMPFER || element == EL_MAMPFER2)
2747 int phase = MovDelay[x][y] % 8;
2752 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2753 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element)+phase);
2755 if (MovDelay[x][y] % 4 == 3)
2757 if (element == EL_MAMPFER)
2758 PlaySoundLevel(x, y, SND_YAMYAM_WAITING);
2759 else if (element == EL_MAMPFER2)
2760 PlaySoundLevel(x, y, SND_DARK_YAMYAM_WAITING);
2763 else if (element == EL_SP_ELECTRON)
2764 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2765 else if (element == EL_DRACHE)
2768 int dir = MovDir[x][y];
2769 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2770 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2771 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
2772 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
2773 dir == MV_UP ? GFX_FLAMMEN_UP :
2774 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
2775 int phase = FrameCounter % 2;
2777 for (i=1; i<=3; i++)
2779 int xx = x + i*dx, yy = y + i*dy;
2780 int sx = SCREENX(xx), sy = SCREENY(yy);
2782 if (!IN_LEV_FIELD(xx, yy) ||
2783 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
2788 int flamed = MovingOrBlocked2Element(xx, yy);
2790 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
2793 RemoveMovingField(xx, yy);
2795 Feld[xx][yy] = EL_BURNING;
2796 if (IN_SCR_FIELD(sx, sy))
2797 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
2801 if (Feld[xx][yy] == EL_BURNING)
2802 Feld[xx][yy] = EL_LEERRAUM;
2803 DrawLevelField(xx, yy);
2812 if (element == EL_KAEFER)
2813 PlaySoundLevel(x, y, SND_BUG_MOVING);
2814 else if (element == EL_FLIEGER)
2815 PlaySoundLevel(x, y, SND_SPACESHIP_MOVING);
2816 else if (element == EL_BUTTERFLY)
2817 PlaySoundLevel(x, y, SND_BD_BUTTERFLY_MOVING);
2818 else if (element == EL_FIREFLY)
2819 PlaySoundLevel(x, y, SND_BD_FIREFLY_MOVING);
2821 /* now make next step */
2823 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
2825 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
2826 !PLAYER_PROTECTED(newx, newy))
2830 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
2833 /* enemy got the player */
2835 KillHero(PLAYERINFO(newx, newy));
2840 else if ((element == EL_PINGUIN || element == EL_ROBOT ||
2841 element == EL_SONDE || element == EL_BALLOON) &&
2842 IN_LEV_FIELD(newx, newy) &&
2843 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
2846 Store[x][y] = EL_SALZSAEURE;
2848 else if (element == EL_PINGUIN && IN_LEV_FIELD(newx, newy))
2850 if (Feld[newx][newy] == EL_AUSGANG_AUF)
2852 Feld[x][y] = EL_LEERRAUM;
2853 DrawLevelField(x, y);
2855 PlaySoundLevel(newx, newy, SND_PENGUIN_ENTERING_EXIT);
2856 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
2857 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
2859 local_player->friends_still_needed--;
2860 if (!local_player->friends_still_needed &&
2861 !local_player->GameOver && AllPlayersGone)
2862 local_player->LevelSolved = local_player->GameOver = TRUE;
2866 else if (IS_MAMPF3(Feld[newx][newy]))
2868 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
2869 DrawLevelField(newx, newy);
2871 MovDir[x][y] = MV_NO_MOVING;
2873 else if (!IS_FREE(newx, newy))
2875 if (IS_PLAYER(x, y))
2876 DrawPlayerField(x, y);
2878 DrawLevelField(x, y);
2882 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
2884 if (IS_GEM(Feld[newx][newy]))
2886 if (IS_MOVING(newx, newy))
2887 RemoveMovingField(newx, newy);
2890 Feld[newx][newy] = EL_LEERRAUM;
2891 DrawLevelField(newx, newy);
2894 else if (!IS_FREE(newx, newy))
2896 if (IS_PLAYER(x, y))
2897 DrawPlayerField(x, y);
2899 DrawLevelField(x, y);
2903 else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
2905 if (!IS_FREE(newx, newy))
2907 if (IS_PLAYER(x, y))
2908 DrawPlayerField(x, y);
2910 DrawLevelField(x, y);
2915 boolean wanna_flame = !RND(10);
2916 int dx = newx - x, dy = newy - y;
2917 int newx1 = newx+1*dx, newy1 = newy+1*dy;
2918 int newx2 = newx+2*dx, newy2 = newy+2*dy;
2919 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
2920 MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
2921 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
2922 MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
2924 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
2925 element1 != EL_DRACHE && element2 != EL_DRACHE &&
2926 element1 != EL_BURNING && element2 != EL_BURNING)
2928 if (IS_PLAYER(x, y))
2929 DrawPlayerField(x, y);
2931 DrawLevelField(x, y);
2933 MovDelay[x][y] = 50;
2934 Feld[newx][newy] = EL_BURNING;
2935 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
2936 Feld[newx1][newy1] = EL_BURNING;
2937 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
2938 Feld[newx2][newy2] = EL_BURNING;
2943 else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
2944 Feld[newx][newy] == EL_DIAMANT)
2946 if (IS_MOVING(newx, newy))
2947 RemoveMovingField(newx, newy);
2950 Feld[newx][newy] = EL_LEERRAUM;
2951 DrawLevelField(newx, newy);
2954 else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
2955 IS_MAMPF2(Feld[newx][newy]))
2957 if (AmoebaNr[newx][newy])
2959 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2960 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2961 Feld[newx][newy] == EL_AMOEBE_BD)
2962 AmoebaCnt[AmoebaNr[newx][newy]]--;
2965 if (IS_MOVING(newx, newy))
2966 RemoveMovingField(newx, newy);
2969 Feld[newx][newy] = EL_LEERRAUM;
2970 DrawLevelField(newx, newy);
2973 else if ((element == EL_PACMAN || element == EL_MOLE)
2974 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
2976 if (AmoebaNr[newx][newy])
2978 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2979 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2980 Feld[newx][newy] == EL_AMOEBE_BD)
2981 AmoebaCnt[AmoebaNr[newx][newy]]--;
2984 if (element == EL_MOLE)
2986 Feld[newx][newy] = EL_DEAMOEBING;
2987 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
2988 return; /* wait for shrinking amoeba */
2990 else /* element == EL_PACMAN */
2992 Feld[newx][newy] = EL_LEERRAUM;
2993 DrawLevelField(newx, newy);
2996 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
2997 (Feld[newx][newy] == EL_DEAMOEBING ||
2998 (Feld[newx][newy] == EL_LEERRAUM && Stop[newx][newy])))
3000 /* wait for shrinking amoeba to completely disappear */
3003 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3005 /* object was running against a wall */
3009 if (element == EL_KAEFER || element == EL_FLIEGER ||
3010 element == EL_SP_SNIKSNAK || element == EL_MOLE)
3011 DrawLevelField(x, y);
3012 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
3013 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
3014 else if (element == EL_SONDE)
3015 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
3016 else if (element == EL_SP_ELECTRON)
3017 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
3019 if (DONT_TOUCH(element))
3020 TestIfBadThingTouchesHero(x, y);
3025 if (element == EL_ROBOT && IN_SCR_FIELD(x, y))
3026 PlaySoundLevel(x, y, SND_ROBOT_MOVING);
3028 InitMovingField(x, y, MovDir[x][y]);
3032 ContinueMoving(x, y);
3035 void ContinueMoving(int x, int y)
3037 int element = Feld[x][y];
3038 int direction = MovDir[x][y];
3039 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3040 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3041 int horiz_move = (dx!=0);
3042 int newx = x + dx, newy = y + dy;
3043 int step = (horiz_move ? dx : dy) * TILEX / 8;
3045 if (element == EL_TROPFEN || element == EL_AMOEBA_DRIPPING)
3047 else if (element == EL_QUICKSAND_FILLING ||
3048 element == EL_QUICKSAND_EMPTYING)
3050 else if (element == EL_MAGIC_WALL_FILLING ||
3051 element == EL_MAGIC_WALL_BD_FILLING ||
3052 element == EL_MAGIC_WALL_EMPTYING ||
3053 element == EL_MAGIC_WALL_BD_EMPTYING)
3055 else if (CAN_FALL(element) && horiz_move &&
3056 y < lev_fieldy-1 && IS_BELT(Feld[x][y+1]))
3058 else if (element == EL_SPRING_MOVING)
3061 #if OLD_GAME_BEHAVIOUR
3062 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3066 MovPos[x][y] += step;
3068 if (ABS(MovPos[x][y])>=TILEX) /* object reached its destination */
3070 Feld[x][y] = EL_LEERRAUM;
3071 Feld[newx][newy] = element;
3073 if (element == EL_MOLE)
3076 static int xy[4][2] =
3084 Feld[x][y] = EL_ERDREICH;
3085 DrawLevelField(x, y);
3094 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_ERDREICH)
3095 DrawLevelField(xx, yy); /* for "ErdreichAnbroeckeln()" */
3099 if (element == EL_QUICKSAND_FILLING)
3101 element = Feld[newx][newy] = get_next_element(element);
3102 Store[newx][newy] = Store[x][y];
3104 else if (element == EL_QUICKSAND_EMPTYING)
3106 Feld[x][y] = get_next_element(element);
3107 element = Feld[newx][newy] = Store[x][y];
3109 else if (element == EL_MAGIC_WALL_FILLING)
3111 element = Feld[newx][newy] = get_next_element(element);
3112 if (!game.magic_wall_active)
3113 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3114 Store[newx][newy] = Store[x][y];
3116 else if (element == EL_MAGIC_WALL_EMPTYING)
3118 Feld[x][y] = get_next_element(element);
3119 if (!game.magic_wall_active)
3120 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3121 element = Feld[newx][newy] = Store[x][y];
3123 else if (element == EL_MAGIC_WALL_BD_FILLING)
3125 element = Feld[newx][newy] = get_next_element(element);
3126 if (!game.magic_wall_active)
3127 element = Feld[newx][newy] = EL_MAGIC_WALL_BD_DEAD;
3128 Store[newx][newy] = Store[x][y];
3130 else if (element == EL_MAGIC_WALL_BD_EMPTYING)
3132 Feld[x][y] = get_next_element(element);
3133 if (!game.magic_wall_active)
3134 Feld[x][y] = EL_MAGIC_WALL_BD_DEAD;
3135 element = Feld[newx][newy] = Store[x][y];
3137 else if (element == EL_AMOEBA_DRIPPING)
3139 Feld[x][y] = get_next_element(element);
3140 element = Feld[newx][newy] = Store[x][y];
3142 else if (Store[x][y] == EL_SALZSAEURE)
3144 element = Feld[newx][newy] = EL_SALZSAEURE;
3148 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3149 MovDelay[newx][newy] = 0;
3151 if (!CAN_MOVE(element))
3152 MovDir[newx][newy] = 0;
3154 DrawLevelField(x, y);
3155 DrawLevelField(newx, newy);
3157 Stop[newx][newy] = TRUE;
3158 JustStopped[newx][newy] = 3;
3160 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3162 TestIfBadThingTouchesHero(newx, newy);
3163 TestIfBadThingTouchesFriend(newx, newy);
3164 TestIfBadThingTouchesOtherBadThing(newx, newy);
3166 else if (element == EL_PINGUIN)
3167 TestIfFriendTouchesBadThing(newx, newy);
3169 if (CAN_SMASH(element) && direction == MV_DOWN &&
3170 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3173 else /* still moving on */
3174 DrawLevelField(x, y);
3177 int AmoebeNachbarNr(int ax, int ay)
3180 int element = Feld[ax][ay];
3182 static int xy[4][2] =
3192 int x = ax + xy[i][0];
3193 int y = ay + xy[i][1];
3195 if (!IN_LEV_FIELD(x, y))
3198 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3199 group_nr = AmoebaNr[x][y];
3205 void AmoebenVereinigen(int ax, int ay)
