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);
106 static void MapGameButtons();
107 static void HandleGameButtons(struct GadgetInfo *);
109 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
111 static char *loop_sound_actions[] =
120 static boolean is_loop_sound[NUM_SOUND_EFFECTS];
121 static boolean sound_info_initialized = FALSE;
123 #define IS_LOOP_SOUND(x) (is_loop_sound[x])
126 #define SND_WAITING 2
131 static unsigned int getStateCheckSum(int counter)
134 unsigned int mult = 1;
135 unsigned int checksum = 0;
137 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
139 static boolean first_game = TRUE;
141 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
147 lastFeld[x][y] = Feld[x][y];
148 else if (lastFeld[x][y] != Feld[x][y])
149 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
150 x, y, lastFeld[x][y], Feld[x][y]);
154 checksum += mult++ * Ur[x][y];
155 checksum += mult++ * Feld[x][y];
158 checksum += mult++ * MovPos[x][y];
159 checksum += mult++ * MovDir[x][y];
160 checksum += mult++ * MovDelay[x][y];
161 checksum += mult++ * Store[x][y];
162 checksum += mult++ * Store2[x][y];
163 checksum += mult++ * StorePlayer[x][y];
164 checksum += mult++ * Frame[x][y];
165 checksum += mult++ * AmoebaNr[x][y];
166 checksum += mult++ * JustStopped[x][y];
167 checksum += mult++ * Stop[x][y];
171 if (counter == 3 && first_game)
182 void GetPlayerConfig()
184 if (!audio.sound_available)
187 if (!audio.loops_available)
188 setup.sound_loops = FALSE;
190 if (!audio.music_available)
191 setup.sound_music = FALSE;
193 if (!video.fullscreen_available)
194 setup.fullscreen = FALSE;
196 setup.sound_simple = setup.sound;
198 SetAudioMode(setup.sound);
202 static int getBeltNrFromElement(int element)
204 return (element < EL_BELT2_LEFT ? 0 :
205 element < EL_BELT3_LEFT ? 1 :
206 element < EL_BELT4_LEFT ? 2 : 3);
209 static int getBeltNrFromSwitchElement(int element)
211 return (element < EL_BELT2_SWITCH_LEFT ? 0 :
212 element < EL_BELT3_SWITCH_LEFT ? 1 :
213 element < EL_BELT4_SWITCH_LEFT ? 2 : 3);
216 static int getBeltDirNrFromSwitchElement(int element)
218 static int belt_base_element[4] =
220 EL_BELT1_SWITCH_LEFT,
221 EL_BELT2_SWITCH_LEFT,
222 EL_BELT3_SWITCH_LEFT,
226 int belt_nr = getBeltNrFromSwitchElement(element);
227 int belt_dir_nr = element - belt_base_element[belt_nr];
229 return (belt_dir_nr % 3);
232 static int getBeltDirFromSwitchElement(int element)
234 static int belt_move_dir[3] =
241 int belt_dir_nr = getBeltDirNrFromSwitchElement(element);
243 return belt_move_dir[belt_dir_nr];
246 static void InitField(int x, int y, boolean init_game)
253 if (stored_player[0].present)
255 Feld[x][y] = EL_SP_MURPHY_CLONE;
262 Feld[x][y] = EL_SPIELER1;
270 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
271 int jx = player->jx, jy = player->jy;
273 player->present = TRUE;
275 if (!options.network || player->connected)
277 player->active = TRUE;
279 /* remove potentially duplicate players */
280 if (StorePlayer[jx][jy] == Feld[x][y])
281 StorePlayer[jx][jy] = 0;
283 StorePlayer[x][y] = Feld[x][y];
287 printf("Player %d activated.\n", player->element_nr);
288 printf("[Local player is %d and currently %s.]\n",
289 local_player->element_nr,
290 local_player->active ? "active" : "not active");
294 Feld[x][y] = EL_LEERRAUM;
295 player->jx = player->last_jx = x;
296 player->jy = player->last_jy = y;
301 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_SALZSAEURE)
302 Feld[x][y] = EL_BADEWANNE1;
303 else if (x > 0 && Feld[x-1][y] == EL_SALZSAEURE)
304 Feld[x][y] = EL_BADEWANNE2;
305 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE1)
306 Feld[x][y] = EL_BADEWANNE3;
307 else if (y > 0 && Feld[x][y-1] == EL_SALZSAEURE)
308 Feld[x][y] = EL_BADEWANNE4;
309 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE2)
310 Feld[x][y] = EL_BADEWANNE5;
313 case EL_KAEFER_RIGHT:
318 case EL_FLIEGER_RIGHT:
320 case EL_FLIEGER_LEFT:
321 case EL_FLIEGER_DOWN:
323 case EL_BUTTERFLY_RIGHT:
324 case EL_BUTTERFLY_UP:
325 case EL_BUTTERFLY_LEFT:
326 case EL_BUTTERFLY_DOWN:
328 case EL_FIREFLY_RIGHT:
330 case EL_FIREFLY_LEFT:
331 case EL_FIREFLY_DOWN:
333 case EL_PACMAN_RIGHT:
357 if (y == lev_fieldy - 1)
359 Feld[x][y] = EL_AMOEBING;
360 Store[x][y] = EL_AMOEBE_NASS;
364 case EL_DYNAMITE_ACTIVE:
369 local_player->lights_still_needed++;
372 case EL_SOKOBAN_FELD_LEER:
373 local_player->sokobanfields_still_needed++;
377 local_player->friends_still_needed++;
382 MovDir[x][y] = 1 << RND(4);
386 Feld[x][y] = EL_LEERRAUM;
389 case EL_EM_KEY_1_FILE:
390 Feld[x][y] = EL_EM_KEY_1;
392 case EL_EM_KEY_2_FILE:
393 Feld[x][y] = EL_EM_KEY_2;
395 case EL_EM_KEY_3_FILE:
396 Feld[x][y] = EL_EM_KEY_3;
398 case EL_EM_KEY_4_FILE:
399 Feld[x][y] = EL_EM_KEY_4;
402 case EL_BELT1_SWITCH_LEFT:
403 case EL_BELT1_SWITCH_MIDDLE:
404 case EL_BELT1_SWITCH_RIGHT:
405 case EL_BELT2_SWITCH_LEFT:
406 case EL_BELT2_SWITCH_MIDDLE:
407 case EL_BELT2_SWITCH_RIGHT:
408 case EL_BELT3_SWITCH_LEFT:
409 case EL_BELT3_SWITCH_MIDDLE:
410 case EL_BELT3_SWITCH_RIGHT:
411 case EL_BELT4_SWITCH_LEFT:
412 case EL_BELT4_SWITCH_MIDDLE:
413 case EL_BELT4_SWITCH_RIGHT:
416 int belt_nr = getBeltNrFromSwitchElement(Feld[x][y]);
417 int belt_dir = getBeltDirFromSwitchElement(Feld[x][y]);
418 int belt_dir_nr = getBeltDirNrFromSwitchElement(Feld[x][y]);
420 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
422 game.belt_dir[belt_nr] = belt_dir;
423 game.belt_dir_nr[belt_nr] = belt_dir_nr;
425 else /* more than one switch -- set it like the first switch */
427 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
432 case EL_SWITCHGATE_SWITCH_2: /* always start with same switch pos */
434 Feld[x][y] = EL_SWITCHGATE_SWITCH_1;
437 case EL_LIGHT_SWITCH_ON:
439 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
447 void DrawGameDoorValues()
451 for (i=0; i<MAX_PLAYERS; i++)
453 if (stored_player[i].key[j])
454 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
455 GFX_SCHLUESSEL1 + j);
457 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
458 int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
459 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
460 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
461 DrawText(DX + XX_SCORE, DY + YY_SCORE,
462 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
463 DrawText(DX + XX_TIME, DY + YY_TIME,
464 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
470 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
471 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
472 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
475 #if USE_NEW_AMOEBA_CODE
476 printf("Using new amoeba code.\n");
478 printf("Using old amoeba code.\n");
482 /* don't play tapes over network */
483 network_playing = (options.network && !tape.playing);
485 for (i=0; i<MAX_PLAYERS; i++)
487 struct PlayerInfo *player = &stored_player[i];
489 player->index_nr = i;
490 player->element_nr = EL_SPIELER1 + i;
492 player->present = FALSE;
493 player->active = FALSE;
496 player->effective_action = 0;
497 player->programmed_action = 0;
500 player->gems_still_needed = level.gems_needed;
501 player->sokobanfields_still_needed = 0;
502 player->lights_still_needed = 0;
503 player->friends_still_needed = 0;
506 player->key[j] = FALSE;
508 player->dynamite = 0;
509 player->dynabomb_count = 0;
510 player->dynabomb_size = 1;
511 player->dynabombs_left = 0;
512 player->dynabomb_xl = FALSE;
514 player->MovDir = MV_NO_MOVING;
516 player->Pushing = FALSE;
517 player->Switching = FALSE;
521 player->actual_frame_counter = 0;
523 player->frame_reset_delay = 0;
525 player->last_move_dir = MV_NO_MOVING;
526 player->is_moving = FALSE;
528 player->move_delay = -1; /* no initial move delay */
529 player->move_delay_value =
530 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
532 player->push_delay = 0;
533 player->push_delay_value = 5;
535 player->snapped = FALSE;
537 player->last_jx = player->last_jy = 0;
538 player->jx = player->jy = 0;
540 player->shield_passive_time_left = 0;
541 player->shield_active_time_left = 0;
543 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
544 SnapField(player, 0, 0);
546 player->LevelSolved = FALSE;
547 player->GameOver = FALSE;
550 network_player_action_received = FALSE;
552 #if defined(PLATFORM_UNIX)
553 /* initial null action */
555 SendToServer_MovePlayer(MV_NO_MOVING);
563 TimeLeft = level.time;
565 ScreenMovDir = MV_NO_MOVING;
569 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
571 AllPlayersGone = FALSE;
573 game.yam_content_nr = 0;
574 game.magic_wall_active = FALSE;
575 game.magic_wall_time_left = 0;
576 game.light_time_left = 0;
577 game.timegate_time_left = 0;
578 game.switchgate_pos = 0;
579 game.balloon_dir = MV_NO_MOVING;
580 game.explosions_delayed = TRUE;
584 game.belt_dir[i] = MV_NO_MOVING;
585 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
588 for (i=0; i<MAX_NUM_AMOEBA; i++)
589 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
591 for (x=0; x<lev_fieldx; x++)
593 for (y=0; y<lev_fieldy; y++)
595 Feld[x][y] = Ur[x][y];
596 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
597 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
600 JustStopped[x][y] = 0;
602 ExplodeField[x][y] = EX_NO_EXPLOSION;
606 for(y=0; y<lev_fieldy; y++)
608 for(x=0; x<lev_fieldx; x++)
610 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
612 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
614 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
617 InitField(x, y, TRUE);
621 /* correct non-moving belts to start moving left */
623 if (game.belt_dir[i] == MV_NO_MOVING)
624 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
626 /* check if any connected player was not found in playfield */
627 for (i=0; i<MAX_PLAYERS; i++)
629 struct PlayerInfo *player = &stored_player[i];
631 if (player->connected && !player->present)
633 for (j=0; j<MAX_PLAYERS; j++)
635 struct PlayerInfo *some_player = &stored_player[j];
636 int jx = some_player->jx, jy = some_player->jy;
638 /* assign first free player found that is present in the playfield */
639 if (some_player->present && !some_player->connected)
641 player->present = TRUE;
642 player->active = TRUE;
643 some_player->present = FALSE;
645 StorePlayer[jx][jy] = player->element_nr;
646 player->jx = player->last_jx = jx;
647 player->jy = player->last_jy = jy;
657 /* when playing a tape, eliminate all players who do not participate */
659 for (i=0; i<MAX_PLAYERS; i++)
661 if (stored_player[i].active && !tape.player_participates[i])
663 struct PlayerInfo *player = &stored_player[i];
664 int jx = player->jx, jy = player->jy;
666 player->active = FALSE;
667 StorePlayer[jx][jy] = 0;
668 Feld[jx][jy] = EL_LEERRAUM;
672 else if (!options.network && !setup.team_mode) /* && !tape.playing */
674 /* when in single player mode, eliminate all but the first active player */
676 for (i=0; i<MAX_PLAYERS; i++)
678 if (stored_player[i].active)
680 for (j=i+1; j<MAX_PLAYERS; j++)
682 if (stored_player[j].active)
684 struct PlayerInfo *player = &stored_player[j];
685 int jx = player->jx, jy = player->jy;
687 player->active = FALSE;
688 StorePlayer[jx][jy] = 0;
689 Feld[jx][jy] = EL_LEERRAUM;
696 /* when recording the game, store which players take part in the game */
699 for (i=0; i<MAX_PLAYERS; i++)
700 if (stored_player[i].active)
701 tape.player_participates[i] = TRUE;
706 for (i=0; i<MAX_PLAYERS; i++)
708 struct PlayerInfo *player = &stored_player[i];
710 printf("Player %d: present == %d, connected == %d, active == %d.\n",
715 if (local_player == player)
716 printf("Player %d is local player.\n", i+1);
720 /* initialize sound effect properties */
721 if (!sound_info_initialized)
725 for (i=0; i<NUM_SOUND_EFFECTS; i++)
727 is_loop_sound[i] = FALSE;
729 for (j=0; j<SIZEOF_ARRAY(loop_sound_actions, char *); j++)
731 int len_effect_text = strlen(sound_effects[i].text);
732 int len_action_text = strlen(loop_sound_actions[j]);
734 if (len_effect_text > len_action_text &&
735 strcmp(&sound_effects[i].text[len_effect_text - len_action_text],
736 loop_sound_actions[j]) == 0)
737 is_loop_sound[i] = TRUE;
741 for (i=0; i<NUM_SOUND_EFFECTS; i++)
743 for (j=0; j<NUM_LEVEL_ELEMENTS; j++)
748 sound_info_initialized = TRUE;
751 game.version = (tape.playing ? tape.game_version : level.game_version);
752 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
753 emulate_sb ? EMU_SOKOBAN :
754 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
756 /* dynamically adjust element properties according to game engine version */
758 static int ep_em_slippery_wall[] =
768 static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall);
770 static int ep_em_slippery_wall_num =
771 sizeof(ep_em_slippery_wall) / sizeof(int);
775 printf("level %d: game.version == %06d\n", level_nr, level.game_version);
776 printf(" file_version == %06d\n", level.file_version);
779 for (i=0; i<ep_em_slippery_wall_num; i++)
782 if (level.em_slippery_gems) /* special EM style gems behaviour */
784 if (game.version >= GAME_VERSION_2_0)
786 Elementeigenschaften2[ep_em_slippery_wall[i]] |=
787 EP_BIT_EM_SLIPPERY_WALL;
789 Elementeigenschaften2[ep_em_slippery_wall[i]] &=
790 ~EP_BIT_EM_SLIPPERY_WALL;
794 if (BorderElement == EL_LEERRAUM)
797 SBX_Right = lev_fieldx - SCR_FIELDX;
799 SBY_Lower = lev_fieldy - SCR_FIELDY;
804 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
806 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
809 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
810 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
812 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
813 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
816 scroll_y = SBY_Upper;
817 if (local_player->jx >= SBX_Left + MIDPOSX)
818 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
819 local_player->jx - MIDPOSX :
821 if (local_player->jy >= SBY_Upper + MIDPOSY)
822 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
823 local_player->jy - MIDPOSY :
826 CloseDoor(DOOR_CLOSE_1);
832 /* after drawing the level, correct some elements */
833 if (game.timegate_time_left == 0)
834 CloseAllOpenTimegates();
836 if (setup.soft_scrolling)
837 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
839 redraw_mask |= REDRAW_FROM_BACKBUFFER;
841 /* copy default game door content to main double buffer */
842 BlitBitmap(pix[PIX_DOOR], drawto,
843 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
846 DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
847 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
850 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
851 int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3);
852 BlitBitmap(drawto, drawto,
853 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
854 FONT5_XSIZE * 3, FONT5_YSIZE - 1,
855 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
858 DrawGameDoorValues();
862 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
863 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
864 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
868 /* copy actual game door content to door double buffer for OpenDoor() */
869 BlitBitmap(drawto, pix[PIX_DB_DOOR],
870 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
872 OpenDoor(DOOR_OPEN_ALL);
874 PlaySoundStereo(SND_GAME_STARTING, SOUND_MAX_RIGHT);
875 if (setup.sound_music)
878 KeyboardAutoRepeatOff();
883 printf("Player %d %sactive.\n",
884 i + 1, (stored_player[i].active ? "" : "not "));
888 void InitMovDir(int x, int y)
890 int i, element = Feld[x][y];
891 static int xy[4][2] =
898 static int direction[3][4] =
900 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
901 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
902 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
907 case EL_KAEFER_RIGHT:
911 Feld[x][y] = EL_KAEFER;
912 MovDir[x][y] = direction[0][element - EL_KAEFER_RIGHT];
915 case EL_FLIEGER_RIGHT:
917 case EL_FLIEGER_LEFT:
918 case EL_FLIEGER_DOWN:
919 Feld[x][y] = EL_FLIEGER;
920 MovDir[x][y] = direction[0][element - EL_FLIEGER_RIGHT];
923 case EL_BUTTERFLY_RIGHT:
924 case EL_BUTTERFLY_UP:
925 case EL_BUTTERFLY_LEFT:
926 case EL_BUTTERFLY_DOWN:
927 Feld[x][y] = EL_BUTTERFLY;
928 MovDir[x][y] = direction[0][element - EL_BUTTERFLY_RIGHT];
931 case EL_FIREFLY_RIGHT:
933 case EL_FIREFLY_LEFT:
934 case EL_FIREFLY_DOWN:
935 Feld[x][y] = EL_FIREFLY;
936 MovDir[x][y] = direction[0][element - EL_FIREFLY_RIGHT];
939 case EL_PACMAN_RIGHT:
943 Feld[x][y] = EL_PACMAN;
944 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
948 MovDir[x][y] = MV_UP;
952 MovDir[x][y] = MV_LEFT;
959 Feld[x][y] = EL_MOLE;
960 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
964 MovDir[x][y] = 1 << RND(4);
965 if (element != EL_KAEFER &&
966 element != EL_FLIEGER &&
967 element != EL_BUTTERFLY &&
968 element != EL_FIREFLY)
973 int x1 = x + xy[i][0];
974 int y1 = y + xy[i][1];
976 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
978 if (element == EL_KAEFER || element == EL_BUTTERFLY)
980 MovDir[x][y] = direction[0][i];
983 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
984 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
