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)
80 #define IS_LOOP_SOUND(s) ((s) == SND_BD_MAGIC_WALL_RUNNING || \
81 (s) == SND_BD_BUTTERFLY_MOVING || \
82 (s) == SND_BD_FIREFLY_MOVING || \
83 (s) == SND_SP_SNIKSNAK_MOVING || \
84 (s) == SND_SP_ELECTRON_MOVING || \
85 (s) == SND_DYNAMITE_BURNING || \
86 (s) == SND_BUG_MOVING || \
87 (s) == SND_SPACESHIP_MOVING || \
88 (s) == SND_YAMYAM_MOVING || \
89 (s) == SND_YAMYAM_WAITING || \
90 (s) == SND_ROBOT_WHEEL_RUNNING || \
91 (s) == SND_MAGIC_WALL_RUNNING || \
92 (s) == SND_BALLOON_MOVING || \
93 (s) == SND_MOLE_MOVING || \
94 (s) == SND_TIMEGATE_WHEEL_RUNNING || \
95 (s) == SND_CONVEYOR_BELT_RUNNING || \
96 (s) == SND_DYNABOMB_BURNING || \
97 (s) == SND_PACMAN_MOVING || \
98 (s) == SND_PENGUIN_MOVING || \
99 (s) == SND_PIG_MOVING || \
100 (s) == SND_DRAGON_MOVING || \
101 (s) == SND_DRAGON_BREATHING_FIRE)
104 /* values for player movement speed (which is in fact a delay value) */
105 #define MOVE_DELAY_NORMAL_SPEED 8
106 #define MOVE_DELAY_HIGH_SPEED 4
108 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
109 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
110 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
111 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
113 /* game button identifiers */
114 #define GAME_CTRL_ID_STOP 0
115 #define GAME_CTRL_ID_PAUSE 1
116 #define GAME_CTRL_ID_PLAY 2
117 #define SOUND_CTRL_ID_MUSIC 3
118 #define SOUND_CTRL_ID_LOOPS 4
119 #define SOUND_CTRL_ID_SIMPLE 5
121 #define NUM_GAME_BUTTONS 6
123 /* forward declaration for internal use */
124 static void CloseAllOpenTimegates(void);
125 static void CheckGravityMovement(struct PlayerInfo *);
126 static void KillHeroUnlessProtected(int, int);
128 static void MapGameButtons();
129 static void HandleGameButtons(struct GadgetInfo *);
131 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
133 static boolean is_loop_sound[NUM_SOUND_EFFECTS];
134 static boolean is_loop_sound_initialized = FALSE;
135 static int loop_sounds[] =
137 SND_BD_MAGIC_WALL_RUNNING,
138 SND_BD_BUTTERFLY_MOVING,
139 SND_BD_FIREFLY_MOVING,
140 SND_SP_SNIKSNAK_MOVING,
141 SND_SP_ELECTRON_MOVING,
142 SND_DYNAMITE_BURNING,
144 SND_SPACESHIP_MOVING,
147 SND_ROBOT_WHEEL_RUNNING,
148 SND_MAGIC_WALL_RUNNING,
151 SND_TIMEGATE_WHEEL_RUNNING,
152 SND_CONVEYOR_BELT_RUNNING,
153 SND_DYNABOMB_BURNING,
158 SND_DRAGON_BREATHING_FIRE
161 #define IS_LOOP_SOUND(x) (is_loop_sound[x])
167 static unsigned int getStateCheckSum(int counter)
170 unsigned int mult = 1;
171 unsigned int checksum = 0;
173 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
175 static boolean first_game = TRUE;
177 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
183 lastFeld[x][y] = Feld[x][y];
184 else if (lastFeld[x][y] != Feld[x][y])
185 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
186 x, y, lastFeld[x][y], Feld[x][y]);
190 checksum += mult++ * Ur[x][y];
191 checksum += mult++ * Feld[x][y];
194 checksum += mult++ * MovPos[x][y];
195 checksum += mult++ * MovDir[x][y];
196 checksum += mult++ * MovDelay[x][y];
197 checksum += mult++ * Store[x][y];
198 checksum += mult++ * Store2[x][y];
199 checksum += mult++ * StorePlayer[x][y];
200 checksum += mult++ * Frame[x][y];
201 checksum += mult++ * AmoebaNr[x][y];
202 checksum += mult++ * JustStopped[x][y];
203 checksum += mult++ * Stop[x][y];
207 if (counter == 3 && first_game)
218 void GetPlayerConfig()
220 if (!audio.sound_available)
223 if (!audio.loops_available)
224 setup.sound_loops = FALSE;
226 if (!audio.music_available)
227 setup.sound_music = FALSE;
229 if (!video.fullscreen_available)
230 setup.fullscreen = FALSE;
232 setup.sound_simple = setup.sound;
234 SetAudioMode(setup.sound);
238 static int getBeltNrFromElement(int element)
240 return (element < EL_BELT2_LEFT ? 0 :
241 element < EL_BELT3_LEFT ? 1 :
242 element < EL_BELT4_LEFT ? 2 : 3);
245 static int getBeltNrFromSwitchElement(int element)
247 return (element < EL_BELT2_SWITCH_LEFT ? 0 :
248 element < EL_BELT3_SWITCH_LEFT ? 1 :
249 element < EL_BELT4_SWITCH_LEFT ? 2 : 3);
252 static int getBeltDirNrFromSwitchElement(int element)
254 static int belt_base_element[4] =
256 EL_BELT1_SWITCH_LEFT,
257 EL_BELT2_SWITCH_LEFT,
258 EL_BELT3_SWITCH_LEFT,
262 int belt_nr = getBeltNrFromSwitchElement(element);
263 int belt_dir_nr = element - belt_base_element[belt_nr];
265 return (belt_dir_nr % 3);
268 static int getBeltDirFromSwitchElement(int element)
270 static int belt_move_dir[3] =
277 int belt_dir_nr = getBeltDirNrFromSwitchElement(element);
279 return belt_move_dir[belt_dir_nr];
282 static void InitField(int x, int y, boolean init_game)
289 if (stored_player[0].present)
291 Feld[x][y] = EL_SP_MURPHY_CLONE;
298 Feld[x][y] = EL_SPIELER1;
306 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
307 int jx = player->jx, jy = player->jy;
309 player->present = TRUE;
311 if (!options.network || player->connected)
313 player->active = TRUE;
315 /* remove potentially duplicate players */
316 if (StorePlayer[jx][jy] == Feld[x][y])
317 StorePlayer[jx][jy] = 0;
319 StorePlayer[x][y] = Feld[x][y];
323 printf("Player %d activated.\n", player->element_nr);
324 printf("[Local player is %d and currently %s.]\n",
325 local_player->element_nr,
326 local_player->active ? "active" : "not active");
330 Feld[x][y] = EL_LEERRAUM;
331 player->jx = player->last_jx = x;
332 player->jy = player->last_jy = y;
337 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_SALZSAEURE)
338 Feld[x][y] = EL_BADEWANNE1;
339 else if (x > 0 && Feld[x-1][y] == EL_SALZSAEURE)
340 Feld[x][y] = EL_BADEWANNE2;
341 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE1)
342 Feld[x][y] = EL_BADEWANNE3;
343 else if (y > 0 && Feld[x][y-1] == EL_SALZSAEURE)
344 Feld[x][y] = EL_BADEWANNE4;
345 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE2)
346 Feld[x][y] = EL_BADEWANNE5;
349 case EL_KAEFER_RIGHT:
354 case EL_FLIEGER_RIGHT:
356 case EL_FLIEGER_LEFT:
357 case EL_FLIEGER_DOWN:
359 case EL_BUTTERFLY_RIGHT:
360 case EL_BUTTERFLY_UP:
361 case EL_BUTTERFLY_LEFT:
362 case EL_BUTTERFLY_DOWN:
364 case EL_FIREFLY_RIGHT:
366 case EL_FIREFLY_LEFT:
367 case EL_FIREFLY_DOWN:
369 case EL_PACMAN_RIGHT:
393 if (y == lev_fieldy - 1)
395 Feld[x][y] = EL_AMOEBING;
396 Store[x][y] = EL_AMOEBE_NASS;
400 case EL_DYNAMITE_ACTIVE:
405 local_player->lights_still_needed++;
408 case EL_SOKOBAN_FELD_LEER:
409 local_player->sokobanfields_still_needed++;
413 local_player->friends_still_needed++;
418 MovDir[x][y] = 1 << RND(4);
422 Feld[x][y] = EL_LEERRAUM;
425 case EL_EM_KEY_1_FILE:
426 Feld[x][y] = EL_EM_KEY_1;
428 case EL_EM_KEY_2_FILE:
429 Feld[x][y] = EL_EM_KEY_2;
431 case EL_EM_KEY_3_FILE:
432 Feld[x][y] = EL_EM_KEY_3;
434 case EL_EM_KEY_4_FILE:
435 Feld[x][y] = EL_EM_KEY_4;
438 case EL_BELT1_SWITCH_LEFT:
439 case EL_BELT1_SWITCH_MIDDLE:
440 case EL_BELT1_SWITCH_RIGHT:
441 case EL_BELT2_SWITCH_LEFT:
442 case EL_BELT2_SWITCH_MIDDLE:
443 case EL_BELT2_SWITCH_RIGHT:
444 case EL_BELT3_SWITCH_LEFT:
445 case EL_BELT3_SWITCH_MIDDLE:
446 case EL_BELT3_SWITCH_RIGHT:
447 case EL_BELT4_SWITCH_LEFT:
448 case EL_BELT4_SWITCH_MIDDLE:
449 case EL_BELT4_SWITCH_RIGHT:
452 int belt_nr = getBeltNrFromSwitchElement(Feld[x][y]);
453 int belt_dir = getBeltDirFromSwitchElement(Feld[x][y]);
454 int belt_dir_nr = getBeltDirNrFromSwitchElement(Feld[x][y]);
456 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
458 game.belt_dir[belt_nr] = belt_dir;
459 game.belt_dir_nr[belt_nr] = belt_dir_nr;
461 else /* more than one switch -- set it like the first switch */
463 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
468 case EL_SWITCHGATE_SWITCH_2: /* always start with same switch pos */
470 Feld[x][y] = EL_SWITCHGATE_SWITCH_1;
473 case EL_LIGHT_SWITCH_ON:
475 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
483 void DrawGameDoorValues()
487 for (i=0; i<MAX_PLAYERS; i++)
489 if (stored_player[i].key[j])
490 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
491 GFX_SCHLUESSEL1 + j);
493 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
494 int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
495 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
496 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
497 DrawText(DX + XX_SCORE, DY + YY_SCORE,
498 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
499 DrawText(DX + XX_TIME, DY + YY_TIME,
500 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
506 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
507 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
508 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
511 #if USE_NEW_AMOEBA_CODE
512 printf("Using new amoeba code.\n");
514 printf("Using old amoeba code.\n");
518 /* don't play tapes over network */
519 network_playing = (options.network && !tape.playing);
521 for (i=0; i<MAX_PLAYERS; i++)
523 struct PlayerInfo *player = &stored_player[i];
525 player->index_nr = i;
526 player->element_nr = EL_SPIELER1 + i;
528 player->present = FALSE;
529 player->active = FALSE;
532 player->effective_action = 0;
533 player->programmed_action = 0;
536 player->gems_still_needed = level.gems_needed;
537 player->sokobanfields_still_needed = 0;
538 player->lights_still_needed = 0;
539 player->friends_still_needed = 0;
542 player->key[j] = FALSE;
544 player->dynamite = 0;
545 player->dynabomb_count = 0;
546 player->dynabomb_size = 1;
547 player->dynabombs_left = 0;
548 player->dynabomb_xl = FALSE;
550 player->MovDir = MV_NO_MOVING;
552 player->Pushing = FALSE;
553 player->Switching = FALSE;
557 player->actual_frame_counter = 0;
559 player->frame_reset_delay = 0;
561 player->last_move_dir = MV_NO_MOVING;
562 player->is_moving = FALSE;
564 player->move_delay = -1; /* no initial move delay */
565 player->move_delay_value =
566 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
568 player->push_delay = 0;
569 player->push_delay_value = 5;
571 player->snapped = FALSE;
573 player->last_jx = player->last_jy = 0;
574 player->jx = player->jy = 0;
576 player->shield_passive_time_left = 0;
577 player->shield_active_time_left = 0;
579 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
580 SnapField(player, 0, 0);
582 player->LevelSolved = FALSE;
583 player->GameOver = FALSE;
586 network_player_action_received = FALSE;
588 #if defined(PLATFORM_UNIX)
589 /* initial null action */
591 SendToServer_MovePlayer(MV_NO_MOVING);
599 TimeLeft = level.time;
601 ScreenMovDir = MV_NO_MOVING;
605 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
607 AllPlayersGone = FALSE;
609 game.yam_content_nr = 0;
610 game.magic_wall_active = FALSE;
611 game.magic_wall_time_left = 0;
612 game.light_time_left = 0;
613 game.timegate_time_left = 0;
614 game.switchgate_pos = 0;
615 game.balloon_dir = MV_NO_MOVING;
616 game.explosions_delayed = TRUE;
620 game.belt_dir[i] = MV_NO_MOVING;
621 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
624 for (i=0; i<MAX_NUM_AMOEBA; i++)
625 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
627 for (x=0; x<lev_fieldx; x++)
629 for (y=0; y<lev_fieldy; y++)
631 Feld[x][y] = Ur[x][y];
632 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
633 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
636 JustStopped[x][y] = 0;
638 ExplodeField[x][y] = EX_NO_EXPLOSION;
642 for(y=0; y<lev_fieldy; y++)
644 for(x=0; x<lev_fieldx; x++)
646 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
648 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
650 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
653 InitField(x, y, TRUE);
657 /* correct non-moving belts to start moving left */
659 if (game.belt_dir[i] == MV_NO_MOVING)
660 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
662 /* check if any connected player was not found in playfield */
663 for (i=0; i<MAX_PLAYERS; i++)
665 struct PlayerInfo *player = &stored_player[i];
667 if (player->connected && !player->present)
669 for (j=0; j<MAX_PLAYERS; j++)
671 struct PlayerInfo *some_player = &stored_player[j];
672 int jx = some_player->jx, jy = some_player->jy;
674 /* assign first free player found that is present in the playfield */
675 if (some_player->present && !some_player->connected)
677 player->present = TRUE;
678 player->active = TRUE;
679 some_player->present = FALSE;
681 StorePlayer[jx][jy] = player->element_nr;
682 player->jx = player->last_jx = jx;
683 player->jy = player->last_jy = jy;
693 /* when playing a tape, eliminate all players who do not participate */
695 for (i=0; i<MAX_PLAYERS; i++)
697 if (stored_player[i].active && !tape.player_participates[i])
699 struct PlayerInfo *player = &stored_player[i];
700 int jx = player->jx, jy = player->jy;
702 player->active = FALSE;
703 StorePlayer[jx][jy] = 0;
704 Feld[jx][jy] = EL_LEERRAUM;
708 else if (!options.network && !setup.team_mode) /* && !tape.playing */
710 /* when in single player mode, eliminate all but the first active player */
712 for (i=0; i<MAX_PLAYERS; i++)
714 if (stored_player[i].active)
716 for (j=i+1; j<MAX_PLAYERS; j++)
718 if (stored_player[j].active)
720 struct PlayerInfo *player = &stored_player[j];
721 int jx = player->jx, jy = player->jy;
723 player->active = FALSE;
724 StorePlayer[jx][jy] = 0;
725 Feld[jx][jy] = EL_LEERRAUM;
732 /* when recording the game, store which players take part in the game */
735 for (i=0; i<MAX_PLAYERS; i++)
736 if (stored_player[i].active)
737 tape.player_participates[i] = TRUE;
742 for (i=0; i<MAX_PLAYERS; i++)
744 struct PlayerInfo *player = &stored_player[i];
746 printf("Player %d: present == %d, connected == %d, active == %d.\n",
751 if (local_player == player)
752 printf("Player %d is local player.\n", i+1);
756 /* initialize sound effect properties */
757 if (!is_loop_sound_initialized)
761 for (i=0; i<NUM_SOUND_EFFECTS; i++)
762 is_loop_sound[i] = FALSE;
764 for (i=0; i<SIZEOF_ARRAY_INT(loop_sounds); i++)
765 is_loop_sound[loop_sounds[i]] = TRUE;
767 is_loop_sound_initialized = TRUE;
770 game.version = (tape.playing ? tape.game_version : level.game_version);
771 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
772 emulate_sb ? EMU_SOKOBAN :
773 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
775 /* dynamically adjust element properties according to game engine version */
777 static int ep_em_slippery_wall[] =
787 static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall);
789 static int ep_em_slippery_wall_num =
790 sizeof(ep_em_slippery_wall) / sizeof(int);
794 printf("level %d: game.version == %06d\n", level_nr, level.game_version);
795 printf(" file_version == %06d\n", level.file_version);
798 for (i=0; i<ep_em_slippery_wall_num; i++)
801 if (level.em_slippery_gems) /* special EM style gems behaviour */
803 if (game.version >= GAME_VERSION_2_0)
805 Elementeigenschaften2[ep_em_slippery_wall[i]] |=
806 EP_BIT_EM_SLIPPERY_WALL;
808 Elementeigenschaften2[ep_em_slippery_wall[i]] &=
809 ~EP_BIT_EM_SLIPPERY_WALL;
813 if (BorderElement == EL_LEERRAUM)
816 SBX_Right = lev_fieldx - SCR_FIELDX;
818 SBY_Lower = lev_fieldy - SCR_FIELDY;
823 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
825 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
828 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
829 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
831 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
832 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
835 scroll_y = SBY_Upper;
836 if (local_player->jx >= SBX_Left + MIDPOSX)
837 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
838 local_player->jx - MIDPOSX :
840 if (local_player->jy >= SBY_Upper + MIDPOSY)
841 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
842 local_player->jy - MIDPOSY :
845 CloseDoor(DOOR_CLOSE_1);
851 /* after drawing the level, correct some elements */
852 if (game.timegate_time_left == 0)
853 CloseAllOpenTimegates();
855 if (setup.soft_scrolling)
856 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
858 redraw_mask |= REDRAW_FROM_BACKBUFFER;
860 /* copy default game door content to main double buffer */
861 BlitBitmap(pix[PIX_DOOR], drawto,
862 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
865 DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
866 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
869 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
870 int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3);
871 BlitBitmap(drawto, drawto,
872 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
873 FONT5_XSIZE * 3, FONT5_YSIZE - 1,
874 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
877 DrawGameDoorValues();
881 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
882 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
883 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
887 /* copy actual game door content to door double buffer for OpenDoor() */
888 BlitBitmap(drawto, pix[PIX_DB_DOOR],
889 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
891 OpenDoor(DOOR_OPEN_ALL);
893 PlaySoundStereo(SND_GAME_STARTING, PSND_MAX_RIGHT);
894 if (setup.sound_music)
897 KeyboardAutoRepeatOff();
902 printf("Player %d %sactive.\n",
903 i + 1, (stored_player[i].active ? "" : "not "));
907 void InitMovDir(int x, int y)
909 int i, element = Feld[x][y];
910 static int xy[4][2] =
917 static int direction[3][4] =
919 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
920 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
921 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
926 case EL_KAEFER_RIGHT:
930 Feld[x][y] = EL_KAEFER;
931 MovDir[x][y] = direction[0][element - EL_KAEFER_RIGHT];
934 case EL_FLIEGER_RIGHT:
936 case EL_FLIEGER_LEFT:
937 case EL_FLIEGER_DOWN:
938 Feld[x][y] = EL_FLIEGER;
939 MovDir[x][y] = direction[0][element - EL_FLIEGER_RIGHT];
942 case EL_BUTTERFLY_RIGHT:
943 case EL_BUTTERFLY_UP:
944 case EL_BUTTERFLY_LEFT:
945 case EL_BUTTERFLY_DOWN:
946 Feld[x][y] = EL_BUTTERFLY;
947 MovDir[x][y] = direction[0][element - EL_BUTTERFLY_RIGHT];
950 case EL_FIREFLY_RIGHT:
952 case EL_FIREFLY_LEFT:
953 case EL_FIREFLY_DOWN:
954 Feld[x][y] = EL_FIREFLY;
955 MovDir[x][y] = direction[0][element - EL_FIREFLY_RIGHT];
958 case EL_PACMAN_RIGHT:
962 Feld[x][y] = EL_PACMAN;
963 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
967 MovDir[x][y] = MV_UP;
971 MovDir[x][y] = MV_LEFT;
978 Feld[x][y] = EL_MOLE;
979 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
983 MovDir[x][y] = 1 << RND(4);
984 if (element != EL_KAEFER &&
985 element != EL_FLIEGER &&
986 element != EL_BUTTERFLY &&
987 element != EL_FIREFLY)
992 int x1 = x + xy[i][0];
993 int y1 = y + xy[i][1];
995 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
997 if (element == EL_KAEFER || element == EL_BUTTERFLY)
999 MovDir[x][y] = direction[0][i];
1002 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
1003 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1005 MovDir[x][y] = direction[1][i];
1014 void InitAmoebaNr(int x, int y)
1017 int group_nr = AmoebeNachbarNr(x, y);
1021 for (i=1; i<MAX_NUM_AMOEBA; i++)
1023 if (AmoebaCnt[i] == 0)
1031 AmoebaNr[x][y] = group_nr;
1032 AmoebaCnt[group_nr]++;
1033 AmoebaCnt2[group_nr]++;
1039 boolean raise_level = FALSE;
1041 if (local_player->MovPos)
1044 local_player->LevelSolved = FALSE;
1046 PlaySoundStereo(SND_GAME_WINNING, PSND_MAX_RIGHT);
1050 if (!tape.playing && setup.sound_loops)
1051 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, PSND_MAX_VOLUME, PSND_MAX_RIGHT,
1052 SND_CTRL_PLAY_LOOP);
1054 while (TimeLeft > 0)
1056 if (!tape.playing && !setup.sound_loops)
1057 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, PSND_MAX_RIGHT);
1058 if (TimeLeft > 0 && !(TimeLeft % 10))
1059 RaiseScore(level.score[SC_ZEITBONUS]);
1060 if (TimeLeft > 100 && !(TimeLeft % 10))
1064 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
1071 if (!tape.playing && setup.sound_loops)
1072 StopSound(SND_GAME_LEVELTIME_BONUS);
1074 else if (level.time == 0) /* level without time limit */
1076 if (!tape.playing && setup.sound_loops)
1077 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, PSND_MAX_VOLUME, PSND_MAX_RIGHT,
1078 SND_CTRL_PLAY_LOOP);
1080 while (TimePlayed < 999)
1082 if (!tape.playing && !setup.sound_loops)
1083 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, PSND_MAX_RIGHT);
1084 if (TimePlayed < 999 && !(TimePlayed % 10))
1085 RaiseScore(level.score[SC_ZEITBONUS]);
1086 if (TimePlayed < 900 && !(TimePlayed % 10))
1090 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
1097 if (!tape.playing && setup.sound_loops)
1098 StopSound(SND_GAME_LEVELTIME_BONUS);
1105 /* Hero disappears */
1106 DrawLevelField(ExitX, ExitY);
1112 CloseDoor(DOOR_CLOSE_1);
1117 SaveTape(tape.level_nr); /* Ask to save tape */
1120 if (level_nr == leveldir_current->handicap_level)
1122 leveldir_current->handicap_level++;
1123 SaveLevelSetup_SeriesInfo();
1126 if (level_editor_test_game)
1127 local_player->score = -1; /* no highscore when playing from editor */
1128 else if (level_nr < leveldir_current->last_level)
1129 raise_level = TRUE; /* advance to next level */
1131 if ((hi_pos = NewHiScore()) >= 0)
1133 game_status = HALLOFFAME;
1134 DrawHallOfFame(hi_pos);
1143 game_status = MAINMENU;
1160 LoadScore(level_nr);
1162 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1163 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1166 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1168 if (local_player->score > highscore[k].Score)
1170 /* player has made it to the hall of fame */
1172 if (k < MAX_SCORE_ENTRIES - 1)
1174 int m = MAX_SCORE_ENTRIES - 1;
1177 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1178 if (!strcmp(setup.player_name, highscore[l].Name))
1180 if (m == k) /* player's new highscore overwrites his old one */
1186 strcpy(highscore[l].Name, highscore[l - 1].Name);
1187 highscore[l].Score = highscore[l - 1].Score;
1194 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1195 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1196 highscore[k].Score = local_player->score;
1202 else if (!strncmp(setup.player_name, highscore[k].Name,
1203 MAX_PLAYER_NAME_LEN))
1204 break; /* player already there with a higher score */
1210 SaveScore(level_nr);
1215 void InitMovingField(int x, int y, int direction)
1217 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1218 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1220 MovDir[x][y] = direction;
1221 MovDir[newx][newy] = direction;
1222 if (Feld[newx][newy] == EL_LEERRAUM)
1223 Feld[newx][newy] = EL_BLOCKED;
1226 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1228 int direction = MovDir[x][y];
1229 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1230 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1236 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1238 int oldx = x, oldy = y;
1239 int direction = MovDir[x][y];
1241 if (direction == MV_LEFT)
1243 else if (direction == MV_RIGHT)
1245 else if (direction == MV_UP)
1247 else if (direction == MV_DOWN)
1250 *comes_from_x = oldx;
1251 *comes_from_y = oldy;
1254 int MovingOrBlocked2Element(int x, int y)
1256 int element = Feld[x][y];
1258 if (element == EL_BLOCKED)
1262 Blocked2Moving(x, y, &oldx, &oldy);
1263 return Feld[oldx][oldy];
1269 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1271 /* like MovingOrBlocked2Element(), but if element is moving
1272 and (x,y) is the field the moving element is just leaving,
1273 return EL_BLOCKED instead of the element value */
1274 int element = Feld[x][y];
1276 if (IS_MOVING(x, y))
1278 if (element == EL_BLOCKED)
1282 Blocked2Moving(x, y, &oldx, &oldy);
1283 return Feld[oldx][oldy];
1292 static void RemoveField(int x, int y)
1294 Feld[x][y] = EL_LEERRAUM;
1300 void RemoveMovingField(int x, int y)
1302 int oldx = x, oldy = y, newx = x, newy = y;
1304 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1307 if (IS_MOVING(x, y))
1309 Moving2Blocked(x, y, &newx, &newy);
1310 if (Feld[newx][newy] != EL_BLOCKED)
1313 else if (Feld[x][y] == EL_BLOCKED)
1315 Blocked2Moving(x, y, &oldx, &oldy);
1316 if (!IS_MOVING(oldx, oldy))
1320 if (Feld[x][y] == EL_BLOCKED &&
1321 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1322 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1323 Feld[oldx][oldy] == EL_MAGIC_WALL_BD_EMPTYING ||
1324 Feld[oldx][oldy] == EL_AMOEBA_DRIPPING))
1325 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1327 Feld[oldx][oldy] = EL_LEERRAUM;
1329 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1331 Feld[newx][newy] = EL_LEERRAUM;
1332 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1333 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1335 DrawLevelField(oldx, oldy);
1336 DrawLevelField(newx, newy);
1339 void DrawDynamite(int x, int y)
1341 int sx = SCREENX(x), sy = SCREENY(y);
1342 int graphic = el2gfx(Feld[x][y]);
1345 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1349 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
1351 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1353 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
1358 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
1362 if (game.emulation == EMU_SUPAPLEX)
1363 DrawGraphic(sx, sy, GFX_SP_DISK_RED);
1364 else if (Store[x][y])
1365 DrawGraphicThruMask(sx, sy, graphic + phase);
1367 DrawGraphic(sx, sy, graphic + phase);
1370 void CheckDynamite(int x, int y)
1372 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1377 if (!(MovDelay[x][y] % 12))
1379 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1380 PlaySoundLevel(x, y, SND_DYNAMITE_BURNING);
1382 PlaySoundLevel(x, y, SND_DYNABOMB_BURNING);
1385 if (IS_ACTIVE_BOMB(Feld[x][y]))
1387 int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6);
1389 if (!(MovDelay[x][y] % delay))
1397 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1398 StopSound(SND_DYNAMITE_BURNING);
1400 StopSound(SND_DYNABOMB_BURNING);
1405 void Explode(int ex, int ey, int phase, int mode)
1408 int num_phase = 9, delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1409 int last_phase = num_phase * delay;
1410 int half_phase = (num_phase / 2) * delay;
1411 int first_phase_after_start = EX_PHASE_START + 1;
1413 if (game.explosions_delayed)
1415 ExplodeField[ex][ey] = mode;
1419 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1421 int center_element = Feld[ex][ey];
1423 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1425 /* put moving element to center field (and let it explode there) */
1426 center_element = MovingOrBlocked2Element(ex, ey);
1427 RemoveMovingField(ex, ey);
1428 Feld[ex][ey] = center_element;
1431 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1435 if (!IN_LEV_FIELD(x, y) ||
1436 ((mode != EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
1437 (x != ex || y != ey)))
1440 element = Feld[x][y];
1442 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1444 element = MovingOrBlocked2Element(x, y);
1445 RemoveMovingField(x, y);
1448 if (IS_MASSIVE(element) || element == EL_BURNING)
1451 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1453 if (IS_ACTIVE_BOMB(element))
1455 /* re-activate things under the bomb like gate or penguin */
1456 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_LEERRAUM);
1463 if (element == EL_EXPLODING)
1464 element = Store2[x][y];
1466 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1468 switch(StorePlayer[ex][ey])
1471 Store[x][y] = EL_EDELSTEIN_ROT;
1474 Store[x][y] = EL_EDELSTEIN;
1477 Store[x][y] = EL_EDELSTEIN_LILA;
1481 Store[x][y] = EL_EDELSTEIN_GELB;
1485 if (game.emulation == EMU_SUPAPLEX)
1486 Store[x][y] = EL_LEERRAUM;
1488 else if (center_element == EL_MOLE)
1489 Store[x][y] = EL_EDELSTEIN_ROT;
1490 else if (center_element == EL_PINGUIN)
1491 Store[x][y] = EL_EDELSTEIN_LILA;
1492 else if (center_element == EL_KAEFER)
1493 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
1494 else if (center_element == EL_BUTTERFLY)
1495 Store[x][y] = EL_EDELSTEIN_BD;
1496 else if (center_element == EL_SP_ELECTRON)
1497 Store[x][y] = EL_SP_INFOTRON;
1498 else if (center_element == EL_MAMPFER)
1499 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1500 else if (center_element == EL_AMOEBA2DIAM)
1501 Store[x][y] = level.amoeba_content;
1502 else if (element == EL_ERZ_EDEL)
1503 Store[x][y] = EL_EDELSTEIN;
1504 else if (element == EL_ERZ_DIAM)
1505 Store[x][y] = EL_DIAMANT;
1506 else if (element == EL_ERZ_EDEL_BD)
1507 Store[x][y] = EL_EDELSTEIN_BD;
1508 else if (element == EL_ERZ_EDEL_GELB)
1509 Store[x][y] = EL_EDELSTEIN_GELB;
1510 else if (element == EL_ERZ_EDEL_ROT)
1511 Store[x][y] = EL_EDELSTEIN_ROT;
1512 else if (element == EL_ERZ_EDEL_LILA)
1513 Store[x][y] = EL_EDELSTEIN_LILA;
1514 else if (element == EL_WALL_PEARL)
1515 Store[x][y] = EL_PEARL;
1516 else if (element == EL_WALL_CRYSTAL)
1517 Store[x][y] = EL_CRYSTAL;
1518 else if (!IS_PFORTE(Store[x][y]))
1519 Store[x][y] = EL_LEERRAUM;
1521 if (x != ex || y != ey ||
1522 center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
1523 Store2[x][y] = element;
1525 if (AmoebaNr[x][y] &&
1526 (element == EL_AMOEBE_VOLL ||
1527 element == EL_AMOEBE_BD ||
1528 element == EL_AMOEBING))
1530 AmoebaCnt[AmoebaNr[x][y]]--;
1531 AmoebaCnt2[AmoebaNr[x][y]]--;
1534 Feld[x][y] = EL_EXPLODING;
1535 MovDir[x][y] = MovPos[x][y] = 0;
1541 if (center_element == EL_MAMPFER)
1542 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1553 Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
1555 if (phase == first_phase_after_start)
1557 int element = Store2[x][y];
1559 if (element == EL_BLACK_ORB)
1561 Feld[x][y] = Store2[x][y];
1566 else if (phase == half_phase)
1568 int element = Store2[x][y];
1570 if (IS_PLAYER(x, y))
1571 KillHeroUnlessProtected(x, y);
1572 else if (IS_EXPLOSIVE(element))
1574 Feld[x][y] = Store2[x][y];
1578 else if (element == EL_AMOEBA2DIAM)
1579 AmoebeUmwandeln(x, y);
1582 if (phase == last_phase)
1586 element = Feld[x][y] = Store[x][y];
1587 Store[x][y] = Store2[x][y] = 0;
1588 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1589 InitField(x, y, FALSE);
1590 if (CAN_MOVE(element) || COULD_MOVE(element))
1592 DrawLevelField(x, y);
1594 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1595 StorePlayer[x][y] = 0;
1597 else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1599 int graphic = GFX_EXPLOSION;
1601 if (game.emulation == EMU_SUPAPLEX)
1602 graphic = (Store[x][y] == EL_SP_INFOTRON ?
1603 GFX_SP_EXPLODE_INFOTRON :
1604 GFX_SP_EXPLODE_EMPTY);
1607 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1609 graphic += (phase / delay - 1);
1611 if (IS_PFORTE(Store[x][y]))
1613 DrawLevelElement(x, y, Store[x][y]);
1614 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic);
1617 DrawGraphic(SCREENX(x), SCREENY(y), graphic);
1621 void DynaExplode(int ex, int ey)
1624 int dynabomb_size = 1;
1625 boolean dynabomb_xl = FALSE;
1626 struct PlayerInfo *player;
1627 static int xy[4][2] =
1635 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1637 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_ACTIVE_1];
1638 dynabomb_size = player->dynabomb_size;
1639 dynabomb_xl = player->dynabomb_xl;
1640 player->dynabombs_left++;
1643 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1647 for (j=1; j<=dynabomb_size; j++)
1649 int x = ex + j * xy[i % 4][0];
1650 int y = ey + j * xy[i % 4][1];
1653 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1656 element = Feld[x][y];
1658 /* do not restart explosions of fields with active bombs */
1659 if (element == EL_EXPLODING && IS_ACTIVE_BOMB(Store2[x][y]))
1662 Explode(x, y, EX_PHASE_START, EX_BORDER);
1664 if (element != EL_LEERRAUM &&
1665 element != EL_ERDREICH &&
1666 element != EL_EXPLODING &&
1673 void Bang(int x, int y)
1675 int element = Feld[x][y];
1677 if (game.emulation == EMU_SUPAPLEX)
1678 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
1680 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
1683 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1684 element = EL_LEERRAUM;
1698 RaiseScoreElement(element);
1699 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1701 case EL_DYNABOMB_ACTIVE_1:
1702 case EL_DYNABOMB_ACTIVE_2:
1703 case EL_DYNABOMB_ACTIVE_3:
1704 case EL_DYNABOMB_ACTIVE_4:
1705 case EL_DYNABOMB_NR:
1706 case EL_DYNABOMB_SZ:
1707 case EL_DYNABOMB_XL:
1713 if (IS_PLAYER(x, y))
1714 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1716 Explode(x, y, EX_PHASE_START, EX_CENTER);
1719 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1724 void Blurb(int x, int y)
1726 int element = Feld[x][y];
1728 if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
1730 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
1731 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1732 (!IN_LEV_FIELD(x-1, y-1) ||
1733 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1735 Feld[x-1][y] = EL_BLURB_LEFT;
1737 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1738 (!IN_LEV_FIELD(x+1, y-1) ||
1739 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1741 Feld[x+1][y] = EL_BLURB_RIGHT;
1746 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1748 if (!MovDelay[x][y]) /* initialize animation counter */
1751 if (MovDelay[x][y]) /* continue animation */
1754 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1755 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1757 if (!MovDelay[x][y])
1759 Feld[x][y] = EL_LEERRAUM;
1760 DrawLevelField(x, y);
1766 static void ToggleBeltSwitch(int x, int y)
1768 static int belt_base_element[4] =
1770 EL_BELT1_SWITCH_LEFT,
1771 EL_BELT2_SWITCH_LEFT,
1772 EL_BELT3_SWITCH_LEFT,
1773 EL_BELT4_SWITCH_LEFT
1775 static int belt_move_dir[4] =
1783 int element = Feld[x][y];
1784 int belt_nr = getBeltNrFromSwitchElement(element);
1785 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1786 int belt_dir = belt_move_dir[belt_dir_nr];
1789 if (!IS_BELT_SWITCH(element))
1792 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1793 game.belt_dir[belt_nr] = belt_dir;
1795 if (belt_dir_nr == 3)
1798 for (yy=0; yy<lev_fieldy; yy++)
1800 for (xx=0; xx<lev_fieldx; xx++)
1802 int element = Feld[xx][yy];
1804 if (IS_BELT_SWITCH(element))
1806 int e_belt_nr = getBeltNrFromSwitchElement(element);
1808 if (e_belt_nr == belt_nr)
1810 Feld[xx][yy] = belt_base_element[belt_nr] + belt_dir_nr;
1811 DrawLevelField(xx, yy);
1814 else if (belt_dir == MV_NO_MOVING && IS_BELT(element))
1816 int e_belt_nr = getBeltNrFromElement(element);
1818 if (e_belt_nr == belt_nr)
1819 DrawLevelField(xx, yy); /* set belt to parking position */
1825 static void ToggleSwitchgateSwitch(int x, int y)
1829 game.switchgate_pos = !game.switchgate_pos;
1831 for (yy=0; yy<lev_fieldy; yy++)
1833 for (xx=0; xx<lev_fieldx; xx++)
1835 int element = Feld[xx][yy];
1837 if (element == EL_SWITCHGATE_SWITCH_1 ||
1838 element == EL_SWITCHGATE_SWITCH_2)
1840 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_1 + game.switchgate_pos;
1841 DrawLevelField(xx, yy);
1843 else if (element == EL_SWITCHGATE_OPEN ||
1844 element == EL_SWITCHGATE_OPENING)
1846 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
1847 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
1849 else if (element == EL_SWITCHGATE_CLOSED ||
1850 element == EL_SWITCHGATE_CLOSING)
1852 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
1853 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
1859 static void RedrawAllLightSwitchesAndInvisibleElements()
1863 for (y=0; y<lev_fieldy; y++)
1865 for (x=0; x<lev_fieldx; x++)
1867 int element = Feld[x][y];
1869 if (element == EL_LIGHT_SWITCH_OFF &&
1870 game.light_time_left > 0)
1872 Feld[x][y] = EL_LIGHT_SWITCH_ON;
1873 DrawLevelField(x, y);
1875 else if (element == EL_LIGHT_SWITCH_ON &&
1876 game.light_time_left == 0)
1878 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
1879 DrawLevelField(x, y);
1882 if (element == EL_INVISIBLE_STEEL ||
1883 element == EL_UNSICHTBAR ||
1884 element == EL_SAND_INVISIBLE)
1885 DrawLevelField(x, y);
1890 static void ToggleLightSwitch(int x, int y)
1892 int element = Feld[x][y];
1894 game.light_time_left =
1895 (element == EL_LIGHT_SWITCH_OFF ?