3207 int i, x, y, xx, yy;
3208 int new_group_nr = AmoebaNr[ax][ay];
3209 static int xy[4][2] =
3217 if (new_group_nr == 0)
3225 if (!IN_LEV_FIELD(x, y))
3228 if ((Feld[x][y] == EL_AMOEBE_VOLL ||
3229 Feld[x][y] == EL_AMOEBE_BD ||
3230 Feld[x][y] == EL_AMOEBE_TOT) &&
3231 AmoebaNr[x][y] != new_group_nr)
3233 int old_group_nr = AmoebaNr[x][y];
3235 if (old_group_nr == 0)
3238 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3239 AmoebaCnt[old_group_nr] = 0;
3240 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3241 AmoebaCnt2[old_group_nr] = 0;
3243 for (yy=0; yy<lev_fieldy; yy++)
3245 for (xx=0; xx<lev_fieldx; xx++)
3247 if (AmoebaNr[xx][yy] == old_group_nr)
3248 AmoebaNr[xx][yy] = new_group_nr;
3255 void AmoebeUmwandeln(int ax, int ay)
3259 if (Feld[ax][ay] == EL_AMOEBE_TOT)
3261 int group_nr = AmoebaNr[ax][ay];
3266 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3267 printf("AmoebeUmwandeln(): This should never happen!\n");
3272 for (y=0; y<lev_fieldy; y++)
3274 for (x=0; x<lev_fieldx; x++)
3276 if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
3279 Feld[x][y] = EL_AMOEBA2DIAM;
3287 static int xy[4][2] =
3300 if (!IN_LEV_FIELD(x, y))
3303 if (Feld[x][y] == EL_AMOEBA2DIAM)
3309 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3312 int group_nr = AmoebaNr[ax][ay];
3313 boolean done = FALSE;
3318 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3319 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3324 for (y=0; y<lev_fieldy; y++)
3326 for (x=0; x<lev_fieldx; x++)
3328 if (AmoebaNr[x][y] == group_nr &&
3329 (Feld[x][y] == EL_AMOEBE_TOT ||
3330 Feld[x][y] == EL_AMOEBE_BD ||
3331 Feld[x][y] == EL_AMOEBING))
3334 Feld[x][y] = new_element;
3335 InitField(x, y, FALSE);
3336 DrawLevelField(x, y);
3343 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
3344 SND_BD_AMOEBA_TURNING_TO_ROCK :
3345 SND_BD_AMOEBA_TURNING_TO_GEM));
3348 void AmoebeWaechst(int x, int y)
3350 static unsigned long sound_delay = 0;
3351 static unsigned long sound_delay_value = 0;
3353 if (!MovDelay[x][y]) /* start new growing cycle */
3357 if (DelayReached(&sound_delay, sound_delay_value))
3359 if (Store[x][y] == EL_AMOEBE_BD)
3360 PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
3362 PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
3363 sound_delay_value = 30;
3367 if (MovDelay[x][y]) /* wait some time before growing bigger */
3370 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3371 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
3373 if (!MovDelay[x][y])
3375 Feld[x][y] = Store[x][y];
3377 DrawLevelField(x, y);
3382 void AmoebaEatenByMole(int x, int y)
3384 static unsigned long sound_delay = 0;
3385 static unsigned long sound_delay_value = 0;
3387 if (!MovDelay[x][y]) /* start new shrinking cycle */
3391 if (DelayReached(&sound_delay, sound_delay_value))
3393 PlaySoundLevel(x, y, SND_MOLE_EATING_AMOEBA);
3394 sound_delay_value = 30;
3398 if (MovDelay[x][y]) /* wait some time before shrinking */
3401 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3402 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + MovDelay[x][y]/2);
3404 if (!MovDelay[x][y])
3406 Feld[x][y] = EL_LEERRAUM;
3407 DrawLevelField(x, y);
3409 /* don't let mole enter this field in this cycle;
3410 (give priority to objects falling to this field from above) */
3416 void AmoebeAbleger(int ax, int ay)
3419 int element = Feld[ax][ay];
3420 int newax = ax, neway = ay;
3421 static int xy[4][2] =
3429 if (!level.amoeba_speed)
3431 Feld[ax][ay] = EL_AMOEBE_TOT;
3432 DrawLevelField(ax, ay);
3436 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3437 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3439 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3442 if (MovDelay[ax][ay])
3446 if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
3449 int x = ax + xy[start][0];
3450 int y = ay + xy[start][1];
3452 if (!IN_LEV_FIELD(x, y))
3455 if (IS_FREE(x, y) ||
3456 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3462 if (newax == ax && neway == ay)
3465 else /* normal or "filled" (BD style) amoeba */
3468 boolean waiting_for_player = FALSE;
3472 int j = (start + i) % 4;
3473 int x = ax + xy[j][0];
3474 int y = ay + xy[j][1];
3476 if (!IN_LEV_FIELD(x, y))
3479 if (IS_FREE(x, y) ||
3480 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3486 else if (IS_PLAYER(x, y))
3487 waiting_for_player = TRUE;
3490 if (newax == ax && neway == ay) /* amoeba cannot grow */
3492 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3494 Feld[ax][ay] = EL_AMOEBE_TOT;
3495 DrawLevelField(ax, ay);
3496 AmoebaCnt[AmoebaNr[ax][ay]]--;
3498 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3500 if (element == EL_AMOEBE_VOLL)
3501 AmoebeUmwandeln(ax, ay);
3502 else if (element == EL_AMOEBE_BD)
3503 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3508 else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
3510 /* amoeba gets larger by growing in some direction */
3512 int new_group_nr = AmoebaNr[ax][ay];
3515 if (new_group_nr == 0)
3517 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3518 printf("AmoebeAbleger(): This should never happen!\n");
3523 AmoebaNr[newax][neway] = new_group_nr;
3524 AmoebaCnt[new_group_nr]++;
3525 AmoebaCnt2[new_group_nr]++;
3527 /* if amoeba touches other amoeba(s) after growing, unify them */
3528 AmoebenVereinigen(newax, neway);
3530 if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200)
3532 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
3538 if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) ||
3539 (neway == lev_fieldy - 1 && newax != ax))
3541 Feld[newax][neway] = EL_AMOEBING; /* simple growth of new amoeba tile */
3542 Store[newax][neway] = element;
3544 else if (neway == ay)
3545 Feld[newax][neway] = EL_TROPFEN; /* drop left or right from amoeba */
3548 InitMovingField(ax, ay, MV_DOWN); /* drop dripping out of amoeba */
3549 Feld[ax][ay] = EL_AMOEBA_DRIPPING;
3550 Store[ax][ay] = EL_TROPFEN;
3551 ContinueMoving(ax, ay);
3555 DrawLevelField(newax, neway);
3558 void Life(int ax, int ay)
3561 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3563 int element = Feld[ax][ay];
3568 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3569 MovDelay[ax][ay] = life_time;
3571 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3574 if (MovDelay[ax][ay])
3578 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3580 int xx = ax+x1, yy = ay+y1;
3583 if (!IN_LEV_FIELD(xx, yy))
3586 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3588 int x = xx+x2, y = yy+y2;
3590 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3593 if (((Feld[x][y] == element ||
3594 (element == EL_LIFE && IS_PLAYER(x, y))) &&
3596 (IS_FREE(x, y) && Stop[x][y]))
3600 if (xx == ax && yy == ay) /* field in the middle */
3602 if (nachbarn<life[0] || nachbarn>life[1])
3604 Feld[xx][yy] = EL_LEERRAUM;
3606 DrawLevelField(xx, yy);
3607 Stop[xx][yy] = TRUE;
3610 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
3611 { /* free border field */
3612 if (nachbarn>=life[2] && nachbarn<=life[3])
3614 Feld[xx][yy] = element;
3615 MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
3617 DrawLevelField(xx, yy);
3618 Stop[xx][yy] = TRUE;
3624 void RobotWheel(int x, int y)
3626 if (!MovDelay[x][y]) /* next animation frame */
3627 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3629 if (MovDelay[x][y]) /* wait some time before next frame */
3634 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3635 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
3636 if (!(MovDelay[x][y]%4))
3637 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_RUNNING);
3642 Feld[x][y] = EL_ABLENK_AUS;
3643 DrawLevelField(x, y);
3644 if (ZX == x && ZY == y)
3648 void TimegateWheel(int x, int y)
3650 if (!MovDelay[x][y]) /* next animation frame */
3651 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3653 if (MovDelay[x][y]) /* wait some time before next frame */
3658 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3659 DrawGraphic(SCREENX(x), SCREENY(y),
3660 GFX_TIMEGATE_SWITCH + MovDelay[x][y]%4);
3661 if (!(MovDelay[x][y]%4))
3662 PlaySoundLevel(x, y, SND_TIMEGATE_WHEEL_RUNNING);
3667 Feld[x][y] = EL_TIMEGATE_SWITCH_OFF;
3668 DrawLevelField(x, y);
3669 if (ZX == x && ZY == y)
3673 void Birne(int x, int y)
3675 if (!MovDelay[x][y]) /* next animation frame */
3676 MovDelay[x][y] = 800;
3678 if (MovDelay[x][y]) /* wait some time before next frame */
3683 if (!(MovDelay[x][y]%5))
3685 if (!(MovDelay[x][y]%10))
3686 Feld[x][y]=EL_ABLENK_EIN;
3688 Feld[x][y]=EL_ABLENK_AUS;
3689 DrawLevelField(x, y);
3690 Feld[x][y]=EL_ABLENK_EIN;
3696 Feld[x][y]=EL_ABLENK_AUS;
3697 DrawLevelField(x, y);
3698 if (ZX == x && ZY == y)
3702 void Blubber(int x, int y)
3704 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
3705 DrawLevelField(x, y-1);
3707 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
3710 void NussKnacken(int x, int y)
3712 if (!MovDelay[x][y]) /* next animation frame */
3715 if (MovDelay[x][y]) /* wait some time before next frame */
3718 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3719 DrawGraphic(SCREENX(x), SCREENY(y),
3720 GFX_CRACKINGNUT + 3 - MovDelay[x][y]/2);
3722 if (!MovDelay[x][y])
3724 Feld[x][y] = EL_EDELSTEIN;
3725 DrawLevelField(x, y);
3730 void BreakingPearl(int x, int y)
3732 if (!MovDelay[x][y]) /* next animation frame */
3735 if (MovDelay[x][y]) /* wait some time before next frame */
3738 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3739 DrawGraphic(SCREENX(x), SCREENY(y),
3740 GFX_PEARL_BREAKING + 4 - MovDelay[x][y]/2);
3742 if (!MovDelay[x][y])
3744 Feld[x][y] = EL_LEERRAUM;
3745 DrawLevelField(x, y);
3750 void SiebAktivieren(int x, int y, int typ)
3752 int graphic = (typ == 1 ? GFX_MAGIC_WALL_FULL : GFX_MAGIC_WALL_BD_FULL) + 3;
3754 DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
3757 void AusgangstuerPruefen(int x, int y)
3759 if (!local_player->gems_still_needed &&
3760 !local_player->sokobanfields_still_needed &&
3761 !local_player->lights_still_needed)
3763 Feld[x][y] = EL_AUSGANG_ACT;
3765 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
3766 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
3767 y < LEVELY(BY1) ? LEVELY(BY1) :
3768 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
3773 void AusgangstuerOeffnen(int x, int y)
3777 if (!MovDelay[x][y]) /* next animation frame */
3778 MovDelay[x][y] = 5*delay;
3780 if (MovDelay[x][y]) /* wait some time before next frame */
3785 tuer = MovDelay[x][y]/delay;
3786 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3787 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
3789 if (!MovDelay[x][y])
3791 Feld[x][y] = EL_AUSGANG_AUF;
3792 DrawLevelField(x, y);
3797 void AusgangstuerBlinken(int x, int y)
3799 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
3802 void OpenSwitchgate(int x, int y)