986 MovDir[x][y] = direction[1][i];
995 void InitAmoebaNr(int x, int y)
998 int group_nr = AmoebeNachbarNr(x, y);
1002 for (i=1; i<MAX_NUM_AMOEBA; i++)
1004 if (AmoebaCnt[i] == 0)
1012 AmoebaNr[x][y] = group_nr;
1013 AmoebaCnt[group_nr]++;
1014 AmoebaCnt2[group_nr]++;
1020 boolean raise_level = FALSE;
1022 if (local_player->MovPos)
1025 local_player->LevelSolved = FALSE;
1027 PlaySoundStereo(SND_GAME_WINNING, SOUND_MAX_RIGHT);
1031 if (!tape.playing && setup.sound_loops)
1032 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1033 SND_CTRL_PLAY_LOOP);
1035 while (TimeLeft > 0)
1037 if (!tape.playing && !setup.sound_loops)
1038 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1039 if (TimeLeft > 0 && !(TimeLeft % 10))
1040 RaiseScore(level.score[SC_ZEITBONUS]);
1041 if (TimeLeft > 100 && !(TimeLeft % 10))
1045 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
1052 if (!tape.playing && setup.sound_loops)
1053 StopSound(SND_GAME_LEVELTIME_BONUS);
1055 else if (level.time == 0) /* level without time limit */
1057 if (!tape.playing && setup.sound_loops)
1058 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1059 SND_CTRL_PLAY_LOOP);
1061 while (TimePlayed < 999)
1063 if (!tape.playing && !setup.sound_loops)
1064 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1065 if (TimePlayed < 999 && !(TimePlayed % 10))
1066 RaiseScore(level.score[SC_ZEITBONUS]);
1067 if (TimePlayed < 900 && !(TimePlayed % 10))
1071 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
1078 if (!tape.playing && setup.sound_loops)
1079 StopSound(SND_GAME_LEVELTIME_BONUS);
1086 /* Hero disappears */
1087 DrawLevelField(ExitX, ExitY);
1093 CloseDoor(DOOR_CLOSE_1);
1098 SaveTape(tape.level_nr); /* Ask to save tape */
1101 if (level_nr == leveldir_current->handicap_level)
1103 leveldir_current->handicap_level++;
1104 SaveLevelSetup_SeriesInfo();
1107 if (level_editor_test_game)
1108 local_player->score = -1; /* no highscore when playing from editor */
1109 else if (level_nr < leveldir_current->last_level)
1110 raise_level = TRUE; /* advance to next level */
1112 if ((hi_pos = NewHiScore()) >= 0)
1114 game_status = HALLOFFAME;
1115 DrawHallOfFame(hi_pos);
1124 game_status = MAINMENU;
1141 LoadScore(level_nr);
1143 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1144 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1147 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1149 if (local_player->score > highscore[k].Score)
1151 /* player has made it to the hall of fame */
1153 if (k < MAX_SCORE_ENTRIES - 1)
1155 int m = MAX_SCORE_ENTRIES - 1;
1158 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1159 if (!strcmp(setup.player_name, highscore[l].Name))
1161 if (m == k) /* player's new highscore overwrites his old one */
1167 strcpy(highscore[l].Name, highscore[l - 1].Name);
1168 highscore[l].Score = highscore[l - 1].Score;
1175 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1176 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1177 highscore[k].Score = local_player->score;
1183 else if (!strncmp(setup.player_name, highscore[k].Name,
1184 MAX_PLAYER_NAME_LEN))
1185 break; /* player already there with a higher score */
1191 SaveScore(level_nr);
1196 void InitMovingField(int x, int y, int direction)
1198 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1199 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1201 MovDir[x][y] = direction;
1202 MovDir[newx][newy] = direction;
1203 if (Feld[newx][newy] == EL_LEERRAUM)
1204 Feld[newx][newy] = EL_BLOCKED;
1207 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1209 int direction = MovDir[x][y];
1210 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1211 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1217 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1219 int oldx = x, oldy = y;
1220 int direction = MovDir[x][y];
1222 if (direction == MV_LEFT)
1224 else if (direction == MV_RIGHT)
1226 else if (direction == MV_UP)
1228 else if (direction == MV_DOWN)
1231 *comes_from_x = oldx;
1232 *comes_from_y = oldy;
1235 int MovingOrBlocked2Element(int x, int y)
1237 int element = Feld[x][y];
1239 if (element == EL_BLOCKED)
1243 Blocked2Moving(x, y, &oldx, &oldy);
1244 return Feld[oldx][oldy];
1250 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1252 /* like MovingOrBlocked2Element(), but if element is moving
1253 and (x,y) is the field the moving element is just leaving,
1254 return EL_BLOCKED instead of the element value */
1255 int element = Feld[x][y];
1257 if (IS_MOVING(x, y))
1259 if (element == EL_BLOCKED)
1263 Blocked2Moving(x, y, &oldx, &oldy);
1264 return Feld[oldx][oldy];
1273 static void RemoveField(int x, int y)
1275 Feld[x][y] = EL_LEERRAUM;
1281 void RemoveMovingField(int x, int y)
1283 int oldx = x, oldy = y, newx = x, newy = y;
1285 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1288 if (IS_MOVING(x, y))
1290 Moving2Blocked(x, y, &newx, &newy);
1291 if (Feld[newx][newy] != EL_BLOCKED)
1294 else if (Feld[x][y] == EL_BLOCKED)
1296 Blocked2Moving(x, y, &oldx, &oldy);
1297 if (!IS_MOVING(oldx, oldy))
1301 if (Feld[x][y] == EL_BLOCKED &&
1302 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1303 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1304 Feld[oldx][oldy] == EL_MAGIC_WALL_BD_EMPTYING ||
1305 Feld[oldx][oldy] == EL_AMOEBA_DRIPPING))
1306 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1308 Feld[oldx][oldy] = EL_LEERRAUM;
1310 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1312 Feld[newx][newy] = EL_LEERRAUM;
1313 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1314 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1316 DrawLevelField(oldx, oldy);
1317 DrawLevelField(newx, newy);
1320 void DrawDynamite(int x, int y)
1322 int sx = SCREENX(x), sy = SCREENY(y);
1323 int graphic = el2gfx(Feld[x][y]);
1326 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1330 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
1332 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1334 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
1339 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
1343 if (game.emulation == EMU_SUPAPLEX)
1344 DrawGraphic(sx, sy, GFX_SP_DISK_RED);
1345 else if (Store[x][y])
1346 DrawGraphicThruMask(sx, sy, graphic + phase);
1348 DrawGraphic(sx, sy, graphic + phase);
1351 void CheckDynamite(int x, int y)
1353 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1359 if (!(MovDelay[x][y] % 12))
1361 if (!(MovDelay[x][y] % 6))
1364 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1365 PlaySoundLevel(x, y, SND_DYNAMITE_BURNING);
1367 PlaySoundLevel(x, y, SND_DYNABOMB_BURNING);
1370 if (IS_ACTIVE_BOMB(Feld[x][y]))
1372 int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6);
1374 if (!(MovDelay[x][y] % delay))
1382 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1383 StopSound(SND_DYNAMITE_BURNING);
1385 StopSound(SND_DYNABOMB_BURNING);
1390 void Explode(int ex, int ey, int phase, int mode)
1393 int num_phase = 9, delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1394 int last_phase = num_phase * delay;
1395 int half_phase = (num_phase / 2) * delay;
1396 int first_phase_after_start = EX_PHASE_START + 1;
1398 if (game.explosions_delayed)
1400 ExplodeField[ex][ey] = mode;
1404 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1406 int center_element = Feld[ex][ey];
1408 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1410 /* put moving element to center field (and let it explode there) */
1411 center_element = MovingOrBlocked2Element(ex, ey);
1412 RemoveMovingField(ex, ey);
1413 Feld[ex][ey] = center_element;
1416 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1420 if (!IN_LEV_FIELD(x, y) ||
1421 ((mode != EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
1422 (x != ex || y != ey)))
1425 element = Feld[x][y];
1427 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1429 element = MovingOrBlocked2Element(x, y);
1430 RemoveMovingField(x, y);
1433 if (IS_MASSIVE(element) || element == EL_BURNING)
1436 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1438 if (IS_ACTIVE_BOMB(element))
1440 /* re-activate things under the bomb like gate or penguin */
1441 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_LEERRAUM);
1448 if (element == EL_EXPLODING)
1449 element = Store2[x][y];
1451 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1453 switch(StorePlayer[ex][ey])
1456 Store[x][y] = EL_EDELSTEIN_ROT;
1459 Store[x][y] = EL_EDELSTEIN;
1462 Store[x][y] = EL_EDELSTEIN_LILA;
1466 Store[x][y] = EL_EDELSTEIN_GELB;
1470 if (game.emulation == EMU_SUPAPLEX)
1471 Store[x][y] = EL_LEERRAUM;
1473 else if (center_element == EL_MOLE)
1474 Store[x][y] = EL_EDELSTEIN_ROT;
1475 else if (center_element == EL_PINGUIN)
1476 Store[x][y] = EL_EDELSTEIN_LILA;
1477 else if (center_element == EL_KAEFER)
1478 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
1479 else if (center_element == EL_BUTTERFLY)
1480 Store[x][y] = EL_EDELSTEIN_BD;
1481 else if (center_element == EL_SP_ELECTRON)
1482 Store[x][y] = EL_SP_INFOTRON;
1483 else if (center_element == EL_MAMPFER)
1484 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1485 else if (center_element == EL_AMOEBA2DIAM)
1486 Store[x][y] = level.amoeba_content;
1487 else if (element == EL_ERZ_EDEL)
1488 Store[x][y] = EL_EDELSTEIN;
1489 else if (element == EL_ERZ_DIAM)
1490 Store[x][y] = EL_DIAMANT;
1491 else if (element == EL_ERZ_EDEL_BD)
1492 Store[x][y] = EL_EDELSTEIN_BD;
1493 else if (element == EL_ERZ_EDEL_GELB)
1494 Store[x][y] = EL_EDELSTEIN_GELB;
1495 else if (element == EL_ERZ_EDEL_ROT)
1496 Store[x][y] = EL_EDELSTEIN_ROT;
1497 else if (element == EL_ERZ_EDEL_LILA)
1498 Store[x][y] = EL_EDELSTEIN_LILA;
1499 else if (element == EL_WALL_PEARL)
1500 Store[x][y] = EL_PEARL;
1501 else if (element == EL_WALL_CRYSTAL)
1502 Store[x][y] = EL_CRYSTAL;
1503 else if (!IS_PFORTE(Store[x][y]))
1504 Store[x][y] = EL_LEERRAUM;
1506 if (x != ex || y != ey ||
1507 center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
1508 Store2[x][y] = element;
1510 if (AmoebaNr[x][y] &&
1511 (element == EL_AMOEBE_VOLL ||
1512 element == EL_AMOEBE_BD ||
1513 element == EL_AMOEBING))
1515 AmoebaCnt[AmoebaNr[x][y]]--;
1516 AmoebaCnt2[AmoebaNr[x][y]]--;
1519 Feld[x][y] = EL_EXPLODING;
1520 MovDir[x][y] = MovPos[x][y] = 0;
1526 if (center_element == EL_MAMPFER)
1527 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1538 Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
1540 if (phase == first_phase_after_start)
1542 int element = Store2[x][y];
1544 if (element == EL_BLACK_ORB)
1546 Feld[x][y] = Store2[x][y];
1551 else if (phase == half_phase)
1553 int element = Store2[x][y];
1555 if (IS_PLAYER(x, y))
1556 KillHeroUnlessProtected(x, y);
1557 else if (IS_EXPLOSIVE(element))
1559 Feld[x][y] = Store2[x][y];
1563 else if (element == EL_AMOEBA2DIAM)
1564 AmoebeUmwandeln(x, y);
1567 if (phase == last_phase)
1571 element = Feld[x][y] = Store[x][y];
1572 Store[x][y] = Store2[x][y] = 0;
1573 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1574 InitField(x, y, FALSE);
1575 if (CAN_MOVE(element) || COULD_MOVE(element))
1577 DrawLevelField(x, y);
1579 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1580 StorePlayer[x][y] = 0;
1582 else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1584 int graphic = GFX_EXPLOSION;
1586 if (game.emulation == EMU_SUPAPLEX)
1587 graphic = (Store[x][y] == EL_SP_INFOTRON ?
1588 GFX_SP_EXPLODE_INFOTRON :
1589 GFX_SP_EXPLODE_EMPTY);
1592 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1594 graphic += (phase / delay - 1);
1596 if (IS_PFORTE(Store[x][y]))
1598 DrawLevelElement(x, y, Store[x][y]);
1599 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic);
1602 DrawGraphic(SCREENX(x), SCREENY(y), graphic);
1606 void DynaExplode(int ex, int ey)
1609 int dynabomb_size = 1;
1610 boolean dynabomb_xl = FALSE;
1611 struct PlayerInfo *player;
1612 static int xy[4][2] =
1620 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1622 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_ACTIVE_1];
1623 dynabomb_size = player->dynabomb_size;
1624 dynabomb_xl = player->dynabomb_xl;
1625 player->dynabombs_left++;
1628 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1632 for (j=1; j<=dynabomb_size; j++)
1634 int x = ex + j * xy[i % 4][0];
1635 int y = ey + j * xy[i % 4][1];
1638 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1641 element = Feld[x][y];
1643 /* do not restart explosions of fields with active bombs */
1644 if (element == EL_EXPLODING && IS_ACTIVE_BOMB(Store2[x][y]))
1647 Explode(x, y, EX_PHASE_START, EX_BORDER);
1649 if (element != EL_LEERRAUM &&
1650 element != EL_ERDREICH &&
1651 element != EL_EXPLODING &&
1658 void Bang(int x, int y)
1660 int element = Feld[x][y];
1662 if (game.emulation == EMU_SUPAPLEX)
1663 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
1665 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
1668 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1669 element = EL_LEERRAUM;
1683 RaiseScoreElement(element);
1684 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1686 case EL_DYNABOMB_ACTIVE_1:
1687 case EL_DYNABOMB_ACTIVE_2:
1688 case EL_DYNABOMB_ACTIVE_3:
1689 case EL_DYNABOMB_ACTIVE_4:
1690 case EL_DYNABOMB_NR:
1691 case EL_DYNABOMB_SZ:
1692 case EL_DYNABOMB_XL:
1698 if (IS_PLAYER(x, y))
1699 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1701 Explode(x, y, EX_PHASE_START, EX_CENTER);
1704 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1709 void Blurb(int x, int y)
1711 int element = Feld[x][y];
1713 if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
1715 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
1716 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1717 (!IN_LEV_FIELD(x-1, y-1) ||
1718 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1720 Feld[x-1][y] = EL_BLURB_LEFT;
1722 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1723 (!IN_LEV_FIELD(x+1, y-1) ||
1724 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1726 Feld[x+1][y] = EL_BLURB_RIGHT;
1731 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1733 if (!MovDelay[x][y]) /* initialize animation counter */
1736 if (MovDelay[x][y]) /* continue animation */
1739 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1740 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1742 if (!MovDelay[x][y])
1744 Feld[x][y] = EL_LEERRAUM;
1745 DrawLevelField(x, y);
1751 static void ToggleBeltSwitch(int x, int y)
1753 static int belt_base_element[4] =
1755 EL_BELT1_SWITCH_LEFT,
1756 EL_BELT2_SWITCH_LEFT,
1757 EL_BELT3_SWITCH_LEFT,
1758 EL_BELT4_SWITCH_LEFT
1760 static int belt_move_dir[4] =
1768 int element = Feld[x][y];
1769 int belt_nr = getBeltNrFromSwitchElement(element);
1770 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1771 int belt_dir = belt_move_dir[belt_dir_nr];
1774 if (!IS_BELT_SWITCH(element))
1777 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1778 game.belt_dir[belt_nr] = belt_dir;
1780 if (belt_dir_nr == 3)
1783 for (yy=0; yy<lev_fieldy; yy++)
1785 for (xx=0; xx<lev_fieldx; xx++)
1787 int element = Feld[xx][yy];
1789 if (IS_BELT_SWITCH(element))
1791 int e_belt_nr = getBeltNrFromSwitchElement(element);
1793 if (e_belt_nr == belt_nr)
1795 Feld[xx][yy] = belt_base_element[belt_nr] + belt_dir_nr;
1796 DrawLevelField(xx, yy);
1799 else if (belt_dir == MV_NO_MOVING && IS_BELT(element))
1801 int e_belt_nr = getBeltNrFromElement(element);
1803 if (e_belt_nr == belt_nr)
1804 DrawLevelField(xx, yy); /* set belt to parking position */
1810 static void ToggleSwitchgateSwitch(int x, int y)
1814 game.switchgate_pos = !game.switchgate_pos;
1816 for (yy=0; yy<lev_fieldy; yy++)
1818 for (xx=0; xx<lev_fieldx; xx++)
1820 int element = Feld[xx][yy];
1822 if (element == EL_SWITCHGATE_SWITCH_1 ||
1823 element == EL_SWITCHGATE_SWITCH_2)
1825 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_1 + game.switchgate_pos;
1826 DrawLevelField(xx, yy);
1828 else if (element == EL_SWITCHGATE_OPEN ||
1829 element == EL_SWITCHGATE_OPENING)
1831 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
1832 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
1834 else if (element == EL_SWITCHGATE_CLOSED ||
1835 element == EL_SWITCHGATE_CLOSING)
1837 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
1838 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
1844 static void RedrawAllLightSwitchesAndInvisibleElements()
1848 for (y=0; y<lev_fieldy; y++)
1850 for (x=0; x<lev_fieldx; x++)
1852 int element = Feld[x][y];
1854 if (element == EL_LIGHT_SWITCH_OFF &&
1855 game.light_time_left > 0)
1857 Feld[x][y] = EL_LIGHT_SWITCH_ON;
1858 DrawLevelField(x, y);
1860 else if (element == EL_LIGHT_SWITCH_ON &&
1861 game.light_time_left == 0)
1863 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
1864 DrawLevelField(x, y);
1867 if (element == EL_INVISIBLE_STEEL ||
1868 element == EL_UNSICHTBAR ||
1869 element == EL_SAND_INVISIBLE)
1870 DrawLevelField(x, y);
1875 static void ToggleLightSwitch(int x, int y)
1877 int element = Feld[x][y];
1879 game.light_time_left =
1880 (element == EL_LIGHT_SWITCH_OFF ?
