1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2001 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MoveFigure() */
36 #define MF_NO_ACTION 0
40 /* for ScrollFigure() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_NO_EXPLOSION 0
51 /* special positions in the game control window (relative to control window) */
54 #define XX_EMERALDS 29
55 #define YY_EMERALDS 54
56 #define XX_DYNAMITE 29
57 #define YY_DYNAMITE 89
65 /* special positions in the game control window (relative to main window) */
66 #define DX_LEVEL (DX + XX_LEVEL)
67 #define DY_LEVEL (DY + YY_LEVEL)
68 #define DX_EMERALDS (DX + XX_EMERALDS)
69 #define DY_EMERALDS (DY + YY_EMERALDS)
70 #define DX_DYNAMITE (DX + XX_DYNAMITE)
71 #define DY_DYNAMITE (DY + YY_DYNAMITE)
72 #define DX_KEYS (DX + XX_KEYS)
73 #define DY_KEYS (DY + YY_KEYS)
74 #define DX_SCORE (DX + XX_SCORE)
75 #define DY_SCORE (DY + YY_SCORE)
76 #define DX_TIME (DX + XX_TIME)
77 #define DY_TIME (DY + YY_TIME)
79 /* values for player movement speed (which is in fact a delay value) */
80 #define MOVE_DELAY_NORMAL_SPEED 8
81 #define MOVE_DELAY_HIGH_SPEED 4
83 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
84 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
85 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
86 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
88 /* game button identifiers */
89 #define GAME_CTRL_ID_STOP 0
90 #define GAME_CTRL_ID_PAUSE 1
91 #define GAME_CTRL_ID_PLAY 2
92 #define SOUND_CTRL_ID_MUSIC 3
93 #define SOUND_CTRL_ID_LOOPS 4
94 #define SOUND_CTRL_ID_SIMPLE 5
96 #define NUM_GAME_BUTTONS 6
98 /* forward declaration for internal use */
99 static void CloseAllOpenTimegates(void);
100 static void CheckGravityMovement(struct PlayerInfo *);
101 static void KillHeroUnlessProtected(int, int);
103 static void MapGameButtons();
104 static void HandleGameButtons(struct GadgetInfo *);
106 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
108 static boolean is_loop_sound[NUM_SOUND_EFFECTS];
109 static boolean is_loop_sound_initialized = FALSE;
110 static int loop_sounds[] =
112 SND_BD_MAGIC_WALL_RUNNING,
113 SND_BD_BUTTERFLY_MOVING,
114 SND_BD_FIREFLY_MOVING,
115 SND_SP_SNIKSNAK_MOVING,
116 SND_SP_ELECTRON_MOVING,
117 SND_DYNAMITE_BURNING,
119 SND_SPACESHIP_MOVING,
122 SND_ROBOT_WHEEL_RUNNING,
123 SND_MAGIC_WALL_RUNNING,
126 SND_TIMEGATE_WHEEL_RUNNING,
127 SND_CONVEYOR_BELT_RUNNING,
128 SND_DYNABOMB_BURNING,
133 SND_DRAGON_BREATHING_FIRE
136 #define IS_LOOP_SOUND(x) (is_loop_sound[x])
142 static unsigned int getStateCheckSum(int counter)
145 unsigned int mult = 1;
146 unsigned int checksum = 0;
148 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
150 static boolean first_game = TRUE;
152 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
158 lastFeld[x][y] = Feld[x][y];
159 else if (lastFeld[x][y] != Feld[x][y])
160 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
161 x, y, lastFeld[x][y], Feld[x][y]);
165 checksum += mult++ * Ur[x][y];
166 checksum += mult++ * Feld[x][y];
169 checksum += mult++ * MovPos[x][y];
170 checksum += mult++ * MovDir[x][y];
171 checksum += mult++ * MovDelay[x][y];
172 checksum += mult++ * Store[x][y];
173 checksum += mult++ * Store2[x][y];
174 checksum += mult++ * StorePlayer[x][y];
175 checksum += mult++ * Frame[x][y];
176 checksum += mult++ * AmoebaNr[x][y];
177 checksum += mult++ * JustStopped[x][y];
178 checksum += mult++ * Stop[x][y];
182 if (counter == 3 && first_game)
193 void GetPlayerConfig()
195 if (!audio.sound_available)
198 if (!audio.loops_available)
199 setup.sound_loops = FALSE;
201 if (!audio.music_available)
202 setup.sound_music = FALSE;
204 if (!video.fullscreen_available)
205 setup.fullscreen = FALSE;
207 setup.sound_simple = setup.sound;
209 SetAudioMode(setup.sound);
213 static int getBeltNrFromElement(int element)
215 return (element < EL_BELT2_LEFT ? 0 :
216 element < EL_BELT3_LEFT ? 1 :
217 element < EL_BELT4_LEFT ? 2 : 3);
220 static int getBeltNrFromSwitchElement(int element)
222 return (element < EL_BELT2_SWITCH_LEFT ? 0 :
223 element < EL_BELT3_SWITCH_LEFT ? 1 :
224 element < EL_BELT4_SWITCH_LEFT ? 2 : 3);
227 static int getBeltDirNrFromSwitchElement(int element)
229 static int belt_base_element[4] =
231 EL_BELT1_SWITCH_LEFT,
232 EL_BELT2_SWITCH_LEFT,
233 EL_BELT3_SWITCH_LEFT,
237 int belt_nr = getBeltNrFromSwitchElement(element);
238 int belt_dir_nr = element - belt_base_element[belt_nr];
240 return (belt_dir_nr % 3);
243 static int getBeltDirFromSwitchElement(int element)
245 static int belt_move_dir[3] =
252 int belt_dir_nr = getBeltDirNrFromSwitchElement(element);
254 return belt_move_dir[belt_dir_nr];
257 static void InitField(int x, int y, boolean init_game)
264 if (stored_player[0].present)
266 Feld[x][y] = EL_SP_MURPHY_CLONE;
273 Feld[x][y] = EL_SPIELER1;
281 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
282 int jx = player->jx, jy = player->jy;
284 player->present = TRUE;
286 if (!options.network || player->connected)
288 player->active = TRUE;
290 /* remove potentially duplicate players */
291 if (StorePlayer[jx][jy] == Feld[x][y])
292 StorePlayer[jx][jy] = 0;
294 StorePlayer[x][y] = Feld[x][y];
298 printf("Player %d activated.\n", player->element_nr);
299 printf("[Local player is %d and currently %s.]\n",
300 local_player->element_nr,
301 local_player->active ? "active" : "not active");
305 Feld[x][y] = EL_LEERRAUM;
306 player->jx = player->last_jx = x;
307 player->jy = player->last_jy = y;
312 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_SALZSAEURE)
313 Feld[x][y] = EL_BADEWANNE1;
314 else if (x > 0 && Feld[x-1][y] == EL_SALZSAEURE)
315 Feld[x][y] = EL_BADEWANNE2;
316 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE1)
317 Feld[x][y] = EL_BADEWANNE3;
318 else if (y > 0 && Feld[x][y-1] == EL_SALZSAEURE)
319 Feld[x][y] = EL_BADEWANNE4;
320 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE2)
321 Feld[x][y] = EL_BADEWANNE5;
324 case EL_KAEFER_RIGHT:
329 case EL_FLIEGER_RIGHT:
331 case EL_FLIEGER_LEFT:
332 case EL_FLIEGER_DOWN:
334 case EL_BUTTERFLY_RIGHT:
335 case EL_BUTTERFLY_UP:
336 case EL_BUTTERFLY_LEFT:
337 case EL_BUTTERFLY_DOWN:
339 case EL_FIREFLY_RIGHT:
341 case EL_FIREFLY_LEFT:
342 case EL_FIREFLY_DOWN:
344 case EL_PACMAN_RIGHT:
368 if (y == lev_fieldy - 1)
370 Feld[x][y] = EL_AMOEBING;
371 Store[x][y] = EL_AMOEBE_NASS;
375 case EL_DYNAMITE_ACTIVE:
380 local_player->lights_still_needed++;
383 case EL_SOKOBAN_FELD_LEER:
384 local_player->sokobanfields_still_needed++;
388 local_player->friends_still_needed++;
393 MovDir[x][y] = 1 << RND(4);
397 Feld[x][y] = EL_LEERRAUM;
400 case EL_EM_KEY_1_FILE:
401 Feld[x][y] = EL_EM_KEY_1;
403 case EL_EM_KEY_2_FILE:
404 Feld[x][y] = EL_EM_KEY_2;
406 case EL_EM_KEY_3_FILE:
407 Feld[x][y] = EL_EM_KEY_3;
409 case EL_EM_KEY_4_FILE:
410 Feld[x][y] = EL_EM_KEY_4;
413 case EL_BELT1_SWITCH_LEFT:
414 case EL_BELT1_SWITCH_MIDDLE:
415 case EL_BELT1_SWITCH_RIGHT:
416 case EL_BELT2_SWITCH_LEFT:
417 case EL_BELT2_SWITCH_MIDDLE:
418 case EL_BELT2_SWITCH_RIGHT:
419 case EL_BELT3_SWITCH_LEFT:
420 case EL_BELT3_SWITCH_MIDDLE:
421 case EL_BELT3_SWITCH_RIGHT:
422 case EL_BELT4_SWITCH_LEFT:
423 case EL_BELT4_SWITCH_MIDDLE:
424 case EL_BELT4_SWITCH_RIGHT:
427 int belt_nr = getBeltNrFromSwitchElement(Feld[x][y]);
428 int belt_dir = getBeltDirFromSwitchElement(Feld[x][y]);
429 int belt_dir_nr = getBeltDirNrFromSwitchElement(Feld[x][y]);
431 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
433 game.belt_dir[belt_nr] = belt_dir;
434 game.belt_dir_nr[belt_nr] = belt_dir_nr;
436 else /* more than one switch -- set it like the first switch */
438 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
443 case EL_SWITCHGATE_SWITCH_2: /* always start with same switch pos */
445 Feld[x][y] = EL_SWITCHGATE_SWITCH_1;
448 case EL_LIGHT_SWITCH_ON:
450 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
458 void DrawGameDoorValues()
462 for (i=0; i<MAX_PLAYERS; i++)
464 if (stored_player[i].key[j])
465 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
466 GFX_SCHLUESSEL1 + j);
468 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
469 int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
470 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
471 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
472 DrawText(DX + XX_SCORE, DY + YY_SCORE,
473 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
474 DrawText(DX + XX_TIME, DY + YY_TIME,
475 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
481 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
482 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
483 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
486 #if USE_NEW_AMOEBA_CODE
487 printf("Using new amoeba code.\n");
489 printf("Using old amoeba code.\n");
493 /* don't play tapes over network */
494 network_playing = (options.network && !tape.playing);
496 for (i=0; i<MAX_PLAYERS; i++)
498 struct PlayerInfo *player = &stored_player[i];
500 player->index_nr = i;
501 player->element_nr = EL_SPIELER1 + i;
503 player->present = FALSE;
504 player->active = FALSE;
507 player->effective_action = 0;
508 player->programmed_action = 0;
511 player->gems_still_needed = level.gems_needed;
512 player->sokobanfields_still_needed = 0;
513 player->lights_still_needed = 0;
514 player->friends_still_needed = 0;
517 player->key[j] = FALSE;
519 player->dynamite = 0;
520 player->dynabomb_count = 0;
521 player->dynabomb_size = 1;
522 player->dynabombs_left = 0;
523 player->dynabomb_xl = FALSE;
525 player->MovDir = MV_NO_MOVING;
527 player->Pushing = FALSE;
528 player->Switching = FALSE;
532 player->actual_frame_counter = 0;
534 player->frame_reset_delay = 0;
536 player->last_move_dir = MV_NO_MOVING;
537 player->is_moving = FALSE;
539 player->move_delay = -1; /* no initial move delay */
540 player->move_delay_value =
541 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
543 player->push_delay = 0;
544 player->push_delay_value = 5;
546 player->snapped = FALSE;
548 player->last_jx = player->last_jy = 0;
549 player->jx = player->jy = 0;
551 player->shield_passive_time_left = 0;
552 player->shield_active_time_left = 0;
554 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
555 SnapField(player, 0, 0);
557 player->LevelSolved = FALSE;
558 player->GameOver = FALSE;
561 network_player_action_received = FALSE;
563 #if defined(PLATFORM_UNIX)
564 /* initial null action */
566 SendToServer_MovePlayer(MV_NO_MOVING);
574 TimeLeft = level.time;
576 ScreenMovDir = MV_NO_MOVING;
580 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
582 AllPlayersGone = FALSE;
584 game.yam_content_nr = 0;
585 game.magic_wall_active = FALSE;
586 game.magic_wall_time_left = 0;
587 game.light_time_left = 0;
588 game.timegate_time_left = 0;
589 game.switchgate_pos = 0;
590 game.balloon_dir = MV_NO_MOVING;
591 game.explosions_delayed = TRUE;
595 game.belt_dir[i] = MV_NO_MOVING;
596 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
599 for (i=0; i<MAX_NUM_AMOEBA; i++)
600 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
602 for (x=0; x<lev_fieldx; x++)
604 for (y=0; y<lev_fieldy; y++)
606 Feld[x][y] = Ur[x][y];
607 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
608 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
611 JustStopped[x][y] = 0;
613 ExplodeField[x][y] = EX_NO_EXPLOSION;
617 for(y=0; y<lev_fieldy; y++)
619 for(x=0; x<lev_fieldx; x++)
621 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
623 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
625 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
628 InitField(x, y, TRUE);
632 /* correct non-moving belts to start moving left */
634 if (game.belt_dir[i] == MV_NO_MOVING)
635 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
637 /* check if any connected player was not found in playfield */
638 for (i=0; i<MAX_PLAYERS; i++)
640 struct PlayerInfo *player = &stored_player[i];
642 if (player->connected && !player->present)
644 for (j=0; j<MAX_PLAYERS; j++)
646 struct PlayerInfo *some_player = &stored_player[j];
647 int jx = some_player->jx, jy = some_player->jy;
649 /* assign first free player found that is present in the playfield */
650 if (some_player->present && !some_player->connected)
652 player->present = TRUE;
653 player->active = TRUE;
654 some_player->present = FALSE;
656 StorePlayer[jx][jy] = player->element_nr;
657 player->jx = player->last_jx = jx;
658 player->jy = player->last_jy = jy;
668 /* when playing a tape, eliminate all players who do not participate */
670 for (i=0; i<MAX_PLAYERS; i++)
672 if (stored_player[i].active && !tape.player_participates[i])
674 struct PlayerInfo *player = &stored_player[i];
675 int jx = player->jx, jy = player->jy;
677 player->active = FALSE;
678 StorePlayer[jx][jy] = 0;
679 Feld[jx][jy] = EL_LEERRAUM;
683 else if (!options.network && !setup.team_mode) /* && !tape.playing */
685 /* when in single player mode, eliminate all but the first active player */
687 for (i=0; i<MAX_PLAYERS; i++)
689 if (stored_player[i].active)
691 for (j=i+1; j<MAX_PLAYERS; j++)
693 if (stored_player[j].active)
695 struct PlayerInfo *player = &stored_player[j];
696 int jx = player->jx, jy = player->jy;
698 player->active = FALSE;
699 StorePlayer[jx][jy] = 0;
700 Feld[jx][jy] = EL_LEERRAUM;
707 /* when recording the game, store which players take part in the game */
710 for (i=0; i<MAX_PLAYERS; i++)
711 if (stored_player[i].active)
712 tape.player_participates[i] = TRUE;
717 for (i=0; i<MAX_PLAYERS; i++)
719 struct PlayerInfo *player = &stored_player[i];
721 printf("Player %d: present == %d, connected == %d, active == %d.\n",
726 if (local_player == player)
727 printf("Player %d is local player.\n", i+1);
731 /* initialize sound effect properties */
732 if (!is_loop_sound_initialized)
736 for (i=0; i<NUM_SOUND_EFFECTS; i++)
737 is_loop_sound[i] = FALSE;
739 for (i=0; i<SIZEOF_ARRAY_INT(loop_sounds); i++)
740 is_loop_sound[loop_sounds[i]] = TRUE;
742 is_loop_sound_initialized = TRUE;
745 game.version = (tape.playing ? tape.game_version : level.game_version);
746 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
747 emulate_sb ? EMU_SOKOBAN :
748 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
750 /* dynamically adjust element properties according to game engine version */
752 static int ep_em_slippery_wall[] =
762 static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall);
764 static int ep_em_slippery_wall_num =
765 sizeof(ep_em_slippery_wall) / sizeof(int);
769 printf("level %d: game.version == %06d\n", level_nr, level.game_version);
770 printf(" file_version == %06d\n", level.file_version);
773 for (i=0; i<ep_em_slippery_wall_num; i++)
776 if (level.em_slippery_gems) /* special EM style gems behaviour */
778 if (game.version >= GAME_VERSION_2_0)
780 Elementeigenschaften2[ep_em_slippery_wall[i]] |=
781 EP_BIT_EM_SLIPPERY_WALL;
783 Elementeigenschaften2[ep_em_slippery_wall[i]] &=
784 ~EP_BIT_EM_SLIPPERY_WALL;
788 if (BorderElement == EL_LEERRAUM)
791 SBX_Right = lev_fieldx - SCR_FIELDX;
793 SBY_Lower = lev_fieldy - SCR_FIELDY;
798 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
800 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
803 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
804 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
806 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
807 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
810 scroll_y = SBY_Upper;
811 if (local_player->jx >= SBX_Left + MIDPOSX)
812 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
813 local_player->jx - MIDPOSX :
815 if (local_player->jy >= SBY_Upper + MIDPOSY)
816 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
817 local_player->jy - MIDPOSY :
820 CloseDoor(DOOR_CLOSE_1);
826 /* after drawing the level, correct some elements */
827 if (game.timegate_time_left == 0)
828 CloseAllOpenTimegates();
830 if (setup.soft_scrolling)
831 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
833 redraw_mask |= REDRAW_FROM_BACKBUFFER;
835 /* copy default game door content to main double buffer */
836 BlitBitmap(pix[PIX_DOOR], drawto,
837 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
840 DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
841 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
844 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
845 int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3);
846 BlitBitmap(drawto, drawto,
847 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
848 FONT5_XSIZE * 3, FONT5_YSIZE - 1,
849 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
852 DrawGameDoorValues();
856 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
857 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
858 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
862 /* copy actual game door content to door double buffer for OpenDoor() */
863 BlitBitmap(drawto, pix[PIX_DB_DOOR],
864 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
866 OpenDoor(DOOR_OPEN_ALL);
868 PlaySoundStereo(SND_GAME_STARTING, SOUND_MAX_RIGHT);
869 if (setup.sound_music)
872 KeyboardAutoRepeatOff();
877 printf("Player %d %sactive.\n",
878 i + 1, (stored_player[i].active ? "" : "not "));
882 void InitMovDir(int x, int y)
884 int i, element = Feld[x][y];
885 static int xy[4][2] =
892 static int direction[3][4] =
894 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
895 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
896 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
901 case EL_KAEFER_RIGHT:
905 Feld[x][y] = EL_KAEFER;
906 MovDir[x][y] = direction[0][element - EL_KAEFER_RIGHT];
909 case EL_FLIEGER_RIGHT:
911 case EL_FLIEGER_LEFT:
912 case EL_FLIEGER_DOWN:
913 Feld[x][y] = EL_FLIEGER;
914 MovDir[x][y] = direction[0][element - EL_FLIEGER_RIGHT];
917 case EL_BUTTERFLY_RIGHT:
918 case EL_BUTTERFLY_UP:
919 case EL_BUTTERFLY_LEFT:
920 case EL_BUTTERFLY_DOWN:
921 Feld[x][y] = EL_BUTTERFLY;
922 MovDir[x][y] = direction[0][element - EL_BUTTERFLY_RIGHT];