3806 if (!MovDelay[x][y]) /* next animation frame */
3807 MovDelay[x][y] = 5 * delay;
3809 if (MovDelay[x][y]) /* wait some time before next frame */
3814 phase = MovDelay[x][y] / delay;
3815 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3816 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_OPEN - phase);
3818 if (!MovDelay[x][y])
3820 Feld[x][y] = EL_SWITCHGATE_OPEN;
3821 DrawLevelField(x, y);
3826 void CloseSwitchgate(int x, int y)
3830 if (!MovDelay[x][y]) /* next animation frame */
3831 MovDelay[x][y] = 5 * delay;
3833 if (MovDelay[x][y]) /* wait some time before next frame */
3838 phase = MovDelay[x][y] / delay;
3839 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3840 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_CLOSED + phase);
3842 if (!MovDelay[x][y])
3844 Feld[x][y] = EL_SWITCHGATE_CLOSED;
3845 DrawLevelField(x, y);
3850 void OpenTimegate(int x, int y)
3854 if (!MovDelay[x][y]) /* next animation frame */
3855 MovDelay[x][y] = 5 * delay;
3857 if (MovDelay[x][y]) /* wait some time before next frame */
3862 phase = MovDelay[x][y] / delay;
3863 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3864 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_OPEN - phase);
3866 if (!MovDelay[x][y])
3868 Feld[x][y] = EL_TIMEGATE_OPEN;
3869 DrawLevelField(x, y);
3874 void CloseTimegate(int x, int y)
3878 if (!MovDelay[x][y]) /* next animation frame */
3879 MovDelay[x][y] = 5 * delay;
3881 if (MovDelay[x][y]) /* wait some time before next frame */
3886 phase = MovDelay[x][y] / delay;
3887 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3888 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_CLOSED + phase);
3890 if (!MovDelay[x][y])
3892 Feld[x][y] = EL_TIMEGATE_CLOSED;
3893 DrawLevelField(x, y);
3898 static void CloseAllOpenTimegates()
3902 for (y=0; y<lev_fieldy; y++)
3904 for (x=0; x<lev_fieldx; x++)
3906 int element = Feld[x][y];
3908 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
3910 Feld[x][y] = EL_TIMEGATE_CLOSING;
3911 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
3917 void EdelsteinFunkeln(int x, int y)
3919 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
3922 if (Feld[x][y] == EL_EDELSTEIN_BD)
3923 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
3926 if (!MovDelay[x][y]) /* next animation frame */
3927 MovDelay[x][y] = 11 * !SimpleRND(500);
3929 if (MovDelay[x][y]) /* wait some time before next frame */
3933 if (setup.direct_draw && MovDelay[x][y])
3934 SetDrawtoField(DRAW_BUFFERED);
3936 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
3940 int phase = (MovDelay[x][y]-1)/2;
3945 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
3947 if (setup.direct_draw)
3951 dest_x = FX + SCREENX(x)*TILEX;
3952 dest_y = FY + SCREENY(y)*TILEY;
3954 BlitBitmap(drawto_field, window,
3955 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
3956 SetDrawtoField(DRAW_DIRECT);
3963 void MauerWaechst(int x, int y)
3967 if (!MovDelay[x][y]) /* next animation frame */
3968 MovDelay[x][y] = 3*delay;
3970 if (MovDelay[x][y]) /* wait some time before next frame */
3975 phase = 2-MovDelay[x][y]/delay;
3976 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3977 DrawGraphic(SCREENX(x), SCREENY(y),
3978 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
3979 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
3980 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
3981 GFX_MAUER_DOWN ) + phase);
3983 if (!MovDelay[x][y])
3985 if (MovDir[x][y] == MV_LEFT)
3987 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
3988 DrawLevelField(x-1, y);
3990 else if (MovDir[x][y] == MV_RIGHT)
3992 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
3993 DrawLevelField(x+1, y);
3995 else if (MovDir[x][y] == MV_UP)
3997 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
3998 DrawLevelField(x, y-1);
4002 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
4003 DrawLevelField(x, y+1);
4006 Feld[x][y] = Store[x][y];
4008 MovDir[x][y] = MV_NO_MOVING;
4009 DrawLevelField(x, y);
4014 void MauerAbleger(int ax, int ay)
4016 int element = Feld[ax][ay];
4017 boolean oben_frei = FALSE, unten_frei = FALSE;
4018 boolean links_frei = FALSE, rechts_frei = FALSE;
4019 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4020 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4022 if (!MovDelay[ax][ay]) /* start building new wall */
4023 MovDelay[ax][ay] = 6;
4025 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4028 if (MovDelay[ax][ay])
4032 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4034 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4036 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4038 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4041 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
4045 Feld[ax][ay-1] = EL_MAUERND;
4046 Store[ax][ay-1] = element;
4047 MovDir[ax][ay-1] = MV_UP;
4048 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4049 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
4053 Feld[ax][ay+1] = EL_MAUERND;
4054 Store[ax][ay+1] = element;
4055 MovDir[ax][ay+1] = MV_DOWN;
4056 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4057 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
4061 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
4062 element == EL_MAUER_LEBT)
4066 Feld[ax-1][ay] = EL_MAUERND;
4067 Store[ax-1][ay] = element;
4068 MovDir[ax-1][ay] = MV_LEFT;
4069 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4070 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
4074 Feld[ax+1][ay] = EL_MAUERND;
4075 Store[ax+1][ay] = element;
4076 MovDir[ax+1][ay] = MV_RIGHT;
4077 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4078 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
4082 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
4083 DrawLevelField(ax, ay);
4085 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
4087 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
4088 unten_massiv = TRUE;
4089 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
4090 links_massiv = TRUE;
4091 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
4092 rechts_massiv = TRUE;
4094 if (((oben_massiv && unten_massiv) ||
4095 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
4096 ((links_massiv && rechts_massiv) ||
4097 element == EL_MAUER_Y))
4098 Feld[ax][ay] = EL_MAUERWERK;
4101 void CheckForDragon(int x, int y)
4104 boolean dragon_found = FALSE;
4105 static int xy[4][2] =
4117 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4119 if (IN_LEV_FIELD(xx, yy) &&
4120 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
4122 if (Feld[xx][yy] == EL_DRACHE)
4123 dragon_found = TRUE;
4136 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4138 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
4140 Feld[xx][yy] = EL_LEERRAUM;
4141 DrawLevelField(xx, yy);
4150 static void CheckBuggyBase(int x, int y)
4152 int element = Feld[x][y];
4154 if (element == EL_SP_BUG)
4156 if (!MovDelay[x][y]) /* wait some time before activating base */
4157 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4162 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4163 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
4167 Feld[x][y] = EL_SP_BUG_ACTIVE;
4170 else if (element == EL_SP_BUG_ACTIVE)
4172 if (!MovDelay[x][y]) /* start activating buggy base */
4173 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
4181 static int xy[4][2] =
4189 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4190 DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
4194 int xx = x + xy[i][0], yy = y + xy[i][1];
4196 if (IS_PLAYER(xx, yy))
4198 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVATING);
4206 Feld[x][y] = EL_SP_BUG;
4207 DrawLevelField(x, y);
4212 static void CheckTrap(int x, int y)
4214 int element = Feld[x][y];
4216 if (element == EL_TRAP_INACTIVE)
4218 if (!MovDelay[x][y]) /* wait some time before activating trap */
4219 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4227 Feld[x][y] = EL_TRAP_ACTIVE;
4230 else if (element == EL_TRAP_ACTIVE)
4235 if (!MovDelay[x][y]) /* start activating trap */
4236 MovDelay[x][y] = num_frames * delay;
4244 if (!(MovDelay[x][y] % delay))
4246 int phase = MovDelay[x][y]/delay;
4248 if (phase >= num_frames/2)
4249 phase = num_frames - phase;
4251 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4253 DrawGraphic(SCREENX(x),SCREENY(y), GFX_TRAP_INACTIVE + phase - 1);
4254 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
4261 Feld[x][y] = EL_TRAP_INACTIVE;
4262 DrawLevelField(x, y);
4267 static void DrawBeltAnimation(int x, int y, int element)
4269 int belt_nr = getBeltNrFromElement(element);
4270 int belt_dir = game.belt_dir[belt_nr];
4272 if (belt_dir != MV_NO_MOVING)
4275 int mode = (belt_dir == MV_LEFT ? ANIM_NORMAL : ANIM_REVERSE);
4276 int graphic = el2gfx(element) + (belt_dir == MV_LEFT ? 0 : 7);
4278 DrawGraphicAnimation(x, y, graphic, 8, delay, mode);
4282 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4284 static byte stored_player_action[MAX_PLAYERS];
4285 static int num_stored_actions = 0;
4287 static boolean save_tape_entry = FALSE;
4289 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4290 int left = player_action & JOY_LEFT;
4291 int right = player_action & JOY_RIGHT;
4292 int up = player_action & JOY_UP;
4293 int down = player_action & JOY_DOWN;
4294 int button1 = player_action & JOY_BUTTON_1;
4295 int button2 = player_action & JOY_BUTTON_2;
4296 int dx = (left ? -1 : right ? 1 : 0);
4297 int dy = (up ? -1 : down ? 1 : 0);
4299 stored_player_action[player->index_nr] = 0;
4300 num_stored_actions++;
4302 if (!player->active || tape.pausing)
4308 save_tape_entry = TRUE;
4310 player->frame_reset_delay = 0;
4313 snapped = SnapField(player, dx, dy);
4317 bombed = PlaceBomb(player);
4318 moved = MoveFigure(player, dx, dy);
4321 if (tape.single_step && tape.recording && !tape.pausing)
4323 if (button1 || (bombed && !moved))
4325 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
4326 SnapField(player, 0, 0); /* stop snapping */
4331 if (tape.recording && (moved || snapped || bombed))
4333 if (bombed && !moved)
4334 player_action &= JOY_BUTTON;
4336 stored_player_action[player->index_nr] = player_action;
4337 save_tape_entry = TRUE;
4339 else if (tape.playing && snapped)
4340 SnapField(player, 0, 0); /* stop snapping */
4342 stored_player_action[player->index_nr] = player_action;
4347 /* no actions for this player (no input at player's configured device) */
4349 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4350 SnapField(player, 0, 0);
4351 CheckGravityMovement(player);
4354 if (player->MovPos == 0) /* needed for tape.playing */
4355 player->is_moving = FALSE;
4358 if (player->MovPos == 0) /* needed for tape.playing */
4359 player->last_move_dir = MV_NO_MOVING;
4361 /* !!! CHECK THIS AGAIN !!!
