1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MoveFigure() */
36 #define MF_NO_ACTION 0
40 /* for ScrollFigure() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_NO_EXPLOSION 0
51 /* special positions in the game control window (relative to control window) */
54 #define XX_EMERALDS 29
55 #define YY_EMERALDS 54
56 #define XX_DYNAMITE 29
57 #define YY_DYNAMITE 89
65 /* special positions in the game control window (relative to main window) */
66 #define DX_LEVEL (DX + XX_LEVEL)
67 #define DY_LEVEL (DY + YY_LEVEL)
68 #define DX_EMERALDS (DX + XX_EMERALDS)
69 #define DY_EMERALDS (DY + YY_EMERALDS)
70 #define DX_DYNAMITE (DX + XX_DYNAMITE)
71 #define DY_DYNAMITE (DY + YY_DYNAMITE)
72 #define DX_KEYS (DX + XX_KEYS)
73 #define DY_KEYS (DY + YY_KEYS)
74 #define DX_SCORE (DX + XX_SCORE)
75 #define DY_SCORE (DY + YY_SCORE)
76 #define DX_TIME (DX + XX_TIME)
77 #define DY_TIME (DY + YY_TIME)
79 /* values for initial player move delay (initial delay counter value) */
80 #define INITIAL_MOVE_DELAY_OFF -1
81 #define INITIAL_MOVE_DELAY_ON 0
83 /* values for player movement speed (which is in fact a delay value) */
84 #define MOVE_DELAY_NORMAL_SPEED 8
85 #define MOVE_DELAY_HIGH_SPEED 4
87 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
88 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
89 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
90 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
92 /* game button identifiers */
93 #define GAME_CTRL_ID_STOP 0
94 #define GAME_CTRL_ID_PAUSE 1
95 #define GAME_CTRL_ID_PLAY 2
96 #define SOUND_CTRL_ID_MUSIC 3
97 #define SOUND_CTRL_ID_LOOPS 4
98 #define SOUND_CTRL_ID_SIMPLE 5
100 #define NUM_GAME_BUTTONS 6
102 /* forward declaration for internal use */
103 static void CloseAllOpenTimegates(void);
104 static void CheckGravityMovement(struct PlayerInfo *);
105 static void KillHeroUnlessProtected(int, int);
107 void PlaySoundLevel(int, int, int);
108 void PlaySoundLevelAction(int, int, int);
109 void PlaySoundLevelElementAction(int, int, int, int);
111 static void MapGameButtons();
112 static void HandleGameButtons(struct GadgetInfo *);
114 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
116 #define SND_ACTION_UNKNOWN 0
117 #define SND_ACTION_WAITING 1
118 #define SND_ACTION_MOVING 2
119 #define SND_ACTION_DIGGING 3
120 #define SND_ACTION_COLLECTING 4
121 #define SND_ACTION_PASSING 5
122 #define SND_ACTION_IMPACT 6
123 #define SND_ACTION_PUSHING 7
124 #define SND_ACTION_ACTIVATING 8
125 #define SND_ACTION_BURNING 9
127 #define NUM_SND_ACTIONS 10
134 } sound_action_properties[] =
136 /* insert _all_ loop sound actions here */
137 { ".waiting", SND_ACTION_WAITING, TRUE },
138 { ".moving", SND_ACTION_MOVING, TRUE }, /* continuos moving */
139 { ".running", SND_ACTION_UNKNOWN, TRUE },
140 { ".burning", SND_ACTION_BURNING, TRUE },
141 { ".growing", SND_ACTION_UNKNOWN, TRUE },
142 { ".attacking", SND_ACTION_UNKNOWN, TRUE },
143 { ".activated", SND_ACTION_UNKNOWN, TRUE },
145 /* other (non-loop) sound actions are optional */
146 { ".stepping", SND_ACTION_MOVING, FALSE }, /* discrete moving */
147 { ".digging", SND_ACTION_DIGGING, FALSE },
148 { ".collecting", SND_ACTION_COLLECTING, FALSE },
149 { ".passing", SND_ACTION_PASSING, FALSE },
150 { ".impact", SND_ACTION_IMPACT, FALSE },
151 { ".pushing", SND_ACTION_PUSHING, FALSE },
152 { ".activating", SND_ACTION_ACTIVATING, FALSE },
155 static int element_action_sound[NUM_LEVEL_ELEMENTS][NUM_SND_ACTIONS];
156 static boolean is_loop_sound[NUM_SOUND_FILES];
158 #define IS_LOOP_SOUND(x) (is_loop_sound[x])
163 static unsigned int getStateCheckSum(int counter)
166 unsigned int mult = 1;
167 unsigned int checksum = 0;
169 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
171 static boolean first_game = TRUE;
173 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
179 lastFeld[x][y] = Feld[x][y];
180 else if (lastFeld[x][y] != Feld[x][y])
181 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
182 x, y, lastFeld[x][y], Feld[x][y]);
186 checksum += mult++ * Ur[x][y];
187 checksum += mult++ * Feld[x][y];
190 checksum += mult++ * MovPos[x][y];
191 checksum += mult++ * MovDir[x][y];
192 checksum += mult++ * MovDelay[x][y];
193 checksum += mult++ * Store[x][y];
194 checksum += mult++ * Store2[x][y];
195 checksum += mult++ * StorePlayer[x][y];
196 checksum += mult++ * Frame[x][y];
197 checksum += mult++ * AmoebaNr[x][y];
198 checksum += mult++ * JustStopped[x][y];
199 checksum += mult++ * Stop[x][y];
203 if (counter == 3 && first_game)
214 void GetPlayerConfig()
216 if (!audio.sound_available)
219 if (!audio.loops_available)
220 setup.sound_loops = FALSE;
222 if (!audio.music_available)
223 setup.sound_music = FALSE;
225 if (!video.fullscreen_available)
226 setup.fullscreen = FALSE;
228 setup.sound_simple = setup.sound;
230 SetAudioMode(setup.sound);
234 static int getBeltNrFromElement(int element)
236 return (element < EL_BELT2_LEFT ? 0 :
237 element < EL_BELT3_LEFT ? 1 :
238 element < EL_BELT4_LEFT ? 2 : 3);
241 static int getBeltNrFromSwitchElement(int element)
243 return (element < EL_BELT2_SWITCH_LEFT ? 0 :
244 element < EL_BELT3_SWITCH_LEFT ? 1 :
245 element < EL_BELT4_SWITCH_LEFT ? 2 : 3);
248 static int getBeltDirNrFromSwitchElement(int element)
250 static int belt_base_element[4] =
252 EL_BELT1_SWITCH_LEFT,
253 EL_BELT2_SWITCH_LEFT,
254 EL_BELT3_SWITCH_LEFT,
258 int belt_nr = getBeltNrFromSwitchElement(element);
259 int belt_dir_nr = element - belt_base_element[belt_nr];
261 return (belt_dir_nr % 3);
264 static int getBeltDirFromSwitchElement(int element)
266 static int belt_move_dir[3] =
273 int belt_dir_nr = getBeltDirNrFromSwitchElement(element);
275 return belt_move_dir[belt_dir_nr];
278 static void InitField(int x, int y, boolean init_game)
285 if (stored_player[0].present)
287 Feld[x][y] = EL_SP_MURPHY_CLONE;
294 Feld[x][y] = EL_SPIELER1;
302 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
303 int jx = player->jx, jy = player->jy;
305 player->present = TRUE;
307 if (!options.network || player->connected)
309 player->active = TRUE;
311 /* remove potentially duplicate players */
312 if (StorePlayer[jx][jy] == Feld[x][y])
313 StorePlayer[jx][jy] = 0;
315 StorePlayer[x][y] = Feld[x][y];
319 printf("Player %d activated.\n", player->element_nr);
320 printf("[Local player is %d and currently %s.]\n",
321 local_player->element_nr,
322 local_player->active ? "active" : "not active");
326 Feld[x][y] = EL_LEERRAUM;
327 player->jx = player->last_jx = x;
328 player->jy = player->last_jy = y;
333 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_SALZSAEURE)
334 Feld[x][y] = EL_BADEWANNE1;
335 else if (x > 0 && Feld[x-1][y] == EL_SALZSAEURE)
336 Feld[x][y] = EL_BADEWANNE2;
337 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE1)
338 Feld[x][y] = EL_BADEWANNE3;
339 else if (y > 0 && Feld[x][y-1] == EL_SALZSAEURE)
340 Feld[x][y] = EL_BADEWANNE4;
341 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE2)
342 Feld[x][y] = EL_BADEWANNE5;
345 case EL_KAEFER_RIGHT:
350 case EL_FLIEGER_RIGHT:
352 case EL_FLIEGER_LEFT:
353 case EL_FLIEGER_DOWN:
355 case EL_BUTTERFLY_RIGHT:
356 case EL_BUTTERFLY_UP:
357 case EL_BUTTERFLY_LEFT:
358 case EL_BUTTERFLY_DOWN:
360 case EL_FIREFLY_RIGHT:
362 case EL_FIREFLY_LEFT:
363 case EL_FIREFLY_DOWN:
365 case EL_PACMAN_RIGHT:
389 if (y == lev_fieldy - 1)
391 Feld[x][y] = EL_AMOEBING;
392 Store[x][y] = EL_AMOEBE_NASS;
396 case EL_DYNAMITE_ACTIVE:
401 local_player->lights_still_needed++;
404 case EL_SOKOBAN_FELD_LEER:
405 local_player->sokobanfields_still_needed++;
409 local_player->friends_still_needed++;
414 MovDir[x][y] = 1 << RND(4);
418 Feld[x][y] = EL_LEERRAUM;
421 case EL_EM_KEY_1_FILE:
422 Feld[x][y] = EL_EM_KEY_1;
424 case EL_EM_KEY_2_FILE:
425 Feld[x][y] = EL_EM_KEY_2;
427 case EL_EM_KEY_3_FILE:
428 Feld[x][y] = EL_EM_KEY_3;
430 case EL_EM_KEY_4_FILE:
431 Feld[x][y] = EL_EM_KEY_4;
434 case EL_BELT1_SWITCH_LEFT:
435 case EL_BELT1_SWITCH_MIDDLE:
436 case EL_BELT1_SWITCH_RIGHT:
437 case EL_BELT2_SWITCH_LEFT:
438 case EL_BELT2_SWITCH_MIDDLE:
439 case EL_BELT2_SWITCH_RIGHT:
440 case EL_BELT3_SWITCH_LEFT:
441 case EL_BELT3_SWITCH_MIDDLE:
442 case EL_BELT3_SWITCH_RIGHT:
443 case EL_BELT4_SWITCH_LEFT:
444 case EL_BELT4_SWITCH_MIDDLE:
445 case EL_BELT4_SWITCH_RIGHT:
448 int belt_nr = getBeltNrFromSwitchElement(Feld[x][y]);
449 int belt_dir = getBeltDirFromSwitchElement(Feld[x][y]);
450 int belt_dir_nr = getBeltDirNrFromSwitchElement(Feld[x][y]);
452 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
454 game.belt_dir[belt_nr] = belt_dir;
455 game.belt_dir_nr[belt_nr] = belt_dir_nr;
457 else /* more than one switch -- set it like the first switch */
459 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
464 case EL_SWITCHGATE_SWITCH_2: /* always start with same switch pos */
466 Feld[x][y] = EL_SWITCHGATE_SWITCH_1;
469 case EL_LIGHT_SWITCH_ON:
471 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
479 void DrawGameDoorValues()
483 for (i=0; i<MAX_PLAYERS; i++)
485 if (stored_player[i].key[j])
486 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
487 GFX_SCHLUESSEL1 + j);
489 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
490 int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
491 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
492 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
493 DrawText(DX + XX_SCORE, DY + YY_SCORE,
494 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
495 DrawText(DX + XX_TIME, DY + YY_TIME,
496 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
501 =============================================================================
503 -----------------------------------------------------------------------------
504 initialize sound effect lookup table for element actions
505 =============================================================================
510 int sound_effect_properties[NUM_SOUND_FILES];
514 debug_print_timestamp(0, NULL);
517 for (i=0; i<NUM_SND_ACTIONS; i++)
518 for (j=0; j<NUM_LEVEL_ELEMENTS; j++)
519 element_action_sound[j][i] = -1;
521 for (i=0; i<NUM_SOUND_FILES; i++)
523 int len_effect_text = strlen(sound_files[i].token);
525 sound_effect_properties[i] = SND_ACTION_UNKNOWN;
526 is_loop_sound[i] = FALSE;
528 /* determine all loop sounds and identify certain sound classes */
530 for (j=0; sound_action_properties[j].text; j++)
532 int len_action_text = strlen(sound_action_properties[j].text);
534 if (len_action_text < len_effect_text &&
535 strcmp(&sound_files[i].token[len_effect_text - len_action_text],
536 sound_action_properties[j].text) == 0)
538 sound_effect_properties[i] = sound_action_properties[j].value;
540 if (sound_action_properties[j].is_loop)
541 is_loop_sound[i] = TRUE;
545 /* associate elements and some selected sound actions */
547 for (j=0; j<NUM_LEVEL_ELEMENTS; j++)
549 if (element_info[j].sound_class_name)
551 int len_class_text = strlen(element_info[j].sound_class_name);
553 if (len_class_text + 1 < len_effect_text &&
554 strncmp(sound_files[i].token,
555 element_info[j].sound_class_name, len_class_text) == 0 &&
556 sound_files[i].token[len_class_text] == '.')