925 case EL_FIREFLY_RIGHT:
927 case EL_FIREFLY_LEFT:
928 case EL_FIREFLY_DOWN:
929 Feld[x][y] = EL_FIREFLY;
930 MovDir[x][y] = direction[0][element - EL_FIREFLY_RIGHT];
933 case EL_PACMAN_RIGHT:
937 Feld[x][y] = EL_PACMAN;
938 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
942 MovDir[x][y] = MV_UP;
946 MovDir[x][y] = MV_LEFT;
953 Feld[x][y] = EL_MOLE;
954 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
958 MovDir[x][y] = 1 << RND(4);
959 if (element != EL_KAEFER &&
960 element != EL_FLIEGER &&
961 element != EL_BUTTERFLY &&
962 element != EL_FIREFLY)
967 int x1 = x + xy[i][0];
968 int y1 = y + xy[i][1];
970 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
972 if (element == EL_KAEFER || element == EL_BUTTERFLY)
974 MovDir[x][y] = direction[0][i];
977 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
978 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
980 MovDir[x][y] = direction[1][i];
989 void InitAmoebaNr(int x, int y)
992 int group_nr = AmoebeNachbarNr(x, y);
996 for (i=1; i<MAX_NUM_AMOEBA; i++)
998 if (AmoebaCnt[i] == 0)
1006 AmoebaNr[x][y] = group_nr;
1007 AmoebaCnt[group_nr]++;
1008 AmoebaCnt2[group_nr]++;
1014 boolean raise_level = FALSE;
1016 if (local_player->MovPos)
1019 local_player->LevelSolved = FALSE;
1021 PlaySoundStereo(SND_GAME_WINNING, SOUND_MAX_RIGHT);
1025 if (!tape.playing && setup.sound_loops)
1026 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1027 SND_CTRL_PLAY_LOOP);
1029 while (TimeLeft > 0)
1031 if (!tape.playing && !setup.sound_loops)
1032 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1033 if (TimeLeft > 0 && !(TimeLeft % 10))
1034 RaiseScore(level.score[SC_ZEITBONUS]);
1035 if (TimeLeft > 100 && !(TimeLeft % 10))
1039 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
1046 if (!tape.playing && setup.sound_loops)
1047 StopSound(SND_GAME_LEVELTIME_BONUS);
1049 else if (level.time == 0) /* level without time limit */
1051 if (!tape.playing && setup.sound_loops)
1052 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1053 SND_CTRL_PLAY_LOOP);
1055 while (TimePlayed < 999)
1057 if (!tape.playing && !setup.sound_loops)
1058 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1059 if (TimePlayed < 999 && !(TimePlayed % 10))
1060 RaiseScore(level.score[SC_ZEITBONUS]);
1061 if (TimePlayed < 900 && !(TimePlayed % 10))
1065 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
1072 if (!tape.playing && setup.sound_loops)
1073 StopSound(SND_GAME_LEVELTIME_BONUS);
1080 /* Hero disappears */
1081 DrawLevelField(ExitX, ExitY);
1087 CloseDoor(DOOR_CLOSE_1);
1092 SaveTape(tape.level_nr); /* Ask to save tape */
1095 if (level_nr == leveldir_current->handicap_level)
1097 leveldir_current->handicap_level++;
1098 SaveLevelSetup_SeriesInfo();
1101 if (level_editor_test_game)
1102 local_player->score = -1; /* no highscore when playing from editor */
1103 else if (level_nr < leveldir_current->last_level)
1104 raise_level = TRUE; /* advance to next level */
1106 if ((hi_pos = NewHiScore()) >= 0)
1108 game_status = HALLOFFAME;
1109 DrawHallOfFame(hi_pos);
1118 game_status = MAINMENU;
1135 LoadScore(level_nr);
1137 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1138 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1141 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1143 if (local_player->score > highscore[k].Score)
1145 /* player has made it to the hall of fame */
1147 if (k < MAX_SCORE_ENTRIES - 1)
1149 int m = MAX_SCORE_ENTRIES - 1;
1152 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1153 if (!strcmp(setup.player_name, highscore[l].Name))
1155 if (m == k) /* player's new highscore overwrites his old one */
1161 strcpy(highscore[l].Name, highscore[l - 1].Name);
1162 highscore[l].Score = highscore[l - 1].Score;
1169 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1170 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1171 highscore[k].Score = local_player->score;
1177 else if (!strncmp(setup.player_name, highscore[k].Name,
1178 MAX_PLAYER_NAME_LEN))
1179 break; /* player already there with a higher score */
1185 SaveScore(level_nr);
1190 void InitMovingField(int x, int y, int direction)
1192 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1193 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1195 MovDir[x][y] = direction;
1196 MovDir[newx][newy] = direction;
1197 if (Feld[newx][newy] == EL_LEERRAUM)
1198 Feld[newx][newy] = EL_BLOCKED;
1201 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1203 int direction = MovDir[x][y];
1204 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1205 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1211 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1213 int oldx = x, oldy = y;
1214 int direction = MovDir[x][y];
1216 if (direction == MV_LEFT)
1218 else if (direction == MV_RIGHT)
1220 else if (direction == MV_UP)
1222 else if (direction == MV_DOWN)
1225 *comes_from_x = oldx;
1226 *comes_from_y = oldy;
1229 int MovingOrBlocked2Element(int x, int y)
1231 int element = Feld[x][y];
1233 if (element == EL_BLOCKED)
1237 Blocked2Moving(x, y, &oldx, &oldy);
1238 return Feld[oldx][oldy];
1244 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1246 /* like MovingOrBlocked2Element(), but if element is moving
1247 and (x,y) is the field the moving element is just leaving,
1248 return EL_BLOCKED instead of the element value */
1249 int element = Feld[x][y];
1251 if (IS_MOVING(x, y))
1253 if (element == EL_BLOCKED)
1257 Blocked2Moving(x, y, &oldx, &oldy);
1258 return Feld[oldx][oldy];
1267 static void RemoveField(int x, int y)
1269 Feld[x][y] = EL_LEERRAUM;
1275 void RemoveMovingField(int x, int y)
1277 int oldx = x, oldy = y, newx = x, newy = y;
1279 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1282 if (IS_MOVING(x, y))
1284 Moving2Blocked(x, y, &newx, &newy);
1285 if (Feld[newx][newy] != EL_BLOCKED)
1288 else if (Feld[x][y] == EL_BLOCKED)
1290 Blocked2Moving(x, y, &oldx, &oldy);
1291 if (!IS_MOVING(oldx, oldy))
1295 if (Feld[x][y] == EL_BLOCKED &&
1296 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1297 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1298 Feld[oldx][oldy] == EL_MAGIC_WALL_BD_EMPTYING ||
1299 Feld[oldx][oldy] == EL_AMOEBA_DRIPPING))
1300 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1302 Feld[oldx][oldy] = EL_LEERRAUM;
1304 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1306 Feld[newx][newy] = EL_LEERRAUM;
1307 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1308 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1310 DrawLevelField(oldx, oldy);
1311 DrawLevelField(newx, newy);
1314 void DrawDynamite(int x, int y)
1316 int sx = SCREENX(x), sy = SCREENY(y);
1317 int graphic = el2gfx(Feld[x][y]);
1320 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1324 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
1326 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1328 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
1333 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
1337 if (game.emulation == EMU_SUPAPLEX)
1338 DrawGraphic(sx, sy, GFX_SP_DISK_RED);
1339 else if (Store[x][y])
1340 DrawGraphicThruMask(sx, sy, graphic + phase);
1342 DrawGraphic(sx, sy, graphic + phase);
1345 void CheckDynamite(int x, int y)
1347 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1352 if (!(MovDelay[x][y] % 12))
1354 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1355 PlaySoundLevel(x, y, SND_DYNAMITE_BURNING);
1357 PlaySoundLevel(x, y, SND_DYNABOMB_BURNING);
1360 if (IS_ACTIVE_BOMB(Feld[x][y]))
1362 int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6);
1364 if (!(MovDelay[x][y] % delay))
1372 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1373 StopSound(SND_DYNAMITE_BURNING);
1375 StopSound(SND_DYNABOMB_BURNING);
1380 void Explode(int ex, int ey, int phase, int mode)
1383 int num_phase = 9, delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1384 int last_phase = num_phase * delay;
1385 int half_phase = (num_phase / 2) * delay;
1386 int first_phase_after_start = EX_PHASE_START + 1;
1388 if (game.explosions_delayed)
1390 ExplodeField[ex][ey] = mode;
1394 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1396 int center_element = Feld[ex][ey];
1398 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1400 /* put moving element to center field (and let it explode there) */
1401 center_element = MovingOrBlocked2Element(ex, ey);
1402 RemoveMovingField(ex, ey);
1403 Feld[ex][ey] = center_element;
1406 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1410 if (!IN_LEV_FIELD(x, y) ||
1411 ((mode != EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
1412 (x != ex || y != ey)))
1415 element = Feld[x][y];
1417 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1419 element = MovingOrBlocked2Element(x, y);
1420 RemoveMovingField(x, y);
1423 if (IS_MASSIVE(element) || element == EL_BURNING)
1426 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1428 if (IS_ACTIVE_BOMB(element))
1430 /* re-activate things under the bomb like gate or penguin */
1431 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_LEERRAUM);
1438 if (element == EL_EXPLODING)
1439 element = Store2[x][y];
1441 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1443 switch(StorePlayer[ex][ey])
1446 Store[x][y] = EL_EDELSTEIN_ROT;
1449 Store[x][y] = EL_EDELSTEIN;
1452 Store[x][y] = EL_EDELSTEIN_LILA;
1456 Store[x][y] = EL_EDELSTEIN_GELB;
1460 if (game.emulation == EMU_SUPAPLEX)
1461 Store[x][y] = EL_LEERRAUM;
1463 else if (center_element == EL_MOLE)
1464 Store[x][y] = EL_EDELSTEIN_ROT;
1465 else if (center_element == EL_PINGUIN)
1466 Store[x][y] = EL_EDELSTEIN_LILA;
1467 else if (center_element == EL_KAEFER)
1468 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
1469 else if (center_element == EL_BUTTERFLY)
1470 Store[x][y] = EL_EDELSTEIN_BD;
1471 else if (center_element == EL_SP_ELECTRON)
1472 Store[x][y] = EL_SP_INFOTRON;
1473 else if (center_element == EL_MAMPFER)
1474 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1475 else if (center_element == EL_AMOEBA2DIAM)
1476 Store[x][y] = level.amoeba_content;
1477 else if (element == EL_ERZ_EDEL)
1478 Store[x][y] = EL_EDELSTEIN;
1479 else if (element == EL_ERZ_DIAM)
1480 Store[x][y] = EL_DIAMANT;
1481 else if (element == EL_ERZ_EDEL_BD)
1482 Store[x][y] = EL_EDELSTEIN_BD;
1483 else if (element == EL_ERZ_EDEL_GELB)
1484 Store[x][y] = EL_EDELSTEIN_GELB;
1485 else if (element == EL_ERZ_EDEL_ROT)
1486 Store[x][y] = EL_EDELSTEIN_ROT;
1487 else if (element == EL_ERZ_EDEL_LILA)
1488 Store[x][y] = EL_EDELSTEIN_LILA;
1489 else if (element == EL_WALL_PEARL)
1490 Store[x][y] = EL_PEARL;
1491 else if (element == EL_WALL_CRYSTAL)
1492 Store[x][y] = EL_CRYSTAL;
1493 else if (!IS_PFORTE(Store[x][y]))
1494 Store[x][y] = EL_LEERRAUM;
1496 if (x != ex || y != ey ||
1497 center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
1498 Store2[x][y] = element;
1500 if (AmoebaNr[x][y] &&
1501 (element == EL_AMOEBE_VOLL ||
1502 element == EL_AMOEBE_BD ||
1503 element == EL_AMOEBING))
1505 AmoebaCnt[AmoebaNr[x][y]]--;
1506 AmoebaCnt2[AmoebaNr[x][y]]--;
1509 Feld[x][y] = EL_EXPLODING;
1510 MovDir[x][y] = MovPos[x][y] = 0;
1516 if (center_element == EL_MAMPFER)
1517 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1528 Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
1530 if (phase == first_phase_after_start)
1532 int element = Store2[x][y];
1534 if (element == EL_BLACK_ORB)
1536 Feld[x][y] = Store2[x][y];
1541 else if (phase == half_phase)
1543 int element = Store2[x][y];
1545 if (IS_PLAYER(x, y))
1546 KillHeroUnlessProtected(x, y);
1547 else if (IS_EXPLOSIVE(element))
1549 Feld[x][y] = Store2[x][y];
1553 else if (element == EL_AMOEBA2DIAM)
1554 AmoebeUmwandeln(x, y);
1557 if (phase == last_phase)
1561 element = Feld[x][y] = Store[x][y];
1562 Store[x][y] = Store2[x][y] = 0;
1563 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1564 InitField(x, y, FALSE);
1565 if (CAN_MOVE(element) || COULD_MOVE(element))
1567 DrawLevelField(x, y);
1569 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1570 StorePlayer[x][y] = 0;
1572 else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1574 int graphic = GFX_EXPLOSION;
1576 if (game.emulation == EMU_SUPAPLEX)
1577 graphic = (Store[x][y] == EL_SP_INFOTRON ?
1578 GFX_SP_EXPLODE_INFOTRON :
1579 GFX_SP_EXPLODE_EMPTY);
1582 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1584 graphic += (phase / delay - 1);
1586 if (IS_PFORTE(Store[x][y]))
1588 DrawLevelElement(x, y, Store[x][y]);
1589 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic);
1592 DrawGraphic(SCREENX(x), SCREENY(y), graphic);
1596 void DynaExplode(int ex, int ey)
1599 int dynabomb_size = 1;
1600 boolean dynabomb_xl = FALSE;
1601 struct PlayerInfo *player;
1602 static int xy[4][2] =
1610 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1612 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_ACTIVE_1];
1613 dynabomb_size = player->dynabomb_size;
1614 dynabomb_xl = player->dynabomb_xl;
1615 player->dynabombs_left++;
1618 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1622 for (j=1; j<=dynabomb_size; j++)
1624 int x = ex + j * xy[i % 4][0];
1625 int y = ey + j * xy[i % 4][1];
1628 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1631 element = Feld[x][y];
1633 /* do not restart explosions of fields with active bombs */
1634 if (element == EL_EXPLODING && IS_ACTIVE_BOMB(Store2[x][y]))
1637 Explode(x, y, EX_PHASE_START, EX_BORDER);
1639 if (element != EL_LEERRAUM &&
1640 element != EL_ERDREICH &&
1641 element != EL_EXPLODING &&
1648 void Bang(int x, int y)
1650 int element = Feld[x][y];
1652 if (game.emulation == EMU_SUPAPLEX)
1653 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
1655 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
1658 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1659 element = EL_LEERRAUM;
1673 RaiseScoreElement(element);
1674 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1676 case EL_DYNABOMB_ACTIVE_1:
1677 case EL_DYNABOMB_ACTIVE_2:
1678 case EL_DYNABOMB_ACTIVE_3:
1679 case EL_DYNABOMB_ACTIVE_4:
1680 case EL_DYNABOMB_NR:
1681 case EL_DYNABOMB_SZ:
1682 case EL_DYNABOMB_XL:
1688 if (IS_PLAYER(x, y))
1689 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1691 Explode(x, y, EX_PHASE_START, EX_CENTER);
1694 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1699 void Blurb(int x, int y)
1701 int element = Feld[x][y];
1703 if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
1705 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
1706 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1707 (!IN_LEV_FIELD(x-1, y-1) ||
1708 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1710 Feld[x-1][y] = EL_BLURB_LEFT;
1712 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1713 (!IN_LEV_FIELD(x+1, y-1) ||
1714 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1716 Feld[x+1][y] = EL_BLURB_RIGHT;
1721 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1723 if (!MovDelay[x][y]) /* initialize animation counter */
1726 if (MovDelay[x][y]) /* continue animation */
1729 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1730 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1732 if (!MovDelay[x][y])
1734 Feld[x][y] = EL_LEERRAUM;
1735 DrawLevelField(x, y);
1741 static void ToggleBeltSwitch(int x, int y)
1743 static int belt_base_element[4] =
1745 EL_BELT1_SWITCH_LEFT,
1746 EL_BELT2_SWITCH_LEFT,
1747 EL_BELT3_SWITCH_LEFT,
1748 EL_BELT4_SWITCH_LEFT
1750 static int belt_move_dir[4] =
1758 int element = Feld[x][y];
1759 int belt_nr = getBeltNrFromSwitchElement(element);
1760 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1761 int belt_dir = belt_move_dir[belt_dir_nr];
1764 if (!IS_BELT_SWITCH(element))
1767 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1768 game.belt_dir[belt_nr] = belt_dir;
1770 if (belt_dir_nr == 3)
1773 for (yy=0; yy<lev_fieldy; yy++)
1775 for (xx=0; xx<lev_fieldx; xx++)
1777 int element = Feld[xx][yy];
1779 if (IS_BELT_SWITCH(element))
1781 int e_belt_nr = getBeltNrFromSwitchElement(element);
1783 if (e_belt_nr == belt_nr)
1785 Feld[xx][yy] = belt_base_element[belt_nr] + belt_dir_nr;
1786 DrawLevelField(xx, yy);
1789 else if (belt_dir == MV_NO_MOVING && IS_BELT(element))
1791 int e_belt_nr = getBeltNrFromElement(element);
1793 if (e_belt_nr == belt_nr)
1794 DrawLevelField(xx, yy); /* set belt to parking position */
1800 static void ToggleSwitchgateSwitch(int x, int y)
1804 game.switchgate_pos = !game.switchgate_pos;
1806 for (yy=0; yy<lev_fieldy; yy++)
1808 for (xx=0; xx<lev_fieldx; xx++)
1810 int element = Feld[xx][yy];
1812 if (element == EL_SWITCHGATE_SWITCH_1 ||
1813 element == EL_SWITCHGATE_SWITCH_2)
1815 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_1 + game.switchgate_pos;
1816 DrawLevelField(xx, yy);
1818 else if (element == EL_SWITCHGATE_OPEN ||
1819 element == EL_SWITCHGATE_OPENING)
1821 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
1822 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
1824 else if (element == EL_SWITCHGATE_CLOSED ||
1825 element == EL_SWITCHGATE_CLOSING)
1827 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
1828 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
1834 static void RedrawAllLightSwitchesAndInvisibleElements()
1838 for (y=0; y<lev_fieldy; y++)
1840 for (x=0; x<lev_fieldx; x++)
1842 int element = Feld[x][y];
1844 if (element == EL_LIGHT_SWITCH_OFF &&
1845 game.light_time_left > 0)
1847 Feld[x][y] = EL_LIGHT_SWITCH_ON;
1848 DrawLevelField(x, y);
1850 else if (element == EL_LIGHT_SWITCH_ON &&
1851 game.light_time_left == 0)
1853 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
1854 DrawLevelField(x, y);
1857 if (element == EL_INVISIBLE_STEEL ||
1858 element == EL_UNSICHTBAR ||
1859 element == EL_SAND_INVISIBLE)
1860 DrawLevelField(x, y);
1865 static void ToggleLightSwitch(int x, int y)
1867 int element = Feld[x][y];
1869 game.light_time_left =
1870 (element == EL_LIGHT_SWITCH_OFF ?