4362 (Seems to be needed for some EL_ROBOT stuff, but breaks
4363 tapes when walking through pipes!)
4366 /* it seems that "player->last_move_dir" is misused as some sort of
4367 "player->is_just_moving_in_this_moment", which is needed for the
4368 robot stuff (robots don't kill players when they are moving)
4372 if (++player->frame_reset_delay > player->move_delay_value)
4377 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
4379 TapeRecordAction(stored_player_action);
4380 num_stored_actions = 0;
4381 save_tape_entry = FALSE;
4384 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
4386 TapeRecordAction(stored_player_action);
4387 num_stored_actions = 0;
4392 if (tape.playing && !tape.pausing && !player_action &&
4393 tape.counter < tape.length)
4395 int jx = player->jx, jy = player->jy;
4397 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
4399 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
4400 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
4402 int dx = (next_joy == JOY_LEFT ? -1 : +1);
4404 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
4406 int el = Feld[jx+dx][jy];
4407 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 :
4408 (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10);
4410 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
4412 player->MovDir = next_joy;
4413 player->Frame = FrameCounter % 4;
4414 player->Pushing = TRUE;
4424 static unsigned long action_delay = 0;
4425 unsigned long action_delay_value;
4426 int sieb_x = 0, sieb_y = 0;
4427 int i, x, y, element;
4428 byte *recorded_player_action;
4429 byte summarized_player_action = 0;
4431 if (game_status != PLAYING)
4434 action_delay_value =
4435 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4437 if (tape.playing && tape.index_search && !tape.pausing)
4438 action_delay_value = 0;
4440 /* ---------- main game synchronization point ---------- */
4442 WaitUntilDelayReached(&action_delay, action_delay_value);
4444 if (network_playing && !network_player_action_received)
4448 printf("DEBUG: try to get network player actions in time\n");
4452 #if defined(PLATFORM_UNIX)
4453 /* last chance to get network player actions without main loop delay */
4457 if (game_status != PLAYING)
4460 if (!network_player_action_received)
4464 printf("DEBUG: failed to get network player actions in time\n");
4474 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4476 for (i=0; i<MAX_PLAYERS; i++)
4478 summarized_player_action |= stored_player[i].action;
4480 if (!network_playing)
4481 stored_player[i].effective_action = stored_player[i].action;
4484 #if defined(PLATFORM_UNIX)
4485 if (network_playing)
4486 SendToServer_MovePlayer(summarized_player_action);
4489 if (!options.network && !setup.team_mode)
4490 local_player->effective_action = summarized_player_action;
4492 for (i=0; i<MAX_PLAYERS; i++)
4494 int actual_player_action = stored_player[i].effective_action;
4496 if (stored_player[i].programmed_action)
4497 actual_player_action = stored_player[i].programmed_action;
4499 if (recorded_player_action)
4500 actual_player_action = recorded_player_action[i];
4502 PlayerActions(&stored_player[i], actual_player_action);
4503 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4506 network_player_action_received = FALSE;
4508 ScrollScreen(NULL, SCROLL_GO_ON);
4514 if (TimeFrames == 0 && local_player->active)
4516 extern unsigned int last_RND();
4518 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
4519 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
4526 if (GameFrameDelay >= 500)
4527 printf("FrameCounter == %d\n", FrameCounter);
4536 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4539 if (JustStopped[x][y] > 0)
4540 JustStopped[x][y]--;
4543 if (IS_BLOCKED(x, y))
4547 Blocked2Moving(x, y, &oldx, &oldy);
4548 if (!IS_MOVING(oldx, oldy))
4550 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4551 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4552 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4553 printf("GameActions(): This should never happen!\n");
4559 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4561 element = Feld[x][y];
4563 if (IS_INACTIVE(element))
4566 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4570 if (IS_GEM(element) || element == EL_SP_INFOTRON)
4571 EdelsteinFunkeln(x, y);
4573 else if (IS_MOVING(x, y))
4574 ContinueMoving(x, y);
4575 else if (IS_ACTIVE_BOMB(element))
4576 CheckDynamite(x, y);
4578 else if (element == EL_EXPLODING && !game.explosions_delayed)
4579 Explode(x, y, Frame[x][y], EX_NORMAL);
4581 else if (element == EL_AMOEBING)
4582 AmoebeWaechst(x, y);
4583 else if (element == EL_DEAMOEBING)
4584 AmoebaEatenByMole(x, y);
4586 #if !USE_NEW_AMOEBA_CODE
4587 else if (IS_AMOEBALIVE(element))
4588 AmoebeAbleger(x, y);
4591 else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
4593 else if (element == EL_ABLENK_EIN)
4595 else if (element == EL_TIMEGATE_SWITCH_ON)
4596 TimegateWheel(x, y);
4597 else if (element == EL_SALZSAEURE)
4599 else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
4601 else if (element == EL_CRACKINGNUT)
4603 else if (element == EL_PEARL_BREAKING)
4604 BreakingPearl(x, y);
4605 else if (element == EL_AUSGANG_ZU)
4606 AusgangstuerPruefen(x, y);
4607 else if (element == EL_AUSGANG_ACT)
4608 AusgangstuerOeffnen(x, y);
4609 else if (element == EL_AUSGANG_AUF)
4610 AusgangstuerBlinken(x, y);
4611 else if (element == EL_MAUERND)
4613 else if (element == EL_MAUER_LEBT ||
4614 element == EL_MAUER_X ||
4615 element == EL_MAUER_Y ||
4616 element == EL_MAUER_XY)
4618 else if (element == EL_BURNING)
4619 CheckForDragon(x, y);
4620 else if (element == EL_SP_BUG || element == EL_SP_BUG_ACTIVE)
4621 CheckBuggyBase(x, y);
4622 else if (element == EL_TRAP_INACTIVE || element == EL_TRAP_ACTIVE)
4624 else if (element == EL_SP_TERMINAL)
4625 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL);
4626 else if (element == EL_SP_TERMINAL_ACTIVE)
4627 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
4628 else if (IS_BELT(element))
4629 DrawBeltAnimation(x, y, element);
4630 else if (element == EL_SWITCHGATE_OPENING)
4631 OpenSwitchgate(x, y);
4632 else if (element == EL_SWITCHGATE_CLOSING)
4633 CloseSwitchgate(x, y);
4634 else if (element == EL_TIMEGATE_OPENING)
4636 else if (element == EL_TIMEGATE_CLOSING)
4637 CloseTimegate(x, y);
4638 else if (element == EL_EXTRA_TIME)
4639 DrawGraphicAnimation(x, y, GFX_EXTRA_TIME, 6, 4, ANIM_NORMAL);
4640 else if (element == EL_SHIELD_PASSIVE)
4641 DrawGraphicAnimation(x, y, GFX_SHIELD_PASSIVE, 6, 4, ANIM_NORMAL);
4642 else if (element == EL_SHIELD_ACTIVE)
4643 DrawGraphicAnimation(x, y, GFX_SHIELD_ACTIVE, 6, 4, ANIM_NORMAL);
4645 if (game.magic_wall_active)
4647 boolean sieb = FALSE;
4648 int jx = local_player->jx, jy = local_player->jy;
4650 if (element == EL_MAGIC_WALL_FULL ||
4651 element == EL_MAGIC_WALL_EMPTY ||
4652 element == EL_MAGIC_WALL_EMPTYING)
4654 SiebAktivieren(x, y, 1);
4657 else if (element == EL_MAGIC_WALL_BD_FULL ||
4658 element == EL_MAGIC_WALL_BD_EMPTY ||
4659 element == EL_MAGIC_WALL_BD_EMPTYING)
4661 SiebAktivieren(x, y, 2);
4665 /* play the element sound at the position nearest to the player */
4666 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
4674 #if USE_NEW_AMOEBA_CODE
4675 /* new experimental amoeba growth stuff */
4677 if (!(FrameCounter % 8))
4680 static unsigned long random = 1684108901;
4682 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
4685 x = (random >> 10) % lev_fieldx;
4686 y = (random >> 20) % lev_fieldy;
4688 x = RND(lev_fieldx);
4689 y = RND(lev_fieldy);
4691 element = Feld[x][y];
4693 if (!IS_PLAYER(x,y) &&
4694 (element == EL_LEERRAUM ||
4695 element == EL_ERDREICH ||
4696 element == EL_MORAST_LEER ||
4697 element == EL_BLURB_LEFT ||
4698 element == EL_BLURB_RIGHT))
4700 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBE_NASS) ||
4701 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBE_NASS) ||
4702 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBE_NASS) ||
4703 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBE_NASS))
4704 Feld[x][y] = EL_TROPFEN;
4707 random = random * 129 + 1;
4713 if (game.explosions_delayed)
4716 game.explosions_delayed = FALSE;
4718 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4720 element = Feld[x][y];
4722 if (ExplodeField[x][y])
4723 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
4724 else if (element == EL_EXPLODING)
4725 Explode(x, y, Frame[x][y], EX_NORMAL);
4727 ExplodeField[x][y] = EX_NO_EXPLOSION;
4730 game.explosions_delayed = TRUE;
4733 if (game.magic_wall_active)
4735 if (!(game.magic_wall_time_left % 4))
4737 int element = Feld[sieb_x][sieb_y];
4739 if (element == EL_MAGIC_WALL_BD_FULL ||
4740 element == EL_MAGIC_WALL_BD_EMPTY ||
4741 element == EL_MAGIC_WALL_BD_EMPTYING)
4742 PlaySoundLevel(sieb_x, sieb_y, SND_BD_MAGIC_WALL_RUNNING);
4744 PlaySoundLevel(sieb_x, sieb_y, SND_MAGIC_WALL_RUNNING);
4747 if (game.magic_wall_time_left > 0)
4749 game.magic_wall_time_left--;
4750 if (!game.magic_wall_time_left)
4752 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4754 element = Feld[x][y];
4756 if (element == EL_MAGIC_WALL_EMPTY ||
4757 element == EL_MAGIC_WALL_FULL)
4759 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4760 DrawLevelField(x, y);
4762 else if (element == EL_MAGIC_WALL_BD_EMPTY ||
4763 element == EL_MAGIC_WALL_BD_FULL)
4765 Feld[x][y] = EL_MAGIC_WALL_BD_DEAD;
4766 DrawLevelField(x, y);
4770 game.magic_wall_active = FALSE;
4775 if (game.light_time_left > 0)
4777 game.light_time_left--;
4779 if (game.light_time_left == 0)
4781 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4783 element = Feld[x][y];
4785 if (element == EL_LIGHT_SWITCH_ON)
4787 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
4788 DrawLevelField(x, y);
4790 else if (element == EL_INVISIBLE_STEEL ||
4791 element == EL_UNSICHTBAR ||
4792 element == EL_SAND_INVISIBLE)
4793 DrawLevelField(x, y);
4798 if (game.timegate_time_left > 0)
4800 game.timegate_time_left--;
4802 if (game.timegate_time_left == 0)