558 int sound_action_value = sound_effect_properties[i];
560 element_action_sound[j][sound_action_value] = i;
567 debug_print_timestamp(0, "InitGameEngine");
573 int element = EL_ERDREICH;
574 int sound_action = SND_ACTION_DIGGING;
577 while (sound_action_properties[j].text)
579 if (sound_action_properties[j].value == sound_action)
580 printf("element %d, sound action '%s' == %d\n",
581 element, sound_action_properties[j].text,
582 element_action_sound[element][sound_action]);
591 =============================================================================
593 -----------------------------------------------------------------------------
594 initialize game engine due to level / tape version number
595 =============================================================================
598 static void InitGameEngine()
602 game.engine_version = (tape.playing ? tape.engine_version :
606 printf("level %d: level version == %06d\n", level_nr, level.game_version);
607 printf(" tape version == %06d [%s] [file: %06d]\n",
608 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
610 printf(" => game.engine_version == %06d\n", game.engine_version);
613 /* dynamically adjust player properties according to game engine version */
614 game.initial_move_delay =
615 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
616 INITIAL_MOVE_DELAY_OFF);
618 /* dynamically adjust player properties according to level information */
619 game.initial_move_delay_value =
620 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
622 /* dynamically adjust element properties according to game engine version */
624 static int ep_em_slippery_wall[] =
633 static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall);
635 for (i=0; i<ep_em_slippery_wall_num; i++)
637 if (level.em_slippery_gems) /* special EM style gems behaviour */
638 Elementeigenschaften2[ep_em_slippery_wall[i]] |=
639 EP_BIT_EM_SLIPPERY_WALL;
641 Elementeigenschaften2[ep_em_slippery_wall[i]] &=
642 ~EP_BIT_EM_SLIPPERY_WALL;
645 /* "EL_MAUERND" was not slippery for EM gems in version 2.0.1 */
646 if (level.em_slippery_gems && game.engine_version > VERSION_IDENT(2,0,1))
647 Elementeigenschaften2[EL_MAUERND] |= EP_BIT_EM_SLIPPERY_WALL;
649 Elementeigenschaften2[EL_MAUERND] &= ~EP_BIT_EM_SLIPPERY_WALL;
655 =============================================================================
657 -----------------------------------------------------------------------------
658 initialize and start new game
659 =============================================================================
664 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
665 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
666 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
672 #if USE_NEW_AMOEBA_CODE
673 printf("Using new amoeba code.\n");
675 printf("Using old amoeba code.\n");
679 /* don't play tapes over network */
680 network_playing = (options.network && !tape.playing);
682 for (i=0; i<MAX_PLAYERS; i++)
684 struct PlayerInfo *player = &stored_player[i];
686 player->index_nr = i;
687 player->element_nr = EL_SPIELER1 + i;
689 player->present = FALSE;
690 player->active = FALSE;
693 player->effective_action = 0;
694 player->programmed_action = 0;
697 player->gems_still_needed = level.gems_needed;
698 player->sokobanfields_still_needed = 0;
699 player->lights_still_needed = 0;
700 player->friends_still_needed = 0;
703 player->key[j] = FALSE;
705 player->dynamite = 0;
706 player->dynabomb_count = 0;
707 player->dynabomb_size = 1;
708 player->dynabombs_left = 0;
709 player->dynabomb_xl = FALSE;
711 player->MovDir = MV_NO_MOVING;
713 player->Pushing = FALSE;
714 player->Switching = FALSE;
718 player->actual_frame_counter = 0;
720 player->frame_reset_delay = 0;
722 player->last_move_dir = MV_NO_MOVING;
723 player->is_moving = FALSE;
725 player->move_delay = game.initial_move_delay;
726 player->move_delay_value = game.initial_move_delay_value;
728 player->push_delay = 0;
729 player->push_delay_value = 5;
731 player->snapped = FALSE;
733 player->last_jx = player->last_jy = 0;
734 player->jx = player->jy = 0;
736 player->shield_passive_time_left = 0;
737 player->shield_active_time_left = 0;
739 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
740 SnapField(player, 0, 0);
742 player->LevelSolved = FALSE;
743 player->GameOver = FALSE;
746 network_player_action_received = FALSE;
748 #if defined(PLATFORM_UNIX)
749 /* initial null action */
751 SendToServer_MovePlayer(MV_NO_MOVING);
759 TimeLeft = level.time;
761 ScreenMovDir = MV_NO_MOVING;
765 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
767 AllPlayersGone = FALSE;
769 game.yam_content_nr = 0;
770 game.magic_wall_active = FALSE;
771 game.magic_wall_time_left = 0;
772 game.light_time_left = 0;
773 game.timegate_time_left = 0;
774 game.switchgate_pos = 0;
775 game.balloon_dir = MV_NO_MOVING;
776 game.explosions_delayed = TRUE;
780 game.belt_dir[i] = MV_NO_MOVING;
781 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
784 for (i=0; i<MAX_NUM_AMOEBA; i++)
785 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
787 for (x=0; x<lev_fieldx; x++)
789 for (y=0; y<lev_fieldy; y++)
791 Feld[x][y] = Ur[x][y];
792 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
793 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
796 JustStopped[x][y] = 0;
798 ExplodeField[x][y] = EX_NO_EXPLOSION;
802 for(y=0; y<lev_fieldy; y++)
804 for(x=0; x<lev_fieldx; x++)
806 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
808 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
810 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
813 InitField(x, y, TRUE);
817 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
818 emulate_sb ? EMU_SOKOBAN :
819 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
821 /* correct non-moving belts to start moving left */
823 if (game.belt_dir[i] == MV_NO_MOVING)
824 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
826 /* check if any connected player was not found in playfield */
827 for (i=0; i<MAX_PLAYERS; i++)
829 struct PlayerInfo *player = &stored_player[i];
831 if (player->connected && !player->present)
833 for (j=0; j<MAX_PLAYERS; j++)
835 struct PlayerInfo *some_player = &stored_player[j];
836 int jx = some_player->jx, jy = some_player->jy;
838 /* assign first free player found that is present in the playfield */
839 if (some_player->present && !some_player->connected)
841 player->present = TRUE;
842 player->active = TRUE;
843 some_player->present = FALSE;
845 StorePlayer[jx][jy] = player->element_nr;
846 player->jx = player->last_jx = jx;
847 player->jy = player->last_jy = jy;
857 /* when playing a tape, eliminate all players who do not participate */
859 for (i=0; i<MAX_PLAYERS; i++)
861 if (stored_player[i].active && !tape.player_participates[i])
863 struct PlayerInfo *player = &stored_player[i];
864 int jx = player->jx, jy = player->jy;
866 player->active = FALSE;
867 StorePlayer[jx][jy] = 0;
868 Feld[jx][jy] = EL_LEERRAUM;
872 else if (!options.network && !setup.team_mode) /* && !tape.playing */
874 /* when in single player mode, eliminate all but the first active player */
876 for (i=0; i<MAX_PLAYERS; i++)
878 if (stored_player[i].active)
880 for (j=i+1; j<MAX_PLAYERS; j++)
882 if (stored_player[j].active)
884 struct PlayerInfo *player = &stored_player[j];
885 int jx = player->jx, jy = player->jy;
887 player->active = FALSE;
888 StorePlayer[jx][jy] = 0;
889 Feld[jx][jy] = EL_LEERRAUM;
896 /* when recording the game, store which players take part in the game */
899 for (i=0; i<MAX_PLAYERS; i++)
900 if (stored_player[i].active)
901 tape.player_participates[i] = TRUE;
906 for (i=0; i<MAX_PLAYERS; i++)
908 struct PlayerInfo *player = &stored_player[i];
910 printf("Player %d: present == %d, connected == %d, active == %d.\n",
915 if (local_player == player)
916 printf("Player %d is local player.\n", i+1);
920 if (BorderElement == EL_LEERRAUM)
923 SBX_Right = lev_fieldx - SCR_FIELDX;
925 SBY_Lower = lev_fieldy - SCR_FIELDY;
930 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
932 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
935 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
936 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
938 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
939 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
942 scroll_y = SBY_Upper;
943 if (local_player->jx >= SBX_Left + MIDPOSX)
944 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
945 local_player->jx - MIDPOSX :
947 if (local_player->jy >= SBY_Upper + MIDPOSY)
948 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
949 local_player->jy - MIDPOSY :
952 CloseDoor(DOOR_CLOSE_1);
958 /* after drawing the level, correct some elements */
959 if (game.timegate_time_left == 0)
960 CloseAllOpenTimegates();
962 if (setup.soft_scrolling)
963 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
965 redraw_mask |= REDRAW_FROM_BACKBUFFER;
967 /* copy default game door content to main double buffer */
968 BlitBitmap(pix[PIX_DOOR], drawto,
969 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
972 DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
973 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
976 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
977 int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3);
978 BlitBitmap(drawto, drawto,
979 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
980 FONT5_XSIZE * 3, FONT5_YSIZE - 1,
981 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
984 DrawGameDoorValues();
988 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
989 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
990 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
994 /* copy actual game door content to door double buffer for OpenDoor() */
995 BlitBitmap(drawto, pix[PIX_DB_DOOR],
996 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
998 OpenDoor(DOOR_OPEN_ALL);
1000 PlaySoundStereo(SND_GAME_STARTING, SOUND_MAX_RIGHT);
1001 if (setup.sound_music)
1002 PlayMusic(level_nr);
1004 KeyboardAutoRepeatOff();
1009 printf("Player %d %sactive.\n",
1010 i + 1, (stored_player[i].active ? "" : "not "));
1014 void InitMovDir(int x, int y)
1016 int i, element = Feld[x][y];
1017 static int xy[4][2] =
1024 static int direction[3][4] =
1026 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1027 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1028 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1033 case EL_KAEFER_RIGHT:
1035 case EL_KAEFER_LEFT:
1036 case EL_KAEFER_DOWN:
1037 Feld[x][y] = EL_KAEFER;
1038 MovDir[x][y] = direction[0][element - EL_KAEFER_RIGHT];
1041 case EL_FLIEGER_RIGHT:
1043 case EL_FLIEGER_LEFT:
1044 case EL_FLIEGER_DOWN:
1045 Feld[x][y] = EL_FLIEGER;
1046 MovDir[x][y] = direction[0][element - EL_FLIEGER_RIGHT];
1049 case EL_BUTTERFLY_RIGHT:
1050 case EL_BUTTERFLY_UP:
1051 case EL_BUTTERFLY_LEFT:
1052 case EL_BUTTERFLY_DOWN:
1053 Feld[x][y] = EL_BUTTERFLY;
1054 MovDir[x][y] = direction[0][element - EL_BUTTERFLY_RIGHT];
1057 case EL_FIREFLY_RIGHT:
1059 case EL_FIREFLY_LEFT:
1060 case EL_FIREFLY_DOWN:
1061 Feld[x][y] = EL_FIREFLY;
1062 MovDir[x][y] = direction[0][element - EL_FIREFLY_RIGHT];
1065 case EL_PACMAN_RIGHT:
1067 case EL_PACMAN_LEFT:
1068 case EL_PACMAN_DOWN:
1069 Feld[x][y] = EL_PACMAN;
1070 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1073 case EL_SP_SNIKSNAK:
1074 MovDir[x][y] = MV_UP;
1077 case EL_SP_ELECTRON:
1078 MovDir[x][y] = MV_LEFT;
1085 Feld[x][y] = EL_MOLE;
1086 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1090 MovDir[x][y] = 1 << RND(4);
1091 if (element != EL_KAEFER &&
1092 element != EL_FLIEGER &&
1093 element != EL_BUTTERFLY &&
1094 element != EL_FIREFLY)
1099 int x1 = x + xy[i][0];
1100 int y1 = y + xy[i][1];
1102 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1104 if (element == EL_KAEFER || element == EL_BUTTERFLY)
1106 MovDir[x][y] = direction[0][i];
1109 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
1110 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1112 MovDir[x][y] = direction[1][i];
1121 void InitAmoebaNr(int x, int y)
1124 int group_nr = AmoebeNachbarNr(x, y);
1128 for (i=1; i<MAX_NUM_AMOEBA; i++)
1130 if (AmoebaCnt[i] == 0)
1138 AmoebaNr[x][y] = group_nr;
1139 AmoebaCnt[group_nr]++;
1140 AmoebaCnt2[group_nr]++;
1146 boolean raise_level = FALSE;
1148 if (local_player->MovPos)
1151 local_player->LevelSolved = FALSE;
1153 PlaySoundStereo(SND_GAME_WINNING, SOUND_MAX_RIGHT);
1157 if (!tape.playing && setup.sound_loops)
1158 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1159 SND_CTRL_PLAY_LOOP);
1161 while (TimeLeft > 0)
1163 if (!tape.playing && !setup.sound_loops)
1164 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1165 if (TimeLeft > 0 && !(TimeLeft % 10))
1166 RaiseScore(level.score[SC_ZEITBONUS]);
1167 if (TimeLeft > 100 && !(TimeLeft % 10))
1171 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
1178 if (!tape.playing && setup.sound_loops)
1179 StopSound(SND_GAME_LEVELTIME_BONUS);
1181 else if (level.time == 0) /* level without time limit */
1183 if (!tape.playing && setup.sound_loops)
1184 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1185 SND_CTRL_PLAY_LOOP);
1187 while (TimePlayed < 999)
1189 if (!tape.playing && !setup.sound_loops)
1190 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1191 if (TimePlayed < 999 && !(TimePlayed % 10))
1192 RaiseScore(level.score[SC_ZEITBONUS]);
1193 if (TimePlayed < 900 && !(TimePlayed % 10))
1197 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
1204 if (!tape.playing && setup.sound_loops)
1205 StopSound(SND_GAME_LEVELTIME_BONUS);
1212 /* Hero disappears */
1213 DrawLevelField(ExitX, ExitY);
1219 CloseDoor(DOOR_CLOSE_1);
1224 SaveTape(tape.level_nr); /* Ask to save tape */
1227 if (level_nr == leveldir_current->handicap_level)
1229 leveldir_current->handicap_level++;
1230 SaveLevelSetup_SeriesInfo();
1233 if (level_editor_test_game)
1234 local_player->score = -1; /* no highscore when playing from editor */
1235 else if (level_nr < leveldir_current->last_level)
1236 raise_level = TRUE; /* advance to next level */
1238 if ((hi_pos = NewHiScore()) >= 0)
1240 game_status = HALLOFFAME;
1241 DrawHallOfFame(hi_pos);
1250 game_status = MAINMENU;
1267 LoadScore(level_nr);
1269 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1270 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1273 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1275 if (local_player->score > highscore[k].Score)
1277 /* player has made it to the hall of fame */
1279 if (k < MAX_SCORE_ENTRIES - 1)
1281 int m = MAX_SCORE_ENTRIES - 1;
1284 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1285 if (!strcmp(setup.player_name, highscore[l].Name))
1287 if (m == k) /* player's new highscore overwrites his old one */
1293 strcpy(highscore[l].Name, highscore[l - 1].Name);
1294 highscore[l].Score = highscore[l - 1].Score;
1301 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1302 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1303 highscore[k].Score = local_player->score;
1309 else if (!strncmp(setup.player_name, highscore[k].Name,
1310 MAX_PLAYER_NAME_LEN))
1311 break; /* player already there with a higher score */
1317 SaveScore(level_nr);
1322 void InitMovingField(int x, int y, int direction)
1324 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1325 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1327 MovDir[x][y] = direction;
1328 MovDir[newx][newy] = direction;
1329 if (Feld[newx][newy] == EL_LEERRAUM)
1330 Feld[newx][newy] = EL_BLOCKED;
1333 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1335 int direction = MovDir[x][y];
1336 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1337 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1343 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1345 int oldx = x, oldy = y;
1346 int direction = MovDir[x][y];
1348 if (direction == MV_LEFT)
1350 else if (direction == MV_RIGHT)
1352 else if (direction == MV_UP)
1354 else if (direction == MV_DOWN)
1357 *comes_from_x = oldx;
1358 *comes_from_y = oldy;
1361 int MovingOrBlocked2Element(int x, int y)
1363 int element = Feld[x][y];
1365 if (element == EL_BLOCKED)
1369 Blocked2Moving(x, y, &oldx, &oldy);
1370 return Feld[oldx][oldy];
1376 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1378 /* like MovingOrBlocked2Element(), but if element is moving
1379 and (x,y) is the field the moving element is just leaving,
1380 return EL_BLOCKED instead of the element value */
1381 int element = Feld[x][y];
1383 if (IS_MOVING(x, y))
1385 if (element == EL_BLOCKED)
1389 Blocked2Moving(x, y, &oldx, &oldy);
1390 return Feld[oldx][oldy];
1399 static void RemoveField(int x, int y)
1401 Feld[x][y] = EL_LEERRAUM;
1407 void RemoveMovingField(int x, int y)
1409 int oldx = x, oldy = y, newx = x, newy = y;
1411 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1414 if (IS_MOVING(x, y))
1416 Moving2Blocked(x, y, &newx, &newy);
1417 if (Feld[newx][newy] != EL_BLOCKED)
1420 else if (Feld[x][y] == EL_BLOCKED)
1422 Blocked2Moving(x, y, &oldx, &oldy);
1423 if (!IS_MOVING(oldx, oldy))
1427 if (Feld[x][y] == EL_BLOCKED &&
1428 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1429 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1430 Feld[oldx][oldy] == EL_MAGIC_WALL_BD_EMPTYING ||
1431 Feld[oldx][oldy] == EL_AMOEBA_DRIPPING))
1432 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1434 Feld[oldx][oldy] = EL_LEERRAUM;
1436 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1438 Feld[newx][newy] = EL_LEERRAUM;
1439 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1440 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1442 DrawLevelField(oldx, oldy);
1443 DrawLevelField(newx, newy);
1446 void DrawDynamite(int x, int y)
1448 int sx = SCREENX(x), sy = SCREENY(y);
1449 int graphic = el2gfx(Feld[x][y]);
1452 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1456 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
1458 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1460 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
1465 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
1469 if (game.emulation == EMU_SUPAPLEX)
1470 DrawGraphic(sx, sy, GFX_SP_DISK_RED);
1471 else if (Store[x][y])
1472 DrawGraphicThruMask(sx, sy, graphic + phase);
1474 DrawGraphic(sx, sy, graphic + phase);
1477 void CheckDynamite(int x, int y)
1479 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1484 if (!(MovDelay[x][y] % 6))
1485 PlaySoundLevelAction(x, y, SND_ACTION_BURNING);
1487 if (IS_ACTIVE_BOMB(Feld[x][y]))
1489 int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6);
1491 if (!(MovDelay[x][y] % delay))
1499 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1500 StopSound(SND_DYNAMITE_BURNING);
1502 StopSound(SND_DYNABOMB_BURNING);
1507 void Explode(int ex, int ey, int phase, int mode)
1510 int num_phase = 9, delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1511 int last_phase = num_phase * delay;
1512 int half_phase = (num_phase / 2) * delay;
1513 int first_phase_after_start = EX_PHASE_START + 1;
1515 if (game.explosions_delayed)
1517 ExplodeField[ex][ey] = mode;
1521 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1523 int center_element = Feld[ex][ey];
1525 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1527 /* put moving element to center field (and let it explode there) */
1528 center_element = MovingOrBlocked2Element(ex, ey);
1529 RemoveMovingField(ex, ey);
1530 Feld[ex][ey] = center_element;
1533 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1537 if (!IN_LEV_FIELD(x, y) ||
1538 ((mode != EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
1539 (x != ex || y != ey)))
1542 element = Feld[x][y];
1544 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1546 element = MovingOrBlocked2Element(x, y);
1547 RemoveMovingField(x, y);
1550 if (IS_MASSIVE(element) || element == EL_BURNING)
1553 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1555 if (IS_ACTIVE_BOMB(element))
1557 /* re-activate things under the bomb like gate or penguin */
1558 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_LEERRAUM);
1565 if (element == EL_EXPLODING)
1566 element = Store2[x][y];
1568 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1570 switch(StorePlayer[ex][ey])
1573 Store[x][y] = EL_EDELSTEIN_ROT;
1576 Store[x][y] = EL_EDELSTEIN;
1579 Store[x][y] = EL_EDELSTEIN_LILA;
1583 Store[x][y] = EL_EDELSTEIN_GELB;
1587 if (game.emulation == EMU_SUPAPLEX)
1588 Store[x][y] = EL_LEERRAUM;
1590 else if (center_element == EL_MOLE)
1591 Store[x][y] = EL_EDELSTEIN_ROT;
1592 else if (center_element == EL_PINGUIN)
1593 Store[x][y] = EL_EDELSTEIN_LILA;
1594 else if (center_element == EL_KAEFER)
1595 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
1596 else if (center_element == EL_BUTTERFLY)
1597 Store[x][y] = EL_EDELSTEIN_BD;
1598 else if (center_element == EL_SP_ELECTRON)
1599 Store[x][y] = EL_SP_INFOTRON;
1600 else if (center_element == EL_MAMPFER)
1601 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1602 else if (center_element == EL_AMOEBA2DIAM)
1603 Store[x][y] = level.amoeba_content;
1604 else if (element == EL_ERZ_EDEL)
1605 Store[x][y] = EL_EDELSTEIN;
1606 else if (element == EL_ERZ_DIAM)
1607 Store[x][y] = EL_DIAMANT;
1608 else if (element == EL_ERZ_EDEL_BD)
1609 Store[x][y] = EL_EDELSTEIN_BD;
1610 else if (element == EL_ERZ_EDEL_GELB)
1611 Store[x][y] = EL_EDELSTEIN_GELB;
1612 else if (element == EL_ERZ_EDEL_ROT)
1613 Store[x][y] = EL_EDELSTEIN_ROT;
1614 else if (element == EL_ERZ_EDEL_LILA)
1615 Store[x][y] = EL_EDELSTEIN_LILA;
1616 else if (element == EL_WALL_PEARL)
1617 Store[x][y] = EL_PEARL;
1618 else if (element == EL_WALL_CRYSTAL)
1619 Store[x][y] = EL_CRYSTAL;
1620 else if (!IS_PFORTE(Store[x][y]))
1621 Store[x][y] = EL_LEERRAUM;
1623 if (x != ex || y != ey ||
1624 center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
1625 Store2[x][y] = element;
1627 if (AmoebaNr[x][y] &&
1628 (element == EL_AMOEBE_VOLL ||
1629 element == EL_AMOEBE_BD ||
1630 element == EL_AMOEBING))
1632 AmoebaCnt[AmoebaNr[x][y]]--;
1633 AmoebaCnt2[AmoebaNr[x][y]]--;
1636 Feld[x][y] = EL_EXPLODING;
1637 MovDir[x][y] = MovPos[x][y] = 0;
1643 if (center_element == EL_MAMPFER)
1644 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1655 Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
1657 if (phase == first_phase_after_start)
1659 int element = Store2[x][y];
1661 if (element == EL_BLACK_ORB)
1663 Feld[x][y] = Store2[x][y];
1668 else if (phase == half_phase)
1670 int element = Store2[x][y];
1672 if (IS_PLAYER(x, y))
1673 KillHeroUnlessProtected(x, y);
1674 else if (IS_EXPLOSIVE(element))
1676 Feld[x][y] = Store2[x][y];
1680 else if (element == EL_AMOEBA2DIAM)
1681 AmoebeUmwandeln(x, y);
1684 if (phase == last_phase)
1688 element = Feld[x][y] = Store[x][y];
1689 Store[x][y] = Store2[x][y] = 0;
1690 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1691 InitField(x, y, FALSE);
1692 if (CAN_MOVE(element) || COULD_MOVE(element))
1694 DrawLevelField(x, y);
1696 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1697 StorePlayer[x][y] = 0;
1699 else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1701 int graphic = GFX_EXPLOSION;
1703 if (game.emulation == EMU_SUPAPLEX)
1704 graphic = (Store[x][y] == EL_SP_INFOTRON ?