1896 level.time_light * FRAMES_PER_SECOND : 0);
1898 RedrawAllLightSwitchesAndInvisibleElements();
1901 static void ActivateTimegateSwitch(int x, int y)
1905 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
1907 for (yy=0; yy<lev_fieldy; yy++)
1909 for (xx=0; xx<lev_fieldx; xx++)
1911 int element = Feld[xx][yy];
1913 if (element == EL_TIMEGATE_CLOSED ||
1914 element == EL_TIMEGATE_CLOSING)
1916 Feld[xx][yy] = EL_TIMEGATE_OPENING;
1917 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
1921 else if (element == EL_TIMEGATE_SWITCH_ON)
1923 Feld[xx][yy] = EL_TIMEGATE_SWITCH_OFF;
1924 DrawLevelField(xx, yy);
1931 Feld[x][y] = EL_TIMEGATE_SWITCH_ON;
1934 void Impact(int x, int y)
1936 boolean lastline = (y == lev_fieldy-1);
1937 boolean object_hit = FALSE;
1938 int element = Feld[x][y];
1941 if (!lastline) /* check if element below was hit */
1943 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1946 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
1947 MovDir[x][y+1]!=MV_DOWN ||
1948 MovPos[x][y+1]<=TILEY/2));
1950 smashed = MovingOrBlocked2Element(x, y+1);
1953 if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */
1959 if ((element == EL_BOMBE ||
1960 element == EL_SP_DISK_ORANGE ||
1961 element == EL_DX_SUPABOMB) &&
1962 (lastline || object_hit)) /* element is bomb */
1967 else if (element == EL_PEARL)
1969 Feld[x][y] = EL_PEARL_BREAKING;
1970 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
1974 if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
1976 if (object_hit && IS_PLAYER(x, y+1))
1977 KillHeroUnlessProtected(x, y+1);
1978 else if (object_hit && smashed == EL_PINGUIN)
1982 Feld[x][y] = EL_AMOEBING;
1983 Store[x][y] = EL_AMOEBE_NASS;
1988 if (!lastline && object_hit) /* check which object was hit */
1990 if (CAN_CHANGE(element) &&
1991 (smashed == EL_MAGIC_WALL_OFF || smashed == EL_MAGIC_WALL_BD_OFF))
1994 int activated_magic_wall =
1995 (smashed == EL_MAGIC_WALL_OFF ? EL_MAGIC_WALL_EMPTY :
1996 EL_MAGIC_WALL_BD_EMPTY);
1998 /* activate magic wall / mill */
1999 for (yy=0; yy<lev_fieldy; yy++)
2000 for (xx=0; xx<lev_fieldx; xx++)
2001 if (Feld[xx][yy] == smashed)
2002 Feld[xx][yy] = activated_magic_wall;
2004 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2005 game.magic_wall_active = TRUE;
2007 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL_OFF ?
2008 SND_MAGIC_WALL_ACTIVATING :
2009 SND_BD_MAGIC_WALL_ACTIVATING));
2012 if (IS_PLAYER(x, y+1))
2014 KillHeroUnlessProtected(x, y+1);
2017 else if (smashed == EL_PINGUIN)
2022 else if (element == EL_EDELSTEIN_BD)
2024 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2030 else if ((element == EL_SP_INFOTRON || element == EL_SP_ZONK) &&
2031 (smashed == EL_SP_SNIKSNAK || smashed == EL_SP_ELECTRON ||
2032 smashed == EL_SP_DISK_ORANGE))
2037 else if (element == EL_FELSBROCKEN ||
2038 element == EL_SP_ZONK ||
2039 element == EL_BD_ROCK)
2041 if (IS_ENEMY(smashed) ||
2042 smashed == EL_BOMBE || smashed == EL_SP_DISK_ORANGE ||
2043 smashed == EL_DX_SUPABOMB ||
2044 smashed == EL_SONDE || smashed == EL_SCHWEIN ||
2045 smashed == EL_DRACHE || smashed == EL_MOLE)
2050 else if (!IS_MOVING(x, y+1))
2052 if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
2057 else if (smashed == EL_KOKOSNUSS)
2059 Feld[x][y+1] = EL_CRACKINGNUT;
2060 PlaySoundLevel(x, y, SND_NUT_CRACKING);
2061 RaiseScoreElement(EL_KOKOSNUSS);
2064 else if (smashed == EL_PEARL)
2066 Feld[x][y+1] = EL_PEARL_BREAKING;
2067 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2070 else if (smashed == EL_DIAMANT)
2072 Feld[x][y+1] = EL_LEERRAUM;
2073 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2076 else if (IS_BELT_SWITCH(smashed))
2078 ToggleBeltSwitch(x, y+1);
2080 else if (smashed == EL_SWITCHGATE_SWITCH_1 ||
2081 smashed == EL_SWITCHGATE_SWITCH_2)
2083 ToggleSwitchgateSwitch(x, y+1);
2085 else if (smashed == EL_LIGHT_SWITCH_OFF ||
2086 smashed == EL_LIGHT_SWITCH_ON)
2088 ToggleLightSwitch(x, y+1);
2094 /* play sound of magic wall / mill */
2096 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
2097 Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
2099 if (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY)
2100 PlaySoundLevel(x, y, SND_MAGIC_WALL_CHANGING);
2101 else if (Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY)
2102 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_CHANGING);
2107 /* play sound of object that hits the ground */
2108 if (lastline || object_hit)
2114 case EL_EDELSTEIN_BD:
2115 sound = SND_BD_DIAMOND_IMPACT;
2118 case EL_EDELSTEIN_GELB:
2119 case EL_EDELSTEIN_ROT:
2120 case EL_EDELSTEIN_LILA:
2121 sound = SND_EMERALD_IMPACT;
2124 sound = SND_DIAMOND_IMPACT;
2127 sound = SND_PEARL_IMPACT;
2130 sound = SND_CRYSTAL_IMPACT;
2132 case EL_SP_INFOTRON:
2133 sound = SND_SP_INFOTRON_IMPACT;
2136 sound = SND_NUT_IMPACT;
2139 sound = SND_BD_ROCK_IMPACT;
2141 case EL_FELSBROCKEN:
2142 sound = SND_ROCK_IMPACT;
2145 sound = SND_SP_ZONK_IMPACT;
2148 sound = SND_TIME_ORB_FULL_IMPACT;
2151 sound = SND_TIME_ORB_EMPTY_IMPACT;
2154 sound = SND_SPRING_IMPACT;
2162 PlaySoundLevel(x, y, sound);
2166 void TurnRound(int x, int y)
2178 { 0, 0 }, { 0, 0 }, { 0, 0 },
2183 int left, right, back;
2187 { MV_DOWN, MV_UP, MV_RIGHT },
2188 { MV_UP, MV_DOWN, MV_LEFT },
2190 { MV_LEFT, MV_RIGHT, MV_DOWN },
2191 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2192 { MV_RIGHT, MV_LEFT, MV_UP }
2195 int element = Feld[x][y];
2196 int old_move_dir = MovDir[x][y];
2197 int left_dir = turn[old_move_dir].left;
2198 int right_dir = turn[old_move_dir].right;
2199 int back_dir = turn[old_move_dir].back;
2201 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2202 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2203 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2204 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2206 int left_x = x+left_dx, left_y = y+left_dy;
2207 int right_x = x+right_dx, right_y = y+right_dy;
2208 int move_x = x+move_dx, move_y = y+move_dy;
2210 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2212 TestIfBadThingTouchesOtherBadThing(x, y);
2214 if (IN_LEV_FIELD(right_x, right_y) &&
2215 IS_FREE(right_x, right_y))
2216 MovDir[x][y] = right_dir;
2217 else if (!IN_LEV_FIELD(move_x, move_y) ||
2218 !IS_FREE(move_x, move_y))
2219 MovDir[x][y] = left_dir;
2221 if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
2223 else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2226 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
2227 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2229 TestIfBadThingTouchesOtherBadThing(x, y);
2231 if (IN_LEV_FIELD(left_x, left_y) &&
2232 IS_FREE(left_x, left_y))
2233 MovDir[x][y] = left_dir;
2234 else if (!IN_LEV_FIELD(move_x, move_y) ||
2235 !IS_FREE(move_x, move_y))
2236 MovDir[x][y] = right_dir;
2238 if ((element == EL_FLIEGER ||
2239 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2240 && MovDir[x][y] != old_move_dir)
2242 else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
2245 else if (element == EL_MAMPFER)
2247 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2249 if (IN_LEV_FIELD(left_x, left_y) &&
2250 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2251 Feld[left_x][left_y] == EL_DIAMANT))
2252 can_turn_left = TRUE;
2253 if (IN_LEV_FIELD(right_x, right_y) &&
2254 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2255 Feld[right_x][right_y] == EL_DIAMANT))
2256 can_turn_right = TRUE;
2258 if (can_turn_left && can_turn_right)
2259 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2260 else if (can_turn_left)
2261 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2262 else if (can_turn_right)
2263 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2265 MovDir[x][y] = back_dir;
2267 MovDelay[x][y] = 16+16*RND(3);
2269 else if (element == EL_MAMPFER2)
2271 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2273 if (IN_LEV_FIELD(left_x, left_y) &&
2274 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2275 IS_MAMPF2(Feld[left_x][left_y])))
2276 can_turn_left = TRUE;
2277 if (IN_LEV_FIELD(right_x, right_y) &&
2278 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2279 IS_MAMPF2(Feld[right_x][right_y])))
2280 can_turn_right = TRUE;
2282 if (can_turn_left && can_turn_right)
2283 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2284 else if (can_turn_left)
2285 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2286 else if (can_turn_right)
2287 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2289 MovDir[x][y] = back_dir;
2291 MovDelay[x][y] = 16+16*RND(3);
2293 else if (element == EL_PACMAN)
2295 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2297 if (IN_LEV_FIELD(left_x, left_y) &&
2298 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2299 IS_AMOEBOID(Feld[left_x][left_y])))
2300 can_turn_left = TRUE;
2301 if (IN_LEV_FIELD(right_x, right_y) &&
2302 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2303 IS_AMOEBOID(Feld[right_x][right_y])))
2304 can_turn_right = TRUE;
2306 if (can_turn_left && can_turn_right)
2307 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2308 else if (can_turn_left)
2309 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2310 else if (can_turn_right)
2311 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2313 MovDir[x][y] = back_dir;
2315 MovDelay[x][y] = 6+RND(40);
2317 else if (element == EL_SCHWEIN)
2319 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2320 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2321 boolean should_move_on = FALSE;
2323 int rnd = RND(rnd_value);
2325 if (IN_LEV_FIELD(left_x, left_y) &&
2326 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2327 can_turn_left = TRUE;
2328 if (IN_LEV_FIELD(right_x, right_y) &&
2329 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2330 can_turn_right = TRUE;
2331 if (IN_LEV_FIELD(move_x, move_y) &&
2332 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2335 if (can_turn_left &&
2337 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2338 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2339 should_turn_left = TRUE;
2340 if (can_turn_right &&
2342 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2343 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2344 should_turn_right = TRUE;
2346 (!can_turn_left || !can_turn_right ||
2347 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2348 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2349 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2350 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2351 should_move_on = TRUE;
2353 if (should_turn_left || should_turn_right || should_move_on)
2355 if (should_turn_left && should_turn_right && should_move_on)
2356 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2357 rnd < 2*rnd_value/3 ? right_dir :
2359 else if (should_turn_left && should_turn_right)
2360 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2361 else if (should_turn_left && should_move_on)
2362 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2363 else if (should_turn_right && should_move_on)
2364 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2365 else if (should_turn_left)
2366 MovDir[x][y] = left_dir;
2367 else if (should_turn_right)
2368 MovDir[x][y] = right_dir;
2369 else if (should_move_on)
2370 MovDir[x][y] = old_move_dir;
2372 else if (can_move_on && rnd > rnd_value/8)
2373 MovDir[x][y] = old_move_dir;
2374 else if (can_turn_left && can_turn_right)
2375 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2376 else if (can_turn_left && rnd > rnd_value/8)
2377 MovDir[x][y] = left_dir;
2378 else if (can_turn_right && rnd > rnd_value/8)
2379 MovDir[x][y] = right_dir;
2381 MovDir[x][y] = back_dir;
2383 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2384 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2385 MovDir[x][y] = old_move_dir;
2389 else if (element == EL_DRACHE)
2391 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2393 int rnd = RND(rnd_value);
2395 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2396 can_turn_left = TRUE;
2397 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2398 can_turn_right = TRUE;
2399 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2402 if (can_move_on && rnd > rnd_value/8)
2403 MovDir[x][y] = old_move_dir;
2404 else if (can_turn_left && can_turn_right)
2405 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2406 else if (can_turn_left && rnd > rnd_value/8)
2407 MovDir[x][y] = left_dir;
2408 else if (can_turn_right && rnd > rnd_value/8)
2409 MovDir[x][y] = right_dir;
2411 MovDir[x][y] = back_dir;
2413 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2414 MovDir[x][y] = old_move_dir;
2418 else if (element == EL_MOLE)
2420 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2422 if (IN_LEV_FIELD(move_x, move_y) &&
2423 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2424 Feld[move_x][move_y] == EL_DEAMOEBING))
2429 if (IN_LEV_FIELD(left_x, left_y) &&
2430 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2431 can_turn_left = TRUE;
2432 if (IN_LEV_FIELD(right_x, right_y) &&
2433 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2434 can_turn_right = TRUE;
2436 if (can_turn_left && can_turn_right)
2437 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2438 else if (can_turn_left)
2439 MovDir[x][y] = left_dir;
2441 MovDir[x][y] = right_dir;
2444 if (MovDir[x][y] != old_move_dir)
2447 else if (element == EL_BALLOON)
2449 MovDir[x][y] = game.balloon_dir;
2452 else if (element == EL_SPRING_MOVING)
2454 if (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2455 (IN_LEV_FIELD(x, y+1) && IS_FREE(x, y+1)))
2457 Feld[x][y] = EL_SPRING;
2458 MovDir[x][y] = MV_NO_MOVING;
2462 else if (element == EL_ROBOT || element == EL_SONDE || element == EL_PINGUIN)
2464 int attr_x = -1, attr_y = -1;
2475 for (i=0; i<MAX_PLAYERS; i++)
2477 struct PlayerInfo *player = &stored_player[i];
2478 int jx = player->jx, jy = player->jy;
2480 if (!player->active)
2483 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2491 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
2497 if (element == EL_PINGUIN)
2500 static int xy[4][2] =
2510 int ex = x + xy[i%4][0];
2511 int ey = y + xy[i%4][1];
2513 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
2522 MovDir[x][y] = MV_NO_MOVING;
2524 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2526 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2528 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2530 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2532 if (element == EL_ROBOT)
2536 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2537 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2538 Moving2Blocked(x, y, &newx, &newy);
2540 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2541 MovDelay[x][y] = 8+8*!RND(3);
2543 MovDelay[x][y] = 16;
2551 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2553 boolean first_horiz = RND(2);
2554 int new_move_dir = MovDir[x][y];
2557 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2558 Moving2Blocked(x, y, &newx, &newy);
2560 if (IN_LEV_FIELD(newx, newy) &&
2561 (IS_FREE(newx, newy) ||
2562 Feld[newx][newy] == EL_SALZSAEURE ||
2563 (element == EL_PINGUIN &&
2564 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2565 IS_MAMPF3(Feld[newx][newy])))))
2569 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2570 Moving2Blocked(x, y, &newx, &newy);
2572 if (IN_LEV_FIELD(newx, newy) &&
2573 (IS_FREE(newx, newy) ||
2574 Feld[newx][newy] == EL_SALZSAEURE ||
2575 (element == EL_PINGUIN &&
2576 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2577 IS_MAMPF3(Feld[newx][newy])))))
2580 MovDir[x][y] = old_move_dir;
2587 static boolean JustBeingPushed(int x, int y)
2591 for (i=0; i<MAX_PLAYERS; i++)
2593 struct PlayerInfo *player = &stored_player[i];
2595 if (player->active && player->Pushing && player->MovPos)
2597 int next_jx = player->jx + (player->jx - player->last_jx);
2598 int next_jy = player->jy + (player->jy - player->last_jy);
2600 if (x == next_jx && y == next_jy)
2608 void StartMoving(int x, int y)
2610 int element = Feld[x][y];
2615 if (CAN_FALL(element) && y<lev_fieldy-1)
2617 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2618 if (JustBeingPushed(x, y))
2621 if (element == EL_MORAST_VOLL)
2623 if (IS_FREE(x, y+1))
2625 InitMovingField(x, y, MV_DOWN);
2626 Feld[x][y] = EL_QUICKSAND_EMPTYING;
2627 Store[x][y] = EL_FELSBROCKEN;
2628 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
2630 else if (Feld[x][y+1] == EL_MORAST_LEER)
2632 if (!MovDelay[x][y])
2633 MovDelay[x][y] = TILEY + 1;
2642 Feld[x][y] = EL_MORAST_LEER;
2643 Feld[x][y+1] = EL_MORAST_VOLL;
2644 Store[x][y+1] = Store[x][y];
2646 PlaySoundLevel(x, y, SND_QUICKSAND_SLIPPING_THROUGH);
2649 else if ((element == EL_FELSBROCKEN || element == EL_BD_ROCK) &&
2650 Feld[x][y+1] == EL_MORAST_LEER)
2652 InitMovingField(x, y, MV_DOWN);
2653 Feld[x][y] = EL_QUICKSAND_FILLING;
2654 Store[x][y] = element;
2655 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
2657 else if (element == EL_MAGIC_WALL_FULL)
2659 if (IS_FREE(x, y+1))
2661 InitMovingField(x, y, MV_DOWN);
2662 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
2663 Store[x][y] = EL_CHANGED(Store[x][y]);
2665 else if (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY)
2667 if (!MovDelay[x][y])
2668 MovDelay[x][y] = TILEY/4 + 1;
2677 Feld[x][y] = EL_MAGIC_WALL_EMPTY;
2678 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
2679 Store[x][y+1] = EL_CHANGED(Store[x][y]);
2683 else if (element == EL_MAGIC_WALL_BD_FULL)
2685 if (IS_FREE(x, y+1))
2687 InitMovingField(x, y, MV_DOWN);
2688 Feld[x][y] = EL_MAGIC_WALL_BD_EMPTYING;
2689 Store[x][y] = EL_CHANGED2(Store[x][y]);
2691 else if (Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY)
2693 if (!MovDelay[x][y])
2694 MovDelay[x][y] = TILEY/4 + 1;
2703 Feld[x][y] = EL_MAGIC_WALL_BD_EMPTY;
2704 Feld[x][y+1] = EL_MAGIC_WALL_BD_FULL;
2705 Store[x][y+1] = EL_CHANGED2(Store[x][y]);
2709 else if (CAN_CHANGE(element) &&
2710 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
2711 Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
2713 InitMovingField(x, y, MV_DOWN);
2715 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ? EL_MAGIC_WALL_FILLING :
2716 EL_MAGIC_WALL_BD_FILLING);
2717 Store[x][y] = element;
2719 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
2722 InitMovingField(x, y, MV_DOWN);
