1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2001 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MoveFigure() */
36 #define MF_NO_ACTION 0
40 /* for ScrollFigure() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_NO_EXPLOSION 0
51 /* special positions in the game control window (relative to control window) */
54 #define XX_EMERALDS 29
55 #define YY_EMERALDS 54
56 #define XX_DYNAMITE 29
57 #define YY_DYNAMITE 89
65 /* special positions in the game control window (relative to main window) */
66 #define DX_LEVEL (DX + XX_LEVEL)
67 #define DY_LEVEL (DY + YY_LEVEL)
68 #define DX_EMERALDS (DX + XX_EMERALDS)
69 #define DY_EMERALDS (DY + YY_EMERALDS)
70 #define DX_DYNAMITE (DX + XX_DYNAMITE)
71 #define DY_DYNAMITE (DY + YY_DYNAMITE)
72 #define DX_KEYS (DX + XX_KEYS)
73 #define DY_KEYS (DY + YY_KEYS)
74 #define DX_SCORE (DX + XX_SCORE)
75 #define DY_SCORE (DY + YY_SCORE)
76 #define DX_TIME (DX + XX_TIME)
77 #define DY_TIME (DY + YY_TIME)
79 /* values for player movement speed (which is in fact a delay value) */
80 #define MOVE_DELAY_NORMAL_SPEED 8
81 #define MOVE_DELAY_HIGH_SPEED 4
83 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
84 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
85 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
86 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
88 /* game button identifiers */
89 #define GAME_CTRL_ID_STOP 0
90 #define GAME_CTRL_ID_PAUSE 1
91 #define GAME_CTRL_ID_PLAY 2
92 #define SOUND_CTRL_ID_MUSIC 3
93 #define SOUND_CTRL_ID_LOOPS 4
94 #define SOUND_CTRL_ID_SIMPLE 5
96 #define NUM_GAME_BUTTONS 6
98 /* forward declaration for internal use */
99 static void CloseAllOpenTimegates(void);
100 static void CheckGravityMovement(struct PlayerInfo *);
101 static void KillHeroUnlessProtected(int, int);
103 void PlaySoundLevel(int, int, int);
104 void PlaySoundLevelAction(int, int, int);
105 void PlaySoundLevelActionElement(int, int, int, int);
107 static void MapGameButtons();
108 static void HandleGameButtons(struct GadgetInfo *);
110 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
112 #define SND_ACTION_UNKNOWN 0
113 #define SND_ACTION_WAITING 1
114 #define SND_ACTION_MOVING 2
115 #define SND_ACTION_DIGGING 3
116 #define SND_ACTION_COLLECTING 4
117 #define SND_ACTION_PASSING 5
118 #define SND_ACTION_IMPACT 6
119 #define SND_ACTION_PUSHING 7
120 #define SND_ACTION_ACTIVATING 8
121 #define SND_ACTION_BURNING 9
123 #define NUM_SND_ACTIONS 10
130 } sound_action_properties[] =
132 /* insert _all_ loop sound actions here */
133 { ".waiting", SND_ACTION_WAITING, TRUE },
134 { ".moving", SND_ACTION_MOVING, TRUE }, /* continuos moving */
135 { ".running", SND_ACTION_UNKNOWN, TRUE },
136 { ".burning", SND_ACTION_BURNING, TRUE },
137 { ".growing", SND_ACTION_UNKNOWN, TRUE },
138 { ".attacking", SND_ACTION_UNKNOWN, TRUE },
140 /* other (non-loop) sound actions are optional */
141 { ".stepping", SND_ACTION_MOVING, FALSE }, /* discrete moving */
142 { ".digging", SND_ACTION_DIGGING, FALSE },
143 { ".collecting", SND_ACTION_COLLECTING, FALSE },
144 { ".passing", SND_ACTION_PASSING, FALSE },
145 { ".impact", SND_ACTION_IMPACT, FALSE },
146 { ".pushing", SND_ACTION_PUSHING, FALSE },
147 { ".activating", SND_ACTION_ACTIVATING, FALSE },
150 static int element_action_sound[NUM_LEVEL_ELEMENTS][NUM_SND_ACTIONS];
151 static boolean is_loop_sound[NUM_SOUND_EFFECTS];
153 #define IS_LOOP_SOUND(x) (is_loop_sound[x])
158 static unsigned int getStateCheckSum(int counter)
161 unsigned int mult = 1;
162 unsigned int checksum = 0;
164 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
166 static boolean first_game = TRUE;
168 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
174 lastFeld[x][y] = Feld[x][y];
175 else if (lastFeld[x][y] != Feld[x][y])
176 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
177 x, y, lastFeld[x][y], Feld[x][y]);
181 checksum += mult++ * Ur[x][y];
182 checksum += mult++ * Feld[x][y];
185 checksum += mult++ * MovPos[x][y];
186 checksum += mult++ * MovDir[x][y];
187 checksum += mult++ * MovDelay[x][y];
188 checksum += mult++ * Store[x][y];
189 checksum += mult++ * Store2[x][y];
190 checksum += mult++ * StorePlayer[x][y];
191 checksum += mult++ * Frame[x][y];
192 checksum += mult++ * AmoebaNr[x][y];
193 checksum += mult++ * JustStopped[x][y];
194 checksum += mult++ * Stop[x][y];
198 if (counter == 3 && first_game)
209 void GetPlayerConfig()
211 if (!audio.sound_available)
214 if (!audio.loops_available)
215 setup.sound_loops = FALSE;
217 if (!audio.music_available)
218 setup.sound_music = FALSE;
220 if (!video.fullscreen_available)
221 setup.fullscreen = FALSE;
223 setup.sound_simple = setup.sound;
225 SetAudioMode(setup.sound);
229 static int getBeltNrFromElement(int element)
231 return (element < EL_BELT2_LEFT ? 0 :
232 element < EL_BELT3_LEFT ? 1 :
233 element < EL_BELT4_LEFT ? 2 : 3);
236 static int getBeltNrFromSwitchElement(int element)
238 return (element < EL_BELT2_SWITCH_LEFT ? 0 :
239 element < EL_BELT3_SWITCH_LEFT ? 1 :
240 element < EL_BELT4_SWITCH_LEFT ? 2 : 3);
243 static int getBeltDirNrFromSwitchElement(int element)
245 static int belt_base_element[4] =
247 EL_BELT1_SWITCH_LEFT,
248 EL_BELT2_SWITCH_LEFT,
249 EL_BELT3_SWITCH_LEFT,
253 int belt_nr = getBeltNrFromSwitchElement(element);
254 int belt_dir_nr = element - belt_base_element[belt_nr];
256 return (belt_dir_nr % 3);
259 static int getBeltDirFromSwitchElement(int element)
261 static int belt_move_dir[3] =
268 int belt_dir_nr = getBeltDirNrFromSwitchElement(element);
270 return belt_move_dir[belt_dir_nr];
273 static void InitField(int x, int y, boolean init_game)
280 if (stored_player[0].present)
282 Feld[x][y] = EL_SP_MURPHY_CLONE;
289 Feld[x][y] = EL_SPIELER1;
297 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
298 int jx = player->jx, jy = player->jy;
300 player->present = TRUE;
302 if (!options.network || player->connected)
304 player->active = TRUE;
306 /* remove potentially duplicate players */
307 if (StorePlayer[jx][jy] == Feld[x][y])
308 StorePlayer[jx][jy] = 0;
310 StorePlayer[x][y] = Feld[x][y];
314 printf("Player %d activated.\n", player->element_nr);
315 printf("[Local player is %d and currently %s.]\n",
316 local_player->element_nr,
317 local_player->active ? "active" : "not active");
321 Feld[x][y] = EL_LEERRAUM;
322 player->jx = player->last_jx = x;
323 player->jy = player->last_jy = y;
328 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_SALZSAEURE)
329 Feld[x][y] = EL_BADEWANNE1;
330 else if (x > 0 && Feld[x-1][y] == EL_SALZSAEURE)
331 Feld[x][y] = EL_BADEWANNE2;
332 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE1)
333 Feld[x][y] = EL_BADEWANNE3;
334 else if (y > 0 && Feld[x][y-1] == EL_SALZSAEURE)
335 Feld[x][y] = EL_BADEWANNE4;
336 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE2)
337 Feld[x][y] = EL_BADEWANNE5;
340 case EL_KAEFER_RIGHT:
345 case EL_FLIEGER_RIGHT:
347 case EL_FLIEGER_LEFT:
348 case EL_FLIEGER_DOWN:
350 case EL_BUTTERFLY_RIGHT:
351 case EL_BUTTERFLY_UP:
352 case EL_BUTTERFLY_LEFT:
353 case EL_BUTTERFLY_DOWN:
355 case EL_FIREFLY_RIGHT:
357 case EL_FIREFLY_LEFT:
358 case EL_FIREFLY_DOWN:
360 case EL_PACMAN_RIGHT:
384 if (y == lev_fieldy - 1)
386 Feld[x][y] = EL_AMOEBING;
387 Store[x][y] = EL_AMOEBE_NASS;
391 case EL_DYNAMITE_ACTIVE:
396 local_player->lights_still_needed++;
399 case EL_SOKOBAN_FELD_LEER:
400 local_player->sokobanfields_still_needed++;
404 local_player->friends_still_needed++;
409 MovDir[x][y] = 1 << RND(4);
413 Feld[x][y] = EL_LEERRAUM;
416 case EL_EM_KEY_1_FILE:
417 Feld[x][y] = EL_EM_KEY_1;
419 case EL_EM_KEY_2_FILE:
420 Feld[x][y] = EL_EM_KEY_2;
422 case EL_EM_KEY_3_FILE:
423 Feld[x][y] = EL_EM_KEY_3;
425 case EL_EM_KEY_4_FILE:
426 Feld[x][y] = EL_EM_KEY_4;
429 case EL_BELT1_SWITCH_LEFT:
430 case EL_BELT1_SWITCH_MIDDLE:
431 case EL_BELT1_SWITCH_RIGHT:
432 case EL_BELT2_SWITCH_LEFT:
433 case EL_BELT2_SWITCH_MIDDLE:
434 case EL_BELT2_SWITCH_RIGHT:
435 case EL_BELT3_SWITCH_LEFT:
436 case EL_BELT3_SWITCH_MIDDLE:
437 case EL_BELT3_SWITCH_RIGHT:
438 case EL_BELT4_SWITCH_LEFT:
439 case EL_BELT4_SWITCH_MIDDLE:
440 case EL_BELT4_SWITCH_RIGHT:
443 int belt_nr = getBeltNrFromSwitchElement(Feld[x][y]);
444 int belt_dir = getBeltDirFromSwitchElement(Feld[x][y]);
445 int belt_dir_nr = getBeltDirNrFromSwitchElement(Feld[x][y]);
447 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
449 game.belt_dir[belt_nr] = belt_dir;
450 game.belt_dir_nr[belt_nr] = belt_dir_nr;
452 else /* more than one switch -- set it like the first switch */
454 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
459 case EL_SWITCHGATE_SWITCH_2: /* always start with same switch pos */
461 Feld[x][y] = EL_SWITCHGATE_SWITCH_1;
464 case EL_LIGHT_SWITCH_ON:
466 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
474 void DrawGameDoorValues()
478 for (i=0; i<MAX_PLAYERS; i++)
480 if (stored_player[i].key[j])
481 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
482 GFX_SCHLUESSEL1 + j);
484 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
485 int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
486 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
487 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
488 DrawText(DX + XX_SCORE, DY + YY_SCORE,
489 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
490 DrawText(DX + XX_TIME, DY + YY_TIME,
491 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
494 void InitGameEngine()
496 static int sound_effect_properties[NUM_SOUND_EFFECTS];
500 debug_print_timestamp(0, NULL);
503 for (i=0; i<NUM_SND_ACTIONS; i++)
504 for (j=0; j<NUM_LEVEL_ELEMENTS; j++)
505 element_action_sound[j][i] = -1;
507 for (i=0; i<NUM_SOUND_EFFECTS; i++)
509 int len_effect_text = strlen(sound_effects[i].text);
511 sound_effect_properties[i] = SND_ACTION_UNKNOWN;
512 is_loop_sound[i] = FALSE;
514 /* determine all loop sounds and identify certain sound classes */
517 while (sound_action_properties[j].text)
519 int len_action_text = strlen(sound_action_properties[j].text);
521 if (len_action_text < len_effect_text &&
522 strcmp(&sound_effects[i].text[len_effect_text - len_action_text],
523 sound_action_properties[j].text) == 0)
525 sound_effect_properties[i] = sound_action_properties[j].value;
527 if (sound_action_properties[j].is_loop)
528 is_loop_sound[i] = TRUE;
534 /* associate elements and some selected sound actions */
536 for (j=0; j<NUM_LEVEL_ELEMENTS; j++)
538 if (element_info[j].sound_class_name)
540 int len_class_text = strlen(element_info[j].sound_class_name);
542 if (len_class_text + 1 < len_effect_text &&
543 strncmp(sound_effects[i].text,
544 element_info[j].sound_class_name, len_class_text) == 0 &&
545 sound_effects[i].text[len_class_text] == '.')