1881 level.time_light * FRAMES_PER_SECOND : 0);
1883 RedrawAllLightSwitchesAndInvisibleElements();
1886 static void ActivateTimegateSwitch(int x, int y)
1890 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
1892 for (yy=0; yy<lev_fieldy; yy++)
1894 for (xx=0; xx<lev_fieldx; xx++)
1896 int element = Feld[xx][yy];
1898 if (element == EL_TIMEGATE_CLOSED ||
1899 element == EL_TIMEGATE_CLOSING)
1901 Feld[xx][yy] = EL_TIMEGATE_OPENING;
1902 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
1906 else if (element == EL_TIMEGATE_SWITCH_ON)
1908 Feld[xx][yy] = EL_TIMEGATE_SWITCH_OFF;
1909 DrawLevelField(xx, yy);
1916 Feld[x][y] = EL_TIMEGATE_SWITCH_ON;
1919 void Impact(int x, int y)
1921 boolean lastline = (y == lev_fieldy-1);
1922 boolean object_hit = FALSE;
1923 int element = Feld[x][y];
1926 if (!lastline) /* check if element below was hit */
1928 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1931 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
1932 MovDir[x][y+1]!=MV_DOWN ||
1933 MovPos[x][y+1]<=TILEY/2));
1935 smashed = MovingOrBlocked2Element(x, y+1);
1938 if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */
1944 if ((element == EL_BOMBE ||
1945 element == EL_SP_DISK_ORANGE ||
1946 element == EL_DX_SUPABOMB) &&
1947 (lastline || object_hit)) /* element is bomb */
1952 else if (element == EL_PEARL)
1954 Feld[x][y] = EL_PEARL_BREAKING;
1955 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
1959 if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
1961 if (object_hit && IS_PLAYER(x, y+1))
1962 KillHeroUnlessProtected(x, y+1);
1963 else if (object_hit && smashed == EL_PINGUIN)
1967 Feld[x][y] = EL_AMOEBING;
1968 Store[x][y] = EL_AMOEBE_NASS;
1973 if (!lastline && object_hit) /* check which object was hit */
1975 if (CAN_CHANGE(element) &&
1976 (smashed == EL_MAGIC_WALL_OFF || smashed == EL_MAGIC_WALL_BD_OFF))
1979 int activated_magic_wall =
1980 (smashed == EL_MAGIC_WALL_OFF ? EL_MAGIC_WALL_EMPTY :
1981 EL_MAGIC_WALL_BD_EMPTY);
1983 /* activate magic wall / mill */
1984 for (yy=0; yy<lev_fieldy; yy++)
1985 for (xx=0; xx<lev_fieldx; xx++)
1986 if (Feld[xx][yy] == smashed)
1987 Feld[xx][yy] = activated_magic_wall;
1989 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
1990 game.magic_wall_active = TRUE;
1992 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL_OFF ?
1993 SND_MAGIC_WALL_ACTIVATING :
1994 SND_BD_MAGIC_WALL_ACTIVATING));
1997 if (IS_PLAYER(x, y+1))
1999 KillHeroUnlessProtected(x, y+1);
2002 else if (smashed == EL_PINGUIN)
2007 else if (element == EL_EDELSTEIN_BD)
2009 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2015 else if ((element == EL_SP_INFOTRON || element == EL_SP_ZONK) &&
2016 (smashed == EL_SP_SNIKSNAK || smashed == EL_SP_ELECTRON ||
2017 smashed == EL_SP_DISK_ORANGE))
2022 else if (element == EL_FELSBROCKEN ||
2023 element == EL_SP_ZONK ||
2024 element == EL_BD_ROCK)
2026 if (IS_ENEMY(smashed) ||
2027 smashed == EL_BOMBE || smashed == EL_SP_DISK_ORANGE ||
2028 smashed == EL_DX_SUPABOMB ||
2029 smashed == EL_SONDE || smashed == EL_SCHWEIN ||
2030 smashed == EL_DRACHE || smashed == EL_MOLE)
2035 else if (!IS_MOVING(x, y+1))
2037 if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
2042 else if (smashed == EL_KOKOSNUSS)
2044 Feld[x][y+1] = EL_CRACKINGNUT;
2045 PlaySoundLevel(x, y, SND_NUT_CRACKING);
2046 RaiseScoreElement(EL_KOKOSNUSS);
2049 else if (smashed == EL_PEARL)
2051 Feld[x][y+1] = EL_PEARL_BREAKING;
2052 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2055 else if (smashed == EL_DIAMANT)
2057 Feld[x][y+1] = EL_LEERRAUM;
2058 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2061 else if (IS_BELT_SWITCH(smashed))
2063 ToggleBeltSwitch(x, y+1);
2065 else if (smashed == EL_SWITCHGATE_SWITCH_1 ||
2066 smashed == EL_SWITCHGATE_SWITCH_2)
2068 ToggleSwitchgateSwitch(x, y+1);
2070 else if (smashed == EL_LIGHT_SWITCH_OFF ||
2071 smashed == EL_LIGHT_SWITCH_ON)
2073 ToggleLightSwitch(x, y+1);
2079 /* play sound of magic wall / mill */
2081 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
2082 Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
2084 if (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY)
2085 PlaySoundLevel(x, y, SND_MAGIC_WALL_CHANGING);
2086 else if (Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY)
2087 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_CHANGING);
2092 /* play sound of object that hits the ground */
2093 if (lastline || object_hit)
2099 case EL_EDELSTEIN_BD:
2100 sound = SND_BD_DIAMOND_IMPACT;
2103 case EL_EDELSTEIN_GELB:
2104 case EL_EDELSTEIN_ROT:
2105 case EL_EDELSTEIN_LILA:
2106 sound = SND_EMERALD_IMPACT;
2109 sound = SND_DIAMOND_IMPACT;
2112 sound = SND_PEARL_IMPACT;
2115 sound = SND_CRYSTAL_IMPACT;
2117 case EL_SP_INFOTRON:
2118 sound = SND_SP_INFOTRON_IMPACT;
2121 sound = SND_NUT_IMPACT;
2124 sound = SND_BD_ROCK_IMPACT;
2126 case EL_FELSBROCKEN:
2127 sound = SND_ROCK_IMPACT;
2130 sound = SND_SP_ZONK_IMPACT;
2133 sound = SND_TIME_ORB_FULL_IMPACT;
2136 sound = SND_TIME_ORB_EMPTY_IMPACT;
2139 sound = SND_SPRING_IMPACT;
2147 PlaySoundLevel(x, y, sound);
2151 void TurnRound(int x, int y)
2163 { 0, 0 }, { 0, 0 }, { 0, 0 },
2168 int left, right, back;
2172 { MV_DOWN, MV_UP, MV_RIGHT },
2173 { MV_UP, MV_DOWN, MV_LEFT },
2175 { MV_LEFT, MV_RIGHT, MV_DOWN },
2176 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2177 { MV_RIGHT, MV_LEFT, MV_UP }
2180 int element = Feld[x][y];
2181 int old_move_dir = MovDir[x][y];
2182 int left_dir = turn[old_move_dir].left;
2183 int right_dir = turn[old_move_dir].right;
2184 int back_dir = turn[old_move_dir].back;
2186 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2187 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2188 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2189 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2191 int left_x = x+left_dx, left_y = y+left_dy;
2192 int right_x = x+right_dx, right_y = y+right_dy;
2193 int move_x = x+move_dx, move_y = y+move_dy;
2195 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2197 TestIfBadThingTouchesOtherBadThing(x, y);
2199 if (IN_LEV_FIELD(right_x, right_y) &&
2200 IS_FREE(right_x, right_y))
2201 MovDir[x][y] = right_dir;
2202 else if (!IN_LEV_FIELD(move_x, move_y) ||
2203 !IS_FREE(move_x, move_y))
2204 MovDir[x][y] = left_dir;
2206 if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
2208 else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2211 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
2212 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2214 TestIfBadThingTouchesOtherBadThing(x, y);
2216 if (IN_LEV_FIELD(left_x, left_y) &&
2217 IS_FREE(left_x, left_y))
2218 MovDir[x][y] = left_dir;
2219 else if (!IN_LEV_FIELD(move_x, move_y) ||
2220 !IS_FREE(move_x, move_y))
2221 MovDir[x][y] = right_dir;
2223 if ((element == EL_FLIEGER ||
2224 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2225 && MovDir[x][y] != old_move_dir)
2227 else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
2230 else if (element == EL_MAMPFER)
2232 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2234 if (IN_LEV_FIELD(left_x, left_y) &&
2235 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2236 Feld[left_x][left_y] == EL_DIAMANT))
2237 can_turn_left = TRUE;
2238 if (IN_LEV_FIELD(right_x, right_y) &&
2239 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2240 Feld[right_x][right_y] == EL_DIAMANT))
2241 can_turn_right = TRUE;
2243 if (can_turn_left && can_turn_right)
2244 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2245 else if (can_turn_left)
2246 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2247 else if (can_turn_right)
2248 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2250 MovDir[x][y] = back_dir;
2252 MovDelay[x][y] = 16+16*RND(3);
2254 else if (element == EL_MAMPFER2)
2256 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2258 if (IN_LEV_FIELD(left_x, left_y) &&
2259 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2260 IS_MAMPF2(Feld[left_x][left_y])))
2261 can_turn_left = TRUE;
2262 if (IN_LEV_FIELD(right_x, right_y) &&
2263 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2264 IS_MAMPF2(Feld[right_x][right_y])))
2265 can_turn_right = TRUE;
2267 if (can_turn_left && can_turn_right)
2268 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2269 else if (can_turn_left)
2270 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2271 else if (can_turn_right)
2272 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2274 MovDir[x][y] = back_dir;
2276 MovDelay[x][y] = 16+16*RND(3);
2278 else if (element == EL_PACMAN)
2280 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2282 if (IN_LEV_FIELD(left_x, left_y) &&
2283 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2284 IS_AMOEBOID(Feld[left_x][left_y])))
2285 can_turn_left = TRUE;
2286 if (IN_LEV_FIELD(right_x, right_y) &&
2287 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2288 IS_AMOEBOID(Feld[right_x][right_y])))
2289 can_turn_right = TRUE;
2291 if (can_turn_left && can_turn_right)
2292 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2293 else if (can_turn_left)
2294 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2295 else if (can_turn_right)
2296 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2298 MovDir[x][y] = back_dir;
2300 MovDelay[x][y] = 6+RND(40);
2302 else if (element == EL_SCHWEIN)
2304 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2305 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2306 boolean should_move_on = FALSE;
2308 int rnd = RND(rnd_value);
2310 if (IN_LEV_FIELD(left_x, left_y) &&
2311 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2312 can_turn_left = TRUE;
2313 if (IN_LEV_FIELD(right_x, right_y) &&
2314 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2315 can_turn_right = TRUE;
2316 if (IN_LEV_FIELD(move_x, move_y) &&
2317 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2320 if (can_turn_left &&
2322 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2323 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2324 should_turn_left = TRUE;
2325 if (can_turn_right &&
2327 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2328 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2329 should_turn_right = TRUE;
2331 (!can_turn_left || !can_turn_right ||
2332 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2333 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2334 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2335 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2336 should_move_on = TRUE;
2338 if (should_turn_left || should_turn_right || should_move_on)
2340 if (should_turn_left && should_turn_right && should_move_on)
2341 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2342 rnd < 2*rnd_value/3 ? right_dir :
2344 else if (should_turn_left && should_turn_right)
2345 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2346 else if (should_turn_left && should_move_on)
2347 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2348 else if (should_turn_right && should_move_on)
2349 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2350 else if (should_turn_left)
2351 MovDir[x][y] = left_dir;
2352 else if (should_turn_right)
2353 MovDir[x][y] = right_dir;
2354 else if (should_move_on)
2355 MovDir[x][y] = old_move_dir;
2357 else if (can_move_on && rnd > rnd_value/8)
2358 MovDir[x][y] = old_move_dir;
2359 else if (can_turn_left && can_turn_right)
2360 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2361 else if (can_turn_left && rnd > rnd_value/8)
2362 MovDir[x][y] = left_dir;
2363 else if (can_turn_right && rnd > rnd_value/8)
2364 MovDir[x][y] = right_dir;
2366 MovDir[x][y] = back_dir;
2368 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2369 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2370 MovDir[x][y] = old_move_dir;
2374 else if (element == EL_DRACHE)
2376 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2378 int rnd = RND(rnd_value);
2380 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2381 can_turn_left = TRUE;
2382 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2383 can_turn_right = TRUE;
2384 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2387 if (can_move_on && rnd > rnd_value/8)
2388 MovDir[x][y] = old_move_dir;
2389 else if (can_turn_left && can_turn_right)
2390 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2391 else if (can_turn_left && rnd > rnd_value/8)
2392 MovDir[x][y] = left_dir;
2393 else if (can_turn_right && rnd > rnd_value/8)
2394 MovDir[x][y] = right_dir;
2396 MovDir[x][y] = back_dir;
2398 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2399 MovDir[x][y] = old_move_dir;
2403 else if (element == EL_MOLE)
2405 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2407 if (IN_LEV_FIELD(move_x, move_y) &&
2408 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2409 Feld[move_x][move_y] == EL_DEAMOEBING))
2414 if (IN_LEV_FIELD(left_x, left_y) &&
2415 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2416 can_turn_left = TRUE;
2417 if (IN_LEV_FIELD(right_x, right_y) &&
2418 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2419 can_turn_right = TRUE;
2421 if (can_turn_left && can_turn_right)
2422 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2423 else if (can_turn_left)
2424 MovDir[x][y] = left_dir;
2426 MovDir[x][y] = right_dir;
2429 if (MovDir[x][y] != old_move_dir)
2432 else if (element == EL_BALLOON)
2434 MovDir[x][y] = game.balloon_dir;
2437 else if (element == EL_SPRING_MOVING)
2439 if (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2440 (IN_LEV_FIELD(x, y+1) && IS_FREE(x, y+1)))
2442 Feld[x][y] = EL_SPRING;
2443 MovDir[x][y] = MV_NO_MOVING;
2447 else if (element == EL_ROBOT || element == EL_SONDE || element == EL_PINGUIN)
2449 int attr_x = -1, attr_y = -1;
2460 for (i=0; i<MAX_PLAYERS; i++)
2462 struct PlayerInfo *player = &stored_player[i];
2463 int jx = player->jx, jy = player->jy;
2465 if (!player->active)
2468 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2476 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
2482 if (element == EL_PINGUIN)
2485 static int xy[4][2] =
2495 int ex = x + xy[i%4][0];
2496 int ey = y + xy[i%4][1];
2498 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
2507 MovDir[x][y] = MV_NO_MOVING;
2509 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2511 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2513 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2515 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2517 if (element == EL_ROBOT)
2521 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2522 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2523 Moving2Blocked(x, y, &newx, &newy);
2525 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2526 MovDelay[x][y] = 8+8*!RND(3);
2528 MovDelay[x][y] = 16;
2536 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2538 boolean first_horiz = RND(2);
2539 int new_move_dir = MovDir[x][y];
2542 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2543 Moving2Blocked(x, y, &newx, &newy);
2545 if (IN_LEV_FIELD(newx, newy) &&
2546 (IS_FREE(newx, newy) ||
2547 Feld[newx][newy] == EL_SALZSAEURE ||
2548 (element == EL_PINGUIN &&
2549 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2550 IS_MAMPF3(Feld[newx][newy])))))
2554 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2555 Moving2Blocked(x, y, &newx, &newy);
2557 if (IN_LEV_FIELD(newx, newy) &&
2558 (IS_FREE(newx, newy) ||
2559 Feld[newx][newy] == EL_SALZSAEURE ||
2560 (element == EL_PINGUIN &&
2561 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2562 IS_MAMPF3(Feld[newx][newy])))))
2565 MovDir[x][y] = old_move_dir;
2572 static boolean JustBeingPushed(int x, int y)
2576 for (i=0; i<MAX_PLAYERS; i++)
2578 struct PlayerInfo *player = &stored_player[i];
2580 if (player->active && player->Pushing && player->MovPos)
2582 int next_jx = player->jx + (player->jx - player->last_jx);
2583 int next_jy = player->jy + (player->jy - player->last_jy);
2585 if (x == next_jx && y == next_jy)
2593 void StartMoving(int x, int y)
2595 int element = Feld[x][y];
2600 if (CAN_FALL(element) && y<lev_fieldy-1)
2602 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2603 if (JustBeingPushed(x, y))
2606 if (element == EL_MORAST_VOLL)
2608 if (IS_FREE(x, y+1))
2610 InitMovingField(x, y, MV_DOWN);
2611 Feld[x][y] = EL_QUICKSAND_EMPTYING;
2612 Store[x][y] = EL_FELSBROCKEN;
2613 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
2615 else if (Feld[x][y+1] == EL_MORAST_LEER)
2617 if (!MovDelay[x][y])
2618 MovDelay[x][y] = TILEY + 1;
2627 Feld[x][y] = EL_MORAST_LEER;
2628 Feld[x][y+1] = EL_MORAST_VOLL;
2629 Store[x][y+1] = Store[x][y];
2631 PlaySoundLevel(x, y, SND_QUICKSAND_SLIPPING_THROUGH);
2634 else if ((element == EL_FELSBROCKEN || element == EL_BD_ROCK) &&
2635 Feld[x][y+1] == EL_MORAST_LEER)
2637 InitMovingField(x, y, MV_DOWN);
2638 Feld[x][y] = EL_QUICKSAND_FILLING;
2639 Store[x][y] = element;
2640 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
2642 else if (element == EL_MAGIC_WALL_FULL)
2644 if (IS_FREE(x, y+1))
2646 InitMovingField(x, y, MV_DOWN);
2647 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
2648 Store[x][y] = EL_CHANGED(Store[x][y]);
2650 else if (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY)
2652 if (!MovDelay[x][y])
2653 MovDelay[x][y] = TILEY/4 + 1;
2662 Feld[x][y] = EL_MAGIC_WALL_EMPTY;
2663 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
2664 Store[x][y+1] = EL_CHANGED(Store[x][y]);
2668 else if (element == EL_MAGIC_WALL_BD_FULL)
2670 if (IS_FREE(x, y+1))
2672 InitMovingField(x, y, MV_DOWN);
2673 Feld[x][y] = EL_MAGIC_WALL_BD_EMPTYING;
2674 Store[x][y] = EL_CHANGED2(Store[x][y]);
2676 else if (Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY)
2678 if (!MovDelay[x][y])
2679 MovDelay[x][y] = TILEY/4 + 1;
2688 Feld[x][y] = EL_MAGIC_WALL_BD_EMPTY;
2689 Feld[x][y+1] = EL_MAGIC_WALL_BD_FULL;
2690 Store[x][y+1] = EL_CHANGED2(Store[x][y]);
2694 else if (CAN_CHANGE(element) &&
2695 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