2723 Store[x][y] = EL_SALZSAEURE;
2725 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2730 else if (IS_FREE(x, y+1))
2732 InitMovingField(x, y, MV_DOWN);
2734 else if (element == EL_TROPFEN)
2736 Feld[x][y] = EL_AMOEBING;
2737 Store[x][y] = EL_AMOEBE_NASS;
2739 /* Store[x][y+1] must be zero, because:
2740 (EL_MORAST_VOLL -> EL_FELSBROCKEN): Store[x][y+1] == EL_MORAST_LEER
2743 #if OLD_GAME_BEHAVIOUR
2744 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2746 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2747 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2748 element != EL_DX_SUPABOMB)
2751 else if ((IS_SLIPPERY(Feld[x][y+1]) ||
2752 (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
2753 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2754 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
2757 boolean left = (x>0 && IS_FREE(x-1, y) &&
2758 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
2759 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2760 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
2764 if (left && right &&
2765 (game.emulation != EMU_BOULDERDASH &&
2766 element != EL_BD_ROCK && element != EL_EDELSTEIN_BD))
2767 left = !(right = RND(2));
2769 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2772 else if (IS_BELT(Feld[x][y+1]))
2774 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
2775 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
2776 int belt_nr = getBeltNrFromElement(Feld[x][y+1]);
2777 int belt_dir = game.belt_dir[belt_nr];
2779 if ((belt_dir == MV_LEFT && left_is_free) ||
2780 (belt_dir == MV_RIGHT && right_is_free))
2781 InitMovingField(x, y, belt_dir);
2784 else if (CAN_MOVE(element))
2788 if ((element == EL_SONDE || element == EL_BALLOON ||
2789 element == EL_SPRING_MOVING)
2790 && JustBeingPushed(x, y))
2793 if (!MovDelay[x][y]) /* start new movement phase */
2795 /* all objects that can change their move direction after each step */
2796 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2798 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
2801 if (MovDelay[x][y] && (element == EL_KAEFER ||
2802 element == EL_FLIEGER ||
2803 element == EL_SP_SNIKSNAK ||
2804 element == EL_SP_ELECTRON ||
2805 element == EL_MOLE))
2806 DrawLevelField(x, y);
2810 if (MovDelay[x][y]) /* wait some time before next movement */
2814 if (element == EL_ROBOT ||
2815 element == EL_MAMPFER || element == EL_MAMPFER2)
2817 int phase = MovDelay[x][y] % 8;
2822 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2823 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element) + phase);
2825 if (MovDelay[x][y] % 4 == 3)
2827 if (element == EL_MAMPFER)
2828 PlaySoundLevel(x, y, SND_YAMYAM_WAITING);
2829 else if (element == EL_MAMPFER2)
2830 PlaySoundLevel(x, y, SND_DARK_YAMYAM_WAITING);
2833 else if (element == EL_SP_ELECTRON)
2834 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2835 else if (element == EL_DRACHE)
2838 int dir = MovDir[x][y];
2839 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2840 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2841 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
2842 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
2843 dir == MV_UP ? GFX_FLAMMEN_UP :
2844 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
2845 int phase = FrameCounter % 2;
2847 for (i=1; i<=3; i++)
2849 int xx = x + i*dx, yy = y + i*dy;
2850 int sx = SCREENX(xx), sy = SCREENY(yy);
2852 if (!IN_LEV_FIELD(xx, yy) ||
2853 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
2858 int flamed = MovingOrBlocked2Element(xx, yy);
2860 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
2863 RemoveMovingField(xx, yy);
2865 Feld[xx][yy] = EL_BURNING;
2866 if (IN_SCR_FIELD(sx, sy))
2867 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
2871 if (Feld[xx][yy] == EL_BURNING)
2872 Feld[xx][yy] = EL_LEERRAUM;
2873 DrawLevelField(xx, yy);
2882 if (element == EL_KAEFER)
2883 PlaySoundLevel(x, y, SND_BUG_MOVING);
2884 else if (element == EL_FLIEGER)
2885 PlaySoundLevel(x, y, SND_SPACESHIP_MOVING);
2886 else if (element == EL_BUTTERFLY)
2887 PlaySoundLevel(x, y, SND_BD_BUTTERFLY_MOVING);
2888 else if (element == EL_FIREFLY)
2889 PlaySoundLevel(x, y, SND_BD_FIREFLY_MOVING);
2890 else if (element == EL_SP_SNIKSNAK)
2891 PlaySoundLevel(x, y, SND_SP_SNIKSNAK_MOVING);
2892 else if (element == EL_SP_ELECTRON)
2893 PlaySoundLevel(x, y, SND_SP_ELECTRON_MOVING);
2894 else if (element == EL_MAMPFER)
2895 PlaySoundLevel(x, y, SND_YAMYAM_MOVING);
2896 else if (element == EL_MAMPFER2)
2897 PlaySoundLevel(x, y, SND_DARK_YAMYAM_MOVING);
2898 else if (element == EL_BALLOON)
2899 PlaySoundLevel(x, y, SND_BALLOON_MOVING);
2900 else if (element == EL_SPRING_MOVING)
2901 PlaySoundLevel(x, y, SND_SPRING_MOVING);
2902 else if (element == EL_MOLE)
2903 PlaySoundLevel(x, y, SND_MOLE_MOVING);
2904 else if (element == EL_SONDE)
2905 PlaySoundLevel(x, y, SND_SATELLITE_MOVING);
2906 else if (element == EL_PACMAN)
2907 PlaySoundLevel(x, y, SND_PACMAN_MOVING);
2908 else if (element == EL_PINGUIN)
2909 PlaySoundLevel(x, y, SND_PENGUIN_MOVING);
2910 else if (element == EL_SCHWEIN)
2911 PlaySoundLevel(x, y, SND_PIG_MOVING);
2912 else if (element == EL_DRACHE)
2913 PlaySoundLevel(x, y, SND_DRAGON_MOVING);
2915 /* now make next step */
2917 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
2919 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
2920 !PLAYER_PROTECTED(newx, newy))
2924 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
2927 /* enemy got the player */
2929 KillHero(PLAYERINFO(newx, newy));
2934 else if ((element == EL_PINGUIN || element == EL_ROBOT ||
2935 element == EL_SONDE || element == EL_BALLOON) &&
2936 IN_LEV_FIELD(newx, newy) &&
2937 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
2940 Store[x][y] = EL_SALZSAEURE;
2942 else if (element == EL_PINGUIN && IN_LEV_FIELD(newx, newy))
2944 if (Feld[newx][newy] == EL_AUSGANG_AUF)
2946 Feld[x][y] = EL_LEERRAUM;
2947 DrawLevelField(x, y);
2949 PlaySoundLevel(newx, newy, SND_PENGUIN_ENTERING_EXIT);
2950 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
2951 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
2953 local_player->friends_still_needed--;
2954 if (!local_player->friends_still_needed &&
2955 !local_player->GameOver && AllPlayersGone)
2956 local_player->LevelSolved = local_player->GameOver = TRUE;
2960 else if (IS_MAMPF3(Feld[newx][newy]))
2962 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
2963 DrawLevelField(newx, newy);
2965 MovDir[x][y] = MV_NO_MOVING;
2967 else if (!IS_FREE(newx, newy))
2969 if (IS_PLAYER(x, y))
2970 DrawPlayerField(x, y);
2972 DrawLevelField(x, y);
2976 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
2978 if (IS_GEM(Feld[newx][newy]))
2980 if (IS_MOVING(newx, newy))
2981 RemoveMovingField(newx, newy);
2984 Feld[newx][newy] = EL_LEERRAUM;
2985 DrawLevelField(newx, newy);
2988 PlaySoundLevel(x, y, SND_PIG_EATING_GEM);
2990 else if (!IS_FREE(newx, newy))
2992 if (IS_PLAYER(x, y))
2993 DrawPlayerField(x, y);
2995 DrawLevelField(x, y);
2999 else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
3001 if (!IS_FREE(newx, newy))
3003 if (IS_PLAYER(x, y))
3004 DrawPlayerField(x, y);
3006 DrawLevelField(x, y);
3011 boolean wanna_flame = !RND(10);
3012 int dx = newx - x, dy = newy - y;
3013 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3014 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3015 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3016 MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
3017 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3018 MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
3020 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
3021 element1 != EL_DRACHE && element2 != EL_DRACHE &&
3022 element1 != EL_BURNING && element2 != EL_BURNING)
3024 if (IS_PLAYER(x, y))
3025 DrawPlayerField(x, y);
3027 DrawLevelField(x, y);
3029 PlaySoundLevel(x, y, SND_DRAGON_BREATHING_FIRE);
3031 MovDelay[x][y] = 50;
3032 Feld[newx][newy] = EL_BURNING;
3033 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
3034 Feld[newx1][newy1] = EL_BURNING;
3035 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
3036 Feld[newx2][newy2] = EL_BURNING;
3041 else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
3042 Feld[newx][newy] == EL_DIAMANT)
3044 if (IS_MOVING(newx, newy))
3045 RemoveMovingField(newx, newy);
3048 Feld[newx][newy] = EL_LEERRAUM;
3049 DrawLevelField(newx, newy);
3052 PlaySoundLevel(x, y, SND_YAMYAM_EATING_DIAMOND);
3054 else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
3055 IS_MAMPF2(Feld[newx][newy]))
3057 if (AmoebaNr[newx][newy])
3059 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3060 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
3061 Feld[newx][newy] == EL_AMOEBE_BD)
3062 AmoebaCnt[AmoebaNr[newx][newy]]--;
3065 if (IS_MOVING(newx, newy))
3066 RemoveMovingField(newx, newy);
3069 Feld[newx][newy] = EL_LEERRAUM;
3070 DrawLevelField(newx, newy);
3073 PlaySoundLevel(x, y, SND_DARK_YAMYAM_EATING_ANY);
3075 else if ((element == EL_PACMAN || element == EL_MOLE)
3076 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3078 if (AmoebaNr[newx][newy])
3080 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3081 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
3082 Feld[newx][newy] == EL_AMOEBE_BD)
3083 AmoebaCnt[AmoebaNr[newx][newy]]--;
3086 if (element == EL_MOLE)
3088 Feld[newx][newy] = EL_DEAMOEBING;
3089 PlaySoundLevel(x, y, SND_MOLE_EATING_AMOEBA);
3090 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
3091 return; /* wait for shrinking amoeba */
3093 else /* element == EL_PACMAN */
3095 Feld[newx][newy] = EL_LEERRAUM;
3096 DrawLevelField(newx, newy);
3097 PlaySoundLevel(x, y, SND_PACMAN_EATING_AMOEBA);
3100 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
3101 (Feld[newx][newy] == EL_DEAMOEBING ||
3102 (Feld[newx][newy] == EL_LEERRAUM && Stop[newx][newy])))
3104 /* wait for shrinking amoeba to completely disappear */
3107 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3109 /* object was running against a wall */
3113 if (element == EL_KAEFER || element == EL_FLIEGER ||
3114 element == EL_SP_SNIKSNAK || element == EL_MOLE)
3115 DrawLevelField(x, y);
3116 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
3117 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
3118 else if (element == EL_SONDE)
3119 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
3120 else if (element == EL_SP_ELECTRON)
3121 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
3123 if (DONT_TOUCH(element))
3124 TestIfBadThingTouchesHero(x, y);
3129 if (element == EL_ROBOT && IN_SCR_FIELD(x, y))
3130 PlaySoundLevel(x, y, SND_ROBOT_MOVING);
3132 InitMovingField(x, y, MovDir[x][y]);
3136 ContinueMoving(x, y);
3139 void ContinueMoving(int x, int y)
3141 int element = Feld[x][y];
3142 int direction = MovDir[x][y];
3143 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3144 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3145 int horiz_move = (dx!=0);
3146 int newx = x + dx, newy = y + dy;
3147 int step = (horiz_move ? dx : dy) * TILEX / 8;
3149 if (element == EL_TROPFEN || element == EL_AMOEBA_DRIPPING)
3151 else if (element == EL_QUICKSAND_FILLING ||
3152 element == EL_QUICKSAND_EMPTYING)
3154 else if (element == EL_MAGIC_WALL_FILLING ||
3155 element == EL_MAGIC_WALL_BD_FILLING ||
3156 element == EL_MAGIC_WALL_EMPTYING ||
3157 element == EL_MAGIC_WALL_BD_EMPTYING)
3159 else if (CAN_FALL(element) && horiz_move &&
3160 y < lev_fieldy-1 && IS_BELT(Feld[x][y+1]))
3162 else if (element == EL_SPRING_MOVING)
3165 #if OLD_GAME_BEHAVIOUR
3166 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3170 MovPos[x][y] += step;
3172 if (ABS(MovPos[x][y])>=TILEX) /* object reached its destination */
3174 Feld[x][y] = EL_LEERRAUM;
3175 Feld[newx][newy] = element;
3177 if (element == EL_MOLE)
3180 static int xy[4][2] =
3188 Feld[x][y] = EL_ERDREICH;
3189 DrawLevelField(x, y);
3198 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_ERDREICH)
3199 DrawLevelField(xx, yy); /* for "ErdreichAnbroeckeln()" */
3203 if (element == EL_QUICKSAND_FILLING)
3205 element = Feld[newx][newy] = get_next_element(element);
3206 Store[newx][newy] = Store[x][y];
3208 else if (element == EL_QUICKSAND_EMPTYING)
3210 Feld[x][y] = get_next_element(element);
3211 element = Feld[newx][newy] = Store[x][y];
3213 else if (element == EL_MAGIC_WALL_FILLING)
3215 element = Feld[newx][newy] = get_next_element(element);
3216 if (!game.magic_wall_active)
3217 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3218 Store[newx][newy] = Store[x][y];
3220 else if (element == EL_MAGIC_WALL_EMPTYING)
3222 Feld[x][y] = get_next_element(element);
3223 if (!game.magic_wall_active)
3224 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3225 element = Feld[newx][newy] = Store[x][y];
3227 else if (element == EL_MAGIC_WALL_BD_FILLING)
3229 element = Feld[newx][newy] = get_next_element(element);
3230 if (!game.magic_wall_active)
3231 element = Feld[newx][newy] = EL_MAGIC_WALL_BD_DEAD;
3232 Store[newx][newy] = Store[x][y];
3234 else if (element == EL_MAGIC_WALL_BD_EMPTYING)
3236 Feld[x][y] = get_next_element(element);
3237 if (!game.magic_wall_active)
3238 Feld[x][y] = EL_MAGIC_WALL_BD_DEAD;
3239 element = Feld[newx][newy] = Store[x][y];
3241 else if (element == EL_AMOEBA_DRIPPING)
3243 Feld[x][y] = get_next_element(element);
3244 element = Feld[newx][newy] = Store[x][y];
3246 else if (Store[x][y] == EL_SALZSAEURE)
3248 element = Feld[newx][newy] = EL_SALZSAEURE;
3252 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3253 MovDelay[newx][newy] = 0;
3255 if (!CAN_MOVE(element))
3256 MovDir[newx][newy] = 0;
3258 DrawLevelField(x, y);
3259 DrawLevelField(newx, newy);
3261 Stop[newx][newy] = TRUE;
3262 JustStopped[newx][newy] = 3;
3264 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3266 TestIfBadThingTouchesHero(newx, newy);
3267 TestIfBadThingTouchesFriend(newx, newy);
3268 TestIfBadThingTouchesOtherBadThing(newx, newy);
3270 else if (element == EL_PINGUIN)
3271 TestIfFriendTouchesBadThing(newx, newy);
3273 if (CAN_SMASH(element) && direction == MV_DOWN &&
3274 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3277 else /* still moving on */
3278 DrawLevelField(x, y);
3281 int AmoebeNachbarNr(int ax, int ay)
3284 int element = Feld[ax][ay];
3286 static int xy[4][2] =
3296 int x = ax + xy[i][0];
3297 int y = ay + xy[i][1];
3299 if (!IN_LEV_FIELD(x, y))
3302 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3303 group_nr = AmoebaNr[x][y];
3309 void AmoebenVereinigen(int ax, int ay)
3311 int i, x, y, xx, yy;
3312 int new_group_nr = AmoebaNr[ax][ay];
3313 static int xy[4][2] =
3321 if (new_group_nr == 0)
3329 if (!IN_LEV_FIELD(x, y))
3332 if ((Feld[x][y] == EL_AMOEBE_VOLL ||
3333 Feld[x][y] == EL_AMOEBE_BD ||
3334 Feld[x][y] == EL_AMOEBE_TOT) &&
3335 AmoebaNr[x][y] != new_group_nr)
3337 int old_group_nr = AmoebaNr[x][y];
3339 if (old_group_nr == 0)
3342 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3343 AmoebaCnt[old_group_nr] = 0;
3344 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3345 AmoebaCnt2[old_group_nr] = 0;
3347 for (yy=0; yy<lev_fieldy; yy++)
3349 for (xx=0; xx<lev_fieldx; xx++)
3351 if (AmoebaNr[xx][yy] == old_group_nr)
3352 AmoebaNr[xx][yy] = new_group_nr;
3359 void AmoebeUmwandeln(int ax, int ay)
3363 if (Feld[ax][ay] == EL_AMOEBE_TOT)
3365 int group_nr = AmoebaNr[ax][ay];
3370 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3371 printf("AmoebeUmwandeln(): This should never happen!\n");
3376 for (y=0; y<lev_fieldy; y++)
3378 for (x=0; x<lev_fieldx; x++)
3380 if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
3383 Feld[x][y] = EL_AMOEBA2DIAM;
3387 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
3388 SND_AMOEBA_TURNING_TO_GEM :
3389 SND_AMOEBA_TURNING_TO_ROCK));
3394 static int xy[4][2] =
3407 if (!IN_LEV_FIELD(x, y))
3410 if (Feld[x][y] == EL_AMOEBA2DIAM)
3412 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
3413 SND_AMOEBA_TURNING_TO_GEM :
3414 SND_AMOEBA_TURNING_TO_ROCK));
3421 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3424 int group_nr = AmoebaNr[ax][ay];
3425 boolean done = FALSE;
3430 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3431 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3436 for (y=0; y<lev_fieldy; y++)
3438 for (x=0; x<lev_fieldx; x++)
3440 if (AmoebaNr[x][y] == group_nr &&
3441 (Feld[x][y] == EL_AMOEBE_TOT ||
3442 Feld[x][y] == EL_AMOEBE_BD ||
3443 Feld[x][y] == EL_AMOEBING))
3446 Feld[x][y] = new_element;
3447 InitField(x, y, FALSE);
3448 DrawLevelField(x, y);
3455 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
3456 SND_BD_AMOEBA_TURNING_TO_ROCK :
3457 SND_BD_AMOEBA_TURNING_TO_GEM));
3460 void AmoebeWaechst(int x, int y)
3462 static unsigned long sound_delay = 0;
3463 static unsigned long sound_delay_value = 0;
3465 if (!MovDelay[x][y]) /* start new growing cycle */
3469 if (DelayReached(&sound_delay, sound_delay_value))
3471 if (Store[x][y] == EL_AMOEBE_BD)
3472 PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
3474 PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
3475 sound_delay_value = 30;
3479 if (MovDelay[x][y]) /* wait some time before growing bigger */
3482 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3483 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
3485 if (!MovDelay[x][y])
3487 Feld[x][y] = Store[x][y];
3489 DrawLevelField(x, y);
3494 void AmoebaDisappearing(int x, int y)
3496 static unsigned long sound_delay = 0;
3497 static unsigned long sound_delay_value = 0;
3499 if (!MovDelay[x][y]) /* start new shrinking cycle */
3503 if (DelayReached(&sound_delay, sound_delay_value))
3504 sound_delay_value = 30;
3507 if (MovDelay[x][y]) /* wait some time before shrinking */
3510 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3511 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + MovDelay[x][y]/2);
3513 if (!MovDelay[x][y])
3515 Feld[x][y] = EL_LEERRAUM;
3516 DrawLevelField(x, y);
3518 /* don't let mole enter this field in this cycle;
3519 (give priority to objects falling to this field from above) */
3525 void AmoebeAbleger(int ax, int ay)
3528 int element = Feld[ax][ay];
3529 int newax = ax, neway = ay;
3530 static int xy[4][2] =
3538 if (!level.amoeba_speed)
3540 Feld[ax][ay] = EL_AMOEBE_TOT;
3541 DrawLevelField(ax, ay);