547 int sound_action_value = sound_effect_properties[i];
549 element_action_sound[j][sound_action_value] = i;
556 debug_print_timestamp(0, "InitGameEngine");
562 int element = EL_ERDREICH;
563 int sound_action = SND_ACTION_DIGGING;
566 while (sound_action_properties[j].text)
568 if (sound_action_properties[j].value == sound_action)
569 printf("element %d, sound action '%s' == %d\n",
570 element, sound_action_properties[j].text,
571 element_action_sound[element][sound_action]);
581 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
582 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
583 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
586 #if USE_NEW_AMOEBA_CODE
587 printf("Using new amoeba code.\n");
589 printf("Using old amoeba code.\n");
593 /* don't play tapes over network */
594 network_playing = (options.network && !tape.playing);
596 for (i=0; i<MAX_PLAYERS; i++)
598 struct PlayerInfo *player = &stored_player[i];
600 player->index_nr = i;
601 player->element_nr = EL_SPIELER1 + i;
603 player->present = FALSE;
604 player->active = FALSE;
607 player->effective_action = 0;
608 player->programmed_action = 0;
611 player->gems_still_needed = level.gems_needed;
612 player->sokobanfields_still_needed = 0;
613 player->lights_still_needed = 0;
614 player->friends_still_needed = 0;
617 player->key[j] = FALSE;
619 player->dynamite = 0;
620 player->dynabomb_count = 0;
621 player->dynabomb_size = 1;
622 player->dynabombs_left = 0;
623 player->dynabomb_xl = FALSE;
625 player->MovDir = MV_NO_MOVING;
627 player->Pushing = FALSE;
628 player->Switching = FALSE;
632 player->actual_frame_counter = 0;
634 player->frame_reset_delay = 0;
636 player->last_move_dir = MV_NO_MOVING;
637 player->is_moving = FALSE;
639 player->move_delay = -1; /* no initial move delay */
640 player->move_delay_value =
641 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
643 player->push_delay = 0;
644 player->push_delay_value = 5;
646 player->snapped = FALSE;
648 player->last_jx = player->last_jy = 0;
649 player->jx = player->jy = 0;
651 player->shield_passive_time_left = 0;
652 player->shield_active_time_left = 0;
654 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
655 SnapField(player, 0, 0);
657 player->LevelSolved = FALSE;
658 player->GameOver = FALSE;
661 network_player_action_received = FALSE;
663 #if defined(PLATFORM_UNIX)
664 /* initial null action */
666 SendToServer_MovePlayer(MV_NO_MOVING);
674 TimeLeft = level.time;
676 ScreenMovDir = MV_NO_MOVING;
680 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
682 AllPlayersGone = FALSE;
684 game.yam_content_nr = 0;
685 game.magic_wall_active = FALSE;
686 game.magic_wall_time_left = 0;
687 game.light_time_left = 0;
688 game.timegate_time_left = 0;
689 game.switchgate_pos = 0;
690 game.balloon_dir = MV_NO_MOVING;
691 game.explosions_delayed = TRUE;
695 game.belt_dir[i] = MV_NO_MOVING;
696 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
699 for (i=0; i<MAX_NUM_AMOEBA; i++)
700 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
702 for (x=0; x<lev_fieldx; x++)
704 for (y=0; y<lev_fieldy; y++)
706 Feld[x][y] = Ur[x][y];
707 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
708 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
711 JustStopped[x][y] = 0;
713 ExplodeField[x][y] = EX_NO_EXPLOSION;
717 for(y=0; y<lev_fieldy; y++)
719 for(x=0; x<lev_fieldx; x++)
721 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
723 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
725 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
728 InitField(x, y, TRUE);
732 /* correct non-moving belts to start moving left */
734 if (game.belt_dir[i] == MV_NO_MOVING)
735 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
737 /* check if any connected player was not found in playfield */
738 for (i=0; i<MAX_PLAYERS; i++)
740 struct PlayerInfo *player = &stored_player[i];
742 if (player->connected && !player->present)
744 for (j=0; j<MAX_PLAYERS; j++)
746 struct PlayerInfo *some_player = &stored_player[j];
747 int jx = some_player->jx, jy = some_player->jy;
749 /* assign first free player found that is present in the playfield */
750 if (some_player->present && !some_player->connected)
752 player->present = TRUE;
753 player->active = TRUE;
754 some_player->present = FALSE;
756 StorePlayer[jx][jy] = player->element_nr;
757 player->jx = player->last_jx = jx;
758 player->jy = player->last_jy = jy;
768 /* when playing a tape, eliminate all players who do not participate */
770 for (i=0; i<MAX_PLAYERS; i++)
772 if (stored_player[i].active && !tape.player_participates[i])
774 struct PlayerInfo *player = &stored_player[i];
775 int jx = player->jx, jy = player->jy;
777 player->active = FALSE;
778 StorePlayer[jx][jy] = 0;
779 Feld[jx][jy] = EL_LEERRAUM;
783 else if (!options.network && !setup.team_mode) /* && !tape.playing */
785 /* when in single player mode, eliminate all but the first active player */
787 for (i=0; i<MAX_PLAYERS; i++)
789 if (stored_player[i].active)
791 for (j=i+1; j<MAX_PLAYERS; j++)
793 if (stored_player[j].active)
795 struct PlayerInfo *player = &stored_player[j];
796 int jx = player->jx, jy = player->jy;
798 player->active = FALSE;
799 StorePlayer[jx][jy] = 0;
800 Feld[jx][jy] = EL_LEERRAUM;
807 /* when recording the game, store which players take part in the game */
810 for (i=0; i<MAX_PLAYERS; i++)
811 if (stored_player[i].active)
812 tape.player_participates[i] = TRUE;
817 for (i=0; i<MAX_PLAYERS; i++)
819 struct PlayerInfo *player = &stored_player[i];
821 printf("Player %d: present == %d, connected == %d, active == %d.\n",
826 if (local_player == player)
827 printf("Player %d is local player.\n", i+1);
831 game.version = (tape.playing ? tape.game_version : level.game_version);
832 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
833 emulate_sb ? EMU_SOKOBAN :
834 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
836 /* dynamically adjust element properties according to game engine version */
838 static int ep_em_slippery_wall[] =
848 static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall);
850 static int ep_em_slippery_wall_num =
851 sizeof(ep_em_slippery_wall) / sizeof(int);
855 printf("level %d: game.version == %06d\n", level_nr, level.game_version);
856 printf(" file_version == %06d\n", level.file_version);
859 for (i=0; i<ep_em_slippery_wall_num; i++)
862 if (level.em_slippery_gems) /* special EM style gems behaviour */
864 if (game.version >= GAME_VERSION_2_0)
866 Elementeigenschaften2[ep_em_slippery_wall[i]] |=
867 EP_BIT_EM_SLIPPERY_WALL;
869 Elementeigenschaften2[ep_em_slippery_wall[i]] &=
870 ~EP_BIT_EM_SLIPPERY_WALL;
874 if (BorderElement == EL_LEERRAUM)
877 SBX_Right = lev_fieldx - SCR_FIELDX;
879 SBY_Lower = lev_fieldy - SCR_FIELDY;
884 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
886 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
889 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
890 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
892 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
893 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
896 scroll_y = SBY_Upper;
897 if (local_player->jx >= SBX_Left + MIDPOSX)
898 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
899 local_player->jx - MIDPOSX :
901 if (local_player->jy >= SBY_Upper + MIDPOSY)
902 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
903 local_player->jy - MIDPOSY :
906 CloseDoor(DOOR_CLOSE_1);
912 /* after drawing the level, correct some elements */
913 if (game.timegate_time_left == 0)
914 CloseAllOpenTimegates();
916 if (setup.soft_scrolling)
917 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
919 redraw_mask |= REDRAW_FROM_BACKBUFFER;
921 /* copy default game door content to main double buffer */
922 BlitBitmap(pix[PIX_DOOR], drawto,
923 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
926 DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
927 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
930 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
931 int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3);
932 BlitBitmap(drawto, drawto,
933 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
934 FONT5_XSIZE * 3, FONT5_YSIZE - 1,
935 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
938 DrawGameDoorValues();
942 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
943 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
944 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
948 /* copy actual game door content to door double buffer for OpenDoor() */
949 BlitBitmap(drawto, pix[PIX_DB_DOOR],
950 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
952 OpenDoor(DOOR_OPEN_ALL);
954 PlaySoundStereo(SND_GAME_STARTING, SOUND_MAX_RIGHT);
955 if (setup.sound_music)
958 KeyboardAutoRepeatOff();
963 printf("Player %d %sactive.\n",
964 i + 1, (stored_player[i].active ? "" : "not "));
968 void InitMovDir(int x, int y)
970 int i, element = Feld[x][y];
971 static int xy[4][2] =
978 static int direction[3][4] =
980 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
981 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
982 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
987 case EL_KAEFER_RIGHT:
991 Feld[x][y] = EL_KAEFER;
992 MovDir[x][y] = direction[0][element - EL_KAEFER_RIGHT];
995 case EL_FLIEGER_RIGHT:
997 case EL_FLIEGER_LEFT:
998 case EL_FLIEGER_DOWN:
999 Feld[x][y] = EL_FLIEGER;
1000 MovDir[x][y] = direction[0][element - EL_FLIEGER_RIGHT];
1003 case EL_BUTTERFLY_RIGHT:
1004 case EL_BUTTERFLY_UP:
1005 case EL_BUTTERFLY_LEFT:
1006 case EL_BUTTERFLY_DOWN:
1007 Feld[x][y] = EL_BUTTERFLY;
1008 MovDir[x][y] = direction[0][element - EL_BUTTERFLY_RIGHT];
1011 case EL_FIREFLY_RIGHT:
1013 case EL_FIREFLY_LEFT:
1014 case EL_FIREFLY_DOWN:
1015 Feld[x][y] = EL_FIREFLY;
1016 MovDir[x][y] = direction[0][element - EL_FIREFLY_RIGHT];
1019 case EL_PACMAN_RIGHT:
1021 case EL_PACMAN_LEFT:
1022 case EL_PACMAN_DOWN:
1023 Feld[x][y] = EL_PACMAN;
1024 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1027 case EL_SP_SNIKSNAK:
1028 MovDir[x][y] = MV_UP;
1031 case EL_SP_ELECTRON:
1032 MovDir[x][y] = MV_LEFT;
1039 Feld[x][y] = EL_MOLE;
1040 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1044 MovDir[x][y] = 1 << RND(4);
1045 if (element != EL_KAEFER &&
1046 element != EL_FLIEGER &&
1047 element != EL_BUTTERFLY &&
1048 element != EL_FIREFLY)
1053 int x1 = x + xy[i][0];
1054 int y1 = y + xy[i][1];
1056 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1058 if (element == EL_KAEFER || element == EL_BUTTERFLY)
1060 MovDir[x][y] = direction[0][i];
1063 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
1064 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1066 MovDir[x][y] = direction[1][i];
1075 void InitAmoebaNr(int x, int y)
1078 int group_nr = AmoebeNachbarNr(x, y);
1082 for (i=1; i<MAX_NUM_AMOEBA; i++)
1084 if (AmoebaCnt[i] == 0)
1092 AmoebaNr[x][y] = group_nr;
1093 AmoebaCnt[group_nr]++;
1094 AmoebaCnt2[group_nr]++;
1100 boolean raise_level = FALSE;
1102 if (local_player->MovPos)
1105 local_player->LevelSolved = FALSE;
1107 PlaySoundStereo(SND_GAME_WINNING, SOUND_MAX_RIGHT);
1111 if (!tape.playing && setup.sound_loops)
1112 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1113 SND_CTRL_PLAY_LOOP);
1115 while (TimeLeft > 0)
1117 if (!tape.playing && !setup.sound_loops)
1118 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1119 if (TimeLeft > 0 && !(TimeLeft % 10))
1120 RaiseScore(level.score[SC_ZEITBONUS]);
1121 if (TimeLeft > 100 && !(TimeLeft % 10))
1125 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
1132 if (!tape.playing && setup.sound_loops)
1133 StopSound(SND_GAME_LEVELTIME_BONUS);
1135 else if (level.time == 0) /* level without time limit */
1137 if (!tape.playing && setup.sound_loops)
1138 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1139 SND_CTRL_PLAY_LOOP);
1141 while (TimePlayed < 999)
1143 if (!tape.playing && !setup.sound_loops)
1144 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1145 if (TimePlayed < 999 && !(TimePlayed % 10))
1146 RaiseScore(level.score[SC_ZEITBONUS]);
1147 if (TimePlayed < 900 && !(TimePlayed % 10))
1151 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
1158 if (!tape.playing && setup.sound_loops)
1159 StopSound(SND_GAME_LEVELTIME_BONUS);
1166 /* Hero disappears */
1167 DrawLevelField(ExitX, ExitY);
1173 CloseDoor(DOOR_CLOSE_1);
1178 SaveTape(tape.level_nr); /* Ask to save tape */
1181 if (level_nr == leveldir_current->handicap_level)
1183 leveldir_current->handicap_level++;
1184 SaveLevelSetup_SeriesInfo();
1187 if (level_editor_test_game)
1188 local_player->score = -1; /* no highscore when playing from editor */
1189 else if (level_nr < leveldir_current->last_level)
1190 raise_level = TRUE; /* advance to next level */
1192 if ((hi_pos = NewHiScore()) >= 0)
1194 game_status = HALLOFFAME;
1195 DrawHallOfFame(hi_pos);
1204 game_status = MAINMENU;
1221 LoadScore(level_nr);
1223 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1224 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1227 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1229 if (local_player->score > highscore[k].Score)
1231 /* player has made it to the hall of fame */
1233 if (k < MAX_SCORE_ENTRIES - 1)
1235 int m = MAX_SCORE_ENTRIES - 1;
1238 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1239 if (!strcmp(setup.player_name, highscore[l].Name))
1241 if (m == k) /* player's new highscore overwrites his old one */
1247 strcpy(highscore[l].Name, highscore[l - 1].Name);
1248 highscore[l].Score = highscore[l - 1].Score;
1255 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1256 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1257 highscore[k].Score = local_player->score;
1263 else if (!strncmp(setup.player_name, highscore[k].Name,
1264 MAX_PLAYER_NAME_LEN))
1265 break; /* player already there with a higher score */
1271 SaveScore(level_nr);
1276 void InitMovingField(int x, int y, int direction)
1278 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1279 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1281 MovDir[x][y] = direction;
1282 MovDir[newx][newy] = direction;
1283 if (Feld[newx][newy] == EL_LEERRAUM)
1284 Feld[newx][newy] = EL_BLOCKED;
1287 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1289 int direction = MovDir[x][y];
1290 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1291 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1297 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1299 int oldx = x, oldy = y;
1300 int direction = MovDir[x][y];
1302 if (direction == MV_LEFT)
1304 else if (direction == MV_RIGHT)
1306 else if (direction == MV_UP)
1308 else if (direction == MV_DOWN)
1311 *comes_from_x = oldx;
1312 *comes_from_y = oldy;
1315 int MovingOrBlocked2Element(int x, int y)
1317 int element = Feld[x][y];
1319 if (element == EL_BLOCKED)
1323 Blocked2Moving(x, y, &oldx, &oldy);
1324 return Feld[oldx][oldy];
1330 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1332 /* like MovingOrBlocked2Element(), but if element is moving
1333 and (x,y) is the field the moving element is just leaving,
1334 return EL_BLOCKED instead of the element value */
1335 int element = Feld[x][y];
1337 if (IS_MOVING(x, y))
1339 if (element == EL_BLOCKED)
1343 Blocked2Moving(x, y, &oldx, &oldy);
1344 return Feld[oldx][oldy];
1353 static void RemoveField(int x, int y)
1355 Feld[x][y] = EL_LEERRAUM;
1361 void RemoveMovingField(int x, int y)
1363 int oldx = x, oldy = y, newx = x, newy = y;
1365 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1368 if (IS_MOVING(x, y))
1370 Moving2Blocked(x, y, &newx, &newy);
1371 if (Feld[newx][newy] != EL_BLOCKED)
1374 else if (Feld[x][y] == EL_BLOCKED)
1376 Blocked2Moving(x, y, &oldx, &oldy);
1377 if (!IS_MOVING(oldx, oldy))
1381 if (Feld[x][y] == EL_BLOCKED &&
1382 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1383 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1384 Feld[oldx][oldy] == EL_MAGIC_WALL_BD_EMPTYING ||
1385 Feld[oldx][oldy] == EL_AMOEBA_DRIPPING))
1386 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1388 Feld[oldx][oldy] = EL_LEERRAUM;
1390 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1392 Feld[newx][newy] = EL_LEERRAUM;
1393 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1394 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1396 DrawLevelField(oldx, oldy);
1397 DrawLevelField(newx, newy);
1400 void DrawDynamite(int x, int y)
1402 int sx = SCREENX(x), sy = SCREENY(y);
1403 int graphic = el2gfx(Feld[x][y]);
1406 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1410 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
1412 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1414 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
1419 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
1423 if (game.emulation == EMU_SUPAPLEX)
1424 DrawGraphic(sx, sy, GFX_SP_DISK_RED);
1425 else if (Store[x][y])
1426 DrawGraphicThruMask(sx, sy, graphic + phase);
1428 DrawGraphic(sx, sy, graphic + phase);
1431 void CheckDynamite(int x, int y)
1433 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1438 if (!(MovDelay[x][y] % 6))
1439 PlaySoundLevelAction(x, y, SND_ACTION_BURNING);
1441 if (IS_ACTIVE_BOMB(Feld[x][y]))
1443 int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6);
1445 if (!(MovDelay[x][y] % delay))
1453 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1454 StopSound(SND_DYNAMITE_BURNING);
1456 StopSound(SND_DYNABOMB_BURNING);
1461 void Explode(int ex, int ey, int phase, int mode)
1464 int num_phase = 9, delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1465 int last_phase = num_phase * delay;
1466 int half_phase = (num_phase / 2) * delay;
1467 int first_phase_after_start = EX_PHASE_START + 1;
1469 if (game.explosions_delayed)
1471 ExplodeField[ex][ey] = mode;
1475 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1477 int center_element = Feld[ex][ey];
1479 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1481 /* put moving element to center field (and let it explode there) */
1482 center_element = MovingOrBlocked2Element(ex, ey);
1483 RemoveMovingField(ex, ey);
1484 Feld[ex][ey] = center_element;
1487 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1491 if (!IN_LEV_FIELD(x, y) ||
1492 ((mode != EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
1493 (x != ex || y != ey)))
1496 element = Feld[x][y];
1498 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1500 element = MovingOrBlocked2Element(x, y);
1501 RemoveMovingField(x, y);
1504 if (IS_MASSIVE(element) || element == EL_BURNING)
1507 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1509 if (IS_ACTIVE_BOMB(element))
1511 /* re-activate things under the bomb like gate or penguin */
1512 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_LEERRAUM);
1519 if (element == EL_EXPLODING)
1520 element = Store2[x][y];
1522 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1524 switch(StorePlayer[ex][ey])
1527 Store[x][y] = EL_EDELSTEIN_ROT;
1530 Store[x][y] = EL_EDELSTEIN;
1533 Store[x][y] = EL_EDELSTEIN_LILA;
1537 Store[x][y] = EL_EDELSTEIN_GELB;
1541 if (game.emulation == EMU_SUPAPLEX)
1542 Store[x][y] = EL_LEERRAUM;
1544 else if (center_element == EL_MOLE)
1545 Store[x][y] = EL_EDELSTEIN_ROT;
1546 else if (center_element == EL_PINGUIN)
1547 Store[x][y] = EL_EDELSTEIN_LILA;
1548 else if (center_element == EL_KAEFER)
1549 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
1550 else if (center_element == EL_BUTTERFLY)
1551 Store[x][y] = EL_EDELSTEIN_BD;
1552 else if (center_element == EL_SP_ELECTRON)
1553 Store[x][y] = EL_SP_INFOTRON;
1554 else if (center_element == EL_MAMPFER)
1555 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1556 else if (center_element == EL_AMOEBA2DIAM)
1557 Store[x][y] = level.amoeba_content;
1558 else if (element == EL_ERZ_EDEL)
1559 Store[x][y] = EL_EDELSTEIN;
1560 else if (element == EL_ERZ_DIAM)
1561 Store[x][y] = EL_DIAMANT;
1562 else if (element == EL_ERZ_EDEL_BD)
1563 Store[x][y] = EL_EDELSTEIN_BD;
1564 else if (element == EL_ERZ_EDEL_GELB)
1565 Store[x][y] = EL_EDELSTEIN_GELB;
1566 else if (element == EL_ERZ_EDEL_ROT)
1567 Store[x][y] = EL_EDELSTEIN_ROT;
1568 else if (element == EL_ERZ_EDEL_LILA)
1569 Store[x][y] = EL_EDELSTEIN_LILA;
1570 else if (element == EL_WALL_PEARL)
1571 Store[x][y] = EL_PEARL;
1572 else if (element == EL_WALL_CRYSTAL)
1573 Store[x][y] = EL_CRYSTAL;
1574 else if (!IS_PFORTE(Store[x][y]))
1575 Store[x][y] = EL_LEERRAUM;
1577 if (x != ex || y != ey ||
1578 center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
1579 Store2[x][y] = element;
1581 if (AmoebaNr[x][y] &&
1582 (element == EL_AMOEBE_VOLL ||
1583 element == EL_AMOEBE_BD ||
1584 element == EL_AMOEBING))
1586 AmoebaCnt[AmoebaNr[x][y]]--;
1587 AmoebaCnt2[AmoebaNr[x][y]]--;
1590 Feld[x][y] = EL_EXPLODING;
1591 MovDir[x][y] = MovPos[x][y] = 0;
1597 if (center_element == EL_MAMPFER)
1598 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1609 Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
1611 if (phase == first_phase_after_start)
1613 int element = Store2[x][y];
1615 if (element == EL_BLACK_ORB)
1617 Feld[x][y] = Store2[x][y];
1622 else if (phase == half_phase)
1624 int element = Store2[x][y];
1626 if (IS_PLAYER(x, y))
1627 KillHeroUnlessProtected(x, y);
1628 else if (IS_EXPLOSIVE(element))
1630 Feld[x][y] = Store2[x][y];
1634 else if (element == EL_AMOEBA2DIAM)
1635 AmoebeUmwandeln(x, y);
1638 if (phase == last_phase)
1642 element = Feld[x][y] = Store[x][y];
1643 Store[x][y] = Store2[x][y] = 0;
1644 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1645 InitField(x, y, FALSE);
1646 if (CAN_MOVE(element) || COULD_MOVE(element))
1648 DrawLevelField(x, y);
1650 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1651 StorePlayer[x][y] = 0;
1653 else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1655 int graphic = GFX_EXPLOSION;
1657 if (game.emulation == EMU_SUPAPLEX)
1658 graphic = (Store[x][y] == EL_SP_INFOTRON ?