2696 Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
2698 InitMovingField(x, y, MV_DOWN);
2700 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ? EL_MAGIC_WALL_FILLING :
2701 EL_MAGIC_WALL_BD_FILLING);
2702 Store[x][y] = element;
2704 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
2707 InitMovingField(x, y, MV_DOWN);
2708 Store[x][y] = EL_SALZSAEURE;
2710 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2715 else if (IS_FREE(x, y+1))
2717 InitMovingField(x, y, MV_DOWN);
2719 else if (element == EL_TROPFEN)
2721 Feld[x][y] = EL_AMOEBING;
2722 Store[x][y] = EL_AMOEBE_NASS;
2724 /* Store[x][y+1] must be zero, because:
2725 (EL_MORAST_VOLL -> EL_FELSBROCKEN): Store[x][y+1] == EL_MORAST_LEER
2728 #if OLD_GAME_BEHAVIOUR
2729 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2731 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2732 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2733 element != EL_DX_SUPABOMB)
2736 else if ((IS_SLIPPERY(Feld[x][y+1]) ||
2737 (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
2738 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2739 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
2742 boolean left = (x>0 && IS_FREE(x-1, y) &&
2743 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
2744 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2745 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
2749 if (left && right &&
2750 (game.emulation != EMU_BOULDERDASH &&
2751 element != EL_BD_ROCK && element != EL_EDELSTEIN_BD))
2752 left = !(right = RND(2));
2754 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2757 else if (IS_BELT(Feld[x][y+1]))
2759 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
2760 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
2761 int belt_nr = getBeltNrFromElement(Feld[x][y+1]);
2762 int belt_dir = game.belt_dir[belt_nr];
2764 if ((belt_dir == MV_LEFT && left_is_free) ||
2765 (belt_dir == MV_RIGHT && right_is_free))
2766 InitMovingField(x, y, belt_dir);
2769 else if (CAN_MOVE(element))
2773 if ((element == EL_SONDE || element == EL_BALLOON ||
2774 element == EL_SPRING_MOVING)
2775 && JustBeingPushed(x, y))
2778 if (!MovDelay[x][y]) /* start new movement phase */
2780 /* all objects that can change their move direction after each step */
2781 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2783 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
2787 if (MovDelay[x][y] && (element == EL_KAEFER ||
2788 element == EL_FLIEGER ||
2789 element == EL_SP_SNIKSNAK ||
2790 element == EL_SP_ELECTRON ||
2791 element == EL_MOLE))
2792 DrawLevelField(x, y);
2796 if (MovDelay[x][y]) /* wait some time before next movement */
2800 if (element == EL_ROBOT ||
2801 element == EL_MAMPFER || element == EL_MAMPFER2)
2803 int phase = MovDelay[x][y] % 8;
2808 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2809 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element) + phase);
2811 if (MovDelay[x][y] % 4 == 3)
2813 if (element == EL_MAMPFER)
2814 PlaySoundLevel(x, y, SND_YAMYAM_WAITING);
2815 else if (element == EL_MAMPFER2)
2816 PlaySoundLevel(x, y, SND_DARK_YAMYAM_WAITING);
2819 else if (element == EL_SP_ELECTRON)
2820 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2821 else if (element == EL_DRACHE)
2824 int dir = MovDir[x][y];
2825 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2826 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2827 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
2828 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
2829 dir == MV_UP ? GFX_FLAMMEN_UP :
2830 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
2831 int phase = FrameCounter % 2;
2833 for (i=1; i<=3; i++)
2835 int xx = x + i*dx, yy = y + i*dy;
2836 int sx = SCREENX(xx), sy = SCREENY(yy);
2838 if (!IN_LEV_FIELD(xx, yy) ||
2839 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
2844 int flamed = MovingOrBlocked2Element(xx, yy);
2846 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
2849 RemoveMovingField(xx, yy);
2851 Feld[xx][yy] = EL_BURNING;
2852 if (IN_SCR_FIELD(sx, sy))
2853 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
2857 if (Feld[xx][yy] == EL_BURNING)
2858 Feld[xx][yy] = EL_LEERRAUM;
2859 DrawLevelField(xx, yy);
2864 if (MovDelay[x][y]) /* element still has to wait some time */
2866 PlaySoundLevelAction(x, y, SND_WAITING);
2872 /* now make next step */
2874 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
2876 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
2877 !PLAYER_PROTECTED(newx, newy))
2881 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
2884 /* enemy got the player */
2886 KillHero(PLAYERINFO(newx, newy));
2891 else if ((element == EL_PINGUIN || element == EL_ROBOT ||
2892 element == EL_SONDE || element == EL_BALLOON) &&
2893 IN_LEV_FIELD(newx, newy) &&
2894 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
2897 Store[x][y] = EL_SALZSAEURE;
2899 else if (element == EL_PINGUIN && IN_LEV_FIELD(newx, newy))
2901 if (Feld[newx][newy] == EL_AUSGANG_AUF)
2903 Feld[x][y] = EL_LEERRAUM;
2904 DrawLevelField(x, y);
2906 PlaySoundLevel(newx, newy, SND_PENGUIN_ENTERING_EXIT);
2907 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
2908 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
2910 local_player->friends_still_needed--;
2911 if (!local_player->friends_still_needed &&
2912 !local_player->GameOver && AllPlayersGone)
2913 local_player->LevelSolved = local_player->GameOver = TRUE;
2917 else if (IS_MAMPF3(Feld[newx][newy]))
2919 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
2920 DrawLevelField(newx, newy);
2922 MovDir[x][y] = MV_NO_MOVING;
2924 else if (!IS_FREE(newx, newy))
2926 if (IS_PLAYER(x, y))
2927 DrawPlayerField(x, y);
2929 DrawLevelField(x, y);
2933 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
2935 if (IS_GEM(Feld[newx][newy]))
2937 if (IS_MOVING(newx, newy))
2938 RemoveMovingField(newx, newy);
2941 Feld[newx][newy] = EL_LEERRAUM;
2942 DrawLevelField(newx, newy);
2945 PlaySoundLevel(x, y, SND_PIG_EATING_GEM);
2947 else if (!IS_FREE(newx, newy))
2949 if (IS_PLAYER(x, y))
2950 DrawPlayerField(x, y);
2952 DrawLevelField(x, y);
2956 else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
2958 if (!IS_FREE(newx, newy))
2960 if (IS_PLAYER(x, y))
2961 DrawPlayerField(x, y);
2963 DrawLevelField(x, y);
2968 boolean wanna_flame = !RND(10);
2969 int dx = newx - x, dy = newy - y;
2970 int newx1 = newx+1*dx, newy1 = newy+1*dy;
2971 int newx2 = newx+2*dx, newy2 = newy+2*dy;
2972 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
2973 MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
2974 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
2975 MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
2977 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
2978 element1 != EL_DRACHE && element2 != EL_DRACHE &&
2979 element1 != EL_BURNING && element2 != EL_BURNING)
2981 if (IS_PLAYER(x, y))
2982 DrawPlayerField(x, y);
2984 DrawLevelField(x, y);
2986 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
2988 MovDelay[x][y] = 50;
2989 Feld[newx][newy] = EL_BURNING;
2990 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
2991 Feld[newx1][newy1] = EL_BURNING;
2992 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
2993 Feld[newx2][newy2] = EL_BURNING;
2998 else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
2999 Feld[newx][newy] == EL_DIAMANT)
3001 if (IS_MOVING(newx, newy))
3002 RemoveMovingField(newx, newy);
3005 Feld[newx][newy] = EL_LEERRAUM;
3006 DrawLevelField(newx, newy);
3009 PlaySoundLevel(x, y, SND_YAMYAM_EATING_DIAMOND);
3011 else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
3012 IS_MAMPF2(Feld[newx][newy]))
3014 if (AmoebaNr[newx][newy])
3016 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3017 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
3018 Feld[newx][newy] == EL_AMOEBE_BD)
3019 AmoebaCnt[AmoebaNr[newx][newy]]--;
3022 if (IS_MOVING(newx, newy))
3023 RemoveMovingField(newx, newy);
3026 Feld[newx][newy] = EL_LEERRAUM;
3027 DrawLevelField(newx, newy);
3030 PlaySoundLevel(x, y, SND_DARK_YAMYAM_EATING_ANY);
3032 else if ((element == EL_PACMAN || element == EL_MOLE)
3033 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3035 if (AmoebaNr[newx][newy])
3037 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3038 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
3039 Feld[newx][newy] == EL_AMOEBE_BD)
3040 AmoebaCnt[AmoebaNr[newx][newy]]--;
3043 if (element == EL_MOLE)
3045 Feld[newx][newy] = EL_DEAMOEBING;
3046 PlaySoundLevel(x, y, SND_MOLE_EATING_AMOEBA);
3047 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
3048 return; /* wait for shrinking amoeba */
3050 else /* element == EL_PACMAN */
3052 Feld[newx][newy] = EL_LEERRAUM;
3053 DrawLevelField(newx, newy);
3054 PlaySoundLevel(x, y, SND_PACMAN_EATING_AMOEBA);
3057 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
3058 (Feld[newx][newy] == EL_DEAMOEBING ||
3059 (Feld[newx][newy] == EL_LEERRAUM && Stop[newx][newy])))
3061 /* wait for shrinking amoeba to completely disappear */
3064 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3066 /* object was running against a wall */
3070 if (element == EL_KAEFER || element == EL_FLIEGER ||
3071 element == EL_SP_SNIKSNAK || element == EL_MOLE)
3072 DrawLevelField(x, y);
3073 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
3074 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
3075 else if (element == EL_SONDE)
3076 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
3077 else if (element == EL_SP_ELECTRON)
3078 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
3080 if (DONT_TOUCH(element))
3081 TestIfBadThingTouchesHero(x, y);
3083 PlaySoundLevelAction(x, y, SND_WAITING);
3088 InitMovingField(x, y, MovDir[x][y]);
3090 PlaySoundLevelAction(x, y, SND_MOVING);
3094 ContinueMoving(x, y);
3097 void ContinueMoving(int x, int y)
3099 int element = Feld[x][y];
3100 int direction = MovDir[x][y];
3101 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3102 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3103 int horiz_move = (dx!=0);
3104 int newx = x + dx, newy = y + dy;
3105 int step = (horiz_move ? dx : dy) * TILEX / 8;
3107 if (element == EL_TROPFEN || element == EL_AMOEBA_DRIPPING)
3109 else if (element == EL_QUICKSAND_FILLING ||
3110 element == EL_QUICKSAND_EMPTYING)
3112 else if (element == EL_MAGIC_WALL_FILLING ||
3113 element == EL_MAGIC_WALL_BD_FILLING ||
3114 element == EL_MAGIC_WALL_EMPTYING ||
3115 element == EL_MAGIC_WALL_BD_EMPTYING)
3117 else if (CAN_FALL(element) && horiz_move &&
3118 y < lev_fieldy-1 && IS_BELT(Feld[x][y+1]))
3120 else if (element == EL_SPRING_MOVING)
3123 #if OLD_GAME_BEHAVIOUR
3124 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3128 MovPos[x][y] += step;
3130 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
3132 Feld[x][y] = EL_LEERRAUM;
3133 Feld[newx][newy] = element;
3135 if (element == EL_MOLE)
3138 static int xy[4][2] =
3146 Feld[x][y] = EL_ERDREICH;
3147 DrawLevelField(x, y);
3156 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_ERDREICH)
3157 DrawLevelField(xx, yy); /* for "ErdreichAnbroeckeln()" */
3161 if (element == EL_QUICKSAND_FILLING)
3163 element = Feld[newx][newy] = get_next_element(element);
3164 Store[newx][newy] = Store[x][y];
3166 else if (element == EL_QUICKSAND_EMPTYING)
3168 Feld[x][y] = get_next_element(element);
3169 element = Feld[newx][newy] = Store[x][y];
3171 else if (element == EL_MAGIC_WALL_FILLING)
3173 element = Feld[newx][newy] = get_next_element(element);
3174 if (!game.magic_wall_active)
3175 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3176 Store[newx][newy] = Store[x][y];
3178 else if (element == EL_MAGIC_WALL_EMPTYING)
3180 Feld[x][y] = get_next_element(element);
3181 if (!game.magic_wall_active)
3182 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3183 element = Feld[newx][newy] = Store[x][y];
3185 else if (element == EL_MAGIC_WALL_BD_FILLING)
3187 element = Feld[newx][newy] = get_next_element(element);
3188 if (!game.magic_wall_active)
3189 element = Feld[newx][newy] = EL_MAGIC_WALL_BD_DEAD;
3190 Store[newx][newy] = Store[x][y];
3192 else if (element == EL_MAGIC_WALL_BD_EMPTYING)
3194 Feld[x][y] = get_next_element(element);
3195 if (!game.magic_wall_active)
3196 Feld[x][y] = EL_MAGIC_WALL_BD_DEAD;
3197 element = Feld[newx][newy] = Store[x][y];
3199 else if (element == EL_AMOEBA_DRIPPING)
3201 Feld[x][y] = get_next_element(element);
3202 element = Feld[newx][newy] = Store[x][y];
3204 else if (Store[x][y] == EL_SALZSAEURE)
3206 element = Feld[newx][newy] = EL_SALZSAEURE;
3210 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3211 MovDelay[newx][newy] = 0;
3213 if (!CAN_MOVE(element))
3214 MovDir[newx][newy] = 0;
3216 DrawLevelField(x, y);
3217 DrawLevelField(newx, newy);
3219 Stop[newx][newy] = TRUE;
3220 JustStopped[newx][newy] = 3;
3222 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3224 TestIfBadThingTouchesHero(newx, newy);
3225 TestIfBadThingTouchesFriend(newx, newy);
3226 TestIfBadThingTouchesOtherBadThing(newx, newy);
3228 else if (element == EL_PINGUIN)
3229 TestIfFriendTouchesBadThing(newx, newy);
3231 if (CAN_SMASH(element) && direction == MV_DOWN &&
3232 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3235 else /* still moving on */
3236 DrawLevelField(x, y);
3239 int AmoebeNachbarNr(int ax, int ay)
3242 int element = Feld[ax][ay];
3244 static int xy[4][2] =
3254 int x = ax + xy[i][0];
3255 int y = ay + xy[i][1];
3257 if (!IN_LEV_FIELD(x, y))
3260 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3261 group_nr = AmoebaNr[x][y];
3267 void AmoebenVereinigen(int ax, int ay)
3269 int i, x, y, xx, yy;
3270 int new_group_nr = AmoebaNr[ax][ay];
3271 static int xy[4][2] =
3279 if (new_group_nr == 0)
3287 if (!IN_LEV_FIELD(x, y))
3290 if ((Feld[x][y] == EL_AMOEBE_VOLL ||
3291 Feld[x][y] == EL_AMOEBE_BD ||
3292 Feld[x][y] == EL_AMOEBE_TOT) &&
3293 AmoebaNr[x][y] != new_group_nr)
3295 int old_group_nr = AmoebaNr[x][y];
3297 if (old_group_nr == 0)
3300 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3301 AmoebaCnt[old_group_nr] = 0;
3302 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3303 AmoebaCnt2[old_group_nr] = 0;
3305 for (yy=0; yy<lev_fieldy; yy++)
3307 for (xx=0; xx<lev_fieldx; xx++)
3309 if (AmoebaNr[xx][yy] == old_group_nr)
3310 AmoebaNr[xx][yy] = new_group_nr;
3317 void AmoebeUmwandeln(int ax, int ay)
3321 if (Feld[ax][ay] == EL_AMOEBE_TOT)
3323 int group_nr = AmoebaNr[ax][ay];
3328 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3329 printf("AmoebeUmwandeln(): This should never happen!\n");
3334 for (y=0; y<lev_fieldy; y++)
3336 for (x=0; x<lev_fieldx; x++)
3338 if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
3341 Feld[x][y] = EL_AMOEBA2DIAM;
3345 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
3346 SND_AMOEBA_TURNING_TO_GEM :
3347 SND_AMOEBA_TURNING_TO_ROCK));
3352 static int xy[4][2] =
3365 if (!IN_LEV_FIELD(x, y))
3368 if (Feld[x][y] == EL_AMOEBA2DIAM)
3370 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
3371 SND_AMOEBA_TURNING_TO_GEM :
3372 SND_AMOEBA_TURNING_TO_ROCK));
3379 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3382 int group_nr = AmoebaNr[ax][ay];
3383 boolean done = FALSE;
3388 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3389 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3394 for (y=0; y<lev_fieldy; y++)
3396 for (x=0; x<lev_fieldx; x++)
3398 if (AmoebaNr[x][y] == group_nr &&
3399 (Feld[x][y] == EL_AMOEBE_TOT ||
3400 Feld[x][y] == EL_AMOEBE_BD ||
3401 Feld[x][y] == EL_AMOEBING))
3404 Feld[x][y] = new_element;
3405 InitField(x, y, FALSE);
3406 DrawLevelField(x, y);
3413 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
3414 SND_BD_AMOEBA_TURNING_TO_ROCK :
3415 SND_BD_AMOEBA_TURNING_TO_GEM));
3418 void AmoebeWaechst(int x, int y)
3420 static unsigned long sound_delay = 0;
3421 static unsigned long sound_delay_value = 0;
3423 if (!MovDelay[x][y]) /* start new growing cycle */
3427 if (DelayReached(&sound_delay, sound_delay_value))
3429 if (Store[x][y] == EL_AMOEBE_BD)
3430 PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
3432 PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
3433 sound_delay_value = 30;
3437 if (MovDelay[x][y]) /* wait some time before growing bigger */
3440 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3441 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
3443 if (!MovDelay[x][y])
3445 Feld[x][y] = Store[x][y];
3447 DrawLevelField(x, y);
3452 void AmoebaDisappearing(int x, int y)
3454 static unsigned long sound_delay = 0;
3455 static unsigned long sound_delay_value = 0;
3457 if (!MovDelay[x][y]) /* start new shrinking cycle */
3461 if (DelayReached(&sound_delay, sound_delay_value))
3462 sound_delay_value = 30;
3465 if (MovDelay[x][y]) /* wait some time before shrinking */
3468 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3469 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + MovDelay[x][y]/2);
3471 if (!MovDelay[x][y])
3473 Feld[x][y] = EL_LEERRAUM;
3474 DrawLevelField(x, y);
3476 /* don't let mole enter this field in this cycle;
3477 (give priority to objects falling to this field from above) */
3483 void AmoebeAbleger(int ax, int ay)
3486 int element = Feld[ax][ay];
3487 int newax = ax, neway = ay;
3488 static int xy[4][2] =
3496 if (!level.amoeba_speed)
3498 Feld[ax][ay] = EL_AMOEBE_TOT;
3499 DrawLevelField(ax, ay);
3503 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3504 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3506 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3509 if (MovDelay[ax][ay])
3513 if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
3516 int x = ax + xy[start][0];
3517 int y = ay + xy[start][1];
3519 if (!IN_LEV_FIELD(x, y))
3522 if (IS_FREE(x, y) ||
3523 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3529 if (newax == ax && neway == ay)
3532 else /* normal or "filled" (BD style) amoeba */
3535 boolean waiting_for_player = FALSE;
3539 int j = (start + i) % 4;