4803 CloseAllOpenTimegates();
4806 if (TimeFrames >= (1000 / GameFrameDelay))
4811 for (i=0; i<MAX_PLAYERS; i++)
4813 if (SHIELD_ON(&stored_player[i]))
4815 stored_player[i].shield_passive_time_left--;
4817 if (stored_player[i].shield_active_time_left > 0)
4818 stored_player[i].shield_active_time_left--;
4822 if (tape.recording || tape.playing)
4823 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
4829 if (TimeLeft <= 10 && setup.time_limit)
4830 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, PSND_MAX_RIGHT);
4832 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
4834 if (!TimeLeft && setup.time_limit)
4835 for (i=0; i<MAX_PLAYERS; i++)
4836 KillHero(&stored_player[i]);
4838 else if (level.time == 0) /* level without time limit */
4839 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
4844 if (options.debug) /* calculate frames per second */
4846 static unsigned long fps_counter = 0;
4847 static int fps_frames = 0;
4848 unsigned long fps_delay_ms = Counter() - fps_counter;
4852 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
4854 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
4857 fps_counter = Counter();
4860 redraw_mask |= REDRAW_FPS;
4864 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
4866 int min_x = x, min_y = y, max_x = x, max_y = y;
4869 for (i=0; i<MAX_PLAYERS; i++)
4871 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4873 if (!stored_player[i].active || &stored_player[i] == player)
4876 min_x = MIN(min_x, jx);
4877 min_y = MIN(min_y, jy);
4878 max_x = MAX(max_x, jx);
4879 max_y = MAX(max_y, jy);
4882 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
4885 static boolean AllPlayersInVisibleScreen()
4889 for (i=0; i<MAX_PLAYERS; i++)
4891 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4893 if (!stored_player[i].active)
4896 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
4903 void ScrollLevel(int dx, int dy)
4905 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
4908 BlitBitmap(drawto_field, drawto_field,
4909 FX + TILEX*(dx == -1) - softscroll_offset,
4910 FY + TILEY*(dy == -1) - softscroll_offset,
4911 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
4912 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
4913 FX + TILEX*(dx == 1) - softscroll_offset,
4914 FY + TILEY*(dy == 1) - softscroll_offset);
4918 x = (dx == 1 ? BX1 : BX2);
4919 for (y=BY1; y<=BY2; y++)
4920 DrawScreenField(x, y);
4924 y = (dy == 1 ? BY1 : BY2);
4925 for (x=BX1; x<=BX2; x++)
4926 DrawScreenField(x, y);
4929 redraw_mask |= REDRAW_FIELD;
4932 static void CheckGravityMovement(struct PlayerInfo *player)
4934 if (level.gravity && !player->programmed_action)
4936 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
4937 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
4939 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
4940 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
4941 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
4942 int jx = player->jx, jy = player->jy;
4943 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
4944 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
4945 int new_jx = jx + dx, new_jy = jy + dy;
4946 boolean field_under_player_is_free =
4947 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
4948 boolean player_is_moving_to_valid_field =
4949 (IN_LEV_FIELD(new_jx, new_jy) &&
4950 (Feld[new_jx][new_jy] == EL_SP_BASE ||
4951 Feld[new_jx][new_jy] == EL_ERDREICH));
4953 if (field_under_player_is_free && !player_is_moving_to_valid_field)
4954 player->programmed_action = MV_DOWN;
4958 boolean MoveFigureOneStep(struct PlayerInfo *player,
4959 int dx, int dy, int real_dx, int real_dy)
4961 int jx = player->jx, jy = player->jy;
4962 int new_jx = jx+dx, new_jy = jy+dy;
4966 if (!player->active || (!dx && !dy))
4967 return MF_NO_ACTION;
4969 player->MovDir = (dx < 0 ? MV_LEFT :
4972 dy > 0 ? MV_DOWN : MV_NO_MOVING);
4974 if (!IN_LEV_FIELD(new_jx, new_jy))
4975 return MF_NO_ACTION;
4977 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
4978 return MF_NO_ACTION;
4981 element = MovingOrBlocked2Element(new_jx, new_jy);
4983 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
4986 if (DONT_GO_TO(element))
4988 if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
4991 Feld[jx][jy] = EL_SPIELFIGUR;
4992 InitMovingField(jx, jy, MV_DOWN);
4993 Store[jx][jy] = EL_SALZSAEURE;
4994 ContinueMoving(jx, jy);
4998 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
5003 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
5004 if (can_move != MF_MOVING)
5007 StorePlayer[jx][jy] = 0;
5008 player->last_jx = jx;
5009 player->last_jy = jy;
5010 jx = player->jx = new_jx;
5011 jy = player->jy = new_jy;
5012 StorePlayer[jx][jy] = player->element_nr;
5015 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
5017 ScrollFigure(player, SCROLL_INIT);
5022 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
5024 int jx = player->jx, jy = player->jy;
5025 int old_jx = jx, old_jy = jy;
5026 int moved = MF_NO_ACTION;
5028 if (!player->active || (!dx && !dy))
5032 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5036 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5037 !(tape.playing && tape.game_version < GAME_VERSION_2_0))
5041 /* remove the last programmed player action */
5042 player->programmed_action = 0;
5046 /* should only happen if pre-1.2 tape recordings are played */
5047 /* this is only for backward compatibility */
5049 int original_move_delay_value = player->move_delay_value;
5052 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
5055 /* scroll remaining steps with finest movement resolution */
5056 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
5058 while (player->MovPos)
5060 ScrollFigure(player, SCROLL_GO_ON);
5061 ScrollScreen(NULL, SCROLL_GO_ON);
5067 player->move_delay_value = original_move_delay_value;
5070 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
5072 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
5073 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5077 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5078 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5084 if (moved & MF_MOVING && !ScreenMovPos &&
5085 (player == local_player || !options.network))
5087 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5088 int offset = (setup.scroll_delay ? 3 : 0);
5090 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5092 /* actual player has left the screen -- scroll in that direction */
5093 if (jx != old_jx) /* player has moved horizontally */
5094 scroll_x += (jx - old_jx);
5095 else /* player has moved vertically */
5096 scroll_y += (jy - old_jy);
5100 if (jx != old_jx) /* player has moved horizontally */
5102 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5103 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5104 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5106 /* don't scroll over playfield boundaries */
5107 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5108 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5110 /* don't scroll more than one field at a time */
5111 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5113 /* don't scroll against the player's moving direction */
5114 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5115 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5116 scroll_x = old_scroll_x;
5118 else /* player has moved vertically */
5120 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5121 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5122 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5124 /* don't scroll over playfield boundaries */
5125 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5126 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5128 /* don't scroll more than one field at a time */
5129 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5131 /* don't scroll against the player's moving direction */
5132 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5133 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5134 scroll_y = old_scroll_y;
5138 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5140 if (!options.network && !AllPlayersInVisibleScreen())
5142 scroll_x = old_scroll_x;
5143 scroll_y = old_scroll_y;
5147 ScrollScreen(player, SCROLL_INIT);
5148 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5153 if (!(moved & MF_MOVING) && !player->Pushing)
5156 player->Frame = (player->Frame + 1) % 4;
5158 if (moved & MF_MOVING)
5160 if (old_jx != jx && old_jy == jy)
5161 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5162 else if (old_jx == jx && old_jy != jy)
5163 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5165 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
5167 player->last_move_dir = player->MovDir;
5168 player->is_moving = TRUE;
5172 CheckGravityMovement(player);
5175 player->last_move_dir = MV_NO_MOVING;
5177 player->is_moving = FALSE;
5180 TestIfHeroTouchesBadThing(jx, jy);
5182 if (!player->active)
5188 void ScrollFigure(struct PlayerInfo *player, int mode)
5190 int jx = player->jx, jy = player->jy;
5191 int last_jx = player->last_jx, last_jy = player->last_jy;
5192 int move_stepsize = TILEX / player->move_delay_value;
5194 if (!player->active || !player->MovPos)
5197 if (mode == SCROLL_INIT)
5199 player->actual_frame_counter = FrameCounter;
5200 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5202 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
5203 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5208 else if (!FrameReached(&player->actual_frame_counter, 1))
5211 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5212 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5214 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5215 Feld[last_jx][last_jy] = EL_LEERRAUM;
5217 /* before DrawPlayer() to draw correct player graphic for this case */
5218 if (player->MovPos == 0)
5219 CheckGravityMovement(player);
5223 if (player->MovPos == 0)
5225 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