1705 GFX_SP_EXPLODE_INFOTRON :
1706 GFX_SP_EXPLODE_EMPTY);
1709 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1711 graphic += (phase / delay - 1);
1713 if (IS_PFORTE(Store[x][y]))
1715 DrawLevelElement(x, y, Store[x][y]);
1716 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic);
1719 DrawGraphic(SCREENX(x), SCREENY(y), graphic);
1723 void DynaExplode(int ex, int ey)
1726 int dynabomb_size = 1;
1727 boolean dynabomb_xl = FALSE;
1728 struct PlayerInfo *player;
1729 static int xy[4][2] =
1737 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1739 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_ACTIVE_1];
1740 dynabomb_size = player->dynabomb_size;
1741 dynabomb_xl = player->dynabomb_xl;
1742 player->dynabombs_left++;
1745 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1749 for (j=1; j<=dynabomb_size; j++)
1751 int x = ex + j * xy[i % 4][0];
1752 int y = ey + j * xy[i % 4][1];
1755 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1758 element = Feld[x][y];
1760 /* do not restart explosions of fields with active bombs */
1761 if (element == EL_EXPLODING && IS_ACTIVE_BOMB(Store2[x][y]))
1764 Explode(x, y, EX_PHASE_START, EX_BORDER);
1766 if (element != EL_LEERRAUM &&
1767 element != EL_ERDREICH &&
1768 element != EL_EXPLODING &&
1775 void Bang(int x, int y)
1777 int element = Feld[x][y];
1779 if (game.emulation == EMU_SUPAPLEX)
1780 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
1782 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
1785 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1786 element = EL_LEERRAUM;
1800 RaiseScoreElement(element);
1801 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1803 case EL_DYNABOMB_ACTIVE_1:
1804 case EL_DYNABOMB_ACTIVE_2:
1805 case EL_DYNABOMB_ACTIVE_3:
1806 case EL_DYNABOMB_ACTIVE_4:
1807 case EL_DYNABOMB_NR:
1808 case EL_DYNABOMB_SZ:
1809 case EL_DYNABOMB_XL:
1815 if (IS_PLAYER(x, y))
1816 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1818 Explode(x, y, EX_PHASE_START, EX_CENTER);
1821 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1826 void Blurb(int x, int y)
1828 int element = Feld[x][y];
1830 if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
1832 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
1833 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1834 (!IN_LEV_FIELD(x-1, y-1) ||
1835 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1837 Feld[x-1][y] = EL_BLURB_LEFT;
1839 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1840 (!IN_LEV_FIELD(x+1, y-1) ||
1841 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1843 Feld[x+1][y] = EL_BLURB_RIGHT;
1848 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1850 if (!MovDelay[x][y]) /* initialize animation counter */
1853 if (MovDelay[x][y]) /* continue animation */
1856 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1857 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1859 if (!MovDelay[x][y])
1861 Feld[x][y] = EL_LEERRAUM;
1862 DrawLevelField(x, y);
1868 static void ToggleBeltSwitch(int x, int y)
1870 static int belt_base_element[4] =
1872 EL_BELT1_SWITCH_LEFT,
1873 EL_BELT2_SWITCH_LEFT,
1874 EL_BELT3_SWITCH_LEFT,
1875 EL_BELT4_SWITCH_LEFT
1877 static int belt_move_dir[4] =
1885 int element = Feld[x][y];
1886 int belt_nr = getBeltNrFromSwitchElement(element);
1887 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1888 int belt_dir = belt_move_dir[belt_dir_nr];
1891 if (!IS_BELT_SWITCH(element))
1894 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1895 game.belt_dir[belt_nr] = belt_dir;
1897 if (belt_dir_nr == 3)
1900 for (yy=0; yy<lev_fieldy; yy++)
1902 for (xx=0; xx<lev_fieldx; xx++)
1904 int element = Feld[xx][yy];
1906 if (IS_BELT_SWITCH(element))
1908 int e_belt_nr = getBeltNrFromSwitchElement(element);
1910 if (e_belt_nr == belt_nr)
1912 Feld[xx][yy] = belt_base_element[belt_nr] + belt_dir_nr;
1913 DrawLevelField(xx, yy);
1916 else if (belt_dir == MV_NO_MOVING && IS_BELT(element))
1918 int e_belt_nr = getBeltNrFromElement(element);
1920 if (e_belt_nr == belt_nr)
1921 DrawLevelField(xx, yy); /* set belt to parking position */
1927 static void ToggleSwitchgateSwitch(int x, int y)
1931 game.switchgate_pos = !game.switchgate_pos;
1933 for (yy=0; yy<lev_fieldy; yy++)
1935 for (xx=0; xx<lev_fieldx; xx++)
1937 int element = Feld[xx][yy];
1939 if (element == EL_SWITCHGATE_SWITCH_1 ||
1940 element == EL_SWITCHGATE_SWITCH_2)
1942 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_1 + game.switchgate_pos;
1943 DrawLevelField(xx, yy);
1945 else if (element == EL_SWITCHGATE_OPEN ||
1946 element == EL_SWITCHGATE_OPENING)
1948 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
1949 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
1951 else if (element == EL_SWITCHGATE_CLOSED ||
1952 element == EL_SWITCHGATE_CLOSING)
1954 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
1955 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
1961 static void RedrawAllLightSwitchesAndInvisibleElements()
1965 for (y=0; y<lev_fieldy; y++)
1967 for (x=0; x<lev_fieldx; x++)
1969 int element = Feld[x][y];
1971 if (element == EL_LIGHT_SWITCH_OFF &&
1972 game.light_time_left > 0)
1974 Feld[x][y] = EL_LIGHT_SWITCH_ON;
1975 DrawLevelField(x, y);
1977 else if (element == EL_LIGHT_SWITCH_ON &&
1978 game.light_time_left == 0)
1980 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
1981 DrawLevelField(x, y);
1984 if (element == EL_INVISIBLE_STEEL ||
1985 element == EL_UNSICHTBAR ||
1986 element == EL_SAND_INVISIBLE)
1987 DrawLevelField(x, y);
1992 static void ToggleLightSwitch(int x, int y)
1994 int element = Feld[x][y];
1996 game.light_time_left =
1997 (element == EL_LIGHT_SWITCH_OFF ?
1998 level.time_light * FRAMES_PER_SECOND : 0);
2000 RedrawAllLightSwitchesAndInvisibleElements();
2003 static void ActivateTimegateSwitch(int x, int y)
2007 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2009 for (yy=0; yy<lev_fieldy; yy++)
2011 for (xx=0; xx<lev_fieldx; xx++)
2013 int element = Feld[xx][yy];
2015 if (element == EL_TIMEGATE_CLOSED ||
2016 element == EL_TIMEGATE_CLOSING)
2018 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2019 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2023 else if (element == EL_TIMEGATE_SWITCH_ON)
2025 Feld[xx][yy] = EL_TIMEGATE_SWITCH_OFF;
2026 DrawLevelField(xx, yy);
2033 Feld[x][y] = EL_TIMEGATE_SWITCH_ON;
2036 void Impact(int x, int y)
2038 boolean lastline = (y == lev_fieldy-1);
2039 boolean object_hit = FALSE;
2040 int element = Feld[x][y];
2043 if (!lastline) /* check if element below was hit */
2045 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
2048 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
2049 MovDir[x][y+1]!=MV_DOWN ||
2050 MovPos[x][y+1]<=TILEY/2));
2052 smashed = MovingOrBlocked2Element(x, y+1);
2055 if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */
2061 if ((element == EL_BOMBE ||
2062 element == EL_SP_DISK_ORANGE ||
2063 element == EL_DX_SUPABOMB) &&
2064 (lastline || object_hit)) /* element is bomb */
2069 else if (element == EL_PEARL)
2071 Feld[x][y] = EL_PEARL_BREAKING;
2072 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2076 if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
2078 if (object_hit && IS_PLAYER(x, y+1))
2079 KillHeroUnlessProtected(x, y+1);
2080 else if (object_hit && smashed == EL_PINGUIN)
2084 Feld[x][y] = EL_AMOEBING;
2085 Store[x][y] = EL_AMOEBE_NASS;
2090 if (!lastline && object_hit) /* check which object was hit */
2092 if (CAN_CHANGE(element) &&
2093 (smashed == EL_MAGIC_WALL_OFF || smashed == EL_MAGIC_WALL_BD_OFF))
2096 int activated_magic_wall =
2097 (smashed == EL_MAGIC_WALL_OFF ? EL_MAGIC_WALL_EMPTY :
2098 EL_MAGIC_WALL_BD_EMPTY);
2100 /* activate magic wall / mill */
2101 for (yy=0; yy<lev_fieldy; yy++)
2102 for (xx=0; xx<lev_fieldx; xx++)
2103 if (Feld[xx][yy] == smashed)
2104 Feld[xx][yy] = activated_magic_wall;
2106 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2107 game.magic_wall_active = TRUE;
2109 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL_OFF ?
2110 SND_MAGIC_WALL_ACTIVATING :
2111 SND_BD_MAGIC_WALL_ACTIVATING));
2114 if (IS_PLAYER(x, y+1))
2116 KillHeroUnlessProtected(x, y+1);
2119 else if (smashed == EL_PINGUIN)
2124 else if (element == EL_EDELSTEIN_BD)
2126 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2132 else if ((element == EL_SP_INFOTRON || element == EL_SP_ZONK) &&
2133 (smashed == EL_SP_SNIKSNAK || smashed == EL_SP_ELECTRON ||
2134 smashed == EL_SP_DISK_ORANGE))
2139 else if (element == EL_FELSBROCKEN ||
2140 element == EL_SP_ZONK ||
2141 element == EL_BD_ROCK)
2143 if (IS_ENEMY(smashed) ||
2144 smashed == EL_BOMBE || smashed == EL_SP_DISK_ORANGE ||
2145 smashed == EL_DX_SUPABOMB ||
2146 smashed == EL_SONDE || smashed == EL_SCHWEIN ||
2147 smashed == EL_DRACHE || smashed == EL_MOLE)
2152 else if (!IS_MOVING(x, y+1))
2154 if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
2159 else if (smashed == EL_KOKOSNUSS)
2161 Feld[x][y+1] = EL_CRACKINGNUT;
2162 PlaySoundLevel(x, y, SND_NUT_CRACKING);
2163 RaiseScoreElement(EL_KOKOSNUSS);
2166 else if (smashed == EL_PEARL)
2168 Feld[x][y+1] = EL_PEARL_BREAKING;
2169 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2172 else if (smashed == EL_DIAMANT)
2174 Feld[x][y+1] = EL_LEERRAUM;
2175 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2178 else if (IS_BELT_SWITCH(smashed))
2180 ToggleBeltSwitch(x, y+1);
2182 else if (smashed == EL_SWITCHGATE_SWITCH_1 ||
2183 smashed == EL_SWITCHGATE_SWITCH_2)
2185 ToggleSwitchgateSwitch(x, y+1);
2187 else if (smashed == EL_LIGHT_SWITCH_OFF ||
2188 smashed == EL_LIGHT_SWITCH_ON)
2190 ToggleLightSwitch(x, y+1);
2196 /* play sound of magic wall / mill */
2198 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
2199 Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
2201 if (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY)
2202 PlaySoundLevel(x, y, SND_MAGIC_WALL_CHANGING);
2203 else if (Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY)
2204 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_CHANGING);
2209 /* play sound of object that hits the ground */
2210 if (lastline || object_hit)
2211 PlaySoundLevelElementAction(x, y, element, SND_ACTION_IMPACT);
2214 void TurnRound(int x, int y)
2226 { 0, 0 }, { 0, 0 }, { 0, 0 },
2231 int left, right, back;
2235 { MV_DOWN, MV_UP, MV_RIGHT },
2236 { MV_UP, MV_DOWN, MV_LEFT },
2238 { MV_LEFT, MV_RIGHT, MV_DOWN },
2239 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2240 { MV_RIGHT, MV_LEFT, MV_UP }
2243 int element = Feld[x][y];
2244 int old_move_dir = MovDir[x][y];
2245 int left_dir = turn[old_move_dir].left;
2246 int right_dir = turn[old_move_dir].right;
2247 int back_dir = turn[old_move_dir].back;
2249 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2250 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2251 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2252 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2254 int left_x = x+left_dx, left_y = y+left_dy;
2255 int right_x = x+right_dx, right_y = y+right_dy;
2256 int move_x = x+move_dx, move_y = y+move_dy;
2258 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2260 TestIfBadThingTouchesOtherBadThing(x, y);
2262 if (IN_LEV_FIELD(right_x, right_y) &&
2263 IS_FREE(right_x, right_y))
2264 MovDir[x][y] = right_dir;
2265 else if (!IN_LEV_FIELD(move_x, move_y) ||
2266 !IS_FREE(move_x, move_y))
2267 MovDir[x][y] = left_dir;
2269 if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
2271 else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2274 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
2275 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2277 TestIfBadThingTouchesOtherBadThing(x, y);
2279 if (IN_LEV_FIELD(left_x, left_y) &&
2280 IS_FREE(left_x, left_y))
2281 MovDir[x][y] = left_dir;
2282 else if (!IN_LEV_FIELD(move_x, move_y) ||
2283 !IS_FREE(move_x, move_y))
2284 MovDir[x][y] = right_dir;
2286 if ((element == EL_FLIEGER ||
2287 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2288 && MovDir[x][y] != old_move_dir)
2290 else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
2293 else if (element == EL_MAMPFER)
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 Feld[left_x][left_y] == EL_DIAMANT))
2300 can_turn_left = TRUE;
2301 if (IN_LEV_FIELD(right_x, right_y) &&
2302 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2303 Feld[right_x][right_y] == EL_DIAMANT))
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] = 16+16*RND(3);
2317 else if (element == EL_MAMPFER2)
2319 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2321 if (IN_LEV_FIELD(left_x, left_y) &&
2322 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2323 IS_MAMPF2(Feld[left_x][left_y])))
2324 can_turn_left = TRUE;
2325 if (IN_LEV_FIELD(right_x, right_y) &&
2326 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2327 IS_MAMPF2(Feld[right_x][right_y])))
2328 can_turn_right = TRUE;
2330 if (can_turn_left && can_turn_right)
2331 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2332 else if (can_turn_left)
2333 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2334 else if (can_turn_right)
2335 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2337 MovDir[x][y] = back_dir;
2339 MovDelay[x][y] = 16+16*RND(3);
2341 else if (element == EL_PACMAN)
2343 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2345 if (IN_LEV_FIELD(left_x, left_y) &&
2346 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2347 IS_AMOEBOID(Feld[left_x][left_y])))
2348 can_turn_left = TRUE;
2349 if (IN_LEV_FIELD(right_x, right_y) &&
2350 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2351 IS_AMOEBOID(Feld[right_x][right_y])))
2352 can_turn_right = TRUE;
2354 if (can_turn_left && can_turn_right)
2355 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2356 else if (can_turn_left)
2357 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2358 else if (can_turn_right)
2359 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2361 MovDir[x][y] = back_dir;
2363 MovDelay[x][y] = 6+RND(40);
2365 else if (element == EL_SCHWEIN)
2367 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2368 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2369 boolean should_move_on = FALSE;
2371 int rnd = RND(rnd_value);
2373 if (IN_LEV_FIELD(left_x, left_y) &&
2374 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2375 can_turn_left = TRUE;
2376 if (IN_LEV_FIELD(right_x, right_y) &&
2377 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2378 can_turn_right = TRUE;
2379 if (IN_LEV_FIELD(move_x, move_y) &&
2380 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2383 if (can_turn_left &&
2385 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2386 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2387 should_turn_left = TRUE;
2388 if (can_turn_right &&
2390 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2391 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2392 should_turn_right = TRUE;
2394 (!can_turn_left || !can_turn_right ||
2395 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2396 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2397 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2398 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2399 should_move_on = TRUE;
2401 if (should_turn_left || should_turn_right || should_move_on)
2403 if (should_turn_left && should_turn_right && should_move_on)
2404 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2405 rnd < 2*rnd_value/3 ? right_dir :
2407 else if (should_turn_left && should_turn_right)
2408 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2409 else if (should_turn_left && should_move_on)
2410 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2411 else if (should_turn_right && should_move_on)
2412 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2413 else if (should_turn_left)
2414 MovDir[x][y] = left_dir;
2415 else if (should_turn_right)
2416 MovDir[x][y] = right_dir;
2417 else if (should_move_on)
2418 MovDir[x][y] = old_move_dir;
2420 else if (can_move_on && rnd > rnd_value/8)
2421 MovDir[x][y] = old_move_dir;
2422 else if (can_turn_left && can_turn_right)
2423 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2424 else if (can_turn_left && rnd > rnd_value/8)
2425 MovDir[x][y] = left_dir;
2426 else if (can_turn_right && rnd > rnd_value/8)
2427 MovDir[x][y] = right_dir;
2429 MovDir[x][y] = back_dir;
2431 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2432 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2433 MovDir[x][y] = old_move_dir;
2437 else if (element == EL_DRACHE)
2439 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2441 int rnd = RND(rnd_value);
2443 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2444 can_turn_left = TRUE;
2445 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2446 can_turn_right = TRUE;
2447 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2450 if (can_move_on && rnd > rnd_value/8)
2451 MovDir[x][y] = old_move_dir;
2452 else if (can_turn_left && can_turn_right)
2453 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2454 else if (can_turn_left && rnd > rnd_value/8)
2455 MovDir[x][y] = left_dir;
2456 else if (can_turn_right && rnd > rnd_value/8)
2457 MovDir[x][y] = right_dir;
2459 MovDir[x][y] = back_dir;
2461 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2462 MovDir[x][y] = old_move_dir;
2466 else if (element == EL_MOLE)
2468 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2470 if (IN_LEV_FIELD(move_x, move_y) &&
2471 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2472 Feld[move_x][move_y] == EL_DEAMOEBING))
2477 if (IN_LEV_FIELD(left_x, left_y) &&
2478 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2479 can_turn_left = TRUE;
2480 if (IN_LEV_FIELD(right_x, right_y) &&
2481 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2482 can_turn_right = TRUE;
2484 if (can_turn_left && can_turn_right)
2485 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2486 else if (can_turn_left)
2487 MovDir[x][y] = left_dir;
2489 MovDir[x][y] = right_dir;
2492 if (MovDir[x][y] != old_move_dir)
2495 else if (element == EL_BALLOON)
2497 MovDir[x][y] = game.balloon_dir;
2500 else if (element == EL_SPRING_MOVING)
2502 if (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2503 (IN_LEV_FIELD(x, y+1) && IS_FREE(x, y+1)))
2505 Feld[x][y] = EL_SPRING;
2506 MovDir[x][y] = MV_NO_MOVING;
2510 else if (element == EL_ROBOT || element == EL_SONDE || element == EL_PINGUIN)
2512 int attr_x = -1, attr_y = -1;
2523 for (i=0; i<MAX_PLAYERS; i++)
2525 struct PlayerInfo *player = &stored_player[i];
2526 int jx = player->jx, jy = player->jy;
2528 if (!player->active)
2531 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2539 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
2545 if (element == EL_PINGUIN)
2548 static int xy[4][2] =
2558 int ex = x + xy[i%4][0];
2559 int ey = y + xy[i%4][1];
2561 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
2570 MovDir[x][y] = MV_NO_MOVING;
2572 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2574 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2576 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2578 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2580 if (element == EL_ROBOT)
2584 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2585 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2586 Moving2Blocked(x, y, &newx, &newy);
2588 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2589 MovDelay[x][y] = 8+8*!RND(3);
2591 MovDelay[x][y] = 16;
2599 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2601 boolean first_horiz = RND(2);