1871 level.time_light * FRAMES_PER_SECOND : 0);
1873 RedrawAllLightSwitchesAndInvisibleElements();
1876 static void ActivateTimegateSwitch(int x, int y)
1880 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
1882 for (yy=0; yy<lev_fieldy; yy++)
1884 for (xx=0; xx<lev_fieldx; xx++)
1886 int element = Feld[xx][yy];
1888 if (element == EL_TIMEGATE_CLOSED ||
1889 element == EL_TIMEGATE_CLOSING)
1891 Feld[xx][yy] = EL_TIMEGATE_OPENING;
1892 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
1896 else if (element == EL_TIMEGATE_SWITCH_ON)
1898 Feld[xx][yy] = EL_TIMEGATE_SWITCH_OFF;
1899 DrawLevelField(xx, yy);
1906 Feld[x][y] = EL_TIMEGATE_SWITCH_ON;
1909 void Impact(int x, int y)
1911 boolean lastline = (y == lev_fieldy-1);
1912 boolean object_hit = FALSE;
1913 int element = Feld[x][y];
1916 if (!lastline) /* check if element below was hit */
1918 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1921 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
1922 MovDir[x][y+1]!=MV_DOWN ||
1923 MovPos[x][y+1]<=TILEY/2));
1925 smashed = MovingOrBlocked2Element(x, y+1);
1928 if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */
1934 if ((element == EL_BOMBE ||
1935 element == EL_SP_DISK_ORANGE ||
1936 element == EL_DX_SUPABOMB) &&
1937 (lastline || object_hit)) /* element is bomb */
1942 else if (element == EL_PEARL)
1944 Feld[x][y] = EL_PEARL_BREAKING;
1945 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
1949 if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
1951 if (object_hit && IS_PLAYER(x, y+1))
1952 KillHeroUnlessProtected(x, y+1);
1953 else if (object_hit && smashed == EL_PINGUIN)
1957 Feld[x][y] = EL_AMOEBING;
1958 Store[x][y] = EL_AMOEBE_NASS;
1963 if (!lastline && object_hit) /* check which object was hit */
1965 if (CAN_CHANGE(element) &&
1966 (smashed == EL_MAGIC_WALL_OFF || smashed == EL_MAGIC_WALL_BD_OFF))
1969 int activated_magic_wall =
1970 (smashed == EL_MAGIC_WALL_OFF ? EL_MAGIC_WALL_EMPTY :
1971 EL_MAGIC_WALL_BD_EMPTY);
1973 /* activate magic wall / mill */
1974 for (yy=0; yy<lev_fieldy; yy++)
1975 for (xx=0; xx<lev_fieldx; xx++)
1976 if (Feld[xx][yy] == smashed)
1977 Feld[xx][yy] = activated_magic_wall;
1979 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
1980 game.magic_wall_active = TRUE;
1982 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL_OFF ?
1983 SND_MAGIC_WALL_ACTIVATING :
1984 SND_BD_MAGIC_WALL_ACTIVATING));
1987 if (IS_PLAYER(x, y+1))
1989 KillHeroUnlessProtected(x, y+1);
1992 else if (smashed == EL_PINGUIN)
1997 else if (element == EL_EDELSTEIN_BD)
1999 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2005 else if ((element == EL_SP_INFOTRON || element == EL_SP_ZONK) &&
2006 (smashed == EL_SP_SNIKSNAK || smashed == EL_SP_ELECTRON ||
2007 smashed == EL_SP_DISK_ORANGE))
2012 else if (element == EL_FELSBROCKEN ||
2013 element == EL_SP_ZONK ||
2014 element == EL_BD_ROCK)
2016 if (IS_ENEMY(smashed) ||
2017 smashed == EL_BOMBE || smashed == EL_SP_DISK_ORANGE ||
2018 smashed == EL_DX_SUPABOMB ||
2019 smashed == EL_SONDE || smashed == EL_SCHWEIN ||
2020 smashed == EL_DRACHE || smashed == EL_MOLE)
2025 else if (!IS_MOVING(x, y+1))
2027 if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
2032 else if (smashed == EL_KOKOSNUSS)
2034 Feld[x][y+1] = EL_CRACKINGNUT;
2035 PlaySoundLevel(x, y, SND_NUT_CRACKING);
2036 RaiseScoreElement(EL_KOKOSNUSS);
2039 else if (smashed == EL_PEARL)
2041 Feld[x][y+1] = EL_PEARL_BREAKING;
2042 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2045 else if (smashed == EL_DIAMANT)
2047 Feld[x][y+1] = EL_LEERRAUM;
2048 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2051 else if (IS_BELT_SWITCH(smashed))
2053 ToggleBeltSwitch(x, y+1);
2055 else if (smashed == EL_SWITCHGATE_SWITCH_1 ||
2056 smashed == EL_SWITCHGATE_SWITCH_2)
2058 ToggleSwitchgateSwitch(x, y+1);
2060 else if (smashed == EL_LIGHT_SWITCH_OFF ||
2061 smashed == EL_LIGHT_SWITCH_ON)
2063 ToggleLightSwitch(x, y+1);
2069 /* play sound of magic wall / mill */
2071 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
2072 Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
2074 if (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY)
2075 PlaySoundLevel(x, y, SND_MAGIC_WALL_CHANGING);
2076 else if (Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY)
2077 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_CHANGING);
2082 /* play sound of object that hits the ground */
2083 if (lastline || object_hit)
2089 case EL_EDELSTEIN_BD:
2090 sound = SND_BD_DIAMOND_IMPACT;
2093 case EL_EDELSTEIN_GELB:
2094 case EL_EDELSTEIN_ROT:
2095 case EL_EDELSTEIN_LILA:
2096 sound = SND_EMERALD_IMPACT;
2099 sound = SND_DIAMOND_IMPACT;
2102 sound = SND_PEARL_IMPACT;
2105 sound = SND_CRYSTAL_IMPACT;
2107 case EL_SP_INFOTRON:
2108 sound = SND_SP_INFOTRON_IMPACT;
2111 sound = SND_NUT_IMPACT;
2114 sound = SND_BD_ROCK_IMPACT;
2116 case EL_FELSBROCKEN:
2117 sound = SND_ROCK_IMPACT;
2120 sound = SND_SP_ZONK_IMPACT;
2123 sound = SND_TIME_ORB_FULL_IMPACT;
2126 sound = SND_TIME_ORB_EMPTY_IMPACT;
2129 sound = SND_SPRING_IMPACT;
2137 PlaySoundLevel(x, y, sound);
2141 void TurnRound(int x, int y)
2153 { 0, 0 }, { 0, 0 }, { 0, 0 },
2158 int left, right, back;
2162 { MV_DOWN, MV_UP, MV_RIGHT },
2163 { MV_UP, MV_DOWN, MV_LEFT },
2165 { MV_LEFT, MV_RIGHT, MV_DOWN },
2166 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2167 { MV_RIGHT, MV_LEFT, MV_UP }
2170 int element = Feld[x][y];
2171 int old_move_dir = MovDir[x][y];
2172 int left_dir = turn[old_move_dir].left;
2173 int right_dir = turn[old_move_dir].right;
2174 int back_dir = turn[old_move_dir].back;
2176 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2177 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2178 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2179 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2181 int left_x = x+left_dx, left_y = y+left_dy;
2182 int right_x = x+right_dx, right_y = y+right_dy;
2183 int move_x = x+move_dx, move_y = y+move_dy;
2185 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2187 TestIfBadThingTouchesOtherBadThing(x, y);
2189 if (IN_LEV_FIELD(right_x, right_y) &&
2190 IS_FREE(right_x, right_y))
2191 MovDir[x][y] = right_dir;
2192 else if (!IN_LEV_FIELD(move_x, move_y) ||
2193 !IS_FREE(move_x, move_y))
2194 MovDir[x][y] = left_dir;
2196 if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
2198 else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2201 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
2202 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2204 TestIfBadThingTouchesOtherBadThing(x, y);
2206 if (IN_LEV_FIELD(left_x, left_y) &&
2207 IS_FREE(left_x, left_y))
2208 MovDir[x][y] = left_dir;
2209 else if (!IN_LEV_FIELD(move_x, move_y) ||
2210 !IS_FREE(move_x, move_y))
2211 MovDir[x][y] = right_dir;
2213 if ((element == EL_FLIEGER ||
2214 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2215 && MovDir[x][y] != old_move_dir)
2217 else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
2220 else if (element == EL_MAMPFER)
2222 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2224 if (IN_LEV_FIELD(left_x, left_y) &&
2225 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2226 Feld[left_x][left_y] == EL_DIAMANT))
2227 can_turn_left = TRUE;
2228 if (IN_LEV_FIELD(right_x, right_y) &&
2229 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2230 Feld[right_x][right_y] == EL_DIAMANT))
2231 can_turn_right = TRUE;
2233 if (can_turn_left && can_turn_right)
2234 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2235 else if (can_turn_left)
2236 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2237 else if (can_turn_right)
2238 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2240 MovDir[x][y] = back_dir;
2242 MovDelay[x][y] = 16+16*RND(3);
2244 else if (element == EL_MAMPFER2)
2246 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2248 if (IN_LEV_FIELD(left_x, left_y) &&
2249 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2250 IS_MAMPF2(Feld[left_x][left_y])))
2251 can_turn_left = TRUE;
2252 if (IN_LEV_FIELD(right_x, right_y) &&
2253 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2254 IS_MAMPF2(Feld[right_x][right_y])))
2255 can_turn_right = TRUE;
2257 if (can_turn_left && can_turn_right)
2258 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2259 else if (can_turn_left)
2260 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2261 else if (can_turn_right)
2262 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2264 MovDir[x][y] = back_dir;
2266 MovDelay[x][y] = 16+16*RND(3);
2268 else if (element == EL_PACMAN)
2270 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2272 if (IN_LEV_FIELD(left_x, left_y) &&
2273 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2274 IS_AMOEBOID(Feld[left_x][left_y])))
2275 can_turn_left = TRUE;
2276 if (IN_LEV_FIELD(right_x, right_y) &&
2277 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2278 IS_AMOEBOID(Feld[right_x][right_y])))
2279 can_turn_right = TRUE;
2281 if (can_turn_left && can_turn_right)
2282 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2283 else if (can_turn_left)
2284 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2285 else if (can_turn_right)
2286 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2288 MovDir[x][y] = back_dir;
2290 MovDelay[x][y] = 6+RND(40);
2292 else if (element == EL_SCHWEIN)
2294 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2295 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2296 boolean should_move_on = FALSE;
2298 int rnd = RND(rnd_value);
2300 if (IN_LEV_FIELD(left_x, left_y) &&
2301 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2302 can_turn_left = TRUE;
2303 if (IN_LEV_FIELD(right_x, right_y) &&
2304 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2305 can_turn_right = TRUE;
2306 if (IN_LEV_FIELD(move_x, move_y) &&
2307 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2310 if (can_turn_left &&
2312 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2313 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2314 should_turn_left = TRUE;
2315 if (can_turn_right &&
2317 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2318 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2319 should_turn_right = TRUE;
2321 (!can_turn_left || !can_turn_right ||
2322 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2323 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2324 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2325 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2326 should_move_on = TRUE;
2328 if (should_turn_left || should_turn_right || should_move_on)
2330 if (should_turn_left && should_turn_right && should_move_on)
2331 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2332 rnd < 2*rnd_value/3 ? right_dir :
2334 else if (should_turn_left && should_turn_right)
2335 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2336 else if (should_turn_left && should_move_on)
2337 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2338 else if (should_turn_right && should_move_on)
2339 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2340 else if (should_turn_left)
2341 MovDir[x][y] = left_dir;
2342 else if (should_turn_right)
2343 MovDir[x][y] = right_dir;
2344 else if (should_move_on)
2345 MovDir[x][y] = old_move_dir;
2347 else if (can_move_on && rnd > rnd_value/8)
2348 MovDir[x][y] = old_move_dir;
2349 else if (can_turn_left && can_turn_right)
2350 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2351 else if (can_turn_left && rnd > rnd_value/8)
2352 MovDir[x][y] = left_dir;
2353 else if (can_turn_right && rnd > rnd_value/8)
2354 MovDir[x][y] = right_dir;
2356 MovDir[x][y] = back_dir;
2358 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2359 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2360 MovDir[x][y] = old_move_dir;
2364 else if (element == EL_DRACHE)
2366 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2368 int rnd = RND(rnd_value);
2370 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2371 can_turn_left = TRUE;
2372 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2373 can_turn_right = TRUE;
2374 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2377 if (can_move_on && rnd > rnd_value/8)
2378 MovDir[x][y] = old_move_dir;
2379 else if (can_turn_left && can_turn_right)
2380 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2381 else if (can_turn_left && rnd > rnd_value/8)
2382 MovDir[x][y] = left_dir;
2383 else if (can_turn_right && rnd > rnd_value/8)
2384 MovDir[x][y] = right_dir;
2386 MovDir[x][y] = back_dir;
2388 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2389 MovDir[x][y] = old_move_dir;
2393 else if (element == EL_MOLE)
2395 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2397 if (IN_LEV_FIELD(move_x, move_y) &&
2398 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2399 Feld[move_x][move_y] == EL_DEAMOEBING))
2404 if (IN_LEV_FIELD(left_x, left_y) &&
2405 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2406 can_turn_left = TRUE;
2407 if (IN_LEV_FIELD(right_x, right_y) &&
2408 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2409 can_turn_right = TRUE;
2411 if (can_turn_left && can_turn_right)
2412 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2413 else if (can_turn_left)
2414 MovDir[x][y] = left_dir;
2416 MovDir[x][y] = right_dir;
2419 if (MovDir[x][y] != old_move_dir)
2422 else if (element == EL_BALLOON)
2424 MovDir[x][y] = game.balloon_dir;
2427 else if (element == EL_SPRING_MOVING)
2429 if (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2430 (IN_LEV_FIELD(x, y+1) && IS_FREE(x, y+1)))
2432 Feld[x][y] = EL_SPRING;
2433 MovDir[x][y] = MV_NO_MOVING;
2437 else if (element == EL_ROBOT || element == EL_SONDE || element == EL_PINGUIN)
2439 int attr_x = -1, attr_y = -1;
2450 for (i=0; i<MAX_PLAYERS; i++)
2452 struct PlayerInfo *player = &stored_player[i];
2453 int jx = player->jx, jy = player->jy;
2455 if (!player->active)
2458 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2466 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
2472 if (element == EL_PINGUIN)
2475 static int xy[4][2] =
2485 int ex = x + xy[i%4][0];
2486 int ey = y + xy[i%4][1];
2488 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
2497 MovDir[x][y] = MV_NO_MOVING;
2499 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2501 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2503 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2505 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2507 if (element == EL_ROBOT)
2511 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2512 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2513 Moving2Blocked(x, y, &newx, &newy);
2515 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2516 MovDelay[x][y] = 8+8*!RND(3);
2518 MovDelay[x][y] = 16;
2526 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2528 boolean first_horiz = RND(2);
2529 int new_move_dir = MovDir[x][y];
2532 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2533 Moving2Blocked(x, y, &newx, &newy);
2535 if (IN_LEV_FIELD(newx, newy) &&
2536 (IS_FREE(newx, newy) ||
2537 Feld[newx][newy] == EL_SALZSAEURE ||
2538 (element == EL_PINGUIN &&
2539 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2540 IS_MAMPF3(Feld[newx][newy])))))
2544 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2545 Moving2Blocked(x, y, &newx, &newy);
2547 if (IN_LEV_FIELD(newx, newy) &&
2548 (IS_FREE(newx, newy) ||
2549 Feld[newx][newy] == EL_SALZSAEURE ||
2550 (element == EL_PINGUIN &&
2551 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2552 IS_MAMPF3(Feld[newx][newy])))))
2555 MovDir[x][y] = old_move_dir;
2562 static boolean JustBeingPushed(int x, int y)
2566 for (i=0; i<MAX_PLAYERS; i++)
2568 struct PlayerInfo *player = &stored_player[i];
2570 if (player->active && player->Pushing && player->MovPos)
2572 int next_jx = player->jx + (player->jx - player->last_jx);
2573 int next_jy = player->jy + (player->jy - player->last_jy);
2575 if (x == next_jx && y == next_jy)
2583 void StartMoving(int x, int y)
2585 int element = Feld[x][y];
2590 if (CAN_FALL(element) && y<lev_fieldy-1)
2592 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2593 if (JustBeingPushed(x, y))
2596 if (element == EL_MORAST_VOLL)
2598 if (IS_FREE(x, y+1))
2600 InitMovingField(x, y, MV_DOWN);
2601 Feld[x][y] = EL_QUICKSAND_EMPTYING;
2602 Store[x][y] = EL_FELSBROCKEN;
2603 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
2605 else if (Feld[x][y+1] == EL_MORAST_LEER)
2607 if (!MovDelay[x][y])
2608 MovDelay[x][y] = TILEY + 1;
2617 Feld[x][y] = EL_MORAST_LEER;
2618 Feld[x][y+1] = EL_MORAST_VOLL;
2619 Store[x][y+1] = Store[x][y];
2621 PlaySoundLevel(x, y, SND_QUICKSAND_SLIPPING_THROUGH);
2624 else if ((element == EL_FELSBROCKEN || element == EL_BD_ROCK) &&
2625 Feld[x][y+1] == EL_MORAST_LEER)
2627 InitMovingField(x, y, MV_DOWN);
2628 Feld[x][y] = EL_QUICKSAND_FILLING;
2629 Store[x][y] = element;
2630 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
2632 else if (element == EL_MAGIC_WALL_FULL)
2634 if (IS_FREE(x, y+1))
2636 InitMovingField(x, y, MV_DOWN);
2637 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
2638 Store[x][y] = EL_CHANGED(Store[x][y]);
2640 else if (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY)
2642 if (!MovDelay[x][y])
2643 MovDelay[x][y] = TILEY/4 + 1;
2652 Feld[x][y] = EL_MAGIC_WALL_EMPTY;
2653 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
2654 Store[x][y+1] = EL_CHANGED(Store[x][y]);
2658 else if (element == EL_MAGIC_WALL_BD_FULL)
2660 if (IS_FREE(x, y+1))
2662 InitMovingField(x, y, MV_DOWN);
2663 Feld[x][y] = EL_MAGIC_WALL_BD_EMPTYING;
2664 Store[x][y] = EL_CHANGED2(Store[x][y]);
2666 else if (Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY)
2668 if (!MovDelay[x][y])
2669 MovDelay[x][y] = TILEY/4 + 1;
2678 Feld[x][y] = EL_MAGIC_WALL_BD_EMPTY;
2679 Feld[x][y+1] = EL_MAGIC_WALL_BD_FULL;
2680 Store[x][y+1] = EL_CHANGED2(Store[x][y]);
2684 else if (CAN_CHANGE(element) &&
2685 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
2686 Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
2688 InitMovingField(x, y, MV_DOWN);
2690 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ? EL_MAGIC_WALL_FILLING :
2691 EL_MAGIC_WALL_BD_FILLING);
2692 Store[x][y] = element;
2694 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
2697 InitMovingField(x, y, MV_DOWN);
2698 Store[x][y] = EL_SALZSAEURE;