3545 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3546 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3548 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3551 if (MovDelay[ax][ay])
3555 if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
3558 int x = ax + xy[start][0];
3559 int y = ay + xy[start][1];
3561 if (!IN_LEV_FIELD(x, y))
3564 if (IS_FREE(x, y) ||
3565 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3571 if (newax == ax && neway == ay)
3574 else /* normal or "filled" (BD style) amoeba */
3577 boolean waiting_for_player = FALSE;
3581 int j = (start + i) % 4;
3582 int x = ax + xy[j][0];
3583 int y = ay + xy[j][1];
3585 if (!IN_LEV_FIELD(x, y))
3588 if (IS_FREE(x, y) ||
3589 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3595 else if (IS_PLAYER(x, y))
3596 waiting_for_player = TRUE;
3599 if (newax == ax && neway == ay) /* amoeba cannot grow */
3601 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3603 Feld[ax][ay] = EL_AMOEBE_TOT;
3604 DrawLevelField(ax, ay);
3605 AmoebaCnt[AmoebaNr[ax][ay]]--;
3607 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3609 if (element == EL_AMOEBE_VOLL)
3610 AmoebeUmwandeln(ax, ay);
3611 else if (element == EL_AMOEBE_BD)
3612 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3617 else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
3619 /* amoeba gets larger by growing in some direction */
3621 int new_group_nr = AmoebaNr[ax][ay];
3624 if (new_group_nr == 0)
3626 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3627 printf("AmoebeAbleger(): This should never happen!\n");
3632 AmoebaNr[newax][neway] = new_group_nr;
3633 AmoebaCnt[new_group_nr]++;
3634 AmoebaCnt2[new_group_nr]++;
3636 /* if amoeba touches other amoeba(s) after growing, unify them */
3637 AmoebenVereinigen(newax, neway);
3639 if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200)
3641 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
3647 if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) ||
3648 (neway == lev_fieldy - 1 && newax != ax))
3650 Feld[newax][neway] = EL_AMOEBING; /* simple growth of new amoeba tile */
3651 Store[newax][neway] = element;
3653 else if (neway == ay)
3655 Feld[newax][neway] = EL_TROPFEN; /* drop left or right from amoeba */
3656 PlaySoundLevel(newax, neway, SND_AMOEBA_DROPPING);
3660 InitMovingField(ax, ay, MV_DOWN); /* drop dripping out of amoeba */
3661 Feld[ax][ay] = EL_AMOEBA_DRIPPING;
3662 Store[ax][ay] = EL_TROPFEN;
3663 ContinueMoving(ax, ay);
3667 DrawLevelField(newax, neway);
3670 void Life(int ax, int ay)
3673 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3675 int element = Feld[ax][ay];
3676 boolean changed = FALSE;
3681 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3682 MovDelay[ax][ay] = life_time;
3684 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3687 if (MovDelay[ax][ay])
3691 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3693 int xx = ax+x1, yy = ay+y1;
3696 if (!IN_LEV_FIELD(xx, yy))
3699 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3701 int x = xx+x2, y = yy+y2;
3703 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3706 if (((Feld[x][y] == element ||
3707 (element == EL_LIFE && IS_PLAYER(x, y))) &&
3709 (IS_FREE(x, y) && Stop[x][y]))
3713 if (xx == ax && yy == ay) /* field in the middle */
3715 if (nachbarn < life[0] || nachbarn > life[1])
3717 Feld[xx][yy] = EL_LEERRAUM;
3719 DrawLevelField(xx, yy);
3720 Stop[xx][yy] = TRUE;
3724 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
3725 { /* free border field */
3726 if (nachbarn >= life[2] && nachbarn <= life[3])
3728 Feld[xx][yy] = element;
3729 MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
3731 DrawLevelField(xx, yy);
3732 Stop[xx][yy] = TRUE;
3739 PlaySoundLevel(ax, ay, element == EL_LIFE ? SND_GAMEOFLIFE_GROWING :
3740 SND_BIOMAZE_GROWING);
3743 void RobotWheel(int x, int y)
3745 if (!MovDelay[x][y]) /* next animation frame */
3746 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3748 if (MovDelay[x][y]) /* wait some time before next frame */
3753 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3754 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
3755 if (!(MovDelay[x][y]%4))
3756 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_RUNNING);
3761 Feld[x][y] = EL_ABLENK_AUS;
3762 DrawLevelField(x, y);
3763 if (ZX == x && ZY == y)
3767 void TimegateWheel(int x, int y)
3769 if (!MovDelay[x][y]) /* next animation frame */
3770 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3772 if (MovDelay[x][y]) /* wait some time before next frame */
3777 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3778 DrawGraphic(SCREENX(x), SCREENY(y),
3779 GFX_TIMEGATE_SWITCH + MovDelay[x][y]%4);
3780 if (!(MovDelay[x][y]%4))
3781 PlaySoundLevel(x, y, SND_TIMEGATE_WHEEL_RUNNING);
3786 Feld[x][y] = EL_TIMEGATE_SWITCH_OFF;
3787 DrawLevelField(x, y);
3788 if (ZX == x && ZY == y)
3792 void Birne(int x, int y)
3794 if (!MovDelay[x][y]) /* next animation frame */
3795 MovDelay[x][y] = 800;
3797 if (MovDelay[x][y]) /* wait some time before next frame */
3802 if (!(MovDelay[x][y]%5))
3804 if (!(MovDelay[x][y]%10))
3805 Feld[x][y]=EL_ABLENK_EIN;
3807 Feld[x][y]=EL_ABLENK_AUS;
3808 DrawLevelField(x, y);
3809 Feld[x][y]=EL_ABLENK_EIN;
3815 Feld[x][y]=EL_ABLENK_AUS;
3816 DrawLevelField(x, y);
3817 if (ZX == x && ZY == y)
3821 void Blubber(int x, int y)
3823 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
3824 DrawLevelField(x, y-1);
3826 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
3829 void NussKnacken(int x, int y)
3831 if (!MovDelay[x][y]) /* next animation frame */
3834 if (MovDelay[x][y]) /* wait some time before next frame */
3837 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3838 DrawGraphic(SCREENX(x), SCREENY(y),
3839 GFX_CRACKINGNUT + 3 - MovDelay[x][y]/2);
3841 if (!MovDelay[x][y])
3843 Feld[x][y] = EL_EDELSTEIN;
3844 DrawLevelField(x, y);
3849 void BreakingPearl(int x, int y)
3851 if (!MovDelay[x][y]) /* next animation frame */
3854 if (MovDelay[x][y]) /* wait some time before next frame */
3857 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3858 DrawGraphic(SCREENX(x), SCREENY(y),
3859 GFX_PEARL_BREAKING + 4 - MovDelay[x][y]/2);
3861 if (!MovDelay[x][y])
3863 Feld[x][y] = EL_LEERRAUM;
3864 DrawLevelField(x, y);
3869 void SiebAktivieren(int x, int y, int typ)
3871 int graphic = (typ == 1 ? GFX_MAGIC_WALL_FULL : GFX_MAGIC_WALL_BD_FULL) + 3;
3873 DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
3876 void AusgangstuerPruefen(int x, int y)
3878 if (!local_player->gems_still_needed &&
3879 !local_player->sokobanfields_still_needed &&
3880 !local_player->lights_still_needed)
3882 Feld[x][y] = EL_AUSGANG_ACT;
3884 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
3885 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
3886 y < LEVELY(BY1) ? LEVELY(BY1) :
3887 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
3892 void AusgangstuerOeffnen(int x, int y)
3896 if (!MovDelay[x][y]) /* next animation frame */
3897 MovDelay[x][y] = 5*delay;
3899 if (MovDelay[x][y]) /* wait some time before next frame */
3904 tuer = MovDelay[x][y]/delay;
3905 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3906 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
3908 if (!MovDelay[x][y])
3910 Feld[x][y] = EL_AUSGANG_AUF;
3911 DrawLevelField(x, y);
3916 void AusgangstuerBlinken(int x, int y)
3918 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
3921 void OpenSwitchgate(int x, int y)
3925 if (!MovDelay[x][y]) /* next animation frame */
3926 MovDelay[x][y] = 5 * delay;
3928 if (MovDelay[x][y]) /* wait some time before next frame */
3933 phase = MovDelay[x][y] / delay;
3934 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3935 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_OPEN - phase);
3937 if (!MovDelay[x][y])
3939 Feld[x][y] = EL_SWITCHGATE_OPEN;
3940 DrawLevelField(x, y);
3945 void CloseSwitchgate(int x, int y)
3949 if (!MovDelay[x][y]) /* next animation frame */
3950 MovDelay[x][y] = 5 * delay;
3952 if (MovDelay[x][y]) /* wait some time before next frame */
3957 phase = MovDelay[x][y] / delay;
3958 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3959 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_CLOSED + phase);
3961 if (!MovDelay[x][y])
3963 Feld[x][y] = EL_SWITCHGATE_CLOSED;
3964 DrawLevelField(x, y);
3969 void OpenTimegate(int x, int y)
3973 if (!MovDelay[x][y]) /* next animation frame */
3974 MovDelay[x][y] = 5 * delay;
3976 if (MovDelay[x][y]) /* wait some time before next frame */
3981 phase = MovDelay[x][y] / delay;
3982 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3983 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_OPEN - phase);
3985 if (!MovDelay[x][y])
3987 Feld[x][y] = EL_TIMEGATE_OPEN;
3988 DrawLevelField(x, y);
3993 void CloseTimegate(int x, int y)
3997 if (!MovDelay[x][y]) /* next animation frame */
3998 MovDelay[x][y] = 5 * delay;
4000 if (MovDelay[x][y]) /* wait some time before next frame */
4005 phase = MovDelay[x][y] / delay;
4006 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4007 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_CLOSED + phase);
4009 if (!MovDelay[x][y])
4011 Feld[x][y] = EL_TIMEGATE_CLOSED;
4012 DrawLevelField(x, y);
4017 static void CloseAllOpenTimegates()
4021 for (y=0; y<lev_fieldy; y++)
4023 for (x=0; x<lev_fieldx; x++)
4025 int element = Feld[x][y];
4027 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4029 Feld[x][y] = EL_TIMEGATE_CLOSING;
4030 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4036 void EdelsteinFunkeln(int x, int y)
4038 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4041 if (Feld[x][y] == EL_EDELSTEIN_BD)
4042 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
4045 if (!MovDelay[x][y]) /* next animation frame */
4046 MovDelay[x][y] = 11 * !SimpleRND(500);
4048 if (MovDelay[x][y]) /* wait some time before next frame */
4052 if (setup.direct_draw && MovDelay[x][y])
4053 SetDrawtoField(DRAW_BUFFERED);
4055 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
4059 int phase = (MovDelay[x][y]-1)/2;
4064 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
4066 if (setup.direct_draw)
4070 dest_x = FX + SCREENX(x)*TILEX;
4071 dest_y = FY + SCREENY(y)*TILEY;
4073 BlitBitmap(drawto_field, window,
4074 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4075 SetDrawtoField(DRAW_DIRECT);
4082 void MauerWaechst(int x, int y)
4086 if (!MovDelay[x][y]) /* next animation frame */
4087 MovDelay[x][y] = 3*delay;
4089 if (MovDelay[x][y]) /* wait some time before next frame */
4094 phase = 2-MovDelay[x][y]/delay;
4095 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4096 DrawGraphic(SCREENX(x), SCREENY(y),
4097 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
4098 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
4099 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
4100 GFX_MAUER_DOWN ) + phase);
4102 if (!MovDelay[x][y])
4104 if (MovDir[x][y] == MV_LEFT)
4106 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
4107 DrawLevelField(x-1, y);
4109 else if (MovDir[x][y] == MV_RIGHT)
4111 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
4112 DrawLevelField(x+1, y);
4114 else if (MovDir[x][y] == MV_UP)
4116 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
4117 DrawLevelField(x, y-1);
4121 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
4122 DrawLevelField(x, y+1);
4125 Feld[x][y] = Store[x][y];
4127 MovDir[x][y] = MV_NO_MOVING;
4128 DrawLevelField(x, y);
4133 void MauerAbleger(int ax, int ay)
4135 int element = Feld[ax][ay];
4136 boolean oben_frei = FALSE, unten_frei = FALSE;
4137 boolean links_frei = FALSE, rechts_frei = FALSE;
4138 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4139 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4140 boolean new_wall = FALSE;
4142 if (!MovDelay[ax][ay]) /* start building new wall */
4143 MovDelay[ax][ay] = 6;
4145 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4148 if (MovDelay[ax][ay])
4152 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4154 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4156 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4158 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4161 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
4165 Feld[ax][ay-1] = EL_MAUERND;
4166 Store[ax][ay-1] = element;
4167 MovDir[ax][ay-1] = MV_UP;
4168 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4169 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
4174 Feld[ax][ay+1] = EL_MAUERND;
4175 Store[ax][ay+1] = element;
4176 MovDir[ax][ay+1] = MV_DOWN;
4177 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4178 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
4183 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
4184 element == EL_MAUER_LEBT)
4188 Feld[ax-1][ay] = EL_MAUERND;
4189 Store[ax-1][ay] = element;
4190 MovDir[ax-1][ay] = MV_LEFT;
4191 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4192 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
4197 Feld[ax+1][ay] = EL_MAUERND;
4198 Store[ax+1][ay] = element;
4199 MovDir[ax+1][ay] = MV_RIGHT;
4200 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4201 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
4206 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
4207 DrawLevelField(ax, ay);
4209 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
4211 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
4212 unten_massiv = TRUE;
4213 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
4214 links_massiv = TRUE;
4215 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
4216 rechts_massiv = TRUE;
4218 if (((oben_massiv && unten_massiv) ||
4219 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
4220 ((links_massiv && rechts_massiv) ||
4221 element == EL_MAUER_Y))
4222 Feld[ax][ay] = EL_MAUERWERK;
4225 PlaySoundLevel(ax, ay, SND_WALL_GROWING);
4228 void CheckForDragon(int x, int y)
4231 boolean dragon_found = FALSE;
4232 static int xy[4][2] =
4244 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4246 if (IN_LEV_FIELD(xx, yy) &&
4247 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
4249 if (Feld[xx][yy] == EL_DRACHE)
4250 dragon_found = TRUE;
4263 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4265 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
4267 Feld[xx][yy] = EL_LEERRAUM;
4268 DrawLevelField(xx, yy);
4277 static void CheckBuggyBase(int x, int y)
4279 int element = Feld[x][y];
4281 if (element == EL_SP_BUG)
4283 if (!MovDelay[x][y]) /* wait some time before activating base */
4284 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4289 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4290 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
4294 Feld[x][y] = EL_SP_BUG_ACTIVE;
4297 else if (element == EL_SP_BUG_ACTIVE)
4299 if (!MovDelay[x][y]) /* start activating buggy base */
4300 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
4308 static int xy[4][2] =
4316 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4317 DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
4321 int xx = x + xy[i][0], yy = y + xy[i][1];
4323 if (IS_PLAYER(xx, yy))
4325 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVATING);
4333 Feld[x][y] = EL_SP_BUG;
4334 DrawLevelField(x, y);
4339 static void CheckTrap(int x, int y)
4341 int element = Feld[x][y];
4343 if (element == EL_TRAP_INACTIVE)
4345 if (!MovDelay[x][y]) /* wait some time before activating trap */
4346 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4354 Feld[x][y] = EL_TRAP_ACTIVE;
4355 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
4358 else if (element == EL_TRAP_ACTIVE)
4363 if (!MovDelay[x][y]) /* start activating trap */
4364 MovDelay[x][y] = num_frames * delay;
4372 if (!(MovDelay[x][y] % delay))
4374 int phase = MovDelay[x][y]/delay;
4376 if (phase >= num_frames/2)
4377 phase = num_frames - phase;
4379 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4381 DrawGraphic(SCREENX(x),SCREENY(y), GFX_TRAP_INACTIVE + phase - 1);
4382 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
4389 Feld[x][y] = EL_TRAP_INACTIVE;
4390 DrawLevelField(x, y);
4395 static void DrawBeltAnimation(int x, int y, int element)
4397 int belt_nr = getBeltNrFromElement(element);
4398 int belt_dir = game.belt_dir[belt_nr];
4400 if (belt_dir != MV_NO_MOVING)
4403 int mode = (belt_dir == MV_LEFT ? ANIM_NORMAL : ANIM_REVERSE);
4404 int graphic = el2gfx(element) + (belt_dir == MV_LEFT ? 0 : 7);
4406 DrawGraphicAnimation(x, y, graphic, 8, delay, mode);
4410 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4412 static byte stored_player_action[MAX_PLAYERS];
4413 static int num_stored_actions = 0;
4415 static boolean save_tape_entry = FALSE;
4417 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4418 int left = player_action & JOY_LEFT;
4419 int right = player_action & JOY_RIGHT;
4420 int up = player_action & JOY_UP;
4421 int down = player_action & JOY_DOWN;
4422 int button1 = player_action & JOY_BUTTON_1;
4423 int button2 = player_action & JOY_BUTTON_2;
4424 int dx = (left ? -1 : right ? 1 : 0);
4425 int dy = (up ? -1 : down ? 1 : 0);
4427 stored_player_action[player->index_nr] = 0;
4428 num_stored_actions++;
4430 if (!player->active || tape.pausing)
4436 save_tape_entry = TRUE;
4438 player->frame_reset_delay = 0;
4441 snapped = SnapField(player, dx, dy);
4445 bombed = PlaceBomb(player);
4446 moved = MoveFigure(player, dx, dy);
4449 if (tape.single_step && tape.recording && !tape.pausing)
4451 if (button1 || (bombed && !moved))
4453 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
4454 SnapField(player, 0, 0); /* stop snapping */
4459 if (tape.recording && (moved || snapped || bombed))
4461 if (bombed && !moved)
4462 player_action &= JOY_BUTTON;
4464 stored_player_action[player->index_nr] = player_action;
4465 save_tape_entry = TRUE;
4467 else if (tape.playing && snapped)
4468 SnapField(player, 0, 0); /* stop snapping */
4470 stored_player_action[player->index_nr] = player_action;
4475 /* no actions for this player (no input at player's configured device) */
4477 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4478 SnapField(player, 0, 0);
4479 CheckGravityMovement(player);
4482 if (player->MovPos == 0) /* needed for tape.playing */
4483 player->is_moving = FALSE;
4486 if (player->MovPos == 0) /* needed for tape.playing */
4487 player->last_move_dir = MV_NO_MOVING;
4489 /* !!! CHECK THIS AGAIN !!!