3540 int x = ax + xy[j][0];
3541 int y = ay + xy[j][1];
3543 if (!IN_LEV_FIELD(x, y))
3546 if (IS_FREE(x, y) ||
3547 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3553 else if (IS_PLAYER(x, y))
3554 waiting_for_player = TRUE;
3557 if (newax == ax && neway == ay) /* amoeba cannot grow */
3559 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3561 Feld[ax][ay] = EL_AMOEBE_TOT;
3562 DrawLevelField(ax, ay);
3563 AmoebaCnt[AmoebaNr[ax][ay]]--;
3565 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3567 if (element == EL_AMOEBE_VOLL)
3568 AmoebeUmwandeln(ax, ay);
3569 else if (element == EL_AMOEBE_BD)
3570 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3575 else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
3577 /* amoeba gets larger by growing in some direction */
3579 int new_group_nr = AmoebaNr[ax][ay];
3582 if (new_group_nr == 0)
3584 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3585 printf("AmoebeAbleger(): This should never happen!\n");
3590 AmoebaNr[newax][neway] = new_group_nr;
3591 AmoebaCnt[new_group_nr]++;
3592 AmoebaCnt2[new_group_nr]++;
3594 /* if amoeba touches other amoeba(s) after growing, unify them */
3595 AmoebenVereinigen(newax, neway);
3597 if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200)
3599 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
3605 if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) ||
3606 (neway == lev_fieldy - 1 && newax != ax))
3608 Feld[newax][neway] = EL_AMOEBING; /* simple growth of new amoeba tile */
3609 Store[newax][neway] = element;
3611 else if (neway == ay)
3613 Feld[newax][neway] = EL_TROPFEN; /* drop left or right from amoeba */
3614 PlaySoundLevel(newax, neway, SND_AMOEBA_DROPPING);
3618 InitMovingField(ax, ay, MV_DOWN); /* drop dripping out of amoeba */
3619 Feld[ax][ay] = EL_AMOEBA_DRIPPING;
3620 Store[ax][ay] = EL_TROPFEN;
3621 ContinueMoving(ax, ay);
3625 DrawLevelField(newax, neway);
3628 void Life(int ax, int ay)
3631 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3633 int element = Feld[ax][ay];
3634 boolean changed = FALSE;
3639 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3640 MovDelay[ax][ay] = life_time;
3642 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3645 if (MovDelay[ax][ay])
3649 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3651 int xx = ax+x1, yy = ay+y1;
3654 if (!IN_LEV_FIELD(xx, yy))
3657 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3659 int x = xx+x2, y = yy+y2;
3661 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3664 if (((Feld[x][y] == element ||
3665 (element == EL_LIFE && IS_PLAYER(x, y))) &&
3667 (IS_FREE(x, y) && Stop[x][y]))
3671 if (xx == ax && yy == ay) /* field in the middle */
3673 if (nachbarn < life[0] || nachbarn > life[1])
3675 Feld[xx][yy] = EL_LEERRAUM;
3677 DrawLevelField(xx, yy);
3678 Stop[xx][yy] = TRUE;
3682 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
3683 { /* free border field */
3684 if (nachbarn >= life[2] && nachbarn <= life[3])
3686 Feld[xx][yy] = element;
3687 MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
3689 DrawLevelField(xx, yy);
3690 Stop[xx][yy] = TRUE;
3697 PlaySoundLevel(ax, ay, element == EL_LIFE ? SND_GAMEOFLIFE_GROWING :
3698 SND_BIOMAZE_GROWING);
3701 void RobotWheel(int x, int y)
3703 if (!MovDelay[x][y]) /* next animation frame */
3704 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3706 if (MovDelay[x][y]) /* wait some time before next frame */
3711 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3712 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
3713 if (!(MovDelay[x][y]%4))
3714 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_RUNNING);
3719 Feld[x][y] = EL_ABLENK_AUS;
3720 DrawLevelField(x, y);
3721 if (ZX == x && ZY == y)
3725 void TimegateWheel(int x, int y)
3727 if (!MovDelay[x][y]) /* next animation frame */
3728 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3730 if (MovDelay[x][y]) /* wait some time before next frame */
3735 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3736 DrawGraphic(SCREENX(x), SCREENY(y),
3737 GFX_TIMEGATE_SWITCH + MovDelay[x][y]%4);
3738 if (!(MovDelay[x][y]%4))
3739 PlaySoundLevel(x, y, SND_TIMEGATE_WHEEL_RUNNING);
3744 Feld[x][y] = EL_TIMEGATE_SWITCH_OFF;
3745 DrawLevelField(x, y);
3746 if (ZX == x && ZY == y)
3750 void Birne(int x, int y)
3752 if (!MovDelay[x][y]) /* next animation frame */
3753 MovDelay[x][y] = 800;
3755 if (MovDelay[x][y]) /* wait some time before next frame */
3760 if (!(MovDelay[x][y]%5))
3762 if (!(MovDelay[x][y]%10))
3763 Feld[x][y]=EL_ABLENK_EIN;
3765 Feld[x][y]=EL_ABLENK_AUS;
3766 DrawLevelField(x, y);
3767 Feld[x][y]=EL_ABLENK_EIN;
3773 Feld[x][y]=EL_ABLENK_AUS;
3774 DrawLevelField(x, y);
3775 if (ZX == x && ZY == y)
3779 void Blubber(int x, int y)
3781 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
3782 DrawLevelField(x, y-1);
3784 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
3787 void NussKnacken(int x, int y)
3789 if (!MovDelay[x][y]) /* next animation frame */
3792 if (MovDelay[x][y]) /* wait some time before next frame */
3795 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3796 DrawGraphic(SCREENX(x), SCREENY(y),
3797 GFX_CRACKINGNUT + 3 - MovDelay[x][y]/2);
3799 if (!MovDelay[x][y])
3801 Feld[x][y] = EL_EDELSTEIN;
3802 DrawLevelField(x, y);
3807 void BreakingPearl(int x, int y)
3809 if (!MovDelay[x][y]) /* next animation frame */
3812 if (MovDelay[x][y]) /* wait some time before next frame */
3815 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3816 DrawGraphic(SCREENX(x), SCREENY(y),
3817 GFX_PEARL_BREAKING + 4 - MovDelay[x][y]/2);
3819 if (!MovDelay[x][y])
3821 Feld[x][y] = EL_LEERRAUM;
3822 DrawLevelField(x, y);
3827 void SiebAktivieren(int x, int y, int typ)
3829 int graphic = (typ == 1 ? GFX_MAGIC_WALL_FULL : GFX_MAGIC_WALL_BD_FULL) + 3;
3831 DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
3834 void AusgangstuerPruefen(int x, int y)
3836 if (!local_player->gems_still_needed &&
3837 !local_player->sokobanfields_still_needed &&
3838 !local_player->lights_still_needed)
3840 Feld[x][y] = EL_AUSGANG_ACT;
3842 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
3843 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
3844 y < LEVELY(BY1) ? LEVELY(BY1) :
3845 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
3850 void AusgangstuerOeffnen(int x, int y)
3854 if (!MovDelay[x][y]) /* next animation frame */
3855 MovDelay[x][y] = 5*delay;
3857 if (MovDelay[x][y]) /* wait some time before next frame */
3862 tuer = MovDelay[x][y]/delay;
3863 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3864 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
3866 if (!MovDelay[x][y])
3868 Feld[x][y] = EL_AUSGANG_AUF;
3869 DrawLevelField(x, y);
3874 void AusgangstuerBlinken(int x, int y)
3876 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
3879 void OpenSwitchgate(int x, int y)
3883 if (!MovDelay[x][y]) /* next animation frame */
3884 MovDelay[x][y] = 5 * delay;
3886 if (MovDelay[x][y]) /* wait some time before next frame */
3891 phase = MovDelay[x][y] / delay;
3892 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3893 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_OPEN - phase);
3895 if (!MovDelay[x][y])
3897 Feld[x][y] = EL_SWITCHGATE_OPEN;
3898 DrawLevelField(x, y);
3903 void CloseSwitchgate(int x, int y)
3907 if (!MovDelay[x][y]) /* next animation frame */
3908 MovDelay[x][y] = 5 * delay;
3910 if (MovDelay[x][y]) /* wait some time before next frame */
3915 phase = MovDelay[x][y] / delay;
3916 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3917 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_CLOSED + phase);
3919 if (!MovDelay[x][y])
3921 Feld[x][y] = EL_SWITCHGATE_CLOSED;
3922 DrawLevelField(x, y);
3927 void OpenTimegate(int x, int y)
3931 if (!MovDelay[x][y]) /* next animation frame */
3932 MovDelay[x][y] = 5 * delay;
3934 if (MovDelay[x][y]) /* wait some time before next frame */
3939 phase = MovDelay[x][y] / delay;
3940 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3941 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_OPEN - phase);
3943 if (!MovDelay[x][y])
3945 Feld[x][y] = EL_TIMEGATE_OPEN;
3946 DrawLevelField(x, y);
3951 void CloseTimegate(int x, int y)
3955 if (!MovDelay[x][y]) /* next animation frame */
3956 MovDelay[x][y] = 5 * delay;
3958 if (MovDelay[x][y]) /* wait some time before next frame */
3963 phase = MovDelay[x][y] / delay;
3964 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3965 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_CLOSED + phase);
3967 if (!MovDelay[x][y])
3969 Feld[x][y] = EL_TIMEGATE_CLOSED;
3970 DrawLevelField(x, y);
3975 static void CloseAllOpenTimegates()
3979 for (y=0; y<lev_fieldy; y++)
3981 for (x=0; x<lev_fieldx; x++)
3983 int element = Feld[x][y];
3985 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
3987 Feld[x][y] = EL_TIMEGATE_CLOSING;
3988 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
3994 void EdelsteinFunkeln(int x, int y)
3996 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
3999 if (Feld[x][y] == EL_EDELSTEIN_BD)
4000 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
4003 if (!MovDelay[x][y]) /* next animation frame */
4004 MovDelay[x][y] = 11 * !SimpleRND(500);
4006 if (MovDelay[x][y]) /* wait some time before next frame */
4010 if (setup.direct_draw && MovDelay[x][y])
4011 SetDrawtoField(DRAW_BUFFERED);
4013 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
4017 int phase = (MovDelay[x][y]-1)/2;
4022 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
4024 if (setup.direct_draw)
4028 dest_x = FX + SCREENX(x)*TILEX;
4029 dest_y = FY + SCREENY(y)*TILEY;
4031 BlitBitmap(drawto_field, window,
4032 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4033 SetDrawtoField(DRAW_DIRECT);
4040 void MauerWaechst(int x, int y)
4044 if (!MovDelay[x][y]) /* next animation frame */
4045 MovDelay[x][y] = 3*delay;
4047 if (MovDelay[x][y]) /* wait some time before next frame */
4052 phase = 2-MovDelay[x][y]/delay;
4053 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4054 DrawGraphic(SCREENX(x), SCREENY(y),
4055 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
4056 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
4057 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
4058 GFX_MAUER_DOWN ) + phase);
4060 if (!MovDelay[x][y])
4062 if (MovDir[x][y] == MV_LEFT)
4064 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
4065 DrawLevelField(x-1, y);
4067 else if (MovDir[x][y] == MV_RIGHT)
4069 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
4070 DrawLevelField(x+1, y);
4072 else if (MovDir[x][y] == MV_UP)
4074 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
4075 DrawLevelField(x, y-1);
4079 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
4080 DrawLevelField(x, y+1);
4083 Feld[x][y] = Store[x][y];
4085 MovDir[x][y] = MV_NO_MOVING;
4086 DrawLevelField(x, y);
4091 void MauerAbleger(int ax, int ay)
4093 int element = Feld[ax][ay];
4094 boolean oben_frei = FALSE, unten_frei = FALSE;
4095 boolean links_frei = FALSE, rechts_frei = FALSE;
4096 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4097 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4098 boolean new_wall = FALSE;
4100 if (!MovDelay[ax][ay]) /* start building new wall */
4101 MovDelay[ax][ay] = 6;
4103 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4106 if (MovDelay[ax][ay])
4110 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4112 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4114 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4116 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4119 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
4123 Feld[ax][ay-1] = EL_MAUERND;
4124 Store[ax][ay-1] = element;
4125 MovDir[ax][ay-1] = MV_UP;
4126 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4127 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
4132 Feld[ax][ay+1] = EL_MAUERND;
4133 Store[ax][ay+1] = element;
4134 MovDir[ax][ay+1] = MV_DOWN;
4135 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4136 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
4141 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
4142 element == EL_MAUER_LEBT)
4146 Feld[ax-1][ay] = EL_MAUERND;
4147 Store[ax-1][ay] = element;
4148 MovDir[ax-1][ay] = MV_LEFT;
4149 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4150 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
4155 Feld[ax+1][ay] = EL_MAUERND;
4156 Store[ax+1][ay] = element;
4157 MovDir[ax+1][ay] = MV_RIGHT;
4158 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4159 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
4164 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
4165 DrawLevelField(ax, ay);
4167 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
4169 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
4170 unten_massiv = TRUE;
4171 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
4172 links_massiv = TRUE;
4173 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
4174 rechts_massiv = TRUE;
4176 if (((oben_massiv && unten_massiv) ||
4177 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
4178 ((links_massiv && rechts_massiv) ||
4179 element == EL_MAUER_Y))
4180 Feld[ax][ay] = EL_MAUERWERK;
4183 PlaySoundLevel(ax, ay, SND_WALL_GROWING);
4186 void CheckForDragon(int x, int y)
4189 boolean dragon_found = FALSE;
4190 static int xy[4][2] =
4202 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4204 if (IN_LEV_FIELD(xx, yy) &&
4205 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
4207 if (Feld[xx][yy] == EL_DRACHE)
4208 dragon_found = TRUE;
4221 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4223 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
4225 Feld[xx][yy] = EL_LEERRAUM;
4226 DrawLevelField(xx, yy);
4235 static void CheckBuggyBase(int x, int y)
4237 int element = Feld[x][y];
4239 if (element == EL_SP_BUG)
4241 if (!MovDelay[x][y]) /* wait some time before activating base */
4242 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4247 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4248 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
4252 Feld[x][y] = EL_SP_BUG_ACTIVE;
4255 else if (element == EL_SP_BUG_ACTIVE)
4257 if (!MovDelay[x][y]) /* start activating buggy base */
4258 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
4266 static int xy[4][2] =
4274 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4275 DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
4279 int xx = x + xy[i][0], yy = y + xy[i][1];
4281 if (IS_PLAYER(xx, yy))
4283 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVATING);
4291 Feld[x][y] = EL_SP_BUG;
4292 DrawLevelField(x, y);
4297 static void CheckTrap(int x, int y)
4299 int element = Feld[x][y];
4301 if (element == EL_TRAP_INACTIVE)
4303 if (!MovDelay[x][y]) /* wait some time before activating trap */
4304 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4312 Feld[x][y] = EL_TRAP_ACTIVE;
4313 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
4316 else if (element == EL_TRAP_ACTIVE)
4321 if (!MovDelay[x][y]) /* start activating trap */
4322 MovDelay[x][y] = num_frames * delay;
4330 if (!(MovDelay[x][y] % delay))
4332 int phase = MovDelay[x][y]/delay;
4334 if (phase >= num_frames/2)
4335 phase = num_frames - phase;
4337 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4339 DrawGraphic(SCREENX(x),SCREENY(y), GFX_TRAP_INACTIVE + phase - 1);
4340 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
4347 Feld[x][y] = EL_TRAP_INACTIVE;
4348 DrawLevelField(x, y);
4353 static void DrawBeltAnimation(int x, int y, int element)
4355 int belt_nr = getBeltNrFromElement(element);
4356 int belt_dir = game.belt_dir[belt_nr];
4358 if (belt_dir != MV_NO_MOVING)
4361 int mode = (belt_dir == MV_LEFT ? ANIM_NORMAL : ANIM_REVERSE);
4362 int graphic = el2gfx(element) + (belt_dir == MV_LEFT ? 0 : 7);
4364 DrawGraphicAnimation(x, y, graphic, 8, delay, mode);
4366 if (!(FrameCounter % 2))
4367 PlaySoundLevel(x, y, SND_CONVEYOR_BELT_RUNNING);
4371 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4373 static byte stored_player_action[MAX_PLAYERS];
4374 static int num_stored_actions = 0;
4376 static boolean save_tape_entry = FALSE;
4378 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4379 int left = player_action & JOY_LEFT;
4380 int right = player_action & JOY_RIGHT;
4381 int up = player_action & JOY_UP;
4382 int down = player_action & JOY_DOWN;
4383 int button1 = player_action & JOY_BUTTON_1;
4384 int button2 = player_action & JOY_BUTTON_2;
4385 int dx = (left ? -1 : right ? 1 : 0);
4386 int dy = (up ? -1 : down ? 1 : 0);
4388 stored_player_action[player->index_nr] = 0;
4389 num_stored_actions++;
4391 if (!player->active || tape.pausing)
4397 save_tape_entry = TRUE;
4399 player->frame_reset_delay = 0;
4402 snapped = SnapField(player, dx, dy);
4406 bombed = PlaceBomb(player);
4407 moved = MoveFigure(player, dx, dy);
4410 if (tape.single_step && tape.recording && !tape.pausing)
4412 if (button1 || (bombed && !moved))
4414 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
4415 SnapField(player, 0, 0); /* stop snapping */
4420 if (tape.recording && (moved || snapped || bombed))
4422 if (bombed && !moved)
4423 player_action &= JOY_BUTTON;
4425 stored_player_action[player->index_nr] = player_action;
4426 save_tape_entry = TRUE;
4428 else if (tape.playing && snapped)
4429 SnapField(player, 0, 0); /* stop snapping */
4431 stored_player_action[player->index_nr] = player_action;
4436 /* no actions for this player (no input at player's configured device) */
4438 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4439 SnapField(player, 0, 0);
4440 CheckGravityMovement(player);
4443 if (player->MovPos == 0) /* needed for tape.playing */
4444 player->is_moving = FALSE;
4447 if (player->MovPos == 0) /* needed for tape.playing */
4448 player->last_move_dir = MV_NO_MOVING;
4450 /* !!! CHECK THIS AGAIN !!!
4451 (Seems to be needed for some EL_ROBOT stuff, but breaks
4452 tapes when walking through pipes!)