2700 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2705 else if (IS_FREE(x, y+1))
2707 InitMovingField(x, y, MV_DOWN);
2709 else if (element == EL_TROPFEN)
2711 Feld[x][y] = EL_AMOEBING;
2712 Store[x][y] = EL_AMOEBE_NASS;
2714 /* Store[x][y+1] must be zero, because:
2715 (EL_MORAST_VOLL -> EL_FELSBROCKEN): Store[x][y+1] == EL_MORAST_LEER
2718 #if OLD_GAME_BEHAVIOUR
2719 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2721 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2722 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2723 element != EL_DX_SUPABOMB)
2726 else if ((IS_SLIPPERY(Feld[x][y+1]) ||
2727 (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
2728 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2729 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
2732 boolean left = (x>0 && IS_FREE(x-1, y) &&
2733 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
2734 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2735 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
2739 if (left && right &&
2740 (game.emulation != EMU_BOULDERDASH &&
2741 element != EL_BD_ROCK && element != EL_EDELSTEIN_BD))
2742 left = !(right = RND(2));
2744 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2747 else if (IS_BELT(Feld[x][y+1]))
2749 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
2750 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
2751 int belt_nr = getBeltNrFromElement(Feld[x][y+1]);
2752 int belt_dir = game.belt_dir[belt_nr];
2754 if ((belt_dir == MV_LEFT && left_is_free) ||
2755 (belt_dir == MV_RIGHT && right_is_free))
2756 InitMovingField(x, y, belt_dir);
2759 else if (CAN_MOVE(element))
2763 if ((element == EL_SONDE || element == EL_BALLOON ||
2764 element == EL_SPRING_MOVING)
2765 && JustBeingPushed(x, y))
2768 if (!MovDelay[x][y]) /* start new movement phase */
2770 /* all objects that can change their move direction after each step */
2771 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2773 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
2776 if (MovDelay[x][y] && (element == EL_KAEFER ||
2777 element == EL_FLIEGER ||
2778 element == EL_SP_SNIKSNAK ||
2779 element == EL_SP_ELECTRON ||
2780 element == EL_MOLE))
2781 DrawLevelField(x, y);
2785 if (MovDelay[x][y]) /* wait some time before next movement */
2789 if (element == EL_ROBOT ||
2790 element == EL_MAMPFER || element == EL_MAMPFER2)
2792 int phase = MovDelay[x][y] % 8;
2797 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2798 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element) + phase);
2800 if (MovDelay[x][y] % 4 == 3)
2802 if (element == EL_MAMPFER)
2803 PlaySoundLevel(x, y, SND_YAMYAM_WAITING);
2804 else if (element == EL_MAMPFER2)
2805 PlaySoundLevel(x, y, SND_DARK_YAMYAM_WAITING);
2808 else if (element == EL_SP_ELECTRON)
2809 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2810 else if (element == EL_DRACHE)
2813 int dir = MovDir[x][y];
2814 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2815 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2816 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
2817 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
2818 dir == MV_UP ? GFX_FLAMMEN_UP :
2819 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
2820 int phase = FrameCounter % 2;
2822 for (i=1; i<=3; i++)
2824 int xx = x + i*dx, yy = y + i*dy;
2825 int sx = SCREENX(xx), sy = SCREENY(yy);
2827 if (!IN_LEV_FIELD(xx, yy) ||
2828 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
2833 int flamed = MovingOrBlocked2Element(xx, yy);
2835 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
2838 RemoveMovingField(xx, yy);
2840 Feld[xx][yy] = EL_BURNING;
2841 if (IN_SCR_FIELD(sx, sy))
2842 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
2846 if (Feld[xx][yy] == EL_BURNING)
2847 Feld[xx][yy] = EL_LEERRAUM;
2848 DrawLevelField(xx, yy);
2857 if (element == EL_KAEFER)
2858 PlaySoundLevel(x, y, SND_BUG_MOVING);
2859 else if (element == EL_FLIEGER)
2860 PlaySoundLevel(x, y, SND_SPACESHIP_MOVING);
2861 else if (element == EL_BUTTERFLY)
2862 PlaySoundLevel(x, y, SND_BD_BUTTERFLY_MOVING);
2863 else if (element == EL_FIREFLY)
2864 PlaySoundLevel(x, y, SND_BD_FIREFLY_MOVING);
2865 else if (element == EL_SP_SNIKSNAK)
2866 PlaySoundLevel(x, y, SND_SP_SNIKSNAK_MOVING);
2867 else if (element == EL_SP_ELECTRON)
2868 PlaySoundLevel(x, y, SND_SP_ELECTRON_MOVING);
2869 else if (element == EL_MAMPFER)
2870 PlaySoundLevel(x, y, SND_YAMYAM_MOVING);
2871 else if (element == EL_MAMPFER2)
2872 PlaySoundLevel(x, y, SND_DARK_YAMYAM_MOVING);
2873 else if (element == EL_BALLOON)
2874 PlaySoundLevel(x, y, SND_BALLOON_MOVING);
2875 else if (element == EL_SPRING_MOVING)
2876 PlaySoundLevel(x, y, SND_SPRING_MOVING);
2877 else if (element == EL_MOLE)
2878 PlaySoundLevel(x, y, SND_MOLE_MOVING);
2879 else if (element == EL_SONDE)
2880 PlaySoundLevel(x, y, SND_SATELLITE_MOVING);
2881 else if (element == EL_PACMAN)
2882 PlaySoundLevel(x, y, SND_PACMAN_MOVING);
2883 else if (element == EL_PINGUIN)
2884 PlaySoundLevel(x, y, SND_PENGUIN_MOVING);
2885 else if (element == EL_SCHWEIN)
2886 PlaySoundLevel(x, y, SND_PIG_MOVING);
2887 else if (element == EL_DRACHE)
2888 PlaySoundLevel(x, y, SND_DRAGON_MOVING);
2890 /* now make next step */
2892 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
2894 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
2895 !PLAYER_PROTECTED(newx, newy))
2899 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
2902 /* enemy got the player */
2904 KillHero(PLAYERINFO(newx, newy));
2909 else if ((element == EL_PINGUIN || element == EL_ROBOT ||
2910 element == EL_SONDE || element == EL_BALLOON) &&
2911 IN_LEV_FIELD(newx, newy) &&
2912 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
2915 Store[x][y] = EL_SALZSAEURE;
2917 else if (element == EL_PINGUIN && IN_LEV_FIELD(newx, newy))
2919 if (Feld[newx][newy] == EL_AUSGANG_AUF)
2921 Feld[x][y] = EL_LEERRAUM;
2922 DrawLevelField(x, y);
2924 PlaySoundLevel(newx, newy, SND_PENGUIN_ENTERING_EXIT);
2925 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
2926 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
2928 local_player->friends_still_needed--;
2929 if (!local_player->friends_still_needed &&
2930 !local_player->GameOver && AllPlayersGone)
2931 local_player->LevelSolved = local_player->GameOver = TRUE;
2935 else if (IS_MAMPF3(Feld[newx][newy]))
2937 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
2938 DrawLevelField(newx, newy);
2940 MovDir[x][y] = MV_NO_MOVING;
2942 else if (!IS_FREE(newx, newy))
2944 if (IS_PLAYER(x, y))
2945 DrawPlayerField(x, y);
2947 DrawLevelField(x, y);
2951 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
2953 if (IS_GEM(Feld[newx][newy]))
2955 if (IS_MOVING(newx, newy))
2956 RemoveMovingField(newx, newy);
2959 Feld[newx][newy] = EL_LEERRAUM;
2960 DrawLevelField(newx, newy);
2963 PlaySoundLevel(x, y, SND_PIG_EATING_GEM);
2965 else if (!IS_FREE(newx, newy))
2967 if (IS_PLAYER(x, y))
2968 DrawPlayerField(x, y);
2970 DrawLevelField(x, y);
2974 else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
2976 if (!IS_FREE(newx, newy))
2978 if (IS_PLAYER(x, y))
2979 DrawPlayerField(x, y);
2981 DrawLevelField(x, y);
2986 boolean wanna_flame = !RND(10);
2987 int dx = newx - x, dy = newy - y;
2988 int newx1 = newx+1*dx, newy1 = newy+1*dy;
2989 int newx2 = newx+2*dx, newy2 = newy+2*dy;
2990 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
2991 MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
2992 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
2993 MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
2995 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
2996 element1 != EL_DRACHE && element2 != EL_DRACHE &&
2997 element1 != EL_BURNING && element2 != EL_BURNING)
2999 if (IS_PLAYER(x, y))
3000 DrawPlayerField(x, y);
3002 DrawLevelField(x, y);
3004 PlaySoundLevel(x, y, SND_DRAGON_BREATHING_FIRE);
3006 MovDelay[x][y] = 50;
3007 Feld[newx][newy] = EL_BURNING;
3008 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
3009 Feld[newx1][newy1] = EL_BURNING;
3010 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
3011 Feld[newx2][newy2] = EL_BURNING;
3016 else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
3017 Feld[newx][newy] == EL_DIAMANT)
3019 if (IS_MOVING(newx, newy))
3020 RemoveMovingField(newx, newy);
3023 Feld[newx][newy] = EL_LEERRAUM;
3024 DrawLevelField(newx, newy);
3027 PlaySoundLevel(x, y, SND_YAMYAM_EATING_DIAMOND);
3029 else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
3030 IS_MAMPF2(Feld[newx][newy]))
3032 if (AmoebaNr[newx][newy])
3034 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3035 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
3036 Feld[newx][newy] == EL_AMOEBE_BD)
3037 AmoebaCnt[AmoebaNr[newx][newy]]--;
3040 if (IS_MOVING(newx, newy))
3041 RemoveMovingField(newx, newy);
3044 Feld[newx][newy] = EL_LEERRAUM;
3045 DrawLevelField(newx, newy);
3048 PlaySoundLevel(x, y, SND_DARK_YAMYAM_EATING_ANY);
3050 else if ((element == EL_PACMAN || element == EL_MOLE)
3051 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3053 if (AmoebaNr[newx][newy])
3055 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3056 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
3057 Feld[newx][newy] == EL_AMOEBE_BD)
3058 AmoebaCnt[AmoebaNr[newx][newy]]--;
3061 if (element == EL_MOLE)
3063 Feld[newx][newy] = EL_DEAMOEBING;
3064 PlaySoundLevel(x, y, SND_MOLE_EATING_AMOEBA);
3065 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
3066 return; /* wait for shrinking amoeba */
3068 else /* element == EL_PACMAN */
3070 Feld[newx][newy] = EL_LEERRAUM;
3071 DrawLevelField(newx, newy);
3072 PlaySoundLevel(x, y, SND_PACMAN_EATING_AMOEBA);
3075 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
3076 (Feld[newx][newy] == EL_DEAMOEBING ||
3077 (Feld[newx][newy] == EL_LEERRAUM && Stop[newx][newy])))
3079 /* wait for shrinking amoeba to completely disappear */
3082 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3084 /* object was running against a wall */
3088 if (element == EL_KAEFER || element == EL_FLIEGER ||
3089 element == EL_SP_SNIKSNAK || element == EL_MOLE)
3090 DrawLevelField(x, y);
3091 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
3092 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
3093 else if (element == EL_SONDE)
3094 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
3095 else if (element == EL_SP_ELECTRON)
3096 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
3098 if (DONT_TOUCH(element))
3099 TestIfBadThingTouchesHero(x, y);
3104 if (element == EL_ROBOT && IN_SCR_FIELD(x, y))
3105 PlaySoundLevel(x, y, SND_ROBOT_MOVING);
3107 InitMovingField(x, y, MovDir[x][y]);
3111 ContinueMoving(x, y);
3114 void ContinueMoving(int x, int y)
3116 int element = Feld[x][y];
3117 int direction = MovDir[x][y];
3118 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3119 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3120 int horiz_move = (dx!=0);
3121 int newx = x + dx, newy = y + dy;
3122 int step = (horiz_move ? dx : dy) * TILEX / 8;
3124 if (element == EL_TROPFEN || element == EL_AMOEBA_DRIPPING)
3126 else if (element == EL_QUICKSAND_FILLING ||
3127 element == EL_QUICKSAND_EMPTYING)
3129 else if (element == EL_MAGIC_WALL_FILLING ||
3130 element == EL_MAGIC_WALL_BD_FILLING ||
3131 element == EL_MAGIC_WALL_EMPTYING ||
3132 element == EL_MAGIC_WALL_BD_EMPTYING)
3134 else if (CAN_FALL(element) && horiz_move &&
3135 y < lev_fieldy-1 && IS_BELT(Feld[x][y+1]))
3137 else if (element == EL_SPRING_MOVING)
3140 #if OLD_GAME_BEHAVIOUR
3141 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3145 MovPos[x][y] += step;
3147 if (ABS(MovPos[x][y])>=TILEX) /* object reached its destination */
3149 Feld[x][y] = EL_LEERRAUM;
3150 Feld[newx][newy] = element;
3152 if (element == EL_MOLE)
3155 static int xy[4][2] =
3163 Feld[x][y] = EL_ERDREICH;
3164 DrawLevelField(x, y);
3173 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_ERDREICH)
3174 DrawLevelField(xx, yy); /* for "ErdreichAnbroeckeln()" */
3178 if (element == EL_QUICKSAND_FILLING)
3180 element = Feld[newx][newy] = get_next_element(element);
3181 Store[newx][newy] = Store[x][y];
3183 else if (element == EL_QUICKSAND_EMPTYING)
3185 Feld[x][y] = get_next_element(element);
3186 element = Feld[newx][newy] = Store[x][y];
3188 else if (element == EL_MAGIC_WALL_FILLING)
3190 element = Feld[newx][newy] = get_next_element(element);
3191 if (!game.magic_wall_active)
3192 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3193 Store[newx][newy] = Store[x][y];
3195 else if (element == EL_MAGIC_WALL_EMPTYING)
3197 Feld[x][y] = get_next_element(element);
3198 if (!game.magic_wall_active)
3199 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3200 element = Feld[newx][newy] = Store[x][y];
3202 else if (element == EL_MAGIC_WALL_BD_FILLING)
3204 element = Feld[newx][newy] = get_next_element(element);
3205 if (!game.magic_wall_active)
3206 element = Feld[newx][newy] = EL_MAGIC_WALL_BD_DEAD;
3207 Store[newx][newy] = Store[x][y];
3209 else if (element == EL_MAGIC_WALL_BD_EMPTYING)
3211 Feld[x][y] = get_next_element(element);
3212 if (!game.magic_wall_active)
3213 Feld[x][y] = EL_MAGIC_WALL_BD_DEAD;
3214 element = Feld[newx][newy] = Store[x][y];
3216 else if (element == EL_AMOEBA_DRIPPING)
3218 Feld[x][y] = get_next_element(element);
3219 element = Feld[newx][newy] = Store[x][y];
3221 else if (Store[x][y] == EL_SALZSAEURE)
3223 element = Feld[newx][newy] = EL_SALZSAEURE;
3227 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3228 MovDelay[newx][newy] = 0;
3230 if (!CAN_MOVE(element))
3231 MovDir[newx][newy] = 0;
3233 DrawLevelField(x, y);
3234 DrawLevelField(newx, newy);
3236 Stop[newx][newy] = TRUE;
3237 JustStopped[newx][newy] = 3;
3239 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3241 TestIfBadThingTouchesHero(newx, newy);
3242 TestIfBadThingTouchesFriend(newx, newy);
3243 TestIfBadThingTouchesOtherBadThing(newx, newy);
3245 else if (element == EL_PINGUIN)
3246 TestIfFriendTouchesBadThing(newx, newy);
3248 if (CAN_SMASH(element) && direction == MV_DOWN &&
3249 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3252 else /* still moving on */
3253 DrawLevelField(x, y);
3256 int AmoebeNachbarNr(int ax, int ay)
3259 int element = Feld[ax][ay];
3261 static int xy[4][2] =
3271 int x = ax + xy[i][0];
3272 int y = ay + xy[i][1];
3274 if (!IN_LEV_FIELD(x, y))
3277 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3278 group_nr = AmoebaNr[x][y];
3284 void AmoebenVereinigen(int ax, int ay)
3286 int i, x, y, xx, yy;
3287 int new_group_nr = AmoebaNr[ax][ay];
3288 static int xy[4][2] =
3296 if (new_group_nr == 0)
3304 if (!IN_LEV_FIELD(x, y))
3307 if ((Feld[x][y] == EL_AMOEBE_VOLL ||
3308 Feld[x][y] == EL_AMOEBE_BD ||
3309 Feld[x][y] == EL_AMOEBE_TOT) &&
3310 AmoebaNr[x][y] != new_group_nr)
3312 int old_group_nr = AmoebaNr[x][y];
3314 if (old_group_nr == 0)
3317 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3318 AmoebaCnt[old_group_nr] = 0;
3319 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3320 AmoebaCnt2[old_group_nr] = 0;
3322 for (yy=0; yy<lev_fieldy; yy++)
3324 for (xx=0; xx<lev_fieldx; xx++)
3326 if (AmoebaNr[xx][yy] == old_group_nr)
3327 AmoebaNr[xx][yy] = new_group_nr;
3334 void AmoebeUmwandeln(int ax, int ay)
3338 if (Feld[ax][ay] == EL_AMOEBE_TOT)
3340 int group_nr = AmoebaNr[ax][ay];
3345 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3346 printf("AmoebeUmwandeln(): This should never happen!\n");
3351 for (y=0; y<lev_fieldy; y++)
3353 for (x=0; x<lev_fieldx; x++)
3355 if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
3358 Feld[x][y] = EL_AMOEBA2DIAM;
3362 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
3363 SND_AMOEBA_TURNING_TO_GEM :
3364 SND_AMOEBA_TURNING_TO_ROCK));
3369 static int xy[4][2] =
3382 if (!IN_LEV_FIELD(x, y))
3385 if (Feld[x][y] == EL_AMOEBA2DIAM)
3387 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
3388 SND_AMOEBA_TURNING_TO_GEM :
3389 SND_AMOEBA_TURNING_TO_ROCK));
3396 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3399 int group_nr = AmoebaNr[ax][ay];
3400 boolean done = FALSE;
3405 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3406 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3411 for (y=0; y<lev_fieldy; y++)
3413 for (x=0; x<lev_fieldx; x++)
3415 if (AmoebaNr[x][y] == group_nr &&
3416 (Feld[x][y] == EL_AMOEBE_TOT ||
3417 Feld[x][y] == EL_AMOEBE_BD ||
3418 Feld[x][y] == EL_AMOEBING))
3421 Feld[x][y] = new_element;
3422 InitField(x, y, FALSE);
3423 DrawLevelField(x, y);
3430 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
3431 SND_BD_AMOEBA_TURNING_TO_ROCK :
3432 SND_BD_AMOEBA_TURNING_TO_GEM));
3435 void AmoebeWaechst(int x, int y)
3437 static unsigned long sound_delay = 0;
3438 static unsigned long sound_delay_value = 0;
3440 if (!MovDelay[x][y]) /* start new growing cycle */
3444 if (DelayReached(&sound_delay, sound_delay_value))
3446 if (Store[x][y] == EL_AMOEBE_BD)
3447 PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
3449 PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
3450 sound_delay_value = 30;
3454 if (MovDelay[x][y]) /* wait some time before growing bigger */
3457 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3458 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
3460 if (!MovDelay[x][y])
3462 Feld[x][y] = Store[x][y];
3464 DrawLevelField(x, y);
3469 void AmoebaDisappearing(int x, int y)
3471 static unsigned long sound_delay = 0;
3472 static unsigned long sound_delay_value = 0;
3474 if (!MovDelay[x][y]) /* start new shrinking cycle */
3478 if (DelayReached(&sound_delay, sound_delay_value))
3479 sound_delay_value = 30;
3482 if (MovDelay[x][y]) /* wait some time before shrinking */
3485 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3486 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + MovDelay[x][y]/2);
3488 if (!MovDelay[x][y])
3490 Feld[x][y] = EL_LEERRAUM;
3491 DrawLevelField(x, y);
3493 /* don't let mole enter this field in this cycle;
3494 (give priority to objects falling to this field from above) */
3500 void AmoebeAbleger(int ax, int ay)
3503 int element = Feld[ax][ay];
3504 int newax = ax, neway = ay;
3505 static int xy[4][2] =
3513 if (!level.amoeba_speed)
3515 Feld[ax][ay] = EL_AMOEBE_TOT;
3516 DrawLevelField(ax, ay);
3520 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3521 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3523 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3526 if (MovDelay[ax][ay])