2602 int new_move_dir = MovDir[x][y];
2605 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2606 Moving2Blocked(x, y, &newx, &newy);
2608 if (IN_LEV_FIELD(newx, newy) &&
2609 (IS_FREE(newx, newy) ||
2610 Feld[newx][newy] == EL_SALZSAEURE ||
2611 (element == EL_PINGUIN &&
2612 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2613 IS_MAMPF3(Feld[newx][newy])))))
2617 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2618 Moving2Blocked(x, y, &newx, &newy);
2620 if (IN_LEV_FIELD(newx, newy) &&
2621 (IS_FREE(newx, newy) ||
2622 Feld[newx][newy] == EL_SALZSAEURE ||
2623 (element == EL_PINGUIN &&
2624 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2625 IS_MAMPF3(Feld[newx][newy])))))
2628 MovDir[x][y] = old_move_dir;
2635 static boolean JustBeingPushed(int x, int y)
2639 for (i=0; i<MAX_PLAYERS; i++)
2641 struct PlayerInfo *player = &stored_player[i];
2643 if (player->active && player->Pushing && player->MovPos)
2645 int next_jx = player->jx + (player->jx - player->last_jx);
2646 int next_jy = player->jy + (player->jy - player->last_jy);
2648 if (x == next_jx && y == next_jy)
2656 void StartMoving(int x, int y)
2658 int element = Feld[x][y];
2663 if (CAN_FALL(element) && y<lev_fieldy-1)
2665 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2666 if (JustBeingPushed(x, y))
2669 if (element == EL_MORAST_VOLL)
2671 if (IS_FREE(x, y+1))
2673 InitMovingField(x, y, MV_DOWN);
2674 Feld[x][y] = EL_QUICKSAND_EMPTYING;
2675 Store[x][y] = EL_FELSBROCKEN;
2676 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
2678 else if (Feld[x][y+1] == EL_MORAST_LEER)
2680 if (!MovDelay[x][y])
2681 MovDelay[x][y] = TILEY + 1;
2690 Feld[x][y] = EL_MORAST_LEER;
2691 Feld[x][y+1] = EL_MORAST_VOLL;
2692 Store[x][y+1] = Store[x][y];
2694 PlaySoundLevel(x, y, SND_QUICKSAND_SLIPPING_THROUGH);
2697 else if ((element == EL_FELSBROCKEN || element == EL_BD_ROCK) &&
2698 Feld[x][y+1] == EL_MORAST_LEER)
2700 InitMovingField(x, y, MV_DOWN);
2701 Feld[x][y] = EL_QUICKSAND_FILLING;
2702 Store[x][y] = element;
2703 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
2705 else if (element == EL_MAGIC_WALL_FULL)
2707 if (IS_FREE(x, y+1))
2709 InitMovingField(x, y, MV_DOWN);
2710 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
2711 Store[x][y] = EL_CHANGED(Store[x][y]);
2713 else if (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY)
2715 if (!MovDelay[x][y])
2716 MovDelay[x][y] = TILEY/4 + 1;
2725 Feld[x][y] = EL_MAGIC_WALL_EMPTY;
2726 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
2727 Store[x][y+1] = EL_CHANGED(Store[x][y]);
2731 else if (element == EL_MAGIC_WALL_BD_FULL)
2733 if (IS_FREE(x, y+1))
2735 InitMovingField(x, y, MV_DOWN);
2736 Feld[x][y] = EL_MAGIC_WALL_BD_EMPTYING;
2737 Store[x][y] = EL_CHANGED2(Store[x][y]);
2739 else if (Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY)
2741 if (!MovDelay[x][y])
2742 MovDelay[x][y] = TILEY/4 + 1;
2751 Feld[x][y] = EL_MAGIC_WALL_BD_EMPTY;
2752 Feld[x][y+1] = EL_MAGIC_WALL_BD_FULL;
2753 Store[x][y+1] = EL_CHANGED2(Store[x][y]);
2757 else if (CAN_CHANGE(element) &&
2758 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
2759 Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
2761 InitMovingField(x, y, MV_DOWN);
2763 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ? EL_MAGIC_WALL_FILLING :
2764 EL_MAGIC_WALL_BD_FILLING);
2765 Store[x][y] = element;
2767 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
2770 InitMovingField(x, y, MV_DOWN);
2771 Store[x][y] = EL_SALZSAEURE;
2773 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2778 else if (IS_FREE(x, y+1))
2780 InitMovingField(x, y, MV_DOWN);
2782 else if (element == EL_TROPFEN)
2784 Feld[x][y] = EL_AMOEBING;
2785 Store[x][y] = EL_AMOEBE_NASS;
2787 /* Store[x][y+1] must be zero, because:
2788 (EL_MORAST_VOLL -> EL_FELSBROCKEN): Store[x][y+1] == EL_MORAST_LEER
2791 #if OLD_GAME_BEHAVIOUR
2792 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2794 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2795 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2796 element != EL_DX_SUPABOMB)
2799 else if ((IS_SLIPPERY(Feld[x][y+1]) ||
2800 (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
2801 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2802 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
2805 boolean left = (x>0 && IS_FREE(x-1, y) &&
2806 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
2807 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2808 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
2812 if (left && right &&
2813 (game.emulation != EMU_BOULDERDASH &&
2814 element != EL_BD_ROCK && element != EL_EDELSTEIN_BD))
2815 left = !(right = RND(2));
2817 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2820 else if (IS_BELT(Feld[x][y+1]))
2822 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
2823 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
2824 int belt_nr = getBeltNrFromElement(Feld[x][y+1]);
2825 int belt_dir = game.belt_dir[belt_nr];
2827 if ((belt_dir == MV_LEFT && left_is_free) ||
2828 (belt_dir == MV_RIGHT && right_is_free))
2829 InitMovingField(x, y, belt_dir);
2832 else if (CAN_MOVE(element))
2836 if ((element == EL_SONDE || element == EL_BALLOON ||
2837 element == EL_SPRING_MOVING)
2838 && JustBeingPushed(x, y))
2841 if (!MovDelay[x][y]) /* start new movement phase */
2843 /* all objects that can change their move direction after each step */
2844 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2846 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
2850 if (MovDelay[x][y] && (element == EL_KAEFER ||
2851 element == EL_FLIEGER ||
2852 element == EL_SP_SNIKSNAK ||
2853 element == EL_SP_ELECTRON ||
2854 element == EL_MOLE))
2855 DrawLevelField(x, y);
2859 if (MovDelay[x][y]) /* wait some time before next movement */
2863 if (element == EL_ROBOT ||
2864 element == EL_MAMPFER || element == EL_MAMPFER2)
2866 int phase = MovDelay[x][y] % 8;
2871 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2872 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element) + phase);
2874 if (MovDelay[x][y] % 4 == 3)
2876 if (element == EL_MAMPFER)
2877 PlaySoundLevel(x, y, SND_YAMYAM_WAITING);
2878 else if (element == EL_MAMPFER2)
2879 PlaySoundLevel(x, y, SND_DARK_YAMYAM_WAITING);
2882 else if (element == EL_SP_ELECTRON)
2883 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2884 else if (element == EL_DRACHE)
2887 int dir = MovDir[x][y];
2888 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2889 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2890 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
2891 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
2892 dir == MV_UP ? GFX_FLAMMEN_UP :
2893 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
2894 int phase = FrameCounter % 2;
2896 for (i=1; i<=3; i++)
2898 int xx = x + i*dx, yy = y + i*dy;
2899 int sx = SCREENX(xx), sy = SCREENY(yy);
2901 if (!IN_LEV_FIELD(xx, yy) ||
2902 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
2907 int flamed = MovingOrBlocked2Element(xx, yy);
2909 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
2912 RemoveMovingField(xx, yy);
2914 Feld[xx][yy] = EL_BURNING;
2915 if (IN_SCR_FIELD(sx, sy))
2916 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
2920 if (Feld[xx][yy] == EL_BURNING)
2921 Feld[xx][yy] = EL_LEERRAUM;
2922 DrawLevelField(xx, yy);
2927 if (MovDelay[x][y]) /* element still has to wait some time */
2929 PlaySoundLevelAction(x, y, SND_ACTION_WAITING);
2935 /* now make next step */
2937 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
2939 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
2940 !PLAYER_PROTECTED(newx, newy))
2944 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
2947 /* enemy got the player */
2949 KillHero(PLAYERINFO(newx, newy));
2954 else if ((element == EL_PINGUIN || element == EL_ROBOT ||
2955 element == EL_SONDE || element == EL_BALLOON) &&
2956 IN_LEV_FIELD(newx, newy) &&
2957 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
2960 Store[x][y] = EL_SALZSAEURE;
2962 else if (element == EL_PINGUIN && IN_LEV_FIELD(newx, newy))
2964 if (Feld[newx][newy] == EL_AUSGANG_AUF)
2966 Feld[x][y] = EL_LEERRAUM;
2967 DrawLevelField(x, y);
2969 PlaySoundLevel(newx, newy, SND_PENGUIN_ENTERING_EXIT);
2970 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
2971 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
2973 local_player->friends_still_needed--;
2974 if (!local_player->friends_still_needed &&
2975 !local_player->GameOver && AllPlayersGone)
2976 local_player->LevelSolved = local_player->GameOver = TRUE;
2980 else if (IS_MAMPF3(Feld[newx][newy]))
2982 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
2983 DrawLevelField(newx, newy);
2985 MovDir[x][y] = MV_NO_MOVING;
2987 else if (!IS_FREE(newx, newy))
2989 if (IS_PLAYER(x, y))
2990 DrawPlayerField(x, y);
2992 DrawLevelField(x, y);
2996 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
2998 if (IS_GEM(Feld[newx][newy]))
3000 if (IS_MOVING(newx, newy))
3001 RemoveMovingField(newx, newy);
3004 Feld[newx][newy] = EL_LEERRAUM;
3005 DrawLevelField(newx, newy);
3008 PlaySoundLevel(x, y, SND_PIG_EATING_GEM);
3010 else if (!IS_FREE(newx, newy))
3012 if (IS_PLAYER(x, y))
3013 DrawPlayerField(x, y);
3015 DrawLevelField(x, y);
3019 else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
3021 if (!IS_FREE(newx, newy))
3023 if (IS_PLAYER(x, y))
3024 DrawPlayerField(x, y);
3026 DrawLevelField(x, y);
3031 boolean wanna_flame = !RND(10);
3032 int dx = newx - x, dy = newy - y;
3033 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3034 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3035 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3036 MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
3037 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3038 MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
3040 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
3041 element1 != EL_DRACHE && element2 != EL_DRACHE &&
3042 element1 != EL_BURNING && element2 != EL_BURNING)
3044 if (IS_PLAYER(x, y))
3045 DrawPlayerField(x, y);
3047 DrawLevelField(x, y);
3049 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3051 MovDelay[x][y] = 50;
3052 Feld[newx][newy] = EL_BURNING;
3053 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
3054 Feld[newx1][newy1] = EL_BURNING;
3055 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
3056 Feld[newx2][newy2] = EL_BURNING;
3061 else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
3062 Feld[newx][newy] == EL_DIAMANT)
3064 if (IS_MOVING(newx, newy))
3065 RemoveMovingField(newx, newy);
3068 Feld[newx][newy] = EL_LEERRAUM;
3069 DrawLevelField(newx, newy);
3072 PlaySoundLevel(x, y, SND_YAMYAM_EATING_DIAMOND);
3074 else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
3075 IS_MAMPF2(Feld[newx][newy]))
3077 if (AmoebaNr[newx][newy])
3079 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3080 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
3081 Feld[newx][newy] == EL_AMOEBE_BD)
3082 AmoebaCnt[AmoebaNr[newx][newy]]--;
3085 if (IS_MOVING(newx, newy))
3086 RemoveMovingField(newx, newy);
3089 Feld[newx][newy] = EL_LEERRAUM;
3090 DrawLevelField(newx, newy);
3093 PlaySoundLevel(x, y, SND_DARK_YAMYAM_EATING_ANY);
3095 else if ((element == EL_PACMAN || element == EL_MOLE)
3096 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3098 if (AmoebaNr[newx][newy])
3100 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3101 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
3102 Feld[newx][newy] == EL_AMOEBE_BD)
3103 AmoebaCnt[AmoebaNr[newx][newy]]--;
3106 if (element == EL_MOLE)
3108 Feld[newx][newy] = EL_DEAMOEBING;
3109 PlaySoundLevel(x, y, SND_MOLE_EATING_AMOEBA);
3110 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
3111 return; /* wait for shrinking amoeba */
3113 else /* element == EL_PACMAN */
3115 Feld[newx][newy] = EL_LEERRAUM;
3116 DrawLevelField(newx, newy);
3117 PlaySoundLevel(x, y, SND_PACMAN_EATING_AMOEBA);
3120 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
3121 (Feld[newx][newy] == EL_DEAMOEBING ||
3122 (Feld[newx][newy] == EL_LEERRAUM && Stop[newx][newy])))
3124 /* wait for shrinking amoeba to completely disappear */
3127 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3129 /* object was running against a wall */
3133 if (element == EL_KAEFER || element == EL_FLIEGER ||
3134 element == EL_SP_SNIKSNAK || element == EL_MOLE)
3135 DrawLevelField(x, y);
3136 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
3137 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
3138 else if (element == EL_SONDE)
3140 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
3142 DrawNewGraphicAnimation(x, y, IMG_SATELLITE_MOVING);
3144 else if (element == EL_SP_ELECTRON)
3145 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
3147 if (DONT_TOUCH(element))
3148 TestIfBadThingTouchesHero(x, y);
3150 PlaySoundLevelAction(x, y, SND_ACTION_WAITING);
3155 InitMovingField(x, y, MovDir[x][y]);
3157 PlaySoundLevelAction(x, y, SND_ACTION_MOVING);
3161 ContinueMoving(x, y);
3164 void ContinueMoving(int x, int y)
3166 int element = Feld[x][y];
3167 int direction = MovDir[x][y];
3168 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3169 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3170 int horiz_move = (dx!=0);
3171 int newx = x + dx, newy = y + dy;
3172 int step = (horiz_move ? dx : dy) * TILEX / 8;
3174 if (element == EL_TROPFEN || element == EL_AMOEBA_DRIPPING)
3176 else if (element == EL_QUICKSAND_FILLING ||
3177 element == EL_QUICKSAND_EMPTYING)
3179 else if (element == EL_MAGIC_WALL_FILLING ||
3180 element == EL_MAGIC_WALL_BD_FILLING ||
3181 element == EL_MAGIC_WALL_EMPTYING ||
3182 element == EL_MAGIC_WALL_BD_EMPTYING)
3184 else if (CAN_FALL(element) && horiz_move &&
3185 y < lev_fieldy-1 && IS_BELT(Feld[x][y+1]))
3187 else if (element == EL_SPRING_MOVING)
3190 #if OLD_GAME_BEHAVIOUR
3191 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3195 MovPos[x][y] += step;
3197 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
3199 Feld[x][y] = EL_LEERRAUM;
3200 Feld[newx][newy] = element;
3202 if (element == EL_MOLE)
3205 static int xy[4][2] =
3213 Feld[x][y] = EL_ERDREICH;
3214 DrawLevelField(x, y);
3223 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_ERDREICH)
3224 DrawLevelField(xx, yy); /* for "ErdreichAnbroeckeln()" */
3228 if (element == EL_QUICKSAND_FILLING)
3230 element = Feld[newx][newy] = get_next_element(element);
3231 Store[newx][newy] = Store[x][y];
3233 else if (element == EL_QUICKSAND_EMPTYING)
3235 Feld[x][y] = get_next_element(element);
3236 element = Feld[newx][newy] = Store[x][y];
3238 else if (element == EL_MAGIC_WALL_FILLING)
3240 element = Feld[newx][newy] = get_next_element(element);
3241 if (!game.magic_wall_active)
3242 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3243 Store[newx][newy] = Store[x][y];
3245 else if (element == EL_MAGIC_WALL_EMPTYING)
3247 Feld[x][y] = get_next_element(element);
3248 if (!game.magic_wall_active)
3249 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3250 element = Feld[newx][newy] = Store[x][y];
3252 else if (element == EL_MAGIC_WALL_BD_FILLING)
3254 element = Feld[newx][newy] = get_next_element(element);
3255 if (!game.magic_wall_active)
3256 element = Feld[newx][newy] = EL_MAGIC_WALL_BD_DEAD;
3257 Store[newx][newy] = Store[x][y];
3259 else if (element == EL_MAGIC_WALL_BD_EMPTYING)
3261 Feld[x][y] = get_next_element(element);
3262 if (!game.magic_wall_active)
3263 Feld[x][y] = EL_MAGIC_WALL_BD_DEAD;
3264 element = Feld[newx][newy] = Store[x][y];
3266 else if (element == EL_AMOEBA_DRIPPING)
3268 Feld[x][y] = get_next_element(element);
3269 element = Feld[newx][newy] = Store[x][y];
3271 else if (Store[x][y] == EL_SALZSAEURE)
3273 element = Feld[newx][newy] = EL_SALZSAEURE;
3277 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3278 MovDelay[newx][newy] = 0;
3280 if (!CAN_MOVE(element))
3281 MovDir[newx][newy] = 0;
3283 DrawLevelField(x, y);
3284 DrawLevelField(newx, newy);
3286 Stop[newx][newy] = TRUE;
3287 JustStopped[newx][newy] = 3;
3289 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3291 TestIfBadThingTouchesHero(newx, newy);
3292 TestIfBadThingTouchesFriend(newx, newy);
3293 TestIfBadThingTouchesOtherBadThing(newx, newy);
3295 else if (element == EL_PINGUIN)
3296 TestIfFriendTouchesBadThing(newx, newy);
3298 if (CAN_SMASH(element) && direction == MV_DOWN &&
3299 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3302 else /* still moving on */
3303 DrawLevelField(x, y);
3306 int AmoebeNachbarNr(int ax, int ay)
3309 int element = Feld[ax][ay];
3311 static int xy[4][2] =
3321 int x = ax + xy[i][0];
3322 int y = ay + xy[i][1];
3324 if (!IN_LEV_FIELD(x, y))
3327 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3328 group_nr = AmoebaNr[x][y];
3334 void AmoebenVereinigen(int ax, int ay)
3336 int i, x, y, xx, yy;
3337 int new_group_nr = AmoebaNr[ax][ay];
3338 static int xy[4][2] =
3346 if (new_group_nr == 0)
3354 if (!IN_LEV_FIELD(x, y))
3357 if ((Feld[x][y] == EL_AMOEBE_VOLL ||
3358 Feld[x][y] == EL_AMOEBE_BD ||
3359 Feld[x][y] == EL_AMOEBE_TOT) &&
3360 AmoebaNr[x][y] != new_group_nr)
3362 int old_group_nr = AmoebaNr[x][y];
3364 if (old_group_nr == 0)
3367 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3368 AmoebaCnt[old_group_nr] = 0;
3369 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3370 AmoebaCnt2[old_group_nr] = 0;
3372 for (yy=0; yy<lev_fieldy; yy++)
3374 for (xx=0; xx<lev_fieldx; xx++)
3376 if (AmoebaNr[xx][yy] == old_group_nr)
3377 AmoebaNr[xx][yy] = new_group_nr;
3384 void AmoebeUmwandeln(int ax, int ay)
3388 if (Feld[ax][ay] == EL_AMOEBE_TOT)
3390 int group_nr = AmoebaNr[ax][ay];
3395 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3396 printf("AmoebeUmwandeln(): This should never happen!\n");
3401 for (y=0; y<lev_fieldy; y++)
3403 for (x=0; x<lev_fieldx; x++)
3405 if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
3408 Feld[x][y] = EL_AMOEBA2DIAM;
3412 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
3413 SND_AMOEBA_TURNING_TO_GEM :
3414 SND_AMOEBA_TURNING_TO_ROCK));
3419 static int xy[4][2] =
3432 if (!IN_LEV_FIELD(x, y))
3435 if (Feld[x][y] == EL_AMOEBA2DIAM)
3437 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
3438 SND_AMOEBA_TURNING_TO_GEM :
3439 SND_AMOEBA_TURNING_TO_ROCK));
3446 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3449 int group_nr = AmoebaNr[ax][ay];
3450 boolean done = FALSE;
3455 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3456 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3461 for (y=0; y<lev_fieldy; y++)
3463 for (x=0; x<lev_fieldx; x++)
3465 if (AmoebaNr[x][y] == group_nr &&
3466 (Feld[x][y] == EL_AMOEBE_TOT ||
3467 Feld[x][y] == EL_AMOEBE_BD ||
3468 Feld[x][y] == EL_AMOEBING))
3471 Feld[x][y] = new_element;
3472 InitField(x, y, FALSE);
3473 DrawLevelField(x, y);
3480 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
3481 SND_BD_AMOEBA_TURNING_TO_ROCK :
3482 SND_BD_AMOEBA_TURNING_TO_GEM));
3485 void AmoebeWaechst(int x, int y)
3487 static unsigned long sound_delay = 0;
3488 static unsigned long sound_delay_value = 0;
3490 if (!MovDelay[x][y]) /* start new growing cycle */
3494 if (DelayReached(&sound_delay, sound_delay_value))
3496 if (Store[x][y] == EL_AMOEBE_BD)
3497 PlaySoundLevel(x, y, SND_BD_AMOEBA_CREATING);
3499 PlaySoundLevel(x, y, SND_AMOEBA_CREATING);
3500 sound_delay_value = 30;
3504 if (MovDelay[x][y]) /* wait some time before growing bigger */
3507 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3508 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