4490 (Seems to be needed for some EL_ROBOT stuff, but breaks
4491 tapes when walking through pipes!)
4494 /* it seems that "player->last_move_dir" is misused as some sort of
4495 "player->is_just_moving_in_this_moment", which is needed for the
4496 robot stuff (robots don't kill players when they are moving)
4500 if (++player->frame_reset_delay > player->move_delay_value)
4505 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
4507 TapeRecordAction(stored_player_action);
4508 num_stored_actions = 0;
4509 save_tape_entry = FALSE;
4512 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
4514 TapeRecordAction(stored_player_action);
4515 num_stored_actions = 0;
4520 if (tape.playing && !tape.pausing && !player_action &&
4521 tape.counter < tape.length)
4523 int jx = player->jx, jy = player->jy;
4525 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
4527 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
4528 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
4530 int dx = (next_joy == JOY_LEFT ? -1 : +1);
4532 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
4534 int el = Feld[jx+dx][jy];
4535 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 :
4536 (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10);
4538 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
4540 player->MovDir = next_joy;
4541 player->Frame = FrameCounter % 4;
4542 player->Pushing = TRUE;
4552 static unsigned long action_delay = 0;
4553 unsigned long action_delay_value;
4554 int sieb_x = 0, sieb_y = 0;
4555 int i, x, y, element;
4556 byte *recorded_player_action;
4557 byte summarized_player_action = 0;
4559 if (game_status != PLAYING)
4562 action_delay_value =
4563 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4565 if (tape.playing && tape.index_search && !tape.pausing)
4566 action_delay_value = 0;
4568 /* ---------- main game synchronization point ---------- */
4570 WaitUntilDelayReached(&action_delay, action_delay_value);
4572 if (network_playing && !network_player_action_received)
4576 printf("DEBUG: try to get network player actions in time\n");
4580 #if defined(PLATFORM_UNIX)
4581 /* last chance to get network player actions without main loop delay */
4585 if (game_status != PLAYING)
4588 if (!network_player_action_received)
4592 printf("DEBUG: failed to get network player actions in time\n");
4602 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4604 for (i=0; i<MAX_PLAYERS; i++)
4606 summarized_player_action |= stored_player[i].action;
4608 if (!network_playing)
4609 stored_player[i].effective_action = stored_player[i].action;
4612 #if defined(PLATFORM_UNIX)
4613 if (network_playing)
4614 SendToServer_MovePlayer(summarized_player_action);
4617 if (!options.network && !setup.team_mode)
4618 local_player->effective_action = summarized_player_action;
4620 for (i=0; i<MAX_PLAYERS; i++)
4622 int actual_player_action = stored_player[i].effective_action;
4624 if (stored_player[i].programmed_action)
4625 actual_player_action = stored_player[i].programmed_action;
4627 if (recorded_player_action)
4628 actual_player_action = recorded_player_action[i];
4630 PlayerActions(&stored_player[i], actual_player_action);
4631 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4634 network_player_action_received = FALSE;
4636 ScrollScreen(NULL, SCROLL_GO_ON);
4642 if (TimeFrames == 0 && local_player->active)
4644 extern unsigned int last_RND();
4646 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
4647 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
4654 if (GameFrameDelay >= 500)
4655 printf("FrameCounter == %d\n", FrameCounter);
4664 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4667 if (JustStopped[x][y] > 0)
4668 JustStopped[x][y]--;
4671 if (IS_BLOCKED(x, y))
4675 Blocked2Moving(x, y, &oldx, &oldy);
4676 if (!IS_MOVING(oldx, oldy))
4678 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4679 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4680 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4681 printf("GameActions(): This should never happen!\n");
4687 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4689 element = Feld[x][y];
4691 if (IS_INACTIVE(element))
4694 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4698 if (IS_GEM(element) || element == EL_SP_INFOTRON)
4699 EdelsteinFunkeln(x, y);
4701 else if (IS_MOVING(x, y))
4702 ContinueMoving(x, y);
4703 else if (IS_ACTIVE_BOMB(element))
4704 CheckDynamite(x, y);
4706 else if (element == EL_EXPLODING && !game.explosions_delayed)
4707 Explode(x, y, Frame[x][y], EX_NORMAL);
4709 else if (element == EL_AMOEBING)
4710 AmoebeWaechst(x, y);
4711 else if (element == EL_DEAMOEBING)
4712 AmoebaDisappearing(x, y);
4714 #if !USE_NEW_AMOEBA_CODE
4715 else if (IS_AMOEBALIVE(element))
4716 AmoebeAbleger(x, y);
4719 else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
4721 else if (element == EL_ABLENK_EIN)
4723 else if (element == EL_TIMEGATE_SWITCH_ON)
4724 TimegateWheel(x, y);
4725 else if (element == EL_SALZSAEURE)
4727 else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
4729 else if (element == EL_CRACKINGNUT)
4731 else if (element == EL_PEARL_BREAKING)
4732 BreakingPearl(x, y);
4733 else if (element == EL_AUSGANG_ZU)
4734 AusgangstuerPruefen(x, y);
4735 else if (element == EL_AUSGANG_ACT)
4736 AusgangstuerOeffnen(x, y);
4737 else if (element == EL_AUSGANG_AUF)
4738 AusgangstuerBlinken(x, y);
4739 else if (element == EL_MAUERND)
4741 else if (element == EL_MAUER_LEBT ||
4742 element == EL_MAUER_X ||
4743 element == EL_MAUER_Y ||
4744 element == EL_MAUER_XY)
4746 else if (element == EL_BURNING)
4747 CheckForDragon(x, y);
4748 else if (element == EL_SP_BUG || element == EL_SP_BUG_ACTIVE)
4749 CheckBuggyBase(x, y);
4750 else if (element == EL_TRAP_INACTIVE || element == EL_TRAP_ACTIVE)
4752 else if (element == EL_SP_TERMINAL)
4753 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL);
4754 else if (element == EL_SP_TERMINAL_ACTIVE)
4755 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
4756 else if (IS_BELT(element))
4758 DrawBeltAnimation(x, y, element);
4759 if (!(FrameCounter % 2))
4760 PlaySoundLevel(x, y, SND_CONVEYOR_BELT_RUNNING);
4762 else if (element == EL_SWITCHGATE_OPENING)
4763 OpenSwitchgate(x, y);
4764 else if (element == EL_SWITCHGATE_CLOSING)
4765 CloseSwitchgate(x, y);
4766 else if (element == EL_TIMEGATE_OPENING)
4768 else if (element == EL_TIMEGATE_CLOSING)
4769 CloseTimegate(x, y);
4770 else if (element == EL_EXTRA_TIME)
4771 DrawGraphicAnimation(x, y, GFX_EXTRA_TIME, 6, 4, ANIM_NORMAL);
4772 else if (element == EL_SHIELD_PASSIVE)
4774 DrawGraphicAnimation(x, y, GFX_SHIELD_PASSIVE, 6, 4, ANIM_NORMAL);
4775 if (!(FrameCounter % 4))
4776 PlaySoundLevel(x, y, SND_SHIELD_PASSIVE_ACTIVATED);
4778 else if (element == EL_SHIELD_ACTIVE)
4780 DrawGraphicAnimation(x, y, GFX_SHIELD_ACTIVE, 6, 4, ANIM_NORMAL);
4781 if (!(FrameCounter % 4))
4782 PlaySoundLevel(x, y, SND_SHIELD_ACTIVE_ACTIVATED);
4785 if (game.magic_wall_active)
4787 boolean sieb = FALSE;
4788 int jx = local_player->jx, jy = local_player->jy;
4790 if (element == EL_MAGIC_WALL_FULL ||
4791 element == EL_MAGIC_WALL_EMPTY ||
4792 element == EL_MAGIC_WALL_EMPTYING)
4794 SiebAktivieren(x, y, 1);
4797 else if (element == EL_MAGIC_WALL_BD_FULL ||
4798 element == EL_MAGIC_WALL_BD_EMPTY ||
4799 element == EL_MAGIC_WALL_BD_EMPTYING)
4801 SiebAktivieren(x, y, 2);
4805 /* play the element sound at the position nearest to the player */
4806 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
4814 #if USE_NEW_AMOEBA_CODE
4815 /* new experimental amoeba growth stuff */
4817 if (!(FrameCounter % 8))
4820 static unsigned long random = 1684108901;
4822 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
4825 x = (random >> 10) % lev_fieldx;
4826 y = (random >> 20) % lev_fieldy;
4828 x = RND(lev_fieldx);
4829 y = RND(lev_fieldy);
4831 element = Feld[x][y];
4833 if (!IS_PLAYER(x,y) &&
4834 (element == EL_LEERRAUM ||
4835 element == EL_ERDREICH ||
4836 element == EL_MORAST_LEER ||
4837 element == EL_BLURB_LEFT ||
4838 element == EL_BLURB_RIGHT))
4840 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBE_NASS) ||
4841 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBE_NASS) ||
4842 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBE_NASS) ||
4843 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBE_NASS))
4844 Feld[x][y] = EL_TROPFEN;
4847 random = random * 129 + 1;
4853 if (game.explosions_delayed)
4856 game.explosions_delayed = FALSE;
4858 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4860 element = Feld[x][y];
4862 if (ExplodeField[x][y])
4863 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
4864 else if (element == EL_EXPLODING)
4865 Explode(x, y, Frame[x][y], EX_NORMAL);
4867 ExplodeField[x][y] = EX_NO_EXPLOSION;
4870 game.explosions_delayed = TRUE;
4873 if (game.magic_wall_active)
4875 if (!(game.magic_wall_time_left % 4))
4877 int element = Feld[sieb_x][sieb_y];
4879 if (element == EL_MAGIC_WALL_BD_FULL ||
4880 element == EL_MAGIC_WALL_BD_EMPTY ||
4881 element == EL_MAGIC_WALL_BD_EMPTYING)
4882 PlaySoundLevel(sieb_x, sieb_y, SND_BD_MAGIC_WALL_RUNNING);
4884 PlaySoundLevel(sieb_x, sieb_y, SND_MAGIC_WALL_RUNNING);
4887 if (game.magic_wall_time_left > 0)
4889 game.magic_wall_time_left--;
4890 if (!game.magic_wall_time_left)
4892 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4894 element = Feld[x][y];
4896 if (element == EL_MAGIC_WALL_EMPTY ||
4897 element == EL_MAGIC_WALL_FULL)
4899 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4900 DrawLevelField(x, y);
4902 else if (element == EL_MAGIC_WALL_BD_EMPTY ||
4903 element == EL_MAGIC_WALL_BD_FULL)
4905 Feld[x][y] = EL_MAGIC_WALL_BD_DEAD;
4906 DrawLevelField(x, y);
4910 game.magic_wall_active = FALSE;
4915 if (game.light_time_left > 0)
4917 game.light_time_left--;
4919 if (game.light_time_left == 0)
4921 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4923 element = Feld[x][y];
4925 if (element == EL_LIGHT_SWITCH_ON)
4927 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
4928 DrawLevelField(x, y);
4930 else if (element == EL_INVISIBLE_STEEL ||
4931 element == EL_UNSICHTBAR ||
4932 element == EL_SAND_INVISIBLE)
4933 DrawLevelField(x, y);
4938 if (game.timegate_time_left > 0)
4940 game.timegate_time_left--;
4942 if (game.timegate_time_left == 0)
4943 CloseAllOpenTimegates();
4946 if (TimeFrames >= (1000 / GameFrameDelay))
4951 for (i=0; i<MAX_PLAYERS; i++)
4953 if (SHIELD_ON(&stored_player[i]))
4955 stored_player[i].shield_passive_time_left--;
4957 if (stored_player[i].shield_active_time_left > 0)
4958 stored_player[i].shield_active_time_left--;
4962 if (tape.recording || tape.playing)
4963 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
4969 if (TimeLeft <= 10 && setup.time_limit)
4970 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, PSND_MAX_RIGHT);
4972 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
4974 if (!TimeLeft && setup.time_limit)
4975 for (i=0; i<MAX_PLAYERS; i++)
4976 KillHero(&stored_player[i]);
4978 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
4979 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
4984 if (options.debug) /* calculate frames per second */
4986 static unsigned long fps_counter = 0;
4987 static int fps_frames = 0;
4988 unsigned long fps_delay_ms = Counter() - fps_counter;
4992 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
4994 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
4997 fps_counter = Counter();
5000 redraw_mask |= REDRAW_FPS;
5004 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
5006 int min_x = x, min_y = y, max_x = x, max_y = y;
5009 for (i=0; i<MAX_PLAYERS; i++)
5011 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5013 if (!stored_player[i].active || &stored_player[i] == player)
5016 min_x = MIN(min_x, jx);
5017 min_y = MIN(min_y, jy);
5018 max_x = MAX(max_x, jx);
5019 max_y = MAX(max_y, jy);
5022 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
5025 static boolean AllPlayersInVisibleScreen()
5029 for (i=0; i<MAX_PLAYERS; i++)
5031 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5033 if (!stored_player[i].active)
5036 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5043 void ScrollLevel(int dx, int dy)
5045 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
5048 BlitBitmap(drawto_field, drawto_field,
5049 FX + TILEX*(dx == -1) - softscroll_offset,
5050 FY + TILEY*(dy == -1) - softscroll_offset,
5051 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
5052 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
5053 FX + TILEX*(dx == 1) - softscroll_offset,
5054 FY + TILEY*(dy == 1) - softscroll_offset);
5058 x = (dx == 1 ? BX1 : BX2);
5059 for (y=BY1; y<=BY2; y++)
5060 DrawScreenField(x, y);
5064 y = (dy == 1 ? BY1 : BY2);
5065 for (x=BX1; x<=BX2; x++)
5066 DrawScreenField(x, y);
5069 redraw_mask |= REDRAW_FIELD;
5072 static void CheckGravityMovement(struct PlayerInfo *player)
5074 if (level.gravity && !player->programmed_action)
5076 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
5077 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
5079 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
5080 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
5081 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
5082 int jx = player->jx, jy = player->jy;
5083 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
5084 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
5085 int new_jx = jx + dx, new_jy = jy + dy;
5086 boolean field_under_player_is_free =
5087 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
5088 boolean player_is_moving_to_valid_field =
5089 (IN_LEV_FIELD(new_jx, new_jy) &&
5090 (Feld[new_jx][new_jy] == EL_SP_BASE ||
5091 Feld[new_jx][new_jy] == EL_ERDREICH));
5093 if (field_under_player_is_free && !player_is_moving_to_valid_field)
5094 player->programmed_action = MV_DOWN;
5098 boolean MoveFigureOneStep(struct PlayerInfo *player,
5099 int dx, int dy, int real_dx, int real_dy)
5101 int jx = player->jx, jy = player->jy;
5102 int new_jx = jx+dx, new_jy = jy+dy;
5106 if (!player->active || (!dx && !dy))
5107 return MF_NO_ACTION;
5109 player->MovDir = (dx < 0 ? MV_LEFT :
5112 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5114 if (!IN_LEV_FIELD(new_jx, new_jy))
5115 return MF_NO_ACTION;
5117 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
5118 return MF_NO_ACTION;
5121 element = MovingOrBlocked2Element(new_jx, new_jy);
5123 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
5126 if (DONT_GO_TO(element))
5128 if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
5131 Feld[jx][jy] = EL_SPIELFIGUR;
5132 InitMovingField(jx, jy, MV_DOWN);
5133 Store[jx][jy] = EL_SALZSAEURE;
5134 ContinueMoving(jx, jy);
5138 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
5143 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
5144 if (can_move != MF_MOVING)
5147 StorePlayer[jx][jy] = 0;
5148 player->last_jx = jx;
5149 player->last_jy = jy;
5150 jx = player->jx = new_jx;
5151 jy = player->jy = new_jy;
5152 StorePlayer[jx][jy] = player->element_nr;
5155 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
5157 ScrollFigure(player, SCROLL_INIT);
5162 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
5164 int jx = player->jx, jy = player->jy;
5165 int old_jx = jx, old_jy = jy;
5166 int moved = MF_NO_ACTION;
5168 if (!player->active || (!dx && !dy))
5172 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5176 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5177 !(tape.playing && tape.game_version < GAME_VERSION_2_0))
5181 /* remove the last programmed player action */
5182 player->programmed_action = 0;
5186 /* should only happen if pre-1.2 tape recordings are played */
5187 /* this is only for backward compatibility */
5189 int original_move_delay_value = player->move_delay_value;
5192 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
5195 /* scroll remaining steps with finest movement resolution */
5196 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
5198 while (player->MovPos)
5200 ScrollFigure(player, SCROLL_GO_ON);
5201 ScrollScreen(NULL, SCROLL_GO_ON);
5207 player->move_delay_value = original_move_delay_value;
5210 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
5212 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
5213 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5217 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5218 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5224 if (moved & MF_MOVING && !ScreenMovPos &&
5225 (player == local_player || !options.network))
5227 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5228 int offset = (setup.scroll_delay ? 3 : 0);
5230 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5232 /* actual player has left the screen -- scroll in that direction */