3530 if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
3533 int x = ax + xy[start][0];
3534 int y = ay + xy[start][1];
3536 if (!IN_LEV_FIELD(x, y))
3539 if (IS_FREE(x, y) ||
3540 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3546 if (newax == ax && neway == ay)
3549 else /* normal or "filled" (BD style) amoeba */
3552 boolean waiting_for_player = FALSE;
3556 int j = (start + i) % 4;
3557 int x = ax + xy[j][0];
3558 int y = ay + xy[j][1];
3560 if (!IN_LEV_FIELD(x, y))
3563 if (IS_FREE(x, y) ||
3564 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3570 else if (IS_PLAYER(x, y))
3571 waiting_for_player = TRUE;
3574 if (newax == ax && neway == ay) /* amoeba cannot grow */
3576 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3578 Feld[ax][ay] = EL_AMOEBE_TOT;
3579 DrawLevelField(ax, ay);
3580 AmoebaCnt[AmoebaNr[ax][ay]]--;
3582 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3584 if (element == EL_AMOEBE_VOLL)
3585 AmoebeUmwandeln(ax, ay);
3586 else if (element == EL_AMOEBE_BD)
3587 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3592 else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
3594 /* amoeba gets larger by growing in some direction */
3596 int new_group_nr = AmoebaNr[ax][ay];
3599 if (new_group_nr == 0)
3601 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3602 printf("AmoebeAbleger(): This should never happen!\n");
3607 AmoebaNr[newax][neway] = new_group_nr;
3608 AmoebaCnt[new_group_nr]++;
3609 AmoebaCnt2[new_group_nr]++;
3611 /* if amoeba touches other amoeba(s) after growing, unify them */
3612 AmoebenVereinigen(newax, neway);
3614 if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200)
3616 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
3622 if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) ||
3623 (neway == lev_fieldy - 1 && newax != ax))
3625 Feld[newax][neway] = EL_AMOEBING; /* simple growth of new amoeba tile */
3626 Store[newax][neway] = element;
3628 else if (neway == ay)
3630 Feld[newax][neway] = EL_TROPFEN; /* drop left or right from amoeba */
3631 PlaySoundLevel(newax, neway, SND_AMOEBA_DROPPING);
3635 InitMovingField(ax, ay, MV_DOWN); /* drop dripping out of amoeba */
3636 Feld[ax][ay] = EL_AMOEBA_DRIPPING;
3637 Store[ax][ay] = EL_TROPFEN;
3638 ContinueMoving(ax, ay);
3642 DrawLevelField(newax, neway);
3645 void Life(int ax, int ay)
3648 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3650 int element = Feld[ax][ay];
3651 boolean changed = FALSE;
3656 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3657 MovDelay[ax][ay] = life_time;
3659 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3662 if (MovDelay[ax][ay])
3666 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3668 int xx = ax+x1, yy = ay+y1;
3671 if (!IN_LEV_FIELD(xx, yy))
3674 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3676 int x = xx+x2, y = yy+y2;
3678 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3681 if (((Feld[x][y] == element ||
3682 (element == EL_LIFE && IS_PLAYER(x, y))) &&
3684 (IS_FREE(x, y) && Stop[x][y]))
3688 if (xx == ax && yy == ay) /* field in the middle */
3690 if (nachbarn < life[0] || nachbarn > life[1])
3692 Feld[xx][yy] = EL_LEERRAUM;
3694 DrawLevelField(xx, yy);
3695 Stop[xx][yy] = TRUE;
3699 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
3700 { /* free border field */
3701 if (nachbarn >= life[2] && nachbarn <= life[3])
3703 Feld[xx][yy] = element;
3704 MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
3706 DrawLevelField(xx, yy);
3707 Stop[xx][yy] = TRUE;
3714 PlaySoundLevel(ax, ay, element == EL_LIFE ? SND_GAMEOFLIFE_GROWING :
3715 SND_BIOMAZE_GROWING);
3718 void RobotWheel(int x, int y)
3720 if (!MovDelay[x][y]) /* next animation frame */
3721 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3723 if (MovDelay[x][y]) /* wait some time before next frame */
3728 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3729 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
3730 if (!(MovDelay[x][y]%4))
3731 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_RUNNING);
3736 Feld[x][y] = EL_ABLENK_AUS;
3737 DrawLevelField(x, y);
3738 if (ZX == x && ZY == y)
3742 void TimegateWheel(int x, int y)
3744 if (!MovDelay[x][y]) /* next animation frame */
3745 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3747 if (MovDelay[x][y]) /* wait some time before next frame */
3752 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3753 DrawGraphic(SCREENX(x), SCREENY(y),
3754 GFX_TIMEGATE_SWITCH + MovDelay[x][y]%4);
3755 if (!(MovDelay[x][y]%4))
3756 PlaySoundLevel(x, y, SND_TIMEGATE_WHEEL_RUNNING);
3761 Feld[x][y] = EL_TIMEGATE_SWITCH_OFF;
3762 DrawLevelField(x, y);
3763 if (ZX == x && ZY == y)
3767 void Birne(int x, int y)
3769 if (!MovDelay[x][y]) /* next animation frame */
3770 MovDelay[x][y] = 800;
3772 if (MovDelay[x][y]) /* wait some time before next frame */
3777 if (!(MovDelay[x][y]%5))
3779 if (!(MovDelay[x][y]%10))
3780 Feld[x][y]=EL_ABLENK_EIN;
3782 Feld[x][y]=EL_ABLENK_AUS;
3783 DrawLevelField(x, y);
3784 Feld[x][y]=EL_ABLENK_EIN;
3790 Feld[x][y]=EL_ABLENK_AUS;
3791 DrawLevelField(x, y);
3792 if (ZX == x && ZY == y)
3796 void Blubber(int x, int y)
3798 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
3799 DrawLevelField(x, y-1);
3801 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
3804 void NussKnacken(int x, int y)
3806 if (!MovDelay[x][y]) /* next animation frame */
3809 if (MovDelay[x][y]) /* wait some time before next frame */
3812 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3813 DrawGraphic(SCREENX(x), SCREENY(y),
3814 GFX_CRACKINGNUT + 3 - MovDelay[x][y]/2);
3816 if (!MovDelay[x][y])
3818 Feld[x][y] = EL_EDELSTEIN;
3819 DrawLevelField(x, y);
3824 void BreakingPearl(int x, int y)
3826 if (!MovDelay[x][y]) /* next animation frame */
3829 if (MovDelay[x][y]) /* wait some time before next frame */
3832 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3833 DrawGraphic(SCREENX(x), SCREENY(y),
3834 GFX_PEARL_BREAKING + 4 - MovDelay[x][y]/2);
3836 if (!MovDelay[x][y])
3838 Feld[x][y] = EL_LEERRAUM;
3839 DrawLevelField(x, y);
3844 void SiebAktivieren(int x, int y, int typ)
3846 int graphic = (typ == 1 ? GFX_MAGIC_WALL_FULL : GFX_MAGIC_WALL_BD_FULL) + 3;
3848 DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
3851 void AusgangstuerPruefen(int x, int y)
3853 if (!local_player->gems_still_needed &&
3854 !local_player->sokobanfields_still_needed &&
3855 !local_player->lights_still_needed)
3857 Feld[x][y] = EL_AUSGANG_ACT;
3859 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
3860 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
3861 y < LEVELY(BY1) ? LEVELY(BY1) :
3862 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
3867 void AusgangstuerOeffnen(int x, int y)
3871 if (!MovDelay[x][y]) /* next animation frame */
3872 MovDelay[x][y] = 5*delay;
3874 if (MovDelay[x][y]) /* wait some time before next frame */
3879 tuer = MovDelay[x][y]/delay;
3880 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3881 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
3883 if (!MovDelay[x][y])
3885 Feld[x][y] = EL_AUSGANG_AUF;
3886 DrawLevelField(x, y);
3891 void AusgangstuerBlinken(int x, int y)
3893 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
3896 void OpenSwitchgate(int x, int y)
3900 if (!MovDelay[x][y]) /* next animation frame */
3901 MovDelay[x][y] = 5 * delay;
3903 if (MovDelay[x][y]) /* wait some time before next frame */
3908 phase = MovDelay[x][y] / delay;
3909 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3910 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_OPEN - phase);
3912 if (!MovDelay[x][y])
3914 Feld[x][y] = EL_SWITCHGATE_OPEN;
3915 DrawLevelField(x, y);
3920 void CloseSwitchgate(int x, int y)
3924 if (!MovDelay[x][y]) /* next animation frame */
3925 MovDelay[x][y] = 5 * delay;
3927 if (MovDelay[x][y]) /* wait some time before next frame */
3932 phase = MovDelay[x][y] / delay;
3933 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3934 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_CLOSED + phase);
3936 if (!MovDelay[x][y])
3938 Feld[x][y] = EL_SWITCHGATE_CLOSED;
3939 DrawLevelField(x, y);
3944 void OpenTimegate(int x, int y)
3948 if (!MovDelay[x][y]) /* next animation frame */
3949 MovDelay[x][y] = 5 * delay;
3951 if (MovDelay[x][y]) /* wait some time before next frame */
3956 phase = MovDelay[x][y] / delay;
3957 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3958 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_OPEN - phase);
3960 if (!MovDelay[x][y])
3962 Feld[x][y] = EL_TIMEGATE_OPEN;
3963 DrawLevelField(x, y);
3968 void CloseTimegate(int x, int y)
3972 if (!MovDelay[x][y]) /* next animation frame */
3973 MovDelay[x][y] = 5 * delay;
3975 if (MovDelay[x][y]) /* wait some time before next frame */
3980 phase = MovDelay[x][y] / delay;
3981 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3982 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_CLOSED + phase);
3984 if (!MovDelay[x][y])
3986 Feld[x][y] = EL_TIMEGATE_CLOSED;
3987 DrawLevelField(x, y);
3992 static void CloseAllOpenTimegates()
3996 for (y=0; y<lev_fieldy; y++)
3998 for (x=0; x<lev_fieldx; x++)
4000 int element = Feld[x][y];
4002 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4004 Feld[x][y] = EL_TIMEGATE_CLOSING;
4005 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4011 void EdelsteinFunkeln(int x, int y)
4013 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4016 if (Feld[x][y] == EL_EDELSTEIN_BD)
4017 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
4020 if (!MovDelay[x][y]) /* next animation frame */
4021 MovDelay[x][y] = 11 * !SimpleRND(500);
4023 if (MovDelay[x][y]) /* wait some time before next frame */
4027 if (setup.direct_draw && MovDelay[x][y])
4028 SetDrawtoField(DRAW_BUFFERED);
4030 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
4034 int phase = (MovDelay[x][y]-1)/2;
4039 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
4041 if (setup.direct_draw)
4045 dest_x = FX + SCREENX(x)*TILEX;
4046 dest_y = FY + SCREENY(y)*TILEY;
4048 BlitBitmap(drawto_field, window,
4049 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4050 SetDrawtoField(DRAW_DIRECT);
4057 void MauerWaechst(int x, int y)
4061 if (!MovDelay[x][y]) /* next animation frame */
4062 MovDelay[x][y] = 3*delay;
4064 if (MovDelay[x][y]) /* wait some time before next frame */
4069 phase = 2-MovDelay[x][y]/delay;
4070 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4071 DrawGraphic(SCREENX(x), SCREENY(y),
4072 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
4073 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
4074 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
4075 GFX_MAUER_DOWN ) + phase);
4077 if (!MovDelay[x][y])
4079 if (MovDir[x][y] == MV_LEFT)
4081 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
4082 DrawLevelField(x-1, y);
4084 else if (MovDir[x][y] == MV_RIGHT)
4086 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
4087 DrawLevelField(x+1, y);
4089 else if (MovDir[x][y] == MV_UP)
4091 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
4092 DrawLevelField(x, y-1);
4096 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
4097 DrawLevelField(x, y+1);
4100 Feld[x][y] = Store[x][y];
4102 MovDir[x][y] = MV_NO_MOVING;
4103 DrawLevelField(x, y);
4108 void MauerAbleger(int ax, int ay)
4110 int element = Feld[ax][ay];
4111 boolean oben_frei = FALSE, unten_frei = FALSE;
4112 boolean links_frei = FALSE, rechts_frei = FALSE;
4113 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4114 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4115 boolean new_wall = FALSE;
4117 if (!MovDelay[ax][ay]) /* start building new wall */
4118 MovDelay[ax][ay] = 6;
4120 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4123 if (MovDelay[ax][ay])
4127 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4129 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4131 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4133 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4136 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
4140 Feld[ax][ay-1] = EL_MAUERND;
4141 Store[ax][ay-1] = element;
4142 MovDir[ax][ay-1] = MV_UP;
4143 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4144 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
4149 Feld[ax][ay+1] = EL_MAUERND;
4150 Store[ax][ay+1] = element;
4151 MovDir[ax][ay+1] = MV_DOWN;
4152 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4153 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
4158 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
4159 element == EL_MAUER_LEBT)
4163 Feld[ax-1][ay] = EL_MAUERND;
4164 Store[ax-1][ay] = element;
4165 MovDir[ax-1][ay] = MV_LEFT;
4166 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4167 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
4172 Feld[ax+1][ay] = EL_MAUERND;
4173 Store[ax+1][ay] = element;
4174 MovDir[ax+1][ay] = MV_RIGHT;
4175 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4176 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
4181 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
4182 DrawLevelField(ax, ay);
4184 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
4186 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
4187 unten_massiv = TRUE;
4188 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
4189 links_massiv = TRUE;
4190 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
4191 rechts_massiv = TRUE;
4193 if (((oben_massiv && unten_massiv) ||
4194 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
4195 ((links_massiv && rechts_massiv) ||
4196 element == EL_MAUER_Y))
4197 Feld[ax][ay] = EL_MAUERWERK;
4200 PlaySoundLevel(ax, ay, SND_WALL_GROWING);
4203 void CheckForDragon(int x, int y)
4206 boolean dragon_found = FALSE;
4207 static int xy[4][2] =
4219 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4221 if (IN_LEV_FIELD(xx, yy) &&
4222 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
4224 if (Feld[xx][yy] == EL_DRACHE)
4225 dragon_found = TRUE;
4238 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4240 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
4242 Feld[xx][yy] = EL_LEERRAUM;
4243 DrawLevelField(xx, yy);
4252 static void CheckBuggyBase(int x, int y)
4254 int element = Feld[x][y];
4256 if (element == EL_SP_BUG)
4258 if (!MovDelay[x][y]) /* wait some time before activating base */
4259 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4264 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4265 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
4269 Feld[x][y] = EL_SP_BUG_ACTIVE;
4272 else if (element == EL_SP_BUG_ACTIVE)
4274 if (!MovDelay[x][y]) /* start activating buggy base */
4275 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
4283 static int xy[4][2] =
4291 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4292 DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
4296 int xx = x + xy[i][0], yy = y + xy[i][1];
4298 if (IS_PLAYER(xx, yy))
4300 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVATING);
4308 Feld[x][y] = EL_SP_BUG;
4309 DrawLevelField(x, y);
4314 static void CheckTrap(int x, int y)
4316 int element = Feld[x][y];
4318 if (element == EL_TRAP_INACTIVE)
4320 if (!MovDelay[x][y]) /* wait some time before activating trap */
4321 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4329 Feld[x][y] = EL_TRAP_ACTIVE;
4330 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
4333 else if (element == EL_TRAP_ACTIVE)
4338 if (!MovDelay[x][y]) /* start activating trap */
4339 MovDelay[x][y] = num_frames * delay;
4347 if (!(MovDelay[x][y] % delay))
4349 int phase = MovDelay[x][y]/delay;
4351 if (phase >= num_frames/2)
4352 phase = num_frames - phase;
4354 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4356 DrawGraphic(SCREENX(x),SCREENY(y), GFX_TRAP_INACTIVE + phase - 1);
4357 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
4364 Feld[x][y] = EL_TRAP_INACTIVE;
4365 DrawLevelField(x, y);
4370 static void DrawBeltAnimation(int x, int y, int element)
4372 int belt_nr = getBeltNrFromElement(element);
4373 int belt_dir = game.belt_dir[belt_nr];
4375 if (belt_dir != MV_NO_MOVING)
4378 int mode = (belt_dir == MV_LEFT ? ANIM_NORMAL : ANIM_REVERSE);
4379 int graphic = el2gfx(element) + (belt_dir == MV_LEFT ? 0 : 7);
4381 DrawGraphicAnimation(x, y, graphic, 8, delay, mode);
4383 if (!(FrameCounter % 2))
4384 PlaySoundLevel(x, y, SND_CONVEYOR_BELT_RUNNING);
4388 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4390 static byte stored_player_action[MAX_PLAYERS];
4391 static int num_stored_actions = 0;
4393 static boolean save_tape_entry = FALSE;
4395 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4396 int left = player_action & JOY_LEFT;
4397 int right = player_action & JOY_RIGHT;
4398 int up = player_action & JOY_UP;
4399 int down = player_action & JOY_DOWN;
4400 int button1 = player_action & JOY_BUTTON_1;
4401 int button2 = player_action & JOY_BUTTON_2;
4402 int dx = (left ? -1 : right ? 1 : 0);
4403 int dy = (up ? -1 : down ? 1 : 0);
4405 stored_player_action[player->index_nr] = 0;
4406 num_stored_actions++;
4408 if (!player->active || tape.pausing)
4414 save_tape_entry = TRUE;
4416 player->frame_reset_delay = 0;
4419 snapped = SnapField(player, dx, dy);
4423 bombed = PlaceBomb(player);
4424 moved = MoveFigure(player, dx, dy);
4427 if (tape.single_step && tape.recording && !tape.pausing)
4429 if (button1 || (bombed && !moved))
4431 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
4432 SnapField(player, 0, 0); /* stop snapping */
4437 if (tape.recording && (moved || snapped || bombed))
4439 if (bombed && !moved)
4440 player_action &= JOY_BUTTON;
4442 stored_player_action[player->index_nr] = player_action;
4443 save_tape_entry = TRUE;
4445 else if (tape.playing && snapped)
4446 SnapField(player, 0, 0); /* stop snapping */
4448 stored_player_action[player->index_nr] = player_action;
4453 /* no actions for this player (no input at player's configured device) */
4455 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4456 SnapField(player, 0, 0);
4457 CheckGravityMovement(player);
4460 if (player->MovPos == 0) /* needed for tape.playing */
4461 player->is_moving = FALSE;
4464 if (player->MovPos == 0) /* needed for tape.playing */
4465 player->last_move_dir = MV_NO_MOVING;
4467 /* !!! CHECK THIS AGAIN !!!