3510 if (!MovDelay[x][y])
3512 Feld[x][y] = Store[x][y];
3514 DrawLevelField(x, y);
3519 void AmoebaDisappearing(int x, int y)
3521 static unsigned long sound_delay = 0;
3522 static unsigned long sound_delay_value = 0;
3524 if (!MovDelay[x][y]) /* start new shrinking cycle */
3528 if (DelayReached(&sound_delay, sound_delay_value))
3529 sound_delay_value = 30;
3532 if (MovDelay[x][y]) /* wait some time before shrinking */
3535 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3536 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + MovDelay[x][y]/2);
3538 if (!MovDelay[x][y])
3540 Feld[x][y] = EL_LEERRAUM;
3541 DrawLevelField(x, y);
3543 /* don't let mole enter this field in this cycle;
3544 (give priority to objects falling to this field from above) */
3550 void AmoebeAbleger(int ax, int ay)
3553 int element = Feld[ax][ay];
3554 int newax = ax, neway = ay;
3555 static int xy[4][2] =
3563 if (!level.amoeba_speed)
3565 Feld[ax][ay] = EL_AMOEBE_TOT;
3566 DrawLevelField(ax, ay);
3570 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3571 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3573 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3576 if (MovDelay[ax][ay])
3580 if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
3583 int x = ax + xy[start][0];
3584 int y = ay + xy[start][1];
3586 if (!IN_LEV_FIELD(x, y))
3589 if (IS_FREE(x, y) ||
3590 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3596 if (newax == ax && neway == ay)
3599 else /* normal or "filled" (BD style) amoeba */
3602 boolean waiting_for_player = FALSE;
3606 int j = (start + i) % 4;
3607 int x = ax + xy[j][0];
3608 int y = ay + xy[j][1];
3610 if (!IN_LEV_FIELD(x, y))
3613 if (IS_FREE(x, y) ||
3614 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3620 else if (IS_PLAYER(x, y))
3621 waiting_for_player = TRUE;
3624 if (newax == ax && neway == ay) /* amoeba cannot grow */
3626 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3628 Feld[ax][ay] = EL_AMOEBE_TOT;
3629 DrawLevelField(ax, ay);
3630 AmoebaCnt[AmoebaNr[ax][ay]]--;
3632 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3634 if (element == EL_AMOEBE_VOLL)
3635 AmoebeUmwandeln(ax, ay);
3636 else if (element == EL_AMOEBE_BD)
3637 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3642 else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
3644 /* amoeba gets larger by growing in some direction */
3646 int new_group_nr = AmoebaNr[ax][ay];
3649 if (new_group_nr == 0)
3651 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3652 printf("AmoebeAbleger(): This should never happen!\n");
3657 AmoebaNr[newax][neway] = new_group_nr;
3658 AmoebaCnt[new_group_nr]++;
3659 AmoebaCnt2[new_group_nr]++;
3661 /* if amoeba touches other amoeba(s) after growing, unify them */
3662 AmoebenVereinigen(newax, neway);
3664 if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200)
3666 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
3672 if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) ||
3673 (neway == lev_fieldy - 1 && newax != ax))
3675 Feld[newax][neway] = EL_AMOEBING; /* simple growth of new amoeba tile */
3676 Store[newax][neway] = element;
3678 else if (neway == ay)
3680 Feld[newax][neway] = EL_TROPFEN; /* drop left or right from amoeba */
3681 PlaySoundLevel(newax, neway, SND_AMOEBA_DROPPING);
3685 InitMovingField(ax, ay, MV_DOWN); /* drop dripping out of amoeba */
3686 Feld[ax][ay] = EL_AMOEBA_DRIPPING;
3687 Store[ax][ay] = EL_TROPFEN;
3688 ContinueMoving(ax, ay);
3692 DrawLevelField(newax, neway);
3695 void Life(int ax, int ay)
3698 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3700 int element = Feld[ax][ay];
3701 boolean changed = FALSE;
3706 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3707 MovDelay[ax][ay] = life_time;
3709 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3712 if (MovDelay[ax][ay])
3716 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3718 int xx = ax+x1, yy = ay+y1;
3721 if (!IN_LEV_FIELD(xx, yy))
3724 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3726 int x = xx+x2, y = yy+y2;
3728 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3731 if (((Feld[x][y] == element ||
3732 (element == EL_LIFE && IS_PLAYER(x, y))) &&
3734 (IS_FREE(x, y) && Stop[x][y]))
3738 if (xx == ax && yy == ay) /* field in the middle */
3740 if (nachbarn < life[0] || nachbarn > life[1])
3742 Feld[xx][yy] = EL_LEERRAUM;
3744 DrawLevelField(xx, yy);
3745 Stop[xx][yy] = TRUE;
3749 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
3750 { /* free border field */
3751 if (nachbarn >= life[2] && nachbarn <= life[3])
3753 Feld[xx][yy] = element;
3754 MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
3756 DrawLevelField(xx, yy);
3757 Stop[xx][yy] = TRUE;
3764 PlaySoundLevel(ax, ay, element == EL_LIFE ? SND_GAMEOFLIFE_CREATING :
3765 SND_BIOMAZE_CREATING);
3768 void RobotWheel(int x, int y)
3770 if (!MovDelay[x][y]) /* next animation frame */
3771 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3773 if (MovDelay[x][y]) /* wait some time before next frame */
3778 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3779 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
3780 if (!(MovDelay[x][y]%4))
3781 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_RUNNING);
3786 Feld[x][y] = EL_ABLENK_AUS;
3787 DrawLevelField(x, y);
3788 if (ZX == x && ZY == y)
3792 void TimegateWheel(int x, int y)
3794 if (!MovDelay[x][y]) /* next animation frame */
3795 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3797 if (MovDelay[x][y]) /* wait some time before next frame */
3802 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3803 DrawGraphic(SCREENX(x), SCREENY(y),
3804 GFX_TIMEGATE_SWITCH + MovDelay[x][y]%4);
3805 if (!(MovDelay[x][y]%4))
3806 PlaySoundLevel(x, y, SND_TIMEGATE_WHEEL_RUNNING);
3811 Feld[x][y] = EL_TIMEGATE_SWITCH_OFF;
3812 DrawLevelField(x, y);
3813 if (ZX == x && ZY == y)
3817 void Birne(int x, int y)
3819 if (!MovDelay[x][y]) /* next animation frame */
3820 MovDelay[x][y] = 800;
3822 if (MovDelay[x][y]) /* wait some time before next frame */
3827 if (!(MovDelay[x][y]%5))
3829 if (!(MovDelay[x][y]%10))
3830 Feld[x][y]=EL_ABLENK_EIN;
3832 Feld[x][y]=EL_ABLENK_AUS;
3833 DrawLevelField(x, y);
3834 Feld[x][y]=EL_ABLENK_EIN;
3840 Feld[x][y]=EL_ABLENK_AUS;
3841 DrawLevelField(x, y);
3842 if (ZX == x && ZY == y)
3846 void Blubber(int x, int y)
3848 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
3849 DrawLevelField(x, y-1);
3851 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
3854 void NussKnacken(int x, int y)
3856 if (!MovDelay[x][y]) /* next animation frame */
3859 if (MovDelay[x][y]) /* wait some time before next frame */
3862 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3863 DrawGraphic(SCREENX(x), SCREENY(y),
3864 GFX_CRACKINGNUT + 3 - MovDelay[x][y]/2);
3866 if (!MovDelay[x][y])
3868 Feld[x][y] = EL_EDELSTEIN;
3869 DrawLevelField(x, y);
3874 void BreakingPearl(int x, int y)
3876 if (!MovDelay[x][y]) /* next animation frame */
3879 if (MovDelay[x][y]) /* wait some time before next frame */
3882 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3883 DrawGraphic(SCREENX(x), SCREENY(y),
3884 GFX_PEARL_BREAKING + 4 - MovDelay[x][y]/2);
3886 if (!MovDelay[x][y])
3888 Feld[x][y] = EL_LEERRAUM;
3889 DrawLevelField(x, y);
3894 void SiebAktivieren(int x, int y, int typ)
3896 int graphic = (typ == 1 ? GFX_MAGIC_WALL_FULL : GFX_MAGIC_WALL_BD_FULL) + 3;
3898 DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
3901 void AusgangstuerPruefen(int x, int y)
3903 if (!local_player->gems_still_needed &&
3904 !local_player->sokobanfields_still_needed &&
3905 !local_player->lights_still_needed)
3907 Feld[x][y] = EL_AUSGANG_ACT;
3909 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
3910 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
3911 y < LEVELY(BY1) ? LEVELY(BY1) :
3912 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
3917 void AusgangstuerOeffnen(int x, int y)
3921 if (!MovDelay[x][y]) /* next animation frame */
3922 MovDelay[x][y] = 5*delay;
3924 if (MovDelay[x][y]) /* wait some time before next frame */
3929 tuer = MovDelay[x][y]/delay;
3930 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3931 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
3933 if (!MovDelay[x][y])
3935 Feld[x][y] = EL_AUSGANG_AUF;
3936 DrawLevelField(x, y);
3941 void AusgangstuerBlinken(int x, int y)
3943 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_PINGPONG);
3946 void OpenSwitchgate(int x, int y)
3950 if (!MovDelay[x][y]) /* next animation frame */
3951 MovDelay[x][y] = 5 * delay;
3953 if (MovDelay[x][y]) /* wait some time before next frame */
3958 phase = MovDelay[x][y] / delay;
3959 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3960 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_OPEN - phase);
3962 if (!MovDelay[x][y])
3964 Feld[x][y] = EL_SWITCHGATE_OPEN;
3965 DrawLevelField(x, y);
3970 void CloseSwitchgate(int x, int y)
3974 if (!MovDelay[x][y]) /* next animation frame */
3975 MovDelay[x][y] = 5 * delay;
3977 if (MovDelay[x][y]) /* wait some time before next frame */
3982 phase = MovDelay[x][y] / delay;
3983 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3984 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_CLOSED + phase);
3986 if (!MovDelay[x][y])
3988 Feld[x][y] = EL_SWITCHGATE_CLOSED;
3989 DrawLevelField(x, y);
3994 void OpenTimegate(int x, int y)
3998 if (!MovDelay[x][y]) /* next animation frame */
3999 MovDelay[x][y] = 5 * delay;
4001 if (MovDelay[x][y]) /* wait some time before next frame */
4006 phase = MovDelay[x][y] / delay;
4007 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4008 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_OPEN - phase);
4010 if (!MovDelay[x][y])
4012 Feld[x][y] = EL_TIMEGATE_OPEN;
4013 DrawLevelField(x, y);
4018 void CloseTimegate(int x, int y)
4022 if (!MovDelay[x][y]) /* next animation frame */
4023 MovDelay[x][y] = 5 * delay;
4025 if (MovDelay[x][y]) /* wait some time before next frame */
4030 phase = MovDelay[x][y] / delay;
4031 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4032 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_CLOSED + phase);
4034 if (!MovDelay[x][y])
4036 Feld[x][y] = EL_TIMEGATE_CLOSED;
4037 DrawLevelField(x, y);
4042 static void CloseAllOpenTimegates()
4046 for (y=0; y<lev_fieldy; y++)
4048 for (x=0; x<lev_fieldx; x++)
4050 int element = Feld[x][y];
4052 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4054 Feld[x][y] = EL_TIMEGATE_CLOSING;
4055 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4061 void EdelsteinFunkeln(int x, int y)
4063 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4066 if (Feld[x][y] == EL_EDELSTEIN_BD)
4067 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
4070 if (!MovDelay[x][y]) /* next animation frame */
4071 MovDelay[x][y] = 11 * !SimpleRND(500);
4073 if (MovDelay[x][y]) /* wait some time before next frame */
4077 if (setup.direct_draw && MovDelay[x][y])
4078 SetDrawtoField(DRAW_BUFFERED);
4080 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
4084 int phase = (MovDelay[x][y]-1)/2;
4089 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
4091 if (setup.direct_draw)
4095 dest_x = FX + SCREENX(x)*TILEX;
4096 dest_y = FY + SCREENY(y)*TILEY;
4098 BlitBitmap(drawto_field, window,
4099 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4100 SetDrawtoField(DRAW_DIRECT);
4107 void MauerWaechst(int x, int y)
4111 if (!MovDelay[x][y]) /* next animation frame */
4112 MovDelay[x][y] = 3*delay;
4114 if (MovDelay[x][y]) /* wait some time before next frame */
4119 phase = 2-MovDelay[x][y]/delay;
4120 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4121 DrawGraphic(SCREENX(x), SCREENY(y),
4122 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
4123 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
4124 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
4125 GFX_MAUER_DOWN ) + phase);
4127 if (!MovDelay[x][y])
4129 if (MovDir[x][y] == MV_LEFT)
4131 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
4132 DrawLevelField(x-1, y);
4134 else if (MovDir[x][y] == MV_RIGHT)
4136 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
4137 DrawLevelField(x+1, y);
4139 else if (MovDir[x][y] == MV_UP)
4141 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
4142 DrawLevelField(x, y-1);
4146 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
4147 DrawLevelField(x, y+1);
4150 Feld[x][y] = Store[x][y];
4152 MovDir[x][y] = MV_NO_MOVING;
4153 DrawLevelField(x, y);
4158 void MauerAbleger(int ax, int ay)
4160 int element = Feld[ax][ay];
4161 boolean oben_frei = FALSE, unten_frei = FALSE;
4162 boolean links_frei = FALSE, rechts_frei = FALSE;
4163 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4164 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4165 boolean new_wall = FALSE;
4167 if (!MovDelay[ax][ay]) /* start building new wall */
4168 MovDelay[ax][ay] = 6;
4170 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4173 if (MovDelay[ax][ay])
4177 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4179 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4181 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4183 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4186 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
4190 Feld[ax][ay-1] = EL_MAUERND;
4191 Store[ax][ay-1] = element;
4192 MovDir[ax][ay-1] = MV_UP;
4193 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4194 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
4199 Feld[ax][ay+1] = EL_MAUERND;
4200 Store[ax][ay+1] = element;
4201 MovDir[ax][ay+1] = MV_DOWN;
4202 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4203 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
4208 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
4209 element == EL_MAUER_LEBT)
4213 Feld[ax-1][ay] = EL_MAUERND;
4214 Store[ax-1][ay] = element;
4215 MovDir[ax-1][ay] = MV_LEFT;
4216 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4217 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
4223 Feld[ax+1][ay] = EL_MAUERND;
4224 Store[ax+1][ay] = element;
4225 MovDir[ax+1][ay] = MV_RIGHT;
4226 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4227 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
4232 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
4233 DrawLevelField(ax, ay);
4235 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
4237 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
4238 unten_massiv = TRUE;
4239 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
4240 links_massiv = TRUE;
4241 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
4242 rechts_massiv = TRUE;
4244 if (((oben_massiv && unten_massiv) ||
4245 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
4246 ((links_massiv && rechts_massiv) ||
4247 element == EL_MAUER_Y))
4248 Feld[ax][ay] = EL_MAUERWERK;
4251 PlaySoundLevel(ax, ay, SND_WALL_GROWING);
4254 void CheckForDragon(int x, int y)
4257 boolean dragon_found = FALSE;
4258 static int xy[4][2] =
4270 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4272 if (IN_LEV_FIELD(xx, yy) &&
4273 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
4275 if (Feld[xx][yy] == EL_DRACHE)
4276 dragon_found = TRUE;
4289 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4291 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
4293 Feld[xx][yy] = EL_LEERRAUM;
4294 DrawLevelField(xx, yy);
4303 static void CheckBuggyBase(int x, int y)
4305 int element = Feld[x][y];
4307 if (element == EL_SP_BUG)
4309 if (!MovDelay[x][y]) /* wait some time before activating base */
4310 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4315 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4316 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
4320 Feld[x][y] = EL_SP_BUG_ACTIVE;
4323 else if (element == EL_SP_BUG_ACTIVE)
4325 if (!MovDelay[x][y]) /* start activating buggy base */
4326 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
4334 static int xy[4][2] =
4342 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4343 DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
4347 int xx = x + xy[i][0], yy = y + xy[i][1];
4349 if (IS_PLAYER(xx, yy))
4351 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVATING);
4359 Feld[x][y] = EL_SP_BUG;
4360 DrawLevelField(x, y);
4365 static void CheckTrap(int x, int y)
4367 int element = Feld[x][y];
4369 if (element == EL_TRAP_INACTIVE)
4371 if (!MovDelay[x][y]) /* wait some time before activating trap */
4372 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4380 Feld[x][y] = EL_TRAP_ACTIVE;
4381 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
4384 else if (element == EL_TRAP_ACTIVE)
4389 if (!MovDelay[x][y]) /* start activating trap */
4390 MovDelay[x][y] = num_frames * delay;
4398 if (!(MovDelay[x][y] % delay))
4400 int phase = MovDelay[x][y]/delay;
4402 if (phase >= num_frames/2)
4403 phase = num_frames - phase;
4405 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4407 DrawGraphic(SCREENX(x),SCREENY(y), GFX_TRAP_INACTIVE + phase - 1);
4408 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
4415 Feld[x][y] = EL_TRAP_INACTIVE;
4416 DrawLevelField(x, y);
4421 static void DrawBeltAnimation(int x, int y, int element)
4423 int belt_nr = getBeltNrFromElement(element);
4424 int belt_dir = game.belt_dir[belt_nr];
4426 if (belt_dir != MV_NO_MOVING)
4429 int mode = (belt_dir == MV_LEFT ? ANIM_NORMAL : ANIM_REVERSE);
4430 int graphic = el2gfx(element) + (belt_dir == MV_LEFT ? 0 : 7);
4432 DrawGraphicAnimation(x, y, graphic, 8, delay, mode);
4434 if (!(FrameCounter % 2))
4435 PlaySoundLevel(x, y, SND_CONVEYOR_BELT_RUNNING);
4439 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4441 static byte stored_player_action[MAX_PLAYERS];
4442 static int num_stored_actions = 0;
4444 static boolean save_tape_entry = FALSE;
4446 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4447 int left = player_action & JOY_LEFT;
4448 int right = player_action & JOY_RIGHT;
4449 int up = player_action & JOY_UP;
4450 int down = player_action & JOY_DOWN;
4451 int button1 = player_action & JOY_BUTTON_1;
4452 int button2 = player_action & JOY_BUTTON_2;
4453 int dx = (left ? -1 : right ? 1 : 0);
4454 int dy = (up ? -1 : down ? 1 : 0);
4456 stored_player_action[player->index_nr] = 0;
4457 num_stored_actions++;
4459 if (!player->active || tape.pausing)
4465 save_tape_entry = TRUE;
4467 player->frame_reset_delay = 0;
4470 snapped = SnapField(player, dx, dy);
4474 bombed = PlaceBomb(player);
4475 moved = MoveFigure(player, dx, dy);
4478 if (tape.single_step && tape.recording && !tape.pausing)
4480 if (button1 || (bombed && !moved))
4482 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
4483 SnapField(player, 0, 0); /* stop snapping */
4488 if (tape.recording && (moved || snapped || bombed))
4490 if (bombed && !moved)
4491 player_action &= JOY_BUTTON;
4493 stored_player_action[player->index_nr] = player_action;
4494 save_tape_entry = TRUE;
4496 else if (tape.playing && snapped)
4497 SnapField(player, 0, 0); /* stop snapping */
4499 stored_player_action[player->index_nr] = player_action;
4504 /* no actions for this player (no input at player's configured device) */
4506 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4507 SnapField(player, 0, 0);
4508 CheckGravityMovement(player);
4511 if (player->MovPos == 0) /* needed for tape.playing */
4512 player->is_moving = FALSE;
4515 if (player->MovPos == 0) /* needed for tape.playing */
4516 player->last_move_dir = MV_NO_MOVING;
4518 /* !!! CHECK THIS AGAIN !!!