5233 if (jx != old_jx) /* player has moved horizontally */
5234 scroll_x += (jx - old_jx);
5235 else /* player has moved vertically */
5236 scroll_y += (jy - old_jy);
5240 if (jx != old_jx) /* player has moved horizontally */
5242 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5243 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5244 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5246 /* don't scroll over playfield boundaries */
5247 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5248 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5250 /* don't scroll more than one field at a time */
5251 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5253 /* don't scroll against the player's moving direction */
5254 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5255 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5256 scroll_x = old_scroll_x;
5258 else /* player has moved vertically */
5260 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5261 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5262 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5264 /* don't scroll over playfield boundaries */
5265 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5266 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5268 /* don't scroll more than one field at a time */
5269 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5271 /* don't scroll against the player's moving direction */
5272 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5273 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5274 scroll_y = old_scroll_y;
5278 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5280 if (!options.network && !AllPlayersInVisibleScreen())
5282 scroll_x = old_scroll_x;
5283 scroll_y = old_scroll_y;
5287 ScrollScreen(player, SCROLL_INIT);
5288 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5293 if (!(moved & MF_MOVING) && !player->Pushing)
5296 player->Frame = (player->Frame + 1) % 4;
5298 if (moved & MF_MOVING)
5300 if (old_jx != jx && old_jy == jy)
5301 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5302 else if (old_jx == jx && old_jy != jy)
5303 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5305 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
5307 player->last_move_dir = player->MovDir;
5308 player->is_moving = TRUE;
5312 CheckGravityMovement(player);
5315 player->last_move_dir = MV_NO_MOVING;
5317 player->is_moving = FALSE;
5320 TestIfHeroTouchesBadThing(jx, jy);
5322 if (!player->active)
5328 void ScrollFigure(struct PlayerInfo *player, int mode)
5330 int jx = player->jx, jy = player->jy;
5331 int last_jx = player->last_jx, last_jy = player->last_jy;
5332 int move_stepsize = TILEX / player->move_delay_value;
5334 if (!player->active || !player->MovPos)
5337 if (mode == SCROLL_INIT)
5339 player->actual_frame_counter = FrameCounter;
5340 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5342 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
5343 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5348 else if (!FrameReached(&player->actual_frame_counter, 1))
5351 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5352 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5354 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5355 Feld[last_jx][last_jy] = EL_LEERRAUM;
5357 /* before DrawPlayer() to draw correct player graphic for this case */
5358 if (player->MovPos == 0)
5359 CheckGravityMovement(player);
5363 if (player->MovPos == 0)
5365 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
5367 /* continue with normal speed after quickly moving through gate */
5368 HALVE_PLAYER_SPEED(player);
5370 /* be able to make the next move without delay */
5371 player->move_delay = 0;
5374 player->last_jx = jx;
5375 player->last_jy = jy;
5377 if (Feld[jx][jy] == EL_AUSGANG_AUF)
5381 if (!local_player->friends_still_needed)
5382 player->LevelSolved = player->GameOver = TRUE;
5385 if (tape.single_step && tape.recording && !tape.pausing &&
5386 !player->programmed_action)
5387 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5391 void ScrollScreen(struct PlayerInfo *player, int mode)
5393 static unsigned long screen_frame_counter = 0;
5395 if (mode == SCROLL_INIT)
5397 /* set scrolling step size according to actual player's moving speed */
5398 ScrollStepSize = TILEX / player->move_delay_value;
5400 screen_frame_counter = FrameCounter;
5401 ScreenMovDir = player->MovDir;
5402 ScreenMovPos = player->MovPos;
5403 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5406 else if (!FrameReached(&screen_frame_counter, 1))
5411 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5412 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5413 redraw_mask |= REDRAW_FIELD;
5416 ScreenMovDir = MV_NO_MOVING;
5419 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
5421 int i, kill_x = -1, kill_y = -1;
5422 static int test_xy[4][2] =
5429 static int test_dir[4] =
5439 int test_x, test_y, test_move_dir, test_element;
5441 test_x = good_x + test_xy[i][0];
5442 test_y = good_y + test_xy[i][1];
5443 if (!IN_LEV_FIELD(test_x, test_y))
5447 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5450 test_element = Feld[test_x][test_y];
5452 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
5455 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5456 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5458 if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) ||
5459 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
5467 if (kill_x != -1 || kill_y != -1)
5469 if (IS_PLAYER(good_x, good_y))
5471 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
5473 if (player->shield_active_time_left > 0)
5474 Bang(kill_x, kill_y);
5475 else if (!PLAYER_PROTECTED(good_x, good_y))
5479 Bang(good_x, good_y);
5483 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
5485 int i, kill_x = -1, kill_y = -1;
5486 int bad_element = Feld[bad_x][bad_y];
5487 static int test_xy[4][2] =
5494 static int test_dir[4] =
5502 if (bad_element == EL_EXPLODING) /* skip just exploding bad things */
5507 int test_x, test_y, test_move_dir, test_element;
5509 test_x = bad_x + test_xy[i][0];
5510 test_y = bad_y + test_xy[i][1];
5511 if (!IN_LEV_FIELD(test_x, test_y))
5515 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5517 test_element = Feld[test_x][test_y];
5519 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5520 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5522 if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) ||
5523 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
5525 /* good thing is player or penguin that does not move away */
5526 if (IS_PLAYER(test_x, test_y))
5528 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
5530 if (bad_element == EL_ROBOT && player->is_moving)
5531 continue; /* robot does not kill player if he is moving */
5537 else if (test_element == EL_PINGUIN)
5546 if (kill_x != -1 || kill_y != -1)
5548 if (IS_PLAYER(kill_x, kill_y))
5550 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
5553 int dir = player->MovDir;
5554 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5555 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5557 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5558 newx != bad_x && newy != bad_y)
5559 ; /* robot does not kill player if he is moving */
5561 printf("-> %d\n", player->MovDir);
5563 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5564 newx != bad_x && newy != bad_y)
5565 ; /* robot does not kill player if he is moving */
5570 if (player->shield_active_time_left > 0)
5572 else if (!PLAYER_PROTECTED(kill_x, kill_y))
5576 Bang(kill_x, kill_y);
5580 void TestIfHeroTouchesBadThing(int x, int y)
5582 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5585 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
5587 TestIfGoodThingHitsBadThing(x, y, move_dir);
5590 void TestIfBadThingTouchesHero(int x, int y)
5592 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5595 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
5597 TestIfBadThingHitsGoodThing(x, y, move_dir);
5600 void TestIfFriendTouchesBadThing(int x, int y)
5602 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5605 void TestIfBadThingTouchesFriend(int x, int y)
5607 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5610 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
5612 int i, kill_x = bad_x, kill_y = bad_y;
5613 static int xy[4][2] =
5625 x = bad_x + xy[i][0];
5626 y = bad_y + xy[i][1];
5627 if (!IN_LEV_FIELD(x, y))
5630 element = Feld[x][y];
5631 if (IS_AMOEBOID(element) || element == EL_LIFE ||
5632 element == EL_AMOEBING || element == EL_TROPFEN)
5640 if (kill_x != bad_x || kill_y != bad_y)
5644 void KillHero(struct PlayerInfo *player)
5646 int jx = player->jx, jy = player->jy;
5648 if (!player->active)
5651 if (IS_PFORTE(Feld[jx][jy]))
5652 Feld[jx][jy] = EL_LEERRAUM;
5654 /* deactivate shield (else Bang()/Explode() would not work right) */
5655 player->shield_passive_time_left = 0;
5656 player->shield_active_time_left = 0;
5662 static void KillHeroUnlessProtected(int x, int y)
5664 if (!PLAYER_PROTECTED(x, y))
5665 KillHero(PLAYERINFO(x, y));
5668 void BuryHero(struct PlayerInfo *player)
5670 int jx = player->jx, jy = player->jy;
5672 if (!player->active)
5675 PlaySoundLevel(jx, jy, SND_PLAYER_DYING);
5676 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
5678 player->GameOver = TRUE;
5682 void RemoveHero(struct PlayerInfo *player)
5684 int jx = player->jx, jy = player->jy;
5685 int i, found = FALSE;
5687 player->present = FALSE;
5688 player->active = FALSE;
5690 if (!ExplodeField[jx][jy])
5691 StorePlayer[jx][jy] = 0;
5693 for (i=0; i<MAX_PLAYERS; i++)
5694 if (stored_player[i].active)
5698 AllPlayersGone = TRUE;
5704 int DigField(struct PlayerInfo *player,
5705 int x, int y, int real_dx, int real_dy, int mode)
5707 int jx = player->jx, jy = player->jy;
5708 int dx = x - jx, dy = y - jy;
5709 int move_direction = (dx == -1 ? MV_LEFT :
5710 dx == +1 ? MV_RIGHT :
5712 dy == +1 ? MV_DOWN : MV_NO_MOVING);
5715 if (!player->MovPos)
5716 player->Pushing = FALSE;
5718 if (mode == DF_NO_PUSH)
5720 player->Switching = FALSE;
5721 player->push_delay = 0;
5722 return MF_NO_ACTION;
5725 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
5726 return MF_NO_ACTION;
5728 if (IS_TUBE(Feld[jx][jy]))
5731 int tube_leave_directions[][2] =
5733 { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5734 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5735 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5736 { EL_TUBE_VERT_LEFT, MV_LEFT | MV_UP | MV_DOWN },
5737 { EL_TUBE_VERT_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
5738 { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_UP },
5739 { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
5740 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
5741 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
5742 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
5743 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
5744 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
5747 while (tube_leave_directions[i][0] != Feld[jx][jy])
5750 if (tube_leave_directions[i][0] == -1) /* should not happen */
5754 if (!(tube_leave_directions[i][1] & move_direction))
5755 return MF_NO_ACTION; /* tube has no opening in this direction */
5758 element = Feld[x][y];
5764 case EL_SAND_INVISIBLE:
5765 case EL_TRAP_INACTIVE:
5770 if (element == EL_LEERRAUM)
5771 PlaySoundLevel(x, y, SND_EMPTY_SPACE_DIGGING);
5772 else if (element == EL_ERDREICH)
5773 PlaySoundLevel(x, y, SND_SAND_DIGGING);
5774 else if (element == EL_SAND_INVISIBLE)
5775 PlaySoundLevel(x, y, SND_SAND_INVISIBLE_DIGGING);
5776 else if (element == EL_TRAP_INACTIVE)
5777 PlaySoundLevel(x, y, SND_TRAP_INACTIVE_DIGGING);
5778 else if (element == EL_SP_BASE)
5779 PlaySoundLevel(x, y, SND_SP_BASE_DIGGING);
5780 else if (element == EL_SP_BUG)
5781 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_DIGGING);
5785 case EL_EDELSTEIN_BD:
5786 case EL_EDELSTEIN_GELB:
5787 case EL_EDELSTEIN_ROT:
5788 case EL_EDELSTEIN_LILA:
5790 case EL_SP_INFOTRON:
5794 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 :
5795 element == EL_PEARL ? 5 :
5796 element == EL_CRYSTAL ? 8 : 1);
5797 if (local_player->gems_still_needed < 0)
5798 local_player->gems_still_needed = 0;
5799 RaiseScoreElement(element);
5800 DrawText(DX_EMERALDS, DY_EMERALDS,
5801 int2str(local_player->gems_still_needed, 3),
5802 FS_SMALL, FC_YELLOW);
5804 if (element == EL_EDELSTEIN_BD)
5805 PlaySoundLevel(x, y, SND_BD_DIAMOND_COLLECTING);
5806 else if (element == EL_DIAMANT)
5807 PlaySoundLevel(x, y, SND_DIAMOND_COLLECTING);
5808 else if (element == EL_SP_INFOTRON)
5809 PlaySoundLevel(x, y, SND_SP_INFOTRON_COLLECTING);
5810 else if (element == EL_PEARL)
5811 PlaySoundLevel(x, y, SND_PEARL_COLLECTING);
5812 else if (element == EL_CRYSTAL)
5813 PlaySoundLevel(x, y, SND_CRYSTAL_COLLECTING);
5814 else /* EL_EDELSTEIN style element */
5815 PlaySoundLevel(x, y, SND_EMERALD_COLLECTING);
5820 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
5821 PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
5825 Feld[x][y] = EL_LEERRAUM;
5826 PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
5834 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5836 PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, PSND_MAX_RIGHT);
5839 case EL_SHIELD_PASSIVE:
5841 player->shield_passive_time_left += 10;
5842 PlaySoundLevel(x, y, SND_SHIELD_PASSIVE_COLLECTING);
5845 case EL_SHIELD_ACTIVE:
5847 player->shield_passive_time_left += 10;
5848 player->shield_active_time_left += 10;
5849 PlaySoundLevel(x, y, SND_SHIELD_ACTIVE_COLLECTING);
5852 case EL_DYNAMITE_INACTIVE:
5853 case EL_SP_DISK_RED:
5856 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5857 DrawText(DX_DYNAMITE, DY_DYNAMITE,
5858 int2str(local_player->dynamite, 3),
5859 FS_SMALL, FC_YELLOW);
5860 if (element == EL_SP_DISK_RED)
5861 PlaySoundLevel(x, y, SND_SP_DISK_RED_COLLECTING);
5863 PlaySoundLevel(x, y, SND_DYNAMITE_COLLECTING);
5866 case EL_DYNABOMB_NR:
5868 player->dynabomb_count++;
5869 player->dynabombs_left++;
5870 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5871 PlaySoundLevel(x, y, SND_DYNABOMB_NR_COLLECTING);
5874 case EL_DYNABOMB_SZ:
5876 player->dynabomb_size++;
5877 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5878 PlaySoundLevel(x, y, SND_DYNABOMB_SZ_COLLECTING);
5881 case EL_DYNABOMB_XL:
5883 player->dynabomb_xl = TRUE;
5884 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5885 PlaySoundLevel(x, y, SND_DYNABOMB_XL_COLLECTING);
5888 case EL_SCHLUESSEL1:
5889 case EL_SCHLUESSEL2:
5890 case EL_SCHLUESSEL3:
5891 case EL_SCHLUESSEL4:
5893 int key_nr = element - EL_SCHLUESSEL1;
5896 player->key[key_nr] = TRUE;
5897 RaiseScoreElement(EL_SCHLUESSEL);
5898 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5899 GFX_SCHLUESSEL1 + key_nr);
5900 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5901 GFX_SCHLUESSEL1 + key_nr);
5902 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
5911 int key_nr = element - EL_EM_KEY_1;
5914 player->key[key_nr] = TRUE;
5915 RaiseScoreElement(EL_SCHLUESSEL);
5916 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5917 GFX_SCHLUESSEL1 + key_nr);
5918 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5919 GFX_SCHLUESSEL1 + key_nr);
5920 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
5925 Feld[x][y] = EL_ABLENK_EIN;
5928 DrawLevelField(x, y);
5929 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
5933 case EL_SP_TERMINAL:
5937 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
5939 for (yy=0; yy<lev_fieldy; yy++)
5941 for (xx=0; xx<lev_fieldx; xx++)
5943 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
5945 else if (Feld[xx][yy] == EL_SP_TERMINAL)
5946 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
5954 case EL_BELT1_SWITCH_LEFT:
5955 case EL_BELT1_SWITCH_MIDDLE:
5956 case EL_BELT1_SWITCH_RIGHT:
5957 case EL_BELT2_SWITCH_LEFT:
5958 case EL_BELT2_SWITCH_MIDDLE:
5959 case EL_BELT2_SWITCH_RIGHT:
5960 case EL_BELT3_SWITCH_LEFT:
5961 case EL_BELT3_SWITCH_MIDDLE:
5962 case EL_BELT3_SWITCH_RIGHT:
5963 case EL_BELT4_SWITCH_LEFT:
5964 case EL_BELT4_SWITCH_MIDDLE:
5965 case EL_BELT4_SWITCH_RIGHT:
5966 if (!player->Switching)
5968 player->Switching = TRUE;
5969 ToggleBeltSwitch(x, y);
5970 PlaySoundLevel(x, y, SND_CONVEYOR_BELT_SWITCH_ACTIVATING);
5975 case EL_SWITCHGATE_SWITCH_1:
5976 case EL_SWITCHGATE_SWITCH_2:
5977 if (!player->Switching)
5979 player->Switching = TRUE;
5980 ToggleSwitchgateSwitch(x, y);
5981 PlaySoundLevel(x, y, SND_SWITCHGATE_SWITCH_ACTIVATING);
5986 case EL_LIGHT_SWITCH_OFF:
5987 case EL_LIGHT_SWITCH_ON:
5988 if (!player->Switching)
5990 player->Switching = TRUE;
5991 ToggleLightSwitch(x, y);
5992 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH_OFF ?