1659 GFX_SP_EXPLODE_INFOTRON :
1660 GFX_SP_EXPLODE_EMPTY);
1663 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1665 graphic += (phase / delay - 1);
1667 if (IS_PFORTE(Store[x][y]))
1669 DrawLevelElement(x, y, Store[x][y]);
1670 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic);
1673 DrawGraphic(SCREENX(x), SCREENY(y), graphic);
1677 void DynaExplode(int ex, int ey)
1680 int dynabomb_size = 1;
1681 boolean dynabomb_xl = FALSE;
1682 struct PlayerInfo *player;
1683 static int xy[4][2] =
1691 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1693 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_ACTIVE_1];
1694 dynabomb_size = player->dynabomb_size;
1695 dynabomb_xl = player->dynabomb_xl;
1696 player->dynabombs_left++;
1699 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1703 for (j=1; j<=dynabomb_size; j++)
1705 int x = ex + j * xy[i % 4][0];
1706 int y = ey + j * xy[i % 4][1];
1709 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1712 element = Feld[x][y];
1714 /* do not restart explosions of fields with active bombs */
1715 if (element == EL_EXPLODING && IS_ACTIVE_BOMB(Store2[x][y]))
1718 Explode(x, y, EX_PHASE_START, EX_BORDER);
1720 if (element != EL_LEERRAUM &&
1721 element != EL_ERDREICH &&
1722 element != EL_EXPLODING &&
1729 void Bang(int x, int y)
1731 int element = Feld[x][y];
1733 if (game.emulation == EMU_SUPAPLEX)
1734 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
1736 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
1739 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1740 element = EL_LEERRAUM;
1754 RaiseScoreElement(element);
1755 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1757 case EL_DYNABOMB_ACTIVE_1:
1758 case EL_DYNABOMB_ACTIVE_2:
1759 case EL_DYNABOMB_ACTIVE_3:
1760 case EL_DYNABOMB_ACTIVE_4:
1761 case EL_DYNABOMB_NR:
1762 case EL_DYNABOMB_SZ:
1763 case EL_DYNABOMB_XL:
1769 if (IS_PLAYER(x, y))
1770 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1772 Explode(x, y, EX_PHASE_START, EX_CENTER);
1775 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1780 void Blurb(int x, int y)
1782 int element = Feld[x][y];
1784 if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
1786 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
1787 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1788 (!IN_LEV_FIELD(x-1, y-1) ||
1789 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1791 Feld[x-1][y] = EL_BLURB_LEFT;
1793 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1794 (!IN_LEV_FIELD(x+1, y-1) ||
1795 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1797 Feld[x+1][y] = EL_BLURB_RIGHT;
1802 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1804 if (!MovDelay[x][y]) /* initialize animation counter */
1807 if (MovDelay[x][y]) /* continue animation */
1810 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1811 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1813 if (!MovDelay[x][y])
1815 Feld[x][y] = EL_LEERRAUM;
1816 DrawLevelField(x, y);
1822 static void ToggleBeltSwitch(int x, int y)
1824 static int belt_base_element[4] =
1826 EL_BELT1_SWITCH_LEFT,
1827 EL_BELT2_SWITCH_LEFT,
1828 EL_BELT3_SWITCH_LEFT,
1829 EL_BELT4_SWITCH_LEFT
1831 static int belt_move_dir[4] =
1839 int element = Feld[x][y];
1840 int belt_nr = getBeltNrFromSwitchElement(element);
1841 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1842 int belt_dir = belt_move_dir[belt_dir_nr];
1845 if (!IS_BELT_SWITCH(element))
1848 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1849 game.belt_dir[belt_nr] = belt_dir;
1851 if (belt_dir_nr == 3)
1854 for (yy=0; yy<lev_fieldy; yy++)
1856 for (xx=0; xx<lev_fieldx; xx++)
1858 int element = Feld[xx][yy];
1860 if (IS_BELT_SWITCH(element))
1862 int e_belt_nr = getBeltNrFromSwitchElement(element);
1864 if (e_belt_nr == belt_nr)
1866 Feld[xx][yy] = belt_base_element[belt_nr] + belt_dir_nr;
1867 DrawLevelField(xx, yy);
1870 else if (belt_dir == MV_NO_MOVING && IS_BELT(element))
1872 int e_belt_nr = getBeltNrFromElement(element);
1874 if (e_belt_nr == belt_nr)
1875 DrawLevelField(xx, yy); /* set belt to parking position */
1881 static void ToggleSwitchgateSwitch(int x, int y)
1885 game.switchgate_pos = !game.switchgate_pos;
1887 for (yy=0; yy<lev_fieldy; yy++)
1889 for (xx=0; xx<lev_fieldx; xx++)
1891 int element = Feld[xx][yy];
1893 if (element == EL_SWITCHGATE_SWITCH_1 ||
1894 element == EL_SWITCHGATE_SWITCH_2)
1896 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_1 + game.switchgate_pos;
1897 DrawLevelField(xx, yy);
1899 else if (element == EL_SWITCHGATE_OPEN ||
1900 element == EL_SWITCHGATE_OPENING)
1902 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
1903 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
1905 else if (element == EL_SWITCHGATE_CLOSED ||
1906 element == EL_SWITCHGATE_CLOSING)
1908 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
1909 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
1915 static void RedrawAllLightSwitchesAndInvisibleElements()
1919 for (y=0; y<lev_fieldy; y++)
1921 for (x=0; x<lev_fieldx; x++)
1923 int element = Feld[x][y];
1925 if (element == EL_LIGHT_SWITCH_OFF &&
1926 game.light_time_left > 0)
1928 Feld[x][y] = EL_LIGHT_SWITCH_ON;
1929 DrawLevelField(x, y);
1931 else if (element == EL_LIGHT_SWITCH_ON &&
1932 game.light_time_left == 0)
1934 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
1935 DrawLevelField(x, y);
1938 if (element == EL_INVISIBLE_STEEL ||
1939 element == EL_UNSICHTBAR ||
1940 element == EL_SAND_INVISIBLE)
1941 DrawLevelField(x, y);
1946 static void ToggleLightSwitch(int x, int y)
1948 int element = Feld[x][y];
1950 game.light_time_left =
1951 (element == EL_LIGHT_SWITCH_OFF ?
1952 level.time_light * FRAMES_PER_SECOND : 0);
1954 RedrawAllLightSwitchesAndInvisibleElements();
1957 static void ActivateTimegateSwitch(int x, int y)
1961 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
1963 for (yy=0; yy<lev_fieldy; yy++)
1965 for (xx=0; xx<lev_fieldx; xx++)
1967 int element = Feld[xx][yy];
1969 if (element == EL_TIMEGATE_CLOSED ||
1970 element == EL_TIMEGATE_CLOSING)
1972 Feld[xx][yy] = EL_TIMEGATE_OPENING;
1973 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
1977 else if (element == EL_TIMEGATE_SWITCH_ON)
1979 Feld[xx][yy] = EL_TIMEGATE_SWITCH_OFF;
1980 DrawLevelField(xx, yy);
1987 Feld[x][y] = EL_TIMEGATE_SWITCH_ON;
1990 void Impact(int x, int y)
1992 boolean lastline = (y == lev_fieldy-1);
1993 boolean object_hit = FALSE;
1994 int element = Feld[x][y];
1997 if (!lastline) /* check if element below was hit */
1999 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
2002 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
2003 MovDir[x][y+1]!=MV_DOWN ||
2004 MovPos[x][y+1]<=TILEY/2));
2006 smashed = MovingOrBlocked2Element(x, y+1);
2009 if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */
2015 if ((element == EL_BOMBE ||
2016 element == EL_SP_DISK_ORANGE ||
2017 element == EL_DX_SUPABOMB) &&
2018 (lastline || object_hit)) /* element is bomb */
2023 else if (element == EL_PEARL)
2025 Feld[x][y] = EL_PEARL_BREAKING;
2026 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2030 if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
2032 if (object_hit && IS_PLAYER(x, y+1))
2033 KillHeroUnlessProtected(x, y+1);
2034 else if (object_hit && smashed == EL_PINGUIN)
2038 Feld[x][y] = EL_AMOEBING;
2039 Store[x][y] = EL_AMOEBE_NASS;
2044 if (!lastline && object_hit) /* check which object was hit */
2046 if (CAN_CHANGE(element) &&
2047 (smashed == EL_MAGIC_WALL_OFF || smashed == EL_MAGIC_WALL_BD_OFF))
2050 int activated_magic_wall =
2051 (smashed == EL_MAGIC_WALL_OFF ? EL_MAGIC_WALL_EMPTY :
2052 EL_MAGIC_WALL_BD_EMPTY);
2054 /* activate magic wall / mill */
2055 for (yy=0; yy<lev_fieldy; yy++)
2056 for (xx=0; xx<lev_fieldx; xx++)
2057 if (Feld[xx][yy] == smashed)
2058 Feld[xx][yy] = activated_magic_wall;
2060 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2061 game.magic_wall_active = TRUE;
2063 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL_OFF ?
2064 SND_MAGIC_WALL_ACTIVATING :
2065 SND_BD_MAGIC_WALL_ACTIVATING));
2068 if (IS_PLAYER(x, y+1))
2070 KillHeroUnlessProtected(x, y+1);
2073 else if (smashed == EL_PINGUIN)
2078 else if (element == EL_EDELSTEIN_BD)
2080 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2086 else if ((element == EL_SP_INFOTRON || element == EL_SP_ZONK) &&
2087 (smashed == EL_SP_SNIKSNAK || smashed == EL_SP_ELECTRON ||
2088 smashed == EL_SP_DISK_ORANGE))
2093 else if (element == EL_FELSBROCKEN ||
2094 element == EL_SP_ZONK ||
2095 element == EL_BD_ROCK)
2097 if (IS_ENEMY(smashed) ||
2098 smashed == EL_BOMBE || smashed == EL_SP_DISK_ORANGE ||
2099 smashed == EL_DX_SUPABOMB ||
2100 smashed == EL_SONDE || smashed == EL_SCHWEIN ||
2101 smashed == EL_DRACHE || smashed == EL_MOLE)
2106 else if (!IS_MOVING(x, y+1))
2108 if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
2113 else if (smashed == EL_KOKOSNUSS)
2115 Feld[x][y+1] = EL_CRACKINGNUT;
2116 PlaySoundLevel(x, y, SND_NUT_CRACKING);
2117 RaiseScoreElement(EL_KOKOSNUSS);
2120 else if (smashed == EL_PEARL)
2122 Feld[x][y+1] = EL_PEARL_BREAKING;
2123 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2126 else if (smashed == EL_DIAMANT)
2128 Feld[x][y+1] = EL_LEERRAUM;
2129 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2132 else if (IS_BELT_SWITCH(smashed))
2134 ToggleBeltSwitch(x, y+1);
2136 else if (smashed == EL_SWITCHGATE_SWITCH_1 ||
2137 smashed == EL_SWITCHGATE_SWITCH_2)
2139 ToggleSwitchgateSwitch(x, y+1);
2141 else if (smashed == EL_LIGHT_SWITCH_OFF ||
2142 smashed == EL_LIGHT_SWITCH_ON)
2144 ToggleLightSwitch(x, y+1);
2150 /* play sound of magic wall / mill */
2152 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
2153 Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
2155 if (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY)
2156 PlaySoundLevel(x, y, SND_MAGIC_WALL_CHANGING);
2157 else if (Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY)
2158 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_CHANGING);
2163 /* play sound of object that hits the ground */
2164 if (lastline || object_hit)
2165 PlaySoundLevelActionElement(x, y, SND_ACTION_IMPACT, element);
2168 void TurnRound(int x, int y)
2180 { 0, 0 }, { 0, 0 }, { 0, 0 },
2185 int left, right, back;
2189 { MV_DOWN, MV_UP, MV_RIGHT },
2190 { MV_UP, MV_DOWN, MV_LEFT },
2192 { MV_LEFT, MV_RIGHT, MV_DOWN },
2193 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2194 { MV_RIGHT, MV_LEFT, MV_UP }
2197 int element = Feld[x][y];
2198 int old_move_dir = MovDir[x][y];
2199 int left_dir = turn[old_move_dir].left;
2200 int right_dir = turn[old_move_dir].right;
2201 int back_dir = turn[old_move_dir].back;
2203 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2204 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2205 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2206 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2208 int left_x = x+left_dx, left_y = y+left_dy;
2209 int right_x = x+right_dx, right_y = y+right_dy;
2210 int move_x = x+move_dx, move_y = y+move_dy;
2212 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2214 TestIfBadThingTouchesOtherBadThing(x, y);
2216 if (IN_LEV_FIELD(right_x, right_y) &&
2217 IS_FREE(right_x, right_y))
2218 MovDir[x][y] = right_dir;
2219 else if (!IN_LEV_FIELD(move_x, move_y) ||
2220 !IS_FREE(move_x, move_y))
2221 MovDir[x][y] = left_dir;
2223 if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
2225 else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2228 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
2229 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2231 TestIfBadThingTouchesOtherBadThing(x, y);
2233 if (IN_LEV_FIELD(left_x, left_y) &&
2234 IS_FREE(left_x, left_y))
2235 MovDir[x][y] = left_dir;
2236 else if (!IN_LEV_FIELD(move_x, move_y) ||
2237 !IS_FREE(move_x, move_y))
2238 MovDir[x][y] = right_dir;
2240 if ((element == EL_FLIEGER ||
2241 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2242 && MovDir[x][y] != old_move_dir)
2244 else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
2247 else if (element == EL_MAMPFER)
2249 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2251 if (IN_LEV_FIELD(left_x, left_y) &&
2252 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2253 Feld[left_x][left_y] == EL_DIAMANT))
2254 can_turn_left = TRUE;
2255 if (IN_LEV_FIELD(right_x, right_y) &&
2256 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2257 Feld[right_x][right_y] == EL_DIAMANT))
2258 can_turn_right = TRUE;
2260 if (can_turn_left && can_turn_right)
2261 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2262 else if (can_turn_left)
2263 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2264 else if (can_turn_right)
2265 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2267 MovDir[x][y] = back_dir;
2269 MovDelay[x][y] = 16+16*RND(3);
2271 else if (element == EL_MAMPFER2)
2273 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2275 if (IN_LEV_FIELD(left_x, left_y) &&
2276 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2277 IS_MAMPF2(Feld[left_x][left_y])))
2278 can_turn_left = TRUE;
2279 if (IN_LEV_FIELD(right_x, right_y) &&
2280 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2281 IS_MAMPF2(Feld[right_x][right_y])))
2282 can_turn_right = TRUE;
2284 if (can_turn_left && can_turn_right)
2285 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2286 else if (can_turn_left)
2287 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2288 else if (can_turn_right)
2289 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2291 MovDir[x][y] = back_dir;
2293 MovDelay[x][y] = 16+16*RND(3);
2295 else if (element == EL_PACMAN)
2297 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2299 if (IN_LEV_FIELD(left_x, left_y) &&
2300 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2301 IS_AMOEBOID(Feld[left_x][left_y])))
2302 can_turn_left = TRUE;
2303 if (IN_LEV_FIELD(right_x, right_y) &&
2304 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2305 IS_AMOEBOID(Feld[right_x][right_y])))
2306 can_turn_right = TRUE;
2308 if (can_turn_left && can_turn_right)
2309 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2310 else if (can_turn_left)
2311 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2312 else if (can_turn_right)
2313 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2315 MovDir[x][y] = back_dir;
2317 MovDelay[x][y] = 6+RND(40);
2319 else if (element == EL_SCHWEIN)
2321 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2322 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2323 boolean should_move_on = FALSE;
2325 int rnd = RND(rnd_value);
2327 if (IN_LEV_FIELD(left_x, left_y) &&
2328 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2329 can_turn_left = TRUE;
2330 if (IN_LEV_FIELD(right_x, right_y) &&
2331 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2332 can_turn_right = TRUE;
2333 if (IN_LEV_FIELD(move_x, move_y) &&
2334 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2337 if (can_turn_left &&
2339 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2340 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2341 should_turn_left = TRUE;
2342 if (can_turn_right &&
2344 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2345 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2346 should_turn_right = TRUE;
2348 (!can_turn_left || !can_turn_right ||
2349 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2350 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2351 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2352 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2353 should_move_on = TRUE;
2355 if (should_turn_left || should_turn_right || should_move_on)
2357 if (should_turn_left && should_turn_right && should_move_on)
2358 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2359 rnd < 2*rnd_value/3 ? right_dir :
2361 else if (should_turn_left && should_turn_right)
2362 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2363 else if (should_turn_left && should_move_on)
2364 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2365 else if (should_turn_right && should_move_on)
2366 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2367 else if (should_turn_left)
2368 MovDir[x][y] = left_dir;
2369 else if (should_turn_right)
2370 MovDir[x][y] = right_dir;
2371 else if (should_move_on)
2372 MovDir[x][y] = old_move_dir;
2374 else if (can_move_on && rnd > rnd_value/8)
2375 MovDir[x][y] = old_move_dir;
2376 else if (can_turn_left && can_turn_right)
2377 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2378 else if (can_turn_left && rnd > rnd_value/8)
2379 MovDir[x][y] = left_dir;
2380 else if (can_turn_right && rnd > rnd_value/8)
2381 MovDir[x][y] = right_dir;
2383 MovDir[x][y] = back_dir;
2385 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2386 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2387 MovDir[x][y] = old_move_dir;
2391 else if (element == EL_DRACHE)
2393 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2395 int rnd = RND(rnd_value);
2397 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2398 can_turn_left = TRUE;
2399 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2400 can_turn_right = TRUE;
2401 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2404 if (can_move_on && rnd > rnd_value/8)
2405 MovDir[x][y] = old_move_dir;
2406 else if (can_turn_left && can_turn_right)
2407 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2408 else if (can_turn_left && rnd > rnd_value/8)
2409 MovDir[x][y] = left_dir;
2410 else if (can_turn_right && rnd > rnd_value/8)
2411 MovDir[x][y] = right_dir;
2413 MovDir[x][y] = back_dir;
2415 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2416 MovDir[x][y] = old_move_dir;
2420 else if (element == EL_MOLE)
2422 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2424 if (IN_LEV_FIELD(move_x, move_y) &&
2425 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2426 Feld[move_x][move_y] == EL_DEAMOEBING))
2431 if (IN_LEV_FIELD(left_x, left_y) &&
2432 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2433 can_turn_left = TRUE;
2434 if (IN_LEV_FIELD(right_x, right_y) &&
2435 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2436 can_turn_right = TRUE;
2438 if (can_turn_left && can_turn_right)
2439 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2440 else if (can_turn_left)
2441 MovDir[x][y] = left_dir;
2443 MovDir[x][y] = right_dir;
2446 if (MovDir[x][y] != old_move_dir)
2449 else if (element == EL_BALLOON)
2451 MovDir[x][y] = game.balloon_dir;
2454 else if (element == EL_SPRING_MOVING)
2456 if (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2457 (IN_LEV_FIELD(x, y+1) && IS_FREE(x, y+1)))
2459 Feld[x][y] = EL_SPRING;
2460 MovDir[x][y] = MV_NO_MOVING;
2464 else if (element == EL_ROBOT || element == EL_SONDE || element == EL_PINGUIN)
2466 int attr_x = -1, attr_y = -1;
2477 for (i=0; i<MAX_PLAYERS; i++)
2479 struct PlayerInfo *player = &stored_player[i];
2480 int jx = player->jx, jy = player->jy;
2482 if (!player->active)
2485 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2493 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
2499 if (element == EL_PINGUIN)
2502 static int xy[4][2] =
2512 int ex = x + xy[i%4][0];
2513 int ey = y + xy[i%4][1];
2515 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
2524 MovDir[x][y] = MV_NO_MOVING;
2526 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2528 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2530 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2532 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2534 if (element == EL_ROBOT)