4519 (Seems to be needed for some EL_ROBOT stuff, but breaks
4520 tapes when walking through pipes!)
4523 /* it seems that "player->last_move_dir" is misused as some sort of
4524 "player->is_just_moving_in_this_moment", which is needed for the
4525 robot stuff (robots don't kill players when they are moving)
4529 if (++player->frame_reset_delay > player->move_delay_value)
4534 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
4536 TapeRecordAction(stored_player_action);
4537 num_stored_actions = 0;
4538 save_tape_entry = FALSE;
4541 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
4543 TapeRecordAction(stored_player_action);
4544 num_stored_actions = 0;
4549 if (tape.playing && !tape.pausing && !player_action &&
4550 tape.counter < tape.length)
4552 int jx = player->jx, jy = player->jy;
4554 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
4556 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
4557 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
4559 int dx = (next_joy == JOY_LEFT ? -1 : +1);
4561 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
4563 int el = Feld[jx+dx][jy];
4564 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 :
4565 (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10);
4567 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
4569 player->MovDir = next_joy;
4570 player->Frame = FrameCounter % 4;
4571 player->Pushing = TRUE;
4581 static unsigned long action_delay = 0;
4582 unsigned long action_delay_value;
4583 int sieb_x = 0, sieb_y = 0;
4584 int i, x, y, element;
4585 byte *recorded_player_action;
4586 byte summarized_player_action = 0;
4588 if (game_status != PLAYING)
4591 action_delay_value =
4592 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4594 if (tape.playing && tape.index_search && !tape.pausing)
4595 action_delay_value = 0;
4597 /* ---------- main game synchronization point ---------- */
4599 WaitUntilDelayReached(&action_delay, action_delay_value);
4601 if (network_playing && !network_player_action_received)
4605 printf("DEBUG: try to get network player actions in time\n");
4609 #if defined(PLATFORM_UNIX)
4610 /* last chance to get network player actions without main loop delay */
4614 if (game_status != PLAYING)
4617 if (!network_player_action_received)
4621 printf("DEBUG: failed to get network player actions in time\n");
4631 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4633 for (i=0; i<MAX_PLAYERS; i++)
4635 summarized_player_action |= stored_player[i].action;
4637 if (!network_playing)
4638 stored_player[i].effective_action = stored_player[i].action;
4641 #if defined(PLATFORM_UNIX)
4642 if (network_playing)
4643 SendToServer_MovePlayer(summarized_player_action);
4646 if (!options.network && !setup.team_mode)
4647 local_player->effective_action = summarized_player_action;
4649 for (i=0; i<MAX_PLAYERS; i++)
4651 int actual_player_action = stored_player[i].effective_action;
4653 if (stored_player[i].programmed_action)
4654 actual_player_action = stored_player[i].programmed_action;
4656 if (recorded_player_action)
4657 actual_player_action = recorded_player_action[i];
4659 PlayerActions(&stored_player[i], actual_player_action);
4660 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4663 network_player_action_received = FALSE;
4665 ScrollScreen(NULL, SCROLL_GO_ON);
4671 if (TimeFrames == 0 && local_player->active)
4673 extern unsigned int last_RND();
4675 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
4676 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
4683 if (GameFrameDelay >= 500)
4684 printf("FrameCounter == %d\n", FrameCounter);
4693 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4696 if (JustStopped[x][y] > 0)
4697 JustStopped[x][y]--;
4700 if (IS_BLOCKED(x, y))
4704 Blocked2Moving(x, y, &oldx, &oldy);
4705 if (!IS_MOVING(oldx, oldy))
4707 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4708 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4709 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4710 printf("GameActions(): This should never happen!\n");
4716 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4718 element = Feld[x][y];
4720 if (IS_INACTIVE(element))
4723 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4727 if (IS_GEM(element) || element == EL_SP_INFOTRON)
4728 EdelsteinFunkeln(x, y);
4730 else if (IS_MOVING(x, y))
4731 ContinueMoving(x, y);
4732 else if (IS_ACTIVE_BOMB(element))
4733 CheckDynamite(x, y);
4735 else if (element == EL_EXPLODING && !game.explosions_delayed)
4736 Explode(x, y, Frame[x][y], EX_NORMAL);
4738 else if (element == EL_AMOEBING)
4739 AmoebeWaechst(x, y);
4740 else if (element == EL_DEAMOEBING)
4741 AmoebaDisappearing(x, y);
4743 #if !USE_NEW_AMOEBA_CODE
4744 else if (IS_AMOEBALIVE(element))
4745 AmoebeAbleger(x, y);
4748 else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
4750 else if (element == EL_ABLENK_EIN)
4752 else if (element == EL_TIMEGATE_SWITCH_ON)
4753 TimegateWheel(x, y);
4754 else if (element == EL_SALZSAEURE)
4756 else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
4758 else if (element == EL_CRACKINGNUT)
4760 else if (element == EL_PEARL_BREAKING)
4761 BreakingPearl(x, y);
4762 else if (element == EL_AUSGANG_ZU)
4763 AusgangstuerPruefen(x, y);
4764 else if (element == EL_AUSGANG_ACT)
4765 AusgangstuerOeffnen(x, y);
4766 else if (element == EL_AUSGANG_AUF)
4767 AusgangstuerBlinken(x, y);
4768 else if (element == EL_MAUERND)
4770 else if (element == EL_MAUER_LEBT ||
4771 element == EL_MAUER_X ||
4772 element == EL_MAUER_Y ||
4773 element == EL_MAUER_XY)
4775 else if (element == EL_BURNING)
4776 CheckForDragon(x, y);
4777 else if (element == EL_SP_BUG || element == EL_SP_BUG_ACTIVE)
4778 CheckBuggyBase(x, y);
4779 else if (element == EL_TRAP_INACTIVE || element == EL_TRAP_ACTIVE)
4781 else if (element == EL_SP_TERMINAL)
4782 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL);
4783 else if (element == EL_SP_TERMINAL_ACTIVE)
4784 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
4785 else if (IS_BELT(element))
4786 DrawBeltAnimation(x, y, element);
4787 else if (element == EL_SWITCHGATE_OPENING)
4788 OpenSwitchgate(x, y);
4789 else if (element == EL_SWITCHGATE_CLOSING)
4790 CloseSwitchgate(x, y);
4791 else if (element == EL_TIMEGATE_OPENING)
4793 else if (element == EL_TIMEGATE_CLOSING)
4794 CloseTimegate(x, y);
4795 else if (element == EL_EXTRA_TIME)
4796 DrawGraphicAnimation(x, y, GFX_EXTRA_TIME, 6, 4, ANIM_NORMAL);
4797 else if (element == EL_SHIELD_PASSIVE)
4799 DrawGraphicAnimation(x, y, GFX_SHIELD_PASSIVE, 6, 4, ANIM_NORMAL);
4801 if (!(FrameCounter % 4))
4802 PlaySoundLevel(x, y, SND_SHIELD_PASSIVE_ACTIVATED);
4805 else if (element == EL_SHIELD_ACTIVE)
4807 DrawGraphicAnimation(x, y, GFX_SHIELD_ACTIVE, 6, 4, ANIM_NORMAL);
4809 if (!(FrameCounter % 4))
4810 PlaySoundLevel(x, y, SND_SHIELD_ACTIVE_ACTIVATED);
4814 if (game.magic_wall_active)
4816 boolean sieb = FALSE;
4817 int jx = local_player->jx, jy = local_player->jy;
4819 if (element == EL_MAGIC_WALL_FULL ||
4820 element == EL_MAGIC_WALL_EMPTY ||
4821 element == EL_MAGIC_WALL_EMPTYING)
4823 SiebAktivieren(x, y, 1);
4826 else if (element == EL_MAGIC_WALL_BD_FULL ||
4827 element == EL_MAGIC_WALL_BD_EMPTY ||
4828 element == EL_MAGIC_WALL_BD_EMPTYING)
4830 SiebAktivieren(x, y, 2);
4834 /* play the element sound at the position nearest to the player */
4835 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
4843 #if USE_NEW_AMOEBA_CODE
4844 /* new experimental amoeba growth stuff */
4846 if (!(FrameCounter % 8))
4849 static unsigned long random = 1684108901;
4851 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
4854 x = (random >> 10) % lev_fieldx;
4855 y = (random >> 20) % lev_fieldy;
4857 x = RND(lev_fieldx);
4858 y = RND(lev_fieldy);
4860 element = Feld[x][y];
4862 if (!IS_PLAYER(x,y) &&
4863 (element == EL_LEERRAUM ||
4864 element == EL_ERDREICH ||
4865 element == EL_MORAST_LEER ||
4866 element == EL_BLURB_LEFT ||
4867 element == EL_BLURB_RIGHT))
4869 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBE_NASS) ||
4870 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBE_NASS) ||
4871 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBE_NASS) ||
4872 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBE_NASS))
4873 Feld[x][y] = EL_TROPFEN;
4876 random = random * 129 + 1;
4882 if (game.explosions_delayed)
4885 game.explosions_delayed = FALSE;
4887 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4889 element = Feld[x][y];
4891 if (ExplodeField[x][y])
4892 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
4893 else if (element == EL_EXPLODING)
4894 Explode(x, y, Frame[x][y], EX_NORMAL);
4896 ExplodeField[x][y] = EX_NO_EXPLOSION;
4899 game.explosions_delayed = TRUE;
4902 if (game.magic_wall_active)
4904 if (!(game.magic_wall_time_left % 4))
4906 int element = Feld[sieb_x][sieb_y];
4908 if (element == EL_MAGIC_WALL_BD_FULL ||
4909 element == EL_MAGIC_WALL_BD_EMPTY ||
4910 element == EL_MAGIC_WALL_BD_EMPTYING)
4911 PlaySoundLevel(sieb_x, sieb_y, SND_BD_MAGIC_WALL_RUNNING);
4913 PlaySoundLevel(sieb_x, sieb_y, SND_MAGIC_WALL_RUNNING);
4916 if (game.magic_wall_time_left > 0)
4918 game.magic_wall_time_left--;
4919 if (!game.magic_wall_time_left)
4921 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4923 element = Feld[x][y];
4925 if (element == EL_MAGIC_WALL_EMPTY ||
4926 element == EL_MAGIC_WALL_FULL)
4928 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4929 DrawLevelField(x, y);
4931 else if (element == EL_MAGIC_WALL_BD_EMPTY ||
4932 element == EL_MAGIC_WALL_BD_FULL)
4934 Feld[x][y] = EL_MAGIC_WALL_BD_DEAD;
4935 DrawLevelField(x, y);
4939 game.magic_wall_active = FALSE;
4944 if (game.light_time_left > 0)
4946 game.light_time_left--;
4948 if (game.light_time_left == 0)
4950 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4952 element = Feld[x][y];
4954 if (element == EL_LIGHT_SWITCH_ON)
4956 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
4957 DrawLevelField(x, y);
4959 else if (element == EL_INVISIBLE_STEEL ||
4960 element == EL_UNSICHTBAR ||
4961 element == EL_SAND_INVISIBLE)
4962 DrawLevelField(x, y);
4967 if (game.timegate_time_left > 0)
4969 game.timegate_time_left--;
4971 if (game.timegate_time_left == 0)
4972 CloseAllOpenTimegates();
4975 for (i=0; i<MAX_PLAYERS; i++)
4977 struct PlayerInfo *player = &stored_player[i];
4979 if (SHIELD_ON(player))
4981 if (player->shield_active_time_left)
4982 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_ACTIVE_ACTIVATED);
4983 else if (player->shield_passive_time_left)
4984 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_PASSIVE_ACTIVATED);
4988 if (TimeFrames >= (1000 / GameFrameDelay))
4993 for (i=0; i<MAX_PLAYERS; i++)
4995 struct PlayerInfo *player = &stored_player[i];
4997 if (SHIELD_ON(player))
4999 player->shield_passive_time_left--;
5001 if (player->shield_active_time_left > 0)
5002 player->shield_active_time_left--;
5006 if (tape.recording || tape.playing)
5007 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
5013 if (TimeLeft <= 10 && setup.time_limit)
5014 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MAX_RIGHT);
5016 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5018 if (!TimeLeft && setup.time_limit)
5019 for (i=0; i<MAX_PLAYERS; i++)
5020 KillHero(&stored_player[i]);
5022 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
5023 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
5028 if (options.debug) /* calculate frames per second */
5030 static unsigned long fps_counter = 0;
5031 static int fps_frames = 0;
5032 unsigned long fps_delay_ms = Counter() - fps_counter;
5036 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
5038 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
5041 fps_counter = Counter();
5044 redraw_mask |= REDRAW_FPS;
5048 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
5050 int min_x = x, min_y = y, max_x = x, max_y = y;
5053 for (i=0; i<MAX_PLAYERS; i++)
5055 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5057 if (!stored_player[i].active || &stored_player[i] == player)
5060 min_x = MIN(min_x, jx);
5061 min_y = MIN(min_y, jy);
5062 max_x = MAX(max_x, jx);
5063 max_y = MAX(max_y, jy);
5066 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
5069 static boolean AllPlayersInVisibleScreen()
5073 for (i=0; i<MAX_PLAYERS; i++)
5075 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5077 if (!stored_player[i].active)
5080 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5087 void ScrollLevel(int dx, int dy)
5089 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
5092 BlitBitmap(drawto_field, drawto_field,
5093 FX + TILEX*(dx == -1) - softscroll_offset,
5094 FY + TILEY*(dy == -1) - softscroll_offset,
5095 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
5096 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
5097 FX + TILEX*(dx == 1) - softscroll_offset,
5098 FY + TILEY*(dy == 1) - softscroll_offset);
5102 x = (dx == 1 ? BX1 : BX2);
5103 for (y=BY1; y<=BY2; y++)
5104 DrawScreenField(x, y);
5108 y = (dy == 1 ? BY1 : BY2);
5109 for (x=BX1; x<=BX2; x++)
5110 DrawScreenField(x, y);
5113 redraw_mask |= REDRAW_FIELD;
5116 static void CheckGravityMovement(struct PlayerInfo *player)
5118 if (level.gravity && !player->programmed_action)
5120 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
5121 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
5123 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
5124 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
5125 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
5126 int jx = player->jx, jy = player->jy;
5127 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
5128 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
5129 int new_jx = jx + dx, new_jy = jy + dy;
5130 boolean field_under_player_is_free =
5131 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
5132 boolean player_is_moving_to_valid_field =
5133 (IN_LEV_FIELD(new_jx, new_jy) &&
5134 (Feld[new_jx][new_jy] == EL_SP_BASE ||
5135 Feld[new_jx][new_jy] == EL_ERDREICH));
5137 if (field_under_player_is_free &&
5138 !player_is_moving_to_valid_field &&
5139 !IS_TUBE(Feld[jx][jy]))
5140 player->programmed_action = MV_DOWN;
5144 boolean MoveFigureOneStep(struct PlayerInfo *player,
5145 int dx, int dy, int real_dx, int real_dy)
5147 int jx = player->jx, jy = player->jy;
5148 int new_jx = jx+dx, new_jy = jy+dy;
5152 if (!player->active || (!dx && !dy))
5153 return MF_NO_ACTION;
5155 player->MovDir = (dx < 0 ? MV_LEFT :
5158 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5160 if (!IN_LEV_FIELD(new_jx, new_jy))
5161 return MF_NO_ACTION;
5163 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
5164 return MF_NO_ACTION;
5167 element = MovingOrBlocked2Element(new_jx, new_jy);
5169 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
5172 if (DONT_GO_TO(element))
5174 if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
5177 Feld[jx][jy] = EL_SPIELFIGUR;
5178 InitMovingField(jx, jy, MV_DOWN);
5179 Store[jx][jy] = EL_SALZSAEURE;
5180 ContinueMoving(jx, jy);
5184 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
5189 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
5190 if (can_move != MF_MOVING)
5193 StorePlayer[jx][jy] = 0;
5194 player->last_jx = jx;
5195 player->last_jy = jy;
5196 jx = player->jx = new_jx;
5197 jy = player->jy = new_jy;
5198 StorePlayer[jx][jy] = player->element_nr;
5201 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
5203 ScrollFigure(player, SCROLL_INIT);
5208 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
5210 int jx = player->jx, jy = player->jy;
5211 int old_jx = jx, old_jy = jy;
5212 int moved = MF_NO_ACTION;
5214 if (!player->active || (!dx && !dy))
5218 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5222 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5223 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
5227 /* remove the last programmed player action */
5228 player->programmed_action = 0;
5232 /* should only happen if pre-1.2 tape recordings are played */
5233 /* this is only for backward compatibility */
5235 int original_move_delay_value = player->move_delay_value;
5238 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
5241 /* scroll remaining steps with finest movement resolution */
5242 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
5244 while (player->MovPos)
5246 ScrollFigure(player, SCROLL_GO_ON);
5247 ScrollScreen(NULL, SCROLL_GO_ON);
5253 player->move_delay_value = original_move_delay_value;