5993 SND_LIGHT_SWITCH_ACTIVATING :
5994 SND_LIGHT_SWITCH_DEACTIVATING);
5999 case EL_TIMEGATE_SWITCH_OFF:
6000 ActivateTimegateSwitch(x, y);
6001 PlaySoundLevel(x, y, SND_TIMEGATE_WHEEL_ACTIVATING);
6006 case EL_BALLOON_SEND_LEFT:
6007 case EL_BALLOON_SEND_RIGHT:
6008 case EL_BALLOON_SEND_UP:
6009 case EL_BALLOON_SEND_DOWN:
6010 case EL_BALLOON_SEND_ANY:
6011 if (element == EL_BALLOON_SEND_ANY)
6012 game.balloon_dir = move_direction;
6014 game.balloon_dir = (element == EL_BALLOON_SEND_LEFT ? MV_LEFT :
6015 element == EL_BALLOON_SEND_RIGHT ? MV_RIGHT :
6016 element == EL_BALLOON_SEND_UP ? MV_UP :
6017 element == EL_BALLOON_SEND_DOWN ? MV_DOWN :
6024 if (local_player->gems_still_needed > 0)
6025 return MF_NO_ACTION;
6027 player->LevelSolved = player->GameOver = TRUE;
6028 PlaySoundStereo(SND_SP_EXIT_ENTERING, PSND_MAX_RIGHT);
6031 case EL_FELSBROCKEN:
6034 case EL_DX_SUPABOMB:
6038 case EL_SP_DISK_ORANGE:
6040 if (dy || mode == DF_SNAP)
6041 return MF_NO_ACTION;
6043 player->Pushing = TRUE;
6045 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6046 return MF_NO_ACTION;
6050 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6051 return MF_NO_ACTION;
6054 if (player->push_delay == 0)
6055 player->push_delay = FrameCounter;
6057 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6058 !tape.playing && element != EL_SPRING)
6059 return MF_NO_ACTION;
6061 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6062 !(tape.playing && tape.game_version < GAME_VERSION_2_0) &&
6063 element != EL_SPRING)
6064 return MF_NO_ACTION;
6068 Feld[x+dx][y+dy] = element;
6070 if (element == EL_SPRING)
6072 Feld[x+dx][y+dy] = EL_SPRING_MOVING;
6073 MovDir[x+dx][y+dy] = move_direction;
6076 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
6078 DrawLevelField(x+dx, y+dy);
6079 if (element == EL_FELSBROCKEN)
6080 PlaySoundLevel(x+dx, y+dy, SND_ROCK_PUSHING);
6081 else if (element == EL_BD_ROCK)
6082 PlaySoundLevel(x+dx, y+dy, SND_BD_ROCK_PUSHING);
6083 else if (element == EL_BOMBE)
6084 PlaySoundLevel(x+dx, y+dy, SND_BOMB_PUSHING);
6085 else if (element == EL_DX_SUPABOMB)
6086 PlaySoundLevel(x+dx, y+dy, SND_DX_BOMB_PUSHING);
6087 else if (element == EL_KOKOSNUSS)
6088 PlaySoundLevel(x+dx, y+dy, SND_NUT_PUSHING);
6089 else if (element == EL_ZEIT_LEER)
6090 PlaySoundLevel(x+dx, y+dy, SND_TIME_ORB_EMPTY_PUSHING);
6091 else if (element == EL_SP_ZONK)
6092 PlaySoundLevel(x+dx, y+dy, SND_SP_ZONK_PUSHING);
6093 else if (element == EL_SP_DISK_ORANGE)
6094 PlaySoundLevel(x+dx, y+dy, SND_SP_DISK_ORANGE_PUSHING);
6095 else if (element == EL_SPRING)
6096 PlaySoundLevel(x+dx, y+dy, SND_SPRING_PUSHING);
6103 if (!player->key[element - EL_PFORTE1])
6104 return MF_NO_ACTION;
6111 if (!player->key[element - EL_PFORTE1X])
6112 return MF_NO_ACTION;
6119 if (!player->key[element - EL_EM_GATE_1])
6120 return MF_NO_ACTION;
6121 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6122 return MF_NO_ACTION;
6124 /* automatically move to the next field with double speed */
6125 player->programmed_action = move_direction;
6126 DOUBLE_PLAYER_SPEED(player);
6128 PlaySoundLevel(x, y, SND_GATE_PASSING);
6136 if (!player->key[element - EL_EM_GATE_1X])
6137 return MF_NO_ACTION;
6138 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6139 return MF_NO_ACTION;
6141 /* automatically move to the next field with double speed */
6142 player->programmed_action = move_direction;
6143 DOUBLE_PLAYER_SPEED(player);
6145 PlaySoundLevel(x, y, SND_GATE_PASSING);
6149 case EL_SWITCHGATE_OPEN:
6150 case EL_TIMEGATE_OPEN:
6151 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6152 return MF_NO_ACTION;
6154 /* automatically move to the next field with double speed */
6155 player->programmed_action = move_direction;
6156 DOUBLE_PLAYER_SPEED(player);
6158 if (element == EL_SWITCHGATE_OPEN)
6159 PlaySoundLevel(x, y, SND_SWITCHGATE_PASSING);
6161 PlaySoundLevel(x, y, SND_TIMEGATE_PASSING);
6165 case EL_SP_PORT1_LEFT:
6166 case EL_SP_PORT2_LEFT:
6167 case EL_SP_PORT1_RIGHT:
6168 case EL_SP_PORT2_RIGHT:
6169 case EL_SP_PORT1_UP:
6170 case EL_SP_PORT2_UP:
6171 case EL_SP_PORT1_DOWN:
6172 case EL_SP_PORT2_DOWN:
6177 element != EL_SP_PORT1_LEFT &&
6178 element != EL_SP_PORT2_LEFT &&
6179 element != EL_SP_PORT_X &&
6180 element != EL_SP_PORT_XY) ||
6182 element != EL_SP_PORT1_RIGHT &&
6183 element != EL_SP_PORT2_RIGHT &&
6184 element != EL_SP_PORT_X &&
6185 element != EL_SP_PORT_XY) ||
6187 element != EL_SP_PORT1_UP &&
6188 element != EL_SP_PORT2_UP &&
6189 element != EL_SP_PORT_Y &&
6190 element != EL_SP_PORT_XY) ||
6192 element != EL_SP_PORT1_DOWN &&
6193 element != EL_SP_PORT2_DOWN &&
6194 element != EL_SP_PORT_Y &&
6195 element != EL_SP_PORT_XY) ||
6196 !IN_LEV_FIELD(x + dx, y + dy) ||
6197 !IS_FREE(x + dx, y + dy))
6198 return MF_NO_ACTION;
6200 /* automatically move to the next field with double speed */
6201 player->programmed_action = move_direction;
6202 DOUBLE_PLAYER_SPEED(player);
6204 PlaySoundLevel(x, y, SND_SP_PORT_PASSING);
6208 case EL_TUBE_VERTICAL:
6209 case EL_TUBE_HORIZONTAL:
6210 case EL_TUBE_VERT_LEFT:
6211 case EL_TUBE_VERT_RIGHT:
6212 case EL_TUBE_HORIZ_UP:
6213 case EL_TUBE_HORIZ_DOWN:
6214 case EL_TUBE_LEFT_UP:
6215 case EL_TUBE_LEFT_DOWN:
6216 case EL_TUBE_RIGHT_UP:
6217 case EL_TUBE_RIGHT_DOWN:
6220 int tube_enter_directions[][2] =
6222 { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6223 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6224 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6225 { EL_TUBE_VERT_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
6226 { EL_TUBE_VERT_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
6227 { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
6228 { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
6229 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
6230 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
6231 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
6232 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
6233 { -1, MV_NO_MOVING }
6236 while (tube_enter_directions[i][0] != element)
6239 if (tube_enter_directions[i][0] == -1) /* should not happen */
6243 if (!(tube_enter_directions[i][1] & move_direction))
6244 return MF_NO_ACTION; /* tube has no opening in this direction */
6249 case EL_AUSGANG_ACT:
6250 /* door is not (yet) open */
6251 return MF_NO_ACTION;
6254 case EL_AUSGANG_AUF:
6255 if (mode == DF_SNAP)
6256 return MF_NO_ACTION;
6258 PlaySoundLevel(x, y, SND_EXIT_ENTERING);
6263 Feld[x][y] = EL_BIRNE_EIN;
6264 local_player->lights_still_needed--;
6265 DrawLevelField(x, y);
6266 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
6271 Feld[x][y] = EL_ZEIT_LEER;
6273 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
6274 DrawLevelField(x, y);
6275 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, PSND_MAX_RIGHT);
6279 case EL_SOKOBAN_FELD_LEER:
6282 case EL_SOKOBAN_OBJEKT:
6283 case EL_SOKOBAN_FELD_VOLL:
6285 case EL_SP_DISK_YELLOW:
6287 if (mode == DF_SNAP)
6288 return MF_NO_ACTION;
6290 player->Pushing = TRUE;
6292 if (!IN_LEV_FIELD(x+dx, y+dy)
6293 || (!IS_FREE(x+dx, y+dy)
6294 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
6295 || !IS_SB_ELEMENT(element))))
6296 return MF_NO_ACTION;
6300 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6301 return MF_NO_ACTION;
6303 else if (dy && real_dx)
6305 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
6306 return MF_NO_ACTION;
6309 if (player->push_delay == 0)
6310 player->push_delay = FrameCounter;
6312 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6313 !tape.playing && element != EL_BALLOON)
6314 return MF_NO_ACTION;
6316 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6317 !(tape.playing && tape.game_version < GAME_VERSION_2_0) &&
6318 element != EL_BALLOON)
6319 return MF_NO_ACTION;
6322 if (IS_SB_ELEMENT(element))
6324 if (element == EL_SOKOBAN_FELD_VOLL)
6326 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
6327 local_player->sokobanfields_still_needed++;
6332 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
6334 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
6335 local_player->sokobanfields_still_needed--;
6336 if (element == EL_SOKOBAN_OBJEKT)
6337 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_FILLING);
6339 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6343 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
6344 if (element == EL_SOKOBAN_FELD_VOLL)
6345 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_CLEARING);
6347 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6353 Feld[x+dx][y+dy] = element;
6356 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
6358 DrawLevelField(x, y);
6359 DrawLevelField(x+dx, y+dy);
6360 if (element == EL_SONDE)
6361 PlaySoundLevel(x+dx, y+dy, SND_SATELLITE_PUSHING);
6362 else if (element == EL_SP_DISK_YELLOW)
6363 PlaySoundLevel(x+dx, y+dy, SND_SP_DISK_YELLOW_PUSHING);
6364 else if (element == EL_BALLOON)
6365 PlaySoundLevel(x+dx, y+dy, SND_BALLOON_PUSHING);
6367 if (IS_SB_ELEMENT(element) &&
6368 local_player->sokobanfields_still_needed == 0 &&
6369 game.emulation == EMU_SOKOBAN)
6371 player->LevelSolved = player->GameOver = TRUE;
6372 PlaySoundLevel(x, y, SND_SOKOBAN_GAME_SOLVING);
6383 return MF_NO_ACTION;
6386 player->push_delay = 0;
6391 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
6393 int jx = player->jx, jy = player->jy;
6394 int x = jx + dx, y = jy + dy;
6396 if (!player->active || !IN_LEV_FIELD(x, y))
6404 player->snapped = FALSE;
6408 if (player->snapped)
6411 player->MovDir = (dx < 0 ? MV_LEFT :
6414 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6416 if (!DigField(player, x, y, 0, 0, DF_SNAP))
6419 player->snapped = TRUE;
6420 DrawLevelField(x, y);
6426 boolean PlaceBomb(struct PlayerInfo *player)
6428 int jx = player->jx, jy = player->jy;
6431 if (!player->active || player->MovPos)
6434 element = Feld[jx][jy];
6436 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
6437 IS_ACTIVE_BOMB(element) || element == EL_EXPLODING)
6440 if (element != EL_LEERRAUM)
6441 Store[jx][jy] = element;
6443 if (player->dynamite)
6445 Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
6446 MovDelay[jx][jy] = 96;
6448 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6449 FS_SMALL, FC_YELLOW);
6450 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6452 if (game.emulation == EMU_SUPAPLEX)
6453 DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
6455 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
6458 PlaySoundLevel(jx, jy, SND_DYNAMITE_PLACING);
6462 Feld[jx][jy] = EL_DYNABOMB_ACTIVE_1 + (player->element_nr - EL_SPIELER1);
6463 MovDelay[jx][jy] = 96;
6464 player->dynabombs_left--;
6465 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6466 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
6468 PlaySoundLevel(jx, jy, SND_DYNABOMB_PLACING);
6474 void PlaySoundLevel(int x, int y, int nr)
6476 int sx = SCREENX(x), sy = SCREENY(y);
6477 int volume, stereo_position;
6478 int silence_distance = 8;
6479 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
6481 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
6482 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
6485 if (!IN_LEV_FIELD(x, y) ||
6486 sx < -silence_distance || sx >= SCR_FIELDX + silence_distance ||
6487 sy < -silence_distance || sy >= SCR_FIELDY + silence_distance)
6490 volume = PSND_MAX_VOLUME;
6492 #if !defined(PLATFORM_MSDOS)
6493 stereo_position = (sx - SCR_FIELDX / 2) * 12;
6495 stereo_position = PSND_MIDDLE + (2 * sx - (SCR_FIELDX - 1)) * 5;
6496 if (stereo_position > PSND_MAX_RIGHT)
6497 stereo_position = PSND_MAX_RIGHT;
6498 if (stereo_position < PSND_MAX_LEFT)
6499 stereo_position = PSND_MAX_LEFT;
6502 if (!IN_SCR_FIELD(sx, sy))
6504 int dx = ABS(sx - SCR_FIELDX/2) - SCR_FIELDX/2;
6505 int dy = ABS(sy - SCR_FIELDY/2) - SCR_FIELDY/2;
6507 volume -= volume * (dx > dy ? dx : dy) / silence_distance;
6510 PlaySoundExt(nr, volume, stereo_position, type);
6513 void RaiseScore(int value)
6515 local_player->score += value;
6516 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
6517 FS_SMALL, FC_YELLOW);
6520 void RaiseScoreElement(int element)
6525 case EL_EDELSTEIN_BD:
6526 case EL_EDELSTEIN_GELB:
6527 case EL_EDELSTEIN_ROT:
6528 case EL_EDELSTEIN_LILA:
6529 RaiseScore(level.score[SC_EDELSTEIN]);
6532 RaiseScore(level.score[SC_DIAMANT]);
6536 RaiseScore(level.score[SC_KAEFER]);
6540 RaiseScore(level.score[SC_FLIEGER]);
6544 RaiseScore(level.score[SC_MAMPFER]);
6547 RaiseScore(level.score[SC_ROBOT]);
6550 RaiseScore(level.score[SC_PACMAN]);
6553 RaiseScore(level.score[SC_KOKOSNUSS]);
6555 case EL_DYNAMITE_INACTIVE:
6556 RaiseScore(level.score[SC_DYNAMIT]);
6559 RaiseScore(level.score[SC_SCHLUESSEL]);
6566 void RequestQuitGame(boolean ask_if_really_quit)
6568 if (AllPlayersGone ||
6569 !ask_if_really_quit ||
6570 level_editor_test_game ||
6571 Request("Do you really want to quit the game ?",
6572 REQ_ASK | REQ_STAY_CLOSED))
6574 #if defined(PLATFORM_UNIX)
6575 if (options.network)
6576 SendToServer_StopPlaying();
6580 game_status = MAINMENU;
6586 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
6591 /* ---------- new game button stuff ---------------------------------------- */
6593 /* graphic position values for game buttons */
6594 #define GAME_BUTTON_XSIZE 30
6595 #define GAME_BUTTON_YSIZE 30
6596 #define GAME_BUTTON_XPOS 5
6597 #define GAME_BUTTON_YPOS 215
6598 #define SOUND_BUTTON_XPOS 5
6599 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
6601 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6602 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6603 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6604 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6605 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6606 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6613 } gamebutton_info[NUM_GAME_BUTTONS] =
6616 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
6621 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
6626 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
6631 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
6632 SOUND_CTRL_ID_MUSIC,
6633 "background music on/off"
6636 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
6637 SOUND_CTRL_ID_LOOPS,
6638 "sound loops on/off"
6641 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
6642 SOUND_CTRL_ID_SIMPLE,
6643 "normal sounds on/off"
6647 void CreateGameButtons()
6651 for (i=0; i<NUM_GAME_BUTTONS; i++)
6653 Bitmap *gd_bitmap = pix[PIX_DOOR];
6654 struct GadgetInfo *gi;
6657 unsigned long event_mask;
6658 int gd_xoffset, gd_yoffset;
6659 int gd_x1, gd_x2, gd_y1, gd_y2;
6662 gd_xoffset = gamebutton_info[i].x;
6663 gd_yoffset = gamebutton_info[i].y;
6664 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
6665 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
6667 if (id == GAME_CTRL_ID_STOP ||
6668 id == GAME_CTRL_ID_PAUSE ||
6669 id == GAME_CTRL_ID_PLAY)
6671 button_type = GD_TYPE_NORMAL_BUTTON;
6673 event_mask = GD_EVENT_RELEASED;
6674 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6675 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6679 button_type = GD_TYPE_CHECK_BUTTON;
6681 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
6682 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
6683 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
6684 event_mask = GD_EVENT_PRESSED;
6685 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
6686 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6689 gi = CreateGadget(GDI_CUSTOM_ID, id,
6690 GDI_INFO_TEXT, gamebutton_info[i].infotext,
6691 GDI_X, DX + gd_xoffset,
6692 GDI_Y, DY + gd_yoffset,
6693 GDI_WIDTH, GAME_BUTTON_XSIZE,
6694 GDI_HEIGHT, GAME_BUTTON_YSIZE,
6695 GDI_TYPE, button_type,
6696 GDI_STATE, GD_BUTTON_UNPRESSED,
6697 GDI_CHECKED, checked,
6698 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
6699 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
6700 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
6701 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
6702 GDI_EVENT_MASK, event_mask,
6703 GDI_CALLBACK_ACTION, HandleGameButtons,
6707 Error(ERR_EXIT, "cannot create gadget");
6709 game_gadget[id] = gi;
6713 static void MapGameButtons()
6717 for (i=0; i<NUM_GAME_BUTTONS; i++)
6718 MapGadget(game_gadget[i]);
6721 void UnmapGameButtons()
6725 for (i=0; i<NUM_GAME_BUTTONS; i++)
6726 UnmapGadget(game_gadget[i]);
6729 static void HandleGameButtons(struct GadgetInfo *gi)
6731 int id = gi->custom_id;
6733 if (game_status != PLAYING)
6738 case GAME_CTRL_ID_STOP:
6739 RequestQuitGame(TRUE);
6742 case GAME_CTRL_ID_PAUSE:
6743 if (options.network)
6745 #if defined(PLATFORM_UNIX)
6747 SendToServer_ContinuePlaying();
6749 SendToServer_PausePlaying();
6753 TapeTogglePause(TAPE_TOGGLE_MANUAL);
6756 case GAME_CTRL_ID_PLAY:
6759 #if defined(PLATFORM_UNIX)
6760 if (options.network)
6761 SendToServer_ContinuePlaying();
6765 tape.pausing = FALSE;
6766 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
6771 case SOUND_CTRL_ID_MUSIC:
6772 if (setup.sound_music)
6774 setup.sound_music = FALSE;
6777 else if (audio.music_available)
6779 setup.sound = setup.sound_music = TRUE;
6780 PlayMusic(level_nr);
6784 case SOUND_CTRL_ID_LOOPS:
6785 if (setup.sound_loops)
6786 setup.sound_loops = FALSE;
6787 else if (audio.loops_available)
6788 setup.sound = setup.sound_loops = TRUE;
6791 case SOUND_CTRL_ID_SIMPLE:
6792 if (setup.sound_simple)
6793 setup.sound_simple = FALSE;
6794 else if (audio.sound_available)
6795 setup.sound = setup.sound_simple = TRUE;