2538 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2539 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2540 Moving2Blocked(x, y, &newx, &newy);
2542 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2543 MovDelay[x][y] = 8+8*!RND(3);
2545 MovDelay[x][y] = 16;
2553 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2555 boolean first_horiz = RND(2);
2556 int new_move_dir = MovDir[x][y];
2559 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2560 Moving2Blocked(x, y, &newx, &newy);
2562 if (IN_LEV_FIELD(newx, newy) &&
2563 (IS_FREE(newx, newy) ||
2564 Feld[newx][newy] == EL_SALZSAEURE ||
2565 (element == EL_PINGUIN &&
2566 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2567 IS_MAMPF3(Feld[newx][newy])))))
2571 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2572 Moving2Blocked(x, y, &newx, &newy);
2574 if (IN_LEV_FIELD(newx, newy) &&
2575 (IS_FREE(newx, newy) ||
2576 Feld[newx][newy] == EL_SALZSAEURE ||
2577 (element == EL_PINGUIN &&
2578 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2579 IS_MAMPF3(Feld[newx][newy])))))
2582 MovDir[x][y] = old_move_dir;
2589 static boolean JustBeingPushed(int x, int y)
2593 for (i=0; i<MAX_PLAYERS; i++)
2595 struct PlayerInfo *player = &stored_player[i];
2597 if (player->active && player->Pushing && player->MovPos)
2599 int next_jx = player->jx + (player->jx - player->last_jx);
2600 int next_jy = player->jy + (player->jy - player->last_jy);
2602 if (x == next_jx && y == next_jy)
2610 void StartMoving(int x, int y)
2612 int element = Feld[x][y];
2617 if (CAN_FALL(element) && y<lev_fieldy-1)
2619 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2620 if (JustBeingPushed(x, y))
2623 if (element == EL_MORAST_VOLL)
2625 if (IS_FREE(x, y+1))
2627 InitMovingField(x, y, MV_DOWN);
2628 Feld[x][y] = EL_QUICKSAND_EMPTYING;
2629 Store[x][y] = EL_FELSBROCKEN;
2630 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
2632 else if (Feld[x][y+1] == EL_MORAST_LEER)
2634 if (!MovDelay[x][y])
2635 MovDelay[x][y] = TILEY + 1;
2644 Feld[x][y] = EL_MORAST_LEER;
2645 Feld[x][y+1] = EL_MORAST_VOLL;
2646 Store[x][y+1] = Store[x][y];
2648 PlaySoundLevel(x, y, SND_QUICKSAND_SLIPPING_THROUGH);
2651 else if ((element == EL_FELSBROCKEN || element == EL_BD_ROCK) &&
2652 Feld[x][y+1] == EL_MORAST_LEER)
2654 InitMovingField(x, y, MV_DOWN);
2655 Feld[x][y] = EL_QUICKSAND_FILLING;
2656 Store[x][y] = element;
2657 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
2659 else if (element == EL_MAGIC_WALL_FULL)
2661 if (IS_FREE(x, y+1))
2663 InitMovingField(x, y, MV_DOWN);
2664 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
2665 Store[x][y] = EL_CHANGED(Store[x][y]);
2667 else if (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY)
2669 if (!MovDelay[x][y])
2670 MovDelay[x][y] = TILEY/4 + 1;
2679 Feld[x][y] = EL_MAGIC_WALL_EMPTY;
2680 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
2681 Store[x][y+1] = EL_CHANGED(Store[x][y]);
2685 else if (element == EL_MAGIC_WALL_BD_FULL)
2687 if (IS_FREE(x, y+1))
2689 InitMovingField(x, y, MV_DOWN);
2690 Feld[x][y] = EL_MAGIC_WALL_BD_EMPTYING;
2691 Store[x][y] = EL_CHANGED2(Store[x][y]);
2693 else if (Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY)
2695 if (!MovDelay[x][y])
2696 MovDelay[x][y] = TILEY/4 + 1;
2705 Feld[x][y] = EL_MAGIC_WALL_BD_EMPTY;
2706 Feld[x][y+1] = EL_MAGIC_WALL_BD_FULL;
2707 Store[x][y+1] = EL_CHANGED2(Store[x][y]);
2711 else if (CAN_CHANGE(element) &&
2712 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
2713 Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
2715 InitMovingField(x, y, MV_DOWN);
2717 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ? EL_MAGIC_WALL_FILLING :
2718 EL_MAGIC_WALL_BD_FILLING);
2719 Store[x][y] = element;
2721 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
2724 InitMovingField(x, y, MV_DOWN);
2725 Store[x][y] = EL_SALZSAEURE;
2727 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2732 else if (IS_FREE(x, y+1))
2734 InitMovingField(x, y, MV_DOWN);
2736 else if (element == EL_TROPFEN)
2738 Feld[x][y] = EL_AMOEBING;
2739 Store[x][y] = EL_AMOEBE_NASS;
2741 /* Store[x][y+1] must be zero, because:
2742 (EL_MORAST_VOLL -> EL_FELSBROCKEN): Store[x][y+1] == EL_MORAST_LEER
2745 #if OLD_GAME_BEHAVIOUR
2746 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2748 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2749 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2750 element != EL_DX_SUPABOMB)
2753 else if ((IS_SLIPPERY(Feld[x][y+1]) ||
2754 (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
2755 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2756 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
2759 boolean left = (x>0 && IS_FREE(x-1, y) &&
2760 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
2761 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2762 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
2766 if (left && right &&
2767 (game.emulation != EMU_BOULDERDASH &&
2768 element != EL_BD_ROCK && element != EL_EDELSTEIN_BD))
2769 left = !(right = RND(2));
2771 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2774 else if (IS_BELT(Feld[x][y+1]))
2776 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
2777 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
2778 int belt_nr = getBeltNrFromElement(Feld[x][y+1]);
2779 int belt_dir = game.belt_dir[belt_nr];
2781 if ((belt_dir == MV_LEFT && left_is_free) ||
2782 (belt_dir == MV_RIGHT && right_is_free))
2783 InitMovingField(x, y, belt_dir);
2786 else if (CAN_MOVE(element))
2790 if ((element == EL_SONDE || element == EL_BALLOON ||
2791 element == EL_SPRING_MOVING)
2792 && JustBeingPushed(x, y))
2795 if (!MovDelay[x][y]) /* start new movement phase */
2797 /* all objects that can change their move direction after each step */
2798 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2800 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
2804 if (MovDelay[x][y] && (element == EL_KAEFER ||
2805 element == EL_FLIEGER ||
2806 element == EL_SP_SNIKSNAK ||
2807 element == EL_SP_ELECTRON ||
2808 element == EL_MOLE))
2809 DrawLevelField(x, y);
2813 if (MovDelay[x][y]) /* wait some time before next movement */
2817 if (element == EL_ROBOT ||
2818 element == EL_MAMPFER || element == EL_MAMPFER2)
2820 int phase = MovDelay[x][y] % 8;
2825 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2826 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element) + phase);
2828 if (MovDelay[x][y] % 4 == 3)
2830 if (element == EL_MAMPFER)
2831 PlaySoundLevel(x, y, SND_YAMYAM_WAITING);
2832 else if (element == EL_MAMPFER2)
2833 PlaySoundLevel(x, y, SND_DARK_YAMYAM_WAITING);
2836 else if (element == EL_SP_ELECTRON)
2837 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2838 else if (element == EL_DRACHE)
2841 int dir = MovDir[x][y];
2842 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2843 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2844 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
2845 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
2846 dir == MV_UP ? GFX_FLAMMEN_UP :
2847 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
2848 int phase = FrameCounter % 2;
2850 for (i=1; i<=3; i++)
2852 int xx = x + i*dx, yy = y + i*dy;
2853 int sx = SCREENX(xx), sy = SCREENY(yy);
2855 if (!IN_LEV_FIELD(xx, yy) ||
2856 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
2861 int flamed = MovingOrBlocked2Element(xx, yy);
2863 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
2866 RemoveMovingField(xx, yy);
2868 Feld[xx][yy] = EL_BURNING;
2869 if (IN_SCR_FIELD(sx, sy))
2870 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
2874 if (Feld[xx][yy] == EL_BURNING)
2875 Feld[xx][yy] = EL_LEERRAUM;
2876 DrawLevelField(xx, yy);
2881 if (MovDelay[x][y]) /* element still has to wait some time */
2883 PlaySoundLevelAction(x, y, SND_ACTION_WAITING);
2889 /* now make next step */
2891 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
2893 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
2894 !PLAYER_PROTECTED(newx, newy))
2898 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
2901 /* enemy got the player */
2903 KillHero(PLAYERINFO(newx, newy));
2908 else if ((element == EL_PINGUIN || element == EL_ROBOT ||
2909 element == EL_SONDE || element == EL_BALLOON) &&
2910 IN_LEV_FIELD(newx, newy) &&
2911 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
2914 Store[x][y] = EL_SALZSAEURE;
2916 else if (element == EL_PINGUIN && IN_LEV_FIELD(newx, newy))
2918 if (Feld[newx][newy] == EL_AUSGANG_AUF)
2920 Feld[x][y] = EL_LEERRAUM;
2921 DrawLevelField(x, y);
2923 PlaySoundLevel(newx, newy, SND_PENGUIN_ENTERING_EXIT);
2924 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
2925 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
2927 local_player->friends_still_needed--;
2928 if (!local_player->friends_still_needed &&
2929 !local_player->GameOver && AllPlayersGone)
2930 local_player->LevelSolved = local_player->GameOver = TRUE;
2934 else if (IS_MAMPF3(Feld[newx][newy]))
2936 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
2937 DrawLevelField(newx, newy);
2939 MovDir[x][y] = MV_NO_MOVING;
2941 else if (!IS_FREE(newx, newy))
2943 if (IS_PLAYER(x, y))
2944 DrawPlayerField(x, y);
2946 DrawLevelField(x, y);
2950 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
2952 if (IS_GEM(Feld[newx][newy]))
2954 if (IS_MOVING(newx, newy))
2955 RemoveMovingField(newx, newy);
2958 Feld[newx][newy] = EL_LEERRAUM;
2959 DrawLevelField(newx, newy);
2962 PlaySoundLevel(x, y, SND_PIG_EATING_GEM);
2964 else if (!IS_FREE(newx, newy))
2966 if (IS_PLAYER(x, y))
2967 DrawPlayerField(x, y);
2969 DrawLevelField(x, y);
2973 else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
2975 if (!IS_FREE(newx, newy))
2977 if (IS_PLAYER(x, y))
2978 DrawPlayerField(x, y);
2980 DrawLevelField(x, y);
2985 boolean wanna_flame = !RND(10);
2986 int dx = newx - x, dy = newy - y;
2987 int newx1 = newx+1*dx, newy1 = newy+1*dy;
2988 int newx2 = newx+2*dx, newy2 = newy+2*dy;
2989 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
2990 MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
2991 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
2992 MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
2994 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
2995 element1 != EL_DRACHE && element2 != EL_DRACHE &&
2996 element1 != EL_BURNING && element2 != EL_BURNING)
2998 if (IS_PLAYER(x, y))
2999 DrawPlayerField(x, y);
3001 DrawLevelField(x, y);
3003 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3005 MovDelay[x][y] = 50;
3006 Feld[newx][newy] = EL_BURNING;
3007 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
3008 Feld[newx1][newy1] = EL_BURNING;
3009 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
3010 Feld[newx2][newy2] = EL_BURNING;
3015 else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
3016 Feld[newx][newy] == EL_DIAMANT)
3018 if (IS_MOVING(newx, newy))
3019 RemoveMovingField(newx, newy);
3022 Feld[newx][newy] = EL_LEERRAUM;
3023 DrawLevelField(newx, newy);
3026 PlaySoundLevel(x, y, SND_YAMYAM_EATING_DIAMOND);
3028 else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
3029 IS_MAMPF2(Feld[newx][newy]))
3031 if (AmoebaNr[newx][newy])
3033 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3034 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
3035 Feld[newx][newy] == EL_AMOEBE_BD)
3036 AmoebaCnt[AmoebaNr[newx][newy]]--;
3039 if (IS_MOVING(newx, newy))
3040 RemoveMovingField(newx, newy);
3043 Feld[newx][newy] = EL_LEERRAUM;
3044 DrawLevelField(newx, newy);
3047 PlaySoundLevel(x, y, SND_DARK_YAMYAM_EATING_ANY);
3049 else if ((element == EL_PACMAN || element == EL_MOLE)
3050 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3052 if (AmoebaNr[newx][newy])
3054 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3055 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
3056 Feld[newx][newy] == EL_AMOEBE_BD)
3057 AmoebaCnt[AmoebaNr[newx][newy]]--;
3060 if (element == EL_MOLE)
3062 Feld[newx][newy] = EL_DEAMOEBING;
3063 PlaySoundLevel(x, y, SND_MOLE_EATING_AMOEBA);
3064 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
3065 return; /* wait for shrinking amoeba */
3067 else /* element == EL_PACMAN */
3069 Feld[newx][newy] = EL_LEERRAUM;
3070 DrawLevelField(newx, newy);
3071 PlaySoundLevel(x, y, SND_PACMAN_EATING_AMOEBA);
3074 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
3075 (Feld[newx][newy] == EL_DEAMOEBING ||
3076 (Feld[newx][newy] == EL_LEERRAUM && Stop[newx][newy])))
3078 /* wait for shrinking amoeba to completely disappear */
3081 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3083 /* object was running against a wall */
3087 if (element == EL_KAEFER || element == EL_FLIEGER ||
3088 element == EL_SP_SNIKSNAK || element == EL_MOLE)
3089 DrawLevelField(x, y);
3090 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
3091 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
3092 else if (element == EL_SONDE)
3093 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
3094 else if (element == EL_SP_ELECTRON)
3095 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
3097 if (DONT_TOUCH(element))
3098 TestIfBadThingTouchesHero(x, y);
3100 PlaySoundLevelAction(x, y, SND_ACTION_WAITING);
3105 InitMovingField(x, y, MovDir[x][y]);
3107 PlaySoundLevelAction(x, y, SND_ACTION_MOVING);
3111 ContinueMoving(x, y);
3114 void ContinueMoving(int x, int y)
3116 int element = Feld[x][y];
3117 int direction = MovDir[x][y];
3118 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3119 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3120 int horiz_move = (dx!=0);
3121 int newx = x + dx, newy = y + dy;
3122 int step = (horiz_move ? dx : dy) * TILEX / 8;
3124 if (element == EL_TROPFEN || element == EL_AMOEBA_DRIPPING)
3126 else if (element == EL_QUICKSAND_FILLING ||
3127 element == EL_QUICKSAND_EMPTYING)
3129 else if (element == EL_MAGIC_WALL_FILLING ||
3130 element == EL_MAGIC_WALL_BD_FILLING ||
3131 element == EL_MAGIC_WALL_EMPTYING ||
3132 element == EL_MAGIC_WALL_BD_EMPTYING)
3134 else if (CAN_FALL(element) && horiz_move &&
3135 y < lev_fieldy-1 && IS_BELT(Feld[x][y+1]))
3137 else if (element == EL_SPRING_MOVING)
3140 #if OLD_GAME_BEHAVIOUR
3141 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3145 MovPos[x][y] += step;
3147 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
3149 Feld[x][y] = EL_LEERRAUM;
3150 Feld[newx][newy] = element;
3152 if (element == EL_MOLE)
3155 static int xy[4][2] =
3163 Feld[x][y] = EL_ERDREICH;
3164 DrawLevelField(x, y);
3173 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_ERDREICH)
3174 DrawLevelField(xx, yy); /* for "ErdreichAnbroeckeln()" */
3178 if (element == EL_QUICKSAND_FILLING)
3180 element = Feld[newx][newy] = get_next_element(element);
3181 Store[newx][newy] = Store[x][y];
3183 else if (element == EL_QUICKSAND_EMPTYING)
3185 Feld[x][y] = get_next_element(element);
3186 element = Feld[newx][newy] = Store[x][y];
3188 else if (element == EL_MAGIC_WALL_FILLING)
3190 element = Feld[newx][newy] = get_next_element(element);
3191 if (!game.magic_wall_active)
3192 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3193 Store[newx][newy] = Store[x][y];
3195 else if (element == EL_MAGIC_WALL_EMPTYING)
3197 Feld[x][y] = get_next_element(element);
3198 if (!game.magic_wall_active)
3199 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3200 element = Feld[newx][newy] = Store[x][y];
3202 else if (element == EL_MAGIC_WALL_BD_FILLING)
3204 element = Feld[newx][newy] = get_next_element(element);
3205 if (!game.magic_wall_active)
3206 element = Feld[newx][newy] = EL_MAGIC_WALL_BD_DEAD;
3207 Store[newx][newy] = Store[x][y];
3209 else if (element == EL_MAGIC_WALL_BD_EMPTYING)
3211 Feld[x][y] = get_next_element(element);
3212 if (!game.magic_wall_active)
3213 Feld[x][y] = EL_MAGIC_WALL_BD_DEAD;
3214 element = Feld[newx][newy] = Store[x][y];
3216 else if (element == EL_AMOEBA_DRIPPING)
3218 Feld[x][y] = get_next_element(element);
3219 element = Feld[newx][newy] = Store[x][y];
3221 else if (Store[x][y] == EL_SALZSAEURE)
3223 element = Feld[newx][newy] = EL_SALZSAEURE;
3227 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3228 MovDelay[newx][newy] = 0;
3230 if (!CAN_MOVE(element))
3231 MovDir[newx][newy] = 0;
3233 DrawLevelField(x, y);
3234 DrawLevelField(newx, newy);
3236 Stop[newx][newy] = TRUE;
3237 JustStopped[newx][newy] = 3;
3239 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3241 TestIfBadThingTouchesHero(newx, newy);
3242 TestIfBadThingTouchesFriend(newx, newy);
3243 TestIfBadThingTouchesOtherBadThing(newx, newy);
3245 else if (element == EL_PINGUIN)
3246 TestIfFriendTouchesBadThing(newx, newy);
3248 if (CAN_SMASH(element) && direction == MV_DOWN &&
3249 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3252 else /* still moving on */
3253 DrawLevelField(x, y);
3256 int AmoebeNachbarNr(int ax, int ay)
3259 int element = Feld[ax][ay];
3261 static int xy[4][2] =
3271 int x = ax + xy[i][0];
3272 int y = ay + xy[i][1];
3274 if (!IN_LEV_FIELD(x, y))
3277 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3278 group_nr = AmoebaNr[x][y];
3284 void AmoebenVereinigen(int ax, int ay)
3286 int i, x, y, xx, yy;
3287 int new_group_nr = AmoebaNr[ax][ay];
3288 static int xy[4][2] =
3296 if (new_group_nr == 0)
3304 if (!IN_LEV_FIELD(x, y))
3307 if ((Feld[x][y] == EL_AMOEBE_VOLL ||
3308 Feld[x][y] == EL_AMOEBE_BD ||
3309 Feld[x][y] == EL_AMOEBE_TOT) &&
3310 AmoebaNr[x][y] != new_group_nr)
3312 int old_group_nr = AmoebaNr[x][y];
3314 if (old_group_nr == 0)
3317 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3318 AmoebaCnt[old_group_nr] = 0;
3319 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3320 AmoebaCnt2[old_group_nr] = 0;
3322 for (yy=0; yy<lev_fieldy; yy++)
3324 for (xx=0; xx<lev_fieldx; xx++)
3326 if (AmoebaNr[xx][yy] == old_group_nr)
3327 AmoebaNr[xx][yy] = new_group_nr;
3334 void AmoebeUmwandeln(int ax, int ay)
3338 if (Feld[ax][ay] == EL_AMOEBE_TOT)
3340 int group_nr = AmoebaNr[ax][ay];
3345 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3346 printf("AmoebeUmwandeln(): This should never happen!\n");
3351 for (y=0; y<lev_fieldy; y++)
3353 for (x=0; x<lev_fieldx; x++)
3355 if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
3358 Feld[x][y] = EL_AMOEBA2DIAM;
3362 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
3363 SND_AMOEBA_TURNING_TO_GEM :
3364 SND_AMOEBA_TURNING_TO_ROCK));
3369 static int xy[4][2] =
3382 if (!IN_LEV_FIELD(x, y))
3385 if (Feld[x][y] == EL_AMOEBA2DIAM)
3387 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
3388 SND_AMOEBA_TURNING_TO_GEM :
3389 SND_AMOEBA_TURNING_TO_ROCK));
3396 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3399 int group_nr = AmoebaNr[ax][ay];
3400 boolean done = FALSE;
3405 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3406 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3411 for (y=0; y<lev_fieldy; y++)
3413 for (x=0; x<lev_fieldx; x++)
3415 if (AmoebaNr[x][y] == group_nr &&
3416 (Feld[x][y] == EL_AMOEBE_TOT ||
3417 Feld[x][y] == EL_AMOEBE_BD ||
3418 Feld[x][y] == EL_AMOEBING))
3421 Feld[x][y] = new_element;
3422 InitField(x, y, FALSE);
3423 DrawLevelField(x, y);
3430 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
3431 SND_BD_AMOEBA_TURNING_TO_ROCK :
3432 SND_BD_AMOEBA_TURNING_TO_GEM));
3435 void AmoebeWaechst(int x, int y)
3437 static unsigned long sound_delay = 0;
3438 static unsigned long sound_delay_value = 0;
3440 if (!MovDelay[x][y]) /* start new growing cycle */
3444 if (DelayReached(&sound_delay, sound_delay_value))
3446 if (Store[x][y] == EL_AMOEBE_BD)
3447 PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
3449 PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
3450 sound_delay_value = 30;