4468 (Seems to be needed for some EL_ROBOT stuff, but breaks
4469 tapes when walking through pipes!)
4472 /* it seems that "player->last_move_dir" is misused as some sort of
4473 "player->is_just_moving_in_this_moment", which is needed for the
4474 robot stuff (robots don't kill players when they are moving)
4478 if (++player->frame_reset_delay > player->move_delay_value)
4483 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
4485 TapeRecordAction(stored_player_action);
4486 num_stored_actions = 0;
4487 save_tape_entry = FALSE;
4490 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
4492 TapeRecordAction(stored_player_action);
4493 num_stored_actions = 0;
4498 if (tape.playing && !tape.pausing && !player_action &&
4499 tape.counter < tape.length)
4501 int jx = player->jx, jy = player->jy;
4503 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
4505 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
4506 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
4508 int dx = (next_joy == JOY_LEFT ? -1 : +1);
4510 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
4512 int el = Feld[jx+dx][jy];
4513 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 :
4514 (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10);
4516 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
4518 player->MovDir = next_joy;
4519 player->Frame = FrameCounter % 4;
4520 player->Pushing = TRUE;
4530 static unsigned long action_delay = 0;
4531 unsigned long action_delay_value;
4532 int sieb_x = 0, sieb_y = 0;
4533 int i, x, y, element;
4534 byte *recorded_player_action;
4535 byte summarized_player_action = 0;
4537 if (game_status != PLAYING)
4540 action_delay_value =
4541 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4543 if (tape.playing && tape.index_search && !tape.pausing)
4544 action_delay_value = 0;
4546 /* ---------- main game synchronization point ---------- */
4548 WaitUntilDelayReached(&action_delay, action_delay_value);
4550 if (network_playing && !network_player_action_received)
4554 printf("DEBUG: try to get network player actions in time\n");
4558 #if defined(PLATFORM_UNIX)
4559 /* last chance to get network player actions without main loop delay */
4563 if (game_status != PLAYING)
4566 if (!network_player_action_received)
4570 printf("DEBUG: failed to get network player actions in time\n");
4580 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4582 for (i=0; i<MAX_PLAYERS; i++)
4584 summarized_player_action |= stored_player[i].action;
4586 if (!network_playing)
4587 stored_player[i].effective_action = stored_player[i].action;
4590 #if defined(PLATFORM_UNIX)
4591 if (network_playing)
4592 SendToServer_MovePlayer(summarized_player_action);
4595 if (!options.network && !setup.team_mode)
4596 local_player->effective_action = summarized_player_action;
4598 for (i=0; i<MAX_PLAYERS; i++)
4600 int actual_player_action = stored_player[i].effective_action;
4602 if (stored_player[i].programmed_action)
4603 actual_player_action = stored_player[i].programmed_action;
4605 if (recorded_player_action)
4606 actual_player_action = recorded_player_action[i];
4608 PlayerActions(&stored_player[i], actual_player_action);
4609 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4612 network_player_action_received = FALSE;
4614 ScrollScreen(NULL, SCROLL_GO_ON);
4620 if (TimeFrames == 0 && local_player->active)
4622 extern unsigned int last_RND();
4624 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
4625 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
4632 if (GameFrameDelay >= 500)
4633 printf("FrameCounter == %d\n", FrameCounter);
4642 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4645 if (JustStopped[x][y] > 0)
4646 JustStopped[x][y]--;
4649 if (IS_BLOCKED(x, y))
4653 Blocked2Moving(x, y, &oldx, &oldy);
4654 if (!IS_MOVING(oldx, oldy))
4656 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4657 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4658 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4659 printf("GameActions(): This should never happen!\n");
4665 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4667 element = Feld[x][y];
4669 if (IS_INACTIVE(element))
4672 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4676 if (IS_GEM(element) || element == EL_SP_INFOTRON)
4677 EdelsteinFunkeln(x, y);
4679 else if (IS_MOVING(x, y))
4680 ContinueMoving(x, y);
4681 else if (IS_ACTIVE_BOMB(element))
4682 CheckDynamite(x, y);
4684 else if (element == EL_EXPLODING && !game.explosions_delayed)
4685 Explode(x, y, Frame[x][y], EX_NORMAL);
4687 else if (element == EL_AMOEBING)
4688 AmoebeWaechst(x, y);
4689 else if (element == EL_DEAMOEBING)
4690 AmoebaDisappearing(x, y);
4692 #if !USE_NEW_AMOEBA_CODE
4693 else if (IS_AMOEBALIVE(element))
4694 AmoebeAbleger(x, y);
4697 else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
4699 else if (element == EL_ABLENK_EIN)
4701 else if (element == EL_TIMEGATE_SWITCH_ON)
4702 TimegateWheel(x, y);
4703 else if (element == EL_SALZSAEURE)
4705 else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
4707 else if (element == EL_CRACKINGNUT)
4709 else if (element == EL_PEARL_BREAKING)
4710 BreakingPearl(x, y);
4711 else if (element == EL_AUSGANG_ZU)
4712 AusgangstuerPruefen(x, y);
4713 else if (element == EL_AUSGANG_ACT)
4714 AusgangstuerOeffnen(x, y);
4715 else if (element == EL_AUSGANG_AUF)
4716 AusgangstuerBlinken(x, y);
4717 else if (element == EL_MAUERND)
4719 else if (element == EL_MAUER_LEBT ||
4720 element == EL_MAUER_X ||
4721 element == EL_MAUER_Y ||
4722 element == EL_MAUER_XY)
4724 else if (element == EL_BURNING)
4725 CheckForDragon(x, y);
4726 else if (element == EL_SP_BUG || element == EL_SP_BUG_ACTIVE)
4727 CheckBuggyBase(x, y);
4728 else if (element == EL_TRAP_INACTIVE || element == EL_TRAP_ACTIVE)
4730 else if (element == EL_SP_TERMINAL)
4731 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL);
4732 else if (element == EL_SP_TERMINAL_ACTIVE)
4733 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
4734 else if (IS_BELT(element))
4735 DrawBeltAnimation(x, y, element);
4736 else if (element == EL_SWITCHGATE_OPENING)
4737 OpenSwitchgate(x, y);
4738 else if (element == EL_SWITCHGATE_CLOSING)
4739 CloseSwitchgate(x, y);
4740 else if (element == EL_TIMEGATE_OPENING)
4742 else if (element == EL_TIMEGATE_CLOSING)
4743 CloseTimegate(x, y);
4744 else if (element == EL_EXTRA_TIME)
4745 DrawGraphicAnimation(x, y, GFX_EXTRA_TIME, 6, 4, ANIM_NORMAL);
4746 else if (element == EL_SHIELD_PASSIVE)
4748 DrawGraphicAnimation(x, y, GFX_SHIELD_PASSIVE, 6, 4, ANIM_NORMAL);
4749 if (!(FrameCounter % 4))
4750 PlaySoundLevel(x, y, SND_SHIELD_PASSIVE_ACTIVATED);
4752 else if (element == EL_SHIELD_ACTIVE)
4754 DrawGraphicAnimation(x, y, GFX_SHIELD_ACTIVE, 6, 4, ANIM_NORMAL);
4755 if (!(FrameCounter % 4))
4756 PlaySoundLevel(x, y, SND_SHIELD_ACTIVE_ACTIVATED);
4759 if (game.magic_wall_active)
4761 boolean sieb = FALSE;
4762 int jx = local_player->jx, jy = local_player->jy;
4764 if (element == EL_MAGIC_WALL_FULL ||
4765 element == EL_MAGIC_WALL_EMPTY ||
4766 element == EL_MAGIC_WALL_EMPTYING)
4768 SiebAktivieren(x, y, 1);
4771 else if (element == EL_MAGIC_WALL_BD_FULL ||
4772 element == EL_MAGIC_WALL_BD_EMPTY ||
4773 element == EL_MAGIC_WALL_BD_EMPTYING)
4775 SiebAktivieren(x, y, 2);
4779 /* play the element sound at the position nearest to the player */
4780 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
4788 #if USE_NEW_AMOEBA_CODE
4789 /* new experimental amoeba growth stuff */
4791 if (!(FrameCounter % 8))
4794 static unsigned long random = 1684108901;
4796 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
4799 x = (random >> 10) % lev_fieldx;
4800 y = (random >> 20) % lev_fieldy;
4802 x = RND(lev_fieldx);
4803 y = RND(lev_fieldy);
4805 element = Feld[x][y];
4807 if (!IS_PLAYER(x,y) &&
4808 (element == EL_LEERRAUM ||
4809 element == EL_ERDREICH ||
4810 element == EL_MORAST_LEER ||
4811 element == EL_BLURB_LEFT ||
4812 element == EL_BLURB_RIGHT))
4814 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBE_NASS) ||
4815 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBE_NASS) ||
4816 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBE_NASS) ||
4817 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBE_NASS))
4818 Feld[x][y] = EL_TROPFEN;
4821 random = random * 129 + 1;
4827 if (game.explosions_delayed)
4830 game.explosions_delayed = FALSE;
4832 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4834 element = Feld[x][y];
4836 if (ExplodeField[x][y])
4837 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
4838 else if (element == EL_EXPLODING)
4839 Explode(x, y, Frame[x][y], EX_NORMAL);
4841 ExplodeField[x][y] = EX_NO_EXPLOSION;
4844 game.explosions_delayed = TRUE;
4847 if (game.magic_wall_active)
4849 if (!(game.magic_wall_time_left % 4))
4851 int element = Feld[sieb_x][sieb_y];
4853 if (element == EL_MAGIC_WALL_BD_FULL ||
4854 element == EL_MAGIC_WALL_BD_EMPTY ||
4855 element == EL_MAGIC_WALL_BD_EMPTYING)
4856 PlaySoundLevel(sieb_x, sieb_y, SND_BD_MAGIC_WALL_RUNNING);
4858 PlaySoundLevel(sieb_x, sieb_y, SND_MAGIC_WALL_RUNNING);
4861 if (game.magic_wall_time_left > 0)
4863 game.magic_wall_time_left--;
4864 if (!game.magic_wall_time_left)
4866 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4868 element = Feld[x][y];
4870 if (element == EL_MAGIC_WALL_EMPTY ||
4871 element == EL_MAGIC_WALL_FULL)
4873 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4874 DrawLevelField(x, y);
4876 else if (element == EL_MAGIC_WALL_BD_EMPTY ||
4877 element == EL_MAGIC_WALL_BD_FULL)
4879 Feld[x][y] = EL_MAGIC_WALL_BD_DEAD;
4880 DrawLevelField(x, y);
4884 game.magic_wall_active = FALSE;
4889 if (game.light_time_left > 0)
4891 game.light_time_left--;
4893 if (game.light_time_left == 0)
4895 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4897 element = Feld[x][y];
4899 if (element == EL_LIGHT_SWITCH_ON)
4901 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
4902 DrawLevelField(x, y);
4904 else if (element == EL_INVISIBLE_STEEL ||
4905 element == EL_UNSICHTBAR ||
4906 element == EL_SAND_INVISIBLE)
4907 DrawLevelField(x, y);
4912 if (game.timegate_time_left > 0)
4914 game.timegate_time_left--;
4916 if (game.timegate_time_left == 0)
4917 CloseAllOpenTimegates();
4920 if (TimeFrames >= (1000 / GameFrameDelay))
4925 for (i=0; i<MAX_PLAYERS; i++)
4927 if (SHIELD_ON(&stored_player[i]))
4929 stored_player[i].shield_passive_time_left--;
4931 if (stored_player[i].shield_active_time_left > 0)
4932 stored_player[i].shield_active_time_left--;
4936 if (tape.recording || tape.playing)
4937 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
4943 if (TimeLeft <= 10 && setup.time_limit)
4944 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MAX_RIGHT);
4946 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
4948 if (!TimeLeft && setup.time_limit)
4949 for (i=0; i<MAX_PLAYERS; i++)
4950 KillHero(&stored_player[i]);
4952 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
4953 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
4958 if (options.debug) /* calculate frames per second */
4960 static unsigned long fps_counter = 0;
4961 static int fps_frames = 0;
4962 unsigned long fps_delay_ms = Counter() - fps_counter;
4966 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
4968 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
4971 fps_counter = Counter();
4974 redraw_mask |= REDRAW_FPS;
4978 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
4980 int min_x = x, min_y = y, max_x = x, max_y = y;
4983 for (i=0; i<MAX_PLAYERS; i++)
4985 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4987 if (!stored_player[i].active || &stored_player[i] == player)
4990 min_x = MIN(min_x, jx);
4991 min_y = MIN(min_y, jy);
4992 max_x = MAX(max_x, jx);
4993 max_y = MAX(max_y, jy);
4996 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
4999 static boolean AllPlayersInVisibleScreen()
5003 for (i=0; i<MAX_PLAYERS; i++)
5005 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5007 if (!stored_player[i].active)
5010 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5017 void ScrollLevel(int dx, int dy)
5019 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
5022 BlitBitmap(drawto_field, drawto_field,
5023 FX + TILEX*(dx == -1) - softscroll_offset,
5024 FY + TILEY*(dy == -1) - softscroll_offset,
5025 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
5026 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
5027 FX + TILEX*(dx == 1) - softscroll_offset,
5028 FY + TILEY*(dy == 1) - softscroll_offset);
5032 x = (dx == 1 ? BX1 : BX2);
5033 for (y=BY1; y<=BY2; y++)
5034 DrawScreenField(x, y);
5038 y = (dy == 1 ? BY1 : BY2);
5039 for (x=BX1; x<=BX2; x++)
5040 DrawScreenField(x, y);
5043 redraw_mask |= REDRAW_FIELD;
5046 static void CheckGravityMovement(struct PlayerInfo *player)
5048 if (level.gravity && !player->programmed_action)
5050 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
5051 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
5053 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
5054 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
5055 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
5056 int jx = player->jx, jy = player->jy;
5057 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
5058 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
5059 int new_jx = jx + dx, new_jy = jy + dy;
5060 boolean field_under_player_is_free =
5061 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
5062 boolean player_is_moving_to_valid_field =
5063 (IN_LEV_FIELD(new_jx, new_jy) &&
5064 (Feld[new_jx][new_jy] == EL_SP_BASE ||
5065 Feld[new_jx][new_jy] == EL_ERDREICH));
5067 if (field_under_player_is_free && !player_is_moving_to_valid_field)
5068 player->programmed_action = MV_DOWN;
5072 boolean MoveFigureOneStep(struct PlayerInfo *player,
5073 int dx, int dy, int real_dx, int real_dy)
5075 int jx = player->jx, jy = player->jy;
5076 int new_jx = jx+dx, new_jy = jy+dy;
5080 if (!player->active || (!dx && !dy))
5081 return MF_NO_ACTION;
5083 player->MovDir = (dx < 0 ? MV_LEFT :
5086 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5088 if (!IN_LEV_FIELD(new_jx, new_jy))
5089 return MF_NO_ACTION;
5091 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
5092 return MF_NO_ACTION;
5095 element = MovingOrBlocked2Element(new_jx, new_jy);
5097 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
5100 if (DONT_GO_TO(element))
5102 if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
5105 Feld[jx][jy] = EL_SPIELFIGUR;
5106 InitMovingField(jx, jy, MV_DOWN);
5107 Store[jx][jy] = EL_SALZSAEURE;
5108 ContinueMoving(jx, jy);
5112 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
5117 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
5118 if (can_move != MF_MOVING)
5121 StorePlayer[jx][jy] = 0;
5122 player->last_jx = jx;
5123 player->last_jy = jy;
5124 jx = player->jx = new_jx;
5125 jy = player->jy = new_jy;
5126 StorePlayer[jx][jy] = player->element_nr;
5129 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
5131 ScrollFigure(player, SCROLL_INIT);
5136 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
5138 int jx = player->jx, jy = player->jy;
5139 int old_jx = jx, old_jy = jy;
5140 int moved = MF_NO_ACTION;
5142 if (!player->active || (!dx && !dy))
5146 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5150 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5151 !(tape.playing && tape.game_version < GAME_VERSION_2_0))
5155 /* remove the last programmed player action */
5156 player->programmed_action = 0;
5160 /* should only happen if pre-1.2 tape recordings are played */
5161 /* this is only for backward compatibility */
5163 int original_move_delay_value = player->move_delay_value;
5166 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
5169 /* scroll remaining steps with finest movement resolution */
5170 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
5172 while (player->MovPos)
5174 ScrollFigure(player, SCROLL_GO_ON);
5175 ScrollScreen(NULL, SCROLL_GO_ON);
5181 player->move_delay_value = original_move_delay_value;
5184 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
5186 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
5187 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5191 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5192 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5198 if (moved & MF_MOVING && !ScreenMovPos &&
5199 (player == local_player || !options.network))
5201 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5202 int offset = (setup.scroll_delay ? 3 : 0);
5204 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5206 /* actual player has left the screen -- scroll in that direction */
5207 if (jx != old_jx) /* player has moved horizontally */