5227 /* continue with normal speed after quickly moving through gate */
5228 HALVE_PLAYER_SPEED(player);
5230 /* be able to make the next move without delay */
5231 player->move_delay = 0;
5234 player->last_jx = jx;
5235 player->last_jy = jy;
5237 if (Feld[jx][jy] == EL_AUSGANG_AUF)
5241 if (!local_player->friends_still_needed)
5242 player->LevelSolved = player->GameOver = TRUE;
5245 if (tape.single_step && tape.recording && !tape.pausing &&
5246 !player->programmed_action)
5247 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5251 void ScrollScreen(struct PlayerInfo *player, int mode)
5253 static unsigned long screen_frame_counter = 0;
5255 if (mode == SCROLL_INIT)
5257 /* set scrolling step size according to actual player's moving speed */
5258 ScrollStepSize = TILEX / player->move_delay_value;
5260 screen_frame_counter = FrameCounter;
5261 ScreenMovDir = player->MovDir;
5262 ScreenMovPos = player->MovPos;
5263 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5266 else if (!FrameReached(&screen_frame_counter, 1))
5271 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5272 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5273 redraw_mask |= REDRAW_FIELD;
5276 ScreenMovDir = MV_NO_MOVING;
5279 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
5281 int i, kill_x = -1, kill_y = -1;
5282 static int test_xy[4][2] =
5289 static int test_dir[4] =
5299 int test_x, test_y, test_move_dir, test_element;
5301 test_x = good_x + test_xy[i][0];
5302 test_y = good_y + test_xy[i][1];
5303 if (!IN_LEV_FIELD(test_x, test_y))
5307 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5310 test_element = Feld[test_x][test_y];
5312 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
5315 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5316 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5318 if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) ||
5319 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
5327 if (kill_x != -1 || kill_y != -1)
5329 if (IS_PLAYER(good_x, good_y))
5331 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
5333 if (player->shield_active_time_left > 0)
5334 Bang(kill_x, kill_y);
5335 else if (!PLAYER_PROTECTED(good_x, good_y))
5339 Bang(good_x, good_y);
5343 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
5345 int i, kill_x = -1, kill_y = -1;
5346 int bad_element = Feld[bad_x][bad_y];
5347 static int test_xy[4][2] =
5354 static int test_dir[4] =
5362 if (bad_element == EL_EXPLODING) /* skip just exploding bad things */
5367 int test_x, test_y, test_move_dir, test_element;
5369 test_x = bad_x + test_xy[i][0];
5370 test_y = bad_y + test_xy[i][1];
5371 if (!IN_LEV_FIELD(test_x, test_y))
5375 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5377 test_element = Feld[test_x][test_y];
5379 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5380 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5382 if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) ||
5383 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
5385 /* good thing is player or penguin that does not move away */
5386 if (IS_PLAYER(test_x, test_y))
5388 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
5390 if (bad_element == EL_ROBOT && player->is_moving)
5391 continue; /* robot does not kill player if he is moving */
5397 else if (test_element == EL_PINGUIN)
5406 if (kill_x != -1 || kill_y != -1)
5408 if (IS_PLAYER(kill_x, kill_y))
5410 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
5413 int dir = player->MovDir;
5414 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5415 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5417 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5418 newx != bad_x && newy != bad_y)
5419 ; /* robot does not kill player if he is moving */
5421 printf("-> %d\n", player->MovDir);
5423 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5424 newx != bad_x && newy != bad_y)
5425 ; /* robot does not kill player if he is moving */
5430 if (player->shield_active_time_left > 0)
5432 else if (!PLAYER_PROTECTED(kill_x, kill_y))
5436 Bang(kill_x, kill_y);
5440 void TestIfHeroTouchesBadThing(int x, int y)
5442 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5445 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
5447 TestIfGoodThingHitsBadThing(x, y, move_dir);
5450 void TestIfBadThingTouchesHero(int x, int y)
5452 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5455 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
5457 TestIfBadThingHitsGoodThing(x, y, move_dir);
5460 void TestIfFriendTouchesBadThing(int x, int y)
5462 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5465 void TestIfBadThingTouchesFriend(int x, int y)
5467 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5470 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
5472 int i, kill_x = bad_x, kill_y = bad_y;
5473 static int xy[4][2] =
5485 x = bad_x + xy[i][0];
5486 y = bad_y + xy[i][1];
5487 if (!IN_LEV_FIELD(x, y))
5490 element = Feld[x][y];
5491 if (IS_AMOEBOID(element) || element == EL_LIFE ||
5492 element == EL_AMOEBING || element == EL_TROPFEN)
5500 if (kill_x != bad_x || kill_y != bad_y)
5504 void KillHero(struct PlayerInfo *player)
5506 int jx = player->jx, jy = player->jy;
5508 if (!player->active)
5511 if (IS_PFORTE(Feld[jx][jy]))
5512 Feld[jx][jy] = EL_LEERRAUM;
5514 /* deactivate shield (else Bang()/Explode() would not work right) */
5515 player->shield_passive_time_left = 0;
5516 player->shield_active_time_left = 0;
5522 static void KillHeroUnlessProtected(int x, int y)
5524 if (!PLAYER_PROTECTED(x, y))
5525 KillHero(PLAYERINFO(x, y));
5528 void BuryHero(struct PlayerInfo *player)
5530 int jx = player->jx, jy = player->jy;
5532 if (!player->active)
5535 PlaySoundLevel(jx, jy, SND_PLAYER_DYING);
5536 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
5538 player->GameOver = TRUE;
5542 void RemoveHero(struct PlayerInfo *player)
5544 int jx = player->jx, jy = player->jy;
5545 int i, found = FALSE;
5547 player->present = FALSE;
5548 player->active = FALSE;
5550 if (!ExplodeField[jx][jy])
5551 StorePlayer[jx][jy] = 0;
5553 for (i=0; i<MAX_PLAYERS; i++)
5554 if (stored_player[i].active)
5558 AllPlayersGone = TRUE;
5564 int DigField(struct PlayerInfo *player,
5565 int x, int y, int real_dx, int real_dy, int mode)
5567 int jx = player->jx, jy = player->jy;
5568 int dx = x - jx, dy = y - jy;
5569 int move_direction = (dx == -1 ? MV_LEFT :
5570 dx == +1 ? MV_RIGHT :
5572 dy == +1 ? MV_DOWN : MV_NO_MOVING);
5575 if (!player->MovPos)
5576 player->Pushing = FALSE;
5578 if (mode == DF_NO_PUSH)
5580 player->Switching = FALSE;
5581 player->push_delay = 0;
5582 return MF_NO_ACTION;
5585 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
5586 return MF_NO_ACTION;
5588 if (IS_TUBE(Feld[jx][jy]))
5591 int tube_leave_directions[][2] =
5593 { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5594 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5595 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5596 { EL_TUBE_VERT_LEFT, MV_LEFT | MV_UP | MV_DOWN },
5597 { EL_TUBE_VERT_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
5598 { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_UP },
5599 { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
5600 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
5601 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
5602 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
5603 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
5604 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
5607 while (tube_leave_directions[i][0] != Feld[jx][jy])
5610 if (tube_leave_directions[i][0] == -1) /* should not happen */
5614 if (!(tube_leave_directions[i][1] & move_direction))
5615 return MF_NO_ACTION; /* tube has no opening in this direction */
5618 element = Feld[x][y];
5624 case EL_SAND_INVISIBLE:
5625 case EL_TRAP_INACTIVE:
5628 Feld[x][y] = EL_LEERRAUM;
5629 if (element == EL_LEERRAUM)
5630 PlaySoundLevel(x, y, SND_EMPTY_SPACE_DIGGING);
5631 else if (element == EL_ERDREICH)
5632 PlaySoundLevel(x, y, SND_SAND_DIGGING);
5633 else if (element == EL_SAND_INVISIBLE)
5634 PlaySoundLevel(x, y, SND_SAND_INVISIBLE_DIGGING);
5635 else if (element == EL_TRAP_INACTIVE)
5636 PlaySoundLevel(x, y, SND_TRAP_INACTIVE_DIGGING);
5637 else if (element == EL_SP_BASE)
5638 PlaySoundLevel(x, y, SND_SP_BASE_DIGGING);
5639 else if (element == EL_SP_BUG)
5640 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_DIGGING);
5644 case EL_EDELSTEIN_BD:
5645 case EL_EDELSTEIN_GELB:
5646 case EL_EDELSTEIN_ROT:
5647 case EL_EDELSTEIN_LILA:
5649 case EL_SP_INFOTRON:
5653 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 :
5654 element == EL_PEARL ? 5 :
5655 element == EL_CRYSTAL ? 8 : 1);
5656 if (local_player->gems_still_needed < 0)
5657 local_player->gems_still_needed = 0;
5658 RaiseScoreElement(element);
5659 DrawText(DX_EMERALDS, DY_EMERALDS,
5660 int2str(local_player->gems_still_needed, 3),
5661 FS_SMALL, FC_YELLOW);
5663 if (element == EL_EDELSTEIN_BD)
5664 PlaySoundLevel(x, y, SND_BD_DIAMOND_COLLECTING);
5665 else if (element == EL_DIAMANT)
5666 PlaySoundLevel(x, y, SND_DIAMOND_COLLECTING);
5667 else if (element == EL_SP_INFOTRON)
5668 PlaySoundLevel(x, y, SND_SP_INFOTRON_COLLECTING);
5669 else if (element == EL_PEARL)
5670 PlaySoundLevel(x, y, SND_PEARL_COLLECTING);
5671 else if (element == EL_CRYSTAL)
5672 PlaySoundLevel(x, y, SND_CRYSTAL_COLLECTING);
5673 else /* EL_EDELSTEIN style element */
5674 PlaySoundLevel(x, y, SND_EMERALD_COLLECTING);
5679 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
5680 PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
5684 Feld[x][y] = EL_LEERRAUM;
5685 PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
5693 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5695 PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, PSND_MAX_RIGHT);
5698 case EL_SHIELD_PASSIVE:
5700 player->shield_passive_time_left += 10;
5701 PlaySoundLevel(x, y, SND_SHIELD_PASSIVE_COLLECTING);
5704 case EL_SHIELD_ACTIVE:
5706 player->shield_passive_time_left += 10;