3454 if (MovDelay[x][y]) /* wait some time before growing bigger */
3457 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3458 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
3460 if (!MovDelay[x][y])
3462 Feld[x][y] = Store[x][y];
3464 DrawLevelField(x, y);
3469 void AmoebaDisappearing(int x, int y)
3471 static unsigned long sound_delay = 0;
3472 static unsigned long sound_delay_value = 0;
3474 if (!MovDelay[x][y]) /* start new shrinking cycle */
3478 if (DelayReached(&sound_delay, sound_delay_value))
3479 sound_delay_value = 30;
3482 if (MovDelay[x][y]) /* wait some time before shrinking */
3485 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3486 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + MovDelay[x][y]/2);
3488 if (!MovDelay[x][y])
3490 Feld[x][y] = EL_LEERRAUM;
3491 DrawLevelField(x, y);
3493 /* don't let mole enter this field in this cycle;
3494 (give priority to objects falling to this field from above) */
3500 void AmoebeAbleger(int ax, int ay)
3503 int element = Feld[ax][ay];
3504 int newax = ax, neway = ay;
3505 static int xy[4][2] =
3513 if (!level.amoeba_speed)
3515 Feld[ax][ay] = EL_AMOEBE_TOT;
3516 DrawLevelField(ax, ay);
3520 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3521 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3523 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3526 if (MovDelay[ax][ay])
3530 if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
3533 int x = ax + xy[start][0];
3534 int y = ay + xy[start][1];
3536 if (!IN_LEV_FIELD(x, y))
3539 if (IS_FREE(x, y) ||
3540 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3546 if (newax == ax && neway == ay)
3549 else /* normal or "filled" (BD style) amoeba */
3552 boolean waiting_for_player = FALSE;
3556 int j = (start + i) % 4;
3557 int x = ax + xy[j][0];
3558 int y = ay + xy[j][1];
3560 if (!IN_LEV_FIELD(x, y))
3563 if (IS_FREE(x, y) ||
3564 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3570 else if (IS_PLAYER(x, y))
3571 waiting_for_player = TRUE;
3574 if (newax == ax && neway == ay) /* amoeba cannot grow */
3576 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3578 Feld[ax][ay] = EL_AMOEBE_TOT;
3579 DrawLevelField(ax, ay);
3580 AmoebaCnt[AmoebaNr[ax][ay]]--;
3582 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3584 if (element == EL_AMOEBE_VOLL)
3585 AmoebeUmwandeln(ax, ay);
3586 else if (element == EL_AMOEBE_BD)
3587 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3592 else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
3594 /* amoeba gets larger by growing in some direction */
3596 int new_group_nr = AmoebaNr[ax][ay];
3599 if (new_group_nr == 0)
3601 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3602 printf("AmoebeAbleger(): This should never happen!\n");
3607 AmoebaNr[newax][neway] = new_group_nr;
3608 AmoebaCnt[new_group_nr]++;
3609 AmoebaCnt2[new_group_nr]++;
3611 /* if amoeba touches other amoeba(s) after growing, unify them */
3612 AmoebenVereinigen(newax, neway);
3614 if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200)
3616 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
3622 if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) ||
3623 (neway == lev_fieldy - 1 && newax != ax))
3625 Feld[newax][neway] = EL_AMOEBING; /* simple growth of new amoeba tile */
3626 Store[newax][neway] = element;
3628 else if (neway == ay)
3630 Feld[newax][neway] = EL_TROPFEN; /* drop left or right from amoeba */
3631 PlaySoundLevel(newax, neway, SND_AMOEBA_DROPPING);
3635 InitMovingField(ax, ay, MV_DOWN); /* drop dripping out of amoeba */
3636 Feld[ax][ay] = EL_AMOEBA_DRIPPING;
3637 Store[ax][ay] = EL_TROPFEN;
3638 ContinueMoving(ax, ay);
3642 DrawLevelField(newax, neway);
3645 void Life(int ax, int ay)
3648 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3650 int element = Feld[ax][ay];
3651 boolean changed = FALSE;
3656 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3657 MovDelay[ax][ay] = life_time;
3659 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3662 if (MovDelay[ax][ay])
3666 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3668 int xx = ax+x1, yy = ay+y1;
3671 if (!IN_LEV_FIELD(xx, yy))
3674 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3676 int x = xx+x2, y = yy+y2;
3678 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3681 if (((Feld[x][y] == element ||
3682 (element == EL_LIFE && IS_PLAYER(x, y))) &&
3684 (IS_FREE(x, y) && Stop[x][y]))
3688 if (xx == ax && yy == ay) /* field in the middle */
3690 if (nachbarn < life[0] || nachbarn > life[1])
3692 Feld[xx][yy] = EL_LEERRAUM;
3694 DrawLevelField(xx, yy);
3695 Stop[xx][yy] = TRUE;
3699 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
3700 { /* free border field */
3701 if (nachbarn >= life[2] && nachbarn <= life[3])
3703 Feld[xx][yy] = element;
3704 MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
3706 DrawLevelField(xx, yy);
3707 Stop[xx][yy] = TRUE;
3714 PlaySoundLevel(ax, ay, element == EL_LIFE ? SND_GAMEOFLIFE_GROWING :
3715 SND_BIOMAZE_GROWING);
3718 void RobotWheel(int x, int y)
3720 if (!MovDelay[x][y]) /* next animation frame */
3721 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3723 if (MovDelay[x][y]) /* wait some time before next frame */
3728 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3729 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
3730 if (!(MovDelay[x][y]%4))
3731 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_RUNNING);
3736 Feld[x][y] = EL_ABLENK_AUS;
3737 DrawLevelField(x, y);
3738 if (ZX == x && ZY == y)
3742 void TimegateWheel(int x, int y)
3744 if (!MovDelay[x][y]) /* next animation frame */
3745 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3747 if (MovDelay[x][y]) /* wait some time before next frame */
3752 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3753 DrawGraphic(SCREENX(x), SCREENY(y),
3754 GFX_TIMEGATE_SWITCH + MovDelay[x][y]%4);
3755 if (!(MovDelay[x][y]%4))
3756 PlaySoundLevel(x, y, SND_TIMEGATE_WHEEL_RUNNING);
3761 Feld[x][y] = EL_TIMEGATE_SWITCH_OFF;
3762 DrawLevelField(x, y);
3763 if (ZX == x && ZY == y)
3767 void Birne(int x, int y)
3769 if (!MovDelay[x][y]) /* next animation frame */
3770 MovDelay[x][y] = 800;
3772 if (MovDelay[x][y]) /* wait some time before next frame */
3777 if (!(MovDelay[x][y]%5))
3779 if (!(MovDelay[x][y]%10))
3780 Feld[x][y]=EL_ABLENK_EIN;
3782 Feld[x][y]=EL_ABLENK_AUS;
3783 DrawLevelField(x, y);
3784 Feld[x][y]=EL_ABLENK_EIN;
3790 Feld[x][y]=EL_ABLENK_AUS;
3791 DrawLevelField(x, y);
3792 if (ZX == x && ZY == y)
3796 void Blubber(int x, int y)
3798 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
3799 DrawLevelField(x, y-1);
3801 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
3804 void NussKnacken(int x, int y)
3806 if (!MovDelay[x][y]) /* next animation frame */
3809 if (MovDelay[x][y]) /* wait some time before next frame */
3812 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3813 DrawGraphic(SCREENX(x), SCREENY(y),
3814 GFX_CRACKINGNUT + 3 - MovDelay[x][y]/2);
3816 if (!MovDelay[x][y])
3818 Feld[x][y] = EL_EDELSTEIN;
3819 DrawLevelField(x, y);
3824 void BreakingPearl(int x, int y)
3826 if (!MovDelay[x][y]) /* next animation frame */
3829 if (MovDelay[x][y]) /* wait some time before next frame */
3832 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3833 DrawGraphic(SCREENX(x), SCREENY(y),
3834 GFX_PEARL_BREAKING + 4 - MovDelay[x][y]/2);
3836 if (!MovDelay[x][y])
3838 Feld[x][y] = EL_LEERRAUM;
3839 DrawLevelField(x, y);
3844 void SiebAktivieren(int x, int y, int typ)
3846 int graphic = (typ == 1 ? GFX_MAGIC_WALL_FULL : GFX_MAGIC_WALL_BD_FULL) + 3;
3848 DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
3851 void AusgangstuerPruefen(int x, int y)
3853 if (!local_player->gems_still_needed &&
3854 !local_player->sokobanfields_still_needed &&
3855 !local_player->lights_still_needed)
3857 Feld[x][y] = EL_AUSGANG_ACT;
3859 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
3860 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
3861 y < LEVELY(BY1) ? LEVELY(BY1) :
3862 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
3867 void AusgangstuerOeffnen(int x, int y)
3871 if (!MovDelay[x][y]) /* next animation frame */
3872 MovDelay[x][y] = 5*delay;
3874 if (MovDelay[x][y]) /* wait some time before next frame */
3879 tuer = MovDelay[x][y]/delay;
3880 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3881 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
3883 if (!MovDelay[x][y])
3885 Feld[x][y] = EL_AUSGANG_AUF;
3886 DrawLevelField(x, y);
3891 void AusgangstuerBlinken(int x, int y)
3893 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
3896 void OpenSwitchgate(int x, int y)
3900 if (!MovDelay[x][y]) /* next animation frame */
3901 MovDelay[x][y] = 5 * delay;
3903 if (MovDelay[x][y]) /* wait some time before next frame */
3908 phase = MovDelay[x][y] / delay;
3909 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3910 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_OPEN - phase);
3912 if (!MovDelay[x][y])
3914 Feld[x][y] = EL_SWITCHGATE_OPEN;
3915 DrawLevelField(x, y);
3920 void CloseSwitchgate(int x, int y)
3924 if (!MovDelay[x][y]) /* next animation frame */
3925 MovDelay[x][y] = 5 * delay;
3927 if (MovDelay[x][y]) /* wait some time before next frame */
3932 phase = MovDelay[x][y] / delay;
3933 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3934 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_CLOSED + phase);
3936 if (!MovDelay[x][y])
3938 Feld[x][y] = EL_SWITCHGATE_CLOSED;
3939 DrawLevelField(x, y);
3944 void OpenTimegate(int x, int y)
3948 if (!MovDelay[x][y]) /* next animation frame */
3949 MovDelay[x][y] = 5 * delay;
3951 if (MovDelay[x][y]) /* wait some time before next frame */
3956 phase = MovDelay[x][y] / delay;
3957 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3958 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_OPEN - phase);
3960 if (!MovDelay[x][y])
3962 Feld[x][y] = EL_TIMEGATE_OPEN;
3963 DrawLevelField(x, y);
3968 void CloseTimegate(int x, int y)
3972 if (!MovDelay[x][y]) /* next animation frame */
3973 MovDelay[x][y] = 5 * delay;
3975 if (MovDelay[x][y]) /* wait some time before next frame */
3980 phase = MovDelay[x][y] / delay;
3981 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3982 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_CLOSED + phase);
3984 if (!MovDelay[x][y])
3986 Feld[x][y] = EL_TIMEGATE_CLOSED;
3987 DrawLevelField(x, y);
3992 static void CloseAllOpenTimegates()
3996 for (y=0; y<lev_fieldy; y++)
3998 for (x=0; x<lev_fieldx; x++)
4000 int element = Feld[x][y];
4002 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4004 Feld[x][y] = EL_TIMEGATE_CLOSING;
4005 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4011 void EdelsteinFunkeln(int x, int y)
4013 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4016 if (Feld[x][y] == EL_EDELSTEIN_BD)
4017 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
4020 if (!MovDelay[x][y]) /* next animation frame */
4021 MovDelay[x][y] = 11 * !SimpleRND(500);
4023 if (MovDelay[x][y]) /* wait some time before next frame */
4027 if (setup.direct_draw && MovDelay[x][y])
4028 SetDrawtoField(DRAW_BUFFERED);
4030 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
4034 int phase = (MovDelay[x][y]-1)/2;
4039 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
4041 if (setup.direct_draw)
4045 dest_x = FX + SCREENX(x)*TILEX;
4046 dest_y = FY + SCREENY(y)*TILEY;
4048 BlitBitmap(drawto_field, window,
4049 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4050 SetDrawtoField(DRAW_DIRECT);
4057 void MauerWaechst(int x, int y)
4061 if (!MovDelay[x][y]) /* next animation frame */
4062 MovDelay[x][y] = 3*delay;
4064 if (MovDelay[x][y]) /* wait some time before next frame */
4069 phase = 2-MovDelay[x][y]/delay;
4070 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4071 DrawGraphic(SCREENX(x), SCREENY(y),
4072 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
4073 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
4074 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
4075 GFX_MAUER_DOWN ) + phase);
4077 if (!MovDelay[x][y])
4079 if (MovDir[x][y] == MV_LEFT)
4081 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
4082 DrawLevelField(x-1, y);
4084 else if (MovDir[x][y] == MV_RIGHT)
4086 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
4087 DrawLevelField(x+1, y);
4089 else if (MovDir[x][y] == MV_UP)
4091 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
4092 DrawLevelField(x, y-1);
4096 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
4097 DrawLevelField(x, y+1);
4100 Feld[x][y] = Store[x][y];
4102 MovDir[x][y] = MV_NO_MOVING;
4103 DrawLevelField(x, y);
4108 void MauerAbleger(int ax, int ay)
4110 int element = Feld[ax][ay];
4111 boolean oben_frei = FALSE, unten_frei = FALSE;
4112 boolean links_frei = FALSE, rechts_frei = FALSE;
4113 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4114 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4115 boolean new_wall = FALSE;
4117 if (!MovDelay[ax][ay]) /* start building new wall */
4118 MovDelay[ax][ay] = 6;
4120 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4123 if (MovDelay[ax][ay])
4127 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4129 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4131 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4133 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4136 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
4140 Feld[ax][ay-1] = EL_MAUERND;
4141 Store[ax][ay-1] = element;
4142 MovDir[ax][ay-1] = MV_UP;
4143 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4144 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
4149 Feld[ax][ay+1] = EL_MAUERND;
4150 Store[ax][ay+1] = element;
4151 MovDir[ax][ay+1] = MV_DOWN;
4152 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4153 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
4158 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
4159 element == EL_MAUER_LEBT)
4163 Feld[ax-1][ay] = EL_MAUERND;
4164 Store[ax-1][ay] = element;
4165 MovDir[ax-1][ay] = MV_LEFT;
4166 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4167 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
4172 Feld[ax+1][ay] = EL_MAUERND;
4173 Store[ax+1][ay] = element;
4174 MovDir[ax+1][ay] = MV_RIGHT;
4175 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4176 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
4181 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
4182 DrawLevelField(ax, ay);
4184 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
4186 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
4187 unten_massiv = TRUE;
4188 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
4189 links_massiv = TRUE;
4190 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
4191 rechts_massiv = TRUE;
4193 if (((oben_massiv && unten_massiv) ||
4194 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
4195 ((links_massiv && rechts_massiv) ||
4196 element == EL_MAUER_Y))
4197 Feld[ax][ay] = EL_MAUERWERK;
4200 PlaySoundLevel(ax, ay, SND_WALL_GROWING);
4203 void CheckForDragon(int x, int y)
4206 boolean dragon_found = FALSE;
4207 static int xy[4][2] =
4219 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4221 if (IN_LEV_FIELD(xx, yy) &&
4222 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
4224 if (Feld[xx][yy] == EL_DRACHE)
4225 dragon_found = TRUE;
4238 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4240 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
4242 Feld[xx][yy] = EL_LEERRAUM;
4243 DrawLevelField(xx, yy);
4252 static void CheckBuggyBase(int x, int y)
4254 int element = Feld[x][y];
4256 if (element == EL_SP_BUG)
4258 if (!MovDelay[x][y]) /* wait some time before activating base */
4259 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4264 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4265 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
4269 Feld[x][y] = EL_SP_BUG_ACTIVE;
4272 else if (element == EL_SP_BUG_ACTIVE)
4274 if (!MovDelay[x][y]) /* start activating buggy base */
4275 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
4283 static int xy[4][2] =
4291 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4292 DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
4296 int xx = x + xy[i][0], yy = y + xy[i][1];
4298 if (IS_PLAYER(xx, yy))
4300 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVATING);
4308 Feld[x][y] = EL_SP_BUG;
4309 DrawLevelField(x, y);
4314 static void CheckTrap(int x, int y)
4316 int element = Feld[x][y];
4318 if (element == EL_TRAP_INACTIVE)
4320 if (!MovDelay[x][y]) /* wait some time before activating trap */
4321 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4329 Feld[x][y] = EL_TRAP_ACTIVE;
4330 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
4333 else if (element == EL_TRAP_ACTIVE)
4338 if (!MovDelay[x][y]) /* start activating trap */
4339 MovDelay[x][y] = num_frames * delay;
4347 if (!(MovDelay[x][y] % delay))
4349 int phase = MovDelay[x][y]/delay;
4351 if (phase >= num_frames/2)
4352 phase = num_frames - phase;
4354 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4356 DrawGraphic(SCREENX(x),SCREENY(y), GFX_TRAP_INACTIVE + phase - 1);
4357 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
4364 Feld[x][y] = EL_TRAP_INACTIVE;
4365 DrawLevelField(x, y);
4370 static void DrawBeltAnimation(int x, int y, int element)
4372 int belt_nr = getBeltNrFromElement(element);
4373 int belt_dir = game.belt_dir[belt_nr];
4375 if (belt_dir != MV_NO_MOVING)
4378 int mode = (belt_dir == MV_LEFT ? ANIM_NORMAL : ANIM_REVERSE);
4379 int graphic = el2gfx(element) + (belt_dir == MV_LEFT ? 0 : 7);
4381 DrawGraphicAnimation(x, y, graphic, 8, delay, mode);
4383 if (!(FrameCounter % 2))
4384 PlaySoundLevel(x, y, SND_CONVEYOR_BELT_RUNNING);
4388 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4390 static byte stored_player_action[MAX_PLAYERS];
4391 static int num_stored_actions = 0;
4393 static boolean save_tape_entry = FALSE;
4395 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4396 int left = player_action & JOY_LEFT;
4397 int right = player_action & JOY_RIGHT;
4398 int up = player_action & JOY_UP;
4399 int down = player_action & JOY_DOWN;
4400 int button1 = player_action & JOY_BUTTON_1;
4401 int button2 = player_action & JOY_BUTTON_2;
4402 int dx = (left ? -1 : right ? 1 : 0);
4403 int dy = (up ? -1 : down ? 1 : 0);
4405 stored_player_action[player->index_nr] = 0;
4406 num_stored_actions++;
4408 if (!player->active || tape.pausing)
4414 save_tape_entry = TRUE;
4416 player->frame_reset_delay = 0;
4419 snapped = SnapField(player, dx, dy);
4423 bombed = PlaceBomb(player);
4424 moved = MoveFigure(player, dx, dy);
4427 if (tape.single_step && tape.recording && !tape.pausing)
4429 if (button1 || (bombed && !moved))
4431 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
4432 SnapField(player, 0, 0); /* stop snapping */
4437 if (tape.recording && (moved || snapped || bombed))
4439 if (bombed && !moved)
4440 player_action &= JOY_BUTTON;
4442 stored_player_action[player->index_nr] = player_action;
4443 save_tape_entry = TRUE;
4445 else if (tape.playing && snapped)
4446 SnapField(player, 0, 0); /* stop snapping */
4448 stored_player_action[player->index_nr] = player_action;
4453 /* no actions for this player (no input at player's configured device) */
4455 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4456 SnapField(player, 0, 0);
4457 CheckGravityMovement(player);
4460 if (player->MovPos == 0) /* needed for tape.playing */
4461 player->is_moving = FALSE;
4464 if (player->MovPos == 0) /* needed for tape.playing */
4465 player->last_move_dir = MV_NO_MOVING;
4467 /* !!! CHECK THIS AGAIN !!!