5208 scroll_x += (jx - old_jx);
5209 else /* player has moved vertically */
5210 scroll_y += (jy - old_jy);
5214 if (jx != old_jx) /* player has moved horizontally */
5216 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5217 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5218 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5220 /* don't scroll over playfield boundaries */
5221 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5222 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5224 /* don't scroll more than one field at a time */
5225 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5227 /* don't scroll against the player's moving direction */
5228 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5229 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5230 scroll_x = old_scroll_x;
5232 else /* player has moved vertically */
5234 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5235 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5236 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5238 /* don't scroll over playfield boundaries */
5239 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5240 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5242 /* don't scroll more than one field at a time */
5243 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5245 /* don't scroll against the player's moving direction */
5246 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5247 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5248 scroll_y = old_scroll_y;
5252 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5254 if (!options.network && !AllPlayersInVisibleScreen())
5256 scroll_x = old_scroll_x;
5257 scroll_y = old_scroll_y;
5261 ScrollScreen(player, SCROLL_INIT);
5262 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5267 if (!(moved & MF_MOVING) && !player->Pushing)
5270 player->Frame = (player->Frame + 1) % 4;
5272 if (moved & MF_MOVING)
5274 if (old_jx != jx && old_jy == jy)
5275 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5276 else if (old_jx == jx && old_jy != jy)
5277 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5279 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
5281 player->last_move_dir = player->MovDir;
5282 player->is_moving = TRUE;
5286 CheckGravityMovement(player);
5289 player->last_move_dir = MV_NO_MOVING;
5291 player->is_moving = FALSE;
5294 TestIfHeroTouchesBadThing(jx, jy);
5296 if (!player->active)
5302 void ScrollFigure(struct PlayerInfo *player, int mode)
5304 int jx = player->jx, jy = player->jy;
5305 int last_jx = player->last_jx, last_jy = player->last_jy;
5306 int move_stepsize = TILEX / player->move_delay_value;
5308 if (!player->active || !player->MovPos)
5311 if (mode == SCROLL_INIT)
5313 player->actual_frame_counter = FrameCounter;
5314 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5316 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
5317 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5322 else if (!FrameReached(&player->actual_frame_counter, 1))
5325 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5326 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5328 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5329 Feld[last_jx][last_jy] = EL_LEERRAUM;
5331 /* before DrawPlayer() to draw correct player graphic for this case */
5332 if (player->MovPos == 0)
5333 CheckGravityMovement(player);
5337 if (player->MovPos == 0)
5339 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
5341 /* continue with normal speed after quickly moving through gate */
5342 HALVE_PLAYER_SPEED(player);
5344 /* be able to make the next move without delay */
5345 player->move_delay = 0;
5348 player->last_jx = jx;
5349 player->last_jy = jy;
5351 if (Feld[jx][jy] == EL_AUSGANG_AUF)
5355 if (!local_player->friends_still_needed)
5356 player->LevelSolved = player->GameOver = TRUE;
5359 if (tape.single_step && tape.recording && !tape.pausing &&
5360 !player->programmed_action)
5361 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5365 void ScrollScreen(struct PlayerInfo *player, int mode)
5367 static unsigned long screen_frame_counter = 0;
5369 if (mode == SCROLL_INIT)
5371 /* set scrolling step size according to actual player's moving speed */
5372 ScrollStepSize = TILEX / player->move_delay_value;
5374 screen_frame_counter = FrameCounter;
5375 ScreenMovDir = player->MovDir;
5376 ScreenMovPos = player->MovPos;
5377 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5380 else if (!FrameReached(&screen_frame_counter, 1))
5385 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5386 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5387 redraw_mask |= REDRAW_FIELD;
5390 ScreenMovDir = MV_NO_MOVING;
5393 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
5395 int i, kill_x = -1, kill_y = -1;
5396 static int test_xy[4][2] =
5403 static int test_dir[4] =
5413 int test_x, test_y, test_move_dir, test_element;
5415 test_x = good_x + test_xy[i][0];
5416 test_y = good_y + test_xy[i][1];
5417 if (!IN_LEV_FIELD(test_x, test_y))
5421 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5424 test_element = Feld[test_x][test_y];
5426 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
5429 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5430 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5432 if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) ||
5433 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
5441 if (kill_x != -1 || kill_y != -1)
5443 if (IS_PLAYER(good_x, good_y))
5445 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
5447 if (player->shield_active_time_left > 0)
5448 Bang(kill_x, kill_y);
5449 else if (!PLAYER_PROTECTED(good_x, good_y))
5453 Bang(good_x, good_y);
5457 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
5459 int i, kill_x = -1, kill_y = -1;
5460 int bad_element = Feld[bad_x][bad_y];
5461 static int test_xy[4][2] =
5468 static int test_dir[4] =
5476 if (bad_element == EL_EXPLODING) /* skip just exploding bad things */
5481 int test_x, test_y, test_move_dir, test_element;
5483 test_x = bad_x + test_xy[i][0];
5484 test_y = bad_y + test_xy[i][1];
5485 if (!IN_LEV_FIELD(test_x, test_y))
5489 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5491 test_element = Feld[test_x][test_y];
5493 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5494 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5496 if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) ||
5497 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
5499 /* good thing is player or penguin that does not move away */
5500 if (IS_PLAYER(test_x, test_y))
5502 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
5504 if (bad_element == EL_ROBOT && player->is_moving)
5505 continue; /* robot does not kill player if he is moving */
5511 else if (test_element == EL_PINGUIN)
5520 if (kill_x != -1 || kill_y != -1)
5522 if (IS_PLAYER(kill_x, kill_y))
5524 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
5527 int dir = player->MovDir;
5528 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5529 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5531 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5532 newx != bad_x && newy != bad_y)
5533 ; /* robot does not kill player if he is moving */
5535 printf("-> %d\n", player->MovDir);
5537 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5538 newx != bad_x && newy != bad_y)
5539 ; /* robot does not kill player if he is moving */
5544 if (player->shield_active_time_left > 0)
5546 else if (!PLAYER_PROTECTED(kill_x, kill_y))
5550 Bang(kill_x, kill_y);
5554 void TestIfHeroTouchesBadThing(int x, int y)
5556 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5559 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
5561 TestIfGoodThingHitsBadThing(x, y, move_dir);
5564 void TestIfBadThingTouchesHero(int x, int y)
5566 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5569 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
5571 TestIfBadThingHitsGoodThing(x, y, move_dir);
5574 void TestIfFriendTouchesBadThing(int x, int y)
5576 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5579 void TestIfBadThingTouchesFriend(int x, int y)
5581 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5584 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
5586 int i, kill_x = bad_x, kill_y = bad_y;
5587 static int xy[4][2] =
5599 x = bad_x + xy[i][0];
5600 y = bad_y + xy[i][1];
5601 if (!IN_LEV_FIELD(x, y))
5604 element = Feld[x][y];
5605 if (IS_AMOEBOID(element) || element == EL_LIFE ||
5606 element == EL_AMOEBING || element == EL_TROPFEN)
5614 if (kill_x != bad_x || kill_y != bad_y)
5618 void KillHero(struct PlayerInfo *player)
5620 int jx = player->jx, jy = player->jy;
5622 if (!player->active)
5625 if (IS_PFORTE(Feld[jx][jy]))
5626 Feld[jx][jy] = EL_LEERRAUM;
5628 /* deactivate shield (else Bang()/Explode() would not work right) */
5629 player->shield_passive_time_left = 0;
5630 player->shield_active_time_left = 0;
5636 static void KillHeroUnlessProtected(int x, int y)
5638 if (!PLAYER_PROTECTED(x, y))
5639 KillHero(PLAYERINFO(x, y));
5642 void BuryHero(struct PlayerInfo *player)
5644 int jx = player->jx, jy = player->jy;
5646 if (!player->active)
5649 PlaySoundLevel(jx, jy, SND_PLAYER_DYING);
5650 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
5652 player->GameOver = TRUE;
5656 void RemoveHero(struct PlayerInfo *player)
5658 int jx = player->jx, jy = player->jy;
5659 int i, found = FALSE;
5661 player->present = FALSE;
5662 player->active = FALSE;
5664 if (!ExplodeField[jx][jy])
5665 StorePlayer[jx][jy] = 0;
5667 for (i=0; i<MAX_PLAYERS; i++)
5668 if (stored_player[i].active)
5672 AllPlayersGone = TRUE;
5678 int DigField(struct PlayerInfo *player,
5679 int x, int y, int real_dx, int real_dy, int mode)
5681 int jx = player->jx, jy = player->jy;
5682 int dx = x - jx, dy = y - jy;
5683 int move_direction = (dx == -1 ? MV_LEFT :
5684 dx == +1 ? MV_RIGHT :
5686 dy == +1 ? MV_DOWN : MV_NO_MOVING);
5689 if (!player->MovPos)
5690 player->Pushing = FALSE;
5692 if (mode == DF_NO_PUSH)
5694 player->Switching = FALSE;
5695 player->push_delay = 0;
5696 return MF_NO_ACTION;
5699 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
5700 return MF_NO_ACTION;
5702 if (IS_TUBE(Feld[jx][jy]))
5705 int tube_leave_directions[][2] =
5707 { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5708 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5709 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5710 { EL_TUBE_VERT_LEFT, MV_LEFT | MV_UP | MV_DOWN },
5711 { EL_TUBE_VERT_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
5712 { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_UP },
5713 { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
5714 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
5715 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
5716 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
5717 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
5718 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
5721 while (tube_leave_directions[i][0] != Feld[jx][jy])
5724 if (tube_leave_directions[i][0] == -1) /* should not happen */
5728 if (!(tube_leave_directions[i][1] & move_direction))
5729 return MF_NO_ACTION; /* tube has no opening in this direction */
5732 element = Feld[x][y];
5738 case EL_SAND_INVISIBLE:
5739 case EL_TRAP_INACTIVE:
5744 if (element == EL_LEERRAUM)
5745 PlaySoundLevel(x, y, SND_EMPTY_SPACE_DIGGING);
5746 else if (element == EL_ERDREICH)
5747 PlaySoundLevel(x, y, SND_SAND_DIGGING);
5748 else if (element == EL_SAND_INVISIBLE)
5749 PlaySoundLevel(x, y, SND_SAND_INVISIBLE_DIGGING);
5750 else if (element == EL_TRAP_INACTIVE)
5751 PlaySoundLevel(x, y, SND_TRAP_INACTIVE_DIGGING);
5752 else if (element == EL_SP_BASE)
5753 PlaySoundLevel(x, y, SND_SP_BASE_DIGGING);
5754 else if (element == EL_SP_BUG)
5755 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_DIGGING);
5759 case EL_EDELSTEIN_BD:
5760 case EL_EDELSTEIN_GELB:
5761 case EL_EDELSTEIN_ROT:
5762 case EL_EDELSTEIN_LILA:
5764 case EL_SP_INFOTRON:
5768 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 :
5769 element == EL_PEARL ? 5 :
5770 element == EL_CRYSTAL ? 8 : 1);
5771 if (local_player->gems_still_needed < 0)
5772 local_player->gems_still_needed = 0;
5773 RaiseScoreElement(element);
5774 DrawText(DX_EMERALDS, DY_EMERALDS,
5775 int2str(local_player->gems_still_needed, 3),
5776 FS_SMALL, FC_YELLOW);
5778 if (element == EL_EDELSTEIN_BD)
5779 PlaySoundLevel(x, y, SND_BD_DIAMOND_COLLECTING);
5780 else if (element == EL_DIAMANT)
5781 PlaySoundLevel(x, y, SND_DIAMOND_COLLECTING);
5782 else if (element == EL_SP_INFOTRON)
5783 PlaySoundLevel(x, y, SND_SP_INFOTRON_COLLECTING);
5784 else if (element == EL_PEARL)
5785 PlaySoundLevel(x, y, SND_PEARL_COLLECTING);
5786 else if (element == EL_CRYSTAL)
5787 PlaySoundLevel(x, y, SND_CRYSTAL_COLLECTING);
5788 else /* EL_EDELSTEIN style element */
5789 PlaySoundLevel(x, y, SND_EMERALD_COLLECTING);
5794 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
5795 PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
5799 Feld[x][y] = EL_LEERRAUM;
5800 PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
5808 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5810 PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MAX_RIGHT);
5813 case EL_SHIELD_PASSIVE:
5815 player->shield_passive_time_left += 10;
5816 PlaySoundLevel(x, y, SND_SHIELD_PASSIVE_COLLECTING);
5819 case EL_SHIELD_ACTIVE:
5821 player->shield_passive_time_left += 10;
5822 player->shield_active_time_left += 10;
5823 PlaySoundLevel(x, y, SND_SHIELD_ACTIVE_COLLECTING);
5826 case EL_DYNAMITE_INACTIVE:
5827 case EL_SP_DISK_RED:
5830 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5831 DrawText(DX_DYNAMITE, DY_DYNAMITE,
5832 int2str(local_player->dynamite, 3),
5833 FS_SMALL, FC_YELLOW);
5834 if (element == EL_SP_DISK_RED)
5835 PlaySoundLevel(x, y, SND_SP_DISK_RED_COLLECTING);
5837 PlaySoundLevel(x, y, SND_DYNAMITE_COLLECTING);
5840 case EL_DYNABOMB_NR:
5842 player->dynabomb_count++;
5843 player->dynabombs_left++;
5844 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5845 PlaySoundLevel(x, y, SND_DYNABOMB_NR_COLLECTING);
5848 case EL_DYNABOMB_SZ:
5850 player->dynabomb_size++;
5851 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5852 PlaySoundLevel(x, y, SND_DYNABOMB_SZ_COLLECTING);
5855 case EL_DYNABOMB_XL:
5857 player->dynabomb_xl = TRUE;
5858 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5859 PlaySoundLevel(x, y, SND_DYNABOMB_XL_COLLECTING);
5862 case EL_SCHLUESSEL1:
5863 case EL_SCHLUESSEL2:
5864 case EL_SCHLUESSEL3:
5865 case EL_SCHLUESSEL4:
5867 int key_nr = element - EL_SCHLUESSEL1;
5870 player->key[key_nr] = TRUE;
5871 RaiseScoreElement(EL_SCHLUESSEL);
5872 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5873 GFX_SCHLUESSEL1 + key_nr);
5874 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5875 GFX_SCHLUESSEL1 + key_nr);
5876 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
5885 int key_nr = element - EL_EM_KEY_1;
5888 player->key[key_nr] = TRUE;
5889 RaiseScoreElement(EL_SCHLUESSEL);
5890 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5891 GFX_SCHLUESSEL1 + key_nr);
5892 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5893 GFX_SCHLUESSEL1 + key_nr);
5894 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
5899 Feld[x][y] = EL_ABLENK_EIN;
5902 DrawLevelField(x, y);
5903 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
5907 case EL_SP_TERMINAL:
5911 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
5913 for (yy=0; yy<lev_fieldy; yy++)
5915 for (xx=0; xx<lev_fieldx; xx++)
5917 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
5919 else if (Feld[xx][yy] == EL_SP_TERMINAL)
5920 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
5928 case EL_BELT1_SWITCH_LEFT:
5929 case EL_BELT1_SWITCH_MIDDLE:
5930 case EL_BELT1_SWITCH_RIGHT:
5931 case EL_BELT2_SWITCH_LEFT:
5932 case EL_BELT2_SWITCH_MIDDLE:
5933 case EL_BELT2_SWITCH_RIGHT:
5934 case EL_BELT3_SWITCH_LEFT:
5935 case EL_BELT3_SWITCH_MIDDLE:
5936 case EL_BELT3_SWITCH_RIGHT:
5937 case EL_BELT4_SWITCH_LEFT:
5938 case EL_BELT4_SWITCH_MIDDLE:
5939 case EL_BELT4_SWITCH_RIGHT:
5940 if (!player->Switching)
5942 player->Switching = TRUE;
5943 ToggleBeltSwitch(x, y);
5944 PlaySoundLevel(x, y, SND_CONVEYOR_BELT_SWITCH_ACTIVATING);
5949 case EL_SWITCHGATE_SWITCH_1:
5950 case EL_SWITCHGATE_SWITCH_2:
5951 if (!player->Switching)
5953 player->Switching = TRUE;
5954 ToggleSwitchgateSwitch(x, y);
5955 PlaySoundLevel(x, y, SND_SWITCHGATE_SWITCH_ACTIVATING);
5960 case EL_LIGHT_SWITCH_OFF:
5961 case EL_LIGHT_SWITCH_ON:
5962 if (!player->Switching)
5964 player->Switching = TRUE;
5965 ToggleLightSwitch(x, y);
5966 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH_OFF ?