5707 player->shield_active_time_left += 10;
5708 PlaySoundLevel(x, y, SND_SHIELD_ACTIVE_COLLECTING);
5711 case EL_DYNAMITE_INACTIVE:
5712 case EL_SP_DISK_RED:
5715 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5716 DrawText(DX_DYNAMITE, DY_DYNAMITE,
5717 int2str(local_player->dynamite, 3),
5718 FS_SMALL, FC_YELLOW);
5719 if (element == EL_SP_DISK_RED)
5720 PlaySoundLevel(x, y, SND_SP_DISK_RED_COLLECTING);
5722 PlaySoundLevel(x, y, SND_DYNAMITE_COLLECTING);
5725 case EL_DYNABOMB_NR:
5727 player->dynabomb_count++;
5728 player->dynabombs_left++;
5729 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5730 PlaySoundLevel(x, y, SND_DYNABOMB_NR_COLLECTING);
5733 case EL_DYNABOMB_SZ:
5735 player->dynabomb_size++;
5736 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5737 PlaySoundLevel(x, y, SND_DYNABOMB_SZ_COLLECTING);
5740 case EL_DYNABOMB_XL:
5742 player->dynabomb_xl = TRUE;
5743 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5744 PlaySoundLevel(x, y, SND_DYNABOMB_XL_COLLECTING);
5747 case EL_SCHLUESSEL1:
5748 case EL_SCHLUESSEL2:
5749 case EL_SCHLUESSEL3:
5750 case EL_SCHLUESSEL4:
5752 int key_nr = element - EL_SCHLUESSEL1;
5755 player->key[key_nr] = TRUE;
5756 RaiseScoreElement(EL_SCHLUESSEL);
5757 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5758 GFX_SCHLUESSEL1 + key_nr);
5759 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5760 GFX_SCHLUESSEL1 + key_nr);
5761 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
5770 int key_nr = element - EL_EM_KEY_1;
5773 player->key[key_nr] = TRUE;
5774 RaiseScoreElement(EL_SCHLUESSEL);
5775 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5776 GFX_SCHLUESSEL1 + key_nr);
5777 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5778 GFX_SCHLUESSEL1 + key_nr);
5779 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
5784 Feld[x][y] = EL_ABLENK_EIN;
5787 DrawLevelField(x, y);
5791 case EL_SP_TERMINAL:
5795 for (yy=0; yy<lev_fieldy; yy++)
5797 for (xx=0; xx<lev_fieldx; xx++)
5799 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
5801 else if (Feld[xx][yy] == EL_SP_TERMINAL)
5802 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
5810 case EL_BELT1_SWITCH_LEFT:
5811 case EL_BELT1_SWITCH_MIDDLE:
5812 case EL_BELT1_SWITCH_RIGHT:
5813 case EL_BELT2_SWITCH_LEFT:
5814 case EL_BELT2_SWITCH_MIDDLE:
5815 case EL_BELT2_SWITCH_RIGHT:
5816 case EL_BELT3_SWITCH_LEFT:
5817 case EL_BELT3_SWITCH_MIDDLE:
5818 case EL_BELT3_SWITCH_RIGHT:
5819 case EL_BELT4_SWITCH_LEFT:
5820 case EL_BELT4_SWITCH_MIDDLE:
5821 case EL_BELT4_SWITCH_RIGHT:
5822 if (!player->Switching)
5824 player->Switching = TRUE;
5825 ToggleBeltSwitch(x, y);
5830 case EL_SWITCHGATE_SWITCH_1:
5831 case EL_SWITCHGATE_SWITCH_2:
5832 if (!player->Switching)
5834 player->Switching = TRUE;
5835 ToggleSwitchgateSwitch(x, y);
5840 case EL_LIGHT_SWITCH_OFF:
5841 case EL_LIGHT_SWITCH_ON:
5842 if (!player->Switching)
5844 player->Switching = TRUE;
5845 ToggleLightSwitch(x, y);
5850 case EL_TIMEGATE_SWITCH_OFF:
5851 ActivateTimegateSwitch(x, y);
5856 case EL_BALLOON_SEND_LEFT:
5857 case EL_BALLOON_SEND_RIGHT:
5858 case EL_BALLOON_SEND_UP:
5859 case EL_BALLOON_SEND_DOWN:
5860 case EL_BALLOON_SEND_ANY:
5861 if (element == EL_BALLOON_SEND_ANY)
5862 game.balloon_dir = move_direction;
5864 game.balloon_dir = (element == EL_BALLOON_SEND_LEFT ? MV_LEFT :
5865 element == EL_BALLOON_SEND_RIGHT ? MV_RIGHT :
5866 element == EL_BALLOON_SEND_UP ? MV_UP :
5867 element == EL_BALLOON_SEND_DOWN ? MV_DOWN :
5874 if (local_player->gems_still_needed > 0)
5875 return MF_NO_ACTION;
5877 player->LevelSolved = player->GameOver = TRUE;
5878 PlaySoundStereo(SND_SP_EXIT_ENTERING, PSND_MAX_RIGHT);
5881 case EL_FELSBROCKEN:
5884 case EL_DX_SUPABOMB:
5888 case EL_SP_DISK_ORANGE:
5890 if (dy || mode == DF_SNAP)
5891 return MF_NO_ACTION;
5893 player->Pushing = TRUE;
5895 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
5896 return MF_NO_ACTION;
5900 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
5901 return MF_NO_ACTION;
5904 if (player->push_delay == 0)
5905 player->push_delay = FrameCounter;
5907 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
5908 !tape.playing && element != EL_SPRING)
5909 return MF_NO_ACTION;
5911 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
5912 !(tape.playing && tape.game_version < GAME_VERSION_2_0) &&
5913 element != EL_SPRING)
5914 return MF_NO_ACTION;
5918 Feld[x+dx][y+dy] = element;
5920 if (element == EL_SPRING)
5922 Feld[x+dx][y+dy] = EL_SPRING_MOVING;
5923 MovDir[x+dx][y+dy] = move_direction;
5926 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
5928 DrawLevelField(x+dx, y+dy);
5929 if (element == EL_FELSBROCKEN)
5930 PlaySoundLevel(x+dx, y+dy, SND_ROCK_PUSHING);
5931 else if (element == EL_BD_ROCK)
5932 PlaySoundLevel(x+dx, y+dy, SND_BD_ROCK_PUSHING);
5933 else if (element == EL_BOMBE)
5934 PlaySoundLevel(x+dx, y+dy, SND_BOMB_PUSHING);
5935 else if (element == EL_DX_SUPABOMB)
5936 PlaySoundLevel(x+dx, y+dy, SND_DX_BOMB_PUSHING);
5937 else if (element == EL_KOKOSNUSS)
5938 PlaySoundLevel(x+dx, y+dy, SND_NUT_PUSHING);
5939 else if (element == EL_ZEIT_LEER)
5940 PlaySoundLevel(x+dx, y+dy, SND_TIME_ORB_EMPTY_PUSHING);
5941 else if (element == EL_SP_ZONK)
5942 PlaySoundLevel(x+dx, y+dy, SND_SP_ZONK_PUSHING);
5943 else if (element == EL_SP_DISK_ORANGE)
5944 PlaySoundLevel(x+dx, y+dy, SND_SP_DISK_ORANGE_PUSHING);
5945 else if (element == EL_SPRING)
5946 PlaySoundLevel(x+dx, y+dy, SND_SPRING_PUSHING);
5953 if (!player->key[element - EL_PFORTE1])
5954 return MF_NO_ACTION;
5961 if (!player->key[element - EL_PFORTE1X])
5962 return MF_NO_ACTION;
5969 if (!player->key[element - EL_EM_GATE_1])
5970 return MF_NO_ACTION;
5971 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5972 return MF_NO_ACTION;
5974 /* automatically move to the next field with double speed */
5975 player->programmed_action = move_direction;
5976 DOUBLE_PLAYER_SPEED(player);
5978 PlaySoundLevel(x, y, SND_GATE_PASSING);
5986 if (!player->key[element - EL_EM_GATE_1X])
5987 return MF_NO_ACTION;
5988 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5989 return MF_NO_ACTION;
5991 /* automatically move to the next field with double speed */
5992 player->programmed_action = move_direction;
5993 DOUBLE_PLAYER_SPEED(player);
5995 PlaySoundLevel(x, y, SND_GATE_PASSING);
5999 case EL_SWITCHGATE_OPEN:
6000 case EL_TIMEGATE_OPEN:
6001 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6002 return MF_NO_ACTION;
6004 /* automatically move to the next field with double speed */
6005 player->programmed_action = move_direction;
6006 DOUBLE_PLAYER_SPEED(player);
6008 if (element == EL_SWITCHGATE_OPEN)
6009 PlaySoundLevel(x, y, SND_SWITCHGATE_PASSING);
6011 PlaySoundLevel(x, y, SND_TIMEGATE_PASSING);
6015 case EL_SP_PORT1_LEFT:
6016 case EL_SP_PORT2_LEFT:
6017 case EL_SP_PORT1_RIGHT:
6018 case EL_SP_PORT2_RIGHT:
6019 case EL_SP_PORT1_UP:
6020 case EL_SP_PORT2_UP:
6021 case EL_SP_PORT1_DOWN:
6022 case EL_SP_PORT2_DOWN:
6027 element != EL_SP_PORT1_LEFT &&
6028 element != EL_SP_PORT2_LEFT &&
6029 element != EL_SP_PORT_X &&
6030 element != EL_SP_PORT_XY) ||
6032 element != EL_SP_PORT1_RIGHT &&
6033 element != EL_SP_PORT2_RIGHT &&
6034 element != EL_SP_PORT_X &&
6035 element != EL_SP_PORT_XY) ||
6037 element != EL_SP_PORT1_UP &&
6038 element != EL_SP_PORT2_UP &&
6039 element != EL_SP_PORT_Y &&
6040 element != EL_SP_PORT_XY) ||
6042 element != EL_SP_PORT1_DOWN &&
6043 element != EL_SP_PORT2_DOWN &&
6044 element != EL_SP_PORT_Y &&
6045 element != EL_SP_PORT_XY) ||
6046 !IN_LEV_FIELD(x + dx, y + dy) ||
6047 !IS_FREE(x + dx, y + dy))
6048 return MF_NO_ACTION;
6050 /* automatically move to the next field with double speed */
6051 player->programmed_action = move_direction;
6052 DOUBLE_PLAYER_SPEED(player);
6054 PlaySoundLevel(x, y, SND_SP_PORT_PASSING);
6058 case EL_TUBE_VERTICAL:
6059 case EL_TUBE_HORIZONTAL:
6060 case EL_TUBE_VERT_LEFT:
6061 case EL_TUBE_VERT_RIGHT:
6062 case EL_TUBE_HORIZ_UP:
6063 case EL_TUBE_HORIZ_DOWN:
6064 case EL_TUBE_LEFT_UP:
6065 case EL_TUBE_LEFT_DOWN:
6066 case EL_TUBE_RIGHT_UP:
6067 case EL_TUBE_RIGHT_DOWN:
6070 int tube_enter_directions[][2] =
6072 { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6073 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6074 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6075 { EL_TUBE_VERT_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
6076 { EL_TUBE_VERT_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
6077 { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
6078 { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
6079 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
6080 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
6081 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
6082 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
6083 { -1, MV_NO_MOVING }
6086 while (tube_enter_directions[i][0] != element)
6089 if (tube_enter_directions[i][0] == -1) /* should not happen */
6093 if (!(tube_enter_directions[i][1] & move_direction))
6094 return MF_NO_ACTION; /* tube has no opening in this direction */
6099 case EL_AUSGANG_ACT:
6100 /* door is not (yet) open */
6101 return MF_NO_ACTION;
6104 case EL_AUSGANG_AUF:
6105 if (mode == DF_SNAP)
6106 return MF_NO_ACTION;
6108 PlaySoundLevel(x, y, SND_EXIT_ENTERING);
6113 Feld[x][y] = EL_BIRNE_EIN;
6114 local_player->lights_still_needed--;
6115 DrawLevelField(x, y);
6116 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
6121 Feld[x][y] = EL_ZEIT_LEER;
6123 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
6124 DrawLevelField(x, y);
6125 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, PSND_MAX_RIGHT);
6129 case EL_SOKOBAN_FELD_LEER:
6132 case EL_SOKOBAN_OBJEKT:
6133 case EL_SOKOBAN_FELD_VOLL:
6135 case EL_SP_DISK_YELLOW:
6137 if (mode == DF_SNAP)
6138 return MF_NO_ACTION;
6140 player->Pushing = TRUE;
6142 if (!IN_LEV_FIELD(x+dx, y+dy)
6143 || (!IS_FREE(x+dx, y+dy)
6144 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
6145 || !IS_SB_ELEMENT(element))))
6146 return MF_NO_ACTION;