4468 (Seems to be needed for some EL_ROBOT stuff, but breaks
4469 tapes when walking through pipes!)
4472 /* it seems that "player->last_move_dir" is misused as some sort of
4473 "player->is_just_moving_in_this_moment", which is needed for the
4474 robot stuff (robots don't kill players when they are moving)
4478 if (++player->frame_reset_delay > player->move_delay_value)
4483 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
4485 TapeRecordAction(stored_player_action);
4486 num_stored_actions = 0;
4487 save_tape_entry = FALSE;
4490 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
4492 TapeRecordAction(stored_player_action);
4493 num_stored_actions = 0;
4498 if (tape.playing && !tape.pausing && !player_action &&
4499 tape.counter < tape.length)
4501 int jx = player->jx, jy = player->jy;
4503 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
4505 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
4506 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
4508 int dx = (next_joy == JOY_LEFT ? -1 : +1);
4510 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
4512 int el = Feld[jx+dx][jy];
4513 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 :
4514 (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10);
4516 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
4518 player->MovDir = next_joy;
4519 player->Frame = FrameCounter % 4;
4520 player->Pushing = TRUE;
4530 static unsigned long action_delay = 0;
4531 unsigned long action_delay_value;
4532 int sieb_x = 0, sieb_y = 0;
4533 int i, x, y, element;
4534 byte *recorded_player_action;
4535 byte summarized_player_action = 0;
4537 if (game_status != PLAYING)
4540 action_delay_value =
4541 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4543 if (tape.playing && tape.index_search && !tape.pausing)
4544 action_delay_value = 0;
4546 /* ---------- main game synchronization point ---------- */
4548 WaitUntilDelayReached(&action_delay, action_delay_value);
4550 if (network_playing && !network_player_action_received)
4554 printf("DEBUG: try to get network player actions in time\n");
4558 #if defined(PLATFORM_UNIX)
4559 /* last chance to get network player actions without main loop delay */
4563 if (game_status != PLAYING)
4566 if (!network_player_action_received)
4570 printf("DEBUG: failed to get network player actions in time\n");
4580 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4582 for (i=0; i<MAX_PLAYERS; i++)
4584 summarized_player_action |= stored_player[i].action;
4586 if (!network_playing)
4587 stored_player[i].effective_action = stored_player[i].action;
4590 #if defined(PLATFORM_UNIX)
4591 if (network_playing)
4592 SendToServer_MovePlayer(summarized_player_action);
4595 if (!options.network && !setup.team_mode)
4596 local_player->effective_action = summarized_player_action;
4598 for (i=0; i<MAX_PLAYERS; i++)
4600 int actual_player_action = stored_player[i].effective_action;
4602 if (stored_player[i].programmed_action)
4603 actual_player_action = stored_player[i].programmed_action;
4605 if (recorded_player_action)
4606 actual_player_action = recorded_player_action[i];
4608 PlayerActions(&stored_player[i], actual_player_action);
4609 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4612 network_player_action_received = FALSE;
4614 ScrollScreen(NULL, SCROLL_GO_ON);
4620 if (TimeFrames == 0 && local_player->active)
4622 extern unsigned int last_RND();
4624 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
4625 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
4632 if (GameFrameDelay >= 500)
4633 printf("FrameCounter == %d\n", FrameCounter);
4642 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4645 if (JustStopped[x][y] > 0)
4646 JustStopped[x][y]--;
4649 if (IS_BLOCKED(x, y))
4653 Blocked2Moving(x, y, &oldx, &oldy);
4654 if (!IS_MOVING(oldx, oldy))
4656 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4657 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4658 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4659 printf("GameActions(): This should never happen!\n");
4665 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4667 element = Feld[x][y];
4669 if (IS_INACTIVE(element))
4672 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4676 if (IS_GEM(element) || element == EL_SP_INFOTRON)
4677 EdelsteinFunkeln(x, y);
4679 else if (IS_MOVING(x, y))
4680 ContinueMoving(x, y);
4681 else if (IS_ACTIVE_BOMB(element))
4682 CheckDynamite(x, y);
4684 else if (element == EL_EXPLODING && !game.explosions_delayed)
4685 Explode(x, y, Frame[x][y], EX_NORMAL);
4687 else if (element == EL_AMOEBING)
4688 AmoebeWaechst(x, y);
4689 else if (element == EL_DEAMOEBING)
4690 AmoebaDisappearing(x, y);
4692 #if !USE_NEW_AMOEBA_CODE
4693 else if (IS_AMOEBALIVE(element))
4694 AmoebeAbleger(x, y);
4697 else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
4699 else if (element == EL_ABLENK_EIN)
4701 else if (element == EL_TIMEGATE_SWITCH_ON)
4702 TimegateWheel(x, y);
4703 else if (element == EL_SALZSAEURE)
4705 else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
4707 else if (element == EL_CRACKINGNUT)
4709 else if (element == EL_PEARL_BREAKING)
4710 BreakingPearl(x, y);
4711 else if (element == EL_AUSGANG_ZU)
4712 AusgangstuerPruefen(x, y);
4713 else if (element == EL_AUSGANG_ACT)
4714 AusgangstuerOeffnen(x, y);
4715 else if (element == EL_AUSGANG_AUF)
4716 AusgangstuerBlinken(x, y);
4717 else if (element == EL_MAUERND)
4719 else if (element == EL_MAUER_LEBT ||
4720 element == EL_MAUER_X ||
4721 element == EL_MAUER_Y ||
4722 element == EL_MAUER_XY)
4724 else if (element == EL_BURNING)
4725 CheckForDragon(x, y);
4726 else if (element == EL_SP_BUG || element == EL_SP_BUG_ACTIVE)
4727 CheckBuggyBase(x, y);
4728 else if (element == EL_TRAP_INACTIVE || element == EL_TRAP_ACTIVE)
4730 else if (element == EL_SP_TERMINAL)
4731 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL);
4732 else if (element == EL_SP_TERMINAL_ACTIVE)
4733 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
4734 else if (IS_BELT(element))
4735 DrawBeltAnimation(x, y, element);
4736 else if (element == EL_SWITCHGATE_OPENING)
4737 OpenSwitchgate(x, y);
4738 else if (element == EL_SWITCHGATE_CLOSING)
4739 CloseSwitchgate(x, y);
4740 else if (element == EL_TIMEGATE_OPENING)
4742 else if (element == EL_TIMEGATE_CLOSING)
4743 CloseTimegate(x, y);
4744 else if (element == EL_EXTRA_TIME)
4745 DrawGraphicAnimation(x, y, GFX_EXTRA_TIME, 6, 4, ANIM_NORMAL);
4746 else if (element == EL_SHIELD_PASSIVE)
4748 DrawGraphicAnimation(x, y, GFX_SHIELD_PASSIVE, 6, 4, ANIM_NORMAL);
4749 if (!(FrameCounter % 4))
4750 PlaySoundLevel(x, y, SND_SHIELD_PASSIVE_ACTIVATED);
4752 else if (element == EL_SHIELD_ACTIVE)
4754 DrawGraphicAnimation(x, y, GFX_SHIELD_ACTIVE, 6, 4, ANIM_NORMAL);
4755 if (!(FrameCounter % 4))
4756 PlaySoundLevel(x, y, SND_SHIELD_ACTIVE_ACTIVATED);
4759 if (game.magic_wall_active)
4761 boolean sieb = FALSE;
4762 int jx = local_player->jx, jy = local_player->jy;
4764 if (element == EL_MAGIC_WALL_FULL ||
4765 element == EL_MAGIC_WALL_EMPTY ||
4766 element == EL_MAGIC_WALL_EMPTYING)
4768 SiebAktivieren(x, y, 1);
4771 else if (element == EL_MAGIC_WALL_BD_FULL ||
4772 element == EL_MAGIC_WALL_BD_EMPTY ||
4773 element == EL_MAGIC_WALL_BD_EMPTYING)
4775 SiebAktivieren(x, y, 2);
4779 /* play the element sound at the position nearest to the player */
4780 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
4788 #if USE_NEW_AMOEBA_CODE
4789 /* new experimental amoeba growth stuff */
4791 if (!(FrameCounter % 8))
4794 static unsigned long random = 1684108901;
4796 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
4799 x = (random >> 10) % lev_fieldx;
4800 y = (random >> 20) % lev_fieldy;
4802 x = RND(lev_fieldx);
4803 y = RND(lev_fieldy);
4805 element = Feld[x][y];
4807 if (!IS_PLAYER(x,y) &&
4808 (element == EL_LEERRAUM ||
4809 element == EL_ERDREICH ||
4810 element == EL_MORAST_LEER ||
4811 element == EL_BLURB_LEFT ||
4812 element == EL_BLURB_RIGHT))
4814 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBE_NASS) ||
4815 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBE_NASS) ||
4816 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBE_NASS) ||
4817 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBE_NASS))
4818 Feld[x][y] = EL_TROPFEN;
4821 random = random * 129 + 1;
4827 if (game.explosions_delayed)
4830 game.explosions_delayed = FALSE;
4832 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4834 element = Feld[x][y];
4836 if (ExplodeField[x][y])
4837 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
4838 else if (element == EL_EXPLODING)
4839 Explode(x, y, Frame[x][y], EX_NORMAL);
4841 ExplodeField[x][y] = EX_NO_EXPLOSION;
4844 game.explosions_delayed = TRUE;
4847 if (game.magic_wall_active)
4849 if (!(game.magic_wall_time_left % 4))
4851 int element = Feld[sieb_x][sieb_y];
4853 if (element == EL_MAGIC_WALL_BD_FULL ||
4854 element == EL_MAGIC_WALL_BD_EMPTY ||
4855 element == EL_MAGIC_WALL_BD_EMPTYING)
4856 PlaySoundLevel(sieb_x, sieb_y, SND_BD_MAGIC_WALL_RUNNING);
4858 PlaySoundLevel(sieb_x, sieb_y, SND_MAGIC_WALL_RUNNING);
4861 if (game.magic_wall_time_left > 0)
4863 game.magic_wall_time_left--;
4864 if (!game.magic_wall_time_left)
4866 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4868 element = Feld[x][y];
4870 if (element == EL_MAGIC_WALL_EMPTY ||
4871 element == EL_MAGIC_WALL_FULL)
4873 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4874 DrawLevelField(x, y);
4876 else if (element == EL_MAGIC_WALL_BD_EMPTY ||
4877 element == EL_MAGIC_WALL_BD_FULL)
4879 Feld[x][y] = EL_MAGIC_WALL_BD_DEAD;
4880 DrawLevelField(x, y);
4884 game.magic_wall_active = FALSE;
4889 if (game.light_time_left > 0)
4891 game.light_time_left--;
4893 if (game.light_time_left == 0)
4895 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4897 element = Feld[x][y];
4899 if (element == EL_LIGHT_SWITCH_ON)
4901 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
4902 DrawLevelField(x, y);
4904 else if (element == EL_INVISIBLE_STEEL ||
4905 element == EL_UNSICHTBAR ||
4906 element == EL_SAND_INVISIBLE)
4907 DrawLevelField(x, y);
4912 if (game.timegate_time_left > 0)
4914 game.timegate_time_left--;
4916 if (game.timegate_time_left == 0)
4917 CloseAllOpenTimegates();
4920 if (TimeFrames >= (1000 / GameFrameDelay))
4925 for (i=0; i<MAX_PLAYERS; i++)
4927 if (SHIELD_ON(&stored_player[i]))
4929 stored_player[i].shield_passive_time_left--;
4931 if (stored_player[i].shield_active_time_left > 0)
4932 stored_player[i].shield_active_time_left--;
4936 if (tape.recording || tape.playing)
4937 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
4943 if (TimeLeft <= 10 && setup.time_limit)
4944 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MAX_RIGHT);
4946 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
4948 if (!TimeLeft && setup.time_limit)
4949 for (i=0; i<MAX_PLAYERS; i++)
4950 KillHero(&stored_player[i]);
4952 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
4953 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
4958 if (options.debug) /* calculate frames per second */
4960 static unsigned long fps_counter = 0;
4961 static int fps_frames = 0;
4962 unsigned long fps_delay_ms = Counter() - fps_counter;
4966 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
4968 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
4971 fps_counter = Counter();
4974 redraw_mask |= REDRAW_FPS;
4978 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
4980 int min_x = x, min_y = y, max_x = x, max_y = y;
4983 for (i=0; i<MAX_PLAYERS; i++)
4985 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4987 if (!stored_player[i].active || &stored_player[i] == player)
4990 min_x = MIN(min_x, jx);
4991 min_y = MIN(min_y, jy);
4992 max_x = MAX(max_x, jx);
4993 max_y = MAX(max_y, jy);
4996 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
4999 static boolean AllPlayersInVisibleScreen()
5003 for (i=0; i<MAX_PLAYERS; i++)
5005 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5007 if (!stored_player[i].active)
5010 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5017 void ScrollLevel(int dx, int dy)
5019 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
5022 BlitBitmap(drawto_field, drawto_field,
5023 FX + TILEX*(dx == -1) - softscroll_offset,
5024 FY + TILEY*(dy == -1) - softscroll_offset,
5025 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
5026 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
5027 FX + TILEX*(dx == 1) - softscroll_offset,
5028 FY + TILEY*(dy == 1) - softscroll_offset);
5032 x = (dx == 1 ? BX1 : BX2);
5033 for (y=BY1; y<=BY2; y++)
5034 DrawScreenField(x, y);
5038 y = (dy == 1 ? BY1 : BY2);
5039 for (x=BX1; x<=BX2; x++)
5040 DrawScreenField(x, y);
5043 redraw_mask |= REDRAW_FIELD;
5046 static void CheckGravityMovement(struct PlayerInfo *player)
5048 if (level.gravity && !player->programmed_action)
5050 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
5051 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
5053 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
5054 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
5055 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
5056 int jx = player->jx, jy = player->jy;
5057 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
5058 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
5059 int new_jx = jx + dx, new_jy = jy + dy;
5060 boolean field_under_player_is_free =
5061 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
5062 boolean player_is_moving_to_valid_field =
5063 (IN_LEV_FIELD(new_jx, new_jy) &&
5064 (Feld[new_jx][new_jy] == EL_SP_BASE ||
5065 Feld[new_jx][new_jy] == EL_ERDREICH));
5067 if (field_under_player_is_free &&
5068 !player_is_moving_to_valid_field &&
5069 !IS_TUBE(Feld[jx][jy]))
5070 player->programmed_action = MV_DOWN;
5074 boolean MoveFigureOneStep(struct PlayerInfo *player,
5075 int dx, int dy, int real_dx, int real_dy)
5077 int jx = player->jx, jy = player->jy;
5078 int new_jx = jx+dx, new_jy = jy+dy;
5082 if (!player->active || (!dx && !dy))
5083 return MF_NO_ACTION;
5085 player->MovDir = (dx < 0 ? MV_LEFT :
5088 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5090 if (!IN_LEV_FIELD(new_jx, new_jy))
5091 return MF_NO_ACTION;
5093 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
5094 return MF_NO_ACTION;
5097 element = MovingOrBlocked2Element(new_jx, new_jy);
5099 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
5102 if (DONT_GO_TO(element))
5104 if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
5107 Feld[jx][jy] = EL_SPIELFIGUR;
5108 InitMovingField(jx, jy, MV_DOWN);
5109 Store[jx][jy] = EL_SALZSAEURE;
5110 ContinueMoving(jx, jy);
5114 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
5119 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
5120 if (can_move != MF_MOVING)
5123 StorePlayer[jx][jy] = 0;
5124 player->last_jx = jx;
5125 player->last_jy = jy;
5126 jx = player->jx = new_jx;
5127 jy = player->jy = new_jy;
5128 StorePlayer[jx][jy] = player->element_nr;
5131 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
5133 ScrollFigure(player, SCROLL_INIT);
5138 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
5140 int jx = player->jx, jy = player->jy;
5141 int old_jx = jx, old_jy = jy;
5142 int moved = MF_NO_ACTION;
5144 if (!player->active || (!dx && !dy))
5148 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5152 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5153 !(tape.playing && tape.game_version < GAME_VERSION_2_0))
5157 /* remove the last programmed player action */
5158 player->programmed_action = 0;
5162 /* should only happen if pre-1.2 tape recordings are played */
5163 /* this is only for backward compatibility */
5165 int original_move_delay_value = player->move_delay_value;
5168 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
5171 /* scroll remaining steps with finest movement resolution */
5172 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
5174 while (player->MovPos)
5176 ScrollFigure(player, SCROLL_GO_ON);
5177 ScrollScreen(NULL, SCROLL_GO_ON);
5183 player->move_delay_value = original_move_delay_value;
5186 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
5188 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