5256 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
5258 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
5259 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5263 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5264 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5270 if (moved & MF_MOVING && !ScreenMovPos &&
5271 (player == local_player || !options.network))
5273 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5274 int offset = (setup.scroll_delay ? 3 : 0);
5276 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5278 /* actual player has left the screen -- scroll in that direction */
5279 if (jx != old_jx) /* player has moved horizontally */
5280 scroll_x += (jx - old_jx);
5281 else /* player has moved vertically */
5282 scroll_y += (jy - old_jy);
5286 if (jx != old_jx) /* player has moved horizontally */
5288 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5289 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5290 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5292 /* don't scroll over playfield boundaries */
5293 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5294 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5296 /* don't scroll more than one field at a time */
5297 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5299 /* don't scroll against the player's moving direction */
5300 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5301 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5302 scroll_x = old_scroll_x;
5304 else /* player has moved vertically */
5306 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5307 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5308 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5310 /* don't scroll over playfield boundaries */
5311 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5312 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5314 /* don't scroll more than one field at a time */
5315 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5317 /* don't scroll against the player's moving direction */
5318 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5319 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5320 scroll_y = old_scroll_y;
5324 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5326 if (!options.network && !AllPlayersInVisibleScreen())
5328 scroll_x = old_scroll_x;
5329 scroll_y = old_scroll_y;
5333 ScrollScreen(player, SCROLL_INIT);
5334 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5339 if (!(moved & MF_MOVING) && !player->Pushing)
5342 player->Frame = (player->Frame + 1) % 4;
5344 if (moved & MF_MOVING)
5346 if (old_jx != jx && old_jy == jy)
5347 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5348 else if (old_jx == jx && old_jy != jy)
5349 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5351 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
5353 player->last_move_dir = player->MovDir;
5354 player->is_moving = TRUE;
5358 CheckGravityMovement(player);
5361 player->last_move_dir = MV_NO_MOVING;
5363 player->is_moving = FALSE;
5366 TestIfHeroTouchesBadThing(jx, jy);
5368 if (!player->active)
5374 void ScrollFigure(struct PlayerInfo *player, int mode)
5376 int jx = player->jx, jy = player->jy;
5377 int last_jx = player->last_jx, last_jy = player->last_jy;
5378 int move_stepsize = TILEX / player->move_delay_value;
5380 if (!player->active || !player->MovPos)
5383 if (mode == SCROLL_INIT)
5385 player->actual_frame_counter = FrameCounter;
5386 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5388 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
5389 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5394 else if (!FrameReached(&player->actual_frame_counter, 1))
5397 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5398 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5400 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5401 Feld[last_jx][last_jy] = EL_LEERRAUM;
5403 /* before DrawPlayer() to draw correct player graphic for this case */
5404 if (player->MovPos == 0)
5405 CheckGravityMovement(player);
5409 if (player->MovPos == 0)
5411 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
5413 /* continue with normal speed after quickly moving through gate */
5414 HALVE_PLAYER_SPEED(player);
5416 /* be able to make the next move without delay */
5417 player->move_delay = 0;
5420 player->last_jx = jx;
5421 player->last_jy = jy;
5423 if (Feld[jx][jy] == EL_AUSGANG_AUF)
5427 if (!local_player->friends_still_needed)
5428 player->LevelSolved = player->GameOver = TRUE;
5431 if (tape.single_step && tape.recording && !tape.pausing &&
5432 !player->programmed_action)
5433 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5437 void ScrollScreen(struct PlayerInfo *player, int mode)
5439 static unsigned long screen_frame_counter = 0;
5441 if (mode == SCROLL_INIT)
5443 /* set scrolling step size according to actual player's moving speed */
5444 ScrollStepSize = TILEX / player->move_delay_value;
5446 screen_frame_counter = FrameCounter;
5447 ScreenMovDir = player->MovDir;
5448 ScreenMovPos = player->MovPos;
5449 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5452 else if (!FrameReached(&screen_frame_counter, 1))
5457 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5458 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5459 redraw_mask |= REDRAW_FIELD;
5462 ScreenMovDir = MV_NO_MOVING;
5465 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
5467 int i, kill_x = -1, kill_y = -1;
5468 static int test_xy[4][2] =
5475 static int test_dir[4] =
5485 int test_x, test_y, test_move_dir, test_element;
5487 test_x = good_x + test_xy[i][0];
5488 test_y = good_y + test_xy[i][1];
5489 if (!IN_LEV_FIELD(test_x, test_y))
5493 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5496 test_element = Feld[test_x][test_y];
5498 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
5501 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5502 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5504 if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) ||
5505 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
5513 if (kill_x != -1 || kill_y != -1)
5515 if (IS_PLAYER(good_x, good_y))
5517 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
5519 if (player->shield_active_time_left > 0)
5520 Bang(kill_x, kill_y);
5521 else if (!PLAYER_PROTECTED(good_x, good_y))
5525 Bang(good_x, good_y);
5529 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
5531 int i, kill_x = -1, kill_y = -1;
5532 int bad_element = Feld[bad_x][bad_y];
5533 static int test_xy[4][2] =
5540 static int test_dir[4] =
5548 if (bad_element == EL_EXPLODING) /* skip just exploding bad things */
5553 int test_x, test_y, test_move_dir, test_element;
5555 test_x = bad_x + test_xy[i][0];
5556 test_y = bad_y + test_xy[i][1];
5557 if (!IN_LEV_FIELD(test_x, test_y))
5561 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5563 test_element = Feld[test_x][test_y];
5565 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5566 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5568 if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) ||
5569 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
5571 /* good thing is player or penguin that does not move away */
5572 if (IS_PLAYER(test_x, test_y))
5574 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
5576 if (bad_element == EL_ROBOT && player->is_moving)
5577 continue; /* robot does not kill player if he is moving */
5583 else if (test_element == EL_PINGUIN)
5592 if (kill_x != -1 || kill_y != -1)
5594 if (IS_PLAYER(kill_x, kill_y))
5596 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
5599 int dir = player->MovDir;
5600 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5601 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5603 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5604 newx != bad_x && newy != bad_y)
5605 ; /* robot does not kill player if he is moving */
5607 printf("-> %d\n", player->MovDir);
5609 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5610 newx != bad_x && newy != bad_y)
5611 ; /* robot does not kill player if he is moving */
5616 if (player->shield_active_time_left > 0)
5618 else if (!PLAYER_PROTECTED(kill_x, kill_y))
5622 Bang(kill_x, kill_y);
5626 void TestIfHeroTouchesBadThing(int x, int y)
5628 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5631 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
5633 TestIfGoodThingHitsBadThing(x, y, move_dir);
5636 void TestIfBadThingTouchesHero(int x, int y)
5638 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5641 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
5643 TestIfBadThingHitsGoodThing(x, y, move_dir);
5646 void TestIfFriendTouchesBadThing(int x, int y)
5648 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5651 void TestIfBadThingTouchesFriend(int x, int y)
5653 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5656 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
5658 int i, kill_x = bad_x, kill_y = bad_y;
5659 static int xy[4][2] =
5671 x = bad_x + xy[i][0];
5672 y = bad_y + xy[i][1];
5673 if (!IN_LEV_FIELD(x, y))
5676 element = Feld[x][y];
5677 if (IS_AMOEBOID(element) || element == EL_LIFE ||
5678 element == EL_AMOEBING || element == EL_TROPFEN)
5686 if (kill_x != bad_x || kill_y != bad_y)
5690 void KillHero(struct PlayerInfo *player)
5692 int jx = player->jx, jy = player->jy;
5694 if (!player->active)
5697 if (IS_PFORTE(Feld[jx][jy]))
5698 Feld[jx][jy] = EL_LEERRAUM;
5700 /* deactivate shield (else Bang()/Explode() would not work right) */
5701 player->shield_passive_time_left = 0;
5702 player->shield_active_time_left = 0;
5708 static void KillHeroUnlessProtected(int x, int y)
5710 if (!PLAYER_PROTECTED(x, y))
5711 KillHero(PLAYERINFO(x, y));
5714 void BuryHero(struct PlayerInfo *player)
5716 int jx = player->jx, jy = player->jy;
5718 if (!player->active)
5721 PlaySoundLevel(jx, jy, SND_PLAYER_DYING);
5722 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
5724 player->GameOver = TRUE;
5728 void RemoveHero(struct PlayerInfo *player)
5730 int jx = player->jx, jy = player->jy;
5731 int i, found = FALSE;
5733 player->present = FALSE;
5734 player->active = FALSE;
5736 if (!ExplodeField[jx][jy])
5737 StorePlayer[jx][jy] = 0;
5739 for (i=0; i<MAX_PLAYERS; i++)
5740 if (stored_player[i].active)
5744 AllPlayersGone = TRUE;
5750 int DigField(struct PlayerInfo *player,
5751 int x, int y, int real_dx, int real_dy, int mode)
5753 int jx = player->jx, jy = player->jy;
5754 int dx = x - jx, dy = y - jy;
5755 int move_direction = (dx == -1 ? MV_LEFT :
5756 dx == +1 ? MV_RIGHT :
5758 dy == +1 ? MV_DOWN : MV_NO_MOVING);
5761 if (player->MovPos == 0)
5762 player->Pushing = FALSE;
5764 if (mode == DF_NO_PUSH)
5766 player->Switching = FALSE;
5767 player->push_delay = 0;
5768 return MF_NO_ACTION;
5771 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
5772 return MF_NO_ACTION;
5774 if (IS_TUBE(Feld[jx][jy]))
5777 int tube_leave_directions[][2] =
5779 { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5780 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5781 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5782 { EL_TUBE_VERT_LEFT, MV_LEFT | MV_UP | MV_DOWN },
5783 { EL_TUBE_VERT_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
5784 { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_UP },
5785 { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
5786 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
5787 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
5788 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
5789 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
5790 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
5793 while (tube_leave_directions[i][0] != Feld[jx][jy])
5796 if (tube_leave_directions[i][0] == -1) /* should not happen */
5800 if (!(tube_leave_directions[i][1] & move_direction))
5801 return MF_NO_ACTION; /* tube has no opening in this direction */
5804 element = Feld[x][y];
5810 case EL_SAND_INVISIBLE:
5811 case EL_TRAP_INACTIVE:
5815 PlaySoundLevelElementAction(x, y, element, SND_ACTION_DIGGING);
5819 case EL_EDELSTEIN_BD:
5820 case EL_EDELSTEIN_GELB:
5821 case EL_EDELSTEIN_ROT:
5822 case EL_EDELSTEIN_LILA:
5824 case EL_SP_INFOTRON:
5828 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 :
5829 element == EL_PEARL ? 5 :
5830 element == EL_CRYSTAL ? 8 : 1);
5831 if (local_player->gems_still_needed < 0)
5832 local_player->gems_still_needed = 0;
5833 RaiseScoreElement(element);
5834 DrawText(DX_EMERALDS, DY_EMERALDS,
5835 int2str(local_player->gems_still_needed, 3),
5836 FS_SMALL, FC_YELLOW);
5837 PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING);
5842 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
5843 PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
5847 Feld[x][y] = EL_LEERRAUM;
5848 PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
5856 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5858 PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MAX_RIGHT);
5861 case EL_SHIELD_PASSIVE:
5863 player->shield_passive_time_left += 10;
5864 PlaySoundLevel(x, y, SND_SHIELD_PASSIVE_COLLECTING);
5867 case EL_SHIELD_ACTIVE:
5869 player->shield_passive_time_left += 10;
5870 player->shield_active_time_left += 10;
5871 PlaySoundLevel(x, y, SND_SHIELD_ACTIVE_COLLECTING);
5874 case EL_DYNAMITE_INACTIVE:
5875 case EL_SP_DISK_RED:
5878 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5879 DrawText(DX_DYNAMITE, DY_DYNAMITE,
5880 int2str(local_player->dynamite, 3),
5881 FS_SMALL, FC_YELLOW);
5882 PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING);
5885 case EL_DYNABOMB_NR:
5887 player->dynabomb_count++;
5888 player->dynabombs_left++;
5889 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5890 PlaySoundLevel(x, y, SND_DYNABOMB_NR_COLLECTING);
5893 case EL_DYNABOMB_SZ:
5895 player->dynabomb_size++;
5896 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5897 PlaySoundLevel(x, y, SND_DYNABOMB_SZ_COLLECTING);
5900 case EL_DYNABOMB_XL:
5902 player->dynabomb_xl = TRUE;
5903 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5904 PlaySoundLevel(x, y, SND_DYNABOMB_XL_COLLECTING);
5907 case EL_SCHLUESSEL1:
5908 case EL_SCHLUESSEL2:
5909 case EL_SCHLUESSEL3:
5910 case EL_SCHLUESSEL4:
5912 int key_nr = element - EL_SCHLUESSEL1;
5915 player->key[key_nr] = TRUE;
5916 RaiseScoreElement(EL_SCHLUESSEL);
5917 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5918 GFX_SCHLUESSEL1 + key_nr);
5919 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5920 GFX_SCHLUESSEL1 + key_nr);
5921 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
5930 int key_nr = element - EL_EM_KEY_1;
5933 player->key[key_nr] = TRUE;
5934 RaiseScoreElement(EL_SCHLUESSEL);
5935 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5936 GFX_SCHLUESSEL1 + key_nr);
5937 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5938 GFX_SCHLUESSEL1 + key_nr);
5939 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
5944 Feld[x][y] = EL_ABLENK_EIN;
5947 DrawLevelField(x, y);
5948 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
5952 case EL_SP_TERMINAL:
5956 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
5958 for (yy=0; yy<lev_fieldy; yy++)
5960 for (xx=0; xx<lev_fieldx; xx++)
5962 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
5964 else if (Feld[xx][yy] == EL_SP_TERMINAL)
5965 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
5973 case EL_BELT1_SWITCH_LEFT:
5974 case EL_BELT1_SWITCH_MIDDLE:
5975 case EL_BELT1_SWITCH_RIGHT:
5976 case EL_BELT2_SWITCH_LEFT:
5977 case EL_BELT2_SWITCH_MIDDLE:
5978 case EL_BELT2_SWITCH_RIGHT:
5979 case EL_BELT3_SWITCH_LEFT:
5980 case EL_BELT3_SWITCH_MIDDLE:
5981 case EL_BELT3_SWITCH_RIGHT:
5982 case EL_BELT4_SWITCH_LEFT:
5983 case EL_BELT4_SWITCH_MIDDLE:
5984 case EL_BELT4_SWITCH_RIGHT:
5985 if (!player->Switching)
5987 player->Switching = TRUE;
5988 ToggleBeltSwitch(x, y);
5989 PlaySoundLevel(x, y, SND_CONVEYOR_BELT_SWITCH_ACTIVATING);
5994 case EL_SWITCHGATE_SWITCH_1:
5995 case EL_SWITCHGATE_SWITCH_2:
5996 if (!player->Switching)
5998 player->Switching = TRUE;
5999 ToggleSwitchgateSwitch(x, y);
6000 PlaySoundLevel(x, y, SND_SWITCHGATE_SWITCH_ACTIVATING);
6005 case EL_LIGHT_SWITCH_OFF:
6006 case EL_LIGHT_SWITCH_ON:
6007 if (!player->Switching)
6009 player->Switching = TRUE;
6010 ToggleLightSwitch(x, y);
6011 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH_OFF ?