5967 SND_LIGHT_SWITCH_ACTIVATING :
5968 SND_LIGHT_SWITCH_DEACTIVATING);
5973 case EL_TIMEGATE_SWITCH_OFF:
5974 ActivateTimegateSwitch(x, y);
5975 PlaySoundLevel(x, y, SND_TIMEGATE_WHEEL_ACTIVATING);
5980 case EL_BALLOON_SEND_LEFT:
5981 case EL_BALLOON_SEND_RIGHT:
5982 case EL_BALLOON_SEND_UP:
5983 case EL_BALLOON_SEND_DOWN:
5984 case EL_BALLOON_SEND_ANY:
5985 if (element == EL_BALLOON_SEND_ANY)
5986 game.balloon_dir = move_direction;
5988 game.balloon_dir = (element == EL_BALLOON_SEND_LEFT ? MV_LEFT :
5989 element == EL_BALLOON_SEND_RIGHT ? MV_RIGHT :
5990 element == EL_BALLOON_SEND_UP ? MV_UP :
5991 element == EL_BALLOON_SEND_DOWN ? MV_DOWN :
5998 if (local_player->gems_still_needed > 0)
5999 return MF_NO_ACTION;
6001 player->LevelSolved = player->GameOver = TRUE;
6002 PlaySoundStereo(SND_SP_EXIT_ENTERING, SOUND_MAX_RIGHT);
6005 case EL_FELSBROCKEN:
6008 case EL_DX_SUPABOMB:
6012 case EL_SP_DISK_ORANGE:
6014 if (dy || mode == DF_SNAP)
6015 return MF_NO_ACTION;
6017 player->Pushing = TRUE;
6019 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6020 return MF_NO_ACTION;
6024 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6025 return MF_NO_ACTION;
6028 if (player->push_delay == 0)
6029 player->push_delay = FrameCounter;
6031 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6032 !tape.playing && element != EL_SPRING)
6033 return MF_NO_ACTION;
6035 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6036 !(tape.playing && tape.game_version < GAME_VERSION_2_0) &&
6037 element != EL_SPRING)
6038 return MF_NO_ACTION;
6042 Feld[x+dx][y+dy] = element;
6044 if (element == EL_SPRING)
6046 Feld[x+dx][y+dy] = EL_SPRING_MOVING;
6047 MovDir[x+dx][y+dy] = move_direction;
6050 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
6052 DrawLevelField(x+dx, y+dy);
6053 if (element == EL_FELSBROCKEN)
6054 PlaySoundLevel(x+dx, y+dy, SND_ROCK_PUSHING);
6055 else if (element == EL_BD_ROCK)
6056 PlaySoundLevel(x+dx, y+dy, SND_BD_ROCK_PUSHING);
6057 else if (element == EL_BOMBE)
6058 PlaySoundLevel(x+dx, y+dy, SND_BOMB_PUSHING);
6059 else if (element == EL_DX_SUPABOMB)
6060 PlaySoundLevel(x+dx, y+dy, SND_DX_BOMB_PUSHING);
6061 else if (element == EL_KOKOSNUSS)
6062 PlaySoundLevel(x+dx, y+dy, SND_NUT_PUSHING);
6063 else if (element == EL_ZEIT_LEER)
6064 PlaySoundLevel(x+dx, y+dy, SND_TIME_ORB_EMPTY_PUSHING);
6065 else if (element == EL_SP_ZONK)
6066 PlaySoundLevel(x+dx, y+dy, SND_SP_ZONK_PUSHING);
6067 else if (element == EL_SP_DISK_ORANGE)
6068 PlaySoundLevel(x+dx, y+dy, SND_SP_DISK_ORANGE_PUSHING);
6069 else if (element == EL_SPRING)
6070 PlaySoundLevel(x+dx, y+dy, SND_SPRING_PUSHING);
6077 if (!player->key[element - EL_PFORTE1])
6078 return MF_NO_ACTION;
6085 if (!player->key[element - EL_PFORTE1X])
6086 return MF_NO_ACTION;
6093 if (!player->key[element - EL_EM_GATE_1])
6094 return MF_NO_ACTION;
6095 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6096 return MF_NO_ACTION;
6098 /* automatically move to the next field with double speed */
6099 player->programmed_action = move_direction;
6100 DOUBLE_PLAYER_SPEED(player);
6102 PlaySoundLevel(x, y, SND_GATE_PASSING);
6110 if (!player->key[element - EL_EM_GATE_1X])
6111 return MF_NO_ACTION;
6112 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6113 return MF_NO_ACTION;
6115 /* automatically move to the next field with double speed */
6116 player->programmed_action = move_direction;
6117 DOUBLE_PLAYER_SPEED(player);
6119 PlaySoundLevel(x, y, SND_GATE_PASSING);
6123 case EL_SWITCHGATE_OPEN:
6124 case EL_TIMEGATE_OPEN:
6125 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6126 return MF_NO_ACTION;
6128 /* automatically move to the next field with double speed */
6129 player->programmed_action = move_direction;
6130 DOUBLE_PLAYER_SPEED(player);
6132 if (element == EL_SWITCHGATE_OPEN)
6133 PlaySoundLevel(x, y, SND_SWITCHGATE_PASSING);
6135 PlaySoundLevel(x, y, SND_TIMEGATE_PASSING);
6139 case EL_SP_PORT1_LEFT:
6140 case EL_SP_PORT2_LEFT:
6141 case EL_SP_PORT1_RIGHT:
6142 case EL_SP_PORT2_RIGHT:
6143 case EL_SP_PORT1_UP:
6144 case EL_SP_PORT2_UP:
6145 case EL_SP_PORT1_DOWN:
6146 case EL_SP_PORT2_DOWN:
6151 element != EL_SP_PORT1_LEFT &&
6152 element != EL_SP_PORT2_LEFT &&
6153 element != EL_SP_PORT_X &&
6154 element != EL_SP_PORT_XY) ||
6156 element != EL_SP_PORT1_RIGHT &&
6157 element != EL_SP_PORT2_RIGHT &&
6158 element != EL_SP_PORT_X &&
6159 element != EL_SP_PORT_XY) ||
6161 element != EL_SP_PORT1_UP &&
6162 element != EL_SP_PORT2_UP &&
6163 element != EL_SP_PORT_Y &&
6164 element != EL_SP_PORT_XY) ||
6166 element != EL_SP_PORT1_DOWN &&
6167 element != EL_SP_PORT2_DOWN &&
6168 element != EL_SP_PORT_Y &&
6169 element != EL_SP_PORT_XY) ||
6170 !IN_LEV_FIELD(x + dx, y + dy) ||
6171 !IS_FREE(x + dx, y + dy))
6172 return MF_NO_ACTION;
6174 /* automatically move to the next field with double speed */
6175 player->programmed_action = move_direction;
6176 DOUBLE_PLAYER_SPEED(player);
6178 PlaySoundLevel(x, y, SND_SP_PORT_PASSING);
6182 case EL_TUBE_VERTICAL:
6183 case EL_TUBE_HORIZONTAL:
6184 case EL_TUBE_VERT_LEFT:
6185 case EL_TUBE_VERT_RIGHT:
6186 case EL_TUBE_HORIZ_UP:
6187 case EL_TUBE_HORIZ_DOWN:
6188 case EL_TUBE_LEFT_UP:
6189 case EL_TUBE_LEFT_DOWN:
6190 case EL_TUBE_RIGHT_UP:
6191 case EL_TUBE_RIGHT_DOWN:
6194 int tube_enter_directions[][2] =
6196 { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6197 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6198 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6199 { EL_TUBE_VERT_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
6200 { EL_TUBE_VERT_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
6201 { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
6202 { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
6203 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
6204 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
6205 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
6206 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
6207 { -1, MV_NO_MOVING }
6210 while (tube_enter_directions[i][0] != element)
6213 if (tube_enter_directions[i][0] == -1) /* should not happen */
6217 if (!(tube_enter_directions[i][1] & move_direction))
6218 return MF_NO_ACTION; /* tube has no opening in this direction */
6223 case EL_AUSGANG_ACT:
6224 /* door is not (yet) open */
6225 return MF_NO_ACTION;
6228 case EL_AUSGANG_AUF:
6229 if (mode == DF_SNAP)
6230 return MF_NO_ACTION;
6232 PlaySoundLevel(x, y, SND_EXIT_ENTERING);
6237 Feld[x][y] = EL_BIRNE_EIN;
6238 local_player->lights_still_needed--;
6239 DrawLevelField(x, y);
6240 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
6245 Feld[x][y] = EL_ZEIT_LEER;
6247 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
6248 DrawLevelField(x, y);
6249 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MAX_RIGHT);
6253 case EL_SOKOBAN_FELD_LEER:
6256 case EL_SOKOBAN_OBJEKT:
6257 case EL_SOKOBAN_FELD_VOLL:
6259 case EL_SP_DISK_YELLOW:
6261 if (mode == DF_SNAP)
6262 return MF_NO_ACTION;
6264 player->Pushing = TRUE;
6266 if (!IN_LEV_FIELD(x+dx, y+dy)
6267 || (!IS_FREE(x+dx, y+dy)
6268 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
6269 || !IS_SB_ELEMENT(element))))
6270 return MF_NO_ACTION;
6274 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6275 return MF_NO_ACTION;
6277 else if (dy && real_dx)
6279 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
6280 return MF_NO_ACTION;
6283 if (player->push_delay == 0)
6284 player->push_delay = FrameCounter;
6286 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6287 !tape.playing && element != EL_BALLOON)
6288 return MF_NO_ACTION;
6290 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6291 !(tape.playing && tape.game_version < GAME_VERSION_2_0) &&
6292 element != EL_BALLOON)
6293 return MF_NO_ACTION;
6296 if (IS_SB_ELEMENT(element))
6298 if (element == EL_SOKOBAN_FELD_VOLL)
6300 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
6301 local_player->sokobanfields_still_needed++;
6306 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
6308 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
6309 local_player->sokobanfields_still_needed--;
6310 if (element == EL_SOKOBAN_OBJEKT)
6311 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_FILLING);
6313 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6317 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
6318 if (element == EL_SOKOBAN_FELD_VOLL)
6319 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_CLEARING);
6321 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6327 Feld[x+dx][y+dy] = element;
6330 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
6332 DrawLevelField(x, y);
6333 DrawLevelField(x+dx, y+dy);
6334 if (element == EL_SONDE)
6335 PlaySoundLevel(x+dx, y+dy, SND_SATELLITE_PUSHING);
6336 else if (element == EL_SP_DISK_YELLOW)
6337 PlaySoundLevel(x+dx, y+dy, SND_SP_DISK_YELLOW_PUSHING);
6338 else if (element == EL_BALLOON)
6339 PlaySoundLevel(x+dx, y+dy, SND_BALLOON_PUSHING);
6341 if (IS_SB_ELEMENT(element) &&
6342 local_player->sokobanfields_still_needed == 0 &&
6343 game.emulation == EMU_SOKOBAN)
6345 player->LevelSolved = player->GameOver = TRUE;
6346 PlaySoundLevel(x, y, SND_SOKOBAN_GAME_SOLVING);
6357 return MF_NO_ACTION;
6360 player->push_delay = 0;
6365 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
6367 int jx = player->jx, jy = player->jy;
6368 int x = jx + dx, y = jy + dy;
6370 if (!player->active || !IN_LEV_FIELD(x, y))
6378 player->snapped = FALSE;
6382 if (player->snapped)
6385 player->MovDir = (dx < 0 ? MV_LEFT :
6388 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6390 if (!DigField(player, x, y, 0, 0, DF_SNAP))
6393 player->snapped = TRUE;
6394 DrawLevelField(x, y);
6400 boolean PlaceBomb(struct PlayerInfo *player)
6402 int jx = player->jx, jy = player->jy;
6405 if (!player->active || player->MovPos)
6408 element = Feld[jx][jy];
6410 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
6411 IS_ACTIVE_BOMB(element) || element == EL_EXPLODING)
6414 if (element != EL_LEERRAUM)
6415 Store[jx][jy] = element;
6417 if (player->dynamite)
6419 Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
6420 MovDelay[jx][jy] = 96;
6422 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6423 FS_SMALL, FC_YELLOW);
6424 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6426 if (game.emulation == EMU_SUPAPLEX)
6427 DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
6429 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
6432 PlaySoundLevel(jx, jy, SND_DYNAMITE_PLACING);
6436 Feld[jx][jy] = EL_DYNABOMB_ACTIVE_1 + (player->element_nr - EL_SPIELER1);
6437 MovDelay[jx][jy] = 96;
6438 player->dynabombs_left--;
6439 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6440 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
6442 PlaySoundLevel(jx, jy, SND_DYNABOMB_PLACING);
6448 void PlaySoundLevel(int x, int y, int nr)
6450 int sx = SCREENX(x), sy = SCREENY(y);
6451 int volume, stereo_position;
6452 int max_distance = 8;
6453 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
6455 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
6456 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
6459 if (!IN_LEV_FIELD(x, y) ||
6460 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
6461 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
6464 volume = SOUND_MAX_VOLUME;
6466 if (!IN_SCR_FIELD(sx, sy))
6468 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
6469 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
6471 volume -= volume * (dx > dy ? dx : dy) / max_distance;
6474 stereo_position = (SOUND_MAX_LEFT +
6475 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
6476 (SCR_FIELDX + 2 * max_distance));
6478 PlaySoundExt(nr, volume, stereo_position, type);
6481 void RaiseScore(int value)
6483 local_player->score += value;
6484 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
6485 FS_SMALL, FC_YELLOW);
6488 void RaiseScoreElement(int element)
6493 case EL_EDELSTEIN_BD:
6494 case EL_EDELSTEIN_GELB:
6495 case EL_EDELSTEIN_ROT:
6496 case EL_EDELSTEIN_LILA:
6497 RaiseScore(level.score[SC_EDELSTEIN]);
6500 RaiseScore(level.score[SC_DIAMANT]);
6504 RaiseScore(level.score[SC_KAEFER]);
6508 RaiseScore(level.score[SC_FLIEGER]);
6512 RaiseScore(level.score[SC_MAMPFER]);
6515 RaiseScore(level.score[SC_ROBOT]);
6518 RaiseScore(level.score[SC_PACMAN]);
6521 RaiseScore(level.score[SC_KOKOSNUSS]);
6523 case EL_DYNAMITE_INACTIVE:
6524 RaiseScore(level.score[SC_DYNAMIT]);
6527 RaiseScore(level.score[SC_SCHLUESSEL]);
6534 void RequestQuitGame(boolean ask_if_really_quit)
6536 if (AllPlayersGone ||
6537 !ask_if_really_quit ||
6538 level_editor_test_game ||
6539 Request("Do you really want to quit the game ?",
6540 REQ_ASK | REQ_STAY_CLOSED))
6542 #if defined(PLATFORM_UNIX)
6543 if (options.network)
6544 SendToServer_StopPlaying();
6548 game_status = MAINMENU;
6554 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
6559 /* ---------- new game button stuff ---------------------------------------- */
6561 /* graphic position values for game buttons */
6562 #define GAME_BUTTON_XSIZE 30
6563 #define GAME_BUTTON_YSIZE 30
6564 #define GAME_BUTTON_XPOS 5
6565 #define GAME_BUTTON_YPOS 215
6566 #define SOUND_BUTTON_XPOS 5
6567 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
6569 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6570 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6571 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6572 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6573 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6574 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6581 } gamebutton_info[NUM_GAME_BUTTONS] =
6584 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
6589 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
6594 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
6599 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
6600 SOUND_CTRL_ID_MUSIC,
6601 "background music on/off"
6604 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
6605 SOUND_CTRL_ID_LOOPS,
6606 "sound loops on/off"
6609 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
6610 SOUND_CTRL_ID_SIMPLE,
6611 "normal sounds on/off"
6615 void CreateGameButtons()
6619 for (i=0; i<NUM_GAME_BUTTONS; i++)
6621 Bitmap *gd_bitmap = pix[PIX_DOOR];
6622 struct GadgetInfo *gi;
6625 unsigned long event_mask;
6626 int gd_xoffset, gd_yoffset;
6627 int gd_x1, gd_x2, gd_y1, gd_y2;
6630 gd_xoffset = gamebutton_info[i].x;
6631 gd_yoffset = gamebutton_info[i].y;
6632 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
6633 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
6635 if (id == GAME_CTRL_ID_STOP ||
6636 id == GAME_CTRL_ID_PAUSE ||
6637 id == GAME_CTRL_ID_PLAY)
6639 button_type = GD_TYPE_NORMAL_BUTTON;
6641 event_mask = GD_EVENT_RELEASED;
6642 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6643 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6647 button_type = GD_TYPE_CHECK_BUTTON;
6649 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
6650 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
6651 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
6652 event_mask = GD_EVENT_PRESSED;
6653 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
6654 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6657 gi = CreateGadget(GDI_CUSTOM_ID, id,
6658 GDI_INFO_TEXT, gamebutton_info[i].infotext,
6659 GDI_X, DX + gd_xoffset,
6660 GDI_Y, DY + gd_yoffset,
6661 GDI_WIDTH, GAME_BUTTON_XSIZE,
6662 GDI_HEIGHT, GAME_BUTTON_YSIZE,
6663 GDI_TYPE, button_type,
6664 GDI_STATE, GD_BUTTON_UNPRESSED,
6665 GDI_CHECKED, checked,
6666 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
6667 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
6668 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
6669 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
6670 GDI_EVENT_MASK, event_mask,
6671 GDI_CALLBACK_ACTION, HandleGameButtons,
6675 Error(ERR_EXIT, "cannot create gadget");
6677 game_gadget[id] = gi;
6681 static void MapGameButtons()
6685 for (i=0; i<NUM_GAME_BUTTONS; i++)
6686 MapGadget(game_gadget[i]);
6689 void UnmapGameButtons()
6693 for (i=0; i<NUM_GAME_BUTTONS; i++)
6694 UnmapGadget(game_gadget[i]);
6697 static void HandleGameButtons(struct GadgetInfo *gi)
6699 int id = gi->custom_id;
6701 if (game_status != PLAYING)
6706 case GAME_CTRL_ID_STOP:
6707 RequestQuitGame(TRUE);
6710 case GAME_CTRL_ID_PAUSE:
6711 if (options.network)
6713 #if defined(PLATFORM_UNIX)
6715 SendToServer_ContinuePlaying();
6717 SendToServer_PausePlaying();
6721 TapeTogglePause(TAPE_TOGGLE_MANUAL);
6724 case GAME_CTRL_ID_PLAY:
6727 #if defined(PLATFORM_UNIX)
6728 if (options.network)
6729 SendToServer_ContinuePlaying();
6733 tape.pausing = FALSE;
6734 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
6739 case SOUND_CTRL_ID_MUSIC:
6740 if (setup.sound_music)
6742 setup.sound_music = FALSE;
6745 else if (audio.music_available)
6747 setup.sound = setup.sound_music = TRUE;
6748 PlayMusic(level_nr);
6752 case SOUND_CTRL_ID_LOOPS:
6753 if (setup.sound_loops)
6754 setup.sound_loops = FALSE;
6755 else if (audio.loops_available)
6756 setup.sound = setup.sound_loops = TRUE;
6759 case SOUND_CTRL_ID_SIMPLE:
6760 if (setup.sound_simple)
6761 setup.sound_simple = FALSE;
6762 else if (audio.sound_available)
6763 setup.sound = setup.sound_simple = TRUE;