5189 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5193 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5194 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5200 if (moved & MF_MOVING && !ScreenMovPos &&
5201 (player == local_player || !options.network))
5203 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5204 int offset = (setup.scroll_delay ? 3 : 0);
5206 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5208 /* actual player has left the screen -- scroll in that direction */
5209 if (jx != old_jx) /* player has moved horizontally */
5210 scroll_x += (jx - old_jx);
5211 else /* player has moved vertically */
5212 scroll_y += (jy - old_jy);
5216 if (jx != old_jx) /* player has moved horizontally */
5218 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5219 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5220 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5222 /* don't scroll over playfield boundaries */
5223 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5224 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5226 /* don't scroll more than one field at a time */
5227 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5229 /* don't scroll against the player's moving direction */
5230 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5231 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5232 scroll_x = old_scroll_x;
5234 else /* player has moved vertically */
5236 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5237 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5238 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5240 /* don't scroll over playfield boundaries */
5241 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5242 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5244 /* don't scroll more than one field at a time */
5245 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5247 /* don't scroll against the player's moving direction */
5248 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5249 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5250 scroll_y = old_scroll_y;
5254 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5256 if (!options.network && !AllPlayersInVisibleScreen())
5258 scroll_x = old_scroll_x;
5259 scroll_y = old_scroll_y;
5263 ScrollScreen(player, SCROLL_INIT);
5264 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5269 if (!(moved & MF_MOVING) && !player->Pushing)
5272 player->Frame = (player->Frame + 1) % 4;
5274 if (moved & MF_MOVING)
5276 if (old_jx != jx && old_jy == jy)
5277 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5278 else if (old_jx == jx && old_jy != jy)
5279 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5281 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
5283 player->last_move_dir = player->MovDir;
5284 player->is_moving = TRUE;
5288 CheckGravityMovement(player);
5291 player->last_move_dir = MV_NO_MOVING;
5293 player->is_moving = FALSE;
5296 TestIfHeroTouchesBadThing(jx, jy);
5298 if (!player->active)
5304 void ScrollFigure(struct PlayerInfo *player, int mode)
5306 int jx = player->jx, jy = player->jy;
5307 int last_jx = player->last_jx, last_jy = player->last_jy;
5308 int move_stepsize = TILEX / player->move_delay_value;
5310 if (!player->active || !player->MovPos)
5313 if (mode == SCROLL_INIT)
5315 player->actual_frame_counter = FrameCounter;
5316 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5318 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
5319 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5324 else if (!FrameReached(&player->actual_frame_counter, 1))
5327 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5328 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5330 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5331 Feld[last_jx][last_jy] = EL_LEERRAUM;
5333 /* before DrawPlayer() to draw correct player graphic for this case */
5334 if (player->MovPos == 0)
5335 CheckGravityMovement(player);
5339 if (player->MovPos == 0)
5341 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
5343 /* continue with normal speed after quickly moving through gate */
5344 HALVE_PLAYER_SPEED(player);
5346 /* be able to make the next move without delay */
5347 player->move_delay = 0;
5350 player->last_jx = jx;
5351 player->last_jy = jy;
5353 if (Feld[jx][jy] == EL_AUSGANG_AUF)
5357 if (!local_player->friends_still_needed)
5358 player->LevelSolved = player->GameOver = TRUE;
5361 if (tape.single_step && tape.recording && !tape.pausing &&
5362 !player->programmed_action)
5363 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5367 void ScrollScreen(struct PlayerInfo *player, int mode)
5369 static unsigned long screen_frame_counter = 0;
5371 if (mode == SCROLL_INIT)
5373 /* set scrolling step size according to actual player's moving speed */
5374 ScrollStepSize = TILEX / player->move_delay_value;
5376 screen_frame_counter = FrameCounter;
5377 ScreenMovDir = player->MovDir;
5378 ScreenMovPos = player->MovPos;
5379 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5382 else if (!FrameReached(&screen_frame_counter, 1))
5387 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5388 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5389 redraw_mask |= REDRAW_FIELD;
5392 ScreenMovDir = MV_NO_MOVING;
5395 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
5397 int i, kill_x = -1, kill_y = -1;
5398 static int test_xy[4][2] =
5405 static int test_dir[4] =
5415 int test_x, test_y, test_move_dir, test_element;
5417 test_x = good_x + test_xy[i][0];
5418 test_y = good_y + test_xy[i][1];
5419 if (!IN_LEV_FIELD(test_x, test_y))
5423 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5426 test_element = Feld[test_x][test_y];
5428 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
5431 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5432 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5434 if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) ||
5435 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
5443 if (kill_x != -1 || kill_y != -1)
5445 if (IS_PLAYER(good_x, good_y))
5447 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
5449 if (player->shield_active_time_left > 0)
5450 Bang(kill_x, kill_y);
5451 else if (!PLAYER_PROTECTED(good_x, good_y))
5455 Bang(good_x, good_y);
5459 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
5461 int i, kill_x = -1, kill_y = -1;
5462 int bad_element = Feld[bad_x][bad_y];
5463 static int test_xy[4][2] =
5470 static int test_dir[4] =
5478 if (bad_element == EL_EXPLODING) /* skip just exploding bad things */
5483 int test_x, test_y, test_move_dir, test_element;
5485 test_x = bad_x + test_xy[i][0];
5486 test_y = bad_y + test_xy[i][1];
5487 if (!IN_LEV_FIELD(test_x, test_y))
5491 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5493 test_element = Feld[test_x][test_y];
5495 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5496 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5498 if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) ||
5499 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
5501 /* good thing is player or penguin that does not move away */
5502 if (IS_PLAYER(test_x, test_y))
5504 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
5506 if (bad_element == EL_ROBOT && player->is_moving)
5507 continue; /* robot does not kill player if he is moving */
5513 else if (test_element == EL_PINGUIN)
5522 if (kill_x != -1 || kill_y != -1)
5524 if (IS_PLAYER(kill_x, kill_y))
5526 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
5529 int dir = player->MovDir;
5530 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5531 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5533 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5534 newx != bad_x && newy != bad_y)
5535 ; /* robot does not kill player if he is moving */
5537 printf("-> %d\n", player->MovDir);
5539 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5540 newx != bad_x && newy != bad_y)
5541 ; /* robot does not kill player if he is moving */
5546 if (player->shield_active_time_left > 0)
5548 else if (!PLAYER_PROTECTED(kill_x, kill_y))
5552 Bang(kill_x, kill_y);
5556 void TestIfHeroTouchesBadThing(int x, int y)
5558 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5561 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
5563 TestIfGoodThingHitsBadThing(x, y, move_dir);
5566 void TestIfBadThingTouchesHero(int x, int y)
5568 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5571 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
5573 TestIfBadThingHitsGoodThing(x, y, move_dir);
5576 void TestIfFriendTouchesBadThing(int x, int y)
5578 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5581 void TestIfBadThingTouchesFriend(int x, int y)
5583 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5586 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
5588 int i, kill_x = bad_x, kill_y = bad_y;
5589 static int xy[4][2] =
5601 x = bad_x + xy[i][0];
5602 y = bad_y + xy[i][1];
5603 if (!IN_LEV_FIELD(x, y))
5606 element = Feld[x][y];
5607 if (IS_AMOEBOID(element) || element == EL_LIFE ||
5608 element == EL_AMOEBING || element == EL_TROPFEN)
5616 if (kill_x != bad_x || kill_y != bad_y)
5620 void KillHero(struct PlayerInfo *player)
5622 int jx = player->jx, jy = player->jy;
5624 if (!player->active)
5627 if (IS_PFORTE(Feld[jx][jy]))
5628 Feld[jx][jy] = EL_LEERRAUM;
5630 /* deactivate shield (else Bang()/Explode() would not work right) */
5631 player->shield_passive_time_left = 0;
5632 player->shield_active_time_left = 0;
5638 static void KillHeroUnlessProtected(int x, int y)
5640 if (!PLAYER_PROTECTED(x, y))
5641 KillHero(PLAYERINFO(x, y));
5644 void BuryHero(struct PlayerInfo *player)
5646 int jx = player->jx, jy = player->jy;
5648 if (!player->active)
5651 PlaySoundLevel(jx, jy, SND_PLAYER_DYING);
5652 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
5654 player->GameOver = TRUE;
5658 void RemoveHero(struct PlayerInfo *player)
5660 int jx = player->jx, jy = player->jy;
5661 int i, found = FALSE;
5663 player->present = FALSE;
5664 player->active = FALSE;
5666 if (!ExplodeField[jx][jy])
5667 StorePlayer[jx][jy] = 0;
5669 for (i=0; i<MAX_PLAYERS; i++)
5670 if (stored_player[i].active)
5674 AllPlayersGone = TRUE;
5680 int DigField(struct PlayerInfo *player,
5681 int x, int y, int real_dx, int real_dy, int mode)
5683 int jx = player->jx, jy = player->jy;
5684 int dx = x - jx, dy = y - jy;
5685 int move_direction = (dx == -1 ? MV_LEFT :
5686 dx == +1 ? MV_RIGHT :
5688 dy == +1 ? MV_DOWN : MV_NO_MOVING);
5691 if (player->MovPos == 0)
5692 player->Pushing = FALSE;
5694 if (mode == DF_NO_PUSH)
5696 player->Switching = FALSE;
5697 player->push_delay = 0;
5698 return MF_NO_ACTION;
5701 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
5702 return MF_NO_ACTION;
5704 if (IS_TUBE(Feld[jx][jy]))
5707 int tube_leave_directions[][2] =
5709 { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5710 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5711 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5712 { EL_TUBE_VERT_LEFT, MV_LEFT | MV_UP | MV_DOWN },
5713 { EL_TUBE_VERT_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
5714 { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_UP },
5715 { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
5716 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
5717 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
5718 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
5719 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
5720 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
5723 while (tube_leave_directions[i][0] != Feld[jx][jy])
5726 if (tube_leave_directions[i][0] == -1) /* should not happen */
5730 if (!(tube_leave_directions[i][1] & move_direction))
5731 return MF_NO_ACTION; /* tube has no opening in this direction */
5734 element = Feld[x][y];
5740 case EL_SAND_INVISIBLE:
5741 case EL_TRAP_INACTIVE:
5745 PlaySoundLevelActionElement(x, y, SND_ACTION_DIGGING, element);
5749 case EL_EDELSTEIN_BD:
5750 case EL_EDELSTEIN_GELB:
5751 case EL_EDELSTEIN_ROT:
5752 case EL_EDELSTEIN_LILA:
5754 case EL_SP_INFOTRON:
5758 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 :
5759 element == EL_PEARL ? 5 :
5760 element == EL_CRYSTAL ? 8 : 1);
5761 if (local_player->gems_still_needed < 0)
5762 local_player->gems_still_needed = 0;
5763 RaiseScoreElement(element);
5764 DrawText(DX_EMERALDS, DY_EMERALDS,
5765 int2str(local_player->gems_still_needed, 3),
5766 FS_SMALL, FC_YELLOW);
5767 PlaySoundLevelActionElement(x, y, SND_ACTION_COLLECTING, element);
5772 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
5773 PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
5777 Feld[x][y] = EL_LEERRAUM;
5778 PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
5786 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5788 PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MAX_RIGHT);
5791 case EL_SHIELD_PASSIVE:
5793 player->shield_passive_time_left += 10;
5794 PlaySoundLevel(x, y, SND_SHIELD_PASSIVE_COLLECTING);
5797 case EL_SHIELD_ACTIVE:
5799 player->shield_passive_time_left += 10;
5800 player->shield_active_time_left += 10;
5801 PlaySoundLevel(x, y, SND_SHIELD_ACTIVE_COLLECTING);
5804 case EL_DYNAMITE_INACTIVE:
5805 case EL_SP_DISK_RED:
5808 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5809 DrawText(DX_DYNAMITE, DY_DYNAMITE,
5810 int2str(local_player->dynamite, 3),
5811 FS_SMALL, FC_YELLOW);
5812 PlaySoundLevelActionElement(x, y, SND_ACTION_COLLECTING, element);
5815 case EL_DYNABOMB_NR:
5817 player->dynabomb_count++;
5818 player->dynabombs_left++;
5819 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5820 PlaySoundLevel(x, y, SND_DYNABOMB_NR_COLLECTING);
5823 case EL_DYNABOMB_SZ:
5825 player->dynabomb_size++;
5826 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5827 PlaySoundLevel(x, y, SND_DYNABOMB_SZ_COLLECTING);
5830 case EL_DYNABOMB_XL:
5832 player->dynabomb_xl = TRUE;
5833 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5834 PlaySoundLevel(x, y, SND_DYNABOMB_XL_COLLECTING);
5837 case EL_SCHLUESSEL1:
5838 case EL_SCHLUESSEL2:
5839 case EL_SCHLUESSEL3:
5840 case EL_SCHLUESSEL4:
5842 int key_nr = element - EL_SCHLUESSEL1;
5845 player->key[key_nr] = TRUE;
5846 RaiseScoreElement(EL_SCHLUESSEL);
5847 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5848 GFX_SCHLUESSEL1 + key_nr);
5849 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5850 GFX_SCHLUESSEL1 + key_nr);
5851 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
5860 int key_nr = element - EL_EM_KEY_1;
5863 player->key[key_nr] = TRUE;
5864 RaiseScoreElement(EL_SCHLUESSEL);
5865 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5866 GFX_SCHLUESSEL1 + key_nr);
5867 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5868 GFX_SCHLUESSEL1 + key_nr);
5869 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
5874 Feld[x][y] = EL_ABLENK_EIN;
5877 DrawLevelField(x, y);
5878 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
5882 case EL_SP_TERMINAL:
5886 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
5888 for (yy=0; yy<lev_fieldy; yy++)
5890 for (xx=0; xx<lev_fieldx; xx++)
5892 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
5894 else if (Feld[xx][yy] == EL_SP_TERMINAL)
5895 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
5903 case EL_BELT1_SWITCH_LEFT:
5904 case EL_BELT1_SWITCH_MIDDLE:
5905 case EL_BELT1_SWITCH_RIGHT:
5906 case EL_BELT2_SWITCH_LEFT:
5907 case EL_BELT2_SWITCH_MIDDLE:
5908 case EL_BELT2_SWITCH_RIGHT:
5909 case EL_BELT3_SWITCH_LEFT:
5910 case EL_BELT3_SWITCH_MIDDLE:
5911 case EL_BELT3_SWITCH_RIGHT:
5912 case EL_BELT4_SWITCH_LEFT:
5913 case EL_BELT4_SWITCH_MIDDLE:
5914 case EL_BELT4_SWITCH_RIGHT:
5915 if (!player->Switching)
5917 player->Switching = TRUE;
5918 ToggleBeltSwitch(x, y);
5919 PlaySoundLevel(x, y, SND_CONVEYOR_BELT_SWITCH_ACTIVATING);
5924 case EL_SWITCHGATE_SWITCH_1:
5925 case EL_SWITCHGATE_SWITCH_2:
5926 if (!player->Switching)
5928 player->Switching = TRUE;
5929 ToggleSwitchgateSwitch(x, y);
5930 PlaySoundLevel(x, y, SND_SWITCHGATE_SWITCH_ACTIVATING);
5935 case EL_LIGHT_SWITCH_OFF:
5936 case EL_LIGHT_SWITCH_ON:
5937 if (!player->Switching)
5939 player->Switching = TRUE;
5940 ToggleLightSwitch(x, y);
5941 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH_OFF ?