4455 /* it seems that "player->last_move_dir" is misused as some sort of
4456 "player->is_just_moving_in_this_moment", which is needed for the
4457 robot stuff (robots don't kill players when they are moving)
4461 if (++player->frame_reset_delay > player->move_delay_value)
4466 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
4468 TapeRecordAction(stored_player_action);
4469 num_stored_actions = 0;
4470 save_tape_entry = FALSE;
4473 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
4475 TapeRecordAction(stored_player_action);
4476 num_stored_actions = 0;
4481 if (tape.playing && !tape.pausing && !player_action &&
4482 tape.counter < tape.length)
4484 int jx = player->jx, jy = player->jy;
4486 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
4488 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
4489 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
4491 int dx = (next_joy == JOY_LEFT ? -1 : +1);
4493 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
4495 int el = Feld[jx+dx][jy];
4496 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 :
4497 (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10);
4499 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
4501 player->MovDir = next_joy;
4502 player->Frame = FrameCounter % 4;
4503 player->Pushing = TRUE;
4513 static unsigned long action_delay = 0;
4514 unsigned long action_delay_value;
4515 int sieb_x = 0, sieb_y = 0;
4516 int i, x, y, element;
4517 byte *recorded_player_action;
4518 byte summarized_player_action = 0;
4520 if (game_status != PLAYING)
4523 action_delay_value =
4524 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4526 if (tape.playing && tape.index_search && !tape.pausing)
4527 action_delay_value = 0;
4529 /* ---------- main game synchronization point ---------- */
4531 WaitUntilDelayReached(&action_delay, action_delay_value);
4533 if (network_playing && !network_player_action_received)
4537 printf("DEBUG: try to get network player actions in time\n");
4541 #if defined(PLATFORM_UNIX)
4542 /* last chance to get network player actions without main loop delay */
4546 if (game_status != PLAYING)
4549 if (!network_player_action_received)
4553 printf("DEBUG: failed to get network player actions in time\n");
4563 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4565 for (i=0; i<MAX_PLAYERS; i++)
4567 summarized_player_action |= stored_player[i].action;
4569 if (!network_playing)
4570 stored_player[i].effective_action = stored_player[i].action;
4573 #if defined(PLATFORM_UNIX)
4574 if (network_playing)
4575 SendToServer_MovePlayer(summarized_player_action);
4578 if (!options.network && !setup.team_mode)
4579 local_player->effective_action = summarized_player_action;
4581 for (i=0; i<MAX_PLAYERS; i++)
4583 int actual_player_action = stored_player[i].effective_action;
4585 if (stored_player[i].programmed_action)
4586 actual_player_action = stored_player[i].programmed_action;
4588 if (recorded_player_action)
4589 actual_player_action = recorded_player_action[i];
4591 PlayerActions(&stored_player[i], actual_player_action);
4592 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4595 network_player_action_received = FALSE;
4597 ScrollScreen(NULL, SCROLL_GO_ON);
4603 if (TimeFrames == 0 && local_player->active)
4605 extern unsigned int last_RND();
4607 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
4608 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
4615 if (GameFrameDelay >= 500)
4616 printf("FrameCounter == %d\n", FrameCounter);
4625 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4628 if (JustStopped[x][y] > 0)
4629 JustStopped[x][y]--;
4632 if (IS_BLOCKED(x, y))
4636 Blocked2Moving(x, y, &oldx, &oldy);
4637 if (!IS_MOVING(oldx, oldy))
4639 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4640 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4641 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4642 printf("GameActions(): This should never happen!\n");
4648 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4650 element = Feld[x][y];
4652 if (IS_INACTIVE(element))
4655 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4659 if (IS_GEM(element) || element == EL_SP_INFOTRON)
4660 EdelsteinFunkeln(x, y);
4662 else if (IS_MOVING(x, y))
4663 ContinueMoving(x, y);
4664 else if (IS_ACTIVE_BOMB(element))
4665 CheckDynamite(x, y);
4667 else if (element == EL_EXPLODING && !game.explosions_delayed)
4668 Explode(x, y, Frame[x][y], EX_NORMAL);
4670 else if (element == EL_AMOEBING)
4671 AmoebeWaechst(x, y);
4672 else if (element == EL_DEAMOEBING)
4673 AmoebaDisappearing(x, y);
4675 #if !USE_NEW_AMOEBA_CODE
4676 else if (IS_AMOEBALIVE(element))
4677 AmoebeAbleger(x, y);
4680 else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
4682 else if (element == EL_ABLENK_EIN)
4684 else if (element == EL_TIMEGATE_SWITCH_ON)
4685 TimegateWheel(x, y);
4686 else if (element == EL_SALZSAEURE)
4688 else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
4690 else if (element == EL_CRACKINGNUT)
4692 else if (element == EL_PEARL_BREAKING)
4693 BreakingPearl(x, y);
4694 else if (element == EL_AUSGANG_ZU)
4695 AusgangstuerPruefen(x, y);
4696 else if (element == EL_AUSGANG_ACT)
4697 AusgangstuerOeffnen(x, y);
4698 else if (element == EL_AUSGANG_AUF)
4699 AusgangstuerBlinken(x, y);
4700 else if (element == EL_MAUERND)
4702 else if (element == EL_MAUER_LEBT ||
4703 element == EL_MAUER_X ||
4704 element == EL_MAUER_Y ||
4705 element == EL_MAUER_XY)
4707 else if (element == EL_BURNING)
4708 CheckForDragon(x, y);
4709 else if (element == EL_SP_BUG || element == EL_SP_BUG_ACTIVE)
4710 CheckBuggyBase(x, y);
4711 else if (element == EL_TRAP_INACTIVE || element == EL_TRAP_ACTIVE)
4713 else if (element == EL_SP_TERMINAL)
4714 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL);
4715 else if (element == EL_SP_TERMINAL_ACTIVE)
4716 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
4717 else if (IS_BELT(element))
4718 DrawBeltAnimation(x, y, element);
4719 else if (element == EL_SWITCHGATE_OPENING)
4720 OpenSwitchgate(x, y);
4721 else if (element == EL_SWITCHGATE_CLOSING)
4722 CloseSwitchgate(x, y);
4723 else if (element == EL_TIMEGATE_OPENING)
4725 else if (element == EL_TIMEGATE_CLOSING)
4726 CloseTimegate(x, y);
4727 else if (element == EL_EXTRA_TIME)
4728 DrawGraphicAnimation(x, y, GFX_EXTRA_TIME, 6, 4, ANIM_NORMAL);
4729 else if (element == EL_SHIELD_PASSIVE)
4731 DrawGraphicAnimation(x, y, GFX_SHIELD_PASSIVE, 6, 4, ANIM_NORMAL);
4732 if (!(FrameCounter % 4))
4733 PlaySoundLevel(x, y, SND_SHIELD_PASSIVE_ACTIVATED);
4735 else if (element == EL_SHIELD_ACTIVE)
4737 DrawGraphicAnimation(x, y, GFX_SHIELD_ACTIVE, 6, 4, ANIM_NORMAL);
4738 if (!(FrameCounter % 4))
4739 PlaySoundLevel(x, y, SND_SHIELD_ACTIVE_ACTIVATED);
4742 if (game.magic_wall_active)
4744 boolean sieb = FALSE;
4745 int jx = local_player->jx, jy = local_player->jy;
4747 if (element == EL_MAGIC_WALL_FULL ||
4748 element == EL_MAGIC_WALL_EMPTY ||
4749 element == EL_MAGIC_WALL_EMPTYING)
4751 SiebAktivieren(x, y, 1);
4754 else if (element == EL_MAGIC_WALL_BD_FULL ||
4755 element == EL_MAGIC_WALL_BD_EMPTY ||
4756 element == EL_MAGIC_WALL_BD_EMPTYING)
4758 SiebAktivieren(x, y, 2);
4762 /* play the element sound at the position nearest to the player */
4763 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
4771 #if USE_NEW_AMOEBA_CODE
4772 /* new experimental amoeba growth stuff */
4774 if (!(FrameCounter % 8))
4777 static unsigned long random = 1684108901;
4779 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
4782 x = (random >> 10) % lev_fieldx;
4783 y = (random >> 20) % lev_fieldy;
4785 x = RND(lev_fieldx);
4786 y = RND(lev_fieldy);
4788 element = Feld[x][y];
4790 if (!IS_PLAYER(x,y) &&
4791 (element == EL_LEERRAUM ||
4792 element == EL_ERDREICH ||
4793 element == EL_MORAST_LEER ||
4794 element == EL_BLURB_LEFT ||
4795 element == EL_BLURB_RIGHT))
4797 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBE_NASS) ||
4798 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBE_NASS) ||
4799 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBE_NASS) ||
4800 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBE_NASS))
4801 Feld[x][y] = EL_TROPFEN;
4804 random = random * 129 + 1;
4810 if (game.explosions_delayed)
4813 game.explosions_delayed = FALSE;
4815 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4817 element = Feld[x][y];
4819 if (ExplodeField[x][y])
4820 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
4821 else if (element == EL_EXPLODING)
4822 Explode(x, y, Frame[x][y], EX_NORMAL);
4824 ExplodeField[x][y] = EX_NO_EXPLOSION;
4827 game.explosions_delayed = TRUE;
4830 if (game.magic_wall_active)
4832 if (!(game.magic_wall_time_left % 4))
4834 int element = Feld[sieb_x][sieb_y];
4836 if (element == EL_MAGIC_WALL_BD_FULL ||
4837 element == EL_MAGIC_WALL_BD_EMPTY ||
4838 element == EL_MAGIC_WALL_BD_EMPTYING)
4839 PlaySoundLevel(sieb_x, sieb_y, SND_BD_MAGIC_WALL_RUNNING);
4841 PlaySoundLevel(sieb_x, sieb_y, SND_MAGIC_WALL_RUNNING);
4844 if (game.magic_wall_time_left > 0)
4846 game.magic_wall_time_left--;
4847 if (!game.magic_wall_time_left)
4849 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4851 element = Feld[x][y];
4853 if (element == EL_MAGIC_WALL_EMPTY ||
4854 element == EL_MAGIC_WALL_FULL)
4856 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4857 DrawLevelField(x, y);
4859 else if (element == EL_MAGIC_WALL_BD_EMPTY ||
4860 element == EL_MAGIC_WALL_BD_FULL)
4862 Feld[x][y] = EL_MAGIC_WALL_BD_DEAD;
4863 DrawLevelField(x, y);
4867 game.magic_wall_active = FALSE;
4872 if (game.light_time_left > 0)
4874 game.light_time_left--;
4876 if (game.light_time_left == 0)
4878 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4880 element = Feld[x][y];
4882 if (element == EL_LIGHT_SWITCH_ON)
4884 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
4885 DrawLevelField(x, y);
4887 else if (element == EL_INVISIBLE_STEEL ||
4888 element == EL_UNSICHTBAR ||
4889 element == EL_SAND_INVISIBLE)
4890 DrawLevelField(x, y);
4895 if (game.timegate_time_left > 0)
4897 game.timegate_time_left--;
4899 if (game.timegate_time_left == 0)
4900 CloseAllOpenTimegates();
4903 if (TimeFrames >= (1000 / GameFrameDelay))
4908 for (i=0; i<MAX_PLAYERS; i++)
4910 if (SHIELD_ON(&stored_player[i]))
4912 stored_player[i].shield_passive_time_left--;
4914 if (stored_player[i].shield_active_time_left > 0)
4915 stored_player[i].shield_active_time_left--;
4919 if (tape.recording || tape.playing)
4920 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
4926 if (TimeLeft <= 10 && setup.time_limit)
4927 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MAX_RIGHT);
4929 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
4931 if (!TimeLeft && setup.time_limit)
4932 for (i=0; i<MAX_PLAYERS; i++)
4933 KillHero(&stored_player[i]);
4935 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
4936 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
4941 if (options.debug) /* calculate frames per second */
4943 static unsigned long fps_counter = 0;
4944 static int fps_frames = 0;
4945 unsigned long fps_delay_ms = Counter() - fps_counter;
4949 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
4951 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
4954 fps_counter = Counter();
4957 redraw_mask |= REDRAW_FPS;
4961 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
4963 int min_x = x, min_y = y, max_x = x, max_y = y;
4966 for (i=0; i<MAX_PLAYERS; i++)
4968 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4970 if (!stored_player[i].active || &stored_player[i] == player)
4973 min_x = MIN(min_x, jx);
4974 min_y = MIN(min_y, jy);
4975 max_x = MAX(max_x, jx);
4976 max_y = MAX(max_y, jy);
4979 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
4982 static boolean AllPlayersInVisibleScreen()
4986 for (i=0; i<MAX_PLAYERS; i++)
4988 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4990 if (!stored_player[i].active)
4993 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5000 void ScrollLevel(int dx, int dy)
5002 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
5005 BlitBitmap(drawto_field, drawto_field,
5006 FX + TILEX*(dx == -1) - softscroll_offset,
5007 FY + TILEY*(dy == -1) - softscroll_offset,
5008 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
5009 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
5010 FX + TILEX*(dx == 1) - softscroll_offset,
5011 FY + TILEY*(dy == 1) - softscroll_offset);
5015 x = (dx == 1 ? BX1 : BX2);
5016 for (y=BY1; y<=BY2; y++)
5017 DrawScreenField(x, y);
5021 y = (dy == 1 ? BY1 : BY2);
5022 for (x=BX1; x<=BX2; x++)
5023 DrawScreenField(x, y);
5026 redraw_mask |= REDRAW_FIELD;
5029 static void CheckGravityMovement(struct PlayerInfo *player)
5031 if (level.gravity && !player->programmed_action)
5033 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
5034 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
5036 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
5037 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
5038 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
5039 int jx = player->jx, jy = player->jy;
5040 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
5041 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
5042 int new_jx = jx + dx, new_jy = jy + dy;
5043 boolean field_under_player_is_free =
5044 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
5045 boolean player_is_moving_to_valid_field =
5046 (IN_LEV_FIELD(new_jx, new_jy) &&
5047 (Feld[new_jx][new_jy] == EL_SP_BASE ||
5048 Feld[new_jx][new_jy] == EL_ERDREICH));
5050 if (field_under_player_is_free &&
5051 !player_is_moving_to_valid_field &&
5052 !IS_TUBE(Feld[jx][jy]))
5053 player->programmed_action = MV_DOWN;
5057 boolean MoveFigureOneStep(struct PlayerInfo *player,
5058 int dx, int dy, int real_dx, int real_dy)
5060 int jx = player->jx, jy = player->jy;
5061 int new_jx = jx+dx, new_jy = jy+dy;
5065 if (!player->active || (!dx && !dy))
5066 return MF_NO_ACTION;
5068 player->MovDir = (dx < 0 ? MV_LEFT :
5071 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5073 if (!IN_LEV_FIELD(new_jx, new_jy))
5074 return MF_NO_ACTION;
5076 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
5077 return MF_NO_ACTION;
5080 element = MovingOrBlocked2Element(new_jx, new_jy);
5082 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
5085 if (DONT_GO_TO(element))
5087 if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
5090 Feld[jx][jy] = EL_SPIELFIGUR;
5091 InitMovingField(jx, jy, MV_DOWN);
5092 Store[jx][jy] = EL_SALZSAEURE;
5093 ContinueMoving(jx, jy);
5097 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
5102 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
5103 if (can_move != MF_MOVING)
5106 StorePlayer[jx][jy] = 0;
5107 player->last_jx = jx;
5108 player->last_jy = jy;
5109 jx = player->jx = new_jx;
5110 jy = player->jy = new_jy;
5111 StorePlayer[jx][jy] = player->element_nr;
5114 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
5116 ScrollFigure(player, SCROLL_INIT);
5121 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
5123 int jx = player->jx, jy = player->jy;
5124 int old_jx = jx, old_jy = jy;
5125 int moved = MF_NO_ACTION;
5127 if (!player->active || (!dx && !dy))
5131 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5135 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5136 !(tape.playing && tape.game_version < GAME_VERSION_2_0))
5140 /* remove the last programmed player action */
5141 player->programmed_action = 0;
5145 /* should only happen if pre-1.2 tape recordings are played */
5146 /* this is only for backward compatibility */
5148 int original_move_delay_value = player->move_delay_value;
5151 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
5154 /* scroll remaining steps with finest movement resolution */
5155 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
5157 while (player->MovPos)
5159 ScrollFigure(player, SCROLL_GO_ON);
5160 ScrollScreen(NULL, SCROLL_GO_ON);
5166 player->move_delay_value = original_move_delay_value;
5169 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
5171 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
5172 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5176 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5177 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5183 if (moved & MF_MOVING && !ScreenMovPos &&
5184 (player == local_player || !options.network))
5186 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5187 int offset = (setup.scroll_delay ? 3 : 0);
5189 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5191 /* actual player has left the screen -- scroll in that direction */
5192 if (jx != old_jx) /* player has moved horizontally */
5193 scroll_x += (jx - old_jx);
5194 else /* player has moved vertically */
5195 scroll_y += (jy - old_jy);
5199 if (jx != old_jx) /* player has moved horizontally */
5201 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5202 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5203 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5205 /* don't scroll over playfield boundaries */
5206 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5207 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5209 /* don't scroll more than one field at a time */
5210 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5212 /* don't scroll against the player's moving direction */
5213 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5214 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5215 scroll_x = old_scroll_x;
5217 else /* player has moved vertically */
5219 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5220 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5221 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5223 /* don't scroll over playfield boundaries */
5224 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5225 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5227 /* don't scroll more than one field at a time */
5228 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5230 /* don't scroll against the player's moving direction */
5231 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5232 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5233 scroll_y = old_scroll_y;