6012 SND_LIGHT_SWITCH_ACTIVATING :
6013 SND_LIGHT_SWITCH_DEACTIVATING);
6018 case EL_TIMEGATE_SWITCH_OFF:
6019 ActivateTimegateSwitch(x, y);
6020 PlaySoundLevel(x, y, SND_TIMEGATE_WHEEL_ACTIVATING);
6025 case EL_BALLOON_SEND_LEFT:
6026 case EL_BALLOON_SEND_RIGHT:
6027 case EL_BALLOON_SEND_UP:
6028 case EL_BALLOON_SEND_DOWN:
6029 case EL_BALLOON_SEND_ANY:
6030 if (element == EL_BALLOON_SEND_ANY)
6031 game.balloon_dir = move_direction;
6033 game.balloon_dir = (element == EL_BALLOON_SEND_LEFT ? MV_LEFT :
6034 element == EL_BALLOON_SEND_RIGHT ? MV_RIGHT :
6035 element == EL_BALLOON_SEND_UP ? MV_UP :
6036 element == EL_BALLOON_SEND_DOWN ? MV_DOWN :
6038 PlaySoundLevel(x, y, SND_BALLOON_SWITCH_ACTIVATING);
6044 if (local_player->gems_still_needed > 0)
6045 return MF_NO_ACTION;
6047 player->LevelSolved = player->GameOver = TRUE;
6048 PlaySoundStereo(SND_SP_EXIT_ENTERING, SOUND_MAX_RIGHT);
6051 /* the following elements cannot be pushed by "snapping" */
6052 case EL_FELSBROCKEN:
6054 case EL_DX_SUPABOMB:
6058 case EL_SP_DISK_ORANGE:
6060 if (mode == DF_SNAP)
6061 return MF_NO_ACTION;
6062 /* no "break" -- fall through to next case */
6063 /* the following elements can be pushed by "snapping" */
6066 return MF_NO_ACTION;
6068 player->Pushing = TRUE;
6070 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6071 return MF_NO_ACTION;
6075 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6076 return MF_NO_ACTION;
6079 if (player->push_delay == 0)
6080 player->push_delay = FrameCounter;
6082 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6083 !tape.playing && element != EL_SPRING)
6084 return MF_NO_ACTION;
6086 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6087 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6088 element != EL_SPRING)
6089 return MF_NO_ACTION;
6092 if (mode == DF_SNAP)
6094 InitMovingField(x, y, move_direction);
6095 ContinueMoving(x, y);
6100 Feld[x+dx][y+dy] = element;
6103 if (element == EL_SPRING)
6105 Feld[x+dx][y+dy] = EL_SPRING_MOVING;
6106 MovDir[x+dx][y+dy] = move_direction;
6109 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
6111 DrawLevelField(x+dx, y+dy);
6112 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING);
6119 if (!player->key[element - EL_PFORTE1])
6120 return MF_NO_ACTION;
6127 if (!player->key[element - EL_PFORTE1X])
6128 return MF_NO_ACTION;
6135 if (!player->key[element - EL_EM_GATE_1])
6136 return MF_NO_ACTION;
6137 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6138 return MF_NO_ACTION;
6140 /* automatically move to the next field with double speed */
6141 player->programmed_action = move_direction;
6142 DOUBLE_PLAYER_SPEED(player);
6144 PlaySoundLevel(x, y, SND_GATE_PASSING);
6151 if (!player->key[element - EL_EM_GATE_1X])
6152 return MF_NO_ACTION;
6153 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6154 return MF_NO_ACTION;
6156 /* automatically move to the next field with double speed */
6157 player->programmed_action = move_direction;
6158 DOUBLE_PLAYER_SPEED(player);
6160 PlaySoundLevel(x, y, SND_GATE_PASSING);
6163 case EL_SWITCHGATE_OPEN:
6164 case EL_TIMEGATE_OPEN:
6165 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6166 return MF_NO_ACTION;
6168 /* automatically move to the next field with double speed */
6169 player->programmed_action = move_direction;
6170 DOUBLE_PLAYER_SPEED(player);
6172 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PASSING);
6175 case EL_SP_PORT1_LEFT:
6176 case EL_SP_PORT2_LEFT:
6177 case EL_SP_PORT1_RIGHT:
6178 case EL_SP_PORT2_RIGHT:
6179 case EL_SP_PORT1_UP:
6180 case EL_SP_PORT2_UP:
6181 case EL_SP_PORT1_DOWN:
6182 case EL_SP_PORT2_DOWN:
6187 element != EL_SP_PORT1_LEFT &&
6188 element != EL_SP_PORT2_LEFT &&
6189 element != EL_SP_PORT_X &&
6190 element != EL_SP_PORT_XY) ||
6192 element != EL_SP_PORT1_RIGHT &&
6193 element != EL_SP_PORT2_RIGHT &&
6194 element != EL_SP_PORT_X &&
6195 element != EL_SP_PORT_XY) ||
6197 element != EL_SP_PORT1_UP &&
6198 element != EL_SP_PORT2_UP &&
6199 element != EL_SP_PORT_Y &&
6200 element != EL_SP_PORT_XY) ||
6202 element != EL_SP_PORT1_DOWN &&
6203 element != EL_SP_PORT2_DOWN &&
6204 element != EL_SP_PORT_Y &&
6205 element != EL_SP_PORT_XY) ||
6206 !IN_LEV_FIELD(x + dx, y + dy) ||
6207 !IS_FREE(x + dx, y + dy))
6208 return MF_NO_ACTION;
6210 /* automatically move to the next field with double speed */
6211 player->programmed_action = move_direction;
6212 DOUBLE_PLAYER_SPEED(player);
6214 PlaySoundLevel(x, y, SND_SP_PORT_PASSING);
6218 case EL_TUBE_VERTICAL:
6219 case EL_TUBE_HORIZONTAL:
6220 case EL_TUBE_VERT_LEFT:
6221 case EL_TUBE_VERT_RIGHT:
6222 case EL_TUBE_HORIZ_UP:
6223 case EL_TUBE_HORIZ_DOWN:
6224 case EL_TUBE_LEFT_UP:
6225 case EL_TUBE_LEFT_DOWN:
6226 case EL_TUBE_RIGHT_UP:
6227 case EL_TUBE_RIGHT_DOWN:
6230 int tube_enter_directions[][2] =
6232 { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6233 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6234 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6235 { EL_TUBE_VERT_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
6236 { EL_TUBE_VERT_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
6237 { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
6238 { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
6239 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
6240 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
6241 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
6242 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
6243 { -1, MV_NO_MOVING }
6246 while (tube_enter_directions[i][0] != element)
6249 if (tube_enter_directions[i][0] == -1) /* should not happen */
6253 if (!(tube_enter_directions[i][1] & move_direction))
6254 return MF_NO_ACTION; /* tube has no opening in this direction */
6256 PlaySoundLevel(x, y, SND_TUBE_PASSING);
6261 case EL_AUSGANG_ACT:
6262 /* door is not (yet) open */
6263 return MF_NO_ACTION;
6266 case EL_AUSGANG_AUF:
6267 if (mode == DF_SNAP)
6268 return MF_NO_ACTION;
6270 PlaySoundLevel(x, y, SND_EXIT_ENTERING);
6275 Feld[x][y] = EL_BIRNE_EIN;
6276 local_player->lights_still_needed--;
6277 DrawLevelField(x, y);
6278 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
6283 Feld[x][y] = EL_ZEIT_LEER;
6285 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
6286 DrawLevelField(x, y);
6287 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MAX_RIGHT);
6291 case EL_SOKOBAN_FELD_LEER:
6294 case EL_SOKOBAN_OBJEKT:
6295 case EL_SOKOBAN_FELD_VOLL:
6297 case EL_SP_DISK_YELLOW:
6299 if (mode == DF_SNAP)
6300 return MF_NO_ACTION;
6302 player->Pushing = TRUE;
6304 if (!IN_LEV_FIELD(x+dx, y+dy)
6305 || (!IS_FREE(x+dx, y+dy)
6306 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
6307 || !IS_SB_ELEMENT(element))))
6308 return MF_NO_ACTION;
6312 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6313 return MF_NO_ACTION;
6315 else if (dy && real_dx)
6317 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
6318 return MF_NO_ACTION;
6321 if (player->push_delay == 0)
6322 player->push_delay = FrameCounter;
6324 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6325 !tape.playing && element != EL_BALLOON)
6326 return MF_NO_ACTION;
6328 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6329 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6330 element != EL_BALLOON)
6331 return MF_NO_ACTION;
6334 if (IS_SB_ELEMENT(element))
6336 if (element == EL_SOKOBAN_FELD_VOLL)
6338 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
6339 local_player->sokobanfields_still_needed++;
6344 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
6346 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
6347 local_player->sokobanfields_still_needed--;
6348 if (element == EL_SOKOBAN_OBJEKT)
6349 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_FILLING);
6351 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6355 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
6356 if (element == EL_SOKOBAN_FELD_VOLL)
6357 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_CLEARING);
6359 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6365 Feld[x+dx][y+dy] = element;
6366 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING);
6369 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
6371 DrawLevelField(x, y);
6372 DrawLevelField(x+dx, y+dy);
6374 if (IS_SB_ELEMENT(element) &&
6375 local_player->sokobanfields_still_needed == 0 &&
6376 game.emulation == EMU_SOKOBAN)
6378 player->LevelSolved = player->GameOver = TRUE;
6379 PlaySoundLevel(x, y, SND_SOKOBAN_GAME_SOLVING);
6390 return MF_NO_ACTION;
6393 player->push_delay = 0;
6398 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
6400 int jx = player->jx, jy = player->jy;
6401 int x = jx + dx, y = jy + dy;
6403 if (!player->active || !IN_LEV_FIELD(x, y))
6411 if (player->MovPos == 0)
6412 player->Pushing = FALSE;
6414 player->snapped = FALSE;
6418 if (player->snapped)
6421 player->MovDir = (dx < 0 ? MV_LEFT :
6424 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6426 if (!DigField(player, x, y, 0, 0, DF_SNAP))
6429 player->snapped = TRUE;
6430 DrawLevelField(x, y);
6436 boolean PlaceBomb(struct PlayerInfo *player)
6438 int jx = player->jx, jy = player->jy;
6441 if (!player->active || player->MovPos)
6444 element = Feld[jx][jy];
6446 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
6447 IS_ACTIVE_BOMB(element) || element == EL_EXPLODING)
6450 if (element != EL_LEERRAUM)
6451 Store[jx][jy] = element;
6453 if (player->dynamite)
6455 Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
6456 MovDelay[jx][jy] = 96;
6458 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6459 FS_SMALL, FC_YELLOW);
6460 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6462 if (game.emulation == EMU_SUPAPLEX)
6463 DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
6465 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
6468 PlaySoundLevel(jx, jy, SND_DYNAMITE_PLACING);
6472 Feld[jx][jy] = EL_DYNABOMB_ACTIVE_1 + (player->element_nr - EL_SPIELER1);
6473 MovDelay[jx][jy] = 96;
6474 player->dynabombs_left--;
6475 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6476 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
6478 PlaySoundLevel(jx, jy, SND_DYNABOMB_PLACING);
6484 void PlaySoundLevel(int x, int y, int nr)
6486 static int loop_sound_frame[NUM_SOUND_FILES];
6487 static int loop_sound_volume[NUM_SOUND_FILES];
6488 int sx = SCREENX(x), sy = SCREENY(y);
6489 int volume, stereo_position;
6490 int max_distance = 8;
6491 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
6493 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
6494 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
6497 if (!IN_LEV_FIELD(x, y) ||
6498 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
6499 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
6502 volume = SOUND_MAX_VOLUME;
6504 if (!IN_SCR_FIELD(sx, sy))
6506 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
6507 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
6509 volume -= volume * (dx > dy ? dx : dy) / max_distance;
6512 stereo_position = (SOUND_MAX_LEFT +
6513 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
6514 (SCR_FIELDX + 2 * max_distance));
6516 if (IS_LOOP_SOUND(nr))
6518 /* This assures that quieter loop sounds do not overwrite louder ones,
6519 while restarting sound volume comparison with each new game frame. */
6521 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
6524 loop_sound_volume[nr] = volume;
6525 loop_sound_frame[nr] = FrameCounter;
6528 PlaySoundExt(nr, volume, stereo_position, type);
6531 void PlaySoundLevelAction(int x, int y, int sound_action)
6533 PlaySoundLevelElementAction(x, y, Feld[x][y], sound_action);
6536 void PlaySoundLevelElementAction(int x, int y, int element, int sound_action)
6538 int sound_effect = element_action_sound[element][sound_action];
6540 if (sound_effect != -1)
6541 PlaySoundLevel(x, y, sound_effect);
6544 void RaiseScore(int value)
6546 local_player->score += value;
6547 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
6548 FS_SMALL, FC_YELLOW);
6551 void RaiseScoreElement(int element)
6556 case EL_EDELSTEIN_BD:
6557 case EL_EDELSTEIN_GELB:
6558 case EL_EDELSTEIN_ROT:
6559 case EL_EDELSTEIN_LILA:
6560 RaiseScore(level.score[SC_EDELSTEIN]);
6563 RaiseScore(level.score[SC_DIAMANT]);
6567 RaiseScore(level.score[SC_KAEFER]);
6571 RaiseScore(level.score[SC_FLIEGER]);
6575 RaiseScore(level.score[SC_MAMPFER]);
6578 RaiseScore(level.score[SC_ROBOT]);
6581 RaiseScore(level.score[SC_PACMAN]);
6584 RaiseScore(level.score[SC_KOKOSNUSS]);
6586 case EL_DYNAMITE_INACTIVE:
6587 RaiseScore(level.score[SC_DYNAMIT]);
6590 RaiseScore(level.score[SC_SCHLUESSEL]);
6597 void RequestQuitGame(boolean ask_if_really_quit)
6599 if (AllPlayersGone ||
6600 !ask_if_really_quit ||
6601 level_editor_test_game ||
6602 Request("Do you really want to quit the game ?",
6603 REQ_ASK | REQ_STAY_CLOSED))
6605 #if defined(PLATFORM_UNIX)
6606 if (options.network)
6607 SendToServer_StopPlaying();
6611 game_status = MAINMENU;
6617 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
6622 /* ---------- new game button stuff ---------------------------------------- */
6624 /* graphic position values for game buttons */
6625 #define GAME_BUTTON_XSIZE 30
6626 #define GAME_BUTTON_YSIZE 30
6627 #define GAME_BUTTON_XPOS 5
6628 #define GAME_BUTTON_YPOS 215
6629 #define SOUND_BUTTON_XPOS 5
6630 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
6632 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6633 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6634 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6635 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6636 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6637 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6644 } gamebutton_info[NUM_GAME_BUTTONS] =
6647 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
6652 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
6657 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
6662 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
6663 SOUND_CTRL_ID_MUSIC,
6664 "background music on/off"
6667 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
6668 SOUND_CTRL_ID_LOOPS,
6669 "sound loops on/off"
6672 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
6673 SOUND_CTRL_ID_SIMPLE,
6674 "normal sounds on/off"
6678 void CreateGameButtons()
6682 for (i=0; i<NUM_GAME_BUTTONS; i++)
6684 Bitmap *gd_bitmap = pix[PIX_DOOR];
6685 struct GadgetInfo *gi;
6688 unsigned long event_mask;
6689 int gd_xoffset, gd_yoffset;
6690 int gd_x1, gd_x2, gd_y1, gd_y2;
6693 gd_xoffset = gamebutton_info[i].x;
6694 gd_yoffset = gamebutton_info[i].y;
6695 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
6696 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
6698 if (id == GAME_CTRL_ID_STOP ||
6699 id == GAME_CTRL_ID_PAUSE ||
6700 id == GAME_CTRL_ID_PLAY)
6702 button_type = GD_TYPE_NORMAL_BUTTON;
6704 event_mask = GD_EVENT_RELEASED;
6705 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6706 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6710 button_type = GD_TYPE_CHECK_BUTTON;
6712 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
6713 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
6714 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
6715 event_mask = GD_EVENT_PRESSED;
6716 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
6717 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6720 gi = CreateGadget(GDI_CUSTOM_ID, id,
6721 GDI_INFO_TEXT, gamebutton_info[i].infotext,
6722 GDI_X, DX + gd_xoffset,
6723 GDI_Y, DY + gd_yoffset,
6724 GDI_WIDTH, GAME_BUTTON_XSIZE,
6725 GDI_HEIGHT, GAME_BUTTON_YSIZE,
6726 GDI_TYPE, button_type,
6727 GDI_STATE, GD_BUTTON_UNPRESSED,
6728 GDI_CHECKED, checked,
6729 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
6730 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
6731 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
6732 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
6733 GDI_EVENT_MASK, event_mask,
6734 GDI_CALLBACK_ACTION, HandleGameButtons,
6738 Error(ERR_EXIT, "cannot create gadget");
6740 game_gadget[id] = gi;
6744 static void MapGameButtons()
6748 for (i=0; i<NUM_GAME_BUTTONS; i++)
6749 MapGadget(game_gadget[i]);
6752 void UnmapGameButtons()
6756 for (i=0; i<NUM_GAME_BUTTONS; i++)
6757 UnmapGadget(game_gadget[i]);
6760 static void HandleGameButtons(struct GadgetInfo *gi)
6762 int id = gi->custom_id;
6764 if (game_status != PLAYING)
6769 case GAME_CTRL_ID_STOP:
6770 RequestQuitGame(TRUE);
6773 case GAME_CTRL_ID_PAUSE:
6774 if (options.network)
6776 #if defined(PLATFORM_UNIX)
6778 SendToServer_ContinuePlaying();
6780 SendToServer_PausePlaying();
6784 TapeTogglePause(TAPE_TOGGLE_MANUAL);
6787 case GAME_CTRL_ID_PLAY:
6790 #if defined(PLATFORM_UNIX)
6791 if (options.network)
6792 SendToServer_ContinuePlaying();
6796 tape.pausing = FALSE;
6797 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
6802 case SOUND_CTRL_ID_MUSIC:
6803 if (setup.sound_music)
6805 setup.sound_music = FALSE;
6808 else if (audio.music_available)
6810 setup.sound = setup.sound_music = TRUE;
6811 PlayMusic(level_nr);
6815 case SOUND_CTRL_ID_LOOPS:
6816 if (setup.sound_loops)
6817 setup.sound_loops = FALSE;
6818 else if (audio.loops_available)
6819 setup.sound = setup.sound_loops = TRUE;
6822 case SOUND_CTRL_ID_SIMPLE:
6823 if (setup.sound_simple)
6824 setup.sound_simple = FALSE;
6825 else if (audio.sound_available)
6826 setup.sound = setup.sound_simple = TRUE;