5942 SND_LIGHT_SWITCH_ACTIVATING :
5943 SND_LIGHT_SWITCH_DEACTIVATING);
5948 case EL_TIMEGATE_SWITCH_OFF:
5949 ActivateTimegateSwitch(x, y);
5950 PlaySoundLevel(x, y, SND_TIMEGATE_WHEEL_ACTIVATING);
5955 case EL_BALLOON_SEND_LEFT:
5956 case EL_BALLOON_SEND_RIGHT:
5957 case EL_BALLOON_SEND_UP:
5958 case EL_BALLOON_SEND_DOWN:
5959 case EL_BALLOON_SEND_ANY:
5960 if (element == EL_BALLOON_SEND_ANY)
5961 game.balloon_dir = move_direction;
5963 game.balloon_dir = (element == EL_BALLOON_SEND_LEFT ? MV_LEFT :
5964 element == EL_BALLOON_SEND_RIGHT ? MV_RIGHT :
5965 element == EL_BALLOON_SEND_UP ? MV_UP :
5966 element == EL_BALLOON_SEND_DOWN ? MV_DOWN :
5968 PlaySoundLevel(x, y, SND_BALLOON_SWITCH_ACTIVATING);
5974 if (local_player->gems_still_needed > 0)
5975 return MF_NO_ACTION;
5977 player->LevelSolved = player->GameOver = TRUE;
5978 PlaySoundStereo(SND_SP_EXIT_ENTERING, SOUND_MAX_RIGHT);
5981 /* the following elements cannot be pushed by "snapping" */
5982 case EL_FELSBROCKEN:
5984 case EL_DX_SUPABOMB:
5988 case EL_SP_DISK_ORANGE:
5990 if (mode == DF_SNAP)
5991 return MF_NO_ACTION;
5992 /* no "break" -- fall through to next case */
5993 /* the following elements can be pushed by "snapping" */
5996 return MF_NO_ACTION;
5998 player->Pushing = TRUE;
6000 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6001 return MF_NO_ACTION;
6005 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6006 return MF_NO_ACTION;
6009 if (player->push_delay == 0)
6010 player->push_delay = FrameCounter;
6012 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6013 !tape.playing && element != EL_SPRING)
6014 return MF_NO_ACTION;
6016 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6017 !(tape.playing && tape.game_version < GAME_VERSION_2_0) &&
6018 element != EL_SPRING)
6019 return MF_NO_ACTION;
6022 if (mode == DF_SNAP)
6024 InitMovingField(x, y, move_direction);
6025 ContinueMoving(x, y);
6030 Feld[x+dx][y+dy] = element;
6033 if (element == EL_SPRING)
6035 Feld[x+dx][y+dy] = EL_SPRING_MOVING;
6036 MovDir[x+dx][y+dy] = move_direction;
6039 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
6041 DrawLevelField(x+dx, y+dy);
6042 PlaySoundLevelActionElement(x, y, SND_ACTION_PUSHING, element);
6049 if (!player->key[element - EL_PFORTE1])
6050 return MF_NO_ACTION;
6057 if (!player->key[element - EL_PFORTE1X])
6058 return MF_NO_ACTION;
6065 if (!player->key[element - EL_EM_GATE_1])
6066 return MF_NO_ACTION;
6067 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6068 return MF_NO_ACTION;
6070 /* automatically move to the next field with double speed */
6071 player->programmed_action = move_direction;
6072 DOUBLE_PLAYER_SPEED(player);
6074 PlaySoundLevel(x, y, SND_GATE_PASSING);
6081 if (!player->key[element - EL_EM_GATE_1X])
6082 return MF_NO_ACTION;
6083 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6084 return MF_NO_ACTION;
6086 /* automatically move to the next field with double speed */
6087 player->programmed_action = move_direction;
6088 DOUBLE_PLAYER_SPEED(player);
6090 PlaySoundLevel(x, y, SND_GATE_PASSING);
6093 case EL_SWITCHGATE_OPEN:
6094 case EL_TIMEGATE_OPEN:
6095 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6096 return MF_NO_ACTION;
6098 /* automatically move to the next field with double speed */
6099 player->programmed_action = move_direction;
6100 DOUBLE_PLAYER_SPEED(player);
6102 PlaySoundLevelActionElement(x, y, SND_ACTION_PASSING, element);
6105 case EL_SP_PORT1_LEFT:
6106 case EL_SP_PORT2_LEFT:
6107 case EL_SP_PORT1_RIGHT:
6108 case EL_SP_PORT2_RIGHT:
6109 case EL_SP_PORT1_UP:
6110 case EL_SP_PORT2_UP:
6111 case EL_SP_PORT1_DOWN:
6112 case EL_SP_PORT2_DOWN:
6117 element != EL_SP_PORT1_LEFT &&
6118 element != EL_SP_PORT2_LEFT &&
6119 element != EL_SP_PORT_X &&
6120 element != EL_SP_PORT_XY) ||
6122 element != EL_SP_PORT1_RIGHT &&
6123 element != EL_SP_PORT2_RIGHT &&
6124 element != EL_SP_PORT_X &&
6125 element != EL_SP_PORT_XY) ||
6127 element != EL_SP_PORT1_UP &&
6128 element != EL_SP_PORT2_UP &&
6129 element != EL_SP_PORT_Y &&
6130 element != EL_SP_PORT_XY) ||
6132 element != EL_SP_PORT1_DOWN &&
6133 element != EL_SP_PORT2_DOWN &&
6134 element != EL_SP_PORT_Y &&
6135 element != EL_SP_PORT_XY) ||
6136 !IN_LEV_FIELD(x + dx, y + dy) ||
6137 !IS_FREE(x + dx, y + dy))
6138 return MF_NO_ACTION;
6140 /* automatically move to the next field with double speed */
6141 player->programmed_action = move_direction;
6142 DOUBLE_PLAYER_SPEED(player);
6144 PlaySoundLevel(x, y, SND_SP_PORT_PASSING);
6148 case EL_TUBE_VERTICAL:
6149 case EL_TUBE_HORIZONTAL:
6150 case EL_TUBE_VERT_LEFT:
6151 case EL_TUBE_VERT_RIGHT:
6152 case EL_TUBE_HORIZ_UP:
6153 case EL_TUBE_HORIZ_DOWN:
6154 case EL_TUBE_LEFT_UP:
6155 case EL_TUBE_LEFT_DOWN:
6156 case EL_TUBE_RIGHT_UP:
6157 case EL_TUBE_RIGHT_DOWN:
6160 int tube_enter_directions[][2] =
6162 { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6163 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6164 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6165 { EL_TUBE_VERT_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
6166 { EL_TUBE_VERT_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
6167 { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
6168 { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
6169 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
6170 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
6171 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
6172 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
6173 { -1, MV_NO_MOVING }
6176 while (tube_enter_directions[i][0] != element)
6179 if (tube_enter_directions[i][0] == -1) /* should not happen */
6183 if (!(tube_enter_directions[i][1] & move_direction))
6184 return MF_NO_ACTION; /* tube has no opening in this direction */
6186 PlaySoundLevel(x, y, SND_TUBE_PASSING);
6191 case EL_AUSGANG_ACT:
6192 /* door is not (yet) open */
6193 return MF_NO_ACTION;
6196 case EL_AUSGANG_AUF:
6197 if (mode == DF_SNAP)
6198 return MF_NO_ACTION;
6200 PlaySoundLevel(x, y, SND_EXIT_ENTERING);
6205 Feld[x][y] = EL_BIRNE_EIN;
6206 local_player->lights_still_needed--;
6207 DrawLevelField(x, y);
6208 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
6213 Feld[x][y] = EL_ZEIT_LEER;
6215 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
6216 DrawLevelField(x, y);
6217 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MAX_RIGHT);
6221 case EL_SOKOBAN_FELD_LEER:
6224 case EL_SOKOBAN_OBJEKT:
6225 case EL_SOKOBAN_FELD_VOLL:
6227 case EL_SP_DISK_YELLOW:
6229 if (mode == DF_SNAP)
6230 return MF_NO_ACTION;
6232 player->Pushing = TRUE;
6234 if (!IN_LEV_FIELD(x+dx, y+dy)
6235 || (!IS_FREE(x+dx, y+dy)
6236 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
6237 || !IS_SB_ELEMENT(element))))
6238 return MF_NO_ACTION;
6242 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6243 return MF_NO_ACTION;
6245 else if (dy && real_dx)
6247 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
6248 return MF_NO_ACTION;
6251 if (player->push_delay == 0)
6252 player->push_delay = FrameCounter;
6254 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6255 !tape.playing && element != EL_BALLOON)
6256 return MF_NO_ACTION;
6258 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6259 !(tape.playing && tape.game_version < GAME_VERSION_2_0) &&
6260 element != EL_BALLOON)
6261 return MF_NO_ACTION;
6264 if (IS_SB_ELEMENT(element))
6266 if (element == EL_SOKOBAN_FELD_VOLL)
6268 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
6269 local_player->sokobanfields_still_needed++;
6274 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
6276 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
6277 local_player->sokobanfields_still_needed--;
6278 if (element == EL_SOKOBAN_OBJEKT)
6279 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_FILLING);
6281 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6285 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
6286 if (element == EL_SOKOBAN_FELD_VOLL)
6287 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_CLEARING);
6289 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6295 Feld[x+dx][y+dy] = element;
6296 PlaySoundLevelActionElement(x, y, SND_ACTION_PUSHING, element);
6299 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
6301 DrawLevelField(x, y);
6302 DrawLevelField(x+dx, y+dy);
6304 if (IS_SB_ELEMENT(element) &&
6305 local_player->sokobanfields_still_needed == 0 &&
6306 game.emulation == EMU_SOKOBAN)
6308 player->LevelSolved = player->GameOver = TRUE;
6309 PlaySoundLevel(x, y, SND_SOKOBAN_GAME_SOLVING);
6320 return MF_NO_ACTION;
6323 player->push_delay = 0;
6328 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
6330 int jx = player->jx, jy = player->jy;
6331 int x = jx + dx, y = jy + dy;
6333 if (!player->active || !IN_LEV_FIELD(x, y))
6341 if (player->MovPos == 0)
6342 player->Pushing = FALSE;
6344 player->snapped = FALSE;
6348 if (player->snapped)
6351 player->MovDir = (dx < 0 ? MV_LEFT :
6354 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6356 if (!DigField(player, x, y, 0, 0, DF_SNAP))
6359 player->snapped = TRUE;
6360 DrawLevelField(x, y);
6366 boolean PlaceBomb(struct PlayerInfo *player)
6368 int jx = player->jx, jy = player->jy;
6371 if (!player->active || player->MovPos)
6374 element = Feld[jx][jy];
6376 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
6377 IS_ACTIVE_BOMB(element) || element == EL_EXPLODING)
6380 if (element != EL_LEERRAUM)
6381 Store[jx][jy] = element;
6383 if (player->dynamite)
6385 Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
6386 MovDelay[jx][jy] = 96;
6388 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6389 FS_SMALL, FC_YELLOW);
6390 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6392 if (game.emulation == EMU_SUPAPLEX)
6393 DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
6395 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
6398 PlaySoundLevel(jx, jy, SND_DYNAMITE_PLACING);
6402 Feld[jx][jy] = EL_DYNABOMB_ACTIVE_1 + (player->element_nr - EL_SPIELER1);
6403 MovDelay[jx][jy] = 96;
6404 player->dynabombs_left--;
6405 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6406 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
6408 PlaySoundLevel(jx, jy, SND_DYNABOMB_PLACING);
6414 void PlaySoundLevel(int x, int y, int nr)
6416 static int loop_sound_frame[NUM_SOUND_EFFECTS];
6417 static int loop_sound_volume[NUM_SOUND_EFFECTS];
6418 int sx = SCREENX(x), sy = SCREENY(y);
6419 int volume, stereo_position;
6420 int max_distance = 8;
6421 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
6423 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
6424 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
6427 if (!IN_LEV_FIELD(x, y) ||
6428 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
6429 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
6432 volume = SOUND_MAX_VOLUME;
6434 if (!IN_SCR_FIELD(sx, sy))
6436 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
6437 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
6439 volume -= volume * (dx > dy ? dx : dy) / max_distance;
6442 stereo_position = (SOUND_MAX_LEFT +
6443 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
6444 (SCR_FIELDX + 2 * max_distance));
6446 if (IS_LOOP_SOUND(nr))
6448 /* This assures that quieter loop sounds do not overwrite louder ones,
6449 while restarting sound volume comparison with each new game frame. */
6451 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
6454 loop_sound_volume[nr] = volume;
6455 loop_sound_frame[nr] = FrameCounter;
6458 PlaySoundExt(nr, volume, stereo_position, type);
6461 void PlaySoundLevelAction(int x, int y, int sound_action)
6463 PlaySoundLevelActionElement(x, y, sound_action, Feld[x][y]);
6466 void PlaySoundLevelActionElement(int x, int y, int sound_action, int element)
6468 int sound_effect = element_action_sound[element][sound_action];
6470 if (sound_effect != -1)
6471 PlaySoundLevel(x, y, sound_effect);
6474 void RaiseScore(int value)
6476 local_player->score += value;
6477 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
6478 FS_SMALL, FC_YELLOW);
6481 void RaiseScoreElement(int element)
6486 case EL_EDELSTEIN_BD:
6487 case EL_EDELSTEIN_GELB:
6488 case EL_EDELSTEIN_ROT:
6489 case EL_EDELSTEIN_LILA:
6490 RaiseScore(level.score[SC_EDELSTEIN]);
6493 RaiseScore(level.score[SC_DIAMANT]);
6497 RaiseScore(level.score[SC_KAEFER]);
6501 RaiseScore(level.score[SC_FLIEGER]);
6505 RaiseScore(level.score[SC_MAMPFER]);
6508 RaiseScore(level.score[SC_ROBOT]);
6511 RaiseScore(level.score[SC_PACMAN]);
6514 RaiseScore(level.score[SC_KOKOSNUSS]);
6516 case EL_DYNAMITE_INACTIVE:
6517 RaiseScore(level.score[SC_DYNAMIT]);
6520 RaiseScore(level.score[SC_SCHLUESSEL]);
6527 void RequestQuitGame(boolean ask_if_really_quit)
6529 if (AllPlayersGone ||
6530 !ask_if_really_quit ||
6531 level_editor_test_game ||
6532 Request("Do you really want to quit the game ?",
6533 REQ_ASK | REQ_STAY_CLOSED))
6535 #if defined(PLATFORM_UNIX)
6536 if (options.network)
6537 SendToServer_StopPlaying();
6541 game_status = MAINMENU;
6547 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
6552 /* ---------- new game button stuff ---------------------------------------- */
6554 /* graphic position values for game buttons */
6555 #define GAME_BUTTON_XSIZE 30
6556 #define GAME_BUTTON_YSIZE 30
6557 #define GAME_BUTTON_XPOS 5
6558 #define GAME_BUTTON_YPOS 215
6559 #define SOUND_BUTTON_XPOS 5
6560 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
6562 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6563 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6564 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6565 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6566 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6567 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6574 } gamebutton_info[NUM_GAME_BUTTONS] =
6577 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
6582 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
6587 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
6592 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
6593 SOUND_CTRL_ID_MUSIC,
6594 "background music on/off"
6597 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
6598 SOUND_CTRL_ID_LOOPS,
6599 "sound loops on/off"
6602 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
6603 SOUND_CTRL_ID_SIMPLE,
6604 "normal sounds on/off"
6608 void CreateGameButtons()
6612 for (i=0; i<NUM_GAME_BUTTONS; i++)
6614 Bitmap *gd_bitmap = pix[PIX_DOOR];
6615 struct GadgetInfo *gi;
6618 unsigned long event_mask;
6619 int gd_xoffset, gd_yoffset;
6620 int gd_x1, gd_x2, gd_y1, gd_y2;
6623 gd_xoffset = gamebutton_info[i].x;
6624 gd_yoffset = gamebutton_info[i].y;
6625 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
6626 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
6628 if (id == GAME_CTRL_ID_STOP ||
6629 id == GAME_CTRL_ID_PAUSE ||
6630 id == GAME_CTRL_ID_PLAY)
6632 button_type = GD_TYPE_NORMAL_BUTTON;
6634 event_mask = GD_EVENT_RELEASED;
6635 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6636 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6640 button_type = GD_TYPE_CHECK_BUTTON;
6642 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
6643 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
6644 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
6645 event_mask = GD_EVENT_PRESSED;
6646 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
6647 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6650 gi = CreateGadget(GDI_CUSTOM_ID, id,
6651 GDI_INFO_TEXT, gamebutton_info[i].infotext,
6652 GDI_X, DX + gd_xoffset,
6653 GDI_Y, DY + gd_yoffset,
6654 GDI_WIDTH, GAME_BUTTON_XSIZE,
6655 GDI_HEIGHT, GAME_BUTTON_YSIZE,
6656 GDI_TYPE, button_type,
6657 GDI_STATE, GD_BUTTON_UNPRESSED,
6658 GDI_CHECKED, checked,
6659 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
6660 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
6661 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
6662 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
6663 GDI_EVENT_MASK, event_mask,
6664 GDI_CALLBACK_ACTION, HandleGameButtons,
6668 Error(ERR_EXIT, "cannot create gadget");
6670 game_gadget[id] = gi;
6674 static void MapGameButtons()
6678 for (i=0; i<NUM_GAME_BUTTONS; i++)
6679 MapGadget(game_gadget[i]);
6682 void UnmapGameButtons()
6686 for (i=0; i<NUM_GAME_BUTTONS; i++)
6687 UnmapGadget(game_gadget[i]);
6690 static void HandleGameButtons(struct GadgetInfo *gi)
6692 int id = gi->custom_id;
6694 if (game_status != PLAYING)
6699 case GAME_CTRL_ID_STOP:
6700 RequestQuitGame(TRUE);
6703 case GAME_CTRL_ID_PAUSE:
6704 if (options.network)
6706 #if defined(PLATFORM_UNIX)
6708 SendToServer_ContinuePlaying();
6710 SendToServer_PausePlaying();
6714 TapeTogglePause(TAPE_TOGGLE_MANUAL);
6717 case GAME_CTRL_ID_PLAY:
6720 #if defined(PLATFORM_UNIX)
6721 if (options.network)
6722 SendToServer_ContinuePlaying();
6726 tape.pausing = FALSE;
6727 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
6732 case SOUND_CTRL_ID_MUSIC:
6733 if (setup.sound_music)
6735 setup.sound_music = FALSE;
6738 else if (audio.music_available)
6740 setup.sound = setup.sound_music = TRUE;
6741 PlayMusic(level_nr);
6745 case SOUND_CTRL_ID_LOOPS:
6746 if (setup.sound_loops)
6747 setup.sound_loops = FALSE;
6748 else if (audio.loops_available)
6749 setup.sound = setup.sound_loops = TRUE;
6752 case SOUND_CTRL_ID_SIMPLE:
6753 if (setup.sound_simple)
6754 setup.sound_simple = FALSE;
6755 else if (audio.sound_available)
6756 setup.sound = setup.sound_simple = TRUE;