5237 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5239 if (!options.network && !AllPlayersInVisibleScreen())
5241 scroll_x = old_scroll_x;
5242 scroll_y = old_scroll_y;
5246 ScrollScreen(player, SCROLL_INIT);
5247 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5252 if (!(moved & MF_MOVING) && !player->Pushing)
5255 player->Frame = (player->Frame + 1) % 4;
5257 if (moved & MF_MOVING)
5259 if (old_jx != jx && old_jy == jy)
5260 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5261 else if (old_jx == jx && old_jy != jy)
5262 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5264 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
5266 player->last_move_dir = player->MovDir;
5267 player->is_moving = TRUE;
5271 CheckGravityMovement(player);
5274 player->last_move_dir = MV_NO_MOVING;
5276 player->is_moving = FALSE;
5279 TestIfHeroTouchesBadThing(jx, jy);
5281 if (!player->active)
5287 void ScrollFigure(struct PlayerInfo *player, int mode)
5289 int jx = player->jx, jy = player->jy;
5290 int last_jx = player->last_jx, last_jy = player->last_jy;
5291 int move_stepsize = TILEX / player->move_delay_value;
5293 if (!player->active || !player->MovPos)
5296 if (mode == SCROLL_INIT)
5298 player->actual_frame_counter = FrameCounter;
5299 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5301 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
5302 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5307 else if (!FrameReached(&player->actual_frame_counter, 1))
5310 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5311 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5313 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5314 Feld[last_jx][last_jy] = EL_LEERRAUM;
5316 /* before DrawPlayer() to draw correct player graphic for this case */
5317 if (player->MovPos == 0)
5318 CheckGravityMovement(player);
5322 if (player->MovPos == 0)
5324 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
5326 /* continue with normal speed after quickly moving through gate */
5327 HALVE_PLAYER_SPEED(player);
5329 /* be able to make the next move without delay */
5330 player->move_delay = 0;
5333 player->last_jx = jx;
5334 player->last_jy = jy;
5336 if (Feld[jx][jy] == EL_AUSGANG_AUF)
5340 if (!local_player->friends_still_needed)
5341 player->LevelSolved = player->GameOver = TRUE;
5344 if (tape.single_step && tape.recording && !tape.pausing &&
5345 !player->programmed_action)
5346 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5350 void ScrollScreen(struct PlayerInfo *player, int mode)
5352 static unsigned long screen_frame_counter = 0;
5354 if (mode == SCROLL_INIT)
5356 /* set scrolling step size according to actual player's moving speed */
5357 ScrollStepSize = TILEX / player->move_delay_value;
5359 screen_frame_counter = FrameCounter;
5360 ScreenMovDir = player->MovDir;
5361 ScreenMovPos = player->MovPos;
5362 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5365 else if (!FrameReached(&screen_frame_counter, 1))
5370 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5371 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5372 redraw_mask |= REDRAW_FIELD;
5375 ScreenMovDir = MV_NO_MOVING;
5378 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
5380 int i, kill_x = -1, kill_y = -1;
5381 static int test_xy[4][2] =
5388 static int test_dir[4] =
5398 int test_x, test_y, test_move_dir, test_element;
5400 test_x = good_x + test_xy[i][0];
5401 test_y = good_y + test_xy[i][1];
5402 if (!IN_LEV_FIELD(test_x, test_y))
5406 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5409 test_element = Feld[test_x][test_y];
5411 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
5414 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5415 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5417 if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) ||
5418 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
5426 if (kill_x != -1 || kill_y != -1)
5428 if (IS_PLAYER(good_x, good_y))
5430 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
5432 if (player->shield_active_time_left > 0)
5433 Bang(kill_x, kill_y);
5434 else if (!PLAYER_PROTECTED(good_x, good_y))
5438 Bang(good_x, good_y);
5442 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
5444 int i, kill_x = -1, kill_y = -1;
5445 int bad_element = Feld[bad_x][bad_y];
5446 static int test_xy[4][2] =
5453 static int test_dir[4] =
5461 if (bad_element == EL_EXPLODING) /* skip just exploding bad things */
5466 int test_x, test_y, test_move_dir, test_element;
5468 test_x = bad_x + test_xy[i][0];
5469 test_y = bad_y + test_xy[i][1];
5470 if (!IN_LEV_FIELD(test_x, test_y))
5474 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5476 test_element = Feld[test_x][test_y];
5478 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5479 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5481 if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) ||
5482 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
5484 /* good thing is player or penguin that does not move away */
5485 if (IS_PLAYER(test_x, test_y))
5487 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
5489 if (bad_element == EL_ROBOT && player->is_moving)
5490 continue; /* robot does not kill player if he is moving */
5496 else if (test_element == EL_PINGUIN)
5505 if (kill_x != -1 || kill_y != -1)
5507 if (IS_PLAYER(kill_x, kill_y))
5509 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
5512 int dir = player->MovDir;
5513 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5514 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5516 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5517 newx != bad_x && newy != bad_y)
5518 ; /* robot does not kill player if he is moving */
5520 printf("-> %d\n", player->MovDir);
5522 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5523 newx != bad_x && newy != bad_y)
5524 ; /* robot does not kill player if he is moving */
5529 if (player->shield_active_time_left > 0)
5531 else if (!PLAYER_PROTECTED(kill_x, kill_y))
5535 Bang(kill_x, kill_y);
5539 void TestIfHeroTouchesBadThing(int x, int y)
5541 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5544 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
5546 TestIfGoodThingHitsBadThing(x, y, move_dir);
5549 void TestIfBadThingTouchesHero(int x, int y)
5551 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5554 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
5556 TestIfBadThingHitsGoodThing(x, y, move_dir);
5559 void TestIfFriendTouchesBadThing(int x, int y)
5561 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5564 void TestIfBadThingTouchesFriend(int x, int y)
5566 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5569 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
5571 int i, kill_x = bad_x, kill_y = bad_y;
5572 static int xy[4][2] =
5584 x = bad_x + xy[i][0];
5585 y = bad_y + xy[i][1];
5586 if (!IN_LEV_FIELD(x, y))
5589 element = Feld[x][y];
5590 if (IS_AMOEBOID(element) || element == EL_LIFE ||
5591 element == EL_AMOEBING || element == EL_TROPFEN)
5599 if (kill_x != bad_x || kill_y != bad_y)
5603 void KillHero(struct PlayerInfo *player)
5605 int jx = player->jx, jy = player->jy;
5607 if (!player->active)
5610 if (IS_PFORTE(Feld[jx][jy]))
5611 Feld[jx][jy] = EL_LEERRAUM;
5613 /* deactivate shield (else Bang()/Explode() would not work right) */
5614 player->shield_passive_time_left = 0;
5615 player->shield_active_time_left = 0;
5621 static void KillHeroUnlessProtected(int x, int y)
5623 if (!PLAYER_PROTECTED(x, y))
5624 KillHero(PLAYERINFO(x, y));
5627 void BuryHero(struct PlayerInfo *player)
5629 int jx = player->jx, jy = player->jy;
5631 if (!player->active)
5634 PlaySoundLevel(jx, jy, SND_PLAYER_DYING);
5635 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
5637 player->GameOver = TRUE;
5641 void RemoveHero(struct PlayerInfo *player)
5643 int jx = player->jx, jy = player->jy;
5644 int i, found = FALSE;
5646 player->present = FALSE;
5647 player->active = FALSE;
5649 if (!ExplodeField[jx][jy])
5650 StorePlayer[jx][jy] = 0;
5652 for (i=0; i<MAX_PLAYERS; i++)
5653 if (stored_player[i].active)
5657 AllPlayersGone = TRUE;
5663 int DigField(struct PlayerInfo *player,
5664 int x, int y, int real_dx, int real_dy, int mode)
5666 int jx = player->jx, jy = player->jy;
5667 int dx = x - jx, dy = y - jy;
5668 int move_direction = (dx == -1 ? MV_LEFT :
5669 dx == +1 ? MV_RIGHT :
5671 dy == +1 ? MV_DOWN : MV_NO_MOVING);
5674 if (player->MovPos == 0)
5675 player->Pushing = FALSE;
5677 if (mode == DF_NO_PUSH)
5679 player->Switching = FALSE;
5680 player->push_delay = 0;
5681 return MF_NO_ACTION;
5684 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
5685 return MF_NO_ACTION;
5687 if (IS_TUBE(Feld[jx][jy]))
5690 int tube_leave_directions[][2] =
5692 { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5693 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5694 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5695 { EL_TUBE_VERT_LEFT, MV_LEFT | MV_UP | MV_DOWN },
5696 { EL_TUBE_VERT_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
5697 { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_UP },
5698 { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
5699 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
5700 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
5701 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
5702 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
5703 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
5706 while (tube_leave_directions[i][0] != Feld[jx][jy])
5709 if (tube_leave_directions[i][0] == -1) /* should not happen */
5713 if (!(tube_leave_directions[i][1] & move_direction))
5714 return MF_NO_ACTION; /* tube has no opening in this direction */
5717 element = Feld[x][y];
5723 case EL_SAND_INVISIBLE:
5724 case EL_TRAP_INACTIVE:
5729 if (element == EL_LEERRAUM)
5730 PlaySoundLevel(x, y, SND_EMPTY_SPACE_DIGGING);
5731 else if (element == EL_ERDREICH)
5732 PlaySoundLevel(x, y, SND_SAND_DIGGING);
5733 else if (element == EL_SAND_INVISIBLE)
5734 PlaySoundLevel(x, y, SND_SAND_INVISIBLE_DIGGING);
5735 else if (element == EL_TRAP_INACTIVE)
5736 PlaySoundLevel(x, y, SND_TRAP_INACTIVE_DIGGING);
5737 else if (element == EL_SP_BASE)
5738 PlaySoundLevel(x, y, SND_SP_BASE_DIGGING);
5739 else if (element == EL_SP_BUG)
5740 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_DIGGING);
5744 case EL_EDELSTEIN_BD:
5745 case EL_EDELSTEIN_GELB:
5746 case EL_EDELSTEIN_ROT:
5747 case EL_EDELSTEIN_LILA:
5749 case EL_SP_INFOTRON:
5753 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 :
5754 element == EL_PEARL ? 5 :
5755 element == EL_CRYSTAL ? 8 : 1);
5756 if (local_player->gems_still_needed < 0)
5757 local_player->gems_still_needed = 0;
5758 RaiseScoreElement(element);
5759 DrawText(DX_EMERALDS, DY_EMERALDS,
5760 int2str(local_player->gems_still_needed, 3),
5761 FS_SMALL, FC_YELLOW);
5763 if (element == EL_EDELSTEIN_BD)
5764 PlaySoundLevel(x, y, SND_BD_DIAMOND_COLLECTING);
5765 else if (element == EL_DIAMANT)
5766 PlaySoundLevel(x, y, SND_DIAMOND_COLLECTING);
5767 else if (element == EL_SP_INFOTRON)
5768 PlaySoundLevel(x, y, SND_SP_INFOTRON_COLLECTING);
5769 else if (element == EL_PEARL)
5770 PlaySoundLevel(x, y, SND_PEARL_COLLECTING);
5771 else if (element == EL_CRYSTAL)
5772 PlaySoundLevel(x, y, SND_CRYSTAL_COLLECTING);
5773 else /* EL_EDELSTEIN style element */
5774 PlaySoundLevel(x, y, SND_EMERALD_COLLECTING);
5779 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
5780 PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
5784 Feld[x][y] = EL_LEERRAUM;
5785 PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
5793 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5795 PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MAX_RIGHT);
5798 case EL_SHIELD_PASSIVE:
5800 player->shield_passive_time_left += 10;
5801 PlaySoundLevel(x, y, SND_SHIELD_PASSIVE_COLLECTING);
5804 case EL_SHIELD_ACTIVE:
5806 player->shield_passive_time_left += 10;
5807 player->shield_active_time_left += 10;
5808 PlaySoundLevel(x, y, SND_SHIELD_ACTIVE_COLLECTING);
5811 case EL_DYNAMITE_INACTIVE:
5812 case EL_SP_DISK_RED:
5815 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5816 DrawText(DX_DYNAMITE, DY_DYNAMITE,
5817 int2str(local_player->dynamite, 3),
5818 FS_SMALL, FC_YELLOW);
5819 if (element == EL_SP_DISK_RED)
5820 PlaySoundLevel(x, y, SND_SP_DISK_RED_COLLECTING);
5822 PlaySoundLevel(x, y, SND_DYNAMITE_COLLECTING);
5825 case EL_DYNABOMB_NR:
5827 player->dynabomb_count++;
5828 player->dynabombs_left++;
5829 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5830 PlaySoundLevel(x, y, SND_DYNABOMB_NR_COLLECTING);
5833 case EL_DYNABOMB_SZ:
5835 player->dynabomb_size++;
5836 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5837 PlaySoundLevel(x, y, SND_DYNABOMB_SZ_COLLECTING);
5840 case EL_DYNABOMB_XL:
5842 player->dynabomb_xl = TRUE;
5843 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5844 PlaySoundLevel(x, y, SND_DYNABOMB_XL_COLLECTING);
5847 case EL_SCHLUESSEL1:
5848 case EL_SCHLUESSEL2:
5849 case EL_SCHLUESSEL3:
5850 case EL_SCHLUESSEL4:
5852 int key_nr = element - EL_SCHLUESSEL1;
5855 player->key[key_nr] = TRUE;
5856 RaiseScoreElement(EL_SCHLUESSEL);
5857 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5858 GFX_SCHLUESSEL1 + key_nr);
5859 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5860 GFX_SCHLUESSEL1 + key_nr);
5861 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
5870 int key_nr = element - EL_EM_KEY_1;
5873 player->key[key_nr] = TRUE;
5874 RaiseScoreElement(EL_SCHLUESSEL);
5875 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5876 GFX_SCHLUESSEL1 + key_nr);
5877 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5878 GFX_SCHLUESSEL1 + key_nr);
5879 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
5884 Feld[x][y] = EL_ABLENK_EIN;
5887 DrawLevelField(x, y);
5888 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
5892 case EL_SP_TERMINAL:
5896 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
5898 for (yy=0; yy<lev_fieldy; yy++)
5900 for (xx=0; xx<lev_fieldx; xx++)
5902 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
5904 else if (Feld[xx][yy] == EL_SP_TERMINAL)
5905 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
5913 case EL_BELT1_SWITCH_LEFT:
5914 case EL_BELT1_SWITCH_MIDDLE:
5915 case EL_BELT1_SWITCH_RIGHT:
5916 case EL_BELT2_SWITCH_LEFT:
5917 case EL_BELT2_SWITCH_MIDDLE:
5918 case EL_BELT2_SWITCH_RIGHT:
5919 case EL_BELT3_SWITCH_LEFT:
5920 case EL_BELT3_SWITCH_MIDDLE:
5921 case EL_BELT3_SWITCH_RIGHT:
5922 case EL_BELT4_SWITCH_LEFT:
5923 case EL_BELT4_SWITCH_MIDDLE:
5924 case EL_BELT4_SWITCH_RIGHT:
5925 if (!player->Switching)
5927 player->Switching = TRUE;
5928 ToggleBeltSwitch(x, y);
5929 PlaySoundLevel(x, y, SND_CONVEYOR_BELT_SWITCH_ACTIVATING);
5934 case EL_SWITCHGATE_SWITCH_1:
5935 case EL_SWITCHGATE_SWITCH_2:
5936 if (!player->Switching)
5938 player->Switching = TRUE;
5939 ToggleSwitchgateSwitch(x, y);
5940 PlaySoundLevel(x, y, SND_SWITCHGATE_SWITCH_ACTIVATING);
5945 case EL_LIGHT_SWITCH_OFF:
5946 case EL_LIGHT_SWITCH_ON:
5947 if (!player->Switching)
5949 player->Switching = TRUE;
5950 ToggleLightSwitch(x, y);
5951 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH_OFF ?
5952 SND_LIGHT_SWITCH_ACTIVATING :
5953 SND_LIGHT_SWITCH_DEACTIVATING);
5958 case EL_TIMEGATE_SWITCH_OFF:
5959 ActivateTimegateSwitch(x, y);
5960 PlaySoundLevel(x, y, SND_TIMEGATE_WHEEL_ACTIVATING);
5965 case EL_BALLOON_SEND_LEFT:
5966 case EL_BALLOON_SEND_RIGHT:
5967 case EL_BALLOON_SEND_UP:
5968 case EL_BALLOON_SEND_DOWN:
5969 case EL_BALLOON_SEND_ANY:
5970 if (element == EL_BALLOON_SEND_ANY)
5971 game.balloon_dir = move_direction;
5973 game.balloon_dir = (element == EL_BALLOON_SEND_LEFT ? MV_LEFT :
5974 element == EL_BALLOON_SEND_RIGHT ? MV_RIGHT :
5975 element == EL_BALLOON_SEND_UP ? MV_UP :
5976 element == EL_BALLOON_SEND_DOWN ? MV_DOWN :
5978 PlaySoundLevel(x, y, SND_BALLOON_SWITCH_ACTIVATING);
5984 if (local_player->gems_still_needed > 0)
5985 return MF_NO_ACTION;
5987 player->LevelSolved = player->GameOver = TRUE;
5988 PlaySoundStereo(SND_SP_EXIT_ENTERING, SOUND_MAX_RIGHT);
5991 /* the following elements cannot be pushed by "snapping" */
5992 case EL_FELSBROCKEN:
5994 case EL_DX_SUPABOMB:
5998 case EL_SP_DISK_ORANGE:
6000 if (mode == DF_SNAP)
6001 return MF_NO_ACTION;
6002 /* no "break" -- fall through to next case */
6003 /* the following elements can be pushed by "snapping" */
6006 return MF_NO_ACTION;
6008 player->Pushing = TRUE;
6010 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6011 return MF_NO_ACTION;
6015 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6016 return MF_NO_ACTION;
6019 if (player->push_delay == 0)
6020 player->push_delay = FrameCounter;
6022 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6023 !tape.playing && element != EL_SPRING)
6024 return MF_NO_ACTION;
6026 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6027 !(tape.playing && tape.game_version < GAME_VERSION_2_0) &&
6028 element != EL_SPRING)
6029 return MF_NO_ACTION;
6032 if (mode == DF_SNAP)
6034 InitMovingField(x, y, move_direction);
6035 ContinueMoving(x, y);
6040 Feld[x+dx][y+dy] = element;
6043 if (element == EL_SPRING)
6045 Feld[x+dx][y+dy] = EL_SPRING_MOVING;
6046 MovDir[x+dx][y+dy] = move_direction;
6049 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
6051 DrawLevelField(x+dx, y+dy);
6052 if (element == EL_FELSBROCKEN)
6053 PlaySoundLevel(x+dx, y+dy, SND_ROCK_PUSHING);
6054 else if (element == EL_BD_ROCK)
6055 PlaySoundLevel(x+dx, y+dy, SND_BD_ROCK_PUSHING);
6056 else if (element == EL_BOMBE)
6057 PlaySoundLevel(x+dx, y+dy, SND_BOMB_PUSHING);
6058 else if (element == EL_DX_SUPABOMB)
6059 PlaySoundLevel(x+dx, y+dy, SND_DX_BOMB_PUSHING);
6060 else if (element == EL_KOKOSNUSS)
6061 PlaySoundLevel(x+dx, y+dy, SND_NUT_PUSHING);
6062 else if (element == EL_ZEIT_LEER)
6063 PlaySoundLevel(x+dx, y+dy, SND_TIME_ORB_EMPTY_PUSHING);
6064 else if (element == EL_SP_ZONK)
6065 PlaySoundLevel(x+dx, y+dy, SND_SP_ZONK_PUSHING);
6066 else if (element == EL_SP_DISK_ORANGE)
6067 PlaySoundLevel(x+dx, y+dy, SND_SP_DISK_ORANGE_PUSHING);
6068 else if (element == EL_SPRING)
6069 PlaySoundLevel(x+dx, y+dy, SND_SPRING_PUSHING);