6150 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6151 return MF_NO_ACTION;
6153 else if (dy && real_dx)
6155 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
6156 return MF_NO_ACTION;
6159 if (player->push_delay == 0)
6160 player->push_delay = FrameCounter;
6162 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6163 !tape.playing && element != EL_BALLOON)
6164 return MF_NO_ACTION;
6166 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6167 !(tape.playing && tape.game_version < GAME_VERSION_2_0) &&
6168 element != EL_BALLOON)
6169 return MF_NO_ACTION;
6172 if (IS_SB_ELEMENT(element))
6174 if (element == EL_SOKOBAN_FELD_VOLL)
6176 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
6177 local_player->sokobanfields_still_needed++;
6182 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
6184 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
6185 local_player->sokobanfields_still_needed--;
6186 if (element == EL_SOKOBAN_OBJEKT)
6187 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_FILLING);
6189 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6193 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
6194 if (element == EL_SOKOBAN_FELD_VOLL)
6195 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_CLEARING);
6197 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6203 Feld[x+dx][y+dy] = element;
6206 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
6208 DrawLevelField(x, y);
6209 DrawLevelField(x+dx, y+dy);
6210 if (element == EL_SONDE)
6211 PlaySoundLevel(x+dx, y+dy, SND_SATELLITE_PUSHING);
6212 else if (element == EL_SP_DISK_YELLOW)
6213 PlaySoundLevel(x+dx, y+dy, SND_SP_DISK_YELLOW_PUSHING);
6214 else if (element == EL_BALLOON)
6215 PlaySoundLevel(x+dx, y+dy, SND_BALLOON_PUSHING);
6217 if (IS_SB_ELEMENT(element) &&
6218 local_player->sokobanfields_still_needed == 0 &&
6219 game.emulation == EMU_SOKOBAN)
6221 player->LevelSolved = player->GameOver = TRUE;
6222 PlaySoundLevel(x, y, SND_SOKOBAN_GAME_SOLVING);
6233 return MF_NO_ACTION;
6236 player->push_delay = 0;
6241 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
6243 int jx = player->jx, jy = player->jy;
6244 int x = jx + dx, y = jy + dy;
6246 if (!player->active || !IN_LEV_FIELD(x, y))
6254 player->snapped = FALSE;
6258 if (player->snapped)
6261 player->MovDir = (dx < 0 ? MV_LEFT :
6264 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6266 if (!DigField(player, x, y, 0, 0, DF_SNAP))
6269 player->snapped = TRUE;
6270 DrawLevelField(x, y);
6276 boolean PlaceBomb(struct PlayerInfo *player)
6278 int jx = player->jx, jy = player->jy;
6281 if (!player->active || player->MovPos)
6284 element = Feld[jx][jy];
6286 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
6287 IS_ACTIVE_BOMB(element) || element == EL_EXPLODING)
6290 if (element != EL_LEERRAUM)
6291 Store[jx][jy] = element;
6293 if (player->dynamite)
6295 Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
6296 MovDelay[jx][jy] = 96;
6298 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6299 FS_SMALL, FC_YELLOW);
6300 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6302 if (game.emulation == EMU_SUPAPLEX)
6303 DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
6305 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
6310 Feld[jx][jy] = EL_DYNABOMB_ACTIVE_1 + (player->element_nr - EL_SPIELER1);
6311 MovDelay[jx][jy] = 96;
6312 player->dynabombs_left--;
6313 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6314 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
6320 void PlaySoundLevel(int x, int y, int sound_nr)
6322 int sx = SCREENX(x), sy = SCREENY(y);
6324 int silence_distance = 8;
6326 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) ||
6327 (!setup.sound_loops && IS_LOOP_SOUND(sound_nr)))
6330 if (!IN_LEV_FIELD(x, y) ||
6331 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
6332 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
6335 volume = PSND_MAX_VOLUME;
6337 #if !defined(PLATFORM_MSDOS)
6338 stereo = (sx - SCR_FIELDX/2) * 12;
6340 stereo = PSND_MIDDLE + (2 * sx - (SCR_FIELDX - 1)) * 5;
6341 if (stereo > PSND_MAX_RIGHT)
6342 stereo = PSND_MAX_RIGHT;
6343 if (stereo < PSND_MAX_LEFT)
6344 stereo = PSND_MAX_LEFT;
6347 if (!IN_SCR_FIELD(sx, sy))
6349 int dx = ABS(sx - SCR_FIELDX/2) - SCR_FIELDX/2;
6350 int dy = ABS(sy - SCR_FIELDY/2) - SCR_FIELDY/2;
6352 volume -= volume * (dx > dy ? dx : dy) / silence_distance;
6355 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
6358 void RaiseScore(int value)
6360 local_player->score += value;
6361 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
6362 FS_SMALL, FC_YELLOW);
6365 void RaiseScoreElement(int element)
6370 case EL_EDELSTEIN_BD:
6371 case EL_EDELSTEIN_GELB:
6372 case EL_EDELSTEIN_ROT:
6373 case EL_EDELSTEIN_LILA:
6374 RaiseScore(level.score[SC_EDELSTEIN]);
6377 RaiseScore(level.score[SC_DIAMANT]);
6381 RaiseScore(level.score[SC_KAEFER]);
6385 RaiseScore(level.score[SC_FLIEGER]);
6389 RaiseScore(level.score[SC_MAMPFER]);
6392 RaiseScore(level.score[SC_ROBOT]);
6395 RaiseScore(level.score[SC_PACMAN]);
6398 RaiseScore(level.score[SC_KOKOSNUSS]);
6400 case EL_DYNAMITE_INACTIVE:
6401 RaiseScore(level.score[SC_DYNAMIT]);
6404 RaiseScore(level.score[SC_SCHLUESSEL]);
6411 void RequestQuitGame(boolean ask_if_really_quit)
6413 if (AllPlayersGone ||
6414 !ask_if_really_quit ||
6415 level_editor_test_game ||
6416 Request("Do you really want to quit the game ?",
6417 REQ_ASK | REQ_STAY_CLOSED))
6419 #if defined(PLATFORM_UNIX)
6420 if (options.network)
6421 SendToServer_StopPlaying();
6425 game_status = MAINMENU;
6431 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
6436 /* ---------- new game button stuff ---------------------------------------- */
6438 /* graphic position values for game buttons */
6439 #define GAME_BUTTON_XSIZE 30
6440 #define GAME_BUTTON_YSIZE 30
6441 #define GAME_BUTTON_XPOS 5
6442 #define GAME_BUTTON_YPOS 215
6443 #define SOUND_BUTTON_XPOS 5
6444 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
6446 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6447 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6448 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6449 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6450 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6451 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6458 } gamebutton_info[NUM_GAME_BUTTONS] =
6461 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
6466 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
6471 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
6476 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
6477 SOUND_CTRL_ID_MUSIC,
6478 "background music on/off"
6481 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
6482 SOUND_CTRL_ID_LOOPS,
6483 "sound loops on/off"
6486 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
6487 SOUND_CTRL_ID_SIMPLE,
6488 "normal sounds on/off"
6492 void CreateGameButtons()
6496 for (i=0; i<NUM_GAME_BUTTONS; i++)
6498 Bitmap *gd_bitmap = pix[PIX_DOOR];
6499 struct GadgetInfo *gi;
6502 unsigned long event_mask;
6503 int gd_xoffset, gd_yoffset;
6504 int gd_x1, gd_x2, gd_y1, gd_y2;
6507 gd_xoffset = gamebutton_info[i].x;
6508 gd_yoffset = gamebutton_info[i].y;
6509 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
6510 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
6512 if (id == GAME_CTRL_ID_STOP ||
6513 id == GAME_CTRL_ID_PAUSE ||
6514 id == GAME_CTRL_ID_PLAY)
6516 button_type = GD_TYPE_NORMAL_BUTTON;
6518 event_mask = GD_EVENT_RELEASED;
6519 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6520 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6524 button_type = GD_TYPE_CHECK_BUTTON;
6526 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
6527 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
6528 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
6529 event_mask = GD_EVENT_PRESSED;
6530 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
6531 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6534 gi = CreateGadget(GDI_CUSTOM_ID, id,
6535 GDI_INFO_TEXT, gamebutton_info[i].infotext,
6536 GDI_X, DX + gd_xoffset,
6537 GDI_Y, DY + gd_yoffset,
6538 GDI_WIDTH, GAME_BUTTON_XSIZE,
6539 GDI_HEIGHT, GAME_BUTTON_YSIZE,
6540 GDI_TYPE, button_type,
6541 GDI_STATE, GD_BUTTON_UNPRESSED,
6542 GDI_CHECKED, checked,
6543 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
6544 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
6545 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
6546 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
6547 GDI_EVENT_MASK, event_mask,
6548 GDI_CALLBACK_ACTION, HandleGameButtons,
6552 Error(ERR_EXIT, "cannot create gadget");
6554 game_gadget[id] = gi;
6558 static void MapGameButtons()
6562 for (i=0; i<NUM_GAME_BUTTONS; i++)
6563 MapGadget(game_gadget[i]);
6566 void UnmapGameButtons()
6570 for (i=0; i<NUM_GAME_BUTTONS; i++)
6571 UnmapGadget(game_gadget[i]);
6574 static void HandleGameButtons(struct GadgetInfo *gi)
6576 int id = gi->custom_id;
6578 if (game_status != PLAYING)
6583 case GAME_CTRL_ID_STOP:
6584 RequestQuitGame(TRUE);
6587 case GAME_CTRL_ID_PAUSE:
6588 if (options.network)
6590 #if defined(PLATFORM_UNIX)
6592 SendToServer_ContinuePlaying();
6594 SendToServer_PausePlaying();
6598 TapeTogglePause(TAPE_TOGGLE_MANUAL);
6601 case GAME_CTRL_ID_PLAY:
6604 #if defined(PLATFORM_UNIX)
6605 if (options.network)
6606 SendToServer_ContinuePlaying();
6610 tape.pausing = FALSE;
6611 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
6616 case SOUND_CTRL_ID_MUSIC:
6617 if (setup.sound_music)
6619 setup.sound_music = FALSE;
6622 else if (audio.music_available)
6624 setup.sound = setup.sound_music = TRUE;
6625 PlayMusic(level_nr);
6629 case SOUND_CTRL_ID_LOOPS:
6630 if (setup.sound_loops)
6631 setup.sound_loops = FALSE;
6632 else if (audio.loops_available)
6633 setup.sound = setup.sound_loops = TRUE;
6636 case SOUND_CTRL_ID_SIMPLE:
6637 if (setup.sound_simple)
6638 setup.sound_simple = FALSE;
6639 else if (audio.sound_available)
6640 setup.sound = setup.sound_simple = TRUE;