6076 if (!player->key[element - EL_PFORTE1])
6077 return MF_NO_ACTION;
6084 if (!player->key[element - EL_PFORTE1X])
6085 return MF_NO_ACTION;
6092 if (!player->key[element - EL_EM_GATE_1])
6093 return MF_NO_ACTION;
6094 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6095 return MF_NO_ACTION;
6097 /* automatically move to the next field with double speed */
6098 player->programmed_action = move_direction;
6099 DOUBLE_PLAYER_SPEED(player);
6101 PlaySoundLevel(x, y, SND_GATE_PASSING);
6109 if (!player->key[element - EL_EM_GATE_1X])
6110 return MF_NO_ACTION;
6111 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6112 return MF_NO_ACTION;
6114 /* automatically move to the next field with double speed */
6115 player->programmed_action = move_direction;
6116 DOUBLE_PLAYER_SPEED(player);
6118 PlaySoundLevel(x, y, SND_GATE_PASSING);
6122 case EL_SWITCHGATE_OPEN:
6123 case EL_TIMEGATE_OPEN:
6124 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6125 return MF_NO_ACTION;
6127 /* automatically move to the next field with double speed */
6128 player->programmed_action = move_direction;
6129 DOUBLE_PLAYER_SPEED(player);
6131 if (element == EL_SWITCHGATE_OPEN)
6132 PlaySoundLevel(x, y, SND_SWITCHGATE_PASSING);
6134 PlaySoundLevel(x, y, SND_TIMEGATE_PASSING);
6138 case EL_SP_PORT1_LEFT:
6139 case EL_SP_PORT2_LEFT:
6140 case EL_SP_PORT1_RIGHT:
6141 case EL_SP_PORT2_RIGHT:
6142 case EL_SP_PORT1_UP:
6143 case EL_SP_PORT2_UP:
6144 case EL_SP_PORT1_DOWN:
6145 case EL_SP_PORT2_DOWN:
6150 element != EL_SP_PORT1_LEFT &&
6151 element != EL_SP_PORT2_LEFT &&
6152 element != EL_SP_PORT_X &&
6153 element != EL_SP_PORT_XY) ||
6155 element != EL_SP_PORT1_RIGHT &&
6156 element != EL_SP_PORT2_RIGHT &&
6157 element != EL_SP_PORT_X &&
6158 element != EL_SP_PORT_XY) ||
6160 element != EL_SP_PORT1_UP &&
6161 element != EL_SP_PORT2_UP &&
6162 element != EL_SP_PORT_Y &&
6163 element != EL_SP_PORT_XY) ||
6165 element != EL_SP_PORT1_DOWN &&
6166 element != EL_SP_PORT2_DOWN &&
6167 element != EL_SP_PORT_Y &&
6168 element != EL_SP_PORT_XY) ||
6169 !IN_LEV_FIELD(x + dx, y + dy) ||
6170 !IS_FREE(x + dx, y + dy))
6171 return MF_NO_ACTION;
6173 /* automatically move to the next field with double speed */
6174 player->programmed_action = move_direction;
6175 DOUBLE_PLAYER_SPEED(player);
6177 PlaySoundLevel(x, y, SND_SP_PORT_PASSING);
6181 case EL_TUBE_VERTICAL:
6182 case EL_TUBE_HORIZONTAL:
6183 case EL_TUBE_VERT_LEFT:
6184 case EL_TUBE_VERT_RIGHT:
6185 case EL_TUBE_HORIZ_UP:
6186 case EL_TUBE_HORIZ_DOWN:
6187 case EL_TUBE_LEFT_UP:
6188 case EL_TUBE_LEFT_DOWN:
6189 case EL_TUBE_RIGHT_UP:
6190 case EL_TUBE_RIGHT_DOWN:
6193 int tube_enter_directions[][2] =
6195 { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6196 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6197 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6198 { EL_TUBE_VERT_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
6199 { EL_TUBE_VERT_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
6200 { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
6201 { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
6202 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
6203 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
6204 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
6205 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
6206 { -1, MV_NO_MOVING }
6209 while (tube_enter_directions[i][0] != element)
6212 if (tube_enter_directions[i][0] == -1) /* should not happen */
6216 if (!(tube_enter_directions[i][1] & move_direction))
6217 return MF_NO_ACTION; /* tube has no opening in this direction */
6219 PlaySoundLevel(x, y, SND_TUBE_PASSING);
6224 case EL_AUSGANG_ACT:
6225 /* door is not (yet) open */
6226 return MF_NO_ACTION;
6229 case EL_AUSGANG_AUF:
6230 if (mode == DF_SNAP)
6231 return MF_NO_ACTION;
6233 PlaySoundLevel(x, y, SND_EXIT_ENTERING);
6238 Feld[x][y] = EL_BIRNE_EIN;
6239 local_player->lights_still_needed--;
6240 DrawLevelField(x, y);
6241 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
6246 Feld[x][y] = EL_ZEIT_LEER;
6248 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
6249 DrawLevelField(x, y);
6250 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MAX_RIGHT);
6254 case EL_SOKOBAN_FELD_LEER:
6257 case EL_SOKOBAN_OBJEKT:
6258 case EL_SOKOBAN_FELD_VOLL:
6260 case EL_SP_DISK_YELLOW:
6262 if (mode == DF_SNAP)
6263 return MF_NO_ACTION;
6265 player->Pushing = TRUE;
6267 if (!IN_LEV_FIELD(x+dx, y+dy)
6268 || (!IS_FREE(x+dx, y+dy)
6269 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
6270 || !IS_SB_ELEMENT(element))))
6271 return MF_NO_ACTION;
6275 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6276 return MF_NO_ACTION;
6278 else if (dy && real_dx)
6280 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
6281 return MF_NO_ACTION;
6284 if (player->push_delay == 0)
6285 player->push_delay = FrameCounter;
6287 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6288 !tape.playing && element != EL_BALLOON)
6289 return MF_NO_ACTION;
6291 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6292 !(tape.playing && tape.game_version < GAME_VERSION_2_0) &&
6293 element != EL_BALLOON)
6294 return MF_NO_ACTION;
6297 if (IS_SB_ELEMENT(element))
6299 if (element == EL_SOKOBAN_FELD_VOLL)
6301 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
6302 local_player->sokobanfields_still_needed++;
6307 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
6309 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
6310 local_player->sokobanfields_still_needed--;
6311 if (element == EL_SOKOBAN_OBJEKT)
6312 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_FILLING);
6314 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6318 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
6319 if (element == EL_SOKOBAN_FELD_VOLL)
6320 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_CLEARING);
6322 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6328 Feld[x+dx][y+dy] = element;
6331 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
6333 DrawLevelField(x, y);
6334 DrawLevelField(x+dx, y+dy);
6335 if (element == EL_SONDE)
6336 PlaySoundLevel(x+dx, y+dy, SND_SATELLITE_PUSHING);
6337 else if (element == EL_SP_DISK_YELLOW)
6338 PlaySoundLevel(x+dx, y+dy, SND_SP_DISK_YELLOW_PUSHING);
6339 else if (element == EL_BALLOON)
6340 PlaySoundLevel(x+dx, y+dy, SND_BALLOON_PUSHING);
6342 if (IS_SB_ELEMENT(element) &&
6343 local_player->sokobanfields_still_needed == 0 &&
6344 game.emulation == EMU_SOKOBAN)
6346 player->LevelSolved = player->GameOver = TRUE;
6347 PlaySoundLevel(x, y, SND_SOKOBAN_GAME_SOLVING);
6358 return MF_NO_ACTION;
6361 player->push_delay = 0;
6366 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
6368 int jx = player->jx, jy = player->jy;
6369 int x = jx + dx, y = jy + dy;
6371 if (!player->active || !IN_LEV_FIELD(x, y))
6379 if (player->MovPos == 0)
6380 player->Pushing = FALSE;
6382 player->snapped = FALSE;
6386 if (player->snapped)
6389 player->MovDir = (dx < 0 ? MV_LEFT :
6392 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6394 if (!DigField(player, x, y, 0, 0, DF_SNAP))
6397 player->snapped = TRUE;
6398 DrawLevelField(x, y);
6404 boolean PlaceBomb(struct PlayerInfo *player)
6406 int jx = player->jx, jy = player->jy;
6409 if (!player->active || player->MovPos)
6412 element = Feld[jx][jy];
6414 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
6415 IS_ACTIVE_BOMB(element) || element == EL_EXPLODING)
6418 if (element != EL_LEERRAUM)
6419 Store[jx][jy] = element;
6421 if (player->dynamite)
6423 Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
6424 MovDelay[jx][jy] = 96;
6426 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6427 FS_SMALL, FC_YELLOW);
6428 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6430 if (game.emulation == EMU_SUPAPLEX)
6431 DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
6433 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
6436 PlaySoundLevel(jx, jy, SND_DYNAMITE_PLACING);
6440 Feld[jx][jy] = EL_DYNABOMB_ACTIVE_1 + (player->element_nr - EL_SPIELER1);
6441 MovDelay[jx][jy] = 96;
6442 player->dynabombs_left--;
6443 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6444 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
6446 PlaySoundLevel(jx, jy, SND_DYNABOMB_PLACING);
6452 void PlaySoundLevel(int x, int y, int nr)
6454 static int loop_sound_frame[NUM_SOUND_EFFECTS];
6455 static int loop_sound_volume[NUM_SOUND_EFFECTS];
6456 int sx = SCREENX(x), sy = SCREENY(y);
6457 int volume, stereo_position;
6458 int max_distance = 8;
6459 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
6461 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
6462 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
6465 if (!IN_LEV_FIELD(x, y) ||
6466 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
6467 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
6470 volume = SOUND_MAX_VOLUME;
6472 if (!IN_SCR_FIELD(sx, sy))
6474 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
6475 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
6477 volume -= volume * (dx > dy ? dx : dy) / max_distance;
6480 stereo_position = (SOUND_MAX_LEFT +
6481 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
6482 (SCR_FIELDX + 2 * max_distance));
6484 if (IS_LOOP_SOUND(nr))
6486 /* This assures that quieter loop sounds do not overwrite louder ones,
6487 while restarting sound volume comparison with each new game frame. */
6489 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
6492 loop_sound_volume[nr] = volume;
6493 loop_sound_frame[nr] = FrameCounter;
6496 PlaySoundExt(nr, volume, stereo_position, type);
6499 void PlaySoundLevelAction(int x, int y, int action)
6501 int element = Feld[x][y];
6503 if (action == SND_MOVING)
6505 if (element == EL_KAEFER)
6506 PlaySoundLevel(x, y, SND_BUG_MOVING);
6507 else if (element == EL_FLIEGER)
6508 PlaySoundLevel(x, y, SND_SPACESHIP_MOVING);
6509 else if (element == EL_BUTTERFLY)
6510 PlaySoundLevel(x, y, SND_BD_BUTTERFLY_MOVING);
6511 else if (element == EL_FIREFLY)
6512 PlaySoundLevel(x, y, SND_BD_FIREFLY_MOVING);
6513 else if (element == EL_SP_SNIKSNAK)
6514 PlaySoundLevel(x, y, SND_SP_SNIKSNAK_MOVING);
6515 else if (element == EL_SP_ELECTRON)
6516 PlaySoundLevel(x, y, SND_SP_ELECTRON_MOVING);
6517 else if (element == EL_MAMPFER)
6518 PlaySoundLevel(x, y, SND_YAMYAM_MOVING);
6519 else if (element == EL_MAMPFER2)
6520 PlaySoundLevel(x, y, SND_DARK_YAMYAM_MOVING);
6521 else if (element == EL_BALLOON)
6522 PlaySoundLevel(x, y, SND_BALLOON_MOVING);
6523 else if (element == EL_SPRING_MOVING)
6524 PlaySoundLevel(x, y, SND_SPRING_MOVING);
6525 else if (element == EL_MOLE)
6526 PlaySoundLevel(x, y, SND_MOLE_MOVING);
6527 else if (element == EL_SONDE)
6528 PlaySoundLevel(x, y, SND_SATELLITE_MOVING);
6529 else if (element == EL_PACMAN)
6530 PlaySoundLevel(x, y, SND_PACMAN_MOVING);
6531 else if (element == EL_PINGUIN)
6532 PlaySoundLevel(x, y, SND_PENGUIN_MOVING);
6533 else if (element == EL_SCHWEIN)
6534 PlaySoundLevel(x, y, SND_PIG_MOVING);
6535 else if (element == EL_DRACHE)
6536 PlaySoundLevel(x, y, SND_DRAGON_MOVING);
6537 else if (element == EL_ROBOT)
6538 PlaySoundLevel(x, y, SND_ROBOT_STEPPING);
6540 else if (action == SND_WAITING)
6542 if (element == EL_KAEFER)
6543 PlaySoundLevel(x, y, SND_BUG_WAITING);
6544 else if (element == EL_FLIEGER)
6545 PlaySoundLevel(x, y, SND_SPACESHIP_WAITING);
6546 else if (element == EL_BUTTERFLY)
6547 PlaySoundLevel(x, y, SND_BD_BUTTERFLY_WAITING);
6548 else if (element == EL_FIREFLY)
6549 PlaySoundLevel(x, y, SND_BD_FIREFLY_WAITING);
6550 else if (element == EL_SP_SNIKSNAK)
6551 PlaySoundLevel(x, y, SND_SP_SNIKSNAK_WAITING);
6552 else if (element == EL_SP_ELECTRON)
6553 PlaySoundLevel(x, y, SND_SP_ELECTRON_WAITING);
6554 else if (element == EL_MAMPFER)
6555 PlaySoundLevel(x, y, SND_YAMYAM_WAITING);
6556 else if (element == EL_MAMPFER2)
6557 PlaySoundLevel(x, y, SND_DARK_YAMYAM_WAITING);
6558 else if (element == EL_BALLOON)
6559 PlaySoundLevel(x, y, SND_BALLOON_WAITING);
6560 else if (element == EL_MOLE)
6561 PlaySoundLevel(x, y, SND_MOLE_WAITING);
6562 else if (element == EL_SONDE)
6563 PlaySoundLevel(x, y, SND_SATELLITE_WAITING);
6564 else if (element == EL_PACMAN)
6565 PlaySoundLevel(x, y, SND_PACMAN_WAITING);
6566 else if (element == EL_PINGUIN)
6567 PlaySoundLevel(x, y, SND_PENGUIN_WAITING);
6568 else if (element == EL_SCHWEIN)
6569 PlaySoundLevel(x, y, SND_PIG_WAITING);
6570 else if (element == EL_DRACHE)
6571 PlaySoundLevel(x, y, SND_DRAGON_WAITING);
6572 else if (element == EL_ROBOT)
6573 PlaySoundLevel(x, y, SND_ROBOT_WAITING);
6577 void RaiseScore(int value)
6579 local_player->score += value;
6580 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
6581 FS_SMALL, FC_YELLOW);
6584 void RaiseScoreElement(int element)
6589 case EL_EDELSTEIN_BD:
6590 case EL_EDELSTEIN_GELB:
6591 case EL_EDELSTEIN_ROT:
6592 case EL_EDELSTEIN_LILA:
6593 RaiseScore(level.score[SC_EDELSTEIN]);
6596 RaiseScore(level.score[SC_DIAMANT]);
6600 RaiseScore(level.score[SC_KAEFER]);
6604 RaiseScore(level.score[SC_FLIEGER]);
6608 RaiseScore(level.score[SC_MAMPFER]);
6611 RaiseScore(level.score[SC_ROBOT]);
6614 RaiseScore(level.score[SC_PACMAN]);
6617 RaiseScore(level.score[SC_KOKOSNUSS]);
6619 case EL_DYNAMITE_INACTIVE:
6620 RaiseScore(level.score[SC_DYNAMIT]);
6623 RaiseScore(level.score[SC_SCHLUESSEL]);
6630 void RequestQuitGame(boolean ask_if_really_quit)
6632 if (AllPlayersGone ||
6633 !ask_if_really_quit ||
6634 level_editor_test_game ||
6635 Request("Do you really want to quit the game ?",
6636 REQ_ASK | REQ_STAY_CLOSED))
6638 #if defined(PLATFORM_UNIX)
6639 if (options.network)
6640 SendToServer_StopPlaying();
6644 game_status = MAINMENU;
6650 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
6655 /* ---------- new game button stuff ---------------------------------------- */
6657 /* graphic position values for game buttons */
6658 #define GAME_BUTTON_XSIZE 30
6659 #define GAME_BUTTON_YSIZE 30
6660 #define GAME_BUTTON_XPOS 5
6661 #define GAME_BUTTON_YPOS 215
6662 #define SOUND_BUTTON_XPOS 5
6663 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
6665 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6666 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6667 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6668 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6669 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6670 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6677 } gamebutton_info[NUM_GAME_BUTTONS] =
6680 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
6685 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
6690 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
6695 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
6696 SOUND_CTRL_ID_MUSIC,
6697 "background music on/off"
6700 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
6701 SOUND_CTRL_ID_LOOPS,
6702 "sound loops on/off"
6705 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
6706 SOUND_CTRL_ID_SIMPLE,
6707 "normal sounds on/off"
6711 void CreateGameButtons()
6715 for (i=0; i<NUM_GAME_BUTTONS; i++)
6717 Bitmap *gd_bitmap = pix[PIX_DOOR];
6718 struct GadgetInfo *gi;
6721 unsigned long event_mask;
6722 int gd_xoffset, gd_yoffset;
6723 int gd_x1, gd_x2, gd_y1, gd_y2;
6726 gd_xoffset = gamebutton_info[i].x;
6727 gd_yoffset = gamebutton_info[i].y;
6728 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
6729 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
6731 if (id == GAME_CTRL_ID_STOP ||
6732 id == GAME_CTRL_ID_PAUSE ||
6733 id == GAME_CTRL_ID_PLAY)
6735 button_type = GD_TYPE_NORMAL_BUTTON;
6737 event_mask = GD_EVENT_RELEASED;
6738 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6739 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6743 button_type = GD_TYPE_CHECK_BUTTON;
6745 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
6746 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
6747 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
6748 event_mask = GD_EVENT_PRESSED;
6749 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
6750 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6753 gi = CreateGadget(GDI_CUSTOM_ID, id,
6754 GDI_INFO_TEXT, gamebutton_info[i].infotext,
6755 GDI_X, DX + gd_xoffset,
6756 GDI_Y, DY + gd_yoffset,
6757 GDI_WIDTH, GAME_BUTTON_XSIZE,
6758 GDI_HEIGHT, GAME_BUTTON_YSIZE,
6759 GDI_TYPE, button_type,
6760 GDI_STATE, GD_BUTTON_UNPRESSED,
6761 GDI_CHECKED, checked,
6762 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
6763 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
6764 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
6765 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
6766 GDI_EVENT_MASK, event_mask,
6767 GDI_CALLBACK_ACTION, HandleGameButtons,
6771 Error(ERR_EXIT, "cannot create gadget");
6773 game_gadget[id] = gi;
6777 static void MapGameButtons()
6781 for (i=0; i<NUM_GAME_BUTTONS; i++)
6782 MapGadget(game_gadget[i]);
6785 void UnmapGameButtons()
6789 for (i=0; i<NUM_GAME_BUTTONS; i++)
6790 UnmapGadget(game_gadget[i]);
6793 static void HandleGameButtons(struct GadgetInfo *gi)
6795 int id = gi->custom_id;
6797 if (game_status != PLAYING)
6802 case GAME_CTRL_ID_STOP:
6803 RequestQuitGame(TRUE);
6806 case GAME_CTRL_ID_PAUSE:
6807 if (options.network)
6809 #if defined(PLATFORM_UNIX)
6811 SendToServer_ContinuePlaying();
6813 SendToServer_PausePlaying();
6817 TapeTogglePause(TAPE_TOGGLE_MANUAL);
6820 case GAME_CTRL_ID_PLAY:
6823 #if defined(PLATFORM_UNIX)
6824 if (options.network)
6825 SendToServer_ContinuePlaying();
6829 tape.pausing = FALSE;
6830 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
6835 case SOUND_CTRL_ID_MUSIC:
6836 if (setup.sound_music)
6838 setup.sound_music = FALSE;
6841 else if (audio.music_available)
6843 setup.sound = setup.sound_music = TRUE;
6844 PlayMusic(level_nr);
6848 case SOUND_CTRL_ID_LOOPS:
6849 if (setup.sound_loops)
6850 setup.sound_loops = FALSE;
6851 else if (audio.loops_available)
6852 setup.sound = setup.sound_loops = TRUE;
6855 case SOUND_CTRL_ID_SIMPLE:
6856 if (setup.sound_simple)
6857 setup.sound_simple = FALSE;
6858 else if (audio.sound_available)
6859 setup.sound = setup.sound_simple = TRUE;